Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Country History
Country: GHA
Component: GHA_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/GHA - Ghana.txt

Code:
# Misc for GHA
capital = 274
set_convoys = 15
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort large_navy industrial_effort construction_effort production_effort
	set_technology = {
		tech_support = 1
		tech_recon = 1
		support_weapons = 1
		gw_artillery = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Modifier Reference
Component: FRA_maginot_line_dynamic_modifier
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
FRA_maginot_line_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_generic_defense
	state_bunker_max_level_terrain_limit = 6
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3AUpdate.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
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects

The following pages link to Template:Update:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Template:Update (transclusion) ‎ (← links | edit)

Template:Update/doc (transclusion) ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Template:Update"
### Entity: National Focus
Tree: ita_focus
Component: ITA_expand_rome_flying_school
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_expand_rome_flying_school
	icon = GFX_focus_generic_military_academy
	prerequisite = {
		focus = ITA_air_innovations_bba
	}
	x = 4
	y = 1
	relative_position_id = ITA_air_innovations_bba
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_AIR_XP
	}
	completion_reward = {
		add_to_variable = {
			ITA_ra_air_ace_generation_chance_factor = 0.05
		} {
			ITA_ra_air_night_penalty = -0.1
		} {
			ITA_ra_air_weather_penalty = -0.1
		} {
			ITA_ra_air_training_xp_gain_factor = 0.05
		}
		custom_effect_tooltip = ITA_expand_rome_flying_school_ra_tt ITA_reduced_chance_of_air_accidents_tt
		air_experience = 25
	}
}
### Entity: Character
Component: GNB_acd2
Source: game
File: common/characters/GNB.txt

Code:
GNB_acd2 = {
	advisor = {
		slot = army_chief
		idea_token = GNB_acd2
		allowed = {
			original_tag = GNB
		}
		traits = {
			army_chief_defensive_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_1
		}
	}
}
### Entity: Decision
Component: SWI_centralization_power_balance_decisions
Constructs: has_completed_focus, has_country_flag
Source: game
File: common/decisions/categories/SWI_decision_categories.txt

Code:
SWI_centralization_power_balance_decisions = {
	priority = 12
	allowed = {
		original_tag = SWI
		SWI_bba = yes
	}
	visible = {
		has_completed_focus = SWI_swiss_guiding_principles
		Not = {
			has_country_flag = SWI_elected_centralized_president
		}
	}
}
### Entity: Wiki Documentation
Construct: ai_force_template
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
ai_force_template
|
Force the AI to only spend army XP on template design
|

|
### Entity: Idea
Component: EAI_DD_20/small_plane_suicide_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_20/small_plane_suicide_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_suicide_airframe = {
			build_cost_ic = -0.2
			instant = yes
		}
	}
}
### Entity: Character
Component: XSM_cai_chengxiang
Source: game
File: common/characters/XSM.txt

Code:
XSM_cai_chengxiang = {
	name = XSM_cai_chengxiang
	portraits = {
		army = {
			large = GFX_kr_portrait_asia_generic_land_5
			small = GFX_kr_portrait_asia_generic_land_5_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = XSM_cai_chengxiang
		allowed = {
			original_tag = GSM
		}
		visible = {

		}
		available = {

		}
		traits = {
			paramilitarist
		}
	} {
		slot = high_command
		idea_token = XSM_cai_chengxiang2
		ledger = army
		allowed = {
			original_tag = XSM
		}
		traits = {
			army_regrouping_1
		}
		cost = 50
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		traits = {
			infantry_officer
		}
		skill = 2
		attack_skill = 1
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 3
		legacy_id = -1
	}
}
### Entity: National Focus
Tree: urg_focus
Component: URG_prohibition_of_usury
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/uruguay.txt

Code:
focus = {
	id = URG_prohibition_of_usury
	available = {

	}
	relative_position_id = URG_terras_dictatorship
	prerequisite = {
		focus = URG_terras_dictatorship
	}
	mutually_exclusive = {

