Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: bel_focus
Component: BEL_stk
Constructs: prerequisite, limit, has_country_flag, completion_reward, has_dynamic_modifier, add_dynamic_modifier, add_to_variable, clr_country_flag
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_stk
	icon = GFX_focus_BEL_stk
	prerequisite = {
		focus = BEL_val_benoit_institutes
	} {
		focus = BEL_engine_of_the_economy
	}
	relative_position_id = BEL_val_benoit_institutes
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	x = 1
	y = 1
	cost = 10
	available = {

	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_dynamic_modifier = {
						modifier = BEL_academies_of_belgium_dynamic_modifier
					}
				}
			}
			add_dynamic_modifier = {
				modifier = BEL_academies_of_belgium_dynamic_modifier
			}
			add_to_variable = {
				BEL_academies_of_belgium_special_project_speed_factor = 0.05
				tooltip = special_project_speed_factor_tt
			} {
				BEL_academies_of_belgium_production_speed_facility_factor = 0.1
				tooltip = production_speed_facility_factor_tt
			}
			else = {
				custom_effect_tooltip = BEL_academies_of_belgium_dynamic_modifier_tt
				add_to_variable = {
					BEL_academies_of_belgium_special_project_speed_factor = 0.05
					tooltip = special_project_speed_factor_tt
				} {
					BEL_academies_of_belgium_production_speed_facility_factor = 0.1
					tooltip = production_speed_facility_factor_tt
				}
			}
		}
		hidden_effect = {
			IF = {
				limit = {
					has_country_flag = BEL_serious_waffle_flag
				}
				clr_country_flag = BEL_serious_waffle_flag
				set_country_flag = BEL_wunder_waffle_flag
			}
		}
	}
}
### Entity: Country History
Country: UKR
Component: UKR_misc
Constructs: limit, set_technology, set_research_slots, set_grand_doctrine, has_dlc
Source: game
File: history/countries/UKR - Ukraine.txt

Code:
# Misc for UKR
capital = 202
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: rheinmetall
Constructs: research_bonus
Source: game
File: common/ideas/r56_germany.txt

Code:
rheinmetall = {
	allowed = {
		OR = {
			original_tag = WGR GER
		}
	}
	research_bonus = {
		artillery = 0.15
	}
	traits = {
		artillery_manufacturer
	}
	modifier = {

	}
}
### Entity: Idea
Component: SPR_continue_the_secularization_policies
Source: game
File: common/ideas/r56_spain_republic.txt

Code:
SPR_continue_the_secularization_policies = {
	name = SPR_continue_the_secularization_policies
	picture = generic_pp_unity_bonus
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		political_power_factor = 0.1
		global_building_slots_factor = 0.1
	}
}
### Entity: Event
Component: greece.71
Constructs: is_triggered_only, random_list
Source: game
File: events/r56_Greece.txt

Code:
country_event = {
	id = greece.71
	title = greece.71.t
	desc = greece.71.d
	picture = GFX_report_event_french_resistance_01
	is_triggered_only = yes
	option = {
		name = greece.71.a
		random_list = {
			60 = {
				country_event = {
					id = greece.72
					days = 10
				}
			}
			40 = {
				country_event = {
					id = greece.73
					days = 10
				}
			}
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_claims_on_uruguay
Constructs: prerequisite, owns_state, has_country_flag, completion_reward, is_ai, create_wargoal, take_state_focus
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_claims_on_uruguay
	icon = GFX_goal_generic_territory_or_war
	x = 10
	y = 5
	offset = {
		trigger = {
			has_country_flag = R56_chile_fascist_scw_given_tag
		}
		x = -10
		y = 0
	}
	relative_position_id = CHL_consolidate_the_government
	cost = 10
	available = {
		r56_script_i_am_sane = yes
		URG = {
			r56_script_target_is_sane = yes
		}
		AND = {
			owns_state = 278 510 512
		}
	}
	prerequisite = {
		focus = CHL_hispanic_pan_nationalism CHL_axis
	}
	bypass = {
		OR = {
			URG = {
				r56_script_standard_bypass = yes
			}
			owns_state = 300
		}
	}
	ai_will_do = {
		factor = 0.1
		modifier = {
			factor = 10
			URG = {
				is_ai = yes
			}
		}
	}
	completion_reward = {
		create_wargoal = {
			type = take_state_focus
			target = URG
			expire = 0
			generator = {
				300
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_support_copper_mining3
Constructs: prerequisite, limit, completion_reward, has_tech, add_resource, is_subject, add_autonomy_ratio
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_support_copper_mining3
	icon = GFX_goal_BEL_copper
	relative_position_id = COG_support_copper_mining2
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	prerequisite = {
		focus = COG_support_copper_mining2
	}
	available = {
		has_tech = excavation4
		controls_state = 889
	}
	available_if_capitulated = yes
	completion_reward = {
		add_resource = {
			type = steel
			amount = 4
			state = 889
		}
		if = {
			limit = {
				is_subject = yes
			}
			COG = {
				add_autonomy_ratio = {
					value = 0.025
					localization = congolese_self_reliance
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_STEEL
	}
}
### Entity: Idea
Component: r56_CAN_ford
Constructs: has_completed_focus, research_bonus, equipment_bonus, reliability_factor
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_ford = {
	name = CAN_ford
	picture = ford_motor_company
	allowed = {
		original_TAG = CAN
	}
	cost = 75
	available = {
		has_completed_focus = r56_CAN_cmp_truck
	}
	research_bonus = {
		motorized_equipment = 0.15
	}
	equipment_bonus = {
		motorized_equipment = {
			reliability_factor = 0.1
		}
	}
	traits = {
		motorized_equipment_manufacturer
	}
}
### Entity: Decision
Component: operations
Constructs: has_completed_focus, fire_only_once
Source: game
File: common/decisions/PRC.txt

