Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Country History
Country: EST
Component: EST_misc
Constructs: recruit_character, limit, add_ideas, remove_ideas, set_technology, add_political_power, has_dlc, set_air_oob
Source: game
File: history/countries/EST - Estonia.txt

Code:
# Misc for EST
capital = 812
if = {
	limit = {
		has_dlc = By Blood Alone
	}
	set_air_oob = EST_1936_air_bba
	else = {
		set_air_oob = EST_1936_air_legacy
		set_technology = {
			early_fighter = 1
		}
	}
}
{
	limit = {
		has_dlc = Arms Against Tyranny
	}
	store_core_states_on_game_start = yes
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		basic_naval_mines = 1
		submarine_mine_laying = 1
		early_ship_hull_light = 1
		early_ship_hull_submarine = 1
		basic_battery = 1
		basic_torpedo = 1
	}
}
set_research_slots = 3
IF = {
	limit = {
		has_dlc = No Step Back
	}
	add_ideas = {
		democratic_opposition EST_vaps_idea_1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	recruit_character = EST_august_jakobson EST_viktor_puskar EST_voldemar_voolman EST_henrik_allik EST_johan_pitka EST_hjalmar_mae EST_aleksander_jaakson EST_herbert_brede EST_otto_heinze UBD_sophie_buxhoeveden
}
set_variable = {
	var = vaps_days_var
	value = 80
}
{
	var = vaps_crackdown_var
	value = 360
}
set_convoys = 5
1939.1.1 = {
	set_country_flag = fought_vaps_flag
	remove_ideas = {
		democratic_opposition EST_vaps_idea_1
	}
	add_political_power = 1198
	add_command_power = 100
	if = {
		limit = {
			has_dlc = No Step Back
		}
		complete_national_focus = EST_era_of_silence EST_fight_the_vaps EST_ismaaliit BALTIC_rejoin_the_railways BALTIC_renew_allied_trade EST_establish_the_rahvuskogu EST_national_council EST_chamber_of_deputies EST_modernize_capital BALTIC_attract_workers_to_capital BALTIC_modernize_industry EST_exploit_the_banks EST_support_independent_militaries EST_republican_defence_league BALTIC_ford_motors BALTIC_crossley_motors BALTIC_invest_in_baltic_trade
		unlock_national_focus = BALTIC_natural_resources
	} {
		limit = {
			has_dlc = Man the Guns
		}
		set_naval_oob = EST_1939_naval_mtg
		else = {
			set_naval_oob = EST_1939_naval_legacy
		}
	} {
		limit = {
			has_dlc = By Blood Alone
		}
		set_air_oob = EST_1936_air_bba
		set_technology = {
			bba_early_transport_plane = 1
		}
		else = {
			set_air_oob = EST_1936_air_legacy
			set_technology = {
				fighter1 = 1
				early_bomber = 1
				CAS1 = 1
				naval_bomber1 = 1
				early_transport_plane = 1
			}
		}
	} {
		limit = {
			not = {
				has_dlc = Man the Guns
			}
		}
		set_technology = {
			basic_submarine = 1
		}
	} {
# ... (truncated)
### Entity: Unit Leader
Component: 1
Source: game
File: common/unit_leader/00_maneuvering_skills.txt

Code:
1 = {
	cost = 100
	type = navy
	modifier = {
		positioning = 0.025
		naval_retreat_speed = 0.01
	}
	building_module_modifier = {
		convoy_retreat_speed = 0.01
		naval_retreat_chance = 0.015
	}
}
### Entity: National Focus
Tree: ukr_focus
Component: UKR_a_condominium_in_western_ukraine
Constructs: prerequisite, has_government, has_country_flag, completion_reward, is_in_faction_with, is_in_faction, is_subject, has_capitulated
Source: game
File: common/national_focus/ukraine.txt

