Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: tfv_raj.1
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile, limit, set_variable, has_tech, has_dlc, clear_variable
Source: game
File: events/TFV_Raj.txt

Code:
country_event = {
	id = tfv_raj.1
	title = tfv_raj.1.t
	desc = tfv_raj.1.desc
	picture = GFX_report_event_fighters
	is_triggered_only = yes
	immediate = {
		set_variable = {
			fighter_buy_amount = 100
		}
	}
	option = {
		name = tfv_raj.1.a
		ai_chance = {
			base = 100
		}
		ENG = {
			country_event = {
				id = tfv_raj.2
			}
		}
	} {
		name = tfv_raj.1.b
		trigger = {
			OR = {
				AND = {
					has_tech = early_fighter
					NOT = {
						has_tech = fighter1
					}
				} {
					has_tech = iw_small_airframe
					NOT = {
						has_tech = basic_small_airframe
					}
				}
			}
		}
		if = {
			limit = {
				NOT = {
					has_dlc = By Blood Alone
				}
			}
			add_equipment_to_stockpile = {
				type = fighter_equipment_0
				amount = var:fighter_buy_amount
				producer = RAJ
			}
		}
		else = {
			bba_get_fighter_ENG_effect = yes
		}
		clear_variable = fighter_buy_amount
	} {
		name = tfv_raj.1.b
		trigger = {
			OR = {
				AND = {
					has_tech = fighter1
					NOT = {
						has_tech = fighter2
					}
				} {
					has_tech = basic_small_airframe
					NOT = {
						has_tech = improved_small_airframe
					}
				}
			}
		}
		if = {
			limit = {
				NOT = {
					has_dlc = By Blood Alone
				}
			}
			add_equipment_to_stockpile = {
				type = fighter_equipment_1
				amount = var:fighter_buy_amount
				producer = RAJ
			}
		}
		else = {
			bba_get_fighter_ENG_effect = yes
		}
		clear_variable = fighter_buy_amount
	} {
		name = tfv_raj.1.b
		trigger = {
			OR = {
				AND = {
					has_tech = fighter2
					NOT = {
						has_tech = fighter3
					}
				} {
					has_tech = improved_small_airframe
					NOT = {
						has_tech = advanced_small_airframe
					}
				}
			}
		}
		if = {
			limit = {
				NOT = {
					has_dlc = By Blood Alone
				}
			}
			add_equipment_to_stockpile = {
				type = fighter_equipment_2
				amount = var:fighter_buy_amount
				producer = RAJ
			}
		}
		else = {
			bba_get_fighter_ENG_effect = yes
		}
		clear_variable = fighter_buy_amount
	} {
		name = tfv_raj.1.b
		trigger = {
			OR = {
				has_tech = fighter3 advanced_small_airframe
			}
		}
		if = {
			limit = {
				NOT = {
					has_dlc = By Blood Alone
				}
			}
			add_equipment_to_stockpile = {
				type = fighter_equipment_3
				amount = var:fighter_buy_amount
				producer = RAJ
			}
		}
		else = {
			bba_get_fighter_ENG_effect = yes
		}
		clear_variable = fighter_buy_amount
	}
}
### Entity: AI Strategy
Component: IRQ_fascism_plan
Constructs: has_country_flag, has_dlc, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/IRQ_alternate_strategy_plan.txt

