Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: d_PAL_religion_add
Constructs: add_to_variable, set_variable
Source: game
File: common/scripted_effects/PAL_scripted_effects.txt

Code:
d_PAL_religion_add = {
	add_to_variable = {
		PAL_liberalism = PAL_add_religion
	}
	clamp_variable = {
		var = PAL_liberalism
		min = 0
		max = 100
	}
	set_variable = {
		PAL_modifier_religion = PAL_liberalism
	} {
		PAL_religion_research = PAL_modifier_religion
	} {
		PAL_religion_construction = PAL_modifier_religion
	} {
		PAL_religion_pp = PAL_modifier_religion
	} {
		PAL_religion_stability = PAL_modifier_religion
	} {
		PAL_religion_factory_output = PAL_modifier_religion
	} {
		PAL_religion_speed = PAL_modifier_religion
	} {
		PAL_religion_organisation = PAL_modifier_religion
	} {
		PAL_religion_recovery = PAL_modifier_religion
	}
	subtract_from_variable = {
		PAL_modifier_religion = 50
	}
	multiply_variable = {
		PAL_modifier_religion = 0.02
	}
	divide_variable = {
		PAL_religion_research = 20
	} {
		PAL_religion_construction = 10
	} {
		PAL_religion_pp = -6.666
	} {
		PAL_religion_stability = -13.333
	} {
		PAL_religion_factory_output = 10
	} {
		PAL_religion_speed = 13.333
	} {
		PAL_religion_organisation = -20
	} {
		PAL_religion_recovery = -10
	}
}
### Entity: Order of Battle
Component: Wake Island Garrison
Constructs: division_template
Source: game
File: history/units/USA_1936.txt

Code:
division = {
	name = Wake Island Garrison
	location = 13047
	division_template = Garrison Brigade
	start_experience_factor = 0.1
	start_equipment_factor = 0.15
}
### Entity: Character
Component: TIB_deceitful_turncoat
Source: game
File: common/country_leader/r56_traits.txt

Code:
TIB_deceitful_turncoat = {
	random = no
	sprite = 13
	political_power_factor = 0.1
	opinion_gain_monthly_factor = -0.25
	ai_focus_defense_factor = 0.5
}
### Entity: Idea
Component: SWE_norwegian_danish_resistance_stage_0
Constructs: has_war, removal_cost
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_norwegian_danish_resistance_stage_0 = {
	picture = chi_army_corruption
	allowed = {
		always = no
	}
	cancel = {
		has_war = no
	}
	removal_cost = -1
	modifier = {
		resistance_growth_on_our_occupied_states = 0.1
		resistance_damage_to_garrison_on_our_occupied_states = 0.05
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_the_ferengi
Constructs: prerequisite, completion_reward, has_country_leader, is_government_in_exile, has_legitimacy
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_the_ferengi
	icon = GFX_focus_generic_commonwealth_build_infantry
	prerequisite = {
		focus = ETH_addressing_the_league_of_nations
	}
	x = 3
	y = 1
	relative_position_id = ETH_addressing_the_league_of_nations
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		has_country_leader = {
			character = ETH_haile_selassie
			ruling_only = yes
		}
		is_government_in_exile = yes
		has_legitimacy = > 20
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		ETH_BOP_centralization_small_effect = yes
		custom_effect_tooltip = ETH_the_ferengi_tt
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_national_unity_government
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_national_unity_government
	icon = GFX_goal_AUS_grand_coalition
	relative_position_id = AUS_bring_in_left
	x = 1
	y = 1
	prerequisite = {
		focus = AUS_bring_in_left
	} {
		focus = AUS_compromise_with_conservatives
	}
	cost = 10
	completion_reward = {
		swap_ideas = {
			remove_idea = AUS_memories_of_februarkampfe_4
			add_idea = AUS_national_unity_government
		}
	}
}
### Entity: Character
Component: BAN_acas
Source: game
File: common/characters/BAN.txt

