Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sia_focus
Component: SIA_build_rural_popular_support_r56
Constructs: prerequisite, limit, add_stability, completion_reward, add_political_power, add_popularity, every_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_build_rural_popular_support_r56
	prerequisite = {
		focus = SIA_address_rama_viis_abdication_r56
	}
	icon = GFX_focus_generic_population_growth
	cost = 6
	ai_will_do = {
		base = 1
	}
	x = 0
	y = 1
	relative_position_id = SIA_address_rama_viis_abdication_r56
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		country_event = {
			id = siam_r56.3
			hours = 6
		}
		effect_tooltip = {
			custom_effect_tooltip = report_reward generic_skip_one_line_tt alternative_diplomatic_reward
			add_political_power = 35 45
			add_stability = -0.08 0.04
			add_popularity = {
				ideology = democratic
				popularity = 0.04
			} {
				ideology = fascism
				popularity = 0.04
			} {
				ideology = ROOT
				popularity = 0.04
			}
			every_controlled_state = {
				limit = {
					OR = {
						state = 868 869
					}
				}
				add_extra_state_shared_building_slots = 1
			}
			if = {
				limit = {
					has_active_mission = SIA_phahon_phonphayuhasena_steps_down_r56
				}
				add_days_mission_timeout = {
					mission = SIA_phahon_phonphayuhasena_steps_down_r56
					days = 28
				}
			}
		}
	}
}
### Entity: State History
Component: 1037
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1037-Hame.txt

Code:
state = {
	id = 1037
	name = STATE_1037
	manpower = 404500
	state_category = rural
	history = {
		owner = FIN
		add_core_of = FIN
		add_to_array = {
			state_victory_points = 3137
		} {
			state_victory_points = 67
		} {
			state_victory_points = 9167
		}
		victory_points = {
			3137 3
		} {
			67 2
		} {
			9167 1
		}
		buildings = {
			infrastructure = 1
		}
	}
	provinces = {
		3025 3137 6047 6163 9160 9167 11066 11172 13100 13102 13103 13106 13107 67
	}
	local_supplies = 0.0
}
### Entity: Trigger Reference
Construct: log
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## log

* Supported Scopes: any
* Supported Targets: none

```
Print message to game.log - Can be localized
```
### Entity: Event
Component: austria.6
Constructs: is_triggered_only, ai_chance, add_opinion_modifier
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.6
	title = austria.6.t
	desc = austria.6.d
	is_triggered_only = yes
	picture = GFX_report_event_AUS_anschluss_map
	option = {
		name = austria.6.a
		AUS = {
			country_event = austria.7
		}
		custom_effect_tooltip = AUS_protect_austria
	} {
		name = austria.6.b
		ai_chance = {
			base = 0
		}
		AUS = {
			country_event = austria.12
		}
		effect_tooltip = {
			AUS = {
				add_opinion_modifier = {
					target = ROOT
					modifier = large_decrease
				}
			}
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_Siberian_Industry
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_defensive_war, has_full_control_of_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_Siberian_Industry
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = SOV_Improve_TransSiberian_Railway
	}
	x = -3
	y = 3
	cost = 10
	ai_will_do = {
		factor = 3
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = production_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = arms_factory
					size = < 1
					include_locked = yes
				}
			}
		}
	}
	available = {
		OR = {
			date = > 1938.1.1
			has_defensive_war = yes
		}
		has_full_control_of_state = 564 571 590 568 570
	}
	available_if_capitulated = yes
	completion_reward = {
		564 = {
			if = {
				limit = {
					has_state_flag = SOV_middle_rail_9
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
		571 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		590 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		568 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		570 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		if = {
			limit = {
				has_completed_focus = SOV_Invest_in_Engineering_old
			}
			add_timed_idea = {
				idea = SOV_engineering_push
				days = 30
			}
		}
		modify_timed_idea = {
			idea = SOV_revolutionized_industry_1
			days = 100
		} {
			idea = SOV_revolutionized_industry_2
			days = 100
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: AI Strategy
Component: EAI_MISC_tank_variant_creation
Constructs: has_dlc
Source: game
File: common/ai_strategy/EAI_MISC_strategies.txt

