Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: wtt_infiltration.609
Constructs: is_triggered_only
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_infiltration.609
	title = wtt_infiltration.21.t
	desc = wtt_infiltration.21.desc
	picture = GFX_report_event_china_infiltration
	is_triggered_only = yes
	option = {
		name = wtt_infiltration.21.a
	}
}
### Entity: Unit Template
Component: HOL_BB_HISTORICAL
Source: game
File: common/units/names_ships/HOL_ship_names.txt

Code:
HOL_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		HOL
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	prefix = HrMs 
	fallback_name = Slagschip %d
	unique = {
		Reinier Claeszen Evertsen Piet Hein Kortenaer Koningin Regentes Hertog Hendrik Van Speijk Witte de With
	}
}
### Entity: Modifier Reference
Construct: naval_invasion_penalty
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## naval_invasion_penalty

* Number with 0 decimal places
* **Categories**: naval, unit_leader
### Entity: National Focus
Tree: que_focus
Component: QUE_redistribute_the_church_wealth
Constructs: prerequisite, has_government, completion_reward, is_subject, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_redistribute_the_church_wealth
	icon = GFX_goal_generic_crusade
	prerequisite = {
		focus = QUE_seize_the_royal_assets
	}
	relative_position_id = QUE_collectivize_the_means_of_production
	x = 0
	y = 2
	cost = 5
	available_if_capitulated = yes
	available = {
		has_government = communism
		OR = {
			is_subject = no
			OVERLORD = {
				has_government = communism
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: veteran_trade_unionist
Constructs: stability_factor, industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
veteran_trade_unionist = {
	random = no
	sprite = 13
	industrial_capacity_factory = 0.05
	production_speed_buildings_factor = 0.05
	stability_factor = 0.05
	political_power_factor = -0.1
}
### Entity: Character
Component: SAU_hamed_al_sabani
Source: game
File: common/characters/SAU.txt

Code:
SAU_hamed_al_sabani = {
	advisor = {
		slot = theorist
		idea_token = SAU_hamed_al_sabani
		ledger = navy
		allowed = {
			original_tag = SAU
		}
		traits = {
			naval_theorist
		}
	}
	name = Hamed al-Sabani
	portraits = {
		army = {
			small = GFX_idea_generic_navy_arab_2
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_a_world_freed_from_communism
Constructs: prerequisite, limit, has_government, completion_reward, every_other_country, is_in_faction_with, is_guaranteed_by, has_non_aggression_pact_with
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_a_world_freed_from_communism
	icon = GFX_goal_anti_comintern_pact
	prerequisite = {
		focus = CHI_joining_the_international_community
	}
	x = 0
	y = 1
	relative_position_id = CHI_joining_the_international_community
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		every_other_country = {
			limit = {
				has_government = communism
				NOT = {
					tag = PRC
					is_in_faction_with = ROOT
					is_guaranteed_by = ROOT
					has_non_aggression_pact_with = ROOT
					ROOT = {
						has_wargoal_against = PREV
					}
				}
			}
			ROOT = {
				create_wargoal = {
					type = puppet_wargoal_focus
					target = PREV
				}
			}
		}
	}
}
### Entity: Character
Component: MEN_nakajima_kesago
Source: game
File: common/characters/MEN.txt

Code:
MEN_nakajima_kesago = {
	advisor = {
		slot = air_chief
		idea_token = MEN_nakajima_kesago
		allowed = {
			original_tag = MEN
		}
		traits = {
			air_chief_ground_support_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = MEN_nakajima_kesago
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_3
		}
	}
}
### Entity: Achievement
Component: britzkrieg
Constructs: has_completed_focus, is_ironman, has_start_date, has_any_custom_difficulty_setting, is_in_faction_with, has_capitulated, has_full_control_of_state
Source: game
File: common/achievements.txt

Code:
britzkrieg = {
	id = 80
	possible = {
		tag = ENG
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		has_completed_focus = ENG_the_kings_party
		is_in_faction_with = GER
		OR = {
			FRA = {
				has_capitulated = yes
			} {
				exists = no
			}
		}
		has_full_control_of_state = 16
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_a_red_iberia
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, create_wargoal, annex_everything, random_hours
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_a_red_iberia
	available = {

