Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: CHI_suppression_of_anti_japanese_sentiments_idea
Constructs: removal_cost
Source: game
File: common/ideas/japan.txt

Code:
CHI_suppression_of_anti_japanese_sentiments_idea = {
	picture = generic_army_problems
	allowed = {
		original_tag = CHI
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {

	}
	targeted_modifier = {
		tag = JAP
		attack_bonus_against = -0.1
		defense_bonus_against = -0.1
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_anti_opposition_campaigns
Constructs: has_completed_focus, prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip
Source: game
File: common/national_focus/china_warlord.txt

Code:
focus = {
	id = CHI_anti_opposition_campaigns
	icon = GFX_focus_generic_provoke_border_clashes
	prerequisite = {
		focus = CHI_cooperation_with_the_nationalists CHI_cooperation_with_the_communists
	}
	x = 3
	y = 1
	relative_position_id = CHI_cooperation_with_the_nationalists
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {
		custom_effect_tooltip = CHI_anti_opposition_campaigns_effect_tooltip
		if = {
			limit = {
				AND = {
					has_completed_focus = CHI_cooperation_with_the_nationalists
					NOT = {
						any_other_country = {
							has_completed_focus = CHI_cooperation_with_the_communists
						}
					}
				}
			}
			custom_effect_tooltip = CHI_anti_opposition_campaigns_effect_tooltip_no_communists
		} {
			limit = {
				AND = {
					has_completed_focus = CHI_cooperation_with_the_communists
					NOT = {
						any_other_country = {
							has_completed_focus = CHI_cooperation_with_the_nationalists
						}
					}
				}
			}
			custom_effect_tooltip = CHI_anti_opposition_campaigns_effect_tooltip_no_nationalists
		}
	}
	completion_reward = {
		custom_effect_tooltip = CHI_anti_opposition_campaigns_effect_tooltip
		if = {
			limit = {
				AND = {
					has_completed_focus = CHI_cooperation_with_the_nationalists
					NOT = {
						any_other_country = {
							has_completed_focus = CHI_cooperation_with_the_communists
						}
					}
				}
			}
			custom_effect_tooltip = CHI_anti_opposition_campaigns_effect_tooltip_no_communists
		} {
			limit = {
				AND = {
					has_completed_focus = CHI_cooperation_with_the_communists
					NOT = {
						any_other_country = {
							has_completed_focus = CHI_cooperation_with_the_nationalists
						}
					}
				}
			}
			custom_effect_tooltip = CHI_anti_opposition_campaigns_effect_tooltip_no_nationalists
		}
	}
}
### Entity: Country History
Country: STL
Component: STL_politics
Constructs: set_stability, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/STL - Saint Lucia.txt

Code:
# Politics & Parties for STL
set_war_support = 0.2
set_stability = 0.7
set_politics = {
	ruling_party = democratic
	last_election = 1933.2.16
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 50
	communism = 25
	neutrality = 25
}
### Entity: Character
Component: SAU_karim_nassar
Source: game
File: common/characters/SAU.txt

Code:
SAU_karim_nassar = {
	advisor = {
		slot = high_command
		idea_token = SAU_karim_nassar
		ledger = army
		allowed = {
			original_tag = SAU
		}
		traits = {
			army_cavalry_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Karim Nassar
	portraits = {
		army = {
			small = GFX_idea_generic_army_arab_3
		}
	}
}
### Entity: Event
Component: ww_BEL_event_diplomatic.33
Constructs: is_triggered_only, ai_chance, add_ideas, remove_dynamic_modifier
Source: game
File: events/WUW_Belgium.txt

Code:
country_event = {
	id = ww_BEL_event_diplomatic.33
	title = ww_BEL_event_diplomatic.33.t
	desc = ww_BEL_event_diplomatic.33.desc
	picture = GFX_report_event_fascist_gathering
	is_triggered_only = yes
	option = {
		name = ww_BEL_event_diplomatic.33.a
		ai_chance = {
			base = 6
		}
		remove_dynamic_modifier = {
			modifier = BEL_neutrality_dynamic_modifier
		}
	} {
		name = ww_BEL_event_diplomatic.33.b
		ai_chance = {
			base = 4
		}
		add_ideas = BEL_volunteer_effort2_ns
	}
}
### Entity: Character
Component: GER_divine_right
Constructs: war_support_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_divine_right = {
	sprite = 13
	random = no
	political_power_factor = 0.1
	army_core_defence_factor = 0.05
	party_popularity_stability_factor = 0.1
	war_support_factor = 0.05
}
### Entity: Country History
Country: PHI
Component: PHI_misc
Constructs: recruit_character, set_stability, limit, set_technology, add_political_power, has_dlc, set_oob, add_dynamic_modifier
Source: game
File: history/countries/PHI - Philippines.txt

