Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: news.187
Constructs: is_triggered_only, save_event_target_as, is_in_faction_with
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.187
	title = news.187.t
	desc = news.187.d
	picture = GFX_news_event_generic_sign_treaty1
	major = yes
	is_triggered_only = yes
	immediate = {
		GRE = {
			save_event_target_as = Greece
		}
	}
	option = {
		name = news.187.a
		trigger = {
			is_in_faction_with = ITA
		}
	} {
		name = news.187.b
		trigger = {
			NOT = {
				is_in_faction_with = ITA
			}
		}
	} {
		name = news.187.c
		trigger = {
			NOT = {
				is_in_faction_with = ITA
			}
			tag = GRE
		}
	}
}
### Entity: National Focus
Tree: col_focus
Component: COL_coffe_growth
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/colombia.txt

Code:
focus = {
	id = COL_coffe_growth
	icon = GFX_focus_generic_coffee
	prerequisite = {
		focus = COL_industrial_effort
	}
	relative_position_id = COL_industrial_effort
	mutually_exclusive = {
		focus = COL_acerias_pdr
	}
	available = {
		OR = {
			controls_state = 306 1051
		}
	}
	x = -3
	y = 1
	cost = 8
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				306
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		swap_ideas = {
			remove_idea = COL_agrarian_economy
			add_idea = COL_coffee_dependent_economy
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 3
	}
}
### Entity: Idea
Component: FIN_outokumpu
Constructs: research_bonus
Source: game
File: common/ideas/finland.txt

Code:
FIN_outokumpu = {
	picture = GFX_idea_FIN_outokumpu
	allowed = {
		original_tag = FIN
	}
	cost = 150
	research_bonus = {
		excavation_tech = 0.15
	}
	traits = {
		mining_company
	}
}
### Entity: Event
Component: germany.21
Constructs: is_triggered_only, create_wargoal, take_state_focus
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.21
	title = germany.21.t
	desc = germany.21.d
	picture = GFX_report_event_vienna_award_hungary
	is_triggered_only = yes
	option = {
		name = germany.21.a
		create_wargoal = {
			type = take_state_focus
			target = ROM
			generator = {
				76
			}
		}
	}
}
### Entity: Event
Component: lar_congress_of_paris.6
Constructs: is_triggered_only, ai_chance, random_days, remove_from_faction
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_congress_of_paris.6
	title = lar_congress_of_paris.2.t
	desc = lar_congress_of_paris.6.desc
	picture = GFX_report_event_fascist_gathering
	is_triggered_only = yes
	option = {
		name = lar_congress_of_paris.6.a
		ai_chance = {
			base = 100
		}
		FRA_congress_of_paris_portugese_claims_setup_effect = yes
		FRA = {
			country_event = lar_congress_of_paris.3
		}
		hidden_effect = {
			news_event = {
				id = lar_news.3
				days = 3
				random_days = 5
			}
		}
	} {
		name = lar_congress_of_paris.6.b
		ai_chance = {
			base = 0
		}
		FRA = {
			country_event = lar_congress_of_paris.4
			FRA_congress_of_paris_portugese_claims_setup_effect = yes
			effect_tooltip = {
				remove_from_faction = PREV
			}
		}
		hidden_effect = {
			news_event = {
				id = lar_news.3
				days = 3
				random_days = 5
			}
		}
	}
}
### Entity: Country History
Country: DON
Component: DON_characters
Constructs: recruit_character
Source: game
File: history/countries/DON - Don Republic.txt

Code:
# Leaders & Characters for DON
recruit_character = DON_vladimir_sidorin
### Entity: Trigger Reference
Construct: has_bombing_war_support
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_bombing_war_support

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
check value of bombing malus to war support 0-1: Example has_bombing_war_support < 0.1
```
### Entity: Event
Component: greece.64
Constructs: is_triggered_only, ai_chance, add_ideas
Source: game
File: events/r56_Greece.txt

Code:
country_event = {
