Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Joint Focus
Component: INSHOL_reform_knil
Constructs: has_completed_focus, prerequisite, limit, joint_focus, completion_reward, add_political_power, is_subject_of, allow_branch
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_reform_knil
	icon = GFX_focus_INS_reform_knil
	text_icon = INSHOL_INS_focus_style
	available = {
		tag = INS
		is_subject_of = HOL
		if = {
			limit = {
				original_tag = HOL
			}
			INS = {
				has_completed_focus = INS_the_jewel_in_the_crown
			}
		}
	}
	prerequisite = {
		focus = INS_the_jewel_in_the_crown
	}
	mutually_exclusive = {

	}
	allow_branch = {
		has_dlc = Thunder at Our Gates
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				INS = {
					has_completed_focus = INS_underground_revolution
				}
			}
		}
	}
	x = -27
	y = 0
	offset = {
		x = 0
		y = 0
		trigger = {
			original_tag = HOL
		}
	}
	relative_position_id = INSHOL_dutch_east_indies
	ai_will_do = {
		base = 0
		modifier = {
			add = 0.6
			original_tag = HOL
		} {
			add = 1
			original_tag = INS
		} {
			factor = 2.5
			original_tag = HOL
			date = > 1939.1.1
		} {
			factor = 0.8
			original_tag = HOL
		} {
			factor = 1.1
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_prioritize_dutch_profits
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_loyalty_to_crown
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_encourage_further_investment
			}
		} {
			factor = 1.3
			original_tag = HOL
			INS = {
				INS_harry_kuneman = {
					is_hired_as_advisor = yes
				}
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				INS_dick_de_hoog = {
					is_hired_as_advisor = yes
				}
			}
		} {
			factor = 1.75
			original_tag = HOL
			HOL_check_plan_colonial_alternate_democratic = yes
		} {
			factor = 0.5
			original_tag = HOL
			HOL_check_plan_continental_alternate_democratic = yes
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				is_ai = no
			}
		} {
			factor = 0.5
			original_tag = HOL
			INS = {
				is_ai = yes
			}
		}
	}
	cost = 5
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {

	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			custom_effect_tooltip = INS_knil_tt INS_netherlands_can_remove_autonomy_tt_50
			add_to_variable = {
				var = INS_royal_netherlands_east_indies_army_experience_gain_army
				value = 0.3
				tooltip = experience_gain_army_tt
			} {
				var = INS_r
# ... (truncated)
### Entity: National Focus
Tree: sov_focus
Component: SOV_steel_casting_industry
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_resources_amount, set_variable, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_steel_casting_industry
	icon = GFX_SOV_steel_casting_industry_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_reorganize_the_pc_of_heavy_industry SOV_shift_to_armaments_production
	}
	x = 2
	y = 1
	relative_position_id = SOV_reorganize_the_pc_of_heavy_industry
	cost = 10
	available = {
		any_owned_state = {
			has_resources_amount = {
				resource = steel
				amount = > 0
			}
			free_building_slots = {
				building = industrial_complex
				size = > 1
				include_locked = yes
			}
		}
		SOV_third_five_year_plan_available = yes
		NOT = {
			has_completed_focus = SOV_curtailment_of_the_collective_farms
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		set_variable = {
			SOV_fyp_industrial_capacity_factory = 0.05
		} {
			SOV_fyp_industrial_capacity_dockyard = 0.05
		}
		custom_effect_tooltip = SOV_steel_casting_industry_ns_tt
		random_owned_controlled_state = {
			limit = {
				has_resources_amount = {
					resource = steel
					amount = > 0
				}
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			add_resource = {
				type = steel
				amount = 5
			}
			set_state_flag = SOV_steel_casting_industry_flag
		}
		if = {
			limit = {
				any_owned_state = {
					has_resources_amount = {
						resource = steel
						amount = > 0
					}
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
					NOT = {
						has_state_flag = SOV_steel_casting_industry_flag
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					has_resources_amount = {
						resource = steel
						amount = > 0
					}
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
					NOT = {
						has_state_flag = SOV_steel_casting_industry_flag
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
				add_resource = {
					type = steel
					amount = 5
				}
				set_state_flag = SOV_steel_casting_industry_flag
			}
		}
	}
}
### Entity: Idea
Component: idea_RAJ_train_robberies
Constructs: has_government, removal_cost
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_train_robberies = {
	allowed = {
		original_tag = RAJ
	}
	picture = generic_train_tracks
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		has_government = communism
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.2
		stability_weekly = -0.001
	}
}
### Entity: Trigger Reference
Construct: division_has_battalion_in_template
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## division_has_battalion_in_template

