Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Modding Documentation
Construct: ShowTechBonus
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## ShowTechBonus
* Type: Boolean
* Not available in release build
### Entity: National Focus
Tree: aus_focus
Component: AUS_promote_the_worthy
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_skill_level, add_attack, add_planning, add_logistics
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_promote_the_worthy
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = AUS_seek_soviet_support
	}
	mutually_exclusive = {

	}
	x = -2
	y = 1
	relative_position_id = AUS_seek_soviet_support
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER
	}
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		AUS_eduard_barger = {
			add_skill_level = 1
			add_attack = 1
			add_planning = 1
			add_logistics = 1
		}
		AUS_emil_liebitzky = {
			add_skill_level = 1
			add_defense = 1
			add_planning = 1
			add_logistics = 1
		}
		IF = {
			limit = {
				has_completed_focus = AUS_properly_trained_militias
			}
			AUS_julius_deutsch = {
				add_skill_level = 1
				add_planning = 1
				add_logistics = 2
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Template%3AVersion_column.html

Doc:
File:Dlc top curly.png
Topic
Version History

Version 1.4.X
1.4
Released alongside Conquest of Paradise
Version 1.3.X
1.3.1 • 1.3.2
1.3
Second major patch
Version 1.2.X
1.2.2 • 1.2.1
1.2
First major patch &#183; Coincides with first DLC
Version 1.1.X
1.1.3 • 1.1.2 • 1.1.1
1.1
Release version
### Entity: Character
Component: BRI_acas
Source: game
File: common/characters/BRI.txt

Code:
BRI_acas = {
	advisor = {
		slot = high_command
		idea_token = BRI_acas
		ledger = air
		allowed = {
			original_tag = BRI
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_2
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_increase_social_spending
Constructs: prerequisite, add_ideas, add_stability, completion_reward
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_increase_social_spending
	prerequisite = {
		focus = PRU_remember_the_Trujillo_revolution
	}
	icon = GFX_goal_communist_brigades
	x = 1
	y = 3
	relative_position_id = PRU_protest_against_the_cancellation
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = PRU_social_spending
		add_stability = 0.05
	}
}
### Entity: State History
Component: 374
Constructs: add_core_of
Source: game
File: history/states/374-Oklahoma.txt

Code:
state = {
	id = 374
	name = STATE_374
	manpower = 2396039
	state_category = city
	resources = {
		oil = 40
		aluminium = 20
	}
	history = {
		owner = USA
		buildings = {
			infrastructure = 2
			industrial_complex = 2
			air_base = 2
		}
		add_core_of = USA
		victory_points = {
			1806 1
		}
		1939.1.1 = {
			buildings = {
				industrial_complex = 3
			}
		}
	}
	provinces = {
		1618 1806 2043 4919 5103 6803 7762 7904 7945 8025 9822 10702 10798 11743 11802 12624
	}
	local_supplies = 0.0
}
### Entity: Event
Component: denmark.100
Constructs: is_triggered_only, has_government, is_major, is_in_faction_with
Source: game
File: events/DanishEvents.txt

