Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: static_warfare_spirit
Constructs: has_doctrine, has_dlc, is_ai
Source: game
File: common/ideas/army_spirits.txt

Code:
static_warfare_spirit = {
	available = {
		OR = {
			has_doctrine = grand_battleplan great_war_infantry
		}
	}
	ledger = army
	modifier = {
		tactic_elastic_defense_preferred_weight_factor = 1
		max_dig_in_factor = 0.1
		dig_in_speed_factor = 0.1
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		} {
			factor = 4
			tag = SOU
			GER = {
				is_ai = no
			}
		} {
			factor = 2
			OR = {
				has_doctrine = great_war_infantry anti_tank_frontline last_stand
			}
		}
	}
}
### Entity: Character
Component: SOL_acgs
Source: game
File: common/characters/SOL.txt

Code:
SOL_acgs = {
	advisor = {
		slot = air_chief
		idea_token = SOL_acgs
		allowed = {
			original_tag = SOL
		}
		traits = {
			air_chief_ground_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_3
		}
	}
}
### Entity: Event
Component: denmark_expansion_event.601
Constructs: is_triggered_only, limit, is_in_tech_sharing_group, add_to_tech_sharing_group
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_expansion_event.601
	title = denmark_expansion_event.601.t
	desc = denmark_expansion_event.601.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = denmark_expansion_event.601.a
		if = {
			limit = {
				NOT = {
					is_in_tech_sharing_group = DEN_northern_technological_advancements_group
				}
			}
			add_to_tech_sharing_group = DEN_northern_technological_advancements_group
		}
		FROM = {
			add_to_tech_sharing_group = DEN_northern_technological_advancements_group
		}
	}
}
### Entity: AI Strategy
Component: GER_for_the_love_of_god_start_world_war_2
Constructs: has_completed_focus, has_war, has_government, is_major, is_neighbor_of, has_capitulated, is_in_faction_with, has_defensive_war
Source: game
File: common/ai_strategy/r56_GER.txt

Code:
GER_for_the_love_of_god_start_world_war_2 = {
	allowed = {
		original_tag = GER
	}
	enable = {
		has_government = fascism
		has_completed_focus = GER_danzig_or_war
		has_war = no
		is_neighbor_of = POL
		is_major = yes
		POL = {
			exists = yes
			has_capitulated = no
			NOT = {
				is_in_faction_with = GER
			}
		}
	}
	abort = {
		OR = {
			POL = {
				OR = {
					exists = no
					has_capitulated = yes
				}
			}
			AND = {
				has_defensive_war = yes
				surrender_progress = > 0.01
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = antagonize
		id = POL
		value = 250
	} {
		type = declare_war
		id = POL
		value = 250
	}
}
### Entity: Scripted Effect
Component: ITA_bop_low_increase_pope_side_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_bop_low_increase_pope_side_effect = {
	add_power_balance_value = {
		id = ITA_power_balance
		value = -0.1
		tooltip_side = ITA_pope_side
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_undermine_stalins_authority
Constructs: prerequisite, completion_reward, swap_country_leader_traits, add_to_variable
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_undermine_stalins_authority
	icon = GFX_focus_ger_bulwark_against_bolshevism
	prerequisite = {
		focus = SOV_organize_uprisings_in_the_country
	}
	x = -1
	y = 1
	relative_position_id = SOV_organize_uprisings_in_the_country
	cost = 10
	available = {
		SOV_soviet_civil_war_not_started = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_SOV_POLITICAL_PARANOIA
	}
	completion_reward = {
		SOV_paranoia_medium_increase_effect = yes
		SOV_iosif_stalin = {
			swap_country_leader_traits = {
				remove = stalin_political_paranoia
				add = stalin_authority_undermined
			}
		}
		add_to_variable = {
			SOV_paranoia_weekly_modifiers_amount = 1
		}
		SOV_paranoia_modifier_update_gui_tooltip = yes
		custom_effect_tooltip = SOV_undermine_stalins_authority_paranoia_tt
	}
}
### Entity: Character
Component: MPL_gershon_zak
Constructs: has_completed_focus, limit, has_power_balance, add_power_balance_value
Source: game
File: common/characters/MPL.txt

