Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ukr_focus
Component: UKR_invest_along_the_coast
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, has_full_control_of_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/ukraine.txt

Code:
focus = {
	id = UKR_invest_along_the_coast
	icon = GFX_goal_generic_construction2
	prerequisite = {
		focus = UKR_construction_technologies
	}
	relative_position_id = UKR_construction_technologies
	x = 2
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				192 196 197 200 227
			}
			limit = {
				ROOT = {
					has_full_control_of_state = PREV
				}
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				192 196 197 200 227
			}
			limit = {
				ROOT = {
					has_full_control_of_state = PREV
				}
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Unit Template
Component: SAF_DD_HISTORICAL
Source: game
File: common/units/names_ships/SAF_ship_names.txt

Code:
SAF_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		SAF
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = HMSAS 
	fallback_name = Destroyer %s
	unique = {
		Jan van Riebeeck Simon van der Stel Good Hope Natal Transvaal Teviot Vrystaat Bloemfontein Pietermaritzburg Johannesburg Kimberley Port Elizabeth Mosselbaai Walvisbaai East London Windhoek Durban Kaapstad Pretoria President Pretorius President Kruger President Steyn
	}
}
### Entity: Idea
Component: ITA_the_garibaldi_legion_ns
Constructs: has_government, removal_cost, has_global_flag, send_volunteer_size
Source: game
File: common/ideas/italy.txt

Code:
ITA_the_garibaldi_legion_ns = {
	name = ITA_the_garibaldi_legion
	removal_cost = -1
	picture = SPA_maquis
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		has_government = communism
	}
	cancel = {
		has_global_flag = scw_over
	}
	modifier = {
		send_volunteer_size = 3
		air_volunteer_cap = 1
		terrain_trait_xp_gain_factor = 0.15
	}
}
### Entity: AI Strategy
Component: USA_raiding_fleet_1
Source: game
File: common/ai_navy/fleet/USA_fleet_templates.txt

Code:
USA_raiding_fleet_1 = {
	required_taskforces = {
		USA_ConvoyRaiding_1 = 5
	}
	optional_taskforces = {
		USA_ConvoyRaiding_1 = 3
	}
}
### Entity: Character
Component: BRA_alvaro_de_castro
Source: game
File: common/characters/BRA.txt

Code:
BRA_alvaro_de_castro = {
	name = BRA_alvaro_de_castro
	portraits = {
		army = {
			large = GFX_portrait_BRA_alvaro_de_castro
			small = GFX_portrait_BRA_alvaro_de_castro_small
		}
	}
	corps_commander = {
		traits = {
			career_officer
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: AI Strategy
Component: FRA_light_tanks
Constructs: has_war, has_tech, any_of
Source: game
File: common/ai_equipment/FRA_tank.txt

Code:
FRA_light_tanks = {
	category = land
	blocked_for = {

	}
	available_for = {
		FRA
	}
	roles = {
		land_light_tank
	}
	priority = {
		factor = 1000
	}
	great_war_tank_default = {
		priority = {
			factor = 1
			modifier = {
				has_tech = basic_light_tank_chassis
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = light_tank_chassis_0
			modules = {
				main_armament_slot = tank_heavy_machine_gun
				turret_type_slot = tank_light_one_man_tank_turret
				suspension_type_slot = tank_bogie_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_heavy_machine_gun tank_light_one_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_gasoline_engine
		}
	}
	basic_light_tank_default = {
		priority = {
			factor = 100
			modifier = {
				has_tech = improved_light_tank_chassis
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = light_tank_chassis_1
			modules = {
				main_armament_slot = {
					any_of = {
						tank_close_support_gun tank_small_cannon_2 tank_small_cannon
					}
				}
				turret_type_slot = tank_light_one_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_cast_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = sloped_armor
				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 = 3
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_small_cannon tank_small_cannon_2 tank_close_support_gun tank_light_one_man_tank_turret tank_bogie_suspension tank_cast_armor tank_gasoline_engine sloped_armor
		}
	}
	improved_light_tank_default = {
		priority = {
			factor = 100
			modifier = {
				has_tech = advanced_light_tank_chassis
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 3000
			type = light_tank_chassis_2
			modules = {
				main_ar
# ... (truncated)
### Entity: Character
Component: SIL_alexander_hochberg
Source: game
File: common/characters/SIL.txt

