Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: bel_focus
Component: BEL_aid_for_spain
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, has_civil_war, add_relation_rule_override
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_aid_for_spain
	icon = GFX_focus_intervention_spain_republic
	prerequisite = {
		focus = BEL_trade_union_support
	}
	relative_position_id = BEL_trade_union_support
	x = -1
	y = 1
	cost = 5
	available = {
		SPR_scw_in_progress = yes
		any_country = {
			original_tag = SPR
			OR = {
				has_government = democratic communism
			}
			exists = yes
		}
	}
	completion_reward = {
		IF = {
			limit = {
				any_country = {
					original_tag = SPR
					OR = {
						has_government = democratic communism
					}
					exists = yes
					has_civil_war = yes
				}
				SPR_scw_in_progress = yes
			}
			add_relation_rule_override = {
				target = SPD
				can_send_volunteers = yes
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_ideas = BEL_volunteer_effort1_ns
		}
		ELSE = {
			add_relation_rule_override = {
				target = SPR
				can_send_volunteers = yes
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_ideas = BEL_volunteer_effort1_ns
		}
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_worker_management_act
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, has_idea_with_trait, cancel_if_invalid, add_popularity
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_worker_management_act
	icon = GFX_goal_generic_production
	x = 0
	y = 1
	prerequisite = {
		focus = USA_guarantee_the_american_dream
	}
	relative_position_id = USA_guarantee_the_american_dream
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		congress_high_support_trigger = yes
		OR = {
			has_idea_with_trait = communist_revolutionary
			has_government = communism
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY FOCUS_FILTER_USA_CONGRESS
	}
	completion_reward = {
		add_ideas = USA_worker_management_act
		if = {
			limit = {
				communism = > 0.3
				not = {
					has_government = communism
				}
			}
			USA_congress_medium_opposition = yes
		}
		else_if = {
			limit = {
				communism = < 0.3
				not = {
					has_government = communism
				}
			}
			USA_congress_large_opposition = yes
			add_popularity = {
				ideology = communism
				popularity = 0.05
			}
		}
		USA_great_depression_level_down = yes
	}
}
### Entity: Idea
Component: JAP_royal_support_for_civilian_government_idea
Constructs: removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_royal_support_for_civilian_government_idea = {
	picture = generic_political_support
	removal_cost = -1
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_weekly = 0.001
		war_support_weekly = 0.001
	}
}
### Entity: Decision
Component: wehrmacht_demands
Source: game
File: common/decisions/categories/SS_decision_categories.txt

Code:
wehrmacht_demands = {
	allowed = {
		original_tag = GER
	}
}
### Entity: Scripted Localization
Component: defined_text
Constructs: has_completed_focus
Source: game
File: common/scripted_localisation/r56_GER_scripted_localisation.txt

Code:
defined_text = {
	name = GER_kpd_in_coalition_desc_scripted
	text = {
		trigger = {
			NOT = {
				GER = {
					has_completed_focus = GER_shake_off_the_fascist_yoke
				}
			}
		}
		localization_key = GER_kpd_in_coalition1_desc
	} {
		trigger = {
			GER = {
				has_completed_focus = GER_shake_off_the_fascist_yoke
			}
		}
		localization_key = GER_kpd_in_coalition2_desc
	}
}
### Entity: Unit Template
Component: JAP_BB_HISTORICAL
Source: game
File: common/units/names_ships/JAP_ship_names.txt

Code:
JAP_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		JAP
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	fallback_name = Senkan %d -go
	unique = {
		Hiei Yamato Musashi Tosa Kii Owari Iwami Sagami Suwo Hizen Tango Iki Fuso Yamashiro Ise Hyuga Nagato Mutsu Haruna Kirishima Kaga Shinano Dewa Hitachi Noto Hida Mino Mikawa Suruga Kai Izumi Kawachi Iga Tanba Sanuki Awa Satsuma Osumi Aki Settsu Tajima Iyo Omi
	}
}
### Entity: Idea
Component: liberty_ships_focus
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/usa.txt

Code:
liberty_ships_focus = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		amphibious_invasion = 0.1
	}
	equipment_bonus = {
		convoy = {
			instant = yes
			build_cost_ic = -0.25
		}
	}
}
### Entity: Technology
Component: bba_strategic_airlifter
Constructs: is_major, enable_equipments, research_cost
Source: game
File: common/technologies/bba_air_techs.txt

