Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Order of Battle
Component: Kraljevska Mornarica
Source: game
File: history/units/YUG_1936_naval_mtg.txt

Code:
fleet = {
	name = Kraljevska Mornarica
	naval_base = 3924
	task_force = {
		name = Kraljevska Mornarica
		location = 3924
		ship = {
			name = KB Dalmacija
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = YUG
					version_name = Dalmacija Class
				}
			}
		} {
			name = KB Dubrovnik
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = YUG
					version_name = Dubrovnik Class
				}
			}
		} {
			name = KB Hrabri
			definition = submarine
			equipment = {
				ship_hull_submarine_2 = {
					amount = 1
					owner = YUG
					version_name = Hrabri Class
				}
			}
		} {
			name = KB Nebojsa
			definition = submarine
			equipment = {
				ship_hull_submarine_2 = {
					amount = 1
					owner = YUG
					version_name = Hrabri Class
				}
			}
		} {
			name = KB Smeli
			definition = submarine
			equipment = {
				ship_hull_submarine_2 = {
					amount = 1
					owner = YUG
					version_name = Hrabri Class
				}
			}
		} {
			name = KB Osvetnik
			definition = submarine
			equipment = {
				ship_hull_submarine_2 = {
					amount = 1
					owner = YUG
					version_name = Hrabri Class
				}
			}
		}
	}
}
### Entity: Shared Focus
Tree: spr_focus
Component: SPR_crush_regional_governments_r56
Constructs: shared_focus, prerequisite, limit, completion_reward, allow_branch, has_game_rule, is_puppet, has_army_manpower
Source: game
File: common/national_focus/r56_political_spain_nationalist_shared.txt

Code:
shared_focus = {
	id = SPR_crush_regional_governments_r56
	icon = GFX_goal_generic_occupy_states_ongoing_war
	cost = 5
	prerequisite = {
		focus = SPR_nationalist_victory
	}
	relative_position_id = SPR_cement_franco_rule
	x = -2
	y = 0
	ai_will_do = {
		factor = 50
	}
	allow_branch = {
		OR = {
			has_game_rule = {
				rule = spr_fragmentation_status
				option = SPR_FRAGMENTED
			} {
				rule = spr_fragmentation_status
				option = SPR_15TH_CENTURY_ARAGON
			} {
				rule = spr_fragmentation_status
				option = SPR_EU4
			} {
				rule = spr_fragmentation_status
				option = SPR_EU4_ANDALUSIA
			}
		}
	}
	available = {
		is_puppet = no
		r56_script_i_am_sane = yes
		has_army_manpower = {
			size = > 149999
		}
		has_civil_war = no
		has_global_flag = scw_over
	}
	completion_reward = {
		add_threat = 2
		if = {
			limit = {
				country_exists = ADU
			}
			create_wargoal = {
				target = ADU
				expire = 0
				type = annex_everything
			}
		}
		create_wargoal = {
			target = CAT
			expire = 0
			type = annex_everything
		} {
			target = GLC
			expire = 0
			type = annex_everything
		} {
			target = NAV
			expire = 0
			type = annex_everything
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Idea
Component: PRC_defiant
Constructs: removal_cost
Source: game
File: common/ideas/prc.txt

Code:
PRC_defiant = {
	removal_cost = -1
	picture = generic_disjointed_gov
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		army_morale_factor = 0.05
		army_org_factor = 0.05
	}
}
### Entity: Idea
Component: KMT_unpopular_government
Constructs: stability_factor, war_support_factor, removal_cost, democratic_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_unpopular_government = {
	removal_cost = -1
	picture = GER_proud_eagle_that_ate_the_sun
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {

	}
	modifier = {
		war_support_factor = -0.3
		stability_factor = -0.1
		political_power_factor = -0.2
		democratic_drift = 0.05
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_the_italian_legions
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_the_italian_legions
	icon = GFX_focus_generic_fascist_troops
	prerequisite = {
		focus = ITA_mare_nostrum_bba
	}
	x = 0
	y = 1
	relative_position_id = ITA_mare_nostrum_bba
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = ITA_the_italian_legions_re_tt
		add_to_variable = {
			ITA_re_army_core_defence_factor = 0.05
		} {
			ITA_re_army_speed_factor = 0.05
		} {
			ITA_re_max_command_power_mult = 0.15
		}
	}
}
### Entity: Event
Component: r56_australia.9
Constructs: is_triggered_only, ai_chance, limit, has_country_flag, set_country_flag, is_historical_focus_on, has_game_rule, set_politics
Source: game
File: events/R56_Australia.txt

