Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: EAI_MAP_operation_avalanche_theatre
Constructs: limit, every_state, add_to_array, set_variable
Source: game
File: common/scripted_effects/EAI_MAP_effects.txt

Code:
EAI_MAP_operation_avalanche_theatre = {
	every_state = {
		limit = {
			OR = {
				region = 23 169
			}
		}
		add_to_array = {
			global.EAI_MAP_allied_invasion_theatres = THIS.id
		}
	} {
		limit = {
			OR = {
				state = 118 116
			}
		}
		add_to_array = {
			global.EAI_MAP_allied_invasion_theatres = THIS.id
		}
	}
	set_variable = {
		global.EAI_MAP_allied_invasion_data_ST_end^_operation_id = global.EAI_MAP_allied_invasion_theatres^num
	} {
		global.EAI_MAP_allied_invasion_data_SA_end^_operation_id = global.EAI_MAP_allied_invasion_theatres^num
	} {
		global.EAI_MAP_allied_invasion_data_SR_end^_operation_id = global.EAI_MAP_allied_invasion_theatres^num
	} {
		global.EAI_MAP_allied_invasion_data_AR_end^_operation_id = global.EAI_MAP_allied_invasion_theatres^num
	} {
		global.EAI_MAP_allied_invasion_data_OB_end^_operation_id = global.EAI_MAP_allied_invasion_theatres^num
	}
	add_to_array = {
		global.EAI_MAP_allied_invasion_theatres = 169
	} {
		global.EAI_MAP_allied_invasion_theatres = 29
	} {
		global.EAI_MAP_allied_invasion_theatres = 68
	} {
		global.EAI_MAP_allied_invasion_theatres = 23
	} {
		global.EAI_MAP_allied_invasion_theatres = 115
		 = .id
	} {
		global.EAI_MAP_allied_invasion_theatres = 117
		 = .id
	} {
		global.EAI_MAP_allied_invasion_theatres = 2
		 = .id
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_the_long_march_to_victory
Constructs: prerequisite, has_war, completion_reward, cancel_if_invalid, add_timed_idea
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_the_long_march_to_victory
	icon = GFX_focus_SOV_the_road_of_life
	x = -1
	y = 1
	relative_position_id = JAP_put_an_end_to_chinese_feudalism
	prerequisite = {
		focus = JAP_put_an_end_to_chinese_feudalism
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_war = yes
	}
	bypass = {

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

	}
	completion_reward = {
		add_timed_idea = {
			idea = JAP_the_long_march_to_victory_idea
			days = 730
		}
	}
}
### Entity: Idea
Component: EAI_DD_12/cv_small_plane_suicide_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_12/cv_small_plane_suicide_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_suicide_airframe = {
			build_cost_ic = -0.12
			instant = yes
		}
	}
}
### Entity: Idea
Component: generic_recent_economic_unification
Constructs: removal_cost
Source: game
File: common/ideas/r56_generic.txt

Code:
generic_recent_economic_unification = {
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_economic_crisis
	modifier = {
		trade_laws_cost_factor = 0.25
		mobilization_laws_cost_factor = 0.25
		economy_cost_factor = 0.25
		consumer_goods_factor = 0.1
	}
}
### Entity: Idea
Component: GER_redirecting_naval_production_2
Constructs: has_government, has_war_with, industrial_capacity_factory, is_subject, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_redirecting_naval_production_2 = {
	name = GER_redirecting_naval_production
	allowed = {
		always = no
	}
	cancel = {
		OR = {
			ENG = {
				is_subject = yes
			} {
				exists = no
			}
			has_war_with = ENG
		}
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	picture = generic_production_bonus
	modifier = {
		industrial_capacity_factory = 0.05
		consumer_goods_factor = -0.05
		industrial_capacity_dockyard = -0.1
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_bomber_development
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_bomber_development
	icon = GFX_goal_generic_air_strategic_bomber_new
	relative_position_id = QUE_fund_an_air_force
	x = 3
	y = 2
	cost = 5
	available_if_capitulated = yes
	prerequisite = {
		focus = QUE_airfield_construction
	}
	mutually_exclusive = {
		focus = QUE_fighter_development
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_tech_bonus = {
			name = QUE_bomber_development
			bonus = 1
			uses = 1
			category = tactical_bomber
		} {
			name = QUE_bomber_development
			bonus = 1
			uses = 1
			category = cat_strategic_bomber
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AIdeas_small.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Ideas_small.png &#8206;(20 × 16 pixels, file size: 18 KB, MIME type: image/png)
### Entity: Modifier Reference
Component: SOV_the_red_fleet_submarine_2_dynamic_modifier_alt
Constructs: screening_efficiency
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
SOV_the_red_fleet_submarine_2_dynamic_modifier_alt = {
	enable = {
		always = yes
	}
	icon = GFX_idea_SOV_red_navy_alt_ccp_2d_sov_compatibility
	refit_ic_cost = SOV_red_fleet_navy_refit_ic_cost
	repair_speed_factor = SOV_red_fleet_repair_speed_factor
	custom_modifier_tooltip = SOV_the_red_fleet_submarine_2_tt
	naval_coordination = SOV_red_fleet_naval_coordination
	navy_visibility = SOV_red_fleet_navy_visibility
	positioning = SOV_red_fleet_positioning
	screening_efficiency = SOV_red_fleet_screening_efficiency
	naval_invasion_capacity = SOV_red_fleet_naval_invasion_capacity
	invasion_preparation = SOV_red_fleet_invasion_preparation
	special_forces_cap = SOV_red_fleet_special_forces_cap
}
### Entity: Unit Template
Component: NZL_GAR_01
Source: game
File: common/units/names_divisions/NZL_names_divisions.txt

