Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ice_focus
Component: ICE_infiltrating_the_british_isles
Constructs: prerequisite, limit, has_government, completion_reward, has_dlc, has_intelligence_agency, create_intelligence_agency, has_done_agency_upgrade
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_infiltrating_the_british_isles
	icon = GFX_focus_ICE_infiltrating_the_british_isles
	prerequisite = {
		focus = ICE_international_brigades
	}
	x = 0
	y = 1
	relative_position_id = ICE_international_brigades
	cost = 10
	available = {
		ENG = {
			NOT = {
				has_government = communism
			}
		}
	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = ICE_infiltrating_the_british_isles_tt
		IF = {
			limit = {
				has_dlc = La Resistance
			}
			if = {
				limit = {
					has_intelligence_agency = no
				}
				create_intelligence_agency = yes
			} {
				limit = {
					NOT = {
						has_done_agency_upgrade = upgrade_diplo_training
					}
				}
				upgrade_intelligence_agency = upgrade_diplo_training
			} {
				limit = {
					NOT = {
						has_done_agency_upgrade = upgrade_training_centers
					}
				}
				upgrade_intelligence_agency = upgrade_training_centers
			}
		}
	}
}
### Entity: Country Tag
Component: FMA
Constructs: has_government
Source: game
File: common/country_tag_aliases/r56_china_and_co_aliases.txt

Code:
FMA = {
	original_tag = MAN
	has_government = fascism
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_establish_politburo
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid, every_military_industrial_organization, add_mio_funds
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_establish_politburo
	icon = GFX_focus_generic_soviet_politics
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = SWE_liquidate_the_monarchy
	}
	relative_position_id = SWE_liquidate_the_monarchy
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_ideas = SWE_politiburo
		every_military_industrial_organization = {
			add_mio_funds = 500
		}
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_contact_galician_ukrainians
Constructs: prerequisite, has_government, completion_reward, add_political_power, is_subject, add_state_core, set_cosmetic_tag
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_contact_galician_ukrainians
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = RUT_coup_against_voloshyn
	}
	relative_position_id = RUT_coup_against_voloshyn
	available = {
		OR = {
			has_government = democratic neutrality fascism
		}
		RUT = {
			is_subject = no
		}
	}
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_political_power = 50
		RUT = {
			add_state_core = 89
		} {
			add_state_core = 91
		} {
			add_state_core = 93
		}
		set_cosmetic_tag = RUT_WEST_UKRAINE
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: AI Strategy
Component: SOV_ConvoyRaiding_1
Source: game
File: common/ai_navy/taskforce/SOV_taskforce_templates.txt

Code:
SOV_ConvoyRaiding_1 = {
	allowed = {
		original_tag = SOV
	}
	ai_will_do = {
		factor = 1
	}
	keep_updated = yes
	mission = {
		convoy_raiding
	}
	min_composition = {
		submarine = {
			amount = 4
		}
	}
	optimal_composition = {
		submarine = {
			amount = 12
		}
	}
}
### Entity: Event
Component: denmark.36
Constructs: is_triggered_only, ai_chance, has_government, set_country_flag, is_subject_of, is_in_faction_with
Source: game
File: events/DanishEvents.txt