Code:
country_event = {
	id = r56_australia.9
	title = r56_australia.9.t
	desc = r56_australia.9.d
	picture = GFX_report_event_ast_parliament_house
	is_triggered_only = yes
	trigger = {
		has_country_flag = AST_1937_election
		NOT = {
			has_country_flag = AST_1940_election
		}
	}
	option = {
		name = r56_australia.9.a
		AST_set_robert_menzies = yes
		hidden_effect = {
			set_country_flag = AST_1940_election
		}
		ai_chance = {
			base = 10
		}
	} {
		name = r56_australia.9.b
		AST_set_john_curtin = yes
		hidden_effect = {
			set_country_flag = AST_1940_election
		}
		ai_chance = {
			base = 7
			modifier = {
				factor = 0
				OR = {
					AND = {
						is_historical_focus_on = yes
						has_game_rule = {
							rule = AST_ai_behavior
							option = DEFAULT
						}
					}
					has_country_flag = AST_AI_RANDOM_DEMOCRATIC_HISTORICAL
					has_game_rule = {
						rule = AST_ai_behavior
						option = DEMOCRATIC_HISTORICAL
					}
				}
			}
		}
	} {
		name = r56_australia.country_win
		if = {
			limit = {
				NOT = {
					has_country_flag = AST_earle_page_quit
				}
			}
			AST_set_earle_page = yes
		}
		else = {
			AST_set_archie_cameron = yes
		}
		hidden_effect = {
			set_country_flag = AST_1937_election
		}
		ai_chance = {
			base = 4
			modifier = {
				factor = 0
				OR = {
					AND = {
						is_historical_focus_on = yes
						has_game_rule = {
							rule = AST_ai_behavior
							option = DEFAULT
						}
					}
					has_country_flag = AST_AI_RANDOM_DEMOCRATIC_HISTORICAL
					has_game_rule = {
						rule = AST_ai_behavior
						option = DEMOCRATIC_HISTORICAL
					}
				}
			}
		}
	} {
		name = r56_australia.communist_win
		trigger = {
			communism = > 0.45
		}
		set_politics = {
			ruling_party = communism
			elections_allowed = no
		}
		hidden_effect = {
			set_country_flag = AST_1937_election
		}
		ai_chance = {
			base = 100
		}
	} {
		name = r56_australia.fascists_win
		trigger = {
			fascism = > 0.45
		}
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
		}
		hidden_effect = {
			set_country_flag = AST_1937_election
		}
		ai_chance = {
			base = 100
		}
	}
}
### Entity: Decision
Component: DEN_political_violence
Constructs: has_country_flag, has_global_flag
Source: game
File: common/decisions/categories/r56_DEN_decision_categories.txt

Code:
DEN_political_violence = {
	icon = generic_crisis
	allowed = {
		tag = DEN
	}
	visible_when_empty = yes
	priority = 200
	visible = {
		tag = DEN
		NOT = {
			has_country_flag = political_violence_resolved
			has_global_flag = DEN_use_DLC_tree
		}
	}
}
### Entity: Name List
Component: FIJ
Source: game
File: common/names/00_names.txt

