Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: PER_ssb_events.3
Constructs: is_triggered_only
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_ssb_events.3
	title = PER_ssb_events.3.t
	desc = PER_ssb_events.3.desc
	picture = GFX_report_event_gre_cabinet_meeting
	is_triggered_only = yes
	option = {
		name = PER_ssb_events.3.a
	}
}
### Entity: Idea
Component: ETH_regional_supply_depts_idea
Constructs: removal_cost
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_regional_supply_depts_idea = {
	picture = generic_supply_depot
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		attrition = -0.25
		supply_consumption_factor = -0.15
		out_of_supply_factor = -0.1
	}
}
### Entity: Event
Component: turkey.138
Constructs: is_triggered_only, ai_chance, add_political_power
Source: game
File: events/r56_turkey.txt

Code:
country_event = {
	id = turkey.138
	title = turkey.138.t
	desc = turkey.138.d
	picture = GFX_report_event_tur_inonu_diplomacy
	is_triggered_only = yes
	option = {
		name = turkey.138.a
		add_political_power = 35
		FROM = {
			diplomatic_relation = {
				country = ROOT
				relation = guarantee
			}
		}
		TUR = {
			country_event = {
				id = turkey.139
				days = 1
			}
		}
		ai_chance = {
			base = 50
		}
	} {
		name = turkey.138.b
		TUR = {
			country_event = {
				id = turkey.140
				days = 1
			}
		}
		ai_chance = {
			base = 20
		}
	}
}
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_Anti_Invasion
Constructs: shared_focus, prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_Anti_Invasion
	icon = GFX_goal_generic_construct_military
	prerequisite = {
		focus = neutrality_focus
	}
	mutually_exclusive = {
		focus = GEN_Military_Build
	}
	x = 1
	y = 1
	relative_position_id = neutrality_focus
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = GEN_Anti_Invasion_I
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
}
### Entity: Idea
Component: ICE_viking_spirit_aegir_thor
Constructs: political_power_gain, war_support_factor, army_attack_factor, removal_cost
Source: game
File: common/ideas/iceland.txt

Code:
ICE_viking_spirit_aegir_thor = {
	name = ICE_viking_spirit
	picture = ICE_the_viking_spirit
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		justify_war_goal_time = -0.1
		war_support_factor = 0.1
		political_power_gain = 0.15
		industrial_capacity_dockyard = 0.2
		experience_gain_navy = 0.02
		naval_detection = 0.1
		naval_morale_factor = 0.15
		army_attack_factor = 0.15
		army_attack_speed_factor = 0.05
	}
}
### Entity: Character
Component: PRC_out_for_revenge
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
PRC_out_for_revenge = {
	random = no
	stability_factor = -0.1
	war_support_factor = 0.1
	army_morale_factor = 0.1
	experience_gain_army = 0.15
	training_time_factor = -0.025
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_confirm_eastern_commitments
Constructs: prerequisite, limit, has_war_with, add_opinion_modifier, completion_reward, is_subject, cancel_if_invalid, every_other_country
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_confirm_eastern_commitments
	icon = GFX_goal_tripartite_pact
	x = -2
	y = 2
	prerequisite = {
		focus = FRA_review_foreign_policy
	}
	mutually_exclusive = {
		focus = FRA_buy_time
	}
	relative_position_id = FRA_review_foreign_policy
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			country_exists = YUG CZE ROM POL
		}
		is_subject = no
		NOT = {
			AND = {
				has_war_with = YUG POL ROM CZE
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		every_other_country = {
			limit = {
				OR = {
					original_tag = YUG CZE ROM POL
				}
				exists = yes
				not = {
					has_war_with = ROOT
				}
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = FRA_confirm_eastern_commitments
			}
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = rene_massigli
	}
}
### Entity: Event
Component: mtg_britain.112
Constructs: is_triggered_only
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.112
	is_triggered_only = yes
	hidden = yes
	immediate = {
		news_event = {
			id = mtg_news.27
			days = 1
		}
	}
}
### Entity: Idea
Component: SIA_siamese_ultranationalist_movement_r56
Constructs: removal_cost, fascism_drift, conscription_factor
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_siamese_ultranationalist_movement_r56 = {
	removal_cost = -1
	picture = generic_fascist_workers
	allowed_civil_war = {
		original_tag = SIA
	}
	modifier = {
		political_power_factor = -0.15
		fascism_drift = 0.01
		conscription_factor = 0.08
	}
}
### Entity: Character
Component: navy_chief_naval_gunnery_designer_2
Source: game
File: common/country_leader/00_traits.txt

