Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_Anti_Invasion
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_Anti_Invasion
	icon = GFX_goal_generic_construct_military
	text = GEN_Anti_Invasion
	prerequisite = {
		focus = VNZ_neutrality_focus
	}
	mutually_exclusive = {
		focus = VNZ_Military_Build
	}
	x = 1
	y = 1
	relative_position_id = VNZ_neutrality_focus
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = GEN_Anti_Invasion_I
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
}
### Entity: National Focus
Tree: urg_focus
Component: URG_ruralism
Constructs: prerequisite, completion_reward, add_dynamic_modifier
Source: game
File: common/national_focus/uruguay.txt

Code:
focus = {
	id = URG_ruralism
	available = {

	} {

	}
	icon = GFX_focus_ARG_capitalize_the_beef_industry
	x = 0
	y = 1
	cost = 5
	prerequisite = {
		focus = URG_herrerismo URG_traditionalism
	}
	relative_position_id = URG_herrerismo
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		945 = {
			add_dynamic_modifier = {
				modifier = idea_URG_ruralism_good
			}
		}
		946 = {
			add_dynamic_modifier = {
				modifier = idea_URG_ruralism_good
			}
		}
		300 = {
			add_dynamic_modifier = {
				modifier = idea_URG_ruralism_bad
			}
		}
	}
}
### Entity: Idea
Component: PRC_first_ministry_of_machine_building_armor
Constructs: has_completed_focus, removal_cost, research_bonus
Source: game
File: common/ideas/prc.txt

Code:
PRC_first_ministry_of_machine_building_armor = {
	name = PRC_first_ministry_of_machine_building_material
	allowed = {
		tag = PRC
	}
	available = {
		has_completed_focus = PRC_ndcprc
	}
	picture = generic_tank_manufacturer_2
	cost = 150
	removal_cost = 10
	research_bonus = {
		armor = 0.15
	}
	traits = {
		tank_manufacturer
	}
}
### Entity: Idea
Component: BOS_aa2
Source: game
File: common/ideas/bosnia.txt

Code:
BOS_aa2 = {
	ledger = army
	picture = generic_army_europe_2
	allowed = {
		original_tag = BOS
	}
	traits = {
		army_armored_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: EAI_DD_14/medium_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_14/medium_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_destroyer_chassis = {
			build_cost_ic = -0.35
			instant = yes
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/United_States.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
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects

The following pages link to United States:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Countries ‎ (← links | edit)

Norway ‎ (← links | edit)

Germany ‎ (← links | edit)

France ‎ (← links | edit)

Italy ‎ (← links | edit)

Soviet Union ‎ (← links | edit)

United States ‎ (← links | edit)

United Kingdom ‎ (← links | edit)

Sweden ‎ (← links | edit)

Japan ‎ (← links | edit)

Netherlands ‎ (← links | edit)

Belgium ‎ (← links | edit)

Luxembourg ‎ (← links | edit)

Denmark ‎ (← links | edit)

Yugoslavia ‎ (← links | edit)

Czechoslovakia ‎ (← links | edit)

Poland ‎ (← links | edit)

Colombia ‎ (← links | edit)

Turkey ‎ (← links | edit)

National Focus ‎ (← links | edit)

Ethiopia ‎ (← links | edit)

Argentina ‎ (← links | edit)

Brazil ‎ (← links | edit)

Canada ‎ (← links | edit)

Switzerland ‎ (← links | edit)

Albania ‎ (← links | edit)

Austria ‎ (← links | edit)

Ecuador ‎ (← links | edit)

Venezuela ‎ (← links | edit)

Panama ‎ (← links | edit)

Romania ‎ (← links | edit)

Latvia ‎ (← links | edit)

Estonia ‎ (← links | edit)

Lithuania ‎ (← links | edit)

Bulgaria ‎ (← links | edit)

Finland ‎ (← links | edit)

Greece ‎ (← links | edit)

Portugal ‎ (← links | edit)

Ireland ‎ (← links | edit)

Usa (redirect page) ‎ (← links | edit)

Template:Country navbox ‎ (← links | edit)

America (redirect page) ‎ (← links | edit)

Us (redirect page) ‎ (← links | edit)

British Raj ‎ (← links | edit)

USA (redirect page) ‎ (← links | edit)
Cuba ‎ (← links | edit)

Ideology ‎ (← links | edit)

