Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: EAI_BUILDING_FACTORY_force_target_ratio
Constructs: limit, set_temp_variable, check_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_effects.txt

Code:
EAI_BUILDING_FACTORY_force_target_ratio = {
	set_temp_variable = {
		target_max = EAI_BUILDING_num_CIC
	} {
		target_max_ratio = _target_ratio_CIC
	} {
		tmp_target_num_CIC = target_max
	} {
		tmp_target_num_MIC = target_max
	} {
		EAI_BUILDING_target_num_NIC = target_max
	} {
		_target_ratio_CIC = 0
	} {
		_target_ratio_MIC = 0
	} {
		_target_ratio_NIC = 0
	}
	if = {
		limit = {
			check_variable = {
				EAI_BUILDING_num_MIC = > target_max
			}
		}
		set_temp_variable = {
			target_max = EAI_BUILDING_num_MIC
		} {
			target_max_ratio = _target_ratio_MIC
		}
	} {
		limit = {
			check_variable = {
				EAI_BUILDING_num_NIC = > target_max
			}
		}
		set_temp_variable = {
			target_max = EAI_BUILDING_num_NIC
		} {
			target_max_ratio = _target_ratio_NIC
		}
	} {
		limit = {
			OR = {
				check_variable = {
					tmp_target_num_CIC = > EAI_BUILDING_num_CIC
				} {
					tmp_target_num_MIC = > EAI_BUILDING_num_MIC
				} {
					tmp_target_num_NIC = > EAI_BUILDING_num_NIC
				}
			}
		}
		if = {
			limit = {
				check_variable = {
					tmp_target_num_CIC = > EAI_BUILDING_num_CIC
				}
			}
			set_temp_variable = {
				EAI_BUILDING_target_num_CIC = EAI_BUILDING_num_total_slots
			}
			multiply_temp_variable = {
				EAI_BUILDING_target_num_CIC = _target_ratio_CIC
			}
		} {
			limit = {
				check_variable = {
					tmp_target_num_MIC = > EAI_BUILDING_num_MIC
				}
			}
			set_temp_variable = {
				EAI_BUILDING_target_num_MIC = EAI_BUILDING_num_total_slots
			}
			multiply_temp_variable = {
				EAI_BUILDING_target_num_MIC = _target_ratio_MIC
			}
		} {
			limit = {
				check_variable = {
					tmp_target_num_NIC = > EAI_BUILDING_num_NIC
				}
			}
			set_temp_variable = {
				EAI_BUILDING_target_num_NIC = EAI_BUILDING_num_total_slots
			}
			multiply_temp_variable = {
				EAI_BUILDING_target_num_NIC = _target_ratio_NIC
			}
		}
		else = {
			set_temp_variable = {
				EAI_BUILDING_target_num_CIC = EAI_BUILDING_num_CIC
			}
		} {
			set_temp_variable = {
				EAI_BUILDING_target_num_MIC = EAI_BUILDING_num_MIC
			}
		} {
			set_temp_variable = {
				EAI_BUILDING_target_num_NIC = EAI_BUILDING_num_NIC
			}
		}
	}
	divide_temp_variable = {
		target_max = target_max_ratio
	}
	multiply_temp_variable = {
		tmp_target_num_CIC = _target_ratio_CIC
	} {
		tmp_target_num_MIC = _target_ratio_MIC
	} {
		tmp_target_num_NIC = _target_ratio_NIC
	}
	else = {
		set_temp_variable = {
			EAI_BUIL
# ... (truncated)
### Entity: National Focus
Tree: pal_focus
Component: PAL_forcefully_remove_settler
Constructs: prerequisite, limit, remove_ideas, completion_reward, add_manpower
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_forcefully_remove_settler
	icon = GFX_goal_PAL_forcefully_remove_settler
	x = 0
	y = 1
	relative_position_id = PAL_arm_the_civilians
	prerequisite = {
		focus = PAL_arm_the_civilians
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	completion_reward = {
		remove_ideas = PAL_jewish_settlements
		if = {
			limit = {
				controls_state = 454
			}
			454 = {
				add_manpower = -60000
			}
		}
	}
}
### Entity: Idea
Component: big_defeat
Constructs: stability_factor, war_support_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/tykn_generic.txt

Code:
big_defeat = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = SPR_disbanded_army
	modifier = {
		stability_factor = -0.15
		war_support_factor = -0.15
		army_org_factor = -0.15