Code:
# Misc for PHI
capital = 327
IF = {
	limit = {
		has_dlc = No Compromise, No Surrender
	}
	set_technology = {
		rangers_tech = 1
	}
	set_oob = PHI_1936_ncns
	ELSE_IF = {
		limit = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		set_oob = PHI_1936
	}
}
{
	limit = {
		has_dlc = No Compromise, No Surrender
	}
	add_dynamic_modifier = {
		modifier = PHI_the_great_depression_dynamic_modifier
	} {
		modifier = PHI_philippine_army_dynamic_modifier
	} {
		modifier = PHI_american_interference_dynamic_modifier
	}
	set_variable = {
		PHI_the_great_depression_political_power_gain = -0.75
	} {
		PHI_the_great_depression_resource_gain = -0.25
	} {
		PHI_the_great_depression_consumer_goods_factor = 0.5
	} {
		PHI_the_great_depression_join_faction_tension = 1
	} {
		PHI_the_great_depression_production_speed_buildings_factor = -0.25
	} {
		PHI_the_great_depression_fuel_gain_factor = 0
	} {
		PHI_the_great_depression_democratic_drift = 0
	} {
		PHI_the_great_depression_conscription_factor = 0
	} {
		PHI_the_great_depression_monthly_population = 0
	} {
		PHI_the_great_depression_drift_defence_factor = 0
	} {
		PHI_the_great_depression_compliance_growth = 0
	} {
		PHI_the_great_depression_intelligence_agency_defense = 0
	} {
		PHI_the_great_depression_production_speed_industrial_complex_factor = 0
	} {
		PHI_the_great_depression_production_speed_infrastructure_factor = 0
	} {
		PHI_philippine_army_industrial_capacity_factory = -0.9
	} {
		PHI_philippine_army_industrial_capacity_dockyard = -0.5
	} {
		PHI_philippine_army_conscription_factor = -0.5
	} {
		PHI_philippine_army_training_time_factor = 0.4
	} {
		PHI_philippine_army_experience_gain_army_factor = -0.8
	} {
		PHI_philippine_army_command_power_gain_mult = -0.2
	} {
		PHI_philippine_army_heat_attrition_factor = 0
	} {
		PHI_philippine_army_army_org_factor = 0
	} {
		PHI_philippine_army_max_planning_factor = 0
	} {
		PHI_philippine_army_conscription = 0
	} {
		PHI_american_interference_autonomy_gain = -0.1
	} {
		PHI_american_interference_license_subject_master_purchase_cost = 0
	} {
		PHI_american_interference_license_production_speed = 0
	} {
		PHI_american_interference_research_sharing_per_country_bonus = 0.2
	} {
		PHI_american_interference_communism = 0
	} {
		PHI_american_interference_production_speed_rail_way_factor = 0
	} {
		PHI_american_interference_command_power_gain = 0
	} {
		PHI_american_inte
# ... (truncated)
### Entity: Order of Battle
Component: Gruppe Brienzergrat
Constructs: division_template
Source: game
File: history/units/SWI_load_conscription_3.txt

Code:
division = {
	name = Gruppe Brienzergrat
	location = 11604
	division_template = Elite Stadtkommando
	start_experience_factor = 0.6
	start_equipment_factor = 1
}
### Entity: Decision
Component: AFG_rural_schools_category
Constructs: has_completed_focus, has_war, limit, has_country_flag, add_political_power, has_state_flag, has_idea, is_controlled_by
Source: game
File: common/decisions/r56_AFG.txt