Code:
navy_chief_naval_gunnery_designer_2 = {
	random = no
	sprite = 7
	naval_light_gun_hit_chance_factor = 0.002
	naval_heavy_gun_hit_chance_factor = 0.05
	navy_capital_ship_attack_factor = 0.1
	navy_anti_air_attack_factor = 0.04
	shore_bombardment_bonus = 0.1
	experience_gain_navy = @chief_experience_gain_medium
	command_cap_increase = @tier2_cp_cap_increase
	command_power = @tier2_cp_cost
	ai_will_do = {
		factor = @navy_command_factor_2
		modifier = {
			factor = 0
			command_power = < @tier2_cp_cost
		}
	}
}
### Entity: Unit Template
Component: SPR_OPERATIVE_CODENAME_HISTORICAL
Source: game
File: common/units/codenames_operatives/SPR_operative_codenames.txt

Code:
SPR_OPERATIVE_CODENAME_HISTORICAL = {
	name = SPR_OPERATIVE_CODENAME_HISTORICAL
	for_countries = {
		SPR CAT GLC NAV MEX
	}
	type = codename
	fallback_name = Agent %d
	unique = {
		Santiago Calatrava Montesa Alcantara Templar Teuton Hospitaller Livonia Jesu Inquisidor Conquistador León Antioch Burgos Sevilla Pamplona
	}
}
### Entity: Faction
Component: faction_goal_expand_newfoundland_bases
Constructs: limit, complete_effect, add_faction_power_projection, every_faction_member, add_faction_initiative, is_on_continent, has_navy_size
Source: game
File: common/factions/goals/faction_goals_short_term.txt

Code:
faction_goal_expand_newfoundland_bases = {
	name = expand_newfoundland_bases_goal_name
	description = expand_newfoundland_bases_goal_desc
	category = short_term
	group = FOCUS_FILTER_CONSOLIDATION
	allowed = {

	}
	visible = {
		331 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	available = {

	}
	completed = {
		331 = {
			air_base = > 1
			any_province_building_level = {
				province = {
					all_provinces = yes
				}
				building = naval_base
				level = > 2
			}
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt TARGET_STATE_CONTROLLERS
		every_faction_member = {
			visible_when_empty = yes
			limit = {
				controls_state = 331
			}
			add_faction_initiative = 1
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 2
			convoy_threat = > 0.5
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							is_on_continent = north_america
						}
					}
					name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA
				}
				value = > 0
			} {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							is_on_continent = europe
						}
					}
					name = COLLECTION_FACTION_STATES_IN_EUROPE
				}
				value = > 0
			}
		} {
			add = 1
			has_navy_size = {
				size = > 5
				type = capital_ship
			}
		}
	}
}
### Entity: AI Strategy
Component: PER_democratic_plan
Constructs: has_country_flag, has_dlc, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/PER_alternate_strategy_plan.txt

Code:
PER_democratic_plan = {
	name = Iran Democratic Plan
	desc = 
	allowed = {
		original_tag = PER
		has_dlc = Graveyard of Empires
	}
	enable = {
		OR = {
			has_country_flag = PER_AI_RANDOM_DEMOCRATIC
			has_game_rule = {
				rule = PER_AI_BEHAVIOR
				option = DEMOCRATIC_PER
			}
		}
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		SSB_expand_irans_military_infrastructure SSB_expand_iranian_oil_fields SSB_military_cooperation SSB_economic_cooperation SSB_joint_military_exercises SSB_expand_road_and_rail_connections SSB_coordinate_military_production SSB_combined_arms SSB_saadabad_research_cooperation PER_rally_the_reformers PER_propagate_political_literature PER_stage_mass_protests PER_modernizing_iran PER_restructure_army PER_rally_behind_mosaddegh PER_develop_oil_fields SSB_military_cooperation SSB_economic_cooperation PER_constitutional_monarchy PER_strengthen_iranian_parliament PER_free_elections PER_rapid_industrialization PER_tehran_power_plant PER_continue_westernization PER_form_oil_company PER_oil_baron SSB_joint_military_exercises PER_adult_literacy PER_develop_cities PER_expand_military_facilities PER_foreign_retraining PER_establish_motor_arms PER_entice_foreign_investment PER_royal_college_funding SSB_expand_road_and_rail_connections SSB_coordinate_military_production PER_expand_oil_production PER_increase_oil_sales PER_special_units PER_form_savak SSB_savak_protect_us PER_fund_state_intelligence PER_transfer_officers_to_intelligence PER_special_forces_program SSB_combined_arms SSB_saadabad_research_cooperation PER_national_museum PER_shiraz_university PER_educational_reforms PER_trans_iranian_railway PER_expand_tabriz_masshad PER_expand_tehran_emam PER_expand_tehran_abbas PER_request_membership_allies PER_establish_airforce PER_pilot_training PER_establish_the_navy PER_czech_tanks PER_future_of_war PER_secure_iraq PER_secure_afghanistan
	}
	focus_factors = {

