Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: pol_focus
Component: POL_dismantle_fascist_empires
Constructs: prerequisite, limit, has_government, is_major, completion_reward, is_subject, gain_topple_goal_tt, every_other_country
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_dismantle_fascist_empires
	icon = GFX_focus_generic_anti_fascist_diplomacy
	prerequisite = {
		focus = POL_dismantle_capitalist_empires POL_preserve_baltic_independence
	}
	relative_position_id = POL_dismantle_capitalist_empires
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes
	available = {
		is_subject = no
		NOT = {
			has_government = fascism
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = gain_topple_goal_tt
		every_other_country = {
			limit = {
				has_government = fascism
				is_major = yes
			}
			hidden_effect = {
				POL = {
					create_wargoal = {
						type = topple_government
						target = PREV
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: MAN_extreme_defeatism
Constructs: army_attack_factor, removal_cost, planning_speed
Source: game
File: common/ideas/manchuko.txt

Code:
MAN_extreme_defeatism = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = prc_low_popular_support3
	modifier = {
		army_attack_factor = -0.1
		army_speed_factor = -0.15
		army_morale_factor = -0.15
		planning_speed = -0.25
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_rebuild_the_war_torn_economy
Constructs: prerequisite, limit, completion_reward, add_timed_idea, every_core_state, random_select_amount, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_rebuild_the_war_torn_economy
	icon = GFX_goal_generic_construction2
	x = 2
	y = 0
	relative_position_id = SIA_end_military_grift
	prerequisite = {
		focus = SIA_achieve_domestic_legitimacy
	}
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_timed_idea = {
			idea = idea_SIA_rebuilding_the_war_torn_economy
			days = 365
		}
		every_core_state = {
			random_select_amount = 2
			limit = {
				NOT = {
					state = 1076
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			} {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_support_tungsten_mining4
Constructs: has_completed_focus, prerequisite, limit, every_country, completion_reward, has_tech, is_subject_of, add_resource
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_support_tungsten_mining4
	icon = GFX_goal_generic_excavation_equipment
	relative_position_id = BEL_support_tungsten_mining3
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		base = 5
	}
	bypass = {
		COG = {
			has_completed_focus = COG_support_tungsten_mining4
		}
	}
	prerequisite = {
		focus = BEL_support_tungsten_mining3
	}
	available = {
		NOT = {
			COG = {
				focus_progress = {
					focus = COG_support_tungsten_mining4
					progress = > 0
				}
			}
		}
		has_tech = excavation5
		OR = {
			AND = {
				controls_state = 295 718
			} {
				any_other_country = {
					is_subject_of = ROOT
					controls_state = 295 718
				}
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = BEL_congo_tree_tooltip
		add_resource = {
			type = tungsten
			amount = 5
			state = 718
		} {
			type = tungsten
			amount = 1
			state = 295
		}
		every_country = {
			limit = {
				is_subject_of = ROOT
				controls_state = 295 718
			}
			add_autonomy_ratio = {
				value = -0.05
				localization = belgian_investments
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_TUNGSTEN
	}
}
### Entity: Event
Component: kmt.189
Constructs: is_triggered_only, ai_chance, limit, add_opinion_modifier, is_faction_leader, add_to_faction, add_to_war
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.189
	title = kmt.189.t
	desc = kmt.189.d
	picture = GFX_report_event_japanese_siam_politicians
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 65
		}
		name = kmt.189.a
		if = {
			limit = {
				is_faction_leader = yes
			}
			add_to_faction = FROM
		}
		add_to_war = {
			targeted_alliance = ROOT
			enemy = CHI
		}
		FROM = {
			country_event = {
				id = kmt.190
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = kmt.192
					hours = 6
				}
			}
		}
	} {
		ai_chance = {
			base = 35
		}
		name = kmt.189.b
		FROM = {
			country_event = {
				id = kmt.191
			}
		}
		add_opinion_modifier = {
			target = FROM
			modifier = ohne_ehre
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = kmt.193
					hours = 6
				}
			}
		}
	}
}
### Entity: Shared Focus
Tree: lat_focus
Component: LAT_VEF_light_bombers
Constructs: shared_focus, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_latvia_shared.txt

