Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: prc_focus
Component: PRC_red_army_reborn
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_doctrine_cost_reduction
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_red_army_reborn
	icon = GFX_focus_JAP_raise_the_red_flag_high
	prerequisite = {
		focus = PRC_three_rules_of_discipline PRC_master_the_terrain PRC_reinforce_base_area
	}
	x = 0
	y = 1
	relative_position_id = PRC_three_rules_of_discipline
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				1032 622
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt PRC_the_chinese_red_army_modify_tt generic_skip_one_line_tt
		add_doctrine_cost_reduction = {
			name = PRC_soviet_battle_tactics
			cost_reduction = 0.25
			uses = 1
			category = land_doctrine
		}
		add_mastery_bonus = {
			name = PRC_soviet_battle_tactics
			bonus = 0.2
			days = 240
			grand_doctrine = mass_assault
		}
		add_to_variable = {
			PRC_the_chinese_army_training_time_factor = -0.05
			tooltip = training_time_factor_tt
		} {
			PRC_the_chinese_army_conscription_factor = 0.05
			tooltip = conscription_factor_tt
		} {
			PRC_the_chinese_red_army_army_attack_factor = 0.1
			tooltip = army_attack_factor_tt
		}
		hidden_effect = {
			set_country_flag = PRC_has_started_army_recovery_efforts
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_ensure_sunni_dominance
Constructs: has_completed_focus, limit, add_stability, completion_reward, allow_branch, has_game_rule, cancel_if_invalid, add_popularity
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_ensure_sunni_dominance
	icon = GFX_focus_IRQ_arab_dominance
	mutually_exclusive = {
		focus = IRQ_promote_kurdish_culture
	}
	x = 34
	y = 0
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = IRQ_promote_kurdish_culture
			}
		}
	}
	cost = 5
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	} {
		FOCUS_FILTER_POLITICAL
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.1
		}
		add_stability = 0.1
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			mark_focus_tree_layout_dirty = yes
		}
	}
}
### Entity: Character
Component: FIJ_tevita_uluilakeba_iii
Source: game
File: common/characters/FIJ.txt

Code:
FIJ_tevita_uluilakeba_iii = {
	name = FIJ_tevita_uluilakeba_iii
	portraits = {
		civilian = {
			large = GFX_kr_portrait_africa_generic_2
			small = GFX_kr_portrait_africa_generic_2_small
		}
	}
	country_leader = {
		ideology = constitutional_monarchy
		traits = {

		}
		expire = 1966.10.4
		id = -1
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_second_hebron_march
Constructs: prerequisite, completion_reward, add_manpower, unlock_decision_tooltip
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_second_hebron_march
	icon = GFX_goal_generic_recruitment
	x = -1
	y = 1
	prerequisite = {
		focus = PAL_golani_runs_power
	}
	cost = 5
	relative_position_id = PAL_golani_runs_power
	completion_reward = {
		add_manpower = 11759
		unlock_decision_tooltip = PAL_conduct_antifawzist_operation
	}
	ai_will_do = {
		factor = 1000
	}
}
### Entity: Character
Component: MPL_shmuel_tankus
Constructs: limit, has_power_balance, add_power_balance_value
Source: game
File: common/characters/MPL.txt

Code:
MPL_shmuel_tankus = {
	portraits = {
		army = {
			small = GFX_idea_generic_navy_south_america_2
		}
	}
	advisor = {
		slot = high_command
		idea_token = MPL_shmuel_tankus
		allowed = {
			original_tag = MPL
		}
		traits = {
			navy_screen_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
		on_add = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = MPL_power_balance
						}
					}
					add_power_balance_value = {
						id = MPL_power_balance
						value = 0.2
						tooltip_side = MPL_jewish_side
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: MEN_chinese_mongolian_military
Constructs: has_government, removal_cost, conscription_factor
Source: game
File: common/ideas/r56_mengkukuo.txt

Code:
MEN_chinese_mongolian_military = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = generic_manpower_bonus
	modifier = {
		conscription_factor = 0.1
		political_power_factor = -0.05
		high_command_cost_factor = -0.25
		land_doctrine_cost_factor = -0.05
		army_org_factor = 0.05
	}
}
### Entity: Character
Component: MAN_guan_xingde
Source: game
File: common/characters/MAN.txt