Code:
focus = {
	id = UKR_a_condominium_in_western_ukraine
	icon = GFX_focus_generic_polish_ukrainian_deal
	prerequisite = {
		focus = UKR_approach_poland
	}
	relative_position_id = UKR_approach_poland
	x = -1
	y = 1
	cost = 5
	available = {
		is_in_faction_with = POL
		OR = {
			has_government = democratic neutrality
		}
		is_in_faction = yes
		is_subject = no
		POL = {
			OR = {
				has_government = democratic neutrality
			}
			has_capitulated = no
			has_civil_war = no
			NOT = {
				has_country_flag = poland_pressured_carpatho_ukraine_flag
			}
			controls_state = 89 91 93
		}
	}
	bypass = {
		controls_state = 89 91 93
	}
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		POL = {
			country_event = {
				id = ukraine.3
			}
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_infiltrate_vienna
Constructs: prerequisite, limit, completion_reward, check_variable, set_variable
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_infiltrate_vienna
	icon = GFX_goal_generic_city_chain_forts
	relative_position_id = AUS_appoint_inquart
	x = 3
	y = 1
	prerequisite = {
		focus = AUS_appoint_inquart
	}
	mutually_exclusive = {
		focus = AUS_secure_the_countryside
	}
	cost = 8
	completion_reward = {
		if = {
			limit = {
				check_variable = {
					r56_bundeslaender_wien_frame = 3
				}
			}
			set_variable = {
				r56_bundeslaender_wien_frame = 2
			}
			custom_effect_tooltip = AUS_state_nazi_up_wien
			r56_bundeslaender_calculate_divisions = yes
		} {
			limit = {
				check_variable = {
					r56_bundeslaender_niederoesterreich_frame = 3
				}
			}
			set_variable = {
				r56_bundeslaender_niederoesterreich_frame = 2
			}
			custom_effect_tooltip = AUS_state_nazi_up_niederoesterreich
			r56_bundeslaender_calculate_divisions = yes
		}
		else_if = {
			limit = {
				check_variable = {
					r56_bundeslaender_wien_frame = 1
				}
			}
			set_variable = {
				r56_bundeslaender_wien_frame = 6
			}
			custom_effect_tooltip = AUS_state_nazi_up_wien
			r56_bundeslaender_calculate_divisions = yes
		} {
			limit = {
				check_variable = {
					r56_bundeslaender_wien_frame = 6
				}
			}
			set_variable = {
				r56_bundeslaender_wien_frame = 3
			}
			custom_effect_tooltip = AUS_state_nazi_up_wien
			r56_bundeslaender_calculate_divisions = yes
		} {
			limit = {
				check_variable = {
					r56_bundeslaender_niederoesterreich_frame = 1
				}
			}
			set_variable = {
				r56_bundeslaender_niederoesterreich_frame = 6
			}
			custom_effect_tooltip = AUS_state_nazi_up_niederoesterreich
			r56_bundeslaender_calculate_divisions = yes
		} {
			limit = {
				check_variable = {
					r56_bundeslaender_niederoesterreich_frame = 6
				}
			}
			set_variable = {
				r56_bundeslaender_niederoesterreich_frame = 3
			}
			custom_effect_tooltip = AUS_state_nazi_up_niederoesterreich
			r56_bundeslaender_calculate_divisions = yes
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_ARMY_garrison_12
Constructs: has_country_flag, build_army
Source: game
File: common/ai_strategy/EAI_PRODUCTION_division_strategies.txt

Code:
EAI_PROD_ARMY_garrison_12 = {
	enable = {
		has_country_flag = {
			flag = EAI_garrison_divisions
			value = 12
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_army
		id = area_defense
		value = 12
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_61
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_61 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 61
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 61
	}
}
### Entity: Idea
Component: IRQ_effectivizing_our_production_line
Constructs: has_dlc
Source: game
File: common/ideas/iraq.txt

Code:
IRQ_effectivizing_our_production_line = {
	picture = generic_production_bonus
	allowed = {
		original_tag = IRQ
		has_dlc = Graveyard of Empires
	}
	visible = {

