Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Country History
Country: 1939.1.1
Constructs: set_stability, limit, add_ideas, set_technology, add_political_power, add_command_power, has_aat, complete_national_focus
Source: game
File: history/countries/NOR - Norway.txt

Code:
1939.1.1 = {

	add_political_power = 1198
	add_command_power = 100

	if = {
		limit = {
			has_aat = yes 
		}
		complete_national_focus = NOR_continue_nygaardsvold_government
		complete_national_focus = NOR_broken_gun_policies
		complete_national_focus = NOR_leaving_the_hard_thirties_behind
		complete_national_focus = NOR_cut_military_budget
		complete_national_focus = NOR_bail_out_towns
		complete_national_focus = NOR_print_more_money
		complete_national_focus = NOR_social_incrementalism
		complete_national_focus = NOR_restart_public_investment
		complete_national_focus = NOR_restore_public_trust_in_the_storting
		complete_national_focus = NOR_building_an_independent_norway
		complete_national_focus = NOR_hurtigruten
		complete_national_focus = NOR_norwegian_school_of_economics
		complete_national_focus = NOR_weathering_the_storm_to_come
		complete_national_focus = NOR_the_neutrality_guard
		complete_national_focus = NOR_rearm_for_defense
		complete_national_focus = NOR_patrol_our_coast
		complete_national_focus = NOR_fortify_norway
		complete_national_focus = NOR_coastal_defense
		complete_national_focus = NOR_start_rearmament
		complete_national_focus = NOR_drobak_coastal_fort
		complete_national_focus = NOR_kickstart_military_industry

		add_ideas = {
			NOR_aat_norsk_hydro
		}
	}
	if = {
		limit = {
			has_aat = no 
		}
		#generic focuses
		complete_national_focus = army_effort
		complete_national_focus = equipment_effort
		complete_national_focus = motorization_effort
		complete_national_focus = aviation_effort
		complete_national_focus = naval_effort
		complete_national_focus = large_navy
		complete_national_focus = industrial_effort
		complete_national_focus = construction_effort
		complete_national_focus = production_effort
		complete_national_focus = NOR_norges_tekniske_hogskole
	}
	
	set_oob = "NOR_1939"
	if = {
		limit = { has_dlc = "Man the Guns" }
			set_naval_oob = "NOR_1939_naval_mtg"
		else = {
			set_naval_oob = "NOR_1939_naval_legacy"
		}
	}
	if = {
		limit = { has_dlc = "By Blood Alone" }
			set_air_oob = "NOR_1939_air_bba"
		else = {
			set_air_oob = "NOR_1939_air_legacy"
		}
	}

	set_technology = {
		interwar_artillery = 1
		infantry_weapons2 = 1
		support_weapons = 1
		support_weapons2 = 1 
		
		#doctrines
		#air_superiority = 1

		#electronics
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_m
# ... (truncated)
### Entity: Event
Component: SEA_china.12
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, fire_only_once, set_rule
Source: game
File: events/SEA_Nat_China.txt

Code:
country_event = {
	id = SEA_china.12
	title = SEA_china.12.t
	desc = SEA_china.12.desc
	picture = GFX_report_event_generic_rally
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_china.12.a
		ai_chance = {
			base = 10
		}
		effect_tooltip = {
			add_opinion_modifier = {
				target = FROM
				modifier = large_decrease
			}
		}
	} {
		name = SEA_china.12.b
		ai_chance = {
			base = 10
		}
		effect_tooltip = {
			add_opinion_modifier = {
				target = FROM
				modifier = large_decrease
			}
		}
		set_rule = {
			can_create_factions = yes
		}
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_Rural_Education
Constructs: shared_focus, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_Rural_Education
	icon = GFX_goal_generic_education
	cost = 10
	prerequisite = {
		focus = RAJ_Initiate_Land_Reform
	}
	x = 1
	y = 2
	relative_position_id = RAJ_Establish_the_Planning_Commission
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = RAJ_Rural_Education
			category = industry electronics
			bonus = 1
			uses = 2
		} {
			name = RAJ_Rural_Education
			category = excavation_tech
			bonus = 1
			uses = 1
		}
	}
}
### Entity: Event
Component: arabia.23
Constructs: fire_only_once, add_resource, add_dynamic_modifier, set_country_flag, set_variable
Source: game
File: events/Saudi.txt

