Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: colombia.2
Constructs: is_triggered_only, ai_chance, has_government, has_army_size, is_historical_focus_on, is_in_faction_with, has_idea, has_army_manpower
Source: game
File: events/Colombia.txt

Code:
country_event = {
	id = colombia.2
	title = colombia.2.t
	desc = colombia.2.d
	picture = GFX_report_event_communists_cheer
	is_triggered_only = yes
	option = {
		name = colombia.2.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			} {
				add = 10
				is_in_faction_with = COL
			} {
				add = 5
				has_government = fascism
				COL = {
					has_government = fascism
				}
			} {
				add = 5
				has_government = fascism
				COL = {
					has_government = fascism
				} {
					has_army_size = {
						size = > 30
					}
				}
			} {
				add = 2
				has_government = communism
				COL = {
					has_government = communism
				}
			} {
				add = 5
				has_idea = communist_influence
				COL = {
					has_government = communism
				}
			} {
				add = 10
				NOT = {
					has_government = democratic
				}
			}
		}
		COL = {
			country_event = {
				hours = 2
				id = colombia.3
			}
		}
		custom_effect_tooltip = GAME_OVER_TT
	} {
		name = colombia.2.b
		ai_chance = {
			base = 10
			modifier = {
				add = -24
				has_government = fascism
				COL = {
					has_government = fascism
				}
			} {
				add = 5
				has_army_manpower = {
					size = > 179999
				}
			} {
				add = 10
				has_army_manpower = {
					size = > 269999
				}
			} {
				add = -50
				is_in_faction_with = COL
				COL = {
					is_faction_leader = yes
				}
			}
		}
		create_wargoal = {
			type = topple_government
			target = COL
			expire = 0
		}
		COL = {
			country_event = {
				hours = 2
				id = colombia.4
			}
		}
	}
}
### Entity: Character
Component: ERI_stc
Source: game
File: common/characters/ERI.txt

Code:
ERI_stc = {
	advisor = {
		slot = political_advisor
		idea_token = ERI_stc
		allowed = {
			original_tag = ERI
		}
		traits = {
			smooth_talking_charmer
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: State History
Component: 981
Constructs: add_core_of
Source: game
File: history/states/981 -Musamdam.txt

Code:
state = {
	id = 981
	name = STATE_1013
	manpower = 150200
	resources = {
		oil = 1
	}
	state_category = pastoral
	history = {
		owner = OMA
		add_core_of = OMA
		buildings = {
			infrastructure = 1
			13287 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		13287
	}
	local_supplies = 4.0
}
### Entity: Character
Component: GHA_kwame_nkrumah
Source: game
File: common/characters/GHA.txt

Code:
GHA_kwame_nkrumah = {
	name = GHA_kwame_nkrumah
	portraits = {
		civilian = {
			large = GFX_portrait_GHA_kwame_nkrumah
			small = GFX_portrait_GHA_kwame_nkrumah_small
		}
	}
	country_leader = {
		ideology = socialism
		traits = {
			pan_africanist_socialist
		}
		expire = 1972.1.1.1
		id = -1
	}
}
### Entity: Decision
Component: GER_anti_colonialism_category
Constructs: every_owned_state, add_equipment_to_stockpile, has_war, limit, has_government, has_country_flag, fire_only_once, industrial_capacity_factory
Source: game
File: common/decisions/GER.txt