Cuba ‎ (← links | edit)

Hungary ‎ (← links | edit)

Slovakia ‎ (← links | edit)

Paraguay ‎ (← links | edit)

Tannu Tuva ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/United_States"
### Entity: Character
Component: PER_heistant_king_trait
Constructs: autonomy_gain
Source: game
File: common/country_leader/goe_traits.txt

Code:
PER_heistant_king_trait = {
	sprite = 5
	autonomy_gain = 0.2
	party_popularity_stability_factor = -0.1
	ai_will_do = {
		factor = 2
	}
}
### Entity: AI Strategy
Component: EAI_allies_avoid_JAP
Constructs: has_war_with, has_capitulated
Source: game
File: common/ai_strategy/ENG_EAI.txt

Code:
EAI_allies_avoid_JAP = {
	enable = {
		has_war_with = JAP
		NOT = {
			JAP = {
				has_capitulated = yes
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = naval_avoid_region
		id = 90
		value = 50
	} {
		type = naval_avoid_region
		id = 79
		value = 50
	} {
		type = naval_avoid_region
		id = 76
		value = 50
	} {
		type = naval_avoid_region
		id = 75
		value = 50
	} {
		type = naval_avoid_region
		id = 75
		value = 50
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_encourage_recruitment
Constructs: prerequisite, completion_reward, set_variable
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_encourage_recruitment
	icon = GFX_focus_generic_military_academy
	prerequisite = {
		focus = NOR_power_to_the_royal_guard
	}
	x = -1
	y = 1
	relative_position_id = NOR_power_to_the_royal_guard
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		custom_effect_tooltip = NOR_modify_kingdom_of_norway_TT
		set_variable = {
			var = NOR_kingdom_of_norway_dmod_recruitable_population_factor
			value = 0.2
			tooltip = conscription_factor_tt
		}
	}
}
### Entity: Character
Component: GXC_li_jishen
Source: game
File: common/characters/Warlords_China.txt

Code:
GXC_li_jishen = {
	name = GXC_li_jishen
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_2
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = GXC_li_jishen
		allowed = {
			original_tag = GXC
		}
		traits = {
			smooth_talking_charmer
		}
	}
}
### Entity: Event
Component: denmark_political_events.9
Constructs: is_triggered_only, ai_chance
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_political_events.9
	title = denmark_political_events.9.t
	desc = denmark_political_events.9.desc
	picture = GFX_report_event_DEN_danish_politics
	is_triggered_only = yes
	option = {
		name = denmark_political_events.9.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 10
				DEN_historical_ai = yes
			}
		}
		DEN_warhawk_is_removed_from_power = yes
		DEN_socialdemokratiet_takes_over = yes
	} {
		name = denmark_political_events.9.b
		ai_chance = {
			base = 1
		}
		DEN_warhawk_is_removed_from_power = yes
		DEN_venstre_takes_over = yes
	} {
		name = denmark_political_events.9.c
		ai_chance = {
			base = 1
			modifier = {
				factor = 10
				DEN_rearming_ai = yes
			}
		}
		DEN_dove_is_removed_from_power = yes
		DEN_konservative_takes_over = yes
	}
}
### Entity: Modifier Reference
Component: XIC_warlord_army
Constructs: army_defence_factor, army_attack_factor, conscription_factor
Source: game
File: common/dynamic_modifiers/r56_china_and_co_dm.txt

