Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: isr_focus
Component: ISR_clean_resistance
Constructs: every_owned_state, prerequisite, limit, completion_reward, has_dynamic_modifier, remove_dynamic_modifier
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_clean_resistance
	icon = GFX_goal_crush_resistance2
	relative_position_id = ISR_judea_fell
	x = 2
	y = 3
	prerequisite = {
		focus = ISR_judea_fell
	}
	bypass = {
		all_owned_state = {
			NOT = {
				has_dynamic_modifier = {
					modifier = r56_ISR_palestinian_resistance_low
					scope = ISR
				}
			}
		}
	}
	cost = 5
	completion_reward = {
		every_owned_state = {
			limit = {
				has_dynamic_modifier = {
					modifier = r56_ISR_palestinian_resistance_low
					scope = ISR
				}
			}
			remove_dynamic_modifier = {
				modifier = r56_ISR_palestinian_resistance_low
				scope = ISR
			}
		}
	}
}
### Entity: Unit Template
Component: LAT_INF_01
Source: game
File: common/units/names_divisions/LAT_names_divisions.txt

Code:
LAT_INF_01 = {
	name = Infantry Division
	for_countries = {
		LAT
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d. Kājnieku Divīzija
	ordered = {
		1 = {
			%d. Kurzemes Divīzija
		}
		2 = {
			%d. Vidzemes Divīzija
		}
		3 = {
			%d. Zemgales Divīzija
		}
		4 = {
			%d. Latgales Divīzija
		}
		5 = {
			%d. Kājnieku Divīzija
		}
		6 = {
			%d. Kājnieku Divīzija
		}
		7 = {
			%d. Kājnieku Divīzija
		}
		8 = {
			%d. Kājnieku Divīzija
		}
		9 = {
			%d. Kājnieku Divīzija
		}
		10 = {
			%d. Kājnieku Divīzija
		}
		11 = {
			%d. Kājnieku Divīzija
		}
		12 = {
			%d. Kājnieku Divīzija
		}
		13 = {
			%d. Kājnieku Divīzija
		}
		14 = {
			%d. Kājnieku Divīzija
		}
		15 = {
			%d. Kājnieku Divīzija
		}
		16 = {
			%d. Kājnieku Divīzija
		}
		17 = {
			%d. Kājnieku Divīzija
		}
		18 = {
			%d. Kājnieku Divīzija
		}
		19 = {
			%d. Kājnieku Divīzija
		}
		20 = {
			%d. Kājnieku Divīzija
		}
	}
}
### Entity: Character
Component: GER_young_national_bolshevist
Constructs: communism_drift, fascism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_young_national_bolshevist = {
	sprite = 13
	random = no
	communism_drift = 0.02
	fascism_drift = 0.02
	consumer_goods_expected_value = -0.075
}
### Entity: Event
Component: wtt_news.50
Constructs: is_triggered_only, has_war_with, is_in_faction_with
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.50
	title = wtt_news.50.t
	desc = wtt_news.50.desc
	picture = GFX_news_event_generic_ruins
	is_triggered_only = yes
	major = yes
	option = {
		name = wtt_news.50.a
		trigger = {
			original_tag = GER
		}
	} {
		name = wtt_news.50.b
		trigger = {
			is_in_faction_with = GER
			NOT = {
				original_tag = GER
			}
		}
	} {
		name = wtt_news.50.c
		trigger = {
			has_war_with = GER
		}
	} {
		name = wtt_news.50.d
		trigger = {
			NOT = {
				has_war_with = GER
			} {
				original_tag = GER
			} {
				is_in_faction_with = GER
			}
		}
	}
}
### Entity: AI Strategy
Component: ENG_in_for_the_long_haul_bruv
Constructs: has_war, has_government
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_in_for_the_long_haul_bruv = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		has_government = democratic
		date = < 1937.10.1
		has_war = no
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 49
	} {
		type = air_factory_balance
		value = 15
	}
}
### Entity: Idea
Component: ETH_copy_german_design_focus
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/ethiopia_r56.txt

