Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Trigger
Component: wuw_HUN_does_not_have_trianon
Constructs: has_idea
Source: game
File: common/scripted_triggers/HUN_scripted_triggers.txt

Code:
wuw_HUN_does_not_have_trianon = {
	custom_trigger_tooltip = {
		tooltip = wuw_HUN_does_not_have_trianon_tt
		NOT = {
			OR = {
				has_idea = HUN_treaty_of_triannon HUN_treaty_of_triannon_aat HUN_treaty_of_triannon_wuw HUN_treaty_of_triannon_aat_wuw HUN_treaty_of_triannon_2 HUN_treaty_of_triannon_3 HUN_treaty_of_triannon_wuw_no_army_exp_debuff HUN_treaty_of_triannon_aat_wuw_no_army_exp_debuff HUN_treaty_of_triannon_wuw_no_air_debuff HUN_treaty_of_triannon_aat_wuw_no_air_debuff HUN_treaty_of_triannon_wuw_no_air_or_army_debuff HUN_treaty_of_triannon_aat_wuw_no_air_or_army_debuff
			}
		}
	}
}
### Entity: State History
Component: 134
Constructs: add_core_of
Source: game
File: history/states/134-Connaught.txt

Code:
state = {
	id = 134
	name = STATE_134
	manpower = 667100
	state_category = town
	history = {
		owner = IRE
		victory_points = {
			9303 3
		} {
			11371 1
		}
		buildings = {
			infrastructure = 3
		}
		add_core_of = IRE
	}
	provinces = {
		337 3396 9255 9303 9321 9369 11238 11287 11371
	}
	local_supplies = 13.0
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_combined_operational_strategies
Constructs: prerequisite, limit, completion_reward, is_faction_leader, is_in_faction_with, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_combined_operational_strategies
	icon = GFX_focus_secret_rearmament
	prerequisite = {
		focus = TUR_extend_an_olive_branch_to_bulgaria TUR_preempt_bulgarian_alignment
	}
	available = {
		OR = {
			is_faction_leader = yes
			AND = {
				is_in_faction_with = GRE
				GRE = {
					is_faction_leader = yes
				}
			} {
				is_in_faction_with = ROM
				ROM = {
					is_faction_leader = yes
				}
			} {
				is_in_faction_with = YUG
				YUG = {
					is_faction_leader = yes
				}
			}
		}
	}
	x = 0
	y = 2
	relative_position_id = TUR_integrated_armed_forces
	cost = 10
	ai_will_do = {
		base = 10
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = TUR_united_balkan_security_forces
			add_idea = TUR_the_coordinated_armed_forces_of_the_balkan_pact
		}
		for_each_scope_loop = {
			array = faction_members
			if = {
				limit = {
					NOT = {
						tag = ROOT
					}
					OR = {
						original_tag = GRE YUG ROM BUL
					}
				}
				swap_ideas = {
					remove_idea = TUR_united_balkan_security_forces
					add_idea = TUR_the_coordinated_armed_forces_of_the_balkan_pact
				}
			}
		}
	}
}
### Entity: Scripted Effect
Component: ITA_bop_very_low_increase_king_side_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_bop_very_low_increase_king_side_effect = {
	add_power_balance_value = {
		id = ITA_power_balance
		value = 0.05
		tooltip_side = ITA_king_side
	}
}
### Entity: Shared Focus
Tree: kmt_focus
Component: KMT_the_national_catastrophe
Constructs: shared_focus, has_completed_focus, prerequisite, limit, add_ideas, has_government, has_country_flag, completion_reward
Source: game
File: common/national_focus/the_national_catastrophe_shared.txt

Code:
shared_focus = {
	id = KMT_the_national_catastrophe
	icon = GFX_focus_ETH_an_empire_in_the_shade_of_the_sun
	prerequisite = {

