Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: NOR_monarchism_on_the_rise
Constructs: has_completed_focus, set_stability, limit, political_power_gain, has_government, has_country_flag, add_stability, fire_only_once
Source: game
File: common/decisions/NaW_NOR_decisions.txt

Code:
NOR_monarchism_on_the_rise = {
	NOR_prepare_for_monarchist_civil_war = {
		icon = generic_prepare_civil_war
		available = {
			original_tag = NOR
			has_completed_focus = NOR_traditions_and_monarchy
			has_civil_war = no
		}
		visible = {
			NOT = {
				has_country_flag = NOR_preparation_for_monarchist_civil_war
			} {
				has_government = neutrality
			}
			has_idea_with_trait = staunch_monarchist
			has_completed_focus = NOR_traditions_and_monarchy
		}
		fire_only_once = yes
		cost = 50
		complete_effect = {
			set_country_flag = NOR_preparation_for_monarchist_civil_war
		}
		ai_will_do = {
			base = 100
		}
	}
	NOR_expand_civil_monarchism_support = {
		icon = generic_civil_support
		visible = {
			OR = {
				has_country_flag = NOR_preparation_for_monarchist_civil_war NOR_opened_political_discourse_monarchism
			}
			has_idea_with_trait = staunch_monarchist
			has_completed_focus = NOR_traditions_and_monarchy
			NOT = {
				has_government = neutrality
			}
		}
		fire_only_once = no
		cost = 25
		days_remove = 30
		modifier = {
			neutrality_drift = 0.02
			stability_weekly = -0.02
			political_power_gain = -0.2
		}
		ai_will_do = {
			base = 0
		}
	}
	NOR_ensure_command_loyalty_for_monarchist_civil_war = {
		icon = generic_army_support
		available = {
			has_country_flag = NOR_preparation_for_monarchist_civil_war
		}
		visible = {
			has_idea_with_trait = staunch_monarchist
			has_completed_focus = NOR_traditions_and_monarchy
			NOT = {
				has_government = neutrality
			}
		}
		fire_only_once = yes
		cost = 75
		complete_effect = {
			custom_effect_tooltip = NOR_ensure_command_loyalty_for_monarchist_civil_war_tt
			set_country_flag = NOR_ensured_loyalty_among_commanders
		}
		ai_will_do = {
			base = 75
		}
	}
	NOR_preliminary_monarchist_armament_industry = {
		icon = ger_military_buildup
		available = {
			has_country_flag = NOR_preparation_for_monarchist_civil_war
			142 = {
				is_controlled_by = ROOT
			}
			143 = {
				is_controlled_by = ROOT
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 142 143
			}
		}
		visible = {
			has_idea_with_trait = staunch_monarchist
			has_completed_focus = NOR_traditions_and_monarchy
			NOT = {
				has_government = neutrality
			}
		}
		fire_only_once = yes
		cost = 50
		days_remove = 60
		modifier = {
			civilian_factory_use = 2
		}
		ai_will_do = {
			base = 75
			modifier = {
				factor = 
# ... (truncated)
### Entity: Idea
Component: bra_antropofagia_imperial_fascista
Constructs: stability_factor, war_support_factor, has_government, is_subject, is_puppet, removal_cost, autonomy_gain, guarantee_cost
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_antropofagia_imperial_fascista = {
	allowed = {
		original_tag = BRA
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_reserve_divisions
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
		NOT = {
			has_government = fascism
		}
	}
	removal_cost = -1
	modifier = {
		non_core_manpower = 0.05
		trade_opinion_factor = 0.2
		min_export = 0.05
		foreign_subversive_activites = -0.75
		autonomy_gain = 1
		opinion_gain_monthly_factor = 0.2
		ai_focus_aggressive_factor = -0.2
		ai_get_ally_desire_factor = -10
		ai_call_ally_desire_factor = -10
		ai_join_ally_desire_factor = -10
		war_support_factor = -0.1
		guarantee_cost = 1
		generate_wargoal_tension = 0.25
		subjects_autonomy_gain = -0.2
		opinion_gain_monthly_same_ideology_factor = -0.1
		fascism_drift = 0.1
		stability_factor = 0.05
		max_command_power = 25
		political_power_factor = 0.25
		conscription = 0.05
		training_time_factor = -0.05
		army_org = 7
	}
}
### Entity: Unit Template
Component: SPAN_MNT_02
Source: game
File: common/units/names_divisions/SPAN_names_divisions.txt