* Supported Scopes: 
* Supported Targets: none

```
checks if division template has the subunit type.
```
### Entity: National Focus
Tree: chl_focus
Component: CHL_the_future_of_Chile
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, add_political_power, allow_branch, has_game_rule
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_the_future_of_Chile
	icon = GFX_focus_CHL_the_future_of_Chile
	relative_position_id = CHL_increase_presidential_powers
	x = -4
	y = 1
	cost = 10
	allow_branch = {
		IF = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = CHL_reapproach_america
			} {
				has_completed_focus = CHL_return_to_the_parliamentary_era
			} {
				has_completed_focus = CHL_denounce_the_anarchy
			} {
				has_completed_focus = CHL_look_to_tradition
			}
		}
	}
	prerequisite = {
		focus = CHL_increase_presidential_powers
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 2.5
	}
	available = {
		has_government = communism
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 75
		country_event = {
			id = CHL_political_events.20
			hours = 0
		}
	}
}
### Entity: Event
Component: bftb_bulgaria_balkan_federation.17
Constructs: is_triggered_only, limit, every_controlled_state, set_state_controller
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_balkan_federation.17
	title = bftb_bulgaria_balkan_federation.17.t
	desc = bftb_bulgaria_balkan_federation.17.desc
	picture = GFX_report_event_bul_soviet_army_sofia
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_balkan_federation.17.a
		effect_tooltip = {
			custom_effect_tooltip = bftb_bulgaria_balkan_federation_turkish_states_tt
			every_controlled_state = {
				limit = {
					BUL_is_balkan_state = yes
				}
			}
		}
		hidden_effect = {
			FROM = {
				every_controlled_state = {
					limit = {
						BUL_is_balkan_state = yes
					}
					ROOT = {
						transfer_state = PREV
						hidden_effect = {
							set_state_controller = PREV
						}
					}
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_startup_USA
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_startup_USA = {
	allowed = {
		tag = USA
	}
	enable = {
		check_variable = {
			global.EAI_days_elapsed = < 2
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = -200
	} {
		type = building_target
		id = dockyard
		value = 200
	}
}
### Entity: Scripted Localization
Component: defined_text
Constructs: has_dlc, set_temp_variable
Source: game
File: common/scripted_localisation/EAI_startup_config_scripted_loc.txt

Code:
defined_text = {
	name = EAI_GetStartupDlc4Status
	text = {
		trigger = {
			has_dlc = Arms Against Tyranny
			set_temp_variable = {
				tmp_dlc = 4
			}
		}
		localization_key = EAI_dlc_enabled
	} {
		trigger = {
			set_temp_variable = {
				tmp_dlc = 4
			}
		}
		localization_key = EAI_dlc_missing_important
	}
}
### Entity: Scripted Effect
Component: EAI_DIFFICULTY_set_insane_difficulty_custom_modifiers
Constructs: limit, has_country_flag, set_variable, has_dynamic_modifier, add_dynamic_modifier, force_update_dynamic_modifier
Source: game
File: common/scripted_effects/EAI_DIFFICULTY_effects.txt