	}
	allow_branch = {
		NOT = {
			has_completed_focus = CHI_seek_japanese_support
		} {
			has_country_flag = KMT_taiwan
		} {
			has_completed_focus = MAN_bolster_nationalism
		} {
			has_completed_focus = MAN_depose_the_weak_monarch_2
		} {
			has_completed_focus = MAN_the_kwantung_connection_2
		} {
			has_completed_focus = MAN_embrace_the_status_quo
		}
	}
	available = {
		hidden_trigger = {
			always = no
		}
		if = {
			limit = {
				original_tag = CHI
			}
			NOT = {
				has_country_flag = KMT_taiwan
			}
		}
		else_if = {
			limit = {
				original_tag = MAN
			}
			has_completed_focus = MAN_reclaim_the_empire_2
		} {
			limit = {
				OR = {
					original_tag = SHX GXC YUN XSM SIC XIC GDC HBC SND SIK KHM
				}
			}
			NOT = {
				has_completed_focus = CHI_seek_japanese_support
			}
			OR = {
				has_completed_focus = CHI_proclaim_rival_government CHI_the_national_unity_government CHI_a_new_federalist_national_government
			}
		}
		is_subject = yes
		IF = {
			limit = {
				is_subject = yes
			}
			overlord = {
				NOT = {
					original_tag = RNG CHI MAN CUG PRC GXC GDC SIC XIC SHX HBC SND NXM GSM XSM SIK KHM
				}
			}
		}
	}
	offset = {
		trigger = {
			original_tag = PRC
			has_dlc = No Compromise, No Surrender
		}
		y = 10
		x = 15
	} {
		trigger = {
			OR = {
				original_tag = SHX GXC YUN XSM SIC XIC GDC HBC SND SIK KHM
			}
		}
		x = -8
		y = -12
	} {
		trigger = {
			OR = {
				original_tag = GXC GDC
			}
		}
		x = 9
	} {
		trigger = {
			OR = {
				original_tag = GXC GDC
			}
			has_completed_focus = CHI_secure_internal_politics2
		}
		x = 11
	} {
		trigger = {
			OR = {
				original_tag = SHX GXC YUN SIC XIC GDC HBC SND
			}
			has_completed_focus = CHI_secure_internal_politics2
		}
		x = 21
	} {
		trigger = {
			OR = {
				original_tag = SHX GXC YUN SIC XIC GDC HBC SND
			}
			has_focus_tree = china_communist_focus
		}
		x = 0
		y = 13
	} {
		trigger = {
			OR = {
				original_tag = GDC GXC
			}
			has_focus_tree = china_communist_focus
		}
		x = 0
		y = 0
	} {
		trigger = {
			OR = {
				original_tag = SIK KHM
			}
			has_focus_tree = china_communist_focus
		}
		x = 0
		y = 13
	} {
		trigger = {
			OR = {
				original_tag = XSM KHM SIK
			}
			has_completed_focus = CHI_secure_internal_politics2
		}
		x = -26
	} {
		
