Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: EQG_pot
Source: game
File: common/characters/EQG.txt

Code:
EQG_pot = {
	advisor = {
		slot = political_advisor
		idea_token = EQG_pot
		allowed = {
			original_tag = EQG
		}
		traits = {
			prince_of_terror
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_2
		}
	}
}
### Entity: Idea
Component: quick_improvisation_spirit
Constructs: has_doctrine, planning_speed, has_dlc, is_historical_focus_on
Source: game
File: common/ideas/army_spirits.txt

Code:
quick_improvisation_spirit = {
	ledger = army
	available = {
		has_doctrine = new_mobile_warfare
	}
	modifier = {
		command_abilities_cost_factor = -0.2
		command_power_gain = 0.2
		planning_speed = 0.2
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		} {
			factor = 2.0
			is_historical_focus_on = yes
			original_tag = GER
		} {
			factor = 2.0
			OR = {
				has_doctrine = mission_type_tactics rapid_domination mobile_defense
			}
		}
	}
}
### Entity: Modifier Reference
Component: PRC_pla_air_force
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
PRC_pla_air_force = {
	icon = GFX_idea_PRC_pla_air_force
	enable = {
		always = yes
	}
	air_ace_generation_chance_factor = PRC_pla_air_force_air_ace_generation_chance_factor
	air_intercept_efficiency = PRC_pla_air_force_air_intercept_efficiency
	air_cas_efficiency = PRC_pla_air_force_air_cas_efficiency
	air_strategic_bomber_bombing_factor = PRC_pla_air_force_air_strategic_bomber_bombing_factor
	air_cas_present_factor = PRC_pla_air_force_air_cas_present_factor
	air_agility_factor = PRC_pla_air_force_air_agility_factor
}
### Entity: Event
Component: luxembourg.225
Constructs: is_triggered_only, has_government, is_major, is_neighbor_of, has_opinion
Source: game
File: events/r56_luxembourg.txt

Code:
news_event = {
	id = luxembourg.225
	title = luxembourg.225.t
	desc = luxembourg.225.d
	picture = GFX_news_event_009
	is_triggered_only = yes
	fire_for_sender = no
	major = yes
	show_major = {
		OR = {
			is_neighbor_of = LUX
			is_major = yes
			original_tag = FRA BEL HOL ENG
		}
	}
	option = {
		name = luxembourg.225.a
		trigger = {
			OR = {
				has_government = democratic
				has_opinion = {
					target = LUX
					value = > 0
				}
			}
		}
	} {
		name = luxembourg.225.b
		trigger = {
			OR = {
				has_opinion = {
					target = LUX
					value = < 0
				}
			}
		}
	}
}
### Entity: Shared Focus
Component: BALTIC_school_of_aviation
Constructs: shared_focus, prerequisite, limit, completion_reward, cancel_if_invalid, random_owned_controlled_state, add_building_construction, set_country_flag
Source: game
File: common/national_focus/baltic_shared.txt

