Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_jet_engines
Constructs: limit, is_major, set_temp_variable
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_electrical.txt

Code:
EAI_PR_STRATEGIES_jet_engines = {
	if = {
		limit = {
			EAI_wants_to_build_aircraft = yes
			is_major = yes
		}
		set_temp_variable = {
			prio_cat = @PR_jet_engines
		}
		if = {
			limit = {
				set_temp_variable = {
					_prio_tech = token:experimental_rockets
				} {
					_prio_val = prio_cat
				}
				date = > 1944.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:rocket_engines
				} {
					_prio_val = prio_cat
				}
				date = > 1944.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:jet_engines
				} {
					_prio_val = prio_cat
				}
				date = > 1945.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		}
	}
}
### Entity: Country History
Country: QEM
Component: QEM_technology
Constructs: set_technology
Source: game
File: history/countries/QEM - Qemant.txt

Code:
# Starting Technologies for QEM
set_technology = {
	infantry_weapons = 1
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_socialize_major_industries
Constructs: prerequisite, limit, completion_reward, is_owned_and_controlled_by, random_core_state, add_extra_state_shared_building_slots, add_building_construction, has_dynamic_modifier
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_socialize_major_industries
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = CHI_invite_carsun_chang
	}
	mutually_exclusive = {
		focus = CHI_a_burgeoning_welfare_state
	}
	x = -1
	y = 1
	relative_position_id = CHI_invite_carsun_chang
	cost = 5
	available = {
		any_core_state = {
			is_owned_and_controlled_by = ROOT
			free_building_slots = {
				building = industrial_complex
				size = > 1
				include_locked = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_core_state = {
			limit = {
				is_owned_and_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				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_efficiency_gain_factor = 0.05
				tooltip = production_factory_efficiency_gain_factor_tt
			}
		}
	}
}
### Entity: Character
Component: SAF_s_p_le_roux
Source: game
File: common/characters/SAF.txt

Code:
SAF_s_p_le_roux = {
	name = SAF_s_p_le_roux
	portraits = {
		army = {
			small = GFX_idea_SAF_s_p_le_roux
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = SAF_s_p_le_roux
		ledger = air
		allowed = {
			original_tag = SAF
		}
		traits = {
			air_warfare_theorist
		}
	}
}
### Entity: Order of Battle
Component: 4a Divisione CC.NN. '3 Gennaio'
Constructs: division_template
Source: game
File: history/units/ITA_1939.txt

Code:
division = {
	name = 4a Divisione CC.NN. '3 Gennaio'
	location = 11954
	division_template = Divisione di Fanteria
	start_experience_factor = 0.1
	start_equipment_factor = 0.7
}
### Entity: Idea
Component: COG_nt
Source: game
File: common/ideas/congo.txt

Code:
COG_nt = {
	ledger = navy
	picture = generic_navy_african_3
	allowed = {
		original_tag = COG
	}
	traits = {
		naval_theorist
	}
}
### Entity: Technology
Component: MUN_intergrate_fortification_engineers
Constructs: research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	research_cost = 1
	allow = {
		always = no
	}
	engineer = {
		entrenchment = 0.1
		fort = {
			defence = 0.1
		}
	}
}
### Entity: Idea
Component: idea_RAJ_princely_autonomy
Constructs: has_war_with, removal_cost, autonomy_gain
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_princely_autonomy = {
	name = idea_RAJ_princely_autonomy
	allowed = {
		always = yes
	}
	picture = bra_monarchist_uprising
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		has_war_with = RAJ
	}
	removal_cost = -1
	modifier = {
		autonomy_manpower_share = -0.5
		cic_to_overlord_factor = 0.5
		mic_to_overlord_factor = 0.5
		autonomy_gain = -0.1
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_plant_resistance_cells
Constructs: prerequisite, has_war, has_government, completion_reward, allow_branch
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_plant_resistance_cells
	icon = GFX_focus_ETH_freedom_at_gunpoint
	prerequisite = {
		focus = PER_question_of_resources
	}
	x = -1
	y = 1
	relative_position_id = PER_question_of_resources
	cost = 10
	available = {
		has_government = neutrality
		has_war = no
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = CHL_skip_one_line_tt PER_resistance_decisions_tt
	}
}
### Entity: Character
Component: SWE_erik_palmstierna
Source: game
File: common/characters/SWE.txt

