Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Leader
Component: career_officer
Constructs: has_idea
Source: game
File: common/unit_leader/00_traits.txt

Code:
career_officer = {
	type = land
	trait_type = personality_trait
	non_shared_modifier = {
		promote_cost_factor = -0.25
	}
	new_commander_weight = {
		factor = 1
		modifier = {
			FROM = {
				has_idea = best_of_the_best_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = academy_scholarships_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = SOV_purged_junior_army_officers_3
			}
			factor = 0
		}
	}
	planning_skill_factor = 1
	logistics_skill_factor = 1
}
### Entity: Order of Battle
Component: 137th Division
Constructs: division_template
Source: game
File: history/units/SIC_1936_sea.txt

Code:
division = {
	name = 137th Division
	location = 4999
	division_template = Sanjiao Jun
	start_equipment_factor = 0.1
	officer = {
		name = SIC_li_yuanyu
	}
}
### Entity: Modifier Reference
Component: CZE_economic_investment_in_state_modifier
Constructs: remove_trigger
Source: game
File: common/dynamic_modifiers/mun_dynamic_modifiers.txt

Code:
CZE_economic_investment_in_state_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_ETH_state_development
	state_production_speed_infrastructure_factor = 0.15
	state_production_speed_rail_way_factor = 0.15
	remove_trigger = {
		ROOT = {
			NOT = {
				OWNER = {
					original_tag = CZE
				}
			}
		}
	}
}
### Entity: Idea
Component: YUN_the_democratic_fortress_idea_2
Constructs: stability_factor, has_government, production_speed_buildings_factor, has_country_leader, removal_cost
Source: game
File: common/ideas/china_warlord.txt

Code:
YUN_the_democratic_fortress_idea_2 = {
	name = YUN_the_democratic_fortress
	allowed = {
		original_tag = YUN
	}
	allowed_civil_war = {
		NOT = {
			has_government = fascism communism
		}
	}
	cancel = {
		NOT = {
			has_country_leader = {
				ruling_only = yes
				character = YUN_long_yun
			}
		}
	}
	picture = YUG_federal_defense_council
	removal_cost = -1
	modifier = {
		political_power_factor = 0.1
		stability_factor = 0.15
		enemy_justify_war_goal_time = 0.15
		drift_defence_factor = 0.15
		production_speed_buildings_factor = 0.05
		consumer_goods_factor = -0.05
		custom_modifier_tooltip = YUN_will_be_removed_if_no_long_yun_tt
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_claim_the_portuguese_empire
Constructs: prerequisite, limit, completion_reward, every_state, is_core_of, is_claimed_by, add_claim_by, add_state_claim
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_claim_the_portuguese_empire
	prerequisite = {
		focus = PRU_create_the_united_kingdom_of_spain
	}
	mutually_exclusive = {
		focus = PRU_claim_the_habsburg_territories
	}
	icon = GFX_mocidade
	x = 1
	y = 1
	relative_position_id = PRU_create_the_united_kingdom_of_spain
	available = {

	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		every_state = {
			limit = {
				is_core_of = POR
				NOT = {
					is_claimed_by = ROOT
					is_core_of = ROOT
				}
			}
			add_claim_by = ROOT
		} {
			limit = {
				is_core_of = BRA
				NOT = {
					is_claimed_by = ROOT
					is_core_of = ROOT
				}
			}
			add_claim_by = ROOT
		}
		add_state_claim = 892 540 891 544 897 896
	}
}
### Entity: AI Strategy
Component: ENG_focus_naval_invasions_on_med
Constructs: is_historical_focus_on
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_focus_naval_invasions_on_med = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		is_historical_focus_on = yes
		date = < 1943.6.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = naval_invasion_support_priority
		id = 29
		value = 200
	} {
		type = naval_invasion_support_priority
		id = 68
		value = 200
	} {
		type = naval_invasion_support_priority
		id = 69
		value = 200
	} {
		type = naval_invasion_support_priority
		id = 169
		value = 200
	} {
		type = naval_invasion_support_priority
		id = 202
		value = 200
	} {
		type = naval_invasion_support_priority
		id = 84
		value = 25
	}
}
### Entity: Scripted Effect
Component: EAI_TEMPLATE_armor_template_upgrade
Constructs: limit, has_country_flag, has_tech, check_variable, set_temp_variable, set_country_flag
Source: game
File: common/scripted_effects/EAI_PRODUCTION_template_effects.txt