Code:
AFG_rural_schools_category = {
	AFG_open_schools = {
		icon = GFX_decision_generic_book
		available = {
			NOT = {
				custom_trigger_tooltip = {
					tooltip = AFG_opening_schools_flag
					hidden_trigger = {
						any_owned_state = {
							has_state_flag = AFG_opening_schools_flag
						}
					}
				}
			}
			has_completed_focus = AFG_rural_schools
			original_tag = AFG
		}
		on_map_mode = map_and_decisions_view
		days_remove = AFG_rural_schools_duration
		cost = AFG_rural_schools_cost
		state_target = any_owned_state
		visible = {
			original_tag = AFG
			has_completed_focus = AFG_rural_schools
			OR = {
				has_idea = AFG_illiteracy AFG_illiteracy_1 AFG_illiteracy_2 AFG_illiteracy_3 AFG_illiteracy_4 AFG_illiteracy_5
			}
		}
		target_trigger = {
			FROM = {
				NOT = {
					has_state_flag = AFG_school_opened
					state = 267 442
				}
				is_controlled_by = AFG
				is_core_of = AFG
			}
		}
		modifier = {
			consumer_goods_factor = 0.1
		}
		complete_effect = {
			FROM = {
				set_state_flag = {
					flag = AFG_opening_schools_flag
					value = 1
					days = 90
				}
			}
		}
		remove_effect = {
			FROM = {
				clr_state_flag = AFG_opening_schools_flag
				set_state_flag = AFG_school_opened
				if = {
					limit = {
						NOT = {
							ROOT = {
								has_idea = AFG_illiteracy_5
							}
						}
					}
					hidden_effect = {
						state_event = {
							id = r56_afghanistan.80
							hours = 12
							trigger_for = owner
						}
					}
				}
			}
			if = {
				limit = {
					has_idea = AFG_illiteracy_5
				}
				country_event = {
					id = r56_afghanistan.23
					hours = 12
				}
			}
			else_if = {
				limit = {
					has_idea = AFG_illiteracy_4
				}
				swap_ideas = {
					remove_idea = AFG_illiteracy_4
					add_idea = AFG_illiteracy_5
				}
			} {
				limit = {
					has_idea = AFG_illiteracy_3
				}
				swap_ideas = {
					remove_idea = AFG_illiteracy_3
					add_idea = AFG_illiteracy_4
				}
			} {
				limit = {
					has_idea = AFG_illiteracy_2
				}
				swap_ideas = {
					remove_idea = AFG_illiteracy_2
					add_idea = AFG_illiteracy_3
				}
			} {
				limit = {
					has_idea = AFG_illiteracy_1
				}
				swap_ideas = {
					remove_idea = AFG_illiteracy_1
					add_idea = AFG_illiteracy_2
				}
			} {
				limit = {
					has_idea = AFG_illiteracy
				}
				swap_ideas = {
					remove_idea = AFG_illiteracy
					add_idea = AFG_illiteracy_1
				}
			}
		
# ... (truncated)
### Entity: Technology
Component: aa_cannon_2
Constructs: enable_equipment_modules, research_cost, has_tech
Source: game
File: common/technologies/bba_air_techs.txt

Code:
technology = {
	enable_equipment_modules = {
		large_aircraft_cannon_1x large_aircraft_cannon_2x cannon_defense_turret cannon_defense_turret_2x
	}
	research_cost = 1.5
	start_year = 1943
	folder = {
		name = bba_air_techs_folder
		position = {
			x = 0
			y = 7
		}
	}
	categories = {
		air_equipment plane_modules_tech cat_air_guns mio_cat_all_light_fighter_and_modules mio_cat_all_medium_aircraft_and_modules mio_cat_all_heavy_aircraft_and_modules mio_cat_all_light_aircraft_and_modules
	}
	special_project_specialization = {
		specialization_air
	}
	ai_will_do = {
		factor = 1
		modifier = {
			OR = {
				has_tech = improved_small_airframe improved_medium_airframe improved_large_airframe
			}
			factor = 5
		} {
			OR = {
				tag = GER SOV ENG
			}
			factor = 3
		}
	}
}
### Entity: Technology
Component: super_heavy_td
Constructs: enable_equipments, enable_subunits, research_cost
Source: game
File: common/technologies/armor.txt

