Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ANATO_artillery.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
NATO_artillery.png &#8206;(53 × 31 pixels, file size: 4 KB, MIME type: image/png)
### Entity: Idea
Component: HUN_royalist_education
Constructs: research_speed_factor
Source: game
File: common/ideas/hungary.txt

Code:
HUN_royalist_education = {
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_research_bonus
	modifier = {
		research_speed_factor = 0.06
		drift_defence_factor = 0.25
		training_time_factor = 0.15
	}
}
### Entity: Modifier Reference
Construct: army_breakthrough_against_minor_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## army_breakthrough_against_minor_factor

* Number with 1 decimal places
* **Categories**: army, defensive
### Entity: National Focus
Tree: dnz_focus
Component: DNZ_flexible_navy
Constructs: prerequisite, completion_reward, is_coastal, add_tech_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/Danzig.txt

Code:
focus = {
	id = DNZ_flexible_navy
	icon = GFX_focus_BRA_german_submarine_development
	prerequisite = {
		focus = DNZ_establish_the_danzig_navy
	}
	mutually_exclusive = {
		focus = DNZ_large_navy
	}
	relative_position_id = DNZ_establish_the_danzig_navy
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		navy_experience = 25
		add_tech_bonus = {
			name = POL_import_submarine_technology
			bonus = 1
			uses = 1
			category = ss_tech
		} {
			name = SPR_navy_modernization
			bonus = 0.5
			uses = 2
			category = torpedo_equipment
		}
		add_doctrine_cost_reduction = {
			name = sub_op_bonus
			cost_reduction = 0.5
			uses = 2
			category = submarine_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: BUL_the_balkans_united
Constructs: has_government, removal_cost, is_in_faction_with
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_the_balkans_united = {
	picture = generic_volunteer_expedition_bonus
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		tag = BUL
	}
	removal_cost = -1
	cancel = {
		OR = {
			has_government = fascism
			AND = {
				NOT = {
					tag = BUL
				} {
					is_in_faction_with = BUL
				}
			}
		}
	}
	modifier = {
		army_core_attack_factor = 0.15
		army_core_defence_factor = 0.15
		army_org_factor = 0.1
	}
}
### Entity: AI Strategy
Component: JAP_avoid_joining_vichy
Constructs: is_historical_focus_on, has_capitulated
Source: game
File: common/ai_strategy/FRA.txt

Code:
JAP_avoid_joining_vichy = {
	allowed = {
		original_tag = JAP
	}
	enable = {
		is_historical_focus_on = yes
		GER = {
			has_capitulated = no
		}
	}
	abort = {
		date = > 1945.1.1
	}
	ai_strategy = {
		type = alliance
		id = VIC
		value = -400
	}
}
### Entity: Idea
Component: AST_new_south_wales_rc_ic
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/australia.txt

Code:
AST_new_south_wales_rc_ic = {
	picture = new_south_wales_rc
	allowed = {
		original_tag = AST
		NOT = {
			has_dlc = Thunder at Our Gates
		}
		has_dlc = Together for Victory
	}
	available = {
		has_completed_focus = AST_standard_gauge_railway
	}
	visible = {

