Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: EAI_MILITARY_COMBINED_progress
Constructs: limit, has_country_flag, check_variable, clear_temp_array, add_to_temp_array, set_temp_variable, set_variable, add_to_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_strategy_COMBINED_effects.txt

Code:
EAI_MILITARY_COMBINED_progress = {
	if = {
		limit = {
			check_variable = {
				EAI_MILITARY_COMBINED_objectives^num = > 0
			}
			NOT = {
				has_country_flag = EAI_MILITARY_COMBINED_preparation EAI_MILITARY_COMBINED_min_duration
			}
		}
		if = {
			limit = {
				has_country_flag = EAI_combined_operations_logging
			}
			log = [GetYear] [GetMonth] | AI | [This.GetName] | EAI_MILITARY_COMBINED_progress
		} {
			limit = {
				has_country_flag = EAI_combined_operations_logging
			}
			log = our_control_pct_=[?our_control_pct_] completed=[?total_our_side_] remaining=[?total_their_side_]
		} {
			limit = {
				NOT = {
					check_variable = {
						our_control_pct_ = < _target_control_pct
					}
				}
			}
			if = {
				limit = {
					has_country_flag = EAI_combined_operations_logging
				}
				log = objectives completed
			}
			EAI_MILITARY_COMBINED_clear = yes
		}
		clear_temp_array = _states_
		for_each_loop = {
			array = EAI_MILITARY_COMBINED_objectives
			add_to_temp_array = {
				_states_ = v
			}
		}
		EAI_MAP_get_province_control_pct = yes
		else = {
			set_temp_variable = {
				progress = total_our_side_
			} {
				_failed_objective_prio_ = 0
			}
			subtract_from_temp_variable = {
				progress = EAI_MILITARY_COMBINED_prev_total_our_side
			}
			divide_temp_variable = {
				progress = total_
			}
			set_variable = {
				EAI_MILITARY_COMBINED_prev_total_our_side = total_our_side_
			}
			if = {
				limit = {
					has_country_flag = EAI_combined_operations_logging
				}
				log = progress=[?progress]
			} {
				limit = {
					check_variable = {
						progress = < _expected_progress
					}
				}
				add_to_variable = {
					EAI_MILITARY_COMBINED_failed_progress_weeks = 1
				}
				if = {
					limit = {
						has_country_flag = EAI_combined_operations_logging
					}
					log = progress failure _failed_progress_weeks=[?EAI_MILITARY_COMBINED_failed_progress_weeks]
				}
			} {
				limit = {
					NOT = {
						check_variable = {
							EAI_MILITARY_COMBINED_failed_progress_weeks = < @EAI_MILITARY_COMBINED_max_failure_weeks
						}
					}
				}
				if = {
					limit = {
						has_country_flag = EAI_combined_operations_logging
					}
					log = reached max failures
				} {
					limit = {
						has_country_flag = EAI_combined_operations_logging
					}
					log = _failed_progress_weeks=[?EAI_MILITARY_COMBINED_failed_progress_weeks]
				} {
					limit = {
						h
# ... (truncated)
### Entity: Event
Component: WW_hungary.31
Constructs: is_triggered_only, add_country_leader_role
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.31
	title = WW_hungary.31.t
	desc = WW_hungary.31.desc
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	option = {
		name = WW_hungary.31.a
		add_country_leader_role = {
			character = HUN_joseph_august_von_habsburg
			promote_leader = yes
			country_leader = {
				ideology = despotism
				expire = 1965.1.1.1
				traits = {
					HUN_the_old_warden
				}
			}
		}
		mark_focus_tree_layout_dirty = yes
	}
}
### Entity: Event
Component: NSB_soviet_civil_war_common.106
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile, has_war, limit, has_government, has_global_flag, has_idea
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_civil_war_common.106
	title = NSB_soviet_civil_war_common.106.t
	desc = {
		text = NSB_soviet_civil_war_common.106.desc_right_opp_before
		trigger = {
			SOV_soviet_civil_war_not_started = yes
			NOT = {
				SOV_is_exiles = yes
			}
		}
	} {
		text = NSB_soviet_civil_war_common.106.desc_right_opp_civil_war
		trigger = {
			has_global_flag = SOV_soviet_civil_war
			NOT = {
				SOV_is_exiles = yes
			}
		}
	} {
		text = NSB_soviet_civil_war_common.106.desc_exiles_before
		trigger = {
			SOV_soviet_civil_war_not_started = yes
			SOV_is_exiles = yes
		}
	} {
		text = NSB_soviet_civil_war_common.106.desc_exiles_civil_war
		trigger = {
			has_global_flag = SOV_soviet_civil_war
			SOV_is_exiles = yes
		}
	}
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = NSB_soviet_civil_war_common.106.a
		ai_chance = {
			base = 4
			modifier = {
				factor = 1.5
				GER = {
					has_government = fascism
				}
			} {
				factor = 0.8
				FROM = {
					SOV_is_opposition = yes
					has_idea = SOV_maksim_litvinov
				}
			} {
				factor = 1.2
				FROM = {
					SOV_is_opposition = yes
					has_idea = SOV_vyacheslav_molotov
				}