Code:
country_event = {
	id = arabia.23
	title = arabia.23.t
	desc = arabia.23.d
	picture = GFX_report_event_SAU_oil_discovery
	fire_only_once = yes
	trigger = {
		original_tag = SAU
		controls_state = 859
		date = > 1938.2.24
	}
	mean_time_to_happen = {
		days = 7
	}
	option = {
		name = arabia.23.a
		add_resource = {
			type = oil
			amount = 1
			state = 859
		}
		859 = {
			increase_state_category = yes
			add_dynamic_modifier = {
				modifier = SAU_oil_rush
				days = 1095
			}
		}
		set_country_flag = SAU_discovered_oil
		set_variable = {
			SAU_damamm_oil_amount = 6
		} {
			SAU_oil_production_repeat = 0
		}
		activate_mission = SAU_oil_production_increases
	}
}
### Entity: Event
Component: AUS_political_events.85
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.85
	title = AUS_political_events.85.t
	desc = AUS_political_events.85.desc
	picture = GFX_report_event_communist_leader
	is_triggered_only = yes
	option = {
		name = AUS_political_events.85.a
		ai_chance = {
			base = 10
		}
		IF = {
			limit = {
				NOT = {
					has_completed_focus = AUS_demand_liberation_of_workers
				}
			}
			custom_effect_tooltip = AUS_political_events.85.a_tt
		}
		ELSE = {
			custom_effect_tooltip = AUS_political_events.85.2.a_tt
		}
	}
}
### Entity: Shared Focus
Component: ARAB_desert_expertise
Constructs: shared_focus, prerequisite, limit, add_ideas, completion_reward, add_tech_bonus, random_army_leader, has_trait
Source: game
File: common/national_focus/r56_arab_minor_military_shared.txt

Code:
shared_focus = {
	id = ARAB_desert_expertise
	icon = GFX_goal_generic_desert_warfare
	prerequisite = {
		focus = ARAB_warm_climate_training
	} {
		focus = ARAB_establish_a_general_staff
	}
	x = 0
	y = 1
	relative_position_id = ARAB_warm_climate_training
	cost = 10
	ai_will_do = {
		base = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 1.0
			uses = 1
			category = r56_special_forces_training_tech
		}
		random_army_leader = {
			limit = {
				NOT = {
					has_trait = desert_fox
				}
			}
			add_unit_leader_trait = desert_fox
		}
		if = {
			limit = {
				NOT = {
					has_idea = SAF_hot_climate_training
				}
			}
			add_ideas = SAF_hot_climate_training
		}
		else = {
			swap_ideas = {
				remove_idea = SAF_hot_climate_training
				add_idea = SAF_hot_climate_training2
			}
		}
	}
}
### Entity: Idea
Component: SMB_dreadnought_payments
Constructs: removal_cost
Source: game
File: common/ideas/TOA_shared_ideas.txt

Code:
SMB_dreadnought_payments = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = ger_mefo_bills_payment
	modifier = {
		consumer_goods_factor = -0.05
	}
}
### Entity: Character
Component: TML_alvaro_da_fontoura
Constructs: is_subject_of
Source: game
File: common/characters/TML.txt

Code:
TML_alvaro_da_fontoura = {
	name = TML_alvaro_da_fontoura
	portraits = {
		civilian = {
			large = gfx/leaders/TML/r56_portrait_TML_Alvaro.dds
		}
		army = {
			large = gfx/leaders/TML/r56_portrait_TML_Alvaro.dds
			small = gfx/interface/ideas/tml/r56_idea_TML_advisor_alvaro.dds
		}
	}
	advisor = {
		slot = army_chief
		idea_token = TML_alvaro_da_fontoura
		allowed = {
			original_tag = TML
		}
		available = {
			is_subject_of = POR
		}
		traits = {
			army_chief_drill_2
		}
		ai_will_do = {
			factor = 1
		}
	}
	country_leader = {
		ideology = colonial_government
		traits = {
			committed_colonialist
		}
		expire = 1975.12.16
	}
	field_marshal = {
		traits = {
			infantry_officer
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 2
	}
}
### Entity: National Focus
Tree: ukr_focus
Component: UKR_kharkiv_locomotive_plant
Constructs: add_equipment_to_stockpile, 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/ukraine.txt