	id = greece.64
	title = greece.64.t
	desc = greece.64.d
	picture = GFX_report_GRE_klaras
	is_triggered_only = yes
	option = {
		name = greece.64.a
		ai_chance = {
			base = 50
		}
		add_ideas = GRE_aris_velouchiotis
	} {
		name = greece.64.b
		ai_chance = {
			base = 50
		}
		add_ideas = GRE_stefanos_sarafis
	}
}
### Entity: Modifier Reference
Component: diff_easy_ai
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
diff_easy_ai = {
	no_supply_grace = 24
	peace_score_ratio_transferred_to_players = 0.1
}
### Entity: Idea
Component: MAN_arms_seized_2
Constructs: removal_cost
Source: game
File: common/ideas/manchukou.txt

Code:
MAN_arms_seized_2 = {
	allowed = {
		always = no
	}
	name = MAN_arms_seized_1
	allowed_civil_war = {
		original_tag = MAN
	}
	removal_cost = -1
	picture = generic_army_problems
	modifier = {
		supply_consumption_factor = 0.1
	}
	targeted_modifier = {
		tag = MAN
		attack_bonus_against = -0.25
		defense_bonus_against = -0.25
	}
}
### Entity: Scripted Effect
Component: CZE_get_rid_of_the_auto_blok
Constructs: has_completed_focus, limit, has_government, has_country_flag, has_country_leader, is_subject, set_party_name, has_character
Source: game
File: common/scripted_effects/CZE_scripted_effects.txt

Code:
CZE_get_rid_of_the_auto_blok = {
	if = {
		limit = {
			NOT = {
				has_country_flag = CZE_get_rid_of_the_auto_blok_happen_once_already
			}
		}
		ROOT = {
			if = {
				limit = {
					has_country_leader = {
						character = CZE_andrej_hlinka
						ruling_only = no
					}
					NOT = {
						OR = {
							has_completed_focus = CZE_petition_the_nobles
							if = {
								limit = {
									is_subject = yes
								}
								OVERLORD = {
									has_government = neutrality
								}
							}
						}
					}
				}
				set_party_name = {
					ideology = neutrality
					long_name = CZE_neutrality_party_placeholder
					name = CZE_neutrality_party_placeholder
				}
			} {
				limit = {
					has_character = CZE_andrej_hlinka
				}
				retire_character = CZE_andrej_hlinka
			}
			set_country_flag = CZE_get_rid_of_the_auto_blok_happen_once_already
		}
	}
}
### Entity: Idea
Component: CHI_domestic_intellectual_opposition
Constructs: research_speed_factor, stability_factor, war_support_factor, removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_domestic_intellectual_opposition = {
	picture = SOV_atomic_bomb_project
	removal_cost = -1
	modifier = {
		war_support_factor = -0.1
		stability_factor = -0.05
		research_speed_factor = -0.05
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: National Focus
Component: wuw_HUN_award_military_promotions
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_planning, add_attack, add_logistics, add_defense
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_award_military_promotions
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = wuw_HUN_invest_in_ludovica_academy
	}
	x = 1
	y = 1
	relative_position_id = wuw_HUN_invest_in_ludovica_academy
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_HISTORICAL
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		army_experience = 50
		custom_effect_tooltip = generic_skip_one_line_tt HUN_ferenc_szombathelyi_becomes_a_general generic_skip_one_line_tt available_military_high_command
		HUN_ivan_hindy = {
			promote_leader = yes
			add_planning = 1
			add_attack = 1
		}
		HUN_ferenc_feketehalmyczeydner = {
			promote_leader = yes
			add_logistics = 1
			add_planning = 1
		}
		HUN_jozsef_bajnoczy = {
			promote_leader = yes
			add_planning = 1
			add_logistics = 1
		}
		HUN_karoly_bartha = {
			promote_leader = yes
			add_planning = 1
			add_defense = 1
		}
		show_ideas_tooltip = HUN_ivan_hindy HUN_dezso_laszlo
	}
}
### Entity: Character
Component: KAR_jalmari_takkinen
Source: game