Code:
technology = {
	enable_equipments = {
		transport_plane_equipment_3
	}
	research_cost = 2
	start_year = 1945
	folder = {
		name = bba_air_techs_folder
		position = {
			x = @transport_plane_x
			y = 12
		}
	}
	categories = {
		air_equipment transport_planes_cat
	}
	special_project_specialization = {
		specialization_air
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			is_major = yes
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/ALB_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 9914
	division_template = Këmbësori Pjesëtim
	start_experience_factor = 0.2
	start_equipment_factor = 0.3
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_open_border_agreements
Constructs: prerequisite, completion_reward, add_political_power, unlock_decision_tooltip
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_open_border_agreements
	icon = GFX_focus_GER_customs_union
	cost = 5
	x = -2
	y = 1
	relative_position_id = LUX_privatisation_drive
	prerequisite = {
		focus = LUX_privatisation_drive LUX_fair_economy
	}
	completion_reward = {
		add_political_power = 25
		custom_effect_tooltip = generic_skip_one_line_tt
		unlock_decision_tooltip = LUX_open_border_agreement_france LUX_open_border_agreement_belgium LUX_open_border_agreement_netherlands
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: AI Strategy
Component: force_build_no_div_is_major
Constructs: is_major, force_build_no_div_is_major, force_build_armies
Source: game
File: common/ai_strategy/r56_default.txt

Code:
force_build_no_div_is_major = {
	allowed = {
		is_major = yes
	}
	enable = {
		num_divisions = < 76
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = force_build_armies
		value = 1
	}
}
### Entity: Character
Component: army_chief_old_guard
Source: game
File: common/country_leader/00_traits.txt

Code:
army_chief_old_guard = {
	sprite = 5
	experience_gain_army = @chief_experience_gain_low
	max_command_power = 10
	ai_will_do = {
		factor = 0.5
		modifier = {
			factor = 0
			command_power = < @tier1_cp_cost
		}
	}
}
### Entity: Idea
Component: KHI_german_military_tactics
Constructs: removal_cost
Source: game
File: common/ideas/khiva.txt

Code:
KHI_german_military_tactics = {
	allowed = {
		original_tag = KHI
	}
	allowed_civil_war = {
		always = yes
	}
	picture = german_advisors
	removal_cost = -1
	modifier = {
		land_doctrine_cost_factor = -0.1
		experience_gain_army = 0.05
		army_org_Factor = 0.05
	}
}
### Entity: Idea
Component: VEN_fuerzas_venezolanas_del_interior_2
Source: game
File: common/ideas/r56_venezuela.txt

Code:
VEN_fuerzas_venezolanas_del_interior_2 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = ast_classify_aliens
	modifier = {
		compliance_growth_on_our_occupied_states = -0.1
	}
}
### Entity: Idea
Component: ISR_economic_plan
Constructs: removal_cost
Source: game
File: common/ideas/israel.txt

Code:
ISR_economic_plan = {
	picture = communist_central_management
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_factor = 0.05
		production_factory_efficiency_gain_factor = 0.1
		production_factory_start_efficiency_factor = 0.05
		production_factory_max_efficiency_factor = 0.05
	}
}
### Entity: Technology
Component: BEL_chasseurs_ardennais_ncns
Constructs: research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	allow = {
		always = no
	}
	research_cost = 1
	start_year = 1936
	category_rangers = {
		hills = {
			movement = 0.1
			attack = 0.15
			defence = 0.15
		}
		mountain = {
			movement = 0.05
			attack = 0.05
		}
	}
}
### Entity: Decision
Component: EST_vaps_revolt_category
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/BALTIC_decision_categories.txt

Code:
EST_vaps_revolt_category = {
	icon = GFX_decision_category_generic_fascism
	allowed = {
		original_tag = EST
		has_dlc = No Step Back
	}
	visible = {
		NOT = {
			has_completed_focus = BALTIC_overthrow_the_government
		}
	}
	priority = 10
}
### Entity: Idea
Component: idea_JUNO_truck_production_cost
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/chile.txt

