Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sia_focus
Component: SIA_develop_modern_escorts_r56
Constructs: prerequisite, limit, add_ideas, completion_reward, has_subdoctrine_in_track, add_daily_mastery, has_idea, swap_ideas
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_develop_modern_escorts_r56
	icon = GFX_goal_PER_iranian_gunboat_focus
	cost = 8
	x = 0
	y = 2
	relative_position_id = SIA_begin_limited_shipbuilding_r56
	prerequisite = {
		focus = SIA_begin_limited_shipbuilding_r56
	}
	available_if_capitulated = yes
	ai_will_do = {
		base = 1
	}
	completion_reward = {
		if = {
			limit = {
				has_subdoctrine_in_track = screens
			}
			add_daily_mastery = {
				name = SIA_develop_modern_escorts_r56
				amount = 0.2
				days = 180
				track = screens
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				has_idea = SIA_import_modern_heavy_ships_r56_idea
			}
			swap_ideas = {
				remove_idea = SIA_import_modern_heavy_ships_r56_idea
				add_idea = SIA_royal_siamese_navy_r56
			}
		}
		else = {
			add_doctrine_cost_reduction = {
				name = SIA_develop_modern_escorts_r56
				cost_reduction = 0.25
				uses = 1
				category = naval_doctrine
			}
		} {
			add_ideas = SIA_develop_modern_escorts_r56_idea
		}
		add_tech_bonus = {
			name = SIA_develop_modern_escorts_r56
			bonus = 2
			ahead_reduction = 1.5
			uses = 2
			category = dd_tech cl_tech
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Scripted Effect
Component: PHI_set_pre_investment_variables
Constructs: every_owned_state, limit, set_variable, has_railway_connection, set_state_flag
Source: game
File: common/scripted_effects/PHI_scripted_effects.txt

Code:
PHI_set_pre_investment_variables = {
	hidden_effect = {
		set_variable = {
			PHI_dockyards_pre_investment = num_of_naval_factories
		}
		every_owned_state = {
			set_variable = {
				PHI_infrastructure_pre_investment = building_level@infrastructure
			}
			if = {
				limit = {
					any_neighbor_state = {
						ROOT = {
							has_railway_connection = {
								start_state = PREV
								target_state = PREV.PREV
							}
						}
					}
				}
				set_state_flag = PHI_railway_present
			}
		}
	}
}
### Entity: Idea
Component: idea_SIA_nsb_volunteer_only
Constructs: production_speed_buildings_factor, has_dlc, removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_nsb_volunteer_only = {
	name = SIA_national_savings_bond
	allowed = {
		has_dlc = Thunder at Our Gates
		original_tag = SIA
	}
	picture = generic_manpower_bonus
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_buildings_factor = 0.1
	}
}
### Entity: Idea
Component: JAP_1939_fake_state_shintoism_idea
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_1939_fake_state_shintoism_idea = {
	name = JAP_state_shinotism_dm
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = state_shintoism
	modifier = {
		surrender_limit = 0.1
		war_support_factor = 0.2
		pocket_penalty = -0.05
	}
}
### Entity: Idea
Component: GER_local_controlled_reichskommissariat
Constructs: industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_local_controlled_reichskommissariat = {
	name = GER_german_controlled_reichskommissariat
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = triumphant_will
	modifier = {
		compliance_growth = 0.1
		local_resources_factor = 0.2
		industrial_capacity_factory = 0.1
		production_speed_buildings_factor = 0.05
		production_lack_of_resource_penalty_factor = -0.15
		autonomy_gain_global_factor = -0.05
		weekly_manpower = 250
		resistance_target = -0.1
		overlord_trade_cost_factor = -0.05
	}
	targeted_modifier = {
		tag = GER
		cic_to_target_factor = 0.1
		mic_to_target_factor = 0.1
	}
}
### Entity: Scripted Effect
Component: EAI_get_infrastructure_slot_scores
Constructs: limit, has_country_flag, set_temp_variable, check_variable, add_to_temp_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_effects.txt

