Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: new_ger.3
Constructs: is_triggered_only, add_to_variable
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.3
	title = new_ger.3.t
	desc = new_ger.3.d
	picture = GFX_report_event_soviet_german_soldier_handshake
	is_triggered_only = yes
	option = {
		name = new_ger.3.a
		custom_effect_tooltip = GER_sov_intervention2_tt GER_mil_opinion_-0.5_tt
		add_to_variable = {
			GER_mil_inf = -0.5
		}
	}
}
### Entity: Idea
Component: idea_SIA_standing_our_ground_mission_temp_buff
Constructs: removal_cost, mobilization_speed
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_standing_our_ground_mission_temp_buff = {
	picture = generic_fortify_the_borders
	allowed_civil_war = {
		always = yes
	}
	allowed = {
		original_tag = SIA
	}
	removal_cost = -1
	modifier = {
		training_time_factor = -0.2
		mobilization_speed = 0.25
		army_core_defence_factor = 0.05
		resistance_target_on_our_occupied_states = 0.1
		mobilization_laws_cost_factor = -0.3
	}
}
### Entity: Idea
Component: SLV_ar
Source: game
File: common/ideas/slovenia.txt

Code:
SLV_ar = {
	ledger = army
	picture = generic_army_europe_5
	allowed = {
		original_tag = SLV
	}
	traits = {
		army_regrouping_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_production_effort_2
Constructs: prerequisite, has_war, limit, has_government, completion_reward, random_owned_controlled_state, is_core_of, is_in_home_area
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_production_effort_2
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = COG_production_effort
	}
	relative_position_id = COG_production_effort
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {
		OR = {
			threat = > 0.35
			has_war = yes
			has_government = communism fascism
		}
	}
	ai_will_do = {
		factor = 2
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = production_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = arms_factory
					size = < 1
					include_locked = yes
				}
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = arms_factory
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_promote_national_unity_r56
Constructs: prerequisite, add_ideas, completion_reward, add_political_power
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_promote_national_unity_r56
	prerequisite = {
		focus = SIA_respond_to_the_international_crisis_r56
	}
	mutually_exclusive = {
		focus = SIA_propagandize_our_rule_r56
	}
	icon = GFX_goal_generic_multinational_army
	cost = 5
	ai_will_do = {
		base = 1
	}
	x = 0
	y = 2
	relative_position_id = SIA_respond_to_the_international_crisis_r56
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 45
		add_ideas = SIA_government_of_national_unity_r56
	}
}
### Entity: Idea
Component: QUE_aggressive_protectionism
Constructs: production_speed_buildings_factor
Source: game
File: common/ideas/quebec.txt

Code:
QUE_aggressive_protectionism = {
	allowed_civil_war = {
		always = no
	}
	picture = man_five_year_plan_industry
	modifier = {
		production_speed_buildings_factor = 0.1
		industry_repair_factor = 0.1
		consumer_goods_factor = -0.15
	}
}
### Entity: Scripted Effect
Component: EAI_PRODUCTION_ASW_CL_navy_production_strategies
Constructs: limit, has_country_flag, set_country_flag, has_navy_size, clr_country_flag
Source: game
File: common/scripted_effects/EAI_PRODUCTION_strategy_effects.txt

Code:
EAI_PRODUCTION_ASW_CL_navy_production_strategies = {
	if = {
		limit = {
			NOT = {
				has_country_flag = EAI_ASW_CL_navy_production_1
			}
		}
		set_country_flag = EAI_ASW_CL_navy_production_1
	} {
		limit = {
			any_enemy_country = {
				has_navy_size = {
					size = > 40
					unit = submarine
				}
			}
		}
		if = {
			limit = {
				NOT = {
					has_country_flag = EAI_ASW_CL_navy_production_2
				}
			}
			set_country_flag = EAI_ASW_CL_navy_production_2
		}
	} {
		limit = {
			any_enemy_country = {
				has_navy_size = {
					size = > 60
					unit = submarine
				}
			}
		}
		if = {
			limit = {
