Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Modifier Reference
Component: MAN_national_cooperation_government_modifier
Constructs: compliance_gain
Source: game
File: common/modifiers/r56_static_modifiers.txt

Code:
MAN_national_cooperation_government_modifier = {
	valid_relation_trigger = {
		always = yes
	}
	compliance_gain = 0.3
	resistance_decay = 0.15
}
### Entity: National Focus
Tree: por_focus
Component: POR_storm_the_national_assembly
Constructs: division_template, prerequisite, limit, has_country_flag, completion_reward, add_country_leader_role, is_locked
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_storm_the_national_assembly
	prerequisite = {
		focus = POR_unite_against_salazar
	}
	icon = GFX_focus_GER_proletarian_solidarity
	cost = 8
	ai_will_do = {
		base = 1
		modifier = {
			factor = 99
			neutrality = < 0.45
		}
	}
	x = 0
	y = 1
	relative_position_id = POR_unite_against_salazar
	available = {
		neutrality = < 0.5
	}
	continue_if_invalid = yes
	completion_reward = {
		if = {
			limit = {
				neutrality = < 0.3
				NOT = {
					has_country_flag = POR_join_forces_with_the_spanish_popular_front_flag
				}
			}
			country_event = portugal.81
			effect_tooltip = {
				add_country_leader_role = {
					character = POR_jose_norton_de_matos
					promote_leader = yes
					country_leader = {
						ideology = liberalism
						traits = {
							popular_figurehead2 retired_officer
						}
						expire = 1965.1.1
					}
				}
			}
		}
		else = {
			country_event = portugal.45
			custom_effect_tooltip = r56_newline POR_if_authoritarian_popularity_is_above_30_or_if_decision_join_forces_with_the_spanish_popular_front_has_been_completed_tt POR_storm_the_national_assembly_tt
			hidden_effect = {
				division_template = {
					name = Brigada de Infantaria
					division_names_group = POR_INF_01
					is_locked = no
					template_counter = 3
					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
						}
					}
				}
			}
		}
		custom_effect_tooltip = r56_newline
		show_unit_leaders_tooltip = POR_jose_mendes_dos_reis POR_armando_pereira_de_castro_agatao_lanca
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: AI Strategy
Component: warlords_hunker_down_now
Constructs: has_war_with, is_chinese_warlord, is_historical_focus_on, has_defensive_war
Source: game
File: common/ai_strategy/CHI.txt

Code:
warlords_hunker_down_now = {
	allowed = {
		is_chinese_warlord = yes
	}
	enable = {
		date = < 1938.6.1
		has_war_with = JAP
		is_historical_focus_on = yes
		has_defensive_war = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_control
		tag = JAP
		ratio = 0.35
		priority = 50
		ordertype = front
		execution_type = careful
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_increase_oil_sales
Constructs: prerequisite, has_government, completion_reward, allow_branch, add_resource, add_tech_bonus
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_increase_oil_sales
	icon = GFX_focus_PER_increase_oil_sales
	prerequisite = {
		focus = PER_expand_oil_production
	}
	x = 2
	y = 1
	relative_position_id = PER_expand_oil_production
	mutually_exclusive = {
		focus = PER_nationalize_oil_fields
	}
	cost = 5
	available = {
		has_government = democratic
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		417 = {
			add_resource = {
				type = oil
				amount = 8
			}
		}
		add_tech_bonus = {
			name = PER_increase_oil_sales
			bonus = 0.5
			uses = 2
			category = synth_resources
		}
	}
}
### Entity: Character
Component: GRE_nikos_zachariadis
Source: game
File: common/characters/GRE.txt

Code:
GRE_nikos_zachariadis = {
	name = GRE_nikos_zachariadis
	portraits = {
		civilian = {
			large = GFX_portrait_gre_nikos_zachariadis
		}
	}
	country_leader = {
		ideology = stalinism
		traits = {
			reluctant_stalinist
		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: AI Strategy
Component: USA_doesnt_want_to_be_in_the_allies_untill_nov_30_1941_FRA
Constructs: has_completed_focus, limit, has_government, is_major, is_historical_focus_on, has_defensive_war, is_in_faction, is_faction_leader
Source: game
File: common/ai_strategy/r56_USA.txt