	}
	icon = GFX_focus_ITA_workers_unions
	x = -2
	y = 1
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_ideas = {
			idea_URG_prohibition_of_usury
		}
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_unite_west_slavia
Constructs: prerequisite, limit, completion_reward, allow_branch, is_subject_of, is_core_of, is_owned_by, is_ai
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_unite_west_slavia
	icon = GFX_goal_generic_more_territorial_claims
	prerequisite = {
		focus = LIE_the_white_arsenal
	} {
		focus = LIE_militaristic_society
	}
	relative_position_id = LIE_the_white_arsenal
	allow_branch = {
		always = no
	}
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available = {
		OR = {
			CZE = {
				is_subject_of = ROOT
			}
			AND = {
				all_state = {
					OR = {
						NOT = {
							is_core_of = CZE
						}
						is_owned_by = ROOT
					}
				}
				core_compliance = {
					occupied_country_tag = CZE
					value = > 50
				}
			}
		}
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		if = {
			limit = {
				CZE = {
					exists = yes
					is_ai = yes
				}
			}
			CZE = {
				every_unit_leader = {
					limit = {
						has_unit_leader_flag = POL_monarchy_sympathies_flag
					}
					set_nationality = POL
				}
			}
			annex_country = {
				target = CZE
				transfer_troops = yes
			}
		}
		else_if = {
			limit = {
				CZE = {
					exists = yes
					is_ai = no
				}
			}
			CZE = {
				country_event = {
					id = poland.15
					days = 1
				}
			}
		}
		hidden_effect = {
			every_state = {
				limit = {
					OR = {
						is_core_of = CZE SLO
					}
				}
				add_claim_by = POL
			}
		}
		custom_effect_tooltip = form_country_czechoslovakia_coring_states_tt
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_doctrine_bonus
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_doctrine_cost_reduction
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_doctrine_bonus
	icon = GFX_goal_generic_army_doctrines
	prerequisite = {
		focus = CZE_support_bonus
	} {
		focus = CZE_inf_and_artillery_advancement_2
	}
	x = -2
	y = 3
	relative_position_id = CZE_military_research_institute
	cost = 10
	ai_will_do = {
		factor = 100
		modifier = {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 1
			uses = 1
			category = land_doctrine
		}
	}
}
### Entity: Event
Component: bftb_bulgaria_factions.81
Constructs: is_triggered_only, add_stability, add_political_power
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_factions.81
	title = bftb_bulgaria_factions.81.t
	desc = bftb_bulgaria_factions.81.desc
	picture = GFX_report_event_gathering_protest
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_factions.81.a
		BUL_nsm_low_loyalty_decrease_effect = yes
		BUL_nsm_medium_popularity_decrease_effect = yes
		add_stability = -0.05
		add_political_power = 50
	}
}
### Entity: Event
Component: tfv_raj.211
Constructs: is_triggered_only, has_completed_focus, limit, has_dlc, is_puppet, random_owned_controlled_state, random_days
Source: game
File: events/TFV_Raj.txt

Code:
country_event = {
	id = tfv_raj.211
	title = tfv_raj.211.t
	desc = tfv_raj.211.desc
	picture = GFX_report_event_generic_ruins
	is_triggered_only = yes
	trigger = {
		NOT = {
			has_dlc = Graveyard of Empires
		}
		has_completed_focus = RAJ_quit_india_movement
		is_puppet = yes
	}
	option = {
		name = tfv_raj.211.a
		random_owned_controlled_state = {
			prioritize = {
				426
			}
			limit = {
				arms_factory = > 0
			}
			damage_building = {
				type = arms_factory
				damage = 0.7
			}
		}
		hidden_effect = {
			country_event = {
				id = tfv_raj.212
				days = 20
				random_days = 40
			}
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_modernize_tactics
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_modernize_tactics
	icon = GFX_goal_generic_army_doctrines
	prerequisite = {
		focus = COG_modernize_police_formation
	}
	x = 38
	y = 2
	cost = 10
	ai_will_do = {
		factor = 2
	}
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 5
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Order of Battle
Component: 2. Jyske Division
Constructs: division_template
Source: game
File: history/units/DEN_1936.txt

