Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Shared Focus
Tree: sib_focus
Component: SIB_siberian_unification
Constructs: shared_focus, prerequisite, has_government, add_stability, completion_reward, add_political_power, allow_branch, has_dlc
Source: game
File: common/national_focus/r56_siberian_union_shared.txt

Code:
shared_focus = {
	id = SIB_siberian_unification
	dynamic = yes
	icon = {
		GFX_goal_SIB_siberian_unification = {
			NOT = {
				has_government = communism
			}
		}
		GFX_goal_SIB_siberian_unification_communist = yes
	}
	cost = 5
	prerequisite = {

	}
	allow_branch = {
		has_dlc = No Step Back
		OR = {
			original_tag = YAK FER GUK CKK VLA BYA TAY ALT YAM OVO TAN KHA EVE
		}
	}
	x = 60
	y = 0
	offset = {
		x = 12
		y = 0
		trigger = {
			has_focus_tree = tuva_focus
		}
	}
	ai_will_do = {
		factor = 50
	}
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_idea = generic_recent_political_unification
		}
		custom_trigger_tooltip = {
			tooltip = SIB_unified_tt
			has_cosmetic_tag = siberia_unified
		}
	}
	mutually_exclusive = {
		focus = TRK_turkestan_unification
	}
	completion_reward = {
		add_stability = 0.05
		add_political_power = 75
		set_rule = {
			can_create_factions = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: political_commissar
Constructs: communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
political_commissar = {
	random = no
	sprite = 13
	communism_drift = 0.1
	political_power_factor = 0.05
	max_command_power = 30
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_join_the_axis
Constructs: prerequisite, limit, has_government, has_war_with, is_major, completion_reward, is_in_faction, is_puppet
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_join_the_axis
	icon = GFX_focus_chi_mission_to_germany
	text = GRE_join_the_axis
	prerequisite = {
		focus = GRE_befriend_germany
	}
	mutually_exclusive = {
		focus = GRE_dodecanese_for_membership
	}
	x = 0
	y = 1
	relative_position_id = GRE_befriend_germany
	cost = 2
	ai_will_do = {
		factor = 12
	}
	available = {
		is_in_faction = no
		is_puppet = no
		has_government = fascism
		any_other_country = {
			is_major = yes
			has_government = fascism
			is_faction_leader = yes
			NOT = {
				has_war_with = ROOT
			}
			has_opinion = {
				target = ROOT
				value = > -11
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				GER = {
					has_government = fascism
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
					exists = yes
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = GER
						has_war_with = ROOT
					}
				}
			}
			GER = {
				country_event = greece.28
			}
		}
		else = {
			get_best_alliance_match_fascism_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_west_pacific_treaty_organization
Constructs: prerequisite, has_government, completion_reward, is_subject, cancel_if_invalid, set_rule, create_faction_from_template
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_west_pacific_treaty_organization
	icon = GFX_goal_generic_alliance
	prerequisite = {
		focus = JAP_the_showa_constitution
	}
	mutually_exclusive = {
		focus = JAP_rekindle_the_old_alliance
	}
	x = -1
	y = 1
	relative_position_id = JAP_the_showa_constitution
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			CHI = {
				has_government = democratic
			}
		}
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = faction_template_JAP_west_pacific_treaty_organization
	}
}
### Entity: Decision
Component: GER_industrial_relocation_cat
Constructs: has_country_flag, fire_only_once, is_fully_controlled_by, cancel_trigger, complete_effect, set_country_flag, remove_effect, clr_country_flag
Source: game
File: common/decisions/GER.txt

Code:
GER_industrial_relocation_cat = {
	GER_industrial_relocation_oil_decision = {
		icon = GFX_decision_oil
		priority = 8
		allowed = {
			original_tag = GER
		}
		visible = {