Code:
MPL_gershon_zak = {
	name = Gershon Zak
	portraits = {
		army = {
			large = GFX_Portrait_GRE_Generic_admiral_1
			small = GFX_Portrait_GRE_Generic_admiral_1_small
		}
	}
	advisor = {
		slot = navy_chief
		ledger = navy
		idea_token = MPL_gershon_zak
		allowed = {
			original_tag = MPL
		}
		available = {
			has_completed_focus = MPL_two_people_union
		}
		traits = {
			navy_chief_decisive_battle_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
		on_add = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = MPL_power_balance
						}
					}
					add_power_balance_value = {
						id = MPL_power_balance
						value = 0.2
						tooltip_side = MPL_jewish_side
					}
				}
			}
		}
	}
	navy_leader = {
		traits = {
			spotter
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		maneuvering_skill = 3
		coordination_skill = 2
		legacy_id = -1
	}
}
### Entity: Character
Component: TRI_arthur_andrew_cipriani
Source: game
File: common/characters/TRI.txt

Code:
TRI_arthur_andrew_cipriani = {
	name = Arthur Andrew Cipriani
	portraits = {
		civilian = {
			large = gfx/leaders/TRI/r56_portrait_TRI_Arthur_Andrew_Cipriani.dds
		}
	}
	country_leader = {
		ideology = socialism
		expire = 1965.1.1
		id = -1
	}
}
### Entity: Modifier Reference
Construct: modifier_army_sub_unit_cavalry_speed_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## modifier_army_sub_unit_cavalry_speed_factor

