Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: indonesia_increase_escalation_2_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/INS_scripted_effects.txt

Code:
indonesia_increase_escalation_2_effect = {
	hidden_effect = {
		INS = {
			add_to_variable = {
				var = INS_war_escalation_level
				value = 2
				tooltip = INS_increase_escalation_2_tt
			}
		}
	} {
		INS = {
			clamp_variable = {
				var = INS_war_escalation_level
				max = 10
			}
		}
	}
	custom_effect_tooltip = INS_increase_escalation_2_tt
	indonesia_evaluate_escalation_effect = yes
}
### Entity: Character
Component: GHA_communist_guy
Constructs: has_government
Source: game
File: common/characters/GHA.txt

Code:
GHA_communist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = GHA_communist_guy
		allowed = {
			original_tag = GHA
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			not = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_the_thonburi_arsenal
Constructs: prerequisite, limit, completion_reward, is_coastal, is_owned_by, add_extra_state_shared_building_slots, add_building_construction, random_owned_controlled_state
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_the_thonburi_arsenal
	icon = GFX_focus_generic_battleship_guns
	x = -1
	y = 1
	relative_position_id = SIA_install_heavy_cranes_and_power_plant
	prerequisite = {
		focus = SIA_install_heavy_cranes_and_power_plant
	} {
		focus = SIA_expand_the_slipways
	} {
		focus = SIA_a_new_drydock
	} {
		focus = SIA_establish_the_foundry_and_machine_shop
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		any_controlled_state = {
			is_coastal = yes
			is_owned_by = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		1078 = {
			add_extra_state_shared_building_slots = 4
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			} {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		if = {
			limit = {
				1076 = {
					naval_facility = < 1
				}
			}
			1076 = {
				add_building_construction = {
					type = naval_facility
					level = 1
					instant_build = yes
					province = 7408
				}
			}
		}
		else = {
			random_owned_controlled_state = {
				limit = {
					is_fully_controlled_by = ROOT
					is_coastal = yes
					naval_facility = < 1
				}
				construct_building_in_random_province = {
					naval_facility = 1
				}
			}
		}
		custom_effect_tooltip = newline_tt modify_royal_thai_navy
		add_to_variable = {
			SIA_royal_navy_navy_capital_ship_attack_factor = 0.08
			tooltip = navy_capital_ship_attack_factor_tt
		} {
			SIA_royal_navy_navy_screen_attack_factor = 0.08
			tooltip = navy_screen_attack_factor_tt
		}
	}
}
### Entity: Country History
Country: MLW
Component: MLW_characters
Constructs: recruit_character
Source: game
File: history/countries/MLW - Malawi.txt