Code:
BAN_acas = {
	advisor = {
		slot = high_command
		idea_token = BAN_acas
		ledger = air
		allowed = {
			original_tag = BAN
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_2
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_Cruisers
Constructs: prerequisite, completion_reward, is_coastal, add_tech_bonus, cr_bonus
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_Cruisers
	icon = GFX_goal_generic_navy_cruiser
	prerequisite = {
		focus = PAL_Battleship PAL_Carrier
	}
	x = 1
	y = 1
	relative_position_id = PAL_Battleship
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = cr_bonus
			bonus = 1
			uses = 1
			category = ca_tech
		} {
			name = cr_bonus
			bonus = 1
			uses = 1
			category = cl_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/PAR_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = PAR
		}
		requested_factories = 1
		progress = 0.1
		efficiency = 100
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_reclaiming_the_rus
Constructs: prerequisite, limit, completion_reward, every_state, add_claim_by
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_reclaiming_the_rus
	icon = GFX_focus_SWE_reclaiming_the_rus
	prerequisite = {
		focus = SWE_crusade_against_bolshevism
	}
	x = 0
	y = 1
	relative_position_id = SWE_crusade_against_bolshevism
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					region = 131 130 132
					state = 813 234 217
				}
				NOT = {
					state = 137
				}
			}
			add_claim_by = ROOT
		}
	}
}
### Entity: Character
Component: SWE_olof_thornell
Source: game
File: common/characters/SWE.txt

Code:
SWE_olof_thornell = {
	advisor = {
		slot = army_chief
		idea_token = SWE_olof_thornell
		allowed = {
			original_tag = SWE
		}
		traits = {
			army_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
		cost = 100
	}
	name = SWE_olof_thornell
	portraits = {
		army = {
			small = GFX_portrait_SWE_olof_thornell_small
			large = GFX_portrait_SWE_olof_thornell
		}
	}
	corps_commander = {
		traits = {
			politically_connected old_guard harsh_leader
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = 0
	}
}
### Entity: Order of Battle
Component: Tsanpien 2 Shih
Constructs: division_template
Source: game
File: history/units/r56_CHI_1936.txt

Code:
division = {
	name = Tsanpien 2 Shih
	location = 10841
	division_template = Luchün Shih
	start_equipment_factor = 0.7
	start_experience_factor = 0.25
}
### Entity: Define
Component: NDefines.NAI
Source: game
File: common/defines/00_defines.lua