Code:
country_event = {
	id = denmark.36
	title = denmark.36.t
	desc = denmark.36.d
	picture = GFX_report_event_monarchist_northern_lights
	is_triggered_only = yes
	option = {
		name = denmark.36.a
		ai_chance = {
			base = 60
			modifier = {
				factor = 0
				has_government = fascism
			}
		}
		set_country_flag = nordic_customs_union_member
		DEN = {
			country_event = {
				id = denmark.37
				hours = 30
			}
		}
	} {
		name = denmark.36.b
		ai_chance = {
			base = 10
			modifier = {
				add = 70
				has_government = communism
			} {
				factor = 0
				is_subject_of = DEN
			} {
				factor = 0
				is_in_faction_with = DEN
			}
		}
		DEN = {
			country_event = {
				id = denmark.38
				hours = 30
			}
		}
	}
}
### Entity: National Focus
Tree: slo_focus
Component: SLO_new_army
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_new_army
	icon = GFX_goal_generic_war_with_comintern
	prerequisite = {
		focus = SLO_purge_the_army
	}
	relative_position_id = SLO_purge_the_army
	available = {
		has_government = communism
		if = {
			limit = {
				is_subject = yes
			}
			OVERLORD = {
				has_government = communism
			}
		}
	}
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 40
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = SLO_purge_the_army
			add_idea = SLO_communist_army
		}
	}
}
### Entity: Order of Battle
Component: air_wing_154
Source: game
File: history/units/HUN_1939_air_bba.txt

Code:
air_wings = {
	154 = {
		small_plane_cas_airframe_0 = {
			owner = HUN
			amount = 30
			version_name = WM-16
		}
		medium_plane_airframe_0 = {
			owner = HUN
			creator = GER
			version_name = Ju 86
			amount = 24
		}
	}
}
### Entity: Event
Component: kmt.125
Constructs: is_triggered_only
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.125
	title = kmt.125.t
	desc = kmt.125.d
	picture = GFX_report_event_hitler_handshake
	is_triggered_only = yes
	option = {
		name = kmt.125.a
	}
}
### Entity: Idea
Component: USA_full_desegregation
Constructs: has_government, removal_cost, conscription_factor
Source: game
File: common/ideas/usa.txt

Code:
USA_full_desegregation = {
	picture = usa_desegregation_2
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = communism democratic
		}
	}
	removal_cost = -1
	modifier = {
		conscription = 0.02
		conscription_factor = 0.2
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_fonderie_royale_de_canons_liege
Constructs: prerequisite, limit, completion_reward, has_dlc, add_mio_size, add_mio_funds_gain_factor, add_mio_research_bonus, unlock_mio_trait_tooltip
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_fonderie_royale_de_canons_liege
	icon = GFX_goal_generic_army_artillery2
	prerequisite = {
		focus = BEL_department_of_ballistic_metrology
	}
	relative_position_id = BEL_department_of_ballistic_metrology
	x = 0
	y = 2
	cost = 10
	available = {

	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:BEL_fonderie_royale_de_canons_liege_organization = {
				add_mio_size = 2
				add_mio_funds_gain_factor = 0.2
				add_mio_research_bonus = 0.05
			}
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
			mio:BEL_vickers_armstrong_bel_organization = {
				add_mio_size = 1
				unlock_mio_trait_tooltip = BEL_mio_trait_fonderie_royale_canons
			}
			mio:BEL_renault_organization = {
				add_mio_size = 1
				unlock_mio_trait_tooltip = BEL_mio_trait_fonderie_royale_canons
			}
		}
		ELSE = {
			custom_effect_tooltip = available_designer generic_skip_one_line_tt available_designer generic_skip_one_line_tt available_designer
			show_ideas_tooltip = fonderie_royale_de_canons_liege vickers_armstrong_bel renault_bel
		}
	}
}
### Entity: Idea
Component: CHI_intellectual_opposition
Constructs: research_speed_factor, stability_factor, war_support_factor, removal_cost, democratic_drift
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_intellectual_opposition = {
	picture = SOV_atomic_bomb_project
	removal_cost = -1
	modifier = {
		war_support_factor = -0.1
		stability_factor = -0.05
		democratic_drift = 0.03
		research_speed_factor = -0.15
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Template%3ACleanup/doc.html

Doc:
This is the documentation page for Template:Cleanup. When it is viewed directly, links using variables may appear broken; do not replace these with hardcoded page names or URLs.

Cleanup can be used to highlight articles that need rewriting into a style suited to the wiki.

