Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Shared Focus
Tree: eng_focus
Component: ENG_recruit_volunteers
Constructs: shared_focus, prerequisite, has_government, add_war_support, completion_reward, add_manpower, add_tech_bonus
Source: game
File: common/national_focus/r56_british_monarchy_in_exile.txt

Code:
shared_focus = {
	id = ENG_recruit_volunteers
	icon = GFX_focus_generic_manpower
	cost = 10
	prerequisite = {
		focus = ENG_welcome_british_exiles
	}
	relative_position_id = ENG_welcome_british_exiles
	x = -1
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_government = communism
		}
	}
	bypass = {

	}
	completion_reward = {
		add_manpower = 10000
		add_war_support = 0.05
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 1.0
			uses = 1
			category = r56_special_forces_training_tech
		}
	}
}
### Entity: Character
Component: scientist_trait_schrodingers_trait
Source: game
File: common/scientist_traits/00_traits.txt

Code:
scientist_trait_schrodingers_trait = {
	modifier = {
		custom_modifier_tooltip = scientist_trait_schrodingers_trait_tt
	}
}
### Entity: Event
Component: egypt.39
Constructs: is_triggered_only, limit, add_stability, fire_only_once, load_oob, change_tag_from, every_controlled_state, is_core_of
Source: game
File: events/egypt.txt

Code:
country_event = {
	id = egypt.39
	picture = GFX_report_event_generic_rally
	title = egypt.39.t
	desc = egypt.39.d
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = egypt.39.a
		add_stability = 0.05
		release = SUD
		hidden_effect = {
			SUD = {
				load_oob = SUD_rebellion
				inherit_technology = EGY
			}
		}
	} {
		name = egypt.39.b
		release = SUD
		SUD = {
			change_tag_from = ROOT
		}
		hidden_effect = {
			SUD = {
				load_oob = SUD_rebellion
				inherit_technology = EGY
			}
		}
	} {
		name = egypt.39.c
		add_stability = -0.1
		every_controlled_state = {
			limit = {
				is_core_of = SUD
				has_state_flag = EGY_sudanese_separatism_flag
			}
			SUD = {
				transfer_state = PREV
			}
		}
		declare_war_on = {
			target = SUD
			type = annex_everything
		}
		add_civil_war_target = SUD
		hidden_effect = {
			SUD = {
				load_oob = SUD_rebellion
				inherit_technology = EGY
			}
		}
	}
}
### Entity: Event
Component: r56_spying_event.11
Constructs: is_triggered_only, ai_chance, add_ideas, fire_only_once
Source: game
File: events/r56_spying_event.txt

Code:
country_event = {
	id = r56_spying_event.11
	title = r56_spying_event.11.t
	desc = r56_spying_event.11.desc
	picture = GFX_report_event_deliberate_leaks
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56_spying_event.11.a
		add_ideas = idea_resistance_network_operative_1
		ai_chance = {
			base = 100
		}
	}
}
### Entity: AI Strategy
Component: generic_super_heavy_tanks
Constructs: has_war, has_government, is_major, any_of
Source: game
File: common/ai_equipment/generic_tank.txt

Code:
generic_super_heavy_tanks = {
	category = land
	blocked_for = {
		GER SOV ENG USA FRA JAP ITA HUN
	}
	available_for = {