File: common/characters/KAR.txt

Code:
KAR_jalmari_takkinen = {
	name = KAR_jalmari_takkinen
	portraits = {
		army = {
			large = GFX_portrait_KAR_jalmari_takkinen
			small = GFX_portrait_KAR_jalmari_takkinen_small
		}
		civilian = {
			large = GFX_portrait_KAR_jalmari_takkinen
		}
	}
	country_leader = {
		ideology = centrism
		expire = 1950.1.1.1
		id = -1
		traits = {
			tribal_warrior
		}
	}
	corps_commander = {
		traits = {
			commando winter_specialist ranger
		}
		skill = 2
		attack_skill = 3
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: Event
Component: r56_iraq.18
Constructs: is_triggered_only, create_wargoal, take_state_focus
Source: game
File: events/r56_iraq.txt

Code:
country_event = {
	id = r56_iraq.18
	title = r56_iraq.18.t
	desc = r56_iraq.18.d
	picture = GFX_event_turkey_alexandretta_march
	is_triggered_only = yes
	option = {
		name = r56_iraq.18.a
		680 = {
			controller = {
				ROOT = {
					create_wargoal = {
						target = FROM
						expire = 0
						type = take_state_focus
						generator = {
							677 680 554 553
						}
					}
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_AREA_SA_garrison
Constructs: has_war_with, is_on_continent, is_in_faction_with
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_AREA_SA_garrison = {
	enable = {
		has_war_with = GER
		OR = {
			original_tag = MEX
			capital_scope = {
				is_on_continent = south_america
			}
		}
		is_in_faction_with = USA
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = garrison
		value = 500
	}
}
### Entity: Event
Component: SEA_japan_popup_events.18
Constructs: is_triggered_only, ai_chance, limit, fire_only_once, every_core_state, add_dynamic_modifier
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_popup_events.18
	title = SEA_japan_popup_events.18.t
	desc = SEA_japan_popup_events.18.desc
	picture = GFX_report_event_japanese_army_parade
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_popup_events.18.a
		ai_chance = {
			base = 70
		}
		every_core_state = {
			limit = {
				NOT = {
					state = 282
				}
			}
			add_dynamic_modifier = {
				modifier = JAP_state_under_army_control
			}
		}
		282 = {
			add_dynamic_modifier = {
				modifier = JAP_state_under_rebel_control
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt enables_the_civil_war_decisions_tt generic_skip_one_line_tt
		activate_mission = JAP_securing_control_over_osaka_mission
	}
}
### Entity: AI Strategy
Component: BHU_AI_BHU_dragons_storm
Constructs: has_completed_focus, has_government, send_volunteers_desire
Source: game
File: common/ai_strategy/r56_BHU.txt

Code:
BHU_AI_BHU_dragons_storm = {
	allowed = {
		original_tag = BHU
	}
	enable = {
		has_completed_focus = BHU_dragons_storm
		has_government = fascism
		country_exists = JAP
		JAP = {
			has_government = fascism
		}
	}
	abort = {
		NOT = {
			country_exists = JAP
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = befriend
		id = JAP
		value = 100
	} {
		type = alliance
		id = JAP
		value = 100
	} {
		type = support
		id = SOV
		value = 100
	} {
		type = send_volunteers_desire
		id = JAP
		value = 35
	}
}
### Entity: Scripted Effect
Component: bba_get_cas_USA_effect
Constructs: add_equipment_to_stockpile, limit, has_country_flag, has_tech, create_equipment_variant, allow_without_tech, set_country_flag
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
bba_get_cas_USA_effect = {
	if = {
		limit = {
			USA = {
				has_tech = basic_small_airframe
				NOT = {
					has_tech = improved_small_airframe
				}
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_cas_airframe_1
			producer = USA
			amount = cas_buy_amount
			variant_name = A-17
		}
	}
	else_if = {
		limit = {
			USA = {
				has_tech = improved_small_airframe
				NOT = {
					has_tech = advanced_small_airframe