Code:
EAI_TEMPLATE_armor_template_upgrade = {
	if = {
		limit = {
			NOT = {
				has_country_flag = EAI_larm_template_upgrade
			} {
				EAI_amphibious_division_focus = yes
			}
			EAI_LARM_military_focus = yes
			has_country_flag = EAI_military_focus_config_finished
			num_of_military_factories = > 20
			has_tech = motorised_infantry basic_light_tank_chassis
			OR = {
				AND = {
					check_variable = {
						EAI_FOCUS/LAND/armor_focus = global.EAI_LARM_FOCUS
					}
					set_temp_variable = {
						_check_xp = 25
					}
					EAI_XP_has_army_check_xp = yes
				} {
					check_variable = {
						EAI_FOCUS/LAND/attachment = global.EAI_LARM_ATTACHMENT
					}
					set_temp_variable = {
						_check_xp = 100
					}
					EAI_XP_has_army_check_xp = yes
				}
				set_temp_variable = {
					_check_xp = 450
				}
				EAI_XP_has_army_check_xp = yes
			}
			EAI_STRATEGY_CHL_mass_infantry_prioritize_tanks = yes
			EAI_STRATEGY_CHL_wait_for_better_tanks = yes
		}
		set_country_flag = EAI_larm_template_upgrade
		if = {
			limit = {
				has_country_flag = EAI_template_upgrade_logging
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | TEMPLATES: EAI_larm_template_upgrade
		}
	} {
		limit = {
			NOT = {
				has_country_flag = EAI_marm_template_upgrade
			} {
				EAI_amphibious_division_focus = yes
			}
			EAI_MARM_military_focus = yes
			has_country_flag = EAI_military_focus_config_finished
			num_of_military_factories = > 20
			has_tech = motorised_infantry basic_medium_tank_chassis
			OR = {
				AND = {
					check_variable = {
						EAI_FOCUS/LAND/armor_focus = global.EAI_MARM_FOCUS
					}
					set_temp_variable = {
						_check_xp = 25
					}
					EAI_XP_has_army_check_xp = yes
				} {
					check_variable = {
						EAI_FOCUS/LAND/attachment = global.EAI_MARM_ATTACHMENT
					}
					set_temp_variable = {
						_check_xp = 100
					}
					EAI_XP_has_army_check_xp = yes
				}
				set_temp_variable = {
					_check_xp = 450
				}
				EAI_XP_has_army_check_xp = yes
			}
			EAI_STRATEGY_CHL_mass_infantry_prioritize_tanks = yes
			EAI_STRATEGY_CHL_wait_for_better_tanks = yes
		}
		set_country_flag = EAI_marm_template_upgrade
		if = {
			limit = {
				has_country_flag = EAI_template_upgrade_logging
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | TEMPLATES: EAI_marm_template_upgrade
		}
	} {
		limit = {
			NOT = {
				has_country_flag = EAI_harm_template_upgrade
			} {
		
# ... (truncated)
### Entity: National Focus
Component: wuw_HUN_secret_rearmament
Constructs: has_completed_focus, limit, add_ideas, completion_reward, has_game_rule, cancel_if_invalid, has_idea, swap_ideas
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_secret_rearmament
	icon = GFX_focus_secret_rearmament
	x = 55
	y = 0
	relative_position_id = wuw_HUN_end_the_regency
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_HISTORICAL
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	offset = {
		x = -25
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_end_the_regency
		}
	} {
		x = -10
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_reinstate_the_pragmatic_sanction
		}
	} {
		x = -3
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_invite_otto_to_the_throne
		}
	} {
		x = -3
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_the_old_habsburg_king
		}
	} {
		x = -8
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_abide_by_the_little_ententes_stipulations
		}
	} {
		x = -6
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_establishing_a_new_dynasty
		}
	} {
		x = -6
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_elect_a_democratic_king
		}
	} {
		x = -4
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_elect_a_fascist_king
		}
	} {
		x = -40
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_continue_the_regency
		}
	} {
		x = -6
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_strengthen_horthys_reign
		}
	} {
		x = -38
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_end_the_white_terror
		}
	} {
		x = -13
		y = 0
		trigger = {
			has_game_rule = {
				