Code:
IRQ_fascism_plan = {
	name = Iraq Fascist Plan
	desc = 
	allowed = {
		original_tag = IRQ
		has_dlc = Graveyard of Empires
	}
	enable = {
		OR = {
			has_country_flag = IRQ_AI_RANDOM_FASCISM
			has_game_rule = {
				rule = IRQ_AI_BEHAVIOR
				option = FASCISM
			}
		}
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		SSB_expand_iraqs_military_infrastructure IRQ_ensure_sunni_dominance IRQ_party_of_national_brotherhood IRQ_royal_iraqi_army IRQ_bakr_sidqi_coup IRQ_raf_levies_focus IRQ_increase_italian_business_relations IRQ_attempted_assasination_of_sidqi SSB_military_cooperation SSB_economic_cooperation IRQ_al_muthanna_club IRQ_decouple_from_the_pound IRQ_found_the_iraqi_state_railways IRQ_expand_habbaniya_airbase IRQ_purchase_foreign_equipment IRQ_finish_the_berlin_baghdad_railway SSB_expand_iraqs_military_infrastructure IRQ_independent_flight_schools IRQ_strengthen_the_iraqi_dinar IRQ_heavy_industry_investments IRQ_suppress_tribal_revolts IRQ_infantry_focus IRQ_purchase_alternative_aricraft SSB_berlin_baghdad_railway_into_iran_afghanistan SSB_expand_road_and_rail_connections SSB_coordinate_military_production IRQ_baghdad_colleges_of_engineering_and_education IRQ_local_arms_industry IRQ_construct_the_kut_barrage IRQ_found_southern_steel_plants IRQ_modernization SSB_combined_arms SSB_saadabad_research_cooperation IRQ_establish_iraqi_coastal_defense_force IRQ_purchase_mechanized_equipment IRQ_form_the_independent_mechanized_brigade IRQ_extensive_irrigation_projects IRQ_rural_electrification IRQ_strengthen_mesopotamian_farming IRQ_strengthen_the_golden_square IRQ_iraqi_al_futuwwa IRQ_revoke_anglo_iraq_treaty IRQ_fligerfuhrer_irak IRQ_rally_the_arab_world IRQ_join_axis IRQ_request_syria_from_vichy IRQ_arab_free_legion IRQ_iran_ultimatum IRQ_seek_axis_investment IRQ_axis_training IRQ_cavalry_integration IRQ_training IRQ_scavenging IRQ_expand_camel_corps IRQ_regime_change_in_arabia IRQ_proclaim_united_arab_republic
	}
	focus_factors = {

	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Modding Documentation
Construct: total_constructed_fuel_silo
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### total_constructed_fuel_silo
* description: Total constructions of fuel_silo
### Entity: Doctrine
Component: deep_battle
Constructs: is_major, xp_cost, has_dlc, enable_tactic
Source: game
File: common/doctrines/subdoctrines/land/operations_subdoctrines.txt

Code:
deep_battle = {
	track = operations
	name = SUBDOCTRINE_DEEP_BATTLE
	description = SUBDOCTRINE_DEEP_BATTLE_DESC
	icon = GFX_doctrine_deep_battle_medium
	xp_cost = 100
	xp_type = army
	available = {
		always = yes
	}
	visible = {
		has_dlc = La Resistance
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 50
			original_tag = SOV
		} {
			factor = 0.5
			is_major = no
		}
	} {

