Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: GEO_PAR_01
Source: game
File: common/units/names_divisions/GEO_names_divisions.txt

Code:
GEO_PAR_01 = {
	name = Paratrooper Divisions
	for_countries = {
		GEO
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = %dya Gruziyanska Vozdushno-Desantnaya Div.
	ordered = {
		1 = {
			%dya Gruziyanska Vozdushno-Desantnaya Div.
		}
		2 = {
			%dya Gruziyanska Vozdushno-Desantnaya Div.
		}
		3 = {
			%dya Gruziyanska Vozdushno-Desantnaya Div.
		}
		4 = {
			%dya Gruziyanska Vozdushno-Desantnaya Div.
		}
		5 = {
			%dya Gruziyanska Vozdushno-Desantnaya Div.
		}
		6 = {
			%dya Gruziyanska Vozdushno-Desantnaya Div.
		}
		7 = {
			%dya Gruziyanska Vozdushno-Desantnaya Div.
		}
		8 = {
			%dya Gruziyanska Vozdushno-Desantnaya Div.
		}
		9 = {
			%dya Gruziyanska Vozdushno-Desantnaya Div.
		}
		10 = {
			%dya Gruziyanska Vozdushno-Desantnaya Div.
		}
	}
}
### Entity: Scripted Trigger
Component: DEN_potential_trading_partners
Constructs: has_country_flag
Source: game
File: common/scripted_triggers/DEN_scripted_triggers.txt

Code:
DEN_potential_trading_partners = {
	OR = {
		original_tag = ENG GER
	}
	has_country_flag = DEN_danish_trading_partner_flag
}
### Entity: Music Config
Component: base_music/comintern_peace_2
Constructs: has_government, has_war
Source: game
File: music/_songs.txt

Code:
music = {
	song = comintern_peace_2
	chance = {
		modifier = {
			factor = 2
			has_war = no
			has_government = communism
		}
	}
}
### Entity: Faction
Component: faction_template_middle_east_dominance
Constructs: is_on_continent, change_leader_rule_manpower
Source: game
File: common/factions/templates/generic_factions.txt

Code:
faction_template_middle_east_dominance = {
	name = middle_east_dominance_faction
	manifest = faction_manifest_middle_east_dominance
	can_leader_join_other_factions = yes
	icon = GFX_faction_logo_generic_15
	visible = {
		capital_scope = {
			is_on_continent = middle_east
		}
	}
	goals = {
		faction_goal_control_persian_oil faction_goal_defeating_our_enemies
	}
	default_rules = {
		joining_rule_same_continent_only faction_peace_rule_puppeting_focus generate_wargoal_threat_reduction_20 change_leader_rule_manpower
	}
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_doctrine_effort
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_doctrine_effort
	icon = GFX_goal_generic_army_doctrines
	prerequisite = {
		focus = ALG_APNAF
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	x = 36
	y = 2
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		army_experience = 10
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = land_doctrine
		}
	}
}
### Entity: Scripted Effect
Component: EAI_RESOURCE_calculate_fuel_need
Constructs: set_temp_variable, add_to_temp_variable, set_variable, add_to_variable
Source: game
File: common/scripted_effects/EAI_PRODUCTION_resource_effects.txt

