Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: AUS_eugen_beyer
Constructs: has_country_flag, has_dlc
Source: game
File: common/characters/AUS.txt

Code:
AUS_eugen_beyer = {
	instance = {
		allowed = {
			has_dlc = Gotterdammerung
		}
		advisor = {
			slot = high_command
			idea_token = AUS_eugen_beyer
			ledger = army
			allowed = {
				OR = {
					original_tag = AUS GER
				}
			}
			traits = {
				army_commando_2
			}
			cost = 100
			ai_will_do = {
				base = 1
			}
		}
		name = AUS_eugen_beyer
		portraits = {
			army = {
				large = GFX_portrait_AUS_eugen_beyer
				small = GFX_portrait_AUS_eugen_beyer_small
			}
		}
		field_marshal = {
			traits = {
				offensive_doctrine commando career_officer
			}
			skill = 2
			attack_skill = 1
			defense_skill = 3
			planning_skill = 3
			logistics_skill = 2
			legacy_id = -1
			visible = {
				OR = {
					original_tag = AUS
					AND = {
						original_tag = GER
						has_country_flag = AUS_annexed
					}
				}
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Gotterdammerung
			}
		}
		advisor = {
			slot = high_command
			idea_token = AUS_eugen_beyer
			ledger = army
			allowed = {
				original_tag = AUS
			}
			traits = {
				army_commando_2
			}
			cost = 100
			ai_will_do = {
				base = 1
			}
		}
		name = AUS_eugen_beyer
		portraits = {
			army = {
				small = GFX_idea_generic_army_europe_5
			}
		}
	}
}
### Entity: Character
Component: IRQ_abdullah
Constructs: has_dlc
Source: game
File: common/characters/IRQ.txt

Code:
IRQ_abdullah = {
	name = IRQ_abdullah
	portraits = {
		army = {
			small = GFX_idea_generic_army_arab_2
		}
	}
	advisor = {
		allowed = {
			NOT = {
				has_dlc = Graveyard of Empires
			}
			original_tag = IRQ
		}
		slot = army_chief
		idea_token = IRQ_abdullah
		traits = {
			army_chief_defensive_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: EAI_DD_10/small_plane_cas_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_10/small_plane_cas_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_cas_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Character
Component: tenacious_negotiator
Source: game
File: common/country_leader/00_traits.txt

Code:
tenacious_negotiator = {
	random = yes
	political_power_factor = 0.1
	trade_opinion_factor = 0.25
}
### Entity: Character
Component: SAF_marinus_van_osterkamp
Source: game
File: common/characters/SAF.txt

Code:
SAF_marinus_van_osterkamp = {
	name = SAF_marinus_van_osterkamp
	portraits = {
		army = {
			small = GFX_idea_SAF_marinus_van_osterkamp
		}
	}
	advisor = {
		slot = high_command
		idea_token = SAF_marinus_van_osterkamp
		ledger = navy
		allowed = {
			original_tag = SAF
		}
		traits = {
			air_naval_strike_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Military Industrial Organization
Component: GRE_gnaf_organization
Source: game
File: common/military_industrial_organization/organizations/GRE_organization.txt

Code:
GRE_gnaf_organization = {
	include = generic_light_aircraft_organization
	icon = GFX_idea_generic_air_manufacturer_3
	allowed = {
		tag = GRE
	}
}
### Entity: Event
Component: ww_BEL_event_diplomatic.28
Constructs: is_triggered_only, ai_chance, has_opinion, remove_from_faction
Source: game
File: events/WUW_Belgium.txt

Code:
country_event = {
	id = ww_BEL_event_diplomatic.28
	title = ww_BEL_event_diplomatic.28.t
	desc = ww_BEL_event_diplomatic.28.desc
	picture = GFX_report_event_generic_battle
	is_triggered_only = yes
	option = {
		name = ww_BEL_event_diplomatic.28.a
		ai_chance = {
			base = 5
		}
	} {
		name = ww_BEL_event_diplomatic.28.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 10
				has_opinion = {
					target = FROM
					value = < -25
				}
			}
		}
		remove_from_faction = FROM
	}
}
### Entity: Idea
Component: SWI_angry_civilians_1
Constructs: has_war, industrial_capacity_factory, has_annex_war_goal
Source: game
File: common/ideas/r56_switzerland.txt

