Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: AUS_set_navy_defaults
Constructs: set_variable
Source: game
File: common/scripted_effects/AUS_scripted_effects.txt

Code:
AUS_set_navy_defaults = {
	set_variable = {
		AUS_navy_xp_gain_navy_factor = 0
	} {
		AUS_navy_production_speed_coastal_bunker_factor = 0
	} {
		AUS_navy_production_speed_dockyard_factor = 0
	}
}
### Entity: Character
Component: autokrator
Constructs: political_power_gain, war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
autokrator = {
	random = no
	political_power_gain = 0.15
	war_support_factor = 0.1
	justify_war_goal_time = -0.5
	ai_focus_aggressive_factor = 0.5
	ai_get_ally_desire_factor = -100
}
### Entity: Event
Component: BBA_italy_anti_colonialism_events.59
Constructs: is_triggered_only, release_on_controlled
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_anti_colonialism_events.59
	title = BBA_italy_anti_colonialism_events.59.t
	desc = BBA_italy_anti_colonialism_events.59.desc
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	option = {
		name = BBA_italy_anti_colonialism_events.53.a
		custom_effect_tooltip = ITA_release_colonies_central_africa_tt
		hidden_effect = {
			release_on_controlled = CMR CHA CAR COG EQG GAB RCG ANG RWA BRD
		}
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_claim_new_bruinswick
Constructs: prerequisite, limit, has_government, owns_state, has_war_with, completion_reward, is_subject, every_state
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_claim_new_bruinswick
	icon = GFX_goal_generic_deadly_treaty
	prerequisite = {
		focus = QUE_our_own_way QUE_approach_paris QUE_align_with_mexico
	}
	relative_position_id = QUE_our_own_way
	x = 3
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {
		NOT = {
			is_subject = yes
			has_war_with = CAN
		}
		has_government = fascism
	}
	bypass = {
		QUE = {
			owns_state = 465
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		every_state = {
			limit = {
				state = 465 464
			}
			add_core_of = QUE
		}
		every_other_country = {
			limit = {
				any_controlled_state = {
					OR = {
						state = 465 464
					}
				}
			}
			country_event = {
				days = 3
				id = quebec_fascism.1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_aggressive_assimilation
Constructs: prerequisite, has_government, add_stability, completion_reward, has_full_control_of_state, add_state_core
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_aggressive_assimilation
	prerequisite = {
		focus = BUL_crush_the_greeks
	} {
		focus = BUL_divide_yugoslavia
	} {
		focus = BUL_topple_romania
	} {
		focus = BUL_tame_albania
	}
	relative_position_id = BUL_reassert_the_extended_land_claims
	icon = GFX_focus_BUL_the_fate_of_the_balkans
	x = 0
	y = 2
	cost = 28.6
	ai_will_do = {
		factor = 55
	}
	available = {
		has_government = fascism
		has_full_control_of_state = 44 805 910 77 955 106 950 803 108 953 802 341 731
	}
	completion_reward = {
		add_stability = -0.1
		add_state_core = 44 805 910 77 955 106 950 803 108 953 802 341 731
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
}
### Entity: Character
Component: VOL_ar
Source: game
File: common/characters/VOL.txt

Code:
VOL_ar = {
	advisor = {
		slot = high_command
		idea_token = VOL_ar
		ledger = army
		allowed = {
			original_tag = VOL
		}
		traits = {
			army_regrouping_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_5
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Introduce_Land_Reform
Constructs: prerequisite, remove_ideas, completion_reward, set_country_flag
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Introduce_Land_Reform
	icon = GFX_goal_generic_land_seizure
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = DEN_Danish_Folksradrepublik
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	x = 1
	y = 3
	relative_position_id = DEN_DKP_Takeover
	completion_reward = {
		remove_ideas = DEN_stagnant_economy
		custom_effect_tooltip = den_land_reform_tt
		set_country_flag = den_land_reform_dec
	}
}
### Entity: Country History
Country: NAP
Component: NAP_technology
Constructs: set_technology
Source: game
File: history/countries/NAP - Naples.txt

