Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: MEX_cedillo_tension_2
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/mexico_mtg_placeholder.txt

Code:
MEX_cedillo_tension_2 = {
	name = 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: Decision
Component: SPR_recovering_from_civil_war
Constructs: has_dlc
Source: game
File: common/decisions/categories/SPR_decision_categories.txt

Code:
SPR_recovering_from_civil_war = {
	priority = 6
	icon = generic_industry
	allowed = {
		OR = {
			original_tag = SPR PHI
		}
		has_dlc = La Resistance
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3ANuclear_reactor.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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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:Nuclear_reactor.png"
### Entity: National Focus
Tree: spa_focus
Component: SPA_all_shall_serve
Constructs: prerequisite, add_war_support, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_all_shall_serve
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_mandatory_pre_military_training
	}
	icon = GFX_focus_generic_military_mission
	x = 0
	y = 1
	relative_position_id = SPA_mandatory_pre_military_training
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_war_support = 0.1
		swap_ideas = {
			remove_idea = SPA_mandatory_pre_military_training_1
			add_idea = SPA_mandatory_pre_military_training_2
		}
	}
}
### Entity: State History
Component: 445
Constructs: add_core_of, add_to_array
Source: game
File: history/states/445-Hindu Kush.txt

Code:
state = {
	id = 445
	name = STATE_445
	manpower = 487295
	state_category = pastoral
	resources = {
		chromium = 3
	}
	history = {
		victory_points = {
			8098 3
		} {
			5105 1
		}
		owner = RAJ
		buildings = {
			infrastructure = 2
			air_base = 4
		}
		add_core_of = PAK
		add_to_array = {
			state_victory_points = 8098
		} {
			state_victory_points = 5105
		}
	}
	provinces = {
		1107 4990 5105 7847 7903 7975 8044 8098 10813
	}
	local_supplies = 0.0
}
### Entity: Character
Component: JAP_riken_institute_director
Constructs: research_speed_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_riken_institute_director = {
	random = no
	sprite = 13
	research_speed_factor = 0.06
}
### Entity: Decision
Component: ETH_italian_occupation_category
Constructs: set_state_owner_to, has_completed_focus, has_war, limit, has_war_with, has_country_flag, fire_only_once, is_government_in_exile
Source: game
File: common/decisions/ITA.txt

Code:
ETH_italian_occupation_category = {
	ITA_expand_regional_control = {
		icon = GFX_decision_oppression
		target_trigger = {
			FROM = {
				owner = {
					tag = ETH
					is_government_in_exile = yes
				}
				is_fully_controlled_by = ROOT
			}
		}
		target_root_trigger = {
			tag = ITA
		}
		state_target = africa
		on_map_mode = map_only
		cost = 75
		days_remove = 90
		visible = {
			has_completed_focus = ITA_triumph_in_africa_bba
		}
		available = {
			NOT = {
				has_country_flag = expanding_regional_control_flag
			}
			FROM = {
				compliance = > 60
				any_neighbor_state = {
					is_owned_by = ROOT
				}
				var:ETH.host_nation = {
					NOT = {
						has_war_with = ROOT
					}
				}
			}
		}
		cancel_trigger = {
			FROM = {
				NOT = {
					is_controlled_by = ROOT
				}
			}
		}
		complete_effect = {
			set_country_flag = expanding_regional_control_flag
			set_variable = {
				state_integrated = FROM
			}
			hidden_effect = {
				FROM = {
					owner = {
						activate_mission = ETH_italian_control_mission
					}
				}
			}
		}
		remove_effect = {
			FROM = {
				set_state_owner_to = ROOT
			}
			clr_country_flag = expanding_regional_control_flag
		}
		ai_will_do = {
			base = 10
			modifier = {
				NOT = {
					is_historical_focus_on = no
					has_war_with_major = no
				}
				factor = 25
			}
		}
	}
	ITA_discredit_haile_selassie = {
		icon = GFX_decision_generic_speech
		allowed = {
			tag = ITA
		}
		available = {
			has_completed_focus = ITA_the_new_emperor_of_ethiopia
		}
		visible = {
			any_controlled_state = {
				is_owned_by = ETH
			}
		}
		days_re_enable = 180
		cost = 35
		complete_effect = {
			ETH = {
				add_legitimacy = -10
			}
			hidden_effect = {
				ETH = {
					country_event = {
						id = BBA_italo_ethiopian_war_events.510
						hours = 1
					}
				}
			}
			every_controlled_state = {
				limit = {
					is_owned_by = ETH
				}
				add_compliance = 5
			}
			custom_effect_tooltip = ITA_discredit_haile_selassie_cd_tt
		}
		ai_will_do = {
			base = 0.8
		}
	}
	ITA_electrify_state = {
		icon = GFX_decision_generic_electricity
		target_trigger = {
			FROM = {
				has_state_flag = ITA_can_electrify_state_flag
				NOT = {
					has_state_flag = ETH_state_is_electrified_flag
				}
				is_fully_controlled_by = ROOT
			}
		}
		target_root_trigger = {
			tag = ITA
		}
		state_target = any_controlled_state
		on_map_mode = map_only
		fire_only_o
# ... (truncated)
### Entity: Decision
Component: ABC_army_effort
Constructs: has_completed_focus, add_equipment_to_stockpile, has_war, add_ideas, has_country_flag, fire_only_once, industrial_capacity_factory, set_technology
Source: game
File: common/decisions/r56_ABC_generic_decisions.txt

