Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: LAT_emilija_veinberga
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/LAT.txt

Code:
LAT_emilija_veinberga = {
	name = LAT_emilija_veinberga
	portraits = {
		army = {
			small = GFX_idea_LAT_emilija_veinberga
		}
	}
	gender = female
	advisor = {
		slot = political_advisor
		idea_token = LAT_emilija_veinberga
		allowed = {
			OR = {
				original_tag = LAT SWE
			}
			has_dlc = No Step Back
		}
		available = {
			OR = {
				has_completed_focus = BALTIC_revolutionary_cabinet
				SWE_refuge_for_revolutionaries_trigger = yes
			}
		}
		traits = {
			socialist_justice
		}
	}
}
### Entity: Shared Focus
Tree: est_focus
Component: EST_Livonian_bridgehead_strategy
Constructs: shared_focus, prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_estonia_shared.txt

Code:
shared_focus = {
	id = EST_Livonian_bridgehead_strategy
	icon = GFX_goal_generic_position_armies
	prerequisite = {
		focus = EST_motorized_focus
	}
	x = 13
	y = 3
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = EST_Livonian_bridgehead_strategy
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: SLO_ferdinand_catlos
Source: game
File: common/characters/SLO.txt

Code:
SLO_ferdinand_catlos = {
	advisor = {
		slot = army_chief
		idea_token = SLO_ferdinand_catlos
		allowed = {
			original_tag = SLO
		}
		cost = 100
		traits = {
			army_chief_organizational_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Ferdinand Catlos
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_2
		}
	}
}
### Entity: Scripted Effect
Component: bba_get_cas_GER_effect
Constructs: add_equipment_to_stockpile, limit, has_country_flag, has_tech, create_equipment_variant, allow_without_tech, set_country_flag
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
bba_get_cas_GER_effect = {
	if = {
		limit = {
			GER = {
				has_tech = basic_small_airframe
				NOT = {
					has_tech = improved_small_airframe
				}
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_cas_airframe_1
			producer = GER
			amount = cas_buy_amount
			variant_name = Ju 87
		}
	}
	else_if = {
		limit = {
			GER = {
				has_tech = improved_small_airframe
				NOT = {
					has_tech = advanced_small_airframe
				}
			}
		}
		if = {
			limit = {
				GER = {
					NOT = {
						has_country_flag = GER_improved_export_cas_template
					}
				}
			}
			GER = {
				create_equipment_variant = {
					name = Ju 87 G
					type = small_plane_cas_airframe_1
					allow_without_tech = yes
					modules = {
						fixed_main_weapon_slot = tank_buster_1
						fixed_auxiliary_weapon_slot_1 = tank_buster_1
						engine_type_slot = engine_3_1x
						special_type_slot_1 = empty
					}
					icon = GFX_GER_CAS2_medium
				}
				set_country_flag = GER_improved_export_cas_template
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_cas_airframe_1
			producer = GER
			amount = cas_buy_amount
			variant_name = Ju 87 G
		}
	} {
		limit = {
			GER = {
				has_tech = advanced_small_airframe
			}
		}
		if = {
			limit = {
				GER = {
					NOT = {
						has_country_flag = GER_advanced_export_cas_template
					}
				}
			}
			GER = {
				create_equipment_variant = {
					name = Hs 129
					type = small_plane_cas_airframe_3
					allow_without_tech = yes
					modules = {
						fixed_main_weapon_slot = bomb_locks
						fixed_auxiliary_weapon_slot_1 = tank_buster_1
						engine_type_slot = engine_2_2x
						special_type_slot_1 = armor_plate_small
					}
					icon = GFX_GER_CAS3_medium
				}
				set_country_flag = GER_advanced_export_cas_template
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_cas_airframe_3
			producer = GER
			amount = cas_buy_amount
			variant_name = Hs 129
		}
	}
}
### Entity: Event
Component: INS_loyalist_events.18
Constructs: is_triggered_only
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_loyalist_events.18
	title = INS_loyalist_events.18.t
	desc = INS_loyalist_events.18.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = INS_loyalist_events.18.a
	}
}
### Entity: Idea
Component: caproni_ETH
Constructs: has_country_flag, has_dlc, research_bonus
Source: game
File: common/ideas/ethiopia.txt

