Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: CAN_louis_st_laurent
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/CAN.txt

Code:
CAN_louis_st_laurent = {
	name = CAN_louis_st_laurent
	portraits = {
		army = {
			small = GFX_idea_CAN_louis_st_laurent
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CAN_louis_st_laurent
		allowed = {
			original_tag = CAN
			has_dlc = Together for Victory
		}
		available = {
			has_completed_focus = CAN_forced_quebec_conscription
		}
		traits = {
			compassionate_gentleman
		}
	}
}
### Entity: Event
Component: DOD_yugoslavia.160
Constructs: is_triggered_only, ai_chance, limit, has_tech, has_dlc
Source: game
File: events/DOD_Yugoslavia.txt

Code:
country_event = {
	id = DOD_yugoslavia.160
	title = DOD_hungary.160.t
	desc = DOD_hungary.160.desc
	picture = GFX_report_event_generic_bombers
	is_triggered_only = yes
	option = {
		name = DOD_hungary.160.a
		trigger = {
			OR = {
				GER = {
					is_available_cas_HUN = yes
				}
				FRA = {
					is_available_cas_HUN = yes
				}
				ITA = {
					is_available_cas_HUN = yes
				}
				ENG = {
					is_available_cas_HUN = yes
				}
				USA = {
					is_available_cas_HUN = yes
				}
			}
		}
		ai_chance = {
			factor = 50
			modifier = {
				has_tech = CAS1
				add = -10
			} {
				has_tech = CAS2
				add = -10
			} {
				has_tech = CAS3
				factor = 0
			} {
				has_tech = basic_small_airframe
				add = -10
			} {
				has_tech = improved_small_airframe
				add = -10
			} {
				has_tech = advanced_small_airframe
				factor = 0
			}
		}
		if = {
			limit = {
				NOT = {
					has_dlc = By Blood Alone
				}
			}
			country_event = DOD_yugoslavia.161
		}
		else = {
			country_event = DOD_yugoslavia.1611
		}
	} {
		name = DOD_hungary.160.b
		trigger = {
			OR = {
				GER = {
					is_available_tac_HUN = yes
				}
				FRA = {
					is_available_tac_HUN = yes
				}
				ITA = {
					is_available_tac_HUN = yes
				}
				ENG = {
					is_available_tac_HUN = yes
				}
				USA = {
					is_available_tac_HUN = yes
				}
			}
		}
		ai_chance = {
			factor = 50
			modifier = {
				has_tech = tactical_bomber1
				add = -10
			} {
				has_tech = tactical_bomber2
				add = -10
			} {
				has_tech = tactical_bomber3
				factor = 0
			} {
				has_tech = basic_medium_airframe
				add = -10
			} {
				has_tech = improved_medium_airframe
				add = -10
			} {
				has_tech = advanced_medium_airframe
				factor = 0
			}
		}
		if = {
			limit = {
				NOT = {
					has_dlc = By Blood Alone
				}
			}
			country_event = DOD_yugoslavia.162
		}
		else = {
			country_event = DOD_yugoslavia.1621
		}
	}
}
### Entity: Event
Component: austria.57
Constructs: is_triggered_only, limit, check_variable, set_variable, set_country_flag
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.57
	title = austria.57.t
	desc = austria.57.d
	is_triggered_only = yes
	picture = GFX_report_event_AUS_soldiers_vienna
	option = {
		name = austria.57.a
		if = {
			limit = {
				check_variable = {
					r56_bundeslaender_wien_frame = 2
				}
			}
			set_variable = {
				r56_bundeslaender_wien_frame = 3
			}
			custom_effect_tooltip = AUS_state_nazi_down_wien
			r56_bundeslaender_calculate_divisions = yes
		}
		else_if = {
			limit = {
				check_variable = {
					r56_bundeslaender_wien_frame = 6
				}
			}
			set_variable = {
				r56_bundeslaender_wien_frame = 1
			}
			custom_effect_tooltip = AUS_state_nazi_down_wien
			r56_bundeslaender_calculate_divisions = yes
		} {
			limit = {
				check_variable = {
					r56_bundeslaender_wien_frame = 3
				}
			}
			set_variable = {
				r56_bundeslaender_wien_frame = 6
			}
			custom_effect_tooltip = AUS_state_nazi_down_wien
			r56_bundeslaender_calculate_divisions = yes
		}
		else = {
			AUS_bundeslaender_nazis_down_random = yes
		}
		custom_effect_tooltip = AUS_germany_unwilling_to_negotiate
		set_country_flag = AUS_raided_vienna
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_found_the_secret_police
Constructs: prerequisite, limit, add_ideas, completion_reward, has_dlc, has_intelligence_agency, create_intelligence_agency
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_found_the_secret_police
	icon = GFX_goal_generic_communist_secret_police
	prerequisite = {
		focus = TIB_the_qinghai_expedition
	}
	relative_position_id = TIB_the_qinghai_expedition
	x = -1
	y = 1
	cost = 8
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			if = {
				limit = {
					has_intelligence_agency = no
				}
				create_intelligence_agency = yes
			}
			add_ideas = TIB_secret_police
		}
		else = {
			add_ideas = TIB_secret_police_no_lar
		}
	}
}
### Entity: Event
Component: r56_australia.24
Constructs: is_triggered_only, limit, owns_state, is_subject_of
Source: game
File: events/R56_Australia.txt

