Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: SEA_PHI_political_events.50
Constructs: is_triggered_only, create_wargoal, puppet_wargoal_focus
Source: game
File: events/SEA_Philippines.txt

Code:
country_event = {
	id = SEA_PHI_political_events.50
	title = SEA_PHI_political_events.50.t
	desc = SEA_PHI_political_events.50.desc
	picture = GFX_report_event_generic_bombers
	is_triggered_only = yes
	option = {
		name = SEA_PHI_political_events.50.a
		effect_tooltip = {
			FROM = {
				create_wargoal = {
					target = ROOT
					type = puppet_wargoal_focus
				}
			}
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_flexible_organization
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_flexible_organization
	icon = GFX_goal_generic_seize_railway
	prerequisite = {
		focus = PAL_artillery_developments
	} {
		focus = PAL_seize_west_bank_arms_factories
	}
	mutually_exclusive = {
		focus = PAL_entrenchment
	}
	x = 1
	y = 1
	cost = 7.2
	relative_position_id = PAL_artillery_developments
	completion_reward = {
		add_ideas = flexible_organization_spirit
	}
}
### Entity: Modifier Reference
Component: NORDIC_navy_member_dmod
Constructs: remove_trigger
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
NORDIC_navy_member_dmod = {
	enable = {
		always = yes
	}
	icon = GFX_idea_generic_navy_bonus
	remove_trigger = {
		NORDIC_basic_joint_trigger = no
	}
	experience_gain_navy = 0.1
	naval_doctrine_cost_factor = NORDIC_navy_member_dmod_naval_doctrine_cost_factor
	repair_speed_factor = NORDIC_navy_member_dmod_naval_repair_speed_factor
	navy_leader_cost_factor = NORDIC_navy_member_dmod_navy_leader_cost_factor
}
### Entity: Country History
Country: MLK
Component: MLK_politics
Constructs: set_stability, set_politics, set_popularities, set_war_support
Source: game
File: history/countries/MLK - Maluku.txt

Code:
# Politics & Parties for MLK
set_politics = {
	ruling_party = democratic
	last_election = 1934.4.26
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 50
	fascism = 10
	communism = 30
	neutrality = 10
}
set_stability = 0.4
set_war_support = 0.3
### Entity: Unit Leader
Component: ironside
Constructs: gain_xp
Source: game
File: common/unit_leader/00_traits.txt

Code:
ironside = {
	type = navy
	gain_xp = {
		OR = {
			capital_ship = > 0.0
			opponent = {
				capital_ship = > 0.0
			}
		}
	}
	custom_gain_xp_trigger_tooltip = IRONSIDE_TRIGGER_TT
	cost = 500
	modifier = {
		navy_capital_ship_defence_factor = 0.1
	}
	ai_will_do = {
		factor = 1
	}
	gui_row = 10
	gui_column = 0
}
### Entity: Military Industrial Organization
Component: JAP_tachikawa_organization
Source: game
File: common/military_industrial_organization/organizations/r56_JAP_organization.txt

Code:
JAP_tachikawa_organization = {
	name = JAP_tachikawa_organization
	include = generic_cas_aircraft_organization
	icon = GFX_idea_generic_air_manufacturer_2
	allowed = {
		tag = JAP
	}
}
### Entity: Character
Component: AST_adela_walsh
Constructs: has_completed_focus, is_country_leader
Source: game
File: common/characters/AST.txt

Code:
AST_adela_walsh = {
	name = AST_adela_walsh
	portraits = {
		civilian = {
			large = GFX_portrait_AST_adela_walsh
			small = GFX_portrait_AST_adela_walsh_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = AST_adela_walsh
		allowed = {
			original_tag = AST
		}
		traits = {
			AST_the_matriarch_pa
		}
		available = {
			is_country_leader = no
			has_completed_focus = AST_in_from_the_cold
		}
	}
}
### Entity: Idea
Component: KMT_reorganizing_the_command_structure
Constructs: removal_cost, planning_speed
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_reorganizing_the_command_structure = {
	removal_cost = -1
	picture = eng_imperial_conscription
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		experience_gain_army_factor = -0.25
		max_planning_factor = -0.075
		army_org_factor = -0.05
		planning_speed = -0.5
	}
}
### Entity: Idea
Component: idea_RAJ_the_indian_national_army
Constructs: removal_cost
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_the_indian_national_army = {
	picture = NOR_broken_gun_ns
	allowed = {
		original_tag = RAJ
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		supply_consumption_factor = -0.1
	}
}
### Entity: National Focus
Tree: alb_focus
Component: ALB_send_diplomats_to_italy
Constructs: add_opinion_modifier, completion_reward, add_political_power
Source: game
File: common/national_focus/albania.txt

