Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: nor_focus
Component: NOR_leaving_the_hard_thirties_behind
Constructs: prerequisite, has_government, add_war_support, add_stability, completion_reward, cancel_if_invalid, add_popularity
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_leaving_the_hard_thirties_behind
	icon = GFX_goal_generic_consumer_goods
	prerequisite = {
		focus = NOR_continue_nygaardsvold_government
	}
	x = 2
	y = 1
	relative_position_id = NOR_continue_nygaardsvold_government
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = democratic
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		NOR_reduce_hard_thirties_ns = yes
		add_stability = 0.05
		add_war_support = 0.05
		add_popularity = {
			ideology = communism
			popularity = 0.05
		} {
			ideology = democratic
			popularity = 0.03
		}
	}
}
### Entity: Idea
Component: GYA_fascist_guy
Constructs: has_government
Source: game
File: common/ideas/guyana.txt

Code:
GYA_fascist_guy = {
	picture = generic_political_advisor_african_2
	allowed = {
		original_tag = GYA
	}
	traits = {
		fascist_demagogue
	}
	do_effect = {
		NOT = {
			has_government = fascism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_connect_the_cities
Constructs: prerequisite, completion_reward, has_full_control_of_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_connect_the_cities
	icon = GFX_goal_generic_road
	relative_position_id = VEN_caribbean_naval_hub
	x = -2
	y = 1
	cost = 10
	available = {
		has_full_control_of_state = 315 318 319 994
	}
	prerequisite = {
		focus = VEN_caribbean_naval_hub
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		315 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		318 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		319 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		994 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: airealism
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
airealism
|
Enable realistic AI
|
An easter egg making the AI smacktalk in chats. Useless since unactivable in multiplayer and chat unactivable in singleplayer.&#91;1&#93;
|
### Entity: National Focus
Tree: col_focus
Component: COL_war_with_andeans
Constructs: prerequisite, limit, has_government, has_war_with, add_war_support, add_opinion_modifier, completion_reward, is_subject
Source: game
File: common/national_focus/colombia.txt

Code:
focus = {
	id = COL_war_with_andeans
	icon = GFX_focus_generic_attack_peru
	prerequisite = {
		focus = COL_hermano_bolivariano
	}
	relative_position_id = COL_hermano_bolivariano
	available = {
		is_subject = no
		controls_state = 305
		has_army_manpower = {
			size = > 159999
		}
		OR = {
			has_government = fascism communism
		}
		PRU = {
			NOT = {
				has_war_with = ROOT
				is_ally_with = ROOT
			}
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			add = 20
			strength_ratio = {
				tag = PRU
				ratio = > 1
			}
		} {
			add = 7
			has_army_manpower = {
				size = > 60000
			}
		}
	}
	bypass = {
		490 = {
			OR = {
				is_controlled_by_ROOT_or_subject = yes
				is_controlled_by_ROOT_or_ally = yes
			}
		}
		491 = {
			OR = {
				is_controlled_by_ROOT_or_subject = yes
				is_controlled_by_ROOT_or_ally = yes
			}
		}
		303 = {
			OR = {
				is_controlled_by_ROOT_or_subject = yes
				is_controlled_by_ROOT_or_ally = yes
			}
		}
		494 = {
			OR = {
				is_controlled_by_ROOT_or_subject = yes
				is_controlled_by_ROOT_or_ally = yes
			}
		}
		492 = {
			OR = {
				is_controlled_by_ROOT_or_subject = yes
				is_controlled_by_ROOT_or_ally = yes
			}
		}
		1061 = {
			OR = {
				is_controlled_by_ROOT_or_subject = yes
				is_controlled_by_ROOT_or_ally = yes
			}
		}
	}
	will_lead_to_war_with = PRU
	x = -1
	y = 1
	cost = 10
	completion_reward = {
		add_war_support = 0.05
		add_named_threat = {
			threat = 1
			name = COL_war_with_andean_threat
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		create_wargoal = {
			type = annex_everything
			target = PRU
			expire = 0
		}
		PRU = {
			add_opinion_modifier = {
				target = ROOT
				modifier = hostile_status
			}
		}
		every_state = {
			limit = {
				OR = {
					state = 490 491 303 494 492 1061
				}
			}
			add_claim_by = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_research_cooperation
Constructs: prerequisite, limit, has_government, every_country, has_war_with, is_major, completion_reward, add_to_tech_sharing_group
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_research_cooperation
	icon = GFX_focus_generic_diplomatic_treaty
	prerequisite = {
		focus = ICE_state_corporatism
	} {
		focus = ICE_state_visits
	}
	x = 2
	y = 1
	relative_position_id = ICE_state_corporatism
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		every_country = {
			limit = {
				has_government = fascism
				NOT = {
					has_war_with = ROOT
				}
				OR = {
					tag = ICE
					is_major = yes
				}
			}
			add_to_tech_sharing_group = ICE_fascist_tech_sharing_group
		}
		custom_effect_tooltip = ICE_the_icelandic_economy_modifier_tt available_industrial_concern
		add_to_variable = {
			ICE_economy_research_speed_factor = 0.05
			tooltip = research_speed_factor_tt
		}
		show_ideas_tooltip = ICE_siemens
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_portuguese_oil
Constructs: prerequisite, completion_reward, add_resource
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_portuguese_oil
	available = {
		796 = {
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = POR_develop_south_angola
	}
	icon = GFX_goal_generic_oil_refinery
	x = -1
	y = 1
	relative_position_id = POR_develop_south_angola
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		796 = {
			add_resource = {
				type = oil
				amount = 12
			}
		}
	}
}
### Entity: Character
Component: MLT_acd2
Source: game
File: common/characters/MLT.txt