Code:
NZL_GAR_01 = {
	name = Garrison Divisions
	for_countries = {
		NZL
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	link_numbering_with = {
		NZL_INF_01
	}
	fallback_name = %d Infantry Division
	ordered = {
		1 = {
			%dst 'Northern' Infantry Division
		}
		4 = {
			%dth 'Central' Infantry Division
		}
		5 = {
			%dth 'Southern' Infantry Division
		}
		6 = {
			%dth Infantry Division
		}
		7 = {
			%dth Infantry Division
		}
		8 = {
			%dth Infantry Division
		}
		9 = {
			%dth Infantry Division
		}
		10 = {
			%dth Infantry Division
		}
		11 = {
			%dth Infantry Division
		}
		12 = {
			%dth Infantry Division
		}
		13 = {
			%dth Infantry Division
		}
		14 = {
			%dth Infantry Division
		}
		15 = {
			%dth Infantry Division
		}
		16 = {
			%dth Infantry Division
		}
		17 = {
			%dth Infantry Division
		}
		18 = {
			%dth Infantry Division
		}
		19 = {
			%dth Infantry Division
		}
		20 = {
			%dth Infantry Division
		}
		21 = {
			%dst Infantry Division
		}
		22 = {
			%dnd Infantry Division
		}
		23 = {
			%drd Infantry Division
		}
		24 = {
			%dth Infantry Division
		}
		25 = {
			%dth Infantry Division
		}
		26 = {
			%dth Infantry Division
		}
		27 = {
			%dth Infantry Division
		}
		28 = {
			%dth Infantry Division
		}
		29 = {
			%dth Infantry Division
		}
		30 = {
			%dth Infantry Division
		}
		31 = {
			%dst Infantry Division
		}
		32 = {
			%dnd Infantry Division
		}
		33 = {
			%drd Infantry Division
		}
		34 = {
			%dth Infantry Division
		}
		35 = {
			%dth Infantry Division
		}
		36 = {
			%dth Infantry Division
		}
		37 = {
			%dth Infantry Division
		}
		38 = {
			%dth Infantry Division
		}
		39 = {
			%dth Infantry Division
		}
		40 = {
			%dth Infantry Division
		}
		41 = {
			%dst Infantry Division
		}
		42 = {
			%dnd Infantry Division
		}
		43 = {
			%drd Infantry Division
		}
		44 = {
			%dth Infantry Division
		}
		45 = {
			%dth Infantry Division
		}
		46 = {
			%dth Infantry Division
		}
		47 = {
			%dth Infantry Division
		}
		48 = {
			%dth Infantry Division
		}
		49 = {
			%dth Infantry Division
		}
		51 = {
			%dst Infantry Division
		}
		52 = {
			%dnd Infantry Division
		}
		53 = {
			%drd Infantry Division
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_continue_the_tank_destroyer_program
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_continue_the_tank_destroyer_program
	icon = GFX_focus_generic_army_tanks2
	mutually_exclusive = {
		focus = BEL_modernize_tanks
	}
	prerequisite = {
		focus = BEL_prototype_weapons
	} {
		focus = BEL_light_tank_destroyers
	}
	cost = 10
	available_if_capitulated = yes
	relative_position_id = BEL_light_tank_destroyers
	x = -1
	y = 1
	ai_will_do = {
		base = 5
	}
	completion_reward = {
		add_ideas = BEL_tank_destroyers_expertise
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Unit Template
Component: HUN_ARM_01
Constructs: has_cosmetic_tag
Source: game
File: common/units/names_divisions/HUN_names_divisions.txt