	}
	bypass = {
		has_war_with = POR
	}
	prerequisite = {
		focus = SPR_unify_the_london_bureau SPR_modernize_the_armed_forces
	}
	icon = GFX_focus_generic_attack_portugal
	x = 2
	y = 1
	relative_position_id = SPR_unify_the_london_bureau
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				POR = {
					NOT = {
						has_government = communism
					}
				}
			}
			create_wargoal = {
				type = annex_everything
				target = POR
			}
		}
		else = {
			POR = {
				country_event = {
					id = lar_spain.59
					hours = 6
					random_hours = 6
				}
			}
		}
	}
}
### Entity: Idea
Component: EAI_HARD/amphibious_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_HARD/amphibious_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		amphibious_tank_chassis = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_purge_opposition
Constructs: prerequisite, add_stability, completion_reward, add_popularity
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_purge_opposition
	icon = GFX_goal_generic_army_purges
	relative_position_id = AUS_new_austrian_state
	x = -2
	y = 1
	prerequisite = {
		focus = AUS_new_austrian_state
	}
	cost = 5
	completion_reward = {
		add_stability = 0.1
		add_popularity = {
			ideology = communism
			popularity = -0.15
		} {
			ideology = democratic
			popularity = -0.1
		}
	}
}
### Entity: Idea
Component: GRE_metaxism_7
Constructs: stability_factor, war_support_factor, has_government, has_country_leader, removal_cost, conscription_factor, fascism_drift
Source: game
File: common/ideas/greece.txt

Code:
GRE_metaxism_7 = {
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		has_country_leader = {
			character = GRE_ioannis_metaxas
			ruling_only = yes
		}
		NOT = {
			OR = {
				has_government = communism democratic
			}
		}
	}
	picture = gre_metaxism_empowered
	removal_cost = -1
	modifier = {
		war_support_factor = 0.15
		stability_factor = 0.15
		consumer_goods_factor = -0.15
		army_core_defence_factor = 0.1
		conscription_factor = 0.15
		drift_defence_factor = 1.0
		fascism_drift = 0.05
	}
}
### Entity: Country History
Country: HAI
Component: HAI_characters
Constructs: recruit_character
Source: game
File: history/countries/HAI - Haiti.txt

Code:
# Leaders & Characters for HAI
recruit_character = HAI_sténio_vincent HAI_jacques_roumain HAI_vilbrum_soulouque HAI_jacques_soulouque HAI_emilie_lescot HAI_pascale_b_g_guillaume HAI_charles_h_forbin HAI_andre_sainte_frederic HAI_paul_magloire HAI_georges_leger HAI_belmeau_max_pierre HAI_franck_lavaud HAI_andre_dumont HAI_antoine_levelt HAI_ernst_severe HAI_g_edouard_roy HAI_raymond_gassner HAI_luis_dabtes_bellegarde HAI_demosthenes_calixte HAI_louis_dejoie
### Entity: Trigger Reference
Construct: is_corps_commander
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_corps_commander