Code:
SPAN_MNT_02 = {
	name = Mountain Infantry
	for_countries = {
		ARG COL VEN
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	link_numbering_with = {
		SPAN_INF_02
	}
	fallback_name = %da División de Inf. de Montaña
	ordered = {
		1 = {
			%da División de Inf. de Montaña
		}
		2 = {
			%da División de Inf. de Montaña
		}
		3 = {
			%da División de Inf. de Montaña
		}
		4 = {
			%da División de Inf. de Montaña
		}
		5 = {
			%da División de Inf. de Montaña
		}
		6 = {
			%da División de Inf. de Montaña
		}
		7 = {
			%da División de Inf. de Montaña
		}
		8 = {
			%da División de Inf. de Montaña
		}
		9 = {
			%da División de Inf. de Montaña
		}
		10 = {
			%da División de Inf. de Montaña
		}
	}
}
### Entity: Shared Focus
Tree: kmt_focus
Component: KMT_improve_the_negotiating_position
Constructs: shared_focus, prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/the_national_catastrophe_shared.txt

Code:
shared_focus = {
	id = KMT_improve_the_negotiating_position
	icon = GFX_focus_BRA_ethical_internationalism
	prerequisite = {
		focus = KMT_strengthen_resource_extraction
	}
	mutually_exclusive = {
		focus = KMT_china_at_the_mercy_of_our_overlord
	}
	available = {

	}
	x = 0
	y = 1
	cost = 9
	ai_will_do = {
		factor = 2.1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	relative_position_id = KMT_strengthen_resource_extraction
	completion_reward = {
		swap_ideas = {
			remove_idea = KMT_dues_to_our_overlord2
			add_idea = KMT_dues_to_our_overlord3
		}
	}
}
### Entity: Game Rule
Component: BUL_ai_behavior
Constructs: allow_achievements
Source: game
File: common/game_rules/00_game_rules.txt

Code:
BUL_ai_behavior = {
	name = BUL_AI_BEHAVIOR
	required_dlc = Battle for the Bosporus
	group = RULE_GROUP_AI_BEHAVIOR
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_AI_DESC
	}
	option = {
		name = HISTORICAL
		text = RULE_OPTION_HISTORICAL
		desc = RULE_OPTION_HISTORICAL_BUL_AI_DESC
		allow_achievements = yes
	} {
		name = COMMUNIST
		text = RULE_OPTION_COMMUNIST
		desc = RULE_OPTION_COMMUNIST_BUL_AI_DESC
	} {
		name = COMMUNIST_BALKAN_FEDERATION
		text = RULE_OPTION_COMMUNIST_BALKAN_FEDERATION
		desc = RULE_OPTION_COMMUNIST_BALKAN_FEDERATION_BUL_AI_DESC
	} {
		name = FASCIST
		text = RULE_OPTION_FASCIST
		desc = RULE_OPTION_FASCIST_BUL_AI_DESC
	} {
		name = THE_RETURN_OF_FERDINAND
		text = RULE_OPTION_THE_RETURN_OF_FERDINAND
		desc = RULE_OPTION_THE_RETURN_OF_FERDINAND_BUL_AI_DESC
	} {
		name = DEMOCRATIC_SOCIALIST
		text = RULE_OPTION_DEMOCRATIC_SOCIALIST
		desc = RULE_OPTION_DEMOCRATIC_SOCIALIST_BUL_AI_DESC
	} {
		name = DEMOCRATIC_LIBERAL
		text = RULE_OPTION_DEMOCRATIC_LIBERAL
		desc = RULE_OPTION_DEMOCRATIC_LIBERAL_BUL_AI_DESC
	} {
		name = RANDOM
		text = RULE_OPTION_RANDOM
		desc = RULE_OPTION_RANDOM_AI_DESC
	}
}
### Entity: AI Strategy
Component: ai_focus_defense_ITA
Source: game
File: common/ai_focuses/ITA.txt

