Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: egy_focus
Component: EGY_replace_miniscule_vessels
Constructs: prerequisite, completion_reward, add_tech_bonus, dd_bonus
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_replace_miniscule_vessels
	icon = GFX_goal_generic_navy_cruiser
	relative_position_id = EGY_expand_the_navy
	x = 1
	y = 1
	cost = 7.2
	prerequisite = {
		focus = EGY_expand_the_navy
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = dd_bonus
			bonus = 1
			uses = 1
			category = cl_tech
		} {
			name = EGY_replace_miniscule_vessels
			bonus = 1
			uses = 1
			category = naval_gunnery_tech naval_shell_tech
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_new_tanks
Constructs: prerequisite, limit, completion_reward, has_dlc, add_mio_size, add_mio_funds_gain_factor, create_equipment_variant, add_tech_bonus
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_new_tanks
	icon = GFX_focus_PER_czech_tanks
	prerequisite = {
		focus = CZE_R56_fund_praga_plants
	}
	x = 0
	y = 2
	relative_position_id = CZE_R56_fund_praga_plants
	cost = 5
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:CZE_ckd_organization = {
				add_mio_size = 1
				add_mio_funds_gain_factor = 0.1
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			else = {
				custom_effect_tooltip = available_tank_designer generic_skip_one_line_tt
				show_ideas_tooltip = CZE_ckd
			}
		} {
			limit = {
				has_dlc = No Step Back
			}
			create_equipment_variant = {
				name = LT vz. 38
				type = light_tank_chassis_2
				parent_version = 0
				modules = {
					main_armament_slot = tank_small_cannon
					turret_type_slot = tank_light_two_man_tank_turret
					suspension_type_slot = tank_christie_suspension
					armor_type_slot = tank_welded_armor
					engine_type_slot = tank_diesel_engine
					special_type_slot_1 = sloped_armor
				}
				upgrades = {
					tank_nsb_engine_upgrade = 8
					tank_nsb_armor_upgrade = 4
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_tech_bonus = {
				name = med_armor_bonus
				bonus = 1
				ahead_reduction = 2
				uses = 1
				category = cat_medium_armor
			}
			else = {
				add_tech_bonus = {
					name = med_armor_bonus
					bonus = 1
					ahead_reduction = 2
					uses = 1
					technology = basic_medium_tank
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: SOV_marshall_plan_alternative_aid_idea
Constructs: removal_cost, communism_drift
Source: game
File: common/ideas/coldwar.txt

Code:
SOV_marshall_plan_alternative_aid_idea = {
	removal_cost = -1
	allowed = {
		always = no
	}
	picture = generic_pp_unity_bonus
	modifier = {
		industry_free_repair_factor = 0.2
		production_speed_industrial_complex_factor = 0.1
		consumer_goods_factor = -0.15
		communism_drift = 0.02
	}
}
### Entity: Event
Component: SEA_PRC_fourth_army_incident.1
Constructs: ai_chance, is_major, fire_only_once, has_dlc, is_faction_leader, is_in_faction_with, random_days, add_faction_influence_ratio
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_fourth_army_incident.1
	title = SEA_PRC_fourth_army_incident.1.t
	desc = SEA_PRC_fourth_army_incident.1.desc
	picture = GFX_report_event_PRC_new_fourth_army_incident_start
	trigger = {
		has_dlc = No Compromise, No Surrender
		original_tag = CHI
		is_faction_leader = yes
		is_in_faction_with = PRC
		any_enemy_country = {
			is_major = yes
		}
		date = > 1940.12.14
		PRC = {
			faction_influence_ratio = > 0.15
		}
	}
	mean_time_to_happen = {
		days = 5
	}
	fire_only_once = yes
	option = {
		name = SEA_PRC_fourth_army_incident.1.a
		ai_chance = {
			base = 50
			modifier = {
				surrender_progress = < 0.5
				factor = 2
			} {
				PRC = {
					faction_influence_ratio = > 0.25
				}
				factor = 2
			} {
				fighting_army_strength_ratio = {
					tag = PRC
					ratio = > 0
				}
				factor = 1.5
			} {
				fighting_army_strength_ratio = {
					tag = PRC
					ratio = > 0.5
				}
				factor = 1.5
			} {
				fighting_army_strength_ratio = {
					tag = PRC
					ratio = > 1
				}
				factor = 1.5
			}
		}
		PRC = {
			country_event = {
				id = SEA_PRC_fourth_army_incident.3
				days = 10
				random_days = 5
			}
		}
	} {
		name = SEA_PRC_fourth_army_incident.1.b
		ai_chance = {
			base = 50
			modifier = {
				surrender_progress = > 0.5
				factor = 2
			} {
				fighting_army_strength_ratio = {
					tag = PRC
					ratio = < 0
				}
				factor = 5
			}
		}
		add_faction_influence_ratio = -0.025
		PRC = {
			country_event = {
				id = SEA_PRC_fourth_army_incident.2
				days = 10
				random_days = 5
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: Index
Source: wiki
File: wiki/Template%3AIcon.html

