Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Military Industrial Organization
Component: generic_mobile_tank_organization
Constructs: equipment_bonus, maximum_speed, production_bonus, build_cost_ic
Source: game
File: common/military_industrial_organization/organizations/00_generic_organization.txt

Code:
generic_mobile_tank_organization = {
	icon = GFX_idea_generic_tank_manufacturer_3
	allowed = {
		always = no
	}
	equipment_type = {
		armor
	}
	research_categories = {
		mio_cat_tech_all_armor_and_modules
	}
	tree_header_text = {
		text = mio_header_engine_and_suspension
		x = 1
	} {
		text = mio_header_armor_and_armaments
		x = 7
	}
	initial_trait = {
		name = generic_mio_initial_trait_fast_tanks_designer
		equipment_bonus = {
			armor_value = -0.05
			reliability = -0.05
			maximum_speed = 0.1
		}
	}
	trait = {
		token = generic_mio_trait_improved_boogies
		name = generic_mio_trait_improved_boogies
		icon = GFX_generic_mio_department_icon_tank_general_engine
		position = {
			x = 1
			y = 0
		}
		equipment_bonus = {
			maximum_speed = 0.02
			reliability = 0.05
		}
	} {
		token = generic_mio_engine_optimization
		name = generic_mio_engine_optimization
		icon = GFX_generic_mio_trait_icon_maximum_speed
		position = {
			x = -1
			y = 1
		}
		relative_position_id = generic_mio_trait_improved_boogies
		all_parents = {
			generic_mio_trait_improved_boogies
		}
		mutually_exclusive = {
			generic_mio_reduced_fuel_usage
		}
		equipment_bonus = {
			maximum_speed = 0.05
		}
	} {
		token = generic_mio_reduced_fuel_usage
		name = generic_mio_reduced_fuel_usage
		icon = GFX_generic_mio_trait_icon_fuel_consumption
		position = {
			x = 1
			y = 1
		}
		relative_position_id = generic_mio_trait_improved_boogies
		all_parents = {
			generic_mio_trait_improved_boogies
		}
		mutually_exclusive = {
			generic_mio_engine_optimization
		}
		equipment_bonus = {
			fuel_consumption = -0.05
		}
	} {
		token = generic_mio_improved_ventilation
		name = generic_mio_improved_ventilation
		icon = GFX_generic_mio_trait_icon_defense
		position = {
			x = 1
			y = 1
		}
		relative_position_id = generic_mio_engine_optimization
		any_parent = {
			generic_mio_engine_optimization generic_mio_reduced_fuel_usage
		}
		equipment_bonus = {
			defense = 0.05
		}
	} {
		token = generic_mio_improved_tracks_and_suspension
		name = generic_mio_improved_tracks_and_suspension
		icon = GFX_generic_mio_trait_icon_breakthrough
		position = {
			x = 0
			y = 2
		}
		relative_position_id = generic_mio_improved_ventilation
		all_parents = {
			generic_mio_improved_ventilation
		}
		equipment_bonus = {
			breakthrough = 0.05
			maximum_speed = 0.05
		}
	} {
		token = generic_mio_sloping_armor
		name = gener
# ... (truncated)
### Entity: Effect Reference
Construct: state_event
Constructs: state_event, random_hours, random_days
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## state_event

* Supported Scopes: STATE, COUNTRY
* Supported Targets: none

```
Fires a state event.
Example:
state_event = {
	id = usa.61 # The event to fire.
	# Optional Fields:
	hours = 12 # The number of hours to wait before firing the event.
	days = 5 # The number of days to wait before firing the event.
	months = 1 # The number of months to wait before firing the event, where a month is treated as 30 days.
		# Note:  hours, days, and months can all be used and will simply be added together.
	random_hours = 18 # A random amount of hours to be added to the delay before firing, from 0 up to but not including random_hours.
	random_days = 2 # A random amount of days to be added to the delay before firing, from 0 up to but one hour less than random_days.
		# Note:  random_hours and random_days can both be used and will simply be added together.
	random = 6 # Equivalent to random_hours; preserverd for backwards compatibility.
	random = { chance = 50 ... } # Specify a set of child effects to execute as part of this effect, with a percentage chance of randomly happening or not (as a group, not individually).
	tooltip = usa.61.t # Manually specify which tooltip to use for this effect.
	trigger_for = GER # Indicate which country this state effect applies to. Value can be any of the following:
		# controller - The country that currently controls the state.
		# owner - The country that currently owns the state.
		# occupied - The country that has been occupied in the state by the current controller.
		# from - The country of the from scope.
		# prev - The country of the prev scope.
		# root - The country of the root scope.
		# TAG - A hard-coded country tag such as GER or ENG.
}

