Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: r56_SOV_treat_BRA_bad_untill_they_do_something_or_if_the_time_is_good
Constructs: has_completed_focus, has_government, has_war_with, is_faction_leader, is_in_faction, has_war_together_with
Source: game
File: common/ai_strategy/r56_SOV.txt

Code:
r56_SOV_treat_BRA_bad_untill_they_do_something_or_if_the_time_is_good = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		ROOT = {
			has_government = communism
			is_faction_leader = yes
		}
		BRA = {
			has_government = communism
			is_in_faction = no
		}
		country_exists = BRA
	}
	abort = {
		OR = {
			date = > 1950.1.1
			SOV = {
				has_war_with = USA
			}
			BRA = {
				OR = {
					AND = {
						has_war_together_with = SOV
						has_war_with = USA
					}
					has_completed_focus = bra_amigo_urss
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = befriend
		id = BRA
		value = -25
	} {
		type = alliance
		id = BRA
		value = -100
	}
}
### Entity: Country History
Country: SZK
Component: SZK_characters
Constructs: recruit_character
Source: game
File: history/countries/SZK - Szeklerland.txt

Code:
# Leaders & Characters for SZK
recruit_character = SZK_jozsef_nyiro SZK_vilmos_nagy_de_nagybaczon SZK_vacile_luca
### Entity: Character
Component: KUW_acgs
Source: game
File: common/characters/KUW.txt

Code:
KUW_acgs = {
	advisor = {
		slot = air_chief
		idea_token = KUW_acgs
		allowed = {
			original_tag = KUW
		}
		traits = {
			air_chief_ground_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_arab_3
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_anti_americanism
Constructs: prerequisite, add_ideas, has_government, has_war_with, has_country_flag, is_major, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_anti_americanism
	icon = GFX_goal_cuba_end_american_influence
	relative_position_id = CHL_consolidate_the_government
	x = 9
	y = 7
	cost = 10
	allow_branch = {
		NOT = {
			has_country_flag = R56_chile_fascist_scw_given_tag
		}
	}
	available = {
		USA = {
			exists = yes
			is_major = yes
			is_subject = no
			OR = {
				has_government = democratic neutrality
			}
		}
		ROOT = {
			is_subject = no
			NOT = {
				has_government = democratic
			}
		}
		OR = {
			ROOT = {
				has_war_with = USA
			}
			OR = {
				AND = {
					ROOT = {
						is_in_faction_with = GER
					}
					GER = {
						has_government = fascism
						has_war_with = USA
					}
				} {
					ROOT = {
						is_in_faction_with = SOV
					}
					SOV = {
						has_government = communism
						has_war_with = USA
					}
				}
			}
		}
	}
	prerequisite = {
		focus = CHL_axis CHL_comintern
	}
	ai_will_do = {
		factor = 0.1
		modifier = {
			factor = 100
			ROOT = {
				has_war_with = USA
			}
		}
	}
	completion_reward = {
		add_ideas = CHL_anti_american_idea
		add_ai_strategy = {
			type = antagonize
			id = USA
			value = 100
		}
		hidden_effect = {
			add_popularity = {
				ideology = democratic
				popularity = -0.05
			}
			add_opinion_modifier = {
				target = USA
				modifier = CHL_anti_americanism
			}
			clr_country_flag = monroe_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Country History
Country: MEK
Component: MEK_technology
Constructs: set_technology
Source: game
File: history/countries/MEK - Mecklenburg.txt

Code:
# Starting Technologies for MEK
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	gw_artillery = 1
	interwar_antiair = 1
	fuel_silos = 1
	synth_oil_experiments = 1
	oil_processing = 1
	fuel_refining = 1
}
### Entity: Character
Component: GXC_liao_lei
Source: game
File: common/characters/GXC.txt

