Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: cold_war.23
Constructs: is_triggered_only, add_stability, add_opinion_modifier, fire_only_once, give_guarantee
Source: game
File: events/Cold_War.txt

Code:
country_event = {
	id = cold_war.23
	picture = GFX_report_event_generic_conference
	title = cold_war.23.t
	desc = cold_war.23.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = cold_war.23.a
		give_guarantee = SOV
		SOV = {
			give_guarantee = FIN
		}
	} {
		name = cold_war.23.b
		add_stability = -0.05
		SOV = {
			add_opinion_modifier = {
				target = ROOT
				modifier = medium_decrease
			}
		}
	}
}
### Entity: Idea
Component: CHI_rural_militias
Constructs: removal_cost
Source: game
File: common/ideas/china_warlord.txt

Code:
CHI_rural_militias = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_manpower_bonus
	removal_cost = -1
	modifier = {
		conscription = 0.01
	}
}
### Entity: Scripted Trigger
Component: GER_should_continue_split_SOV_front_with_ITA
Constructs: set_temp_variable, check_variable, is_ai, is_in_faction_with
Source: game
File: common/scripted_triggers/GER_scripted_triggers.txt

Code:
GER_should_continue_split_SOV_front_with_ITA = {
	set_temp_variable = {
		num_ger_units = GER.num_armies
	} {
		num_ita_units = ITA.num_armies
	}
	check_variable = {
		num_ger_units = > 85
	} {
		num_ita_units = > 75
	}
	ITA = {
		is_ai = yes
	} {
		OR = {
			exists = no
			NOT = {
				is_in_faction_with = GER
			}
			surrender_progress = < 0.15
		}
	}
	ROM = {
		OR = {
			exists = no
			NOT = {
				is_in_faction_with = GER
			}
			surrender_progress = < 0.1
		}
	}
	HUN = {
		OR = {
			exists = no
			NOT = {
				is_in_faction_with = GER
			}
			surrender_progress = < 0.3
		}
	}
}
### Entity: Character
Component: SAN_giuseppe_forcellini
Constructs: has_autonomy_state
Source: game
File: common/characters/SAN.txt

Code:
SAN_giuseppe_forcellini = {
	name = Giuseppe Forcellini
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_europe_2
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SAN_giuseppe_forcellini
		allowed = {
			original_tag = SAN
		}
		available = {
			NOT = {
				has_autonomy_state = autonomy_supervised_state
			}
		}
		traits = {
			democratic_reformer
		}
		cost = 150
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: ITA_imam_improved
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/italy.txt

Code:
ITA_imam_improved = {
	name = ITA_imam
	picture = ITA_imam
	allowed = {
		original_tag = ITA
	}
	visible = {
		has_completed_focus = ITA_new_industrialization_program ITA_modernize_the_mezzogiorno
	}
	available = {
		controls_State = 117
		ITA_is_southern_designer_improved = yes
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		medium_aircraft_manufacturer
	}
	modifier = {
		air_training_xp_gain_factor = 0.15
		air_ace_bonuses_factor = 0.1
	}
}
### Entity: Event
Component: denmark.20
Constructs: has_completed_focus, create_country_leader, has_government, has_country_flag, has_global_flag, is_subject, set_temp_variable, add_to_temp_variable
Source: game
File: events/DanishEvents.txt

