Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: State History
Component: 1033
Constructs: add_core_of
Source: game
File: history/states/1033-Baluchistan.txt

Code:
state = {
	id = 1033
	name = STATE_988
	provinces = {
		5075 5105 8013 8044
	}
	state_category = rural
	manpower = 512000
	history = {
		owner = PAK
		add_core_of = PAK BLC
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			5105 3
		}
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Idea
Component: GER_rudeltaktik_ns
Constructs: removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_rudeltaktik_ns = {
	picture = generic_navy_submarines
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		navy_submarine_attack_factor = 0.1
		naval_torpedo_reveal_chance_factor = -0.1
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_volunteers_to_V07
Constructs: check_variable, send_volunteers_desire
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_volunteer_strategies.txt

Code:
EAI_DIPLO_volunteers_to_V07 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_volunteer_targets^7 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_volunteers_desire
		id = V07
		value = 10000
	}
}
### Entity: Idea
Component: tac_bomber_pro
Constructs: removal_cost, cancel_if_invalid, equipment_bonus, build_cost_ic, has_tech
Source: game
File: common/ideas/add_effects_air_doc.txt

Code:
tac_bomber_pro = {
	removal_cost = -1
	cancel_if_invalid = no
	allowed = {

	}
	equipment_bonus = {
		medium_plane_airframe = {
			instant = yes
			build_cost_ic = -0.2
		}
		medium_plane_scout_plane_airframe = {
			instant = yes
			build_cost_ic = -0.2
		}
		transport_plane_equipment = {
			instant = yes
			build_cost_ic = -0.2
		}
	}
	ai_will_do = {
		factor = 0
		modifier = {
			factor = 0
			OR = {
				has_tech = formation_flying
			}
		}
	}
}
### Entity: Decision
Component: form_ottoman_empire_category
Constructs: has_dlc
Source: game
File: common/decisions/categories/00_formable_categories.txt

Code:
form_ottoman_empire_category = {
	icon = generic_formable_nations
	picture = GFX_decision_cat_generic_ottoman_empire
	allowed = {
		has_dlc = Waking the Tiger
	}
}
### Entity: Idea
Component: GER_revive_the_kaiserreich
Constructs: has_government, removal_cost, neutrality_drift, send_volunteers_tension
Source: game
File: common/ideas/GER.txt

Code:
GER_revive_the_kaiserreich = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	picture = ger_revive_the_kaiserreich
	modifier = {
		neutrality_drift = 0.1
		drift_defence_factor = 0.1
		join_faction_tension = -0.2
		lend_lease_tension = -0.2
		send_volunteers_tension = -0.2
	}
}
### Entity: Technology
Component: sp_refined_pykrete
Constructs: allow_branch, has_dlc, enable_equipment_modules, is_special_project_completed, force_use_small_tech_layout, is_special_project_tech, research_cost
Source: game
File: common/technologies/MTG_naval.txt

Code:
technology = {
	allow_branch = {
		has_dlc = Gotterdammerung
	}
	enable_equipment_modules = {
		ship_armor_ice_carrier_deck_2
	}
	allow = {
		ROOT = {
			is_special_project_completed = sp:sp_naval_ice_carrier
		}
	}
	path = {
		leads_to_tech = sp_ice_composite_runawayas
		research_cost_coeff = 1
	}
	force_use_small_tech_layout = yes
	is_special_project_tech = yes
	research_cost = 1
	start_year = 1942
	folder = {
		name = mtgnavalfolder
		position = {
			x = 0
			y = 17
		}
	}
	categories = {
		naval_equipment cv_tech mio_cat_tech_all_carrier_and_modules pykrete_tech
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Idea
Component: VEN_artillery_manufacterer
Constructs: research_bonus
Source: game
File: common/ideas/r56_venezuela.txt

