Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: SWE_helped_us_being_communist_so_we_like_them_NOR
Constructs: has_government, has_war_with, has_country_flag
Source: game
File: common/ai_strategy/SWE.txt

Code:
SWE_helped_us_being_communist_so_we_like_them_NOR = {
	allowed = {
		original_tag = NOR
	}
	enable = {
		SWE = {
			has_country_flag = SWE_has_triggered_nor_com_uprising
		}
		NOR = {
			has_government = communism
			NOT = {
				has_war_with = SWE
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = alliance
		id = SWE
		value = 500
	} {
		type = befriend
		id = SWE
		value = 500
	}
}
### Entity: Character
Component: ENG_clement_attlee
Constructs: has_completed_focus, limit, has_government, has_dlc, has_autonomy_state
Source: game
File: common/characters/ENG.txt

Code:
ENG_clement_attlee = {
	name = ENG_clement_attlee
	portraits = {
		army = {
			small = GFX_idea_clement_attlee
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = clement_attlee
		available = {
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				NOT = {
					has_completed_focus = ENG_a_change_in_course
				}
			} {
				limit = {
					has_dlc = Man the Guns
				}
				NOT = {
					has_autonomy_state = autonomy_supervised_state
				}
			}
		}
		allowed = {
			original_tag = ENG
		}
		traits = {
			democratic_reformer
		}
		do_effect = {
			NOT = {
				has_government = democratic
			}
		}
		ai_will_do = {
			base = 0
		}
	}
}
### Entity: Idea
Component: r56_CHL_fascist_constitution
Constructs: stability_factor, war_support_factor, has_government, is_subject, is_puppet, removal_cost
Source: game
File: common/ideas/r56_chile.txt

Code:
r56_CHL_fascist_constitution = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = fascism neutrality
		}
	}
	available = {
		NOT = {
			OR = {
				is_subject = yes
				is_puppet = yes
			}
			has_government = communism
		}
	}
	removal_cost = -1
	modifier = {
		war_support_factor = 0.05
		stability_factor = 0.05
	}
	picture = anti_soviet_pact
}
### Entity: National Focus
Tree: efr_focus
Component: EFR_secret_military_researches
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_vichy_france.txt

Code:
focus = {
	id = EFR_secret_military_researches
	icon = GFX_focus_research
	prerequisite = {
		focus = EFR_negociate_the_release_of_officers
	}
	relative_position_id = EFR_negociate_the_release_of_officers
	x = -2
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = idea_EFR_secret_military_researches
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Country History
Country: RKV
Component: RKV_technology
Constructs: set_technology
Source: game
File: history/countries/RKV - Reichskommisariat Klein Venedig.txt

Code:
# Starting Technologies for RKV
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	gw_artillery = 1
	interwar_antiair = 1
	fuel_silos = 1
	synth_oil_experiments = 1
	oil_processing = 1
	fuel_refining = 1
	tech_military_police = 1
	tech_military_police2 = 1
}
### Entity: AI Strategy
Component: claims_on_sinkiang
Constructs: has_completed_focus
Source: game
File: common/ai_strategy/SOV.txt

Code:
claims_on_sinkiang = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		has_completed_focus = SOV_spheres_of_influence_in_china
		country_exists = CHI
	}
	abort = {
		NOT = {
			country_exists = CHI
		}
	}
	ai_strategy = {
		type = antagonize
		id = CHI
		value = 200
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_matters_of_internal_affairs
Constructs: prerequisite, remove_ideas, completion_reward, add_political_power, is_subject, is_subject_of, unlock_decision_category_tooltip, unlock_decision_tooltip
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_matters_of_internal_affairs
	icon = GFX_goal_fire_paper_peoples
	prerequisite = {
		focus = MON_form_the_provisional_government MON_host_emergency_great_khural_assembly
	}
	x = 2
	y = 1
	relative_position_id = MON_form_the_provisional_government
	cost = 7.16
	available = {
		OR = {
			is_subject = no
			is_subject_of = CHI JAP
		}
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_political_power = 100
		remove_ideas = MON_soviet_nkvd_agents
		unlock_decision_category_tooltip = MON_internal_politics
		unlock_decision_tooltip = MON_expand_the_recruitment_campaign
	}
}
### Entity: AI Strategy
Component: GER_why_would_i_ally_you_i_want_to_annex_you
Constructs: has_completed_focus, has_government, is_faction_leader, is_neighbor_of
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_why_would_i_ally_you_i_want_to_annex_you = {
	allowed = {
		original_tag = GER
	}
	enable = {
		has_government = fascism
		is_faction_leader = yes
		is_neighbor_of = CZE
		NOT = {
			has_completed_focus = GER_befriend_czechoslovakia
		}
		CZE = {
			exists = yes
			NOT = {
				OR = {
					has_completed_focus = CZE_german_puppet CZE_german_minor_ally CZE_german_ally CZE_work_with_germany CZE_complete_capitulation
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = alliance
		id = CZE
		value = -75
	} {
		type = befriend
		id = CZE
		value = -75
	}
}
### Entity: State History
Component: 125
Constructs: add_core_of
Source: game
File: history/states/125-East Anglia.txt

