Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: BBA_italy_civil_war.300
Constructs: is_triggered_only, ai_chance, set_country_flag, set_politics
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_civil_war.300
	title = BBA_italy_civil_war.1.t
	desc = BBA_italy_civil_war.300.desc
	picture = GFX_report_event_ITA_italian_civil_war
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			set_country_flag = ITA_antifa_side_for_character_split_flag
			ITA_set_special_characters_as_antifascists_effect = yes
		}
	}
	option = {
		name = BBA_italy_civil_war.1.c
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				ITA_is_socialist_ai = yes
			}
		}
		ITA_start_anti_fascist_civil_war = yes
		ITA_promote_cln_to_country_leader_communism = yes
		ITA_civil_war_deal_with_militias = yes
		ITA_anti_fascist_civil_war_deal_with_fascist_side = yes
	} {
		name = BBA_italy_civil_war.1.d
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				ITA_is_communist_ai = yes
			}
		}
		ITA_start_anti_fascist_civil_war = yes
		set_politics = {
			ruling_party = democratic
		}
		ITA_promote_cln_to_country_leader_democratic = yes
		ITA_civil_war_deal_with_militias = yes
		ITA_anti_fascist_civil_war_deal_with_fascist_side = yes
	}
}
### Entity: Idea
Component: AST_R56_socialist_paradise_idea
Constructs: has_war, has_government, removal_cost, conscription_factor, send_volunteers_tension
Source: game
File: common/ideas/r56_australia.txt

Code:
AST_R56_socialist_paradise_idea = {
	allowed = {
		always = no
	}
	available = {
		has_government = communism
		has_war = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = trotskyite_plot_purged
	modifier = {
		conscription_factor = 0.1
		join_faction_tension = 1.0
		send_volunteers_tension = 0.5
		guarantee_tension = 1.0
		ai_badass_factor = 0.01
		ai_get_ally_desire_factor = -100
	}
}
### Entity: Event
Component: AAT_USA_events.01
Constructs: is_triggered_only, ai_chance, fire_only_once, add_political_power
Source: game
File: events/AAT_Generic_Events.txt

Code:
country_event = {
	id = AAT_USA_events.01
	title = AAT_USA_events.01.t
	desc = AAT_USA_events.01.desc
	picture = GFX_report_event_usa_destroyers
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AAT_USA_events.01.a
		ai_chance = {
			base = 10
		}
		add_political_power = 10
	}
}
### Entity: Order of Battle
Component: air_wing_129
Source: game
File: history/units/ENG_1939_air_bba.txt

Code:
air_wings = {
	129 = {
		small_plane_airframe_1 = {
			owner = ENG
			amount = 77
			version_name = Hawker Hurricane
		} {
			owner = ENG
			amount = 77
			version_name = Hawker Hurricane
		}
		medium_plane_fighter_airframe_1 = {
			owner = ENG
			amount = 96
			version_name = Bristol Blenheim IF
		}
	}
}
### Entity: National Focus
Tree: nzl_focus
Component: NZL_purchase_old_ships
Constructs: prerequisite, completion_reward, cancel_if_invalid, set_country_flag
Source: game
File: common/national_focus/new_zealand.txt

Code:
focus = {
	id = NZL_purchase_old_ships
	icon = GFX_focus_generic_destroyer
	prerequisite = {
		focus = NZL_form_the_rnzn
	}
	x = 0
	y = 2
	relative_position_id = NZL_transfer_the_new_zealand_division
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_NAVY_XP
	}
	completion_reward = {
		custom_effect_tooltip = ETH_purchase_obsolete_ships_tt
		set_country_flag = generic_purchase_old_ships_flag
	}
}
### Entity: Idea
Component: AST_general_electric_company_ic
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/australia.txt

Code:
AST_general_electric_company_ic = {
	picture = AST_general_electric_company
	allowed = {
		original_tag = AST
		has_dlc = Thunder at Our Gates
	}
	available = {

	}
	visible = {

	}
	research_bonus = {
		electronics = 0.15
	}
	traits = {
		electronics_concern
	}
	modifier = {

	}
}
### Entity: Character
Component: URG_domingo_mendivil
Source: game
File: common/characters/URG.txt

Code:
URG_domingo_mendivil = {
	advisor = {
		slot = political_advisor
		idea_token = URG_domingo_mendivil
		allowed = {
			original_tag = URG
		}
		available = {

		}
		traits = {
			SWE_minister_of_defense
		}
	}
	portraits = {
		civilian = {
			small = GFX_portrait_URG_domingo_mendivil_small
		}
	}
}
### Entity: Character
Component: SWE_nils_flyg
Constructs: has_government, has_country_leader, is_country_leader
Source: game
File: common/characters/SWE.txt