		political_power_cost = 0.15
		conscription_factor = -0.1
	}
}
### Entity: AI Strategy
Component: SIA_prep_for_war_with_VIC
Source: game
File: common/ai_strategy/SIA.txt

Code:
SIA_prep_for_war_with_VIC = {
	enable = {
		country_exists = VIC
		original_tag = SIA
		SIA = {
			focus_progress = {
				focus = SIA_recover_indochina
				progress = > 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = prepare_for_war
		id = VIC
		value = 800
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_democratic_shield
Constructs: prerequisite, limit, has_government, add_war_support, completion_reward, has_rule, set_rule, has_idea
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_democratic_shield
	icon = GFX_focus_ARG_defense_and_democracy
	prerequisite = {
		focus = GER_strengthen_the_welfare_state
	}
	x = 0
	y = 1
	relative_position_id = GER_strengthen_the_welfare_state
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_rule = can_send_volunteers
				}
			}
			set_rule = {
				can_send_volunteers = yes
			}
		} {
			limit = {
				has_idea = GER_the_shield_of_democracy_liberalism_and_welfare_idea
			}
			swap_ideas = {
				remove_idea = GER_the_shield_of_democracy_liberalism_and_welfare_idea
				add_idea = GER_the_shield_of_democracy_liberalism_welfare_and_democracy_idea
			}
		}
		add_war_support = 0.1
		custom_effect_tooltip = generic_skip_one_line_tt GER_send_military_support_democratic_shield_tt generic_skip_one_line_tt GER_war_against_fascism_tt
		ELSE = {
			swap_ideas = {
				remove_idea = GER_the_shield_of_democracy_conservatism_and_welfare_idea
				add_idea = GER_the_shield_of_democracy_conservatism_welfare_and_democracy_idea
			}
		}
		every_other_country = {
			limit = {
				OR = {
					is_in_faction_with = ROOT
					is_guaranteed_by = ROOT
					has_non_aggression_pact_with = ROOT
				}
				has_government = fascism
				NOT = {
					GER = {
						has_wargoal_against = PREV
					}
				}
			}
			if = {
				limit = {
					ROOT = {
						is_faction_leader = yes
					}
				}
				ROOT = {
					remove_from_faction = PREV
				}
			} {
				limit = {
					ROOT = {
						has_guaranteed = PREV
					}
				}
				ROOT = {
					diplomatic_relation = {
						country = PREV
						relation = guarantee
						active = no
					}
				}
			} {
				limit = {
					has_non_aggression_pact_with = ROOT
				}
				ROOT = {
					diplomatic_relation = {
						country = PREV
						relation = non_aggression_pact
						active = no
					}
				}
			}
			else_if = {
				limit = {
					is_faction_leader = yes
				}
				ROOT = {
					leave_faction = yes
				}
			}
			ROOT = {
				create_wargoal = {
					type = annex_everything
					target = PREV
				}
			}
		} {
			limit = {
				capital_scope = {
					is_on_continent = europe
				}
				has_government = fascism
				NOT = {
					is_in_faction_with = ROOT
				} {
					is_guaranteed_by = ROOT
				} {
					has_non_aggression_pact_with = ROOT
				} {
					GER = {
						has_wargoal_against = PREV
					}
		
# ... (truncated)
### Entity: Character
Component: INS_amir_sjarifuddin_harahap
Constructs: has_completed_focus, limit, has_dlc, has_cosmetic_tag
Source: game
File: common/characters/INS.txt

Code:
INS_amir_sjarifuddin_harahap = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = Thunder at Our Gates
			}
		}
		name = INS_amir_sjarifuddin_harahap
		portraits = {
			civilian = {
				large = GFX_portrait_INS_amir_sjarifuddin_harahap
			}
		}
		country_leader = {
			ideology = marxism
			traits = {
				INS_compromising_centrist
			}
			expire = 1965.1.1.1
			id = -1
		}
	} {
		allowed = {
			has_dlc = Thunder at Our Gates
		}
