Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: bftb_turkey.131
Constructs: is_triggered_only, create_wargoal, take_state_focus, add_state_claim
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.131
	title = bftb_turkey.131.t
	desc = bftb_turkey.131.desc
	picture = GFX_report_event_tur_ataturk_inonu_parliament
	is_triggered_only = yes
	option = {
		name = bftb_turkey.131.a
		create_wargoal = {
			target = GRE
			type = take_state_focus
		}
		ROOT = {
			add_state_claim = 47 731 184 187
		}
		effect_tooltip = {
			ITA = {
				add_state_claim = 182 186 185
			}
		}
	}
}
### Entity: Event
Component: mongol_democratic.22
Constructs: is_triggered_only, add_stability, add_political_power
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_democratic.22
	title = mongol_democratic.22.t
	desc = mongol_democratic.22.d
	picture = GFX_report_event_MON_soviet_ties
	is_triggered_only = yes
	option = {
		name = mongol_democratic.22.a
		add_political_power = 25
		add_stability = 0.02
	}
}
### Entity: Idea
Component: HUN_strengthen_fascists
Constructs: fascism_drift
Source: game
File: common/ideas/hungary.txt

Code:
HUN_strengthen_fascists = {
	allowed = {
		original_tag = HUN
		always = no
	}
	picture = generic_fascism_drift_2
	modifier = {
		fascism_drift = 0.03
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_to_forge_a_king
Constructs: prerequisite, limit, completion_reward, check_variable, set_variable, add_to_variable
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_to_forge_a_king
	icon = GFX_focus_SIA_to_forge_a_king
	x = 0
	y = 1
	relative_position_id = SIA_restore_order
	prerequisite = {
		focus = SIA_restore_order
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = SIA_ananda_age_trigger_12
			check_variable = {
				SIA_anandas_age = > 11
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_variable = {
			SIA_ananda_lesson_expected = 1
		}
		if = {
			limit = {
				check_variable = {
					SIA_anandas_age = > 12
				}
			}
			add_to_variable = {
				SIA_ananda_lesson_expected = 1
			}
		} {
			limit = {
				check_variable = {
					SIA_anandas_age = > 13
				}
			}
			add_to_variable = {
				SIA_ananda_lesson_expected = 1
			}
		}
		country_event = {
			id = siam.27
			hours = 2
		}
		custom_effect_tooltip = SIA_to_forge_a_king_tt
	}
}
### Entity: Idea
Component: halifax_shipyard_limited
Constructs: research_bonus, equipment_bonus
Source: game
File: common/ideas/canada.txt

Code:
halifax_shipyard_limited = {
	picture = generic_naval_manufacturer_3
	allowed = {
		original_tag = CAN
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	equipment_bonus = {

	}
	traits = {
		convoy_escort_naval_manufacturer
	}
}
### Entity: Character
Component: ARG_conservative_traditionalist
Constructs: neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
ARG_conservative_traditionalist = {
	random = no
	sprite = 13
	political_power_factor = 0.05
	neutrality_drift = 0.03
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_Soviet_Heavy_Industry
Constructs: prerequisite, limit, has_government, completion_reward, has_capitulated, has_opinion, has_tech, random_owned_controlled_state
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_Soviet_Heavy_Industry
	text = GEN_soviet_heavy_industry
	icon = GFX_goal_generic_commie_investments
	prerequisite = {
		focus = VNZ_Invite_Soviets
	}
	x = 0
	y = 2
	relative_position_id = VNZ_Invite_Soviets
	cost = 8
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	bypass = {

	}
	available = {
		num_of_controlled_states = > 0
		SOV = {
			exists = yes
			has_capitulated = no
			has_opinion = {
				target = ROOT
				value = > 49
			}
			has_government = communism
		}
		OR = {
			has_tech = concentrated_industry2 dispersed_industry2
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_railroad_investments
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_railroad_investments
	icon = GFX_focus_generic_public_works_A
	x = -2
	y = 2
	cost = 5
	prerequisite = {
		focus = PRU_ask_for_a_loan_to_germany PRU_continue_leguias_plan PRU_imitate_the_Soviet_model
	}
	relative_position_id = PRU_rely_on_international_trade
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = PRU_stagnant_economy_2
			add_idea = PRU_good_economy
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: portugal.4
Constructs: is_triggered_only, ai_chance, fire_only_once, add_core_of, create_wargoal, take_state_focus, add_state_claim
Source: game
File: events/r56_portugal.txt

