Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: EAI_MILITARY_AREA_garrison_state_iwo
Constructs: has_country_flag, is_in_array
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_AREA_garrison_state_iwo = {
	enable = {
		has_country_flag = EAI_MILITARY_garrison_state_strategies
		NOT = {
			is_in_array = {
				EAI_MILITARY_INVASION_staging_areas = 645
				 = .id
			}
		}
		controls_state = 645
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.25
		order_id = 998
		states = {
			645
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Event
Component: denmark_overlord_events.42
Constructs: is_triggered_only, ai_chance, has_government, add_political_power, has_opinion, is_historical_focus_on, declare_war_on
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_overlord_events.42
	title = denmark_overlord_events.42.t
	desc = denmark_overlord_events.42.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = denmark_overlord_events.42.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 10
				has_government = FROM
			} {
				factor = 5
				has_opinion = {
					target = FROM
					value = > 49
				}
			}
		}
		add_political_power = -50
	} {
		name = denmark_overlord_events.42.b
		ai_chance = {
			base = 5
			modifier = {
				factor = 5
				OR = {
					has_government = fascism communism
				}
				NOT = {
					has_government = FROM
				}
			} {
				factor = 2
				FROM = {
					power_balance_value = {
						id = DEN_occupation_balance
						value = > 0.6
					}
				}
			} {
				factor = 2
				is_historical_focus_on = yes
			}
		}
		custom_effect_tooltip = if_they_refuse_tt DEN_deteriorating_subject_relations
		effect_tooltip = {
			FROM = {
				declare_war_on = {
					target = ROOT
					type = independence_wargoal
				}
			}
		}
		FROM = {
			country_event = {
				id = denmark_overlord_events.43
				days = 1
			}
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_soviet_hungarian_military_academy
Constructs: prerequisite, has_government, completion_reward, cancel_if_invalid, add_doctrine_cost_reduction
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_soviet_hungarian_military_academy
	icon = GFX_focus_generic_soviet_politics
	prerequisite = {
		focus = wuw_HUN_restore_the_hungarian_red_army
	} {
		focus = wuw_HUN_join_the_comintern
	}
	x = -1
	y = 1
	relative_position_id = wuw_HUN_restore_the_hungarian_red_army
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {
		SOU = {
			exists = yes
			has_government = communism
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = HUN_soviet_hungarian_military_academy
			cost_reduction = 0.5
			uses = 2
			category = land_doctrine
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/MAN_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 800
	division_template = Qu Jun
	start_experience_factor = 0.1
	start_equipment_factor = 0.9
}
### Entity: Character
Component: TOG_mt
Source: game
File: common/characters/TOG.txt

Code:
TOG_mt = {
	advisor = {
		slot = theorist
		idea_token = TOG_mt
		ledger = army
		allowed = {
			original_tag = TOG
		}
		traits = {
			military_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_6
		}
	}
}
### Entity: Character
Component: communist_orator
Constructs: war_support_factor, communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
communist_orator = {
	sprite = 13
	random = no
	communism_drift = 0.1
	war_support_factor = 0.05
}
### Entity: Character
Component: TOG_coi
Source: game
File: common/characters/TOG.txt

Code:
TOG_coi = {
	advisor = {
		slot = political_advisor
		idea_token = TOG_coi
		allowed = {
			original_tag = TOG
		}
		traits = {
			captain_of_industry
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_1
		}
	}
}
### Entity: Shared Focus
Tree: trk_focus
Component: TRK_connect_the_cities
Constructs: shared_focus, prerequisite, limit, completion_reward, has_idea, allow_branch, random_state, is_core_of
Source: game
File: common/national_focus/r56_turkestan_shared.txt

Code:
shared_focus = {
	id = TRK_connect_the_cities
	icon = GFX_goal_generic_road
	cost = 10
	prerequisite = {
		focus = TRK_turkestan_unification
	}
	relative_position_id = TRK_turkestan_unification
	x = -2
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_idea = generic_recent_economic_unification
		}
		num_of_controlled_states = > 3
	}
	bypass = {

	}
	allow_branch = {

	}
	completion_reward = {
		random_state = {
			limit = {
				is_core_of = ROOT
				is_controlled_by = ROOT
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
				is_controlled_by = ROOT
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
				is_controlled_by = ROOT
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
				is_controlled_by = ROOT
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Component: quebec_focus
Constructs: has_completed_focus, division_template, add_equipment_to_stockpile, prerequisite, has_war, limit, add_ideas, remove_ideas
Source: game
File: common/national_focus/quebec.txt

