Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: EAI_MAP_operation_australia_theatre
Constructs: limit, every_state, add_to_array, set_variable
Source: game
File: common/scripted_effects/EAI_MAP_effects.txt

Code:
EAI_MAP_operation_australia_theatre = {
	every_state = {
		limit = {
			OR = {
				region = 193 194 156
			}
		}
		add_to_array = {
			global.EAI_MAP_japan_invasion_theatres = THIS.id
		}
	}
	set_variable = {
		global.EAI_MAP_japan_invasion_data_ST_end^_operation_id = global.EAI_MAP_japan_invasion_theatres^num
	} {
		global.EAI_MAP_japan_invasion_data_SA_end^_operation_id = global.EAI_MAP_japan_invasion_theatres^num
	} {
		global.EAI_MAP_japan_invasion_data_SR_end^_operation_id = global.EAI_MAP_japan_invasion_theatres^num
	} {
		global.EAI_MAP_japan_invasion_data_AR_end^_operation_id = global.EAI_MAP_japan_invasion_theatres^num
	} {
		global.EAI_MAP_japan_invasion_data_OB_end^_operation_id = global.EAI_MAP_japan_invasion_theatres^num
	}
	add_to_array = {
		global.EAI_MAP_japan_invasion_theatres = 82
	} {
		global.EAI_MAP_japan_invasion_theatres = 91
	} {
		global.EAI_MAP_japan_invasion_theatres = 92
	} {
		global.EAI_MAP_japan_invasion_theatres = 193
	} {
		global.EAI_MAP_japan_invasion_theatres = 194
	} {
		global.EAI_MAP_japan_invasion_theatres = 520
		 = .id
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_11
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_11 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 11
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 11
	}
}
### Entity: Idea
Component: SWE_kockums
Constructs: research_bonus, equipment_bonus
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_kockums = {
	allowed = {
		original_tag = SWE
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	cost = 150
	traits = {
		naval_manufacturer
	}
	equipment_bonus = {
		ship_hull_cruiser = {
			lg_attack = 0.2
			naval_range = -0.5
			armor_value = 0.5
		}
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_take_over_the_government
Constructs: prerequisite, add_ideas, completion_reward, add_popularity, set_politics
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_take_over_the_government
	icon = GFX_focus_generic_soviet_politics
	prerequisite = {
		focus = VNZ_secure_security_ministry
	}
	x = 1
	y = 1
	relative_position_id = VNZ_secure_security_ministry
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	available_if_capitulated = yes
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = -0.08
		} {
			ideology = communism
			popularity = 0.05
		}
		set_politics = {
			ruling_party = communism
		}
		add_ideas = political_commissars_focus
	}
}
### Entity: Character
Component: INS_kartosoewirjo
Source: game
File: common/characters/INS.txt

Code:
INS_kartosoewirjo = {
	name = INS_kartosoewirjo
	portraits = {
		army = {
			large = GFX_portrait_INS_kartosoewirjo
			small = GFX_portrait_INS_kartosoewirjo_military_small
		}
		civilian = {
			large = GFX_portrait_INS_kartosoewirjo
			small = GFX_portrait_INS_kartosoewirjo_civilian_small
		}
	}
}
### Entity: Character
Component: NMB_ai2
Source: game
File: common/characters/NMB.txt

Code:
NMB_ai2 = {
	advisor = {
		slot = high_command
		idea_token = NMB_ai2
		ledger = army
		allowed = {
			original_tag = NMB
		}
		traits = {
			army_infantry_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_3
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_king_gustafs_government
Constructs: prerequisite, remove_ideas, completion_reward, set_politics
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_king_gustafs_government
	icon = GFX_goal_SWE_king_gustaf
	prerequisite = {
		focus = SWE_royalist_return
	}
	mutually_exclusive = {
		focus = SWE_prince_gustafs_coup
	}
	relative_position_id = SWE_royalist_return
	x = -2
	y = 1
	cost = 5
	available_if_capitulated = yes
	available = {
		neutrality = > 0.45
	}
	completion_reward = {
		promote_character = SWE_gustaf_adolf_v
		set_politics = {
			ruling_party = neutrality
			elections_allowed = no
		}
		remove_ideas = SWE_kungen_gustaf_v_idea
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_join_germany
Constructs: prerequisite, has_government, completion_reward, is_subject, is_in_faction, is_faction_leader, is_in_faction_with
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_join_germany
	icon = GFX_focus_SWI_closer_ties_with_germany
	cost = 5.0
	ai_will_do = {
		factor = 10
	}
	prerequisite = {
		focus = SWI_fascist_diplo
	}
	mutually_exclusive = {
		focus = SWI_join_italy
	}
	available = {
		is_subject = no
		is_in_faction = no
		GER = {
			has_government = fascism
		} {
			is_faction_leader = yes
		}
	}
	bypass = {
		is_in_faction_with = GER
	}
	x = 19
	y = 4
	completion_reward = {
		GER = {
			country_event = generic.2
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Event
Component: bftb_bulgaria_rearmament.4
Constructs: is_triggered_only, limit, remove_ideas, has_dlc
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_rearmament.4
	title = bftb_bulgaria_rearmament.4.t
	desc = bftb_bulgaria_rearmament.4.desc
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_rearmament.4.a
		effect_tooltip = {
			if = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				remove_ideas = BUL_army_restrictions_aat
			}
			else = {
				remove_ideas = BUL_army_restrictions
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: TUR_tulomsas_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/TUR_organization.txt