# ... (truncated)
### Entity: Idea
Component: nordic_unified_defence_plan
Constructs: removal_cost
Source: game
File: common/ideas/r56_denmark.txt

Code:
nordic_unified_defence_plan = {
	removal_cost = -1
	picture = ast_volunteer_defence_corps
	modifier = {
		army_core_defence_factor = 0.1
		army_org_factor = 0.05
		cas_damage_reduction = 0.1
	}
}
### Entity: National Focus
Tree: arm_focus
Component: ARM_the_wilsonian_promise
Constructs: prerequisite, has_government, add_war_support, completion_reward, is_subject, add_state_claim
Source: game
File: common/national_focus/armenia.txt

Code:
focus = {
	id = ARM_the_wilsonian_promise
	icon = GFX_goal_ARM_wilson
	prerequisite = {
		focus = ARM_royal_guards ARM_hayk_youth
	}
	relative_position_id = ARM_royal_guards
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 8
	}
	available = {
		is_subject = no
		OR = {
			has_government = neutrality fascism
		}
	}
	completion_reward = {
		add_state_claim = 800 354
		add_war_support = 0.05
	}
}
### Entity: Idea
Component: FIN_finnish_navy_fake
Constructs: removal_cost
Source: game
File: common/ideas/finland.txt

Code:
FIN_finnish_navy_fake = {
	name = FIN_finnish_navy
	removal_cost = -1
	picture = FIN_finnish_navy
	allowed = {
		always = no
	}
	modifier = {
		experience_gain_navy_factor = 0.05
		mines_planting_by_fleets_factor = 0.05
		navy_anti_air_attack_factor = 0.05
		navy_spirit_category_type_cost_factor = -0.1
	}
}
### Entity: Scripted Trigger
Component: GER_is_additional_RKA_state
Source: game
File: common/scripted_triggers/GER_scripted_triggers.txt

Code:
GER_is_additional_RKA_state = {
	OR = {
		state = 275 719 681
	}
}
### Entity: Shared Focus
Tree: den_focus
Component: DEN_Rearm_the_Royal_Army
Constructs: shared_focus, add_equipment_to_stockpile, prerequisite, has_war, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_denmark.txt

Code:
shared_focus = {
	id = DEN_Rearm_the_Royal_Army
	icon = GFX_goal_DEN_coa_army
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 3
		modifier = {
			add = 10
			has_war = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT
	}
	prerequisite = {
		focus = DEN_Reestablish_Arms_Industries
	} {
		focus = DEN_Ramp_up_Conscription
	}
	x = -2
	y = 2
	relative_position_id = DEN_Reverse_the_Disarmament
	completion_reward = {
		effect_tooltip = {
			swap_ideas = {
				remove_idea = DEN_Disarmed_Military
				add_idea = DEN_Disarmed_Military_factory
			}
		}
		add_to_variable = {
			den_military_improved = 1
		}
		set_variable = {
			arms_production = 0.1
		}
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 500
			producer = DEN
		}
	}
}
### Entity: Achievement
Component: peters_pride
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, has_country_leader
Source: game
File: common/achievements.txt

Code:
peters_pride = {
	id = 117
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = YUG
	}
	happened = {
		has_country_leader = {
			character = YUG_peter_ii
			ruling_only = yes
		}
	}
}
### Entity: Decision
Component: SOV_anti_bolshevik_revolt
Source: game
File: common/decisions/categories/r56_SOV_decision_categories.txt