```
### Entity: Character
Component: MAD_marie_louise_i
Source: game
File: common/characters/MAD.txt

Code:
MAD_marie_louise_i = {
	name = Marie-Louise I
	portraits = {
		civilian = {
			large = gfx/leaders/MAD/r56_portrait_MAD_Marie-Louise.dds
		}
	}
	country_leader = {
		ideology = constitutional_monarchy
		expire = 1965.1.1
		id = -1
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_INVASION_air_region_182
Constructs: has_country_flag, check_variable, is_in_array
Source: game
File: common/ai_strategy/EAI_MILITARY_naval_strategies.txt

Code:
EAI_MILITARY_INVASION_air_region_182 = {
	enable = {
		check_variable = {
			EAI_MILITARY_INVASION_objectives^num = > 0
		}
		NOT = {
			has_country_flag = EAI_MILITARY_INVASION_planning_phase
		}
		is_in_array = {
			EAI_MILITARY_INVASION_air_regions = 182
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = strategic_air_importance
		id = 182
		value = 25000
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_revive_the_kaiserreich
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_government, has_country_flag, completion_reward, allow_branch
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_revive_the_kaiserreich
	icon = GFX_focus_ger_revive_kaiserreich
	prerequisite = {
		focus = GER_secure_the_new_state
	}
	mutually_exclusive = {
		focus = GER_reestablish_free_elections
	}
	bypass = {
		has_country_flag = GER_mackensen_dead
		NOT = {
			has_government = democratic
		}
	}
	allow_branch = {
		NOT = {
			has_dlc = Gotterdammerung
		}
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				OR = {
					has_completed_focus = GER_remilitarize_the_rhineland GER_reestablish_free_elections
				}
			}
		}
	}
	offset = {
		x = 1
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = GER_revive_the_kaiserreich
		}
	}
	available = {
		is_subject = no
	}
	x = -1
	y = 1
	relative_position_id = GER_secure_the_new_state
	cost = 10
	ai_will_do = {
		factor = 3
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = GER_revive_the_kaiserreich
		custom_effect_tooltip = GER_revive_the_kaiserreich_tt
		hidden_effect = {
			set_cosmetic_tag = GER_german_empire
		} {
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
		set_party_name = {
			ideology = neutrality
			long_name = GER_neutrality_party_kaiserreich_long
			name = GER_neutrality_party_kaiserreich
		}
		set_rule = {
			can_send_volunteers = yes
		}
		add_named_threat = {
			threat = 5
			name = GER_revive_the_kaiserreich
		}
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_adapt_the_five_year_plan
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_adapt_the_five_year_plan
	icon = GFX_five_year_plan_continue
	cost = 10
	prerequisite = {
		focus = CUB_overthrow_the_menocal_government
	}
	relative_position_id = CUB_overthrow_the_menocal_government
	x = -2
	y = 1
	completion_reward = {
		add_ideas = CUB_cuban_five_year_plan
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: quebec.4
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/Quebec.txt

Code:
country_event = {
	id = quebec.4
	title = quebec.4.t
	desc = quebec.4.d
	fire_only_once = yes
	picture = GFX_report_event_generic_usa_treaty
	is_triggered_only = yes
	option = {
		name = quebec.4.a
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_islamic_reading_rooms
Constructs: prerequisite, completion_reward, add_research_slot, set_variable
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_islamic_reading_rooms
	icon = GFX_goal_generic_islamic_education
	prerequisite = {
		focus = PAL_the_hamidian_model
	}
	x = 2
	y = 1
	relative_position_id = PAL_the_hamidian_model
	cost = 7.2
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_research_slot = 1
		set_variable = {
			PAL_add_religion = -15
		}
		PAL_religion_add = yes
		custom_effect_tooltip = PAL_conservative_up_moderate
	}
}
### Entity: State History
Component: 525
Constructs: add_core_of
Source: game
File: history/states/525-South Korea.txt

Code:
state = {
	id = 525
	name = STATE_525
	manpower = 6961368
	state_category = town
	resources = {

	}
	history = {
		owner = JAP
		add_core_of = KOR
		buildings = {
			infrastructure = 2
			arms_factory = 1
		}
		victory_points = {
			7125 3
		}
	}
	provinces = {
		1100 7125 7221 10036
	}
	local_supplies = 0.0
}
### Entity: Intelligence Agency
Component: branch_defense
Source: game
File: common/intelligence_agency_upgrades/intelligence_agency_upgrades.txt