Code:
GXC_liao_lei = {
	name = Liao Lei
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_2
		}
	}
	advisor = {
		slot = high_command
		idea_token = GXC_liao_lei
		ledger = navy
		allowed = {
			original_tag = GXC
		}
		traits = {
			navy_screen_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	navy_leader = {
		traits = {
			bold
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		maneuvering_skill = 1
		coordination_skill = 1
		legacy_id = 0
	}
}
### Entity: Event
Component: bftb_bulgaria_british_influence.1
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, every_country, add_opinion_modifier, add_political_power, has_opinion
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_british_influence.1
	title = bftb_bulgaria_british_influence.1.t
	desc = bftb_bulgaria_british_influence.1.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_british_influence.1.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				has_opinion = {
					target = BUL
					value = > 0
				}
			} {
				factor = 5
				has_opinion = {
					target = BUL
					value = > 50
				}
			} {
				factor = 2
				BUL = {
					has_completed_focus = BUL_condemn_macedonian_organizations
				}
			} {
				factor = 2
				BUL = {
					NOT = {
						has_idea = BUL_imro_01 BUL_imro_04 BUL_imro_05
					}
				}
			} {
				factor = 0
				has_opinion = {
					target = BUL
					value = < -50
				}
			}
		}
		add_political_power = 75
		diplomatic_relation = {
			country = FROM
			relation = non_aggression_pact
			active = yes
		}
		give_guarantee = FROM
		add_opinion_modifier = {
			target = FROM
			modifier = BUL_strengthened_relations_with_us
		}
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = BUL_strengthened_relations_with_us
			}
		}
		every_country = {
			limit = {
				BUL_country_can_influence_bulgaria = yes
				NOT = {
					is_in_faction_with = ROOT
				} {
					is_in_faction_with = FROM
				}
			}
			add_opinion_modifier = {
				target = FROM
				modifier = BUL_approached_the_uk
			}
		}
		hidden_effect = {
			FROM = {
				country_event = bftb_bulgaria_british_influence.2
			}
			news_event = {
				id = bftb_news.16
				hours = 8
				random_hours = 4
			}
		}
	} {
		name = bftb_bulgaria_british_influence.1.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 5
				has_opinion = {
					target = BUL
					value = < 15
				}
			} {
				factor = 0.5
				has_opinion = {
					target = BUL
					value = > 50
				}
			} {
				factor = 0
				has_opinion = {
					target = BUL
					value = < -50
				}
			} {
				factor = 10
				BUL_has_some_sort_of_bogdan_filov = yes
			}
		}
		add_political_power = 25
		diplomatic_relation = {
			country = FROM
			relation = non_aggression_pact
			active = yes
		}
		add_opinion_modifier = {
			target = FROM
			modifier = BUL_strengthened_relations_with_us
		}
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = BUL_strengthened_relations_with_us
			}
		}
		every_country = {
			limit = {
				BUL_count
# ... (truncated)
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered, force_equipment_variants
Source: game
File: history/units/CRO_home_guard.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 2
	}
	location = 11581
	division_template = Pešadijska Divizija
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = YUG
		}
	}
	start_experience_factor = 0.3
	start_equipment_factor = 0.8
}
### Entity: Modifier Reference
Construct: army_defence_against_minor_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## army_defence_against_minor_factor

* Number with 1 decimal places
* **Categories**: army, defensive
### Entity: AI Strategy
Component: FRA_PatrolReconForce_1
Source: game
File: common/ai_navy/taskforce/FRA_taskforce_templates.txt

Code:
FRA_PatrolReconForce_1 = {
	allowed = {
		original_tag = FRA
	}
	ai_will_do = {
		factor = 5
	}
	mission = {
		naval_patrol
	}
	min_composition = {
		light_cruiser = {
			amount = 1
		}
	}
	optimal_composition = {
		light_cruiser = {
			amount = 3
		}
	}
}
### Entity: Decision
Component: YUG_peasant_uprisings
Constructs: has_completed_focus, add_equipment_to_stockpile, limit, political_power_gain, has_government, every_country, has_war_with, has_country_flag
Source: game
File: common/decisions/YUG.txt

Code:
YUG_peasant_uprisings = {
	YUG_instigate_in_bulgaria = {
		icon = decision_generic_nationalism
		allowed = {
			original_tag = YUG
		}
		available = {
			NOT = {
				any_country = {
					original_tag = BUL
					OR = {
						has_government = communism
						has_idea = agitated_peasants
					}
				}
				country_exists = event_target:YUG_communist_coup_target
			}
		}
		visible = {
			original_tag = YUG
			NOT = {
				event_target:YUG_communist_coup_target = {
					OR = {
						exists = yes
						has_government = communism
					}
				}
			} {
				any_country = {
					original_tag = BUL
					OR = {
						has_government = communism
						has_country_flag = banned_communism_flag
					}
				}
			}
			any_country = {
				original_tag = BUL
				exists = yes
			}
		}
		cost = 25
		fire_only_once = yes
		remove_effect = {

