Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: form_transcaucasus_category
Constructs: limit, has_government, has_war_with, has_dlc, has_global_flag, complete_effect, set_cosmetic_tag, add_core_of
Source: game
File: common/decisions/formable_nation_decisions.txt

Code:
form_transcaucasus_category = {
	form_transcaucasian_republic = {
		icon = generic_form_nation
		allowed = {
			OR = {
				original_tag = GEO ARM AZR
			}
			has_dlc = No Step Back
		}
		visible = {
			OR = {
				original_tag = GEO ARM AZR
			}
			NOT = {
				has_global_flag = form_transcaucasia_flag
			}
		}
		available = {
			controls_state = 826 231 230 229
		}
		on_map_mode = decision_view_only
		highlight_states = {
			highlight_state_targets = {
				state = 826 231 230 229
			}
		}
		complete_effect = {
			set_cosmetic_tag = transcaucasia_unified
			826 = {
				add_core_of = ROOT
			}
			231 = {
				add_core_of = ROOT
			}
			230 = {
				add_core_of = ROOT
			}
			229 = {
				add_core_of = ROOT
			}
			hidden_effect = {
				news_event = {
					id = nsb_news.302
					hours = 8
				}
				set_global_flag = form_transcaucasia_flag
			}
		}
		ai_will_do = {
			base = 200
		}
	}
	unite_azeris = {
		icon = generic_form_nation
		allowed = {
			OR = {
				original_tag = GEO ARM AZR
			}
		}
		visible = {
			OR = {
				original_tag = GEO ARM AZR
			}
			has_global_flag = form_transcaucasia_flag
			NOT = {
				has_global_flag = azeris_united_flag
			}
			has_dlc = No Step Back
		}
		available = {
			controls_state = 419 1000 420
		}
		complete_effect = {
			419 = {
				add_core_of = ROOT
			}
			1000 = {
				add_core_of = ROOT
			}
			420 = {
				add_core_of = ROOT
			}
			hidden_effect = {
				set_global_flag = azeris_united_flag
			}
		}
		ai_will_do = {
			base = 200
		}
	}
	claim_northern_caucasus = {
		icon = generic_form_nation
		allowed = {
			OR = {
				original_tag = GEO ARM AZR
			}
		}
		visible = {
			OR = {
				original_tag = GEO ARM AZR
			}
			has_global_flag = form_transcaucasia_flag
			NOT = {
				has_global_flag = northern_caucasus_claimed_flag
			}
			has_dlc = No Step Back
		}
		available = {
			controls_state = 232 821 828 827 233
		}
		complete_effect = {
			233 = {
				add_core_of = ROOT
			}
			827 = {
				add_core_of = ROOT
			}
			828 = {
				add_core_of = ROOT
			}
			821 = {
				add_core_of = ROOT
			}
			232 = {
				add_core_of = ROOT
			}
			hidden_effect = {
				set_global_flag = northern_caucasus_claimed_flag
			}
		}
		ai_will_do = {
			base = 200
		}
	}
	liberate_anatolian_peoples = {
		icon = generic_form_nation
		allowed = {
			OR = {
				original_tag = GEO ARM AZR
			}
		}
		visible = {
			OR = {
				original_tag = GEO ARM AZR
# ... (truncated)
### Entity: National Focus
Tree: hol_focus
Component: HOL_depillarization
Constructs: prerequisite, add_ideas, add_stability, completion_reward
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_depillarization
	prerequisite = {
		focus = HOL_the_only_man_in_the_dutch_government
	}
	icon = GFX_goal_generic_national_unity
	x = 1
	y = 1
	relative_position_id = HOL_the_only_man_in_the_dutch_government
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_stability = 0.1
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = HOL_depillarization
	}
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Further_Expand_Industrial_Complexes
Constructs: prerequisite, limit, completion_reward, random_owned_state, is_in_home_area, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Further_Expand_Industrial_Complexes
	icon = GFX_goal_generic_construct_civ_factory
	cost = 10
	prerequisite = {
		focus = PAK_Industrial_Research
	} {
		focus = PAK_Construction_Research
	} {
		focus = PAK_Expand_Industrial_Complexes
	}
	x = 24
	y = 4
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		random_owned_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				is_in_home_area = yes
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				is_in_home_area = yes