Code:
VEN_artillery_manufacterer = {
	picture = generic_artillery_manufacturer_1
	allowed = {
		original_tag = VEN
	}
	research_bonus = {
		artillery = 0.15
	}
	traits = {
		artillery_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: ENG_baltic_is_a_trap
Constructs: has_war_with
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_baltic_is_a_trap = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		has_war_with = GER
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = naval_avoid_region
		id = 9
		value = 600
	} {
		type = naval_avoid_region
		id = 206
		value = 600
	} {
		type = naval_avoid_region
		id = 207
		value = 600
	} {
		type = naval_avoid_region
		id = 9
		value = 600
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_pre_empt_venezuelan_aggression_taog
Constructs: prerequisite, completion_reward, has_idea, has_global_flag, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_pre_empt_venezuelan_aggression_taog
	available = {
		custom_trigger_tooltip = {
			tooltip = HOL_pre_empt_venezuelan_aggression_tt
			NOT = {
				OR = {
					has_idea = HOL_shell_shocked_spectator_1 HOL_shell_shocked_spectator_2 HOL_shell_shocked_spectator_3 HOL_shell_shocked_spectator_4 HOL_shell_shocked_spectator_5
				}
			}
		}
		NOT = {
			has_idea = HOL_aloof_neutrality
		}
		has_global_flag = ven_claims_abc_islands
	}
	prerequisite = {
		focus = HOL_expand_curacao_oil_refineries_taog
	}
	will_lead_to_war_with = VEN
	icon = GFX_goal_demand_sudetenland
	x = 1
	y = 1
	relative_position_id = HOL_expand_curacao_oil_refineries_taog
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = VEN
			expire = 0
		}
	}
}
### Entity: Trigger Reference
Construct: is_on_continent
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_on_continent

* Supported Scopes: STATE
* Supported Targets: none

```
is state located on continent
```
### Entity: National Focus
Tree: tib_focus
Component: TIB_large_airframes
Constructs: prerequisite, limit, completion_reward, add_doctrine_cost_reduction, has_dlc, add_tech_bonus, fighter_bonus
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_large_airframes
	icon = GFX_goal_generic_air_bomber
	prerequisite = {
		focus = TIB_build_air_strip
	}
	mutually_exclusive = {
		focus = TIB_small_airframes
	}
	relative_position_id = TIB_build_air_strip
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = fighter_bonus
				bonus = 0.75
				uses = 1
				category = heavy_air medium_air
				ahead_reduction = 0.5
			}
		}
		else = {
			add_tech_bonus = {
				name = fighter_bonus
				bonus = 0.75
				uses = 1
				ahead_reduction = 0.5
				technology = early_fighter
				category = heavy_air tactical_bomber cat_heavy_fighter
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_AIR_XP
	}
}
### Entity: Order of Battle
Component: 2. Texas Mounted Rifles
Constructs: division_template
Source: game
File: history/units/CSA_fascist_uprising.txt

Code:
division = {
	name = 2. Texas Mounted Rifles
	location = 3960
	division_template = Volunteer Cavalry
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_oil_protection
Constructs: prerequisite, completion_reward, add_building_construction
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_oil_protection
	icon = GFX_focus_generic_coastal_fort
	relative_position_id = VEN_neutrality_focus
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = VEN_neutrality_focus
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		489 = {
			add_building_construction = {
				type = coastal_bunker
				level = 2
				instant_build = yes
				province = 1944
			}
		}
		307 = {
			add_building_construction = {
				type = coastal_bunker
				level = 2
				instant_build = yes
				province = 8133
			} {
				type = coastal_bunker
				level = 2
				instant_build = yes
				province = 10912
			}
		}
	}
}
### Entity: Idea
Component: BAH_acgs
Source: game
File: common/ideas/bahamas.txt

Code:
BAH_acgs = {
	picture = generic_air_african_3
	allowed = {
		original_tag = BAH
	}
	traits = {
		air_chief_ground_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ANATO_modern_armor_anti-tank.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
NATO_modern_armor_anti-tank.png &#8206;(53 × 31 pixels, file size: 5 KB, MIME type: image/png)
### Entity: Wiki Documentation
Construct: textstyle
Source: wiki
File: wiki/Template%3AAmbox.html

Doc:
textstyle

Optional CSS values used by the text cell. For example:

```
textstyle = text-align: center;
```
### Entity: National Focus
Tree: man_focus
Component: MAN_chinese_leadership
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_country_leader_role
Source: game
File: common/national_focus/manchukuo.txt

Code:
focus = {
	id = MAN_chinese_leadership
	icon = GFX_focus_generic_support_the_left_right
	prerequisite = {
		focus = MAN_alliance_with_the_kwantung_army
	}
	x = 0
	y = 1
	relative_position_id = MAN_alliance_with_the_kwantung_army
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_country_leader_role = {
			character = MAN_aisin_gioro_puyi
			promote_leader = yes
			country_leader = {
				ideology = emperor_fascism
				expire = 1960.1.1.1
				traits = {
					warrior_code
				}
			}
		}
		MAN_low_legitimacy_level_down = yes
	}
}
### Entity: Idea
Component: KMT_chinese_army
Constructs: army_attack_factor, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_chinese_army = {
	removal_cost = -1
	picture = chi_whampoa_military_academy
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {

	}
	on_remove = {

	}
	modifier = {
		army_org_factor = -0.1
		army_attack_factor = -0.1
		max_planning = -0.1
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/CHI_1939_sea.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 427
	}
	location = 7656
	division_template = Juntuán
	start_experience_factor = 0.3
	start_equipment_factor = 0.8
}
### Entity: National Focus
Component: wuw_HUN_goulash_communism
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_goulash_communism
	icon = GFX_focus_HUN_goulash_communism
	prerequisite = {
		focus = wuw_HUN_join_the_comintern
	}
	x = 0
	y = 1
	relative_position_id = wuw_HUN_join_the_comintern
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_ideas = HUN_goulash_communism_idea
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = HUN_janos_kadar
	}
}
### Entity: Idea
Component: SOV_form_the_white_emigres
Constructs: removal_cost, send_volunteer_size, send_volunteers_tension
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_form_the_white_emigres = {
	name = SOV_form_the_white_emigres
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	rule = {
		can_send_volunteers = yes
	}
	picture = generic_pp_unity_bonus
	modifier = {
		send_volunteer_size = 10
		send_volunteers_tension = -0.15
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_shatter_the_roof
Constructs: prerequisite, limit, remove_ideas, completion_reward, is_subject, has_idea
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_shatter_the_roof
	icon = GFX_focus_generic_support_the_left_right
	x = 0
	y = 2
	prerequisite = {
		focus = COG_congolese_bussinessowners
	} {
		focus = COG_desgregate_the_universites
	}
	relative_position_id = COG_congolese_bussinessowners
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_STABILITY
	}
	cost = 5
	bypass = {

	}
	available = {
		is_subject = no
		custom_trigger_tooltip = {
			tooltip = COG_the_invisible_roof_tt
			OR = {
				has_idea = COG_the_invisible_roof COG_the_invisible_roof_lower_stability_debuff COG_the_invisible_roof_lower_research_debuff COG_the_invisible_roof_lower_research_and_stability_debuff
			}
		}
	}
	completion_reward = {
		IF = {
			limit = {
				has_idea = COG_the_invisible_roof
			}
			remove_ideas = COG_the_invisible_roof
		}
		ELSE_IF = {
			limit = {
				has_idea = COG_the_invisible_roof_lower_research_debuff
			}
			remove_ideas = COG_the_invisible_roof_lower_research_debuff
		} {
			limit = {
				has_idea = COG_the_invisible_roof_lower_stability_debuff
			}
			remove_ideas = COG_the_invisible_roof_lower_stability_debuff
		} {
			limit = {
				has_idea = COG_the_invisible_roof_lower_research_and_stability_debuff
			}
			remove_ideas = COG_the_invisible_roof_lower_research_and_stability_debuff
		}
	}
}
### Entity: Character
Component: implacable_republican
Source: game
File: common/country_leader/r56_traits.txt

Code:
implacable_republican = {
	random = no
	sprite = 13
	political_power_factor = 0.05
	conscription = 0.005
	army_core_defence_factor = 0.05
}
### Entity: Country History
Country: KHM
Component: KHM_misc
Constructs: recruit_character, limit, add_ideas, set_technology, add_political_power, set_variable, has_dlc, add_dynamic_modifier
Source: game
File: history/countries/KHM - Khotan Ma.txt