Code:
EAI_MISC_tank_variant_creation = {
	enable = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = land_xp_spend_priority
		id = upgrade_xp_cutoff
		value = 999
	}
}
### Entity: Order of Battle
Component: Harisu Amman
Constructs: division_template, is_name_ordered
Source: game
File: history/units/JOR_1936.txt

Code:
division = {
	name = Harisu Amman
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 7151
	division_template = Al Hurass Al-Malakiyya
	start_experience_factor = 0.2
	start_equipment_factor = 0.7
}
### Entity: Event
Component: lar_spain.58
Constructs: is_triggered_only
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.58
	title = lar_spain.58.t
	desc = lar_spain.58.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = lar_spain.58.a
	}
}
### Entity: Event
Component: netherlands.25
Constructs: is_triggered_only, ai_chance, add_political_power, set_global_flag
Source: game
File: events/netherlands.txt

Code:
country_event = {
	id = netherlands.25
	title = netherlands.25.t
	desc = netherlands.25.desc
	picture = GFX_report_event_benelux
	is_triggered_only = yes
	option = {
		name = netherlands.25.a
		ai_chance = {
			base = 100
		}
		add_political_power = -10
		set_global_flag = HOL_benelux_customs_union_denied
	}
}
### Entity: Idea
Component: CZE_skoda_weapon_sales_dummy_idea
Constructs: add_offsite_building
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_skoda_weapon_sales_dummy_idea = {
	picture = NOR_printing_money
	modifier = {
		custom_modifier_tooltip = CZE_skoda_offsite_factory_amount
	}
	on_remove = {
		add_offsite_building = {
			type = industrial_complex
			level = weapon_sales_factory_var
		}
	}
}
### Entity: Event
Component: axis_minors_croatia.8
Constructs: has_completed_focus, limit, add_ideas, remove_ideas, has_government, has_idea
Source: game
File: events/r56_croatia.txt

Code:
country_event = {
	id = axis_minors_croatia.8
	title = axis_minors_croatia.8.t
	desc = axis_minors_croatia.8.desc
	picture = GFX_report_event_generic_sign_treaty1
	mean_time_to_happen = {
		days = 4
	}
	trigger = {
		original_tag = CRO
		has_government = communism
		OR = {
			AND = {
				has_completed_focus = CRO_economic_centralization
				NOT = {
					has_idea = CRO_idea_economic_centralization
				}
			} {
				has_completed_focus = CRO_nationalize_factories
				NOT = {
					has_idea = idea_communist_central_management
				}
			} {
				has_completed_focus = CRO_organized_partizans
				NOT = {
					has_idea = CRO_idea_communist_militias
				}
			} {
				has_completed_focus = CRO_local_militias
				NOT = {
					has_idea = CRO_idea_communist_militias
				}
			}
		}
	}
	option = {
		name = axis_minors_croatia.8.a
		if = {
			limit = {
				has_completed_focus = CRO_form_peasant_councils
			}
			add_ideas = internationalism
		} {
			limit = {
				has_completed_focus = CRO_economic_centralization
			}
			add_ideas = CRO_idea_economic_centralization
		} {
			limit = {
				has_completed_focus = CRO_nationalize_factories
			}
			add_ideas = idea_communist_central_management
		} {
			limit = {
				has_completed_focus = CRO_local_militias
			}
			add_ideas = CRO_idea_communist_militias
		} {
			limit = {
				has_completed_focus = CRO_organized_partizans
			}
			add_ideas = CRO_veteran_partisans
			remove_ideas = CRO_idea_communist_militias
		}
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_reduce_american_influence
Constructs: prerequisite, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_reduce_american_influence
	icon = GFX_goal_cuba_diminish_american_influence
	cost = 10
	prerequisite = {
		focus = CUB_retirement_pensions
	}
	relative_position_id = CUB_retirement_pensions
	x = 0
	y = 1
	bypass = {
		NOT = {
			has_idea = CUB_american_influence
		}
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = CUB_american_influence
			add_idea = CUB_reduced_american_influence
		}
		custom_effect_tooltip = available_industrial_concern
		show_ideas_tooltip = USA_general_motors
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Decision
Component: PRC_infiltration_sea_cat
Constructs: has_completed_focus, has_dlc, is_literally_china
Source: game
File: common/decisions/categories/PRC_decision_categories.txt