Code:
USA_doesnt_want_to_be_in_the_allies_untill_nov_30_1941_FRA = {
	allowed = {
		original_tag = USA
	}
	enable = {
		if = {
			limit = {
				is_historical_focus_on = yes
			}
			date = < 1941.12.6
		}
		else = {
			date = < 1941.11.30
		}
		ROOT = {
			has_completed_focus = USA_neutrality_act
			has_government = democratic
			has_defensive_war = no
			is_in_faction = no
			is_major = yes
		}
		FRA = {
			has_government = democratic
			exists = yes
			has_completed_focus = FRA_little_entente
			is_faction_leader = yes
			is_major = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = alliance
		id = FRA
		value = -75
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_49
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_49 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 49
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 49
	}
}
### Entity: National Focus
Tree: col_focus
Component: COL_indoctrination_focus
Constructs: prerequisite, add_ideas, completion_reward, add_popularity, create_corps_commander
Source: game
File: common/national_focus/colombia.txt

Code:
focus = {
	id = COL_indoctrination_focus
	icon = GFX_goal_generic_communist_officer
	prerequisite = {
		focus = COL_political_correctness
	}
	relative_position_id = COL_political_correctness
	x = 0
	y = 2
	cost = 10
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		army_experience = 25
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt SAU_gain_3_generals generic_skip_one_line_tt
		add_ideas = political_commissars_focus
		hidden_effect = {
			create_corps_commander = {
				traits = {
					JAP_communist_sympathizer infantry_officer
				}
				skill = 3
				attack_skill = 2
				defense_skill = 4
				planning_skill = 3
				logistics_skill = 1
			} {
				traits = {
					JAP_communist_sympathizer infantry_officer
				}
				skill = 2
				attack_skill = 2
				defense_skill = 2
				planning_skill = 1
				logistics_skill = 2
			} {
				traits = {
					JAP_communist_sympathizer trait_reckless cavalry_officer
				}
				skill = 2
				attack_skill = 3
				defense_skill = 1
				planning_skill = 2
				logistics_skill = 1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_three_kings
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, cancel_if_invalid, has_war_with_major, has_defensive_war
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_three_kings
	icon = GFX_focus_SWE_varnplikt
	prerequisite = {
		focus = CZE_continue_armed_force_reform
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = yes
	available = {
		NOT = {
			has_government = fascism
		}
		OR = {
			any_owned_state = {
				controller = {
					has_war_with = ROOT
				}
			}
			AND = {
				has_war_with_major = yes
				has_defensive_war = yes
			}
		}
	}
	cost = 5
	relative_position_id = CZE_continue_armed_force_reform
	x = -4
	y = 1
	completion_reward = {
		custom_effect_tooltip = CZE_ceskoslovenska_armada_ns_intro_tt generic_skip_one_line_tt generic_skip_one_line_tt ETH_scavenger_random_generals_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_ceskoslovenska_armada_equipment_capture_factor = 0.3
			tooltip = equipment_capture_factor_tt
		}
		add_mastery_bonus = {
			name = CZE_three_kings
			bonus = 0.1
			days = 720
			sub_doctrine = guerilla_war
		}
		hidden_effect = {
			random_army_leader = {
				limit = {
					NOT = {
						has_trait = scavenger
					}
				}
				add_trait = {
					trait = scavenger
				}
			} {
				limit = {
					NOT = {
						has_trait = scavenger
					}
				}
				add_trait = {
					trait = scavenger
				}
			} {
				limit = {
					NOT = {
						has_trait = scavenger
					}
				}
				add_trait = {
					trait = scavenger
				}
			}
		}
		if = {
			limit = {
				has_dlc = La Resistance
			}
			add_timed_idea = {
				idea = CZE_heighten_resistance_lar
				days = 720
			}
		}
		else = {
			add_timed_idea = {
				idea = CZE_heighten_resistance
				days = 720
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER
	}
}
### Entity: Event
Component: indonesia.45
Constructs: is_triggered_only, ai_chance, add_ai_strategy, declare_war
Source: game
File: events/indonesia.txt

Code:
country_event = {
	id = indonesia.45
	title = indonesia.45.t
	desc = indonesia.45.desc
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 75
		}
		name = indonesia.45.a
		add_ai_strategy = {
			type = antagonize
			id = FROM
			value = 25
		}
	} {
		ai_chance = {
			base = 25
		}
		name = indonesia.45.b
		add_ai_strategy = {
			type = prepare_for_war
			id = ROOT
			value = 50
		} {
			type = declare_war
			id = FROM
			value = 50
		}
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_nationalize_key_industry
Constructs: prerequisite, limit, has_government, add_stability, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_nationalize_key_industry
	icon = GFX_goal_generic_communist_economy
	prerequisite = {
		focus = MEN_promote_chinese_unity
	}
	x = -1
	y = 1
	bypass = {