Code:
shared_focus = {
	id = LAT_VEF_light_bombers
	icon = GFX_goal_generic_CAS
	relative_position_id = LAT_VEF_electronics_sideprojects
	prerequisite = {
		focus = LAT_VEF_electronics_sideprojects
	}
	mutually_exclusive = {
		focus = LAT_VEF_larger_planes
	}
	x = 3
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		air_experience = 5
		add_tech_bonus = {
			name = CAS_bonus
			bonus = 1.0
			ahead_reduction = 0.5
			uses = 1
			category = cas_bomber
		} {
			name = nav_bomber_bonus
			bonus = 1.0
			ahead_reduction = 0.5
			uses = 1
			category = naval_bomber
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_strengthen_military_administration
Constructs: prerequisite, limit, completion_reward, has_country_leader, has_dlc, every_country_division, random_select_amount, add_divisional_commander_xp
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_strengthen_military_administration
	icon = GFX_focus_FIN_strengthen_military_administration
	prerequisite = {
		focus = FIN_expand_state_military_factories
	}
	mutually_exclusive = {
		focus = FIN_dreams_of_expansionism FIN_a_new_course_for_kokoomus
	}
	x = 0
	y = 1
	relative_position_id = FIN_expand_state_military_factories
	cost = 10
	available = {
		has_country_leader = {
			ruling_only = yes
			character = FIN_carl_mannerheim
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_ARMY_XP FOCUS_FILTER_AIR_XP FOCUS_FILTER_NAVY_XP FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		FIN_bop_low_increase_effect = yes
		army_experience = 50
		air_experience = 25
		navy_experience = 25
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			every_country_division = {
				random_select_amount = 12
				add_divisional_commander_xp = 650
				hidden_effect = {
					add_history_entry = {
						key = FIN_strengthen_military_administration_history_entry
						subject = Military Merit Award
						allow = yes
					}
				}
			}
		}
		FIN_carl_mannerheim = {
			swap_country_leader_traits = {
				remove = sotamarsalkka
				add = sotamarsalkka_improved
			}
		}
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_the_roaring_dragon_theory
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_the_roaring_dragon_theory
	icon = GFX_goal_generic_construction
	cost = 10
	prerequisite = {
		focus = VIN_nationalize_french_businesses
	} {
		focus = VIN_cqtbcnqg
	}
	mutually_exclusive = {
		focus = VIN_the_flying_dragon_theory
	}
	completion_reward = {
		add_ideas = VIN_the_roaring_dragon_theory
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = 49
	y = 2
}
### Entity: AI Strategy
Component: ai_historical_focus_list_BRA
Source: game
File: common/ai_focuses/BRA.txt

