Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: r56_afghanistan.24
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile, has_war, add_ideas, has_government, add_war_support, has_country_flag
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.24
	picture = GFX_report_event_chinese_soldiers_02
	title = r56_afghanistan.24.t
	desc = r56_afghanistan.24.d
	fire_only_once = yes
	is_triggered_only = yes
	trigger = {
		NOT = {
			OR = {
				is_historical_focus_on = yes
				is_in_faction_with = KHM SIK SOV
				has_government = communism
			}
		}
	}
	option = {
		name = r56_afghanistan.24.a
		add_political_power = -25
		add_war_support = 0.05
		add_manpower = -2500
		KHM = {
			add_manpower = 2500
		} {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 500
				producer = AFG
			}
		} {
			add_opinion_modifier = {
				target = ROOT
				modifier = offered_support
			}
		}
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = -500
		}
		add_relation_rule_override = {
			target = KHM
			can_send_volunteers = yes
		}
		add_ideas = AFG_volunteers_in_tunganistan
		custom_effect_tooltip = AFG_remove_afghan_volunteers
		ai_chance = {
			base = 2
			modifier = {
				factor = 0.3
				has_government = democratic
			} {
				factor = 1.5
				has_government = neutrality
			} {
				factor = 3
				has_government = fascism
			} {
				factor = 0.8
				has_equipment = {
					infantry_equipment = < 500
				}
			} {
				factor = 0
				has_war = yes
			} {
				factor = 0
				NOT = {
					has_country_flag = AFG_win_loya_jirga
				}
			}
		}
	} {
		name = r56_afghanistan.24.b
		army_experience = 5
		add_war_support = 0.05
		add_manpower = -700
		KHM = {
			add_manpower = 700
		} {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 100
				producer = AFG
			}
		} {
			add_opinion_modifier = {
				target = ROOT
				modifier = small_increase
			}
		}
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = -100
		}
		ai_chance = {
			base = 1.5
		}
	} {
		name = r56_afghanistan.24.c
		ai_chance = {
			base = 1
		}
		KHM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = small_decrease
			}
		}
	}
}
### Entity: AI Strategy
Component: USA_modern_tanks
Constructs: has_war, is_major, any_of
Source: game
File: common/ai_equipment/USA_tank.txt

Code:
USA_modern_tanks = {
	category = land
	blocked_for = {

	}
	available_for = {
		USA
	}
	roles = {
		land_modern_tank
	}
	priority = {
		factor = 200
		modifier = {
			num_of_factories = < 100
			factor = 0
		}
	}
	basic_modern_tank_default = {
		priority = {
			factor = 10
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = modern_tank_chassis
			modules = {
				main_armament_slot = {
					any_of = {
						tank_heavy_cannon_3 tank_high_velocity_cannon_3 tank_heavy_cannon_2 tank_high_velocity_cannon_2 tank_heavy_cannon
					}
				}
				turret_type_slot = tank_modern_tank_turret
				suspension_type_slot = tank_torsion_bar_suspension
				armor_type_slot = tank_cast_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = wet_ammo_storage
				special_type_slot_3 = easy_maintenance
				special_type_slot_4 = sloped_armor
			}
			upgrades = {
				tank_nsb_engine_upgrade = 13
				tank_nsb_armor_upgrade = {
					base = 5
					modifier = {
						add = 3
						has_war = yes
					} {
						any_enemy_country = {
							is_major = yes
						}
						add = 3
					}
				}
			}
		}
		allowed_modules = {
			tank_high_velocity_cannon_2 tank_high_velocity_cannon_3 tank_heavy_cannon tank_heavy_cannon_2 tank_heavy_cannon_3 tank_modern_tank_turret tank_torsion_bar_suspension tank_cast_armor tank_gasoline_engine sloped_armor wet_ammo_storage easy_maintenance smoke_launchers tank_radio_3 tank_radio_2 tank_radio_1
		}
	}
}
### Entity: AI Strategy
Component: AFG_mughal_plan
Constructs: has_completed_focus, has_country_flag, has_dlc, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/AFG_alternate_strategy_plan.txt

