Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: mpl_focus
Component: MPL_development_nablus
Constructs: has_completed_focus, prerequisite, limit, has_country_flag, completion_reward, is_subject, check_variable, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_development_nablus
	icon = GFX_goal_generic_construct_civ_factory
	relative_position_id = MPL_development_ramallah
	x = -1
	y = 1
	prerequisite = {
		focus = MPL_development_ramallah
	} {
		focus = MPL_arabs_ministers
	}
	available = {
		NOT = {
			has_completed_focus = MPL_end_the_strike
		}
		if = {
			limit = {
				OR = {
					has_country_flag = MPL_trigger_collapse_PAL
				}
			}
			NOT = {
				has_country_flag = MPL_trigger_collapse_PAL
			}
		}
		else_if = {
			limit = {
				OR = {
					has_country_flag = MPL_trigger_collapse_ISR
				}
			}
			NOT = {
				has_country_flag = MPL_trigger_collapse_ISR
			}
		}
	}
	bypass = {
		is_subject = no
	}
	ai_will_do = {
		factor = 70
		modifier = {
			factor = 100
			check_variable = {
				var = MPL_path_selection
				value = 90
				compare = less_than_or_equals
			} {
				MPL_path_selection = > 75
			}
		}
	}
	cost = 6
	completion_reward = {
		966 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt MPL_economic_up_15
		add_power_balance_value = {
			id = MPL_power_balance
			value = -0.2
			tooltip_side = MPL_arab_side
		}
		add_to_variable = {
			MPL_economic_independence = 15
		} {
			MPL_total_independence = 15
		}
		clamp_variable = {
			var = MPL_economic_independence
			min = 0
			max = 100
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_BALANCE_OF_POWER
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_matters_of_presentation
Constructs: prerequisite, has_government, completion_reward, has_civil_war
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_matters_of_presentation
	icon = GFX_focus_generic_monarchy_2
	prerequisite = {
		focus = NOR_traditions_worth_fighting_for
	}
	x = -2
	y = 3
	relative_position_id = NOR_traditions_and_monarchy
	cost = 5
	ai_will_do = {
		base = 10
	}
	available = {
		has_civil_war = no
		has_government = neutrality
		neutrality = > 0.3
	}
	completion_reward = {
		country_event = {
			hours = 6
			id = naw_norway.70
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: TIB_chinese_connection
Constructs: war_support_factor, neutrality_drift, democratic_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
TIB_chinese_connection = {
	random = no
	sprite = 13
	neutrality_drift = 0.03
	democratic_drift = 0.03
	war_support_factor = 0.05
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/r56_SHX_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 101
	}
	location = 12344
	division_template = Luchün Shih
	start_equipment_factor = 0.45
	start_experience_factor = 0.2
}
### Entity: Shared Focus
Component: MICRO_encourage_local_arms_production
Constructs: shared_focus, prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_microstate_shared.txt

Code:
shared_focus = {
	id = MICRO_encourage_local_arms_production
	text = MNC_encourage_local_arms_production
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = MICRO_economic_mobilization
	}
	relative_position_id = MICRO_economic_mobilization
	cost = 10
	x = 0
	y = 1
	completion_reward = {
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Scripted Trigger
Component: EAI_ATTACHE_is_valid_attache_target
Constructs: has_war, has_war_with, is_ai, has_opinion
Source: game
File: common/scripted_triggers/EAI_COUNTRY_attache_triggers.txt

Code:
EAI_ATTACHE_is_valid_attache_target = {
	exists = yes
	has_war = yes
	is_ai = yes
	NOT = {
		has_war_with = ROOT
	} {
		has_opinion = {
			target = ROOT
			value = < 25
		}
	}
}
### Entity: Character
Component: VOL_acgs
Source: game
File: common/characters/VOL.txt