Code:
ai_focus_defense_ITA = {
	research = {
		defensive = 5.0
		radar_tech = 1.0
		construction_tech = 2.0
		artillery = 2.0
	}
}
### Entity: Character
Component: HBC_feng_zhian
Source: game
File: common/characters/HBC.txt

Code:
HBC_feng_zhian = {
	name = Feng Zhian
	portraits = {
		army = {
			large = GFX_portrait_asia_generic_land_11
			small = GFX_portrait_asia_generic_land_11_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = HBC_feng_zhian
		allowed = {
			original_tag = HBC
		}
		visible = {

		}
		available = {

		}
		traits = {
			silent_workhorse
		}
	} {
		slot = army_chief
		idea_token = HBC_feng_zhian2
		allowed = {
			original_tag = HBC
		}
		traits = {
			army_chief_organizational_2
		}
		ai_will_do = {
			factor = 1.0
		}
	} {
		slot = theorist
		idea_token = HBC_feng_zhian3
		allowed = {
			original_tag = HBC
		}
		cost = 100
		traits = {
			military_theorist
		}
		ai_will_do = {
			factor = 1
		}
	}
	field_marshal = {
		traits = {
			infantry_leader
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 1
		legacy_id = -1
		visible = {

		}
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_ally_the_soviet_republic
Constructs: prerequisite, limit, has_government, every_country, completion_reward, cancel_if_invalid, is_faction_leader, set_rule
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_ally_the_soviet_republic
	icon = GFX_focus_generic_befriend_the_chinese_soviet
	prerequisite = {
		focus = MAN_tsr_zhao_shangzhis_coup
	}
	x = 0
	y = 1
	relative_position_id = MAN_tsr_zhao_shangzhis_coup
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {
		PRC = {
			OR = {
				NOT = {
					has_government = communism
				}
				exists = no
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		IF = {
			limit = {
				is_faction_leader = no
			}
			set_rule = {
				can_create_factions = yes
			}
			create_faction_from_template = faction_template_MAN_popular_front
		}
		add_faction_initiative = 1
		every_country = {
			limit = {
				is_literally_china = yes
				has_government = communism
				is_subject = no
				NOT = {
					has_idea = SIK_battle_for_sinkiang
				}
				is_faction_leader = no
			}
			country_event = {
				id = tsr_manchukuo.6
				hours = 5
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		swap_ideas = {
			remove_idea = MAN_peoples_army
			add_idea = MAN_peoples_liberation_army
		}
	}
}
### Entity: Order of Battle
Component: Philippine Division
Constructs: division_template
Source: game
File: history/units/USA_1936_nsb.txt

Code:
division = {
	name = Philippine Division
	location = 10265
	division_template = Army Infantry Division
	start_experience_factor = 0.2
	start_equipment_factor = 0.3
}
### Entity: Scripted Effect
Component: NOR_remove_broken_gun
Constructs: limit, remove_ideas, has_idea
Source: game
File: common/scripted_effects/NOR_scripted_effects.txt

Code:
NOR_remove_broken_gun = {
	if = {
		limit = {
			has_idea = NOR_broken_gun_ns
		}
		remove_ideas = {
			NOR_broken_gun_ns
		}
	}
	else_if = {
		limit = {
			has_idea = NOR_broken_gun_ns_2
		}
		remove_ideas = {
			NOR_broken_gun_ns_2
		}
	} {
		limit = {
			has_idea = NOR_broken_gun_ns_3
		}
		remove_ideas = {
			NOR_broken_gun_ns_3
		}
	}
}
### Entity: Unit Template
Component: PAK_BB_HISTORICAL
Source: game
File: common/units/names_ships/PAK_ship_names.txt

Code:
PAK_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		PAK
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	prefix = PNS 
	fallback_name = Battleship %d
	unique = {
		Punjab Mughal Kashmir Afghania Sindh Baluchistan
	}
}
### Entity: Scripted Localization
Component: defined_text
Constructs: has_government
Source: game
File: common/scripted_localisation/BBA_ethiopia_scripted_loc.txt