Code:
EAI_get_infrastructure_slot_scores = {
	set_temp_variable = {
		EAI_has_infrastructure_slot_scores = 1
	}
	for_each_scope_loop = {
		array = controlled_states
		if = {
			limit = {
				EAI_available_INF = yes
			}
			EAI_get_infrastructure_slot_score = yes
			for_each_loop = {
				array = EAI_infrastructure_slot_scores
				var:v = {
					if = {
						limit = {
							check_variable = {
								PREV.EAI_infrastructure_slot_score = > EAI_infrastructure_slot_score
							}
						}
						add_to_temp_array = {
							array = EAI_infrastructure_slot_scores
							index = i
							value = PREV.id
						}
						set_temp_variable = {
							break = 1
						}
					}
				}
			}
			if = {
				limit = {
					check_variable = {
						break = 0
					}
				}
				add_to_temp_array = {
					array = EAI_infrastructure_slot_scores
					value = THIS.id
				}
			}
			else = {
				set_temp_variable = {
					break = 0
				}
			}
		}
	}
	if = {
		limit = {
			has_country_flag = EAI_construction_score_logging
		}
		log = ======= PRINTING EAI_infrastructure_slot_scores ======= ===============================================
		for_each_scope_loop = {
			array = EAI_infrastructure_slot_scores
			log = [?EAI_infrastructure_slot_score] - [This.GetName]
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_claim_guinea
Constructs: prerequisite, limit, owns_state, has_war_with, completion_reward, is_subject, is_in_faction_with, is_subject_of
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_claim_guinea
	icon = GFX_focus_attack_australia
	ai_will_do = {
		factor = 2
	}
	relative_position_id = INS_hari_kemerdekaan
	x = -1
	y = 2
	prerequisite = {
		focus = INS_hari_kemerdekaan
	}
	available = {
		is_subject = no
		any_other_country = {
			NOT = {
				is_in_faction_with = ROOT
				is_subject_of = ROOT
				has_war_with = ROOT
			}
			OR = {
				AND = {
					controls_state = 523
					owns_state = 523
				} {
					controls_state = 737
					owns_state = 737
				} {
					controls_state = 1138
					owns_state = 1138
				}
			}
		}
	}
	cost = 10
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					state = 523 1096 737 1138
				}
			}
			add_claim_by = ROOT
		}
		every_other_country = {
			limit = {
				NOT = {
					is_in_faction_with = ROOT
					is_subject_of = ROOT
					has_war_with = ROOT
				}
				OR = {
					AND = {
						controls_state = 523
						owns_state = 523
					} {
						controls_state = 737
						owns_state = 737
					} {
						controls_state = 1138
						owns_state = 1138
					}
				}
			}
			country_event = {
				id = indonesia.33
				hours = 12
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Character
Component: SWE_fredrik_strom
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/SWE.txt

Code:
SWE_fredrik_strom = {
	advisor = {
		slot = political_advisor
		cost = 150
		idea_token = SWE_fredrik_strom
		allowed = {
			OR = {
				original_tag = SWE CHL
			}
		}
		available = {
			OR = {
				has_government = communism
				AND = {
					has_completed_focus = SWE_align_more_closely_with_the_landsorganisationen
					has_government = democratic
				}
				CHL_hub_of_the_revolution_trigger = yes
			}
		}
		visible = {
			OR = {
				has_government = communism
				AND = {
					has_completed_focus = SWE_align_more_closely_with_the_landsorganisationen
					has_government = democratic
				}
				CHL_hub_of_the_revolution_trigger = yes
			}
		}
		traits = {
			protector_of_cultural_heritage
		}
		ai_will_do = {
			factor = 0
		}
	}
	name = SWE_fredrik_strom
	portraits = {
		civilian = {
			small = GFX_portrait_SWE_fredrik_strom_small
		}
	}
}
### Entity: Idea
Component: EAI_DD_4/medium_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_4/medium_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_airframe = {
			build_cost_ic = -0.04
			instant = yes
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_light_tank
Constructs: limit, is_major, set_temp_variable
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_armor.txt

