Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sov_focus
Component: SOV_civil_war_impose_national_unions
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_soviet_civil_war.txt

Code:
focus = {
	id = SOV_civil_war_impose_national_unions
	icon = GFX_goal_generic_citizens
	prerequisite = {
		focus = SOV_civil_war_follow_corportism
	}
	x = 0
	y = 1
	relative_position_id = SOV_civil_war_follow_corportism
	cost = 10
	ai_will_do = {
		factor = 0
	}
	completion_reward = {
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		} {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		} {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: KMT_whampoa_in_power
Constructs: stability_factor, has_government, removal_cost, planning_speed
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_whampoa_in_power = {
	removal_cost = -1
	picture = chi_whampoa_military_academy
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		OR = {
			NOT = {
				has_government = neutrality
			}
			overlord = {
				OR = {
					has_government = fascism communism
				}
			}
		}
	}
	on_remove = {

	}
	modifier = {
		experience_gain_army = 0.05
		planning_speed = 0.05
		command_power_gain = 0.25
		political_power_factor = -0.25
		army_infantry_attack_factor = 0.05
		stability_factor = -0.1
		consumer_goods_factor = 0.15
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_support_bornholms_industries
Constructs: prerequisite, completion_reward, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction, add_dynamic_modifier
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_support_bornholms_industries
	icon = GFX_focus_DEN_develop_bornholm
	prerequisite = {
		focus = DEN_expand_the_industries DEN_aalborg_portland_cement_plant
	}
	mutually_exclusive = {

	}
	relative_position_id = DEN_expand_institut_for_teoretisk_fysik
	x = 1
	y = 2
	cost = 10
	bypass = {

	}
	available = {
		910 = {
			is_fully_controlled_by = ROOT
		}
	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		910 = {
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			} {
				type = dockyard
				level = 1
				instant_build = yes
			} {
				type = infrastructure
				level = 1
				instant_build = yes
			}
			add_dynamic_modifier = {
				modifier = DEN_development_projects_state_modifier
			}
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_no_balkan_communism
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, random_other_country, create_wargoal
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_no_balkan_communism
	icon = GFX_goal_anti_comintern_pact
	prerequisite = {
		focus = GER_danubian_expansion
	}
	available = {
		is_subject = no
		OR = {
			any_country = {
				original_tag = HUN
				has_government = communism
			} {
				original_tag = ROM
				has_government = communism
			} {
				original_tag = YUG
				has_government = communism
			} {
				original_tag = BUL
				has_government = communism
			}
		}
	}
	x = 0
	y = 1
	relative_position_id = GER_danubian_expansion
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		custom_effect_tooltip = GER_no_balkan_communism_tt
		if = {
			limit = {
				any_country = {
					original_tag = HUN
					has_government = communism
				}
			}
			custom_effect_tooltip = GER_no_balkan_communism_HUN_tt
			hidden_effect = {
				random_other_country = {
					limit = {
						original_tag = HUN
						has_government = communism
					}
					GER = {
						create_wargoal = {
							type = topple_government
							target = PREV
							expire = 0
						}
					}
				}
			}
		} {
			limit = {
				any_country = {
					original_tag = ROM
					has_government = communism
				}
			}
			custom_effect_tooltip = GER_no_balkan_communism_ROM_tt
			hidden_effect = {
				random_other_country = {
					limit = {
						original_tag = ROM
						has_government = communism
					}
					GER = {
						create_wargoal = {
							type = topple_government
							target = PREV
							expire = 0
						}
					}
				}
			}
		} {
			limit = {
				any_country = {
					original_tag = YUG
					has_government = communism
				}
			}
			custom_effect_tooltip = GER_no_balkan_communism_YUG_tt
			hidden_effect = {
				random_other_country = {
					limit = {
						original_tag = YUG
						has_government = communism
					}
					GER = {
						create_wargoal = {
							type = topple_government
							target = PREV
							expire = 0
						}
					}
				}
			}
		} {
			limit = {
				any_country = {
					original_tag = BUL
					has_government = communism
				}
			}
			custom_effect_tooltip = GER_no_balkan_communism_BUL_tt
			hidden_effect = {
				random_other_country = {
					limit = {
						original_tag = BUL
						has_government = communism
					}
					GER = {
						create_wargoal = {
							type = topple_government
							target = PREV
							expire = 0
						}
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: GRE_fiat
Constructs: has_completed_focus, has_war_with, has_dlc, research_bonus
Source: game
File: common/ideas/greece.txt

