Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Faction
Component: faction_goal_expand_bahamas_bases
Constructs: limit, complete_effect, add_faction_power_projection, every_faction_member, add_faction_initiative, is_on_continent, has_navy_size
Source: game
File: common/factions/goals/faction_goals_short_term.txt

Code:
faction_goal_expand_bahamas_bases = {
	name = expand_bahamas_bases_goal_name
	description = expand_bahamas_bases_goal_desc
	category = short_term
	group = FOCUS_FILTER_CONSOLIDATION
	allowed = {

	}
	visible = {
		OR = {
			690 = {
				is_controlled_by_ROOT_or_ally = yes
			}
			693 = {
				is_controlled_by_ROOT_or_ally = yes
			}
		}
	}
	available = {
		690 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		693 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	completed = {
		any_state = {
			OR = {
				state = 690 693
			}
			air_base = > 1
		} {
			OR = {
				state = 690 693
			}
			any_province_building_level = {
				province = {
					all_provinces = yes
				}
				building = naval_base
				level = > 2
			}
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt TARGET_STATE_CONTROLLERS
		every_faction_member = {
			visible_when_empty = yes
			limit = {
				OR = {
					controls_state = 690 693
				}
			}
			add_faction_initiative = 1
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 2
			convoy_threat = > 0.5
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							is_on_continent = north_america
						}
					}
					name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA
				}
				value = > 0
			} {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							is_on_continent = europe
						}
					}
					name = COLLECTION_FACTION_STATES_IN_EUROPE
				}
				value = > 0
			}
		} {
			add = 1
			has_navy_size = {
				size = > 5
				type = capital_ship
			}
		}
	}
}
### Entity: Event
Component: mongol_genden.8
Constructs: is_triggered_only, add_stability
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_genden.8
	title = mongol_genden.8.t
	desc = mongol_genden.8.d
	picture = GFX_report_event_generic_strike
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			activate_mission = MON_monthly_economic_report
		}
	}
	option = {
		name = mongol_genden.8.a
		MON_mongol_bank_funds_decrease = yes
		add_stability = -0.02
	}
}
### Entity: National Focus
Component: r56_RAJ_land_reform
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_india_revolt.txt

