Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Game Data
Component: we_sing_yuve_yuve_yu_no_more
Constructs: has_any_custom_difficulty_setting, has_global_flag
Source: game
File: common/achievements/rt56-achievements.txt

Code:
we_sing_yuve_yuve_yu_no_more = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		OR = {
			original_tag = MON MEN TAN BYA
		}
	}
	happened = {
		has_global_flag = form_greater_mongolia_flag
	}
}
### Entity: State History
Component: 453
Constructs: add_core_of
Source: game
File: history/states/453-Sinai.txt

Code:
state = {
	id = 453
	name = STATE_453
	history = {
		owner = ENG
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			4161 3
		} {
			10099 1
		}
		add_core_of = EGY
	}
	provinces = {
		1112 4161 10002 10099 11922 11979 12073
	}
	manpower = 15359
	buildings_max_level_factor = 1.0
	state_category = wasteland
	local_supplies = 7.0
}
### Entity: State History
Component: 1020
Constructs: add_core_of, add_claim_by
Source: game
File: history/states/1020 - Mangalia.txt

Code:
state = {
	id = 1020
	name = STATE_1020
	manpower = 31950
	resources = {

	}
	state_category = city
	history = {
		owner = ROM
		add_core_of = ROM
		add_claim_by = BUL
		victory_points = {
			657 3
		}
		buildings = {
			infrastructure = 2
			arms_factory = 1
			657 = {
				naval_base = 8
			}
			dockyard = 1
		}
	}
	provinces = {
		657
	}
	local_supplies = 0.0
}
### Entity: Event
Component: himalaya_tibet.37
Constructs: is_triggered_only
Source: game
File: events/Tibet.txt

Code:
country_event = {
	id = himalaya_tibet.37
	title = himalaya_tibet.37.t
	desc = himalaya_tibet.37.desc
	picture = GFX_report_event_tibetan_army_3
	is_triggered_only = yes
	option = {
		name = himalaya_tibet.37.a
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_home_defence
Constructs: has_completed_focus, prerequisite, limit, add_war_support, completion_reward, has_dlc, has_game_rule, allow_branch
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_home_defence
	prerequisite = {
		focus = ENG_steady_as_she_goes
	}
	mutually_exclusive = {
		focus = ENG_global_defense
	}
	icon = GFX_focus_generic_home_defense
	x = 5
	y = 1
	offset = {
		x = -5
		y = 0
		trigger = {
			NOT = {
				has_dlc = Man the Guns
			}
		}
	} {
		x = -5
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_dlc = Man the Guns
			has_completed_focus = ENG_home_defence
		}
	}
	relative_position_id = ENG_steady_as_she_goes
	cost = 10
	ai_will_do = {
		factor = 1
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				OR = {
					has_completed_focus = ENG_global_defense ENG_a_change_in_course
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt ENG_home_defence_tt
		125 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_building_construction = {
					type = coastal_bunker
					level = 2
					province = 271
					instant_build = yes
				}
			}
		}
		126 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_building_construction = {
					type = coastal_bunker
					level = 2
					province = 11374
					instant_build = yes
				}
			}
		}
		127 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				IF = {
					limit = {
						free_building_slots = {
							building = coastal_bunker
							size = > 1
							province = 3501
						}
					}
					add_building_construction = {
						type = coastal_bunker
						level = 2
						province = 3501
						instant_build = yes
					}
				} {
					limit = {
						free_building_slots = {
							building = coastal_bunker
							size = > 1
							province = 9458
						}
					}
					add_building_construction = {
						type = coastal_bunker
						level = 2
						province = 9458
						instant_build = yes
					}
				}
			}
		}
		123 = {
			if = {
				limit = {
					is_controlled_by = ROOT
					free_building_slots = {
						building = coastal_bunker
						size = > 1
						province = 540
					}
				}
				add_building_construction = {
					type = coastal_bunker
					level = 2
					province = 540
					instant_build = yes
				}
			}
		}
		hidden_effect = {
# ... (truncated)
### Entity: Character
Component: GER_high_admiral
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_high_admiral = {
	naval_coordination = 0.15
	naval_morale_factor = 0.1
	experience_gain_navy = 0.08
	army_org_factor = -0.05
}
### Entity: AI Strategy
Component: SIA_chemical_imports_requirement
Constructs: has_completed_focus
Source: game
File: common/ai_strategy/SIA.txt

