Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ins_focus
Component: INS_utilize_tan_malakas_militia
Constructs: division_template, prerequisite, limit, add_stability, completion_reward, add_manpower, add_popularity, add_to_variable
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_utilize_tan_malakas_militia
	icon = GFX_focus_SOV_builder_of_the_red_army
	available = {

	}
	prerequisite = {
		focus = INS_laskar_rakjat
	}
	mutually_exclusive = {

	}
	x = 3
	y = 1
	relative_position_id = INS_laskar_rakjat
	cost = 10
	ai_will_do = {
		base = 0.2
		modifier = {
			add = 0.8
			ai_wants_divisions = > 14
		} {
			add = 2
			ai_wants_divisions = > 20
		} {
			add = 5
			INS_check_plan_revolution_communist = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INTERNAL_AFFAIRS FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_manpower = 20000
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		add_stability = -0.075
		custom_effect_tooltip = INS_add_militia_cap_3_tt INS_pki_militia_tt newline_tt
		hidden_effect = {
			add_to_variable = {
				INS_militia_cap = 3
			}
			set_division_template_cap = {
				division_template = Freedom Fighter Militia
				division_cap = INS_militia_cap
			}
		}
		random_owned_controlled_state = {
			limit = {
				impassable = no
			}
			custom_effect_tooltip = INS_add_fully_trained_militia_unit_tt
			hidden_effect = {
				create_unit = {
					division = name = "Laskar Persatuan Perjuangan" division_template = "Freedom Fighter Militia" start_experience_factor = 0.3 start_equipment_factor = 1 	start_manpower_factor = 1
					owner = INS
					allow_spawning_on_enemy_provs = no
					count = 1
					id = 1510
				}
			}
		} {
			limit = {
				impassable = no
			}
			custom_effect_tooltip = INS_add_fully_trained_militia_unit_tt
			hidden_effect = {
				create_unit = {
					division = name = "Laskar Rakyat Jakarta Raya" division_template = "Freedom Fighter Militia" start_experience_factor = 0.3 start_equipment_factor = 1 	start_manpower_factor = 1
					owner = INS
					allow_spawning_on_enemy_provs = no
					count = 1
					id = 1510
				}
			}
		} {
			limit = {
				impassable = no
			}
			custom_effect_tooltip = INS_add_fully_trained_militia_unit_tt
			hidden_effect = {
				create_unit = {
					division = name = "Laskar Tani Murba" division_template = "Freedom Fighter Militia" start_experience_factor = 0.3 start_equipment_factor = 1 	start_manpower_factor = 1
					owner = INS
					allow_spawning_on_enemy_provs = no
					count = 1
					id = 1510
				}
			}
		}
		division_template = {
			name = Pasukan Revolusi Murba
			division_names_group = INS_revolutionary_divis
# ... (truncated)
### Entity: AI Strategy
Component: EAI_ITA_war_in_ethiopia_DEPLOY
Constructs: has_war_with, has_capitulated
Source: game
File: common/ai_strategy/ITA_EAI.txt

Code:
EAI_ITA_war_in_ethiopia_DEPLOY = {
	allowed = {
		tag = ITA
	}
	enable = {
		has_war_with = ETH
		ETH = {
			has_capitulated = no
		}
		date = < 1938.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_unit_request
		value = 100
		tag = ETH
	}
}
### Entity: Country History
Country: MIS
Component: MIS_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/MIS - Miskito.txt

Code:
# Politics & Parties for MIS
set_politics = {
	ruling_party = neutrality
	last_election = 1934.2.11
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 20
	communism = 15
	neutrality = 60
	fascism = 5
}
### Entity: Idea
Component: POL_anti_imperialism_idea
Constructs: has_government, removal_cost
Source: game
File: common/ideas/poland.txt

Code:
POL_anti_imperialism_idea = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = POL_ideology_drift_defence
	modifier = {
		army_morale_factor = 0.15
	}
}
### Entity: Idea
Component: EAI_DD_4/medium_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_4/medium_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_artillery_chassis = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Country Tag
Component: ANZ
Constructs: has_country_flag
Source: game
File: common/country_tag_aliases/r56_tag_aliases.txt