		}
		available = {
			NOT = {
				has_country_flag = GER_currently_relocating_industry_flag
			}
		}
		cost = 50
		fire_only_once = yes
		days_remove = 30
		state_target = yes
		target_trigger = {
			FROM = {
				is_fully_controlled_by = SOV
				OR = {
					state = 229 234
				}
			}
		}
		cancel_trigger = {
			FROM = {
				NOT = {
					is_fully_controlled_by = SOV
				}
			}
		}
		complete_effect = {
			set_country_flag = GER_currently_relocating_industry_flag
		}
		remove_effect = {
			clr_country_flag = GER_currently_relocating_industry_flag
			set_country_flag = GER_requests_oil_flag
			SOV = {
				country_event = {
					id = wuw_GER_diplomacy.107
					hours = 6
				}
			}
			custom_effect_tooltip = if_they_accept_tt GER_industrial_relocation_descision_tt
		}
	}
	GER_industrial_relocation_tungsten_decision = {
		icon = GFX_decision_tungsten
		priority = 8
		allowed = {
			original_tag = GER
		}
		visible = {

		}
		available = {
			NOT = {
				has_country_flag = GER_currently_relocating_industry_flag
			}
		}
		cost = 50
		fire_only_once = yes
		days_remove = 30
		state_target = yes
		target_trigger = {
			FROM = {
				is_fully_controlled_by = SOV
				OR = {
					state = 564 401
				}
			}
		}
		cancel_trigger = {
			FROM = {
				NOT = {
					is_fully_controlled_by = SOV
				}
			}
		}
		complete_effect = {
			set_country_flag = GER_currently_relocating_industry_flag
		}
		remove_effect = {
			clr_country_flag = GER_currently_relocating_industry_flag
			set_country_flag = GER_requests_tungsten_flag
			SOV = {
				country_event = {
					id = wuw_GER_diplomacy.107
					hours = 6
				}
			}
			custom_effect_tooltip = if_they_accept_tt GER_industrial_relocation_descision_tt
		}
	}
	GER_industrial_relocation_chromium_decision = {
		icon = GFX_decision_chromium
		priority = 8
		allowed = {
			original_tag = GER
		}
		visible = {

		}
		available = {
			NOT = {
				has_country_flag = GER_currently_relocating_industry_flag
			}
		}
		cost = 50
		fire_only_once = yes
		days_remove = 30
		state_target = yes
		target_trigger = {
			FROM = {
				is_fully_controlled_by = SOV
				OR = {
					state = 402 573
				}
			}
		}
		cancel_trigger = {
			FROM = {
				NOT = {
					is_fully_controlled_by = 
# ... (truncated)
### Entity: Event
Component: NSB_poland_royal_election.5
Constructs: is_triggered_only, ai_chance, has_country_flag, has_game_rule, set_party_name, unlock_national_focus, set_country_flag
Source: game
File: events/NSB_Poland.txt

Code:
country_event = {
	id = NSB_poland_royal_election.5
	title = NSB_poland_royal_election.5.t
	desc = NSB_poland_royal_election.5.desc
	picture = GFX_report_event_generic_parliament
	immediate = {

	}
	is_triggered_only = yes
	option = {
		name = NSB_poland_royal_election.5.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				NOT = {
					OR = {
						has_country_flag = POL_AI_RANDOM_HABSBURG
						has_game_rule = {
							rule = POL_ai_behavior
							option = HABSBURG
						} {
							rule = POL_ai_behavior
							option = DEFAULT
						}
					}
				}
			}
		}
		promote_character = POL_karl_albrecht
		set_party_name = {
			ideology = neutrality
			long_name = POL_habsburg_party
			name = POL_habsburg_party
		}
		unlock_national_focus = POL_habsburg
		hidden_effect = {
			set_country_flag = achievement_POL_elected_monarch
			news_event = {
				id = nsb_news.5
				days = 1
			}
		}
	} {
		name = NSB_poland_royal_election.5.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					has_country_flag = POL_AI_RANDOM_HABSBURG
					has_game_rule = {
						rule = POL_ai_behavior
						option = HABSBURG
					}
				}
			}
		}
		custom_effect_tooltip = POL_keep_looking_tt
		hidden_effect = {
			country_event = {
				id = NSB_poland_royal_election.2
				days = 35
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_8
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_8 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 8
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 8
	}
}
### Entity: National Focus
Tree: ukr_focus
Component: UKR_organize_the_army
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/ukraine.txt