Code:
EAI_RESOURCE_calculate_fuel_need = {
	set_temp_variable = {
		air_force_size = num_deployed_planes
	} {
		armor_size = 0
	} {
		armor_size = num_battalions_with_type@medium_armor
	} {
		navy_size = num_ships
	}
	multiply_temp_variable = {
		air_force_size = 1.8
	} {
		armor_size = 50
	} {
		navy_size = 60
	}
	add_to_temp_variable = {
		armor_size = num_battalions_with_type@medium_sp_anti_air_brigade
	} {
		armor_size = num_battalions_with_type@medium_sp_artillery_brigade
	} {
		armor_size = num_battalions_with_type@medium_tank_destroyer_brigade
	} {
		armor_size = num_battalions_with_type@heavy_armor
	} {
		armor_size = num_battalions_with_type@heavy_sp_anti_air_brigade
	} {
		armor_size = num_battalions_with_type@heavy_sp_artillery_brigade
	} {
		armor_size = num_battalions_with_type@heavy_tank_destroyer_brigade
	} {
		armor_size = num_battalions_with_type@modern_armor
	} {
		armor_size = num_battalions_with_type@modern_sp_anti_air_brigade
	} {
		armor_size = num_battalions_with_type@modern_sp_artillery_brigade
	} {
		armor_size = num_battalions_with_type@modern_tank_destroyer_brigade
	} {
		armor_size = num_battalions_with_type@light_armor
	} {
		armor_size = num_battalions_with_type@light_sp_anti_air_brigade
	} {
		armor_size = num_battalions_with_type@light_sp_artillery_brigade
	} {
		armor_size = num_battalions_with_type@light_tank_destroyer_brigade
	}
	set_variable = {
		EAI_max_fuel_consumption_estimate = air_force_size
	}
	add_to_variable = {
		EAI_max_fuel_consumption_estimate = armor_size
	} {
		EAI_max_fuel_consumption_estimate = navy_size
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_COMBINED_operations_region_75
Constructs: check_variable, is_in_array
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_COMBINED_operations_region_75 = {
	enable = {
		check_variable = {
			EAI_MILITARY_COMBINED_regions^num = > 0
		}
		is_in_array = {
			EAI_MILITARY_COMBINED_regions = 75
		}
	}
	abort_when_not_enabled = yes yes
	ai_strategy = {
		type = strike_force_home_base
		id = 75
		value = 10000
	} {
		type = naval_avoid_region
		id = 75
		value = -200
	} {
		type = strategic_air_importance
		id = 75
		value = 25000
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_departamento_de_la_juventad_nacista
Constructs: prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_departamento_de_la_juventad_nacista
	icon = GFX_focus_generic_manpower
	relative_position_id = CHL_syndicalize_the_production_sector
	x = -1
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_syndicalize_the_production_sector
	}
	mutually_exclusive = {
		focus = CHL_departemento_de_las_tropas_nacistas_de_asalto
	}
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	available = {
		has_government = fascism
	}
	completion_reward = {
		add_ideas = CHL_fascist_youth_department
	}
}
### Entity: Idea
Component: NZL_nz_railways
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/new_zealand.txt

Code:
NZL_nz_railways = {
	allowed = {
		original_TAG = NZL
		has_dlc = Together for Victory
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		fast_tank_manufacturer
	}
	modifier = {

	}
}
### Entity: AI Strategy
Component: EAI_allies_avoid_mediterranean
Constructs: has_war_with, check_variable, is_in_array
Source: game
File: common/ai_strategy/ENG_EAI.txt

Code:
EAI_allies_avoid_mediterranean = {
	enable = {
		has_war_with = ITA
		ENG = {
			EAI_PREV_on_same_side_with_THIS = yes
		}
		alliance_naval_strength_ratio = < 2.5
		NOT = {
			check_variable = {
				ROOT.ai_strategy_invade@ITA = > 500
			}
			any_state = {
				region = 23
				CONTROLLER = {
					ROOT = {
						EAI_PREV_on_same_side_with_THIS = yes
					}
				}
			}
		} {
			is_in_array = {
				EAI_MILITARY_INVASION_air_regions = 29
			}
		} {
			450 = {
				CONTROLLER = {
					ENG = {
						EAI_PREV_on_same_side_with_THIS = yes
					}
				}
			}
		} {
			448 = {
				CONTROLLER = {
					ENG = {
						EAI_PREV_on_same_side_with_THIS = yes
					}
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = naval_avoid_region
		id = 68
		value = 50
	} {
		type = naval_avoid_region
		id = 169
		value = 5000
	} {
		type = naval_avoid_region
		id = 29
		value = 50
	} {
		type = naval_avoid_region
		id = 168
		value = 5000
	} {
		type = naval_avoid_region
		id = 69
		value = 50
	} {
		type = naval_avoid_region
		id = 30
		value = 50
	} {
		type = naval_avoid_region
		id = 202
		value = 5000
	} {
		type = strategic_air_importance
		id = 29
		value = 25000
	} {
		type = strike_force_home_base
		id = 69
		value = -10000
	}
}
### Entity: Trigger Reference
Construct: frontage_full
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## frontage_full