Code:
# Starting Technologies for NAP
set_technology = {
	etax_doctrine = 1
	camo = 1
	steel_production_1 = 1
	infantry_weapons = 1
	infantry_weapons1 = 1
	support_weapons = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_military_police = 1
	tech_maintenance_company = 1
	tech_field_hospital = 1
	tech_logistics_company = 1
	tech_trucks = 1
	motorised_infantry = 1
	gw_artillery = 1
	interwar_antiair = 1
	interwar_antitank = 1
	fuel_silos = 1
	fuel_refining = 1
	tech_mountaineers = 1
	basic_naval_mines = 1
	submarine_mine_laying = 1
	basic_depth_charges = 1
	basic_torpedo = 1
	basic_battery = 1
	basic_cruiser_armor_scheme = 1
	basic_heavy_battery = 1
	basic_medium_battery = 1
	basic_light_battery = 1
	basic_heavy_armor_scheme = 1
	early_ship_hull_submarine = 1
	basic_ship_hull_submarine = 1
	early_ship_hull_light = 1
	basic_ship_hull_light = 1
	early_ship_hull_cruiser = 1
	basic_ship_hull_cruiser = 1
	early_ship_hull_heavy = 1
	basic_ship_hull_heavy = 1
	mtg_transport = 1
	coastal_defense_ships = 1
}
### Entity: AI Strategy
Component: ai_focus_naval_air_RUT
Source: game
File: common/ai_focuses/RUT.txt

Code:
ai_focus_naval_air_RUT = {
	research = {
		naval_air = 4.0
		naval_bomber = 3.0
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_gold_and_silver_mining
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_gold_and_silver_mining
	icon = GFX_goal_generic_gold_money
	x = -4
	y = 1
	cost = 10
	prerequisite = {
		focus = PRU_oil_industry_developments PRU_invite_foreign_experts
	} {
		focus = PRU_railroad_investments
	}
	relative_position_id = PRU_invite_foreign_experts
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_ideas = PRU_precious_metal_exports
	}
}
### Entity: Event
Component: mongol_genden.4
Constructs: is_triggered_only, limit, random_owned_controlled_state, add_building_construction
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_genden.4
	title = mongol_genden.4.t
	desc = mongol_genden.4.d
	picture = GFX_report_event_burma_road
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			activate_mission = MON_monthly_economic_report
		}
	}
	option = {
		name = mongol_genden.4.a
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: GER_the_greatest_of_all_republicans_trait
Constructs: stability_factor, industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_the_greatest_of_all_republicans_trait = {
	sprite = 13
	random = no
	industrial_capacity_factory = 0.075
	stability_factor = 0.05
	production_speed_buildings_factor = 0.025
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_meet_with_king_prajadhipok
Constructs: prerequisite, completion_reward, add_popularity
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_meet_with_king_prajadhipok
	icon = GFX_focus_SIA_meet_with_prajadhipok
	x = 0
	y = 1
	relative_position_id = SIA_the_midnight_meeting
	prerequisite = {
		focus = SIA_the_midnight_meeting
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.1
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = SIA_chao_phraya_sri_dharmathibhet
	}
}
### Entity: Idea
Component: EAI_HARD/light_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_HARD/light_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_destroyer_chassis = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: Event
Component: ukraine.7
Constructs: is_triggered_only, ai_chance, is_major, save_event_target_as, set_country_flag, is_in_faction_with, has_guaranteed, is_historical_focus_on
Source: game
File: events/Ukraine.txt