Code:
PRC_infiltration_sea_cat = {
	icon = GFX_decision_category_infiltration
	picture = GFX_decision_cat_picture_chi_infiltration
	priority = 120
	visible_when_empty = no
	allowed = {
		has_dlc = No Compromise, No Surrender
		is_literally_china = yes
	}
	available = {
		hidden_trigger = {
			OR = {
				AND = {
					original_tag = PRC
					OR = {
						has_completed_focus = PRC_secure_the_peoples_support PRC_playing_both_sides PRC_gain_the_peoples_trust
					}
				} {
					original_tag = CHI
					has_completed_focus = CHI_a_chapter_in_every_village
				}
				is_literally_china = yes
			}
		}
	}
}
### Entity: Character
Component: SOV_yan_nagursky
Constructs: limit, has_government, has_global_flag, has_character_flag
Source: game
File: common/characters/SOV.txt

Code:
SOV_yan_nagursky = {
	name = SOV_yan_nagursky
	portraits = {
		army = {
			small = GFX_idea_SOV_yan_nagursky
		}
	}
	allowed_civil_war = {
		OR = {
			has_government = neutrality fascism
		}
	}
	advisor = {
		cost = 100
		slot = air_chief
		idea_token = SOV_yan_nagursky
		allowed = {
			original_tag = SOV
		}
		available = {
			SOV_is_exiles = yes
			OR = {
				has_global_flag = SOV_soviet_civil_war SOV_soviet_civil_war_over
			}
			if = {
				limit = {
					has_character_flag = SOV_exiled_flag
				}
				NOT = {
					has_character_flag = SOV_exiled_flag
				}
			}
		}
		traits = {
			air_chief_all_weather_2
		}
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: Event
Component: r56.ger.36
Constructs: is_triggered_only, limit, send_embargo, is_in_faction_with, is_faction_leader, remove_from_faction, set_country_flag
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = r56.ger.36
	title = r56.ger.36.t
	desc = r56.ger.36.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = r56.ger.36.a
	} {
		name = r56.ger.36.b
		send_embargo = FROM
		if = {
			limit = {
				is_in_faction_with = FROM
				is_faction_leader = yes
			}
			remove_from_faction = FROM
		}
	} {
		name = r56.ger.36.c
		send_embargo = FROM
		custom_effect_tooltip = GER_hostile_trade_decisions_tt
		hidden_effect = {
			FROM = {
				set_country_flag = GER_target_for_hostile_trade_influence
			}
		}
	}
}
### Entity: Order of Battle
Component: 10 Brygada Motorowej
Constructs: division_template
Source: game
File: history/units/POL_1939.txt

Code:
division = {
	name = 10 Brygada Motorowej
	location = 11398
	division_template = Brygada Motorowej
	start_experience_factor = 0.3
}
### Entity: National Focus
Tree: den_focus
Component: DEN_trade_with_britain
Constructs: prerequisite, add_ideas, has_war_with, completion_reward, is_subject, add_offsite_building, unlock_decision_category_tooltip
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_trade_with_britain
	icon = GFX_focus_generic_british_trade
	prerequisite = {
		focus = DEN_devalue_the_krone
	}
	mutually_exclusive = {