Code:
SOV_anti_bolshevik_revolt = {
	icon = sov_great_patriotic_war
	allowed = {
		original_tag = SOV
	}
	visible = {
		always = yes
	}
}
### Entity: Event
Component: news.70
Constructs: is_triggered_only, has_government, has_global_flag, set_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.70
	title = news.70.t
	desc = news.70.d
	picture = GFX_news_event_064
	major = yes
	trigger = {
		NOT = {
			has_global_flag = news.70_fired
		}
	}
	immediate = {
		set_global_flag = news.70_fired
	}
	is_triggered_only = yes
	option = {
		name = news.69.a
		trigger = {
			has_government = communism
		}
	} {
		name = news.69.b
		trigger = {
			NOT = {
				has_government = communism
			}
		}
	}
}
### Entity: Idea
Component: SAF_cheap_labor_3
Constructs: industrial_capacity_factory, removal_cost, conscription_factor
Source: game
File: common/ideas/south_africa.txt

Code:
SAF_cheap_labor_3 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_manpower_bonus
	modifier = {
		industrial_capacity_factory = 0.06
		industrial_capacity_dockyard = 0.06
		consumer_goods_factor = -0.2
		conscription_factor = -0.05
	}
}
### Entity: Idea
Component: AZR_generic_financial_expert
Source: game
File: common/ideas/azerbaijan.txt

Code:
AZR_generic_financial_expert = {
	picture = generic_political_advisor_india_2
	available = {

	}
	allowed = {
		original_tag = AZR
	}
	traits = {
		financial_expert
	}
}
### Entity: Idea
Component: EAI_DD_18/motorized_rocket_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_18/motorized_rocket_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		motorized_rocket_equipment = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: Event
Component: tfv_south_africa.94
Constructs: is_triggered_only, ai_chance, limit, set_politics, add_popularity, add_to_faction
Source: game
File: events/TFV_South_Africa.txt

Code:
country_event = {
	id = tfv_south_africa.94
	title = tfv_south_africa.94.t
	desc = tfv_south_africa.94.d
	picture = GFX_report_event_african_soldiers
	is_triggered_only = yes
	option = {
		name = tfv_south_africa.64.a
		ai_chance = {
			base = 100
		}
		GNA = {
			if = {
				limit = {
					SAF = {
						controls_state = 780
					}
				}
				transfer_state = 780
			}
		}
		SAF = {
			puppet = GNA
		}
	} {
		name = tfv_south_africa.64.b
		ai_chance = {
			base = 0
		}
		GNA = {
			if = {
				limit = {
					SAF = {
						controls_state = 780
					}
				}
				transfer_state = 780
			}
			hidden_effect = {
				set_politics = {
					ruling_party = communism
					elections_allowed = no
				}
				add_popularity = {
					ideology = communism
					popularity = 0.75
				}
			}
		}
		SAF = {
			add_to_faction = GNA
		}
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_every_man_will_do_his_duty
Constructs: prerequisite, remove_ideas, add_stability, completion_reward
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_every_man_will_do_his_duty
	prerequisite = {
		focus = ENG_global_defense
	}
	available = {

	}
	continue_if_invalid = yes
	icon = GFX_focus_generic_commonwealth_build_infantry
	x = -1
	y = 1
	relative_position_id = ENG_global_defense
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_stability = -0.1
		remove_ideas = ENG_the_war_to_end_all_wars
	}
}
### Entity: Idea
Component: EAI_INSANE/cv_small_plane_suicide_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_INSANE/cv_small_plane_suicide_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_suicide_airframe = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: Character
Component: MRT_stc
Source: game
File: common/characters/MRT.txt

