Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: cze_focus
Component: CZE_pressure_romania
Constructs: prerequisite, limit, owns_state, has_war_with, completion_reward, is_subject, is_in_faction_with, is_ally_with
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_pressure_romania
	icon = GFX_focus_generic_attack_romania
	cost = 10
	prerequisite = {
		focus = CZE_join_comintern_pfot
	}
	relative_position_id = CZE_join_comintern_pfot
	y = 1
	available = {
		is_subject = no
		is_in_faction_with = SOV
		ROM = {
			exists = yes
			NOT = {
				is_ally_with = ROOT
				has_war_with = ROOT
			}
		}
	}
	completion_reward = {
		ROM = {
			country_event = MUN_czech.1012
		}
		custom_effect_tooltip = if_they_accept_tt if_they_refuse_tt
		effect_tooltip = {
			add_named_threat = {
				threat = 5
				name = CZE_demanded_overlordship_ROM
			}
			puppet = ROM
			if = {
				limit = {
					SOV = {
						owns_state = 834
					}
				}
				every_state = {
					limit = {
						OR = {
							state = 78 80 766
						}
						is_owned_by = ROM
						NOT = {
							is_claimed_by = SOV
							is_owned_by = SOV
						}
					}
					transfer_state_to = SOV
				}
			}
		} {
			create_wargoal = {
				type = puppet_wargoal_focus
				target = ROM
			}
			if = {
				limit = {
					SOV = {
						owns_state = 834
					}
				}
				every_state = {
					limit = {
						OR = {
							state = 78 80 766
						}
						is_owned_by = ROM
						NOT = {
							is_claimed_by = SOV
							is_owned_by = SOV
						}
					}
					add_claim_by = SOV
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Idea
Component: GER_kriegsmarinewerft_wilhelmshaven
Constructs: has_completed_focus, research_bonus, refit_speed
Source: game
File: common/ideas/GER.txt

Code:
GER_kriegsmarinewerft_wilhelmshaven = {
	picture = GER_kriegsmarinewerft_wilhelmshaven
	allowed = {
		original_tag = GER
	}
	visible = {
		NOT = {
			has_completed_focus = GER_expand_kriegsmarinewerft
		}
	}
	cost = 150
	research_bonus = {
		naval_equipment = 0.15
	}
	modifier = {
		naval_accidents_chance = -0.15
		repair_speed_factor = 0.1
		refit_ic_cost = -0.1
		refit_speed = 0.1
	}
	traits = {
		repair_and_refurbishment_plant
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_seize_cuba
Constructs: prerequisite, limit, owns_state, has_war_with, completion_reward, has_war_support, is_subject_of, has_wargoal_against
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_seize_cuba
	icon = GFX_goal_generic_occupy_states_ongoing_war
	x = -1
	y = 1
	prerequisite = {
		focus = USA_war_powers_act
	}
	relative_position_id = USA_war_powers_act
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_war_support = > 0.35
	}
	bypass = {
		OR = {
			owns_state = 315
			has_war_with = CUB
			CUB = {
				is_subject_of = ROOT
			}
			has_wargoal_against = {
				target = CUB
				type = annex_everything
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				CUB = {
					owns_state = 315
				}
			}
			create_wargoal = {
				type = annex_everything
				target = CUB
				expire = 0
			}
		}
		else_if = {
			limit = {
				315 = {
					CONTROLLER = {
						not = {
							is_in_faction_with = ROOT
						}
					}
				}
			}
			315 = {
				CONTROLLER = {
					ROOT = {
						create_wargoal = {
							type = take_state
							target = PREV
							expire = 0
							generator = {
								315
							}
						}
					}
				}
			}
		}
	}
}
### Entity: Character
Component: rearmament_proponent
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
rearmament_proponent = {
	random = no
	sprite = 5
	war_support_factor = 0.1
	conscription = 0.015
	mobilization_laws_cost_factor = -0.15
	conversion_cost_civ_to_mil_factor = -0.1
}
### Entity: AI Strategy
Component: SOV_coast_defense
Source: game
File: common/ai_navy/goals/goals_SOV.txt

