Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: chi_focus
Component: CHI_found_a_modern_fertiliser_plant
Constructs: prerequisite, limit, completion_reward, every_core_state, is_fully_controlled_by, random_select_amount, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_found_a_modern_fertiliser_plant
	icon = GFX_focus_CHI_found_fertiliser_plant
	prerequisite = {
		focus = CHI_develop_the_chemical_industry
	}
	mutually_exclusive = {
		focus = CHI_import_fertilisers
	}
	x = -1
	y = 1
	relative_position_id = CHI_develop_the_chemical_industry
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		every_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			random_select_amount = 2
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				has_dynamic_modifier = {
					modifier = CHI_inefficient_economy
				}
			}
			custom_effect_tooltip = CHI_modify_inefficient_economy_tt
			add_to_variable = {
				CHI_inefficient_economy_factory_max_efficiency_factor = 0.03
				tooltip = production_factory_max_efficiency_factor_tt
			} {
				CHI_inefficient_economy_factory_efficiency_gain_factor = 0.05
				tooltip = production_factory_efficiency_gain_factor_tt
			}
		}
	}
}
### Entity: National Focus
Tree: bhu_focus
Component: BHU_improve_agriculture
Constructs: prerequisite, limit, add_ideas, remove_ideas, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, has_idea
Source: game
File: common/national_focus/bhutan.txt

Code:
focus = {
	id = BHU_improve_agriculture
	icon = GFX_goal_generic_consumer_goods
	prerequisite = {
		focus = BHU_education_reform
	}
	relative_position_id = BHU_education_reform
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				324
			}
			add_extra_state_shared_building_slots = 1
		}
		add_ideas = BHU_agriculatural_reform
		if = {
			limit = {
				has_idea = BHU_severe_economic_isolationism
			}
			custom_effect_tooltip = r56_newline
			swap_ideas = {
				remove_idea = BHU_severe_economic_isolationism
				add_idea = BHU_moderate_economic_isolationism
			}
		} {
			limit = {
				has_idea = BHU_moderate_economic_isolationism
			}
			custom_effect_tooltip = r56_newline
			swap_ideas = {
				remove_idea = BHU_moderate_economic_isolationism
				add_idea = BHU_slight_economic_isolationism
			}
		} {
			limit = {
				has_idea = BHU_slight_economic_isolationism
			}
			custom_effect_tooltip = r56_newline
			remove_ideas = BHU_slight_economic_isolationism
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Scripted Effect
Component: EAI_PC_FORT_strategy_JAP_coastal
Constructs: has_war, limit, has_country_flag, set_temp_variable, add_to_temp_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_fort.txt

Code:
EAI_PC_FORT_strategy_JAP_coastal = {
	set_temp_variable = {
		strategy_type_id = @EAI_PC_FORT_strategy_JAP_coastal_TYPE_ID
	}
	if = {
		limit = {
			has_war = yes
			OR = {
				has_country_flag = EAI_JAP_homeland_invaded
				alliance_naval_strength_ratio = < 1.0
			}
		}
		set_temp_variable = {
			_get_state_home_area = 1
		} {
			_get_state_coastal = 1
		} {
			_get_province_naval_base = 1
		} {
			_project_priority = @EAI_PC_FORT_strategy_JAP_coastal_naval_base_PRIO
		} {
			_project_building_type = global.EAI_PC_CBUNKER
		} {
			_project_queue_num = 2
		} {
			_project_queue_max = 2
		} {
			_project_target_level = 3
		} {
			_project_type_id = strategy_type_id
		} {
			_get_state_home_area = 1
		} {
			_get_state_coastal = 1
		} {
			_get_province_coast = 1
		} {
			_project_priority = @EAI_PC_FORT_strategy_JAP_coastal_coast_PRIO
		} {
			_project_building_type = global.EAI_PC_CBUNKER
		} {
			_project_queue_num = 1
		} {
			_project_queue_max = 2
		} {
			_project_target_level = 2
		} {
			_project_type_id = strategy_type_id
		}
		EAI_PC_FORT_get_target_states = yes yes
		EAI_PC_FORT_get_target_provinces = yes 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 = strategy_type_id
		}
	}
}
### Entity: Order of Battle
Component: 6th Cavalry Division
Constructs: division_template
Source: game
File: history/units/XIC_1936_sea.txt