Code:
focus = {
	id = r56_RAJ_land_reform
	icon = GFX_goal_generic_agriculture
	x = -3
	y = 1
	prerequisite = {
		focus = r56_RAJ_militarized_hindutva
	}
	relative_position_id = r56_RAJ_militarized_hindutva
	cost = 10
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = RAJ_agrarian_society
			add_idea = RAJ_agrarian_society2
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_industrial_expansion
Constructs: prerequisite, limit, completion_reward, random_core_state, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_industrial_expansion
	icon = GFX_focus_generic_modernize_industry
	prerequisite = {
		focus = GER_housing_developments
	} {
		focus = GER_lower_taxes
	}
	x = 1
	y = 1
	relative_position_id = GER_lower_taxes
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_tech_bonus = {
			name = GER_industrial_expansion
			bonus = 1
			uses = 1
			category = industry
		}
		modify_building_resources = {
			building = synthetic_refinery
			resource = rubber
			amount = 1
		}
		GER_modify_industrial_modifier = yes
		add_to_variable = {
			GER_industrial_industrial_capacity_factory = 0.05
			tooltip = industrial_capacity_factory_tt
		} {
			GER_industrial_industrial_capacity_dockyard = 0.05
			tooltip = industrial_capacity_dockyard_tt
		} {
			GER_industrial_research_speed_factor = 0.05
			tooltip = research_speed_factor_tt
		}
		if = {
			limit = {
				has_idea = ig_faben
			}
			swap_ideas = {
				remove_idea = ig_faben
				add_idea = GER_ig_faben_improved
			}
		}
		else = {
			effect_tooltip = {
				swap_ideas = {
					remove_idea = ig_faben
					add_idea = GER_ig_faben_improved
				}
			}
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_commit_to_autarky
Constructs: has_completed_focus, prerequisite, add_ideas, completion_reward, check_variable
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_commit_to_autarky
	icon = GFX_goal_italy_autarky
	relative_position_id = AUS_strabag_construction
	x = 5
	y = 1
	cost = 7
	available = {
		OR = {
			has_completed_focus = AUS_accept_inevitable AUS_past_glories
		} {
			custom_trigger_tooltip = {
				tooltip = AUS_has_funds
				check_variable = {
					AUS_industrial_funds = > 0
				}
			}
			has_completed_focus = AUS_integrate_economy
		}
	}
	mutually_exclusive = {
		focus = AUS_mixed_economy AUS_the_corporate_model
	}
	prerequisite = {
		focus = AUS_strabag_construction
	}
	completion_reward = {
		custom_effect_tooltip = AUS_lose_1_fund generic_skip_one_line_tt
		add_ideas = AUS_commit_to_autarky
		subtract_from_variable = {
			AUS_industrial_funds = 1
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_convene_knesset
Constructs: has_completed_focus, prerequisite, limit, add_stability, completion_reward, add_political_power, allow_branch, has_game_rule
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_convene_knesset
	icon = GFX_goal_ISR_knesset
	relative_position_id = ISR_win
	x = 30
	y = 1
	prerequisite = {
		focus = ISR_win
	}
	available = {
		has_completed_focus = ISR_provisional_government
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = ISR_irgun_in_power
			}
		}
	}
	mutually_exclusive = {
		focus = ISR_irgun_in_power
	}
	cost = 5
	completion_reward = {
		add_political_power = 50
		add_stability = 0.05
		if = {
			limit = {
				has_cosmetic_tag = ISR_couped
			}
			drop_cosmetic_tag = yes
		} {
			limit = {
				controls_state = 966
			}
			country_event = {
				id = israel.30
				days = 1
				random_hours = 12
			}
		}
		unlock_decision_category_tooltip = ISR_knesset_category
		mark_focus_tree_layout_dirty = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: Event
Component: DOD_hungary.65
Constructs: is_triggered_only, ai_chance, has_war, limit, add_opinion_modifier, give_guarantee, is_faction_leader, is_in_faction
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.65
	title = DOD_hungary.65.t
	desc = DOD_hungary.65.desc
	picture = GFX_report_event_hungarian_soldiers
	is_triggered_only = yes
	option = {
		name = DOD_hungary.65.a
		ai_chance = {
			base = 35
			modifier = {
				has_war = yes
				factor = 2
			}
		}
		ROM = {
			add_opinion_modifier = {
				target = PREV
				modifier = betrayed_our_cause
			}
		}
	} {
		name = DOD_hungary.65.b
		ai_chance = {
			base = 70
		}
		give_guarantee = ROM
		if = {
			limit = {
				is_faction_leader = yes
				ROM = {
					is_in_faction = no
				}
			}
			add_to_faction = ROM
		}
		add_ai_strategy = {
			type = alliance
			id = ROM
			value = 200
		}
	}
}
### Entity: Idea
Component: imports_substitution
Constructs: removal_cost
Source: game
File: common/ideas/r56_argentina.txt

Code:
imports_substitution = {
	removal_cost = -1
	allowed = {
		original_tag = ARG
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = generic_production_bonus
	modifier = {
		production_speed_industrial_complex_factor = 0.1
	}
}
### Entity: Event
Component: iceland_events.13
Constructs: is_triggered_only, ai_chance, add_core_of, add_timed_idea
Source: game
File: events/AAT_Iceland.txt

Code:
country_event = {
	id = iceland_events.13
	title = iceland_events.13.t
	desc = iceland_events.13.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	immediate = {

	}
	option = {
		name = iceland_events.13.a
		ai_chance = {
			base = 1
		}
		101 = {
			transfer_state_to = ROOT
			add_core_of = ROOT
		}
		337 = {
			transfer_state_to = ROOT
			add_core_of = ROOT
		}
		ROOT = {
			add_timed_idea = {
				idea = ICE_compensation_purchase_idea
				days = 720
			}
		}
		FROM = {
			add_timed_idea = {
				idea = ICE_compensation_sale_idea
				days = 720
			}
		}
	}
}
### Entity: Decision
Component: NORDIC_debug_decisions_category
Constructs: has_country_flag, is_debug
Source: game
File: common/decisions/categories/NORDIC_decision_categories.txt