				}
			}
		}
		if = {
			limit = {
				USA = {
					NOT = {
						has_country_flag = USA_improved_export_cas_template
					}
				}
			}
			USA = {
				create_equipment_variant = {
					name = A-20
					type = small_plane_cas_airframe_2
					allow_without_tech = yes
					modules = {
						fixed_main_weapon_slot = small_bomb_bay
						fixed_auxiliary_weapon_slot_1 = small_bomb_bay
						engine_type_slot = engine_2_2x
						special_type_slot_1 = hmg_defense_turret
					}
					icon = GFX_USA_CAS2_medium
				}
				set_country_flag = USA_improved_export_cas_template
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_cas_airframe_2
			producer = USA
			amount = cas_buy_amount
			variant_name = A-20
		}
	} {
		limit = {
			USA = {
				has_tech = advanced_small_airframe
			}
		}
		if = {
			limit = {
				USA = {
					NOT = {
						has_country_flag = USA_advanced_export_cas_template
					}
				}
			}
			USA = {
				create_equipment_variant = {
					name = A-26
					type = small_plane_cas_airframe_3
					allow_without_tech = yes
					modules = {
						fixed_main_weapon_slot = bomb_locks
						fixed_auxiliary_weapon_slot_1 = small_bomb_bay
						fixed_auxiliary_weapon_slot_2 = small_bomb_bay
						engine_type_slot = engine_4_2x
						special_type_slot_1 = hmg_defense_turret_2x
					}
					icon = GFX_USA_CAS3_medium
				}
				set_country_flag = USA_advanced_export_cas_template
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_cas_airframe_3
			producer = USA
			amount = cas_buy_amount
			variant_name = A-26
		}
	}
}
### Entity: Faction
Component: faction_goal_marine_corps
Constructs: limit, complete_effect, add_faction_power_projection, add_faction_initiative, every_collection_element, has_tech, has_completed_goal, random_character
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_marine_corps = {
	name = marine_corps_goal_name
	description = marine_corps_goal_desc
	category = medium_term
	group = FOCUS_FILTER_NAVY_XP
	available = {

	}
	completed = {
		count_in_collection = {
			collection = {
				input = game:scope
				operators = {
					faction_members
				}
				name = FACTION
			}
			unit_category = {
				marine marine_commando amphibious_mechanized category_amphibious_tanks
			}
			equipment_ratio = 0.9
			size = > 29
		}
	}
	complete_effect = {
		add_faction_power_projection = 200
		custom_effect_tooltip = THE_FACTION_LEADER generic_skip_one_line_tt ALL_FACTION_MEMBERS_WITH_AMPHIBIOUS_TECH generic_skip_one_line_tt ALL_FACTION_MEMBERS
		add_faction_initiative = 1
		hidden_effect = {
			every_collection_element = {
				input = {
					input = game:scope
					operators = {
						 = faction_members
						limit = {
							OR = {
								has_tech = marines amphibious_mechanized_infantry amphibious_tank amphibious_tank_chassis
							}
						}
					}
					name = ALL_FACTION_MEMBERS_WITH_AMPHIBIOUS_TECH
				}
				IF = {
					limit = {
						NOT = {
							has_completed_goal = faction_goal_marine_corps
						}
					}
					random_character = {
						tooltip = ONE_GENERAL
						visible_when_empty = yes
						limit = {
							is_army_leader = yes
							is_field_marshal = no
							NOT = {
								has_trait = cavalry_officer
							} {
								has_trait = panzer_leader
							} {
								has_trait = naval_invader
							}
						}
						gain_xp = 400
						add_attack = 1
						add_trait = {
							trait = naval_invader
						}
					}
				}
			}
		}
		effect_tooltip = {
			random_character = {
				tooltip = ONE_GENERAL
				visible_when_empty = yes
				limit = {
					is_army_leader = yes
					is_field_marshal = no
					NOT = {
						has_trait = cavalry_officer
					} {
						has_trait = panzer_leader
					} {
						has_trait = naval_invader
					}
				}
				gain_xp = 400
				add_attack = 1
