Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: EAI_PC_resource_extraction
Constructs: limit, has_country_flag, set_temp_variable, check_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_misc.txt

Code:
EAI_PC_resource_extraction = {
	set_temp_variable = {
		_project_building_type = global.EAI_PC_INF
	} {
		_project_type_id = @EAI_PC_resource_extraction_TYPE_ID
	} {
		_project_priority = @EAI_PC_resource_extraction_PRIO
	} {
		_project_cancel_unbuildable = 1
	}
	EAI_PC_resource_extraction_STRATEGIES = yes
	if = {
		limit = {
			check_variable = {
				EAI_PC_resource_extraction_STRATEGIES = 1
			} {
				queued_type_num_ = < 2
			}
			set_temp_variable = {
				_get_queued_num_building_type = _project_building_type
			}
			EAI_PC_get_total_queued_num = yes
		}
		if = {
			limit = {
				ROOT = {
					has_country_flag = EAI_construction_logging
				}
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | CONSTRUCTION: EAI_PC_resource_extraction
		} {
			limit = {
				check_variable = {
					EAI_has_resource_slot_scores = 0
				}
			}
			EAI_get_resource_slot_scores = yes
		}
		for_each_scope_loop = {
			array = EAI_resource_slot_scores
			if = {
				limit = {
					EAI_PC_can_build_project = yes
					NOT = {
						EAI_PC_has_same_type_project_here = yes
					}
				}
				EAI_PC_start_project = yes
				set_temp_variable = {
					break = 1
				}
			}
		}
	}
	EAI_PC_clear_project_inputs = yes
}
### Entity: National Focus
Tree: hoa_focus
Component: HOA_reform_the_conscription
Constructs: prerequisite, limit, add_ideas, add_war_support, completion_reward, has_idea
Source: game
File: common/national_focus/horn_of_africa.txt

Code:
focus = {
	id = HOA_reform_the_conscription
	icon = GFX_focus_generic_military_academy
	prerequisite = {
		focus = HOA_every_man_a_warrior
	}
	x = 1
	y = 1
	relative_position_id = HOA_every_man_a_warrior
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		add_war_support = 0.1
		IF = {
			limit = {
				NOT = {
					has_idea = extensive_conscription
				} {
					has_idea = service_by_requirement
				} {
					has_idea = all_adults_serve
				} {
					has_idea = scraping_the_barrel
				}
			}
			add_ideas = extensive_conscription
		}
	}
}
### Entity: Scorer
Component: american_communist_major_scorer
Constructs: has_government, is_major, has_added_tension_amount, is_on_continent
Source: game
File: common/scorers/country/generic_platonic_scorers.txt

Code:
american_communist_major_scorer = {
	targets = {
		targets_dynamic = no
		target_non_existing = no
		target_array = global.countries
		score = {
			base = 1
			modifier = {
				always = yes
				add = has_added_tension_amount
			} {
				always = yes
				add = num_armies
			} {
				always = yes
				add = num_of_factories
			} {
				is_major = yes
				add = 100
			} {
				NOT = {
					has_government = communism
				}
				factor = 0
			} {
				OR = {
					NOT = {
						THIS.capital_scope = {
							is_on_continent = south_america
						}
					} {
						THIS.capital_scope = {
							is_on_continent = north_america
						}
					}
				}
				factor = 0
			}
		}
	}
}
### Entity: National Focus
Tree: hoa_focus
Component: HOA_support_the_agrarians
Constructs: every_owned_state, prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/horn_of_africa.txt

Code:
focus = {
	id = HOA_support_the_agrarians
	icon = GFX_focus_generic_diplomatic_treaty
	prerequisite = {
		focus = HOA_the_adjective_regional_development_fund
	}
	x = -1
	y = 1
	relative_position_id = HOA_the_adjective_regional_development_fund
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		every_owned_state = {
			custom_effect_tooltip = HOA_support_the_agrarians_tt
			add_to_variable = {
				ETH_state_development_production_speed = 0.1
			} {
				ETH_state_development_local_building_slots_factor = 0.1
			}
		}
	}
}
### Entity: Event
Component: wtt_germany.40
Constructs: is_triggered_only, add_state_claim
Source: game
File: events/WTT_Germany.txt

