Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: SER_ncm
Source: game
File: common/characters/SER.txt

Code:
SER_ncm = {
	advisor = {
		slot = navy_chief
		idea_token = SER_ncm
		allowed = {
			original_tag = SER
		}
		traits = {
			navy_chief_maneuver_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_3
		}
	}
}
### Entity: State History
Component: 265
Constructs: add_core_of
Source: game
File: history/states/265-Mikhaylovka.txt

Code:
state = {
	id = 265
	name = STATE_265
	manpower = 468781
	state_category = rural
	history = {
		owner = SOV
		buildings = {
			infrastructure = 3
		}
		add_core_of = SOV
		victory_points = {
			487 1
		}
	}
	provinces = {
		487 518 544 579 3431 3539 3582 6454 6528 6563 6602 9436 9464 9502 11423 11451 11485 11512 11527 11555
	}
	local_supplies = 0.0
}
### Entity: Decision
Component: SWE_defensive_militias_category
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/r56_SWE_decision_categories.txt

Code:
SWE_defensive_militias_category = {
	icon = GFX_decision_generic_secret_service
	allowed = {
		original_tag = SWE
	}
	visible = {
		has_completed_focus = SWE_prepare_defensive_militias
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_found_the_congolese_national_movement
Constructs: has_completed_focus, limit, add_war_support, completion_reward, add_political_power, is_historical_focus_on, is_subject, has_global_flag
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_found_the_congolese_national_movement
	icon = GFX_goal_support_democracy
	x = 12
	y = 0
	mutually_exclusive = {
		focus = COG_national_committee_for_liberation
	}
	relative_position_id = COG_governor_general_pierre_ryckmans
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_HISTORICAL
	}
	cost = 10
	ai_will_do = {
		base = 10
		modifier = {
			factor = 2
			is_historical_focus_on = yes
		}
	}
	bypass = {

	}
	available = {
		OR = {
			is_subject = no
			AND = {
				has_global_flag = COG_evolue_in_politics
				has_completed_focus = CONGO_chefs_coutumiers
			}
		}
	}
	completion_reward = {
		add_war_support = -0.05
		add_political_power = 50
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		IF = {
			limit = {
				is_subject = yes
			}
			add_autonomy_score = {
				value = 150
				localization = COG_found_the_congolese_national_movement
			}
		}
	}
}
### Entity: Decision
Component: r56_TUR_the_transition_to_socialism
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/r56_TUR_decision_categories.txt

Code:
r56_TUR_the_transition_to_socialism = {
	icon = generic_propaganda
	priority = 1000
	allowed = {
		original_tag = TUR
	}
	visible = {
		has_completed_focus = TUR_revolution_not_reform
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_sudetenland_autonomy
Constructs: prerequisite, limit, add_ideas, remove_ideas, has_country_flag, completion_reward, add_political_power, is_owned_by
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_sudetenland_autonomy
	icon = GFX_goal_CZE_accept_the_karlsbader_programm
	prerequisite = {
		focus = CZE_democratic_reforms
	}
	available = {
		69 = {
			is_owned_by = CZE
		}
		NOT = {
			GER = {
				has_country_flag = sudetenland_acquired
			}
		}
		custom_trigger_tooltip = {
			tooltip = CZE_democratic_reforms_tooltip
			NOT = {
				has_idea = CZE_constitutional_reforms
			}
			has_country_flag = CZE_constitutional_reforms_flag
		}
	}
	ai_will_do = {
		factor = 0.8
	}
	bypass = {
		GER = {
			has_country_flag = sudetenland_acquired
		}
	}
	x = 33
	y = 3
	cost = 10
	completion_reward = {
		country_event = {
			id = CZE.410
			days = 1
		}
		custom_effect_tooltip = report_reward alternative_diplomatic_reward
		effect_tooltip = {
			add_political_power = -100
			add_ideas = CZE_content_minorities
		} {
			69 = {
				remove_core_of = CZE
			}
			1078 = {
				remove_core_of = CZE
			}
			74 = {
				remove_core_of = CZE
			}
			remove_ideas = CZE_unruly_minorities
			custom_effect_tooltip = CHL_skip_one_line_tt
			every_controlled_state = {
				limit = {
					OR = {
						state = 69 1078
					}
				}
				add_dynamic_modifier = {
					modifier = autonomous_state
				}
			}
		}
	}
}
### Entity: National Focus
Tree: sud_focus
Component: SUD_marxist_pan_islamism
Constructs: prerequisite, has_war_with, add_stability, completion_reward, add_political_power, is_subject
Source: game
File: common/national_focus/sudan.txt

