Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/User%3ADeoradhan.html

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/User:Deoradhan"
### Entity: National Focus
Tree: gre_focus
Component: GRE_the_greater_enosis
Constructs: prerequisite, limit, owns_state, completion_reward, is_historical_focus_on, has_game_rule, is_in_faction, is_in_faction_with
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_the_greater_enosis
	icon = GFX_focus_generic_befriend_cyprus
	prerequisite = {
		focus = GRE_our_traditional_allies_in_the_aegean
	}
	x = 0
	y = 1
	relative_position_id = GRE_our_traditional_allies_in_the_aegean
	cost = 10
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			OR = {
				is_historical_focus_on = no
				has_game_rule = {
					rule = eng_fragmentation_status
					option = ENG_FRAGMENTED
				}
			}
		}
	}
	bypass = {
		OR = {
			GRE = {
				is_in_faction = yes
				NOT = {
					is_in_faction_with = ENG
				}
			}
			AND = {
				CYP = {
					exists = no
				}
				ENG = {
					NOT = {
						owns_state = 183
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		if = {
			limit = {
				CYP = {
					exists = yes
				}
			}
			CYP = {
				country_event = {
					id = bftb_greece.55
				}
			}
		}
		else = {
			ENG = {
				country_event = {
					id = bftb_greece.58
				}
			}
		}
	}
}
### Entity: Modifier Reference
Component: weather_rain_light
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
weather_rain_light = {
	air_accidents = 0.1
	air_detection = -0.1
	air_mission_efficiency = -0.1
	local_org_regain = -0.05
	naval_detection = -0.1
	naval_hit_chance = -0.05
	naval_retreat_speed = 0.05
	naval_speed_factor = -0.05
	naval_strike = -0.2
	org_loss_when_moving = 0.05
}
### Entity: Idea
Component: r56_CYP_agrarian_economy
Constructs: stability_factor, conscription_factor
Source: game
File: common/ideas/r56_cyprus.txt

