Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Joint Focus
Component: CONGO_the_heart_of_africa
Constructs: prerequisite, limit, joint_focus, has_war_with, completion_reward, add_political_power, is_subject_of, has_global_flag
Source: game
File: common/national_focus/congo_shared.txt

Code:
joint_focus = {
	id = CONGO_the_heart_of_africa
	dynamic = yes
	icon = GFX_focus_COG_heart_of_africa
	prerequisite = {
		focus = CONGO_congo_investments CONGO_belgian_congo
	}
	relative_position_id = CONGO_belgian_congo
	x = 0
	y = 3
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
	text_icon = CONGO_COG_focus_style
	joint_trigger = {
		CONGO_is_a_congo_viable_nation = yes
	}
	available = {
		OR = {
			AND = {
				original_tag = BEL
				BEL = {
					any_subject_country = {
						original_tag = COG
					}
				}
			} {
				original_tag = COG
				COG = {
					is_subject_of = BEL
				}
			}
		}
		NOT = {
			OR = {
				has_war_with = BEL COG
				has_global_flag = CONGO_independence_war_ongoing
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {

	}
	completion_reward_joint_originator = {
		IF = {
			limit = {
				original_tag = BEL
			}
			add_political_power = 75
		} {
			limit = {
				original_tag = COG
				NOT = {
					has_dynamic_modifier = {
						modifier = COG_belgian_congo_colonial_dynamic_modifier
					}
				}
			}
			add_dynamic_modifier = {
				modifier = COG_belgian_congo_colonial_dynamic_modifier
			}
			custom_effect_tooltip = warning_this_idea_can_be_removed_tt
		} {
			limit = {
				original_tag = COG
			}
			custom_effect_tooltip = modify_COG_belgian_congo_colonial_dynamic_modifier_tt
			add_to_variable = {
				BEL.COG_belgian_congo_colonial_dynamic_modifier_research_speed_factor = 0.03
				tooltip = research_speed_factor_tt
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	}
	completion_reward_joint_member = {
		IF = {
			limit = {
				original_tag = BEL
			}
			add_political_power = 75
		} {
			limit = {
				original_tag = COG
				NOT = {
					has_dynamic_modifier = {
						modifier = COG_belgian_congo_colonial_dynamic_modifier
					}
				}
			}
			add_dynamic_modifier = {
				modifier = COG_belgian_congo_colonial_dynamic_modifier
			}
			custom_effect_tooltip = warning_this_idea_can_be_removed_tt generic_skip_one_line_tt
		} {
			limit = {
				original_tag = COG
			}
			custom_effect_tooltip = modify_COG_belgian_congo_colonial_dynamic_modifier_tt
			add_to_variable = {
				BEL.COG_belgian_congo_colonial_dynamic_modifier_research_speed_factor = 0.03
				tooltip = research_speed_factor_tt
			}
		}
	}
}
### Entity: Scripted Effect
Component: JAP_big_zaibatsu_faction_gain
Constructs: limit, check_variable, has_idea, add_to_variable
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_big_zaibatsu_faction_gain = {
	if = {
		limit = {
			check_variable = {
				JAP_zaibatsu_faction_influence_level = < JAP_tier_4_minimum_limit
			}
		}
		if = {
			limit = {
				has_idea = JAP_zaibatsu_faction_tier_1
			}
			if = {
				limit = {
					check_variable = {
						JAP_zaibatsu_faction_influence_level = < JAP_tier_1_to_tier_2_big_gate
					}
				}
				custom_effect_tooltip = JAP_big_zaibatsu_faction_gain_tt
			}
			else = {
				custom_effect_tooltip = JAP_big_zaibatsu_faction_gain_tt
				JAP_zaibatsu_faction_goes_up_from_tier_1_to_tier_2 = yes
			}
		}
		else_if = {
			limit = {
				has_idea = JAP_zaibatsu_faction_tier_2
			}
			if = {
				limit = {
					check_variable = {
						JAP_zaibatsu_faction_influence_level = < JAP_tier_2_to_tier_3_big_gate
					}
				}
				custom_effect_tooltip = JAP_big_zaibatsu_faction_gain_tt
			}
			else = {
				custom_effect_tooltip = JAP_big_zaibatsu_faction_gain_tt
				JAP_zaibatsu_faction_goes_up_from_tier_2_to_tier_3 = yes
			}
		} {
			limit = {
				has_idea = JAP_zaibatsu_faction_tier_3
			}
			if = {
				limit = {
					check_variable = {
						JAP_zaibatsu_faction_influence_level = < JAP_tier_3_to_tier_4_big_gate
					}
				}
				custom_effect_tooltip = JAP_big_zaibatsu_faction_gain_tt
			}
			else = {
				custom_effect_tooltip = JAP_big_zaibatsu_faction_gain_tt
				JAP_zaibatsu_faction_goes_up_from_tier_3_to_tier_4 = yes
			}
		}
		add_to_variable = {
			JAP_zaibatsu_faction_influence_level = JAP_big_influence_point
		}
	}
}
### Entity: Modifier Reference
Construct: conversion_cost_civ_to_mil_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## conversion_cost_civ_to_mil_factor