Code:
focus = {
	id = UKR_kharkiv_locomotive_plant
	icon = GFX_goal_generic_train
	prerequisite = {
		focus = UKR_use_the_morozov_design_bureau
	}
	mutually_exclusive = {
		focus = UKR_diversify_factory_183
	}
	x = 3
	y = 1
	relative_position_id = UKR_use_the_morozov_design_bureau
	cost = 10
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				221
			}
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = UKR_kharkiv_locomotive_plant
			bonus = 2
			category = train_tech
		}
		add_equipment_to_stockpile = {
			type = train_equipment_1
			amount = 25
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/ENG_1936_air_bba.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = small_plane_airframe_0
			creator = ENG
			version_name = Gloster Gladiator
		}
		requested_factories = 1
		progress = 0.15
		efficiency = 50
		industrial_manufacturer = mio:ENG_supermarine_organization
	} {
		equipment = {
			type = medium_plane_airframe_1
			creator = ENG
			version_name = Bristol Blenheim
		}
		requested_factories = 1
		progress = 0.1
		efficiency = 50
		industrial_manufacturer = mio:ENG_de_havilland_organization
	}
}
### Entity: Character
Component: indigenous_recruiter
Constructs: has_completed_focus
Source: game
File: common/country_leader/r56_traits.txt

Code:
indigenous_recruiter = {
	random = no
	sprite = 13
	weekly_manpower = 250
	ai_will_do = {
		factor = 1
		modifier = {
			not = {
				has_completed_focus = USA_america_first
			}
			factor = 0
		}
	}
}
### Entity: Idea
Component: groupe_michelin
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/french_indochina.txt

Code:
groupe_michelin = {
	picture = FRI_michelin
	allowed = {
		original_tag = FRI
	}
	available = {
		has_completed_focus = FRI_expand_the_michelin_plantations
	}
	research_bonus = {
		industry = 0.05
		synth_resources = 0.15
	}
	traits = {
		refinery_concern
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_naval_doctrines
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_naval_doctrines
	icon = GFX_goal_generic_navy_doctrines_tactics
	prerequisite = {
		focus = HON_invest_in_battleships
	} {
		focus = HON_invest_in_carriers
	} {
		focus = HON_invest_in_subs_3
	}
	x = 51
	y = 4
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available_if_capitulated = yes
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = naval_doc_bonus
			cost_reduction = 0.5
			uses = 3
			category = naval_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Unit Leader
Component: trait_BUL_tsar_loyalist
Constructs: has_completed_focus
Source: game
File: common/unit_leader/00_traits.txt

Code:
trait_BUL_tsar_loyalist = {
	type = all
	trait_type = personality_trait
	allowed = {
		FROM = {
			original_tag = BUL
		}
	}
	new_commander_weight = {
		factor = 1
		modifier = {
			factor = 0
			FROM = {
				OR = {
					neutrality = < 0.05
					has_completed_focus = BUL_overthrow_the_tsar BUL_abolish_the_monarchy BUL_depose_the_tsar
					AND = {
						has_completed_focus = BUL_plot_against_boris
						NOT = {
							has_completed_focus = BUL_the_return_of_ferdinand_i
						}
					}
				}
			}
		}
	}
}
### Entity: Event
Component: italy.7
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/Italy.txt

Code:
country_event = {
	id = italy.7
	title = italy.7.t
	desc = italy.7.d
	picture = GFX_report_event_physics_lab_01
	is_triggered_only = yes
	option = {
		name = italy.7.a
		ITA = {
			add_opinion_modifier = {
				target = GER
				modifier = ger_ita_tech_treaty_rejected
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_purge_debug
Constructs: limit, has_country_flag, set_temp_variable, add_to_temp_variable, check_variable
Source: game
File: common/scripted_effects/EAI_DEBUG2_effects.txt

