Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: CHI_get_some_staff_stupid_ass
Constructs: has_war_with
Source: game
File: common/ai_strategy/r56_CHI.txt

Code:
CHI_get_some_staff_stupid_ass = {
	allowed = {
		original_tag = CHI
	}
	enable = {
		has_war_with = JAP
		ROOT = {
			exists = yes
		}
	}
	abort = {
		NOT = {
			has_war_with = JAP
		}
	}
	ai_strategy = {
		type = pp_spend_priority
		id = admiral
		value = 100
	} {
		type = pp_spend_priority
		id = guarantee
		value = 100
	} {
		type = pp_spend_priority
		id = relation
		value = -200
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_imperial_conscription
Constructs: prerequisite, limit, add_ideas, every_country, completion_reward, is_subject_of
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_imperial_conscription
	prerequisite = {
		focus = ENG_ceylon_forward_operating_base
	}
	available = {

	}
	icon = GFX_focus_generic_commonwealth_build_infantry
	x = 0
	y = 2
	relative_position_id = ENG_ceylon_forward_operating_base
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = ENG_imperial_conscription_idea
		every_country = {
			limit = {
				is_subject_of = ENG
			}
			add_ideas = ENG_imperial_conscription_subject_idea
		}
	}
}
### Entity: Shared Focus
Tree: trk_focus
Component: TRK_united_armed_forces
Constructs: shared_focus, prerequisite, completion_reward, has_idea, allow_branch, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_turkestan_shared.txt

Code:
shared_focus = {
	id = TRK_united_armed_forces
	icon = GFX_goal_generic_multinational_army
	cost = 10
	prerequisite = {
		focus = TRK_defend_the_new_union
	}
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_idea = generic_recent_army_unification
		}
	}
	relative_position_id = TRK_defend_the_new_union
	x = 0
	y = 1
	ai_will_do = {
		factor = 10
	}
	bypass = {

	}
	allow_branch = {

	}
	completion_reward = {
		swap_ideas = {
			remove_idea = idea_r56_defense_of_the_union
			add_idea = idea_r56_united_armed_forces
		}
	}
}
### Entity: Unit Template
Component: CUB_SS_HISTORICAL
Source: game
File: common/units/names_ships/CUB_ship_names.txt

