Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ins_focus
Component: INS_the_bangka_project
Constructs: prerequisite, limit, has_country_flag, completion_reward, add_political_power, has_full_control_of_state, add_building_construction, add_dynamic_modifier
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_the_bangka_project
	icon = GFX_focus_generic_develop_bangka
	available = {
		has_full_control_of_state = 1047
	}
	prerequisite = {
		focus = INS_recovering_from_the_great_depression
	}
	x = -3
	y = 1
	relative_position_id = INS_recovering_from_the_great_depression
	cost = 5
	ai_will_do = {
		base = 1
		modifier = {
			add = 3
			date = > 1937.1.1
		} {
			factor = 0.5
			has_country_flag = INS_revolution_has_started
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		1047 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
			if = {
				limit = {
					any_province_building_level = {
						province = {
							id = 7384
							limit_to_border = no
						}
						building = naval_base
						level = < 4
					}
				}
				add_building_construction = {
					type = naval_base
					level = 3
					instant_build = yes
					province = 7384
				}
			}
			else_if = {
				limit = {
					any_province_building_level = {
						province = {
							id = 7384
							limit_to_border = no
						}
						building = naval_base
						level = < 5
					}
				}
				add_building_construction = {
					type = naval_base
					level = 2
					instant_build = yes
					province = 7384
				}
			} {
				limit = {
					any_province_building_level = {
						province = {
							id = 7384
							limit_to_border = no
						}
						building = naval_base
						level = < 6
					}
				}
				add_building_construction = {
					type = naval_base
					level = 1
					instant_build = yes
					province = 7384
				}
			}
			else = {
				ROOT = {
					add_political_power = 30
				}
			}
		}
		add_dynamic_modifier = {
			modifier = INS_bangka_bauxite_export
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ANaval_leader_rank_3.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Naval_leader_rank_3.png &#8206;(96 × 20 pixels, file size: 5 KB, MIME type: image/png)
### Entity: National Focus
Tree: fin_focus
Component: FIN_funds_from_kalevala_koru_oy
Constructs: prerequisite, completion_reward, has_war_with_major, add_timed_idea
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_funds_from_kalevala_koru_oy
	icon = GFX_focus_FIN_funds_from_kalevala_koru_oy
	prerequisite = {
		focus = FIN_social_democratic_womens_union
	} {
		focus = FIN_mineral_wealth
	}
	x = 0
	y = 2
	relative_position_id = FIN_social_democratic_womens_union
	cost = 5
	available = {
		has_war_with_major = yes
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_timed_idea = {
			idea = FIN_funds_from_kalevala_koru_oy
			days = 730
		}
	}
}
### Entity: Idea
Component: r56w_idea_minister_vfacure
Source: game
File: common/ideas/r56w_empire.txt

Code:
r56w_idea_minister_vfacure = {
	allowed = {
		original_tag = WHY
	}
	traits = {
		r56w_trait_minister_vfacure
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: PNG_awt
Source: game
File: common/characters/PNG.txt

Code:
PNG_awt = {
	advisor = {
		slot = theorist
		idea_token = PNG_awt
		ledger = air
		allowed = {
			original_tag = PNG
		}
		traits = {
			air_warfare_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_every_man_a_truck
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_every_man_a_truck
	icon = GFX_focus_CHL_domestic_production_of_the_willys_mb
	prerequisite = {
		focus = MEN_understanding_blitzkreig_doctine
	} {
		focus = MEN_motorization_of_the_army
	}
	relative_position_id = MEN_understanding_blitzkreig_doctine
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		army_experience = 15
		add_ideas = MEN_every_man_a_truck
		add_tech_bonus = {
			name = MEN_every_man_a_truck
			bonus = 0.5
			uses = 1
			ahead_reduction = 0.5
			category = motorized_equipment cat_mechanized_equipment
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT FOCUS_FILTER_ARMY_XP FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Trigger
Component: DIPLOMACY_OFFER_MILACC_ENABLE_TRIGGER
Constructs: limit, has_government, has_game_rule, allow_access
Source: game
File: common/scripted_triggers/diplomacy_scripted_triggers.txt

