Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_350
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_350 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 350
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 350
	}
}
### Entity: Modding Documentation
Construct: num_operative_slots
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_operative_slots
* description: Checks the number of available operative slots a country has.
If this differs from the number of operative, this does not mean the country can recruit an operative, but that it will eventually be able to.
* (Auto generated using the trigger with same name)
### Entity: Idea
Component: EAI_DD_8/motorized_rocket_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_8/motorized_rocket_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		motorized_rocket_equipment = {
			build_cost_ic = -0.2
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: saf_focus
Component: SAF_south_africa_first
Constructs: prerequisite, limit, has_government, has_country_flag, add_stability, completion_reward, add_political_power, is_subject
Source: game
File: common/national_focus/south_africa.txt

Code:
focus = {
	id = SAF_south_africa_first
	icon = GFX_goal_generic_political_pressure
	prerequisite = {
		focus = SAF_celebrate_the_great_trek
	}
	mutually_exclusive = {
		focus = SAF_support_nazification_of_south_west_africa
	}
	x = 2
	y = 3
	relative_position_id = SAF_support_the_afrikaner_broederbond
	cost = 10
	ai_will_do = {
		factor = 0.75
		modifier = {
			GER = {
				surrender_progress = > 0.5
			}
			factor = 10
		}
	}
	available = {
		OR = {
			is_subject = no
			if = {
				limit = {
					NOT = {
						has_government = fascism
					}
				}
				AND = {
					has_autonomy_state = autonomy_dominion
					compare_autonomy_progress_ratio = > 0.75
				}
			} {
				limit = {
					has_government = fascism
				}
				AND = {
					has_autonomy_state = autonomy_satellite
					compare_autonomy_progress_ratio = > 0.75
				}
			}
		}
		NOT = {
			has_war_together_with = ENG
		} {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_TFV_AUTONOMY
	}
	completion_reward = {
		if = {
			limit = {
				is_subject = yes
			}
			OVERLORD = {
				set_autonomy = {
					target = SAF
					autonomy_state = autonomy_free
				}
			}
		}
		ENG = {
			remove_from_faction = ROOT
		}
		set_rule = {
			can_create_factions = yes
		}
		add_political_power = 70
		add_stability = 0.1
	}
}
### Entity: Country History
Country: ECU
Component: ECU_politics
Constructs: set_war_support, set_politics, set_popularities
Source: game
File: history/countries/ECU - Ecuador.txt