Doc:
Index
The following icons are implemented to the system. Feel free to add more in the source!

Resources

Icon

Object

Code

|
Aluminum
|

```
{{Icon|aluminum}}
```

|

|
Chromium
|

```
{{Icon|chromium}}
```

|

|
Oil
|

```
{{Icon|oil}}
```

|

|
Rubber
|

```
{{Icon|rubber}}
```

|

|
Steel
|

```
{{Icon|steel}}
```

|

|
Tungsten
|

```
{{Icon|tungsten}}
```

|

Units

Icon

Object

Code

|
Cavalry
|

```
{{Icon|cavalry}}
```

|

|
Infantry
|

```
{{Icon|infantry}}
```

|

|
Light Tank
|

```
{{Icon|lighttank}}
```

|

|
Medium Tank
|

```
{{Icon|mediumtank}}
```

|

|
Heavy Tank
|

```
{{Icon|heavytank}}
```

|

|
Super Heavy Tank
|

```
{{Icon|superheavytank}}
```

|

|
Modern Tank
|

```
{{Icon|moderntank}}
```

|

|
Mechanized
|

```
{{Icon|mechanized}}
```

|

|
Motorized
|

```
{{Icon|motorized}}
```

|

|
Marine
|

```
{{Icon|marine}}
```

|

|
Paratroop
|

```
{{Icon|paratroop}}
```

|

|
Mountain
|

```
{{Icon|mountain}}
```

|

|
Anti-air
|

```
{{Icon|antiair}}
```

|

|
Anti-tank
|

```
{{Icon|antitank}}
```

|

|
Artillery
|

```
{{Icon|artillery}}
```

|

|
Recon
|

```
{{Icon|recon}}
```

|

|
Engineers
|

```
{{Icon|engineers}}
```

|

Industry

Icon

Object

Code

|
MIC, military factory
|

```
{{Icon|military factory}}
```

|

|
CIC, civilian factory
|

```
{{Icon|civilian factory}}
```

|

|
NIC, naval factory, naval dockyard
|

```
{{Icon|naval dockyard}}
```

|

Ideology

Icon

Object

Code

|
Democracy
|

```
{{Icon|democracy}}
```

|
### Entity: National Focus
Tree: jap_focus
Component: JAP_the_divine_wind
Constructs: prerequisite, limit, add_ideas, completion_reward, cancel_if_invalid, has_rule, set_rule
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_the_divine_wind
	icon = GFX_focus_JAP_the_divine_wind
	prerequisite = {
		focus = JAP_adopt_new_air_doctrine
	}
	relative_position_id = JAP_adopt_new_air_doctrine
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 3
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_ideas = JAP_the_divine_wind_idea
		IF = {
			limit = {
				NOT = {
					has_rule = can_use_kamikaze_pilots
				}
			}
			hidden_effect = {
				set_rule = {
					can_use_kamikaze_pilots = yes
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt kamikaze_focus_tooltip
		}
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_AREA_important_state_defense_797
Constructs: is_controlled_by
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_AREA_important_state_defense_797 = {
	enable = {
		797 = {
			is_controlled_by = ROOT
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.01
		order_id = 8
		states = {
			797
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Character
Component: INS_iwa_kusuma_sumantri
Constructs: has_completed_focus, limit, has_cosmetic_tag
Source: game
File: common/characters/INS.txt