Code:
CUB_SS_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_SUBMARINES
	for_countries = {
		CUB
	}
	type = ship
	ship_types = {
		ship_hull_submarine submarine
	}
	prefix = ARC 
	fallback_name = Submarino %d
	unique = {
		Santa Clara Diez de Octubre Veinticuatro de Febrero Patria Habana Pinar del Río Cuba Río Damuji Río Jatibonico
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_motherland_defense
Constructs: has_war, has_war_with, is_major, completion_reward, has_civil_war, has_offensive_war, add_timed_idea
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_motherland_defense
	icon = GFX_goal_generic_soviet_assistance
	available = {
		any_country = {
			OR = {
				is_major = yes
				num_of_factories = > 100
			}
			has_war_with = ROOT
		}
		has_civil_war = no
		OR = {
			AND = {
				has_offensive_war = no
				surrender_progress = > 0.05
			} {
				has_offensive_war = yes
				surrender_progress = > 0.2
			}
		}
	}
	x = 12
	y = 0
	cost = 5
	ai_will_do = {
		factor = 0
		modifier = {
			has_war = yes
			add = 5000
		}
	}
	completion_reward = {
		add_timed_idea = {
			idea = SOV_defense_of_the_motherland
			days = 1095
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_forcefully_nationalize_the_blueshirts
Constructs: prerequisite, limit, add_stability, completion_reward, add_popularity, add_manpower, has_idea, swap_ideas
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_forcefully_nationalize_the_blueshirts
	prerequisite = {
		focus = POR_peace_with_the_salazaristas
	}
	icon = GFX_focus_SWE_revoke_militia_law
	cost = 8
	x = 0
	y = 1
	relative_position_id = POR_peace_with_the_salazaristas
	completion_reward = {
		add_stability = 0.04
		add_popularity = {
			ideology = neutrality
			popularity = 0.04
		}
		effect_tooltip = {
			custom_effect_tooltip = unlocks_decision_restore_the_portuguese_legion_in_our_image_which_grants_tt generic_skip_one_line_tt generic_skip_one_line_tt unlocks_decision_crush_lingering_leftist_opposition_which_grants_tt generic_skip_one_line_tt
			add_stability = 0.04
			add_manpower = 20000
			add_popularity = {
				ideology = neutrality
				popularity = 0.04
			} {
				ideology = fascism
				popularity = 0.04
			}
			if = {
				limit = {
					has_idea = POR_peace_with_the_salazaristas_idea
				}
				swap_ideas = {
					remove_idea = POR_peace_with_the_salazaristas_idea
					add_idea = POR_peace_with_the_salazaristas_idea2
				}
			}
			else_if = {
				limit = {
					has_idea = POR_crush_moderate_defiance_idea
				}
				swap_ideas = {
					remove_idea = POR_crush_moderate_defiance_idea
					add_idea = POR_crush_moderate_defiance_idea2
				}
			} {
				limit = {
					has_idea = POR_crush_moderate_defiance_idea2
				}
				swap_ideas = {
					remove_idea = POR_crush_moderate_defiance_idea2
					add_idea = POR_crush_moderate_defiance_idea3
				}
			}
			else = {
				swap_ideas = {
					remove_idea = POR_peace_with_the_salazaristas_idea2
					add_idea = POR_peace_with_the_salazaristas_idea3
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Scripted Trigger
Component: SWI_is_fully_centralized
Constructs: is_power_balance_in_range
Source: game
File: common/scripted_triggers/SWI_scripted_triggers.txt

Code:
SWI_is_fully_centralized = {
	is_power_balance_in_range = {
		id = SWI_centralization_bop
		range = SWI_centralization_bop_fully_council
	}
	NOT = {
		power_balance_weekly_change = {
			id = SWI_centralization_bop
			value = > 0.01
		}
	}
}
### Entity: Idea
Component: EAI_DD_9/cv_small_plane_naval_bomber_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_9/cv_small_plane_naval_bomber_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.09
			instant = yes
		}
	}
}
### Entity: Idea
Component: CHI_absolute_obedience
Constructs: army_defence_factor, army_attack_factor, removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_absolute_obedience = {
	picture = SOV_war_heroes
	removal_cost = -1
	modifier = {
		army_attack_factor = 0.05
		army_defence_factor = 0.1
		army_org_factor = 0.1
		army_morale_factor = 0.1
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Military Industrial Organization
Component: IRQ_kuwait_dockyards_organization
Constructs: has_completed_focus, has_dlc
Source: game
File: common/military_industrial_organization/organizations/IRQ_organization.txt

Code:
IRQ_kuwait_dockyards_organization = {
	include = generic_raider_ship_organization
	icon = GFX_idea_GER_deschimag
	allowed = {
		has_dlc = Graveyard of Empires
		original_tag = IRQ
	}
	visible = {

	}
	available = {
		FROM = {
			has_completed_focus = IRQ_develop_the_kuwaiti_port
		}
	}
}
### Entity: Modding Documentation
Construct: all_countries
Source: vanilla_docs
File: documentation/script_collection_input.md

Doc:
## game all_countries
All existing countries (including government in exile).
### Entity: National Focus
Tree: can_focus
Component: CAN_the_walkie_talkie
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_the_walkie_talkie
	icon = GFX_goal_generic_radar
	prerequisite = {
		focus = CAN_canadian_infantry_corps CAN_cmp_truck
	}
	x = 0
	y = 2
	relative_position_id = CAN_army_modernization
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = CAN_the_walkie_talkie
			bonus = 1.0
			uses = 1
			category = electronics
		} {
			name = CAN_the_walkie_talkie
			bonus = 1.0
			uses = 1
			technology = tech_signal_company tech_signal_company2 tech_signal_company3 tech_signal_company4
		}
	}
}
### Entity: Scripted Effect
Component: indonesia_increase_escalation_3_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/INS_scripted_effects.txt

