Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: bel_focus
Component: BEL_launch_V_campaign
Constructs: prerequisite, limit, add_ideas, completion_reward, has_defensive_war, has_capitulated, is_in_faction_with, has_war_together_with
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_launch_V_campaign
	icon = GFX_goal_v_campaign
	mutually_exclusive = {
		focus = BEL_why_we_fight
	}
	prerequisite = {
		focus = BEL_benelux_faction BEL_join_britain_alliance BEL_armed_neutrality
	}
	available = {
		has_defensive_war = yes
		has_capitulated = yes
		is_in_faction_with = ENG
		has_war_together_with = ENG
		ENG = {
			has_capitulated = no
		}
	}
	relative_position_id = BEL_why_we_fight
	x = 2
	y = 0
	cost = 10
	ai_will_do = {
		base = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = BEL_v_for_victory
		custom_effect_tooltip = v_campaign_tooltip
		hidden_effect = {

		}
		create_corps_commander = {
			name = Jean-Baptiste Piron
			portrait_path = gfx/leaders/BEL/Portrait_BEL_Jean-Baptiste_Piron.dds
			traits = {
				cavalry_leader combined_arms_expert
			}
			skill = 4
			attack_skill = 4
			defense_skill = 2
			planning_skill = 3
			logistics_skill = 4
		}
		if = {
			limit = {
				has_dlc = La Resistance
			}
			if = {
				limit = {
					has_intelligence_agency = no
				}
				create_intelligence_agency = yes
			}
			create_operative_leader = {
				name = Philippe de Liedekerke
				portrait_path = gfx/leaders/Europe/portrait_europe_generic_operative_male_7.dds
				traits = {
					operative_infiltrator operative_escape_artist
				}
				bypass_recruitment = no
				available_to_spy_master = yes
				nationalities = {
					BEL
				}
			} {
				name = Idesbald Floor
				portrait_path = gfx/leaders/Europe/portrait_europe_generic_operative_male_9.dds
				traits = {
					operative_demolition_expert
				}
				bypass_recruitment = no
				available_to_spy_master = yes
				nationalities = {
					ENG BEL
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_ESPIONAGE
	}
}
### Entity: Idea
Component: fin_offensive
Constructs: army_attack_factor, removal_cost
Source: game
File: common/ideas/r56_finland.txt

Code:
fin_offensive = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_intel_bonus
	modifier = {
		army_attack_factor = 0.1
	}
}
### Entity: Decision
Component: SPR_the_seeds_of_revolution
Constructs: has_completed_focus, division_template, add_equipment_to_stockpile, limit, political_power_gain, has_war_with, has_country_flag, fire_only_once
Source: game
File: common/decisions/SPR.txt

Code:
SPR_the_seeds_of_revolution = {
	SPR_integrate_commune_1 = {
		name = SPR_integrate_commune
		icon = generic_nationalism
		allowed = {
			original_tag = SPR
		}
		available = {
			FROM = {
				compliance = > 50
				OR = {
					is_island_state = yes
					any_neighbor_state = {
						is_core_of = ROOT
					}
				}
			}
		}
		state_target = yes
		on_map_mode = map_only
		target_array = controlled_states
		target_trigger = {
			has_completed_focus = SPR_global_defense_council
			FROM = {
				NOT = {
					is_core_of = ROOT
				}
				OR = {
					is_island_state = yes
					any_neighbor_state = {
						is_core_of = ROOT
					}
				} {
					NOT = {
						is_owned_by = ROOT
					} {
						state = 41 165 166 167 168 169 170 171 172 173 174 175 176 788 789 790 791 792 793 794
					}
				}
				compliance = > 35
			}
		}
		cost = 50
		fire_only_once = yes
		days_remove = 60
		modifier = {
			political_power_gain = -1
		}
		visible = {
			tag = SPC
			has_completed_focus = SPR_global_defense_council
			always = yes
		}
		complete_effect = {

