Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: jap_focus
Component: JAP_join_comintern
Constructs: prerequisite, limit, random_country, has_government, completion_reward, is_subject, cancel_if_invalid, is_faction_leader
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_join_comintern
	icon = GFX_focus_generic_join_comintern
	prerequisite = {
		focus = JAP_finish_the_fight
	} {
		focus = JAP_communist_volunteers
	}
	mutually_exclusive = {
		focus = JAP_asian_communist_solidarity
	}
	x = 0
	y = 3
	relative_position_id = JAP_the_fate_of_the_imperial_family
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = communism
		is_subject = no
		SOV_comintern_joinable = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				SOV = {
					is_faction_leader = yes
					has_government = communism
				}
			}
			SOV = {
				country_event = generic.2
			}
		}
		else_if = {
			limit = {
				SOV = {
					is_in_faction = yes
					is_faction_leader = no
					has_government = communism
				}
			}
			random_country = {
				limit = {
					is_in_faction_with = SOV
					is_faction_leader = yes
				}
				country_event = generic.2
			}
		}
		else = {
			set_rule = {
				can_create_factions = yes
			}
			create_faction_from_template = {
				template = faction_template_JAP_alternative_communist_international
				name = JAP_the_new_international
			}
			SOV = {
				country_event = generic.5
			}
		}
	}
}
### Entity: Country History
Country: COL
Component: COL_army
Source: game
File: history/countries/COL - Colombia.txt

Code:
# OOB & Army Setup for COL
oob = COL_1936
### Entity: National Focus
Tree: hol_focus
Component: HOL_responsibility_for_our_own_defense
Constructs: prerequisite, add_ideas, add_war_support, completion_reward
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_responsibility_for_our_own_defense
	prerequisite = {
		focus = HOL_lead_the_minor_democracies
	}
	icon = GFX_goal_generic_build_tank
	x = 1
	y = 1
	relative_position_id = HOL_lead_the_minor_democracies
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_war_support = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = HOL_responsibility_for_our_own_defense
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_banking_on_the_future
Constructs: prerequisite, limit, has_government, is_major, add_opinion_modifier, completion_reward, add_to_variable, add_offsite_building
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_banking_on_the_future
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = ICE_international_trade
	}
	x = 0
	y = 1
	relative_position_id = ICE_international_trade
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = ICE_the_icelandic_economy_modifier_tt
		add_to_variable = {
			ICE_economy_consumer_goods_factor = -0.15
			tooltip = consumer_goods_factor_tt
		}
		add_offsite_building = {
			type = arms_factory
			level = 1
		} {
			type = industrial_complex
			level = 1
		}
		every_other_country = {
			limit = {
				is_major = yes
				OR = {
					has_government = ROOT neutrality
				}
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = ICE_trade_partner
			}
		}
	}
}
### Entity: Character
Component: NOR_hydroelectric_company_trait
Source: game
File: common/country_leader/00_traits.txt

Code:
NOR_hydroelectric_company_trait = {
	country_resource_aluminium = 10
	production_speed_industrial_complex_factor = 0.1
	factory_energy_consumption = -0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: NZL_thomas_leech
Source: game
File: common/characters/NZL.txt

Code:
NZL_thomas_leech = {
	name = NZL_thomas_leech
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_1
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = NZL_thomas_leech
		allowed = {
			original_tag = NZL
		}
		available = {

		}
		traits = {
			NZL_hydro_electricity_professor
		}
	}
}
### Entity: Idea
Component: IRQ_state_company_of_cotton_industries_idea
Constructs: has_dlc
Source: game
File: common/ideas/iraq.txt

Code:
IRQ_state_company_of_cotton_industries_idea = {
	picture = LIT_invested_in_farms
	allowed = {
		original_tag = IRQ
		has_dlc = Graveyard of Empires
	}
	visible = {