			}
		}
		ROOT = {
			custom_effect_tooltip = SOV_baku_oil_fields_tt
			add_timed_idea = {
				idea = SOV_covert_military_buildup_idea
				days = 60
			}
		}
		FROM = {
			set_country_flag = SOV_CSW_baku_oil_flag
			country_event = {
				id = NSB_soviet_civil_war_common.107
				hours = 1
			}
			IF = {
				limit = {
					SOV_soviet_civil_war_not_started = no
				}
				IF = {
					limit = {
						NOT = {
							has_dlc = No Step Back
						}
					}
					SOV = {
						add_equipment_to_stockpile = {
							type = light_tank_equipment_2
							amount = 100
							producer = GER
						}
					}
				}
				ELSE = {
					SOV = {
						add_equipment_to_stockpile = {
							type = light_tank_chassis_2
							amount = 100
							producer = GER
							variant_name = Panzer II Ausf. a
						}
					}
				}
				SOV = {
					add_equipment_to_stockpile = {
						type = infantry_equipment_0
						amount = 200
						producer = GER
					}
				}
			}
		}
	} {
		name = NSB_soviet_civil_war_common.106.b
		ai_chance = {
			base = 4
			modifier = {
				factor = 0.5
				GER = {
					has_government = democratic
				}
			} {
				factor = 2
				GER = {
					has_government = fascism
				}
				SOV = {
					SOV_i
# ... (truncated)
### Entity: National Focus
Tree: vin_focus
Component: VIN_the_commercial_pearl_of_asia
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_the_commercial_pearl_of_asia
	icon = GFX_focus_mex_privatisation
	cost = 10
	prerequisite = {
		focus = VIN_reinvest_profits_in_military_production
	} {
		focus = VIN_expand_automobile_production
	}
	completion_reward = {
		add_ideas = VIN_the_commercial_pearl_of_asia
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = 53
	y = 6
}
### Entity: National Focus
Tree: per_focus
Component: PER_communist_gulf_hegemony
Constructs: prerequisite, limit, add_ideas, has_war_with, completion_reward, is_subject, allow_branch, every_other_country
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_communist_gulf_hegemony
	icon = GFX_focus_ETH_an_arabic_base
	prerequisite = {
		focus = PER_hormuz_crisis
	}
	x = 0
	y = 1
	relative_position_id = PER_hormuz_crisis
	cost = 10
	available = {
		is_subject = no
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = BUL_toppling_giants_wargoal_1_tt
		every_other_country = {
			limit = {
				capital_scope = {
					OR = {
						region = 28 196 238 236 237 291
					}
				}
				NOT = {
					OR = {
						is_in_faction_with = ROOT
						has_war_with = ROOT
						is_subject_of = ROOT
					}
				}
			}
			hidden_effect = {
				ROOT = {
					create_wargoal = {
						target = PREV
						type = puppet_wargoal_focus
					}
				}
			}
		}
		add_ideas = PER_gulf_hegemony_idea
	}
}
### Entity: National Focus
Component: uk_scandinavian_focus
Constructs: prerequisite, has_war, limit, add_opinion_modifier, completion_reward, has_dlc, add_named_threat, is_in_faction_with
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = uk_scandinavian_focus
	available = {
		OR = {
			SWE = {
				exists = yes
				OR = {
					communism = > 0.1
					fascism = > 0.1
				}
			}
			NOR = {
				exists = yes
				OR = {
					communism = > 0.1
					fascism = > 0.1
				}
			}
			DEN = {
				exists = yes
				OR = {
					communism = > 0.1
					fascism = > 0.1
				}
			}
		}
	}
	prerequisite = {
		focus = ENG_home_defence
	}
	icon = GFX_focus_generic_attack_nordic_territory
	x = -3
	y = 1
	offset = {
		x = 1
		y = 0
		trigger = {
			NOT = {
				has_dlc = Man the Guns
			}
		}
	}
	relative_position_id = ENG_home_defence
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_named_threat = {
			threat = 1
			name = uk_scandinavian_focus
		}
		USA = {
			add_opinion_modifier = {
				target = ENG
				modifier = scandinavian_intervention
			}
		}
		SWE = {
			add_opinion_modifier = {
				target = ENG
				modifier = unprovoked_aggression
			}
			if = {
				limit = {
					has_war = no
					NOT = {
						is_in_faction_with = GER
					}
				}
				country_event = britain.7
			}
		}
		NOR = {
			add_opinion_modifier = {
				target = ENG
				modifier = unprovoked_aggression
			}
			if = {
				limit = {
					has_war = no
					NOT = {
						is_in_faction_with = GER
					}
				}
				country_event = britain.7
			}
		}
		DEN = {
			add_opinion_modifier = {
				target = ENG
				modifier = unprovoked_aggression
			}
		}
		FIN = {
			add_opinion_modifier = {
				target = ENG
				modifier = unprovoked_aggression
			}
		}
		hidden_effect = {
			news_event = {
				hours = 6
				id = news.222
			}
		}
	}
}
### Entity: Event
Component: JUNO_guay_events.8
Constructs: is_triggered_only, limit, fire_only_once, add_timed_idea
Source: game
File: events/TOA_GUAY.txt