Code:
ai_historical_focus_list_BRA = {
	ai_national_focuses = {
		bra_liga_nacoes BRA_R56_secret_research_department BRA_R56_the_voice_of_brazil BRA_R56_national_security_law BRA_R56_technical_schools BRA_R56_polytechnical_colleges BRA_R56_federal_institutes BRA_R56_national_institutes BRA_R56_federal_universities BRA_R56_end_the_occupation BRA_R56_national_defense_council BRA_R56_council_for_economics_and_finances BRA_R56_expand_the_private_industry BRA_R56_establish_the_commerce_ministry BRA_R56_institute_the_polaca BRA_R56_embrace_populism BRA_R56_analyze_the_paulista_war BRA_R56_improve_military_education BRA_R56_minas_gerais_war_doctrine BRA_R56_imbel BRA_R56_heavy_artillery BRA_R56_stufy_the_war_of_attrition BRA_R56_the_brazilian_air_force BRA_R56_eduardo_gomes_doctrine BRA_R56_ministry_of_aeronautics BRA_R56_close_air_support BRA_R56_department_of_press_and_propaganda bra_diplomacia bra_amigo_eua BRA_R56_construct_the_belem_naval_dockyard BRA_R56_florianismo BRA_R56_a_revolta_da_armada BRA_R56_submarines BRA_R56_encouracados BRA_R56_natal_naval_dockyard BRA_R56_expand_the_universities BRA_R56_nationalize_major_infrastructure_hubs BRA_R56_modernize_the_madeira_mamore_br230 BRA_R56_modernize_the_sorocabana BRA_R56_modernize_the_electrical_infrastructure BRA_R56_expand_the_high_voltage_grid BRA_R56_grande_valley_military_complex BRA_R56_the_sugar_belt BRA_R56_the_soy_belt BRA_R56_the_estado_novo BRA_R56_embolden_patriotism BRA_R56_the_brazilian_expeditionary_force bra_amigo_aliados BRA_R56_support_the_itabira_mines BRA_R56_plan_salte BRA_R56_tire_de_guerra BRA_R56_a_new_federal_capital_brasilia BRA_R56_federal_economic_bank BRA_R56_lobato BRA_R56_national_petroleum_council BRA_R56_petrobras BRA_R56_military_complex_of_the_parana_valley BRA_R56_military_complex_of_the_parnaiba_valley BRA_R56_legacy_of_martinelli BRA_R56_matarazzo_united_industries BRA_R56_support_heavy_industry_in_sao_paulo BRA_R56_fiesp BRA_R56_usiminas BRA_R56_vale_do_rio_doce BRA_R56_bndes BRA_R56_tenenge BRA_R56_duty_free_zone_of_manaus bra_amigo_uk BRA_R56_federal_installations_in_the_amazon
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_restore_the_old_kingdom
Constructs: prerequisite, limit, has_government, add_war_support, add_stability, completion_reward, is_controlled_by, every_state
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_restore_the_old_kingdom
	icon = GFX_focus_CHL_restore_the_old_kingdom
	relative_position_id = CHL_the_spirit_of_the_war_of_the_pacific
	x = 1
	y = 3
	cost = 10
	prerequisite = {
		focus = CHL_the_spirit_of_the_war_of_the_pacific CHL_enter_patagonia
	}
	mutually_exclusive = {
		focus = CHL_unite_hispanic_america
	}
	ai_will_do = {
		base = 5
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER
	}
	available = {
		has_government = fascism
		all_owned_state = {
			is_controlled_by = ROOT
		}
		959 = {
			is_controlled_by = ROOT
		}
		508 = {
			is_controlled_by = ROOT
		}
		960 = {
			is_controlled_by = ROOT
		}
		512 = {
			is_controlled_by = ROOT
		}
		958 = {
			is_controlled_by = ROOT
		}
		511 = {
			is_controlled_by = ROOT
		}
		278 = {
			is_controlled_by = ROOT
		}
		955 = {
			is_controlled_by = ROOT
		}
		954 = {
			is_controlled_by = ROOT
		}
		953 = {
			is_controlled_by = ROOT
		}
	}
	completion_reward = {
		add_stability = 0.1
		add_war_support = 0.1
		every_state = {
			limit = {
				NOT = {
					is_core_of = ROOT
				}
				OR = {
					state = 959 508 960 512 958 511 278 955 954 953
				}
			}
			add_core_of = ROOT
			transfer_state_to = ROOT
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		drop_cosmetic_tag = yes
		set_cosmetic_tag = CHL_fascist_kingdom
		hidden_effect = {
			news_event = {
				id = CHL_news_events.2
				days = 2
				random_days = 5
			}
		}
	}
}
### Entity: Idea
Component: ITA_vento_aureo
Constructs: has_completed_focus, removal_cost
Source: game
File: common/ideas/italy.txt

Code:
ITA_vento_aureo = {
	picture = air_support_focus
	removal_cost = -1
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		has_completed_focus = ITA_il_vento_aureo
	}
	modifier = {
		air_mission_efficiency = 0.2
		air_range_factor = 0.15
		ground_attack_factor = 0.15
		air_untrained_pilots_penalty_factor = -0.3
	}
}
### Entity: AI Strategy
Component: EAI_modern_tank_destroyer
Constructs: has_tech, any_of
Source: game
File: common/ai_equipment/EAI_armor_modern_tank.txt

Code:
EAI_modern_tank_destroyer = {
	category = land
	roles = {
		land_modern_tank_destroyer
	}
	priority = {
		base = 0
		modifier = {
			add = 50000
			EAI_MODARM_tech_focus = yes
			OR = {
				EAI_MTD_tech_focus = yes
				EAI_HTD_tech_focus = yes
			}
		}
	}
	BASIC_MODERN_TANK_TD = {
		enable = {
			has_tech = main_battle_tank_chassis interwar_antitank
		}
		priority = {
			base = 100
		}
		target_variant = {
			type = modern_tank_destroyer_chassis_1
			match_value = 1
			modules = {
				main_armament_slot = {
					any_of = {
						tank_high_velocity_cannon_3 tank_high_velocity_cannon_2 tank_high_velocity_cannon
					}
				}
				turret_type_slot = tank_heavy_fixed_superstructure_turret
				suspension_type_slot = tank_christie_suspension
				armor_type_slot = tank_welded_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = sloped_armor
				special_type_slot_2 = squeezebore_adaptor
				special_type_slot_3 = armor_skirts
				special_type_slot_4 = easy_maintenance
			}
			upgrades = {
				tank_nsb_engine_upgrade = 14
				tank_nsb_armor_upgrade = 14
			}
		}
		requirements = {

		}
		allowed_modules = {

		}
	}
}
### Entity: Modding Documentation
Construct: political_power
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### political_power
* description: total political power of country
### Entity: Character
Component: kokoomus_policies
Source: game
File: common/country_leader/00_traits.txt

