Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: swi_focus
Component: SWI_armed_neutrality
Constructs: prerequisite, completion_reward, cancel_if_invalid, has_idea, add_dynamic_modifier
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_armed_neutrality
	icon = GFX_goal_generic_neutrality_focus
	x = 0
	y = 1
	relative_position_id = SWI_fortify_border_with_germany
	prerequisite = {
		focus = SWI_fortify_border_with_germany SWI_fortify_border_with_italy SWI_fortify_border_with_france
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	cancel_if_invalid = no
	available = {
		OR = {
			has_idea = SWI_citizen_militia_1 SWI_citizen_militia_2
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_SWI_MILITARY_READINESS
	}
	completion_reward = {
		SWI_make_helvetia_defensive = yes
		add_dynamic_modifier = {
			modifier = SWI_dormant_citizen_militia
			scope = SWI
		}
		SWI_upgrade_template_and_divisions = yes
		SWI_add_suspicious_prep_opinion = yes
		SWI_increase_militia_cap = yes
	}
}
### Entity: Decision
Component: AFG_tajikistan_category
Constructs: has_completed_focus, has_country_flag
Source: game
File: common/decisions/categories/r56_AFG_decision_categories.txt

Code:
AFG_tajikistan_category = {
	icon = eng_concessions_to_the_trade_unions
	allowed = {
		original_tag = AFG
	}
	picture = GFX_decision_cat_AFG_tajikistan
	priority = 10
	visible = {
		AND = {
			has_completed_focus = AFG_incorporate_tajikistan
			has_country_flag = AFG_soviets_accepted
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3ANATO_cavalry.png.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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Filters
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The following pages link to File:NATO cavalry.png:

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:NATO_cavalry.png"
### Entity: Technology
Component: modern_medium_airframe
Constructs: is_major, is_special_project_completed, is_special_project_tech, enable_equipments, research_cost
Source: game
File: common/technologies/bba_air_techs.txt

Code:
technology = {
	allow = {
		ROOT = {
			is_special_project_completed = sp:sp_air_axial_jet_engine
		}
	}
	is_special_project_tech = yes
	enable_equipments = {
		medium_plane_airframe_4 medium_plane_fighter_airframe_4 medium_plane_scout_plane_airframe_4
	}
	research_cost = 2
	start_year = 1945
	folder = {
		name = bba_air_techs_folder
		position = {
			x = 2
			y = 12
		}
	}
	categories = {
		medium_air jet_technology cat_heavy_fighter tactical_bomber mio_cat_all_medium_aircraft_and_modules
	}
	special_project_specialization = {
		specialization_air
	}
	ai_will_do = {
		factor = 1
		modifier = {
			is_major = yes
			factor = 4
		}
	}
}
### Entity: Event
Component: BBA_ethiopia_communist_events.37
Constructs: is_triggered_only, ai_chance, create_wargoal
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_communist_events.37
	title = BBA_ethiopia_communist_events.37.t
	desc = BBA_ethiopia_communist_events.37.desc
	is_triggered_only = yes
	Picture = GFX_report_event_generic_sign_treaty2
	option = {
		name = BBA_ethiopia_communist_events.37.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				strength_ratio = {
					tag = SPC
					ratio = < 0.8
				}
			}
		}
		create_wargoal = {
			type = liberate_wargoal
			target = SPC
		}
	} {
		name = BBA_ethiopia_communist_events.37.b
		ai_chance = {
			base = 1
		}
	}
}
### Entity: Idea
Component: CHI_train_marines
Constructs: removal_cost
Source: game
File: common/ideas/china_shared.txt