Code:
ETH_copy_german_design_focus = {
	picture = generic_infantry_bonus
	removal_cost = -1
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_liberation_by_force
Constructs: prerequisite, has_government, completion_reward, is_subject
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_liberation_by_force
	icon = GFX_focus_SOV_mobilization_plan
	dynamic = yes
	x = 1
	y = 1
	will_lead_to_war_with = ENG POR FRA SPR
	prerequisite = {
		focus = COG_strict_anti_clericalism COG_cooperate_with_the_congolese_churches
	}
	mutually_exclusive = {
		focus = COG_invite_kwame_to_the_capital
	}
	relative_position_id = COG_strict_anti_clericalism
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL
	}
	cost = 10
	ai_will_do = {
		base = 5
	}
	bypass = {

	}
	available = {
		is_subject = no
		has_government = communism
	}
	completion_reward = {
		custom_effect_tooltip = ETH_freedom_at_gunpoint_tt
		COG_setup_freedom_at_gunpoint_array = yes
	}
}
### Entity: Decision
Component: KMT_HARPO_cat
Constructs: has_idea
Source: game
File: common/decisions/categories/r56_china_decision_categories.txt

Code:
KMT_HARPO_cat = {
	priority = 20
	icon = GFX_decision_cat_chi_ger_coop
	visible_when_empty = no
	allowed = {
		original_tag = CHI
	}
	visible = {
		OR = {
			has_idea = german_advisors KMT_sino_german_joint_research_ger_adv
		}
	}
}
### Entity: Country History
Country: GOW
Component: GOW_technology
Constructs: set_technology
Source: game
File: history/countries/GOW - Gowa.txt

Code:
# Starting Technologies for GOW
set_technology = {
	infantry_weapons = 1
	tech_support = 1
}
{
	early_ship_hull_submarine = 1
	early_ship_hull_light = 1
	early_ship_hull_cruiser = 1
}
### Entity: Idea
Component: HOL_wilhelmina
Constructs: has_government, removal_cost
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_wilhelmina = {
	picture = HOL_wilhelmina_ns
	allowed = {
		original_tag = HOL
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		} {
			any_other_country = {
				original_tag = HOL
				has_government = democratic
				NOT = {
					tag = ROOT
				}
			}
		}
	}
	removal_cost = -1
	traits = {
		popular_figurehead
	}
}
### Entity: Event
Component: BBA_SWI_annual_election.1
Constructs: is_triggered_only, ai_chance, limit, has_country_flag, has_variable, clear_variable, set_country_flag
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_SWI_annual_election.1
	title = BBA_SWI_annual_election.1.t
	desc = BBA_SWI_annual_election.1.desc
	Picture = GFX_report_event_SWI_assembly_hall
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			SWI_update_councilors = yes
		}
	}
	option = {
		name = BBA_SWI_annual_election.1.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 5
				OR = {
					AND = {
						var:SWI_councilor_1 = {
							SWI_councilor_is_democratic = yes
						}
						OR = {
							SWI_AI_is_dem_allied = yes
							SWI_is_historical_ai = yes
						}
					} {
						var:SWI_councilor_1 = {
							SWI_councilor_is_fascist = yes
						}
						SWI_AI_is_fascist = yes
					} {
						var:SWI_councilor_1 = {
							SWI_councilor_is_fascist = no
						}
						OR = {
							SWI_AI_is_imperial = yes
							SWI_AI_is_dem_exp = yes
						}
					}
				}
			}
		}
		trigger = {
			ROOT = {
				has_variable = SWI_councilor_1
			}
		}
		var:SWI_councilor_1 = {
			SWI_show_president_decisions = yes
		}
		hidden_effect = {
			var:SWI_councilor_1 = {
				SWI_make_character_confederation_president = yes
			}
			clear_variable = SWI_councilor_1
			if = {
				limit = {
					NOT = {
						has_country_flag = SWI_first_election_passed
					}
				}
				set_country_flag = SWI_first_election_passed
			}
		}
	} {
		name = BBA_SWI_annual_election.1.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 5
				OR = {
					AND = {
						var:SWI_councilor_2 = {
							SWI_councilor_is_democratic = yes
						}
						OR = {
							SWI_AI_is_dem_allied = yes
							SWI_is_historical_ai = yes
						}
					} {
						var:SWI_councilor_2 = {
							SWI_councilor_is_fascist = yes
						}
						SWI_AI_is_fascist = yes
					} {
						var:SWI_councilor_2 = {
							SWI_councilor_is_fascist = no
						}
						OR = {
							SWI_AI_is_imperial = yes
							SWI_AI_is_dem_exp = yes
						}
					}
				}
			}
		}
		trigger = {
			ROOT = {
				has_variable = SWI_councilor_2
			}
		}
		var:SWI_councilor_2 = {
			SWI_show_president_decisions = yes
		}
		hidden_effect = {
			var:SWI_councilor_2 = {
				SWI_make_character_confederation_president = yes
			}
			clear_variable = SWI_councilor_2
			if = {
				limit = {
					NOT = {
						has_country_flag = SWI_first_election_passed
					}
				}
				set_country_flag = SWI_first_election_passed
			}
		}
	} {
		name = BBA_SWI_annual_election.1.c
		ai_ch
# ... (truncated)
### Entity: Character
Component: MRT_democratic_guy
Constructs: has_government
Source: game
File: common/characters/MRT.txt