Code:
SWE_erik_palmstierna = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = SWE_erik_palmstierna
		ledger = navy
		allowed = {
			original_tag = SWE
		}
		traits = {
			naval_theorist
		}
	}
	name = SWE_erik_palmstierna
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_1
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_promote_regular_army
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_doctrine, add_mastery_bonus, add_power_balance_value, add_to_variable
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_promote_regular_army
	icon = GFX_focus_PRC_reorganize_divisions
	prerequisite = {
		focus = PRC_gain_the_peoples_trust PRC_mobilization_of_the_people PRC_bring_war_to_neighboring_warlords
	}
	x = 0
	y = 1
	relative_position_id = PRC_mobilization_of_the_people
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				has_doctrine = large_unit_tactics
			}
			add_mastery_bonus = {
				bonus = 0.25
				days = 365
				name = PRC_promote_regular_army
				sub_doctrine = large_unit_tactics
			}
		} {
			limit = {
				power_balance_value = {
					id = PRC_communist_power_struggle
					value = < 0.99
				}
			}
			add_power_balance_value = {
				id = PRC_communist_power_struggle
				value = 0.05
			}
		}
		else = {
			add_mastery_bonus = {
				bonus = 0.1
				days = 365
				name = PRC_promote_regular_army
				track = infantry
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		PRC_check_if_red_army_or_pla = yes
		add_to_variable = {
			PRC_the_chinese_red_army_army_infantry_attack_factor = 0.05
			tooltip = army_infantry_attack_factor_tt
		}
	}
}
### Entity: Character
Component: ICE_independence_advocate
Constructs: autonomy_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
ICE_independence_advocate = {
	random = no
	sprite = 13
	autonomy_gain = 0.1
	autonomy_gain_global_factor = 0.2
	party_popularity_stability_factor = 0.15
}
### Entity: Idea
Component: NORDIC_joint_army_originator_ns_support
Source: game
File: common/ideas/nordic_shared.txt

Code:
NORDIC_joint_army_originator_ns_support = {
	name = NORDIC_joint_army_originator_ns
	picture = generic_manpower_bonus
	cancel = {
		NORDIC_basic_joint_trigger = no
	}
	modifier = {
		command_power_gain = 0.1
		max_command_power = 25
		weekly_manpower = 200
		training_time_factor = -0.15
		experience_gain_army = 0.15
		custom_modifier_tooltip = NORDIC_support_Training_collaboration_custom_TT
	}
}
### Entity: Event
Component: bftb_bulgaria_factions.50
Constructs: is_triggered_only, limit, add_stability, has_active_mission, add_days_mission_timeout
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_factions.50
	title = bftb_bulgaria_factions.50.t
	desc = bftb_bulgaria_factions.50.desc
	picture = GFX_report_event_gathering_protest
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_factions.50.a
		BUL_zveno_low_loyalty_decrease_effect = yes
		BUL_zveno_low_popularity_decrease_effect = yes
		add_stability = -0.05
		if = {
			limit = {
				has_active_mission = BUL_impending_zveno_coup
			}
			add_days_mission_timeout = {
				mission = BUL_impending_zveno_coup
				days = BUL_zveno_coup_timer_delay_high
			}
		}
	}
}
### Entity: Character
Component: ANG_democratic_guy
Constructs: has_government
Source: game
File: common/characters/ANG.txt

Code:
ANG_democratic_guy = {
	advisor = {
		slot = political_advisor
		idea_token = ANG_democratic_guy
		allowed = {
			original_tag = ANG
		}
		traits = {
			democratic_reformer
		}
		do_effect = {
			not = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_1
		}
	}
}
### Entity: Character
Component: PRC_liu_bocheng
Constructs: has_dlc, is_historical_focus_on
Source: game
File: common/characters/PRC.txt

