Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: eth_focus
Component: ETH_regional_supply_depots
Constructs: prerequisite, has_war, add_ideas, completion_reward
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_regional_supply_depots
	icon = GFX_goal_panzerwaffe
	prerequisite = {
		focus = ETH_regional_training_centers
	}
	x = -1
	y = 1
	relative_position_id = ETH_regional_training_centers
	cost = 10
	available = {

	}
	ai_will_do = {
		base = 0.5
		modifier = {
			factor = 2
			has_war = yes
		}
	}
	search_filters = {

	}
	completion_reward = {
		add_ideas = ETH_regional_supply_depts_idea
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_reinforce_regia_aeronautica
Constructs: prerequisite, completion_reward, add_timed_idea, add_to_variable
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_reinforce_regia_aeronautica
	icon = GFX_focus_SOV_flying_clubs
	prerequisite = {
		focus = ITA_italo_balbo_focus
	} {
		focus = ITA_stop_the_squandering
	}
	mutually_exclusive = {
		focus = ITA_reorganize_regio_esercito
	}
	relative_position_id = ITA_italo_balbo_focus ITA_italo_balbo_focus
	x = 1
	y = 2
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_AIR_XP FOCUS_FILTER_INDUSTRY FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		air_experience = 25
		add_timed_idea = {
			idea = ITA_prioritizing_the_military
			days = 365
		}
		add_to_variable = {
			ITA_ra_air_accidents_factor = -0.1
		} {
			ITA_ra_air_agility_factor = 0.05
		} {
			ITA_ra_air_attack = 0.05
		} {
			ITA_ra_air_superiority_bonus_in_combat = 0.05
		}
		custom_effect_tooltip = ITA_reinforce_aeronautica_ra_tt
		ITA_bop_very_low_increase_balbo_side_effect = yes
	}
}
### Entity: Character
Component: SPR_antonia_adroher_i_pascual
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPR_antonia_adroher_i_pascual = {
	name = SPR_antonia_adroher_i_pascual
	portraits = {
		army = {
			small = GFX_idea_SPR_antonia_adroher_i_pascual
		}
	}
	gender = female
	advisor = {
		slot = political_advisor
		idea_token = SPR_antonia_adroher_i_pascual
		allowed = {
			has_dlc = La Resistance
			original_tag = SPR
		}
		visible = {
			NOT = {
				tag = SPA SPB
			}
		}
		available = {
			has_completed_focus = SPR_masters_of_our_own_fate
			NOT = {
				has_completed_focus = SPR_regional_defense_council_of_aragon
			}
			custom_trigger_tooltip = {
				tooltip = SPR_not_nationalist_spain_tt
				NOT = {
					tag = SPA
				}
			}
		}
		traits = {
			revolutionary_culture_minister
		}
		ai_will_do = {
			factor = 1.0
			modifier = {
				factor = 0.0
				OR = {
					has_completed_focus = SPA_a_great_spain SPR_the_stalinist_doctrine SPR_maintain_the_second_republic
				}
			}
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_dominant_ideology
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_dominant_ideology
	icon = GFX_focus_GRE_ype
	text = GRE_dominant_ideology
	prerequisite = {
		focus = GRE_political_opposition
	}
	x = 0
	y = 1
	relative_position_id = GRE_political_opposition
	cost = 5
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		add_ideas = GRE_yre
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = GRE_theologos_nicoloudis
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: AI Strategy
Component: SPC_alternate_plan
Constructs: has_completed_focus, has_country_flag, has_game_rule, has_global_flag
Source: game
File: common/ai_strategy_plans/SPC_alternate_strategy_plan.txt

