Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Military Industrial Organization
Component: LUX_luxair_organization
Constructs: equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/LUX_organization.txt

Code:
LUX_luxair_organization = {
	name = LUX_luxair
	include = generic_medium_aircraft_organization
	icon = GFX_idea_generic_air_manufacturer_2
	allowed = {
		tag = LUX
	}
	initial_trait = {
		name = generic_mio_initial_trait_multi_role_tactical_aircraft
		limit_to_equipment_type = {
			mio_cat_eq_all_medium_plane
		}
		equipment_bonus = {
			surface_detection = 0.05
			air_ground_attack = 0.05
		}
	}
}
### Entity: Scripted Effect
Component: EAI_MATH_normalize
Constructs: limit
Source: game
File: common/scripted_effects/EAI_MATH_effects.txt

Code:
EAI_MATH_normalize = {
	if = {
		limit = {
			EAI_MATH_TRIGGER_normalize = yes
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_lithuanian_ultimatum
Constructs: prerequisite, completion_reward, is_subject, has_capitulated
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_lithuanian_ultimatum
	icon = GFX_goal_generic_dangerous_deal
	prerequisite = {
		focus = POL_align_with_the_west
	}
	mutually_exclusive = {
		focus = POL_lithuanian_annexation
	}
	x = 0
	y = 1
	relative_position_id = POL_align_with_the_west
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		is_subject = no
		LIT = {
			exists = yes
			has_capitulated = no
		}
		784 = {
			owns_or_subject_of = yes
		}
	}
	bypass = {
		NOT = {
			784 = {
				owns_or_subject_of = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		LIT = {
			country_event = {
				id = poland.14
				days = 5
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			diplomatic_relation = {
				country = LIT
				relation = guarantee
				active = yes
			}
			LIT = {
				diplomatic_relation = {
					country = POL
					relation = guarantee
					active = yes
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_REDUCE_armor_production_HEAVY
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_REDUCE_armor_production_HEAVY = {
	enable = {
		NOT = {
			EAI_HARM_equipment_production = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_variant_production_factor
		id = heavy_tank_chassis
		value = -100
	} {
		type = equipment_production_surplus_management
		id = heavy_tank_chassis
		value = -100
	}
}
### Entity: Effect Reference
Construct: create_faction
Constructs: create_faction, create_faction_from_template
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## create_faction

* Supported Scopes: COUNTRY
* Supported Targets: none

Create a faction This effect is deprecated, prefer [create_faction_from_template](#create_faction_from_template) instead.
It will use the FACTION_DEFAULT_EFFECT_TEMPLATE if the Deeper Factions DLC is enabled.
### Entity: National Focus
Tree: eth_focus
Component: ETH_fortify_eritrea
Constructs: prerequisite, completion_reward, is_owned_by, add_building_construction
Source: game
File: common/national_focus/r56_ethiopia.txt

Code:
focus = {
	id = ETH_fortify_eritrea
	prerequisite = {
		focus = ETH_develop_eritrea
	}
	available = {
		550 = {
			is_owned_by = ETH
		}
	}
	icon = GFX_focus_generic_coastal_fort
	x = 17
	y = 2
	cost = 5
	completion_reward = {
		550 = {
			add_building_construction = {
				type = coastal_bunker
				level = 1
				province = 12766
				instant_build = yes
			} {
				type = naval_base
				level = 1
				province = 12766
				instant_build = yes
			} {
				type = coastal_bunker
				level = 1
				province = 5047
				instant_build = yes
			} {
				type = coastal_bunker
				level = 1
				province = 5091
				instant_build = yes
			} {
				type = coastal_bunker
				level = 1
				province = 8043
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_utilize_our_polish_friendship
Constructs: prerequisite, add_ideas, has_war_with, completion_reward, is_ally_with, cancel_if_invalid, random_hours
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_utilize_our_polish_friendship
	icon = GFX_focus_generic_polish_deal
	mutually_exclusive = {
		focus = JAP_the_enemy_of_our_enemy JAP_return_to_sakoku_ron
	}
	x = -2
	y = 1
	relative_position_id = JAP_the_imperial_colors
	prerequisite = {
		focus = JAP_the_imperial_colors
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		POL = {
			exists = yes
			NOT = {
				has_war_with = ROOT
				is_ally_with = SOV
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		POL = {
			country_event = {
				id = SEA_japan_foreign_policy.82
				hours = 6
				random_hours = 12
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			add_ideas = JAP_POL_anti_soviet_pact
			POL = {
				add_ideas = JAP_POL_anti_soviet_pact
			}
		}
	}
}
### Entity: Idea
Component: EAI_INSANE/cv_small_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_INSANE/cv_small_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_airframe = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: Trigger Reference
Construct: Example
Constructs: Example, has_political_power
Source: vanilla_docs
File: common/doctrines/tracks/_documentation.md

