Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: EAI_PC_resource_extraction_2
Constructs: limit, has_country_flag, set_temp_variable, check_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_misc.txt

Code:
EAI_PC_resource_extraction_2 = {
	set_temp_variable = {
		_project_building_type = global.EAI_PC_INF
	} {
		_project_type_id = @EAI_PC_resource_extraction_2_TYPE_ID
	} {
		_project_priority = @EAI_PC_resource_extraction_2_PRIO
	} {
		_project_cancel_unbuildable = 1
	}
	EAI_PC_resource_extraction_2_STRATEGIES = yes
	if = {
		limit = {
			check_variable = {
				EAI_PC_resource_extraction_2_STRATEGIES = 1
			} {
				queued_type_num_ = < 2
			}
			set_temp_variable = {
				_get_queued_num_building_type = _project_building_type
			} {
				_get_queued_num_type_id = _project_type_id
			}
			EAI_PC_get_total_queued_num = yes
		}
		if = {
			limit = {
				ROOT = {
					has_country_flag = EAI_construction_logging
				}
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | CONSTRUCTION: EAI_PC_resource_extraction_2
		}
		set_temp_variable = {
			_match_project_type_id = _project_type_id
		}
		for_each_scope_loop = {
			array = _target_states_
			if = {
				limit = {
					EAI_PC_can_build_project = yes
					NOT = {
						EAI_PC_has_same_type_project_here = yes
					}
				}
				EAI_PC_start_project = yes
				set_temp_variable = {
					break = 1
				}
			}
		}
	}
	EAI_PC_clear_project_inputs = yes
}
### Entity: Character
Component: SWE_torsten_friis
Constructs: has_dlc
Source: game
File: common/characters/SWE.txt

Code:
SWE_torsten_friis = {
	instance = {
		allowed = {
			has_dlc = Arms Against Tyranny
		}
		advisor = {
			slot = air_chief
			idea_token = SWE_torsten_friis
			allowed = {
				original_tag = SWE
			}
			traits = {
				air_chief_all_weather_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		name = SWE_torsten_friis
		portraits = {
			army = {
				small = GFX_portrait_SWE_torsten_friis_small
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Arms Against Tyranny
			}
		}
		advisor = {
			slot = air_chief
			idea_token = SWE_torsten_friis
			allowed = {
				original_tag = SWE
			}
			traits = {
				air_chief_all_weather_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		name = SWE_torsten_friis
		portraits = {
			army = {
				small = GFX_idea_generic_air_europe_3
			}
		}
	}
}
### Entity: State History
Component: 691
Constructs: add_core_of
Source: game
File: history/states/691-Trinidad.txt

Code:
state = {
	id = 691
	name = STATE_691
	manpower = 413119
	resources = {
		oil = 12
	}
	state_category = rural
	history = {
		add_core_of = TRI
		owner = ENG
		victory_points = {
			3284 1
		}
		buildings = {
			infrastructure = 2
			3284 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		3284 13012
	}
	local_supplies = 2.0
}
### Entity: Character
Component: HBC_li_jingrong
Source: game
File: common/characters/HBC.txt

Code:
HBC_li_jingrong = {
	name = Li Jingrong
	portraits = {
		army = {
			large = GFX_kr_portrait_asia_generic_4
			small = GFX_kr_portrait_asia_generic_4_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = HBC_li_jingrong
		allowed = {
			OR = {
				original_tag = HBC XIC
			}
		}
		visible = {

		}
		available = {

		}
		traits = {
			economist
		}
	}
}
### Entity: Character
Component: member_of_the_suojeluskunta_improved
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
member_of_the_suojeluskunta_improved = {
	random = no
	max_surrender_limit_offset = 0.3
	stability_factor = -0.05
	drift_defence_factor = 0.25
	justify_war_goal_when_in_major_war_time = -0.35
	max_command_power_mult = 0.25
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_attack_alliance_francaise
Constructs: prerequisite, add_ideas, completion_reward, add_power_balance_value
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_attack_alliance_francaise
	icon = GFX_focus_attack_france
	cost = 5
	x = 2
	y = 1
	relative_position_id = LUX_contest_election_results
	prerequisite = {
		focus = LUX_contest_election_results
	}
	mutually_exclusive = {
		focus = LUX_integrate_french_organisations
	}
	completion_reward = {
		add_ideas = r56_LUX_anti_french_sentiments
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		reverse_add_opinion_modifier = {
			target = FRA
			modifier = small_decrease
		}
		add_power_balance_value = {
			id = LUX_fascist_balance
			value = 0.05
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: Idea
Component: EAI_DD_4/infantry_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_4/infantry_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_heavy_tank
Constructs: limit, is_major, set_temp_variable
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_armor.txt