Code:
focus = {
	id = ALB_send_diplomats_to_italy
	icon = GFX_goal_generic_befriend_italy
	x = 19
	y = 0
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		add_political_power = 75
		ITA = {
			add_opinion_modifier = {
				target = ALB
				modifier = medium_increase
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_cooperate_with_the_zveno
Constructs: prerequisite, add_war_support, has_country_flag, completion_reward, add_political_power, has_active_mission
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_cooperate_with_the_zveno
	prerequisite = {
		focus = BUL_power_to_the_tsar BUL_oppose_the_royal_dictatorship
	}
	icon = GFX_focus_BUL_cooperate_with_the_zveno
	relative_position_id = BUL_condemn_macedonian_organizations
	x = 6
	y = 0
	cost = 5
	mutually_exclusive = {
		focus = BUL_dissolve_the_military_union
	}
	available = {
		NOT = {
			has_country_flag = BUL_zveno_destroyed_flag
		}
		hidden_trigger = {
			NOT = {
				has_active_mission = BUL_impending_zveno_coup
			} {
				has_country_flag = BUL_zveno_coup_flag
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_INTERNAL_AFFAIRS
	}
	completion_reward = {
		add_political_power = 50
		add_war_support = 0.05
		BUL_zveno_low_loyalty_increase_effect = yes
		BUL_zveno_low_popularity_increase_effect = yes
		BUL_bzns_low_loyalty_decrease_effect = yes
		BUL_nsm_low_loyalty_decrease_effect = yes
		custom_effect_tooltip = BUL_cooperate_with_the_zveno_tt BUL_cooperate_with_the_zveno_coup_tt
	}
}
### Entity: Wiki Documentation
Construct: Full_scripting_control
Source: wiki
File: wiki/Weather.html

Doc:
Full scripting control[edit]
Probability for each type of weather can now be scripted for each strategic region for each month, or a definable period. So for example we can get that hardcore, dirty, Russian mud everyone is craving for the months and locations where it makes sense. For modders out there we made a really nifty tool for setting up these values so its easy to tweak and work with (so when you guys make the Cats of the 4th Reich total conversion I’v been waiting for it will be easy). This means that since we can set everything ourselves we have full control over the gameplay effects we want rather than relying on a complex simulation to get it right.
### Entity: National Focus
Tree: chi_focus
Component: CHI_take_control_of_the_executive_yuan
Constructs: prerequisite, limit, completion_reward, every_subject_country, is_chinese_warlord, add_autonomy_ratio
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_take_control_of_the_executive_yuan
	icon = GFX_focus_generic_annex_country
	prerequisite = {
		focus = CHI_look_for_allies
	}
	x = -4
	y = 1
	relative_position_id = CHI_look_for_allies
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		custom_effect_tooltip = CHI_take_control_of_the_executive_yuan_tt
		hidden_effect = {
			every_subject_country = {
				limit = {
					is_chinese_warlord = yes
				}
				add_autonomy_ratio = {
					value = var:CHI.executive_yuan_autonomy_ratio
					localization = CHI_take_control_of_the_executive_yuan
				}
			}
		}
	}
}
### Entity: Event
Component: r56.soviet.97
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/r56_Soviet.txt

Code:
country_event = {
	id = r56.soviet.97
	title = r56.soviet.97.t
	desc = r56.soviet.97.d
	picture = GFX_report_event_hungary_parliament
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56.soviet.97.a
	}
}
### Entity: Unit Template
Component: SIA_DD_HISTORICAL
Source: game
File: common/units/names_ships/SIA_ship_names.txt

Code:
SIA_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		SIA
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = HTMS 
	fallback_name = Reux phikhat %d
	unique = {
		Phra Ruang Maeklong Tachin Chonbori Trat Songkhla Phuket Pattani Surat Thani Chanthaburi Rayong Chumphon Kyongyai Kantan Takbai Bangpakong Prasae
	}
}
### Entity: Scripted Effect
Component: EAI_MAP_set_province_terrain_type
Constructs: set_variable
Source: game
File: common/scripted_effects/EAI_MAP_province_terrain.txt