Contents

1 Usage

2 Parameters

3 Effects

4 Updating this template

5 Example
### Entity: Event
Component: war_justification.301
Constructs: is_triggered_only, has_completed_focus, has_war, has_government, add_war_support, add_political_power, add_popularity
Source: game
File: events/WarJustification.txt

Code:
country_event = {
	id = war_justification.301
	title = war_justification.301.t
	desc = war_justification.301.d
	picture = GFX_report_event_iww_demonstration
	is_triggered_only = yes
	trigger = {
		has_war = no
		NOT = {
			AND = {
				original_tag = ENG
				has_completed_focus = ENG_enforce_the_naval_treaties
			}
		}
	}
	option = {
		name = war_justification.301.a
		trigger = {
			has_government = democratic
		}
		add_political_power = -30
		add_war_support = -0.05
		add_popularity = {
			ideology = democratic
			popularity = -0.05
		}
	} {
		name = war_justification.301.b
		trigger = {
			has_government = communism
		}
		add_political_power = -30
		add_war_support = -0.05
		add_popularity = {
			ideology = communism
			popularity = -0.05
		}
	} {
		name = war_justification.301.c
		trigger = {
			OR = {
				has_government = fascism neutrality
			}
		}
		add_political_power = -30
		add_war_support = -0.05
		add_popularity = {
			ideology = ROOT
			popularity = -0.05
		}
	}
}
### Entity: Scripted Trigger
Component: frloc_tags_sg_fem_cons_la_dela_dansla_03b
Constructs: has_government
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_tags_sg_fem_cons_la_dela_dansla_03b = {
	OR = {
		AND = {
			has_government = fascism
			OR = {
				tag = ARG BEL BLR BOL BOS BRI BUL CHI CKK COL COR DAH DDR DNZ EGY FRA GAM GXC IVO KAL KAZ KUW LAT LBV MAN MEX MLT NIR PAN POL PUE ROM SIE SLV SWI TAN TOS TTS TUN YEM YUG
				original_tag = ARG BEL BLR BOL BOS BRI BUL CHI CKK COL COR DAH DDR DNZ EGY FRA GAM GXC IVO KAL KAZ KUW LAT LBV MAN MEX MLT NIR PAN POL PUE ROM SIE SLV SWI TAN TOS TTS TUN YEM YUG
			}
		} {
			has_government = communism
			OR = {
				tag = ABK ADU AFG ALB ALG ALT ANG AOI ARM AST AUS AZR BAH BAN BAS BAY BEL BLR BOL BOS BRA BRD BRM BSK BUK BUL CAM CAR CAT CAY CHA CHI CHL CIN CKK CMR COG COL COR COS CRC CRI CRO CSA CYP DAG DAH DJI DNZ DOM DON ECU EGY ELS EQG ERI EST ETH FER FRA GAB GDL GEO GER GNA GXC HAI HAN HAR HAW HON HRZ HUN ICE INS IVO JAM JAP KAR KAZ KBK KEN KHA KHI KOR KOS KSH KUB KUR KUW KYR LAO LAT LBA LEB LIB LIT MAC MAD MAL MAN MEK MEL MEX MLD MLT MNT MOL MOR MZB NEN NGA NGR NIR NMB NOA NOR NZL OCC OMA OVO PAK PAL PAN PAP PHI POL PRC PRE PUE QAT RAJ RCG RIF ROM RWA SAF SAM SAU SAX SCO SEN SER SHL SHX SIA SIE SIL SLO SLV SOM SPM SRL SUD SUR SWE TAH TAJ TAT TAY TIB TMS TOG TOS TRI TTS TUR UDM UGA UKR URG UZB VGE VIN VOL WES WGR WLS WUR XSM YEM YUG YUN ZAM ZIM
				original_tag = ABK ADU AFG ALB ALG ALT ANG AOI ARM AST AUS AZR BAH BAN BAS BAY BEL BLR BOL BOS BRA BRD BRM BSK BUK BUL CAM CAR CAT CAY CHA CHI CHL CIN CKK CMR COG COL COR COS CRC CRI CRO CSA CYP DAG DAH DJI DNZ DOM DON ECU EGY ELS EQG ERI EST ETH FER FRA GAB GDL GEO GER GNA GXC HAI HAN HAR HAW HON HRZ HUN ICE INS IVO JAM JAP KAR KAZ KBK KEN KHA KHI KOR KOS KSH KUB KUR KUW KYR LAO LAT LBA LEB LIB LIT MAC MAD MAL MAN MEK MEL MEX MLD MLT MNT MOL MOR MZB NEN NGA NGR NIR NMB NOA NOR NZL OCC OMA OVO PAK PAL PAN PAP PHI POL PRC PRE PUE QAT RAJ RCG RIF ROM RWA SAF SAM SAU SAX SCO SEN SER SHL SHX SIA SIE SIL SLO SLV SOM SPM SRL SUD SUR SWE TAH TAJ TAT TAY TIB TMS TOG TOS TRI TTS TUR UDM UGA UKR URG UZB VGE VIN VOL WES WGR WLS WUR XSM YEM YUG YUN ZAM ZIM
			}
		} {
			has_government = democratic
			OR = {
				tag = ADU AFA ALG ALT AOI BAS BEG BRI BUK BYA CAR CAT CAY CHA CHU CIN CKK CMR COG CRI CSA DAG DNZ DOM DON EQG ETH FER FIJ GAB GBA GHA GNA GNB GRE GUM GXC GYA HAR HAW HRZ ITA IVO KAR KBK KHA KHI KKP KOM KOR KUB LAT LIT MAC MEL MLI MLW MOL MON MRT NEP NGA NGR OCC OVO PAP QAT QEM RCG RIF RWA SAU SID SIK SLV SOV SRL SWI TAJ TAN
# ... (truncated)
### Entity: National Focus
Tree: arg_focus
Component: ARG_uk_naval_coop
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_uk_naval_coop
	icon = GFX_goal_ENG_sailor_enlistment
	prerequisite = {
		focus = ARG_eden_malbran_treaty
	}
	relative_position_id = ARG_eden_malbran_treaty
	x = 1
	y = 1
	cost = 10
	completion_reward = {
		add_ideas = naval_coop
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: POL_royal_sejm_idea
Constructs: stability_factor, has_government, removal_cost, neutrality_drift
Source: game
File: common/ideas/poland.txt