Code:
AFG_mughal_plan = {
	name = Afghanistan Mughal Plan
	desc = 
	allowed = {
		original_tag = AFG
		has_dlc = Graveyard of Empires
	}
	enable = {
		OR = {
			has_country_flag = AFG_AI_RANDOM_MUGHAL
			has_game_rule = {
				rule = AFG_AI_BEHAVIOR
				option = MUGHALS
			}
		}
	}
	abort = {
		OR = {
			is_subject = yes
			RAJ = {
				has_completed_focus = RAJ_look_to_the_past
			}
		}
	}
	ai_national_focuses = {
		AFG_invite_the_mughal_prince AFG_timurid_bureaucracy SSB_expand_afghanistans_military_infrastructure AFG_expand_telegraph_network AFG_against_kabul AFG_remember_the_khost_rebellion AFG_stir_unrest_in_the_east AFG_invite_waziristan_rebels AFG_request_japanese_support AFG_contact_rural_loyalists AFG_request_german_support AFG_hold_a_loya_jirga AFG_the_faqirs_revolt AFG_adopt_nufus AFG_new_army AFG_expand_the_madrasas AFG_promote_muslim_work_ethic AFG_ulugh_beg_academy AFG_prepare_the_war_industries AFG_revive_the_workshop_of_the_world AFG_reorganize_the_royal_guard AFG_reintroduce_war_elephants AFG_hone_the_shamshir AFG_ally_the_sikhs AFG_fruit_packing AFG_sugar_processing AFG_expand_karakul_lambskin_industry AFG_spinzar_cotton_factory AFG_ministry_of_supply AFG_implement_currency_controls AFG_infrastructure_construction AFG_connect_the_cities AFG_expand_academy AFG_foreign_military_advisors AFG_expand_standing_army AFG_utilize_cameleers AFG_establish_camelry_regiments AFG_reintroduce_heavy_cavalry AFG_mountain_training AFG_mountain_training_2 AFG_extend_a_hand_to_tokyo AFG_return_to_delhi AFG_rebuild_the_silk_road AFG_electrification AFG_establish_radio_networks AFG_rail_construction AFG_the_conquerors_of_persia AFG_restore_the_timurid_empire AFG_the_crown_and_the_world AFG_reclaim_moghulistan AFG_reclaim_transoxiana
	}
	focus_factors = {

	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: SAM_ai2
Source: game
File: common/ideas/samoa.txt

Code:
SAM_ai2 = {
	ledger = army
	picture = generic_army_asia_3
	allowed = {
		original_tag = SAM
	}
	traits = {
		army_infantry_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_literacy_programs
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_research_slot
Source: game
File: common/national_focus/china_communist.txt

Code:
focus = {
	id = PRC_literacy_programs
	icon = GFX_focus_generic_socialist_science
	prerequisite = {
		focus = PRC_land_redistribution
	}
	x = -4
	y = 1
	relative_position_id = PRC_land_redistribution
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Idea
Component: ITA_increase_wheat_production
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/r56_italy.txt

Code:
ITA_increase_wheat_production = {
	name = ITA_increase_wheat_production
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_agrarian_society
	modifier = {
		MONTHLY_POPULATION = 0.15
		war_support_factor = 0.05
	}
}
### Entity: Event
Component: BBA_italy_missiolinis.23
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_missiolinis.23
	title = BBA_italy_missiolinis.23.t
	desc = BBA_italy_missiolinis.23.desc
	picture = GFX_report_event_fascist_speech
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			ITA_missiolinis_finalize_mission_effect = yes
			ITA_missiolinis_add_to_successful_missions = yes
		}
	}
	option = {
		name = BBA_italy_missiolinis.23.a
		ITA_missiolini_pacify_ethiopia_success_effect = yes
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_prepare_dedicated_repair_yards_56
Constructs: shared_focus, prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_prepare_dedicated_repair_yards_56
	icon = GFX_focus_generic_refit_civilian_ships
	cost = 5
	ai_will_do = {
		base = 1
	}
	x = -1
	y = 1
	relative_position_id = RAJ_asias_regional_naval_power_r56
	prerequisite = {
		focus = RAJ_towards_an_economical_merchant_fleet_r56 RAJ_asias_regional_naval_power_r56
	}
	completion_reward = {
		add_ideas = ENG_expand_the_repair_yards
	}
}
### Entity: Faction
Component: faction_template_BALTIC_ENTENTE_FACTION
Constructs: change_leader_rule_manpower, change_leader_rule_manifest_below_35
Source: game
File: common/factions/templates/unique_minor_factions.txt