Code:
EAI_MAP_set_province_terrain_type = {
	set_variable = {
		global.EAI_MAP_province_terrain_type^0 = 0
	} {
		global.EAI_MAP_province_terrain_type^1 = 2
	} {
		global.EAI_MAP_province_terrain_type^2 = 3
	} {
		global.EAI_MAP_province_terrain_type^3 = 3
	} {
		global.EAI_MAP_province_terrain_type^4 = 1
	} {
		global.EAI_MAP_province_terrain_type^5 = 1
	} {
		global.EAI_MAP_province_terrain_type^6 = 3
	} {
		global.EAI_MAP_province_terrain_type^7 = 3
	} {
		global.EAI_MAP_province_terrain_type^8 = 4
	} {
		global.EAI_MAP_province_terrain_type^9 = 1
	} {
		global.EAI_MAP_province_terrain_type^10 = 3
	} {
		global.EAI_MAP_province_terrain_type^11 = 3
	} {
		global.EAI_MAP_province_terrain_type^12 = 6
	} {
		global.EAI_MAP_province_terrain_type^13 = 1
	} {
		global.EAI_MAP_province_terrain_type^14 = 6
	} {
		global.EAI_MAP_province_terrain_type^15 = 3
	} {
		global.EAI_MAP_province_terrain_type^16 = 1
	} {
		global.EAI_MAP_province_terrain_type^17 = 6
	} {
		global.EAI_MAP_province_terrain_type^18 = 3
	} {
		global.EAI_MAP_province_terrain_type^19 = 1
	} {
		global.EAI_MAP_province_terrain_type^20 = 1
	} {
		global.EAI_MAP_province_terrain_type^21 = 5
	} {
		global.EAI_MAP_province_terrain_type^22 = 5
	} {
		global.EAI_MAP_province_terrain_type^23 = 6
	} {
		global.EAI_MAP_province_terrain_type^24 = 1
	} {
		global.EAI_MAP_province_terrain_type^25 = 1
	} {
		global.EAI_MAP_province_terrain_type^26 = 3
	} {
		global.EAI_MAP_province_terrain_type^27 = 4
	} {
		global.EAI_MAP_province_terrain_type^28 = 1
	} {
		global.EAI_MAP_province_terrain_type^29 = 1
	} {
		global.EAI_MAP_province_terrain_type^30 = 3
	} {
		global.EAI_MAP_province_terrain_type^31 = 3
	} {
		global.EAI_MAP_province_terrain_type^32 = 3
	} {
		global.EAI_MAP_province_terrain_type^33 = 1
	} {
		global.EAI_MAP_province_terrain_type^34 = 1
	} {
		global.EAI_MAP_province_terrain_type^35 = 6
	} {
		global.EAI_MAP_province_terrain_type^36 = 9
	} {
		global.EAI_MAP_province_terrain_type^37 = 3
	} {
		global.EAI_MAP_province_terrain_type^38 = 5
	} {
		global.EAI_MAP_province_terrain_type^39 = 3
	} {
		global.EAI_MAP_province_terrain_type^40 = 3
	} {
		global.EAI_MAP_province_terrain_type^41 = 1
	} {
		global.EAI_MAP_province_terrain_type^42 = 1
	} {
		global.EAI_MAP_province_terrain_type^43 = 1
	} {
		global.EAI_MAP_province_terrain_type^44 = 5
	} {
		global.EAI_MAP_province_terrain_type^45 = 3
	} {
		global
# ... (truncated)
### Entity: Scope Reference
Construct: variables
Source: vanilla_docs
File: common/raids/_documentation.md

Doc:
## Dynamic variables

The raid instance scope supports these variables:

```
var:actor_country
var:victim_country
var:target_state
var:target_province
```
### Entity: Character
Component: PHI_john_wilkes
Constructs: has_completed_focus, has_war_with, has_country_flag, has_dlc, is_ally_with
Source: game
File: common/characters/PHI.txt