Code:
EAI_DIFFICULTY_set_insane_difficulty_custom_modifiers = {
	meta_effect = {
		text = {
			set_variable = {
				[x]EAI_custom_bonus_1 = 0.0
			} {
				[x]EAI_custom_bonus_2 = 1.0
			} {
				[x]EAI_custom_bonus_3 = 1.0
			} {
				[x]EAI_custom_bonus_4 = 0.0
			} {
				[x]EAI_custom_bonus_5 = 0.0
			} {
				[x]EAI_custom_bonus_6 = -0.75
			} {
				[x]EAI_custom_bonus_7 = 0.6
			} {
				[x]EAI_custom_bonus_8 = 0.03
			} {
				[x]EAI_custom_bonus_9 = 0.0
			} {
				[x]EAI_custom_bonus_10 = 0.0
			} {
				[x]EAI_custom_bonus_11 = 0.0
			} {
				[x]EAI_custom_bonus_12 = 0.0
			} {
				[x]EAI_custom_bonus_13 = -0.15
			} {
				[x]EAI_custom_bonus_14 = 0.0
			} {
				[x]EAI_custom_bonus_15 = 0.0
			} {
				[x]EAI_custom_bonus_16 = -0.3
			} {
				[x]EAI_custom_bonus_17 = -0.3
			} {
				[x]EAI_custom_bonus_18 = -0.3
			} {
				[x]EAI_custom_bonus_19 = 0.0
			} {
				[x]EAI_custom_bonus_20 = 0.0
			} {
				[x]EAI_custom_bonus_21 = 0.0
			} {
				[x]EAI_custom_bonus_22 = 0.0
			} {
				[x]EAI_custom_bonus_23 = 0.0
			} {
				[x]EAI_custom_bonus_24 = 0.0
			} {
				[x]EAI_custom_bonus_25 = 3
			} {
				[x]EAI_custom_bonus_26 = 1
			} {
				[x]EAI_custom_bonus_27 = 0
			} {
				[x]EAI_custom_bonus_28 = -0.6
			} {
				[x]EAI_custom_bonus_29 = 0
			} {
				[x]EAI_custom_bonus_30 = 0
			} {
				[x]EAI_custom_bonus_31 = -0.75
			} {
				[x]EAI_custom_bonus_32 = 0.06
			} {
				[x]EAI_custom_bonus_33 = 0
			} {
				[x]EAI_custom_bonus_34 = 0
			} {
				[x]EAI_custom_bonus_35 = -0.6
			} {
				[x]EAI_custom_bonus_36 = -0.6
			} {
				[x]EAI_custom_bonus_37 = 5
			} {
				[x]EAI_custom_bonus_38 = 24
			}
		}
		x = [EAI_GetDifficultyBonusMode]
	}
	if = {
		limit = {
			ROOT = {
				has_country_flag = EAI_config_COUNTRY
			}
			NOT = {
				has_dynamic_modifier = {
					modifier = EAI_difficulty_bonus_modifier
				}
			}
		}
		add_dynamic_modifier = {
			modifier = EAI_difficulty_bonus_modifier
		}
	}
	force_update_dynamic_modifier = yes
}
### Entity: Event
Component: argentina.2
Constructs: is_triggered_only, ai_chance, has_army_size
Source: game
File: events/r56_argentina.txt

Code:
country_event = {
	id = argentina.2
	title = argentina.2.t
	desc = argentina.2.d
	is_triggered_only = yes
	picture = GFX_report_event_destroyers
	option = {
		name = argentina.2.cede
		ARG = {
			country_event = {
				days = 1
				id = argentina.26
			}
		}
		ai_chance = {
			base = 30
			modifier = {
				add = 100
				ARG = {
					has_army_size = {
						size = > 30
					}
				}
			}
		}
	} {
		name = argentina.2.deny
		ARG = {
			country_event = {
				days = 1
				id = argentina.27
			}
		}
	}
}
### Entity: Achievement
Component: it_has_my_name_on_it
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
it_has_my_name_on_it = {
	id = 140
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		OR = {
			original_tag = LIT LAT EST
		}
	}
	happened = {
		controls_state = 37 99 58 909 61 63 807 85 5 763 188 189 190 809 808 13 12 812 811 813 208 195 666 38 141 139 138 140 146 111 149 148 926 928 929
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_avenge_the_1821_disaster
Constructs: prerequisite, has_war, limit, random_country, has_government, add_war_support, has_country_flag, completion_reward
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_avenge_the_1821_disaster
	prerequisite = {
		focus = POR_destabilize_brazil
	}
	icon = GFX_focus_por_recover_brazil
	cost = 15
	x = 0
	y = 1
	relative_position_id = POR_destabilize_brazil
	ai_will_do = {
		base = 0
		modifier = {
			add = 25
			BRA = {
				is_ai = yes
			}
			has_war = no
			has_country_flag = POR_host_a_royal_wedding_in_brazil_flag
		}
	}
	available = {
		has_government = fascism
		is_subject = no
		if = {
			limit = {
				NOT = {
					BRA = {
						is_subject_of = POR
					}
				}
			}
			NOT = {
				BRA = {
					is_in_faction_with = POR
				}
			}
		}
	}
	bypass = {
		500 = {
			owner = {
				OR = {
					original_tag = ROOT
					is_subject_of = ROOT
				}
			}
		}
		NOT = {
			has_cosmetic_tag = ESU_POR_unified
		}
	}
	bypass_effect = {
		add_political_power = 100
		add_war_support = 0.1
		add_popularity = {
			ideology = ROOT
			popularity = 0.1
		}
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_skip_one_line_tt
		set_cosmetic_tag = KPB_kingdom_portugal_and_brazil
		random_country = {
			limit = {
				original_tag = BRA
				is_subject_of = ROOT
			}
			country_event = portugal.61
		}
		unlock_decision_tooltip = POR_integrate_the_brazilian_administration
	}
	will_lead_to_war_with = BRA
	completion_reward = {
		add_named_threat = {
			threat = 5
			name = POR_avenge_the_1821_disaster
		}
		unlock_decision_tooltip = POR_proclaim_porto_brazilian_reunification
		custom_effect_tooltip = CHL_skip_one_line_tt
		if = {
			limit = {
				has_country_flag = POR_host_a_royal_wedding_in_brazil_flag
				BRA = {
					exists = yes
					NOT = {
						is_ally_with = ROOT
					}
				}
			}
			BRA = {
				country_event = {
					id = portugal.60
					hours = 3
				}
			}
			custom_effect_tooltip = CHL_skip_one_line_tt POR_avenge_the_1821_disaster_tt
		}
		else = {
			every_other_country = {
				limit = {
					NOT = {
						is_ally_with = POR
					}
					any_controlled_state = {
						state = 500
					}
				}
				POR = {
					create_wargoal = {
						target = PREV
						type = annex_everything
						expire = 0
					}
				}
			}
			custom_effect_tooltip = CHL_skip_one_line_tt POR_avenge_the_1821_disaster_2_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Event
Component: wuw_GER_diplomacy.82
Constructs: is_triggered_only, add_equipment_to_stockpile
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.82
	title = wuw_GER_diplomacy.82.t
	desc = wuw_GER_diplomacy.82.desc
	picture = GFX_report_event_generic_rifles
	is_triggered_only = yes
	option = {
		name = wuw_GER_diplomacy.82.a
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 2000
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_secure_the_lands
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_dynamic_modifier
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_secure_the_lands
	icon = GFX_focus_RAJ_a_private_military
	prerequisite = {
		focus = PRC_the_battle_behind_the_front_lines
	}
	x = -1
	y = 1
	relative_position_id = PRC_the_battle_behind_the_front_lines
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = PRC_halves_infiltration_cost_tt generic_skip_one_line_tt PRC_unlock_complete_infiltration_tt
		divide_variable = {
			PRC_infiltration_cost = 2
		}
		effect_tooltip = {
			add_dynamic_modifier = {
				modifier = PRC_infiltrated_state_3
				scope = PRC
			}
		}
	}
}
### Entity: Idea
Component: VIN_invite_soviet_industrial_experts
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/vietnam_ideas.txt