Code:
DIPLOMACY_OFFER_MILACC_ENABLE_TRIGGER = {
	if = {
		limit = {
			has_game_rule = {
				rule = allow_access
				option = FREE
			}
		}
		always = yes
	} {
		limit = {
			has_game_rule = {
				rule = allow_access
				option = SAME_IDEOLOGY
			}
		}
		custom_trigger_tooltip = {
			tooltip = RULE_ALLOW_MILITARY_ACCESS_SAME_IDEOLOGY_TT
			has_government = FROM
		}
	} {
		limit = {
			has_game_rule = {
				rule = allow_access
				option = BLOCKED
			}
		}
		custom_trigger_tooltip = {
			tooltip = RULE_ALLOW_MILITARY_ACCESS_BLOCKED_TT
			always = no
		}
	}
}
### Entity: Decision
Component: AST_war_is_coming_cat
Constructs: every_owned_state, limit, add_stability, fire_only_once, complete_effect, add_days_mission_timeout, remove_effect, random_owned_state
Source: game
File: common/decisions/AST.txt

Code:
AST_war_is_coming_cat = {
	AST_seize_civilian_industry = {
		desc = AST_seize_civilian_industry_desc
		icon = generic_industry
		visible = {

		}
		available = {

		}
		fire_only_once = yes
		days_remove = 90
		cost = 25
		complete_effect = {
			add_days_mission_timeout = {
				mission = AST_summon_the_cabinet_mission
				days = 60
			}
		}
		modifier = {
			civilian_factory_use = 1
		}
		remove_effect = {
			random_owned_state = {
				limit = {
					industrial_complex = > 0
				}
				prioritize = {
					519
				}
				add_building_construction = {
					type = industrial_complex
					level = -1
					instant_build = yes
				} {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			} {
				limit = {
					industrial_complex = > 0
				}
				prioritize = {
					286
				}
				add_building_construction = {
					type = industrial_complex
					level = -1
					instant_build = yes
				} {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			} {
				limit = {
					industrial_complex = > 0
				}
				prioritize = {
					517
				}
				add_building_construction = {
					type = industrial_complex
					level = -1
					instant_build = yes
				} {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		}
		ai_will_do = {
			factor = 5
		}
	}
	AST_scorch_the_north = {
		desc = AST_scorch_the_north_desc
		icon = generic_scorched_earth
		visible = {

		}
		available = {

		}
		fire_only_once = yes
		cost = 25
		complete_effect = {
			add_days_mission_timeout = {
				mission = AST_summon_the_cabinet_mission
				days = 60
			}
			custom_effect_tooltip = generic_skip_one_line_tt AST_scorch_the_north_tt
			effect_tooltip = {
				every_owned_state = {
					limit = {
						is_owned_by = ROOT
						infrastructure = > 0
						OR = {
							state = 870 520 872
						}
					}
					damage_building = {
						type = infrastructure
						damage = 3
					}
				}
			}
			set_country_flag = AST_scorch_the_north
		}
		ai_will_do = {
			factor = 1
			modifier = {
				is_historical_focus_on = yes
				factor = 0
			}
		}
	}
	AST_the_brisbane_line = {
		desc = AST_the_brisbane_line_desc
		icon = generic_fortification
		visible = {

		}
		available = {

		}
		fire_only_once = yes
		days_remove = 90
		cost = 100
		modifier = {
			civilian_factory_use = 2
		}
		complet
# ... (truncated)
### Entity: Event
Component: r56w.event.43
Constructs: is_triggered_only, create_country_leader, fire_only_once, clr_country_flag, set_country_flag
Source: game
File: events/r56w_events.txt