Code:
country_event = {
	id = r56_australia.24
	title = r56_australia.24.t
	desc = r56_australia.24.d
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = r56_australia.24.a
		if = {
			limit = {
				OR = {
					FROM = {
						owns_state = 711
					}
					any_other_country = {
						is_subject_of = FROM
						owns_state = 711
					}
				}
			}
			transfer_state = 711
		} {
			limit = {
				OR = {
					FROM = {
						owns_state = 712
					}
					any_other_country = {
						is_subject_of = FROM
						owns_state = 712
					}
				}
			}
			transfer_state = 712
		}
	}
}
### Entity: Idea
Component: CZE_rebuilding_the_navy4_idea
Constructs: political_power_gain
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_rebuilding_the_navy4_idea = {
	allowed = {

	}
	picture = generic_navy_bonus
	allowed_civil_war = {

	}
	modifier = {
		industrial_capacity_dockyard = 0.1
		consumer_goods_factor = 0.05
		political_power_gain = 0.05
		navy_capital_ship_attack_factor = 0.05
		navy_capital_ship_defence_factor = 0.025
		navy_carrier_air_targetting_factor = 0.025
		navy_carrier_air_agility_factor = 0.025
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_spread_of_anarcho_communism
Constructs: prerequisite, has_government, add_opinion_modifier, completion_reward, add_political_power, every_neighbor_country, add_timed_idea
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_spread_of_anarcho_communism
	icon = GFX_goal_generic_propaganda
	x = -1
	y = 1
	relative_position_id = MON_oust_genden
	cost = 8
	prerequisite = {
		focus = MON_oust_genden
	}
	ai_will_do = {
		factor = 30
	}
	available = {
		OR = {
			has_government = communism neutrality
		}
	}
	completion_reward = {
		add_political_power = 50
		every_neighbor_country = {
			add_timed_idea = {
				idea = MON_rise_of_anarcho_communism
				days = 365
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = protest_action
			}
		}
	}
}
### Entity: Event
Component: new_ger.55
Constructs: is_triggered_only, has_completed_focus, limit, add_ideas, remove_ideas, set_country_flag, has_country_leader, has_idea
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.55
	title = new_ger.55.t
	desc = new_ger.55.d
	picture = GFX_report_event_europe_funeral
	is_triggered_only = yes
	immediate = {
		set_country_flag = GER_willy_dead_flag
	}
	trigger = {
		has_completed_focus = GER_the_old_man_still_has_it
		OR = {
			has_country_leader = {
				character = GER_wilhelm_ii
				ruling_only = yes
			}
			has_idea = GER_wilhelm_ii_idea_new GER_wilhelm_ii_2 GER_wilhelm_ii_3
		}
	}
	option = {
		name = new_ger.55.a
		remove_power_balance = {
			id = GER_wilhelm_ii_bop
		}
		IF = {
			limit = {
				has_country_leader = {
					character = GER_wilhelm_ii
					ruling_only = yes
				}
			}
			kill_country_leader = yes
		} {
			limit = {
				has_completed_focus = GER_remove_fatherlandless_fellows_from_power GER_reconcile_the_crown_prince
			}
			GER_wilhelm_iii = {
				add_country_leader_role = {
					country_leader = {
						expire = 1965.1.1
						ideology = absolute_monarchism
						traits = {
							GER_ties_to_the_nazis
						}
					}
					promote_leader = yes
				}
			}
		}
		else_if = {
			limit = {
				NOT = {
					has_completed_focus = GER_reconcile_the_crown_prince
				}
			}
			hidden_effect = {
				remove_ideas = GER_wilhelm_ii_idea_new GER_wilhelm_ii_2 GER_wilhelm_ii_3
			}
			complete_national_focus = GER_a_new_monarch_for_a_new_age
		}
		else = {
			hidden_effect = {
				remove_ideas = GER_wilhelm_ii_idea_new GER_wilhelm_ii_2 GER_wilhelm_ii_3
				country_event = {
					id = new_ger.56
					days = 30
				}
			}
			add_ideas = GER_wilhelm_iii_idea_new
		}
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_COMBINED_target_country_C0I
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_COMBINED_target_country_C0I = {
	enable = {
		check_variable = {
			EAI_MILITARY_COMBINED_target_countries^num = > 0
		}
		NOT = {
			check_variable = {
				EAI_MILITARY_COMBINED_target_countries^18 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = C0I
		value = 15000
	} {
		type = invade
		id = C0I
		value = 200
	}
}
### Entity: Event
Component: argentina.30
Constructs: is_triggered_only
Source: game
File: events/r56_argentina.txt

