Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ita_focus
Component: ITA_political_commissars
Constructs: prerequisite, limit, add_ideas, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_political_commissars
	icon = GFX_goal_generic_war_with_comintern
	prerequisite = {
		focus = ITA_industrial_socialization
	}
	mutually_exclusive = {
		focus = ITA_appease_the_military ITA_empower_the_carabinieri
	}
	x = 2
	y = 1
	relative_position_id = ITA_industrial_socialization
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_AIR_XP FOCUS_FILTER_NAVY_XP FOCUS_FILTER_POLITICAL FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = ITA_disgruntled_military
			}
			swap_ideas = {
				remove_idea = ITA_disgruntled_military
				add_idea = ITA_political_commissars
			}
		}
		else = {
			effect_tooltip = {
				swap_ideas = {
					remove_idea = ITA_disgruntled_military
					add_idea = ITA_political_commissars
				}
			}
			hidden_effect = {
				add_ideas = ITA_political_commissars
			}
		}
		ITA_norma_barbolini = {
			promote_leader = yes
		}
		ITA_bop_very_low_increase_communism_side_effect = yes
	}
}
### Entity: AI Strategy
Component: mobile_USA
Constructs: has_tech
Source: game
File: common/ai_templates/templates_USA.txt

Code:
mobile_USA = {
	available_for = {
		USA
	}
	role = mobile
	upgrade_prio = {
		base = 5
	}
	mobile_early_cav_USA = {
		upgrade_prio = {
			base = 2
		}
		division_names_group = USA_CAV_01
		target_template = {
			support = {
				light_tank_recon = 1
				engineer = 1
			}
			regimental_support = {
				mot_fire_support = 1
			}
			regiments = {
				cavalry = 8
			}
		}
	}
	mobile_early_mot_USA = {
		upgrade_prio = {
			base = 1
			modifier = {
				factor = 3
				has_tech = motorised_infantry
				date = > 1937.1.1
			}
		}
		division_names_group = USA_MOT_01
		target_template = {
			support = {
				engineer = 1
				light_tank_recon = 1
				artillery = 1
			}
			regimental_support = {
				anti_tank_battery = 1
				mot_fire_support = 1
			}
			regiments = {
				motorized = 4
				cavalry = 4
			}
		}
	}
	mobile_mid_USA = {
		upgrade_prio = {
			base = 1
			modifier = {
				factor = 4
				date = > 1940.10.1
			}
		}
		division_names_group = USA_MOT_01
		target_template = {
			support = {
				light_tank_recon = 1
				engineer = 1
				logistics_company = 1
			}
			regimental_support = {
				anti_air_battery = 2
				mot_fire_support = 1
			}
			regiments = {
				motorized = 9
				light_tank_destroyer_brigade = 1
				light_sp_artillery_brigade = 1
			}
		}
	}
	mobile_mid_mech_USA = {
		upgrade_prio = {
			base = 1
			modifier = {
				factor = 5
				date = > 1941.10.1
				has_tech = mechanised_infantry
			}
		}
		division_names_group = USA_MEC_01
		target_template = {
			support = {
				light_tank_recon = 1
				engineer = 1
				maintenance_company = 1
				logistics_company = 1
			}
			regimental_support = {
				anti_air_battery = 2
				mot_fire_support = 1
			}
			regiments = {
				motorized = 6
				mechanized = 3
				medium_tank_destroyer_brigade = 1
				medium_sp_artillery_brigade = 1
			}
		}
	}
	mobile_late_mech_USA = {
		upgrade_prio = {
			base = 1
			modifier = {
				factor = 6
				date = > 1943.1.1
				has_tech = mechanised_infantry
			}
		}
		division_names_group = USA_MEC_01
		target_template = {
			support = {
				light_tank_recon = 1
				engineer = 1
				maintenance_company = 1
				logistics_company = 1
			}
			regimental_support = {
				anti_air_battery = 2
				mot_fire_support = 1
			}
			regiments = {
				mechanized = 9
				medium_tank_destroyer_brigade = 1
				medium_sp_artillery_brigade = 2
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_10/rocket_artillery_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_10/rocket_artillery_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		rocket_artillery_equipment = {
			build_cost_ic = -0.25
			instant = yes
		}
	}
}
### Entity: Idea
Component: ITA_defense_against_capitalism
Constructs: has_completed_focus, removal_cost
Source: game
File: common/ideas/italy.txt