Code:
NORDIC_debug_decisions_category = {
	icon = saf_anti_colonialist_crusade
	priority = 69
	allowed = {
		is_debug = yes
		NORDIC_is_nordic = yes
	}
	visible = {
		NOT = {
			has_country_flag = im_not_here_to_make_friends
		}
		has_country_flag = nordic_debug_decisions_tack
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_INVASION_naval_avoid_51
Constructs: check_variable, is_in_array
Source: game
File: common/ai_strategy/EAI_MILITARY_naval_strategies.txt

Code:
EAI_MILITARY_INVASION_naval_avoid_51 = {
	enable = {
		check_variable = {
			EAI_MILITARY_INVASION_objectives^num = > 0
		}
		is_in_array = {
			EAI_MILITARY_INVASION_sea_regions = 51
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = naval_avoid_region
		id = 51
		value = -10000
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_galilee_development
Constructs: prerequisite, completion_reward, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_galilee_development
	icon = GFX_goal_generic_commie_investments
	relative_position_id = ISR_invest_in_kibbutzim
	x = 1
	y = 1
	prerequisite = {
		focus = ISR_invest_in_kibbutzim
	}
	available = {
		controls_province = 1065
	}
	cost = 5
	completion_reward = {
		454 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_9
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_9 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 9
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 9
	}
}
### Entity: Character
Component: CZE_emil_hacha
Source: game
File: common/characters/CZE.txt

Code:
CZE_emil_hacha = {
	name = CZE_emil_hacha
	portraits = {
		civilian = {
			large = GFX_portrait_CZE_emil_hacha
			small = GFX_portrait_CZE_emil_hacha_small
		}
	}
	country_leader = {
		ideology = oligarchism
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Military Industrial Organization
Component: CZE_aero_organization
Constructs: has_completed_focus, has_country_flag, add_trait, has_dlc, set_country_flag, equipment_bonus, maximum_speed, production_bonus
Source: game
File: common/military_industrial_organization/organizations/CZE_organization.txt

Code:
CZE_aero_organization = {
	include = generic_cas_aircraft_organization
	icon = GFX_idea_CZE_aero
	allowed = {
		OR = {
			original_tag = CZE
			tag = RKH
		}
	}
	equipment_type = {
		small_plane_cas_airframe cv_small_plane_cas_airframe
	}
	research_categories = {
		mio_cat_all_cas_and_modules transport_planes_cat
	}
	add_trait = {
		token = CZE_mio_trait_walter_co
		name = CZE_mio_trait_walter_co_name
		icon = GFX_generic_mio_department_icon_plane_general_engine
		special_trait_background = yes
		position = {
			x = 9
			y = 0
		}
		visible = {
			FROM = {
				original_tag = CZE
				has_dlc = Peace For Our Time
			}
		}
		available = {
			FROM = {
				has_completed_focus = CZE_joint_stock_schemes
				NOT = {
					has_country_flag = CZE_mio_trait_walter_co_taken_flag
				}
			}
		}
		on_complete = {
			custom_effect_tooltip = generic_trait_will_not_be_available_in_other_organizations
			FROM = {
				set_country_flag = CZE_mio_trait_walter_co_taken_flag
			}
		}
		equipment_bonus = {
			maximum_speed = 0.05
			air_agility = 0.05
		}
		ai_will_do = {
			base = 2
		}
	} {
		token = CZE_mio_trait_bata_corporation
		name = CZE_bata_corporation_name
		icon = GFX_generic_mio_department_icon_facilities
		special_trait_background = yes
		position = {
			x = 9
			y = 1
		}
		visible = {
			FROM = {
				original_tag = CZE
				has_dlc = Peace For Our Time
			}
		}
		available = {
			FROM = {
				has_completed_focus = CZE_diversify_bata
				NOT = {
					has_country_flag = CZE_mio_trait_bata_corporation_taken_flag
				}
			}
		}
		on_complete = {
			custom_effect_tooltip = generic_trait_will_not_be_available_in_other_organizations
			FROM = {
				set_country_flag = CZE_mio_trait_bata_corporation_taken_flag
			}
		}
		production_bonus = {
			production_resource_penalty_factor = -0.1
			production_resource_need_factor = -0.1
		}
		ai_will_do = {
			base = 2
		}
	}
}
### Entity: Trigger Reference
Construct: garrison_manpower_need
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## garrison_manpower_need