* Supported Scopes: COMBATANT
* Supported Targets: none

```
check if sides front is full or can get more reinforcements
```
### Entity: Idea
Component: TUR_disorganised_armed_forces_12
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_disorganised_armed_forces_12 = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = tur_disorganised_armed_forces
	removal_cost = -1
	modifier = {
		war_support_factor = -0.15
		army_speed_factor = -0.1
		air_accidents_factor = 0.15
	}
}
### Entity: Idea
Component: TUR_kemalist_army_officers_limited_power_disloyal
Constructs: stability_factor, removal_cost, planning_speed
Source: game
File: common/ideas/turkey.txt

Code:
TUR_kemalist_army_officers_limited_power_disloyal = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = no
	}
	picture = tur_kemalist_army_officers_limited_power_disloyal
	removal_cost = -1
	modifier = {
		stability_factor = -0.07
		max_planning = -0.05
		planning_speed = -0.05
		experience_gain_army_factor = -0.1
	}
}
### Entity: Modding Documentation
Construct: ai_strategy_protect
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### ai_strategy_protect
* description: ai strategy value protect against country. Example: GER.ai_strategy_protect@ENG
### Entity: State History
Component: 483
Constructs: add_core_of
Source: game
File: history/states/483-Sonora.txt

Code:
state = {
	id = 483
	name = STATE_483
	manpower = 303987
	state_category = rural
	history = {
		owner = MEX
		buildings = {
			infrastructure = 2
			4908 = {
				naval_base = 3
			}
		}
		add_core_of = MEX
		victory_points = {
			10765 5
		}
	}
	provinces = {
		2069 4908 4977 5071 8012 8033 10765 10848 12833 13214
	}
	local_supplies = 0.0
}
### Entity: AI Strategy
Component: GER_save_pp_fin
Constructs: has_war_with, has_opinion
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_save_pp_fin = {
	allowed = {
		original_tag = GER
	}
	enable = {
		country_exists = FIN
		OR = {
			has_war_with = SOV USA
			has_opinion = {
				target = FIN
				value = > 70
			}
		}
	}
	abort = {
		NOT = {
			country_exists = FIN
			has_war_with = SOV USA
		}
		has_opinion = {
			target = FIN
			value = < 20
		}
	}
	ai_strategy = {
		type = befriend
		id = FIN
		value = -200
	}
}
### Entity: Idea
Component: CZE_czech_socialism
Constructs: removal_cost, compliance_gain
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_czech_socialism = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_intel_bonus
	modifier = {
		compliance_gain = 0.05
		resistance_activity = -0.05
		monthly_population = 0.1
		foreign_subversive_activites = -0.75
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3ANATO_light_tank.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
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects | Hide file links

The following pages link to File:NATO light tank.png:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Land units (file link) ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:NATO_light_tank.png"
### Entity: National Focus
Tree: ven_focus
Component: VEN_explosive_factories
Constructs: prerequisite, completion_reward, 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_explosive_factories
	icon = GFX_goal_proving_grounds
	x = 1
	y = 1
	relative_position_id = VEN_adopt_rearmament_policies
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	prerequisite = {
		focus = VEN_adopt_rearmament_policies
	}
	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: Event
Component: tfv_canada.3
Constructs: is_triggered_only
Source: game
File: events/TFV_Canada.txt