Code:
r56_CYP_agrarian_economy = {
	picture = generic_agrarian_society
	modifier = {
		conscription_factor = 0.1
		production_factory_start_efficiency_factor = 0.125
		production_factory_efficiency_gain_factor = 0.1
		stability_factor = 0.075
	}
}
### Entity: Event
Component: cityfall.25
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.25
	title = cityfall.25.t
	desc = cityfall.25.d
	picture = GFX_news_event_fall_of_belgrade
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_belgrade
	}
	option = {
		name = cityfall.25.a
		trigger = {
			NOT = {
				TAG = YUG GRE
			}
		}
	} {
		name = cityfall.25.b
		trigger = {
			TAG = GRE
		}
	} {
		name = cityfall.25.c
		trigger = {
			TAG = YUG
		}
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_reinforce_old_alliances
Constructs: prerequisite, has_war_with, add_opinion_modifier, completion_reward, has_capitulated, cancel_if_invalid, add_ai_strategy, add_relation_modifier
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_reinforce_old_alliances
	icon = GFX_goal_generic_major_alliance
	prerequisite = {
		focus = YUG_western_focus
	}
	mutually_exclusive = {
		focus = YUG_friendship_treaty_with_italy
	}
	x = 2
	y = 1
	relative_position_id = YUG_western_focus
	cost = 10
	ai_will_do = {
		factor = 40
	}
	available = {
		ENG = {
			NOT = {
				has_war_with = ROOT
			}
			exists = yes
			has_capitulated = no
		}
		FRA = {
			NOT = {
				has_war_with = ROOT
			}
			exists = yes
			has_capitulated = no
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		ENG = {
			add_opinion_modifier = {
				target = ROOT
				modifier = large_increase
			}
			add_ai_strategy = {
				type = protect
				id = YUG
				value = 100
			}
		}
		add_relation_modifier = {
			target = ENG
			modifier = YUG_western_license
		} {
			target = FRA
			modifier = YUG_western_license
		}
		FRA = {
			add_opinion_modifier = {
				target = ROOT
				modifier = large_increase
			}
			add_ai_strategy = {
				type = protect
				id = YUG
				value = 100
			}
		}
	}
}
### Entity: Idea
Component: EAI_VERY_HARD/infantry_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_VERY_HARD/infantry_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_expand_ubadsvabnet
Constructs: has_completed_focus, prerequisite, limit, has_country_flag, completion_reward, set_technology, is_owned_and_controlled_by, is_coastal
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_expand_ubadsvabnet
	icon = GFX_goal_generic_navy_submarine
	prerequisite = {
		focus = DEN_expand_vaernepligten
	}
	relative_position_id = DEN_expand_vaernepligten
	x = 0
	y = 1
	cost = 5
	available = {
		any_core_state = {
			is_owned_and_controlled_by = ROOT
			is_coastal = yes
		}
		if = {
			limit = {
				is_subject = yes
			}
			hidden_trigger = {
				has_country_flag = DEN_unlock_military_branch_flag
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_NAVY_XP FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_manpower = 1500
		add_command_power = 25
		navy_experience = 25
		mio:DEN_orlogsvaerftet_organization = {
			add_mio_size = 1
			add_mio_funds_gain_factor = 0.2
			add_mio_research_bonus = 0.05
		}
		if = {
			limit = {
				NOT = {
					has_completed_focus = DEN_seek_independence
				}
			}
			custom_effect_tooltip = available_chief_of_navy
			show_ideas_tooltip = DEN_aage_vedel
		} {
			limit = {
				has_dlc = Man the Guns
			}
			create_equipment_variant = {
				name = Havmanden Class
				type = ship_hull_submarine_1
				name_group = DEN_SS_HISTORICAL
				parent_version = 0
				modules = {
					fixed_ship_torpedo_slot = ship_torpedo_sub_1
					fixed_ship_engine_slot = sub_ship_engine_2
					rear_1_custom_slot = empty
				}
				design_team = mio:DEN_orlogsvaerftet_organization
			}
			add_equipment_production = {
				equipment = {
					type = ship_hull_submarine_1
					creator = DEN
					version_name = Havmanden Class
				}
				name = Havmanden
				requested_factories = 1
				progress = 0.3
				amount = 2
				industrial_manufacturer = mio:DEN_orlogsvaerftet_organization
			} {
				equipment = {
					type = ship_hull_submarine_1
					creator = DEN
					version_name = Havmanden Class
				}
				name = Havkalen
				requested_factories = 1
				progress = 0.2
				amount = 2
				industrial_manufacturer = mio:DEN_orlogsvaerftet_organization
			}
			add_tech_bonus = {
				name = DEN_expand_ubadsvabnet
				bonus = 0.5
				uses = 1
				category = ss_tech
			}
		}
		else = {
			if = {
				limit = {
					NOT = {
						has_tech = basic_submarine
					}
				}
				hidden_effect = {
					set_technology = {
						basic_submarine = 1
					}
				}
				custom_effect_tooltip = DEN_add_basic_submarine_tech_tt
			}
		}
		random_controlled_state = {
			limit = {
				is_fully_controlled_
# ... (truncated)
### Entity: National Focus
Tree: afg_focus
Component: AFG_the_constitution_question
Constructs: prerequisite, has_war, limit, remove_ideas, has_government, completion_reward, cancel_if_invalid, has_power_balance
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_the_constitution_question
	icon = GFX_focus_AUS_lawmaking_leniency
	x = -1
	y = 1
	ai_will_do = {
		factor = 1
	}
	cost = 10
	prerequisite = {
		focus = AFG_persecute_hazaras AFG_widen_perspective_of_religion
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	relative_position_id = AFG_persecute_hazaras
	available = {
		has_war = no
		has_government = fascism
	}
	select_effect = {
		custom_effect_tooltip = AFG_constitution_draft_tt
		hidden_effect = {
			country_event = {
				id = r56_afghanistan.35
				hours = 12
			}
		}
	}
	completion_reward = {
		custom_effect_tooltip = AFG_constitution_question_start_tt AFG_constitution_question_end_tt
		effect_tooltip = {
			country_event = {
				id = r56_afghanistan.35
				days = 10
			}
		} {
			remove_ideas = AFG_lawless_emirate
		}
		country_event = r56_afghanistan.40
		if = {
			limit = {
				has_power_balance = {
					id = AFG_power_balance
				}
			}
			custom_effect_tooltip = r56_newline
			add_power_balance_value = {
				id = AFG_power_balance
				value = -0.1
				tooltip_side = AFG_government_side
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_Own_Air_Doctrine
Constructs: shared_focus, prerequisite, limit, completion_reward, has_subdoctrine_in_track, add_daily_mastery, add_command_power, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_Own_Air_Doctrine
	icon = GFX_goal_generic_air_doctrine
	prerequisite = {
		focus = GEN_Own_Fighter GEN_Own_Bomber GEN_Own_Naval_Bomber
	}
	x = -1
	y = 1
	relative_position_id = GEN_Own_Naval_Bomber
	cost = 8
	available_if_capitulated = yes
	completion_reward = {
		air_experience = 25
		if = {
			limit = {
				has_subdoctrine_in_track = fighter_aircraft
			}
			add_daily_mastery = {
				name = SIA_design_modern_fighters_r56
				amount = 0.5
				days = 180
				track = fighter_aircraft
			}
		} {
			limit = {
				has_subdoctrine_in_track = medium_aircraft
			}
			add_daily_mastery = {
				name = SIA_design_modern_fighters_r56
				amount = 0.5
				days = 180
				track = medium_aircraft
			}
		}
		else = {
			air_experience = 45
			add_command_power = 15
		} {
			add_doctrine_cost_reduction = {
				name = air_doc_bonus
				cost_reduction = 0.5
				uses = 1
				category = air_doctrine
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Unit Template
Component: SHL_INF_01
Source: game
File: common/units/names_divisions/SHL_names_divisions.txt

