Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: EAI_battleship_early
Source: game
File: common/ai_equipment/EAI_navy_battleship_role.txt

Code:
EAI_battleship_early = {
	category = naval
	roles = {
		naval_capital_bb
	}
	priority = {
		base = 0.01
	}
	EARLY_BATTLESHIP_1 = {
		role_icon_index = 1
		priority = {
			base = 0
		}
		target_variant = {
			type = ship_hull_heavy_1
			match_value = 1000
		}
	}
	EARLY_BATTLESHIP_2 = {
		role_icon_index = 1
		priority = {
			base = 0
		}
		target_variant = {
			type = ship_hull_pre_dreadnought
			match_value = 1000
		}
	}
	GER_BB = {
		role_icon_index = 1
		priority = {
			base = 1
		}
		enable = {
			original_tag = GER
		}
		target_variant = {
			type = ship_hull_heavy_2
			match_value = 1000
			modules = {
				fixed_ship_battery_slot = ship_heavy_battery_2
				fixed_ship_anti_air_slot = ship_anti_air_1
				fixed_ship_fire_control_system_slot = ship_fire_control_system_0
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = heavy_ship_engine_2
				fixed_ship_secondaries_slot = ship_secondaries_1
				fixed_ship_armor_slot = ship_armor_bb_1
				front_1_custom_slot = ship_anti_air_1
				mid_1_custom_slot = empty
				mid_2_custom_slot = ship_secondaries_1
				rear_1_custom_slot = ship_heavy_battery_2
			}
		}
	}
	ITA_BB = {
		role_icon_index = 1
		priority = {
			base = 1
		}
		enable = {
			original_tag = ITA
		}
		target_variant = {
			type = ship_hull_heavy_1
			match_value = 1000
			modules = {
				fixed_ship_battery_slot = ship_heavy_battery_1
				fixed_ship_anti_air_slot = ship_anti_air_1
				fixed_ship_fire_control_system_slot = ship_fire_control_system_0
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = heavy_ship_engine_2
				fixed_ship_secondaries_slot = ship_secondaries_1
				fixed_ship_armor_slot = ship_armor_bb_1
				front_1_custom_slot = empty
				mid_1_custom_slot = ship_secondaries_1
				mid_2_custom_slot = ship_airplane_launcher_1
				rear_1_custom_slot = ship_heavy_battery_1
			}
		}
	}
	JAP_SHBB = {
		role_icon_index = 1
		priority = {
			base = 1
		}
		enable = {
			original_tag = JAP
		}
		target_variant = {
			type = ship_hull_super_heavy_1
			match_value = 1000
			modules = {
				fixed_ship_battery_slot = ship_super_heavy_battery_1
				fixed_ship_anti_air_slot = ship_anti_air_2
				fixed_ship_fire_control_system_slot = ship_fire_control_system_1
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = heavy_ship_engine_2
				fixed_ship_secondaries_slot = ship_secondaries_2
				fixed_ship_armor_slot = ship_armor_
# ... (truncated)
### Entity: Faction
Component: faction_template_SAF_faction_uotap
Constructs: change_leader_rule_industry
Source: game
File: common/factions/templates/unique_minor_factions.txt

Code:
faction_template_SAF_faction_uotap = {
	name = SAF_faction_uotap
	manifest = faction_manifest_african_decolonization
	icon = GFX_faction_logo_generic_18
	goals = {
		faction_goal_industrial_expansion faction_goal_liberate_territory
	}
	default_rules = {
		joining_rule_same_continent_only change_leader_rule_industry
	}
}
### Entity: Modifier Reference
Component: AST_australian_military_forces_spirit
Constructs: army_defence_factor, army_attack_factor, coordination_bonus
Source: game
File: common/dynamic_modifiers/TAOG_dynamic_modifiers.txt

