Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: FRA_naval_submarine
Constructs: has_war, has_war_with
Source: game
File: common/ai_equipment/FRA_naval.txt

Code:
FRA_naval_submarine = {
	category = naval
	blocked_for = {

	}
	available_for = {
		FRA
	}
	roles = {
		naval_submarine
	}
	priority = {
		factor = 50
		modifier = {
			factor = 10
			has_war = yes
		}
	}
	submarine_early = {
		priority = {
			factor = 10
			modifier = {
				factor = 1
			}
		}
		role_icon_index = 6
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_submarine
			modules = {
				fixed_ship_engine_slot = sub_ship_engine_1
				fixed_ship_torpedo_slot = ship_torpedo_sub_1
				rear_1_custom_slot = ship_torpedo_sub_1
			}
		}
		allowed_modules = {
			ship_torpedo_sub sub_ship_engine ship_mine_layer_sub ship_sub_snorkel ship_radar
		}
	}
	submarine_basic = {
		priority = {
			factor = 20
			modifier = {
				factor = 1
			}
		}
		role_icon_index = 6
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_submarine_2
			modules = {
				fixed_ship_engine_slot = sub_ship_engine_1
				fixed_ship_torpedo_slot = ship_torpedo_sub_2
				rear_1_custom_slot = ship_torpedo_sub_1
			}
		}
		allowed_modules = {
			ship_torpedo_sub sub_ship_engine ship_mine_layer_sub ship_sub_snorkel ship_radar
		}
	}
	submarine_improved = {
		priority = {
			factor = 20
			modifier = {
				factor = 1
			}
		}
		role_icon_index = 6
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_submarine_3
			modules = {
				fixed_ship_engine_slot = sub_ship_engine
				fixed_ship_torpedo_slot = ship_torpedo_sub
				front_1_custom_slot = empty
				mid_1_custom_slot = ship_radar
				rear_1_custom_slot = ship_torpedo_sub
			}
		}
		allowed_modules = {
			ship_torpedo_sub sub_ship_engine ship_mine_layer_sub ship_sub_snorkel ship_radar
		}
	}
	submarine_advanced = {
		priority = {
			factor = 50
			modifier = {
				factor = 15
				has_war_with = FRA
			}
		}
		role_icon_index = 6
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_submarine_4
			modules = {
				fixed_ship_engine_slot = sub_ship_engine
				fixed_ship_torpedo_slot = ship_torpedo_sub
				front_1_custom_slot = ship_torpedo_sub
				mid_1_custom_slot = ship_radar
				rear_1_custom_slot = ship_torpedo_sub
			}
		}
		allowed_modules = {
			ship_torpedo_sub sub_ship_engine ship_mine_layer_sub ship_sub_snorkel ship_radar
		}
	}
	cruiser_submarine = {
		priority = {
			factor = 50
			modifier = {
				factor = 15
				has_war_with 
# ... (truncated)
### Entity: Operation
Component: capture_tito_exfiltration
Source: game
File: common/operation_phases/lar_historical_operations.txt

Code:
capture_tito_exfiltration = {
	name = capture_tito_exfiltration
	desc = capture_tito_exfiltration_desc
	icon = GFX_phase_capture_tito_exfiltration_small
	picture = GFX_phase_capture_tito_exfiltration
	equipment = {

	}
}
### Entity: Military Industrial Organization
Component: BEL_minerva_imperia_armored_car_organization
Constructs: has_completed_focus, has_dlc, equipment_bonus, build_cost_ic, add_trait, maximum_speed
Source: game
File: common/military_industrial_organization/organizations/BEL_organization.txt