Code:
shared_focus = {
	id = BALTIC_school_of_aviation
	icon = GFX_goal_generic_air_fighter2
	prerequisite = {
		focus = BALTIC_modernize_industry
	}
	x = 1
	y = 1
	relative_position_id = BALTIC_modernize_industry
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		air_experience = 25
		if = {
			limit = {
				capital_scope = {
					NOT = {
						free_building_slots = {
							building = air_base
							size = > 1
						}
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = air_base
						size = > 1
					}
				}
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
				ROOT = {
					set_country_flag = aviation_effort_AB
				}
			}
		} {
			limit = {
				capital_scope = {
					free_building_slots = {
						building = air_base
						size = > 1
					}
				}
			}
			capital_scope = {
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
				ROOT = {
					set_country_flag = aviation_effort_AB
				}
			}
		}
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
		add_tech_bonus = {
			name = BALTIC_school_of_aviation_tech_bonus
			bonus = 0.5
			uses = 2
			category = air_equipment
		}
	}
}
### Entity: Idea
Component: EAI_DD_14/heavy_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_14/heavy_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_destroyer_chassis = {
			build_cost_ic = -0.35
			instant = yes
		}
	}
}
### Entity: Event
Component: JUNO_brazil_events.18
Constructs: is_triggered_only, ai_chance, limit, has_war_with, is_major, every_other_country, declare_war_on, is_in_faction
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.18
	title = JUNO_brazil_events.18.t
	desc = JUNO_brazil_events.18.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.18.a
		ai_chance = {
			base = 10
		}
		every_other_country = {
			limit = {
				has_war_with = USA
				is_major = yes
			}
			ROOT = {
				declare_war_on = {
					target = PREV
					type = topple_government
				}
			}
		}
		USA = {
			IF = {
				limit = {
					is_in_faction = yes
				}
				add_to_faction = BRA
			}
		}
	} {
		name = JUNO_brazil_events.18.b
		ai_chance = {
			base = 0
		}
		USA = {
			country_event = {
				id = JUNO_brazil_events.19
				hours = 1
			}
		}
		custom_effect_tooltip = BRA_war_embargo_with_usa_tt
	}
}
### Entity: Event
Component: venezuela.17
Constructs: is_triggered_only, ai_chance, has_government, has_army_manpower, is_in_faction_with, is_faction_leader
Source: game
File: events/venezuela.txt

Code:
country_event = {
	id = venezuela.17
	title = venezuela.17.t
	desc = venezuela.17.d
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = venezuela.17.a
		ai_chance = {
			base = 10
			modifier = {
				add = 10
				has_government = fascism
				VEN = {
					has_government = fascism
				}
			} {
				add = 5
				has_government = neutrality
				VEN = {
					has_government = neutrality
				}
			} {
				add = 5
				has_government = democratic
				VEN = {
					has_government = democratic
				}
			}
		}
		VEN = {
			country_event = {
				hours = 8
				id = venezuela.18
			}
		}
	} {
		name = venezuela.17.b
		ai_chance = {
			base = 10
			modifier = {
				add = 5
				has_army_manpower = {
					size = > 179999
				}
			} {
				add = 10
				has_army_manpower = {
					size = > 269999
				}
			} {
				add = -50
				is_in_faction_with = VEN
				COL = {
					is_faction_leader = yes
				}
			}
		}
		VEN = {
			country_event = {
				hours = 12
				id = venezuela.19
			}
		}
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_offensive_bombing_strategy
Constructs: prerequisite, completion_reward, has_doctrine, add_tech_bonus
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_offensive_bombing_strategy
	icon = GFX_goal_generic_occupy_start_war
	prerequisite = {
		focus = RUT_long_range_fighter_focus
	}
	mutually_exclusive = {
		focus = RUT_low_altitude_flights RUT_compromised_approach
	}
	relative_position_id = RUT_long_range_fighter_focus
	x = 1
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {
		has_doctrine = new_strategic_destruction
	}
	completion_reward = {
		air_experience = 25
		add_tech_bonus = {
			name = air_doc_bonus
			bonus = 1
			uses = 1
			category = strategic_destruction_tree
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: AI Strategy
Component: ROM_we_do_not_fight_the_greek
Constructs: is_historical_focus_on
Source: game
File: common/ai_strategy/r56_ROM.txt

Code:
ROM_we_do_not_fight_the_greek = {
	allowed = {
		original_tag = ROM
	}
	enable = {
		is_historical_focus_on = yes
		date = < 1944.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = dont_defend_ally_borders
		id = BUL
		value = 100
	} {
		type = front_unit_request
		tag = GRE
		value = -100
	}
}
### Entity: Idea
Component: ROM_acquire_licenses
Constructs: removal_cost
Source: game
File: common/ideas/romania.txt

Code:
ROM_acquire_licenses = {
	picture = generic_license_production
	removal_cost = -1
	allowed = {
		original_tag = ROM
	}
	allowed_civil_war = {