	}
	available = {
		has_government = communism
	}
	relative_position_id = MEN_promote_chinese_unity
	cost = 10
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		random_owned_controlled_state = {
			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
			}
		} {
			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_stability = -0.05
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_INTERNAL_AFFAIRS FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Effect Reference
Construct: set_technology
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_technology

* Supported Scopes: COUNTRY
* Supported Targets: none

```
sets technology level(s) on country. example : set_technology = { 
	infantry_weapons = 1 
	infantry_weapons1 = 1 
	infantry_weapons2 = 1 
	improved_infantry_weapons = 1 
	popup = no # default is yes. if set to no, no pop up will display for player 
}
```
### Entity: Event
Component: mexico.43
Constructs: is_triggered_only, ai_chance, has_war, add_opinion_modifier, set_global_flag, is_historical_focus_on, create_wargoal, puppet_wargoal_focus
Source: game
File: events/Mexico.txt

Code:
country_event = {
	id = mexico.43
	title = mexico.43.title
	desc = mexico.43.desc
	picture = GFX_report_event_usa_macarthur_speech
	is_triggered_only = yes
	option = {
		name = mexico.43.a
		army_experience = 25
		add_opinion_modifier = {
			target = MEX
			modifier = embargo
		}
		MEX = {
			add_opinion_modifier = {
				target = ROOT
				modifier = embargo
			}
		}
		set_global_flag = flag_america_plans_to_punish_mexico_for_canal_attack
		hidden_effect = {
			news_event = {
				id = mexico.45
			}
		}
		ai_chance = {
			factor = 50
			modifier = {
				factor = 0.5
				is_historical_focus_on = yes
			}
		}
	} {
		name = mexico.43.b
		army_experience = 25
		create_wargoal = {
			type = puppet_wargoal_focus
			target = MEX
		}
		add_opinion_modifier = {
			target = MEX
			modifier = embargo
		}
		MEX = {
			add_opinion_modifier = {
				target = ROOT
				modifier = embargo
			}
		}
		set_global_flag = flag_america_ignores_mexican_attack_on_canal
		hidden_effect = {
			news_event = {
				id = mexico.45
			}
		}
		ai_chance = {
			factor = 50
			modifier = {
				factor = 0.5
				has_war = yes
			}
		}
	}
}
### Entity: Idea
Component: KMT_national_defence_state3
Constructs: research_speed_factor, stability_factor, war_support_factor, has_government, industrial_capacity_factory, removal_cost, is_subject
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_national_defence_state3 = {
	removal_cost = -1
	picture = chi_war_of_resistance3
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		OR = {
			is_subject = yes
			NOT = {
				has_government = fascism
			}
		}
	}
	on_remove = {

	}
	modifier = {
		research_speed_factor = -0.075
		consumer_goods_factor = -0.1
		stability_factor = -0.2
		war_support_factor = 0.15
		army_core_defence_factor = 0.1
		army_core_attack_factor = 0.1
		industrial_capacity_factory = 0.15
		conscription = 0.025
		production_factory_max_efficiency_factor = 0.05
	}
}
### Entity: Event
Component: mandate_palestine.120
Constructs: is_triggered_only, limit, every_country, release_autonomy, set_politics, set_popularities, load_oob, has_capitulated
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.120
	title = mandate_palestine.120.t
	desc = mandate_palestine.120.d
	is_triggered_only = yes
	picture = GFX_r56i_generic_event_04
	option = {
		name = mandate_palestine.120.a
		release_autonomy = {
			target = JOR
			autonomy_state = autonomy_protectorate
		}
		hidden_effect = {
			JOR = {
				set_politics = {
					ruling_party = neutrality
					last_election = 1935.11.14
					election_frequency = 48
					elections_allowed = yes
				}
				set_popularities = {
					democratic = 22
					fascism = 14
					communism = 4
					neutrality = 60
				}
			} {
				load_oob = JOR_1936
				inherit_technology = PAL
			}
			every_country = {
				if = {
					limit = {
						exists = yes
						has_capitulated = no
						OR = {
							original_tag = ISR PAL ROOT
							controls_state = 455
							is_neighbor_of = JOR
							capital_scope = {
								is_on_continent = middle_east
							}
							is_subject_of = ENG
						}
					}
					news_event = {
						id = mandate_palestine.205
						days = 1
						random_hours = 12
					}
				}
			}
		}
		effect_tooltip = {
			news_event = mandate_palestine.205
		}
		save_global_event_target_as = MPL_JOR_ruler
		activate_mission = MPL_stabilize_jordan_mission
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_exert_influence_over_the_military
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_exert_influence_over_the_military
	icon = GFX_goal_extensive_conscription_fascism
	cost = 7.2
	prerequisite = {
		focus = CUB_seek_falangist_support
	}
	relative_position_id = CUB_seek_falangist_support
	x = 1
	y = 1
	completion_reward = {
		add_timed_idea = {
			idea = CUB_falangist_military_influence
			days = 365
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Character
Component: POL_Marshal_of_the_Sejm
Source: game
File: common/country_leader/r56_traits.txt