	}
	roles = {
		land_super_heavy_tank
	}
	priority = {
		factor = 200
		modifier = {
			num_of_factories = < 100
			factor = 0
		}
	}
	basic_super_heavy_tank_default = {
		priority = {
			factor = 10
			modifier = {
				has_government = fascism
				factor = 5
			}
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = super_heavy_tank_chassis
			modules = {
				main_armament_slot = {
					any_of = {
						tank_super_heavy_cannon tank_heavy_cannon_3 tank_high_velocity_cannon_3 tank_heavy_cannon_2 tank_high_velocity_cannon_2 tank_heavy_cannon
					}
				}
				turret_type_slot = tank_super_heavy_four_man_tank_turret
				suspension_type_slot = tank_interleaved_suspension
				armor_type_slot = tank_cast_armor
				engine_type_slot = tank_gas_turbine_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = secondary_turret_hmg
				special_type_slot_3 = secondary_turret_hmg
				special_type_slot_4 = sloped_armor
			}
			upgrades = {
				tank_nsb_engine_upgrade = 12
				tank_nsb_armor_upgrade = {
					base = 10
					modifier = {
						add = 5
						has_war = yes
					} {
						any_enemy_country = {
							is_major = yes
						}
						add = 5
					}
				}
			}
		}
		allowed_modules = {
			tank_high_velocity_cannon_2 tank_high_velocity_cannon_3 tank_heavy_cannon tank_heavy_cannon_2 tank_heavy_cannon_3 tank_super_heavy_cannon tank_super_heavy_four_man_tank_turret tank_interleaved_suspension tank_cast_armor tank_gas_turbine_engine tank_petrol_electric_engine tank_radio_3 tank_radio_2 tank_radio_1 secondary_turret_hmg sloped_armor
		}
	}
}
### Entity: Idea
Component: EAI_DD_7/medium_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_7/medium_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_aa_chassis = {
			build_cost_ic = -0.175
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_dismantle_soviet_empire
Constructs: prerequisite, limit, every_country, completion_reward, is_subject, has_civil_war, has_wargoal_against, create_wargoal
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_dismantle_soviet_empire
	icon = GFX_focus_attack_soviet
	prerequisite = {
		focus = POL_dismantle_fascist_empires
	}
	relative_position_id = POL_dismantle_fascist_empires
	will_lead_to_war_with = SOV
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available = {
		is_subject = no
		SOU = {
			has_civil_war = no
		}
		NOT = {
			has_wargoal_against = {
				target = SOU
				type = topple_government
			}
		}
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		IF = {
			limit = {
				SOV = {
					has_civil_war = no
				}
			}
			POL = {
				create_wargoal = {
					type = topple_government
					target = SOV
				}
			}
		}
		ELSE = {
			every_country = {
				limit = {
					original_tag = SOV
				}
				POL = {
					create_wargoal = {
						type = topple_government
						target = PREV
					}
				}
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_MATH_deviation
Constructs: limit
Source: game
File: common/scripted_effects/EAI_MATH_effects.txt

Code:
EAI_MATH_deviation = {
	if = {
		limit = {
			EAI_MATH_TRIGGER_deviation = yes
		}
	}
}
### Entity: Character
Component: HOL_adrianus_rudolphus_van_den_bent
Constructs: has_cosmetic_tag
Source: game
File: common/characters/HOL.txt

Code:
HOL_adrianus_rudolphus_van_den_bent = {
	advisor = {
		slot = high_command
		idea_token = HOL_adrianus_rudolphus_van_den_bent
		ledger = army
		allowed = {
			OR = {
				original_tag = HOL INS
			}
		}
		visible = {
			OR = {
				original_tag = HOL
				AND = {
					original_tag = INS
					has_cosmetic_tag = INS_UNION
				}
			}
		}
		traits = {
			army_infantry_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = HOL_adrianus_rudolphus_van_den_bent
	portraits = {
		army = {
			small = GFX_idea_HOL_adrianus_rudolphus_van_den_bent
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PC_build_refineries
Constructs: limit, set_temp_variable, check_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_misc.txt