	}
	modifier = {
		production_speed_arms_factory_factor = 0.1
		production_factory_efficiency_gain_factor = 0.1
		production_factory_start_efficiency_factor = 0.05
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_italian_alliance
Constructs: prerequisite, has_war_with, completion_reward, is_faction_leader, is_in_faction, is_in_faction_with, is_subject, has_same_ideology
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_italian_alliance
	icon = GFX_focus_befriend_italy
	prerequisite = {
		focus = POL_control_the_bosporus POL_invite_greece
	} {
		focus = POL_austro_hungarian_alliance
	}
	available = {
		is_faction_leader = yes
		ITA = {
			OR = {
				is_in_faction = no
				AND = {
					is_in_faction_with = GER
					NOT = {
						is_in_faction_with = ROOT
					}
				}
			}
			is_subject = no
			has_same_ideology = yes
			NOT = {
				has_war_with = ROOT
			}
			exists = yes
		}
	}
	x = 0
	y = 1
	relative_position_id = POL_invite_greece
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		ITA = {
			country_event = {
				id = poland.16
				days = 1
			}
		}
	}
}
### Entity: Event
Component: JUNO_brazil_events.85
Constructs: is_triggered_only, ai_chance
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.85
	title = JUNO_brazil_events.85.t
	desc = JUNO_brazil_events.85.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.85.a
		ai_chance = {
			base = 1
		}
	}
}
### Entity: National Focus
Tree: kal_focus
Component: KAL_winter_training
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/kalmykia.txt

Code:
focus = {
	id = KAL_winter_training
	text = ARCTIC_winter_training
	icon = GFX_goal_generic_cold_war
	prerequisite = {
		focus = KAL_establishing_an_army
	}
	relative_position_id = KAL_establishing_an_army
	x = -2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 15
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 3
			uses = 1
			category = r56_jaeger_infantry_tech r56_mountain_infantry_tech
		} {
			name = land_doc_bonus
			bonus = 1
			uses = 1
			category = winter_clothing_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Military Industrial Organization
Component: HUN_danuvia_inf_organization
Constructs: has_completed_focus, limit, has_dlc, equipment_bonus, production_bonus, add_trait, build_cost_ic
Source: game
File: common/military_industrial_organization/organizations/HUN_organization.txt

Code:
HUN_danuvia_inf_organization = {
	include = generic_support_equipment_organization
	icon = GFX_idea_HUN_dunai_gepgyar
	allowed = {
		original_tag = HUN
		has_dlc = Arms Against Tyranny
	}
	available = {
		IF = {
			limit = {
				has_dlc = Gotterdammerung
			}
			FROM = {
				has_completed_focus = wuw_HUN_danuvia_submachine_guns
			}
		}
		ELSE = {
			FROM = {
				has_completed_focus = HUN_danuvia_submachine_guns
			}
		}
	}
	initial_trait = {
		name = HUN_mio_trait_army_ammunition_and_wepaons_works
		limit_to_equipment_type = {
			infantry_equipment
		}
		equipment_bonus = {
			reliability = 0.05
			breakthrough = 0.03
		}
		production_bonus = {
			production_cost_factor = -0.05
		}
	}
	add_trait = {
		token = HUN_mio_trait_danuvia_two_part_lever_delayed_blowback_bolt
		name = HUN_mio_trait_danuvia_two_part_lever_delayed_blowback_bolt
		icon = GFX_generic_mio_department_icon_infantry_quality
		special_trait_background = yes
		relative_position_id = generic_mio_trait_anti_tank_rifle
		all_parents = {
			generic_mio_trait_anti_tank_rifle
		}
		position = {
			x = 1
			y = 1
		}
		visible = {
			FROM = {
				original_tag = HUN
			}
		}
		available = {

		}
		limit_to_equipment_type = {
			infantry_equipment
		}
		equipment_bonus = {
			reliability = 0.05
			soft_attack = 0.05
			breakthrough = 0.05
		}
	} {
		token = HUN_mio_trait_danuvia_improved_stock
		name = HUN_mio_trait_danuvia_improved_stock
		icon = GFX_generic_mio_department_icon_infantry_quality
		special_trait_background = yes
		relative_position_id = HUN_mio_trait_danuvia_two_part_lever_delayed_blowback_bolt
		all_parents = {
			HUN_mio_trait_danuvia_two_part_lever_delayed_blowback_bolt
		}
		position = {
			x = 0
			y = 1
		}
		visible = {
			FROM = {
				original_tag = HUN
			}
		}
		available = {