Code:
FIJ = {
	male = {
		names = {
			Anirudh Ballu Brij Dixon Epeli Faraz George Hari Imran Isikia Jeremaia Jesoni Josateki Lokeshani Kaliopate Paresh Poseci Rajesh Rajnesh Ram Sangeeta Satya Savenaca Sarojini Shivlal Taito Angelita Christine Gabrissa Greta Joanne Lanja Lovelite Margaret Marlene Millicent Olympia Reanna Sheba Sheeva Kaingaue Kaitinano Karitaake Keina Maere Makurita Nei Norma Taoriba Teekoa Tekarei Teresia Tessie Tio Aleki Aputi Enele Haych Laini Laki Malosi Peleki Peniamina Petelo Semis Sinalei Taito Tuala Tusitala Uaine Uati Vaea Apisai Bikenibeu Faimalaga Fiatau Filoimea Ionatana Kamuta Koloa Lagitupu Maatia Saufatu Seve Solofa Toaripi Tomasi Tomu Tulaga Tupua
		}
	}
	female = {
		names = {
			Alamea Alaula Alika Elikapeka Halia Iokina Iolana Kailani Kalea Kamaile Kamea Kanoa Kawena Keala Keola Keona Kiele Kina Kinipela Konane Lahela Lanai Lani Leiko Leilani Liliha Lilo Luana Mahina Maile Makana Makelina Malana Maleah Malia Mana Miliani Moana Nalanie Napua Noelani Nohealani Okalani Onaona Palila Pilialoha Ulani
		}
	}
	surnames = {
		Ali Bhagwan-Rolls Bune Chandra Heffernan Iqbal Khan Konrote Kumar Lal Luveni Nagindas Nailatikau Nandan Narayan Nawalowalo Niranjan Pillay Punja Samisoni Savua Seeto Singh Siwatibau Tavola Toganivalu Vitusagavulu Waradi Adeang Aroi Brechtefeld Dagiero Deireragea Detenamo Detudamo Dowabobo Doweiya Dowiyogo Fritz Fusi Garabwan Gobure Hartman Harris Hendrie Kam Kun Moses Peo Peter Solomon Starr Stephen Thomas Uera Waibeiya Zacharias Baaro Baiteke Biniati Breckterfield Christopher David Dowiyogo Etita Iuta Karianako Katoatau Lambourne Makin Meme Mwemweata Nariki Nawai Russell Ruuka Tabaroua Takooa Tatonga Teaiwa Tekanene Tewaaki Thomas Tito Toromon Faapo Tino Vui Aveau Iusitinio Kini Keil Malielegaoi Lauofo Ropati Mauiliu Liuga Tultama Mataafa Tumaalii Pinati Lameko Leiataua Posala Apinelu Ielemia Ionatana Latasi Lauti Leupena Luka Manuella Paeniu Puapua Sione Sopoanga Talake Telito Teo Toafa Tuilimu Uota Uan Yeeting Waqanisau
	}
	callsigns = {

	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3AWikify/doc.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects

The following pages link to Template:Wikify/doc:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Template:Wikify (transclusion) ‎ (← links | edit)

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Template:Wikify/doc"
### Entity: Event
Component: wtt_britain.30
Constructs: is_triggered_only, add_equipment_to_stockpile
Source: game
File: events/WTT_Britain.txt

Code:
country_event = {
	id = wtt_britain.30
	title = wtt_britain.30.t
	desc = wtt_britain.30.d
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	option = {
		name = wtt_britain.30.a
		effect_tooltip = {
			add_equipment_to_stockpile = {
				type = infantry_equipment_0
				amount = 20000
				producer = USA
			} {
				type = artillery_equipment_1
				amount = 250
				producer = USA
			} {
				type = support_equipment_1
				amount = 250
				producer = USA
			}
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_build_supplies_network
Constructs: prerequisite, completion_reward, has_dynamic_modifier, add_to_variable
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_build_supplies_network
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = NOR_kickstart_military_industry
	}
	x = 0
	y = 1
	relative_position_id = NOR_kickstart_military_industry
	cost = 10
	available = {
		NOR_broken_gun_trigger = yes
		has_dynamic_modifier = {
			modifier = NOR_independent_norway_dmod
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = NOR_modify_independent_norway_TT
		add_to_variable = {
			var = NOR_independent_norway_dmod_production_speed_supply_node
			value = 0.15
			tooltip = state_production_speed_supply_node_factor_tt
		} {
			var = NOR_independent_norway_dmod_modifier_production_speed_naval_base_factor
			value = 0.15
			tooltip = production_speed_naval_base_factor_tt
		}
	}
}
### Entity: Scripted Effect
Component: PHI_update_war_flag
Constructs: has_war, limit, has_cosmetic_tag, set_cosmetic_tag
Source: game
File: common/scripted_effects/PHI_scripted_effects.txt