Code:
kokoomus_policies = {
	random = no
	consumer_goods_factor = -0.1
}
### Entity: Joint Focus
Component: INSHOL_indonesian_cheap_labor
Constructs: has_completed_focus, prerequisite, limit, joint_focus, add_ideas, completion_reward, has_cosmetic_tag, has_subject
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_indonesian_cheap_labor
	icon = GFX_focus_generic_full_employment
	text_icon = INSHOL_HOL_focus_style
	available = {
		if = {
			limit = {
				has_cosmetic_tag = INS_UNION
				original_tag = INS
			}
			NOT = {
				custom_trigger_tooltip = {
					tooltip = INS_is_union_tt
					has_cosmetic_tag = INS_UNION
				}
			}
		}
		else = {
			original_tag = HOL
			has_subject = INS
		}
	}
	prerequisite = {
		focus = INSHOL_rubber_taxation
	}
	mutually_exclusive = {

	}
	x = 0
	y = 1
	relative_position_id = INSHOL_rubber_taxation
	ai_will_do = {
		base = 0
		modifier = {
			add = 0.6
			original_tag = HOL
		} {
			add = 1
			original_tag = INS
		} {
			factor = 0.5
			date = < 1939.1.1
		} {
			factor = 1.5
			date = > 1940.6.1
		} {
			factor = 1.1
			INS = {
				has_completed_focus = INSHOL_prioritize_dutch_profits
			}
		} {
			factor = 1.2
			INS = {
				has_completed_focus = INSHOL_loyalty_to_crown
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_encourage_further_investment
			}
		} {
			factor = 1.3
			INS = {
				INS_harry_kuneman = {
					is_hired_as_advisor = yes
				}
			}
		} {
			factor = 1.2
			INS = {
				INS_dick_de_hoog = {
					is_hired_as_advisor = yes
				}
			}
		} {
			factor = 1.5
			INS = {
				is_ai = no
			}
		} {
			factor = 0.75
			INS = {
				is_ai = yes
			}
		}
	}
	cost = 5
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {

	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				NOT = {
					custom_trigger_tooltip = {
						tooltip = INS_is_union_tt
						INS = {
							has_cosmetic_tag = INS_UNION
						}
					}
				}
			}
			if = {
				limit = {
					original_tag = INS
				}
				add_autonomy_score = {
					value = 100
					localization = INSHOL_indonesian_cheap_labor
				}
				custom_effect_tooltip = INS_dutch_east_indies_tt
				add_to_variable = {
					var = INS_dutch_east_indies_stability_factor
					value = -0.05
					tooltip = stability_factor_tt
				} {
					var = INS_dutch_east_indies_consumer_goods_factor
					value = -0.075
					tooltip = consumer_goods_factor_tt
				}
			}
			else_if = {
				limit = {
					original_tag = HOL
				}
				add_ideas = HOL_indonesian_cheap_labor
			}
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				NOT = {
					custom_trigger_too
# ... (truncated)
### Entity: Idea
Component: AFG_neutrality_graduates
Constructs: stability_factor, removal_cost, neutrality_drift
Source: game
File: common/ideas/afghanistan.txt

Code:
AFG_neutrality_graduates = {
	allowed = {
		tag = AFG
	}
	removal_cost = -1
	picture = AFG_neutrality_graduates
	modifier = {
		stability_factor = -0.1
		neutrality_drift = 0.03
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_540
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_540 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 540
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 540
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_REF_28
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_REF_28 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_REF
			value = 28
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = synthetic_refinery
		value = 28
	}
}
### Entity: State History
Component: 747
Constructs: limit, add_core_of, has_dlc
Source: game
File: history/states/747-Dali Bai.txt

Code:
state = {
	id = 747
	name = STATE_747
	manpower = 1000000
	buildings_max_level_factor = 1.0
	state_category = pastoral
	history = {
		owner = YUN
		add_core_of = YUN CHI PRC
		victory_points = {
			7965 3
		} {
			10863 1
		}
		buildings = {
			infrastructure = 2
		}
		1938.10.25 = {
			if = {
				limit = {
					NOT = {
						has_dlc = Waking the Tiger
					}
				}
				CHI = {
					transfer_state = PREV
				}
			}
		}
	}
	provinces = {
		4559 4937 5009 7965 7976 8126 10413 10863 12789 12898
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: BRA_washington_accords_idea
Constructs: war_support_factor, production_speed_buildings_factor, democratic_drift
Source: game
File: common/ideas/brazil.txt