# ... (truncated)
### Entity: Event
Component: news.307
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.307
	title = news.307.t
	desc = news.307.desc
	picture = GFX_news_event_generic_sign_treaty1
	major = yes
	is_triggered_only = yes
	option = {
		name = news.307.a
		trigger = {
			TAG = HUN
		}
	} {
		name = news.301.b
		trigger = {
			TAG = YUG
		}
	} {
		name = news.301.c
		trigger = {
			NOT = {
				TAG = HUN YUG
			}
		}
	}
}
### Entity: Event
Component: WW_hungary.59
Constructs: is_triggered_only, ai_chance, limit, add_war_support, add_stability, fire_only_once, every_state, is_owned_and_controlled_by
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.59
	title = WW_hungary.59.t
	desc = WW_hungary.59.desc
	picture = GFX_report_event_HUN_hungary_occupies_area
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = WW_hungary.59.a
		ai_chance = {
			factor = 100
		}
		add_war_support = 0.01
		add_stability = 0.01
		every_state = {
			limit = {
				OR = {
					state = 88 89 91 80
				}
				is_owned_and_controlled_by = FROM
			}
			transfer_state_to = ROOT
			add_core_of = ROOT
		}
	}
}
### Entity: Event
Component: BBA_ethiopia_imperial_events.4
Constructs: is_triggered_only, ai_chance, has_war_with, is_core_of, is_in_faction_with, random_hours
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_imperial_events.4
	title = BBA_ethiopia_imperial_events.4.t
	desc = BBA_ethiopia_imperial_events.4.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty1
	option = {
		name = BBA_ethiopia_imperial_events.4.a
		trigger = {
			OR = {
				689 = {
					NOT = {
						is_core_of = ROOT
					}
				}
				any_owned_state = {
					NOT = {
						state = 689
					}
				}
			}
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				is_in_faction_with = FROM
			} {
				factor = 0
				has_war_with = FROM
			}
		}
		effect_tooltip = {
			FROM = {
				transfer_state = 689
			}
		}
		FROM = {
			country_event = {
				id = BBA_ethiopia_imperial_events.5
				hours = 4
				random_hours = 8
			}
		}
	} {
		name = BBA_ethiopia_imperial_events.4.b
		trigger = {
			689 = {
				is_core_of = ROOT
			}
		}
		ai_chance = {
			base = 5
			modifier = {
				factor = 0
				has_war_with = FROM
			}
		}
		effect_tooltip = {
			FROM = {
				transfer_state = 689
			}
		}
		FROM = {
			country_event = {
				id = BBA_ethiopia_imperial_events.5
				hours = 4
				random_hours = 8
			}
		}
	} {
		name = BBA_ethiopia_imperial_events.4.c
		ai_chance = {
			base = 1
		}
		FROM = {
			country_event = {
				id = BBA_ethiopia_imperial_events.6
				hours = 4
				random_hours = 8
			}
		}
	}
}
### Entity: Idea
Component: ARCTIC_recruit_penguins
Constructs: removal_cost, mobilization_speed
Source: game
File: common/ideas/arctic_generic.txt

Code:
ARCTIC_recruit_penguins = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = tur_sub_zero_survival_training
	removal_cost = -1
	modifier = {
		conscription = 0.06
		mobilization_speed = 0.85
		winter_attrition_factor = -0.1
		army_core_defence_factor = 0.1
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_48
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_48 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 48
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 48
	}
}
### Entity: Trigger Reference
Construct: any_subject_country
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## any_subject_country

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

```
check if any subject country meets the trigger. tooltip=key can be defined to override title
```
### Entity: Idea
Component: BEL_communist_army
Constructs: has_government
Source: game
File: common/ideas/r56_belgium.txt

Code:
BEL_communist_army = {
	picture = generic_communist_army
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	modifier = {
		conscription = 0.03
		army_morale_factor = 0.1
	}
}
### Entity: Scripted Trigger
Component: EAI_HTD_tech_focus
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_HTD_tech_focus = {
	date = > 1936.2.1
	OR = {
		EAI_HARM_military_focus = yes
	}
}
### Entity: Modding Documentation
Construct: max_task_capacity
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### max_task_capacity
* description: Maximum task capacity of the military industrial organization.
### Entity: Unit Template
Component: ETH_ARAB_MERCS
Source: game
File: common/units/names_divisions/ETH_names_divisions.txt

Code:
ETH_ARAB_MERCS = {
	name = Arab Mercenary Cavalry Brigade
	for_countries = {
		ETH
	}
	can_use = {
		always = no
	}
	division_types = {
		infantry
	}
	link_numbering_with = {

	}
	fallback_name = %d Arab Mercenary Cavalry Brigade
	ordered = {

	}
}
### Entity: Scripted Effect
Component: NOR_set_prepare_variables_fascist
Constructs: set_variable, add_to_variable
Source: game
File: common/scripted_effects/NOR_scripted_effects.txt