	}
	modifier = {
		consumer_goods_factor = -0.1
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_seek_french_leadership
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, is_faction_leader, is_subject, is_in_faction
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_seek_french_leadership
	icon = GFX_focus_chi_reach_out_to_france
	prerequisite = {
		focus = CZE_strengthen_the_little_entente
	}
	cost = 10
	relative_position_id = CZE_strengthen_the_little_entente
	x = 0
	y = 1
	available = {
		is_faction_leader = yes
		FRA = {
			exists = yes
			is_subject = no
			OR = {
				AND = {
					has_government = democratic
					has_completed_focus = FRA_form_the_popular_front
				} {
					has_government = communism
					has_completed_focus = FRA_anti_fascist_coalition
				}
			} {
				is_faction_leader = yes
				is_in_faction = no
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				FRA = {
					is_faction_leader = yes
				}
			}
			FRA = {
				country_event = MUN_czech.1015
			}
		}
		else = {
			FRA = {
				country_event = MUN_czech.1010
			}
			effect_tooltip = {
				custom_effect_tooltip = if_they_accept_tt
				add_to_faction = FRA
				FRA = {
					set_faction_leader = yes
				}
			}
		}
		hidden_effect = {
			add_ai_strategy = {
				type = alliance
				id = FRA
				value = 150
			}
		}
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_royal_malay_regiment_focus
Constructs: division_template, prerequisite, limit, completion_reward, is_controlled_by, is_fully_controlled_by, has_subject, is_locked
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_royal_malay_regiment_focus
	prerequisite = {
		focus = singapore_focus
	}
	icon = GFX_focus_generic_manpower
	x = -1
	y = 1
	relative_position_id = singapore_focus
	mutually_exclusive = {
		focus = ENG_territorial_army_of_malaysia_focus
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		MAL = {
			any_core_state = {
				is_controlled_by = ROOT
			}
		}
	}
	available_if_capitulated = no
	bypass = {
		NOT = {
			MAL = {
				any_core_state = {
					is_fully_controlled_by = ROOT
				}
			}
			has_subject = MAL
		}
	}
	completion_reward = {
		army_experience = 15
		custom_effect_tooltip = generic_skip_one_line_tt
		hidden_effect = {
			delete_unit_template_and_units = {
				division_template = Royal Malay Regiment
				disband = yes
			}
			division_template = {
				name = Royal Malay Regiment
				division_names_group = ENG_INF_01
				role = garrison
				is_locked = no
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					} {
						x = 2
						y = 0
					} {
						x = 2
						y = 1
					} {
						x = 2
						y = 2
					}
				}
				support = {
					recon = {
						x = 0
						y = 0
					}
					engineer = {
						x = 0
						y = 1
					}
					artillery = {
						x = 0
						y = 2
					}
				}
			}
		}
		random_owned_controlled_state = {
			limit = {
				is_core_of = MAL
				is_fully_controlled_by = ROOT
			}
			create_unit = {
				division = name = "1st Royal Malay Regiment" division_template = "Royal Malay Regiment" start_experience_factor = 0.3 start_equipment_factor = 0.95
				owner = ROOT
			} {
				division = name = "2nd Royal Malay Regiment" division_template = "Royal Malay Regiment" start_experience_factor = 0.3 start_equipment_factor = 0.95
				owner = ROOT
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_5/artillery_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_5/artillery_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		artillery_equipment = {
			build_cost_ic = -0.125
			instant = yes
		}
	}
}
### Entity: Modifier Reference
Construct: navy_intel_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## navy_intel_factor

* Number with 0 decimal places
* **Categories**: intelligence_agency
### Entity: Combat Tactic
Component: tactic_delay
Constructs: is_attacker
Source: game
File: common/combat_tactics.txt

Code:
tactic_delay = {
	is_attacker = no
	trigger = {
		is_attacker = no
		phase = no
	}
	active = no
	base = {
		factor = 4
	}
	picture = delay
	countered_by = tactic_shock
	attacker_movement_speed = -0.25
	attacker = -0.25
	defender = -0.15
}
### Entity: Unit Template
Component: MEK_MOT_01
Source: game
File: common/units/names_divisions/MEK_names_divisions.txt

