Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: German_alternate_fascist
Constructs: has_government, has_country_flag, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/GER_alternate_strategy_plan.txt

Code:
German_alternate_fascist = {
	name = German Alternate plan to replace the H-man with some other Nazi dude
	desc = Javohl? Faschismus?
	allowed = {
		original_tag = GER
	}
	enable = {
		OR = {
			has_country_flag = GER_AI_RANDOM_ALT_FASCIST
			has_game_rule = {
				rule = GER_ai_behavior
				option = GER_ALT_FASCIST
			}
		}
	}
	abort = {
		OR = {
			is_subject = yes
			has_government = democratic communism
		}
	}
	ai_national_focuses = {
		GER_a_strong_successor GER_the_triumphant_will GER_develop_heraeus_facilities GER_anschluss GER_reintegrate_luxemburg_and_alsace_lorraine GER_expanding_the_luftwaffe GER_remilitarize_the_rhineland GER_fuhrerprinzip GER_party_chancellor_bormann GER_the_four_year_plan GER_autarky_efforts GER_construct_the_reichsautobahn GER_kdf_wagen_factories GER_institute_price_controls GER_ascension_of_goring GER_heed_von_neuraths_concerns GER_bribe_senior_officers GER_autonomy_in_the_kriegsschulen GER_accelerate_the_rearmament_program GER_establish_production_targets GER_ascension_of_himmler GER_develop_modern_maneuver_warfare GER_anti_comintern_pact GER_adopt_new_panzer_doctrine GER_strengthen_the_kriegsmarine GER_advanced_panzer_research GER_war_preparations GER_reorganize_secret_services GER_prepare_for_the_next_blockade_ww GER_subversive_infiltrators GER_demand_sudetenland GER_first_vienna_award GER_fate_of_czechoslovakia GER_reassert_eastern_claims GER_befriend_china GER_uplift_the_rosenberg_office GER_danzig_or_war GER_dive_bombers GER_combined_arms GER_form_the_jagdwaffe GER_around_maginot GER_war_with_france GER_zentrale_planung GER_operation_weserubung GER_operation_tannenbaum GER_operation_sea_lion GER_operation_felix GER_operation_isabella GER_reclaim_former_african_colonies GER_re_establish_german_control_over_qingdao GER_claim_old_colonies_in_the_east GER_establish_the_reichswerke GER_coal_liquefaction GER_establish_buna_werke GER_plan_z GER_expand_kriegsmarinewerft GER_high_seas_fleet GER_instill_auftragstaktik GER_panzergrenadier GER_panzer_troops_school GER_crossing_the_atlantic GER_challenge_the_monroe_doctrine GER_operation_green GER_war_with_the_ussr GER_befriend_turkey GER_influence_the_middle_east
	}
	research = {
		infantry_weapons = 50.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
	ideas = {
		hjalmar_schacht = 10
		GER_reinhard_heydrich = 10
	}
	traits = {
		captain_of_industry = 5
		GER_reich
# ... (truncated)
### Entity: Scripted Effect
Component: EAI_MILITARY_track_submarine_losses
Constructs: limit, check_variable, set_country_flag, set_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_strategy_effects.txt

Code:
EAI_MILITARY_track_submarine_losses = {
	subtract_from_variable = {
		EAI_previous_subs = num_ships_with_type@submarine
	}
	if = {
		limit = {
			check_variable = {
				EAI_previous_subs = > 0
			}
		}
		divide_variable = {
			EAI_previous_subs = num_ships_with_type@submarine
		}
		if = {
			limit = {
				check_variable = {
					EAI_previous_subs = > 0.05
				}
			}
			set_country_flag = {
				flag = EAI_halt_sub_missions
				value = 1
				days = 14
			}
		}
	}
	set_variable = {
		EAI_previous_subs = num_ships_with_type@submarine
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_national_fascism
Constructs: has_completed_focus, prerequisite, add_ideas, completion_reward, has_idea, cancel_if_invalid
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_national_fascism
	icon = GFX_focus_ITA_generic_fascist_workers
	mutually_exclusive = {
		focus = CZE_exclude_the_slovaks
	}
	prerequisite = {
		focus = CZE_czech_fascism
	}
	x = 4
	y = 2
	relative_position_id = CZE_go_right
	cost = 15
	ai_will_do = {
		factor = 40
		modifier = {
			factor = 2
			has_completed_focus = CZE_german_leanings
		} {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {
		fascism = > 0.6
		NOT = {
			has_idea = CZE_divided_nation
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = CZE_national_fascism_idea
	}
}
### Entity: Effect Reference
Construct: random_list
Constructs: add_political_power, random_list
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## random_list