		name = INS_amir_sjarifuddin_harahap
		portraits = {
			civilian = {
				large = GFX_portrait_INS_amir_sjarifuddin
				small = GFX_portrait_INS_amir_sjarifuddin_civilian_small
			}
			army = {
				large = GFX_portrait_INS_amir_sjarifuddin
				small = GFX_portrait_INS_amir_sjarifuddin_military_small
			}
		}
		advisor = {
			slot = theorist
			idea_token = INS_amir_sjarifuddin_harahap
			cost = 100
			allowed = {
				OR = {
					original_tag = INS HOL
				}
			}
			visible = {
				OR = {
					original_tag = INS
					AND = {
						original_tag = HOL
						has_cosmetic_tag = INS_UNION
					}
				}
				INS_character_republic_founded_check_VISIBLE = yes
			}
			available = {
				if = {
					limit = {
						original_tag = INS
					}
					has_completed_focus = INS_the_declaration_of_independence
				}
			}
			traits = {
				mass_assault_expert
			}
		}
	}
}
### Entity: Music Config
Component: sabaton/resist_and_bite
Constructs: has_war_with
Source: game
File: music/sabatonsoundtrack_vol2.txt

Code:
music = {
	song = resist_and_bite
	chance = {
		factor = 1
		modifier = {
			factor = 4
			tag = BEL
			has_war_with = GER
			date = < 1940.01.10
		}
	}
}
### Entity: AI Strategy
Component: ENG_alternate_democratic_plan
Constructs: has_completed_focus, has_war, has_government, has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/ENG_alternate_strategy_plan.txt

Code:
ENG_alternate_democratic_plan = {
	name = United Kingdom Anti-German Interventionist Democratic plan
	desc = UK comes after the continental warmongerers. No more appeasement!
	allowed = {
		original_tag = ENG
	}
	enable = {
		OR = {
			AND = {
				has_completed_focus = ENG_steady_as_she_goes
				NOT = {
					has_completed_focus = ENG_home_defence
				}
				GER = {
					has_war = yes
				} {
					has_government = fascism
				}
			}
			OR = {
				has_country_flag = ENG_AI_RANDOM_DEMOCRATIC_ALTERNATE
				has_game_rule = {
					rule = ENG_ai_behavior
					option = DEMOCRATIC_ALTERNATE
				}
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		limited_rearmament_focus shadow_scheme_focus air_defense_focus radar_focus uk_industrial_focus ENG_steady_as_she_goes ENG_global_defense general_rearmament_focus royal_ordinance_focus uk_small_arms_focus uk_extra_tech_slot ENG_every_man_will_do_his_duty ENG_motion_of_no_confidence ENG_no_further_appeasement ENG_kickstart_the_war_industry uk_empire_focus ENG_secure_the_oil_imports
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: CHI_islamist_dissdence3
Constructs: war_support_factor, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_islamist_dissdence3 = {
	picture = raj_marginalized_muslim_community_angry
	removal_cost = -1
	modifier = {
		stability_weekly = -0.003
		political_power_factor = -0.15
		fascism_drift = 0.11
		war_support_factor = -0.13
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Effect Reference
Construct: break_embargo
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## break_embargo

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
breaks an existing embargo from ROOT to the specified tag. Note this will only work if used on the sending country
```
### Entity: Character
Component: guerilla_warfare_expert
Source: game
File: common/country_leader/00_traits.txt

Code:
guerilla_warfare_expert = {
	random = no
	sprite = 13
	required_garrison_factor = -0.25
	resistance_damage_to_garrison = -0.15
	conscription = 0.002
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_operation_tyre
Constructs: prerequisite, completion_reward, cancel_if_invalid, is_in_faction_with, is_subject_of, has_subject, has_global_flag, save_event_target_as