	}
	relative_position_id = DEN_devalue_the_krone
	x = -1
	y = 1
	cost = 10
	bypass = {

	}
	available = {
		NOT = {
			has_war_with = ENG
		}
		is_subject = no
		ENG = {
			exists = yes
		}
	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		ENG = {
			country_event = {
				id = denmark_trade_deal.1
				days = 1
			}
		}
		custom_effect_tooltip = if_they_accept_tt war_will_cancel_deal_tt
		effect_tooltip = {
			ROOT = {
				add_offsite_building = {
					type = industrial_complex
					level = 1
				}
				DEN_trade_deal_effects = yes
			}
			ENG = {
				add_ideas = DEN_danish_produce_export_ns
			}
		}
		unlock_decision_category_tooltip = DEN_trade_deal_category
	}
}
### Entity: Character
Component: r56_rom_staunch_stalinist
Source: game
File: common/country_leader/r56_traits.txt

Code:
r56_rom_staunch_stalinist = {
	random = no
	party_popularity_stability_factor = -0.25
	political_power_factor = 0.1
	opinion_gain_monthly_factor = -0.05
}
### Entity: AI Strategy
Component: ITA_germany_ally
Constructs: has_completed_focus
Source: game
File: common/ai_strategy/ITA.txt

Code:
ITA_germany_ally = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		has_completed_focus = ITA_pact_of_steel
		country_exists = GER
	}
	abort = {
		NOT = {
			country_exists = GER
		}
	}
	ai_strategy = {
		type = befriend
		id = GER
		value = 100
	} {
		type = alliance
		id = GER
		value = 100
	}
}
### Entity: AI Strategy
Component: ai_focus_defense_HON
Source: game
File: common/ai_focuses/HON.txt

Code:
ai_focus_defense_HON = {
	research = {
		defensive = 5.0
		radar_tech = 1.0
		construction_tech = 4.0
		artillery = 5.0
	}
}
### Entity: Event
Component: wuw_GER_german_politics.02
Constructs: is_triggered_only, ai_chance, has_country_flag, fire_only_once, add_country_leader_role, swap_country_leader_traits
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_german_politics.02
	title = wuw_GER_german_politics.02.t
	desc = wuw_GER_german_politics.02.desc
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = wuw_GER_german_politics.02.a
		ai_chance = {
			base = 5
		}
		add_country_leader_role = {
			character = GER_heinrich_brandler
			promote_leader = yes
			country_leader = {
				ideology = leninism
				expire = 1965.1.1
				traits = {
					GER_pragmatic_trade_unionist
				}
			}
		}
	} {
		name = wuw_GER_german_politics.02.b
		trigger = {
			has_country_flag = GER_thalmann_freed_from_prison_flag
		}
		ai_chance = {
			base = 5
		}
		GER_ernst_thalmann = {
			swap_country_leader_traits = {
				remove = NOR_stern_communist
				add = GER_stern_communist
			}
		}
	} {
		name = wuw_GER_german_politics.02.c
		ai_chance = {
			base = 1
		}
		add_country_leader_role = {
			character = GER_otto_grotewohl
			promote_leader = yes
			country_leader = {
				ideology = marxism
				expire = 1965.1.1
				traits = {
					GER_pragmatic_socialist
				}
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_12/cv_small_plane_cas_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_12/cv_small_plane_cas_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_cas_airframe = {
			build_cost_ic = -0.12
			instant = yes
		}
	}
}
### Entity: Modding Documentation
Construct: observe
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## observe
* Aliases: spectator

Switches to play no country at all, and no longer shows messages or pauses the game
### Entity: Military Industrial Organization
Component: DEBUG_generic_mobile_tank_organization
Constructs: has_country_flag, has_dlc, is_debug
Source: game
File: common/military_industrial_organization/organizations/00_DEBUG_organization.txt

