Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3ALog/Lillebror.html

Doc:
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13:57, 2 April 2016 Lillebror (Talk | contribs) automatically marked revision 2716 of page National Focus patrolled

13:56, 2 April 2016 Lillebror (Talk | contribs) uploaded File:Generic national focus tree.jpg (== Licensing == {{C-Paradox}} Category:Screenshots)

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08:21, 29 March 2016 Lillebror (Talk | 
# ... (truncated)
### Entity: Idea
Component: HUN_goulash_communism_idea
Constructs: stability_factor
Source: game
File: common/ideas/hungary.txt

Code:
HUN_goulash_communism_idea = {
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		always = yes
	}
	picture = FIN_finnish_federation_of_trade_unions_light
	modifier = {
		consumer_goods_factor = -0.1
		stability_factor = 0.05
	}
}
### Entity: Scripted Trigger
Component: SWI_can_be_councilor
Constructs: limit, has_country_flag, has_character_flag
Source: game
File: common/scripted_triggers/SWI_scripted_triggers.txt

Code:
SWI_can_be_councilor = {
	if = {
		limit = {
			NOT = {
				has_country_flag = SWI_elected_centralized_president
			}
		}
		NOT = {
			has_character_flag = SWI_former_confederation_president
		} {
			has_character_flag = SWI_current_confederation_president
		} {
			has_character_flag = SWI_ousted_councilor
		}
		OR = {
			SWI_council_not_filled = yes
			has_character_flag = SWI_councilor
		}
	}
	else = {
		hidden_trigger = {
			always = yes
		}
	}
}
### Entity: Modifier Reference
Component: INS_agrarian_funding_state
Constructs: has_dlc
Source: game
File: common/dynamic_modifiers/TAOG_dynamic_modifiers.txt

Code:
INS_agrarian_funding_state = {
	icon = GFX_modifiers_ETH_state_development
	enable = {
		has_dlc = Thunder at Our Gates
	}
	local_building_slots_factor = 0.15
	state_production_speed_buildings_factor = 0.1
	state_resources_factor = 0.1
}
### Entity: National Focus
Tree: par_focus
Component: PAR_join_the_axis
Constructs: prerequisite, has_war, limit, has_government, every_country, has_war_with, is_major, completion_reward
Source: game
File: common/national_focus/paraguay.txt

Code:
focus = {
	id = PAR_join_the_axis
	available = {
		is_subject = no
		GER = {
			has_war = yes
		}
		NOT = {
			has_war_with = GER
		} {
			has_idea = idea_PAR_accepted_american_investment
		} {
			is_in_faction = yes
		}
	}
	bypass = {

	}
	icon = GFX_focus_chi_mission_to_germany
	x = -2
	y = 0
	relative_position_id = PAR_join_the_allies
	prerequisite = {
		focus = PAR_ensure_army_loyalty
	}
	mutually_exclusive = {
		focus = PAR_join_the_allies PAR_join_the_cominterm
	}
	cost = 5
	search_filters = {

	}
	completion_reward = {
		if = {
			limit = {
				GER = {
					is_faction_leader = yes
					has_government = fascism
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			GER = {
				country_event = {
					id = generic.2
					hours = 3
					random_hours = 3
				}
			}
		}
		else_if = {
			limit = {
				JAP = {
					is_faction_leader = yes
					has_government = fascism
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			JAP = {
				country_event = {
					id = generic.2
					hours = 3
					random_hours = 3
				}
			}
		}
		else = {
			every_country = {
				limit = {
					is_major = yes
					is_faction_leader = yes
					has_government = fascism
				}
				random_select_amount = 1
				country_event = {
					id = generic.2
					hours = 3
					random_hours = 3
				}
			}
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			OR = {
				has_game_rule = {
					rule = PAR_AI_BEHAVIOR
					option = HISTORICAL
				} {
					rule = PAR_AI_BEHAVIOR
					option = DEFAULT
				}
			}
			factor = 0
		}
	}
}
### Entity: AI Strategy
Component: RUT_we_do_not_guarantee_or_befriend_you
Constructs: has_government, is_subject
Source: game
File: common/ai_strategy/RUT.txt

