Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: GENERIC_ENG_OPERATIVE_CODENAME_HISTORICAL
Source: game
File: common/units/codenames_operatives/generic_opertive_codenames.txt

Code:
GENERIC_ENG_OPERATIVE_CODENAME_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_OPERATIVES
	for_countries = {
		USA CAN NZL AST RAJ SAF
	}
	type = codename
	fallback_name = Agent %d
	unique = {
		Wolf Sparrow Hawk Eagle Snake Bear Tiger Condor Magpie Turtle Shark Mouse Hornet Dragon Butterfly Stallion Tomcat
	}
}
### Entity: Special Project
Component: sp_air_generic_reward_scientist_xp_3
Constructs: limit, fire_only_once, has_project_flag, has_scientist_level, add_scientist_xp, set_project_flag, add_breakthrough_progress
Source: game
File: common/special_projects/prototype_rewards/generic_air_prototype_rewards.txt

Code:
sp_air_generic_reward_scientist_xp_3 = {
	fire_only_once = yes
	threshold = {
		min = 0
		max = 100
	}
	weight = {
		base = @base_reward_weight
		modifier = {
			factor = @reward_weight_factor_theme
			has_project_flag = sp_air_generic_reward_scientist_xp_flag
		} {
			factor = 0
			var:scientist = {
				has_scientist_level = {
					level = > 4
					specialization = specialization_air
				}
			}
		}
	}
	option = {
		token = sp_air_generic_reward_option_scientist_xp
		iteration_output = {
			scientist_effects = {
				if = {
					limit = {
						has_scientist_level = {
							level = < 5
							specialization = specialization_air
						}
					}
					add_scientist_xp = {
						experience = constant:sp_scientist_xp_gain.high
						specialization = specialization_air
					}
				}
				FROM = {
					set_project_flag = sp_air_generic_reward_scientist_xp_flag
				}
			}
			country_effects = {
				add_breakthrough_progress = {
					specialization = specialization_air
					value = sp_breakthrough_progress.medium
				}
			}
		}
	}
}
### Entity: Character
Component: space_lawyer
Source: game
File: common/country_leader/00_traits.txt

Code:
space_lawyer = {
	random = no
	sprite = 14
	rocket_attack_factor = 0.15
	political_power_factor = 0.15
	production_speed_rocket_site_factor = 0.15
}
### Entity: Idea
Component: fascist_influence_weak
Constructs: has_government, removal_cost, fascism_drift
Source: game
File: common/ideas/zzz_generic.txt

Code:
fascist_influence_weak = {
	name = fascist_influence
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = generic_fascism_drift_bonus
	modifier = {
		fascism_drift = 0.1
		fascism_acceptance = 35
	}
}
### Entity: AI Strategy
Component: default_area_priority
Source: game
File: common/ai_strategy/default.txt

Code:
default_area_priority = {
	enable = {
		NOT = {
			original_tag = GER
		} {
			original_tag = FRA
		} {
			original_tag = JAP
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = area_priority
		id = europe
		value = 100
	} {
		type = area_priority
		id = scandinavia
		value = 0
	} {
		type = area_priority
		id = north_america
		value = 100
	} {
		type = area_priority
		id = south_america
		value = 40
	} {
		type = area_priority
		id = asia
		value = 75
	} {
		type = area_priority
		id = middle_east
		value = 50
	} {
		type = area_priority
		id = africa
		value = 10
	} {
		type = area_priority
		id = suez
		value = 50
	} {
		type = area_priority
		id = pacific
		value = 50
	} {
		type = area_priority
		id = oceania
		value = 75
	}
}
### Entity: Technology
Component: marines_jungle_troops
Constructs: limit, is_ai, force_use_small_tech_layout, research_cost
Source: game
File: common/technologies/special_forces_doctrine.txt

