Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: den_focus
Component: DEN_increase_cooperation
Constructs: prerequisite, limit, completion_reward, is_subject, has_dynamic_modifier, remove_dynamic_modifier, check_variable, add_to_variable
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_increase_cooperation
	icon = GFX_goal_generic_major_alliance
	prerequisite = {
		focus = DEN_seize_the_production
	} {
		focus = DEN_adjust_industrial_prioritize
	}
	relative_position_id = DEN_seek_industrial_investments
	x = 0
	y = 2
	cost = 5
	bypass = {

	}
	available = {
		is_subject = yes
	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		DEN_bop_occupation_very_low_decrease_effect = yes
		if = {
			limit = {
				has_dynamic_modifier = {
					modifier = DEN_occupation_laws_dynamic_modifier
				}
			}
			remove_dynamic_modifier = {
				modifier = DEN_occupation_laws_dynamic_modifier
			}
		} {
			limit = {
				check_variable = {
					DEN_industrial_capabilities_consumer_goods = < 0.26
				}
			}
			add_to_variable = {
				DEN_industrial_improvement_tracker_var = 1
			} {
				DEN_industrial_capabilities_consumer_goods = 0.1
				tooltip = consumer_goods_factor_tt
			}
			DEN_improve_industrial_capabilities_NS = yes
		}
	}
}
### Entity: Unit Template
Component: SOV_DD_HISTORICAL
Constructs: has_government
Source: game
File: common/units/names_ships/SOV_ship_names.txt

Code:
SOV_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		SOV
	}
	can_use = {
		NOT = {
			has_government = fascism neutrality
		}
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	fallback_name = Esminets %d
	unique = {
		Leningrad Moskva Kharkov Gnevny Gordy Grozny Sokrushitelny Grozyashchy Stremitelny Bodry Bystry Bezuprechny Bditelny Boyky Gremyashchy Steregushchy Gromky Besposhchadny Rezvy Ryany Retivy Razyashchy Rastoropny Reshitelny Retivy Revnostny Rekordny Razumny Rezky Razyaryonny Minsk Tbilisi Baku Tashkent Smyshlyony Silny Storozhevoy Serdity Stoyky Slavny Smely Soobrazitelny Sposobny Svirepy Skory Statny Strogy Stroyny Sovershenny Svobodny Opytny Ognevoy Osmotritelny Vnushitelny Stalin Otlichny Vynoslivy Vlastny Ozornoy Obraztsovy Otvazhny Odaryonny Ognenny Ozhestochonny Ostry Oslepitelny Ostorozhny Otchotlivy Organizovanny Otborny Otrazhayushchy Otmenny Otchayanny Obshchitelny Smetlivy Sergo Ordzhonikidze Surovy Strashny Zharky Zhivoy Zhguchy Zhestoki Zhutki Vedushchi Vnezapny Derzky Doblestny Dostoyny Druzhny Dyeyatelny Letuchy Likhoy Lyogky Lovky Prytky Pylky Prochny Provorny Kiyev Yerevan Stalinabad Petrozavodsk Ochakov Perekop Ashkhabad Alma-Ata Garibaldi Zheleznyakov Pospeshny Provorny Razvitoy Peredovoy Burny Boevoy Pronzitelny Porazhayushchy Tiflis Vitse Admiral Drozd Polezny Prozorlivy Podvizhny Besstrashny Besshumny Okhotnik Oporny Ognedyshachy Obkhodnoy Otryvisty Opustoshitelny Osnashchonny Obzhigayushchy Okhranyayushchy Ozabochenny Volodarsky Uritsky Engels Artyom Lenin Voykov Spartak Kuybyshev Karl Liebknecht Karl Marx Kalinin Dzerzhinsky Zheleznyakov Nezamozhnik Shaumyan
	}
}
### Entity: Idea
Component: PRC_mediating_general_secretary_idea_drifting_right
Constructs: stability_factor, political_power_gain, has_dlc
Source: game
File: common/ideas/comchina.txt

Code:
PRC_mediating_general_secretary_idea_drifting_right = {
	name = PRC_mediating_general_secretary_idea
	picture = PRC_mediating_general_secretary_idea
	allowed = {
		original_tag = PRC
		has_dlc = No Compromise, No Surrender
	}
	modifier = {
		custom_modifier_tooltip = PRC_mediating_general_secretary_idea_tt
		stability_factor = 0.1
		political_power_gain = -0.05
		power_balance_weekly = 0.005
	}
}
### Entity: National Focus
Tree: cyp_focus
Component: CYP_create_nicosia_arsenal
Constructs: prerequisite, completion_reward, random_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_cyprus.txt