		}
		limit_to_equipment_type = {
			infantry_equipment
		}
		equipment_bonus = {
			reliability = 0.05
			soft_attack = 0.05
		}
	} {
		token = HUN_mio_trait_heavy_mauser_rounds
		name = HUN_mio_trait_heavy_mauser_rounds
		icon = GFX_generic_mio_department_icon_infantry_quality
		special_trait_background = yes
		relative_position_id = HUN_mio_trait_danuvia_improved_stock
		all_parents = {
			HUN_mio_trait_danuvia_improved_stock
		}
		position = {
			x = 0
			y = 1
		}
		visible = {
			FROM = {
				original_tag = HUN
			}
		}
		available = {

		}
		limit_to_equipment_type = {
			infantry_equipment
		}
	
# ... (truncated)
### Entity: National Focus
Tree: chl_focus
Component: CHL_union_of_hispanic_republics
Constructs: has_completed_focus, prerequisite, limit, has_government, add_war_support, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_union_of_hispanic_republics
	icon = GFX_focus_CHL_union_of_hispanic_republics
	relative_position_id = CHL_sponsor_american_revolutions
	x = 2
	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_sponsor_american_revolutions CHL_strike_down_south_american_fascism
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 5
	}
	available = {
		has_government = communism
		custom_trigger_tooltip = {
			tooltip = form_country_south_america_required_states_tt
			controls_state = 279 950 949 507 952 506 951 953 954 955 512 278 958 511 960 956 510 509 957 508 959 300 946 945 301 688 302 487 947 492 494 303 491 490 305 486 306 493 489 307 488 687 309 310 939 495 940 938 942 280 941 497 937 935 498 936 499 505 943 496 500 501 504 944 503 502 969
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		add_stability = 0.1
		add_war_support = 0.1
		add_political_power = 120
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_skip_one_line_tt
		every_state = {
			limit = {
				OR = {
					state = 279 948 950 949 507 952 506 951 953 954 955 512 278 958 511 960 956 510 509 957 508 959 300 946 945 301 688 302 487 947 492 303 491 490 305 649 486 306 493 489 307 488 687 309 310 939 495 940 938 942 280 941 497 937 935 498 936 499 505 943 496 500 501 504 944 503 502 695 691 299 720 494 969
				}
			}
			add_core_of = ROOT
		} {
			limit = {
				NOT = {
					is_owned_by = ROOT
				}
				OR = {
					state = 304 685 692 694 308 686 316 317
				}
			}
			add_claim_by = ROOT
		}
		set_cosmetic_tag = CHL_hispanic_union
		hidden_effect = {
			news_event = {
				id = CHL_news_events.3
				days = 2
				random_days = 5
			}
		}
	}
}
### Entity: Country History
Country: SML
Component: SML_army
Source: game
File: history/countries/SML - Somaliland.txt

Code:
# OOB & Army Setup for SML
oob = SML_1936
### Entity: Event
Component: DOD_hungary.20
Constructs: is_triggered_only, ai_chance, has_war_with, has_manpower, has_equipment, has_country_leader
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.20
	title = DOD_hungary.20.t
	desc = DOD_hungary.20.desc
	picture = GFX_report_event_generic_parliament
	is_triggered_only = yes
	option = {
		name = DOD_hungary.20.a
		ai_chance = {
			factor = 20
			modifier = {
				threat = < 0.8
				factor = 2
			}
		}
		HUN = {
			country_event = {
				id = DOD_hungary.21
				hours = 24
			}
		}
	} {
		name = DOD_hungary.20.b
		trigger = {
			has_manpower = > 8000
			has_equipment = {
				infantry_equipment = > 500
			}
		}
		ai_chance = {
			factor = 50
			modifier = {
				threat = > 80
				factor = 2
			} {
				HUN = {
					has_war_with = GER
				}
				factor = 2
			}
		}
		HUN = {
			country_event = {
				id = DOD_hungary.22
				hours = 24
			}
		}
	} {
		name = DOD_hungary.20.c
		ai_chance = {
			factor = 30
			modifier = {
				has_country_leader = {
					character = SWE_per_albin_hansson
				}
				factor = 0.05
			} {
				HUN = {
					has_war_with = DEN
				}
				factor = 1000
			}
		}
		HUN = {
			country_event = {
				id = DOD_hungary.23
				hours = 24
			}
		}
	}
}
### Entity: Decision
Component: GOE_form_hindustan_category
Constructs: has_dlc
Source: game
File: common/decisions/categories/00_formable_categories.txt