Code:
SWI_angry_civilians_1 = {
	allowed = {
		original_tag = SWI
		has_war = no
	}
	available = {
		has_war = no
		NOT = {
			any_other_country = {
				has_annex_war_goal = SWI
			}
		}
		GER = {
			NOT = {
				focus_progress = {
					focus = GER_operation_tannenbaum
					progress = > 0
				}
			}
		}
	}
	picture = chi_war_of_resistance
	modifier = {
		consumer_goods_factor = 0.45
		local_resources_factor = -0.2
		industrial_capacity_factory = -0.2
		industrial_capacity_dockyard = -0.2
	}
}
### Entity: Order of Battle
Component: Division
Constructs: division_template
Source: game
File: history/units/FRA_1936.txt

Code:
division_template = {
	name = "Division d'Infanterie Motorisée"	# Division d'Infanterie Motorisée
	division_names_group = FRA_MOT_01

	regiments = {
		motorized = { x = 0 y = 0 }
		motorized = { x = 0 y = 1 }
		motorized = { x = 0 y = 2 }
		motorized = { x = 1 y = 0 }
		motorized = { x = 1 y = 1 }
		motorized = { x = 1 y = 2 }
		motorized = { x = 2 y = 0 }
		motorized = { x = 2 y = 1 }
		motorized = { x = 2 y = 2 }
	}
	support = {
		mot_recon = { x = 0 y = 0 }      # Recon Group consisted of 26 ACs + motorcycles
		artillery = { x = 0 y = 1 }  # Heavy Arty Regiment had 1x 155mm, 1x 105mm battalions
		engineer = { x = 0 y = 1 }
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_germany_is_the_greater_threat
Constructs: prerequisite, add_opinion_modifier, completion_reward, has_full_control_of_state, is_in_faction_with, has_defensive_war_with, add_building_construction
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_germany_is_the_greater_threat
	available = {
		threat = > 0.1
		has_full_control_of_state = 7 35 36
	}
	bypass = {
		OR = {
			is_in_faction_with = GER
			AND = {
				has_defensive_war_with = GER
				NOT = {
					focus_progress = {
						focus = HOL_protect_against_britain
						progress = > 0
					}
				}
			}
		}
	}
	prerequisite = {
		focus = HOL_prepare_the_inundation_lines
	}
	mutually_exclusive = {
		focus = HOL_protect_against_britain
	}
	icon = GFX_focus_attack_germany
	x = 1
	y = 1
	relative_position_id = HOL_prepare_the_inundation_lines
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		7 = {
			add_building_construction = {
				type = coastal_bunker
				level = 1
				province = 3314
				instant_build = yes
			}
		}
		36 = {
			add_building_construction = {
				type = bunker
				level = 1
				province = 6241
				instant_build = yes
			}
		}
		35 = {
			add_building_construction = {
				type = bunker
				level = 1
				province = 11456
				instant_build = yes
			} {
				type = bunker
				level = 1
				province = 6500
				instant_build = yes
			}
		}
		GER = {
			add_opinion_modifier = {
				target = HOL
				modifier = HOL_germany_is_the_greater_threat
			}
		}
	}
}
### Entity: Decision
Component: GER_thalmann_balance_of_power_category
Constructs: has_completed_focus, has_government
Source: game
File: common/decisions/categories/r56_GER_decision_categories.txt

Code:
GER_thalmann_balance_of_power_category = {
	icon = generic_crisis
	priority = 10
	allowed = {
		original_tag = GER
	}
	visible = {
		has_government = communism
		has_completed_focus = GER_thalmanns_cult_of_personality
	}
}
### Entity: Idea
Component: COG_rich_in_uranium
Constructs: removal_cost
Source: game
File: common/ideas/congo.txt