Doc:
## Script Example
```
infantry = { 
    name = DOCTRINE_TRACK_INFANTRY   # Bindable loc
    background = GFX_NAME             # Background image for the track
    background_offset = 10            # Horizontal offset applied to the background image  
    frame = GFX_NAME                  # Frame image around the track
    icon = GFX_NAME                   # Milestone icon for the track
    icon_frame = GFX_NAME             # Frame around the milestone icon
    
    active = {
        has_political_power = 100 # Trigger condition for subdoctrines in this track to be selectable, and for mastery gain to be enabled (including banked mastery)
    }
    
    mastery = {
        multiplier = 2.0 # Multiplies manpower contribution to mastery gain (in this case, 2 times less manpower is needed to gain the same amount of mastery)
        sub_units = { # Which subunits contribute to mastery gain?
            # Any specific subunits could go here, but probably best left for subdoctrine overrides
        }
        categories = { # Which subunit categories constribute to mastery gain?
	        category_all_infantry
	        category_cavalry
        }
        equipment = { # Subunits with this equipment category will contribute to mastery gain
            screen
            capital
        }
    }
}
```
### Entity: AI Strategy
Component: GER_let_italy_handle_french_front_alone
Constructs: has_war_with, is_in_faction_with, has_war_together_with, has_capitulated
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_let_italy_handle_french_front_alone = {
	allowed = {
		original_tag = GER
	}
	enable = {
		is_in_faction_with = ITA
		OR = {
			AND = {
				has_war_together_with = ITA
				has_war_with = FRA
			}
			focus_progress = {
				focus = GER_danzig_or_war
				progress = > 0.01
			}
		}
		FRA = {
			has_capitulated = no
		}
		date = < 1940.8.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = dont_defend_ally_borders
		id = ITA
		value = 100
	}
}
### Entity: State History
Component: 35
Constructs: add_core_of
Source: game
File: history/states/35-Gelderland.txt

Code:
state = {
	id = 35
	name = STATE_35
	history = {
		owner = HOL
		add_core_of = HOL
		buildings = {
			infrastructure = 3
			industrial_complex = 5
		}
		victory_points = {
			3262 5
		} {
			6496 3
		} {
			11562 1
		}
	}
	provinces = {
		480 3262 6496 6500 9431 11456 11562
	}
	manpower = 1449000
	resources = {
		coal = 12
	}
	buildings_max_level_factor = 1.0
	state_category = city
	local_supplies = 0.0
}
### Entity: Character
Component: GER_supreme_commander_armed_forces
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_supreme_commander_armed_forces = {
	war_support_factor = 0.05
	stability_factor = 0.05
	army_morale_factor = 0.05
	resistance_growth = -0.02
}
### Entity: Shared Focus
Tree: trk_focus
Component: TRK_Militarism
Constructs: shared_focus, prerequisite, limit, add_ideas, remove_ideas, has_government, add_war_support, completion_reward
Source: game
File: common/national_focus/r56_turkestan_shared.txt

Code:
shared_focus = {
	id = TRK_Militarism
	icon = GFX_focus_generic_fascist_troops
	prerequisite = {
		focus = TRK_nationalism_focus TRK_restore_khanate
	}
	x = -1
	y = 1
	relative_position_id = TRK_nationalism_focus
	cost = 10
	available = {
		OR = {
			has_government = neutrality fascism
		}
	}
	completion_reward = {
		army_experience = 25
		add_war_support = 0.05
		if = {
			limit = {
				has_idea = neutrality_idea
			}
			remove_ideas = neutrality_idea
		}
		add_ideas = GEN_Militarism_I
	}
}
### Entity: Idea
Component: ETH_mitsubishi
Constructs: has_completed_focus, limit, has_war_with, has_dlc, has_idea, has_opinion, research_bonus
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_mitsubishi = {
	picture = mitsubishi
	allowed = {
		original_tag = ETH
		has_dlc = By Blood Alone
	}
	visible = {
		has_completed_focus = ETH_invite_foreign_industrialists
		IF = {
			limit = {
				NOT = {
					has_idea = ETH_mitsubishi
				}
			}
			JAP = {
				has_opinion = {
					target = ETH
					value = > 75
				}
			}
		}
		ELSE = {
			NOT = {
				has_war_with = JAP
			}
		}
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		light_aircraft_manufacturer_2
	}
	modifier = {