Code:
ABC_army_effort = {
	r56_organize_military_maneuvers = {
		state_target = any_controlled_state
		target_trigger = {
			FROM = {
				is_core_of = ROOT
				is_fully_controlled_by = ROOT
			}
		}
		target_root_trigger = {
			has_country_flag = ABC_i_am_generic_army
			has_completed_focus = ABC_doctrine_effort
		}
		icon = hol_draw_up_staff_plans
		fire_only_once = no
		custom_cost_text = r56_10_command_power_cost
		custom_cost_trigger = {
			command_power = > 9.99
		}
		days_remove = 21
		days_re_enable = 90
		on_map_mode = map_only
		ai_will_do = {
			base = 50
			modifier = {
				factor = 0.01
				divisions_in_state = {
					state = FROM
					size = > 2
				}
			} {
				add = -50
				has_army_experience = > 100
			}
		}
		modifier = {
			experience_gain_army = 0.35
		}
		visible = {
			has_country_flag = ABC_i_am_generic_army
			has_completed_focus = ABC_doctrine_effort
			has_war = no
			divisions_in_state = {
				state = FROM
				size = > 0
			}
		}
		available = {
			has_war = no
			has_completed_focus = ABC_doctrine_effort_2
			divisions_in_state = {
				state = FROM
				size = > 0
			}
			NOT = {
				has_country_flag = MON_already_doing_military_maneuvers
			}
		}
		complete_effect = {
			add_command_power = -10
			custom_effect_tooltip = GEN_90_days_tt
			set_country_flag = MON_already_doing_military_maneuvers
			FROM = {
				add_dynamic_modifier = {
					modifier = r56_military_exercises
				}
			}
		}
		cancel_trigger = {
			divisions_in_state = {
				state = FROM
				size = < 1
			}
		}
		cancel_effect = {
			FROM = {
				remove_dynamic_modifier = {
					modifier = r56_military_exercises
				}
			}
			clr_country_flag = MON_already_doing_military_maneuvers
		}
		remove_effect = {
			FROM = {
				remove_dynamic_modifier = {
					modifier = r56_military_exercises
				}
			}
			clr_country_flag = MON_already_doing_military_maneuvers
		}
	}
	r56_adopt_camelry = {
		icon = generic_cavalry
		cost = 10
		days_remove = 150
		custom_cost_text = form_camel_corps_cost
		custom_cost_trigger = {
			has_army_experience = > 49
			has_political_power = > 9
		}
		available = {
			has_army_experience = > 49
			has_political_power = > 9
			any_character = {
				has_trait = desert_fox
			}
			any_state = {
				OR = {
					is_core_of = MRT MLI NGR CHA MOR ALG TUN PAL EGY LBA SYR IRQ SAU OMA AFG PER KUW QAT UAE YEM TMS TAJ
				}
				is_controlled_by = ROOT
			}
		}
		visi
# ... (truncated)
### Entity: Scripted Effect
Component: ITA_improve_regia_marina_dm_effect
Constructs: limit, has_dynamic_modifier, remove_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_improve_regia_marina_dm_effect = {
	if = {
		limit = {
			has_dynamic_modifier = {
				modifier = ITA_regia_marina_dynamic_modifier
			}
		}
		hidden_effect = {
			remove_dynamic_modifier = {
				modifier = ITA_regia_marina_dynamic_modifier
			}
			add_dynamic_modifier = {
				modifier = ITA_regia_marina_2_dynamic_modifier
			}
		}
	}
	else_if = {
		limit = {
			has_dynamic_modifier = {
				modifier = ITA_regia_marina_2_dynamic_modifier
			}
		}
		hidden_effect = {
			remove_dynamic_modifier = {
				modifier = ITA_regia_marina_2_dynamic_modifier
			}
			add_dynamic_modifier = {
				modifier = ITA_regia_marina_3_dynamic_modifier
			}
		}
	} {
		limit = {
			has_dynamic_modifier = {
				modifier = ITA_regia_marina_alt_dynamic_modifier
			}
		}
		hidden_effect = {
			remove_dynamic_modifier = {
				modifier = ITA_regia_marina_alt_dynamic_modifier
			}
			add_dynamic_modifier = {
				modifier = ITA_regia_marina_2_alt_dynamic_modifier
			}
		}
	} {
		limit = {
			has_dynamic_modifier = {
				modifier = ITA_regia_marina_2_alt_dynamic_modifier
			}
		}
		hidden_effect = {
			remove_dynamic_modifier = {
				modifier = ITA_regia_marina_2_alt_dynamic_modifier
			}
			add_dynamic_modifier = {
				modifier = ITA_regia_marina_3_alt_dynamic_modifier
			}
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_support_pcf
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_government, add_opinion_modifier, completion_reward, has_idea
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_support_pcf
	icon = GFX_goal_FRA_pcf_sfio_coalition
	prerequisite = {
		focus = BEL_communist_brigades
	}
	mutually_exclusive = {
		focus = BEL_support_pcf2
	}
	relative_position_id = BEL_communist_brigades
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		base = 5
	}
	bypass = {
		FRA = {
			has_completed_focus = FRA_status_quo
		}
	}
	available = {
		has_government = communism
		NOT = {
			FRA = {
				OR = {
					focus_progress = {
						focus = FRA_status_quo
						progress = > 0
					}
					has_idea = FRA_communism_banned
				}
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				FRA = {
					has_government = communism
				}
			}
			add_popularity = {
				ideology = communism
				popularity = 0.05
			}
		}
		FRA = {
			add_timed_idea = {
				idea = BEL_support_pcf_politics
				days = 365
			}
			add_ideas = BEL_support_pcf_diplomacy
			add_opinion_modifier = {
				target = BEL
				modifier = bel_fra_diplomacy_focus
			}
			country_event = {
				id = belgium.78
				days = 1
			}
		}
	}
}
### Entity: Character
Component: TUR_halil_kut
Constructs: has_country_flag, has_dlc
Source: game
File: common/characters/TUR.txt