Code:
NOR_set_prepare_variables_fascist = {
	set_variable = {
		NOR_prep_fasc_remove_days = 45
	} {
		NOR_prep_fasc_cost_pp = 25
	} {
		NOR_prep_fasc_cost_pp_remove = 0
	} {
		NOR_prep_fasc_cost_pp_trigger = -1
	} {
		NOR_prep_fasc_cost_convoy = 25
	} {
		NOR_prep_fasc_cost_convoy_remove = 0
	} {
		NOR_prep_fasc_cost_convoy_trigger = -1
	} {
		NOR_deploy_fasc_cost_convoy = 40
	} {
		NOR_deploy_fasc_cost_cp = 30
	} {
		NOR_deploy_fasc_cost_cp_remove = 0
	} {
		NOR_deploy_fasc_cost_convoy_remove = 0
	} {
		NOR_deploy_fasc_cost_cp_trigger = -1
	} {
		NOR_deploy_fasc_cost_convoy_trigger = -1
	}
	subtract_from_variable = {
		NOR_prep_fasc_cost_convoy_remove = NOR_prep_fasc_cost_convoy
	} {
		NOR_prep_fasc_cost_pp_remove = NOR_prep_fasc_cost_pp
	} {
		NOR_deploy_fasc_cost_cp_remove = NOR_deploy_fasc_cost_cp
	} {
		NOR_deploy_fasc_cost_convoy_remove = NOR_deploy_fasc_cost_convoy
	}
	add_to_variable = {
		NOR_prep_fasc_cost_convoy_trigger = NOR_prep_fasc_cost_convoy
	} {
		NOR_prep_fasc_cost_pp_trigger = NOR_prep_fasc_cost_pp
	} {
		NOR_deploy_fasc_cost_cp_trigger = NOR_deploy_fasc_cost_cp
	} {
		NOR_deploy_fasc_cost_convoy_trigger = NOR_deploy_fasc_cost_convoy
	}
}
### Entity: Shared Focus
Component: MICRO_introduce_motorization_technologies
Constructs: shared_focus, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_microstate_shared.txt

Code:
shared_focus = {
	id = MICRO_introduce_motorization_technologies
	text = MNC_introduce_motorization_technologies
	icon = GFX_goal_generic_army_motorized
	prerequisite = {
		focus = MICRO_the_grand_university_of_capital
	}
	relative_position_id = MICRO_the_grand_university_of_capital
	cost = 10
	x = -1
	y = 1
	completion_reward = {
		add_tech_bonus = {
			name = MNC_introduce_motorization_technologies
			bonus = 1
			uses = 1
			category = motorized_equipment
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: JUNO_president_of_victory
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_president_of_victory = {
	sprite = 13
	random = no
	party_popularity_stability_factor = 0.2
	war_support_factor = 0.05
	political_power_factor = -0.15
	stability_factor = -0.1
}
### Entity: Idea
Component: LIT_falange_militancy
Constructs: removal_cost, fascism_drift
Source: game
File: common/ideas/lithuania.txt

Code:
LIT_falange_militancy = {
	picture = generic_fascism_drift_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		fascism_drift = 0.15
		command_power_gain = -0.1
		political_power_factor = -0.1
	}
}
### Entity: State History
Component: 1133
Constructs: add_core_of
Source: game
File: history/states/1133 - Eastern Siam.txt

Code:
state = {
	id = 1133
	name = STATE_1133
	resources = {

	}
	state_category = town
	history = {
		owner = SIA
		add_core_of = SIA
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			12224 1
		} {
			7225 2
		} {
			4433 1
		}
	}
	provinces = {
		12224 10293 7225 4433 1244 7292
	}
	manpower = 723155
	buildings_max_level_factor = 1.0
}
### Entity: Event
Component: CHI_warlords.14
Constructs: is_triggered_only, has_completed_focus, add_ideas
Source: game
File: events/r56_warlord_events.txt

Code:
country_event = {
	id = CHI_warlords.14
	title = CHI_warlords.14.t
	desc = CHI_warlords.14.desc
	picture = GFX_report_event_fascist_gathering
	is_triggered_only = yes
	option = {
		trigger = {
			NOT = {
				has_completed_focus = CHI_open_domestic_politics
			}
		}
		name = A Great Chinese Empire must be restored!
		add_ideas = CHI_abs_monarchism
	} {
		name = Down with the old guard! Up with the National Republic!
		add_ideas = CHI_republicanism
	}
}
### Entity: Modifier Reference
Component: INS_state_revolution_hq
Constructs: has_dlc
Source: game
File: common/dynamic_modifiers/TAOG_dynamic_modifiers.txt

