Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: MEX
Source: game
File: common/units/names/00_names.txt

Code:
MEX = {
	submarine = {
		prefix = ARM
		generic = {
			Submarino
		}
		unique = {
			Río Usumacinta Río Bravo Río Colorado Río Grijalva Río Nazas Río Aguanaval Río Culiacán Río Balsas Río Lerma Río Fuerte Río Pánuco Río Conchos Río Soto La Marina Río Yaqui Río San Fernando Río Mayo Río Tecolutla Río Jamapa Río Papaloapan Río Sinaloa Río Verde Río Concepción Río Coatzacoalcos Río San Lorenzo Río Sonoyta Río San Pedro Mezquital Agua Prieta Punta Morro Punta Mastun Cabo Corrientes Cabo Corzo Cabo Catoche Islas Coronado Isla Lobos Isla Guadalupe Isla Cozumel Huracán Tormenta Ciclón Tempestad Tifón Relámpago Trueno Viento Guanajuato Querétaro San Luis Potosí Baja California Chihuahua Coahuila Chiapas Tamaulipas Yucatán Tabasco Campeche Puebla Zacatecas Sonora Durango Oaxaca Jalisco Nuevo León Michoacán Sinaloa Nayarit Colima Aguascalientes Tlaxcala Veracruz Tampico Mazatlán Acapulco Progreso Tehuantepec Pánuco Manzanillo Guadalajara Mérida Monterrey Tijuana Ecatepec Zapopan Culiacán Naucalpan Hermosillo Saltillo Mexicali Tlalnepantla de Baz Cancún Chimalhuacán Torreón Reynosa Tlaquepaque Toluca San Francisco Atizapán Cuautitlán Izcalli Apodaca Heroica Matamoros San Nicolás de los Garza Xalapa Tonalá Irapuato Nuevo Laredo Xico Villahermosa Celaya Cuernavaca Tepic Ixtapaluca Martín Javier Mina Pancho Villa Mariano Abasolo Ignacio Allende Juan Aldama Mariano Matamoros Pedro Sainz de Baranda Hermenegildo Galeana Juan Álvarez Miguel Ramos Arizpe Matías de Córdova José María Izazaga Ignacio López Rayón Vicente Guerrero José María Morelos Miguel Hidalgo Ángel Ortiz Monasterío José María de la Vega González Felipe Berríozábal David Porter Ignacio  Altamirano Ponciano Arriaga Guillermo Prieto Manuel Doblado Melchor Ocampo Francisco Zarco Ignacio Vallarta Andrés Quintana Roo Juan Bautista Morales Manuel Crescencio Rejón Antonio de la Fuente León Guzmán Ignacio Ramírez Ignacio Mariscal José María Marta Félix Romero José María Velasco
		}
	}
	destroyer = {
		prefix = ARM
		generic = {
			Destructor
		}
		unique = {
			Guanajuato Querétaro San Luis Potosí Baja California Chihuahua Coahuila Chiapas Tamaulipas Yucatán Tabasco Campeche Puebla Zacatecas Sonora Durango Oaxaca Jalisco Nuevo León Michoacán Sinaloa Nayarit Colima Aguascalientes Tlaxcala Veracruz Tampico Mazatlán Acapulco Progreso Tehuantepec Pánuco Manzanillo Guadalajara Mérida Monterrey Tijuana Ecatepec Zapopan Culi
# ... (truncated)
### Entity: National Focus
Tree: fri_focus
Component: FRI_increase_the_taxes
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/FrenchIndochina.txt