				add_trait = {
					trait = naval_invader
				}
			}
		}
		every_faction_member = {
			IF = {
				limit = {
					NOT = {
						has_completed_goal = faction_goal_marine_corps
					}
				}
				add_tech_bonus = {
					name = marine_corps_tech_bonus
					bonus = 0.5
					uses = 1
					category = marine_tech
				}
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			any_state = {
				is_controlled_by_ROOT_or_ally = yes
				is_coastal
# ... (truncated)
### Entity: Character
Component: BLZ_ncm
Source: game
File: common/characters/BLZ.txt

Code:
BLZ_ncm = {
	advisor = {
		slot = navy_chief
		idea_token = BLZ_ncm
		allowed = {
			original_tag = BLZ
		}
		traits = {
			navy_chief_maneuver_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_3
		}
	}
}
### Entity: Idea
Component: BRA_aftermath_of_the_coup_dummy_idea
Constructs: stability_factor, removal_cost, communism_drift, democratic_drift
Source: game
File: common/ideas/brazil.txt

Code:
BRA_aftermath_of_the_coup_dummy_idea = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = trotskyite_plot
	modifier = {
		stability_factor = -0.1
		communism_drift = 0.02
		democratic_drift = 0.02
	}
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_Defence_Act
Constructs: prerequisite, add_ideas, has_government, completion_reward, add_popularity
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_Defence_Act
	icon = GFX_goal_arrests
	prerequisite = {
		focus = TAN_rehabilitate_pre_revolutionary_practices TAN_Strenghten_Democracy
	}
	x = 1
	y = 1
	relative_position_id = TAN_rehabilitate_pre_revolutionary_practices
	cost = 10
	available_if_capitulated = yes
	available = {
		OR = {
			has_government = neutrality democratic
		}
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = -0.05
		} {
			ideology = communism
			popularity = -0.05
		}
		add_ideas = GEN_Defence_Act_I
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
}
### Entity: AI Strategy
Component: GER_minor_allies
Constructs: has_government, is_in_faction
Source: game
File: common/ai_strategy_plans/GER_historical_strategy_plan.txt

Code:
GER_minor_allies = {
	name = Minor German Allies
	allowed = {
		OR = {
			original_tag = ROM HUN BUL YUG ITA CZE DEN NOR SWE FIN SPR POR HOL BEL LUX POL LAT LIT EST CRO SLO VIC SER SWI UKR BLR UBD ALB MNT GRE IRE BRI OCC WLS SCO ICE GRN SMI KAR GEO ARM CRI MLD VGE
		}
	}
	enable = {
		OR = {
			has_government = fascism
			fascism = > 0.5
		} {
			original_tag = ROM HUN BUL YUG ITA CZE DEN NOR SWE FIN SPR POR HOL BEL LUX POL LAT LIT EST CRO SLO VIC SER SWI UKR BLR UBD ALB MNT GRE IRE BRI OCC WLS SCO ICE GRN SMI KAR GEO ARM CRI MLD VGE
		}
		is_in_faction = no
		GER = {
			has_government = fascism
		}
	}
	abort = {
		GER = {
			NOT = {
				has_government = fascism
			}
		}
	}
	ai_strategy = {
		type = alliance
		id = JAP
		value = -500
	}
}
### Entity: Scripted Effect
Component: BUL_bs_low_popularity_increase_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/BUL_scripted_effects.txt

Code:
BUL_bs_low_popularity_increase_effect = {
	custom_effect_tooltip = BUL_bs_tt BUL_low_popularity_increase_tt
	add_to_variable = {
		BUL_bs_popularity = BUL_faction_low_increase
	}
	clamp_variable = {
		var = BUL_bs_popularity
		min = 0
		max = 100
	}
}
### Entity: Scripted Effect
Component: USA_create_george_musulin_operative
Constructs: create_operative_leader
Source: game
File: common/scripted_effects/USA_scripted_effects.txt

Code:
USA_create_george_musulin_operative = {
	create_operative_leader = {
		name = George Musulin
		GFX = GFX_portrait_USA_george_musulin
		gender = male
		traits = {
			operative_tough operative_infiltrator operative_commando
		}
		bypass_recruitment = no
		available_to_spy_master = yes
		nationalities = {
			USA YUG SER CRO
		}
	}
}