Code:
# Leaders & Characters for MLW
recruit_character = MLW_ar MLW_nccr MLW_mt MLW_ai2 MLW_ncs MLW_acr MLW_aa2 MLW_democratic_guy MLW_acgs MLW_ncm MLW_nt MLW_acas MLW_awt MLW_pot MLW_stc MLW_acd2 MLW_communist_guy MLW_aco2 MLW_fascist_guy MLW_coi
### Entity: Scripted Effect
Component: ITA_promote_umberto_to_country_leader
Constructs: has_completed_focus, limit, has_ideology_group, has_character, retire_character, add_country_leader_role, set_character_name, set_power_balance
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_promote_umberto_to_country_leader = {
	if = {
		limit = {
			ITA_prince_umberto = {
				can_be_country_leader = yes
			}
		}
		if = {
			limit = {
				ITA_prince_umberto = {
					has_ideology_group = neutrality
				}
			}
			ITA_prince_umberto = {
				promote_character = {
					ideology = despotism
				}
			}
		}
		else_if = {
			limit = {
				ITA_prince_umberto = {
					has_ideology_group = democratic
				}
			}
			ITA_prince_umberto = {
				promote_character = {
					ideology = conservatism
				}
			}
		}
	} {
		limit = {
			has_character = ITA_vittorio_emanuele_iii
		}
		retire_character = ITA_vittorio_emanuele_iii
	}
	else_if = {
		limit = {
			has_completed_focus = ITA_democratic_king
		}
		add_country_leader_role = {
			character = ITA_prince_umberto
			promote_leader = yes
			country_leader = {
				ideology = conservatism
				traits = {
					inexperienced_monarch eager_commander
				}
				expire = 1965.1.1.1
				id = -1
			}
		} {
			character = ITA_prince_umberto
			country_leader = {
				ideology = despotism
				traits = {
					inexperienced_monarch eager_commander
				}
				expire = 1965.1.1.1
				id = -1
			}
		}
		set_character_name = {
			character = ITA_prince_umberto
			name = ITA_prince_umberto_king
		}
		set_power_balance = {
			id = ITA_power_balance
			right_side = ITA_king_umberto_side
		}
	}
	else = {
		add_country_leader_role = {
			character = ITA_prince_umberto
			promote_leader = yes
			country_leader = {
				ideology = despotism
				traits = {
					inexperienced_monarch eager_commander
				}
				expire = 1965.1.1.1
				id = -1
			}
		}
		set_character_name = {
			character = ITA_prince_umberto
			name = ITA_prince_umberto_king
		}
		set_power_balance = {
			id = ITA_power_balance
			right_side = ITA_king_umberto_side
		}
	}
}
### Entity: Idea
Component: INS_pabrik_sendjata_mesioe
Constructs: has_completed_focus, is_subject, is_subject_of, research_bonus
Source: game
File: common/ideas/r56_indonesia.txt

Code:
INS_pabrik_sendjata_mesioe = {
	allowed = {
		original_tag = INS
	}
	available = {
		is_subject = no
		controls_state = 335
	}
	picture = INS_pindad
	visible = {
		NOT = {
			has_completed_focus = INS_restore_the_arms_factories
			OR = {
				is_subject_of = HOL GER
			}
		}
	}
	cost = 100
	traits = {
		infantry_equipment_manufacturer
	}
	research_bonus = {
		infantry_weapons = 0.1
		artillery = 0.05
	}
}
### Entity: Event
Component: political.4
Constructs: has_completed_focus, limit, has_government, has_country_flag, add_stability, has_idea_with_trait, has_dlc, is_subject
Source: game
File: events/PoliticalEvents.txt

Code:
country_event = {
	id = political.4
	title = political.4.t
	desc = political.4.d
	picture = GFX_report_event_gathering_protest
	trigger = {
		has_idea_with_trait = communist_revolutionary
		NOT = {
			has_government = communism
		} {
			communism = > 0.59
		} {
			AND = {
				has_dlc = No Step Back
				OR = {
					original_tag = POL EST LAT LIT
					AND = {
						original_tag = FIN
						EST = {
							has_completed_focus = EST_national_pride_in_finland
						}
					}
				}
			}
		} {
			AND = {
				has_dlc = Battle for the Bosporus
				OR = {
					original_tag = GRE TUR
				}
			}
		} {
			AND = {
				has_dlc = Arms Against Tyranny
				OR = {
					AND = {
						original_tag = DEN
						is_subject = yes
					} {
						original_tag = NOR
						NOT = {
							has_country_flag = NOR_included_in_generic_political
						}
					}
					original_tag = FIN
				}
			}
		} {
			AND = {
				has_dlc = Trial of Allegiance
				OR = {
					original_tag = BRA ARG
				}
			}
		} {
			AND = {
				has_dlc = Gotterdammerung
				OR = {
					original_tag = AUS BEL
				}
			}
		}
		communism = > 0.2
		if = {
			limit = {
				has_dlc = Together for Victory
			}
			OR = {
				NOT = {
					tag = RAJ
				}
				AND = {
					tag = RAJ
					is_puppet = no
				}
			}
		} {
			limit = {
				has_dlc = Man the Guns
			}
			not = {
				tag = USA
			}
		}
	}
	mean_time_to_happen = {
		days = 365
		modifier = {
			factor = 0.5
			has_country_flag = communism_popular_movement
		}
	}
	option = {
		name = political.4.a
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		add_stability = -0.05
	}
}
### Entity: Character
Component: ENG_thomas_jacomb_hutton
Source: game
File: common/characters/ENG.txt