Code:
CHI_train_marines = {
	picture = generic_infantry_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		special_forces_cap = 0.02
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_restore_our_high_seas_presence
Constructs: prerequisite, limit, add_ideas, completion_reward, has_subdoctrine_in_track, add_daily_mastery, add_command_power, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_restore_our_high_seas_presence
	prerequisite = {
		focus = POR_advancing_our_tactics
	}
	mutually_exclusive = {
		focus = POR_focus_on_submarine_production
	}
	icon = GFX_focus_generic_trade_interdiction
	cost = 10
	ai_will_do = {
		base = 1
	}
	x = 2
	y = 2
	relative_position_id = POR_advancing_our_tactics
	completion_reward = {
		if = {
			limit = {
				has_subdoctrine_in_track = carriers
			}
			add_daily_mastery = {
				name = POR_restore_our_high_seas_presence
				amount = 0.4
				days = 180
				track = carriers
			}
		} {
			limit = {
				has_subdoctrine_in_track = capital_ships
			}
			add_daily_mastery = {
				name = POR_restore_our_high_seas_presence
				amount = 0.4
				days = 180
				track = capital_ships
			}
		}
		else = {
			navy_experience = 45
			add_command_power = 15
		} {
			add_doctrine_cost_reduction = {
				name = POR_restore_our_high_seas_presence
				cost_reduction = 0.25
				uses = 1
				category = naval_doctrine
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt CHL_skip_one_line_tt
		add_tech_bonus = {
			name = POR_restore_our_high_seas_presence
			bonus = 1
			uses = 1
			category = ca_tech bb_tech bc_tech
		} {
			name = POR_restore_our_high_seas_presence
			bonus = 0.75
			uses = 1
			technology = basic_medium_battery improved_medium_battery basic_heavy_battery improved_heavy_battery
		}
		add_ideas = POR_restoring_the_portuguese_high_seas_armada_r56
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_create_greater_east_asian_treaty_organization
Constructs: prerequisite, completion_reward, is_in_faction, is_subject, cancel_if_invalid, set_rule, create_faction_from_template, add_faction_initiative
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_create_greater_east_asian_treaty_organization
	icon = GFX_focus_jap_pacific_guardian
	mutually_exclusive = {
		focus = JAP_sea_rekindle_the_old_alliance
	}
	x = 2
	y = 1
	relative_position_id = JAP_democratic_war_with_china
	prerequisite = {
		focus = JAP_democratic_war_with_china
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		is_in_faction = no
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = faction_template_JAP_west_pacific_treaty_organization
		add_faction_initiative = 1
		custom_effect_tooltip = generic_skip_one_line_tt JAP_create_greater_east_asian_treaty_organization_tt
	}
}
### Entity: Event
Component: belgium.134
Constructs: has_completed_focus, has_government, has_country_flag, add_popularity
Source: game
File: events/BEL_additional_events.txt

Code:
country_event = {
	id = belgium.134
	title = belgium.134.t
	desc = belgium.134.desc
	picture = GFX_report_event_fascists_posing
	trigger = {
		tag = BEL
		has_completed_focus = BEL_go_left
		NOT = {
			has_government = communism
		} {
			has_country_flag = BEL_king_martial_law
		}
	}
	mean_time_to_happen = {
		days = 270
	}
	option = {
		name = belgium.133.a
		trigger = {
			has_completed_focus = BEL_go_left
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.02
		}
	}
}
### Entity: Military Industrial Organization
Component: FIN_valtion_kivaaritehdas_organization
Constructs: has_completed_focus, has_dlc, add_trait, production_bonus
Source: game
File: common/military_industrial_organization/organizations/FIN_organization.txt

Code:
FIN_valtion_kivaaritehdas_organization = {
	include = generic_infantry_equipment_organization
	icon = GFX_idea_FIN_valtion_kivaaritehdas
	allowed = {
		original_tag = FIN
		has_dlc = Arms Against Tyranny
	}
	tree_header_text = {
		text = mio_header_systems
		x = 1
	} {
		text = mio_header_weapons
		x = 5.5
	} {
		text = mio_header_production
		x = 8.5
	}
	override_trait = {
		token = generic_mio_trait_reinforced_stocks
		position = {
			x = 3
			y = 0
		}
		relative_position_id = generic_mio_trait_drum_pattern_sights
	} {
		token = generic_mio_trait_bolt_action
		position = {
			x = 0
			y = 2
		}
		relative_position_id = generic_mio_trait_reinforced_stocks
	} {
		token = generic_mio_trait_rubber_cushioned_buttpad
		position = {
			x = 0
			y = 2
		}
		relative_position_id = generic_mio_trait_heavy_anti_armor_ammunition
	} {
		token = generic_mio_trait_anti_vechicle_land_mines
		position = {
			x = 0
			y = 2
		}
		relative_position_id = generic_mio_trait_vehicle_mounted_capabilities
	}
	add_trait = {
		token = FIN_mio_trait_salvaged_and_retooled
		name = FIN_mio_trait_salvaged_and_retooled
		icon = GFX_generic_mio_department_icon_infantry_materials
		special_trait_background = yes
		position = {
			x = 8
			y = 0
		}
		available = {
			owner = {
				has_completed_focus = FIN_salvaged_and_retooled
			}
		}
		production_bonus = {
			production_capacity_factor = 0.05
			production_resource_need_factor = -0.1
		}
	} {
		token = FIN_mio_trait_modernization_program
		name = FIN_mio_trait_modernization_program
		icon = GFX_generic_mio_department_icon_infantry_production
		special_trait_background = yes
		position = {
			x = 1
			y = 0
		}
		relative_position_id = FIN_mio_trait_salvaged_and_retooled
		available = {
			owner = {
				has_completed_focus = FIN_modernize_the_industry
			}
		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
	} {
		token = FIN_mio_trait_oy_tikkakoski
		name = FIN_mio_trait_oy_tikkakoski
		icon = GFX_generic_mio_department_icon_infantry_line_efficiency
		special_trait_background = yes
		position = {
			x = 0
			y = 1
		}
		relative_position_id = FIN_mio_trait_salvaged_and_retooled
		any_parent = {
			generic_mio_trait_heavy_anti_armor_ammunition
		}
		available = {
			owner = {
				has_completed_focus = FIN_integrate_oy_tikkakoski
			}
		}
		production_bonus = {
			production_capacity_factor = 0.05
			production_efficiency
# ... (truncated)
### Entity: Wiki Documentation
Construct: High_use_pages
Source: wiki
File: wiki/Special%3ASpecialPages.html

