Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Country History
Country: AOI
Component: AOI_politics
Constructs: set_stability, add_ideas, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/AOI - Italian East Africa.txt

Code:
# Politics & Parties for AOI
set_stability = 0.4
set_war_support = 0.3
add_ideas = {

}
set_politics = {
	ruling_party = fascism
	last_election = 1934.3.26
	election_frequency = 60
	elections_allowed = no
}
set_popularities = {
	democratic = 15
	fascism = 60
	communism = 15
	neutrality = 10
}
### Entity: Idea
Component: EAI_DD_8/transport_plane_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_8/transport_plane_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		transport_plane_equipment = {
			build_cost_ic = -0.08
			instant = yes
		}
	}
}
### Entity: Modifier Reference
Component: SOV_soviet_airforce_dynamic_modifier_alt
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
SOV_soviet_airforce_dynamic_modifier_alt = {
	enable = {
		always = yes
	}
	icon = GFX_idea_SOV_red_airforce_alt_ccp_2d_sov_compatibility
	air_accidents_factor = SOV_soviet_airforce_air_accidents_factor
	air_ace_generation_chance_factor = SOV_soviet_airforce_air_ace_generation_chance_factor
	air_night_penalty = SOV_soviet_airforce_air_night_penalty
	air_weather_penalty = SOV_soviet_airforce_air_weather_penalty
	air_wing_xp_loss_when_killed_factor = SOV_soviet_airforce_air_wing_xp_loss_when_killed_factor
	air_mission_xp_gain_factor = SOV_soviet_airforce_air_mission_xp_gain_factor
	air_training_xp_gain_factor = SOV_soviet_airforce_air_training_xp_gain_factor
	aircraft_manufacturer_cost_factor = SOV_soviet_airforce_aircraft_manufacturer_cost_factor
	air_range_factor = SOV_soviet_airforce_air_range_factor
	air_fuel_consumption_factor = SOV_soviet_airforce_air_fuel_consumption_factor
	air_agility_factor = SOV_soviet_airforce_air_agility_factor
	air_strategic_bomber_night_penalty = SOV_soviet_airforce_air_strategic_bomber_night_penalty
	air_cas_present_factor = SOV_soviet_airforce_air_cas_present_factor
	strategic_bomb_visibility = SOV_soviet_airforce_strategic_bomb_visibility
	air_mission_efficiency = SOV_soviet_airforce_air_mission_efficiency
	air_nav_efficiency = SOV_soviet_airforce_air_nav_efficiency
}
### Entity: AI Strategy
Component: ENG_sardinia_is_a_stupid_island
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_sardinia_is_a_stupid_island = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		date = < 1943.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_unit_request
		area = sardinia
		value = -50
	} {
		type = area_priority
		id = sardinia
		value = -50
	} {
		type = invasion_unit_request
		area = sardinia
		value = -100
	}
}
### Entity: Character
Component: AUS_prince_of_starhemberg
Constructs: war_support_factor, neutrality_drift, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
AUS_prince_of_starhemberg = {
	random = no
	sprite = 13
	neutrality_drift = 0.03
	fascism_drift = 0.02
	war_support_factor = 0.05
}
### Entity: Character
Component: GER_leni_riefenstahl
Constructs: has_completed_focus, has_government, has_country_flag
Source: game
File: common/characters/GER.txt

Code:
GER_leni_riefenstahl = {
	name = GER_leni_riefenstahl
	gender = female
	portraits = {
		army = {
			small = GFX_portrait_GER_leni_riefenstahl_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = GER_leni_riefenstahl
		allowed = {
			original_tag = GER
		}
		visible = {
			OR = {
				has_government = fascism
				has_country_flag = GER_reinstated_nazi_leadership
			}
		}
		available = {
			OR = {
				has_country_flag = GER_reinstated_nazi_leadership
				has_completed_focus = GER_fund_the_film_department
			}
		}
		traits = {
			GER_film_director
		}
	}
}
### Entity: Unit Template
Component: ITA_CAV_05
Source: game
File: common/units/names_divisions/ITA_names_divisions.txt

