Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: mtg_britain.57
Constructs: is_triggered_only, limit, has_country_flag, add_stability, add_political_power, add_popularity, set_state_flag, clr_country_flag
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.57
	title = mtg_britain.57.t
	desc = mtg_britain.57.d
	picture = GFX_report_event_eng_good_blackshirt_march
	is_triggered_only = yes
	option = {
		name = mtg_britain.57.a
		add_political_power = 25
		if = {
			limit = {
				has_country_flag = ENG_march_temp_northern_ireland
			}
			add_stability = -0.041
			add_popularity = {
				ideology = fascism
				popularity = 0.027
			}
			119 = {
				set_state_flag = ENG_has_blackshirt_support
			}
			custom_effect_tooltip = ENG_blackshirt_march_tt
		} {
			limit = {
				has_country_flag = ENG_march_temp_highlands
			}
			add_stability = -0.009
			add_popularity = {
				ideology = fascism
				popularity = 0.006
			}
			120 = {
				set_state_flag = ENG_has_blackshirt_support
			}
			custom_effect_tooltip = ENG_blackshirt_march_tt
		} {
			limit = {
				has_country_flag = ENG_march_temp_man
			}
			add_stability = -0.009
			add_popularity = {
				ideology = fascism
				popularity = 0.006
			}
			120 = {
				set_state_flag = ENG_has_blackshirt_support
			}
			custom_effect_tooltip = ENG_blackshirt_march_tt
		} {
			limit = {
				has_country_flag = ENG_march_temp_aberdeenshire
			}
			add_stability = -0.026
			add_popularity = {
				ideology = fascism
				popularity = 0.017
			}
			136 = {
				set_state_flag = ENG_has_blackshirt_support
			}
			custom_effect_tooltip = ENG_blackshirt_march_tt
		} {
			limit = {
				has_country_flag = ENG_march_temp_lanark
			}
			add_stability = -0.077
			add_popularity = {
				ideology = fascism
				popularity = 0.051
			}
			133 = {
				set_state_flag = ENG_has_blackshirt_support
			}
			custom_effect_tooltip = ENG_blackshirt_march_tt
		} {
			limit = {
				has_country_flag = ENG_march_temp_lothian
			}
			add_stability = -0.048
			add_popularity = {
				ideology = fascism
				popularity = 0.032
			}
			121 = {
				set_state_flag = ENG_has_blackshirt_support
			}
			custom_effect_tooltip = ENG_blackshirt_march_tt
		} {
			limit = {
				has_country_flag = ENG_march_temp_northern_england
			}
			add_stability = -0.072
			add_popularity = {
				ideology = fascism
				popularity = 0.048
			}
			131 = {
				set_state_flag = ENG_has_blackshirt_support
			}
			custom_effect_tooltip = ENG_blackshirt_march_tt
		} {
			limit = {
				has_country_flag = ENG_march_temp_cumbria
			}
			add_stability = -0.048
			add_popularity = {
				ideology = fascism
				popularit
# ... (truncated)
### Entity: Event
Component: news.19
Constructs: is_triggered_only, is_in_faction_with
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.19
	title = news.19.t
	desc = news.19.d
	picture = GFX_news_event_romanian_soldiers
	major = no
	is_triggered_only = yes
	option = {
		name = news.19.a
		trigger = {
			NOT = {
				TAG = GER LIT
				is_in_faction_with = GER
			}
		}
	} {
		name = news.19.b
		trigger = {
			TAG = GER
		}
	} {
		name = news.19.c
		trigger = {
			TAG = LIT
		}
	} {
		name = news.19.e
		trigger = {
			NOT = {
				TAG = GER LIT
			}
			is_in_faction_with = GER
		}
	}
}
### Entity: Character
Component: PRC_rural_survey_trait
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
PRC_rural_survey_trait = {
	random = no
	sprite = 13
	stability_factor = 0.05
}
### Entity: Idea
Component: IVO_acgs
Source: game
File: common/ideas/ivory coast.txt