Code:
country_event = {
	id = ukraine.7
	title = ukraine.7.t
	desc = ukraine.7.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = ukraine.7.a
		save_event_target_as = bessarabia_ultimatum_victim
		set_country_flag = bessarabia_ultimatum_victim
		ai_chance = {
			base = 70
			modifier = {
				factor = 0
				NOT = {
					is_in_faction_with = FROM
				}
				any_other_country = {
					is_major = yes
					NOT = {
						tag = UKR
					}
					OR = {
						is_in_faction_with = ROOT
						has_guaranteed = ROOT
					}
				}
			} {
				factor = 0.3
				is_historical_focus_on = no
			}
		}
		FROM = {
			country_event = {
				days = 1
				id = ukraine.8
			}
		}
	} {
		name = ukraine.7.b
		ai_chance = {
			base = 0
			modifier = {
				add = 10
				is_in_faction = yes
				NOT = {
					is_in_faction_with = FROM
				}
			} {
				is_historical_focus_on = yes
				factor = 0
			} {
				factor = 0
				is_in_faction_with = FROM
			}
		}
		FROM = {
			country_event = {
				days = 1
				id = ukraine.9
			}
			effect_tooltip = {
				create_wargoal = {
					type = take_state
					target = ROM
					generator = {
						80 766 834
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_defense_spending
Constructs: prerequisite, has_war, limit, completion_reward, has_civil_war, random_core_state, is_owned_and_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_defense_spending
	icon = GFX_focus_BRA_for_the_fatherland
	prerequisite = {
		focus = BRA_cooperation_in_the_americas
	}
	x = 0
	y = 1
	relative_position_id = BRA_cooperation_in_the_americas
	cost = 10
	ai_will_do = {
		factor = 20
	}
	available = {
		any_country = {
			has_war = yes
			has_civil_war = no
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_core_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				is_owned_and_controlled_by = ROOT
				NOT = {
					OR = {
						state = 961 962 963 964 965 966 967 968
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = yes
				}
				is_owned_and_controlled_by = ROOT
				is_coastal = yes
				NOT = {
					OR = {
						state = 961 962 963 964 965 966 967 968
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
		add_timed_idea = {
			idea = BRA_national_defence_fund_idea
			days = 360
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_appeal_to_overseas_territories
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_offsite_building
Source: game
File: common/national_focus/free_france.txt

Code:
focus = {
	id = FRA_appeal_to_overseas_territories
	icon = GFX_goal_generic_radar
	x = 0
	y = 1
	offset = {
		x = 0
		y = 0
	}
	prerequisite = {
		focus = FRA_appeal_to_the_french_nation
	}
	relative_position_id = FRA_appeal_to_the_french_nation
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		custom_effect_tooltip = FRA_appeal_to_overseas_territories_tt
		add_offsite_building = {
			type = industrial_complex
			level = 2
		}
		hidden_effect = {
			country_event = lar_appeal_to_overseas_territories.1
		}
	}
}
### Entity: Idea
Component: HAN_inf
Source: game
File: common/ideas/hanover.txt

Code:
HAN_inf = {
	ledger = army
	picture = generic_army_europe_1
	allowed = {
		original_tag = HAN
	}
	traits = {
		army_infantry_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: idea_SIA_cemented_control
Constructs: removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_cemented_control = {
	picture = SIA_cemented_control
	allowed_civil_war = {
		always = yes
	}
	allowed = {
		original_tag = SIA
	}
	removal_cost = -1
	modifier = {
		party_popularity_stability_factor = 0.075
		war_stability_factor = 0.075
		political_power_factor = 0.05
	}
}
### Entity: Event
Component: denmark_events.1
Constructs: has_war, add_stability, fire_only_once, has_dynamic_modifier, has_civil_war, is_subject, has_dlc, add_to_variable
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_events.1
	title = denmark_events.1.t
	desc = denmark_events.1.desc
	picture = GFX_report_event_DEN_celebration
	fire_only_once = yes
	trigger = {
		original_tag = DEN
		NOT = {
			has_dynamic_modifier = {
				modifier = DEN_economic_crisis_dynamic_modifier
			}
		}
		has_war = no
		has_civil_war = no
		is_subject = no
		has_dlc = Arms Against Tyranny
	}
	mean_time_to_happen = {
		days = 180
	}
	option = {
		name = denmark_events.1.a
		add_stability = 0.05
		add_to_variable = {
			DEN_industrial_improvement_tracker_var = 1
		} {
			DEN_industrial_capabilities_consumer_goods = -0.1
			tooltip = consumer_goods_factor_tt
		}
		DEN_improve_industrial_capabilities_NS = yes
	}
}
### Entity: Event
Component: luxembourg.227
Constructs: is_triggered_only, limit, every_country, has_country_flag, clr_country_flag
Source: game
File: events/r56_luxembourg.txt

Code:
country_event = {
	id = luxembourg.227
	hidden = yes
	is_triggered_only = yes
	option = {
		every_country = {
			limit = {
				has_country_flag = LUX_declined_reaffirmation_treaty_of_london
			}
			clr_country_flag = LUX_declined_reaffirmation_treaty_of_london
		}
	}
}
### Entity: Event
Component: r56.lootbox.event.18
Constructs: is_triggered_only, random_owned_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: events/r56_lootbox_events.txt