Code:
MEK_MOT_01 = {
	name = Motorised Divisions
	for_countries = {
		MEK
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		MEK_INF_01
	}
	fallback_name = %d. Infanterie-Division (mot.)
	ordered = {
		1 = {
			%d. Infanterie-Division (mot.)
		}
		2 = {
			%d. Infanterie-Division (mot.)
		}
		3 = {
			%d. Infanterie-Division (mot.)
		}
		4 = {
			%d. Infanterie-Division (mot.)
		}
		5 = {
			%d. Infanterie-Division (mot.)
		}
		6 = {
			%d. Infanterie-Division (mot.)
		}
		7 = {
			%d. Infanterie-Division (mot.)
		}
		8 = {
			%d. Infanterie-Division (mot.)
		}
		10 = {
			%d. Infanterie-Division (mot.)
		}
		11 = {
			%d. Infanterie-Division (mot.)
		}
		12 = {
			%d. Infanterie-Division (mot.)
		}
		13 = {
			%d. Infanterie-Division (mot.)
		}
		14 = {
			%d. Infanterie-Division (mot.)
		}
		15 = {
			%d. Infanterie-Division (mot.)
		}
		16 = {
			%d. Infanterie-Division (mot.)
		}
		17 = {
			%d. Infanterie-Division (mot.)
		}
		18 = {
			%d. Infanterie-Division (mot.)
		}
		19 = {
			%d. Infanterie-Division (mot.)
		}
		20 = {
			%d. Infanterie-Division (mot.)
		}
		21 = {
			%d. Infanterie-Division (mot.)
		}
		22 = {
			%d. Infanterie-Division (mot.)
		}
		23 = {
			%d. Infanterie-Division (mot.)
		}
		24 = {
			%d. Infanterie-Division (mot.)
		}
		25 = {
			%d. Infanterie-Division (mot.)
		}
		26 = {
			%d. Infanterie-Division (mot.)
		}
		27 = {
			%d. Infanterie-Division (mot.)
		}
		28 = {
			%d. Infanterie-Division (mot.)
		}
		29 = {
			%d. Infanterie-Division (mot.)
		}
		30 = {
			%d. Infanterie-Division (mot.)
		}
		31 = {
			%d. Infanterie-Division (mot.)
		}
		32 = {
			%d. Infanterie-Division (mot.)
		}
		33 = {
			%d. Infanterie-Division (mot.)
		}
		34 = {
			%d. Infanterie-Division (mot.)
		}
		35 = {
			%d. Infanterie-Division (mot.)
		}
		36 = {
			%d. Infanterie-Division (mot.)
		}
		37 = {
			%d. Infanterie-Division (mot.)
		}
		38 = {
			%d. Infanterie-Division (mot.)
		}
		39 = {
			%d. Infanterie-Division (mot.)
		}
		40 = {
			%d. Infanterie-Division (mot.)
		}
		41 = {
			%d. Infanterie-Division (mot.)
		}
		42 = {
			%d. Infanterie-Division (mot.)
		}
		43 = {
			%d. Infanterie-Division (mot.)
		}
		44 = {
			%d. Infanterie-Division (mot.)
		}
		45 = {
			%d. Infanterie-Division (mot.)
		}
		46 = {
			%d. Infanterie-Division (mot.)
		}
		47 = {
			%d. Infanterie-Division (mot.)
		}
		48 = 
# ... (truncated)
### Entity: National Focus
Tree: alg_focus
Component: ALG_algeria_liberated
Constructs: add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_algeria_liberated
	icon = GFX_goal_algeria_independence
	x = 12
	y = 0
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 75
		add_stability = 0.05
	}
}
### Entity: National Focus
Component: uk_iraq_focus
Constructs: prerequisite, has_war_with, completion_reward, is_subject_of, has_dlc, create_wargoal, take_state_focus
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = uk_iraq_focus
	available = {
		IRQ = {
			OR = {
				communism = > 0.2
				fascism = > 0.2
			}
		}
	}
	bypass = {
		IRQ = {
			OR = {
				exists = no
				has_war_with = ROOT
				is_subject_of = ROOT
			}
		}
	}
	will_lead_to_war_with = IRQ
	prerequisite = {
		focus = ENG_home_defence
	}
	icon = GFX_focus_generic_attack_iraq
	x = -6
	y = 1
	offset = {
		x = 1
		y = 0
		trigger = {
			NOT = {
				has_dlc = Man the Guns
			}
		}
	}
	relative_position_id = ENG_home_defence
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		create_wargoal = {
			type = take_state_focus
			target = IRQ
			generator = {
				291
			}
			expire = 0
		}
	}
}
### Entity: Combat Tactic
Component: tactic_attacker_hb_storm
Constructs: is_attacker
Source: game
File: common/combat_tactics.txt