Code:
EAI_PR_STRATEGIES_light_tank = {
	if = {
		limit = {
			EAI_LARM_tech_focus = yes
			is_major = yes
		}
		set_temp_variable = {
			prio_cat = @PR_light_tank
		}
		if = {
			limit = {
				NOT = {
					EAI_STRATEGY_CHL_mass_infantry_prioritize_tanks = yes
				}
			}
			multiply_temp_variable = {
				prio_cat = 0
			}
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:gwtank_chassis
				} {
					_prio_val = prio_cat
				} {
					_year = 1936
				}
				date = > 1936.6.1
				EAI_LARM_tech_focus = yes
				EAI_PR_year_FACTOR = yes
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:basic_light_tank_chassis
				} {
					_prio_val = prio_cat
				} {
					_year = 1936
				}
				date = > 1936.6.1
				EAI_LARM_tech_focus = yes
				EAI_PR_year_FACTOR = yes
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:improved_light_tank_chassis
				} {
					_prio_val = prio_cat
				} {
					_year = 1936
				}
				date = > 1936.6.1
				EAI_LARM_tech_focus = yes
				EAI_PR_year_FACTOR = yes
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:advanced_light_tank_chassis
				} {
					_prio_val = prio_cat
				} {
					_year = 1941
				}
				date = > 1941.1.1
				EAI_LARM_tech_focus = yes
				EAI_PR_year_FACTOR = yes
			}
			EAI_PR_add_to_priority_research_queue = yes
		}
	}
}
### Entity: Event
Component: AAT_Sweden_flashpoints.20
Constructs: is_triggered_only, ai_chance, limit, has_war_with, is_in_faction, create_faction, add_to_faction
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_flashpoints.20
	title = AAT_Sweden_flashpoints.20.t
	desc = AAT_Sweden_flashpoints.20.desc
	picture = GFX_report_event_finnish_soldiers_snow
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_flashpoints.20.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				has_war_with = SWE
			} {
				factor = 0
				is_in_faction = yes
			}
		}
		SWE = {
			IF = {
				limit = {
					is_in_faction = no
				}
				create_faction = SWE_nordic_defense_pact
			}
			add_to_faction = FIN
		}
	} {
		name = AAT_Sweden_flashpoints.20.b
		ai_chance = {
			base = 0
			modifier = {
				add = 10
				has_war_with = SWE
			} {
				add = 10
				is_in_faction = yes
			}
		}
		FROM = {
			country_event = {
				id = AAT_Sweden_flashpoints.22
				days = 2
			}
		}
	}
}
### Entity: Autonomous State
Component: autonomy_state
Constructs: conscription_factor, has_game_rule
Source: game
File: common/autonomous_states/free_city.txt

Code:
autonomy_state = {
	id = autonomy_free_city
	min_freedom_level = 0.6
	manpower_influence = 0.1
	rule = {
		can_not_declare_war = yes
		can_decline_call_to_war = no
		units_deployed_to_overlord = no
	}
	modifier = {
		autonomy_manpower_share = 0.8
		can_master_build_for_us = 1
		conscription_factor = -0.75
		extra_trade_to_overlord_factor = 0.0
		overlord_trade_cost_factor = -0.2
		cic_to_overlord_factor = 0.25
		mic_to_overlord_factor = 0.65
		license_subject_master_purchase_cost = 0
		autonomy_gain_global_factor = -0.5
	}
	ai_subject_wants_higher = {
		factor = 1.0
	}
	ai_overlord_wants_lower = {
		factor = 1.0
	}
	ai_overlord_wants_garrison = {
		always = no
	}
	allowed = {
		original_tag = DNZ
		NOT = {
			has_game_rule = {
				rule = colour_of_subjects_setting
				option = SUBJECT_COLOUR_ON
			}
		}
	}
	can_take_level = {

	}
	can_lose_level = {

	}
}
### Entity: Decision
Component: MPL_aliyah_category
Constructs: limit, add_stability, fire_only_once, industrial_capacity_factory, complete_effect, swap_ideas, remove_idea, add_idea
Source: game
File: common/decisions/MPL.txt