Code:
focus = {
	id = SUD_marxist_pan_islamism
	text = ADU_marxist_pan_islamism
	icon = GFX_focus_generic_soviet_politics
	x = 1
	y = 1
	prerequisite = {
		focus = SUD_tip_the_balance_of_power
	}
	mutually_exclusive = {
		focus = SUD_enforce_atheism
	}
	relative_position_id = SUD_tip_the_balance_of_power
	cost = 10
	ai_will_do = {
		factor = 2
	}
	available = {
		r56_script_i_am_sane = yes
		is_subject = no
	}
	bypass = {
		has_war_with = SPR POR
	}
	completion_reward = {
		add_political_power = 100
		add_stability = 0.05
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = SUD_mustafa_edige_kirimal
	}
}
### Entity: Scripted Effect
Component: FIN_purchase_german_equipment_for_cw
Constructs: add_equipment_to_stockpile, limit, set_technology, has_dlc, create_equipment_variant, allow_without_tech, has_tech
Source: game
File: common/scripted_effects/FIN_scripted_effects.txt

Code:
FIN_purchase_german_equipment_for_cw = {
	add_equipment_to_stockpile = {
		type = infantry_equipment_0
		amount = 6000
		producer = GER
	} {
		type = support_equipment
		amount = 600
		producer = GER
	} {
		type = motorized_equipment_1
		amount = 200
		producer = GER
	}
	if = {
		limit = {
			has_dlc = La Resistance
		}
		create_equipment_variant = {
			name = Sdkfz 222
			type = gw_armored_car_equipment
			allow_without_tech = yes
			model = GER_armored_car_0_entity
			icon = GFX_GER_armored_car1_medium
		}
		add_equipment_to_stockpile = {
			type = gw_armored_car_equipment
			amount = 50
			producer = GER
			variant_name = Sdkfz 222
		}
	} {
		limit = {
			has_dlc = No Step Back
		}
		if = {
			limit = {
				NOT = {
					has_tech = gwtank_chassis
				}
			}
			set_technology = {
				gwtank_chassis = 1
				popup = yes
			}
		}
		create_equipment_variant = {
			name = Leichttraktor
			type = light_tank_chassis_0
			allow_without_tech = yes
			modules = {
				main_armament_slot = tank_small_cannon
				turret_type_slot = tank_light_two_man_tank_turret
				suspension_type_slot = tank_christie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = tank_radio_1
			}
			upgrades = {
				tank_nsb_engine_upgrade = 2
				tank_nsb_armor_upgrade = 2
			}
			obsolete = yes
			icon = GFX_GER_gwtank_medium
		}
		add_equipment_to_stockpile = {
			type = light_tank_chassis_0
			amount = 50
			producer = GER
			variant_name = Leichttraktor
		}
	} {
		limit = {
			has_dlc = By Blood Alone
		}
		if = {
			limit = {
				NOT = {
					has_tech = iw_small_airframe
				}
			}
			set_technology = {
				iw_small_airframe = 1
				popup = yes
			}
		}
		create_equipment_variant = {
			name = He 51
			type = small_plane_airframe_0
			modules = {
				fixed_main_weapon_slot = light_mg_2x
				engine_type_slot = engine_1_1x
				special_type_slot_1 = empty
			}
			obsolete = yes
			icon = GFX_GER_early_fighter_medium
			model = GER_fighter_equipment_0_entity
		}
		add_equipment_to_stockpile = {
			type = small_plane_airframe_0
			amount = 30
			producer = GER
			variant_name = He 51
		}
	}
	else = {
		create_equipment_variant = {
			name = Leichttraktor
			type = gw_tank_equipment
			allow_without_tech = yes
			obsolete = yes
			icon = GFX_GER_gwtank_medium
		}
		add_equipment_to_stockpile = {
			type = gw_tank_equipment
			a
# ... (truncated)
### Entity: Character
Component: AUS_egon_schonhof
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/AUS.txt