Code:
news_event = {
	id = denmark.100
	title = denmark.100.t
	desc = denmark.100.d
	picture = GFX_news_event_danish_navy
	is_triggered_only = yes
	major = yes
	option = {
		name = denmark.100.a
		trigger = {
			OR = {
				tag = DEN var:DEN.copenhagen_backer
				is_in_faction_with = DEN
			}
		}
	} {
		name = denmark.100.b
		trigger = {
			OR = {
				tag = SWE LIT DNZ SOV NOR FIN LAT EST ENG GER
				AND = {
					is_major = yes
					has_government = democratic
				}
			}
			DEN = {
				this_has_same_ideology_as_prev = no
			}
			NOT = {
				tag = DEN var:DEN.copenhagen_backer
				is_in_faction_with = DEN
			}
		}
	} {
		name = denmark.100.c
		trigger = {
			NOT = {
				tag = DEN var:DEN.copenhagen_backer SWE LIT DNZ SOV NOR FIN LAT EST ENG GER
				is_in_faction_with = DEN
				is_major = yes
				has_government = democratic
				DEN = {
					this_has_same_ideology_as_prev = no
				}
			}
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_Aircraft_England
Constructs: prerequisite, limit, has_government, add_opinion_modifier, completion_reward, has_capitulated, has_opinion, add_ai_strategy
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_Aircraft_England
	icon = GFX_goal_fighters_uk
	prerequisite = {
		focus = LIT_Foreign_Design
	}
	mutually_exclusive = {
		focus = LIT_Aircraft_american
	}
	x = -5
	y = 1
	relative_position_id = LIT_Foreign_Design
	cost = 10
	available_if_capitulated = yes
	available = {
		AND = {
			ENG = {
				exists = yes
				has_capitulated = no
				has_opinion = {
					target = ROOT
					value = > 49
				}
			}
		}
		OR = {
			has_government = democratic neutrality
			ENG = {
				has_government = ROOT
			}
		}
		not = {
			has_War_with = ENG
		}
	}
	completion_reward = {
		ENG = {
			add_ai_strategy = {
				type = support
				id = ROOT
				value = 25
			}
		}
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = GEN_aircraft_england
				bonus = 1.0
				uses = 1
				category = light_air
			} {
				name = GEN_aircraft_england
				bonus = 1
				uses = 1
				category = medium_air
			}
			create_equipment_variant = {
				name = Gloster Gladiator
				type = small_plane_airframe_0
				modules = {
					fixed_main_weapon_slot = light_mg_4x
					fixed_auxiliary_weapon_slot_1 = empty
					engine_type_slot = engine_1_1x
					special_type_slot_1 = empty
				}
				icon = GFX_ENG_early_fighter_medium
			} {
				name = Fairey Gordon
				type = small_plane_cas_airframe_0
				modules = {
					fixed_main_weapon_slot = bomb_locks
					fixed_auxiliary_weapon_slot_1 = light_mg_2x
					engine_type_slot = engine_1_1x
					special_type_slot_1 = empty
				}
				icon = GFX_ENG_CAS1_medium
			}
		}
		else = {
			add_tech_bonus = {
				name = fighter_bonus
				bonus = 1
				uses = 1
				technology = early_fighter fighter1 fighter2
			} {
				name = fighter_bonus
				bonus = 1
				uses = 1
				technology = cv_early_fighter cv_fighter1
			} {
				name = fighter_bonus
				bonus = 1
				uses = 1
				technology = naval_bomber1 naval_bomber2
			}
		}
		add_opinion_modifier = {
			target = ENG
			modifier = GEN_aircraft_england
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/SOV_1939.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 155
	}
	location = 9078
	division_template = Strelkovaya Diviziya
	start_experience_factor = 0.2
	start_equipment_factor = 0.7
}
### Entity: Idea
Component: AUS_austrian_catholic_identity
Constructs: stability_factor, is_subject_of, removal_cost
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_austrian_catholic_identity = {
	picture = MEX_church_power_5
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		is_subject_of = GER
	}
	removal_cost = -1
	targeted_modifier = {
		tag = GER
		defense_bonus_against = 0.15
		stability_factor = 0.05
		political_power_factor = 0.05
	}
	modifier = {
		army_core_defence_factor = 0.1
	}
}
### Entity: Scripted Effect
Component: ITA_bop_absurdly_high_increase_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_bop_absurdly_high_increase_effect = {
	add_power_balance_value = {
		id = ITA_power_balance
		value = 1
	}
}
### Entity: Modifier Reference
Component: autonomous_state
Constructs: remove_trigger
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
autonomous_state = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_sabotaged_resource
	recruitable_population_factor = -0.5
	local_building_slots_factor = -0.25
	state_resources_factor = -0.25
	state_production_speed_buildings_factor = -0.25
	remove_trigger = {
		OWNER = {
			OR = {
				original_tag = CAT GLC BAS
			}
		}
	}
}
### Entity: Event
Component: mongol_democratic.2
Constructs: is_triggered_only, division_template, create_country_leader, limit, has_war_with, has_country_flag, fire_only_once, set_country_flag
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_democratic.2
	title = mongol_democratic.2.t
	desc = mongol_democratic.2.d
	picture = GFX_report_event_MON_demonstration_people
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = mongol_democratic.2.a
		set_country_flag = MON_soviet_backed_coup_happened
		if = {
			limit = {
				has_country_flag = mongolia_anti_genden_massive_civil_war
			}
			start_civil_war = {
				ideology = neutrality
				size = 0.8
				states = {
					820 818
				}
			}
		}
		else = {
			start_civil_war = {
				ideology = neutrality
				size = 0.3
				states = {
					820 818
				}
			}
		}
		random_other_country = {
			limit = {
				original_tag = MON
				has_war_with = ROOT
			}
			drop_cosmetic_tag = yes
			save_event_target_as = mongolian_backed_coup_rebeller
			set_province_controller = 7799 12544 1855 10560 1781
			SOV = {
				remove_from_faction = event_target:mongolian_backed_coup_rebeller
				give_military_access = event_target:mongolian_backed_coup_rebeller
			}
			ROOT = {
				every_unit_leader = {
					limit = {
						OR = {
							has_id = 7778 7780
						}
					}
					set_nationality = event_target:mongolian_backed_coup_rebeller
				}
			}
			create_country_leader = {
				name = Dansranbilegiin Dogsom
				desc = 
				picture = gfx/leaders/MON/r56_portrait_MON_dansranbilegiin_dogsom.dds
				expire = 1965.1.1
				ideology = marxism
				traits = {
					popular_figurehead2
				}
			} {
				name = Dansranbilegiin Dogsom
				desc = 
				picture = gfx/leaders/MON/r56_portrait_MON_dansranbilegiin_dogsom.dds
				expire = 1965.1.1
				ideology = social_nationalism
				traits = {
					popular_figurehead2
				}
			}
			division_template = {
				name = Irgenii Tsereg
				is_locked = yes
				priority = 0
				regiments = {
					militia = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					}
				}
			}
			820 = {
				create_unit = {
					division = name = "14. Irgenii Tsereg" division_template = "Irgenii Tsereg" start_experience_factor = 0.1 start_equipment_factor = 0.8 force_equipment_variants = { infantry_equipment_0 = { owner = MON } }
					owner = MON
				} {
					division = name = "15. Irgenii Tsereg" division_template = "Irgenii Tsereg" start_experience_factor = 0.1 start_equipment_factor = 0.2 force_equipment_variants = { infan
# ... (truncated)
### Entity: Order of Battle
Component: Nederlands-Indië Marine
Source: game
File: history/units/INS_1936_naval_legacy.txt

