Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: SPA_crusade_against_democracy_3
Constructs: army_defence_factor, army_attack_factor
Source: game
File: common/ideas/spain_nationalist.txt

Code:
SPA_crusade_against_democracy_3 = {
	name = SPA_crusade_against_democracy
	picture = SPA_crusade_against_democracy
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		army_defence_factor = 0.05
		army_attack_factor = 0.05
		army_org_factor = 0.1
		training_time_factor = -0.2
		conscription = 0.05
	}
}
### Entity: Faction
Component: faction_manifest_african_domination
Constructs: stability_factor, is_manifest
Source: game
File: common/factions/goals/faction_manifests.txt

Code:
faction_manifest_african_domination = {
	name = african_domination_goal_name
	description = african_domination_goal_desc
	is_manifest = yes
	ratio_progress = {
		total_amount_collection = collection:states_in_africa
		completed_amount_collection = collection:faction_states_in_africa
		scale = {
			stability_factor = 0.08
		}
		progress_sections = {
			manifest_fulfilled = {
				min = @manifest_fulfilled_value
				modifier = {
					army_core_defence_factor = 0.05
				}
			}
		}
	}
}
### Entity: Character
Component: AUS_malke_schorr
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/AUS.txt

Code:
AUS_malke_schorr = {
	advisor = {
		slot = political_advisor
		idea_token = AUS_malke_schorr
		allowed = {
			original_tag = AUS
		}
		available = {
			has_government = communism
			has_completed_focus = AUS_establish_rote_hilfe
		}
		visible = {
			has_completed_focus = AUS_establish_rote_hilfe
		}
		traits = {
			AUS_the_red_helper
		}
		ai_will_do = {
			base = 2
		}
	}
	name = AUS_malke_schorr
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_female_europe
		}
	}
}
### Entity: Character
Component: devoted_communist
Constructs: industrial_capacity_factory, compliance_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
devoted_communist = {
	random = no
	sprite = 13
	industrial_capacity_factory = 0.1
	resistance_activity = -0.1
	compliance_gain = 0.05
}
### Entity: Character
Component: JUNO_military_sapa_inca
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_military_sapa_inca = {
	random = no
	sprite = 13
	resistance_growth = -0.05
	command_power_gain_mult = 0.25
	army_core_attack_factor = 0.05
	army_core_defence_factor = 0.1
	ai_will_do = {
		factor = 0
	}
}
### Entity: Scripted Trigger
Component: is_muslim
Constructs: is_muslim
Source: game
File: common/scripted_triggers/r56_scripted_triggers.txt

Code:
is_muslim = {
	OR = {
		original_tag = PER AFG PAK BAN TUR IRQ SYR LEB PAL EGY LBA SUD TUN ALG MOR WES ADU MRT MLI CHA NGR VOL GAM SEN YEM OMA SAU QAT BHR IMO KUR AZR TMS UZB INS TAJ KYR KHI BUK KKP KAZ CIN DAG SIK HAZ KAS TNG TAT ALB BOS NGR AFA SOM DJI HAR ERI UAE JOR KUW MAL SOK KOS TIG
	}
}
### Entity: Name List
Component: CAT
Source: game
File: common/names/00_names.txt

Code:
CAT = {
	male = {
		names = {
			Adriá Agustí Alberto Andreu Alfonso Arnau Arturo Aureliano Baldomero Baltasar Benancio Bernat Biel Blai Carles Claudio Cristóbal Dámaso Daniel Dídac Dionisio Domingo Eduard Emilio Ernesto Esteban Federico Felipe Feliu Francesc Gabino Gabriel Gaspar Gerard Gonçal Guillem Ignasi Jan Jaume Joan Joaquín Jordi Josp Joan Manuel Leo Llorenç Lucà Lucas Luis Manel Marc Martí Mateu Miguel Nicolau Nil Oriol Pascual Pau Pere Pol Ramón Ricard Valeriano Vicenç
		}
	}
	female = {
		names = {
			Abril Amalia Amaranta Anna Araceli Aurelia Beatriz Belén Berta Blanca Camila Candelaria Carmen Chavela Cirila Consuelo Cristina Delfina Dolores Eduarda Emma Esperanza Felipa Fidelia Froilana Graciela Herminia Inés Isabel Irene Isadora Isabella Jimena Julia Justa Justina Leire Lluís Luciana Lucrecia María María del Carmen María del Mar Maria Dolors Marisol Mercè Noemí Nohemi Primitiva Rebeca Rocío Salvadora Sofía Teodora Teófila Úrsula Valentina Valeria Vicenta
		}
	}
	surnames = {
		Aguirre Aixarás Álvarez Amorós Aranda Arcadio Asensio Blázquez Barradas Basaraz Bugallal Burruezo Caballero Cabrera Calçada Calvo Cano Casals Castellá Cervera Companys de la Fuente de la Llave de Orleans Díaz Domínguez Espartero Fernández Forcadell Franco García Garrido Gavarró González Heredia Hernández Herrera Hevia Jiménez Lasarte Linares López Maroto Márquez Maura Martí Martín Martínez Menéndez Mercado Miaja Millán-Astray Mina Molina Moreno Muñoz Narváez Nin Núñez O'Donnell Ortega Pavía Pérez Prats Ramírez Requena Rodríguez Rojo Romero Ruiz Sabrià Sánchez Serrano Silvestre Solé Suárez Topete Torres Valdés Varela Vázquez Vergés Vila Villapol Villar
	}
	callsigns = {

