Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: EAI_ASW_light_cruiser
Constructs: check_variable, has_tech, any_of
Source: game
File: common/ai_equipment/EAI_navy_ASW_role.txt

Code:
EAI_ASW_light_cruiser = {
	category = naval
	roles = {
		naval_escort_cl
	}
	priority = {
		base = 0
		modifier = {
			add = 8000
			check_variable = {
				EAI_FOCUS/NAVY/ASW_light_cruiser = global.EAI_ON
			}
		}
	}
	BASIC_ASW_LIGHT_CRUISER = {
		role_icon_index = 3
		priority = {
			base = 0
			modifier = {
				add = 10000
				has_tech = basic_ship_hull_cruiser
			}
		}
		target_variant = {
			type = ship_hull_cruiser_2
			match_value = 1
			modules = {
				fixed_ship_fire_control_system_slot = {
					any_of = {
						ship_sonar
					}
					upgrade = > current
				}
				fixed_ship_radar_slot = {
					module = empty
				}
				fixed_ship_engine_slot = {
					module = cruiser_ship_engine_2
					upgrade = current
				}
				fixed_ship_anti_air_slot = {
					any_of = {
						ship_anti_air
					}
					upgrade = > current
				}
				fixed_ship_armor_slot = empty
				fixed_ship_secondaries_slot = empty
				fixed_ship_battery_slot = {
					any_of = {
						ship_light_battery
					}
					upgrade = > current
				}
				front_1_custom_slot = empty
				mid_1_custom_slot = {
					any_of = {
						ship_airplane_launcher
					}
					upgrade = > current
				}
				mid_2_custom_slot = {
					any_of = {
						ship_airplane_launcher
					}
					upgrade = > current
				}
				rear_1_custom_slot = {
					any_of = {
						ship_airplane_launcher
					}
					upgrade = > current
				}
			}
		}
		requirements = {
			module = ship_sonar ship_airplane_launcher
		}
	}
	IMPROVED_ASW_LIGHT_CRUISER = {
		role_icon_index = 3
		priority = {
			base = 0
			modifier = {
				add = 20000
				has_tech = improved_ship_hull_cruiser
			}
		}
		target_variant = {
			type = ship_hull_cruiser_3
			match_value = 1.1
			modules = {
				fixed_ship_fire_control_system_slot = {
					any_of = {
						ship_sonar
					}
					upgrade = > current
				}
				fixed_ship_radar_slot = {
					any_of = {
						ship_radar
					}
					upgrade = > current
				}
				fixed_ship_engine_slot = {
					module = cruiser_ship_engine_3
					upgrade = current
				}
				fixed_ship_anti_air_slot = {
					any_of = {
						ship_anti_air
					}
					upgrade = > current
				}
				fixed_ship_armor_slot = empty
				fixed_ship_secondaries_slot = empty
				fixed_ship_battery_slot = {
					any_of = {
						ship_light_battery
					}
					upgrade = > current
				}
				front_1_custom_slot = empty
				mid_1_custom_slot = {
					any_of = {
						ship_
# ... (truncated)
### Entity: State History
Component: 960
Constructs: add_core_of
Source: game
File: history/states/960-Swaziland.txt

Code:
state = {
	id = 960
	name = Swaziland
	provinces = {
		7900
	}
	history = {
		victory_points = {
			7900 1
		}
		owner = SAF
		add_core_of = SAF
		buildings = {
			infrastructure = 2
		}
	}
	manpower = 278000
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
	state_category = rural
}
### Entity: Character
Component: CZE_karel_domin
Constructs: has_completed_focus, limit, has_power_balance
Source: game
File: common/characters/CZE.txt