	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: r56_circassia.1
Constructs: is_triggered_only, has_war_with
Source: game
File: events/Kabardino-Balkaria.txt

Code:
news_event = {
	id = r56_circassia.1
	title = r56_circassia.1.t
	desc = r56_circassia.1.desc
	picture = GFX_news_event_KBK_circassia
	major = yes
	is_triggered_only = yes
	option = {
		name = r56_circassia.1.a
		trigger = {
			original_tag = KBK
		}
	} {
		name = r56_circassia.1.b
		trigger = {
			NOT = {
				original_tag = KBK
			} {
				has_war_with = FROM
			}
		}
	} {
		name = r56_circassia.1.c
		trigger = {
			has_war_with = FROM
		}
	}
}
### Entity: Idea
Component: BUL_anti_capitalism_den
Constructs: has_completed_focus, limit, has_government, has_country_flag, removal_cost
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_anti_capitalism_den = {
	name = BUL_anti_capitalism
	picture = eng_tackle_capitalism
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		tag = BUL
		if = {
			limit = {
				has_completed_focus = BUL_the_anti_capitalist_fight
			}
			has_government = communism
		}
	}
	removal_cost = -1
	targeted_modifier = {
		tag = DEN
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
	cancel = {
		OR = {
			has_country_flag = BUL_anti_capitalism_ns_expired_flag BUL_toppling_giants_ns_expired_flag BUL_the_fight_against_bolshevism_ns_expired_flag
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_cruiser_tanks_experiments
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_cruiser_tanks_experiments
	icon = GFX_goal_tank_offensive
	prerequisite = {
		focus = ARG_tanks_modernization
	}
	mutually_exclusive = {
		focus = ARG_heavy_tanks_experiments
	}
	x = 0
	y = 5
	cost = 10
	completion_reward = {
		add_tech_bonus = {
			name = ARG_cruiser_tanks_experiments
			bonus = 1
			uses = 1
			category = cat_medium_armor
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_modernized_army
Constructs: prerequisite, limit, completion_reward, has_dynamic_modifier, add_dynamic_modifier, add_to_variable, add_breakthrough_progress
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_modernized_army
	icon = GFX_focus_generic_license_production
	prerequisite = {
		focus = BEL_defensive_reorganization
	} {
		focus = BEL_senior_officer_training
	} {
		focus = BEL_doctrinal_innovations
	}
	relative_position_id = BEL_senior_officer_training
	search_filters = {
		FOCUS_FILTER_RESEARCH
	} {

	}
	x = 0
	y = 4
	cost = 10
	available = {

	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_dynamic_modifier = {
						modifier = BEL_academies_of_belgium_dynamic_modifier
					}
				}
			}
			add_dynamic_modifier = {
				modifier = BEL_academies_of_belgium_dynamic_modifier
			}
			add_to_variable = {
				BEL_academies_of_belgium_special_project_speed_factor = 0.1
				tooltip = special_project_speed_factor_tt
			}
			else = {
				custom_effect_tooltip = BEL_academies_of_belgium_dynamic_modifier_tt
				add_to_variable = {
					BEL_academies_of_belgium_special_project_speed_factor = 0.1
					tooltip = special_project_speed_factor_tt
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_breakthrough_progress = {
			specialization = specialization_land
			value = 0.5
		}
	}
}
### Entity: Character
Component: AUS_the_red_helper
Constructs: communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
AUS_the_red_helper = {
	random = no
	sprite = 12
	weekly_manpower = 30
	communism_drift = 0.03
}
### Entity: Character
Component: CAN_guy_simonds
Source: game
File: common/characters/CAN.txt