Code:
country_event = {
	id = tfv_canada.3
	title = tfv_canada.3.t
	desc = tfv_canada.3.d
	picture = GFX_report_event_king_speech
	is_triggered_only = yes
	option = {
		name = tfv_canada.3.a
	}
}
### Entity: AI Strategy
Component: SAF_r56_you_need_to_stop_being_lazy_when_the_fight_is_in_africa
Constructs: has_war, has_government, has_war_with, has_capitulated, is_in_faction_with, is_neighbor_of, is_subject_of, force_defend_ally_borders
Source: game
File: common/ai_strategy/r56_SAF.txt

Code:
SAF_r56_you_need_to_stop_being_lazy_when_the_fight_is_in_africa = {
	allowed = {
		original_tag = SAF
	}
	enable = {
		ROOT = {
			has_war = yes
			surrender_progress = < 0.01
			has_capitulated = no
			has_war_with = ITA
			NOT = {
				has_government = fascism
			} {
				is_in_faction_with = ITA
			}
			is_in_faction_with = EGY ENG
		}
		EGY = {
			has_war_with = ITA
			is_neighbor_of = ITA
		}
	}
	abort = {
		EGY = {
			OR = {
				has_capitulated = yes
				exists = no
				NOT = {
					OR = {
						is_subject_of = ENG
						is_in_faction_with = ENG
					}
				}
			}
		}
	}
	ai_strategy = {
		type = protect
		id = EGY
		value = 275
	} {
		type = force_defend_ally_borders
		id = EGY
		value = 300
	} {
		type = area_priority
		id = east_africa
		value = 300
	} {
		type = area_priority
		id = middle_africa
		value = 250
	} {
		type = area_priority
		id = suez
		value = 225
	} {
		type = area_priority
		id = west_africa
		value = 200
	} {
		type = area_priority
		id = horn_of_africa
		value = 175
	} {
		type = area_priority
		id = middle_east
		value = 25
	} {
		type = area_priority
		id = pacific
		value = -200
	} {
		type = area_priority
		id = oceania
		value = -225
	} {
		type = area_priority
		id = europe
		value = -250
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_pursue_international_trade
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_pursue_international_trade
	icon = GFX_goal_generic_positive_trade_relations
	x = 3
	y = 1
	relative_position_id = JAP_launch_the_income_doubling_plan
	prerequisite = {
		focus = JAP_launch_the_income_doubling_plan
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

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

	}
	completion_reward = {
		JAP_add_or_modify_civilian_cabinet = yes
		add_to_variable = {
			JAP_civilian_cabinet_resource_trade_cost_bonus_per_factory = 1
			tooltip = resource_trade_cost_bonus_per_factory_tt
		}
	}
}
### Entity: Decision
Component: CHI_united_front
Constructs: has_dlc, has_faction_template, is_faction_leader
Source: game
File: common/decisions/categories/CHI_decision_categories.txt

Code:
CHI_united_front = {
	icon = generic_independence
	allowed = {
		has_dlc = No Compromise, No Surrender
		TAG = CHI
	}
	available = {
		has_faction_template = faction_template_chinese_united_front
	}
	visible = {
		is_faction_leader = yes
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_larrikinism
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_larrikinism
	icon = GFX_focus_AST_larrikinism
	prerequisite = {
		focus = AST_anzac_spirit
	}
	relative_position_id = AST_anzac_spirit
	x = -1
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = AST_australian_military_forces_spirit_tt
		add_to_variable = {
			AST_australian_military_forces_spirit_army_org = 3
			tooltip = army_org_tt
		}
	}
	search_filters = {

