Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: tan_focus
Component: TAN_exploit_the_ulugh_khem_coal_basin
Constructs: prerequisite, limit, completion_reward, has_tech, is_owned_and_controlled_by, cancel_if_invalid, add_resource, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_exploit_the_ulugh_khem_coal_basin
	icon = GFX_focus_generic_mining_industry
	prerequisite = {
		focus = TAN_gold_mining
	}
	x = 0
	y = 1
	relative_position_id = TAN_gold_mining
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cost = 10
	ai_will_do = {
		factor = 40
	}
	available = {
		OR = {
			has_tech = excavation1 excavation2 excavation3
		}
		329 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	bypass = {
		NOT = {
			329 = {
				is_owned_and_controlled_by = ROOT
			}
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		329 = {
			add_resource = {
				type = steel
				amount = 2
			} {
				type = coal
				amount = 4
			}
		}
		IF = {
			limit = {
				329 = {
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
			}
			329 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Shared Focus
Tree: syr_focus
Component: SYR_UNIFIED_develop_mining
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, has_idea, allow_branch
Source: game
File: common/national_focus/r56_levant_shared.txt

Code:
shared_focus = {
	id = SYR_UNIFIED_develop_mining
	icon = GFX_goal_generic_construct_civilian
	cost = 10
	prerequisite = {
		focus = SYR_UNIFIED_arab_unification
	}
	relative_position_id = SYR_UNIFIED_arab_unification
	x = 0
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_idea = generic_recent_economic_unification
		}
	}
	bypass = {

	}
	allow_branch = {

	}
	completion_reward = {
		add_ideas = YUG_idea_expanded_mining_industry
	}
}
### Entity: Idea
Component: CZE_an_industrial_legacy_idea
Constructs: industrial_capacity_factory, removal_cost, research_bonus
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_an_industrial_legacy_idea = {
	name = CZE_an_industrial_legacy
	picture = ARG_construction_guilds
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {

	}
	removal_cost = -1
	research_bonus = {
		industry = 0.1
	}
	modifier = {
		local_resources_factor = 0.1
		energy_gain_factor = 0.1
		industrial_capacity_factory = 0.1
		global_building_slots_factor = 0.3
		production_factory_max_efficiency_factor = 0.2
	}
}
### Entity: AI Strategy
Component: ENG_strategic_bomber
Constructs: any_of
Source: game
File: common/ai_equipment/ENG_planes.txt

Code:
ENG_strategic_bomber = {
	category = air
	available_for = {
		ENG
	}
	roles = {
		air_strategic_bomber
	}
	priority = {
		factor = 200
		modifier = {
			num_of_factories = < 50
			factor = 0
		}
	}
	strat_bomber_1_default = {
		priority = {
			factor = 10
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = large_plane_airframe_1
			modules = {
				fixed_main_weapon_slot = large_bomb_bay
				fixed_auxiliary_weapon_slot_1 = empty
				fixed_auxiliary_weapon_slot_2 = empty
				engine_type_slot = engine_2_4x
				special_type_slot_1 = lmg_defense_turret_2x
				special_type_slot_2 = lmg_defense_turret
			}
		}
		allowed_modules = {
			large_bomb_bay engine_2_4x lmg_defense_turret_2x lmg_defense_turret
		}
	}
	strat_bomber_2_default = {
		priority = {
			factor = 10
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = large_plane_airframe_2
			modules = {
				fixed_main_weapon_slot = large_bomb_bay
				fixed_auxiliary_weapon_slot_1 = large_bomb_bay
				fixed_auxiliary_weapon_slot_2 = empty
				engine_type_slot = engine_3_4x
				special_type_slot_1 = lmg_defense_turret_2x
				special_type_slot_2 = lmg_defense_turret_2x
				special_type_slot_3 = {
					any_of = {
						air_ground_radar_2 air_ground_radar_1 radio_navigation_2 radio_navigation_1 fuel_tanks_large
					}
				}
				special_type_slot_4 = {
					any_of = {
						bomb_sights_2 bomb_sights_1 fuel_tanks_large
					}
				}
				special_type_slot_5 = self_sealing_fuel_tanks_large
				special_type_slot_6 = armor_plate_large
			}
		}
		allowed_modules = {
			large_bomb_bay engine_3_4x bomb_sights_2 bomb_sights_1 air_ground_radar_2 air_ground_radar_1 radio_navigation_2 radio_navigation_1 fuel_tanks_large lmg_defense_turret_2x self_sealing_fuel_tanks_large armor_plate_large
		}
	}
	strat_bomber_3_default = {
		priority = {
			factor = 10
		}
		history = yes
		target_variant = {
			match_value = 4000
			type = large_plane_airframe_3
			modules = {
				fixed_main_weapon_slot = large_bomb_bay
				fixed_auxiliary_weapon_slot_1 = large_bomb_bay
				fixed_auxiliary_weapon_slot_2 = large_bomb_bay
				engine_type_slot = {
					any_of = {
						engine_4_4x engine_3_4x
					}
				}
				special_type_slot_1 = cannon_defense_turret_2x
				special_type_slot_2 = hmg_defense_turret_2x
				special_type_slot_3 = {
					any_of = {
						air_ground_radar_2 air_ground_radar_1 radio_navigation_2 rad
# ... (truncated)
### Entity: Character
Component: TAH_ncs
Source: game
File: common/characters/TAH.txt