Code:
technology = {
	enable_equipments = {
		super_heavy_tank_destroyer_equipment_1
	}
	enable_subunits = {
		super_heavy_tank_destroyer_brigade
	}
	research_cost = 0.5
	start_year = 1943
	ai_will_do = {
		factor = 0
	}
	categories = {
		armor mio_cat_tech_all_armor_and_modules mio_cat_tech_heavy_armor_and_modules
	}
	special_project_specialization = {
		specialization_land
	}
}
### Entity: Technology
Component: armor_tech_4
Constructs: has_war, is_major, research_cost
Source: game
File: common/technologies/NSB_armor.txt

Code:
technology = {
	research_cost = 1
	start_year = 1944
	folder = {
		name = nsb_armour_folder
		position = {
			x = 3
			y = @1944
		}
	}
	on_research_complete = {
		custom_effect_tooltip = armor_tech_4_tt
	}
	show_effect_as_desc = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			is_major = yes
		} {
			has_war = yes
			factor = 2
		} {
			factor = 1.1
			date = > 1944.1.1
		} {
			factor = 1.5
			date = > 1945.1.1
		} {
			factor = 2
			date = > 1946.1.1
		}
	}
	categories = {
		armor mio_cat_tech_all_armor_and_modules mio_cat_tech_light_armor_and_modules mio_cat_tech_medium_armor_and_modules mio_cat_tech_heavy_armor_and_modules
	}
	special_project_specialization = {
		specialization_land
	}
}
### Entity: AI Strategy
Component: default_become_head_of_operations
Constructs: has_dlc
Source: game
File: common/ai_strategy/default.txt

Code:
default_become_head_of_operations = {
	allowed = {
		has_dlc = No Compromise, No Surrender La Resistance
	}
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = become_head_of_operations
		value = 2
	}
}
### Entity: Country History
Country: FAK
Component: FAK_misc
Source: game
File: history/countries/FAK - Fake.txt

Code:
# Misc for FAK
capital = 1
### Entity: Idea
Component: CAN_commit_to_the_war
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/canada.txt

Code:
CAN_commit_to_the_war = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_manpower_bonus
	modifier = {
		conscription_factor = 0.05
	}
}
### Entity: Scripted Trigger
Component: EAI_PREV_defeated_THIS
Constructs: limit, has_war_with, has_capitulated
Source: game
File: common/scripted_triggers/EAI_DIPLOMACY_triggers.txt

Code:
EAI_PREV_defeated_THIS = {
	if = {
		limit = {
			has_war_with = PREV
		}
		has_capitulated = yes
	}
	else = {
		always = yes
	}
}
### Entity: AI Strategy
Component: ETH_lon_support_ethiopia
Constructs: has_completed_focus, has_war_with, has_dlc, is_league_of_nations_member, has_global_flag, is_in_faction_with, send_volunteers_desire, send_lend_lease_desire
Source: game
File: common/ai_strategy/ETH.txt

Code:
ETH_lon_support_ethiopia = {
	allowed = {
		has_dlc = By Blood Alone
	}
	enable = {
		is_league_of_nations_member = yes
		ETH = {
			has_completed_focus = ETH_international_mediation
			has_war_with = ITA
		}
		has_global_flag = second_italo_ethiopian_war_flag
		NOT = {
			is_in_faction_with = ITA
		} {
			tag = ETH
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_volunteers_desire
		id = ETH
		value = 400
	} {
		type = send_lend_lease_desire
		id = ETH
		value = 400
	}
}
### Entity: National Focus
Tree: saf_focus
Component: SAF_special_service_battalion
Constructs: completion_reward, cancel_if_invalid, add_doctrine_cost_reduction
Source: game
File: common/national_focus/south_africa.txt

Code:
focus = {
	id = SAF_special_service_battalion
	icon = GFX_goal_generic_army_doctrines
	x = 24
	y = 0
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		army_experience = 10
		add_doctrine_cost_reduction = {
			name = SAF_special_service_battalion
			cost_reduction = 0.25
			uses = 1
			category = land_doctrine
		}
	}
}
### Entity: Idea
Component: SRL_ai2
Source: game
File: common/ideas/sri_lanka.txt