Doc:
High use pages
Most linked-to categories

Most linked-to files

Most linked-to pages

Most transcluded pages

Pages with the most categories

Pages with the most interwikis

Pages with the most revisions
### Entity: Event
Component: new_ger.91
Constructs: is_triggered_only, add_war_support, clr_country_flag
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.91
	title = new_ger.91.t
	desc = new_ger.91.d
	picture = GFX_report_event_AUS_military_march
	is_triggered_only = yes
	option = {
		name = new_ger.91.a
		add_war_support = 0.05
		clr_country_flag = GER_austria_active
	}
}
### Entity: Scripted Effect
Component: EAI_LOGGING_track_techs_researched
Constructs: limit, check_variable, has_tech, is_in_array, add_to_array
Source: game
File: common/scripted_effects/EAI_DEBUG_effects.txt

Code:
EAI_LOGGING_track_techs_researched = {
	for_each_loop = {
		array = global.technology
		if = {
			limit = {
				check_variable = {
					i = > 0
				}
				has_tech = var:v
				NOT = {
					is_in_array = {
						EAI_DEBUG_track_techs_researched = var:v
					}
				}
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | RESEARCH: researched [?v.GetTokenKey]
			add_to_array = {
				EAI_DEBUG_track_techs_researched = var:v
			}
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_revitalize_austrian_air_industry
Constructs: prerequisite, limit, completion_reward, add_to_variable, has_dlc, add_mio_size, add_mio_funds_gain_factor, add_mio_research_bonus
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_revitalize_austrian_air_industry
	icon = GFX_goal_generic_build_airforce
	prerequisite = {
		focus = AUS_focus_on_domestic_production
	}
	mutually_exclusive = {

	}
	x = 0
	y = 1
	relative_position_id = AUS_focus_on_domestic_production
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = AUS_airforce_intro_tt
		add_to_variable = {
			AUS_airforce_industrial_capacity_factory = 0.05
			tooltip = industrial_capacity_factory_tt
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:AUS_phonix_fleugzeugwerke_organization = {
				add_mio_size = 1
				add_mio_funds_gain_factor = 0.1
				add_mio_research_bonus = 0.05
			}
			mio:AUS_osterreichische_fleugzeugfabrik_organization = {
				add_mio_size = 1
				add_mio_funds_gain_factor = 0.1
				add_mio_research_bonus = 0.05
			}
		}
		else = {
			swap_ideas = {
				remove_idea = AUS_phonix_fleugzeugwerke
				add_idea = AUS_phonix_fleugzeugwerke_improved
			}
		}
	}
}
### Entity: Character
Component: INS_transportation_minister
Source: game
File: common/country_leader/taog_traits.txt