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_support_habsburg_restoration
Constructs: prerequisite, has_government, completion_reward, is_subject, is_in_faction_with, has_country_leader, is_subject_of, unlock_decision_category_tooltip
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_support_habsburg_restoration
	icon = GFX_focus_POL_habsburg
	x = 0
	y = 1
	relative_position_id = LIE_prince_no_more
	cost = 10
	prerequisite = {
		focus = LIE_prince_no_more
	}
	available = {
		has_government = neutrality
		is_subject = no
		NOT = {
			is_in_faction_with = AUS
		} {
			AUS = {
				focus_progress = {
					focus = AUS_moderate_restoration
					progress = > 0.001
				}
			}
		} {
			AUS = {
				focus_progress = {
					focus = AUS_past_glories
					progress = > 0.001
				}
			}
		}
	}
	bypass = {
		OR = {
			HUN = {
				has_country_leader = {
					character = HUN_otto_von_habsburg
					ruling_only = yes
				}
			}
			AUS = {
				OR = {
					is_subject_of = LIE
					has_country_leader = {
						character = AUS_otto_von_habsburg
						ruling_only = yes
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		unlock_decision_category_tooltip = LIE_support_monarchy_in_AUS_category
	}
}
### Entity: Modifier Reference
Construct: fighter_sortie_efficiency
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## fighter_sortie_efficiency

* Number with 0 decimal places
* **Categories**: naval, unit_leader, aggressive
### Entity: Idea
Component: TUR_kemalist_army_officers_extended_power_loyal
Constructs: stability_factor, removal_cost, planning_speed
Source: game
File: common/ideas/turkey.txt

Code:
TUR_kemalist_army_officers_extended_power_loyal = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = tur_kemalist_officers_loyalty_effect
	removal_cost = -1
	modifier = {
		stability_factor = 0.05
		max_planning = 0.1
		planning_speed = 0.05
		command_power_gain_mult = 0.1
	}
}
### Entity: Idea
Component: inclimate_weather_experience_spirit
Constructs: has_doctrine, has_dlc
Source: game
File: common/ideas/navy_spirits.txt

Code:
inclimate_weather_experience_spirit = {
	ledger = navy
	available = {
		has_doctrine = new_convoy_raiding
	}
	modifier = {
		navy_weather_penalty = -0.4
	}
	ai_will_do = {
		factor = 1.5
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		} {
			factor = 2
			OR = {
				has_doctrine = submarine_coastal_defense coastal_minelaying support_integrated_operations
			}
		}
	}
}
### Entity: Scripted Effect
Component: ITA_missiolini_occupy_ticino_failure_effect
Constructs: add_war_support, add_political_power, add_popularity
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_missiolini_occupy_ticino_failure_effect = {
	add_political_power = -25
	add_war_support = -0.03
	add_popularity = {
		ideology = ROOT
		popularity = -0.05
	}
}
### Entity: Technology
Component: sp_naval_underway_replenishment_pick_a
Constructs: research_cost
Source: game
File: common/technologies/MTG_naval.txt

Code:
technology = {
	underway_replenishment_range = 0.2
	underway_replenishment_convoy_cost = 0.1
	research_cost = 1
	start_year = 1940
	allow = {
		always = no
	}
}
### Entity: Effect Reference
Construct: every_subject_country
Constructs: limit, every_subject_country, random_select_amount
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## every_subject_country

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Executes children effects on every subject Country of the country in scope (or \"random_select_amount\" of random country if specified) that fulfills the \"limit\" trigger.
tooltip=key can be added to override tooltip title.
By default the effects are only displayed once, you may display them for each matching country with display_individual_scopes.
ex:
SOV = {
	every_subject_country = {
		tooltip = my_loc_key # Optional
		random_select_amount = 3 # Optional
		display_individual_scopes = yes # Optional - default = no
		... country scope effects ...