* Number with 2 decimal places
* **Categories**: country, war_production
### Entity: Country History
Country: KOM
Component: KOM_characters
Constructs: recruit_character
Source: game
File: history/countries/KOM - Komi Republic.txt

Code:
# Leaders & Characters for KOM
recruit_character = KOM_pavel_murashev
### Entity: Scripted Trigger
Component: has_dino_grandi
Constructs: has_dino_grandi, has_country_leader, has_idea
Source: game
File: common/scripted_triggers/ITA_scripted_triggers.txt

Code:
has_dino_grandi = {
	has_country_leader = {
		character = ITA_dino_grandi
		ruling_only = yes
	}
	has_idea = ITA_dino_grandi
}
### Entity: Scripted Effect
Component: AUS_loans_down
Constructs: limit, remove_ideas, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/r56_AUS_scripted_effects.txt

Code:
AUS_loans_down = {
	if = {
		limit = {
			has_idea = AUS_reliant_on_lon_1
		}
		remove_ideas = AUS_reliant_on_lon_1
	}
	else_if = {
		limit = {
			has_idea = AUS_reliant_on_lon_2
		}
		swap_ideas = {
			remove_idea = AUS_reliant_on_lon_2
			add_idea = AUS_reliant_on_lon_1
		}
	} {
		limit = {
			has_idea = AUS_reliant_on_lon_3
		}
		swap_ideas = {
			remove_idea = AUS_reliant_on_lon_3
			add_idea = AUS_reliant_on_lon_2
		}
	} {
		limit = {
			has_idea = AUS_reliant_on_lon_4
		}
		swap_ideas = {
			remove_idea = AUS_reliant_on_lon_4
			add_idea = AUS_reliant_on_lon_3
		}
	}
}
### Entity: Idea
Component: bra_rural_elite
Constructs: stability_factor, political_power_gain, industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_rural_elite = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = no
	}
	picture = BRA_campinas
	modifier = {
		stability_factor = -0.05
		industrial_capacity_dockyard = -0.05
		industrial_capacity_factory = -0.05
		production_speed_buildings_factor = -0.05
		political_power_gain = 0.05
		consumer_goods_factor = 0.1
	}
}
### Entity: Wiki Documentation
Construct: debug_nuking
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
debug_nuking
|
Allows to nuke every province without checking any conditions.
|
Command no longer exists as of patch 1.15.1
|