	}
	enable_tactic = tactic_backhand_blow
	category_tanks = {
		max_organisation = 4
	}
	rewards = {
		bounding_overwatch = {
			recon = {
				battalion_mult = {
					category = category_light_infantry
					soft_attack = 0.05
					defense = 0.05
				}
			}
			mot_recon = {
				battalion_mult = {
					category = category_light_infantry
					soft_attack = 0.05
					defense = 0.05
				}
			}
			light_tank_recon = {
				battalion_mult = {
					category = category_light_infantry
					soft_attack = 0.05
					defense = 0.05
				}
			}
			category_vehicle_infantry = {
				max_organisation = 2
			}
		}
		operational_concentration = {
			category_tanks = {
				max_organisation = 4
			}
			armored_car = {
				max_organisation = 4
			}
			land_reinforce_rate = 0.05
		}
		maskirovka = {
			army_intel_to_others = -10.0
			airforce_intel_to_others = -5.0
			army_intel_factor = 0.05
		}
		breakthrough_priority = {
			org_loss_when_moving = -0.2
			category_vehicle_infantry = {
				max_organisation = 10
				default_morale = 0.1
			}
			category_tanks = {
				max_organisation = 2
			}
			category_all_armor = {
				default_morale = 0.1
			}
			armored_car = {
				max_organisation = 4
			}
			mot_fire_support = {
				max_organisation = 5
				soft_attack = 0.1
			}
		}
		operational_depth_control = {
			org_loss_when_moving = -0.1
			land_reinforce_rate = 0.05
			armored_car_recon = {
				battalion_mult = {
					category = category_light_infantry
					max_organisation = 10
					add = yes
				}
			}
			light_tank_recon = {
				battalion_mult = {
					category = category_light_infantry
					max_organisation = 10
					add = yes
				}
			}
			category_regimental_support_artillery = {
				max_organisation = 5
				soft_attack = 0.1
			}
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_an_agrarian_society
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_an_agrarian_society
	icon = GFX_goal_generic_promote_ruralism
	relative_position_id = EGY_islamic_militarism
	x = 1
	y = 1
	cost = 7.2
	prerequisite = {
		focus = EGY_islamic_militarism
	}
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = EGY_agrarian_society
	}
}
### Entity: Character
Component: guerilla_expert
Constructs: has_doctrine
Source: game
File: common/country_leader/r56_traits.txt

Code:
guerilla_expert = {
	random = no
	sprite = 14
	ai_will_do = {
		factor = 0
		modifier = {
			has_doctrine = r56_guerilla_warfare
			add = 3
		}
	}
	r56_guerilla_warfare_mastery_gain_factor = 0.15
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_sea_wolves_bba
Constructs: prerequisite, has_country_flag, completion_reward, add_tech_bonus, add_mastery_bonus
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_sea_wolves_bba
	icon = GFX_goal_generic_wolf_pack
	prerequisite = {
		focus = ITA_german_military_cooperation
	}
	x = -1
	y = 1
	relative_position_id = ITA_german_military_cooperation
	cost = 5
	available = {
		NOT = {
			has_country_flag = ENG_ditched_by_the_germans_flag
		}
	}
	search_filters = {
		FOCUS_FILTER_NAVY_XP FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		navy_experience = 25
		add_tech_bonus = {
			name = ITA_sea_wolves_bba
			bonus = 1.0
			uses = 1
			category = ss_tech
		}
		add_mastery_bonus = {
			name = ITA_sea_wolves_bba
			bonus = 0.2
			days = 240
			track = submarines
		}
	}
}
### Entity: Scripted Effect
Component: GRE_political_instability_update_effect
Constructs: limit, add_ideas, remove_ideas, check_variable, has_idea
Source: game
File: common/scripted_effects/GRE_scripted_effects.txt