Code:
division = {
	name = 6th Cavalry Division
	location = 2022
	division_template = Qibing Jun
	start_equipment_factor = 0.2
	officer = {
		name = XIC_bai_fengxiang
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_compromise_with_fascists
Constructs: prerequisite, has_government, completion_reward, add_political_power, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_compromise_with_fascists
	icon = GFX_focus_generic_home_defense
	prerequisite = {
		focus = LIE_empower_russian_exiles
	}
	relative_position_id = LIE_empower_russian_exiles
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes
	available = {
		has_government = neutrality
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 100
		swap_ideas = {
			remove_idea = LIE_the_rotter_curse
			add_idea = LIE_compromise_with_fascists_idea
		}
		custom_effect_tooltip = available_political_advisor generic_skip_one_line_tt available_chief_of_army
		show_ideas_tooltip = LIE_carl_freiherr_von_vogelsang LIE_alfons_goop
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.90
Constructs: is_triggered_only
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.90
	title = SEA_japan_foreign_policy.90.t
	desc = SEA_japan_foreign_policy.90.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = SEA_japan_foreign_policy.90.a
	}
}
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_energy_gain
Constructs: limit, set_temp_variable
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_industry.txt

Code:
EAI_PR_STRATEGIES_energy_gain = {
	if = {
		limit = {
			always = yes
		}
		set_temp_variable = {
			prio_cat = @PR_energy_gain
		} {
			_val_ = EAI_coal_resource_shortage
		} {
			_min = 0
		} {
			_max = 3
		}
		EAI_MATH_normalize = yes
		multiply_temp_variable = {
			prio_cat = _val_
		}
		if = {
			limit = {
				set_temp_variable = {
					_prio_tech = token:improved_equipment_conversion
				} {
					_prio_val = prio_cat
				}
				date = > 1939.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:advanced_equipment_conversion
				} {
					_prio_val = prio_cat
				}
				date = > 1939.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		}
	}
}
### Entity: Idea
Component: tage_50
Constructs: has_war, removal_cost, has_idea, has_manpower, conscription_factor, cancel_if_invalid
Source: game
File: common/ideas/tmodern_maximum_age.txt

Code:
tage_50 = {
	removal_cost = -1
	level = 3
	available = {
		NOT = {
			has_idea = disarmed_nation
		} {
			has_idea = volunteer_only
		} {
			has_idea = limited_conscription
		}
		OR = {
			AND = {
				threat = > 0.35
			} {
				has_war = yes
				surrender_progress = > 0.1
			}
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			has_manpower = < 500000
			threat = > 0.5
			factor = 80
		}
	}
	modifier = {
		conscription_factor = 0.1
	}
	cancel_if_invalid = yes
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_follow_the_american_way
Constructs: prerequisite, add_ideas, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_follow_the_american_way
	icon = GFX_goal_generic_befriend_united_states
	prerequisite = {
		focus = PHI_post_indenpence_stabilization
	}
	mutually_exclusive = {
		focus = PHI_a_new_regime
	}
	relative_position_id = PHI_post_indenpence_stabilization
	x = 4
	y = 1
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = PHI_american_way
		USA = {
			add_opinion_modifier = {
				target = ROOT
				modifier = large_increase
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Order of Battle
Component: air_wing_408
Source: game
File: history/units/SOV_1939_air_bba.txt