flagsoutput [<path>]
|
Creates texture atlas files from memory.
|

|
### Entity: National Focus
Tree: ast_focus
Component: AST_war_carriers
Constructs: prerequisite, add_ideas, completion_reward, set_technology, add_tech_bonus
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_war_carriers
	icon = GFX_focus_generic_reinforcing_the_supply_network
	prerequisite = {
		focus = AST_invoke_the_1903_defence_act
	}
	relative_position_id = AST_invoke_the_1903_defence_act
	x = 3
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_ideas = {
			AST_war_carriers_idea
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_tech_bonus = {
			name = AST_war_carriers
			bonus = 0.5
			ahead_reduction = 2
			uses = 2
			category = logistics_tech
		}
		hidden_effect = {
			set_technology = {
				AST_war_carriers_tech = 1
				popup = no
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_bulgarian_shipping_chamber
Constructs: add_equipment_to_stockpile, prerequisite, add_ideas, completion_reward, add_building_construction
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_bulgarian_shipping_chamber
	prerequisite = {
		focus = BUL_a_black_sea_fleet
	}
	icon = GFX_goal_generic_navy_cruiser
	relative_position_id = BUL_a_black_sea_fleet
	x = 0
	y = 2
	cost = 10
	available = {
		controls_state = 211
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		211 = {
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			} {
				type = naval_base
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
		}
		add_equipment_to_stockpile = {
			type = convoy
			amount = 50
		}
		add_ideas = BUL_bulgarian_shipping_chamber
	}
}
### Entity: Event
Component: LIT_monarchy_events.101
Constructs: is_triggered_only, ai_chance, limit, has_country_flag, create_wargoal, annex_everything
Source: game
File: events/NSB_Lithuania.txt

Code:
country_event = {
	id = LIT_monarchy_events.101
	title = LIT_monarchy_events.101.t
	desc = LIT_monarchy_events.101.desc
	picture = GFX_report_event_royal_parade
	is_triggered_only = yes
	option = {
		name = LIT_monarchy_events.101.a
		ai_chance = {
			factor = 10
		}
		if = {
			limit = {
				original_tag = LIT
			}
			POL = {
				if = {
					limit = {
						NOT = {
							has_country_flag = LIT_Monarchy_events_declared_war
						}
					}
					country_event = {
						id = LIT_monarchy_events.101
						hours = 5
					}
				}
			}
			create_wargoal = {
				type = annex_everything
				target = POL
			}
		} {
			limit = {
				original_tag = POL
			}
			LIT = {
				if = {
					limit = {
						NOT = {
							has_country_flag = LIT_Monarchy_events_declared_war
						}
					}
					country_event = {
						id = LIT_monarchy_events.101
						hours = 5
					}
				}
			}
			create_wargoal = {
				type = annex_everything
				target = LIT
			}
		}
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_develop_the_horn_of_africa
Constructs: prerequisite, has_war, completion_reward
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_develop_the_horn_of_africa
	icon = GFX_focus_ETH_develop_the_horn_of_africa
	prerequisite = {
		focus = ETH_ethiopian_shipbuilding ETH_connecting_the_south
	}
	x = 1
	y = 1
	relative_position_id = ETH_ethiopian_shipbuilding
	cost = 10
	available = {

	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			has_war = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		custom_effect_tooltip = ETH_develop_the_horn_of_africa_tt ETH_horn_of_africa_tt
	}
}
### Entity: Faction
Component: dismissal_rule_ideology_not_democratic
Constructs: has_government
Source: game
File: common/factions/rules/dismissal_rules.txt

Code:
dismissal_rule_ideology_not_democratic = {
	type = dismissal_rules
	visible = {
		has_government = democratic
	}
	ai_will_do = {
		base = 0
	}
	dismiss_member_trigger = {
		NOT = {
			has_government = democratic
		}
	}
}
### Entity: Modifier Reference
Component: GER_navy_fascist_modifier
Constructs: screening_efficiency
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
GER_navy_fascist_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_GER_navy
	custom_modifier_tooltip = GER_military_modifier_tt
	naval_heavy_gun_hit_chance_factor = GER_military_naval_heavy_gun_hit_chance_factor
	screening_efficiency = GER_military_screening_efficiency
	screening_without_screens = GER_military_screening_without_screens
	navy_max_range_factor = GER_military_navy_max_range_factor
	convoy_raiding_efficiency_factor = GER_military_convoy_raiding_efficiency_factor
	naval_light_gun_hit_chance_factor = GER_military_naval_light_gun_hit_chance_factor
	naval_hit_chance = GER_military_naval_hit_chance
	naval_defense_factor = GER_military_naval_defense_factor
}
### Entity: Character
Component: CHA_pot
Source: game
File: common/characters/CHA.txt