	}
}
```
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/PRU_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 12997
	division_template = División de Infanteria
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: Name List
Component: SNG
Source: game
File: common/names/r56_names.txt

Code:
SNG = {
	male = {
		names = {
			Adam Alexander William Henry Michael Samuel Joshua George John Matthew Mark Luke Lucas Jeffrey Ulysses Joseph Charles Russell Benjamin Robert Christopher Richard Chester Nathaniel Francis James Donald Cyrus Ambrose Edward Eugene Augustus Norton Abner Isaac Amos Thomas Randolph Robert Jesse James Nathan George Joseph John Patrick Albert Braxton William Ambrose Jubal Richard Lewis Edmund Benjamin Wade Daniel Thomas Jonathan Sterling Raphael Kirby Jonas Frank Charles Peter Leslie Howard Malvin Oscar Henry Simon Edward Gideon Isaac Evander Jerome Alfred Cadmus Carnot Ezra Wilton Hamilton Matthew Richard Hiram Thomas John William James Albert Wilburn Walter Samuel Benjamin Henry Horace Felix Jerome Lawrence Alexander Louis Steven Zach Franklin David Zachary Martin Edgar Andreas Abraham Elijah Fred Kenneth Cornelius Lucian Leonard Bruce
		}
	}
	female = {
		names = {
			Mary Jane Kate Eleanor Charlotte Lisa Isabel Jay Carol Nancy Margaret Julia
		}
	}
	surnames = {
		Ang Chan Cheng Cheung Chia Chong Chua Go Han Ho Hwan Kang Koh Lau Lee Lie Liem Lim Low Ng Ong Sim Tan Tay Teo Toh Wei Wong Yeo Yang
	}
	callsigns = {
		Stubborn Arrow The King Eagle Hangover Striker Chase One Wing Pickle Thief Thunder Lightning Storm Target Hawk Fox Dog Sparrow Sunrise Night Owl Butcher Cocky Hawkeye Killer The Baron Bing Bee Beazle Barron Cats Eyes Cobber Dizzy Dogs Dogsbody Ginger Hamish Hilly Hoppy Hoagy Lucky Breeze Mouse Mutt One Armed Paddy Pick Sandy Stapme Strafer Stuffy Sawn Off Winkle
	}
}
### Entity: Order of Battle
Component: Attu Island Garrison
Constructs: division_template
Source: game
File: history/units/USA_1936_nsb.txt

Code:
division = {
	name = Attu Island Garrison
	location = 13067
	division_template = Army Garrison Brigade
	start_experience_factor = 0.1
	start_equipment_factor = 0.15
}
### Entity: Event
Component: new_ger.160
Constructs: is_triggered_only, ai_chance, clr_country_flag
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.160
	title = new_ger.160.t
	desc = new_ger.160.d
	picture = GFX_report_event_german_polish_border
	is_triggered_only = yes
	option = {
		name = new_ger.160.a
		FROM = {
			country_event = CHI_warlords.20
			clr_country_flag = GER_poland_active
		}
		POL = {
			country_event = new_ger.161
		}
	} {
		name = new_ger.160.b
		ai_chance = {
			base = 0
		}
		FROM = {
			clr_country_flag = GER_poland_active GER_posen_demanded
			country_event = CHI_warlords.19
		}
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_main_battle_tanks
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_dlc, add_mio_size
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_main_battle_tanks
	icon = GFX_focus_generic_combined_arms
	x = 4
	y = 3
	prerequisite = {
		focus = USA_tank_experiments
	}
	mutually_exclusive = {
		focus = USA_tank_destroyer_doctrine
	}
	relative_position_id = USA_selective_training_act
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = USA_detroit_arsenal_organization
			mio:USA_detroit_arsenal_organization = {
				add_mio_size = 2
			}
		}
		ELSE = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = detroit_arsenal
		}
	}
}
### Entity: Character
Component: cheap_medium_aircraft_manufacturer
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
cheap_medium_aircraft_manufacturer = {
	random = no
	equipment_bonus = {
		medium_plane_fighter_airframe = {
			build_cost_ic = -0.12
			reliability = 0.05
		}
		medium_plane_airframe = {
			build_cost_ic = -0.12
			reliability = 0.05
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_restore_the_1930_constitution
Constructs: prerequisite, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_restore_the_1930_constitution
	icon = GFX_focus_hol_the_foundations_of_defense
	relative_position_id = EGY_strengthen_farouks_rule
	x = -1
	y = 1
	cost = 5
	prerequisite = {
		focus = EGY_strengthen_farouks_rule
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
		add_political_power = 75
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = EGY_mohammed_ali_tewfik
	}
}
### Entity: State History
Component: 826
Constructs: add_core_of
Source: game
File: history/states/826-Kakheti.txt

Code:
state = {
	id = 826
	name = STATE_826
	resources = {
		oil = 9.0
	}
	history = {
		add_core_of = KUW
		owner = KUW
		buildings = {
			infrastructure = 1
		}
	}
	provinces = {
		13288 13289 13290
	}
	manpower = 78