Code:
country_event = {
	id = argentina.30
	title = argentina.30.t
	desc = argentina.30.d
	is_triggered_only = yes
	option = {
		name = argentina.30.a
		ARG = {
			transfer_state = 299
		}
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_reform
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_mastery_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_reform
	icon = GFX_goal_generic_wolf_pack
	prerequisite = {
		focus = HUN_naval_warfare
	}
	mutually_exclusive = {
		focus = HUN_restauration
	}
	x = 1
	y = 2
	relative_position_id = HUN_naval_warfare
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		navy_experience = 15
		add_mastery_bonus = {
			name = HUN_reform
			bonus = 0.2
			days = 180
			grand_doctrine = new_convoy_raiding
		}
		add_doctrine_cost_reduction = {
			name = HUN_reform
			cost_reduction = 0.5
			uses = 1
			category = naval_doctrine
		}
	}
}
### Entity: Order of Battle
Component: 4a Brigada Legionario
Constructs: division_template
Source: game
File: history/units/SPA_Civil_War.txt

Code:
division = {
	name = 4a Brigada Legionario
	location = 3816
	division_template = Brigada Legionario
}
### Entity: Country History
Country: ELS
Component: ELS_misc
Constructs: limit, set_technology, add_political_power, has_dlc, set_country_flag, set_convoys, add_command_power, complete_national_focus
Source: game
File: history/countries/ELS - El Salvador.txt

Code:
# Misc for ELS
capital = 314
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
	}
}
set_country_flag = monroe_doctrine
set_convoys = 5
1939.1.1 = {
	add_political_power = 1198
	add_command_power = 100
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort flexible_navy industrial_effort construction_effort production_effort
	oob = ELS_1939
	set_technology = {
		infantry_weapons1 = 1
		support_weapons = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		fuel_silos = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
{
	set_politics = {
		ruling_party = fascism
		last_election = 1939.1.3
		election_frequency = 48
		elections_allowed = yes
	}
}
### Entity: Event
Component: r56_iraq.10
Constructs: is_triggered_only, limit, every_other_country, is_in_faction_with, is_subject_of, is_core_of, create_wargoal, take_state
Source: game
File: events/r56_iraq.txt

