Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sia_focus
Component: SIA_recognize_the_soviet_union_r56
Constructs: has_completed_focus, add_equipment_to_stockpile, prerequisite, has_government, add_opinion_modifier, completion_reward, has_focus_autohide_rule_trigger_r56, is_subject
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_recognize_the_soviet_union_r56
	icon = GFX_goal_generic_soviet_assistance
	prerequisite = {
		focus = SIA_towards_a_new_asian_order_r56
	}
	x = 1
	y = 1
	relative_position_id = SIA_towards_a_new_asian_order_r56
	offset = {
		x = -1
		trigger = {
			has_focus_autohide_rule_trigger_r56 = yes
			OR = {
				has_completed_focus = SIA_peace_with_the_western_order_r56 SIA_the_non_aligned_movement_r56
			}
		}
	}
	cost = 4
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
	available = {
		OR = {
			is_subject = no
			has_government = communism
		}
	}
	completion_reward = {
		add_ai_strategy = {
			type = ignore
			id = SOV
			value = -20
		}
		add_opinion_modifier = {
			target = SOV
			modifier = BUL_strengthened_relations_with_us
		}
		reverse_add_opinion_modifier = {
			target = SOV
			modifier = BUL_strengthened_relations_with_us
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		unlock_decision_tooltip = SIA_seek_membership_in_the_comintern_r56
		effect_tooltip = {
			custom_effect_tooltip = unlocks_decision_request_old_soviet_weapons_which_grants_tt for_84_days_daily_communism_support_004_tt generic_skip_one_line_tt unlocks_decision_invite_soviet_heavy_industry_support_which_grants_tt for_84_days_construction_speed_5_production_efficiency_growth_075_daily_communism_support_006_tt
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 3000
				producer = SOU
			}
			add_tech_bonus = {
				name = SIA_invite_soviet_heavy_industry_support_r56
				bonus = 0.5
				uses = 1
				category = construction_tech
			}
		}
	}
}
### Entity: Unit Template
Component: YEM_PAR_01
Source: game
File: common/units/names_divisions/YEM_names_divisions.txt

Code:
YEM_PAR_01 = {
	name = Paratrooper Divisions
	for_countries = {
		YEM
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	link_numbering_with = {
		YEM_INF_01
	}
	fallback_name = Yemeni al-Mushati al-%dr
	ordered = {
		20 = {
			Yemeni al-Mushati al-%dr
		}
		21 = {
			Yemeni al-Mushati al-%dr
		}
		22 = {
			Yemeni al-Mushati al-%dr
		}
		23 = {
			Yemeni al-Mushati al-%dr
		}
		24 = {
			Yemeni al-Mushati al-%dr
		}
		25 = {
			Yemeni al-Mushati al-%dr
		}
		26 = {
			Yemeni al-Mushati al-%dr
		}
		27 = {
			Yemeni al-Mushati al-%dr
		}
		28 = {
			Yemeni al-Mushati al-%dr
		}
		29 = {
			Yemeni al-Mushati al-%dr
		}
		30 = {
			Yemeni al-Mushati al-%dr
		}
	}
}
### Entity: Unit Template
Component: POL_THEME_CITIES
Source: game
File: common/units/names_ships/POL_ship_names.txt

Code:
POL_THEME_CITIES = {
	name = NAME_THEME_CITIES
	for_countries = {
		POL
	}
	type = ship
	prefix = ORP 
	unique = {
		Mazowsze Kujawy Małopolska Wielkopolska Śląsk Pomorze Podlasie Polesie Świętokrzyskie Wileńszczyzna Podhale
	}
}
### Entity: Modding Documentation
Construct: not
Source: vanilla_docs
File: documentation/script_math_functions.md

Doc:
## not
Returns 1 if the accumulator is zero, otherwise 0.
### Entity: Idea
Component: all_adults_serve
Constructs: has_completed_focus, has_war, limit, add_ideas, has_country_flag, industrial_capacity_factory, production_speed_buildings_factor, has_war_support
Source: game
File: common/ideas/_manpower.txt