	}
	modifier = {
		license_air_purchase_cost = -0.5
		license_tech_difference_speed = 0.2
	}
}
### Entity: Name List
Component: SAX
Source: game
File: common/names/00_names.txt

Code:
SAX = {
	male = {
		names = {
			Maximilian Felix Erich Gerhard Gunther Otto Walter Wilhelm Heinz Hermann Heinrich Theodor Hans Anton Joachim Max Emil Peter Fritz Otto Adolf Tobias Staffan Marco Karl
		}
	}
	female = {
		names = {
			Jessica Emma Hanna Sofia Marie
		}
	}
	surnames = {
		Muller Schmidt Schneider Fischer Meyer Weber Schulz Wagner Hartmann Rall Barkhorn Becker Hoffmann Graf Erhler Hafner Lipfert Brendel Stotz Kirschner Lang Sturm Beisswenger Duttmann Wilbs Berglen Behrmann
	}
	callsigns = {
		Bubi Assi The Black Devil The Blond Knight Of Saxony Dolfo Fighter of Libau Petit Rouge Pritzl The Red Baron The Red Battle-flyer The Red Knight Reeste
	}
}
### Entity: Character
Component: IRQ_poet_of_freedom
Constructs: war_support_factor, fascism_drift, autonomy_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
IRQ_poet_of_freedom = {
	random = no
	sprite = 13
	fascism_drift = -0.02
	democratic_acceptance = 50
	war_support_factor = 0.1
	autonomy_gain = 1
}
### Entity: Idea
Component: MEX_oil_concessions
Constructs: removal_cost
Source: game
File: common/ideas/mexico_mtg_placeholder.txt

Code:
MEX_oil_concessions = {
	name = MEX_oil_concessions
	picture = generic_morale_bonus
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		custom_modifier_tooltip = MEX_oil_concessions_tt
	}
}
### Entity: Modding Documentation
Construct: num_fake_intel_divisions
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_fake_intel_divisions
* description: Will compare towards the amount of fake intel divisions a country has control over. .
* (Auto generated using the trigger with same name)
### Entity: National Focus
Tree: lat_focus
Component: LAT_what_is_capitalism
Constructs: prerequisite, limit, add_ideas, completion_reward, cancel_if_invalid, has_idea
Source: game
File: common/national_focus/latvia.txt

Code:
focus = {
	id = LAT_what_is_capitalism
	icon = GFX_focus_generic_concessions
	prerequisite = {
		focus = LAT_renew_kviesis_term
	} {
		focus = LAT_establish_chambers_of_professions
	}
	x = -1
	y = 1
	relative_position_id = LAT_establish_chambers_of_professions
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_idea = free_trade
				}
			}
			add_ideas = free_trade
		}
		add_ideas = LAT_state_capitalism_idea
	}
}
### Entity: Event
Component: AAT_nordic_cooperation.7
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, add_timed_idea
Source: game
File: events/AAT_nordic.txt

Code:
country_event = {
	id = AAT_nordic_cooperation.7
	title = AAT_nordic_cooperation.7.t
	desc = AAT_nordic_cooperation.7.desc
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = AAT_nordic_cooperation.7.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		add_timed_idea = {
			idea = NORDIC_economic_cooperation_ns
			days = 90
		}
		add_opinion_modifier = {
			target = FROM
			modifier = NORDIC_economic_cooperation
		}
		FROM = {
			add_timed_idea = {
				idea = NORDIC_economic_cooperation_ns
				days = 90
			}
			add_opinion_modifier = {
				target = PREV
				modifier = NORDIC_economic_cooperation
			}
		}
	} {
		name = AAT_nordic_cooperation.7.b
		ai_chance = {
			base = 10
		}
		trigger = {

		}
	}
}
### Entity: Scripted Effect
Component: indonesia_HOL_sign_accord_effect
Constructs: division_template, limit, add_manpower, is_in_faction, is_faction_leader, is_in_faction_with, add_to_faction, is_in_array
Source: game
File: common/scripted_effects/INS_scripted_effects.txt