Code:
SIA_chemical_imports_requirement = {
	allowed = {
		original_tag = SIA
	}
	enable = {
		focus_progress = {
			focus = SIA_railway_and_port_extensions
			progress = > 0
		}
		NOT = {
			has_completed_focus = SIA_chemical_imports
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = befriend
		id = ENG
		value = 300
	} {
		type = befriend
		id = JAP
		value = 300
	} {
		type = befriend
		id = INS
		value = 300
	} {
		type = befriend
		id = MAL
		value = 300
	}
}
### Entity: Idea
Component: idea_SIA_diverting_army_funds_to_navy
Constructs: industrial_capacity_factory, has_dlc, removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_diverting_army_funds_to_navy = {
	allowed = {
		has_dlc = Thunder at Our Gates
		original_tag = SIA
	}
	picture = generic_coastal_navy
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		industrial_capacity_factory = -0.1
		industrial_capacity_dockyard = 0.25
		production_speed_arms_factory_factor = -0.1
		production_speed_dockyard_factor = 0.1
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_ride_the_lightning
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus, add_mastery
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_ride_the_lightning
	icon = GFX_goal_generic_air_fighter
	prerequisite = {
		focus = AST_empire_air_training_scheme_taog
	}
	relative_position_id = AST_empire_air_training_scheme_taog
	x = -3
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_dlc = By Blood Alone
				}
			}
			air_experience = 25
			add_tech_bonus = {
				name = AST_ride_the_lightning
				bonus = 0.5
				uses = 2
				category = light_air
			}
		}
		else_if = {
			limit = {
				has_dlc = By Blood Alone
			}
			air_experience = 25
			add_tech_bonus = {
				name = AST_ride_the_lightning
				bonus = 0.5
				uses = 2
				category = light_air
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_mastery = {
			amount = 100
			folder = air
			track = fighter_aircraft
		} {
			amount = 100
			folder = air
			track = strike_aircraft
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_AIR_XP
	}
}
### Entity: Scripted Effect
Component: DEN_upgrade_resistance_militia
Constructs: division_template, limit, has_variable, add_to_variable, is_locked, set_variable, check_variable, add_units_to_division_template
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_upgrade_resistance_militia = {
	if = {
		limit = {
			NOT = {
				has_variable = DEN_militia_template_level
			}
		}
		custom_effect_tooltip = DEN_adds_units_to_resistance_tt
	} {
		limit = {
			has_variable = DEN_militia_template_level
		}
		add_to_variable = {
			DEN_militia_template_level = 1
		}
	} {
		limit = {
			NOT = {
				has_variable = DEN_militia_template_level
			}
		}
		division_template = {
			name = Modstandsbevægelsen Militia
			is_locked = yes
			priority = 1
			template_counter = 60
			regiments = {
				militia = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				}
			}
			support = {

			}
			override_model = DEN_militia_entity
		}
		set_variable = {
			DEN_militia_template_level = 1
		}
	}
	else_if = {
		limit = {
			has_variable = DEN_militia_template_level
			check_variable = {
				DEN_militia_template_level = 1
			}
		}
		add_units_to_division_template = {
			template_name = Modstandsbevægelsen Militia
			regiments = {
				militia = 0 0 1 1
			}
		}
	} {
		limit = {
			has_variable = DEN_militia_template_level
			check_variable = {
				DEN_militia_template_level = 2
			}
		}
		add_units_to_division_template = {
			template_name = Modstandsbevægelsen Militia
			regiments = {
				militia = 2 2 2 2
			}
		}
	}
}
### Entity: Modifier Reference
Construct: modifiers
Source: vanilla_docs
File: common/factions/_documentation.md