Code:
IVO_acgs = {
	picture = generic_air_african_3
	allowed = {
		original_tag = IVO
	}
	traits = {
		air_chief_ground_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Effect
Component: bba_get_tac_USA_effect
Constructs: add_equipment_to_stockpile, limit, has_country_flag, has_tech, create_equipment_variant, allow_without_tech, set_country_flag
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
bba_get_tac_USA_effect = {
	if = {
		limit = {
			USA = {
				has_tech = basic_medium_airframe
				NOT = {
					has_tech = improved_medium_airframe
				}
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_airframe_1
			producer = USA
			amount = tac_buy_amount
			variant_name = B-10
		}
	}
	else_if = {
		limit = {
			USA = {
				has_tech = improved_medium_airframe
				NOT = {
					has_tech = advanced_medium_airframe
				}
			}
		}
		if = {
			limit = {
				USA = {
					NOT = {
						has_country_flag = USA_improved_export_tac_template
					}
				}
			}
			USA = {
				create_equipment_variant = {
					name = B-34
					type = medium_plane_airframe_2
					allow_without_tech = yes
					modules = {
						fixed_main_weapon_slot = medium_bomb_bay
						fixed_auxiliary_weapon_slot_1 = torpedo_mounting
						fixed_auxiliary_weapon_slot_2 = empty
						engine_type_slot = engine_3_2x
						special_type_slot_1 = hmg_defense_turret
					}
					icon = GFX_USA_medium_plane_2_medium
				}
				set_country_flag = USA_improved_export_tac_template
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_airframe_2
			producer = USA
			amount = tac_buy_amount
			variant_name = B-34
		}
	} {
		limit = {
			USA = {
				has_tech = advanced_medium_airframe
			}
		}
		if = {
			limit = {
				USA = {
					NOT = {
						has_country_flag = USA_advanced_export_tac_template
					}
				}
			}
			USA = {
				create_equipment_variant = {
					name = B-25
					type = medium_plane_airframe_3
					allow_without_tech = yes
					modules = {
						fixed_main_weapon_slot = medium_bomb_bay
						fixed_auxiliary_weapon_slot_1 = torpedo_mounting
						fixed_auxiliary_weapon_slot_2 = heavy_mg_4x
						fixed_auxiliary_weapon_slot_3 = heavy_mg_4x
						fixed_auxiliary_weapon_slot_4 = bomb_locks
						engine_type_slot = engine_3_2x
						special_type_slot_1 = hmg_defense_turret_2x
						special_type_slot_2 = empty
					}
					icon = GFX_USA_tactical_bomber2_medium
				}
				set_country_flag = USA_advanced_export_tac_template
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_airframe_3
			producer = USA
			amount = tac_buy_amount
			variant_name = B-25
		}
	}
}
### Entity: Order of Battle
Component: 39th Division
Constructs: division_template
Source: game
File: history/units/XIC_1936_sea.txt

Code:
division = {
	name = 39th Division
	location = 7418
	division_template = Sanjiao Jun
	start_equipment_factor = 0.2
	officer = {
		name = XIC_pang_bingxun
	}
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_jordanian_referendum
Constructs: prerequisite, limit, has_war_with, completion_reward, add_state_core, random_hours
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_jordanian_referendum
	icon = GFX_goal_ISR_greater_israel
	relative_position_id = MPL_middle_eastern_focus
	x = -1
	y = 1
	prerequisite = {
		focus = MPL_middle_eastern_focus
	}
	cost = 10
	completion_reward = {
		add_state_core = 455 1022 1021
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				NOT = {
					has_war_with = 455
					 = .controller
					controls_state = 455
				}
			}
			455 = {
				controller = {
					country_event = {
						id = mandate_palestine.85
						days = 1
						random_hours = 12
					}
				}
			}
		}
	}
}
### Entity: State History
Component: 543
Constructs: add_core_of
Source: game
File: history/states/543-Madagascar.txt