Code:
MLT_acd2 = {
	advisor = {
		slot = army_chief
		idea_token = MLT_acd2
		allowed = {
			original_tag = MLT
		}
		traits = {
			army_chief_defensive_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_1
		}
	}
}
### Entity: Country History
Country: BLI
Component: BLI_characters
Constructs: recruit_character
Source: game
File: history/countries/BLI - Bali.txt

Code:
# Leaders & Characters for BLI
recruit_character = INS_dewa_geg
### Entity: National Focus
Tree: urg_focus
Component: URG_the_good_coup
Constructs: prerequisite, completion_reward, add_country_leader_trait, add_popularity, add_timed_idea
Source: game
File: common/national_focus/uruguay.txt

Code:
focus = {
	id = URG_the_good_coup
	available = {

	}
	icon = GFX_focus_SWE_refuge_from_war
	x = 0
	y = 1
	prerequisite = {
		focus = URG_a_new_constitution
	}
	cost = 5
	relative_position_id = URG_a_new_constitution
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		add_country_leader_trait = JUNO_emergency_powers
		add_popularity = {
			ideology = democratic
			popularity = 0.15
		}
		add_timed_idea = {
			idea = political_turmoil
			days = 240
		}
	}
}
### Entity: Unit Template
Component: CAN_SS_HISTORICAL
Source: game
File: common/units/names_ships/CAN_ship_names.txt

Code:
CAN_SS_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_SUBMARINES
	for_countries = {
		CAN
	}
	type = ship
	ship_types = {
		ship_hull_submarine submarine
	}
	prefix = HMCS 
	fallback_name = Submarine %s
	unique = {
		Grilse Rainbow Ojibwa Okanagan Onondaga Olympus Osiris Victoria Windsor Corner Brook Chicoutimi
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_build_the_northern_rail
Constructs: prerequisite, completion_reward, add_political_power, has_full_control_of_state, build_railway
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_build_the_northern_rail
	icon = GFX_focus_NOR_build_the_northern_rail
	prerequisite = {
		focus = NOR_aluminum_production
	} {
		focus = NOR_revamp_hydroelectric_capacity
	}
	x = 1
	y = 1
	relative_position_id = NOR_aluminum_production
	cost = 10
	available = {
		has_full_control_of_state = 143 923 144
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		build_railway = {
			level = 1
			path = {
				6038 9132 107 6041 6187 3126 3088 3048 6071 6214 9126 3132 3034 192
			}
		}
		add_political_power = 50
	}
}
### Entity: Character
Component: RAJ_umed_singh
Constructs: has_completed_focus, has_country_leader, has_character_flag, is_mughal_emperor
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_umed_singh = {
	name = RAJ_umed_singh
	portraits = {
		civilian = {
			large = GFX_portrait_RAJ_umed_singh
			small = GFX_portrait_RAJ_umed_singh_small
		}
		army = {
			large = GFX_portrait_RAJ_umed_singh
			small = GFX_portrait_RAJ_umed_singh_small
		}
	}
	country_leader = {
		ideology = despotism
		traits = {
			RAJ_GOE_financial_strategist
		}
		expire = 1965.1.1.1
		id = -1
	}
	corps_commander = {
		traits = {