Code:
technology = {
	allow = {
		if = {
			limit = {
				is_ai = yes
			}
			NOT = {
				EAI_specops_MAR_doctrine_progress_limit = yes
			}
		} {
			limit = {
				is_ai = yes
			}
			always = no
		}
	}
	xp_research_type = navy
	xp_unlock_cost = 60
	xor = {
		marines_shore_parties
	}
	force_use_small_tech_layout = yes
	pioneer_support = {
		jungle = {
			attack = 0.15
			defence = 0.1
			movement = 0.1
		}
	}
	path = {
		leads_to_tech = marines_recon
		research_cost_coeff = 1
	}
	doctrine = yes
	research_cost = 2.25
	categories = {
		special_forces_doctrine cat_marines_doctrine
	}
	folder = {
		name = special_forces_doctrine_folder
		position = {
			x = -1
			y = 2
		}
	}
	ai_will_do = {
		factor = 0
	}
	ai_research_weights = {

	}
}
### Entity: Country History
Country: IRE
Component: IRE_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/IRE - Ireland.txt

Code:
# Politics & Parties for IRE
set_politics = {
	ruling_party = democratic
	last_election = 1933.1.24
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 98
	fascism = 1
	communism = 1
}
### Entity: AI Strategy
Component: FRA_heavy_tanks
Constructs: has_completed_focus, has_war, is_major, has_tech, any_of
Source: game
File: common/ai_equipment/FRA_tank.txt

Code:
FRA_heavy_tanks = {
	category = land
	blocked_for = {

	}
	available_for = {
		FRA
	}
	roles = {
		land_heavy_tank
	}
	priority = {
		factor = 200
		modifier = {
			num_of_factories = < 50
			factor = 0
		}
	}
	basic_heavy_tank_default = {
		priority = {
			factor = 10
			modifier = {
				has_tech = improved_heavy_tank_chassis
				factor = 0
			} {
				has_completed_focus = FRA_division_cuirassee
				factor = 25
			}
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = heavy_tank_chassis_1
			modules = {
				main_armament_slot = tank_medium_howitzer
				turret_type_slot = tank_heavy_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_cast_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = secondary_turret_small_cannon
				special_type_slot_3 = sloped_armor
				special_type_slot_4 = armor_skirts
			}
			upgrades = {
				tank_nsb_engine_upgrade = 5
				tank_nsb_armor_upgrade = 6
			}
		}
		allowed_modules = {
			tank_medium_howitzer tank_heavy_fixed_superstructure_turret tank_bogie_suspension tank_cast_armor tank_gasoline_engine secondary_turret_small_cannon tank_radio_3 tank_radio_2 tank_radio_1 sloped_armor armor_skirts
		}
	}
	improved_heavy_tank_default = {
		priority = {
			factor = 10
			modifier = {
				has_tech = advanced_heavy_tank_chassis
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = heavy_tank_chassis_2
			modules = {
				main_armament_slot = {
					any_of = {
						tank_heavy_cannon_2 tank_high_velocity_cannon_3 tank_heavy_cannon tank_high_velocity_cannon_2 tank_close_support_gun
					}
				}
				turret_type_slot = {
					any_of = {
						tank_heavy_three_man_tank_turret tank_heavy_two_man_tank_turret
					}
				}
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_cast_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = armor_skirts
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 8
				tank_nsb_armor_upgrade = {
					base = 7
					modifier = {
						add = 3
						has_war = yes
					} {
						any_enemy_country = {
							is_major = yes
						}
						add = 3
					}
				}
			}
		}
		allowed_modules = {
			tank
# ... (truncated)
### Entity: Character
Component: GRE_damaskinos
Constructs: has_dlc
Source: game
File: common/characters/GRE.txt

Code:
GRE_damaskinos = {
	name = GRE_damaskinos
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_5
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = GRE_damaskinos
		allowed = {
			original_tag = GRE
			NOT = {
				has_dlc = Battle for the Bosporus
			}
		}
		traits = {
			compassionate_gentleman
		}
	}
}
### Entity: Idea
Component: HAW_democratic_guy
Constructs: has_government
Source: game
File: common/ideas/hawaii.txt