Code:
GER_anti_colonialism_category = {
	GER_support_resistance_decision = {
		icon = GFX_decision_generic_nationalism
		target_array = GER.african_colonial_states_array
		target_root_trigger = {
			original_tag = GER
		}
		state_target = yes
		on_map_mode = map_only
		fire_only_once = yes
		available = {
			NOT = {
				has_country_flag = GER_independence_support_progress_flag
			} {
				FROM.owner = {
					is_in_faction_with = ROOT
				}
			}
		}
		visible = {
			FROM = {
				NOT = {
					has_dynamic_modifier = {
						modifier = GER_state_supporting_resistance_modifier
						scope = THIS.owner
					}
				}
			} {
				NOT = {
					is_core_of = THIS.owner
				}
			} {
				NOT = {
					is_owned_by = ROOT
				}
			}
		}
		days_remove = 30
		custom_cost_trigger = {
			command_power = > 24.9
		}
		custom_cost_text = ETH_support_resistance_decision_cost
		modifier = {
			industrial_capacity_factory = -0.1
		}
		complete_effect = {
			set_country_flag = GER_independence_support_progress_flag
		}
		remove_effect = {
			clr_country_flag = GER_independence_support_progress_flag
			add_command_power = -25
			FROM = {
				add_compliance = -35
				add_resistance = 15
				add_dynamic_modifier = {
					modifier = GER_state_supporting_resistance_modifier
					scope = THIS.owner
					days = 365
				}
			}
		}
		ai_will_do = {
			base = 2
			modifier = {
				factor = 10
				AND = {
					has_war = no
					command_power = > 50
				}
			}
		}
	}
	GER_arm_resistance_decision = {
		icon = GFX_decision_generic_prepare_civil_war
		target_array = GER.african_colonial_states_array
		target_root_trigger = {
			original_tag = GER
		}
		state_target = yes
		on_map_mode = map_only
		fire_only_once = yes
		available = {
			NOT = {
				FROM.owner = {
					is_in_faction_with = ROOT
				}
			} {
				has_country_flag = GER_arm_resistance_flag
			}
		}
		visible = {
			FROM = {
				has_dynamic_modifier = {
					modifier = GER_state_supporting_resistance_modifier
					scope = THIS.owner
				}
			} {
				NOT = {
					is_core_of = THIS.owner
				}
			}
		}
		days_remove = 7
		custom_cost_trigger = {
			has_equipment = {
				infantry_equipment = > 999
			}
		}
		custom_cost_text = decision_cost_ie_1000
		modifier = {

		}
		complete_effect = {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -1000
			}
			set_country_flag = GER_arm_resistance_flag
		}
		remove_effect = {
			c
# ... (truncated)
### Entity: Character
Component: AUS_resourceful_princess
Source: game
File: common/country_leader/00_traits.txt

Code:
AUS_resourceful_princess = {
	random = no
	sprite = 10
	local_resources_factor = 0.15
	production_speed_industrial_complex_factor = 0.1
	production_speed_infrastructure_factor = 0.1
	production_speed_arms_factory_factor = 0.05
}
### Entity: Character
Component: RAJ_GOE_the_board_of_directors
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_GOE_the_board_of_directors = {
	name = RAJ_GOE_the_board_of_directors
	portraits = {
		civilian = {
			large = GFX_portrait_RAJ_the_board_of_directors
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_FACTOR_modern_tank_chassis_MAJORS
Constructs: is_major, has_equipment
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_FACTOR_modern_tank_chassis_MAJORS = {
	enable = {
		has_equipment = {
			modern_tank_chassis = < 1000
		}
		is_major = yes
		NOT = {
			EAI_armor_tech_focus = yes
		}
		EAI_MODARM_equipment_production = yes
	}
	abort = {
		NOT = {
			AND = {
				has_equipment = {
					modern_tank_chassis = < 2000
				}
				is_major = yes
				NOT = {
					EAI_armor_tech_focus = yes
				}
				EAI_MODARM_equipment_production = yes
			}
		}
	}
	ai_strategy = {
		type = equipment_variant_production_factor
		id = modern_tank_chassis
		value = 25
	} {
		type = equipment_production_surplus_management
		id = modern_tank_chassis
		value = 5
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_institute_cross_border_raids
Constructs: prerequisite, completion_reward, is_subject, cancel_if_invalid, set_country_flag
Source: game
File: common/national_focus/china_warlord.txt