* Supported Scopes: any
* Supported Targets: none

```
Picks a random effect from the list based on the weight associated.
The weight can be a variable valid in the current scope.
Example:
random_list = {
	# enable logging the dice role in game.log
	log = yes
	seed = var_name/const/random #if specified, it will use this seed instead of scope seed for picking a random
	# some effect with an associated weight
	10 = { add_political_power=10 }
	10 = { add_political_power=100 }
	some_var = { add_political_power=1000 }
}
```
### Entity: Event
Component: mandate_palestine.306
Constructs: is_triggered_only, limit, add_stability, add_power_balance_value, has_variable, add_to_variable
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.306
	picture = GFX_report_event_generic_truck
	title = mandate_palestine.306.t
	desc = mandate_palestine.306.d
	is_triggered_only = yes
	option = {
		name = mandate_palestine.306.a
		add_stability = -0.1
		add_power_balance_value = {
			id = MPL_power_balance
			value = -0.3
			tooltip_side = MPL_arab_side
		}
		if = {
			limit = {
				has_variable = MPL_order_level
			}
			add_to_variable = {
				MPL_order_level = -20
			}
			custom_effect_tooltip = MPL_order_down_20
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_REF_17
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_REF_17 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_REF
			value = 17
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = synthetic_refinery
		value = 17
	}
}
### Entity: Scripted Effect
Component: EAI_VOLUNTEERS_volunteer_target_selector
Constructs: limit, has_country_flag, clear_temp_array, every_other_country, add_to_temp_array, is_in_array, check_variable, set_temp_variable
Source: game
File: common/scripted_effects/EAI_COUNTRY_volunteer_effects.txt

Code:
EAI_VOLUNTEERS_volunteer_target_selector = {
	clear_temp_array = updated_volunteer_targets
	every_other_country = {
		limit = {
			EAI_VOLUNTEERS_THIS_is_valid_target_of_ROOT = yes
		}
		add_to_temp_array = {
			array = updated_volunteer_targets
			value = THIS.id
		}
	}
	for_each_scope_loop = {
		array = EAI_volunteer_targets
		if = {
			limit = {
				NOT = {
					is_in_array = {
						array = updated_volunteer_targets
						value = THIS.id
					}
				}
			}
			EAI_VOLUNTEERS_cancel_target = yes
		} {
			limit = {
				ROOT = {
					has_country_flag = EAI_volunteer_logging
					check_variable = {
						log_ended_volunteers = 1
					}
				}
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | VOLUNTEERS: reason: EAI_VOLUNTEERS_volunteer_target_selector
		}
		set_temp_variable = {
			log_ended_volunteers = 0
		}
	} {
		array = updated_volunteer_targets
		ROOT = {
			EAI_VOLUNTEERS_set_target = yes
		}
		if = {
			limit = {
				ROOT = {
					has_country_flag = EAI_volunteer_logging
					check_variable = {
						log_started_volunteers = 1
					}
				}
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | VOLUNTEERS: reason: EAI_VOLUNTEERS_volunteer_target_selector
		}
		set_temp_variable = {
			log_started_volunteers = 0
		}
	}
}
### Entity: Country History
Country: CAR
Component: CAR_technology
Constructs: set_technology
Source: game
File: history/countries/CAR - Central African Republic.txt

