Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: arg_focus
Component: ARG_joint_military_exercises
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_joint_military_exercises
	icon = GFX_focus_generic_military_academy
	prerequisite = {
		focus = ARG_us_army_training ARG_american_defense_investments
	}
	x = 1
	y = 1
	relative_position_id = ARG_us_army_training
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {
		FOCUS_FILTER_AIR_XP FOCUS_FILTER_NAVY_XP
	}
	completion_reward = {
		air_experience = 50
		navy_experience = 50
		hidden_effect = {
			USA = {
				country_event = {
					id = ARG_political_events.90
					hours = 1
				}
			}
		}
	}
}
### Entity: Character
Component: SWE_fabian_tamm
Constructs: has_dlc
Source: game
File: common/characters/SWE.txt

Code:
SWE_fabian_tamm = {
	instance = {
		allowed = {
			has_dlc = Arms Against Tyranny
		}
		advisor = {
			slot = navy_chief
			idea_token = SWE_fabian_tamm
			allowed = {
				original_tag = SWE
			}
			traits = {
				navy_chief_decisive_battle_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		name = SWE_fabian_tamm
		portraits = {
			army = {
				small = GFX_portrait_SWE_fabian_tamm_small
				large = GFX_portrait_SWE_fabian_tamm
			}
		}
		navy_leader = {
			traits = {
				navy_career_officer
			}
			skill = 2
			attack_skill = 1
			defense_skill = 2
			maneuvering_skill = 1
			coordination_skill = 3
			legacy_id = 0
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Arms Against Tyranny
			}
		}
		advisor = {
			slot = navy_chief
			idea_token = SWE_fabian_tamm
			allowed = {
				original_tag = SWE
			}
			traits = {
				navy_chief_reform_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		name = SWE_fabian_tamm
		portraits = {
			army = {
				small = GFX_idea_generic_navy_europe_1
			}
		}
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_collective_agriculture
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_collective_agriculture
	icon = GFX_focus_prc_agrarian_socialism
	prerequisite = {
		focus = HON_seize_plantations
	}
	relative_position_id = HON_seize_plantations
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = HON_collective_agriculture
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Modifier Reference
Component: r56_grunwald
Constructs: army_defence_factor
Source: game
File: common/dynamic_modifiers/r56_CZE.txt

Code:
r56_grunwald = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_SOV_armored_battery
	army_defence_factor = 0.15
}
### Entity: Character
Component: IRQ_al_muthanna_leader
Constructs: research_speed_factor, fascism_drift, conscription_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
IRQ_al_muthanna_leader = {
	random = no
	sprite = 13
	fascism_drift = 0.05
	conscription_factor = 0.05
	research_speed_factor = 0.03
}
### Entity: Unit Template
Component: INS_INF_01
Source: game
File: common/units/names_divisions/HOL_INS_names_divisions.txt