Code:
AUS_egon_schonhof = {
	advisor = {
		slot = political_advisor
		idea_token = AUS_egon_schonhof
		allowed = {
			original_tag = AUS
		}
		available = {
			has_government = communism
			has_completed_focus = AUS_establish_rote_hilfe
		}
		visible = {
			has_completed_focus = AUS_establish_rote_hilfe
		}
		traits = {
			AUS_communist_lawyer
		}
		ai_will_do = {
			base = 1
		}
	}
	name = AUS_egon_schonhof
	portraits = {
		civilian = {
			small = GFX_portrait_AUS_egon_schonhof_small
		}
	}
}
### Entity: Country History
Country: RKN
Component: RKN_misc
Constructs: limit, set_technology, add_political_power, set_grand_doctrine, has_dlc, set_research_slots, set_convoys, add_command_power
Source: game
File: history/countries/RKN - Reichskommisariat Niederlande.txt

Code:
# Misc for RKN
capital = 7
set_grand_doctrine = new_mobile_warfare new_convoy_raiding new_battlefield_support
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		fighter1 = 1
		early_bomber = 1
		tactical_bomber1 = 1
		strategic_bomber1 = 1
		CAS1 = 1
		naval_bomber1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
		improved_light_tank = 1
		basic_heavy_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
		improved_light_tank_chassis = 1
		basic_heavy_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		mtg_transport = 1
	}
}
set_research_slots = 3
set_convoys = 0
1939.1.1 = {
	add_political_power = 1197
	add_command_power = 100
	set_technology = {
		CAS2 = 1
		heavy_fighter1 = 1
		interwar_artillery = 1
		interwar_antitank = 1
		infantry_weapons2 = 1
		improved_infantry_weapons = 1
		support_weapons = 1
		support_weapons2 = 1
		paratroopers = 1
		electronic_mechanical_engineering = 1
		radio = 1
		cavity_magnatron = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_encryption = 1
		basic_decryption = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		construction3 = 1
		construction4 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
		dispersed_industry3 = 1
		dispersed_industry4 = 1
	}
	set_grand_doctrine = new_mobile_warfare new_convoy_raiding new_battlefield_support
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Scripted Trigger
Component: GER_civil_war_is_democratic_character
Source: game
File: common/scripted_triggers/r56_GER_scripted_triggers.txt

Code:
GER_civil_war_is_democratic_character = {
	GER_civil_war_is_fascist_character = no
	GER_civil_war_is_communist_character = no
}
### Entity: State History
Component: 454
Constructs: add_core_of
Source: game
File: history/states/454-Israel.txt

Code:
state = {
	id = 454
	name = STATE_454
	manpower = 933142
	state_category = rural
	history = {
		owner = PAL
		add_core_of = PAL ISR
		buildings = {
			infrastructure = 3
			industrial_complex = 1
			air_base = 2
			4206 = {
				naval_base = 3
			}
		}
		victory_points = {
			1086 3
		} {
			4206 1
		} {
			1065 1
		}
	}
	provinces = {
		1015 1065 1086 1201 4088 4206 7107 7176 11970 1
	}
	local_supplies = 0.0
}
### Entity: Scripted Trigger
Component: EAI_TEMPLATE_use_regular_garrison
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_template_design_triggers.txt

Code:
EAI_TEMPLATE_use_regular_garrison = {
	num_of_military_factories = < 200
}
### Entity: Decision
Component: form_rattanakosin_kingdom_category
Constructs: has_dlc
Source: game
File: common/decisions/categories/00_formable_categories.txt