	}
}
### Entity: Event
Component: DOD_romania.63
Constructs: is_triggered_only, ai_chance, add_state_claim, set_country_flag
Source: game
File: events/DOD_Romania.txt

Code:
country_event = {
	id = DOD_romania.63
	title = DOD_romania.63.t
	desc = DOD_romania.63.desc
	picture = [GetHitlerHandshakeEventPicture]
	is_triggered_only = yes
	option = {
		name = DOD_romania.63.a
		ai_chance = {
			factor = 80
		}
		add_state_claim = 102 853
		ROM = {
			country_event = DOD_romania.65
			set_country_flag = ROM_YUG_GER_approves
		}
		ITA = {
			country_event = DOD_romania.64
		}
	} {
		name = DOD_romania.63.b
		ai_chance = {
			factor = 20
		}
		ROM = {
			country_event = DOD_romania.66
		}
		ITA = {
			country_event = DOD_romania.64
		}
	}
}
### Entity: Country History
Country: MLW
Component: MLW_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/MLW - Malawi.txt

Code:
# Politics & Parties for MLW
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 25
	fascism = 20
	communism = 5
	neutrality = 50
}
### Entity: Event
Component: r56.ger.37
Constructs: is_triggered_only, limit, add_ideas, add_stability, set_party_name, has_country_leader
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = r56.ger.37
	title = r56.ger.37.t
	desc = r56.ger.37.d
	picture = GFX_report_event_bul_military_parade_vidin
	is_triggered_only = yes
	option = {
		name = r56.ger.37.a
		add_stability = -0.05
		set_party_name = {
			ideology = neutrality
			long_name = Oberste Heeresleitung
			name = Oberste Heeresleitung
		}
		if = {
			limit = {
				has_country_leader = {
					character = GER_wilhelm_ii
					ruling_only = yes
				}
			}
			add_ideas = GER_wilhelm_ii_idea
		}
		else_if = {
			limit = {
				has_country_leader = {
					character = GER_wilhelm_iii
					ruling_only = yes
				}
			}
			add_ideas = GER_wilhelm_iii_idea
		} {
			limit = {
				has_country_leader = {
					character = GER_wilhelm_iv
					ruling_only = yes
				}
			}
			add_ideas = GER_wilhelm_iv_idea
		}
		promote_character = GER_kurt_von_hammerstein_equord
	}
}
### Entity: Country History
Country: TXS
Component: TXS_technology
Constructs: set_technology
Source: game
File: history/countries/TXS - Texas.txt

Code:
# Starting Technologies for TXS
set_technology = {
	etax_doctrine = 1
	camo = 1
	fuel_silos = 1
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	gw_artillery = 1
	tech_trucks = 1
	motorised_infantry = 1
	basic_train = 1
	basic_naval_mines = 1
	submarine_mine_laying = 1
	early_ship_hull_light = 1
	basic_ship_hull_light = 1
	early_ship_hull_submarine = 1
	basic_ship_hull_submarine = 1
	early_ship_hull_cruiser = 1
	basic_ship_hull_cruiser = 1
	early_ship_hull_heavy = 1
	early_ship_hull_carrier = 1
	basic_ship_hull_carrier = 1
	basic_battery = 1
	basic_light_battery = 1
	basic_medium_battery = 1
	basic_heavy_battery = 1
	basic_torpedo = 1
	sonar = 1
	basic_depth_charges = 1
	basic_cruiser_armor_scheme = 1
	basic_heavy_armor_scheme = 1
	mtg_transport = 1
	improved_airplane_launcher = 1
}
### Entity: State History
Component: 85
Constructs: add_core_of, add_claim_by, set_demilitarized_zone
Source: game
File: history/states/85-Danzig.txt