Code:
division = {
	name = 2. Jyske Division
	location = 11251
	division_template = Binær Division
	start_experience_factor = 0.2
	start_equipment_factor = 0.3
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_rain_iron
Constructs: prerequisite, completion_reward, add_building_construction
Source: game
File: common/national_focus/r56_ethiopia.txt

Code:
focus = {
	id = ETH_rain_iron
	icon = GFX_goal_fortify_city_AA
	prerequisite = {
		focus = ETH_capital_forts
	}
	x = 13
	y = 4
	cost = 10
	ai_will_do = {
		factor = 0.1
	}
	completion_reward = {
		271 = {
			add_building_construction = {
				type = anti_air_building
				level = 3
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_the_eastern_threat
Constructs: prerequisite, limit, completion_reward, is_in_faction_with, has_non_aggression_pact_with, is_guaranteed_by, every_state, is_owned_by
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_the_eastern_threat
	icon = GFX_focus_ger_strike_at_the_source
	prerequisite = {
		focus = ITA_italys_destiny
	}
	x = 0
	y = 1
	relative_position_id = ITA_italys_destiny
	cost = 10
	available = {
		any_country = {
			original_tag = SOV
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			} {
				has_non_aggression_pact_with = ROOT
			} {
				is_guaranteed_by = ROOT
			}
		}
	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = ITA_the_eastern_threat_claims_tt
		every_state = {
			limit = {
				BUL_state_is_in_the_black_sea = yes
				is_owned_by = SOV
			}
			hidden_effect = {
				ROOT = {
					add_state_claim = PREV
				}
			}
			custom_effect_tooltip = generic_ROOT_gains_claim_tt
		}
		add_timed_idea = {
			idea = ITA_the_eastern_threat_ns
			days = 365
		}
	}
}
### Entity: Scripted Trigger
Component: JAP_zaibatsu_faction_is_at_least_influential
Constructs: has_idea
Source: game
File: common/scripted_triggers/JAP_scripted_triggers.txt

Code:
JAP_zaibatsu_faction_is_at_least_influential = {
	custom_trigger_tooltip = {
		tooltip = JAP_zaibatsu_faction_is_at_least_influential_tt
		OR = {
			has_idea = JAP_zaibatsu_faction_tier_3 JAP_zaibatsu_faction_tier_4
		}
	}
}
### Entity: Character
Component: MAC_metodij_gogov
Constructs: has_government
Source: game
File: common/characters/MAC.txt

Code:
MAC_metodij_gogov = {
	name = MAC_metodij_gogov
	portraits = {
		army = {
			small = GFX_idea_young_orthodox_priest
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = MAC_metodij_gogov
		allowed = {
			original_tag = MAC
		}
		available = {
			has_government = neutrality
		}
		traits = {
			popular_figurehead
		}
	}
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_expand_conscription
Constructs: prerequisite, limit, add_ideas, add_war_support, completion_reward, has_idea
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_expand_conscription
	icon = GFX_focus_generic_fascist_troops
	cost = 10
	prerequisite = {
		focus = ALG_new_type_of_nationalism
	}
	x = 4
	y = 3
	bypass = {
		OR = {
			has_idea = scraping_the_barrel all_adults_serve service_by_requirement
		}
	}
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_war_support = 0.05
		if = {
			limit = {
				NOT = {
					has_idea = extensive_conscription service_by_requirement all_adults_serve scraping_the_barrel
				}
			}
			add_ideas = extensive_conscription
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER
	}
}
### Entity: Idea
Component: GER_propagandists_swaying_public_opinion_neu
Constructs: has_government, removal_cost, neutrality_drift
Source: game
File: common/ideas/GER.txt

Code:
GER_propagandists_swaying_public_opinion_neu = {
	name = GER_propagandists_swaying_public_opinion_dem
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = democratic neutrality
		}
	}
	removal_cost = -1
	picture = generic_monarchist_uprising
	modifier = {
		neutrality_drift = 0.1
		political_power_factor = 0.05
	}
}
### Entity: Idea
Component: FSM_stc
Source: game
File: common/ideas/micronesia.txt