Code:
ENG_thomas_jacomb_hutton = {
	name = ENG_thomas_jacomb_hutton
	portraits = {
		army = {
			large = GFX_portrait_ENG_thomas_jacomb_hutton
			small = GFX_portrait_ENG_thomas_jacomb_hutton_small
		}
	}
	corps_commander = {
		traits = {
			old_guard
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 1
		legacy_id = 0
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_bring_revolution_south
Constructs: prerequisite, limit, has_government, completion_reward, is_in_faction_with, is_subject, add_state_claim, is_in_faction
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_bring_revolution_south
	icon = GFX_focus_attack_france
	cost = 10
	x = -1
	y = 1
	relative_position_id = LUX_invade_benelux
	prerequisite = {
		focus = LUX_invade_benelux
	}
	available = {
		any_other_country = {
			original_tag = FRA
			exists = yes
			NOT = {
				AND = {
					has_government = communism
					is_in_faction_with = ROOT
				}
			}
		}
		is_subject = no
	}
	will_lead_to_war_with = FRA
	completion_reward = {
		add_state_claim = 29
		if = {
			limit = {
				is_in_faction = yes
				is_faction_leader = no
			}
			every_other_country = {
				limit = {
					original_tag = FRA
					exists = yes
					NOT = {
						AND = {
							has_government = communism
							is_in_faction_with = ROOT
							is_subject_of = ROOT
						}
					}
				}
				save_event_target_as = LUX_invasion_target
				ROOT = {
					faction_leader = {
						country_event = {
							id = luxembourg.260
							hours = 4
							random_hours = 2
						}
					}
				}
			}
		}
		else = {
			every_other_country = {
				limit = {
					original_tag = FRA
					exists = yes
					NOT = {
						AND = {
							has_government = communism
							is_in_faction_with = ROOT
							is_subject_of = ROOT
						}
					}
				}
				ROOT = {
					create_wargoal = {
						target = PREV
						type = puppet_wargoal_focus
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_sharpen_training_standards_r56
Constructs: prerequisite, limit, completion_reward, has_subdoctrine_in_track, add_daily_mastery, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_sharpen_training_standards_r56
	icon = GFX_focus_CHI_military_mission
	cost = 10
	prerequisite = {
		focus = SIA_standardize_troop_recruitment_r56
	}
	x = 2
	y = 0
	relative_position_id = SIA_expand_the_reserve_force_r56
	ai_will_do = {
		base = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_subdoctrine_in_track = infantry
			}
			add_daily_mastery = {
				name = SIA_sharpen_training_standards_r56
				amount = 0.4
				days = 180
				track = infantry
			}
		} {
			limit = {
				has_idea = SIA_expand_the_reserve_force_r56_idea
			}
			swap_ideas = {
				remove_idea = SIA_expand_the_reserve_force_r56_idea
				add_idea = SIA_professional_army_r56
			}
		}
		else = {
			add_doctrine_cost_reduction = {
				name = SIA_sharpen_training_standards_r56
				cost_reduction = 0.25
				uses = 1
				category = land_doctrine
			}
		} {
			swap_ideas = {
				remove_idea = SIA_standardize_troop_recruitment_r56_idea
				add_idea = SIA_sharpen_training_standards_r56_idea
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_rail_construction
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, has_tech, is_owned_and_controlled_by, build_railway, add_building_construction
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_rail_construction
	icon = GFX_focus_generic_railroad
	prerequisite = {
		focus = AFG_connect_the_cities
	}
	x = 0
	y = 1
	relative_position_id = AFG_connect_the_cities
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		industrial_complex = > 7
		has_tech = basic_train
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = available_industrial_concern
		show_ideas_tooltip = AFG_railway_company_idea
		add_equipment_to_stockpile = {
			type = train_equipment
			amount = 10
			producer = ENG
		}
		IF = {
			limit = {
				capital_scope = {
					state = 267
				}
				415 = {
					is_owned_and_controlled_by = ROOT
				}
				1009 = {
					is_owned_and_controlled_by = ROOT
				}
			}
			267 = {
				build_railway = {
					level = 1
					path = {
						10737 7916 7984 10896 10476 4893
					}
				}
			}
			415 = {
				add_building_construction = {
					type = supply_node
					province = 4893
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Doctrine
Component: commandos
Constructs: xp_cost, has_dlc, enable_tactic
Source: game
File: common/doctrines/subdoctrines/land/infantry_subdoctrines.txt

