Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: BBA_ethiopia_exile_events.22
Constructs: is_triggered_only, ai_chance, limit, random_owned_controlled_state, is_island_state, is_core_of, is_fully_controlled_by, set_variable
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_exile_events.22
	title = BBA_ethiopia_exile_events.22.t
	desc = BBA_ethiopia_exile_events.22.desc
	is_triggered_only = yes
	picture = GFX_report_event_japanese_reply
	immediate = {
		hidden_effect = {
			random_owned_controlled_state = {
				limit = {
					is_island_state = yes
					NOT = {
						is_core_of = JAP
					}
					is_fully_controlled_by = JAP
				}
				set_variable = {
					ETH.japanese_island = THIS
				}
			}
		}
	}
	option = {
		name = BBA_ethiopia_exile_events.22.a
		ai_chance = {
			base = 10
		}
		trigger = {
			647 = {
				is_fully_controlled_by = ROOT
			}
		}
		647 = {
			set_variable = {
				ETH.japanese_island = THIS
			}
		}
		effect_tooltip = {
			FROM = {
				transfer_state = 647
			}
			ROOT = {
				puppet = FROM
			} {
				add_to_war = {
					targeted_alliance = FROM
					enemy = ITA
					hostility_reason = asked_to_join
				}
			}
		}
		FROM = {
			country_event = {
				id = BBA_ethiopia_exile_events.23
				days = 3
			}
		}
	} {
		name = BBA_ethiopia_exile_events.22.b
		ai_chance = {
			base = 10
		}
		trigger = {
			524 = {
				is_fully_controlled_by = ROOT
			}
		}
		524 = {
			set_variable = {
				ETH.japanese_island = THIS
			}
		}
		effect_tooltip = {
			FROM = {
				transfer_state = 524
			}
			ROOT = {
				puppet = FROM
			} {
				add_to_war = {
					targeted_alliance = FROM
					enemy = ITA
					hostility_reason = asked_to_join
				}
			}
		}
		FROM = {
			country_event = {
				id = BBA_ethiopia_exile_events.23
				days = 3
			}
		}
	} {
		name = BBA_ethiopia_exile_events.22.c
		ai_chance = {
			base = 10
		}
		trigger = {
			543 = {
				is_fully_controlled_by = ROOT
			}
		}
		543 = {
			set_variable = {
				ETH.japanese_island = THIS
			}
		}
		effect_tooltip = {
			FROM = {
				transfer_state = 543
			}
			ROOT = {
				puppet = FROM
			} {
				add_to_war = {
					targeted_alliance = FROM
					enemy = ITA
					hostility_reason = asked_to_join
				}
			}
		}
		FROM = {
			country_event = {
				id = BBA_ethiopia_exile_events.23
				days = 3
			}
		}
	} {
		name = BBA_ethiopia_exile_events.22.d
		ai_chance = {
			base = 10
		}
		trigger = {
			543 = {
				NOT = {
					is_fully_controlled_by = ROOT
				}
			}
			422 = {
				NOT = {
					is_fully_controlled_by = ROOT
				}
			}
			281 = {
				NOT = {
					is_fully_controlled_by = ROOT
				}
			}
			709 = {
				NOT = {
					is_fully_contro
# ... (truncated)
### Entity: AI Strategy
Component: HUN_unit_production_mid
Source: game
File: common/ai_strategy/HUN.txt