Code:
country_event = {
	id = portugal.4
	title = portugal.4.t
	desc = portugal.4.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = portugal.4.a
		ai_chance = {
			base = 60
		}
		POR = {
			transfer_state = 545
		}
		545 = {
			add_core_of = POR
		}
		hidden_effect = {
			news_event = {
				id = news.702
				hours = 12
			}
			POR = {
				country_event = {
					id = portugal.6
					hours = 1
				}
			}
		}
	} {
		name = portugal.4.b
		ai_chance = {
			base = 40
		}
		effect_tooltip = {
			POR = {
				create_wargoal = {
					type = take_state_focus
					target = ENG
					generator = {
						545
					}
				}
				add_state_claim = 545
			}
		}
		hidden_effect = {
			news_event = {
				id = news.703
				hours = 12
			}
			POR = {
				country_event = {
					id = portugal.5
					hours = 1
				}
			}
		}
	}
}
### Entity: Technology
Component: GER_assault_guns
Constructs: research_cost
Source: game
File: common/technologies/r56_techs.txt

Code:
technology = {
	research_cost = 1
	allow = {
		always = no
	}
	category_tank_destroyers = {
		ap_attack = 0.05
	}
}
### Entity: Idea
Component: AFG_flames_of_the_revolution
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_flames_of_the_revolution = {
	picture = SPR_torchbearers_of_tomorrow
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	removal_cost = -1
	modifier = {
		justify_war_goal_time = -0.25
		drift_defence_factor = 0.1
		subversive_activites_upkeep = -0.25
	}
}
### Entity: Character
Component: CMR_ncm
Source: game
File: common/characters/CMR.txt

Code:
CMR_ncm = {
	advisor = {
		slot = navy_chief
		idea_token = CMR_ncm
		allowed = {
			original_tag = CMR
		}
		traits = {
			navy_chief_maneuver_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_3
		}
	}
}
### Entity: Character
Component: CHA_mt
Source: game
File: common/characters/CHA.txt

Code:
CHA_mt = {
	advisor = {
		slot = theorist
		idea_token = CHA_mt
		ledger = army
		allowed = {
			original_tag = CHA
		}
		traits = {
			military_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_6
		}
	}
}
### Entity: Country History
Country: LIB
Component: LIB_characters
Constructs: recruit_character, create_country_leader
Source: game
File: history/countries/LIB - Liberia.txt

Code:
# Leaders & Characters for LIB
recruit_character = LIB_edgar_cailloux LIB_andre_fields LIB_james_brooks LIB_won_loy_chan LIB_benton_stukes LIB_reginald_brandon LIB_aaron_pinn LIB_john__r_fox LIB_samuel_nell LIB_joseph_smith LIB_stewart_holland LIB_benjamin_o_davis LIB_george_remond LIB_iver_virgin
create_country_leader = {
	name = Edwin Barclay
	desc = POLITICS_EDWIN_BARCLAY_DESC
	picture = GFX_portrait_lib_edwin_barclay
	expire = 1965.1.1
	ideology = conservatism
	traits = {

	}
}
### Entity: Unit Leader
Component: 10
Source: game
File: common/unit_leader/00_attack_skills.txt

Code:
10 = {
	cost = 51200
	type = corps_commander
	modifier = {
		offence = 0.25
	}
}
### Entity: Unit Template
Component: EGY_MTN_01
Source: game
File: common/units/names_divisions/ARBC_names_divisions.txt