Code:
SOV_coast_defense = {
	objective_type = coast_defense
	available_for = {
		SOV
	}
	min_priority = 1
	max_priority = 10
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_overlords_railway_investment
Constructs: every_owned_state, prerequisite, limit, completion_reward, is_ally_with, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_overlords_railway_investment
	icon = GFX_focus_generic_railroad
	prerequisite = {
		focus = RAJ_imperial_rail_renewal_act
	}
	x = 1
	y = 1
	relative_position_id = RAJ_imperial_rail_renewal_act
	cost = 5
	available = {
		is_ally_with = ENG
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = RAJ_the_zamindari_system_2
			add_idea = RAJ_the_zamindari_system_3
		}
		every_owned_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
				is_in_array = {
					array = ROOT.owned_states_at_game_start
					value = THIS
				}
			}
			random_select_amount = 2
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_pact_of_steel
Constructs: prerequisite, has_government, has_war_with, has_country_flag, add_opinion_modifier, completion_reward, is_in_faction, is_in_faction_with
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_pact_of_steel
	icon = GFX_goal_support_fascism
	prerequisite = {
		focus = ITA_potential_allies_in_the_balkans ITA_balkan_ambition
	}
	mutually_exclusive = {
		focus = ITA_guarantee_austrian_independence ITA_italy_first
	}
	x = -4
	y = 1
	relative_position_id = ITA_potential_allies_in_the_balkans
	cost = 5
	bypass = {
		is_in_faction = yes
		is_in_faction_with = GER
	}
	available = {
		NOT = {
			has_war_with = GER
		} {
			has_country_flag = ENG_ditched_by_the_germans_flag
		}
		custom_trigger_tooltip = {
			tooltip = ITA_germ_italy_same_tt
			GER = {
				has_government = ROOT
			}
		}
		is_in_faction = no
		GER = {
			is_faction_leader = yes
			is_subject = no
		}
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		GER = {
			add_opinion_modifier = {
				target = ITA
				modifier = pact_of_steel_opinion
			}
		}
		hidden_effect = {
			news_event = {
				hours = 6
				id = news.184
			}
		}
		add_timed_idea = {
			idea = ITA_pact_of_steel
			days = 365
		}
		custom_effect_tooltip = remove_political_advisor
		show_ideas_tooltip = ITA_guido_jung
	}
}
### Entity: National Focus
Tree: sud_focus
Component: SUD_strengthen_national_unity
Constructs: prerequisite, add_ideas, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/sudan.txt

Code:
focus = {
	id = SUD_strengthen_national_unity
	icon = GFX_goal_generic_propaganda
	prerequisite = {
		focus = SUD_ansar_nationalism
	}
	relative_position_id = SUD_ansar_nationalism
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = SUD_unstable_nation
			add_idea = SUD_unstable_nation_2
		}
		add_ideas = PAK_Allah_and_State
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: ITA_italcementi
Constructs: has_completed_focus
Source: game
File: common/ideas/italy.txt

Code:
ITA_italcementi = {
	picture = ITA_italcementi
	allowed = {
		original_tag = ITA
	}
	visible = {
		NOT = {
			AND = {
				has_completed_focus = ITA_new_industrialization_program ITA_strengthen_northern_industry
			}
		}
	}
	available = {
		controls_state = 158
		ITA_is_northern_designer = yes
	}
	traits = {
		construction_company
	}
}
### Entity: Character
Component: ORO_rayya_azabo
Constructs: has_government
Source: game
File: common/characters/ORO.txt

Code:
ORO_rayya_azabo = {
	name = Rayya Azäbo
	portraits = {
		civilian = {
			large = GFX_r56_portrait_africa_generic_land_3
			small = GFX_r56_portrait_africa_generic_land_3_small
		}
	}
	country_leader = {
		ideology = fascism_ideology
		expire = 1965.1.1
		id = -1
	}
	field_marshal = {
		traits = {
			politically_connected irregulars_officer
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
		visible = {
			NOT = {
				has_government = communism democratic
			}
		}
	}
}
### Entity: Idea
Component: POR_reactionary_resistance
Constructs: stability_factor, has_government, removal_cost, neutrality_drift, fascism_drift
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_reactionary_resistance = {
	picture = MEX_politicised_army
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		OR = {
			has_government = communism democratic
		}
	}
	removal_cost = -1
	modifier = {
		political_power_factor = -0.35
		stability_factor = -0.1
		neutrality_drift = 0.02
		fascism_drift = 0.01
	}
}
### Entity: Character
Component: anti_german_personality
Constructs: fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
anti_german_personality = {
	random = no
	sprite = 13
	fascism_drift = -0.05
	fascism_acceptance = -40
	targeted_modifier = {
		tag = GER
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
}
### Entity: Order of Battle
Component: 7. SS-Sturmbrigade
Constructs: division_template
Source: game
File: history/units/GER_German_Civil_War_fascist.txt