* Supported Scopes: CHARACTER
* Supported Targets: none

```
is_corps_commander = yes/no - Checks if the current character is a corps commander
```
### Entity: National Focus
Tree: jap_focus
Component: JAP_sea_fate_of_the_imperial_family
Constructs: prerequisite, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_sea_fate_of_the_imperial_family
	icon = GFX_focus_JAP_the_fate_of_the_imperial_family
	x = 3
	y = 1
	relative_position_id = JAP_the_lecture_group_ascendant
	prerequisite = {
		focus = JAP_the_lecture_group_ascendant JAP_the_labor_farmer_faction_ascendant
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		country_event = {
			id = SEA_japan_popup_events.33
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_limited_return
Constructs: prerequisite, limit, add_stability, completion_reward, add_manpower, remove_dynamic_modifier
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_limited_return
	icon = GFX_goal_MPL_cooperation
	relative_position_id = ISR_strengthen_union
	x = 0
	y = 2
	prerequisite = {
		focus = ISR_limited_austerity
	} {
		focus = ISR_soviet_support
	}
	cost = 8
	completion_reward = {
		add_stability = -0.1
		if = {
			limit = {
				controls_state = 454
			}
			454 = {
				add_manpower = 35000
			}
		} {
			limit = {
				controls_state = 1016
			}
			1016 = {
				add_manpower = 15000
			}
		} {
			limit = {
				controls_state = 949
			}
			949 = {
				add_manpower = 5000
			}
		} {
			limit = {
				controls_state = 966
			}
			966 = {
				add_manpower = 60000
			}
		}
		454 = {
			remove_dynamic_modifier = {
				modifier = r56_ISR_palestinian_resistance_low
			}
		}
		1016 = {
			remove_dynamic_modifier = {
				modifier = r56_ISR_palestinian_resistance_low
			}
		}
		1017 = {
			remove_dynamic_modifier = {
				modifier = r56_ISR_palestinian_resistance_low
			}
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_intelligence_service_offense
Constructs: prerequisite, limit, completion_reward, has_dlc, has_done_agency_upgrade, add_tech_bonus, codebreaking_bonus
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_intelligence_service_offense
	icon = GFX_goal_generic_secret_police
	prerequisite = {
		focus = CZE_intelligence_service_defense
	}
	x = 0
	y = 1
	relative_position_id = CZE_intelligence_service_defense
	cost = 5
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
				NOT = {
					has_done_agency_upgrade = upgrade_form_department
				}
			}
			upgrade_intelligence_agency = upgrade_form_department
		}
		else_if = {
			limit = {
				has_dlc = La Resistance
				NOT = {
					has_done_agency_upgrade = upgrade_crypto_strength
				}
			}
			upgrade_intelligence_agency = upgrade_crypto_strength
		} {
			limit = {
				has_dlc = La Resistance
				NOT = {
					has_done_agency_upgrade = upgrade_crypto_strength_2
				}
			}
			upgrade_intelligence_agency = upgrade_crypto_strength_2
		}
		else = {
			add_tech_bonus = {
				name = codebreaking_bonus
				bonus = 1
				uses = 1
				category = encryption_tech
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_ESPIONAGE
	}
}
### Entity: AI Strategy
Component: EAI_NOR_garrison
Constructs: has_war_with, is_historical_focus_on, is_in_faction_with, has_full_control_of_state
Source: game
File: common/ai_strategy/NOR_EAI.txt

Code:
EAI_NOR_garrison = {
	enable = {
		is_historical_focus_on = yes
		original_tag = NOR
		is_in_faction_with = GER
		NOT = {
			any_of_scopes = {
				array = controlled_states
				OR = {
					region = 11 191
				} {
					NOT = {
						ROOT = {
							has_full_control_of_state = PREV
						}
					}
					any_neighbor_state = {
						CONTROLLER = {
							has_war_with = ROOT
						}
					}
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_unit_request
		value = -400
		state_trigger = {
			NOT = {
				region = 11 191
			}
		}
	} {
		type = put_unit_buffers
		ratio = 1
		area = just_norway
		states = {
			110 142 143 924
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Event
Component: recruit_generals.14
Constructs: ai_chance, fire_only_once, has_decision, random_list, random_unit_leader, set_nationality
Source: game
File: events/recruit_generals_events.txt

Code:
country_event = {
	id = recruit_generals.14
	title = recruit_generals.14.t
	desc = recruit_generals.14.desc
	picture = GFX_report_event_force_publique
	hidden = yes
	trigger = {
		has_decision = try_to_recruit_norwegian_officers
	}
	mean_time_to_happen = {
		days = 6
	}
	fire_only_once = yes
	option = {
		name = recruit_generals.14.a
		ai_chance = {
			factor = 100
		}
		country_event = {
			id = recruit_generals.15
			days = 6
		}
		random_list = {
			30 = {

			}
			70 = {
				NOR = {
					random_unit_leader = {
						set_nationality = ROOT
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_crush_reactionary_impedance
Constructs: has_completed_focus, prerequisite, limit, has_country_flag, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_crush_reactionary_impedance
	prerequisite = {
		focus = POR_consolidate_the_revolution
	}
	icon = GFX_focus_SOV_the_last_purge
	cost = 8
	x = -1
	y = 1
	relative_position_id = POR_consolidate_the_revolution
	available = {
		NOT = {
			has_completed_focus = POR_restore_civil_liberties
		}
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = POR_divided_revolution
			add_idea = POR_portugals_path_to_socialism
		}
		hidden_effect = {
			if = {
				limit = {
					has_character = POR_manuel_gaspar_de_lemos
				}
				retire_character = POR_manuel_gaspar_de_lemos
			} {
				limit = {
					has_character = POR_vitorino_guimaraes
				}
				retire_character = POR_vitorino_guimaraes
			} {
				limit = {
					has_character = POR_manuel_goncalves_cerejeira
				}
				retire_character = POR_manuel_goncalves_cerejeira
			} {
				limit = {
					has_character = POR_augusto_de_vasconcelos
				}
				retire_character = POR_augusto_de_vasconcelos
			} {
				limit = {
					has_character = POR_julio_botelho_moniz
				}
				retire_character = POR_julio_botelho_moniz
			} {
				limit = {
					has_character = POR_jose_manuel_sarmento_de_beires
				}
				retire_character = POR_jose_manuel_sarmento_de_beires
			}
		}
	}
	ai_will_do = {
		base = 5
		modifier = {
			factor = 4
			has_country_flag = TUR_SOV_prommised_support
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: VIC_eugene_bridoux
Constructs: has_government
Source: game
File: common/ideas/vichy_france.txt