Code:
COG_rich_in_uranium = {
	picture = generic_research_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		specialization_nuclear_speed_factor = 0.1
	}
}
### Entity: AI Strategy
Component: north_africa
Constructs: has_war, is_on_continent, is_historical_focus_on
Source: game
File: common/ai_faction_theaters/ai_faction_theaters.txt

Code:
north_africa = {
	name = theater_north_africa
	regions = {
		225 128 29 126 182 48 68 69 100
	}
	cancel = {
		has_war = no
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			capital_scope = {
				is_on_continent = africa
			}
		} {
			add = 2
			owns_any_state_of = {
				448 458 907 447 459 461
			}
		} {
			factor = 0
			is_historical_focus_on = yes
			tag = ENG
		} {
			factor = 0
			has_war = no
		}
	}
}
### Entity: Event
Component: usa.8
Constructs: is_triggered_only, has_completed_focus, limit, add_ideas, add_political_power, has_idea, set_variable, election_factor
Source: game
File: events/USA.txt

Code:
country_event = {
	id = usa.8
	title = usa.8.t
	desc = usa.8.d
	picture = GFX_report_event_usa_election_landon_roosevelt
	is_triggered_only = yes
	trigger = {
		tag = USA
		democratic = > 0.5
		date = > 1940.1.1 < 1941.1.1
		NOT = {
			has_idea = new_deal
		}
	}
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					OR = {
						has_completed_focus = USA_voter_registration_act USA_union_representation_act
					}
				}
				country_event = {
					id = usa.32
					days = 730
				}
			}
			else = {
				country_event = {
					id = usa.35
					days = 730
				}
			}
		}
	}
	option = {
		name = usa.8.a
		add_political_power = -40
		if = {
			limit = {
				OR = {
					has_completed_focus = USA_voter_registration_act USA_union_representation_act
				}
			}
			country_event = usa.32
		}
		else = {
			set_variable = {
				election_factor = random
			}
			add_to_variable = {
				election_factor = -0.5
			}
			USA_election_senate = yes
			USA_election_house = yes
			custom_effect_tooltip = usa_congress_elections_tt_bad
			country_event = usa.30
		}
	} {
		name = usa.8.b
		set_party_name = {
			ideology = democratic
			long_name = USA_democratic_party
			name = USA_democratic_party
		}
		add_ideas = new_deal
		retire_country_leader = yes
		add_political_power = 120
		set_variable = {
			election_factor = random
		}
		add_to_variable = {
			election_factor = -0.6
		}
		USA_election_senate = yes
		USA_election_house = yes
		USA_flip_support = yes
		custom_effect_tooltip = usa_congress_elections_tt_good
		country_event = usa.31
	}
}
### Entity: Unit Template
Component: YUG_MAR_01
Source: game
File: common/units/names_divisions/YUG_names_divisions.txt

Code:
YUG_MAR_01 = {
	name = Marine Divisions
	for_countries = {
		YUG SER MNT
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %d. Mornarička Divizija
	ordered = {
		1 = {
			%d. Mornarička Divizija
		}
		2 = {
			%d. Mornarička Divizija
		}
		3 = {
			%d. Mornarička Divizija
		}
		4 = {
			%d. Mornarička Divizija
		}
		5 = {
			%d. Mornarička Divizija
		}
		6 = {
			%d. Mornarička Divizija
		}
		7 = {
			%d. Mornarička Divizija
		}
		8 = {
			%d. Mornarička Divizija
		}
		9 = {
			%d. Mornarička Divizija
		}
		10 = {
			%d. Mornarička Divizija
		}
	}
}
### Entity: Event
Component: IRQ_political_events.19
Constructs: is_triggered_only, ai_chance
Source: game
File: events/GOE_Iraq.txt