		}
		skill = 2
		attack_skill = 2
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 1
		visible = {
			OR = {
				AND = {
					original_tag = RJP
					has_country_leader = {
						ruling_only = yes
						character = RAJ_umed_singh
					}
				} {
					original_tag = RAJ
					has_completed_focus = RAJ_mughal_court
				}
			}
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = RAJ_umed_singh
		allowed = {
			original_tag = RAJ
		}
		visible = {
			NOT = {
				has_character_flag = is_mughal_emperor
			}
		}
		traits = {
			RAJ_GOE_a_way_with_words
		}
	}
}
### Entity: Idea
Component: JAP_buddhist_socialism_idea_2
Constructs: stability_factor, has_government, removal_cost, compliance_gain
Source: game
File: common/ideas/japan.txt

Code:
JAP_buddhist_socialism_idea_2 = {
	name = JAP_buddhist_socialism_idea
	picture = JAP_buddhist_socialism
	removal_cost = -1
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		has_government = communism
	}
	modifier = {
		stability_factor = 0.2
		political_power_factor = 0.1
		drift_defence_factor = 1
		weekly_manpower = 500
		army_core_attack_factor = 0.1
		army_core_defence_factor = 0.1
		compliance_gain = 0.02
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_halt_land_revolution
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_timed_idea, has_power_balance, add_power_balance_value
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_halt_land_revolution
	icon = GFX_focus_PRC_land_revolution_halted
	prerequisite = {
		focus = PRC_rally_the_industry
	}
	mutually_exclusive = {
		focus = PRC_expedite_land_revolution
	}
	x = 1
	y = 1
	relative_position_id = PRC_rally_the_industry
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_INDUSTRY
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_timed_idea = {
			idea = PRC_land_revolution_halted
			days = 365
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				has_power_balance = {
					id = PRC_communist_power_struggle
				}
			}
			add_power_balance_value = {
				id = PRC_communist_power_struggle
				value = 0.05
			}
		}
	}
}
### Entity: Faction
Component: faction_goal_industrial_research
Constructs: limit, has_tech, complete_effect, add_faction_power_projection, every_faction_member, add_faction_initiative
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_industrial_research = {
	name = industrial_research_goal_name
	description = industrial_research_goal_desc
	category = medium_term
	group = FOCUS_FILTER_RESEARCH
	visible = {
		any_allied_country = {
			NOT = {
				has_tech = construction4
			}
		}
	}
	completed = {
		ROOT = {
			has_tech = construction4
		}
		all_allied_country = {
			has_tech = construction4
		}
		collection_size = {
			input = {
				input = game:scope
				operators = {
					faction_members
				}
			}
			value = > 4
		}
	}
	complete_effect = {
		add_faction_power_projection = 200
		custom_effect_tooltip = generic_skip_one_line_tt
		every_faction_member = {
			tooltip = INFLUENCE_ABOVE_30_PERCENT
			visible_when_empty = yes
			limit = {
				faction_influence_ratio = > 0.3
			}
			add_faction_initiative = 1
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			add = 1
			collection_size = {
				input = {
					input = game:scope
					operators = {
						faction_members
					}
				}
				value = < 5
			}
		} {
			add = 1
			date = > 1938.1.1 < 1941.1.1
		}
	}
}
### Entity: Idea
Component: SPR_industria_de_guerra_de_cataluna
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_industria_de_guerra_de_cataluna = {
	picture = SPR_industrias_de_guerra_de_cataluna
	allowed = {
		has_dlc = La Resistance
		original_tag = SPR
	}
	available = {
		OR = {
			custom_trigger_tooltip = {
				tooltip = SPR_scw_not_in_progress_tt
				NOT = {
					SPR_scw_in_progress = yes
				}
			}
			controls_state = 165
		}
	}
	research_bonus = {