Code:
focus_tree = {
	id = quebec_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = QUE
		}
	}
	default = no
	reset_on_civilwar = no
	continuous_focus_position = {
		x = 100
		y = 1600
	}
	focus = {
		id = QUE_support_vautrin_plan
		icon = GFX_goal_generic_light_industry
		x = 6
		y = 0
		cost = 5
		available_if_capitulated = yes
		ai_will_do = {
			factor = 8
		}
		completion_reward = {
			random_owned_controlled_state = {
				add_extra_state_shared_building_slots = 1
			} {
				add_extra_state_shared_building_slots = 1
			} {
				prioritize = {
					862
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
		search_filters = {
			FOCUS_FILTER_INDUSTRY
		}
	} {
		id = QUE_tackle_the_economic_issues
		icon = GFX_focus_generic_modernize_industry
		x = -4
		y = 1
		cost = 5
		relative_position_id = QUE_support_vautrin_plan
		prerequisite = {
			focus = QUE_support_vautrin_plan
		}
		available_if_capitulated = yes
		ai_will_do = {
			factor = 8
		}
		completion_reward = {
			add_political_power = 25
			add_stability = 0.025
		}
		search_filters = {
			FOCUS_FILTER_INDUSTRY
		}
	} {
		id = QUE_encourage_anglo_canadian_investments
		icon = GFX_goal_CAN_maple_leaf
		x = -2
		y = 1
		cost = 10
		relative_position_id = QUE_tackle_the_economic_issues
		prerequisite = {
			focus = QUE_tackle_the_economic_issues
		}
		mutually_exclusive = {
			focus = QUE_enforce_economic_nationalism
		}
		available_if_capitulated = yes
		available = {
			NOT = {
				has_government = communism fascism
				has_war_with = CAN
			}
			CAN = {
				exists = yes
			}
		}
		ai_will_do = {
			factor = 8
		}
		completion_reward = {
			add_ideas = QUE_english_canadian_investments
			custom_effect_tooltip = QUE_umm_economy_yay
			swap_ideas = {
				remove_idea = QUE_independance_economical_shock
				add_idea = QUE_independance_economical_shock1
			}
		}
		search_filters = {
			FOCUS_FILTER_INDUSTRY
		}
	} {
		id = QUE_cooperate_with_canadian_capitalists
		icon = GFX_goal_generic_business_bills
		x = -2
		y = 2
		cost = 5
		relative_position_id = QUE_tackle_the_economic_issues
		prerequisite = {
			focus = QUE_encourage_anglo_canadian_investments
		}
		available_if_capitulated = yes
		available = {
			NOT = {
				has_government = communism
				has_war_with = CAN
			}
			CAN
# ... (truncated)
### Entity: Scripted Effect
Component: EAI_VOLUNTEERS_set_target
Constructs: limit, has_country_flag, is_in_array, set_country_flag, add_to_array, set_temp_variable
Source: game
File: common/scripted_effects/EAI_COUNTRY_volunteer_effects.txt

Code:
EAI_VOLUNTEERS_set_target = {
	if = {
		limit = {
			NOT = {
				is_in_array = {
					array = EAI_volunteer_targets
					value = PREV.id
				}
			}
		}
		PREV = {
			set_country_flag = EAI_volunteers_from_@PREV
		}
		add_to_array = {
			array = EAI_volunteer_targets
			value = PREV.id
		}
		if = {
			limit = {
				ROOT = {
					has_country_flag = EAI_volunteer_logging
				}
			}
			log = [GetYear] [GetMonth] | AI | [This.GetName] | VOLUNTEERS: set target [Prev.GetName]
		}
		set_temp_variable = {
			log_started_volunteers = 1
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_strenghten_manchukuo_imperial_airforce
Constructs: every_owned_state, prerequisite, limit, completion_reward, is_ally_with, cancel_if_invalid, add_breakthrough_progress, add_tech_bonus
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_strenghten_manchukuo_imperial_airforce
	icon = GFX_focus_JAP_strenghten_manchukuo_imperial_airforce
	x = 0
	y = 1
	relative_position_id = JAP_strenghten_manchukuo_imperial_army
	prerequisite = {
		focus = JAP_strenghten_manchukuo_imperial_army
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		MAN = {
			exists = yes
			is_ally_with = ROOT
		}
	}
	bypass = {