Code:
VOL_acgs = {
	advisor = {
		slot = air_chief
		idea_token = VOL_acgs
		allowed = {
			original_tag = VOL
		}
		traits = {
			air_chief_ground_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}
### Entity: Character
Component: CAN_george_jones
Constructs: has_dlc
Source: game
File: common/characters/CAN.txt

Code:
CAN_george_jones = {
	name = CAN_george_jones
	portraits = {
		army = {
			small = GFX_idea_CAN_george_jones
		}
	}
	advisor = {
		slot = high_command
		idea_token = CAN_george_jones
		allowed = {
			original_tag = CAN
			has_dlc = Together for Victory
		}
		traits = {
			navy_anti_submarine_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: GOE_RAJ.6
Constructs: is_triggered_only, ai_chance, set_autonomy
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ.6
	title = GOE_RAJ.6.t
	desc = GOE_RAJ.6.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = GOE_RAJ.6.a
		ai_chance = {
			base = 1
		}
		set_autonomy = {
			target = FROM
			autonomy_state = autonomy_dominion
			freedom_level = 1
			end_wars = yes
			end_civil_wars = yes
		}
	}
}
### Entity: Faction
Component: faction_template_allies
Constructs: change_leader_rule_manifest_below_35, change_leader_rule_industry
Source: game
File: common/factions/templates/allies.txt

Code:
faction_template_allies = {
	name = Allies
	manifest = faction_manifest_defense_of_democracy_allies
	goals = {
		faction_goal_the_arteries_of_trade faction_goal_the_atomic_race faction_goal_rule_the_waves
	}
	default_rules = {
		joining_rule_non_fascist joining_rule_has_no_offensive_war faction_peace_rule_liberation_focus government_in_exile_allowed change_leader_rule_manifest_below_35 dismissal_rule_ideology_not_democratic change_leader_rule_industry
	}
	icon = GFX_faction_icon_allies
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_Acquire_French_weapons
Constructs: add_equipment_to_stockpile, prerequisite, has_war_with, completion_reward, add_timed_idea
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_Acquire_French_weapons
	prerequisite = {
		focus = PRU_The_Soldier_King
	}
	icon = GFX_goal_FRA_legacy_of_the_grande_armee
	x = 0
	y = 8
	relative_position_id = PRU_look_to_the_past
	cost = 5
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT
	}
	ai_will_do = {
		factor = 10
	}
	available = {
		FRA = {
			OR = {
				exists = yes
				NOT = {
					has_war_with = PRU
				}
			}
		}
	}
	completion_reward = {
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 3000
			producer = FRA
		}
		add_timed_idea = {
			idea = PRU_external_debt
			days = 121
		}
	}
}
### Entity: National Focus
Tree: slo_focus
Component: SLO_committee_for_military_innovations
Constructs: prerequisite, completion_reward, is_in_faction, is_in_faction_with, add_research_slot
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_committee_for_military_innovations
	icon = GFX_focus_research
	prerequisite = {
		focus = SLO_special_forces
	} {
		focus = SLO_modern_artillery
	} {
		focus = SLO_planning_focus_2 SLO_artillery_regiments SLO_mechanization_effort SLO_rapid_deployment_focus
	}
	relative_position_id = SLO_army_effort
	x = 7
	y = 4
	cost = 10
	ai_will_do = {
		factor = 40
	}
	available = {
		OR = {
			AND = {
				is_in_faction = yes
				OR = {
					num_of_factories = > 25
					any_other_country = {
						is_in_faction_with = ROOT
						num_of_factories = > 50
					}
				}
			}
			num_of_factories = > 50
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: DEN_rightwing_populist
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
DEN_rightwing_populist = {
	random = no
	sprite = 13
	political_power_factor = 0.05
	party_popularity_stability_factor = 0.1
	war_support_factor = 0.05
	monthly_population = 0.05
	mobilization_laws_cost_factor = 0.15
	economy_cost_factor = -0.1
	trade_laws_cost_factor = -0.1
	conscription = 0.015
}
### Entity: Character
Component: man_of_the_nation
Constructs: stability_factor, political_power_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
man_of_the_nation = {
	random = no
	stability_factor = 0.1
	political_power_gain = 0.05
	political_advisor_cost_factor = -0.15
}
### Entity: Modding Documentation
Construct: testrtti
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## testrtti
* Arguments: <test case>