Code:
AST_australian_military_forces_spirit = {
	enable = {
		always = yes
	}
	icon = GFX_idea_AST_australian_military_forces
	army_org_factor = AST_australian_military_forces_spirit_army_org_factor
	army_org = AST_australian_military_forces_spirit_army_org
	coordination_bonus = AST_australian_military_forces_spirit_coordination_bonus
	army_org_regain = AST_australian_military_forces_spirit_army_org_regain
	army_defence_factor = AST_australian_military_forces_spirit_army_defence_factor
	army_attack_factor = AST_australian_military_forces_spirit_army_attack_factor
	army_core_attack_factor = AST_australian_military_forces_spirit_army_core_attack_factor
	army_core_defence_factor = AST_australian_military_forces_spirit_army_core_defence_factor
	army_non_core_attack_factor = AST_australian_military_forces_spirit_army_non_core_attack_factor
	army_non_core_defence_factor = AST_australian_military_forces_spirit_army_non_core_defence_factor
	max_dig_in = AST_australian_military_forces_spirit_max_dig_in
	production_speed_supply_node_factor = AST_australian_military_forces_spirit_production_speed_supply_node_factor
	acclimatization_hot_climate_gain_factor = AST_australian_military_forces_spirit_acclimatization_hot_climate_gain_factor
}
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_reescalate_the_naval_arms_race
Constructs: shared_focus, prerequisite, limit, remove_ideas, is_major, add_opinion_modifier, completion_reward, is_coastal
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_reescalate_the_naval_arms_race
	icon = GFX_focus_SMB_reescalate_the_naval_arms_race
	prerequisite = {
		focus = SMB_naval_foreign_advisors SMB_purchase_destroyers_and_subs
	}
	relative_position_id = SMB_navy
	x = 0
	y = 3
	cost = 5
	ai_will_do = {
		factor = 20
		modifier = {
			any_controlled_state = {
				is_coastal = no
			}
			factor = 0
		}
	}
	available = {

	}
	bypass = {
		NOT = {
			has_idea = SMB_MTG_naval_arms_race_legacy
		}
		OR = {
			original_tag = URG PAR
		}
	}
	completion_reward = {
		remove_ideas = SMB_MTG_naval_arms_race_legacy
		every_other_country = {
			limit = {
				OR = {
					is_major = yes
					capital_scope = {
						is_core_of = THIS
						is_on_continent = south_america
					}
				}
				NOT = {
					has_idea = SMB_MTG_naval_arms_race_legacy
				}
			}
			news_event = {
				id = south_american_news.10
				hours = 2
			}
			IF = {
				limit = {
					original_tag = USA
				}
				add_opinion_modifier = {
					modifier = SMB_naval_arms_race
					target = ROOT
				}
			}
		} {
			limit = {
				has_idea = SMB_MTG_naval_arms_race_legacy
			}
			country_event = {
				id = south_american_events.10
				hours = 1
			}
			add_opinion_modifier = {
				modifier = SMB_naval_arms_race
				target = ROOT
			}
		}
	}
}
### Entity: Event
Component: tfv_australia.10
Constructs: is_triggered_only, ai_chance, has_war_with
Source: game
File: events/TFV_Australia.txt

Code:
country_event = {
	id = tfv_australia.10
	title = tfv_australia.10.t
	desc = tfv_australia.10.d
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = tfv_australia.10.a
		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				has_war_with = AST
			}
		}
		effect_tooltip = {
			AST = {
				puppet = INS
			}
		}
		hidden_effect = {
			AST = {
				country_event = {
					id = tfv_australia.11
				}
			}
		}
	} {
		name = tfv_australia.10.b
		ai_chance = {
			base = 0
			modifier = {
				add = 100
				has_war_with = AST
			}
		}
		AST = {
			country_event = {
				id = tfv_australia.12
			}
		}
	}
}
### Entity: Modifier Reference
Component: CZE_first_sudetenland_fortification_program_GD
Source: game
File: common/dynamic_modifiers/mun_dynamic_modifiers.txt

Code:
CZE_first_sudetenland_fortification_program_GD = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_generic_defense
	state_bunker_max_level_terrain_limit = 1
	state_production_speed_stronghold_network_factor = 0.1
}
### Entity: Raid
Component: PRC_weapons_depot_raid
Constructs: has_completed_focus, add_equipment_to_stockpile, limit, has_war_with, fire_only_once, has_equipment, has_dlc, is_core_of
Source: game
File: common/raids/land_infiltration_custom.txt