Code:
XIC_warlord_army = {
	enable = {
		always = yes
	}
	icon = GFX_idea_chi_whampoa_military_academy
	experience_gain_army_factor = XIC_warlord_army_xp_factor
	surrender_limit = XIC_warlord_army_surrender_limit
	conscription_factor = XIC_warlord_army_rec_pop
	attrition = XIC_warlord_army_attrition
	max_planning_factor = XIC_warlord_army_max_planning
	land_doctrine_cost_factor = XIC_warlord_army_doc_cost
	army_attack_factor = XIC_warlord_army_attack
	army_defence_factor = XIC_warlord_army_defence
	army_core_attack_factor = XIC_warlord_army_core_attack
	army_core_defence_factor = XIC_warlord_army_core_defence
	out_of_supply_factor = XIC_warlord_army_supply_factor
	supply_consumption_factor = XIC_warlord_army_supply_cons
	training_time_factor = XIC_warlord_army_training_time_factor
	special_forces_cap = XIC_warlord_army_spec_cap
	special_forces_attack_factor = XIC_warlord_army_spec_attack
	army_armor_attack_factor = XIC_warlord_army_armor_attack
	production_speed_bunker_factor = XIC_warlord_army_fort
	army_artillery_attack_factor = XIC_warlord_army_arty
	terrain_penalty_reduction = XIC_warlord_army_terrain
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_equipment_effort
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_equipment_effort
	icon = GFX_goal_generic_small_arms
	prerequisite = {
		focus = VNZ_army_effort
	}
	relative_position_id = VNZ_army_effort
	x = -1
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = infantry_weapons_bonus
			bonus = 1
			uses = 1
			category = infantry_weapons artillery
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: bftb_bulgaria_fate_of_the_balkans.5
Constructs: is_triggered_only, set_state_controller, add_autonomy_score
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_fate_of_the_balkans.5
	title = bftb_bulgaria_fate_of_the_balkans.5.t
	desc = bftb_bulgaria_fate_of_the_balkans.5.desc
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_fate_of_the_balkans.5.a
		transfer_state = FROM.FROM.FROM
		hidden_effect = {
			set_state_controller = FROM.FROM.FROM
		}
		FROM = {
			add_autonomy_score = {
				value = 300
				localization = BUL_transferred_bulgarian_state_autonomy_desc
			}
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/SAU_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = SAU
		}
		requested_factories = 1
		progress = 0.13
		efficiency = 100
	}
}
### Entity: Scripted Effect
Component: SOV_clear_unavoidable_purge_flags_effect
Constructs: limit, has_country_flag, clr_country_flag
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_clear_unavoidable_purge_flags_effect = {
	hidden_effect = {
		if = {
			limit = {
				has_country_flag = SOV_purge_event_unavoidable_flag
			}
			clr_country_flag = SOV_purge_event_unavoidable_flag
		}
	}
}
### Entity: Achievement
Component: and_the_snake_smoked
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, is_in_faction_with, has_capitulated
Source: game
File: common/achievements.txt

Code:
and_the_snake_smoked = {
	id = 193
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = BRA
	}
	happened = {
		controls_State = 64
		is_in_faction_with = ENG
		OR = {
			GER = {
				has_capitulated = yes
			} {
				exists = no
			}
		}
	}
}
### Entity: Scripted Trigger
Component: frloc_tags_pl_fem_les_des_dansles_06a
Constructs: has_government
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_tags_pl_fem_les_des_dansles_06a = {
	OR = {
		AND = {
			has_government = fascism
			OR = {
				tag = MLD PHI
				original_tag = MLD PHI
			}
		} {
			has_government = communism
			OR = {
				tag = GUM HOL LBV PNG SOL
				original_tag = GUM HOL LBV PNG SOL
			}
		} {
			has_government = democratic
			OR = {
				tag = LBV
				original_tag = LBV
			}
		} {
			has_government = neutrality
			OR = {
				tag = BAH GUM PAN PHI SAM SOL
				original_tag = BAH GUM PAN PHI SAM SOL
			}
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_military_advancements
Source: game
File: common/ai_focuses/generic.txt

Code:
ai_focus_military_advancements = {
	research = {
		armor = 10.0
		jet_technology = 5.0
		land_doctrine = 100.0
		rocketry = 7.5
		radar_tech = 3.0
		encryption_tech = 7.5
		decryption_tech = 7.5
		synth_resources = 3.0
		motorized_equipment = 4.0
		nuclear = 5.0
		night_vision = 5.0
		train_tech = 5.0
	}
}
### Entity: Effect Reference
Construct: add_to_array
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_to_array

* Supported Scopes: any
* Supported Targets: none

```
Adds an element to an array
Example: add_to_array = {
	array = array_name
	value = 42 #optional, if not defined adds scope
	index = 3 #optional, default is end. otherwise elements are shifted
}
#shorter usage: add_to_array = { array_name = 42 }
```
### Entity: Event
Component: kmt.27
Constructs: is_triggered_only, add_ideas, fire_only_once, set_country_flag
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.27
	title = kmt.27.t
	desc = kmt.27.d
	picture = GFX_report_event_german_politician_speech
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			add_ideas = KMT_infiltrated_mongol
			set_country_flag = no_faction
		}
	}
	option = {
		name = kmt.27.a
	}
}
### Entity: Idea
Component: DEN_fake_neglected_military_ns
Constructs: removal_cost, mobilization_speed, planning_speed
Source: game
File: common/ideas/denmark.txt

