Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Wiki Documentation
Construct: Stored_manpower
Source: wiki
File: wiki/Manpower.html

Doc:
Stored manpower[edit]
At top left of the screen the player can see his/her stored manpower.
Stored manpower can be spent on creating and reinforcing divisions.
### Entity: National Focus
Tree: den_focus
Component: DEN_experimental_technology
Constructs: prerequisite, completion_reward, is_subject, add_research_slot, add_tech_bonus
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_experimental_technology
	icon = GFX_focus_research
	prerequisite = {
		focus = DEN_rally_the_nation
	}
	relative_position_id = DEN_march_on_the_capital
	x = 0
	y = 3
	cost = 10
	available = {
		num_of_civilian_factories = > 24
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
		add_tech_bonus = {
			name = DEN_experimental_technology
			bonus = 0.5
			uses = 1
			category = electronics
		}
	}
}
### Entity: Character
Component: SAU_ismail_ali_al_salhi
Source: game
File: common/characters/SAU.txt

Code:
SAU_ismail_ali_al_salhi = {
	advisor = {
		slot = army_chief
		idea_token = SAU_ismail_ali_al_salhi
		allowed = {
			original_tag = SAU
		}
		traits = {
			army_chief_defensive_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Ismail Ali al-Salhi
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_3
		}
	}
}
### Entity: Event
Component: hon.63
Constructs: is_triggered_only
Source: game
File: events/honduras.txt

Code:
country_event = {
	id = hon.63
	title = hon.63.t
	desc = hon.63.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = hon.63.a
	}
}
### Entity: Character
Component: NZL_bernard_ashwin
Source: game
File: common/characters/NZL.txt

Code:
NZL_bernard_ashwin = {
	name = NZL_bernard_ashwin
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_1
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = NZL_bernard_ashwin
		allowed = {
			original_tag = NZL
		}
		available = {

		}
		traits = {
			NZL_treasury_secretary
		}
	}
}
### Entity: Character
Component: champion_of_peace_4
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
champion_of_peace_4 = {
	random = no
	war_support_factor = -0.12
	generate_wargoal_tension = 0.4
}
### Entity: Idea
Component: HUN_treaty_of_triannon_2
Constructs: has_war
Source: game
File: common/ideas/hungary.txt

Code:
HUN_treaty_of_triannon_2 = {
	allowed = {
		original_tag = HUN
	}
	picture = HUN_treaty_of_triannon
	available = {
		has_war = no
	}
	modifier = {
		production_speed_arms_factory_factor = -0.15
	}
}
### Entity: Character
Component: CHA_acgs
Source: game
File: common/characters/CHA.txt

Code:
CHA_acgs = {
	advisor = {
		slot = air_chief
		idea_token = CHA_acgs
		allowed = {
			original_tag = CHA
		}
		traits = {
			air_chief_ground_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}
### Entity: Event
Component: sweden_nap.1
Constructs: is_triggered_only, ai_chance, add_opinion_modifier
Source: game
File: events/SWE_sweden.txt

Code:
country_event = {
	id = sweden_nap.1
	title = sweden_nap.1.t
	desc = sweden_nap.1.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = sweden_nap.1.a
		FROM = {
			add_opinion_modifier = {
				target = SWE
				modifier = SWE_mutual_assistance_treaty
			}
			reverse_add_opinion_modifier = {
				target = SWE
				modifier = SWE_mutual_assistance_treaty
			}
			effect_tooltip = {
				diplomatic_relation = {
					country = SWE
					relation = non_aggression_pact
					active = yes
				} {
					country = SWE
					relation = guarantee
					active = yes
				}
			}
		}
		SWE = {
			country_event = {
				id = sweden_nap.11
				hours = 6
			}
		}
	} {
		name = sweden_nap.1.b
		ai_chance = {
			base = 0
		}
		SWE = {
			country_event = {
				id = sweden_nap.12
				hours = 6
			}
		}
	}
}
### Entity: Idea
Component: FIN_sisu_5
Constructs: has_power_balance, removal_cost
Source: game
File: common/ideas/finland.txt