Code:
state = {
	id = 543
	name = STATE_543
	manpower = 3694611
	state_category = rural
	history = {
		add_core_of = MAD
		owner = FRA
		victory_points = {
			5128 1
		}
		buildings = {
			infrastructure = 1
			air_base = 1
			5222 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		2200 5128 5185 5222 8180 8188 8246 10993 11015 12956
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: waf_focus
Component: WAF_state_intervention
Constructs: prerequisite, limit, add_ideas, add_stability, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_west_african_shared.txt

Code:
focus = {
	id = WAF_state_intervention
	icon = GFX_goal_generic_state_economy
	cost = 10
	prerequisite = {
		focus = WAF_build_democratic_institutions WAF_empower_the_educated_elite
	}
	x = -1
	y = 1
	relative_position_id = WAF_build_democratic_institutions
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_stability = -0.1
		add_ideas = SIA_state_invervention
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_AREA_defend_core
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_AREA_defend_core = {
	enable = {
		has_country_flag = EAI_defend_core
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = dont_defend_ally_borders
		id = Q00
		value = 500
	} {
		type = dont_defend_ally_borders
		id = Q01
		value = 500
	} {
		type = dont_defend_ally_borders
		id = Q02
		value = 500
	} {
		type = dont_defend_ally_borders
		id = Q03
		value = 500
	} {
		type = dont_defend_ally_borders
		id = Q04
		value = 500
	} {
		type = dont_defend_ally_borders
		id = Q05
		value = 500
	} {
		type = dont_defend_ally_borders
		id = Q06
		value = 500
	} {
		type = dont_defend_ally_borders
		id = Q07
		value = 500
	} {
		type = dont_defend_ally_borders
		id = Q08
		value = 500
	} {
		type = dont_defend_ally_borders
		id = Q09
		value = 500
	} {
		type = dont_defend_ally_borders
		id = Q0A
		value = 500
	} {
		type = dont_defend_ally_borders
		id = Q0B
		value = 500
	} {
		type = dont_defend_ally_borders
		id = Q0C
		value = 500
	} {
		type = dont_defend_ally_borders
		id = Q0D
		value = 500
	} {
		type = dont_defend_ally_borders
		id = Q0E
		value = 500
	} {
		type = dont_defend_ally_borders
		id = Q0F
		value = 500
	} {
		type = dont_defend_ally_borders
		id = Q0G
		value = 500
	} {
		type = dont_defend_ally_borders
		id = Q0H
		value = 500
	} {
		type = dont_defend_ally_borders
		id = Q0I
		value = 500
	} {
		type = dont_defend_ally_borders
		id = Q0J
		value = 500
	} {
		type = dont_defend_ally_borders
		id = Q0K
		value = 500
	} {
		type = dont_defend_ally_borders
		id = Q0L
		value = 500
	} {
		type = dont_defend_ally_borders
		id = Q0M
		value = 500
	} {
		type = dont_defend_ally_borders
		id = Q0N
		value = 500
	} {
		type = dont_defend_ally_borders
		id = Q0O
		value = 500
	} {
		type = dont_defend_ally_borders
		id = Q0P
		value = 500
	} {
		type = dont_defend_ally_borders
		id = Q0Q
		value = 500
	} {
		type = dont_defend_ally_borders
		id = Q0R
		value = 500
	} {
		type = dont_defend_ally_borders
		id = Q0S
		value = 500
	} {
		type = dont_defend_ally_borders
		id = Q0T
		value = 500
	} {
		type = dont_defend_ally_borders
		id = Q0U
		value = 500
	} {
		type = dont_defend_ally_borders
		id = Q0V
		value = 500
	} {
		type = dont_defend_ally_borders
		id = Q0W
		value = 500
	} {
		type = dont_defend_ally_borders
		id = Q0X
		value = 500
	} {
		type = dont_defend_ally_borders
		id = Q0Y
		value = 500
	} {
		type = dont_defend_ally_b
# ... (truncated)
### Entity: Character
Component: BEL_august_borms
Constructs: has_dlc
Source: game
File: common/characters/BEL.txt