Code:
SWE_nils_flyg = {
	name = SWE_nils_flyg
	portraits = {
		civilian = {
			large = GFX_portrait_SWE_nils_flyg
			small = GFX_portrait_SWE_nils_flyg_small
		}
	}
	country_leader = {
		ideology = marxism
		expire = 1965.1.1.1
		traits = {
			dislikes_soviet likes_germany anti_stalinist_marxist
		}
		id = -1
	}
	advisor = {
		slot = political_advisor
		idea_token = SWE_nils_flyg
		allowed = {
			original_tag = SWE
		}
		traits = {
			anti_stalinist_marxist
		}
		visible = {
			has_government = communism
			NOT = {
				has_country_leader = {
					character = SWE_sven_linderot
				}
			}
		}
		available = {
			NOT = {
				has_country_leader = {
					character = SWE_sven_linderot
				}
			}
			is_country_leader = no
			has_government = communism
		}
	}
}
### Entity: Character
Component: SOV_leonid_govorov
Constructs: has_character_flag
Source: game
File: common/characters/SOV.txt

Code:
SOV_leonid_govorov = {
	name = SOV_leonid_govorov
	portraits = {
		army = {
			large = GFX_portrait_SOV_leonid_govorov
			small = GFX_idea_SOV_leonid_govorov
		}
	}
	corps_commander = {
		skill = 3
		attack_skill = 3
		defense_skill = 2
		planning_skill = 3
		logistics_skill = 2
		legacy_id = 0
		visible = {
			NOT = {
				has_character_flag = SOV_exiled_flag
			}
		}
	}
}
### Entity: Order of Battle
Component: XLIII Brigada Internacionales
Constructs: division_template
Source: game
File: history/units/SPR_Civil_War.txt

Code:
division = {
	name = XLIII Brigada Internacionales
	location = 1176
	division_template = Brigada Internacionales
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_british_threat
Constructs: prerequisite, limit, add_war_support, completion_reward, is_subject, is_in_faction_with, has_non_aggression_pact_with, has_guaranteed
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_british_threat
	icon = GFX_focus_attack_britain
	prerequisite = {
		focus = FIN_integrate_kola_and_karelia
	}
	x = -2
	y = 1
	relative_position_id = FIN_integrate_kola_and_karelia
	cost = 10
	available = {
		is_subject = no
		country_exists = ENG
		NOT = {
			is_in_faction_with = ENG
		} {
			has_non_aggression_pact_with = ENG
		} {
			has_guaranteed = ENG
		}
	}
	select_effect = {
		add_ai_strategy = {
			type = prepare_for_war
			id = ENG
			value = 100
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.1
		create_wargoal = {
			type = puppet_wargoal_focus
			target = ENG
		}
		add_timed_idea = {
			idea = FIN_british_threat
			days = 730
		}
		if = {
			limit = {
				has_non_aggression_pact_with = ENG
			}
			diplomatic_relation = {
				country = ROOT
				relation = non_aggression_pact
				active = no
			}
		} {
			limit = {
				is_guaranteed_by = ENG
			}
			diplomatic_relation = {
				country = ROOT
				relation = guarantee
				active = no
			}
		}
		add_ai_strategy = {
			type = declare_war
			id = ENG
			value = 50
		}
	}
}
### Entity: Country History
Country: AHV
Component: AHV_technology
Constructs: set_technology
Source: game
File: history/countries/AHV - Aland.txt

Code:
# Starting Technologies for AHV
set_technology = {
	etax_doctrine = 1
	camo = 1
	infantry_weapons = 1
	infantry_weapons1 = 1
	gw_artillery = 1
	tech_support = 1
	tech_recon = 1
	tech_engineers = 1
	early_submarine = 1
	early_heavy_cruiser = 1
	basic_naval_mines = 1
	submarine_mine_laying = 1
	early_ship_hull_light = 1
	early_ship_hull_submarine = 1
	early_ship_hull_cruiser = 1
	basic_battery = 1
	coastal_defense_ships = 1
}
### Entity: Idea
Component: AST_r56_indonesian_nationalists_f
Constructs: removal_cost, autonomy_gain, democratic_drift, fascism_drift
Source: game
File: common/ideas/r56_australia.txt