Tests performance for RTTI
### Entity: Order of Battle
Component: air_wing_290
Source: game
File: history/units/SPA_1939_air_legacy.txt

Code:
air_wings = {
	290 = {
		fighter_equipment_1 = {
			owner = SPR
			amount = 36
		}
	}
}
### Entity: Idea
Component: FIN_finnish_airforce_fake
Constructs: removal_cost
Source: game
File: common/ideas/finland.txt

Code:
FIN_finnish_airforce_fake = {
	name = FIN_finnish_airforce
	removal_cost = -1
	picture = FIN_finnish_airforce
	allowed = {
		always = no
	}
	modifier = {
		experience_gain_air_factor = 0.05
		air_weather_penalty = -0.05
		air_untrained_pilots_penalty_factor = -0.2
		air_spirit_category_type_cost_factor = -0.1
	}
}
### Entity: Event
Component: finland.3
Constructs: is_triggered_only, ai_chance, has_war, limit, has_government, add_opinion_modifier, has_manpower, add_manpower
Source: game
File: events/Finland.txt

Code:
country_event = {
	id = finland.3
	title = finland.3.t
	desc = finland.3.d
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = finland.3.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 10
				OR = {
					has_war = yes
					has_government = communism
				}
			}
		}
		FIN = {
			country_event = {
				id = finland.4
				days = 3
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = refused_help
			}
		}
	} {
		name = finland.3.b
		ai_chance = {
			base = 25
			modifier = {
				factor = 5
				has_government = democratic
				FIN = {
					has_government = democratic
				}
			}
		}
		trigger = {
			has_war = no
			NOT = {
				has_government = communism
			}
			has_manpower = > 8402
		}
		add_manpower = -8402
		if = {
			limit = {
				has_equipment = {
					infantry_equipment = > 500
				}
			}
			send_equipment = {
				target = FIN
				type = infantry_equipment
				amount = 500
			}
		} {
			limit = {
				has_equipment = {
					artillery_equipment = > 250
				}
			}
			send_equipment = {
				target = FIN
				type = artillery_equipment
				amount = 250
			}
		}
		add_ai_strategy = {
			type = support
			id = FIN
			value = 100
		}
		FIN = {
			country_event = {
				id = finland.5
				days = 3
			}
		}
	} {
		name = finland.3.c
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			} {
				factor = 100
				has_war = no
				has_government = democratic
				strength_ratio = {
					tag = SOV
					ratio = > 0.2
				}
				FIN = {
					has_government = democratic
					strength_ratio = {
						tag = SOV
						ratio = > 0.3
					}
				}
			}
		}
		add_to_war = {
			targeted_alliance = FIN
			enemy = SOV
		}
		FIN = {
			country_event = {
				id = finland.6
				days = 3
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = took_stand_for_us
			}
		}
	}
}
### Entity: Peace Conference
Component: peace_action_modifiers
Constructs: take_states, has_dynamic_modifier
Source: game
File: common/peace_conference/cost_modifiers/AFG_peace.txt

Code:
peace_action_modifiers = {
	AFG_agreed_state_peace_cost_modifier = {
		category = treaties_or_conferences
		peace_action_type = take_states
		enable = {
			FROM = {
				tag = AFG
			}
			FROM.FROM.FROM = {
				has_dynamic_modifier = {
					modifier = AFG_arranged_expansion_modifier
				}
			}
		}
		cost_multiplier = 0.55
	}
}
### Entity: Decision
Component: MTG_naval_treaties
Constructs: is_major, has_dlc, has_naval_treaty_trigger, is_coastal
Source: game
File: common/decisions/categories/00_decision_categories.txt

