Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: LIT_communist_uprising
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/LIT_decision_categories.txt

Code:
LIT_communist_uprising = {
	icon = border_war
	allowed = {
		original_tag = LIT
	}
	visible = {
		has_completed_focus = LIT_preparing_for_the_uprising
		NOT = {
			has_completed_focus = LIT_launch_the_revolution
		}
	}
	priority = {
		base = 28
	}
}
### Entity: Event
Component: india.294
Constructs: is_triggered_only, add_ideas, add_stability, fire_only_once, add_political_power, has_idea
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.294
	title = india.294.t
	desc = india.294.d
	picture = GFX_report_event_picture_RAJ_Indian_Brigade_Women
	fire_only_once = yes
	is_triggered_only = yes
	trigger = {
		NOT = {
			has_idea = r56i_laws_gender_equality
		}
	}
	option = {
		name = india.294.a
		add_political_power = -150
		add_stability = -0.05
		add_ideas = r56i_laws_gender_equality
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_expand_the_resistance
Constructs: prerequisite, limit, has_government, add_war_support, completion_reward, is_subject, add_autonomy_score, add_popularity
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_expand_the_resistance
	icon = GFX_goal_generic_propaganda
	prerequisite = {
		focus = DEN_arm_the_resistance
	}
	relative_position_id = DEN_sanction_sabotages
	x = 1
	y = 3
	cost = 10
	bypass = {

	}
	available = {
		is_subject = yes
	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_autonomy_score = {
			value = 100
			localization = DEN_expand_the_resistance
		}
		add_war_support = 0.05
		DEN_bop_occupation_very_low_increase_effect = yes
		if = {
			limit = {
				is_subject = yes
				ROOT.OVERLORD = {
					has_government = fascism
				}
			}
			if = {
				limit = {
					NOT = {
						has_government = communism
					}
				}
				add_popularity = {
					ideology = communism
					popularity = 0.05
				}
			} {
				limit = {
					has_government = fascism
					fascism = > 0.15
					has_country_leader_with_trait = DEN_plenipotentiary
				}
				add_popularity = {
					ideology = fascism
					popularity = -0.05
				}
			}
		} {
			limit = {
				is_subject = yes
				ROOT.OVERLORD = {
					has_government = communism
				}
			}
			if = {
				limit = {
					NOT = {
						has_government = fascism
					}
				}
				add_popularity = {
					ideology = fascism
					popularity = 0.05
				}
			} {
				limit = {
					has_government = communism
					communism = > 0.15
					has_country_leader_with_trait = DEN_plenipotentiary
				}
				add_popularity = {
					ideology = communism
					popularity = -0.05
				}
			}
		}
		DEN_upgrade_resistance_militia = yes
	}
}
### Entity: Character
Component: CYP_christodoulos_hadjipavlou
Source: game
File: common/characters/CYP.txt

Code:
CYP_christodoulos_hadjipavlou = {
	name = CYP_christodoulos_hadjipavlou
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_europe_1
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CYP_christodoulos_hadjipavlou
		traits = {
			captain_of_industry
		}
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_national_defense_funds
Constructs: prerequisite, completion_reward, has_war_support, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_national_defense_funds
	icon = GFX_goal_generic_national_defense_fund
	x = -1
	y = 1
	relative_position_id = VEN_explosive_factories
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	prerequisite = {
		focus = VEN_production_quotas
	} {
		focus = VEN_explosive_factories
	}
	available = {
		has_war_support = > 0.2
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				307
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				489
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: State History
Component: 1132
Constructs: add_core_of
Source: game
File: history/states/1132 - Central Siam.txt

Code:
state = {
	id = 1132
	name = STATE_1132
	resources = {

	}
	state_category = town
	history = {
		owner = SIA
		add_core_of = SIA
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			10221 4
		} {
			13497 3
		} {
			12173 3
		} {
			10398 1
		}
	}
	provinces = {
		10221 12173 10411 10398 12345 7572 7353 13497
	}
	manpower = 1735572
	buildings_max_level_factor = 1.0
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_start
Constructs: has_completed_focus, add_stability, completion_reward, add_political_power, add_offsite_building, set_country_flag, is_subject
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_start
	x = 0
	y = 0
	cost = 14.3
	icon = GFX_goal_MPL_start
	available = {
		NOT = {
			has_completed_focus = MPL_arab_revolt
		}
	}
	completion_reward = {
		add_political_power = 100
		add_stability = 0.05
		add_offsite_building = {
			type = industrial_complex
			level = 2
		}
		set_country_flag = MPL_got_civs
	}
	bypass = {
		OR = {
			has_completed_focus = MPL_arab_revolt
			is_subject = no
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
}
### Entity: Order of Battle
Component: air_wing_112
Source: game
File: history/units/POR_1936_air_bba.txt