Code:
SPC_alternate_plan = {
	name = Spanish Anarchist alternate plan
	desc = Alternate behavior for Anarchist Spain
	allowed = {
		original_tag = SPR
	}
	enable = {
		OR = {
			tag = SPC
			AND = {
				tag = SPR
				OR = {
					has_country_flag = SPR_AI_RANDOM_ANARCHIST
					has_game_rule = {
						rule = SPR_ai_behavior
						option = ANARCHIST
					}
				}
			}
		}
	}
	abort = {
		OR = {
			has_completed_focus = SPR_the_anti_fascist_workers_revolution
			tag = SPA SPB
			AND = {
				has_global_flag = SOV_covert_support_for_poum_flag
				NOT = {
					has_completed_focus = SPR_regional_defense_council_of_aragon
				}
			}
		}
	}
	ai_national_focuses = {
		SPR_the_popular_front SPR_secure_the_guardia_de_asalto SPR_train_the_union_youth SPR_enlarge_the_weapon_caches SPR_distribute_arms_to_the_people SPR_disband_the_army SPR_regional_defense_council_of_aragon SPR_appropriate_the_means_of_production SPR_arm_the_people SPR_international_brigades SPR_the_maximum_concession SPR_seize_the_gold_reserves SPR_masters_of_our_own_fate SPR_autogestion SPR_seize_public_transport SPR_collectivization_and_workers_control SPR_agrarian_collectivization SPR_mujeres_libres SPR_all_must_bear_the_torch SPR_literacy_programs SPR_the_threats_abound SPR_foreign_arms_purchases SPR_portuguese_anarchism SPR_regional_defense_council_of_iberia SPR_maintaining_the_fire SPR_freedom_of_thought SPR_a_new_way_of_warfare SPR_communal_military_strategies SPR_torchbearers_of_tomorrow SPR_collective_recovery_efforts SPR_the_inevitable_counterblow SPR_militarize_the_industry SPR_communal_autarky SPR_faith_in_the_cause SPR_militarize_the_people SPR_improve_military_infrastructure SPR_fortify_the_pyrenees SPR_fortify_the_coastlines SPR_fortify_la_linea_de_la_concepcion SPR_repair_and_expand_the_dockyards SPR_the_peoples_fleet SPR_anarchism_knows_no_borders SPR_plant_the_seeds_of_revolution SPR_global_defense_council
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Country History
Country: TON
Component: TON_politics
Constructs: set_stability, add_ideas, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/TON - Tonga.txt

Code:
# Politics & Parties for TON
add_ideas = {
	TON_the_eternal_kingdom TON_coconut_industry
}
set_stability = 0.75
set_war_support = 0.25
set_politics = {
	ruling_party = neutrality
	last_election = 1933.7.21
	election_frequency = 36
	elections_allowed = yes
}
set_popularities = {
	democratic = 12
	fascism = 18
	communism = 2
	neutrality = 68
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_extend_the_maginot_line
Constructs: prerequisite, add_opinion_modifier, completion_reward, is_controlled_by, has_idea
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_extend_the_maginot_line
	icon = GFX_goal_generic_fortify_city
	prerequisite = {
		focus = FRA_alpine_forts
	}
	x = 0
	y = 1
	relative_position_id = FRA_alpine_forts
	cost = 10
	available = {
		18 = {
			is_controlled_by = ROOT
		}
		29 = {
			is_controlled_by = ROOT
		}
		785 = {
			is_controlled_by = ROOT
		}
		has_idea = FRA_protected_by_the_maginot_line
	}
	completion_reward = {
		ROOT = {
			country_event = {
				id = france.2
			}
		}
		BEL = {
			add_opinion_modifier = {
				target = ROOT
				modifier = FRA_extend_the_maginot_line_focus_neg
			} {
				target = GER
				modifier = FRA_extend_the_maginot_line_focus_pos
			}
		}
	}
}
### Entity: Idea
Component: VIC_jean_de_laborde
Constructs: has_government
Source: game
File: common/ideas/vichy_france.txt

Code:
VIC_jean_de_laborde = {
	ledger = navy
	picture = generic_navy_europe_2
	allowed = {
		original_tag = FRA
		has_government = fascism
	}
	traits = {
		navy_capital_ship_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: RAJ_freeman_freeman_thomas
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_freeman_freeman_thomas = {
	name = RAJ_freeman_freeman_thomas
	portraits = {
		civilian = {
			large = GFX_portrait_RAJ_freeman_freeman_thomas
			small = GFX_portrait_RAJ_freeman_freeman_thomas_small
		}
	}
	country_leader = {
		ideology = centrism
		expire = 1965.1.1.1
		id = -1
		traits = {
			staunch_imperialist seasoned_administrator
		}
	}
}
### Entity: Character
Component: TML_Francisco
Source: game
File: common/characters/TML.txt

Code:
TML_Francisco = {
	name = Francisco Mendes
	portraits = {
		civilian = {
			large = GFX_kr_portrait_africa_generic_1
			small = GFX_kr_portrait_africa_generic_1_small
		}
	}
	country_leader = {
		ideology = marxism
		expire = 1953.3.1
	}
}
### Entity: Character
Component: MLW_acd2
Source: game
File: common/characters/MLW.txt