Code:
GRE_fiat = {
	picture = fiat
	allowed = {
		original_tag = GRE
		has_dlc = Battle for the Bosporus
	}
	available = {
		has_completed_focus = GRE_rapprochement_with_the_italians
		NOT = {
			has_war_with = ITA
		}
	}
	cost = 120
	research_bonus = {
		armor = 0.1
	}
	traits = {
		infantry_tank_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_weapons_for_jihad
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_weapons_for_jihad
	icon = GFX_goal_PER_iranian_irregulars
	x = 0
	y = 1
	prerequisite = {
		focus = PAL_reverse_engineer
	}
	cost = 7.2
	relative_position_id = PAL_reverse_engineer
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = PAL
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Unit Template
Component: POL_CAV_DIVISION_01
Source: game
File: common/units/names_divisions/POL_names_divisions.txt

Code:
POL_CAV_DIVISION_01 = {
	name = Cavalry Division
	for_countries = {
		POL
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	link_numbering_with = {
		POL_CAV_01
	}
	fallback_name = %d Dywizja Kawalerii
	ordered = {
		101 = {
			Krakowska Dywizja Kawalerii
		}
		102 = {
			Kresowa Dywizja Kawalerii
		}
		103 = {
			Mazowiecka Dywizja Kawalerii
		}
		104 = {
			Nowogródzka Dywizja Kawalerii
		}
		105 = {
			Podlaska Dywizja Kawalerii
		}
		106 = {
			Podolska Dywizja Kawalerii
		}
		107 = {
			Pomorska Dywizja Kawalerii
		}
		108 = {
			Suwalska Dywizja Kawalerii
		}
		109 = {
			Wielkopolska Dywizja Kawalerii
		}
		110 = {
			Wilenska Dywizja Kawalerii
		}
		111 = {
			Wołyńska Dywizja Kawalerii
		}
		112 = {
			Lwowska Dywizja Kawalerii
		}
		113 = {
			Poleska Dywizja Kawalerii
		}
		114 = {
			Łódzka Dywizja Kawalerii
		}
		115 = {
			Lubelska Dywizja Kawalerii
		}
		116 = {
			Kielecka Dywizja Kawalerii
		}
		117 = {
			Górnośląska Dywizja Kawalerii
		}
		118 = {
			Tarnopolska Dywizja Kawalerii
		}
		119 = {
			Stanisławowska Dywizja Kawalerii
		}
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_recruit_civilian_informants
Constructs: prerequisite, completion_reward, allow_branch, has_dlc, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_recruit_civilian_informants
	icon = GFX_goal_generic_secret_police
	cost = 10
	prerequisite = {
		focus = CUB_establish_the_dgi
	} {
		focus = CUB_radio_mil_diez
	}
	relative_position_id = CUB_the_cuban_politburo
	x = 0
	y = 2
	allow_branch = {
		has_dlc = La Resistance
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = CUB_direccion_inteligencia
			add_idea = CUB_direccion_inteligencia_2
		}
	}
	search_filters = {
		FOCUS_FILTER_ESPIONAGE
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_prepare_for_war_on_WP6
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_war_justification_strategies.txt

Code:
EAI_DIPLO_prepare_for_war_on_WP6 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_prepare_for_war_targets^6 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = conquer
		id = WP6
		value = 200
	}
}
### Entity: Character
Component: AST_stanley_savige
Constructs: has_completed_focus
Source: game
File: common/characters/AST.txt