Code:
division = {
	name = 7. SS-Sturmbrigade
	location = 11544
	division_template = SS-Sturmbrigade
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/USA_1939_naval_mtg.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = ship_hull_carrier_1
			creator = USA
			version_name = Wasp Class
		}
		name = USS Wasp
		requested_factories = 3
		progress = 0.4
		amount = 1
		industrial_manufacturer = mio:USA_newport_news_shipbuilding_organization
	} {
		equipment = {
			type = ship_hull_cruiser_2
			creator = USA
			version_name = Brooklyn Class
		}
		name = USS Helena
		requested_factories = 2
		progress = 0.95
		amount = 1
		industrial_manufacturer = mio:USA_brooklyn_naval_yard_organization
	} {
		equipment = {
			type = ship_hull_light_2
			creator = USA
			version_name = Sims Class
		}
		name = USS Trippe
		requested_factories = 1
		progress = 0.75
		amount = 1
		industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
	} {
		equipment = {
			type = ship_hull_light_2
			creator = USA
			version_name = Sims Class
		}
		name = USS Rhind
		requested_factories = 1
		progress = 0.95
		amount = 1
		industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
	} {
		equipment = {
			type = ship_hull_light_2
			creator = USA
			version_name = Sims Class
		}
		name = USS Rowan
		requested_factories = 1
		progress = 0.75
		amount = 1
		industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
	} {
		equipment = {
			type = ship_hull_light_2
			creator = USA
			version_name = Sims Class
		}
		name = USS Stack
		requested_factories = 1
		progress = 0.75
		amount = 1
		industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
	} {
		equipment = {
			type = ship_hull_light_2
			creator = USA
			version_name = Sims Class
		}
		name = USS Hughes
		requested_factories = 1
		progress = 0.95
		amount = 1
		industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
	} {
		equipment = {
			type = ship_hull_light_2
			creator = USA
			version_name = Sims Class
		}
		name = USS Mustin
		requested_factories = 1
		progress = 0.95
		amount = 1
		industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
	} {
		equipment = {
			type = ship_hull_light_2
			creator = USA
			version_name = Sims Class
		}
		name = USS Russell
		requested_factories = 1
		progress = 0.75
		amount = 1
		industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
	} {
		equipment = {
			type = ship_hull_submarine_2
			creator = USA
			version_name = Salmon Class
		}
		name = USS Seadragon
		requested_factories
# ... (truncated)
### Entity: National Focus
Tree: arg_focus
Component: ARG_seek_american_support
Constructs: prerequisite, has_government, add_opinion_modifier, completion_reward, add_political_power, is_subject
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_seek_american_support
	icon = GFX_focus_generic_befriend_usa
	prerequisite = {
		focus = ARG_argentina_for_all
	}
	x = -3
	y = 1
	relative_position_id = ARG_argentina_for_all
	mutually_exclusive = {
		focus = ARG_british_gaurantee ARG_internal_focus
	}
	cost = 5
	available = {
		USA = {
			has_government = democratic
			is_subject = no
		}
	}
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 100
		ARG = {
			add_opinion_modifier = {
				target = USA
				modifier = ARG_close_ties_with_america_idea
			}
		}
		USA = {
			add_opinion_modifier = {
				target = ARG
				modifier = ARG_close_ties_with_america_idea
			}
		}
	}
}
### Entity: AI Strategy
Component: r56_major_minor_research_improved_mediums_in_mid_39
Constructs: has_tech
Source: game
File: common/ai_strategy/r56_AI_research.txt

Code:
r56_major_minor_research_improved_mediums_in_mid_39 = {
	allowed = {
		country_is_major_nation = yes
	}
	enable = {
		has_tech = basic_medium_tank_chassis
		date = > 1939.5.1
		arms_factory = > 30
	}
	abort = {
		has_tech = improved_medium_tank_chassis
	}
	ai_strategy = {
		type = research_tech
		id = improved_medium_tank_chassis
		value = 10
	}
}
### Entity: Trigger Reference
Construct: is_navy_chief
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_navy_chief