		}
		complete_effect = {
			every_country = {
				limit = {
					original_tag = BUL
				}
				save_global_event_target_as = YUG_communist_coup_target
				country_event = {
					id = DOD_yugoslavia.181
				}
			}
			hidden_effect = {
				set_country_flag = instigating_a_coup
			}
		}
		ai_will_do = {
			factor = 100
		}
	}
	YUG_instigate_in_albania = {
		icon = decision_generic_nationalism
		allowed = {
			original_tag = YUG
		}
		available = {
			NOT = {
				any_country = {
					original_tag = ALB
					OR = {
						has_government = communism
						has_idea = agitated_peasants
					}
				}
				country_exists = event_target:YUG_communist_coup_target
			}
		}
		visible = {
			original_tag = YUG
			NOT = {
				event_target:YUG_communist_coup_target = {
					OR = {
						exists = yes
						has_government = communism
					}
				}
			} {
				any_country = {
					original_tag = ALB
					OR = {
						has_government = communism
						has_country_flag = banned_communism_flag
					}
				}
			}
			any_country = {
				original_tag = ALB
				exists = yes
			}
		}
		cost = 25
		fire_only_once = yes
		remove_effect = {

		}
		complete_effect = {
			every_country = {
				limit = {
					original_tag = ALB
				}
				save_global_event_target_as = YUG_communist_coup_target
				country_event = {
					id = DOD_yugoslavia.181
				}
			}
			hidden_effect = {
				set_country_flag = instigating_a_coup
			}
		}
		ai_will_do = {
			factor = 100
		}
	}
	YUG_instigate_in_greece = {
		icon = decision_generic_nationalism
		allowed = {
			original_tag = YUG
		}
		available = {
			NOT
# ... (truncated)
### Entity: Idea
Component: MAN_mantetsu_railway
Constructs: has_government, removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/manchuko.txt

Code:
MAN_mantetsu_railway = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = MAN_mantetsu
	modifier = {
		production_speed_rail_way_factor = 0.25
		production_speed_infrastructure_factor = 0.15
	}
	equipment_bonus = {
		convoy = {
			instant = yes
			build_cost_ic = -0.1
		}
		train_equipment = {
			instant = yes
			build_cost_ic = -0.1
		}
	}
}
### Entity: Character
Component: GER_leader_of_the_dnvp
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_leader_of_the_dnvp = {
	sprite = 13
	random = no
	political_advisor_cost_factor = -0.25
}
### Entity: National Focus
Tree: ins_focus
Component: INS_acquire_modern_blueprints
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_acquire_modern_blueprints
	icon = GFX_focus_generic_navy_research_bonus
	available = {

	}
	prerequisite = {
		focus = INS_indonesian_naval_doctrine
	}
	x = 4
	y = 3
	relative_position_id = INS_just_a_fisherman
	cost = 10
	ai_will_do = {
		base = 7
	}
	search_filters = {
		FOCUS_FILTER_NAVY_XP FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = INS_acquire_modern_blueprints
			bonus = 1.0
			uses = 1
			category = ca_tech
		} {
			name = INS_acquire_modern_blueprints
			bonus = 1.0
			uses = 1
			category = dd_tech
		} {
			name = INS_acquire_modern_blueprints
			bonus = 0.5
			uses = 3
			category = ship_modules_tech
		}
		navy_experience = 50
	}
}
### Entity: Event
Component: austria.83
Constructs: is_triggered_only, set_country_flag
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.83
	title = austria.83.t
	desc = austria.83.d
	picture = GFX_report_event_AUS_inquart
	is_triggered_only = yes
	option = {
		name = austria.83.a
		AUS = {
			set_country_flag = AUS_germany_force_anschluss
		}
		custom_effect_tooltip = AUS_ai_will_anschluss
	} {
		name = austria.83.b
	}
}
### Entity: National Focus
Tree: cyp_focus
Component: CYP_maintain_opposition_enosis
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/r56_cyprus.txt