Code:
VIN_invite_soviet_industrial_experts = {
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = man_five_year_plan_industry
	research_bonus = {
		industry = 0.15
	}
}
### Entity: Character
Component: CRO_sismundo_pejacevic
Source: game
File: common/characters/BOS.txt

Code:
CRO_sismundo_pejacevic = {
	name = CRO_sismundo_pejacevic
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_3
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = CRO_sismundo_pejacevic
		ledger = army
		allowed = {
			original_tag = BOS
		}
		traits = {
			military_theorist
		}
	}
}
### Entity: Event
Component: poland.201
Constructs: is_triggered_only
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.201
	title = poland.201.t
	desc = poland.201.d
	picture = GFX_report_event_polish_meeting
	is_triggered_only = yes
	option = {
		name = poland.201.a
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_go_communist
Constructs: prerequisite, has_government, completion_reward, add_political_power, is_ai, add_popularity, add_timed_idea, set_party_name
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_go_communist
	icon = GFX_goal_hon_boc
	prerequisite = {
		focus = HON_politics
	}
	mutually_exclusive = {
		focus = HON_suggest_fascism
	} {
		focus = HON_status_quo
	} {
		focus = HON_suggest_monarchy
	}
	relative_position_id = HON_politics
	x = -2
	y = 1
	cost = 8
	ai_will_do = {
		factor = 1.5
		modifier = {
			add = 100
			USA = {
				has_government = communism
			}
		} {
			add = 0.1
			AND = {
				GUA = {
					is_ai = yes
				}
				ELS = {
					is_ai = yes
				}
				COS = {
					is_ai = yes
				}
				PAN = {
					is_ai = yes
				}
			}
		}
	}
	completion_reward = {
		add_political_power = 25
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_timed_idea = {
			idea = internationalism
			days = 1395
		}
		set_party_name = {
			ideology = communism
			long_name = Bloque Obrero Campesino
			name = BOC
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_re_form_the_freikorps
Constructs: division_template, prerequisite, limit, completion_reward, is_locked, force_allow_recruiting, random_state, is_fully_controlled_by
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_re_form_the_freikorps
	icon = GFX_goal_generic_axis_build_infantry
	prerequisite = {
		focus = GER_fan_prussian_militarism
	}
	x = -1
	y = 1
	relative_position_id = GER_fan_prussian_militarism
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		custom_effect_tooltip = GER_freikrops_militia_recruitment_tt generic_skip_one_line_tt GER_re_form_the_freikorps_generals_tt generic_skip_one_line_tt available_political_advisor
		hidden_effect = {
			delete_unit_template_and_units = {
				division_template = Freikorps
				disband = yes
			}
			division_template = {
				name = Freikorps
				division_names_group = GER_MIL_01
				template_counter = 84
				is_locked = yes
				force_allow_recruiting = yes
				division_cap = 24
				regiments = {
					militia = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					}
				}
				support = {
					artillery = {
						x = 0
						y = 0
					}
				}
			}
			random_state = {
				limit = {
					is_fully_controlled_by = ROOT
					is_owned_by = ROOT
					is_core_of = ROOT
				}
				create_unit = {
					division = name = "Freikorps 'München'" division_template = "Freikorps" start_experience_factor = 0.4 start_equipment_factor = 0.6
					owner = ROOT
				} {
					division = name = "Freikorps 'Nürnberg'" division_template = "Freikorps" start_experience_factor = 0.3 start_equipment_factor = 0.8
					owner = ROOT
				} {
					division = name = "Freikorps 'Berlin'" division_template = "Freikorps" start_experience_factor = 0.2 start_equipment_factor = 0.5
					owner = ROOT
				} {
					division = name = "Freikorps 'Bremerhaven'" division_template = "Freikorps" start_experience_factor = 0.3 start_equipment_factor = 0.8
					owner = ROOT
				} {
					division = name = "Freikorps 'Hamburg'" division_template = "Freikorps" start_experience_factor = 0.2 start_equipment_factor = 0.5
					owner = ROOT
				}
			}
		}
		show_ideas_tooltip = GER_hermann_erhardt
	}
}
### Entity: Idea
Component: YUN_yunnan_wolfram_co
Constructs: research_bonus
Source: game
File: common/ideas/YUN.txt