Code:
# Misc for KHM
capital = 1042
set_variable = {
	CHI_warlord_army_political_power_gain = 0
}
{
	CHI_warlord_army_army_core_attack_factor = 0
}
{
	CHI_warlord_army_army_core_defence_factor = 0
}
{
	CHI_warlord_army_production_speed_buildings_factor = 0
}
{
	CHI_warlord_army_army_infantry_attack_factor = 0
}
{
	CHI_warlord_army_army_infantry_defence_factor = 0
}
{
	CHI_warlord_army_special_forces_cap = 0
}
{
	CHI_warlord_army_special_forces_out_of_supply_factor = 0
}
{
	warlord_faction_influence_war_score_factor = 0
}
{
	warlord_faction_influence_contribution_factor = 0
}
{
	RNG_state_shintoism_surrender_limit = 0
}
{
	RNG_state_shintoism_war_support_factor = 0
}
{
	RNG_state_shintoism_pocket_penalty = 0
}
{
	RNG_state_shintoism_stability_factor = 0
}
{
	RNG_state_shintoism_army_core_defence_factor = 0
}
{
	RNG_state_shintoism_research_speed_factor = 0
}
{
	RNG_state_shintoism_recruitable_population_factor = 0
}
{
	RNG_state_shintoism_political_power_gain = 0
}
{
	CHI_ma_clique_collective_cavalry_attack_factor = 0.05
}
{
	CHI_ma_clique_collective_political_power_factor = 0
}
{
	CHI_ma_clique_collective_production_speed_infrastructure_factor = 0
}
{
	CHI_ma_clique_collective_conscription_factor = 0
}
{
	CHI_ma_clique_collective_cavalry_defence_factor = 0
}
{
	CHI_ma_clique_collective_army_core_defence_factor = 0
}
IF = {
	limit = {
		has_dlc = No Compromise, No Surrender
	}
	recruit_character = KHM_ma_hushan XSM_ma_hongbin KHM_ma_zhancang KHM_mahmut_muhiti KHM_peter_fleming KHM_ma_shaowu KHM_khoya_niyaz KHM_muhammad_amin_bughra
	add_ideas = {
		SIK_battle_for_sinkiang KHM_unrest CHI_warlord_looting_idea
	}
	add_dynamic_modifier = {
		modifier = CHI_ma_clique_collective
	}
	set_rule = {
		can_join_factions = no
	}
	XSM_ma_hongbin = {
		set_character_flag = can_flip_to_prc
	}
}
1939.1.1 = {
	add_political_power = 1198
	add_command_power = 100
	if = {
		limit = {
			has_dlc = Waking the Tiger
		}
		else = {
			complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort flexible_navy industrial_effort construction_effort production_effort
		}
	}
	add_ideas = {
		tot_economic_mobilisation service_by_requirement closed_economy
	}
	set_technology = {
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_encryption = 1
		basic_decryption = 1
		basic_machine_tools = 1
		i
# ... (truncated)
### Entity: State History
Component: 40
Constructs: add_core_of
Source: game
File: history/states/40-USSR.txt

Code:
state = {
	id = 40
	name = STATE_40
	manpower = 2107451
	state_category = large_town
	history = {
		owner = SOV
		buildings = {
			infrastructure = 1
			industrial_complex = 1
		}
		add_core_of = SOV ALT
		1939.1.1 = {
			buildings = {
				industrial_complex = 2
			}
		}
		victory_points = {
			1794 1
		}
	}
	provinces = {
		1297 1779 1794 1797 4803 7680 10537 10546 11410 12515 12528 12613
	}
	local_supplies = 5.0
}
### Entity: Event
Component: CZE.201
Constructs: is_triggered_only, fire_only_once, add_timed_idea, add_building_construction
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.201
	title = CZE.201.t
	desc = CZE.201.d
	picture = GFX_czke_fortification_report
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = CZE.201.a
		add_timed_idea = {
			idea = CZE_rop_idea
			days = 180
		}
		custom_effect_tooltip = CZE_phase_one_tooltip
		hidden_effect = {
			69 = {
				add_building_construction = {
					type = bunker
					province = 11414
					level = 2
					instant_build = yes
				} {
					type = bunker
					province = 11401
					level = 2
					instant_build = yes
				}
			}
			9 = {
				add_building_construction = {
					type = bunker
					province = 494
					level = 2
					instant_build = yes
				} {
					type = bunker
					province = 445
					level = 2
					instant_build = yes
				}
			}
			74 = {
				add_building_construction = {
					type = bunker
					province = 421
					level = 2
					instant_build = yes
				} {
					type = bunker
					province = 6485
					level = 2
					instant_build = yes
				} {
					type = bunker
					province = 3414
					level = 2
					instant_build = yes
				} {
					type = bunker
					province = 3583
					level = 2
					instant_build = yes
				}
			}
			country_event = {
				id = CZE.203
				days = 180
			}
		}
	}
}
### Entity: National Focus
Tree: gua_focus
Component: GUA_concessions_to_the_UFCo
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, swap_ideas, remove_idea
Source: game
File: common/national_focus/guatemala.txt

