Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Trigger Reference
Construct: has_military_industrial_organization
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_military_industrial_organization

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Checks if the Country in scope has a  Military Industrial Organisation matching the input token.
Can use variable as input.
ex: 
GER = { 
  has_military_industrial_organization = infantry_mio_token
  has_military_industrial_organization = var:my_mio_var
}
```
### Entity: Scripted Trigger
Component: is_independent_china_or_warlord
Constructs: is_independent_china_or_warlord, is_puppet
Source: game
File: common/scripted_triggers/r56_scripted_triggers.txt

Code:
is_independent_china_or_warlord = {
	OR = {
		original_tag = CHI PRC GXC YUN SIC XIC GDC HBC SND SHX XSM
	}
	is_puppet = no
}
### Entity: Decision
Component: GER_integration_of_puppet_economies_dec_cat
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/GER_decision_categories.txt

Code:
GER_integration_of_puppet_economies_dec_cat = {
	icon = GFX_decision_category_gre_paying_ifc_debt
	priority = 5
	allowed = {
		original_tag = GER
	}
	visible = {
		has_completed_focus = GER_integration_of_puppet_economies
		num_subjects = > 0
	}
}
### Entity: Idea
Component: KMT_democratic_opposition2
Constructs: stability_factor, has_government, removal_cost, democratic_drift, communism_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_democratic_opposition2 = {
	picture = generic_democratic_drift_bonus
	cancel = {
		has_government = democratic
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		democratic_drift = 0.03
		communism_drift = 0.01
		stability_factor = -0.05
		political_power_factor = -0.1
		drift_defence_factor = -0.2
	}
}
### Entity: Unit Template
Component: upgrades
Constructs: maximum_speed
Source: game
File: common/units/equipment/upgrades/air_upgrades.txt

Code:
upgrades = {
	plane_gun_upgrade = {
		max_level = 5
		cost = air
		air_attack = 0.1
		maximum_speed = -0.01
		reliability = -0.1
		air_agility = -0.05
	}
	cv_plane_gun_upgrade = {
		max_level = 5
		cost = air
		air_attack = 0.1
		maximum_speed = -0.01
		reliability = -0.15
		air_agility = -0.05
	}
	plane_range_upgrade = {
		max_level = 5
		cost = air
		air_range = 0.1
		reliability = -0.1
	}
	cv_plane_range_upgrade = {
		max_level = 5
		cost = air
		air_range = 0.15
		reliability = -0.1
	}
	plane_engine_upgrade = {
		max_level = 5
		cost = air
		maximum_speed = 0.02
		air_agility = 0.05
	}
	plane_reliability_upgrade = {
		max_level = 5
		cost = air
		reliability = 0.1
	}
	plane_naval_upgrade = {
		max_level = 5
		cost = air
		naval_strike_attack = 0.05
		reliability = -0.1
	}
	cv_plane_naval_upgrade = {
		max_level = 5
		cost = air
		naval_strike_attack = 0.05
		reliability = -0.15
	}
	plane_bomb_upgrade = {
		max_level = 5
		cost = air
		air_bombing = 0.05
		reliability = -0.1
		air_range = -0.05
	}
	plane_tac_bomb_upgrade = {
		max_level = 5
		cost = air
		air_bombing = 0.02
		air_ground_attack = 0.02
		reliability = -0.1
		air_agility = -0.05
	}
	plane_cas_upgrade = {
		max_level = 5
		cost = air
		air_attack = 0.02
		air_ground_attack = 0.05
		reliability = -0.1
		air_agility = -0.05
	}
	plane_armor_upgrade = {
		max_level = 5
		cost = air
		air_defence = 0.05
		air_range = -0.05
	}
}
### Entity: Event
Component: GOE_RAJ_goa.1
Constructs: is_triggered_only, create_wargoal, take_claimed_state
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_goa.1
	picture = GFX_report_event_generic_military_parade
	title = GOE_RAJ_goa.1.t
	desc = GOE_RAJ_goa.1.desc
	is_triggered_only = yes
	option = {
		name = GOE_RAJ_goa.1.a
		RAJ = {
			country_event = {
				id = GOE_RAJ_goa.2