Code:
YUN_yunnan_wolfram_co = {
	picture = generic_artillery_manufacturer_3
	allowed = {
		original_tag = YUN
	}
	cost = 150
	research_bonus = {
		excavation_tech = 0.15
	}
	traits = {
		mining_company
	}
}
### Entity: Character
Component: GER_political_appointment
Constructs: army_attack_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_political_appointment = {
	sprite = 13
	random = no
	political_power_factor = 0.05
	war_stability_factor = 0.05
	army_org_factor = -0.05
	army_attack_factor = -0.05
	experience_gain_army = 0.2
}
### Entity: State History
Component: 338
Constructs: add_core_of
Source: game
File: history/states/338-Gloucestershire.txt

Code:
state = {
	id = 338
	name = STATE_338
	manpower = 1800615
	resources = {
		steel = 9
	}
	state_category = city
	history = {
		owner = ENG
		victory_points = {
			3369 5
		}
		buildings = {
			infrastructure = 4
			arms_factory = 1
			industrial_complex = 1
			air_base = 2
			3369 = {
				naval_base = 2
			}
		}
		add_core_of = ENG
	}
	provinces = {
		3369 6221 6351 6378 9484 11471
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: KOR_korea_aerospace_industries
Constructs: research_bonus
Source: game
File: common/ideas/korea.txt

Code:
KOR_korea_aerospace_industries = {
	allowed = {
		or = {
			original_tag = KOR NKR
		}
	}
	available = {
		controls_state = 920
	}
	research_bonus = {
		air_equipment = 0.1
	}
	traits = {
		light_aircraft_manufacturer
	}
}
### Entity: Unit Template
Component: ROM_BC_HISTORICAL
Source: game
File: common/units/names_ships/ROM_ship_names.txt

Code:
ROM_BC_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BC
	for_countries = {
		ROM
	}
	type = ship
	ship_types = {
		ship_hull_heavy battle_cruiser
	}
	prefix = NMS 
	fallback_name = Crucisator Lupta %d
	unique = {
		Constanta Tirgu Mures Cluj Napoca
	}
}
### Entity: Character
Component: BHU_reginald_b_stevens
Source: game
File: common/characters/BHU.txt

Code:
BHU_reginald_b_stevens = {
	advisor = {
		slot = army_chief
		idea_token = BHU_reginald_b_stevens
		allowed = {
			original_tag = BHU
		}
		traits = {
			army_chief_maneuver_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = BHU_reginald_b_stevens
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_3
		}
	}
}
### Entity: Misc Config
Component: states_in_europe
Constructs: limit, is_on_continent
Source: game
File: common/collections/collections.txt

Code:
states_in_europe = {
	input = game:all_states
	operators = {
		limit = {
			is_on_continent = europe
		}
	}
	name = COLLECTION_STATES_IN_EUROPE
}