Code:
caproni_ETH = {
	allowed = {
		original_tag = ETH
		has_dlc = By Blood Alone
	}
	picture = caproni
	visible = {
		has_country_flag = ETH_ITA_sends_air_designers
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		CAS_manufacturer
	}
}
### Entity: Order of Battle
Component: Slovene Naval Forces
Source: game
File: history/units/SLV_1936_naval_mtg.txt

Code:
fleet = {
	name = Slovene Naval Forces
	naval_base = 599
	task_force = {
		name = Slovene Naval Force
		location = 599
		ship = {
			name = A Class
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SLV
					version_name = A/B/C/D Class
				}
			}
		} {
			name = B Class
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SLV
					version_name = A/B/C/D Class
				}
			}
		} {
			name = C Class
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SLV
					version_name = A/B/C/D Class
				}
			}
		} {
			name = D Class
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SLV
					version_name = A/B/C/D Class
				}
			}
		} {
			name = Emerald
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = SLV
					version_name = Emerald Class
				}
			}
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_the_west_bank
Constructs: division_template, add_equipment_to_stockpile, prerequisite, limit, has_war_with, completion_reward, add_building_construction, create_unit
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_the_west_bank
	icon = GFX_goal_defensive_position2
	relative_position_id = ISR_jerusalem_strategy
	x = 0
	y = 1
	cost = 3
	prerequisite = {
		focus = ISR_jerusalem_strategy
	} {
		focus = ISR_steal_haganah_weapons
	}
	available = {
		controls_province = 1086
	}
	bypass = {
		NOT = {
			has_war_with = PAL JOR EGY SYR IRQ LEB
		}
	}
	completion_reward = {
		army_experience = 15
		1016 = {
			add_building_construction = {
				type = bunker
				province = 1086
				instant_build = yes
				level = 1
			}
			create_unit = {
				prioritize_location = 1086
				division = name = "Irgun Brigade " division_template = "Ugdat Hir" start_experience_factor = 0.1 start_equipment_factor = 0 }
				owner = ISR
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		hidden_effect = {
			add_equipment_to_stockpile = {
				type = infantry_equipment_1
				amount = 500
			}
		}
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = -300
		}
		PAL = {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -500
			}
			add_manpower = -1000
		}
		if = {
			limit = {
				1016 = {
					has_dynamic_modifier = {
						modifier = r56_PAL_jerusalem_offensive
					}
				}
			}
			1016 = {
				remove_dynamic_modifier = {
					modifier = r56_PAL_jerusalem_offensive
				}
			}
		}
	}
### Entity: AI Strategy
Component: USA_gang_up_GER_with_ENG
Constructs: is_in_faction_with, force_defend_ally_borders
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_gang_up_GER_with_ENG = {
	allowed = {
		tag = USA
	}
	enable = {
		tag = USA
		date = > 1940.6.6
		is_in_faction_with = ENG
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = force_defend_ally_borders
		value = 100
		target = europe
	} {
		type = force_defend_ally_borders
		value = 100
		target = africa
	}
}
### Entity: Character
Component: MLW_stc
Source: game
File: common/characters/MLW.txt