Code:
MAN_guan_xingde = {
	name = MAN_guan_xingde
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_4
		}
	}
	advisor = {
		slot = army_chief
		idea_token = MAN_guan_xingde
		allowed = {
			original_tag = MAN
		}
		traits = {
			army_chief_offensive_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_develop_the_knickebein
Constructs: prerequisite, limit, completion_reward, has_tech, add_timed_idea, add_tech_bonus, has_dlc, has_idea
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_develop_the_knickebein
	icon = GFX_goal_generic_radar
	prerequisite = {
		focus = GER_form_the_jagdwaffe
	}
	x = 2
	y = 1
	relative_position_id = GER_form_the_jagdwaffe
	cost = 5
	available = {
		has_tech = improved_radio
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_timed_idea = {
			idea = GER_knickebein
			days = 545
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_tech_bonus = {
			name = GER_develop_the_knickebein
			bonus = 0.5
			uses = 1
			category = radar_tech
		}
		if = {
			limit = {
				NOT = {
					has_dlc = Arms Against Tyranny
				}
			}
			if = {
				limit = {
					has_idea = focke_wulf
				}
				swap_ideas = {
					remove_idea = focke_wulf
					add_idea = GER_focke_wulf_improved
				}
			}
			else = {
				effect_tooltip = {
					swap_ideas = {
						remove_idea = focke_wulf
						add_idea = GER_focke_wulf_improved
					}
				}
			}
		}
		else = {
			mio:GER_focke_wulf_organization = {
				add_mio_size = 1
				add_mio_funds_gain_factor = 0.25
				add_mio_research_bonus = 0.05
			}
		}
	}
}
### Entity: Decision
Component: INS_revolution_planning_cat
Constructs: has_completed_focus, has_war_with, has_country_flag, fire_only_once, complete_effect, set_country_flag, remove_effect, add_dynamic_modifier
Source: game
File: common/decisions/INS.txt

Code:
INS_revolution_planning_cat = {
	INS_revolution_planning_hq = {
		icon = GFX_decision_SOV_place_hq
		available = {
			NOT = {
				has_country_flag = {
					flag = INS_has_revolutionary_hq
				}
			}
		}
		visible = {
			NOT = {
				has_country_flag = {
					flag = INS_has_revolutionary_hq
				}
			}
		}
		state_target = yes
		targets = {
			672 1050 1055 1053 673 669
		}
		ai_will_do = {
			base = 50
			modifier = {
				factor = 0.1
				FROM = {
					OR = {
						state = 669 1053
					}
				}
			}
		}
		cost = 30
		days_remove = 60
		fire_only_once = yes
		complete_effect = {
			set_country_flag = INS_has_revolutionary_hq
		}
		remove_effect = {
			set_country_flag = INS_has_revolutionary_hq_done
			FROM = {
				add_dynamic_modifier = {
					modifier = INS_state_revolution_hq
				}
				custom_effect_tooltip = INS_state_revolution_hq_tt
				save_global_event_target_as = INS_revolution_hq
				add_to_variable = {
					influence_point_count = 3
				}
			}
			custom_effect_tooltip = newline_tt INS_revolution_planning_influence_state_points_notif_tt
		}
	}
	INS_revolution_planning_hq_DONE = {
		icon = GFX_decision_SOV_place_hq
		available = {
			custom_trigger_tooltip = {
				tooltip = INS_revolution_planning_hq_DONE_trigger_tt
				always = no
			}
		}
		visible = {
			has_country_flag = {
				flag = INS_has_revolutionary_hq
			}
		}
		state_target = yes
		on_map_mode = map_only
		target_trigger = {
			FROM = {
				has_dynamic_modifier = {
					modifier = INS_state_revolution_hq
				}
			}
		}
		cost = 0
		days_remove = 0
		fire_only_once = yes
		complete_effect = {

		}
		remove_effect = {

		}
	}
	INS_revolution_planning_envoy_DONE = {
		icon = GFX_decision_SWI_consolidate_council_power
		available = {
			custom_trigger_tooltip = {
				tooltip = INS_revolution_planning_envoy_DONE_trigger_tt
				always = no
			}
		}
		visible = {
			is_subject_of = HOL
		}
		state_target = yes
		on_map_mode = map_only
		target_trigger = {
			FROM = {
				has_dynamic_modifier = {
					modifier = INS_state_militia_activity_3
				}
			}
		}
		cost = 0
		days_remove = 0
		fire_only_once = yes
		complete_effect = {

		}
		remove_effect = {

		}
	}
	INS_revolution_planning_influence_state = {
		icon = GFX_decision_SWI_consolidate_council_power
		available = {
			NOT = {
				has_country_flag = INS_ongoing_influence_process
			} {
				has_war_with = HOL
			}
			custom_trigger_tooltip = {
# ... (truncated)
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Civilian_IC.html

Doc:
This article is considered accurate for the current version of the game.

