Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Modifier Reference
Component: JAP_rounouha_modifier
Constructs: research_speed_factor, has_government, remove_trigger, communism_drift, conscription_factor, annex_cost_factor, puppet_cost_factor
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
JAP_rounouha_modifier = {
	icon = GFX_idea_JAP_rounou_ha
	enable = {
		always = yes
	}
	remove_trigger = {
		OR = {
			has_government = neutrality fascism
		}
	}
	communism_drift = JAP_communist_party_communism_drift
	political_power_factor = JAP_communist_party_political_power_factor
	conscription_factor = JAP_communist_party_conscription_factor
	research_speed_factor = JAP_communist_party_research_speed_factor
	offensive_war_stability_factor = JAP_communist_party_offensive_war_stability_factor
	annex_cost_factor = JAP_communist_party_annex_cost_factor
	puppet_cost_factor = JAP_communist_party_puppet_cost_factor
	defensive_war_stability_factor = JAP_communist_party_defensive_war_stability_factor
	operative_slot = JAP_communist_party_operative_slot
	enemy_operative_detection_chance_factor = JAP_communist_party_enemy_operative_detection_chance_factor
	enemy_operative_intel_extraction_rate = JAP_communist_party_enemy_operative_intel_extraction_rate
	enemy_operative_capture_chance_factor = JAP_communist_party_enemy_operative_capture_chance_factor
	army_core_defence_factor = JAP_communist_party_army_core_defence_factor
	weekly_manpower = JAP_communist_party_weekly_manpower
}
### Entity: Decision
Component: operations
Constructs: has_completed_focus, limit, has_government, has_war_with, add_stability, fire_only_once, has_capitulated, is_in_faction_with
Source: game
File: common/decisions/ENG.txt

Code:
operations = {
	operation_fork = {
		icon = generic_operation
		allowed = {
			tag = ENG
		}
		available = {
			tag = ENG
			has_government = democratic
			has_war_with = GER
			ICE = {
				exists = yes
			}
			IF = {
				limit = {
					NOR = {
						has_government = democratic
					}
				}
				NOR = {
					has_capitulated = yes
				}
				is_in_faction_with = NOR
			}
			ELSE = {
				any_country_with_original_tag = {
					original_tag_to_check = NOR
					has_capitulated = yes
					is_in_faction_with = ROOT
				}
			}
		}
		cost = 35
		fire_only_once = yes
		ai_will_do = {
			base = 1
			modifier = {
				factor = 200
				ICE = {
					has_completed_focus = ICE_declare_absolute_neutrality
				}
			}
		}
		visible = {
			tag = ENG
			has_war_with = GER
			ICE = {
				exists = yes
			} {
				NOT = {
					has_completed_focus = ICE_united_we_stand
				}
			}
			NOT = {
				ICE = {
					is_in_faction_with = ROOT
				}
			}
		}
		complete_effect = {
			ICE = {
				country_event = {
					id = britain.25
					days = 1
				}
			}
			add_popularity = {
				ideology = democratic
				popularity = -0.05
			}
		}
	}
	ENG_operation_valentine = {
		icon = generic_operation
		allowed = {
			tag = ENG
		}
		available = {
			DEN = {
				is_subject = yes
				NOT = {
					is_in_faction_with = var:DEN.DEN_overlord_nation
				}
			}
			has_war_with = var:DEN.DEN_overlord_nation
			337 = {
				is_controlled_by = DEN
			}
		}
		cost = 25
		fire_only_once = yes
		ai_will_do = {
			base = 50
			modifier = {
				factor = 2
				GER = {
					has_government = fascism
				}
			} {
				factor = 2
				ICE = {
					has_completed_focus = ICE_declare_absolute_neutrality
				}
			} {
				factor = 6
				any_country = {
					has_government = democratic
					original_tag = NOR
					is_in_faction_with = ROOT
					has_capitulated = yes
				}
			}
		}
		visible = {
			original_tag = ENG
			DEN = {
				is_subject = yes
				NOT = {
					is_in_faction_with = var:DEN.DEN_overlord_nation
				}
			}
			has_war_with = var:DEN.DEN_overlord_nation
			337 = {
				is_controlled_by = DEN
			}
			has_dlc = Arms Against Tyranny
		}
		complete_effect = {
			DEN = {
				country_event = {
					id = AAT_USA_events.02
					days = 2
				}
			}
			add_popularity = {
				ideology = ROOT
				popularity = -0.02
			}
			add_stability = -0.01
			ROOT = {
				transfer_state = 337
			}
			337 = {
				add_building_construction = {
	