Code:
state = {
	id = 125
	name = STATE_125
	manpower = 1363174
	state_category = city
	history = {
		owner = ENG
		add_core_of = ENG
		victory_points = {
			271 2
		} {
			322 3
		}
		buildings = {
			infrastructure = 4
			arms_factory = 1
			industrial_complex = 3
			anti_air_building = 1
			radar_station = 1
			air_base = 10
			271 = {
				naval_base = 3
			}
		}
	}
	provinces = {
		221 271 296 322 3287 11221 11253
	}
	local_supplies = 0.0
}
### Entity: Country History
Country: RKO
Component: RKO_misc
Constructs: limit, set_technology, add_political_power, set_grand_doctrine, has_dlc, set_research_slots, set_convoys, add_command_power
Source: game
File: history/countries/RKO - Reichskommisariat Ostland.txt

Code:
# Misc for RKO
capital = 808
set_grand_doctrine = new_mobile_warfare new_convoy_raiding new_battlefield_support
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		fighter1 = 1
		early_bomber = 1
		tactical_bomber1 = 1
		strategic_bomber1 = 1
		CAS1 = 1
		naval_bomber1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
		improved_light_tank = 1
		basic_heavy_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
		improved_light_tank_chassis = 1
		basic_heavy_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		mtg_transport = 1
	}
}
set_research_slots = 3
set_convoys = 0
1939.1.1 = {
	add_political_power = 1197
	add_command_power = 100
	set_technology = {
		CAS2 = 1
		heavy_fighter1 = 1
		interwar_artillery = 1
		interwar_antitank = 1
		infantry_weapons2 = 1
		improved_infantry_weapons = 1
		support_weapons = 1
		support_weapons2 = 1
		paratroopers = 1
		electronic_mechanical_engineering = 1
		radio = 1
		cavity_magnatron = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_encryption = 1
		basic_decryption = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		construction3 = 1
		construction4 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
		dispersed_industry3 = 1
		dispersed_industry4 = 1
	}
	set_grand_doctrine = new_mobile_warfare new_convoy_raiding new_battlefield_support
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Idea
Component: PRC_the_internal_enemy_CHI_upgraded
Constructs: removal_cost
Source: game
File: common/ideas/comchina.txt

Code:
PRC_the_internal_enemy_CHI_upgraded = {
	allowed = {
		always = no
	}
	removal_cost = -1
	targeted_modifier = {
		tag = CHI
		attack_bonus_against = 0.1
		breakthrough_bonus_against = 0.1
	}
}
### Entity: Raid
Component: thermonuclear_strike
Constructs: limit, has_war_with, is_major, add_political_power, is_in_array, has_dlc, is_special_project_completed, is_in_faction_with
Source: game
File: common/raids/nuclear_raids.txt