Code:
focus = {
	id = UKR_organize_the_army
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = UKR_reborn_through_war UKR_free_and_at_peace
	}
	cost = 10
	relative_position_id = UKR_reborn_through_war
	x = 4
	y = 1
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		army_experience = 30
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Unit Template
Component: KOR_DD_COMMUNIST
Constructs: has_government
Source: game
File: common/units/names_ships/KOR_ship_names.txt

Code:
KOR_DD_COMMUNIST = {
	name = (D)PRK ship names
	for_countries = {
		KOR NKR
	}
	can_use = {
		OR = {
			tag = NKR
			AND = {
				tag = KOR
				has_government = communism
			}
		}
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = KPNS 
	fallback_name = Destroyer %d
	unique = {
		Nongo Soju Huangfeng Komar Sin Hung Ku Song Daedong Chungmu Seoul Busan Chungbuk Jeonbuk Daegu Incheon Daejeon Gwangju Gangwon Gyeonggi Jeonju Chungnam Gyeongnam Asan Ungpo Gyeongbuk Jeonnam Jeju Sejong Daewang Yulgok Yi I Seoae Ryu Sungryong Chungmugong Yi Sunshin Munmu Daewang Dae Joyeong Wang Geon Kang Gam-chan Choi Young Kwanggaeto Daewang Ulchi Moonduk Yang Manchoon
	}
}
### Entity: Scripted Trigger
Component: Neutral_Stalemate
Source: game
File: common/scripted_triggers/r56_indian_provincial_election_triggers.txt

Code:
Neutral_Stalemate = {
	IFB_Majority = no
	UPA_Majority = no
	INC_Majority = no
}
### Entity: Idea
Component: r56_LUX_economic_dependence_2
Constructs: industrial_capacity_factory
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_economic_dependence_2 = {
	picture = AFG_economy_in_ruins
	name = r56_LUX_economic_dependence
	allowed = {
		original_tag = LUX
	}
	modifier = {
		industrial_capacity_factory = -0.2
		production_lack_of_resource_penalty_factor = 0.1
	}
	targeted_modifier = {
		tag = GER
		extra_trade_to_target_factor = 0.25
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Reinvigorate_the_Officer_Corp
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Reinvigorate_the_Officer_Corp
	icon = GFX_focus_GRE_monarchist_fervour
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = DEN_Restore_Aristocratic_Land_Rights
	} {
		focus = DEN_Fight_for_Denmark
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	x = 3
	y = 5
	relative_position_id = DEN_Form_a_Cabinet
	completion_reward = {
		swap_ideas = {
			remove_idea = den_fight_for_denmark_idea
			add_idea = den_danish_officer_corp
		}
		custom_effect_tooltip = den_christian_field_marshall_tt
	}
}
### Entity: AI Strategy
Component: EAI_destroyer_A
Constructs: check_variable, has_tech, any_of
Source: game
File: common/ai_equipment/EAI_navy_destroyer_role.txt