Code:
air_wings = {
	112 = {
		medium_plane_airframe_0 = {
			owner = POR
			amount = 12
			creator = GER
			version_name = Do 23
		}
		small_plane_cas_airframe_0 = {
			owner = POR
			amount = 12
			creator = ENG
			version_name = Fairey Gordon
		}
	}
}
### Entity: Idea
Component: BUL_international_pilot_training_program
Constructs: removal_cost
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_international_pilot_training_program = {
	picture = generic_air_bonus
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		experience_gain_air = 0.05
		experience_gain_air_factor = 0.5
		air_training_xp_gain_factor = 0.1
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_crush_the_bourgeoisie
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_timed_idea
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_crush_the_bourgeoisie
	icon = GFX_goal_generic_ban_aristocrats
	cost = 5
	prerequisite = {
		focus = PHI_hukbalap_rebellion
	}
	relative_position_id = PHI_hukbalap_rebellion
	x = 0
	y = 1
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_timed_idea = {
			idea = PHI_bourgeoisie_purged
			days = 180
		}
	}
}
### Entity: Event
Component: BBA_swiss_expansion.15
Constructs: is_triggered_only, ai_chance, add_opinion_modifier
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_swiss_expansion.15
	title = BBA_swiss_expansion.15.t
	desc = BBA_swiss_expansion.15.desc
	picture = GFX_report_event_SWI_guisan_soldiers
	is_triggered_only = yes
	immediate = {

	}
	option = {
		name = BBA_swiss_expansion.15.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		add_opinion_modifier = {
			target = FROM
			modifier = SWI_obstructing_anschluss
		}
		custom_effect_tooltip = SWI_delayed_anschluss_TT
	}
}
### Entity: Idea
Component: MAN_initial_socialist_reforms_3
Constructs: stability_factor, political_power_gain, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_man_ideas.txt

Code:
MAN_initial_socialist_reforms_3 = {
	allowed = {
		always = yes
	}
	cancel = {

	}
	removal_cost = -1
	picture = generic_communism_drift_bonus
	modifier = {
		consumer_goods_factor = -0.25
		stability_factor = -0.05
		political_power_gain = 0.05
		line_change_production_efficiency_factor = 0.1
		industrial_capacity_factory = 0.025
	}
}
### Entity: Idea
Component: GER_todt_reich_engineer
Constructs: political_power_gain, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_todt_reich_engineer = {
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		political_power_gain = -0.1
		production_speed_industrial_complex_factor = 0.1
		production_speed_infrastructure_factor = 0.1
		production_speed_rail_way_factor = 0.1
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_raise_jewish_militias
Constructs: prerequisite, limit, add_war_support, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_raise_jewish_militias
	icon = GFX_goal_ISR_IDF
	relative_position_id = ISR_win
	x = -15
	y = 1
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
	}
	prerequisite = {
		focus = ISR_win ISR_ad_halom
	}
	completion_reward = {
		add_war_support = 0.05
		random_owned_controlled_state = {
			limit = {
				is_core_of = ISR
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: col_focus
Component: COL_axis_leanings_focus_2
Constructs: prerequisite, limit, add_ideas, has_government, has_war_with, add_opinion_modifier, completion_reward, add_political_power
Source: game
File: common/national_focus/colombia.txt

Code:
focus = {
	id = COL_axis_leanings_focus_2
	prerequisite = {
		focus = COL_axis_leanings_focus COL_militarism
	}
	relative_position_id = COL_axis_leanings_focus
	available = {
		GER = {
			is_subject = no
			has_capitulated = no
			has_government = fascism
			NOT = {
				has_war_with = ROOT
			}
			has_opinion = {
				target = ROOT
				value = > 59
			}
		}
	}
	x = 1
	y = 1
	cost = 10
	icon = GFX_focus_generic_german_trade
	completion_reward = {
		if = {
			limit = {
				has_idea = free_trade
			}
			add_political_power = 100
			add_opinion_modifier = {
				target = GER
				modifier = trade_bro
			}
		}
		else = {
			add_political_power = -50
			add_ideas = free_trade
			add_opinion_modifier = {
				target = GER
				modifier = trade_bro
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = armor_bonus
			bonus = 1
			uses = 1
			category = armor
		} {
			name = ss_bonus
			bonus = 1
			uses = 1
			category = ss_tech
		} {
			name = fighter_bonus
			bonus = 1
			uses = 1
			category = light_fighter
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_restore_the_empire_of_axum
Constructs: prerequisite, completion_reward, add_claim_by
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_restore_the_empire_of_axum
	icon = GFX_focus_ETH_restore_the_empire_of_axum
	prerequisite = {
		focus = ETH_lord_of_lords
	} {
		focus = ETH_elect_of_god
	}
	x = 1
	y = 1
	relative_position_id = ETH_lord_of_lords
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = ETH_restore_the_empire_of_axum_tt
		659 = {
			add_claim_by = ROOT
		}
		550 = {
			add_claim_by = ROOT
		}
		293 = {
			add_claim_by = ROOT
		}
		906 = {
			add_claim_by = ROOT
		}
		268 = {
			add_claim_by = ROOT
		}
		883 = {
			add_claim_by = ROOT
		}
		551 = {
			add_claim_by = ROOT
		}
		886 = {
			add_claim_by = ROOT
		}
		992 = {
			add_claim_by = ROOT
		}
	}
}
### Entity: Country History
Country: AZR
Component: AZR_misc
Constructs: limit, set_technology, set_research_slots, set_grand_doctrine, has_dlc
Source: game
File: history/countries/AZR - Azerbaijan.txt