Code:
EAI_PR_STRATEGIES_heavy_tank = {
	if = {
		limit = {
			EAI_HARM_tech_focus = yes
			is_major = yes
		}
		set_temp_variable = {
			prio_cat = @PR_heavy_tank
		}
		if = {
			limit = {
				NOT = {
					EAI_STRATEGY_CHL_mass_infantry_prioritize_tanks = yes
				}
			}
			multiply_temp_variable = {
				prio_cat = 0
			}
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:gwtank_chassis
				} {
					_prio_val = prio_cat
				} {
					_year = 1936
				}
				date = > 1936.6.1
				EAI_PR_year_FACTOR = yes
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:basic_heavy_tank_chassis
				} {
					_prio_val = prio_cat
				} {
					_year = 1936
				}
				date = > 1936.6.1
				EAI_PR_year_FACTOR = yes
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:improved_heavy_tank_chassis
				} {
					_prio_val = prio_cat
				} {
					_year = 1940
				}
				date = > 1940.1.1
				EAI_PR_year_FACTOR = yes
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:advanced_heavy_tank_chassis
				} {
					_prio_val = prio_cat
				} {
					_year = 1943
				}
				date = > 1943.1.1
				EAI_PR_year_FACTOR = yes
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:main_battle_tank_chassis
				} {
					_prio_val = prio_cat
				} {
					_year = 1945
				}
				EAI_MODARM_tech_focus = yes
				date = > 1945.1.1
				EAI_PR_year_FACTOR = yes
			}
			EAI_PR_add_to_priority_research_queue = yes
		}
	}
}
### Entity: Scripted Effect
Component: TUR_placate_fundamentalist_state_effect
Constructs: limit, has_dynamic_modifier, remove_dynamic_modifier, add_dynamic_modifier, is_core_of, add_core_of
Source: game
File: common/scripted_effects/TUR_scripted_effects.txt

Code:
TUR_placate_fundamentalist_state_effect = {
	custom_effect_tooltip = TUR_placate_fundamentalist_state_effect_tt
	hidden_effect = {
		event_target:TUR_fundamentalist_state = {
			if = {
				limit = {
					has_dynamic_modifier = {
						modifier = islamist_opposition
					}
				}
				remove_dynamic_modifier = {
					modifier = islamist_opposition
				}
				add_dynamic_modifier = {
					modifier = islamists_placated
				}
			} {
				limit = {
					NOT = {
						is_core_of = TUR
					}
				}
				add_core_of = TUR
			}
			else_if = {
				limit = {
					has_dynamic_modifier = {
						modifier = islamist_sedition
					}
				}
				remove_dynamic_modifier = {
					modifier = islamist_sedition
				}
				add_dynamic_modifier = {
					modifier = islamists_placated
				}
			} {
				limit = {
					has_dynamic_modifier = {
						modifier = islamist_insurgency
					}
				}
				remove_dynamic_modifier = {
					modifier = islamist_insurgency
				}
				add_dynamic_modifier = {
					modifier = islamists_placated
				}
			}
		}
	}
}
### Entity: Character
Component: NGA_ar
Source: game
File: common/characters/NGA.txt

Code:
NGA_ar = {
	advisor = {
		slot = high_command
		idea_token = NGA_ar
		ledger = army
		allowed = {
			original_tag = NGA
		}
		traits = {
			army_regrouping_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_5
		}
	}
}
### Entity: Event
Component: turkey.13
Constructs: is_triggered_only, division_template, add_stability, set_global_flag, add_popularity
Source: game
File: events/r56_turkey.txt