Code:
POL_royal_sejm_idea = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	picture = ast_abandon_the_westminster_system
	modifier = {
		neutrality_drift = 0.1
		stability_factor = 0.1
	}
}
### Entity: State History
Component: 424
Source: game
File: history/states/424-Andra Pradesh.txt

Code:
state = {
	id = 424
	name = STATE_424
	manpower = 15791700
	resources = {
		coal = 3
	}
	state_category = rural
	history = {
		owner = RAJ
		buildings = {
			infrastructure = 2
			industrial_complex = 1
		}
	}
	provinces = {
		1228 1344 1430 4321 4365 4414 7297 7310 7340 10152 10296 10756 10897 12180 12779
	}
	local_supplies = 0.0
}
### Entity: Order of Battle
Component: 17. Landsturmregiment
Constructs: division_template
Source: game
File: history/units/GER_German_Civil_War_neutrality.txt

Code:
division = {
	name = 17. Landsturmregiment
	location = 9238
	division_template = Landsturmregiment
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_construction_industry
Constructs: prerequisite, completion_reward, random_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_construction_industry
	icon = GFX_goal_generic_construct_infrastructure
	x = 0
	y = 1
	cost = 5
	prerequisite = {
		focus = PRU_running_economy
	}
	relative_position_id = PRU_running_economy
	ai_will_do = {
		factor = 5
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	available = {