Code:
SIL_alexander_hochberg = {
	name = SIL_alexander_hochberg
	portraits = {
		civilian = {
			large = GFX_portrait_SIL_alexander_hochberg
			small = GFX_portrait_SIL_alexander_hochberg_small
		}
	}
	country_leader = {
		ideology = despotism
		traits = {
			SIL_prince_of_pless_trait
		}
		expire = 1984.1.1.1
		id = -1
	}
}
### Entity: Modifier Reference
Component: CZE_nationalist_protests
Constructs: remove_trigger, has_capitulated, is_controlled_by, mobilization_speed
Source: game
File: common/dynamic_modifiers/mun_dynamic_modifiers.txt

Code:
CZE_nationalist_protests = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_generic_resistance
	remove_trigger = {
		CZE = {
			OR = {
				has_capitulated = yes
				exists = no
				NOT = {
					any_core_state = {
						is_controlled_by = PREV
					}
				}
			}
		}
	}
	local_manpower = -0.25
	state_production_speed_buildings_factor = -0.25
	mobilization_speed = -0.25
}
### Entity: Character
Component: YUN_hu_ruoyu
Source: game
File: common/characters/Warlords_China.txt

Code:
YUN_hu_ruoyu = {
	name = YUN_hu_ruoyu
	portraits = {
		army = {
			small = GFX_portrait_YUN_hu_ruoyu_small
			large = GFX_portrait_YUN_hu_ruoyu
		}
	}
	corps_commander = {
		traits = {
			trait_mountaineer trickster
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
	}
}
### Entity: Order of Battle
Component: 18. SS-Sturmbrigade
Constructs: division_template
Source: game
File: history/units/GER_German_Civil_War_fascist.txt

Code:
division = {
	name = 18. SS-Sturmbrigade
	location = 425
	division_template = SS-Sturmbrigade
}
### Entity: Event
Component: r56.ger.31
Constructs: has_completed_focus, limit, add_ideas, fire_only_once, has_power_balance, remove_unit_leader_role, set_country_flag, add_unit_leader_trait
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = r56.ger.31
	title = r56.ger.31.t
	desc = r56.ger.31.d
	picture = GFX_report_event_GER_ludendorff_gathering
	trigger = {
		date = > 1937.3.1
		has_completed_focus = GER_contact_ludendorff
	}
	mean_time_to_happen = {
		days = 90
	}
	fire_only_once = yes
	option = {
		name = r56.ger.31.a
		if = {
			limit = {
				has_power_balance = {
					id = GER_monarchist_power_balance
				}
			}
			GER_monarchist_bop_low_decrease_effect = yes
		}
		remove_unit_leader_role = GER_erich_ludendorff
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = GER_erich_ludendorff
		set_country_flag = GER_ludendorff_political_advisor
	} {
		name = r56.ger.31.b
		if = {
			limit = {
				has_power_balance = {
					id = GER_monarchist_power_balance
				}
			}
			GER_monarchist_bop_very_low_increase_effect = yes
		}
		GER_erich_ludendorff = {
			add_unit_leader_trait = sick
		}
		add_ideas = GER_medical_costs
	}
}
### Entity: Event
Component: kmt.238
Constructs: is_triggered_only, ai_chance, remove_from_faction, create_wargoal, puppet_wargoal_focus
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.238
	title = kmt.238.t
	desc = kmt.238.d
	is_triggered_only = yes
	picture = GFX_report_event_chinese_soldiers_fighting
	option = {
		ai_chance = {
			base = 75
		}
		name = kmt.238.a
		trigger = {
			tag = GER
		}
	} {
		ai_chance = {
			base = 25
		}
		name = kmt.238.b
		GER = {
			remove_from_faction = JAP
			create_wargoal = {
				target = JAP
				type = puppet_wargoal_focus
			}
		}
		trigger = {
			tag = GER
		}
	} {
		name = kmt.235.a
		trigger = {
			tag = CHI
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ASoviet_Union_National_Focus_Tree.jpeg.html