Code:
country_event = {
	id = denmark.20
	title = denmark.20.t
	desc = denmark.20.d
	picture = GFX_report_event_copenhagen_protests
	mean_time_to_happen = {
		days = 35
	}
	trigger = {
		tag = DEN
		NOT = {
			has_global_flag = DEN_use_DLC_tree
		} {
			has_country_flag = socialdemokratiet_dominating
		} {
			has_country_flag = den_elections_disabled {
				flag = den_dem_government_changed
				days = < 100
			}
			has_completed_focus = DEN_DNSAP_Takeover DEN_Conservative_Majority DEN_Social_Democratic_Majority DEN_DKP_Takeover DEN_King_Christian_Coup
		}
		has_government = democratic
		is_subject = no
		set_temp_variable = {
			neu_pop = party_popularity@neutrality
		} {
			dem_pop = party_popularity@democratic
		}
		add_to_temp_variable = {
			neu_pop = 0.03
		}
		check_variable = {
			neu_pop = > dem_pop
		}
	}
	option = {
		name = denmark.20.a
		set_country_flag = den_dem_government_changed socialdemokratiet_dominating
		set_party_name = {
			ideology = democratic
			name = Socialdemokratiet - RV
			long_name = Socialdemokratiet - Radikale Venstre
		} {
			ideology = neutrality
			name = KF - V - F
			long_name = Det Konservative Folkeparti - Venstre - Bondepartiet
		}
		hidden_effect = {
			den_switch_parties = yes
			retire_country_leader = yes
			retire_ideology_leader = neutrality
			create_country_leader = {
				name = Christmas Moller
				picture = gfx/leaders/Europe/Portrait_Europe_Generic_land_4.dds
				expire = 1965.1.1
				ideology = conservatism_n
			}
		}
		promote_character = {
			character = DEN_thorvald_stauning
			ideology = socialism
		}
	}
}
### Entity: Event
Component: AST_diplomatic_events.41
Constructs: is_triggered_only
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_diplomatic_events.41
	title = AST_diplomatic_events.41.t
	desc = AST_diplomatic_events.41.desc
	picture = GFX_report_event_ast_parliament_house
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			AST_nauru_pact_effect = yes
		}
	}
	option = {
		name = AST_diplomatic_events.41.a
		effect_tooltip = {
			AST_nauru_pact_effect = yes
		}
	}
}
### Entity: Modifier Reference
Component: AUS_farr
Constructs: stability_factor, war_support_factor, democratic_drift, conscription_factor
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
AUS_farr = {
	enable = {
		always = yes
	}
	icon = GFX_idea_AUS_farr
	stability_factor = AUS_farr_stability_factor
	democratic_drift = AUS_farr_democratic_drift
	political_advisor_cost_factor = AUS_farr_political_advisor_cost_factor
	political_power_factor = AUS_farr_political_power_factor
	economy_cost_factor = AUS_farr_economy_cost_factor
	mobilization_laws_cost_factor = AUS_farr_mobilization_laws_cost_factor
	trade_laws_cost_factor = AUS_farr_trade_laws_cost_factor
	war_support_factor = AUS_farr_war_support_factor
	conscription_factor = AUS_farr_conscription_factor
}
### Entity: Idea
Component: SPA_carlism_1
Constructs: army_defence_factor, has_government, army_attack_factor, neutrality_drift
Source: game
File: common/ideas/spain_nationalist.txt

Code:
SPA_carlism_1 = {
	name = SPA_carlism
	picture = SPA_carlism
	allowed = {
		original_tag = SPR
		OR = {
			has_government = democratic fascism neutrality
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_weekly = -0.003
		neutrality_drift = 0.05
		army_defence_factor = -0.1
		army_attack_factor = -0.1
	}
}
### Entity: Name List
Component: IRQ
Source: game
File: common/names/00_names.txt

Code:
IRQ = {
	male = {
		names = {
			Karim Abd Allah Abd al-Karim Abd al-Malik Abd al-Qadir Abd al-Rahman Ahmad Ali Fawzi Fuad Halil Hasan Hisham Ibrahim Ishaq Iskandar Jamal Kamil Khalid Muhammad Mustafa Nur al-Din Sa'd al-Din Salim Shukri Tawfiq Umar Uthman Yahya Yusuf Zafir
		}
		surnames = {
			Muammar al-Baghdadi al-Basri al-Ghazzawi al-Halabi al-Hamawi al-Himsi al-Mawsili al-Nablusi al-Qudsi al-Shami ibn Abd Allah ibn Abd al-Qadir ibn Abu Bakr ibn Ahmad ibn Ali ibn Fuad ibn Halil ibn Hasan ibn Hisham ibn Ishaq ibn Ja'far ibm Kamil ibn Khalid ibn Muhammad ibn Mustafa ibn Salim ibn Umar ibn Uthman ibn Yusuf
		}
	}
	female = {
		names = {
			Badr Fatimah Acenith Alia Amunet Andali Asanet Asenath Asenet Azenet Badiat Cena Fatima Halima Jamila Khadija Majida Mariam Maria Nabila Nura Radiya Rana Sacmis Safiya Samira Suhaila Tawaret Taweret Titi Thuriya Zara Zahra Zahra
		}
		surnames = {
			Muammar al-Baghdadi al-Basri al-Ghazzawi al-Halabi al-Hamawi al-Himsi al-Mawsili al-Nablusi al-Qudsi al-Shami bint Abd Allah bint Abd al-Qadir bint Abu Bakr bint Ahmad bint Ali bint Fuad bint Halil bint Hasan bint Hisham bint Ishaq bint Ja'far ibm Kamil bint Khalid bint Muhammad bint Mustafa bint Salim bint Umar bint Uthman bint Yusuf
		}
	}
	callsigns = {