Code:
TUR_halil_kut = {
	name = TUR_halil_kut
	portraits = {
		army = {
			small = GFX_idea_tur_halil_kut
		}
	}
	advisor = {
		slot = high_command
		idea_token = TUR_halil_kut
		ledger = army
		allowed = {
			original_tag = TUR
			has_dlc = Battle for the Bosporus
		}
		visible = {
			has_country_flag = TUR_ottoman_officers_invited_back
		}
		traits = {
			army_logistics_1
		}
		cost = 50
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: AST_lockheed_organization_idea
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/australia.txt

Code:
AST_lockheed_organization_idea = {
	name = AST_lockheed_organization
	picture = lockheed
	allowed = {
		original_tag = AST
		has_dlc = Thunder at Our Gates
	}
	available = {
		owner = {
			has_completed_focus = AST_united_states_as_our_keystone
		}
	}
	visible = {

	}
	cost = 150
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		fuel_efficient_aircraft_manufacturer
	}
	modifier = {

	}
}
### Entity: Misc Config
Component: uncapitulated_democratic_faction_members
Constructs: has_government, limit, has_capitulated
Source: game
File: common/collections/collections.txt

Code:
uncapitulated_democratic_faction_members = {
	input = game:scope
	operators = {
		 = faction_members
		limit = {
			has_government = democratic
			has_capitulated = no
		}
	}
	name = COLLECTION_UNCAPITULATED_DEMOCRATIC_FACTION_MEMBERS
}
### Entity: Scripted Trigger
Component: SWI_is_faction_leader_of_neighbor
Constructs: is_faction_leader, is_neighbor_of
Source: game
File: common/scripted_triggers/SWI_scripted_triggers.txt

Code:
SWI_is_faction_leader_of_neighbor = {
	is_faction_leader = yes
	any_allied_country = {
		is_neighbor_of = SWI
	}
}
### Entity: Scripted Trigger
Component: EAI_MILITARY_army_readiness_MEDIUM
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MISC_triggers.txt