Code:
GOE_form_hindustan_category = {
	icon = generic_formable_nations
	picture = GFX_form_hindustan_category_icon
	allowed = {
		has_dlc = Graveyard of Empires
	}
}
### Entity: Event
Component: pakistan.5
Constructs: owns_state, fire_only_once, add_political_power, add_to_variable, add_manpower
Source: game
File: events/pakistan.txt

Code:
country_event = {
	id = pakistan.5
	title = pakistan.5.t
	desc = pakistan.5.d
	picture = GFX_report_event_goodharvest
	fire_only_once = yes
	trigger = {
		owns_state = 430
		tag = PAK
	}
	mean_time_to_happen = {
		days = 400
	}
	option = {
		name = Start a herculean effort
		custom_effect_tooltip = substract5ban
		add_to_variable = {
			var = bangladesh_freedom
			value = -10
		}
		430 = {
			add_manpower = -50000
		}
		add_political_power = -100
	} {
		name = Organize what we can spare
		custom_effect_tooltip = substract2ban
		add_to_variable = {
			var = bangladesh_freedom
			value = -2
		}
		430 = {
			add_manpower = -175000
		}
		add_political_power = -50
	} {
		name = They'll manage on their own
		custom_effect_tooltip = add15ban
		add_to_variable = {
			var = bangladesh_freedom
			value = 15
		}
		430 = {
			add_manpower = -300000
		}
		add_political_power = 10
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_destroyer_focus
Constructs: prerequisite, completion_reward, add_tech_bonus, dd_bonus
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_destroyer_focus
	prerequisite = {
		focus = KOR_hanjin_heavy_industries KOR_peoples_fleet
	}
	relative_position_id = KOR_hanjin_heavy_industries
	icon = GFX_focus_generic_destroyer
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = dd_bonus
			bonus = 1.0
			uses = 2
			category = dd_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_expedite_fort_construction
Constructs: prerequisite, limit, completion_reward, has_facility_specialization, is_fully_controlled_by, add_building_construction, random_owned_controlled_state, has_dynamic_modifier
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_expedite_fort_construction
	icon = GFX_goal_fortify_the_westwall
	prerequisite = {
		focus = BEL_belgian_maginot
	}
	relative_position_id = BEL_belgian_maginot
	x = -1
	y = 1
	cost = 5
	available = {