Code:
country_event = {
	id = JUNO_guay_events.8
	title = JUNO_guay_events.8.t
	desc = JUNO_guay_events.8.desc
	picture = GFX_report_event_yugoslavian_cavalry
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		effect_tooltip = {
			FROM = {
				if = {
					limit = {
						ROOT = {
							original_tag = PAR
						}
					}
					add_timed_idea = {
						idea = idea_GUAY_demoralized_troops_PAR
						days = 480
					}
				}
				else = {
					add_timed_idea = {
						idea = idea_GUAY_demoralized_troops_URG
						days = 480
					}
				}
			}
		}
		name = JUNO_guay_events.8.a
	}
}
### Entity: Character
Component: scientist_trait_nuclear_specialist
Source: game
File: common/scientist_traits/00_traits.txt

Code:
scientist_trait_nuclear_specialist = {
	specialization = {
		specialization_nuclear
	}
	modifier = {
		specialization_nuclear_speed_factor = 0.05
	}
}
### Entity: Character
Component: AFG_pashtun_nationalist
Constructs: war_support_factor, fascism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
AFG_pashtun_nationalist = {
	sprite = 13
	random = no
	fascism_drift = 0.01
	war_support_factor = 0.05
	political_power_factor = 0.1
}
### Entity: National Focus
Component: ah_doctrine_effort_2
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/austro_hungarian_releasable_shared.txt