Code:
INS_INF_01 = {
	name = Colonial Division
	for_countries = {
		HOL INS
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %se KNIL Divisie
	ordered = {
		1 = {
			%se KNIL Divisie 'Java'
		}
		2 = {
			%se KNIL Divisie 'Java'
		}
		3 = {
			%se KNIL Divisie 'Java'
		}
		4 = {
			%se KNIL Divisie 'Sumatra'
		}
		5 = {
			%se KNIL Divisie 'Sumatra'
		}
		6 = {
			%se KNIL Divisie 'Borneo'
		}
		7 = {
			%se KNIL Divisie 'Borneo'
		}
		8 = {
			%se KNIL Divisie 'Celebes'
		}
		9 = {
			%se KNIL Divisie 'Sumatra'
		}
		10 = {
			%se KNIL Divisie 'Java'
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_bolshevik_urban_industrialization
Constructs: has_completed_focus, prerequisite, limit, completion_reward, cancel_if_invalid, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_bolshevik_urban_industrialization
	icon = GFX_focus_PRC_bolshevik_urbanization_1
	prerequisite = {
		focus = PRC_bolshevik_urbanization
	}
	x = 1
	y = 1
	relative_position_id = PRC_bolshevik_urbanization
	overlay = GFX_focus_fast_overlay_generic_clock
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			prioritize = {
				1032 622 616 615
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				NOT = {
					has_completed_focus = PRC_rural_region_development
				}
			}
			reduce_focus_completion_cost = {
				focus = PRC_urbanization
				cost = 35
			} {
				focus = PRC_urbanization_two
				cost = 35
			}
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_arsenal_of_the_alps
Constructs: prerequisite, limit, completion_reward, is_power_balance_in_range, cancel_if_invalid, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_arsenal_of_the_alps
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = SWI_lay_the_groundwork
	}
	relative_position_id = SWI_lay_the_groundwork
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		democratic = > 0.7
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = < SWI_centralization_bop_very_cantons
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		847 = {
			if = {
				limit = {
					free_building_slots = {
						building = arms_factory
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = arms_factory
					level = 3
					instant_build = yes
				}
			}
		}
		151 = {
			if = {
				limit = {
					free_building_slots = {
						building = arms_factory
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = arms_factory
					level = 3
					instant_build = yes
				}
			}
		}
		846 = {
			if = {
				limit = {
					free_building_slots = {
						building = arms_factory
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = arms_factory
					level = 3
					instant_build = yes
				}
			}
		}
	}
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_CAS_effort
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_CAS_effort
	icon = GFX_goal_generic_CAS
	prerequisite = {
		focus = VNZ_aviation_effort_2
	}
	relative_position_id = VNZ_aviation_effort_2
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = CAS_bonus
			bonus = 1
			ahead_reduction = 1
			uses = 1
			category = cas_bomber
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_claims_in_baltic_old
Constructs: prerequisite, limit, completion_reward, has_civil_war, is_subject, is_core_of, is_controlled_by, every_state
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_claims_in_baltic_old
	text = SOV_claims_in_baltic
	icon = GFX_goal_SOV_baltic_aggression
	prerequisite = {
		focus = SOV_improve_stalin_line
	}
	x = -1
	y = 1
	relative_position_id = SOV_improve_stalin_line
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			OR = {
				has_civil_war = yes
				date = < 1939.1.1
			}
		}
	}
	mutually_exclusive = {
		focus = SOV_respect_baltic_self_determination_old
	}
	available = {
		is_subject = no
	}
	bypass = {
		all_state = {
			OR = {
				is_core_of = EST LAT LIT
			}
			NOT = {
				state = 188
			}
			is_controlled_by = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		custom_effect_tooltip = SOV_claims_in_baltics_tt
		hidden_effect = {
			every_state = {
				limit = {
					OR = {
						AND = {
							NOT = {
								state = 188
							}
							region = 37
						}
						state = 784
					}
				}
				add_claim_by = ROOT
			}
		}
		unlock_decision_tooltip = SOV_send_ultimatum_to_baltic_countries
		add_named_threat = {
			threat = 1
			name = SOV_claims_in_baltic
		}
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_COMBINED_operations_region_80
Constructs: check_variable, is_in_array
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_COMBINED_operations_region_80 = {
	enable = {
		check_variable = {
			EAI_MILITARY_COMBINED_regions^num = > 0
		}
		is_in_array = {
			EAI_MILITARY_COMBINED_regions = 80
		}
	}
	abort_when_not_enabled = yes yes
	ai_strategy = {
		type = strike_force_home_base
		id = 80
		value = 10000
	} {
		type = naval_avoid_region
		id = 80
		value = -200
	} {
		type = strategic_air_importance
		id = 80
		value = 25000
	}
}
### Entity: Idea
Component: idea_RAJ_mass_production
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_mass_production = {
	picture = generic_license_production
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.12
			reliability = -0.3
			instant = yes
		}
		artillery_equipment = {
			build_cost_ic = -0.1
			reliability = -0.3
			instant = yes
		}
		armor = {
			build_cost_ic = -0.1
			reliability = -0.25
			instant = yes
		}
		small_plane_airframe = {
			build_cost_ic = -0.1
			reliability = -0.2
			instant = yes
		}
		medium_plane_fighter_airframe = {
			build_cost_ic = -0.1
			reliability = -0.25
			instant = yes
		}
		medium_plane_airframe = {
			build_cost_ic = -0.1
			reliability = -0.25
			instant = yes
		}
		large_plane_airframe = {
			build_cost_ic = -0.1
			reliability = -0.25
			instant = yes
		}
		small_plane_cas_airframe = {
			build_cost_ic = -0.1
			reliability = -0.25
			instant = yes
		}
		support_equipment = {
			build_cost_ic = -0.1
			reliability = -0.25
			instant = yes
		}
		anti_air_equipment = {
			build_cost_ic = -0.1
			reliability = -0.25
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_modern_destroyers
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_modern_destroyers
	icon = GFX_goal_generic_navy_anti_submarine
	prerequisite = {
		focus = ROM_coastal_defense_navy ROM_black_sea_dominance
	}
	x = 1
	y = 1
	relative_position_id = ROM_coastal_defense_navy
	cost = 10
	ai_will_do = {
		factor = 5
	}
	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 = ROM_modern_destroyers
			bonus = 3.0
			uses = 1
			category = dd_tech
		}
	}
}
### Entity: Idea
Component: ARG_infamous_decade_2_idea
Constructs: stability_factor, war_support_factor, removal_cost, neutrality_drift, fascism_drift
Source: game
File: common/ideas/argentina.txt