				NOT = {
					has_country_flag = EAI_ASW_CL_navy_production_3
				}
			}
			set_country_flag = EAI_ASW_CL_navy_production_3
		}
	} {
		limit = {
			any_enemy_country = {
				has_navy_size = {
					size = > 80
					unit = submarine
				}
			}
		}
		if = {
			limit = {
				NOT = {
					has_country_flag = EAI_ASW_CL_navy_production_4
				}
			}
			set_country_flag = EAI_ASW_CL_navy_production_4
		}
	} {
		limit = {
			any_enemy_country = {
				has_navy_size = {
					size = > 100
					unit = submarine
				}
			}
		}
		if = {
			limit = {
				NOT = {
					has_country_flag = EAI_ASW_CL_navy_production_5
				}
			}
			set_country_flag = EAI_ASW_CL_navy_production_5
		}
	}
	else = {
		clr_country_flag = EAI_ASW_CL_navy_production_2
	} {
		clr_country_flag = EAI_ASW_CL_navy_production_3
	} {
		clr_country_flag = EAI_ASW_CL_navy_production_4
	} {
		clr_country_flag = EAI_ASW_CL_navy_production_5
	}
}
### Entity: Idea
Component: CZE_peace_on_our_time_from_guardian_of_central_europe_idea
Constructs: war_support_factor, removal_cost, guarantee_cost, coordination_bonus
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_peace_on_our_time_from_guardian_of_central_europe_idea = {
	name = CZE_peace_on_our_time
	picture = SPR_torchbearers_of_tomorrow
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {

	}
	removal_cost = -1
	modifier = {
		generate_wargoal_tension = -0.5
		request_lease_tension = -0.5
		guarantee_cost = -0.5
		justify_war_goal_time = -0.25
		faction_trade_opinion_factor = 0.25
		army_org_regain = 0.01
		coordination_bonus = 0.01
		cas_damage_reduction = 0.1
		war_support_factor = 0.1
		faction_influence_war_score_factor = 0.1
		land_bunker_effectiveness_factor = 0.1
		weekly_bombing_war_support = 0.001
	}
}
### Entity: National Focus
Component: ah_special_forces
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/austro_hungarian_releasable_shared.txt

Code:
focus = {
	id = ah_special_forces
	icon = GFX_goal_generic_special_forces
	prerequisite = {
		focus = ah_equipment_effort_3
	} {
		focus = ah_doctrine_effort_2
	} {
		focus = ah_armor_effort
	}
	x = 1
	y = 1
	relative_position_id = ah_equipment_effort_3
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = special_forces
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 1.0
			uses = 1
			technology = paratroopers paratroopers2 marines marines2 tech_mountaineers tech_mountaineers2
		}
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_alliance_with_the_industrialists
Constructs: prerequisite, add_ideas, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_alliance_with_the_industrialists
	icon = GFX_focus_GRE_Combat_depression
	prerequisite = {
		focus = LIE_full_german_military_integration LIE_eliminate_the_vestiges
	}
	x = 1
	y = 1
	relative_position_id = LIE_full_german_military_integration
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = r56_ROM_nationalized_industry_mil
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor generic_skip_one_line_tt
		show_ideas_tooltip = LIE_martin_hilti
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Scripted Localization
Component: defined_text
Constructs: check_variable
Source: game
File: common/scripted_localisation/IC_naval_invasion_scripted_loc.txt

Code:
defined_text = {
	name = IC_GetBorderControlCategory
	text = {
		trigger = {
			check_variable = {
				ROOT.IC_mode = 1
			}
		}
		localization_key = IC_category_state_text
	} {
		localization_key = IC_category_country_text
	}
}
### Entity: AI Strategy
Component: POR_communist_independent_plan
Constructs: has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/POR_alternate_strategy_plan.txt

Code:
POR_communist_independent_plan = {
	name = United European Socialist Republics
	desc = Communists will overturn the government and fight against the Spanish Nationalists during the Spanish Civil War, unifying the Iberian Peninsula as the United European Socialist Republics, the last European bastion against fascism.