Code:
BEL_minerva_imperia_armored_car_organization = {
	name = BEL_minerva_imperia_armored_car_organization
	include = generic_armored_car_organization
	icon = GFX_idea_BEL_minerva_imperia_armored_car_organization
	allowed = {
		OR = {
			original_tag = BEL COG
		}
		has_dlc = Gotterdammerung La Resistance
	}
	initial_trait = {
		name = BEL_minerva_imperia_armored_car_organization
		equipment_bonus = {
			armor_value = 0.05
			defense = 0.05
			build_cost_ic = -0.05
			reliability = 0.05
		}
	}
	add_trait = {
		token = BEL_mio_trait_knight_engines
		name = BEL_mio_trait_knight_engines
		icon = GFX_generic_mio_department_icon_armored_car_production
		special_trait_background = yes
		available = {
			owner = {
				OR = {
					has_completed_focus = BEL_minerva_imperia COG_standardize_military_production
				}
			}
		}
		position = {
			x = 8
			y = 0
		}
		equipment_bonus = {
			reliability = 0.05
			maximum_speed = 0.1
		}
	} {
		token = BEL_mio_trait_heavy_machine_guns
		name = BEL_mio_trait_heavy_machine_guns
		icon = GFX_generic_mio_department_icon_armored_car_offense
		special_trait_background = yes
		any_parent = {
			BEL_mio_trait_knight_engines
		}
		position = {
			x = 8
			y = 1
		}
		equipment_bonus = {
			soft_attack = 0.03
		}
	} {
		token = BEL_mio_trait_high_grade_armor
		name = BEL_mio_trait_high_grade_armor
		icon = GFX_generic_mio_trait_icon_armor_value
		special_trait_background = yes
		any_parent = {
			BEL_mio_trait_knight_engines
		}
		position = {
			x = 9
			y = 1
		}
		equipment_bonus = {
			armor_value = 0.05
		}
	}
}
### Entity: Technology
Component: mountaineers_combat_3
Constructs: limit, is_ai, force_use_small_tech_layout, research_cost
Source: game
File: common/technologies/special_forces_doctrine.txt

Code:
technology = {
	allow = {
		if = {
			limit = {
				is_ai = yes
			}
			NOT = {
				EAI_specops_MNT_doctrine_progress_limit = yes
			}
		}
	}
	xp_research_type = army
	xp_unlock_cost = 60
	category_mountaineers = {
		max_organisation = 10
	}
	force_use_small_tech_layout = yes
	path = {
		leads_to_tech = mountaineers_keystone_1
		research_cost_coeff = 1
	} {
		leads_to_tech = mountaineers_keystone_2
		research_cost_coeff = 1
	}
	doctrine = yes
	research_cost = 4.5
	categories = {
		special_forces_doctrine cat_mountaineers_doctrine
	}
	folder = {
		name = special_forces_doctrine_folder
		position = {
			x = 0
			y = 8
		}
	}
	ai_will_do = {
		factor = 10000
	}
	ai_research_weights = {

	}
}
### Entity: Character
Component: RAJ_kodandera_cariappa
Constructs: has_dlc
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_kodandera_cariappa = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = Graveyard of Empires
			}
		}
		name = RAJ_kodandera_cariappa
		portraits = {
			army = {
				small = GFX_idea_RAJ_kodandera_cariappa
			}
		}
		advisor = {
			slot = army_chief
			idea_token = RAJ_kodandera_cariappa
			allowed = {
				original_tag = RAJ
			}
			traits = {
				army_chief_morale_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
	} {
		allowed = {
			has_dlc = Graveyard of Empires
		}
		name = RAJ_GOE_kodandera_cariappa
		portraits = {
			army = {
				large = GFX_portrait_RAJ_kodandera_cariappa
				small = GFX_portrait_RAJ_kodandera_madappa_cariappa_small
			}
		}
		advisor = {
			slot = army_chief
			ledger = army
			idea_token = RAJ_GOE_kodandera_cariappa
			allowed = {
				original_tag = RAJ
			}
			traits = {
				army_chief_offensive_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		corps_commander = {
			traits = {
				career_officer loyalty_to_india
			}
			skill = 3
			attack_skill = 2
			defense_skill = 2
			planning_skill = 3
			logistics_skill = 3
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_military_dictatorship
Constructs: prerequisite, limit, add_ideas, has_government, add_war_support, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_military_dictatorship
	prerequisite = {
		focus = BUL_depose_the_tsar
	}
	icon = GFX_goal_generic_political_pressure
	relative_position_id = BUL_depose_the_tsar
	x = 0
	y = 3
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_political_power = 70
		add_war_support = 0.05
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		if = {
			limit = {
				NOT = {
					has_government = fascism
				}
			}
			set_politics = {
				ruling_party = fascism
			}
		}
		add_ideas = BUL_military_dictatorship
	}
}
### Entity: Idea
Component: GAM_fascist_guy
Constructs: has_government
Source: game
File: common/ideas/gambia.txt