Code:
EGY_MTN_01 = {
	name = Mountain Divisions
	for_countries = {
		ALG EGY ERI JOR KUW LBA LEB MOR MRT PAL QAT SOM SUD SYR TUN UAE WES
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	link_numbering_with = {
		EGY_INF_01
	}
	fallback_name = al-Mushati al-%dr
	ordered = {
		20 = {
			al-Mushati al-%dr
		}
		21 = {
			al-Mushati al-%dr
		}
		22 = {
			al-Mushati al-%dr
		}
		23 = {
			al-Mushati al-%dr
		}
		24 = {
			al-Mushati al-%dr
		}
		25 = {
			al-Mushati al-%dr
		}
		26 = {
			al-Mushati al-%dr
		}
		27 = {
			al-Mushati al-%dr
		}
		28 = {
			al-Mushati al-%dr
		}
		29 = {
			al-Mushati al-%dr
		}
		30 = {
			al-Mushati al-%dr
		}
	}
}
### Entity: Event
Component: wuw_GER_civil_war.4
Constructs: is_triggered_only, ai_chance, limit, remove_ideas, add_stability, has_idea, swap_ideas, remove_idea
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_civil_war.4
	title = wuw_GER_civil_war.4.t
	desc = wuw_GER_civil_war.4.desc
	picture = GFX_report_event_german_advisors_remain
	is_triggered_only = yes
	option = {
		name = wuw_GER_civil_war.4.a
		ai_chance = {
			base = 80
		}
		IF = {
			limit = {
				has_idea = GER_bismarckjugend_idea
			}
			remove_ideas = GER_bismarckjugend_idea
			custom_effect_tooltip = generic_skip_one_line_tt
			add_stability = 0.05
		}
		ELSE_IF = {
			limit = {
				has_idea = GER_eiserne_front_idea
			}
			remove_ideas = GER_eiserne_front_idea
			custom_effect_tooltip = generic_skip_one_line_tt
			add_stability = 0.05
		}
	} {
		name = wuw_GER_civil_war.4.b
		ai_chance = {
			base = 20
		}
		IF = {
			limit = {
				has_idea = GER_bismarckjugend_idea
			}
			swap_ideas = {
				remove_idea = GER_bismarckjugend_idea
				add_idea = GER_weakened_bismarckjugend_idea
			}
		}
		ELSE_IF = {
			limit = {
				has_idea = GER_eiserne_front_idea
			}
			swap_ideas = {
				remove_idea = GER_eiserne_front_idea
				add_idea = GER_weakened_eiserne_front_idea
			}
		}
	}
}
### Entity: Event
Component: china.10
Constructs: is_triggered_only, limit, has_country_flag, add_political_power, add_manpower, clr_country_flag
Source: game
File: events/China.txt

Code:
country_event = {
	id = china.10
	title = china.10.t
	desc = china.10.d
	picture = GFX_report_event_chinese_soldiers_fighting
	is_triggered_only = yes
	option = {
		name = china.10.a
		if = {
			limit = {
				PRC = {
					has_country_flag = CCW_major_attack
				}
			}
			add_political_power = -100
			add_manpower = -50000
		} {
			limit = {
				PRC = {
					has_country_flag = CCW_medium_attack
				}
			}
			add_political_power = -50
			add_manpower = -5000
		} {
			limit = {
				PRC = {
					has_country_flag = CCW_minor_attack
				}
			}
			add_political_power = -25
			add_manpower = -500
		}
		PRC = {
			country_event = {
				id = china.12
			}
			clr_country_flag = CCW_major_attack CCW_medium_attack CCW_minor_attack
		}
	}
}
### Entity: Character
Component: TUR_zeki_velidi_togan
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/TUR.txt

Code:
TUR_zeki_velidi_togan = {
	name = TUR_zeki_velidi_togan
	portraits = {
		army = {
			small = GFX_idea_tur_zeki_velidi_togan
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = TUR_zeki_velidi_togan
		allowed = {
			original_tag = TUR
			has_dlc = Battle for the Bosporus
		}
		available = {
			OR = {
				has_completed_focus = TUR_establish_the_committee_of_pan_turkism TUR_misak_i_milli
			}
		}
		traits = {
			pan_turkic_doyen
		}
	}
}
### Entity: Character
Component: CHI_li_zongren
Source: game
File: common/characters/CHI.txt