Code:
AST_stanley_savige = {
	name = AST_stanley_savige
	portraits = {
		army = {
			large = GFX_portrait_AST_stanley_savige
			small = GFX_portrait_AST_stanley_savige_small
		}
	}
	corps_commander = {
		visible = {
			has_completed_focus = AST_solidarity_by_the_empire
		}
		traits = {
			brave expeditionary_leader_trait
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 3
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: Event
Component: kmt.147
Constructs: is_triggered_only, ai_chance, has_war, add_opinion_modifier
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.147
	title = kmt.147.t
	desc = {
		text = kmt.147.d_1
		trigger = {
			tag = event_target:TAG_someone_trying_to_steal_trade_port_from_us
		}
	} {
		text = kmt.147.d_2
		trigger = {
			tag = event_target:TAG_trying_to_get_the_port
		}
	}
	picture = GFX_report_event_riot_police_poland
	is_triggered_only = yes
	option = {
		name = kmt.147.a
		trigger = {
			tag = event_target:TAG_someone_trying_to_steal_trade_port_from_us
		}
		event_target:TAG_trying_to_get_the_port = {
			country_event = {
				id = kmt.156
				hours = 2
			}
		}
		effect_tooltip = {
			add_opinion_modifier = {
				target = event_target:TAG_trying_to_get_the_port
				modifier = denounciation
			}
			event_target:TAG_trying_to_get_the_port = {
				add_opinion_modifier = {
					target = ROOT
					modifier = denounciation
				}
			}
		}
	} {
		name = kmt.147.b
		trigger = {
			tag = event_target:TAG_someone_trying_to_steal_trade_port_from_us
		}
		ai_chance = {
			base = 45
			modifier = {
				has_war = yes
				factor = 95
			}
		}
	} {
		name = kmt.147.c
		trigger = {
			tag = event_target:TAG_trying_to_get_the_port
		}
	}
}
### Entity: Name List
Component: OCC
Source: game
File: common/names/00_names.txt

Code:
OCC = {
	male = {
		names = {
			Achille Adolphe Adrien Aimable Alphonse Amédée Antoine Armand August Augustin Charles Daniel Denis Édouard Elie Éttiene Eugène Félicien Félix Fernand François Frédéric Georges Guillaume Gustave Henri Hubert Hugo Jacques Jean Joseph Jules Julien Lazare Léopold Leroy Louis Lucien Matthieu Michel Napoléon Nicolas Patrice Paul Philippe Pierre Robert Thibaut Thierry Thomas
		}
	}
	female = {
		names = {
			Anne Marie Françoise Gisèle Marguerite Marianne Simone Anaïs Irène Nathalie Elsa
		}
	}
	surnames = {
		Anthoine Baraguey d'Hilliers Bazaine Billot Bosquet Boué de Lapeyrère Bouët-Willaumez Boulanger Bourbaki Bugeaud Caillard Canrobert Courbet Cousin-Mountauban Davout de Castellane de Castelnau de Langle de Cary de MacMahon de Montaignac de Saint Arnaud d'Orleans Dubail Dubois Duchêne Dupetit-Thouars Exelmans Foch Forey Franchet d'Espèrey Gallieni Gouraud Guillaumat Hamelin Harispe Hoche Humbert Jaurès Joffre Lebouef Lyautey Murat Ney d'Elchingen Nivelle Péllissier Petain Vaillant
	}
	callsigns = {
		Draco Fast Tiger Sparrow Ripper Sundance Toad Twitch Farmer Weasel Target Practice Invisible Beach Boy Princess The Mute Carpenter
	}
}
### Entity: Idea
Component: CUF_bribed_china_combo
Constructs: removal_cost, planning_speed
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CUF_bribed_china_combo = {
	picture = jap_ichi_go
	cancel = {
		tag = CUG
	}
	removal_cost = -1
	modifier = {
		planning_speed = 0.05
		consumer_goods_factor = 0.03
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = CUG
		attack_bonus_against = 0.075
	}
}
### Entity: Shared Focus
Tree: cel_focus
Component: CEL_mechanization_effort
Constructs: shared_focus, prerequisite, completion_reward, has_tech, add_tech_bonus
Source: game
File: common/national_focus/r56_celtic_shared.txt