Code:
# Misc for AZR
capital = 229
set_research_slots = 3
set_grand_doctrine = mass_assault new_fleet_in_being
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		fighter1 = 1
		early_bomber = 1
		strategic_bomber1 = 1
		naval_bomber1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		basic_light_tank = 1
		gwtank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		basic_light_tank_chassis = 1
		gwtank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		basic_submarine = 1
		early_destroyer = 1
		early_light_cruiser = 1
		early_heavy_cruiser = 1
		early_battleship = 1
		early_battlecruiser = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		early_ship_hull_light = 1
		early_ship_hull_cruiser = 1
		early_ship_hull_heavy = 1
		mtg_transport = 1
		basic_battery = 1
		basic_torpedo = 1
	}
}
### Entity: AI Strategy
Component: ITA_and_GER_help_SPA_win_civil_war
Constructs: has_government, has_dlc, has_civil_war, has_global_flag, send_volunteers_desire
Source: game
File: common/ai_strategy/SPR.txt

Code:
ITA_and_GER_help_SPA_win_civil_war = {
	allowed = {
		NOT = {
			has_dlc = La Resistance
		}
		OR = {
			original_tag = GER ITA
		}
	}
	enable = {
		date = < 1939.1.1
		SPR = {
			has_civil_war = yes
		}
		country_exists = SPA
		has_government = fascism
		NOT = {
			has_global_flag = scw_over
		}
	}
	abort = {
		OR = {
			date = > 1939.1.1
			NOT = {
				has_government = fascism
			}
			SPR = {
				has_civil_war = no
			}
			has_global_flag = scw_over
		}
	}
	ai_strategy = {
		type = send_volunteers_desire
		id = SPA
		value = 50
	}
}
### Entity: Idea
Component: ETH_swedish_red_cross
Constructs: removal_cost
Source: game
File: common/ideas/ethiopia_r56.txt

Code:
ETH_swedish_red_cross = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = generic_morale_bonus
	modifier = {
		attrition = -0.01
		experience_loss_factor = -0.05
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_expand_us_bases
Constructs: prerequisite, limit, completion_reward, is_ally_with, add_to_variable, random_owned_controlled_state, is_core_of, add_building_construction
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_expand_us_bases
	icon = GFX_focus_generic_air_bases
	prerequisite = {
		focus = PHI_trucks_and_transport_requisition PHI_aircraft_requisition
	} {
		focus = PHI_mariveles_naval_base
	}
	relative_position_id = PHI_mariveles_naval_base
	x = 0
	y = 1
	cost = 5
	available = {
		is_ally_with = USA
		PHI_usa_focus_done_T2 = yes
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = PHI_american_interference_dynamic_modifier_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt {
			localization_key = DIPLO_FORBID_REVOKE_ACCESS
			TYPE = DIPLOMACY_AIR_BASE_ACCESS
			TARGET = [USA.GetAdjective]
		}
		add_to_variable = {
			PHI_american_interference_production_speed_air_base_factor = 0.2
			tooltip = production_speed_air_base_factor_tt
		}
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = air_base
					size = > 0
				}
			}
			prioritize = {
				1027 327 623
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = air_base
					size = > 0
				}
			}
			prioritize = {
				627 1026 1025
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = PHI_expand_us_bases
			bonus = 0.75
			uses = 1
			category = radar_tech
		}
		set_country_flag = PHI_permanent_usa_air_bases
		hidden_effect = {
			USA = {
				diplomatic_relation = {
					country = ROOT
					relation = air_base_access
					active = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Joint Focus
Tree: ssb_focus
Component: SSB_expand_iraqs_military_infrastructure
Constructs: prerequisite, joint_focus, cancel_if_invalid, has_dynamic_modifier, add_to_variable
Source: game
File: common/national_focus/goe_shared_saadabad_branch.txt

