Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Component: r56_RAJ_substitution_technologies
Constructs: prerequisite, completion_reward, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/r56_india_revolt.txt

Code:
focus = {
	id = r56_RAJ_substitution_technologies
	icon = GFX_goal_generic_oil_refinery
	x = -2
	y = 1
	prerequisite = {
		focus = r56_RAJ_modernization_program
	}
	relative_position_id = r56_RAJ_modernization_program
	cost = 10
	ai_will_do = {
		factor = 25
	}
	completion_reward = {
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 2
			category = synth_resources
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_OIL
	}
}
### Entity: Character
Component: NOR_north_sea_fleet_designer
Constructs: equipment_bonus, naval_speed
Source: game
File: common/country_leader/r56_traits.txt

Code:
NOR_north_sea_fleet_designer = {
	random = no
	equipment_bonus = {
		capital_ship = {
			armor_value = 0.1
			hg_attack = 0.1
			naval_speed = 0.1
			naval_range = -0.1
		}
		screen_ship = {
			naval_speed = 0.1
			torpedo_attack = 0.05
			surface_visibility = -0.05
		}
		submarine = {
			naval_speed = 0.1
			torpedo_attack = 0.05
			surface_visibility = -0.05
		}
	}
}
### Entity: Idea
Component: AUS_militia_army
Constructs: removal_cost
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_militia_army = {
	picture = chi_army_corruption2
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_org_factor = -0.05
		modifier_army_sub_unit_militia_attack_factor = 0.1
		modifier_army_sub_unit_militia_defence_factor = 0.15
		political_power_factor = 0.1
		supply_combat_penalties_on_core_factor = -0.2
		no_supply_grace = 96
		supply_consumption_factor = -0.05
	}
}
### Entity: Event
Component: CHI_warlords.41
Constructs: is_triggered_only, limit, has_government, has_country_flag, add_stability, add_political_power, add_popularity, set_popularities
Source: game
File: events/r56_warlord_events.txt

Code:
country_event = {
	id = CHI_warlords.41
	title = CHI_warlords.41.t
	desc = CHI_warlords.41.desc
	picture = GFX_report_event_fascist_gathering
	is_triggered_only = yes
	option = {
		name = Long Live the new Government!
		add_political_power = 100
		add_popularity = {
			ideology = FROM
			popularity = 0.1
		}
		hidden_effect = {
			FROM = {
				country_event = CHI_warlords.20
			}
		} {
			set_popularities = {
				democratic = ROOT_democratic_popularity
				fascism = ROOT_fascism_popularity
				communism = ROOT_communism_popularity
				neutrality = ROOT_neutrality_popularity
			}
			if = {
				limit = {
					has_country_flag = ROOT_is_democratic_flag
				}
				set_politics = {
					ruling_party = democratic
				}
				clr_country_flag = ROOT_is_democratic_flag
			} {
				limit = {
					has_country_flag = ROOT_is_neutral_flag
				}
				set_politics = {
					ruling_party = neutrality
				}
				clr_country_flag = ROOT_is_neutral_flag
			} {
				limit = {
					has_country_flag = ROOT_is_communistic_flag
				}
				set_politics = {
					ruling_party = communism
				}
				clr_country_flag = ROOT_is_communistic_flag
			} {
				limit = {
					has_country_flag = ROOT_is_fascist_flag
				}
				set_politics = {
					ruling_party = fascism
				}
				clr_country_flag = ROOT_is_fascist_flag
			}
		}
		set_variable = {
			ROOT_democratic_popularity = ROOT.party_popularity_100@democratic
		} {
			ROOT_communism_popularity = ROOT.party_popularity_100@communism
		} {
			ROOT_neutrality_popularity = ROOT.party_popularity_100@neutrality
		} {
			ROOT_fascism_popularity = ROOT.party_popularity_100@fascism
		}
		clamp_variable = {
			var = ROOT_democratic_popularity
			min = 0
			max = 100
		} {
			var = ROOT_communism_popularity
			min = 0
			max = 100
		} {
			var = ROOT_neutrality_popularity
			min = 0
			max = 100
		} {
			var = ROOT_fascism_popularity
			min = 0
			max = 100
		}
		if = {
			limit = {
				has_government = democratic
			}
			set_country_flag = ROOT_is_democratic_flag
		} {
			limit = {
				has_government = neutrality
			}
			set_country_flag = ROOT_is_neutral_flag
		} {
			limit = {
				has_government = communism
			}
			set_country_flag = ROOT_is_communistic_flag
		} {
			limit = {
				has_government = fascism
			}
			set_country_flag = ROOT_is_fascist_flag
		}
		FROM = {
			set_autonomy = {
				target = ROOT
				autonomous_state = autonomy_puppet
				end_wars =
# ... (truncated)
### Entity: Event
Component: news.280
Constructs: is_triggered_only, is_in_faction_with
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.280
	title = news.280.t
	desc = news.280.desc
	picture = GFX_news_event_bose_meeting
	major = yes
	is_triggered_only = yes
	option = {
		name = news.280.a
		trigger = {
			TAG = RAJ
		}
	} {
		name = news.280.b
		trigger = {
			NOT = {
				TAG = RAJ GER ENG
				is_in_faction_with = GER ENG
			}
		}
	} {
		name = news.280.c
		trigger = {
			OR = {
				TAG = GER
				is_in_faction_with = GER
			}
		}
	} {
		name = news.280.d
		trigger = {
			OR = {
				TAG = ENG
				is_in_faction_with = ENG
			}
			NOT = {
				TAG = RAJ
			} {
				TAG = GER
			} {
				is_in_faction_with = GER
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_DIFFICULTY_dynamic_bonus_trigger
Constructs: has_war_with, has_capitulated, is_ai, is_neighbor_of, is_controlled_by
Source: game
File: common/scripted_triggers/EAI_DIFFICULTY_triggers.txt