Code:
country_event = {
	id = IRQ_political_events.19
	title = IRQ_political_events.19.t
	desc = IRQ_political_events.19.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = IRQ_political_events.19.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Idea
Component: BAY_abi
Source: game
File: common/ideas/bavaria.txt

Code:
BAY_abi = {
	ledger = air
	picture = generic_air_europe_2
	allowed = {
		original_tag = BAY
	}
	traits = {
		air_bomber_interception_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Component: bra_mercosul_focus
Constructs: prerequisite, limit, has_government, has_war_with, add_opinion_modifier, completion_reward, is_historical_focus_on, is_subject
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = bra_mercosul_focus
	icon = GFX_goal_generic_positive_trade_relations
	prerequisite = {
		focus = bra_amigo_eua
	}
	mutually_exclusive = {
		focus = bra_transatlantico
	} {
		focus = bra_amigo_aliados
	}
	relative_position_id = bra_amigo_eua
	x = -5
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			is_historical_focus_on = yes
			factor = 0
		}
	}
	available = {
		OR = {
			has_government = democratic neutrality
		}
		is_subject = no
	}
	completion_reward = {
		every_other_country = {
			limit = {
				capital_scope = {
					is_on_continent = south_america
				}
				OR = {
					has_government = democratic neutrality
				}
				NOT = {
					has_war_with = ROOT
				}
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = bra_comercio_mercosul_modifier
			}
		} {
			limit = {
				capital_scope = {
					is_on_continent = south_america
				}
				OR = {
					has_government = democratic neutrality
				}
				NOT = {
					has_war_with = ROOT
				}
			}
			add_opinion_modifier = {
				target = BRA
				modifier = bra_amigo_modifier
			}
		}
	}
}
### Entity: National Focus
Tree: ser_focus
Component: SER_local_developers
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_local_developers
	icon = GFX_goal_generic_air_production
	prerequisite = {
		focus = SER_aviation_effort
	}
	mutually_exclusive = {
		focus = SER_airplanes_licenses
	}
	x = 4
	y = 1
	relative_position_id = SER_aviation_effort
	cost = 10
	ai_will_do = {
		factor = 60
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_ideas = HUN_indigenous_designs
	}
}
### Entity: Scripted Trigger
Component: ITA_missiolinis_cd_ready
Constructs: has_country_flag
Source: game
File: common/scripted_triggers/ITA_scripted_triggers.txt

Code:
ITA_missiolinis_cd_ready = {
	NOT = {
		has_country_flag = ITA_missiolini_activated_recently_flag
	}
}
### Entity: Idea
Component: idea_INS_restoring_order
Constructs: has_dlc, removal_cost
Source: game
File: common/ideas/indonesia.txt

Code:
idea_INS_restoring_order = {
	allowed = {
		original_tag = INS
		has_dlc = Thunder at Our Gates
	}
	picture = RAJ_independence_movement
	removal_cost = -1
	modifier = {
		stability_weekly = 0.005
		political_power_factor = 0.05
	}
}
### Entity: State History
Component: 944
Constructs: add_core_of
Source: game
File: history/states/944 - Parana.txt