Code:
HUN_unit_production_mid = {
	allowed = {
		original_tag = HUN
	}
	enable = {
		date = > 1940.1.1 < 1943.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = paratroopers
		value = 0
	} {
		type = role_ratio
		id = mountaineers
		value = 2
	} {
		type = role_ratio
		id = marines
		value = 0
	} {
		type = role_ratio
		id = garrison
		value = 3
	} {
		type = role_ratio
		id = armor
		value = 20
	} {
		type = role_ratio
		id = mobile
		value = 10
	} {
		type = role_ratio
		id = infantry
		value = 70
	} {
		type = unit_ratio
		id = fighter
		value = 70
	} {
		type = unit_ratio
		id = cas
		value = 20
	} {
		type = unit_ratio
		id = tactical_bomber
		value = 10
	} {
		type = unit_ratio
		id = strategic_bomber
		value = 5
	} {
		type = unit_ratio
		id = naval_bomber
		value = 5
	} {
		type = equipment_production_factor
		id = heavy_fighter
		value = -40
	} {
		type = unit_ratio
		id = heavy_fighter
		value = 20
	} {
		type = unit_ratio
		id = capital_ship
		value = 10
	} {
		type = unit_ratio
		id = submarine
		value = 10
	} {
		type = unit_ratio
		id = screen_ship
		value = 40
	} {
		type = unit_ratio
		id = convoy
		value = 15
	} {
		type = equipment_production_min_factories
		id = convoy
		value = 1
	} {
		type = equipment_production_factor
		id = fighter
		value = 35
	} {
		type = equipment_production_factor
		id = infantry
		value = 40
	} {
		type = equipment_production_factor
		id = artillery
		value = 25
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_support_the_iraqi_golden_square
Constructs: prerequisite, has_government, completion_reward, is_subject, is_in_faction_with
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_support_the_iraqi_golden_square
	icon = GFX_focus_TUR_support_the_golden_square
	relative_position_id = EGY_reclaim_the_holy_sites
	x = -1
	y = 1
	cost = 10
	available = {
		is_subject = no
		has_government = fascism
		NOT = {
			is_in_faction_with = IRQ
		}
	}
	bypass = {
		OR = {
			NOT = {
				country_exists = IRQ
			}
			IRQ = {
				has_government = fascism
			}
		}
	}
	prerequisite = {
		focus = EGY_reclaim_the_holy_sites
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		IRQ = {
			country_event = {
				id = bftb_turkey.67
				hours = 8
			}
		}
	}
}
### Entity: Idea
Component: MAN_mamc_light
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/manchukou.txt

Code:
MAN_mamc_light = {
	picture = generic_air_manufacturer_1
	available = {
		hidden_trigger = {
			OR = {
				has_completed_focus = MAN_mamc MAN_tsr_mamc
			}
		}
		custom_trigger_tooltip = {
			tooltip = MAN_mamc_tt
			OR = {
				has_completed_focus = MAN_mamc MAN_tsr_mamc
			}
		}
	}
	allowed = {
		original_tag = MAN
		has_dlc = Waking the Tiger
	}
	cost = 75
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		light_aircraft_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Effect
Component: SWI_reset_citizen_militia_active_modifier
Constructs: set_variable
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_reset_citizen_militia_active_modifier = {
	set_variable = {
		SWI_citizen_militia_industrial_capacity_factory = SWI_citizen_militia_initial_industrial_capacity_factory
	} {
		SWI_citizen_militia_industrial_capacity_dockyard = SWI_citizen_militia_initial_industrial_capacity_dockyard
	} {
		SWI_citizen_militia_production_speed_buildings_factor = SWI_citizen_militia_initial_production_speed_buildings_factor
	} {
		SWI_citizen_militia_civ_factory_use = SWI_citizen_militia_initial_civ_factory_use
	} {
		SWI_citizen_militia_training_time_factor = SWI_citizen_militia_initial_training_time_factor
	} {
		SWI_citizen_militia_active_level = 1
	}
}
### Entity: Character
Component: chair_of_the_unions
Constructs: industrial_capacity_factory
Source: game
File: common/country_leader/00_traits.txt

Code:
chair_of_the_unions = {
	random = no
	sprite = 13
	industrial_capacity_factory = 0.1
	production_factory_max_efficiency_factor = 0.15
	line_change_production_efficiency_factor = 0.1
}
### Entity: Character
Component: BRI_nt
Source: game
File: common/characters/BRI.txt

Code:
BRI_nt = {
	advisor = {
		slot = theorist
		idea_token = BRI_nt
		ledger = navy
		allowed = {
			original_tag = BRI
		}
		traits = {
			naval_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_3
		}
	}
}
### Entity: State History
Component: 1039
Constructs: limit, add_core_of, has_dlc
Source: game
File: history/states/1039 - Hebei-Chahar.txt