	}
}
### Entity: Event
Component: BBA_italy_anti_colonialism_events.04
Constructs: is_triggered_only, add_political_power
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_anti_colonialism_events.04
	title = BBA_italy_anti_colonialism_events.04.t
	desc = BBA_italy_anti_colonialism_events.04.desc
	picture = GFX_report_event_soldiers_marching
	is_triggered_only = yes
	option = {
		name = BBA_italy_anti_colonialism_events.04.a
		add_political_power = 25
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_a_serious_defense_budget
Constructs: prerequisite, has_war, limit, has_government, add_war_support, completion_reward, has_civil_war, has_war_support
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_a_serious_defense_budget
	icon = GFX_goal_generic_army_artillery
	prerequisite = {
		focus = NOR_fund_the_rearmament
	}
	x = 3
	y = 3
	relative_position_id = NOR_army
	ai_will_do = {
		factor = 60
		modifier = {
			OR = {
				has_war = yes
				has_civil_war = yes
			}
			factor = 2
		}
	}
	cost = 3
	available = {
		OR = {
			threat = > 0.4
			has_war_support = > 0.4
			has_war = yes
			has_government = fascism communism
			has_idea = NOR_atlantic_defense_policy NOR_nordic_defense_policy
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = yes
	completion_reward = {
		swap_ideas = {
			remove_idea = NOR_meager_defense_budget
			add_idea = NOR_new_defense_budget
		}
		add_timed_idea = {
			idea = NOR_large_state_investments
			days = 90
		}
		if = {
			limit = {
				OR = {
					tag = NOR
					has_civil_war = no
				}
			}
			custom_effect_tooltip = NOR_new_commanders_enabled_tt
			add_corps_commander_role = {
				character = NOR_wilhelm_von_tangen_hansteen
				traits = {
					career_officer infantry_officer
				}
				skill = 3
				attack_skill = 2
				defense_skill = 2
				planning_skill = 3
				logistics_skill = 3
				legacy_id = -1
			} {
				character = NOR_erling_munthe-dahl
				traits = {
					engineer_officer trait_engineer
				}
				skill = 2
				attack_skill = 1
				defense_skill = 2
				planning_skill = 2
				logistics_skill = 2
				legacy_id = -1
			}
		}
		add_war_support = 0.03
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_COMBINED_operations_region_187
Constructs: check_variable, is_in_array
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_COMBINED_operations_region_187 = {
	enable = {
		check_variable = {
			EAI_MILITARY_COMBINED_regions^num = > 0
		}
		is_in_array = {
			EAI_MILITARY_COMBINED_regions = 187
		}
	}
	abort_when_not_enabled = yes yes
	ai_strategy = {
		type = strike_force_home_base
		id = 187
		value = 10000
	} {
		type = naval_avoid_region
		id = 187
		value = -200
	} {
		type = strategic_air_importance
		id = 187
		value = 25000
	}
}
### Entity: Scripted Trigger
Component: ITA_has_rejected_monarchy
Constructs: has_completed_focus, has_government
Source: game
File: common/scripted_triggers/ITA_scripted_triggers.txt

Code:
ITA_has_rejected_monarchy = {
	OR = {
		has_government = communism
		AND = {
			has_government = democratic
			has_completed_focus = ITA_the_italian_republic
		}
		has_completed_focus = ITA_capo_supremo
		tag = RSI
	}
}
### Entity: Event
Component: luxembourg.202
Constructs: is_triggered_only, add_ideas, add_stability, set_country_flag, add_popularity, clr_country_flag
Source: game
File: events/r56_luxembourg.txt

Code:
country_event = {
	id = luxembourg.202
	title = luxembourg.202.t
	desc = luxembourg.202.d
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	option = {
		name = luxembourg.202.a
		set_country_flag = LUX_maulkuerfgesetz_passed
		custom_effect_tooltip = LUX_maulkuerfgesetz_passed_tt r56_newline
		activate_decision = ban_communist_party
		add_popularity = {
			ideology = fascism
			popularity = 0.02
		}
		add_stability = -0.03
		clr_country_flag = LUX_chamberofdeputies_KPL_button_pressed
	} {
		name = luxembourg.202.b
		custom_effect_tooltip = LUX_maulkuerfgesetz_didnt_pass_tt r56_newline
		add_ideas = r56_LUX_polarized_society
		add_stability = 0.02
	}
}
### Entity: Event
Component: vietnam.12
Constructs: is_triggered_only, set_country_flag, set_politics, add_popularity
Source: game
File: events/Vietnam.txt