Code:
CHA_pot = {
	advisor = {
		slot = political_advisor
		idea_token = CHA_pot
		allowed = {
			original_tag = CHA
		}
		traits = {
			prince_of_terror
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_2
		}
	}
}
### Entity: Event
Component: kmt.325
Constructs: is_triggered_only, ai_chance, set_country_flag, add_to_war
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.325
	title = kmt.325.t
	desc = kmt.325.d
	picture = GFX_report_event_chinese_soldiers_fighting
	is_triggered_only = yes
	immediate = {
		set_country_flag = event325_fired
	}
	option = {
		ai_chance = {
			base = 100
		}
		name = kmt.325.a
		add_to_war = {
			targeted_alliance = event_target:KMT_central_gov_tag
			enemy = JAP
		}
		event_target:KMT_central_gov_tag = {
			country_event = {
				id = kmt.326
			}
		}
	} {
		name = kmt.325.b
	}
}
### Entity: Unit Template
Component: BLR_PAR_01
Source: game
File: common/units/names_divisions/BLR_names_divisions.txt

Code:
BLR_PAR_01 = {
	name = Paratrooper Divisions
	for_countries = {
		BLR
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = %dya Belaruskaya Pavetrana-Desantnaya Div.
	ordered = {
		1 = {
			%dya Belaruskaya Pavetrana-Desantnaya Div.
		}
		2 = {
			%dya Belaruskaya Pavetrana-Desantnaya Div.
		}
		3 = {
			%dya Belaruskaya Pavetrana-Desantnaya Div.
		}
		4 = {
			%dya Belaruskaya Pavetrana-Desantnaya Div.
		}
		5 = {
			%dya Belaruskaya Pavetrana-Desantnaya Div.
		}
		6 = {
			%dya Belaruskaya Pavetrana-Desantnaya Div.
		}
		7 = {
			%dya Belaruskaya Pavetrana-Desantnaya Div.
		}
		8 = {
			%dya Belaruskaya Pavetrana-Desantnaya Div.
		}
		9 = {
			%dya Belaruskaya Pavetrana-Desantnaya Div.
		}
		10 = {
			%dya Belaruskaya Pavetrana-Desantnaya Div.
		}
	}
}
### Entity: Idea
Component: LIT_victory_in_trust_idea
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/lithuania.txt

Code:
LIT_victory_in_trust_idea = {
	picture = LIT_victory_in_trust
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		command_power_gain = 0.1
		experience_gain_army = 0.1
		war_support_factor = 0.1
	}
}
### Entity: Idea
Component: LIE_royal_guard_idea
Constructs: removal_cost
Source: game
File: common/ideas/liechtenstein.txt

Code:
LIE_royal_guard_idea = {
	removal_cost = -1
	picture = NORDIC_army_monarchist
	allowed = {
		always = no
	}
	modifier = {
		conscription = 0.02
		special_forces_cap = 0.1
		special_forces_training_time_factor = -0.1
	}
}
### Entity: Idea
Component: CZE_ministry_of_national_defense
Constructs: removal_cost
Source: game
File: common/ideas/czechoslovakia_old.txt

Code:
CZE_ministry_of_national_defense = {
	allowed = {
		original_tag = CZE
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = FRA_national_mobilization_focus
	removal_cost = -1
	modifier = {
		training_time_army_factor = -0.1
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/PRC_1936_TSR.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = PRC
		}
		requested_factories = 2
		progress = 0.33
		efficiency = 50
		industrial_manufacturer = mio:PRC_cmc_military_industry_bureau_organization
	}
}
### Entity: Idea
Component: CZE_skoda_no_focus_optimization_2_idea
Constructs: is_controlled_by, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/czechoslovakia_skoda.txt

Code:
CZE_skoda_no_focus_optimization_2_idea = {
	name = CZE_skoda_no_focus_optimization_idea
	picture = CZE_skoda_works
	allowed = {
		always = no
	}
	do_effect = {
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	allowed_civil_war = {
		always = yes
	}
	research_bonus = {
		industry = 0.04
	}
	equipment_bonus = {
		motorized_equipment = {
			instant = yes
			build_cost_ic = -0.04
		}
		train_equipment = {
			instant = yes
			build_cost_ic = -0.04
		}
		support_equipment = {
			instant = yes
			build_cost_ic = 0.04
		}
	}
	modifier = {
		custom_modifier_tooltip = generic_skip_one_line_tt
		consumer_goods_factor = -0.04
		production_lack_of_resource_penalty_factor = 0.04
		production_speed_industrial_complex_factor = 0.04
		production_speed_arms_factory_factor = -0.04
		industrial_concern_cost_factor = -0.04
		factory_energy_consumption = -0.04
		fuel_gain_factor = -0.04
	}
}
### Entity: Character
Component: PAR_alfred_stroessner_matiauda
Constructs: has_dlc
Source: game
File: common/characters/PAR.txt