	}
	traits = {
		construction_company
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_misak_i_milli
Constructs: prerequisite, limit, add_war_support, add_stability, completion_reward, is_subject, is_in_faction, is_faction_leader
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_misak_i_milli
	icon = GFX_focus_TUR_misak_i_milli
	prerequisite = {
		focus = TUR_we_must_not_fall TUR_victory_or_death_against_communism TUR_restoring_our_nations_pride TUR_foreign_brigades_for_the_revolution TUR_issue_an_ultimatium_to_the_bulgarians
	}
	x = 1
	y = 13
	relative_position_id = TUR_reconfigure_our_foreign_policy
	cost = 10
	ai_will_do = {
		base = 0
	}
	available = {
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_stability = -0.15
		add_war_support = 0.1
		news_event = {
			id = bftb_news.208
			hours = 6
		}
		if = {
			limit = {
				TUR = {
					is_in_faction = yes
					is_faction_leader = no
				}
			}
			var:faction_leader = {
				country_event = {
					id = bftb_turkey.137
				}
			}
		}
		custom_effect_tooltip = TUR_alienate_our_allies_tt
		set_rule = {
			can_create_factions = yes
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/USA_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = USA
		}
		requested_factories = 2
		progress = 0.1
		efficiency = 50
		industrial_manufacturer = mio:USA_springfield_armory_organization
	} {
		equipment = {
			type = support_equipment_1
			creator = USA
		}
		requested_factories = 1
		progress = 0.3
		efficiency = 50
	} {
		equipment = {
			type = artillery_equipment_1
			creator = USA
		}
		requested_factories = 1
		progress = 0.3
		efficiency = 50
		industrial_manufacturer = mio:USA_rock_island_arsenal_organization
	}
}
### Entity: Modifier Reference
Component: BEL_economic_downturn_dynamic_modifier
Constructs: industrial_capacity_factory, remove_trigger, check_variable
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
BEL_economic_downturn_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_generic_economic_crisis
	remove_trigger = {
		AND = {
			check_variable = {
				var = BEL_economic_downturn_consumer_goods_factor
				value = 0
				compare = less_than_or_equals
			} {
				var = BEL_economic_downturn_industrial_capacity_factory
				value = 0
				compare = greater_than_or_equals
			}
		}
	}
	consumer_goods_factor = BEL_economic_downturn_consumer_goods_factor
	industrial_capacity_factory = BEL_economic_downturn_industrial_capacity_factory
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_40
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_40 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 40
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 40
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3APOV/doc.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects

The following pages link to Template:POV/doc:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Template:POV (transclusion) ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Template:POV/doc"
### Entity: National Focus
Tree: arg_focus
Component: ARG_liberation_theology
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_liberation_theology
	icon = GFX_focus_ARG_liberation_theology
	prerequisite = {
		focus = ARG_empower_the_fjc
	}
	x = 1
	y = 1
	relative_position_id = ARG_empower_the_fjc
	mutually_exclusive = {
		focus = ARG_state_atheism
	}
	cost = 5
	available = {