Code:
INS_transportation_minister = {
	sprite = 5
	random = no
	production_lack_of_resource_penalty_factor = -0.1
	consumer_goods_factor = -0.075
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_khyber_pass_riflining
Constructs: prerequisite, limit, completion_reward, is_owned_and_controlled_by, has_dlc, unlock_mio_tt, add_mio_size, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_khyber_pass_riflining
	icon = GFX_focus_focus_fra_maquis
	prerequisite = {
		focus = AFG_asymmetric_warfare
	}
	x = 0
	y = 1
	relative_position_id = AFG_asymmetric_warfare
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		1006 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = unlock_mio_tt
			show_mio_tooltip = AFG_khyber_pass_rifling_org
			mio:AFG_khyber_pass_rifling_org = {
				add_mio_size = 1
			}
		} {
			limit = {
				1006 = {
					free_building_slots = {
						building = arms_factory
						size = > 0
						include_locked = yes
					}
				}
			}
			1006 = {
				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
	}
}
### Entity: Event
Component: india.4280
Constructs: is_triggered_only, ai_chance, set_variable, random_list
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.4280
	title = india.4280.t
	desc = india.4280.desc
	picture = GFX_report_event_picture_RAJ_Provincial_Result
	is_triggered_only = yes
	immediate = {
		set_variable = {
			current_state = 433
		}
	} {
		var:current_state = {
			set_variable = {
				temp_calc_chance = 100
			}
			subtract_from_variable = {
				temp_calc_chance = voting_chance
			}
		}
	}
	option = {
		ai_chance = {
			base = 20
		}
		name = india.4280.a
		428 = {
			prince_independence_effect = yes
		}
		var:current_state = {
			random_list = {
				0 = {
					modifier = {
						add = var:temp_calc_chance
						always = yes
					}
					RAJ = {
						country_event = {
							id = india.4330
							hours = 48
						}
					}
				} {
					modifier = {
						add = var:voting_chance
						always = yes
					}
					RAJ = {
						country_event = {
							id = india.4331
							hours = 48
						}
					}
				}
			}
		}
	}
}
### Entity: Character
Component: JUNO_socialist_economist
Constructs: industrial_capacity_factory, communism_drift
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_socialist_economist = {
	random = no
	sprite = 13
	communism_drift = 0.05
	consumer_goods_factor = -0.07
	industrial_capacity_factory = 0.05
	ai_will_do = {
		factor = 0
	}
}
### Entity: Trigger Reference
Construct: any_core_state
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## any_core_state