Code:
focus = {
	id = CYP_create_nicosia_arsenal
	icon = GFX_goal_generic_munitions_factories
	cost = 5
	x = 0
	y = 2
	relative_position_id = CYP_arms_for_nation
	prerequisite = {
		focus = CYP_arms_for_nation
	}
	available = {
		num_of_factories = > 4
	}
	completion_reward = {
		random_controlled_state = {
			prioritize = {
				183
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Shared Focus
Tree: cel_focus
Component: CEL_expand_the_construction_sector
Constructs: shared_focus, prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/r56_celtic_shared.txt

Code:
shared_focus = {
	id = CEL_expand_the_construction_sector
	icon = GFX_goal_generic_construct_civilian
	relative_position_id = CEL_industrial_modernization
	prerequisite = {
		focus = CEL_industrial_modernization
	}
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = construction_tech_bonus
			bonus = 0.5
			uses = 1
			category = construction_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Equipment
Component: mio_cat_eq_all_medium_plane
Source: game
File: common/equipment_groups/mio_equipment_groups.txt

Code:
mio_cat_eq_all_medium_plane = {
	equipment_type = {
		medium_plane_airframe
	}
}
### Entity: Character
Component: TIB_gyato_wangdu
Source: game
File: common/characters/TIB.txt

Code:
TIB_gyato_wangdu = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = TIB_gyato_wangdu
		ledger = army
		allowed = {
			original_tag = TIB
		}
		traits = {
			military_theorist
		}
	}
	name = TIB_gyato_wangdu
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_2
		}
	}
}
### Entity: Music Config
Component: eastern_front/soldatenlieder
Constructs: has_war
Source: game
File: music/eastern_front.txt

Code:
music = {
	song = soldatenlieder
	chance = {
		factor = 1
		modifier = {
			TAG = GER
			factor = 3
		} {
			has_war = yes
			factor = 2
		}
	}
}
### Entity: Idea
Component: INS_investing_in_tin_idea
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/indonesia.txt

Code:
INS_investing_in_tin_idea = {
	allowed = {
		original_tag = INS
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_exploit_mines
	modifier = {
		consumer_goods_factor = 0.05
		production_speed_buildings_factor = -0.075
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Division_Designer.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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Filters
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The following pages link to Division Designer:

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Experience ‎ (← links | edit)

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Division_Designer"
### Entity: National Focus
Tree: est_focus
Component: EST_propose_baltic_union
Constructs: prerequisite, limit, add_ideas, remove_ideas, completion_reward, is_faction_leader, every_other_country, is_baltic_country
Source: game
File: common/national_focus/estonia.txt

Code:
focus = {
	id = EST_propose_baltic_union
	icon = GFX_focus_generic_diplomatic_treaty
	prerequisite = {
		focus = EST_pan_baltic_bank
	} {
		focus = EST_baltic_defence_army
	}
	x = -1
	y = 1
	relative_position_id = EST_baltic_defence_army
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_faction_leader = yes
	}
	bypass = {