Code:
MLW_stc = {
	advisor = {
		slot = political_advisor
		idea_token = MLW_stc
		allowed = {
			original_tag = MLW
		}
		traits = {
			smooth_talking_charmer
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_anti_comintern_signatory
Constructs: prerequisite, has_government, completion_reward
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_anti_comintern_signatory
	icon = GFX_goal_italy_restructure_the_divisions
	prerequisite = {
		focus = SWE_secure_our_southern_border
	}
	relative_position_id = SWE_secure_our_southern_border
	x = 0
	y = 1
	cost = 5
	available_if_capitulated = yes
	available = {
		has_government = neutrality
		GER = {
			has_government = fascism
		}
	}
	completion_reward = {
		SWE = {
			country_event = germany.5
		}
	}
}
### Entity: Scripted Trigger
Component: owns_or_subject_of
Constructs: is_subject_of
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
owns_or_subject_of = {
	custom_trigger_tooltip = {
		tooltip = owns_or_subject_of_tt
		owner = {
			OR = {
				tag = ROOT
				is_subject_of = ROOT
			}
		}
	}
}
### Entity: Scripted Trigger
Component: DEN_has_sovaernet_dynamic_modifier
Constructs: has_dynamic_modifier
Source: game
File: common/scripted_triggers/DEN_scripted_triggers.txt

Code:
DEN_has_sovaernet_dynamic_modifier = {
	OR = {
		has_dynamic_modifier = {
			modifier = DEN_sovaernet_dynamic_modifier
		} {
			modifier = DEN_sovaernet_dynamic_modifier_improved
		} {
			modifier = DEN_sovaernet_dynamic_modifier_max_improved
		}
	}
}
### Entity: Event
Component: NSB_soviet_foreign_politics_events.211
Constructs: is_triggered_only, add_ideas, add_opinion_modifier
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_foreign_politics_events.211
	title = NSB_soviet_foreign_politics_events.211.t
	desc = NSB_soviet_foreign_politics_events.211.desc
	picture = GFX_report_event_SOV_demands
	is_triggered_only = yes
	option = {
		name = NSB_soviet_foreign_politics_events.211.a
		effect_tooltip = {
			add_ideas = SOV_ambassador_karim_khakimov
			add_opinion_modifier = {
				target = SOV
				modifier = SOV_cordial_relations_developed_by_soviet_diplomat
			}
		}
	}
}
### Entity: Idea
Component: FIN_the_red_watch_no_lar
Constructs: removal_cost
Source: game
File: common/ideas/finland.txt

Code:
FIN_the_red_watch_no_lar = {
	name = FIN_the_red_watch
	picture = SPR_torchbearers_of_tomorrow
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		subversive_activites_upkeep = -0.25
		foreign_subversive_activites = -0.25
		drift_defence_factor = 0.25
	}
}
### Entity: Character
Component: ecomonist_publicist
Source: game
File: common/country_leader/00_traits.txt

Code:
ecomonist_publicist = {
	random = no
	sprite = 13
	production_factory_max_efficiency_factor = 0.05
	political_power_factor = 0.05
	party_popularity_stability_factor = 0.1
}
### Entity: Idea
Component: TUR_revolutionary_brigades_from_abroad
Constructs: removal_cost, communism_drift
Source: game
File: common/ideas/turkey.txt

Code:
TUR_revolutionary_brigades_from_abroad = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_communist_army
	removal_cost = -1
	modifier = {
		non_core_manpower = 0.1
		communism_drift = 0.05
	}
}
### Entity: Character
Component: ETH_yilma_deressa
Constructs: has_government, has_idea_with_trait
Source: game
File: common/characters/ETH.txt