Code:
ITA_CAV_05 = {
	name = Spahis Squadron Groups
	for_countries = {
		ITA
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry camelry
	}
	fallback_name = %do Gruppo Squadroni Spahis
	ordered = {
		1 = {
			%do Gruppo Squadroni Spahis
		}
		2 = {
			%do Gruppo Squadroni Spahis
		}
		3 = {
			%do Gruppo Squadroni Spahis
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_An_Appeal_to_the_Proletariat
Constructs: has_completed_focus, prerequisite, completion_reward, is_historical_focus_on, has_game_rule, add_popularity, add_to_variable
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_An_Appeal_to_the_Proletariat
	icon = GFX_goal_spread_communism
	cost = 5
	ai_will_do = {
		factor = 20
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		} {
			add = 1000
			has_game_rule = {
				rule = DEN_AI_BEHAVIOR
				option = COMMUNIST
			}
		} {
			add = 1000
			has_game_rule = {
				rule = DEN_AI_BEHAVIOR
				option = KING_CHRISTIAN_COUP
			}
		}
	}
	available = {
		NOT = {
			has_completed_focus = DEN_Initiate_Economic_Reforms DEN_Galvanise_the_German_Minority
		}
		den_cancel_intro_trigger = yes
	}
	mutually_exclusive = {
		focus = DEN_Strengthen_the_Labour_Unions
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	prerequisite = {
		focus = DEN_Changing_Times
	}
	cancel = {
		has_completed_focus = DEN_King_Christian_Coup
	}
	x = -7
	y = 1
	relative_position_id = DEN_Changing_Times
	completion_reward = {
		custom_effect_tooltip = DEN_political_violence_dkp_tt
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		add_to_variable = {
			den_lower_loyalty = 25
			tooltip = den_lower_loyalty_tooltip
		} {
			den_upper_influence = -20
			tooltip = den_upper_influence_tooltip
		} {
			den_upper_loyalty = -15
			tooltip = den_upper_loyalty_tooltip
		}
		den_calculate_stratas = yes
	}
}
### Entity: Event
Component: argentina.35
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/r56_argentina.txt

Code:
country_event = {
	id = argentina.35
	title = argentina.35.t
	desc = argentina.35.d
	is_triggered_only = yes
	option = {
		name = argentina.35.a
		add_opinion_modifier = {
			target = BRA
			modifier = refused_coop
		}
	}
}
### Entity: Order of Battle
Component: Südwestafrikanische Flotte
Source: game
File: history/units/PRE_1936_Naval.txt

Code:
fleet = {
	name = Südwestafrikanische Flotte
	naval_base = 13370
	task_force = {
		name = Flachgehende Minensuchboote
		location = 13370
		ship = {
			name = Königsberg
			definition = light_cruiser
			start_experience_factor = 0.3
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = PRE
					version_name = Königsberg Class
				}
			}
		} {
			name = FM 52 Lüderitz
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = PRE
					version_name = Flachgehende Minensuchboote
				}
			}
		} {
			name = FM 53 Windhoek
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = PRE
					version_name = Flachgehende Minensuchboote
				}
			}
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_claiming_lithuania
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_claiming_lithuania
	icon = GFX_focus_generic_monarchy_1
	prerequisite = {
		focus = POL_fulfil_fifth_of_november
	}
	relative_position_id = POL_fulfil_fifth_of_november
	mutually_exclusive = {
		focus = POL_habsburg POL_hohenzollern POL_cossack_king POL_romanov
	}
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = elect_friedrich_tt
			always = no
		}
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		effect_tooltip = {
			promote_character = POL_friedrich_christian
		}
	}
}
### Entity: Scripted Effect
Component: calculate_folkhemmet_medium_option
Constructs: set_temp_variable, set_variable
Source: game
File: common/scripted_effects/SWE_scripted_effects.txt