* Number with 2 decimal places
* **Categories**: army
### Entity: Idea
Component: idea_RAJ_hedgemony_of_the_subcontinent
Constructs: research_speed_factor, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_hedgemony_of_the_subcontinent = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = ARG_argentine_metropole
	modifier = {
		research_speed_factor = 0.12
		production_speed_buildings_factor = 0.15
		line_change_production_efficiency_factor = 0.1
		local_resources_factor = 0.15
		experience_gain_army = 0.1
	}
}
### Entity: Event
Component: mtg_britain.200
Constructs: is_triggered_only, ai_chance, limit, has_government, set_politics, add_popularity, add_timed_idea, set_country_flag
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.200
	title = mtg_britain.200.t
	desc = mtg_britain.200.d
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = mtg_britain.200.a
		ai_chance = {
			base = 1
		}
		if = {
			limit = {
				FROM = {
					has_government = fascism
				}
			}
			set_politics = {
				ruling_party = fascism
				elections_allowed = no
			}
			add_popularity = {
				ideology = fascism
				popularity = 0.2
			}
			add_timed_idea = {
				idea = fascist_influence
				days = 730
			}
			hidden_effect = {
				news_event = {
					id = mtg_news.32
					days = 1
				}
			}
			if = {
				limit = {
					original_tag = RAJ
				}
				RAJ_enforce_loyalty = yes
			}
			else_if = {
				limit = {
					original_tag = AST
				}
				AST_enforce_loyalty = yes
			} {
				limit = {
					original_tag = NZL
				}
				NZL_enforce_loyalty = yes
			} {
				limit = {
					original_tag = CAN
				}
				CAN_enforce_loyalty = yes
			} {
				limit = {
					original_tag = SAF
				}
				SAF_enforce_loyalty = yes
			}
		}
		else = {
			custom_effect_tooltip = ENG_replace_government_communism_tt
			set_politics = {
				ruling_party = communism
				elections_allowed = no
			}
			add_popularity = {
				ideology = communism
				popularity = 0.2
			}
			add_timed_idea = {
				idea = communist_influence
				days = 730
			}
			hidden_effect = {
				set_country_flag = ENG_remain_as_puppet
			} {
				news_event = {
					id = mtg_news.32
					days = 1
				}
			}
			if = {
				limit = {
					original_tag = RAJ
				}
				RAJ_enforce_loyalty = yes
			}
			else_if = {
				limit = {
					original_tag = AST
				}
				AST_enforce_loyalty = yes
			} {
				limit = {
					original_tag = NZL
				}
				NZL_enforce_loyalty = yes
			} {
				limit = {
					original_tag = CAN
				}
				CAN_enforce_loyalty = yes
			} {
				limit = {
					original_tag = SAF
				}
				SAF_enforce_loyalty = yes
			}
		}
	} {
		name = mtg_britain.200.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = {
				id = mtg_britain.201
				hours = 1
			}
		}
		custom_effect_tooltip = mtg_britain.200.tt
	}
}
### Entity: Event
Component: mongol_greater_mongolia.30
Constructs: is_triggered_only, ai_chance, has_war, limit, has_country_flag, clr_country_flag, every_controlled_state, has_state_flag
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_greater_mongolia.30
	title = mongol_greater_mongolia.30.t
	desc = mongol_greater_mongolia.30.d
	picture = GFX_report_event_MON_demid_in_army
	is_triggered_only = yes
	option = {
		name = mongol_greater_mongolia.30.a
		ai_chance = {
			base = 80
			modifier = {
				add = 90
				num_of_controlled_states = > 6
			} {
				factor = 3
				has_war = yes
			}
		}
		MON = {
			country_event = {
				id = mongol_greater_mongolia.32
				hours = 6
			}
		} {
			clr_country_flag = MON_state_request_in_progress
		}
		every_controlled_state = {
			limit = {
				has_state_flag = MON_requested_for_Greater_Mongolia
			}
			MON = {
				transfer_state = PREV
			}
			clr_state_flag = MON_requested_for_Greater_Mongolia
		}
	} {
		name = mongol_greater_mongolia.30.b
		ai_chance = {
			base = 20
			modifier = {
				factor = 50
				num_of_controlled_states = < 2
			}
		}
		every_controlled_state = {
			limit = {
				has_state_flag = MON_requested_for_Greater_Mongolia
			}
			clr_state_flag = MON_requested_for_Greater_Mongolia
		}
		if = {
			limit = {
				has_country_flag = MON_supported_during_ul_conference
			}
			clr_country_flag = MON_supported_during_ul_conference
		} {
			limit = {
				any_other_country = {
					is_subject = no
					has_country_flag = MON_supported_during_ul_conference
				}
			}
			custom_effect_tooltip = MON_non_compliance_will_result_into_war_tt
			every_other_country = {
				limit = {
					is_subject = no
					has_country_flag = MON_supported_during_ul_conference
				}
				country_event = {
					id = mongol_greater_mongolia.31
					hours = 6
				}
			}
		}
		MON = {
			clr_country_flag = MON_state_request_in_progress
			country_event = {
				id = mongol_greater_mongolia.33
				hours = 12
			}
		}
	}
}
### Entity: Idea
Component: GDL_ai2
Source: game
File: common/ideas/guadeloupe.txt

Code:
GDL_ai2 = {
	ledger = army
	picture = generic_army_african_3
	allowed = {
		original_tag = GDL
	}
	traits = {
		army_infantry_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Shared Focus
Component: ARCTIC_establish_a_general_staff
Constructs: shared_focus, prerequisite, limit, add_ideas, has_country_flag, completion_reward, cancel_if_invalid, complete_tooltip
Source: game
File: common/national_focus/r56_arctic_minor_military_shared.txt