Code:
defined_text = {
	name = GetChitetName
	text = {
		trigger = {
			has_government = communism
		}
		localization_key = ETH_chitet_name_communist
	} {
		trigger = {
			has_government = democratic
		}
		localization_key = ETH_chitet_name_democratic
	} {
		localization_key = ETH_chitet_name
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.2
Constructs: is_triggered_only, ai_chance, limit, has_government, fire_only_once, add_political_power, set_autonomy, add_country_leader_role
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.2
	title = SEA_japan_foreign_policy.2.t
	desc = SEA_japan_foreign_policy.2.desc
	picture = GFX_report_event_chinese_japanese_handshake
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_foreign_policy.2.a
		ai_chance = {
			base = 100
		}
		add_political_power = 25
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		set_autonomy = {
			target = FROM
			autonomous_state = autonomy_wtt_imperial_protectorate
			end_wars = no
			end_civil_wars = no
		}
		IF = {
			limit = {
				has_government = neutrality
			}
			MEN = {
				MEN_prince_demchugdongrub = {
					add_country_leader_role = {
						promote_leader = yes
						country_leader = {
							ideology = despotism
							expire = 1965.1.1.1
							traits = {
								MEN_borjigin_descendant
							}
						}
					}
				}
			}
		}
		MEN = {
			drop_cosmetic_tag = yes
			set_cosmetic_tag = MEN_mongol_military_government_tag
		}
		JAP_setup_faction_wide_aoe_effects_root = yes
	}
}
### Entity: Event
Component: AFG_political_events.130
Constructs: is_triggered_only, ai_chance, set_state_owner_to, limit, has_war_with, add_opinion_modifier, fire_only_once, is_subject
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_political_events.130
	title = AFG_political_events.130.t
	desc = AFG_political_events.130.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AFG_political_events.130.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					has_war_with = FROM
					is_subject = yes
				}
			} {
				factor = 4
				has_war_with_major = yes
			} {
				factor = 0.5
				is_in_faction = yes
				NOT = {
					is_in_faction_with = FROM
				}
			}
		}
		FROM = {
			country_event = {
				id = AFG_political_events.131
				days = 7
				random_days = 4
			}
		}
		effect_tooltip = {
			every_state = {
				limit = {
					is_core_of = PAK
					is_owned_by = ROOT
				}
				set_state_owner_to = FROM
			}
			FROM = {
				add_opinion_modifier = {
					target = ROOT
					modifier = large_increase
				}
			}
		}
	} {
		name = AFG_political_events.130.b
		ai_chance = {
			base = 5
		}
		FROM = {
			country_event = {
				id = AFG_political_events.132
				days = 7
				random_days = 4
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = large_decrease
			}
		}
	}
}
### Entity: Name List
Component: RCO
Source: game
File: common/names/00_names.txt

Code:
RCO = {
	male = {
		names = {
			David Adrián Agustín Álvaro Anastasio Andrés Ángel Antonio Bernardo Emiliano Emilio Enrique Ernesto Felipe Félix Francisco Francisco Javier Gabriel Gaspar Gregorio Ignacio Jerónimo Joaquín José José Manuel José María Juan Juan Bautista Justo Lázaro Manuel Mariano Martín Melchor Miguel Nicolás Pablo Pascual Pedro Porfirio Ramón Anselmo Cecilio Ricardo Rómulo Salvador Sebastián Tomás Valentín Valeriano Venustiano Vicente Victoriano
		}
	}
	female = {
		names = {
			Adelita Araceli Belén Camila Candelaria Chavela Consuelo Cristina Delfina Esperanza Fidelia Graciela Isadora Isabella Jimena Ximena Luciana Lucrecia María Marisol Noemí Nohemi Valentina Valeria Rocío Socorro Sofía Teófila Amaranta Úrsula Rebeca Remedios
		}
	}
	surnames = {
		Martínez Almonte Álvarez Arista Barragán Bocanegra Bravo Bustamante Canalizo Carranza Caserta Cervantes Corona Corra de Ampudia de Cos de Itúrbide Díaz Echeverría Escandón Escobedo Fagoaga Fernández del Valle Flores Gómez González Guerrero Huerta Kosterlitzky López de Santa Ana Lozada Martínez del Río Mejía Miramón Múzquiz Obregón Pedraza Pimentel Reyes Rincón Gallardo Robles Ruíz Salas Sánchez Sarmaniego del Castillo Vázquez de la Cadena Villa Woll Zapata Zaragoza Zuloaga
	}
	callsigns = {