Code:
BEL_august_borms = {
	instance = {
		allowed = {
			has_dlc = Gotterdammerung
		}
		advisor = {
			slot = political_advisor
			idea_token = BEL_august_borms
			allowed = {
				original_tag = BEL
			}
			traits = {
				fascist_demagogue
			}
		}
		name = BEL_august_borms
		portraits = {
			army = {
				small = GFX_portrait_BEL_august_borms_small
			}
		}
	}
}
### Entity: Raid
Component: CHI_huansheng_raid
Constructs: has_completed_focus, limit, has_war_with, fire_only_once, add_political_power, has_dlc, is_owned_and_controlled_by, add_timed_idea
Source: game
File: common/raids/air_raids_custom.txt

Code:
CHI_huansheng_raid = {
	days_to_prepare = 90
	ai_will_do = {
		base = 5
		modifier = {
			factor = 0.1
			surrender_progress = < 0.08
		} {
			factor = 0
			date = < 1940.1.1
		}
	}
	category = air_raids
	custom_map_icon = GFX_raid_type_icon_other_raid
	command_power = 25
	allowed = {
		has_dlc = Gotterdammerung
		tag = CHI
	}
	visible = {
		IF = {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			has_completed_focus = CHI_bring_the_war_home
		}
	}
	show_target = {
		has_war_with = JAP
		528 = {
			is_owned_and_controlled_by = JAP
		}
		531 = {
			is_owned_and_controlled_by = JAP
		}
	}
	available = {
		has_war_with = JAP
		surrender_progress = > 0.05
	}
	launchable = {

	}
	fire_only_once = yes
	target_type = {
		province = 9950
	}
	target_icon = GFX_facility_icon
	launch_sound = raid_launch_air
	arrow = {
		type = air
	}
	unit_requirements = {
		equipment = {
			type = {
				tactical_bomber
			}
			amount = {
				min = 8
			}
		}
	} {
		equipment = {
			type = {
				strategic_bomber
			}
			amount = {
				min = 5
			}
		}
	}
	starting_point = {
		types = {
			air_base
		}
	}
	success_factors = {
		success = {
			base = 0.65
			experience = {
				weight = 0.2
				start_weight = -0.2
				reference = 1.0
			}
			air_agility = {
				reference = 100.0
				weight = 0.1
				start_weight = -0.1
			}
			reliability = {
				reference = 1
				weight = 0.05
				start_weight = -0.1
			}
			air_defence = {
				reference = 100
				weight = 0.05
				start_weight = -0.05
			}
			air_superiority = {
				reference = 1
				weight = 0.1
				start_weight = -0.1
			}
			anti_air = {
				reference = 5
				weight = -0.15
			}
			interception = {
				reference = 500
				weight = -0.15
			}
			intel = {
				weight = 0.5
				reference = 100
			}
		}
		critical = {
			base = 0.15
		}
	}
	success_levels = {
		failure = {
			victim_effects = {
				var:target_state = {
					custom_effect_tooltip = operation_huansheng_failure_tt
				}
			}
			actor_effects = {
				raid_damage_units = {
					plane_loss = 0.9
					ratio = yes
				}
				raid_add_unit_experience = 0.05
				var:actor_country = {
					add_political_power = -25
				}
			}
			visual_effect = {
				entity = raid_failed_entity
				animation = attack
			}
		}
		limited_success = {
			victim_effects = {
				var:target_state = {
					custom_effect_tooltip = operation_huansheng_limited_success_tt
				}
				var:victim_count
# ... (truncated)
### Entity: Music Config
Component: base_music/a_storm_coming
Constructs: has_government, has_war
Source: game
File: music/lar_songs.txt