Code:
focus = {
	id = CHI_institute_cross_border_raids
	icon = GFX_focus_generic_provoke_border_clashes
	prerequisite = {
		focus = CHI_opposition
	}
	x = 0
	y = 1
	relative_position_id = CHI_opposition
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = CHI_institute_cross_border_raids_effect_tooltip
		set_country_flag = CHI_institute_cross_border_raids
	}
}
### Entity: Event
Component: lar_intervention_in_greece.2
Constructs: is_triggered_only, ai_chance, add_state_claim
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_intervention_in_greece.2
	title = lar_intervention_in_greece.2.t
	desc = lar_intervention_in_greece.2.desc
	picture = GFX_report_event_france_parade
	is_triggered_only = yes
	option = {
		name = lar_intervention_in_greece.2.a
		ai_chance = {
			factor = 100
		}
		FROM = {
			add_state_claim = 185 731 184 47 186
		}
		FRA = {
			add_state_claim = 187 182
		}
	}
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_urban_development
Constructs: prerequisite, has_war, completion_reward, cancel_if_invalid, add_building_construction
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_urban_development
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = MEX_focus_strike_breaking
	}
	x = 0
	y = 1
	relative_position_id = MEX_focus_strike_breaking
	cost = 5
	ai_will_do = {
		factor = 100
		modifier = {
			factor = 10
			has_war = yes
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		277 = {
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		}
		477 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		478 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		485 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Country History
Country: NMB
Component: NMB_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/NMB - Namibia.txt

Code:
# Politics & Parties for NMB
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 50
	fascism = 20
	communism = 5
	neutrality = 25
}
### Entity: Country History
Country: ALB
Component: ALB_characters
Constructs: recruit_character
Source: game
File: history/countries/ALB - Albania.txt

Code:
# Leaders & Characters for ALB
recruit_character = ALB_king_zog ALB_enver_hoxha ALB_xhemal_aranitasi ALB_eqrem_belishi ALB_tefik_mborja ALB_halil_nergutti ALB_ismael_ghaxa ALB_hajre_fetahu ALB_xhelal_mitrovica ALB_selim_moishiou ALB_kol_bibe_mirakaj ALB_qemal_komani ALB_prenk_pervizi ALB_alexander_mori ALB_aziz_sulejmani ALB_kristo_cajupi ALB_eqrem_libohova ALB_zuhdi_shabani ALB_rexhep_mitrovica ALB_hasan_begolli ALB_fiqri_dine ALB_midhat_frasheri ALB_jocelyn_percy ALB_wilhelm_of_wied
### Entity: Event
Component: AFG_political_events.51
Constructs: is_triggered_only, ai_chance, has_government, fire_only_once, has_civil_war, add_timed_idea, add_ai_strategy, send_volunteers_desire
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_political_events.51
	title = AFG_political_events.51.t
	desc = AFG_political_events.51.desc
	picture = GFX_report_event_SOV_tank_column
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AFG_political_events.51.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					NOT = {
						has_government = fascism
					}
					has_civil_war = yes
				}
			}
		}
		custom_effect_tooltip = AFG_political_events_51_tt
		effect_tooltip = {
			add_timed_idea = {
				idea = AFG_aid_fascists_cw
				days = 730
			}
			add_ai_strategy = {
				type = send_volunteers_desire
				id = FROM
				value = 200
			}
			add_relation_rule_override = {
				target = AFG
				can_send_volunteers = yes
			}
		}
		FROM = {
			country_event = {
				days = 2
				id = AFG_political_events.53
			}
		}
	} {
		name = AFG_political_events.51.b
		ai_chance = {
			base = 0
			modifier = {
				factor = 10
				OR = {
					NOT = {
						has_government = fascism
					}
					has_civil_war = yes
				}
			}
		}
		FROM = {
			country_event = {
				days = 2
				id = AFG_political_events.52
			}
		}
	}
}
### Entity: Modifier Reference
Component: DEN_occupation_laws_dynamic_modifier
Constructs: remove_trigger, is_subject, autonomy_gain
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
DEN_occupation_laws_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_DEN_occupation_laws
	remove_trigger = {
		is_subject = no
	}
	cic_to_overlord_factor = DEN_occupation_laws_cic_to_overlord
	mic_to_overlord_factor = DEN_occupation_laws_mic_to_overlord
	autonomy_manpower_share = DEN_occupation_laws_autonomy_manpower_share
	master_ideology_drift = DEN_occupation_laws_master_ideology_drift
	autonomy_gain = DEN_occupation_laws_autonomy_gain
}
### Entity: Event
Component: BBA_swiss_expansion.6
Constructs: is_triggered_only, ai_chance, has_war_with, is_ai, is_historical_focus_on, has_country_leader, set_country_flag, create_wargoal
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_swiss_expansion.6
	title = BBA_swiss_expansion.6.t
	desc = BBA_swiss_expansion.6.desc
	picture = GFX_report_event_SWI_president_talking_flag
	is_triggered_only = yes
	immediate = {