Production is how a country manufactures military equipment, consumer goods, infrastructure, and buildings.

Contents

1 Factories

2 Production lines

2.1 Production Efficiency

3 Resources

3.1 Raw materials

3.2 Strategic Resources

4 Equipment
### Entity: Idea
Component: ETH_underground_wargames_idea
Constructs: removal_cost
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_underground_wargames_idea = {
	picture = chi_wargaming_division
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	targeted_modifier = {
		tag = ITA
		attack_bonus_against = 0.15
		defense_bonus_against = 0.15
	}
	modifier = {

	}
}
### Entity: AI Strategy
Component: SIA_save_for_partial
Constructs: has_war_support, has_idea
Source: game
File: common/ai_strategy/SIA.txt

Code:
SIA_save_for_partial = {
	allowed = {
		original_tag = SIA
	}
	enable = {
		has_war_support = > 0.25
		OR = {
			NOT = {
				has_idea = partial_economic_mobilisation
			} {
				has_idea = war_economy
			} {
				has_idea = tot_economic_mobilisation
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = pp_spend_amount
		id = idea
		value = 500
	}
}
### Entity: Event
Component: austria.132
Constructs: is_triggered_only
Source: game
File: events/Austria.txt

Code:
news_event = {
	id = austria.132
	title = austria.132.t
	desc = austria.132.desc
	picture = GFX_news_event_AUS_hitler_inquart
	is_triggered_only = yes
	option = {
		name = austria.132.a
		trigger = {
			original_tag = AUS
		}
	} {
		name = austria.132.b
		trigger = {
			original_tag = GER
		}
	} {
		name = austria.132.c
		trigger = {
			OR = {
				original_tag = ITA FRA ENG
			}
		}
	} {
		name = austria.132.d
		trigger = {
			NOT = {
				original_tag = AUS GER ITA FRA ENG
			}
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_state_of_disarmament
Constructs: completion_reward, add_political_power, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_state_of_disarmament
	icon = GFX_goal_generic_gun_purchase
	relative_position_id = SWE_swedish_defence_act
	x = 13
	y = 0
	cost = 10
	completion_reward = {
		add_political_power = 100
		random_owned_controlled_state = {
			prioritize = {
				140
			}
			add_extra_state_shared_building_slots = 1
		} {
			prioritize = {
				141
			}
			add_extra_state_shared_building_slots = 1
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
}
### Entity: AI Strategy
Component: GER_tfv_protect_fascist_south_africa
Constructs: has_country_flag, has_civil_war, send_volunteers_desire
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_tfv_protect_fascist_south_africa = {
	allowed = {
		original_tag = GER
	}
	enable = {
		has_country_flag = saf_fascist_uprising
	}
	abort = {
		surrender_progress = > 0.8
		SAF = {
			has_civil_war = no
		}
	}
	ai_strategy = {
		type = protect
		id = SAF
		value = 200
	} {
		type = send_volunteers_desire
		id = SAF
		value = 200
	} {
		type = support
		id = SAF
		value = 200
	} {
		type = alliance
		id = SAF
		value = 200
	}
}
### Entity: Modding Documentation
Construct: total_equipment_produced_railway_gun
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### total_equipment_produced_railway_gun
* description: Total produced equipment of typerailway_gun
### Entity: Idea
Component: SWE_industrial_ramp_up
Constructs: stability_factor, war_support_factor, industrial_capacity_factory
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_industrial_ramp_up = {
	picture = generic_production_bonus
	allowed = {
		always = no
	}
	modifier = {
		war_support_factor = -0.1
		stability_factor = -0.1
		industrial_capacity_factory = 0.25
		industrial_capacity_dockyard = 0.25
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_war_production
Constructs: prerequisite, limit, completion_reward, add_to_variable, random_core_state, is_owned_and_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_war_production
	icon = GFX_focus_secret_rearmament
	prerequisite = {
		focus = BRA_domestic_arms_industry
	}
	x = 0
	y = 1
	relative_position_id = BRA_domestic_arms_industry
	cost = 5
	ai_will_do = {
		factor = 15
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = BRA_modify_economy_intro
		add_to_variable = {
			BRA_economy_industrial_capacity_factor = 0.1
			tooltip = industrial_capacity_factory_tt
		}
		BRA_remove_economy_modifier = yes
		random_core_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				is_owned_and_controlled_by = ROOT
				NOT = {
					state = 961 962 963 964 965 966 967 968
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Modifier Reference
Construct: span>production_cost_<B
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
##  <span id="production_cost__factor"></span>production_cost_<Building>_factor