Code:
CHI_li_zongren = {
	name = CHI_li_zongren
	portraits = {
		army = {
			large = GFX_portrait_li_zongren
			small = GFX_idea_CHI_li_zongren
		}
	}
	advisor = {
		slot = army_chief
		idea_token = CHI_li_zongren
		allowed = {
			original_tag = CHI
		}
		traits = {
			army_chief_defensive_3
		}
		cost = 200
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Character
Component: LIE_johannes_ude
Constructs: has_autonomy_state
Source: game
File: common/characters/LIE.txt

Code:
LIE_johannes_ude = {
	name = Johannes Ude
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_europe_1
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = LIE_johannes_ude
		allowed = {
			original_tag = LIE
		}
		available = {
			always = no
			NOT = {
				has_autonomy_state = autonomy_supervised_state
			}
		}
		traits = {
			communist_revolutionary
		}
		cost = 150
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: turkey.132
Constructs: is_triggered_only, add_claim_by
Source: game
File: events/r56_turkey.txt

Code:
country_event = {
	id = turkey.132
	title = turkey.132.t
	desc = turkey.132.d
	picture = GFX_report_event_tur_sultan_in_istanbul
	is_triggered_only = yes
	option = {
		name = turkey.132.a
		TUR = {
			country_event = {
				id = turkey.133
				days = 1
			}
		}
		731 = {
			add_claim_by = BUL
		}
	} {
		name = turkey.132.b
		TUR = {
			country_event = {
				id = turkey.134
				days = 1
			}
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_empower_the_parliament
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_empower_the_parliament
	icon = GFX_goal_generic_parliament
	relative_position_id = AUS_franz_ferdinand_legacy
	x = -2
	y = 1
	prerequisite = {
		focus = AUS_franz_ferdinand_legacy
	}
	mutually_exclusive = {
		focus = AUS_cement_kaiser_power
	}
	cost = 5
	completion_reward = {
		add_timed_idea = {
			idea = AUS_empower_the_parliament
			days = 365
		}
	}
}
### Entity: Event
Component: naw_norway.70
Constructs: is_triggered_only, ai_chance, add_political_power, set_country_flag, set_cosmetic_tag
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.70
	title = naw_norway.70.t
	desc = naw_norway.70.d
	picture = GFX_report_event_medieval_norwegian_flag
	is_triggered_only = yes
	option = {
		name = naw_norway.70.a
		ai_chance = {
			base = 25
		}
	} {
		name = naw_norway.70.b
		ai_chance = {
			base = 25
		}
		set_country_flag = NOR_reinstated_aristocratic_titles
		custom_effect_tooltip = NOR_cosmetic_tag_enabled_tt
	} {
		name = naw_norway.70.c
		ai_chance = {
			base = 50
		}
		add_political_power = -10
		hidden_effect = {
			set_cosmetic_tag = NOR_kingdom
		}
		set_country_flag = NOR_reinstated_aristocratic_titles
		custom_effect_tooltip = NOR_cosmetic_tag_enabled_tt NOR_cosmetic_tag_switch_tt
	}
}
### Entity: Event
Component: turkey.117
Constructs: is_triggered_only, ai_chance, add_war_support, add_political_power, give_guarantee, give_military_access
Source: game
File: events/r56_turkey.txt

Code:
country_event = {
	id = turkey.117
	title = turkey.117.t
	desc = turkey.117.d
	picture = GFX_report_event_soviet_army_greeted
	is_triggered_only = yes
	option = {
		name = turkey.117.a
		ai_chance = {
			base = 100
		}
		add_political_power = 40
		add_war_support = 0.03
		give_guarantee = TUR
		TUR = {
			country_event = {
				id = turkey.118
				days = 1
			}
			give_military_access = SOV
		}
	} {
		name = turkey.117.b
		TUR = {
			country_event = {
				id = turkey.119
				days = 1
			}
		}
	}
}
### Entity: Event
Component: wtt_political_organisation.7
Constructs: is_triggered_only
Source: game
File: events/WTT_china_political_power_struggle.txt