Code:
ANZ = {
	original_tag = AUS
	has_country_flag = r56_nazi_austria_aliases_set
}
### Entity: Define
Component: NDefines.NBuildings
Source: game
File: common/defines/00_defines.lua

Code:
NDefines.NBuildings = {
ANTI_AIR_SUPERIORITY_MULT = 5.0
SAM_MISSION_SUPERIORITY = 5.0
MAX_BUILDING_LEVELS = 15
AIRBASE_CAPACITY_MULT = 200
ROCKETSITE_CAPACITY_MULT = 100
NAVALBASE_REPAIR_MULT = 0.05
RADAR_RANGE_BASE = 20
RADAR_RANGE_MIN = 20
RADAR_RANGE_MAX = 200
RADAR_INTEL_EFFECT = 40
SABOTAGE_FACTORY_DAMAGE = 100.0
BASE_FACTORY_REPAIR = 1.0
BASE_FACTORY_REPAIR_FACTOR = 2.0
SUPPLY_PORT_LEVEL_THROUGHPUT = 3
MAX_SHARED_SLOTS = 25
OWNER_CHANGE_EXTRA_SHARED_SLOTS_FACTOR = 1
DESTRUCTION_COOLDOWN_IN_WAR = 30
INFRASTRUCTURE_RESOURCE_BONUS = 0.15
SUPPLY_ROUTE_RESOURCE_BONUS = 0.2
INFRASTRUCTURE_MUD_EFFECT = -0.8
}
### Entity: Order of Battle
Component: air_wing_202
Source: game
File: history/units/UKR_1936_air_legacy.txt

Code:
air_wings = {
	202 = {
		fighter_equipment_0 = {
			owner = USA
			amount = 10
		}
		CAS_equipment_1 = {
			owner = USA
			amount = 20
		}
	}
}
### Entity: National Focus
Tree: urg_focus
Component: URG_conaprole
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, random_core_state, is_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/uruguay.txt

Code:
focus = {
	id = URG_conaprole
	available = {

	}
	prerequisite = {
		focus = URG_rapid_industrialization
	}
	mutually_exclusive = {

	}
	icon = GFX_goal_generic_construct_civ_factory
	x = 4
	y = 1
	cost = 5
	relative_position_id = URG_rapid_industrialization
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_tech_bonus = {
			bonus = 0.2
			uses = 2
			category = construction_tech
		}
		random_core_state = {
			limit = {
				is_controlled_by = ROOT
			}
			prioritize = {
				946 945
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Decision
Component: JAP_alliance_expansion_plan
Constructs: has_completed_focus, limit, add_ideas, remove_ideas, has_government, has_war_with, fire_only_once, has_capitulated
Source: game
File: common/decisions/r56_JAP.txt