Code:
BRA_washington_accords_idea = {
	picture = generic_usa_conflict
	allowed = {
		original_tag = BRA
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		war_support_factor = 0.05
		democratic_drift = 0.01
		production_speed_buildings_factor = 0.1
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_inheritor_of_the_mantle_of_lenin
Constructs: prerequisite, add_war_support, completion_reward, check_variable, add_country_leader_trait
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_inheritor_of_the_mantle_of_lenin
	icon = GFX_SOV_inheritor_of_the_mantle_of_lenin_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_stalins_cult_of_personality
	}
	x = -1
	y = 1
	relative_position_id = SOV_stalins_cult_of_personality
	cost = 5
	mutually_exclusive = {
		focus = SOV_the_faithful_servant_of_lenin
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = SOV_propaganda_campaigns_taken_5_or_greater_tt
			check_variable = {
				SOV_propaganda_campaigns_taken = 5
				compare = greater_than_or_equals
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.05
		add_country_leader_trait = stalin_inheritor_of_lenin
	}
}
### Entity: AI Strategy
Component: BHU_ALT_strategy_ai_starter
Constructs: is_historical_focus_on
Source: game
File: common/ai_strategy_plans/BHU_alternate_strategy_plan.txt

Code:
BHU_ALT_strategy_ai_starter = {
	name = Alt-History Start
	desc = Try to be relavent
	allowed = {
		original_tag = BHU
	}
	enable = {
		original_tag = BHU
		is_historical_focus_on = no
	}
	abort = {
		NOT = {
			country_exists = BHU
		}
	}
	focus_factors = {
		BHU_create_an_army = 11
		BHU_arms_deliveries = 11
		BHU_first_inspection = 11
		BHU_new_ideas = 10
		BHU_maintain_monarchic_regime = 10
		BHU_peace_will_reign = 0
	}
}
### Entity: Country History
Country: CHU
Component: CHU_characters
Constructs: recruit_character
Source: game
File: history/countries/CHU - Chuvashia.txt

Code:
# Leaders & Characters for CHU
recruit_character = CHU_gerasim_ivanov
### Entity: State History
Component: 429
Constructs: add_core_of, add_claim_by
Source: game
File: history/states/429-Bombay.txt

Code:
state = {
	id = 429
	name = STATE_429
	manpower = 18928000
	state_category = town
	resources = {
		tungsten = 26
	}
	history = {
		owner = RAJ
		add_core_of = RAJ
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			air_base = 2
			1349 = {
				naval_base = 6
			}
		}
		add_claim_by = KHL
		victory_points = {
			1349 25
		}
	}
	provinces = {
		1349 4072 4187 4353 7013 7119 7150 7177 7232 10019 10210 10270 11952 12142 12182 12269
	}
	local_supplies = 0.0
}
### Entity: Character
Component: ENG_cyril_newall
Source: game
File: common/characters/ENG.txt

Code:
ENG_cyril_newall = {
	name = ENG_cyril_newall
	portraits = {
		army = {
			small = GFX_idea_cyril_newall
		}
	}
	advisor = {
		slot = air_chief
		idea_token = cyril_newall
		allowed = {
			original_tag = ENG
		}
		traits = {
			air_chief_reform_2
		}
		cost = 100
		ai_will_do = {
			base = 2
			modifier = {
				factor = 3
				amount_taken_ideas = {
					amount = > 0
					slots = {
						navy_chief
					}
				}
			}
		}
	}
}
### Entity: Shared Focus
Component: ARCTIC_sami_pathfinders
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, set_technology, allow_branch
Source: game
File: common/national_focus/r56_arctic_minor_military_shared.txt

Code:
shared_focus = {
	id = ARCTIC_sami_pathfinders
	text = FIN_sami_pathfinders
	icon = GFX_focus_FIN_utilize_the_sami
	prerequisite = {
		focus = ARCTIC_winter_readiness
	}
	relative_position_id = ARCTIC_winter_readiness
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 30
	}
	allow_branch = {
		original_tag = SMI
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_ideas = FIN_sami_pathfinders
		hidden_effect = {
			set_technology = {
				sami_pathfinders_tech = 1
				popup = no
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_medium_armor_division_limit
Constructs: limit, check_variable, set_temp_variable
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_division_limit_triggers.txt

Code:
EAI_medium_armor_division_limit = {
	if = {
		limit = {
			check_variable = {
				num_equipment@medium_tank_chassis = < 1000
			} {
				num_target_equipment_in_armies_k@medium_tank_chassis = > 0
			}
		}
		set_temp_variable = {
			t1 = num_equipment_in_armies_k@medium_tank_chassis
		}
		divide_temp_variable = {
			t1 = num_target_equipment_in_armies_k@medium_tank_chassis
		}
		check_variable = {
			t1 = < 0.5
		}
	}
	else = {
		always = no
	}
}