Code:
commandos = {
	track = infantry
	name = SUBDOCTRINE_COMMANDOS
	description = SUBDOCTRINE_COMMANDOS_DESC
	icon = GFX_doctrine_commandos_medium
	xp_cost = 100
	xp_type = army
	available = {

	}
	visible = {
		has_dlc = No Compromise, No Surrender
	}
	ai_will_do = {
		base = 0
	}
	enable_tactic = tactic_infantry_charge
	logistics_company = {
		battalion_mult = {
			category = category_light_infantry
			max_strength = 5
			add = yes
		}
	}
	rewards = {
		isolated_combat_elements = {
			category_light_infantry = {
				supply_consumption = -0.01
				reliability = 0.05
			}
			field_hospital = {
				casualty_trickleback = 0.05
			}
			helicopter_brigade = {
				casualty_trickleback = 0.05
			}
			helicopter_field_hospital = {
				casualty_trickleback = 0.05
			}
			category_regimental_support_artillery = {
				supply_consumption = -0.01
				soft_attack = 0.05
			}
		}
		security_zone_operations = {
			signal_company = {
				battalion_mult = {
					category = category_all_infantry
					defense = 0.1
				}
			}
			logistics_company = {
				battalion_mult = {
					category = category_vehicle_infantry
					max_strength = 5
					add = yes
				}
			}
			category_vehicle_infantry = {
				reliability = 0.05
				breakthrough = 0.1
			}
		}
		rigorous_training_regimen = {
			recon = {
				battalion_mult = {
					category = category_all_infantry
					soft_attack = 0.1
				}
			}
			mot_recon = {
				battalion_mult = {
					category = category_all_infantry
					soft_attack = 0.1
				}
			}
			light_tank_recon = {
				battalion_mult = {
					category = category_all_infantry
					soft_attack = 0.1
				}
			}
			anti_tank_battery = {
				battalion_mult = {
					category = category_light_infantry
					hard_attack = 0.1
				}
			}
			infantry = {
				desert = {
					attack = 0.05
					movement = 0.1
				}
				jungle = {
					attack = 0.05
					movement = 0.1
				}
				hills = {
					attack = 0.05
					movement = 0.1
				}
			}
		}
		field_intel_retrieval = {
			intel_from_combat_factor = 0.15
		}
		integrated_assaults = {
			category_all_infantry = {
				soft_attack = 0.1
				breakthrough = 0.1
			}
			category_regimental_support_artillery = {
				breakthrough = 0.15
			}
			fire_support = {
				breakthrough = 0.15
			}
			mot_fire_support = {
				breakthrough = 0.15
			}
		}
	}
}
### Entity: National Focus
Tree: ser_focus
Component: SER_recovery_teams
Constructs: prerequisite, completion_reward, is_in_faction_with, add_tech_bonus
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_recovery_teams
	icon = GFX_goal_generic_production
	prerequisite = {
		focus = SER_structured_logistics
	} {
		focus = SER_armored_cavalry
	}
	relative_position_id = SER_structured_logistics
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 1.5
			is_in_faction_with = GER
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = maintenance_company_tech_name
			bonus = 3
			uses = 1
			category = maintenance_company_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: MUN_czech.1016
Constructs: is_triggered_only, ai_chance, has_completed_focus, has_government, is_historical_focus_on, set_variable
Source: game
File: events/MUN_Czechoslovakia.txt