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

```
check the amount of manpower needed by garrisons
```
### Entity: State History
Component: 82
Constructs: add_core_of
Source: game
File: history/states/82-Banat.txt

Code:
state = {
	id = 82
	name = STATE_82
	manpower = 941500
	resources = {
		aluminium = 4
	}
	state_category = rural
	history = {
		victory_points = {
			9606 3
		}
		owner = ROM
		buildings = {
			infrastructure = 3
			industrial_complex = 2
		}
		add_core_of = ROM TRA
	}
	provinces = {
		646 662 3649 9606 11592 11608
	}
	local_supplies = 11.0
}
### Entity: Decision
Component: AFG_turkik_alliance_category
Source: game
File: common/decisions/categories/AFG_decision_categories.txt

Code:
AFG_turkik_alliance_category = {
	icon = GFX_decision_category_border_conflicts
	priority = 20
	visible_when_empty = no
	allowed = {
		OR = {
			original_tag = AFG SOV
		}
	}
	visible = {

	}
}
### Entity: Scripted Trigger
Component: CZE_has_a_skoda_any_focus
Constructs: is_ai, has_idea
Source: game
File: common/scripted_triggers/CZE_scripted_triggers.txt

Code:
CZE_has_a_skoda_any_focus = {
	custom_trigger_tooltip = {
		tooltip = CZE_has_a_skoda_no_focus_tt_NOT
		OR = {
			is_ai = yes
			NOT = {
				has_idea = CZE_skoda_no_focus_optimization_1_idea CZE_skoda_no_focus_optimization_2_idea CZE_skoda_no_focus_optimization_3_idea CZE_skoda_no_focus_optimization_4_idea CZE_skoda_no_focus_optimization_5_idea CZE_skoda_no_focus_optimization_6_idea CZE_skoda_no_focus_optimization_7_idea
			}
		}
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_outsourced_production
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, is_subject_of, has_civil_war, has_dlc
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_outsourced_production
	icon = GFX_focus_generic_truck
	prerequisite = {
		focus = ETH_adopt_the_lira ETH_request_italian_equipment
	}
	x = 1
	y = 1
	relative_position_id = ETH_adopt_the_lira
	cost = 10
	available = {
		is_subject_of = ITA
		ITA = {
			has_civil_war = no
			OR = {
				has_government = fascism
				has_completed_focus = ITA_monarchia_d_italia
				hidden_trigger = {
					has_government = neutrality
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		country_event = {
			id = BBA_ethiopia_fascist_events.60
			hours = 1
		}
		custom_effect_tooltip = ETH_outsourced_production_tt ETH_outsourced_production_factories_tt
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = ETH_outsourced_production_air_tt ETH_outsourced_production_army_tt
			show_mio_tooltip = ITA_imam_organization ITA_caproni_organization ITA_macchi_organization ITA_fiat_organization ITA_breda_organization ITA_beretta_organization
		}
		ELSE = {
			custom_effect_tooltip = ETH_outsourced_production_air_tt ETH_outsourced_production_army_tt
			show_ideas_tooltip = ETH_imam caproni_ETH macchi_ETH fiat_ETH breda_ETH beretta_ETH
		}
	}
}
### Entity: Country History
Country: BSK
Component: BSK_misc
Constructs: limit, set_technology, set_research_slots, set_grand_doctrine, has_dlc
Source: game
File: history/countries/BSK - Bashkortostan.txt

Code:
# Misc for BSK
capital = 651
set_research_slots = 3
set_grand_doctrine = mass_assault new_fleet_in_being
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		fighter1 = 1
		early_bomber = 1
		strategic_bomber1 = 1
		naval_bomber1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		basic_submarine = 1
		early_destroyer = 1
		early_light_cruiser = 1
		early_heavy_cruiser = 1
		early_battleship = 1
		early_battlecruiser = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		early_ship_hull_light = 1
		early_ship_hull_cruiser = 1
		early_ship_hull_heavy = 1
		mtg_transport = 1
		basic_battery = 1
		basic_torpedo = 1
	}
}
### Entity: Idea
Component: PHI_agricultural_tenancy_act
Constructs: removal_cost, democratic_drift
Source: game
File: common/ideas/philipines.txt