Code:
idea_JUNO_truck_production_cost = {
	removal_cost = -1
	allowed = {
		OR = {
			original_tag = URG PAR BOL BRA ARG CHL
		}
	}
	allowed_civil_war = {
		always = yes
	}
	equipment_bonus = {
		motorized_equipment = {
			instant = yes
			build_cost_ic = -0.15
			reliability = 0.05
		}
		mechanized_equipment = {
			instant = yes
			build_cost_ic = -0.1
			reliability = 0.05
		}
	}
	modifier = {

	}
}
### Entity: Modifier Reference
Construct: war_support_reduction_on_damage
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## war_support_reduction_on_damage

* Number with 1 decimal places
* **Categories**: army, defensive
### Entity: Idea
Component: EAI_DD_14/heavy_tank_amphibious_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_14/heavy_tank_amphibious_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_amphibious_chassis = {
			build_cost_ic = -0.35
			instant = yes
		}
	}
}
### Entity: Scripted Trigger
Component: DEN_royal_ai
Constructs: has_country_flag, has_game_rule
Source: game
File: common/scripted_triggers/DEN_scripted_triggers.txt

Code:
DEN_royal_ai = {
	OR = {
		has_country_flag = DEN_AI_RANDOM_MONARCHIST_PLAN
		has_game_rule = {
			rule = DEN_ai_behavior
			option = DEN_monarchist_plan
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_textile_industry
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_textile_industry
	available = {
		OR = {
			has_full_control_of_state = 179 112
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = POR_food_industries
	}
	icon = GFX_goal_generic_trade
	x = 0
	y = 1
	relative_position_id = POR_food_industries
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				has_full_control_of_state = 179
			}
			179 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				has_full_control_of_state = 112
			}
			112 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				has_full_control_of_state = 795
			}
			795 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Country History
Country: GEO
Component: GEO_technology
Constructs: set_technology
Source: game
File: history/countries/GEO - Georgia.txt

Code:
# Starting Technologies for GEO
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_military_police = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	paratroopers = 1
	gw_artillery = 1
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_fascist_oil_nationalization
Constructs: prerequisite, limit, remove_ideas, has_war_with, add_opinion_modifier, completion_reward, is_puppet_of, set_country_flag
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_fascist_oil_nationalization
	icon = GFX_focus_IRQ_nationalize_the_anglo_iraqi_oil_company
	prerequisite = {
		focus = IRQ_political_purification
	}
	x = 0
	y = 1
	relative_position_id = IRQ_political_purification
	available = {
		controls_state = 1048 1045
		NOT = {
			is_puppet_of = ENG
		}
	}
	cost = 10
	ai_will_do = {
		factor = 100
	}
	available_if_capitulated = yes
	completion_reward = {
		remove_ideas = IRQ_oil_concessions
		hidden_effect = {
			set_country_flag = IRQ_nationalized_oil_fields
		}
		ENG = {
			remove_resource_rights = 1048 1045
			if = {
				limit = {
					NOT = {
						has_war_with = ROOT
						is_subject_of = ROOT
					}
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = sanctions
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_OIL
	}
}
### Entity: Event
Component: news.149
Constructs: has_war_with, is_owned_by, has_global_flag, set_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.149
	title = news.112.t
	desc = news.149.d
	picture = GFX_news_event_052
	major = yes
	trigger = {
		any_other_country = {
			original_tag = SPR
			controls_state = 118
			has_war_with = ENG
		}
		118 = {
			is_owned_by = ENG
		}
		NOT = {
			AND = {
				has_global_flag = spanish_civil_war
				NOT = {
					has_global_flag = scw_over
				}
			}
		} {
			has_global_flag = fall_of_gibraltar_spa
		}
	}
	immediate = {
		set_global_flag = fall_of_gibraltar_spa
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = news.145.a
		trigger = {
			NOT = {
				original_tag = SPR
			} {
				tag = ENG
			}
		}
	} {
		name = news.132.b
		trigger = {
			original_tag = SPR
		}
	} {
		name = news.100.c
		trigger = {
			TAG = ENG
		}
	}
}
### Entity: Character
Component: POL_roman_dmowski
Constructs: has_completed_focus, limit, has_country_flag, has_dlc, has_autonomy_state, has_game_rule
Source: game
File: common/characters/POL.txt