# ... (truncated)
### Entity: Event
Component: AAT_finland_political.07
Constructs: is_triggered_only, add_war_support, fire_only_once
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_political.07
	title = AAT_finland_political.07.t
	desc = AAT_finland_political.07.desc
	picture = GFX_report_event_FIN_mannerheim_president
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AAT_finland_political.07.a
		FIN_mannerheim_becomes_country_leader = yes
		add_war_support = 0.05
	}
}
### Entity: Scripted Trigger
Component: EAI_LAW_available_limited_conscription
Constructs: has_completed_focus, limit, has_country_flag, has_idea, has_war_support, has_dlc, is_subject
Source: game
File: common/scripted_triggers/EAI_COUNTRY_law_triggers.txt

Code:
EAI_LAW_available_limited_conscription = {
	NOT = {
		has_idea = limited_conscription
	} {
		has_idea = undisturbed_isolation
	} {
		has_idea = isolation
	}
	has_war_support = > 0.1
	if = {
		limit = {
			original_tag = AST
			has_dlc = Together for Victory
		}
		has_completed_focus = AST_citizen_military_forces
	} {
		limit = {
			original_tag = CAN
			has_dlc = Together for Victory
		}
		has_completed_focus = CAN_commit_to_the_war
	} {
		limit = {
			original_tag = RAJ
			has_dlc = Together for Victory
		}
		is_subject = no
	} {
		limit = {
			original_tag = ENG
			has_dlc = Man the Guns
			has_completed_focus = ENG_concessions_to_the_trade_unions
		}
		NOT = {
			has_country_flag = ENG_cannot_increase_conscription_law
		}
	} {
		limit = {
			original_tag = SPR
			has_dlc = La Resistance
		}
		NOT = {
			has_completed_focus = SPR_all_must_bear_the_torch
		}
	} {
		limit = {
			original_tag = BUL
			has_dlc = Battle for the Bosporus
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			NOT = {
				has_idea = BUL_army_restrictions_aat
			}
		}
		else = {
			NOT = {
				has_idea = BUL_army_restrictions
			}
		}
	} {
		limit = {
			DEN_aat_is_subject = yes
		}
		NOT = {
			has_country_flag = DEN_cannot_increase_conscription_law
		}
	} {
		limit = {
			original_tag = AUS
		}
		NOT = {
			has_idea = AUS_treaty_of_saint_germain_en_laye
		}
	}
	IF = {
		limit = {
			original_tag = HUN
			has_dlc = Death or Dishonor
			NOT = {
				has_dlc = Gotterdammerung
			}
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			NOT = {
				has_idea = HUN_treaty_of_triannon_aat
			}
		}
		ELSE = {
			NOT = {
				has_idea = HUN_treaty_of_triannon
			}
		}
	} {
		limit = {
			has_dlc = Graveyard of Empires
			original_tag = AFG
		}
		has_completed_focus = AFG_adopt_nufus
	}
	ELSE_IF = {
		limit = {
			original_tag = HUN
			has_dlc = Gotterdammerung
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_trigger_tooltip = {
				tooltip = wuw_HUN_not_has_trianon_for_laws_tt
				NOT = {
					OR = {
						has_idea = HUN_treaty_of_triannon_aat_wuw HUN_treaty_of_triannon_aat_wuw_no_air_debuff HUN_treaty_of_triannon_aat_wuw_no_army_exp_debuff HUN_treaty_of_triannon_aat_wuw_no_air_or_army_debuff
					}
				}
			}
		}
		ELSE = {
			custom_trigger_tooltip = {
				tooltip = wuw_HUN_not_has_trianon_for_laws_tt
				NOT = {
					OR = {
						has_
# ... (truncated)
### Entity: Idea
Component: r56i_laws_leadership_people
Constructs: stability_factor, limit, has_government, is_subject, has_global_flag, fascism_drift, cancel_if_invalid, has_political_power
Source: game
File: common/ideas/r56i_laws_leadership.txt