* **Description**: Building construction cost factor.
* Number with 2 decimal places
* **Categories**: country

* **Modified types**: air_base, air_facility, anti_air_building, arms_factory, bunker, canal_kiel, canal_panama, cataract_dam_mountain, coastal_bunker, commercial_nuclear_reactor, dam, dam_mountain, dockyard, energy_infrastructure, fuel_silo, industrial_complex, industrial_infrastructure, infrastructure, land_facility, landmark_berlin_reichstag, landmark_berlin_volkshalle, landmark_big_ben, landmark_bojnice_castle, landmark_colosseum, landmark_cristo_redentor, landmark_eiffel_tower, landmark_forbidden_city, landmark_great_wall_section, landmark_hagia_sophia, landmark_hakko_ichiu, landmark_hofburg_palace, landmark_kremlin, landmark_nanjing_presidential_palace, landmark_nanjing_presidential_palace_gen, landmark_nanjing_presidential_palace_prc, landmark_national_diet, landmark_prague_castle, landmark_sadabad_complex, landmark_statue_of_liberty, landmark_taj_mahal, landmark_tokyo_imperial_palace, mega_gun_emplacement, naval_base, naval_facility, naval_headquarters, naval_supply_hub, nuclear_facility, nuclear_reactor, nuclear_reactor_heavy_water, radar_station, rail_way, rocket_site, stronghold_network, supply_node, synthetic_refinery
### Entity: Idea
Component: CZE_nouz
Constructs: stability_factor, war_support_factor, has_government, industrial_capacity_factory, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_nouz = {
	picture = CZE_sdp_pin
	allowed = {
		original_tag = CZE
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		fascism_drift = 0.03
		industrial_capacity_factory = 0.05
		war_support_factor = 0.05
		stability_factor = -0.02
		power_balance_weekly = -0.03
	}
}
### Entity: Order of Battle
Component: X Brigada Internacionales
Constructs: division_template
Source: game
File: history/units/SPR_Civil_War.txt

Code:
division = {
	name = X Brigada Internacionales
	location = 6906
	division_template = Brigada Internacionales
}
### Entity: Idea
Component: INS_bank_indonesia
Constructs: has_completed_focus, is_subject, is_subject_of, research_bonus
Source: game
File: common/ideas/r56_indonesia.txt

Code:
INS_bank_indonesia = {
	picture = INS_bank_indonesia
	cost = 75
	available = {
		has_completed_focus = INS_economic_independence
		is_subject = no
	}
	allowed = {
		original_tag = INS
	}
	visible = {
		NOT = {
			is_subject_of = HOL GER
		}
	}
	research_bonus = {
		industry = 0.1
	}
	modifier = {
		economy_cost_factor = -0.15
	}
	traits = {
		industrial_concern
	}
}
### Entity: Idea
Component: idea_SIA_songsuradet_ascendant_0
Constructs: removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_songsuradet_ascendant_0 = {
	allowed = {
		original_tag = SIA
	}
	picture = generic_disjointed_gov
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		command_power_gain_mult = -0.2
		high_command_cost_factor = 0.3
		mobilization_laws_cost_factor = 0.3
		army_chief_cost_factor = 0.5
		recruitable_population_factor = -0.1
	}
}
### Entity: Unit Template
Component: CAN_PAR_01
Source: game
File: common/units/names_divisions/CAN_names_divisions.txt

