Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: ITA_vittorio_emanuele_orlando
Constructs: has_completed_focus, has_government, has_dlc
Source: game
File: common/characters/ITA.txt

Code:
ITA_vittorio_emanuele_orlando = {
	name = ITA_vittorio_emanuele_orlando
	portraits = {
		army = {
			small = GFX_portrait_ITA_vittorio_emanuele_orlando_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ITA_vittorio_emanuele_orlando
		allowed = {
			original_tag = ITA
			has_dlc = By Blood Alone
		}
		available = {
			OR = {
				has_completed_focus = ITA_meritocracy ITA_monarchia_d_italia
				AND = {
					has_completed_focus = ITA_common_ground
					has_government = democratic
				}
			}
		}
		traits = {
			old_figurehead
		}
		ai_will_do = {
			base = 0.3
			modifier = {
				factor = 0.5
				OR = {
					ITA_is_communist_ai = yes
					ITA_is_socialist_ai = yes
				}
			}
		}
	}
}
### Entity: Event
Component: lithuania.93
Constructs: is_triggered_only, add_war_support, add_stability, add_timed_idea
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania.93
	title = lithuania.93.t
	desc = lithuania.93.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = lithuania.93.a
		add_war_support = -0.05
		add_stability = -0.05
		hidden_effect = {
			add_timed_idea = {
				idea = LIT_broken_spirits
				days = 90
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Units.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

The following pages link to Units:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Hearts of Iron 4 Wiki ‎ (← links | edit)

Hearts of Iron 4 Wiki:Work needed ‎ (← links | edit)

Beta:Main ‎ (← links | edit)

German units ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Units"
### Entity: State History
Component: 965
Constructs: add_core_of, force_link_ownership_to
Source: game
File: history/states/965-Deep Amazonas.txt

Code:
state = {
	id = 965
	name = STATE_965
	provinces = {
		2147 5232
	}
	history = {
		owner = BRA
		add_core_of = BRA
	}
	manpower = 21987
	impassable = yes
	force_link_ownership_to = 495
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
	state_category = wasteland
}
### Entity: Event
Component: SEA_japan_foreign_policy.139
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.139
	title = SEA_japan_foreign_policy.139.t
	desc = SEA_japan_foreign_policy.139.desc
	picture = GFX_report_event_japanese_officers
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = SEA_japan_foreign_policy.139.a
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_education_reform
Constructs: prerequisite, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_education_reform
	icon = GFX_focus_SWE_education_reform
	x = -2
	y = 1
	cost = 5
	prerequisite = {
		focus = SWE_saltsjobaden_agreement
	}
	relative_position_id = SWE_saltsjobaden_agreement
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = SWE_alva_myrdal SWE_gunnar_myrdal
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_no_communism_in_south_america
Constructs: prerequisite, limit, has_government, every_country, completion_reward, is_on_continent, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_no_communism_in_south_america
	icon = GFX_goal_generic_war_with_comintern
	prerequisite = {
		focus = BRA_cooperation_in_the_americas
	}
	x = 4
	y = 1
	relative_position_id = BRA_cooperation_in_the_americas
	cost = 10
	ai_will_do = {
		factor = 0
	}
	available = {
		NOT = {
			USA = {
				has_government = communism
			}
		}
		any_country = {
			capital_scope = {
				is_on_continent = south_america
			}
			has_government = communism
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		custom_effect_tooltip = BRA_no_communism_in_south_america_tt
		every_country = {
			limit = {
				capital_scope = {
					is_on_continent = south_america
				}
				has_government = communism
			}
			BRA = {
				create_wargoal = {
					type = puppet_wargoal_focus
					target = PREV
					expire = 0
				}
			}
		}
	}
}
### Entity: Event
Component: tsr_manchukuo_border_war.2
Constructs: is_triggered_only, add_political_power
Source: game
File: events/TSR_Manchukuo.txt