Code:
country_event = {
	id = turkey.13
	title = turkey.13.t
	desc = turkey.13.d
	picture = GFX_report_event_tur_turkish_soldiers
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			set_global_flag = TUR_civil_war_end
		}
	}
	option = {
		name = turkey.13.a
		add_stability = 0.05
		add_popularity = {
			ideology = neutrality
			popularity = -0.05
		}
		delete_unit_template_and_units = {
			division_template = Kuva-yi Milliye Tugayi
		}
	}
}
### Entity: Event
Component: lithuania.81
Constructs: is_triggered_only, add_opinion_modifier, random_list, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania.81
	title = lithuania.81.t
	desc = lithuania.81.desc
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = lithuania.81.a
		random_list = {
			50 = {
				random_owned_controlled_state = {
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = arms_factory
						level = 1
						instant_build = yes
					}
				}
			} {
				random_owned_controlled_state = {
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes
					}
				}
			}
		}
		effect_tooltip = {
			FROM = {
				add_opinion_modifier = {
					target = ROOT
					modifier = POL_draw_closer_to_britain
				}
			}
		}
	}
}
### Entity: Character
Component: USA_edward_curtis_wells
Source: game
File: common/characters/USA.txt

Code:
USA_edward_curtis_wells = {
	name = USA_edward_curtis_wells
	portraits = {
		army = {
			large = GFX_portrait_USA_edward_curtis_wells
		}
	}
	scientist = {
		traits = {
			scientist_trait_aircraft_specialist
		}
		skills = {
			specialization_air = 2
		}
	}
}
### Entity: Idea
Component: ICE_hosting_american_soldiers
Constructs: has_government, is_subject_of, is_in_faction_with, removal_cost
Source: game
File: common/ideas/iceland.txt

Code:
ICE_hosting_american_soldiers = {
	picture = generic_infantry_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			OR = {
				is_subject_of = USA
				is_in_faction_with = USA
			} {
				has_government = democratic neutrality
			}
		}
	}
	removal_cost = -1
	modifier = {
		weekly_manpower = 50
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/SML_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = SML
		}
		requested_factories = 1
		progress = 0.75
		efficiency = 100
	}
}
### Entity: Country History
Country: WES
Component: WES_characters
Constructs: create_country_leader
Source: game
File: history/countries/WES - Western Sahara.txt

Code:
# Leaders & Characters for WES
create_country_leader = {
	name = El-Ouali Mustapha Sayed
	desc = 
	picture = GFX_portrait_El_Ouali_Mustapha_Sayed
	ideology = centrism
	traits = {

	}
}
### Entity: Scripted Localization
Component: defined_text
Constructs: has_country_flag
Source: game
File: common/scripted_localisation/r56_JOR_scripted_localisation.txt

Code:
defined_text = {
	name = JORGetBaniSakhr
	text = {
		trigger = {
			JOR = {
				has_country_flag = JOR_banisakhr_aggressive
			}
		}
		localization_key = JOR_tribe_aggressive_loc
	} {
		trigger = {
			JOR = {
				has_country_flag = JOR_banisakhr_supportive
			}
		}
		localization_key = JOR_tribe_supportive_loc
	} {
		trigger = {
			JOR = {
				has_country_flag = JOR_banisakhr_neutral
			}
		}
		localization_key = JOR_tribe_neutral_loc
	} {
		localization_key = JOR_tribe_supportive_loc
	}
}
### Entity: Idea
Component: EAI_DD_17/heavy_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_17/heavy_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_artillery_chassis = {
			build_cost_ic = -0.425
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_minimal_socialist_bureaucracy
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_minimal_socialist_bureaucracy
	icon = GFX_focus_renounce_the_treaty_of_trianon
	cost = 10
	prerequisite = {
		focus = VIN_la_lutte_victorious
	}
	completion_reward = {
		add_ideas = VIN_minimal_socialist_bureaucracy
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
	x = 14
	y = 1
}
### Entity: Order of Battle
Component: air_wing_605
Source: game
File: history/units/CHI_1939_air_bba.txt