Code:
CAN_guy_simonds = {
	name = CAN_guy_simonds
	portraits = {
		army = {
			small = GFX_idea_CAN_guy_simonds
		}
	}
	advisor = {
		slot = high_command
		idea_token = CAN_guy_simonds
		ledger = army
		allowed = {
			original_tag = CAN
		}
		traits = {
			army_artillery_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: mongol.27
Constructs: is_triggered_only, add_equipment_to_stockpile, limit, add_war_support, save_event_target_as, clr_state_flag, set_variable, clear_variable
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol.27
	title = mongol.27.t
	desc = mongol.27.d
	picture = GFX_report_event_MON_cavalry_raid_bad
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			save_event_target_as = our_country
			FROM = {
				save_event_target_as = our_state
				clr_state_flag = border_incident_active
			}
			set_variable = {
				num_guns_loss_in_failed_medium_raid = 0
			} {
				num_support_loss_in_failed_medium_raid = 0
			} {
				num_soldiers_loss_in_failed_medium_raid = 0
			}
			randomize_variable = {
				var = num_guns_loss_in_failed_medium_raid
				distribution = uniform
				min = -600
				max = -400
			} {
				var = num_support_loss_in_failed_medium_raid
				distribution = uniform
				min = -150
				max = -50
			} {
				var = num_soldiers_loss_in_failed_medium_raid
				distribution = uniform
				min = -100
				max = -25
			}
			FROM.FROM = {
				save_event_target_as = their_country
			}
			FROM.FROM.FROM = {
				save_event_target_as = their_state
				clr_state_flag = border_incident_active
			}
			clear_variable = attacker_state_vs_@FROM defender_state_vs_@FROM.FROM
			remove_targeted_decision = {
				target = event_target:their_country
				decision = MON_small_raid_cancelled
			}
		}
	}
	option = {
		name = mongol.27.a
		add_war_support = -0.05
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = num_guns_loss_in_failed_medium_raid
			producer = FROM
		}
		if = {
			limit = {
				has_tech = tech_support
			}
			add_equipment_to_stockpile = {
				type = support_equipment_1
				amount = num_support_loss_in_failed_medium_raid
				producer = FROM
			}
		} {
			limit = {
				NOT = {
					has_idea = MON_deprived_army
				}
			}
			add_timed_idea = {
				idea = MON_deprived_army
				days = 120
			}
		}
		add_manpower = num_soldiers_loss_in_failed_medium_raid
		else = {
			modify_timed_idea = {
				idea = MON_deprived_army
				days = 90
			}
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_devalued_currency
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_devalued_currency
	icon = GFX_focus_ITA_devaluate_the_lire
	prerequisite = {
		focus = AST_exports_for_economic_recovery
	}
	relative_position_id = AST_exports_for_economic_recovery
	x = -1
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		AST_add_or_modify_forging_australias_future = yes
		add_to_variable = {
			AST_forging_australias_future_spirit_cic_construction_boost_factor = 0.1
			tooltip = cic_construction_boost_factor_tt
		} {
			AST_forging_australias_future_spirit_trade_opinion_factor = 0.1
			tooltip = trade_opinion_factor_tt
		} {
			AST_forging_australias_future_spirit_extra_trade_to_overlord_factor = -0.2
			tooltip = extra_trade_to_overlord_factor_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_INTERNATIONAL_TRADE
	}
}
### Entity: Shared Focus
Tree: abc_focus
Component: ABC_modern_logistics
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, has_tech, cancel_if_invalid, every_army_leader, add_logistics
Source: game
File: common/national_focus/ABC_shared.txt

Code:
shared_focus = {
	id = ABC_modern_logistics
	icon = GFX_goal_ammunitions
	prerequisite = {
		focus = ABC_field_hospitals
	} {
		focus = ABC_mechanization_effort
	} {
		focus = ABC_signal_companies
	}
	x = 0
	y = 1
	relative_position_id = ABC_mechanization_effort
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_tech = motorised_infantry
	}
	cancel_if_invalid = yes
	completion_reward = {
		every_army_leader = {
			add_logistics = 1
		}
		add_ideas = ABC_modern_logistics_idea
		add_tech_bonus = {
			name = motorized_bonus
			bonus = 3
			uses = 1
			category = logistics_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_RESEARCH
	}
}
### Entity: Order of Battle
Component: Marinha do Brasil
Source: game
File: history/units/BRA_1936_naval.txt