Code:
HUN_ARM_01 = {
	name = Armoured Divisions
	for_countries = {
		AUS HUN CZE
	}
	can_use = {
		OR = {
			tag = HUN
			has_cosmetic_tag = HUN_EMPIRE
		}
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %d. Páncéloshadosztály
	ordered = {
		1 = {
			%d. Páncéloshadosztály
		}
		2 = {
			%d. Páncéloshadosztály
		}
		3 = {
			%d. Páncéloshadosztály
		}
		4 = {
			%d. Páncéloshadosztály
		}
		5 = {
			%d. Páncéloshadosztály
		}
		6 = {
			%d. Páncéloshadosztály
		}
		7 = {
			%d. Páncéloshadosztály
		}
		8 = {
			%d. Páncéloshadosztály
		}
		9 = {
			%d. Páncéloshadosztály
		}
		10 = {
			%d. Páncéloshadosztály
		}
		11 = {
			%d. Páncéloshadosztály
		}
		12 = {
			%d. Páncéloshadosztály
		}
		13 = {
			%d. Páncéloshadosztály
		}
		14 = {
			%d. Páncéloshadosztály
		}
		15 = {
			%d. Páncéloshadosztály
		}
		16 = {
			%d. Páncéloshadosztály
		}
		17 = {
			%d. Páncéloshadosztály
		}
		18 = {
			%d. Páncéloshadosztály
		}
		19 = {
			%d. Páncéloshadosztály
		}
		20 = {
			%d. Páncéloshadosztály
		}
		21 = {
			%d. Páncéloshadosztály
		}
		22 = {
			%d. Páncéloshadosztály
		}
		23 = {
			%d. Páncéloshadosztály
		}
		24 = {
			%d. Páncéloshadosztály
		}
		25 = {
			%d. Páncéloshadosztály
		}
		26 = {
			%d. Páncéloshadosztály
		}
		27 = {
			%d. Páncéloshadosztály
		}
		28 = {
			%d. Páncéloshadosztály
		}
		29 = {
			%d. Páncéloshadosztály
		}
		30 = {
			%d. Páncéloshadosztály
		}
		31 = {
			%d. Páncéloshadosztály
		}
		32 = {
			%d. Páncéloshadosztály
		}
		33 = {
			%d. Páncéloshadosztály
		}
	}
}
### Entity: Idea
Component: naval_refit_yards_spirit
Constructs: has_doctrine, refit_speed, has_dlc
Source: game
File: common/ideas/navy_spirits.txt

Code:
naval_refit_yards_spirit = {
	ledger = navy
	available = {
		has_doctrine = new_fleet_in_being
	}
	modifier = {
		refit_speed = 0.25
		repair_speed_factor = 0.15
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		} {
			factor = 2
			OR = {
				has_doctrine = naval_gunfire_support broad_naval_support screen_support_focus
			}
		}
	}
}
### Entity: Idea
Component: SHL_acgs
Source: game
File: common/ideas/schleswig_holstein.txt

Code:
SHL_acgs = {
	picture = generic_air_europe_2
	allowed = {
		original_tag = SHL
	}
	traits = {
		air_chief_ground_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Effect
Component: EAI_PATHFIND_get_path
Constructs: limit, has_country_flag, every_state, set_variable, force_update_map_mode, clear_variable, add_to_temp_array, check_variable
Source: game
File: common/scripted_effects/EAI_PATHFINDING_effects.txt

