Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: PRU_historical_plan
Constructs: has_government, is_historical_focus_on
Source: game
File: common/ai_strategy_plans/PRU_historical_strategy_plan.txt

Code:
PRU_historical_plan = {
	name = PRU: Peru Historical AI Plan
	desc = Historical behavior for Peru.
	allowed = {
		original_tag = PRU
	}
	enable = {
		is_historical_focus_on = yes
	}
	abort = {
		USA = {
			NOT = {
				has_government = democratic
			}
		}
	}
	ai_national_focuses = {
		PRU_organize_future_elections PRU_empower_benavides PRU_prolong_benavides_presidency PRU_commit_to_democratic_election PRU_czech_equipment_aquisition PRU_italian_guns PRU_czech_tanks PRU_exile_luis_alberto_flores PRU_exile_haya_de_la_torre PRU_Recovering_from_the_civil_war PRU_fly_with_the_sun PRU_start_aircraft_purchase PRU_acquire_usa_planes PRU_peruvian_military_youth PRU_expand_the_agricultural_sector PRU_promote_the_military_industry PRU_plan_limas_expansion PRU_compania_minera_atacocha PRU_industrial_modernization PRU_rely_on_international_trade PRU_continue_leguias_plan PRU_railroad_investments PRU_build_the_petrolero_railway PRU_invite_foreign_experts PRU_running_economy PRU_industrial_surquillo_sac PRU_andean_warfare PRU_modernize_the_infantry_kit PRU_create_the_infantry_and_cavalry_schools PRU_a_reborn_navy PRU_expand_the_naval_factory_of_bellavista PRU_National_Admiralty_Corps PRU_naval_industry PRU_expand_the_national_arsenal PRU_promote_the_national_industry PRU_alerta_en_la_frontera PRU_gold_and_silver_mining
	}
	focus_factors = {
		PRU_hit_bolivia = 0
	}
	traits = {
		silent_workhorse = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Order of Battle
Component: 2nd Ningxia Cavalry Brigade
Constructs: division_template
Source: game
File: history/units/NXM_1936_sea.txt

Code:
division = {
	name = 2nd Ningxia Cavalry Brigade
	location = 4783
	division_template = Qibing Jun
	start_equipment_factor = 0.2
}
### Entity: Idea
Component: TRK_propaganda_studios
Constructs: removal_cost, is_subject_of
Source: game
File: common/ideas/r56_turkestan.txt

Code:
TRK_propaganda_studios = {
	picture = generic_exploit_mines
	removal_cost = -1
	allowed = {
		original_tag = KAZ
	}
	cancel = {
		NOT = {
			original_tag = KAZ
		} {
			KAZ = {
				is_subject_of = ROOT
			}
		}
	}
	allowed_civil_war = {

	}
	modifier = {
		war_stability_factor = 0.1
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_secularize_the_new_state
Constructs: prerequisite, add_stability, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_secularize_the_new_state
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_hinder_nkvd_interference SPR_the_stalinist_doctrine
	}
	icon = GFX_focus_mex_triumph_over_the_cristeros
	x = 2
	y = 1
	relative_position_id = SPR_hinder_nkvd_interference
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_stability = -0.1
		add_political_power = 200
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_annex_goa
Constructs: prerequisite, completion_reward, is_owned_by, cancel_if_invalid, complete_tooltip
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_annex_goa
	icon = GFX_focus_generic_attack_portugal
	prerequisite = {
		focus = RAJ_india_indivisible
	}
	x = 2
	y = 0
	relative_position_id = RAJ_an_economy_unbound
	cost = 5
	ai_will_do = {
		factor = 1
	}
	bypass = {
		321 = {
			is_owned_by = RAJ
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	complete_tooltip = {

	}
	available = {
		NOT = {
			321 = {
				is_owned_by = RAJ
			}
		}
	}
	completion_reward = {
		321 = {
			owner = {
				country_event = {
					id = GOE_RAJ_goa.1
					days = 1
				}
			}
		}
	}
}
### Entity: Unit Template
Component: SLO_CAV_01
Source: game
File: common/units/names_divisions/SLO_names_divisions.txt

