Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: belgium.84
Constructs: is_triggered_only, add_ideas, has_government, add_opinion_modifier, add_timed_idea
Source: game
File: events/BEL_events.txt

Code:
country_event = {
	id = belgium.84
	title = belgium.84.t
	desc = belgium.84.d
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = belgium.84.a
		trigger = {
			tag = COG
			has_government = communism
		}
		effect_tooltip = {
			ROOT = {
				add_timed_idea = {
					idea = COG_support_communism_africa
					days = 730
				}
				add_ideas = COG_support_african_diplomacy
				add_opinion_modifier = {
					target = COG
					modifier = cog_diplomacy_focus
				}
			}
		}
	} {
		name = belgium.78.b
		trigger = {
			NOT = {
				has_government = communism
			}
		}
		effect_tooltip = {
			ROOT = {
				add_timed_idea = {
					idea = COG_support_communism_africa
					days = 730
				}
				add_ideas = COG_support_african_diplomacy
				add_opinion_modifier = {
					target = COG
					modifier = cog_diplomacy_focus
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/CAM_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 7376
	division_template = Infantry Division
	start_experience_factor = 0.5
}
### Entity: Shared Focus
Tree: trk_focus
Component: TRK_restore_khanate
Constructs: shared_focus, prerequisite, has_government, add_stability, completion_reward, is_historical_focus_on, is_puppet, add_timed_idea
Source: game
File: common/national_focus/r56_turkestan_shared.txt

Code:
shared_focus = {
	id = TRK_restore_khanate
	icon = GFX_goal_PAL_declare_jihad
	prerequisite = {
		focus = TRK_steppic_memories
	}
	mutually_exclusive = {
		focus = TRK_nationalism_focus
	}
	x = -2
	y = 1
	relative_position_id = TRK_steppic_memories
	cost = 10
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0
			AND = {
				is_historical_focus_on = yes
				is_puppet = yes
				NOT = {
					OVERLORD = {
						has_government = neutrality
					}
				}
			}
		} {
			factor = 0
			AND = {
				is_historical_focus_on = yes
				NOT = {
					has_government = neutrality
				}
			}
		} {
			factor = 0.1
			AND = {
				is_historical_focus_on = no
				is_puppet = no
				NOT = {
					has_government = neutrality
				}
			}
		} {
			factor = 6
			has_government = neutrality
		}
	}
	available = {

	}
	completion_reward = {
		add_stability = 0.05
		add_timed_idea = {
			idea = GEN_Strenghten_Monarchy_I
			days = 1095
		}
	}
}
### Entity: Idea
Component: evacuated_assets_r56_law
Constructs: has_war, has_capitulated, removal_cost, add_offsite_building
Source: game
File: common/ideas/r56_generic.txt

Code:
evacuated_assets_r56_law = {
	picture = evacuated_assets
	available = {
		has_war = yes
		has_capitulated = yes
	}
	cost = 150
	removal_cost = -1
	on_add = {
		add_offsite_building = {
			type = industrial_complex
			level = 2
		} {
			type = arms_factory
			level = 3
		} {
			type = dockyard
			level = 1
		}
	}
	on_remove = {
		add_offsite_building = {
			type = industrial_complex
			level = -2
		} {
			type = arms_factory
			level = -3
		} {
			type = dockyard
			level = -1
		}
	}
	modifier = {
		consumer_goods_expected_value = 0.05
		production_speed_industrial_complex_factor = -0.2
		production_speed_arms_factory_factor = 0.15
		conversion_cost_civ_to_mil_factor = 0.25
		conversion_cost_mil_to_civ_factor = 0.25
		factory_energy_consumption = -0.25
	}
}
### Entity: Event
Component: lar_appeal_to_overseas_territories.4
Constructs: is_triggered_only, ai_chance
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_appeal_to_overseas_territories.4
	title = lar_appeal_to_overseas_territories.4.t
	desc = lar_appeal_to_overseas_territories.4.desc
	picture = GFX_report_event_france_parade
	is_triggered_only = yes
	option = {
		name = lar_appeal_to_overseas_territories.2.a
		ai_chance = {
			factor = 100
		}
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_japanese_backed_coal_plants
Constructs: prerequisite, limit, completion_reward, is_subject_of, add_autonomy_score, add_to_variable, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_japanese_backed_coal_plants
	icon = GFX_goal_generic_coal_mining
	prerequisite = {
		focus = MEN_fuel_for_the_war_machine
	}
	x = -1
	y = 1
	bypass = {