Code:
PRC_liu_bocheng = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = PRC_liu_bocheng
		portraits = {
			army = {
				large = GFX_portrait_PRC_liu_bocheng
				small = GFX_portrait_PRC_liu_bocheng_small
			}
		}
		advisor = {
			cost = 100
			slot = theorist
			idea_token = PRC_liu_bocheng
			ledger = army
			allowed = {
				original_tag = PRC
			}
			ai_will_do = {
				base = 2
				modifier = {
					factor = 0.5
					is_historical_focus_on = yes
				}
			}
			traits = {
				superior_firepower_expert
			}
		}
		corps_commander = {
			traits = {
				infantry_officer trait_reckless old_guard PRC_survivor_of_the_long_march
			}
			skill = 4
			attack_skill = 2
			defense_skill = 3
			planning_skill = 5
			logistics_skill = 3
			legacy_id = -1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		name = PRC_liu_bocheng
		portraits = {
			army = {
				small = GFX_idea_PRC_liu_bocheng
			}
		}
		advisor = {
			cost = 100
			slot = theorist
			idea_token = PRC_liu_bocheng
			ledger = army
			allowed = {
				original_tag = PRC
			}
			traits = {
				military_theorist
			}
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_negotiate_with_america
Constructs: has_completed_focus, prerequisite, has_government, completion_reward, has_opinion, add_tech_bonus, nuclear_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_negotiate_with_america
	icon = GFX_focus_generic_befriend_usa
	prerequisite = {
		focus = PER_import_rocketry
	} {
		focus = PER_strategic_bombing
	}
	x = 2
	y = 1
	relative_position_id = PER_import_rocketry
	cost = 10
	available = {
		USA = {
			has_government = democratic
			has_opinion = {
				target = ROOT
				value = > 69
			}
			has_completed_focus = USA_manhattan_project
		}
	}
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = nuclear_bonus
			bonus = 0.5
			uses = 1
			category = nuclear
		}
		add_breakthrough_progress = {
			specialization = specialization_nuclear
			value = 0.25
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_rule_by_decree
Constructs: has_completed_focus, prerequisite, limit, remove_ideas, has_country_flag, add_stability, completion_reward, has_game_rule
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_rule_by_decree
	icon = GFX_focus_generic_military_dictatorship
	relative_position_id = CHL_ibanezs_coup
	x = -5
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_ibanezs_coup
	}
	mutually_exclusive = {
		focus = CHL_address_the_mapuche_conflict
	}
	ai_will_do = {
		base = 1
	}
	offset = {
		x = 5
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CHL_rule_by_decree
		}
	}
	allow_branch = {
		IF = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = CHL_address_the_mapuche_conflict
			} {
				has_completed_focus = CHL_endorse_the_constitution
			} {
				has_completed_focus = CHL_denounce_the_anarchy
			}
		}
	}
	available = {
		has_country_leader = {
			ruling_only = yes
			character = CHL_carlos_ibanez
		}
		NOT = {
			OR = {
				has_completed_focus = CHL_crown_antoine_as_sovereign_king
				has_country_flag = CHL_fascist_and_communist_joint_civil_war_started
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		add_country_leader_trait = dictator
		add_stability = -0.15
		IF = {
			limit = {
				has_idea = idea_CHL_near_anarchic_society
			}
			remove_ideas = idea_CHL_near_anarchic_society
		}
		ELSE_IF = {
			limit = {
				has_idea = idea_CHL_near_anarchic_society_2
			}
			remove_ideas = idea_CHL_near_anarchic_society_2
		} {
			limit = {
				has_idea = idea_CHL_near_anarchic_society_3
			}
			remove_ideas = idea_CHL_near_anarchic_society_3
		} {
			limit = {
				has_idea = idea_CHL_near_anarchic_society_4
			}
			remove_ideas = idea_CHL_near_anarchic_society_4
		}
		set_country_flag = CHL_no_more_anarchy_flag
		hidden_effect = {
			IF = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
	}
}
### Entity: Idea
Component: PER_religious_militarism
Constructs: removal_cost, mobilization_speed, recon_factor
Source: game
File: common/ideas/r56_persia.txt