Code:
PAR_alfred_stroessner_matiauda = {
	instance = {
		allowed = {
			has_dlc = Trial of Allegiance
		}
		advisor = {
			slot = high_command
			idea_token = PAR_alfred_stroessner_matiauda
			ledger = army
			allowed = {
				original_tag = PAR
			}
			traits = {
				army_logistics_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		portraits = {
			army = {
				small = GFX_idea_generic_army_south_america_3
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Trial of Allegiance
			}
		}
		advisor = {
			slot = high_command
			idea_token = PAR_alfred_stroessner_matiauda
			ledger = army
			allowed = {
				original_tag = PAR
			}
			traits = {
				army_armored_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		portraits = {
			army = {
				small = GFX_idea_generic_army_south_america_3
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_JAP_last_stand
Constructs: has_war, has_country_flag, is_in_array, force_concentration_target_weight, force_concentration_front_factor
Source: game
File: common/ai_strategy/JAP_EAI.txt

Code:
EAI_JAP_last_stand = {
	allowed = {
		tag = JAP
	}
	enable = {
		has_war = yes
		OR = {
			has_country_flag = EAI_JAP_homeland_invaded
			alliance_naval_strength_ratio = < 0.25
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = strategic_air_importance
		id = 154
		value = 25000
	} {
		type = front_control
		ordertype = front
		ratio = 0.75
		priority = 1000
		execution_type = rush_weak
		execute_order = yes
		state_trigger = {
			is_in_array = {
				global.EAI_MAP_japanese_homeland_theatre = THIS.id
			}
		}
	} {
		type = force_concentration_target_weight
		value = 50
		state_trigger = {
			is_in_array = {
				global.EAI_MAP_japanese_homeland_theatre = THIS.id
			}
		}
	} {
		type = force_concentration_front_factor
		value = 50
		state_trigger = {
			is_in_array = {
				global.EAI_MAP_japanese_homeland_theatre = THIS.id
			}
		}
	} {
		type = front_unit_request
		value = 50
		state_trigger = {
			is_in_array = {
				global.EAI_MAP_japanese_homeland_theatre = THIS.id
			}
		}
	} {
		type = put_unit_buffers
		ratio = 0.25
		states = {
			533 282 532 534 535 531 529 530 528 645 526
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Event
Component: belgium.140
Constructs: has_country_flag, fire_only_once, has_equipment, send_equipment, set_country_flag
Source: game
File: events/BEL_additional_events.txt

Code:
country_event = {
	id = belgium.140
	title = belgium.140.t
	desc = belgium.140.desc
	picture = GFX_report_event_merchant_ship_01
	mean_time_to_happen = {
		days = 15
	}
	fire_only_once = yes
	trigger = {
		tag = BEL
		has_equipment = {
			infantry_equipment = > 320
		}
		has_country_flag = BEL_rifles_COG_1
	}
	option = {
		name = belgium.140.a
		send_equipment = {
			target = COG
			type = infantry_equipment
			amount = 300
		}
		set_country_flag = BEL_rifles_COG_2
		COG = {
			country_event = {
				id = belgium.144
				days = 1
			}
		}
	}
}
### Entity: Unit Template
Component: IRQ_MOT_01
Source: game
File: common/units/names_divisions/IRQ_names_divisions.txt