Code:
PHI_update_war_flag = {
	hidden_effect = {
		if = {
			limit = {
				has_war = yes
			}
			if = {
				limit = {
					OR = {
						has_cosmetic_tag = PHI_maphilindo_tag PHI_asean_tag PHI_manila_tag_war PHI_second_republic_tag_war PHI_polynesia_tag_war PHI_hispanic_empire_tag_war PHI_reino_de_filipinas_tag_war
					}
				}
			}
			else_if = {
				limit = {
					has_cosmetic_tag = PHI_manila_tag
				}
				set_cosmetic_tag = PHI_manila_tag_war
			} {
				limit = {
					has_cosmetic_tag = PHI_second_republic_tag
				}
				set_cosmetic_tag = PHI_second_republic_tag_war
			} {
				limit = {
					has_cosmetic_tag = PHI_polynesia_tag
				}
				set_cosmetic_tag = PHI_polynesia_tag_war
			} {
				limit = {
					has_cosmetic_tag = PHI_hispanic_empire_tag
				}
				set_cosmetic_tag = PHI_hispanic_empire_tag_war
			} {
				limit = {
					has_cosmetic_tag = PHI_reino_de_filipinas_tag
				}
				set_cosmetic_tag = PHI_reino_de_filipinas_tag_war
			}
			else = {
				set_cosmetic_tag = PHI_war
			}
		}
		else_if = {
			limit = {
				has_cosmetic_tag = PHI_war
			}
			drop_cosmetic_tag = yes
		} {
			limit = {
				has_cosmetic_tag = PHI_manila_tag_war
			}
			set_cosmetic_tag = PHI_manila_tag
		} {
			limit = {
				has_cosmetic_tag = PHI_second_republic_tag_war
			}
			set_cosmetic_tag = PHI_second_republic_tag
		} {
			limit = {
				has_cosmetic_tag = PHI_polynesia_tag_war
			}
			set_cosmetic_tag = PHI_polynesia_tag
		} {
			limit = {
				has_cosmetic_tag = PHI_hispanic_empire_tag_war
			}
			set_cosmetic_tag = PHI_hispanic_empire_tag
		} {
			limit = {
				has_cosmetic_tag = PHI_reino_de_filipinas_tag_war
			}
			set_cosmetic_tag = PHI_reino_de_filipinas_tag
		}
	}
}
### Entity: Faction
Component: faction_manifest_african_decolonization
Constructs: war_support_factor, is_manifest
Source: game
File: common/factions/goals/faction_manifests.txt

Code:
faction_manifest_african_decolonization = {
	name = african_decolonization_goal_name
	description = african_decolonization_goal_desc
	is_manifest = yes
	ratio_progress = {
		total_amount_collection = collection:african_states
		completed_amount_collection = collection:non_colonial_power_controlled_african_states
		range = {
			max = 1
		}
		scale = {
			political_power_factor = 0.15
		}
		progress_sections = {
			manifest_fulfilled = {
				min = @manifest_fulfilled_value
				modifier = {
					war_support_factor = 0.1
				}
			}
		}
	}
}
### Entity: Scripted GUI
Component: scripted_gui
Source: game
File: common/scripted_guis/SWE_train_the_sheltered_scripted_gui.txt

Code:
scripted_gui = {
	swe_train_the_sheltered_scripted_ui = {
		context_type = decision_category
		window_name = swe_train_the_sheltered_ui_window
		properties = {

		}
	}
}
### Entity: Modding Documentation
Construct: Faction
Source: vanilla_docs
File: common/on_actions/_documentation.md

Doc:
### Faction
- `on_create_faction`
- `on_faction_formed`
- `on_offer_join_faction`
- `on_join_faction`
- `on_assume_faction_leadership`
- `on_leave_faction`
### Entity: Idea
Component: AST_evan_deakin_and_company_organization_idea
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/australia.txt

Code:
AST_evan_deakin_and_company_organization_idea = {
	name = AST_evan_deakin_and_company_organization
	picture = evans_deakin_co
	allowed = {
		original_tag = AST
		has_dlc = Thunder at Our Gates
	}
	available = {

	}
	visible = {

	}
	cost = 150
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		evans_deakin_trait
	}
	modifier = {

	}
}
### Entity: Unit Template
Component: SLO_PAR_01
Source: game
File: common/units/names_divisions/SLO_names_divisions.txt