Code:
POL_roman_dmowski = {
	name = POL_roman_dmowski
	portraits = {
		civilian = {
			large = GFX_portrait_POL_roman_dmowski
		}
		army = {
			small = GFX_portrait_POL_roman_dmowski_small
		}
	}
	advisor = {
		cost = 100
		slot = political_advisor
		idea_token = POL_roman_dmowski
		allowed = {
			original_tag = POL
		}
		available = {
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				NOT = {
					has_autonomy_state = autonomy_supervised_state
				}
			} {
				limit = {
					has_dlc = Poland: United and Ready
					NOT = {
						has_dlc = No Step Back
					}
				}
				has_completed_focus = POL_restore_the_sejm
			} {
				limit = {
					has_dlc = No Step Back
				}
				has_completed_focus = POL_nationalist_constitution
			}
		}
		traits = {
			fascist_demagogue
		}
		ai_will_do = {
			factor = 0.0
			modifier = {
				add = 100.0
				OR = {
					has_country_flag = POL_AI_RANDOM_FASCIST
					has_game_rule = {
						rule = POL_ai_behavior
						option = FASCIST
					}
				}
			}
		}
	}
	country_leader = {
		ideology = fascism_ideology
		expire = 1965.1.1.1
		id = -1
		traits = {
			father_of_polish_nationalism
		}
	}
}
### Entity: Character
Component: LIT_antanas_snieckus
Constructs: has_completed_focus, limit
Source: game
File: common/characters/LIT.txt

Code:
LIT_antanas_snieckus = {
	name = LIT_antanas_snieckus
	portraits = {
		civilian = {
			large = GFX_portrait_LIT_antanas_snieskus
		}
		army = {
			small = GFX_idea_LIT_antanas_snieskus
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = LIT_antanas_snieckus
		allowed = {
			original_tag = LIT
		}
		available = {
			if = {
				limit = {
					has_DLC = No Step Back
				}
				has_completed_focus = BALTIC_restore_workers_republic
			}
		}
		traits = {
			communist_revolutionary
		}
		ai_will_do = {
			factor = 0
		}
	}
	country_leader = {
		ideology = stalinism
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: State History
Component: 1033
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1033-Helgeland.txt

Code:
state = {
	id = 1033
	name = STATE_1033
	manpower = 88812
	state_category = rural
	resources = {
		steel = 3
		tungsten = 5
	}
	history = {
		owner = NOR
		add_core_of = NOR SMI
		add_to_array = {
			state_victory_points = 3048
		}
		victory_points = {
			3048 1
		}
		buildings = {
			infrastructure = 2
		}
	}
	provinces = {
		173 3048 3088 3126 6071 6111 6187 9208
	}
	local_supplies = 0.0
}
### Entity: Event
Component: belgium.31
Constructs: is_triggered_only, fire_only_once, set_global_flag
Source: game
File: events/BEL_events.txt

Code:
news_event = {
	id = belgium.31
	title = bel_cityfall.3.t
	desc = bel_cityfall.3.d
	picture = GFX_news_event_fall_of_moscow
	major = yes
	fire_only_once = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_moscow_bel
	}
	option = {
		name = bel_cityfall.3.a
		trigger = {
			NOT = {
				TAG = SOV BEL
			}
		}
	} {
		name = bel_cityfall.3.b
		trigger = {
			TAG = BEL
		}
	} {
		name = bel_cityfall.3.c
		trigger = {
			TAG = SOV
		}
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_increase_military_investment
Constructs: prerequisite, limit, every_country, completion_reward, is_in_faction_with, random_core_state, is_fully_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_increase_military_investment
	icon = GFX_focus_generic_reorient_production
	prerequisite = {
		focus = FIN_military_aid FIN_industrialize_the_region
	}
	x = 1
	y = 1
	relative_position_id = FIN_military_aid
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = FIN_increase_military_investment_building_tt
		if = {
			limit = {
				any_allied_country = {
					NORDIC_is_nordic = yes
				}
			}
			every_country = {
				limit = {
					NORDIC_is_nordic = yes
					OR = {
						tag = ROOT
						is_in_faction_with = ROOT
					}
				}
				random_core_state = {
					limit = {
						is_fully_controlled_by = PREV
						free_building_slots = {
							building = arms_factory
							size = > 1
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = arms_factory
						level = 2
						instant_build = yes
					}
				}
				hidden_effect = {
					if = {
						limit = {
							NOT = {
								original_tag = FIN
							}
						}
						country_event = {
							id = AAT_finland_misc_events.06
							hours = 1
						}
					}
				}
			}
		}
		else = {
			random_core_state = {
				limit = {
					is_fully_controlled_by = PREV
					free_building_slots = {
						building = arms_factory
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: Di 1 Jiandui
Source: game
File: history/units/PRC_1936_naval_mtg.txt