Code:
IRQ_MOT_01 = {
	name = Motorised Divisions
	for_countries = {
		IRQ
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		IRQ_INF_01
	}
	fallback_name = Iraqi al-Mushati al-%dr
	ordered = {
		1 = {
			Iraqi al-Mushati al-%di
		}
		2 = {
			Iraqi al-Mushati al-%di
		}
		3 = {
			Iraqi al-Mushati al-%di
		}
		4 = {
			Iraqi al-Mushati al-%di
		}
		5 = {
			Iraqi al-Mushati al-%di
		}
		6 = {
			Iraqi al-Mushati al-%di
		}
		7 = {
			Iraqi al-Mushati al-%di
		}
		8 = {
			Iraqi al-Mushati al-%di
		}
		9 = {
			Iraqi al-Mushati al-%di
		}
		10 = {
			Iraqi al-Mushati al-%di
		}
		12 = {
			Iraqi al-Mushati al-%dr
		}
		13 = {
			Iraqi al-Mushati al-%dr
		}
		14 = {
			Iraqi al-Mushati al-%dr
		}
		15 = {
			Iraqi al-Mushati al-%dr
		}
		16 = {
			Iraqi al-Mushati al-%dr
		}
		17 = {
			Iraqi al-Mushati al-%dr
		}
		18 = {
			Iraqi al-Mushati al-%dr
		}
		19 = {
			Iraqi al-Mushati al-%dr
		}
		20 = {
			Iraqi al-Mushati al-%dr
		}
	}
}
### Entity: AI Strategy
Component: RAJ_GOE_historical
Constructs: has_country_flag, has_dlc, is_historical_focus_on, has_game_rule
Source: game
File: common/ai_strategy_plans/RAJ_GOE_historical_strategy_plan.txt

Code:
RAJ_GOE_historical = {
	name = Indian historical plan
	desc = 
	allowed = {
		original_tag = RAJ
		has_dlc = Graveyard of Empires
	}
	enable = {
		OR = {
			has_country_flag = ENG_rejected_eic RAJ_AI_RANDOM_DEMOCRATIC_HISTORICAL britain_enforced_our_loyalty
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = RAJ_ai_behavior
					option = DEFAULT
				}
			}
			has_game_rule = {
				rule = RAJ_ai_behavior
				option = GOE_HISTORICAL
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		RAJ_hedgemony_of_the_subcontinent RAJ_local_recruitment_offices RAJ_two_nation_theory_dlc RAJ_the_pakistan_movement RAJ_lahore_resolution RAJ_united_bengal RAJ_provincial_autonomy RAJ_purna_swaraj RAJ_mahatma RAJ_uplifting_the_people_of_india RAJ_tenancy_reforms RAJ_debt_relief RAJ_national_planning_committee RAJ_form_a_federal_court RAJ_litteracy_effort RAJ_indo_centric_curriculum RAJ_all_india_students_federation RAJ_swadeshi_movement RAJ_princely_states_policy RAJ_swadeshi_movement RAJ_khadi_movement RAJ_legacy_of_military_service RAJ_boycott_british_made_goods RAJ_local_resistance_to_land_taxes RAJ_a_congress_resurgent RAJ_agricultural_cooperatives RAJ_handloom_weaving RAJ_enrollment_of_dali_children RAJ_military_pensions RAJ_indian_independence_act RAJ_royal_indian_artillery_dlc RAJ_specialized_dietary_requirement RAJ_quinine RAJ_mountain_guns RAJ_re_establish_the_khyber_rifles RAJ_indian_army_corps_of_engineers RAJ_indian_air_force RAJ_trainer_planes RAJ_ammunition_factory_khadki RAJ_gun_and_shell_factory_cossipore RAJ_rifle_factory_ishapore_west_bengal RAJ_cordite_factory_aruvankadu_tamil_nadu RAJ_ordnance_factory_khamaria_jabalpur RAJ_ordnance_factory_medak RAJ_ordnance_factory_kanpur_uttar_pradesh RAJ_east_india_railways_dlc RAJ_the_burma_road RAJ_tata_steel_dlc RAJ_assam_oil_dlc RAJ_the_calcutta_line RAJ_engineering_revolution RAJ_chindits_dlc RAJ_gurkhas RAJ_lions_of_the_great_war_dlc RAJ_tryst_with_destiny RAJ_pledge_for_the_allies RAJ_preamble_to_the_constitution_of_india RAJ_india_indivisible RAJ_an_economy_unbound RAJ_import_substitution_industrialisation RAJ_fight_malnutrition RAJ_education_efforts RAJ_mixed_economy RAJ_to_shake_the_world
	}
	research = {
		industry = 20.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
	ideas = {

	}
	traits = {
		captain_of_industry = 5
		war_industrialist = 5
	}
	weight = {
		factor =
# ... (truncated)