Code:
EAI_DIFFICULTY_dynamic_bonus_trigger = {
	NOT = {
		has_capitulated = yes
	}
	any_enemy_country = {
		OR = {
			is_ai = no
			any_other_country = {
				is_ai = no
				has_war_with = ROOT
			}
		} {
			is_neighbor_of = ROOT
			any_of_scopes = {
				array = ROOT.owned_states
				is_controlled_by = PREV
			} {
				array = controlled_states
				any_of_scopes = {
					array = ROOT.controlled_states
					distance_to = {
						target = PREV
						value = < 800
					}
				}
			}
		}
	}
}
### Entity: Event
Component: election.4
Constructs: is_triggered_only, ai_chance, has_government, add_stability, has_dlc, has_idea, add_popularity, set_country_flag
Source: game
File: events/ElectionEvents.txt

Code:
country_event = {
	id = election.4
	title = election.4.t
	desc = election.4.d
	picture = GFX_report_event_fascist_gathering
	is_triggered_only = yes
	trigger = {
		NOT = {
			AND = {
				tag = USA
				date = < 1949.1.1
			} {
				tag = GRE
			} {
				has_dlc = Trial of Allegiance
				tag = BRA
			}
		} {
			has_idea = fascism_defeated
		}
		DEN_aat = no
		NOR_AAT = no
		AST_taog = no
		OR = {
			NOT = {
				original_tag = SPR
			} {
				date = < 1937.1.1
			}
		}
		has_government = democratic
		fascism = > 0.15
	}
	option = {
		name = election.4.a
		ai_chance = {
			base = 0
			modifier = {
				add = 2
				can_lose_democracy_support = yes
			} {
				add = 1
				can_lose_unity = no
			}
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		set_country_flag = coalition_with_fascists
	} {
		name = election.4.b
		ai_chance = {
			base = 0
			modifier = {
				add = 10
				can_lose_unity = yes
			}
		}
		add_stability = -0.05
		add_popularity = {
			ideology = democratic
			popularity = 0.03
		}
		set_country_flag = government_declined_fascists
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_expand_vienna_university
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_expand_vienna_university
	icon = GFX_goal_AUS_vienna_university
	relative_position_id = AUS_subsidize_kapsch
	x = 0
	y = 1
	prerequisite = {
		focus = AUS_subsidize_kapsch
	}
	cost = 10
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_impregnable_forts
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, add_building_construction, add_dynamic_modifier
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_impregnable_forts
	icon = GFX_goal_generic_fortify_city
	prerequisite = {
		focus = SOV_improve_the_stalin_line SOV_the_molotov_line
	}
	x = -1
	y = 1
	relative_position_id = SOV_improve_the_stalin_line
	cost = 10
	available = {
		OR = {
			has_full_control_of_state = 195 208 137
		}
	}
	search_filters = {