	}
}
### Entity: Event
Component: cuba.22
Constructs: is_triggered_only, ai_chance, fire_only_once
Source: game
File: events/Cuba.txt

Code:
country_event = {
	id = cuba.22
	picture = GFX_report_event_bul_troops_partisans_boat
	title = cuba.22.t
	desc = cuba.22.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = cuba.22.a
		ai_chance = {
			base = 10
		}
		custom_effect_tooltip = VEN_border_war_warning
	}
}
### Entity: Idea
Component: FIN_sisu_2
Constructs: has_power_balance, removal_cost
Source: game
File: common/ideas/finland.txt

Code:
FIN_sisu_2 = {
	name = sisu
	picture = sisu
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_power_balance = {
			id = FIN_power_balance
		}
	}
	removal_cost = -1
	modifier = {
		army_morale_factor = 0.05
		army_core_defence_factor = 0.1
	}
}
### Entity: Idea
Component: PRE_pot
Source: game
File: common/ideas/prussia.txt

Code:
PRE_pot = {
	picture = generic_political_advisor_europe_1
	allowed = {
		original_tag = PRE
	}
	traits = {
		prince_of_terror
	}
}
### Entity: Idea
Component: POL_anti_germans_abroad
Constructs: has_government, removal_cost, fascism_drift
Source: game
File: common/ideas/poland.txt

Code:
POL_anti_germans_abroad = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = generic_fascism_drift_bonus
	modifier = {
		fascism_drift = 0.1
		fascism_acceptance = 80
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/NAV_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 4
	}
	location = 3933
	division_template = División de Infantería
	start_experience_factor = 0.2
	start_equipment_factor = 0.8
}
### Entity: Unit Template
Component: YUG_INF_01
Source: game
File: common/units/names_divisions/YUG_names_divisions.txt

Code:
YUG_INF_01 = {
	name = Infantry Divisions
	for_countries = {
		YUG SER MNT
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d. Pešadijska Divizija
	ordered = {
		4 = {
			Gardijska Pešadijska Div.
		}
		1 = {
			%d. 'Cerska' Pešadijska Div.
		}
		3 = {
			%d. 'Dunavska' Pešadijska Div.
		}
		5 = {
			%d. 'Šumadijska' Pešadijska Div.
		}
		7 = {
			%d. 'Potiska' Pešadijska Div.
		}
		8 = {
			%d. 'Krajinska' Pešadijska Div.
		}
		9 = {
			%d. 'Timočka' Pešadijska Div.
		}
		10 = {
			%d. 'Bosanska' Pešadijska Div.
		}
		12 = {
			%d. 'Jadranska' Pešadijska Div.
		}
		13 = {
			%d. 'Hercegovačka' Pešadijska Div.
		}
		15 = {
			%d. 'Zetska' Pešadijska Div.
		}
		17 = {
			%d. 'Vrbaska' Pešadijska Div.
		}
		20 = {
			%d. 'Bregalnička' Pešadijska Div.
		}
		22 = {
			%d. 'Ibarska' Pešadijska Div.
		}
		25 = {
			%d. 'Vardarska' Pešadijska Div.
		}
		27 = {
			%d. 'Savska' Pešadijska Div.
		}
		30 = {
			%d. 'Osiječka' Pešadijska Div.
		}
		31 = {
			%d. 'Kosovska' Pešadijska Div.
		}
		32 = {
			%d. 'Triglavska' Pešadijska Div.
		}
		33 = {
			%d. 'Lička' Pešadijska Div.
		}
		34 = {
			%d. 'Toplička' Pešadijska Div.
		}
		38 = {
			%d. 'Dravska' Pešadijska Divizija
		}
		40 = {
			%d. 'Slavonska' Pešadijska Divizija
		}
		42 = {
			%d. 'Murska' Pešadijska Divizija
		}
		44 = {
			%d. 'Unska' Pešadijska Divizija
		}
		46 = {
			%d. 'Moravska' Pešadijska Divizija
		}
		47 = {
			%d. 'Dinarska' Pešadijska Divizija
		}
		49 = {
			%d. 'Sremska' Pešadijska Divizija
		}
		50 = {
			%d. 'Drinska' Pešadijska Divizija
		}
		51 = {
			%d. Pešadijska Divizija
		}
		52 = {
			%d. Pešadijska Divizija
		}
		53 = {
			%d. Pešadijska Divizija
		}
		54 = {
			%d. Pešadijska Divizija
		}
		55 = {
			%d. Pešadijska Divizija
		}
		56 = {
			%d. Pešadijska Divizija
		}
		57 = {
			%d. Pešadijska Divizija
		}
		58 = {
			%d. Pešadijska Divizija
		}
		59 = {
			%d. Pešadijska Divizija
		}
		60 = {
			%d. Pešadijska Divizija
		}
	}
}
### Entity: Modding Documentation
Construct: Weights
Source: vanilla_docs
File: common/military_industrial_organization/ai_bonus_weights/_documentation.md