Code:
POL_Marshal_of_the_Sejm = {
	random = no
	sprite = 13
	political_power_factor = 0.1
	drift_defence_factor = 0.25
}
### Entity: National Focus
Tree: ger_focus
Component: GER_instill_german_discipline
Constructs: prerequisite, limit, add_ideas, completion_reward, is_subject, has_autonomy_state, every_other_country
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_instill_german_discipline
	icon = GFX_focus_generic_license_production
	prerequisite = {
		focus = GER_establish_volkskommissariats
	}
	x = 1
	y = 1
	relative_position_id = GER_establish_volkskommissariats
	cost = 5
	available = {
		is_subject = no
		num_subjects = > 0
	}
	search_filters = {

	}
	completion_reward = {
		IF = {
			limit = {
				any_country = {
					has_autonomy_state = autonomy_volkskommissariat
				}
			}
			every_other_country = {
				limit = {
					has_autonomy_state = autonomy_volkskommissariat
				}
				add_ideas = GER_volkskommissariat_military
			}
		}
		ELSE = {
			custom_effect_tooltip = GER_current_future_volkskommisariats_tt
			effect_tooltip = {
				add_ideas = GER_volkskommissariat_military
			}
		}
	}
}
### Entity: Decision
Component: FIN_coup_preparations
Constructs: has_completed_focus, has_dlc, is_subject, has_civil_war
Source: game
File: common/decisions/categories/FIN_decision_categories.txt

Code:
FIN_coup_preparations = {
	icon = GFX_decision_category_eng_move_to_secure_the_dominions
	allowed = {
		has_dlc = Arms Against Tyranny
		original_tag = FIN
	}
	priority = 91
	visible = {
		has_completed_focus = FIN_prepare_a_military_coup
		is_subject = no
		has_civil_war = no
		NOT = {
			has_completed_focus = FIN_a_fascist_regime
		}
	}
}
### Entity: Idea
Component: GEN_Conquer_I
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_generic_tree.txt

Code:
GEN_Conquer_I = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = FRA_scw_intervention_nationalists_focus
	modifier = {
		ai_focus_aggressive_factor = 0.75
		justify_war_goal_time = -0.25
		non_core_manpower = 0.05
		max_planning = 0.05
		resistance_damage_to_garrison = -0.05
	}
}
### Entity: Event
Component: WW_hungary.117
Constructs: is_triggered_only, ai_chance, limit, owns_state, add_stability, add_political_power, is_ai, is_subject_of
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.117
	title = WW_hungary.117.t
	desc = WW_hungary.117.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = WW_hungary.117.a
		ai_chance = {
			base = 95
		}
		effect_tooltip = {
			IF = {
				limit = {
					ROOT = {
						OR = {
							owns_state = 45
							any_subject_country = {
								is_ai = yes
								owns_state = 45
							}
						}
					}
				}
				add_political_power = 50
				add_stability = 0.05
				custom_effect_tooltip = generic_skip_one_line_tt
				FROM = {
					transfer_state = 45
				}
			}
		}
		HUN = {
			country_event = {
				id = WW_hungary.118
				days = 1
				random = 2
			}
		}
	} {
		name = WW_hungary.117.b
		trigger = {
			NOT = {
				is_subject_of = FROM
			}
		}
		ai_chance = {
			base = 5
		}
		HUN = {
			country_event = {
				id = WW_hungary.119
				days = 1
				random = 2
			}
		}
		hidden_effect = {
			set_country_flag = HUN_from_refused_vojvodinan_referendum_results
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_sea_soviet_advisors
Constructs: has_completed_focus, prerequisite, limit, has_country_flag, completion_reward, add_political_power, cancel_if_invalid, set_nationality
Source: game
File: common/national_focus/china_communist_warlord_TSR.txt