	}
	completion_reward = {
		if = {
			limit = {
				has_full_control_of_state = 195
			}
			195 = {
				add_building_construction = {
					type = anti_air_building
					level = 1
					instant_build = yes
				} {
					type = bunker
					level = 3
					province = {
						id = 3151 6174
					}
					instant_build = yes
				} {
					type = coastal_bunker
					level = 3
					province = {
						id = 3151 6174
					}
					instant_build = yes
				}
				add_dynamic_modifier = {
					modifier = SOV_krasnaya_gorka_battery
					scope = SOV
				}
			}
		} {
			limit = {
				has_full_control_of_state = 208
			}
			208 = {
				add_building_construction = {
					type = anti_air_building
					level = 1
					instant_build = yes
				} {
					type = bunker
					level = 3
					province = 9097
					instant_build = yes
				} {
					type = coastal_bunker
					level = 3
					province = 9097
					instant_build = yes
				}
				add_dynamic_modifier = {
					modifier = SOV_seraya_loshad_battery
					scope = SOV
				}
			}
		} {
			limit = {
				has_full_control_of_state = 137
			}
			137 = {
				add_building_construction = {
					type = anti_air_building
					level = 1
					instant_build = yes
				} {
					type = bunker
					level = 3
					province = 3686
					instant_build = yes
				} {
					type = coastal_bunker
					level = 3
					province = 3686
					instant_build = yes
				}
				add_dynamic_modifier = {
					modifier = SOV_armored_battery_35
					scope = SOV
				}
			}
		}
	}
}
### Entity: Idea
Component: NOR_state_investments
Constructs: removal_cost
Source: game
File: common/ideas/r56_norway.txt

Code:
NOR_state_investments = {
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_foreign_capital
	modifier = {
		consumer_goods_factor = 0.1
	}
}
### Entity: Event
Component: r56.soviet.24
Constructs: is_triggered_only, fire_only_once, set_country_flag
Source: game
File: events/r56_Soviet.txt

Code:
country_event = {
	id = r56.soviet.24
	title = r56.soviet.24.t
	desc = r56.soviet.24.d
	picture = GFX_report_event_soviet_purge_politicians
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56.soviet.24.a
		set_country_flag = trotsky_check trotsky_return_1
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_ease_sanationist_tensions
Constructs: prerequisite, limit, completion_reward, has_active_mission, add_days_mission_timeout, add_dem_civil_war_tt, add_to_variable
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_ease_sanationist_tensions
	icon = GFX_goal_generic_major_alliance
	prerequisite = {
		focus = POL_woo_morges_staff
	}
	mutually_exclusive = {
		focus = POL_arm_peasant_militia
	}
	relative_position_id = POL_woo_morges_staff
	x = -1
	y = 1
	cost = 5
	available = {
		OR = {
			has_active_mission = POL_looming_peasants_strike_mission POL_peasants_strike
		}
	}
	bypass = {

	}
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				has_active_mission = POL_looming_peasants_strike_mission
			}
			add_days_mission_timeout = {
				mission = POL_looming_peasants_strike_mission
				days = 100
			}
		} {
			limit = {
				has_active_mission = POL_peasants_strike
			}
			add_days_mission_timeout = {
				mission = POL_peasants_strike
				days = 90
			}
		}
		custom_effect_tooltip = add_dem_civil_war_tt
		hidden_effect = {
			add_to_variable = {
				var = pol_peasant_democracy
				value = 5
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: Military
Source: wiki
File: wiki/Italy.html

Doc:
Military[edit]
Italy's navies overview.
Italy has 39 divisions in 1936, but while that looks strong, it is due to them moving to binary divisions earlier, so each of their divisions has less punching power. They also have about 300 fighters and 400 bombers in 1936, but it is not modern. The navy is rather strong with 2 battleships, 8 heavy cruisers & 80 smaller ships, but is not modern either.