Code:
EAI_PATHFIND_get_path = {
	if = {
		limit = {
			ROOT = {
				has_country_flag = EAI_pathfind_detailed_logging
			}
		}
		every_state = {
			set_variable = {
				EAI_debug_value = 0
			}
		}
	} {
		limit = {
			has_country_flag = EAI_pathfind_logging
		}
		log = [GetYear] [GetMonth] | AI | [Root.GetName] | PATHFIND: START - [?_pathfind_start.GetName] -> [?_pathfind_target.GetName] - type [?_pathfind_type]
	} {
		limit = {
			has_country_flag = EAI_pathfind_logging
		}
		log = [GetYear] [GetMonth] | AI | [Root.GetName] | PATHFIND: END - iterations = [?its]
	} {
		limit = {
			ROOT = {
				has_country_flag = EAI_pathfind_detailed_logging
			}
		}
		force_update_map_mode = {
			limit = {
				always = yes
			}
			mapmode = debug_map_mode
		}
	}
	var:_pathfind_start = {
		clear_variable = EAI_PATHFIND_g_score EAI_PATHFIND_f_score
	}
	add_to_temp_array = {
		open_list = _pathfind_start
	}
	while_loop_effect = {
		limit = {
			check_variable = {
				its = < 75
			} {
				open_list^num = > 0
			}
		}
		EAI_PATHFIND_get_lowest_from_open_list = yes
		EAI_PATHFIND_check_success_conditions = yes
		if = {
			limit = {
				check_variable = {
					found_path = 1
				}
			}
			if = {
				limit = {
					has_country_flag = EAI_pathfind_logging
				}
				log = [GetYear] [GetMonth] | AI | [Root.GetName] | PATHFIND: found path, end = [?current.GetName]
			}
			EAI_PATHFIND_build_path = yes
			set_temp_variable = {
				break = 1
			}
		}
		else = {
			var:current = {
				if = {
					limit = {
						ROOT = {
							has_country_flag = EAI_pathfind_detailed_logging
						}
					}
					log = [GetYear] [GetMonth] | AI | [Root.GetName] | PATHFIND: checking current = [?current.GetName]
					set_variable = {
						EAI_debug_value = -500
					}
				}
				add_to_temp_array = {
					closed_list = THIS.id
				}
				EAI_PATHFIND_get_neighbors = yes
				for_each_scope_loop = {
					array = neighbors
					if = {
						limit = {
							NOT = {
								is_in_array = {
									closed_list = THIS.id
								}
							}
						}
						if = {
							limit = {
								ROOT = {
									has_country_flag = EAI_pathfind_detailed_logging
								}
							}
							log = [GetYear] [GetMonth] | AI | [Root.GetName] | PATHFIND: checking neighbor = [This.GetName]
							set_variable = {
								EAI_debug_value = 500
							}
						} {
							limit = {
								if = {
									limit = {
										NOT = {
									
# ... (truncated)
### Entity: AI Strategy
Component: EAI_BUILDING_construction_REF_7
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_REF_7 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_REF
			value = 7
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = synthetic_refinery
		value = 7
	}
}
### Entity: AI Strategy
Component: JAP_manchukuo_player_historical_plan
Constructs: is_historical_focus_on, is_ai, has_game_rule, is_ally_with
Source: game
File: common/ai_strategy_plans/JAP_alternate_strategy_plan.txt

Code:
JAP_manchukuo_player_historical_plan = {
	name = Historical Japan Plan for Player manchukuo
	desc = Build up manchukuo to help out, otherwise historical
	allowed = {
		original_tag = JAP
	}
	enable = {
		is_historical_focus_on = yes
		MAN = {
			is_ai = no
		}
		has_game_rule = {
			rule = JAP_ai_behavior
			option = DEFAULT
		}
	}
	abort = {
		MAN = {
			NOT = {
				is_ally_with = JAP
			}
		}
	}
	ai_national_focuses = {
		JAP_the_koiso_cabinet JAP_found_the_boeitai JAP_advance_one_hundred_million_fireballs JAP_the_war_has_not_necessarily_developed_focus JAP_the_surrender_broadcast JAP_ministry_of_commerce_and_industry JAP_ministry_of_colonial_affairs JAP_promulgate_the_military_ministers_system JAP_hokushin_ron JAP_manchuria_five_year_plan JAP_the_imperial_defense_plan JAP_expand_kawagoe_army_arsenal JAP_establish_showa_aircraft_idnsutry JAP_eastern_road_and_steel_expansion JAP_revisit_the_thirteen_demands JAP_establish_mongol_military_government JAP_establish_manchuria_airplane_manufacturing_company JAP_construct_the_sui_ho_dam JAP_the_harakiri_debate JAP_konoes_first_cabinet JAP_reinforce_the_beijing_garrison JAP_sea_national_spiritual_mobliization_movement JAP_form_the_central_economic_council JAP_expand_the_showa_research_association JAP_increase_armament_spending JAP_imperial_headquarters_liasion_conference JAP_expand_hiratsuka_navy_arsenal JAP_new_order_in_east_asia JAP_sea_state_general_mobilization_law JAP_enact_religious_organizations_law JAP_new_order_movement JAP_strategic_offensives JAP_sea_guide_the_zaibatsus JAP_approach_mitsubishi JAP_rely_on_supremacy_of_the_will JAP_enact_the_national_conscription_law JAP_approach_yasuda JAP_fund_the_riken_institute JAP_prepare_the_southern_front JAP_balanced_naval_approach JAP_form_the_great_japan_industrial_patriotic_association JAP_form_cabinet_intelligence_bureau JAP_form_the_kido_butai JAP_naval_armaments_program JAP_reorganize_the_united_autonomous_government JAP_invest_in_senbu JAP_intensify_anti_guerilla_operations JAP_imperial_rule_assistance_association JAP_reorganized_national_government JAP_sea_greater_east_asian_co_properity_sphere JAP_nanshin_ron JAP_issue_the_senjinkun_military_code JAP_develop_new_fighters JAP_mengjiang_united_autonomous_government JAP_sea_tripartite_pact JAP_soviet_japanese_neutrality_pact JAP_demand_tonkinese_bases JAP_issue_the_shinmin_no_michi_manifesto JAP_occupy_indoc
# ... (truncated)
### Entity: Event
Component: IRQ_political_events.40
Constructs: is_triggered_only, ai_chance, every_owned_state, limit, has_war_with, is_in_faction_with, has_opinion, is_subject_of
Source: game
File: events/GOE_Iraq.txt