Code:
TAH_ncs = {
	advisor = {
		slot = high_command
		idea_token = TAH_ncs
		ledger = navy
		allowed = {
			original_tag = TAH
		}
		traits = {
			navy_capital_ship_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_2
		}
	}
}
### Entity: Event
Component: BBA_switzerland.79
Constructs: has_country_flag, fire_only_once
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_switzerland.79
	fire_only_once = yes
	hidden = yes
	trigger = {
		SWI_bba = yes
		SWI = {
			NOT = {
				has_country_flag = SWI_frankfurter_trial_started
			}
			has_country_flag = SWI_prepare_for_trial
		}
		SWI_fascist_germany_exists = no
	}
	mean_time_to_happen = {
		days = 50
	}
	immediate = {
		SWI = {
			country_event = {
				id = BBA_switzerland.8
				hours = 1
			}
		}
	}
}
### Entity: Idea
Component: fin_revfocus
Constructs: has_government, removal_cost, send_volunteer_size, send_volunteer_divisions_required
Source: game
File: common/ideas/r56_finland.txt

Code:
fin_revfocus = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = fourth_international
	modifier = {
		subversive_activites_upkeep = -0.65
		send_volunteer_size = 1
		send_volunteer_divisions_required = -1
	}
}
### Entity: Character
Component: HUN_popular_among_paramilitaries
Constructs: fascism_drift, conscription_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
HUN_popular_among_paramilitaries = {
	random = no
	sprite = 13
	fascism_drift = 0.02
	conscription_factor = 0.1
	army_core_defence_factor = 0.15
}
### Entity: Idea
Component: SWE_centralized_industry
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_centralized_industry = {
	allowed = {
		always = yes
	}
	removal_cost = -1
	picture = generic_central_management
	modifier = {
		production_lack_of_resource_penalty_factor = -0.15
		production_speed_buildings_factor = 0.05
		global_building_slots_factor = 0.1
	}
}
### Entity: Event
Component: SEA_japan_popup_events.4
Constructs: is_triggered_only, ai_chance, limit, add_stability, fire_only_once, add_political_power, random_days, random_list
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_popup_events.4
	title = SEA_japan_popup_events.4.t
	desc = SEA_japan_popup_events.4.desc
	picture = GFX_report_event_JAP_kodoha_coup_attempt_occupation
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_popup_events.4.a
		ai_chance = {
			base = 50
		}
		add_political_power = -150
		custom_effect_tooltip = generic_skip_one_line_tt
		country_event = {
			id = SEA_japan_popup_events.5
			days = 7
			random_days = 4
		}
	} {
		name = SEA_japan_popup_events.4.b
		ai_chance = {
			base = 45
		}
		IF = {
			limit = {
				NOT = {
					divisions_in_state = {
						state = 282
						size = > 4
						unit = cavalry
					}
				}
			}
			random_list = {
				50 = {
					ROOT = {
						country_event = {
							id = SEA_japan_popup_events.5
							days = 7
							random_days = 4
						}
					}
				} {
					ROOT = {
						country_event = {
							id = SEA_japan_popup_events.6
							days = 7
							random_days = 4
						}
					}
				}
			}
		}
		ELSE = {
			country_event = {
				id = SEA_japan_popup_events.6
				days = 7
				random_days = 4
			}
		}
	} {
		name = SEA_japan_popup_events.4.c
		ai_chance = {
			base = 5
		}
		add_stability = -0.15
		custom_effect_tooltip = generic_skip_one_line_tt
		country_event = {
			id = SEA_japan_popup_events.7
			days = 7
			random_days = 4
		}
	}
}
### Entity: Scripted Effect
Component: EAI_ATTACHE_recall_invalid_attache
Constructs: limit, has_country_flag, has_variable
Source: game
File: common/scripted_effects/EAI_COUNTRY_attache_effects.txt