Code:
ITA_defense_against_capitalism = {
	picture = eng_tackle_capitalism
	removal_cost = -1
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		has_completed_focus = ITA_defense_against_capitalism
	}
	modifier = {
		production_speed_bunker_factor = 0.25
		production_speed_coastal_bunker_factor = 0.25
		army_core_defence_factor = 0.03
		drift_defence_factor = 0.15
	}
}
### Entity: Decision
Component: MAN_banditry_category
Constructs: has_completed_focus, division_template, add_equipment_to_stockpile, has_war, limit, remove_ideas, has_country_flag, fire_only_once
Source: game
File: common/decisions/MAN_decisions.txt

Code:
MAN_banditry_category = {
	MAN_pacify_bandits_in_the_northern_countryside = {
		icon = GFX_decision_oppression
		available = {
			hidden_trigger = {
				OR = {
					has_completed_focus = MAN_pacify_the_countryside MAN_tsr_pacify_the_countryside
				}
			}
			custom_trigger_tooltip = {
				tooltip = MAN_pacify_the_countryside_tt
				OR = {
					has_completed_focus = MAN_pacify_the_countryside MAN_tsr_pacify_the_countryside
				}
			}
			has_country_flag = MAN_northern_bandits
			divisions_in_state = {
				state = 714
				size = > 5
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 714
			}
		}
		cost = 0
		ai_will_do = {
			factor = 0
			modifier = {
				add = 200
				divisions_in_state = {
					state = 714
					size = > 5
				}
			}
		}
		visible = {
			NOT = {
				has_active_mission = MAN_maintain_northern_control
			}
			has_country_flag = MAN_northern_bandits
		}
		is_good = yes
		complete_effect = {
			activate_mission = MAN_maintain_northern_control
			custom_effect_tooltip = MAN_pacify_bandits_mission_explanation
		}
	}
	MAN_hunt_down_northern_bandits = {
		icon = GFX_decision_generic_prepare_civil_war
		available = {
			hidden_trigger = {
				OR = {
					has_completed_focus = MAN_pacify_the_countryside MAN_tsr_pacify_the_countryside
				}
			}
			custom_trigger_tooltip = {
				tooltip = MAN_pacify_the_countryside_tt
				OR = {
					has_completed_focus = MAN_pacify_the_countryside MAN_tsr_pacify_the_countryside
				}
			}
			has_equipment = {
				infantry_equipment = > @MAN_HUNT_BANDITS_EQUIPMENT_COST_TRIGGER
			}
			has_country_flag = MAN_northern_bandits
		}
		cost = 0
		highlight_states = {
			highlight_state_targets = {
				state = 714
			}
		}
		visible = {
			has_country_flag = MAN_northern_bandits
		}
		is_good = yes
		fire_only_once = yes
		ai_will_do = {
			factor = 0
			modifier = {
				add = 200
				divisions_in_state = {
					state = 714
					size = < 6
				}
			}
		}
		complete_effect = {
			custom_effect_tooltip = MAN_hunt_down_northern_bandits_tt
			add_manpower = -1000
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = @MAN_HUNT_BANDITS_EQUIPMENT_COST_EFFECT
			}
			army_experience = 10
			remove_mission = MAN_maintain_northern_control
			clr_country_flag = MAN_northern_bandits
			if = {
				limit = {
					NOT = {
						has_country_flag = MAN_eastern_bandits
					} {
						has_country_f
# ... (truncated)
### Entity: Event
Component: wtt_china_shared.11
Constructs: is_triggered_only, ai_chance, has_government, add_war_support, add_opinion_modifier, set_country_flag, add_ai_strategy, send_volunteers_desire
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_china_shared.11
	title = wtt_china_shared.11.t
	desc = {
		text = wtt_china_shared.11.desc_a
		trigger = {
			FROM = {
				has_government = communism
			}
		}
	} {
		text = wtt_china_shared.11.desc_b
		trigger = {
			NOT = {
				FROM = {
					has_government = communism
				}
			}
		}
	}
	picture = GFX_report_event_china_soviet_volunteers
	is_triggered_only = yes
	option = {
		name = wtt_china_shared.11.a
		ai_chance = {
			base = 70
		}
		set_country_flag = CHI_soviet_volunteer_group
		air_experience = 25
		add_ai_strategy = {
			type = send_volunteers_desire
			id = ROOT
			value = 200
		} {
			type = support
			id = ROOT
			value = 200
		}
		unlock_decision_tooltip = CHI_soviet_volunteer_group
	} {
		name = wtt_china_shared.11.b
		ai_chance = {
			base = 30
			modifier = {
				SOV_is_on_historical_plan_trigger = yes
				factor = 0
			}
		}
		reverse_add_opinion_modifier = {
			target = FROM
			modifier = CHI_refused_support
		}
		add_war_support = -0.1
		JAP = {
			add_opinion_modifier = {
				target = SOV
				modifier = large_increase
			}
		}
	}
}
### Entity: Idea
Component: VEN_ARDI_resurgence
Constructs: communism_drift, democratic_drift
Source: game
File: common/ideas/r56_venezuela.txt