Code:
ARG_infamous_decade_2_idea = {
	allowed = {
		always = no
		tag = ARG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = ARG_infamous_decade
	modifier = {
		stability_factor = -0.05
		neutrality_drift = 0.03
		fascism_drift = 0.03
		war_support_factor = -0.05
	}
}
### Entity: Modding Documentation
Construct: instantshiprefit
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## instantshiprefit
* Aliases: isr

Toggles instant ship refitting cheat.
### Entity: Scripted Effect
Component: EAI_RELATIONS_stop
Constructs: limit, has_country_flag, remove_from_array
Source: game
File: common/scripted_effects/EAI_COUNTRY_improve_relations.txt

Code:
EAI_RELATIONS_stop = {
	remove_from_array = {
		PREV.EAI_RELATIONS_targets = THIS.id
	}
	if = {
		limit = {
			PREV = {
				has_country_flag = EAI_relation_logging
			}
		}
		log = [GetYear] [GetMonth] | AI | [Root.GetName] | RELATION: stopped = [This.GetName]
	}
}
### Entity: Country Tag
Component: RCW
Constructs: has_country_flag
Source: game
File: common/country_tag_aliases/r56_tag_aliases.txt

Code:
RCW = {
	original_tag = ROM
	has_country_flag = ROM_annoying_coalition
}
### Entity: Event
Component: MUN_czech.1
Constructs: ai_chance, has_war_with, fire_only_once, has_global_flag, is_subject_of, is_justifying_wargoal_against, has_wargoal_against, has_idea
Source: game
File: events/MUN_Czechoslovakia.txt