Code:
r56i_laws_leadership_people = {
	available = {
		NOT = {
			has_government = fascism
		}
		custom_trigger_tooltip = {
			tooltip = r56_tooltip_is_independent_or_has_fascist_overlord
			OR = {
				is_subject = no
				OVERLORD = {
					NOT = {
						has_government = fascism
					}
				}
			}
		}
		hidden_trigger = {
			NOT = {
				has_global_flag = NATIONAL_CHARACTERS_BLOCKED
			}
		}
	}
	modifier = {
		fascism_drift = -0.05
		stability_factor = 0.05
		political_power_cost = 0.05
	}
	cost = 150
	cancel_if_invalid = no
	ai_will_do = {
		factor = 0
		modifier = {
			has_political_power = > 150
			amount_taken_ideas = {
				amount = > 2
				slots = {
					political_advisor
				}
			} {
				amount = > 2
				slots = {
					high_command
				}
			} {
				amount = > 0
				slots = {
					army_chief
				}
			} {
				amount = > 0
				slots = {
					industrial_concern
				}
			}
			if = {
				limit = {
					NOT = {
						has_dlc = Arms Against Tyranny
					}
				}
				amount_taken_ideas = {
					amount = > 0
					slots = {
						tank_manufacturer
					}
				} {
					amount = > 0
					slots = {
						aircraft_manufacturer
					}
				} {
					amount = > 0
					slots = {
						materiel_manufacturer
					}
				}
			}
			NOT = {
				OR = {
					has_idea = r56i_laws_leadership_cult r56i_laws_leadership_divine r56i_laws_leadership_secular r56i_laws_leadership_communal_decision_making
				}
			}
			add = 1
		}
	}
}
### Entity: Scripted Trigger
Component: is_possible_secret_ally
Constructs: has_government, has_war_with, is_major, is_possible_secret_ally, has_capitulated, is_faction_leader, is_in_faction
Source: game
File: common/scripted_triggers/SWI_scripted_triggers.txt

Code:
is_possible_secret_ally = {
	is_major = yes
	exists = yes
	has_capitulated = no
	has_government = democratic
	NOT = {
		has_war_with = ROOT
	}
	OR = {
		is_faction_leader = yes
		is_in_faction = yes
	}
}
### Entity: Decision
Component: SAF_ethnic_legislation_category
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/SAF_decision_categories.txt

Code:
SAF_ethnic_legislation_category = {
	icon = GFX_decision_category_generic_political_actions
	allowed = {
		original_tag = SAF
	}
	visible = {
		has_completed_focus = SAF_ethnic_legislation
	}
}
### Entity: Country History
Country: ZAM
Component: ZAM_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/ZAM - Zambia.txt

Code:
# Misc for ZAM
capital = 771
set_convoys = 0
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort large_navy industrial_effort construction_effort production_effort
	set_technology = {
		tech_support = 1
		tech_recon = 1
		support_weapons = 1
		gw_artillery = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Idea
Component: EAI_DD_8/rocket_artillery_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_8/rocket_artillery_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		rocket_artillery_equipment = {
			build_cost_ic = -0.2
			instant = yes
		}
	}
}
### Entity: Scripted Effect
Component: ITA_bop_decrease_lost_core_modifier
Constructs: limit, has_power_balance_modifier, remove_power_balance_modifier
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_bop_decrease_lost_core_modifier = {
	if = {
		limit = {
			has_power_balance_modifier = {
				id = ITA_power_balance
				modifier = ITA_power_balance_lost_core_5
			}
		}
		remove_power_balance_modifier = {
			id = ITA_power_balance
			modifier = ITA_power_balance_lost_core_5
		}
	}
	else_if = {
		limit = {
			has_power_balance_modifier = {
				id = ITA_power_balance
				modifier = ITA_power_balance_lost_core_4
			}
		}
		remove_power_balance_modifier = {
			id = ITA_power_balance
			modifier = ITA_power_balance_lost_core_4
		}
	} {
		limit = {
			has_power_balance_modifier = {
				id = ITA_power_balance
				modifier = ITA_power_balance_lost_core_3
			}
		}
		remove_power_balance_modifier = {
			id = ITA_power_balance
			modifier = ITA_power_balance_lost_core_3
		}
	} {
		limit = {
			has_power_balance_modifier = {
				id = ITA_power_balance
				modifier = ITA_power_balance_lost_core_2
			}
		}
		remove_power_balance_modifier = {
			id = ITA_power_balance
			modifier = ITA_power_balance_lost_core_2
		}
	} {
		limit = {
			has_power_balance_modifier = {
				id = ITA_power_balance
				modifier = ITA_power_balance_lost_core_1
			}
		}
		remove_power_balance_modifier = {
			id = ITA_power_balance
			modifier = ITA_power_balance_lost_core_1
		}
	}
	else = {