Code:
country_event = {
	id = tsr_manchukuo_border_war.2
	is_triggered_only = yes
	title = tsr_manchukuo_border_war.2.t
	desc = tsr_manchukuo_border_war.2.desc
	picture = GFX_report_event_chinese_soldiers_fighting
	option = {
		name = tsr_manchukuo_border_war.2.a
		trigger = {
			original_tag = MAN
		}
		army_experience = 25
	} {
		name = tsr_manchukuo_border_war.2.b
		trigger = {
			NOT = {
				original_tag = MAN
			}
		}
		add_political_power = 25
	}
}
### Entity: Event
Component: denmark_occupation_event.11
Constructs: is_triggered_only, add_to_variable
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_occupation_event.11
	title = denmark_occupation_event.11.t
	desc = denmark_occupation_event.11.desc
	picture = GFX_report_event_gathering_protest
	is_triggered_only = yes
	option = {
		name = denmark_occupation_event.11.a
		custom_effect_tooltip = DEN_modify_occupation_laws_dynamic_modifier
		add_to_variable = {
			DEN_occupation_laws_cic_to_overlord = 0.05
			tooltip = cic_to_overlord_factor_tt
		} {
			DEN_occupation_laws_mic_to_overlord = 0.05
			tooltip = mic_to_overlord_factor_tt
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_invite_ghioldi_back_to_argentina
Constructs: prerequisite, completion_reward, add_popularity, set_country_flag
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_invite_ghioldi_back_to_argentina
	icon = GFX_focus_ARG_invite_ghioldi_back_to_argentina
	prerequisite = {
		focus = ARG_a_call_to_reform
	}
	x = 0
	y = 1
	relative_position_id = ARG_a_call_to_reform
	cost = 5
	available = {

	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		custom_effect_tooltip = ARG_invite_ghioldi_back_tt
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		hidden_effect = {
			set_country_flag = ARG_ghioldi_returns
		}
	}
}
### Entity: Decision
Component: NOR_allied_democratic_deploy_prep_decisions_category
Constructs: has_completed_focus, army_defence_factor, add_equipment_to_stockpile, limit, remove_ideas, has_country_flag, army_attack_factor, has_idea
Source: game
File: common/decisions/NOR.txt

Code:
NOR_allied_democratic_deploy_prep_decisions_category = {
	NOR_alt_dem_modernize_armed_forces_decision_wartime = {
		name = NOR_alt_dem_modernize_armed_forces_decision
		visible = {
			has_completed_focus = NOR_reform_the_army
			OR = {
				has_idea = NOR_obsolete_armed_forces_ns_1 NOR_obsolete_armed_forces_ns_2
			}
		}
		available = {
			OR = {
				custom_trigger_tooltip = {
					tooltip = NOR_country_prep_modernize_armed_forces_TT
					check_variable = {
						var = NOR_country_preparedness
						value = > 15
					}
				}
				longest_war_length = > 3
			}
		}
		custom_cost_text = decision_cost_modernize_armed_forces_convoy_cp
		custom_cost_trigger = {
			command_power = > 29
			has_equipment = {
				convoy = > 99
			}
		}
		days_remove = 45
		complete_effect = {
			add_command_power = -25
			add_equipment_to_stockpile = {
				type = convoy_1
				amount = -100
			}
		}
		remove_effect = {
			if = {
				limit = {
					has_idea = NOR_obsolete_armed_forces_ns_1
				}
				swap_ideas = {
					remove_idea = NOR_obsolete_armed_forces_ns_1
					add_idea = NOR_obsolete_armed_forces_ns_2
				}
			}
			else_if = {
				limit = {
					has_idea = NOR_obsolete_armed_forces_ns_2
				}
				remove_ideas = {
					NOR_obsolete_armed_forces_ns_2
				}
			}
		}
	}
	NOR_alt_dem_expedite_training = {
		visible = {
			always = yes
		}
		available = {
			NOT = {
				has_country_flag = NOR_ongoing_countrywide_program
			}
		}
		custom_cost_trigger = {
			check_variable = {
				NOR_country_preparedness = > 0
			}
		}
		custom_cost_text = decision_cost_alt_dem_preparedness
		days_remove = 45
		complete_effect = {
			hidden_effect = {
				subtract_from_variable = {
					NOR_country_preparedness = 1
				}
				set_country_flag = NOR_ongoing_countrywide_program
			}
		}
		modifier = {
			training_time_factor = -0.35
		}
		remove_effect = {
			hidden_effect = {
				clr_country_flag = NOR_ongoing_countrywide_program
			}
		}
		cancel_effect = {
			hidden_effect = {
				clr_country_flag = NOR_ongoing_countrywide_program
			}
		}
	}
	NOR_alt_dem_prioritize_production = {
		visible = {
			always = yes
		}
		available = {
			NOT = {
				has_country_flag = NOR_ongoing_countrywide_program
			}
		}
		custom_cost_trigger = {
			check_variable = {
				NOR_country_preparedness = > 0
			}
		}
		custom_cost_text = decision_cost_alt_dem_preparedness
		days_remove = 45
		complete_effect = {
			hidden_effe
# ... (truncated)
### Entity: Character
Component: BRA_newton_cavalcanti
Source: game
File: common/characters/BRA.txt