Code:
CAN_PAR_01 = {
	name = Airborne Divisions
	for_countries = {
		CAN
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	link_numbering_with = {
		CAN_INF_01
	}
	fallback_name = %d Airborne Division
	ordered = {
		1 = {
			%dst Airborne Division
		}
		2 = {
			%dnd Airborne Division
		}
		3 = {
			%drd Airborne Division
		}
		4 = {
			%dth Airborne Division
		}
		5 = {
			%dth Airborne Division
		}
		6 = {
			%dth Airborne Division
		}
		7 = {
			%dth Airborne Division
		}
		8 = {
			%dth Airborne Division
		}
		9 = {
			%dth Airborne Division
		}
		10 = {
			%dth Airborne Division
		}
		11 = {
			%dth Airborne Division
		}
		12 = {
			%dth Airborne Division
		}
		13 = {
			%dth Airborne Division
		}
		14 = {
			%dth Airborne Division
		}
		15 = {
			%dth Airborne Division
		}
		16 = {
			%dth Airborne Division
		}
		17 = {
			%dth Airborne Division
		}
		18 = {
			%dth Airborne Division
		}
		19 = {
			%dth Airborne Division
		}
		20 = {
			%dth Airborne Division
		}
		21 = {
			%dst Airborne Division
		}
		22 = {
			%dnd Airborne Division
		}
		23 = {
			%drd Airborne Division
		}
		24 = {
			%dth Airborne Division
		}
		25 = {
			%dth Airborne Division
		}
		26 = {
			%dth Airborne Division
		}
		27 = {
			%dth Airborne Division
		}
		28 = {
			%dth Airborne Division
		}
		29 = {
			%dth Airborne Division
		}
		30 = {
			%dth Airborne Division
		}
		31 = {
			%dst Airborne Division
		}
		32 = {
			%dnd Airborne Division
		}
		33 = {
			%drd Airborne Division
		}
		34 = {
			%dth Airborne Division
		}
		35 = {
			%dth Airborne Division
		}
		36 = {
			%dth Airborne Division
		}
		37 = {
			%dth Airborne Division
		}
		38 = {
			%dth Airborne Division
		}
		39 = {
			%dth Airborne Division
		}
		40 = {
			%dth Airborne Division
		}
		41 = {
			%dst Airborne Division
		}
		42 = {
			%dnd Airborne Division
		}
		43 = {
			%drd Airborne Division
		}
		44 = {
			%dth Airborne Division
		}
		45 = {
			%dth Airborne Division
		}
		46 = {
			%dth Airborne Division
		}
		47 = {
			%dth Airborne Division
		}
		48 = {
			%dth Airborne Division
		}
		49 = {
			%dth Airborne Division
		}
		50 = {
			%dth Airborne Division
		}
		51 = {
			%dst Airborne Division
		}
		52 = {
			%dnd Airborne Division
		}
		53 = {
			%drd Airborne Division
		}
	}
}
### Entity: Operation
Component: lar_communist_uprising_train_workers_militia
Source: game
File: common/operation_phases/lar_fra_phases.txt

Code:
lar_communist_uprising_train_workers_militia = {
	name = lar_communist_uprising_train_workers_militia
	desc = lar_communist_uprising_train_workers_militia_desc
	outcome = workers_militia_outcome
	picture = GFX_phase_lar_communist_uprising_train_workers_militia
	icon = GFX_phase_lar_communist_uprising_train_workers_militia_small
	equipment = {

	}
}
### Entity: Scripted Trigger
Component: frloc_capital_dansl_del_audessusdel
Constructs: is_capital
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_capital_dansl_del_audessusdel = {
	is_capital = yes
	OR = {
		state = 68 111 136 154 380 385 387 395 396 494 495 504 561 581 606 682
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/TUR_1939.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 11842
	division_template = Piyade Tümeni
	start_experience_factor = 0.2
	start_equipment_factor = 0.5
}
### Entity: Event
Component: nsb_news.100
Constructs: is_triggered_only, limit, is_in_faction_with, retire_character, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: events/NSB_NewsEvents.txt

Code:
news_event = {
	id = nsb_news.100
	title = news.37.t
	desc = nsb_news.100.desc
	picture = GFX_news_event_024
	major = yes
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					tag = SOV
				}
				SOV_kill_trotsky_effect = yes
			}
		}
	}
	option = {
		name = news.37.a
		trigger = {
			NOT = {
				TAG = SOV
				is_in_faction_with = SOV
				tag = MEX
			}
		}
	} {
		name = news.37.a
		trigger = {
			tag = MEX
			NOT = {
				is_in_faction_with = SOV
			}
		}
		effect_tooltip = {
			retire_character = MEX_leon_trotsky
		}
	} {
		name = news.37.b
		trigger = {
			TAG = SOV
		}
		if = {
			limit = {
				has_idea = trotskyite_plot_nsb
			}
			effect_tooltip = {
				retire_character = SOV_lev_trotsky
			}
			swap_ideas = {
				remove_idea = trotskyite_plot_nsb
				add_idea = trotskyite_plot_purged
			}
		}
	} {
		name = news.37.c
		trigger = {
			is_in_faction_with = SOV
			NOT = {
				tag = SOV
			}
		}
	}
}