Code:
shared_focus = {
	id = ARCTIC_establish_a_general_staff
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = ARCTIC_sharpshooting_tradition
	}
	relative_position_id = ARCTIC_sharpshooting_tradition
	x = 1
	y = 1
	text = ABC_establish_a_general_staff
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		num_divisions = > 0
	}
	cancel_if_invalid = yes
	complete_tooltip = {
		army_experience = 5
		if = {
			limit = {
				has_country_flag = ABC_establish_a_general_staff_a
			}
			add_ideas = ABC_establish_a_general_staff_idea_1
		} {
			limit = {
				has_country_flag = ABC_establish_a_general_staff_a
			}
			add_ideas = ABC_establish_a_general_staff_idea_2
		}
	}
	select_effect = {
		country_event = {
			id = abc.1
			hours = 1
		}
	}
	completion_reward = {
		army_experience = 5
		if = {
			limit = {
				not = {
					has_country_flag = ABC_establish_a_general_staff_a ABC_establish_a_general_staff_b
				}
			}
			add_ideas = ABC_establish_a_general_staff_idea
		} {
			limit = {
				has_country_flag = ABC_establish_a_general_staff_a
			}
			add_ideas = ABC_establish_a_general_staff_idea_1
		} {
			limit = {
				has_country_flag = ABC_establish_a_general_staff_b
			}
			add_ideas = ABC_establish_a_general_staff_idea_2
		}
		hidden_effect = {
			set_country_flag = ABC_i_am_generic_army
		}
	}
}
### Entity: Character
Component: PRU_romulo_frias
Source: game
File: common/characters/PRU.txt

Code:
PRU_romulo_frias = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = PRU_romulo_frias
		ledger = air
		allowed = {
			original_tag = PRU
		}
		traits = {
			air_warfare_theorist
		}
	}
	name = Romulo Frias
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_1
		}
	}
}
### Entity: Idea
Component: SPR_decentralize_the_kingdom
Source: game
File: common/ideas/r56_spain_republic.txt

Code:
SPR_decentralize_the_kingdom = {
	name = SPR_decentralize_the_kingdom
	picture = generic_pp_unity_bonus
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		army_core_attack_factor = 0.1
		army_core_defence_factor = 0.1
	}
}
### Entity: State History
Component: 968
Constructs: add_core_of
Source: game
File: history/states/968-Burgenland.txt

Code:
state = {
	id = 968
	name = STATE_933
	manpower = 18000
	state_category = tiny_island
	resources = {

	}
	history = {
		owner = ENG
		add_core_of = ENG SCO
		buildings = {
			infrastructure = 1
			6196 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		6196
	}
	local_supplies = 0.0
}
### Entity: Unit Template
Component: OMA_CV_HISTORICAL
Source: game
File: common/units/names_ships/OMA_ship_names.txt

Code:
OMA_CV_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CARRIERS
	for_countries = {
		OMA
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	prefix = SNV 
	fallback_name = Carrier %d
	unique = {
		Salah al-Din
	}
}
### Entity: Idea
Component: BAS_ai2
Source: game
File: common/ideas/british_antilles.txt

Code:
BAS_ai2 = {
	ledger = army
	picture = generic_army_african_3
	allowed = {
		original_tag = BAS
	}
	traits = {
		army_infantry_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Trigger
Component: frloc_state_sg_fem_cons_art_la_dela_e_06
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_state_sg_fem_cons_art_la_dela_e_06 = {
	OR = {
		state = 1 3 4 7 9 14 15 17 18 21 27 30 34 36 43 45 46 47 51 52 53 54 55 56 57 60 62 63 65 66 67 70 71 72 73 75 76 77 78 79 80 83 84 93 94 102 103 104 106 107 108 109 114 115 117 137 138 146 150 151 152 155 156 159 160 162 165 171 172 182 184 190 231 268 269 278 285 286 288 296 297 310 330 357 360 362 363 364 365 366 371 378 454 455 458 464 469 473 484 510 512 516 518 523 525 527 537 545 557 618 635 644 655 661 663 664 666 669 687 689 691 700 701 720 724 731 735 766 771 778 779 780 785 1017
	}
}
### Entity: Idea
Component: bra_light_aircraft_manufacturer
Constructs: has_completed_focus, limit, has_allowed_idea_with_traits, removal_cost, research_bonus
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_light_aircraft_manufacturer = {
	picture = cap
	allowed = {
		tag = BRA
		NOT = {
			has_allowed_idea_with_traits = {
				idea = light_aircraft_manufacturer
				limit = 1
			}
		}
	}
	available = {
		has_completed_focus = BRA_R56_the_brazilian_air_force
	}
	cost = 150
	removal_cost = 10
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		light_aircraft_manufacturer
	}
}
### Entity: Unit Template
Component: KAZ_CAV_01
Source: game
File: common/units/names_divisions/KAZ_names_divisions.txt