Code:
MRT_democratic_guy = {
	advisor = {
		slot = political_advisor
		idea_token = MRT_democratic_guy
		allowed = {
			original_tag = MRT
		}
		traits = {
			democratic_reformer
		}
		do_effect = {
			not = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_1
		}
	}
}
### Entity: Character
Component: BAN_communist_guy
Constructs: has_government
Source: game
File: common/characters/BAN.txt

Code:
BAN_communist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = BAN_communist_guy
		allowed = {
			original_tag = BAN
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			not = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_3
		}
	}
}
### Entity: AI Strategy
Component: EAI_ESPIONAGE_upgrade_intelligence_agency
Constructs: has_war, check_variable
Source: game
File: common/ai_strategy/EAI_ESPIONAGE_strategies.txt

Code:
EAI_ESPIONAGE_upgrade_intelligence_agency = {
	enable = {
		date = > 1937.1.1
		NOT = {
			check_variable = {
				agency_upgrade_number = < 5
			}
		}
		OR = {
			date = > 1939.1.1
			has_war = yes
		}
		check_variable = {
			agency_upgrade_number = < EAI_ESP_max_agency_upgrades
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = intelligence_agency_usable_factories
		value = 30
	}
}
### Entity: Event
Component: DOD_hungary.24
Constructs: is_triggered_only, ai_chance, has_manpower, has_equipment
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.24
	title = DOD_hungary.24.t
	desc = DOD_hungary.24.desc
	picture = GFX_report_event_generic_panzer_attack
	is_triggered_only = yes
	option = {
		name = DOD_hungary.24.a
		ai_chance = {
			factor = 20
		}
		SWE = {
			country_event = {
				id = DOD_hungary.25
				hours = 24
			}
		}
	} {
		name = DOD_hungary.24.b
		trigger = {
			has_manpower = > 8000
			has_equipment = {
				infantry_equipment = > 500
			}
		}
		ai_chance = {
			factor = 50
		}
		SWE = {
			country_event = {
				id = DOD_hungary.26
				hours = 24
			}
		}
	} {
		name = DOD_hungary.24.c
		ai_chance = {
			factor = 30
		}
		SWE = {
			country_event = {
				id = DOD_hungary.27
				hours = 24
			}
		}
	}
}
### Entity: Character
Component: MPL_experienced_banker
Source: game
File: common/country_leader/r56_traits.txt

Code:
MPL_experienced_banker = {
	random = no
	consumer_goods_factor = -0.15
	political_power_factor = 0.05
	sprite = 10
}
### Entity: Modifier Reference
Component: URG_airforce_modifier
Constructs: industrial_capacity_factory, conscription_factor
Source: game
File: common/dynamic_modifiers/toa_dynamic_modifiers.txt