Code:
EAI_PC_build_refineries = {
	set_temp_variable = {
		_project_building_type = global.EAI_PC_REF
	} {
		_project_type_id = @EAI_PC_build_refineries_TYPE_ID
	} {
		_project_priority = @EAI_PC_build_refineries_PRIO
	} {
		_project_cancel_unbuildable = 1
	}
	EAI_PC_build_refineries_STRATEGIES = yes
	if = {
		limit = {
			check_variable = {
				EAI_PC_build_refineries_STRATEGIES = 1
			} {
				queued_type_num_ = < 2
			}
			set_temp_variable = {
				_get_queued_num_building_type = _project_building_type
			}
			EAI_PC_get_total_queued_num = yes
		}
		if = {
			limit = {
				check_variable = {
					EAI_has_shared_slot_scores = 0
				}
			}
			set_temp_variable = {
				_num_available_shared_slots = > 1
			}
			EAI_get_shared_slot_scores = yes
		}
		for_each_scope_loop = {
			array = EAI_shared_slot_scores
			if = {
				limit = {
					EAI_PC_can_build_project = yes
					NOT = {
						EAI_PC_has_same_type_project_here = yes
					}
				}
				EAI_PC_start_project = yes
				set_temp_variable = {
					break = 1
				}
			}
		}
	}
	EAI_PC_clear_project_inputs = yes
}
### Entity: National Focus
Tree: ast_focus
Component: AST_seven_million_britishers
Constructs: has_completed_focus, prerequisite, limit, completion_reward, set_technology, is_subject_of, is_in_faction_with, remove_dynamic_modifier
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_seven_million_britishers
	icon = GFX_focus_generic_immigration
	prerequisite = {
		focus = AST_pleading_britain
	}
	mutually_exclusive = {
		focus = AST_we_endured
	}
	relative_position_id = AST_pleading_britain
	x = 3
	y = 2
	cost = 10
	available = {
		OR = {
			is_subject_of = ENG
			is_in_faction_with = ENG
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		remove_dynamic_modifier = {
			modifier = AST_war_angst_spirit
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		remove_mission = AST_deteriorating_prime_minister_nerves_mission
		IF = {
			limit = {
				NOT = {
					has_completed_focus = AST_reinforcements
				}
			}
			custom_effect_tooltip = AST_seven_million_britishers_reinforcements_tt
			random_owned_state = {
				limit = {
					is_coastal = yes
					is_fully_controlled_by = ROOT
				}
				prioritize = {
					523 872
				}
				add_building_construction = {
					type = air_base
					level = 1
					instant_build = yes
				} {
					type = anti_air_building
					level = 1
					instant_build = yes
				} {
					type = coastal_bunker
					level = 1
					province = {
						all_provinces = yes
						limit_to_victory_point = > 0
						limit_to_coastal = yes
					}
				}
			}
		} {
			limit = {
				NOT = {
					has_completed_focus = AST_ending_overseas_conscription
				}
			}
			custom_effect_tooltip = AST_seven_million_britishers_conscription_tt
			AST_add_or_modify_AST_australian_military_forces_spirit = yes
			add_to_variable = {
				AST_australian_military_forces_spirit_army_non_core_attack_factor = 0.025
				tooltip = army_non_core_attack_factor_tt
			} {
				AST_australian_military_forces_spirit_army_non_core_defence_factor = 0.025
				tooltip = army_non_core_defence_factor_tt
			}
		} {
			limit = {
				NOT = {
					has_completed_focus = AST_an_uncle_for_father_figure
				}
			}
			custom_effect_tooltip = AST_seven_million_britishers_uncle_tt
			IF = {
				limit = {
					NOT = {
						has_tech = basic_ship_hull_carrier
					}
				}
				set_technology = {
					basic_ship_hull_carrier = 1
				}
			}
			create_equipment_variant = {
				name = HMAS Melbourne
				type = ship_hull_carrier_1
				parent_version = 0
				allow_without_tech = yes
				modules = {
					fixed_ship_deck_slot_1 = ship_deck_space
					fixed_ship_deck_slot_2 = ship_deck_space
					fixed_ship_anti_air_slot = ship_anti_air_1
					fi
# ... (truncated)
### Entity: Character
Component: LUX_nicolas_de_dixmude
Source: game
File: common/characters/LUX.txt

Code:
LUX_nicolas_de_dixmude = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = LUX_nicolas_de_dixmude
		ledger = air
		allowed = {
			original_tag = LUX
		}
		traits = {
			air_warfare_theorist
		}
	}
	name = Nicolas de Dixmude
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_1
		}
	}
}
### Entity: Shared Focus
Component: GUAY_military_licenses
Constructs: shared_focus, prerequisite, limit, add_ideas, completion_reward, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/paraguay_uruguay_shared_branch.txt