	}
	option = {
		name = BBA_swiss_expansion.6.a
		ai_chance = {
			base = 5
			modifier = {
				factor = 2
				FROM = {
					is_ai = no
				}
			} {
				factor = 3
				strength_ratio = {
					tag = FROM
					ratio = < 1
				}
			} {
				factor = 4
				strength_ratio = {
					tag = FROM
					ratio = < 0.5
				}
			} {
				factor = 2
				is_historical_focus_on = no
			} {
				add = 15
				SWI_country_opinion_is_good = yes
			} {
				factor = 0
				has_war_with = SWI
			}
		}
		trigger = {
			NOT = {
				has_country_leader = {
					ruling_only = yes
					character = GER_adolf_hitler
				}
			}
		}
		FROM = {
			country_event = {
				id = BBA_swiss_expansion.8
				hours = 5
			}
		}
		effect_tooltip = {
			FROM = {
				transfer_state = 848
				set_country_flag = SWI_got_vorarlberg
			}
		}
	} {
		name = BBA_swiss_expansion.6.b
		ai_chance = {
			base = 10
		}
		trigger = {
			NOT = {
				has_country_leader = {
					ruling_only = yes
					character = GER_adolf_hitler
				}
			}
		}
		FROM = {
			country_event = {
				id = BBA_swiss_expansion.7
				hours = 5
			}
		}
		effect_tooltip = {
			FROM = {
				create_wargoal = {
					type = take_state_focus
					target = ROOT
					generator = {
						848
					}
				}
				set_country_flag = SWI_vorarlberg_rejected
			}
		}
	} {
		name = BBA_swiss_expansion.6.c
		ai_chance = {
			base = 10
		}
		trigger = {
			has_country_leader = {
				ruling_only = yes
				character = GER_adolf_hitler
			}
		}
		FROM = {
			country_event = {
				id = BBA_swiss_expansion.7
				hours = 5
			}
		}
		effect_tooltip = {
			FROM = {
				create_wargoal = {
					type = take_state_focus
					target = ROOT
					generator = {
						848
					}
				}
				set_country_flag = SWI_vorarlberg_rejected
			}
		}
	} {
		name = BBA_swiss_expansion.6.d
		ai_chance = {
			base = 5
			modifier = {
				factor = 1.5
				FROM = {
					is_ai = no
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = < 1
				}
			} {
				factor = 3
				strength_ratio = {
					tag = FROM
					ratio = < 0.5
				}
			} {
				factor = 1.5
				is_historical_focus_on = no
			} {
				factor = 2
				FROM = {
					fascism = > 0.2
				}
			} {
				add = 25
				S
# ... (truncated)
### Entity: Scripted Effect
Component: CZE_show_current_skoda_prioty_idea_stats_naval_focus
Constructs: limit, add_ideas, has_idea
Source: game
File: common/scripted_effects/CZE_scripted_effects.txt