	}
}
### Entity: Unit Leader
Component: ARM_anti_communist_sympathizer
Source: game
File: common/unit_leader/r56_traits.txt

Code:
ARM_anti_communist_sympathizer = {
	type = all
	trait_type = personality_trait
	new_commander_weight = {
		factor = 0
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_royal_roads
Constructs: prerequisite, limit, completion_reward, complete_tooltip, add_building_construction, random_owned_controlled_state, is_in_home_area
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_royal_roads
	icon = GFX_goal_war_infrastructure
	text = GRE_royal_roads
	prerequisite = {
		focus = GRE_reinforce_royal_dictatorship
	}
	x = 2
	y = 0
	relative_position_id = GRE_establish_the_royal_armory
	cost = 10
	ai_will_do = {
		factor = 30
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = infrastructure_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = infrastructure
					size = < 1
				}
			}
		}
	}
	complete_tooltip = {
		add_building_construction = {
			type = infrastructure
			level = 2
			instant_build = yes
		} {
			type = infrastructure
			level = 2
			instant_build = yes
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = infrastructure
									size = > 0
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 1
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = infrastructure
									size = > 1
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: sfl.27
Constructs: is_triggered_only, add_opinion_modifier, save_event_target_as, create_wargoal, take_state_focus
Source: game
File: events/r56_japan.txt

Code:
country_event = {
	id = sfl.27
	title = sfl.27.t
	desc = sfl.27.d
	picture = GFX_report_event_japanese_officers
	is_triggered_only = yes
	option = {
		name = sfl.27.a
		670 = {
			owner = {
				save_event_target_as = indochina_owner
			}
		}
		create_wargoal = {
			target = event_target:indochina_owner
			type = take_state_focus
			generator = {
				670 671 286 741 924 925 926 927 928
			}
		}
		add_opinion_modifier = {
			target = JAP
			modifier = large_decrease
		}
	}
}
### Entity: Unit Template
Component: SIK_MNT_01
Source: game
File: common/units/names_divisions/SIK_names_divisions.txt

Code:
SIK_MNT_01 = {
	name = Mountain Unit
	for_countries = {
		SIK
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	link_numbering_with = {
		SIK_INF_01
	}
	fallback_name = %d Xin'jiang Juntuán
	ordered = {
		1 = {
			%d Xin'jiang Juntuán
		}
		2 = {
			%d Xin'jiang Juntuán
		}
		3 = {
			%d Xin'jiang Juntuán
		}
		4 = {
			%d Xin'jiang Juntuán
		}
		5 = {
			%d Xin'jiang Juntuán
		}
		6 = {
			%d Xin'jiang Juntuán
		}
		7 = {
			%d Xin'jiang Juntuán
		}
		8 = {
			%d Xin'jiang Juntuán
		}
		9 = {
			%d Xin'jiang Juntuán
		}
		10 = {
			%d Xin'jiang Juntuán
		}
		11 = {
			%d Xin'jiang Juntuán
		}
		12 = {
			%d Xin'jiang Juntuán
		}
		13 = {
			%d Xin'jiang Juntuán
		}
		14 = {
			%d Xin'jiang Juntuán
		}
		15 = {
			%d Xin'jiang Juntuán
		}
		16 = {
			%d Xin'jiang Juntuán
		}
		17 = {
			%d Xin'jiang Juntuán
		}
		18 = {
			%d Xin'jiang Juntuán
		}
		19 = {
			%d Xin'jiang Juntuán
		}
		20 = {
			%d Xin'jiang Juntuán
		}
	}
}
### Entity: Scripted Effect
Component: TUR_kemalist_refresh_effect
Constructs: limit, has_idea, set_temp_variable
Source: game
File: common/scripted_effects/TUR_scripted_effects.txt