Code:
# Politics & Parties for ECU
set_war_support = 0.1
set_politics = {
	ruling_party = democratic
	last_election = 1933.12.15
	election_frequency = 84
	elections_allowed = yes
}
set_popularities = {
	democratic = 100
}
### Entity: Modifier Reference
Component: flooded
Constructs: army_defence_factor, supply_factor
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
flooded = {
	army_defence_factor = 0.5
	army_speed_factor = -0.5
	dig_in_speed_factor = -0.2
	org_loss_when_moving = 0.25
	supply_factor = -0.4
	truck_attrition_factor = 3.0
}
### Entity: Character
Component: MAL_governor_of_the_straits_settlements_trait
Constructs: stability_factor, production_speed_buildings_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
MAL_governor_of_the_straits_settlements_trait = {
	random = no
	sprite = 13
	political_power_factor = 0.05
	stability_factor = -0.1
	production_speed_buildings_factor = 0.05
}
### Entity: Character
Component: RAJ_orde_wingate
Constructs: has_completed_focus
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_orde_wingate = {
	name = RAJ_orde_wingate
	portraits = {
		army = {
			large = GFX_RAJ_orde_wingate
			small = GFX_portrait_RAJ_orde_wingate_small
		}
	}
	advisor = {
		slot = high_command
		ledger = army
		idea_token = RAJ_orde_wingate
		allowed = {
			original_tag = RAJ
		}
		available = {
			has_completed_focus = RAJ_chindits_dlc
		}
		traits = {
			special_operations_specialist
		}
		visible = {
			has_completed_focus = RAJ_chindits_dlc
		}
		ai_will_do = {
			factor = 0.0
		}
	}
}
### Entity: Event
Component: israel.84
Constructs: is_triggered_only, ai_chance, has_completed_focus, set_country_flag, random_hours, has_idea
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.84
	title = israel.84.t
	desc = israel.84.d
	is_triggered_only = yes
	option = {
		name = israel.84.a
		set_country_flag = ISR_EGY_negotiating
		EGY = {
			set_country_flag = ISR_EGY_negotiating
		}
		country_event = {
			id = israel.86
			days = 1
			random_hours = 12
		}
		ai_chance = {
			base = 60
			modifier = {
				add = 10
				has_idea = ISR_suez_pressure_1
			} {
				add = 20
				has_idea = ISR_suez_pressure_2
			} {
				add = 30
				has_idea = ISR_suez_pressure_3
			} {
				add = 40
				OR = {
					has_idea = ISR_suez_pressure_4 ISR_suez_pressure_5
				}
			}
		}
	} {
		name = israel.84.b
		trigger = {
			NOT = {
				has_completed_focus = ISR_stretch_out_the_hand
			}
		}
		ai_chance = {
			base = 40
			modifier = {
				add = -10
				has_idea = ISR_suez_pressure_1
			} {
				add = -20
				has_idea = ISR_suez_pressure_2
			} {
				add = -30
				has_idea = ISR_suez_pressure_3
			} {
				add = -40
				OR = {
					has_idea = ISR_suez_pressure_4 ISR_suez_pressure_5
				}
			}
		}
		set_country_flag = ISR_negotiations_collapsed
		EGY = {
			country_event = israel.85
		}
	}
}
### Entity: Event
Component: tfv_raj.43
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/TFV_Raj.txt

Code:
country_event = {
	id = tfv_raj.43
	title = tfv_raj.43.t
	desc = tfv_raj.43.desc
	picture = GFX_report_event_soldiers_parade
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = tfv_raj.43.a
	}
}
### Entity: Scripted Effect
Component: SWI_upgrade_template_and_divisions
Constructs: division_template, limit, has_variable, check_variable, add_units_to_division_template, add_to_variable, is_locked, force_allow_recruiting
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_upgrade_template_and_divisions = {
	if = {
		limit = {
			has_variable = SWI_militia_template_level
			check_variable = {
				SWI_militia_template_level = < 2
			}
		}
		add_units_to_division_template = {
			template_name = Swiss Citizen Militia
			regiments = {
				militia = 0 0
			}
		}
	} {
		limit = {
			has_variable = SWI_militia_template_level
			check_variable = {
				SWI_militia_template_level = < 10
			}
		}
		add_to_variable = {
			SWI_militia_template_level = 1
		}
	}
	else_if = {
		limit = {
			has_variable = SWI_militia_template_level
			check_variable = {
				SWI_militia_template_level = < 4
			}
		}
		add_units_to_division_template = {
			template_name = Swiss Citizen Militia
			regiments = {
				militia = 1 1
			}
		}
	} {
		limit = {
			has_variable = SWI_militia_template_level
			check_variable = {
				SWI_militia_template_level = < 6
			}
		}
		add_units_to_division_template = {
			template_name = Swiss Citizen Militia
			regiments = {
				militia = 2 2
			}
		}
	} {
		limit = {
			has_variable = SWI_militia_template_level
			check_variable = {
				SWI_militia_template_level = < 8
			}
		}
		add_units_to_division_template = {
			template_name = Swiss Citizen Militia
			regiments = {
				militia = 3 3
			}
		}
	} {
		limit = {
			has_variable = SWI_militia_template_level
			check_variable = {
				SWI_militia_template_level = < 10
			}
		}
		add_units_to_division_template = {
			template_name = Swiss Citizen Militia
			regiments = {
				militia = 4 4
			}
		}
	} {
		limit = {
			NOT = {
				has_variable = SWI_militia_template_level
			}
		}
		division_template = {
			name = Swiss Citizen Militia
			is_locked = yes
			force_allow_recruiting = yes
			priority = 1
			template_counter = 70
			regiments = {
				militia = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				}
			}
			support = {

