Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Name List
Component: AOI
Source: game
File: common/names/00_names.txt

Code:
AOI = {
	male = {
		names = {
			Alessandro Alfonso Ambrogio Amedeo Andrea Angelo Antonio Benito Camillo Carlo Cesare Costanzo Davide Enrico Ettore Fabrizio Faustino Federico Felice Ferdinando Fiorenzo Francesco Gaetano Gennaro Girolamo Giulio Giuseppe Guglielmo Innocenzo Leopoldo Luigi Marco Massimo Matteo Nicola Oreste Paolo Pasquale Pietro Prospero Raffaele Roberto Ruggiero Silvio Simone Tancredi Ugo Umberto Vincenzo Vittorio
		}
	}
	female = {
		names = {
			Maria Anna Sara Laura Sofia Stella Angela Giovanna Guiseppina Gianna Giulia Valentina
		}
	}
	surnames = {
		Acton Albricci Badoglio Baldissera Baratieri Bava-Beccaris Cadorna Cagni Canevaro Capello Caviglia Ceccherini Cialdini Cusani Dezza di Robilant di Savoia Emo Fanti Fara Filomarino Garibaldi Giardino Govone La Màrmora Mambretti Menabrea Orengo Pallavicino Pecori-Giraldi Pelloux Perruchetti Pianelli Porro Presbitero Ramorino Ricotti-Magnani Sacchi Saletta Sanna Solari Vaccari Zupelli
	}
	callsigns = {
		Buzzard Dusty Falcon Hawk Hammer Viper Banshee The Baron Lightning Duce Raven Two Shot Rosso Robur Gino Giri
	}
}
### Entity: Effect Reference
Construct: add_to_temp_variable
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## add_to_temp_variable

* Supported Scopes: any
* Supported Targets: none

Adds a value, a variable, or a [math expression](script_math_expression.md) to a temporary variable.
### Entity: National Focus
Tree: ven_focus
Component: VEN_attack_japan
Constructs: prerequisite, has_government, completion_reward, is_puppet, is_in_faction_with, has_navy_size, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_attack_japan
	icon = GFX_focus_attack_japan
	x = 22
	y = 12
	cost = 10
	available = {
		is_puppet = no
		JAP = {
			has_government = fascism
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		has_navy_size = {
			size = > 14
		}
	}
	prerequisite = {
		focus = VEN_anti_submarine
	}
	mutually_exclusive = {
		focus = VEN_attack_germany
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 10
	}
	will_lead_to_war_with = JAP
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = JAP
			expire = 0
		}
	}
}
### Entity: Idea
Component: JAP_the_volunteer_corps
Constructs: removal_cost
Source: game
File: common/ideas/r56_japan.txt

Code:
JAP_the_volunteer_corps = {
	name = JAP_the_volunteer_corps
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = prc_low_popular_support3
	modifier = {
		industry_free_repair_factor = 0.1
		industry_repair_factor = 0.05
	}
}
### Entity: Decision
Component: COG_the_empain_group_decisions
Constructs: limit, add_ideas, owns_state, has_country_flag, industrial_capacity_factory, production_speed_buildings_factor, is_owned_and_controlled_by, cancel_trigger
Source: game
File: common/decisions/COG.txt

Code:
COG_the_empain_group_decisions = {
	COG_invest_in_cfl = {
		priority = 15
		icon = GFX_decision_generic_train
		ai_will_do = {
			base = 50
		}
		allowed = {
			original_tag = COG
		}
		available = {
			AND = {
				889 = {
					is_owned_and_controlled_by = ROOT
				}
				888 = {
					is_owned_and_controlled_by = ROOT
				}
				890 = {
					is_owned_and_controlled_by = ROOT
				}
			}
		}
		visible = {
			OR = {
				owns_state = 889 888 890
			}
			NOT = {
				has_country_flag = COG_invested_in_cfl_flag
			}
		}
		days_remove = 56
		cost = 75
		cancel_trigger = {
			AND = {
				889 = {
					NOT = {
						is_fully_controlled_by = ROOT
					}
				}
				888 = {
					NOT = {
						is_fully_controlled_by = ROOT
					}
				}
				890 = {
					NOT = {
						is_fully_controlled_by = ROOT
					}
				}
			}
		}
		cancel_effect = {