Code:
form_rattanakosin_kingdom_category = {
	icon = generic_formable_nations
	picture = GFX_decision_cat_generic_rattanakosin_kingdom
	allowed = {
		has_dlc = Waking the Tiger
	}
}
### Entity: Event
Component: AAT_finland_winter_war.08
Constructs: is_triggered_only, add_war_support, add_stability, fire_only_once, add_timed_idea
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_winter_war.08
	title = AAT_finland_winter_war.05.t
	desc = AAT_finland_winter_war.08.desc
	picture = GFX_report_event_soviet_finnish_pact
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = AAT_finland_winter_war.08.a
		effect_tooltip = {
			FROM = {
				add_stability = -0.1
				add_war_support = -0.1
				SOV_paranoia_medium_increase_effect = yes
				add_timed_idea = {
					idea = FIN_public_opposition_to_the_winter_war
					days = 730
				}
			}
		}
	}
}
### Entity: Idea
Component: POL_state_catholicism
Constructs: stability_factor, has_government, removal_cost
Source: game
File: common/ideas/poland.txt

Code:
POL_state_catholicism = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = MEX_church_power_5
	modifier = {
		stability_factor = 0.1
		consumer_goods_factor = -0.15
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_encourage_recreational_shooting
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus, special_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_encourage_recreational_shooting
	icon = GFX_focus_secret_rearmament
	prerequisite = {
		focus = NOR_equipment_effort
	}
	x = 2
	y = 2
	relative_position_id = NOR_army
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = NOR_recreational_shooting
		add_tech_bonus = {
			name = infantry_weapons_bonus
			bonus = 1.0
			uses = 1
			category = infantry_weapons
		} {
			name = special_bonus
			bonus = 1.0
			uses = 1
			category = r56_jaeger_infantry_tech
		}
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MANPOWER
	}
}
### Entity: Modifier Reference
Construct: faction_influence_contribution_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## faction_influence_contribution_factor

* Number with 2 decimal places
* **Categories**: faction
### Entity: National Focus
Tree: nor_focus
Component: NOR_eirik_raudes_land
Constructs: prerequisite, owns_state, has_war_with, completion_reward, is_in_faction_with, is_controlled_by, is_subject, is_owned_by
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_eirik_raudes_land
	icon = GFX_goal_generic_position_armies
	prerequisite = {
		focus = NOR_our_royal_claims
	}
	x = 2
	y = 0
	relative_position_id = NOR_claims_on_faroe_islands
	cost = 10
	available = {
		NOT = {
			owns_state = 101
			has_war_with = 101
			 = .OWNER .OWNER
			is_in_faction_with = 101
		}
		OR = {
			101 = {
				is_controlled_by = 101
				 = .OWNER
			} {
				is_controlled_by = ROOT
			}
		}
		is_subject = no
	}
	bypass = {
		101 = {
			is_owned_by = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		101 = {
			OWNER = {
				country_event = {
					id = AAT_norway.17
					hours = 3
				}
			}
		}
		set_country_flag = NOR_claiming_greenland
		effect_tooltip = {
			custom_effect_tooltip = if_they_accept if_they_reject
			101 = {
				transfer_state_to = NOR
			} {
				OWNER = {
					ROOT = {
						create_wargoal = {
							type = take_state_focus
							target = PREV
							generator = {
								101
							}
						}
					}
				}
			}
		}
	}
}
### Entity: Event
Component: mandate_palestine.11
Constructs: is_triggered_only, ai_chance, has_completed_focus, add_political_power, random_hours, is_ai, has_game_rule
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.11
	title = mandate_palestine.11.t
	desc = mandate_palestine.11.d
	picture = GFX_report_event_worker_protests
	is_triggered_only = yes
	option = {
		name = mandate_palestine.11.a
		ai_chance = {
			base = 80
			modifier = {
				factor = 0.5
				has_completed_focus = ENG_a_change_in_course
				NOT = {
					has_completed_focus = ENG_decolonization ENG_concessions_to_the_trade_unions
				}
			}
		}
		MPL = {
			country_event = {
				id = mandate_palestine.12
				days = 1
				random_hours = 12
			}
		}
	} {
		name = mandate_palestine.11.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				MPL = {
					is_ai = yes
				}
				has_game_rule = {
					rule = MPL_ai_behavior
					option = MPL_UNION_COM
				}
			}
		}
		MPL = {
			country_event = {
				id = mandate_palestine.13
				days = 1
				random_hours = 12
			}
		}
		add_political_power = -75
		custom_effect_tooltip = MPL_may_reject
	} {
		name = mandate_palestine.11.c
		ai_chance = {
			base = 10
			modifier = {
				MPL = {
					is_ai = yes
				}
				factor = 0
			}
		}
		MPL = {
			country_event = {
				id = mandate_palestine.14
				days = 1
				random_hours = 12
			}
		}
		add_political_power = -150
		custom_effect_tooltip = MPL_may_reject
	}
}
### Entity: Technology
Component: dispersed_industry4
Constructs: industrial_capacity_factory, research_cost
Source: game
File: common/technologies/industry.txt