Code:
state = {
	id = 1039
	name = STATE_1039
	manpower = 367500
	state_category = pastoral
	history = {
		owner = CHI
		add_core_of = MEN CHI PRC
		1936.1.1 = {
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				transfer_state_to = HBC
				add_core_of = HBC
			}
		}
		buildings = {
			infrastructure = 1
			1590 = {
				landmark_great_wall_section = {
					level = 1
					allowed = {
						has_dlc = No Compromise, No Surrender
					}
				}
			}
		}
		victory_points = {
			6904 3
		}
		1938.10.25 = {
			owner = CHI
			controller = MEN
		}
	}
	provinces = {
		1137 1590 6904 9776
	}
	local_supplies = 0.0
}
### Entity: Event
Component: EYE_swiss.2
Constructs: has_completed_focus, create_country_leader, limit, has_government, has_country_flag, fire_only_once, has_global_flag, set_party_name
Source: game
File: events/SWI_events.txt

Code:
news_event = {
	id = EYE_swiss.2
	title = EYE_swiss.2.t
	desc = EYE_swiss.2.desc
	picture = GFX_news_event_stalin_meeting
	fire_only_once = yes
	trigger = {
		tag = SWI
		NOT = {
			has_government = communism
		} {
			SOV = {
				has_completed_focus = SOV_the_bloc_of_rights_and_trotskyites
			}
		}
		SOV = {
			focus_progress = {
				focus = SOV_the_anti_soviet_trotskyist_center
				progress = > 0
			}
		}
		has_global_flag = SWI_R56_focus_tree
	}
	mean_time_to_happen = {
		days = 100
	}
	option = {
		name = EYE_swiss.2.a
		custom_effect_tooltip = EYE_swiss.2.tt
		create_country_leader = {
			name = Léon Nicole
			picture = gfx/leaders/SOV/Portrait_Soviet_Dmitri_Danilovich_Lelyushenko.dds
			expire = 1965.1.1
			ideology = stalinism
			id = 21001
		}
		set_party_name = {
			ideology = communism
			long_name = Partei der Arbeit der Schweiz
			name = PdL
		}
		hidden_effect = {
			if = {
				limit = {
					has_country_flag = SWI_one_leader_communism
				}
				country_event = EYE_swiss.7
			}
		}
	}
}
### Entity: Technology
Component: r56_sp_naval_huff_duff_device_tech
Source: game
File: common/technologies/r56_special_projects_techs.txt

Code:
technology = {
	allow = {
		always = no
	}
	start_year = 1939
	categories = {
		naval_equipment dd_tech
	}
	night_spotting_chance = 0.05
	destroyer = {
		sub_detection = 0.25
	}
	light_cruiser = {
		sub_detection = 0.15
	}
	heavy_cruiser = {
		sub_detection = 0.1
	}
	battle_cruiser = {
		sub_detection = 0.05
	}
	battleship = {
		sub_detection = 0.05
	}
}
### Entity: Country History
Country: LIB
Component: LIB_technology
Constructs: set_technology
Source: game
File: history/countries/LIB - Liberia.txt

Code:
# Starting Technologies for LIB
set_technology = {
	infantry_weapons = 1
}
### Entity: Scripted Effect
Component: NOR_deploy_prep_fasc_basic_effects
Constructs: has_completed_focus, limit, check_variable, add_extra_state_shared_building_slots, add_building_construction, has_dynamic_modifier, remove_dynamic_modifier, clear_variable
Source: game
File: common/scripted_effects/NOR_scripted_effects.txt

Code:
NOR_deploy_prep_fasc_basic_effects = {
	if = {
		limit = {
			check_variable = {
				NOR_state_preparation = > 1
			}
		}
		add_extra_state_shared_building_slots = 1
		add_building_construction = {
			type = arms_factory
			level = 1
			instant_build = yes
		}
	} {
		limit = {
			check_variable = {
				NOR_state_preparation = > 2
			}
			ROOT = {
				has_completed_focus = NOR_the_secret_army
			}
		}
		NOR_spawn_militias_in_state = yes
	} {
		limit = {
			has_dynamic_modifier = {
				modifier = NOR_prep_fasc_dmod_1
			}
		}
		remove_dynamic_modifier = {
			modifier = NOR_prep_fasc_dmod_1
		}
	}
	else_if = {
		limit = {
			has_dynamic_modifier = {
				modifier = NOR_prep_fasc_dmod_2
			}
		}
		remove_dynamic_modifier = {
			modifier = NOR_prep_fasc_dmod_2
		}
	} {
		limit = {
			has_dynamic_modifier = {
				modifier = NOR_prep_fasc_dmod_3
			}
		}
		remove_dynamic_modifier = {
			modifier = NOR_prep_fasc_dmod_3
		}
	}
	clear_variable = NOR_state_preparation
}
### Entity: State History
Component: 602
Constructs: add_core_of
Source: game
File: history/states/602-China 2.txt