Code:
PHI_john_wilkes = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		navy_leader = {
			visible = {
				has_completed_focus = PHI_united_states_asiatic_fleet
				OR = {
					is_ally_with = USA
					AND = {
						has_country_flag = PHI_recently_broke_USA_alliance
						NOT = {
							has_war_with = USA
						}
					}
				}
			}
			traits = {
				seawolf
			}
			skill = 2
			attack_skill = 3
			defense_skill = 1
			maneuvering_skill = 2
			coordination_skill = 1
			legacy_id = -1
		}
		advisor = {
			slot = high_command
			idea_token = PHI_john_wilkes
			ledger = navy
			allowed = {
				original_tag = PHI
			}
			available = {
				has_completed_focus = PHI_united_states_asiatic_fleet
			}
			traits = {
				navy_submarine_2
			}
			cost = 100
			ai_will_do = {
				base = 1
			}
		}
		name = PHI_john_wilkes
		portraits = {
			army = {
				large = GFX_portrait_PHI_john_wilkes
				small = GFX_portrait_PHI_john_wilkes_small
			}
		}
	}
}
### Entity: Event
Component: r56_italy.31
Constructs: is_triggered_only, limit, fire_only_once, set_country_flag, is_unit_leader, remove_unit_leader_role
Source: game
File: events/R56_Italy.txt

Code:
country_event = {
	id = r56_italy.31
	title = r56_italy.31.t
	desc = r56_italy.31.d
	picture = GFX_report_event_italo_balbo
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56_italy.31.a
		set_country_flag = balbo_dead
		if = {
			limit = {
				ITA_italo_balbo = {
					is_unit_leader = yes
				}
			}
			remove_unit_leader_role = ITA_italo_balbo
		}
	}
}
### Entity: Modifier Reference
Component: LIE_liechtenstein_gold_market
Constructs: research_speed_factor, production_speed_buildings_factor
Source: game
File: common/dynamic_modifiers/LIE.txt

Code:
LIE_liechtenstein_gold_market = {
	enable = {
		always = yes
	}
	icon = GFX_idea_SPR_seize_the_gold_reserves
	consumer_goods_factor = LIE_gold_trade_consumer_goods_factor
	production_speed_buildings_factor = LIE_gold_trade_building_speed_factor
	research_speed_factor = LIE_gold_trade_research_speed_factor
	production_lack_of_resource_penalty_factor = LIE_gold_trade_lack_of_resource_penalty_factor
	production_factory_max_efficiency_factor = LIE_gold_trade_factory_max_efficiency_factor
}
### Entity: National Focus
Tree: sco_focus
Component: SCO_the_scottish_workers_republican_party
Constructs: prerequisite, limit, has_government, completion_reward, is_puppet, is_historical_focus_on, add_popularity, add_timed_idea
Source: game
File: common/national_focus/scotland.txt

Code:
focus = {
	id = SCO_the_scottish_workers_republican_party
	icon = GFX_focus_ICE_embrace_the_workers_revolution
	prerequisite = {
		focus = SCO_favour_republicanism
	}
	relative_position_id = SCO_favour_republicanism
	mutually_exclusive = {
		focus = SCO_scottish_democratic_fascist_party
	}
	x = -2
	y = 1
	cost = 10
	available = {
		if = {
			limit = {
				is_puppet = yes
			}
			has_government = communism
		}
	}
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 2
			is_historical_focus_on = no
		} {
			factor = 10
			AND = {
				is_puppet = yes
				OVERLORD = {
					has_government = communism
				}
			}
		} {
			factor = 0
			AND = {
				is_historical_focus_on = yes
				NOT = {
					has_government = communism
				}
			}
		}
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		add_timed_idea = {
			idea = internationalism
			days = 1395
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Order of Battle
Component: air_wing_206
Source: game
File: history/units/BLR_1936_air_legacy.txt

Code:
air_wings = {
	206 = {
		fighter_equipment_0 = {
			owner = GER
			amount = 40
		}
		name = Jagdgeschwader 232
	}
}
### Entity: Country History
Country: FSM
Component: FSM_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/FSM - Micronesia.txt

Code:
# Politics & Parties for FSM
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 50
	fascism = 36
	communism = 10
	neutrality = 4
}
### Entity: Modifier Reference
Component: r56_the_big_rear
Constructs: remove_trigger, is_controlled_by, is_ally_with, has_war_with_major
Source: game
File: common/dynamic_modifiers/r56_dynamic_modifiers.txt