				days = 1
			}
			321 = {
				transfer_state_to = RAJ
			}
		}
	} {
		name = GOE_RAJ_goa.1.b
		RAJ = {
			country_event = {
				id = GOE_RAJ_goa.3
				days = 1
			}
		}
		effect_tooltip = {
			RAJ = {
				create_wargoal = {
					type = take_claimed_state
					target = POR
					generator = {
						321
					}
				}
			}
		}
	}
}
### Entity: Country History
Country: PAN
Component: PAN_technology
Constructs: set_technology
Source: game
File: history/countries/PAN - Panama.txt

Code:
# Starting Technologies for PAN
set_technology = {
	infantry_weapons = 1
	tech_trucks = 1
}
### Entity: Idea
Component: democratic_opposition_voicing_protests
Constructs: democratic_drift
Source: game
File: common/ideas/_event.txt

Code:
democratic_opposition_voicing_protests = {
	allowed = {
		always = no
	}
	picture = generic_democratic_drift_bonus
	modifier = {
		political_power_factor = -0.2
		democratic_drift = 0.05
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Idea
Component: arg_std_equipment
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_argentina.txt

Code:
arg_std_equipment = {
	removal_cost = -1
	allowed = {
		original_tag = ARG
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = generic_infantry_bonus
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: Character
Component: NKR_kim_kwang_hyop
Source: game
File: common/characters/NKR.txt

Code:
NKR_kim_kwang_hyop = {
	name = Kim Kwang-hyop
	portraits = {
		army = {
			large = gfx/leaders/Asia/Portrait_Asia_Generic_land_5.dds
			small = gfx/interface/ideas/idea_asia_generic_land_5.dds
		}
	}
	advisor = {
		slot = high_command
		idea_token = kim_kwang_hyop
		allowed = {
			original_tag = NKR
		}
		traits = {
			army_commando_2
		}
		ai_will_do = {
			factor = 1
		}
	}
	corps_commander = {
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 3
	}
}
### Entity: Event
Component: BBA_ethiopia_imperial_events.21
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_imperial_events.21
	title = BBA_ethiopia_imperial_events.21.t
	desc = BBA_ethiopia_imperial_events.21.desc
	is_triggered_only = yes
	picture = GFX_report_event_ETH_ethiopian_warriors
	option = {
		name = BBA_ethiopia_imperial_events.21.a
		ai_chance = {
			base = 10
		}
		custom_effect_tooltip = ETH_imperial_event_21_tt
	}
}
### Entity: Idea
Component: NCY_ncs
Source: game
File: common/ideas/northcyprus.txt

Code:
NCY_ncs = {
	ledger = navy
	picture = generic_navy_europe_2
	allowed = {
		original_tag = NCY
	}
	traits = {
		navy_capital_ship_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Modifier Reference
Construct: num_of_civilian_factories_in_cores
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_of_civilian_factories_in_cores
* description: calculates the number of civilian factories on core states of current country scope, on those states that are under control of @Tag <Tag | ROOT | my_var> example num_of_civilian_factories_in_cores@GER
### Entity: Character
Component: YEM_hisham_ibn_salim
Source: game
File: common/characters/YEM.txt

Code:
YEM_hisham_ibn_salim = {
	advisor = {
		slot = navy_chief
		idea_token = YEM_hisham_ibn_salim
		allowed = {
			original_tag = YEM
		}
		traits = {
			navy_chief_decisive_battle_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Hisham ibn Salim
	portraits = {
		army = {
			small = GFX_idea_generic_navy_arab_3
		}
	}
}
### Entity: Scripted Effect
Component: ITA_naval_air_coordination_templates
Constructs: has_completed_focus, limit, create_equipment_variant
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_naval_air_coordination_templates = {
	if = {
		limit = {
			NOT = {
				has_completed_focus = ITA_bomber_designs
			}
		}
		create_equipment_variant = {
			name = CANT Z.1007 Alcione