	}
	available = {
		is_subject_of = JAP
	}
	relative_position_id = MEN_fuel_for_the_war_machine
	cost = 10
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_autonomy_score = {
			value = -50
		}
		custom_effect_tooltip = generic_skip_one_line_tt r56_MEN_industry_modify_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_to_variable = {
			r56_MEN_industry_ns_production_lack_of_resource_penalty_factor = -0.05
			tooltip = production_lack_of_resource_penalty_factor_tt
		}
		random_owned_controlled_state = {
			prioritize = {
				611
			}
			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
			}
		}
		if = {
			limit = {
				has_idea = MEN_fuel_for_the_war_machine_idea_2
			}
			swap_ideas = {
				remove_idea = MEN_fuel_for_the_war_machine_idea_2
				add_idea = MEN_fuel_for_the_war_machine_idea_3
			}
		}
		else = {
			swap_ideas = {
				remove_idea = MEN_fuel_for_the_war_machine_idea
				add_idea = MEN_fuel_for_the_war_machine_idea_2
			}
		}
		add_tech_bonus = {
			name = GER_coal_liquidization
			bonus = 0.5
			ahead_reduction = 0.5
			uses = 1
			category = synth_resources excavation_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_TFV_AUTONOMY
	}
}
### Entity: National Focus
Tree: nzl_focus
Component: NZL_independent_new_zealand
Constructs: prerequisite, limit, random_country, remove_ideas, has_country_flag, completion_reward, is_subject, has_war_together_with
Source: game
File: common/national_focus/new_zealand.txt

Code:
focus = {
	id = NZL_independent_new_zealand
	icon = GFX_focus_AST_never_gallipoli
	prerequisite = {
		focus = NZL_constitution_amendment_act
	}
	x = 0
	y = 1
	relative_position_id = NZL_constitution_amendment_act
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {
		is_subject = no
		NOT = {
			any_country = {
				has_war_together_with = ROOT
				is_in_faction_with = ROOT
			}
		} {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		random_country = {
			limit = {
				NOT = {
					ROOT = {
						is_faction_leader = yes
					}
				}
				is_faction_leader = yes
				is_in_faction_with = ROOT
			}
			remove_from_faction = ROOT
		}
		remove_ideas = NZL_commonwealth_loyalty
	}
}
### Entity: Idea
Component: idea_RAJ_cultural_reawekening
Constructs: stability_factor, coordination_bonus, compliance_gain
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_cultural_reawekening = {
	name = RAJ_cultural_reawekening
	picture = generic_reserve_divisions
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_factor = -0.1
		army_leader_start_level = 2
		army_leader_start_attack_level = 3
		coordination_bonus = 0.02
		land_reinforce_rate = 0.02
		army_intel_to_others = -15
		compliance_gain = 0.01
	}
}
### Entity: Character
Component: ETH_ras_imru_haile_selassie
Constructs: has_government, has_dlc, has_country_leader, has_idea
Source: game
File: common/characters/ETH.txt

Code:
ETH_ras_imru_haile_selassie = {
	instance = {
		allowed = {
			has_dlc = By Blood Alone
		}
		allowed_civil_war = {
			NOT = {
				has_government = fascism
			}
		}
		name = ETH_ras_imru_haile_selassie
		portraits = {
			civilian = {
				large = GFX_portrait_ETH_ras_imru_haile_selassie
			}
			army = {
				small = GFX_portrait_ETH_ras_imru_haile_selassie_small
			}
		}
		country_leader = {
			ideology = socialism
			expire = 1965.1.1.1
			traits = {
				the_red_ras
			}
			id = -1
		}
		advisor = {
			slot = political_advisor
			idea_token = ETH_ras_imru_haile_selassie
			allowed = {
				original_tag = ETH
			}
			available = {
				NOT = {
					has_government = fascism
				} {
					has_country_leader = {
						ruling_only = yes
						character = ETH_ras_imru_haile_selassie
					}
				} {
					has_idea = ETH_ras_imru_haile_selassie_army_chief
				} {
					has_idea = ETH_ras_imru_haile_selassie_high_command
				}
			}
			traits = {
				modernist_and_reformer
			}
		} {
			slot = army_chief
			ledger = army
			idea_token = ETH_ras_imru_haile_selassie_army_chief
			allowed = {
				original_tag = ETH
				has_dlc = By Blood Alone
			}
			available = {
				NOT = {
					has_government = fascism
				} {
					has_country_leader = {
						ruling_only = yes
						character = ETH_ras_imru_haile_selassie
					}
				} {
					has_idea = ETH_ras_imru_haile_selassie
				} {
					has_idea = ETH_ras_imru_haile_selassie_high_command
				}
			}
			cost = 100
			traits = {
				army_chief_maneuver_3
			}
		} {
			slot = high_command
			ledger = army
			idea_token = ETH_ras_imru_haile_selassie_high_command
			allowed = {
				original_tag = ETH
				has_dlc = By Blood Alone
			}
			available = {
				NOT = {
					has_government = fascism
				} {
					has_country_leader = {
						ruling_only = yes
						character = ETH_ras_imru_haile_selassie
					}
				} {
					has_idea = ETH_ras_imru_haile_selassie
				} {
					has_idea = ETH_ras_imru_haile_selassie_army_chief
				}
			}
			cost = 100
			traits = {
				army_infantry_1
			}
		}
		corps_commander = {
			traits = {
				infantry_officer
			}
			skill = 2
			attack_skill = 2
			defense_skill = 2
			planning_skill = 2
			logistics_skill = 2
			legacy_id = 0
			visible = {
				NOT = {
					has_government = fascism
				}
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = By Blood Alone
			}
		}
		name = ETH_ras_imru_haile_selassie
		portrai
# ... (truncated)
### Entity: Idea
Component: EAI_DD_2/motorized_rocket_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_2/motorized_rocket_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		motorized_rocket_equipment = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: Event
Component: egypt.17
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/egypt.txt