Code:
r56_the_big_rear = {
	remove_trigger = {
		OR = {
			THIS = {
				NOT = {
					is_controlled_by = CHI
					controller = {
						is_ally_with = CHI
					}
				}
			}
			CHI = {
				NOT = {
					has_war_with_major = yes
				}
			}
		}
	}
	icon = GFX_the_big_rear_icon
	state_production_speed_buildings_factor = 0.1
	army_core_defence_factor = 0.1
}
### Entity: Country History
Country: CYP
Component: CYP_technology
Constructs: set_technology
Source: game
File: history/countries/CYP - Cyprus.txt

Code:
# Starting Technologies for CYP
set_technology = {
	infantry_weapons = 1
}
### Entity: Event
Component: germany_mefo_bills.1
Constructs: is_triggered_only, ai_chance, fire_only_once, has_dynamic_modifier, remove_dynamic_modifier, add_dynamic_modifier, add_to_variable, retire_character
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = germany_mefo_bills.1
	title = germany_mefo_bills.1.t
	desc = germany_mefo_bills.1.desc
	picture = GFX_report_event_tank_factory
	fire_only_once = yes
	is_triggered_only = yes
	trigger = {
		has_dynamic_modifier = {
			modifier = GER_mefo_bills_modifier
		}
	}
	option = {
		name = germany_mefo_bills.1.a
		ai_chance = {
			base = 10
		}
		custom_effect_tooltip = GER_replace_mefo_with_economy_of_conquest_tt generic_skip_one_line_tt GER_unlock_seize_gold_reserves_tt generic_skip_one_line_tt
		hidden_effect = {
			remove_dynamic_modifier = {
				modifier = GER_mefo_bills_modifier
			}
			add_dynamic_modifier = {
				modifier = GER_economy_of_conquest_modifier
			}
		}
		add_to_variable = {
			GER_mefo_bills_civilian_intel_to_others = 0.25
			tooltip = civilian_intel_to_others_tt
		} {
			GER_mefo_bills_army_intel_to_others = 0.25
			tooltip = army_intel_to_others_tt
		} {
			GER_mefo_bills_navy_intel_to_others = 0.25
			tooltip = navy_intel_to_others_tt
		} {
			GER_mefo_bills_airforce_intel_to_others = 0.25
			tooltip = airforce_intel_to_others_tt
		}
		effect_tooltip = {
			retire_character = GER_hjalmar_schacht
			show_ideas_tooltip = hjalmar_schacht
		}
	} {
		name = germany_mefo_bills.1.b
		ai_chance = {
			base = 0
		}
		GER_stop_rearmament = yes
		custom_effect_tooltip = generic_skip_one_line_tt
		effect_tooltip = {
			retire_character = GER_hjalmar_schacht
			show_ideas_tooltip = hjalmar_schacht
		}
	}
}
### Entity: AI Strategy
Component: commonwealth_let_raj_defend_itself
Constructs: has_war_with, is_in_faction_with
Source: game
File: common/ai_strategy/RAJ.txt

Code:
commonwealth_let_raj_defend_itself = {
	allowed = {
		OR = {
			original_tag = ENG NZL AST SAF FRA CAN POL USA BEL COG ETH IRQ
		}
	}
	enable = {
		is_in_faction_with = RAJ
		RAJ = {
			OR = {
				has_war_with = JAP
			}
			is_in_faction_with = ENG
			surrender_progress = < 0.5
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = dont_defend_ally_borders
		id = RAJ
		value = 300
	} {
		type = dont_defend_ally_borders
		id = BRM
		value = 300
	} {
		type = area_priority
		id = burma
		value = -60
	} {
		type = front_unit_request
		area = burma
		value = -80
	} {
		type = put_unit_buffers
		states = {
			288 640 430 997 999 993 994 995 996
		}
		ratio = 0
		area = burma
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Idea
Component: SWE_cvm
Constructs: has_completed_focus, research_bonus, equipment_bonus
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_cvm = {
	allowed = {
		original_tag = SWE
	}
	available = {
		has_completed_focus = SWE_swedish_nine
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		naval_aircraft_manufacturer
	}
	equipment_bonus = {