Code:
country_event = {
	id = wtt_germany.40
	title = wtt_germany.40.t
	desc = wtt_germany.40.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = wtt_germany.40.a
		add_state_claim = 743
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_support_the_itabira_mines
Constructs: prerequisite, completion_reward, add_resource
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_support_the_itabira_mines
	icon = GFX_focus_generic_mining_industry
	prerequisite = {
		focus = BRA_R56_council_for_economics_and_finances
	}
	relative_position_id = BRA_R56_council_for_economics_and_finances
	x = -4
	y = 1
	cost = 5
	completion_reward = {
		add_resource = {
			type = steel
			amount = 4
			state = 496
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STEEL
	}
}
### Entity: Character
Component: the_last_romanov_maybe
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
the_last_romanov_maybe = {
	random = no
	sprite = 13
	stability_factor = -0.2
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_send_the_king_back_to_denmark
Constructs: has_completed_focus, prerequisite, limit, remove_ideas, has_government, has_country_flag, add_stability, completion_reward
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_send_the_king_back_to_denmark
	icon = GFX_focus_NOR_send_the_king_back_to_denmark
	prerequisite = {
		focus = NOR_workers_and_farmers_rise
	}
	x = 0
	y = 1
	relative_position_id = NOR_workers_and_farmers_rise
	cost = 5
	available = {
		has_civil_war = no
		has_government = communism
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		if = {
			limit = {
				DEN = {
					exists = yes
					NOT = {
						has_country_flag = DEN_depose_the_king
					}
				}
			}
			DEN = {
				country_event = {
					id = AAT_norway_communist.8
					days = 5
				}
			}
			effect_tooltip = {
				NOR_king_haakon_vii = {
					set_nationality = DEN
				}
				NOR_prince_olav = {
					set_nationality = DEN
				}
			}
		} {
			limit = {
				has_idea = NOR_the_hard_thirties_ns
			}
			remove_ideas = {
				NOR_the_hard_thirties_ns
			}
		} {
			limit = {
				has_idea = NOR_birger_ljungberg
			}
			deactivate_advisor = NOR_birger_ljungberg
			retire_character = NOR_kristian_laake
		} {
			limit = {
				has_idea = NOR_kristian_laake
			}
			remove_ideas = {
				NOR_kristian_laake
			}
			retire_character = NOR_kristian_laake
		}
		else_if = {
			limit = {
				ENG = {
					exists = yes
					NOT = {
						has_completed_focus = ENG_the_fate_of_the_royal_family
					}
				}
			}
			ENG = {
				country_event = {
					id = AAT_norway_communist.8
					days = 5
				}
			}
			effect_tooltip = {
				NOR_king_haakon_vii = {
					set_nationality = ENG
				}
				NOR_prince_olav = {
					set_nationality = ENG
				}
			}
		} {
			limit = {
				SWE = {
					exists = yes
					NOT = {
						has_completed_focus = SWE_liquidate_the_monarchy
					}
				}
			}
			SWE = {
				country_event = {
					id = AAT_norway_communist.8
					days = 5
				}
			}
			effect_tooltip = {
				NOR_king_haakon_vii = {
					set_nationality = SWE
				}
				NOR_prince_olav = {
					set_nationality = SWE
				}
			}
		} {
			limit = {
				has_idea = NOR_the_hard_thirties_ns_2
			}
			remove_ideas = {
				NOR_the_hard_thirties_ns_2
			}
		} {
			limit = {
				has_idea = NOR_the_hard_thirties_ns_3
			}
			remove_ideas = {
				NOR_the_hard_thirties_ns_3
			}
		}
		else = {
			retire_character = NOR_king_haakon_vii NOR_prince_olav
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		country_event = {
			id = AAT_norway_communist.7
		}
		add_stability = 0.2
		a
# ... (truncated)
### Entity: Character
Component: IRQ_emir_of_taif
Constructs: stability_factor, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
IRQ_emir_of_taif = {
	random = no
	sprite = 13
	fascism_drift = 0.06
	stability_factor = 0.1
}
### Entity: Event
Component: NSB_poland_events.701
Constructs: is_triggered_only, ai_chance, fire_only_once, complete_national_focus
Source: game
File: events/NSB_Poland.txt