Code:
state = {
	id = 602
	name = STATE_602
	resources = {
		tungsten = 6.0
	}
	history = {
		owner = CHI
		add_core_of = CHI PRC
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			arms_factory = 1
		}
		1939.1.1 = {
			buildings = {
				industrial_complex = 2
				infrastructure = 3
				air_base = 1
				arms_factory = 1
			}
		}
		victory_points = {
			7097 5
		} {
			12350 1
		}
	}
	provinces = {
		1448 1640 4125 4480 4631 7097 7159 7502 7665 9982 9999 10335 10377 10517 11918 12017 12053 12310 12350 12378 12483 13140 13143
	}
	manpower = 20293700
	buildings_max_level_factor = 1.0
	state_category = town
	local_supplies = 0.0
}
### Entity: Scripted Effect
Component: instantiate_collaboration_government
Constructs: limit, set_variable, release_autonomy, release_non_owned_controlled, create_dynamic_country, set_temp_variable, every_controlled_state, set_autonomy
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
instantiate_collaboration_government = {
	custom_effect_tooltip = compliance_80_effect_tooltip
	hidden_effect = {
		set_variable = {
			collaboration_formed@var:country_to_initiate = 1
		}
		if = {
			limit = {
				var:country_to_initiate = {
					exists = no
				}
			}
			var:country_to_initiate = {
				set_variable = {
					collaboration_formed_by = PREV
				}
			}
			release_autonomy = {
				target = country_to_initiate
				autonomy_state = autonomy_collaboration_government
				freedom_level = 0.5
				release_non_owned_controlled = yes
			}
		}
		else = {
			create_dynamic_country = {
				original_tag = country_to_initiate
				set_variable = {
					collaboration_formed_by = PREV
				}
				set_temp_variable = {
					new_country = this
				}
				PREV = {
					every_controlled_state = {
						limit = {
							occupied_country_tag = country_to_initiate
						}
						var:new_country = {
							transfer_state = PREV
						}
					}
					puppet = new_country
					set_autonomy = {
						target = new_country
						autonomy_state = autonomy_collaboration_government
						freedom_level = 0.5
					}
				}
			}
		}
	}
}
### Entity: Unit Template
Component: GER_MOT_02
Constructs: has_government
Source: game
File: common/units/names_divisions/GER_names_divisions.txt

Code:
GER_MOT_02 = {
	name = Motorized Divisions
	for_countries = {
		GER
	}
	can_use = {
		has_government = fascism
	}
	division_types = {
		motorized
	}
	fallback_name = %d. Infanterie-Division (mot)
	link_numbering_with = {
		GER_Inf_01
	}
	ordered = {
		2 = {
			%d. Infanterie-Division (mot.)
		}
		13 = {
			%d. Infanterie-Division (mot.)
		}
		20 = {
			%d. Infanterie-Division (mot.)
		}
		29 = {
			%d. Infanterie-Division (mot.)
		}
		16 = {
			%d. Infanterie-Division (mot.)
		}
		60 = {
			%d. Infanterie-Division (mot.)
		}
		14 = {
			%d. Infanterie-Division (mot.)
		}
		3 = {
			%d. Infanterie-Division (mot.)
		}
		18 = {
			%d. Infanterie-Division (mot.)
		}
		36 = {
			%d. Infanterie-Division (mot.)
		}
		10 = {
			%d. Infanterie-Division (mot.)
		}
		25 = {
			%d. Infanterie-Division (mot.)
		}
		90 = {
			%d. Infanterie-Division (mot.)
		}
		932 = {
			Infanterie-Division (mot.) Großdeutschland
		}
		164 = {
			%d. Infanterie-Division (mot.)
		}
	}
}
### Entity: Order of Battle
Component: Tōkyō Kishū Butai
Constructs: division_template
Source: game
File: history/units/JAP_sunfall_civil_war.txt