Code:
PER_religious_militarism = {
	picture = generic_manpower_bonus
	removal_cost = -1
	modifier = {
		mobilization_speed = 0.15
		recon_factor = 0.1
		resistance_damage_to_garrison = 0.05
	}
}
### Entity: Character
Component: SND_traitor_warlord
Constructs: army_attack_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
SND_traitor_warlord = {
	random = no
	sprite = 13
	political_power_factor = -0.1
	army_speed_factor = 0.05
	army_attack_factor = 0.05
	army_core_defence_factor = 0.025
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_reach_out_to_chile
Constructs: prerequisite, has_war_with, completion_reward, is_faction_leader, is_subject_of, is_in_faction_with, is_owned_and_controlled_by
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_reach_out_to_chile
	icon = GFX_focus_generic_befriend_chile
	prerequisite = {
		focus = ARG_conquer_paraguay ARG_paraguayan_ultimatum
	}
	x = -3
	y = 1
	relative_position_id = ARG_paraguayan_ultimatum
	mutually_exclusive = {
		focus = ARG_chilean_ultimatum
	}
	cost = 10
	available = {
		ARG = {
			is_faction_leader = yes
		}
		CHL = {
			NOT = {
				has_war_with = ROOT
				is_subject_of = ROOT
				is_in_faction_with = ROOT
			}
		}
		954 = {
			is_owned_and_controlled_by = ARG
		}
		953 = {
			is_owned_and_controlled_by = ARG
		}
	}
	bypass = {
		CHL = {
			OR = {
				exists = no
				has_war_with = ROOT
				is_subject_of = ROOT
				is_in_faction_with = ROOT
			}
		}
	}
	ai_will_do = {
		factor = 5
	}
	search_filters = {

	}
	completion_reward = {
		CHL = {
			country_event = {
				id = ARG_political_events.24
				hours = 1
			}
		}
		custom_effect_tooltip = ARG_reach_out_to_chile_tt CHL_skip_one_line_tt ARG_reach_out_to_chile_2_tt
	}
}
### Entity: Character
Component: JAM_acd2
Source: game
File: common/characters/JAM.txt

Code:
JAM_acd2 = {
	advisor = {
		slot = army_chief
		idea_token = JAM_acd2
		allowed = {
			original_tag = JAM
		}
		traits = {
			army_chief_defensive_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_1
		}
	}
}
### Entity: Character
Component: SOM_haji_muse_boqor_osman
Source: game
File: common/characters/SOM.txt

Code:
SOM_haji_muse_boqor_osman = {
	name = Haji Muse Boqor Osman
	portraits = {
		army = {
			small = GFX_kr_portrait_africa_generic_1_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SOM_haji_muse_boqor_osman
		allowed = {
			original_tag = SOM
		}
		available = {

		}
		visible = {

		}
		traits = {
			connected_citizen
		}
	}
}
### Entity: Modding Documentation
Construct: debug_achievements
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## debug_achievements
* Not available in release build

Enables popups for achievements to debug them
### Entity: National Focus
Tree: urg_focus
Component: URG_traditionalism
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/uruguay.txt

Code:
focus = {
	id = URG_traditionalism
	available = {

	} {

	}
	icon = GFX_focus_generic_self_management
	x = 1
	y = 1
	cost = 5
	prerequisite = {
		focus = URG_blanco_victory
	}
	relative_position_id = URG_blanco_victory
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_ideas = {
			idea_URG_traditionalism
		}
	}
}
### Entity: Idea
Component: GRE_english_electric
Constructs: has_completed_focus, has_war_with, has_dlc, research_bonus
Source: game
File: common/ideas/greece.txt

Code:
GRE_english_electric = {
	picture = english_electric
	allowed = {
		original_tag = GRE
		has_dlc = Battle for the Bosporus
	}
	available = {
		has_completed_focus = GRE_cooperate_with_foreign_monopolies
		NOT = {
			has_war_with = ENG
		}
	}
	cost = 120
	research_bonus = {
		industry = 0.15
	}
	traits = {
		british_industrial_benefactor
	}
}
### Entity: Character
Component: tsar_unifier
Constructs: war_support_factor, neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
tsar_unifier = {
	random = no
	war_support_factor = -0.1
	neutrality_drift = 0.05
	drift_defence_factor = 0.25
}
### Entity: Joint Focus
Component: INSHOL_request_economic_dev_subsidy
Constructs: prerequisite, limit, joint_focus, is_subject_of, has_idea, add_tech_bonus, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_request_economic_dev_subsidy
	icon = GFX_focus_generic_modernize_industry
	text_icon = INSHOL_INS_focus_style
	available = {
		original_tag = INS
		is_subject_of = HOL
		NOT = {
			has_idea = idea_INS_prioritizing_dutch_profits
		}
	}
	prerequisite = {
		focus = INSHOL_prioritize_dutch_profits
	}
	mutually_exclusive = {