* Supported Scopes: CHARACTER
* Supported Targets: none

```
_is_navy_chief_ = yes/no - Checks if the character in scope is hired as a navy chief
```
### Entity: Modifier Reference
Component: ETH_operative_modifier
Source: game
File: common/dynamic_modifiers/bba_dynamic_modifiers.txt

Code:
ETH_operative_modifier = {
	enable = {
		always = yes
	}
	operative_slot = 1
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_industrial_development
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_industrial_development
	icon = GFX_goal_generic_industrial_planning
	x = 2
	y = 1
	relative_position_id = VEN_invest_mining_industry
	cost = 7.2
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	prerequisite = {
		focus = VEN_invest_mining_industry
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = VEN_industrial_development
			bonus = 1
			uses = 2
			category = industry
		}
	}
}
### Entity: Unit Template
Component: GER_MR_HISTORICAL
Constructs: has_completed_focus
Source: game
File: common/units/names_ships/GER_ship_name.txt

Code:
GER_MR_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_MR
	for_countries = {
		GER
	}
	can_use = {
		has_completed_focus = GER_cruiser_warfare
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	unique = {
		Orion Atlantis Widder Thor Pinguin Stier Komet Kormoran Michel Coronel Hansa
	}
	fallback_name = Hilfskreuzer %d
}
### Entity: Character
Component: inventive_genius
Constructs: political_power_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
inventive_genius = {
	random = no
	sprite = 10
	custom_modifier_tooltip = TUR_inventive_genius_electronics_modifier_tt
	political_power_gain = 0.05
	opinion_gain_monthly_factor = 0.05
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: NSB_soviet_civil_war_common.003
Constructs: is_triggered_only, limit
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_civil_war_common.003
	title = NSB_soviet_civil_war_common.003.t
	desc = NSB_soviet_civil_war_common.003.desc
	picture = GFX_report_event_soviet_soldiers
	is_triggered_only = yes
	option = {
		name = NSB_soviet_civil_war_common.003.a
		IF = {
			limit = {
				SOV_is_left_opposition = yes
			}
			country_event = {
				id = NSB_soviet_communist_civil_war.001
				hours = 1
			}
		}
		ELSE_IF = {
			limit = {
				SOV_is_right_opposition = yes
			}
			country_event = {
				id = NSB_soviet_communist_civil_war.003
				hours = 1
			}
		} {
			limit = {
				SOV_is_exiles = yes
			}
			country_event = {
				id = NSB_Soviet_fascist_civil_war.001
				hours = 1
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PC_AIRBASE_get_potential_target_shortest_distance_to_targets
Constructs: limit, set_temp_variable, check_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_airbase.txt

Code:
EAI_PC_AIRBASE_get_potential_target_shortest_distance_to_targets = {
	set_temp_variable = {
		best_distance = 100000
	} {
		worst_distance = 0
	}
	for_each_loop = {
		array = scored_target_states
		value = tmp_potential_target_state
		var:tmp_potential_target_state = {
			set_temp_variable = {
				state_best_distance_@THIS = 100000
			}
			for_each_scope_loop = {
				array = _AIRBASE_get_best_target_on_TARGET_COUNTRIES
				for_each_scope_loop = {
					array = controlled_states
					var:tmp_potential_target_state = {
						if = {
							limit = {
								check_variable = {
									distance_to@PREV = < state_best_distance_@THIS
								}
							}
							set_temp_variable = {
								state_best_distance_@THIS = distance_to@PREV
							}
						}
					}
				}
			}
			if = {
				limit = {
					check_variable = {
						state_best_distance_@THIS = < best_distance
					}
				}
				set_temp_variable = {
					best_distance = state_best_distance_@THIS
				}
			} {
				limit = {
					check_variable = {
						state_best_distance_@THIS = > worst_distance
					}
				}
				set_temp_variable = {
					worst_distance = state_best_distance_@THIS
				}
			}
		}
	}
}
### Entity: Unit Template
Component: ENG_COUNTIES_COMMUNIST
Constructs: has_government
Source: game
File: common/units/names_ships/ENG_ship_names.txt