Code:
CZE_karel_domin = {
	name = CZE_karel_domin
	portraits = {
		army = {
			small = GFX_idea_CZE_karel_domin
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CZE_karel_domin
		allowed = {
			original_tag = CZE
		}
		cost = 150
		available = {
			OR = {
				has_completed_focus = CZE_appeal_to_the_castle CZE_expand_prf_science_facilities
			}
			NOT = {
				has_completed_focus = CZE_create_a_secret_police_branch
			}
		}
		visible = {
			NOT = {
				has_completed_focus = CZE_create_a_secret_police_branch
			}
		}
		on_add = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = CZE_bop_army_readiness
						}
					}
					CZE_bop_very_low_decrease_effect = yes
					custom_effect_tooltip = generic_skip_one_line_tt
				}
			}
		}
		on_remove = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = CZE_bop_army_readiness
						}
					}
					CZE_bop_very_low_increase_effect = yes
				}
			}
		}
		traits = {
			CZE_nationalistic_agitating_academic
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_go_fra
Constructs: prerequisite, has_war_with, add_opinion_modifier, completion_reward, is_in_faction_with
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_go_fra
	icon = GFX_focus_chi_reach_out_to_france
	cost = 5.0
	ai_will_do = {
		factor = 3
		modifier = {
			factor = 3
			is_in_faction_with = FRA
		}
	}
	prerequisite = {
		focus = SWI_international
	}
	bypass = {
		OR = {
			NOT = {
				country_exists = FRA
			}
			has_war_with = FRA
		}
	}
	x = 22
	y = 1
	completion_reward = {
		FRA = {
			add_opinion_modifier = {
				target = ROOT
				modifier = SWI_friendship
			}
		}
	}
}
### Entity: Name List
Component: RAJ_POR
Source: game
File: common/names/r56_names.txt

Code:
RAJ_POR = {
	male = {
		names = {
			Mohandas Narenda Dalbir Bipin Subrata Amarjeet Sanijv Ravi Praveen Surinder Balwant Sarath Amit Bimal Ranbir Manoj Suresh Sunil Sushila Meena Velu Aniruddha Shokin Ashwani Ashok Abhay Devraj Rudramurti Punita Anand Dipankar Ramnath Bahadur Atan Syed Kesur Bana Chain Ganga Gian Jadunath Mukund Surinder Triveni Varinder Sonam Ram Yogendra
		}
	}
	female = {
		names = {
			Indira Aditi Amita Anasuya Kavita Puja Rani Rashmi Sania Dusha Neha Neetu Deepti Deepa Bipasha Preeti Padmavati Uma Vibha
		}
	}
	surnames = {
		Singh Suhag Rawat Hira Saha Sharma Nimbhorkar Talwar Thoge Hooda Bakshi Negi Hariz Chand Soni Verma Reddy Gupta Cheema Prasad Bharali Shivane Unni Sarin Patyal Chakravarty Bali Datta Naravane Chavan Chandra Bandyopadhyay Krishna Pannu Ambre Ahir Varadarajan Wangchuk Yadav Devi Kumar Das Kaur Ram Yadav Kumari Lal Bai Khatun Mandal Ali Sharma Ray Mondal Khan Sah Patel Prasad Patil Ghosh Pal Sahu Gupta Shaikh Bibi Sekh Begam Biswas Sarkar Paramar Khatoon Mahto Ansari Nayak Rathod Jadhav Mahato Rani Barman Behera Mishra Chand Roy Begum Saha Paswan Thakur Thakor Ahamad Chauhan Pawar Majhi Bano Naik Pradhan Alam Shinde Malik Sardar Nath Raut Bauri Shaik Chandra Patra Jha Murmu Solanki Cauhan Shah Prakash Sinh Pandey Patal Munda Dutta Chaudhari Raj Pandit Jain Kamble Manjhi Rana Molla Chaudhary Makavan Jena Chakraborty Pathan Gayakwad Nisha Vasav Debnath Rai More Varma Uddin Karmakar Bag Jana Sih
	}
	callsigns = {

	}
}
### Entity: Idea
Component: FRA_connections_to_trade_unions
Constructs: has_government, removal_cost
Source: game
File: common/ideas/france.txt

Code:
FRA_connections_to_trade_unions = {
	picture = generic_volunteer_expedition_bonus
	allowed = {
		original_tag = FRA
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	modifier = {
		resistance_growth_on_our_occupied_states = 0.1
	}
}
### Entity: Idea
Component: vauxhall
Constructs: research_bonus
Source: game
File: common/ideas/britain.txt