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

	}
	completion_reward = {
		MAN = {
			air_experience = 25
			add_breakthrough_progress = {
				specialization = specialization_air
				value = 0.5
			}
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
			add_tech_bonus = {
				name = JAP_create_a_manchurian_imperial_air_force
				bonus = 1.0
				uses = 1
				category = tactical_bomber cat_strategic_bomber naval_bomber cas_bomber
			} {
				name = JAP_create_a_manchurian_imperial_air_force
				bonus = 1.0
				uses = 1
				category = light_fighter cat_heavy_fighter
			}
			every_owned_state = {
				limit = {
					is_fully_controlled_by = MAN
					is_owned_by = MAN
				}
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
			}
			add_autonomy_ratio = {
				value = -0.08333
				localization = JAP_build_up_the_manchurian_army
			}
		}
	}
}
### Entity: Event
Component: poland.216
Constructs: is_triggered_only, ai_chance, add_ideas, fire_only_once, set_global_flag, add_to_war
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.216
	title = poland.216.t
	desc = poland.216.d
	picture = GFX_report_event_Polish_Regiment_Soviet_War
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = poland.216.a
		hidden_effect = {
			POL = {
				add_ideas = POL_ENG_refused_SOV_war
			}
		}
		custom_effect_tooltip = POL_ENG_will_not_be_able_to_call_allies
	} {
		name = poland.216.b
		set_global_flag = ENG_attacked_soviets_on_MR
		custom_effect_tooltip = POL_ENG_unlock_ally_joining
		add_to_war = {
			targeted_alliance = POL
			enemy = SOV
			hostility_reason = asked_to_join
		}
		ai_chance = {
			base = 0
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PC_FORT_strategy_GENERIC_rivers_STRATEGIES
Constructs: limit, has_war_with, is_major, set_temp_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_fort.txt

Code:
EAI_PC_FORT_strategy_GENERIC_rivers_STRATEGIES = {
	set_temp_variable = {
		EAI_PC_FORT_strategy_GENERIC_rivers_STRATEGIES = 0
	}
	if = {
		limit = {
			if = {
				limit = {
					tag = JAP
				}
				if = {
					limit = {
						has_war_with = CHI
					}
					any_enemy_country = {
						NOT = {
							tag = CHI
						}
						is_major = yes
					}
				}
			}
		}
		set_temp_variable = {
			EAI_PC_FORT_strategy_GENERIC_rivers_STRATEGIES = 1
		}
	}
}
### Entity: Idea
Component: COG_idea_war_mining_production_directorate
Constructs: removal_cost
Source: game
File: common/ideas/r56_congo.txt

Code:
COG_idea_war_mining_production_directorate = {
	picture = generic_exploit_mines
	allowed = {
		always = no
	}
	modifier = {
		local_resources_factor = 0.05
	}
	removal_cost = -1
}
### Entity: National Focus
Tree: hon_focus
Component: HON_integrate_requetes
Constructs: prerequisite, remove_ideas, completion_reward, add_doctrine_cost_reduction, add_manpower
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_integrate_requetes
	icon = GFX_goal_generic_military_sphere
	prerequisite = {
		focus = HON_invite_carlists
	}
	mutually_exclusive = {
		focus = HON_carlist_coup
	}
	x = 36
	y = 11
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = SPA_doctrinal_advancements
			cost_reduction = 0.5
			uses = 2
			category = land_doctrine
		}
		remove_ideas = SPA_carlism_3
		army_experience = 30
		add_manpower = 5000
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Idea
Component: idea_GUAY_free_seconday_schools
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/paraguay_uruguay_shared_ideas.txt

Code:
idea_GUAY_free_seconday_schools = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = jap_supremacy_of_will
	modifier = {
		research_speed_factor = 0.06
	}
}
### Entity: Character
Component: USA_george_marshall
Source: game
File: common/characters/USA.txt

Code:
USA_george_marshall = {
	name = USA_george_marshall
	portraits = {
		army = {
			small = GFX_idea_george_marshall
		}
	}
	advisor = {
		slot = army_chief
		idea_token = george_marshall
		allowed = {
			original_tag = USA
		}
		traits = {
			army_chief_drill_2
		}
		cost = 100
		ai_will_do = {
			base = 1
			modifier = {
				factor = 10
				date = > 1938.6.1
			}
		}
	}
}
### Entity: State History
Component: 997
Constructs: add_core_of
Source: game
File: history/states/997-Arakan.txt