			}
			division_cap = 15
		}
		set_variable = {
			SWI_militia_template_level = 1
		}
	}
}
### Entity: Country History
Country: DMN
Component: DMN_characters
Constructs: recruit_character
Source: game
File: history/countries/DMN - Dominica.txt

Code:
# Leaders & Characters for DMN
recruit_character = DMN_phyllis_shand_allfrey
### Entity: Character
Component: marxist_priest
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
marxist_priest = {
	random = no
	sprite = 13
	war_support_factor = 0.05
	army_core_defence_factor = 0.05
	drift_defence_factor = 0.3
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_fill_the_railways_gaps
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward, build_railway, add_tech_bonus
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_fill_the_railways_gaps
	icon = GFX_focus_generic_public_works_A
	prerequisite = {
		focus = CUB_the_four_year_plan
	}
	x = -2
	y = 1
	relative_position_id = CUB_the_four_year_plan
	cost = 5
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_EQUIPMENT
	}
	completion_reward = {
		build_railway = {
			path = {
				1550 7590
			}
		}
		add_equipment_to_stockpile = {
			type = train_equipment_1
			amount = 25
		}
		add_tech_bonus = {
			name = CUB_fill_the_railways_gaps
			bonus = 0.5
			uses = 2
			category = train_tech
		}
	}
}
### Entity: Character
Component: SPR_all_weather_aviation_council
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPR_all_weather_aviation_council = {
	name = SPR_all_weather_aviation_council
	portraits = {
		army = {
			small = GFX_idea_SPR_anarchist_council
		}
	}
	advisor = {
		slot = air_chief
		idea_token = SPR_all_weather_aviation_council
		ledger = air
		allowed = {
			has_dlc = La Resistance
			original_tag = SPR
		}
		visible = {
			NOT = {
				tag = SPA SPB
			}
			has_completed_focus = SPR_regional_defense_council_of_aragon
		}
		available = {
			has_completed_focus = SPR_regional_defense_council_of_aragon SPR_masters_of_our_own_fate
			custom_trigger_tooltip = {
				tooltip = SPR_not_nationalist_spain_tt
				NOT = {
					tag = SPA
				}
			}
		}
		traits = {
			air_chief_all_weather_2
		}
		cost = 100
	}
}
### Entity: Order of Battle
Component: 1st Division
Constructs: division_template
Source: game
File: history/units/SIC_1936_sea.txt

Code:
division = {
	name = 1st Division
	location = 6999
	division_template = Sanjiao Jun
	start_equipment_factor = 0.1
}
### Entity: National Focus
Tree: mon_focus
Component: MON_limited_research_cooperation
Constructs: prerequisite, limit, add_ideas, completion_reward, add_tech_bonus, industrial_bonus, electronics_bonus, has_idea
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_limited_research_cooperation
	icon = GFX_goal_generic_intelligence_exchange
	x = 4
	y = 0
	relative_position_id = MON_joint_technological_development
	cost = 6
	prerequisite = {
		focus = MON_rely_on_national_strength
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 1
			category = industry
		} {
			name = electronics_bonus
			bonus = 1
			uses = 1
			category = electronics
		}
		if = {
			limit = {
				NOT = {
					has_idea = r56i_laws_social_hierarchy r56i_laws_social_revolutionary r56i_laws_social_diversity r56i_laws_social_unity
				} {
					has_global_flag = NATIONAL_CHARACTERS_BLOCKED
				}
			}
			custom_effect_tooltip = EFFECT_CHANGE_LAW_r56i_social_order
			show_ideas_tooltip = r56i_laws_social_revolutionary
			hidden_effect = {
				add_ideas = r56i_laws_social_revolutionary
			}
		}
		MON_soviet_low_influence_increase_effect = yes
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INFLUENCE_INCREASE
	}
}
### Entity: Idea
Component: MEX_heavy_artillery
Constructs: removal_cost, equipment_bonus
Source: game
File: common/ideas/mexico_mtg_placeholder.txt

