Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Terrain.html

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

While we do quite a lot of things at the state-level, we still have terrain defined per actual province.

Different types of battalions have either penalties or bonuses in terrain to attack, defence or movement, compared to a generic Infantry. A few examples. Cavalry has a minor -5% attack penalty in most rough terrain, while Mountaineers gets a movement bonus in hills & mountains, as well as attack and defence bonuses.

Unit-specific penalties that combine negatively with terrain penalties, creates some pretty bad situations. ie, attacking a mountain with heavy armor is NOT a good idea.

Generals can get traits to give bonuses in different terrains, for example desert fox, ranger, hill fighter, jungle rat, mountaineers and swamp fox.

Contents

1 Types

1.1 Plains

1.2 Forest

1.3 Hills

1.4 Mountains

1.5 Urban

1.6 Jungle

1.7 Marsh

1.8 Desert
### Entity: Trigger Reference
Construct: is_guaranteed_by
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_guaranteed_by

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
check if guaranteed by specified country
```
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_synarchist_communes
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, every_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_synarchist_communes
	icon = GFX_focus_generic_industry_2
	prerequisite = {
		focus = MEX_focus_social_catholicism MEX_focus_triumph_of_synarchism
	}
	x = 1
	y = 1
	relative_position_id = MEX_focus_social_catholicism
	cost = 10
	ai_will_do = {
		factor = 100
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					state = 476 481
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: State History
Component: 550
Constructs: add_core_of
Source: game
File: history/states/550-Eritrea.txt

Code:
state = {
	id = 550
	name = STATE_550
	manpower = 600600
	resources = {
		steel = 2
	}
	state_category = rural
	history = {
		owner = ITA
		add_core_of = ERI
		victory_points = {
			12766 1
		} {
			13250 3
		} {
			12723 1
		}
		buildings = {
			infrastructure = 2
			air_base = 3
			12766 = {
				naval_base = 3
			}
		}
	}
	provinces = {
		5017 5047 5091 8043 12723 12766 13250 13251
	}
	local_supplies = 0.0
}
### Entity: Event
Component: ww_congo.17
Constructs: is_triggered_only, ai_chance
Source: game
File: events/WUW_Congo.txt

Code:
news_event = {
	id = ww_congo.17
	title = ww_congo.17.t
	desc = ww_congo.17.d
	picture = GFX_news_event_journalists_speech
	major = yes
	is_triggered_only = yes
	option = {
		name = ww_congo.17.a
		ai_chance = {
			base = 100
		}
		trigger = {
			NOT = {
				OR = {
					original_tag = COG BEL
				}
			}
		}
	} {
		name = ww_congo.17.b
		ai_chance = {
			base = 100
		}
		trigger = {
			original_tag = COG
		}
	} {
		name = ww_congo.17.c
		ai_chance = {
			base = 100
		}
		trigger = {
			original_tag = BEL
		}
	}
}
### Entity: Order of Battle
Component: 5th Cavalry Brigade
Constructs: division_template
Source: game
File: history/units/ENG_1936.txt

Code:
division = {
	name = 5th Cavalry Brigade
	location = 11297
	division_template = Cavalry Brigade
	start_experience_factor = 0.2
	start_equipment_factor = 0.3
}
### Entity: Shared Focus
Tree: kmt_focus
Component: KMT_land_value_tax
Constructs: shared_focus, prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/the_national_catastrophe_shared.txt

Code:
shared_focus = {
	id = KMT_land_value_tax
	icon = GFX_focus_SOV_breadbasket_of_the_union
	prerequisite = {
		focus = KMT_enforce_trade_union_compliance KMT_support_trade_unions
	}
	available = {
		has_government = communism
	}
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.1
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	relative_position_id = KMT_support_trade_unions
	completion_reward = {
		add_ideas = CHI_land_value_tax
	}
}
### Entity: Character
Component: BLZ_aa2
Source: game
File: common/characters/BLZ.txt

Code:
BLZ_aa2 = {
	advisor = {
		slot = high_command
		idea_token = BLZ_aa2
		ledger = army
		allowed = {
			original_tag = BLZ
		}
		traits = {
			army_armored_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_2
		}
	}
}
### Entity: Modifier Reference
Construct: num_of_civilian_factories
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_of_civilian_factories
* description: check amount of civilian factories
* (Auto generated using the trigger with same name)