Code:
VIC_eugene_bridoux = {
	picture = generic_army_europe_1
	allowed = {
		original_tag = FRA
		has_government = fascism
	}
	traits = {
		army_chief_reform_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: CHL_political_events.80
Constructs: is_triggered_only, ai_chance, fire_only_once, add_political_power
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.80
	title = CHL_political_events.80.t
	desc = CHL_political_events.80.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = CHL_political_events.80.a
		ai_chance = {
			base = 100
		}
		add_political_power = 15
	}
}
### Entity: Character
Component: hedonist
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
hedonist = {
	random = no
	stability_factor = -0.05
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: NMB_stc
Source: game
File: common/characters/NMB.txt

Code:
NMB_stc = {
	advisor = {
		slot = political_advisor
		idea_token = NMB_stc
		allowed = {
			original_tag = NMB
		}
		traits = {
			smooth_talking_charmer
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: Unit Template
Component: DNZ_CV_HISTORICAL
Source: game
File: common/units/names_ships/DNZ_ship_names.txt

Code:
DNZ_CV_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CARRIERS
	for_countries = {
		DNZ
	}
	type = ship
	prefix = DVs 
	ship_types = {
		ship_hull_carrier carrier
	}
	fallback_name = Träger %d
	unique = {
		Falke Adler
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_tactical_wargaming_department
Constructs: prerequisite, add_ideas, completion_reward, every_army_leader, add_planning
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_tactical_wargaming_department
	icon = GFX_goal_generic_position_armies
	prerequisite = {
		focus = FIN_finnish_supremacy_in_the_north
	}
	x = 1
	y = 1
	relative_position_id = FIN_finnish_supremacy_in_the_north
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		custom_effect_tooltip = FIN_tactical_wargaming_department_every_army_leader_tt
		hidden_effect = {
			every_army_leader = {
				include_invisible = yes
				add_planning = 1
			}
		}
		add_ideas = FIN_tactical_wargaming_department
	}
}
### Entity: Unit Template
Component: sub_units
Constructs: affects_speed, is_artillery_brigade
Source: game
File: common/units/artillery.txt