Code:
FIN_sisu_5 = {
	name = sisu
	picture = sisu
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_power_balance = {
			id = FIN_power_balance
		}
	}
	removal_cost = -1
	modifier = {
		army_morale_factor = 0.3
		attrition = -0.15
		army_core_attack_factor = 0.25
		army_core_defence_factor = 0.25
	}
}
### Entity: Scripted Effect
Component: ITA_missiolini_occupy_ticino_success_effect
Constructs: has_completed_focus, limit, add_war_support, add_political_power, add_popularity, every_controlled_state, is_core_of, is_fully_controlled_by
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_missiolini_occupy_ticino_success_effect = {
	if = {
		limit = {
			NOT = {
				has_completed_focus = ITA_to_live_as_a_lion
			}
		}
		add_political_power = 50
		add_war_support = 0.03
		add_popularity = {
			ideology = ROOT
			popularity = 0.05
		}
		custom_effect_tooltip = ITA_missiolini_occupy_ticino_occupation_effects
		every_controlled_state = {
			limit = {
				is_core_of = SWI
				is_fully_controlled_by = ROOT
				has_resistance = yes
			}
			add_compliance = 5
			add_resistance = -5
		}
		if = {
			limit = {
				has_subject_autonomy_feature = yes
			}
			if = {
				limit = {
					SWI = {
						is_subject_of = ROOT
					}
				}
				SWI = {
					add_autonomy_score = {
						value = -35
						localization = ITA_missiolini_firmly_established_italian_administration_autonomy_text
					}
				}
			}
			else = {
				custom_effect_tooltip = ITA_missiolini_occupy_ticino_subject_effects
				effect_tooltip = {
					SWI = {
						add_autonomy_score = {
							value = -35
							localization = ITA_missiolini_firmly_established_italian_administration_autonomy_text
						}
					}
				}
			}
		}
	}
	else = {
		add_political_power = 65
		add_war_support = 0.05
		add_popularity = {
			ideology = ROOT
			popularity = 0.1
		}
		custom_effect_tooltip = ITA_missiolini_occupy_ticino_occupation_effects
		every_controlled_state = {
			limit = {
				is_core_of = SWI
				is_fully_controlled_by = ROOT
				has_resistance = yes
			}
			add_compliance = 5
			add_resistance = -5
		}
		if = {
			limit = {
				has_subject_autonomy_feature = yes
			}
			if = {
				limit = {
					SWI = {
						is_subject_of = ROOT
					}
				}
				SWI = {
					add_autonomy_score = {
						value = -50
						localization = ITA_missiolini_firmly_established_italian_administration_autonomy_text
					}
				}
			}
			else = {
				custom_effect_tooltip = ITA_missiolini_occupy_ticino_subject_effects
				effect_tooltip = {
					SWI = {
						add_autonomy_score = {
							value = -50
							localization = ITA_missiolini_firmly_established_italian_administration_autonomy_text
						}
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_treaty_of_saadabad_hist
Constructs: prerequisite, limit, has_government, has_war_with, add_war_support, completion_reward, allow_branch, has_dlc
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_treaty_of_saadabad_hist
	icon = GFX_focus_TUR_treaty_of_saadabad
	prerequisite = {
		focus = AFG_appoint_hashim AFG_appoint_mahmud
	}
	x = 3
	y = 1
	relative_position_id = AFG_appoint_hashim
	cost = 5
	ai_will_do = {
		factor = 1
	}
	allow_branch = {
		NOT = {
			has_dlc = Graveyard of Empires
		}
	}
	available = {
		has_government = neutrality
		has_country_leader = {
			character = AFG_hashim_khan
			ruling_only = yes
		}
	}
	bypass = {
		OR = {
			has_global_flag = TUR_saadabad_pact
			NOT = {
				any_other_country = {
					capital_scope = {
						is_on_continent = middle_east
					}
					exists = yes
					is_subject = no
					NOT = {
						has_war_with = ROOT
					}
				}
			}
		}
	}
	completion_reward = {
		every_other_country = {
			limit = {
				NOT = {
					TAG = ISR KUR
				}
				OR = {
					AND = {
						capital_scope = {
							is_on_continent = middle_east
						}
						exists = yes
						is_subject = no
						NOT = {
							has_war_with = ROOT
						}
					} {
						original_tag = AFG
						NOT = {
							has_war_with = ROOT
						}
					}
				}
				if = {
					limit = {
						OR = {
							original_tag = SAU YEM OMA
						}
					}
					ROOT = {
						has_opinion = {
							target = PREV
							value = > 49
						}
					}
				}
			}
			country_event = {
				id = bftb_turkey.23
			}
		}
		add_war_support = 0.05
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Doctrine
Component: assault_infantry
Constructs: is_major, xp_cost
Source: game
File: common/doctrines/subdoctrines/land/infantry_subdoctrines.txt