Code:
air_wings = {
	408 = {
		small_plane_airframe_0 = {
			owner = SOV
			amount = 83
			version_name = I-15
		} {
			owner = SOV
			amount = 83
			version_name = I-15
		}
		small_plane_airframe_1 = {
			owner = SOV
			amount = 68
			version_name = I-16 Type 10
		} {
			owner = SOV
			amount = 68
			version_name = I-16 Type 10
		}
		medium_plane_airframe_1 = {
			owner = SOV
			amount = 45
			version_name = ANT-40
		}
		medium_plane_airframe_0 = {
			owner = SOV
			amount = 72
			version_name = DB-3
		}
		large_plane_airframe_0 = {
			owner = SOV
			amount = 100
			version_name = TB-3
		}
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_defensive_preparations
Constructs: has_completed_focus, prerequisite, limit, has_country_flag, completion_reward, add_building_construction, is_demilitarized_zone, set_variable
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_defensive_preparations
	icon = GFX_focus_generic_fortify_finland
	prerequisite = {
		focus = FIN_antagonize_the_soviets
	}
	x = 1
	y = 1
	relative_position_id = FIN_antagonize_the_soviets
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		111 = {
			add_building_construction = {
				type = coastal_bunker
				level = 4
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_coastal = yes
					limit_to_victory_point = yes
				}
			} {
				type = bunker
				level = 4
				instant_build = yes
				province = 11105
			}
			if = {
				limit = {
					anti_air_building = < 5
				}
				add_building_construction = {
					type = anti_air_building
					level = 1
					instant_build = yes
				}
			}
		}
		if = {
			limit = {
				928 = {
					naval_base = > 0
				}
			}
			928 = {
				add_building_construction = {
					type = coastal_bunker
					level = 4
					instant_build = yes
					province = 3061
				} {
					type = bunker
					level = 4
					instant_build = yes
					province = 3061
				}
				if = {
					limit = {
						anti_air_building = < 5
					}
					add_building_construction = {
						type = anti_air_building
						level = 1
						instant_build = yes
					}
				}
			}
		} {
			limit = {
				145 = {
					is_demilitarized_zone = no
				}
			}
			145 = {
				add_building_construction = {
					type = coastal_bunker
					level = 4
					instant_build = yes
					province = 3061
				} {
					type = bunker
					level = 4
					instant_build = yes
					province = 3061
				}
				if = {
					limit = {
						anti_air_building = < 5
					}
					add_building_construction = {
						type = anti_air_building
						level = 1
						instant_build = yes
					}
				}
			}
		} {
			limit = {
				NOT = {
					has_country_flag = FIN_coastal_garrisons_deployed_flag
				}
			}
			custom_effect_tooltip = FIN_defensive_preparations_coastal_garrisons_dec_tt
		} {
			limit = {
				has_completed_focus = FIN_coastal_defense
			}
			divide_variable = {
				FIN_coastal_garrisons_pp_xp_cost = 2
			} {
				FIN_coastal_garrisons_cp_cost = 2
			} {
				FIN_coastal_garrisons_time = 2
			}
			set_variable = {
				FIN_coastal_garrisons_pp_xp_cost_trigger = FIN_coastal_garrisons_pp_xp_cost
			} {
				FIN_coastal_garrisons_cp_cost_trigger = FIN_coastal_garrisons_cp_cost
			}
			add_to_variable = {
				FIN_coastal_gar
# ... (truncated)
### Entity: National Focus
Tree: ven_focus
Component: VEN_strike_panama
Constructs: prerequisite, has_war, completion_reward, is_subject, has_full_control_of_state, add_ai_strategy, add_state_claim, create_wargoal
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_strike_panama
	icon = GFX_goal_attack_panama
	x = 44
	y = 10
	cost = 10
	available = {
		is_subject = no
	}
	prerequisite = {
		focus = VEN_attack_ecuador
	} {
		focus = VEN_demand_guyana
	} {
		focus = VEN_attack_peru
	}
	bypass = {
		has_full_control_of_state = 304 685 937
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 10
		modifier = {
			has_war = yes
			factor = 0
		}
	}
	will_lead_to_war_with = PAN
	completion_reward = {
		add_ai_strategy = {
			type = conquer
			id = PAN
			value = 200
		}
		add_state_claim = 304 685 937
		create_wargoal = {
			type = take_state_focus
			target = PAN
			expire = 0
			generator = {
				304 937
			}
		}
	}
}
### Entity: Idea
Component: KMT_beacon_of_authoritarianism
Constructs: army_defence_factor, has_government, removal_cost, communism_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_beacon_of_authoritarianism = {
	removal_cost = -1
	picture = BEL_rexist_legion
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = neutrality
		}
	}
	modifier = {
		communism_drift = 0.03
		army_defence_factor = 0.05
	}
}
### Entity: National Focus
Tree: urg_focus
Component: URG_accion_revisionista_del_uruguay
Constructs: has_completed_focus, prerequisite, completion_reward, add_fascist_influence, has_game_rule
Source: game
File: common/national_focus/uruguay.txt

Code:
focus = {
	id = URG_accion_revisionista_del_uruguay
	available = {
		NOT = {
			has_completed_focus = URG_colorado_victory URG_blanco_victory
		}
	}
	prerequisite = {
		focus = URG_allow_nazi_movements_among_german_uruguayan URG_merge_falangist_movements
	}
	mutually_exclusive = {
		focus = URG_colorado_victory URG_blanco_victory
	} {
		focus = URG_colorado_victory URG_blanco_victory
	}
	icon = GFX_focus_generic_fascist_troops
	x = -1
	y = 1
	cost = 5
	relative_position_id = URG_allow_nazi_movements_among_german_uruguayan
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		custom_effect_tooltip = available_political_advisor available_political_advisor
		show_ideas_tooltip = URG_adolfo_agorio URG_teodomiro_varela_de_andrade
		add_fascist_influence = yes
	}
	ai_will_do = {
		factor = 1
		modifier = {
			OR = {
				has_game_rule = {
					rule = URG_AI_BEHAVIOR
					option = DEFAULT
				} {
					rule = URG_AI_BEHAVIOR
					option = HISTORICAL
				}
			}
			factor = 0
		}
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_finnish_autonomy
Constructs: has_completed_focus, prerequisite, limit, has_country_flag, add_stability, completion_reward, add_political_power, has_country_leader
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_finnish_autonomy
	icon = GFX_focus_generic_develop_finland_silhouette
	prerequisite = {
		focus = FIN_join_the_comintern
	}
	x = -2
	y = 1
	relative_position_id = FIN_join_the_comintern
	cost = 10
	ai_will_do = {
		base = 0
	}
	available = {
		has_country_leader = {
			ruling_only = yes
			character = FIN_otto_wille_kuusinen
		}
		NOT = {
			SOV = {
				has_idea = FIN_finnish_goods
			}
		}
	}
	search_filters = {