Code:
GRE_political_instability_update_effect = {
	hidden_effect = {
		if = {
			limit = {
				check_variable = {
					GRE_monarchist_loyalty = 2
					compare = equals
				}
			}
			if = {
				limit = {
					NOT = {
						has_idea = GRE_loyal_monarchists
					}
				}
				add_ideas = GRE_loyal_monarchists
			} {
				limit = {
					has_idea = GRE_friendly_monarchists
				}
				remove_ideas = GRE_friendly_monarchists
			} {
				limit = {
					has_idea = GRE_hostile_monarchists
				}
				remove_ideas = GRE_hostile_monarchists
			}
		} {
			limit = {
				check_variable = {
					GRE_republican_loyalty = 2
					compare = equals
				}
			}
			if = {
				limit = {
					NOT = {
						has_idea = GRE_loyal_republicans
					}
				}
				add_ideas = GRE_loyal_republicans
			} {
				limit = {
					has_idea = GRE_friendly_republicans
				}
				remove_ideas = GRE_friendly_republicans
			} {
				limit = {
					has_idea = GRE_hostile_republicans
				}
				remove_ideas = GRE_hostile_republicans
			}
		} {
			limit = {
				check_variable = {
					GRE_communist_loyalty = 2
					compare = equals
				}
			}
			if = {
				limit = {
					NOT = {
						has_idea = GRE_loyal_communists
					}
				}
				add_ideas = GRE_loyal_communists
			} {
				limit = {
					has_idea = GRE_friendly_communists
				}
				remove_ideas = GRE_friendly_communists
			} {
				limit = {
					has_idea = GRE_hostile_communists
				}
				remove_ideas = GRE_hostile_communists
			}
		} {
			limit = {
				check_variable = {
					GRE_fascist_loyalty = 2
					compare = equals
				}
			}
			if = {
				limit = {
					NOT = {
						has_idea = GRE_loyal_fascists
					}
				}
				add_ideas = GRE_loyal_fascists
			} {
				limit = {
					has_idea = GRE_friendly_fascists
				}
				remove_ideas = GRE_friendly_fascists
			} {
				limit = {
					has_idea = GRE_hostile_fascists
				}
				remove_ideas = GRE_hostile_fascists
			}
		}
		else_if = {
			limit = {
				check_variable = {
					GRE_monarchist_loyalty = 1
					compare = equals
				}
			}
			if = {
				limit = {
					NOT = {
						has_idea = GRE_friendly_monarchists
					}
				}
				add_ideas = GRE_friendly_monarchists
			} {
				limit = {
					has_idea = GRE_loyal_monarchists
				}
				remove_ideas = GRE_loyal_monarchists
			} {
				limit = {
					has_idea = GRE_hostile_monarchists
				}
				remove_ideas = GRE_hostile_monarchists
			}
		} {
			limit = {
				check_variable = {
			
# ... (truncated)
### Entity: Game Data
Component: graphicalculturetype.txt
Source: game
File: common/graphicalculturetype.txt

Code:
western_european_gfx eastern_european_gfx asian_gfx southamerican_gfx middle_eastern_gfx african_gfx commonwealth_gfx commonwealth_2d western_european_2d eastern_european_2d asian_2d southamerican_2d middle_eastern_2d african_2d sami_gfx sami_2d
### Entity: Unit Template
Component: CSA_MOT_01
Source: game
File: common/units/names_divisions/CSA_names_divisions.txt