Code:
GAM_fascist_guy = {
	picture = generic_political_advisor_african_2
	allowed = {
		original_tag = GAM
	}
	traits = {
		fascist_demagogue
	}
	do_effect = {
		NOT = {
			has_government = fascism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_the_hunters
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_the_hunters
	icon = GFX_focus_FIN_the_cold_front
	prerequisite = {
		focus = PHI_soldiers_in_hiding
	}
	relative_position_id = PHI_soldiers_in_hiding
	x = 0
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = PHI_philippine_resistance_movement_dynamic_modifier_tt generic_skip_one_line_tt PHI_will_gain_hunters
		add_to_variable = {
			PHI_resistance_special_forces_cap = 0.2
			tooltip = special_forces_cap_tt
		} {
			PHI_resistance_terrain_trait_xp_gain_factor = 0.2
			tooltip = terrain_trait_xp_gain_factor_tt
		} {
			PHI_resistance_resistance_target_on_our_occupied_states = 0.05
			tooltip = resistance_target_on_our_occupied_states_tt
		} {
			PHI_resistance_resistance_damage_to_garrison_on_our_occupied_states = 0.05
			tooltip = resistance_damage_to_garrison_on_our_occupied_states_tt
		}
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_rise_of_the_chaebols
Constructs: prerequisite, has_government, completion_reward, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_rise_of_the_chaebols
	icon = GFX_goal_generic_construction
	prerequisite = {
		focus = KOR_reorganize_the_administration
	} {
		focus = KOR_repeal_colonial_restrictions
	}
	relative_position_id = KOR_reorganize_the_administration
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_government = communism
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 1
			category = industry
		} {
			name = construction_tech_bonus
			bonus = 1
			uses = 1
			category = construction_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: est_focus
Component: EST_national_assembly_election
Constructs: has_country_flag, completion_reward
Source: game
File: common/national_focus/r56_estonia.txt

Code:
focus = {
	id = EST_national_assembly_election
	icon = GFX_focus_EST_era_of_silence
	mutually_exclusive = {
		focus = EST_election_boycotts
	}
	x = 30
	y = 0
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_country_flag = EST_election_rigged_flag
	}
	bypass = {

	}
	completion_reward = {
		custom_effect_tooltip = EST_rigged_tt
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_establish_a_secret_police
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, has_civil_war, add_tech_bonus, has_dlc
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_establish_a_secret_police
	icon = GFX_goal_generic_secret_police_2
	prerequisite = {
		focus = NOR_unite_the_scandinavian_workers
	}
	x = 1
	y = 1
	relative_position_id = NOR_unite_the_scandinavian_workers
	cost = 10
	ai_will_do = {
		base = 25
	}
	available = {
		has_civil_war = no
		has_government = communism
	}
	completion_reward = {
		add_ideas = NOR_secret_police_idea
		add_tech_bonus = {
			name = mp_tech_bonus_name
			bonus = 1
			uses = 1
			category = military_police_tech
		}
		if = {
			limit = {
				has_dlc = La Resistance
				NOT = {
					has_intelligence_agency = yes
				}
			}
			create_intelligence_agency = yes
		}
	}
}
### Entity: Character
Component: POL_kazimierz_switalski
Constructs: has_completed_focus
Source: game
File: common/characters/POL.txt

Code:
POL_kazimierz_switalski = {
	name = POL_kazimierz_switalski
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_5
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = POL_kazimierz_switalski
		available = {
			has_completed_focus = POL_the_sanation_left
		}
		allowed = {
			original_tag = POL
		}
		traits = {
			leftist_legionary
		}
	}
}
### Entity: Idea
Component: PHI_asian_trade_connections_philippines
Constructs: removal_cost
Source: game
File: common/ideas/philippines.txt

Code:
PHI_asian_trade_connections_philippines = {
	picture = PLACEHOLDER_idea_icon
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	targeted_modifier = {
		tag = PHI
		trade_cost_for_target_factor = -0.15
	}
}
### Entity: Event
Component: pavel_events.302
Constructs: is_triggered_only, ai_chance, fire_only_once, create_wargoal, take_state_focus
Source: game
File: events/NSB_Poland.txt

Code:
country_event = {
	id = pavel_events.302
	title = pavel_events.302.t
	desc = pavel_events.302.desc
	picture = GFX_report_event_military_planning
	fire_only_once = yes
	is_triggered_only = yes
	immediate = {

	}
	option = {
		name = pavel_events.302.a
		ai_chance = {
			base = 10
		}
		create_wargoal = {
			type = take_state_focus
			target = GER
			generator = {
				67 66 68 63 5 763
			}
		}
	}
}
### Entity: AI Strategy
Component: BUL_communsit_alternate_plan
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/BUL_alternate_strategy_plan.txt