Code:
MLW_acd2 = {
	advisor = {
		slot = army_chief
		idea_token = MLW_acd2
		allowed = {
			original_tag = MLW
		}
		traits = {
			army_chief_defensive_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_1
		}
	}
}
### Entity: Scripted Trigger
Component: AST_conscription_level_service_by_requirement
Constructs: limit, has_idea, check_variable
Source: game
File: common/scripted_triggers/AST_scripted_triggers.txt

Code:
AST_conscription_level_service_by_requirement = {
	if = {
		limit = {
			NOT = {
				has_idea = service_by_requirement
			}
		}
		custom_trigger_tooltip = {
			tooltip = AST_conscription_level_allowed_tt
			check_variable = {
				AST_conscription_level_allowed = > 2
			}
		}
	}
}
### Entity: Character
Component: PAK_acas
Source: game
File: common/characters/PAK.txt

Code:
PAK_acas = {
	advisor = {
		slot = high_command
		idea_token = PAK_acas
		ledger = air
		allowed = {
			original_tag = PAK
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}
### Entity: Event
Component: lar_portugal_iberian_summit.6
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/LaR_Portugal.txt

Code:
country_event = {
	id = lar_portugal_iberian_summit.6
	title = lar_portugal_iberian_summit.6.t
	desc = lar_portugal_iberian_summit.6.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = lar_portugal_iberian_summit.6.a
		ENG = {
			country_event = {
				id = lar_portugal_iberian_summit.8
				days = 1
			}
		}
		effect_tooltip = {
			FROM = {
				add_opinion_modifier = {
					target = ROOT
					modifier = POR_iberian_summit_working_together
				}
			}
			ROOT = {
				add_opinion_modifier = {
					target = FROM
					modifier = POR_iberian_summit_working_together
				}
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AContributions/KaTiON.html

Doc:
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Retrieved from "http://www.hoi4wiki.com/Special:Contributions/KaTiON"
### Entity: National Focus
Tree: isr_focus
Component: ISR_jabotinsky_death
Constructs: prerequisite, has_country_flag, completion_reward, add_popularity
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_jabotinsky_death
	icon = GFX_goal_ISR_jabotinsky
	relative_position_id = ISR_consolidate_power
	x = 0
	y = 3
	prerequisite = {
		focus = ISR_consolidate_power
	}
	available = {
		has_country_flag = ISR_jabotinsky_died
	}
	cost = 0
	completion_reward = {
		effect_tooltip = {
			promote_character = ISR_menachem_begin
			add_popularity = {
				ideology = neutrality
				popularity = -0.01
			}
		}
	}
}
### Entity: Idea
Component: PRC_integrated_army
Constructs: has_war_with, removal_cost
Source: game
File: common/ideas/prc.txt

Code:
PRC_integrated_army = {
	removal_cost = -1
	picture = generic_manpower_bonus
	allowed = {
		always = no
	}
	cancel = {
		has_war_with = PRC
	}
	modifier = {
		resistance_damage_to_garrison_on_our_occupied_states = 0.05
		training_time_factor = -0.05
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_the_return_of_duarte
Constructs: prerequisite, add_stability, completion_reward, set_party_name, set_temp_variable, add_to_temp_variable, set_popularities, add_popularity
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_the_return_of_duarte
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = POR_a_royal_wedding
	}
	icon = GFX_focus_generic_monarchy_1
	x = 0
	y = 2
	relative_position_id = POR_a_royal_wedding
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_party_name = {
			ideology = neutrality
			long_name = POR_monarchy_party_long
			name = POR_monarchy_party
		}
		hidden_effect = {
			set_temp_variable = {
				dem_pop = party_popularity_100@democratic
			} {
				fas_pop = party_popularity_100@fascism
			} {
				neu_pop = party_popularity_100@neutrality
			} {
				com_pop = party_popularity_100@communism
			}
			subtract_from_temp_variable = {
				neu_pop = 20
			}
			add_to_temp_variable = {
				dem_pop = 10
			} {
				fas_pop = 10
			}
			set_popularities = {
				communism = com_pop
				democratic = dem_pop
				fascism = fas_pop
				neutrality = neu_pop
			}
		}
		effect_tooltip = {
			add_popularity = {
				ideology = neutrality
				popularity = -0.2
			} {
				ideology = democratic
				popularity = 0.1
			} {
				ideology = fascism
				popularity = 0.1
			}
		}
		add_stability = -0.2
	}
}
### Entity: Idea
Component: ICE_viking_spirit_odin_thor_aegir_freja
Constructs: research_speed_factor, stability_factor, political_power_gain, war_support_factor, army_attack_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/iceland.txt