Code:
# Starting Technologies for CAR
set_technology = {
	infantry_weapons = 1
}
### Entity: Scripted Effect
Component: GER_seize_gold_reserves_in_europe_peacefully
Constructs: limit, has_dynamic_modifier, is_on_continent, is_controlled_by, has_state_flag, set_temp_variable, add_to_variable, add_to_temp_variable
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_seize_gold_reserves_in_europe_peacefully = {
	if = {
		limit = {
			OR = {
				has_dynamic_modifier = {
					modifier = GER_mefo_bills_modifier
				} {
					modifier = GER_economy_of_conquest_modifier
				}
			}
		}
		if = {
			limit = {
				FROM = {
					any_core_state = {
						is_on_continent = europe
						is_controlled_by = ROOT
						NOT = {
							has_state_flag = GER_seize_gold_reserves_state_flag
						}
					}
				}
			}
			ROOT = {
				set_temp_variable = {
					occupied_state_num_factory = 0
				}
			} {
				divide_temp_variable = {
					occupied_state_num_factory = 200
				}
				multiply_temp_variable = {
					occupied_state_num_factory = -1
				}
				if = {
					limit = {
						has_dynamic_modifier = {
							modifier = GER_mefo_bills_modifier
						}
					}
					custom_effect_tooltip = GER_modify_mefo_bills_modifier_tt
				}
				else_if = {
					limit = {
						has_dynamic_modifier = {
							modifier = GER_economy_of_conquest_modifier
						}
					}
					custom_effect_tooltip = GER_modify_economy_of_conquest_modifier_tt
				}
				add_to_variable = {
					GER_industrial_consumer_goods_factor = occupied_state_num_factory
					tooltip = consumer_goods_factor_tt
				}
				GER_reduce_mefo_bills_penalty = yes
			}
			add_to_temp_variable = {
				GER.occupied_state_num_factory = FROM.num_of_military_factories_in_cores@GER
			} {
				GER.occupied_state_num_factory = FROM.num_of_civilian_factories_in_cores@GER
			} {
				GER.occupied_state_num_factory = FROM.num_of_naval_factories_in_cores@GER
			}
			FROM = {
				every_core_state = {
					limit = {
						is_on_continent = europe
						is_fully_controlled_by = ROOT
						NOT = {
							has_state_flag = GER_seize_gold_reserves_state_flag
						}
					}
					set_state_flag = GER_seize_gold_reserves_state_flag
				}
			}
		}
	}
}
### Entity: Idea
Component: MEN_disorganized_military_4
Constructs: removal_cost
Source: game
File: common/ideas/r56_mengkukuo.txt

Code:
MEN_disorganized_military_4 = {
	name = MEN_disorganized_military
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = tur_disorganised_armed_forces
	modifier = {
		army_org_factor = -0.05
		max_planning_factor = -0.05
		army_morale_factor = -0.05
	}
}
### Entity: Event
Component: israel.10
Constructs: is_triggered_only, add_political_power, add_popularity, create_wargoal, take_claimed_state
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.10
	title = israel.10.t
	desc = israel.10.d
	is_triggered_only = yes
	option = {
		name = israel.10.a
		add_political_power = -50
		add_popularity = {
			ideology = neutrality
			popularity = -0.05
		}
	} {
		name = israel.10.b
		455 = {
			controller = {
				ISR = {
					create_wargoal = {
						target = PREV
						type = take_claimed_state
					}
				}
			}
		}
		1021 = {
			controller = {
				ISR = {
					create_wargoal = {
						target = PREV
						type = take_claimed_state
					}
				}
			}
		}
		1022 = {
			controller = {
				ISR = {
					create_wargoal = {
						target = PREV
						type = take_claimed_state
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_invite_albania
Constructs: prerequisite, limit, has_government, has_war_with, has_country_flag, completion_reward, is_puppet, is_in_faction
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_invite_albania
	icon = GFX_goal_generic_befriend_albania_communist
	prerequisite = {
		focus = GRE_ally_the_balkans
	}
	x = -1
	y = 1
	relative_position_id = GRE_ally_the_balkans
	cost = 5
	ai_will_do = {
		factor = 80
	}
	available = {
		has_country_flag = GRE_balkan_friends
		ALB = {
			NOT = {
				has_war_with = GRE
			}
			exists = yes
			is_puppet = no
			is_in_faction = no
		}
	}
	bypass = {
		OR = {
			ALB = {
				is_in_faction_with = GRE
				exists = no
			}
		}
	}
	completion_reward = {
		custom_effect_tooltip = GRE_3
		IF = {
			limit = {
				ALB = {
					has_government = communism
				}
			}
			ALB = {
				country_event = greece.63
			}
		}
		ALB = {
			add_timed_idea = {
				idea = GRE_com_support
				days = 365
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: CHI_camco_bomber_organization
Constructs: has_completed_focus, is_literally_china, has_dlc
Source: game
File: common/military_industrial_organization/organizations/CHI_organization.txt

