Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: SOV_build_the_t34
Constructs: has_tech
Source: game
File: common/ai_strategy/SOV.txt

Code:
SOV_build_the_t34 = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		date = > 1940.3.1
		OR = {
			has_tech = improved_medium_tank improved_medium_tank_chassis
		}
	}
	abort = {
		OR = {
			has_tech = main_battle_tank main_battle_tank_chassis
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = medium_tank_chassis
		value = 5
	} {
		type = equipment_production_min_factories_archetype
		id = motorized_equipment
		value = 2
	}
}
### Entity: Idea
Component: GEN_red_army
Source: game
File: common/ideas/r56_generic_tree.txt

Code:
GEN_red_army = {
	picture = generic_communist_army
	modifier = {
		conscription = 0.03
		max_command_power = 20
	}
}
### Entity: Event
Component: AAT_USA_events.06
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, fire_only_once, add_political_power, create_wargoal, take_core_state
Source: game
File: events/AAT_Generic_Events.txt

Code:
country_event = {
	id = AAT_USA_events.06
	title = AAT_USA_events.06.t
	desc = AAT_USA_events.06.desc
	picture = GFX_report_event_ast_army
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AAT_USA_events.04.a
		ai_chance = {
			base = 8
		}
		add_political_power = 50
		add_war_support = -0.05
		add_stability = -0.01
	} {
		name = AAT_USA_events.04.b
		ai_chance = {
			base = 2
		}
		add_war_support = 0.01
		create_wargoal = {
			type = take_core_state
			target = FROM
			generator = {
				101
			}
		}
	}
}
### Entity: Decision
Component: USA_war_measures
Source: game
File: common/decisions/categories/USA_decision_categories.txt

Code:
USA_war_measures = {
	allowed = {
		original_tag = USA
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_planning
Constructs: prerequisite, has_war, completion_reward
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_planning
	icon = GFX_goal_generic_intelligence_exchange
	cost = 10
	ai_will_do = {
		factor = 9
	}
	prerequisite = {
		focus = SWI_fortifications
	}
	available = {
		has_war = no
		country_exists = FRA GER
	}
	bypass = {
		OR = {
			has_war = yes
			NOT = {
				country_exists = FRA
			} {
				country_exists = GER
			}
		}
	}
	x = 31
	y = 1
	completion_reward = {
		GER = {
			country_event = EYE_swiss.15
		}
		FRA = {
			country_event = EYE_swiss.15
		}
	}
}
### Entity: Idea
Component: AFG_operation_countenance
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_operation_countenance = {
	picture = generic_oppression
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	removal_cost = -1
	targeted_modifier = {
		tag = PER
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
}
### Entity: Character
Component: SIC_wang_xuecheng
Source: game
File: common/characters/SIC.txt

Code:
SIC_wang_xuecheng = {
	advisor = {
		slot = air_chief
		idea_token = SIC_wang_xuecheng
		allowed = {
			original_tag = SIC
		}
		traits = {
			air_chief_reform_1
		}
		cost = 50
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Wang Xuecheng
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_3
		}
	}
}
### Entity: Scripted Effect
Component: SOV_regular_purge_general_accused_effect
Constructs: limit, has_character_flag, random_army_leader, set_character_flag, clr_character_flag, set_variable, has_trait, set_country_flag
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_regular_purge_general_accused_effect = {
	hidden_effect = {
		if = {
			limit = {
				any_army_leader = {
					has_character_flag = SOV_potential_target_flag
					SOV_character_can_be_purged = yes
				}
			}
			random_army_leader = {
				limit = {
					has_character_flag = SOV_potential_target_flag
					SOV_character_can_be_purged = yes
				}
				set_character_flag = SOV_targeted_for_purge_flag
				clr_character_flag = SOV_potential_target_flag
				SOV = {
					set_variable = {
						SOV_accused_unit_leader_level = PREV.skill_level
					}
					multiply_variable = {
						SOV_accused_unit_leader_level = SOV_paranoia_based_on_level_multiplier
					}
				}
				ROOT = {
					set_variable = {
						SOV_purged_character_for_loc = PREV
					}
				} {
					log = This is [THIS.GetName] // PREV is [PREV.GetName] // ROOT is [ROOT.GetName] // VAR is [?ROOT.SOV_purged_character_for_loc.GetName]
				}
			}
		}
		else = {
			random_army_leader = {
				limit = {
					SOV_character_can_be_purged = yes
					NOT = {
						has_trait = trait_SOV_stalinist
					}
				}
				set_character_flag = SOV_targeted_for_purge_flag
				SOV = {
					set_variable = {
						SOV_accused_unit_leader_level = PREV.skill_level
					}
					multiply_variable = {
						SOV_accused_unit_leader_level = SOV_paranoia_based_on_level_multiplier
					}
				}
				ROOT = {
					set_variable = {
						SOV_purged_character_for_loc = PREV
					}
				} {
					log = This is [THIS.GetName] // PREV is [PREV.GetName] // ROOT is [ROOT.GetName] // VAR is [?ROOT.SOV_purged_character_for_loc.GetName]
				}
			}
		}
	}
	var:SOV_purged_character_for_loc = {
		unit_leader_event = NSB_soviet_paranoia_system_events.21
	}
	set_variable = {
		SOV_last_regular_purge_area = 2
	}
	set_country_flag = SOV_last_purge_flag
}
### Entity: National Focus
Tree: usa_focus
Component: USA_war_plan_yellow
Constructs: prerequisite, completion_reward, cancel_if_invalid, unlock_decision_tooltip
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_war_plan_yellow
	icon = GFX_focus_attack_china
	x = 1
	y = 1
	prerequisite = {
		focus = USA_intervention_in_asia
	}
	relative_position_id = USA_intervention_in_asia
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		unlock_decision_tooltip = {
			decision = USA_execute_war_plan_yellow
			show_effect_tooltip = yes
			show_modifiers = yes
		}
	}
}
### Entity: Character
Component: MAN_li_zhaolin
Constructs: has_completed_focus, limit, has_dlc
Source: game
File: common/characters/MAN.txt

