Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: AUS_leopold_plan
Constructs: has_completed_focus, has_government, has_country_flag, has_game_rule, has_country_leader
Source: game
File: common/ai_strategy_plans/AUS_R56_alternate_strategy_plan.txt

Code:
AUS_leopold_plan = {
	name = AUS: Austrian Leopold Nazi AI Plan
	desc = Kurt Schuschnigg will fail to deal with the German-backed Nazi militias in the nation, causing a third civil war to erupt. In the resulting power struggle following the war, Josef Leopold will manage to preserve Austrian independence and cement his rule.
	allowed = {
		original_tag = AUS
	}
	enable = {
		OR = {
			has_country_flag = AUS_AI_RANDOM_LEOPOLD
			has_game_rule = {
				rule = AUS_ai_behavior_r56
				option = AUS_LEOPOLD_NAZI
			}
			AND = {
				GER = {
					NOT = {
						has_government = fascism
					}
				}
				OR = {
					has_country_flag = AUS_AI_RANDOM_INQUART
					has_game_rule = {
						rule = AUS_ai_behavior_r56
						option = AUS_INQUART_NAZI
					}
				}
			}
			has_country_leader = {
				character = AUS_josef_leopold
				ruling_only = yes
			}
		}
	}
	abort = {
		OR = {
			has_country_leader = {
				character = AUS_arthur_seyss_inquart
				ruling_only = yes
			}
			has_completed_focus = AUS_austrofascism_not_nazism AUS_go_it_alone
		}
	}
	ai_national_focuses = {
		AUS_end_the_depression AUS_clock_ticks_down AUS_austria_awaken AUS_accept_inevitable AUS_strabag_construction AUS_rearm_the_bundesheer AUS_appoint_inquart AUS_support_southern_heimwehr AUS_infiltrate_vienna AUS_cast_the_die AUS_commit_to_autarky AUS_independent_nazi AUS_integrate_vf_remnants AUS_steel_industry_funds AUS_military_industrial_funding AUS_fund_coal_industries AUS_destroy_heimwehr AUS_subsidize_kapsch AUS_expand_vienna_university AUS_salzburg_military_hub AUS_local_weapons_manufacturing AUS_abandon_jansa_plan AUS_manoeuvre_warfare AUS_political_crackdowns AUS_austria_is_austrian AUS_italian_reconciliation_nazi AUS_demand_slovenia_nazi AUS_the_austrian_fuhrer AUS_intervention_in_liechtenstein_nazi AUS_doctrine_innovation AUS_shift_strabag AUS_modernize_officer_training AUS_radio_improvements
	}
	focus_factors = {
		AUS_look_west = 0
		AUS_go_it_alone = 0
		AUS_ally_italy = 0
		AUS_inquart_backstab = 0
	}
	research = {
		cat_mobile_warfare = 3
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Scripted Effect
Component: EAI_DIFFICULTY_set_very_hard_difficulty_custom_modifiers
Constructs: limit, has_country_flag, set_variable, has_dynamic_modifier, add_dynamic_modifier, force_update_dynamic_modifier
Source: game
File: common/scripted_effects/EAI_DIFFICULTY_effects.txt