	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		remove_ideas = {
			LIT_baltic_defence_army BALTIC_economic_union_2
		}
		add_ideas = {
			BALTIC_union_idea
		}
		every_other_country = {
			limit = {
				is_baltic_country = yes
				is_in_faction_with = ROOT
			}
			hidden_effect = {
				country_event = BALTIC_entente_events.4
			}
			remove_ideas = {
				LIT_baltic_defence_army BALTIC_economic_union_2
			}
			add_ideas = {
				BALTIC_union_idea
			}
		}
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_join_the_anti_japanese_struggle
Constructs: prerequisite, limit, has_war_with, add_war_support, completion_reward, is_ally_with, set_politics, is_in_faction
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_join_the_anti_japanese_struggle
	icon = GFX_focus_jap_strike_south
	available = {
		is_ally_with = JAP
		JAP = {
			has_war_with = CUG
		}
	}
	prerequisite = {
		focus = MEN_eyes_behind_enemy_lines MEN_sabotage_the_kwantung
	}
	relative_position_id = MEN_eyes_behind_enemy_lines
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_war_support = 0.05
		set_politics = {
			ruling_party = neutrality
			elections_allowed = no
		}
		if = {
			limit = {
				is_in_faction = yes
			}
			leave_faction = yes
		} {
			limit = {
				is_subject_of = JAP
			}
			JAP = {
				end_puppet = ROOT
			}
		} {
			limit = {
				CUG = {
					is_faction_leader = yes
				}
			}
			CUG = {
				add_to_faction = ROOT
			}
		} {
			limit = {
				CUG = {
					has_war_with = JAP
				}
			}
			add_to_war = {
				targeted_alliance = CUG
				enemy = JAP
				hostility_reason = asked_to_join
			}
		}
		white_peace = CHI
		else_if = {
			limit = {
				CUG = {
					is_in_faction = yes
				}
			}
			CUG = {
				faction_leader = {
					add_to_faction = ROOT
				}
			}
		}
		add_timed_idea = {
			idea = MEN_caught_off_guard
			days = 90
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INTERNAL_AFFAIRS FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_land_grab
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_land_grab
	icon = GFX_focus_DEN_heavy_regulations
	prerequisite = {
		focus = RAJ_corporate_expansion
	}
	x = 2
	y = 1
	relative_position_id = RAJ_corporate_expansion
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_tech_bonus = {
			name = RAJ_land_grab
			bonus = 2
			uses = 2
			category = excavation_tech
		}
		try_build_infra_in_core_otherwise_build_in_controlled = yes yes
	}
}
### Entity: Technology
Component: early_bomber
Constructs: enable_equipments, research_cost
Source: game
File: common/technologies/air_techs.txt

Code:
technology = {
	enable_equipments = {
		tac_bomber_equipment_0
	}
	path = {
		leads_to_tech = heavy_fighter1
		research_cost_coeff = 1
	} {
		leads_to_tech = tactical_bomber1
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1933
	folder = {
		name = air_techs_folder
		position = {
			x = 2
			y = 2
		}
	}
	categories = {
		medium_air tactical_bomber air_equipment mio_cat_all_medium_aircraft_and_modules
	}
	special_project_specialization = {
		specialization_air
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Unit Template
Component: ICE_PAR_01
Source: game
File: common/units/names_divisions/ICE_names_divisions.txt

Code:
ICE_PAR_01 = {
	name = Paratrooper Divisions
	for_countries = {
		ICE
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = %d. Fallskjermsjegerdivisjon
	ordered = {
		1 = {
			%d. Fallskjermsjegerdivisjon
		}
		2 = {
			%d. Fallskjermsjegerdivisjon
		}
		3 = {
			%d. Fallskjermsjegerdivisjon
		}
		4 = {
			%d. Fallskjermsjegerdivisjon
		}
		5 = {
			%d. Fallskjermsjegerdivisjon
		}
		6 = {
			%d. Fallskjermsjegerdivisjon
		}
		7 = {
			%d. Fallskjermsjegerdivisjon
		}
		8 = {
			%d. Fallskjermsjegerdivisjon
		}
		9 = {
			%d. Fallskjermsjegerdivisjon
		}
		10 = {
			%d. Fallskjermsjegerdivisjon
		}
	}
}
### Entity: AI Strategy
Component: SOV_increase_armor_production
Constructs: has_army_manpower
Source: game
File: common/ai_strategy/r56_SOV.txt

Code:
SOV_increase_armor_production = {
	allowed = {
		tag = SOV
	}
	enable = {
		has_army_manpower = {
			type = infantry
			size = > 2500000
		}
	}
	abort = {
		has_army_manpower = {
			type = infantry
			size = < 1700000
		}
	}
	ai_strategy = {
		type = equipment_production_factor
		id = armor
		value = 25
	}
}
### Entity: National Focus
Tree: gua_focus
Component: GUA_the_base_of_north_american_operations
Constructs: prerequisite, limit, add_ideas, has_government, has_war_with, is_major, completion_reward, is_fully_controlled_by
Source: game
File: common/national_focus/guatemala.txt