Code:
PRC_weapons_depot_raid = {
	days_to_prepare = 15
	speed_multiplier = 1.25
	category = land_infiltration_raids
	custom_map_icon = GFX_raid_target_icon_guerilla_raid
	target_icon = GFX_other_target_icon
	target_loc_key = raid_target_name_supply_hub
	launch_sound = raid_land_launchable_sound
	arrow = {
		type = land
	}
	unit_model = {
		entity = motorized_vehicle_entity
	}
	ai_will_do = {
		base = 5
		modifier = {
			factor = 1.5
			has_equipment = {
				infantry_equipment = < 0
			}
		} {
			factor = 1.5
			has_equipment = {
				infantry_equipment = < 2500
			}
		} {
			factor = 1.5
			command_power = > 50
		} {
			factor = 1.5
			command_power = > 75
		} {
			factor = 0.5
			has_equipment = {
				infantry_equipment = > 5000
			}
		} {
			factor = 0.5
			command_power = < 50
		}
	}
	command_power = 25
	allowed = {
		has_dlc = No Compromise, No Surrender
		original_tag = PRC
	}
	fire_only_once = no
	visible = {
		OR = {
			has_completed_focus = PRC_raid_weapon_depots PRC_raiding_parties
		}
	}
	show_target = {
		var:target_state = {
			is_core_of = PRC
			NOT = {
				state = 524
			}
			OR = {
				has_dynamic_modifier = {
					modifier = PRC_anti_japanese_base
				} {
					modifier = PRC_guerilla_cells_active_1
				} {
					modifier = PRC_guerilla_cells_active_2
				}
			}
		}
	}
	available = {

	}
	launchable = {
		has_war_with = FROM
	}
	starting_point = {
		building_types = {
			supply_node
		}
		allow_faction_buildings = yes
	}
	unit_requirements = {
		battalion_types = {
			infantry = {
				min = 4
			}
		}
	} {
		battalion_types = {
			militia = {
				min = 4
			}
		}
	} {
		battalion_types = {
			mountaineers = {
				min = 4
			}
		}
	}
	additional_equipment = {

	}
	target_type = {
		building = {
			type = supply_node
		}
	}
	success_factors = {
		success = {
			base = 0.75
			experience = {
				weight = 0.25
				start_weight = -0.2
				reference = 1.0
			}
			organisation = {
				weight = 0.1
				start_weight = -0.1
				reference = 100
			}
			strength = {
				weight = 0.1
				start_weight = -0.1
				reference = 1
			}
			recon = {
				weight = 0.05
				reference = 10
			}
			resistance = {
				reference = 100
				start_reference = 15
				weight = 0.4
			}
			air_superiority = {
				reference = 1
				start_reference = 0.5
				weight = 0.2
			}
			enemy_units = {
				reference = 4
				weight = -0.4
			}
			intel = {
				weight = 0.2
				reference = 100

# ... (truncated)
### Entity: Idea
Component: CHI_chinese_betrayal
Constructs: stability_factor, war_support_factor, has_war_with, removal_cost, is_ally_with
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_chinese_betrayal = {
	picture = jap_militarism_shogun
	removal_cost = -1
	modifier = {
		army_morale_factor = -0.2
		army_org_factor = -0.2
		stability_factor = -0.5
		war_support_factor = -0.5
		political_power_cost = 0.5
		surrender_limit = -0.5
	}
	allowed = {
		always = no
	}
	cancel = {
		OR = {
			CUG = {
				is_ally_with = JAP
			}
			NOT = {
				is_ally_with = JAP
			}
		}
		CUG = {
			NOT = {
				has_war_with = JAP
			}
		}
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = CUG
		defense_bonus_against = -0.5
		attack_bonus_against = -0.5
	}
}
### Entity: Scripted Effect
Component: CHL_one_more_fascist_focus_done
Constructs: limit, has_country_flag, clr_country_flag, set_country_flag
Source: game
File: common/scripted_effects/TOA_scripted_effects.txt