	}
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = ARG_liberation_theology_idea
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_end_the_revolution
Constructs: has_completed_focus, prerequisite, has_government, has_war_with, completion_reward, is_subject, is_in_faction_with, is_subject_of
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_end_the_revolution
	icon = GFX_goal_attack_communists
	x = 3
	y = 1
	offset = {
		x = -12
		y = 0
		trigger = {
			has_completed_focus = AFG_power_to_the_king
		}
	}
	cost = 5
	available = {
		is_subject = no
		SOV = {
			has_government = communism
			NOT = {
				is_in_faction_with = ROOT
				is_subject_of = ROOT
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		SOV = {
			OR = {
				is_in_faction_with = ROOT
				is_subject_of = ROOT
				has_war_with = ROOT
				NOT = {
					has_government = communism
				}
			}
		}
	}
	prerequisite = {
		focus = AFG_global_islamic_revolution AFG_operation_tiger
	}
	relative_position_id = AFG_global_islamic_revolution
	ai_will_do = {
		factor = 1
	}
	will_lead_to_war_with = SOV
	completion_reward = {
		create_wargoal = {
			type = topple_government
			target = SOV
			expire = 0
		}
		custom_effect_tooltip = AFG_upon_declaring_on_SOV_tt
		effect_tooltip = {
			add_timed_idea = {
				idea = AFG_attack_soviets
				days = 90
			}
		}
		set_country_flag = AFG_attack_soviets_use_once
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_investment_in_industrial_complexes
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_investment_in_industrial_complexes
	icon = GFX_goal_generic_light_industry
	x = -1
	y = 1
	prerequisite = {
		focus = PAL_strike_the_smc
	} {
		focus = PAL_societal_liberalisation
	}
	cost = 7.2
	relative_position_id = PAL_societal_liberalisation
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = PAL
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Idea
Component: BUL_bulgarian_army_03
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_bulgarian_army_03 = {
	picture = generic_reserve_divisions
	name = BUL_bulgarian_army_01
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		conscription_factor = 0.05
		experience_gain_navy_factor = 0.1
		experience_gain_army_factor = 0.1
		army_leader_cost_factor = -0.2
	}
}
### Entity: Character
Component: anti_fascist_agent
Constructs: stability_factor, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
anti_fascist_agent = {
	sprite = 13
	random = no
	fascism_drift = -0.05
	stability_factor = 0.1
	ai_will_do = {
		factor = 2
	}
}
### Entity: Trigger Reference
Construct: has_focus_tree
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_focus_tree

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Does current country have the specified focus tree.
```
### Entity: Technology
Component: jet_tactical_bomber1
Constructs: is_major, is_special_project_completed, enable_equipments, research_cost, is_special_project_tech
Source: game
File: common/technologies/air_techs.txt

Code:
technology = {
	allow = {
		ROOT = {
			is_special_project_completed = sp:sp_air_jet_engine
		}
	}
	on_research_complete = {
		custom_effect_tooltip = {
			localization_key = SP_UNLOCK_PROJECT
			PROJECT = sp_air_axial_jet_engine
		}
	}
	enable_equipments = {
		jet_tac_bomber_equipment_1
	}
	path = {
		leads_to_tech = jet_tactical_bomber2
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1945
	folder = {
		name = air_techs_folder
		position = {
			x = 2
			y = 12
		}
	}
	categories = {
		medium_air jet_technology tactical_bomber mio_cat_all_medium_aircraft_and_modules
	}
	special_project_specialization = {
		specialization_air
	}
	is_special_project_tech = yes
	ai_will_do = {
		factor = 1
		modifier = {
			is_major = yes
			factor = 4
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_naval_POR
Source: game
File: common/ai_focuses/POR.txt

Code:
ai_focus_naval_POR = {
	research = {
		naval_equipment = 10.0
		naval_doctrine = 100.0
		marine_tech = 15.0
		dd_tech = 8.0
		cl_tech = 8.0
		ca_tech = 8.0
		bc_tech = 10.0
		bb_tech = 2.0
		shbb_tech = 1.0
		tp_tech = 8.0
		cv_tech = 2.0
		ss_tech = 85.0
	}
}
### Entity: Character
Component: NZL_w_a_veitch_milne
Source: game
File: common/characters/NZL.txt

Code:
NZL_w_a_veitch_milne = {
	name = NZL_w_a_veitch_milne
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_2
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = NZL_w_a_veitch_milne
		allowed = {
			original_tag = NZL
		}
		traits = {
			prince_of_terror
		}
	}
}