	allowed = {
		original_tag = POR
	}
	enable = {
		OR = {
			has_country_flag = POR_AI_RANDOM_COMMUNIST_INDEPENDENT
			has_game_rule = {
				rule = POR_ai_behavior
				option = COMMUNIST_INDEPENDENT
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		POR_popular_front POR_continue_the_public_works POR_instituto_superior_tecnico POR_support_the_spanish_republic POR_nation_in_arms POR_nationalize_industry POR_industrial_modernization POR_army_reorganization POR_workers_of_iberia_unite POR_colonial_assimilation_policy POR_corpo_do_estado_maior POR_ogme POR_metropolitan_army POR_roads_bridges_and_dams POR_a_new_industry POR_second_navy_reequipment POR_portuguese_artillery POR_military_research_facilities POR_unify_leftist_youth_wings POR_reorganization_of_the_communist_party POR_the_iberian_socialist_union POR_a_powerful_merchant_marine POR_the_popular_front_bloc POR_latin_american_communism POR_standardization POR_arsenal_do_alfeite POR_merchant_marine_protection POR_luso_tropicalism POR_cooperate_with_french_militants POR_submarine_effort POR_national_cruiser_production POR_defend_the_borders POR_atlantic_defense_strategy POR_our_comrades_overseas POR_anti_fascism POR_endless_sea POR_fuzileiros POR_naval_research_institute POR_extraction_industries POR_hydroelectricity
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_54
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_54 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 54
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 54
	}
}
### Entity: Wiki Documentation
Construct: allowideas
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
allowideas
|
Allows the player to pick any idea even if normally unavailable
|
This overrides the
```
### Entity: Character
Component: CZE_alois_tucny
Constructs: research_bonus
Source: game
File: common/characters/CZE.txt

Code:
CZE_alois_tucny = {
	name = CZE_alois_tucny
	portraits = {
		army = {
			small = GFX_portrait_CZE_alois_tucny_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CZE_alois_tucny
		allowed = {
			original_tag = CZE
		}
		cost = 150
		traits = {
			CZE_minister_of_posts_and_telegraphs
		}
		research_bonus = {
			electronics = 0.05
		}
	}
}
### Entity: Character
Component: SND_unreliable_opportunist
Source: game
File: common/country_leader/00_traits.txt

Code:
SND_unreliable_opportunist = {
	random = no
	sprite = 13
	political_power_factor = 0.1
	army_speed_factor = 0.025
	army_core_defence_factor = -0.05
}
### Entity: Character
Component: SMI_israel_ruong
Source: game
File: common/characters/SMI.txt

Code:
SMI_israel_ruong = {
	name = Israel Ruong
	portraits = {
		civilian = {
			small = GFX_portrait_generic_sami_political_3
		}
	}
	advisor = {
		cost = 150
		slot = political_advisor
		idea_token = SMI_israel_ruong
		allowed = {
			original_tag = SMI
		}
		available = {

		}
		visible = {

		}
		traits = {
			traditionalist_theorist
		}
		ai_will_do = {
			base = 0
		}
	}
}
### Entity: Trigger Reference
Construct: has_offensive_war
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_offensive_war

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

```
is country at offensive war
```
### Entity: Idea
Component: COG_strict_anti_clericalism_idea
Constructs: research_speed_factor, stability_factor, removal_cost, communism_drift
Source: game
File: common/ideas/congo.txt

Code:
COG_strict_anti_clericalism_idea = {
	picture = ETH_military_communism
	allowed = {
		original_tag = COG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		research_speed_factor = 0.05
		stability_factor = -0.05
		communism_drift = 0.05
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_miraflores_concessions
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_miraflores_concessions
	icon = GFX_goal_generic_peaceful_diplomacy
	x = 2
	y = 1
	relative_position_id = VEN_eleazar_contreras
	cost = 10
	prerequisite = {
		focus = VEN_eleazar_contreras
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_STABILITY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = VEN_corruption
			add_idea = VEN_corruption_2
		}
	}
}
### Entity: Order of Battle
Component: 27th Vodka Division
Constructs: division_template
Source: game
File: history/units/r56w_WHY.txt

Code:
division = {
	name = 27th Vodka Division
	location = 3513
	division_template = Vodka and Crumpets
	start_experience_factor = 0.75
}
### Entity: Scripted GUI
Component: scripted_gui
Constructs: check_variable, is_subject_of, is_ally_with, set_variable, set_country_flag
Source: game