Code:
shared_focus = {
	id = GUAY_military_licenses
	icon = GFX_focus_ITA_banda_carita
	x = 3
	y = 1
	relative_position_id = GUAY_disperse_military_power
	prerequisite = {
		focus = GUAY_form_ties_with_the_military GUAY_disperse_military_power
	}
	cost = 5
	ai_will_do = {
		factor = 70
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_idea = idea_GUAY_long_term_contracts
				}
			}
			add_ideas = idea_GUAY_military_contracts
		}
		else = {
			swap_ideas = {
				remove_idea = idea_GUAY_long_term_contracts
				add_idea = idea_GUAY_military_contracts_upgraded
			}
		}
	}
}
### Entity: Order of Battle
Component: 16th Vodka Division
Constructs: division_template
Source: game
File: history/units/r56w_WHY.txt

Code:
division = {
	name = 16th Vodka Division
	location = 3513
	division_template = Vodka and Crumpets
	start_experience_factor = 0.75
}
### Entity: Event
Component: kmt.199
Constructs: is_triggered_only
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.199
	title = kmt.199.t
	desc = kmt.199.d
	picture = GFX_report_event_hitler_handshake
	is_triggered_only = yes
	option = {
		name = kmt.199.a
		effect_tooltip = {
			puppet = TIB
		}
	}
}
### Entity: Character
Component: JAP_JNR_president
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_JNR_president = {
	random = no
	sprite = 13
	supply_node_range = 0.05
	production_speed_rail_way_factor = 0.15
	production_speed_supply_node_factor = 0.2
}
### Entity: Country History
Country: SWA
Component: SWA_misc
Constructs: set_country_flag, set_research_slots
Source: game
File: history/countries/SWA - Swaziland.txt

Code:
# Misc for SWA
capital = 939
set_country_flag = started_out_as_landlocked
set_research_slots = 3
### Entity: Character
Component: SOV_metropolitan_anastasy
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/SOV.txt

Code:
SOV_metropolitan_anastasy = {
	name = SOV_metropolitan_anastasy
	portraits = {
		army = {
			small = GFX_idea_SOV_metropolitan_anastasy
		}
	}
	allowed_civil_war = {
		OR = {
			has_government = neutrality fascism
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SOV_metropolitan_anastasy
		allowed = {
			original_tag = SOV
		}
		visible = {
			has_completed_focus = SOV_beaten_but_not_defeated
		}
		available = {
			has_completed_focus = SOV_return_of_the_rocor
		}
		traits = {
			orthodox_rabblerouser
		}
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: Modifier Reference
Construct: force_concentration_front_factor
Source: vanilla_docs
File: common/ai_strategy/_documentation.md

Doc:
### `force_concentration_front_factor`
Used for increasing/decreasing priority score for AI force concentration on specified fronts.
```
ai_strategy = {
	type = force_concentration_front_factor

	tag = GER							# Target a specific country. Can specify multiple.
	state = 42							# Target a state. Can specify multiple.
	strategic_region = 65				# Target a strategic region. Can specify multiple.
	area = europe						# Target a specific ai area. Can specify multiple.
	country_trigger = { always = no }	# Trigger to check against a specific country. Scope is enemy country, FROM scope is our country.
	state_trigger = { always = no }		# Trigger to check against a state. Scope is state. FROM scope is enemy country FROM.FROM scope is our country.
	ratio = 0.0							# The strategy is enabled only if ratio of the front covered by this strategy's targets is greater than this ratio.

	value = 40							# Factor for the normal priority. 40 means +40 %, -60 means -60 %.
}
```
### Entity: Shared Focus
Tree: sib_focus
Component: SIB_develop_mining
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, has_idea
Source: game
File: common/national_focus/r56_siberian_union_shared.txt

Code:
shared_focus = {
	id = SIB_develop_mining
	icon = GFX_goal_generic_construct_civilian
	cost = 10
	prerequisite = {
		focus = SIB_siberian_unification
	}
	relative_position_id = SIB_siberian_unification
	x = 0
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_idea = generic_recent_economic_unification
		}
	}
	completion_reward = {
		add_ideas = YUG_idea_expanded_mining_industry
	}
}
### Entity: Military Industrial Organization
Component: ARG_fabricaciones_militares_epartamento_de_tanques_del_ejercito_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/ARG_organization.txt