Code:
focus = {
	id = PRC_sea_soviet_advisors
	icon = GFX_focus_PRC_invite_soviet_general
	prerequisite = {
		focus = PRC_sea_toe_the_soviet_line
	}
	x = 1
	y = 1
	relative_position_id = PRC_sea_toe_the_soviet_line
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		IF = {
			limit = {
				PRC = {
					NOT = {
						has_completed_focus = PRC_reclaim_the_grasp_of_power
					}
					has_country_flag = PRC_pavel_mif_alive
				}
			}
			PRC = {
				PRC_pavel_mif = {
					set_nationality = ROOT
				}
			} {
				show_ideas_tooltip = PRC_pavel_mif
			}
			custom_effect_tooltip = available_political_advisor
		} {
			limit = {
				PRC = {
					NOT = {
						has_completed_focus = PRC_reclaim_the_grasp_of_power
					}
				}
			}
			PRC = {
				PRC_otto_braun = {
					set_nationality = ROOT
				}
			} {
				show_ideas_tooltip = PRC_otto_braun
			}
			custom_effect_tooltip = available_chief_of_army
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		army_experience = 50
		add_political_power = 75
	}
}
### Entity: Event
Component: cuba.101
Constructs: add_ideas, has_government, add_stability, fire_only_once, add_political_power, add_manpower
Source: game
File: events/Cuba.txt

Code:
country_event = {
	id = cuba.101
	title = cuba.101.t
	desc = cuba.101.d
	picture = GFX_news_event_CUB_st_louie
	trigger = {
		tag = CUB
		GER = {
			has_government = fascism
		}
		date = > 1939.02.27
	}
	mean_time_to_happen = {
		days = 90
	}
	fire_only_once = yes
	option = {
		name = Surely we have room for those seeking refuge from tyranny.
		add_political_power = -25
		add_stability = 0.03
		add_manpower = 500
		add_ideas = CUB_refugees_accepted
	} {
		name = Turn them away. This will only cause trouble for us.
		add_stability = -0.01
		add_political_power = 50
	}
}
### Entity: Character
Component: the_foreign_connection
Constructs: fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
the_foreign_connection = {
	random = no
	sprite = 13
	fascism_drift = 0.1
	consumer_goods_factor = -0.1
	opinion_gain_monthly_same_ideology_factor = 0.15
}
### Entity: Character
Component: ITA_ettore_muti
Constructs: has_government
Source: game
File: common/characters/ITA.txt

Code:
ITA_ettore_muti = {
	name = ITA_ettore_muti
	portraits = {
		army = {
			small = GFX_idea_ettore_muti
		}
	}
	advisor = {
		slot = high_command
		idea_token = ettore_muti
		ledger = air
		allowed = {
			ITA_is_italian_tag = yes
		}
		available = {
			has_government = fascism
		}
		traits = {
			air_tactical_bombing_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Military Industrial Organization
Component: AST_commonwealth_aircraft_corporation_organization
Constructs: has_dlc, add_trait, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/AST_organization.txt

Code:
AST_commonwealth_aircraft_corporation_organization = {
	name = AST_commonwealth_aircraft_corporation_organization
	include = generic_light_aircraft_organization
	icon = GFX_idea_com_aircraft_corporation
	allowed = {
		original_TAG = AST
		has_dlc = Thunder at Our Gates
	}
	add_trait = {
		token = AST_mio_trait_boomerang_spirit
		name = AST_mio_trait_boomerang_spirit
		icon = GFX_generic_mio_department_icon_plane_fighter_technology
		special_trait_background = yes
		position = {
			x = 0
			y = 1
		}
		relative_position_id = generic_mio_trait_expanded_production_facilities
		any_parent = {
			generic_mio_trait_expanded_production_facilities
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
	} {
		token = AST_mio_trait_indigenous_airframe_design
		name = AST_mio_trait_indigenous_airframe_design
		icon = GFX_generic_mio_trait_icon_reliability
		special_trait_background = yes
		position = {
			x = 0
			y = 1
		}
		relative_position_id = AST_mio_trait_boomerang_spirit
		any_parent = {
			AST_mio_trait_boomerang_spirit
		}
		equipment_bonus = {
			reliability = 0.05
		}
	} {
		token = AST_mio_trait_wirraway_versatility
		name = AST_mio_trait_wirraway_versatility
		icon = GFX_generic_mio_trait_icon_air_ground_attack
		special_trait_background = yes
		position = {
			x = 0
			y = 1
		}
		relative_position_id = generic_mio_trait_advanced_aerodynamics
		any_parent = {
			generic_mio_trait_advanced_aerodynamics
		}
		equipment_bonus = {
			air_ground_attack = 0.05
		}
	}
}
### Entity: Modifier Reference
Construct: army_claim_defence_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## army_claim_defence_factor

* Number with 1 decimal places
* **Categories**: army, defensive