Code:
URG_airforce_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_URG_airforce
	air_doctrine_cost_factor = JUNO_airforce_modifier_air_doctrine_cost_factor
	air_ace_generation_chance_factor = JUNO_airforce_modifier_air_ace_generation_chance_factor
	air_range_factor = JUNO_airforce_modifier_air_range_factor
	air_superiority_efficiency = JUNO_airforce_modifier_air_superiority_efficiency
	air_intercept_efficiency = JUNO_airforce_modifier_air_intercept_efficiency
	air_mission_xp_gain_factor = JUNO_airforce_modifier_air_mission_xp_gain_factor
	air_agility_factor = JUNO_airforce_modifier_air_agility_factor
	ground_attack_factor = JUNO_airforce_modifier_ground_attack_factor
	experience_gain_air = JUNO_airforce_modifier_experience_gain_air
	industrial_capacity_factory = JUNO_army_modifier_industrial_capacity_factory_airfoce
	conscription_factor = JUNO_airforce_modifier_conscription_factor
	air_strategic_bomber_bombing_factor = JUNO_airforce_modifier_air_strategic_bomber_bombing_factor
	air_cas_present_factor = JUNO_airforce_modifier_air_cas_present_factor
	air_defence_factor = JUNO_airforce_modifier_air_defence_factor
}
### Entity: Modifier Reference
Construct: modifier_army_sub_unit_irregular_infantry_max_org_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## modifier_army_sub_unit_irregular_infantry_max_org_factor

* Number with 2 decimal places
* **Categories**: army
### Entity: Country History
Country: YEM
Component: YEM_characters
Constructs: recruit_character
Source: game
File: history/countries/YEM - Yeman.txt

Code:
# Leaders & Characters for YEM
recruit_character = YEM_imam_yahya YEM_chandler_ibn_khalid YEM_mustafa_ibn_umar YEM_fuad_ibn_yusuf YEM_ja_far_al_hijazi YEM_hisham_ibn_salim YEM_abd_al_husseini YEM_sa_ud_ibn_umar YEM_ahmad_bin_yaha YEM_ahmad_al_hamid YEM_mansur_al_badr YEM_burkan_salem YEM_hisham_ibn_uthman YEM_khalid_ibn_yusuf YEM_ali_halukeh YEM_jabir_khaldun YEM_yusuf_ibn_khalid YEM_fuad_ibn_falil YEM_cecil_barrington_hurst YEM_nae_m_al_abdul
### Entity: Country History
Country: MNT
Component: MNT_army
Source: game
File: history/countries/MNT - Montenegro.txt

Code:
# OOB & Army Setup for MNT
oob = MNT_1936
### Entity: Modifier Reference
Component: BUL_our_duty_in_the_balkans_dynamic_modifier
Constructs: stability_factor
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
BUL_our_duty_in_the_balkans_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_generic_fortify_the_borders
	consumer_goods_factor = BUL_our_duty_in_the_balkans_consumer_goods_modifier
	stability_factor = BUL_our_duty_in_the_balkans_stability_modifier
	weekly_manpower = 1000
}
### Entity: Shared Focus
Tree: spr_focus
Component: SPR_stay_out_of_conflicts
Constructs: shared_focus, prerequisite, has_war, add_ideas, completion_reward, is_in_faction, is_puppet
Source: game
File: common/national_focus/r56_political_spain_nationalist_shared.txt

Code:
shared_focus = {
	id = SPR_stay_out_of_conflicts
	icon = GFX_goal_generic_neutrality_focus
	cost = 10.0
	ai_will_do = {
		factor = 45
	}
	available = {
		is_in_faction = no
		is_puppet = no
		has_war = no
	}
	prerequisite = {
		focus = SPR_king_juan_iii SPR_king_javier_I
	}
	mutually_exclusive = {
		focus = SPR_british_alignment ITA_align_with_italy SPA_r56_alliance_with_the_kaiserreich SPA_r56_carlist_diplomacy SPA_r56_spanish_austrian_diplomatic_unity
	}
	completion_reward = {
		add_ideas = neutrality_idea
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL
	}
	relative_position_id = SPR_king_juan_iii
	x = 3
	y = 1
}
### Entity: Decision
Component: BRA_us_of_south_america_cat
Constructs: has_dlc
Source: game
File: common/decisions/categories/BRA_decision_categories.txt

Code:
BRA_us_of_south_america_cat = {
	priority = 60
	icon = GFX_decision_category_generic_democracy
	picture = GFX_decision_cat_generic_gran_colombia
	allowed = {
		original_tag = BRA
		has_dlc = Trial of Allegiance
	}
	visible_when_empty = no
}
### Entity: Idea
Component: FSM_communist_guy
Constructs: has_government
Source: game
File: common/ideas/micronesia.txt