Code:
focus = {
	id = GUA_the_base_of_north_american_operations
	icon = GFX_focus_BRA_north_and_south_america
	prerequisite = {
		focus = GUA_join_the_axis
	}
	x = 1
	y = 1
	relative_position_id = GUA_join_the_axis
	cost = 8
	ai_will_do = {
		factor = 10
	}
	available = {
		313 = {
			is_fully_controlled_by = ROOT
		}
	}
	completion_reward = {
		313 = {
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			} {
				type = naval_base
				level = 3
				province = 10886
				instant_build = yes
			} {
				type = naval_base
				level = 2
				province = 13256
				instant_build = yes
			}
			build_railway = {
				level = 1
				path = {
					10886 13085 13256
				}
			}
		}
		every_other_country = {
			limit = {
				OR = {
					AND = {
						OR = {
							original_tag = GUA ELS HON NIC COS BLZ PAN
						}
						NOT = {
							has_government = fascism
							has_war_with = GER ROOT
						}
					} {
						is_neighbor_of = ROOT
						NOT = {
							has_government = fascism
							has_war_with = GER ROOT
							is_major = yes
							num_of_factories = > 40
							tag = MEX
						}
					}
				}
			}
			add_ideas = fascist_influence
		}
	}
}
### Entity: AI Strategy
Component: SOV_convoy_protection
Source: game
File: common/ai_navy/goals/goals_SOV.txt

Code:
SOV_convoy_protection = {
	objective_type = convoy_protection
	available_for = {
		SOV
	}
	min_priority = 1
	max_priority = 5
}
### Entity: Event
Component: r56.news_event.1119
Constructs: is_triggered_only
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.news_event.1119
	title = r56.news_event.1119.t
	desc = r56.news_event.1119.d
	picture = GFX_news_event_ETH_ethiopian_warriors
	is_triggered_only = yes
	option = {
		name = r56.news_event.1119.a
		trigger = {
			original_tag = EGY
		}
	} {
		name = r56.news_event.1119.b
		trigger = {
			original_tag = SUD
		}
	} {
		name = r56.news_event.1119.c
		trigger = {
			NOT = {
				original_tag = EGY SUD
			}
		}
	}
}
### Entity: Modifier Reference
Construct: license_anti_tank_eq_tech_difference_speed_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## license_anti_tank_eq_tech_difference_speed_factor

* Number with 0 decimal places
* **Categories**: country
### Entity: National Focus
Tree: fri_focus
Component: FRI_fortify_the_chinese_border
Constructs: prerequisite, completion_reward, add_building_construction
Source: game
File: common/national_focus/FrenchIndochina.txt

Code:
focus = {
	id = FRI_fortify_the_chinese_border
	icon = GFX_goal_generic_fortify_city
	cost = 10
	prerequisite = {
		focus = FRI_intensify_native_recruitment FRI_create_coastal_fortifications
	}
	completion_reward = {
		custom_effect_tooltip = FRI_fortify_the_chinese_border_tt
		hidden_effect = {
			670 = {
				add_building_construction = {
					type = bunker
					level = 2
					province = 12392
					instant_build = yes
				} {
					type = bunker
					level = 2
					province = 12433
					instant_build = yes
				} {
					type = bunker
					level = 2
					province = 4568
					instant_build = yes
				}
			}
			671 = {
				add_building_construction = {
					type = bunker
					level = 2
					province = 7093
					instant_build = yes
				} {
					type = bunker
					level = 2
					province = 9948
					instant_build = yes
				} {
					type = bunker
					level = 2
					province = 12065
					instant_build = yes
				} {
					type = bunker
					level = 2
					province = 7518
					instant_build = yes
				} {
					type = bunker
					level = 2
					province = 12008
					instant_build = yes
				} {
					type = bunker
					level = 2
					province = 12319
					instant_build = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = 3
	y = 6
	relative_position_id = FRI_expand_the_garde_indigene
}
### Entity: Scripted Trigger
Component: is_suitable_fascist_major
Constructs: has_government, has_war_with, is_major, is_suitable_fascist_major, is_on_continent, has_capitulated
Source: game
File: common/scripted_triggers/SWI_scripted_triggers.txt