Code:
HAW_democratic_guy = {
	picture = generic_political_advisor_asia_1
	allowed = {
		original_tag = HAW
	}
	traits = {
		democratic_reformer
	}
	do_effect = {
		NOT = {
			has_government = democratic
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Idea
Component: CZE_czechoslovak_volunteers_idea
Constructs: removal_cost, send_volunteer_size, send_volunteers_tension, send_volunteer_divisions_required
Source: game
File: common/ideas/czechoslovakia_old.txt

Code:
CZE_czechoslovak_volunteers_idea = {
	allowed = {
		always = no
	}
	removal_cost = -1
	rule = {
		can_send_volunteers = yes
	}
	modifier = {
		send_volunteer_size = 1
		send_volunteers_tension = -0.49
		send_volunteer_divisions_required = -0.35
	}
}
### Entity: Idea
Component: CHI_neglected_army12
Constructs: limit, has_country_flag, add_timed_idea, removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_neglected_army12 = {
	picture = generic_neglected_military
	on_remove = {
		IF = {
			limit = {
				has_country_flag = CHI_ongoing_reforms
			}
			add_timed_idea = {
				idea = CHI_neglected_army11
				days = 35
			}
		}
	}
	removal_cost = -1
	modifier = {
		army_morale_factor = -0.5
		army_org_factor = -0.5
		max_dig_in_factor = -0.5
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Idea
Component: JAP_day_of_infamy_1
Constructs: removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_day_of_infamy_1 = {
	name = JAP_day_of_infamy
	picture = generic_japanese_conflict
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	on_remove = {

	}
	modifier = {
		repair_speed_factor = -0.05
		navy_anti_air_attack_factor = -0.1
	}
	targeted_modifier = {
		tag = JAP
		spotting_chance_against = -0.1
		navy_capital_ship_attack_factor_against = -0.1
	}
}
### Entity: State History
Component: 664
Constructs: limit, add_core_of, has_dlc, add_claim_by, remove_claim_by
Source: game
File: history/states/664-Southern Slovakia.txt

Code:
state = {
	id = 664
	name = STATE_664
	manpower = 854300
	resources = {
		steel = 13
		chromium = 3
	}
	state_category = town
	history = {
		owner = CZE
		buildings = {
			infrastructure = 3
			industrial_complex = 3
		}
		victory_points = {
			6573 1
		}
		add_core_of = CZE SLO
		IF = {
			limit = {
				NOT = {
					has_dlc = Gotterdammerung
				}
			}
			add_claim_by = HUN
		}
		1939.3.14 = {
			owner = HUN
			controller = HUN
			remove_claim_by = HUN
			add_core_of = HUN
		}
	}
	provinces = {
		3565 3716 6561 6573 9537 11679
	}
	local_supplies = 3.0
}
### Entity: Character
Component: BEL_jules_iserentant
Constructs: has_dlc
Source: game
File: common/characters/BEL.txt

Code:
BEL_jules_iserentant = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = Gotterdammerung
			}
		}
		advisor = {
			slot = air_chief
			idea_token = BEL_jules_iserentant
			allowed = {
				original_tag = BEL
			}
			traits = {
				air_chief_ground_support_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		name = BEL_jules_iserentant
		portraits = {
			army = {
				small = GFX_idea_generic_air_europe_3
			}
		}
	}
}
### Entity: Character
Component: URG_emilio_frugoni
Source: game
File: common/characters/URG.txt

Code:
URG_emilio_frugoni = {
	advisor = {
		slot = political_advisor
		idea_token = URG_emilio_frugoni
		allowed = {
			original_tag = URG
		}
		traits = {
			smooth_talking_charmer
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_2
		}
	}
}
### Entity: Country History
Country: CNR
Component: CNR_technology
Constructs: set_technology
Source: game
File: history/countries/CNR - Canaries.txt