Code:
calculate_folkhemmet_medium_option = {
	set_temp_variable = {
		lerp_x = tooltip_folkhemmet_intactness
	}
	divide_temp_variable = {
		lerp_x = folkhemmet_max_intactness
	}
	set_variable = {
		lerp_a = folkhemmet_war_support_max_intactness
	} {
		lerp_b = folkhemmet_war_support_min_intactness
	} {
		tooltip_folkhemmet_war_support_result_medium = lerp_result
	} {
		lerp_a = folkhemmet_stability_max_intactness
	} {
		lerp_b = folkhemmet_stability_min_intactness
	} {
		tooltip_folkhemmet_stability_result_medium = lerp_result
	} {
		lerp_a = folkhemmet_civ_max_intactness
	} {
		lerp_b = folkhemmet_civ_min_intactness
	} {
		tooltip_folkhemmet_civ_result_medium = lerp_result
	} {
		lerp_a = folkhemmet_mil_max_intactness
	} {
		lerp_b = folkhemmet_mil_min_intactness
	} {
		tooltip_folkhemmet_mil_result_medium = lerp_result
	} {
		lerp_a = folkhemmet_dockyard_max_intactness
	} {
		lerp_b = folkhemmet_dockyard_min_intactness
	} {
		tooltip_folkhemmet_dockyard_result_medium = lerp_result
	}
	lerp = yes yes yes yes yes
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_model_after_soviet
Constructs: prerequisite, add_ideas, has_war_with, completion_reward, cancel_if_invalid, add_popularity
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_model_after_soviet
	icon = GFX_focus_chi_mission_to_the_soviet_union
	prerequisite = {
		focus = RAJ_forming_an_indian_doctrine
	}
	x = 2
	y = 1
	relative_position_id = RAJ_forming_an_indian_doctrine
	mutually_exclusive = {
		focus = RAJ_model_after_usa
	} {
		focus = RAJ_model_after_germany
	}
	cost = 10
	available = {
		NOT = {
			has_war_with = SOV
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = {
			idea_RAJ_indian_army_doctrine_sov
		}
	}
}
### Entity: Shared Focus
Tree: lat_focus
Component: LAT_rethink_naval_doctrine
Constructs: shared_focus, prerequisite, completion_reward, is_coastal, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_latvia_shared.txt

Code:
shared_focus = {
	id = LAT_rethink_naval_doctrine
	icon = GFX_goal_generic_navy_doctrines_tactics
	prerequisite = {
		focus = LAT_riga_shipyard LAT_liepaja_naval_base
	}
	relative_position_id = LAT_riga_shipyard
	x = 1
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	available = {

	}
	completion_reward = {
		navy_experience = 25
		add_doctrine_cost_reduction = {
			name = naval_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = naval_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: gua_focus
Component: GUA_establish_the_armada_de_guatemala
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/guatemala.txt

Code:
focus = {
	id = GUA_establish_the_armada_de_guatemala
	icon = GFX_focus_generic_navy_battleship2
	prerequisite = {
		focus = GUA_take_panama GUA_our_russia
	}
	x = 1
	y = 1
	relative_position_id = GUA_take_panama
	cost = 10
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
		navy_experience = 50
		add_tech_bonus = {
			name = SPA_a_great_maritime_power
			bonus = 0.5
			uses = 2
			category = naval_gunnery_tech
		} {
			name = SPA_a_great_maritime_power
			bonus = 0.75
			uses = 2
			category = bb_tech
			ahead_reduction = 0.5
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Event
Component: luxembourg.421
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/r56_luxembourg.txt

Code:
country_event = {
	id = luxembourg.421
	title = luxembourg.421.t
	desc = luxembourg.421.d
	is_triggered_only = yes
	option = {
		name = luxembourg.421.a
		transfer_state = 35 7
		add_opinion_modifier = {
			target = FROM
			modifier = small_increase
		}
	}
}
### Entity: AI Strategy
Component: ETH_lon_send_volunteers_to_ethiopia
Constructs: has_country_flag, has_dlc, has_global_flag, send_volunteers_desire
Source: game
File: common/ai_strategy/ETH.txt

Code:
ETH_lon_send_volunteers_to_ethiopia = {
	allowed = {
		has_dlc = By Blood Alone
	}
	enable = {
		has_country_flag = ETH_support_for_ethiopia_flag
		has_global_flag = second_italo_ethiopian_war_flag
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_volunteers_desire
		id = ETH
		value = 400
	}
}
### Entity: Event
Component: palestine.21
Constructs: is_triggered_only, add_stability
Source: game
File: events/Palestine.txt