Code:
ARG_fabricaciones_militares_epartamento_de_tanques_del_ejercito_organization = {
	include = generic_infantry_tank_organization
	icon = GFX_idea_ARG_fabricaciones_militares
	allowed = {
		has_dlc = Trial of Allegiance
		tag = ARG
	}
	trait = {
		token = ARG_mio_trait_dreams_of_a_domestic_tank
		name = ARG_mio_trait_dreams_of_a_domestic_tank_trait
		icon = GFX_generic_mio_department_icon_tank_general_technology
		special_trait_background = yes
		position = {
			x = 7
			y = 0
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.1
		}
	}
}
### Entity: Event
Component: greece.87
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/r56_Greece.txt

Code:
country_event = {
	id = greece.87
	title = greece.87.t
	desc = greece.87.d
	picture = GFX_report_GRE_third_civ
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = greece.87.a
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_plane_imports
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, set_technology, has_dlc, create_equipment_variant
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_plane_imports
	icon = GFX_goal_ISR_air_force
	prerequisite = {
		focus = ISR_formalize_military
	}
	relative_position_id = ISR_formalize_military
	x = -2
	y = 1
	cost = 6
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_AIR_XP
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		air_experience = 20
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			create_equipment_variant = {
				name = Gloster Gladiator
				type = small_plane_airframe_0
				modules = {
					fixed_main_weapon_slot = light_mg_4x
					fixed_auxiliary_weapon_slot_1 = bomb_locks
					engine_type_slot = engine_1_1x
					special_type_slot_1 = empty
				}
			}
			add_equipment_to_stockpile = {
				type = small_plane_airframe_0
				amount = 50
				variant_name = Gloster Gladiator
				producer = ENG
			}
			set_technology = {
				iw_medium_airframe = 1
				iw_large_airframe = 1
				basic_small_airframe = 1
			}
		}
		else = {
			add_equipment_to_stockpile = {
				type = fighter_equipment_0
				amount = 40
				producer = ENG
			}
			set_technology = {
				fighter1 = 1
				early_bomber = 1
			}
		}
	}
}
### Entity: Modifier Reference
Component: INS_state_militia_sabotage_3
Constructs: army_attack_factor, has_dlc, remove_trigger, breakthrough_factor
Source: game
File: common/dynamic_modifiers/TAOG_dynamic_modifiers.txt

Code:
INS_state_militia_sabotage_3 = {
	icon = GFX_modifiers_BEL_eben_emael_raided
	enable = {
		has_dlc = Thunder at Our Gates
	}
	remove_trigger = {
		OR = {
			ROOT = {
				controller = {
					tag = INS
				}
			}
			INS = {
				exists = no
			}
		}
	}
	breakthrough_factor = 0.15
	army_attack_factor = 0.15
}
### Entity: Idea
Component: PRC_lack_skilled_personnel_10
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/prc.txt

Code:
PRC_lack_skilled_personnel_10 = {
	name = PRC_lack_skilled_personnel
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = indochina_illiteracy
	research_bonus = {
		nuclear = -0.06
	}
}
### Entity: Character
Component: army_chief_planning_2
Constructs: planning_speed
Source: game
File: common/country_leader/00_traits.txt

Code:
army_chief_planning_2 = {
	sprite = 5
	planning_speed = 0.1
	experience_gain_army = @chief_experience_gain_medium
	command_cap_increase = @tier2_cp_cap_increase
	command_power = @tier2_cp_cost
	ai_will_do = {
		factor = @army_chief_factor_2
		modifier = {
			factor = 0
			command_power = < @tier2_cp_cost
		}
	}
}
### Entity: Event
Component: ttools.10
Constructs: is_triggered_only, ai_chance, add_opinion_modifier
Source: game
File: events/ttmodernevents.txt