Code:
NDefines.NAI = {
PEACE_TIME_NAVY_FUEL_FACTOR = 0.25
PEACE_TIME_NAVY_FUEL_LIMIT = 0.5
AI_TASKFORCE_REQUIRED_RESERVE_RATIO = 0.2
GARRISON_FRACTION = 0.0
THEORIST_SCALING_WEIGHT_FACTOR_PER_NON_POLITICAL_ADVISORS = 0.15
DIPLOMATIC_ACTION_GOOD_BAD_RATIO_THRESHOLD = 1
BASE_RELUCTANCE = 20
DIPLOMATIC_ACTION_RANDOM_FACTOR = 0.5
DIPLOMATIC_ACTION_PROPOSE_SCORE = 50
DILPOMATIC_ACTION_DECLARE_WAR_WARGOAL_BASE = 50
DIPLOMATIC_ACTION_BREAK_SCORE = -10
DIPLOMATIC_ACTION_NAVAL_BLOCKADE_BASE_SCORE = -700
DIPLOMATIC_ACTION_NAVAL_BLOCKADE_DECREMENT_SCORE_PER_EXISTING_BLOCKADE = 100
DIPLOMATIC_ACTION_NAVAL_BLOCKADE_OPINION_SCALING = -2
DIPLOMATIC_ACTION_NAVAL_BLOCKADE_TENSION_FACTOR = 8
DIPLOMATIC_ACTION_NAVAL_BLOCKADE_DECREMENT_SAME_IDEOLOGY = 2000
DIPLOMATIC_ACTION_NAVAL_BLOCKADE_FLEET_SIZE_THRESHOLD = 100
DIPLOMATIC_ACTION_NAVAL_BLOCKADE_FLEET_SIZE_SCALING = 4
DIPLOMACY_CREATE_FACTION_FACTOR = 0.75
DIPLOMACY_FACTION_WRONG_IDEOLOGY_PENALTY = 60
DIPLOMACY_FACTION_SAME_IDEOLOGY_MAJOR = 10
DIPLOMACY_FACTION_NEUTRALITY_PENALTY = 50
DIPLOMACY_FACTION_GLOBAL_TENSION_FACTOR = 0.2
DIPLOMACY_FACTION_WAR_RELUCTANCE = -50
DIPLOMACY_FACTION_TAKE_OVER_RELUCTANCE_VERSUS_HUMAN = 2.0
DIPLOMACY_SCARED_MINOR_EXTRA_RELUCTANCE = -50
DIPLOMACY_FACTION_PLAYER_JOIN = 20
DIPLOMACY_BOOST_PARTY_COST_FACTOR = 100.0
DIPLOMACY_IMPROVE_RELATION_COST_FACTOR = 5.0
DIPLOMACY_IMPROVE_RELATION_PP_FACTOR = 0.1
DIPLOMACY_SEND_ATTACHE_COST_FACTOR = 5.0
DIPLOMACY_SEND_ATTACHE_PP_FACTOR = 0.1
DIPLOMACY_REJECTED_WAIT_MONTHS_BASE = 4
DIPLOMACY_LEND_LEASE_MONTHS_TO_CANCEL = 1
DIPLOMACY_CALL_ALLY_VALIDITY_DURATION = 1
DIPLOMACY_PURCHASE_EQUIPMENT_MONTHS = 2
DIPLOMACY_SEND_MAX_FACTION = 0.75
DIPLOMACY_ACCEPT_VOLUNTEERS_BASE = 50
DIPLOMACY_ACCEPT_ATTACHE_BASE = 50
DIPLOMACY_ACCEPT_ATTACHE_OPINION_TRASHHOLD = 20
DIPLOMACY_ACCEPT_ATTACHE_OPINION_PENALTY = -100
DIPLOMACY_FACTION_MAJOR_AT_WAR = 1000.0
DIPLOMACY_FACTION_SURRENDER_LEVEL = 20
DIPLO_PREFER_OTHER_FACTION = -200
DIPLO_DISTANCE_BETWEEN_CAPITALS = -340
DIPLO_ACCEPTABLE_DISTANCE_BETWEEN_CAPITALS = 1000.0
DIPLO_SHOW_FACTION_JOIN_WARNING_THRESHOLD = -20
DIPLO_MAX_CONTAINMENT_ACCEPTANCE = 100
AI_GUARANTEE_DESIRE_WITH_PRESSURE_MODIFIER = 15
RESEARCH_DAYS_BETWEEN_WEIGHT_UPDATE = 7
RESEARCH_WEIGHT_TRUNCATION_THRESHOLD = 0.75
RESEARCH_LAND_DOCTRINE_NEED_GAIN_FACTOR = 0.15
RESEARCH_NAVAL_DOCTRINE_NEED_GAIN_FACTOR = 0.05
RESEARCH_AIR_DOCTRINE_NEED_GAIN_FACTOR = 0.07
RESEARCH
# ... (truncated)
### Entity: Character
Component: ARG_thomas_martinez
Source: game
File: common/characters/ARG.txt

Code:
ARG_thomas_martinez = {
	advisor = {
		slot = high_command
		idea_token = ARG_thomas_martinez
		ledger = army
		allowed = {
			original_tag = ARG
		}
		traits = {
			army_logistics_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Thomas Martínez
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_4
		}
	}
}
### Entity: Idea
Component: YUG_bomber_production_diverted
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/yugoslavia.txt

Code:
YUG_bomber_production_diverted = {
	picture = generic_bomber_production_diverted
	allowed = {
		original_tag = YUG
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {

	}
	equipment_bonus = {
		medium_plane_airframe = {
			build_cost_ic = 0.1
			instant = yes
		}
	}
}
### Entity: Character
Component: CRO_mihajlo_tomasic
Source: game
File: common/characters/BOS.txt