Code:
tactic_attacker_hb_storm = {
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = hold_bridge
	}
	base = {
		factor = 2
	}
	picture = attacker_hb_storm
	display_phase = hold_bridge
	countered_by = tactic_defender_hb_skillful_defence
	phase = seize_bridge
	combat_width = -0.25
	attacker = 0.2
	defender = 0.05
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_taxing_the_nobility
Constructs: prerequisite, add_ideas, has_government, add_stability, completion_reward
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_taxing_the_nobility
	icon = GFX_focus_mex_privatisation
	prerequisite = {
		focus = ETH_the_state_bank_of_ethiopia
	}
	mutually_exclusive = {
		focus = ETH_expand_tax_exemptions
	}
	dynamic = yes
	x = 0
	y = 1
	relative_position_id = ETH_the_state_bank_of_ethiopia
	cost = 10
	available = {

	}
	ai_will_do = {
		base = 1.5
		modifier = {
			factor = 2
			has_government = communism
		}
	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		ETH_BOP_centralization_large_effect = yes
		add_stability = -0.05
		add_ideas = ETH_taxed_nobility_idea
	}
}
### Entity: Idea
Component: KMT_capitalist_opposition2
Constructs: stability_factor, has_government, industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_capitalist_opposition2 = {
	removal_cost = -1
	picture = GER_iron_front
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	on_remove = {

	}
	modifier = {
		stability_factor = -0.05
		industrial_capacity_factory = -0.1
		production_speed_buildings_factor = -0.1
	}
}
### Entity: Character
Component: air_airborne_1
Source: game
File: common/country_leader/00_traits.txt

Code:
air_airborne_1 = {
	sprite = 1
	paradrop_organization_factor = 1.2
	paratrooper_aa_defense = 0.1
	command_cap_increase = @tier1_cp_cap_increase
	command_power = @tier1_cp_cost
	ai_will_do = {
		factor = @army_command_factor_1
		modifier = {
			factor = 0
			command_power = < @tier1_cp_cost
		}
	}
}
### Entity: Character
Component: INS_djatikoesoemo
Constructs: has_completed_focus, limit, has_cosmetic_tag
Source: game
File: common/characters/INS.txt

Code:
INS_djatikoesoemo = {
	name = INS_djatikoesoemo
	portraits = {
		army = {
			large = GFX_portrait_INS_djatikoesoemo
			small = GFX_portrait_INS_djatikoesoemo_small
		}
	}
	advisor = {
		slot = high_command
		idea_token = INS_djatikoesoemo
		cost = 50
		allowed = {
			OR = {
				original_tag = INS HOL
			}
		}
		visible = {
			OR = {
				original_tag = INS
				AND = {
					original_tag = HOL
					has_cosmetic_tag = INS_UNION
				}
			}
			INS_character_republic_founded_check_VISIBLE = yes
		}
		available = {
			if = {
				limit = {
					original_tag = INS
				}
				has_completed_focus = INS_the_declaration_of_independence
			}
		}
		traits = {
			army_artillery_1
		}
	}
}
### Entity: Idea
Component: MAN_kwantung_marches_north
Constructs: war_support_factor, has_war_with, removal_cost
Source: game
File: common/ideas/r56_man_ideas.txt