Doc:
File

File history

File usage
Size of this preview: 1,280 × 720 pixels. Other resolution: 2,560 × 1,440 pixels.
Original file &#8206;(2,560 × 1,440 pixels, file size: 716 KB, MIME type: image/jpeg)
### Entity: Idea
Component: synarchist_support_surge
Constructs: stability_factor, fascism_drift
Source: game
File: common/ideas/mexico.txt

Code:
synarchist_support_surge = {
	allowed = {
		always = no
	}
	picture = generic_fascism_drift_bonus
	modifier = {
		stability_factor = -0.05
		fascism_drift = 0.1
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Idea
Component: CZE_diplo_isolation
Constructs: removal_cost, send_volunteers_tension
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_diplo_isolation = {
	removal_cost = -1
	picture = undisturbed_isolation
	allowed = {
		original_tag = CZE
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		join_faction_tension = 1.0
		lend_lease_tension = 1.0
		send_volunteers_tension = 1.0
		guarantee_tension = 1.5
		ai_get_ally_desire_factor = -100
	}
}
### Entity: Raid
Component: thermonuclear_missile_strike
Constructs: has_war_with, is_major, is_in_array, has_dlc, is_special_project_completed, is_in_faction_with, save_global_event_target_as, add_dynamic_modifier
Source: game
File: common/raids/nuclear_raids.txt

Code:
thermonuclear_missile_strike = {
	category = nuclear_raids
	days_to_prepare = 14
	speed_multiplier = 0.08
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			NOT = {
				is_in_array = {
					array = potential_and_current_enemies
					value = FROM
				}
			}
		} {
			factor = 2
			OR = {
				original_tag = USA SOV
			}
		} {
			factor = 2
			FROM = {
				is_major = yes
			}
		} {
			factor = 0.25
			NOT = {
				has_war_with = FROM
			}
			FROM = {
				is_major = no
			}
		}
	}
	command_power = 5
	allowed = {
		has_dlc = Gotterdammerung
	}
	visible = {
		is_special_project_completed = sp:sp_nuclear_warheads
	}
	show_target = {
		NOT = {
			is_in_faction_with = FROM
		}
	}
	available = {

	}
	launchable = {
		has_war_with = FROM
	}
	target_type = {
		province = any
	}
	target_icon = GFX_other_target_icon
	target_loc_key = raid_target_name_thermonuclear
	unit_requirements = {
		equipment = {
			type = {
				nuclear_missile_equipment
			}
			amount = {
				min = 1
			}
		}
	}
	essential_equipment = {
		nukes = 1
	}
	nuke_type = thermonuclear_bomb
	starting_point = {
		types = {
			rocket_site
		}
	}
	arrow = {
		type = ballistic
	}
	launch_sound = raid_launch_nuclear_missile
	unit_model = {
		scale = 0.5
	}
	unit_animations = {
		stage = {
			state = idle
		} {
			state = idle2
			intro = idle2_intro
			at_progress = 0.33
		} {
			state = idle3
			intro = idle3_intro
			at_progress = 0.66
		}
	}
	success_factors = {
		success = {
			base = 0.8
			intel = {
				weight = 0.2
				reference = 100
			}
		}
	}
	success_levels = {
		failure = {
			actor_effects = {
				var:actor_country = {
					custom_effect_tooltip = dud_missile_tt
				}
			}
		}
		limited_success = {
			actor_effects = {
				var:actor_country = {
					custom_effect_tooltip = dud_missile_tt
				}
			}
		}
		success = {
			custom_sound = raid_result_success_nuclear
			actor_effects = {