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_operation_tyre
	icon = GFX_goal_generic_construct_military
	prerequisite = {
		focus = PAL_operation_ammon
	}
	x = 1
	y = 1
	relative_position_id = PAL_operation_ammon
	cost = 7.2
	ai_will_do = {
		factor = 1
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	bypass = {
		OR = {
			PAL = {
				controls_state = 553
				553 = {
					controller = {
						is_in_faction_with = PAL
						is_subject_of = PAL
						has_subject = PAL
						exists = no
					}
				}
			}
			NOT = {
				controls_state = 454
			}
		}
	}
	available = {
		NOT = {
			has_global_flag = MPL_no_border_war
		}
	}
	select_effect = {
		454 = {
			save_event_target_as = MPL_borderwar_attacker
		}
		553 = {
			save_event_target_as = MPL_borderwar_defender
		} {
			controller = {
				country_event = mandate_palestine.114
			}
		}
		set_global_flag = MPL_no_border_war
	}
	completion_reward = {
		clear_global_event_target = MPL_borderwar_attacker MPL_borderwar_defender
		454 = {
			save_global_event_target_as = MPL_borderwar_attacker
		}
		553 = {
			save_global_event_target_as = MPL_borderwar_defender
		}
		custom_effect_tooltip = MPL_selection_lebanon_event
		MPL_border_war_states = yes
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_SILO_17
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_SILO_17 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_SILO
			value = 17
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = fuel_silo
		value = 17
	}
}
### Entity: Unit Template
Component: VIN_BB_HISTORICAL
Constructs: has_government
Source: game
File: common/units/names_ships/VIN_ship_names.txt

Code:
VIN_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		VIN
	}
	can_use = {
		has_government = communism
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	prefix = VPNS 
	fallback_name = HQ %d
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_industrial_production
Constructs: prerequisite, completion_reward, is_power_balance_in_range, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_industrial_production
	icon = GFX_goal_generic_production2
	prerequisite = {
		focus = SWI_mechanized_support
	} {
		focus = SWI_artillery
	}
	relative_position_id = SWI_mechanized_support
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = < SWI_centralization_bop_balanced
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		swap_ideas = {
			remove_idea = SWI_rearming_idea_2
			add_idea = SWI_rearmed_idea_industrial
		}
	}
}
### Entity: Event
Component: DOD_hungary.68
Constructs: is_triggered_only, ai_chance, set_country_flag
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.68
	title = DOD_hungary.68.t
	desc = DOD_hungary.68.desc
	picture = GFX_report_event_vienna_award_negotiations
	is_triggered_only = yes
	option = {
		name = DOD_hungary.68.a
		ai_chance = {
			base = 25
		}
		ROM = {
			set_country_flag = ROM_mediation_against
			country_event = {
				id = DOD_hungary.64
				days = 1
			}
		}
	} {
		name = DOD_hungary.68.b
		ai_chance = {
			base = 50
		}
		ROM = {
			country_event = {
				id = DOD_hungary.69
				days = 1
			}
		}
	} {
		name = DOD_hungary.68.c
		ai_chance = {
			base = 25
		}
		HUN = {
			set_country_flag = HUN_mediation_against
			country_event = {
				id = DOD_hungary.63
				days = 1
			}
		}
	}
}
### Entity: Modifier Reference
Construct: terrain_penalty_reduction
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## terrain_penalty_reduction

* Number with 1 decimal places
* **Categories**: army, defensive
### Entity: Unit Template
Component: CZE_MOT_01
Source: game