Code:
CRO_mihajlo_tomasic = {
	name = CRO_mihajlo_tomasic
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_2
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = CRO_mihajlo_tomasic
		ledger = air
		allowed = {
			original_tag = BOS
		}
		traits = {
			air_warfare_theorist
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_air_innovations_bba
Constructs: completion_reward, add_tech_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_air_innovations_bba
	icon = GFX_goal_expand_the_luftwaffe
	x = 7
	y = 0
	relative_position_id = ITA_army_primacy_bba
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_AIR_XP
	}
	completion_reward = {
		air_experience = 25
		add_tech_bonus = {
			name = ITA_air_innovations_bba
			bonus = 0.5
			uses = 1
			category = light_fighter
		}
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = air_doctrine
		}
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_license_foreign_designs
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_license_foreign_designs
	icon = GFX_focus_generic_license_production
	prerequisite = {
		focus = HUN_establish_the_air_force
	}
	mutually_exclusive = {
		focus = HUN_indigenous_designs
	} {
		focus = HUN_joint_air_development
	}
	x = 5
	y = 5
	relative_position_id = HUN_establish_the_air_force
	cost = 10
	ai_will_do = {
		factor = 30
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = HUN_license_foreign
	}
}
### Entity: Scripted Trigger
Component: den_stratas_enabled
Constructs: has_country_flag
Source: game
File: common/scripted_triggers/r56_danish_scripted_trigger.txt

Code:
den_stratas_enabled = {
	NOT = {
		has_country_flag = den_stratas_disabled
	}
}
### Entity: AI Strategy
Component: German_alternate_democratic_ww
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/GER_alternate_strategy_plan.txt

Code:
German_alternate_democratic_ww = {
	name = German Alternate plan to restore democracy
	desc = UNITY! JUSTICE! FREEDOM!
	allowed = {
		original_tag = GER
		has_dlc = Gotterdammerung
	}
	enable = {
		OR = {
			has_country_flag = GER_AI_RANDOM_DEMOCRATIC
			has_game_rule = {
				rule = GER_ai_behavior
				option = DEMOCRATIC
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		GER_tend_to_the_future_of_germany GER_monarchist_sentiment GER_the_monarchy_compromise_ww GER_re_establish_free_elections_ww GER_oppose_hitler_ww GER_rally_the_nation GER_denazification_campaigns GER_develop_modern_maneuver_warfare GER_adopt_new_panzer_doctrine GER_instill_auftragstaktik GER_prioritize_economic_growth GER_strengthen_the_kriegsmarine GER_re_establish_the_seekriegsleitung GER_kdf_wagen_factories GER_currency_reforms GER_lower_taxes GER_housing_developments GER_abolish_price_controls GER_industrial_expansion GER_construct_the_reichsautobahn GER_ban_political_uniforms GER_strive_for_conservative_values GER_strengthen_the_welfare_state GER_reverse_the_brain_drain_ww GER_realpolitik GER_see_to_the_eastern_front_ww GER_re_ratify_the_locarno_treaty GER_franco_germanic_pact GER_mitteleuropa GER_danzig_for_guarantees_ww GER_safeguard_the_baltic_ww GER_offer_military_production_support GER_brothers_in_arms GER_align_czechoslovakia GER_establish_a_customs_union GER_sway_the_balkans GER_mitteleuropa_cooperation_sphere GER_trade_agreements GER_align_italy GER_extend_mitteleuropas_bounderies GER_hold_joint_military_drills GER_weltpolitik GER_accept_british_naval_dominance_ww GER_democratic_shield GER_request_the_return_of_french_held_colonies GER_closer_sino_germanic_relations GER_send_military_aid GER_carve_up_congo GER_anglo_germanic_defense_pact GER_petition_for_the_return_of_old_colonies GER_extend_mitteleuropas_bounderies GER_reach_out_to_scandinavia GER_liberate_oppressed_people GER_ally_white_russian_forces GER_build_the_eastern_bulwark GER_request_the_return_of_qingdao GER_integrated_economies GER_advanced_panzer_research GER_strike_eastward
	}
	research = {
		infantry_weapons = 50.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
	ideas = {
		goering = 0
		GER_hans_luther = 10
		GER_walter_ulbricht = 0
		GER_dietrich_bonhoeffer = 2
		GER_theodor_heuss = 5
	}
	traits = {
		GER_reich_marshal = 0
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
# ... (truncated)
### Entity: Scripted Trigger
Component: has_hyper_inflation
Constructs: limit, has_hyper_inflation, has_idea
Source: game
File: common/scripted_triggers/CHI_scripted_triggers.txt