Code:
sub_units = {
	artillery = {
		abbreviation = ART
		sprite = artillery
		map_icon_category = infantry
		priority = 0
		ai_priority = 0
		active = yes
		affects_speed = no
		is_artillery_brigade = yes
		type = {
			infantry support
		}
		group = support
		categories = {
			category_support_battalions category_divisional_support_battalions category_army category_artillery category_support_artillery
		}
		regimental = no
		combat_width = 0
		need = {
			artillery_equipment = 12
		}
		manpower = 300
		training_time = 120
		max_organisation = 0
		default_morale = 0.1
		max_strength = 0.2
		weight = 0.1
		supply_consumption = 0.16
		defense = -0.4
		breakthrough = -0.4
		soft_attack = -0.4
		hard_attack = -0.4
		can_be_parachuted = no
	}
	rocket_artillery = {
		abbreviation = RART
		sprite = artillery
		map_icon_category = infantry
		priority = 0
		ai_priority = 0
		active = yes
		affects_speed = no
		is_artillery_brigade = yes
		type = {
			infantry support
		}
		group = support
		categories = {
			category_support_battalions category_divisional_support_battalions category_army category_artillery category_support_artillery category_rocket_artillery
		}
		regimental = no
		combat_width = 0
		need = {
			rocket_artillery_equipment = 12
		}
		manpower = 300
		training_time = 120
		max_organisation = 0
		default_morale = 0.1
		max_strength = 0.2
		weight = 0.1
		supply_consumption = 0.16
		defense = -0.4
		breakthrough = -0.4
		soft_attack = -0.4
		hard_attack = -0.4
		can_be_parachuted = no
	}
	super_heavy_artillery = {
		abbreviation = SHART
		sprite = super_heavy_artillery
		map_icon_category = infantry
		priority = 0
		ai_priority = 0
		active = yes
		affects_speed = yes
		is_artillery_brigade = yes
		type = {
			infantry support
		}
		group = support
		categories = {
			category_support_battalions category_divisional_support_battalions category_army category_artillery category_support_artillery
		}
		regimental = no
		combat_width = 0
		essential = {
			super_heavy_artillery_equipment
		}
		need = {
			super_heavy_artillery_equipment = 3
		}
		manpower = 1000
		training_time = 180
		max_organisation = 0
		default_morale = 0.1
		max_strength = 0.2
		weight = 0.1
		supply_consumption = 0.25
		can_be_parachuted = no
		same_support_type = super_heavy_artillery
	}
	self_propelled_super_heavy_artillery = {
		abbreviation = SPSHART
		sprite = self_propelled_super_heavy
# ... (truncated)
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_58
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_58 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 58
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 58
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_continue_the_ding_xian_experiment
Constructs: prerequisite, completion_reward, add_dynamic_modifier
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_continue_the_ding_xian_experiment
	icon = GFX_focus_AFG_telegraph
	prerequisite = {
		focus = CHI_unify_as_the_china_democratic_league
	}
	x = 5
	y = 1
	relative_position_id = CHI_unify_as_the_china_democratic_league
	cost = 10
	available = {
		OR = {
			614 = {
				is_controlled_by_ROOT_or_ally = yes
			}
			607 = {
				is_controlled_by_ROOT_or_ally = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		614 = {
			add_dynamic_modifier = {
				modifier = CHI_electrification_and_mass_education_modifier
			}
		}
		607 = {
			add_dynamic_modifier = {
				modifier = CHI_electrification_and_mass_education_modifier
			}
		}
		custom_effect_tooltip = CHI_continue_the_ding_xian_experiment_tt generic_skip_one_line_tt CHI_develop_counterinsurgency_tactics_tt
		divide_variable = {
			CHI_counter_infiltration_cost = 2
		}
	}
}
### Entity: Event
Component: wuw_GER_diplomacy.98
Constructs: is_triggered_only, ai_chance, fire_only_once, add_to_tech_sharing_group
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.98
	title = wuw_GER_diplomacy.98.t
	desc = wuw_GER_diplomacy.98.desc
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = wuw_GER_diplomacy.98.a
		ai_chance = {
			base = 10
		}
		add_to_tech_sharing_group = GER_SOV_industrial_development_group
		FROM = {
			add_to_tech_sharing_group = GER_SOV_industrial_development_group
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = wuw_GER_diplomacy.99
					hours = 12
				}
			}
		}
	} {
		name = wuw_GER_diplomacy.98.b
		ai_chance = {
			base = 1
		}
		FROM = {
			country_event = {
				id = wuw_GER_diplomacy.101
				hours = 12
			}
		}
	}
}
### Entity: Scripted Effect
Component: POL_peasant_division_effect
Constructs: division_template, is_locked, random_owned_controlled_state, create_unit
Source: game
File: common/scripted_effects/POL_scripted_effects.txt

Code:
POL_peasant_division_effect = {
	custom_effect_tooltip = POL_peasant_division_tt
	hidden_effect = {
		division_template = {
			name = Peasant Division
			division_names_group = POL_INF_01
			is_locked = no
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 1
					y = 0
				} {
					x = 2
					y = 0
				} {
					x = 3
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 1
					y = 1
				}
			}
			support = {

			}
		}
		random_owned_controlled_state = {
			create_unit = {
				division = name = "1. Peasant Division" division_template = "Peasant Division" start_experience_factor = 0.5
				owner = ROOT
			} {
				division = name = "2. Peasant Division" division_template = "Peasant Division" start_experience_factor = 0.5
				owner = ROOT
			} {
				division = name = "3. Peasant Division" division_template = "Peasant Division" start_experience_factor = 0.5
				owner = ROOT
			} {
				division = name = "4. Peasant Division" division_template = "Peasant Division" start_experience_factor = 0.5
				owner = ROOT
			}
		}
	}
}