File: common/units/names_divisions/CZE_names_divisions.txt

Code:
CZE_MOT_01 = {
	name = Motorized Division
	for_countries = {
		CZE
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		CZE_INF_01
	}
	fallback_name = %d. motorizované divize
	ordered = {
		1 = {
			%d. motorizované divize
		}
		2 = {
			%d. motorizované divize
		}
		3 = {
			%d. motorizované divize
		}
		4 = {
			%d. motorizované divize
		}
		5 = {
			%d. motorizované divize
		}
		6 = {
			%d. motorizované divize
		}
		7 = {
			%d. motorizované divize
		}
		8 = {
			%d. motorizované divize
		}
		9 = {
			%d. motorizované divize
		}
		10 = {
			%d. motorizované divize
		}
	}
}
### Entity: Order of Battle
Component: air_wing_100
Source: game
File: history/units/ICE_mavur_fighter_3.txt

Code:
air_wings = {
	100 = {
		cv_fighter_equipment_3 = {
			owner = ICE
			amount = 25
		}
	}
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Into_the_Steppes
Constructs: prerequisite, completion_reward, allow_branch, has_game_rule, is_subject_of, is_in_faction_with, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Into_the_Steppes
	icon = GFX_focus_generic_manpower
	cost = 10
	allow_branch = {
		OR = {
			has_game_rule = {
				rule = SOV_FRAGMENTATION_STATUS
				option = SOV_FRAGMENTED
			} {
				rule = SOV_FRAGMENTATION_STATUS
				option = SOV_UTTERLY_FRAGMENTED
			}
		}
	}
	available = {
		surrender_progress = < 0.1
		OR = {
			ROOT = {
				OR = {
					controls_state = 267 1010
				}
			}
			AND = {
				any_country = {
					OR = {
						controls_state = 267 1010
					} {
						is_subject_of = ROOT
						is_in_faction_with = ROOT
					}
				}
			}
		}
	}
	ai_will_do = {
		factor = 25
	}
	prerequisite = {
		focus = PAK_Into_India
	} {
		focus = PAK_Down_with_Persia
	}
	x = 6
	y = 8
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = TMS
			expire = 0
		} {
			type = puppet_wargoal_focus
			target = UZB
			expire = 0
		} {
			type = puppet_wargoal_focus
			target = TAJ
			expire = 0
		} {
			type = puppet_wargoal_focus
			target = KYR
			expire = 0
		} {
			type = puppet_wargoal_focus
			target = KAZ
			expire = 0
		}
	}
}
### Entity: Decision
Component: DEN_danish_faction_category
Constructs: has_completed_focus, limit, has_government, has_war_with, has_country_flag, is_major, fire_only_once, has_opinion
Source: game
File: common/decisions/DEN.txt

Code:
DEN_danish_faction_category = {
	DEN_northern_national_front_invitation = {
		priority = 1
		icon = GFX_decision_generic_protection
		ai_will_do = {
			base = 25
			modifier = {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 25
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 50
				}
			} {
				factor = 0.5
				has_opinion = {
					target = FROM
					value = < 0
				}
			} {
				factor = 0.5
				FROM = {
					is_major = yes
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = > 1
				}
			}
		}
		targets = {
			SWE NOR FIN EST LAT LIT SMI POL HOL
		}
		target_trigger = {
			FROM = {
				OR = {
					has_government = fascism neutrality
				}
				is_major = no
				is_in_faction = no
				is_subject = no
				NOT = {
					has_war_with = ROOT
					has_country_flag = DEN_received_alliance_offer
				}
			}
		}
		available = {
			NOT = {
				is_justifying_wargoal_against = ROOT
				has_wargoal_against = ROOT
			}
		}
		visible = {
			OR = {
				has_completed_focus = DEN_denmark_first
				has_country_flag = DEN_create_northern_national_front_flag
			}
		}
		fire_only_once = no
		cost = 25
		complete_effect = {
			FROM = {
				country_event = {
					id = denmark_expansion_event.500
					days = 3
				}
				set_country_flag = DEN_received_alliance_offer