Code:
EAI_DIFFICULTY_set_very_hard_difficulty_custom_modifiers = {
	meta_effect = {
		text = {
			set_variable = {
				[x]EAI_custom_bonus_1 = 0.0
			} {
				[x]EAI_custom_bonus_2 = 0.5
			} {
				[x]EAI_custom_bonus_3 = 0.5
			} {
				[x]EAI_custom_bonus_4 = 0.0
			} {
				[x]EAI_custom_bonus_5 = 0.0
			} {
				[x]EAI_custom_bonus_6 = -0.5
			} {
				[x]EAI_custom_bonus_7 = 0.4
			} {
				[x]EAI_custom_bonus_8 = 0.02
			} {
				[x]EAI_custom_bonus_9 = 0.0
			} {
				[x]EAI_custom_bonus_10 = 0.0
			} {
				[x]EAI_custom_bonus_11 = 0.0
			} {
				[x]EAI_custom_bonus_12 = 0.0
			} {
				[x]EAI_custom_bonus_13 = -0.1
			} {
				[x]EAI_custom_bonus_14 = 0.0
			} {
				[x]EAI_custom_bonus_15 = 0.0
			} {
				[x]EAI_custom_bonus_16 = -0.2
			} {
				[x]EAI_custom_bonus_17 = -0.2
			} {
				[x]EAI_custom_bonus_18 = -0.2
			} {
				[x]EAI_custom_bonus_19 = 0.0
			} {
				[x]EAI_custom_bonus_20 = 0.0
			} {
				[x]EAI_custom_bonus_21 = 0.0
			} {
				[x]EAI_custom_bonus_22 = 0.0
			} {
				[x]EAI_custom_bonus_23 = 0.0
			} {
				[x]EAI_custom_bonus_24 = 0.0
			} {
				[x]EAI_custom_bonus_25 = 2
			} {
				[x]EAI_custom_bonus_26 = 0
			} {
				[x]EAI_custom_bonus_27 = 0
			} {
				[x]EAI_custom_bonus_28 = -0.4
			} {
				[x]EAI_custom_bonus_29 = 0
			} {
				[x]EAI_custom_bonus_30 = 0
			} {
				[x]EAI_custom_bonus_31 = -0.5
			} {
				[x]EAI_custom_bonus_32 = 0.04
			} {
				[x]EAI_custom_bonus_33 = 0
			} {
				[x]EAI_custom_bonus_34 = 0
			} {
				[x]EAI_custom_bonus_35 = -0.4
			} {
				[x]EAI_custom_bonus_36 = -0.4
			} {
				[x]EAI_custom_bonus_37 = 3
			} {
				[x]EAI_custom_bonus_38 = 18
			}
		}
		x = [EAI_GetDifficultyBonusMode]
	}
	if = {
		limit = {
			ROOT = {
				has_country_flag = EAI_config_COUNTRY
			}
			NOT = {
				has_dynamic_modifier = {
					modifier = EAI_difficulty_bonus_modifier
				}
			}
		}
		add_dynamic_modifier = {
			modifier = EAI_difficulty_bonus_modifier
		}
	}
	force_update_dynamic_modifier = yes
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_counter_coup_old
Constructs: has_completed_focus, create_country_leader, prerequisite, limit, remove_ideas, completion_reward, has_game_rule, allow_branch
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_counter_coup_old
	text = SOV_counter_coup
	icon = GFX_counter_coup
	relative_position_id = SOV_form_a_fifth_column_old
	x = 5
	y = 1
	offset = {
		x = -5
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = SOV_counter_coup_old
		}
	}
	cost = 10
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = SOV_great_purge SOV_trotskyite_victory
			}
		}
	}
	prerequisite = {
		focus = SOV_form_a_fifth_column_old
	}
	mutually_exclusive = {
		focus = SOV_trotskyite_victory
	}
	ai_will_do = {
		factor = 50
	}
	available = {
		if = {
			limit = {
				is_ai = no
			}
			date = < 1939.01.1
		}
		has_civil_war = no
		has_idea = SOV_pavel_milyukov SOV_andrey_vlasov SOV_anatoly_rogozhin SOV_konstantin_nechaev
	}
	completion_reward = {
		custom_effect_tooltip = SOV_counter_coup_tt
		hidden_effect = {
			set_country_flag = counter_coup_purge
			retire_character = SOV_vyacheslav_molotov SOV_boris_shaposhnikov SOV_nikolay_yezhov SOV_mikhail_kalinin SOV_kliment_voroshilov SOV_georgy_zakharov SOV_andrey_yeryomenko SOV_ivan_fedyuninsky SOV_kuzma_galitsky SOV_semyon_budyonny SOV_grigory_kulik
			217 = {
				set_state_name = SOV_Tsaritsyn
			}
			195 = {
				set_state_name = SOV_StPetersburg
			}
			252 = {
				set_state_name = SOV_Nizhny_Novgorod
			}
			247 = {
				set_state_name = SOV_Tver
			}
			653 = {
				set_state_name = SOV_Yekaterinburg
			}
			250 = {
				set_state_name = SOV_Simbirsk
			}
			251 = {
				set_state_name = SOV_Samara
			}
			set_province_name = {
				id = 3529
				name = SOV_Tsaritsyn
			} {
				id = 3151
				name = SOV_StPetersburg
			} {
				id = 11375
				name = SOV_Nizhny_Novgorod
			} {
				id = 6245
				name = SOV_Tver
			} {
				id = 1821
				name = SOV_Yekaterinburg
			} {
				id = 392
				name = SOV_Simbirsk
			} {
				id = 11225
				name = SOV_Samara
			} {
				id = 6474
				name = SOV_Donetsk
			} {
				id = 9461
				name = SOV_Luhansk
			}
			742 = {
				set_state_name = SOV_Dushanbe
			}
			227 = {
				set_state_name = SOV_Donetsk
			}
			228 = {
				set_state_name = SOV_Luhansk
			}
			set_capital = {
				state = 195
			}
			news_event = {
				id = r56.soviet.28
				days = 1
			}
			remove_unit_leader = 1408 405 1420 1421 1422 1423
# ... (truncated)
### Entity: Modifier Reference
Component: diff_strong_ai_generic
Constructs: research_speed_factor, planning_speed
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
diff_strong_ai_generic = {
	dig_in_speed_factor = 0.25
	planning_speed = 0.25
	supply_consumption_factor = -0.25
	army_morale_factor = 0.15
	land_reinforce_rate = 0.02
	army_core_attack_factor = 0.15
	army_core_defence_factor = 0.15
	attrition = -0.075
	production_factory_max_efficiency_factor = 0.15
	production_factory_efficiency_gain_factor = 0.25
	industrial_capacity_dockyard = 0.2
	political_power_factor = 0.25
	research_speed_factor = 0.1
	production_lack_of_resource_penalty_factor = -0.3
	army_fuel_consumption_factor = -0.4
	air_fuel_consumption_factor = -0.4
	navy_fuel_consumption_factor = -0.4
	experience_gain_air_factor = 0.25
	experience_gain_army_factor = 0.25
	experience_gain_navy_factor = 0.25
	air_mission_xp_gain_factor = 0.25
	experience_gain_army_unit_factor = 0.1
	experience_gain_navy_unit_factor = 0.1
}
### Entity: AI Strategy
Component: r56_major_minor_research_basic_mediums_in_mid_37
Constructs: has_tech
Source: game
File: common/ai_strategy/r56_AI_research.txt