Code:
INS_state_revolution_hq = {
	icon = GFX_modifiers_INS_state_revolution_hq
	enable = {
		has_dlc = Thunder at Our Gates
	}
}
### Entity: Idea
Component: AST_direct_support
Constructs: removal_cost, send_volunteer_size, send_volunteers_tension, send_volunteer_divisions_required
Source: game
File: common/ideas/australia.txt

Code:
AST_direct_support = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_volunteer_expedition_bonus
	rule = {
		can_send_volunteers = yes
	}
	modifier = {
		send_volunteer_size = 3
		send_volunteers_tension = -0.5
		send_volunteer_divisions_required = -1
	}
}
### Entity: Idea
Component: ICE_marine_corps
Constructs: removal_cost
Source: game
File: common/ideas/iceland.txt

Code:
ICE_marine_corps = {
	picture = generic_reserve_divisions
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {

	}
	removal_cost = -1
	modifier = {
		special_forces_min = 24
		special_forces_out_of_supply_factor = -0.25
		modifier_army_sub_unit_marine_attack_factor = 0.05
	}
}
### Entity: AI Strategy
Component: EAI_ITA_ENG_north_africa_OFFENSIVE_operational_resume
Constructs: has_war_with, has_country_flag, is_historical_focus_on, is_ai
Source: game
File: common/ai_strategy/ITA_EAI.txt

Code:
EAI_ITA_ENG_north_africa_OFFENSIVE_operational_resume = {
	allowed = {
		OR = {
			tag = ITA ENG
		}
	}
	enable = {
		is_historical_focus_on = yes
		OR = {
			has_war_with = ENG ITA
		}
		ITA = {
			is_ai = yes
		}
		ENG = {
			is_ai = yes
		}
		has_country_flag = EAI_operational_initial_resume_timer
		NOT = {
			has_country_flag = EAI_MILITARY_operational_pause_timer
		}
		EAI_MILITARY_army_readiness_HIGH = yes
	}
	abort = {
		NOT = {
			AND = {
				is_historical_focus_on = yes
				OR = {
					has_war_with = ENG ITA
				}
				ITA = {
					is_ai = yes
				}
				ENG = {
					is_ai = yes
				}
				has_country_flag = EAI_operational_initial_resume_timer
				NOT = {
					has_country_flag = EAI_MILITARY_operational_pause_timer
				}
				EAI_MILITARY_army_readiness_HIGH_abort = yes
			}
		}
	}
	ai_strategy = {
		type = front_control
		ordertype = front
		ratio = 0.75
		priority = 800
		execution_type = rush_weak
		execute_order = yes
		state_trigger = {
			region = 128 225
		}
	}
}
### Entity: AI Strategy
Component: r56_africa_bad_fascist_boy_stays_home
Constructs: has_government, has_war_with, is_subject, is_in_faction_with
Source: game
File: common/ai_strategy/r56_default.txt