Code:
country_event = {
	id = r56.lootbox.event.18
	title = r56.lootbox.event.title
	desc = r56.lootbox.event.18.description
	is_triggered_only = yes
	option = {
		name = r56.lootbox.event.option.epic
		random_owned_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Event
Component: siam.9
Constructs: is_triggered_only, add_timed_idea
Source: game
File: events/TAOG_Siam.txt

Code:
country_event = {
	id = siam.9
	title = siam.9.t
	desc = siam.9.desc
	picture = GFX_report_event_SWE_psilander_affair
	is_triggered_only = yes
	option = {
		name = siam.9.a
		add_timed_idea = {
			idea = idea_SIA_rebuilding_after_civil_war
			days = 120
		} {
			idea = idea_SIA_purged_senior_military
			days = var:SIA_purged_military_timer
		}
	}
}
### Entity: Modifier Reference
Component: SWI_infrastructure_rigged_to_blow
Source: game
File: common/dynamic_modifiers/bba_dynamic_modifiers.txt

Code:
SWI_infrastructure_rigged_to_blow = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_SOV_civilian_labor_in_defense
	state_production_speed_buildings_factor = -0.15
}
### Entity: Idea
Component: MEX_cedillo_tension_2
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/mexico.txt

Code:
MEX_cedillo_tension_2 = {
	picture = chi_war_of_resistance
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		always = no
	}
	modifier = {
		stability_factor = -0.05
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_at_the_gates
Constructs: prerequisite, completion_reward, set_variable, add_dynamic_modifier, add_to_variable
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_at_the_gates
	icon = GFX_focus_BEL_belgian_gates
	prerequisite = {
		focus = AST_walls_like_uluru
	}
	relative_position_id = AST_walls_like_uluru
	x = 0
	y = 2
	cost = 5
	available = {
		threat = > 0.3
	}
	bypass = {

	}
	available_if_capitulated = no
	ai_will_do = {
		factor = 0
	}
	completion_reward = {
		set_variable = {
			AST_national_defense_production_speed_arms_factory_factor = 0
		} {
			AST_national_defense_production_speed_dockyard_factor = 0
		} {
			AST_national_defense_conversion_cost_civ_to_mil_factor = 0
		} {
			AST_national_defense_production_factory_max_efficiency_factor = 0
		} {
			AST_national_defense_production_factory_efficiency_gain_factor = 0
		}
		add_dynamic_modifier = {
			modifier = AST_national_defense
		}
		add_to_variable = {
			var = AST_national_defense_production_speed_arms_factory_factor
			value = 0.15
			tooltip = production_speed_arms_factory_factor_tt
		} {
			var = AST_national_defense_production_speed_dockyard_factor
			value = 0.15
			tooltip = production_speed_dockyard_factor_tt
		} {
			var = AST_national_defense_conversion_cost_civ_to_mil_factor
			value = -0.15
			tooltip = conversion_cost_civ_to_mil_factor_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: AI Strategy
Component: ROM_be_nice_to_hitler
Constructs: has_completed_focus, is_in_faction
Source: game
File: common/ai_strategy/ROM.txt