Code:
BRA_newton_cavalcanti = {
	name = BRA_newton_cavalcanti
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_1
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = BRA_newton_cavalcanti
		ledger = army
		allowed = {
			OR = {
				original_tag = POR BRA
			}
		}
		traits = {
			military_theorist
		}
	}
}
### Entity: Achievement
Component: rule_britannia
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, is_subject
Source: game
File: common/achievements.txt

Code:
rule_britannia = {
	id = 37
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		OR = {
			tag = SAF NZL CAN AST RAJ
		}
	}
	happened = {
		is_subject = no
		controls_state = 123 127 338 126 125 122 128 129 132 130 131 133 121 136 120
	}
}
### Entity: Order of Battle
Component: Tuli Ch'iping Lü
Constructs: division_template
Source: game
File: history/units/r56_YUN_1936.txt

Code:
division_template = {
	name = Tuli Ch'iping Lü
	division_names_group = CHI_IND_CAVB_01
	regiments = {
		cavalry = {
			x = 0
			y = 0
		} {
			x = 0
			y = 1
		}
	}
}
### Entity: Idea
Component: ROM_king_carol_ii_consumer_penalty
Constructs: has_government, has_country_flag, removal_cost
Source: game
File: common/ideas/romania.txt

Code:
ROM_king_carol_ii_consumer_penalty = {
	picture = ROM_carol_ii_greed
	removal_cost = -1
	allowed = {
		original_tag = ROM
	}
	allowed_civil_war = {
		OR = {
			AND = {
				POL = {
					has_country_flag = attempted_royal_takeover_in_ROM
				}
				NOT = {
					has_government = neutrality
				}
				has_country_flag = POL_non_michael_romania
			} {
				POL = {
					NOT = {
						has_country_flag = attempted_royal_takeover_in_ROM
					}
				}
				has_government = neutrality
			}
		}
	}
	modifier = {
		consumer_goods_factor = 0.4
	}
}
### Entity: Scripted Trigger
Component: EAI_communist_nation
Constructs: has_government, check_variable
Source: game
File: common/scripted_triggers/EAI_DIPLOMACY_triggers.txt