Code:
country_event = {
	id = IRQ_political_events.40
	title = IRQ_political_events.40.t
	desc = IRQ_political_events.40.desc
	picture = GFX_report_event_ENG_middle_eastern_conflict
	is_triggered_only = yes
	option = {
		name = IRQ_political_events.40.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 5
				is_in_faction_with = FROM
			} {
				factor = 5
				has_opinion = {
					target = FROM
					value = > 50
				}
			} {
				factor = 0
				has_war_with = FROM
			}
		}
		IF = {
			limit = {
				SYR = {
					exists = yes
					is_subject_of = ROOT
				}
			}
			SYR = {
				country_event = {
					id = IRQ_political_events.41
					hours = 1
				}
			}
			effect_tooltip = {
				FROM = {
					annex_country = {
						target = SYR
						transfer_troops = yes
					}
				}
			}
		}
		ELSE = {
			FROM = {
				country_event = {
					id = IRQ_political_events.43
					hours = 1
				}
			}
			effect_tooltip = {
				every_owned_state = {
					limit = {
						is_core_of = SYR
					}
					transfer_state_to = FROM
				}
			}
		}
	} {
		name = IRQ_political_events.40.b
		ai_chance = {
			base = 1
		}
		IRQ = {
			country_event = {
				id = IRQ_political_events.42
				hours = 1
			}
		}
	}
}
### Entity: Idea
Component: ITA_collaborators_in_the_hills
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/r56_italy.txt

Code:
ITA_collaborators_in_the_hills = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		TAG = AOI
	}
	removal_cost = -1
	picture = TIB_mountainous_people
	modifier = {
		weekly_casualties_war_support = 0.001
		surrender_limit = 0.005
		compliance_growth = 0.05
		non_core_manpower = 0.05
		conscription_factor = 0.1
		supply_node_range = 0.1
		pocket_penalty = -0.25
		custom_modifier_tooltip = TIB_montainous_people_effect
	}
}
### Entity: Order of Battle
Component: 2nd Division
Constructs: division_template
Source: game
File: history/units/SIC_1936_sea.txt

Code:
division = {
	name = 2nd Division
	location = 6999
	division_template = Sanjiao Jun
	start_equipment_factor = 0.1
}
### Entity: Military Industrial Organization
Component: BRI_arsenal_de_brest_battlefleet_organization
Constructs: has_completed_focus, has_cosmetic_tag, production_bonus
Source: game
File: common/military_industrial_organization/organizations/BRI_organization.txt