Code:
country_event = {
	id = MUN_czech.1016
	title = MUN_czech.1016.t
	desc = MUN_czech.1016.d
	picture = GFX_report_event_czech_soldiers_01
	is_triggered_only = yes
	option = {
		name = MUN_czech.1016.a
		ai_chance = {
			base = 1
			modifier = {
				NOT = {
					has_government = FROM
				}
				is_historical_focus_on = yes
				factor = 0.9
			} {
				factor = 1.5
				strength_ratio = {
					tag = FROM
					ratio = < 1
				}
			} {
				has_government = FROM
				factor = 1.1
			} {
				CZE = {
					has_completed_focus = CZE_contact_henlein
				}
				factor = 1.5
			} {
				CZE = {
					has_completed_focus = CZE_feeding_the_alligator
				}
				factor = 3
			}
		}
		diplomatic_relation = {
			country = FROM
			relation = non_aggression_pact
			active = yes
		}
		set_variable = {
			global.CZE_origin_event = 1016
		}
		FROM = {
			country_event = MUN_czech.1048
		}
	} {
		name = MUN_czech.1016.b
		set_variable = {
			global.CZE_origin_event = 1016
		}
		ai_chance = {
			base = 1
			modifier = {
				NOT = {
					has_government = FROM
				}
				factor = 1.1
			} {
				is_historical_focus_on = yes
				factor = 1.5
			}
		}
		FROM = {
			country_event = MUN_czech.1026
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_sea_rekindle_the_old_alliance
Constructs: prerequisite, limit, random_country, has_government, has_war_with, completion_reward, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_sea_rekindle_the_old_alliance
	icon = GFX_focus_chi_british_cooperation
	prerequisite = {
		focus = JAP_crush_the_internal_factions
	}
	mutually_exclusive = {
		focus = JAP_create_greater_east_asian_treaty_organization
	}
	x = -2
	y = 2
	relative_position_id = JAP_crush_the_internal_factions
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = democratic
		is_subject = no
		ENG = {
			has_government = democratic
		}
		NOT = {
			has_war_with = ENG
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		IF = {
			limit = {
				ENG = {
					is_faction_leader = yes
					has_government = democratic
				}
			}
			ENG = {
				country_event = generic.2
			}
		}
		ELSE_IF = {
			limit = {
				ENG = {
					is_in_faction = yes
					is_faction_leader = no
					has_government = democratic
				}
			}
			random_country = {
				limit = {
					is_in_faction_with = ENG
					is_faction_leader = yes
				}
				country_event = generic.2
			}
		}
		ELSE = {
			set_rule = {
				can_create_factions = yes
			}
			create_faction_from_template = faction_template_JAP_the_old_alliance
			ENG = {
				country_event = generic.5
			}
		}
	}
}
### Entity: Idea
Component: CAN_great_depression_2
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/canada.txt

Code:
CAN_great_depression_2 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = great_depression
	modifier = {
		consumer_goods_factor = 0.25
		industrial_capacity_factory = -0.1
		industrial_capacity_dockyard = -0.1
	}
}
### Entity: Event
Component: axis_minors_croatia.7
Constructs: has_completed_focus, limit, remove_ideas, has_government, has_idea, set_country_flag, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: events/r56_croatia.txt