Code:
DEN_fake_neglected_military_ns = {
	name = DEN_neglected_military_dynamic_modifier
	removal_cost = -1
	picture = generic_neglected_military
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		mobilization_speed = -0.2
		surrender_limit = -0.2
		planning_speed = -0.1
	}
}
### Entity: Idea
Component: GER_paying_tributes_to_germany_idea
Constructs: has_war_with, removal_cost, is_subject_of, is_subject
Source: game
File: common/ideas/GER.txt

Code:
GER_paying_tributes_to_germany_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = chi_hyper_inflation3
	cancel = {
		OR = {
			is_subject_of = SOV
			has_war_with = GER
			GER = {
				is_subject = yes
			}
		}
	}
	modifier = {
		consumer_goods_factor = 0.05
	}
	targeted_modifier = {
		tag = GER
		cic_to_target_factor = 0.05
		extra_trade_to_target_factor = 0.1
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_buy_allied_weapons
Constructs: prerequisite, completion_reward, is_subject, is_in_faction, add_equipment_subsidy
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_buy_allied_weapons
	icon = GFX_focus_generic_combined_arms
	prerequisite = {
		focus = DEN_intel_sharing DEN_ask_for_weapons
	}
	relative_position_id = DEN_align_with_foreign_powers
	x = 0
	y = 2
	cost = 10
	bypass = {

	}
	available = {
		is_subject = no
		is_in_faction = yes
	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_INTERNATIONAL_TRADE
	}
	completion_reward = {
		add_equipment_subsidy = {
			cic = 500
			equipment_type = small_plane_airframe
			seller_trigger = DEN_allied_weapons_seller_trigger
		} {
			cic = 500
			equipment_type = small_plane_cas_airframe
			seller_trigger = DEN_allied_weapons_seller_trigger
		} {
			cic = 500
			equipment_type = light_tank_chassis
			seller_trigger = DEN_allied_weapons_seller_trigger
		} {
			cic = 500
			equipment_type = medium_tank_chassis
			seller_trigger = DEN_allied_weapons_seller_trigger
		} {
			cic = 500
			equipment_type = infantry_equipment
			seller_trigger = DEN_allied_weapons_seller_trigger
		} {
			cic = 500
			equipment_type = motorized_equipment
			seller_trigger = DEN_allied_weapons_seller_trigger
		} {
			cic = 500
			equipment_type = artillery_equipment
			seller_trigger = DEN_allied_weapons_seller_trigger
		} {
			cic = 500
			equipment_type = anti_air_equipment
			seller_trigger = DEN_allied_weapons_seller_trigger
		}
	}
}
### Entity: Modifier Reference
Construct: modifier_army_sub_unit_paratrooper_max_org_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## modifier_army_sub_unit_paratrooper_max_org_factor

* Number with 2 decimal places
* **Categories**: army
### Entity: National Focus
Tree: tib_focus
Component: TIB_revenge_for_the_sage
Constructs: prerequisite, add_stability, completion_reward, add_popularity, set_politics
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_revenge_for_the_sage
	icon = GFX_goal_AFG_disband_loya_jirga
	prerequisite = {
		focus = TIB_alienate_kunphela
	} {
		focus = TIB_undermine_the_kashag
	}
	relative_position_id = TIB_alienate_kunphela
	x = 1
	y = 1
	cost = 8
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		add_stability = -0.05
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
			last_election = 1936.1.1
			election_frequency = 36
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_industry_technologies
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_industry.txt

Code:
EAI_PR_STRATEGIES_industry_technologies = {
	EAI_PR_STRATEGIES_machine_tools = yes
	EAI_PR_STRATEGIES_concentrated_industry = yes
	EAI_PR_STRATEGIES_dispersed_industry = yes
	EAI_PR_STRATEGIES_fuel_silos = yes
	EAI_PR_STRATEGIES_fuel_refining = yes
	EAI_PR_STRATEGIES_synth_oil_experiments = yes
	EAI_PR_STRATEGIES_oil_processing = yes
	EAI_PR_STRATEGIES_rubber_processing = yes
	EAI_PR_STRATEGIES_construction = yes
	EAI_PR_STRATEGIES_excavation = yes
	EAI_PR_STRATEGIES_energy_gain = yes
}
### Entity: Event
Component: malaysia.22
Constructs: is_triggered_only, ai_chance, retire_country_leader, set_party_name, set_politics, set_cosmetic_tag
Source: game
File: events/malaysia.txt