Doc:
### List of faction-related modifiers
- *faction_influence_war_score_factor* - war score modifier for faction influence
- *faction_influence_industrial_capacity_factor* - industrial capacity modifier for faction influence
- *faction_influence_garrison_support_provider_factor* - garrison support provider modifier for faction influence
- *faction_influence_garrison_support_reciver_factor* - garrison support reciver modifier for faction influence
- *faction_influence_expeditionary_force_provider_factor* - expeditionary force provider modifier for faction influence
- *faction_influence_expeditionary_force_reciver_factor* -  expeditionary force reciver modifier for faction influence
### Entity: Character
Component: SIA_luang_phibunsongkhram
Source: game
File: common/characters/SIA.txt

Code:
SIA_luang_phibunsongkhram = {
	advisor = {
		slot = army_chief
		idea_token = SIA_luang_phibunsongkhram
		allowed = {
			original_tag = SIA
		}
		traits = {
			army_chief_morale_3
		}
		cost = 200
		ai_will_do = {
			factor = 5.0
		}
	}
	name = Luang Phibunsongkhram
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_2
		}
	}
}
### Entity: Country History
Country: ECU
Component: ECU_characters
Constructs: recruit_character
Source: game
File: history/countries/ECU - Ecuador.txt

Code:
# Leaders & Characters for ECU
recruit_character = ECU_federico_páez ECU_juan_toro ECU_andrés_guilarte ECU_josé_la_mar ECU_cosme_renella_barbatto ECU_benigno_andrade_flores ECU_uriarte_fanquil_del_ponte ECU_julio_salem_gallegos ECU_jorge_escobedo_duarte ECU_carlos_hidalgo_garcia ECU_luis_cabrera_sevilla ECU_ramon_baquerizo_davila ECU_federico_paez_chiriboaga ECU_gustavo_becerra_paz ECU_juan_bayardo_tobar ECU_ramon_moran_valverde ECU_ramon_castro_jijon ECU_juan_pablo_martinez_iguarte ECU_hugo_endara_penaherrera ECU_juan_ramon_castro ECU_gilberto_enriquez_gallo ECU_davide_flores ECU_carlos_arosemena_tola ECU_carlos_arroyo_del_rio
### Entity: Event
Component: BBA_ethiopia_exile_events.60
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_exile_events.60
	title = BBA_ethiopia_exile_events.60.t
	desc = BBA_ethiopia_exile_events.60.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_lend_lease
	option = {
		name = BBA_ethiopia_exile_events.60.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_clear_the_slums
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_manpower
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_clear_the_slums
	icon = GFX_goal_reichsautobahn
	prerequisite = {
		focus = GRE_encourage_tourism GRE_mobilise_our_economy
	}
	mutually_exclusive = {
		focus = GRE_rejuvenating_athens GRE_making_use_of_our_islands
	}
	x = 1
	y = 1
	relative_position_id = GRE_mobilise_our_economy
	cost = 10
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				184
			}
			add_extra_state_shared_building_slots = 2
		} {
			prioritize = {
				731
			}
			add_extra_state_shared_building_slots = 1
		} {
			prioritize = {
				186
			}
			add_extra_state_shared_building_slots = 1
		} {
			prioritize = {
				185
			}
			add_extra_state_shared_building_slots = 1
		}
		add_manpower = 66750
	}
}
### Entity: Event
Component: axis_minors_slovakia.1
Constructs: ai_chance, has_completed_focus, has_war, has_government, has_country_flag, fire_only_once, add_political_power, is_in_faction
Source: game
File: events/r56_slovakia.txt