Code:
country_event = {
	id = r56w.event.43
	hidden = yes
	fire_only_once = yes
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			BEL = {
				kill_country_leader = yes
				create_country_leader = {
					name = Thinking Waffle
					picture = gfx/leaders/WHY/r56w_portrait_WHY_w_waffle.dds
					expire = 1965.1.1
					ideology = liberalism
					traits = {
						r56w_trait_leader_lycofluarop r56w_trait_leader_historical
					}
				} {
					name = Thinking Waffle
					picture = gfx/leaders/WHY/r56w_portrait_WHY_w_waffle.dds
					expire = 1965.1.1
					ideology = moderatism
					traits = {
						r56w_trait_leader_lycofluarop r56w_trait_leader_historical
					}
				} {
					name = Thinking Waffle
					picture = gfx/leaders/WHY/r56w_portrait_WHY_w_waffle.dds
					expire = 1965.1.1
					ideology = anarchist_communism
					traits = {
						r56w_trait_leader_lycofluarop r56w_trait_leader_historical
					}
				} {
					name = Thinking Waffle
					picture = gfx/leaders/WHY/r56w_portrait_WHY_w_waffle.dds
					expire = 1965.1.1
					ideology = rexism
					traits = {
						r56w_trait_leader_lycofluarop r56w_trait_leader_historical
					}
				}
			}
			news_event = {
				id = r56w.event.44
				days = 1
			}
			clr_country_flag = r56w_flag_toggle_toggle
			set_country_flag = r56w_flag_waffle_off
		}
	}
	option = {

	}
}
### Entity: Shared Focus
Tree: ply_focus
Component: PLY_introduce_motorization_technologies
Constructs: shared_focus, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_polynesian.txt

Code:
shared_focus = {
	id = PLY_introduce_motorization_technologies
	icon = GFX_goal_generic_army_motorized
	prerequisite = {
		focus = PLY_open_university
	}
	relative_position_id = PLY_open_university
	x = -1
	y = 1
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = MNC_introduce_motorization_technologies
			bonus = 1
			uses = 1
			category = motorized_equipment
		}
	}
}
### Entity: Idea
Component: Interceptor_pro
Constructs: removal_cost, cancel_if_invalid, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/add_effects_air_doc.txt

Code:
Interceptor_pro = {
	removal_cost = -1
	cancel_if_invalid = no
	equipment_bonus = {
		rocket_interceptor_equipment = {
			instant = yes
			build_cost_ic = -0.2
		}
		guided_missile_equipment = {
			instant = yes
			build_cost_ic = -0.3
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Modifier Reference
Component: GXC_warlord_army
Constructs: army_defence_factor, army_attack_factor, conscription_factor
Source: game
File: common/dynamic_modifiers/r56_china_and_co_dm.txt

Code:
GXC_warlord_army = {
	enable = {
		always = yes
	}
	icon = GFX_idea_chi_whampoa_military_academy
	experience_gain_army_factor = GXC_warlord_army_xp_factor
	surrender_limit = GXC_warlord_army_surrender_limit
	conscription_factor = GXC_warlord_army_rec_pop
	attrition = GXC_warlord_army_attrition
	max_planning_factor = GXC_warlord_army_max_planning
	land_doctrine_cost_factor = GXC_warlord_army_doc_cost
	army_attack_factor = GXC_warlord_army_attack
	army_defence_factor = GXC_warlord_army_defence
	army_core_attack_factor = GXC_warlord_army_core_attack
	army_core_defence_factor = GXC_warlord_army_core_defence
	out_of_supply_factor = GXC_warlord_army_supply_factor
	supply_consumption_factor = GXC_warlord_army_supply_cons
	training_time_factor = GXC_warlord_army_training_time_factor
	special_forces_cap = GXC_warlord_army_spec_cap
	special_forces_attack_factor = GXC_warlord_army_spec_attack
	army_armor_attack_factor = GXC_warlord_army_armor_attack
	production_speed_bunker_factor = GXC_warlord_army_fort
	army_artillery_attack_factor = GXC_warlord_army_arty
	terrain_penalty_reduction = GXC_warlord_army_terrain
}
### Entity: Unit Template
Component: FRA_CA_HISTORICAL
Source: game
File: common/units/names_ships/FRA_ship_names.txt