Code:
vauxhall = {
	allowed = {
		original_TAG = ENG
	}
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_industrial_research_program
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_industrial_research_program
	icon = GFX_focus_research
	prerequisite = {
		focus = SWE_resource_utilization
	}
	relative_position_id = SWE_resource_utilization
	x = 0
	y = 1
	cost = 10
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: aero_aircraft_manufacturer
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_traits.txt

Code:
aero_aircraft_manufacturer = {
	equipment_bonus = {
		large_plane_airframe = {
			reliability = 0.1
		}
		strat_maritime_equipment = {
			reliability = 0.1
		}
	}
}
### Entity: Character
Component: NZL_alexander_galbraith
Constructs: has_government
Source: game
File: common/characters/NZL.txt

Code:
NZL_alexander_galbraith = {
	name = NZL_alexander_galbraith
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_2
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = NZL_alexander_galbraith
		allowed = {
			original_tag = NZL
		}
		available = {
			has_government = communism
		}
		traits = {
			ICE_trade_unionist
		}
	}
}
### Entity: AI Strategy
Component: infantry_HUN
Source: game
File: common/ai_templates/templates_HUN.txt

Code:
infantry_HUN = {
	available_for = {
		HUN
	}
	role = infantry
	upgrade_prio = {
		base = 5
	}
	infantry_early_HUN = {
		upgrade_prio = {
			base = 2
		}
		division_names_group = HUN_INF_02
		target_template = {
			support = {
				engineer = 1
				recon = 1
				artillery = 1
			}
			regimental_support = {
				fire_support = 1
			}
			regiments = {
				infantry = 6
			}
		}
	}
	infantry_mid_HUN = {
		upgrade_prio = {
			base = 1
			modifier = {
				factor = 3
				date = > 1939.10.1
			}
		}
		division_names_group = HUN_INF_01
		target_template = {
			support = {
				engineer = 1
				recon = 1
				artillery = 1
			}
			regimental_support = {
				fire_support = 1
				anti_air = 1
			}
			regiments = {
				infantry = 9
				artillery_brigade = 1
			}
		}
	}
	infantry_late_HUN = {
		upgrade_prio = {
			base = 1
			modifier = {
				factor = 4
				date = > 1942.10.1
			}
		}
		division_names_group = HUN_INF_01
		target_template = {
			support = {
				engineer = 1
				recon = 1
				artillery = 1
				field_hospital = 1
			}
			regimental_support = {
				anti_air_battery = 1
				anti_tank_battery = 1
				fire_support = 1
			}
			regiments = {
				infantry = 9
				artillery_brigade = 2
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: BLR_pinsk_shipbuilding_and_ship_repair_plant_organization
Constructs: production_bonus
Source: game
File: common/military_industrial_organization/organizations/r56_BLR_organization.txt

Code:
BLR_pinsk_shipbuilding_and_ship_repair_plant_organization = {
	name = BLR_pinsk_shipbuilding_and_ship_repair_plant_organization
	include = generic_escort_ship_organization
	icon = GFX_idea_generic_naval_manufacturer_2
	allowed = {
		original_TAG = BLR
	}
	initial_trait = {
		name = generic_mio_initial_trait_escort_fleet
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
	}
}
### Entity: Modifier Reference
Component: recent_economic_integration
Constructs: remove_trigger, is_owned_by
Source: game
File: common/dynamic_modifiers/RAJ.txt

Code:
recent_economic_integration = {
	enable = {
		always = yes
	}
	remove_trigger = {
		NOT = {
			is_owned_by = RAJ
		}
	}
	icon = GFX_modifiers_industry
	state_production_speed_industrial_complex_factor = 0.2
	state_production_speed_infrastructure_factor = 0.25
}
### Entity: Scripted Effect
Component: EAI_PR_block_research
Constructs: limit, has_country_flag, set_temp_variable, check_variable, is_researching_technology, add_to_temp_variable, set_country_flag
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_effects.txt