Code:
branch_defense = {
	upgrade_passive_defense = {
		picture = GFX_agency_defense_department
		frame = GFX_upgrade_frame_defense
		sound = Spy_Agency_Defense_Upgrades_Confirm
		ai_will_do = {
			factor = 2
		}
		modifiers_during_progress = {
			civilian_factory_use = 5
		}
		level = {
			modifier = {
				intelligence_agency_defense = 1.5
			}
		} {
			modifier = {
				intelligence_agency_defense = 1.25
			}
		} {
			modifier = {
				intelligence_agency_defense = 1
			}
		} {
			modifier = {
				intelligence_agency_defense = 1
			}
		}
	}
	upgrade_anti_partisan = {
		picture = GFX_agency_anti_partisan
		sound = Spy_Agency_Defense_Upgrades_Confirm
		ai_will_do = {
			factor = 1
		}
		modifiers_during_progress = {
			civilian_factory_use = 5
		}
		level = {
			modifier = {
				root_out_resistance_effectiveness_factor = 0.25
			}
		} {
			modifier = {
				root_out_resistance_effectiveness_factor = 0.25
			}
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_improve_the_road_system
Constructs: every_owned_state, prerequisite, limit, completion_reward, has_state_flag, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_improve_the_road_system
	prerequisite = {
		focus = BUL_acquire_modern_tools
	}
	icon = GFX_goal_generic_construction
	relative_position_id = BUL_acquire_modern_tools
	x = -11
	y = 1
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		every_owned_state = {
			limit = {
				has_state_flag = BUL_initial_bulgarian_state_flag
				NOT = {
					state = 48
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		48 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			} {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Order of Battle
Component: Anti-Nacistas Div 1
Constructs: division_template
Source: game
File: history/units/r56_chile_major_uprising_counter.txt

Code:
division = {
	name = Anti-Nacistas Div 1
	location = 5228
	division_template = Anti-Nacistas Brigades
	start_equipment_factor = 0.99
	start_experience_factor = 0.01
}
### Entity: Idea
Component: IRQ_religious_schism
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_iraq.txt

Code:
IRQ_religious_schism = {
	allowed = {
		original_tag = IRQ
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = SOV_scientist_defect
	removal_cost = -1
	modifier = {
		stability_factor = -0.1
		political_power_cost = 0.1
	}
}
### Entity: Scripted Trigger
Component: EAI_fire_control_MODULE_FOCUS
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_fire_control_MODULE_FOCUS = {
	num_of_naval_factories = > 1
	OR = {
		check_variable = {
			EAI_FOCUS/NAVY/destroyer = global.EAI_A_DD_DESIGN
		} {
			EAI_FOCUS/NAVY/destroyer = global.EAI_B_DD_DESIGN
		} {
			EAI_FOCUS/NAVY/battlecruiser = global.EAI_ON
		} {
			EAI_FOCUS/NAVY/battleship = global.EAI_A_BB_DESIGN
		} {
			EAI_FOCUS/NAVY/battleship = global.EAI_B_BB_DESIGN
		} {
			EAI_FOCUS/NAVY/heavy_cruiser = global.EAI_ON
		} {
			EAI_FOCUS/NAVY/light_cruiser = global.EAI_ON
		}
	}
}
### Entity: Event
Component: wtt_border_conflict_canceled_defender.1
Constructs: is_triggered_only, limit, has_country_flag, add_political_power, save_event_target_as, clr_state_flag, set_country_flag, clear_variable
Source: game
File: events/WTT_border_conflict_events.txt

Code:
country_event = {
	id = wtt_border_conflict_canceled_defender.1
	title = wtt_border_conflict_canceled_defender.1.t
	desc = wtt_border_conflict_canceled_defender.1.desc
	picture = GFX_report_event_chinese_soldiers_mountain
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			save_event_target_as = our_country
			FROM = {
				save_event_target_as = our_state
				clr_state_flag = border_incident_active
			}
			FROM.FROM = {
				save_event_target_as = their_country
			}
			FROM.FROM.FROM = {
				save_event_target_as = their_state
				clr_state_flag = border_incident_active
			}
			set_country_flag = show_effect_tooltips
			clear_variable = attacker_state_vs_@FROM.FROM defender_state_vs_@FROM.FROM
		}
	}
	option = {
		name = wtt_border_conflict_canceled_defender.1.a
		army_experience = 30
		add_political_power = 50
		if = {
			limit = {
				has_country_flag = show_effect_tooltips
			}
			event_target:their_country = {
				effect_tooltip = {
					army_experience = 15
				}
			}
			clr_country_flag = show_effect_tooltips
		}
	}
}
### Entity: Order of Battle
Component: air_wing_678
Source: game
File: history/units/WAF_1936.txt