	}
	completion_reward = {
		retire_character = FIN_otto_wille_kuusinen
		if = {
			limit = {
				has_cosmetic_tag = FIN_finnish_democratic_republic
			}
			drop_cosmetic_tag = yes
			if = {
				limit = {
					has_country_flag = FIN_formed_nordic_union
				}
				set_cosmetic_tag = NDC_UNIFIED
			}
			else_if = {
				limit = {
					has_completed_focus = FIN_red_finland
				}
				set_cosmetic_tag = FIN_red_finland
			}
		}
		add_political_power = 170
		add_stability = 0.1
		FIN_bop_medium_increase_effect = yes
	}
}
### Entity: Event
Component: belgium.165
Constructs: ai_chance, remove_ideas, fire_only_once, has_idea
Source: game
File: events/BEL_additional_events.txt

Code:
country_event = {
	id = belgium.165
	title = belgium.165.t
	desc = belgium.165.desc
	picture = GFX_report_event_oahu_withdraws
	trigger = {
		OR = {
			tag = BEL FLA
		}
		date = > 1939.2.15
		has_idea = BEL_digging_of_the_albert_canal
	}
	fire_only_once = yes
	mean_time_to_happen = {
		days = 30
	}
	option = {
		name = belgium.165.a
		ai_chance = {
			factor = 100
		}
		remove_ideas = BEL_digging_of_the_albert_canal
	}
}
### Entity: Modding Documentation
Construct: navy_experience
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### navy_experience
* description: navy experience of a country
### Entity: Character
Component: BHU_dorji_yeshey
Source: game
File: common/characters/BHU.txt

Code:
BHU_dorji_yeshey = {
	advisor = {
		slot = air_chief
		idea_token = BHU_dorji_yeshey
		allowed = {
			original_tag = BHU
		}
		traits = {
			air_chief_ground_support_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = BHU_dorji_yeshey
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_3
		}
	}
}
### Entity: Event
Component: mongol_democratic.1
Constructs: is_triggered_only, division_template, create_country_leader, limit, add_ideas, has_government, has_war_with, fire_only_once
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_democratic.1
	title = mongol_democratic.1.t
	desc = mongol_democratic.1.d
	picture = GFX_report_event_MON_great_khural_assembly
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = mongol_democratic.1.a
		add_manpower = -32
		add_ideas = MON_country_in_disarray_idea
		MON_soviet_high_influence_decrease_effect = yes
		if = {
			limit = {
				is_in_faction_with = SOV
				SOV = {
					is_faction_leader = yes
				}
				is_faction_leader = yes
				is_subject = no
			}
			SOV = {
				remove_from_faction = ROOT
			}
		} {
			limit = {
				is_in_faction_with = CHI
				CHI = {
					is_faction_leader = yes
				}
				is_subject = no
			}
			CHI = {
				remove_from_faction = ROOT
			}
		} {
			limit = {
				is_in_faction_with = JAP
				JAP = {
					is_faction_leader = yes
				}
				is_faction_leader = yes
				is_subject = no
			}
			JAP = {
				remove_from_faction = ROOT
			}
		}
	} {
		name = mongol_democratic.1.b
		custom_effect_tooltip = MON_this_option_is_required_to_play_as_the_anarchists_tt
		set_country_flag = MON_choibalsan_revolted
		add_manpower = -60
		if = {
			limit = {
				OR = {
					has_government = democratic fascism neutrality
				}
			}
			start_civil_war = {
				ideology = communism
				size = 0.2
				states = {
					818 819
				}
			}
		} {
			limit = {
				has_government = communism
			}
			start_civil_war = {
				ideology = neutrality
				size = 0.2
				states = {
					818 819
				}
			}
		}
		random_other_country = {
			limit = {
				original_tag = MON
				has_war_with = ROOT
			}
			drop_cosmetic_tag = yes
			save_event_target_as = mongolian_choibalsan_rebeller
			ROOT = {
				every_unit_leader = {
					limit = {
						OR = {
							has_id = 7778 7780
						}
					}
					set_nationality = event_target:mongolian_choibalsan_rebeller
				}
			}
			SOV = {
				remove_from_faction = event_target:mongolian_choibalsan_rebeller
				give_military_access = event_target:mongolian_choibalsan_rebeller
			}
			set_province_controller = 1689 10575
			create_country_leader = {
				name = Khorloogiin Choibalsan
				picture = GFX_MON_Portrait_khorloogiin_choibalsan
				ideology = despotism
				traits = {
					stalin_of_mongolia warlords
				}
				expire = 1965.1.1
			} {
				name = Khorloogiin Choibalsan
				picture = GFX_MON_Portrait_khorloogiin_choibalsan
				ideology = stalinism
				traits = {
					stalin_of_mongol
# ... (truncated)
### Entity: Unit Leader
Component: 2
Constructs: screening_efficiency
Source: game
File: common/unit_leader/00_defense_skills.txt