Code:
SLO_CAV_01 = {
	name = Cavalry Divisions
	for_countries = {
		SLO
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %d. Jezdecká Divize
	ordered = {
		1 = {
			%d. Jezdecká Divize
		}
		2 = {
			%d. Jezdecká Divize
		}
		3 = {
			%d. Jezdecká Divize
		}
		4 = {
			%d. Jezdecká Divize
		}
		5 = {
			%d. Jezdecká Divize
		}
		6 = {
			%d. Jezdecká Divize
		}
		7 = {
			%d. Jezdecká Divize
		}
		8 = {
			%d. Jezdecká Divize
		}
		9 = {
			%d. Jezdecká Divize
		}
		10 = {
			%d. Jezdecká Divize
		}
	}
}
### Entity: State History
Component: 887
Constructs: add_core_of
Source: game
File: history/states/887-South Darfur.txt

Code:
state = {
	id = 887
	name = STATE_887
	manpower = 302020
	state_category = wasteland
	history = {
		owner = ENG
		add_core_of = SUD
		buildings = {
			infrastructure = 1
		}
	}
	provinces = {
		1960 5060 10857
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Idea
Component: GER_blitzkrieg_fake_ns
Constructs: removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_blitzkrieg_fake_ns = {
	name = GER_blitzkrieg_modifier
	picture = SWE_let_fly_all_guns
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		army_armor_speed_factor = 0.05
		org_loss_when_moving = -0.05
	}
}
### Entity: Character
Component: polish_nationalist
Source: game
File: common/country_leader/r56_traits.txt

Code:
polish_nationalist = {
	random = no
	join_faction_tension = 1
	non_core_manpower = -0.02
	hidden_modifier = {
		ai_get_ally_desire_factor = -30
	}
}
### Entity: Modifier Reference
Component: CHL_state_supporting_resistance_modifier
Source: game
File: common/dynamic_modifiers/toa_dynamic_modifiers.txt

Code:
CHL_state_supporting_resistance_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_bul_macedonian_revolutionaries
	resistance_damage_to_garrison = 0.2
	resistance_activity = 0.25
	resistance_growth = 0.5
	resistance_target = 0.85
	compliance_growth = -0.2
}
### Entity: Idea
Component: EAI_DD_9/modern_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_9/modern_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_artillery_chassis = {
			build_cost_ic = -0.225
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_support_from_skies_above
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, add_tech_bonus, is_in_faction_with, has_design_based_on, has_tech
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_support_from_skies_above
	icon = GFX_focus_generic_cas_aircraft
	prerequisite = {
		focus = IRQ_kurdish_reject_ankara_treaty
	}
	x = -1
	y = 2
	relative_position_id = IRQ_kurdish_reject_ankara_treaty
	cost = 10
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_AIR_XP FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		air_experience = 50
		add_tech_bonus = {
			name = IRQ_support_from_above
			bonus = 0.5
			uses = 1
			category = plane_modules_tech
		}
		IF = {
			limit = {
				is_in_faction_with = SOV
				SOV = {
					OR = {
						has_design_based_on = small_plane_cas_airframe
						has_tech = CAS1
					}
				}
			}
			IF = {
				limit = {
					has_dlc = By Blood Alone
				}
				add_equipment_to_stockpile = {
					type = small_plane_cas_airframe_1
					amount = 100
					producer = SOV
				}
			}
			ELSE_IF = {
				add_equipment_to_stockpile = {
					type = CAS_equipment_1
					amount = 100
					producer = SOV
				}
			}
		}
		ELSE = {
			custom_effect_tooltip = generic_skip_one_line_tt IRQ_support_from_skies_above_tt
		}
	}
}
### Entity: Event
Component: bulgaria.4
Constructs: ai_chance, has_country_flag, is_in_faction_with, is_subject_of, set_country_flag
Source: game
File: events/Bulgaria.txt