			}
			victim_effects = {
				var:actor_country = {
					save_global_event_target_as = nuclear_gandhi_actor_country
				} {
					launch_nuke = {
						province = var:ROOT.target_province
						use_nuke = no
						nuke_type = thermonuclear_bomb
					}
				}
				var:target_state = {
					bathe_in_hellfire_thermonuclear = yes
					add_dynamic_modifier = {
						modifier = fallout_thermonuclear
						days = 730
					}
				}
			}
		}
		critical_success = {
			custom_sound = raid_result_critical_success_nuclear
			act
# ... (truncated)
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/AUS_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = AUS
		}
		requested_factories = 1
		progress = 0.54
		efficiency = 100
	} {
		equipment = {
			type = support_equipment_1
			creator = AUS
		}
		requested_factories = 1
		progress = 0.74
		efficiency = 100
	}
}
### Entity: Idea
Component: r56_CYP_mine_expansion_2
Source: game
File: common/ideas/r56_cyprus.txt

Code:
r56_CYP_mine_expansion_2 = {
	name = r56_CYP_mine_expansion
	picture = ROM_coal_mining
	modifier = {
		political_power_cost = 0.02
		local_resources_factor = 0.2
		production_factory_start_efficiency_factor = 0.125
		production_factory_max_efficiency_factor = 0.1
	}
}
### Entity: Name List
Component: COR
Source: game
File: common/names/00_names.txt

Code:
COR = {
	male = {
		names = {
			Alessandro Alfonso Ambrogio Amedeo Andrea Angelo Antonio Benito Camillo Carlo Cesare Costanzo Davide Enrico Ettore Fabrizio Faustino Federico Felice Ferdinando Fiorenzo Francesco Gaetano Gennaro Girolamo Giulio Giuseppe Guglielmo Innocenzo Leopoldo Luigi Marco Massimo Matteo Nicola Oreste Paolo Pasquale Pietro Prospero Raffaele Roberto Ruggiero Silvio Simone Tancredi Ugo Umberto Vincenzo Vittorio
		}
	}
	female = {
		names = {
			Maria Anna Sara Laura Sofia Stella Angela Giovanna Guiseppina Gianna Giulia Valentina
		}
	}
	surnames = {
		Acton Albricci Badoglio Baldissera Baratieri Bava-Beccaris Cadorna Cagni Canevaro Capello Caviglia Ceccherini Cialdini Cusani Dezza di Robilant di Savoia Emo Fanti Fara Filomarino Garibaldi Giardino Govone La Màrmora Mambretti Menabrea Orengo Pallavicino Pecori-Giraldi Pelloux Perruchetti Pianelli Porro Presbitero Ramorino Ricotti-Magnani Sacchi Saletta Sanna Solari Vaccari Zupelli
	}
	callsigns = {
		Buzzard Dusty Falcon Hawk Hammer Viper Banshee The Baron Lightning Duce Raven Two Shot Rosso
	}
}
### Entity: Event
Component: CHL_political_events.82
Constructs: is_triggered_only, ai_chance, owns_state, fire_only_once, add_victory_points, add_extra_state_shared_building_slots, set_province_name, set_capital
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.82
	title = CHL_political_events.82.t
	desc = CHL_political_events.82.desc
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = CHL_political_events.82.a
		trigger = {
			ROOT = {
				owns_state = 279
			}
		}
		ai_chance = {
			base = 30
		}
		279 = {
			add_victory_points = {
				province = 650
				value = 5
			}
			add_extra_state_shared_building_slots = 2
		}
	} {
		name = CHL_political_events.82.b
		trigger = {
			ROOT = {
				owns_state = 950
			}
		}
		ai_chance = {
			base = 30
		}
		950 = {
			add_victory_points = {
				province = 5121
				value = 8
			}
			add_extra_state_shared_building_slots = 4
			set_province_name = {
				id = 5121
				name = araucanian_capital_perquenco
			}
		}
		set_capital = {
			state = 950
		}
	} {
		name = CHL_political_events.82.c
		trigger = {
			ROOT = {
				owns_state = 953
			}
		}
		ai_chance = {
			base = 30
		}
		953 = {
			add_victory_points = {
				province = 13300
				value = 9
			}
			add_extra_state_shared_building_slots = 4
		}
		hidden_effect = {
			set_capital = {
				state = 953
			}
		}
	} {
		name = CHL_political_events.82.d
		trigger = {
			ROOT = {
				owns_state = 955
			}
		}
		ai_chance = {
			base = 30
		}
		955 = {
			add_victory_points = {
				province = 10953
				value = 7
			}
			add_extra_state_shared_building_slots = 4
		}
		set_capital = {
			state = 955
		}
	}
}
### Entity: Special Project
Component: sp_land_generic_reward_engine_bonus_1
Constructs: fire_only_once, has_project_flag, equipment_bonus, maximum_speed, set_project_flag
Source: game
File: common/special_projects/prototype_rewards/generic_land_prototype_rewards.txt