Code:
EAI_purge_debug = {
	if = {
		limit = {
			tag = SOV
		}
		if = {
			limit = {
				NOT = {
					has_country_flag = SOV_civil_war_triggered_flag
				}
				has_country_flag = SOV_paranoia_system_active_flag
			}
			log = SOV_paranoia=[?SOV_paranoia] paranoia_weekly_bucket=[?SOV_paranoia_weekly_bucket]
			if = {
				limit = {
					set_temp_variable = {
						SOV_temp_paranoia_days = SOV_medium_paranoia_days
					}
					add_to_temp_variable = {
						SOV_temp_paranoia_days = SOV_high_paranoia_days
					}
					check_variable = {
						SOV_temp_paranoia_days = > 3
					}
					NOT = {
						has_country_flag = SOV_paranoia_conducting_inspection_flag
					} {
						has_country_flag = SOV_paranoia_random_purge_cooldown_from_focus_flag
					} {
						has_country_flag = SOV_paranoia_random_purge_cooldown_from_decision_flag
					}
					SOV_paranoia_is_finishing_purge_focus = no
				}
				if = {
					limit = {
						NOT = {
							check_variable = {
								SOV_medium_paranoia_days = 0
							}
						}
					}
					log = [GetYear] [GetMonth] | AI | [Root.GetName] | EAI_purge_debug: medium purge possible medium_paranoia_days=[?SOV_medium_paranoia_days] high_paranoia_days=[?SOV_high_paranoia_days] paranoia_weekly_bucket=[?SOV_paranoia_weekly_bucket]
					if = {
						limit = {
							check_variable = {
								SOV_paranoia_weekly_bucket = > 400
							}
						}
						log = SOV_paranoia_weekly_bucket > 400
					} {
						limit = {
							check_variable = {
								SOV_medium_paranoia_days = > SOV_high_paranoia_days
							}
						}
						log = SOV_medium_paranoia_days > SOV_high_paranoia_days
					}
				} {
					limit = {
						NOT = {
							check_variable = {
								SOV_high_paranoia_days = 0
							}
						}
					}
					log = [GetYear] [GetMonth] | AI | [Root.GetName] | EAI_purge_debug: great purge possible medium_paranoia_days=[?SOV_medium_paranoia_days] high_paranoia_days=[?SOV_high_paranoia_days] paranoia_weekly_bucket=[?SOV_paranoia_weekly_bucket]
					if = {
						limit = {
							check_variable = {
								SOV_high_paranoia_days = > SOV_medium_paranoia_days
							}
						}
						log = SOV_high_paranoia_days > SOV_medium_paranoia_days
					} {
						limit = {
							check_variable = {
								SOV_paranoia_weekly_bucket = > 400
							}
						}
						log = SOV_paranoia_weekly_bucket > 400
					}
				}
			}
		}
	}
}
### Entity: Event
Component: mtg_news.1
Constructs: is_triggered_only, has_government
Source: game
File: events/MTG_NewsEvents.txt

Code:
news_event = {
	id = mtg_news.1
	title = mtg_news.1.t
	desc = mtg_news.1.desc
	picture = GFX_news_event_ger_civil_war
	major = yes
	is_triggered_only = yes
	option = {
		name = mtg_news.1.a
		trigger = {
			OR = {
				original_tag = USA CSA USB
			}
		}
	} {
		name = mtg_news.1.b
		trigger = {
			NOT = {
				original_tag = CSA
			}
			has_government = fascism
		}
	} {
		name = mtg_news.1.c
		trigger = {
			NOT = {
				original_tag = USA
			}
			has_government = communism
		}
	} {
		name = mtg_news.1.d
		trigger = {
			NOT = {
				original_tag = USA
			}
			or = {
				has_government = democratic neutrality
			}
		}
	}
}
### Entity: Order of Battle
Component: air_wing_306
Source: game
File: history/units/COL_1936_air_legacy.txt

Code:
air_wings = {
	306 = {
		fighter_equipment_0 = {
			owner = COL
			amount = 30
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_van_overstraeten_aa_guns
Constructs: add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_van_overstraeten_aa_guns
	icon = GFX_goal_generic_construct_military
	mutually_exclusive = {
		focus = BEL_air_force_congo BEL_revise_air_doctrine
	}
	relative_position_id = BEL_accept_van_den_den_bergen_plan
	x = 3
	y = 0
	cost = 10
	ai_will_do = {
		base = 0.5
	}
	available_if_capitulated = yes
	completion_reward = {
		air_experience = -10
		add_tech_bonus = {
			name = antiair_tech_bonus_name
			bonus = 1
			uses = 1
			category = cat_anti_air
		}
		add_ideas = BEL_raoul_overstraeten2
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_fascist_youth_union
Constructs: prerequisite, completion_reward, has_global_flag, set_country_flag, add_popularity
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_fascist_youth_union
	icon = GFX_SOV_fascist_youth_union_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_embrace_the_black_hundreds
	}
	x = 1
	y = 1
	relative_position_id = SOV_embrace_the_black_hundreds
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		SOV_soviet_civil_war_not_started = yes
	}
	bypass = {
		OR = {
			has_global_flag = SOV_soviet_civil_war_over SOV_soviet_civil_war
		}
	}
	available_if_capitulated = yes
	search_filters = {

	}
	completion_reward = {
		set_country_flag = SOV_fascist_youth_union_flag
		custom_effect_tooltip = SOV_fascist_youth_union_tt
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_armor_plate_MODULE_FOCUS
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_armor_plate_MODULE_FOCUS = {
	OR = {
		EAI_FTR_military_focus = yes
		EAI_HFTR_military_focus = yes
		EAI_CV_tech_focus = yes
		EAI_CAS_military_focus = yes
		EAI_TAC_military_focus = yes
		EAI_STR_military_focus = yes
		EAI_NAV_military_focus = yes
		EAI_MARITIME_military_focus = yes
	}
}
### Entity: Trigger Reference
Construct: has_war_support
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_war_support