Code:
country_event = {
	id = MUN_czech.1
	title = MUN_czech.1.t
	desc = MUN_czech.1.d
	picture = GFX_report_event_generic_handshake
	hidden = yes
	timeout_days = 1
	trigger = {
		NOT = {
			has_global_flag = CZE_sudeten_german_quandary_on_action_fired_somewhere CZE_sudeten_german_quandary_on_action_fired
		} {
			is_subject_of = CZE
		} {
			any_country_with_original_tag = {
				original_tag_to_check = CZE
				PREV = {
					has_war_with = PREV
				}
			}
		}
		OR = {
			original_tag = GER AUS BAY SIL PRE THU HAN SHL RHI WUR KSH MEK HES SAX DNZ SDL
		} {
			any_country_with_original_tag = {
				original_tag_to_check = CZE
				PREV = {
					is_justifying_wargoal_against = PREV
				}
			}
			has_wargoal_against = {
				target = CZE
			}
			focus_progress = {
				focus = GER_demand_sudetenland
				progress = > 0.01
			} {
				focus = AUS_the_czechoslovakian_lands
				progress = > 0.01
			} {
				focus = GER_czechoslovakia
				progress = > 0.01
			} {
				focus = GER_carve_up_czechoslovakia
				progress = > 0.01
			}
		}
		exists = yes
		any_country_with_original_tag = {
			original_tag_to_check = CZE
			has_idea = CZE_sudeten_german_quandary
			is_neighbor_of = ROOT
			OR = {
				controls_state = 69 972 74
			}
		}
	}
	fire_only_once = yes
	immediate = {
		ROOT = {
			set_global_flag = CZE_sudeten_german_quandary_on_action_fired_somewhere
			country_event = {
				id = MUN_czech.2
			}
		}
	}
	option = {
		name = MUN_czech.1.a
		ai_chance = {
			factor = 1
		}
	}
}
### Entity: Event
Component: germany.201
Constructs: is_triggered_only, ai_chance, limit, random_country, add_ideas, has_government, add_stability, add_political_power
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.201
	title = germany.201.t
	desc = germany.201.desc
	picture = GFX_report_event_german_reichstag_gathering
	is_triggered_only = yes
	trigger = {
		has_global_flag = yalta_agreed_flag
		has_government = democratic
		any_subject_country = {
			original_tag = GER
			has_government = democratic
		}
	}
	option = {
		name = germany.201.a
		ai_chance = {
			base = 100
		}
		add_stability = 0.1
		add_political_power = 100
		add_ideas = GER_western_trade_cooperation
		random_subject_country = {
			limit = {
				original_tag = GER
				has_government = democratic
			}
			random_country = {
				limit = {
					original_tag = GER
					has_government = democratic
					is_subject = no
					has_cosmetic_tag = WGR
				}
				annex_country = {
					target = PREV
					transfer_troops = yes
				}
			}
		}
		IF = {
			limit = {
				NOT = {
					any_country = {
						original_tag = GER
						has_government = democratic
						is_subject = yes
						exists = yes
					}
				}
				SOV = {
					any_subject_country = {
						original_tag = GER
					}
				}
			}
			SOV = {
				country_event = {
					id = germany.202
					days = 14
					random_days = 20
				}
			}
			log = triggered event to SOV
		}
	} {
		name = germany.201.b
		ai_chance = {
			base = 0
		}
		add_political_power = -150
	}
}
### Entity: Character
Component: MEX_luis_montes_de_oca
Constructs: has_completed_focus, limit, has_dlc
Source: game
File: common/characters/MEX.txt

Code:
MEX_luis_montes_de_oca = {
	name = MEX_luis_montes_de_oca
	portraits = {
		army = {
			small = GFX_portrait_MEX_luis_montes_de_oca_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = MEX_luis_montes_de_oca
		cost = 75.0
		allowed = {
			original_tag = MEX
		}
		available = {
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				has_completed_focus = MEX_focus_liberalize_the_banking_sector
			}
		}
		traits = {
			financial_expert
		}
	}
}
### Entity: Trigger Reference
Construct: has_terrain
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_terrain