Code:
country_event = {
	id = egypt.17
	picture = GFX_report_event_EGY_anglo_egyptian_conference_3
	title = egypt.17.t
	desc = egypt.17.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = egypt.17.a
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_recruit_mercenaries
Constructs: division_template, prerequisite, limit, completion_reward, has_cosmetic_tag, is_locked, random_owned_state, create_unit
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_recruit_mercenaries
	icon = GFX_goal_generic_military_deal
	prerequisite = {
		focus = ETH_cooperation
	}
	x = 0
	y = 1
	relative_position_id = ETH_cooperation
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_cosmetic_tag = jimma
				} {
					has_cosmetic_tag = gojjam
				}
			}
			division_template = {
				name = Eritrean Askari
				is_locked = yes
				division_names_group = ETH_ASKARI
				priority = 1
				template_counter = 67
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					}
				}
			}
			random_owned_state = {
				hidden_effect = {
					create_unit = {
						division = division_template = "Eritrean Askari" start_experience_factor = 0.35 start_equipment_factor = 1
						owner = ETH
						count = 4
					}
				}
				custom_effect_tooltip = ETH_askari_tt
			}
		}
		ELSE_IF = {
			limit = {
				has_cosmetic_tag = gojjam
			}
			division_template = {
				name = Sudanese Mercenaries
				is_locked = yes
				division_names_group = ETH_SUDAN_MERCS
				priority = 1
				template_counter = 3
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 0
						y = 3
					}
				}
			}
			random_owned_state = {
				hidden_effect = {
					create_unit = {
						division = division_template = "Sudanese Mercenaries" start_experience_factor = 0.3 	start_equipment_factor = 1
						owner = ETH
						count = 4
					}
				}
				custom_effect_tooltip = ETH_sudanese_mercs_tt
			}
		} {
			limit = {
				has_cosmetic_tag = jimma
			}
			division_template = {
				name = Arab Mercenaries
				is_locked = yes
				division_names_group = ETH_ARAB_MERCS
				priority = 1
				template_counter = 21
				regiments = {
					cavalry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 0
						y = 3
					}
				}
			}
			random_owned_state = {
				hidden_effect = {
					create_unit = {
						division = division_template = "Arab Mercenaries" start_experience_factor = 0.35	start_equipment_factor = 1
						owner = ETH
						count = 4
					}
				}
				custom_effect_tooltip = ETH_arab_mercs_colab_tt
			}
		}
	}
}
### Entity: Idea
Component: r56_CAN_can_ship_purchases
Constructs: removal_cost
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_can_ship_purchases = {
	name = r56_CAN_can_ship_purchases
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	picture = ETH_customs_barrier_ITA
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.1
	}
}
### Entity: AI Strategy
Component: ITA_bulgaria_ally
Constructs: has_completed_focus
Source: game
File: common/ai_strategy/ITA.txt

Code:
ITA_bulgaria_ally = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		has_completed_focus = ITA_potential_allies_in_the_balkans
		country_exists = BUL
	}
	abort = {
		NOT = {
			country_exists = BUL
		}
	}
	ai_strategy = {
		type = befriend
		id = BUL
		value = 200
	} {
		type = alliance
		id = BUL
		value = 200
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_dan_toc
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_dan_toc
	icon = GFX_focus_generic_support_the_left_right
	cost = 10
	prerequisite = {
		focus = VIN_vietnams_tridemism
	}
	completion_reward = {
		add_ideas = VIN_dan_toc
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	x = 22
	y = 2
}
### Entity: Idea
Component: anbo
Constructs: research_bonus, equipment_bonus
Source: game
File: common/ideas/lithuania.txt