Code:
MPL_aliyah_category = {
	MPL_scale_back_immigration = {
		icon = GFX_decision_eng_trade_unions_support
		complete_effect = {
			swap_ideas = {
				remove_idea = MPL_floodgates
				add_idea = MPL_small_aliyah
			}
			custom_effect_tooltip = MPL_cannot_go_back_aliyah
		}
		visible = {
			has_idea = MPL_floodgates
		}
		ai_will_do = {
			factor = 100
		}
		fire_only_once = yes
	}
	MPL_setup_immigrant_camps_1 = {
		icon = GFX_decision_generic_construction
		remove_effect = {
			random_owned_controlled_state = {
				limit = {
					is_core_of = ROOT
				}
				add_manpower = 20000
			}
			add_manpower = 1000
		}
		modifier = {
			consumer_goods_factor = 0.05
		}
		days_remove = 30
		cost = 75
		days_re_enable = 50
	}
	MPL_setup_immigrant_camps_2 = {
		icon = GFX_decision_generic_construction
		remove_effect = {
			random_owned_controlled_state = {
				limit = {
					NOT = {
						state = 949 966 1017
					}
					is_core_of = ROOT
				}
				add_manpower = 50000
			}
			add_manpower = 3000
			add_stability = 0.01
		}
		modifier = {
			consumer_goods_factor = 0.1
		}
		days_remove = 60
		cost = 100
		days_re_enable = 180
	}
	MPL_form_kibbutsim = {
		icon = GFX_decision_POL_looming_peasants_strike
		cost = 50
		days_remove = 60
		days_re_enable = 120
		remove_effect = {
			add_stability = 0.075
		}
		modifier = {
			consumer_goods_factor = 0.1
		}
	}
	MPL_support_existing_communities = {
		icon = GFX_decision_hol_attract_foreign_investors
		cost = 75
		days_remove = 60
		days_re_enable = 120
		remove_effect = {
			add_stability = 0.05
		}
	}
	MPL_immigrant_workers = {
		icon = GFX_decision_generic_industry
		cost = 100
		days_remove = 90
		days_re_enable = 120
		complete_effect = {
			add_stability = 0.05
		}
		modifier = {
			industrial_capacity_factory = 0.05
		}
	}
}
### Entity: Event
Component: JUNO_brazil_events.83
Constructs: is_triggered_only, ai_chance, add_ideas, has_war_with, has_opinion, set_country_flag
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.83
	title = JUNO_brazil_events.83.t
	desc = JUNO_brazil_events.83.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.83.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 10
				has_opinion = {
					target = FROM
					value = > 50
				}
			} {
				factor = 0
				OR = {
					has_opinion = {
						target = FROM
						value = < 0
					}
					has_war_with = FROM
				}
			}
		}
		FROM = {
			country_event = {
				id = JUNO_brazil_events.85
				hours = 1
			}
		}
		ROOT = {
			add_ideas = SMB_organization_of_american_states_member
			set_country_flag = BRA_organization_of_american_states_member
		}
	} {
		name = JUNO_brazil_events.83.b
		ai_chance = {
			base = 1
		}
		FROM = {
			country_event = {
				id = JUNO_brazil_events.84
				hours = 1
			}
		}
		ROOT = {
			set_country_flag = BRA_rejected_organization_of_american_states
		}
	}
}
### Entity: Idea
Component: porte
Constructs: has_government, is_subject_of
Source: game
File: common/ideas/r56_indonesia.txt

Code:
porte = {
	picture = generic_air_europe_1
	allowed = {
		original_tag = INS
	}
	available = {
		OR = {
			is_subject_of = HOL
			has_government = democratic
		}
	}
	traits = {
		air_chief_all_weather_2
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_floating_harbors_3
Constructs: is_major, check_variable
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_floating_harbors_3 = {
	enable = {
		num_of_naval_factories = > 35
		is_major = yes
		check_variable = {
			num_equipment@floating_harbor_equipment = < 5
		}
	}
	abort = {
		NOT = {
			AND = {
				num_of_naval_factories = > 35
				is_major = yes
				check_variable = {
					num_equipment@floating_harbor_equipment = < 20
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = floating_harbor_equipment
		value = 1
	}
}
### Entity: Character
Component: SMI_SUB_hc
Source: game
File: common/characters/SMI.txt