	}
}
### Entity: Event
Component: news.7
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.7
	title = news.7.t
	desc = news.7.d
	picture = GFX_news_event_005
	major = yes
	is_triggered_only = yes
	option = {
		name = news.7.a
		trigger = {
			NOT = {
				TAG = JAP SOV
			}
		}
	} {
		name = news.7.b
		trigger = {
			TAG = JAP
		}
	} {
		name = news.7.c
		trigger = {
			TAG = SOV
		}
	}
}
### Entity: Idea
Component: MOR_acr
Source: game
File: common/ideas/morocco.txt

Code:
MOR_acr = {
	picture = generic_air_arab_3
	allowed = {
		original_tag = MOR
	}
	traits = {
		air_chief_reform_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: PRC_28_bolshevik_trait_improved_bo_gu
Constructs: army_defence_factor, stability_factor, political_power_gain, army_attack_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
PRC_28_bolshevik_trait_improved_bo_gu = {
	random = no
	sprite = 13
	political_power_gain = 0.1
	stability_factor = 0.05
	opinion_gain_monthly_same_ideology_factor = 0.1
	power_balance_weekly = 0.015
	army_attack_factor = 0.025
	army_defence_factor = 0.025
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_construction_effort_2
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_construction_effort_2
	icon = GFX_focus_POL_develop_polish_shipbuilding
	prerequisite = {
		focus = VNZ_infrastructure_effort VNZ_construction_effort VNZ_production_effort
	}
	relative_position_id = VNZ_construction_effort
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	bypass = {

	}
	completion_reward = {
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		} {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_two_states
Constructs: prerequisite, limit, has_country_flag, add_stability, completion_reward, has_game_rule, is_subject
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_two_states
	icon = GFX_goal_MPL_dissolution
	relative_position_id = MPL_peel_commision
	x = -1
	y = 1
	prerequisite = {
		focus = MPL_peel_commision
	}
	mutually_exclusive = {
		focus = MPL_levantine_union
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 100
			has_game_rule = {
				rule = MPL_ai_behavior
				option = MPL_DISSOVLED
			}
		}
	}
	cost = 1
	available = {
		OR = {
			custom_trigger_tooltip = {
				tooltip = MPL_peel_commision_seperate
				always = no
			}
			is_subject = no
		}
		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
			}
		}
	}
	completion_reward = {
		mark_focus_tree_layout_dirty = yes
		add_stability = -0.05
		custom_effect_tooltip = MPL_peel_commision_seperate_effect
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: AI Strategy
Component: CHL_alternate_fascism_plan_2
Constructs: has_government, has_country_flag, has_dlc, is_historical_focus_on, has_game_rule, is_puppet
Source: game
File: common/ai_strategy_plans/CHL_r56_alternate_strategy_plan.txt

Code:
CHL_alternate_fascism_plan_2 = {
	name = CHL: Chile Alternate Fascist Plan
	desc = Fascist Chile.
	allowed = {
		original_tag = CHL
		NOT = {
			has_dlc = Trial of Allegiance
		}
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = no
				has_game_rule = {
					rule = CHL_ai_behavior
					option = PAN_HISPANISM
				}
			}
			has_country_flag = CHL_AI_RANDOM_PAN_HISPANISM
			has_game_rule = {
				rule = CHL_ai_behavior
				option = PAN_HISPANISM
			}
		}
	}
	abort = {
		OR = {
			has_government = communism democratic
			AND = {
				is_puppet = yes
				NOT = {
					has_government = fascism
				}
			}
		}
	}
	ai_national_focuses = {

	}
	traits = {
		fascist_demagogue = 500
	}
	focus_factors = {
		CHL_the_spread_of_fascism = 500
		CHL_axis = 0
		CHL_consolidate_the_government = 0
		CHL_win_the_liberals = 0
		CHL_a_truly_radical_party = 0
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Character
Component: BEL_achille_van_acker
Constructs: has_dlc
Source: game
File: common/characters/BEL.txt