Code:
technology = {
	industrial_capacity_factory = 0.1
	industrial_capacity_dockyard = 0.1
	line_change_production_efficiency_factor = 0.1
	production_factory_start_efficiency_factor = 0.05
	industry_air_damage_factor = -0.1
	global_building_slots_factor = 0.2
	path = {
		leads_to_tech = dispersed_industry5
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1941
	folder = {
		name = industry_folder
		position = {
			x = 6
			y = 8
		}
	}
	ai_will_do = {
		factor = 15
		modifier = {
			factor = 10
			date = > 1941.1.1
		}
	}
	categories = {
		industry dispersed_industry_category
	}
	ai_research_weights = {
		defensive = -1.0
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_schlieffen_once_more
Constructs: prerequisite, has_war_with, completion_reward, is_subject, has_global_flag, is_ally_with, cancel_if_invalid, create_wargoal
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_schlieffen_once_more
	icon = GFX_goal_generic_occupy_states_ongoing_war
	prerequisite = {
		focus = GER_break_the_anglo_french_colonial_hegemony
	}
	available = {
		is_subject = no
		OR = {
			has_war_with = FRA
			AND = {
				has_war_with = ENG
				has_global_flag = flag_franco_british_union
			}
		}
		NOT = {
			is_ally_with = BEL
		} {
			is_ally_with = LUX
		}
	}
	bypass = {
		NOT = {
			country_exists = BEL
		} {
			country_exists = LUX
		}
	}
	cancel_if_invalid = yes
	will_lead_to_war_with = BEL LUX
	x = 0
	y = 1
	relative_position_id = GER_break_the_anglo_french_colonial_hegemony
	cost = 4
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		create_wargoal = {
			type = annex_everything
			target = BEL
			expire = 0
		} {
			type = annex_everything
			target = LUX
			expire = 0
		}
	}
}
### Entity: Event
Component: war_justification.4
Constructs: is_triggered_only, has_government, has_country_flag, set_country_flag, clr_country_flag
Source: game
File: events/WarJustification.txt

Code:
country_event = {
	id = war_justification.4
	title = war_justification.4.t
	desc = war_justification.4.d
	picture = GFX_report_event_fascist_speech
	is_triggered_only = yes
	trigger = {
		has_government = fascism
		FROM = {
			has_government = fascism
		}
		NOT = {
			has_country_flag = war_justification_last_event_political
		}
	}
	option = {
		name = war_justification.4.a
		FROM = {
			country_event = {
				id = war_justification.204
			}
		}
		set_country_flag = war_justification_last_event_political
		clr_country_flag = war_justification_last_event_generic war_justification_last_event_neighbor war_justification_last_event_mobilized war_justification_last_event_borderthreat
	}
}
### Entity: AI Strategy
Component: MON_historical_plan
Constructs: has_government, has_country_flag, is_historical_focus_on, has_game_rule
Source: game
File: common/ai_strategy_plans/MON_historical_strategy_plan.txt