Code:
indonesia_HOL_sign_accord_effect = {
	ENG = {
		add_manpower = -100000
		if = {
			limit = {
				is_in_faction = yes
				is_faction_leader = yes
				NOT = {
					is_in_faction_with = HOL
				}
			}
			add_to_faction = HOL
		}
		else_if = {
			limit = {
				is_in_faction_with = HOL
				is_in_array = {
					array = INS.INS_dutch_ally_tracker
					value = THIS
				}
			}
			INS_remove_hol_ally_strategy_effect = yes
		}
		random_unit_leader = {
			limit = {
				is_field_marshal = no
				skill = < 4
			}
			set_nationality = HOL
		}
	}
	HOL = {
		division_template = {
			name = British Division
			division_names_group = ENG_INF_01
			foreign_template_tag = ENG
			allow_new_equipment = yes
			allow_foreign_equipment = yes
			is_locked = yes
			support = {
				engineer = {
					x = 0
					y = 0
				}
				artillery = {
					x = 0
					y = 1
				}
			}
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				} {
					x = 2
					y = 0
				} {
					x = 2
					y = 1
				} {
					x = 2
					y = 2
				}
			}
		}
		if = {
			limit = {
				has_event_target = INS_dutch_indonesia
			}
			event_target:INS_dutch_indonesia = {
				random_owned_controlled_state = {
					limit = {
						impassable = no
					}
					prioritize = {
						1058
					}
					create_unit = {
						division = name = "British Division" division_template = "British Division" start_experience_factor = 0.3 start_equipment_factor = 1 start_manpower_factor = 1
						owner = HOL
						allow_spawning_on_enemy_provs = no
						count = 8
					}
				}
			}
		}
		else = {
			random_owned_controlled_state = {
				limit = {
					is_in_array = {
						array = INS.owned_states_at_game_start
						value = THIS
					}
				}
				create_unit = {
					division = name = "British Division" division_template = "British Division" start_experience_factor = 0.3 start_equipment_factor = 1 start_manpower_factor = 1
					owner = HOL
					allow_spawning_on_enemy_provs = no
					count = 8
				}
			}
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_end_european_communism
Constructs: prerequisite, limit, has_government, completion_reward, is_on_continent, every_other_country, is_in_faction_with, is_guaranteed_by
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_end_european_communism
	icon = GFX_focus_GER_end_european_communism
	prerequisite = {
		focus = GER_strike_eastward
	}
	x = 0
	y = 1
	relative_position_id = GER_strike_eastward
	cost = 10
	available = {
		any_country = {
			capital_scope = {
				is_on_continent = europe
			}
			has_government = communism
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		custom_effect_tooltip = GER_war_against_european_communism_tt
		every_other_country = {
			limit = {
				OR = {
					is_in_faction_with = ROOT
					is_guaranteed_by = ROOT
					has_non_aggression_pact_with = ROOT
				}
				has_government = communism
			}
			if = {
				limit = {
					ROOT = {
						is_faction_leader = yes
					}
				}
				ROOT = {
					remove_from_faction = PREV
				}
			} {
				limit = {
					ROOT = {
						has_guaranteed = PREV
					}
				}
				ROOT = {
					diplomatic_relation = {
						country = PREV
						relation = guarantee
						active = no
					}
				}
			} {
				limit = {
					has_non_aggression_pact_with = ROOT
				}
				ROOT = {
					diplomatic_relation = {
						country = PREV
						relation = non_aggression_pact
						active = no
					}
				}
			}
			else_if = {
				limit = {
					is_faction_leader = yes
				}
				ROOT = {
					leave_faction = yes
				}
			}
			ROOT = {
				create_wargoal = {
					type = puppet_wargoal_focus
					target = PREV
				}
			}
		} {
			limit = {
				capital_scope = {
					is_on_continent = europe
				}
				has_government = communism
				NOT = {
					is_in_faction_with = ROOT
				} {
					is_guaranteed_by = ROOT
				} {
					has_non_aggression_pact_with = ROOT
				}
			}
			ROOT = {
				create_wargoal = {
					type = puppet_wargoal_focus
					target = PREV
				}
			}
		}
	}
}
### Entity: Event
Component: GOE_RAJ_navy.6
Constructs: is_triggered_only
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_navy.6
	picture = GFX_report_event_generic_read_write
	title = GOE_RAJ_navy.6.t
	desc = GOE_RAJ_navy.6.desc
	is_triggered_only = yes
	option = {
		name = GOE_RAJ_navy.6.a
	}
}
### Entity: National Focus
Component: militarism
Constructs: prerequisite, limit, add_ideas, remove_ideas, completion_reward, has_idea, set_rule
Source: game
File: common/national_focus/generic.txt