Code:
FSM_stc = {
	picture = generic_political_advisor_asia_3
	allowed = {
		original_tag = FSM
	}
	traits = {
		smooth_talking_charmer
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_open_the_kalgan_military_academy
Constructs: prerequisite, limit, remove_ideas, has_country_flag, completion_reward, has_idea, every_army_leader, add_planning
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_open_the_kalgan_military_academy
	icon = GFX_focus_generic_military_academy
	available = {
		OR = {
			date = > 1938.1.1
			NOT = {
				has_idea = MEN_mongol_raids
			}
			has_country_flag = MEN_suiyuan_ended
		}
	}
	prerequisite = {
		focus = MEN_rebuilding_the_disaster_of_suiyan
	}
	relative_position_id = MEN_rebuilding_the_disaster_of_suiyan
	x = 0
	y = 2
	cost = 8
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		army_experience = 25
		every_army_leader = {
			add_planning = 1
		}
		if = {
			limit = {
				has_idea = MEN_disorganized_military_2
			}
			swap_ideas = {
				remove_idea = MEN_disorganized_military_2
				add_idea = MEN_disorganized_military_3
			}
		}
		else_if = {
			limit = {
				has_idea = MEN_disorganized_military_3
			}
			swap_ideas = {
				remove_idea = MEN_disorganized_military_3
				add_idea = MEN_disorganized_military_4
			}
		} {
			limit = {
				has_idea = MEN_disorganized_military_4
			}
			remove_ideas = MEN_disorganized_military_4
		}
		else = {
			remove_ideas = MEN_disorganized_military_4
		}
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_support_tungsten_mining3
Constructs: has_completed_focus, prerequisite, limit, every_country, completion_reward, has_tech, is_subject_of, add_resource
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_support_tungsten_mining3
	icon = GFX_focus_generic_tungsten
	relative_position_id = BEL_urban_projects_capital
	x = -6
	y = 3
	cost = 10
	ai_will_do = {
		base = 5
	}
	bypass = {
		COG = {
			has_completed_focus = COG_support_tungsten_mining3
		}
	}
	prerequisite = {
		focus = BEL_support_tungsten_mining2
	}
	available = {
		NOT = {
			COG = {
				focus_progress = {
					focus = COG_support_tungsten_mining3
					progress = > 0
				}
			}
		}
		has_tech = excavation4
		OR = {
			AND = {
				controls_state = 295 718
			} {
				any_other_country = {
					is_subject_of = ROOT
					controls_state = 295 718
				}
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = BEL_congo_tree_tooltip
		add_resource = {
			type = tungsten
			amount = 5
			state = 718
		} {
			type = tungsten
			amount = 1
			state = 295
		}
		every_country = {
			limit = {
				is_subject_of = ROOT
				controls_state = 295 718
			}
			add_autonomy_ratio = {
				value = -0.05
				localization = belgian_investments
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_TUNGSTEN
	}
}
### Entity: Character
Component: RCG_jacques_opangault
Source: game
File: common/characters/RCG.txt

Code:
RCG_jacques_opangault = {
	name = Jacques Opangault
	portraits = {
		civilian = {
			large = GFX_kr_portrait_africa_generic_1
		}
	}
	country_leader = {
		ideology = marxism
		traits = {
			pan_africanist_socialist
		}
		expire = 1965.1.1
		id = -1
	}
}
### Entity: Wiki Documentation
Construct: all
Source: wiki
File: wiki/Special%3ARecentChangesLinked/Albania.html

Doc:
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
&#160;Invert selection &#160;Associated namespace |
Tag filter: | |
Page name: | Show changes to pages linked to the given page instead |

10 April 2016
&#160;&#160;&#160;&#160;&#160;13:13&#160; | Bulgaria‎ (diff | hist) . . (-40)‎ . . 77.236.171.240 (Talk) |

7 April 2016
&#160;m&#160;&#160;&#160;01:21&#160; | Japan‎ (diff | hist) . . (-6)‎ . . TR4K (Talk | contribs) (→‎Resources) |

Retrieved from "http://www.hoi4wiki.com/Special:RecentChangesLinked/Albania"
### Entity: Game Data
Component: fight_isnt_over_yet
Constructs: has_any_custom_difficulty_setting, is_in_faction_with, has_capitulated
Source: game
File: common/achievements/rt56-achievements.txt

