Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scorer
Component: EAI_SCORER_operation_capture_cipher
Constructs: has_war, limit, has_government, has_war_with, has_country_flag, check_variable, has_tech, has_done_agency_upgrade
Source: game
File: common/scorers/country/EAI_operation_target_scorers.txt

Code:
EAI_SCORER_operation_capture_cipher = {
	targets = {
		target_array = potential_and_current_enemies enemies_of_allies neighbors global.majors
		target_root_trigger = {
			check_variable = {
				EAI_ESP_available_operatives = > 1
			}
			has_tech = mechanical_computing
			has_done_agency_upgrade = upgrade_form_department
		}
		score = {
			base = 100
			modifier = {
				factor = 0.01
				has_country_flag = EAI_operation_timeout_@FROM
			} {
				factor = 0
				FROM = {
					has_country_flag = is_running_operation_capture_cipher_@PREV
				}
			} {
				factor = 0
				tag = FROM
			} {
				factor = 0
				NOT = {
					num_of_controlled_states = > 0
				}
			} {
				factor = 0
				FROM = {
					decryption_progress = {
						target = PREV
						value = > 0.9
					}
				}
			} {
				factor = 0.25
				FROM = {
					has_war = yes
				}
				NOT = {
					has_war_with = FROM
				}
			} {
				factor = 1.25
				has_war_with = FROM
			} {
				factor = 2
				has_war_with = FROM
				is_neighbor_of = FROM
			} {
				factor = 1.25
				is_neighbor_of = FROM
			} {
				factor = 4
				NOT = {
					has_war_with = FROM
				}
				OR = {
					is_justifying_wargoal_against = FROM
					has_wargoal_against = FROM
					FROM = {
						is_justifying_wargoal_against = PREV
					} {
						has_wargoal_against = PREV
					}
				}
			} {
				NOT = {
					has_war_with = FROM
				}
				set_temp_variable = {
					threat_factor = global.threat
				}
				multiply_temp_variable = {
					threat_factor = threat_factor
				} {
					threat_factor = threat_factor
				}
				factor = threat_factor
			} {
				FROM = {
					surrender_progress = > 0.1
				}
				any_occupied_country = {
					tag = FROM
				}
				factor = 1.1
			} {
				has_war_with = FROM
				if = {
					limit = {
						check_variable = {
							FROM.num_armies = > 0
						}
					}
					set_temp_variable = {
						division_ratio = num_armies
					}
					divide_temp_variable = {
						division_ratio = FROM.num_armies
					}
					subtract_from_temp_variable = {
						division_ratio = 1
					}
					multiply_temp_variable = {
						division_ratio = 0.5
					}
					add_to_temp_variable = {
						division_ratio = 1
					}
				}
				else = {
					set_temp_variable = {
						division_ratio = 0
					}
				}
				factor = division_ratio
			} {
				factor = 1.25
				FROM = {
					network_strength = {
						target = PREV
						value = > 10
					}
				}
			} {
# ... (truncated)
### Entity: National Focus
Tree: spr_focus
Component: SPR_end_fascism_at_all_costs
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_end_fascism_at_all_costs
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_strengthen_the_anti_fascist_coalition
	}
	mutually_exclusive = {
		focus = SPR_oppose_the_communists
	}
	icon = GFX_focus_generic_anti_fascist_diplomacy
	x = 1
	y = 1
	relative_position_id = SPR_strengthen_the_anti_fascist_coalition
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = SPR_popular_front_2
			add_idea = SPR_popular_front_3
		}
	}
}
### Entity: Modifier Reference
Component: JAP_japanese_navy_dm
Constructs: refit_speed
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
JAP_japanese_navy_dm = {
	icon = GFX_idea_JAP_imperial_navy
	enable = {
		always = yes
	}
	naval_torpedo_hit_chance_factor = JAP_navy_naval_torpedo_hit_chance_factor
	ships_at_battle_start = JAP_navy_ships_at_battle_start
	navy_max_range_factor = JAP_navy_navy_max_range_factor
	naval_detection = JAP_navy_naval_detection
	naval_accidents_chance = JAP_navy_naval_accidents_chance
	convoy_escort_efficiency = JAP_navy_convoy_escort_efficiency
	naval_coordination = JAP_navy_naval_coordination
	naval_invasion_prep_speed = JAP_navy_naval_invasion_prep_speed
	amphibious_invasion = JAP_navy_amphibious_invasion
	naval_heavy_gun_hit_chance_factor = JAP_navy_naval_heavy_gun_hit_chance_factor
	navy_anti_air_attack_factor = JAP_navy_navy_anti_air_attack_factor
	naval_mine_hit_chance = JAP_navy_naval_mine_hit_chance
	naval_mines_damage_factor = JAP_navy_naval_mines_damage_factor
	navy_org_factor = JAP_navy_navy_org_factor
	experience_gain_navy_unit_factor = JAP_navy_experience_gain_navy_unit_factor
	repair_speed_factor = JAP_navy_repair_speed_factor
	refit_speed = JAP_navy_refit_speed
	naval_ship_recovery_chance = JAP_navy_naval_ship_recovery_chance
}
### Entity: National Focus
Tree: den_focus
Component: DEN_ask_for_weapons
Constructs: prerequisite, has_country_flag, completion_reward, is_subject, unlock_decision_tooltip
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_ask_for_weapons
	icon = GFX_focus_secret_rearmament
	prerequisite = {
		focus = DEN_align_with_foreign_powers
	}
	relative_position_id = DEN_align_with_foreign_powers
	x = 1
	y = 1
	cost = 10
	bypass = {