Code:
JAP_alliance_expansion_plan = {
	JAP_invite_malaysia = {
		icon = hol_exchange_intelligence_data
		allowed = {
			original_tag = JAP
		}
		available = {
			has_capitulated = no
			is_subject = no
			is_faction_leader = yes
			MAL = {
				is_subject = no
				has_capitulated = no
				is_in_faction = no
				exists = yes
				NOT = {
					has_war_with = ROOT
				}
				OR = {
					has_government = democratic neutrality
				}
			}
			NOT = {
				has_idea = ROOT_diplomatic_effort
			}
		}
		visible = {
			is_subject = no
			is_faction_leader = yes
			has_completed_focus = JAP_expand_the_alliance
			NOT = {
				is_in_faction_with = MAL
			}
		}
		target_trigger = {
			FROM = {
				original_tag = MAL
			}
		}
		fire_only_once = yes
		cost = 25
		ai_will_do = {
			factor = 10
		}
		days_remove = 30
		complete_effect = {
			add_ideas = ROOT_diplomatic_effort
		}
		remove_effect = {
			remove_ideas = ROOT_diplomatic_effort
			MAL = {
				country_event = generic.5
			}
		}
	}
	JAP_invite_canada = {
		icon = hol_exchange_intelligence_data
		allowed = {
			original_tag = JAP
		}
		available = {
			has_capitulated = no
			is_subject = no
			is_faction_leader = yes
			CAN = {
				is_subject = no
				has_capitulated = no
				is_in_faction = no
				exists = yes
				NOT = {
					has_war_with = ROOT
				}
				has_government = democratic
			}
			NOT = {
				has_idea = ROOT_diplomatic_effort
			}
		}
		visible = {
			is_subject = no
			is_faction_leader = yes
			has_completed_focus = JAP_expand_the_alliance
			NOT = {
				is_in_faction_with = CAN
			}
		}
		target_trigger = {
			FROM = {
				original_tag = CAN
			}
		}
		fire_only_once = yes
		cost = 25
		ai_will_do = {
			factor = 10
		}
		days_remove = 30
		complete_effect = {
			add_ideas = ROOT_diplomatic_effort
		}
		remove_effect = {
			remove_ideas = ROOT_diplomatic_effort
			CAN = {
				country_event = generic.5
			}
		}
	}
	JAP_invite_new_zealand = {
		icon = hol_exchange_intelligence_data
		allowed = {
			original_tag = JAP
		}
		available = {
			has_capitulated = no
			is_subject = no
			is_faction_leader = yes
			NZL = {
				has_government = democratic
				is_subject = no
				has_capitulated = no
				is_in_faction = no
				exists = yes
				NOT = {
					has_war_with = ROOT
				}
			}
			NOT = {
				has_idea = ROOT_diplomatic_effort
			}
		}
		visible = {
			is_subject = no
			is_faction_leader = yes
			has_completed_focu
# ... (truncated)
### Entity: AI Strategy
Component: TUR_make_nice_with_the_soviets
Constructs: has_completed_focus, has_war_with, has_dlc, has_opinion, has_political_power, is_subject
Source: game
File: common/ai_strategy/TUR.txt

Code:
TUR_make_nice_with_the_soviets = {
	allowed = {
		original_tag = TUR
		has_dlc = Battle for the Bosporus
	}
	enable = {
		has_completed_focus = TUR_the_batumi_accord
		SOV = {
			has_opinion = {
				target = ROOT
				value = < 75
			}
		}
		has_political_power = > 100
	}
	abort = {
		SOV = {
			OR = {
				exists = no
				has_war_with = ROOT
				is_subject = yes
				has_opinion = {
					target = ROOT
					value = > 100
				}
			}
		}
		has_political_power = < 50
	}
	ai_strategy = {
		type = befriend
		id = SOV
		value = 200
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_political_effort_puppet
Constructs: has_government, add_stability, completion_reward, is_subject, set_country_flag, retire_character
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_political_effort_puppet
	icon = GFX_goal_generic_freedom
	x = 51
	y = 0
	cost = 5
	mutually_exclusive = {
		focus = QUE_political_effort
	}
	available_if_capitulated = yes
	available = {
		is_subject = yes
		overlord = {
			OR = {
				has_government = neutrality communism fascism
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		hidden_effect = {
			set_country_flag = QUE_resignation
			retire_character = QUE_louis_alexandre_taschereau
			promote_character = QUE_adelard_godbout
		}
		add_stability = 0.05
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Joint Focus
Component: CONGO_humanitarian_aid
Constructs: prerequisite, limit, joint_focus, has_war_with, completion_reward, has_subject, has_global_flag, add_autonomy_score
Source: game
File: common/national_focus/congo_shared.txt

Code:
joint_focus = {
	id = CONGO_humanitarian_aid
	dynamic = yes
	icon = GFX_focus_generic_concessions
	prerequisite = {
		focus = CONGO_regional_specialization
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL FOCUS_FILTER_TFV_AUTONOMY
	}
	relative_position_id = CONGO_regional_specialization
	x = 4
	y = 1
	cost = 5
	text_icon = CONGO_BEL_focus_style
	available = {
		original_tag = BEL
		has_subject = COG
		NOT = {
			OR = {
				has_war_with = BEL COG
				has_global_flag = CONGO_independence_war_ongoing
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {

	}
	completion_reward_joint_originator = {
		IF = {
			limit = {
				original_tag = COG
			}
			add_autonomy_score = {
				value = -250
				localization = CONGO_humanitarian_aid
			}
			custom_effect_tooltip = generic_skip_one_line_tt modify_COG_belgian_congo_colonial_dynamic_modifier_tt generic_skip_one_line_tt
			add_to_variable = {
				BEL.COG_belgian_congo_colonial_dynamic_modifier_stability_factor = 0.1
				tooltip = stability_factor_tt
			} {
				BEL.COG_belgian_congo_colonial_dynamic_modifier_political_power_factor = 0.1
				tooltip = political_power_factor_tt
			}
			unlock_decision_tooltip = {
				decision = COG_increased_food_production_scheme_decision
				show_effect_tooltip = yes
			}
		}
		hidden_effect = {
			CONGO_one_more_focus_done = yes
		}
	}
	completion_reward_joint_member = {
		IF = {
			limit = {
				original_tag = COG
			}
			add_autonomy_score = {
				value = -250
				localization = CONGO_humanitarian_aid
			}
			custom_effect_tooltip = generic_skip_one_line_tt modify_COG_belgian_congo_colonial_dynamic_modifier_tt generic_skip_one_line_tt
			add_to_variable = {
				BEL.COG_belgian_congo_colonial_dynamic_modifier_stability_factor = 0.1
				tooltip = stability_factor_tt
			} {
				BEL.COG_belgian_congo_colonial_dynamic_modifier_political_power_factor = 0.1
				tooltip = political_power_factor_tt
			}
			unlock_decision_tooltip = {
				decision = COG_increased_food_production_scheme_decision
				show_effect_tooltip = yes
			}
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_merge_civilian_industries
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_merge_civilian_industries
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = LIT_merge_the_arms_industries
	}
	relative_position_id = LIT_merge_the_arms_industries
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = LIT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = LIT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Event
Component: generic.7
Constructs: is_triggered_only, has_government
Source: game
File: events/Generic.txt

Code:
country_event = {
	id = generic.7
	title = generic.7.t
	desc = generic.7.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = generic.7.a
		trigger = {
			AND = {
				FROM = {
					has_government = democratic
				}
				has_government = democratic
			}
		}
	} {
		name = generic.4.b
		trigger = {
			AND = {
				FROM = {
					has_government = fascism
				}
				has_government = fascism
			}
		}
	} {
		name = generic.4.c
		trigger = {
			AND = {
				FROM = {
					has_government = communism
				}
				has_government = communism
			}
		}
	} {
		name = generic.4.e
		trigger = {
			NOT = {
				AND = {
					FROM = {
						has_government = democratic
					}
					has_government = democratic
				} {
					FROM = {
						has_government = fascism
					}
					has_government = fascism
				} {
					FROM = {
						has_government = communism
					}
					has_government = communism
				}
			}
		}
	}
}
### Entity: Character
Component: MON_mingzhu_zhanshan
Source: game
File: common/characters/MON.txt

Code:
MON_mingzhu_zhanshan = {
	name = MON_mingzhu_zhanshan
	portraits = {
		civilian = {
			large = GFX_portrait_Mingzhu_Zhanshan
		}
	}
	country_leader = {
		ideology = liberalism
		traits = {
			silent_workhorse dealbroker
		}
		expire = 1945.1.1.12
		id = -1
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/SRL_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 10201
	division_template = Infantry Division
	start_experience_factor = 0.2
	start_equipment_factor = 0.8
}
### Entity: Character
Component: BRM_pot
Source: game
File: common/characters/BRM.txt