	}
	bypass = {

	}
	completion_reward = {
		random_controlled_state = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_south_america_troops
Constructs: is_historical_focus_on, is_on_continent, is_in_faction_with
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_misc_strategies.txt

Code:
EAI_DIPLO_south_america_troops = {
	enable = {
		is_historical_focus_on = yes
		capital_scope = {
			OR = {
				is_on_continent = south_america north_america
			}
		}
		NOT = {
			original_tag = CAN USA
		}
		is_in_faction_with = USA
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = area_priority
		id = scandinavia
		value = -200
	} {
		type = area_priority
		id = europe
		value = -200
	} {
		type = area_priority
		id = africa
		value = -200
	} {
		type = area_priority
		id = asia
		value = -200
	} {
		type = area_priority
		id = middle_east
		value = -200
	} {
		type = area_priority
		id = pacific
		value = -200
	} {
		type = area_priority
		id = oceania
		value = -200
	}
}
### Entity: Decision
Component: DEN_return_occupied_territory_category
Constructs: has_dlc, has_global_flag
Source: game
File: common/decisions/categories/DEN_decision_categories.txt

Code:
DEN_return_occupied_territory_category = {
	icon = GFX_decision_category_saf_anti_colonialist_crusade
	allowed = {
		original_tag = DEN
		has_dlc = Arms Against Tyranny
	}
	priority = 90
	visible = {
		OR = {
			has_global_flag = ENG_occupied_DEN_faroes USA_occupied_DEN_greenland
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/TOG_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = TOG
		}
		requested_factories = 2
		progress = 0.1
		efficiency = 50
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_soviet_military_buildup
Constructs: prerequisite, has_government, has_country_flag, completion_reward, has_capitulated, is_in_faction_with, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_soviet_military_buildup
	icon = GFX_goal_generic_communist_industries
	prerequisite = {
		focus = HON_study_soviet_tactics
	}
	relative_position_id = HON_study_soviet_tactics
	x = -1
	y = 1
	cost = 8
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	available = {
		has_country_flag = HON_soviet_acceptance
		SOV = {
			exists = yes
			has_capitulated = no
			is_in_faction_with = HON
			has_government = communism
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				312
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Event
Component: wtt_news.53
Constructs: is_triggered_only, has_war_with
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.53
	title = wtt_news.53.t
	desc = wtt_news.53.desc
	picture = GFX_news_event_generic_parliament
	is_triggered_only = yes
	major = yes
	option = {
		name = wtt_news.53.a
		trigger = {
			OR = {
				original_tag = DEN SWE NOR
			}
			NOT = {
				has_war_with = FROM
			}
		}
	} {
		name = wtt_news.53.b
		trigger = {
			NOT = {
				original_tag = DEN
			} {
				original_tag = SWE
			} {
				original_tag = NOR
			} {
				has_war_with = FROM
			}
		}
	} {
		name = wtt_news.53.c
		trigger = {
			has_war_with = FROM
		}
	}
}
### Entity: National Focus
Tree: oma_focus
Component: OMA_tear_up_the_treaties
Constructs: prerequisite, limit, add_war_support, add_opinion_modifier, completion_reward, allow_branch, is_subject, is_in_faction
Source: game
File: common/national_focus/oman.txt

Code:
focus = {
	id = OMA_tear_up_the_treaties
	icon = GFX_focus_ARG_cut_ties_with_britain
	prerequisite = {
		focus = GEN_Conquer GEN_Intervene GEN_Isolated
	}
	relative_position_id = OMA_reclaim_the_northern_lands
	x = 2
	y = 0
	cost = 10
	allow_branch = {
		tag = OMA
	}
	available = {
		is_subject = yes
	}
	completion_reward = {
		add_war_support = 0.05
		ENG = {
			add_opinion_modifier = {
				target = ROOT
				modifier = broken_treaty
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				is_in_faction = yes
			}
			leave_faction = yes
		} {
			limit = {
				is_subject = yes
			}
			OVERLORD = {
				set_autonomy = {
					target = ROOT
					autonomous_state = autonomy_free
					end_wars = no
					end_civil_wars = no
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_TFV_AUTONOMY
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 100
			date = > 1940.3.24
		}
	}
}
### Entity: Effect Reference
Construct: add_doctrine_cost_reduction
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_doctrine_cost_reduction