Code:
country_event = {
	id = NSB_poland_events.701
	title = NSB_poland_events.601.t
	desc = NSB_poland_events.701.desc
	picture = GFX_report_event_french_british_officers
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = NSB_poland_events.701.a
		ai_chance = {
			base = 10
		}
		dismantle_faction = yes
		uncomplete_national_focus = {
			focus = POL_morges_pact
			uncomplete_children = yes
			refund_political_power = no
		}
		complete_national_focus = POL_preserve_bougoise_democracy
	}
}
### Entity: Idea
Component: ARM_fading_national_identity_democratic_2
Constructs: stability_factor, war_support_factor, has_government, conscription_factor, democratic_drift
Source: game
File: common/ideas/armenia.txt

Code:
ARM_fading_national_identity_democratic_2 = {
	name = ARM_fading_national_identity_democratic
	picture = SPR_torchbearers_of_tomorrow
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	modifier = {
		stability_factor = -0.05
		war_support_factor = -0.05
		conscription_factor = -0.1
		conscription = 0.01
		consumer_goods_factor = 0.05
		drift_defence_factor = -0.05
		democratic_drift = 0.05
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_alpine_federation_focus
Constructs: prerequisite, limit, has_government, completion_reward, is_in_faction, is_subject, create_faction_from_template, set_rule
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_alpine_federation_focus
	icon = GFX_focus_GRE_a_land_of_mountains
	prerequisite = {
		focus = AUS_strengthen_the_cabinet
	}
	mutually_exclusive = {
		focus = AUS_join_the_allies
	}
	x = 1
	y = 1
	relative_position_id = AUS_strengthen_the_cabinet
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		is_in_faction = no
		is_subject = no
		has_government = democratic
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		create_faction_from_template = {
			template = faction_template_defensive_democratic
			name = AUS_alpine_federation
			icon = GFX_faction_logo_generic_2
		}
		set_rule = {
			can_create_factions = yes
		}
		custom_effect_tooltip = generic_skip_one_line_tt AUS_alpine_federation_focus_tt
		hidden_effect = {
			IF = {
				limit = {
					SWI = {
						exists = yes
						OR = {
							has_government = neutrality democratic
						}
						is_in_faction = no
					}
				}
				SWI = {
					country_event = {
						id = generic.5
						hours = 12
					}
					add_ai_strategy = {
						type = alliance
						id = ROOT
						value = 100
					}
				}
			} {
				limit = {
					FRA = {
						exists = yes
						OR = {
							has_government = neutrality democratic
						}
						is_in_faction = no
					}
				}
				FRA = {
					country_event = {
						id = generic.5
						hours = 12
					}
					add_ai_strategy = {
						type = alliance
						id = ROOT
						value = 100
					}
				}
			} {
				limit = {
					ITA = {
						exists = yes
						OR = {
							has_government = neutrality democratic
						}
						is_in_faction = no
					}
				}
				ITA = {
					country_event = {
						id = generic.5
						hours = 12
					}
					add_ai_strategy = {
						type = alliance
						id = ROOT
						value = 100
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: NOR_flexible_officers_academy_spirit
Constructs: has_completed_focus, has_military_academy, has_dlc
Source: game
File: common/ideas/army_spirits.txt