		}
		remove_effect = {
			FROM = {
				add_core_of = ROOT
			}
			transfer_state = FROM
		}
	}
	SPR_integrate_commune_2 = {
		name = SPR_integrate_commune
		icon = generic_nationalism
		allowed = {
			original_tag = SPR
		}
		available = {
			FROM = {
				compliance = > 50
				NOT = {
					is_island_state = yes
					any_neighbor_state = {
						is_core_of = ROOT
					}
				}
			}
		}
		state_target = yes
		on_map_mode = map_only
		target_array = controlled_states
		target_trigger = {
			has_completed_focus = SPR_global_defense_council
			FROM = {
				NOT = {
					is_core_of = ROOT
				} {
					is_island_state = yes
					any_neighbor_state = {
						is_core_of = ROOT
					}
				}
				OR = {
					NOT = {
						is_owned_by = ROOT
					} {
						state = 41 165 166 167 168 169 170 171 172 173 174 175 176 788 789 790 791 792 793 794
					}
				}
				compliance = > 35
			}
		}
		cost = 150
		fire_only_once = yes
		days_remove = 90
		modifier = {
			political_power_gain = -1
		}
		visible = {
			tag = SPC
			has_completed_focus = SPR_global_defense_council
			always = yes
		}
		complete_effect = {

		}
		remove_effect = {
			FROM = {
				add_core_of = ROOT
			}
			transfer_state = FROM
		}
	}
	SPR_ignite_uprising = {
		icon = generic_ignite_civil_war
		allowed = {
			original_tag = SPR
		}
		available = {
			FROM = {
				has_civil_war = no
		
# ... (truncated)
### Entity: Unit Template
Component: AFA_INF_02
Source: game
File: common/units/names_divisions/AFA_names_divisions.txt

Code:
AFA_INF_02 = {
	name = Aussa Sefari
	for_countries = {
		AFA
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d Aussa Sefari
	ordered = {

	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_military_independence
Constructs: prerequisite, add_ideas, has_government, completion_reward, is_subject_of, add_autonomy_score
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_military_independence
	icon = GFX_focus_generic_fascist_troops
	prerequisite = {
		focus = SWE_economic_independence SWE_economic_integration
	}
	mutually_exclusive = {
		focus = SWE_military_integration
	}
	x = 0
	y = 1
	relative_position_id = SWE_economic_independence
	cost = 10
	available = {
		is_subject_of = GER
		has_government = fascism
	}
	search_filters = {
		FOCUS_FILTER_AIR_XP FOCUS_FILTER_ARMY_XP FOCUS_FILTER_NAVY_XP
	}
	completion_reward = {
		add_autonomy_score = {
			value = 300
		}
		army_experience = 10
		navy_experience = 10
		air_experience = 10
		add_ideas = SWE_ger_defense
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_the_italo-ethiopian_empire
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, is_subject_of, has_civil_war, is_or_will_be_gojjam
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_the_italo-ethiopian_empire
	icon = GFX_focus_ETH_the-italo_ethiopian_empire
	prerequisite = {
		focus = ETH_the_italian_language
	} {
		focus = ETH_compensation
	}
	x = 1
	y = 1
	relative_position_id = ETH_the_italian_language
	cost = 10
	available = {
		is_subject_of = ITA
		ITA = {
			has_civil_war = no
			OR = {
				has_government = fascism
				has_completed_focus = ITA_monarchia_d_italia
				hidden_trigger = {
					has_government = neutrality
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = ETH_the_italo-ethiopian_empire_tt
		IF = {
			limit = {
				is_or_will_be_gojjam = yes
			}
			add_state_claim = 551 886 883
			add_to_array = {
				ETH_promised_states_array = 551
			} {
				ETH_promised_states_array = 886
			} {
				ETH_promised_states_array = 883
			}
			551 = {
				add_dynamic_modifier = {
					modifier = ETH_arranged_expansion_modifier
				}
			}
			886 = {
				add_dynamic_modifier = {
					modifier = ETH_arranged_expansion_modifier
				}
			}
			883 = {
				add_dynamic_modifier = {
					modifier = ETH_arranged_expansion_modifier
				}
			}
		} {
			limit = {
				is_or_will_be_jimma = yes
			}
			add_state_claim = 269 884 906
			add_to_array = {
				ETH_promised_states_array = 269
			} {
				ETH_promised_states_array = 884
			} {
				ETH_promised_states_array = 906
			}
			269 = {
				add_dynamic_modifier = {
					modifier = ETH_arranged_expansion_modifier
				}
			}
			884 = {
				add_dynamic_modifier = {
					modifier = ETH_arranged_expansion_modifier
				}
			}
			906 = {
				add_dynamic_modifier = {
					modifier = ETH_arranged_expansion_modifier
				}
			}
		}
		ELSE = {
			add_state_claim = 268 293 659 992
			add_to_array = {
				ETH_promised_states_array = 268
			} {
				ETH_promised_states_array = 293
			} {
				ETH_promised_states_array = 659
			} {
				ETH_promised_states_array = 992
			}
			268 = {
				add_dynamic_modifier = {
					modifier = ETH_arranged_expansion_modifier
				}
			}
			293 = {
				add_dynamic_modifier = {
					modifier = ETH_arranged_expansion_modifier
				}
			}
			659 = {
				add_dynamic_modifier = {
					modifier = ETH_arranged_expansion_modifier
				}
			}
			992 = {
				add_dynamic_modifier = {
					modifier = ETH_arranged_expansion_modifier
				}
			}
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_depose_the_king
Constructs: has_completed_focus, division_template, prerequisite, limit, add_ideas, has_government, every_country, has_war_with
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_depose_the_king
	icon = GFX_focus_NOR_send_the_king_back_to_denmark
	x = 2
	y = 1
	cost = 8
	available = {
		is_subject = no
		communism = > 0.35
	}
	prerequisite = {
		focus = AFG_utilize_the_military AFG_form_worker_communes AFG_approach_the_soviets
	}
	relative_position_id = AFG_utilize_the_military
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		custom_effect_tooltip = AFG_civil_war_tt r56_newline r56_newline
		add_timed_idea = {
			idea = AFG_recent_political_turmoil
			days = 180
		}
		remove_power_balance = {
			id = AFG_power_balance
		}
		hidden_effect = {
			delete_unit = {