Code:
r56_major_minor_research_basic_mediums_in_mid_37 = {
	allowed = {
		country_is_major_minor_nation = yes
	}
	enable = {
		has_tech = gwtank_chassis
		date = > 1937.5.1
		arms_factory = > 15
	}
	abort = {
		has_tech = basic_medium_tank_chassis
	}
	ai_strategy = {
		type = research_tech
		id = basic_medium_tank_chassis
		value = 10
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/CAN_1939.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 7361
	division_template = Infantry Division
	start_experience_factor = 0.3
}
### Entity: Event
Component: denmark_expansion_event.3
Constructs: is_triggered_only, fire_only_once, create_wargoal, annex_everything
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_expansion_event.3
	title = denmark_expansion_event.3.t
	desc = denmark_expansion_event.3.desc
	picture = GFX_report_event_military_planning
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = denmark_expansion_event.3.a
		create_wargoal = {
			type = annex_everything
			target = ICE
		}
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_look_out
Constructs: prerequisite, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_look_out
	icon = GFX_goal_generic_cinema
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = ICE_look_den ICE_look_away
	}
	x = 12
	y = 1
	completion_reward = {
		add_political_power = 120
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: HOL_zuiderzee_industrial_advancements
Constructs: removal_cost
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_zuiderzee_industrial_advancements = {
	picture = generic_exploit_mines
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_industrial_complex_factor = 0.1
		production_speed_arms_factory_factor = 0.1
		production_speed_dockyard_factor = 0.1
	}
}
### Entity: AI Strategy
Component: r56_JAP_wants_mil
Constructs: has_war
Source: game
File: common/ai_strategy/r56_JAP.txt