Army[edit]
Here goes stuff for the land army

Navy[edit]
Here goes naval stuff

Air Force[edit]
Here goes air force stuff
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Category%3ACandidates_for_speedy_deletion.html

Doc:
This category contains pages which are tagged by
```
{{SpeedDelete}}
```
for an immediate deletion.

This category currently contains no pages or media.

Retrieved from "http://www.hoi4wiki.com/index.php?title=Category:Candidates_for_speedy_deletion&oldid=740"
### Entity: Idea
Component: EAI_INSANE/heavy_tank_amphibious_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_INSANE/heavy_tank_amphibious_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_amphibious_chassis = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: Character
Component: spiritual_leader
Constructs: stability_factor, political_power_gain, democratic_drift
Source: game
File: common/country_leader/goe_traits.txt

Code:
spiritual_leader = {
	political_power_gain = 0.1
	stability_factor = 0.05
	democratic_drift = 0.05
	party_popularity_stability_factor = 0.08
}
### Entity: National Focus
Tree: ger_focus
Component: GER_wage_war_on_capitalism
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_subject, is_in_faction_with, add_timed_idea, create_wargoal
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_wage_war_on_capitalism
	icon = GFX_focus_GER_wage_war_on_capitalism
	prerequisite = {
		focus = GER_align_south_america
	}
	x = 0
	y = 1
	relative_position_id = GER_align_south_america
	cost = 10
	available = {
		is_subject = no
		USA = {
			NOT = {
				is_in_faction_with = ROOT
				has_war_with = ROOT
				has_government = communism
			}
		}
	}
	will_lead_to_war_with = USA
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		add_timed_idea = {
			idea = GER_wage_war_on_capitalism_ns
			days = 365
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		create_wargoal = {
			type = annex_everything
			target = USA
		}
		add_ai_strategy = {
			type = conquer
			id = USA
			value = 250
		} {
			type = antagonize
			id = USA
			value = 250
		}
	}
}
### Entity: Character
Component: KUR_ihsan_nuri
Source: game
File: common/characters/KUR.txt

Code:
KUR_ihsan_nuri = {
	advisor = {
		slot = army_chief
		idea_token = KUR_ihsan_nuri
		allowed = {
			original_tag = KUR
		}
		traits = {
			army_chief_defensive_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_arab_1
		}
	}
}
### Entity: Event
Component: cold_war.46
Constructs: is_triggered_only, add_equipment_to_stockpile, set_country_flag
Source: game
File: events/Cold_War.txt

Code:
country_event = {
	id = cold_war.46
	title = cold_war.46.t
	desc = cold_war.46.d
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	option = {
		name = cold_war.46.a
		FROM = {
			set_country_flag = ITA_civil_war_got_SOV_support
			hidden_effect = {
				country_event = cold_war.47
			}
			effect_tooltip = {
				add_equipment_to_stockpile = {
					type = light_tank_chassis_1
					amount = 500
					producer = SOV
					variant_name = T-26TU mod. 1933
				} {
					type = infantry_equipment
					amount = 2000
					producer = SOV
				} {
					type = artillery_equipment
					amount = 100
					producer = SOV
				}
			}
		}
	} {
		name = cold_war.46.b
		FROM = {
			country_event = cold_war.47
		}
	}
}
### Entity: Scripted Effect
Component: EAI_TEMPLATE_generic_20w_modern_armor_role_MARM_0
Constructs: limit, set_country_flag, check_variable
Source: game
File: common/scripted_effects/EAI_PRODUCTION_template_effects.txt