File: common/scripted_guis/r56_chinese_gui.txt

Code:
scripted_gui = {
	r56_scripted_chinese_gui = {
		context_type = decision_category
		window_name = r56_chinese_gui
		visible = {
			r56_chinese_gui_enabled = yes
		}
		properties = {
			r56_chinese_gui_flag = {
				image = [?chi_selected_warlord.GetFlag]
			}
			r56_chinese_gui_capital_cpc = {
				x = global.cpccapitalx
				y = global.cpccapitaly
			}
			r56_chinese_gui_capital_kmt = {
				x = global.kmtcapitalx
				y = global.kmtcapitaly
			}
			r56_chinese_gui_central_china = {
				frame = 1114
				 = .chi_controller
			}
			r56_chinese_gui_guangxi = {
				frame = 594
				 = .chi_controller
			}
			r56_chinese_gui_hebei = {
				frame = 609
				 = .chi_controller
			}
			r56_chinese_gui_inner_mongolia = {
				frame = 611
				 = .chi_controller
			}
			r56_chinese_gui_korea = {
				frame = 525
				 = .chi_controller
			}
			r56_chinese_gui_manchuria = {
				frame = 328
				 = .chi_controller
			}
			r56_chinese_gui_mongolia = {
				frame = 330
				 = .chi_controller
			}
			r56_chinese_gui_shaanxi = {
				frame = 622
				 = .chi_controller
			}
			r56_chinese_gui_shanxi = {
				frame = 615
				 = .chi_controller
			}
			r56_chinese_gui_sinkiang = {
				frame = 617
				 = .chi_controller
			}
			r56_chinese_gui_taiwan = {
				frame = 524
				 = .chi_controller
			}
			r56_chinese_gui_tibet = {
				frame = 757
				 = .chi_controller
			}
			r56_chinese_gui_tunganistan = {
				frame = 1121
				 = .chi_controller
			}
			r56_chinese_gui_xibei = {
				frame = 604
				 = .chi_controller
			}
			r56_chinese_gui_yunnan = {
				frame = 325
				 = .chi_controller
			}
			r56_chinese_gui_sichuan = {
				frame = 1116
				 = .chi_controller
			}
		}
		triggers = {
			r56_chinese_gui_guangzhou_visible = {
				592 = {
					chi_mio_in_this_city = yes
				}
			}
			r56_chinese_gui_shaoguan_visible = {
				593 = {
					chi_mio_in_this_city = yes
				}
			}
			r56_chinese_gui_nanning_visible = {
				594 = {
					chi_mio_in_this_city = yes
				}
			}
			r56_chinese_gui_kunming_visible = {
				325 = {
					chi_mio_in_this_city = yes
				}
			}
			r56_chinese_gui_chongqing_visible = {
				1116 = {
					chi_mio_in_this_city = yes
				}
			}
			r56_chinese_gui_xian_visible = {
				744 = {
					chi_mio_in_this_city = yes
				}
			}
			r56_chinese_gui_chengdu_visible = {
				1120 = {
					chi_mio_in_this_city = yes
				}
			}
			r56_chinese_gui_changsha_visible = {
				602 = {
					ch
# ... (truncated)
### Entity: Idea
Component: PRC_soviet_tribute_5
Constructs: removal_cost
Source: game
File: common/ideas/china_warlord.txt

Code:
PRC_soviet_tribute_5 = {
	name = PRC_soviet_tribute
	allowed = {
		always = no
	}
	picture = generic_communism_drift_bonus
	removal_cost = -1
	targeted_modifier = {
		tag = SOU
		cic_to_target_factor = 0.2
		mic_to_target_factor = 0.5
		extra_trade_to_target_factor = 0.75
		trade_cost_for_target_factor = -0.7
	}
}
### Entity: Idea
Component: HUN_hungarian_monarchy_fascist_king
Constructs: stability_factor, war_support_factor, has_government, neutrality_drift, fascism_drift
Source: game
File: common/ideas/hungary.txt

Code:
HUN_hungarian_monarchy_fascist_king = {
	name = HUN_hungarian_monarchy_2
	picture = HUN_hungarian_monarchy
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		OR = {
			has_government = neutrality fascism
		}
	}
	modifier = {
		neutrality_drift = 0.02
		fascism_drift = 0.03
		stability_factor = 0.1
		war_support_factor = 0.05
		political_power_factor = 0.1
	}
}
### Entity: Character
Component: SLO_janko_jesensky
Source: game
File: common/characters/SLO.txt

Code:
SLO_janko_jesensky = {
	advisor = {
		slot = political_advisor
		idea_token = SLO_janko_jesensky
		allowed = {
			original_tag = SLO
		}
		traits = {
			compassionate_gentleman
		}
	}
	name = Janko Jesensky
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_6
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_floating_fortresses
Constructs: prerequisite, completion_reward, is_coastal, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_floating_fortresses
	icon = GFX_goal_generic_navy_cruiser
	prerequisite = {
		focus = SWI_swiss_ship_designs
	}
	relative_position_id = SWI_swiss_ship_designs
	mutually_exclusive = {
		focus = SWI_submarine_raiders
	}
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		democratic = < 0.8
		fascism = < 0.2
		any_owned_state = {
			is_coastal = yes
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_NAVY_XP
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		navy_experience = 100