Code:
EAI_MILITARY_army_readiness_MEDIUM = {
	check_variable = {
		EAI_fielded_eq_ratio = > 0.85
	}
	EAI_reserve_manpower_more_than_20p = yes
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_join_the_global_fight_against_fascism
Constructs: prerequisite, limit, has_government, every_country, is_major, completion_reward, is_in_faction_with, create_wargoal
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_join_the_global_fight_against_fascism
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_prepare_for_the_next_war
	}
	mutually_exclusive = {
		focus = SPR_enemies_of_our_enemy
	}
	icon = GFX_focus_generic_anti_fascist_diplomacy
	x = 0
	y = 1
	relative_position_id = SPR_prepare_for_the_next_war
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		every_country = {
			limit = {
				has_government = fascism
				is_major = yes
				NOT = {
					is_in_faction_with = ROOT
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = topple_government
					expire = 0
				}
			}
		}
	}
}
### Entity: National Focus
Tree: sud_focus
Component: SUD_unite_the_opposition
Constructs: prerequisite, has_government, add_stability, completion_reward, add_popularity, add_timed_idea
Source: game
File: common/national_focus/sudan.txt

Code:
focus = {
	id = SUD_unite_the_opposition
	icon = GFX_goal_tripartite_pact
	prerequisite = {
		focus = SUD_assessing_our_future
	}
	mutually_exclusive = {
		focus = SUD_ansar_nationalism
	}
	relative_position_id = SUD_assessing_our_future
	x = -2
	y = 1
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 90
			OR = {
				has_government = democratic communism
			}
		}
	}
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		} {
			ideology = communism
			popularity = 0.1
		}
		add_timed_idea = {
			idea = ADU_popular_front
			days = 1095
		}
		add_stability = -0.05
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: AI Strategy
Component: SOV_murder_trotsky_strat
Constructs: has_completed_focus, has_country_flag
Source: game
File: common/ai_strategy/SOV_operation_strats.txt

Code:
SOV_murder_trotsky_strat = {
	allowed = {
		tag = SOV
	}
	enable = {
		tag = SOV
		has_completed_focus = SOV_behead_the_snake
		has_country_flag = SOV_raided_trotskys_villa_flag
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = operative_operation
		operation = murder_trotsky
		value = 1200
		operation_target = MEX
	}
}
### Entity: Idea
Component: KMT_radicalized_armies
Constructs: war_support_factor, removal_cost, is_subject
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_radicalized_armies = {
	removal_cost = -1
	picture = RAJ_private_military_complex
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		is_subject = yes
	}
	on_remove = {

	}
	modifier = {
		army_infantry_attack_factor = 0.05
		war_support_factor = 0.05
		army_morale_factor = 0.1
		experience_loss_factor = 0.125
	}
}
### Entity: National Focus
Component: technology_sharing
Constructs: prerequisite, has_war, limit, completion_reward, is_in_faction, is_in_faction_with, add_research_slot, add_breakthrough_progress
Source: game
File: common/national_focus/generic.txt

Code:
focus = {
	id = technology_sharing
	icon = GFX_goal_generic_scientific_exchange
	prerequisite = {
		focus = ideological_fanaticism why_we_fight
	}
	available = {
		has_war = yes
		is_in_faction = yes
		OR = {
			num_of_factories = > 50
			any_other_country = {
				is_in_faction_with = ROOT
				num_of_factories = > 50
			}
		}
	}
	x = 2
	y = 1
	relative_position_id = ideological_fanaticism
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				original_research_slots = < 3
			}
			add_research_slot = 1
		} {
			limit = {
				original_research_slots = > 2
			}
			add_breakthrough_progress = {
				specialization = specialization_air
				value = 0.25
			} {
				specialization = specialization_nuclear
				value = 0.25
			}
			add_tech_bonus = {
				name = electronics_bonus
				bonus = 1.0
				uses = 1
				category = electronics
			} {
				name = industrial_bonus
				bonus = 1.0
				uses = 1
				category = industry
			} {
				name = infantry_artillery_bonus
				bonus = 1.0
				uses = 1
				category = infantry_weapons artillery
			}
		}
	}
}
### Entity: Decision
Component: BUL_foreign_agreements
Constructs: has_dlc
Source: game
File: common/decisions/categories/BUL_decision_categories.txt