Code:
BUL_communsit_alternate_plan = {
	name = Balkan Federation of Socialist Republics
	desc = Bulgaria will attempt to form a Balkan alliance, influencing its neighbors to embrace the revolution and ultimately unifying the Balkans.
	allowed = {
		original_tag = BUL
		has_dlc = Battle for the Bosporus
	}
	enable = {
		OR = {
			has_country_flag = BUL_AI_RANDOM_COMMUNIST_BALKAN_FEDERATION
			has_game_rule = {
				rule = BUL_ai_behavior
				option = COMMUNIST_BALKAN_FEDERATION
			}
		}
	}
	abort = {
		NOT = {
			country_exists = GRE
		} {
			country_exists = YUG
		}
	}
	ai_national_focuses = {
		BUL_oppose_the_royal_dictatorship BUL_cooperate_with_the_zveno BUL_condemn_macedonian_organizations BUL_acquire_modern_tools BUL_negotiate_bulgarian_rearmament BUL_appoint_communist_ministers BUL_improve_the_road_system BUL_unify_the_bourgeois_movement BUL_attract_foreign_capitals BUL_expand_sofia_university BUL_united_front_against_fascism BUL_the_spanish_struggle BUL_the_fatherland_front BUL_overthrow_the_tsar BUL_the_peoples_republic_of_bulgaria BUL_treaty_of_perpetual_friendship BUL_balkan_federation_of_socialist_republics BUL_reorganize_the_military_industry BUL_darzhavna_voenna_fabrika BUL_rebuild_the_army BUL_vasil_levsky_national_military_university BUL_bury_the_grudges_of_the_past BUL_expand_the_tobacco_industry BUL_national_military_academy BUL_war_logistics BUL_defensive_lines BUL_purge_the_elites BUL_the_peoples_militia_directorate BUL_national_railway_lines BUL_light_metal_exploitation BUL_collectivization_of_the_countryside BUL_balkan_trade_union_secretariat BUL_balkan_research_cooperation BUL_united_we_shall_prevail BUL_found_dvf_sopot BUL_prussia_of_the_balkans BUL_the_unification_of_the_balkans BUL_georgi_benkovski_aircraft_repair_facilities BUL_heavy_industry BUL_recover_italian_territories BUL_train_the_youth_wings BUL_steel_plant_in_pernik BUL_pilot_training_program BUL_darzhavna_aeroplanna_rabotilnitsa BUL_full_voting_rights_for_women BUL_abolish_the_tarnovo_constitution BUL_nationalization
	}
	focus_factors = {
		BUL_soviet_bulgarian_treaty_of_mutual_assistance = 0
		BUL_dissolve_the_military_union = 0
		BUL_support_macedonian_organizations = 0
		BUL_power_to_the_tsar = 0
		BUL_democratic_principles = 0
		BUL_dominance_in_the_black_sea = 0
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_expand_showa_steel_works
Constructs: prerequisite, completion_reward, is_fully_controlled_by, cancel_if_invalid, add_extra_state_shared_building_slots, add_building_construction, unlock_decision_tooltip
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_expand_showa_steel_works
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = MAN_tsr_invite_japanese_investors
	}
	x = -2
	y = 1
	relative_position_id = MAN_tsr_invite_japanese_investors
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {
		716 = {
			is_fully_controlled_by = ROOT
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		716 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		unlock_decision_tooltip = MAN_develop_liaotung_iron_ore_deposits MAN_establish_the_erdaojiang_special_steel_experimental_plant
	}
}
### Entity: Order of Battle
Component: air_wing_307
Source: game
File: history/units/VEN_1936_air_legacy.txt

Code:
air_wings = {
	307 = {
		fighter_equipment_0 = {
			owner = VEN
			amount = 15
		}
	}
}
### Entity: Character
Component: stalin_servant_of_lenin_leader
Constructs: guarantee_cost
Source: game
File: common/country_leader/00_traits.txt

Code:
stalin_servant_of_lenin_leader = {
	random = no
	drift_defence_factor = 0.15
	guarantee_cost = -0.25
	party_popularity_stability_factor = 0.15
	defensive_war_stability_factor = 0.4
	political_advisor_cost_factor = -0.25
}
### Entity: Character
Component: CHI_hu_hanmin
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/CHI.txt