Code:
r56_JAP_wants_mil = {
	allowed = {
		original_tag = JAP
	}
	enable = {
		date = < 1940.9.15 > 1936.2.1
		has_war = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 120
	}
}
### Entity: State History
Component: 420
Constructs: add_core_of
Source: game
File: history/states/420-Gilan.txt

Code:
state = {
	id = 420
	name = STATE_420
	manpower = 1314948
	state_category = rural
	history = {
		owner = PER
		victory_points = {
			7969 5
		} {
			4901 3
		}
		buildings = {
			infrastructure = 2
		}
		add_core_of = PER AZR
	}
	provinces = {
		4553 4609 4637 4901 7969 10454 10523
	}
	local_supplies = 3.0
}
### Entity: Event
Component: r56_usa.14
Constructs: is_triggered_only, remove_ideas
Source: game
File: events/r56_usa.txt

Code:
country_event = {
	id = r56_usa.14
	title = r56_usa.14.t
	desc = r56_usa.14.desc
	picture = GFX_report_event_usa_british_sailors_destroyers
	is_triggered_only = yes
	option = {
		name = r56_usa.14.a
		ENG = {
			remove_ideas = r56_USA_destroyers_for_bases_idea
		}
	}
}
### Entity: Order of Battle
Component: Kraljevska Mornarica
Source: game
File: history/units/YUG_1939_naval_mtg.txt

Code:
fleet = {
	name = Kraljevska Mornarica
	naval_base = 3924
	task_force = {
		name = Kraljevska Mornarica
		location = 3924
		ship = {
			name = KB Dalmacija
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = YUG
					version_name = Dalmacija Class
				}
			}
		} {
			name = KB Dubrovnik
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = YUG
					version_name = Dubrovnik Class
				}
			}
		} {
			name = KB Beograd
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = YUG
					version_name = Beograd Class
				}
			}
		} {
			name = KB Zagrb
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = YUG
					version_name = Beograd Class
				}
			}
		} {
			name = KB Ljubljana
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = YUG
					version_name = Beograd Class
				}
			}
		} {
			name = KB Hrabri
			definition = submarine
			equipment = {
				ship_hull_submarine_2 = {
					amount = 1
					owner = YUG
					version_name = Hrabri Class
				}
			}
		} {
			name = KB Nebojsa
			definition = submarine
			equipment = {
				ship_hull_submarine_2 = {
					amount = 1
					owner = YUG
					version_name = Hrabri Class
				}
			}
		} {
			name = KB Smeli
			definition = submarine
			equipment = {
				ship_hull_submarine_2 = {
					amount = 1
					owner = YUG
					version_name = Hrabri Class
				}
			}
		} {
			name = KB Osvetnik
			definition = submarine
			equipment = {
				ship_hull_submarine_2 = {
					amount = 1
					owner = YUG
					version_name = Hrabri Class
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_light_armor_3
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_light_armor_3 = {
	enable = {
		is_major = yes
		num_of_military_factories = > 200
		EAI_LARM_equipment_production = yes
	}
	abort = {
		NOT = {
			AND = {
				is_major = yes
				num_of_military_factories = > 190
				EAI_LARM_equipment_production = yes
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = light_tank_chassis
		value = 4
	}
}
### Entity: Unit Leader
Component: operative_seducer
Source: game
File: common/unit_leader/00_traits.txt

Code:
operative_seducer = {
	type = operative
	trait_type = personality_trait
	modifier = {
		operation_infiltrate_outcome = 0.25
		operation_infiltrate_risk = -0.25
		own_operative_detection_chance_factor = -0.2
	}
}
### Entity: Event
Component: soviet.23
Constructs: is_triggered_only
Source: game
File: events/SovietUnion.txt