			type = medium_plane_airframe_1
			parent_version = 0
			modules = {
				fixed_main_weapon_slot = medium_bomb_bay
				fixed_auxiliary_weapon_slot_1 = bomb_locks
				fixed_auxiliary_weapon_slot_2 = torpedo_mounting
				fixed_auxiliary_weapon_slot_3 = torpedo_mounting
				special_type_slot_1 = lmg_defense_turret_2x
				special_type_slot_2 = hmg_defense_turret_2x
				engine_type_slot = engine_3_3x
			}
			icon = GFX_ITA_tactical_bomber1_medium
		}
	}
}
### Entity: Character
Component: YUN_liang_peng
Source: game
File: common/characters/Warlords_China.txt

Code:
YUN_liang_peng = {
	name = YUN_liang_peng
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_1
		}
	}
	advisor = {
		slot = high_command
		idea_token = YUN_liang_peng
		ledger = air
		allowed = {
			original_tag = YUN
		}
		traits = {
			air_strategic_bombing_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Scripted Effect
Component: r56_ger_dvu_70
Constructs: limit, has_active_mission, add_days_mission_timeout
Source: game
File: common/scripted_effects/r56_GER_scripted_effects.txt

Code:
r56_ger_dvu_70 = {
	IF = {
		limit = {
			has_active_mission = GER_dvu_demands_action
		}
		add_days_mission_timeout = {
			mission = GER_dvu_demands_action
			days = 280
		}
	}
}
### Entity: Technology
Component: sp_rockets_improved_guidance
Constructs: is_special_project_completed, is_special_project_tech, enable_equipments, enable_equipment_modules, research_cost
Source: game
File: common/technologies/electronic_mechanical_engineering.txt

Code:
technology = {
	allow = {
		ROOT = {
			is_special_project_completed = sp:sp_rockets_flying_bomb
		}
	}
	special_project_specialization = {
		specialization_air
	}
	is_special_project_tech = yes
	enable_equipments = {

	}
	enable_equipment_modules = {
		guided_anti_ship_missile
	}
	guided_missile = {
		air_range = 0.25
	}
	rocket_artillery = {
		soft_attack = 0.1
	}
	rocket_artillery_brigade = {
		soft_attack = 0.1
	}
	mot_rocket_artillery_brigade = {
		soft_attack = 0.1
	}
	motorized_rocket_brigade = {
		soft_attack = 0.1
	}
	rocket_battery = {
		soft_attack = 0.1
	}
	research_cost = 1
	start_year = 1943
	folder = {
		name = electronics_folder
		position = {
			x = 0
			y = @rockets_1943
		}
	}
	ai_will_do = {
		factor = 1
	}
	categories = {
		rocketry
	}
}
### Entity: Idea
Component: PHI_tyding_mcduffie_act
Constructs: has_government, is_subject, is_subject_of, removal_cost, autonomy_gain
Source: game
File: common/ideas/philipines.txt

Code:
PHI_tyding_mcduffie_act = {
	allowed = {
		original_tag = PHI
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
		is_subject = yes
	}
	cancel = {
		NOT = {
			is_subject_of = USA
		}
	}
	picture = ARG_american_allyship
	removal_cost = -1
	modifier = {
		political_power_factor = 0.05
		autonomy_manpower_share = -1
		autonomy_gain = 0.2
		monthly_population = 0.15
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_better_industry
Constructs: prerequisite, completion_reward, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_better_industry
	icon = GFX_goal_generic_farm_tractor
	prerequisite = {
		focus = HON_liberal_amnesty
	}
	x = 21
	y = 5
	cost = 10
	ai_will_do = {
		base = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 2
			category = industry
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Scripted Effect
Component: ITA_add_correct_mafia_rising_modifier_version
Constructs: limit, has_dlc, add_dynamic_modifier
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_add_correct_mafia_rising_modifier_version = {
	if = {
		limit = {
			has_dlc = La Resistance
		}
		add_dynamic_modifier = {
			modifier = ITA_mafia_on_the_rise
		}
	}
	else = {
		add_dynamic_modifier = {
			modifier = ITA_mafia_on_the_rise_no_lar