	}
	research_bonus = {

	}
	traits = {
		railway_company
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_the_state_bank_of_ethiopia
Constructs: prerequisite, completion_reward, is_controlled_by, has_civil_war, add_to_variable
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_the_state_bank_of_ethiopia
	icon = GFX_focus_ETH_the_state_bank_of_ethiopia
	prerequisite = {
		focus = ETH_develop_the_capital_region
	}
	dynamic = yes
	x = -4
	y = 1
	relative_position_id = ETH_develop_the_capital_region
	cost = 10
	available = {
		all_owned_state = {
			is_controlled_by = ROOT
		}
		has_civil_war = no
	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		ETH_BOP_centralization_small_effect = yes
		custom_effect_tooltip = ETH_the_state_bank_of_ethiopia_tt
		add_to_variable = {
			ETH_bureaucracy_research_speed_factor = 0.05
		} {
			ETH_bureaucracy_production_speed_buildings_factor = 0.05
		}
	}
}
### Entity: Idea
Component: idea_SIA_bloodlusted_irredentism
Constructs: army_attack_factor, removal_cost, breakthrough_factor
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_bloodlusted_irredentism = {
	picture = SIA_bloodlusted_irredentism
	allowed_civil_war = {
		always = yes
	}
	allowed = {
		original_tag = SIA
	}
	removal_cost = -1
	modifier = {
		army_attack_factor = 0.1
		breakthrough_factor = 0.1
	}
}
### Entity: Event
Component: poland.153
Constructs: is_triggered_only
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.153
	title = poland.153.t
	desc = poland.153.d
	picture = GFX_report_event_polish_meeting
	is_triggered_only = yes
	option = {
		name = poland.153.a
	}
}
### Entity: Character
Component: NKR_kim_gyusik
Source: game
File: common/characters/NKR.txt

Code:
NKR_kim_gyusik = {
	name = Kim Gyusik
	portraits = {
		civilian = {
			small = gfx/interface/ideas/nkr/r56_idea_NKR_advisor_kim_gyusik.dds
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = kim_gyusik
		allowed = {
			original_tag = NKR
		}
		traits = {
			fascist_demagogue
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_NAVY_TI_BC_navy_production_strategy
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_navy_strategies.txt

Code:
EAI_PROD_NAVY_TI_BC_navy_production_strategy = {
	enable = {
		has_country_flag = EAI_TI_BC_navy_production_strategy
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = naval_capital_bc
		value = 7
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_cas_innovation
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_cas_innovation
	icon = GFX_goal_generic_air_CAS_new
	prerequisite = {
		focus = ARG_air_force_reform
	}
	mutually_exclusive = {
		focus = ARG_bomber_modernization
	}
	x = 23
	y = 1
	cost = 10
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = ARG_cas_innovation
				technology = aa_cannon_2
				ahead_reduction = 1
				uses = 1
			}
		}
		else = {
			add_tech_bonus = {
				name = ARG_cas_innovation
				ahead_reduction = 1
				uses = 1
				category = cas_bomber
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: BOL_julian_montellano_carrasco
Constructs: has_dlc
Source: game
File: common/characters/BOL.txt

Code:
BOL_julian_montellano_carrasco = {
	instance = {
		allowed = {
			has_dlc = Trial of Allegiance
		}
		advisor = {
			slot = political_advisor
			idea_token = BOL_julian_montellano_carrasco
			allowed = {
				original_tag = BOL
			}
			traits = {
				traditionalist_theorist
			}
			ai_will_do = {
				factor = 1.0
			}
		}
		portraits = {
			civilian = {
				small = GFX_idea_generic_political_advisor_south_america_2
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Trial of Allegiance
			}
		}
		advisor = {
			slot = high_command
			idea_token = BOL_julian_montellano_carrasco
			ledger = navy
			allowed = {
				original_tag = BOL
			}
			traits = {
				navy_naval_air_defense_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		portraits = {
			army = {
				small = GFX_idea_generic_navy_south_america_1
			}
		}
	}
}
### Entity: Event
Component: mtg_usa_civil_war_democrats.2
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, add_war_support, has_country_flag, add_stability, fire_only_once
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_civil_war_democrats.2
	title = mtg_usa_civil_war_democrats.2.t
	desc = mtg_usa_civil_war_democrats.2.desc
	picture = GFX_report_event_worker_protests
	fire_only_once = yes
	is_triggered_only = yes
	trigger = {
		not = {
			has_country_flag = mtg_usa_civil_war_democrats_2
		}
	}
	immediate = {
		set_country_flag = mtg_usa_civil_war_democrats_2
		hidden_effect = {
			if = {
				limit = {
					NOT = {
						has_completed_focus = USA_voter_registration_act USA_ally_with_the_silver_shirts
					}
				}
				country_event = {
					id = mtg_usa_civil_war_democrats.20
					days = 280
				}
			}
			else = {
				country_event = {
					id = mtg_usa_civil_war_democrats.20
					days = 180
				}
			}
		} {
			country_event = {
				id = mtg_usa_civil_war_democrats.3
				days = 15
				random_days = 6
			}
			if = {
				limit = {
					has_completed_focus = USA_national_prosperity_program
				}
				country_event = {
					id = mtg_usa_civil_war_democrats.4
					days = 15
					random_days = 12
				}
			}
		}
	}
	option = {
		name = mtg_usa_civil_war_democrats.2.a
		ai_chance = {
			factor = 80
		}
		add_stability = -0.1
		add_war_support = -0.1
	}
}
### Entity: Unit Template
Component: SIA_CA_HISTORICAL
Source: game
File: common/units/names_ships/SIA_ship_names.txt