Doc:
# AI Bonus Weights

This database contains numbers that influence how much each trait bonus affects the desire of the AI to pick traits with that bonus.

The format is very simple:
```
equipment_archetype = {
	bonus_1 = weight
	bonus_2 = weight
	bonus_3 = weight
	...
}
```

For example:
```
infantry_equipment = {
	# Prefer infantry equipment with high air superiority bonus!
	air_superiority = 9.999
}
```

Each bonus will affect the desire of the AI greater the greater the value of the bonus.

Every bonus used by any of the MIOs should have a weight. If no archetype-specific weight is provided for a bonus, the default value will be used.

Default values live in their own section:
```
default = {
	bonus_1 = weight
	bonus_2 = weight
	bonus_3 = weight
	...
}
```

If neither archetype-specific nor default value is provided, the game will log an error.
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_british_cooperation
Constructs: shared_focus, prerequisite, has_government, has_country_flag, add_opinion_modifier, completion_reward, has_capitulated, cancel_if_invalid
Source: game
File: common/national_focus/china_shared.txt

Code:
shared_focus = {
	id = CHI_british_cooperation
	icon = GFX_focus_chi_british_cooperation
	mutually_exclusive = {
		focus = CHI_reach_out_to_france
	}
	prerequisite = {
		focus = CHI_invite_foreign_investors
	}
	x = 2
	y = 0
	relative_position_id = CHI_reach_out_to_france
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 4
			tag = CHI
		} {
			factor = 10
			has_country_flag = ENG_influenced_by_britain_flag
		}
	}
	available = {
		OR = {
			has_government = neutrality
			ENG = {
				has_government = ROOT
			}
			ENG_will_support = yes
		}
		not = {
			has_War_with = ENG
		}
		ENG = {
			has_capitulated = no
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		ENG = {
			add_opinion_modifier = {
				target = ROOT
				modifier = CHI_british_cooperation
			}
			add_ai_strategy = {
				type = alliance
				id = ROOT
				value = 100
			} {
				type = protect
				id = ROOT
				value = 100
			} {
				type = send_volunteers_desire
				id = ROOT
				value = 100
			} {
				type = support
				id = ROOT
				value = 100
			}
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_british_guns
Constructs: prerequisite, completion_reward, unlock_decision_tooltip
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_british_guns
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = POR_strict_neutrality_in_the_spanish_civil_war
	}
	icon = GFX_goal_generic_military_sphere
	x = 1
	y = 1
	relative_position_id = POR_strict_neutrality_in_the_spanish_civil_war
	cost = 10
	completion_reward = {
		unlock_decision_tooltip = POR_buy_aa_in_britain POR_buy_at_in_britain POR_buy_artillery_in_britain
	}
}
### Entity: Scripted Effect
Component: remove_potential_special_forces_tree
Constructs: limit, remove_potential_special_forces_tree, has_variable, set_variable
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
remove_potential_special_forces_tree = {
	if = {
		limit = {
			NOT = {
				has_variable = sf_trees
			}
		}
		set_variable = {
			sf_trees = 0
		}
	}
	else = {
		subtract_from_variable = {
			sf_trees = 1
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_investigate_bribery_charges
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_to_variable
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_investigate_bribery_charges
	icon = GFX_focus_generic_court
	prerequisite = {
		focus = BEL_government_resigns
	}
	relative_position_id = BEL_government_resigns
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_HISTORICAL
	}
	x = 0
	y = 1
	cost = 5
	available = {