Code:
thermonuclear_strike = {
	days_to_prepare = 30
	category = nuclear_raids
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			NOT = {
				is_in_array = {
					array = potential_and_current_enemies
					value = FROM
				}
			}
		} {
			factor = 2
			OR = {
				original_tag = USA SOV
			}
		} {
			factor = 2
			FROM = {
				is_major = yes
			}
		} {
			factor = 0.25
			NOT = {
				has_war_with = FROM
			}
			FROM = {
				is_major = no
			}
		}
	}
	command_power = 20
	allowed = {
		has_dlc = Gotterdammerung
	}
	visible = {
		is_special_project_completed = sp:sp_thermo_nuclear_bomb
	}
	show_target = {
		NOT = {
			is_in_faction_with = FROM
		}
	}
	available = {

	}
	launchable = {
		has_war_with = FROM
	}
	launch_sound = raid_launch_nuclear_strike
	target_type = {
		province = any
	}
	target_icon = GFX_other_target_icon
	target_loc_key = raid_target_name_thermonuclear
	unit_requirements = {
		equipment = {
			type = {
				strategic_bomber
			}
			amount = {
				min = 10
			}
		}
	} {
		equipment = {
			type = {
				strat_bomber_intercontinental_equipment
			}
			amount = {
				min = 10
			}
		}
	}
	nuke_type = thermonuclear_bomb
	essential_equipment = {
		nukes = 1
	}
	starting_point = {
		types = {
			air_base
		}
	}
	arrow = {
		type = air
	}
	success_factors = {
		success = {
			base = 0.5
			experience = {
				weight = 0.1
				start_weight = -0.1
				reference = 1.0
			}
			air_defence = {
				reference = 100
				start_weight = -0.05
				weight = 0.05
			}
			air_agility = {
				reference = 100
				start_weight = -0.1
				weight = 0.1
			}
			reliability = {
				start_weight = -0.1
				weight = 0.1
			}
			air_superiority = {
				reference = 1.0
				start_weight = -0.25
				weight = 0.25
			}
			interception = {
				reference = 10
				weight = -0.25
			}
			anti_air = {
				weight = -0.05
			}
			radar = {
				weight = -0.05
			}
			intel = {
				weight = 0.2
				reference = 100
			}
		}
	}
	success_levels = {
		failure = {
			actor_effects = {
				var:actor_country = {
					custom_effect_tooltip = raid_aborted_tt
					add_political_power = -50
				}
				raid_damage_units = {
					plane_loss = 0.5
					ratio = yes
				}
			}
		}
		limited_success = {
			actor_effects = {
				var:actor_country = {
					custom_effect_tooltip = raid_aborted_tt
				}
				raid_damage_units = {
					plane_loss = 0.25
					ratio = yes
				}
				raid_add_unit_experience = 0.1

# ... (truncated)
### Entity: Character
Component: DEN_paul_sommer
Constructs: has_dlc
Source: game
File: common/characters/DEN.txt