Code:
EAI_communist_nation = {
	OR = {
		has_government = communism
		AND = {
			has_government = neutrality
			check_variable = {
				party_popularity@communism = > party_popularity@neutrality
			} {
				party_popularity@communism = > party_popularity@fascism
			} {
				party_popularity@communism = > party_popularity@democratic
			}
		}
	}
}
### Entity: Event
Component: news.123
Constructs: has_government, has_war_with, is_ally_with, is_owned_by, has_global_flag, set_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.123
	title = news.123.t
	desc = news.123.d
	picture = GFX_news_event_040
	major = yes
	trigger = {
		326 = {
			controller = {
				OR = {
					original_tag = JAP
					is_ally_with = JAP
				}
			}
		} {
			is_owned_by = ENG
		}
		JAP = {
			has_war_with = ENG
		}
		NOT = {
			has_global_flag = fall_of_hong_kong
		}
	}
	immediate = {
		set_global_flag = fall_of_hong_kong
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = news.145.a
		trigger = {
			NOT = {
				TAG = JAP ENG
			}
		}
	} {
		name = news.117.b
		trigger = {
			TAG = JAP
			NOT = {
				has_government = communism
			}
		}
	} {
		name = SEA_japan_news_events.03.a
		trigger = {
			TAG = JAP
			has_government = communism
		}
	} {
		name = news.100.c
		trigger = {
			TAG = ENG
		}
	}
}
### Entity: Idea
Component: tenacious_defense_spirit
Constructs: has_military_academy, has_dlc
Source: game
File: common/ideas/army_spirits.txt

Code:
tenacious_defense_spirit = {
	ledger = army
	available = {
		has_military_academy = yes
	}
	modifier = {
		custom_modifier_tooltip = tenacious_defense_spirit_tt
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		}
	}
}
### Entity: National Focus
Tree: est_focus
Component: EST_establish_the_rahvuskogu
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_popularity, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/estonia.txt

Code:
focus = {
	id = EST_establish_the_rahvuskogu
	icon = GFX_goal_support_democracy
	prerequisite = {
		focus = EST_era_of_silence
	}
	x = -2
	y = 1
	relative_position_id = EST_era_of_silence
	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_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		if = {
			limit = {
				has_idea = democratic_opposition
			}
			swap_ideas = {
				remove_idea = democratic_opposition
				add_idea = democratic_opposition_idea_1
			}
		}
		else_if = {
			limit = {
				has_idea = democratic_opposition_idea_1
			}
			swap_ideas = {
				remove_idea = democratic_opposition_idea_1
				add_idea = democratic_opposition_idea_2
			}
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = EST_jaan_tonisson
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_transformation_of_nature
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_transformation_of_nature
	prerequisite = {
		focus = ETH_soviet_mediation ETH_peace_negotiations
	}
	icon = GFX_focus_generic_africa_factory
	relative_position_id = ETH_soviet_mediation
	x = -4
	y = 1
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = ETH_transformation_of_nature
		hidden_effect = {
			ETH_add_random_building_slot_effect = yes yes yes yes
		}
		custom_effect_tooltip = ETH_transformation_of_nature_tt
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_integrate_hungary
Constructs: prerequisite, limit, completion_reward, has_subject, every_subject_country, add_timed_idea
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_integrate_hungary
	icon = GFX_focus_proclaim_the_restauration_of_Austria_Hungary
	prerequisite = {
		focus = CZE_subjegate_romania
	} {
		focus = CZE_subjegate_serbia
	}
	cost = 10
	relative_position_id = CZE_subjegate_romania
	x = -1
	y = 1
	available = {
		OR = {
			has_subject = HUN ROM CRO SLV TRA
		}
	}
	completion_reward = {
		every_subject_country = {
			tooltip = CZE_austro_hungary_puppets
			visible_when_empty = yes
			limit = {
				OR = {
					original_tag = HUN ROM CRO SLV TRA
				}
			}
			add_timed_idea = {
				idea = CZE_integration_efforts
				days = 600
			}
		}
	}
}
### Entity: Idea
Component: CHL_unified_in_spirit_idea
Constructs: army_defence_factor, stability_factor, war_support_factor, army_attack_factor, removal_cost
Source: game
File: common/ideas/chile.txt