### Entity: Technology
Component: siege_artillery
Constructs: research_cost
Source: game
File: common/technologies/r56_techs.txt

Code:
technology = {
	research_cost = 1
	allow = {
		always = no
	}
	artillery_brigade = {
		urban = {
			attack = 0.05
		}
		fort = {
			attack = 0.05
		}
	}
	mot_artillery_brigade = {
		urban = {
			attack = 0.05
		}
		fort = {
			attack = 0.05
		}
	}
}
### Entity: National Focus
Tree: waf_focus
Component: WAF_political_batallions
Constructs: division_template, prerequisite, limit, add_ideas, has_government, completion_reward, is_core_of, create_corps_commander
Source: game
File: common/national_focus/r56_west_african_shared.txt

Code:
focus = {
	id = WAF_political_batallions
	icon = GFX_goal_generic_communist_officer
	prerequisite = {
		focus = WAF_propagate_marxist_ideas
	}
	x = 1
	y = 1
	relative_position_id = WAF_propagate_marxist_ideas
	cost = 10
	ai_will_do = {
		factor = 15
	}
	available = {
		has_government = communism
		any_controlled_state = {
			is_core_of = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		army_experience = 15
		custom_effect_tooltip = SAU_gain_3_generals
		hidden_effect = {
			create_corps_commander = {
				traits = {
					JAP_communist_sympathizer infantry_officer
				}
				skill = 3
				attack_skill = 2
				defense_skill = 4
				planning_skill = 3
				logistics_skill = 1
			} {
				traits = {
					JAP_communist_sympathizer artillerist
				}
				skill = 2
				attack_skill = 2
				defense_skill = 2
				planning_skill = 1
				logistics_skill = 2
			} {
				traits = {
					JAP_communist_sympathizer trait_reckless cavalry_officer
				}
				skill = 2
				attack_skill = 3
				defense_skill = 1
				planning_skill = 2
				logistics_skill = 1
			}
		}
		division_template = {
			name = Red Riflemen
			template_counter = 69
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 1
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 1
					y = 1
				}
			}
			support = {
				engineer = {
					x = 0
					y = 0
				}
				artillery = {
					x = 0
					y = 1
				}
			}
		}
		if = {
			limit = {
				capital_scope = {
					is_controlled_by = ROOT
				}
			}
			random_owned_controlled_state = {
				limit = {
					is_core_of = ROOT
					is_capital = yes
				}
				create_unit = {
					division = name = "1. Red Rifle Brigade" division_template = "Red Riflemen" start_experience_factor = 0.15 start_equipment_factor = 0.85
					owner = ROOT
				} {
					division = name = "2. Red Rifle Brigade" division_template = "Red Riflemen" start_experience_factor = 0.15 start_equipment_factor = 0.85
					owner = ROOT
				} {
					division = name = "3. Red Rifle Brigade" division_template = "Red Riflemen" start_experience_factor = 0.15 start_equipment_factor = 0.85
					owner = ROOT
				} {
					division = name = "4. Red Rifle Brigade" division_template = "Red Riflemen" start_experience_factor = 0.15 start_equipment_factor = 0.85
					owner = ROOT
				}
			}
		}
		else = {
			random_owned_controlled_state = {
				limit = {
					is_core_of =
# ... (truncated)
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/FIN_1939_air_legacy.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = fighter_equipment_0
			creator = FIN
		}
		requested_factories = 1
		progress = 0.89
		efficiency = 100
		industrial_manufacturer = mio:FIN_valtion_lentokonetehdas_organization
	}
}
### Entity: Idea
Component: KMT_liberalism_in_china2
Constructs: stability_factor, has_government, removal_cost, democratic_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_liberalism_in_china2 = {
	removal_cost = -1
	picture = generic_democratic_drift_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = democratic
		}
	}
	on_remove = {

	}
	modifier = {
		democratic_drift = 0.05
		political_power_factor = 0.1
		stability_factor = 0.05
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/MEN_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 3
	}
	location = 12331
	division_template = Morit Diviziin
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: Character
Component: WPG_eechoud
Source: game
File: common/characters/WPG.txt

Code:
WPG_eechoud = {
	name = WPG_eechoud
	portraits = {
		civilian = {
			large = GFX_portrait_papua_eechoud
		}
	}
	country_leader = {
		desc = WPG_karel_van_eechoud_desc
		ideology = conservatism
		traits = {

		}
		expire = 1958.9.7.1
		id = -1
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_exemplify_the_art_and_science_of_warfare