Code:
sp_land_generic_reward_engine_bonus_1 = {
	fire_only_once = yes
	threshold = {
		min = 50
		max = 100
	}
	weight = {
		base = @base_reward_weight
		modifier = {
			factor = @reward_weight_factor_theme
			has_project_flag = sp_land_generic_reward_engine_bonus_flag
		}
	}
	option = {
		token = sp_land_generic_reward_option_engine_bonus
		iteration_output = {
			equipment_bonus = {
				armor = {
					maximum_speed = 0.03
				}
			}
			country_effects = {
				FROM = {
					set_project_flag = sp_land_generic_reward_engine_bonus_flag
				}
			}
		}
	}
}
### Entity: Idea
Component: GUM_acgs
Source: game
File: common/ideas/guam.txt

Code:
GUM_acgs = {
	picture = generic_air_asia_3
	allowed = {
		original_tag = GUM
	}
	traits = {
		air_chief_ground_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_seize_lebanon
Constructs: prerequisite, owns_state, completion_reward, is_subject, has_full_control_of_state, has_global_flag, is_ally_with, cancel_if_invalid
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_seize_lebanon
	icon = GFX_goal_defensive_position2
	relative_position_id = MPL_realize_levant
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = MPL_realize_levant
	}
	available = {
		is_subject = no
		owns_state = 454
		has_full_control_of_state = 454
		NOT = {
			has_global_flag = MPL_no_border_war
		}
	}
	bypass = {
		OR = {
			MPL = {
				controls_state = 553
				553 = {
					controller = {
						is_ally_with = MPL
					}
				}
			}
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	select_effect = {
		454 = {
			save_event_target_as = MPL_borderwar_attacker
		}
		553 = {
			save_event_target_as = MPL_borderwar_defender
		} {
			controller = {
				country_event = mandate_palestine.114
			}
		}
		set_global_flag = MPL_no_border_war
	}
	completion_reward = {
		clear_global_event_target = MPL_borderwar_attacker MPL_borderwar_defender
		454 = {
			save_global_event_target_as = MPL_borderwar_attacker
		}
		553 = {
			save_global_event_target_as = MPL_borderwar_defender
		}
		custom_effect_tooltip = MPL_selection_lebanon_event
		MPL_border_war_states = yes
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_prove_thailands_worth_r56
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_war_with_major, has_focus_autohide_rule_trigger_r56, swap_ideas, remove_idea
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_prove_thailands_worth_r56
	icon = GFX_focus_AFG_against_kabul
	prerequisite = {
		focus = SIA_forced_out_of_neutrality_r56 SIA_return_to_the_world_stage_r56
	}
	mutually_exclusive = {
		focus = SIA_limit_wartime_activity_r56
	}
	x = 0
	y = 1
	relative_position_id = SIA_return_to_the_world_stage_r56
	cost = 5
	ai_will_do = {
		base = 15
	}
	available = {
		has_war_with_major = yes
	}
	offset = {
		x = 1
		trigger = {
			has_completed_focus = SIA_prove_thailands_worth_r56
			has_focus_autohide_rule_trigger_r56 = yes
		}
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	completion_reward = {
		mark_focus_tree_layout_dirty_r56 = yes
		if = {
			limit = {
				has_completed_focus = SIA_forced_out_of_neutrality_r56
			}
			swap_ideas = {
				remove_idea = SIA_return_to_the_world_stage_r56
				add_idea = SIA_return_to_the_world_stage_r56_2_forced_out_of_neutrality
			}
		}
		else = {
			swap_ideas = {
				remove_idea = SIA_return_to_the_world_stage_r56
				add_idea = SIA_return_to_the_world_stage_r56_2
			}
		}
	}
}
### Entity: Idea
Component: HUN_hungarian_life_movement_idea
Constructs: research_speed_factor, stability_factor, war_support_factor
Source: game
File: common/ideas/hungary.txt