Code:
shared_focus = {
	id = CEL_mechanization_effort
	icon = GFX_goal_generic_mechanized
	prerequisite = {
		focus = CEL_motorization_plan
	}
	x = -2
	y = 1
	relative_position_id = CEL_motorization_plan
	cost = 8
	ai_will_do = {
		factor = 1
	}
	available = {
		has_tech = motorised_infantry
	}
	completion_reward = {
		add_tech_bonus = {
			name = FRA_mechanized_focus
			ahead_reduction = 0.5
			bonus = 0.5
			uses = 1
			category = cat_mechanized_equipment
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: umberto_idea
Constructs: has_government, removal_cost
Source: game
File: common/ideas/italy.txt

Code:
umberto_idea = {
	name = ITA_prince_umberto_king
	picture = umberto_idea
	allowed = {
		original_tag = ITA
	}
	available = {
		NOT = {
			has_government = neutrality
		}
	}
	allowed_civil_war = {
		NOT = {
			has_government = fascism
		}
	}
	removal_cost = -1
	modifier = {
		party_popularity_stability_factor = 0.15
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_81
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_81 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 81
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 81
	}
}
### Entity: Character
Component: ICE_hot_tempered_reformer
Constructs: stability_factor, democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
ICE_hot_tempered_reformer = {
	random = no
	sprite = 13
	stability_factor = -0.05
	political_power_factor = 0.1
	democratic_drift = 0.01
}
### Entity: Scripted Effect
Component: SWI_update_councilors
Constructs: limit, clear_variable, set_temp_variable, every_character, has_character_flag, is_political_advisor, clr_character_flag, is_character_slot
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_update_councilors = {
	SWI = {
		clear_variable = SWI_councilor_1 SWI_councilor_2 SWI_councilor_3 SWI_confederation_president
		set_temp_variable = {
			fake_array = 0
		}
		every_character = {
			limit = {
				has_character_flag = SWI_councilor
				is_political_advisor = no
			}
			clr_character_flag = SWI_councilor
		} {
			limit = {
				is_character_slot = political_advisor
				has_character_flag = SWI_councilor
			}
			if = {
				limit = {
					check_variable = {
						SWI.fake_array = 0
					}
				}
				ROOT = {
					set_variable = {
						SWI_councilor_1 = PREV
					}
					add_to_temp_variable = {
						fake_array = 1
					}
				}
			}
			else_if = {
				limit = {
					check_variable = {
						SWI.fake_array = 1
					}
				}
				ROOT = {
					set_variable = {
						SWI_councilor_2 = PREV
					}
					add_to_temp_variable = {
						fake_array = 1
					}
				}
			} {
				limit = {
					check_variable = {
						SWI.fake_array = 2
					}
				}
				ROOT = {
					set_variable = {
						SWI_councilor_3 = PREV
					}
					add_to_temp_variable = {
						fake_array = 1
					}
				}
			}
		}
		random_character = {
			limit = {
				has_character_flag = SWI_current_confederation_president
			}
			ROOT = {
				set_variable = {
					SWI_confederation_president = PREV
				}
			}
		}
	}
}
### Entity: Decision
Component: PAL_atheist_religious_category
Constructs: remove_effect, set_variable
Source: game
File: common/decisions/PAL.txt