Code:
SHL_INF_01 = {
	name = Infantry Divisions
	for_countries = {
		SHL
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d. Infanterie-Division
	ordered = {
		1 = {
			%d. Infanterie-Division
		}
		2 = {
			%d. Infanterie-Division
		}
		3 = {
			%d. Infanterie-Division
		}
		4 = {
			%d. Infanterie-Division
		}
		5 = {
			%d. Infanterie-Division
		}
		6 = {
			%d. Infanterie-Division
		}
		7 = {
			%d. Infanterie-Division
		}
		8 = {
			%d. Infanterie-Division
		}
		10 = {
			%d. Infanterie-Division
		}
		11 = {
			%d. Infanterie-Division
		}
		12 = {
			%d. Infanterie-Division
		}
		13 = {
			%d. Infanterie-Division
		}
		14 = {
			%d. Infanterie-Division
		}
		15 = {
			%d. Infanterie-Division
		}
		16 = {
			%d. Infanterie-Division
		}
		17 = {
			%d. Infanterie-Division
		}
		18 = {
			%d. Infanterie-Division
		}
		19 = {
			%d. Infanterie-Division
		}
		20 = {
			%d. Infanterie-Division
		}
		21 = {
			%d. Infanterie-Division
		}
		22 = {
			%d. Infanterie-Division
		}
		23 = {
			%d. Infanterie-Division
		}
		24 = {
			%d. Infanterie-Division
		}
		25 = {
			%d. Infanterie-Division
		}
		26 = {
			%d. Infanterie-Division
		}
		27 = {
			%d. Infanterie-Division
		}
		28 = {
			%d. Infanterie-Division
		}
		29 = {
			%d. Infanterie-Division
		}
		30 = {
			%d. Infanterie-Division
		}
		31 = {
			%d. Infanterie-Division
		}
		32 = {
			%d. Infanterie-Division
		}
		33 = {
			%d. Infanterie-Division
		}
		34 = {
			%d. Infanterie-Division
		}
		35 = {
			%d. Infanterie-Division
		}
		36 = {
			%d. Infanterie-Division
		}
		37 = {
			%d. Infanterie-Division
		}
		38 = {
			%d. Infanterie-Division
		}
		39 = {
			%d. Infanterie-Division
		}
		40 = {
			%d. Infanterie-Division
		}
		41 = {
			%d. Infanterie-Division
		}
		42 = {
			%d. Infanterie-Division
		}
		43 = {
			%d. Infanterie-Division
		}
		44 = {
			%d. Infanterie-Division
		}
		45 = {
			%d. Infanterie-Division
		}
		46 = {
			%d. Infanterie-Division
		}
		47 = {
			%d. Infanterie-Division
		}
		48 = {
			%d. Infanterie-Division
		}
		49 = {
			%d. Infanterie-Division
		}
		50 = {
			%d. Infanterie-Division
		}
	}
}
### Entity: Idea
Component: TUR_kemalist_army_officers_decreased_power_loyal
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_kemalist_army_officers_decreased_power_loyal = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = tur_kemalist_army_officers_limited_power_loyal
	removal_cost = -1
	modifier = {
		stability_factor = 0.05
		max_planning = 0.05
		experience_gain_army_factor = -0.15
	}
}
### Entity: Event
Component: CZE.224
Constructs: is_triggered_only, ai_chance, add_tech_bonus
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.224
	title = CZE.224.t
	desc = CZE.224.d
	picture = GFX_CZKE_a300_report
	is_triggered_only = yes
	option = {
		name = CZE.224.a
		ai_chance = {
			factor = 1
		}
		add_tech_bonus = {
			name = FRA_bomber_focus
			bonus = 1
			ahead_reduction = 1
			uses = 1
			technology = strategic_bomber2 strategic_bomber3
		}
	} {
		name = CZE.224.b
		ai_chance = {
			factor = 1
		}
		add_tech_bonus = {
			name = FRA_bomber_focus
			bonus = 1
			ahead_reduction = 1
			uses = 1
			technology = tactical_bomber2 tactical_bomber3
		}
	} {
		name = CZE.224.c
		ai_chance = {
			factor = 1
		}
		add_tech_bonus = {
			name = FRA_bomber_focus
			bonus = 1
			ahead_reduction = 1
			uses = 1
			technology = CAS2 CAS3
		}
	}
}
### Entity: Unit Template
Component: GER_MEC_01
Constructs: has_government
Source: game
File: common/units/names_divisions/GER_names_divisions.txt