Code:
PHI_agricultural_tenancy_act = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = SWE_folkhemmet
	modifier = {
		stability_weekly = 0.001
		democratic_drift = 0.03
		consumer_goods_factor = 0.1
		production_speed_industrial_complex_factor = 0.05
	}
}
### Entity: Event
Component: GOE_RAJ.37
Constructs: is_triggered_only, every_owned_state, limit, has_resistance, set_occupation_law
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ.37
	is_triggered_only = yes
	title = GOE_RAJ.37.t
	desc = GOE_RAJ.37.desc
	option = {
		name = GOE_RAJ.37.a
		every_owned_state = {
			limit = {
				has_resistance = yes
				occupation_law = no_garrison
			}
			set_occupation_law = local_police_force_garrison
		}
	}
}
### Entity: Character
Component: GER_anti_liberal_catholic_historian
Constructs: research_speed_factor, stability_factor, democratic_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_anti_liberal_catholic_historian = {
	sprite = 13
	random = no
	research_speed_factor = 0.03
	political_power_factor = 0.05
	stability_factor = 0.05
	democratic_drift = -0.02
	drift_defence_factor = 0.1
}
### Entity: Idea
Component: DEN_danish_produce_improved
Constructs: removal_cost
Source: game
File: common/ideas/denmark.txt

Code:
DEN_danish_produce_improved = {
	name = DEN_danish_produce
	removal_cost = -1
	picture = DEN_danish_produce
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		supply_combat_penalties_on_core_factor = -0.1
		out_of_supply_factor = -0.1
		attrition = -0.05
		naval_attrition = -0.05
		supply_consumption_factor = -0.1
	}
}
### Entity: Idea
Component: HAN_acgs
Source: game
File: common/ideas/hanover.txt

Code:
HAN_acgs = {
	picture = generic_air_europe_2
	allowed = {
		original_tag = HAN
	}
	traits = {
		air_chief_ground_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Government.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

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The following pages link to Government:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Hearts of Iron 4 Wiki ‎ (← links | edit)

Political power (redirect page) ‎ (← links | edit)
United States ‎ (← links | edit)

Wargoal ‎ (← links | edit)

Ideas ‎ (← links | edit)

Politics (redirect page) ‎ (← links | edit)
Civil Wars ‎ (← links | edit)

Beta:Main ‎ (← links | edit)

Political Power (redirect page) ‎ (← links | edit)
Political Parties and Leaders ‎ (← links | edit)

Civil Wars ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Government"
### Entity: AI Strategy
Component: SIA_alternate_plan_2
Constructs: has_country_flag, has_dlc, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/SIA_alternate_strategy_plan.txt

Code:
SIA_alternate_plan_2 = {
	name = Siam Democratic Plan
	desc = 
	allowed = {
		original_tag = SIA
		has_dlc = Thunder at Our Gates
	}
	enable = {
		OR = {
			has_country_flag = SIA_AI_RANDOM_DEMOCRATIC
			has_game_rule = {
				rule = SIA_ai_behavior
				option = DEMOCRATIC
			}
		}
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		SIA_and_spring_the_trap SIA_to_lay_the_bait SIA_the_khana_ratsadon SIA_shuffle_pridi_to_the_minister_of_interior SIA_thammasat_university SIA_the_true_heirs_of_1932 SIA_civil_nationalism SIA_for_the_preservation_of_siamese_independence SIA_civil_service_heroism SIA_spread_democratic_sentiment_in_universities SIA_defenders_of_constitutional_liberty SIA_direct_funds_from_the_military_towards_development SIA_military_academies_indoctrination SIA_the_peoples_day
	}
	research = {

	}
	ideas = {
		JUNO_minister_of_foreign_affairs = 50
		SIA_minister_of_interior = 50
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Character
Component: staunch_imperialist_alt
Constructs: autonomy_gain
Source: game
File: common/country_leader/goe_traits.txt

Code:
staunch_imperialist_alt = {
	sprite = 13
	autonomy_gain_ll_to_overlord = -0.15
	autonomy_gain = -0.2
	cic_to_overlord_factor = 0.15
}
### Entity: Idea
Component: EAI_DD_18/gw_tank_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_18/gw_tank_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		gw_tank_equipment = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: Effect Reference
Construct: clr_state_flag
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## clr_state_flag

* Supported Scopes: STATE
* Supported Targets: none

```
clear state flag
```