Code:
CHI_hu_hanmin = {
	name = CHI_hu_hanmin
	portraits = {
		civilian = {
			small = GFX_portrait_CHI_hu_hanmin_small
		}
	}
	gender = male
	advisor = {
		slot = political_advisor
		idea_token = CHI_hu_hanmin
		available = {
			has_completed_focus = CHI_mend_the_rift_with_hu
		}
		allowed = {
			original_tag = CHI
			has_dlc = No Compromise, No Surrender
		}
		visible = {
			NOT = {
				has_completed_focus = CHI_dang_guo CHI_end_military_primacy
			}
		}
		traits = {
			harsh_propagandist
		}
		ai_will_do = {
			base = 10
		}
	}
}
### Entity: Event
Component: BBA_ethiopia_balance_of_power_events.52
Constructs: is_triggered_only, ai_chance, limit, add_stability, add_political_power, is_capital, is_core_of, random_owned_controlled_state
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_balance_of_power_events.52
	title = BBA_ethiopia_balance_of_power_events.52.t
	desc = BBA_ethiopia_balance_of_power_events.52.desc
	is_triggered_only = yes
	trigger = {
		any_owned_state = {
			is_capital = no
			is_core_of = ROOT
			state_is_fully_controlled_by_ROOT_or_subject = yes
			free_building_slots = {
				building = arms_factory
				size = > 1
				include_locked = yes
			}
		}
	}
	immediate = {
		hidden_effect = {
			random_owned_controlled_state = {
				limit = {
					is_core_of = ROOT
					is_capital = no
					state_is_fully_controlled_by_ROOT_or_subject = yes
					free_building_slots = {
						building = arms_factory
						size = > 1
						include_locked = yes
					}
				}
				set_variable = {
					ROOT.ETH_bop_state = THIS
				}
			}
		}
	}
	picture = GFX_report_event_generic_factory
	option = {
		name = BBA_ethiopia_balance_of_power_events.52.a
		ai_chance = {
			base = 10
		}
		ETH_BOP_decentralization_small_effect = yes
		add_stability = -0.05
		var:ROOT.ETH_bop_state = {
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			add_extra_state_shared_building_slots = 1
			add_to_variable = {
				ETH_state_independence = 1
			}
		}
	} {
		name = BBA_ethiopia_balance_of_power_events.52.b
		ai_chance = {
			base = 10
		}
		ETH_BOP_centralization_small_effect = yes
		add_political_power = 50
		add_popularity = {
			ideology = ROOT
			popularity = -0.05
		}
	}
}
### Entity: Character
Component: CZE_stanislav_bukovsky
Constructs: has_completed_focus
Source: game
File: common/characters/CZE.txt

Code:
CZE_stanislav_bukovsky = {
	name = CZE_stanislav_bukovsky
	portraits = {
		army = {
			small = GFX_portrait_CZE_stanislav_bukovsky_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CZE_stanislav_bukovsky
		allowed = {
			original_tag = CZE
		}
		available = {
			has_completed_focus = CZE_leverage_sokol
		}
		visible = {
			NOT = {
				OR = {
					has_completed_focus = CZE_appeal_to_the_castle CZE_increase_funding_from_moscow
				}
			}
		}
		traits = {
			CZE_sokol_administrator
		}
	}
}
### Entity: Country History
Country: MEK
Component: MEK_misc
Constructs: limit, set_technology, add_political_power, set_grand_doctrine, has_dlc, set_research_slots, set_convoys, add_command_power
Source: game
File: history/countries/MEK - Mecklenburg.txt

Code:
# Misc for MEK
capital = 61
set_grand_doctrine = new_mobile_warfare new_convoy_raiding new_battlefield_support
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		fighter1 = 1
		early_bomber = 1
		tactical_bomber1 = 1
		strategic_bomber1 = 1
		CAS1 = 1
		naval_bomber1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
		improved_light_tank = 1
		basic_heavy_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
		improved_light_tank_chassis = 1
		basic_heavy_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		mtg_transport = 1
	}
}
set_research_slots = 3
set_convoys = 50
1939.1.1 = {
	add_political_power = 1197
	add_command_power = 100
	set_technology = {
		interwar_artillery = 1
		interwar_antitank = 1
		infantry_weapons2 = 1
		improved_infantry_weapons = 1
		support_weapons = 1
		support_weapons2 = 1
		paratroopers = 1
		electronic_mechanical_engineering = 1
		radio = 1
		cavity_magnatron = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_encryption = 1
		basic_decryption = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		construction3 = 1
		construction4 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
		dispersed_industry3 = 1
		dispersed_industry4 = 1
	}
	set_grand_doctrine = new_mobile_warfare new_convoy_raiding new_battlefield_support
	complete_special_project = {
		project = sp:sp_air_radar
	}
	if = {
		limit = {
			NOT = {
				has_dlc = By Blood Alone
			}
		}
		set_technology = {
			CAS2 = 1
			heavy_fighter1 = 1
		}
	}
}
### Entity: Order of Battle
Component: Jarvis Island Garrison
Constructs: division_template
Source: game
File: history/units/USA_1936.txt

Code:
division = {
	name = Jarvis Island Garrison
	location = 13049
	division_template = Garrison Brigade
	start_experience_factor = 0.1
	start_equipment_factor = 0.15
}