Code:
VEN_ARDI_resurgence = {
	picture = workers_brigades
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		communism_drift = 0.08
		democratic_drift = 0.08
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_the_german_mission
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, add_tech_bonus, has_dynamic_modifier, add_to_variable
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_the_german_mission
	icon = GFX_focus_generic_befriend_germany_democratic
	prerequisite = {
		focus = CHI_leverage_contacts
	}
	x = -2
	y = 1
	relative_position_id = CHI_leverage_contacts
	cost = 10
	available = {
		OR = {
			has_completed_focus = CHI_invite_carsun_chang
			GER = {
				has_government = democratic
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = CHI_the_german_mission
			bonus = 0.5
			uses = 2
			category = industry
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				has_dynamic_modifier = {
					modifier = CHI_inefficient_economy
				}
			}
			custom_effect_tooltip = CHI_modify_inefficient_economy_tt
			add_to_variable = {
				CHI_inefficient_economy_factory_max_efficiency_factor = 0.08
				tooltip = production_factory_max_efficiency_factor_tt
			} {
				CHI_inefficient_economy_factory_efficiency_gain_factor = 0.08
				tooltip = production_factory_efficiency_gain_factor_tt
			}
		} {
			limit = {
				CHI_zhu_jiahua = {
					has_trait = CHI_minister_of_transport_trait
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
			remove_trait = {
				character = CHI_zhu_jiahua
				slot = political_advisor
				trait = CHI_minister_of_transport_trait
			}
			add_trait = {
				character = CHI_zhu_jiahua
				slot = political_advisor
				trait = CHI_minister_of_transport_trait_2
			}
		}
	}
}
### Entity: Special Project
Component: sp_naval_generic_reward_major_progress_1
Constructs: limit, fire_only_once, has_project_flag, add_project_progress_ratio, set_project_flag, has_scientist_level, add_scientist_xp
Source: game
File: common/special_projects/prototype_rewards/generic_naval_prototype_rewards.txt

Code:
sp_naval_generic_reward_major_progress_1 = {
	fire_only_once = yes
	threshold = {
		min = 0
		max = 100
	}
	weight = {
		base = @base_reward_weight
		modifier = {
			factor = @reward_weight_factor_theme
			has_project_flag = sp_naval_generic_reward_major_progress_flag
		}
	}
	option = {
		token = sp_naval_generic_reward_option_major_breakthrough
		iteration_output = {
			country_effects = {
				FROM = {
					add_project_progress_ratio = constant:sp_progress.gain.low
					set_project_flag = sp_naval_generic_reward_major_progress_flag
				}
			}
			scientist_effects = {
				if = {
					limit = {
						has_scientist_level = {
							level = < 5
							specialization = specialization_naval
						}
					}
					add_scientist_xp = {
						experience = constant:sp_scientist_xp_gain.low
						specialization = specialization_naval
					}
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_AREA_AST_garrison_home
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_AREA_AST_garrison_home = {
	allowed = {
		tag = AST
	}
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.5
		states = {
			520 521 522 517 285
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Order of Battle
Component: 3. Texas Mounted Rifles
Constructs: division_template
Source: game
File: history/units/CSA_fascist_uprising.txt

Code:
division = {
	name = 3. Texas Mounted Rifles
	location = 3960
	division_template = Volunteer Cavalry
}
### Entity: State History
Component: 157
Constructs: add_core_of
Source: game
File: history/states/157-Abruzzo.txt

Code:
state = {
	id = 157
	name = STATE_157
	manpower = 2979335
	state_category = city
	history = {
		owner = ITA
		victory_points = {
			925 1
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 1
			925 = {
				naval_base = 4
			}
			6831 = {
				naval_base = 1
			}
		}
		add_core_of = ITA PAP
	}
	provinces = {
		925 963 967 3910 3923 3966 6831 6926 9838 11790 11861
	}
	local_supplies = 0.0
}
### Entity: Order of Battle
Component: Royal Canadian Atlantic Squadron
Source: game
File: history/units/CAN_1939_naval_legacy.txt