Code:
fight_isnt_over_yet = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = LUX
	}
	happened = {
		is_in_faction_with = GER
		has_capitulated = no
		GER = {
			has_capitulated = yes
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_use_the_national_security_law
Constructs: prerequisite, limit, add_ideas, remove_ideas, completion_reward, cancel_if_invalid, set_politics, retire_country_leader
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_use_the_national_security_law
	icon = GFX_focus_BRA_utilize_security_law
	x = 0
	y = 1
	relative_position_id = BRA_undermine_democracy
	prerequisite = {
		focus = BRA_undermine_democracy
	}
	cost = 5
	cancel_if_invalid = no
	ai_will_do = {
		factor = 10
	}
	available = {
		neutrality = > 0.5
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_politics = {
			ruling_party = neutrality
			last_election = 1938.1.1
			election_frequency = 48
			elections_allowed = no
		}
		add_ideas = BRA_unwilling_subjects
		retire_country_leader = yes
		IF = {
			limit = {
				has_idea = BRA_king_vassouras
			}
			remove_ideas = BRA_king_vassouras
			BRA_pedro_henrique = {
				add_country_leader_role = {
					country_leader = {
						ideology = despotism
						expire = 1965.1.1.1
						traits = {
							BRA_politically_educated
						}
					}
					promote_leader = yes
				}
			}
		}
		if = {
			limit = {
				has_idea = BRA_king_petropolis
			}
			remove_ideas = BRA_king_petropolis
			BRA_pedro_de_alcantara = {
				add_country_leader_role = {
					country_leader = {
						ideology = despotism
						expire = 1965.1.1.1
						traits = {
							BRA_the_white_dove
						}
					}
					promote_leader = yes
				}
			}
		}
	}
}
### Entity: Effect Reference
Construct: add_autonomy_ratio
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_autonomy_ratio

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Adds % freedom score to the autonomy.
Example:
add_autonomy_ratio={
value=0.005
localization="LOC_KEY"
}
```
### Entity: AI Strategy
Component: USA_light_tank_destroyers
Constructs: has_war, has_tech, any_of
Source: game
File: common/ai_equipment/USA_tank.txt

Code:
USA_light_tank_destroyers = {
	category = land
	blocked_for = {

	}
	available_for = {
		USA
	}
	roles = {
		land_light_tank_destroyer
	}
	priority = {
		factor = 100
		modifier = {
			NOT = {
				has_tech = basic_medium_tank_chassis
			}
			any_enemy_country = {
				has_tech = basic_medium_tank_chassis
			}
			factor = 15
		}
	}
	light_tank_destroyer_1 = {
		priority = {
			factor = 100
		}
		enable = {
			has_tech = interwar_antitank
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = light_tank_destroyer_chassis_1
			modules = {
				main_armament_slot = tank_high_velocity_cannon
				turret_type_slot = tank_light_two_man_tank_turret
				suspension_type_slot = tank_wheeled_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 3
				tank_nsb_armor_upgrade = {
					base = 1
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_high_velocity_cannon tank_light_two_man_tank_turret tank_wheeled_suspension tank_riveted_armor tank_gasoline_engine
		}
	}
	light_tank_destroyer_2 = {
		priority = {
			factor = 200
		}
		enable = {
			OR = {
				has_tech = interwar_antitank artillery1
			}
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = light_tank_destroyer_chassis_2
			modules = {
				main_armament_slot = {
					any_of = {
						tank_high_velocity_cannon_2 tank_medium_cannon_2 tank_medium_cannon tank_high_velocity_cannon
					}
				}
				turret_type_slot = tank_light_fixed_superstructure_turret
				suspension_type_slot = tank_half_track_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = extra_ammo_storage
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 2
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_radio_3 tank_radio_2 tank_radio_1 tank_medium_cannon tank_medium_cannon_2 tank_high_velocity_cannon tank_high_velocity_cannon_2 tank_light_fixed_superstructure_turret tank_half_trac
# ... (truncated)