		}
		modifier = {
			production_speed_buildings_factor = -0.03
			industrial_capacity_factory = -0.05
		}
		complete_effect = {

		}
		remove_effect = {
			IF = {
				limit = {
					889 = {
						is_controlled_by = ROOT
						free_building_slots = {
							building = infrastructure
							size = > 0
						}
					}
				}
				889 = {
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = infrastructure
						level = 1
						instant_build = yes
					}
				}
			} {
				limit = {
					888 = {
						is_controlled_by = ROOT
						free_building_slots = {
							building = infrastructure
							size = > 0
						}
					}
				}
				888 = {
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = infrastructure
						level = 1
						instant_build = yes
					}
				}
			} {
				limit = {
					890 = {
						is_controlled_by = ROOT
						free_building_slots = {
							building = infrastructure
							size = > 0
						}
					}
				}
				890 = {
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = infrastructure
						level = 1
						instant_build = yes
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
			hidden_effect = {
				set_country_flag = COG_invested_in_cfl_flag
			}
		}
	}
	COG_invest_in_mirundi = {
		priority = 10
		icon = GFX_decision_tungsten
		ai_will_do = {
			base = 50
		}
		allowed = {
			original_tag = COG
		}
		available = {
			AND = {
				768 = {
					is_owned_and_controlled_by 
# ... (truncated)
### Entity: Scripted Effect
Component: SWI_make_character_confederation_president
Constructs: limit, remove_ideas, has_country_flag, set_character_flag, clr_character_flag, set_variable, has_idea, clr_country_flag
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_make_character_confederation_president = {
	SWI_outgoing_president_cleanup = yes
	set_character_flag = SWI_current_confederation_president
	clr_character_flag = SWI_councilor
	ROOT = {
		set_variable = {
			SWI_confederation_president = PREV
		}
		if = {
			limit = {
				has_idea = SWI_no_confederation_president_idea
			}
			remove_ideas = {
				SWI_no_confederation_president_idea
			}
		} {
			limit = {
				has_country_flag = SWI_vacant_confederation_president_position
			}
			clr_country_flag = SWI_vacant_confederation_president_position
		} {
			limit = {
				has_variable = temp_character_president
			}
			clear_variable = temp_character_president
		}
	}
	SWI_update_councilors = yes
}
### Entity: National Focus
Tree: dnz_focus
Component: DNZ_maintain_status_quo
Constructs: prerequisite, completion_reward, add_political_power, is_subject_of, is_ai, remove_opinion_modifier
Source: game
File: common/national_focus/Danzig.txt

Code:
focus = {
	id = DNZ_maintain_status_quo
	icon = GFX_goal_generic_neutrality_focus
	prerequisite = {
		focus = DNZ_danzig_senate
	}
	mutually_exclusive = {
		focus = DNZ_remove_lester
	}
	relative_position_id = DNZ_danzig_senate
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		is_subject_of = POL
		date = > 1937.1.1
		hidden_trigger = {
			DNZ = {
				is_ai = no
			}
		}
	}
	completion_reward = {
		add_political_power = 50
		remove_opinion_modifier = {
			target = POL
			modifier = POL_Anti_Polish_Sentiment
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_restore_the_old_eastern_empire
Constructs: prerequisite, completion_reward, is_subject, create_wargoal, take_state_focus
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_restore_the_old_eastern_empire
	icon = GFX_focus_SOV_old_eastern_empire
	prerequisite = {
		focus = SOV_intervention_in_the_americas
	}
	x = 0
	y = 1
	relative_position_id = SOV_intervention_in_the_americas
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	available = {
		is_subject = no
	}
	completion_reward = {
		create_wargoal = {
			type = take_state_focus
			target = CAN
			generator = {
				471 739 740 473 864
			}
		} {
			type = take_state_focus
			target = USA
			generator = {
				463 386 385
			}
		}
	}
}
### Entity: Character
Component: PAL_amin_al_husseini
Constructs: has_completed_focus, has_dlc, is_in_faction_with
Source: game
File: common/characters/IRQ.txt