Code:
MON_historical_plan = {
	name = Mongolian Historical AI Plan
	desc = Staying aligned to USSR, promoting Choibalsan through the political struggle and then pursuing the dream of a Greater Mongolia
	allowed = {
		original_tag = MON
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = MON_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = MON_AI_RANDOM_MON_COMMUNISM_HISTORICAL
			has_game_rule = {
				rule = MON_ai_behavior
				option = MON_COMMUNISM_HISTORICAL
			}
		}
	}
	abort = {
		OR = {
			has_government = fascism neutrality democratic
		}
		AND = {
			NOT = {
				has_country_flag = mon_1935_defence_soviet_yes_assistance
			}
			date = > 1936.02.15
		}
	}
	ai_national_focuses = {
		MON_transfer_the_funds_of_mongolbank MON_hold_plenum_of_central_committee MON_ratify_mutual_assistance_treaty MON_expand_elementary_schools MON_deal_with_genden MON_secure_the_transition_of_power MON_organize_army_inspection MON_invite_soviet_advisors MON_expand_the_general_staff MON_pastures_into_farms MON_expand_woolwashing_facilities MON_joint_technological_development MON_invite_frinovsky MON_appoint_soviet_protege MON_deal_with_religious_centre MON_strengthen_tugrik MON_reorganize_homeland_security MON_the_great_terror MON_student_exchange_program MON_support_old_officers_corps MON_new_party_elite MON_increase_border_patrols MON_affirm_rearmament_program MON_tackle_the_eastern_threat MON_new_generation_of_intelligentsia MON_remove_nominal_leadership MON_build_mechanical_factory MON_intensify_cooperation MON_approach_soviet_planners MON_build_energokombinat MON_rely_on_soviet_tactics MON_weapon_prototype_development MON_true_hero_for_the_people MON_reorganize_state_agenda MON_support_arats MON_make_use_of_monastery_assets MON_ulan_bator_promcombinat MON_reform_national_script MON_new_veterinary_facilities MON_old_heritage MON_support_the_red_army_focus MON_vessels_of_the_future_war MON_encourage_foreign_trade MON_ratify_battleplans MON_mobilize_the_reserves MON_build_the_railroads MON_improve_transportation_network MON_mass_firearm_production MON_establish_provisional_airforce MON_situational_aerial_presence MON_ulaanbaatar_national_university MON_focus_on_local_engagements MON_focus_on_infantry MON_aerial_support_initiative MON_optimize_infantry_formations MON_unified_operational_command MON_dream_of_greater_
# ... (truncated)
### Entity: Idea
Component: POL_lower_class_education_idea
Constructs: research_speed_factor, war_support_factor, has_government, removal_cost
Source: game
File: common/ideas/poland.txt

Code:
POL_lower_class_education_idea = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = generic_research_bonus
	modifier = {
		research_speed_factor = 0.05
		war_support_factor = 0.1
	}
}
### Entity: Order of Battle
Component: Isyancilar
Constructs: division_template
Source: game
File: history/units/KHM_rebels.txt

Code:
division = {
	name = Isyancilar
	location = 4973
	division_template = Isyancilar
	start_experience_factor = 0.1
	start_equipment_factor = 0.85
}
### Entity: Character
Component: GER_otto_grotewohl
Source: game
File: common/characters/GER.txt

Code:
GER_otto_grotewohl = {
	name = GER_otto_grotewohl
	portraits = {
		civilian = {
			large = GFX_portrait_GER_otto_grotewohl
			small = GFX_portrait_GER_otto_grotewohl_small
		}
	}
}
### Entity: Order of Battle
Component: 501e Rgt. de Chars de Combat
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/FRA_1939_nsb.txt

Code:
division = {
	name = 501e Rgt. de Chars de Combat
	location = 6529
	division_template = Brigade de Chars de Combat
	start_experience_factor = 0.2
	force_equipment_variants = {
		light_tank_chassis_1 = {
			owner = FRA
			version_name = H-35
		}
	}
}