Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Country History
Country: SAM
Component: SAM_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/SAM - Samoa.txt

Code:
# Misc for SAM
capital = 726
set_convoys = 20
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort flexible_navy industrial_effort construction_effort production_effort
	set_technology = {
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_carrier_development
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_carrier_development
	icon = GFX_goal_generic_navy_carrier
	cost = 10
	prerequisite = {
		focus = PER_hunt_the_submarines PER_submarines_experimentations
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		navy_experience = 15
		air_experience = 10
		add_tech_bonus = {
			name = PER_carrier_development
			bonus = 1
			uses = 1
			category = cv_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	relative_position_id = PER_submarines_experimentations
	x = -1
	y = 1
}
### Entity: Idea
Component: NDA_tech_agreement
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/r56_finland.txt

Code:
NDA_tech_agreement = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_research_bonus
	modifier = {
		research_speed_factor = 0.075
	}
}
### Entity: Event
Component: INS_limited_war_events.3
Constructs: is_triggered_only, ai_chance, limit, is_in_array, add_to_array
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_limited_war_events.3
	title = INS_limited_war_events.3.t
	desc = INS_limited_war_events.3.desc
	picture = GFX_report_event_SWE_psilander_affair
	is_triggered_only = yes
	option = {
		name = INS_limited_war_events.3.a
		ai_chance = {
			base = 1
		}
		INS_peace_out = yes
		for_each_scope_loop = {
			array = limited_war_states
			owner = {
				if = {
					limit = {
						FROM = {
							NOT = {
								is_in_array = {
									array = lost_states_due_to_limited_war
									value = PREV.PREV
								}
							}
						}
					}
					FROM = {
						add_to_array = {
							array = lost_states_due_to_limited_war
							value = PREV.PREV
						}
					}
				}
			}
			transfer_state_to = ROOT
		}
		INS_re_add_to_old_faction = yes
		INS_clear_limited_war_variables = yes
	}
}
### Entity: Character
Component: FIN_lauri_torni
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/FIN.txt

Code:
FIN_lauri_torni = {
	name = FIN_lauri_torni
	portraits = {
		army = {
			large = GFX_portrait_FIN_lauri_torni
			small = GFX_portrait_FIN_lauri_torni_small
		}
	}
	corps_commander = {
		traits = {
			commando winter_specialist ranger skirmisher
		}
		skill = 2
		attack_skill = 3
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
		visible = {
			has_completed_focus = FIN_military_promotions
			NOT = {
				has_government = communism
			}
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_the_intore_lion_dancers
Constructs: division_template, prerequisite, completion_reward, is_owned_and_controlled_by, is_locked, create_unit
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_the_intore_lion_dancers
	icon = GFX_focus_COG_intore_lion_dancers
	x = -5
	y = 1
	prerequisite = {
		focus = COG_found_the_congolese_national_movement COG_governor_general_pierre_ryckmans COG_national_committee_for_liberation
	}
	relative_position_id = COG_found_the_congolese_national_movement
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	cost = 5
	bypass = {

	}
	available = {
		768 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	completion_reward = {
		custom_effect_tooltip = COG_intore_infantry_recruitment
		hidden_effect = {
			delete_unit_template_and_units = {
				division_template = Intore
				disband = yes
			}
			division_template = {
				name = Intore
				division_names_group = BEL_INF_01
				template_counter = 94
				is_locked = no
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					} {
						x = 2
						y = 0
					}
				}
				support = {

				}
			}
			768 = {
				create_unit = {
					division = name = "Intore" division_template = "Intore" start_experience_factor = 1 start_equipment_factor = 0.5
					owner = ROOT
				}
			}
		}
	}
}
### Entity: Character
Component: CZE_jozef_tiso
Constructs: has_government, is_subject_of, is_country_leader
Source: game
File: common/characters/CZE.txt