		}
	}
}
### Entity: Character
Component: NMB_pot
Source: game
File: common/characters/NMB.txt

Code:
NMB_pot = {
	advisor = {
		slot = political_advisor
		idea_token = NMB_pot
		allowed = {
			original_tag = NMB
		}
		traits = {
			prince_of_terror
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_2
		}
	}
}
### Entity: Character
Component: JAP_moderate_navy_leader
Constructs: war_support_factor, democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_moderate_navy_leader = {
	random = no
	sprite = 13
	democratic_drift = 0.05
	war_support_factor = 0.1
	experience_gain_navy = 0.05
	production_speed_dockyard_factor = 0.1
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_join_comintern
Constructs: prerequisite, has_war_with, completion_reward, is_in_faction, is_in_faction_with, cancel_if_invalid
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_join_comintern
	icon = GFX_focus_generic_join_comintern
	prerequisite = {
		focus = CZE_communist_support
	}
	x = 0
	y = 2
	relative_position_id = CZE_go_left
	cost = 5
	ai_will_do = {
		factor = 100
		modifier = {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {
		communism = > 0.3
		SOV_comintern_joinable = yes
		is_in_faction = no
		NOT = {
			any_other_country = {
				is_in_faction_with = SOV
				has_war_with = CZE
			}
		}
	}
	bypass = {
		is_in_faction_with = SOV
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		SOV = {
			country_event = {
				hours = 1
				id = czech.1
			}
		}
	}
}
### Entity: National Focus
Tree: nzl_focus
Component: NZL_modern_fighters
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/new_zealand.txt

Code:
focus = {
	id = NZL_modern_fighters
	icon = GFX_goal_generic_air_fighter
	prerequisite = {
		focus = NZL_fighter_focus NZL_bomber_focus
	}
	mutually_exclusive = {
		focus = NZL_heavy_bombers
	}
	x = -1
	y = 3
	relative_position_id = NZL_expand_the_nzpaf
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = NZL_modern_fighters
			bonus = 1.0
			uses = 1
			category = light_fighter cat_heavy_fighter
		}
	}
}
### Entity: Event
Component: SEA_generic_events.10
Constructs: is_triggered_only, ai_chance, add_popularity, add_timed_idea
Source: game
File: events/SEA_generic_events.txt

Code:
country_event = {
	id = SEA_generic_events.10
	title = SEA_generic_events.10.t
	desc = SEA_generic_events.10.desc
	picture = GFX_report_event_gathering_protest
	is_triggered_only = yes
	option = {
		name = SEA_generic_events.10.a
		ai_chance = {
			base = 10
		}
		add_popularity = {
			ideology = ROOT
			popularity = 0.05
		}
		add_timed_idea = {
			idea = alternate_political_corruption_exposed
			days = 60
		}
	} {
		name = SEA_generic_events.10.b
		ai_chance = {
			base = 1
		}
		add_timed_idea = {
			idea = alternate_political_corruption_exposed
			days = 30
		}
	}
}
### Entity: Country History
Country: PNG
Component: PNG_technology
Constructs: set_technology
Source: game
File: history/countries/PNG - Papua New Guinea.txt

Code:
# Starting Technologies for PNG
set_technology = {
	infantry_weapons = 1
}
### Entity: Event
Component: cityfall.60
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.60
	title = cityfall.60.t
	desc = cityfall.60.d
	picture = GFX_news_event_067
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_stockholm_fin
	}
	option = {
		name = cityfall.60.a
		trigger = {
			NOT = {
				TAG = FIN SWE
			}
		}
	} {
		name = cityfall.60.b
		trigger = {
			TAG = FIN
		}
	} {
		name = cityfall.60.c
		trigger = {
			TAG = SWE
		}
	}
}
### Entity: AI Strategy
Component: CHL_does_the_SCW_communism
Constructs: has_completed_focus, has_government, has_civil_war, has_global_flag, is_ai, force_build_armies, send_volunteers_desire
Source: game