Code:
MEX_heavy_artillery = {
	name = MEX_heavy_artillery
	picture = generic_artillery_regiments
	allowed = {
		always = no
	}
	removal_cost = -1
	equipment_bonus = {
		artillery_equipment = {
			soft_attack = 0.1
			instant = yes
		}
		rocket_artillery_equipment = {
			soft_attack = 0.1
			instant = yes
		}
	}
}
### Entity: Scripted Effect
Component: was_uk_dominion_a_subject
Constructs: limit, has_government, is_subject, has_dlc, set_variable, set_country_flag, set_global_flag
Source: game
File: common/scripted_effects/RAJ_GOE_scripted_effects.txt

Code:
was_uk_dominion_a_subject = {
	if = {
		limit = {
			RAJ = {
				is_subject = yes
				has_dlc = Graveyard of Empires
			}
		}
		RAJ = {
			set_variable = {
				saved_autonomy_ratio = autonomy_ratio
			} {
				saved_democratic_support = party_popularity_100@democratic
			} {
				saved_neutrality_support = party_popularity_100@neutrality
			} {
				saved_communism_support = party_popularity_100@communism
			} {
				saved_fascism_support = party_popularity_100@fascism
			}
			if = {
				limit = {
					has_government = communism
				}
				set_country_flag = was_communist
			}
			else_if = {
				limit = {
					has_government = fascism
				}
				set_country_flag = was_fascist
			} {
				limit = {
					has_government = neutrality
				}
				set_country_flag = was_unaligned
			}
			else = {
				set_country_flag = was_democratic
			}
		}
		set_global_flag = RAJ_was_a_subject_pre_cw_of_uk
	}
	else_if = {
		limit = {
			ROOT = {
				is_subject = yes
				OR = {
					original_tag = CAN SAF AST NZL RAJ
				}
			}
		}
		ROOT = {
			set_variable = {
				saved_autonomy_ratio = autonomy_ratio
			} {
				saved_democratic_support = party_popularity_100@democratic
			} {
				saved_neutrality_support = party_popularity_100@neutrality
			} {
				saved_communism_support = party_popularity_100@communism
			} {
				saved_fascism_support = party_popularity_100@fascism
			}
			if = {
				limit = {
					has_government = communism
				}
				set_country_flag = was_communist
			}
			else_if = {
				limit = {
					has_government = fascism
				}
				set_country_flag = was_fascist
			} {
				limit = {
					has_government = neutrality
				}
				set_country_flag = was_unaligned
			}
			else = {
				set_country_flag = was_democratic
			}
		}
	}
}
### Entity: Character
Component: SAN_grand_council
Source: game
File: common/characters/SAN.txt

Code:
SAN_grand_council = {
	name = Consiglio Grande e Generale
	portraits = {
		civilian = {
			large = gfx/leaders/SAN/r56_portrait_SAN_consiglio_grande_e_generale.dds
		}
	}
	country_leader = {
		ideology = oligarchism
		expire = 1965.1.1
		id = -1
	}
}
### Entity: Order of Battle
Component: Golmud Jingbei
Constructs: division_template
Source: game
File: history/units/XSM_1939.txt

Code:
division = {
	name = Golmud Jingbei
	location = 12846
	division_template = Binary Infantry
}
### Entity: Scripted Trigger
Component: EAI_reserve_manpower_more_than_25p
Constructs: check_variable, has_manpower
Source: game
File: common/scripted_triggers/EAI_MISC_triggers.txt