Code:
faction_template_BALTIC_ENTENTE_FACTION = {
	name = BALTIC_ENTENTE_FACTION
	manifest = faction_manifest_baltic_security
	icon = GFX_faction_logo_generic_13
	goals = {
		faction_goal_convoy_escort_force faction_goal_liberate_territory
	}
	default_rules = {
		joining_rule_baltics_only change_leader_rule_manpower change_leader_rule_manifest_below_35
	}
}
### Entity: Idea
Component: r56i_laws_war_ideological
Constructs: limit, has_government, has_global_flag, mobilization_speed, has_power_balance, add_power_balance_value, cancel_if_invalid
Source: game
File: common/ideas/r56i_laws_war.txt

Code:
r56i_laws_war_ideological = {
	cost = 125
	available = {
		if = {
			limit = {
				has_government = democratic
			}
			threat = > 0.2
		}
		else = {
			threat = > 0.05
		}
		NOT = {
			hidden_trigger = {
				has_global_flag = NATIONAL_CHARACTERS_BLOCKED
			}
		}
	}
	modifier = {
		weekly_bombing_war_support = 0.0025
		mobilization_speed = 0.25
		justify_war_goal_time = -0.25
		political_power_cost = 0.05
	}
	on_add = {
		if = {
			limit = {
				original_tag = AFG
				has_power_balance = {
					id = AFG_power_balance
				}
			}
			add_power_balance_value = {
				id = AFG_power_balance
				value = -0.1
				tooltip_side = AFG_government_side
			}
		}
	}
	on_remove = {
		if = {
			limit = {
				original_tag = AFG
				has_power_balance = {
					id = AFG_power_balance
				}
			}
			add_power_balance_value = {
				id = AFG_power_balance
				value = 0.1
				tooltip_side = AFG_tribal_side
			}
		}
	}
	cancel_if_invalid = no
	ai_will_do = {
		factor = 0
	}
}
### Entity: Modding Documentation
Construct: planning_skill_level
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### planning_skill_level
* description: Compares planning skill level of a unit leader.
Example: planning_skill_level > 5
* (Auto generated using the trigger with same name)
### Entity: Idea
Component: DEN_aalborg_portland_improved
Constructs: has_completed_focus, production_speed_buildings_factor, has_dlc, research_bonus
Source: game
File: common/ideas/denmark.txt

Code:
DEN_aalborg_portland_improved = {
	name = DEN_aalborg_portland
	picture = DEN_aalborg_portland
	allowed = {
		original_tag = DEN
		has_dlc = Arms Against Tyranny
	}
	visible = {
		has_completed_focus = DEN_aalborg_portland_cement_plant
	}
	available = {
		DEN_improved_designer = yes
	}
	research_bonus = {
		excavation_tech = 0.15
	}
	traits = {
		construction_company
	}
	modifier = {
		production_speed_buildings_factor = 0.1
	}
}
### Entity: AI Strategy
Component: ROM_aim_for_400k_army
Constructs: has_army_manpower, force_build_armies
Source: game
File: common/ai_strategy/r56_ROM.txt

Code:
ROM_aim_for_400k_army = {
	allowed = {
		original_tag = ROM
	}
	enable = {
		date = > 1937.1.1
		has_army_manpower = {
			size = < 400000
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = force_build_armies
		value = 200
	}
}
### Entity: Idea
Component: ITA_disgruntlement_in_the_airforce
Constructs: removal_cost, has_country_leader
Source: game
File: common/ideas/italy.txt

Code:
ITA_disgruntlement_in_the_airforce = {
	removal_cost = -1
	picture = SOV_ground_based_training
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		has_country_leader = {
			character = ITA_benito_mussolini
			ruling_only = yes
		}
	}
	modifier = {
		experience_gain_air_factor = -0.05
	}
}
### Entity: Character
Component: LUX_pierre_krier
Source: game
File: common/characters/LUX.txt