Code:
INS_iwa_kusuma_sumantri = {
	name = INS_iwa_kusuma_sumantri
	portraits = {
		army = {
			small = GFX_portrait_INS_iwa_sumantri_small
		}
	}
	advisor = {
		slot = political_advisor
		cost = 100
		idea_token = INS_iwa_kusuma_sumantri
		allowed = {
			OR = {
				original_tag = INS HOL
			}
		}
		visible = {
			OR = {
				original_tag = INS
				AND = {
					original_tag = HOL
					has_cosmetic_tag = INS_UNION
				}
			}
			INS_character_republic_founded_check_VISIBLE = yes
		}
		available = {
			if = {
				limit = {
					original_tag = INS
				}
				has_completed_focus = INS_the_declaration_of_independence
			}
		}
		traits = {
			TAOG_minister_of_social_affairs
		}
	}
}
### Entity: Scripted Effect
Component: LUX_chamberofdeputies_add_confidence_5
Constructs: limit, check_variable, set_variable, add_to_variable
Source: game
File: common/scripted_effects/r56_LUX_scripted_effects.txt

Code:
LUX_chamberofdeputies_add_confidence_5 = {
	if = {
		limit = {
			check_variable = {
				LUX.confidence = > 95
			}
		}
		set_variable = {
			LUX.confidence = 100
		}
	}
	else = {
		add_to_variable = {
			LUX.confidence = 5
		}
	}
	set_variable = {
		LUX.demo_impact = LUX.confidence
	} {
		LUX.demo_impact_loc = LUX.demo_impact
	}
	subtract_from_variable = {
		LUX.demo_impact = 50
	}
	divide_variable = {
		LUX.demo_impact = 2
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_convoys
Constructs: add_equipment_to_stockpile, prerequisite, has_war, completion_reward
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_convoys
	icon = GFX_goal_generic_occupy_states_coastal
	cost = 10
	ai_will_do = {
		factor = 5
	}
	prerequisite = {
		focus = SWI_shadow
	}
	available = {
		OR = {
			all_neighbor_country = {
				has_war = yes
			}
			threat = > 0.75
		}
	}
	x = 43
	y = 4
	completion_reward = {
		add_equipment_to_stockpile = {
			type = convoy_1
			amount = 100
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_tac_focus
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_tac_focus
	icon = GFX_focus_SWE_marauder_bombers
	prerequisite = {
		focus = CZE_import_foreign_bombers
	}
	mutually_exclusive = {
		focus = CZE_cas_focus
	}
	x = 1
	y = 1
	relative_position_id = CZE_import_foreign_bombers
	cost = 10
	ai_will_do = {
		factor = 30
		modifier = {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = CZE_tac_focus
			bonus = 1.0
			uses = 1
			category = tactical_bomber
		}
	}
}
### Entity: Modding Documentation
Construct: nukes
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## nukes
* Aliases: nuke
* Arguments: <count>

add nukes
### Entity: State History
Component: 738
Constructs: add_core_of
Source: game
File: history/states/738-Aru Islands.txt

Code:
state = {
	id = 738
	name = STATE_738
	history = {
		owner = INS
		add_core_of = TNE
		victory_points = {
			4579 1
		}
		buildings = {
			4579 = {
				naval_base = 1
			}
			13400 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		4579 13400
	}
	manpower = 36146
	buildings_max_level_factor = 1
	state_category = small_island
	local_supplies = 0.0
}
### Entity: Character
Component: AST_equitable_diplomat
Source: game
File: common/country_leader/taog_traits.txt

Code:
AST_equitable_diplomat = {
	random = no
	sprite = 13
	political_power_factor = 0.1
	trade_opinion_factor = 0.2
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_restoring_order
Constructs: prerequisite, limit, has_government, completion_reward, add_timed_idea, has_dlc, has_intelligence_agency, create_intelligence_agency
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_restoring_order
	icon = GFX_focus_generic_fascist_troops
	prerequisite = {
		focus = SWE_organize_a_putsch
	}
	mutually_exclusive = {
		focus = SWE_king_in_council
	}
	x = 0
	y = 1
	relative_position_id = SWE_organize_a_putsch
	cost = 5
	available = {
		has_government = fascism
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_timed_idea = {
			idea = SWE_restoring_order_idea
			days = 365
		}
		IF = {
			limit = {
				has_dlc = La Resistance
			}
			IF = {
				limit = {
					has_intelligence_agency = no
				}
				create_intelligence_agency = yes
			} {
				limit = {
					NOT = {
						has_done_agency_upgrade = upgrade_passive_defense
					}
				}
				upgrade_intelligence_agency = upgrade_passive_defense
			}
		}
		ELSE = {
			add_tech_bonus = {
				name = SWE_electronics_bonus
				bonus = 0.5
				uses = 2
				category = electronics
			}
		}
	}
}
### Entity: Order of Battle
Component: Panzer-Division Kempf
Constructs: division_template
Source: game
File: history/units/GER_1939.txt