Code:
TUR_tulomsas_organization = {
	include = generic_mobile_tank_organization
	icon = GFX_idea_tur_tulomsas
	allowed = {
		tag = TUR
		has_dlc = Battle for the Bosporus
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_the_three_arrows
Constructs: prerequisite, limit, add_ideas, has_government, is_major, completion_reward, is_subject, every_other_country
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_the_three_arrows
	icon = GFX_goal_AUS_sdapo_2
	relative_position_id = AUS_democracy_worth_defending
	x = 0
	y = 1
	available = {
		is_subject = no
	}
	prerequisite = {
		focus = AUS_democracy_worth_defending
	}
	cost = 7
	completion_reward = {
		hidden_effect = {
			every_other_country = {
				limit = {
					is_major = yes
					OR = {
						has_government = fascism neutrality
						has_country_leader_ideology = leninism stalinism
					}
					NOT = {
						is_ally_with = ROOT
					}
					capital_scope = {
						is_on_continent = europe
					}
				}
				BUL_add_hidden_targeted_ns = yes
			}
		}
		add_ideas = AUS_the_three_arrows
	}
}
### Entity: Event
Component: poland.10
Constructs: is_triggered_only
Source: game
File: events/Poland.txt

Code:
country_event = {
	id = poland.10
	title = poland.10.t
	desc = poland.10.d
	picture = GFX_report_event_romania_poland_visit
	is_triggered_only = yes
	option = {
		name = poland.10.a
	}
}
### Entity: Idea
Component: LUX_sola
Constructs: research_bonus
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
LUX_sola = {
	picture = LUX_sola
	allowed = {
		original_tag = LUX
	}
	available = {
		num_of_military_factories = > 2
	}
	research_bonus = {
		infantry_weapons = 0.15
	}
	traits = {
		infantry_equipment_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: CZE_german_mon_infiltration
Constructs: removal_cost, neutrality_drift
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_german_mon_infiltration = {
	removal_cost = -1
	picture = SPR_political_violence
	allowed = {
		TAG = ROM
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		neutrality_drift = 0.1
	}
}
### Entity: Event
Component: denmark.3
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/DanishEvents.txt

Code:
country_event = {
	id = denmark.3
	title = denmark.3.t
	desc = denmark.3.d
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = denmark.3.a
		set_global_flag = {
			flag = copenhagen_convention_policy
			value = 1
		}
		custom_effect_tooltip = Any nation not at war with us or our backer will be let through.
	} {
		name = denmark.3.b
		set_global_flag = {
			flag = copenhagen_convention_policy
			value = 2
		}
		custom_effect_tooltip = Any nation that we have a opinion higher than 15 of will be let through.
	} {
		name = denmark.3.c
		set_global_flag = {
			flag = copenhagen_convention_policy
			value = 3
		}
		custom_effect_tooltip = Any nation that shares our ideology will be let through.
	} {
		name = denmark.3.e
		set_global_flag = {
			flag = copenhagen_convention_policy
			value = 4
		}
		custom_effect_tooltip = Any nation allied to us will be let through.
	}
}
### Entity: Modifier Reference
Construct: fortification_damage
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## fortification_damage