Code:
EAI_destroyer_A = {
	category = naval
	roles = {
		naval_screen
	}
	priority = {
		base = 0
		modifier = {
			add = 9000
			check_variable = {
				EAI_FOCUS/NAVY/destroyer = global.EAI_A_DD_DESIGN
			}
		}
	}
	BASIC_DESTROYER_A = {
		role_icon_index = 2
		priority = {
			base = 0
			modifier = {
				add = 10000
				has_tech = basic_ship_hull_light
			}
		}
		target_variant = {
			type = ship_hull_light_2
			match_value = 1
			modules = {
				fixed_ship_fire_control_system_slot = {
					any_of = {
						ship_fire_control_system
					}
					upgrade = > current
				}
				fixed_ship_radar_slot = {
					any_of = {
						ship_radar
					}
					upgrade = > current
				}
				fixed_ship_engine_slot = {
					module = light_ship_engine_2
					upgrade = current
				}
				fixed_ship_anti_air_slot = {
					any_of = {
						ship_anti_air
					}
					upgrade = > current
				}
				fixed_ship_battery_slot = {
					any_of = {
						ship_light_battery
					}
					upgrade = > current
				}
				fixed_ship_torpedo_slot = empty
				mid_1_custom_slot = {
					any_of = {
						ship_light_battery
					}
					upgrade = > current
				}
				rear_1_custom_slot = {
					any_of = {
						ship_light_battery
					}
					upgrade = > current
				}
			}
		}
	}
	IMPROVED_DESTROYER_A = {
		role_icon_index = 2
		priority = {
			base = 0
			modifier = {
				add = 20000
				has_tech = improved_ship_hull_light
			}
		}
		target_variant = {
			type = ship_hull_light_3
			match_value = 1.1
			modules = {
				fixed_ship_fire_control_system_slot = {
					any_of = {
						ship_fire_control_system
					}
					upgrade = > current
				}
				fixed_ship_radar_slot = {
					any_of = {
						ship_radar
					}
					upgrade = > current
				}
				fixed_ship_engine_slot = {
					module = light_ship_engine_3
					upgrade = current
				}
				fixed_ship_anti_air_slot = {
					any_of = {
						ship_anti_air
					}
					upgrade = > current
				}
				fixed_ship_battery_slot = {
					any_of = {
						ship_light_battery
					}
					upgrade = > current
				}
				fixed_ship_torpedo_slot = empty
				front_1_custom_slot = {
					any_of = {
						ship_light_battery
					}
					upgrade = > current
				}
				mid_1_custom_slot = {
					any_of = {
						ship_light_battery
					}
					upgrade = > current
				}
				rear_1_custom_slot = {
					any_of = {
						ship_light_battery
					}
					upgrade = > current
				}
			}
		}
	}
	ADVANCE
# ... (truncated)
### Entity: National Focus
Tree: afg_focus
Component: AFG_soviet_expedition
Constructs: prerequisite, limit, has_government, has_war_with, has_country_flag, completion_reward, add_political_power, has_civil_war
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_soviet_expedition
	icon = GFX_goal_generic_soviet_assistance
	x = 3
	y = 1
	available = {
		has_civil_war = no
		has_government = communism
		SOV = {
			has_government = communism
			has_civil_war = no
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	ai_will_do = {
		factor = 1
	}
	bypass = {
		SOV = {
			has_war_with = ROOT
			NOT = {
				has_government = communism
			}
			has_civil_war = yes
		}
	}
	prerequisite = {
		focus = AFG_depose_the_king
	}
	relative_position_id = AFG_depose_the_king
	mutually_exclusive = {
		focus = AFG_national_front
	}
	cost = 8
	completion_reward = {
		add_political_power = -50
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		SOV = {
			country_event = {
				id = r56_afghanistan.2
				hours = 12
				random_hours = 12
			}
		}
		custom_effect_tooltip = r56_possible_event_effects r56_alternative_event_effects AFG_soviet_expedition_tt r56_newline
		effect_tooltip = {
			SOV = {
				add_political_power = -20
				if = {
					limit = {
						SOV = {
							has_country_flag = SOV_paranoia_system_active_flag
						}
					}
					SOV_paranoia_very_low_increase_effect = yes
				} {
					limit = {
						SOV = {
							SOV_vitaly_primakov = {
								NOT = {
									has_character_flag = SOV_exiled_flag
								}
							}
						}
					}
					SOV_vitaly_primakov = {
						remove_unit_leader_role = yes
					}
				}
				custom_effect_tooltip = r56_newline
				effect_tooltip = {
					AFG = {
						promote_character = AFG_nisar_muhammad
					}
				}
			}
		} {
			SOV = {
				add_political_power = -10
				if = {
					limit = {
						SOV_vitaly_primakov = {
							NOT = {
								has_character_flag = SOV_exiled_flag
							}
						}
					}
					SOV_vitaly_primakov = {
						remove_unit_leader_role = yes
					}
					AFG = {
						set_country_flag = AFG_get_vitaly_primakov
					}
				}
				custom_effect_tooltip = r56_newline
				effect_tooltip = {
					AFG = {
						promote_character = AFG_dmitri_protopopov
					}
				}
			}
		}
		set_power_balance = {
			id = AFG_communist_power_balance
			left_side = AFG_parcham_side
			right_side = AFG_khalq_side
			set_value = 0.15
		}
		add_power_balance_value = {
			id = AFG_communist_power_balance
			value = -0.05
			tooltip_side = AFG_khalq_side
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Name List
Component: GRE
Source: game
File: common/names/tymodern_names.txt