Code:
SRL_ai2 = {
	ledger = army
	picture = generic_army_asia_3
	allowed = {
		original_tag = SRL
	}
	traits = {
		army_infantry_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_the_westward_expedition
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward, is_controlled_by, cancel_if_invalid, unlock_decision_tooltip, add_mastery
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_the_westward_expedition
	icon = GFX_focus_PRC_westward_expansion
	prerequisite = {
		focus = PRC_know_the_enemy
	}
	x = -2
	y = 1
	relative_position_id = PRC_know_the_enemy
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		1045 = {
			is_controlled_by = NXM
		}
	}
	bypass = {
		NOT = {
			1045 = {
				is_controlled_by = NXM
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	will_lead_to_war_with = NXM
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		unlock_decision_tooltip = PRC_the_westward_expedition_decision
		custom_effect_tooltip = generic_skip_one_line_tt PRC_winning_border_war_result_tt PRC_losing_border_war_result_tt generic_skip_one_line_tt
		effect_tooltip = {
			transfer_state = 1045
		} {
			army_experience = 15
			add_mastery = {
				amount = 50
				track = infantry
			}
			add_equipment_to_stockpile = {
				type = artillery_equipment_1
				amount = 125
				producer = NXM
			}
		}
		PRC_this_might_anger_china = yes
	}
}
### Entity: Character
Component: prc_jack_of_all_trade
Constructs: industrial_capacity_factory, communism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
prc_jack_of_all_trade = {
	random = no
	sprite = 13
	army_morale_factor = 0.025
	communism_drift = 0.1
	opinion_gain_monthly_same_ideology_factor = 1.75
	industrial_capacity_factory = 0.07
	trade_opinion_factor = 0.1
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_islamic_militarism
Constructs: prerequisite, add_war_support, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_islamic_militarism
	icon = GFX_goal_FRA_militarist_society
	relative_position_id = EGY_integrate_the_green_shirts
	x = -1
	y = 1
	cost = 10
	prerequisite = {
		focus = EGY_dismantle_the_aristocracy
	} {
		focus = EGY_integrate_the_green_shirts
	}
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_war_support = 0.1
		swap_ideas = {
			remove_idea = EGY_integrate_the_green_shirts_bonus
			add_idea = EGY_integrate_the_green_shirts_bonus_2
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_CA_navy_focus_1
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_CA_navy_focus_1 = {
	OR = {
		check_variable = {
			EAI_FOCUS/NAVY/heavy_cruiser = global.EAI_ON
		} {
			EAI_FOCUS/NAVY/heavy_cruiser_OVERRIDE = global.EAI_ON
		}
		AND = {
			OR = {
				EAI_Heavy_Cruiser_Focus_1_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/NAVY/heavy_cruiser EAI_FOCUS/NAVY/heavy_cruiser_OVERRIDE
			}
		}
	}
}
### Entity: Event
Component: FRA_central_africa_intervention.31
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = FRA_central_africa_intervention.31
	title = FRA_central_africa_intervention.3.t
	desc = FRA_central_africa_intervention.3.desc
	picture = GFX_report_event_soldiers_in_france
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = FRA_central_africa_intervention.3.a
	}
}
### Entity: Scripted Effect
Component: add_or_modify_AST_no_foreign_battlefields_spirit
Constructs: limit, has_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/scripted_effects/AST_scripted_effects.txt

Code:
add_or_modify_AST_no_foreign_battlefields_spirit = {
	IF = {
		limit = {
			NOT = {
				has_dynamic_modifier = {
					modifier = AST_no_foreign_battlefields_spirit
				}
			}
		}
		add_dynamic_modifier = {
			modifier = AST_no_foreign_battlefields_spirit
		}
	}
	ELSE = {
		custom_effect_tooltip = AST_no_foreign_battlefields_spirit_tt
	}
}
### Entity: Effect Reference
Construct: remove_all_power_balance_modifiers
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## remove_all_power_balance_modifiers

* Supported Scopes: any
* Supported Targets: none

```
removes all static modifiers from power balance

Example:
remove_all_power_balance_modifiers = {
	id = power_balance_id
}
```
### Entity: Character
Component: r56w_trait_minister_black_falcon
Source: game
File: common/country_leader/r56_WHY_characters_traits.txt

Code:
r56w_trait_minister_black_falcon = {
	random = no
	sprite = 2
	air_ace_generation_chance_factor = 0.8
}
### Entity: AI Strategy
Component: EAI_infantry_role
Constructs: has_country_flag, check_variable
Source: game
File: common/ai_templates/EAI_infantry_role.txt