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_exemplify_the_art_and_science_of_warfare
	available = {
		num_of_factories = > 50
	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_strengthen_the_supreme_reality_of_spain
	}
	icon = GFX_focus_research2
	x = 1
	y = 1
	relative_position_id = SPA_strengthen_the_supreme_reality_of_spain
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Event
Component: r56_eng.8
Constructs: is_triggered_only, ai_chance, add_stability, random_hours, is_historical_focus_on, add_popularity
Source: game
File: events/r56_ENG.txt

Code:
country_event = {
	id = r56_eng.8
	title = r56_eng.8.t
	desc = r56_eng.8.d
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	option = {
		name = r56_eng.8.a
		country_event = {
			id = r56_eng.7
			days = 1
			random_hours = 12
		}
		add_stability = -0.03
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				is_historical_focus_on = yes
				date = < 1941.1.1
			}
		}
	} {
		name = r56_eng.8.b
		hidden_effect = {
			add_popularity = {
				ideology = communism
				popularity = 0.01
			} {
				ideology = fascism
				popularity = 0.01
			}
		}
		add_popularity = {
			ideology = democratic
			popularity = -0.075
		}
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				is_historical_focus_on = yes
				date = > 1941.1.1
			}
		}
	}
}
### Entity: Idea
Component: BAY_pf
Source: game
File: common/ideas/bavaria.txt

Code:
BAY_pf = {
	picture = generic_political_advisor_europe_2
	allowed = {
		original_tag = BAY
	}
	traits = {
		popular_figurehead
	}
}
### Entity: Event
Component: NSB_soviet_great_patriotic_war.01
Constructs: is_triggered_only, fire_only_once, create_operative_leader
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_great_patriotic_war.01
	title = NSB_soviet_great_patriotic_war.01.t
	desc = NSB_soviet_great_patriotic_war.01.desc
	picture = GFX_report_event_SOV_tank_column
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = NSB_soviet_great_patriotic_war.01.a
		create_operative_leader = {
			name = Nikolay Ivanovich Kuznetsov
			GFX = GFX_Portrait_nikolay_kuznetsov
			traits = {
				operative_commando operative_infiltrator
			}
			bypass_recruitment = no
			available_to_spy_master = yes
			nationalities = {
				SOV GER UKR
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_SP_build_naval_facility
Constructs: is_major, check_variable
Source: game
File: common/scripted_triggers/EAI_RESEARCH_special_projects_triggers.txt

Code:
EAI_SP_build_naval_facility = {
	is_major = yes
	date = > 1937.6.1
	check_variable = {
		EAI_RESEARCH_naval_research_factor = > 0.5
	}
	num_of_civilian_factories = > 50
	naval_facility = < 1
}
### Entity: Modding Documentation
Construct: ai_accept
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## ai_accept
* Aliases: yesman

Toggles AI always accept diplomacy
### Entity: Character
Component: TIB_tenpa_jamyang
Source: game
File: common/characters/TIB.txt

Code:
TIB_tenpa_jamyang = {
	advisor = {
		slot = high_command
		idea_token = TIB_tenpa_jamyang
		ledger = army
		allowed = {
			original_tag = TIB
		}
		traits = {
			army_cavalry_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = TIB_tenpa_jamyang
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_4
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_uranium_for_soviets
Constructs: has_completed_focus, prerequisite, has_government, completion_reward, add_resource, remove_building
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_uranium_for_soviets
	icon = GFX_goal_generic_positive_trade_relations
	prerequisite = {
		focus = CZE_soviet_intelligence CZE_acquire_access_for_soviets
	}
	available = {
		has_completed_focus = CZE_R56_establish_new_uranium_mines
		country_exists = SOV
		NOT = {
			has_government = fascism neutrality
		}
	}
	x = 26
	y = 7
	cost = 10
	ai_will_do = {
		factor = 0.2
	}
	completion_reward = {
		country_event = CZE.311
		custom_effect_tooltip = report_reward alternative_diplomatic_reward
		effect_tooltip = {
			add_resource = {
				type = oil
				amount = 6
				state = 73
			} {
				type = tungsten
				amount = 12
				state = 73
			} {
				type = chromium
				amount = 6
				state = 73
			}
			73 = {
				remove_building = {
					type = industrial_complex
					level = 1
				}
			}
		} {
			add_resource = {
				type = oil
				amount = 6
				state = 73
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_OIL FOCUS_FILTER_TUNGSTEN FOCUS_FILTER_CHROMIUM