	}
	x = -1
	y = 1
	relative_position_id = INSHOL_prioritize_dutch_profits
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			add_tech_bonus = {
				bonus = 1.0
				uses = 1
				category = construction_tech
				name = INSHOL_request_economic_dev_subsidy
			} {
				bonus = 0.5
				uses = 2
				category = industry
				name = INSHOL_request_economic_dev_subsidy
			} {
				bonus = 0.5
				uses = 1
				category = electronics
				name = INSHOL_request_economic_dev_subsidy
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
					impassable = no
				}
				prioritize = {
					1058
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				original_tag = INS
			}
			add_tech_bonus = {
				bonus = 1.0
				uses = 1
				category = construction_tech
				name = INSHOL_request_economic_dev_subsidy
			} {
				bonus = 0.5
				uses = 2
				category = industry
				name = INSHOL_request_economic_dev_subsidy
			} {
				bonus = 0.5
				uses = 1
				category = electronics
				name = INSHOL_request_economic_dev_subsidy
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
					impassable = no
				}
				prioritize = {
					1058
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
		}
	}
}
### Entity: Idea
Component: operational_reserve_spirit
Constructs: has_doctrine, has_dlc
Source: game
File: common/ideas/army_spirits.txt

Code:
operational_reserve_spirit = {
	ledger = army
	available = {
		has_doctrine = mass_assault
	}
	modifier = {
		tactic_relentless_assault_preferred_weight_factor = 1
		army_strength_factor = 0.1
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		} {
			factor = 2
			OR = {
				has_doctrine = large_unit_tactics streamlined_deployment deep_battle grand_assault
			}
		}
	}
}
### Entity: Character
Component: RAJ_elamkulam_manakkal_sakaran_namboodiripad
Constructs: has_completed_focus
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_elamkulam_manakkal_sakaran_namboodiripad = {
	name = RAJ_elamkulam_manakkal_sakaran_namboodiripad
	portraits = {
		civilian = {
			small = GFX_portrait_RAJ_elamkulam_manakkal_sankaran_namboodiripad_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = RAJ_elamkulam_manakkal_sakaran_namboodiripad
		allowed = {
			original_tag = RAJ
		}
		visible = {
			has_completed_focus = RAJ_rally_the_indian_left
		}
		traits = {
			RAJ_founder_of_the_csp
		}
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_heavy_cruiser_project
Constructs: prerequisite, completion_reward, is_coastal, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_heavy_cruiser_project
	icon = GFX_goal_generic_navy_battleship
	prerequisite = {
		focus = YUG_replace_the_dalmacija
	}
	x = 0
	y = 3
	relative_position_id = YUG_expand_the_split_shipyards
	cost = 10
	ai_will_do = {
		factor = 20
	}
	available = {
		any_owned_state = {
			is_coastal = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = YUG_heavy_cruiser_project
			bonus = 1.0
			uses = 1
			category = ca_tech
		}
	}
}
### Entity: AI Strategy
Component: default_build_a_lw_facility
Constructs: is_major, has_tech, build_building
Source: game
File: common/ai_strategy/default.txt

Code:
default_build_a_lw_facility = {
	enable = {
		is_major = yes
		num_of_civilian_factories = > 40
		num_of_military_factories = > 40
		OR = {
			has_tech = improved_light_tank_chassis basic_medium_tank_chassis improved_heavy_tank_chassis
		}
		land_facility = < 1
		NOT = {
			any_controlled_state = {
				land_facility = > 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_building
		id = land_facility
		value = 10
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ASuper_heavy_tank_anti-air.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Super_heavy_tank_anti-air.png &#8206;(76 × 42 pixels, file size: 6 KB, MIME type: image/png)