Code:
assault_infantry = {
	track = infantry
	name = SUBDOCTRINE_ASSAULT_INFANTRY
	description = SUBDOCTRINE_ASSAULT_INFANTRY_DESC
	icon = GFX_doctrine_assault_infantry_medium
	xp_cost = 100
	xp_type = army
	available = {
		always = yes
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 95
			original_tag = USA
		} {
			factor = 0.5
			is_major = no
		}
	}
	artillery = {
		soft_attack = 0.1
	}
	rewards = {
		low_echelon_fire_support = {
			artillery = {
				battalion_mult = {
					category = category_light_infantry
					soft_attack = 0.2
				}
			}
			field_guns = {
				soft_attack = 0.2
			}
		}
		organic_battalion_fire_support = {
			category_regimental_support_artillery = {
				soft_attack = 0.1
			}
			anti_tank_battery = {
				ap_attack = 0.1
				hard_attack = 0.1
			}
			anti_air_battery = {
				air_attack = 0.1
			}
		}
		integrated_support_batteries = {
			category_support_artillery = {
				max_organisation = 20
				soft_attack = 0.05
			}
			anti_tank = {
				max_organisation = 20
				ap_attack = 0.05
				hard_attack = 0.05
			}
			anti_air = {
				max_organisation = 20
				air_attack = 0.05
			}
		}
		breakthrough_fireteams = {
			light_tank_recon = {
				max_organisation = 20
				battalion_mult = {
					category = category_all_infantry
					breakthrough = 0.2
				} {
					category = category_all_infantry
					max_organisation = 5
					add = yes
				}
			}
			mot_recon = {
				max_organisation = 20
				battalion_mult = {
					category = category_all_infantry
					breakthrough = 0.1
				} {
					category = category_all_infantry
					max_organisation = 5
					add = yes
				}
			}
		}
		assault_detachments = {
			category_support_artillery = {
				supply_consumption = -0.02
			}
			category_regimental_support_artillery = {
				supply_consumption = -0.01
			}
			light_flame_tank = {
				battalion_mult = {
					category = category_all_infantry
					breakthrough = 0.1
					soft_attack = 0.1
				}
			}
			medium_flame_tank = {
				battalion_mult = {
					category = category_all_infantry
					breakthrough = 0.1
					soft_attack = 0.1
				}
			}
			heavy_flame_tank = {
				battalion_mult = {
					category = category_all_infantry
					breakthrough = 0.1
					soft_attack = 0.1
				}
			}
		}
	}
}
### Entity: Character
Component: mon_dynasty_descendant
Constructs: war_support_factor, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
mon_dynasty_descendant = {
	random = no
	sprite = 13
	war_support_factor = 0.1
	fascism_drift = 0.05
	ai_will_do = {
		factor = 1
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Category%3AOutdated.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
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The following pages link to Category:Outdated:

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### Entity: National Focus
Tree: cze_focus
Component: CZE_rebuild_our_navy
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_rebuild_our_navy
	icon = GFX_goal_CZE_coa_navy
	x = 2
	y = 1
	relative_position_id = CZE_return_to_the_coastline
	available = {

	}
	bypass = {

	}
	cost = 5
	mutually_exclusive = {
		focus = CZE_a_new_strategy
	}
	prerequisite = {
		focus = CZE_return_to_the_coastline
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_NAVY_XP FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		navy_experience = 15
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt available_military_high_command generic_skip_one_line_tt
		add_ideas = CZE_rebuilding_the_navy_idea
		show_ideas_tooltip = CZE_borivoj_radon
		add_tech_bonus = {
			name = CZE_rebuild_our_navy
			bonus = 0.75
			uses = 1
			category = naval_equipment
		}
	}
}
### Entity: Character
Component: AZR_hilal_munsi
Constructs: has_government
Source: game
File: common/characters/AZR.txt

Code:
AZR_hilal_munsi = {
	name = AZR_hilal_munsi
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_south_america_2
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = AZR_hilal_munsi
		allowed = {
			original_tag = AZR
		}
		available = {
			NOT = {
				has_government = communism
			}
		}
		traits = {
			resilient_nationalist
		}
	}
}
### Entity: Idea
Component: idea_game_rule_resistance_increase_25
Constructs: removal_cost
Source: game
File: common/ideas/r56_generic.txt

Code:
idea_game_rule_resistance_increase_25 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		resistance_target = 0.25
	}
}
### Entity: Faction
Component: rule_group_dismissal_ideology
Source: game
File: common/factions/rules/groups/rule_groups.txt

Code:
rule_group_dismissal_ideology = {
	rules = {
		dismissal_rule_ideology_not_democratic dismissal_rule_ideology_communist dismissal_rule_ideology_fascist dismissal_rule_ideology_democratic dismissal_rule_ideology_not_communism
	}
}
### Entity: Character
Component: ICE_vilhjalmur_thor
Constructs: has_government
Source: game
File: common/characters/ICE.txt

Code:
ICE_vilhjalmur_thor = {
	name = ICE_vilhjalmur_thor
	portraits = {
		civilian = {
			small = GFX_portrait_generic_nordic_political_1_small
		}
	}
	advisor = {
		cost = 150
		slot = political_advisor
		idea_token = ICE_vilhjalmur_thor
		allowed = {

		}
		available = {
			OR = {
				has_government = neutrality fascism
			}
		}
		visible = {

		}
		traits = {
			war_industrialist
		}
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Idea
Component: idea_PAR_accepted_american_investment
Constructs: production_speed_buildings_factor, is_in_faction, removal_cost, set_rule
Source: game
File: common/ideas/paraguay.txt

Code:
idea_PAR_accepted_american_investment = {
	picture = generic_intel_bonus
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		is_in_faction = no
	}
	removal_cost = -1
	rule = {
		can_join_factions = no
	}
	on_remove = {
		set_rule = {
			can_join_factions = yes
		}
	}
	modifier = {
		production_speed_buildings_factor = 0.2
		consumer_goods_factor = -0.15
	}
}
### Entity: Character
Component: KMT_chiangs_right_hand_man
Source: game
File: common/country_leader/r56_traits.txt

Code:
KMT_chiangs_right_hand_man = {
	random = no
	sprite = 15
	operative_slot = 1
	intelligence_agency_defense = 1
	war_support_weekly = 0.001
	resistance_decay = 0.15
}
### Entity: Character
Component: AST_john_northcott
Constructs: has_dlc, has_character_flag
Source: game
File: common/characters/AST.txt