Code:
RUT_we_do_not_guarantee_or_befriend_you = {
	allowed = {
		OR = {
			original_tag = ENG FRA SOV ROM NOR SWE BEL HOL SWI USA
		}
	}
	enable = {
		ROOT = {
			exists = yes
			has_government = democratic
		}
		RUT = {
			exists = yes
			is_subject = no
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = protect
		id = RUT
		value = -250
	} {
		type = ignore
		id = RUT
		value = 500
	} {
		type = befriend
		id = RUT
		value = -500
	} {
		type = alliance
		id = RUT
		value = -500
	} {
		type = diplo_action_desire
		id = RUT
		target = guarantee
		value = -750
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_towards_a_popular_army
Constructs: prerequisite, completion_reward, has_army_manpower, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_towards_a_popular_army
	icon = GFX_focus_CHI_popular_army
	prerequisite = {
		focus = CHI_from_many_to_one
	}
	mutually_exclusive = {
		focus = CHI_towards_a_professional_army
	}
	x = 1
	y = 1
	relative_position_id = CHI_from_many_to_one
	cost = 10
	available = {
		has_army_manpower = {
			size = > 999999
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = idea_CHI_troop_inspection
			add_idea = idea_CHI_popular_army
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_ulan_bator_promcombinat
Constructs: prerequisite, limit, completion_reward, has_idea, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_ulan_bator_promcombinat
	icon = GFX_goal_power_plant
	x = -1
	y = 1
	cost = 7.2
	relative_position_id = MON_build_energokombinat
	prerequisite = {
		focus = MON_build_energokombinat
	}
	available = {
		NOT = {
			has_idea = Mongolbank_bankrupt
		}
	}
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		MON_mongol_bank_funds_decrease = yes
		random_owned_controlled_state = {
			prioritize = {
				330
			}
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
			if = {
				limit = {
					state = 330
				}
				330 = {
					r56_state_category_level_up = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Name List
Component: EPR
Source: game
File: common/names/tymodern_names.txt

Code:
EPR = {
	male = {
		names = {
			Adamantios Alexandros Anastasios Andreas Antonios Aristidis Athanasios Augustinos Benizelos Charalambos Charilaos Dimitrios Diomidis Eleftherios Emmanouil Epameinontas Evripidis Gennaios Georgios Ilias Ionnis Kitsos Konstantinos Kyriakos Kyriakoulis Leonidas Makarios Markos Mikhael Militiadis Nikolaos Odysseas Othon Panagiotis Pavlos Petros Sofoklis Sotiris Spyridion Spyros Staikos Stefanos Stylianos Themistoklis Theodoros Tharyvoulos Tzannis Vasos Viktor Zinovios
		}
	}
	female = {
		names = {
			Alexandra Adriane Adriana Agathe Agatha Agne Agnes Aikaterine Alexeia Anastasia Anastasia Anna Anthe Anthousa Antipatra Antonia Apollonia Athanasia Barbara Basillike Chrysogone Damiane Demetra Dionysia Dorothea Dorothy Aigidia Eirene Irene Elaiodora Epiphania Eudokia Eudocia Eudoxia Eugenia Eulalia Eunike Euphemia Euphrasia Euphrosyne Euphrosyne Eupraxia Eusebia Eustathia Evanthia Gabrielia Garyphallia Georgia Gregoria Helene Helen Ioanna Joan Ioulia Julia Iouliana Juliana Ioustina Justina Kale Konstantia Constantia Konstantine Constantina Kyra Kyriake Hypatia Zoe
		}
	}
	surnames = {
		Altanis Charalambis Christakis-Zografos Danglis Dousmanis Foumis Gonatas Hatzianestis Kallergis Kanaris Katsimiros Kolokotronis Kondylis Kountouriotis Kriezis Makriyannis Manos Mavrocordatos Mavrovouniotis Metaxas Mouskos Nider Othonaios Palaskas Pangalos Papadiamantopoulos Papadopoulos Papagos Papoulas Parakevopouolos Plapoutas Plastiras Sapountzakis Sarafis Smolenskis Sofoulis Soutsos Spyromilios Staikopoulos Stanotas Trikoupis Tsakalotos Tsolakoglou Tzavelas Vassos Venizelos Voulgaris Zaimis Zymvrakakis
	}
	callsigns = {
		Zeus Hera Poseidon Ares Athena Aphrodite Hermes Hades Apollo
	}
}
### Entity: AI Strategy
Component: SOV_only_bother_with_volunteers_if_chi_losing
Constructs: is_ai, send_volunteers_desire
Source: game
File: common/ai_strategy/WTT_china_ai_strategies.txt