Code:
GRE = {
	male = {
		names = {
			Adamantios Alexandros Anastasios Andreas Antonios Aristidis Athanasios Augustinos Benizelos Charalambos Charilaos Dimitrios Diomidis Eleftherios Emmanouil Epameinontas Evripidis Gennaios Georgios Ilias Ionnis Kitsos Konstantinos Kyriakos Kyriakoulis Leonidas Makarios Markos Mikhael Militiadis Nikolaos Odysseas Othon Panagiotis Pavlos Petros Sofoklis Sotiris Spyridion Spyros Staikos Stefanos Stylianos Themistoklis Theodoros Tharyvoulos Tzannis Vasos Viktor Zinovios
		}
	}
	female = {
		names = {
			Alexandra Adriane Adriana Agathe Agatha Agne Agnes Aikaterine Alexeia Anastasia Anastasia Anna Anthe Anthousa Antipatra Antonia Apollonia Athanasia Barbara Basillike Chrysogone Damiane Demetra Dionysia Dorothea Dorothy Aigidia Eirene Irene Elaiodora Epiphania Eudokia Eudocia Eudoxia Eugenia Eulalia Eunike Euphemia Euphrasia Euphrosyne Euphrosyne Eupraxia Eusebia Eustathia Evanthia Gabrielia Garyphallia Georgia Gregoria Helene Helen Ioanna Joan Ioulia Julia Iouliana Juliana Ioustina Justina Kale Konstantia Constantia Konstantine Constantina Kyra Kyriake Hypatia Zoe
		}
	}
	surnames = {
		Altanis Charalambis Christakis-Zografos Danglis Dousmanis Foumis Gonatas Hatzianestis Kallergis Kanaris Katsimiros Kolokotronis Kondylis Kountouriotis Kriezis Makriyannis Manos Mavrocordatos Mavrovouniotis Metaxas Mouskos Nider Othonaios Palaskas Pangalos Papadiamantopoulos Papadopoulos Papagos Papoulas Parakevopouolos Plapoutas Plastiras Sapountzakis Sarafis Smolenskis Sofoulis Soutsos Spyromilios Staikopoulos Stanotas Trikoupis Tsakalotos Tsolakoglou Tzavelas Vassos Venizelos Voulgaris Zaimis Zymvrakakis
	}
	callsigns = {
		Zeus Hera Poseidon Ares Athena Aphrodite Hermes Hades Apollo
	}
}
### Entity: Game Rule
Component: CZE_ai_behavior
Constructs: allow_achievements
Source: game
File: common/game_rules/00_game_rules.txt

Code:
CZE_ai_behavior = {
	name = CZE_AI_BEHAVIOR
	group = RULE_GROUP_AI_BEHAVIOR
	required_dlc = Death or Dishonor
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_AI_DESC
	}
	option = {
		name = COMMUNIST
		text = RULE_OPTION_COMMUNIST
		desc = RULE_OPTION_COMMUNIST_CZE_AI_DESC
	} {
		name = DEMOCRATIC
		text = RULE_OPTION_DEMOCRATIC
		desc = RULE_OPTION_DEMOCRATIC_CZE_AI_DESC
	} {
		name = DEMOCRATIC_ALTERNATE
		text = RULE_OPTION_DEMOCRATIC_ALTERNATE
		desc = RULE_OPTION_DEMOCRATIC_ALTERNATE_CZE_AI_DESC
	} {
		name = FASCIST
		text = RULE_OPTION_FASCIST
		desc = RULE_FASCIST_CZE_AI_DESC
	} {
		name = MONARCHIST
		text = RULE_OPTION_NEUTRALITY_MONARCHIST
		desc = RULE_OPTION_MONARCHIST_CZE_AI_DESC
		required_dlc = Peace For Our Time
	} {
		name = HISTORICAL
		text = RULE_OPTION_HISTORICAL
		desc = RULE_HISTORICAL_CZE_AI_DESC
		allow_achievements = yes
	} {
		name = RANDOM
		text = RULE_OPTION_RANDOM
		desc = RULE_OPTION_RANDOM_AI_DESC
	}
}
### Entity: Character
Component: PER_disinherited_heir_trait
Constructs: stability_factor, neutrality_drift
Source: game
File: common/country_leader/goe_traits.txt