Code:
state = {
	id = 85
	name = STATE_85
	manpower = 366730
	state_category = city
	history = {
		owner = POL
		add_core_of = POL DNZ KSH
		add_claim_by = PRE
		victory_points = {
			362 10
		}
		set_demilitarized_zone = yes
		buildings = {
			infrastructure = 3
			arms_factory = 2
			industrial_complex = 1
			dockyard = 3
			362 = {
				naval_base = 5
			}
		}
		1938.3.12 = {
			add_claim_by = GER
		}
	}
	provinces = {
		362
	}
	local_supplies = 0.0
}
### Entity: Character
Component: PHI_victor_h_dizon
Source: game
File: common/characters/PHI.txt

Code:
PHI_victor_h_dizon = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = PHI_victor_h_dizon
		ledger = navy
		allowed = {
			original_tag = phi
		}
		traits = {
			naval_theorist
		}
	}
	name = PHI_victor_h_dizon
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_3
		}
	}
}
### Entity: Military Industrial Organization
Component: JAP_tokyo_automobile_industries_organization
Constructs: has_completed_focus, limit, has_war_with, has_dlc, add_trait, equipment_bonus, is_hired_as_advisor, maximum_speed
Source: game
File: common/military_industrial_organization/organizations/JAP_organization.txt

Code:
JAP_tokyo_automobile_industries_organization = {
	include = generic_armored_car_organization
	icon = GFX_idea_JAP_isuzu_mot_1
	allowed = {
		OR = {
			original_tag = JAP
			PHI_SEA = yes
		}
		has_dlc = La Resistance Arms Against Tyranny
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = JAP
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = JAP
				}
			}
		} {
			limit = {
				FROM = {
					original_tag = PHI
				}
			}
			FROM = {
				has_completed_focus = PHI_align_with_japan
				if = {
					limit = {
						has_completed_focus = PHI_declare_military_emergency
					}
					NOT = {
						has_completed_focus = PHI_declare_military_emergency
					}
				}
			}
		}
	}
	add_trait = {
		token = PHI_mio_trait_ethanol_fuel_adaptations
		name = PHI_mio_trait_ethanol_fuel_adaptations
		icon = GFX_generic_mio_trait_icon_fuel_consumption
		special_trait_background = yes
		position = {
			x = 9
			y = 0
		}
		visible = {
			FROM = {
				original_tag = PHI
			}
		}
		available = {

		}
		on_complete = {

		}
		equipment_bonus = {
			fuel_consumption = -0.05
		}
		ai_will_do = {
			base = 2
		}
	} {
		token = PHI_mio_trait_coconut_fuel_adaptations
		name = PHI_mio_trait_coconut_fuel_adaptations
		icon = GFX_generic_mio_trait_icon_fuel_consumption
		special_trait_background = yes
		position = {
			x = 0
			y = 1
		}
		visible = {
			FROM = {
				original_tag = PHI
			}
		}
		available = {
			FROM = {
				PHI_vicente_lava = {
					is_hired_as_advisor = yes
				}
			}
		}
		relative_position_id = PHI_mio_trait_ethanol_fuel_adaptations
		any_parent = {
			PHI_mio_trait_ethanol_fuel_adaptations
		}
		on_complete = {

		}
		equipment_bonus = {
			fuel_consumption = -0.1
			reliability = -0.05
		}
		ai_will_do = {
			base = 2
		}
	} {
		token = PHI_mio_trait_ad_hoc_armor_reinforcement
		name = PHI_mio_trait_ad_hoc_armor_reinforcement
		icon = GFX_generic_mio_department_icon_tank_general_armor
		special_trait_background = yes
		position = {
			x = 0
			y = 1
		}
		visible = {
			FROM = {
				original_tag = PHI
			}
		}
		available = {

		}
		relative_position_id = generic_mio_trait_command_upgrades
		any_parent = {
			generic_mio_trait_command_upgrades
		}
		on_complete = {

		}
		equipment_bonus = {
			hardness = 0.05
			armor_value = 0.03
			maximum_speed = -0.03
		}
		ai_will_do = {
			base = 2
		}
	} {
		token = PHI_mio_trait_wid
# ... (truncated)
### Entity: Misc Config
Component: technology_sharing_group
Constructs: is_in_faction_with
Source: game
File: common/technology_sharing/01_dod_tech_sharing_groups.txt