Code:
air_wings = {
	678 = {
		fighter_equipment_0 = {
			owner = WAF
			amount = 100
		}
	}
}
### Entity: Modifier Reference
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3ATraded_factories.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
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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:Traded_factories.png"
### Entity: Idea
Component: QUE_purge_nonauth
Constructs: democratic_drift, communism_drift, neutrality_drift
Source: game
File: common/ideas/quebec.txt

Code:
QUE_purge_nonauth = {
	allowed_civil_war = {
		always = no
	}
	picture = chi_war_of_resistance2
	modifier = {
		democratic_drift = -0.05
		communism_drift = -0.05
		neutrality_drift = 0.03
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_strong_leader_genden
Constructs: has_completed_focus, prerequisite, completion_reward, has_country_leader, add_country_leader_trait
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_strong_leader_genden
	icon = GFX_goal_MON_genden_leader
	x = 6
	y = 1
	relative_position_id = MON_sabotage_great_khural
	cost = 5
	prerequisite = {
		focus = MON_sabotage_great_khural MON_return_of_prodigal_son
	}
	available = {
		has_country_leader = {
			character = MON_peljidiin_genden
			ruling_only = yes
		}
		NOT = {
			has_completed_focus = MON_search_new_bogd_khan MON_shelter_the_banished
		}
	}
	ai_will_do = {
		factor = 30
	}
	mutually_exclusive = {
		focus = MON_stabilize_the_country
	}
	completion_reward = {
		add_country_leader_trait = strongman
		activate_mission = MON_soviet_backed_coup
		custom_effect_tooltip = MON_civil_wars_missions_helping_tt
		MON_soviet_low_influence_decrease_effect = yes
	}
	search_filters = {
		FOCUS_FILTER_INFLUENCE_DECREASE
	}
}
### Entity: Event
Component: kmt.247
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, add_to_faction, add_ai_strategy
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.247
	title = kmt.247.t
	desc = kmt.247.d
	picture = GFX_report_event_fascist_gathering
	is_triggered_only = yes
	option = {
		name = kmt.247.a
		GER = {
			add_to_faction = CHI
		}
		CHI = {
			add_ai_strategy = {
				type = alliance
				id = GER
				value = 200
			}
		}
		hidden_effect = {
			news_event = {
				hours = 6
				id = kns.7
			}
		}
	} {
		name = kmt.247.b
		ai_chance = {
			base = 0
		}
		CHI = {
			add_opinion_modifier = {
				target = GER
				modifier = GER_CHI_join_germany_reject
			}
		}
		hidden_effect = {
			news_event = {
				hours = 6
				id = kns.8
			}
		}
	}
}
### Entity: Decision
Component: UKR_defeat_soviet_category
Constructs: has_war_with, add_war_support, add_stability, fire_only_once, is_in_faction, has_global_flag, complete_effect, white_peace
Source: game
File: common/decisions/UKR.txt

Code:
UKR_defeat_soviet_category = {
	UKR_defeat_soviet = {
		allowed = {
			tag = UKR
			has_war_with = SOV
		}
		icon = GFX_decision_category_SOV_civil_war
		available = {
			original_tag = UKR
			OR = {
				UKR = {
					controls_state = 227 228 221 202
				}
				SOV = {
					surrender_progress = > 0.09
				}
			}
			has_war_with = SOV
			UKR = {
				is_in_faction = no
			}
		}
		fire_only_once = yes
		visible = {
			has_war_with = SOV
			NOT = {
				has_global_flag = ukraine_wins
			}
		}
		complete_effect = {
			SOV = {
				country_event = ukraine.1
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				UKR = {
					transfer_state = 137
					white_peace = SOV
				}
			}
		}
		ai_will_do = {
			factor = 20000
		}
	}
	UKR_surrender = {
		allowed = {
			tag = UKR
			has_war_with = SOV
		}
		icon = GFX_decision_hol_war_on_pacifism
		available = {
			original_tag = UKR
			has_full_control_of_state = 202
			has_war_with = SOV
			UKR = {
				is_in_faction = no
			}
			NOT = {
				UKR = {
					surrender_progress = > 0.45
				}
			}
		}
		fire_only_once = yes
		visible = {
			has_war_with = SOV
			NOT = {
				has_global_flag = ukraine_wins
			}
		}
		complete_effect = {
			add_stability = -0.1
			add_war_support = -0.2
			remove_state_core = 137 227 228
			add_state_claim = 137 227 228
			SOV = {
				transfer_state = 228 227 200 196
				white_peace = UKR
			}
		}
		ai_will_do = {
			factor = 0
			modifier = {
				add = 1
				UKR = {
					has_war_with = SOV
					surrender_progress = > 0.35
				}
			}
		}
	}
	UKR_request_help_LON = {
		allowed = {
			tag = UKR
			has_war_with = SOV
		}
		icon = GFX_decision_category_SWI_federal_council
		available = {
			original_tag = UKR
			has_war_with = SOV
			UKR = {
				is_in_faction = no
			}
		}
		cost = 10
		fire_only_once = yes
		visible = {
			has_war_with = SOV
			NOT = {
				has_global_flag = ukraine_wins
			}
		}
		days_remove = 14
		remove_effect = {
			hidden_effect = {
				random_list = {
					80 = {
						country_event = {
							id = toykan.15
						}
					}
					20 = {
						country_event = {
							id = toykan.16
						}
					}
				}
			}
		}
		ai_will_do = {
			factor = 2110
		}
	}
	UKR_guarantee_blr = {
		allowed = {
			tag = UKR
			has_war_with = SOV
		}
		icon = GFX_decision_hol_exchange_intelligence_data
		available = {
			BLR = {
				is_in_faction = no
				is_subject = no
			}
			original_t
# ... (truncated)
### Entity: Character
Component: SOV_georgy_zhukov
Constructs: has_completed_focus, limit, has_character_flag
Source: game
File: common/characters/SOV.txt