	}
	available = {
		is_subject = yes
		has_country_flag = DEN_has_foreign_support_flag
	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		DEN_bop_occupation_very_low_increase_effect = yes
		unlock_decision_tooltip = DEN_ask_for_weapons_decision
	}
}
### Entity: Character
Component: NMB_acgs
Source: game
File: common/characters/NMB.txt

Code:
NMB_acgs = {
	advisor = {
		slot = air_chief
		idea_token = NMB_acgs
		allowed = {
			original_tag = NMB
		}
		traits = {
			air_chief_ground_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}
### Entity: Event
Component: israel.52
Constructs: is_triggered_only, add_equipment_to_stockpile, add_manpower, add_to_variable
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.52
	title = israel.52.t
	desc = israel.52.d
	is_triggered_only = yes
	picture = GFX_report_event_dead_soldiers
	option = {
		name = israel.52.a
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = -30
		}
		add_manpower = -50
		custom_effect_tooltip = ISR_lehi_up_5
		add_to_variable = {
			ISR_lehi_strength = 5
		}
		clamp_variable = {
			var = ISR_lehi_strength
			max = 100
			min = 0
		}
	}
}
### Entity: Character
Component: medium_tank_manufacturer
Constructs: equipment_bonus
Source: game
File: common/country_leader/00_traits.txt

Code:
medium_tank_manufacturer = {
	random = no
	equipment_bonus = {
		armor = {
			reliability = 0.05
			soft_attack = 0.05
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: POL_Polish_Cipher_Bureau_Focus3_lar
Constructs: removal_cost
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_Polish_Cipher_Bureau_Focus3_lar = {
	name = POL_Polish_Cipher_Bureau_Focus3
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = POL_Intelligence_Service3
	modifier = {
		decryption_power_factor = 0.2
	}
}
### Entity: State History
Component: 816
Constructs: add_claim_by, add_core_of
Source: game
File: history/states/816-Nakhchivan.txt

Code:
state = {
	id = 816
	name = Nakhchivan
	provinces = {
		6997
	}
	history = {
		owner = AZR
		victory_points = {
			6997 1
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 1
		}
		add_claim_by = ARM SOV
		add_core_of = AZR
	}
	manpower = 180000
	state_category = rural
	buildings_max_level_factor = 1.0
}
### Entity: Decision
Component: greater_hui_state_category
Source: game
File: common/decisions/categories/00_formable_categories.txt

Code:
greater_hui_state_category = {
	icon = generic_formable_nations
	picture = GFX_decision_cat_picture_form_united_hui_state
	allowed = {
		OR = {
			original_tag = XSM GSM KHM NXM
		}
	}
}
### Entity: Character
Component: fighter_producer_mass_2
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
fighter_producer_mass_2 = {
	random = no
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.15
		}
		cv_small_plane_airframe = {
			build_cost_ic = -0.15
		}
		medium_plane_fighter_airframe = {
			build_cost_ic = -0.15
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: JAM_ncs
Source: game
File: common/characters/JAM.txt

Code:
JAM_ncs = {
	advisor = {
		slot = high_command
		idea_token = JAM_ncs
		ledger = navy
		allowed = {
			original_tag = JAM
		}
		traits = {
			navy_capital_ship_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: National Focus
Tree: kal_focus
Component: KAL_economic_optimization
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/kalmykia.txt