* Number with 1 decimal places
* **Categories**: unit_leader
### Entity: Event
Component: PER_communist_events.1
Constructs: is_triggered_only, ai_chance, limit, add_stability, fire_only_once, random_owned_state, has_dynamic_modifier, add_dynamic_modifier
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_communist_events.1
	title = PER_communist_events.1.t
	desc = PER_communist_events.1.desc
	picture = GFX_report_event_spr_anarchists2
	fire_only_once = no
	is_triggered_only = yes
	option = {
		name = PER_communist_events.1.a
		ai_chance = {
			base = 10
		}
		add_stability = -0.1
		random_owned_state = {
			limit = {
				has_dynamic_modifier = {
					modifier = KUR_resistance_modifier
				}
			}
			effect_tooltip = {
				add_dynamic_modifier = {
					modifier = KUR_resistance_modifier
				}
			}
			custom_effect_tooltip = PER_communist_events_1_tt
		}
	}
}
### Entity: Idea
Component: EAI_desperate_defense_18
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_desperate_defense_18 = {
	picture = air_war_plans_division_focus
	allowed = {
		always = no
	}
	modifier = {
		training_time_army_factor = -0.78
		industrial_capacity_dockyard = 0.9
		production_factory_efficiency_gain_factor = 1.8
	}
}
### Entity: Modifier Reference
Component: PRC_the_chinese_red_army
Constructs: army_attack_factor, conscription_factor
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
PRC_the_chinese_red_army = {
	icon = GFX_idea_generic_communist_army
	enable = {
		always = yes
	}
	training_time_factor = PRC_the_chinese_army_training_time_factor
	army_org_factor = PRC_the_chinese_army_army_org_factor
	conscription_factor = PRC_the_chinese_army_conscription_factor
	experience_gain_army_factor = PRC_the_chinese_army_experience_gain_army_factor
	equipment_capture = PRC_the_chinese_army_equipment_capture
	army_armor_attack_factor = PRC_the_chinese_army_army_armor_attack_factor
	land_night_attack = PRC_the_chinese_red_army_land_night_attack
	org_loss_when_moving = PRC_the_chinese_red_army_org_loss_when_moving
	attrition = PRC_the_chinese_red_army_attrition
	max_dig_in = PRC_the_chinese_red_army_max_dig_in
	army_attack_factor = PRC_the_chinese_red_army_army_attack_factor
	army_infantry_attack_factor = PRC_the_chinese_red_army_army_infantry_attack_factor
	army_morale_factor = PRC_the_chinese_red_army_army_morale_factor
	max_planning_factor = PRC_the_chinese_red_army_max_planning_factor
	army_artillery_attack_factor = PRC_the_chinese_red_army_army_artillery_attack_factor
}
### Entity: Decision
Component: guianas_category
Source: game
File: common/decisions/categories/00_formable_categories.txt