Code:
fleet = {
	name = Di 1 Jiandui
	naval_base = 7014
	task_force = {
		name = Di 1 Jiandui
		location = 7014
		ship = {
			name = Ninghai
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = PRC
					version_name = Ninghai Class
				}
			}
		} {
			name = Haiqi
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = PRC
					version_name = Haiqi Class
				}
			}
		} {
			name = Hairong
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = PRC
					version_name = Hairong Class
				}
			}
		} {
			name = Haichen
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = PRC
					version_name = Hairong Class
				}
			}
		} {
			name = Haichou
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = PRC
					version_name = Hairong Class
				}
			}
		} {
			name = Zhaohe
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = PRC
					version_name = Hairong Class
				}
			}
		} {
			name = Yingrui
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = PRC
					version_name = Hairong Class
				}
			}
		} {
			name = Dadong
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = PRC
					version_name = Jianwei Class
				}
			}
		} {
			name = Zejiang
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = PRC
					version_name = Jianwei Class
				}
			}
		}
	}
}
### Entity: Event
Component: ss_recruitment_event.26
Constructs: is_triggered_only, create_country_leader, limit, remove_ideas, has_country_flag, has_idea, check_variable, add_country_leader_role
Source: game
File: events/ss_recruitment_event.txt

Code:
country_event = {
	id = ss_recruitment_event.26
	title = ss_recruitment_event.26.t
	desc = ss_recruitment_event.26.desc
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = ss_recruitment_event.26.a
		if = {
			limit = {
				has_idea = goering
			}
			remove_ideas = goering
		} {
			limit = {
				check_variable = {
					var = wehrmacht_anger
					value = 30
					compare = greater_than_or_equals
				}
			}
			start_civil_war = {
				ideology = neutrality
				size = 0.4
			}
		}
		hidden_effect = {

		}
	} {
		name = ss_recruitment_event.26.b
		trigger = {
			NOT = {
				has_country_flag = GER_SS_Goering_dead
			}
		}
		kill_country_leader = yes
		if = {
			limit = {
				has_idea = heinrich_himmler
			}
			remove_ideas = heinrich_himmler
		} {
			limit = {
				check_variable = {
					var = wehrmacht_anger
					value = 50
					compare = greater_than_or_equals
				}
			}
			start_civil_war = {
				ideology = neutrality
				size = 0.4
			}
		}
		GER_hermann_goring = {
			add_country_leader_role = {
				promote_leader = yes
				country_leader = {
					ideology = nazism
					expire = 1965.1.1.1
					traits = {

					}
				}
			}
		}
		hidden_effect = {

		}
	} {
		name = ss_recruitment_event.26.c
		kill_country_leader = yes
		if = {
			limit = {
				has_idea = heinrich_himmler
			}
			remove_ideas = heinrich_himmler
		}
		create_country_leader = {
			name = Günther von Kluge
			desc = POLITICS_HEINRICH_HIMMLER_DESC
			picture = GFX_portrait_Gunther_von_Kluge
			expire = 1965.1.1
			ideology = despotism
			traits = {

			}
		}
		set_party_name = {
			ideology = neutrality
			long_name = GER_neutrality_party_civil_war
			name = GER_neutrality_party_civil_war
		}
		start_civil_war = {
			ruling_party = neutrality
			ideology = fascism
			size = 0.4
		}
		hidden_effect = {

		}
		set_variable = {
			var = wehrmacht_anger
			value = 0
		} {
			var = SS_anger
			value = 0
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/KAZ_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 4
	}
	location = 1591
	division_template = Strelkovaya Diviziya
	start_experience_factor = 0.2
	start_equipment_factor = 0.85
}