Code:
has_hyper_inflation = {
	if = {
		limit = {
			has_idea = CHI_hyper_inflation_1
		}
		has_idea = CHI_hyper_inflation_1
	} {
		limit = {
			has_idea = CHI_hyper_inflation_2
		}
		has_idea = CHI_hyper_inflation_2
	} {
		limit = {
			has_idea = CHI_hyper_inflation_3
		}
		has_idea = CHI_hyper_inflation_3
	} {
		limit = {
			has_idea = CHI_hyper_inflation_4
		}
		has_idea = CHI_hyper_inflation_4
	} {
		limit = {
			has_idea = CHI_hyper_inflation_5
		}
		has_idea = CHI_hyper_inflation_5
	} {
		limit = {
			NOT = {
				has_idea = CHI_hyper_inflation_1 CHI_hyper_inflation_2 CHI_hyper_inflation_3 CHI_hyper_inflation_4 CHI_hyper_inflation_5
			}
		}
		has_idea = CHI_hyper_inflation_1
	}
}
### Entity: Order of Battle
Component: Nacistas Militia #1
Constructs: division_template
Source: game
File: history/units/r56_chile_minor_uprising.txt

Code:
division = {
	name = Nacistas Militia #1
	location = 650
	division_template = Nacistas
	start_equipment_factor = 1
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_india_united
Constructs: prerequisite, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_india_united
	icon = GFX_focus_RAJ_seek_allies_with_the_muslim_league
	prerequisite = {
		focus = RAJ_a_congress_resurgent
	}
	x = 3
	y = 1
	relative_position_id = RAJ_a_congress_resurgent
	mutually_exclusive = {
		focus = RAJ_two_nation_theory_dlc
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		compare_autonomy_state = > autonomy_colony
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = RAJ_india_united_tt
	}
}
### Entity: Country History
Country: DEN
Component: DEN_army
Source: game
File: history/countries/DEN - Denmark.txt

Code:
# OOB & Army Setup for DEN
oob = DEN_1936
### Entity: Idea
Component: EAI_HARD/infantry_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_HARD/infantry_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: AST_r56_alternate_fascist_cp
Constructs: has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/AST_R56_alternate_strategy_plan.txt

Code:
AST_r56_alternate_fascist_cp = {
	name = R56 Australia Centre Party
	desc = 
	allowed = {
		original_tag = AST
	}
	enable = {
		OR = {
			has_country_flag = AST_AI_RANDOM_FASCIST
			has_game_rule = {
				rule = AST_ai_behavior
				option = FASCIST
			}
		}
	}
	ai_national_focuses = {
		AST_R56_third_time_lucky AST_R56_reestablish_the_new_guard AST_R56_repeal_socialist_legislation AST_R56_finish_railway_gauge_standardisation AST_R56_australian_wool_board AST_R56_incom_tax_assessment_act AST_R56_commonwealth_aricraft_corporation AST_R56_australian_iron_and_steel AST_R56_strengthen_the_coalition AST_R56_cac_wirraway AST_R56_citizen_military_forces AST_R56_connect_south_australia AST_R56_greater_newcastle_act
	}
	research = {
		industry = 20.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
		dd_tech = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Character
Component: SZK_vilmos_nagy_de_nagybaczon
Source: game
File: common/characters/SZK.txt

Code:
SZK_vilmos_nagy_de_nagybaczon = {
	name = SZK_vilmos_nagy_de_nagybaczon
	portraits = {
		civilian = {
			large = gfx/leaders/Europe/portrait_europe_generic_6.dds
		}
	}
	country_leader = {
		ideology = military_junta
		expire = 1953.3.1
		id = -1
		traits = {
			army_chief_old_guard army_connections
		}
	}
	field_marshal = {
		traits = {
			old_guard organizer skilled_staffer
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 2
	}
}
### Entity: Event
Component: belgium.152
Constructs: is_triggered_only, limit, add_ideas, remove_ideas, has_idea, has_idea_with_trait, remove_ideas_with_trait, set_politics
Source: game
File: events/BEL_additional_events.txt