Code:
country_event = {
	id = malaysia.22
	title = malaysia.22.t
	desc = malaysia.22.desc
	is_triggered_only = yes
	option = {
		name = malaysia.22.a
		ai_chance = {
			base = 60
		}
		end_puppet = MAL
		MAL = {
			retire_country_leader = yes
			set_party_name = {
				ideology = neutrality
				long_name = MAL_neutrality_party_long
				name = MAL_neutrality_party
			}
			set_politics = {
				ruling_party = fascism
			}
			set_cosmetic_tag = MAL_JAP_fascism
		}
		JAP = {
			puppet = MAL
		}
	} {
		name = malaysia.23.b
		ai_chance = {
			base = 40
		}
		JAP = {
			country_event = {
				id = malaysia.24
				hours = 3
			}
		}
	}
}
### Entity: Achievement
Component: neither_death_nor_dishonor
Constructs: has_country_flag, is_ironman, has_start_date, has_any_custom_difficulty_setting, is_controlled_by
Source: game
File: common/achievements.txt

Code:
neither_death_nor_dishonor = {
	id = 48
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = ROM
	}
	happened = {
		NOT = {
			has_country_flag = ROM_lost_starting_state
		}
		OR = {
			219 = {
				is_controlled_by = ROOT
			}
			64 = {
				is_controlled_by = ROOT
			}
		}
		date = > 1941.12.31
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_air_by_sea
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_air_by_sea
	icon = GFX_goal_generic_air_naval_bomber
	ai_will_do = {
		factor = 2
	}
	x = 1
	y = 1
	relative_position_id = INS_knil_integration
	prerequisite = {
		focus = INS_knil_integration INS_british_ship_designs
	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_NAVY_XP FOCUS_FILTER_AIR_XP FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		navy_experience = 5
		air_experience = 15
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = torpedo_equipment
				bonus = 0.5
				uses = 2
				ahead_reduction = 0.25
				category = torpedo_equipment
			}
		}
		else = {
			add_tech_bonus = {
				name = INS_air_by_sea
				bonus = 1
				uses = 1
				category = naval_bomber
			}
		}
	}
}
### Entity: Modding Documentation
Construct: guibounds
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## guibounds
* Aliases: gui

Toggles GUI bounds debug
### Entity: Idea
Component: MAC_awt
Source: game
File: common/ideas/macedonia.txt

Code:
MAC_awt = {
	ledger = air
	picture = generic_air_europe_2
	allowed = {
		original_tag = MAC
	}
	traits = {
		air_warfare_theorist
	}
}
### Entity: Scripted Effect
Component: EAI_PR_clear_priority_research_queue
Constructs: limit, has_country_flag, clear_array
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_effects.txt

Code:
EAI_PR_clear_priority_research_queue = {
	if = {
		limit = {
			has_country_flag = EAI_priority_research_logging
		}
		log = [GetYear] [GetMonth] | AI | [Root.GetName] | PRIO RESEARCH: EAI_PR_clear_priority_research_queue
	}
	clear_array = EAI_priority_research_block_techs EAI_priority_research_queue
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_navy_spooks
Constructs: prerequisite, limit, completion_reward, has_intelligence_agency, allow_branch, has_dlc, has_done_agency_upgrade, add_to_variable
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_navy_spooks
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = CHI_dominate_the_enemy
	}
	x = 1
	y = 1
	relative_position_id = CHI_dominate_the_enemy
	cost = 5
	available = {
		has_intelligence_agency = yes
	}
	allow_branch = {
		has_dlc = La Resistance
	}
	search_filters = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_done_agency_upgrade = upgrade_naval_department
				}
			}
			upgrade_intelligence_agency = upgrade_naval_department
		}
		custom_effect_tooltip = CHI_modify_ROCN_tt
		add_to_variable = {
			CHI_ROCN_Navy_intel_factor = 0.1
			tooltip = navy_intel_factor_tt
		} {
			CHI_ROCN_Navy_intel_to_others = -10
			tooltip = navy_intel_to_others_tt
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AOil.png.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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