Code:
DEBUG_generic_mobile_tank_organization = {
	include = generic_mobile_tank_organization
	allowed = {
		has_dlc = Arms Against Tyranny
		is_debug = yes
	}
	visible = {
		owner = {
			has_country_flag = mio_show_all_archetypes_flag
		}
	}
}
### Entity: AI Strategy
Component: GER_build_an_air_facility_in_penemunde
Constructs: is_owned_and_controlled_by, build_building
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_build_an_air_facility_in_penemunde = {
	allowed = {
		original_tag = GER
	}
	enable = {
		62 = {
			is_owned_and_controlled_by = GER
		}
		air_facility = < 1
		NOT = {
			any_controlled_state = {
				air_facility = > 0
			}
		}
		date = > 1940.6.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_building
		id = air_facility
		target = 9388
		value = 50
	}
}
### Entity: Event
Component: AAT_Sweden_flashpoints.37
Constructs: is_triggered_only, ai_chance, has_war_with, is_in_faction, is_core_of, has_military_access_to, create_wargoal, puppet_wargoal_focus
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_flashpoints.37
	title = AAT_Sweden_flashpoints.37.t
	desc = AAT_Sweden_flashpoints.37.desc
	picture = GFX_report_event_swedish_soldier
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_flashpoints.37.a
		ai_chance = {
			base = 10
		}
		SWE = {
			country_event = {
				id = AAT_Sweden_flashpoints.36
				days = 3
			}
		}
	} {
		name = AAT_Sweden_flashpoints.37.b
		ai_chance = {
			base = 20
			modifier = {
				factor = 0.5
				FROM = {
					is_in_faction = yes
				}
			} {
				factor = 0
				NOT = {
					OR = {
						any_allied_country = {
							any_controlled_state = {
								is_core_of = NOR
							}
						} {
							any_controlled_state = {
								is_core_of = FIN
							}
						}
						any_controlled_state = {
							is_core_of = NOR
						} {
							is_core_of = FIN
						}
						AND = {
							has_war_with = SOV
							FIN = {
								has_war_with = SOV
							}
							has_military_access_to = FIN
						}
					}
				}
			}
		}
		create_wargoal = {
			target = SWE
			type = puppet_wargoal_focus
		}
	}
}
### Entity: Autonomous State
Component: autonomy_state
Constructs: has_completed_focus, limit, has_government, is_puppet, conscription_factor, has_dlc
Source: game
File: common/autonomous_states/reichskommissariat.txt

Code:
autonomy_state = {
	id = autonomy_reichskommissariat
	is_puppet = yes
	min_freedom_level = 0.2
	manpower_influence = 0.9
	rule = {
		desc = RULE_DESC_IS_A_SUBJECT
		can_not_declare_war = yes
		can_decline_call_to_war = no
		units_deployed_to_overlord = yes
		can_be_spymaster = no
		contributes_operatives = no
		can_create_collaboration_government = no
	}
	modifier = {
		autonomy_manpower_share = 0.9
		can_master_build_for_us = 1
		conscription_factor = -0.5
		extra_trade_to_overlord_factor = 1.0
		overlord_trade_cost_factor = -0.9
		cic_to_overlord_factor = 0.25
		mic_to_overlord_factor = 0.65
		license_subject_master_purchase_cost = -1
		autonomy_gain_global_factor = -0.3
		peace_score_ratio_transferred_to_overlord = 0.1
		lend_lease_tension_with_overlord = -0.2
		resistance_target = -0.1
		faction_influence_contribution_factor = -0.5
	}
	ai_subject_wants_higher = {
		factor = 1.0
	}
	ai_overlord_wants_lower = {
		factor = 0.0
	}
	ai_overlord_wants_garrison = {
		always = yes
	}
	allowed = {
		has_dlc = Death or Dishonor
		OVERLORD = {
			has_government = fascism
		}
		ROOT = {
			has_government = fascism
		}
		if = {
			limit = {
				has_dlc = Waking the Tiger
			}
			NOT = {
				OVERLORD = {
					original_tag = JAP
				}
			} {
				OVERLORD = {
					original_tag = MAN
				}
			}
		} {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			NOT = {
				AND = {
					OVERLORD = {
						has_government = fascism
					} {
						tag = CHI
					}
				} {
					OVERLORD = {
						has_government = neutrality
					} {
						tag = CHI
					}
				}
			}
		}
	}
	can_take_level = {
		IF = {
			limit = {
				original_tag = COG
				has_dlc = Gotterdammerung
			}
			NOT = {
				has_completed_focus = CONGO_overseas_department_of_belgium
			}
		}
	}
	can_lose_level = {