Code:
AST_r56_indonesian_nationalists_f = {
	name = AST_indonesian_nationalists
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_fascism_drift_bonus
	modifier = {
		autonomy_gain = 1
		democratic_drift = -0.1
		fascism_drift = 0.2
	}
}
### Entity: Event
Component: mandate_palestine.111
Constructs: is_triggered_only, add_equipment_to_stockpile, add_stability, clr_global_flag
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.111
	title = mandate_palestine.111.t
	desc = mandate_palestine.111.d
	is_triggered_only = yes
	option = {
		name = mandate_palestine.111.a
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = -500
		}
		add_stability = -0.1
		clr_global_flag = MPL_no_border_war
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_COMBINED_operations_region_84
Constructs: check_variable, is_in_array
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_COMBINED_operations_region_84 = {
	enable = {
		check_variable = {
			EAI_MILITARY_COMBINED_regions^num = > 0
		}
		is_in_array = {
			EAI_MILITARY_COMBINED_regions = 84
		}
	}
	abort_when_not_enabled = yes yes
	ai_strategy = {
		type = strike_force_home_base
		id = 84
		value = 10000
	} {
		type = naval_avoid_region
		id = 84
		value = -200
	} {
		type = strategic_air_importance
		id = 84
		value = 25000
	}
}
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_regular_infantry
Constructs: shared_focus, prerequisite, limit, completion_reward, add_to_variable, add_tech_bonus
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_regular_infantry
	icon = GFX_goal_generic_allies_build_infantry
	relative_position_id = SMB_army_academy
	prerequisite = {
		focus = SMB_army_academy SMB_military_facilities
	}
	mutually_exclusive = {
		focus = SMB_motorized
	}
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 20
	}
	available = {

	}
	bypass = {

	}
	completion_reward = {
		IF = {
			limit = {
				original_tag = CHL
			}
			custom_effect_tooltip = CHL_modify_chilean_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_army_org_factor = 0.02
				tooltip = army_org_factor_tt
			} {
				JUNO_army_modifier_army_core_defence_factor = 0.04
				tooltip = army_core_defence_factor_tt
			}
		}
		ELSE_IF = {
			limit = {
				original_tag = BRA
			}
			custom_effect_tooltip = BRA_modify_brazilian_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_army_org_factor = 0.02
				tooltip = army_org_factor_tt
			} {
				JUNO_army_modifier_army_core_defence_factor = 0.04
				tooltip = army_core_defence_factor_tt
			}
		} {
			limit = {
				original_tag = ARG
			}
			custom_effect_tooltip = ARG_modify_argentine_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_army_org_factor = 0.02
				tooltip = army_org_factor_tt
			} {
				JUNO_army_modifier_army_core_defence_factor = 0.04
				tooltip = army_core_defence_factor_tt
			}
		} {
			limit = {
				original_tag = PAR
			}
			custom_effect_tooltip = PAR_modify_paraguayan_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_army_org_factor = 0.02
				tooltip = army_org_factor_tt
			} {
				JUNO_army_modifier_army_core_defence_factor = 0.04
				tooltip = army_core_defence_factor_tt
			}
		} {
			limit = {
				original_tag = URG
			}
			custom_effect_tooltip = URG_modify_uruguayan_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_army_org_factor = 0.02
				tooltip = army_org_factor_tt
			} {
				JUNO_army_modifier_army_core_defence_factor = 0.04
				tooltip = army_core_defence_factor_tt
			}
		}
		ELSE = {
			custom_effect_tooltip = JUNO_modify_south_american_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_army_org_factor = 0.02
				tooltip = army_org_factor_tt
			} {
				JUNO_army_modifier_army_core_defence_factor = 0.04
				tooltip = army_core_defence_factor_tt
			}
		}
		add_tech_bonus = {
			name = JUNO_army_modernization_initiative
			bonus = 0.35
			uses = 1
			category = infantry_
# ... (truncated)
### Entity: Event
Component: liechtenstein.24
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/Liechtenstein.txt

Code:
country_event = {
	id = liechtenstein.24
	picture = GFX_report_event_german_politician_speech
	title = liechtenstein.24.t
	desc = liechtenstein.24.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = liechtenstein.24.a
	}
}
### Entity: Character
Component: CZE_robert_rychtrmoc
Source: game
File: common/characters/CZE.txt

Code:
CZE_robert_rychtrmoc = {
	name = CZE_robert_rychtrmoc
	portraits = {
		civilian = {
			large = GFX_Portrait_Europe_Generic_4
		}
	}
	country_leader = {
		ideology = oligarchism
		traits = {
			eager_collaborator baron_of_terror
		}
		expire = 1945.1.1.12
		id = -1
	}
}
### Entity: Event
Component: kmt.296
Constructs: is_triggered_only, add_opinion_modifier, fire_only_once
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.296
	title = kmt.296.t
	desc = kmt.296.d
	picture = GFX_report_event_japanese_officers
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = kmt.296.a
		effect_tooltip = {
			add_opinion_modifier = {
				target = FROM
				modifier = KMT_doolittle_pilots_help_JAP_reaction
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_GER_barbarossa_SEASONAL_summer
Constructs: has_war_with, is_in_faction_with
Source: game
File: common/ai_strategy/GER_EAI.txt