Code:
focus = {
	id = ah_doctrine_effort_2
	icon = GFX_goal_generic_army_doctrines
	prerequisite = {
		focus = ah_doctrine_effort
	}
	x = 0
	y = 2
	relative_position_id = ah_doctrine_effort
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 25
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
}
### Entity: Character
Component: NOR_royal_chamberlain
Constructs: stability_factor, war_support_factor, neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
NOR_royal_chamberlain = {
	random = no
	sprite = 13
	neutrality_drift = 0.1
	stability_factor = 0.1
	war_support_factor = 0.05
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: denmark_political_events.7
Constructs: is_triggered_only, ai_chance, limit, add_stability, add_political_power, add_popularity
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_political_events.7
	title = denmark_political_events.7.t
	desc = denmark_political_events.7.desc
	picture = GFX_report_event_fascist_speech
	is_triggered_only = yes
	option = {
		name = denmark_political_events.4.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 15
				fascism = > 0.7
			}
		}
		if = {
			limit = {
				fascism = < 0.9
			}
			add_popularity = {
				ideology = fascism
				popularity = 0.05
			}
		}
		else = {
			add_political_power = 25
		}
		country_event = {
			id = denmark_political_events.8
			days = 7
		}
	} {
		name = denmark_political_events.4.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 10
				fascism = > 0.5
			}
		}
		trigger = {
			fascism = < 0.8
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		add_political_power = -50
		country_event = {
			id = denmark_political_events.8
			days = 7
		}
	} {
		name = denmark_political_events.4.c
		ai_chance = {
			base = 1
			modifier = {
				factor = 5
				fascism = < 0.5
			}
		}
		trigger = {
			fascism = < 0.7
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.15
		}
		add_political_power = -75
		add_stability = -0.05
		country_event = {
			id = denmark_political_events.8
			days = 7
		}
	}
}
### Entity: Event
Component: sweden_mill_access.1
Constructs: is_triggered_only, ai_chance, give_military_access
Source: game
File: events/SWE_sweden.txt

Code:
country_event = {
	id = sweden_mill_access.1
	title = sweden_mill_access.1.t
	desc = sweden_mill_access.1.d
	picture = GFX_report_event_gre_megali_conference_signing
	is_triggered_only = yes
	option = {
		name = sweden_mill_access.1.a
		ai_chance = {
			base = 9
		}
		effect_tooltip = {
			FROM = {
				give_military_access = ROOT
			}
		}
		SWE = {
			country_event = {
				id = sweden_mill_access.11
				hours = 6
			}
		}
	} {
		name = sweden_mill_access.1.b
		ai_chance = {
			base = 1
		}
		SWE = {
			country_event = {
				id = sweden_mill_access.12
				hours = 6
			}
		}
	}
}
### Entity: Character
Component: GER_reich_minister_of_propaganda
Constructs: war_support_factor, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_reich_minister_of_propaganda = {
	sprite = 13
	random = no
	war_support_factor = 0.05
	fascism_drift = 0.1
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_authorize_aid_to_ethiopia
Constructs: prerequisite, has_war, add_opinion_modifier, completion_reward, has_global_flag, cancel_if_invalid, add_relation_modifier, add_relation_rule_override
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_authorize_aid_to_ethiopia
	icon = GFX_focus_generic_befriend_ethiopia
	x = -3
	y = 1
	relative_position_id = JAP_revere_the_emperor_destroy_the_traitors
	prerequisite = {
		focus = JAP_revere_the_emperor_destroy_the_traitors
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_war = no
		ETH = {
			exists = yes
		}
		has_global_flag = second_italo_ethiopian_war_flag
	}
	bypass = {

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

	}
	completion_reward = {
		add_relation_modifier = {
			target = ETH
			modifier = JAP_support_ethiopia_static_modifier
		}
		add_relation_rule_override = {
			target = ETH
			can_send_volunteers = yes
		}
		ETH = {
			add_opinion_modifier = {
				target = ROOT
				modifier = JAP_sent_eth_aid_opm
			}
		} {
			country_event = {
				id = SEA_japan_foreign_policy.75
				hours = 2
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		hidden_effect = {
			add_timed_idea = {
				idea = JAP_aid_ETH
				days = 730
			}
			add_ai_strategy = {
				type = send_volunteers_desire
				id = ETH
				value = 350
			} {
				type = protect
				id = ETH
				value = 100
			}
		}
	}
}
### Entity: Modifier Reference
Construct: experience
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
##  <span id="experience_gain__mission_factor"></span>experience_gain_<Unit>_mission_factor