Code:
indonesia_increase_escalation_3_effect = {
	hidden_effect = {
		INS = {
			add_to_variable = {
				var = INS_war_escalation_level
				value = 3
				tooltip = INS_increase_escalation_3_tt
			}
		}
	} {
		INS = {
			clamp_variable = {
				var = INS_war_escalation_level
				max = 10
			}
		}
	}
	custom_effect_tooltip = INS_increase_escalation_3_tt
	indonesia_evaluate_escalation_effect = yes
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AMotorized_cropped.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Motorized_cropped.png &#8206;(48 × 30 pixels, file size: 18 KB, MIME type: image/png)
### Entity: Decision
Component: EAI_diplomacy_DECISIONS
Constructs: has_war, has_war_with, has_country_flag, is_ai, has_war_together_with, is_coastal, complete_effect, set_country_flag
Source: game
File: common/decisions/EAI_diplomacy_decisions.txt

Code:
EAI_diplomacy_DECISIONS = {
	EAI_diplomacy_open_naval_invasion_DECISION = {
		allowed = {

		}
		available = {

		}
		visible = {
			is_ai = no
			NOT = {
				has_country_flag = EAI_show_naval_invasion_decisions
			}
			OR = {
				AND = {
					any_other_country = {
						has_war_together_with = ROOT
					}
					any_enemy_country = {
						any_of_scopes = {
							array = controlled_states
							is_coastal = yes
						}
					}
				}
				has_country_flag = EAI_coordinated_naval_invasion_by_@ROOT
			}
		}
		cost = 0
		days_re_enable = 0
		complete_effect = {
			hidden_effect = {
				set_country_flag = {
					flag = EAI_show_naval_invasion_decisions
					value = 1
					days = 2
				}
				country_event = EAI.1000
			}
		}
	}
	EAI_diplomacy_open_lend_lease_DECISION = {
		allowed = {

		}
		available = {

		}
		visible = {
			is_ai = no
			NOT = {
				has_country_flag = EAI_show_lend_lease_decisions
			}
			OR = {
				AND = {
					any_other_country = {
						OR = {
							AND = {
								has_war = yes
								NOT = {
									has_war_with = ROOT
								}
							}
							is_subject_of = ROOT
						}
					}
					any_allied_country = {
						is_ai = yes
					}
				}
				has_country_flag = EAI_coordinated_lend_lease
			}
		}
		cost = 0
		days_re_enable = 0
		complete_effect = {
			hidden_effect = {
				set_country_flag = {
					flag = EAI_show_lend_lease_decisions
					value = 1
					days = 2
				}
				country_event = EAI.1000
			}
		}
	}
	EAI_diplomacy_ignore_borders_DECISION = {
		allowed = {

		}
		available = {

		}
		visible = {
			always = no
		}
		cost = 0
		days_re_enable = 0
		complete_effect = {

		}
	}
	EAI_diplomacy_cancel_ignore_borders_DECISION = {
		allowed = {

		}
		available = {

		}
		visible = {
			always = no
		}
		cost = 0
		days_re_enable = 0
		complete_effect = {

		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_naval_air_rearmament_plan
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_naval_air_rearmament_plan
	icon = GFX_goal_generic_navy_carrier
	prerequisite = {
		focus = BUL_military_rearmament_plans
	}
	relative_position_id = BUL_military_rearmament_plans
	x = 7
	y = 1
	cost = 7.15
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = BUL_naval_air_rearmament_plan
			cost_reduction = 0.5
			uses = 1
			category = naval_doctrine air_doctrine
		}
		navy_experience = 20
		air_experience = 20
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: AI Strategy
Component: USA_medium_tank_destroyer
Constructs: has_war, has_tech, has_template_containing_unit, any_of
Source: game
File: common/ai_equipment/USA_tank.txt