Code:
state = {
	id = 944
	name = STATE_944
	manpower = 961350
	state_category = rural
	history = {
		owner = BRA
		add_core_of = BRA
		buildings = {
			infrastructure = 2
			air_base = 1
		}
		victory_points = {
			8181 2
		}
	}
	provinces = {
		2109 4533 4587 5156 5178 8181 8239
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_ally_kurdish_nationalist_groups
Constructs: has_completed_focus, every_owned_state, prerequisite, limit, completion_reward, add_political_power, add_popularity, add_core_of
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_ally_kurdish_nationalist_groups
	icon = GFX_focus_generic_attack_kurdistan
	prerequisite = {
		focus = TUR_lead_the_underground_komunist_partisi
	}
	x = -3
	y = 2
	relative_position_id = TUR_lead_the_underground_komunist_partisi
	cost = 5
	ai_will_do = {
		factor = 15
	}
	available = {
		NOT = {
			has_completed_focus = TUR_storm_the_grand_national_assembly
		}
	}
	completion_reward = {
		add_political_power = -50
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		if = {
			limit = {
				NOT = {
					has_completed_focus = TUR_storm_the_grand_national_assembly
				}
			}
			custom_effect_tooltip = TUR_ally_kurdish_nationalist_groups2_tt TUR_ally_kurdish_nationalist_groups1_tt
			effect_tooltip = {
				every_owned_state = {
					limit = {
						OR = {
							state = 350 353 352 800
						}
					}
					add_core_of = TUR
					add_dynamic_modifier = {
						modifier = semi_autonomous_state
					}
					remove_dynamic_modifier = {
						modifier = r56tree_limited_kurdish_separatism
					}
				}
			}
		}
		else = {
			every_owned_state = {
				limit = {
					OR = {
						state = 350 353 352 800
					}
				}
				add_core_of = TUR
				add_dynamic_modifier = {
					modifier = semi_autonomous_state
				}
				remove_dynamic_modifier = {
					modifier = r56tree_limited_kurdish_separatism
				}
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PC_AIRBASE_get_best_target_on_borders_VS_ENEMIES
Constructs: every_enemy_country, add_to_temp_array, clear_temp_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_airbase.txt

Code:
EAI_PC_AIRBASE_get_best_target_on_borders_VS_ENEMIES = {
	ROOT = {
		every_enemy_country = {
			add_to_temp_array = {
				_AIRBASE_get_best_target_on_TARGET_COUNTRIES = THIS.id
			}
		}
	} {
		EAI_PC_AIRBASE_get_best_target_on_borders = yes
	}
	clear_temp_array = _AIRBASE_get_best_target_on_TARGET_COUNTRIES
}
### Entity: Event
Component: GOE_RAJ_eic.5
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_eic.5
	title = GOE_RAJ_eic.5.t
	desc = GOE_RAJ_eic.5.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = GOE_RAJ_eic.5.a
		hidden_effect = {
			set_global_flag = worldwide_opium_trade
		}
	}
}
### Entity: AI Strategy
Component: FRA_minelaying_fleet_4
Source: game
File: common/ai_navy/fleet/FRA_fleet_templates.txt

Code:
FRA_minelaying_fleet_4 = {
	optional_taskforces = {
		FRA_MineLaying_1 = 1
	}
}
### Entity: Character
Component: FIN_hannu_hannuksela
Constructs: has_completed_focus
Source: game
File: common/characters/FIN.txt

Code:
FIN_hannu_hannuksela = {
	name = FIN_hannu_hannuksela
	portraits = {
		army = {
			large = GFX_portrait_FIN_hannu_hannuksela
			small = GFX_portrait_FIN_hannu_hannuksela_small
		}
	}
	corps_commander = {
		traits = {
			inflexible_strategist winter_specialist ranger jaeger
		}
		skill = 2
		attack_skill = 3
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
		visible = {
			has_completed_focus = FIN_jaeger_movement
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_the_first_citizen_of_the_state
Constructs: prerequisite, completion_reward, is_subject, cancel_if_invalid, add_country_leader_trait
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_the_first_citizen_of_the_state
	icon = GFX_focus_generic_military_mission
	x = 1
	y = 1
	prerequisite = {
		focus = FRA_orleanist_restoration
	}
	relative_position_id = FRA_orleanist_restoration
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_country_leader_trait = constitutional_monarch
	}
}
### Entity: Idea
Component: POR_convoy_build_efficiency
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/portugal.txt