Code:
anbo = {
	picture = generic_air_manufacturer_3
	allowed = {
		original_tag = LIT
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		light_aircraft_manufacturer
	}
	equipment_bonus = {

	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: EAI_PROD_MISC_PROD_build_infantry_strategy
Constructs: has_country_flag, build_army, force_build_armies
Source: game
File: common/ai_strategy/EAI_PRODUCTION_misc_strategies.txt

Code:
EAI_PROD_MISC_PROD_build_infantry_strategy = {
	enable = {
		has_country_flag = EAI_build_infantry
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_army
		id = infantry
		value = 200
	} {
		type = force_build_armies
		value = 200
	}
}
### Entity: Idea
Component: idea_medak_1
Constructs: has_completed_focus, has_dlc, is_raj_or_raj_inheritor, removal_cost, equipment_bonus, research_bonus
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_medak_1 = {
	name = RAJ_ordnance_factory_medak
	picture = raj_ordnance_factory_medak
	allowed = {
		has_dlc = Graveyard of Empires
		is_raj_or_raj_inheritor = yes
	}
	cost = 150
	removal_cost = 10
	equipment_bonus = {
		mechanized_equipment = {
			breakthrough = 0.06
			armor_value = 0.08
		}
	}
	visible = {
		has_completed_focus = RAJ_chariot_of_victory
	}
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
}
### Entity: Character
Component: BRA_anisio_teixeira
Constructs: has_completed_focus, has_government, is_country_leader
Source: game
File: common/characters/BRA.txt

Code:
BRA_anisio_teixeira = {
	name = BRA_anisio_teixeira
	portraits = {
		army = {
			large = GFX_portrait_BRA_ansio_teixeira
			small = GFX_portrait_BRA_ansio_teixeira_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = BRA_anisio_teixeira
		allowed = {
			original_tag = BRA
		}
		available = {
			has_government = democratic
			has_completed_focus = BRA_free_speech
			is_country_leader = no
		}
		traits = {
			BRA_education_pioneer
		}
	}
}
### Entity: Scripted Effect
Component: SIA_reduce_absent_monarch_r56
Constructs: limit, add_stability, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/SIA_scripted_effects_r56.txt

Code:
SIA_reduce_absent_monarch_r56 = {
	if = {
		limit = {
			has_idea = SIA_rama_viii_reconciliation_r56
		}
		swap_ideas = {
			remove_idea = SIA_rama_viii_reconciliation_r56
			add_idea = SIA_rama_viii_reconciliation_1_r56
		}
	}
	else_if = {
		limit = {
			has_idea = SIA_rama_viii_reconciliation_1_r56
		}
		swap_ideas = {
			remove_idea = SIA_rama_viii_reconciliation_1_r56
			add_idea = SIA_rama_viii_reconciliation_2_r56
		}
	} {
		limit = {
			has_idea = SIA_rama_viii_curb_influence_r56
		}
		swap_ideas = {
			remove_idea = SIA_rama_viii_curb_influence_r56
			add_idea = SIA_rama_viii_curb_influence_1_r56
		}
	} {
		limit = {
			has_idea = SIA_rama_viii_curb_influence_1_r56
		}
		swap_ideas = {
			remove_idea = SIA_rama_viii_curb_influence_1_r56
			add_idea = SIA_rama_viii_curb_influence_2_r56
		}
	} {
		limit = {
			has_idea = SIA_rama_viii_r56
		}
		effect_tooltip = {
			swap_ideas = {
				remove_idea = SIA_rama_viii_curb_influence_1_r56
				add_idea = SIA_rama_viii_curb_influence_2_r56
			}
		}
	}
	else = {
		add_stability = 0.04
		custom_effect_tooltip = generic_skip_one_line_tt
	}
}
### Entity: Event
Component: lar_franco_soviet_treaty.2
Constructs: is_triggered_only, ai_chance, give_guarantee
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_franco_soviet_treaty.2
	title = lar_franco_soviet_treaty.2.t
	desc = lar_franco_soviet_treaty.2.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = lar_franco_soviet_treaty.2.a
		ai_chance = {
			factor = 100
		}
		give_guarantee = FROM
		FROM = {
			give_guarantee = ROOT
		}
	}
}
### Entity: Event
Component: axis_minors_slovakia.9
Constructs: owns_state, has_full_control_of_state
Source: game
File: events/r56_slovakia.txt