Code:
state = {
	id = 997
	name = STATE_997
	resources = {
		rubber = 3
	}
	state_category = rural
	manpower = 530980
	history = {
		owner = BRM
		add_core_of = BRM
		buildings = {
			infrastructure = 1
			air_base = 1
			12090 = {
				naval_base = 1
			}
		}
		victory_points = {
			12090 1
		}
	}
	provinces = {
		1014 1142 1333 3651 4019 4059 4147 7122 10182 12090
	}
	local_supplies = 0.0
	buildings_max_level_factor = 1.0
}
### Entity: Scripted Effect
Component: SOV_increase_opposition_army_support
Constructs: limit, add_to_variable
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_increase_opposition_army_support = {
	custom_effect_tooltip = SOV_increase_opposition_army_support_tt
	IF = {
		limit = {
			SOV_is_left_opposition = yes
		}
		add_to_variable = {
			SOV.SOV_left_opposition_army_support = 0.1
		}
		clamp_variable = {
			var = SOV.SOV_left_opposition_army_support
			max = 0.9
			min = 0.1
		}
	}
	ELSE_IF = {
		limit = {
			SOV_is_right_opposition = yes
		}
		add_to_variable = {
			SOV.SOV_right_opposition_army_support = 0.1
		}
		clamp_variable = {
			var = SOV.SOV_right_opposition_army_support
			max = 0.9
			min = 0.1
		}
	} {
		limit = {
			SOV_is_exiles = yes
		}
		add_to_variable = {
			SOV.SOV_exiles_army_support = 0.1
		}
		clamp_variable = {
			var = SOV.SOV_exiles_army_support
			max = 0.9
			min = 0.1
		}
	}
	SOV_get_centre_military_support = yes
}
### Entity: Modifier Reference
Component: JAP_state_under_army_control
Constructs: conscription_factor
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
JAP_state_under_army_control = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_JAP_army_control
	custom_modifier_tooltip = JAP_state_under_army_control_tt
	state_production_speed_buildings_factor = -0.05
	conscription_factor = -0.1
}
### Entity: State History
Component: 905
Constructs: add_core_of
Source: game
File: history/states/905-Mombasa.txt

Code:
state = {
	id = 905
	name = STATE_905
	manpower = 1017600
	state_category = pastoral
	history = {
		owner = ENG
		buildings = {
			infrastructure = 2
			5210 = {
				naval_base = 2
			}
		}
		victory_points = {
			5210 1
		}
		add_core_of = KEN
	}
	provinces = {
		5196 5210 6020
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Character
Component: CZE_georg_placzek
Source: game
File: common/characters/CZE.txt

Code:
CZE_georg_placzek = {
	name = CZE_georg_placzek
	portraits = {
		army = {
			large = GFX_portrait_CZE_georg_placzek
		}
	}
	scientist = {
		traits = {
			scientist_trait_nuclear_warfare_expert scientist_trait_fast_learner
		}
		skills = {
			specialization_nuclear = 2
		}
	}
}
### Entity: Character
Component: SCO_ai2
Source: game
File: common/characters/SCO.txt

Code:
SCO_ai2 = {
	advisor = {
		slot = high_command
		idea_token = SCO_ai2
		ledger = army
		allowed = {
			original_tag = SCO
		}
		traits = {
			army_infantry_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_3
		}
	}
}
### Entity: Event
Component: AAT_Sweden_flashpoints.33
Constructs: is_triggered_only, ai_chance
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_flashpoints.33
	title = AAT_Sweden_flashpoints.33.t
	desc = AAT_Sweden_flashpoints.33.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_flashpoints.33.a
		ai_chance = {
			base = 10
		}
		SWE_permittentrafiken_response_picker = yes
	} {
		name = AAT_Sweden_flashpoints.33.b
		ai_chance = {
			base = 0
		}
		GER = {
			country_event = {
				id = AAT_Sweden_flashpoints.34
				days = 3
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_ATTACHE_strategy_ENG
Constructs: limit, has_civil_war
Source: game
File: common/scripted_effects/EAI_COUNTRY_attache_effects.txt

Code:
EAI_ATTACHE_strategy_ENG = {
	if = {
		limit = {
			country_exists = SPD
			SPD = {
				has_civil_war = yes
			}
		}
		SPD = {
			EAI_ATTACHE_send_attache = yes
		}
	}
}
### Entity: Event
Component: mtg_britain.29
Constructs: is_triggered_only
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.29
	title = mtg_britain.29.t
	desc = mtg_britain.29.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = unfortunate
	}
}
### Entity: Country History
Country: CPS
Component: CPS_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/CPS - Champasak.txt

Code:
# Politics & Parties for CPS
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 25
	communism = 25
	neutrality = 50
}
### Entity: Idea
Component: FRA_national_bureau_of_statistics
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/france.txt

Code:
FRA_national_bureau_of_statistics = {
	picture = SOV_scientist_defect
	allowed = {
		original_tag = FRA
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		research_speed_factor = 0.1
	}
}
### Entity: Character
Component: SOV_vasily_kuznetsov
Constructs: has_character_flag
Source: game
File: common/characters/SOV.txt