Code:
EAI_reserve_manpower_more_than_25p = {
	OR = {
		check_variable = {
			EAI_reserve_mp_ratio = > 0.25
		}
		has_manpower = > 500000
	}
}
### Entity: Character
Component: SOM_sheikh_bashir_yusuf
Source: game
File: common/characters/SOM.txt

Code:
SOM_sheikh_bashir_yusuf = {
	name = Sheikh Bashir Yusuf
	portraits = {
		army = {
			small = GFX_kr_portrait_africa_generic_3_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SOM_sheikh_bashir_yusuf
		allowed = {
			original_tag = SOM
		}
		available = {

		}
		visible = {

		}
		traits = {
			agrarian_nationalist
		}
	}
}
### Entity: Event
Component: SEA_japan_popup_events.24
Constructs: is_triggered_only, add_war_support, fire_only_once, add_popularity
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_popup_events.24
	title = SEA_japan_popup_events.24.t
	desc = SEA_japan_popup_events.24.desc
	picture = GFX_report_event_JAP_workers_celebrating
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_popup_events.24.a
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_war_support = 0.05
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_professionalize_militias
Constructs: prerequisite, completion_reward, has_power_balance, cancel_if_invalid
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_professionalize_militias
	icon = GFX_focus_chi_army_reform
	prerequisite = {
		focus = SWI_become_german_puppet SWI_german_military_collaboration
	}
	relative_position_id = SWI_become_german_puppet
	x = -3
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			SWI_is_fully_centralized = yes
			NOT = {
				has_power_balance = {
					id = SWI_centralization_bop
				}
			}
		}
		fascism = > 0.65
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_SWI_MILITARY_READINESS
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		SWI_remove_militia_recruitment_law = yes
		SWI_turn_militias_into_regulars = yes
		country_lock_all_division_template = no
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_the_manpower_directorate
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_the_manpower_directorate
	icon = GFX_focus_generic_industrial_experts
	prerequisite = {
		focus = AST_bring_home_the_farmers
	}
	relative_position_id = AST_bring_home_the_farmers
	x = 1
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = AST_forging_australias_future_spirit_tt
		add_to_variable = {
			AST_forging_australias_future_spirit_industrial_capacity_factory = 0.05
			tooltip = industrial_capacity_factory_tt
		} {
			AST_forging_australias_future_spirit_industrial_capacity_dockyard = 0.05
			tooltip = industrial_capacity_dockyard_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Unit Template
Component: YUN_GAR_01
Source: game
File: common/units/names_divisions/YUN_names_divisions.txt

Code:
YUN_GAR_01 = {
	name = Garrison Unit
	for_countries = {
		YUN
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d Yunnan Jingbei
	ordered = {
		132 = {
			1 Yunnan Baoan Ke
		}
		133 = {
			1 Kunming Baoan Ke
		}
		131 = {
			Dali Baoan Ke
		}
		101 = {
			1 Yunnan Jingbei
		}
		111 = {
			1 Kunming Jingbei
		}
		102 = {
			2 Yunnan Jingbei
		}
		103 = {
			3 Yunnan Jingbei
		}
		112 = {
			2 Kunming Jingbei
		}
		113 = {
			3 Kunming Jingbei
		}
		104 = {
			4 Yunnan Jingbei
		}
		105 = {
			5 Yunnan Jingbei
		}
		114 = {
			4 Kunming Jingbei
		}
		115 = {
			5 Kunming Jingbei
		}
		134 = {
			2 Kunming Baoan Ke
		}
		135 = {
			3 Kunming Baoan Ke
		}
		136 = {
			2 Yunnan Baoan Ke
		}
		137 = {
			3 Yunnan Baoan Ke
		}
		1 = {
			%d Yunnan Jingbei
		}
		2 = {
			%d Yunnan Jingbei
		}
		3 = {
			%d Yunnan Jingbei
		}
		4 = {
			%d Yunnan Jingbei
		}
		5 = {
			%d Yunnan Jingbei
		}
		6 = {
			%d Yunnan Jingbei
		}
		7 = {
			%d Yunnan Jingbei
		}
		8 = {
			%d Yunnan Jingbei
		}
		9 = {
			%d Yunnan Jingbei
		}
		10 = {
			%d Yunnan Jingbei
		}
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_volunteers_to_V05
Constructs: check_variable, send_volunteers_desire
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_volunteer_strategies.txt

Code:
EAI_DIPLO_volunteers_to_V05 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_volunteer_targets^5 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_volunteers_desire
		id = V05
		value = 10000
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Norway.html

Doc:
This article is considered accurate for the current version of the game.