Code:
SIA_CA_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CA
	for_countries = {
		SIA
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser
	}
	prefix = HTMS 
	fallback_name = Reux Ladtrawen Hnak %d
	unique = {
		Sri Ayutthaya Thonburi Chon Buri Samut Phrakan Sri Racha Rayong Chanthaburi Khao Saming Rattanakosin Sukhothai
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_earthworks
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_resource
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_earthworks
	icon = GFX_goal_generic_coal_mining
	ai_will_do = {
		factor = 5
	}
	x = 2
	y = 2
	relative_position_id = INS_industrial_centralisation
	prerequisite = {
		focus = INS_restore_the_arms_factories
	}
	cost = 10
	available = {
		OR = {
			controls_state = 672 978
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				672
			}
			limit = {
				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
			}
			add_resource = {
				type = aluminium
				amount = 4
			} {
				type = steel
				amount = 2
			}
		} {
			prioritize = {
				978
			}
			limit = {
				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
			}
			add_resource = {
				type = aluminium
				amount = 8
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Decision
Component: VEN_abc_islands
Constructs: owns_state, has_dlc
Source: game
File: common/decisions/categories/VEN_decision_categories.txt

Code:
VEN_abc_islands = {
	icon = saf_anti_colonialist_crusade
	allowed = {
		original_tag = VEN
		has_dlc = Man the Guns
	}
	visible = {
		HOL = {
			owns_state = 695
		}
	}
}
### Entity: Decision
Component: AST_nationalizing_cat
Constructs: has_completed_focus, add_ideas, fire_only_once, has_dlc, complete_effect
Source: game
File: common/decisions/AST.txt

Code:
AST_nationalizing_cat = {
	AST_nationalization = {
		icon = SOV_the_workers_dictatorship
		allowed = {
			original_tag = AST
			has_dlc = Thunder at Our Gates
		}
		cost = 0
		fire_only_once = yes
		visible = {
			has_completed_focus = AST_abolition_of_private_property
		}
		available = {
			has_completed_focus = AST_abolition_of_private_property
		}
		modifier = {

		}
		complete_effect = {
			add_ideas = AST_nationalizing_spirit
		}
	}
}
### Entity: Order of Battle
Component: 3 Kokkyou Keibitai
Constructs: division_template
Source: game
File: history/units/JAP_1939.txt

Code:
division = {
	name = 3 Kokkyou Keibitai
	location = 783
	division_template = Chuton-chi Shidan
	start_experience_factor = 0.1
	start_equipment_factor = 0.7
}
### Entity: Unit Template
Component: PRU_SS_HISTORICAL
Source: game
File: common/units/names_ships/PRU_ship_names.txt