Code:
ETH_yilma_deressa = {
	name = ETH_yilma_deressa
	allowed_civil_war = {
		OR = {
			has_government = democratic neutrality communism
		}
	}
	portraits = {
		army = {
			small = GFX_portrait_ETH_yilma_deressa_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ETH_yilma_deressa
		allowed = {
			original_tag = ETH
		}
		available = {
			NOT = {
				has_government = fascism
			} {
				has_idea_with_trait = minister_of_finance_mariyam
			}
		}
		traits = {
			minister_of_finance_deressa
		}
		on_add = {
			owner = {
				ETH_BOP_decentralization_small_effect = yes
			}
		}
		on_remove = {
			owner = {
				ETH_BOP_centralization_small_effect = yes
			}
		}
	}
}
### Entity: Event
Component: news.22
Constructs: is_triggered_only, is_in_faction_with
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.22
	title = news.22.t
	desc = news.22.d
	picture = GFX_news_event_008
	major = yes
	is_triggered_only = yes
	option = {
		name = news.22.a
		trigger = {
			NOT = {
				TAG = ITA ALB
				is_in_faction_with = ITA
			}
		}
	} {
		name = news.22.b
		trigger = {
			TAG = ITA
		}
	} {
		name = news.22.c
		trigger = {
			NOT = {
				TAG = ITA ALB
			}
			is_in_faction_with = ITA
		}
	}
}
### Entity: Idea
Component: MAN_south_manchuria_railway_company
Constructs: has_completed_focus, has_dlc
Source: game
File: common/ideas/manchukou.txt

Code:
MAN_south_manchuria_railway_company = {
	picture = MAN_south_manchuria_railway_company
	allowed = {
		has_dlc = Waking the Tiger
		original_tag = MAN
	}
	visible = {
		NOT = {
			has_completed_focus = MAN_tsr_mangyo
		}
	}
	available = {
		hidden_trigger = {
			OR = {
				has_completed_focus = MAN_expand_the_railways MAN_tsr_expand_the_railways
			}
		}
		custom_trigger_tooltip = {
			tooltip = MAN_expand_the_railways_tt
			OR = {
				has_completed_focus = MAN_expand_the_railways MAN_tsr_expand_the_railways
			}
		}
		NOT = {
			has_completed_focus = MAN_tsr_mangyo
		}
	}
	traits = {
		construction_company
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: TAJ_ncs
Source: game
File: common/ideas/tajikistan.txt

Code:
TAJ_ncs = {
	ledger = navy
	picture = generic_navy_asia_2
	allowed = {
		original_tag = TAJ
	}
	traits = {
		navy_capital_ship_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Order of Battle
Component: air_wing_54
Source: game
File: history/units/GER_1939_air_bba.txt

Code:
air_wings = {
	54 = {
		small_plane_airframe_1 = {
			owner = GER
			amount = 24
			version_name = Bf 109 D
		}
	}
}
### Entity: Character
Component: ETH_mesfin_sileshi
Source: game
File: common/characters/ETH.txt

Code:
ETH_mesfin_sileshi = {
	advisor = {
		slot = air_chief
		idea_token = ETH_mesfin_sileshi
		allowed = {
			original_tag = ETH
		}
		traits = {
			air_chief_ground_support_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = ETH_mesfin_sileshi
	portraits = {
		army = {
			small = GFX_idea_generic_air_arab_3
		}
	}
}
### Entity: Doctrine
Component: great_war_infantry
Constructs: xp_cost
Source: game
File: common/doctrines/subdoctrines/land/infantry_subdoctrines.txt

Code:
great_war_infantry = {
	track = infantry
	name = SUBDOCTRINE_GREAT_WAR_INFANTRY
	description = SUBDOCTRINE_GREAT_WAR_INFANTRY_DESC
	icon = GFX_doctrine_great_war_infantry_medium
	xp_cost = 50
	xp_type = army
	available = {
		always = yes
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 95
			original_tag = FRA
		}
	}
	category_cavalry = {
		supply_consumption = -0.02
	}
	category_light_infantry = {
		defense = 0.1
	}
	production_speed_bunker_factor = 0.25
	rewards = {
		traverse_digging = {
			dig_in_speed_factor = 0.05
			fire_support = {
				soft_attack = 0.1
				defense = 0.1
			}
			engineer = {
				battalion_mult = {
					category = category_light_infantry
					entrenchment = 0.05
					add = yes
				}
			}
		}
		sapping_operations = {
			category_light_infantry = {
				defense = 0.1
			}
			field_hospital = {
				casualty_trickleback = 0.1
			}
		}
		centralized_artillery_control = {
			artillery = {
				soft_attack = 0.1
				battalion_mult = {
					category = category_light_infantry
					soft_attack = 0.1
					breakthrough = 0.05
				}
			}
			category_regimental_support_artillery = {
				soft_attack = 0.2
			}
		}
		field_fortification_emphasis = {
			category_light_infantry = {
				reliability = 0.05
				defense = 0.05
				max_organisation = 5
			}
		}
		redoubt_networks = {
			dig_in_speed_factor = 0.1
		}
	}
}
### Entity: Country History
Country: GXC
Component: GXC_technology
Constructs: set_technology
Source: game
File: history/countries/GXC - Guangxi.txt