Code:
focus = {
	id = KAL_economic_optimization
	icon = GFX_goal_generic_economics_reform
	prerequisite = {
		focus = KAL_introduce_political_reforms
	}
	relative_position_id = KAL_introduce_political_reforms
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		add_ideas = CRO_idea_economic_optimization
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: HUN_femaru_fegyver_es_gepgyar
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/hungary.txt

Code:
HUN_femaru_fegyver_es_gepgyar = {
	picture = generic_infantry_equipment_manufacturer_2
	allowed = {
		original_tag = HUN
	}
	cost = 150
	removal_cost = 10
	research_bonus = {
		infantry_weapons = 0.15
	}
	ai_will_do = {
		base = 0.5
	}
	traits = {
		infantry_equipment_manufacturer
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_580
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_580 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 580
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 580
	}
}
### Entity: Scripted Effect
Component: NOR_add_50_convoys
Constructs: add_equipment_to_stockpile
Source: game
File: common/scripted_effects/NOR_scripted_effects.txt

Code:
NOR_add_50_convoys = {
	add_equipment_to_stockpile = {
		type = convoy_1
		amount = 50
		producer = NOR
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_from_afar
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_from_afar
	icon = GFX_focus_rocketry
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = ICE_land_and_sea
	}
	x = 38
	y = 3
	completion_reward = {
		add_tech_bonus = {
			name = ICE_from_afar
			bonus = 0.5
			uses = 2
			category = rocketry jet_technology
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.5
		}
		add_ideas = r56_generic_rocket_idea
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: indonesia.54
Constructs: is_triggered_only, division_template, every_owned_state, set_stability, limit, add_ideas, has_war_with, has_country_flag
Source: game
File: events/indonesia.txt

Code:
country_event = {
	id = indonesia.54
	title = indonesia.54.t
	desc = indonesia.54.d
	picture = GFX_report_event_ins_pki2
	fire_only_once = yes
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			INS = {
				HOL_conrad_helfrich = {
					set_nationality = HOL
				}
				INS_gustav_adolf_ilgen = {
					set_nationality = HOL
				}
				INS_gerardus_johannes_berenschot = {
					set_nationality = HOL
				}
				INS_jacob_jan_pesman = {
					set_nationality = HOL
				}
				INS_hubertus_van_mook = {
					set_nationality = HOL
				}
				INS_nicolaas_blom = {
					set_nationality = HOL
				}
				INS_tjarda_van_starkenborgh_stachouwer = {
					set_nationality = HOL
				}
			} {
				set_capital = {
					state = 976
				}
			} {
				INS_dick_de_hoog = {
					set_nationality = event_target:colonial_ins_civil_war
				}
				INS_paul_alex_blaauw = {
					set_nationality = event_target:colonial_ins_civil_war
				}
				INS_henri_zentgraaff = {
					set_nationality = event_target:colonial_ins_civil_war
				}
				INS_hein_ter_poorten = {
					set_nationality = event_target:colonial_ins_civil_war
				}
				HOL_johannes_theodorus_furstner = {
					set_nationality = event_target:colonial_ins_civil_war
				}
				INS_bonifacius_cornelis_de_jonge = {
					set_nationality = event_target:colonial_ins_civil_war
				}
				every_character = {
					limit = {
						has_character_flag = INS_dutch_officer_flag
					}
					set_nationality = event_target:colonial_ins_civil_war
				}
			}
			set_global_flag = INS_civil_war_start INS_civil_war_ongoing
			set_stability = 0.52
			every_state = {
				limit = {
					is_owned_by = INS
					OR = {
						state = 974 1128 1135 335 1126 334 975 667 1127 1142 669 1137 668
					}
				}
				set_state_flag = INS_dutch_holdouts
			}
			start_civil_war = {
				ideology = neutrality
				size = 0.5
				states = all
				states_filter = {
					has_state_flag = INS_dutch_holdouts
				}
			}
			set_party_name = {
				ideology = democratic
				long_name = INS_democratic_party_long
				name = INS_democratic_party
			}
			random_other_country = {
				limit = {
					original_tag = INS
					NOT = {
						tag = INS
					}
					has_war_with = INS
				}
				save_event_target_as = colonial_ins_civil_war
			}
			event_target:colonial_ins_civil_war = {
				if = {
					limit = {
						has_full_control_of_state = 668
					}
					set_capital = {
						state = 668
					}
			