Code:
ICE_viking_spirit_odin_thor_aegir_freja = {
	name = ICE_viking_spirit
	picture = ICE_the_viking_spirit
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		justify_war_goal_time = -0.1
		war_support_factor = 0.1
		stability_factor = 0.15
		conscription = 0.01
		conscription_factor = 0.05
		research_speed_factor = 0.05
		political_power_gain = 0.15
		army_attack_factor = 0.15
		army_attack_speed_factor = 0.05
		industrial_capacity_dockyard = 0.2
		experience_gain_navy = 0.02
		naval_detection = 0.1
		naval_morale_factor = 0.15
	}
}
### Entity: Idea
Component: EAI_DD_12/light_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_12/light_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_chassis = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: Idea
Component: SWE_SOV_embarassment_of_the_red_army
Constructs: army_defence_factor, is_major, army_attack_factor, breakthrough_factor
Source: game
File: common/ideas/sweden.txt

Code:
SWE_SOV_embarassment_of_the_red_army = {
	picture = SOV_red_army
	cancel = {
		OR = {
			any_enemy_country = {
				is_major = yes
				NOT = {
					tag = SWE FIN
				}
			}
			controls_province = 3151
		}
	}
	modifier = {
		army_org_factor = -0.25
		army_attack_factor = -0.25
		army_defence_factor = -0.25
		breakthrough_factor = -0.25
		army_bonus_air_superiority_factor = -0.5
		air_cas_efficiency = -0.3
	}
}
### Entity: Event
Component: austria.20
Constructs: is_triggered_only, limit, set_global_flag, has_cosmetic_tag, add_country_leader_role, set_politics, random_hours
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.20
	title = austria.20.t
	desc = austria.20.d
	is_triggered_only = yes
	picture = GFX_report_event_AUS_otto
	option = {
		name = austria.20.a
		set_global_flag = AUS_otto_von_habsburg_has_joined_austria_flag
		if = {
			limit = {
				has_cosmetic_tag = AUS_REPUBLIC
			}
			drop_cosmetic_tag = yes
		}
		AUS_otto_von_habsburg = {
			add_country_leader_role = {
				character = AUS_otto_von_habsburg
				promote_leader = yes
				country_leader = {
					ideology = constitutional_monarchy
					traits = {
						AUS_constrained_figurehead
					}
				}
			}
		}
		set_politics = {
			ruling_party = neutrality
			elections_allowed = yes
			name = Haus Habsburg
			long_name = Haus Habsburg
		}
		news_event = {
			id = austria.21
			days = 1
			random_hours = 12
		}
	}
}
### Entity: Event
Component: liechtenstein.22
Constructs: is_triggered_only, ai_chance, has_completed_focus, fire_only_once, is_historical_focus_on
Source: game
File: events/Liechtenstein.txt

Code:
country_event = {
	id = liechtenstein.22
	picture = GFX_report_event_LIE_liechtenstein_germany_relations
	title = liechtenstein.22.t
	desc = liechtenstein.22.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = liechtenstein.22.a
		ai_chance = {
			base = 100
			modifier = {
				add = -90
				has_completed_focus = GER_invade_italy
			}
		}
		diplomatic_relation = {
			country = FROM
			relation = non_aggression_pact
			active = yes
		}
		FROM = {
			country_event = {
				id = liechtenstein.23
				hours = 6
			}
		}
	} {
		name = liechtenstein.22.b
		ai_chance = {
			base = 10
			modifier = {
				add = -10
				is_historical_focus_on = yes
			}
		}
		FROM = {
			country_event = {
				id = liechtenstein.24
				hours = 6
			}
		}
	}
}
### Entity: Character
Component: PER_head_of_military_police
Source: game
File: common/country_leader/00_traits.txt