Norway

Capital provinceOslo

Government typeConstitutional monarchy

FactionNeutral/Allied (1940-04-09)

Norway is a minor country located in Northern Europe. Historically they attempted to remain neutral, but this was thwarted when Germany invaded Norway and Denmark in Operation Weserübung on the 9th of April 1940. Norway was relevant to the war due to its significant coastline, letting the Germans base submarines from there, the port of Narvik where significant supplies of iron were shipped from Sweden during winter, and its possesion of one of the World's largest merchant fleets (Notraship).

Contents

1 Technology

2 Diplomacy

2.1 Alliances

2.2 Decisions

2.3 Events

3 Politics

3.1 Laws

3.2 Ministers

4 Intelligence

5 Economy

5.1 Industrial Production

6 Military

6.1 Army

6.2 Navy

6.3 Air Force

7 Strategies and Guides

7.1 Example Strategy

7.2 Miscellaneous tips
### Entity: Idea
Component: POR_illiteracy
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_illiteracy = {
	picture = indochina_illiteracy
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		original_tag = POR
	}
	removal_cost = -1
	modifier = {
		research_speed_factor = -0.1
		experience_gain_army_factor = -0.1
		experience_gain_navy_factor = -0.1
		experience_gain_air_factor = -0.1
	}
}
### Entity: Scripted Effect
Component: SOV_initiate_civil_war
Constructs: division_template, limit, set_global_flag, give_military_access, set_variable
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_initiate_civil_war = {
	set_global_flag = SOV_soviet_civil_war
	IF = {
		limit = {
			SOV_is_exiles = yes
		}
		MAN = {
			give_military_access = SOP
		}
	}
	SOV_remove_paranoia_effect = yes
	set_variable = {
		SOV_communist_support_before_civil_war = party_popularity_100@communism
	} {
		SOV_democratic_support_before_civil_war = party_popularity_100@democratic
	} {
		SOV_fascist_support_before_civil_war = party_popularity_100@fascism
	} {
		SOV_neutrality_support_before_civil_war = party_popularity_100@neutrality
	}
	delete_units = {
		division_template = NKVD Pogranichnaya Diviziya
		disband = no
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_pride_of_family
Constructs: prerequisite, completion_reward, add_trait
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_pride_of_family
	icon = GFX_focus_TUR_loosen_the_laws_on_secularism
	prerequisite = {
		focus = PAL_reaching_out
	}
	x = -1
	y = 1
	relative_position_id = PAL_reaching_out
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_trait = {
			character = PAL_zeid_bin_hussein
			ideology = absolute_monarchism
			trait = PAL_custodian_of_qibla
		}
	}
}
### Entity: Effect Reference
Construct: remove_resource_rights
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## remove_resource_rights

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Remove resource right to state for scope country. remove_resource_rights = ID
```
### Entity: Event
Component: ARM_event.3
Constructs: is_triggered_only, add_doctrine_cost_reduction, add_manpower
Source: game
File: events/ARM_events.txt

Code:
country_event = {
	id = ARM_event.3
	title = ARM_event.3.t
	desc = ARM_event.3.desc
	picture = GFX_report_event_czech_soldiers_02
	is_triggered_only = yes
	option = {
		name = ARM_event.3.a
		army_experience = 5
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.15
			uses = 1
			category = land_doctrine
		}
		add_manpower = 10000
	}
}