Code:
# Starting Technologies for CNR
set_technology = {
	etax_doctrine = 1
	camo = 1
	aluminum_production_1 = 1
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_mountaineers = 1
	gw_artillery = 1
	interwar_antiair = 1
	shocktroops = 1
	basic_train = 1
	basic_naval_mines = 1
	submarine_mine_laying = 1
	early_ship_hull_light = 1
	basic_ship_hull_light = 1
	early_ship_hull_submarine = 1
	basic_ship_hull_submarine = 1
	early_ship_hull_cruiser = 1
	basic_ship_hull_cruiser = 1
	early_ship_hull_heavy = 1
	basic_battery = 1
	basic_medium_battery = 1
	basic_torpedo = 1
	basic_depth_charges = 1
	mtg_transport = 1
}
### Entity: Character
Component: SPA_rafael_garcia_valino
Constructs: has_completed_focus, limit, has_dlc, has_global_flag
Source: game
File: common/characters/SPR.txt

Code:
SPA_rafael_garcia_valino = {
	name = SPA_rafael_garcia_valino
	portraits = {
		army = {
			small = GFX_idea_SPA_rafael_garcia_valino
		}
	}
	advisor = {
		slot = army_chief
		idea_token = SPA_rafael_garcia_valino
		ledger = army
		allowed = {
			has_dlc = La Resistance
			OR = {
				original_tag = SPR CHL
			}
		}
		visible = {
			NOT = {
				tag = SPD SPC
			}
		}
		available = {
			if = {
				limit = {
					NOT = {
						has_completed_focus = SPA_supremacy_of_the_communion
					}
				}
				NOT = {
					has_completed_focus = SPA_eliminate_the_carlists
				}
			} {
				limit = {
					has_completed_focus = SPA_unify_the_nationalist_front
				}
				NOT = {
					has_global_flag = SPR_carlist_uprising_flag
				}
			}
			custom_trigger_tooltip = {
				tooltip = SPA_not_republican_spain_tt
				NOT = {
					tag = SPD
				}
			}
		}
		traits = {
			army_chief_organizational_2
		}
		cost = 100
	}
}
### Entity: Character
Component: POL_witold_pilecki
Source: game
File: common/characters/POL.txt

Code:
POL_witold_pilecki = {
	name = POL_witold_pilecki
	portraits = {
		civilian = {
			large = GFX_portrait_POL_witold_pilecki
		}
		army = {
			large = GFX_portrait_POL_witold_pilecki
			small = GFX_idea_POL_witold_pilecki
		}
	}
	corps_commander = {
		traits = {
			cavalry_officer POL_sanation_left_leader
		}
		skill = 2
		attack_skill = 1
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 1
		legacy_id = -1
	}
	country_leader = {
		ideology = oligarchism
		traits = {
			polish_legionary
		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Unit Template
Component: CUB_CL_HISTORICAL
Source: game
File: common/units/names_ships/CUB_ship_names.txt

Code:
CUB_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		CUB
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = ARC 
	fallback_name = Crucero Ligero %d
	unique = {
		La Habana Santiago de Cuba Marinao Santa Clara Guantánamo
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_operation_radda_danmark
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, is_in_faction_with, has_capitulated, add_to_war
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_operation_radda_danmark
	icon = GFX_goal_DEN_denmark_in_peril
	prerequisite = {
		focus = SWE_the_frivilligkaren_divisions
	}
	relative_position_id = SWE_the_frivilligkaren_divisions
	x = 0
	y = 1
	cost = 10
	available = {
		is_subject = no
		IF = {
			limit = {
				DEN = {
					OR = {
						has_government = neutrality democratic
					}
				}
			}
			DEN = {
				NOT = {
					is_in_faction_with = GER
				}
				has_capitulated = yes
			}
		}
		GER = {
			surrender_progress = > 0.25
		}
	}
	completion_reward = {
		custom_effect_tooltip = SWE_warning_operation_radda_danmark_tt
		add_to_war = {
			targeted_alliance = DEN
			enemy = GER
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Modifier Reference
Component: idea_SIA_agricultural_tax_reduction
Source: game
File: common/dynamic_modifiers/TAOG_dynamic_modifiers.txt

Code:
idea_SIA_agricultural_tax_reduction = {
	icon = GFX_idea_generic_agrarian_reform
	consumer_goods_factor = SIA_agricultural_tax_reduction_cg
}
### Entity: Idea
Component: comintern_influence
Constructs: removal_cost, communism_drift
Source: game
File: common/ideas/r56_soviet.txt