Code:
EAI_PR_block_research = {
	if = {
		limit = {
			NOT = {
				has_country_flag = EAI_block_research_update
			}
		}
		set_temp_variable = {
			active_researchs_num = 0
		}
		for_each_loop = {
			array = global.technology
			if = {
				limit = {
					check_variable = {
						i = > 0
					}
					is_researching_technology = var:v
				}
				add_to_temp_variable = {
					active_researchs_num = 1
				}
			}
		}
		if = {
			limit = {
				check_variable = {
					active_researchs_num = amount_research_slots
				}
			}
			set_country_flag = {
				flag = EAI_PR_block_research
				value = 1
				days = 9
			} {
				flag = EAI_PR_block_priority_research
				value = 1
				days = 6
			} {
				flag = EAI_block_research_update
				value = 1
				days = 3
			}
		}
	}
}
### Entity: Character
Component: EQG_acd2
Source: game
File: common/characters/EQG.txt

Code:
EQG_acd2 = {
	advisor = {
		slot = army_chief
		idea_token = EQG_acd2
		allowed = {
			original_tag = EQG
		}
		traits = {
			army_chief_defensive_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_1
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_model_after_usa
Constructs: prerequisite, add_ideas, has_war_with, completion_reward, cancel_if_invalid, add_popularity
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_model_after_usa
	icon = GFX_focus_generic_befriend_usa
	prerequisite = {
		focus = RAJ_forming_an_indian_doctrine
	}
	x = 0
	y = 1
	relative_position_id = RAJ_forming_an_indian_doctrine
	mutually_exclusive = {
		focus = RAJ_model_after_germany
	} {
		focus = RAJ_model_after_soviet
	}
	cost = 10
	available = {
		NOT = {
			has_war_with = USA
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = {
			idea_RAJ_indian_army_doctrine_usa
		}
	}
}
### Entity: Effect Reference
Construct: set_compliance
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_compliance

* Supported Scopes: STATE
* Supported Targets: any

```
set compliance of a state. Example: set_compliance = 30
```
### Entity: Event
Component: bba_news.107
Constructs: limit, fire_only_once, set_global_flag, has_character, has_country_leader, retire_character
Source: game
File: events/BBA_NewsEvents.txt

Code:
news_event = {
	id = bba_news.107
	title = bba_news.107.t
	desc = bba_news.107.desc
	picture = GFX_news_event_generic_funeral
	major = no
	fire_only_once = yes
	immediate = {
		set_global_flag = ITA_pope_pio_xi_dead_flag
	}
	trigger = {
		original_tag = ITA
		has_character = ITA_papa_pio_xi
		date = > 1939.01.20
	}
	mean_time_to_happen = {
		days = 20
		modifier = {
			factor = 0.1
			date = > 1939.06.01
		}
	}
	option = {
		name = bba_news.107.a
		custom_effect_tooltip = ITA_pope_dies_tt
		if = {
			limit = {
				has_country_leader = {
					character = ITA_papa_pio_xi
					ruling_only = no
				}
			}
			effect_tooltip = {
				retire_character = ITA_papa_pio_xi
			}
		} {
			limit = {
				has_country_leader = {
					character = ITA_papa_pio_xi
					ruling_only = yes
				}
			}
			ITA_pope_takes_over = yes
		}
		hidden_effect = {
			retire_character = ITA_papa_pio_xi
		}
	}
}
### Entity: Event
Component: colombia.4
Constructs: is_triggered_only, add_stability, add_political_power, create_wargoal, take_state_focus
Source: game
File: events/Colombia.txt