Code:
CZE_jozef_tiso = {
	name = CZE_jozef_tiso
	portraits = {
		army = {
			small = GFX_idea_CZE_jozef_tiso
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CZE_jozef_tiso
		allowed = {
			original_tag = CZE
		}
		available = {
			OR = {
				CZE_SLO_is_not_its_own_thing = yes
				SLO = {
					is_subject_of = ROOT
					SLO_jozef_tiso = {
						is_country_leader = no
					}
					NOT = {
						has_government = fascism
					}
				}
			}
			NOT = {
				has_government = communism
			}
		}
		visible = {
			SLO = {
				OR = {
					exists = no
					SLO_jozef_tiso = {
						is_country_leader = no
					}
				}
			}
			NOT = {
				has_government = communism
			}
		}
		traits = {
			backroom_backstabber
		}
		ai_will_do = {
			factor = 0.0
		}
	}
}
### Entity: Event
Component: SEA_PRC_misc_events.101
Constructs: is_triggered_only, limit, has_war_with, fire_only_once, is_subject, clr_country_flag
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_misc_events.101
	title = SEA_PRC_misc_events.101.t
	desc = SEA_PRC_misc_events.101.desc
	picture = GFX_report_event_chinese_soldiers_01
	is_triggered_only = yes
	fire_only_once = yes
	hidden = yes
	immediate = {
		if = {
			limit = {
				PRC = {
					is_subject = no
					NOT = {
						has_war_with = JAP
					}
				}
			}
			PRC = {
				country_event = {
					id = SEA_PRC_misc_events.1
				}
			}
		}
		else = {
			PRC = {
				clr_country_flag = PRC_passive_revolutionaries_flag
			}
		}
	}
}
### Entity: Event
Component: PER_imperial_events.122
Constructs: is_triggered_only
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_imperial_events.122
	title = PER_imperial_events.122.t
	desc = PER_imperial_events.122.desc
	picture = GFX_report_event_generic_battle
	is_triggered_only = yes
	option = {
		name = PER_imperial_events.122.a
	}
}
### Entity: AI Strategy
Component: AFG_democratic_plan
Constructs: has_country_flag, has_game_rule, has_dlc, is_subject
Source: game
File: common/ai_strategy_plans/AFG_alternate_strategy_plan.txt

Code:
AFG_democratic_plan = {
	name = Afghanistan Democratic Plan
	desc = 
	allowed = {
		original_tag = AFG
	}
	enable = {
		OR = {
			has_country_flag = AFG_AI_RANDOM_DEMOCRATIC
			has_game_rule = {
				rule = AFG_AI_BEHAVIOR
				option = DEMOCRATIC
			}
		}
		has_dlc = Graveyard of Empires
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		SSB_expand_afghanistans_military_infrastructure AFG_support_king_zahir AFG_expand_telegraph_network AFG_expand_the_kings_powerbase AFG_implement_currency_controls SSB_military_cooperation SSB_economic_cooperation AFG_fruit_packing AFG_sugar_processing SSB_baghlan_sugar_factory_branches AFG_expand_karakul_lambskin_industry AFG_clear_malarial_swamps AFG_infrastructure_construction SSB_joint_military_exercises AFG_adopt_nufus AFG_expand_royal_guard AFG_expand_border_guards AFG_retire_the_uncles AFG_promote_the_counter_elite SSB_expand_road_and_rail_connections SSB_coordinate_military_production AFG_look_to_other_partners AFG_qargha_dam AFG_electrification AFG_rail_construction AFG_parliamentary_democracy SSB_combined_arms SSB_saadabad_research_cooperation AFG_gain_religious_support_for_reforms AFG_concessions_to_pashtuns AFG_reform_1 AFG_reform_3 AFG_new_army AFG_align_with_the_allies AFG_prepare_for_operation_countenance AFG_rapprochement_with_non_pashtuns AFG_reform_4 AFG_secure_iran AFG_anti_soviet_cooperation AFG_75_year_oil_concessions AFG_qargha_dam AFG_expand_academy AFG_purchase_tanks AFG_purchase_aircraft AFG_repeal_the_durand_line AFG_future_of_balochistan AFG_linchpin_of_global_defense AFG_kajaki_dam AFG_iron_mines AFG_chromite_mines AFG_modern_economy AFG_pursue_our_own_agenda AFG_propose_confederation_with_pakistan AFG_accelerate_integration AFG_establish_naval_bases AFG_shipyards AFG_purchase_destroyers AFG_purchase_capital_ships
	}
	focus_factors = {