Code:
MAN_li_zhaolin = {
	name = MAN_li_zhaolin
	portraits = {
		army = {
			small = GFX_portrait_MAN_li_zhaolin_military_small
		}
		civilian = {
			small = GFX_portrait_MAN_li_zhaolin_civilian_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = MAN_li_zhaolin
		allowed = {
			original_tag = MAN
		}
		available = {
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				OR = {
					has_completed_focus = MAN_tsr_five_people_armies MAN_tsr_ally_bandit_leaders
				}
			}
			ELSE = {
				has_completed_focus = MAN_five_people_armies
			}
			not_already_hired_except_as = political_advisor
		}
		cost = 150
		traits = {
			ARG_communist_insurrectionist
		}
		ai_will_do = {
			factor = 1
		}
	} {
		slot = high_command
		idea_token = MAN_li_zhaolin_high_command
		allowed = {
			original_tag = MAN
		}
		available = {
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				OR = {
					has_completed_focus = MAN_tsr_five_people_armies MAN_tsr_ally_bandit_leaders
				}
			}
			ELSE = {
				has_completed_focus = MAN_five_people_armies
			}
			not_already_hired_except_as = high_command
		}
		cost = 150
		traits = {
			army_concealment_2
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/POL_1939_nsb.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = POL
		}
		requested_factories = 3
		progress = 0.1
		efficiency = 100
		industrial_manufacturer = mio:POL_fb_organization
	} {
		equipment = {
			type = support_equipment_1
			creator = POL
		}
		requested_factories = 1
		progress = 0.3
		efficiency = 100
	} {
		equipment = {
			type = light_tank_chassis_0
			creator = POL
			version_name = 7TP jw
		}
		requested_factories = 1
		progress = 0.4
		efficiency = 100
		industrial_manufacturer = mio:POL_pzinz_organization
	} {
		equipment = {
			type = motorized_equipment_1
			creator = POL
		}
		requested_factories = 1
		progress = 0.4
		efficiency = 100
		industrial_manufacturer = mio:POL_lrl_organization
	}
}
### Entity: AI Strategy
Component: infantry_ITA
Source: game
File: common/ai_templates/templates_ITA.txt

Code:
infantry_ITA = {
	available_for = {
		ITA
	}
	role = infantry
	upgrade_prio = {
		base = 1
		modifier = {
			factor = 8
		}
	}
	infantry_early_ITA = {
		upgrade_prio = {
			base = 1
			modifier = {
				factor = 2
			}
		}
		target_template = {
			support = {
				engineer = 1
				artillery = 1
			}
			regimental_support = {
				fire_support = 1
			}
			regiments = {
				infantry = 6
			}
		}
	}
	infantry_mid_ITA = {
		upgrade_prio = {
			base = 1
			modifier = {
				factor = 3
				date = > 1938.1.1
			}
		}
		target_template = {
			support = {
				engineer = 1
				recon = 1
			}
			regimental_support = {
				anti_tank_battery = 1
				fire_support = 1
			}
			regiments = {
				infantry = 6
				artillery_brigade = 1
				anti_air_brigade = 1
			}
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_bog_them_down_in_the_centre
Constructs: prerequisite, limit, completion_reward, unlock_decision_tooltip, every_core_state, is_fully_controlled_by, add_dynamic_modifier
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_bog_them_down_in_the_centre
	icon = GFX_goal_generic_defence
	prerequisite = {
		focus = CHI_defence_in_depth
	}
	x = 3
	y = 1
	relative_position_id = CHI_defence_in_depth
	cost = 10
	available = {