Code:
country_event = {
	id = colombia.4
	title = colombia.4.t
	desc = colombia.4.d
	picture = GFX_report_event_ANZAC_day
	is_triggered_only = yes
	option = {
		name = colombia.4.a
		create_wargoal = {
			type = take_state_focus
			target = VEN
			generator = {
				307 488 1073 489 948
			}
		}
		add_political_power = 150
		add_stability = 0.1
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_petropolis_line
Constructs: prerequisite, completion_reward, add_political_power, add_victory_points
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_petropolis_line
	icon = GFX_focus_BRA_pedro_de_alcantara
	x = -2
	y = 1
	relative_position_id = BRA_romanticize_the_old_empire
	prerequisite = {
		focus = BRA_romanticize_the_old_empire
	}
	mutually_exclusive = {
		focus = BRA_vassouras_line
	}
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 100
		custom_effect_tooltip = BRA_monarch_choice_1_tt
		show_ideas_tooltip = BRA_king_petropolis
		add_victory_points = {
			province = 12334
			value = 1
		}
	}
}
### Entity: Idea
Component: KMT_ita_investment
Constructs: limit, has_government, has_war_with, removal_cost, is_subject, has_civil_war, has_capitulated, is_embargoing
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_ita_investment = {
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		IF = {
			limit = {
				has_government = communism
			}
			ITA = {
				NOT = {
					has_government = fascism
				}
			}
		}
		ITA = {
			exists = yes
			is_subject = no
			has_civil_war = no
			has_capitulated = no
		}
		NOT = {
			has_war_with = ITA
		} {
			is_embargoing = ITA
		} {
			ITA = {
				is_embargoing = CHI
			}
		}
	}
	on_remove = {
		set_variable = {
			KMT_eco_ita = 0
		}
	}
	targeted_modifier = {
		tag = ITA
		trade_cost_for_target_factor = -0.2
	}
}
### Entity: Event
Component: GOE_RAJ.29
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, retire_country_leader, add_country_leader_role, is_historical_focus_on, swap_country_leader_traits
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ.29
	title = GOE_RAJ.29.t
	desc = GOE_RAJ.29.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = GOE_RAJ.29.a
		ai_chance = {
			base = 3
		}
		retire_country_leader = yes
		if = {
			limit = {
				has_completed_focus = RAJ_his_majestys_loyal_government
			}
			add_country_leader_role = {
				character = RAJ_lord_linlithgow
				promote_leader = yes
				country_leader = {
					ideology = centrism
					expire = 1965.1.1.1
					id = -1
					traits = {
						aloof_authority_alt
					}
				}
			}
		}
		else = {
			add_country_leader_role = {
				character = RAJ_lord_linlithgow
				promote_leader = yes
				country_leader = {
					ideology = centrism
					expire = 1965.1.1.1
					id = -1
					traits = {
						aloof_authority
					}
				}
			}
		}
	} {
		name = GOE_RAJ.29.b
		ai_chance = {
			base = 0
			modifier = {
				is_historical_focus_on = no
				add = 1
			}
		}
		if = {
			limit = {
				has_completed_focus = RAJ_his_majestys_loyal_government
			}
			RAJ_freeman_freeman_thomas = {
				swap_country_leader_traits = {
					remove = staunch_imperialist
					add = staunch_imperialist_alt
					ideology = centrism
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_3
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_3 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 3
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 3
	}
}
### Entity: Character
Component: ROM_iuliu_maniu
Constructs: limit, has_dlc, has_autonomy_state
Source: game
File: common/characters/ROM.txt

Code:
ROM_iuliu_maniu = {
	name = ROM_iuliu_maniu
	portraits = {
		army = {
			small = GFX_idea_ROM_iuliu_maniu
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ROM_iuliu_maniu
		allowed = {
			original_tag = ROM
		}
		available = {
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				NOT = {
					has_autonomy_state = autonomy_supervised_state
				}
			}
		}
		traits = {
			democratic_reformer
		}
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_sea_ledo_road
Constructs: shared_focus, has_completed_focus, prerequisite, has_war_with, completion_reward, is_in_faction_with, is_subject, is_subject_of
Source: game
File: common/national_focus/china_shared_TSR.txt