Code:
country_event = {
	id = palestine.21
	picture = GFX_report_event_soldiers_marching
	title = mandate_palestine.113.t
	desc = palestine.21.d
	is_triggered_only = yes
	option = {
		name = mandate_palestine.113.a
		add_stability = 0.025
	}
}
### Entity: Character
Component: MZB_ai2
Source: game
File: common/characters/MZB.txt

Code:
MZB_ai2 = {
	advisor = {
		slot = high_command
		idea_token = MZB_ai2
		ledger = army
		allowed = {
			original_tag = MZB
		}
		traits = {
			army_infantry_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_3
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_death_from_down_under
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, random_state, has_state_flag, add_building_construction
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_death_from_down_under
	icon = GFX_goal_generic_CAS
	prerequisite = {
		focus = AST_volunteer_air_observers_corps
	}
	x = -1
	y = 5
	relative_position_id = AST_expand_the_raaf
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	complete_tooltip = {
		air_experience = 25
		random_state = {
			limit = {
				has_state_flag = AST_death_from_down_under_AB
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = AST_death_from_down_under_AA1
			}
			add_building_construction = {
				type = anti_air_building
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = AST_death_from_down_under_AA2
			}
			add_building_construction = {
				type = anti_air_building
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = AST_death_from_down_under_AA3
			}
			add_building_construction = {
				type = anti_air_building
				level = 2
				instant_build = yes
			}
		}
		add_doctrine_cost_reduction = {
			name = AST_death_from_down_under
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
	completion_reward = {
		air_experience = 25
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = air_base
					size = > 1
				}
				NOT = {
					state = 674
				}
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
			set_state_flag = AST_death_from_down_under_AB
		} {
			limit = {
				is_in_home_area = yes
				free_building_slots = {
					building = anti_air_building
					size = > 1
				}
				NOT = {
					state = 674
				}
			}
			add_building_construction = {
				type = anti_air_building
				level = 2
				instant_build = yes
			}
			set_state_flag = AST_death_from_down_under_AA1
		} {
			limit = {
				is_in_home_area = yes
				free_building_slots = {
					building = anti_air_building
					size = > 1
				}
				NOT = {
					state = 674
				}
			}
			add_building_construction = {
				type = anti_air_building
				level = 2
				instant_build = yes
			}
			set_state_flag = AST_death_from_down_under_AA2
		} {
			limit = {
				is_in_home_area = yes
				free_building_slots = {
					buildin
# ... (truncated)
### Entity: Technology
Component: armor_tech_2
Constructs: has_war, is_major, enable_equipment_modules, research_cost
Source: game
File: common/technologies/NSB_armor.txt

Code:
technology = {
	enable_equipment_modules = {
		armor_skirts
	}
	path = {
		leads_to_tech = armor_tech_3
		research_cost_coeff = 1
	}
	on_research_complete = {
		custom_effect_tooltip = armor_tech_2_tt
	}
	show_effect_as_desc = yes
	research_cost = 1
	start_year = 1938
	folder = {
		name = nsb_armour_folder
		position = {
			x = 3
			y = @1938
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 4
			is_major = yes
		} {
			has_war = yes
			factor = 2
		} {
			factor = 1.1
			date = > 1938.1.1
		} {
			factor = 1.5
			date = > 1939.1.1
		} {
			factor = 2
			date = > 1940.1.1
		}
	}
	categories = {
		armor mio_cat_tech_all_armor_and_modules mio_cat_tech_light_armor_and_modules mio_cat_tech_medium_armor_and_modules mio_cat_tech_heavy_armor_and_modules
	}
	special_project_specialization = {
		specialization_land
	}
}
### Entity: Decision
Component: LIT_iron_wolf_coup
Constructs: has_completed_focus, has_government, has_country_flag, fire_only_once, is_good, cancel_trigger, has_idea, cancel_effect
Source: game
File: common/decisions/LIT.txt