Code:
all_adults_serve = {
	available = {
		has_war = yes
		OR = {
			has_war_support = > 0.7
			surrender_progress = > 0
		}
		enemies_strength_ratio = > 0.75
		if = {
			limit = {
				original_tag = AST
			}
			IF = {
				limit = {
					has_dlc = Thunder at Our Gates
				}
				AST_conscription_level_all_adults_serve = yes
			}
			ELSE = {
				has_completed_focus = AST_citizen_military_forces AST_fight_work_or_perish
			}
		} {
			limit = {
				original_tag = CAN
				has_dlc = Together for Victory
			}
			OR = {
				has_completed_focus = CAN_compromise_with_quebec CAN_forced_quebec_conscription
			}
		} {
			limit = {
				original_tag = RAJ
				has_dlc = Together for Victory
			}
			is_subject = no
		} {
			limit = {
				original_tag = ENG
				has_dlc = Man the Guns
				has_completed_focus = ENG_concessions_to_the_trade_unions
			}
			NOT = {
				has_country_flag = ENG_cannot_increase_conscription_law
			}
		} {
			limit = {
				original_tag = SPR
				has_dlc = La Resistance
			}
			NOT = {
				has_completed_focus = SPR_all_must_bear_the_torch
			}
		} {
			limit = {
				original_tag = BUL
				has_dlc = Battle for the Bosporus
			}
			if = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				NOT = {
					has_idea = BUL_army_restrictions_aat
				}
			}
			else = {
				NOT = {
					has_idea = BUL_army_restrictions
				}
			}
		} {
			limit = {
				DEN_aat_is_subject = yes
			}
			NOT = {
				has_country_flag = DEN_cannot_increase_conscription_law
			}
		} {
			limit = {
				original_tag = AUS
			}
			NOT = {
				has_idea = AUS_treaty_of_saint_germain_en_laye
			}
		}
		IF = {
			limit = {
				original_tag = HUN
				has_dlc = Death or Dishonor
				NOT = {
					has_dlc = Gotterdammerung
				}
			}
			IF = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				NOT = {
					has_idea = HUN_treaty_of_triannon_aat
				}
			}
			ELSE = {
				NOT = {
					has_idea = HUN_treaty_of_triannon
				}
			}
		} {
			limit = {
				has_dlc = Graveyard of Empires
				original_tag = AFG
			}
			has_completed_focus = AFG_adopt_nufus
		}
		ELSE_IF = {
			limit = {
				original_tag = HUN
				has_dlc = Gotterdammerung
			}
			IF = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				custom_trigger_tooltip = {
					tooltip = wuw_HUN_not_has_trianon_for_laws_tt
					NOT = {
						OR = {
							has_idea = HUN_treaty_of_triannon_aat_wuw HUN_treaty_of_triannon_aat_wuw_n
# ... (truncated)
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_18
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_18 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 18
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 18
	}
}
### Entity: Event
Component: GER_inner_circle.01
Constructs: is_triggered_only, ai_chance, limit, set_country_flag, check_variable, set_variable, clear_variable, clr_country_flag
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = GER_inner_circle.01
	title = GER_inner_circle.01.t
	desc = GER_inner_circle.01.desc
	picture = [GetAscendingAdvisorPortrait]
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			set_country_flag = GER_inner_circle_event_pending_flag
		}
	}
	option = {
		name = GER_inner_circle.01.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 100
				GER_is_historical_ai = yes
				check_variable = {
					GER_ascending_advisor = 4
				} {
					GER_ascended_advisor_1 = 7
				}
			}
		}
		GER_remove_replaced_advisor_1_effects = yes
		custom_effect_tooltip = generic_skip_one_line_tt
		set_variable = {
			GER_ascended_advisor_1 = GER_ascending_advisor
		}
		GER_add_replacing_advisor_effects = yes
		hidden_effect = {
			clear_variable = GER_ascending_advisor
			clr_country_flag = GER_inner_circle_event_pending_flag
		}
	} {
		name = GER_inner_circle.01.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 100
				GER_is_historical_ai = yes
				check_variable = {
					GER_ascending_advisor = 4
				} {
					GER_ascended_advisor_2 = 7
				}
			}
		}
		GER_remove_replaced_advisor_2_effects = yes
		custom_effect_tooltip = generic_skip_one_line_tt
		set_variable = {
			GER_ascended_advisor_2 = GER_ascending_advisor
		}
		GER_add_replacing_advisor_effects = yes
		hidden_effect = {
			clear_variable = GER_ascending_advisor
			clr_country_flag = GER_inner_circle_event_pending_flag
		}
	} {
		name = GER_inner_circle.01.c
		ai_chance = {
			base = 1
			modifier = {
				factor = 100
				GER_is_historical_ai = yes
				check_variable = {
					GER_ascending_advisor = 4
				} {
					GER_ascended_advisor_3 = 7
				}
			}
		}
		GER_remove_replaced_advisor_3_effects = yes
		custom_effect_tooltip = generic_skip_one_line_tt
		set_variable = {
			GER_ascended_advisor_3 = GER_ascending_advisor
		}
		GER_add_replacing_advisor_effects = yes
		hidden_effect = {
			clear_variable = GER_ascending_advisor
			clr_country_flag = GER_inner_circle_event_pending_flag
		}
	} {
		name = GER_inner_circle.01.d
		ai_chance = {
			base = 0
		}
		if = {
			limit = {
				check_variable = {
					GER_ascending_advisor = 1
				}
			}
			uncomplete_national_focus = {
				focus = GER_ascension_of_todt
				uncomplete_children = no
				refund_political_power = yes
			}
		}
		else_if = {
			limit = {
				check_variable = {
					GER_ascending_advisor = 2
				}
			}
			uncomplete_n
# ... (truncated)
### Entity: National Focus
Tree: pru_focus
Component: PRU_Promote_immigration
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_political_power, add_timed_idea
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_Promote_immigration
	prerequisite = {
		focus = PRU_Acquire_Japanese_weapons PRU_Return_to_Negotiate_with_Caproni
	}
	icon = GFX_focus_generic_population_growth
	x = 3
	y = 2
	relative_position_id = PRU_give_power_to_general_ureta
	available = {