Code:
CHL_one_more_fascist_focus_done = {
	custom_effect_tooltip = CHL_one_more_fascist_focus_done_tt
	IF = {
		limit = {
			has_country_flag = CHL_no_fascist_focuses_done
		}
		clr_country_flag = CHL_no_fascist_focuses_done
		set_country_flag = CHL_1_fascist_focus_done
	}
	ELSE_IF = {
		limit = {
			has_country_flag = CHL_1_fascist_focus_done
		}
		clr_country_flag = CHL_1_fascist_focus_done
		set_country_flag = CHL_2_fascist_focus_done
	} {
		limit = {
			has_country_flag = CHL_2_fascist_focus_done
		}
		clr_country_flag = CHL_2_fascist_focus_done
		set_country_flag = CHL_3_fascist_focus_done
	} {
		limit = {
			has_country_flag = CHL_3_fascist_focus_done
		}
		clr_country_flag = CHL_3_fascist_focus_done
		set_country_flag = CHL_4_fascist_focus_done
	} {
		limit = {
			has_country_flag = CHL_4_fascist_focus_done
		}
		clr_country_flag = CHL_4_fascist_focus_done
		set_country_flag = CHL_5_fascist_focus_done
	} {
		limit = {
			has_country_flag = CHL_5_fascist_focus_done
		}
		clr_country_flag = CHL_5_fascist_focus_done
		set_country_flag = CHL_6_fascist_focus_done
	} {
		limit = {
			has_country_flag = CHL_6_fascist_focus_done
		}
		clr_country_flag = CHL_6_fascist_focus_done
		set_country_flag = CHL_7_fascist_focus_done
	} {
		limit = {
			has_country_flag = CHL_7_fascist_focus_done
		}
		clr_country_flag = CHL_7_fascist_focus_done
		set_country_flag = CHL_8_fascist_focus_done
	}
}
### Entity: Name List
Component: YAK
Source: game
File: common/names/00_names.txt

Code:
YAK = {
	male = {
		names = {
			Aysen Nyurgen Elley Aytal Manchaary Ayaal Michil Kaskil Ayhal Georgiy Uygulaan Yegor Vasili Kjurgej Semyon Tygyn Aldyn Archyn Dayan Bobun Dögüör Nahaap Nurgun Nuolan Öktöm Talygyr Taragay
		}
	}
	female = {
		names = {
			Tuyaara Künney Saylina Ayta Kaskilaane Evgenia Aita Zoya Aldaana Talbaana
		}
	}
	surnames = {
		Alekseyev Arbugaev Basharin Borisov Egorov Kharlampiev Kuzmin Argunov Nikolaev Novgorodov Oyunsky Pinigin Stroev Darkhan Zakharov Tuya
	}
	callsigns = {

	}
}
### Entity: National Focus
Component: algeria_focus
Constructs: shared_focus, division_template, add_equipment_to_stockpile, prerequisite, has_war, limit, add_ideas, remove_ideas
Source: game
File: common/national_focus/algeria.txt