Code:
fleet = {
	name = Nederlands-Indië Marine
	naval_base = 7381
	task_force = {
		name = Nederlands-Indië Eskader
		location = 7381
		ship = {
			name = HrMs Soerabaja
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = INS
				}
			}
		} {
			name = HrMs Java
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = INS
				}
			}
		} {
			name = HrMs Sumatra
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = INS
				}
			}
		} {
			name = HrMs Van Ghent
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = INS
				}
			}
		} {
			name = HrMs Evertsen
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = INS
				}
			}
		} {
			name = HrMs Kortenaer
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = INS
				}
			}
		} {
			name = HrMs Piet Hein
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = INS
				}
			}
		} {
			name = HrMs Witte de With
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = INS
				}
			}
		} {
			name = HrMs Banckert
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = INS
				}
			}
		} {
			name = HrMs Van Nes
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = INS
				}
			}
		}
	} {
		name = Nederlands-Indië Onderzeeboot Smaldeel
		location = 4608
		ship = {
			name = HrMs K-VII
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = INS
				}
			}
		} {
			name = HrMs K-VIII
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = INS
				}
			}
		} {
			name = HrMs K-X
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = INS
				}
			}
		} {
			name = HrMs K-XVII
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = INS
					version_name = K-XIV Class
				}
			}
		} {
			name = HrMs K-XVIII
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = INS
					version_name = K-XIV Class
				}
			}
		} {
			name = HrMs K-IX
			definition = submarine
	