Code:
SMI_SUB_hc = {
	portraits = {
		army = {
			small = GFX_portrait_Finland_Generic_navy_2_small
			large = GFX_portrait_Finland_Generic_navy_2
		}
	}
	advisor = {
		slot = high_command
		idea_token = SMI_SUB_hc
		ledger = navy
		allowed = {
			original_tag = SMI
		}
		traits = {
			navy_submarine_2
		}
		ai_will_do = {
			factor = 1
		}
	}
	navy_leader = {
		traits = {
			spotter
		}
		skill = 2
		attack_skill = 1
		defense_skill = 2
		maneuvering_skill = 3
		coordination_skill = 1
		legacy_id = -1
		visible = {

		}
	}
}
### Entity: Decision
Component: form_mountainous_republic_category
Constructs: has_dlc
Source: game
File: common/decisions/categories/00_formable_categories.txt

Code:
form_mountainous_republic_category = {
	icon = generic_formable_nations
	picture = GFX_decision_cat_picture_form_mountainous_republic
	allowed = {
		has_dlc = No Step Back
	}
}
### Entity: Idea
Component: electric_boat_company
Constructs: has_completed_focus, limit, research_bonus
Source: game
File: common/ideas/usa.txt

Code:
electric_boat_company = {
	allowed = {
		OR = {
			original_tag = USA
			PHI_SEA = yes
		}
	}
	available = {
		if = {
			limit = {
				original_tag = PHI
			}
			if = {
				limit = {
					NOT = {
						has_completed_focus = PHI_declare_military_emergency
					}
				}
				has_completed_focus = PHI_align_with_the_usa
				else = {
					has_completed_focus = PHI_declare_military_emergency
				}
			}
		}
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		raiding_fleet_naval_manufacturer
	}
	modifier = {

	}
}
### Entity: Country Definition
Component: GER_german_monarchy_conservative
Source: game
File: common/countries/cosmetic.txt

Code:
GER_german_monarchy_conservative = {
	color = {
		rgb = {
			160 160 160
		}
	}
	color_ui = {
		rgb = {
			115 115 115
		}
	}
}
### Entity: Character
Component: train_equipment_manufacturer
Source: game
File: common/country_leader/00_traits.txt

Code:
train_equipment_manufacturer = {
	random = no
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: rt56.rom_peace_front.1
Constructs: is_triggered_only, ai_chance, add_political_power
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_peace_front.1
	title = rt56.rom_peace_front.1.t
	desc = rt56.rom_peace_front.1.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = rt56.rom_peace_front.1.a
		ai_chance = {
			base = 5
		}
		effect_tooltip = {
			ROM = {
				diplomatic_relation = {
					country = ROOT
					relation = military_access
					active = yes
				}
			}
			ROOT = {
				diplomatic_relation = {
					country = ROM
					relation = military_access
					active = yes
				}
			}
		}
		FROM = {
			country_event = {
				id = rt56.rom_peace_front.2
				days = 3
			}
		}
	} {
		name = rt56.rom_peace_front.1.b
		ai_chance = {
			base = 2
		}
		add_political_power = 25
	}
}
### Entity: Idea
Component: KMT_military_in_the_streets2
Constructs: stability_factor, army_attack_factor, removal_cost, has_country_leader
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_military_in_the_streets2 = {
	removal_cost = -1
	picture = CHL_patagonian_giants
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_country_leader = {
				ruling_only = yes
				character = CHI_chiang_kaishek
			}
		}
	}
	modifier = {
		army_attack_factor = -0.25
		required_garrison_factor = 0.15
		stability_factor = -0.1
		resistance_decay = 0.25
	}
}
### Entity: Character
Component: TAN_ruzhenko
Source: game
File: common/characters/TAN.txt