Code:
country_event = {
	id = bulgaria.4
	title = bulgaria.4.t
	desc = bulgaria.4.d
	picture = GFX_report_event_vienna_award_negotiations
	trigger = {
		tag = BUL
		NOT = {
			has_country_flag = bulgaria.4_fired
		}
		BUL = {
			NOT = {
				is_in_faction_with = ROM
			}
		} {
			NOT = {
				is_subject_of = ROM
			}
		}
		ROM = {
			OR = {
				has_country_flag = second_vienna_accepted_north second_vienna_accepted_all
			}
		}
	}
	mean_time_to_happen = {
		days = 5
	}
	immediate = {
		set_country_flag = bulgaria.4_fired
	}
	option = {
		ai_chance = {
			factor = 10
		}
		name = bulgaria.4.a
		GER = {
			country_event = germany.106
		}
	} {
		ai_chance = {
			factor = 0
		}
		name = bulgaria.4.b
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_belgian_east_indies
Constructs: prerequisite, limit, owns_state, completion_reward, every_state, add_compliance
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_belgian_east_indies
	icon = GFX_focus_generic_annex_country_2
	prerequisite = {
		focus = BEL_dietsland
	}
	relative_position_id = BEL_dietsland
	x = -2
	y = 1
	cost = 10
	available = {
		OR = {
			owns_state = 672 335 334 673 667 668 669 738 309 695
		}
	}
	bypass = {

	}
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					state = 672 335 334 673 667 668 669 738 309 695
				}
			}
			add_compliance = 25
		}
	}
}
### Entity: State History
Component: 314
Constructs: add_core_of
Source: game
File: history/states/314-El Salvador.txt

Code:
state = {
	id = 314
	name = STATE_314
	manpower = 1437611
	resources = {
		chromium = 1
	}
	state_category = town
	history = {
		owner = ELS
		buildings = {
			infrastructure = 2
			arms_factory = 1
			industrial_complex = 2
			air_base = 1
			12823 = {
				naval_base = 1
			}
		}
		add_core_of = ELS
		victory_points = {
			12823 3
		}
	}
	provinces = {
		12823 13093
	}
	local_supplies = 0.0
}
### Entity: Scripted Localization
Component: defined_text
Constructs: has_country_flag
Source: game
File: common/scripted_localisation/TAOG_AST_scripted_loc.txt

Code:
defined_text = {
	name = GET_AST_CABINET_TRUST_EFFECTS_2
	text = {
		trigger = {
			has_country_flag = AST_canberra_air_disaster_flag
		}
		localization_key = AST_cabinet_trust_state_2_tt
	} {
		localization_key = 
	}
}
### Entity: Event
Component: cold_war.44
Constructs: is_triggered_only, send_equipment
Source: game
File: events/Cold_War.txt

Code:
country_event = {
	id = cold_war.44
	title = cold_war.44.t
	desc = cold_war.44.d
	picture = GFX_report_event_czech_soldiers_01
	is_triggered_only = yes
	option = {
		name = cold_war.44.a
		send_equipment = {
			equipment = medium_tank_chassis
			amount = 300
			target = FROM
		}
	} {
		name = cold_war.44.b
	}
}
### Entity: Character
Component: falangist_syndicalist
Constructs: fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
falangist_syndicalist = {
	random = no
	sprite = 13
	fascism_drift = 0.1
	consumer_goods_factor = -0.15
}
### Entity: Event
Component: germany.119
Constructs: is_triggered_only, ai_chance, limit, fire_only_once, set_state_flag, add_state_core, set_politics, set_global_flag
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.119
	title = germany.119.t
	desc = germany.119.d
	picture = GFX_report_event_generic_sign_treaty2
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = germany.119.a
		custom_effect_tooltip = yalta_division_tt
		42 = {
			set_state_flag = yalta_wgr
		}
		50 = {
			set_state_flag = yalta_wgr
		}
		978 = {
			set_state_flag = yalta_wgr
		}
		51 = {
			set_state_flag = yalta_wgr
		}
		52 = {
			set_state_flag = yalta_wgr
		}
		53 = {
			set_state_flag = yalta_wgr
		}
		54 = {
			set_state_flag = yalta_wgr
		}
		55 = {
			set_state_flag = yalta_wgr
		}
		56 = {
			set_state_flag = yalta_wgr
		}
		57 = {
			set_state_flag = yalta_wgr
		}
		58 = {
			set_state_flag = yalta_wgr
		}
		909 = {
			set_state_flag = yalta_wgr
		}
		59 = {
			set_state_flag = yalta_wgr
		}
		60 = {
			set_state_flag = yalta_ddr
		}
		61 = {
			set_state_flag = yalta_ddr
		}
		62 = {
			set_state_flag = yalta_ddr
		}
		64 = {
			set_state_flag = yalta_ddr
		}
		65 = {
			set_state_flag = yalta_ddr
		}
		66 = {
			set_state_flag = yalta_ddr
		}
		67 = {
			set_state_flag = yalta_ddr
		}
		POL = {
			66 = {
				set_state_flag = yalta_pol
			}
			67 = {
				set_state_flag = yalta_pol
			}
			68 = {
				set_state_flag = yalta_pol
			}
			63 = {
				set_state_flag = yalta_pol
			}
			5 = {
				set_state_flag = yalta_pol
			}
			add_state_core = 66 67 68 63 5
		}
		IF = {
			limit = {
				AUS = {
					exists = no
				}
			}
			AUS = {
				set_politics = {
					ruling_party = democratic
					elections_allowed = yes
				}
			}
		}
		ELSE = {
			AUS = {
				848 = {
					set_state_flag = yalta_aus
				}
				153 = {
					set_state_flag = yalta_aus
				}
				976 = {
					set_state_flag = yalta_aus
				}
				152 = {
					set_state_flag = yalta_aus
				}
				4 = {
					set_state_flag = yalta_aus
				}
				975 = {
					set_state_flag = yalta_aus
				}
				add_state_core = 848 153 152 976 4 975
			}
		}
		hidden_effect = {
			news_event = {
				days = 1
				id = news.236
			}
		}
		set_global_flag = yalta_agreed_flag
	} {
		name = germany.119.b
		ai_chance = {
			base = 0
		}
		hidden_effect = {
			create_wargoal = {
				type = liberate_wargoal
				target = DDR
			}
		}
		event_target:yalta_origin = {
			country_event = {
				id = germany.120
			}
			hidden_effect = {
				create_wargoal = {
					type = liberate_wargoal
					target = WGR
				}
			}
		}
	}
}
### Entity: Character
Component: MEN_jodbajab
Source: game
File: common/characters/MEN.txt