# ... (truncated)
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_the_ledo_railroad_r56
Constructs: shared_focus, prerequisite, limit, add_ideas, every_country, has_country_flag, is_major, completion_reward
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_the_ledo_railroad_r56
	icon = GFX_focus_SOV_the_road_of_life
	cost = 8
	ai_will_do = {
		base = 9
	}
	x = -1
	y = 1
	prerequisite = {
		focus = RAJ_the_burma_railroad_r56
	}
	relative_position_id = RAJ_the_burma_railroad_r56
	available = {
		432 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		CUG = {
			any_enemy_country = {
				is_major = yes
				NOT = {
					original_tag = BRM RAJ
					is_in_faction_with = RAJ
				}
			}
			exists = yes
			is_subject = no
		}
		OR = {
			AND = {
				288 = {
					has_state_flag = CHI_burma_road_closed_state
					OR = {
						is_controlled_by = ROOT
						CONTROLLER = {
							is_subject_of = ROOT
						}
					}
				}
			} {
				325 = {
					has_state_flag = CHI_burma_road_closed_state
					OR = {
						is_controlled_by = ROOT
						CONTROLLER = {
							is_subject_of = ROOT
						}
					}
				}
			} {
				640 = {
					has_state_flag = CHI_burma_road_closed_state
					OR = {
						is_controlled_by = ROOT
						CONTROLLER = {
							is_subject_of = ROOT
						}
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
	completion_reward = {
		if = {
			limit = {
				is_subject = yes
			}
			add_autonomy_score = {
				value = 50
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt grants_burmese_supply_route_to_every_nation_that_has_been_cut_off_from_the_burma_railroad_current_effects_are_r56_tt
		every_country = {
			limit = {
				has_country_flag = give_burmese_supply_route_back_upon_reopening_r56
			}
			add_ideas = RAJ_burmese_supply_route_r56
			clr_country_flag = give_burmese_supply_route_back_upon_reopening_r56
		}
	}
}
### Entity: Event
Component: est.14
Constructs: has_completed_focus, has_focus_tree, set_country_flag, complete_national_focus
Source: game
File: events/Estonia.txt

Code:
country_event = {
	id = est.14
	title = est.14.t
	desc = est.14.d
	picture = GFX_report_event_generic_parliament
	trigger = {
		tag = EST
		date = > 1936.12.12 < 1937.01.10
		NOT = {
			has_completed_focus = EST_election_boycotts
		}
		has_focus_tree = estonian_focus
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = est.14.a
		set_country_flag = EST_election_rigged_flag
		complete_national_focus = EST_national_assembly_election
	}
}
### Entity: Decision
Component: CZE_spread_the_revolution_category
Constructs: has_completed_focus, limit, add_ideas, has_government, has_war_with, fire_only_once, is_subject, is_ally_with
Source: game
File: common/decisions/CZE.txt

Code:
CZE_spread_the_revolution_category = {
	CZE_demand_regime_change = {
		target_root_trigger = {
			is_subject = no
			has_government = communism
		}
		target_trigger = {
			FROM = {
				is_subject = no
				NOT = {
					has_government = communism
					has_war_with = ROOT
				}
				any_neighbor_country = {
					OR = {
						tag = ROOT
						is_ally_with = ROOT
					}
				}
			}
		}
		cost = 25
		available = {
			NOT = {
				FROM = {
					is_ally_with = ROOT
				}
			}
		}
		targets = {
			BUL GRE YUG ALB ROM TUR SLV BOS HRZ MAC SER CRO KOS MNT TRA AUS HUN
		}
		fire_only_once = yes
		remove_effect = {
			FROM = {
				country_event = {
					id = NSB_soviet_foreign_politics_events.1
					hours = 4
					random_hours = 2
				}
			}
		}
	}
	CZE_propose_unification = {
		target_root_trigger = {
			has_completed_focus = CZE_balkan_union
		}
		cost = 50
		fire_only_once = yes
		target_trigger = {
			FROM = {
				is_subject = no
				has_government = communism
				OR = {
					is_in_faction = no
					is_in_faction_with = ROOT
				}
			}
		}
		targets = {
			BUL GRE YUG ALB ROM TUR SLV BOS HRZ MAC SER CRO KOS MNT TRA HUN AUS
		}
		available = {
			any_neighbor_country = {
				OR = {
					tag = ROOT
					is_subject_of = ROOT
				}
			}
		}
		remove_effect = {
			FROM = {
				country_event = MUN_czech.1030
			}
		}
	}
	CZE_integrate_nation = {
		target_root_trigger = {
			has_completed_focus = CZE_balkan_union
		}
		targets = {
			BUL GRE YUG ALB ROM TUR SLV BOS HRZ MAC SER CRO KOS MNT TRA HUN AUS SLO RUT
		}
		target_trigger = {
			FROM = {
				is_subject_of = ROOT
				NOT = {
					has_idea = CZE_integration_efforts_communism
				}
			}
		}
		available = {