Code:
EAI_GER_barbarossa_SEASONAL_summer = {
	enable = {
		has_war_with = SOV
		is_in_faction_with = GER
		EAI_MILITARY_north_summer_season = yes
		EAI_MILITARY_army_readiness_HIGH = yes
	}
	abort = {
		NOT = {
			AND = {
				has_war_with = SOV
				is_in_faction_with = GER
				EAI_MILITARY_north_summer_season = yes
				EAI_MILITARY_army_readiness_HIGH_abort = yes
			}
		}
	}
	ai_strategy = {
		type = front_control
		ordertype = front
		ratio = 0.75
		priority = 500
		execution_type = rush_weak
		area = EAI_russia_plains
	}
}
### Entity: Idea
Component: LBA_stc
Source: game
File: common/ideas/libya.txt

Code:
LBA_stc = {
	picture = generic_political_advisor_arab_3
	allowed = {
		original_tag = LBA
	}
	traits = {
		smooth_talking_charmer
	}
}
### Entity: Idea
Component: EAI_DD_3/medium_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_3/medium_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_airframe = {
			build_cost_ic = -0.03
			instant = yes
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Manpower.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/Manpower"
### Entity: Decision
Component: prospect_for_resources
Constructs: has_completed_focus, owns_state, fire_only_once, has_tech, has_political_power, has_resources_in_country, remove_effect, add_resource
Source: game
File: common/decisions/r56_AFG.txt

Code:
prospect_for_resources = {
	AFG_develop_faryab = {
		icon = oil
		allowed = {
			original_tag = AFG
		}
		available = {
			has_tech = excavation2
			num_of_civilian_factories_available_for_projects = > 2
			owns_state = 1008
			controls_state = 1008
		}
		highlight_states = {
			highlight_state_targets = {
				state = 1008
			}
		}
		visible = {
			owns_state = 1008
			controls_state = 1008
			has_completed_focus = AFG_expand_the_directorate_of_mines
		}
		fire_only_once = yes
		cost = 25
		days_remove = 120
		modifier = {
			civilian_factory_use = 3
		}
		ai_will_do = {
			base = 1
			modifier = {
				factor = 0.5
				has_political_power = < 50
			} {
				factor = 2
				has_political_power = > 150
			} {
				factor = 3
				has_resources_in_country = {
					resource = oil
					amount = < 2
				}
			}
		}
		remove_effect = {
			1008 = {
				add_resource = {
					type = oil
					amount = 6
				}
			}
		}
	}
	AFG_develop_bamyan = {
		icon = steel
		allowed = {
			original_tag = AFG
		}
		available = {
			has_tech = excavation2
			num_of_civilian_factories_available_for_projects = > 2
			owns_state = 1009
			controls_state = 1009
		}
		highlight_states = {
			highlight_state_targets = {
				state = 1009
			}
		}
		visible = {
			owns_state = 1009
			controls_state = 1009
			has_completed_focus = AFG_expand_the_directorate_of_mines
		}
		fire_only_once = yes
		cost = 25
		days_remove = 120
		modifier = {
			civilian_factory_use = 3
		}
		ai_will_do = {
			base = 1
			modifier = {
				factor = 0.5
				has_political_power = < 50
			} {
				factor = 2
				has_political_power = > 150
			} {
				factor = 3
				has_resources_in_country = {
					resource = steel
					amount = < 2
				}
			}
		}
		remove_effect = {
			1009 = {
				add_resource = {
					type = steel
					amount = 12
				}
			}
		}
	}
	AFG_develop_kabul = {
		icon = chromium
		allowed = {
			original_tag = AFG
		}
		available = {
			has_tech = excavation2
			num_of_civilian_factories_available_for_projects = > 2
			owns_state = 267
			controls_state = 267
		}
		highlight_states = {
			highlight_state_targets = {
				state = 267
			}
		}
		visible = {
			owns_state = 267
			controls_state = 267
			has_completed_focus = AFG_expand_the_directorate_of_mines
		}
		fire_only_once = yes
		cost = 25
		days_remove = 120
		modifier = {
			civilian_factory_use = 3
		}
		ai_will_do = {
			base = 1
			modifier = {
				