	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_facility_specialization = specialization_land
				}
			}
			if = {
				limit = {
					34 = {
						is_fully_controlled_by = ROOT
						can_construct_building = land_facility
					}
				}
				34 = {
					add_building_construction = {
						type = land_facility
						level = 1
						instant_build = yes
						province = 9536
					}
				}
			}
			else = {
				random_owned_controlled_state = {
					limit = {
						can_construct_building = land_facility
					}
					construct_building_in_random_province = {
						land_facility = 1
					}
				}
			}
		}
		IF = {
			limit = {
				has_dynamic_modifier = {
					modifier = BEL_defensive_neutrality_dynamic_modifier
				}
			}
			custom_effect_tooltip = BEL_modify_defensive_neutrality_dynamic_modifier_tt
			add_to_variable = {
				BEL_defensive_neutrality_production_speed_bunker_factor = 0.15
				tooltip = production_speed_bunker_factor_tt
			}
		}
		ELSE_IF = {
			limit = {
				has_dynamic_modifier = {
					modifier = BEL_defensive_reorganization_dynamic_modifier
				}
			}
			custom_effect_tooltip = BEL_modify_defensive_reorganization_dynamic_modifier_tt
			add_to_variable = {
				BEL_defensive_neutrality_production_speed_bunker_factor = 0.15
				tooltip = production_speed_bunker_factor_tt
			}
		}
		ELSE = {
			add_dynamic_modifier = {
				modifier = BEL_defensive_neutrality_dynamic_modifier
			}
			add_to_variable = {
				BEL_defensive_neutrality_production_speed_bunker_factor = 0.15
				tooltip = production_speed_bunker_factor_tt
			}
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_equal_under_god
Constructs: prerequisite, add_ideas, completion_reward, add_popularity
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_equal_under_god
	icon = GFX_goal_PAL_refurbish_al_aqsa
	ai_will_do = {
		factor = 15
	}
	relative_position_id = INS_implement_the_sharia
	x = 1
	y = 1
	prerequisite = {
		focus = INS_implement_the_sharia
	}
	cost = 10
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		add_ideas = INS_equal_under_god_idea
	}
	search_filters = {
		FOCUS_FILTER_TFV_AUTONOMY
	}
}
### Entity: Effect Reference
Construct: Examples
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
### Examples
```
multiply_variable = { num_dogs = 2 }
multiply_variable = {
	num_dogs = { value = num_cats  add = 1 }
}
```
### Entity: State History
Component: 460
Constructs: add_core_of
Source: game
File: history/states/460-Eastern Algeria.txt

Code:
state = {
	id = 460
	name = STATE_460
	manpower = 2343837
	state_category = town
	history = {
		owner = FRA
		add_core_of = ALG
		victory_points = {
			7081 1
		} {
			12051 3
		}
		buildings = {
			infrastructure = 2
			7081 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		1058 1160 4046 7065 7081 7166 9976 10078 11953 12051 13077
	}
	local_supplies = 0.0
}
### Entity: Scripted Effect
Component: SOV_poum_brigades_to_soviet_civil_war_effect
Constructs: division_template, add_equipment_to_stockpile, is_locked, create_unit
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_poum_brigades_to_soviet_civil_war_effect = {
	add_equipment_to_stockpile = {
		type = infantry_equipment
		amount = 6000
		producer = SPC
	} {
		type = support_equipment
		amount = 600
		producer = SPC
	}
	division_template = {
		name = International Marxist Brigades
		is_locked = yes
		priority = 1
		template_counter = 14
		regiments = {
			infantry = {
				x = 0
				y = 0
			} {
				x = 0
				y = 1
			} {
				x = 1
				y = 0
			} {
				x = 1
				y = 1
			}
		}
	} {
		name = POUM Special Brigades
		is_locked = yes
		priority = 1
		template_counter = 2
		regiments = {
			infantry = {
				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 = {
			engineer = {
				x = 0
				y = 0
			}
			recon = {
				x = 0
				y = 1
			}
			artillery = {
				x = 0
				y = 2
			}
			anti_tank = {
				x = 0
				y = 3
			}
		}
	} {
		name = Brigada de las Juventudes del POUM
		template_counter = 0
		division_names_group = SPD_INF_02
		is_locked = yes
		regiments = {
			infantry = {
				x = 0
				y = 0
			} {
				x = 0
				y = 1
			} {
				x = 0
				y = 2
			}
		}
		support = {
			engineer = {
				x = 0
				y = 0
			}
		}
	}
	var:SOV_civil_war_start_state = {
		create_unit = {
			division = name = "International Marxist Brigade" division_template = "International Marxist Brigades" start_experience_factor = 0.7 start_equipment_factor = 1.0
			owner = SOV
			count = 12
		} {
			division = name = "POUM Special Brigade" division_template = "POUM Special Brigades" start_experience_factor = 1 start_equipment_factor = 1.0
			owner = SOV
			count = 2
		} {
			division = name = "Brigada de las Juventudes del POUM" division_template = "Brigada de las Juventudes del POUM" start_experience_factor = 0.6 start_equipment_factor = 1.0
			owner = SOV
			count = 6
		}
	}
}