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Check if any of the country core states for scope meets the trigger. tooltip=key can be defined to override title
```
### Entity: Idea
Component: CHI_tsr_funding_public_research
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/china_warlord.txt

Code:
CHI_tsr_funding_public_research = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_research_bonus
	removal_cost = -1
	modifier = {
		research_speed_factor = 0.05
		consumer_goods_factor = -0.05
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_example_of_communist_paradise
Constructs: prerequisite, add_ideas, has_government, completion_reward, set_cosmetic_tag, random_days
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_example_of_communist_paradise
	icon = GFX_goal_generic_communist_pride
	x = -1
	y = 1
	relative_position_id = MON_end_political_opportunism
	cost = 10
	prerequisite = {
		focus = MON_end_political_opportunism MON_reassure_the_soviets
	}
	available = {
		has_government = communism
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_ideas = MON_communist_paradise_achieved
		set_cosmetic_tag = MON_SOV_REPUBLIC
		hidden_effect = {
			country_event = {
				id = mongol.54
				days = 365
				random_days = 365
			}
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_redirect_alfa_romeo_production
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, add_extra_state_shared_building_slots, add_building_construction, random_core_state, is_controlled_by
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_redirect_alfa_romeo_production
	icon = GFX_focus_ITA_redirect_alfa_romeo_production
	prerequisite = {
		focus = ITA_brescia_small_arms_industry ITA_milan_comms_industry
	}
	x = 1
	y = 1
	relative_position_id = ITA_brescia_small_arms_industry
	cost = 10
	available = {
		has_full_control_of_state = 159
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				159 = {
					free_building_slots = {
						building = arms_factory
						size = > 1
						include_locked = yes
					}
				}
			}
			159 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		}
		else = {
			random_core_state = {
				limit = {
					is_controlled_by = ROOT
					free_building_slots = {
						building = arms_factory
						size = > 1
						include_locked = yes
					}
				}
				prioritize = {
					158 160 852 736 39
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		}
		add_tech_bonus = {
			name = ITA_redirect_alfa_romeo_production
			bonus = 0.5
			uses = 2
			category = motorized_equipment light_air
		}
	}
}
### Entity: Scripted Effect
Component: AST_alp_5_time_discount_effect
Constructs: has_completed_focus, limit
Source: game
File: common/scripted_effects/AST_scripted_effects.txt

Code:
AST_alp_5_time_discount_effect = {
	reduce_focus_completion_cost = {
		focus = AST_no_foreign_battlefields
		cost = 5
	} {
		focus = AST_aerial_defense
		cost = 5
	} {
		focus = AST_ratify_westminster_adoption_act
		cost = 5
	} {
		focus = AST_administer_the_mandate
		cost = 5
	} {
		focus = AST_a_rational_request
		cost = 5
	} {
		focus = AST_volunteers
		cost = 5
	} {
		focus = AST_until_the_tide_of_battle_swings
		cost = 5
	} {
		focus = AST_walls_and_whispers
		cost = 5
	} {
		focus = AST_united_states_as_our_keystone
		cost = 5
	} {
		focus = AST_liberty_loans
		cost = 5
	} {
		focus = AST_bring_on_the_giant
		cost = 5
	} {
		focus = AST_conscription_at_last
		cost = 5
	} {
		focus = AST_pleading_britain
		cost = 5
	} {
		focus = AST_reinforcements
		cost = 5
	} {
		focus = AST_ending_overseas_conscription
		cost = 5
	} {
		focus = AST_an_uncle_for_father_figure
		cost = 5
	} {
		focus = AST_we_endured
		cost = 5
	} {
		focus = AST_seven_million_britishers
		cost = 5
	} {
		focus = AST_its_fight_work_or_perish
		cost = 5
	}
	IF = {
		limit = {
			NOT = {
				has_completed_focus = AST_inevitably_independent
			}
		}
		reduce_focus_completion_cost = {
			focus = AST_allied_after_all
			cost = 5
		} {
			focus = AST_the_pacific_resistance
			cost = 5
		} {
			focus = AST_equal_training
			cost = 5
		} {
			focus = AST_a_northern_barrier
			cost = 5
		} {
			focus = AST_demand_resources
			cost = 5
		} {
			focus = AST_reclaim_the_lost_territory
			cost = 5
		}
	} {
		limit = {
			NOT = {
				has_completed_focus = AST_the_ultimate_overseas_duty
			}
		}
		reduce_focus_completion_cost = {
			focus = AST_under_the_rule_of_canberra
			cost = 5
		} {
			focus = AST_taking_the_helm
			cost = 5
		} {
			focus = AST_a_change_of_authority
			cost = 5
		}
	}
}
### Entity: Order of Battle
Component: Polícia Militar de Minas Gerais
Constructs: division_template
Source: game
File: history/units/BRA_atacado.txt

Code:
division = {
	name = Polícia Militar de Minas Gerais
	location = 10513
	division_template = Divisão de Infantaria 2
	start_experience_factor = 0.5
	start_equipment_factor = 0.5
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ADominican_Republic.png.html

Doc:
File

File history

File usage
No higher resolution available.
Dominican_Republic.png &#8206;(900 × 600 pixels, file size: 23 KB, MIME type: image/png)
### Entity: AI Strategy
Component: EGY_islamist_plan
Constructs: has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/EGY_alternate_strategy_plan.txt

Code:
EGY_islamist_plan = {
	name = EGY: Egypt Islamist AI Plan
	desc = Islamist behaviour for Egypt.
	allowed = {
		original_tag = EGY
	}
	enable = {
		OR = {
			has_country_flag = EGY_AI_RANDOM_ISLAMIST
			has_game_rule = {
				rule = EGY_ai_behavior
				option = EGY_ISLAMIST
			}
		}
	}
	abort = {
		has_country_flag = EGY_1936_anglo_egyptian_conference_ended_in_egypts_favor
	}
	ai_national_focuses = {
		ARAB_the_holy_war ARAB_arms_shipments ARAB_war_infrastructure ARAB_army_assessments ARAB_keep_nepotism EGY_revolt_against_the_opressors EGY_exploit_sudanese_separatism EGY_rally_the_green_shirts EGY_reach_out_to_germany EGY_strengthen_the_brotherhood EGY_egyptian_military_academy EGY_banha_industrial_sectors EGY_banque_misr EGY_expand_the_aswan_hydroelectric_facility EGY_develop_the_east EGY_national_defence_funds EGY_dismantle_the_aristocracy EGY_development_in_sudan EGY_integrate_the_green_shirts EGY_modernize_our_weaponry EGY_ministry_of_resources EGY_sudanese_volunteers EGY_reestablish_control_of_the_EAAF EGY_abu_suweir_air_base EGY_islamic_fiscal_theory EGY_disband_sudanese_partisans EGY_islamic_militarism EGY_logistical_brigades EGY_victor_taits_legacy EGY_royal_egyptian_airforce EGY_solve_the_canal_issue EGY_expand_the_defence_department EGY_an_agrarian_society EGY_reinforce_the_north EGY_misr_for_trade_and_oil EGY_field_piece_research EGY_radio_technologies EGY_new_military_institute EGY_rural_education_plan
	}
	traits = {
		silent_workhorse = 50
		smooth_talking_charmer = 30
		army_chief_defensive_2 = 10
	}
	focus_factors = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}