Code:
MEN_jodbajab = {
	name = MEN_jodbajab
	portraits = {
		army = {
			large = GFX_portrait_MEN_jodbajab
			small = GFX_portrait_MEN_jodbajab_small
		}
	}
	corps_commander = {
		traits = {
			cavalry_leader
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
		visible = {

		}
	}
}
### Entity: Country History
Country: NEP
Component: NEP_characters
Constructs: recruit_character
Source: game
File: history/countries/NEP - Nepal.txt

Code:
# Leaders & Characters for NEP
recruit_character = NEP_juddha_rana NEP_bhakti_thapa NEP_bir_shamsher_singh_thapa NEP_amar_thapa NEP_khusbu_singh NEP_hira_rana NEP_birsha_gurung NEP_gagan_lama NEP_walter_morriano NEP_mohan_rana NEP_robert_mainwaring NEP_kiran_rana NEP_h_t_s_collins NEP_baber_rana NEP_gehendra_rana NEP_l_m_potter NEP_rudra_rana NEP_alaap_lokesh NEP_william_stevenson_meyer NEP_w_r_parker_gill NEP_sidney_r_planter
### Entity: Military Industrial Organization
Component: AUS_hirtenberger_organization
Constructs: has_dlc, add_trait, equipment_bonus, build_cost_ic
Source: game
File: common/military_industrial_organization/organizations/AUS_organization.txt

Code:
AUS_hirtenberger_organization = {
	name = AUS_hirtenberger_organization
	include = generic_artillery_organization
	icon = GFX_idea_generic_artillery_manufacturer_2
	allowed = {
		original_TAG = AUS
		has_dlc = Arms Against Tyranny Gotterdammerung
	}
	add_trait = {
		token = AUS_mio_standardize_piercing_ammunition
		name = AUS_mio_standardize_piercing_ammunition
		icon = GFX_generic_mio_trait_icon_breakthrough
		special_trait_background = yes
		position = {
			x = -1
			y = 1
		}
		relative_position_id = generic_mio_trait_sliding_breech_block
		mutually_exclusive = {
			AUS_mio_standardize_cheaper_ammunition
		}
		all_parents = {
			generic_mio_trait_sliding_breech_block generic_mio_trait_gun_mass_production generic_mio_trait_super_charges
		}
		equipment_bonus = {
			hard_attack = 0.1
			breakthrough = 0.05
		}
	} {
		token = AUS_mio_standardize_cheaper_ammunition
		name = AUS_mio_standardize_cheaper_ammunition
		icon = GFX_generic_mio_trait_icon_build_cost_ic
		special_trait_background = yes
		position = {
			x = 1
			y = 1
		}
		relative_position_id = generic_mio_trait_sliding_breech_block
		mutually_exclusive = {
			AUS_mio_standardize_piercing_ammunition
		}
		all_parents = {
			generic_mio_trait_sliding_breech_block generic_mio_trait_gun_mass_production generic_mio_trait_super_charges
		}
		equipment_bonus = {
			build_cost_ic = -0.1
		}
	}
}
### Entity: Shared Focus
Tree: spr_focus
Component: SPR_help_the_royal_navy
Constructs: shared_focus, prerequisite, limit, completion_reward, add_tech_bonus, random_owned_controlled_state, is_coastal, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_political_spain_nationalist_shared.txt