	}
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = BEL_modify_corruption_dynamic_modifier_tt
		add_to_variable = {
			BEL_corruption_political_power_gain = 0.05
			tooltip = political_power_gain_tt
		} {
			BEL_corruption_stability_factor = 0.05
			tooltip = stability_factor_tt
		} {
			BEL_corruption_production_speed_buildings_factor = 0.1
			tooltip = production_speed_buildings_factor_tt
		} {
			BEL_corruption_fascism_drift = -0.04
			tooltip = fascism_drift_tt
		}
		IF = {
			limit = {
				NOT = {
					has_completed_focus = BEL_vandervelde_minority
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt BEL_investigate_pm_tt
		}
	}
}
### Entity: Event
Component: iceland_events.16
Constructs: is_triggered_only, ai_chance
Source: game
File: events/AAT_Iceland.txt

Code:
country_event = {
	id = iceland_events.16
	title = iceland_events.16.t
	desc = iceland_events.16.desc
	picture = GFX_report_event_generic_sign_treaty1
	hidden = yes
	is_triggered_only = yes
	immediate = {

	}
	option = {
		name = iceland_events.16.a
		ai_chance = {
			base = 1
		}
		OVERLORD = {
			country_event = {
				id = iceland_events.17
				hours = 1
			}
		}
	}
}
### Entity: Unit Template
Component: NOR
Source: game
File: common/units/names/00_names.txt

Code:
NOR = {
	submarine = {
		prefix = HNoMS
		generic = {
			Ubåt
		}
		unique = {
			A2 A3 A4 B1 B2 B3 B4 B5 B6 A5 Uredd Ula Utstein Uthaug Utvær Utsira Kya Kaura Kinn Kinn Kya Kobben Kunna Kaura Sklinna Skolpen Stadt Stord Svenner
		}
	}
	destroyer = {
		prefix = HNoMS
		generic = {
			Ødeleggeren
		}
		unique = {
			Draug Troll Garm Sleipner Gyller Aeger Odin Balder Tor Svenner Stord Oslo Bergen Trondheim Stavanger Arendal Haugesund Tromsø Glaisdale Eskdale
		}
	}
	light_cruiser = {
		prefix = HNoMS
		generic = {
			Lys KRyśseren
		}
		unique = {
			Oslo Bergen Trondheim Stavanger Akershus Nidaros Narvik Norge Eidsvold Tordenskjold Harald Haarfagre
		}
	}
	heavy_cruiser = {
		prefix = HNoMS
		generic = {
			Tung KRyśseren
		}
		unique = {
			Norge Eidsvold Tordenskjold Harald Haarfagre Oslo Bergen Trondheim Stavanger Akershus Bergen Nidaros Narvik
		}
	}
	battle_cruiser = {
		prefix = HNoMS
		generic = {
			SlagkRyśser
		}
		unique = {
			Vestlandet Finnmark Norge Eidsvold Akershus Bergen Nidaros Narvik Tordenskjold Harald Haarfagre
		}
	}
	battleship = {
		prefix = HNoMS
		generic = {
			Slagskip
		}
		unique = {
			Vestlandet Finnmark Norge Eidsvold Tordenskjold Harald Haarfagre Akershus Bergen Nidaros Narvik
		}
	}
	carrier = {
		prefix = HNoMS
		generic = {
			Hangarskip
		}
		unique = {
			Eidsvold Olav den Hellige Haakon Haakonsson Sigurd Jorsalfar Uredd Ula Utsira Utstein Utvær Uthaug
		}
	}
}
### Entity: Character
Component: AUS_anton_kienbauer
Constructs: has_country_flag
Source: game
File: common/characters/AUS.txt

Code:
AUS_anton_kienbauer = {
	name = AUS_anton_kienbauer
	portraits = {
		army = {
			large = GFX_portrait_AUS_anton_kienbauer
			small = GFX_portrait_AUS_anton_kienbauer_small
		}
	}
	corps_commander = {
		traits = {