Code:
comintern_influence = {
	name = comintern_influence
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_communism_drift_bonus
	modifier = {
		communism_drift = 0.04
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/SLV_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = SLV
		}
		requested_factories = 1
		progress = 0.37
		efficiency = 100
	} {
		equipment = {
			type = support_equipment_1
			creator = SLV
		}
		requested_factories = 1
		progress = 0.76
		efficiency = 100
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_increase_bauxite_imports
Constructs: prerequisite, limit, completion_reward, has_tech, is_controlled_by, cancel_if_invalid, add_to_variable, random_owned_controlled_state
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_increase_bauxite_imports
	icon = GFX_focus_generic_aluminum
	overlay = GFX_focus_fast_overlay_generic_clock
	prerequisite = {
		focus = CZE_develop_sudetenland_resources
	}
	relative_position_id = CZE_invest_in_vhht
	x = 2
	y = 2
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_tech = excavation3
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = CZE_modify_skoda_works_ns_intro_tt generic_skip_one_line_tt generic_skip_one_line_tt CZE_build_additional_rail_stations_focus_cost_tt
		add_to_variable = {
			CZE_skoda_works_dynamic_modifier_production_speed_industrial_complex_factor = 0.025
			tooltip = production_speed_industrial_complex_factor_tt
		}
		if = {
			limit = {
				any_core_state = {
					is_controlled_by = ROOT
				}
			}
			random_owned_controlled_state = {
				prioritize = {
					9
				}
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
					OR = {
						is_in_home_area = yes
						NOT = {
							owner = {
								any_owned_state = {
									free_building_slots = {
										building = industrial_complex
										size = > 0
										include_locked = yes
									}
									is_in_home_area = yes
								}
							}
						}
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
				add_resource = {
					type = aluminium
					amount = 2
				}
			}
		}
		effect_tooltip = {
			swap_ideas = {
				remove_idea = CZE_vitkovice_mining_and_metallurgical_company
				add_idea = CZE_vitkovice_mining_and_metallurgical_company_2
			}
		}
		hidden_effect = {
			CZE_vhht_idea_go_up = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: EAI_DD_1/heavy_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_1/heavy_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_destroyer_chassis = {
			build_cost_ic = -0.025
			instant = yes
		}
	}
}
### Entity: Military Industrial Organization
Component: CAT_aviacio_de_la_generalitat_organization
Constructs: has_cosmetic_tag, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/CAT_organization.txt

Code:
CAT_aviacio_de_la_generalitat_organization = {
	name = CAT_aviacio_de_la_generalitat
	include = generic_medium_aircraft_organization
	icon = GFX_idea_generic_air_manufacturer_2
	allowed = {
		OR = {
			tag = CAT ADR
		}
	}
	available = {
		FROM = {
			OR = {
				original_tag = CAT
				has_cosmetic_tag = CAT
			}
		}
	}
	initial_trait = {
		name = generic_mio_initial_trait_multi_role_tactical_aircraft
		limit_to_equipment_type = {
			mio_cat_eq_all_medium_plane
		}
		equipment_bonus = {
			surface_detection = 0.05
			air_ground_attack = 0.05
		}
	}
}
### Entity: Event
Component: generic_purchase_ships_events.02
Constructs: is_triggered_only, ai_chance
Source: game
File: events/Decisions_Events.txt

Code:
country_event = {
	id = generic_purchase_ships_events.02
	title = generic_purchase_ships_events.02.t
	desc = generic_purchase_ships_events.02.desc
	is_triggered_only = yes
	picture = GFX_report_event_ast_navy
	option = {
		name = generic_purchase_ships_events.02.a
		ai_chance = {
			base = 5
		}
		ETH_get_ships_from_country = yes
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_anti_corruption_taskforce
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_anti_corruption_taskforce
	icon = GFX_focus_ARG_anti_corruption_policies
	prerequisite = {
		focus = BEL_liberal_victory BEL_socialist_victory
	}
	relative_position_id = BEL_liberal_victory
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	x = 3
	y = 1
	cost = 5
	available = {