Code:
MTG_naval_treaties = {
	picture = GFX_decision_cat_picture_naval_treaties
	allowed = {
		has_dlc = Man the Guns
	}
	visible = {
		OR = {
			has_naval_treaty_trigger = yes
			is_major = yes
		}
		any_owned_state = {
			is_coastal = yes
		}
	}
	priority = 10
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_under_a_single_banner
Constructs: prerequisite, completion_reward, is_historical_focus_on, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_under_a_single_banner
	icon = GFX_focus_generic_join_comintern
	prerequisite = {
		focus = BRA_R56_skewer_the_green_hens
	}
	x = 0
	y = 2
	relative_position_id = BRA_R56_the_second_communist_putsch
	cost = 5
	ai_will_do = {
		factor = 0.5
		modifier = {
			is_historical_focus_on = yes
			factor = 0
		}
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = bra_antropofagia_com_1
			add_idea = bra_antropofagia_com_2
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_seek_soviet_support
Constructs: prerequisite, has_war, has_war_with, add_opinion_modifier, completion_reward, add_political_power, is_subject, has_civil_war
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_seek_soviet_support
	icon = GFX_focus_chi_mission_to_the_soviet_union
	prerequisite = {
		focus = AUS_revolution
	}
	mutually_exclusive = {
		focus = AUS_raid_military_storages
	}
	x = -2
	y = 1
	relative_position_id = AUS_revolution
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		NOT = {
			has_war_with = SOU
		}
		is_subject = no
		SOU = {
			exists = yes
			is_subject = no
			has_war = no
			has_civil_war = no
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 150
		SOU = {
			country_event = {
				id = AUS_political_events.78
				hours = 12
			}
		}
		custom_effect_tooltip = if_they_accept_tt generic_skip_one_line_tt AUS_seek_soviet_support_tt
		effect_tooltip = {
			SOU = {
				add_timed_idea = {
					idea = AUS_aid_austrian_communists
					days = 730
				}
				add_ai_strategy = {
					type = send_volunteers_desire
					id = ROOT
					value = 200
				}
			}
			add_opinion_modifier = {
				target = SOU
				modifier = medium_increase
			}
		}
	}
}
### Entity: Unit Template
Component: MON_GAR_01
Source: game
File: common/units/names_divisions/MON_names_divisions.txt

Code:
MON_GAR_01 = {
	name = Garrison Divisions
	for_countries = {
		MON
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	link_numbering_with = {
		MON_INF_01
	}
	fallback_name = %d-p Mongol Strelkovaya Div.
	ordered = {
		1 = {
			%d-r Mongol Strelkovaya Div.
		}
		2 = {
			%d-p Mongol Strelkovaya Div.
		}
		3 = {
			%d-p Mongol Strelkovaya Div.
		}
		4 = {
			%d-p Mongol Strelkovaya Div.
		}
		5 = {
			%d-p Mongol Strelkovaya Div.
		}
		6 = {
			%d-p Mongol Strelkovaya Div.
		}
		8 = {
			%d-p Mongol Strelkovaya Div.
		}
		10 = {
			%d-p Mongol Strelkovaya Div.
		}
		11 = {
			%d-p Mongol Strelkovaya Div.
		}
		12 = {
			%d-p Mongol Strelkovaya Div.
		}
		13 = {
			%d-p Mongol Strelkovaya Div.
		}
		14 = {
			%d-p Mongol Strelkovaya Div.
		}
		16 = {
			%d-p Mongol Strelkovaya Div.
		}
		17 = {
			%d-p Mongol Strelkovaya Div.
		}
		19 = {
			%d-p Mongol Strelkovaya Div.
		}
		21 = {
			%d-p Mongol Strelkovaya Div.
		}
		22 = {
			%d-p Mongol Strelkovaya Div.
		}
		23 = {
			%d-p Mongol Strelkovaya Div.
		}
		24 = {
			%d-p Mongol Strelkovaya Div.
		}
		25 = {
			%d-p Mongol Strelkovaya Div.
		}
	}
}
### Entity: Event
Component: MAN_56_event.11
Constructs: is_triggered_only, add_to_variable
Source: game
File: events/r56_MAN_events.txt