Code:
BRI_arsenal_de_brest_battlefleet_organization = {
	name = Brest Arsenal Dockyards
	include = generic_battle_line_ship_organization
	icon = GFX_idea_generic_naval_manufacturer_2
	allowed = {
		owner = {
			OR = {
				tag = BRI WLS SCO IRE NIR
			}
		}
	}
	available = {
		FROM = {
			OR = {
				original_tag = BRI
				has_completed_focus = CEL_brittany_industry
			}
		}
	}
	visible = {
		FROM = {
			OR = {
				original_tag = BRI
				has_cosmetic_tag = CEL_UNIFIED
			}
		}
	}
	initial_trait = {
		name = generic_mio_initial_trait_battle_line_ship_builders
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
	}
}
### Entity: Character
Component: retired_officer
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
retired_officer = {
	random = yes
	war_support_factor = 0.05
	high_command_cost_factor = -0.25
	air_chief_cost_factor = -0.25
	army_chief_cost_factor = -0.25
	navy_chief_cost_factor = -0.25
	ai_will_do = {
		factor = 1
	}
}
### Entity: Unit Leader
Component: 3
Source: game
File: common/unit_leader/00_logistics_skills.txt

Code:
3 = {
	cost = 400
	type = navy
	modifier = {
		naval_hit_chance = 0.15
		naval_coordination = 0.05
	}
}
### Entity: Technology
Component: CUB_amphibious_training
Constructs: research_cost
Source: game
File: common/technologies/r56_country_techs.txt

Code:
technology = {
	research_cost = 1
	allow = {
		always = no
	}
	category_all_infantry = {
		amphibious = {
			attack = 0.1
			defence = 0.05
		}
		river = {
			movement = 0.1
			attack = 0.05
		}
	}
	cavalry = {
		amphibious = {
			attack = 0.1
			defence = 0.05
		}
		river = {
			movement = 0.1
			attack = 0.05
		}
	}
	marine = {
		amphibious = {
			attack = 0.05
			defence = 0.05
		}
		river = {
			movement = 0.05
			attack = 0.05
		}
	}
}
### Entity: Scripted Trigger
Component: DIPLOMACY_REVOKE_GUARANTEE_ENABLE_TRIGGER
Constructs: limit, has_game_rule, allow_revoke_guarantees
Source: game
File: common/scripted_triggers/diplomacy_scripted_triggers.txt

Code:
DIPLOMACY_REVOKE_GUARANTEE_ENABLE_TRIGGER = {
	if = {
		limit = {
			has_game_rule = {
				rule = allow_revoke_guarantees
				option = BLOCKED
			}
		}
		custom_trigger_tooltip = {
			tooltip = RULE_ALLOW_REVOKE_GUARANTEES_BLOCKED_TOOLTIP
			always = no
		}
	}
}
### Entity: Event
Component: r56.news_event.21
Constructs: is_triggered_only, has_war_with, is_in_faction_with, clr_country_flag
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.news_event.21
	title = r56.news_event.21.t
	picture = GFX_news_event_USA_join_faction_france
	desc = r56.news_event.21.d
	major = yes
	is_triggered_only = yes
	option = {
		name = news.289.a
		trigger = {
			OR = {
				tag = USA
				is_in_faction_with = USA
			}
		}
	} {
		name = news.289.c
		trigger = {
			OR = {
				has_war_with = USA FRA
			}
		}
		hidden_effect = {
			clr_country_flag = alliance_inviter@FROM alliance_applicant@FROM
		}
	} {
		name = news.289.e
		trigger = {
			NOT = {
				tag = USA
				is_in_faction_with = USA
				has_war_with = USA FRA
			}
		}
	}
}
### Entity: Effect Reference
Construct: add_state_claim
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_state_claim

* Supported Scopes: COUNTRY
* Supported Targets: none

```
add claim on state
```
### Entity: Idea
Component: NOR_nordic_defense_policy
Constructs: removal_cost
Source: game
File: common/ideas/r56_norway.txt

Code:
NOR_nordic_defense_policy = {
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_war_preparation
	modifier = {
		production_speed_arms_factory_factor = 0.1
		experience_gain_army_unit_factor = 0.2
		experience_gain_navy_unit_factor = 0.2
		experience_gain_factor = 0.2
	}
}
### Entity: Character
Component: BAN_acr
Source: game
File: common/characters/BAN.txt

Code:
BAN_acr = {
	advisor = {
		slot = air_chief
		idea_token = BAN_acr
		allowed = {
			original_tag = BAN
		}
		traits = {
			air_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_3
		}
	}
}
### Entity: Event
Component: news.608
Constructs: is_triggered_only
Source: game
File: events/TNewsEvents.txt

Code:
news_event = {
	id = news.608
	title = news.608.t
	desc = news.608.desc
	picture = GFX_news_event_050
	major = yes
	is_triggered_only = yes
	option = {
		name = news.608.a
	}
}