Code:
SOV_only_bother_with_volunteers_if_chi_losing = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		JAP = {
			is_ai = yes
		}
		date = < 1941.1.1
		CHI = {
			surrender_progress = < 0.75
		}
	}
	abort = {
		OR = {
			date = > 1941.1.1
			JAP = {
				is_ai = no
			}
			CHI = {
				surrender_progress = > 0.65
			}
		}
	}
	ai_strategy = {
		type = send_volunteers_desire
		id = YUN
		value = -900
	} {
		type = send_volunteers_desire
		id = XSM
		value = -900
	} {
		type = send_volunteers_desire
		id = SHX
		value = -900
	}
}
### Entity: National Focus
Tree: khm_focus
Component: KHM_undermine_kmt_rule
Constructs: has_government, add_war_support, completion_reward, add_political_power, allow_branch, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = KHM_undermine_kmt_rule
	icon = GFX_focus_GER_support_the_proletarian_uprising
	x = 31
	y = 0
	mutually_exclusive = {
		focus = XSM_sideline_family_conflicts
	}
	cost = 5
	ai_will_do = {
		base = 0
	}
	allow_branch = {
		tag = KHM
	}
	available = {
		is_subject = no
		NOT = {
			has_government = communism
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		add_war_support = 0.05
		add_political_power = 50
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_defence_scheme_no_2
Constructs: every_owned_state, prerequisite, limit, has_war_with, has_country_flag, completion_reward, has_wargoal_against, is_justifying_wargoal_against
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_defence_scheme_no_2
	icon = GFX_goal_generic_fortify_city
	prerequisite = {
		focus = CAN_communist_labor_total_war_committee
	}
	mutually_exclusive = {
		focus = CAN_supply_the_red_army CAN_mend_relations_with_the_trotskyites
	}
	x = 0
	y = 2
	relative_position_id = CAN_burn_the_royal_portraits
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {
		OR = {
			USA = {
				has_war_with = JAP
			} {
				has_wargoal_against = JAP
			} {
				is_justifying_wargoal_against = JAP
			}
			JAP = {
				has_wargoal_against = USA
			} {
				is_justifying_wargoal_against = USA
			}
		}
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		every_owned_state = {
			limit = {
				is_controlled_by = ROOT
				any_neighbor_state = {
					controller = {
						NOT = {
							is_in_faction_with = CAN
						}
					}
				}
			}
			add_building_construction = {
				type = bunker
				province = {
					all_provinces = yes
					limit_to_border = yes
				}
				level = 3
				instant_build = yes
			}
		} {
			limit = {
				is_controlled_by = ROOT
				is_coastal = yes
				is_in_home_area = yes
			}
			add_building_construction = {
				type = coastal_bunker
				province = {
					all_provinces = yes
					limit_to_coastal = yes
				}
				level = 3
				instant_build = yes
			}
		}
	}
}
### Entity: Joint Focus
Component: MA_strenghten_regional_trade
Constructs: every_owned_state, prerequisite, limit, joint_focus, has_country_flag, completion_reward, cancel_if_invalid, is_controlled_by
Source: game
File: common/national_focus/ncns_ma_clique_joint_branch.txt

Code:
joint_focus = {
	id = MA_strenghten_regional_trade
	icon = GFX_focus_generic_economic_recovery
	prerequisite = {
		focus = MA_develop_inter_province_ties
	}
	relative_position_id = MA_develop_inter_province_ties
	x = 1
	y = 1
	cost = 10
	text_icon = MA_focus_style
	available = {
		OR = {
			original_tag = XSM NXM GSM KHM
		}
		NOT = {
			has_country_flag = cast_off_ma_ties_or_became_china_flag
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	bypass = {

	}
	ai_will_do = {
		base = 10
	}
	search_filters = {

	}
	completion_reward_joint_originator = {

	}
	completion_reward = {
		IF = {
			limit = {
				OR = {
					original_tag = XSM NXM GSM KHM
				}
				NOT = {
					has_country_flag = cast_off_ma_ties_or_became_china_flag
				}
			}
			custom_effect_tooltip = MA_strenghten_regional_trade_tt
			every_owned_state = {
				limit = {
					is_controlled_by = ROOT
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
					is_capital = yes
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Equipment
Component: mio_cat_eq_all_cv_aircraft
Source: game
File: common/equipment_groups/mio_equipment_groups.txt