	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		if = {
			limit = {
				has_completed_focus = PRU_give_power_to_general_ureta
			}
			add_timed_idea = {
				idea = PRU_japanese_immigration
				days = 730
			}
		} {
			limit = {
				has_completed_focus = PRU_peruvian_blackshirts
			}
			add_timed_idea = {
				idea = PRU_italian_immigration
				days = 730
			}
		}
		add_political_power = 50
	}
}
### Entity: AI Strategy
Component: ITA_defend_your_own_north_africa
Constructs: has_war_with, has_full_control_of_state
Source: game
File: common/ai_strategy/r56_ITA.txt

Code:
ITA_defend_your_own_north_africa = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		date = < 1942.1.1
		has_war_with = ENG
		NOT = {
			has_full_control_of_state = 995
		} {
			has_full_control_of_state = 911
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_control
		state = 911
		ratio = 0.25
		priority = 100
		ordertype = front
		execution_type = careful
		execute_order = no
	} {
		type = front_control
		state = 995
		ratio = 0.25
		priority = 100
		ordertype = front
		execution_type = careful
		execute_order = no
	} {
		type = front_control
		state = 118
		ratio = 0.25
		priority = 100
		ordertype = front
		execution_type = careful
		execute_order = no
	} {
		type = front_unit_request
		state = 448
		value = 60
	} {
		type = front_unit_request
		state = 449
		value = 30
	} {
		type = front_unit_request
		state = 450
		value = 30
	} {
		type = front_unit_request
		state = 451
		value = 30
	} {
		type = front_unit_request
		state = 661
		value = 10
	} {
		type = front_unit_request
		state = 663
		value = 10
	} {
		type = front_unit_request
		state = 661
		value = 10
	} {
		type = front_armor_score
		id = EGY
		value = 100
	} {
		type = front_armor_score
		id = FRA
		value = -30
	}
}
### Entity: Idea
Component: LBA_ncs
Source: game
File: common/ideas/libya.txt