Code:
EAI_ATTACHE_recall_invalid_attache = {
	if = {
		limit = {
			has_variable = EAI_attache_target
			var:EAI_attache_target = {
				EAI_ATTACHE_cancel_attache = yes
			}
		}
		if = {
			limit = {
				has_country_flag = EAI_attache_logging
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | ATTACHE: recalled invalid attache
		}
		var:EAI_attache_target = {
			EAI_ATTACHE_recall_attache = yes
		}
	}
	EAI_ATTACHE_fix_attache_idea = yes
}
### Entity: Character
Component: ARG_frederick_pinedo
Constructs: has_government
Source: game
File: common/characters/ARG.txt

Code:
ARG_frederick_pinedo = {
	advisor = {
		slot = political_advisor
		idea_token = ARG_frederick_pinedo
		allowed = {
			original_tag = ARG
		}
		traits = {
			JUNO_socialist_economist
		}
		available = {
			has_government = communism
		}
		visible = {
			has_government = communism
		}
	}
	name = Frederick Pinedo
	portraits = {
		army = {
			small = GFX_portrait_ARG_frederick_pinedo_small
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_kangaroo_point_dry_dock_taog
Constructs: prerequisite, limit, completion_reward, has_dlc, add_mio_size, add_mio_funds_gain_factor, add_mio_research_bonus, is_core_of
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_kangaroo_point_dry_dock_taog
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = AST_coast_watchers AST_marines AST_naval_auxiliary_patrol_taog
	}
	relative_position_id = AST_coast_watchers
	x = 3
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt generic_skip_one_line_tt
			show_mio_tooltip = AST_evan_deakin_and_company_organization
			mio:AST_evan_deakin_and_company_organization = {
				add_mio_size = 2
				add_mio_funds_gain_factor = 0.2
				add_mio_research_bonus = 0.05
			}
		}
		ELSE = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = AST_evan_deakin_and_company_organization
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				521 = {
					impassable = no
					is_core_of = AST
					is_fully_controlled_by = AST
					is_coastal = yes
					free_building_slots = {
						building = dockyard
						size = > 1
						include_locked = yes
					}
				}
			}
			521 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Decision
Component: PAL_liberal_conservative_category
Constructs: has_country_flag, remove_effect, set_variable
Source: game
File: common/decisions/PAL.txt