Code:
operations = {
	PRC_launch_100_regiments_campaign = {
		icon = generic_prepare_civil_war
		visible = {
			has_completed_focus = PRC_100_regiments_campaign
		}
		cost = 0
		fire_only_once = yes
		ai_will_do = {
			factor = 1
		}
		days_remove = 180
		modifier = {
			army_core_attack_factor = 0.25
		}
	}
}
### Entity: Idea
Component: GER_goebbels_reich_minister_of_propaganda_master
Constructs: political_power_gain, war_support_factor, removal_cost, fascism_drift
Source: game
File: common/ideas/GER.txt

Code:
GER_goebbels_reich_minister_of_propaganda_master = {
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		political_power_gain = -0.3
		war_support_factor = 0.1
		fascism_drift = 0.2
		party_popularity_stability_factor = 0.1
		surrender_limit = 0.1
		offensive_war_stability_factor = 0.1
		defensive_war_stability_factor = 0.1
		operative_slot = 1
		boost_ideology_mission_factor = 0.15
		boost_resistance_factor = 0.15
	}
}
### Entity: Idea
Component: CZE_integrate_czech_manufacturers_GER_idea_no_aat
Constructs: removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_integrate_czech_manufacturers_GER_idea_no_aat = {
	picture = ARG_rapid_militarization
	name = CZE_integrate_czech_manufacturers_GER_idea_aat
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		9 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	removal_cost = -1
	modifier = {
		tank_manufacturer_cost_factor = -0.25
		materiel_manufacturer_cost_factor = -0.25
		line_change_production_efficiency_factor = 0.1
	}
}
### Entity: Character
Component: KOR_yi_un
Source: game
File: common/characters/KOR.txt

Code:
KOR_yi_un = {
	name = KOR_yi_un
	portraits = {
		civilian = {
			large = GFX_portrait_KOR_yi_un
			small = GFX_portrait_KOR_yi_un_civilian_small
		}
		army = {
			small = GFX_portrait_KOR_yi_un_military_small
		}
	}
	country_leader = {
		ideology = fascism_ideology
		traits = {
			KOR_highness_yi_of_changdeokgung
		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Idea
Component: PRC_first_automative_works
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/comchina.txt

Code:
PRC_first_automative_works = {
	picture = idea_PRC_first_automative_works
	allowed = {
		has_dlc = No Compromise, No Surrender
		NOT = {
			has_dlc = Arms Against Tyranny
		}
		original_tag = PRC
	}
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
}
### Entity: Event
Component: ABDA_events.1
Constructs: is_triggered_only, ai_chance, set_country_flag, add_dynamic_modifier, set_variable
Source: game
File: events/ABDA_events.txt