Code:
EAI_infantry_role = {
	role = infantry
	upgrade_prio = {
		base = 1000
	}
	GENERIC_INFANTRY_TEMPLATE_15_A_CHEAP = {
		enable = {
			has_country_flag = {
				flag = EAI_INFANTRY_TEMPLATE
				value = 411
			}
		}
		upgrade_prio = {
			base = 10
		}
		reinforce_prio = 1
		can_upgrade_in_field = {
			always = yes
		}
		target_template = {
			regiments = {
				infantry = 7
			}
			support = {
				artillery = 1
			}
		}
	}
	GENERIC_INFANTRY_TEMPLATE_15_A_REGULAR = {
		enable = {
			has_country_flag = {
				flag = EAI_INFANTRY_TEMPLATE
				value = 421
			}
		}
		upgrade_prio = {
			base = 10
		}
		reinforce_prio = 1
		can_upgrade_in_field = {
			always = yes
		}
		target_template = {
			regiments = {
				infantry = 6
				artillery_brigade = 1
			}
			support = {
				engineer = 1
				artillery = 1
				anti_air = 1
			}
		}
	}
	GENERIC_INFANTRY_TEMPLATE_18_A1_EARLY = {
		enable = {
			has_country_flag = {
				flag = EAI_INFANTRY_TEMPLATE
				value = 112
			}
		}
		upgrade_prio = {
			base = 10
		}
		reinforce_prio = 1
		can_upgrade_in_field = {
			always = yes
		}
		target_template = {
			regiments = {
				infantry = 9
			}
			support = {
				artillery = 1
			}
		}
	}
	GENERIC_INFANTRY_TEMPLATE_18_A_CHEAP = {
		enable = {
			has_country_flag = {
				flag = EAI_INFANTRY_TEMPLATE
				value = 110
			}
		}
		upgrade_prio = {
			base = 10
		}
		reinforce_prio = 1
		can_upgrade_in_field = {
			always = yes
		}
		target_template = {
			regiments = {
				infantry = 9
			}
			support = {
				engineer = 1
				artillery = 1
				anti_air = 1
			}
		}
	}
	GENERIC_INFANTRY_TEMPLATE_18_A1_REGULAR = {
		enable = {
			has_country_flag = {
				flag = EAI_INFANTRY_TEMPLATE
				value = 111
			}
		}
		upgrade_prio = {
			base = 10
		}
		reinforce_prio = 1
		can_upgrade_in_field = {
			check_variable = {
				always = yes
			}
		}
		target_template = {
			regiments = {
				infantry = 9
			}
			support = {
				engineer = 1
				artillery = 1
				anti_air = 1
				logistics_company = 1
				anti_tank = 1
			}
		}
		replace_at_match = 1.0
		replace_with = GENERIC_INFANTRY_TEMPLATE_18_A2_REGULAR
	}
	GENERIC_INFANTRY_TEMPLATE_18_A2_RANGERS = {
		enable = {
			has_country_flag = {
				flag = EAI_INFANTRY_TEMPLATE
				value = 113
			}
		}
		upgrade_prio = {
			base = 10
		}
		reinforce_prio = 1
		can_upgrade_in_field = {
			always = yes
		}
		target_template = {
			regiments = {
				infantry = 9
			
# ... (truncated)
### Entity: Scripted Localization
Component: defined_text
Constructs: has_global_flag
Source: game
File: common/scripted_localisation/PAL_scripted_localisation.txt

Code:
defined_text = {
	name = PALGetBoycott
	text = {
		trigger = {
			has_global_flag = MPL_jerusalem_conference
		}
		localization_key = Establish the New State
	} {
		localization_key = The Boycott Decree
	}
}
### Entity: Idea
Component: KMT_corrupted_regime_5
Constructs: stability_factor, political_power_gain, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_corrupted_regime_5 = {
	name = KMT_corrupted_regime
	removal_cost = -1
	picture = ARG_political_corruption_modifier
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		political_power_gain = -0.21
		industrial_capacity_factory = -0.09
		stability_factor = -0.12
		drift_defence_factor = -0.15
		industry_free_repair_factor = -0.15
		production_factory_efficiency_gain_factor = -0.3
		fuel_gain_factor = -0.3
		economy_cost_factor = 0.3
	}
}