Code:
HUN_hungarian_life_movement_idea = {
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		always = yes
	}
	picture = HUN_hungarian_life_movement_idea
	modifier = {
		resistance_growth = -0.05
		army_core_defence_factor = 0.05
		army_core_attack_factor = 0.05
		war_support_factor = 0.1
		stability_factor = 0.1
		research_speed_factor = -0.03
	}
}
### Entity: Character
Component: diamond_extraction_company
Source: game
File: common/country_leader/00_traits.txt

Code:
diamond_extraction_company = {
	random = no
	consumer_goods_factor = -0.2
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: kmt.224
Constructs: is_triggered_only, ai_chance
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.224
	title = kmt.224.t
	desc = kmt.224.d
	is_triggered_only = yes
	picture = GFX_report_event_usa_destroyers
	option = {
		name = kmt.224.a
		ai_chance = {
			base = 90
		}
		FROM = {
			country_event = {
				id = kmt.225
			}
		}
	} {
		name = kmt.224.b
		ai_chance = {
			base = 10
		}
		FROM = {
			country_event = {
				id = kmt.226
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_NAVY_convoy_production_strategy_3
Source: game
File: common/ai_strategy/EAI_PRODUCTION_navy_strategies.txt

Code:
EAI_PROD_NAVY_convoy_production_strategy_3 = {
	enable = {
		num_of_naval_factories = > 80
		stockpile_ratio = {
			archetype = convoy
			ratio = < 500
		}
	}
	abort = {
		NOT = {
			AND = {
				num_of_naval_factories = > 50
				stockpile_ratio = {
					archetype = convoy
					ratio = < 750
				}
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories
		id = convoy
		value = 3
	}
}
### Entity: Scripted Trigger
Component: EAI_infantry_width_26w
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_infantry_width_26w = {
	NOT = {
		check_variable = {
			EAI_FOCUS/LAND/land_doctrine = global.EAI_MA_DOCTRINE
		}
	}
	OR = {
		check_variable = {
			EAI_FOCUS/LAND/infantry_width = global.EAI_26W_INF_WIDTH
		} {
			EAI_FOCUS/LAND/infantry_width_OVERRIDE = global.EAI_26W_INF_WIDTH
		}
		AND = {
			OR = {
				EAI_Infantry_Width_26_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/LAND/infantry_width EAI_FOCUS/LAND/infantry_width_OVERRIDE
			}
		}
	}
}
### Entity: Event
Component: r56w.event.46
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/r56w_events.txt

Code:
country_event = {
	id = r56w.event.46
	title = r56w.event.46.t
	desc = r56w.event.46.d
	picture = GFX_r56w_generic_event_10
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56w.event.46.a
		hidden_effect = {
			country_event = {
				id = r56w.event.47
				days = 7
			}
		}
	}
}