Code:
technology_sharing_group = {
	id = YUG_naval_research_group
	name = YUG_naval_research_group
	desc = YUG_naval_research_group_desc
	picture = GFX_technology_sharing_default
	research_sharing_per_country_bonus = 0.1
	categories = {
		naval_doctrine naval_equipment
	}
	available = {
		YUG = {
			is_in_faction_with = ITA
		}
	}
}
### Entity: Character
Component: MOL_awt
Source: game
File: common/characters/MOL.txt

Code:
MOL_awt = {
	advisor = {
		slot = theorist
		idea_token = MOL_awt
		ledger = air
		allowed = {
			original_tag = MOL
		}
		traits = {
			air_warfare_theorist
		}
	}
	name = MOL_awt
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_2
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_Carrier_Focus_LCV_PRESET
Constructs: limit
Source: game
File: common/scripted_triggers/EAI_ai_presets.txt

Code:
EAI_Carrier_Focus_LCV_PRESET = {
	if = {
		limit = {
			EAI_MODE_normal = yes
		}
		OR = {
			original_tag = JAP
		}
	}
	else_if = {
		limit = {
			EAI_MODE_challenging = yes
		}
		OR = {
			original_tag = JAP
		}
	}
}
### Entity: Event
Component: tfv_south_africa.75
Constructs: is_triggered_only, ai_chance, limit, set_politics, add_popularity, add_to_faction
Source: game
File: events/TFV_South_Africa.txt

Code:
country_event = {
	id = tfv_south_africa.75
	title = tfv_south_africa.75.t
	desc = tfv_south_africa.75.d
	picture = GFX_report_event_african_soldiers
	is_triggered_only = yes
	option = {
		name = tfv_south_africa.64.a
		ai_chance = {
			base = 100
		}
		DJI = {
			if = {
				limit = {
					SAF = {
						controls_state = 268
					}
				}
				transfer_state = 268
			}
		}
		SAF = {
			puppet = DJI
		}
	} {
		name = tfv_south_africa.64.b
		ai_chance = {
			base = 0
		}
		DJI = {
			if = {
				limit = {
					SAF = {
						controls_state = 268
					}
				}
				transfer_state = 268
			}
			hidden_effect = {
				set_politics = {
					ruling_party = communism
					elections_allowed = no
				}
				add_popularity = {
					ideology = communism
					popularity = 0.75
				}
			}
		}
		SAF = {
			add_to_faction = DJI
		}
	}
}
### Entity: Character
Component: CMR_aco2
Source: game
File: common/characters/CMR.txt

Code:
CMR_aco2 = {
	advisor = {
		slot = army_chief
		idea_token = CMR_aco2
		allowed = {
			original_tag = CMR
		}
		traits = {
			army_chief_organizational_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_4
		}
	}
}
### Entity: Order of Battle
Component: air_wing_115
Source: game
File: history/units/ITA_1936_air_legacy.txt

Code:
air_wings = {
	115 = {
		fighter_equipment_0 = {
			amount = 80
			owner = ITA
		}
		tac_bomber_equipment_0 = {
			amount = 32
			owner = ITA
		}
	}
}
### Entity: Event
Component: MUN_slovakia_little_war.1
Constructs: is_triggered_only, ai_chance, add_political_power, add_mastery, add_doctrine_cost_reduction
Source: game
File: events/MUN_Slovakia.txt

Code:
country_event = {
	id = MUN_slovakia_little_war.1
	title = MUN_slovakia_little_war.1.t
	desc = MUN_slovakia_little_war.1.d
	picture = GFX_report_event_HUN_hungary_occupies_area
	is_triggered_only = yes
	option = {
		name = MUN_slovakia_little_war.1.a
		ai_chance = {
			factor = 1
		}
		add_political_power = 10
		army_experience = 10
		add_mastery = {
			amount = 5
			folder = land
		}
		add_doctrine_cost_reduction = {
			name = MUN_slovakia_little_war.3.t
			cost_reduction = 0.25
			uses = 1
			category = land_doctrine
		}
	}
}
### Entity: AI Strategy
Component: r56_com_hate_anti_com_BRA
Constructs: has_government, has_country_leader_with_trait, send_volunteers_desire
Source: game
File: common/ai_strategy/r56_default.txt