	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: cro_focus
Component: CRO_nationalism_focus
Constructs: prerequisite, limit, has_government, is_major, completion_reward, is_subject, is_historical_focus_on, add_timed_idea
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_nationalism_focus
	icon = GFX_goal_CRO_national_rebirth
	prerequisite = {
		focus = CRO_political_effort
	}
	available = {
		OR = {
			has_government = fascism neutrality
		}
		if = {
			limit = {
				is_subject = yes
			}
			CRO = {
				OVERLORD = {
					has_government = fascism
				}
			}
		}
	}
	relative_position_id = CRO_political_effort
	x = 4
	y = 1
	cost = 5
	ai_will_do = {
		factor = 3
		modifier = {
			factor = 0
			is_subject = yes
			CRO = {
				OVERLORD = {
					NOT = {
						has_government = fascism
					}
				}
			}
		} {
			factor = 5
			is_subject = yes
			CRO = {
				OVERLORD = {
					has_government = fascism
				}
			}
		} {
			factor = 2
			any_neighbor_country = {
				is_major = yes
				has_government = fascism
			}
		} {
			factor = 0
			AND = {
				is_historical_focus_on = yes
				NOT = {
					has_government = fascism
				}
			}
		}
	}
	completion_reward = {
		add_timed_idea = {
			idea = nationalism
			days = 1095
		}
	}
}
### Entity: Unit Template
Component: SIA_MAR_01
Source: game
File: common/units/names_divisions/SIA_names_divisions.txt

Code:
SIA_MAR_01 = {
	name = Marine Divisions
	for_countries = {
		SIA
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %dth Thai Marine Inf. Division
	ordered = {
		1 = {
			%dst Thai Marine Inf. Division
		}
		2 = {
			%dnd Thai Marine Inf. Division
		}
		3 = {
			%drd Thai Marine Inf. Division
		}
		4 = {
			%dth Thai Marine Inf. Division
		}
		5 = {
			%dth Thai Marine Inf. Division
		}
		6 = {
			%dth Thai Marine Inf. Division
		}
		7 = {
			%dth Thai Marine Inf. Division
		}
		8 = {
			%dth Thai Marine Inf. Division
		}
		9 = {
			%dth Thai Marine Inf. Division
		}
		10 = {
			%dth Thai Marine Inf. Division
		}
		11 = {
			%dth Thai Marine Inf. Division
		}
		12 = {
			%dth Thai Marine Inf. Division
		}
		13 = {
			%dth Thai Marine Inf. Division
		}
		14 = {
			%dth Thai Marine Inf. Division
		}
		15 = {
			%dth Thai Marine Inf. Division
		}
		16 = {
			%dth Thai Marine Inf. Division
		}
		17 = {
			%dth Thai Marine Inf. Division
		}
		18 = {
			%dth Thai Marine Inf. Division
		}
		19 = {
			%dth Thai Marine Inf. Division
		}
		20 = {
			%dth Thai Marine Inf. Division
		}
		21 = {
			%dst Thai Marine Inf. Division
		}
		22 = {
			%dnd Thai Marine Inf. Division
		}
		23 = {
			%drd Thai Marine Inf. Division
		}
	}
}
### Entity: Idea
Component: generic_artillery_manufacturer
Constructs: limit, has_allowed_idea_with_traits, has_dlc, removal_cost, research_bonus
Source: game
File: common/ideas/zzz_generic.txt

Code:
generic_artillery_manufacturer = {
	picture = generic_artillery_manufacturer_2
	allowed = {
		NOT = {
			OR = {
				tag = GER ENG SOV FRA ITA JAP USA FIN
			}
		} {
			has_allowed_idea_with_traits = {
				idea = artillery_manufacturer
				limit = 1
			}
		} {
			AND = {
				OR = {
					tag = CHI PRC MAN SHX XSM GXC YUN SIK MEN
				}
				has_dlc = Waking the Tiger
			}
		} {
			AND = {
				OR = {
					tag = HOL
				}
				has_dlc = Man the Guns
			}
		} {
			AND = {
				OR = {
					tag = SPR SPA SPB SPC SPD POR
				}
				has_dlc = La Resistance
			}
		} {
			AND = {
				OR = {
					tag = BUL GRE TUR
				}
				has_dlc = Battle for the Bosporus
			}
		} {
			AND = {
				tag = ETH
				has_dlc = By Blood Alone
			}
		} {
			AND = {
				tag = CHL
				has_dlc = Trial of Allegiance
			}
		} {
			AND = {
				tag = HUN
				has_dlc = Gotterdammerung
			}
		}
	}
	cost = 150
	removal_cost = 10
	research_bonus = {
		artillery = 0.15
	}
	traits = {
		artillery_manufacturer
	}
}