Code:
country_event = {
	id = belgium.152
	title = belgium.152.t
	desc = belgium.152.desc
	picture = GFX_report_event_relecom_arrested
	is_triggered_only = yes
	option = {
		name = belgium.152.a
		remove_ideas = BEL_pillarized_society
		if = {
			limit = {
				has_idea = internationalism
			}
			remove_ideas = internationalism
		} {
			limit = {
				has_idea = BEL_volunteer_corps
			}
			remove_ideas = BEL_volunteer_corps
		} {
			limit = {
				has_idea = BEL_nationalism
			}
			remove_ideas = BEL_nationalism
		} {
			limit = {
				has_idea = nationalism
			}
			remove_ideas = nationalism
		} {
			limit = {
				has_idea = military_youth_focus
			}
			remove_ideas = military_youth_focus
		} {
			limit = {
				has_idea = BEL_dinaso_shocktroops_in_the_army
			}
			remove_ideas = BEL_dinaso_shocktroops_in_the_army
		} {
			limit = {
				OR = {
					has_idea_with_trait = communist_revolutionary fascist_demagogue
				}
			}
			remove_ideas_with_trait = communist_revolutionary fascist_demagogue
		}
		set_politics = {
			ruling_party = neutrality
			elections_allowed = no
		}
		add_ideas = neutrality_idea BEL_auguste_lippens
		add_popularity = {
			ideology = neutrality
			popularity = 0.3
		}
		ENG = {
			country_event = {
				id = belgium.148
			}
		}
		hidden_effect = {
			news_event = {
				hours = 48
				id = belgium.146
			}
		}
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.91
Constructs: is_triggered_only
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.91
	title = SEA_japan_foreign_policy.91.t
	desc = SEA_japan_foreign_policy.91.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = SEA_japan_foreign_policy.91.a
	}
}
### Entity: Scripted Effect
Component: EAI_calculate_division_cap
Constructs: limit, set_variable, set_temp_variable, is_owned_by, add_to_temp_variable, add_to_variable, check_variable
Source: game
File: common/scripted_effects/EAI_PRODUCTION_division_limit_effects.txt

Code:
EAI_calculate_division_cap = {
	set_variable = {
		EAI_division_cap_10k = 0
	} {
		EAI_armor_division_cap = num_of_military_factories
	}
	set_temp_variable = {
		EAI_core_states_slots = 0
	} {
		EAI_noncore_states_slots = 0
	} {
		EAI_slots_factor = modifier@global_building_slots_factor
	}
	for_each_scope_loop = {
		array = controlled_states
		if = {
			limit = {
				NOT = {
					is_owned_by = PREV
				}
			}
			add_to_temp_variable = {
				EAI_noncore_states_slots = modifier@local_building_slots
			}
		}
		else = {
			add_to_temp_variable = {
				EAI_core_states_slots = modifier@local_building_slots
			}
		}
	}
	clamp_temp_variable = {
		var = EAI_slots_factor
		min = 0
		max = 1
	}
	multiply_temp_variable = {
		EAI_slots_factor = 0.4
	} {
		EAI_core_states_slots = EAI_slots_factor
	} {
		EAI_noncore_states_slots = 0.2
	}
	add_to_temp_variable = {
		EAI_slots_factor = 1
	}
	add_to_variable = {
		EAI_division_cap_10k = EAI_core_states_slots
	} {
		EAI_division_cap_10k = EAI_noncore_states_slots
	}
	multiply_variable = {
		EAI_armor_division_cap = 1.4
	}
	if = {
		limit = {
			check_variable = {
				EAI_difficulty_equipment_bonus_active = 1
			}
		}
		multiply_variable = {
			EAI_armor_division_cap = 1.25
		}
	} {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/armor_focus = global.EAI_AT_FOCUS
			}
		}
		multiply_variable = {
			EAI_armor_division_cap = 0.25
		}
	} {
		limit = {
			fuel_ratio = < 0.5
		}
		multiply_variable = {
			EAI_armor_division_cap = 0.5
		}
	}
	else_if = {
		limit = {
			check_variable = {
				EAI_difficulty_equipment_bonus_active = 2
			}
		}
		multiply_variable = {
			EAI_armor_division_cap = 1.5
		}
	} {
		limit = {
			check_variable = {
				EAI_difficulty_equipment_bonus_active = 3
			}
		}
		multiply_variable = {
			EAI_armor_division_cap = 1.75
		}
	}
	clamp_variable = {
		var = EAI_division_cap_10k
		min = 20
		max = 600
	} {
		var = EAI_armor_division_cap
		min = 15
		max = 1000
	}
	EAI_special_infantry_division_limits = yes
}