Code:
focus = {
	id = FRI_increase_the_taxes
	icon = GFX_focus_mex_privatisation
	cost = 5
	prerequisite = {
		focus = FRI_balanced_economic_development
	}
	x = 3
	y = 4
	relative_position_id = FRI_continue_the_politique_politique_du_paysannat
	completion_reward = {
		add_ideas = FRI_increase_the_taxes
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/ELS_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 3
	}
	location = 12823
	division_template = Brigada de Infanteria
	start_experience_factor = 0.2
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_ethiopian_war_logistics_bba
Constructs: limit, completion_reward, has_global_flag, is_owned_and_controlled_by, add_building_construction
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_ethiopian_war_logistics_bba
	icon = GFX_goal_generic_position_armies
	x = 2
	y = 0
	offset = {
		x = 6
		y = 0
		trigger = {
			ITA_cw_branches_are_visible = yes
		}
	}
	cost = 5
	bypass = {
		OR = {
			NOT = {
				has_global_flag = second_italo_ethiopian_war_flag
			}
			AND = {
				550 = {
					NOT = {
						is_owned_and_controlled_by = ITA
					}
				}
				559 = {
					NOT = {
						is_owned_and_controlled_by = ITA
					}
				}
				844 = {
					NOT = {
						is_owned_and_controlled_by = ITA
					}
				}
			}
		}
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				550 = {
					is_owned_and_controlled_by = ITA
				}
			}
			550 = {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			} {
				add_building_construction = {
					type = naval_base
					level = 2
					province = 12766
					instant_build = yes
				}
			}
		} {
			limit = {
				559 = {
					is_owned_and_controlled_by = ITA
				}
			}
			559 = {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			} {
				add_building_construction = {
					type = naval_base
					level = 2
					province = 12991
					instant_build = yes
				}
			}
		} {
			limit = {
				844 = {
					is_owned_and_controlled_by = ITA
				}
			}
			844 = {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			} {
				add_building_construction = {
					type = naval_base
					level = 2
					province = 12941
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Event
Component: news.3139
Constructs: has_government, fire_only_once
Source: game
File: events/r56_ireland.txt

Code:
news_event = {
	id = news.3139
	title = news.3139.t
	desc = news.3139.d
	picture = GFX_news_event_journalists_speech
	major = yes
	fire_only_once = yes
	trigger = {
		date = > 1939.12.23
		country_exists = IRE
		IRE = {
			has_government = democratic
		}
	}
	option = {
		name = news.3139.a
		trigger = {
			TAG = IRE
		}
	} {
		name = news.3139.b
		trigger = {
			NOT = {
				TAG = IRE
			}
		}
	}
}
### Entity: Idea
Component: CYP_homeland_defense
Constructs: conscription_factor
Source: game
File: common/ideas/r56_cyprus.txt

Code:
CYP_homeland_defense = {
	modifier = {
		army_core_defence_factor = 0.1
		army_morale_factor = 0.125
		conscription_factor = 0.075
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_establish_rural_hospitals
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_establish_rural_hospitals
	icon = GFX_goal_SWI_red_cross
	cost = 10
	prerequisite = {
		focus = CUB_modernize_medical_care
	}
	relative_position_id = CUB_modernize_medical_care
	x = -1
	y = 1
	available = {

	}
	completion_reward = {
		swap_ideas = {
			remove_idea = CUB_modernized_medical_care1
			add_idea = CUB_modernized_medical_care2
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Unit Template
Component: FREN_INF_01
Source: game
File: common/units/names_divisions/FREN_names_divisions.txt

Code:
FREN_INF_01 = {
	name = Infantry Division
	for_countries = {
		BRD CAM CAR CAY CHA CMR COG DAH GAB GDL GNA HAI IVO LAO MAD MLI NGR RCG RWA SEN TOG VOL
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %dème Division d'Infanterie
	ordered = {
		1 = {
			%dère Division d'Infanterie
		}
		2 = {
			%dème Division d'Infanterie
		}
		3 = {
			%dème Division d'Infanterie
		}
		4 = {
			%dème Division d'Infanterie
		}
		5 = {
			%dème Division d'Infanterie
		}
		6 = {
			%dème Division d'Infanterie
		}
		7 = {
			%dème Division d'Infanterie
		}
		8 = {
			%dème Division d'Infanterie
		}
		9 = {
			%dème Division d'Infanterie
		}
		10 = {
			%dème Division d'Infanterie
		}
		11 = {
			%dème Division d'Infanterie
		}
		12 = {
			%dème Division d'Infanterie
		}
		13 = {
			%dème Division d'Infanterie
		}
		14 = {
			%dème Division d'Infanterie
		}
		15 = {
			%dème Division d'Infanterie
		}
		16 = {
			%dème Division d'Infanterie
		}
		17 = {
			%dème Division d'Infanterie
		}
		18 = {
			%dème Division d'Infanterie
		}
		19 = {
			%dème Division d'Infanterie
		}
		20 = {
			%dème Division d'Infanterie
		}
	}
}
### Entity: Decision
Component: FIN_national_defense_category
Constructs: is_controlled_by
Source: game
File: common/decisions/categories/FIN_decision_categories.txt