Code:
ENG_COUNTIES_COMMUNIST = {
	name = NAME_THEME_COUNTIES
	for_countries = {
		ENG
	}
	can_use = {
		has_government = communism
	}
	type = ship
	prefix = WLNS 
	unique = {
		Yorkshire Lincolnshire Devon Norfolk Northumberland Lancashire Somerset Hampshire Kent Essex Cumberland Suffolk Sussex Wiltshire Cornwall Shropshire Gloucestershire Staffordshire Derbyshire Cheshire Durham Northamptonshire Dorset Warwickshire Cambridgeshire Nottinghamshire Herefordshire Leicestershire Westmorland Surrey Oxfordshire Worcestershire Buckinghamshire Berkshire Hertfordshire Bedfordshire Huntingdonshire Middlesex Rutland Caithness Sutherland Nairnshire Moray Banffshire Aberdeenshire Kincardineshire Angus Perthshire Argyll Bute Ayrshire Renfrewshire Dunbartonshire Stirlingshire Clackmannanshire Kinross Ross-shire Inverness-shire Fife East Lothian Midlothian West Lothian Lanarkshire Peeblesshire Selkirkshire Berwickshire Roxburghshire Dumfriesshire Kirkcudbrightshire Wigtownshire Shetland Orkney Antrim Down Londonderry Tyrone Armagh Fermanagh Monmouthshire Glamorganshire Carmarthenshire Pembrokeshire Cardiganshire Brecknockshire Radnorshire Montgomeryshire Denbighshire Flintshire Merionethshire Caernarfonshire Anglesey
	}
}
### Entity: Event
Component: luxembourg.226
Constructs: is_triggered_only, has_country_flag, has_opinion
Source: game
File: events/r56_luxembourg.txt

Code:
news_event = {
	id = luxembourg.226
	title = luxembourg.226.t
	desc = luxembourg.226.d
	picture = GFX_news_event_009
	is_triggered_only = yes
	fire_for_sender = no
	major = yes
	show_major = {
		OR = {
			original_tag = FRA BEL HOL ITA ENG
		}
	}
	option = {
		name = luxembourg.226.a
		trigger = {
			OR = {
				NOT = {
					has_country_flag = LUX_declined_reaffirmation_treaty_of_london
				}
				has_opinion = {
					target = LUX
					value = > -1
				}
			}
		}
	} {
		name = luxembourg.226.b
		trigger = {
			OR = {
				has_country_flag = LUX_declined_reaffirmation_treaty_of_london
				has_opinion = {
					target = LUX
					value = < 1
				}
			}
		}
	}
}
### Entity: National Focus
Tree: khm_focus
Component: KHM_our_position_remains
Constructs: prerequisite, limit, remove_ideas, has_war_with, add_stability, completion_reward, add_political_power, cancel_if_invalid
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = KHM_our_position_remains
	icon = GFX_focus_generic_support_the_left_right
	x = 1
	y = 1
	cost = 10
	prerequisite = {
		focus = KHM_push_them_back KHM_utilize_family_contacts
	}
	relative_position_id = KHM_push_them_back
	mutually_exclusive = {
		focus = KHM_the_sinkiang_ma_clique KHM_kumul_rebellion_avenged
	}
	ai_will_do = {
		base = 20
	}
	available = {
		NOT = {
			has_war_with = SIK
		}
		SIK = {
			exists = yes
		}
	}
	bypass = {

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

	}
	completion_reward = {
		add_political_power = 75
		add_stability = 0.05
		IF = {
			limit = {
				has_idea = SIK_battle_for_sinkiang
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			remove_ideas = {
				SIK_battle_for_sinkiang
			}
		}
	}
}
### Entity: AI Strategy
Component: R56_ENG_no_BUL_naval_invasion_yet
Constructs: has_war, has_war_with
Source: game
File: common/ai_strategy/r56_ENG.txt

Code:
R56_ENG_no_BUL_naval_invasion_yet = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		ROOT = {
			exists = yes
			has_war = yes
		}
		BUL = {
			exists = yes
			has_war_with = ROOT SOV
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = BUL
		value = -750
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_SILO_4
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_SILO_4 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_SILO
			value = 4
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = fuel_silo
		value = 4
	}
}