	buildings_max_level_factor = 1.0
	state_category = wasteland
	local_supplies = 0.0
}
### Entity: Character
Component: AST_kenneth_eather
Source: game
File: common/characters/AST.txt

Code:
AST_kenneth_eather = {
	name = AST_kenneth_eather
	portraits = {
		army = {
			large = GFX_portrait_AST_kenneth_eather
			small = GFX_portrait_AST_kenneth_eather_small
		}
	}
	corps_commander = {
		traits = {
			jungle_rat harsh_leader
		}
		skill = 3
		attack_skill = 3
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
	}
}
### Entity: National Focus
Tree: aoi_focus
Component: AOI_expand_ascari_recruitment
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_italian_east_africa.txt

Code:
focus = {
	id = AOI_expand_ascari_recruitment
	icon = GFX_focus_ITA_strengthen_ascari_corps
	prerequisite = {
		focus = AOI_organize_the_police_structure
	}
	relative_position_id = AOI_organize_the_police_structure
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 30
	}
	available = {

	}
	completion_reward = {
		army_experience = 25
		add_ideas = FRA_colonial_recruitment
	}
}
### Entity: Unit Template
Component: IRE_INF_01
Source: game
File: common/units/names_divisions/IRE_names_divisions.txt

Code:
IRE_INF_01 = {
	name = Infantry Division
	for_countries = {
		IRE
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d Irish Infantry Division
	ordered = {
		1 = {
			%dst 'Thunderbolt' Division
		}
		2 = {
			%dnd 'Spearhead' Division
		}
		3 = {
			%drd Irish Infantry Division
		}
		4 = {
			%dth Irish Infantry Division
		}
		5 = {
			%dth Irish Infantry Division
		}
		6 = {
			%dth Irish Infantry Division
		}
		7 = {
			%dth Irish Infantry Division
		}
		8 = {
			%dth Irish Infantry Division
		}
		9 = {
			%dth Irish Infantry Division
		}
		10 = {
			%dth Irish Infantry Division
		}
		11 = {
			%dth Irish Infantry Division
		}
		12 = {
			%dth Irish Infantry Division
		}
		13 = {
			%dth Irish Infantry Division
		}
		14 = {
			%dth Irish Infantry Division
		}
		15 = {
			%dth Irish Infantry Division
		}
		16 = {
			%dth Irish Infantry Division
		}
		17 = {
			%dth Irish Infantry Division
		}
		18 = {
			%dth Irish Infantry Division
		}
		19 = {
			%dth Irish Infantry Division
		}
		20 = {
			%dth Irish Infantry Division
		}
		21 = {
			%dst Irish Infantry Division
		}
		22 = {
			%dnd Irish Infantry Division
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_minimum_program
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_minimum_program
	icon = GFX_focus_AFG_helmand_river_authority
	available = {

	}
	prerequisite = {
		focus = INS_support_tan_malakas_coup
	}
	mutually_exclusive = {

	}
	x = -2
	y = 1
	relative_position_id = INS_support_tan_malakas_coup
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = INS_njono INS_setyadjit_soegondo
	}
}
### Entity: Idea
Component: HOL_oranje_boven_2
Constructs: has_completed_focus, has_government, removal_cost, neutrality_drift
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_oranje_boven_2 = {
	name = HOL_oranje_boven
	picture = hol_oranje_boven
	allowed = {
		always = no
	}
	available = {
		OR = {
			has_government = neutrality
			NOT = {
				has_completed_focus = HOL_the_only_man_in_the_dutch_government
			}
		}
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	modifier = {
		neutrality_drift = 0.2
		resistance_growth_on_our_occupied_states = 0.25
		army_core_defence_factor = 0.1
		army_core_attack_factor = 0.1
	}
}
### Entity: AI Strategy
Component: ai_focus_military_advancements_SOV
Source: game
File: common/ai_focuses/SOV.txt

Code:
ai_focus_military_advancements_SOV = {
	research = {
		armor = 25.0
		jet_technology = 5.0
		land_doctrine = 100.0
		rocketry = 7.5
		radar_tech = 3.0
		encryption_tech = 7.5
		decryption_tech = 7.5
		synth_resources = 3.0
		motorized_equipment = 4.0
		nuclear = 5.0
		night_vision = 5.0
		train_tech = 5.0
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_winter_drill
Constructs: prerequisite, completion_reward, set_technology, cancel_if_invalid, every_country_division, add_history_entry, every_army_leader, add_logistics
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_winter_drill
	icon = GFX_focus_generic_commonwealth_build_infantry
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = SWE_coalition_war_cabinet
	}
	relative_position_id = SWE_coalition_war_cabinet
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		hidden_effect = {
			every_country_division = {
				hidden_effect = {
					add_history_entry = {
						key = SWE_winter_drill_entry
						subject = Winter Drill
						allow = no
					}
				}
			}
		} {
			set_technology = {
				winter_logistics_support_tech = 1
				popup = no
			}
		}
		every_army_leader = {