Code:
FIN_national_defense_category = {
	icon = GFX_decision_category_FIN_national_defense
	picture = GFX_decision_cat_picture_FIN_national_defense
	allowed = {
		original_tag = FIN
	}
	priority = 88
	visible = {

	}
	on_map_area = {
		target_array = core_states
		target_trigger = {
			FROM = {
				is_controlled_by = ROOT
			}
		}
		name = FIN_national_defense_category
		zoom = 300
		state = 930
	}
}
### Entity: Event
Component: AAT_Sweden_flashpoints.65
Constructs: is_triggered_only, ai_chance, random_days
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_flashpoints.65
	title = AAT_Sweden_flashpoints.65.t
	desc = AAT_Sweden_flashpoints.65.desc
	picture = GFX_report_event_merchant_ship_01
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_flashpoints.65.a
		ai_chance = {
			base = 10
		}
		FROM = {
			country_event = {
				id = AAT_Sweden_flashpoints.36
				random_days = 7
				days = 3
			}
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_the_anti_soviet_trotskyist_center
Constructs: has_completed_focus, prerequisite, limit, has_country_flag, completion_reward, add_political_power, set_country_flag, clr_country_flag
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_the_anti_soviet_trotskyist_center
	icon = GFX_focus_SOV_purge_trotskyists
	prerequisite = {
		focus = SOV_the_zinovyevite_terrorist_center
	}
	x = 0
	y = 2
	relative_position_id = SOV_the_zinovyevite_terrorist_center
	cost = 5
	available = {
		has_country_flag = {
			flag = SOV_first_moscow_trial_flag
			days = > 175
		}
		custom_trigger_tooltip = {
			tooltip = SOV_last_purge_focus_days_tt
			has_country_flag = {
				flag = SOV_first_moscow_trial_flag
				days = > 175
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_SOV_POLITICAL_PARANOIA
	}
	select_effect = {
		set_country_flag = SOV_paranoia_do_not_cancel_focus_flag
	}
	completion_reward = {
		clr_country_flag = SOV_paranoia_do_not_cancel_focus_flag
		set_country_flag = {
			flag = SOV_paranoia_random_purge_cooldown_from_focus_flag
			days = 15
		} SOV_second_moscow_trial_flag
		add_political_power = 25
		SOV_paranoia_high_increase_effect = yes
		if = {
			limit = {
				has_character = SOV_karl_radek
			}
			SOV_karl_radek = {
				set_character_flag = SOV_targeted_for_purge_flag
			}
		} {
			limit = {
				has_character = SOV_ivar_smilga
			}
			SOV_ivar_smilga = {
				set_character_flag = SOV_targeted_for_purge_flag
			}
		} {
			limit = {
				has_character = SOV_yevgeny_preobrazhensky
			}
			SOV_yevgeny_preobrazhensky = {
				set_character_flag = SOV_targeted_for_purge_flag
			}
		} {
			limit = {
				has_character = SOV_martemyan_ryutin
			}
			SOV_martemyan_ryutin = {
				set_character_flag = SOV_targeted_for_purge_flag
			}
		} {
			limit = {
				has_dlc = No Step Back
			}
			if = {
				limit = {
					has_character = SOV_nikolay_ustryalov
				}
				SOV_nikolay_ustryalov = {
					set_character_flag = SOV_targeted_for_purge_flag
				}
			}
			else = {
				SOV_add_random_character_to_purge_targets_effect = yes
			}
		} {
			limit = {
				NOT = {
					has_completed_focus = SOV_lessons_of_war
				}
			}
			custom_effect_tooltip = modify_the_red_army_tt
			add_to_variable = {
				SOV_the_red_army_mastery_loss_factor = -0.05
				tooltip = land_mastery_gain_factor_tt
			}
			set_variable = {
				SOV_the_red_army_mastery_loss_factor_inverted = SOV_the_red_army_mastery_loss_factor
			}
			multiply_variable = {
				SOV_the_red_army_mastery_loss_factor_inverted = -1
			}
		}
		else = {
			SOV_add_random_character_to_purge_targets_effect = yes
		} {
			SOV_add_random_cha
# ... (truncated)
### Entity: National Focus
Tree: hol_focus
Component: HOL_light_tanks_for_the_colonies
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, allow_branch, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_light_tanks_for_the_colonies
	allow_branch = {
		always = yes
	}
	prerequisite = {
		focus = HOL_modernize_our_infantry_equipment HOL_production_under_license
	}
	icon = GFX_goal_generic_army_tanks
	x = -1
	y = 1
	offset = {
		x = -1
		y = 0
		trigger = {
			NOT = {
				has_dlc = Death or Dishonor
			}
		}
	}
	relative_position_id = HOL_modernize_our_infantry_equipment
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_completed_focus = HOL_modernize_our_infantry_equipment
				} {
					has_completed_focus = HOL_production_under_license
				}
				has_dlc = Death or Dishonor
			}
			custom_effect_tooltip = HOL_light_tanks_for_the_colonies_tt
			effect_tooltip = {
				add_tech_bonus = {
					name = HOL_light_tanks_for_the_colonies
					bonus = 1.0
					uses = 1
					category = cat_light_armor
				}
				custom_effect_tooltip = HOL_light_tanks_for_the_colonies_2tt
				add_ideas = HOL_light_tanks_for_the_colonies
			}
		} {
			limit = {
				OR = {
					has_completed_focus = HOL_modernize_our_infantry_equipment
					NOT = {
						has_dlc = Death or Dishonor
					}
				}
			}
			add_tech_bonus = {
				name = HOL_light_tanks_for_the_colonies
				bonus = 1.0
				uses = 1
				category = cat_light_armor
			}
		} {
			limit = {
				has_completed_focus = HOL_production_under_license
			}
			add_ideas = HOL_light_tanks_for_the_colonies
		}
	}
}
### Entity: Shared Focus
Tree: kmt_focus
Component: KMT_seize_landholder_assets
Constructs: shared_focus, prerequisite, has_government, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/the_national_catastrophe_shared.txt