Code:
DEN_paul_sommer = {
	advisor = {
		slot = air_chief
		idea_token = DEN_paul_sommer
		allowed = {
			original_tag = DEN
			NOT = {
				has_dlc = Arms Against Tyranny
			}
		}
		traits = {
			air_chief_reform_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
	name = DEN_paul_sommer
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_2
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_600
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_600 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 600
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 600
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_mining_technologies
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_mining_technologies
	icon = GFX_goal_excavation
	x = -4
	y = 2
	cost = 10
	prerequisite = {
		focus = CHL_establish_corfo_r56
	}
	completion_reward = {
		add_tech_bonus = {
			name = industry
			bonus = 1
			uses = 2
			category = excavation_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_support_tactical_decision_freedom
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_support_tactical_decision_freedom
	icon = GFX_goal_plan
	prerequisite = {
		focus = MON_the_grand_stratagem
	}
	x = 1
	y = 1
	relative_position_id = MON_the_grand_stratagem
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_completed_focus = MON_favour_stronghold_defenses
				}
			}
			add_ideas = MON_grand_stratagem_tac_decision_freedom
		} {
			limit = {
				has_completed_focus = MON_favour_stronghold_defenses
				NOT = {
					has_completed_focus = MON_advanced_fortification_studies
				}
			}
			swap_ideas = {
				remove_idea = MON_grand_stratagem_favour_strongholds
				add_idea = MON_grand_stratagem_tac_freedom_and_strongholds
			}
		} {
			limit = {
				has_completed_focus = MON_favour_stronghold_defenses MON_advanced_fortification_studies
			}
			swap_ideas = {
				remove_idea = MON_grand_stratagem_fortification_studies
				add_idea = MON_grand_stratagem_tac_freedom_and_strongholds_and_forts
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Scripted Effect
Component: JAP_naval_faction_goes_up_and_army_goes_down
Constructs: limit, has_idea, swap_ideas, remove_idea, add_idea, set_variable, add_to_variable
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_naval_faction_goes_up_and_army_goes_down = {
	if = {
		limit = {
			has_idea = JAP_naval_faction_tier_1_lesser_1
		}
		swap_ideas = {
			remove_idea = JAP_naval_faction_tier_1_lesser_1
			add_idea = JAP_naval_faction_tier_2_greater_1
		} {
			remove_idea = JAP_army_faction_tier_2_greater_1
			add_idea = JAP_army_faction_tier_1_lesser_1
		}
		custom_effect_tooltip = JAP_interservice_rivalry_effects
	} {
		limit = {
			OR = {
				has_idea = JAP_zaibatsu_faction_tier_4 JAP_government_faction_tier_4
			}
		}
		JAP_add_influential_imperial_faction = yes
		if = {
			limit = {
				has_idea = JAP_zaibatsu_faction_tier_4
			}
			set_variable = {
				JAP_zaibatsu_faction_influence_level = JAP_tier_3_to_tier_4_small_gate
			}
			swap_ideas = {
				remove_idea = JAP_zaibatsu_faction_tier_4
				add_idea = JAP_zaibatsu_faction_tier_3
			}
		} {
			limit = {
				has_idea = JAP_government_faction_tier_4
			}
			set_variable = {
				JAP_government_faction_influence_level = JAP_tier_3_to_tier_4_small_gate
			}
			swap_ideas = {
				remove_idea = JAP_government_faction_tier_4
				add_idea = JAP_government_faction_tier_3
			}
		}
	}
	else_if = {
		limit = {
			has_idea = JAP_naval_faction_tier_1_lesser_2
		}
		swap_ideas = {
			remove_idea = JAP_naval_faction_tier_1_lesser_2
			add_idea = JAP_naval_faction_tier_2_equal_army
		} {
			remove_idea = JAP_army_faction_tier_3_greater_2
			add_idea = JAP_army_faction_tier_2_equal_navy
		}
		subtract_from_variable = {
			JAP_num_of_influential_imperial_factions = 1
		}
		custom_effect_tooltip = JAP_interservice_rivalry_effects
	} {
		limit = {
			has_idea = JAP_naval_faction_tier_1_lesser_3
		}
		JAP_add_influential_imperial_faction = yes
		swap_ideas = {
			remove_idea = JAP_naval_faction_tier_1_lesser_3
			add_idea = JAP_naval_faction_tier_2_lesser_1
		} {
			remove_idea = JAP_army_faction_tier_4_greater_3
			add_idea = JAP_army_faction_tier_3_greater_1
		}
		custom_effect_tooltip = JAP_interservice_rivalry_effects
	} {
		limit = {
			has_idea = JAP_naval_faction_tier_1
		}
		swap_ideas = {
			remove_idea = JAP_naval_faction_tier_1
			add_idea = JAP_naval_faction_tier_2
		}
		IF = {
			limit = {
				has_idea = JAP_army_faction_tier_4
			}
			swap_ideas = {
				remove_idea = JAP_army_faction_tier_4
				add_idea = JAP_army_faction_tier_3
			}
			JAP_add_influential_imperial_faction = yes
		}
		ELSE_IF = {
			limit = {
				has_idea 
# ... (truncated)
### Entity: Event
Component: BALTIC_events.102
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/NSB_Baltic.txt

Code:
country_event = {
	id = BALTIC_events.102
	title = BALTIC_events.102.t
	desc = BALTIC_events.102.d
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = BALTIC_events.102.a
		effect_tooltip = {
			add_opinion_modifier = {
				target = FROM
				modifier = refused_help
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: time
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
time
|
What time is it?
|

|

reloadfx [Arguments: map/mapname/postfx or *.fx filename]
|
Reloads the shader
|

|
### Entity: Scripted Localization
Component: defined_text
Constructs: has_government, is_major
Source: game
File: common/scripted_localisation/BBA_Switzerland_scripted_loc.txt