Code:
SLO_PAR_01 = {
	name = Paratrooper Divisions
	for_countries = {
		SLO
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = %d. Vysadková Divize
	ordered = {
		1 = {
			%d. Vysadková Divize
		}
		2 = {
			%d. Vysadková Divize
		}
		3 = {
			%d. Vysadková Divize
		}
		4 = {
			%d. Vysadková Divize
		}
		5 = {
			%d. Vysadková Divize
		}
		6 = {
			%d. Vysadková Divize
		}
		7 = {
			%d. Vysadková Divize
		}
		8 = {
			%d. Vysadková Divize
		}
		9 = {
			%d. Vysadková Divize
		}
		10 = {
			%d. Vysadková Divize
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_expand_the_use_of_reconnaissance
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_expand_the_use_of_reconnaissance
	icon = GFX_goal_defensive_position2
	prerequisite = {
		focus = PAL_regulate_militia_raids
	} {
		focus = PAL_centralize_command_structure
	}
	x = -1
	y = 1
	relative_position_id = PAL_centralize_command_structure
	cost = 5
	ai_will_do = {
		factor = 1
	}
	bypass = {

	}
	completion_reward = {
		add_ideas = PAL_recon_focus_idea
	}
}
### Entity: Unit Leader
Component: cavalry_expert
Constructs: gain_xp
Source: game
File: common/unit_leader/00_traits.txt

Code:
cavalry_expert = {
	type = corps_commander
	gain_xp = {
		always = no
	}
	cost = 500
	modifier = {
		cavalry_defence_factor = 0.1
	}
	ai_will_do = {
		factor = 1
	}
	trait_type = assignable_trait
	any_parent = {
		cavalry_leader
	}
	mutually_exclusive = panzer_expert combined_arms_expert
	gui_row = 3
}
### Entity: Country History
Country: RAR
Component: RAR_politics
Constructs: set_stability, add_ideas, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/RAR - Reichskommisariat Arabien.txt

Code:
# Politics & Parties for RAR
set_stability = 0.4
set_war_support = 0.7
set_politics = {
	ruling_party = fascism
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	neutrality = 0
	democratic = 15
	fascism = 80
	communism = 5
}
add_ideas = {
	war_economy extensive_conscription
}
### Entity: State History
Component: 67
Constructs: add_core_of
Source: game
File: history/states/67-Oberschlesien.txt

Code:
state = {
	id = 67
	name = STATE_67
	manpower = 1402591
	resources = {
		steel = 8
		aluminium = 6
		coal = 25
	}
	state_category = city
	history = {
		owner = GER
		add_core_of = GER SIL PRE
		victory_points = {
			11467 5
		} {
			9511 3
		}
		buildings = {
			infrastructure = 3
		}
	}
	provinces = {
		479 6512 9457 9511 11467
	}
	local_supplies = 4.0
}
### Entity: National Focus
Tree: men_focus
Component: MEN_down_with_the_generalissimo
Constructs: prerequisite, has_government, add_war_support, add_opinion_modifier, completion_reward, is_subject, is_in_faction_with, has_country_leader
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_down_with_the_generalissimo
	icon = GFX_focus_prc_remove_chiang_kai_shek
	prerequisite = {
		focus = MEN_joint_invasion_of_shx
	}
	mutually_exclusive = {
		focus = MEN_focus_on_the_greater_threat
	}
	x = 1
	y = 1
	bypass = {

	}
	available = {
		is_subject = no
		has_government = communism
		NOT = {
			is_in_faction_with = CHI
		}
		country_exists = CHI
		CHI = {
			has_country_leader = {
				character = CHI_chiang_kaishek
				ruling_only = yes
			}
		}
	}
	relative_position_id = MEN_joint_invasion_of_shx
	cost = 5
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_war_support = 0.05
		create_wargoal = {
			type = topple_government
			target = CHI
			expire = 0
		}
		CHI = {
			add_opinion_modifier = {
				target = MEN
				modifier = hostile_status
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Scripted Trigger
Component: chi_is_white_warlord
Constructs: has_completed_focus, is_subject_of, is_in_faction_with, is_subject
Source: game
File: common/scripted_triggers/r56_chinese_gui_scripted_triggers.txt