Code:
country_event = {
	id = MAN_56_event.11
	title = MAN_56_event.11.t
	desc = MAN_56_event.11.desc
	picture = GFX_report_event_SOV_mongolia_cavalry
	is_triggered_only = yes
	option = {
		name = MAN_56_event.11.a
		custom_effect_tooltip = MAN_certainty_tt
		MAN = {
			add_to_variable = {
				MAN.MAN_jap_hints = 25
			}
		}
	}
}
### Entity: Modifier Reference
Component: AST_australian_economy_dm
Constructs: research_speed_factor, stability_factor, industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/dynamic_modifiers/AST.txt

Code:
AST_australian_economy_dm = {
	icon = GFX_idea_SOV_third_five_year_plan_civilian
	enable = {
		always = yes
	}
	industry_air_damage_factor = AST_industry_industry_air_damage_factor
	production_lack_of_resource_penalty_factor = AST_industry_lack_of_resource_penalty_factor
	research_speed_factor = AST_industry_research_speed_factor
	consumer_goods_factor = AST_industry_consumer_goods_factor
	stability_factor = AST_industry_stability_factor
	production_speed_infrastructure_factor = AST_indsutry_production_speed_infrastructure_factor
	production_speed_industrial_complex_factor = AST_industry_production_speed_industrial_complex_factor
	production_speed_arms_factory_factor = AST_industry_production_speed_arms_factory_factor
	production_speed_dockyard_factor = AST_industry_production_speed_dockyard_factor
	production_speed_buildings_factor = AST_industry_production_speed_buildings_factor
	factory_energy_consumption = AST_industry_factory_energy_consumption
	industrial_capacity_dockyard = AST_industry_industrial_capacity_dockyard
	industrial_capacity_factory = AST_industry_industrial_capacity_factory
	local_resources_factor = AST_industry_local_resources_factor
	local_resources_coal_factor = AST_industry_local_resources_coal_factor
	convoy_retreat_speed = AST_industry_convoy_retreat_speed
	production_factory_max_efficiency_factor = AST_industry_production_factory_max_efficiency_factor
	production_factory_efficiency_gain_factor = AST_industry_production_factory_efficiency_gain_factor
	special_project_speed_factor = AST_industry_special_project_speed_factor
	line_change_production_efficiency_factor = AST_industry_line_change_production_efficiency_factor
	production_speed_rail_way_factor = AST_industry_production_speed_rail_way_factor
	production_speed_fuel_silo_factor = AST_industry_production_speed_fuel_silo_factor
	production_speed_radar_station_factor = AST_industry_production_speed_radar_station_factor
	production_speed_air_base_factor = AST_industry_production_speed_air_base_factor
	production_speed_naval_base_factor = AST_industry_production_speed_naval_base_factor
	production_speed_anti_air_building_factor = AST_industry_production_speed_anti_air_building_factor
	trade_opinion_factor = AST_industry_trade_opinion_factor
	fuel_gain_factor = AST_industry_fuel_gain_factor
	global_building_slots_factor = AST_industry_global_building_slots_factor
	conversion_cost_civ
# ... (truncated)
### Entity: Character
Component: BRA_mascarenhas_de_morais
Constructs: has_dlc
Source: game
File: common/characters/BRA.txt