	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Unit Template
Component: PHI_MEC_01
Source: game
File: common/units/names_divisions/PHI_names_divisions.txt

Code:
PHI_MEC_01 = {
	name = Mechanized Division
	for_countries = {
		PHI
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		PHI_INF_01
	}
	fallback_name = %dth Philippine Mechanized Div.
	ordered = {
		1 = {
			%dst Philippine Mechanized Div.
		}
		2 = {
			%dnd Philippine Mechanized Div.
		}
		3 = {
			%drd Philippine Mechanized Div.
		}
		4 = {
			%dth Philippine Mechanized Div.
		}
		5 = {
			%dth Philippine Mechanized Div.
		}
		6 = {
			%dth Philippine Mechanized Div.
		}
		7 = {
			%dth Philippine Mechanized Div.
		}
		8 = {
			%dth Philippine Mechanized Div.
		}
		9 = {
			%dth Philippine Mechanized Div.
		}
		10 = {
			%dth Philippine Mechanized Div.
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_the_new_eidgenossenschaft
Constructs: prerequisite, completion_reward, add_political_power, is_power_balance_in_range, cancel_if_invalid, add_manpower
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_the_new_eidgenossenschaft
	icon = GFX_focus_SWI_new_eidgenossenschaft
	prerequisite = {
		focus = SWI_press_for_vorarlberg
	}
	relative_position_id = SWI_press_for_vorarlberg
	mutually_exclusive = {
		focus = SWI_pre_empt_anschluss
	}
	x = 0
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		democratic = < 0.7
		fascism = < 0.15
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = < SWI_centralization_bop_very_council
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 150
		add_manpower = 10000
	}
}
### Entity: National Focus
Component: bhutan_focus
Constructs: has_completed_focus, add_equipment_to_stockpile, prerequisite, limit, add_ideas, remove_ideas, has_government, has_war_with
Source: game
File: common/national_focus/bhutan.txt

Code:
focus_tree = {
	id = bhutan_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = BHU
		}
	}
	continuous_focus_position = {
		x = 50
		y = 1000
	}
	default = no
	focus = {
		id = BHU_aftermath_of_the_visit_to_india
		icon = GFX_goal_RAJ_British_India_Borders
		x = 12
		y = 0
		cost = 5
		ai_will_do = {
			factor = 5
		}
		completion_reward = {
			country_event = {
				hours = 18
				id = himalaya_bhutan.2
			}
			custom_effect_tooltip = BHU_can_decline_effect
			hidden_effect = {
				set_rule = {
					can_decline_call_to_war = yes
				}
			}
		}
		search_filters = {
			FOCUS_FILTER_HISTORICAL
		}
	} {
		id = BHU_create_an_army
		icon = GFX_goal_BHU_coa_army
		mutually_exclusive = {
			focus = BHU_peace_will_reign
		}
		prerequisite = {
			focus = BHU_aftermath_of_the_visit_to_india
		}
		relative_position_id = BHU_aftermath_of_the_visit_to_india
		x = 4
		y = 1
		cost = 10
		ai_will_do = {
			factor = 0.5
			modifier = {
				factor = 80
				OR = {
					has_completed_focus = BHU_embrace_radical_nationalism BHU_denounce_the_aristocracy
				}
			}
		}
		completion_reward = {
			army_experience = 10
			country_lock_all_division_template = no
			custom_effect_tooltip = generic_skip_one_line_tt available_theorist generic_skip_one_line_tt available_chief_of_army generic_skip_one_line_tt available_military_high_command
			swap_ideas = {
				remove_idea = BHU_no_army
				add_idea = BHU_fledgling_army
			}
			if = {
				limit = {
					has_country_leader = {
						character = BHU_jigme_wangchuck
						ruling_only = yes
					}
				}
				swap_ruler_traits = {
					remove = pacifist_isolationist
					add = BUL_aggressive_revisionist
				}
				custom_effect_tooltip = generic_skip_one_line_tt
			}
			show_ideas_tooltip = BHU_namgyal_bahadur BHU_bachu_phugyal BHU_rin_singh_dorji
		}
		search_filters = {
			FOCUS_FILTER_MILITARY_IMPROVEMENT
		}
	} {
		id = BHU_peace_will_reign
		icon = GFX_focus_smiling_buddha
		mutually_exclusive = {
			focus = BHU_create_an_army
		}
		prerequisite = {
			focus = BHU_aftermath_of_the_visit_to_india
		}
		relative_position_id = BHU_aftermath_of_the_visit_to_india
		x = 6
		y = 1
		cost = 5
		ai_will_do = {
			factor = 0.5
			modifier = {
				factor = 20
				OR = {
					has_completed_focus = BHU_constitutional_parlementarism BHU_maintain_monarchic_regime
				}
			}
		}
		completion_reward = {
			add_political_power = 150
			add_s
# ... (truncated)
### Entity: Idea
Component: COG_traditional_kuba_textiles
Constructs: removal_cost
Source: game
File: common/ideas/congo.txt