Code:
CHL_unified_in_spirit_idea = {
	removal_cost = -1
	picture = CHL_unified_in_spirit
	allowed = {
		always = no
	}
	available = {
		always = yes
	}
	modifier = {
		political_power_factor = 0.1
		army_attack_factor = 0.06
		army_defence_factor = 0.1
		army_org_factor = 0.05
		army_org_regain = 0.1
		stability_factor = 0.15
		war_support_factor = 0.1
	}
}
### Entity: Decision
Component: form_gran_colombia_category
Constructs: has_dlc
Source: game
File: common/decisions/categories/00_formable_categories.txt

Code:
form_gran_colombia_category = {
	icon = generic_formable_nations
	picture = GFX_decision_cat_generic_gran_colombia
	allowed = {
		has_dlc = Waking the Tiger
	}
}
### Entity: Character
Component: QUE_albert_stmartin
Constructs: has_government
Source: game
File: common/characters/QUE.txt

Code:
QUE_albert_stmartin = {
	name = Albert Saint-Martin
	portraits = {
		army = {
			small = GFX_idea_europe_generic_3
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = QUE_albert_stmartin
		cost = 150
		allowed = {

		}
		available = {
			has_government = communism
		}
		visible = {

		}
		traits = {
			resolute_anarchist
		}
	}
}
### Entity: Character
Component: TUR_nuri_killigil
Constructs: has_completed_focus, has_government, has_country_flag, has_dlc, is_in_faction_with
Source: game
File: common/characters/TUR.txt

Code:
TUR_nuri_killigil = {
	name = TUR_nuri_killigil
	portraits = {
		army = {
			small = GFX_idea_tur_nuri_killigil
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = TUR_nuri_killigil
		allowed = {
			original_tag = TUR
			has_dlc = Battle for the Bosporus
		}
		available = {
			OR = {
				is_in_faction_with = GER
				has_government = fascism
				has_completed_focus = TUR_pivot_to_the_past
				has_country_flag = TUR_sponsored_killigil_armaments_flag
			}
		}
		traits = {
			war_industrialist
		}
	}
}
### Entity: Idea
Component: AFG_communist_influence
Constructs: has_government, removal_cost, communism_drift
Source: game
File: common/ideas/afghanistan.txt

Code:
AFG_communist_influence = {
	allowed = {
		tag = AFG
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = generic_communism_drift_bonus
	modifier = {
		communism_drift = 0.02
	}
}
### Entity: Decision
Component: form_nation_mod_category
Constructs: limit, owns_state, has_country_flag, fire_only_once, is_subject, has_idea, has_global_flag, complete_effect
Source: game
File: common/decisions/BEL_HOL_decisions.txt

Code:
form_nation_mod_category = {
	BEL_try_to_recruit_dutch_generals = {
		allowed = {
			OR = {
				original_tag = FLA BEL WLL LUX
			}
		}
		icon = generic_army_support
		available = {
			is_subject = no
			HOL = {
				exists = no
			}
			NOT = {
				has_idea = generic_recent_army_unification
			}
			custom_trigger_tooltip = {
				tooltip = form_eu_netherlands_required_states_tt
				controls_state = 7 35 36
				owns_state = 7 35 36
			}
		}
		cost = 50
		days_remove = 40
		fire_only_once = yes
		visible = {
			if = {
				limit = {
					original_tag = WLL
				}
				has_country_flag = reunified_belgium_flag
			}
			NOT = {
				has_global_flag = tried_recruit_dutch_generals
			}
		}
		complete_effect = {
			custom_effect_tooltip = recruit_generals_tooltip
			hidden_effect = {
				set_global_flag = tried_recruit_dutch_generals
			}
		}
		remove_effect = {