* **Description**: Unit experience gain factor in missions.
* Number with 0 decimal places
* **Categories**: naval, country

* **Modified types**: airborne_light_armor, amphibious_armor, amphibious_heavy_armor, amphibious_light_armor, amphibious_mechanized, amphibious_medium_armor, anti_air, anti_air_battery, anti_air_brigade, anti_tank, anti_tank_battery, anti_tank_brigade, armored_car, armored_car_recon, armored_engineer, armored_maintenance, armored_signal, artillery, artillery_brigade, assault_engineer, ballistic_missile, battle_cruiser, battleship, bicycle_battalion, blackshirt_assault_battalion, bus, camelry, carrier, cas, cavalry, cv_cas, cv_fighter, cv_nav_bomber, cv_suicide_craft, destroyer, elephantry, engineer, explosive_ammo, fake_intel_unit, field_guns, field_hospital, fighter, fire_support, guided_missile, heavy_armor, heavy_cruiser, heavy_fighter, heavy_flame_tank, heavy_sp_anti_air_brigade, heavy_sp_anti_air_support, heavy_sp_artillery_brigade, heavy_tank_destroyer_brigade, heavy_tank_destroyer_support, helicopter_brigade, helicopter_field_hospital, helicopter_recon, helicopter_transport, hq_air_liaison, hq_engineer, hq_field_hospital, hq_heavy_armor, hq_infantry, hq_light_armor, hq_logistics, hq_maintenance, hq_medium_armor, hq_military_police, hq_motorized, hq_naval_liaison, hq_paratrooper, hq_recon, hq_signal, hq_specops, hq_support_company, infantry, irregular_infantry, jet_fighter, jet_strat_bomber, jet_tac_bomber, jungle_pioneers_support, land_cruiser, light_armor, light_cruiser, light_flame_tank, light_sp_anti_air_brigade, light_sp_anti_air_support, light_sp_artillery_brigade, light_tank_destroyer_brigade, light_tank_destroyer_support, light_tank_recon, logistics_company, long_range_patrol_support, maintenance_company, marine, marine_commando, maritime_patrol_plane, mechanized, medium_armor, medium_flame_tank, medium_sp_anti_air_brigade, medium_sp_anti_air_support, medium_sp_artillery_brigade, medium_tank_destroyer_brigade, medium_tank_destroyer_support, military_police, militia, modern_armor, modern_sp_anti_air_brigade, modern_sp_anti_air_support, modern_sp_artillery_brigade, modern_tank_destroyer_brigade, modern_tank_destroyer_support, mot_anti_air_brigade, mot_anti_tank_brigade, mot_artillery_brigade, mot_fire_support, mot_recon, mot_rocket_
# ... (truncated)
### Entity: Character
Component: nationalist_uniter
Source: game
File: common/country_leader/r56_traits.txt