Code:
2 = {
	cost = 200
	type = navy
	modifier = {
		naval_defense_factor = 0.1
	}
	building_module_modifier = {
		naval_enemy_fleet_size_ratio_penalty_factor = 0.025
		screening_efficiency = 0.03
	}
}
### Entity: Event
Component: r56.news_event.2013
Constructs: is_triggered_only
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.news_event.2013
	title = r56.news_event.2013.t
	desc = r56.news_event.2013.d
	picture = GFX_news_event_PRU_king_of_peru
	is_triggered_only = yes
	option = {
		name = r56.news_event.2013.a
		trigger = {
			tag = FROM
		}
	} {
		name = r56.news_event.2013.b
		trigger = {
			NOT = {
				tag = FROM
			}
		}
	}
}
### Entity: Event
Component: sweden_winter_war.2
Constructs: is_triggered_only
Source: game
File: events/SWE_sweden.txt

Code:
country_event = {
	id = sweden_winter_war.2
	title = sweden_winter_war.2.t
	desc = sweden_winter_war.2.d
	picture = GFX_report_event_finnish_soldiers_snow
	is_triggered_only = yes
	option = {
		name = sweden_winter_war.2.a
	}
}
### Entity: Modding Documentation
Construct: total_constructed_supply_node
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### total_constructed_supply_node
* description: Total constructions of supply_node
### Entity: State History
Component: 971
Constructs: add_core_of, add_to_array
Source: game
File: history/states/971-Orkney.txt

Code:
state = {
	id = 971
	name = STATE_971
	manpower = 24300
	state_category = small_island
	history = {
		owner = ENG
		victory_points = {
			11064 1
		}
		strategic_province_location = {
			natural_harbor = 11064
		}
		buildings = {
			infrastructure = 2
			11064 = {
				naval_base = 8
				naval_supply_hub = 1
			}
		}
		add_core_of = ENG SCO
		add_to_array = {
			state_victory_points = 11064
		}
	}
	provinces = {
		11064
	}
	local_supplies = 0.0
}
### Entity: Achievement
Component: avenging_the_sack_of_baghdad
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, is_fully_controlled_by
Source: game
File: common/achievements.txt

Code:
avenging_the_sack_of_baghdad = {
	id = 248
	possible = {
		tag = IRQ
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		330 = {
			is_fully_controlled_by = IRQ
		}
	}
}
### Entity: Idea
Component: EAI_DD_9/medium_tank_flame_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_9/medium_tank_flame_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_flame_chassis = {
			build_cost_ic = -0.225
			instant = yes
		}
	}
}
### Entity: Character
Component: CRO_slavko_kvaternik
Source: game
File: common/characters/CRO.txt

Code:
CRO_slavko_kvaternik = {
	name = CRO_slavko_kvaternik
	portraits = {
		army = {
			large = GFX_portrait_CRO_slavko_kvaternik
			small = GFX_portrait_CRO_slavko_kvaternik_small
		}
	}
	field_marshal = {
		traits = {
			organizer aggressive_assaulter harsh_leader
		}
		skill = 3
		attack_skill = 3
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 3
		legacy_id = -1
	}
	advisor = {
		slot = high_command
		idea_token = CRO_slavko_kvaternik
		ledger = army
		allowed = {
			original_tag = CRO
		}
		traits = {
			army_regrouping_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Character
Component: OCC_nccr
Source: game
File: common/characters/OCC.txt

Code:
OCC_nccr = {
	advisor = {
		slot = navy_chief
		idea_token = OCC_nccr
		allowed = {
			original_tag = OCC
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_2
		}
	}
}