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered, force_equipment_variants
Source: game
File: history/units/AZR_TUR_HELP.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 11674
	division_template = Dag Tugayi
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = TUR
		}
	}
	start_experience_factor = 0.2
	start_equipment_factor = 0.2
}
### Entity: Name List
Component: CAM
Source: game
File: common/names/00_names.txt

Code:
CAM = {
	male = {
		names = {
			Botum Cheata Tara Leng Narong Phuong Srei Nimol Khan Kosal Lay Lom Ang Phalla Ramsey Sambath Sokha Suon Vanna Vibol Vuthy
		}
	}
	female = {
		names = {
			Achariya Chan Charaya Bopha Chanlina Dara
		}
	}
	surnames = {
		Sok Chan Chea Seang Kim Lim Seng Koy Kang Khat Nhoek Din Duong Tang Toch Thai Pang Pok Prak Phan Meng Yos Yu Ruos Vong Sau Hak Hong Ang Um Ek Aok
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_support_colombian_revolution
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_puppet, is_in_faction_with, create_wargoal
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_support_colombian_revolution
	icon = GFX_goal_COL_political_effort
	relative_position_id = VEN_venezuelan_way_of_communism
	x = 0
	y = 2
	cost = 7.2
	available = {
		is_puppet = no
		COL = {
			exists = yes
			NOT = {
				has_war_with = VEN
				is_in_faction_with = VEN
			}
		}
	}
	prerequisite = {
		focus = VEN_spread_the_south_american_revolution
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 0
	}
	will_lead_to_war_with = COL
	completion_reward = {
		if = {
			limit = {
				COL = {
					has_government = communism
				}
			}
			country_event = {
				hours = 8
				id = generic.5
			}
		}
		else = {
			create_wargoal = {
				type = puppet_wargoal_focus
				target = COL
				expire = 0
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_set_resource_variables
Constructs: set_variable, add_to_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_effects.txt

Code:
EAI_set_resource_variables = {
	set_variable = {
		EAI_total_resources = resource@oil
	}
	add_to_variable = {
		EAI_total_resources = resource@aluminium
	} {
		EAI_total_resources = resource@rubber
	} {
		EAI_total_resources = resource@tungsten
	} {
		EAI_total_resources = resource@steel
	} {
		EAI_total_resources = resource@chromium
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_defending_our_seas
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_defending_our_seas
	icon = GFX_goal_generic_air_naval_bomber
	prerequisite = {
		focus = GRE_protecting_our_skies
	}
	x = 0
	y = 1
	relative_position_id = GRE_protecting_our_skies
	cost = 10
	ai_will_do = {
		base = 1
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = GRE_defending_our_seas
			cost_reduction = 0.5
			uses = 2
			category = air_doctrine
		}
		add_tech_bonus = {
			name = GRE_defending_our_seas
			bonus = 1.0
			uses = 1
			category = naval_bomber
		}
	}
}
### Entity: Idea
Component: TMS_acgs
Source: game
File: common/ideas/turkmenistan.txt

Code:
TMS_acgs = {
	picture = generic_air_asia_3
	allowed = {
		original_tag = TMS
	}
	traits = {
		air_chief_ground_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Shared Focus
Tree: gco_focus
Component: GCO_UNIFIED_develop_mining
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, has_idea
Source: game
File: common/national_focus/r56_gran_colombia_shared.txt

Code:
shared_focus = {
	id = GCO_UNIFIED_develop_mining
	text = CARIB_develop_mining
	icon = GFX_goal_generic_construct_civilian
	cost = 10
	prerequisite = {
		focus = GCO_UNIFIED_connect_the_cities
	}
	relative_position_id = GCO_UNIFIED_connect_the_cities
	x = 0
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_idea = generic_recent_economic_unification
		}
	}
	bypass = {
		has_idea = YUG_idea_expanded_mining_industry
	}
	completion_reward = {
		add_ideas = YUG_idea_expanded_mining_industry
	}
}
### Entity: Idea
Component: arsenal_alfeite
Constructs: research_bonus, equipment_bonus
Source: game
File: common/ideas/portugal.txt

Code:
arsenal_alfeite = {
	picture = generic_naval_manufacturer_1
	allowed = {
		original_tag = POR
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	equipment_bonus = {

	}
	traits = {
		naval_manufacturer
	}
	modifier = {

	}
}
### Entity: Trigger Reference
Construct: is_hired_as_advisor
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_hired_as_advisor

* Supported Scopes: CHARACTER
* Supported Targets: none