Code:
r56_africa_bad_fascist_boy_stays_home = {
	allowed = {
		OR = {
			original_tag = COG ETH LIB SAF EGY
		}
	}
	enable = {
		ROOT = {
			AND = {
				exists = yes
				has_government = fascism
				is_subject = no
				OR = {
					is_in_faction_with = ITA GER JAP
				} {
					has_war_with = USA ENG FRA
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = dont_defend_ally_borders
		id = GER
		value = 125
	} {
		type = dont_defend_ally_borders
		id = ITA
		value = 125
	} {
		type = dont_defend_ally_borders
		id = JAP
		value = 125
	} {
		type = area_priority
		id = north_america
		value = 0
	} {
		type = area_priority
		id = south_america
		value = 10
	} {
		type = area_priority
		id = europe
		value = 20
	} {
		type = area_priority
		id = asia
		value = 10
	} {
		type = area_priority
		id = middle_east
		value = 50
	} {
		type = area_priority
		id = suez
		value = 125
	} {
		type = area_priority
		id = africa
		value = 175
	} {
		type = area_priority
		id = pacific
		value = 0
	} {
		type = area_priority
		id = oceania
		value = 0
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_raid_italian_depots
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward, add_timed_idea, random_days
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_raid_italian_depots
	icon = GFX_focus_generic_conspiracy
	prerequisite = {
		focus = ETH_contact_the_exiles
	}
	x = 1
	y = 1
	relative_position_id = ETH_contact_the_exiles
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		ITA = {
			add_timed_idea = {
				idea = ETH_raid_italian_depots_idea
				days = 365
			}
		}
		add_equipment_to_stockpile = {
			type = infantry_equipment_0
			amount = 1000
			producer = ITA
		}
		custom_effect_tooltip = ETH_raid_italian_depots_tt
		hidden_effect = {
			country_event = {
				id = BBA_ethiopia_fascist_events.68
				days = 10
				random_days = 150
			} {
				id = BBA_ethiopia_fascist_events.68
				days = 100
				random_days = 200
			} {
				id = BBA_ethiopia_fascist_events.68
				days = 250
				random_days = 365
			}
		}
	}
}
### Entity: Event
Component: BBA_italy_naval_cooperation_programs.13
Constructs: is_triggered_only
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_naval_cooperation_programs.13
	title = BBA_italy_naval_cooperation_programs.13.t
	desc = BBA_italy_naval_cooperation_programs.13.desc
	picture = GFX_report_event_destroyers
	is_triggered_only = yes
	option = {
		name = BBA_italy_naval_cooperation_programs.03.a
	}
}
### Entity: Character
Component: hardline_latvian_nationalist
Constructs: fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
hardline_latvian_nationalist = {
	random = no
	sprite = 13
	fascism_drift = 0.15
	army_core_attack_factor = 0.075
	army_core_defence_factor = 0.075
}
### Entity: Doctrine
Component: air_subdoctrine_flexible_fire_support
Constructs: xp_cost
Source: game
File: common/doctrines/subdoctrines/air/air_strike_aircraft_subdoctrines.txt

Code:
air_subdoctrine_flexible_fire_support = {
	track = strike_aircraft
	name = SUBDOCTRINE_FLEXIBLE_FIRE_SUPPORT
	description = SUBDOCTRINE_FLEXIBLE_FIRE_SUPPORT_DESC
	icon = GFX_doctrine_hunt_and_destroy_medium
	xp_cost = 100
	xp_type = air
	available = {
		always = yes
	}
	ai_will_do = {
		base = 0
	}
	ground_attack_factor = 0.05
	naval_strike_targetting_factor = 0.05
	rewards = {
		cas_preservation = {
			category_cas = {
				air_defence = 0.05
				air_attack = 0.05
			}
		}
		adaptable_nav_bombers = {
			category_nav_bomber = {
				naval_strike_attack = 0.05
				air_range = 0.05
			}
		}
		forward_spotters = {
			air_cas_efficiency = 0.05
			air_nav_efficiency = 0.05
		}
		continuous_fire_support = {
			air_mission_efficiency = 0.05
		}
		quick_turnaround = {
			category_nav_bomber = {
				air_agility = 0.05
			}
			category_cas = {
				air_agility = 0.05
			}
		}
	}
}
### Entity: Character
Component: BRI_acd2
Source: game
File: common/characters/BRI.txt

Code:
BRI_acd2 = {
	advisor = {
		slot = army_chief
		idea_token = BRI_acd2
		allowed = {
			original_tag = BRI
		}
		traits = {
			army_chief_defensive_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_1
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/BEL_WW_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = BEL
		}
		requested_factories = 3
		progress = 0.73
		efficiency = 100
		industrial_manufacturer = mio:BEL_fn_herstal_organization
	} {
		equipment = {
			type = support_equipment_1
			creator = BEL
		}
		requested_factories = 1
		progress = 0.66
		efficiency = 100
	} {
		equipment = {
			type = artillery_equipment_1
			creator = BEL
		}
		requested_factories = 1
		progress = 0.85
		efficiency = 100
		industrial_manufacturer = mio:BEL_fonderie_royale_de_canons_liege_organization
	}
}