Code:
country_event = {
	id = wtt_political_organisation.7
	title = wtt_political_organisation.7.t
	desc = wtt_political_organisation.7.desc
	picture = GFX_report_event_generic_rally2
	is_triggered_only = yes
	option = {
		name = wtt_political_organisation.7.a
	}
}
### Entity: Idea
Component: POR_restoring_the_portuguese_high_seas_armada_2_r56
Constructs: removal_cost, screening_efficiency
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_restoring_the_portuguese_high_seas_armada_2_r56 = {
	name = POR_restoring_the_portuguese_high_seas_armada_r56
	removal_cost = -1
	picture = generic_navy_cruiser_warfare
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		original_tag = POR
	}
	modifier = {
		navy_org_factor = 0.1
		naval_defense_factor = 0.1
		screening_efficiency = 0.1
		positioning = 0.1
	}
}
### Entity: Trigger Reference
Construct: can_select_trait
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## can_select_trait

* Supported Scopes: CHARACTER, COMBATANT
* Supported Targets: none

```
check if leader can select a trait
```
### Entity: National Focus
Tree: tur_focus
Component: TUR_kemalisms_next_step_forward
Constructs: prerequisite, completion_reward, add_political_power, set_party_name, add_country_leader_role
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_kemalisms_next_step_forward
	icon = GFX_focus_generic_air_defense
	prerequisite = {
		focus = TUR_revolution_not_reform
	}
	mutually_exclusive = {
		focus = TUR_lead_the_underground_komunist_partisi
	}
	x = 2
	y = 2
	relative_position_id = TUR_revolution_not_reform
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		communism = > 0.15
	}
	completion_reward = {
		add_political_power = 60
		set_party_name = {
			ideology = communism
			long_name = TUR_neutrality_party_long
			name = TUR_neutrality_party
		}
		add_country_leader_role = {
			character = TUR_sevket_sureyya_aydemir
			country_leader = {
				ideology = marxism
				traits = {
					patriotic_socialist
				}
				expire = 1965.1.1
			}
			promote_leader = yes
		}
		custom_effect_tooltip = TUR_kemalisms_next_step_forward_tt TUR_nationalist_policies_tt TUR_nationalist_policies2_tt
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_TUR_KEMALISM
	}
}
### Entity: State History
Component: 547
Constructs: add_core_of
Source: game
File: history/states/547-East Africa.txt

Code:
state = {
	id = 547
	name = STATE_547
	manpower = 1085440
	state_category = rural
	history = {
		owner = ENG
		buildings = {
			infrastructure = 2
			industrial_complex = 1
		}
		victory_points = {
			1939 2
		}
		add_core_of = KEN
	}
	provinces = {
		1939 2066 5079 10962 13135
	}
	buildings_max_level_factor = 1.0
	local_supplies = 6.0
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_restore_sicilyan_emirate
Constructs: prerequisite, limit, completion_reward, add_dynamic_modifier, every_other_country, is_in_faction_with, is_subject_of, is_core_of
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_restore_sicilyan_emirate
	icon = GFX_goal_generic_attack_italy
	prerequisite = {
		focus = PAL_help_akh_banna
	}
	x = 0
	y = 2
	relative_position_id = PAL_help_akh_banna
	cost = 5
	ai_will_do = {
		factor = 1
	}
	will_lead_to_war_with = PER AFG
	completion_reward = {
		115 = {
			add_dynamic_modifier = {
				modifier = r56_PAL_reclaim_sicilly
				scope = PAL
				days = 180
			}
		}
		every_other_country = {
			limit = {
				NOT = {
					is_in_faction_with = ROOT
				} {
					is_subject_of = ROOT
				}
				any_owned_state = {
					OR = {
						is_core_of = SCI
					}
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = annex_everything
					expire = 0
				}
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3ABasic_machine_tools.png.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 | Hide file links