Code:
LUX_pierre_krier = {
	advisor = {
		slot = political_advisor
		idea_token = LUX_pierre_krier
		allowed = {
			original_tag = LUX
		}
		traits = {
			captain_of_industry
		}
	}
	name = Pierre Krier
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_3
		}
	}
}
### Entity: Trigger Reference
Construct: is_core_of
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_core_of

* Supported Scopes: STATE
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Checks if state is core of country
```
### Entity: Character
Component: AST_alexander_hore_ruthven
Constructs: has_dlc, is_country_leader, is_subject_of
Source: game
File: common/characters/AST.txt

Code:
AST_alexander_hore_ruthven = {
	instance = {
		allowed = {
			has_dlc = Thunder at Our Gates
		}
		name = AST_alexander_hore_ruthven
		portraits = {
			civilian = {
				large = GFX_portrait_AST_alexander_hore_ruthven
				small = GFX_portrait_AST_alexander_hore_ruthven_small
			}
		}
		country_leader = {
			ideology = centrism
			expire = 1989.1.1.1
			id = -1
		}
		advisor = {
			slot = political_advisor
			idea_token = AST_alexander_hore_ruthven
			allowed = {
				original_tag = AST
			}
			traits = {
				AST_governor_general
			}
			available = {
				is_country_leader = no
				is_subject_of = ENG
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Thunder at Our Gates
			}
		}
		name = AST_alexander_hore_ruthven
		portraits = {
			army = {
				small = GFX_idea_AST_alexander_hore_ruthven
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = AST_alexander_hore_ruthven
			allowed = {
				original_tag = AST
			}
			traits = {
				quartermaster_general
			}
		}
	}
}
### Entity: Idea
Component: MPL_strained_military
Constructs: removal_cost
Source: game
File: common/ideas/mandate_of_palestine.txt

Code:
MPL_strained_military = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = generic_soldiers_bad
	modifier = {
		army_org_factor = -0.1
		experience_gain_army_factor = -0.15
		army_leader_cost_factor = 0.5
	}
}
### Entity: Idea
Component: CZE_skoda_works_2_improved
Constructs: has_completed_focus, limit, industrial_capacity_factory, research_bonus
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_skoda_works_2_improved = {
	name = CZE_skoda_works_2
	picture = CZE_skoda_works_2
	allowed = {
		original_tag = CZE
	}
	visible = {
		if = {
			limit = {
				original_tag = CZE
			}
			has_completed_focus = CZE_an_industrial_legacy
		}
	}
	research_bonus = {
		industry = 0.15
	}
	modifier = {
		equipment_conversion_speed = 0.15
		industrial_capacity_factory = 0.15
	}
	traits = {
		industrial_concern
	}
}
### Entity: Event
Component: hon.3
Constructs: is_triggered_only, add_core_of, declare_war_on, take_state
Source: game
File: events/honduras.txt

Code:
country_event = {
	id = hon.3
	title = hon.3.t
	desc = hon.3.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = hon.3.a
		313 = {
			add_core_of = ROOT
		}
		declare_war_on = {
			target = GUA
			type = take_state
			generator = {
				313
			}
		}
	} {
		name = hon.3.b
		313 = {
			add_core_of = ROOT
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_mend_the_rift_with_hu
Constructs: prerequisite, limit, completion_reward, is_subject_of, is_fully_controlled_by, random_core_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_mend_the_rift_with_hu
	icon = GFX_focus_CHI_mend_the_rift_with_hu
	prerequisite = {
		focus = CHI_strengthening_our_resolve
	}
	x = 0
	y = 1
	relative_position_id = CHI_strengthening_our_resolve
	cost = 5
	available = {
		OR = {
			GDC = {
				OR = {
					is_subject_of = ROOT
					any_core_state = {