	}
	search_filters = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		unlock_decision_tooltip = CHI_bog_them_down
		custom_effect_tooltip = generic_skip_one_line_tt
		every_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				OR = {
					state = 620 606 600 1036
				}
			}
			add_dynamic_modifier = {
				modifier = CHI_bog_defensive_modifier
				scope = CHI
				days = 120
			}
		}
	}
}
### Entity: Event
Component: tfv_south_africa.31
Constructs: is_triggered_only
Source: game
File: events/TFV_South_Africa.txt

Code:
country_event = {
	id = tfv_south_africa.31
	title = tfv_south_africa.31.t
	desc = tfv_south_africa.31.d
	picture = GFX_report_event_saf_soldiers_2
	is_triggered_only = yes
	option = {
		name = tfv_south_africa.31.a
		transfer_state = 543
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_28
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_28 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 28
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 28
	}
}
### Entity: AI Strategy
Component: USA_MineLaying_1
Source: game
File: common/ai_navy/taskforce/USA_taskforce_templates.txt

Code:
USA_MineLaying_1 = {
	allowed = {
		original_tag = USA
	}
	ai_will_do = {
		factor = 1
	}
	mission = {
		mines_planting
	}
	min_composition = {
		destroyer = {
			amount = 1
			role = 4
		}
	}
	optimal_composition = {
		destroyer = {
			amount = 4
			role = 4
		}
		light_cruiser = {
			amount = 1
			role = 4
		}
	}
}
### Entity: Event
Component: ARG_news_events.1
Constructs: is_triggered_only
Source: game
File: events/TOA_Argentina.txt

Code:
news_event = {
	id = ARG_news_events.1
	title = ARG_news_events.1.t
	desc = ARG_news_events.1.d
	picture = GFX_news_event_ARG_dominate_the_americas
	major = no
	is_triggered_only = yes
	option = {
		name = ARG_news_events.1.a
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/SWI_1936_BBA.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 6666
	division_template = Infanterie de montagne
	start_experience_factor = 0.3
	start_equipment_factor = 0.2
}
### Entity: Decision
Component: FIN_coup_preparations
Constructs: has_government, has_war_with, fire_only_once, complete_effect, set_country_flag, clr_character_flag, add_popularity
Source: game
File: common/decisions/FIN.txt

Code:
FIN_coup_preparations = {
	FIN_secure_the_military = {
		priority = 50
		icon = GFX_decision_generic_civil_support
		ai_will_do = {
			base = 200
		}
		allowed = {
			original_tag = FIN
		}
		available = {
			fascism = > 0.3
		}
		visible = {

		}
		fire_only_once = yes
		cost = 70
		complete_effect = {
			set_country_flag = FIN_cw_military_secured_flag
			hidden_effect = {
				FIN_carl_mannerheim = {
					clr_character_flag = FIN_anti_fascist_character_flag
				}
				FIN_aksel_airo = {
					clr_character_flag = FIN_anti_fascist_character_flag
				}
			}
			add_popularity = {
				ideology = fascism
				popularity = 0.1
			}
			custom_effect_tooltip = when_civil_war_starts_tt FIN_secure_the_military_dec_tt
		}
	}
	FIN_purchase_german_equipment = {
		priority = 50
		icon = GFX_decision_generic_industry
		ai_will_do = {
			base = 200
		}
		allowed = {
			original_tag = FIN
		}
		available = {
			country_exists = GER
			GER = {
				OR = {
					has_government = fascism neutrality
				}
			}
			NOT = {
				has_war_with = GER
			}
		}
		visible = {

		}
		fire_only_once = yes
		cost = 150
		complete_effect = {
			set_country_flag = FIN_cw_purchase_german_equipment_flag
			custom_effect_tooltip = when_civil_war_starts_tt
			effect_tooltip = {
				FIN_purchase_german_equipment_for_cw = yes
			}
		}
	}
	FIN_appeal_to_the_middle_class = {
		priority = 50
		icon = GFX_decision_generic_civil_support
		ai_will_do = {
			base = 200
		}
		allowed = {
			original_tag = FIN
		}
		available = {
			fascism = > 0.4
		}
		visible = {