Code:
fleet = {
	name = Royal Canadian Atlantic Squadron
	naval_base = 7361
	task_force = {
		name = Atlantic Squadron
		location = 7361
		ship = {
			name = HMCS Saguenay
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = CAN
					version_name = Saguenay Class
				}
			}
		} {
			name = HMCS Skeena
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = CAN
					version_name = Saguenay Class
				}
			}
		} {
			name = HMCS Assiniboine
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = CAN
					version_name = Saguenay Class
				}
			}
		}
	}
}
### Entity: Idea
Component: SPR_death_before_surrender
Constructs: has_government
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_death_before_surrender = {
	picture = SPA_maquis
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		surrender_limit = 1
		max_surrender_limit_offset = 0.05
	}
}
### Entity: AI Strategy
Component: USA_heavy_tank_destroyer
Constructs: has_war, has_tech, any_of
Source: game
File: common/ai_equipment/USA_tank.txt

Code:
USA_heavy_tank_destroyer = {
	category = land
	blocked_for = {

	}
	available_for = {
		USA
	}
	roles = {
		land_heavy_tank_destroyer
	}
	priority = {
		factor = 500
		modifier = {
			NOT = {
				has_tech = basic_heavy_tank_chassis
			}
			any_enemy_country = {
				has_tech = basic_heavy_tank_chassis
			}
			factor = 3
		}
	}
	heavy_tank_destroyer_1 = {
		priority = {
			factor = 100
		}
		enable = {
			has_tech = antitank2
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = heavy_tank_destroyer_chassis_1
			modules = {
				main_armament_slot = {
					any_of = {
						tank_heavy_cannon_2 tank_high_velocity_cannon_2 tank_heavy_cannon
					}
				}
				turret_type_slot = tank_heavy_three_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 8
				tank_nsb_armor_upgrade = {
					base = 3
					modifier = {
						add = 3
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_heavy_cannon tank_heavy_cannon_2 tank_high_velocity_cannon_2 tank_heavy_three_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	heavy_tank_destroyer_2 = {
		priority = {
			factor = 200
		}
		enable = {
			OR = {
				has_tech = interwar_antitank artillery1
			}
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = heavy_tank_destroyer_chassis_2
			modules = {
				main_armament_slot = {
					any_of = {
						tank_super_heavy_cannon tank_high_velocity_cannon_3 tank_heavy_cannon_2 tank_high_velocity_cannon_2 tank_heavy_cannon
					}
				}
				turret_type_slot = tank_heavy_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_cast_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = extra_ammo_storage
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 6
				tank_nsb_armor_upgrade = {
					base = 6
					modifier = {
						add = 6
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_heavy_cannon tank_heavy_cannon_2 tank_high_velocity_cannon_2 tank_
# ... (truncated)
### Entity: Character
Component: small_tank_producer_mass_0
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
small_tank_producer_mass_0 = {
	random = no
	equipment_bonus = {
		light_tank_chassis = {
			build_cost_ic = -0.05
		}
		light_tank_artillery_chassis = {
			build_cost_ic = -0.05
		}
		light_tank_destroyer_chassis = {
			build_cost_ic = -0.05
		}
		light_tank_aa_chassis = {
			build_cost_ic = -0.05
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: lat_focus
Component: LAT_multicultural_latvia
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/latvia.txt

Code:
focus = {
	id = LAT_multicultural_latvia
	icon = GFX_goal_support_democracy
	prerequisite = {
		focus = LAT_supply_forest_brothers
	} {
		focus = LAT_womens_aizsargi
	}
	x = -1
	y = 1
	relative_position_id = LAT_supply_forest_brothers
	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_MANPOWER
	}
	completion_reward = {
		add_ideas = LAT_multicultural_latvia_idea
	}
}
### Entity: Trigger Reference
Construct: skill
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## skill

* Supported Scopes: CHARACTER, COMBATANT
* Supported Targets: none

```
compare leader skill levels
```
### Entity: Idea
Component: ogma
Constructs: has_completed_focus, has_dlc, research_bonus, equipment_bonus
Source: game
File: common/ideas/portugal.txt

Code:
ogma = {
	picture = por_ogma
	allowed = {
		original_tag = POR
		has_dlc = La Resistance
	}
	available = {
		has_completed_focus = POR_ogma
	}
	research_bonus = {
		light_air = 0.15
	}
	traits = {
		light_aircraft_manufacturer
	}
	equipment_bonus = {

	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: GNB_coi
Source: game
File: common/characters/GNB.txt

Code:
GNB_coi = {
	advisor = {
		slot = political_advisor
		idea_token = GNB_coi
		allowed = {
			original_tag = GNB
		}
		traits = {
			captain_of_industry
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_1
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_CAS_military_focus
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_CAS_military_focus = {
	OR = {
		check_variable = {
			EAI_FOCUS/AIR/ground_bomber = global.EAI_CAS_AIR
		} {
			EAI_FOCUS/AIR/ground_bomber = global.EAI_BOTH_GROUND_AIR
		}
	}
}
### Entity: Character
Component: PHI_deodato_jacinto
Source: game
File: common/characters/PHI.txt