Code:
country_event = {
	id = ttools.10
	title = ttools.10.t
	desc = ttools.10.d
	picture = GFX_report_event_saf_coup
	is_triggered_only = yes
	option = {
		name = ttools.10.a
		ai_chance = {
			base = 10
		}
		add_opinion_modifier = {
			target = FROM
			modifier = medium_increase
		}
	}
}
### Entity: Special Project
Component: sp_air_generic_reward_air_xp_1
Constructs: fire_only_once, has_project_flag, set_project_flag
Source: game
File: common/special_projects/prototype_rewards/generic_air_prototype_rewards.txt

Code:
sp_air_generic_reward_air_xp_1 = {
	fire_only_once = yes
	threshold = {
		min = 50
		max = 100
	}
	weight = {
		base = @base_reward_weight
		modifier = {
			factor = @reward_weight_factor_theme
			has_project_flag = sp_air_generic_reward_air_xp_flag
		}
	}
	option = {
		token = sp_air_generic_reward_option_air_xp
		iteration_output = {
			country_effects = {
				air_experience = constant:sp_military_xp_gain.low
				FROM = {
					set_project_flag = sp_air_generic_reward_air_xp_flag
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_defense_CHI
Source: game
File: common/ai_focuses/CHI.txt

Code:
ai_focus_defense_CHI = {
	research = {
		defensive = 5.0
		radar_tech = 1.0
		construction_tech = 2.0
		artillery = 2.0
	}
}
### Entity: Modding Documentation
Construct: party_popularity_100
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### party_popularity_100
* description: popularity of targeted party [0.00, 100.00]. example party_popularity_100@democratic. May also target ruling_party. This also supports country variables, so you can party_popularity_100@my_var_name for variables that store ideologies
### Entity: Event
Component: PER_imperial_events.191
Constructs: is_triggered_only, ai_chance, limit, every_country, has_war_with, add_war_support, has_country_flag, add_political_power
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_imperial_events.191
	title = PER_imperial_events.191.t
	desc = PER_imperial_events.191.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = PER_imperial_events.191.a
		ai_chance = {
			base = 90
		}
		IF = {
			limit = {
				FROM = {
					has_country_flag = PER_invading_country_flag
				}
			}
			ROOT = {
				give_resource_rights = {
					receiver = FROM
					state = 413
				} {
					receiver = FROM
					state = 412
				}
				white_peace = {
					tag = FROM
				}
			}
		}
		ELSE = {
			add_political_power = 100
			add_war_support = 0.05
		}
		every_country = {
			limit = {
				has_war_with = ROOT
				OR = {
					is_subject_of = FROM
					has_subject = FROM
					is_in_faction_with = FROM
				}
			}
			white_peace = {
				tag = ROOT
			}
		}
	}
}
### Entity: AI Strategy
Component: JAP_avoid_hong_kong_invasion_if_no_need
Constructs: has_war_with, force_concentration_target_weight
Source: game
File: common/ai_strategy/JAP.txt

Code:
JAP_avoid_hong_kong_invasion_if_no_need = {
	allowed = {
		original_tag = JAP
	}
	enable = {
		NOT = {
			has_war_with = ENG
		}
	}
	abort = {
		OR = {
			focus_progress = {
				focus = JAP_strike_the_southern_road
				progress = > 0
			}
			has_war_with = ENG
		}
	}
	ai_strategy = {
		type = force_concentration_target_weight
		state = 326
		value = -100
	} {
		type = force_concentration_target_weight
		state = 326
		value = -100
	} {
		type = invade
		id = ENG
		value = -220
	}
}
### Entity: State History
Component: 349
Constructs: add_core_of
Source: game
File: history/states/349-Silvas.txt

Code:
state = {
	id = 349
	name = STATE_349
	manpower = 592821
	state_category = rural
	history = {
		owner = TUR
		victory_points = {
			9777 3
		}
		buildings = {
			infrastructure = 2
		}
		add_core_of = TUR
	}
	provinces = {
		3890 3903 3950 6919 6950 6965 9761 9777
	}
	local_supplies = 0.0
}