Code:
# Starting Technologies for GXC
set_technology = {
	infantry_weapons = 1
}
### Entity: Event
Component: rt56.rom_peace_front.3
Constructs: is_triggered_only, add_political_power
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_peace_front.3
	title = rt56.rom_peace_front.3.t
	desc = rt56.rom_peace_front.3.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = rt56.rom_peace_front.3.a
		add_political_power = 25
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_25
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_25 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 25
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 25
	}
}
### Entity: State History
Component: 248
Constructs: add_core_of
Source: game
File: history/states/248-Yaroslavl.txt

Code:
state = {
	id = 248
	name = STATE_248
	manpower = 1664541
	state_category = large_town
	history = {
		owner = SOV
		victory_points = {
			121 5
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 1
			air_base = 1
		}
		add_core_of = SOV
	}
	provinces = {
		2 62 97 121 164 231 252 3077 3116 3190 3220 6056 6101 6143 6167 6356 9122 9188 9345 11039 11099 11166 11205 13128
	}
	local_supplies = 6.0
}
### Entity: Order of Battle
Component: XI Brigada Internacionales
Constructs: division_template
Source: game
File: history/units/SPR_Civil_War.txt

Code:
division = {
	name = XI Brigada Internacionales
	location = 6906
	division_template = Brigada Internacionales
}
### Entity: Event
Component: SEA_china.24
Constructs: is_triggered_only, remove_from_array
Source: game
File: events/SEA_Nat_China.txt

Code:
country_event = {
	id = SEA_china.24
	title = SEA_china.24.t
	desc = SEA_china.24.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = SEA_china.24.a
		CHI = {
			CHI_reduce_nine_power_malus = yes
		}
		remove_from_array = {
			array = CHI.nine_power_treaty_signatories
			value = FROM
		}
	}
}
### Entity: Idea
Component: kongsberg
Constructs: research_bonus, equipment_bonus
Source: game
File: common/ideas/norway.txt

Code:
kongsberg = {
	picture = generic_infantry_equipment_manufacturer_1
	allowed = {
		original_tag = NOR
	}
	research_bonus = {
		artillery = 0.15
	}
	equipment_bonus = {

	}
	traits = {
		artillery_manufacturer
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_expand_the_air_force
Constructs: limit, completion_reward, cancel_if_invalid, complete_tooltip, random_state, has_state_flag, add_building_construction, random_owned_controlled_state
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_expand_the_air_force
	icon = GFX_goal_generic_build_airforce
	x = 32
	y = 0
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {
		air_experience = 25
		random_state = {
			limit = {
				has_state_flag = ROM_expand_the_air_force_AB
			}
			add_building_construction = {
				type = air_base
				level = 3
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = ROM_expand_the_air_force_AB_2
			}
			add_building_construction = {
				type = air_base
				level = 3
				instant_build = yes
			}
		}
	}
	completion_reward = {
		air_experience = 25
		random_owned_controlled_state = {
			prioritize = {
				46 79
			}
			limit = {
				ROOT = {
					has_full_control_of_state = PREV
				}
				free_building_slots = {
					building = air_base
					size = > 2
				}
			}
			add_building_construction = {
				type = air_base
				level = 3
				instant_build = yes
			}
			set_state_flag = ROM_expand_the_air_force_AB
		} {
			prioritize = {
				46 79
			}
			limit = {
				ROOT = {
					has_full_control_of_state = PREV
				}
				free_building_slots = {
					building = air_base
					size = > 2
				}
			}
			add_building_construction = {
				type = air_base
				level = 3
				instant_build = yes
			}
			set_state_flag = ROM_expand_the_air_force_AB_2
		}
	}
}
### Entity: Character
Component: polyglot
Source: game
File: common/country_leader/r56_traits.txt