		}
		fire_only_once = yes
		cost = 50
		complete_effect = {
			set_country_flag = FIN_cw_support_from_middle_class_flag
			add_popularity = {
				ideology = fascism
				popularity = 0.2
			}
			custom_effect_tooltip = when_civil_war_starts_tt FIN_appeal_to_the_middle_class_dec_tt
		}
	}
}
### Entity: Event
Component: BBA_ethiopia_balance_of_power_events.53
Constructs: is_triggered_only, ai_chance, limit, add_war_support, add_stability, is_capital, is_core_of, random_owned_controlled_state
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_balance_of_power_events.53
	title = BBA_ethiopia_balance_of_power_events.53.t
	desc = BBA_ethiopia_balance_of_power_events.53.desc
	is_triggered_only = yes
	trigger = {
		any_owned_state = {
			is_capital = no
			is_core_of = ROOT
			state_is_fully_controlled_by_ROOT_or_subject = yes
			free_building_slots = {
				building = arms_factory
				size = > 1
				include_locked = yes
			}
		}
	}
	immediate = {
		hidden_effect = {
			random_owned_controlled_state = {
				limit = {
					is_core_of = ROOT
					is_capital = no
					state_is_fully_controlled_by_ROOT_or_subject = yes
					free_building_slots = {
						building = arms_factory
						size = > 1
						include_locked = yes
					}
				}
				set_variable = {
					ROOT.ETH_bop_state = THIS
				}
			}
		}
	}
	picture = GFX_report_event_generic_rifles
	option = {
		name = BBA_ethiopia_balance_of_power_events.53.a
		ai_chance = {
			base = 10
		}
		ETH_BOP_decentralization_small_effect = yes
		add_stability = -0.05
		var:ROOT.ETH_bop_state = {
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
			add_extra_state_shared_building_slots = 1
			add_to_variable = {
				ETH_state_independence = 1
			}
		}
	} {
		name = BBA_ethiopia_balance_of_power_events.53.b
		ai_chance = {
			base = 10
		}
		ETH_BOP_centralization_small_effect = yes
		add_command_power = 50
		add_stability = 0.05
		add_war_support = -0.02
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_foreign_recruitment
Constructs: prerequisite, has_government, completion_reward, unlock_decision_category_tooltip
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_foreign_recruitment
	icon = GFX_focus_generic_spread_fascism
	prerequisite = {
		focus = LIE_brothers_in_arms LIE_our_own_path
	}
	x = -1
	y = 1
	relative_position_id = LIE_our_own_path
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = fascism
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		unlock_decision_category_tooltip = LIE_foreign_recruitment_category
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/LAO_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = LAO
		}
		requested_factories = 2
		progress = 0.1
		efficiency = 50
	}
}
### Entity: AI Strategy
Component: ENG_to_tobruk
Constructs: is_historical_focus_on, is_ai
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_to_tobruk = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		is_historical_focus_on = yes
		date = > 1940.12.1 < 1943.3.1
		ITA = {
			is_ai = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_control
		state = 451
		ratio = 0.1
		priority = 100
		ordertype = front
		execution_type = rush
		execute_order = yes
	} {
		type = front_control
		state = 452
		ratio = 0.1
		priority = 100
		ordertype = front
		execution_type = rush_weak
		execute_order = yes
	} {
		type = area_priority
		id = north_africa
		value = 50
	} {
		type = area_priority
		id = italy
		value = -50
	}
}
### Entity: Event
Component: AAT_Sweden_ball_bearing.4
Constructs: is_triggered_only, ai_chance, add_ideas, has_opinion, set_country_flag
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_ball_bearing.4
	title = AAT_Sweden_ball_bearing.4.t
	desc = AAT_Sweden_ball_bearing.4.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_ball_bearing.4.a
		ai_chance = {
			base = 10
			modifier = {
				has_opinion = {
					target = SWE
					value = > 30
				}
				factor = 2
			}
		}
		add_ideas = SWE_ball_bearing_idea_research_partner
		FROM = {
			country_event = {
				id = AAT_Sweden_ball_bearing.5
				hours = 4
			}
			custom_effect_tooltip = AAT_Sweden_ball_bearing.1.c_tt
		}
	} {
		name = AAT_Sweden_ball_bearing.4.b
		ai_chance = {
			base = 1
			modifier = {
				add = 1
				amount_research_slots = < 4
			}
		}
		FROM = {
			country_event = {
				id = AAT_Sweden_ball_bearing.7
				hours = 4
			}
		}
		set_country_flag = SWE_rejected_ball_bearing
	}
}
### Entity: State History
Component: 964
Constructs: add_core_of, add_to_array
Source: game
File: history/states/964-Northern Schleswig.txt