Code:
guianas_category = {
	icon = generic_formable_nations
	picture = GFX_decision_cat_picture_generic_united_guiana
	allowed = {
		OR = {
			original_tag = GYA SUR CAY
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_expand_support_uses
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_expand_support_uses
	icon = GFX_goal_machine_gun
	relative_position_id = ISR_arms_sourcing
	x = 0
	y = 1
	prerequisite = {
		focus = ISR_arms_sourcing
	}
	cost = 5
	completion_reward = {
		add_tech_bonus = {
			name = ISR_expand_support_uses
			technology = support_weapons
			bonus = 1
			uses = 2
		} {
			name = ISR_expand_support_uses
			category = artillery
			bonus = 1
			uses = 1
		}
	}
}
### Entity: Idea
Component: SIA_towards_equality_with_the_west_r56
Constructs: removal_cost, guarantee_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_towards_equality_with_the_west_r56 = {
	removal_cost = -1
	picture = r56_CAN_if_day
	allowed_civil_war = {
		original_tag = SIA
	}
	modifier = {
		trade_laws_cost_factor = -0.15
		guarantee_cost = -0.15
		trade_opinion_factor = 0.25
		embargo_cost_factor = -0.15
	}
}
### Entity: Idea
Component: ETH_scania
Constructs: has_completed_focus, limit, has_war_with, has_dlc, has_idea, has_opinion, research_bonus
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_scania = {
	picture = scania
	allowed = {
		original_tag = ETH
		has_dlc = By Blood Alone
	}
	visible = {
		has_completed_focus = ETH_invite_foreign_industrialists
		IF = {
			limit = {
				NOT = {
					has_idea = ETH_scania
				}
			}
			SWE = {
				has_opinion = {
					target = ETH
					value = > 75
				}
			}
		}
		ELSE = {
			NOT = {
				has_war_with = SWE
			}
		}
	}
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_legitimize_the_PCA
Constructs: prerequisite, completion_reward, add_popularity, add_manpower
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_legitimize_the_PCA
	icon = GFX_focus_ARG_legitimize_the_PCA
	prerequisite = {
		focus = ARG_invite_ghioldi_back_to_argentina
	}
	x = 0
	y = 1
	relative_position_id = ARG_invite_ghioldi_back_to_argentina
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.1
		} {
			ideology = fascism
			popularity = -0.05
		} {
			ideology = neutrality
			popularity = -0.05
		}
		add_manpower = 5000
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_lessons_from_wwi
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_lessons_from_wwi
	icon = GFX_goal_generic_position_armies
	relative_position_id = BEL_begin_rearmement
	x = 1
	y = 1
	prerequisite = {
		focus = BEL_begin_rearmement BEL_accept_van_den_den_bergen_plan
	}
	cost = 10
	ai_will_do = {
		base = 5
		modifier = {
			factor = 4
			threat = > 0.3
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 5
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_the_ageing_father
Constructs: prerequisite, completion_reward, random_hours
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_the_ageing_father
	icon = GFX_goal_changing_times
	relative_position_id = ISR_lessen_austerity
	x = 0
	y = 2
	prerequisite = {
		focus = ISR_palestinian_compromises
	} {
		focus = ISR_operation_magic_carpet
	}
	cost = 5
	completion_reward = {
		country_event = {
			id = israel.31
			days = 1
			random_hours = 12
		}
	}
}
### Entity: Idea
Component: r56_CAN_research_enterprises_ltd
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_research_enterprises_ltd = {
	picture = generic_electronics_concern_1
	allowed = {
		original_tag = CAN
	}
	available = {
		OR = {
			ENG = {
				has_completed_focus = tizard_mission_focus
			}
			has_completed_focus = r56_CAN_tizard_visit
		}
	}
	research_bonus = {
		electronics = 0.1
		radar_tech = 0.15
	}
	traits = {
		electronics_concern
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: CHL_pedro_calderon
Constructs: has_completed_focus
Source: game
File: common/characters/CHL.txt

Code:
CHL_pedro_calderon = {
	name = CHL_pedro_calderon
	portraits = {
		army = {
			large = GFX_portrait_CHL_pedro_calderon
			small = GFX_portrait_CHL_pedro_calderon_small
		}
	}
	corps_commander = {
		traits = {
			militias_officer cavalry_officer
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
		visible = {
			NOT = {
				has_completed_focus = CHL_address_the_mapuche_conflict
			}
		}
	}
}
### Entity: Order of Battle
Component: air_wing_221
Source: game
File: history/units/SOV_1939_air_legacy.txt

Code:
air_wings = {
	221 = {
		tac_bomber_equipment_1 = {
			owner = SOV
			amount = 60
		}
	}
}
### Entity: Scripted Effect
Component: USA_naval_mutinies_effect
Constructs: limit, has_navy_size
Source: game
File: common/scripted_effects/USA_scripted_effects.txt