Code:
CZE_show_current_skoda_prioty_idea_stats_naval_focus = {
	if = {
		limit = {
			NOT = {
				OR = {
					has_idea = CZE_skoda_naval_focus_optimization_1_idea CZE_skoda_naval_focus_optimization_2_idea CZE_skoda_naval_focus_optimization_3_idea CZE_skoda_naval_focus_optimization_4_idea CZE_skoda_naval_focus_optimization_5_idea CZE_skoda_naval_focus_optimization_6_idea CZE_skoda_naval_focus_optimization_7_idea
				}
			}
		}
		custom_effect_tooltip = CZE_skoda_set_sptimization_tier_to_one_tt
		effect_tooltip = {
			add_ideas = CZE_skoda_naval_focus_optimization_1_idea
		}
	}
	else_if = {
		limit = {
			has_idea = CZE_skoda_naval_focus_optimization_1_idea
		}
		show_ideas_tooltip = CZE_skoda_naval_focus_optimization_1_idea
	} {
		limit = {
			has_idea = CZE_skoda_naval_focus_optimization_2_idea
		}
		show_ideas_tooltip = CZE_skoda_naval_focus_optimization_2_idea
	} {
		limit = {
			has_idea = CZE_skoda_naval_focus_optimization_3_idea
		}
		show_ideas_tooltip = CZE_skoda_naval_focus_optimization_3_idea
	} {
		limit = {
			has_idea = CZE_skoda_naval_focus_optimization_4_idea
		}
		show_ideas_tooltip = CZE_skoda_naval_focus_optimization_4_idea
	} {
		limit = {
			has_idea = CZE_skoda_naval_focus_optimization_5_idea
		}
		show_ideas_tooltip = CZE_skoda_naval_focus_optimization_5_idea
	} {
		limit = {
			has_idea = CZE_skoda_naval_focus_optimization_6_idea
		}
		show_ideas_tooltip = CZE_skoda_naval_focus_optimization_6_idea
	} {
		limit = {
			has_idea = CZE_skoda_naval_focus_optimization_7_idea
		}
		show_ideas_tooltip = CZE_skoda_naval_focus_optimization_7_idea
	}
	else = {
		show_ideas_tooltip = CZE_skoda_planes_focus_optimization_7_idea
	}
}
### Entity: Idea
Component: DEN_social_democratic_policies_3
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_denmark.txt

Code:
DEN_social_democratic_policies_3 = {
	removal_cost = -1
	picture = BEL_union_agreements
	modifier = {
		industrial_capacity_factory = 0.15
		consumer_goods_factor = -0.2
		line_change_production_efficiency_factor = 0.15
	}
}
### Entity: Country History
Country: BAH
Component: BAH_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project, set_politics, set_popularities
Source: game
File: history/countries/BAH - Bahamas.txt

Code:
# Misc for BAH
capital = 690
set_convoys = 5
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort flexible_navy industrial_effort construction_effort production_effort
	set_technology = {
		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
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
{
	set_politics = {
		ruling_party = democratic
		last_election = 1936.1.1
		election_frequency = 48
		elections_allowed = yes
	}
	set_popularities = {
		democratic = 75
		fascism = 1
		communism = 1
		neutrality = 23
	}
}
### Entity: Character
Component: JAP_kyuichi_tokuda
Source: game
File: common/characters/JAP.txt

Code:
JAP_kyuichi_tokuda = {
	name = JAP_kyuichi_tokuda
	portraits = {
		civilian = {
			large = GFX_Portrait_kyuichi_tokuda
		}
	}
	country_leader = {
		ideology = marxism
		traits = {
			JAP_chairman_of_the_jcp_trait
		}
		expire = 1989.1.1.1
		id = -1
	}
}
### Entity: Idea
Component: VEN_oil_9
Constructs: production_speed_buildings_factor, has_idea, cancel_if_invalid
Source: game
File: common/ideas/r56_venezuela.txt

Code:
VEN_oil_9 = {
	picture = VEN_oil
	visible = {
		original_tag = VEN
		NOT = {
			OR = {
				has_idea = VEN_oil VEN_oil_2 VEN_oil_3 VEN_oil_4 VEN_oil_5 VEN_oil_6 VEN_oil_7 VEN_oil_8 VEN_oil_10 VEN_oil_11
			}
		}
	}
	allowed_to_remove = {
		always = no
	}
	modifier = {
		consumer_goods_expected_value = 0.2
		local_resources_factor = 0.05
		production_speed_buildings_factor = -0.1
		min_export = 0.15
		trade_opinion_factor = 0.3
		production_speed_industrial_complex_factor = -0.3
		production_speed_arms_factory_factor = -0.3
		conversion_cost_civ_to_mil_factor = 0.3
		conversion_cost_mil_to_civ_factor = 0.3
	}
	cancel_if_invalid = no
}
### Entity: Decision
Component: economy_decisions
Constructs: has_completed_focus, limit, has_government, fire_only_once, has_dlc, is_fully_controlled_by, complete_effect, remove_effect
Source: game
File: common/decisions/JAP.txt