Code:
r56_com_hate_anti_com_BRA = {
	allowed = {
		ROOT = {
			exists = yes
		}
	}
	enable = {
		ROOT = {
			has_government = communism
			exists = yes
		}
		BRA = {
			exists = yes
			OR = {
				has_country_leader_with_trait = r56_trait_opposed_to_communism anti_communist
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_volunteers_desire
		id = BRA
		value = -800
	} {
		type = support
		id = BRA
		value = -25
	} {
		type = befriend
		id = BRA
		value = -25
	} {
		type = alliance
		id = BRA
		value = -75
	}
}
### Entity: Event
Component: BBA_ethiopia_fascist_events.06
Constructs: is_triggered_only, ai_chance, complete_national_focus
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_fascist_events.06
	title = BBA_ethiopia_fascist_events.06.t
	desc = BBA_ethiopia_fascist_events.06.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = BBA_ethiopia_fascist_events.06.a
		ai_chance = {
			base = 10
		}
		uncomplete_national_focus = {
			focus = ETH_reach_out_to_the_italians
			uncomplete_children = yes
		}
		complete_national_focus = ETH_rally_around_the_emperor
	}
}
### Entity: Unit Template
Component: sub_units
Constructs: affects_speed
Source: game
File: common/units/helicopter_brigade.txt

Code:
sub_units = {
	helicopter_brigade = {
		abbreviation = HELB
		sprite = helicopter_brigade
		map_icon_category = infantry
		priority = 0
		ai_priority = 0
		active = no
		affects_speed = yes
		type = {
			infantry support
		}
		group = support
		categories = {
			category_support_battalions category_divisional_support_battalions category_army category_helicopter_support_companies
		}
		regimental = no
		combat_width = 0
		max_strength = 2
		max_organisation = 20
		default_morale = 0.3
		manpower = 500
		training_time = 120
		weight = 0.1
		supply_consumption = 0.07
		can_be_parachuted = no
		recon = 1
		casualty_trickleback = 0.1
		experience_loss_factor = -0.05
		supply_consumption_factor = -0.05
		own_equipment_fuel_consumption_mult = 0.0
		battalion_mult = {
			category = category_all_infantry
			max_strength = 0.03
		}
		essential = {
			support_equipment helicopter_equipment
		}
		need = {
			helicopter_equipment = 15
			support_equipment = 15
		}
		same_support_type = helicopter_recon helicopter_transport helicopter_field_hospital
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_commence_the_counter_revolution
Constructs: prerequisite, completion_reward, is_subject, cancel_if_invalid, random_days
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_commence_the_counter_revolution
	icon = GFX_focus_mex_restore_the_army_of_christ
	relative_position_id = CHL_rally_the_people
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_rally_the_people
	}
	mutually_exclusive = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_STABILITY
	}
	available = {
		fascism = > 0.39
		is_subject = no
	}
	ai_will_do = {
		base = 2.5
	}
	cancel_if_invalid = no
	completion_reward = {
		country_event = {
			id = CHL_political_events.96
			hours = 0
		}
		event_option_tooltip = CHL_political_events.96.a
		hidden_effect = {
			news_event = {
				id = CHL_news_events.1
				days = 2
				random_days = 5
			}
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = CHL_juan_gomez_millas
	}
}
### Entity: Country History
Country: SML
Component: SML_technology
Constructs: set_technology
Source: game
File: history/countries/SML - Somaliland.txt

Code:
# Starting Technologies for SML
set_technology = {
	infantry_weapons = 1
	tech_mountaineers = 1
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_apprentice_programmes
Constructs: prerequisite, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_apprentice_programmes
	icon = GFX_focus_AUS_apprentice_programmes
	prerequisite = {
		focus = AUS_construction_guilds
	}
	mutually_exclusive = {

	}
	x = 0
	y = 1
	relative_position_id = AUS_construction_guilds
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_idea = AUS_widespread_unemployment
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		swap_ideas = {
			remove_idea = AUS_widespread_unemployment
			add_idea = AUS_employment_efforts
		}
	}
}
### Entity: Event
Component: wtt_news.52
Constructs: is_triggered_only, has_war_with, is_in_faction_with
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.52
	title = wtt_news.51.t
	desc = wtt_news.52.desc
	picture = GFX_news_event_generic_ruins
	is_triggered_only = yes
	major = yes
	option = {
		name = wtt_news.50.a
		trigger = {
			original_tag = GER
		}
	} {
		name = wtt_news.50.b
		trigger = {
			is_in_faction_with = GER
			NOT = {
				original_tag = GER
			}
		}
	} {
		name = wtt_news.50.c
		trigger = {
			has_war_with = GER
		}
	} {
		name = wtt_news.50.d
		trigger = {
			NOT = {
				has_war_with = GER
			} {
				original_tag = GER
			} {
				is_in_faction_with = GER
			}
		}
	}
}
### Entity: Idea
Component: ARG_envoy_to_london_idea
Constructs: war_support_factor, removal_cost, democratic_drift, conscription_factor
Source: game
File: common/ideas/argentina.txt