Code:
polyglot = {
	random = yes
	sprite = 13
	improve_relations_maintain_cost_factor = -0.25
	trade_opinion_factor = 0.05
}
### Entity: AI Strategy
Component: CAN_communist
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/CAN_alternate_strategy_plan.txt

Code:
CAN_communist = {
	name = Canada goes communist
	desc = They are very sorry about that
	allowed = {
		original_tag = CAN
		has_dlc = Together for Victory
	}
	enable = {
		OR = {
			has_country_flag = CAN_AI_RANDOM_COMMUNIST
			has_game_rule = {
				rule = CAN_ai_behavior
				option = COMMUNIST
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		CAN_crown_corporations CAN_national_housing_act CAN_rcaf_station_borden CAN_rowell_sirois_commission CAN_defence_of_canada_regulations CAN_halifax_shipyards CAN_canada_pacific_railway CAN_army_modernization CAN_cmp_truck CAN_canadian_infantry_corps CAN_the_walkie_talkie CAN_war_bonds CAN_department_of_munitions_and_supply CAN_patriation CAN_burn_the_royal_portraits CAN_destroyer_effort CAN_we_have_the_hurricane CAN_communist_labor_total_war_committee CAN_victory_aircraft_limited CAN_supply_the_red_army CAN_dollar_a_year_men CAN_national_resources_mobilization_act CAN_fund_the_national_research_council CAN_mine_the_shield CAN_join_comintern CAN_commonwealth_air_training_plan CAN_light_cruiser_effort CAN_royal_regiment_of_canadian_artillery CAN_wartime_prices_and_trade_board CAN_canada_wheat_board CAN_bits_and_pieces_program CAN_john_inglis_and_company CAN_red_deer_training_camp CAN_alberta_coal_towns CAN_national_steel_car CAN_heavy_cruiser_effort CAN_fleet_in_being CAN_retool_angus_shops CAN_commit_to_the_war CAN_imperial_oil CAN_if_day CAN_defense_research_grants CAN_polymer_corporation CAN_war_fueled_economy CAN_uranium_mining CAN_the_valentine_tank CAN_a_motorized_army CAN_1st_canadian_parachute_battalion CAN_the_black_devils CAN_the_pacific_coast_air_defence_radar_system CAN_trade_fleet CAN_degauss_ship_hulls CAN_united_shipyards CAN_fund_fairchilds_development CAN_the_rocky_mountain_rangers CAN_maritime_colonial_railway CAN_cookie_carriers CAN_the_sabre_project
	}
	research = {
		industry = 20.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
		dd_tech = 5
	}
	ideas = {

	}
	traits = {
		captain_of_industry = 5
		war_industrialist = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {

	}
}
### Entity: Idea
Component: CZE_skoda_works
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_skoda_works = {
	allowed = {
		original_tag = CZE
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		industrial_capacity_factory = 0.1
		production_speed_facility_factor = 0.05
		special_project_facility_supply_consumption_factor = -0.05
	}
}
### Entity: Idea
Component: BAY_acom
Source: game
File: common/ideas/bavaria.txt

Code:
BAY_acom = {
	ledger = army
	picture = generic_army_europe_5
	allowed = {
		original_tag = BAY
	}
	traits = {
		army_commando_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Technology
Component: HUN_light_infantry_tech
Constructs: research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	research_cost = 1
	allow = {
		always = no
	}
	infantry = {
		forest = {
			attack = 0.02
			movement = 0.05
		}
		urban = {
			attack = 0.05
			movement = 0.05
		}
	}
}