Code:
SOV_vasily_kuznetsov = {
	name = SOV_vasily_kuznetsov
	portraits = {
		army = {
			large = GFX_portrait_SOV_vasily_kuznetsov
			small = GFX_idea_SOV_vasily_kuznetsov
		}
	}
	corps_commander = {
		traits = {
			infantry_officer commando
		}
		skill = 3
		attack_skill = 3
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 2
		legacy_id = 0
		visible = {
			NOT = {
				has_character_flag = SOV_exiled_flag
			}
		}
	}
}
### Entity: Idea
Component: EAI_VERY_HARD/anti_tank_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_VERY_HARD/anti_tank_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		anti_tank_equipment = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: GER_dominance_fleet_1
Source: game
File: common/ai_navy/fleet/GER_fleet_templates.txt

Code:
GER_dominance_fleet_1 = {
	required_taskforces = {
		GER_StrikeForce_1 = 1
		GER_PatrolDominanceForce_1 = 1
		GER_PatrolReconForce_1 = 3
	}
	optional_taskforces = {
		GER_StrikeForce_1 = 1
		GER_PatrolReconForce_1 = 3
		GER_PatrolDominanceForce_1 = 3
	}
}
### Entity: Scripted Localization
Component: defined_text
Constructs: is_subject_of
Source: game
File: common/scripted_localisation/WUW_AUS_scripted_loc.txt

Code:
defined_text = {
	name = Get37PuppetOrNotDesc
	text = {
		trigger = {
			FROM.FROM = {
				OWNER = {
					is_subject_of = ROOT
				}
			}
		}
		localization_key = 37
		 = DescIsPuppet
	} {
		trigger = {
			FROM.FROM = {
				OWNER = {
					NOT = {
						is_subject_of = ROOT
					}
				}
			}
		}
		localization_key = 37
		 = DescIsNotPuppet
	}
}
### Entity: AI Strategy
Component: EAI_PROD_ARMY_MA_motorized_army_production_strategy
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_division_strategies.txt

Code:
EAI_PROD_ARMY_MA_motorized_army_production_strategy = {
	enable = {
		has_country_flag = EAI_MA_motorized_army_production_strategy
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = infantry
		value = -15
	} {
		type = role_ratio
		id = motorized
		value = 15
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_cas
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_cas
	icon = GFX_goal_generic_CAS
	prerequisite = {
		focus = ROM_air_superiority
	}
	x = 1
	y = 1
	relative_position_id = ROM_air_superiority
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = ROM_cas
			bonus = 1.0
			uses = 1
			category = cas_bomber
		}
	}
}
### Entity: Event
Component: mandate_palestine.82
Constructs: is_triggered_only, add_popularity, add_to_variable, random_days, random_hours
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.82
	title = mandate_palestine.82.t
	desc = mandate_palestine.82.d
	is_triggered_only = yes
	option = {
		name = mandate_palestine.82.a
		add_popularity = {
			ideology = fascism
			popularity = -0.05
		}
		add_to_variable = {
			MPL_jewish_support = -10
		} {
			MPL_arab_support = 15
		} {
			MPL_minority_support = 5
		}
		custom_effect_tooltip = MPL_jewish_down_10 MPL_arab_up_15 MPL_minority_up_5
		MPL_clamp_support = yes
		country_event = {
			id = mandate_palestine.83
			days = 5
			random_days = 2
			random_hours = 24
		}
	} {
		name = mandate_palestine.82.b
		add_to_variable = {
			MPL_jewish_support = -5
		} {
			MPL_arab_support = 5
		}
		custom_effect_tooltip = MPL_jewish_down_5 MPL_arab_up_5
		MPL_clamp_support = yes
		country_event = {
			id = mandate_palestine.83
			days = 5
			random_days = 2
			random_hours = 24
		}
	} {
		name = mandate_palestine.82.c
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		add_to_variable = {
			MPL_jewish_support = 10
		} {
			MPL_arab_support = -15
		} {
			MPL_minority_support = -5
		}
		custom_effect_tooltip = MPL_jewish_up_10 MPL_arab_down_15 MPL_minority_down_5
		MPL_clamp_support = yes
		country_event = {
			id = mandate_palestine.83
			days = 5
			random_days = 2
			random_hours = 24
		}
	}
}
### Entity: Country History
Country: ADO
Component: ADO_army
Source: game
File: history/countries/ADO - Andorra.txt

Code:
# OOB & Army Setup for ADO
oob = ADO_1936