Code:
country_event = {
	id = r56_iraq.10
	title = r56_iraq.10.t
	desc = r56_iraq.10.d
	picture = GFX_event_turkey_alexandretta_march
	is_triggered_only = yes
	option = {
		name = r56_iraq.10.a
		every_other_country = {
			limit = {
				NOT = {
					is_in_faction_with = ROOT
				} {
					is_subject_of = ROOT
				}
				any_controlled_state = {
					is_core_of = EGY
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = take_state
					expire = 0
				}
			}
		}
	}
}
### Entity: Country History
Country: SIA
Component: SIA_technology
Constructs: set_technology
Source: game
File: history/countries/SIA - Siam.txt

Code:
# Starting Technologies for SIA
set_technology = {
	infantry_weapons = 1
	gw_artillery = 1
	interwar_antiair = 1
	tech_trucks = 1
	tech_support = 1
	basic_train = 1
}
### Entity: Idea
Component: KMT_loyal_state
Constructs: stability_factor, war_support_factor, industrial_capacity_factory, removal_cost, has_country_leader, neutrality_drift, planning_speed
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_loyal_state = {
	removal_cost = -1
	picture = SPR_masters_of_our_own_fate
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_country_leader = {
				ruling_only = yes
				character = CHI_chiang_kaishek
			}
		}
	}
	modifier = {
		stability_factor = 0.15
		political_power_factor = 0.175
		drift_defence_factor = 0.2
		neutrality_drift = 0.02
		surrender_limit = 0.05
		experience_gain_army = 0.05
		planning_speed = 0.05
		command_power_gain = 0.25
		army_org_factor = 0.05
		war_support_factor = 0.05
		industrial_capacity_factory = 0.05
	}
}
### Entity: Joint Focus
Component: NORDIC_amphibious_forces
Constructs: prerequisite, joint_focus, add_ideas, has_navy_size, add_tech_bonus
Source: game
File: common/national_focus/nordic_shared.txt