Code:
CHI_camco_bomber_organization = {
	include = generic_cas_aircraft_organization
	icon = GFX_idea_CHI_camco
	allowed = {
		OR = {
			is_literally_china = yes
			tag = MAN
		} {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
			AND = {
				has_dlc = No Compromise, No Surrender
				NOT = {
					OR = {
						tag = CHI PRC
					}
				}
			}
		}
	}
	available = {
		owner = {
			hidden_trigger = {
				OR = {
					has_completed_focus = CHI_local_bomber_production CHI_sea_local_bomber_production
				}
			}
			custom_trigger_tooltip = {
				tooltip = CHI_local_bomber_production_tt
				OR = {
					has_completed_focus = CHI_local_bomber_production CHI_sea_local_bomber_production
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: SS-Standarte 'Der Führer'
Constructs: division_template
Source: game
File: history/units/GER_1939.txt

Code:
division = {
	name = SS-Standarte 'Der Führer'
	location = 11640
	division_template = SS-Regiment
	start_experience_factor = 0.4
}
### Entity: Scripted Trigger
Component: SWE_as_the_barometer_falls_trigger
Constructs: has_war_support
Source: game
File: common/scripted_triggers/SWE_scripted_triggers.txt

Code:
SWE_as_the_barometer_falls_trigger = {
	OR = {
		has_war_support = > 0.35
		arms_factory = > 16
	}
}
### Entity: Idea
Component: PHI_maritime_communism_idea
Constructs: removal_cost
Source: game
File: common/ideas/philippines.txt

Code:
PHI_maritime_communism_idea = {
	picture = NORDIC_navy_communist
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		industrial_capacity_dockyard = 0.2
		convoy_escort_efficiency = 0.25
		naval_invasion_penalty = -0.3
		convoy_raiding_efficiency_factor = 0.4
		repair_speed_factor = 0.25
	}
}
### Entity: Character
Component: UZB_nuriddin_akromovich_muhiddinov
Source: game
File: common/characters/UZB.txt

Code:
UZB_nuriddin_akromovich_muhiddinov = {
	name = UZB_nuriddin_akromovich_muhiddinov
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_arab_2
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = UZB_nuriddin_akromovich_muhiddinov
		allowed = {
			original_tag = UZB
		}
		traits = {
			captain_of_industry
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_adquire_american_industry
Constructs: prerequisite, limit, has_war_with, completion_reward, random_core_state, is_owned_by, is_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_adquire_american_industry
	prerequisite = {
		focus = PRU_restore_the_kanchas
	}
	icon = GFX_goal_generic_construct_civ_factory
	relative_position_id = PRU_crown_an_inca
	x = -2
	y = 6
	cost = 10
	available = {
		USA = {
			exists = yes
			NOT = {
				has_war_with = PRU
			}
		}
	}
	ai_will_do = {
		factor = 10
	}
	bypass = {
		OR = {
			has_war_with = USA
			USA = {
				NOT = {
					exists = yes
				}
			}
		}
	}
	completion_reward = {
		random_core_state = {
			limit = {
				is_owned_by = ROOT
				is_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		unlock_decision_category_tooltip = PRU_strengthen_the_industry
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_urbanization
Constructs: prerequisite, limit, completion_reward, is_owned_and_controlled_by, set_state_category, add_to_variable
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_urbanization
	icon = GFX_focus_generic_full_employment
	prerequisite = {
		focus = GER_agricultural_reforms
	}
	x = 1
	y = 1
	relative_position_id = GER_agricultural_reforms
	cost = 10
	available = {
		OR = {
			59 = {
				is_owned_and_controlled_by = ROOT
			}
			978 = {
				is_owned_and_controlled_by = ROOT
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				59 = {
					is_owned_and_controlled_by = ROOT
				}
			}
			59 = {
				set_state_category = metropolis
			}
		} {
			limit = {
				978 = {
					is_owned_and_controlled_by = ROOT
				}
			}
			978 = {
				set_state_category = metropolis
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		GER_modify_industrial_modifier = yes
		add_to_variable = {
			GER_industrial_industrial_capacity_factory = 0.05
			tooltip = industrial_capacity_factory_tt
		} {
			GER_industrial_industrial_capacity_dockyard = 0.05
			tooltip = industrial_capacity_dockyard_tt
		}
	}
}
### Entity: Technology
Component: ski_troops
Constructs: limit, is_ai, force_use_small_tech_layout, research_cost
Source: game
File: common/technologies/special_forces_doctrine.txt