# ... (truncated)
### Entity: Character
Component: ambitious_negotiator_fascism
Constructs: fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
ambitious_negotiator_fascism = {
	random = no
	sprite = 13
	fascism_drift = 0.05
	political_power_factor = 0.1
	opinion_gain_monthly_factor = 0.25
	custom_modifier_tooltip = BUL_bogdan_filov_ideology_fascism_tt
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_cooperate_ulanhu
Constructs: division_template, prerequisite, completion_reward, cancel_if_invalid, add_corps_commander_role, is_locked, random_owned_controlled_state, create_unit
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_cooperate_ulanhu
	icon = GFX_focus_PRC_cooperate_with_ulanhu
	prerequisite = {
		focus = PRC_red_army_reborn
	}
	x = 0
	y = 1
	relative_position_id = PRC_red_army_reborn
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		effect_tooltip = {
			add_corps_commander_role = {
				character = PRC_ulanhu
				traits = {

				}
				skill = 2
				attack_skill = 2
				defense_skill = 2
				planning_skill = 1
				logistics_skill = 4
				legacy_id = -1
			}
		}
		hidden_effect = {
			division_template = {
				name = Morit Diviziin
				is_locked = no
				division_names_group = MON_CAV_01
				regiments = {
					militia = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					}
					cavalry = {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					} {
						x = 1
						y = 3
					}
				}
				support = {

				}
			}
		}
		random_owned_controlled_state = {
			prioritize = {
				7659
			}
			create_unit = {
				division = name = "Morit Diviziin" division_template = "Morit Diviziin" start_experience_factor = 0.3 start_equipment_factor = 0.9 
				owner = PRC
				prioritize_location = 7659
				allow_spawning_on_enemy_provs = no
				count = 2
			}
		}
	}
}
### Entity: Idea
Component: CYP_aco2
Source: game
File: common/ideas/cyprus.txt

Code:
CYP_aco2 = {
	picture = generic_army_europe_4
	allowed = {
		original_tag = CYP
	}
	traits = {
		army_chief_organizational_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Decision
Component: CW_united_nations_security_council
Constructs: has_country_flag
Source: game
File: common/decisions/categories/coldwar_decision_categories.txt

Code:
CW_united_nations_security_council = {
	priority = 104
	icon = GFX_decision_category_generic_formable_nations
	visible = {
		has_country_flag = r56_invited_to_un_security_council
	}
	scripted_gui = r56_security_council_container
}
### Entity: Idea
Component: EAI_DD_6/small_plane_cas_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_6/small_plane_cas_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_cas_airframe = {
			build_cost_ic = -0.06
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_integrate_frontmilliz
Constructs: prerequisite, remove_ideas, add_stability, completion_reward, remove_power_balance
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_integrate_frontmilliz
	icon = GFX_focus_SWE_revoke_militia_law
	relative_position_id = AUS_red_white_red_until_death
	x = -3
	y = 1
	mutually_exclusive = {
		focus = AUS_empower_the_heimatblock
	}
	prerequisite = {
		focus = AUS_red_white_red_until_death
	}
	available = {
		power_balance_value = {
			id = AUS_heimwehr_power_balance
			value = < -0.75
		}
	}
	cost = 5
	completion_reward = {
		add_stability = 0.05
		remove_ideas = AUS_ernst_rudiger_starhemberg_r56
		custom_effect_tooltip = generic_skip_one_line_tt
		remove_power_balance = {
			id = AUS_heimwehr_power_balance
		}
	}
}
### Entity: Modifier Reference
Component: r56_conservative_elected
Constructs: remove_trigger, is_controlled_by, mobilization_speed
Source: game
File: common/dynamic_modifiers/DEN.txt