Code:
CSA_MOT_01 = {
	name = Motorized Division
	for_countries = {
		CSA
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		CSA_INF_01
	}
	fallback_name = %d Motorized Division
	ordered = {
		1 = {
			%dst 'Indianhead' Division
		}
		2 = {
			%dnd 'Ivy' Division
		}
		3 = {
			%drd 'Pathfinder' Division
		}
		4 = {
			%dth 'Old Reliables' Division
		}
		5 = {
			%dth 'Old Hickory' Division
		}
		6 = {
			%dth 'Red Arrow' Division
		}
		7 = {
			%dth 'Dixie' Division
		}
		8 = {
			%dth 'Texas' Division
		}
		9 = {
			%dth 'Cyclone' Division
		}
		10 = {
			%dth 'Tough Ombres' Division
		}
		11 = {
			%dth 'Wildcat' Division
		}
		12 = {
			%dth 'Blue Ridge' Division
		}
		13 = {
			%dth 'Victory' Division
		}
		14 = {
			%dth 'Ozarks' Division
		}
		15 = {
			%dth 'Century' Division
		}
		16 = {
			%dth 'Cactus' Division
		}
		17 = {
			%dth 'Golden Acorns' Division
		}
		18 = {
			%dth 'Golden Lions' Division
		}
		19 = {
			%dth 'Black Panthers' Division
		}
		20 = {
			%dth 'Blood Fire' Division
		}
		21 = {
			%dst 'Stonewall Jackson' Division
		}
		22 = {
			%dnd 'Marmaduke' Division
		}
		23 = {
			%drd 'Alabama Volunteers' Division
		}
		24 = {
			%dth 'Tucker's Confederates' Division
		}
		25 = {
			%dth 'Georgia's Finest' Division
		}
		26 = {
			%dth 'Tennessee Rifles' Division
		}
		27 = {
			%dth 'Mississippi Rifles' Division
		}
		28 = {
			%dth 'Arkansas Avengers' Division
		}
		29 = {
			%dth 'Louisiana Volunteers' Division
		}
		30 = {
			%dth 'North Carolina Rifles' Division
		}
		31 = {
			%dst 'Battle Axe' Division
		}
		32 = {
			%dnd 'White Knights' Division
		}
		33 = {
			%drd 'Robert E. Lee' Division
		}
		34 = {
			%dth 'Dirty Bastards' Division
		}
		35 = {
			%dth 'Delta' Division
		}
		36 = {
			%dth 'Hurricane' Division
		}
		37 = {
			%dth 'Rattlesnake' Division
		}
		38 = {
			%dth 'Headhunters' Division
		}
		39 = {
			%dth 'Lions' Division
		}
		40 = {
			%dth 'Misfits' Division
		}
		41 = {
			%dst 'Black Diamonds' Division
		}
		42 = {
			%dnd 'Sam Houston' Division
		}
		43 = {
			%drd 'Banditos' Division
		}
		44 = {
			%dth 'Dust Devils' Division
		}
		45 = {
			%dth 'Volunteers' Division
		}
		46 = {
			%dth 'Davy Crockett' Division
		}
		47 = {
			%dth 'Black Tigers' Division
		}
		48 = {
			%dth 'Iron Men' Division
		}
		49 = {
			%dth 'Armadillos' Division
		}
		50 = {
			%dth '
# ... (truncated)
### Entity: Character
Component: LIT_vladas_karvelis
Source: game
File: common/characters/LIT.txt

Code:
LIT_vladas_karvelis = {
	name = LIT_vladas_karvelis
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_1
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = LIT_vladas_karvelis
		allowed = {
			original_tag = LIT
		}
		traits = {
			navy_chief_decisive_battle_1
		}
		cost = 50
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_support_songsuradets_military_clique
Constructs: has_completed_focus, prerequisite, completion_reward, add_attack, add_logistics, add_defense, add_unit_leader_trait
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_support_songsuradets_military_clique
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = SIA_sideline_disloyal_officers SIA_direct_funds_from_the_military_towards_development
	}
	x = 2
	y = 1
	relative_position_id = SIA_sideline_disloyal_officers
	cost = 5
	ai_will_do = {
		factor = 10
		modifier = {
			has_completed_focus = SIA_and_spring_the_trap
			NOT = {
				has_completed_focus = SIA_secure_the_state
			}
			factor = 100
		}
	}
	available = {

	}
	bypass = {
		has_completed_focus = SIA_the_songsuradet_rebellion
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		SIA_phraya_songsuradet = {
			add_attack = 1
			add_logistics = 1
			add_defense = 1
			add_unit_leader_trait = politically_connected skilled_staffer
		}
		army_experience = 35
		custom_effect_tooltip = SIA_support_songsuradets_military_clique_tt
	}
}
### Entity: Country History
Country: CHR
Component: CHR_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/CHR - Charrua.txt

Code:
# Politics & Parties for CHR
set_politics = {
	ruling_party = neutrality
	last_election = 1934.2.11
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 15
	communism = 10
	neutrality = 70
	fascism = 5
}
### Entity: Scripted Effect
Component: SWI_remove_militia_recruitment_law
Constructs: limit, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_remove_militia_recruitment_law = {
	if = {
		limit = {
			has_idea = SWI_citizen_militia_1
		}
		swap_ideas = {
			remove_idea = SWI_citizen_militia_1
			add_idea = limited_conscription
		}
	}
	else_if = {
		limit = {
			has_idea = SWI_citizen_militia_2
		}
		swap_ideas = {
			remove_idea = SWI_citizen_militia_2
			add_idea = extensive_conscription
		}
	}
}
### Entity: Name List
Component: CNR
Source: game
File: common/names/r56_names.txt