Code:
BEL_achille_van_acker = {
	instance = {
		allowed = {
			has_dlc = Gotterdammerung
		}
		advisor = {
			slot = political_advisor
			idea_token = BEL_achille_van_acker
			allowed = {
				original_tag = BEL
			}
			traits = {
				JUNO_minister_of_public_health
			}
		}
		name = BEL_achille_van_acker
		portraits = {
			civilian = {
				small = GFX_portrait_BEL_achille_van_acker_small
			}
		}
	}
}
### Entity: Character
Component: BUL_sava_ivanov
Constructs: has_dlc
Source: game
File: common/characters/BUL.txt

Code:
BUL_sava_ivanov = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = BUL_sava_ivanov
		ledger = navy
		allowed = {
			has_dlc = Battle for the Bosporus
			original_tag = BUL
		}
		traits = {
			naval_aviation_pioneer
		}
	}
	name = BUL_sava_ivanov
	portraits = {
		army = {
			small = GFX_idea_bul_sava_ivanov
		}
	}
}
### Entity: Event
Component: wuw_GER_realpolitik.6
Constructs: is_triggered_only, ai_chance, is_major, has_war_with_major, random_hours, has_guaranteed, is_in_faction
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_realpolitik.6
	title = wuw_GER_realpolitik.6.t
	desc = wuw_GER_realpolitik.6.desc
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = wuw_GER_realpolitik.6.a
		ai_chance = {
			base = 70
			modifier = {
				factor = 0.5
				FROM = {
					has_war_with_major = yes
				}
			} {
				factor = 0
				any_allied_country = {
					is_major = yes
				}
			}
		}
		FROM = {
			country_event = {
				id = wuw_GER_realpolitik.8
				hours = 6
				random_hours = 12
			}
		}
	} {
		name = wuw_GER_realpolitik.6.b
		ai_chance = {
			base = 30
			modifier = {
				factor = 2
				any_other_country = {
					is_major = yes
					has_guaranteed = ROOT
				}
			} {
				factor = 2
				is_in_faction = yes
			}
		}
		FROM = {
			country_event = {
				id = wuw_GER_realpolitik.9
				hours = 6
				random_hours = 12
			}
		}
	}
}
### Entity: Modifier Reference
Component: naval_mines_effect
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
naval_mines_effect = {
	naval_accidents_chance = 0.05
	naval_speed_factor = 0
	naval_invasion_penalty = 0.5
}
### Entity: State History
Component: 532
Constructs: add_core_of
Source: game
File: history/states/532-Nagoya.txt

Code:
state = {
	id = 532
	name = STATE_532
	manpower = 7174000
	state_category = large_city
	history = {
		owner = JAP
		add_core_of = JAP
		buildings = {
			infrastructure = 4
			arms_factory = 1
			dockyard = 1
			industrial_complex = 2
			4069 = {
				dam = 1
			}
		}
		victory_points = {
			7087 3
		} {
			10125 25
		}
		1939.1.1 = {
			buildings = {
				arms_factory = 2
				industrial_complex = 3
				10125 = {
					air_facility = 1
				}
			}
		}
	}
	provinces = {
		4069 4172 7087 7157 7187 10100 10125 12072 12097
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_air_research_boost
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_air_research_boost
	icon = GFX_focus_generic_air_research_boost
	prerequisite = {
		focus = AUS_seek_international_partners
	}
	mutually_exclusive = {

	}
	x = 0
	y = 1
	relative_position_id = AUS_seek_international_partners
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = AUS_innovative_airforce_bonus
			bonus = 0.75
			uses = 2
			category = air_equipment
		}
	}
}
### Entity: Character
Component: FRA_rene_prioux
Source: game
File: common/characters/FRA.txt

Code:
FRA_rene_prioux = {
	name = FRA_rene_prioux
	portraits = {
		army = {
			small = GFX_idea_rene_prioux
		}
	}
	advisor = {
		slot = high_command
		idea_token = rene_prioux
		ledger = army
		allowed = {
			original_tag = FRA
		}
		traits = {
			army_cavalry_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: DOD_romania.31
Constructs: is_triggered_only, give_military_access
Source: game
File: events/DOD_Romania.txt