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Checks if a country has any province of the specified terrain type.
Example: has_terrain = mountain
```
### Entity: Idea
Component: HOL_mobilize_the_masses
Constructs: has_government, removal_cost
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_mobilize_the_masses = {
	picture = generic_manpower_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	modifier = {
		conscription = 0.03
	}
}
### Entity: Modifier Reference
Construct: air_maximum_speed_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## air_maximum_speed_factor

* Number with 0 decimal places
* **Categories**: air
### Entity: Event
Component: CHL_political_events.79
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile, add_war_support, fire_only_once
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.79
	title = CHL_political_events.79.t
	desc = CHL_political_events.79.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = CHL_political_events.79.a
		ai_chance = {
			base = 100
		}
		add_war_support = 0.02
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 1000
			producer = FROM
		} {
			type = artillery_equipment
			amount = 100
			producer = FROM
		} {
			type = support_equipment
			amount = 150
			producer = FROM
		}
	}
}
### Entity: Shared Focus
Tree: per_focus
Component: PER_UNIFIED_ethnic_collaboration
Constructs: shared_focus, prerequisite, add_stability, completion_reward, allow_branch
Source: game
File: common/national_focus/r56_persian_empire_shared.txt

Code:
shared_focus = {
	id = PER_UNIFIED_ethnic_collaboration
	icon = GFX_goal_generic_national_unity
	cost = 10
	prerequisite = {
		focus = PER_UNIFIED_connect_the_cities
	}
	relative_position_id = PER_UNIFIED_connect_the_cities
	x = 0
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	available = {

	}
	bypass = {

	}
	allow_branch = {

	}
	completion_reward = {
		add_stability = 0.15
	}
}
### Entity: Joint Focus
Tree: gxc_focus
Component: GXC_formation_of_the_nraja
Constructs: division_template, prerequisite, limit, joint_focus, completion_reward, cancel_if_invalid, random_owned_controlled_state, has_full_control_of_state
Source: game
File: common/national_focus/TSR_lingguang_incident_joint_branch.txt

Code:
joint_focus = {
	id = GXC_formation_of_the_nraja
	icon = GFX_focus_PRC_reorganize_divisions
	prerequisite = {
		focus = GXC_denounce_chiang
	} {
		focus = GXC_the_scorched_earth_speech
	}
	relative_position_id = GXC_denounce_chiang
	x = -1
	y = 1
	cost = 5
	text_icon = GXC_GDC_focus_style
	available = {
		OR = {
			original_tag = GDC GXC
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	bypass = {

	}
	ai_will_do = {
		factor = 35
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward_joint_originator = {
		hidden_effect = {
			division_template = {
				name = Anti-Japanese Volunteers
				priority = 1
				division_names_group = CHI_INF_01
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					}
				}
			}
		}
		random_owned_controlled_state = {
			limit = {
				ROOT = {
					has_full_control_of_state = PREV
				}
			}
			create_unit = {
				division = name = "1. Anti-Japanese Volunteers" division_template = "Anti-Japanese Volunteers" start_experience_factor = 0.3
				owner = ROOT
			} {
				division = name = "2. Anti-Japanese Volunteers" division_template = "Anti-Japanese Volunteers" start_experience_factor = 0.3
				owner = ROOT
			}
		}
	}
	completion_reward = {
		IF = {
			limit = {
				OR = {
					tag = GXC GDC
				}
			}
			hidden_effect = {
				division_template = {
					name = Anti-Japanese Volunteers
					priority = 1
					division_names_group = CHI_INF_01
					regiments = {
						infantry = {
							x = 0
							y = 0
						} {
							x = 0
							y = 1
						} {
							x = 0
							y = 2
						} {
							x = 1
							y = 0
						} {
							x = 1
							y = 1
						}
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					ROOT = {
						has_full_control_of_state = PREV
					}
				}
				create_unit = {
					division = name = "1. Anti-Japanese Volunteers" division_template = "Anti-Japanese Volunteers" start_experience_factor = 0.3
					owner = ROOT
				} {
					division = name = "2. Anti-Japanese Volunteers" division_template = "Anti-Japanese Volunteers" start_experience_factor = 0.3
					owner = ROOT
				}
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Features.html

Doc:
Screenshots of the pre-alpha. From Angry Joe ParadoxCon
This page is a repository of all features that have been mentioned by the developers on the forums or elsewhere.

Contents

1 General

1.1 Time period

1.2 Multiplayer

1.3 System requirements

1.4 Not in the game

2 History & flavour

3 Map

3.1 Mapmodes

3.2 Graphics

3.3 Provinces

4 Politics

5 Economy

5.1 Production

5.1.1 Construction plans

5.1.2 Production lines

5.1.3 Resource pools

5.1.4 Equipment types & usage

5.2 Trade

6 Technology

6.1 Research teams

6.2 Unit trees

6.3 Doctrines

6.4 Institutional Experience

7 Warfare

7.1 HQ

7.2 Air & navy

7.3 Land

7.4 Battleplans

8 Espionage

9 Modding

10 References
### Entity: National Focus
Tree: chi_focus
Component: CHI_tsr_reestablish_the_beiyang_army
Constructs: prerequisite, add_ideas, completion_reward, is_subject, cancel_if_invalid, complete_tooltip
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_tsr_reestablish_the_beiyang_army
	icon = GFX_focus_MAN_restore_the_beiyang_army
	x = 2
	y = 1
	relative_position_id = CHI_tsr_reclaim_the_mandate_of_heaven
	prerequisite = {
		focus = CHI_tsr_reclaim_the_mandate_of_heaven
	}
	cost = 5
	ai_will_do = {
		factor = 4
	}
	available = {
		is_subject = no
	}
	bypass = {

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

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = MAN_beiyang_army
	}
}
### Entity: Idea
Component: BEL_emergency_measures
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/belgium.txt

Code:
BEL_emergency_measures = {
	allowed = {
		always = no
		tag = BEL
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = SOV_third_five_year_plan_military
	modifier = {
		production_speed_industrial_complex_factor = -0.15
		production_speed_arms_factory_factor = -0.15
		industrial_capacity_factory = 0.25
	}
}