Code:
BRM_pot = {
	advisor = {
		slot = political_advisor
		idea_token = BRM_pot
		allowed = {
			original_tag = BRM
		}
		traits = {
			prince_of_terror
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_2
		}
	}
}
### Entity: Event
Component: SEA_PRC_misc_events.19
Constructs: is_triggered_only, limit, has_country_flag, add_opinion_modifier, every_state, is_fully_controlled_by, is_core_of
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_misc_events.19
	title = SEA_PRC_misc_events.14.t
	desc = SEA_PRC_misc_events.19.desc
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	option = {
		name = SEA_PRC_misc_events.19.a
		trigger = {
			FROM = {
				original_tag = ENG
			}
			controls_state = 326
			NOT = {
				has_country_flag = PRC_hand_over_territory_flag
			}
		}
		effect_tooltip = {
			transfer_state = 326
		}
		add_opinion_modifier = {
			target = FROM
			modifier = ENG_returned_our_territory
		}
	} {
		name = SEA_PRC_misc_events.19.b
		trigger = {
			FROM = {
				original_tag = POR
			}
			controls_state = 729
			NOT = {
				has_country_flag = PRC_hand_over_territory_flag
			}
		}
		effect_tooltip = {
			transfer_state = 729
		}
		add_opinion_modifier = {
			target = FROM
			modifier = ENG_returned_our_territory
		}
	} {
		name = SEA_PRC_misc_events.19.c
		trigger = {
			FROM = {
				original_tag = FRA
			}
			controls_state = 728
			NOT = {
				has_country_flag = PRC_hand_over_territory_flag
			}
		}
		effect_tooltip = {
			transfer_state = 728
		}
		add_opinion_modifier = {
			target = FROM
			modifier = ENG_returned_our_territory
		}
	} {
		name = SEA_PRC_misc_events.19.d
		trigger = {
			has_country_flag = PRC_hand_over_territory_flag
		}
		every_state = {
			limit = {
				is_fully_controlled_by = FROM
				is_core_of = PRC
				NOT = {
					is_core_of = FROM
				}
			}
			ROOT = {
				transfer_state = PREV
			}
		}
		add_opinion_modifier = {
			target = FROM
			modifier = ENG_returned_our_territory
		}
	} {
		name = SEA_PRC_misc_events.19.e
		trigger = {
			FROM = {
				original_tag = GER
			}
			controls_state = 743
			NOT = {
				has_country_flag = PRC_hand_over_territory_flag
			}
		}
		effect_tooltip = {
			transfer_state = 743
		}
		add_opinion_modifier = {
			target = FROM
			modifier = ENG_returned_our_territory
		}
	}
}
### Entity: Idea
Component: EAI_DD_12/heavy_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_12/heavy_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_aa_chassis = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: Character
Component: KUW_ar
Source: game
File: common/characters/KUW.txt

Code:
KUW_ar = {
	advisor = {
		slot = high_command
		idea_token = KUW_ar
		ledger = army
		allowed = {
			original_tag = KUW
		}
		traits = {
			army_regrouping_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_arab_1
		}
	}
}
### Entity: Idea
Component: COR_pot
Source: game
File: common/ideas/corsica.txt

Code:
COR_pot = {
	picture = generic_political_advisor_asia_2
	allowed = {
		original_tag = COR
	}
	traits = {
		prince_of_terror
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_proclaim_greater_iran
Constructs: prerequisite, has_government, completion_reward, is_subject, allow_branch, set_cosmetic_tag, add_core_of
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_proclaim_greater_iran
	icon = GFX_focus_PER_proclaim_greater_iran
	prerequisite = {
		focus = PER_intervene_in_central_asia
	} {
		focus = PER_crush_saudi_arabia
	} {
		focus = PER_fascist_attack_afghanistan
	}
	x = 0
	y = 1
	relative_position_id = PER_intervene_in_central_asia
	cost = 10
	available = {
		has_government = fascism
		is_subject = no
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		set_cosmetic_tag = PER_greater_iran
		229 = {
			add_core_of = ROOT
		}
		230 = {
			add_core_of = ROOT
		}
		231 = {
			add_core_of = ROOT
		}
		267 = {
			add_core_of = ROOT
		}
		291 = {
			add_core_of = ROOT
		}
		350 = {
			add_core_of = ROOT
		}
		352 = {
			add_core_of = ROOT
		}
		353 = {
			add_core_of = ROOT
		}
		415 = {
			add_core_of = ROOT
		}
		442 = {
			add_core_of = ROOT
		}
		444 = {
			add_core_of = ROOT
		}
		584 = {
			add_core_of = ROOT
		}
		676 = {
			add_core_of = ROOT
		}
		800 = {
			add_core_of = ROOT
		}
		830 = {
			add_core_of = ROOT
		}
		832 = {
			add_core_of = ROOT
		}
		988 = {
			add_core_of = ROOT
		}
		1005 = {
			add_core_of = ROOT
		}
		1006 = {
			add_core_of = ROOT
		}
		1007 = {
			add_core_of = ROOT
		}
		1008 = {
			add_core_of = ROOT
		}
		1009 = {
			add_core_of = ROOT
		}
		1011 = {
			add_core_of = ROOT
		}
		1012 = {
			add_core_of = ROOT
		}
	}
}
### Entity: Idea
Component: NORDIC_hidden_airforces_naval_member_dmod
Constructs: removal_cost, equipment_bonus
Source: game
File: common/ideas/nordic_shared.txt