Code:
PAL_amin_al_husseini = {
	name = PAL_amin_al_husseini
	portraits = {
		civilian = {
			large = GFX_portrait_PAL_amin_al_husseini
			small = GFX_portrait_PAL_amin_al_husseini_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = PAL_amin_al_husseini
		traits = {
			IRQ_the_grand_mufti
		}
		allowed = {
			has_dlc = Graveyard of Empires
			OR = {
				original_tag = IRQ PAL
			}
		}
		available = {
			has_completed_focus = IRQ_refuge_for_the_grand_mufti
			NOT = {
				is_in_faction_with = ENG
			}
		}
		cost = 150
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Technology
Component: construction4
Constructs: production_speed_buildings_factor, research_cost
Source: game
File: common/technologies/industry.txt

Code:
technology = {
	production_speed_buildings_factor = 0.1
	industry_repair_factor = 0.1
	on_research_complete = {
		custom_effect_tooltip = {
			localization_key = SP_UNLOCK_PROJECT
			PROJECT = sp_commercial_nuclear_reactor
		}
	}
	path = {
		leads_to_tech = construction5
		research_cost_coeff = 1
	} {
		leads_to_tech = excavation4
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1941
	categories = {
		industry construction_tech
	}
	folder = {
		name = industry_folder
		position = {
			x = 0
			y = 6
		}
	}
	ai_will_do = {
		factor = 4
		modifier = {
			factor = 10
			date = > 1941.1.1
		}
	}
}
### Entity: Character
Component: SOL_fascist_guy
Constructs: has_government
Source: game
File: common/characters/SOL.txt

Code:
SOL_fascist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = SOL_fascist_guy
		allowed = {
			original_tag = SOL
		}
		traits = {
			fascist_demagogue
		}
		do_effect = {
			not = {
				has_government = fascism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_2
		}
	}
}
### Entity: AI Strategy
Component: EAI_FRA_air_production
Source: game
File: common/ai_strategy/FRA_EAI.txt

Code:
EAI_FRA_air_production = {
	allowed = {
		tag = FRA
	}
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = air_factory_balance
		value = 75
	}
}
### Entity: Character
Component: fighter_producer_offense_2
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
fighter_producer_offense_2 = {
	random = no
	equipment_bonus = {
		small_plane_airframe = {
			air_attack = 0.15
			air_agility = 0.1
			air_range = 0.1
		}
		cv_small_plane_airframe = {
			air_attack = 0.15
			air_agility = 0.1
			air_range = 0.1
		}
		medium_plane_fighter_airframe = {
			air_attack = 0.15
			air_agility = 0.1
			air_range = 0.1
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: LAT_paramilitary_idea_2
Constructs: industrial_capacity_factory, removal_cost, conscription_factor
Source: game
File: common/ideas/latvia.txt

Code:
LAT_paramilitary_idea_2 = {
	picture = generic_manpower_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		conscription_factor = 0.2
		industrial_capacity_factory = 0.1
		consumer_goods_factor = -0.075
	}
}
### Entity: Scripted Trigger
Component: frloc_parties_special_fasc_AZR_all
Constructs: has_government
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_parties_special_fasc_AZR_all = {
	AND = {
		has_government = fascism
		OR = {
			tag = AZR
			original_tag = AZR
		}
	}
}
### Entity: Character
Component: WHY_aiydem
Source: game
File: common/characters/WHY.txt

Code:
WHY_aiydem = {
	name = Aiydem, the Force User
	portraits = {
		civilian = {
			large = gfx/leaders/WHY/r56w_portrait_WHY_aiydem.dds
		}
	}
	corps_commander = {
		traits = {
			r56w_trait_army_force_user
		}
		skill = 5
		attack_skill = 5
		defense_skill = 5
		planning_skill = 5
		logistics_skill = 4
		legacy_id = -1
	}
}
### Entity: AI Strategy
Component: GRE_monarchist_plan
Constructs: has_completed_focus, has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/GRE_alternate_strategy_plan.txt