Code:
focus = {
	id = CYP_maintain_opposition_enosis
	icon = GFX_goal_mexico_united_mexican_unions
	cost = 1
	x = -2
	y = 1
	relative_position_id = CYP_communist
	prerequisite = {
		focus = CYP_communist
	}
	mutually_exclusive = {
		focus = CYP_support_enosis
	}
	completion_reward = {

	}
}
### Entity: Idea
Component: SIA_modest_industrialization_improved_r56
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_modest_industrialization_improved_r56 = {
	name = SIA_modest_industrialization_r56
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = usa_great_depression
	modifier = {
		consumer_goods_factor = 0.1
		production_speed_buildings_factor = 0.08
		production_factory_max_efficiency_factor = -0.04
		local_resources_factor = 0.1
	}
}
### Entity: Military Industrial Organization
Component: ITA_navalmeccanica_organization
Constructs: has_completed_focus, add_trait, production_bonus
Source: game
File: common/military_industrial_organization/organizations/ITA_organization.txt

Code:
ITA_navalmeccanica_organization = {
	include = generic_refurbishment_repair_organization
	icon = GFX_idea_ITA_navalmeccanica
	allowed = {
		tag = ITA
	}
	available = {
		FROM = {
			controls_state = 117
		}
		ITA_is_southern_designer = yes
	}
	add_trait = {
		token = ITA_mio_trait_new_industrialization_program
		name = ITA_new_industrialization_program
		icon = GFX_generic_mio_department_icon_ship_screen_ship_production
		special_trait_background = yes
		position = {
			x = 9
			y = 0
		}
		available = {
			FROM = {
				has_completed_focus = ITA_new_industrialization_program ITA_modernize_the_mezzogiorno
			}
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.1
		}
		production_bonus = {
			production_capacity_factor = 0.1
		}
	}
}
### Entity: Unit Template
Component: MPL_MAR_01
Source: game
File: common/units/names_divisions/MPL_names_divisions.txt

Code:
MPL_MAR_01 = {
	name = Marine Divisions
	for_countries = {
		MPL
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %dth Levantine Marine Div.
	ordered = {
		1 = {
			%dst Levantine Marine Div.
		}
		2 = {
			%dnd Levantine Marine Div.
		}
		3 = {
			%drd Levantine Marine Div.
		}
		4 = {
			%dth Levantine Marine Div.
		}
		5 = {
			%dth Levantine Marine Div.
		}
		6 = {
			%dth Levantine Marine Div.
		}
		7 = {
			%dth Levantine Marine Div.
		}
		8 = {
			%dth Levantine Marine Div.
		}
		9 = {
			%dth Levantine Marine Div.
		}
		10 = {
			%dth Levantine Marine Div.
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_foreign_experts
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_foreign_experts
	icon = GFX_SOV_foreign_experts_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_finish_the_five_year_plan
	}
	x = 2
	y = 0
	relative_position_id = SOV_national_specialists
	cost = 5
	mutually_exclusive = {
		focus = SOV_national_specialists
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = available_designer
		show_ideas_tooltip = SOV_gosproyektstroy_1
	}
}
### Entity: Idea
Component: BEL_centralized_communist_government
Constructs: political_power_gain, has_government, removal_cost
Source: game
File: common/ideas/r56_belgium.txt

Code:
BEL_centralized_communist_government = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = trotskyite_plot_purged
	allowed_civil_war = {
		has_government = communism
	}
	modifier = {
		political_power_gain = 0.25
		drift_defence_factor = 0.2
	}
}
### Entity: Character
Component: MAN_deng_linge
Source: game
File: common/characters/MAN.txt

Code:
MAN_deng_linge = {
	name = MAN_deng_linge
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_2
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = MAN_deng_linge
		ledger = air
		allowed = {
			original_tag = MAN
		}
		traits = {
			air_warfare_theorist
		}
	}
}
### Entity: Character
Component: SIA_the_relentless
Source: game
File: common/country_leader/taog_traits.txt