Code:
USA_medium_tank_destroyer = {
	category = land
	blocked_for = {

	}
	available_for = {
		USA
	}
	roles = {
		land_medium_tank_destroyer
	}
	priority = {
		factor = 500
		modifier = {
			NOT = {
				has_tech = basic_heavy_tank_chassis
			}
			any_enemy_country = {
				has_tech = basic_heavy_tank_chassis
			}
			factor = 3
		} {
			has_template_containing_unit = medium_tank_destroyer_brigade
			factor = 10
		}
	}
	medium_tank_destroyer_1 = {
		priority = {
			factor = 100
		}
		enable = {
			has_tech = interwar_antitank
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = medium_tank_destroyer_chassis_1
			modules = {
				main_armament_slot = {
					any_of = {
						tank_medium_cannon_2 tank_high_velocity_cannon_2 tank_high_velocity_cannon tank_medium_cannon
					}
				}
				turret_type_slot = tank_medium_three_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_welded_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = sloped_armor
				special_type_slot_3 = easy_maintenance
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 9
				tank_nsb_armor_upgrade = {
					base = 3
					modifier = {
						add = 2
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_high_velocity_cannon_2 tank_high_velocity_cannon tank_medium_cannon tank_medium_cannon_2 tank_medium_three_man_tank_turret tank_bogie_suspension tank_welded_armor tank_diesel_engine sloped_armor tank_radio_1 tank_radio_2 tank_radio_3 easy_maintenance
		}
	}
	medium_tank_destroyer_2 = {
		priority = {
			factor = 200
		}
		enable = {
			OR = {
				has_tech = interwar_antitank artillery1
			}
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = medium_tank_destroyer_chassis_2
			modules = {
				main_armament_slot = {
					any_of = {
						tank_high_velocity_cannon_2 tank_medium_cannon_2 tank_medium_cannon
					}
				}
				turret_type_slot = tank_medium_three_man_tank_turret
				suspension_type_slot = tank_torsion_bar_suspension
				armor_type_slot = tank_welded_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = sloped_armor
				special_type_slot_3 = easy_maintenance
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 8
			
# ... (truncated)
### Entity: Character
Component: LUX_paul_medinger
Source: game
File: common/characters/LUX.txt

Code:
LUX_paul_medinger = {
	advisor = {
		slot = navy_chief
		idea_token = LUX_paul_medinger
		allowed = {
			original_tag = LUX
		}
		traits = {
			navy_chief_decisive_battle_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Paul Medinger
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_3
		}
	}
}
### Entity: State History
Component: 1100
Source: game
File: history/states/1100-Bastar.txt

Code:
state = {
	id = 1100
	name = STATE_1100
	manpower = 30650
	state_category = rural
	resources = {

	}
	history = {
		owner = RAJ
		buildings = {
			infrastructure = 1
		}
	}
	provinces = {
		7465 1622 12490 12241 12420 4557 1579 10469
	}
	local_supplies = 0.0
}
### Entity: State History
Component: 1014
Constructs: add_core_of
Source: game
File: history/states/1014 - Bahrain.txt

Code:
state = {
	id = 1014
	name = STATE_1014
	manpower = 89970
	state_category = pastoral
	history = {
		owner = ENG
		add_core_of = BHR
		victory_points = {
			13313 2
		}
		buildings = {
			infrastructure = 1
			13313 = {
				naval_base = 2
			}
		}
	}
	provinces = {
		13313
	}
	local_supplies = 0.0
}
### Entity: Character
Component: economic_reformer
Source: game
File: common/country_leader/00_traits.txt