	}
}
### Entity: AI Strategy
Component: EGY_nasserist_plan
Constructs: has_government, has_country_flag, has_game_rule, is_subject_of
Source: game
File: common/ai_strategy_plans/EGY_alternate_strategy_plan.txt

Code:
EGY_nasserist_plan = {
	name = EGY: Egypt Nasserist AI Plan
	desc = Nasserist behaviour for Egypt.
	allowed = {
		original_tag = EGY
	}
	enable = {
		OR = {
			has_country_flag = EGY_AI_RANDOM_NASSERIST
			has_game_rule = {
				rule = EGY_ai_behavior
				option = EGY_NASSERIST
			}
		}
	}
	abort = {
		has_country_flag = EGY_1936_anglo_egyptian_conference_ended_in_britains_favor
		NOT = {
			OR = {
				has_government = neutrality
				is_subject_of = ENG
				compare_autonomy_state = < autonomy_protectorate
			}
		}
	}
	ai_national_focuses = {
		ARAB_the_holy_war ARAB_arms_shipments ARAB_war_infrastructure ARAB_army_assessments ARAB_keep_nepotism EGY_sever_the_ties 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_emphasise_the_need_for_reform EGY_the_free_officers_movement EGY_voice_of_the_arabs EGY_permit_regional_elections EGY_modernize_al_azhar EGY_development_in_sudan EGY_national_education EGY_modernize_our_weaponry EGY_invite_german_advisors EGY_ministry_of_resources EGY_sudanese_volunteers EGY_reestablish_control_of_the_EAAF EGY_abu_suweir_air_base EGY_logistical_brigades EGY_expand_the_defence_department EGY_victor_taits_legacy EGY_royal_egyptian_airforce EGY_solve_the_canal_issue EGY_militarize_the_canal_zone 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 EGY_united_arab_republic EGY_bring_the_rest_of_arabia_into_the_fold EGY_defender_of_the_arab_world_focus EGY_diplomatic_mission_to_the_soviet_union EGY_the_non_alligned_movement
	}
	traits = {
		silent_workhorse = 50
		smooth_talking_charmer = 30
		army_chief_defensive_2 = 10
	}
	focus_factors = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: SEA_PRC_request_aid.1
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile, fire_only_once
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_request_aid.1
	title = SEA_PRC_request_aid.1.t
	desc = SEA_PRC_request_aid.1.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_PRC_request_aid.1.a
		ai_chance = {
			base = 100
		}
		FROM = {
			country_event = {
				id = SEA_PRC_request_aid.2
				hours = 0
			}
		}
		effect_tooltip = {
			add_equipment_to_stockpile = {
				type = infantry_equipment_0
				amount = -5000
			} {
				type = support_equipment
				amount = -750
			} {
				type = artillery_equipment
				amount = -100
			}
		}
	} {
		name = SEA_PRC_request_aid.1.b
		ai_chance = {
			base = 1
		}
		FROM = {
			country_event = {
				id = SEA_PRC_request_aid.3
				hours = 0
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_SOV_air_production
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_air_production = {
	allowed = {
		tag = SOV
	}
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = air_factory_balance
		value = 75
	}
}