Code:
ARG_envoy_to_london_idea = {
	allowed = {
		always = no
		tag = ARG
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = ARG_envoy_to_london
	modifier = {
		war_support_factor = 0.05
		democratic_drift = 0.01
		conscription_factor = 0.05
		air_doctrine_cost_factor = -0.05
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_invite_german_advisors
Constructs: prerequisite, has_government, has_war_with, completion_reward
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_invite_german_advisors
	icon = GFX_goal_generic_officers
	relative_position_id = EGY_the_free_officers_movement
	x = 1
	y = 1
	cost = 7.2
	available = {
		NOT = {
			has_war_with = GER
		}
		GER = {
			NOT = {
				has_government = communism
			}
		}
	}
	prerequisite = {
		focus = EGY_the_free_officers_movement
	}
	bypass = {
		NOT = {
			country_exists = GER
		}
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		GER = {
			country_event = {
				id = egypt.64
				hours = 6
			}
		}
	}
}
### Entity: Doctrine
Component: air_subdoctrine_coastal_air_patrol
Constructs: xp_cost, has_dlc
Source: game
File: common/doctrines/subdoctrines/air/air_heavy_aircraft_subdoctrines.txt

Code:
air_subdoctrine_coastal_air_patrol = {
	track = heavy_aircraft
	name = SUBDOCTRINE_COASTAL_AIR_PATROL
	description = SUBDOCTRINE_COASTAL_AIR_PATROL_DESC
	icon = GFX_doctrine_carousel_bombing_medium
	xp_cost = 100
	xp_type = air
	visible = {
		has_dlc = By Blood Alone
	}
	available = {
		always = yes
	}
	ai_will_do = {
		base = 0
	}
	category_maritime_patrol_bomber = {
		naval_strike_attack = 0.1
	}
	rewards = {
		coastal_air_minelaying = {
			mines_planting_by_air_factor = 0.2
		}
		evasive_techniques = {
			category_maritime_patrol_bomber = {
				air_agility = 0.05
				air_defence = 0.05
			}
		}
		efficient_maritime_patrols = {
			air_nav_efficiency = 0.1
		}
		fog_patrol = {
			air_weather_penalty = -0.1
		}
		improved_targetting_techniques = {
			category_maritime_patrol_bomber = {
				naval_strike_targetting = 0.1
			}
		}
	}
}
### Entity: Idea
Component: ETH_chitet_law_peace_time
Constructs: industrial_capacity_factory, production_speed_buildings_factor, removal_cost, cancel_if_invalid
Source: game
File: common/ideas/_manpower.txt

Code:
ETH_chitet_law_peace_time = {
	picture = ETH_chitet_law
	cost = 150
	removal_cost = -1
	level = 6
	allowed = {
		always = no
	}
	allowed_to_remove = {
		always = no
	}
	ai_will_do = {
		factor = 0
	}
	modifier = {
		conscription = 0.005
		custom_modifier_tooltip = ETH_chitet_law_tt
		industrial_capacity_factory = 0.05
		industrial_capacity_dockyard = 0.05
		production_speed_buildings_factor = 0.05
	}
	default = yes
	cancel_if_invalid = no
}
### Entity: Idea
Component: NOR_recreational_shooting
Constructs: removal_cost
Source: game
File: common/ideas/r56_norway.txt

Code:
NOR_recreational_shooting = {
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = HUN_secret_rearmament
	modifier = {
		conscription = 0.015
		surrender_limit = 0.05
		army_core_attack_factor = 0.05
		army_core_defence_factor = 0.05
	}
}
### Entity: Character
Component: IRQ_nationalist
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
IRQ_nationalist = {
	random = no
	sprite = 13
	war_support_factor = 0.05
	political_power_factor = 0.1
	stability_factor = -0.05
	army_core_attack_factor = 0.05
	army_core_defence_factor = 0.05
}