Code:
NOR_flexible_officers_academy_spirit = {
	ledger = army
	visible = {
		has_military_academy = yes
		has_completed_focus = NOR_officers_academy
	}
	available = {
		NOR_AAT = yes
	}
	modifier = {
		army_leader_start_level = 2
		promote_cost_factor = -0.3
		reassignment_duration_factor = -0.3
		skill_bonus_factor = 0.1
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		}
	}
}
### Entity: National Focus
Tree: vic_focus
Component: VIC_analyze_our_defeat
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_doctrine_cost_reduction
Source: game
File: common/national_focus/vichy_france.txt

Code:
focus = {
	id = VIC_analyze_our_defeat
	icon = GFX_goal_generic_army_doctrines
	x = 0
	y = 2
	offset = {
		x = 0
		y = 0
	}
	prerequisite = {
		focus = VIC_hidden_materials
	}
	relative_position_id = VIC_hidden_materials
	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_RESEARCH
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = VIC_analyze_our_defeat
			category = land_doctrine
			uses = 2
			cost_reduction = 0.5
		}
	}
}
### Entity: Unit Template
Component: ENG_CITIES
Constructs: has_government
Source: game
File: common/units/names_ships/ENG_ship_names.txt

Code:
ENG_CITIES = {
	name = NAME_THEME_CITIES
	for_countries = {
		ENG
	}
	can_use = {
		not = {
			has_government = communism
		}
	}
	type = ship
	prefix = HMS 
	unique = {
		London Birmingham Leeds Glasgow Sheffield Bradford Manchester Edinburgh Liverpool Bristol Cardiff Belfast Leicester Wakefield Coventry Nottingham Newcastle Sunderland Brighton Hove Hull Plymouth Wolverhampton Stoke Derby Swansea Southampton Salford Westminster Portsmouth York Aberdeen Peterborough Chelmsford Dundee Oxford Canterbury Newport St. Albans Preston Lancaster Norwich Cambridge Gloucester Lisburn Exeter Winchester Londonderry Carlisle Worcester Durham Lincoln Chester Bath Inverness Armagh Hereford Perth Salisbury Stirling Lichfield Newry Chichester Ely Bangor Truro Ripon Wells St. Asaph St. David's
	}
}
### Entity: Effect Reference
Construct: modify_tech_sharing_bonus
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## modify_tech_sharing_bonus