		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 0
		legacy_id = -1
		visible = {
			OR = {
				original_tag = AUS
				AND = {
					original_tag = GER
					has_country_flag = GER_got_austrian_generals
				}
			}
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_sugar_exports
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_sugar_exports
	icon = GFX_goal_generic_consumer_goods
	cost = 7.0
	prerequisite = {
		focus = PER_foreign_exchange_controls
	}
	x = 1
	y = 1
	ai_will_do = {
		factor = 20
	}
	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
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: EAI_DD_2/heavy_tank_flame_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_2/heavy_tank_flame_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_flame_chassis = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: PAR_cause_issues_for_BOL
Constructs: has_war, has_government, force_build_armies, declare_war
Source: game
File: common/ai_strategy/r56_PAR.txt

Code:
PAR_cause_issues_for_BOL = {
	allowed = {
		original_tag = PAR
	}
	enable = {
		PAR = {
			OR = {
				has_government = fascism communism
			}
			has_war = no
		}
		country_exists = BOL PAR
	}
	abort = {
		NOT = {
			country_exists = CHL
		} {
			country_exists = BOL
		}
	}
	ai_strategy = {
		type = force_build_armies
		value = 10
	} {
		type = antagonize
		id = BOL
		value = 125
	} {
		type = declare_war
		id = BOL
		value = 15
	} {
		type = conquer
		id = BOL
		value = 15
	}
}
### Entity: Event
Component: EYE_swiss.15
Constructs: is_triggered_only, ai_chance, limit, has_government, add_opinion_modifier, add_political_power, give_guarantee
Source: game
File: events/SWI_events.txt

Code:
country_event = {
	id = EYE_swiss.15
	title = EYE_swiss.15.t
	desc = EYE_swiss.15.desc
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = EYE_swiss.15.a
		ai_chance = {
			base = 1
		}
		effect_tooltip = {
			give_guarantee = SWI
		}
		SWI = {
			country_event = EYE_swiss.16
		}
	} {
		name = EYE_swiss.15.b
		ai_chance = {
			base = 0
		}
		if = {
			limit = {
				has_government = democratic
			}
			add_political_power = -30
		}
		effect_tooltip = {
			SWI = {
				add_opinion_modifier = {
					target = ROOT
					modifier = SWI_refused_guarantee
				}
			}
		}
		SWI = {
			country_event = EYE_swiss.17
		}
	}
}
### Entity: AI Strategy
Component: ITA_attack_south
Constructs: has_war_with, has_active_mission
Source: game
File: common/ai_strategy/ITA.txt

Code:
ITA_attack_south = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		has_war_with = ETH
		has_active_mission = ITA_conquer_the_south_mission
		ITA_is_communist_ai = no
		ITA_is_socialist_ai = no
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_control
		state = 837
		ratio = 0.2
		priority = 100
		ordertype = front
		execution_type = rush
		execute_order = yes
	}
}
### Entity: Event
Component: AUS_political_events.106
Constructs: is_triggered_only, ai_chance, limit, has_country_flag, add_opinion_modifier, add_state_claim, create_wargoal, take_state_focus
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.106
	title = AUS_political_events.106.t
	desc = AUS_political_events.106.desc
	picture = GFX_report_event_fascist_gathering
	is_triggered_only = yes
	option = {
		name = AUS_political_events.106.a
		ai_chance = {
			base = 10
		}
		effect_tooltip = {
			GER = {
				add_state_claim = 4 152 153 848 975 976
				create_wargoal = {
					type = take_state_focus
					target = AUS
					generator = {
						4 152 153 848 975 976
					}
				}
			}
			news_event = {
				id = AUS_news_events.1
				days = 3
			}
			AUS = {
				clr_country_flag = AUS_antischluss_active_flag
				IF = {
					limit = {
						NOT = {
							has_country_flag = AUS_seyss_inquart_can_be_fired_flag
						}
					}
					set_can_be_fired_in_advisor_role = {
						character = AUS_arthur_seyss-inquart
						value = yes
					}
					set_country_flag = AUS_seyss_inquart_can_be_fired_flag
				}
			}
		}
		GER = {
			add_opinion_modifier = {
				target = ROOT
				modifier = GER_anschluss_rejected
			}
			country_event = {
				days = 1
				id = germany.29
			}
			if = {
				limit = {
					is_in_faction_with = AUS
				}
				remove_from_faction = AUS
			}
		}
	}
}
### Entity: Character
Component: ALG_acr
Source: game
File: common/characters/ALG.txt

Code:
ALG_acr = {
	advisor = {
		slot = air_chief
		idea_token = ALG_acr
		allowed = {
			original_tag = ALG
		}
		traits = {
			air_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_arab_3
		}
	}
}