Code:
shared_focus = {
	id = KMT_seize_landholder_assets
	icon = GFX_focus_prc_agrarian_socialism
	prerequisite = {
		focus = KMT_consolidate_control_over_industry
	}
	available = {
		has_government = communism
	}
	x = 3
	y = 1
	cost = 5.8
	ai_will_do = {
		factor = 2.1
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	relative_position_id = KMT_consolidate_control_over_industry
	completion_reward = {
		swap_ideas = {
			remove_idea = KMT_five_year_plan
			add_idea = KMT_five_year_plan2
		}
	}
}
### Entity: National Focus
Tree: fri_focus
Component: FRI_expand_the_fort_bayard_infrastructures
Constructs: prerequisite, completion_reward, add_building_construction
Source: game
File: common/national_focus/FrenchIndochina.txt

Code:
focus = {
	id = FRI_expand_the_fort_bayard_infrastructures
	icon = GFX_goal_generic_position_armies
	cost = 10
	prerequisite = {
		focus = FRI_invite_investors_to_kouang_tcheou_wan
	}
	x = 2
	y = 1
	relative_position_id = FRI_invite_investors_to_kouang_tcheou_wan
	completion_reward = {
		728 = {
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: communism_banned
Constructs: has_government, communism_drift
Source: game
File: common/ideas/zzz_generic.txt