Code:
country_event = {
	id = axis_minors_slovakia.1
	title = axis_minors_slovakia.1.t
	desc = axis_minors_slovakia.1.desc
	picture = GFX_report_event_hungarian_soldiers
	fire_only_once = yes
	trigger = {
		original_tag = HUN
		HUN = {
			has_country_flag = claim_eastern_slovak_border
			OR = {
				has_government = fascism neutrality
			} {
				is_in_faction = no
				AND = {
					is_in_faction_with = SLO GER
				}
			} {
				divisions_in_state = {
					state = 73
					size = > 0
				} {
					state = 664
					size = > 0
				}
			}
			has_full_control_of_state = 73 664
			has_war = no
			country_exists = SLO
			NOT = {
				has_completed_focus = HUN_council_of_peoples_commissars HUN_invite_the_habsburg_prince HUN_elect_a_democratic_king
			}
		}
		date = < 1942.1.1
		SLO = {
			has_full_control_of_state = 71
			OR = {
				is_subject = no
				is_subject_of = GER
			}
		}
	}
	mean_time_to_happen = {
		days = 4
	}
	option = {
		name = axis_minors_slovakia.1.a
		SLO = {
			country_event = {
				id = axis_minors_slovakia.6
			}
			71 = {
				set_border_war = yes
			}
		}
		73 = {
			set_border_war = yes
		}
		664 = {
			set_border_war = yes
		}
		country_event = {
			days = 8
			id = axis_minors_slovakia.7
		}
	} {
		name = axis_minors_slovakia.1.b
		ai_chance = {
			base = 0
		}
		add_political_power = -50
	}
}
### Entity: Event
Component: egypt.23
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/egypt.txt

Code:
country_event = {
	id = egypt.23
	picture = GFX_report_event_EGY_anglo_egyptian_conference_3
	title = egypt.23.t
	desc = egypt.23.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = egypt.23.a
	} {
		name = egypt.23.b
	}
}
### Entity: Unit Template
Component: OMA
Source: game
File: common/units/names/00_names.txt

Code:
OMA = {
	submarine = {
		prefix = SNV
		generic = {
			Submarine
		}
		unique = {
			Al Shamikh Al Rahmani Al Rasikh Qahir Al Amwaj Al Mua'zzar Al Mubrukah
		}
	}
	destroyer = {
		prefix = SNV
		generic = {
			Destroyer
		}
		unique = {
			Al Shamikh Al Rahmani Al Rasikh Qahir Al Amwaj Al Mua'zzar Al Mubrukah
		}
	}
	light_cruiser = {
		prefix = SNV
		generic = {
			Light Cruiser
		}
		unique = {
			Salalah Raysut Mirbah Sawqirah Duqm
		}
	}
	heavy_cruiser = {
		prefix = SNV
		generic = {
			Heavy Cruiser
		}
		unique = {
			Salalah Raysut Mirbah Sawqirah Duqm
		}
	}
	battle_cruiser = {
		prefix = SNV
		generic = {
			Battlecruiser
		}
		unique = {
			Masqat Matrah
		}
	}
	battleship = {
		prefix = SNV
		generic = {
			Battleship
		}
		unique = {
			Masqat Matrah
		}
	}
	carrier = {
		prefix = SNV
		generic = {
			Aircraft Carrier
		}
		unique = {
			Salah al-Din
		}
	}
}
### Entity: Country History
Country: HAW
Component: HAW_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/HAW - Hawaii.txt

Code:
# Politics & Parties for HAW
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	elections_allowed = no
}
set_popularities = {
	democratic = 38
	fascism = 6
	communism = 6
	neutrality = 50
}
### Entity: Decision
Component: DEN_political_integration
Source: game
File: common/decisions/categories/r56_DEN_decision_categories.txt