Code:
joint_focus = {
	id = SSB_expand_iraqs_military_infrastructure
	icon = GFX_focus_generic_resource_extraction
	prerequisite = {
		focus = SSB_joint_military_exercises SSB_integration_of_our_infrastructure
	}
	relative_position_id = SSB_joint_military_exercises
	x = 2
	y = 2
	cost = 5
	text_icon = SSB_IRQ_focus_style
	available = {
		tag = IRQ
		SSB_basic_available_trigger = yes
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	bypass = {
		IRQ = {
			NOT = {
				has_dynamic_modifier = {
					modifier = SSB_saadabad_pact
				}
			}
		}
	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward_joint_originator = {
		IRQ = {
			custom_effect_tooltip = SSB_spirit_tooltip
			add_to_variable = {
				var = SSB_local_resources_factor
				value = 0.15
				tooltip = local_resources_factor_tt
			}
		}
	}
	completion_reward_joint_member = {
		custom_effect_tooltip = SSB_spirit_tooltip
		add_to_variable = {
			var = SSB_local_resources_factor
			value = 0.1
			tooltip = local_resources_factor_tt
		}
	}
}
### Entity: National Focus
Tree: bhu_focus
Component: BHU_defense_policy
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/bhutan.txt

Code:
focus = {
	id = BHU_defense_policy
	icon = GFX_goal_generic_defence
	prerequisite = {
		focus = BHU_fledgeling_industry
	} {
		focus = BHU_ammunitions
	}
	relative_position_id = BHU_fledgeling_industry
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		add_ideas = deterrence
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: PER_tribes_integrated
Constructs: army_attack_factor
Source: game
File: common/ideas/coldwar.txt

Code:
PER_tribes_integrated = {
	picture = tur_disorganised_armed_forces
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		cas_damage_reduction = 0.2
		army_core_defence_factor = 0.2
		supply_combat_penalties_on_core_factor = -0.3
		max_planning_factor = -0.2
		army_attack_factor = -0.1
		army_org_factor = -0.05
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_appoint_right_wing_ministers
Constructs: prerequisite, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_appoint_right_wing_ministers
	prerequisite = {
		focus = BUL_power_to_the_tsar
	}
	icon = GFX_focus_generic_diplomatic_treaty
	relative_position_id = BUL_power_to_the_tsar
	x = 4
	y = 2
	cost = 10
	mutually_exclusive = {
		focus = BUL_the_tsars_regime
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INTERNAL_AFFAIRS
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		add_political_power = 70
		custom_effect_tooltip = available_political_advisor BUL_appoint_right_wing_ministers_tt
		show_ideas_tooltip = BUL_nikola_zhekov
		BUL_zveno_low_loyalty_increase_effect = yes
		BUL_bs_low_loyalty_decrease_effect = yes
		BUL_bzns_low_loyalty_increase_effect = yes
		BUL_nsm_low_loyalty_increase_effect = yes
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AInfrastructure.png.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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The following pages link to File:Infrastructure.png:

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:Infrastructure.png"
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_98
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_98 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 98
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 98
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_light_armor_4
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_light_armor_4 = {
	enable = {
		is_major = yes
		num_of_military_factories = > 250
		EAI_LARM_equipment_production = yes
	}
	abort = {
		NOT = {
			AND = {
				is_major = yes
				num_of_military_factories = > 240
				EAI_LARM_equipment_production = yes
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = light_tank_chassis
		value = 4
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_contamination_cleanup_crew
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid, complete_tooltip
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_contamination_cleanup_crew
	icon = GFX_focus_RAJ_contamination_cleanup_crew
	prerequisite = {
		focus = RAJ_uranium_tipped_bullets
	}
	x = 0
	y = 1
	relative_position_id = RAJ_uranium_tipped_bullets
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {

	}
	completion_reward = {
		add_ideas = idea_RAJ_contamination_cleanup_crew
	}
}
### Entity: Unit Template
Component: BEL_BB_HISTORICAL
Source: game
File: common/units/names_ships/BEL_ship_names.txt

Code:
BEL_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		BEL
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	prefix = BNS 
	fallback_name = Navire de Ligne %d
	unique = {
		Roi Leopold I Roi Leopold II Roi Albert I Reine Astrid Jeneval General Brialmont Leopoldville
	}
}
### Entity: Idea
Component: LIT_presidential_powers_2
Constructs: political_power_gain, war_support_factor, has_government, removal_cost
Source: game
File: common/ideas/lithuania.txt

Code:
LIT_presidential_powers_2 = {
	allowed = {
		original_tag = LIT
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	picture = generic_political_support
	modifier = {
		party_popularity_stability_factor = -0.15
		political_power_gain = 0.15
		war_support_factor = 0.15
	}
}
### Entity: Trigger Reference
Construct: estimated_intel_max_armor
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## estimated_intel_max_armor

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Compares estimated max armor based on intel. Example: estimated_intel_max_armor = { tag = ITA value > 1 }
```