Code:
FRA_CA_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CA
	for_countries = {
		FRA
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser
	}
	fallback_name = %d Croiseur Lourd
	unique = {
		Algerié Indochine Syrie Le Liban Maroc Polynésie Tunisie Dahomey Côte d'Ivoire Cameroun Saint-Louis Henri IV Charlemagne Brennus Charles Martel Vercingetorix Dupuy de Lôme Amiral Charner Bruix Chanzy Latouche-Tréville Pothuau Dupetit-Thouars Gueydon Gloire Montcalm Desaix Kléber Amiral Aube Condé Marseillaise Léon Gambetta Jules Ferry Victor Hugo Jules Michelet Ernest Renan Edgar Quinet Waldeck-Rousseau Duquesne Tourville Suffren Colbert Foch Dupleix
	}
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_arab_police
Constructs: prerequisite, limit, completion_reward, is_subject, check_variable, cancel_if_invalid, add_manpower, add_popularity
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_arab_police
	icon = GFX_goal_fire_paper_peoples
	relative_position_id = MPL_police
	available = {
		is_subject = yes
		custom_trigger_tooltip = {
			tooltip = MPL_order_above_50
			check_variable = {
				MPL_order_level = > 49
			}
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	x = 1
	y = 1
	prerequisite = {
		focus = MPL_police
	}
	cost = 10
	completion_reward = {
		add_manpower = 25000
		add_popularity = {
			ideology = fascism
			popularity = -0.05
		}
		add_power_balance_value = {
			id = MPL_power_balance
			value = -0.2
			tooltip_side = MPL_arab_side
		}
		if = {
			limit = {
				has_variable = MPL_order_level
			}
			custom_effect_tooltip = MPL_order_up_5
			add_to_variable = {
				MPL_order_level = 5
			}
			clamp_variable = {
				var = MPL_order_level
				min = 0
				max = 100
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_STABILITY
	}
}
### Entity: Idea
Component: POL_sold_colony_expensive
Constructs: removal_cost
Source: game
File: common/ideas/poland.txt

Code:
POL_sold_colony_expensive = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = por_colonial_assimilation
	modifier = {
		consumer_goods_factor = -0.25
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_expand_claims_in_baltic
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, add_named_threat, every_other_country, is_core_of
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_expand_claims_in_baltic
	icon = GFX_focus_generic_attack_baltics
	prerequisite = {
		focus = GER_reassert_eastern_claims
	}
	mutually_exclusive = {
		focus = GER_influence_the_baltics
	}
	x = 1
	y = 2
	relative_position_id = GER_reassert_eastern_claims
	cost = 10
	will_lead_to_war_with = EST LAT LIT POL BLR
	available = {
		is_subject = no
	}
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0
			OR = {
				has_government = democratic communism
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		add_named_threat = {
			threat = 5
			name = GER_expand_claims_in_baltic
		}
		every_other_country = {
			limit = {
				any_controlled_state = {
					OR = {
						is_core_of = EST LAT LIT
					}
				}
			}
			display_individual_scopes = yes
			every_controlled_state = {
				limit = {
					OR = {
						is_core_of = EST LAT LIT
					}
				}
				add_to_array = {
					array = PREV.GER_baltic_target_states_array
					value = THIS
				}
			}
			ROOT = {
				create_wargoal = {
					type = take_state_focus
					target = PREV
					generator = PREV.GER_baltic_target_states_array
				}
			}
		}
	}
}
### Entity: Event
Component: AAT_Sweden_ball_bearing.8
Constructs: is_triggered_only, ai_chance
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_ball_bearing.8
	title = AAT_Sweden_ball_bearing.8.t
	desc = AAT_Sweden_ball_bearing.8.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_ball_bearing.8.a
		ai_chance = {
			base = 1
		}
	}
}
### Entity: Decision
Component: COG_anti_colonialism_category
Constructs: every_owned_state, add_equipment_to_stockpile, has_war, limit, has_government, has_country_flag, fire_only_once, industrial_capacity_factory
Source: game
File: common/decisions/COG.txt