Code:
communism_banned = {
	picture = anti_soviet_pact
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		communism_drift = -0.05
	}
}
### Entity: Character
Component: resource_development_company
Source: game
File: common/country_leader/00_traits.txt

Code:
resource_development_company = {
	random = no
	global_building_slots_factor = 0.05
	local_resources_factor = 0.1
	production_lack_of_resource_penalty_factor = -0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_tenenge
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_tenenge
	icon = GFX_goal_generic_production
	prerequisite = {
		focus = BRA_R56_bndes
	}
	mutually_exclusive = {
		focus = BRA_R56_gerdau
	}
	relative_position_id = BRA_R56_bndes
	x = 1
	y = 1
	cost = 1
	completion_reward = {
		swap_ideas = {
			remove_idea = bra_eficiencia_bndes
			add_idea = bra_eficiencia_tenenge_1
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_power_to_the_king
Constructs: has_completed_focus, prerequisite, limit, has_country_flag, add_stability, completion_reward, allow_branch, has_game_rule
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_power_to_the_king
	icon = GFX_goal_AFG_the_kings_party
	x = 14
	y = 1
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = AFG_handle_the_king
			}
		}
	}
	offset = {
		x = -14
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AFG_power_to_the_king
		}
	}
	cost = 5
	available = {
		has_country_flag = AFG_loya_jirga_finished
		power_balance_value = {
			id = AFG_power_balance
			value = > 0.1
		}
	}
	prerequisite = {
		focus = AFG_first_loya_jirga
	}
	relative_position_id = AFG_first_loya_jirga
	mutually_exclusive = {
		focus = AFG_handle_the_king
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_stability = 0.05
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
		if = {
			limit = {
				has_power_balance_modifier = {
					id = AFG_power_balance
					modifier = r56_AFG_bop_left
				}
			}
			remove_power_balance_modifier = {
				id = AFG_power_balance
				modifier = r56_AFG_bop_left
			}
			custom_effect_tooltip = r56_newline
		} {
			limit = {
				has_power_balance_modifier = {
					id = AFG_power_balance
					modifier = r56_AFG_bop_right
				}
			}
			remove_power_balance_modifier = {
				id = AFG_power_balance
				modifier = r56_AFG_bop_right
			}
			custom_effect_tooltip = r56_newline
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = r56_AFG_abdul_majid_zabuli
		mark_focus_tree_layout_dirty = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Scripted Effect
Component: store_core_states_on_game_start
Constructs: every_core_state, add_to_array
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
store_core_states_on_game_start = {
	every_core_state = {
		ROOT = {
			add_to_array = {
				array = core_states_at_game_start
				value = PREV
			}
		}
	}
}
### Entity: Event
Component: SEA_warlords.2
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, has_government, add_stability, fire_only_once, add_political_power
Source: game
File: events/SEA_Warlords.txt

Code:
country_event = {
	id = SEA_warlords.2
	title = SEA_warlords.2.t
	desc = SEA_warlords.2.desc
	picture = GFX_report_event_chinese_soldiers_01
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_warlords.2.a
		ai_chance = {
			base = 75
			modifier = {
				factor = 0
				NOT = {
					has_government = fascism
					has_completed_focus = CHI_strengthening_our_resolve
				}
			}
		}
		create_wargoal = {
			type = annex_everything
			target = FROM
			expire = 0
		}
		IF = {
			limit = {
				FROM = {
					is_in_faction_with = ROOT
				}
			}
			remove_from_faction = FROM
		}
	} {
		name = SEA_warlords.2.b
		ai_chance = {
			base = 25
		}
		add_political_power = -25
		add_stability = -0.05
	}
}
### Entity: Decision
Component: FRA_vichy_france
Source: game
File: common/decisions/categories/FRA_decision_categories.txt