Code:
state = {
	id = 964
	name = STATE_964
	history = {
		owner = DEN
		victory_points = {
			11251 1
		} {
			13317 1
		}
		buildings = {
			infrastructure = 3
		}
		add_core_of = DEN SHL
		add_to_array = {
			state_victory_points = 11251
		} {
			state_victory_points = 13317
		}
	}
	provinces = {
		332 11251 13317
	}
	manpower = 230013
	buildings_max_level_factor = 1.0
	state_category = pastoral
	local_supplies = 0.0
}
### Entity: Character
Component: RAJ_GOE_rash_behari_bose
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_GOE_rash_behari_bose = {
	name = RAJ_GOE_rash_behari_bose
	portraits = {
		civilian = {
			small = GFX_portrait_RAJ_rash_behari_bose_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = RAJ_GOE_rash_behari_bose
		allowed = {
			original_tag = RAJ
			has_dlc = Graveyard of Empires
		}
		visible = {
			has_completed_focus = RAJ_seek_japanese_support
		}
		available = {
			has_completed_focus = RAJ_seek_japanese_support
		}
		traits = {
			exiled_dissident
		}
	}
}
### Entity: Idea
Component: SOV_okb_301
Constructs: has_completed_focus, limit, has_global_flag, research_bonus
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_okb_301 = {
	picture = generic_air_manufacturer_3
	name = SOV_okb_301
	allowed = {
		original_tag = SOV
	}
	available = {
		if = {
			limit = {
				has_global_flag = sov_old_focus_tree
			}
			has_completed_focus = SOV_aviation_cult
		}
		else = {
			has_completed_focus = SOV_increase_aircraft_production
		}
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		fighter_producer_mass_1
	}
	modifier = {

	}
}
### Entity: Scripted Trigger
Component: SWI_is_democratic_to_balance
Constructs: has_government
Source: game
File: common/scripted_triggers/SWI_scripted_triggers.txt

Code:
SWI_is_democratic_to_balance = {
	SWI_is_country_to_balance = yes
	has_government = democratic
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ANATO_modern_armor_anti-air.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
NATO_modern_armor_anti-air.png &#8206;(53 × 31 pixels, file size: 4 KB, MIME type: image/png)
### Entity: Character
Component: RAJ_founder_of_the_csp
Constructs: communism_drift
Source: game
File: common/country_leader/goe_traits.txt

Code:
RAJ_founder_of_the_csp = {
	sprite = 13
	communism_drift = 0.03
	consumer_goods_factor = -0.05
	production_factory_start_efficiency_factor = 0.1
}
### Entity: AI Strategy
Component: LAT_entente
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/LAT_historical_strategy_plan.txt

Code:
LAT_entente = {
	name = Latvian democratic plan
	desc = 
	enable = {
		original_tag = LAT
		has_dlc = No Step Back
		OR = {
			has_country_flag = LAT_AI_RANDOM_DEMOCRATIC
			has_game_rule = {
				rule = LAT_ai_behavior
				option = DEMOCRATIC
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		LAT_suspend_the_constitution LAT_empower_paramilitarists LAT_the_sun_shines_equally BALTIC_rejoin_the_railways BALTIC_renew_allied_trade LAT_banish_clemens LAT_appease_democrats LAT_martial_prime_minister LAT_improve_military_life LAT_establish_chambers_of_professions BALTIC_attract_workers_to_capital BALTIC_modernize_industry LAT_nationalised_industry LAT_merge_presidential_titles LAT_formalize_baltic_entente LAT_look_north LAT_baltic_economic_union LAT_baltic_defence_army LAT_pan_baltic_bank LAT_propose_baltic_union LAT_baltic_unification BALTIC_school_of_aviation LAT_aizsargi BALTIC_ford_motors BALTIC_british_aircraft BALTIC_allied_shipments LAT_womens_aizsargi LAT_supply_forest_brothers LAT_multicultural_latvia LAT_threat_on_our_border BALTIC_natural_resources BALTIC_rebuild_forts BALTIC_unchain_education BALTIC_arm_the_nation
	}
	research = {
		industry = 50.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
	ideas = {

	}
	traits = {
		captain_of_industry = 5
		war_industrialist = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {

	}
}