Code:
GRE_monarchist_plan = {
	name = Greece Monarchist Plan
	desc = Greece will become an absolute monarchy and seek to join the Allies
	allowed = {
		original_tag = GRE
	}
	enable = {
		OR = {
			has_country_flag = GRE_AI_RANDOM_MONARCHIST
			has_game_rule = {
				rule = GRE_ai_behavior
				option = MONARCHIST
			}
		}
	}
	abort = {
		ENG = {
			has_completed_focus = ENG_concessions_to_the_trade_unions
		}
	}
	ai_national_focuses = {
		GRE_reevaluating_the_drachma GRE_the_kings_government GRE_hellenic_armed_forces GRE_force_the_farmers_into_factories GRE_the_right_to_rule GRE_the_hellenic_army GRE_petition_britain_for_aid GRE_the_backbone_of_our_army GRE_lignite_liquefaction GRE_extracting_more_from_our_soil GRE_open_up_the_country GRE_crack_down_on_the_republicans GRE_open_foreign_subsidized_factories GRE_use_the_military GRE_the_hellenic_navy GRE_abandon_the_greek_turkish_naval_treaty GRE_british_docking_rights GRE_our_traditional_allies_in_the_aegean GRE_exporting_more_luxury_commodoties GRE_expand_our_tobacco_industry GRE_prepare_against_the_mediterranean_threat GRE_a_legacy_of_war GRE_the_greater_enosis GRE_expansion_of_athens_university GRE_the_hellenic_air_force GRE_securing_the_bulgarian_menace GRE_a_fleet_fit_for_the_aegean GRE_destroying_our_foes GRE_mobilise_our_economy GRE_protectors_of_the_mediterranean GRE_connecting_our_prefectures GRE_defending_our_seas GRE_making_use_of_our_islands GRE_cooperate_with_foreign_monopolies GRE_fund_the_hellenic_air_force_academy GRE_academy_of_athens GRE_the_cannon GRE_a_long_and_proud_tradition GRE_embracing_modern_warfare GRE_hellenic_armoured_corp
	}
	research = {

	}
	ideas = {
		GRE_ioannis_metaxas = 5
		GRE_alexandros_papagos = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Scripted Effect
Component: EAI_DIFFICULTY_custom_bonus_shift_click
Constructs: set_temp_variable
Source: game
File: common/scripted_effects/EAI_DIFFICULTY_effects.txt