Code:
division = {
	name = Panzer-Division Kempf
	location = 6375
	division_template = Panzer-Division
	start_experience_factor = 0.2
}
### Entity: Idea
Component: idea_RAJ_a_tiger_unchained
Constructs: removal_cost
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_a_tiger_unchained = {
	allowed = {
		original_tag = RAJ
	}
	picture = RAJ_a_tiger_unchained
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		special_forces_cap = 0.04
		modifier_army_sub_unit_mountaineers_attack_factor = 0.1
		modifier_army_sub_unit_mountaineers_defence_factor = 0.1
	}
}
### Entity: Idea
Component: NOR_pro-rearmament_politics
Constructs: political_power_gain, removal_cost
Source: game
File: common/ideas/r56_norway.txt

Code:
NOR_pro-rearmament_politics = {
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_war_preparation
	modifier = {
		political_power_gain = 0.2
		production_speed_arms_factory_factor = 0.1
	}
}
### Entity: Scripted Effect
Component: set_princely_states_freedom_desire
Constructs: set_princely_states_freedom_desire, set_variable, add_to_variable
Source: game
File: common/scripted_effects/RAJ_GOE_scripted_effects.txt

Code:
set_princely_states_freedom_desire = {
	set_variable = {
		leanings = 0
	} {
		liberty_desire = 0
	} {
		mils = num_of_military_factories
	} {
		projected_manpower = manpower_k
	} {
		historical_liberty_desire = 1.5
	}
	multiply_variable = {
		mils = 4
	} {
		civs = 2
	} {
		liberty_desire = historical_liberty_desire
	}
	add_to_variable = {
		civs = num_of_civilian_factories
	} {
		liberty_desire = industry
	} {
		liberty_desire = painful_memory
	}
}
### Entity: Unit Template
Component: AZR_MEC_01
Source: game
File: common/units/names_divisions/AZR_names_divisions.txt

Code:
AZR_MEC_01 = {
	name = Mechanized Divisions
	for_countries = {
		AZR
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		AZR_INF_01
	}
	fallback_name = %dya Azerbaidjyanska Motostrelkovaya Div.
	ordered = {
		1 = {
			%dya Azerbaidjyanska Motostrelkovaya Div.
		}
		2 = {
			%dya Azerbaidjyanska Motostrelkovaya Div.
		}
		3 = {
			%dya Azerbaidjyanska Motostrelkovaya Div.
		}
		4 = {
			%dya Azerbaidjyanska Motostrelkovaya Div.
		}
		5 = {
			%dya Azerbaidjyanska Motostrelkovaya Div.
		}
		6 = {
			%dya Azerbaidjyanska Motostrelkovaya Div.
		}
		7 = {
			%dya Azerbaidjyanska Motostrelkovaya Div.
		}
		8 = {
			%dya Azerbaidjyanska Motostrelkovaya Div.
		}
		9 = {
			%dya Azerbaidjyanska Motostrelkovaya Div.
		}
		10 = {
			%dya Azerbaidjyanska Motostrelkovaya Div.
		}
		11 = {
			%dya Azerbaidjyanska Motostrelkovaya Div.
		}
		12 = {
			%dya Azerbaidjyanska Motostrelkovaya Div.
		}
		13 = {
			%dya Azerbaidjyanska Motostrelkovaya Div.
		}
		14 = {
			%dya Azerbaidjyanska Motostrelkovaya Div.
		}
		15 = {
			%dya Azerbaidjyanska Motostrelkovaya Div.
		}
		16 = {
			%dya Azerbaidjyanska Motostrelkovaya Div.
		}
		17 = {
			%dya Azerbaidjyanska Motostrelkovaya Div.
		}
		18 = {
			%dya Azerbaidjyanska Motostrelkovaya Div.
		}
		19 = {
			%dya Azerbaidjyanska Motostrelkovaya Div.
		}
		20 = {
			%dya Azerbaidjyanska Motostrelkovaya Div.
		}
		21 = {
			%dya Azerbaidjyanska Motostrelkovaya Div.
		}
		22 = {
			%dya Azerbaidjyanska Motostrelkovaya Div.
		}
		23 = {
			%dya Azerbaidjyanska Motostrelkovaya Div.
		}
		24 = {
			%dya Azerbaidjyanska Motostrelkovaya Div.
		}
		25 = {
			%dya Azerbaidjyanska Motostrelkovaya Div.
		}
	}
}
### Entity: Event
Component: hon.60
Constructs: is_triggered_only
Source: game
File: events/honduras.txt