Code:
air_wings = {
	605 = {
		small_plane_airframe_0 = {
			owner = CHI
			amount = 25
			creator = ITA
			version_name = CR.32
		} {
			owner = CHI
			amount = 25
			creator = SOV
			version_name = I-15
		} {
			owner = CHI
			amount = 25
			creator = USA
			version_name = P-26A
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_conquer_afghanistan
Constructs: prerequisite, limit, has_war_with, completion_reward, is_subject_of, cancel_if_invalid, has_dlc, add_doctrine_cost_reduction
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_conquer_afghanistan
	icon = GFX_focus_generic_attack_afghanistan
	prerequisite = {
		focus = RAJ_timurid_bureaucracy
	}
	x = 0
	y = 1
	relative_position_id = RAJ_timurid_bureaucracy
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {
		AFG = {
			OR = {
				exists = no
				is_subject_of = ROOT
				has_war_with = ROOT
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				cost_reduction = 0.4
				uses = 1
				category = special_forces_doctrine
			}
		} {
			limit = {
				AFG = {
					all_core_state = {
						is_fully_controlled_by = PREV
					}
				}
			}
			create_wargoal = {
				type = annex_everything
				target = AFG
			}
		}
		else = {
			army_experience = 100
		} {
			AFG = {
				every_core_state = {
					if = {
						limit = {
							NOT = {
								ROOT = {
									has_annex_war_goal = PREV.controller
								}
							}
							controller = {
								NOT = {
									original_tag = ROOT
								}
							}
						}
						ROOT = {
							create_wargoal = {
								type = annex_everything
								target = PREV.controller
							}
						}
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: GER_mitteleuropa_customs_union_member
Constructs: has_government, removal_cost, is_in_faction_with
Source: game
File: common/ideas/GER.txt

Code:
GER_mitteleuropa_customs_union_member = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = democratic neutrality
		}
	}
	removal_cost = -1
	picture = HUN_treaty_of_triannon
	cancel = {
		NOT = {
			OR = {
				is_in_faction_with = GER
				original_tag = GER
			}
		}
	}
	modifier = {
		consumer_goods_factor = -0.1
		min_export = 0.05
	}
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_industrial_effort
Constructs: completion_reward, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_industrial_effort
	icon = GFX_goal_generic_production
	x = 26
	y = 0
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 1
			category = industry
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 5
	}
}
### Entity: National Focus
Tree: fri_focus
Component: FRI_freedom_of_speech_and_association
Constructs: prerequisite, add_stability, completion_reward, add_days_mission_timeout, add_research_slot
Source: game
File: common/national_focus/FrenchIndochina.txt

Code:
focus = {
	id = FRI_freedom_of_speech_and_association
	icon = GFX_goal_research_silver_cooperation
	cost = 8
	prerequisite = {
		focus = FRI_decret_moutet
	}
	x = -2
	y = 2
	relative_position_id = FRI_concessions_to_the_strikers
	completion_reward = {
		add_days_mission_timeout = {
			mission = r56_FRI_nationist_uprising_2
			days = 30
		}
		add_stability = 0.1
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_STABILITY
	}
}
### Entity: Trigger Reference
Construct: Example
Constructs: Example, has_resources_in_collection
Source: vanilla_docs
File: documentation/script_collection_input.md

Doc:
### Example
```
has_resources_in_collection = {
	collection = game:all_countries
	resource = steel
	amount > 799
	extracted = yes
}
```
### Entity: National Focus
Tree: cog_focus
Component: COG_attempt_to_sway_moise_thsombe
Constructs: prerequisite, limit, completion_reward, has_subject, add_timed_idea, has_dynamic_modifier, remove_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_attempt_to_sway_moise_thsombe
	icon = GFX_goal_generic_dangerous_deal
	x = 1
	y = 1
	prerequisite = {
		focus = COG_the_simba_movement COG_approach_the_disfavored_mwami
	}
	relative_position_id = COG_the_simba_movement
	cost = 10
	bypass = {

	}
	available = {
		any_country = {
			original_tag = BEL
			has_subject = ROOT
		}
	}
	completion_reward = {
		add_timed_idea = {
			idea = COG_currying_favors_with_katangese_separatists
			days = 180
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				889 = {
					has_dynamic_modifier = {
						modifier = COG_katanga_separatism_modifier
					}
				}
			}
			889 = {
				remove_dynamic_modifier = {
					modifier = COG_katanga_separatism_modifier
				}
				hidden_effect = {
					add_dynamic_modifier = {
						modifier = COG_state_loyal_to_free_congo_modifier
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_separate_the_air_force
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_separate_the_air_force
	icon = GFX_goal_PER_imperial_iranian_air_force
	cost = 10
	prerequisite = {
		focus = PER_adopt_western_style_military_bureaucracy
	}
	mutually_exclusive = {
		focus = PER_maintain_air_land_links
	}
	ai_will_do = {
		factor = 9
	}
	completion_reward = {
		air_experience = 25
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = strategic_destruction_tree
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	relative_position_id = PER_adopt_western_style_military_bureaucracy
	x = 4
	y = 1
}
### Entity: State History
Component: 512
Constructs: add_core_of
Source: game
File: history/states/512-Patagonia.txt