Code:
country_event = {
	id = ABDA_events.1
	title = ABDA_events.1.t
	desc = ABDA_events.1.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = ABDA_events.1.a
		ai_chance = {
			base = 100
			modifier = {
				add = -20
				NOT = {
					OR = {
						tag = ENG USA HOL INS
					}
				}
			}
		}
		set_country_flag = abdacom_member
		add_dynamic_modifier = {
			modifier = ABDA_supreme_command
		}
		hidden_effect = {
			set_variable = {
				ABDA_repair_speed_factor = 0
			} {
				ABDA_convoy_escort_efficiency = 0
			} {
				ABDA_submarine_attack_factor = 0
			} {
				ABDA_submarine_defence_factor = 0
			} {
				ABDA_screening_efficiency = 0
			} {
				ABDA_screen_defence_factor = 0
			} {
				ABDA_experience_gain_navy_unit_factor = 0
			}
		}
		FROM = {
			country_event = {
				id = ABDA_events.2
			}
		}
	} {
		name = ABDA_events.1.b
		ai_chance = {
			base = 0
			modifier = {
				add = 20
				NOT = {
					OR = {
						tag = ENG USA HOL INS
					}
				}
			}
		}
		set_country_flag = abdacom_declined
		FROM = {
			country_event = {
				id = ABDA_events.3
			}
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_battle_of_maneuver
Constructs: prerequisite, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_battle_of_maneuver
	icon = GFX_goal_generic_position_armies
	x = 0
	y = 1
	prerequisite = {
		focus = FRA_aggressive_focus
	}
	mutually_exclusive = {
		focus = FRA_air_dominance
	}
	relative_position_id = FRA_aggressive_focus
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = available_theorist
		show_ideas_tooltip = charles_de_gaulle
	}
}
### Entity: Character
Component: iron_lazar
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/00_traits.txt

Code:
iron_lazar = {
	random = no
	sprite = 13
	equipment_bonus = {
		train_equipment = {
			build_cost_ic = 0.05
			armor_value = 0.1
		}
	}
	production_speed_rail_way_factor = 0.05
	production_speed_supply_node_factor = 0.05
	fuel_gain_factor = 0.05
}
### Entity: Idea
Component: mavag_aircraft
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/hungary.txt

Code:
mavag_aircraft = {
	picture = HUN_mavag_aircraft
	allowed = {
		original_tag = HUN
	}
	available = {
		has_completed_focus = wuw_HUN_establish_the_mavag_aircraft_factory
	}
	research_bonus = {
		air_equipment = 0.15
	}
	ai_will_do = {
		base = 1
	} {
		factor = 1
	}
	traits = {
		fuel_efficient_aircraft_manufacturer
	}
}
### Entity: Idea
Component: tail_boat_company
Constructs: research_bonus
Source: game
File: common/ideas/catism.txt

Code:
tail_boat_company = {
	allowed = {
		original_tag = WAF
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		raiding_fleet_naval_manufacturer
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_technological_advancement
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_technological_advancement
	icon = GFX_focus_research
	prerequisite = {
		focus = BUL_expand_chromium_production
	} {
		focus = BUL_two_year_railway_plan
	}
	relative_position_id = BUL_expand_chromium_production
	x = -1
	y = 1
	cost = 7.15
	ai_will_do = {
		factor = 55
	}
	available = {
		num_of_factories = > 24
	}
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: AI Strategy
Component: EAI_GER_barbarossa_OFFENSIVE_sector
Constructs: has_variable, force_concentration_front_factor, is_in_array, force_concentration_target_weight
Source: game
File: common/ai_strategy/GER_EAI.txt

Code:
EAI_GER_barbarossa_OFFENSIVE_sector = {
	allowed = {
		tag = GER
	}
	enable = {
		has_variable = EAI_MILITARY_SECTOR_id
	}
	abort = {
		NOT = {
			AND = {
				has_variable = EAI_MILITARY_SECTOR_id
			}
		}
	}
	ai_strategy = {
		type = force_concentration_front_factor
		ratio = 0.5
		value = 50
		state_trigger = {
			is_in_array = {
				FROM.FROM.EAI_MILITARY_SECTOR_target_states = THIS.id
			}
		}
	} {
		type = force_concentration_target_weight
		value = 50
		state_trigger = {
			is_in_array = {
				FROM.FROM.EAI_MILITARY_SECTOR_target_objectives = THIS.id
			}
		}
	} {
		type = force_concentration_target_weight
		value = -99
		state_trigger = {
			NOT = {
				is_in_array = {
					FROM.FROM.EAI_MILITARY_SECTOR_target_states = THIS.id
				}
			}
		}
	}
}
### Entity: Decision
Component: BRA_america_do_sul_cat
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/BRA_decision_categories.txt