Code:
country_event = {
	id = vietnam.12
	title = vietnam.12.t
	desc = vietnam.12.d
	picture = GFX_report_event_vietnam_cuong_de
	is_triggered_only = yes
	option = {
		name = vietnam.12.a
		set_country_flag = cuong_de_victorious_flag
		set_politics = {
			ruling_party = fascism
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.5
		}
	}
}
### Entity: Scripted Effect
Component: EAI_FOCUS_UPDATE/LAND/armor_width
Constructs: limit, has_country_flag, check_variable, set_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_update.txt

Code:
EAI_FOCUS_UPDATE/LAND/armor_width = {
	if = {
		limit = {
			NOT = {
				has_country_flag = EAI_FOCUS/LAND/armor_width_OVERRIDE
			}
		}
		if = {
			limit = {
				NOT = {
					check_variable = {
						EAI_FOCUS/LAND/armor_width = global.EAI_40W_ARM_WIDTH
					}
				}
				always = no
			}
			if = {
				limit = {
					has_country_flag = EAI_FOCUS_UPDATE_update_logging
				}
				log = [GetDate] | AI | [Root.GetName] | FOCUS UPDATE: EAI_FOCUS/LAND/armor_width = FROM: [?EAI_FOCUS/LAND/armor_width] TO global.EAI_40W_ARM_WIDTH
			}
			set_variable = {
				EAI_FOCUS/LAND/armor_width = global.EAI_40W_ARM_WIDTH
			}
		} {
			limit = {
				NOT = {
					check_variable = {
						EAI_FOCUS/LAND/armor_width = global.EAI_26W_ARM_WIDTH
					}
				}
				always = no
			}
			if = {
				limit = {
					has_country_flag = EAI_FOCUS_UPDATE_update_logging
				}
				log = [GetDate] | AI | [Root.GetName] | FOCUS UPDATE: EAI_FOCUS/LAND/armor_width = FROM: [?EAI_FOCUS/LAND/armor_width] TO global.EAI_26W_ARM_WIDTH
			}
			set_variable = {
				EAI_FOCUS/LAND/armor_width = global.EAI_26W_ARM_WIDTH
			}
		} {
			limit = {
				NOT = {
					check_variable = {
						EAI_FOCUS/LAND/armor_width = global.EAI_20W_ARM_WIDTH
					}
				}
				always = no
			}
			if = {
				limit = {
					has_country_flag = EAI_FOCUS_UPDATE_update_logging
				}
				log = [GetDate] | AI | [Root.GetName] | FOCUS UPDATE: EAI_FOCUS/LAND/armor_width = FROM: [?EAI_FOCUS/LAND/armor_width] TO global.EAI_20W_ARM_WIDTH
			}
			set_variable = {
				EAI_FOCUS/LAND/armor_width = global.EAI_20W_ARM_WIDTH
			}
		}
	}
}
### Entity: Character
Component: YUG_danilo_kalafatovic
Source: game
File: common/characters/YUG.txt

Code:
YUG_danilo_kalafatovic = {
	name = YUG_danilo_kalafatovic
	portraits = {
		army = {
			large = GFX_Portrait_yugoslavia_danilo_kalafatovic
			small = GFX_portrait_YUG_danilo_kalafatovic_small
		}
	}
	field_marshal = {
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 1
		legacy_id = -1
	}
	advisor = {
		slot = high_command
		idea_token = YUG_danilo_kalafatovic
		ledger = army
		allowed = {
			original_tag = YUG
		}
		traits = {
			army_regrouping_3
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}