Code:
FSM_communist_guy = {
	picture = generic_political_advisor_asia_3
	allowed = {
		original_tag = FSM
	}
	traits = {
		communist_revolutionary
	}
	do_effect = {
		NOT = {
			has_government = communism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Unit Template
Component: POL_THEME_SLAVIC_MYTHOLOGY
Source: game
File: common/units/names_ships/POL_ship_names.txt

Code:
POL_THEME_SLAVIC_MYTHOLOGY = {
	name = NAME_THEME_SLAVIC_MYTHOLOGY
	for_countries = {
		POL
	}
	type = ship
	prefix = ORP 
	unique = {
		Strzyga Aitwar Baba Bannik Bazyliszek Bełt Bezkost Bieda Bies Błędny Ognik Błotnik Bobak Buka Bogunka Borowy Leszy Brzegina Buc Bzionek Chochlik Chowaniec Cicha Cmentarna Baba Czart Boruta Fugas Hejdasz Iskrzycki Rokita Dobrochoczy Dola Domowik Dworowy Dziad Dziewiątko Dziwożona Fajerman Gnieciuch Gryf Gumiennik Homen Jaroszek Jędza Julki Kania Klabaternik Kłobuk Kocmołuch Krasnoludek Król Wężów Latawiec Licho Łapiduch Newka Mamuna Maruda Matoha Miernik Mlekowy Żmij Morowa Dziewica Mróz Mrucek Nocnica Ognisty Koń Paskudnik Pieniężny Chłopczyk Plonek Płanetnik Płonnik Południca Poroniec Przyłożnik Rodzanica Rusałka Rybi Król Skarbnik Skuła Smęda Smok Spaleniec Kręciek Stradczę Stukacz Syrena Szalińc Szarlej Szątopierz Śmierć Świetle Tęsknica Trusia Utopiec Wąpierz Wielkolud Wieszczy Wietrzyca Wilkołak Wiła Wisielec Wodnik Zmora Żmij
	}
}
### Entity: Idea
Component: POR_syndicalization_of_national_industry
Constructs: has_government, production_speed_buildings_factor, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_syndicalization_of_national_industry = {
	picture = generic_neutrality_drift_bonus
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		fascism_drift = 0.02
		production_speed_buildings_factor = 0.05
		production_factory_efficiency_gain_factor = 0.05
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_reclaim_spanish_africa
Constructs: prerequisite, completion_reward, is_in_faction_with, add_state_claim, create_wargoal, take_state_focus
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_reclaim_spanish_africa
	available = {
		NOT = {
			is_in_faction_with = FRA
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_the_will_to_empire
	}
	icon = GFX_goal_generic_occupy_states_ongoing_war
	x = 0
	y = 1
	relative_position_id = SPA_the_will_to_empire
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_state_claim = 461 462 459 460 513 458 665
		create_wargoal = {
			type = take_state_focus
			target = FRA
			generator = {
				461 462 459 460 513 458 665
			}
			expire = 0
		}
	}
}
### Entity: Idea
Component: ITA_the_eastern_threat_ns
Constructs: removal_cost
Source: game
File: common/ideas/italy.txt

Code:
ITA_the_eastern_threat_ns = {
	name = ITA_the_eastern_threat
	removal_cost = -1
	picture = SOV_factionalism_modifier
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = SOV
		attack_bonus_against = 0.1
	}
}
### Entity: Idea
Component: MAN_state_opium_monopoly_bureau_2
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/r56_man_ideas.txt

Code:
MAN_state_opium_monopoly_bureau_2 = {
	name = MAN_state_opium_monopoly_bureau
	picture = generic_industrial_concern_2
	available = {
		has_completed_focus = MAN_expand_opium_production_2
	}
	allowed = {
		original_tag = MAN
	}
	traits = {
		opium_monopoly
	}
	research_bonus = {
		industry = 0.1
	}
	modifier = {