Code:
focus_tree = {
	id = algeria_focus
	country = {
		factor = 0
		modifier = {
			add = 30
			tag = ALG
		}
	}
	shared_focus = SYR_UNIFIED_arab_unification
	default = no
	continuous_focus_position = {
		x = 650
		y = 1350
	}
	focus = {
		id = ALG_algeria_liberated
		icon = GFX_goal_algeria_independence
		x = 12
		y = 0
		cost = 5
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
		ai_will_do = {
			factor = 10
		}
		completion_reward = {
			add_political_power = 75
			add_stability = 0.05
		}
	} {
		id = ALG_peasant_strike
		icon = GFX_focus_generic_great_peasant_strike
		available = {
			is_subject = no
		}
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 95
				OR = {
					has_government = fascism communism
				}
			}
		}
		bypass = {
			OR = {
				has_government = communism fascism
			}
		}
		x = 6
		y = 1
		cost = 10
		prerequisite = {
			focus = ALG_algeria_liberated
		}
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
		mutually_exclusive = {
			focus = ALG_election
		}
		completion_reward = {
			custom_effect_tooltip = algeriacivilwar.1
			country_event = {
				id = algeria.2
			}
		}
	} {
		id = ALG_new_type_of_nationalism
		icon = GFX_goal_support_fascism
		available = {
			has_government = fascism
		}
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 95
				has_government = fascism
			}
		}
		x = 3
		y = 2
		cost = 10
		prerequisite = {
			focus = ALG_peasant_strike
		}
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
		mutually_exclusive = {
			focus = ALG_the_peasants_republic
		}
		completion_reward = {
			remove_ideas = ALG_provisional_government
			add_popularity = {
				ideology = fascism
				popularity = 0.1
			}
			add_timed_idea = {
				idea = ALG_fascism_support
				days = 720
			}
		}
	} {
		id = ALG_expand_conscription
		icon = GFX_focus_generic_fascist_troops
		cost = 10
		prerequisite = {
			focus = ALG_new_type_of_nationalism
		}
		x = 4
		y = 3
		bypass = {
			OR = {
				has_idea = scraping_the_barrel all_adults_serve service_by_requirement
			}
		}
		ai_will_do = {
			factor = 2
		}
		completion_reward = {
			add_war_support = 0.05
			if = {
				limit = {
					NOT = {
						has_idea = extensive_conscription service_by_requirement all_adults_serve scraping_the_barrel
					}
				}
				add_ideas = extensive_conscription
			}
		}
		search_filters = {
			FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER
		}
	} {
		id
# ... (truncated)
### Entity: Idea
Component: ITA_giannini_sarnow_protocols_ger
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_italy.txt

Code:
ITA_giannini_sarnow_protocols_ger = {
	name = ITA_giannini_sarnow_protocols_ger
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = generic_production_bonus
	modifier = {
		industrial_capacity_factory = 0.05
	}
}
### Entity: AI Strategy
Component: EAI_ENG_air_production
Source: game
File: common/ai_strategy/ENG_EAI.txt

Code:
EAI_ENG_air_production = {
	allowed = {
		tag = ENG
	}
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = air_factory_balance
		value = 210
	}
}
### Entity: State History
Component: 869
Constructs: add_core_of
Source: game
File: history/states/869-Lanna.txt

Code:
state = {
	id = 869
	name = STATE_869
	provinces = {
		1253 1488 1990 4496 7492 7531 7675 8045 10371
	}
	history = {
		victory_points = {
			1488 1
		} {
			7531 1
		} {
			7492 1
		}
		buildings = {
			industrial_complex = 1
			infrastructure = 1
		}
		owner = SIA
		add_core_of = SIA
	}
	manpower = 1373994
	resources = {
		coal = 1
	}
	state_category = town
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Name List
Component: TJK
Source: game
File: common/names/r56_names.txt

Code:
TJK = {
	male = {
		names = {
			Imamali Rustam Siddiq Daniyar Daulet Erjan Kasim Nursultan Renat Ruslan Serik Talgat Aisultan Alihan Nurislam Erasil Sanjar
		}
		surnames = {
			Ahmetov Omarov Ivanov Aliev Suleimenov Iskakov Ibragimov Popov Kaliev Nurgaliev Bolat Murat Serik Amangeldi Serikbay
		}
	}
	female = {
		names = {
			Guli Gavxar Arujan Aisha Sezim Alina
		}
		surnames = {
			Ahmetova Omarova Ospanova Ivanova Alieva Suleimenova Iskakova Ibragimova Popova
		}
	}
	callsigns = {