Code:
PAL_liberal_conservative_category = {
	PAL_enforce_head_covering = {
		icon = GFX_decision_generic_political_discourse
		allowed = {
			original_tag = PAL
		}
		days_remove = 45
		cost = 30
		remove_effect = {
			set_variable = {
				PAL_add_religion = -5
			}
			PAL_religion_add = yes
			custom_effect_tooltip = PAL_conservative_up_marginal
		}
	}
	PAL_mosque_building_campaign = {
		icon = GFX_decision_generic_construction
		allowed = {
			original_tag = PAL
		}
		days_remove = 60
		cost = 50
		remove_effect = {
			set_variable = {
				PAL_add_religion = -10
			}
			PAL_religion_add = yes
			custom_effect_tooltip = PAL_conservative_up_moderate
		}
	}
	PAL_open_madarisses = {
		icon = GFX_decision_eng_trade_unions_support
		allowed = {
			original_tag = PAL
		}
		visible = {
			has_country_flag = PAL_opening_madariss
		}
		days_remove = 75
		cost = 80
		remove_effect = {
			set_variable = {
				PAL_add_religion = -15
			}
			PAL_religion_add = yes
			custom_effect_tooltip = PAL_conservative_up_moderate
		}
	}
	PAL_enforce_sharia = {
		icon = GFX_decision_oppression
		allowed = {
			original_tag = PAL
		}
		visible = {
			has_country_flag = PAL_tightening_sharia
		}
		days_remove = 120
		cost = 150
		remove_effect = {
			set_variable = {
				PAL_add_religion = -25
			}
			PAL_religion_add = yes
			custom_effect_tooltip = PAL_conservative_up_significant
		}
	}
	PAL_loosen_headwear_restrictions = {
		icon = GFX_decision_eng_trade_unions_support
		allowed = {
			original_tag = PAL
		}
		days_remove = 45
		cost = 30
		remove_effect = {
			set_variable = {
				PAL_add_religion = 5
			}
			PAL_religion_add = yes
			custom_effect_tooltip = PAL_liberal_up_marginal
		}
	}
	PAL_defund_madarisses = {
		icon = GFX_decision_generic_break_treaty
		allowed = {
			original_tag = PAL
		}
		days_remove = 60
		cost = 50
		remove_effect = {
			set_variable = {
				PAL_add_religion = 10
			}
			PAL_religion_add = yes
			custom_effect_tooltip = PAL_liberal_up_moderate
		}
	}
	PAL_secularize_school_system = {
		icon = GFX_decision_eng_trade_unions_support
		allowed = {
			original_tag = PAL
		}
		visible = {
			has_country_flag = PAL_unlocks_school_liberal
		}
		days_remove = 75
		cost = 80
		remove_effect = {
			set_variable = {
				PAL_add_religion = 15
			}
			PAL_religion_add = yes
			custom_effect_tooltip = PAL_liberal_up_moderate
		}
	}
	PAL_weaken_muslim_council = {
		icon = 
# ... (truncated)
### Entity: National Focus
Tree: lit_focus
Component: LIT_import_foreign_engines
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_import_foreign_engines
	icon = GFX_goal_generic_air_production
	prerequisite = {
		focus = LIT_fund_the_anbo
	}
	x = 0
	y = 1
	relative_position_id = LIT_fund_the_anbo
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = {
			LIT_foreign_aircraft_engines
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: KUR_acr
Source: game
File: common/characters/KUR.txt

Code:
KUR_acr = {
	advisor = {
		slot = air_chief
		idea_token = KUR_acr
		allowed = {
			original_tag = KUR
		}
		traits = {
			air_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_arab_3
		}
	}
}
### Entity: Modding Documentation
Construct: debug_particle
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## debug_particle
* Not available in release build

Toggles Particles Debug info
### Entity: Event
Component: news.629
Constructs: is_triggered_only
Source: game
File: events/TNewsEvents.txt