	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_mobile_tank_destroyers
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_dlc, add_mio_funds
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_mobile_tank_destroyers
	icon = GFX_goal_generic_build_tank
	prerequisite = {
		focus = ROM_acquire_modern_tanks
	} {
		focus = ROM_artillery_modernization
	}
	mutually_exclusive = {
		focus = ROM_modern_at_guns
	}
	x = 0
	y = 1
	relative_position_id = ROM_acquire_modern_tanks
	cost = 10
	ai_will_do = {
		factor = 9
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = ROM_leonidas_works_organization
			mio:ROM_leonidas_works_organization = {
				add_mio_funds = 2500
			}
		}
		else = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = ROM_leonidas_works
		}
	}
}
### Entity: Scripted Effect
Component: EAI_MILITARY_INVASION_print
Source: game
File: common/scripted_effects/EAI_MILITARY_strategy_INVASION_effects.txt

Code:
EAI_MILITARY_INVASION_print = {
	log = EAI_MILITARY_INVASION_print EAI_MILITARY_INVASION_leader=[?EAI_MILITARY_INVASION_leader] EAI_MILITARY_INVASION_operation_id=[?EAI_MILITARY_INVASION_operation_id] EAI_MILITARY_INVASION_target_control_pct=[?EAI_MILITARY_INVASION_target_control_pct]
	for_each_loop = {
		array = EAI_MILITARY_INVASION_states
		var:v = {
			log = ST=[this.getname]
		}
	} {
		array = EAI_MILITARY_INVASION_staging_areas
		var:v = {
			log = SA=[this.getname]
		}
	} {
		array = EAI_MILITARY_INVASION_air_regions
		log = AR=[?v]
	} {
		array = EAI_MILITARY_INVASION_sea_regions
		log = SR=[?v]
	} {
		array = EAI_MILITARY_INVASION_objectives
		var:v = {
			log = OB=[this.getname]
		}
	} {
		array = EAI_MILITARY_INVASION_allied_countries
		var:v = {
			log = ally=[this.getname]
		}
	} {
		array = EAI_MILITARY_INVASION_target_countries
		var:v = {
			log = enemy=[this.getname]
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_50
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_50 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 50
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 50
	}
}
### Entity: Event
Component: kmt.43
Constructs: is_triggered_only, limit, add_ideas, has_country_flag, random_owned_controlled_state, add_manpower, has_idea, random_days
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.43
	title = kmt.43.t
	desc = kmt.43.d
	picture = GFX_report_event_dead_soldiers
	is_triggered_only = yes
	option = {
		name = kmt.43.a
		random_owned_controlled_state = {
			add_manpower = -120000
		}
		if = {
			limit = {
				NOT = {
					has_idea = KMT_great_leap_famine_idea
					has_country_flag = KMT_leap_stop
				}
			}
			add_ideas = KMT_great_leap_famine_idea
		}
		hidden_effect = {
			if = {
				limit = {
					has_country_flag = KMT_great_leap_started
					NOT = {
						has_country_flag = KMT_leap_stop
					}
				}
				country_event = {
					id = kmt.43
					days = 80
					random_days = 20
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: default_unit_production_super_heavies
Constructs: has_government, is_major, has_tech
Source: game
File: common/ai_strategy/default.txt

Code:
default_unit_production_super_heavies = {
	enable = {
		is_major = yes
		num_of_military_factories = > 150
		date = > 1943.6.1
		NOT = {
			has_tech = main_battle_tank_chassis
		} {
			has_government = democratic
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = super_heavy_breakthrough_role
		value = 1
	}
}
### Entity: Character
Component: incompetent_leader
Source: game
File: common/country_leader/00_traits.txt

Code:
incompetent_leader = {
	random = no
	political_power_factor = -0.15
}
### Entity: Military Industrial Organization
Component: PER_qorkhaneh_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/PER_organization.txt

Code:
PER_qorkhaneh_organization = {
	include = generic_infantry_equipment_organization
	icon = GFX_idea_PER_qorkhaneh
	allowed = {
		has_dlc = Graveyard of Empires Arms Against Tyranny
		original_tag = PER
	}
}
### Entity: Character
Component: CAN_raymond_collishaw
Constructs: has_dlc
Source: game
File: common/characters/CAN.txt

Code:
CAN_raymond_collishaw = {
	name = CAN_raymond_collishaw
	portraits = {
		army = {
			small = GFX_idea_CAN_raymond_collishaw
		}
	}
	advisor = {
		slot = air_chief
		idea_token = CAN_raymond_collishaw
		allowed = {
			original_tag = CAN
			has_dlc = Together for Victory
		}
		traits = {
			air_chief_ground_support_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}