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
check value of war_support 0-1: Example has_war_support < 0.6
```
### Entity: National Focus
Tree: cro_focus
Component: CRO_italo_croat_legion
Constructs: division_template, prerequisite, limit, has_government, completion_reward, has_war_together_with, random_owned_controlled_state, is_core_of
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_italo_croat_legion
	icon = GFX_goal_italo_croat_legion
	prerequisite = {
		focus = CRO_italian_influence_focus
	}
	available = {
		OR = {
			has_government = fascism neutrality
		}
		CRO = {
			has_war_together_with = ITA
		}
		ITA = {
			has_government = fascism
		}
	}
	relative_position_id = CRO_italian_influence_focus
	x = 0
	y = 2
	cost = 4
	ai_will_do = {
		factor = 4
		modifier = {
			factor = 0
			ITA = {
				NOT = {
					has_government = fascism
				}
			}
		}
	}
	completion_reward = {
		army_experience = 15
		custom_effect_tooltip = axis_minors_croatia_italo_croat_tooltip
		hidden_effect = {
			division_template = {
				name = Hrvatska Legija
				regiments = {
					motorized = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					}
				}
				support = {
					recon = {
						x = 0
						y = 0
					}
					logistics_company = {
						x = 0
						y = 1
					}
					maintenance_company = {
						x = 0
						y = 2
					}
				}
			}
			random_owned_controlled_state = {
				prioritize = {
					109
				}
				limit = {
					is_core_of = ROOT
				}
				create_unit = {
					division = name = "1. Hrvatska Legija" division_template = "Hrvatska Legija" start_experience_factor = 0.3 start_equipment_factor = 0.8 force_equipment_variants = { infantry_equipment_1 = { owner = CRO } }
					owner = ROOT
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Technology
Component: cruiser_submarines
Constructs: enable_equipments, enable_equipment_modules, research_cost
Source: game
File: common/technologies/MTG_naval.txt

Code:
technology = {
	enable_equipments = {
		ship_hull_cruiser_submarine
	}
	enable_equipment_modules = {
		ship_extra_fuel_tank
	}
	research_cost = 1
	start_year = 1936
	allow = {
		always = no
	}
}
### Entity: Idea
Component: EAI_DD_7/light_tank_amphibious_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_7/light_tank_amphibious_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_amphibious_chassis = {
			build_cost_ic = -0.175
			instant = yes
		}
	}
}
### Entity: Idea
Component: EAI_DD_20/heavy_tank_amphibious_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_20/heavy_tank_amphibious_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_amphibious_chassis = {
			build_cost_ic = -0.5
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_96
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_96 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 96
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 96
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_forced_loans
Constructs: prerequisite, completion_reward, has_hyper_inflation, cancel_if_invalid, unlock_decision_tooltip
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_sea_forced_loans
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = CHI_sea_reform_the_national_bank
	}
	x = 0
	y = 1
	relative_position_id = CHI_sea_reform_the_national_bank
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_hyper_inflation = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_CHI_INFLATION
	}
	completion_reward = {
		unlock_decision_tooltip = CHI_forced_loans
	}
}
### Entity: Order of Battle
Component: air_wing_500
Source: game
File: history/units/BRA_1936_air_bba.txt

Code:
air_wings = {
	500 = {
		cv_small_plane_airframe_0 = {
			owner = BRA
			amount = 10
			creator = USA
			version_name = F4B
		} {
			owner = BRA
			amount = 10
			creator = USA
			version_name = F4B
		} {
			owner = BRA
			amount = 10
			creator = USA
			version_name = F4B
		}
	}
}
### Entity: AI Strategy
Component: r56_GER_wait_to_attack_austria
Constructs: has_war_with, has_country_flag
Source: game
File: common/ai_strategy/r56_GER.txt

Code:
r56_GER_wait_to_attack_austria = {
	allowed = {
		original_tag = GER
	}
	enable = {
		exists = yes
		has_country_flag = GER_backed_down_anschluss
		AUS = {
			exists = yes
			has_country_flag = AUS_anschluss_rejected
		}
		date = < 1940.1.1
		NOT = {
			AND = {
				AUS = {
					has_country_flag = AUS_west_allied
				}
				OR = {
					has_war_with = FRA ENG
				}
			} {
				AUS = {
					has_country_flag = AUS_italy_allied
				}
				has_war_with = ITA
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = ignore_claim
		id = AUS
		value = 1
	}
}
### Entity: Modifier Reference
Construct: training_time_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## training_time_factor

* Number with 2 decimal places
* **Categories**: army, aggressive