Code:
state = {
	id = 512
	name = STATE_512
	manpower = 471000
	state_category = rural
	resources = {
		oil = 3
	}
	history = {
		owner = ARG
		add_core_of = ARG WLA
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			12321 2
		} {
			12306 1
		}
	}
	provinces = {
		2149 2199 8192 10935 10981 12306 12321 12349 12982
	}
	local_supplies = 0.0
}
### Entity: Event
Component: FRA_indochina_intervention.31
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = FRA_indochina_intervention.31
	title = FRA_indochina_intervention.3.t
	desc = FRA_indochina_intervention.3.desc
	picture = GFX_report_event_soldiers_in_france
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = FRA_indochina_intervention.3.a
	}
}
### Entity: Decision
Component: mal_trade_decisions
Constructs: has_completed_focus, is_subject_of
Source: game
File: common/decisions/categories/mal_decision_categories.txt

Code:
mal_trade_decisions = {
	icon = generic_economy
	allowed = {
		original_tag = MAL
	}
	visible = {
		has_completed_focus = MAL_seek_investors
		is_subject_of = ENG
	}
}
### Entity: Idea
Component: EAI_DD_19/medium_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_19/medium_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_artillery_chassis = {
			build_cost_ic = -0.475
			instant = yes
		}
	}
}
### Entity: Scripted Trigger
Component: army_disorganization_removed
Constructs: check_variable
Source: game
File: common/scripted_triggers/r56_danish_scripted_trigger.txt

Code:
army_disorganization_removed = {
	check_variable = {
		mil_factory_production = 0
	} {
		civ_factory_production = 0
	} {
		fort_factory_production = 0
	} {
		cfort_factory_production = 0
	} {
		arms_production = 0
	} {
		ship_production = 0
	} {
		mob_cost_factor = 0
	} {
		eco_cost_factor = 0
	} {
		refit_cost_factor = 0
	}
}
### Entity: AI Strategy
Component: USA_go_time
Constructs: has_war_with, is_historical_focus_on
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_go_time = {
	allowed = {
		original_tag = USA
		is_historical_focus_on = yes
	}
	enable = {
		has_war_with = JAP
		date = > 1943.2.1
		surrender_progress = < 0.2
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = JAP
		value = 80
	} {
		type = front_unit_request
		area = home_islands
		value = 100
	} {
		type = consider_weak
		id = JAP
		value = 75
	} {
		type = naval_invasion_dominance_weight
		value = 40
	} {
		type = naval_dominance
		id = 78
		value = 82
	} {
		type = naval_dominance
		id = 94
		value = 82
	} {
		type = naval_dominance
		id = 76
		value = 82
	} {
		type = naval_dominance
		id = 84
		value = 82
	} {
		type = naval_dominance
		id = 177
		value = 81
	} {
		type = naval_dominance
		id = 90
		value = 81
	} {
		type = naval_dominance
		id = 95
		value = 80
	} {
		type = naval_dominance
		id = 75
		value = 80
	} {
		type = naval_dominance
		id = 80
		value = 80
	}
}
### Entity: Scripted Trigger
Component: EAI_Infantry_Design_A_PRESET
Constructs: limit
Source: game
File: common/scripted_triggers/EAI_ai_presets.txt

Code:
EAI_Infantry_Design_A_PRESET = {
	if = {
		limit = {
			EAI_MODE_normal = yes
		}
		OR = {
			original_tag = FRA CHI SHX GXC YUN PRC XSM SIK SIA SPR MAL INS PHI EGY SOV
			num_of_controlled_states = < 2
		}
	}
	else_if = {
		limit = {
			EAI_MODE_challenging = yes
		}
		OR = {
			original_tag = FRA CHI SHX GXC YUN PRC XSM SIK SIA SPR MAL INS PHI EGY SOV GER USA ENG FRA ITA
			num_of_controlled_states = < 2
			NOT = {
				EAI_major_country = yes
			}
		}
	}
}
### Entity: Idea
Component: AFG_mohammad_zahir_shah_ns_upgrade_1
Constructs: stability_factor, has_government, removal_cost, neutrality_drift
Source: game
File: common/ideas/afghanistan.txt

Code:
AFG_mohammad_zahir_shah_ns_upgrade_1 = {
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	picture = AFG_zahir_shah_idea
	removal_cost = -1
	modifier = {
		stability_factor = 0.1
		neutrality_drift = 0.02
		political_power_factor = 0.05
	}
}