Code:
SOV_georgy_zhukov = {
	name = SOV_georgy_zhukov
	portraits = {
		army = {
			small = GFX_idea_georgy_zhukov
			large = GFX_portrait_SOV_georgy_zhukov
		}
	}
	corps_commander = {
		traits = {
			media_personality armor_officer war_hero winter_specialist
		}
		skill = 5
		attack_skill = 5
		defense_skill = 2
		planning_skill = 4
		logistics_skill = 5
		legacy_id = 410
		visible = {
			NOT = {
				has_character_flag = SOV_exiled_flag
			}
		}
	}
	advisor = {
		cost = 150
		slot = theorist
		idea_token = georgy_zhukov
		ledger = army
		allowed = {
			original_tag = SOV
		}
		available = {
			has_completed_focus = SOV_positive_heroism
			if = {
				limit = {
					has_character_flag = SOV_exiled_flag
				}
				NOT = {
					has_character_flag = SOV_exiled_flag
				}
			}
		}
		traits = {
			mass_assault_expert
		}
		ai_will_do = {
			base = 2
		}
	}
}
### Entity: Character
Component: BRI_coi
Source: game
File: common/characters/BRI.txt

Code:
BRI_coi = {
	advisor = {
		slot = political_advisor
		idea_token = BRI_coi
		allowed = {
			original_tag = BRI
		}
		traits = {
			captain_of_industry
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_1
		}
	}
}
### Entity: Scripted Effect
Component: d_add_tech
Constructs: set_technology
Source: game
File: common/scripted_effects/zz_debug_effects.txt

Code:
d_add_tech = {
	set_technology = {
		improved_infantry_weapons = 1
		popup = no
	}
	log = tech researched: improved_infantry_weapons
}
### Entity: Faction
Component: faction_template_regional_anti_democratic
Constructs: has_government, is_on_same_continent_as, change_leader_rule_manpower, change_leader_rule_industry
Source: game
File: common/factions/templates/generic_factions.txt

Code:
faction_template_regional_anti_democratic = {
	name = regional_anti_democratic_faction
	manifest = faction_manifest_suppress_regional_democracy
	icon = GFX_faction_logo_generic_11
	can_leader_join_other_factions = yes
	visible = {
		always = yes
		any_other_country = {
			has_government = democratic
			is_on_same_continent_as = ROOT
		}
	}
	available = {
		NOT = {
			has_government = democratic
		}
		any_other_country = {
			has_government = democratic
			is_on_same_continent_as = ROOT
		}
	}
	goals = {
		faction_goal_air_superiority faction_goal_strategic_bombing_campaign
	}
	default_rules = {
		joining_rule_non_democratic change_leader_rule_manpower change_leader_rule_industry
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_10
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_10 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 10
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 10
	}
}
### Entity: AI Strategy
Component: ai_focus_defense_PRC
Source: game
File: common/ai_focuses/PRC.txt

Code:
ai_focus_defense_PRC = {
	research = {
		defensive = 5.0
		radar_tech = 1.0
		construction_tech = 2.0
		artillery = 4.0
	}
}