			add_logistics = 1
		}
		custom_effect_tooltip = FIN_winter_warfare_battalion_tt SWE_winter_drill_tt
	}
}
### Entity: Idea
Component: bra_instabilidade
Constructs: removal_cost, is_subject, is_puppet, communism_drift, fascism_drift, democratic_drift, neutrality_drift
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_instabilidade = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = BRA_instabilidade_pic
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
	}
	modifier = {
		drift_defence_factor = -0.2
		communism_drift = 0.05
		fascism_drift = 0.05
		democratic_drift = 0.05
		neutrality_drift = 0.05
	}
}
### Entity: Event
Component: EAI_DM_W.0
Constructs: limit, has_government, every_country, has_war_with, has_country_flag, check_variable, is_ai, has_variable
Source: game
File: events/EAI_war_justification.txt

Code:
country_event = {
	id = EAI_DM_W.0
	hidden = yes
	mean_time_to_happen = {
		days = 365
		modifier = {
			factor = 0.5
			check_variable = {
				global.EAI_justification_aggressiveness = 2
			}
		} {
			factor = 0.25
			check_variable = {
				global.EAI_justification_aggressiveness = 3
			}
		}
	}
	trigger = {
		is_ai = yes
		date = > 1936.4.1
		has_variable = global.EAI_justification_aggressiveness
		NOT = {
			has_variable = EAI_wardec_script_target
		} {
			surrender_progress = > 0.1
			any_home_area_neighbor_country = {
				has_war_with = ROOT
			}
		} {
			any_country = {
				OR = {
					has_country_flag = EAI_prepare_for_war_from_@PREV EAI_declare_war_from_@PREV
				}
			}
		}
		ROOT = {
			num_divisions = > 5
			has_manpower = > 25000
			num_of_military_factories = > 5
			has_capitulated = no
			exists = yes
			is_subject = no
		}
		OR = {
			has_government = fascism communism
		} {
			AND = {
				threat = > 0.9
				check_variable = {
					global.EAI_justification_aggressiveness = 1
				}
			} {
				threat = > 0.5
				check_variable = {
					global.EAI_justification_aggressiveness = 2
				}
			} {
				check_variable = {
					global.EAI_justification_aggressiveness = 3
				}
			}
		}
	}
	immediate = {
		set_temp_variable = {
			EAI_invasion_min_distance = 99999
		} {
			EAI_invasion_target_country = 0
		}
		every_country = {
			limit = {
				EAI_is_threat = yes
				NOT = {
					has_war_with = ROOT
					has_non_aggression_pact_with = ROOT
					ROOT = {
						has_country_flag = EAI_supports_@PREV
					}
				} {
					ROOT = {
						has_opinion = {
							target = PREV
							value = > 75
						}
					}
				} {
					any_allied_country = {
						strength_ratio = {
							tag = ROOT
							ratio = > 1.5
						}
					}
				}
				OR = {
					AND = {
						has_navy_size = {
							size = > 20
						}
						stockpile_ratio = {
							archetype = convoy
							ratio = > 100
						}
					}
					is_neighbor_of = ROOT
					any_neighbor_country = {
						is_neighbor_of = ROOT
						OR = {
							is_subject_of = ROOT
							is_in_faction_with = ROOT
						}
					}
				}
				strength_ratio = {
					tag = ROOT
					ratio = < 0.5
				}
				ic_ratio = {
					tag = ROOT
					ratio = < 1.5
				}
				check_variable = {
					num_divisions = < Root.num_divisions
				}
			}
			for_each_scope_loop = {
				array = core_states
				if = {
					limit = {
						is_controlled_by = PREV
# ... (truncated)
### Entity: AI Strategy
Component: INS_pay_back_kris
Constructs: has_active_mission, build_building
Source: game
File: common/ai_strategy/INS.txt

Code:
INS_pay_back_kris = {
	allowed = {
		tag = INS
	}
	enable = {
		has_active_mission = INS_militias_kris_repayment
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_building
		id = arms_factory
		target = 673
		value = 50
	} {
		type = build_building
		id = arms_factory
		target = 673
		value = 50
	} {
		type = build_building
		id = industrial_complex
		target = 673
		value = 50
	} {
		type = build_building
		id = infrastructure
		target = 673
		value = 50
	} {
		type = build_building
		id = infrastructure
		target = 673
		value = 50
	} {
		type = build_building
		id = infrastructure
		target = 673
		value = 50
	} {
		type = build_building
		id = infrastructure
		target = 1056
		value = 50
	} {
		type = build_building
		id = infrastructure
		target = 1056
		value = 50
	} {
		type = build_building
		id = industrial_complex
		target = 1056
		value = 50
	} {
		type = build_building
		id = arms_factory
		target = 1056
		value = 50
	}
}
### Entity: AI Strategy
Component: ITA_stockpile_less_early_game
Source: game
File: common/ai_strategy/ITA.txt

Code:
ITA_stockpile_less_early_game = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		date = < 1939.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_stockpile_surplus_ratio
		value = -25
	}
}