Code:
shared_focus = {
	id = SPR_help_the_royal_navy
	icon = GFX_focus_generic_cruiser2
	cost = 10.0
	ai_will_do = {
		factor = 45
	}
	prerequisite = {
		focus = SPR_common_front_against_nazism
	}
	completion_reward = {
		add_tech_bonus = {
			name = SPR_help_the_royal_navy
			bonus = 3.0
			uses = 1
			category = cat_fleet_in_being
		}
		random_owned_controlled_state = {
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	relative_position_id = SPR_common_front_against_nazism
	x = 0
	y = 2
}
### Entity: Idea
Component: ITA_italo_balbo_traits
Constructs: removal_cost, has_character, research_bonus
Source: game
File: common/ideas/italy.txt

Code:
ITA_italo_balbo_traits = {
	name = ITA_italo_balbo
	picture = ITA_italo_balbo
	removal_cost = -1
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		has_character = ITA_italo_balbo
	}
	research_bonus = {
		air_equipment = 0.05
	}
}
### Entity: Decision
Component: JAP_imperial_influence_decision_cat
Constructs: has_completed_focus, limit, has_government, has_war_with, add_war_support, has_country_flag, add_stability, fire_only_once
Source: game
File: common/decisions/JAP.txt

Code:
JAP_imperial_influence_decision_cat = {
	JAP_incite_increased_tensions_in_the_diet_decision = {
		priority = 950
		icon = GFX_decision_generic_political_discourse
		ai_will_do = {
			base = 20
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		allowed = {
			original_tag = JAP
		}
		visible = {
			has_completed_focus = JAP_promulgate_the_military_ministers_system
			OR = {
				has_government = neutrality fascism
			}
			NOT = {
				has_completed_focus = JAP_the_harakiri_debate JAP_reprimand_hamada_kunimatsu
			}
		}
		available = {
			has_active_mission = JAP_conflict_between_faction_reaching_boiling_point_mission
		}
		cost = 50
		cancel_trigger = {

		}
		cancel_effect = {

		}
		modifier = {

		}
		complete_effect = {
			add_days_mission_timeout = {
				mission = JAP_conflict_between_faction_reaching_boiling_point_mission
				days = -70
			}
		}
		fire_only_once = yes
		remove_effect = {

		}
	}
	JAP_conflict_between_faction_reaching_boiling_point_mission = {
		priority = 1000
		icon = GFX_decision_generic_political_address
		available = {
			hidden_trigger = {
				always = no
			}
		}
		days_mission_timeout = 265
		fire_only_once = yes
		activation = {
			always = no
		}
		visible = {
			original_tag = JAP
			has_civil_war = no
			has_government = neutrality
			NOT = {
				has_completed_focus = JAP_the_harakiri_debate
			}
		}
		cancel_if_not_visible = yes
		is_good = no
		timeout_effect = {
			country_event = {
				id = SEA_japan_popup_events.3
			}
		}
	}
	JAP_army_faction_demands_military_factories = {
		priority = 1
		icon = GFX_decision_JAP_army_faction
		allowed = {
			always = no
		}
		visible = {