Code:
DEN_political_integration = {
	icon = generic_political_actions
	allowed = {
		tag = DEN
	}
	priority = 150
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_womens_suffrage
Constructs: prerequisite, add_ideas, completion_reward, has_elections, cancel_if_invalid
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_womens_suffrage
	icon = GFX_goal_generic_scientific_exchange
	prerequisite = {
		focus = MEX_focus_revolutionary_women
	}
	x = 1
	y = 1
	relative_position_id = MEX_focus_revolutionary_women
	cost = 10
	ai_will_do = {
		factor = 100
	}
	available = {
		has_elections = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MEX_CHURCH_AUTHORITY FOCUS_FILTER_STABILITY FOCUS_FILTER_RESEARCH FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		MEX_increase_church_power = yes
		add_ideas = MEX_womens_suffrage
	}
}
### Entity: Unit Template
Component: AST_DD_COMMUNIST
Constructs: has_government
Source: game
File: common/units/names_ships/AST_ship_names.txt

Code:
AST_DD_COMMUNIST = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		AST
	}
	can_use = {
		has_government = communism
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = RNS 
	fallback_name = Destroyer %s
	unique = {
		Arunta Bataan Warramunga Napier Nizam Nestor Norman Nerissa Quiberon Quickmatch Quadrant Quality Queenborough Tobruk Anzac Barcoo Barwon Burdekin Diamantina Gascoyne Hawkesbury Lachlan Macquarie Murchison Condamine Shoalhaven Culgoa Balmaine Bogam Campaspe Murrumbidgee Naomi Nepean Warburton Williamstown Wimmera Wollondilly Stuart Vampire Vendetta Voyager Waterhen
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/ENG_1939.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 9
	}
	location = 3273
	division_template = Infantry Division
	start_experience_factor = 0.2
	start_equipment_factor = 0.3
}
### Entity: Idea
Component: QAT_aco2
Source: game
File: common/ideas/qatar.txt

Code:
QAT_aco2 = {
	picture = generic_army_arab_2
	allowed = {
		original_tag = QAT
	}
	traits = {
		army_chief_organizational_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: ser_focus
Component: SER_construction_effort_2
Constructs: prerequisite, completion_reward, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_construction_effort_2
	icon = GFX_focus_generic_industry_2
	prerequisite = {
		focus = SER_industrial_planning
	}
	relative_position_id = SER_industrial_planning
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {
		controls_state = 108
	}
	completion_reward = {
		108 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: GXC_wang_shuming
Source: game
File: common/characters/GXC.txt

Code:
GXC_wang_shuming = {
	name = GXC_wang_shuming
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_1
		}
	}
	advisor = {
		slot = air_chief
		idea_token = GXC_wang_shuming
		allowed = {
			original_tag = GXC
		}
		traits = {
			air_chief_ground_support_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: tfv_canada.2
Constructs: is_triggered_only, create_faction_from_template, add_to_faction
Source: game
File: events/TFV_Canada.txt

Code:
country_event = {
	id = tfv_canada.2
	title = tfv_canada.2.t
	desc = tfv_canada.2.d
	picture = GFX_report_event_canadian_soldiers
	is_triggered_only = yes
	option = {
		name = tfv_canada.2.a
		USA = {
			create_faction_from_template = {
				template = faction_template_regional
				name = north_american_alliance
				icon = GFX_faction_logo_generic_17
			}
			add_to_faction = CAN
		}
		news_event = {
			id = news.246
			hours = 6
		}
	}
}
### Entity: Scripted Effect
Component: MEX_decrease_church_power
Constructs: limit, add_political_power, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/MEX_scripted_effects .txt

Code:
MEX_decrease_church_power = {
	if = {
		limit = {
			has_idea = MEX_church_power_1
		}
		add_political_power = 25
	}
	else_if = {
		limit = {
			has_idea = MEX_church_power_2
		}
		swap_ideas = {
			remove_idea = MEX_church_power_2
			add_idea = MEX_church_power_1
		}
	} {
		limit = {
			has_idea = MEX_church_power_3
		}
		swap_ideas = {
			remove_idea = MEX_church_power_3
			add_idea = MEX_church_power_2
		}
	} {
		limit = {
			has_idea = MEX_church_power_4
		}
		swap_ideas = {
			remove_idea = MEX_church_power_4
			add_idea = MEX_church_power_3
		}
	} {
		limit = {
			has_idea = MEX_church_power_5
		}
		swap_ideas = {
			remove_idea = MEX_church_power_5
			add_idea = MEX_church_power_4
		}
	}
}
### Entity: Scripted Effect
Component: GER_amerika_bomber_focke_wulf_completion_MIO_effects
Constructs: add_mio_research_bonus, complete_mio_trait
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_amerika_bomber_focke_wulf_completion_MIO_effects = {
	add_mio_research_bonus = 0.15
	complete_mio_trait = GER_mio_trait_amerikabomber_learnings
}
### Entity: AI Strategy
Component: BEL_expansionist_fascist_plan
Constructs: has_country_flag, has_game_rule, has_dlc, is_subject
Source: game
File: common/ai_strategy_plans/BEL_alternate_strategy_plan.txt