Code:
GER_MEC_01 = {
	name = Panzergrenadier Divisions
	for_countries = {
		GER
	}
	can_use = {
		has_government = fascism
	}
	division_types = {
		mechanized
	}
	fallback_name = %d. Panzergrenadier-Division
	link_numbering_with = {
		GER_Inf_01
	}
	ordered = {
		10 = {
			%d. Panzer-Grenadier-Division
		}
		60 = {
			Panzer-Grenadier-Division Feldherrnhalle
		}
		3 = {
			%d. Panzer-Grenadier-Division
		}
		16 = {
			%d. Panzer-Grenadier-Division
		}
		18 = {
			%d. Panzer-Grenadier-Division
		}
		25 = {
			%d. Panzer-Grenadier-Division
		}
		29 = {
			%d. Panzer-Grenadier-Division
		}
		90 = {
			%d. Panzer-Grenadier-Division
		}
		15 = {
			%d. Panzer-Grenadier-Division
		}
		20 = {
			%d. Panzer-Grenadier-Division
		}
		931 = {
			Panzer-Grenadier-Division Brandenburg
		}
		933 = {
			Fallschirm-Panzergrenadier-Division 2 Hermann Göring
		}
		936 = {
			Führer-Begleit-Division
		}
		935 = {
			Führer-Grenadier-Division
		}
		934 = {
			Panzer-Grenadier-Division Kurmark
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_360
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_360 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 360
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 360
	}
}
### Entity: Name List
Component: HYD
Source: game
File: common/names/00_names.txt