Code:
PRU_SS_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_SUBMARINES
	for_countries = {
		PRU
	}
	type = ship
	ship_types = {
		ship_hull_submarine submarine
	}
	prefix = BAP 
	fallback_name = Submarino %d
	unique = {
		Dos de Mayo Abtao Angamos Iquique Pacocha La Pedrera Angamos Antofagasta Pisagua Chipana Islay Arica
	}
}
### Entity: Event
Component: israel.86
Constructs: is_triggered_only, ai_chance, random_hours
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.86
	title = israel.86.t
	desc = israel.86.d
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty1
	option = {
		name = israel.86.a
		ai_chance = {
			base = 50
		}
		EGY = {
			country_event = {
				id = israel.90
				days = 1
				random_hours = 12
			}
		}
	} {
		name = israel.86.b
		ai_chance = {
			base = 35
		}
		EGY = {
			country_event = {
				id = israel.93
				days = 1
				random_hours = 12
			}
		}
	} {
		name = israel.86.c
		ai_chance = {
			base = 15
		}
		EGY = {
			country_event = {
				id = israel.95
				days = 1
				random_hours = 12
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: Naval_Units
Source: wiki
File: wiki/Empire_of_Japan.html

Doc:
Naval Units[edit]
Seems Japan have several units of the same class. Maybe a very unique tech tree. (Refers to dev diaries 42, World War Wednesday )

Name
Type
Techyear

Minekaze Class |
Destroyer I |
1922
|

Asashio Class |
Destroyer II |
1936
|

Akizuki Class |
Destroyer III |
1940
|

Shimakaze Class |
Destroyer IV |
1944
|

Tenryu Class |
Light Cruiser I |
1922
|

Light Mogami Class |
Light Cruiser II |
1936
|

Agano Class |
Light Cruiser III |
1940
|

Agatsuma Class |
Light Cruiser IV |
1944
|

Furutaka Class |
Heavy Cruiser I |
1922
|

Heavy Mogami Class |
Heavy Cruiser II |
1936
|

Tone Class |
Heavy Cruiser III |
1940
|

Ibuki Class |
Heavy Cruiser IV |
1944
|

Amagi Class |
Battlecruiser I |
1922
|

Design B-65 |
Battlecruiser II |
1940
|

Nagato Class |
Battleship I |
1922
|

Fuso Class |
Battleship I |
1922
|

Kongo Class |
Battleship II |
1936
|

Tajima Class |
Battleship III |
1940
|

Iwami Class |
Battleship IV |
1944
|

Yamato Class |
Super-heavy Battleship I |
1936
|

Super Yamato Class |
Super-heavy Battleship II |
1944
|

Kaga Class |
Carrier I |
1922
|

Soryu Class |
Carrier II |
1936
|

Shokaku Class |
Carrier III |
1940
|

Tahio Class |
Carrier IV |
1944
|

Kaichu Class |
Submarines I |
1922
|

Kaidai VI Class |
Submarines II |
1936
|

Ko/Otsu/Hei-Gata Class |
Submarines III |
1940
|

Sen-Toku Class |
Submarines IV |
1944
|

Transport Boats (?) |
Transports I |
1922
|

Landing Craft (?) |
Transports II |
1940
|

Attack Boat (?) |
Transports III |
1944
|

Air Force[edit]

Techyear
Close Air Support(Carrier Variant)
Fighter (Carrier Variant)
Naval Bomber (Carrier Variant)
Heavy Fighter
Tactical Bomber
Strategic Bomber

1933 |
|
Type 91 |
|
|
G3M Rikko |

|

1936 |
Ki-32 |
Ki-27 |
B5N ( G3M1 ) |
Ki-38 |
Ki-21 |
Ki-20
|

1940 |
Ki-61 |
Ki-43 Hayabusa |
A6M2-N |
Ki-45 Toryu |
G4M |
Ki-49 Donryu
|

1944 |
Ki-66 |
Ki-84 Hayate |
B7A |
Ki-102 |
P1Y Ginga |
G8N Renzan
|

Jet Engine Technologie |
= = = = = = = = = = = = = = = = = = = = = |
= = = = = = = = = = = = = = = |
= = = = = = = = = = = = = = = = = = = |
= = = = = = = = = = |
= = = = = = = = = = |
= = = = = = = = = = =
|