Code:
PER_disinherited_heir_trait = {
	sprite = 5
	neutrality_drift = 0.1
	stability_factor = -0.05
	ai_will_do = {
		factor = 2
	}
}
### Entity: AI Strategy
Component: GER_avoid_carriers
Constructs: has_completed_focus, is_historical_focus_on
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_avoid_carriers = {
	allowed = {
		original_tag = GER
	}
	enable = {
		is_historical_focus_on = yes
	}
	abort = {
		has_completed_focus = GER_plan_z
	}
	ai_strategy = {
		type = unit_ratio
		id = carrier
		value = -50
	}
}
### Entity: Idea
Component: GDL_stc
Source: game
File: common/ideas/guadeloupe.txt

Code:
GDL_stc = {
	picture = generic_political_advisor_african_3
	allowed = {
		original_tag = GDL
	}
	traits = {
		smooth_talking_charmer
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_20
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_20 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 20
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 20
	}
}
### Entity: Character
Component: MLI_ncm
Source: game
File: common/characters/MLI.txt

Code:
MLI_ncm = {
	advisor = {
		slot = navy_chief
		idea_token = MLI_ncm
		allowed = {
			original_tag = MLI
		}
		traits = {
			navy_chief_maneuver_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_3
		}
	}
}
### Entity: Idea
Component: EAI_DD_2/super_heavy_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_2/super_heavy_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_artillery_chassis = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: Character
Component: SWI_empty_councilor_seat
Constructs: removal_cost
Source: game
File: common/characters/SWI.txt

Code:
SWI_empty_councilor_seat = {
	advisor = {
		slot = political_advisor
		idea_token = SWI_empty_councilor_seat
		allowed = {
			original_tag = SWI
		}
		available = {
			always = yes
		}
		visible = {
			always = no
		}
		traits = {
			SWI_brandy_the_st_bernard_trait
		}
		on_add = {

		}
		on_remove = {

		}
		removal_cost = 50
		ai_will_do = {
			base = 0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_south_america_generic_leader_1
		}
	}
}
### Entity: Idea
Component: AFG_compulsory_jizya
Constructs: removal_cost, conscription_factor, compliance_gain
Source: game
File: common/ideas/afghanistan.txt

Code:
AFG_compulsory_jizya = {
	allowed = {
		OR = {
			original_tag = AFG KHM
		}
	}
	picture = generic_agrarian_reform
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		conscription_factor = -0.1
		consumer_goods_factor = -0.1
		compliance_gain = 0.01
	}
}
### Entity: AI Strategy
Component: CZE_mun_alternate_strategy_plan_monarchy
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/CZE_mun_alternate_strategy_plan.txt

Code:
CZE_mun_alternate_strategy_plan_monarchy = {
	name = THE BOHEMIAN EMPIRE RIDES AGAIN
	desc = DEATH OR GLORY!
	allowed = {
		original_tag = CZE
		has_dlc = Peace For Our Time
	}
	enable = {
		OR = {
			has_country_flag = CZE_AI_RANDOM_MONARCHIST
			has_game_rule = {
				rule = CZE_ai_behavior
				option = MONARCHIST
			}
		}
	}
	ai_national_focuses = {
		CZE_raise_more_industrial_funds CZE_the_second_fortification_program CZE_appeal_to_the_castle CZE_petition_the_nobles CZE_align_nationalist_parties CZE_align_catholic_parties CZE_integrate_sudeten_germans CZE_kickstart_rapid_rearmanent CZE_restore_the_monarchy CZE_embrace_corporatism CZE_semi_constitutional_monarchy CZE_claim_lands_of_the_bohemian_crown CZE_a_strong_poland
	}
	traits = {

	}
	focus_factors = {
		CZE_demand_katowice = 0
	}
}