Code:
LIT_iron_wolf_coup = {
	LIT_iron_wolf_partisans = {
		allowed = {
			tag = LIT
		}
		icon = ger_mefo_bills
		available = {
			hidden_trigger = {
				always = no
			}
		}
		days_mission_timeout = iron_wolf_days_var
		is_good = no
		fire_only_once = no
		cancel_trigger = {
			hidden_trigger = {
				OR = {
					has_completed_focus = LIT_root_out_the_iron_wolf BALTIC_overthrow_the_government
					has_country_flag = fought_iron_wolf_flag
					has_government = fascism
				}
			}
		}
		activation = {
			has_completed_focus = LIT_secure_a_loyal_cabinet
			NOT = {
				has_completed_focus = LIT_root_out_the_iron_wolf
				has_idea = LIT_iron_wolf_idea_good_2
				has_country_flag = fought_iron_wolf_flag
			}
		}
		visible = {
			NOT = {
				has_completed_focus = LIT_root_out_the_iron_wolf
				has_country_flag = fought_iron_wolf_flag
			}
		}
		cancel_effect = {

		}
		timeout_effect = {
			LIT_iron_wolf_down_effect = yes
			activate_mission = LIT_iron_wolf_partisans
		}
		ai_will_do = {
			factor = 200
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/GHA_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = GHA
		}
		requested_factories = 2
		progress = 0.1
		efficiency = 50
	}
}
### Entity: State History
Component: 1029
Source: game
File: history/states/1029 - Bastar.txt

Code:
state = {
	id = 1029
	name = STATE_984
	manpower = 30650
	state_category = rural
	resources = {

	}
	history = {
		owner = RAJ
		buildings = {
			infrastructure = 1
		}
	}
	provinces = {
		7465 1622 12490 12241 12420 4557 1579 10469
	}
	local_supplies = 0.0
}
### Entity: Character
Component: GDC_ye_minyu
Source: game
File: common/characters/GDC.txt

Code:
GDC_ye_minyu = {
	name = Ye Minyu
	portraits = {
		army = {
			large = GFX_Portrait_Asia_Generic_land_3
			small = GFX_Portrait_Asia_Generic_land_3_small
		}
	}
	advisor = {
		slot = army_chief
		idea_token = GDC_ye_minyu
		ledger = army
		allowed = {
			original_tag = GDC
		}
		traits = {
			army_chief_drill_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	} {
		slot = political_advisor
		idea_token = GDC_ye_minyu2
		allowed = {
			original_tag = GDC
		}
		traits = {
			BEL_mobilization_proponent
		}
	}
	corps_commander = {
		traits = {
			skilled_staffer
		}
		skill = 2
		attack_skill = 1
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
	}
}
### Entity: Event
Component: egypt.43
Constructs: is_triggered_only, add_war_support, fire_only_once
Source: game
File: events/egypt.txt

Code:
country_event = {
	id = egypt.43
	picture = GFX_report_event_EGY_suez_attacked
	title = egypt.43.t
	desc = egypt.43.d
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = egypt.43.a
		add_war_support = 0.05
		custom_effect_tooltip = VEN_border_war_warning
	}
}
### Entity: AI Strategy
Component: AFG_dont_declare_while_at_war_GRE
Constructs: has_war, has_wargoal_against, declare_war
Source: game
File: common/ai_strategy/r56_AFG.txt

Code:
AFG_dont_declare_while_at_war_GRE = {
	allowed = {
		original_tag = AFG
	}
	enable = {
		has_war = yes
		has_wargoal_against = GRE
	}
	abort = {
		has_war = no
	}
	ai_strategy = {
		type = antagonize
		id = GRE
		value = -300
	} {
		type = declare_war
		id = GRE
		value = -300
	}
}
### Entity: Character
Component: IRQ_ali_ben_jawad
Constructs: has_dlc
Source: game
File: common/characters/IRQ.txt

Code:
IRQ_ali_ben_jawad = {
	name = IRQ_ali_ben_jawad
	portraits = {
		army = {
			small = GFX_idea_generic_air_arab_1
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = IRQ_ali_ben_jawad
		ledger = air
		traits = {
			air_warfare_theorist
		}
		allowed = {
			NOT = {
				has_dlc = Graveyard of Empires
			}
			original_tag = IRQ
		}
	}
}
### Entity: Scripted Trigger
Component: frloc_parties_noart_sg_fem_cons_07a_fasc
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_parties_noart_sg_fem_cons_07a_fasc = {
	OR = {
		tag = CAT EGY
		original_tag = CAT EGY
	}
}