Code:
MRT_stc = {
	advisor = {
		slot = political_advisor
		idea_token = MRT_stc
		allowed = {
			original_tag = MRT
		}
		traits = {
			smooth_talking_charmer
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: Character
Component: SPR_concealment_military_council
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPR_concealment_military_council = {
	name = SPR_concealment_military_council
	portraits = {
		army = {
			small = GFX_idea_SPR_anarchist_council
		}
	}
	advisor = {
		slot = high_command
		idea_token = SPR_concealment_military_council
		ledger = army
		allowed = {
			has_dlc = La Resistance
			original_tag = SPR
		}
		visible = {
			NOT = {
				tag = SPA SPB
			}
			has_completed_focus = SPR_regional_defense_council_of_aragon
		}
		available = {
			has_completed_focus = SPR_regional_defense_council_of_aragon SPR_masters_of_our_own_fate
			custom_trigger_tooltip = {
				tooltip = SPR_not_nationalist_spain_tt
				NOT = {
					tag = SPA
				}
			}
		}
		traits = {
			army_concealment_2
		}
		cost = 100
	}
}
### Entity: Idea
Component: RAJ_princely_states_donations
Constructs: has_government, removal_cost, autonomy_gain
Source: game
File: common/ideas/british_raj.txt

Code:
RAJ_princely_states_donations = {
	picture = generic_production_bonus
	allowed = {
		original_tag = RAJ
	}
	allowed_civil_war = {
		NOT = {
			OR = {
				has_government = communism fascism
			}
		}
	}
	removal_cost = -1
	modifier = {
		autonomy_gain = -0.4
		consumer_goods_factor = -0.1
	}
}
### Entity: Order of Battle
Component: Alaska Defense Command
Constructs: division_template
Source: game
File: history/units/USA_1936.txt

Code:
division = {
	name = Alaska Defense Command
	location = 13091
	division_template = Infantry Division
	start_experience_factor = 0.2
	start_equipment_factor = 0.15
}
### Entity: Unit Template
Component: AMENGL_MEC_01
Source: game
File: common/units/names_divisions/ENGL_names_divisions.txt

Code:
AMENGL_MEC_01 = {
	name = Mechanized Division
	for_countries = {
		LIB
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		BRENGL_INF_01
	}
	fallback_name = %dth Mechanized Division
	ordered = {
		1 = {
			%dst Mechanized Division
		}
		2 = {
			%dnd Mechanized Division
		}
		3 = {
			%drd Mechanized Division
		}
		4 = {
			%dth Mechanized Division
		}
		5 = {
			%dth Mechanized Division
		}
		6 = {
			%dth Mechanized Division
		}
		7 = {
			%dth Mechanized Division
		}
		8 = {
			%dth Mechanized Division
		}
		9 = {
			%dth Mechanized Division
		}
		10 = {
			%dth Mechanized Division
		}
	}
}
### Entity: Scripted Trigger
Component: DIPLOMACY_JOIN_ALLY_ENABLE_TRIGGER
Constructs: limit, has_country_flag, has_global_flag, has_war_with_non_exiled_country, has_dlc, has_idea, is_subject
Source: game
File: common/scripted_triggers/diplomacy_scripted_triggers.txt

Code:
DIPLOMACY_JOIN_ALLY_ENABLE_TRIGGER = {
	if = {
		limit = {
			NOT = {
				has_global_flag = ethiopia_recognized_flag
			}
			OR = {
				ROOT = {
					tag = ETH
				}
				FROM = {
					tag = ETH
				}
			}
		}
		custom_trigger_tooltip = {
			tooltip = LON_NON_INTERFERENCE_RESOLUTION_JOIN
			always = no
		}
	} {
		limit = {
			FROM = {
				NOT = {
					has_war_with_non_exiled_country = yes
				}
			}
		}
		custom_trigger_tooltip = {
			tooltip = RULE_NON_GIE_JOIN
			always = no
		}
	} {
		limit = {
			has_dlc = Arms Against Tyranny
			ROOT = {
				original_tag = ICE
				has_idea = neutrality_idea
				is_subject = yes
			}
		}
		custom_trigger_tooltip = {
			tooltip = ICELAND_HAS_DECLARED_NEUTRALITY_JOIN
			always = no
		}
	} {
		limit = {
			has_dlc = Arms Against Tyranny
			ROOT = {
				original_tag = DEN
				has_country_flag = DEN_is_protectorate_flag
				is_subject = yes
			}
		}
		custom_trigger_tooltip = {
			tooltip = DENMARK_IS_A_PUPPET_JOIN
			always = no
		}
	}
}
### Entity: Idea
Component: FIN_fortification_effort
Constructs: removal_cost
Source: game
File: common/ideas/finland.txt