Code:
fleet = {
	name = Marinha do Brasil
	naval_base = 10980
	task_force = {
		name = Marinha do Brasil
		location = 10980
		ship = {
			name = NRB Minas Geraes
			pride_of_the_fleet = yes
			definition = battleship
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = BRA
					version_name = Minas Geraes Class
				}
			}
		} {
			name = NRB São Paulo
			definition = battleship
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = BRA
					version_name = Minas Geraes Class
				}
			}
		} {
			name = NRB Bahia
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = BRA
					version_name = Bahia Class
				}
			}
		} {
			name = NRB Rio Grande do Sul
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = BRA
					version_name = Bahia Class
				}
			}
		} {
			name = NRB Piaui
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = BRA
					version_name = Para Class
				}
			}
		} {
			name = NRB Rio Grande do Norte
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = BRA
					version_name = Para Class
				}
			}
		} {
			name = NRB Paraíba
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = BRA
					version_name = Para Class
				}
			}
		} {
			name = NRB Alagoas
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = BRA
					version_name = Para Class
				}
			}
		} {
			name = NRB Marnhão
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = BRA
					version_name = Para Class
				}
			}
		} {
			name = NRB Sergipe
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = BRA
					version_name = Para Class
				}
			}
		} {
			name = NRB Santa Catharina
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = BRA
					version_name = Para Class
				}
			}
		} {
			name = NRB Mato Grosso
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = BRA
					version_name = Para Class
				}
			}
		}
	} {
		name = Flotilha de Submarinos
		location = 10980
		ship = {
			name = NRB Humaytá
			definition = submari
# ... (truncated)
### Entity: Idea
Component: EAI_DD_11/light_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_11/light_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_chassis = {
			build_cost_ic = -0.275
			instant = yes
		}
	}
}
### Entity: Unit Template
Component: SWI_MOT_01
Source: game
File: common/units/names_divisions/SWI_names_divisions.txt

Code:
SWI_MOT_01 = {
	name = Motorized Division
	for_countries = {
		SWI
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		SWI_INF_01
	}
	fallback_name = Motorfeld-Division %d
	ordered = {
		1 = {
			Motorfeld-Division %d
		}
		2 = {
			Motorfeld-Division %d
		}
		3 = {
			Motorfeld-Division %d
		}
		4 = {
			Motorfeld-Division %d
		}
		5 = {
			Motorfeld-Division %d
		}
		6 = {
			Motorfeld-Division %d
		}
		7 = {
			Motorfeld-Division %d
		}
		8 = {
			Motorfeld-Division %d
		}
		9 = {
			Motorfeld-Division %d
		}
		10 = {
			Motorfeld-Division %d
		}
	}
}
### Entity: Country History
Country: TMS
Component: TMS_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/TMS - Turkmenistan.txt

Code:
# Misc for TMS
capital = 584
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
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Modifier Reference
Construct: navy_leader_start_coordination_level
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## navy_leader_start_coordination_level

* Number with 0 decimal places
* **Categories**: unit_leader
### Entity: National Focus
Tree: ger_focus
Component: GER_anti_soviet_pact_unaligned
Constructs: prerequisite, limit, add_ideas, has_government, has_war_with, add_opinion_modifier, completion_reward, is_subject
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_anti_soviet_pact_unaligned
	icon = GFX_goal_anti_comintern_pact
	prerequisite = {
		focus = GER_anti_comintern_pact_unaligned
	}
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 849999
		}
	}
	bypass = {
		SOV = {
			NOT = {
				has_government = communism
			}
		}
	}
	x = 0
	y = 1
	relative_position_id = GER_anti_comintern_pact_unaligned
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	completion_reward = {
		hidden_effect = {
			SOV = {
				remove_opinion_modifier = {
					target = ROOT
					modifier = pact_against_us
				}
			}
			add_ideas = anti_soviet_pact
		} {
			news_event = {
				id = wtt_news.20
				hours = 6
			}
		}
		SOV = {
			add_opinion_modifier = {
				target = ROOT
				modifier = worse_pact_against_us
			}
		}
		custom_effect_tooltip = GER_anti_soviet_pact_tt_3 GER_anti_soviet_pact_tt GER_anti_soviet_pact_tt_2
		every_other_country = {
			limit = {
				has_opinion_modifier = anti_comintern_pact_opinion
				is_subject = no
				NOT = {
					tag = GER
				} {
					has_war_with = GER
				} {
					has_idea = anti_soviet_pact
				}
			}
			country_event = germany.83
		}
	}
}