Code:
mio_cat_eq_all_cv_aircraft = {
	equipment_type = {
		cv_small_plane_airframe
	}
}
### Entity: State History
Component: 857
Constructs: add_core_of
Source: game
File: history/states/857-Ha'il.txt

Code:
state = {
	id = 857
	name = STATE_857
	provinces = {
		4968 5058 10892 10923 12749
	}
	history = {
		owner = SAU
		add_core_of = SAU
	}
	manpower = 5000
	state_category = pastoral
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Modding Documentation
Construct: trigger_ability
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## trigger_ability
* Arguments: <ability_name>

triggers an ability
### Entity: Event
Component: belgium.1
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, add_to_faction, add_ai_strategy, set_global_flag
Source: game
File: events/BEL_events.txt

Code:
country_event = {
	id = belgium.1
	title = belgium.1.t
	desc = belgium.1.d
	picture = GFX_report_event_benelux
	is_triggered_only = yes
	option = {
		name = belgium.1.a
		ai_chance = {
			base = 90
		}
		BEL = {
			add_to_faction = ROOT
			ROOT = {
				add_ai_strategy = {
					type = alliance
					id = FRA
					value = 200
				}
			}
			country_event = {
				id = belgium.3
				days = 1
			}
		}
	} {
		name = belgium.1.b
		ai_chance = {
			base = 10
		}
		set_global_flag = benelux_alliance_failed
		BEL = {
			add_opinion_modifier = {
				target = ROOT
				modifier = benelux_pact_failed
			}
			country_event = {
				id = belgium.2
				days = 10
			}
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_reject_constitutional_monarchy
Constructs: prerequisite, completion_reward, is_historical_focus_on, has_civil_war, is_subject, add_timed_idea, add_popularity
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_reject_constitutional_monarchy
	icon = GFX_goal_tfv_sever_ties_with_uk
	prerequisite = {
		focus = NOR_til_dovre_faller
	}
	mutually_exclusive = {
		focus = NOR_affirm_constitutional_monarchy
	} {
		focus = NOR_traditions_and_monarchy
	}
	x = 2
	y = 1
	relative_position_id = NOR_til_dovre_faller
	cost = 10
	ai_will_do = {
		base = 2
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	available = {
		has_civil_war = no
		is_subject = no
	}
	completion_reward = {
		add_timed_idea = {
			idea = collectivist_ethos_focus
			days = 720
		}
		add_popularity = {
			ideology = democratic
			popularity = -0.05
		}
		custom_effect_tooltip = available_political_advisor available_political_advisor
		show_ideas_tooltip = NOR_rolf_joergen_fuglesang NOR_just_ebbesen_von_der_lippe
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: ARG_jose_tamborni
Source: game
File: common/characters/ARG.txt

Code:
ARG_jose_tamborni = {
	advisor = {
		slot = air_chief
		idea_token = ARG_jose_tamborni
		allowed = {
			original_tag = ARG
		}
		traits = {
			air_chief_night_operations_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Jose Tamborni
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_2
		}
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_british_funding
Constructs: prerequisite, completion_reward, is_in_faction_with, add_tech_bonus, add_doctrine_cost_reduction, add_power_balance_value
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_british_funding
	icon = GFX_focus_chi_british_cooperation
	cost = 5
	x = 1
	y = 1
	relative_position_id = LUX_join_allies
	prerequisite = {
		focus = LUX_join_allies
	}
	available = {
		is_in_faction_with = ENG
	}
	completion_reward = {
		add_tech_bonus = {
			name = LUX_british_funding
			category = infantry_weapons
			bonus = 1.0
		} {
			name = LUX_british_funding
			category = radar_tech
			bonus = 0.5
		}
		add_doctrine_cost_reduction = {
			name = LUX_british_funding
			cost_reduction = 0.5
			category = cat_grand_battle_plan
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_power_balance_value = {
			id = LUX_neutrality_balance
			value = -0.05
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Technology
Component: etax_navy_firepower_2
Constructs: research_cost, sortie_efficiency, has_navy_size
Source: game
File: common/technologies/r56e_etax.txt