Code:
defined_text = {
	name = SWI_get_fascist_neighbor_adjective
	text = {
		trigger = {
			GER = {
				exists = yes
				has_government = fascism
				is_major = yes
			}
		}
		localization_key = [GER.GetAdjective]
	} {
		trigger = {
			ITA = {
				exists = yes
				has_government = fascism
				is_major = yes
			}
		}
		localization_key = [ITA.GetAdjective]
	} {
		trigger = {
			FRA = {
				exists = yes
				SWI_is_country_to_balance = yes
				has_government = fascism
			}
		}
		localization_key = [FRA.GetAdjective]
	} {
		trigger = {
			ENG = {
				exists = yes
				SWI_is_country_to_balance = yes
				has_government = fascism
			}
		}
		localization_key = [ENG.GetAdjective]
	} {
		localization_key = SWI_fascist
	}
}
### Entity: Idea
Component: ISR_suez_pressure_2
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/israel.txt

Code:
ISR_suez_pressure_2 = {
	picture = generic_economic_crisis
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_factor = -0.1
		stability_factor = -0.06
		consumer_goods_factor = 0.06
	}
}
### Entity: AI Strategy
Component: rangers_generic
Constructs: has_tech
Source: game
File: common/ai_templates/generic.txt

Code:
rangers_generic = {
	role = rangers_role
	upgrade_prio = {
		base = 2
		modifier = {
			factor = 0
			NOT = {
				has_tech = rangers_tech
			}
		}
	}
	rangers_default = {
		upgrade_prio = {
			base = 1
			modifier = {
				factor = 1
			}
		}
		target_template = {
			support = {
				engineer = 1
				rangers_support = 1
				logistics_company = 1
				artillery = 1
			}
			regimental_support = {
				anti_air_battery = 1
				anti_tank_battery = 1
			}
			regiments = {
				ranger_battalion = 9
			}
		}
	}
}
### Entity: Event
Component: mongol_khalkin_gol.4
Constructs: is_triggered_only, fire_only_once, add_doctrine_cost_reduction
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_khalkin_gol.4
	title = mongol_khalkin_gol.4.t
	desc = mongol_khalkin_gol.4.d
	picture = GFX_report_event_chinese_japanese_handshake
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = mongol_khalkin_gol.4.a
		add_doctrine_cost_reduction = {
			name = sov_jap_border_conflict_won
			uses = 1
			category = land_doctrine
			cost_reduction = 0.5
		}
	}
}
### Entity: AI Strategy
Component: SOV_protect_communie_policy
Constructs: has_war_with, send_volunteers_desire
Source: game
File: common/ai_strategy/TOY.txt

Code:
SOV_protect_communie_policy = {
	allowed = {
		tag = SOV
	}
	enable = {
		tag = SOV
	}
	abort = {
		SOV = {
			has_war_with = KPA
		}
	}
	ai_strategy = {
		type = protect
		id = KPA
		value = 200
	} {
		type = send_volunteers_desire
		id = KPA
		value = 100
	}
}
### Entity: Event
Component: mongol_greater_mongolia.20
Constructs: is_triggered_only, ai_chance, has_government, set_country_flag
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_greater_mongolia.20
	title = mongol_greater_mongolia.20.t
	desc = mongol_greater_mongolia.20.d
	picture = GFX_report_event_japanese_chinese_surrender
	is_triggered_only = yes
	option = {
		name = mongol_greater_mongolia.20.a
		ai_chance = {
			base = 50
		}
		MON = {
			country_event = {
				id = mongol_greater_mongolia.21
				hours = 6
			}
		}
		set_country_flag = MON_attending_ulaanbaatar_conference
	} {
		name = mongol_greater_mongolia.20.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0.5
				has_government = democratic
			}
		}
		MON = {
			country_event = {
				id = mongol_greater_mongolia.22
				hours = 6
			}
		}
	}
}
### Entity: AI Strategy
Component: all_china_must_prosper_in_my_prosperity_sphere_GSM
Constructs: is_in_faction_with, is_subject_of
Source: game
File: common/ai_strategy/JAP.txt