Code:
chi_is_white_warlord = {
	custom_trigger_tooltip = {
		tooltip = Is Japanese-Aligned
		CONTROLLER = {
			OR = {
				tag = JAP
				is_subject_of = JAP
				is_in_faction_with = JAP
				AND = {
					is_subject = no
					has_completed_focus = CHI_seek_japanese_support
				}
			}
		}
	}
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_Brigades
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_Brigades
	icon = GFX_goal_generic_allies_build_infantry
	prerequisite = {
		focus = VNZ_interventionism_focus
	}
	text = GEN_Brigades
	x = 0
	y = 2
	relative_position_id = VNZ_interventionism_focus
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = GEN_Brigades_I
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL
	}
}
### Entity: Scripted Trigger
Component: DIPLOMACY_GUARANTEE_ENABLE_TRIGGER
Constructs: limit, has_government, has_game_rule, allow_guarantees
Source: game
File: common/scripted_triggers/diplomacy_scripted_triggers.txt

Code:
DIPLOMACY_GUARANTEE_ENABLE_TRIGGER = {
	if = {
		limit = {
			has_game_rule = {
				rule = allow_guarantees
				option = ALWAYS_FREE
			}
		}
		always = yes
	} {
		limit = {
			has_game_rule = {
				rule = allow_guarantees
				option = LIMITED
			}
		}
		always = yes
	} {
		limit = {
			has_game_rule = {
				rule = allow_guarantees
				option = SAME_IDEOLOGY
			}
		}
		custom_trigger_tooltip = {
			tooltip = RULE_ALLOW_GUARANTEES_SAME_IDEOLOGY_TOOLTIP
			has_government = FROM
		}
	} {
		limit = {
			has_game_rule = {
				rule = allow_guarantees
				option = BLOCKED
			}
		}
		custom_trigger_tooltip = {
			tooltip = RULE_ALLOW_GUARANTEES_BLOCKED_TOOLTIP
			always = no
		}
	}
}
### Entity: Character
Component: ITA_carlo_favagrossa
Source: game
File: common/characters/ITA.txt

Code:
ITA_carlo_favagrossa = {
	name = ITA_carlo_favagrossa
	portraits = {
		army = {
			small = GFX_portrait_ITA_carlo_favagrossa_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ITA_carlo_favagrossa
		allowed = {
			ITA_is_italian_tag = yes
		}
		available = {
			ITA_government_is_really_fascist = yes
		}
		traits = {
			armaments_organizer
		}
		ai_will_do = {
			base = 0.3
			modifier = {
				factor = 0
				OR = {
					ITA_is_communist_ai = yes
					ITA_is_socialist_ai = yes
					ITA_is_monarchist_ai = yes
					ITA_is_christian_democracy_ai = yes
				}
			}
		}
	}
}
### Entity: Idea
Component: mass_assault_academy_spirit
Constructs: has_military_academy, has_doctrine, has_dlc
Source: game
File: common/ideas/army_spirits.txt

Code:
mass_assault_academy_spirit = {
	ledger = army
	available = {
		AND = {
			has_military_academy = yes
			has_doctrine = mass_assault
		}
	}
	modifier = {
		custom_modifier_tooltip = mass_assault_academy_spirit_tt
		trait_infantry_leader_xp_gain_factor = 0.2
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		} {
			factor = 2
			has_doctrine = mass_assault
		}
	}
}
### Entity: Idea
Component: NOR_contested_leadership_ns
Constructs: stability_factor, has_government, removal_cost, conscription_factor
Source: game
File: common/ideas/norway.txt

Code:
NOR_contested_leadership_ns = {
	picture = GFX_idea_NOR_contested_leadership_ns
	allowed = {
		NOR_AAT = yes
	}
	cancel = {
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		OR = {
			has_government = fascism
		}
	}
	removal_cost = -1
	modifier = {
		conscription_factor = -0.2
		stability_factor = -0.05
		training_time_factor = 0.2
	}
}
### Entity: Idea
Component: CZE_red_union_strikes
Constructs: has_government, industrial_capacity_factory, removal_cost, is_subject, is_puppet, communism_drift
Source: game
File: common/ideas/czechoslovakia_old.txt

Code:
CZE_red_union_strikes = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = trotskyite_plot
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		communism_drift = 0.1
		industrial_capacity_factory = -0.15
	}
}