	}
}
### Entity: Event
Component: mongol.19
Constructs: is_triggered_only, ai_chance, has_war, has_army_size, add_ai_strategy, set_country_flag
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol.19
	title = mongol.19.t
	desc = mongol.19.d
	picture = GFX_report_event_yugoslavian_cavalry
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 200
		}
		name = mongol.19.a
		add_ai_strategy = {
			type = antagonize
			id = MON
			value = 5
		} {
			type = alliance
			id = MON
			value = -10
		}
	} {
		ai_chance = {
			base = 20
			modifier = {
				add = 90
				has_war = yes
				has_army_size = {
					size = < 10
				}
			} {
				factor = 3
				has_war = yes
			}
		}
		name = mongol.19.b
		custom_effect_tooltip = MON_raid_ignored_they_plunder_tt
		set_country_flag = MON_raid_ignored
		add_ai_strategy = {
			type = antagonize
			id = MON
			value = 5
		} {
			type = alliance
			id = MON
			value = -10
		}
	}
}
### Entity: Order of Battle
Component: Tankie
Constructs: division_template
Source: game
File: history/units/WAF_1936.txt

Code:
division = {
	name = Tankie
	location = 8118
	division_template = Armeowr Brigade
	start_experience_factor = 0.3
}
### Entity: Unit Template
Component: QUE_MIL_01
Source: game
File: common/units/names_divisions/QUE_names_divisions.txt

Code:
QUE_MIL_01 = {
	name = Militia Division
	for_countries = {
		QUE
	}
	can_use = {
		always = yes
	}
	division_types = {
		militia
	}
	fallback_name = %dème Milice Québécoise
	ordered = {
		1 = {
			%dière Milice Québécoise
		}
		2 = {
			%dième Milice Québécoise 
		}
		3 = {
			%dième Milice Québécoise 
		}
		4 = {
			%dième Milice Québécoise 
		}
		5 = {
			%dième Milice Québécoise 
		}
	}
}
### Entity: Unit Leader
Component: concealment_expert
Source: game
File: common/unit_leader/00_traits.txt

Code:
concealment_expert = {
	type = navy
	modifier = {
		navy_visibility = -0.1
	}
	ai_will_do = {
		factor = 0
	}
	slot = navy_chief
	specialist_advisor_trait = navy_chief_commerce_raiding_1
	expert_advisor_trait = navy_chief_commerce_raiding_2
	genius_advisor_trait = navy_chief_commerce_raiding_3
	trait_type = assignable_trait
	any_parent = {
		blockade_runner
	}
	mutually_exclusive = lone_wolf
	gui_row = 0
	gui_column = 1
}
### Entity: National Focus
Tree: arm_focus
Component: ARM_acquire_diaspora_funding
Constructs: prerequisite, add_ideas, has_government, completion_reward, add_popularity
Source: game
File: common/national_focus/armenia.txt

Code:
focus = {
	id = ARM_acquire_diaspora_funding
	icon = GFX_goal_generic_banking
	prerequisite = {
		focus = ARM_organize_the_institutions
	}
	relative_position_id = ARM_organize_the_institutions
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 100
	}
	available = {
		NOT = {
			has_government = communism
		}
	}
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		add_ideas = ARM_diaspora_funding
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Unit Template
Component: BUL_INF_02
Source: game
File: common/units/names_divisions/BUL_names_divisions.txt