Code:
COG_traditional_kuba_textiles = {
	picture = can_wartime_prices_and_trade_board
	allowed = {
		original_tag = COG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.05
	}
}
### Entity: Character
Component: UAE_nccr
Source: game
File: common/characters/UAE.txt

Code:
UAE_nccr = {
	advisor = {
		slot = navy_chief
		idea_token = UAE_nccr
		allowed = {
			original_tag = UAE
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_arab_2
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_develop_the_fledgling_industry
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_develop_the_fledgling_industry
	icon = GFX_focus_generic_industry_1
	prerequisite = {
		focus = LIT_revive_the_trade_sector
	}
	x = 3
	y = 1
	relative_position_id = LIT_revive_the_trade_sector
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	completion_reward = {
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 1
			category = construction_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_rural_recruitment
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_to_variable, add_power_balance_value
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_rural_recruitment
	icon = GFX_focus_GER_proletarian_solidarity
	prerequisite = {
		focus = PRC_propaganda_efforts
	} {
		focus = PRC_dissent_in_the_united_front
	}
	x = 1
	y = 1
	relative_position_id = PRC_propaganda_efforts
	overlay = GFX_focus_fast_overlay_generic_clock
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_MANPOWER
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = PRC_rural_recruitment_tt generic_skip_one_line_tt PRC_the_chinese_red_army_modify_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_to_variable = {
			PRC_the_chinese_army_conscription_factor = 0.05
			tooltip = conscription_factor_tt
		}
		reduce_focus_completion_cost = {
			focus = PRC_agricultural_reform
			cost = 21
		} {
			focus = PRC_rural_region_development
			cost = 21
		} {
			focus = PRC_rural_region_development_two
			cost = 35
		}
		if = {
			limit = {
				power_balance_value = {
					id = PRC_communist_power_struggle
					value = > -0.94
				}
			}
			add_power_balance_value = {
				id = PRC_communist_power_struggle
				value = -0.05
			}
		}
	}
}
### Entity: National Focus
Tree: slo_focus
Component: SLO_continue_industrialization
Constructs: prerequisite, limit, completion_reward, add_to_variable, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_continue_industrialization
	icon = GFX_goal_generic_industrial_planning
	relative_position_id = SLO_industrial_effort
	x = -2
	y = 4
	prerequisite = {
		focus = SLO_support_innovations
	} {
		focus = SLO_zvolen_railway_factory
	}
	available = {