1945 |
|
Kikka |
|
|
Jet Tac Bomber I |

|

1950 |
|
J7W Shidden-Kai |
|
|
Jet Tac Bomber II |
Jet Strat Bomber I
|
### Entity: National Focus
Tree: phi_focus
Component: PHI_military_requisitions
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, is_ally_with, has_dlc, add_equipment_subsidy
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_military_requisitions
	icon = GFX_focus_PHI_military_requisitions
	prerequisite = {
		focus = PHI_appoint_macarthur
	}
	relative_position_id = PHI_appoint_macarthur
	x = 0
	y = 1
	cost = 3
	available = {
		is_ally_with = USA
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_equipment_subsidy = {
				cic = 5000
				equipment_type = infantry_equipment
				seller_tags = {
					USA
				}
			}
		}
		else = {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 5000
				producer = USA
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = PHI_wendell_fertig
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER
	}
}
### Entity: Event
Component: turkey.137
Constructs: is_triggered_only
Source: game
File: events/r56_turkey.txt

Code:
country_event = {
	id = turkey.137
	title = turkey.137.t
	desc = turkey.137.d
	picture = GFX_report_event_tur_inonu_diplomacy
	is_triggered_only = yes
	option = {
		name = turkey.137.a
	}
}
### Entity: Character
Component: KHM_may_chongan
Source: game
File: common/characters/KHM.txt

Code:
KHM_may_chongan = {
	name = May Chongan
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_1
		}
	}
	advisor = {
		slot = air_chief
		idea_token = KHM_may_chongan
		allowed = {
			original_tag = KHM
		}
		traits = {
			air_chief_reform_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Decision
Component: foreign_politics
Constructs: has_completed_focus, has_war, limit, has_government, has_war_with, has_country_flag, fire_only_once, has_equipment
Source: game
File: common/decisions/USA.txt

Code:
foreign_politics = {
	USA_guns_for_the_anti_bolshevist_war = {
		icon = generic_prepare_civil_war
		allowed = {
			original_tag = USA
		}
		available = {
			OR = {
				not = {
					has_government = SOV
				}
				has_war_with = SOV
			}
			has_equipment = {
				infantry_equipment = > 999
			}
			FROM = {
				has_war_with = SOV
				not = {
					has_war_with = ROOT
				}
			}
		}
		target_root_trigger = {
			has_completed_focus = USA_anti_bolshevist_aid
		}
		target_trigger = {
			FROM = {
				not = {
					has_war_with = ROOT
				}
				has_war_with = SOV
			}
		}
		visible = {
			has_completed_focus = USA_anti_bolshevist_aid
			FROM = {
				has_war_with = SOV
			}
			SOV = {
				has_civil_war = no
			}
		}
		cost = 25
		ai_will_do = {
			factor = 25
			modifier = {
				surrender_progress = > 0
			} {
				factor = 0.5
				has_war_support = < 0.6
			} {
				factor = 2
				has_war_with = SOV
			}
		}
		fire_only_once = no
		days_re_enable = 180
		complete_effect = {
			ROOT = {
				send_equipment = {
					target = FROM
					type = infantry_equipment
					amount = 1000
					old_prioritised = yes
				}
			}
		}
	}
	USA_form_defensive_alliance_north_american_dominion = {
		icon = generic
		available = {
			not = {
				has_global_flag = mtg_usa_north_american_dominion_refused_faction
			}
		}
		cost = 25
		fire_only_once = yes
		ai_will_do = {
			factor = 10
			modifier = {
				has_war_with = USA
				factor = 20
			}
		}
		visible = {
			has_country_flag = north_american_dominion_refused
			is_in_faction = no
			not = {
				has_global_flag = mtg_usa_north_american_dominion_refused_faction
			}
		}
		complete_effect = {
			set_global_flag = mtg_usa_north_american_dominion_refused_faction
			set_rule = {
				can_create_factions = yes
			}
			create_faction = MTG_USA_NORTH_AMERICAN_DOMINION_FACTION
			hidden_effect = {