Code:
AST_john_northcott = {
	instance = {
		allowed = {
			has_dlc = Thunder at Our Gates
		}
		name = AST_john_northcott
		portraits = {
			army = {
				large = GFX_portrait_AST_john_northcott
				small = GFX_portrait_AST_john_northcott_small
			}
		}
		corps_commander = {
			visible = {
				NOT = {
					has_character_flag = AST_army_chief_dead
				}
			}
			traits = {
				organizer
			}
			skill = 3
			attack_skill = 2
			defense_skill = 2
			planning_skill = 3
			logistics_skill = 3
			legacy_id = -1
		}
		advisor = {
			slot = high_command
			cost = 50
			idea_token = AST_john_northcott
			ledger = army
			allowed = {
				original_tag = AST
			}
			traits = {
				army_armored_1
			}
			ai_will_do = {
				factor = 1
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Thunder at Our Gates
			}
		}
		name = AST_john_northcott
		portraits = {
			army = {
				large = GFX_AST_john_northcott
				small = GFX_portrait_AST_john_northcott_small
			}
		}
		corps_commander = {
			traits = {
				armor_officer
			}
			skill = 1
			attack_skill = 1
			defense_skill = 1
			planning_skill = 1
			logistics_skill = 1
			legacy_id = -1
		}
	}
}
### Entity: Military Industrial Organization
Component: WLS_accles_and_pollock_organization
Constructs: equipment_bonus, maximum_speed
Source: game
File: common/military_industrial_organization/organizations/WLS_organization.txt

Code:
WLS_accles_and_pollock_organization = {
	name = Accles & Pollock
	include = generic_light_aircraft_organization
	icon = GFX_idea_generic_naval_manufacturer_3
	allowed = {
		tag = WLS
	}
	initial_trait = {
		name = generic_mio_initial_trait_light_aircraft_designer
		equipment_bonus = {
			air_agility = 0.05
			maximum_speed = 0.05
			air_attack = 0.05
		}
	}
}
### Entity: National Focus
Component: ah_destroyer_effort
Constructs: prerequisite, completion_reward, is_coastal, add_tech_bonus, dd_bonus
Source: game
File: common/national_focus/austro_hungarian_releasable_shared.txt

Code:
focus = {
	id = ah_destroyer_effort
	icon = GFX_goal_generic_wolf_pack
	prerequisite = {
		focus = ah_submarine_effort
	}
	x = 0
	y = 1
	relative_position_id = ah_submarine_effort
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = dd_bonus
			bonus = 1.0
			ahead_reduction = 2
			uses = 1
			category = dd_tech
		}
	}
}
### Entity: AI Strategy
Component: EAI_AXIS_dont_send_convoy_in_baltic_sea
Constructs: has_war_with, is_in_faction_with
Source: game
File: common/ai_strategy/EAI_axis.txt