Code:
news_event = {
	id = news.629
	title = news.629.t
	desc = news.629.desc
	picture = GFX_news_event_006
	major = yes
	is_triggered_only = yes
	option = {
		name = news.629.a
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_strengthen_the_trade_unions
Constructs: prerequisite, add_ideas, completion_reward, add_political_power, has_dlc, add_popularity
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_strengthen_the_trade_unions
	icon = GFX_focus_generic_treaty
	prerequisite = {
		focus = SOV_all_power_to_the_soviets SOV_incorporate_local_organizations
	}
	x = 6
	y = 1
	offset = {
		x = -5
		y = 0
		trigger = {
			NOT = {
				has_dlc = No Step Back
			}
		}
	}
	relative_position_id = SOV_all_power_to_the_soviets
	mutually_exclusive = {
		focus = SOV_regional_development
	} {
		focus = SOV_for_the_common_good
	}
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_political_power = 70
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		add_ideas = SOV_strong_trade_unions_idea
	}
}
### Entity: Character
Component: HUN_nemzetvezeto_trait
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
HUN_nemzetvezeto_trait = {
	random = no
	sprite = 13
	political_power_factor = 0.1
	weekly_casualties_war_support = 0.001
	ai_desired_divisions_factor = 0.15
	stability_factor = 0.05
}
### Entity: Event
Component: china.108
Constructs: is_triggered_only, limit, has_war_with, is_in_faction_with, has_full_control_of_state, load_oob, set_global_flag
Source: game
File: events/China.txt

Code:
country_event = {
	id = china.108
	title = china.108.t
	desc = china.108.d
	picture = GFX_report_event_chinese_army_training
	is_triggered_only = yes
	option = {
		name = china.108.a
		custom_effect_tooltip = china.108_PRC_SOV_reinforcements_2
		hidden_effect = {
			if = {
				limit = {
					NOT = {
						has_war_with = SOV
					}
					any_country = {
						OR = {
							tag = ROOT
							is_in_faction_with = ROOT
						}
						has_full_control_of_state = 621
					}
				}
				load_oob = PRC_SOV_reinforcements_2
			}
			set_global_flag = PRC_restart_CHI_war
		}
	}
}
### Entity: Scripted Trigger
Component: SSB_basic_available_trigger
Constructs: has_war_with, is_subject, has_dynamic_modifier
Source: game
File: common/scripted_triggers/SSB_scripted_triggers.txt

Code:
SSB_basic_available_trigger = {
	is_subject = no
	exists = yes
	custom_trigger_tooltip = {
		tooltip = SSB_basic_available_trigger_tt
		NOT = {
			OR = {
				AND = {
					TUR = {
						has_dynamic_modifier = {
							modifier = SSB_saadabad_pact
						}
					}
					has_war_with = TUR
				} {
					PER = {
						has_dynamic_modifier = {
							modifier = SSB_saadabad_pact
						}
					}
					has_war_with = PER
				} {
					AFG = {
						has_dynamic_modifier = {
							modifier = SSB_saadabad_pact
						}
					}
					has_war_with = AFG
				} {
					IRQ = {
						has_dynamic_modifier = {
							modifier = SSB_saadabad_pact
						}
					}
					has_war_with = IRQ
				}
			}
		}
	}
	has_dynamic_modifier = {
		modifier = SSB_saadabad_pact
	}
}
### Entity: Order of Battle
Component: air_wing_221
Source: game
File: history/units/UKR_1936_air_legacy.txt

Code:
air_wings = {
	221 = {
		fighter_equipment_0 = {
			owner = POL
			amount = 30
		}
		CAS_equipment_1 = {
			owner = POL
			amount = 20
		}
	}
}
### Entity: Event
Component: wuw_GER_realpolitik.63
Constructs: is_triggered_only, ai_chance, add_ideas, add_political_power
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_realpolitik.63
	title = wuw_GER_realpolitik.63.t
	desc = wuw_GER_realpolitik.63.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = wuw_GER_realpolitik.63.a
		ai_chance = {
			base = 100
		}
		add_ideas = GER_mitteleuropa_customs_union_member
	} {
		name = wuw_GER_realpolitik.63.b
		ai_chance = {
			base = 0
		}
		add_political_power = -10
	}
}
### Entity: Event
Component: greece.34
Constructs: is_triggered_only, add_ideas, add_political_power, set_major, set_cosmetic_tag
Source: game
File: events/r56_Greece.txt