Code:
LBA_ncs = {
	ledger = navy
	picture = generic_navy_arab_2
	allowed = {
		original_tag = LBA
	}
	traits = {
		navy_capital_ship_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_the_four_year_plan
Constructs: completion_reward, set_variable, add_tech_bonus, add_timed_idea
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_the_four_year_plan
	icon = GFX_focus_POL_the_four_year_plan
	x = 2
	y = 0
	cost = 5
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		set_variable = {
			var = POL_investments_var
			value = 1
		}
		add_tech_bonus = {
			name = POL_the_four_year_plan
			bonus = 1.0
			uses = 1
			category = construction_tech
		}
		add_timed_idea = {
			idea = POL_four_year_plan_idea
			days = 1460
		}
	}
}
### Entity: Idea
Component: KMT_china_united_in_loyalty
Constructs: stability_factor, has_government, industrial_capacity_factory, removal_cost, communism_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_china_united_in_loyalty = {
	picture = generic_reserve_divisions
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		resistance_target = -0.15
		resistance_activity = -0.25
		communism_drift = 0.04
		stability_factor = -0.1
		enemy_operative_detection_chance = 0.15
		enemy_operative_capture_chance_factor = 0.1
		civilian_intel_to_others = -10
		army_intel_to_others = -10
		industrial_capacity_factory = 0.05
		war_stability_factor = 0.15
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_special_forces
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_dlc, add_potential_special_forces_tree, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_special_forces
	icon = GFX_goal_generic_special_forces
	prerequisite = {
		focus = IRQ_army_research_bonus
	}
	x = 2
	y = 2
	relative_position_id = IRQ_army_research_bonus
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_potential_special_forces_tree = yes
			add_doctrine_cost_reduction = {
				name = IRQ_special_forces
				cost_reduction = 0.25
				uses = 1
				category = special_forces_doctrine
			}
			add_tech_bonus = {
				name = IRQ_special_forces
				bonus = 0.5
				uses = 1
				category = cat_special_forces_generic
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		ELSE = {
			add_tech_bonus = {
				name = IRQ_special_forces
				bonus = 0.5
				uses = 2
				category = cat_special_forces_generic
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		IRQ_modify_air_force_modifier_version = yes
		add_to_variable = {
			IRQ_special_forces_cap = 0.15
			tooltip = special_forces_cap_tt
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_LAND_DOCTRINE_deep_battle
Constructs: has_subdoctrine_in_track
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_FOCUS_LAND_DOCTRINE_deep_battle = {
	has_subdoctrine_in_track = combat_support infantry
	always = no
	NOT = {
		EAI_land_doctrine_progress_limit = yes
	}
	EAI_FOCUS_LAND_DOCTRINE_has_correct_grand_doctrine = yes
}
### Entity: Achievement
Component: master_infiltrator
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, has_dlc, has_global_flag
Source: game
File: common/achievements.txt

Code:
master_infiltrator = {
	id = 253
	possible = {
		tag = PRC
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		has_dlc = No Compromise, No Surrender
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = master_infiltrator_tt
			has_global_flag = achievement_PRC_master_infiltrator
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_revoke_the_treaty_of_lima
Constructs: prerequisite, limit, random_country, has_government, owns_state, has_war_with, add_war_support, completion_reward
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_revoke_the_treaty_of_lima
	icon = GFX_focus_renounce_the_treaty_of_trianon
	relative_position_id = CHL_cooperate_with_operation_bolivar
	x = 2
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_cooperate_with_operation_bolivar CHL_abide_by_the_francoist_model
	}
	mutually_exclusive = {

	}
	will_lead_to_war_with = PRU
	available = {
		has_government = fascism
		NOT = {
			owns_state = 947
		}
		has_army_manpower = {
			size = > 175000
		}
		any_country = {
			owns_state = 947
			NOT = {
				OR = {
					is_in_faction_with = ROOT
					is_subject_of = ROOT
					has_war_with = ROOT
				}
			}
		}
		is_subject = no
	}
	bypass = {
		owns_state = 947
	}
	ai_will_do = {
		base = 2.5
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		add_war_support = 0.05
		random_country = {
			limit = {
				owns_state = 947
			}
			country_event = {
				id = CHL_political_events.52
				days = 2
			}
		}
	}
}
### Entity: Country History
Country: MAN
Component: MAN_misc
Constructs: recruit_character, limit, add_ideas, remove_ideas, set_technology, add_political_power, set_variable, set_country_flag
Source: game
File: history/countries/MAN - Manchukou.txt