File: common/ai_strategy/r56_CHL.txt

Code:
CHL_does_the_SCW_communism = {
	allowed = {
		original_tag = CHL
	}
	enable = {
		exists = yes
		date = < 1939.2.1
		CHL = {
			has_completed_focus = CHL_spanish_civil_war_involvement
		} {
			has_government = communism
		}
		country_exists = SPR
		SPR = {
			OR = {
				has_government = democratic communism
			}
		} {
			has_civil_war = yes
		}
		OR = {
			has_global_flag = scw_is_ai_driven
			SPR = {
				is_ai = no
			}
		}
		NOT = {
			has_global_flag = scw_over
		}
	}
	abort = {
		OR = {
			date = > 1939.1.1
			NOT = {
				has_government = communism
			}
			SPR = {
				has_civil_war = no
			}
			has_global_flag = scw_over
		}
	}
	ai_strategy = {
		type = force_build_armies
		value = 1
	} {
		type = befriend
		id = SPR
		value = 100
	} {
		type = support
		id = SPR
		value = 100
	} {
		type = send_volunteers_desire
		id = SPR
		value = 125
	}
}
### Entity: Idea
Component: POR_government_of_national_consensus_idea
Constructs: has_government, removal_cost, democratic_drift, fascism_drift
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_government_of_national_consensus_idea = {
	name = POR_government_of_national_consensus
	picture = MEX_church_power_5
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	modifier = {
		army_core_defence_factor = 0.05
		democratic_drift = -0.02
		fascism_drift = -0.02
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_reverse_engineer
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_reverse_engineer
	icon = GFX_goal_generic_expanded_production
	x = 0
	y = 1
	prerequisite = {
		focus = PAL_jizya
	}
	cost = 5
	relative_position_id = PAL_jizya
	completion_reward = {
		add_ideas = PAL_reverse_engineer_idea
		add_tech_bonus = {
			name = PAL_reverse_engineer
			bonus = 2
			uses = 2
			category = infantry_weapons
		}
	}
}
### Entity: Combat Tactic
Component: tactic_unexpected_thrust
Constructs: is_attacker
Source: game
File: common/combat_tactics.txt

Code:
tactic_unexpected_thrust = {
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = no
	}
	active = no
	base = {
		factor = 4
	}
	picture = tactic_unexpected_thrust
	attacker_movement_speed = 0.15
	attacker = 0.15
}
### Entity: Character
Component: MET_metis_association
Source: game
File: common/characters/MET.txt

Code:
MET_metis_association = {
	name = Métis Association
	portraits = {
		civilian = {
			large = gfx/leaders/r56_generic/r56_generic_collective.dds
		}
	}
	country_leader = {
		ideology = anarchist_communism
		expire = 1965.1.1
		id = -1
		traits = {
			revolutionary_council
		}
	}
}
### Entity: Technology
Component: etax_seashot
Constructs: has_war, research_cost
Source: game
File: common/technologies/r56e_etax.txt

Code:
technology = {
	doctrine = no
	research_cost = 3.0
	start_year = 1943
	modifier = {
		naval_strike_targetting_factor = 0.1
	}
	navy_capital_ship_attack_factor = 0.1
	dependencies = {
		etax_grand_projects = 1
	}
	folder = {
		name = etax_folder
		position = {
			x = 12
			y = 12
		}
	}
	categories = {
		r56_special_research_division naval_doctrine naval_equipment cat_fleet_in_being cat_trade_interdiction cat_base_strike
	}
	special_project_specialization = {
		specialization_naval
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 6
			date = > 1943.1.1
		} {
			factor = 7
			date = > 1944.1.1
		} {
			factor = 8
			date = > 1945.1.1
		} {
			add = 1
			has_war = yes
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_sovietlithuanian_mutual_assistance_treaty
Constructs: prerequisite, add_ideas, has_war_with, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_sovietlithuanian_mutual_assistance_treaty
	icon = GFX_focus_chi_mission_to_the_soviet_union
	relative_position_id = LIT_offer_our_enemies_support