Code:
division = {
	name = Tōkyō Kishū Butai
	location = 10015
	division_template = Tsugekitai
	start_experience_factor = 0.3
}
### Entity: State History
Component: 833
Constructs: add_core_of
Source: game
File: history/states/833 - Mari El.txt

Code:
state = {
	id = 833
	name = STATE_833
	manpower = 786030
	state_category = town
	history = {
		victory_points = {
			9402 1
		}
		owner = SOV
		buildings = {
			infrastructure = 2
		}
		add_core_of = SOV MEL
	}
	provinces = {
		282 325 3315 3361 6307 6372 6403 9270 9280 9305 9381 9390 9402 11255 11263 11286 11387
	}
	local_supplies = 0.0
}
### Entity: Event
Component: SEA_japan_foreign_policy.97
Constructs: is_triggered_only, ai_chance, add_ideas, add_opinion_modifier, random_hours
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.97
	title = SEA_japan_foreign_policy.97.t
	desc = SEA_japan_foreign_policy.97.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = SEA_japan_foreign_policy.97.a
		ai_chance = {
			base = 100
		}
		add_ideas = JAP_customs_union_trade_idea
		add_opinion_modifier = {
			target = FROM
			modifier = JAP_trading_partners
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		FROM = {
			country_event = {
				id = SEA_japan_foreign_policy.98
				hours = 6
				random_hours = 12
			}
		}
	} {
		name = SEA_japan_foreign_policy.97.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = {
				id = SEA_japan_foreign_policy.99
				hours = 6
				random_hours = 12
			}
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_create_the_BCR
Constructs: has_completed_focus, prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_create_the_BCR
	icon = GFX_goal_stock_exchange
	x = 3
	y = 4
	cost = 5
	prerequisite = {
		focus = PRU_seize_the_gold_mines
	}
	relative_position_id = PRU_implement_autarky
	ai_will_do = {
		factor = 5
	}
	available = {
		NOT = {
			has_completed_focus = PRU_our_natural_resources
		}
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = PRU_good_economy_pi_1
			add_idea = PRU_good_economy_pi_2
		}
	}
}
### Entity: Idea
Component: CHL_the_mapuche_conflict_worse
Constructs: war_support_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/chile.txt

Code:
CHL_the_mapuche_conflict_worse = {
	name = CHL_the_mapuche_conflict
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = CHL_the_mapuche_conflict
	modifier = {
		line_change_production_efficiency_factor = -0.05
		consumer_goods_factor = 0.07
		conscription_factor = -0.08
		war_support_factor = -0.12
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_the_guam_referendum
Constructs: prerequisite, limit, owns_state, has_war_with, add_war_support, completion_reward, add_political_power, add_state_core
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_the_guam_referendum
	icon = GFX_goal_generic_election_chaos
	prerequisite = {
		focus = PHI_maintain_the_status_quo
	}
	relative_position_id = PHI_maintain_the_status_quo
	available = {
		any_other_country = {
			controls_state = 638
			owns_state = 638
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		USA = {
			country_event = {
				hours = 18
				id = phil.8
			}
		}
		custom_effect_tooltip = if_they_accept_newline_tt if_they_refuse_newline_tt
		effect_tooltip = {
			PHI = {
				add_state_core = 638
				transfer_state = 638
			}
			every_other_country = {
				limit = {
					controls_state = 638
					owns_state = 638
					NOT = {
						has_war_with = ROOT
					}
				}
				add_political_power = 50
			}
		} {
			add_state_claim = 638
			add_war_support = 0.05
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_sabotage_soviet_railways
Constructs: prerequisite, add_war_support, completion_reward, is_ally_with, unlock_decision_tooltip, add_power_balance_value
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_sabotage_soviet_railways
	icon = GFX_goal_generic_seize_railway
	x = -1
	y = 1
	available = {
		is_ally_with = SOV
	}
	prerequisite = {
		focus = AFG_undermine_moscow
	}
	relative_position_id = AFG_undermine_moscow
	ai_will_do = {
		factor = 1
	}
	cost = 10
	completion_reward = {
		add_war_support = 0.1
		unlock_decision_tooltip = AFG_sabotage_soviet_railways
		custom_effect_tooltip = r56_newline
		add_power_balance_value = {
			id = AFG_communist_power_balance
			value = -0.1
			tooltip_side = AFG_parcham_side
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_36
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_36 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 36
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 36
	}
}
### Entity: Event
Component: tfv_raj.2
Constructs: is_triggered_only, add_equipment_to_stockpile, limit, set_variable, has_tech, has_dlc, clear_variable
Source: game
File: events/TFV_Raj.txt