						is_fully_controlled_by = ROOT
					}
				}
			}
			GXC = {
				OR = {
					is_subject_of = ROOT
					any_core_state = {
						is_fully_controlled_by = ROOT
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL_CHARACTER
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					GDC = {
						OR = {
							is_subject_of = ROOT
							any_core_state = {
								is_fully_controlled_by = ROOT
							}
						}
					}
					GXC = {
						OR = {
							is_subject_of = ROOT
							any_core_state = {
								is_fully_controlled_by = ROOT
							}
						}
					}
				}
			}
			GDC = {
				random_core_state = {
					limit = {
						is_fully_controlled_by = PREV
						free_building_slots = {
							building = industrial_complex
							size = > 2
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes
					} {
						type = dockyard
						level = 1
						instant_build = yes
					}
				}
				every_core_state = {
					custom_effect_tooltip = permanently_protected_from_infiltration
					set_state_flag = CHI_permanently_protected_from_infiltration
				}
			}
			GXC = {
				random_core_state = {
					limit = {
						is_fully_controlled_by = PREV
						free_building_slots = {
							building = industrial_complex
							size = > 2
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes
					} {
						type = arms_factory
						level = 2
						instant_build = yes
					}
				}
				every_core_state = {
					custom_effect_tooltip = permanently_protected_from_infiltration
					set_state_flag = CHI_permanently_protected_from_infiltration
				}
			}
		} {
			limit = {
				OR = {
					GDC = {
						is_subject_of = ROOT
					} {
						any_core_state = {
							is_fully_controlled_by = ROOT
						}
					}
				}
			
# ... (truncated)
### Entity: Scripted Effect
Component: MON_prc_high_influence_decrease_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/r56_MON_scripted_effects.txt

Code:
MON_prc_high_influence_decrease_effect = {
	custom_effect_tooltip = MON_prc_tt MON_high_influence_decrease_tt
	add_to_variable = {
		prc_influence_in_mon = MON_high_influence_decrease
	}
	clamp_variable = {
		var = prc_influence_in_mon
		min = 0
		max = 100
	}
}
### Entity: Scripted Trigger
Component: EAI_infantry_design_C
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_infantry_design_C = {
	OR = {
		check_variable = {
			EAI_FOCUS/LAND/infantry_design = global.EAI_C_INF_DESIGN
		} {
			EAI_FOCUS/LAND/infantry_design_OVERRIDE = global.EAI_C_INF_DESIGN
		}
		AND = {
			OR = {
				EAI_Infantry_Design_C_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/LAND/infantry_design EAI_FOCUS/LAND/infantry_design_OVERRIDE
			}
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_expand_recruitment
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_expand_recruitment
	icon = GFX_focus_generic_military_academy
	prerequisite = {
		focus = TUR_streamline_conscription
	}
	mutually_exclusive = {
		focus = TUR_maximize_orientation
	}
	x = 1
	y = 1
	relative_position_id = TUR_streamline_conscription
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = TUR_streamline_conscription_idea
			add_idea = TUR_expand_recruitment_idea
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ANATO_heavy_armor.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
NATO_heavy_armor.png &#8206;(53 × 31 pixels, file size: 4 KB, MIME type: image/png)
### Entity: Idea
Component: TRK_embaneft
Constructs: research_bonus, add_resource
Source: game
File: common/ideas/r56_turkestan.txt

Code:
TRK_embaneft = {
	picture = generic_refining_concern_1
	allowed = {
		original_tag = KAZ
	}
	available = {
		controls_state = 406
	}