		}
		days_remove = 90
		cost = 75
		remove_effect = {
			if = {
				limit = {
					FROM = {
						BUL_is_balkan_nation = yes
					}
					NOT = {
						has_cosmetic_tag = CZE_union_expanded
					}
				}
				set_cosmetic_tag = CZE_union_expanded
				hidden_effect = {
					every_subject_country = {
						limit = {
							has_cosmetic_tag = CZE_puppet
						}
						set_cosmetic_tag = CZE_union_expanded_puppet
					}
				}
				custom_effect_tooltip = generic_skip_one_line_tt
			}
			FROM = {
				add_ideas = CZE_integration_efforts_communism
			}
		}
	}
}
### Entity: Unit Template
Component: USA_MEC_01
Source: game
File: common/units/names_divisions/USA_names_divisions.txt

Code:
USA_MEC_01 = {
	name = Mechanized Division
	for_countries = {
		USA
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		USA_INF_01
	}
	fallback_name = %d Mechanized Division
	ordered = {
		4 = {
			%dth 'Ivy' Division
		}
		6 = {
			%dth 'Sightseeing Sixth' Division
		}
		7 = {
			%dth 'Bayonet' Division
		}
		8 = {
			%dth 'Pathfinder' Division
		}
		90 = {
			%dth 'Tough Ombres' Division
		}
		5 = {
			%dth 'Red Devils' Division
		}
		1 = {
			%dst 'Big Red One' Division
		}
		2 = {
			%dnd 'Indianhead' Division
		}
		3 = {
			%drd 'Rock of the Marne' Division
		}
		9 = {
			%dth 'Old Reliables' Division
		}
		30 = {
			%dth 'Old Hickory' Division
		}
		41 = {
			%dst 'Sunset' Division
		}
		44 = {
			%dth Infantry Division
		}
		45 = {
			%dth 'Thunderbird' Division
		}
		27 = {
			%dth 'New York' Division
		}
		32 = {
			%dnd 'Red Arrow' Division
		}
		37 = {
			%dth 'Buckeye' Division
		}
		31 = {
			%dst 'Dixie' Division
		}
		36 = {
			%dth 'Texas' Division
		}
		35 = {
			%dth 'Santa Fe' Division
		}
		26 = {
			%dth 'Yankee' Division
		}
		38 = {
			%dth 'Cyclone' Division
		}
		29 = {
			%dth 'Blue and Gray' Division
		}
		34 = {
			%dth 'Red Bull' Division
		}
		28 = {
			%dth 'Keystone' Division
		}
		43 = {
			%drd 'Winged Victory' Division
		}
		33 = {
			%drd 'Golden Cross' Division
		}
		40 = {
			%dth 'Sunshine' Division
		}
		24 = {
			%dth 'Victory' Division
		}
		25 = {
			%dth 'Tropic Lightning' Division
		}
		77 = {
			%dth 'Liberty' Division
		}
		85 = {
			%dth 'Custer' Division
		}
		93 = {
			%drd 'Blue Helmets' Division
		}
		23 = {
			'Americal' Division
		}
		76 = {
			%dth 'Onaway' Division
		}
		79 = {
			%dth Infantry Division
		}
		81 = {
			%dst 'Wildcat' Division
		}
		80 = {
			%dth 'Blue Ridge' Division
		}
		88 = {
			%dth 'Blue Devils' Division
		}
		89 = {
			%dth 'Rolling W' Division
		}
		95 = {
			%dth 'Victory' Division
		}
		78 = {
			%dth 'Lightning' Division
		}
		83 = {
			%drd 'Thunderbolts' Division
		}
		91 = {
			%dst 'Pine Tree' Division
		}
		96 = {
			%dth 'Deadeye' Division
		}
		94 = {
			%dth 'Neuf Quatres' Division
		}
		98 = {
			%dth 'Iroquois' Division
		}
		102 = {
			%dnd 'Ozarks' Division
		}
		104 = {
			%dth 'Timberwolves' Division
		}
		84 = {
			%dth 'Railsplitters' Division
		}
		92 = {
			%dnd 'Buffalo Soldiers' Division
		}
		99 = {
			%dth 'C
# ... (truncated)
### Entity: Character
Component: PUE_stc
Source: game
File: common/characters/PUE.txt