Code:
PAL_atheist_religious_category = {
	PAL_socialist_interpretations = {
		icon = GFX_decision_generic_political_discourse
		allowed = {
			original_tag = PAL
		}
		days_remove = 45
		cost = 30
		remove_effect = {
			set_variable = {
				PAL_add_atheism = -5
			}
			PAL_atheism_add = yes
			custom_effect_tooltip = PAL_religious_up_marginal
		}
	}
	PAL_endorse_sunnah = {
		icon = GFX_decision_hol_attract_foreign_investors
		allowed = {
			original_tag = PAL
		}
		days_remove = 60
		cost = 50
		remove_effect = {
			set_variable = {
				PAL_add_atheism = -10
			}
			PAL_atheism_add = yes
			custom_effect_tooltip = PAL_religious_up_moderate
		}
	}
	PAL_ally_madaress = {
		icon = GFX_decision_hol_attract_foreign_investors
		allowed = {
			original_tag = PAL
		}
		days_remove = 75
		cost = 80
		remove_effect = {
			set_variable = {
				PAL_add_atheism = -15
			}
			PAL_atheism_add = yes
			custom_effect_tooltip = PAL_religious_up_moderate
		}
	}
	PAL_manipulate_amin = {
		icon = GFX_decision_eng_propaganda_campaigns
		allowed = {
			original_tag = PAL
		}
		days_remove = 120
		cost = 150
		remove_effect = {
			set_variable = {
				PAL_add_atheism = -25
			}
			PAL_atheism_add = yes
			custom_effect_tooltip = PAL_religious_up_significant
		}
	}
	PAL_push_marxist_thought = {
		icon = GFX_decision_hol_radio_oranje
		allowed = {
			original_tag = PAL
		}
		days_remove = 45
		cost = 30
		remove_effect = {
			set_variable = {
				PAL_add_atheism = 5
			}
			PAL_atheism_add = yes
			custom_effect_tooltip = PAL_atheist_up_marginal
		}
	}
	PAL_promote_atheist_propganda = {
		icon = GFX_decision_eng_propaganda_campaigns
		allowed = {
			original_tag = PAL
		}
		days_remove = 60
		cost = 50
		remove_effect = {
			set_variable = {
				PAL_add_atheism = 10
			}
			PAL_atheism_add = yes
			custom_effect_tooltip = PAL_atheist_up_moderate
		}
	}
	PAL_secularize_schools = {
		icon = GFX_decision_eng_trade_unions_support
		allowed = {
			original_tag = PAL
		}
		days_remove = 75
		cost = 80
		remove_effect = {
			set_variable = {
				PAL_add_atheism = 15
			}
			PAL_atheism_add = yes
			custom_effect_tooltip = PAL_atheist_up_moderate
		}
	}
	PAL_shutdown_dawah = {
		icon = GFX_decision_generic_break_treaty
		allowed = {
			original_tag = PAL
		}
		days_remove = 120
		cost = 150
		remove_effect = {
			set_variable = {
				PAL_add_atheism = 25
			}
			PAL_atheism_add = yes
			custom_eff
# ... (truncated)
### Entity: Character
Component: SWI_ernest_beuin
Source: game
File: common/characters/SWI.txt

Code:
SWI_ernest_beuin = {
	name = SWI_ernest_beuin
	portraits = {
		civilian = {
			large = GFX_portrait_SWI_ernest_beuin
		}
	}
	country_leader = {
		ideology = centrism
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Country History
Country: BAR
Component: BAR_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/BAR - Barotseland.txt

Code:
# Misc for BAR
capital = 981
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: Character
Component: BUL_vasil_kolarov
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/BUL.txt