Code:
economic_reformer = {
	sprite = 13
	random = no
	trade_laws_cost_factor = -0.33
	economy_cost_factor = -0.33
	consumer_goods_factor = -0.15
}
### Entity: Scripted Effect
Component: EAI_TEMPLATE_set_motorized_template_flags
Constructs: limit, has_country_flag, clr_country_flag, check_variable, set_country_flag
Source: game
File: common/scripted_effects/EAI_PRODUCTION_template_effects.txt

Code:
EAI_TEMPLATE_set_motorized_template_flags = {
	clr_country_flag = EAI_MOTORIZED_TEMPLATE
	if = {
		limit = {
			has_country_flag = EAI_TEMPLATE_mot_template_upgrade
		}
		if = {
			limit = {
				check_variable = {
					EAI_FOCUS/LAND/motorized_design = global.EAI_A_MOT_DESIGN
				}
			}
			if = {
				limit = {
					check_variable = {
						EAI_FOCUS/LAND/armor_width = global.EAI_20W_ARM_WIDTH
					}
				}
				set_country_flag = {
					flag = EAI_MOTORIZED_TEMPLATE
					value = 11
				}
			} {
				limit = {
					check_variable = {
						EAI_FOCUS/LAND/armor_width = global.EAI_26W_ARM_WIDTH
					}
				}
				set_country_flag = {
					flag = EAI_MOTORIZED_TEMPLATE
					value = 21
				}
			} {
				limit = {
					check_variable = {
						EAI_FOCUS/LAND/armor_width = global.EAI_40W_ARM_WIDTH
					}
				}
				set_country_flag = {
					flag = EAI_MOTORIZED_TEMPLATE
					value = 31
				}
			}
		} {
			limit = {
				check_variable = {
					EAI_FOCUS/LAND/motorized_design = global.EAI_B_MOT_DESIGN
				}
			}
			if = {
				limit = {
					check_variable = {
						EAI_FOCUS/LAND/armor_width = global.EAI_20W_ARM_WIDTH
					}
				}
				set_country_flag = {
					flag = EAI_MOTORIZED_TEMPLATE
					value = 12
				}
			} {
				limit = {
					check_variable = {
						EAI_FOCUS/LAND/armor_width = global.EAI_26W_ARM_WIDTH
					}
				}
				set_country_flag = {
					flag = EAI_MOTORIZED_TEMPLATE
					value = 22
				}
			} {
				limit = {
					check_variable = {
						EAI_FOCUS/LAND/armor_width = global.EAI_40W_ARM_WIDTH
					}
				}
				set_country_flag = {
					flag = EAI_MOTORIZED_TEMPLATE
					value = 32
				}
			}
		} {
			limit = {
				check_variable = {
					EAI_FOCUS/LAND/motorized_design = global.EAI_C_MOT_DESIGN
				}
			}
			if = {
				limit = {
					check_variable = {
						EAI_FOCUS/LAND/armor_width = global.EAI_20W_ARM_WIDTH
					}
				}
				set_country_flag = {
					flag = EAI_MOTORIZED_TEMPLATE
					value = 13
				}
			} {
				limit = {
					check_variable = {
						EAI_FOCUS/LAND/armor_width = global.EAI_26W_ARM_WIDTH
					}
				}
				set_country_flag = {
					flag = EAI_MOTORIZED_TEMPLATE
					value = 23
				}
			} {
				limit = {
					check_variable = {
						EAI_FOCUS/LAND/armor_width = global.EAI_40W_ARM_WIDTH
					}
				}
				set_country_flag = {
					flag = EAI_MOTORIZED_TEMPLATE
					value = 33
				}
			}
		}
	}
}
### Entity: Event
Component: congo_independence_struggle.16
Constructs: is_triggered_only, ai_chance, complete_national_focus, clr_global_flag
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = congo_independence_struggle.16
	title = congo_independence_struggle.16.t
	desc = congo_independence_struggle.16.d
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = congo_independence_struggle.16.a
		ai_chance = {
			base = 100
		}
		complete_national_focus = CONGO_republic_of_congo
		hidden_effect = {
			news_event = {
				id = ww_congo.17
				hours = 0
			}
			clr_global_flag = COG_BEL_negotiations_ongoing_flag
		}
	}
}
### Entity: Idea
Component: ROM_exploit_the_baita_mines
Constructs: removal_cost
Source: game
File: common/ideas/romania.txt