			}
			if = {
				limit = {
					has_completed_focus = AFG_utilize_the_military
				}
				start_civil_war = {
					ideology = neutrality
					ruling_party = communism
					size = 0.5
					keep_all_characters = yes
					keep_political_party_members = yes
					capital = 267
					states = {
						415 1010 1009 1008
					}
					PREV = {
						every_character = {
							limit = {
								OR = {
									has_trait = AFG_barakzai_royalist
									is_character = r56_AFG_abdul_majid_zabuli AFG_humaira_begum AFG_hashim_khan AFG_abdur_rahim_khan
								}
							}
							set_nationality = PREV.PREV
						}
					}
				}
			}
			else = {
				start_civil_war = {
					ideology = neutrality
					ruling_party = communism
					size = 0.65
					keep_all_characters = yes
					keep_political_party_members = yes
					capital = 267
					states = {
						415 1010 1009 1008
					}
					PREV = {
						every_character = {
							limit = {
								OR = {
									has_trait = AFG_barakzai_royalist
									is_character = r56_AFG_abdul_majid_zabuli AFG_humaira_begum AFG_hashim_khan AFG_abdur_rahim_khan
								}
							}
							set_nationality = PREV.PREV
						}
					}
				}
			}
			every_country = {
				limit = {
					original_tag = AFG
					has_civil_war = yes
					has_war_with = AFG
					NOT = {
						has_government = communism
					}
				}
				promote_character = {
					character = AFG_hashim_khan
					ideology = despotism
				}
				add_ideas = AFG_death_before_surrender
				add_offsite_building = {
					type = arms_factory
					level = 1
				}
				division_template = {
					name = Firqa-ye Gārd-e Shāhī
					priority = 1
					division_names_group = AFG_CAV_01
					template_counter = 6
					regiments = {
						infantry = {
							x = 0
							y = 0
						} {
							x = 0
	
# ... (truncated)
### Entity: National Focus
Tree: cos_focus
Component: COS_eliminate_el_salvador
Constructs: prerequisite, has_war_with, add_war_support, completion_reward, is_historical_focus_on, is_subject, has_army_manpower, is_in_faction_with
Source: game
File: common/national_focus/costa_rica.txt

Code:
focus = {
	id = COS_eliminate_el_salvador
	icon = GFX_goal_generic_attack_el_salvador
	prerequisite = {
		focus = COS_dreams_of_a_union
	}
	cost = 5
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	x = -3
	y = 1
	relative_position_id = COS_dreams_of_a_union
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 34999
		}
		ELS = {
			NOT = {
				is_in_faction_with = ROOT
				is_subject_of = ROOT
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		ELS = {
			OR = {
				exists = no
				has_war_with = ROOT ROOT
				is_subject_of = ROOT
			}
		}
	}
	will_lead_to_war_with = ELS
	completion_reward = {
		add_war_support = 0.05
		create_wargoal = {
			type = annex_everything
			target = ELS
			expire = 0
		}
	}
}
### Entity: Idea
Component: EAI_DD_10/light_tank_amphibious_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_10/light_tank_amphibious_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_amphibious_chassis = {
			build_cost_ic = -0.25
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: GRE_alternate_fascist_plan
Constructs: has_completed_focus, has_country_flag, has_game_rule, is_puppet
Source: game
File: common/ai_strategy_plans/GRE_alternate_strategy_plan.txt