Code:
PUE_stc = {
	advisor = {
		slot = political_advisor
		idea_token = PUE_stc
		allowed = {
			original_tag = PUE
		}
		traits = {
			smooth_talking_charmer
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_3
		}
	}
}
### Entity: Idea
Component: FRI_politique_du_paysannat_idea
Constructs: removal_cost
Source: game
File: common/ideas/french_indochina.txt

Code:
FRI_politique_du_paysannat_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = generic_agrarian_society
	modifier = {
		MONTHLY_POPULATION = 0.2
		production_speed_infrastructure_factor = 0.1
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_securing_iran
Constructs: prerequisite, limit, has_war_with, add_war_support, completion_reward, is_subject, is_in_faction_with, is_subject_of
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_securing_iran
	icon = GFX_goal_generic_occupy_states_ongoing_war
	prerequisite = {
		focus = TUR_partnership_pact_with_bulgaria
	}
	x = 0
	y = 1
	relative_position_id = TUR_partnership_pact_with_bulgaria
	cost = 10
	ai_will_do = {
		base = 10
	}
	available = {
		is_subject = no
	}
	bypass = {
		PER = {
			OR = {
				is_in_faction_with = TUR
				is_subject_of = TUR
				has_war_with = TUR
				exists = no
				has_capitulated = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = PER
		}
		if = {
			limit = {
				is_in_faction_with = ENG
			}
			ENG = {
				create_wargoal = {
					type = puppet_wargoal_focus
					target = PER
				}
			}
		}
		add_war_support = 0.05
	}
}
### Entity: Event
Component: DOD_romania.2
Constructs: is_triggered_only, give_guarantee
Source: game
File: events/DOD_Romania.txt

Code:
country_event = {
	id = DOD_romania.2
	title = DOD_romania.2.t
	desc = DOD_romania.2.desc
	picture = GFX_report_event_romania_poland_visit
	is_triggered_only = yes
	option = {
		name = DOD_romania.2.a
		give_guarantee = POL
		hidden_effect = {
			news_event = {
				id = news.316
				days = 1
			}
		}
	}
}
### Entity: Trigger Reference
Construct: modifiers
Constructs: modifiers, is_capital
Source: vanilla_docs
File: common/raids/_documentation.md

Doc:
#### Some example of state-scoped custom success chance modifiers:

```
infrastructure = {
    scope = state # Needed because we need to sample a dynamic variable from the state scope
    formula = {
        base = 1
        modifier = {
            factor = infrastructure_level
        }
    }
    weight = -0.1
    reference = 5
    can_target_affect = yes
    can_actor_affect = no
}

capital = {
    formula = {
        base = 0
        modifier = {
            is_capital = yes
            add = 1
        }
    }
    weight = 0.1
    can_target_affect = no
    can_actor_affect = no
}
```