Code:
TAN_ruzhenko = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = TAN_ruzhenko
		ledger = air
		allowed = {
			original_tag = TAN
		}
		traits = {
			air_warfare_theorist
		}
	}
	name = Ruzhenko
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_1
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_within_the_eagles_nest
Constructs: prerequisite, limit, completion_reward, has_dlc, has_intelligence_agency, add_to_variable, swap_ideas, remove_idea
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_within_the_eagles_nest
	icon = GFX_focus_AFG_work_with_german_inteligence
	cost = 10
	prerequisite = {
		focus = CZE_air_intelligence
	} {
		focus = CZE_military_intelligence
	}
	relative_position_id = CZE_department_two_expansion
	x = 0
	y = 2
	available = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			has_intelligence_agency = yes
		}
	}
	completion_reward = {
		custom_effect_tooltip = CZE_ceskoslovenska_armada_ns_intro_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_ceskoslovenska_armada_intel_from_combat_factor = 0.05
			tooltip = intel_from_combat_factor_tt
		}
		if = {
			limit = {
				has_dlc = La Resistance
			}
			swap_ideas = {
				remove_idea = CZE_department_2_idea_lar_third
				add_idea = CZE_department_2_idea_lar_final
			}
			gain_random_agency_upgrade = yes
			if = {
				limit = {
					ROOT = {
						is_neighbor_of = GER
					}
					GER = {
						NOT = {
							is_ally_with = ROOT
						}
					}
				}
				every_state = {
					limit = {
						is_controlled_by = GER
						OR = {
							state = 4 53 54 65 66 67 69 74 972 975
						}
					}
					add_dynamic_modifier = {
						modifier = CZE_enemy_intelligence_collaborators
						days = 1095
					}
				}
			}
		}
		else = {
			swap_ideas = {
				remove_idea = CZE_department_2_idea_no_lar_third
				add_idea = CZE_department_2_idea_no_lar_final
			}
			if = {
				limit = {
					ROOT = {
						is_neighbor_of = GER
					}
					GER = {
						NOT = {
							is_ally_with = ROOT
						}
					}
				}
				every_state = {
					limit = {
						is_controlled_by = GER
						OR = {
							state = 4 53 54 65 66 67 69 74 972 975
						}
					}
					add_dynamic_modifier = {
						modifier = CZE_enemy_intelligence_collaborators_no_lar
						days = 1095
					}
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_JAP_support_equipment
Constructs: check_variable
Source: game
File: common/ai_strategy/JAP_EAI.txt

Code:
EAI_JAP_support_equipment = {
	allowed = {
		tag = JAP
	}
	enable = {
		check_variable = {
			num_equipment@support_equipment = < 250
		}
	}
	abort = {
		NOT = {
			check_variable = {
				num_equipment@support_equipment = < 2000
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = support_equipment
		value = 3
	}
}
### Entity: Event
Component: naw_norway.25
Constructs: is_triggered_only, add_to_faction
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.25
	title = naw_norway.25.t
	desc = naw_norway.25.d
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	immediate = {
		NOR = {
			country_event = naw_norway.6
			add_to_faction = ROOT
		}
	}
	option = {
		name = naw_norway.25.a
	}
}
### Entity: Event
Component: ss_recruitment_event.21
Constructs: is_triggered_only, ai_chance, add_stability, add_political_power, has_political_power
Source: game
File: events/ss_recruitment_event.txt

Code:
country_event = {
	id = ss_recruitment_event.21
	title = ss_recruitment_event.21.t
	desc = ss_recruitment_event.21.desc
	picture = GFX_report_event_soldiers_parade
	is_triggered_only = yes
	option = {
		name = ss_recruitment_event.21.a
		ai_chance = {
			base = 25
		}
		add_stability = -0.05
	} {
		name = ss_recruitment_event.21.b
		ai_chance = {
			base = 75
			modifier = {
				factor = 0
				has_political_power = < 0
			}
		}
		add_political_power = -75
		subtract_from_variable = {
			var = SS_anger
			value = 5
		}
	}
}
### Entity: AI Strategy
Component: AUS_GER_dont_join_austrian_civilwar
Constructs: has_civil_war
Source: game
File: common/ai_strategy/r56_AUS.txt

Code:
AUS_GER_dont_join_austrian_civilwar = {
	allowed = {
		original_tag = GER
	}
	enable = {
		AUS = {
			has_civil_war = yes
		}
		ANZ = {
			exists = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = diplo_action_desire
		id = ANZ
		value = -1000
		target = join_allies
	}
}