			}
		}
	}
	USA_join_defensive_alliance_north_american_dominion = {
		icon = generic
		available = {
			has_global_flag = mtg_usa_north_american_dominion_refused_faction
		}
		cost = 25
		fire_only_once = yes
		ai_will_do = {
			factor = 10
			modifier = {
				has_war_with = USA
				factor = 20
			}
		}
		visible = {
			has_country_flag = north_american_dominion_refused
			is_in_faction = no
		}
		complete_effect = {
			random_other_country = {
				limit = {
					has_country_flag = north_american_dominion_refused
					is_faction_leader = yes
				}
				co
# ... (truncated)
### Entity: Idea
Component: PRC_socialism_with_chinese_characteristics_5
Constructs: research_speed_factor, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/prc.txt

Code:
PRC_socialism_with_chinese_characteristics_5 = {
	name = PRC_socialism_with_chinese_characteristics
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = generic_research_bonus
	modifier = {
		research_speed_factor = 0.03
		trade_opinion_factor = 0.3
		industrial_capacity_factory = 0.08
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_contract_efe
Constructs: prerequisite, limit, completion_reward, random_core_state, is_fully_controlled_by, add_building_construction, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_contract_efe
	icon = GFX_focus_CHL_contract_efe
	relative_position_id = CHL_public_works
	x = -1
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_public_works
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1.5
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
			}
			prioritize = {
				506 279 507 950 952 951 949
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			} {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			add_extra_state_shared_building_slots = 1
		}
		custom_effect_tooltip = CHL_skip_one_line_tt available_industrial_concern
		show_ideas_tooltip = CHL_empresa_ferrocarries_del_estado
	}
}
### Entity: Idea
Component: CRO_adalbert_rogulja
Source: game
File: common/ideas/croatia.txt

Code:
CRO_adalbert_rogulja = {
	picture = generic_air_europe_3
	allowed = {
		original_tag = CRO
	}
	traits = {
		air_chief_ground_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: EAI_DD_4/modern_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_4/modern_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_destroyer_chassis = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Event
Component: SEA_PRC_misc_events.1
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_misc_events.1
	title = SEA_PRC_misc_events.1.t
	desc = SEA_PRC_misc_events.1.desc
	picture = GFX_report_event_chinese_soldiers_01
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_PRC_misc_events.1.a
		activate_mission = PRC_the_peoples_doubt
	}
}
### Entity: Unit Leader
Component: engineer_officer
Constructs: has_idea, has_dlc
Source: game
File: common/unit_leader/00_traits.txt

Code:
engineer_officer = {
	type = land
	trait_type = personality_trait
	trait_xp_factor = {
		trait_engineer = 1
	}
	unit_trigger = {
		OR = {
			division_has_battalion_in_template = engineer light_flame_tank medium_flame_tank heavy_flame_tank
			owner = {
				has_idea = superior_firepower_academy_spirit
			}
		}
		owner = {
			NOT = {
				OR = {
					has_idea = best_of_the_best_spirit academy_scholarships_spirit
				}
			}
		}
	}
	new_commander_weight = {
		factor = 1
		modifier = {
			FROM = {
				has_idea = superior_firepower_academy_spirit
			}
			factor = 2
		} {
			FROM = {
				has_idea = best_of_the_best_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = academy_scholarships_spirit
			}
			factor = 0
		} {
			FROM = {
				has_dlc = By Blood Alone
			}
			factor = 0
		}
	}
	attack_skill_factor = 1
	planning_skill_factor = 1
}