Code:
BRA_mascarenhas_de_morais = {
	instance = {
		allowed = {
			has_dlc = Trial of Allegiance
		}
		name = BRA_mascarenhas_de_morais
		portraits = {
			army = {
				large = GFX_portrait_BRA_mascarenhas_de_morais_2
				small = GFX_portrait_BRA_mascarenhas_de_morais_2_small
			}
		}
		corps_commander = {
			traits = {
				jungle_rat
			}
			skill = 4
			attack_skill = 2
			defense_skill = 4
			planning_skill = 3
			logistics_skill = 4
			legacy_id = -1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Trial of Allegiance
			}
		}
		name = BRA_mascarenhas_de_morais
		portraits = {
			army = {
				large = GFX_portrait_BRA_mascarenhas_de_morais_1
				small = GFX_portrait_BRA_mascarenhas_de_morais_1_small
			}
		}
		corps_commander = {
			traits = {
				jungle_rat
			}
			skill = 4
			attack_skill = 2
			defense_skill = 4
			planning_skill = 3
			logistics_skill = 4
			legacy_id = -1
		}
	}
}
### Entity: Modifier Reference
Component: NOR_kingdom_of_norway_dmod
Constructs: research_speed_factor, army_defence_factor, has_government, remove_trigger, conscription_factor
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
NOR_kingdom_of_norway_dmod = {
	enable = {
		NOR_AAT = yes
	}
	remove_trigger = {
		NOT = {
			has_government = neutrality
		}
	}
	icon = GFX_idea_generic_monarchist_uprising
	military_leader_cost_factor = -0.5
	naval_defense_factor = 0.1
	army_defence_against_major_factor = 0.15
	consumer_goods_factor = NOR_kingdom_of_norway_dmod_consumer_goods_factor
	research_speed_factor = NOR_kingdom_of_norway_dmod_research_speed
	special_forces_min = NOR_kingdom_of_norway_dmod_special_forces_min
	special_forces_training_time_factor = NOR_kingdom_of_norway_dmod_special_forces_training_time_factor
	special_forces_defence_factor = NOR_kingdom_of_norway_dmod_special_forces_defence_factor
	modifier_army_sub_unit_mountaineers_max_org_factor = NOR_kingdom_of_norway_dmod_modifier_army_sub_unit_mountaineers_max_org_factor
	modifier_army_sub_unit_marine_max_org_factor = NOR_kingdom_of_norway_dmod_modifier_army_sub_unit_marine_max_org_factor
	conscription_factor = NOR_kingdom_of_norway_dmod_recruitable_population_factor
	army_defence_factor = NOR_kingdom_of_norway_dmod_army_defence_factor
	army_morale_factor = NOR_kingdom_of_norway_dmod_army_morale_factor
	army_org_factor = NOR_kingdom_of_norway_dmod_army_org_factor
	justify_war_goal_time = NOR_kingdom_of_norway_dmod_justify_war_goal_time
	production_speed_coastal_bunker_factor = NOR_kingdom_of_norway_dmod_production_speed_coastal_bunker_factor
	production_speed_naval_base_factor = NOR_kingdom_of_norway_dmod_production_speed_naval_base_factor
	production_speed_dockyard_factor = NOR_kingdom_of_norway_dmod_production_speed_dockyard_factor
	naval_mines_damage_factor = NOR_kingdom_of_norway_dmod_naval_mines_damage_factor
	spotting_chance = NOR_kingdom_of_norway_dmod_spotting_chance
	navy_max_range_factor = NOR_kingdom_of_norway_dmod_navy_max_range_factor
}
### Entity: Character
Component: air_chief_night_operations_1
Source: game
File: common/country_leader/00_traits.txt

Code:
air_chief_night_operations_1 = {
	sprite = 1
	air_night_penalty = -0.1
	experience_gain_air = @chief_experience_gain_low
	command_cap_increase = @tier1_cp_cap_increase
	command_power = @tier1_cp_cost
	ai_will_do = {
		factor = @air_chief_factor_1
		modifier = {
			factor = 0
			command_power = < @tier1_cp_cost
		}
	}
}