Code:
BEL_expansionist_fascist_plan = {
	name = Expansionist Fascist Plan
	desc = 
	allowed = {
		original_tag = BEL
	}
	enable = {
		OR = {
			has_country_flag = BEL_AI_RANDOM_EXPANSIONIST_FASCIST
			has_game_rule = {
				rule = BEL_AI_BEHAVIOR
				option = EXPANSIONIST_FASCIST
			}
		}
		has_dlc = Gotterdammerung
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		BEL_monetary_reconstruction BEL_rebuild_wallonian_industry BEL_gold_reserves BEL_perpetual_neutrality BEL_independent_neutral_and_loyal BEL_repudiate_treaty_with_france CONGO_congo_investments CONGO_societe_generale_de_belgique BEL_government_resigns BEL_government_of_national_unity BEL_investigate_bribery_charges BEL_royal_intervention BEL_support_the_vnv BEL_support_the_vnv BEL_revitalize_nederlands BEL_flanders_ascendant BEL_dietsland BEL_demand_calais BEL_burgundy_rising BEL_the_french_horse_and_the_red_rider BEL_demand_further_gallic_concessions BEL_defense_bill BEL_increased_length_of_service BEL_defensive_neutrality BEL_belgian_gates BEL_iron_wall BEL_our_southern_neighbour BEL_protect_against_france
	}
	focus_factors = {

	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: siam.38
Constructs: is_triggered_only, ai_chance, fire_only_once, is_historical_focus_on, is_ai
Source: game
File: events/TAOG_Siam.txt

Code:
country_event = {
	id = siam.38
	title = siam.38.t
	desc = siam.38.desc
	picture = GFX_report_event_generic_conference
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 1
		}
		name = siam.38.a
		FROM = {
			country_event = {
				id = siam.39
				hours = 2
			}
		}
	} {
		ai_chance = {
			base = 0
			modifier = {
				is_historical_focus_on = no
				FROM = {
					is_ai = yes
				}
				add = 0.2
			}
		}
		name = siam.38.b
		FROM = {
			country_event = {
				id = siam.40
				hours = 2
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_armor_tech_bonus
Constructs: has_completed_focus, has_opinion_modifier, check_variable
Source: game
File: common/scripted_triggers/EAI_RESEARCH_tech_priority_triggers.txt

Code:
EAI_armor_tech_bonus = {
	OR = {
		AND = {
			original_tag = GER
			OR = {
				has_opinion_modifier = sov_ger_treaty_trade
			}
		} {
			original_tag = SOV
			OR = {
				has_opinion_modifier = sov_ger_treaty_trade
				has_completed_focus = SOV_lessons_of_war
			}
		} {
			original_tag = FRA
			OR = {
				AND = {
					check_variable = {
						EAI_FOCUS/LAND/antitank_design = global.EAI_HTD_AT_DESIGN
					}
					has_completed_focus = FRA_heavy_armor_focus
				} {
					check_variable = {
						EAI_FOCUS/LAND/antitank_design = global.EAI_MTD_AT_DESIGN
					}
					has_completed_focus = FRA_light_medium_armor
				}
			}
		} {
			original_tag = ENG
			has_completed_focus = ENG_tank_focus
		}
	}
}