Code:
SIA_the_relentless = {
	random = no
	sprite = 13
}
### Entity: National Focus
Tree: per_focus
Component: PER_soviet_economic_help
Constructs: prerequisite, completion_reward, is_in_faction_with, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_soviet_economic_help
	icon = GFX_focus_generic_industry_1
	cost = 10
	prerequisite = {
		focus = PER_align_with_the_soviets
	}
	x = 8
	y = 6
	ai_will_do = {
		factor = 45
	}
	available = {
		is_in_faction_with = SOV
	}
	completion_reward = {
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: austria.15
Constructs: is_triggered_only, set_country_flag
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.15
	title = austria.15.t
	desc = austria.15.d
	is_triggered_only = yes
	picture = GFX_report_event_AUS_schuschnigg
	option = {
		name = austria.15.a
		custom_effect_tooltip = AUS_anschluss_will_be_bypassed
		set_country_flag = AUS_germany_bypass_anschluss
	}
}
### Entity: National Focus
Tree: cro_focus
Component: CRO_contest_the_adriatic
Constructs: prerequisite, completion_reward, is_coastal, add_doctrine_cost_reduction
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_contest_the_adriatic
	icon = GFX_goal_generic_admirality
	prerequisite = {
		focus = CRO_expand_the_split_shipyards
	}
	x = -1
	y = 1
	relative_position_id = CRO_expand_the_split_shipyards
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_owned_state = {
			is_coastal = yes
		}
	}
	completion_reward = {
		navy_experience = 10
		add_doctrine_cost_reduction = {
			name = YUG_contest_the_adriatic
			cost_reduction = 0.5
			uses = 2
			category = naval_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Technology
Component: basic_light_tank
Constructs: limit, is_major, enable_equipments, enable_subunits, has_template_containing_unit, has_tech, load_oob, unlock_tanks_mot
Source: game
File: common/technologies/armor.txt

Code:
technology = {
	enable_equipments = {
		light_tank_equipment_1
	}
	enable_subunits = {
		light_armor
	}
	on_research_complete_limit = {
		NOT = {
			has_template_containing_unit = light_armor
		} {
			has_template_containing_unit = heavy_armor
		} {
			has_template_containing_unit = medium_armor
		}
	}
	on_research_complete = {
		hidden_effect = {
			if = {
				limit = {
					has_tech = motorised_infantry
				}
				load_oob = unlock_tanks_mot
			} {
				limit = {
					NOT = {
						has_tech = motorised_infantry
					}
				}
				load_oob = unlock_tanks
			}
		}
		custom_effect_tooltip = UNLOCK_DIVISION_TEMPLATE
	}
	path = {
		leads_to_tech = improved_light_tank
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1934
	folder = {
		name = armour_folder
		position = {
			x = -4
			y = 2
		}
	}
	sub_technologies = {
		basic_light_td basic_light_art basic_light_spaa
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 2
			is_major = yes
		} {
			factor = 1.1
			date = > 1937.1.1
		} {
			factor = 1.1
			date = > 1938.1.1
		} {
			factor = 1.1
			date = > 1939.1.1
		}
	}
	categories = {
		armor mio_cat_tech_all_armor_and_modules cat_light_armor mio_cat_tech_light_armor_and_modules
	}
	special_project_specialization = {
		specialization_land
	}
}
### Entity: Idea
Component: GER_all_for_the_front_idea
Constructs: has_government, removal_cost, conscription_factor
Source: game
File: common/ideas/GER.txt

Code:
GER_all_for_the_front_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	picture = SWE_varnplikt
	modifier = {
		conscription_factor = 0.05
		offensive_war_stability_factor = 0.1
		army_morale_factor = 0.05
		supply_combat_penalties_on_core_factor = -0.1
	}
}
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_machine_tools
Constructs: limit, set_temp_variable
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_industry.txt

Code:
EAI_PR_STRATEGIES_machine_tools = {
	if = {
		limit = {
			always = yes
		}
		set_temp_variable = {
			prio_cat = @PR_machine_tools
		}
		if = {
			limit = {
				set_temp_variable = {
					_prio_tech = token:basic_machine_tools
				} {
					_prio_val = prio_cat
				}
				date = > 1936.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:improved_machine_tools
				} {
					_prio_val = prio_cat
				}
				date = > 1936.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:advanced_machine_tools
				} {
					_prio_val = prio_cat
				}
				date = > 1939.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:assembly_line_production
				} {
					_prio_val = prio_cat
				}
				date = > 1941.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:flexible_line
				} {
					_prio_val = prio_cat
				}
				always = no
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:streamlined_line
				} {
					_prio_val = prio_cat
				}
				date = > 1943.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		}
	}
}