		}
		available = {
			hidden_trigger = {
				always = no
			}
		}
		days_mission_timeout = 180
		is_good = no
		cancel_trigger = {
			custom_trigger_tooltip = {
				tooltip = JAP_army_faction_demands_military_factories_tt
				num_of_military_factories = > JAP_desired_military_factories
			}
		}
		cancel_effect = {
			army_experience = 10
			add_timed_idea = {
				idea = JAP_temporary_factory_output_bonus_idea
				days = 90
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			JAP_faction_demand_finalize_mission_effect = yes
			JAP_faction_demand_add_to_successful_missions = yes
			JAP_small_army_faction_gain = yes
		}
		timeout_effect = {
			set_variable = {
				JAP_army_faction_demand_failure = 1
			}
			country_event = {
# ... (truncated)
### Entity: Event
Component: luxembourg.200
Constructs: is_triggered_only, ai_chance, add_stability, set_country_flag, add_timed_idea, is_historical_focus_on
Source: game
File: events/r56_luxembourg.txt

Code:
country_event = {
	id = luxembourg.200
	title = luxembourg.200.t
	desc = luxembourg.200.d
	picture = GFX_report_event_generic_strike
	is_triggered_only = yes
	option = {
		name = luxembourg.200.a
		set_country_flag = strike_demands_accepted
		add_stability = -0.1
		custom_effect_tooltip = r56_newline strike_demands_accepted_tt
		ai_chance = {
			base = 5
		}
	} {
		name = luxembourg.200.b
		add_stability = -0.1
		custom_effect_tooltip = r56_newline delayed_nlc_tt r56_newline
		add_timed_idea = {
			idea = strikes_1
			days = 30
		}
		ai_chance = {
			base = 0
			modifier = {
				add = 5
				is_historical_focus_on = no
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PC_FORT_strategy_GENERIC_rivers
Constructs: has_war, limit, has_country_flag, set_temp_variable, check_variable, clear_temp_array, add_to_temp_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_fort.txt

Code:
EAI_PC_FORT_strategy_GENERIC_rivers = {
	set_temp_variable = {
		strategy_type_id = @EAI_PC_FORT_strategy_GENERIC_rivers_TYPE_ID
	}
	EAI_PC_FORT_strategy_GENERIC_rivers_STRATEGIES = yes
	if = {
		limit = {
			has_war = yes
			OR = {
				AND = {
					has_country_flag = {
						flag = EAI_MILITARY_trend_stagnant_war
						value = 1
						days = > 180
					}
				} {
					has_country_flag = {
						flag = EAI_MILITARY_trend_losing_war
						value = 1
						days = > 14
					}
					check_variable = {
						EAI_MILITARY_trend_value = > 0.02
					}
				}
			}
			check_variable = {
				EAI_PC_FORT_strategy_GENERIC_rivers_STRATEGIES = 1
			}
		}
		clear_temp_array = _states _target_provinces_ _target_provinces_
		for_each_loop = {
			array = controlled_states
			add_to_temp_array = {
				_states = v
			}
		} {
			array = river_provinces_
			add_to_temp_array = {
				_target_provinces_ = v
			}
		} {
			array = bottleneck_provinces_
			add_to_temp_array = {
				_target_provinces_ = v
			}
		}
		EAI_PC_FORT_generate_river_fortlines = yes
		set_temp_variable = {
			_limit_provinces_queue_one_per_target = 1
		} {
			_project_priority = @EAI_PC_FORT_strategy_GENERIC_rivers_PRIO
		} {
			_project_building_type = global.EAI_PC_BUNKER
		} {
			_project_queue_num = 1
		} {
			_project_queue_max = 2
		} {
			_project_target_level = 4
		} {
			_project_type_id = @EAI_PC_FORT_strategy_GENERIC_rivers_TYPE_ID
		} {
			_project_priority = @EAI_PC_FORT_strategy_GENERIC_bottlenecks_PRIO
		} {
			_project_building_type = global.EAI_PC_BUNKER
		} {
			_project_queue_num = 1
		} {
			_project_queue_max = 2
		} {
			_project_target_level = 4
		} {
			_project_type_id = @EAI_PC_FORT_strategy_GENERIC_bottlenecks_TYPE_ID
		}
		EAI_PC_FORT_limit_provinces = yes
		EAI_PC_FORT_add_to_valid_fortification_projects = yes yes
		EAI_PC_FORT_create = yes yes
		EAI_PC_FORT_cancel_invalid_fortification_projects = yes
	}
	else = {
		add_to_temp_array = {
			_cancel_strategies = @EAI_PC_FORT_strategy_GENERIC_rivers_TYPE_ID
		} {
			_cancel_strategies = @EAI_PC_FORT_strategy_GENERIC_bottlenecks_TYPE_ID
		}
	}
}