Code:
BRA_america_do_sul_cat = {
	priority = 60
	icon = GFX_decision_category_generic_fascism
	picture = GFX_decision_cat_generic_gran_colombia
	allowed = {
		original_tag = BRA
		has_dlc = Trial of Allegiance
	}
	visible = {
		has_completed_focus = BRA_unify_south_america
	}
	visible_when_empty = no
}
### Entity: Autonomous State
Component: autonomy_state
Constructs: limit, has_government, has_autonomy_state, has_game_rule
Source: game
File: common/autonomous_states/protectorate.txt

Code:
autonomy_state = {
	id = autonomy_protectorate
	use_overlord_color = yes
	min_freedom_level = 0.85
	manpower_influence = 0.2
	rule = {
		can_not_declare_war = yes
		can_decline_call_to_war = yes
		can_be_spymaster = no
	}
	modifier = {
		autonomy_manpower_share = 0.0
		extra_trade_to_overlord_factor = 0.1
		overlord_trade_cost_factor = -0.1
	}
	ai_subject_wants_higher = {
		factor = 0.1
	}
	ai_overlord_wants_lower = {
		factor = 0.1
	}
	ai_overlord_wants_garrison = {
		always = no
	}
	allowed = {
		NOT = {
			has_autonomy_state = autonomy_dominion
		} {
			has_government = fascism
		}
		has_game_rule = {
			rule = colour_of_subjects_setting
			option = SUBJECT_COLOUR_ON
		}
	}
	can_take_level = {
		NOT = {
			original_tag = AOI
		}
	}
	can_lose_level = {
		if = {
			limit = {

			}
		}
	}
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Foreign_Equipment
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Foreign_Equipment
	icon = GFX_focus_generic_license_production
	cost = 10
	prerequisite = {
		focus = PAK_New_Artillery_Foundries
	}
	mutually_exclusive = {
		focus = PAK_Local_Arms_Developement
	}
	x = 41
	y = 3
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_ideas = GEN_Licences_I
	}
}
### Entity: Event
Component: BBA_switzerland.23
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_switzerland.23
	title = BBA_switzerland.23.t
	desc = BBA_switzerland.23.desc
	picture = GFX_report_event_generic_rally_3
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = BBA_switzerland.23.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_strike_egypt
Constructs: prerequisite, completion_reward, is_ally_with, add_state_claim, create_wargoal, take_claimed_state
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_strike_egypt
	icon = GFX_goal_generic_attack_egypt
	relative_position_id = ISR_the_italian_model
	x = 1
	y = 1
	prerequisite = {
		focus = ISR_the_italian_model
	}
	available = {
		country_exists = EGY
		NOT = {
			is_ally_with = EGY
		}
	}
	cost = 10
	will_lead_to_war_with = EGY
	completion_reward = {
		add_state_claim = 453 995
		create_wargoal = {
			target = EGY
			type = take_claimed_state
		}
	}
}
### Entity: Scripted Effect
Component: PHI_american_intervention_min_value_reached
Constructs: set_country_flag
Source: game
File: common/scripted_effects/PHI_scripted_effects.txt

Code:
PHI_american_intervention_min_value_reached = {
	set_country_flag = PHI_american_intervention_is_over
	hidden_effect = {
		PHI = {
			country_event = {
				id = SEA_PHI_political_events.12
			}
		}
	}
}
### Entity: Country History
Country: PSH
Component: PSH_technology
Constructs: set_technology
Source: game
File: history/countries/PSH - Pashtunistan.txt

Code:
# Starting Technologies for PSH
set_technology = {
	infantry_weapons = 1
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_italian_car_industry
Constructs: add_equipment_to_stockpile, prerequisite, has_government, completion_reward, is_in_faction_with, add_tech_bonus
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_italian_car_industry
	icon = GFX_focus_ITA_redirect_alfa_romeo_production
	prerequisite = {
		focus = BRA_rome_accords BRA_berlin_accords
	}
	x = 0
	y = 1
	relative_position_id = BRA_rome_accords
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		ITA = {
			OR = {
				has_government = fascism neutrality
			}
		}
		is_in_faction_with = ITA
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_tech_bonus = {
			name = BRA_italian_truck_exchange
			bonus = 0.5
			uses = 2
			category = motorized_equipment cat_mechanized_equipment
		}
		add_equipment_to_stockpile = {
			type = motorized_equipment
			amount = 200
			producer = ITA
		}
	}
}
### Entity: Event
Component: lar_news.291
Constructs: is_triggered_only
Source: game
File: events/LAR_NewsEvents.txt