```
is_hired_as_advisor = yes/no - Checks if the current character has at least one advisor role for which they are hired
```
### Entity: Event
Component: AAT_finland_the_white_death.7
Constructs: ai_chance, has_completed_focus, limit, has_government, add_war_support, fire_only_once, has_variable, has_offensive_war_with
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_the_white_death.7
	title = AAT_finland_the_white_death.7.t
	desc = AAT_finland_the_white_death.7.desc
	picture = GFX_report_event_FIN_camouflaged_white_death
	fire_only_once = yes
	trigger = {
		has_variable = FIN_white_death_target_country
		FIN = {
			NOT = {
				has_government = communism
			}
		}
		has_offensive_war_with = FIN
		is_subject = no
		has_global_flag = FIN_simo_hayha_has_appeared_flag
	}
	mean_time_to_happen = {
		days = 24
	}
	option = {
		name = AAT_finland_the_white_death.7.a
		ai_chance = {
			base = 100
		}
		IF = {
			limit = {
				has_global_flag = FIN_snipers_active
				NOT = {
					FIN = {
						has_completed_focus = FIN_winter_warfare
					}
				}
			}
			add_manpower = -300
			add_war_support = -0.05
		}
		ELSE_IF = {
			limit = {
				has_global_flag = FIN_snipers_active_with_extra_arms
				NOT = {
					FIN = {
						has_completed_focus = FIN_winter_warfare
					}
				}
			}
			add_manpower = -350
			add_war_support = -0.05
		} {
			limit = {
				has_global_flag = FIN_snipers_active
				FIN = {
					has_completed_focus = FIN_winter_warfare
				}
			}
			add_manpower = -320
			add_war_support = -0.05
		} {
			limit = {
				has_global_flag = FIN_snipers_active_with_extra_arms
				FIN = {
					has_completed_focus = FIN_winter_warfare
				}
			}
			add_manpower = -500
			add_war_support = -0.1
		}
		hidden_effect = {
			set_global_flag = FIN_simo_hayha_is_safe_flag
		}
	}
}
### Entity: Order of Battle
Component: Malta Command
Constructs: division_template
Source: game
File: history/units/ENG_1939.txt

Code:
division = {
	name = Malta Command
	location = 12003
	division_template = Colonial Garrison
	start_experience_factor = 0.2
	start_equipment_factor = 0.3
}
### Entity: Modifier Reference
Component: JAP_state_supporting_resistance_modifier
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
JAP_state_supporting_resistance_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_bul_macedonian_revolutionaries
	resistance_damage_to_garrison = 0.15
	resistance_activity = 0.2
	resistance_growth = 0.5
	resistance_target = 0.8
	compliance_growth = -0.1
}
### Entity: National Focus
Tree: sud_focus
Component: SUD_invite_soviet_planners
Constructs: prerequisite, has_government, has_war_with, add_opinion_modifier, completion_reward, allow_branch, has_capitulated, has_opinion
Source: game
File: common/national_focus/sudan.txt

Code:
focus = {
	id = SUD_invite_soviet_planners
	icon = GFX_focus_chi_mission_to_the_soviet_union
	prerequisite = {
		focus = SUD_Military_Buildup
	}
	mutually_exclusive = {
		focus = SUD_invite_german_investors
	} {
		focus = SUD_invite_american_investors
	}
	text = GEN_invite_soviet_planners
	x = 2
	y = 1
	relative_position_id = SUD_Military_Buildup
	allow_branch = {
		NOT = {
			original_tag = SOV
		}
	}
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 6
			has_government = communism
		}
	}
	bypass = {

	}
	available = {
		num_of_controlled_states = > 0
		SOV = {
			exists = yes
			has_capitulated = no
			has_opinion = {
				target = ROOT
				value = > 49
			}
			has_government = communism
		}
		has_government = communism
		NOT = {
			has_war_with = SOV
		}
	}
	completion_reward = {
		SOV = {
			add_ai_strategy = {
				type = support
				id = ROOT
				value = 25
			} {
				type = send_volunteers_desire
				id = ROOT
				value = 100
			}
		}
		add_offsite_building = {
			type = industrial_complex
			level = 1
		}
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 1
			category = industry
		}
		add_opinion_modifier = {
			target = SOV
			modifier = GEN_invited_soviet
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Country History
Country: GOW
Component: GOW_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/GOW - Gowa.txt

Code:
# Politics & Parties for GOW
set_politics = {
	ruling_party = neutrality
	last_election = 1930.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 5
	communism = 5
	neutrality = 90
	fascism = 0
}