		}
		ai_will_do = {
			factor = 50
		}
	}
	HOL_try_to_recruit_flemish_generals = {
		icon = generic_army_support
		allowed = {
			OR = {
				original_tag = HOL LUX
			}
		}
		available = {
			is_subject = no
			NOT = {
				has_idea = generic_recent_army_unification
			} {
				has_idea = generic_recent_army_unification
			}
			FLA = {
				exists = no
			} {
				exists = no
			}
			BEL = {
				exists = no
			} {
				exists = no
			}
			controls_state = 6
			owns_state = 6
		}
		cost = 50
		days_remove = 40
		fire_only_once = yes
		visible = {
			NOT = {
				has_global_flag = tried_recruit_flemish_generals
			}
			BEL = {
				exists = no
			}
		}
		complete_effect = {
			custom_effect_tooltip = recruit_generals_tooltip
			hidden_effect = {
				set_global_flag = tried_recruit_flemish_generals
			}
		}
		ai_will_do = {
			factor = 50
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PC_AIRBASE_get_wanted_airbases_score
Constructs: limit, has_country_flag, set_temp_variable, check_variable, add_to_temp_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_airbase.txt

Code:
EAI_PC_AIRBASE_get_wanted_airbases_score = {
	set_temp_variable = {
		wanted_airbases_score_factor = 0
	}
	if = {
		limit = {
			check_variable = {
				_AIRBASE_get_wanted_airbases_score_targets^num = > 0
			}
		}
		set_temp_variable = {
			min_owned_airbases = 100
		} {
			wanted_airbases_score_factor = wanted_airbases
		}
		for_each_scope_loop = {
			array = _AIRBASE_get_wanted_airbases_score_targets
			if = {
				limit = {
					check_variable = {
						_AIRBASE_get_wanted_airbases_owned_airbases_@THIS = < min_owned_airbases
					}
				}
				set_temp_variable = {
					min_owned_airbases = _AIRBASE_get_wanted_airbases_owned_airbases_@THIS
				}
			}
		}
		subtract_from_temp_variable = {
			wanted_airbases_score_factor = min_owned_airbases
		}
		divide_temp_variable = {
			wanted_airbases_score_factor = wanted_airbases
		}
		clamp_temp_variable = {
			var = wanted_airbases_score_factor
			min = 0.0
			max = 1.0
		}
	} {
		limit = {
			ROOT = {
				has_country_flag = EAI_PC_AIRBASE_score_logging
			}
		}
		log = [this.getname] - wanted_airbases_score_factor [?wanted_airbases_score_factor] - weight [?EAI_PC_AIRBASE_get_wanted_airbases_score_WEIGHT] - wanted_airbases [?wanted_airbases]
	}
	add_to_temp_array = {
		modifier_score_factors = wanted_airbases_score_factor
	} {
		modifier_score_weights = EAI_PC_AIRBASE_get_wanted_airbases_score_WEIGHT
	}
}
### Entity: State History
Component: 881
Constructs: add_core_of, add_claim_by
Source: game
File: history/states/881-Golan.txt

Code:
state = {
	id = 881
	name = Golan Hills
	provinces = {
		1074
	}
	history = {
		owner = SYR
		victory_points = {
			1074 1
		}
		buildings = {
			infrastructure = 1
		}
		add_core_of = SYR OSY
		add_claim_by = ISR
	}
	manpower = 27300
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
	state_category = wasteland
}
### Entity: Idea
Component: ETH_peoples_army_idea
Constructs: removal_cost
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_peoples_army_idea = {
	picture = chi_war_of_resistance2
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_infantry_attack_factor = 0.1
		max_dig_in_factor = 0.05
	}
}
### Entity: Modding Documentation
Construct: army_experience
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### army_experience
* description: army experience of a country
### Entity: National Focus
Tree: cos_focus
Component: COS_our_own_brownshirts
Constructs: prerequisite, add_ideas, completion_reward, is_historical_focus_on, add_popularity
Source: game
File: common/national_focus/costa_rica.txt

Code:
focus = {
	id = COS_our_own_brownshirts
	icon = GFX_focus_ITA_generic_fascist_workers
	prerequisite = {
		focus = COS_suspend_the_constitution
	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	x = -1
	y = 3
	relative_position_id = COS_approach_the_nazistas
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		add_ideas = COS_camisas_marrones
	}
}