Code:
news_event = {
	id = lar_news.291
	title = lar_news.291.t
	desc = {
		text = lar_news.291.new_zealand_desc
		trigger = {
			FROM = {
				original_tag = NZL
			}
		}
	} {
		text = lar_news.291.desc
		trigger = {
			FROM = {
				NOT = {
					original_tag = NZL
				}
			}
		}
	}
	picture = GFX_news_event_generic_parliament
	major = yes
	is_triggered_only = yes
	option = {
		name = lar_news.291.a
		trigger = {
			tag = FROM
		}
	} {
		name = lar_news.291.b
		trigger = {
			NOT = {
				tag = FROM
			}
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_export_saboteurs
Constructs: prerequisite, limit, completion_reward, is_power_balance_in_range, cancel_if_invalid, has_dlc
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_export_saboteurs
	icon = GFX_focus_SOV_organize_wreckers
	prerequisite = {
		focus = SWI_oasis_of_democracy
	}
	relative_position_id = SWI_oasis_of_democracy
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		democratic = > 0.75
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = < SWI_centralization_bop_very_cantons
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			custom_effect_tooltip = SWI_boost_resistance_buff
		}
	}
}
### Entity: Idea
Component: KMT_the_chinese_empire
Constructs: stability_factor, war_support_factor, has_government, army_attack_factor, removal_cost, is_subject, is_puppet, fascism_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_the_chinese_empire = {
	removal_cost = -1
	picture = RAJ_a_tiger_unchained
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
		NOT = {
			has_government = fascism
		}
	}
	modifier = {
		fascism_drift = 0.05
		war_support_factor = 0.1
		justify_war_goal_time = -0.25
		command_power_gain_mult = 0.15
		army_infantry_attack_factor = 0.05
		army_attack_factor = 0.05
		stability_factor = 0.05
	}
}
### Entity: AI Strategy
Component: EAI_JAP_pacific_war_DEFENSIVE_slow_down_in_india
Constructs: has_war_with, is_major, is_in_faction_with, has_global_flag
Source: game
File: common/ai_strategy/JAP_EAI.txt

Code:
EAI_JAP_pacific_war_DEFENSIVE_slow_down_in_india = {
	enable = {
		is_in_faction_with = JAP
		has_war_with = RAJ
		has_global_flag = EAI_JAP_blitz_pacific_1000d
		any_enemy_country = {
			NOT = {
				tag = RAJ
			}
			is_major = yes
		}
		any_state = {
			OR = {
				region = 188 187 158 159 160 167
			}
			CONTROLLER = {
				has_war_with = ROOT
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_control
		ordertype = front
		ratio = 0.75
		priority = 800
		execution_type = careful
		strategic_region = 189 250 141
	}
}
### Entity: Event
Component: vietnam.9
Constructs: is_triggered_only, set_country_flag, set_politics, add_popularity
Source: game
File: events/Vietnam.txt

Code:
country_event = {
	id = vietnam.9
	title = vietnam.9.t
	desc = vietnam.9.d
	picture = GFX_report_event_ho_chi_minh
	is_triggered_only = yes
	option = {
		name = vietnam.9.a
		set_country_flag = ho_chi_minh_victorious_flag
		set_politics = {
			ruling_party = communism
		}
		add_popularity = {
			ideology = communism
			popularity = 0.5
		}
	}
}
### Entity: Idea
Component: EAI_DD_6/super_heavy_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_6/super_heavy_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_aa_chassis = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: Order of Battle
Component: air_wing_2
Source: game
File: history/units/ITA_1939_air_legacy.txt

Code:
air_wings = {
	2 = {
		fighter_equipment_1 = {
			owner = ITA
			amount = 96
		}
		tac_bomber_equipment_1 = {
			owner = ITA
			amount = 88
		}
	}
}
### Entity: Event
Component: JUNO_brazil_events.71
Constructs: is_triggered_only, ai_chance, every_owned_state, limit, is_fully_controlled_by, is_on_continent, is_core_of
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.71
	title = JUNO_brazil_events.71.t
	desc = JUNO_brazil_events.71.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.71.a
		ai_chance = {
			base = 10
		}
		POR = {
			every_owned_state = {
				limit = {
					is_fully_controlled_by = PREV
					NOT = {
						is_on_continent = europe
						is_core_of = PREV
					}
				}
				ROOT = {
					transfer_state = PREV
				}
			}
		}
	}
}
### Entity: Character
Component: master_of_politics
Source: game
File: common/country_leader/00_traits.txt

Code:
master_of_politics = {
	random = no
	party_popularity_stability_factor = 0.15
	political_power_factor = 0.1
	consumer_goods_factor = -0.05
}