Code:
HYD = {
	male = {
		names = {
			Mohandas Narenda Dalbir Bipin Subrata Amarjeet Sanijv Ravi Praveen Surinder Balwant Sarath Amit Bimal Kumar Ranbir Manoj Suresh Sunil Sushila Meena Velu Aniruddha Shokin Ashwani Ashok Abhay Devraj Rudramurti Punita Anand Dipankar Ramnath Bahadur Atan Syed Kesur Bana Chain Ganga Gian Jadunath Mukund Surinder Triveni Varinder Sonam Ram Yogendra
		}
	}
	female = {
		names = {
			Indira Aditi Amita Anasuya Kavita Puja Rani Rashmi Sania Dusha Neha Neetu Deepti Deepa Bipasha Preeti Padmavati Uma Vibha
		}
	}
	surnames = {
		Neru Gandhi Modi Singh Suhag Rawat Hira Saha Sharma Nimbhorkar Talwar Thoge Hooda Bakshi Negi Hariz Chand Soni Verma Reddy Gupta Cheema Prasad Bharali Shivane Unni Sarin Patyal Chakravarty Bali Datta Naravane Chavan Chandra Bandyopadhyay Krishna Pannu Ambre Ahir Varadarajan Wangchuk Yadav
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_keep_calm_and_carry_on
Constructs: every_owned_state, prerequisite, has_war, limit, add_ideas, completion_reward, add_research_slot, is_fully_controlled_by
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_keep_calm_and_carry_on
	icon = GFX_goal_generic_secret_weapon
	prerequisite = {
		focus = RAJ_institute_of_fundamental_research_GOE
	}
	x = 0
	y = 1
	relative_position_id = RAJ_institute_of_fundamental_research_GOE
	cost = 10
	available = {
		has_war = yes
		arms_factory = > 39
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_TFV_AUTONOMY
	}
	completion_reward = {
		add_research_slot = 1
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt RAJ_loyalist_branch_capstone_focuses_become_free_tt
		every_owned_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
				is_in_array = {
					array = ROOT.owned_states_at_game_start
					value = THIS
				}
			}
			random_select_amount = 2
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_ideas = RAJ_war_industry
		}
		else = {
			add_ideas = RAJ_war_industry_no_aat
		}
		random_owned_controlled_state = {
			limit = {
				is_fully_controlled_by = ROOT
				land_facility = < 1
				air_facility = < 1
				nuclear_facility = < 1
				naval_facility = < 1
			}
			prioritize = {
				439
			}
			construct_building_in_random_province = {
				land_facility = 1
			}
		}
		add_breakthrough_points = {
			specialization = specialization_land
			value = 1
		}
	}
}
### Entity: Scripted Trigger
Component: INS_check_plan_revolution_communist
Constructs: has_completed_focus, has_country_flag, has_game_rule
Source: game
File: common/scripted_triggers/INS_scripted_triggers.txt

Code:
INS_check_plan_revolution_communist = {
	INS = {
		OR = {
			has_country_flag = INS_AI_RANDOM_REVOLUTION_COMMUNIST
			has_game_rule = {
				rule = INS_ai_behavior
				option = REVOLUTION_COMMUNIST
			}
		}
	}
	NOT = {
		HOL = {
			has_completed_focus = HOL_taog_guarantee_colonial_loyalty
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_swedish_army_staff
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_swedish_army_staff
	icon = GFX_goal_SWE_coa_army
	relative_position_id = SWE_jumpstart_the_arms_industry
	prerequisite = {
		focus = SWE_jumpstart_the_arms_industry SWE_bofors_kanoner SWE_expand_airfleet_capabilities
	}
	x = 0
	y = 1
	cost = 5
	completion_reward = {
		army_experience = 25
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Wiki Documentation
Construct: Usage
Source: wiki
File: wiki/User%3AGeneral_Baker/Sandbox/app6a.html

Doc:
Usage[edit]