Code:
EAI_TEMPLATE_generic_20w_modern_armor_role_MARM_0 = {
	set_country_flag = {
		flag = EAI_MODERN_ARMOR_ROLE
		value = 11
	}
	if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/medium_armor_design = global.EAI_A_MARM_DESIGN
			}
		}
		set_country_flag = {
			flag = EAI_MODERN_ARMOR_TEMPLATE
			value = 1111
		}
	}
	else_if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/medium_armor_design = global.EAI_B_MARM_DESIGN
			}
		}
		set_country_flag = {
			flag = EAI_MODERN_ARMOR_TEMPLATE
			value = 1121
		}
	} {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/medium_armor_design = global.EAI_C_MARM_DESIGN
			}
		}
		set_country_flag = {
			flag = EAI_MODERN_ARMOR_TEMPLATE
			value = 1131
		}
	}
}
### Entity: Event
Component: denmark_events.3
Constructs: is_triggered_only, remove_ideas, fire_only_once
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_events.3
	title = denmark_events.3.t
	desc = denmark_events.3.desc
	picture = GFX_report_event_DEN_danish_troops
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = denmark_events.3.a
		effect_tooltip = {
			remove_ideas = DEN_declaration_of_neutrality
		}
	}
}
### Entity: Idea
Component: MPL_collapse_no_focus
Constructs: removal_cost
Source: game
File: common/ideas/mandate_of_palestine.txt

Code:
MPL_collapse_no_focus = {
	removal_cost = -1
	allowed = {
		always = no
	}
	modifier = {
		ai_focus_defense_factor = 100
		ai_focus_aggressive_factor = -100
	}
}
### Entity: AI Strategy
Component: EAI_SOV_defense_in_depth_193
Constructs: has_war_with
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_defense_in_depth_193 = {
	allowed = {
		tag = SOV
	}
	enable = {
		any_of_scopes = {
			array = global.EAI_MAP_SOV_garrison_strategy_193
			CONTROLLER = {
				has_war_with = ROOT
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.02
		order_id = 193
		states = {
			193
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Character
Component: PER_jafar_kavian
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/PER.txt

Code:
PER_jafar_kavian = {
	name = PER_jafar_kavian
	portraits = {
		army = {
			large = GFX_portrait_PER_jafar_kavian
			small = GFX_portrait_PER_jafar_kavian_small
		}
	}
	corps_commander = {
		skill = 2
		attack_skill = 1
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
		visible = {
			has_completed_focus = PER_united_progressive_parties
			has_government = communism
		}
	}
}
### Entity: Doctrine
Component: land
Source: game
File: common/doctrines/folders/doctrine_folders.txt

Code:
land = {
	allowed = {
		always = yes
	}
	name = land_doctrine_folder
	ledger = army
	ledger_gfx = GFX_land_doctrine_folder_icon
	tab_gfx = GFX_landdoctrine_tab_large
	color_frame = 1
	sound = ui_doctrine_tab_land
}
### Entity: National Focus
Tree: pol_focus
Component: POL_ROM_join_allies
Constructs: prerequisite, has_government, has_war_with, is_major, completion_reward, is_faction_leader, is_in_faction_with, is_subject
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_ROM_join_allies
	icon = GFX_focus_chi_british_cooperation
	prerequisite = {
		focus = POL_pro_allied_government
	}
	relative_position_id = POL_pro_allied_government
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available = {
		any_other_country = {
			NOT = {
				has_war_with = ROOT
			}
			is_faction_leader = yes
			is_major = yes
			has_government = democratic
		}
		NOT = {
			any_other_country = {
				is_in_faction_with = ENG
				has_war_with = POL
			}
		}
		is_subject = no
		is_in_faction = no
		OR = {
			threat = > 0.4
			has_war_with = GER
			GER = {
				has_wargoal_against = ROOT
			}
			has_government = democratic
			democratic = > 0.4
		}
	}
	bypass = {
		OR = {
			is_in_faction_with = ENG
			AND = {
				is_in_faction = yes
				any_other_country = {
					is_faction_leader = yes
					is_in_faction_with = ROOT
					has_government = democratic
				}
			}
		}
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		join_allies_effect = yes
	}
}
### Entity: Idea
Component: BEL_v_for_victory
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_belgium.txt

Code:
BEL_v_for_victory = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = democratic neutrality
		}
	}
	removal_cost = -1
	modifier = {
		resistance_damage_to_garrison_on_our_occupied_states = 0.1
		legitimacy_gain_factor = 0.25
		compliance_growth_on_our_occupied_states = -0.1
	}
}
### Entity: Scripted Trigger
Component: PRC_is_not_infiltrating_a_state
Constructs: has_decision
Source: game
File: common/scripted_triggers/PRC_scripted_triggers.txt