Code:
country_event = {
	id = soviet.23
	title = soviet.23.t
	desc = soviet.23.d
	picture = GFX_report_event_soviet_japanese_pact
	is_triggered_only = yes
	option = {
		name = soviet.23.a
		transfer_state = 655
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_modern_battlecruisers
Constructs: prerequisite, completion_reward, add_tech_bonus, cr_bonus
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_modern_battlecruisers
	icon = GFX_focus_generic_navy_battleship2
	prerequisite = {
		focus = BUL_build_the_burgas_shipyards
	}
	relative_position_id = BUL_build_the_burgas_shipyards
	x = 1
	y = 2
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		navy_experience = 5
		add_tech_bonus = {
			name = cr_bonus
			bonus = 1
			uses = 1
			category = cl_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_improve_patagonia
Constructs: prerequisite, completion_reward, has_country_leader, is_owned_and_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_improve_patagonia
	icon = GFX_focus_ARG_improve_patagonia
	prerequisite = {
		focus = ARG_the_buenos_aires_conference
	}
	x = 0
	y = 2
	relative_position_id = ARG_the_buenos_aires_conference
	cost = 10
	available = {
		has_country_leader = {
			character = ARG_antonio_soto
		}
		512 = {
			is_owned_and_controlled_by = ROOT
		}
		955 = {
			is_owned_and_controlled_by = ROOT
		}
		954 = {
			is_owned_and_controlled_by = ROOT
		}
		953 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	ai_will_do = {
		factor = 5
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		512 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		955 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		954 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		953 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Order of Battle
Component: Kavalerijos Brigados
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/LIT_1939.txt

Code:
division = {
	name = Kavalerijos Brigados
	location = 6296
	division_template = Kavalerijos Brigados
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = LIT
		}
	}
	start_experience_factor = 0.1
	start_equipment_factor = 0.5
}
### Entity: Balance of Power
Component: GER_beck_canaris_struggle
Constructs: war_support_factor, set_power_balance_gfx
Source: game
File: common/bop/GER.txt

Code:
GER_beck_canaris_struggle = {
	initial_value = 0.3
	left_side = GER_wilhelm_canaris_side
	right_side = GER_ludwig_beck_side
	decision_category = GER_beck_canaris_struggle_category
	range = {
		id = GER_equilibrium
		min = -0.15
		max = 0.15
		modifier = {
			political_power_factor = -0.15
		}
		on_activate = {
			custom_effect_tooltip = GER_bcs_deadlock_tt
			set_power_balance_gfx = {
				id = GER_beck_canaris_struggle
				side = GER_ludwig_beck_side
				gfx = GFX_bop_GER_beck_canaris_beck_side
			} {
				id = GER_beck_canaris_struggle
				side = GER_wilhelm_canaris_side
				gfx = GFX_bop_GER_beck_canaris_canaris_side
			}
		}
		on_deactivate = {

		}
	}
	side = {
		id = GER_wilhelm_canaris_side
		icon = GFX_bop_GER_beck_canaris_canaris_side
		range = {
			id = GER_canaris_gains_influence
			min = -0.3
			max = -0.15
			modifier = {
				political_power_factor = -0.1
				intel_network_gain_factor = 0.025
				agency_upgrade_time = -0.025
				civilian_intel_to_others = -2.5
				army_intel_to_others = -2.5
				operation_risk = -0.025
				intelligence_agency_defense = 0.3
			}
			on_activate = {
				set_power_balance_gfx = {
					id = GER_beck_canaris_struggle
					side = GER_ludwig_beck_side
					gfx = GFX_bop_GER_beck_canaris_beck_side
				} {
					id = GER_beck_canaris_struggle
					side = GER_wilhelm_canaris_side
					gfx = GFX_bop_GER_beck_canaris_canaris_side
				}
			}
			on_deactivate = {

			}
		} {
			id = GER_canaris_influence_solidifying
			min = -0.6
			max = -0.3
			modifier = {
				political_power_factor = -0.075
				intel_network_gain_factor = 0.05
				agency_upgrade_time = -0.05
				civilian_intel_to_others = -5
				army_intel_to_others = -5
				operation_risk = -0.05
				intelligence_agency_defense = 0.6
			}
			on_activate = {
				set_power_balance_gfx = {
					id = GER_beck_canaris_struggle
					side = GER_ludwig_beck_side
					gfx = GFX_bop_GER_beck_canaris_beck_side
				} {
					id = GER_beck_canaris_struggle
					side = GER_wilhelm_canaris_side
					gfx = GFX_bop_GER_beck_canaris_canaris_improved_side
				}
			}
			on_deactivate = {