### Entity: Event
Component: wuw_GER_diplomacy.91
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.91
	title = wuw_GER_diplomacy.91.t
	desc = wuw_GER_diplomacy.91.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = wuw_GER_diplomacy.91.a
		FROM = {
			country_event = {
				id = wuw_GER_diplomacy.92
				hours = 12
			}
		}
	}
}
### Entity: Event
Component: BBA_italy_civil_war.4
Constructs: is_triggered_only, add_stability
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_civil_war.4
	title = BBA_italy_civil_war.4.t
	desc = BBA_italy_civil_war.4.desc
	picture = GFX_report_event_ger_civil_war
	is_triggered_only = yes
	option = {
		name = BBA_italy_civil_war.4.a
		add_stability = -0.05
		custom_effect_tooltip = ITA_gappisti_state_modifier_rds_tt
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_philippine_air_force
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_philippine_air_force
	icon = GFX_focus_PHI_philippine_air_force
	prerequisite = {
		focus = PHI_off_shore_patrol
	} {
		focus = PHI_develop_domestic_aircraft_industry
	}
	relative_position_id = PHI_off_shore_patrol
	x = 2
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = PHI_philippine_army_air_corps_dynamic_modifier_tt
		add_to_variable = {
			PHI_philippine_army_air_corps_air_mission_efficiency = 0.05
			tooltip = air_mission_efficiency_tt
		} {
			PHI_philippine_army_air_corps_air_range_factor = 0.1
			tooltip = air_range_factor_tt
		}
	}
}
### Entity: Idea
Component: AFG_anti_soviet_cooperation_idea
Source: game
File: common/ideas/afghanistan.txt

Code:
AFG_anti_soviet_cooperation_idea = {
	picture = generic_attack_soviet_union
	targeted_modifier = {
		tag = SOV
		attack_bonus_against = 0.15
		defense_bonus_against = 0.15
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Decision
Component: economy_decisions
Constructs: has_completed_focus, remove_ideas, has_country_flag, fire_only_once, add_political_power, is_core_of, remove_effect, add_extra_state_shared_building_slots
Source: game
File: common/decisions/r56_DEN.txt

Code:
economy_decisions = {
	den_targeted_land_reform = {
		icon = generic_industry
		cost = 35
		ai_will_do = {
			factor = 5
		} {
			factor = 3
		}
		available = {
			FROM = {
				OR = {
					is_core_of = DEN
					compliance = > 40
				}
			}
		}
		allowed = {
			tag = DEN
		}
		modifier = {
			political_power_cost = 0.25
		}
		fire_only_once = yes
		state_target = yes
		target_array = controlled_states
		visible = {
			FROM = {
				OR = {
					is_core_of = DEN
					compliance = > 30
				}
				state_population = > 100000
			}
			has_country_flag = den_land_reform_dec
		}
		days_remove = 30
		on_map_mode = map_and_decisions_view
		remove_effect = {
			FROM = {
				add_extra_state_shared_building_slots = 1
			}
		}
	}
	den_devalued_krone = {
		icon = ger_mefo_bills
		activation = {
			always = no
		}
		allowed = {
			tag = DEN
		}
		available = {
			OR = {
				has_completed_focus = DEN_North_Sea_Trade_Agreement DEN_Nordic_Customs_Union DEN_Munch_Ribbentrop_Pakt DEN_Dano_Soviet_Trade_Agreement
			}
		}
		priority = 50
		is_good = no
		days_mission_timeout = 500
		complete_effect = {
			add_political_power = 15
			remove_ideas = DEN_stagnant_economy
		}
		timeout_effect = {
			add_timed_idea = {
				idea = DEN_stagnant_economy_2
				days = 450
			}
		}
	}
	den_protectionist_economy = {
		icon = ger_mefo_bills
		activation = {
			always = no
		}
		allowed = {
			tag = DEN
		}
		available = {
			NOT = {
				has_idea = civilian_economy limited_exports
			}
		}
		selectable_mission = no
		priority = 50
		is_good = no
		days_mission_timeout = 365
		complete_effect = {
			add_timed_idea = {
				idea = DEN_stagnant_economy_2
				days = 450
			}
		}
		timeout_effect = {
			add_political_power = 15
		}
	}
}