Code:
EAI_DIFFICULTY_custom_bonus_shift_click = {
	meta_effect = {
		text = {
			set_temp_variable = {
				t1 = 0.2
			}
			multiply_temp_variable = {
				t1 = [y]
			}
			subtract_from_variable = {
				[z]EAI_custom_bonus_[x][w] = t1
			}
			clamp_variable = {
				var = [z]EAI_custom_bonus_[x][w]
				min = [a]
				max = [b]
			}
		}
		x = [?EAI_selected_custom_bonus_setting]
		y = [EAI_GetCustomBonusAmountMultiplier]
		z = [EAI_GetDifficultyBonusMode]
		a = [EAI_GetCustomBonusAmountMin]
		b = [EAI_GetCustomBonusAmountMax]
		w = [EAI_GetDifficultyBonusMode2]
	}
	EAI_refresh_gui = yes
}
### Entity: National Focus
Tree: mon_focus
Component: MON_revoke_the_kyakhta_treaty
Constructs: has_completed_focus, prerequisite, has_government, completion_reward, is_subject, is_literally_china, has_focus_tree, set_cosmetic_tag
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_revoke_the_kyakhta_treaty
	icon = GFX_goal_generic_risky_deal
	prerequisite = {
		focus = MON_put_an_end_to_the_arat_system
	}
	x = 1
	y = 1
	relative_position_id = MON_put_an_end_to_the_arat_system
	cost = 5
	mutually_exclusive = {
		focus = MON_five_races_under_one_union
	}
	available = {
		is_subject = no
		has_completed_focus = MON_nationalism
		any_other_country = {
			is_literally_china = yes
			exists = yes
			OR = {
				has_government = democratic neutrality
			} {
				has_focus_tree = china_nationalist_focus china_nationalist_sea_focus
			}
		}
	}
	bypass = {
		is_subject = yes
		OVERLORD = {
			is_literally_china = yes
			exists = yes
			OR = {
				has_focus_tree = china_nationalist_focus china_nationalist_sea_focus
			}
		}
	}
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		MON_chi_high_influence_increase_effect = yes
		MON_Wu_Zhongxin = {
			promote_character = {
				ideology = the_peoples_tutelage
			}
		}
		set_cosmetic_tag = MON_CHI
		unlock_decision_tooltip = MON_appeal_for_foreign_protection
	}
	search_filters = {
		FOCUS_FILTER_INFLUENCE_INCREASE
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_promote_militarism
Constructs: prerequisite, add_ideas, completion_reward, add_power_balance_value
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_promote_militarism
	icon = GFX_goal_generic_army_professionalism
	relative_position_id = AUS_austrofascism_not_nazism
	x = 2
	y = 2
	prerequisite = {
		focus = AUS_austrofascism_not_nazism
	}
	cost = 5
	completion_reward = {
		add_ideas = AUS_promote_militarism
		add_power_balance_value = {
			id = AUS_heimwehr_power_balance
			value = 0.2
			tooltip_side = AUS_heimwehr_side
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/YEM_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 10840
	division_template = Alfurqat Alfursan
	start_experience_factor = 0.1
	start_equipment_factor = 0.5
}
### Entity: Character
Component: crown_prince_of_finland
Constructs: stability_factor, neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
crown_prince_of_finland = {
	random = no
	custom_modifier_tooltip = FIN_crown_prince_of_finland_tt
	fascism_acceptance = 75
	political_power_factor = 0.1
	stability_factor = 0.05
	neutrality_drift = 0.1
	conscription = 0.025
}
### Entity: Event
Component: BBA_italy_interaction_events.41
Constructs: is_triggered_only, ai_chance, has_government, fire_only_once, add_ai_strategy
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_interaction_events.41
	title = BBA_italy_interaction_events.41.t
	desc = BBA_italy_interaction_events.41.desc
	picture = GFX_report_event_fascist_speech
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = BBA_italy_interaction_events.41.a
		ai_chance = {
			base = 70
			modifier = {
				factor = 0
				OR = {
					has_government = communism
					tag = SPC
				}
			}
		}
		add_ai_strategy = {
			type = alliance
			id = FROM
			value = 200
		} {
			type = befriend
			id = FROM
			value = 100
		}
		FROM = {
			add_ai_strategy = {
				type = alliance
				id = ROOT
				value = 200
			} {
				type = befriend
				id = ROOT
				value = 100
			}
		} {
			country_event = {
				id = BBA_italy_interaction_events.42
				days = 2
				random = 6
			}
		}
	} {
		name = BBA_italy_interaction_events.41.b
		ai_chance = {
			base = 30
		}
		FROM = {
			country_event = {
				id = BBA_italy_interaction_events.43
				days = 2
				random = 6
			}
		}
	}
}
### Entity: Character
Component: SIA_gentlemanly_academic_r56
Source: game
File: common/country_leader/r56_traits.txt

Code:
SIA_gentlemanly_academic_r56 = {
	random = no
	sprite = 13
	party_popularity_stability_factor = 0.1
	opinion_gain_monthly_factor = 0.15
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_ordnance_factory_medak
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_dlc, add_mio_size, unlock_mio_trait_tooltip, add_tech_bonus
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_ordnance_factory_medak
	icon = GFX_focus_CHL_domestic_production_of_the_willys_mb
	prerequisite = {
		focus = RAJ_rifle_factory_ishapore_west_bengal
	}
	x = -2
	y = 1
	relative_position_id = RAJ_rifle_factory_ishapore_west_bengal
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:RAJ_ordnance_factory_medak_organization = {
				add_mio_size = 1
				unlock_mio_trait_tooltip = {
					trait = RAJ_mio_trait_apc_research_effort
				}
			}
		}
		else = {
			add_tech_bonus = {
				name = RAJ_ordnance_factory_medak
				bonus = 0.75
				uses = 1
				category = cat_mechanized_equipment
			}
		}
		try_build_mil_in_core_otherwise_build_in_controlled = yes
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_SILO_13
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_SILO_13 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_SILO
			value = 13
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = fuel_silo
		value = 13
	}
}
### Entity: Idea
Component: CZE_skoda_infantry_focus_optimization_3_idea
Constructs: is_controlled_by, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/czechoslovakia_skoda.txt