Code:
all_china_must_prosper_in_my_prosperity_sphere_GSM = {
	allowed = {
		original_tag = JAP
	}
	enable = {
		OR = {
			NOT = {
				country_exists = CHI
			}
			CHI = {
				is_in_faction_with = JAP
				is_subject_of = JAP
			}
		}
		country_exists = GSM
		NOT = {
			GSM = {
				OR = {
					is_in_faction_with = JAP
					is_subject_of = JAP
				}
			}
		}
	}
	abort = {
		NOT = {
			country_exists = GSM
		}
		GSM = {
			OR = {
				is_in_faction_with = JAP
				is_subject_of = JAP
			}
		}
	}
	ai_strategy = {
		type = antagonize
		id = GSM
		value = 5000
	}
}
### Entity: Character
Component: PHI_jose_v_andrada
Constructs: has_dlc
Source: game
File: common/characters/PHI.txt

Code:
PHI_jose_v_andrada = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		navy_leader = {
			traits = {
				superior_tactician
			}
			skill = 3
			attack_skill = 3
			defense_skill = 2
			maneuvering_skill = 2
			coordination_skill = 3
			legacy_id = -1
		}
		advisor = {
			slot = theorist
			idea_token = PHI_jose_v_andrada_theorist
			ledger = navy
			allowed = {
				has_dlc = No Compromise, No Surrender
			}
			traits = {
				naval_theorist
			}
		} {
			slot = navy_chief
			idea_token = PHI_jose_v_andrada
			ledger = navy
			allowed = {
				has_dlc = No Compromise, No Surrender
			}
			traits = {
				navy_chief_reform_2
			}
			cost = 100
			ai_will_do = {
				base = 1
			}
		}
		name = PHI_jose_v_andrada
		portraits = {
			army = {
				large = GFX_portrait_PHI_jose_andrada
				small = GFX_portrait_PHI_jose_andrada_small
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		advisor = {
			slot = high_command
			idea_token = PHI_jose_v_andrada
			ledger = navy
			allowed = {
				has_dlc = No Compromise, No Surrender
			}
			traits = {
				navy_fleet_logistics_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		name = PHI_jose_v_andrada
		portraits = {
			army = {
				small = GFX_idea_generic_navy_asia_1
			}
		}
	}
}
### Entity: Unit Template
Component: INS_colonial_division
Source: game
File: common/units/names_divisions/HOL_INS_names_divisions.txt

Code:
INS_colonial_division = {
	name = KNIL Veldleger
	for_countries = {
		HOL INS
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %de Regiment Infanterie KNIL
	ordered = {
		1 = {
			Ie Divisie KNIL
		}
		2 = {
			IIe Divisie KNIL
		}
		3 = {
			IIIe Divisie KNIL
		}
		4 = {
			Commando Sumatra
		}
		5 = {
			Commando Groote Oost
		}
		6 = {
			Korps Marechaussee te Voet
		}
		7 = {
			Stoottroepen KNIL
		}
		8 = {
			Mobiele Eenheid
		}
		9 = {
			Korps Politie Troepen
		}
		10 = {
			Koloniale Reserve
		}
		11 = {
			Korps Speciale Troepen
		}
		12 = {
			%de Regiment Infanterie KNIL
		}
		13 = {
			%de Regiment Infanterie KNIL
		}
		14 = {
			%de Regiment Infanterie KNIL
		}
		15 = {
			%de Regiment Infanterie KNIL
		}
		16 = {
			%de Regiment Infanterie KNIL
		}
		17 = {
			%de Regiment Infanterie KNIL
		}
		18 = {
			%de Regiment Infanterie KNIL
		}
		19 = {
			%de Regiment Infanterie KNIL
		}
		20 = {
			%de Regiment Infanterie KNIL
		}
		21 = {
			%de Regiment Infanterie KNIL
		}
		22 = {
			%de Regiment Infanterie KNIL
		}
		23 = {
			%de Regiment Infanterie KNIL
		}
		24 = {
			%de Regiment Infanterie KNIL
		}
		25 = {
			%de Regiment Infanterie KNIL
		}
	}
}