Code:
FIN_fortification_effort = {
	picture = generic_fortify_the_borders
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		production_speed_bunker_factor = 0.2
	}
}
### Entity: Unit Template
Component: DDR_MEC_01
Source: game
File: common/units/names_divisions/DDR_names_divisions.txt

Code:
DDR_MEC_01 = {
	name = Mechanized Divisions
	for_countries = {
		DDR
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		DDR_INF_01
	}
	fallback_name = %d. Motorisierte-Schützen-Division
	ordered = {
		1 = {
			%d. Motorisierte-Schützen-Division
		}
		4 = {
			%d. Motorisierte-Schützen-Division
		}
		7 = {
			%d. Motorisierte-Schützen-Division
		}
		8 = {
			%d. Motorisierte-Schützen-Division
		}
		9 = {
			%d. Motorisierte-Schützen-Division
		}
		11 = {
			%d. Motorisierte-Schützen-Division
		}
		6 = {
			%d. Motorisierte-Schützen-Division
		}
		10 = {
			%d. Motorisierte-Schützen-Division
		}
		17 = {
			%d. Motorisierte-Schützen-Division
		}
		19 = {
			%d. Motorisierte-Schützen-Division
		}
		20 = {
			%d. Motorisierte-Schützen-Division
		}
		21 = {
			%d. Motorisierte-Schützen-Division
		}
		22 = {
			%d. Motorisierte-Schützen-Division
		}
		23 = {
			%d. Motorisierte-Schützen-Division
		}
		24 = {
			%d. Motorisierte-Schützen-Division
		}
		25 = {
			%d. Motorisierte-Schützen-Division
		}
		26 = {
			%d. Motorisierte-Schützen-Division
		}
		27 = {
			%d. Motorisierte-Schützen-Division
		}
		28 = {
			%d. Motorisierte-Schützen-Division
		}
		29 = {
			%d. Motorisierte-Schützen-Division
		}
		30 = {
			%d. Motorisierte-Schützen-Division
		}
		100 = {
			Wach-Division Feliks Dzierzynski
		}
	}
}
### Entity: Event
Component: BBA_ethiopia_balance_of_power_events.25
Constructs: is_triggered_only, ai_chance, limit, add_ideas, set_technology, has_tech
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_balance_of_power_events.25
	title = BBA_ethiopia_balance_of_power_events.25.t
	desc = BBA_ethiopia_balance_of_power_events.25.desc
	is_triggered_only = yes
	picture = GFX_report_event_ETH_ethiopian_warriors
	option = {
		name = BBA_ethiopia_balance_of_power_events.25.a
		ai_chance = {
			base = 10
		}
		add_ideas = ETH_political_officers
		IF = {
			limit = {
				NOT = {
					OR = {
						has_tech = tech_military_police
					}
				}
			}
			set_technology = {
				tech_military_police = 1
			}
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template
Source: game
File: history/units/KUR_1936.txt

Code:
division = {
	location = 3916
	division_template = Beşa Piyadeyên
	start_experience_factor = 0.1
	start_equipment_factor = 0.8
}
### Entity: Event
Component: BBA_italo_ethiopian_war_events.02
Constructs: is_triggered_only, ai_chance, has_war_with, fire_only_once
Source: game
File: events/BBA_ItaloEthiopianWar.txt

Code:
country_event = {
	id = BBA_italo_ethiopian_war_events.02
	title = BBA_italo_ethiopian_war_events.02.t
	desc = BBA_italo_ethiopian_war_events.02.desc
	picture = GFX_report_event_gre_italian_troops
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {

	}
	trigger = {
		has_war_with = ETH
	}
	option = {
		name = BBA_italo_ethiopian_war_events.02.a
		ai_chance = {
			base = 10
		}
	}
}