Code:
POR_convoy_build_efficiency = {
	picture = generic_coastal_defense_ships2
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		tag = POR
	}
	removal_cost = -1
	equipment_bonus = {
		convoy = {
			instant = yes
			build_cost_ic = -0.1
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_prepare_defensive_militias
Constructs: prerequisite, completion_reward, unlock_decision_category_tooltip
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_prepare_defensive_militias
	icon = GFX_goal_assymetric_doctrine
	prerequisite = {
		focus = SWE_skanelinjen
	}
	relative_position_id = SWE_skanelinjen
	x = 0
	y = 1
	cost = 10
	completion_reward = {
		unlock_decision_category_tooltip = SWE_defensive_militias_category
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Idea
Component: MEX_aerial_artillery
Constructs: removal_cost, equipment_bonus
Source: game
File: common/ideas/mexico.txt

Code:
MEX_aerial_artillery = {
	picture = strategic_bombing_focus
	allowed = {
		always = no
	}
	removal_cost = -1
	equipment_bonus = {
		small_plane_cas_airframe = {
			air_ground_attack = 0.15
			instant = yes
		}
		cv_small_plane_cas_airframe = {
			air_ground_attack = 0.15
			instant = yes
		}
		medium_plane_airframe = {
			air_ground_attack = 0.15
			instant = yes
		}
	}
}
### Entity: Idea
Component: VIN_the_new_agriculture_program
Constructs: removal_cost
Source: game
File: common/ideas/vietnam_ideas.txt

Code:
VIN_the_new_agriculture_program = {
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = generic_production_bonus
	modifier = {
		MONTHLY_POPULATION = 0.3
		production_speed_infrastructure_factor = 0.15
	}
}
### Entity: Military Industrial Organization
Component: mio_policy_air_modular_assembly
Constructs: has_mio_equipment_type, has_mio_size, production_bonus
Source: game
File: common/military_industrial_organization/policies/_air_policies.txt

Code:
mio_policy_air_modular_assembly = {
	icon = GFX_mio_policy_modular_assembly
	allowed = {
		OR = {
			has_mio_equipment_type = small_plane_airframe small_plane_airframe_0 fighter_equipment_0 medium_plane_airframe large_plane_airframe small_plane_cas_airframe small_plane_naval_bomber_airframe medium_plane_fighter_airframe medium_plane_scout_plane_airframe large_plane_maritime_patrol_plane_airframe
		}
	}
	available = {
		has_mio_size = > 5
	}
	production_bonus = {
		same_as_mio = {
			production_cost_factor = -0.05
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3ACoastal_fort.png.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 | Hide file links

The following pages link to File:Coastal fort.png:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Construction (file link) ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:Coastal_fort.png"
### Entity: Idea
Component: BEL_hold_leopold3_prisonner
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_belgium.txt

Code:
BEL_hold_leopold3_prisonner = {
	allowed = {
		NOT = {
			has_government = democratic
		}
	}
	allowed_civil_war = {
		NOT = {
			has_government = democratic
		}
	}
	removal_cost = -1
}
### Entity: Shared Focus
Tree: den_focus
Component: DEN_Fortify_the_Southern_Islands
Constructs: shared_focus, prerequisite, completion_reward, add_building_construction
Source: game
File: common/national_focus/r56_denmark.txt

Code:
shared_focus = {
	id = DEN_Fortify_the_Southern_Islands
	icon = GFX_goal_generic_fortification
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.1
			den_avoid_army = yes
		}
	}
	prerequisite = {
		focus = DEN_A_Modern_Hammershus
	}
	available = {
		controls_state = 37 99 1025
	}
	x = -6
	y = 3
	relative_position_id = DEN_Denmark_in_Peril
	completion_reward = {
		99 = {
			add_building_construction = {
				type = coastal_bunker
				level = 3
				instant_build = yes
				province = 394
			} {
				type = coastal_bunker
				level = 3
				instant_build = yes
				province = 6364
			}
		}
		37 = {
			add_building_construction = {
				type = coastal_bunker
				level = 1
				instant_build = yes
				province = 6287
			}
		}
		1025 = {
			add_building_construction = {
				type = coastal_bunker
				level = 1
				instant_build = yes
				province = 3325
			}
		}
	}
}