Code:
nationalist_uniter = {
	random = no
	ai_focus_aggressive_factor = 0.5
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_flotta_d_evasione
Constructs: prerequisite, limit, completion_reward, has_dlc, has_tech, has_trait, random_navy_leader, add_unit_leader_trait
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_flotta_d_evasione
	icon = GFX_focus_ITA_new_horizons
	prerequisite = {
		focus = ITA_ispettorato_dei_mezzi_antisommergibili ITA_cacciatorpediniere_di_scorta ITA_navi_da_battaglia
	}
	x = 0
	y = 1
	relative_position_id = ITA_ispettorato_dei_mezzi_antisommergibili
	cost = 10
	available = {
		if = {
			limit = {
				has_dlc = Man the Guns
			}
			has_tech = basic_ship_hull_cruiser
		}
		else = {
			has_tech = basic_light_cruiser
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_NAVY_XP
	}
	completion_reward = {
		custom_effect_tooltip = ITA_flotta_d_evasione_admiral_traits_tt ITA_flotta_d_evasione_dockyards_tt
		hidden_effect = {
			if = {
				limit = {
					any_navy_leader = {
						NOT = {
							has_trait = bold
						}
						skill = > 3
					}
				}
				random_navy_leader = {
					limit = {
						NOT = {
							has_trait = bold
						}
						skill = > 3
					}
					add_unit_leader_trait = bold
				}
			} {
				limit = {
					any_navy_leader = {
						NOT = {
							has_trait = bold
						}
						skill = > 3
					}
				}
				random_navy_leader = {
					limit = {
						NOT = {
							has_trait = bold
						}
						skill = > 3
					}
					add_unit_leader_trait = bold
				}
			}
			else_if = {
				limit = {
					any_navy_leader = {
						NOT = {
							has_trait = bold
						}
					}
				}
				random_navy_leader = {
					limit = {
						NOT = {
							has_trait = bold
						}
					}
					add_unit_leader_trait = bold
				}
			} {
				limit = {
					any_navy_leader = {
						NOT = {
							has_trait = bold
						}
					}
				}
				random_navy_leader = {
					limit = {
						NOT = {
							has_trait = bold
						}
					}
					add_unit_leader_trait = bold
				}
			}
		}
		navy_experience = 50
		if = {
			limit = {
				has_dlc = Man the Guns
			}
			if = {
				limit = {
					has_tech = improved_ship_hull_cruiser
				}
				if = {
					limit = {
						has_tech = basic_dp_light_battery
					}
					create_equipment_variant = {
						name = Costanzo Ciano Class
						type = ship_hull_cruiser_3
						name_group = ITA_CL_HISTORICAL
						parent_version = 0
						allow_without_tech = yes
						modules = {
							front_1_custom_slot = ship_light_medium_battery_3
							mid_1_custom_slot = ship_torpedo_2
							mid_2_custom_slot = dp_ship_secondaries_2
							rear_1_custom_slot = ship_anti_air_3
							rear_2_custom_slot = ship_airplane_launc
# ... (truncated)
### Entity: Character
Component: SER_ar
Source: game
File: common/characters/SER.txt

Code:
SER_ar = {
	advisor = {
		slot = high_command
		idea_token = SER_ar
		ledger = army
		allowed = {
			original_tag = SER
		}
		traits = {
			army_regrouping_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_5
		}
	}
}
### Entity: Idea
Component: LIT_state_media
Constructs: war_support_factor, has_government, removal_cost, communism_drift, fascism_drift
Source: game
File: common/ideas/lithuania.txt

Code:
LIT_state_media = {
	allowed = {
		original_tag = LIT
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	picture = generic_pp_unity_bonus
	modifier = {
		communism_drift = -0.025
		fascism_drift = -0.025
		war_support_factor = 0.1
		war_stability_factor = 0.1
	}
}
### Entity: Idea
Component: HOL_shared_intelligence_hol_fra
Constructs: removal_cost
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_shared_intelligence_hol_fra = {
	name = HOL_shared_intelligence_hol
	picture = SOV_scientist_defect
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	targeted_modifier = {
		tag = FRA
		attack_bonus_against = 0.02
		defense_bonus_against = 0.05
	}
}
### Entity: Character
Component: ECU_ramon_castro_jijon
Source: game
File: common/characters/ECU.txt

Code:
ECU_ramon_castro_jijon = {
	advisor = {
		slot = air_chief
		idea_token = ECU_ramon_castro_jijon
		allowed = {
			original_tag = ECU
		}
		traits = {
			air_chief_night_operations_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Ramon Castro Jíjon
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_2
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_FACTOR_light_tank_chassis_FOCUS
Constructs: is_major, has_equipment
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_FACTOR_light_tank_chassis_FOCUS = {
	enable = {
		has_equipment = {
			light_tank_chassis = < 1000
		}
		is_major = yes
		EAI_armor_tech_focus = yes
		EAI_LARM_equipment_production = yes
	}
	abort = {
		NOT = {
			AND = {
				has_equipment = {
					light_tank_chassis = < 2000
				}
				is_major = yes
				EAI_armor_tech_focus = yes
				EAI_LARM_equipment_production = yes
			}
		}
	}
	ai_strategy = {
		type = equipment_variant_production_factor
		id = light_tank_chassis
		value = 50
	} {
		type = equipment_production_surplus_management
		id = light_tank_chassis
		value = 5
	}
}