Code:
joint_focus = {
	id = NORDIC_amphibious_forces
	icon = GFX_goal_generic_amphibious_assault
	prerequisite = {
		focus = NORDIC_naval_officer_academy
	} {
		focus = NORDIC_joint_military_exercises
	} {
		focus = NORDIC_naval_research_institute
	}
	mutually_exclusive = {
		focus = NORDIC_ground_operations NORDIC_carrier_effort NORDIC_submarine_cooperation NORDIC_mountaineers
	}
	x = 0
	y = 3
	relative_position_id = NORDIC_naval_officer_academy
	cost = 10
	text_icon = NORDIC_focus_style
	available = {
		NORDIC_basic_available_trigger = yes
		has_navy_size = {
			size = > 29
		}
		num_of_naval_factories = > 17
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_NAVY_XP FOCUS_FILTER_RESEARCH
	}
	joint_trigger = {
		NORDIC_basic_joint_trigger = yes
	}
	completion_reward_joint_originator = {
		navy_experience = 25
		army_experience = 25
		add_ideas = NORDIC_joint_amphibious_effort
		add_tech_bonus = {
			name = NORDIC_amphibious_forces
			bonus = 0.25
			uses = 1
			category = tp_tech
		} {
			name = NORDIC_amphibious_forces
			bonus = 0.3
			uses = 1
			category = marine_tech
		} {
			name = NORDIC_amphibious_forces
			bonus = 0.25
			uses = 1
			technology = amphibious_mechanized_infantry
		}
	}
	completion_reward_joint_member = {
		add_ideas = NORDIC_joint_amphibious_effort
		add_tech_bonus = {
			name = NORDIC_amphibious_forces
			bonus = 0.2
			uses = 1
			category = tp_tech
		} {
			name = NORDIC_amphibious_forces
			bonus = 0.2
			uses = 1
			category = marine_tech
		} {
			name = NORDIC_amphibious_forces
			bonus = 0.25
			uses = 1
			technology = amphibious_mechanized_infantry
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_approach_tukhachevsky
Constructs: prerequisite, limit, completion_reward, has_global_flag, has_character, add_unit_leader_trait, remove_unit_leader_trait, set_character_flag
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_approach_tukhachevsky
	icon = GFX_focus_SOV_approach_tukahchevsky
	prerequisite = {
		focus = SOV_integrate_smirnovs_bloc
	}
	x = -1
	y = 1
	relative_position_id = SOV_integrate_smirnovs_bloc
	cost = 10
	available = {
		SOV_soviet_civil_war_not_started = yes
	}
	bypass = {
		OR = {
			has_global_flag = SOV_soviet_civil_war_over SOV_soviet_civil_war
			NOT = {
				has_character = SOV_mikhail_tukhachevsky
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_SOV_POLITICAL_PARANOIA
	}
	completion_reward = {
		SOV_paranoia_low_increase_effect = yes
		custom_effect_tooltip = SOV_approach_tukhachevsky_tt
		hidden_effect = {
			SOV_mikhail_tukhachevsky = {
				add_unit_leader_trait = trait_SOV_trotskyist
				remove_unit_leader_trait = trait_SOV_stalinist
				set_character_flag = SOV_aligned_left_opposition_flag
			}
			random_unit_leader = {
				limit = {
					NOT = {
						has_trait = trait_SOV_trotskyist
					} {
						has_trait = trait_SOV_stalinist
					} {
						has_trait = trait_SOV_bukharinist
					} {
						has_trait = trait_SOV_monarchist_sympathizer
					}
				}
				add_unit_leader_trait = trait_SOV_trotskyist
				set_character_flag = SOV_aligned_left_opposition_flag
			} {
				limit = {
					NOT = {
						has_trait = trait_SOV_trotskyist
					} {
						has_trait = trait_SOV_stalinist
					} {
						has_trait = trait_SOV_bukharinist
					} {
						has_trait = trait_SOV_monarchist_sympathizer
					}
				}
				add_unit_leader_trait = trait_SOV_trotskyist
				set_character_flag = SOV_aligned_left_opposition_flag
			} {
				limit = {
					NOT = {
						has_trait = trait_SOV_trotskyist
					} {
						has_trait = trait_SOV_stalinist
					} {
						has_trait = trait_SOV_bukharinist
					} {
						has_trait = trait_SOV_monarchist_sympathizer
					}
				}
				add_unit_leader_trait = trait_SOV_trotskyist
				set_character_flag = SOV_aligned_left_opposition_flag
			}
			add_to_variable = {
				SOV_left_opposition_army_support = 0.07
			} {
				SOV_left_opposition_navy_support = 0.05
			} {
				SOV_left_opposition_air_support = 0.05
			}
			random_owned_state = {
				limit = {
					OR = {
						state = 236 406 407 249 250 401 194 201 204 206
					}
					NOT = {
						has_state_flag = SOV_left_opposition_state
					} {
						has_state_flag = SOV_right_opposition_state
					} {
						has_state_flag = SOV_stalinist_state
					} {
						has_state_flag = SOV_
# ... (truncated)
### Entity: Idea
Component: warlord_state2
Constructs: industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
warlord_state2 = {
	picture = tur_etatism_bonus
	removal_cost = -1
	modifier = {
		political_power_cost = 0.55
		consumer_goods_factor = -0.6
		production_speed_buildings_factor = -0.45
		industrial_capacity_factory = -0.25
	}
	on_remove = {

	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_the_sacred_hierarchy
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_the_sacred_hierarchy
	icon = GFX_focus_SIA_sacred_hierarchy
	x = 0
	y = 1
	relative_position_id = SIA_the_regency_of_boworadet
	prerequisite = {
		focus = SIA_the_regency_of_boworadet
	}
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = idea_SIA_the_sacred_hierarchy
	}
}
### Entity: Idea
Component: KMT_prepare_for_foreign_inasion_idea
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_prepare_for_foreign_inasion_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = CHI_protracted_warfare
	modifier = {
		war_support_factor = 0.1
		war_support_weekly = 0.001
	}
	targeted_modifier = {
		tag = IOC
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
}
### Entity: AI Strategy
Component: germany_ally
Constructs: has_completed_focus, has_government
Source: game
File: common/ai_strategy/JAP.txt