Code:
USA_naval_mutinies_effect = {
	if = {
		limit = {
			has_navy_size = {
				archetype = ship_hull_heavy
				size = > 5
			}
		}
		transfer_ship = {
			type = battleship
			target = CSA
		} {
			type = battleship
			target = CSA
		}
	} {
		limit = {
			has_navy_size = {
				unit = heavy_cruiser
				size = > 12
			}
		}
		transfer_ship = {
			type = heavy_cruiser
			target = CSA
		} {
			type = heavy_cruiser
			target = CSA
		} {
			type = heavy_cruiser
			target = CSA
		} {
			type = heavy_cruiser
			target = CSA
		}
	} {
		limit = {
			has_navy_size = {
				unit = carrier
				size = > 10
			}
		}
		transfer_ship = {
			type = carrier
			target = CSA
		}
	} {
		limit = {
			has_navy_size = {
				unit = light_cruiser
				size = > 19
			}
		}
		transfer_ship = {
			type = light_cruiser
			target = CSA
		} {
			type = light_cruiser
			target = CSA
		} {
			type = light_cruiser
			target = CSA
		} {
			type = light_cruiser
			target = CSA
		} {
			type = light_cruiser
			target = CSA
		} {
			type = light_cruiser
			target = CSA
		} {
			type = light_cruiser
			target = CSA
		} {
			type = light_cruiser
			target = CSA
		}
	} {
		limit = {
			has_navy_size = {
				archetype = ship_hull_light
				size = > 49
			}
		}
		transfer_ship = {
			type = destroyer
			target = CSA
		} {
			type = destroyer
			target = CSA
		} {
			type = destroyer
			target = CSA
		} {
			type = destroyer
			target = CSA
		} {
			type = destroyer
			target = CSA
		} {
			type = destroyer
			target = CSA
		} {
			type = destroyer
			target = CSA
		} {
			type = destroyer
			target = CSA
		} {
			type = destroyer
			target = CSA
		} {
			type = destroyer
			target = CSA
		} {
			type = destroyer
			target = CSA
		} {
			type = destroyer
			target = CSA
		} {
			type = destroyer
			target = CSA
		} {
			type = destroyer
			target = CSA
		} {
			type = destroyer
			target = CSA
		} {
			type = destroyer
			target = CSA
		}
	} {
		limit = {
			has_navy_size = {
				unit = submarine
				size = > 19
			}
		}
		transfer_ship = {
			type = submarine
			target = CSA
		} {
			type = submarine
			target = CSA
		} {
			type = submarine
			target = CSA
		} {
			type = submarine
			target = CSA
		} {
			type = submarine
			target = CSA
		} {
			type = submarine
			target = CSA
		} {
			type = submarine
			target = CSA
		} {
			type = submarine
			target = CSA
		} {
			type = submarine
			target = CSA
		} 
# ... (truncated)
### Entity: Event
Component: NSB_soviet_fascist_tsarist.26
Constructs: is_triggered_only, add_to_faction
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_fascist_tsarist.26
	title = NSB_soviet_fascist_tsarist.26.t
	desc = NSB_soviet_fascist_tsarist.26.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = NSB_soviet_fascist_tsarist.26.a
		effect_tooltip = {
			FROM = {
				add_to_faction = JAP
			}
		}
		news_event = {
			id = nsb_news.409
			hours = 12
		}
	}
}
### Entity: Order of Battle
Component: air_wing_137
Source: game
File: history/units/SOV_1939_air_legacy.txt

Code:
air_wings = {
	137 = {
		nav_bomber_equipment_1 = {
			owner = SOV
			amount = 96
		}
	}
}
### Entity: Scripted Effect
Component: EAI_MILITARY_INVASION_launch_operation_avalanche
Constructs: set_temp_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_strategy_INVASION_allied_invasions.txt

Code:
EAI_MILITARY_INVASION_launch_operation_avalanche = {
	set_temp_variable = {
		_strategy_id = 1
	} {
		_strategy_prio = 200
	} {
		_leader_id = THIS.id
	} {
		_num_operations = 4
	} {
		_started_special_operation_ = 1
	}
	EAI_MILITARY_allied_invasions_INVASION_get_data = yes
	EAI_MILITARY_INVASION_assign = yes
}
### Entity: Character
Component: CHL_francisco_o_ryan_orrego
Source: game
File: common/characters/CHL.txt

Code:
CHL_francisco_o_ryan_orrego = {
	advisor = {
		slot = navy_chief
		idea_token = CHL_francisco_o_ryan_orrego
		allowed = {
			original_tag = CHL
		}
		traits = {
			navy_chief_decisive_battle_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = CHL_francisco_o_ryan_orrego
	portraits = {
		army = {
			small = GFX_idea_generic_navy_south_america_1
		}
	}
}
### Entity: Character
Component: MAC_lazar_kolisevski
Constructs: has_government
Source: game
File: common/characters/MAC.txt

Code:
MAC_lazar_kolisevski = {
	name = MAC_lazar_kolisevski
	portraits = {
		army = {
			small = GFX_idea_generic_communist_revolutionary_eastern_european_2d
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = MAC_lazar_kolisevski
		allowed = {
			original_tag = MAC
		}
		available = {
			has_government = communism
		}
		traits = {
			silent_workhorse
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_appease_military_complex
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_appease_military_complex
	icon = GFX_goal_proving_grounds
	x = 1
	y = 1
	prerequisite = {
		focus = PAL_the_fifty_men_decree
	}
	cost = 7.2
	relative_position_id = PAL_the_fifty_men_decree
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = PAL
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Order of Battle
Component: Iron Guard Brigade IX
Constructs: division_template
Source: game
File: history/units/ROM_civil_war_iron_guard.txt

Code:
division = {
	name = Iron Guard Brigade IX
	location = 9651
	division_template = Iron Guard Brigade
}
### Entity: Idea
Component: EAI_DD_2/modern_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_2/modern_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_artillery_chassis = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}