Code:
GRE_alternate_fascist_plan = {
	name = Greece Alternate Fascist Plan
	desc = Greece will become democratic, suffer a collapse in government, and then go on to aspire for the most grand of ambitions...
	allowed = {
		original_tag = GRE
	}
	enable = {
		OR = {
			AND = {
				has_completed_focus = GRE_resurrecting_the_megali_idea
				has_country_flag = GRE_megali_convention_a_failure
				NOT = {
					has_completed_focus = GRE_the_gordian_knot
				}
			}
			has_country_flag = GRE_AI_RANDOM_FASCISM_ALTERNATE
			has_game_rule = {
				rule = GRE_ai_behavior
				option = FASCISM_ALTERNATE
			}
		}
	}
	abort = {
		is_puppet = yes
	}
	ai_national_focuses = {
		GRE_reevaluating_the_drachma GRE_bring_home_the_exiled_republicans GRE_compromise_with_the_monarchists GRE_force_the_farmers_into_factories GRE_open_foreign_subsidized_factories GRE_hellenic_armed_forces GRE_remembering_the_anatolian_catastrophe GRE_restoring_our_home GRE_venerate_the_ancient_hellenes GRE_theban_warriors GRE_macedonian_generals GRE_athenian_thinkers GRE_the_hellenic_army GRE_the_anatolian_refugees GRE_resurrecting_the_megali_idea GRE_the_hellenic_air_force GRE_the_hellenic_navy GRE_the_backbone_of_our_army GRE_horror_and_fear GRE_nenikikamen GRE_exporting_more_luxury_commodoties GRE_protecting_our_skies GRE_reviving_the_double_headed_eagle GRE_phoideratoi GRE_lignite_liquefaction GRE_a_modern_navy GRE_increase_our_mining_operations GRE_connecting_our_prefectures GRE_extracting_more_from_our_soil GRE_a_legacy_of_war GRE_mobilise_our_economy GRE_defending_our_seas GRE_fund_the_hellenic_air_force_academy GRE_the_double_headed_aquila GRE_disrupting_the_great_powers GRE_clear_the_slums GRE_cooperate_with_foreign_monopolies GRE_academy_of_athens GRE_embracing_modern_warfare GRE_hellenic_armoured_corp GRE_a_land_of_mountains GRE_modern_cataphracts GRE_a_long_and_proud_tradition GRE_the_die_is_cast GRE_thema_nautikon GRE_byzantine_themata
	}
	research = {

	}
	ideas = {
		GRE_xenophon_giosmas = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Country History
Country: RKG
Component: RKG_misc
Constructs: limit, set_technology, add_political_power, set_grand_doctrine, has_dlc, set_research_slots, set_convoys, add_command_power
Source: game
File: history/countries/RKG - Reichskommisariat Norwegen.txt

Code:
# Misc for RKG
capital = 110
set_grand_doctrine = new_mobile_warfare new_convoy_raiding new_battlefield_support
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		fighter1 = 1
		early_bomber = 1
		tactical_bomber1 = 1
		strategic_bomber1 = 1
		CAS1 = 1
		naval_bomber1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
		improved_light_tank = 1
		basic_heavy_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
		improved_light_tank_chassis = 1
		basic_heavy_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		mtg_transport = 1
	}
}
set_research_slots = 3
set_convoys = 0
1939.1.1 = {
	add_political_power = 1197
	add_command_power = 100
	set_technology = {
		CAS2 = 1
		heavy_fighter1 = 1
		interwar_artillery = 1
		interwar_antitank = 1
		infantry_weapons2 = 1
		improved_infantry_weapons = 1
		support_weapons = 1
		support_weapons2 = 1
		paratroopers = 1
		electronic_mechanical_engineering = 1
		radio = 1
		cavity_magnatron = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_encryption = 1
		basic_decryption = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		construction3 = 1
		construction4 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
		dispersed_industry3 = 1
		dispersed_industry4 = 1
	}
	set_grand_doctrine = new_mobile_warfare new_convoy_raiding new_battlefield_support
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Modifier Reference
Construct: send_volunteer_size
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## send_volunteer_size