Code:
ROM_be_nice_to_hitler = {
	allowed = {
		original_tag = ROM
	}
	enable = {
		has_completed_focus = ROM_trade_treaty_with_germany
	}
	abort = {
		is_in_faction = yes
	}
	ai_strategy = {
		type = befriend
		id = GER
		value = 200
	}
}
### Entity: Event
Component: israel.108
Constructs: is_triggered_only, white_peace, set_truce
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.108
	title = israel.108.t
	desc = israel.108.d
	is_triggered_only = yes
	option = {
		name = israel.108.a
		white_peace = LEB
		hidden_effect = {
			set_truce = {
				target = LEB
				days = 550
			}
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_following_in_the_footsteps_of_giants
Constructs: prerequisite, limit, remove_ideas, has_government, add_opinion_modifier, completion_reward, add_popularity, has_idea
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_following_in_the_footsteps_of_giants
	icon = GFX_focus_GRE_following_in_the_footsteps_of_giants
	prerequisite = {
		focus = GRE_recruit_the_fascists
	}
	x = 0
	y = 1
	relative_position_id = GRE_recruit_the_fascists
	cost = 5
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		if = {
			limit = {
				GER = {
					has_government = fascism
				}
			}
			GER = {
				add_opinion_modifier = {
					target = GRE
					modifier = GRE_fascist_leanings
				}
			}
		} {
			limit = {
				ITA = {
					has_government = fascism
				}
			}
			ITA = {
				add_opinion_modifier = {
					target = GRE
					modifier = GRE_fascist_leanings
				}
			}
		} {
			limit = {
				has_idea = GRE_metaxism_6
			}
			swap_ideas = {
				remove_idea = GRE_metaxism_6
				add_idea = GRE_metaxism_7
			}
		}
		else_if = {
			limit = {
				has_country_leader = {
					character = GRE_ioannis_metaxas
					ruling_only = yes
				}
				has_government = neutrality
				NOT = {
					has_idea = GRE_metaxism_6
				}
			}
			custom_effect_tooltip = no_fascist_metaxism_spirit_tt
		}
		hidden_effect = {
			if = {
				limit = {
					GER = {
						has_government = fascism
					}
				}
				add_opinion_modifier = {
					target = GRE
					modifier = GRE_fascist_trading_bloc
				}
			} {
				limit = {
					ITA = {
						has_government = fascism
					}
				}
				add_opinion_modifier = {
					target = GRE
					modifier = GRE_fascist_trading_bloc
				}
			} {
				limit = {
					has_idea = GRE_metaxism
				}
				remove_ideas = GRE_metaxism
			} {
				limit = {
					has_idea = GRE_metaxism_2
				}
				remove_ideas = GRE_metaxism_2
			} {
				limit = {
					has_idea = GRE_metaxism_3
				}
				remove_ideas = GRE_metaxism_3
			} {
				limit = {
					has_idea = GRE_metaxism_4
				}
				remove_ideas = GRE_metaxism_4
			} {
				limit = {
					has_idea = GRE_metaxism_5
				}
				remove_ideas = GRE_metaxism_5
			}
			swap_ideas = {
				remove_idea = GRE_eon
				add_idea = GRE_eon_fascist
			}
		}
	}
}
### Entity: Modifier Reference
Component: refinery_damaged_modifier
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
refinery_damaged_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_sabotaged_resource
	state_resources_oil_factor = -0.5
}
### Entity: Idea
Component: PRE_abi
Source: game
File: common/ideas/prussia.txt

Code:
PRE_abi = {
	ledger = air
	picture = generic_air_europe_2
	allowed = {
		original_tag = PRE
	}
	traits = {
		air_bomber_interception_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Trigger
Component: EAI_Mine_Sweeper_Focus_1_PRESET
Constructs: limit
Source: game
File: common/scripted_triggers/EAI_ai_presets.txt

Code:
EAI_Mine_Sweeper_Focus_1_PRESET = {
	if = {
		limit = {
			EAI_MODE_normal = yes
		}
		OR = {
			original_tag = ENG USA FRA ITA JAP
		}
	}
	else_if = {
		limit = {
			EAI_MODE_challenging = yes
		}
		OR = {
			original_tag = ENG USA FRA ITA JAP
		}
	}
}
### Entity: Character
Component: KEN_coi
Source: game
File: common/characters/KEN.txt

Code:
KEN_coi = {
	advisor = {
		slot = political_advisor
		idea_token = KEN_coi
		allowed = {
			original_tag = KEN
		}
		traits = {
			captain_of_industry
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_1
		}
	}
}
### Entity: Combat Tactic
Component: tactic_defender_hb_skillful_defence
Constructs: is_attacker, has_trait
Source: game
File: common/combat_tactics.txt

Code:
tactic_defender_hb_skillful_defence = {
	is_attacker = no
	trigger = {
		is_attacker = no
		phase = hold_bridge
		OR = {
			skill = > 2
			has_trait = trickster
		}
	}
	base = {
		factor = 2
	}
	picture = defender_hb_skillful_defence
	display_phase = hold_bridge
	combat_width = -0.25
	attacker = 0.1
	defender = 0.05
}
### Entity: Character
Component: naw_militia_proponent
Constructs: war_support_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
naw_militia_proponent = {
	sprite = 13
	random = yes
	conscription = 0.005
	army_morale_factor = 0.05
	war_support_factor = 0.05
}