Code:
BUL_foreign_agreements = {
	icon = generic_political_actions
	picture = GFX_decision_cat_picture_gateway_to_europe
	allowed = {
		original_tag = BUL
		has_dlc = Battle for the Bosporus
	}
	custom_icon = {
		tag = GER
		value = BUL_german_industrial_agreements_category_value
		desc = BUL_german_industrial_agreements_category_desc
		visible = {
			country_exists = GER
		}
	} {
		tag = ENG
		value = BUL_british_industrial_agreements_category_value
		desc = BUL_british_industrial_agreements_category_desc
		visible = {
			country_exists = ENG
		}
	} {
		tag = SOV
		value = BUL_soviet_industrial_agreements_category_value
		desc = BUL_soviet_industrial_agreements_category_desc
		visible = {
			country_exists = SOV
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: limit, is_tutorial, add_equipment_production
Source: game
File: history/units/ITA_1936_naval_legacy.txt

Code:
instant_effect = {
	if = {
		limit = {
			is_tutorial = no
		}
		add_equipment_production = {
			equipment = {
				type = battleship_2
				creator = ITA
			}
			requested_factories = 2
			progress = 0.2
			amount = 1
			industrial_manufacturer = mio:ITA_crda_organization
		} {
			equipment = {
				type = battleship_2
				creator = ITA
			}
			requested_factories = 2
			progress = 0.2
			amount = 1
			industrial_manufacturer = mio:ITA_crda_organization
		} {
			equipment = {
				type = light_cruiser_1
				creator = ITA
				version_name = Montecuccoli Class
			}
			requested_factories = 1
			progress = 0.95
			amount = 1
			industrial_manufacturer = mio:ITA_cantiere_oto_organization
		} {
			equipment = {
				type = destroyer_1
				creator = ITA
				version_name = Maestrale Class
			}
			requested_factories = 1
			progress = 0.7
			amount = 1
			industrial_manufacturer = mio:ITA_cantiere_oto_organization
		} {
			equipment = {
				type = destroyer_1
				creator = ITA
				version_name = Maestrale Class
			}
			requested_factories = 1
			progress = 0.6
			amount = 1
			industrial_manufacturer = mio:ITA_cantiere_oto_organization
		} {
			equipment = {
				type = submarine_1
				creator = ITA
				version_name = Sirena Class
			}
			requested_factories = 1
			progress = 0.5
			amount = 1
			industrial_manufacturer = mio:ITA_cantieri_navali_tosi_organization
		}
	}
}
### Entity: Idea
Component: tarim_advisor
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/tmodern_advisors.txt

Code:
tarim_advisor = {
	cost = 50
	removal_cost = 0
	picture = generic_political_advisor_europe_5
	research_bonus = {

	}
	modifier = {
		MONTHLY_POPULATION = 1
		consumer_goods_factor = -0.05
		production_speed_state_city_factor = 0.25
		local_resources_factor = 0.15
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_domestic_arms_industry
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_domestic_arms_industry
	icon = GFX_goal_generic_construct_mil_factory
	x = 2
	y = 0
	relative_position_id = SIA_prepare_for_the_next_blockade
	prerequisite = {
		focus = SIA_contingency_funds
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = idea_SIA_agrarian_economical_policy_modify
		add_to_variable = {
			SIA_aep_production_speed_arms_factory_factor = 0.1
			tooltip = production_speed_arms_factory_factor_tt
		} {
			SIA_aep_production_factory_start_efficiency_factor = 0.1
			tooltip = production_factory_start_efficiency_factor_tt
		}
		SIA_increase_military_approval = yes
	}
}
### Entity: Idea
Component: EAI_DD_9/medium_plane_fighter_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_9/medium_plane_fighter_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_fighter_airframe = {
			build_cost_ic = -0.09
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: ENG_abandon_LAT_against_ussr_if_at_war_with_major
Constructs: has_government, has_war_with, is_major
Source: game
File: common/ai_strategy/r56_ENG.txt

Code:
ENG_abandon_LAT_against_ussr_if_at_war_with_major = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		ENG = {
			has_government = democratic
			NOT = {
				has_war_with = SOV
			} {
				has_war_with = LAT
			}
		}
		any_country = {
			is_major = yes
			NOT = {
				tag = SOV
			}
			has_war_with = ENG
		}
		country_exists = SOV LAT
	}
	abort = {
		NOT = {
			country_exists = LAT
		}
	}
	ai_strategy = {
		type = befriend
		id = LAT
		value = -750
	} {
		type = alliance
		id = LAT
		value = -275
	}
}