Code:
focus = {
	id = GUA_concessions_to_the_UFCo
	icon = GFX_goal_HON_bannana_takeover
	prerequisite = {
		focus = GUA_placate_the_landowners
	}
	mutually_exclusive = {
		focus = GUA_undermine_UFCo_influence
	}
	x = -1
	y = 1
	relative_position_id = GUA_placate_the_landowners
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				313
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		swap_ideas = {
			remove_idea = GUA_banana_republic_2
			add_idea = GUA_banana_republic_3
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_strike_eastward
Constructs: prerequisite, limit, has_war_with, completion_reward, is_subject, has_army_manpower, check_variable, is_subject_of
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_strike_eastward
	icon = GFX_focus_ger_strike_at_the_source
	prerequisite = {
		focus = GER_subduing_the_baltic_states GER_hold_joint_military_drills
	}
	x = -3
	y = 1
	relative_position_id = GER_subduing_the_baltic_states
	cost = 10
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 999999
		}
		custom_trigger_tooltip = {
			tooltip = GER_strike_eastward_eq_trigger_tt
			check_variable = {
				num_equipment_in_armies_k@infantry_equipment = > 100
			}
		}
		SOV = {
			exists = yes
			NOT = {
				has_war_with = ROOT
				is_subject_of = ROOT
			}
		}
	}
	bypass = {
		SOV = {
			OR = {
				is_subject_of = ROOT
				exists = no
			}
		}
	}
	dynamic = yes
	will_lead_to_war_with = SOV
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		add_timed_idea = {
			idea = GER_striking_the_sleeping_bear
			days = 365
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		create_wargoal = {
			type = annex_everything
			target = SOV
			expire = 0
		}
		if = {
			limit = {
				has_dlc = Gotterdammerung
			}
			custom_effect_tooltip = generic_skip_one_line_tt GER_unlocks_kremlin_raid_tt
		}
		add_ai_strategy = {
			type = conquer
			id = SOV
			value = 250
		} {
			type = antagonize
			id = SOV
			value = 250
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_japanese_military_lessons
Constructs: prerequisite, completion_reward, add_popularity, add_tech_bonus
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_japanese_military_lessons
	icon = GFX_focus_generic_japanese_imperial_glory
	available = {

	}
	prerequisite = {
		focus = INS_enact_militarism
	}
	mutually_exclusive = {

	}
	x = 1
	y = 2
	relative_position_id = INS_guided_democracy
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		} {
			ideology = neutrality
			popularity = 0.05
		}
		add_tech_bonus = {
			name = INS_japanese_military_lessons
			bonus = 1.0
			uses = 1
			category = infantry_weapons
		} {
			name = INS_japanese_military_lessons
			bonus = 0.5
			uses = 2
			category = support_tech
		}
	}
}
### Entity: Country History
Country: SPR
Component: SPR_army
Source: game
File: history/countries/SPR - Spain.txt

Code:
# OOB & Army Setup for SPR
oob = SPR_1936
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Template%3AVersion/doc.html

Doc:
This is the documentation page for Template:Version. When it is viewed directly, links using variables may appear broken; do not replace these with hardcoded page names or URLs.

Version can be used to indicate if information in an article applies to specific versions of Hearts of Iron 4.

Contents

1 Usage

2 Parameters

3 Values

4 Effects

5 Updating This Template
### Entity: Event
Component: prc.78
Constructs: is_triggered_only, add_equipment_to_stockpile
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.78
	title = prc.78.t
	desc = prc.78.d
	picture = GFX_report_event_stalin_02
	is_triggered_only = yes
	option = {
		name = prc.78.a
		effect_tooltip = {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 1000
				producer = SOV
			}
		}
	}
}
### Entity: Technology
Component: sp_helicopter_artillery_observers_tech
Constructs: is_major, allow_branch, has_dlc, is_special_project_completed, is_special_project_tech, enable_subunits, research_cost
Source: game
File: common/technologies/support.txt

Code:
technology = {
	allow_branch = {
		has_dlc = Gotterdammerung
	}
	allow = {
		ROOT = {
			is_special_project_completed = sp:sp_air_helicopter
		}
	}
	is_special_project_tech = yes
	enable_subunits = {
		helicopter_recon
	}
	research_cost = 2.0
	start_year = 1938
	folder = {
		name = support_folder
		position = {
			x = 3
			y = @1938
		}
	}
	categories = {
		support_tech recon_tech helicopter_tech
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 2
			is_major = yes
		} {
			factor = 2
			date = > 1939.1.1
		} {
			factor = 4
			date = > 1940.1.1
		}
	}
}