Code:
music = {
	song = a_storm_coming
	chance = {
		factor = 1
		modifier = {
			factor = 2
			has_government = fascism
			has_war = no
		} {
			factor = 2
			has_government = fascism
			OR = {
				original_tag = SPA SPR POR FRA
			}
		}
	}
}
### Entity: Scripted Effect
Component: JAP_faction_demand_add_to_successful_missions
Constructs: add_to_variable
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_faction_demand_add_to_successful_missions = {
	add_to_variable = {
		JAP_faction_demand_successful_missions = 1
	}
}
### Entity: Event
Component: IRQ_political_events.28
Constructs: is_triggered_only, ai_chance
Source: game
File: events/GOE_Iraq.txt

Code:
country_event = {
	id = IRQ_political_events.28
	title = IRQ_political_events.28.t
	desc = IRQ_political_events.28.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = IRQ_political_events.28.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Shared Focus
Tree: gco_focus
Component: GCO_UNIFIED_exploit_colombian_amazonian_rubber
Constructs: shared_focus, has_completed_focus, prerequisite, completion_reward, add_resource
Source: game
File: common/national_focus/r56_gran_colombia_shared.txt

Code:
shared_focus = {
	id = GCO_UNIFIED_exploit_colombian_amazonian_rubber
	icon = GFX_goal_COG_Rubber_Farming
	prerequisite = {
		focus = GCO_UNIFIED_administrative_reorganization
	} {
		focus = GCO_UNIFIED_develop_mining
	}
	relative_position_id = GCO_UNIFIED_administrative_reorganization
	x = 1
	y = 1
	cost = 10
	text_icon = NORDIC_focus_style
	available = {
		controls_state = 486
		NOT = {
			original_tag = COL
		}
	}
	bypass = {
		any_other_country = {
			OR = {
				has_completed_focus = COL_explore_amazonia GCO_UNIFIED_exploit_colombian_amazonian_rubber
			}
		}
	}
	ai_will_do = {
		factor = 4
	}
	completion_reward = {
		add_resource = {
			type = rubber
			amount = 20
			state = 486
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RUBBER
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_per_albin_bus
Constructs: division_template, prerequisite, add_ideas, completion_reward, is_fully_controlled_by, cancel_if_invalid, is_locked, create_unit
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_per_albin_bus
	icon = GFX_focus_SWE_per_albin_bus
	x = -2
	y = 1
	cost = 5
	prerequisite = {
		focus = SWE_varnplikt
	}
	relative_position_id = SWE_varnplikt
	ai_will_do = {
		factor = 10
	}
	available = {
		141 = {
			is_fully_controlled_by = ROOT
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = SWE_per_albin_bus_tt
		division_template = {
			name = Mobile Headquarter
			regiments = {
				bus = {
					x = 0
					y = 0
				}
			}
			is_locked = yes
			override_model = SWE_bus_vehicle_entity
		}
		capital_scope = {
			create_unit = {
				division = name = "Mobile Headquarter" division_template = "Mobile Headquarter" start_equipment_factor = 1 start_experience_factor = 1 
				owner = SWE
			}
		}
		add_ideas = {
			SWE_per_albin_bus_idea
		}
	}
}
### Entity: Character
Component: SIA_absent_monarch_reconciliation_2_r56
Source: game
File: common/country_leader/r56_traits.txt

Code:
SIA_absent_monarch_reconciliation_2_r56 = {
	random = no
	political_power_factor = 0.05
}
### Entity: National Focus
Tree: den_focus
Component: DEN_create_danforce
Constructs: prerequisite, add_war_support, completion_reward, is_subject, unlock_decision_tooltip
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_create_danforce
	icon = GFX_focus_generic_manpower
	prerequisite = {
		focus = DEN_seek_independence
	}
	relative_position_id = DEN_seek_independence
	x = -4
	y = 1
	cost = 5
	bypass = {