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Modify country bonus for specified technology sharing group.
Example: modify_tech_sharing_bonus  = { id = commonwealth_research bonus = 0.2 }
```
### Entity: National Focus
Tree: raj_focus
Component: RAJ_relax_agrarian_society_criteria
Constructs: prerequisite, completion_reward, has_stability, has_dynamic_modifier, cancel_if_invalid, add_to_variable, remove_agrarian_society_if_void
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_relax_agrarian_society_criteria
	icon = GFX_focus_secret_rearmament
	prerequisite = {
		focus = RAJ_legacy_of_military_service
	}
	x = -1
	y = 1
	relative_position_id = RAJ_legacy_of_military_service
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_stability = > 0.59
	}
	bypass = {
		NOT = {
			has_dynamic_modifier = {
				modifier = idea_RAJ_agrarian_society
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		custom_effect_tooltip = RAJ_relax_agrarian_society_criteria_tt
		add_to_variable = {
			RAJ_agrarian_society_conscription_factor = 0.09
			tooltip = conscription_factor_tt
		} {
			RAJ_agrarian_society_mobilization_speed = 0.09
			tooltip = mobilization_speed_tt
		} {
			RAJ_agrarian_society_mobilization_laws_cost_factor = -0.27
			tooltip = mobilization_laws_cost_factor_tt
		}
		remove_agrarian_society_if_void = yes
	}
}
### Entity: Scripted Trigger
Component: HOL_check_plan_alternate_monarchist
Constructs: has_completed_focus, has_game_rule
Source: game
File: common/scripted_triggers/INS_scripted_triggers.txt

Code:
HOL_check_plan_alternate_monarchist = {
	HOL = {
		OR = {
			has_completed_focus = HOL_oranje_boven
			has_game_rule = {
				rule = HOL_AI_BEHAVIOR
				option = NEUTRALITY
			}
		}
	}
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Align_Japan
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_in_faction, is_subject, is_subject_of, is_faction_leader
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Align_Japan
	icon = GFX_goal_JAP_defence
	cost = 10
	available = {
		is_in_faction = no
		OR = {
			is_subject = no
			is_subject_of = JAP
		}
		JAP = {
			OR = {
				has_government = fascism neutrality
			}
			is_faction_leader = yes
			NOT = {
				has_war_with = PAK
			}
		}
	}
	bypass = {
		is_in_faction_with = JAP
	}
	prerequisite = {
		focus = PAK_Militarism
	} {
		focus = PAK_Assure_Loyalty_in_the_Army
	}
	mutually_exclusive = {
		focus = PAK_Our_Own_Path
	}
	x = 9
	y = 5
	ai_will_do = {
		factor = 160
	}
	completion_reward = {
		JAP = {
			country_event = generic.2
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Event
Component: KMT_event.61
Constructs: is_triggered_only, limit, add_war_support, add_stability, add_political_power, every_state, is_ally_with, is_core_of
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.61
	title = KMT_event.61.t
	desc = KMT_event.61.desc
	picture = GFX_report_event_chinese_japanese_handshake
	is_triggered_only = yes
	option = {
		name = KMT_event.61.a
		every_state = {
			limit = {
				owner = {
					OR = {
						is_ally_with = ROOT
						original_tag = ROOT
					}
				}
				is_core_of = CHI
			}
			transfer_state_to = CHI
		}
		white_peace = CHI
	} {
		name = KMT_event.61.b
		add_political_power = -100
		add_war_support = -0.1
		add_stability = -0.1
	}
}
### Entity: Order of Battle
Component: air_wing_454
Source: game
File: history/units/ENG_1939_air_bba.txt

Code:
air_wings = {
	454 = {
		small_plane_airframe_0 = {
			owner = ENG
			amount = 48
			version_name = Gloster Gladiator
		}
	}
}
### Entity: Character
Component: LIT_antanas_venclova
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/LIT.txt

Code:
LIT_antanas_venclova = {
	name = LIT_antanas_venclova
	portraits = {
		army = {
			small = GFX_idea_LIT_antanas_venclova
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = LIT_antanas_venclova
		allowed = {
			original_tag = LIT
			has_dlc = No Step Back
		}
		available = {
			has_completed_focus = BALTIC_revolutionary_cabinet
		}
		traits = {
			revolutionary_poet
		}
	}
}
### Entity: Character
Component: NEN_fl
Source: game
File: common/characters/NEN.txt

Code:
NEN_fl = {
	advisor = {
		slot = high_command
		idea_token = NEN_fl
		allowed = {
			original_tag = NEN
		}
		traits = {
			navy_fleet_logistics_1
		}
	}
	portraits = {
		army = {
			small = GFX_portrait_generic_sami_air_1
		}
	}
}
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_tactical_air_force