Code:
# Misc for MAN
capital = 328
set_variable = {
	MAN_state_shintoism_surrender_limit = 0
}
{
	MAN_state_shintoism_war_support_factor = 0
}
{
	MAN_state_shintoism_pocket_penalty = 0
}
{
	MAN_state_shintoism_stability_factor = -0.05
}
{
	MAN_state_shintoism_army_core_defence_factor = 0
}
{
	MAN_state_shintoism_research_speed_factor = 0
}
{
	MAN_state_shintoism_recruitable_population_factor = 0
}
{
	MAN_state_shintoism_political_power_gain = -0.1
}
{
	MAN_levy_cap_max = 48
}
{
	MAN_levy_cap_min = 0
}
{
	MAN_levy_cap = 12
}
{
	MAN_levy_deployed = 0
}
clamp_variable = {
	var = MAN_levy_cap
	min = MAN_levy_cap_min
	max = MAN_levy_cap_max
}
set_country_flag = MAN_northern_bandits MAN_eastern_bandits MAN_western_bandits
IF = {
	limit = {
		has_dlc = No Step Back
	}
	recruit_character = SOV_grigory_semyonov
	SOV_grigory_semyonov = {
		set_character_flag = SOV_exiled_army_leader
	}
}
{
	limit = {
		has_dlc = No Compromise, No Surrender
	}
	add_ideas = {
		MAN_aisin_gioro_puyi
	}
}
set_convoys = 5
328 = {
	add_dynamic_modifier = {
		modifier = dense_rural_infrastructure
	}
}
715 = {
	add_dynamic_modifier = {
		modifier = dense_rural_infrastructure
	}
}
714 = {
	add_dynamic_modifier = {
		modifier = dense_rural_infrastructure
	}
}
717 = {
	add_dynamic_modifier = {
		modifier = dense_rural_infrastructure
	}
}
761 = {
	add_dynamic_modifier = {
		modifier = dense_rural_infrastructure
	}
}
1939.1.1 = {
	add_to_war = {
		targeted_alliance = JAP
		enemy = CHI
		hostility_reason = puppet
	}
	remove_ideas = {
		MAN_aisin_gioro_puyi
	}
	add_political_power = 1198
	add_command_power = 100
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort flexible_navy industrial_effort construction_effort production_effort
	if = {
		limit = {
			has_dlc = Waking the Tiger
		}
		unlock_national_focus = MAN_pacify_the_countryside MAN_first_five_year_plan
		remove_ideas = MAN_banditry
		complete_national_focus = MAN_army_modernization MAN_mukden_military_academy MAN_law_university MAN_obedience MAN_trade_delegation MAN_expand_the_textile_industry MAN_hoankyoku MAN_invite_japanese_investors MAN_expand_the_railways MAN_develop_aluminum_sources MAN_social_research_unit
		add_timed_idea = {
			days = 1275
			idea = MAN_five_year_plan_industry
		}
	} {
		limit = {
			has_dlc = No Compromise, No Surrender
		}
		unlock_national_focus = MAN_tsr_pacify_the
# ... (truncated)
### Entity: Decision
Component: MPL_mandate_collapse_PAL_category
Source: game
File: common/decisions/categories/MPL_decision_categories.txt