Code:
CNR = {
	male = {
		names = {
			Agustín Alberto Alejandro Alfonso Álvaro Antonio Arsenio Augusto Baldomero Baltasar Benito Bernardino Bernardo Calixto Carlos Celestino Claudio Cristobal Dámaso Diego Dionisio Eduardo Emilio Estanislao Federico Felipe Félix Fernando Francisco Gabino Gabriel Gaspar Genaro Gonzalo Ignacio Isidro Jacobo Jaime Joaquín José Juan Julio Leopoldo Lorenzo Luis Manuel Marcelo Mariano Mateo Melchor Miguel Nicolás Pablo Pascual Pedro Rafael Raimundo Ramón Ricardo Santiago Sebastián Segismundo Valeriano Vicente
		}
	}
	female = {
		names = {
			Adelita Araceli Belén Camila Candelaria Chavela Consuelo Cristina Delfina Esperanza Fidelia Graciela Irene Isadora Isabella Jimena Ximena Luciana Lucrecia María Marisol Noemí Nohemi Valentina Valeria Rocío Socorro Sofía Teófila Amaranta Úrsula Rebeca Remedios
		}
	}
	surnames = {
		Blázquez Acuña Aguirre Allendesalazar Alonso Álvarez Aranda Asensio Aznar Barradas Bugallal Cabrera Cano Cervera de Albornoz de Carvajal de la Fuente Díaz Espartero Fernández Franco García González Heredia Hernández Herrera Hevia Linares López Maroto Márquez Martínez-Campos Maura Menéndez Miaja Millán-Astray Mina Mola Muñoz Narváez O'Donnell Ortega Pavía Pérez Rodríguez Rojo Ruiz Sanjurjo Serrano Silvestre Topete Valdés Varela Villapol Villar Weyler Yagüe
	}
	callsigns = {

	}
}
### Entity: National Focus
Component: uk_mediterranean_focus
Constructs: prerequisite, limit, add_ideas, completion_reward, is_subject_of, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = uk_mediterranean_focus
	prerequisite = {
		focus = uk_service_focus
	}
	available = {
		447 = {
			CONTROLLER = {
				OR = {
					tag = ENG
					is_subject_of = ENG
				}
			}
		}
	}
	icon = GFX_goal_generic_construct_military
	x = 5
	y = 1
	relative_position_id = uk_service_focus
	cost = 10
	completion_reward = {
		if = {
			limit = {
				has_idea = ENG_fortify_the_empire_1
			}
			swap_ideas = {
				remove_idea = ENG_fortify_the_empire_1
				add_idea = ENG_fortify_the_empire_2
			}
		} {
			limit = {
				NOT = {
					has_idea = ENG_fortify_the_empire_1
				} {
					has_idea = ENG_fortify_the_empire_2
				}
			}
			add_ideas = ENG_fortify_the_empire_1
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		447 = {
			IF = {
				limit = {
					447 = {
						free_building_slots = {
							building = coastal_bunker
							size = > 2
							province = 4076
						}
					}
				}
				add_building_construction = {
					type = coastal_bunker
					level = 3
					province = 4076
					instant_build = yes
				}
			} {
				limit = {
					447 = {
						free_building_slots = {
							building = naval_base
							size = > 1
							province = 4076
						}
					}
				}
				add_building_construction = {
					type = naval_base
					level = 2
					province = 4076
					instant_build = yes
				}
			} {
				limit = {
					447 = {
						free_building_slots = {
							building = air_base
							size = > 3
						}
					}
				}
				add_building_construction = {
					type = air_base
					level = 3
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Character
Component: PHI_jack_of_all_trades
Source: game
File: common/country_leader/r56_traits.txt