Code:
KAZ_CAV_01 = {
	name = Cavalry Divisions
	for_countries = {
		KAZ
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %dya Kazakska Kavaleriyskaya Div.
	ordered = {
		1 = {
			%dya Kazakska Kavaleriyskaya Div.
		}
		2 = {
			%dya Kazakska Kavaleriyskaya Div.
		}
		3 = {
			%dya Kazakska Kavaleriyskaya Div.
		}
		4 = {
			%dya Kazakska Kavaleriyskaya Div.
		}
		5 = {
			%dya Kazakska Kavaleriyskaya Div.
		}
		6 = {
			%dya Kazakska Kavaleriyskaya Div.
		}
		7 = {
			%dya Kazakska Kavaleriyskaya Div.
		}
		8 = {
			%dya Kazakska Kavaleriyskaya Div.
		}
		9 = {
			%dya Kazakska Kavaleriyskaya Div.
		}
		10 = {
			%dya Kazakska Kavaleriyskaya Div.
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_peoples_liberation_army
Constructs: prerequisite, remove_ideas, completion_reward, has_idea, cancel_if_invalid
Source: game
File: common/national_focus/china_communist.txt

Code:
focus = {
	id = PRC_peoples_liberation_army
	icon = GFX_goal_generic_attack_allies
	prerequisite = {
		focus = PRC_central_military_commission
	}
	x = 0
	y = 1
	relative_position_id = PRC_central_military_commission
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {
		has_idea = PRC_red_army_weakened
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		remove_ideas = PRC_red_army_weakened
	}
}
### Entity: Scripted Effect
Component: SWI_mr_total_reduction
Constructs: set_variable
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_mr_total_reduction = {
	custom_effect_tooltip = SWI_decision_substract_total_MR
	set_variable = {
		var = SWI_military_readiness
		value = 0
	}
}
### Entity: Scripted Trigger
Component: WTT_can_select_state_remove_support_state
Constructs: has_country_flag, check_variable
Source: game
File: common/scripted_triggers/WTT_china_political_struggle_triggers.txt

Code:
WTT_can_select_state_remove_support_state = {
	ROOT = {
		hidden_trigger = {
			NOT = {
				has_country_flag = wtt_political_struggle_paused
			}
		}
	}
	custom_trigger_tooltip = {
		tooltip = support_for_opposition_in_state
		any_country = {
			NOT = {
				tag = ROOT
			}
			check_variable = {
				PREV.political_platform_@THIS = > 0
			}
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_appeal_to_haganah
Constructs: prerequisite, has_country_flag, completion_reward, add_political_power, unlock_decision_tooltip
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_appeal_to_haganah
	icon = GFX_goal_generic_dangerous_deal
	relative_position_id = ISR_gather_the_loyalists
	x = -1
	y = 1
	prerequisite = {
		focus = ISR_gather_the_loyalists
	}
	bypass = {
		has_country_flag = ISR_lehi_crushed
	}
	cost = 4
	completion_reward = {
		add_political_power = 50
		unlock_decision_tooltip = ISR_sway_former_haganah
	}
}
### Entity: Character
Component: AUS_gottfried_freiherr_von_banfeld
Constructs: is_coastal
Source: game
File: common/characters/AUS.txt