Code:
COG_anti_colonialism_category = {
	COG_support_resistance_decision = {
		icon = GFX_decision_generic_nationalism
		target_array = COG.african_colonial_states_array
		target_root_trigger = {
			original_tag = COG
		}
		state_target = yes
		on_map_mode = map_only
		fire_only_once = yes
		available = {
			NOT = {
				has_country_flag = COG_independence_support_progress_flag
			} {
				FROM.owner = {
					is_in_faction_with = ROOT
				}
			}
		}
		visible = {
			FROM = {
				NOT = {
					has_dynamic_modifier = {
						modifier = COG_state_supporting_resistance_modifier
						scope = THIS.owner
					}
				}
			} {
				NOT = {
					is_core_of = THIS.owner
				}
			} {
				NOT = {
					is_owned_by = ROOT
				}
			}
		}
		days_remove = 30
		custom_cost_trigger = {
			command_power = > 24.9
		}
		custom_cost_text = ETH_support_resistance_decision_cost
		modifier = {
			industrial_capacity_factory = -0.15
		}
		complete_effect = {
			set_country_flag = COG_independence_support_progress_flag
		}
		remove_effect = {
			clr_country_flag = COG_independence_support_progress_flag
			add_command_power = -25
			FROM = {
				add_compliance = -35
				add_resistance = 15
				add_dynamic_modifier = {
					modifier = COG_state_supporting_resistance_modifier
					scope = THIS.owner
					days = 365
				}
			}
		}
		ai_will_do = {
			base = 0
			modifier = {
				add = 175
				AND = {
					has_war = no
					command_power = > 50
				}
			} {
				factor = 2
				has_government = communism
			}
		}
	}
	COG_arm_resistance_decision = {
		icon = GFX_decision_generic_prepare_civil_war
		target_array = COG.african_colonial_states_array
		target_root_trigger = {
			original_tag = COG
		}
		state_target = yes
		on_map_mode = map_only
		fire_only_once = yes
		available = {
			NOT = {
				FROM.owner = {
					is_in_faction_with = ROOT
				}
			} {
				has_country_flag = COG_arm_resistance_flag
			}
		}
		visible = {
			FROM = {
				has_dynamic_modifier = {
					modifier = COG_state_supporting_resistance_modifier
					scope = THIS.owner
				}
			} {
				NOT = {
					is_core_of = THIS.owner
				}
			}
		}
		days_remove = 7
		custom_cost_trigger = {
			has_equipment = {
				infantry_equipment = > 999
			}
		}
		custom_cost_text = decision_cost_ie_1000
		modifier = {

		}
		complete_effect = {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -1000
			}
			set_country_flag = 
# ... (truncated)
### Entity: State History
Component: 749
Constructs: add_core_of, set_province_controller
Source: game
File: history/states/749-Huangshan.txt

Code:
state = {
	id = 749
	name = STATE_749
	provinces = {
		1125 1153 1171 4105 4173 7007 7104 10044 11937 12019
	}
	manpower = 5000000
	buildings_max_level_factor = 1.0
	state_category = town
	history = {
		owner = CHI
		add_core_of = CHI PRC
		buildings = {
			infrastructure = 2
		}
		victory_points = {
			12019 1
		}
		1938.10.25 = {
			controller = JAP
			CHI = {
				set_province_controller = 1125 7104 12019
			}
			buildings = {
				infrastructure = 3
				air_base = 1
			}
		}
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: cog_focus
Component: COG_extra_tech_slot_2
Constructs: prerequisite, completion_reward, is_in_faction, is_in_faction_with, cancel_if_invalid, add_research_slot
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_extra_tech_slot_2
	icon = GFX_focus_research
	prerequisite = {
		focus = COG_extra_tech_slot
	}
	relative_position_id = COG_extra_tech_slot
	available = {
		is_in_faction = yes
		num_of_factories = > 16
		OR = {
			num_of_factories = > 50
			any_other_country = {
				is_in_faction_with = ROOT
				num_of_factories = > 50
			}
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Template%3AAmbox/doc.html

Doc:
This is the documentation page for Template:Ambox. When it is viewed directly, links using variables may appear broken; do not replace these with hardcoded page names or URLs.