Code:
BUL_INF_02 = {
	name = Infantry Brigades
	for_countries = {
		BUL
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d-ta Pekhotna Brigada
	ordered = {
		1 = {
			%d-va Pekhotna Brigada
		}
		2 = {
			%d-ra Pekhotna Brigada
		}
		3 = {
			%d-ta Pekhotna Brigada
		}
		4 = {
			%d-ta Pekhotna Brigada
		}
		5 = {
			%d-ta Pekhotna Brigada
		}
		6 = {
			%d-ta Pekhotna Brigada
		}
		7 = {
			%d-ma Pekhotna Brigada
		}
		8 = {
			%d-a Pekhotna Brigada
		}
		9 = {
			%d-ta Pekhotna Brigada
		}
		10 = {
			%d-ta Pekhotna Brigada
		}
		11 = {
			%d-va Pekhotna Brigada
		}
		12 = {
			%d-ra Pekhotna Brigada
		}
		14 = {
			%d-ta Pekhotna Brigada
		}
		15 = {
			%d-ta Pekhotna Brigada
		}
		16 = {
			%d-ta Pekhotna Brigada
		}
		17 = {
			%d-ma Pekhotna Brigada
		}
		18 = {
			%d-a Pekhotna Brigada
		}
		19 = {
			%d-ta Pekhotna Brigada
		}
		20 = {
			%d-ta Pekhotna Brigada
		}
		21 = {
			%d-va Pekhotna Brigada
		}
		22 = {
			%d-ra Pekhotna Brigada
		}
		23 = {
			%d-ta Pekhotna Brigada
		}
		24 = {
			%d-ta Pekhotna Brigada
		}
		25 = {
			%d-ta Pekhotna Brigada
		}
		26 = {
			%d-ta Pekhotna Brigada
		}
		27 = {
			%d-ma Pekhotna Brigada
		}
		28 = {
			%d-a Pekhotna Brigada
		}
		29 = {
			%d-ta Pekhotna Brigada
		}
		30 = {
			%d-va Pekhotna Brigada
		}
		31 = {
			%d-ra Pekhotna Brigada
		}
		32 = {
			%d-ta Pekhotna Brigada
		}
		33 = {
			%d-ta Pekhotna Brigada
		}
		34 = {
			%d-ta Pekhotna Brigada
		}
		35 = {
			%d-ta Pekhotna Brigada
		}
		36 = {
			%d-ma Pekhotna Brigada
		}
		37 = {
			%d-a Pekhotna Brigada
		}
		38 = {
			%d-ta Pekhotna Brigada
		}
		39 = {
			%d-ta Pekhotna Brigada
		}
		40 = {
			%d-va Pekhotna Brigada
		}
		41 = {
			%d-ra Pekhotna Brigada
		}
		42 = {
			%d-ta Pekhotna Brigada
		}
		43 = {
			%d-ta Pekhotna Brigada
		}
		44 = {
			%d-ta Pekhotna Brigada
		}
		45 = {
			%d-ta Pekhotna Brigada
		}
		46 = {
			%d-ma Pekhotna Brigada
		}
		47 = {
			%d-a Pekhotna Brigada
		}
		48 = {
			%d-ta Pekhotna Brigada
		}
		49 = {
			%d-ta Pekhotna Brigada
		}
		50 = {
			%d-ta Pekhotna Brigada
		}
		51 = {
			%d-va Pekhotna Brigada
		}
		52 = {
			%d-ra Pekhotna Brigada
		}
		13 = {
			%d-ta Pekhotna Brigada
		}
	}
}
### Entity: Decision
Component: HUN_the_danubian_federation_category
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/HUN_decision_categories.txt

Code:
HUN_the_danubian_federation_category = {
	priority = 80
	icon = GFX_decision_generic_political_address
	picture = GFX_decision_cat_picture_danubian_federation
	visible_when_empty = no
	allowed = {
		original_tag = HUN
		has_dlc = Gotterdammerung
	}
	visible = {
		has_completed_focus = wuw_HUN_a_danubian_federation
	}
}
### Entity: Order of Battle
Component: air_wing_362
Source: game
File: history/units/USA_1936_air_legacy.txt

Code:
air_wings = {
	362 = {
		fighter_equipment_0 = {
			owner = USA
			amount = 72
		} {
			owner = USA
			amount = 72
		}
		tac_bomber_equipment_0 = {
			owner = USA
			amount = 96
		}
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.95
Constructs: is_triggered_only, give_guarantee
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.95
	title = SEA_japan_foreign_policy.95.t
	desc = SEA_japan_foreign_policy.95.desc
	picture = GFX_report_event_generic_riot
	is_triggered_only = yes
	option = {
		name = SEA_japan_foreign_policy.95.a
		give_guarantee = FROM
		FROM = {
			give_guarantee = ROOT
		}
	}
}
### Entity: Idea
Component: catler
Constructs: research_bonus
Source: game
File: common/ideas/catism.txt

Code:
catler = {
	allowed = {
		original_tag = WAF
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		medium_tank_manufacturer
	}
	modifier = {

	}
}