* Supported Scopes: COUNTRY
* Supported Targets: none

```
adds a limited use cost reduction for doctrines
```
### Entity: AI Strategy
Component: bba_support_boosts
Constructs: is_historical_focus_on
Source: game
File: common/ai_strategy/default.txt

Code:
bba_support_boosts = {
	enable = {
		is_historical_focus_on = yes
		date = < 1939.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_variant_production_factor
		id = support_equipment
		value = 15
	}
}
### Entity: State History
Component: 923
Constructs: add_core_of
Source: game
File: history/states/923-Helgeland.txt

Code:
state = {
	id = 923
	name = STATE_923
	manpower = 88812
	state_category = rural
	resources = {
		steel = 3
		tungsten = 5
	}
	history = {
		owner = NOR
		add_core_of = NOR SMI
		victory_points = {
			3048 1
		}
		buildings = {
			infrastructure = 2
		}
	}
	provinces = {
		173 3048 3088 3126 6071 6111 6187 9208
	}
	local_supplies = 0.0
}
### Entity: Character
Component: artillery_producer_offense_0
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
artillery_producer_offense_0 = {
	random = no
	equipment_bonus = {
		artillery_equipment = {
			soft_attack = 0.05
		}
		rocket_artillery_equipment = {
			soft_attack = 0.05
		}
		anti_tank_equipment = {
			hard_attack = 0.05
		}
		anti_air_equipment = {
			air_attack = 0.05
			hard_attack = 0.05
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: GOE_RAJ_loyalist.04
Constructs: is_triggered_only, declare_war_on, annex_everything
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_loyalist.04
	title = GOE_RAJ_loyalist.04.t
	desc = GOE_RAJ_loyalist.04.desc
	picture = GFX_report_event_PER_iran_invasion
	is_triggered_only = yes
	option = {
		name = GOE_RAJ_loyalist.04.a
		declare_war_on = {
			target = PER
			type = annex_everything
		}
	}
}
### Entity: Idea
Component: AUS_forced_german_command
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_forced_german_command = {
	picture = german_advisors
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		conscription_factor = -0.1
		non_core_manpower = -0.05
		army_org_factor = 0.025
		army_morale_factor = 0.075
		training_time_army_factor = 0.3
	}
}
### Entity: Idea
Component: SWE_saab
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_saab = {
	allowed = {
		original_tag = SWE
	}
	available = {
		has_completed_focus = SWE_found_saab
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		medium_aircraft_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: EAI_DD_18/large_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_18/large_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		large_plane_airframe = {
			build_cost_ic = -0.18
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: USA_peacetime_capital_bias
Constructs: has_war, has_government
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_peacetime_capital_bias = {
	allowed = {
		original_tag = USA
	}
	enable = {
		has_government = democratic
		has_war = no
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = unit_ratio
		id = capital_ship
		value = 20
	}
}
### Entity: Character
Component: PRC_maoism_3
Source: game
File: common/country_leader/00_traits.txt

Code:
PRC_maoism_3 = {
	random = no
	political_power_factor = 0.1
	command_power_gain = 0.1
	max_command_power = 20
	pocket_penalty = -0.05
}
### Entity: Idea
Component: MEN_continue_the_ways_of_old
Constructs: removal_cost
Source: game
File: common/ideas/r56_mengkukuo.txt

Code:
MEN_continue_the_ways_of_old = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = ETH_conservative_high_command
	modifier = {
		experience_gain_infantry_combat_factor = 0.15
		army_infantry_attack_factor = 0.05
		army_infantry_defence_factor = 0.05
	}
}