&#160;

Code

Name

Description

&#160;
|
#b22222
|
Speedy
|
Immediate deletion
|

&#160;
|
#b22222
|
Deletion
|
Full-discussion deletion; proposed deletion
|

&#160;
|
#f28500
|
Content
|
Problems with the content of an article, i.e., what the article actually says
|

&#160;
|
#f4c430
|
Style
|
Problems not with the content, but how it is formatted/presented
|

&#160;
|
#1e90ff
|
Notice
|
Information readers/editors should be aware of
|

&#160;
|
#9932cc
|
Move
|
Merge, split and transwiki proposals
|

&#160;
|
#bba
|
Protection
|
Page is locked against edits
|

&#160;

#000000
|
Other
|
Archives and other things
|

Ambox, short for article message box, is a message box management template.

Category:Amboxes contains Ambox and Ambox information.

Contents

1 Parameters

1.1 The Small Parameters

2 Examples

2.1 Usage
### Entity: AI Strategy
Component: EAI_MILITARY_NAVAL_avoid_tahiti
Constructs: has_war, has_war_with
Source: game
File: common/ai_strategy/EAI_MILITARY_naval_strategies.txt

Code:
EAI_MILITARY_NAVAL_avoid_tahiti = {
	enable = {
		has_war = yes
		641 = {
			CONTROLLER = {
				has_war_with = ROOT
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = naval_avoid_region
		id = 179
		value = 50
	}
}
### Entity: Game Data
Component: the_third_man
Constructs: owns_state, has_any_custom_difficulty_setting, is_subject, has_country_leader, has_idea
Source: game
File: common/achievements/rt56-achievements.txt

Code:
the_third_man = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = AUS
	}
	happened = {
		exists = yes
		is_subject = no
		NOT = {
			OR = {
				has_country_leader = {
					character = AUS_kurt_schuschnigg
					ruling_only = yes
				} {
					character = AUS_ernst_rudiger_starhemberg
					ruling_only = yes
				}
			}
			has_idea = AUS_ernst_rudiger_starhemberg_r56
		}
		owns_state = 64
	}
}
### Entity: Idea
Component: POL_Arms_Imports
Constructs: has_war_with, removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_Arms_Imports = {
	allowed = {
		always = no
	}
	available = {
		NOT = {
			has_war_with = CZE
		}
	}
	allowed_civil_war = {
		always = yes
	}
	picture = export_focus
	removal_cost = -1
	equipment_bonus = {
		artillery_equipment = {
			build_cost_ic = -0.025
			instant = yes
		}
	}
}
### Entity: Character
Component: ENG_john_cockcroft
Source: game
File: common/characters/ENG.txt

Code:
ENG_john_cockcroft = {
	name = ENG_john_cockcroft
	portraits = {
		army = {
			large = GFX_portrait_ENG_john_cockcroft
		}
	}
	scientist = {
		traits = {
			scientist_trait_nuclear_power_expert
		}
		skills = {
			specialization_nuclear = 2
		}
	}
}
### Entity: Decision
Component: MPL_mandate_resistance_category
Constructs: has_completed_focus, has_idea
Source: game
File: common/decisions/categories/MPL_decision_categories.txt

Code:
MPL_mandate_resistance_category = {
	icon = GFX_decision_category_eng_move_to_secure_the_dominions
	priority = 200
	allowed = {
		original_tag = MPL
	}
	visible = {
		has_completed_focus = MPL_british_occupation
		OR = {
			has_idea = MPL_arab_revolt_1 MPL_arab_revolt_2 MPL_arab_revolt_3
		}
	}
}