Code:
MAN_kwantung_marches_north = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		original_tag = MAN
	}
	cancel = {
		NOT = {
			has_war_with = SOV
		}
	}
	removal_cost = -1
	picture = generic_attack_soviet_union
	modifier = {
		war_support_factor = 0.05
		supply_consumption_factor = -0.15
	}
	targeted_modifier = {
		tag = SOV
		attack_bonus_against_cores = 0.075
	}
}
### Entity: Character
Component: motorised_equipment_producer_quality
Constructs: equipment_bonus, maximum_speed, build_cost_ic
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
motorised_equipment_producer_quality = {
	random = no
	equipment_bonus = {
		motorized_equipment = {
			hardness = 0.08
			maximum_speed = 0.08
			build_cost_ic = 0.1
		}
		mechanized_equipment = {
			hardness = 0.08
			maximum_speed = 0.08
			build_cost_ic = 0.1
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_SEA_DOCTRINE_naval_gunfire_support
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_FOCUS_SEA_DOCTRINE_naval_gunfire_support = {
	always = no
	NOT = {
		EAI_naval_doctrine_progress_limit = yes
	}
	EAI_FOCUS_SEA_DOCTRINE_has_correct_grand_doctrine = yes
}
### Entity: Idea
Component: EGY_aco2
Source: game
File: common/ideas/egypt.txt

Code:
EGY_aco2 = {
	picture = generic_army_arab_2
	allowed = {
		original_tag = EGY
	}
	traits = {
		army_chief_organizational_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: EAI_ENG_escorts_dd
Source: game
File: common/ai_strategy/ENG_EAI.txt

Code:
EAI_ENG_escorts_dd = {
	allowed = {
		tag = ENG
	}
	enable = {
		EAI_ASW_DD_navy_production = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = naval_escort
		value = 10
	}
}
### Entity: Event
Component: CHL_political_events.5
Constructs: is_triggered_only, ai_chance, add_war_support, fire_only_once, add_political_power, remove_claim_by, add_core_of, remove_core_of
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.5
	title = CHL_political_events.5.t
	desc = CHL_political_events.5.desc
	picture = GFX_report_event_generic_military_parade
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = CHL_political_events.5.a
		ai_chance = {
			base = 100
		}
		ROOT = {
			transfer_state = 953
		}
		953 = {
			remove_claim_by = ROOT
			add_core_of = ROOT
			remove_core_of = ARG
			add_claim_by = ARG
		}
		add_political_power = 70
		add_war_support = 0.05
		army_experience = 15
	}
}
### Entity: Character
Component: TIB_jampal_rabgye_rinpoche
Source: game
File: common/characters/TIB.txt

Code:
TIB_jampal_rabgye_rinpoche = {
	advisor = {
		slot = army_chief
		idea_token = TIB_jampal_rabgye_rinpoche
		allowed = {
			original_tag = TIB
		}
		traits = {
			army_chief_morale_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = TIB_jampal_rabgye_rinpoche
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_5
		}
	}
}
### Entity: Modifier Reference
Component: IRQ_navy_modifier
Constructs: refit_speed, screening_efficiency
Source: game
File: common/dynamic_modifiers/GoE_dynamic_modifiers.txt