Code:
germany_ally = {
	allowed = {
		original_tag = JAP
	}
	enable = {
		OR = {
			has_government = fascism neutrality
		}
		has_completed_focus = JAP_technological_exchange
		country_exists = GER
	}
	abort = {
		NOT = {
			country_exists = GER
		}
	}
	ai_strategy = {
		type = befriend
		id = GER
		value = 200
	} {
		type = alliance
		id = GER
		value = 200
	}
}
### Entity: Combat Tactic
Component: tactic_sf_barrage
Constructs: is_attacker, has_artillery_ratio
Source: game
File: common/combat_tactics.txt

Code:
tactic_sf_barrage = {
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = street_fighting
		has_artillery_ratio = > 0.1
	}
	active = yes
	display_phase = street_fighting
	base = {
		factor = 2
	}
	picture = tactic_sf_barrage
	attacker = 0.1
	defender = -0.05
	combat_width = -0.05
	defender_org_damage_modifier = -0.1
}
### Entity: Order of Battle
Component: XXXVIII Brigada Internacionales
Constructs: division_template
Source: game
File: history/units/SPR_Civil_War.txt

Code:
division = {
	name = XXXVIII Brigada Internacionales
	location = 9903
	division_template = Brigada Internacionales
}
### Entity: Event
Component: cold_war.43
Constructs: is_triggered_only, ai_chance, create_country_leader, add_named_threat, set_autonomy, set_politics, set_popularities, is_historical_focus_on
Source: game
File: events/Cold_War.txt

Code:
country_event = {
	id = cold_war.43
	title = cold_war.43.t
	desc = cold_war.43.d
	picture = GFX_report_event_cze_divided_nation
	is_triggered_only = yes
	option = {
		name = cold_war.43.a
		ai_chance = {
			base = 1
		}
		add_named_threat = {
			threat = -15
			name = CW_czechoslovak_autonomy_postyalta
		}
		set_autonomy = {
			target = CZE
			autonomous_state = autonomy_supervised_state
			end_wars = no
			end_civil_wars = no
		}
		CZE = {
			set_politics = {
				ruling_party = democratic
				elections_allowed = no
			}
			set_popularities = {
				democratic = 62
				neutrality = 0
				fascism = 0
				communism = 38
			}
			create_country_leader = {
				name = Edvard Beneš
				picture = GFX_portrait_Edvard_Benes
				expire = 1948.9.3
				ideology = liberalism
				traits = {
					hard_working_politician
				}
			}
		}
	} {
		name = cold_war.43.b
		ai_chance = {
			base = 1
			modifier = {
				is_historical_focus_on = yes
				factor = 0
			} {
				has_added_tension_amount = > 50
				factor = 3
			}
		}
		puppet = CZE
		CZE = {
			set_popularities = {
				democratic = 62
				neutrality = 0
				fascism = 0
				communism = 38
			}
		}
	}
}
### Entity: Effect Reference
Construct: add_region_efficiency
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_region_efficiency

* Supported Scopes: STRATEGIC_REGION
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
add efficiency factor to strategic region for from country
```
### Entity: National Focus
Tree: fin_focus
Component: FIN_winter_warfare
Constructs: prerequisite, completion_reward, set_technology, add_to_variable
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_winter_warfare
	icon = GFX_focus_generic_winter_warfare
	prerequisite = {
		focus = FIN_the_cold_front
	}
	x = 0
	y = 1
	relative_position_id = FIN_the_cold_front
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		army_experience = 25
		custom_effect_tooltip = FIN_modify_finnish_army_ns_intro FIN_winter_warfare_battalion_tt
		add_to_variable = {
			FIN_finnish_army_acclimatization_cold_climate_gain_factor = 0.15
			tooltip = acclimatization_cold_climate_gain_factor_tt
		} {
			FIN_finnish_army_winter_attrition_factor = -0.15
			tooltip = winter_attrition_factor_tt
		} {
			FIN_finnish_army_supply_combat_penalties_on_core_factor = -0.15
			tooltip = supply_combat_penalties_on_core_factor_tt
		}
		hidden_effect = {
			set_technology = {
				winter_logistics_support_tech = 1
				popup = no
			}
		}
	}
}