Code:
focus = {
	id = militarism
	icon = GFX_goal_generic_political_pressure
	prerequisite = {
		focus = nationalism_focus
	}
	x = 0
	y = 1
	relative_position_id = nationalism_focus
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_idea = neutrality_idea
			}
			remove_ideas = neutrality_idea
		}
		add_ideas = militarism_focus
		army_experience = 20
		set_rule = {
			can_send_volunteers = yes
		}
	}
}
### Entity: National Focus
Tree: kal_focus
Component: KAL_buddhist_society
Constructs: prerequisite, add_ideas, add_stability, completion_reward
Source: game
File: common/national_focus/kalmykia.txt

Code:
focus = {
	id = KAL_buddhist_society
	prerequisite = {
		focus = KAL_reinstate_monasteries
	}
	relative_position_id = KAL_reinstate_monasteries
	icon = GFX_goal_monastries_in_uproar
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		add_stability = 0.05
		add_ideas = TIB_old_ways
	}
}
### Entity: Event
Component: egypt.44
Constructs: is_triggered_only, limit, has_country_flag, add_stability, fire_only_once, has_full_control_of_state
Source: game
File: events/egypt.txt

Code:
country_event = {
	id = egypt.44
	picture = GFX_report_event_EGY_nasser_speech
	title = egypt.44.t
	desc = egypt.44.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = egypt.44.a
		transfer_state = 911
		if = {
			limit = {
				995 = {
					OWNER = {
						has_full_control_of_state = 995
					}
				}
			}
			transfer_state = 995
		} {
			limit = {
				has_country_flag = EGY_recognise_the_suez_canal_company_flag
			}
			add_stability = -0.01
		}
	}
}
### Entity: Opinion Modifier
Component: opinion_modifiers
Source: game
File: common/opinion_modifiers/goe_opinion_modifiers.txt

Code:
opinion_modifiers = {
	RAJ_did_not_help_famine = {
		value = -60
	}
	modifier_RAJ_ENG_anti_communist = {
		value = -100
	}
	modifier_RAJ_PAK_anti_communist = {
		value = -100
	}
	RAJ_did_help_famine = {
		value = 35
		months = 60
	}
	RAJ_high_import_duties = {
		value = -35
	}
	IRQ_decoupled_from_the_pound = {
		value = -35
		months = 60
	}
	IRQ_nationalized_our_oil = {
		value = -60
		months = 60
	}
	IRQ_expanded_anglo_iraqi_oil_company = {
		value = 40
		months = 60
	}
	IRQ_anglo_iraqi_treaty_in_place_opm = {
		value = 30
		months = 48
	}
	IRQ_purchased_our_equipment = {
		value = 20
		months = 60
	}
	IRQ_embargoed_axis = {
		value = 30
		months = 24
	}
	IRQ_better_relations = {
		value = 30
		months = 48
	}
	KUR_wants_our_territory = {
		value = -50
		months = 48
	}
	SSB_saadabad_pact_member = {
		value = 50
	}
}
### Entity: Wiki Documentation
Construct: all
Source: wiki
File: wiki/Special%3ARecentChanges.html