Code:
IRQ_navy_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_IRQ_navy_modifier
	refit_speed = IRQ_navy_refit_speed
	repair_speed_factor = IRQ_navy_repair_speed_factor
	experience_gain_navy_factor = IRQ_experience_gain_navy
	mines_planting_by_fleets_factor = IRQ_mines_planting_by_fleets_factor
	navy_anti_air_attack_factor = IRQ_navy_anti_air_attack_factor
	navy_spirit_category_type_cost_factor = IRQ_navy_spirit_category_type_cost_factor
	convoy_retreat_speed = IRQ_convoy_retreat_speed
	spotting_chance = IRQ_spotting_chance
	production_speed_dockyard_factor = IRQ_production_speed_dockyard_factor
	industrial_capacity_dockyard = IRQ_industrial_capacity_dockyard
	extra_marine_supply_grace = IRQ_extra_marine_supply_grace
	naval_invasion_capacity = IRQ_naval_invasion_capacity
	naval_mines_effect_reduction = IRQ_naval_mines_effect_reduction
	experience_gain_navy_unit_factor = IRQ_experience_gain_navy_unit_factor
	naval_coordination = IRQ_naval_coordination
	naval_equipment_upgrade_xp_cost = IRQ_naval_equipment_upgrade_xp_cost
	naval_morale_factor = IRQ_naval_morale_factor
	screening_efficiency = IRQ_screening_efficiency
	convoy_escort_efficiency = IRQ_convoy_escort_efficiency
	navy_capital_ship_defence_factor = IRQ_navy_capital_ship_defence_factor
	naval_accidents_chance = IRQ_naval_accidents_chance
	navy_screen_defence_factor = IRQ_navy_screen_defence_factor
	production_speed_coastal_bunker_factor = IRQ_production_speed_coastal_bunker_factor
}
### Entity: Character
Component: NOR_olav_scheflo
Constructs: has_government
Source: game
File: common/characters/NOR.txt

Code:
NOR_olav_scheflo = {
	name = NOR_olav_scheflo
	portraits = {
		civilian = {
			large = GFX_portrait_NOR_olav_scheflo
			small = GFX_portrait_NOR_olav_scheflo_small
		}
	}
	allowed_civil_war = {
		OR = {
			NOR_char_cw_labor_only = yes
			NOR_char_cw_trotskyist = yes
		}
	}
	country_leader = {
		ideology = marxism
		expire = 1965.1.1.1
		traits = {
			NOR_conciliatory_socialist
		}
		id = -1
	}
	advisor = {
		slot = political_advisor
		idea_token = NOR_olav_scheflo
		allowed = {
			NOR_AAT = yes
		}
		available = {
			has_government = democratic
		}
		traits = {
			NOR_conciliatory_socialist
		}
	}
}
### Entity: Character
Component: JUNO_reformist_minister_of_health
Constructs: stability_factor, communism_drift
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_reformist_minister_of_health = {
	random = no
	sprite = 13
	weekly_manpower = 50
	communism_drift = 0.02
	stability_factor = 0.05
	ai_will_do = {
		factor = 0
	}
}
### Entity: Scripted Effect
Component: BUL_bzns_medium_loyalty_decrease_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/BUL_scripted_effects.txt

Code:
BUL_bzns_medium_loyalty_decrease_effect = {
	custom_effect_tooltip = BUL_bzns_tt BUL_medium_loyalty_decrease_tt
	add_to_variable = {
		BUL_bzns_loyalty = BUL_faction_medium_decrease
	}
	clamp_variable = {
		var = BUL_bzns_loyalty
		min = 0
		max = 100
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_eden_malbran_treaty
Constructs: prerequisite, add_stability, add_opinion_modifier, completion_reward, add_timed_idea
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_eden_malbran_treaty
	icon = GFX_goal_generic_positive_trade_relations
	prerequisite = {
		focus = ARG_uk_coop
	}
	relative_position_id = ARG_uk_coop
	x = 0
	y = 1
	cost = 10
	completion_reward = {
		add_timed_idea = {
			idea = arg_malbran
			days = 365
		}
		ENG = {
			add_opinion_modifier = {
				target = ARG
				modifier = arg_malbran
			}
		}
		add_stability = 0.1
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_84
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_84 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 84
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 84
	}
}
### Entity: Character
Component: SUD_ar
Source: game
File: common/characters/SUD.txt

Code:
SUD_ar = {
	advisor = {
		slot = high_command
		idea_token = SUD_ar
		ledger = army
		allowed = {
			original_tag = SUD
		}
		traits = {
			army_regrouping_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_5
		}
	}
}