Constructs: shared_focus, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_tactical_air_force
	icon = GFX_focus_usa_escort_fighters
	relative_position_id = SMB_establish_aircraft_industry
	prerequisite = {
		focus = SMB_establish_aircraft_industry
	}
	mutually_exclusive = {
		focus = SMB_flying_fortress SMB_nimble_air_force
	}
	x = 0
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = JUNO_medium_airframe_initiative
			bonus = 0.75
			uses = 2
			category = medium_air
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_winter_equipment
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_winter_equipment
	icon = GFX_goal_generic_cold_war
	prerequisite = {
		focus = SWE_fund_carl_gustafs_gevarsfaktori
	}
	relative_position_id = SWE_fund_carl_gustafs_gevarsfaktori
	x = -1
	y = 1
	cost = 10
	completion_reward = {
		add_ideas = SWE_vintertraning
		add_tech_bonus = {
			name = SWE_winter_equipment
			bonus = 1
			uses = 2
			category = winter_clothing_tech
		} {
			name = SWE_winter_equipment
			bonus = 1
			uses = 1
			category = support_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: AI Strategy
Component: RAJ_communist
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/RAJ_GOE_alternative_strategy_plan.txt

Code:
RAJ_communist = {
	name = Communism
	desc = 
	allowed = {
		original_tag = RAJ
		has_dlc = Graveyard of Empires
	}
	enable = {
		OR = {
			has_country_flag = RAJ_AI_RANDOM_INDIA_COMMUNISM
			has_game_rule = {
				rule = RAJ_ai_behavior
				option = GOE_INDIA_COMMUNISM
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		RAJ_provincial_autonomy RAJ_purna_swaraj RAJ_league_against_gandhism RAJ_all_india_kisan_sabha RAJ_rally_the_indian_left RAJ_red_in_the_shadows RAJ_uplifting_the_people_of_india RAJ_form_a_federal_court RAJ_litteracy_effort RAJ_tenancy_reforms RAJ_indo_centric_curriculum RAJ_swadeshi_movement RAJ_orchestrate_train_robberies RAJ_national_planning_committee RAJ_local_recruitment_offices RAJ_bombay_baroda_and_central_india_railway RAJ_tata_steel_dlc RAJ_royal_indian_navy_mutiny RAJ_founding_of_the_peoples_republic RAJ_rani_of_jhansi_regiment RAJ_purge_the_reactionaries RAJ_constitution_for_the_masses RAJ_agrarian_socialism RAJ_legacy_of_military_service RAJ_the_red_curtain_falls_over_asia RAJ_decentralize_the_party RAJ_five_year_plan RAJ_indian_socialism RAJ_arm_the_peasantry RAJ_education_for_the_masses RAJ_break_the_zamindars RAJ_planned_but_decentralized RAJ_socialist_self_reliance RAJ_indian_national_highways RAJ_expand_industry_in_hyderabad RAJ_nationalize_tata_group RAJ_red_punjab_operation RAJ_secure_rajahsthan RAJ_strike_eastern_pakistan RAJ_exile_princes RAJ_integrate_the_princes RAJ_continue_the_five_year_plan RAJ_every_man_a_gun RAJ_every_man_a_leader RAJ_defenders_of_the_revolution RAJ_focus_on_the_countryside RAJ_land_of_the_tillers RAJ_bhoodan_movement RAJ_deathblow_to_imperial_remnants RAJ_nationalize_british_owned_factories RAJ_stopping_the_japanese_threat_into_central_asia RAJ_jugantar RAJ_ammunition_factory_khadki RAJ_gun_and_shell_factory_cossipore
	}
	research = {
		industry = 20.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
	ideas = {

	}
	traits = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {

	}
}
### Entity: Character
Component: IRE_s_muiris
Source: game
File: common/characters/IRE.txt

Code:
IRE_s_muiris = {
	advisor = {
		slot = navy_chief
		idea_token = IRE_s_muiris
		allowed = {
			original_tag = IRE
		}
		traits = {
			navy_chief_decisive_battle_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = S. O'Muiris
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_3
		}
	}
}
### Entity: Character
Component: CHI_wei_lihuang
Source: game
File: common/characters/CHI.txt

Code:
CHI_wei_lihuang = {
	name = CHI_wei_lihuang
	portraits = {
		army = {
			large = GFX_portrait_chi_wei_lihuang
			small = GFX_idea_CHI_wei_lihuang
		}
	}
	corps_commander = {
		traits = {
			infantry_officer
		}
		skill = 3
		attack_skill = 3
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
	}
}
### Entity: Event
Component: belgium.145
Constructs: is_triggered_only
Source: game
File: events/BEL_additional_events.txt

Code:
country_event = {
	id = belgium.145
	title = belgium.145.t
	desc = belgium.145.desc
	picture = GFX_report_event_merchant_ship_01
	is_triggered_only = yes
	option = {
		name = belgium.145.a
		custom_effect_tooltip = BEL_congo_rifle_delivery_tooltip
	}
}