Code:
r56_conservative_elected = {
	icon = GFX_modifier_liberty
	remove_trigger = {
		NOT = {
			is_controlled_by = DEN
		}
	}
	local_manpower = 0.1
	mobilization_speed = 0.15
	local_supplies = 0.2
}
### Entity: Idea
Component: EAI_DD_15/medium_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_15/medium_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_airframe = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: Idea
Component: CZE_outsourced_weapons_production
Constructs: has_capitulated, is_ally_with, add_offsite_building
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_outsourced_weapons_production = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_license_production
	do_effect = {
		CZE = {
			has_capitulated = no
		}
	}
	cancel = {
		NOT = {
			is_ally_with = CZE
		}
	}
	on_remove = {
		add_offsite_building = {
			type = arms_factory
			level = -2
		}
	}
	targeted_modifier = {
		tag = CZE
		cic_to_target_factor = 0.07
		license_purchase_cost = -0.75
		license_production_speed = 0.15
	}
}
### Entity: Event
Component: PER_imperial_events.220
Constructs: is_triggered_only, ai_chance, fire_only_once, retire_country_leader, set_party_name
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_imperial_events.220
	title = PER_imperial_events.220.t
	desc = PER_imperial_events.220.desc
	picture = GFX_report_event_generic_read_write
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = PER_imperial_events.220.a
		ai_chance = {
			base = 0
		}
		hidden_effect = {
			retire_country_leader = yes
		}
		promote_character = {
			character = PER_mohammad_mosaddegh
			ideology = conservatism
		}
		set_party_name = {
			ideology = democratic
			long_name = PER_iran_party_dem_long
			name = PER_iran_party_dem
		}
	} {
		name = PER_imperial_events.220.b
		ai_chance = {
			base = 10
		}
		hidden_effect = {
			retire_country_leader = yes
		}
		promote_character = {
			character = PER_mohammad_ali_foroughi
			ideology = conservatism
		}
		set_party_name = {
			ideology = democratic
			long_name = PER_revival_party_dem_long
			name = PER_revival_party_dem
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_reshuffle_high_command
Constructs: prerequisite, add_ideas, add_stability, completion_reward, add_political_power, retire_character
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_reshuffle_high_command
	icon = GFX_focus_generic_military_academy
	x = -1
	y = 1
	prerequisite = {
		focus = PAL_tolerance_and_integration
	} {
		focus = PAL_al_aqsa_brigadiers
	}
	cost = 5
	relative_position_id = PAL_tolerance_and_integration
	completion_reward = {
		retire_character = PAL_abdul_qadir_alhusseini PAL_fawzi_al_qawuqji PAL_hasan_salameh
		army_experience = -15
		add_ideas = PAL_high_command_reshuffling
		add_stability = 0.1
		add_political_power = 150
	}
}
### Entity: Idea
Component: EAI_VERY_HARD/modern_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_VERY_HARD/modern_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_destroyer_chassis = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: Idea
Component: EAI_DD_7/light_tank_flame_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_7/light_tank_flame_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_flame_chassis = {
			build_cost_ic = -0.175
			instant = yes
		}
	}
}
### Entity: Event
Component: hon.20
Constructs: is_triggered_only, add_core_of, give_military_access, send_equipment, add_timed_idea
Source: game
File: events/honduras.txt

Code:
country_event = {
	id = hon.20
	title = hon.20.t
	desc = hon.20.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = hon.20.a
		685 = {
			add_core_of = HON
		}
		HON = {
			transfer_state = 685
		}
		give_military_access = USA
		send_equipment = {
			target = USA
			type = convoy
			amount = 200
		}
		add_timed_idea = {
			idea = HON_banana_boat_payment2
			days = 365
		}
	}
}
### Entity: AI Strategy
Component: USA_cas
Constructs: any_of
Source: game
File: common/ai_equipment/USA_planes.txt

Code:
USA_cas = {
	category = air
	blocked_for = {

	}
	available_for = {
		USA
	}
	roles = {
		air_cas
	}
	priority = {
		factor = 100
	}
	cas_1 = {
		priority = {
			factor = 100
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = small_plane_cas_airframe_1
			modules = {
				fixed_main_weapon_slot = bomb_locks
				fixed_auxiliary_weapon_slot_1 = empty
				engine_type_slot = engine_2_1x
				special_type_slot_1 = armor_plate_small
				special_type_slot_2 = fuel_tanks_small
			}
		}
		allowed_modules = {
			bomb_locks engine_2_1x armor_plate_small fuel_tanks_small
		}
	}
	cas_2 = {
		priority = {
			factor = 200
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = small_plane_cas_airframe_2
			modules = {
				fixed_main_weapon_slot = small_bomb_bay
				fixed_auxiliary_weapon_slot_1 = bomb_locks
				engine_type_slot = engine_2_2x
				special_type_slot_1 = armor_plate_small
				special_type_slot_2 = fuel_tanks_small
			}
		}
		allowed_modules = {
			small_bomb_bay bomb_locks engine_2_2x armor_plate_small fuel_tanks_small
		}
	}
	cas_3 = {
		priority = {
			factor = 200
		}
		history = yes
		target_variant = {
			match_value = 2500
			type = small_plane_cas_airframe_3
			modules = {
				fixed_main_weapon_slot = small_bomb_bay
				fixed_auxiliary_weapon_slot_1 = bomb_locks
				fixed_auxiliary_weapon_slot_2 = {
					any_of = {
						rocket_rails bomb_locks
					}
				}
				engine_type_slot = engine_3_2x
				special_type_slot_1 = hmg_defense_turret
				special_type_slot_2 = empty
			}
		}
		allowed_modules = {
			small_bomb_bay bomb_locks rocket_rails engine_3_2x
		}
	}
}