	}
	available = {
		is_subject = yes
		power_balance_value = {
			id = DEN_occupation_balance
			value = > -0.59
		}
	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_war_support = 0.05
		DEN_bop_occupation_very_low_increase_effect = yes
		unlock_decision_tooltip = {
			decision = DEN_seek_danish_brigades_host
			show_effect_tooltip = yes
		}
		custom_effect_tooltip = if_they_accept_tt DEN_danish_brigade_template_tt
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_pan_slavic_workers_congress
Constructs: prerequisite, completion_reward, is_subject, is_in_faction, cancel_if_invalid, set_rule, create_faction_from_template, unlock_decision_tooltip
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_pan_slavic_workers_congress
	icon = GFX_focus_YUG_pan_slavic_congress
	prerequisite = {
		focus = YUG_yugoslavian_path_to_communism
	}
	x = 3
	y = 1
	relative_position_id = YUG_yugoslavian_path_to_communism
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {
		is_subject = no
		is_in_faction = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = faction_template_panslavic_workers_congress
		unlock_decision_tooltip = YUG_instigate_in_bulgaria YUG_instigate_in_albania
		hidden_effect = {
			news_event = {
				id = news.330
			}
		}
	}
}
### Entity: Event
Component: CHL_political_events.76
Constructs: is_triggered_only, ai_chance, fire_only_once, add_political_power, add_timed_idea, add_core_of
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.76
	title = CHL_political_events.76.t
	desc = CHL_political_events.76.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = CHL_political_events.76.a
		ai_chance = {
			base = 100
		}
		add_political_power = 75
		add_timed_idea = {
			idea = CHL_chile_payments_from_peru
			days = 720
		}
		951 = {
			transfer_state_to = PRU
			add_core_of = PRU
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_tsr_repoen_the_natioal_assembly
Constructs: completion_reward, add_political_power, is_subject, cancel_if_invalid, complete_tooltip
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_tsr_repoen_the_natioal_assembly
	icon = GFX_focus_CHI_lay_the_foundation_for_a_united_china
	x = 10
	y = 0
	mutually_exclusive = {
		focus = CHI_tsr_form_a_preparatory_committee
	}
	cost = 5
	ai_will_do = {
		factor = 4
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 100
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/MAL_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 10297
	division_template = Malaya Infantry Brigade
	start_experience_factor = 0.0
}
### Entity: Order of Battle
Component: 69th Division
Constructs: division_template
Source: game
File: history/units/SHX_1936_sea.txt

Code:
division = {
	name = 69th Division
	location = 4174
	division_template = Sanjiao Jun
	start_equipment_factor = 0.2
	officer = {
		name = SHX_yang_chengyuan
	}
}
### Entity: Event
Component: tfv_canada.12
Constructs: is_triggered_only
Source: game
File: events/TFV_Canada.txt

Code:
country_event = {
	id = tfv_canada.12
	title = tfv_canada.12.t
	desc = tfv_canada.12.d
	picture = GFX_report_event_generic_rally_3
	is_triggered_only = yes
	option = {
		name = tfv_canada.12.a
	}
}
### Entity: Event
Component: lithuania.56
Constructs: is_triggered_only
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania.56
	title = lithuania.56.t
	desc = lithuania.56.desc
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = lithuania.56.a
		hidden_effect = {
			country_event = {
				id = lithuania.54
				days = 1
			}
		}
	}
}
### Entity: Technology
Component: heavy_battleship
Constructs: enable_equipments, research_cost
Source: game
File: common/technologies/naval.txt

Code:
technology = {
	enable_equipments = {
		SH_battleship_1
	}
	research_cost = 2
	start_year = 1936
	ai_will_do = {
		factor = 1
	}
	allow = {
		always = no
	}
	categories = {
		naval_equipment shbb_tech mio_cat_tech_all_capital_ship_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Idea
Component: CYP_general_staff_attack_i
Source: game
File: common/ideas/r56_cyprus.txt

Code:
CYP_general_staff_attack_i = {
	picture = YUG_yugoslavian_general_staff
	modifier = {
		army_leader_start_level = 1
		army_leader_start_attack_level = 2
		grant_medal_cost_factor = -0.25
	}
}