	research_bonus = {
		industry = 0.1
		refining_tech = 0.25
	}
	on_add = {
		add_resource = {
			type = oil
			amount = 2
			state = 406
		}
	}
	on_remove = {
		add_resource = {
			type = oil
			amount = -2
			state = 406
		}
	}
	modifier = {
		fuel_gain_factor = 0.1
	}
	traits = {
		refinery_concern
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: wtt_soviet_hold_city.1
Constructs: is_triggered_only
Source: game
File: events/WTT_Soviet.txt

Code:
country_event = {
	id = wtt_soviet_hold_city.1
	title = wtt_soviet_hold_city_t_success
	desc = wtt_soviet_hold_city_d_success
	picture = GFX_report_event_stalin_01
	is_triggered_only = yes
	option = {
		name = wtt_soviet_hold_city_o_success
	}
}
### Entity: Scripted Effect
Component: EAI_DIFFICULTY_clear_equipment_modifier_VERY_HARD
Constructs: limit, remove_ideas, has_country_flag, check_variable, clear_variable
Source: game
File: common/scripted_effects/EAI_DIFFICULTY_effects.txt

Code:
EAI_DIFFICULTY_clear_equipment_modifier_VERY_HARD = {
	if = {
		limit = {
			check_variable = {
				EAI_difficulty_equipment_bonus_active = 2
			}
		}
		if = {
			limit = {
				has_country_flag = EAI_difficulty_logging
			}
			log = [GetYear] [GetMonth] | DIFFICULTY | [This.GetName] | EAI_DIFFICULTY_clear_equipment_modifier_VERY_HARD
		}
		clear_variable = EAI_difficulty_equipment_bonus_active
		remove_ideas = {
			EAI_VERY_HARD/infantry_equipment_bonus EAI_VERY_HARD/support_equipment_bonus EAI_VERY_HARD/artillery_equipment_bonus EAI_VERY_HARD/rocket_artillery_equipment_bonus EAI_VERY_HARD/motorized_rocket_equipment_bonus EAI_VERY_HARD/motorized_equipment_bonus EAI_VERY_HARD/mechanized_equipment_bonus EAI_VERY_HARD/anti_tank_equipment_bonus EAI_VERY_HARD/anti_air_equipment_bonus EAI_VERY_HARD/light_tank_chassis_bonus EAI_VERY_HARD/medium_tank_chassis_bonus EAI_VERY_HARD/heavy_tank_chassis_bonus EAI_VERY_HARD/modern_tank_chassis_bonus EAI_VERY_HARD/super_heavy_tank_chassis_bonus EAI_VERY_HARD/amphibious_tank_chassis_bonus EAI_VERY_HARD/light_tank_aa_chassis_bonus EAI_VERY_HARD/light_tank_artillery_chassis_bonus EAI_VERY_HARD/light_tank_destroyer_chassis_bonus EAI_VERY_HARD/light_tank_amphibious_chassis_bonus EAI_VERY_HARD/light_tank_flame_chassis_bonus EAI_VERY_HARD/medium_tank_aa_chassis_bonus EAI_VERY_HARD/medium_tank_artillery_chassis_bonus EAI_VERY_HARD/medium_tank_destroyer_chassis_bonus EAI_VERY_HARD/medium_tank_amphibious_chassis_bonus EAI_VERY_HARD/medium_tank_flame_chassis_bonus EAI_VERY_HARD/heavy_tank_aa_chassis_bonus EAI_VERY_HARD/heavy_tank_artillery_chassis_bonus EAI_VERY_HARD/heavy_tank_destroyer_chassis_bonus EAI_VERY_HARD/heavy_tank_amphibious_chassis_bonus EAI_VERY_HARD/heavy_tank_flame_chassis_bonus EAI_VERY_HARD/super_heavy_tank_aa_chassis_bonus EAI_VERY_HARD/super_heavy_tank_artillery_chassis_bonus EAI_VERY_HARD/super_heavy_tank_destroyer_chassis_bonus EAI_VERY_HARD/modern_tank_aa_chassis_bonus EAI_VERY_HARD/modern_tank_artillery_chassis_bonus EAI_VERY_HARD/modern_tank_destroyer_chassis_bonus EAI_VERY_HARD/gw_tank_equipment_bonus EAI_VERY_HARD/small_plane_airframe_bonus EAI_VERY_HARD/cv_small_plane_airframe_bonus EAI_VERY_HARD/medium_plane_airframe_bonus EAI_VERY_HARD/large_plane_airframe_bonus EAI_VERY_HARD/transport_plane_equipment_bonus EAI_VERY_HARD/small_plane_cas_airframe_bonus EAI_VERY_HARD/cv_small_plane_cas_airframe_bonus EAI_VER
# ... (truncated)
### Entity: Effect Reference
Construct: add_planning
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_planning

* Supported Scopes: CHARACTER
* Supported Targets: none

```
Adds planning skill to a unit leader
Example: add_planning = 1
```