Code:
technology = {
	allow = {
		if = {
			limit = {
				is_ai = yes
			}
			OR = {
				NOT = {
					EAI_specops_MNT_doctrine_progress_limit = yes
				}
				EAI_STRATEGY_use_rangers = yes
			}
		}
	}
	xp_research_type = army
	xp_unlock_cost = 60
	force_use_small_tech_layout = yes
	path = {
		leads_to_tech = special_forces_recon
		research_cost_coeff = 1
	}
	xor = {
		rangers
	}
	rangers_support = {
		acclimatization_cold_climate_gain_factor = 0.25
		snow = {
			attack = 0.15
			defence = 0.2
			movement = 0.15
		}
	}
	doctrine = yes
	research_cost = 4.5
	categories = {
		special_forces_doctrine cat_mountaineers_doctrine
	}
	folder = {
		name = special_forces_doctrine_folder
		position = {
			x = -1
			y = 2
		}
	}
	ai_will_do = {
		factor = 10000
	}
	ai_research_weights = {

	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_modernize_trieste_designs
Constructs: prerequisite, completion_reward, is_coastal, is_controlled_by, cancel_if_invalid, add_to_variable, add_tech_bonus
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_modernize_trieste_designs
	icon = GFX_focus_generic_cruiser2
	overlay = GFX_focus_overlay_cze_navy_focus
	prerequisite = {
		focus = CZE_legacy_of_the_kriegsmarine CZE_leverage_gunboat_experience
	}
	x = 2
	y = 1
	relative_position_id = CZE_legacy_of_the_kriegsmarine
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		CZE_has_a_skoda_naval_focus_focus = yes
		any_state = {
			is_coastal = yes
			is_controlled_by = ROOT
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = CZE_modify_ceskoslovenske_alecne_lodstvo_dynamic_modifier_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_ceskoslovenske_alecne_lodstvo_navy_capital_ship_defence_factor = 0.1
			tooltip = navy_capital_ship_defence_factor_tt
		}
		add_tech_bonus = {
			name = CZE_modernize_trieste_designs
			bonus = 1.0
			ahead_reduction = 1
			uses = 1
			category = ca_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: AST_supply_minister
Source: game
File: common/country_leader/taog_traits.txt

Code:
AST_supply_minister = {
	random = no
	sprite = 10
	production_speed_infrastructure_factor = 0.05
	production_speed_rail_way_factor = 0.1
	production_speed_supply_node_factor = 0.1
	production_speed_naval_base_factor = 0.05
}
### Entity: Event
Component: CHL_political_events.58
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, fire_only_once, add_political_power, random_days
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.58
	title = CHL_political_events.58.t
	desc = CHL_political_events.58.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = CHL_political_events.58.a
		ai_chance = {
			base = 80
		}
		add_stability = 0.02
		add_war_support = -0.01
		FROM = {
			country_event = {
				id = CHL_political_events.59
				days = 2
				random_days = 3
			}
		}
	} {
		name = CHL_political_events.58.b
		ai_chance = {
			base = 20
		}
		add_political_power = -25
		FROM = {
			country_event = {
				id = CHL_political_events.60
				days = 2
				random_days = 5
			}
		}
	}
}
### Entity: Idea
Component: SWI_home_foreign_air_prod
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_switzerland.txt

Code:
SWI_home_foreign_air_prod = {
	allowed_civil_war = {
		always = yes
	}
	picture = man_five_year_plan_air
	equipment_bonus = {
		small_plane_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
		cv_small_plane_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
		jet_fighter_equipment = {
			instant = yes
			build_cost_ic = -0.05
		}
		cv_small_plane_cas_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
		small_plane_cas_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
		small_plane_naval_bomber_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
		cv_small_plane_naval_bomber_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
		rocket_interceptor_equipment = {
			instant = yes
			build_cost_ic = -0.05
		}
		medium_plane_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
		jet_tac_bomber_equipment = {
			instant = yes
			build_cost_ic = -0.05
		}
		jet_strat_bomber_equipment = {
			instant = yes
			build_cost_ic = -0.05
		}
		medium_plane_fighter_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
		large_plane_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
		transport_plane_equipment = {
			instant = yes
			build_cost_ic = -0.05
		}
		hfighter_bomber_equipment = {
			instant = yes
			build_cost_ic = -0.05
		}
		fighter_bomber_equipment = {
			instant = yes
			build_cost_ic = -0.05
		}
		strat_maritime_equipment = {
			instant = yes
			build_cost_ic = -0.05
		}
		large_plane_maritime_patrol_plane_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
		med_maritime_equipment = {
			instant = yes
			build_cost_ic = -0.05
		}
	}
	modifier = {
		license_air_purchase_cost = -0.5
	}
}