Code:
country_event = {
	id = axis_minors_croatia.7
	title = axis_minors_croatia.7.t
	desc = axis_minors_croatia.7.desc
	picture = GFX_report_event_generic_sign_treaty1
	mean_time_to_happen = {
		days = 10
	}
	trigger = {
		original_tag = CRO
		NOT = {
			OR = {
				has_government = neutrality democratic
			}
		}
		OR = {
			has_idea = liberty_ethos_focus CRO_idea_economic_optimization CRO_idea_research_grants CRO_idea_industrial_support deterrence why_we_fight_focus
		}
	}
	option = {
		name = axis_minors_croatia.7.a
		if = {
			limit = {
				has_idea = liberty_ethos_focus
			}
			remove_ideas = liberty_ethos_focus
		} {
			limit = {
				has_idea = democratic_influence
			}
			remove_ideas = democratic_influence
		} {
			limit = {
				has_idea = CRO_idea_economic_optimization
			}
			remove_ideas = CRO_idea_economic_optimization
		} {
			limit = {
				has_idea = CRO_idea_research_grants
			}
			remove_ideas = CRO_idea_research_grants
		} {
			limit = {
				has_idea = CRO_idea_industrial_support
			}
			remove_ideas = CRO_idea_industrial_support
		} {
			limit = {
				has_idea = deterrence
			}
			remove_ideas = deterrence
		} {
			limit = {
				has_idea = why_we_fight_focus
			}
			remove_ideas = why_we_fight_focus
		} {
			limit = {
				has_completed_focus = CRO_zagreb_investments_focus
			}
			set_country_flag = removed_zagreb_investment
			109 = {
				add_extra_state_shared_building_slots = -1
				add_building_construction = {
					type = industrial_complex
					level = -1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Event
Component: JUNO_brazil_events.171
Constructs: is_triggered_only, ai_chance, every_owned_state, limit, is_core_of, add_core_of, clr_country_flag, annex_country
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.171
	title = JUNO_brazil_events.171.t
	desc = JUNO_brazil_events.171.desc
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.171.a
		ai_chance = {
			base = 1
		}
		FROM = {
			every_owned_state = {
				limit = {
					is_core_of = PREV
				}
				add_core_of = ROOT
			}
			clr_country_flag = BRA_target_which_is_currently_being_integrated
		}
		annex_country = {
			target = FROM
			transfer_troops = yes
		}
		clr_country_flag = BRA_invite_country_in_progress
	}
}
### Entity: AI Strategy
Component: EAI_USA_garrison
Source: game
File: common/ai_strategy/USA_EAI.txt

Code:
EAI_USA_garrison = {
	allowed = {
		tag = USA
	}
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = garrison
		value = 50
	}
}
### Entity: Idea
Component: idea_CHI_opposition_censured
Constructs: removal_cost, neutrality_drift
Source: game
File: common/ideas/china.txt

Code:
idea_CHI_opposition_censured = {
	picture = RAJ_a_policy_of_silence
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		party_popularity_stability_factor = 0.15
		neutrality_drift = 0.05
		drift_defence_factor = 0.15
		army_intel_to_others = -15
		civilian_intel_to_others = -15
	}
}
### Entity: Scripted Trigger
Component: AST_conscription_level_scraping_the_barrel
Constructs: limit, has_idea, check_variable
Source: game
File: common/scripted_triggers/AST_scripted_triggers.txt

Code:
AST_conscription_level_scraping_the_barrel = {
	if = {
		limit = {
			NOT = {
				has_idea = scraping_the_barrel
			}
		}
		custom_trigger_tooltip = {
			tooltip = AST_conscription_level_allowed_tt
			check_variable = {
				AST_conscription_level_allowed = > 4
			}
		}
	}
}
### Entity: Idea
Component: AUS_hirtenberger_wuw
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/austria.txt

Code:
AUS_hirtenberger_wuw = {
	picture = generic_artillery_manufacturer_3
	allowed = {
		has_dlc = Gotterdammerung
		original_tag = AUS
	}
	available = {
		has_completed_focus = AUS_hirtenberger_artillery
	}
	visible = {
		has_completed_focus = AUS_hirtenberger_artillery
	}
	research_bonus = {
		artillery = 0.15
	}
	traits = {
		artillery_manufacturer
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 2
			OR = {
				has_completed_focus = AUS_bring_hungary_back_into_the_fold AUS_demand_hungarian_submission
			}
		}
	}
}