	}
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = SLO_modify_industry_tt generic_skip_one_line_tt
		add_to_variable = {
			SLO_i_consumer_goods_factor = 0.1
			tooltip = consumer_goods_factor_tt
		}
		random_owned_controlled_state = {
			prioritize = {
				70
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				71
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_rally_the_nation
Constructs: prerequisite, has_government, add_war_support, completion_reward, has_civil_war, add_popularity, add_timed_idea
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_rally_the_nation
	icon = GFX_focus_spr_the_anti_fascist_workers_revolution
	prerequisite = {
		focus = GER_oppose_hitler_ww
	}
	x = -2
	y = 1
	relative_position_id = GER_oppose_hitler_ww
	cost = 5
	available = {
		has_civil_war = yes
	}
	bypass = {
		has_civil_war = no
		NOT = {
			has_government = fascism
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = -0.05
		}
		add_war_support = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt GER_rally_the_nation_tt
		add_timed_idea = {
			idea = GER_rally_the_nation_ns
			days = 365
		}
		country_event = {
			id = wuw_GER_civil_war.3
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_treaty_of_konya
Constructs: prerequisite, has_war_with, completion_reward, has_non_aggression_pact_with
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_treaty_of_konya
	icon = GFX_focus_generic_befriend_turkey
	relative_position_id = EGY_middle_eastern_diplomacy
	x = -1
	y = 1
	cost = 5
	available = {
		country_exists = TUR
		NOT = {
			has_war_with = TUR
		}
	}
	prerequisite = {
		focus = EGY_middle_eastern_diplomacy
	}
	bypass = {
		OR = {
			NOT = {
				country_exists = TUR
			}
			has_non_aggression_pact_with = TUR
			has_war_with = TUR
		}
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		TUR = {
			country_event = {
				id = egypt.33
				hours = 6
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			diplomatic_relation = {
				country = TUR
				relation = non_aggression_pact
				active = yes
			}
		}
	}
}
### Entity: Unit Leader
Component: old_guard_navy
Constructs: has_idea
Source: game
File: common/unit_leader/00_traits.txt

Code:
old_guard_navy = {
	type = navy
	trait_type = personality_trait
	modifier = {
		experience_gain_factor = -0.25
	}
	new_commander_weight = {
		factor = 1
		modifier = {
			FROM = {
				has_idea = best_of_the_best_naval_academy_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = naval_academy_scholarships_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = SOV_purged_junior_navy_officers_3
			}
			factor = 0
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: EAI_DD_20/modern_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_20/modern_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_aa_chassis = {
			build_cost_ic = -0.5
			instant = yes
		}
	}
}
### Entity: Trigger Reference
Construct: is_unit_template_reserves
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_unit_template_reserves

* Supported Scopes: 
* Supported Targets: any

```
returns true if this unit's template has the reserves priority
```
### Entity: Idea
Component: PAL_university_funding
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/palestine.txt

Code:
PAL_university_funding = {
	picture = generic_research_by_example
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		research_speed_factor = 0.05
	}
}
### Entity: Wiki Documentation
Construct: all
Source: wiki
File: wiki/Special%3ARecentChangesLinked/Experience.html

Doc:
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;Invert selection &#160;Associated namespace |
Tag filter: | |
Page name: | Show changes to pages linked to the given page instead |

9 April 2016
&#160;&#160;&#160;&#160;&#160;19:44&#160; | Commander‎ (diff | hist) . . (+18)‎ . . 140.254.169.40 (Talk) (Wordsmithing) |

Retrieved from "http://www.hoi4wiki.com/Special:RecentChangesLinked/Experience"
### Entity: National Focus
Tree: par_focus
Component: PAR_the_permanent_leader
Constructs: prerequisite, completion_reward, add_country_leader_trait
Source: game
File: common/national_focus/paraguay.txt

Code:
focus = {
	id = PAR_the_permanent_leader
	icon = GFX_goal_generic_demand_territory
	x = 2
	y = 1
	relative_position_id = PAR_pull_back_troops_from_the_chaco
	prerequisite = {
		focus = PAR_pull_back_troops_from_the_chaco PAR_revenge_for_the_chaco_war
	}
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_country_leader_trait = JUNO_the_permanent_leader
	}
}
### Entity: Character
Component: revolutionary_general
Source: game
File: common/country_leader/00_traits.txt

Code:
revolutionary_general = {
	random = no
	resistance_growth_on_our_occupied_states = 0.25
	mobilization_laws_cost_factor = -0.25
	economy_cost_factor = -0.25
	theorist_cost_factor = -0.25
	ai_will_do = {
		factor = 1
	}
}