Code:
technology = {
	path = {
		leads_to_tech = etax_seashot
		research_cost_coeff = 1
	}
	doctrine = no
	research_cost = 3.0
	start_year = 1941
	convoy_raiding_efficiency_factor = 0.1
	naval_coordination = 0.02
	sortie_efficiency = 0.1
	port_strike = 0.15
	folder = {
		name = etax_folder
		position = {
			x = 10
			y = 8
		}
	}
	categories = {
		r56_special_research_division naval_doctrine naval_equipment cat_fleet_in_being cat_trade_interdiction cat_base_strike
	}
	special_project_specialization = {
		specialization_naval
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 1
			has_navy_size = {
				size = < 25
			}
		} {
			factor = 6
			AND = {
				date = > 1941.1.1
				has_navy_size = {
					size = < 25
				}
			}
		} {
			factor = 7
			AND = {
				date = > 1942.1.1
				has_navy_size = {
					size = < 25
				}
			}
		} {
			factor = 8
			AND = {
				date = > 1943.1.1
				has_navy_size = {
					size = < 25
				}
			}
		}
	}
}
### Entity: Event
Component: news.1
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.1
	title = news.1.t
	desc = news.1.d
	picture = GFX_news_event_001
	major = yes
	is_triggered_only = yes
	option = {
		name = news.1.a
		trigger = {
			NOT = {
				TAG = JAP CHI
			}
		}
	} {
		name = news.1.b
		trigger = {
			TAG = JAP
		}
	} {
		name = news.1.c
		trigger = {
			TAG = CHI
		}
	}
}
### Entity: Event
Component: india.413
Constructs: is_triggered_only, add_equipment_to_stockpile, limit, add_stability, add_manpower, is_ai
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.413
	title = india.413.t
	desc = india.413.desc
	picture = GFX_report_event_picture_RAJ_Naval_Cadets
	is_triggered_only = yes
	option = {
		name = india.413.a
		var:current_prince_state = {
			add_manpower = -3000
		}
		add_manpower = -750
		if = {
			limit = {
				is_ai = no
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -300
				producer = RAJ
			}
		}
		army_experience = 10
		add_stability = -0.01
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_amend_the_constitution
Constructs: prerequisite, limit, has_government, completion_reward, random_days, add_country_leader_role, has_power_balance, add_power_balance_value
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_amend_the_constitution
	icon = GFX_focus_generic_monarchy_1
	x = -1
	y = 1
	cost = 5
	available = {
		has_government = neutrality
	}
	prerequisite = {
		focus = AFG_introduce_new_taxes
	} {
		focus = AFG_annul_the_hasht_nafari
	}
	relative_position_id = AFG_annul_the_hasht_nafari
	ai_will_do = {
		factor = 1
	}
	select_effect = {
		hidden_effect = {
			country_event = {
				id = r56_afghanistan.87
				hours = 12
			}
		}
	}
	completion_reward = {
		custom_effect_tooltip = AFG_constitution_question_start_tt AFG_constitution_question_end_tt
		effect_tooltip = {
			country_event = {
				id = r56_afghanistan.87
				days = 30
				random_days = 6
			}
		}
		activate_mission = AFG_the_internal_crisis_mission
		add_country_leader_role = {
			character = AFG_mohammed_zahir_shah
			promote_leader = yes
			country_leader = {
				ideology = absolute_monarchism
				expire = 1965.1.1.1
			}
		}
		if = {
			limit = {
				has_power_balance = {
					id = AFG_power_balance
				}
			}
			custom_effect_tooltip = r56_newline
			add_power_balance_value = {
				id = AFG_power_balance
				value = -0.15
				tooltip_side = AFG_government_side
			}
		}
		hidden_effect = {
			activate_mission = AFG_amanullahs_return
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: Idea
Component: SAM_democratic_guy
Constructs: has_government
Source: game
File: common/ideas/samoa.txt

Code:
SAM_democratic_guy = {
	picture = generic_political_advisor_asia_1
	allowed = {
		original_tag = SAM
	}
	traits = {
		democratic_reformer
	}
	do_effect = {
		NOT = {
			has_government = democratic
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Order of Battle
Component: 1. Pješadijska divizija
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/MCD_home_guard.txt

Code:
division = {
	name = 1. Pješadijska divizija
	location = 3882
	division_template = Pjesadijska divizija
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = YUG
		}
	}
	start_experience_factor = 0.3
	start_equipment_factor = 1
}
### Entity: Wiki Documentation
Construct: Usage
Source: wiki
File: wiki/Template%3AMove.html

Doc:
Usage
This table may be added by copy-pasting the template as shown below into an article.

```
{{Move| <--insert here the proposed new pagename--> }}
```