Code:
country_event = {
	id = hon.60
	title = hon.60.t
	desc = hon.60.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = hon.60.a
	}
}
### Entity: Event
Component: cityfall.74
Constructs: is_triggered_only, set_state_flag, save_event_target_as
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.74
	title = cityfall.74.t
	desc = cityfall.74.desc
	picture = GFX_news_event_smoking_snakes_soldiers
	major = yes
	is_triggered_only = yes
	immediate = {
		277 = {
			set_state_flag = state_has_fallen
		}
		FROM.FROM = {
			save_event_target_as = old_controller
		}
		ROOT = {
			save_event_target_as = new_controller
		}
	}
	option = {
		name = cityfall.74.a
		trigger = {
			tag = event_target:old_controller
		}
	} {
		name = cityfall.74.b
		trigger = {
			tag = event_target:new_controller
		}
	} {
		name = cityfall.74.c
		trigger = {
			NOT = {
				tag = event_target:old_controller event_target:new_controller
			}
		}
	}
}
### Entity: Character
Component: loyal_falangist
Constructs: fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
loyal_falangist = {
	random = no
	sprite = 13
	fascism_drift = 0.1
	political_power_factor = 0.05
}
### Entity: Idea
Component: MEK_nt
Source: game
File: common/ideas/mecklenburg.txt

Code:
MEK_nt = {
	ledger = navy
	picture = generic_navy_europe_1
	allowed = {
		original_tag = MEK
	}
	traits = {
		naval_theorist
	}
}
### Entity: Character
Component: NGR_nccr
Source: game
File: common/characters/NGR.txt

Code:
NGR_nccr = {
	advisor = {
		slot = navy_chief
		idea_token = NGR_nccr
		allowed = {
			original_tag = NGR
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: Character
Component: SOV_supreme_soviet
Source: game
File: common/characters/SOV.txt

Code:
SOV_supreme_soviet = {
	name = SOV_supreme_soviet
	portraits = {
		civilian = {
			large = GFX_portrait_SOV_supreme_soviet
		}
	}
}
### Entity: AI Strategy
Component: ENG_suez_is_getting_dangerous
Constructs: has_defensive_war
Source: game
File: common/ai_strategy/r56_ENG.txt

Code:
ENG_suez_is_getting_dangerous = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		OR = {
			ROOT = {
				exists = yes
				has_defensive_war = yes
				surrender_progress = < 0.05
			}
		} {
			995 = {
				is_controlled_by_ROOT_or_ally = yes
			}
			991 = {
				is_controlled_by_ROOT_or_ally = yes
			}
			447 = {
				is_controlled_by_ROOT_or_ally = yes
			}
			452 = {
				is_controlled_by_ROOT_or_ally = yes
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		states = {
			995 991 447 452
		}
		ratio = 0.16
		area = suez
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Character
Component: TRA_acgs
Source: game
File: common/characters/TRA.txt