	x = -2
	y = 1
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_offer_our_enemies_support
	}
	mutually_exclusive = {
		focus = LIT_germanlithuanian_mutual_assistance_treaty
	}
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_war_with = SOV
		}
	}
	completion_reward = {
		add_ideas = LIT_soviet_lithuanian_mutual_assistance_treaty
		SOV = {
			diplomatic_relation = {
				country = LIT
				relation = guarantee
				active = yes
			}
			add_opinion_modifier = {
				target = LIT
				modifier = LIT_mutual_assistance_treaty
			}
		}
		hidden_effect = {
			SOV = {
				diplomatic_relation = {
					country = LIT
					relation = military_access
					active = yes
				}
			}
		}
	}
}
### Entity: Event
Component: SEA_PHI_political_events.66
Constructs: is_triggered_only, ai_chance, limit, has_government, has_country_flag, has_opinion, is_faction_leader, add_to_faction
Source: game
File: events/SEA_Philippines.txt

Code:
country_event = {
	id = SEA_PHI_political_events.66
	title = SEA_PHI_political_events.66.t
	desc = SEA_PHI_political_events.66.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = SEA_PHI_political_events.66.a
		ai_chance = {
			base = 40
			modifier = {
				add = 20
				has_opinion = {
					target = FROM
					value = > 50
				}
			} {
				OR = {
					has_government = neutrality fascism
					original_tag = CUB
				}
				factor = 2
			} {
				factor = 3
				original_tag = SPR
				FROM = {
					has_country_flag = PHI_support_scw_faction_won
				}
			} {
				factor = 0.25
				original_tag = SPR
				FROM = {
					has_country_flag = PHI_support_scw_faction_lost
				}
			}
		}
		if = {
			limit = {
				FROM = {
					is_faction_leader = yes
				}
			}
			FROM = {
				add_to_faction = ROOT
			}
		}
		else = {
			custom_effect_tooltip = PHI_will_join_faction_later_tt
			set_country_flag = PHI_agreed_to_ally
		}
		add_ai_strategy = {
			type = alliance
			id = FROM
			value = 200
		}
		FROM = {
			country_event = SEA_PHI_political_events.67
		}
	} {
		name = SEA_PHI_political_events.66.b
		ai_chance = {
			base = 60
		}
		FROM = {
			country_event = SEA_PHI_political_events.68
		}
	}
}
### Entity: Modding Documentation
Construct: aircombat
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## aircombat
* Aliases: airc
* Arguments: <scenario name>, <result name>, <province id>, <state id with airbase>, <state id with airbase>, <equipment type>, <equipment type>, [equipment creator country], [equipment creator country]
* Not available in release build

Spawns an air combat in desired location.
### Entity: National Focus
Tree: spr_focus
Component: SPR_Strat
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_spain.txt

Code:
focus = {
	id = SPR_Strat
	icon = GFX_goal_generic_air_bomber
	cost = 10.0
	prerequisite = {
		focus = SPR_Fighters
	}
	mutually_exclusive = {
		focus = SPR_CAS SPR_Tac_Bomber
	}
	x = 22
	y = 3
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		add_tech_bonus = {
			name = SPR_Tac_Bonus
			bonus = 1
			uses = 1
			technology = strategic_bomber1 strategic_bomber2 strategic_bomber3
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: idea_RAJ_reviving_the_workshop_of_the_world
Constructs: removal_cost
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_reviving_the_workshop_of_the_world = {
	picture = SOV_third_five_year_plan_civilian
	allowed = {
		original_tag = RAJ
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	name = RAJ_reviving_the_workshop_of_the_world
	modifier = {
		production_speed_industrial_complex_factor = 0.1
	}
}
### Entity: Country History
Country: CHR
Component: CHR_army
Source: game
File: history/countries/CHR - Charrua.txt

Code:
# OOB & Army Setup for CHR
oob = CHL_1936