Code:
PHI_deodato_jacinto = {
	name = PHI_deodato_jacinto
	portraits = {
		civilian = {
			large = GFX_portrait_Deodato_Jacinto
		}
	}
	country_leader = {
		ideology = nazism
		expire = 1941.1.1.12
		id = -1
	}
}
### Entity: Character
Component: SPA_juan_yague
Constructs: has_completed_focus, has_government, has_dlc, has_global_flag
Source: game
File: common/characters/SPR.txt

Code:
SPA_juan_yague = {
	instance = {
		allowed = {
			has_dlc = La Resistance
		}
		name = SPA_juan_yague
		portraits = {
			army = {
				large = GFX_portrait_SPA_juan_yague
				small = GFX_portrait_SPA_juan_yague_small
			}
		}
		advisor = {
			slot = army_chief
			idea_token = SPA_juan_yague
			ledger = army
			allowed = {
				has_dlc = La Resistance
				OR = {
					original_tag = SPR CHL
				}
			}
			visible = {
				NOT = {
					tag = SPD SPC
				}
			}
			available = {
				NOT = {
					has_completed_focus = SPA_no_compromise_on_carlist_ideals
				}
				custom_trigger_tooltip = {
					tooltip = SPA_not_republican_spain_tt
					NOT = {
						tag = SPD
					}
				}
			}
			traits = {
				army_chief_offensive_2
			}
			cost = 100
		}
		corps_commander = {
			traits = {
				brilliant_strategist trait_reckless trait_SPA_nationalist_sympathies
			}
			skill = 3
			attack_skill = 4
			defense_skill = 2
			planning_skill = 2
			logistics_skill = 2
			legacy_id = 1112
			visible = {
				OR = {
					NOT = {
						has_global_flag = spanish_civil_war
					}
					AND = {
						tag = SPA
						has_global_flag = spanish_civil_war
					}
				}
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = La Resistance
			}
		}
		name = SPA_juan_yague_blanco
		portraits = {
			army = {
				small = GFX_idea_generic_air_europe_3
			}
		}
		advisor = {
			slot = air_chief
			idea_token = SPA_juan_yague_blanco
			name = SPA_juan_yague_blanco
			allowed = {
				NOT = {
					has_dlc = La Resistance
				}
				original_tag = SPR
			}
			visible = {
				has_government = fascism
			}
			available = {
				has_government = fascism
			}
			traits = {
				air_chief_reform_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
	}
}
### Entity: AI Strategy
Component: DOCTRINE_no_cavalry
Constructs: has_tech
Source: game
File: common/ai_strategy/doctrines.txt

Code:
DOCTRINE_no_cavalry = {
	enable = {
		has_tech = motorised_infantry
	}
	abort = {
		always = no
	}
	ai_strategy = {
		type = role_ratio
		id = cavalry
		value = -100
	}
}
### Entity: Character
Component: IRQ_comrade_fahd
Constructs: communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
IRQ_comrade_fahd = {
	random = no
	sprite = 13
	communism_drift = 0.05
	army_core_defence_factor = 0.1
}
### Entity: Order of Battle
Component: Volkssturm Rostock
Constructs: division_template
Source: game
File: history/units/r56_GER_endsieg_units_3.txt

Code:
division = {
	name = Volkssturm Rostock
	location = 321
	division_template = Volkssturm
	start_experience_factor = 0
	start_equipment_factor = 1
}
### Entity: Scripted Effect
Component: EAI_queue_MIC
Constructs: limit, has_country_flag, check_variable, set_temp_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_effects.txt

Code:
EAI_queue_MIC = {
	if = {
		limit = {
			ROOT = {
				has_country_flag = EAI_construction_logging
			}
		}
		log = [GetYear] [GetMonth] | AI | [Root.GetName] | CONSTRUCTION: EAI_queue_MIC
	} {
		limit = {
			check_variable = {
				EAI_has_shared_slot_scores = 0
			}
		}
		EAI_get_shared_slot_scores = yes
	} {
		limit = {
			check_variable = {
				break = 0
			}
		}
		EAI_queue_INF = yes
	}
	for_each_scope_loop = {
		array = EAI_shared_slot_scores
		if = {
			limit = {
				EAI_available_SHARED = yes
				infrastructure = > 1
			}
			EAI_add_MIC = yes
			set_temp_variable = {
				break = 1
			}
		}
	}
}