Code:
is_suitable_fascist_major = {
	is_major = yes
	capital_scope = {
		is_on_continent = europe
	}
	exists = yes
	has_capitulated = no
	has_government = fascism
	NOT = {
		has_war_with = ROOT
	}
}
### Entity: Event
Component: poland.56
Constructs: is_triggered_only
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.56
	title = poland.56.t
	desc = poland.56.d
	picture = GFX_report_event_german_polish_border
	is_triggered_only = yes
	option = {
		name = poland.56.a
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_bring_in_eisenhower
Constructs: prerequisite, has_government, completion_reward, is_ally_with, add_doctrine_cost_reduction, set_temp_variable, add_to_temp_variable
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_bring_in_eisenhower
	icon = GFX_focus_PHI_bring_in_eisenhower
	prerequisite = {
		focus = PHI_appoint_macarthur
	}
	relative_position_id = PHI_appoint_macarthur
	x = -5
	y = 1
	cost = 5
	available = {
		is_ally_with = USA
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 10
			has_government = democratic
			date = > 1937.1.1
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_doctrine_cost_reduction = {
			cost_reduction = 1.0
			uses = 1
			category = land_doctrine
			name = PHI_bring_in_eisenhower
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		effect_tooltip = {
			army_experience = 25
		}
		hidden_effect = {
			set_temp_variable = {
				PHI_xp_factor = 1
			} {
				PHI_xp_to_add = 25
			}
			add_to_temp_variable = {
				PHI_xp_factor = PHI_philippine_army_experience_gain_army_factor
			}
			divide_temp_variable = {
				PHI_xp_to_add = PHI_xp_factor
			}
			army_experience = PHI_xp_to_add
		} {
			country_event = {
				id = SEA_PHI_political_events.52
				days = 730
			}
		}
		navy_experience = 25
		air_experience = 25
		USA = {
			country_event = {
				id = SEA_PHI_political_events.30
				hours = 3
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_MILITARY_CHARACTER
	}
}
### Entity: Event
Component: palestine.59
Constructs: is_triggered_only, ai_chance, random_hours, random_days, set_cosmetic_tag, add_trait, has_game_rule
Source: game
File: events/Palestine.txt

Code:
country_event = {
	id = palestine.59
	picture = GFX_report_event_election_vote
	title = palestine.59.t
	desc = palestine.59.d
	is_triggered_only = yes
	option = {
		name = palestine.59.a
		hidden_effect = {
			kill_ideology_leader = fascism
		} {
			country_event = {
				id = palestine.60
				days = 1
				random_hours = 12
				random_days = 1
			}
		}
		promote_character = {
			character = PAL_husam_aldin_jarallah
			ideology = islamism
		}
		set_cosmetic_tag = PAL_husam_wholesome
		add_trait = {
			character = PAL_husam_aldin_jarallah
			ideology = islamism
			trait = PAL_resilient_qadi
		}
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				has_game_rule = {
					rule = PAL_AI_BEHAVIOR
					option = PAL_ISLAM
				}
			}
		}
	} {
		name = palestine.59.b
		hidden_effect = {
			kill_ideology_leader = fascism
		}
		promote_character = {
			character = PAL_amin_al_husseini
			ideology = islamism
		}
		add_trait = {
			character = PAL_amin_al_husseini
			ideology = islamism
			trait = PAL_defiant_mufti
		}
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				has_game_rule = {
					rule = PAL_AI_BEHAVIOR
					option = PAL_HASAN
				}
			} {
				factor = 0
				has_game_rule = {
					rule = PAL_AI_BEHAVIOR
					option = PAL_HUSSAM
				}
			}
		}
	}
}
### Entity: Trigger Reference
Construct: is_scientist_injured
Constructs: is_scientist_injured, is_scientist_active
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_scientist_injured

* Supported Scopes: CHARACTER
* Supported Targets: any

```
Checks if the scientist of the character in scope is injured
is_scientist_injured = <bool>
ex: my_character = {
        is_scientist_active = yes
	}

```
### Entity: Unit Template
Component: RG_COMMON
Source: game
File: common/units/names_railway_guns/common_railway_gun_names.txt

Code:
RG_COMMON = {
	type = railway_gun
	fallback_name = Railway Gun %d
}
### Entity: Idea
Component: KMT_depoliticized_army
Constructs: has_government, removal_cost, supply_factor, initiative_factor
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_depoliticized_army = {
	removal_cost = -1
	picture = generic_infantry_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		supply_factor = 0.1
		experience_gain_army_unit_factor = 0.15
		initiative_factor = 0.1
		max_planning_factor = 0.05
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_import_submarine_technology
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_import_submarine_technology
	icon = GFX_goal_generic_production2
	prerequisite = {
		focus = POL_integrate_gdansk_industries POL_expand_gdynia_seaport
	}
	x = 1
	y = 1
	relative_position_id = POL_integrate_gdansk_industries
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = POL_import_submarine_technology
			bonus = 1.0
			uses = 1
			category = ss_tech
		}
	}
}