Code:
country_event = {
	id = tfv_raj.2
	title = tfv_raj.2.t
	desc = tfv_raj.2.desc
	picture = GFX_report_event_fighters
	is_triggered_only = yes
	immediate = {
		set_variable = {
			fighter_buy_amount = 100
		}
	}
	option = {
		name = tfv_raj.2.a
		trigger = {
			OR = {
				AND = {
					has_tech = early_fighter
					NOT = {
						has_tech = fighter1
					}
				} {
					has_tech = iw_small_airframe
					NOT = {
						has_tech = basic_small_airframe
					}
				}
			}
		}
		if = {
			limit = {
				NOT = {
					has_dlc = By Blood Alone
				}
			}
			add_equipment_to_stockpile = {
				type = fighter_equipment_0
				amount = var:fighter_buy_amount
				producer = ENG
			}
		}
		else = {
			bba_get_fighter_ENG_effect = yes
		}
		clear_variable = fighter_buy_amount
	} {
		name = tfv_raj.2.a
		trigger = {
			OR = {
				AND = {
					has_tech = fighter1
					NOT = {
						has_tech = fighter2
					}
				} {
					has_tech = basic_small_airframe
					NOT = {
						has_tech = improved_small_airframe
					}
				}
			}
		}
		if = {
			limit = {
				NOT = {
					has_dlc = By Blood Alone
				}
			}
			add_equipment_to_stockpile = {
				type = fighter_equipment_1
				amount = var:fighter_buy_amount
				producer = ENG
			}
		}
		else = {
			bba_get_fighter_ENG_effect = yes
		}
		clear_variable = fighter_buy_amount
	} {
		name = tfv_raj.2.a
		trigger = {
			OR = {
				AND = {
					has_tech = fighter2
					NOT = {
						has_tech = fighter3
					}
				} {
					has_tech = improved_small_airframe
					NOT = {
						has_tech = advanced_small_airframe
					}
				}
			}
		}
		if = {
			limit = {
				NOT = {
					has_dlc = By Blood Alone
				}
			}
			add_equipment_to_stockpile = {
				type = fighter_equipment_2
				amount = var:fighter_buy_amount
				producer = ENG
			}
		}
		else = {
			bba_get_fighter_ENG_effect = yes
		}
		clear_variable = fighter_buy_amount
	} {
		name = tfv_raj.2.a
		trigger = {
			OR = {
				has_tech = fighter3 advanced_small_airframe
			}
		}
		if = {
			limit = {
				NOT = {
					has_dlc = By Blood Alone
				}
			}
			add_equipment_to_stockpile = {
				type = fighter_equipment_3
				amount = var:fighter_buy_amount
				producer = ENG
			}
		}
		else = {
			bba_get_fighter_ENG_effect = yes
		}
		clear_variable = fighter_buy_amount
	}
}
### Entity: Modifier Reference
Construct: equipment_production_min_factories
Source: vanilla_docs
File: common/ai_strategy/_documentation.md

Doc:
### `equipment_production_min_factories`
Forces the AI to allocate this many factories to production of equipment belonging to this category (as defined by *"type = ..."* in the equipment database). Use with caution since it doesn't take into account how many factories are actually available.
```
ai_strategy = {
	type = equipment_production_min_factories
	id = motorized # This will include both trucks and armored cars
	value = 3  # The AI will put at least 3 factories on producing any equipment of the 'motorized' type
}
```
### Entity: Character
Component: ARG_oscar_muratorio
Source: game
File: common/characters/ARG.txt

Code:
ARG_oscar_muratorio = {
	advisor = {
		slot = high_command
		idea_token = ARG_oscar_muratorio
		ledger = air
		allowed = {
			original_tag = ARG
		}
		traits = {
			air_close_air_support_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Oscar Muratorio
	portraits = {
		army = {
			small = GFX_portrait_ARG_oscar_muratorio_small
		}
	}
}