Example Unit Counter Usage

|

X X
|

|
&#160;7th Armoured Division
|

&#160;
|

|

|

X X X
|

|
&#160;IV Army Corps
|

&#160;
|

|

|

X X
|

|
&#160;21st Infantry Division
|

&#160;
|

|

|

X X
|

|
&#160;52nd Infantry Division
|

&#160;
|

|

|

X X X
|

|
&#160;III Corps
|

&#160;
|

|

|

X X
|

|
&#160;2nd Infantry Division
|

&#160;
|

|

Examples[edit]

```
{{User:General Baker/Sandbox/app6a|name=3 Commando Brigade|location=NORTHERN IRELAND|size=brigade|type=infantry|special=amphibious}}
```

Would produce:

|

X
|

|
&#160;3 Commando Brigade
|

&#160;NORTHERN IRELAND
|

|

```
{{User:General Baker/Sandbox/app6a|name=Royal Tank Regiment|location=LONDON|size=regiment|type=armoured|commander=LTC HERMAN ANDERSEN}}
```

Would produce:

|

I I I
|

|
&#160;Royal Tank Regiment
|

&#160;LONDON
|

LTC HERMAN ANDERSEN
|

|
### Entity: National Focus
Tree: afg_focus
Component: AFG_support_pashtun_resistance
Constructs: prerequisite, limit, has_war_with, add_war_support, completion_reward, is_subject, is_neighbor_of, add_popularity
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_support_pashtun_resistance
	icon = GFX_goal_AFG_approach_pakistan_rebels
	x = -1
	y = 1
	cost = 5
	prerequisite = {
		focus = AFG_two_sides_one_people
	}
	relative_position_id = AFG_two_sides_one_people
	available = {
		is_subject = no
		PAK = {
			controls_state = 442
			is_neighbor_of = AFG
			NOT = {
				has_war_with = AFG
			}
		}
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_war_support = 0.15
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		442 = {
			add_resistance = 15
			if = {
				limit = {
					442 = {
						NOT = {
							has_dynamic_modifier = {
								modifier = AFG_slight_pashtun_resistance
							}
						}
					}
				}
				442 = {
					add_dynamic_modifier = {
						modifier = AFG_slight_pashtun_resistance
					}
				}
			}
			else_if = {
				limit = {
					442 = {
						has_dynamic_modifier = {
							modifier = AFG_slight_pashtun_resistance
						}
					}
				}
				442 = {
					remove_dynamic_modifier = {
						modifier = AFG_slight_pashtun_resistance
					}
				} {
					add_dynamic_modifier = {
						modifier = AFG_mild_pashtun_resistance
					}
				}
			} {
				limit = {
					442 = {
						has_dynamic_modifier = {
							modifier = AFG_mild_pashtun_resistance
						}
					}
				}
				442 = {
					remove_dynamic_modifier = {
						modifier = AFG_mild_pashtun_resistance
					}
				} {
					add_dynamic_modifier = {
						modifier = AFG_severe_pashtun_resistance
					}
				}
			}
		}
		if = {
			limit = {
				has_power_balance = {
					id = AFG_power_balance
				}
			}
			custom_effect_tooltip = r56_newline
			add_power_balance_value = {
				id = AFG_power_balance
				value = 0.15
				tooltip_side = AFG_tribal_side
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Character
Component: navy_amphibious_assault_1
Source: game
File: common/country_leader/00_traits.txt

Code:
navy_amphibious_assault_1 = {
	sprite = 3
	amphibious_invasion = 0.05
	command_cap_increase = @tier1_cp_cap_increase
	command_power = @tier1_cp_cost
	ai_will_do = {
		factor = @navy_command_factor_1
		modifier = {
			factor = 0
			command_power = < @tier1_cp_cost
		}
	}
}
### Entity: Modifier Reference
Component: ETH_arranged_expansion_modifier
Source: game
File: common/dynamic_modifiers/bba_dynamic_modifiers.txt

Code:
ETH_arranged_expansion_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_ETH_arranged_territorial_expansion
	custom_modifier_tooltip = ETH_arranged_expansion_modifier_tt
}