Code:
country_event = {
	id = axis_minors_slovakia.9
	title = axis_minors_slovakia.9.t
	desc = axis_minors_slovakia.9.desc
	picture = GFX_report_event_cze_divided_nation
	trigger = {
		tag = SLO
		has_full_control_of_state = 70 71
		country_exists = CZE
		CZE = {
			has_full_control_of_state = 664
			NOT = {
				OR = {
					owns_state = 69 1078 9 74 75
				}
			}
		}
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = axis_minors_slovakia.9.a
		transfer_state = 664
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_intervention_in_liechtenstein
Constructs: has_completed_focus, prerequisite, limit, completion_reward, allow_branch, has_game_rule, set_temp_variable, add_to_temp_variable
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_intervention_in_liechtenstein
	text = SWI_intervention_in_liechtenstein
	icon = GFX_goal_AUS_invade_liechtenstein
	prerequisite = {
		focus = AUS_proletarians_of_today AUS_join_the_allies_figl AUS_austria_alone
	}
	relative_position_id = AUS_proletarians_of_today
	x = 2
	y = 1
	cost = 3
	allow_branch = {
		has_game_rule = {
			rule = micronation_annexation_status
			option = SHOW_MICRONATIONS
		}
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = AUS_ally_italy AUS_go_it_alone AUS_accept_inevitable
			}
		}
	}
	available = {
		LIE = {
			num_occupied_states = < 2
		} {
			custom_trigger_tooltip = {
				tooltip = lie_popularities_tt
				set_temp_variable = {
					lie_pop_calc = party_popularity@fascism
				}
				add_to_temp_variable = {
					lie_pop_calc = party_popularity@communism
				}
				check_variable = {
					lie_pop_calc = > 0.4
				}
			}
		}
		controls_state = 848
		country_exists = LIE
		is_neighbor_of = LIE
		NOT = {
			is_ally_with = LIE
			has_non_aggression_pact_with = LIE
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		unlock_decision_category_tooltip = SWI_border_war_liechtenstein_category
	}
}
### Entity: Scripted Effect
Component: SOV_popular_uprising_units
Constructs: division_template, limit, is_locked, set_temp_variable, add_to_temp_variable, every_state, is_owned_by, has_state_flag
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_popular_uprising_units = {
	hidden_effect = {
		delete_unit_template_and_units = {
			division_template = Opposition Partisan Brigade
			disband = yes
		}
	}
	division_template = {
		name = Opposition Partisan Brigade
		priority = 0
		template_counter = 5
		regiments = {
			infantry = {
				x = 0
				y = 0
			} {
				x = 0
				y = 1
			} {
				x = 0
				y = 2
			}
		}
		is_locked = yes
	}
	set_temp_variable = {
		temp_partisan_units_index = 0
	} {
		temp_partisan_units_number = SOV_opposition_popular_support
	}
	divide_temp_variable = {
		temp_partisan_units_number = 5
	}
	add_to_temp_variable = {
		temp_partisan_units_number = 1
	}
	every_state = {
		limit = {
			OR = {
				is_owned_by = SOV SOS
			}
			has_state_flag = SOV_opposition_partisans_flag
		}
		create_unit = {
			division = name = "Partisans" division_template = "Opposition Partisan Brigade" start_experience_factor = 0.02
			owner = SOV
			allow_spawning_on_enemy_provs = yes
			count = 1
		}
	}
	while_loop_effect = {
		limit = {
			check_variable = {
				temp_partisan_units_index = < temp_partisan_units_number
			}
		}
		random_state = {
			limit = {
				is_owned_by = SOS
				NOT = {
					region = 132
				} {
					region = 133
				} {
					region = 131
				} {
					has_state_flag = SOV_opposition_partisans_flag
				}
			}
			create_unit = {
				division = name = "Partisans" division_template = "Opposition Partisan Brigade" start_experience_factor = 0.02
				owner = SOV
				allow_spawning_on_enemy_provs = yes
				count = 1
			}
			add_to_temp_variable = {
				temp_partisan_units_index = 1
			}
			set_state_flag = SOV_opposition_partisans_flag
		}
	}
}
### Entity: Order of Battle
Component: 80 Juntuán
Constructs: division_template
Source: game
File: history/units/XSM_1939.txt

Code:
division = {
	name = 80 Juntuán
	location = 8081
	division_template = Binary Infantry
}
### Entity: Scripted Trigger
Component: EAI_HFTR_equipment_production
Constructs: has_tech
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_HFTR_equipment_production = {
	EAI_HFTR_military_focus = yes
	has_tech = basic_medium_airframe
}