# ... (truncated)
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/CHL_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = CHL
		}
		requested_factories = 1
		progress = 0.82
		efficiency = 100
		industrial_manufacturer = mio:CHL_famae_organization
	}
}
### Entity: Idea
Component: ROM_securitate
Constructs: removal_cost
Source: game
File: common/ideas/romania.txt

Code:
ROM_securitate = {
	picture = generic_secret_police
	removal_cost = -1
	allowed = {
		original_tag = ROM
	}
	allowed_civil_war = {

	}
	modifier = {
		resistance_damage_to_garrison = -0.1
		foreign_subversive_activites = -0.4
	}
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_naval_effort
Constructs: limit, add_ideas, has_country_flag, completion_reward, is_coastal, is_controlled_by, complete_tooltip, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_naval_effort
	icon = GFX_goal_generic_construct_naval_dockyard
	x = 10
	y = 0
	cost = 10
	available_if_capitulated = yes
	available = {
		any_state = {
			is_coastal = yes
			is_controlled_by = ROOT
		}
	}
	complete_tooltip = {
		navy_experience = 25
		add_extra_state_shared_building_slots = 3
		add_building_construction = {
			type = dockyard
			level = 3
			instant_build = yes
		}
	}
	completion_reward = {
		navy_experience = 25
		add_ideas = SCO_idea_shipbuilding_contacts
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:VNZ_IENPV_battlefleet_organization = {
				add_mio_size = 1
			}
			mio:VNZ_porto_industriale_di_venezia_organization = {
				add_mio_size = 1
			}
		} {
			limit = {
				NOT = {
					any_owned_state = {
						dockyard = > 0
						free_building_slots = {
							building = dockyard
							size = > 2
							include_locked = yes
						}
					}
				}
				any_owned_state = {
					is_coastal = yes
				}
			}
			random_owned_controlled_state = {
				limit = {
					is_coastal = yes
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = dockyard
					level = 3
					instant_build = yes
				}
			}
			set_country_flag = naval_effort_built
		} {
			limit = {
				NOT = {
					has_country_flag = naval_effort_built
				}
				any_owned_state = {
					dockyard = > 0
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					dockyard = > 0
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = dockyard
					level = 3
					instant_build = yes
				}
			}
			set_country_flag = naval_effort_built
		} {
			limit = {
				NOT = {
					has_country_flag = naval_effort_built
				} {
					any_owned_state = {
						free_building_slots = {
							building = dockyard
							size = > 2
							include_locked = yes
						}
					}
				}
			}
			random_state = {
				limit = {
					controller = {
						tag = ROOT
					}
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
				
# ... (truncated)
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_72
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_72 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 72
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 72
	}
}
### Entity: Scripted Effect
Component: SMB_naval_fra_advisors_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/TOA_scripted_effects.txt

Code:
SMB_naval_fra_advisors_effect = {
	add_to_variable = {
		JUNO_navy_screen_defence_factor = 0.05
		tooltip = navy_screen_defence_factor_tt
	}
}
### Entity: State History
Component: 989
Constructs: add_core_of
Source: game
File: history/states/989-Garissa.txt

Code:
state = {
	id = 989
	name = STATE_903
	manpower = 610560
	state_category = pastoral
	history = {
		owner = KEN
		buildings = {
			infrastructure = 1
		}
		add_core_of = KEN SOM
	}
	provinces = {
		8133 10761 10976 12927
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Idea
Component: HUN_the_dragon_movement_idea
Constructs: war_support_factor, has_government, army_attack_factor
Source: game
File: common/ideas/hungary.txt

Code:
HUN_the_dragon_movement_idea = {
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		has_government = democratic
	}
	picture = HUN_the_dragon_movement_idea
	modifier = {
		war_support_factor = 0.1
		political_power_factor = 0.05
		army_attack_factor = 0.05
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_reclaim_the_british_isles_exile
Constructs: prerequisite, has_government, completion_reward, has_navy_size, has_army_manpower, has_capitulated, create_wargoal
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_reclaim_the_british_isles_exile
	text = ENG_reclaim_the_british_isles_exile
	icon = GFX_focus_attack_britain
	cost = 10
	prerequisite = {
		focus = EGY_landing_exercices
	}
	relative_position_id = EGY_landing_exercices
	x = 0
	y = 1
	ai_will_do = {
		factor = 10
	}
	will_lead_to_war_with = ENG
	available = {
		NOT = {
			has_government = communism
		}
		has_navy_size = {
			size = > 15
		}
		has_army_manpower = {
			size = > 119999
		}
		has_capitulated = no
		r56_script_i_am_sane = yes
		ENG = {
			r56_script_target_is_sane = yes
		}
	}
	completion_reward = {
		create_wargoal = {
			type = topple_government
			target = ENG
			expire = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}