Code:
economy_decisions = {
	JAP_open_factory_in_state_decision = {
		icon = GFX_decision_generic_factory
		allowed = {
			original_tag = JAP
			has_dlc = No Compromise, No Surrender
		}
		visible = {
			OR = {
				has_completed_focus = JAP_give_it_your_all_for_the_emperor JAP_ganbarou
			}
		}
		available = {

		}
		state_target = yes
		target_array = ROOT.core_states
		target_trigger = {
			FROM = {
				JAP_is_home_islands_state = yes
				is_fully_controlled_by = ROOT
				infrastructure = > 3
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
		}
		on_map_mode = map_and_decisions_view
		cost = 50
		fire_only_once = yes
		days_remove = 70
		modifier = {
			consumer_goods_factor = 0.05
		}
		complete_effect = {

		}
		remove_effect = {
			FROM = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
		cancel_trigger = {
			FROM = {
				NOT = {
					is_fully_controlled_by = ROOT
				}
			}
		}
		cancel_effect = {

		}
	}
	JAP_improve_the_category_of_state_decision = {
		icon = GFX_decision_generic_construction
		allowed = {
			original_tag = JAP
			has_dlc = No Compromise, No Surrender
		}
		visible = {
			has_completed_focus = JAP_further_rural_investments
		}
		available = {

		}
		state_target = any_owned_state
		target_trigger = {
			FROM = {
				is_core_of = ROOT
				is_owned_and_controlled_by = ROOT
				infrastructure = > 3
				has_state_flag = JAP_can_upgrade_this_states_level_flag
			}
		}
		on_map_mode = map_and_decisions_view
		cost = 35
		fire_only_once = yes
		days_remove = 14
		modifier = {
			consumer_goods_factor = 0.05
		}
		complete_effect = {

		}
		remove_effect = {
			FROM = {
				ETH_upgrade_state_category = yes
			}
		}
		cancel_trigger = {
			FROM = {
				NOT = {
					is_controlled_by = ROOT
				}
			}
		}
		cancel_effect = {

		}
	}
	JAP_redistribute_wealth_and_collectivize_farms_decision = {
		icon = GFX_decision_generic_welfare
		allowed = {
			original_tag = JAP
			has_dlc = No Compromise, No Surrender
		}
		visible = {
			has_completed_focus = JAP_fukumotoism
			check_variable = {
				JAP_economic_redistribtuion_level = < JAP_economic_redistribtuion_max
			}
		}
		available = {
			check_variable = {
				JAP_economic_redistribtuion_level = < JAP_economic_redistrib
# ... (truncated)
### Entity: Unit Template
Component: DEN_GAR_01
Source: game
File: common/units/names_divisions/DEN_names_divisions.txt

Code:
DEN_GAR_01 = {
	name = Garrison Division
	for_countries = {
		DEN
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	link_numbering_with = {
		DEN_INF_01
	}
	fallback_name = %d. Infanteri Division
	ordered = {
		1 = {
			%d. Jydske Division
		}
		2 = {
			%d. Sjællandske Division
		}
		3 = {
			%d. Fynske Division
		}
		21 = {
			Prinsens Division
		}
		27 = {
			Livgarden
		}
		22 = {
			Dronningens Livgardedivision
		}
		4 = {
			%d. Sønderjydske Division
		}
		5 = {
			%d. Nørrejydske Division
		}
		6 = {
			%d. Slesvigske Division
		}
		7 = {
			%d. Bornholmske Forsvars Div.
		}
		8 = {
			%d. Infanteri Division
		}
		9 = {
			%d. Infanteri Division
		}
		10 = {
			%d. Infanteri Division
		}
	}
}
### Entity: State History
Component: 954
Constructs: add_core_of
Source: game
File: history/states/954 - Santa Cruz.txt

Code:
state = {
	id = 954
	name = STATE_954
	manpower = 132000
	state_category = rural
	resources = {
		oil = 3
		coal = 2
	}
	history = {
		owner = ARG
		add_core_of = ARG WLA
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			5173 1
		}
	}
	provinces = {
		2169 5173 12946 12952 13305
	}
	local_supplies = 0.0
}