Code:
ROM_exploit_the_baita_mines = {
	picture = generic_exploit_mines
	removal_cost = -1
	allowed = {
		original_tag = ROM
	}
	allowed_civil_war = {

	}
	modifier = {
		production_speed_nuclear_reactor_factor = 0.25
	}
}
### Entity: Idea
Component: SAF_support_spain
Constructs: has_government, removal_cost, send_volunteer_size, send_volunteers_tension, send_volunteer_divisions_required
Source: game
File: common/ideas/south_africa.txt

Code:
SAF_support_spain = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = FRA_scw_intervention_republicans_focus
	rule = {
		can_send_volunteers = yes
	}
	modifier = {
		send_volunteer_size = 3
		send_volunteers_tension = -1
		send_volunteer_divisions_required = -1
	}
}
### Entity: Character
Component: BEL_emile_vanderveld
Constructs: has_dlc
Source: game
File: common/characters/BEL.txt

Code:
BEL_emile_vanderveld = {
	instance = {
		allowed = {
			has_dlc = Gotterdammerung
		}
		name = BEL_emile_vanderveld
		portraits = {
			civilian = {
				large = GFX_portrait_BEL_emile_vanderveld
			}
		}
		country_leader = {
			ideology = marxism
			expire = 1965.1.1
			 = .1
			id = -1
			traits = {
				BEL_le_patron
			}
		}
	}
}
### Entity: Technology
Component: sturmtruppe_battalion_tech
Constructs: research_cost, enable_subunits
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	allow = {
		always = no
	}
	research_cost = 1
	start_year = 1936
	enable_subunits = {
		sturmtruppe_battalion
	}
}
### Entity: Modifier Reference
Construct: own_exiled_divisions_defense_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## own_exiled_divisions_defense_factor

* Number with 2 decimal places
* **Categories**: unit_leader
### Entity: Character
Component: r56_rom_public_spending_focus
Source: game
File: common/country_leader/r56_traits.txt

Code:
r56_rom_public_spending_focus = {
	random = no
	consumer_goods_factor = 0.08
}
### Entity: Country History
Country: SDL
Component: SDL_characters
Constructs: create_country_leader
Source: game
File: history/countries/SDL - Sudetenland.txt

Code:
# Leaders & Characters for SDL
create_country_leader = {
	name = Karl Hermann Frank
	desc = 
	picture = GFX_portrait_SDL_Karl_Hermann_Frank
	expire = 1953.3.1
	ideology = nazism
	traits = {

	}
}
### Entity: Country History
Country: EQG
Component: EQG_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/EQG - Equatorial Guinea.txt

Code:
# Misc for EQG
capital = 297
set_convoys = 10
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort large_navy industrial_effort construction_effort production_effort
	set_technology = {
		tech_support = 1
		tech_recon = 1
		support_weapons = 1
		gw_artillery = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_AREA_capital_defense_47
Constructs: has_war_with
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_AREA_capital_defense_47 = {
	enable = {
		CAPITAL_SCOPE = {
			state = 47
		}
		any_of_scopes = {
			array = global.EAI_MAP_capital_defense_47
			CONTROLLER = {
				has_war_with = ROOT
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.01
		order_id = 9
		states = {
			47
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_torpedo_bombers
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_torpedo_bombers
	icon = GFX_goal_generic_air_naval_bomber
	prerequisite = {
		focus = ROM_modern_destroyers
	}
	x = 2
	y = 2
	relative_position_id = ROM_coastal_defense_navy
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = ROM_torpedo_bombers
			bonus = 1.0
			uses = 1
			category = naval_bomber
		}
	}
}