Code:
shared_focus = {
	id = CHI_sea_ledo_road
	icon = GFX_goal_generic_construction2
	prerequisite = {
		focus = CHI_sea_burma_road
	} {
		focus = CHI_sea_the_hump
	}
	x = 0
	y = 5
	relative_position_id = CHI_sea_british_cooperation
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 4
			tag = CHI
		} {
			RAJ = {
				exists = yes
				NOT = {
					is_in_faction_with = ENG
				}
			}
			factor = 0
		}
	}
	available = {
		OR = {
			is_subject = no
			is_subject_of = ENG
		}
		all_other_country = {
			NOT = {
				has_completed_focus = CHI_sea_ledo_road
			}
		}
		ENG_will_support = yes
		325 = {
			CONTROLLER = {
				OR = {
					tag = ROOT
					is_subject_of = ROOT
					is_in_faction_with = ROOT
				}
			}
		}
		432 = {
			CONTROLLER = {
				NOT = {
					has_war_with = ROOT
				}
				OR = {
					original_tag = ENG
					is_subject_of = ENG
				}
			}
		}
		640 = {
			CONTROLLER = {
				NOT = {
					has_war_with = ROOT
				}
				OR = {
					original_tag = ENG
					is_subject_of = ENG
				}
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		432 = {
			set_state_flag = CHI_needed_for_ledo_road
		}
		325 = {
			set_state_flag = CHI_needed_for_ledo_road
		}
		640 = {
			set_state_flag = CHI_needed_for_ledo_road
		}
		set_variable = {
			CHI_ledo_road_current_level = 1
		}
		add_offsite_building = {
			type = arms_factory
			level = 1
		}
	}
}
### Entity: AI Strategy
Component: JAP_philippines_and_garrison_prio
Constructs: has_war_with, is_historical_focus_on
Source: game
File: common/ai_strategy/JAP.txt

Code:
JAP_philippines_and_garrison_prio = {
	allowed = {
		original_tag = JAP
	}
	enable = {
		has_war_with = USA
		date = > 1941.1.1 < 1944.1.1
		is_historical_focus_on = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = area_priority
		id = just_philippines
		value = 100
	}
}
### Entity: Idea
Component: HUN_denounce_bolshevism_idea
Constructs: war_support_factor, mobilization_speed
Source: game
File: common/ideas/hungary.txt

Code:
HUN_denounce_bolshevism_idea = {
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_attack_soviet_union
	modifier = {
		war_support_factor = 0.1
		mobilization_speed = 0.05
	}
	targeted_modifier = {
		tag = SOV
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
}
### Entity: Game Rule
Component: JAP_ai_behavior
Constructs: allow_achievements
Source: game
File: common/game_rules/00_game_rules.txt

Code:
JAP_ai_behavior = {
	name = JAP_AI_BEHAVIOR
	group = RULE_GROUP_AI_BEHAVIOR
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_AI_DESC
	}
	option = {
		required_dlc = Waking the Tiger
		name = COMMUNIST
		text = RULE_OPTION_COMMUNIST_JAP_AI
		desc = RULE_OPTION_COMMUNIST_JAP_AI_DESC
	} {
		required_dlc = No Compromise, No Surrender
		name = COMMUNIST_2
		text = RULE_OPTION_COMMUNIST_RONOHA_JAP_AI
		desc = RULE_OPTION_COMMUNIST_RONOHA_JAP_AI_DESC
	} {
		name = NEUTRALITY
		text = RULE_OPTION_JAP_NEUTRALITY
		desc = RULE_OPTION_NEUTRALITY_JAP_AI_DESC
	} {
		required_dlc = Waking the Tiger
		name = DEMOCRATIC
		text = RULE_OPTION_JAP_DEMOCRATIC
		desc = RULE_DEMOCRATIC_JAP_AI_DESC
	} {
		name = FASCIST
		text = RULE_OPTION_JAP_FASCIST
		desc = RULE_FASCIST_JAP_AI_DESC
		allow_achievements = yes
	} {
		name = RANDOM
		text = RULE_OPTION_RANDOM
		desc = RULE_OPTION_RANDOM_AI_DESC
	}
}
### Entity: Character
Component: ENG_random_communist_minister_6
Constructs: has_country_flag
Source: game
File: common/characters/ENG.txt

Code:
ENG_random_communist_minister_6 = {
	portraits = {
		army = {
			small = GFX_idea_generic_communist_revolutionary_western_european_2d
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ENG_random_communist_minister_6
		visible = {
			has_country_flag = ENG_trade_unions_demand_minister_appointment_6
		}
		allowed = {
			original_tag = ENG
		}
		traits = {
			smooth_talking_con_man
		}
	}
}
### Entity: Unit Template
Component: RAJ_SIKH_01
Source: game
File: common/units/names_divisions/RAJ_names_divisions.txt

Code:
RAJ_SIKH_01 = {
	name = Sikh Division
	for_countries = {
		RAJ PAK BAN
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry mountaineers
	}
	fallback_name = %d Sikh Division
}