Code:
TUR_kemalist_refresh_effect = {
	hidden_effect = {
		if = {
			limit = {
				ROOT = {
					has_idea = TUR_kemalist_army_officers_minimal_power_loyal
				}
			}
			set_temp_variable = {
				current_officer_spirit = token:TUR_kemalist_army_officers_minimal_power_loyal
			}
		} {
			limit = {
				ROOT = {
					has_idea = TUR_kemalist_army_officers_minimal_power_neutral
				}
			}
			set_temp_variable = {
				current_officer_spirit = token:TUR_kemalist_army_officers_minimal_power_neutral
			}
		} {
			limit = {
				ROOT = {
					has_idea = TUR_kemalist_army_officers_minimal_power_disloyal
				}
			}
			set_temp_variable = {
				current_officer_spirit = token:TUR_kemalist_army_officers_minimal_power_disloyal
			}
		} {
			limit = {
				ROOT = {
					has_idea = TUR_kemalist_army_officers_decreased_power_loyal
				}
			}
			set_temp_variable = {
				current_officer_spirit = token:TUR_kemalist_army_officers_decreased_power_loyal
			}
		} {
			limit = {
				ROOT = {
					has_idea = TUR_kemalist_army_officers_decreased_power_neutral
				}
			}
			set_temp_variable = {
				current_officer_spirit = token:TUR_kemalist_army_officers_decreased_power_neutral
			}
		} {
			limit = {
				ROOT = {
					has_idea = TUR_kemalist_army_officers_decreased_power_disloyal
				}
			}
			set_temp_variable = {
				current_officer_spirit = token:TUR_kemalist_army_officers_decreased_power_disloyal
			}
		} {
			limit = {
				ROOT = {
					has_idea = TUR_kemalist_army_officers_limited_power_loyal
				}
			}
			set_temp_variable = {
				current_officer_spirit = token:TUR_kemalist_army_officers_limited_power_loyal
			}
		} {
			limit = {
				ROOT = {
					has_idea = TUR_kemalist_army_officers_limited_power_neutral
				}
			}
			set_temp_variable = {
				current_officer_spirit = token:TUR_kemalist_army_officers_limited_power_neutral
			}
		} {
			limit = {
				ROOT = {
					has_idea = TUR_kemalist_army_officers_limited_power_disloyal
				}
			}
			set_temp_variable = {
				current_officer_spirit = token:TUR_kemalist_army_officers_limited_power_disloyal
			}
		} {
			limit = {
				ROOT = {
					has_idea = TUR_kemalist_army_officers_extended_power_loyal
				}
			}
			set_temp_variable = {
				current_officer_spirit = token:TUR_kemalist_army_officers_extended_power_loyal
			}
		} {
			limit = {
				ROOT = {
					has_idea = TUR_kemalist_army_officers_extended_power_neutral
				}
			}
			set_temp_v
# ... (truncated)
### Entity: Event
Component: bftb_bulgaria_factions.29
Constructs: is_triggered_only, limit, has_country_flag, add_stability, add_political_power
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_factions.29
	title = bftb_bulgaria_factions.29.t
	desc = bftb_bulgaria_factions.29.desc
	picture = GFX_report_event_bul_military_parade_vidin
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_factions.29.a
		add_political_power = 120
		add_stability = 0.1
		if = {
			limit = {
				NOT = {
					has_country_flag = BUL_zveno_destroyed_flag
				} {
					has_country_flag = BUL_zveno_integrated_flag
				}
			}
			BUL_zveno_low_loyalty_increase_effect = yes
		} {
			limit = {
				NOT = {
					has_country_flag = BUL_bzns_destroyed_flag
				} {
					has_country_flag = BUL_bzns_integrated_flag
				}
			}
			BUL_bzns_low_loyalty_increase_effect = yes
		} {
			limit = {
				NOT = {
					has_country_flag = BUL_nsm_destroyed_flag
				} {
					has_country_flag = BUL_nsm_integrated_flag
				}
			}
			BUL_nsm_low_loyalty_increase_effect = yes
		}
	}
}
### Entity: Scripted Effect
Component: indonesia_reduce_escalation_3_effect
Source: game
File: common/scripted_effects/INS_scripted_effects.txt