			}
		} {
			id = GER_canaris_influence_solidified
			min = -0.9
			max = -0.6
			modifier = {
				political_power_factor = -0.05
				intel_network_gain_factor = 0.075
				agency_upgrade_time = -0.075
				civilian_intel_to_others = -7.5
				army_intel_to_others = -7.5
				operation_risk = -0.075
				intelligen
# ... (truncated)
### Entity: Event
Component: israel.109
Constructs: is_triggered_only, ai_chance, add_stability, random_hours, clr_country_flag, set_country_flag
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.109
	title = israel.109.t
	desc = israel.109.d
	is_triggered_only = yes
	option = {
		name = israel.109.a
		ISR = {
			country_event = {
				id = israel.110
				random_hours = 12
			}
		}
		clr_country_flag = ISR_arab_israel_impending MPL_arab_declaring_war
		set_country_flag = MPL_arab_peaced_out
	} {
		ai_chance = {
			base = 0
		}
		name = israel.109.b
		add_stability = -0.1
	}
}
### Entity: AI Strategy
Component: EAI_ITA_ethiopia_DEPLOY
Constructs: has_war_with, has_country_flag, is_puppet_of
Source: game
File: common/ai_strategy/ITA_EAI.txt

Code:
EAI_ITA_ethiopia_DEPLOY = {
	allowed = {
		tag = ITA
	}
	enable = {
		AOI = {
			is_puppet_of = ITA
		}
		NOT = {
			has_country_flag = EAI_path_exists_from_east_africa_to_north_africa
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = dont_defend_ally_borders
		id = AOI
		value = 500
	} {
		type = front_unit_request
		value = -50000
		state_trigger = {
			CONTROLLER = {
				OR = {
					tag = AOI FRA ENG
					has_war_with = AOI
				}
			}
			OR = {
				region = 17 274 273 216 217
			}
		}
	}
}
### Entity: Character
Component: SLO_frantisek_straka
Source: game
File: common/characters/SLO.txt

Code:
SLO_frantisek_straka = {
	advisor = {
		slot = air_chief
		idea_token = SLO_frantisek_straka
		allowed = {
			original_tag = SLO
		}
		cost = 150
		traits = {
			air_chief_safety_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Frantisek Straka
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_1
		}
	}
}
### Entity: Idea
Component: POL_polish_shock_battallions
Constructs: has_government, removal_cost
Source: game
File: common/ideas/poland.txt

Code:
POL_polish_shock_battallions = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	targeted_modifier = {
		tag = GER
		attack_bonus_against = 0.025
		defense_bonus_against = 0.05
	}
	picture = chi_army_corruption3
	modifier = {
		special_forces_cap = 0.05
		special_forces_training_time_factor = -0.1
	}
}
### Entity: Event
Component: BBA_ethiopia_exile_events.59
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_exile_events.59
	title = BBA_ethiopia_exile_events.59.t
	desc = BBA_ethiopia_exile_events.59.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_rifles
	option = {
		name = BBA_ethiopia_exile_events.59.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_mukden_military_academy
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_mukden_military_academy
	icon = GFX_goal_generic_position_armies
	prerequisite = {
		focus = MAN_tsr_army_modernization
	}
	x = 0
	y = 1
	relative_position_id = MAN_tsr_army_modernization
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = MAN_mukden_military_academy
	}
}
### Entity: Modifier Reference
Construct: transport_capacity
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## transport_capacity

* Number with 0 decimal places
* **Categories**: naval
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Army_planner.html

Doc:
This article is considered accurate for the current version of the game.

The army planner controls the training and deployment of new units and the distribution of equipment as reinforcements, upgrades, and Lend-Lease.

Contents

1 Reinforcement

2 Upgrades

3 Lend-Lease

4 Pre-deployment

4.1 Training

4.2 Equipping