Doc:
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
&#160;Invert selection &#160;Associated namespace |
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12 April 2016
&#160;&#160;&#160;&#160;&#160;07:40&#160; | (Block log) . . Abuse filter (Talk | contribs) blocked 5.158.236.101 (Talk) with an expiry time of 1 week (account creation disabled) ‎(Automatically blocked by abuse filter. Description of matched rule: Spam bot) |

11 April 2016
&#160;m&#160;&#160;&#160;09:04&#160; | Ideas‎ (diff | hist) . . (0)‎ . . Panzerzombie (Talk | contribs) (→‎Trade laws) |

10 April 2016
| &#160;m&#160;&#160;&#160;16:12&#160; | Experience‎‎ (2 changes | history) . . (+90)‎ . . [Denkt‎ (2×)] |
| &#160;m&#160;&#160;&#160; | 16:12 (cur | prev) . . (+36)‎ . . Denkt (Talk | contribs) |

| &#160;m&#160;&#160;&#160; | 15:54 (cur | prev) . . (+54)‎ . . Denkt (Talk | contribs) (Experience effect on combat effectivness) |

&#160;&#160;&#160;&#160;&#160;13:13&#160; | Bulgaria‎ (diff | hist) . . (-40)‎ . . 77.236.171.240 (Talk) |

| &#160;&#160;&#160;&#160;&#160;04:35&#160; | (Block log)‎ . . [Abuse filter‎ (2×)] |
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9 April 2016
&#160;m&#160;&#160;&#160;22:07&#160; | Air units‎ (diff | hist) . . (+1)‎ . . Panzerzombie (Talk | contribs) (→‎Heavy airframe) |

&#160;&#160;&#160;&#160;&#160;19:44&#160; | Commander‎ (diff | hist) . . (+18)‎ . . 140.254.169.40 (Talk) (Wordsmithing) |

8 April 2016
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&#160;m&#160;&#160;&#160;14:03&#160; | Hearts of Iron IV‎ (diff | hist) . . (+101)‎ . . BjornB (Talk | contribs) |

7 April 2016
&#160;&#160;&#160;&#16
# ... (truncated)
### Entity: AI Strategy
Component: r56_USA_help_chi_against_JAP
Constructs: has_war_with, has_capitulated
Source: game
File: common/ai_strategy/r56_CHI.txt

Code:
r56_USA_help_chi_against_JAP = {
	allowed = {
		original_tag = USA
	}
	enable = {
		ROOT = {
			exists = yes
		}
		has_war_with = JAP
		has_capitulated = no
		CHI = {
			has_war_with = JAP
			has_capitulated = no
		}
	}
	abort = {
		CHI = {
			OR = {
				has_capitulated = yes
				NOT = {
					has_war_with = JAP
				}
			}
		}
	}
	ai_strategy = {
		id = CHI
		type = support
		value = 250
	}
}
### Entity: Idea
Component: ITA_independence_war
Constructs: removal_cost
Source: game
File: common/ideas/italy.txt

Code:
ITA_independence_war = {
	removal_cost = -1
	picture = FRA_scw_intervention_republicans_focus
	allowed = {
		original_tag = ITA
	}
	targeted_modifier = {
		attack_bonus_against = 0.05
		breakthrough_bonus_against = 0.05
	}
}
### Entity: Character
Component: SWI_fascist_propagandist
Constructs: war_support_factor, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
SWI_fascist_propagandist = {
	random = no
	sprite = 13
	fascism_drift = 0.07
	war_support_factor = 0.15
}
### Entity: Character
Component: LIT_aleksandras_stulginskis
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/LIT.txt

Code:
LIT_aleksandras_stulginskis = {
	name = LIT_aleksandras_stulginskis
	portraits = {
		army = {
			small = GFX_idea_LIT_aleksandras_stulginskis
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = LIT_aleksandras_stulginskis
		allowed = {
			original_tag = LIT
			has_dlc = No Step Back
		}
		available = {
			has_completed_focus = LIT_secure_a_loyal_cabinet
		}
		traits = {
			agricultural_nationalist
		}
		ai_will_do = {
			factor = 10.0
		}
	}
}