Code:
BUL_vasil_kolarov = {
	advisor = {
		slot = political_advisor
		idea_token = BUL_vasil_kolarov
		allowed = {
			has_dlc = Battle for the Bosporus
			original_tag = BUL
		}
		available = {
			NOT = {
				has_completed_focus = BUL_power_to_the_tsar
			}
		}
		traits = {
			communist_revolutionary
		}
		ai_will_do = {
			base = 1.0
			modifier = {
				factor = 3.0
				OR = {
					BUL_is_communist_stalinist_ai = yes
					BUL_is_communist_balkan_ai = yes
				}
			} {
				factor = 0
				NOT = {
					OR = {
						BUL_is_communist_stalinist_ai = yes
						BUL_is_communist_balkan_ai = yes
					}
				}
			}
		}
	}
	name = BUL_vasil_kolarov
	portraits = {
		army = {
			small = GFX_idea_bul_vasil_kolarov
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_land_doctrine_priority
Constructs: set_temp_variable
Source: game
File: common/scripted_triggers/EAI_RESEARCH_tech_priority_triggers.txt

Code:
EAI_land_doctrine_priority = {
	set_temp_variable = {
		_check_xp = 150
	}
	NOT = {
		EAI_XP_has_army_check_xp = yes
	}
}
### Entity: Decision
Component: PRC_guerilla_suppression_sea_cat
Constructs: has_war_with, has_dlc, has_dynamic_modifier
Source: game
File: common/decisions/categories/PRC_decision_categories.txt

Code:
PRC_guerilla_suppression_sea_cat = {
	icon = GFX_decision_category_military_operation
	allowed = {
		has_dlc = No Compromise, No Surrender
	}
	visible = {
		hidden_trigger = {
			OR = {
				AND = {
					has_war_with = PRC
					any_controlled_state = {
						OR = {
							has_dynamic_modifier = {
								modifier = PRC_guerilla_cells_active_1
							} {
								modifier = PRC_guerilla_cells_active_2
							} {
								modifier = PRC_anti_japanese_base
							}
						}
					}
				} {
					has_war_with = CHI
				} {
					has_war_with = PHI
				}
			}
		}
	}
	priority = 120
	visible_when_empty = no
}
### Entity: Scripted Effect
Component: recalc_projected_time_local_recruitment_offices
Constructs: set_variable
Source: game
File: common/scripted_effects/RAJ_GOE_scripted_effects.txt

Code:
recalc_projected_time_local_recruitment_offices = {
	set_variable = {
		RAJ_projected_time_left = RAJ_recruitment_process
	}
	subtract_from_variable = {
		RAJ_projected_time_left = 100
	}
	multiply_variable = {
		RAJ_projected_time_left = -1
	}
	divide_variable = {
		RAJ_projected_time_left = RAJ_established_recruitment_offices
	}
	round_variable = RAJ_projected_time_left
}
### Entity: Doctrine
Component: air_subdoctrine_dive_bombers
Constructs: xp_cost
Source: game
File: common/doctrines/subdoctrines/air/air_strike_aircraft_subdoctrines.txt

Code:
air_subdoctrine_dive_bombers = {
	track = strike_aircraft
	name = SUBDOCTRINE_DIVE_BOMBERS
	description = SUBDOCTRINE_DIVE_BOMBERS_DESC
	icon = GFX_doctrine_dive_bombing_medium
	xp_cost = 100
	xp_type = air
	available = {
		always = yes
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 75
			original_tag = GER
		}
	}
	category_cas = {
		air_ground_attack = 0.1
	}
	rewards = {
		forward_air_controllers = {
			air_mission_efficiency = 0.05
			ground_attack_factor = 0.05
		}
		all_weather_drills = {
			air_weather_penalty = -0.05
			category_cas = {
				air_agility = 0.05
			}
		}
		terrifying_precision = {
			air_close_air_support_org_damage_factor = 0.1
		}
		close_air_support_aces = {
			air_ace_generation_chance_factor = 0.05
			ace_effectiveness_factor = 0.05
		}
		fighter_bomber_coordination = {
			air_escort_efficiency = 0.1
		}
	}
}
### Entity: Idea
Component: EAI_INSANE/medium_tank_flame_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_INSANE/medium_tank_flame_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_flame_chassis = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}