Code:
indonesia_reduce_escalation_3_effect = {
	hidden_effect = {
		INS = {
			subtract_from_variable = {
				var = INS_war_escalation_level
				value = 3
				tooltip = INS_reduce_escalation_3_tt
			}
		}
	} {
		INS = {
			clamp_variable = {
				var = INS_war_escalation_level
				min = 1
			}
		}
	}
	custom_effect_tooltip = INS_reduce_escalation_3_tt
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Template%3ALinks/doc.html

Doc:
This is the documentation page for Template:Links. When it is viewed directly, links using variables may appear broken; do not replace these with hardcoded page names or URLs.

Links can be used to highlight articles with poor hyperlinks.

Contents

1 Usage

2 Parameters

3 Values

4 Effects

5 Updating This Template

6 Example
### Entity: Idea
Component: SAX_ncdb
Source: game
File: common/ideas/saxony.txt

Code:
SAX_ncdb = {
	picture = generic_navy_europe_1
	allowed = {
		original_tag = SAX
	}
	traits = {
		navy_chief_decisive_battle_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Shared Focus
Tree: trk_focus
Component: TRK_steppic_memories
Constructs: shared_focus, prerequisite, has_government, add_war_support, completion_reward, add_political_power, is_historical_focus_on, is_puppet
Source: game
File: common/national_focus/r56_turkestan_shared.txt

Code:
shared_focus = {
	id = TRK_steppic_memories
	icon = GFX_goal_attack_communists
	prerequisite = {
		focus = TRK_State_Matter
	}
	mutually_exclusive = {
		focus = TRK_popular_will
	}
	x = 7
	y = 1
	relative_position_id = TRK_State_Matter
	cost = 5
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0
			AND = {
				is_historical_focus_on = yes
				is_puppet = yes
				OVERLORD = {
					OR = {
						has_government = fascism communism
					}
				}
			}
		} {
			factor = 0
			AND = {
				is_historical_focus_on = yes
				NOT = {
					OR = {
						has_government = democratic neutrality
					}
				}
			}
		} {
			factor = 0.01
			AND = {
				is_historical_focus_on = no
				is_puppet = yes
				OVERLORD = {
					OR = {
						has_government = fascism communism
					}
				}
			}
		} {
			factor = 0.2
			AND = {
				is_historical_focus_on = no
				is_puppet = no
				OR = {
					has_government = fascism communism
				}
			}
		} {
			factor = 0
			has_civil_war = yes
			OR = {
				has_government = fascism communism
			}
		}
	}
	available = {

	}
	completion_reward = {
		add_war_support = 0.05
		add_political_power = 35
		add_popularity = {
			ideology = communism
			popularity = -0.1
		}
	}
}
### Entity: Idea
Component: EAI_VERY_HARD/heavy_tank_flame_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_VERY_HARD/heavy_tank_flame_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_flame_chassis = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: Equipment
Component: mio_cat_eq_only_light_fighter_no_cv
Source: game
File: common/equipment_groups/mio_equipment_groups.txt

Code:
mio_cat_eq_only_light_fighter_no_cv = {
	equipment_type = {
		small_plane_airframe_0 small_plane_airframe_1 small_plane_airframe_2 small_plane_airframe_3 small_plane_airframe_4 small_plane_airframe_5 fighter_equipment_0 fighter_equipment_1 fighter_equipment_2 fighter_equipment_3 jet_fighter_equipment rocket_interceptor_equipment
	}
}