Code:
EAI_AXIS_dont_send_convoy_in_baltic_sea = {
	allowed = {
		always = yes
	}
	enable = {
		OR = {
			tag = GER
			is_in_faction_with = GER
		}
		has_war_with = SOV
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = naval_avoid_region
		id = 206
		value = 50
	} {
		type = naval_avoid_region
		id = 207
		value = 50
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_supply_fighters_for_allies
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, completion_reward, has_equipment, has_dlc
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_supply_fighters_for_allies
	icon = GFX_goal_generic_air_fighter
	prerequisite = {
		focus = CZE_outreach_to_the_western_powers
	}
	cost = 10
	relative_position_id = CZE_outreach_to_the_western_powers
	x = 0
	y = 1
	available = {
		has_equipment = {
			small_plane_airframe = > 149
		}
		has_government = democratic
		OR = {
			ENG = {
				has_government = ROOT
			}
			FRA = {
				has_government = ROOT
			}
		}
	}
	bypass = {
		GER = {
			OR = {
				exists = no
				if = {
					limit = {
						has_dlc = Gotterdammerung
					}
					has_completed_focus = GER_oppose_hitler_ww
				}
				else = {
					has_completed_focus = GER_oppose_hitler
				}
				has_completed_focus = GER_befriend_czechoslovakia GER_demand_sudetenland
				is_subject = yes
			}
		}
	}
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		if = {
			limit = {
				ENG = {
					exists = yes
					has_government = democratic
					has_completed_focus = ENG_steady_as_she_goes
					NOT = {
						has_war_with = ROOT FRA
					}
				}
			}
			send_equipment = {
				equipment = small_plane_airframe
				amount = 50
				target = ENG
			} {
				equipment = small_plane_airframe
				amount = 100
				target = FRA
			}
		} {
			limit = {
				ENG = {
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			ENG = {
				add_ai_strategy = {
					type = support
					id = CZE
					value = 5
				}
			}
		} {
			limit = {
				FRA = {
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			FRA = {
				add_ai_strategy = {
					type = support
					id = CZE
					value = 5
				} {
					type = protect
					id = CZE
					value = 5
				}
			}
		} {
			limit = {
				NOT = {
					GER = {
						OR = {
							exists = no
							has_completed_focus = GER_oppose_hitler GER_oppose_hitler_ww GER_befriend_czechoslovakia GER_demand_sudetenland
							is_subject = yes
						}
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt CZE_allies_more_likely_to_defend_us_tt
		}
		else = {
			send_equipment = {
				equipment = small_plane_airframe
				amount = 150
				target = FRA
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_tech_bonus = {
			name = CZE_supply_fighters_for_allies
			bonus = 1
			ahead_reduction = 0.5
			uses = 1
			category = light_fighter cat_heavy_fighter
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: paasikivi_doctrine_improved
Constructs: research_speed_factor, stability_factor, war_support_factor, compliance_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
paasikivi_doctrine_improved = {
	random = no
	war_support_factor = -0.05
	stability_factor = 0.1
	improve_relations_maintain_cost_factor = -0.2
	democratic_acceptance = 50
	communism_acceptance = 50
	compliance_gain = 0.1
	research_speed_factor = 0.1
}
### Entity: AI Strategy
Component: default_truck
Constructs: is_major
Source: game
File: common/ai_strategy/r56_default.txt

Code:
default_truck = {
	enable = {
		num_of_military_factories = > 6
		is_major = yes
	} {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = motorized_equipment
		value = 1
	}
}
### Entity: Idea
Component: BEL_scars_of_ww1_ns_fake
Constructs: removal_cost
Source: game
File: common/ideas/belgium.txt

Code:
BEL_scars_of_ww1_ns_fake = {
	picture = BEL_scars_of_ww1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		custom_modifier_tooltip = BEL_scars_of_ww1_ns_fake_tt
	}
}
### Entity: Order of Battle
Component: air_wing_1126
Source: game
File: history/units/INS_1939_air_legacy.txt

Code:
air_wings = {
	1126 = {
		fighter_equipment_1 = {
			owner = INS
			creator = USA
			amount = 12
		}
		tac_bomber_equipment_1 = {
			owner = INS
			creator = USA
			amount = 12
		}
		CAS_equipment_1 = {
			owner = INS
			creator = HOL
			amount = 4
		}
		tac_bomber_equipment_0 = {
			owner = INS
			creator = HOL
			amount = 8
		}
	}
}
### Entity: Character
Component: HUN_moderate_authoritarian
Constructs: stability_factor, neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
HUN_moderate_authoritarian = {
	random = no
	sprite = 13
	political_power_factor = 0.1
	stability_factor = 0.05
	neutrality_drift = 0.03
}
### Entity: Unit Template
Component: GENERIC_ENG_OPERATIVE_CODENAME_HISTORICAL
Source: game
File: common/units/codenames_operatives/USA_operative_codenames.txt

Code:
GENERIC_ENG_OPERATIVE_CODENAME_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_OPERATIVES
	for_countries = {
		USA USB CSA
	}
	type = codename
	fallback_name = Agent %d
	unique = {
		Aspirin Gardener Baron Alabama Cleveland Alan Donkeyman Alec Alexander Alfred Anthony Benjamin Darol Ditcher Gilbert Mill White Lady Summer Pat J Savage Mercury Ball Ginger Backpack Chair Yellowstone Wolverine Raccoon Bison Potomac Ohio Creek Gulch Vermont
	}
}