Code:
TRA_acgs = {
	advisor = {
		slot = air_chief
		idea_token = TRA_acgs
		allowed = {
			original_tag = TRA
		}
		traits = {
			air_chief_ground_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_3
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/COL_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = COL
		}
		requested_factories = 1
		progress = 0.85
		efficiency = 100
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_mechanization_effort
Constructs: prerequisite, completion_reward, complete_tooltip, add_tech_bonus
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_mechanization_effort
	icon = GFX_goal_mechanized_offensive
	prerequisite = {
		focus = KOR_establish_a_armor_corp
	} {
		focus = KOR_motorization_effort
	}
	x = 1
	y = 1
	relative_position_id = KOR_motorization_effort
	cost = 10
	ai_will_do = {
		factor = 1
	}
	bypass = {

	}
	complete_tooltip = {
		add_tech_bonus = {
			name = FRA_mechanized_focus
			ahead_reduction = 0.5
			uses = 1
			category = cat_mechanized_equipment
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = FRA_mechanized_focus
			ahead_reduction = 0.5
			bonus = 0.5
			uses = 1
			category = cat_mechanized_equipment
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_sea_inward_focus
Constructs: prerequisite, add_stability, add_opinion_modifier, completion_reward, add_political_power, cancel_if_invalid
Source: game
File: common/national_focus/china_communist_warlord_TSR.txt

Code:
focus = {
	id = PRC_sea_inward_focus
	icon = GFX_focus_prc_maoism
	prerequisite = {
		focus = PRC_sea_strengthen_the_central_secretariat
	}
	mutually_exclusive = {
		focus = PRC_sea_toe_the_soviet_line
	}
	x = 2
	y = 1
	relative_position_id = PRC_sea_strengthen_the_central_secretariat
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		SOV = {
			add_opinion_modifier = {
				target = ROOT
				modifier = tsr_anti_soviet_government_opm
			}
		}
		add_political_power = 50
		add_stability = 0.05
	}
}
### Entity: Unit Template
Component: CAN_ARM_01
Source: game
File: common/units/names_divisions/CAN_names_divisions.txt

Code:
CAN_ARM_01 = {
	name = Armoured Divisions
	for_countries = {
		CAN
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	link_numbering_with = {
		CAN_INF_01
	}
	fallback_name = %d Canadian (Armoured) Division
	ordered = {
		1 = {
			%dst Canadian (Armoured) Division
		}
		2 = {
			%dnd Canadian (Armoured) Division
		}
		3 = {
			%drd Canadian (Armoured) Division
		}
		4 = {
			%dth Canadian (Armoured) Division
		}
		5 = {
			%dth Canadian (Armoured) Division
		}
		6 = {
			%dth Canadian (Armoured) Division
		}
		7 = {
			%dth Canadian (Armoured) Division
		}
		8 = {
			%dth Canadian (Armoured) Division
		}
		9 = {
			%dth Canadian (Armoured) Division
		}
		10 = {
			%dth Canadian (Armoured) Division
		}
		11 = {
			%dth Canadian (Armoured) Division
		}
		12 = {
			%dth Canadian (Armoured) Division
		}
		13 = {
			%dth Canadian (Armoured) Division
		}
		14 = {
			%dth Canadian (Armoured) Division
		}
		15 = {
			%dth Canadian (Armoured) Division
		}
		16 = {
			%dth Canadian (Armoured) Division
		}
		17 = {
			%dth Canadian (Armoured) Division
		}
		18 = {
			%dth Canadian (Armoured) Division
		}
		19 = {
			%dth Canadian (Armoured) Division
		}
		20 = {
			%dth Canadian (Armoured) Division
		}
		21 = {
			%dst Canadian (Armoured) Division
		}
		22 = {
			%dnd Canadian (Armoured) Division
		}
		23 = {
			%drd Canadian (Armoured) Division
		}
		24 = {
			%dth Canadian (Armoured) Division
		}
		25 = {
			%dth Canadian (Armoured) Division
		}
		26 = {
			%dth Canadian (Armoured) Division
		}
		27 = {
			%dth Canadian (Armoured) Division
		}
		28 = {
			%dth Canadian (Armoured) Division
		}
		29 = {
			%dth Canadian (Armoured) Division
		}
		30 = {
			%dth Canadian (Armoured) Division
		}
		31 = {
			%dst Canadian (Armoured) Division
		}
		32 = {
			%dnd Canadian (Armoured) Division
		}
		33 = {
			%drd Canadian (Armoured) Division
		}
	}
}