Code:
FRA_vichy_france = {
	allowed = {
		original_tag = FRA
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_hirtenberger_artillery
Constructs: prerequisite, limit, completion_reward, has_dlc, add_mio_size, add_mio_funds, add_mio_research_bonus
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_hirtenberger_artillery
	icon = GFX_goal_generic_army_artillery
	prerequisite = {
		focus = AUS_standardized_army_training
	}
	mutually_exclusive = {

	}
	x = 3
	y = 1
	relative_position_id = AUS_standardized_army_training
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:AUS_hirtenberger_organization = {
				add_mio_size = 3
				add_mio_funds = 500
				add_mio_research_bonus = 0.1
			}
		}
		ELSE = {
			custom_effect_tooltip = AUS_hirtenberger_artillery_tt
		}
	}
}
### Entity: Idea
Component: CHI_neglected_army8
Constructs: limit, has_country_flag, removal_cost, add_timed_idea
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_neglected_army8 = {
	picture = generic_neglected_military
	removal_cost = -1
	on_remove = {
		IF = {
			limit = {
				has_country_flag = CHI_ongoing_reforms
			}
			add_timed_idea = {
				idea = CHI_neglected_army7
				days = 35
			}
		}
	}
	modifier = {
		army_morale_factor = -0.4
		army_org_factor = -0.4
		max_dig_in_factor = -0.4
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Decision
Component: AST_australia_first_movement_cat
Constructs: has_completed_focus, has_government, has_dlc, is_subject
Source: game
File: common/decisions/categories/AST_decision_categories.txt

Code:
AST_australia_first_movement_cat = {
	priority = 80
	icon = GFX_decision_category_AST_australia_first
	allowed = {
		original_tag = AST
		has_dlc = Thunder at Our Gates
	}
	visible = {
		has_completed_focus = AST_australia_first
		OR = {
			NOT = {
				has_government = fascism
			}
			AND = {
				has_completed_focus = AST_stephensen
				is_subject = yes
			} {
				NOT = {
					has_completed_focus = AST_pankhurst_walsh
				} {
					has_completed_focus = AST_stephensen
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_380
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_380 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 380
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 380
	}
}
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_ship_hull_heavy
Constructs: limit, set_temp_variable, prio_factor, add_to_temp_variable
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_navy.txt

Code:
EAI_PR_STRATEGIES_ship_hull_heavy = {
	if = {
		limit = {
			OR = {
				EAI_BC_tech_focus = yes
				EAI_BB_tech_focus = yes
				EAI_SHBB_tech_focus = yes
			}
		}
		set_temp_variable = {
			prio_cat = @PR_ship_hull_heavy
		} {
			prio_factor = EAI_RESEARCH_naval_research_factor
		}
		add_to_temp_variable = {
			prio_factor = 0.5
		}
		multiply_temp_variable = {
			prio_cat = prio_factor
		}
		if = {
			limit = {
				set_temp_variable = {
					_prio_tech = token:early_ship_hull_heavy
				} {
					_prio_val = prio_cat
				}
				date = > 1936.6.1
				OR = {
					EAI_BC_tech_focus = yes
					EAI_BB_tech_focus = yes
					EAI_SHBB_tech_focus = yes
				}
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:basic_ship_hull_heavy
				} {
					_prio_val = prio_cat
				}
				date = > 1936.6.1
				OR = {
					EAI_BC_tech_focus = yes
					EAI_BB_tech_focus = yes
					EAI_SHBB_tech_focus = yes
				}
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:improved_ship_hull_heavy
				} {
					_prio_val = prio_cat
				}
				date = > 1939.1.1
				OR = {
					EAI_BC_tech_focus = yes
					EAI_BB_tech_focus = yes
				}
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:advanced_ship_hull_heavy
				} {
					_prio_val = prio_cat
				}
				date = > 1943.1.1
				OR = {
					EAI_BC_tech_focus = yes
					EAI_BB_tech_focus = yes
				}
			}
			EAI_PR_add_to_priority_research_queue = yes
		}
	}
}