Code:
PRC_is_not_infiltrating_a_state = {
	custom_trigger_tooltip = {
		tooltip = PRC_is_not_infiltrating_a_state
		NOT = {
			has_decision = PRC_infiltrate_gansu PRC_infiltrate_shandong PRC_infiltrate_jiangsu PRC_infiltrate_henan PRC_infiltrate_beijing PRC_infiltrate_hebei PRC_infiltrate_shanxi PRC_infiltrate_suiyuan PRC_infiltrate_xian PRC_infiltrate_ordos PRC_infiltrate_east_hebei PRC_infiltrate_jehol PRC_infiltrate_south_chahar PRC_infiltrate_chahar PRC_infiltrate_heilungkiang PRC_infiltrate_liaoning
		}
	}
}
### Entity: Character
Component: GER_kurt_tank
Source: game
File: common/characters/GER.txt

Code:
GER_kurt_tank = {
	name = GER_kurt_tank
	portraits = {
		army = {
			large = GFX_portrait_GER_kurt_tank
		}
	}
	scientist = {
		traits = {
			scientist_trait_aircraft_specialist scientist_trait_fast_learner
		}
		skills = {
			specialization_air = 2
		}
	}
}
### Entity: AI Strategy
Component: EAI_USA_pacific_war_INVASION
Constructs: has_war_with
Source: game
File: common/ai_strategy/USA_EAI.txt

Code:
EAI_USA_pacific_war_INVASION = {
	allowed = {
		tag = USA
	}
	enable = {
		has_war_with = JAP
		EAI_MILITARY_army_readiness_HIGH = yes
	}
	abort = {
		NOT = {
			AND = {
				has_war_with = JAP
				EAI_MILITARY_army_readiness_HIGH_abort = yes
			}
		}
	}
	ai_strategy = {
		type = invade
		id = JAP
		value = 3000
	} {
		type = invade
		id = MAN
		value = 3000
	} {
		type = invade
		id = MEN
		value = 3000
	}
}
### Entity: Unit Leader
Component: ascari_officer
Constructs: has_completed_focus, has_idea
Source: game
File: common/unit_leader/00_traits.txt

Code:
ascari_officer = {
	type = corps_commander
	trait_type = personality_trait
	allowed = {
		FROM = {
			original_tag = ITA
		}
	}
	unit_type = {
		type = infantry
	}
	unit_trigger = {
		division_has_majority_template = infantry
		owner = {
			original_tag = ITA
			NOT = {
				OR = {
					has_idea = best_of_the_best_spirit academy_scholarships_spirit
				}
			}
		}
	}
	modifier = {
		modifier_army_sub_unit_infantry_defence_factor = 0.05
		modifier_army_sub_unit_cavalry_defence_factor = 0.05
		modifier_army_sub_unit_camelry_defence_factor = 0.05
		desert = {
			defence = 0.05
		}
	}
	new_commander_weight = {
		base = 0
		modifier = {
			add = 0.5
			FROM = {
				original_tag = ITA
			}
		} {
			factor = 2
			FROM = {
				has_completed_focus = ITA_strengthen_ascari_corps
			}
		} {
			factor = 2
			FROM = {
				has_completed_focus = ITA_novus_ordo
			}
		}
	}
	defense_skill_factor = 1
	logistics_skill_factor = 1
}
### Entity: AI Strategy
Component: EAI_MILITARY_AREA_capital_defense_126
Constructs: has_war_with
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_AREA_capital_defense_126 = {
	enable = {
		CAPITAL_SCOPE = {
			state = 126
		}
		any_of_scopes = {
			array = global.EAI_MAP_capital_defense_126
			CONTROLLER = {
				has_war_with = ROOT
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.01
		order_id = 9
		states = {
			126
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Country History
Country: TAN
Component: TAN_army
Source: game
File: history/countries/TAN - Tannu Tuva.txt

Code:
# OOB & Army Setup for TAN
oob = TAN_1936