Code:
CZE_skoda_infantry_focus_optimization_3_idea = {
	name = CZE_skoda_infantry_focus_optimization_idea
	picture = CZE_skoda_works
	allowed = {
		always = no
	}
	do_effect = {
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	allowed_civil_war = {
		always = yes
	}
	research_bonus = {
		infantry_weapons = 0.06
	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.06
			instant = yes
		}
		light_tank_chassis = {
			build_cost_ic = 0.06
			instant = yes
		}
		medium_tank_chassis = {
			build_cost_ic = 0.06
			instant = yes
		}
		heavy_tank_chassis = {
			build_cost_ic = 0.06
			instant = yes
		}
	}
	modifier = {
		materiel_manufacturer_cost_factor = -0.06
		production_speed_arms_factory_factor = 0.06
		production_lack_of_resource_penalty_factor = -0.06
		production_speed_industrial_complex_factor = -0.06
		production_factory_efficiency_gain_factor = -0.06
		factory_energy_consumption = 0.06
	}
}
### Entity: Event
Component: austria.68
Constructs: is_triggered_only
Source: game
File: events/Austria.txt

Code:
news_event = {
	id = austria.68
	title = austria.68.t
	desc = austria.68.desc
	picture = GFX_news_event_AUS_bauer
	is_triggered_only = yes
	major = yes
	option = {
		name = austria.68.a
		trigger = {
			original_tag = AUS
		}
	} {
		name = austria.68.b
		trigger = {
			original_tag = ITA
		}
	} {
		name = austria.68.c
		trigger = {
			OR = {
				original_tag = FRA ENG
			}
		}
	} {
		name = austria.68.d
		trigger = {
			original_tag = GER
		}
	} {
		name = austria.68.e
		trigger = {
			NOT = {
				original_tag = AUS GER ITA FRA ENG
			}
		}
	}
}
### Entity: Trigger Reference
Construct: has_unit_type
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_unit_type

* Supported Scopes: COMBATANT
* Supported Targets: none

```
Check if the combatant has at least one of the provided unit types.
For example:
has_unit_type = amphibious_mechanized

```
### Entity: Scripted Effect
Component: AFG_pahlavi_attitude_anger_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/r56_AFG_scripted_effects.txt

Code:
AFG_pahlavi_attitude_anger_effect = {
	add_to_variable = {
		AFG.AFG_pahlavi_attitude = 1
	}
	clamp_variable = {
		var = AFG.AFG_pahlavi_attitude
		min = 0
		max = 3
	}
}
### Entity: AI Strategy
Component: EAI_ITA_war_in_ethiopia_OFFENSIVE_blitz
Constructs: has_war_with, has_capitulated
Source: game
File: common/ai_strategy/ITA_EAI.txt

Code:
EAI_ITA_war_in_ethiopia_OFFENSIVE_blitz = {
	allowed = {
		tag = ITA
	}
	enable = {
		has_war_with = ETH
		ETH = {
			has_capitulated = no
		}
		date = < 1938.1.1
		EAI_MILITARY_army_readiness_HIGH = yes
	}
	abort = {
		NOT = {
			AND = {
				has_war_with = ETH
				ETH = {
					has_capitulated = no
				}
				date = < 1938.1.1
				EAI_MILITARY_army_readiness_HIGH_abort = yes
			}
		}
	}
	ai_strategy = {
		type = front_control
		ordertype = front
		ratio = 0.5
		priority = 600
		execution_type = rush_weak
		execute_order = yes
		tag = ETH
	}
}