	}
	completion_reward = {
		custom_effect_tooltip = BEL_modify_corruption_dynamic_modifier_tt
		add_to_variable = {
			BEL_corruption_production_speed_buildings_factor = 0.05
			tooltip = production_speed_buildings_factor_tt
		} {
			BEL_corruption_fascism_drift = -0.02
			tooltip = fascism_drift_tt
		}
	}
}
### Entity: Raid
Component: nuclear_strike
Constructs: has_war_with, is_major, add_political_power, is_in_array, is_special_project_completed, is_in_faction_with, save_global_event_target_as, add_dynamic_modifier
Source: game
File: common/raids/nuclear_raids.txt

Code:
nuclear_strike = {
	days_to_prepare = 30
	category = nuclear_raids
	command_power = 20
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			NOT = {
				is_in_array = {
					array = potential_and_current_enemies
					value = FROM
				}
			}
		} {
			factor = 2
			FROM = {
				is_major = yes
			}
		} {
			factor = 5
			FROM = {
				original_tag = JAP
			}
			original_tag = USA
			has_war_with = FROM
		} {
			factor = 0.25
			NOT = {
				has_war_with = FROM
			}
			FROM = {
				is_major = no
			}
		}
	}
	allowed = {

	}
	visible = {
		OR = {
			is_special_project_completed = sp:sp_nuclear_bomb
			num_of_nukes = > 0
		}
	}
	show_target = {
		NOT = {
			is_in_faction_with = FROM
		}
	}
	available = {

	}
	launchable = {
		has_war_with = FROM
	}
	launch_sound = raid_launch_nuclear_strike
	target_type = {
		province = any
	}
	target_icon = GFX_other_target_icon
	unit_requirements = {
		equipment = {
			type = {
				strategic_bomber
			}
			amount = {
				min = 10
			}
		}
	} {
		equipment = {
			type = {
				strat_bomber_intercontinental_equipment
			}
			amount = {
				min = 10
			}
		}
	}
	essential_equipment = {
		nukes = 1
	}
	starting_point = {
		types = {
			air_base
		}
	}
	arrow = {
		type = air
	}
	success_factors = {
		success = {
			base = 0.5
			experience = {
				weight = 0.1
				start_weight = -0.1
				reference = 1.0
			}
			air_defence = {
				reference = 100
				start_weight = -0.05
				weight = 0.05
			}
			air_agility = {
				reference = 100
				start_weight = -0.1
				weight = 0.1
			}
			reliability = {
				start_weight = -0.1
				weight = 0.1
			}
			air_superiority = {
				reference = 1.0
				start_weight = -0.25
				weight = 0.25
			}
			interception = {
				reference = 10
				weight = -0.25
			}
			anti_air = {
				weight = -0.05
			}
			radar = {
				weight = -0.05
			}
			intel = {
				weight = 0.2
				reference = 100
			}
		}
	}
	success_levels = {
		failure = {
			actor_effects = {
				var:actor_country = {
					custom_effect_tooltip = raid_aborted_tt
					add_political_power = -50
				}
				raid_damage_units = {
					plane_loss = 0.75
					ratio = yes
				}
			}
		}
		limited_success = {
			actor_effects = {
				raid_damage_units = {
					plane_loss = 0.5
					ratio = yes
				}
				raid_add_unit_experience = 0.1
			}
			victim_effects = {
				var:actor_country = {
					save_global_event_target_as = nuclear_gandhi_actor_country
		
# ... (truncated)
### Entity: Idea
Component: PAL_islamist_level3
Constructs: stability_factor, production_speed_buildings_factor, removal_cost, fascism_drift
Source: game
File: common/ideas/palestine.txt

Code:
PAL_islamist_level3 = {
	picture = raj_marginalized_muslim_community_happy
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		fascism_drift = 0.01
		stability_factor = -0.05
		production_speed_buildings_factor = -0.05
	}
}