Code:
MPL_mandate_collapse_PAL_category = {
	icon = GFX_decision_category_power_struggle
	picture = GFX_decision_cat_MPL_collapse
	priority = 100
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ANATO_light_tank_anti-air.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
NATO_light_tank_anti-air.png &#8206;(53 × 31 pixels, file size: 5 KB, MIME type: image/png)
### Entity: National Focus
Tree: swe_focus
Component: SWE_bofors_kanoner
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_bofors_kanoner
	icon = GFX_goal_SWE_bofors_kanoner
	relative_position_id = SWE_begin_initial_rearmament
	prerequisite = {
		focus = SWE_begin_initial_rearmament
	}
	x = -3
	y = 1
	cost = 10
	completion_reward = {
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = SWE_axel_wennergren
		add_ideas = SWE_bofors_kanoner_idea
		add_tech_bonus = {
			name = SWE_bofors_naval_guns
			bonus = 1
			uses = 2
			category = naval_gunnery_tech
		} {
			name = SWE_bofors_naval_guns
			bonus = 1
			uses = 1
			category = naval_shell_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Decision
Component: ARG_balancing_act_decisions
Source: game
File: common/decisions/categories/ARG_decision_categories.txt

Code:
ARG_balancing_act_decisions = {
	icon = GFX_decision_category_power_struggle
	priority = 35
	picture = GFX_decision_cat_picture_soviet_national_academy_of_sciences
	visible_when_empty = no
	allowed = {
		original_tag = ARG
	}
	visible = {

	}
}
### Entity: AI Strategy
Component: HUN_habsburg_king
Constructs: has_country_flag, has_dlc, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/HUN_ww_alternate.txt

Code:
HUN_habsburg_king = {
	name = Hungarian Alternate plan to get a habsburg king and go against the world
	desc = 
	allowed = {
		original_tag = HUN
		has_dlc = Gotterdammerung
	}
	enable = {
		OR = {
			has_country_flag = HUN_AI_RANDOM_HABSBURG_HUNGARY
			has_game_rule = {
				rule = HUN_ai_behavior
				option = HABSBURG_HUNGARY
			}
		}
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		wuw_HUN_end_the_regency wuw_HUN_crack_down_on_radicals wuw_HUN_subvert_gombos_troops wuw_HUN_reach_out_to_candidates wuw_HUN_reinstate_the_pragmatic_sanction wuw_HUN_the_old_habsburg_king wuw_HUN_attempt_economic_independence wuw_HUN_secure_army_loyalty wuw_HUN_the_bastion_of_catholicism wuw_HUN_enact_agrarian_reform wuw_HUN_purchase_burgenland wuw_HUN_honor_the_great_war_veterans wuw_HUN_avoid_interventionalist_destablilization wuw_HUN_reintigrate_the_imperial_railroads wuw_HUN_the_legacy_of_arpad_andrew_and_matthias wuw_HUN_the_legacy_of_the_isonzo_front wuw_HUN_revenge_for_the_brusilov_offensive wuw_HUN_a_declaration_of_intentions wuw_HUN_hold_war_games wuw_HUN_expand_the_ganz_muvek wuw_HUN_announce_the_gyor_program wuw_HUN_make_the_magyar_legiero_known wuw_HUN_revenge_for_1919 wuw_HUN_expand_the_diosgyor_machinery_factory wuw_HUN_invest_in_ludovica_academy wuw_HUN_magyar_kiralyi_csendorseg wuw_HUN_initiate_army_maneuvers wuw_HUN_light_infantry_divisions_doctrine wuw_HUN_undoing_the_yugoslav_mistake wuw_HUN_legacy_of_the_black_legion wuw_HUN_expand_the_hungarian_academy_of_sciences wuw_HUN_on_a_high_horse
	}
	research = {
		industry = 50.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
	ideas = {

	}
	traits = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {

	}
}
### Entity: AI Strategy
Component: EAI_PROD_NAVY_ML_DD_navy_production_strategy
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_navy_strategies.txt

Code:
EAI_PROD_NAVY_ML_DD_navy_production_strategy = {
	enable = {
		has_country_flag = EAI_ML_DD_navy_production_strategy
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = naval_mine_layer
		value = 1
	}
}
### Entity: Idea
Component: GER_weakened_bismarckjugend_idea
Constructs: has_government, removal_cost, conscription_factor, neutrality_drift
Source: game
File: common/ideas/GER.txt

Code:
GER_weakened_bismarckjugend_idea = {
	name = GER_bismarckjugend_idea
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = democratic neutrality
		}
	}
	removal_cost = -1
	picture = GER_bismarckjugend
	modifier = {
		conscription_factor = 0.03
		neutrality_drift = 0.03
	}
}