	}
}
### Entity: Character
Component: CHL_gabriel_gonzales_videla
Constructs: has_completed_focus, has_government, has_country_leader
Source: game
File: common/characters/CHL.txt

Code:
CHL_gabriel_gonzales_videla = {
	name = CHL_gabriel_gonzales_videla
	portraits = {
		civilian = {
			large = GFX_portrait_CHL_gabriel_gonzales_videla
			small = GFX_portrait_CHL_gabriel_gonzales_videla_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CHL_gabriel_gonzales_videla
		allowed = {
			original_tag = CHL
		}
		available = {
			OR = {
				has_government = democratic neutrality fascism
			}
			NOT = {
				has_completed_focus = CHL_address_the_mapuche_conflict
			} {
				has_country_leader = {
					ruling_only = yes
					character = CHL_gabriel_gonzales_videla
				}
			}
		}
		visible = {
			NOT = {
				OR = {
					has_completed_focus = CHL_address_the_mapuche_conflict
					has_government = communism
				}
			}
		}
		traits = {
			anti_communist_crusader
		}
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_lessons_from_the_last_war
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_lessons_from_the_last_war
	prerequisite = {
		focus = HOL_light_tanks_for_the_colonies HOL_secret_staff_talks HOL_anti_tank_guns_for_the_continent
	}
	icon = GFX_goal_generic_army_doctrines
	x = 0
	y = 1
	relative_position_id = HOL_secret_staff_talks
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		army_experience = 25
		add_doctrine_cost_reduction = {
			name = HOL_lessons_from_the_last_war
			cost_reduction = 0.5
			uses = 2
			category = land_doctrine
		}
	}
}
### Entity: Event
Component: LIT_monarchy_events.2
Constructs: is_triggered_only, ai_chance
Source: game
File: events/NSB_Lithuania.txt

Code:
country_event = {
	id = LIT_monarchy_events.2
	title = LIT_monarchy_events.2.t
	desc = LIT_monarchy_events.2.desc
	picture = GFX_report_event_royal_parade
	is_triggered_only = yes
	option = {
		name = LIT_monarchy_events.2.a
		ai_chance = {
			factor = 10
		}
		custom_effect_tooltip = LIT_monarchy_events.2_tt
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_industrial_evacuations
Constructs: prerequisite, has_war, completion_reward, cancel_if_invalid, unlock_decision_category_tooltip, set_variable
Source: game
File: common/national_focus/china_nationalist.txt

Code:
focus = {
	id = CHI_industrial_evacuations
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = CHI_war_of_resistance
	}
	x = -2
	y = 1
	relative_position_id = CHI_war_of_resistance
	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 = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		unlock_decision_category_tooltip = CHI_industrial_evacuations
		set_variable = {
			var = CHI_industrial_evacuations_amount_factor
			value = 0.75
		}
	}
}
### Entity: Idea
Component: KMT_baihua_stage_1_finished
Constructs: removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_baihua_stage_1_finished = {
	removal_cost = -1
	picture = ast_classify_aliens
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		political_power_factor = -0.15
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_swastika_clubs
Constructs: prerequisite, add_ideas, has_country_flag, completion_reward, cancel_if_invalid, add_autonomy_ratio
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_swastika_clubs
	icon = GFX_goal_support_fascism
	prerequisite = {
		focus = CAN_patriation
	}
	mutually_exclusive = {
		focus = CAN_burn_the_royal_portraits
	} {
		focus = CAN_permanent_joint_defense_board
	}
	x = 4
	y = 1
	relative_position_id = CAN_patriation
	cost = 10
	ai_will_do = {
		factor = 25
		modifier = {
			fascism = > 0.25
			factor = 2
		} {
			fascism = > 0.35
			factor = 4
		}
	}
	available = {
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_TFV_AUTONOMY
	}
	completion_reward = {
		add_autonomy_ratio = {
			value = 0.1
			localization = CAN_swastika_clubs
		}
		add_ideas = CAN_swastika_clubs
	}
}
### Entity: Character
Component: ENG_john_beckett
Constructs: limit, has_government, has_dlc, has_autonomy_state
Source: game
File: common/characters/ENG.txt