		add_tech_bonus = {
			name = SWI_floating_fortresses
			bonus = 2
			uses = 3
			category = bb_tech
		}
	}
}
### Entity: Event
Component: ww_congo.40
Constructs: is_triggered_only, ai_chance, add_stability, fire_only_once, add_political_power, add_popularity, add_country_leader_trait
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = ww_congo.40
	title = ww_congo.40.t
	desc = ww_congo.40.desc
	picture = GFX_report_event_usa_election_generic
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = ww_congo.40.a
		ai_chance = {
			factor = 50
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		add_stability = 0.1
		add_political_power = 75
		custom_effect_tooltip = generic_skip_one_line_tt
		COG_joseph_kasa_vubu = {
			add_country_leader_trait = COG_founding_father_of_congo
		}
	}
}
### Entity: AI Strategy
Component: R56_SOV_no_HUN_naval_invasion_yet
Constructs: has_war_with
Source: game
File: common/ai_strategy/r56_SOV.txt

Code:
R56_SOV_no_HUN_naval_invasion_yet = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		ROOT = {
			exists = yes
			surrender_progress = > 0.01
		}
		GER = {
			exists = yes
			has_war_with = ROOT
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = HUN
		value = -750
	}
}
### Entity: Idea
Component: SIA_loyal_army
Constructs: removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_loyal_army = {
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = FRA_scw_intervention_republicans_focus
	modifier = {
		army_morale_factor = 0.1
		army_org_factor = 0.05
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Template%3AAmbox.html

Doc:
|
{{{text}}} |

[view] [edit] Template documentation
This documentation is transcluded from Template:Ambox/doc. (edit | history)

&#160;

Code

Name

Description

&#160;
|
#b22222
|
Speedy
|
Immediate deletion
|

&#160;
|
#b22222
|
Deletion
|
Full-discussion deletion; proposed deletion
|

&#160;
|
#f28500
|
Content
|
Problems with the content of an article, i.e., what the article actually says
|

&#160;
|
#f4c430
|
Style
|
Problems not with the content, but how it is formatted/presented
|

&#160;
|
#1e90ff
|
Notice
|
Information readers/editors should be aware of
|

&#160;
|
#9932cc
|
Move
|
Merge, split and transwiki proposals
|

&#160;
|
#bba
|
Protection
|
Page is locked against edits
|

&#160;

#000000
|
Other
|
Archives and other things
|

Ambox, short for article message box, is a message box management template.

Category:Amboxes contains Ambox and Ambox information.

Contents

1 Parameters

1.1 The Small Parameters

2 Examples

2.1 Usage
### Entity: Decision
Component: BHU_army_establishment
Source: game
File: common/decisions/categories/BHU_decision_categories.txt

Code:
BHU_army_establishment = {
	priority = 9
	icon = army_reform
	picture = GFX_decision_cat_TIB_army_reform
	allowed = {
		original_tag = BHU
	}
	visible = {

	}
}
### Entity: Unit Template
Component: AST_SS_COMMUNIST
Constructs: has_government
Source: game
File: common/units/names_ships/AST_ship_names.txt

Code:
AST_SS_COMMUNIST = {
	name = NAME_THEME_HISTORICAL_SUBMARINES
	for_countries = {
		AST
	}
	can_use = {
		has_government = communism
	}
	type = ship
	ship_types = {
		ship_hull_submarine submarine
	}
	prefix = RNS 
	fallback_name = Submarine %s
	unique = {
		Oxley Otway Onslow Ovens Orion Otama Attack Acute Adroit Advance Archer Ardent Arrow Assail Aware Bandolier Barbette Barricade Bayonet Bombard Buccaneer
	}
}
### Entity: Country History
Country: FRI
Component: FRI_misc
Constructs: limit, set_technology, set_convoys, set_research_slots, has_dlc, add_to_tech_sharing_group
Source: game
File: history/countries/FRI - French Indochina.txt

Code:
# Misc for FRI
capital = 671
OOB = FRI_1936
set_convoys = 20
set_research_slots = 3
if = {
	limit = {
		has_dlc = By Blood Alone
	}
	set_technology = {
		iw_small_airframe = 1
		iw_large_airframe = 1
		engines_1 = 1
		aa_lmg = 1
		early_bombs = 1
	}
	else = {
		set_technology = {
			early_fighter = 1
			early_bomber = 1
		}
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
	}
}
add_to_tech_sharing_group = french_research
country_event = {
	id = frenchindochina.9
	days = 3650
}
### Entity: Idea
Component: TO_chose_neutrality
Constructs: removal_cost
Source: game
File: common/ideas/zzz_generic.txt

Code:
TO_chose_neutrality = {
	picture = generic_pp_unity_bonus
	removal_cost = -1
	allowed = {
		always = no
	}
	modifier = {
		trade_opinion_factor = 0.25
		democratic_acceptance = -300
		communism_acceptance = 100
	}
}