The following pages link to File:Basic machine tools.png:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Hearts of Iron 4 Wiki (file link) ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:Basic_machine_tools.png"
### Entity: National Focus
Tree: sia_focus
Component: SIA_rewrite_the_1932_constitution_r56
Constructs: prerequisite, add_ideas, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_rewrite_the_1932_constitution_r56
	prerequisite = {
		focus = SIA_pridis_premiership_r56
	}
	icon = GFX_goal_siam_democracy
	cost = 8
	ai_will_do = {
		base = 3
	}
	x = -1
	y = 1
	relative_position_id = SIA_pridis_premiership_r56
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	available = {
		SIA_pridis_premiership_r56_branch_trigger = yes
	}
	completion_reward = {
		add_political_power = 75
		add_popularity = {
			ideology = fascism
			popularity = -0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = SIA_towards_a_peoples_democracy_r56
	}
}
### Entity: AI Strategy
Component: EAI_cv_naval_bomber
Constructs: has_tech
Source: game
File: common/ai_equipment/EAI_air_naval_bomber_cv.txt

Code:
EAI_cv_naval_bomber = {
	category = air
	roles = {
		air_cv_naval_bomber
	}
	priority = {
		base = 0
		modifier = {
			add = 25000
			EAI_CV_aircraft_production = yes
			has_tech = basic_torpedo
			NOT = {
				EAI_CV_AIR_design_priority = yes
			}
		}
	}
	BASIC_CV_NAVAL_BOMBER = {
		priority = {
			base = 0
			modifier = {
				add = 100
				has_tech = basic_small_airframe engines_2
			} {
				add = -500
				has_tech = improved_small_airframe engines_3
			}
		}
		target_variant = {
			type = cv_small_plane_naval_bomber_airframe_1
			match_value = 1
			modules = {
				fixed_main_weapon_slot = {
					module = torpedo_mounting
				}
				fixed_auxiliary_weapon_slot_1 = empty
				engine_type_slot = > engine_1_1x
				special_type_slot_1 = {
					module = self_sealing_fuel_tanks_small empty
				}
				special_type_slot_2 = {
					module = armor_plate_small empty
				}
			}
		}
		allowed_modules = {
			plane_engine_type torpedo_mounting torpedo_mounting_2 torpedo_mounting_3 drop_tanks fuel_tanks_small floats self_sealing_fuel_tanks_small armor_plate_small
		}
	}
	IMPROVED_CV_NAVAL_BOMBER = {
		priority = {
			base = 0
			modifier = {
				add = 100
				has_tech = improved_small_airframe engines_3
			} {
				add = -500
				has_tech = advanced_small_airframe engines_3
			}
		}
		target_variant = {
			type = cv_small_plane_naval_bomber_airframe_2
			match_value = 1
			modules = {
				fixed_main_weapon_slot = {
					module = torpedo_mounting_3 torpedo_mounting_2 torpedo_mounting
				}
				fixed_auxiliary_weapon_slot_1 = empty
				fixed_auxiliary_weapon_slot_2 = empty
				engine_type_slot = > engine_2_1x
				special_type_slot_1 = {
					module = self_sealing_fuel_tanks_small empty
				}
				special_type_slot_2 = {
					module = armor_plate_small empty
				}
				special_type_slot_3 = {
					module = armor_plate_small empty
				}
			}
		}
		allowed_modules = {
			plane_engine_type torpedo_mounting torpedo_mounting_2 torpedo_mounting_3 drop_tanks fuel_tanks_small floats self_sealing_fuel_tanks_small armor_plate_small
		}
	}
	ADVANCED_CV_NAVAL_BOMBER = {
		priority = {
			base = 0
			modifier = {
				add = 100
				has_tech = advanced_small_airframe engines_3
			} {
				add = -500
				has_tech = modern_small_airframe jet_engines
			}
		}
		target_variant = {
			type = cv_small_plane_naval_bomber_airframe_3
			match_value = 1
			modules = {
				fixed_main_weapon_slot = {
					mod
# ... (truncated)