Code:
PHI_jack_of_all_trades = {
	random = no
	sprite = 13
	army_morale_factor = 0.05
	experience_gain_air_factor = 0.05
	trade_opinion_factor = 0.1
	consumer_goods_factor = -0.15
}
### Entity: Unit Leader
Component: r56w_trait_navy_can_swim
Source: game
File: common/unit_leader/r56w_traits.txt

Code:
r56w_trait_navy_can_swim = {
	type = all
	allowed = {
		always = no
	}
	modifier = {
		naval_retreat_chance = 0.9
		naval_retreat_speed = 0.75
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: BEL_recovery_from_the_great_depression1
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_belgium.txt

Code:
BEL_recovery_from_the_great_depression1 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = chi_hyper_inflation
	modifier = {
		production_speed_buildings_factor = -0.2
		consumer_goods_factor = 0.3
	}
}
### Entity: Scripted Effect
Component: CZE_bop_super_low_decrease_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/CZE_scripted_effects.txt

Code:
CZE_bop_super_low_decrease_effect = {
	add_power_balance_value = {
		id = CZE_bop_army_readiness
		value = -0.03
	}
}
### Entity: AI Strategy
Component: FRA_respect_monroe_doctine_even_if_evil_people_are_eating_latin_america_NIC
Constructs: has_government, is_ai
Source: game
File: common/ai_strategy/r56_FRA.txt

Code:
FRA_respect_monroe_doctine_even_if_evil_people_are_eating_latin_america_NIC = {
	allowed = {
		original_tag = FRA
	}
	enable = {
		threat = < 0.75
		FRA = {
			has_government = democratic
		}
		country_exists = USA NIC
		USA = {
			has_government = democratic
		}
		NIC = {
			AND = {
				is_ai = yes
				has_government = democratic
			}
		}
	}
	abort = {
		NOT = {
			country_exists = NIC
		}
	}
	ai_strategy = {
		type = befriend
		id = NIC
		value = -1500
	} {
		type = alliance
		id = NIC
		value = -150
	} {
		type = diplo_action_desire
		id = NIC
		target = guarantee
		value = -20
	}
}
### Entity: Idea
Component: DEN_Deregulated_Banking
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_denmark.txt

Code:
DEN_Deregulated_Banking = {
	removal_cost = -1
	picture = r56_CAN_briefcase
	modifier = {
		production_speed_infrastructure_factor = 0.2
		production_speed_rail_way_factor = 0.2
		production_speed_buildings_factor = 0.1
	}
}
### Entity: Event
Component: siam.13
Constructs: is_triggered_only, ai_chance, limit, add_war_support, has_country_flag, add_timed_idea, set_rule, clr_country_flag
Source: game
File: events/TAOG_Siam.txt

Code:
country_event = {
	id = siam.13
	title = siam.13.t
	desc = siam.13.desc
	picture = GFX_report_event_SWE_psilander_affair
	is_triggered_only = yes
	option = {
		name = siam.13.a
		ai_chance = {
			base = 1
		}
		add_war_support = 0.1
		effect_tooltip = {
			FROM = {
				add_timed_idea = {
					idea = idea_SIA_military_humiliation
					days = 780
				}
			}
		}
		set_rule = {
			can_join_factions = yes
		}
		FROM = {
			if = {
				limit = {
					has_country_flag = SIA_limited_war_could_join_factions
				}
				set_rule = {
					can_join_factions = yes
				}
				clr_country_flag = SIA_limited_war_could_join_factions
			}
		}
		SIA_re_add_to_old_faction = yes
		SIA_clear_limited_war_variables = yes
	}
}
### Entity: Event
Component: mandate_palestine.202
Constructs: is_triggered_only
Source: game
File: events/mandate_of_palestine.txt

Code:
news_event = {
	id = mandate_palestine.202
	picture = GFX_news_event_MPL_collapse
	title = mandate_palestine.202.t
	desc = mandate_palestine.202.d
	is_triggered_only = yes
	major = yes
	option = {
		name = mandate_palestine.202.a
	}
}