Code:
PER_head_of_military_police = {
	sprite = 13
	random = no
	intel_network_gain_factor = 0.2
	agency_upgrade_time = -0.2
	operative_slot = 1
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: denmark_fascist_event.20
Constructs: is_triggered_only, ai_chance, limit, has_opinion, is_justifying_wargoal_against, has_wargoal_against, has_tech_sharing_feature, add_to_tech_sharing_group
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_fascist_event.20
	title = denmark_fascist_event.20.t
	desc = denmark_fascist_event.20.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = denmark_fascist_event.20.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 24
				}
			} {
				factor = 0
				FROM = {
					is_justifying_wargoal_against = ROOT
				}
			} {
				factor = 0
				FROM = {
					has_wargoal_against = ROOT
				}
			}
		}
		effect_tooltip = {
			if = {
				limit = {
					has_tech_sharing_feature = yes
				}
				add_to_tech_sharing_group = DEN_german_danish_joint_military_program
				FROM = {
					add_to_tech_sharing_group = DEN_german_danish_joint_military_program
				}
			}
		}
		add_tech_bonus = {
			name = DEN_german_danish_joint_military_program
			bonus = 0.5
			uses = 1
			category = armor
		}
		FROM = {
			country_event = {
				id = denmark_fascist_event.21
				days = 1
			}
		}
	} {
		name = denmark_fascist_event.1.b
		ai_chance = {
			base = 2
		}
		FROM = {
			country_event = {
				id = denmark_fascist_event.22
				days = 1
			}
		}
	}
}
### Entity: Idea
Component: GDL_acd2
Source: game
File: common/ideas/guadeloupe.txt

Code:
GDL_acd2 = {
	picture = generic_army_african_1
	allowed = {
		original_tag = GDL
	}
	traits = {
		army_chief_defensive_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: JUNO_brazil_events.151
Constructs: is_triggered_only, ai_chance
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.151
	title = JUNO_brazil_events.151.t
	desc = JUNO_brazil_events.151.desc
	picture = GFX_report_event_BRA_cangaco
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.151.a
		ai_chance = {
			base = 1
		}
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_finnish_radio_intelligence
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_finnish_radio_intelligence
	icon = GFX_focus_generic_cryptologic_bomb
	prerequisite = {
		focus = FIN_motti_tactics
	}
	x = 1
	y = 1
	relative_position_id = FIN_motti_tactics
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_ARMY_XP FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		army_experience = 25
		custom_effect_tooltip = FIN_modify_finnish_army_ns_intro available_military_high_command
		add_to_variable = {
			FIN_finnish_army_intel_from_combat_factor = 0.1
			tooltip = intel_from_combat_factor_tt
		} {
			FIN_finnish_army_recon_factor_while_entrenched = 0.1
			tooltip = recon_factor_while_entrenched_tt
		}
		show_ideas_tooltip = FIN_reino_hallamaa
	}
}
### Entity: Idea
Component: PRC_the_internal_enemy_GDC
Constructs: removal_cost
Source: game
File: common/ideas/comchina.txt

Code:
PRC_the_internal_enemy_GDC = {
	allowed = {
		always = no
	}
	removal_cost = -1
	targeted_modifier = {
		tag = GDC
		attack_bonus_against = 0.05
		breakthrough_bonus_against = 0.05
	}
}
### Entity: Order of Battle
Component: air_wing_301
Source: game
File: history/units/PAR_1939_air_legacy.txt

Code:
air_wings = {
	301 = {
		fighter_equipment_0 = {
			owner = PAR
			amount = 18
		}
	}
}
### Entity: Technology
Component: concentrated_industry2
Constructs: industrial_capacity_factory, research_cost
Source: game
File: common/technologies/industry.txt

Code:
technology = {
	industrial_capacity_factory = 0.15
	industrial_capacity_dockyard = 0.1
	global_building_slots_factor = 0.2
	path = {
		leads_to_tech = concentrated_industry3
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1937
	folder = {
		name = industry_folder
		position = {
			x = 4
			y = 4
		}
	}
	ai_will_do = {
		factor = 20
		modifier = {
			factor = 10
			date = > 1937.1.1
		}
	}
	categories = {
		industry concentrated_industry_category
	}
	ai_research_weights = {
		offensive = -1.0
	}
}
### Entity: Idea
Component: EAI_DD_13/medium_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_13/medium_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_airframe = {
			build_cost_ic = -0.13
			instant = yes
		}
	}
}
### Entity: Event
Component: PER_imperial_events.192
Constructs: is_triggered_only, ai_chance
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_imperial_events.192
	title = PER_imperial_events.192.t
	desc = PER_imperial_events.192.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = PER_imperial_events.192.a
		ai_chance = {
			base = 90
		}
	}
}