Code:
AUS_gottfried_freiherr_von_banfeld = {
	advisor = {
		slot = navy_chief
		idea_token = AUS_gottfried_freiherr_von_banfeld
		allowed = {
			original_tag = AUS
		}
		traits = {
			navy_chief_naval_aviation_2
		}
		cost = 100
		ai_will_do = {
			base = 1
			modifier = {
				factor = 0.1
				any_controlled_state = {
					is_coastal = no
				}
			}
		}
	}
	name = AUS_gottfried_freiherr_von_banfeld
	portraits = {
		army = {
			small = GFX_portrait_AUS_gottfried_freiherr_von_banfield_small
		}
	}
}
### Entity: Idea
Component: HOL_implement_the_program
Constructs: has_government, removal_cost
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_implement_the_program = {
	picture = generic_fascism_drift_2
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		conscription = 0.01
	}
}
### Entity: Event
Component: denmark_protection_event.101
Constructs: is_triggered_only, limit, add_war_support, add_stability, fire_only_once, is_faction_leader, add_to_faction, has_dlc
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_protection_event.101
	title = denmark_protection_event.101.t
	desc = denmark_protection_event.101.desc
	picture = GFX_report_event_generic_sign_treaty2
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = denmark_protection_event.101.a
		add_stability = 0.05
		add_war_support = 0.1
		if = {
			limit = {
				FROM = {
					is_faction_leader = yes
				}
			}
			FROM = {
				add_to_faction = ROOT
			}
		}
		else = {
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				set_rule = {
					can_create_factions = yes
				}
				create_faction_from_template = faction_template_DEN_nordic_cooperation_alliance
				add_faction_initiative = 1
				add_to_faction = FROM
			}
			ELSE = {
				set_rule = {
					can_create_factions = yes
				}
				create_faction = DEN_nordic_cooperation_alliance
				add_to_faction = FROM
			}
		}
	}
}
### Entity: Modifier Reference
Construct: casualty_trickleback
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## casualty_trickleback

* Number with 2 decimal places
* **Categories**: army
### Entity: Event
Component: INS_communist_events.9
Constructs: is_triggered_only, add_timed_idea
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_communist_events.9
	title = INS_communist_events.9.t
	desc = INS_communist_events.9.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_communist_militia
	option = {
		name = INS_communist_events.9.a
		effect_tooltip = {
			add_timed_idea = {
				idea = INS_revolutionaries_working_with_indonesians_idea
				days = 240
			}
		}
	}
}
### Entity: Character
Component: MOR_navy_chief
Source: game
File: common/characters/MOR.txt

Code:
MOR_navy_chief = {
	portraits = {
		army = {
			small = GFX_idea_ITA_generic_land_2
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = MOR_navy_chief
		allowed = {
			original_tag = MOR
		}
		traits = {
			navy_chief_reform_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Modifier Reference
Component: INS_local_resistance_state
Constructs: has_dlc, remove_trigger, has_defensive_war
Source: game
File: common/dynamic_modifiers/TAOG_dynamic_modifiers.txt

Code:
INS_local_resistance_state = {
	icon = GFX_modifiers_SOV_invaders_must_die
	enable = {
		has_dlc = Thunder at Our Gates
	}
	remove_trigger = {
		OWNER = {
			has_defensive_war = no
		}
	}
	enemy_local_supplies = -0.15
	enemy_attrition = 0.15
}
### Entity: Event
Component: lar_france_vichy_reunification.2
Constructs: is_triggered_only, ai_chance, limit, is_ai, change_tag_from, annex_country
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_france_vichy_reunification.2
	title = lar_france_vichy_reunification.2.t
	desc = lar_france_vichy_reunification.2.desc
	picture = GFX_report_event_degaulle_inspect_troops
	is_triggered_only = yes
	option = {
		name = lar_france_vichy_reunification.2.a
		ai_chance = {
			factor = 80
		}
		if = {
			limit = {
				FROM = {
					is_ai = no
				}
				is_ai = yes
			}
			change_tag_from = FROM
		}
		annex_country = {
			target = FROM
			transfer_troops = yes
		}
	}
}
### Entity: AI Strategy
Component: ENG_synthetic_industry_pacific_war
Constructs: has_war_with
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_synthetic_industry_pacific_war = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		has_war_with = JAP
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = synthetic_refinery
		value = 12
	}
}
### Entity: Idea
Component: EAI_DD_13/heavy_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_13/heavy_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_destroyer_chassis = {
			build_cost_ic = -0.325
			instant = yes
		}
	}
}
### Entity: Wiki Documentation
Construct: night
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
night
|
Toggles night
|
*as of 1.01 this does not seem to work (filed under developer-only command) This command can be emulated via the day/night loop option at the bottom right toolbar (shortcut key 'N')
|