Code:
NORDIC_hidden_airforces_naval_member_dmod = {
	name = NORDIC_airforces_member_dmod
	removal_cost = -1
	allowed = {
		NORDIC_is_nordic = yes
	}
	allowed_civil_war = {
		NORDIC_basic_joint_trigger = yes
	}
	cancel = {
		NORDIC_basic_joint_trigger = no
	}
	equipment_bonus = {
		small_plane_naval_bomber_airframe = {
			instant = yes
			naval_strike_attack = 0.1
			air_range = 0.15
		}
		cv_small_plane_naval_bomber_airframe = {
			instant = yes
			naval_strike_attack = 0.1
			air_range = 0.15
		} {
			instant = yes
			naval_strike_attack = 0.1
			air_range = 0.15
		}
		cv_small_plane_airframe = {
			instant = yes
			air_agility = 0.1
			air_range = 0.15
		}
		cv_small_plane_cas_airframe = {
			instant = yes
			naval_strike_attack = 0.1
			air_range = 0.15
		}
		cv_small_plane_suicide_airframe = {
			instant = yes
			naval_strike_attack = 0.1
			air_range = 0.15
		}
	}
}
### Entity: AI Strategy
Component: ETH_befriend_japan
Constructs: has_completed_focus, is_government_in_exile, check_variable, has_opinion
Source: game
File: common/ai_strategy/ETH.txt

Code:
ETH_befriend_japan = {
	allowed = {
		original_tag = ETH
	}
	enable = {
		OR = {
			AND = {
				is_government_in_exile = yes
				check_variable = {
					ETH.host_nation = JAP
				}
			}
			JAP = {
				OR = {
					has_completed_focus = JAP_support_the_kodoha_faction JAP_revere_the_emperor_destroy_the_traitors
				}
			}
		}
	}
	abort = {
		OR = {
			AND = {
				has_opinion = {
					target = JAP
					value = > 75
				}
				is_government_in_exile = no
			}
			JAP = {
				has_opinion = {
					target = ROOT
					value = > 99
				}
			}
		}
	}
	ai_strategy = {
		type = befriend
		id = JAP
		value = 400
	} {
		type = alliance
		id = JAP
		value = 400
	} {
		type = diplo_action_desire
		id = JAP
		target = improve_relation
		value = 400
	}
}
### Entity: Character
Component: IRE_eoin_oduffy
Source: game
File: common/characters/IRE.txt

Code:
IRE_eoin_oduffy = {
	name = Eoin O'Duffy
	portraits = {
		civilian = {
			large = GFX_portrait_Eoin_ODuffy
		}
	}
	country_leader = {
		ideology = fascism_ideology
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_support_technologies
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_support.txt

Code:
EAI_PR_STRATEGIES_support_technologies = {
	EAI_PR_STRATEGIES_engineers = yes
	EAI_PR_STRATEGIES_recon = yes
	EAI_PR_STRATEGIES_military_police = yes
	EAI_PR_STRATEGIES_maintenance = yes
	EAI_PR_STRATEGIES_field_hospital = yes
	EAI_PR_STRATEGIES_logistics = yes
	EAI_PR_STRATEGIES_signal = yes
	EAI_PR_STRATEGIES_train = yes
	EAI_PR_STRATEGIES_railway_gun = yes
	EAI_PR_STRATEGIES_armored_engineer = yes
}