Code:
country_event = {
	id = greece.34
	title = greece.34.t
	desc = greece.34.d
	picture = GFX_report_event_gre_cabinet_meeting
	is_triggered_only = yes
	option = {
		name = greece.34.a
		add_ideas = GRE_greater_greece_idea
		add_political_power = 100
		set_major = yes
		set_cosmetic_tag = GRE_gg
	}
}
### Entity: Character
Component: GER_albert_kesselring
Source: game
File: common/characters/GER.txt

Code:
GER_albert_kesselring = {
	name = GER_albert_kesselring
	portraits = {
		army = {
			small = GFX_idea_albert_kesselring
		} {
			large = GFX_portrait_GER_albert_kesselring
		}
	}
	advisor = {
		slot = air_chief
		idea_token = albert_kesselring
		allowed = {
			original_tag = GER
		}
		traits = {
			air_chief_reform_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		traits = {
			inflexible_strategist trait_cautious war_hero
		}
		skill = 4
		attack_skill = 3
		defense_skill = 3
		planning_skill = 4
		logistics_skill = 3
		legacy_id = 32
	}
}
### Entity: Unit Template
Component: SWE_MOT_01
Source: game
File: common/units/names_divisions/SWE_names_divisions.txt

Code:
SWE_MOT_01 = {
	name = Motorized Division
	for_countries = {
		SWE
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		SWE_INF_01
	}
	fallback_name = %s. Motoriserade Arméfördelningen
	ordered = {
		1 = {
			%s. Motoriserade Arméfördelningen
		}
		2 = {
			%s. Motoriserade Arméfördelningen
		}
		3 = {
			%s. Motoriserade Arméfördelningen
		}
		4 = {
			%s. Motoriserade Arméfördelningen
		}
		6 = {
			%s. Motoriserade Arméfördelningen
		}
		10 = {
			%s. Motoriserade Arméfördelningen
		}
		11 = {
			%s. Motoriserade Arméfördelningen
		}
		12 = {
			%s. Motoriserade Arméfördelningen
		}
		13 = {
			%s. Motoriserade Arméfördelningen
		}
		14 = {
			%s. Motoriserade Arméfördelningen
		}
		15 = {
			%s. Motoriserade Arméfördelningen
		}
		16 = {
			%s. Motoriserade Arméfördelningen
		}
		5 = {
			%s. Motoriserade Arméfördelningen
		}
		7 = {
			%s. Motoriserade Arméfördelningen
		}
		8 = {
			%s. Motoriserade Arméfördelningen
		}
		9 = {
			%s. Motoriserade Arméfördelningen
		}
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_securitate
Constructs: prerequisite, limit, add_ideas, remove_ideas, completion_reward, cancel_if_invalid, has_idea
Source: game
File: common/national_focus/romania.txt

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

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_idea = ROM_securitate
				}
			}
			add_ideas = ROM_securitate
		} {
			limit = {
				has_idea = ROM_constitutional_guarantees
			}
			remove_ideas = ROM_constitutional_guarantees
			else = {
				custom_effect_tooltip = ROM_appoint_soviet_friendly_government_tooltip
			}
		}
		hidden_effect = {
			if = {
				limit = {
					has_idea = ROM_national_christian_party_in_power
				}
				remove_ideas = ROM_national_christian_party_in_power
			}
		}
	}
}
### Entity: Character
Component: SOL_aa2
Source: game
File: common/characters/SOL.txt

Code:
SOL_aa2 = {
	advisor = {
		slot = high_command
		idea_token = SOL_aa2
		ledger = army
		allowed = {
			original_tag = SOL
		}
		traits = {
			army_armored_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_2
		}
	}
}
### Entity: Idea
Component: SIA_modest_industrialization_r56
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_modest_industrialization_r56 = {
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = usa_great_depression
	modifier = {
		consumer_goods_factor = 0.25
		production_speed_buildings_factor = 0.08
		production_factory_max_efficiency_factor = -0.04
	}
}