Code:
country_event = {
	id = DOD_romania.31
	title = DOD_romania.31.t
	desc = DOD_romania.31.desc
	picture = GFX_report_event_soviet_soldiers
	is_triggered_only = yes
	option = {
		name = DOD_romania.31.a
		give_military_access = SOV
	}
}
### Entity: Idea
Component: EAI_DD_18/heavy_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_18/heavy_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_artillery_chassis = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_LAND_DOCTRINE_last_stand
Constructs: has_subdoctrine_in_track
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_FOCUS_LAND_DOCTRINE_last_stand = {
	has_subdoctrine_in_track = combat_support infantry
	NOT = {
		EAI_land_doctrine_progress_limit = yes
	}
	EAI_FOCUS_LAND_DOCTRINE_has_correct_grand_doctrine = yes
	EAI_STRATEGY_get_manpower_doctrine = yes
}
### Entity: Idea
Component: idea_URG_rioplatense_spanish_in_the_army
Constructs: removal_cost, encryption_factor
Source: game
File: common/ideas/paraguay_uruguay_shared_ideas.txt

Code:
idea_URG_rioplatense_spanish_in_the_army = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_reserve_divisions
	modifier = {
		encryption_factor = 0.15
		army_morale_factor = 0.1
		army_org_factor = 0.05
	}
}
### Entity: Idea
Component: ROM_ROMLOC
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/romania.txt

Code:
ROM_ROMLOC = {
	picture = industrial_concern_1
	allowed = {
		original_tag = ROM
		has_dlc = Death or Dishonor
	}
	research_bonus = {
		industry = 0.15
	}
	traits = {
		industrial_concern
	}
}
### Entity: Idea
Component: CHL_soviet_assistance
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_chile.txt

Code:
CHL_soviet_assistance = {
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		has_government = communism
	}
	modifier = {
		political_power_factor = 0.1
		drift_defence_factor = 0.25
		land_doctrine_cost_factor = -0.1
	}
	picture = saf_soviet_advisers
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/CZE_1936_air_bba.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = small_plane_airframe_0
			creator = CZE
			version_name = Avia B.534
		}
		requested_factories = 1
		progress = 0.25
		efficiency = 75
		industrial_manufacturer = mio:CZE_avia_organization
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_modernize_our_artillery
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus, artillery_bonus
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_modernize_our_artillery
	icon = GFX_goal_generic_army_artillery2
	prerequisite = {
		focus = MEN_every_man_a_rifle
	}
	relative_position_id = MEN_every_man_a_rifle
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_ideas = MEN_modernized_equipment_production
		add_tech_bonus = {
			name = artillery_bonus
			bonus = 0.5
			uses = 1
			ahead_reduction = 1
			category = artillery
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.71
Constructs: is_triggered_only, add_war_support, add_command_power
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.71
	title = SEA_japan_foreign_policy.71.t
	desc = SEA_japan_foreign_policy.71.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = SEA_japan_foreign_policy.71.a
		add_war_support = 0.05
		add_command_power = 25
	}
}
### Entity: Idea
Component: ICE_elite_forces_1
Source: game
File: common/ideas/r56_iceland.txt

Code:
ICE_elite_forces_1 = {
	picture = generic_army_war_college
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		special_forces_min = 1000
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_baltic_league_strikes_east
Constructs: prerequisite, has_war, has_government, completion_reward, has_civil_war, is_subject, is_faction_leader, is_in_faction_with
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_baltic_league_strikes_east
	icon = GFX_focus_attack_soviet
	prerequisite = {
		focus = NOR_baltic_anti-communist_league
	}
	mutually_exclusive = {
		focus = NOR_baltic_league_strikes_west
	} {
		focus = NOR_baltic_league_deterrence
	}
	x = 8
	y = 4
	relative_position_id = NOR_the_european_policy
	cost = 10
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			has_war = no
			SOV = {
				has_war = yes
			}
		}
	}
	will_lead_to_war_with = SOV
	available = {
		has_civil_war = no
		is_subject = no
		is_faction_leader = yes
		OR = {
			is_in_faction_with = FIN POL
		}
		SOV = {
			exists = yes
			is_subject = no
			OR = {
				is_faction_leader = yes
				is_in_faction = no
			} {
				has_government = communism fascism
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		create_wargoal = {
			type = topple_government
			target = SOV
		} {
			type = puppet_wargoal_focus
			target = SOV
		}
	}
}