			}
			custom_effect_tooltip = if_they_accept_tt
			event_option_tooltip = denmark_expansion_event.500.a
		}
	}
	DEN_northern_security_pact_invitation = {
		priority = 1
		icon = GFX_decision_generic_protection
		ai_will_do = {
			base = 25
			modifier = {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 25
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 50
				}
			} {
				factor = 0.5
				has_opinion = {
					target = FROM
					value = < 0
				}
			} {
				factor = 0.5
				FROM = {
					is_major = yes
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = > 1
				}
			}
		}
		targets = {
			SWE NOR FIN EST LAT LIT SMI POL HOL
		}
		target_trigger = {
			FROM = {
				has_government = neutrality
				is_major = no
				is_in_faction = no
				is_subject = no
				NOT = {
					has_war_with = ROOT
					has_country_flag = DEN_received_alliance_offer
				}
			}
		}
		available = {
			NOT = {
				is_justifying_wargoal_against = ROOT
				has_wargoal_against = ROOT
			}
		}
# ... (truncated)
### Entity: Character
Component: TOS_joseph_ferdinand_von_habsburg
Source: game
File: common/characters/TOS.txt

Code:
TOS_joseph_ferdinand_von_habsburg = {
	name = TOS_joseph_ferdinand_von_habsburg
	portraits = {
		civilian = {
			large = GFX_portrait_TOS_joseph_ferdinand_von_habsburg
			small = GFX_portrait_TOS_joseph_ferdinand_von_habsburg_small
		}
	}
	country_leader = {
		ideology = despotism
		traits = {
			POL_soldier_king
		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_SILO_31
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_SILO_31 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_SILO
			value = 31
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = fuel_silo
		value = 31
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_royal_airforce_influence
Constructs: add_equipment_to_stockpile, prerequisite, limit, has_government, has_war_with, completion_reward, is_subject, add_breakthrough_progress
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_royal_airforce_influence
	icon = GFX_focus_generic_multi_role_aircraft
	prerequisite = {
		focus = ARG_british_gaurantee
	}
	x = -1
	y = 1
	relative_position_id = ARG_british_gaurantee
	mutually_exclusive = {
		focus = ARG_royal_navy_influence
	}
	cost = 5
	available = {
		ENG = {
			exists = yes
			has_government = democratic
			NOT = {
				has_war_with = ROOT
				is_subject = yes
			}
		}
	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_AIR_XP
	}
	completion_reward = {
		air_experience = 25
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.25
		}
		add_tech_bonus = {
			name = ARG_royal_airforce_influence_bonus
			bonus = 0.4
			uses = 3
			category = air_equipment
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny By Blood Alone
			}
			add_equipment_subsidy = {
				cic = 500
				equipment_type = small_plane_airframe
				seller_tags = {
					ENG
				}
			} {
				cic = 500
				equipment_type = small_plane_cas_airframe
				seller_tags = {
					ENG
				}
			} {
				cic = 200
				equipment_type = medium_plane_airframe
				seller_tags = {
					ENG
				}
			}
		}
		ELSE_IF = {
			limit = {
				has_dlc = By Blood Alone
				NOT = {
					has_dlc = Arms Against Tyranny
				}
			}
			add_equipment_to_stockpile = {
				type = small_plane_airframe
				amount = 200
				producer = ENG
			} {
				type = small_plane_cas_airframe
				amount = 100
				producer = ENG
			}
		}
		ELSE = {
			add_equipment_to_stockpile = {
				type = fighter_equipment_1
				amount = 200
				producer = ENG
			} {
				type = CAS_equipment_1
				amount = 100
				producer = ENG
			}
		}
	}
}