Code:
ENG_john_beckett = {
	name = ENG_john_beckett
	portraits = {
		army = {
			small = GFX_idea_john_beckett
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = john_beckett
		allowed = {
			original_tag = ENG
		}
		available = {
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				has_government = fascism
			} {
				limit = {
					has_dlc = Man the Guns
				}
				NOT = {
					has_autonomy_state = autonomy_supervised_state
				}
			}
		}
		traits = {
			fascist_demagogue
		}
		do_effect = {
			NOT = {
				has_government = fascism
			}
		}
		ai_will_do = {
			base = 0
		}
	}
}
### Entity: Idea
Component: EAI_DD_3/light_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_3/light_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_destroyer_chassis = {
			build_cost_ic = -0.075
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: ENG_home_guard_2
Constructs: is_core_of
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_home_guard_2 = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		surrender_progress = > 0
	}
	ai_strategy = {
		type = front_control
		state_trigger = {
			is_core_of = ENG
		}
		area = UK_excluding_ni
		priority = 250
		ratio = 0
		ordertype = front
		execution_type = rush
		execute_order = yes
		manual_attack = yes
	} {
		type = put_unit_buffers
		ratio = 0
		states = {
			127 338 126 123 122 130 131 125
		}
		subtract_fronts_from_need = yes yes
	} {
		type = area_priority
		id = UK_excluding_ni
		value = 60
	} {
		type = front_unit_request
		area = UK_excluding_ni
		value = 18
	} {
		type = front_unit_request
		state_trigger = {
			is_core_of = ENG
		}
		area = UK_excluding_ni
		value = 250
	} {
		type = theatre_distribution_demand_increase
		id = 126
		value = 4
	}
	abort_when_not_enabled = yes
}
### Entity: Music Config
Component: base_music/comintern_peace_1
Constructs: has_government, has_war
Source: game
File: music/_songs.txt

Code:
music = {
	song = comintern_peace_1
	chance = {
		modifier = {
			factor = 2
			has_war = no
			has_government = communism
		}
	}
}
### Entity: Idea
Component: AFG_organisation_todt
Constructs: has_completed_focus, has_government, has_war_with, has_global_flag, is_subject, research_bonus
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_organisation_todt = {
	picture = AFG_organisation_todt
	allowed = {
		original_tag = AFG
	}
	visible = {
		NOT = {
			has_global_flag = afg_dlc_focus_tree
		}
	}
	cost = 75
	available = {
		has_completed_focus = AFG_build_up_roads
		NOT = {
			has_war_with = GER
		}
		GER = {
			has_government = fascism
			is_subject = no
		}
	}
	research_bonus = {
		industry = 0.1
	}
	modifier = {
		production_speed_infrastructure_factor = 0.1
		production_speed_rail_way_factor = 0.1
	}
	traits = {
		industrial_concern
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: marines_GER
Constructs: has_tech
Source: game
File: common/ai_templates/templates_GER.txt

Code:
marines_GER = {
	available_for = {
		GER
	}
	role = marines
	upgrade_prio = {
		base = 2
		modifier = {
			factor = 0
			NOT = {
				has_tech = marines
			}
		}
	}
	marine_default_GER = {
		upgrade_prio = {
			base = 2
		}
		target_template = {
			support = {
				engineer = 1
				logistics_company = 1
				recon = 1
				artillery = 1
			}
			regimental_support = {
				anti_air_battery = 1
				fire_support = 1
			}
			regiments = {
				marine = 9
			}
		}
	}
}
### Entity: Event
Component: lar_spain.55
Constructs: has_country_flag, fire_only_once, has_global_flag, add_timed_idea
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.55
	title = lar_spain.55.t
	desc = lar_spain.55.desc
	picture = GFX_report_event_generic_read_write
	fire_only_once = yes
	trigger = {
		original_tag = SPR
		has_country_flag = SPR_seized_gold_reserves_flag
		has_global_flag = scw_over
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = lar_spain.55.a
		add_timed_idea = {
			idea = SPR_seized_spanish_gold_reserves_spain
			days = 365
		}
	}
}