* Number with 0 decimal places
* **Categories**: country
### Entity: Order of Battle
Component: Rengo Kantai
Source: game
File: history/units/JAP_1939_naval_legacy.txt

Code:
fleet = {
	name = Rengo Kantai
	naval_base = 1092
	task_force = {
		name = Honbu Kantai
		location = 1092
		ship = {
			name = Nagato
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = JAP
					version_name = Nagato Class
				}
			}
		} {
			name = Mutsu
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = JAP
					version_name = Nagato Class
				}
			}
		} {
			name = Tone
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_3 = {
					amount = 1
					owner = JAP
				}
			}
		} {
			name = Chikuma
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_3 = {
					amount = 1
					owner = JAP
				}
			}
		} {
			name = Kitakami
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = JAP
					version_name = Kuma Class
				}
			}
		} {
			name = Oi
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = JAP
					version_name = Kuma Class
				}
			}
		} {
			name = Arashio
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = JAP
				}
			}
		} {
			name = Asashio
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = JAP
				}
			}
		} {
			name = Michishio
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = JAP
				}
			}
		} {
			name = Oshio
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = JAP
				}
			}
		} {
			name = Arare
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = JAP
				}
			}
		} {
			name = Kasumi
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = JAP
				}
			}
		}
	} {
		name = 1 Kantai
		location = 1092
		ship = {
			name = Hiryu
			definition = carrier
			equipment = {
				carrier_2 = {
					amount = 1
					owner = JAP
					version_name = Hiryu Class
				}
			}
		} {
			name = Ryujo
			definition = carrier
			equipment = {
				carrier_1 = {
					amount = 1
					owner = JAP
				}
			}
		} {
			name = Fuso
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = JAP
				}
			}
		} {
			name = Yamashiro
			definition = battleship
			equipment = {
				battleship_1 = {
					amount =
# ... (truncated)
### Entity: Character
Component: NMB_ar
Source: game
File: common/characters/NMB.txt

Code:
NMB_ar = {
	advisor = {
		slot = high_command
		idea_token = NMB_ar
		ledger = army
		allowed = {
			original_tag = NMB
		}
		traits = {
			army_regrouping_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_5
		}
	}
}
### Entity: Order of Battle
Component: 3. Division Bretonne
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/BRI_home_guard.txt

Code:
division = {
	name = 3. Division Bretonne
	location = 3552
	division_template = Division Bretonne
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = FRA
		}
	}
	start_experience_factor = 0.3
	start_equipment_factor = 1
}
### Entity: State History
Component: 1051
Constructs: add_core_of
Source: game
File: history/states/1051-East Java.txt

Code:
state = {
	id = 1051
	name = STATE_1051
	resources = {
		rubber = 12
		oil = 29
	}
	history = {
		owner = INS
		add_core_of = INS
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			arms_factory = 1
			air_base = 2
			13403 = {
				naval_base = 3
			}
			13406 = {
				naval_base = 1
			}
		}
		victory_points = {
			13404 1
		} {
			13405 15
		} {
			13406 10
		} {
			13407 3
		} {
			13403 10
		}
	}
	provinces = {
		1209 1413 4306 4390 4608 7642 7654 10135 10479 10491 12277 12293 12472 13383 13405 13403 13404 13406 13407
	}
	manpower = 27368215
	state_category = large_town
	local_supplies = 0.0
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/SOV_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = SOV
		}
		requested_factories = 15
		progress = 0.1
		efficiency = 100
		industrial_manufacturer = mio:SOV_tula_arms_plant_organization
	} {
		equipment = {
			type = support_equipment_1
			creator = SOV
		}
		requested_factories = 3
		progress = 0.3
		efficiency = 100
		industrial_manufacturer = mio:SOV_mytishchy_machine_building_plant_organization
	} {
		equipment = {
			type = artillery_equipment_1
			creator = SOV
		}
		requested_factories = 2
		progress = 0.3
		efficiency = 100
		industrial_manufacturer = mio:SOV_grabin_design_bureau_organization
	} {
		equipment = {
			type = light_tank_equipment_2
			creator = SOV
		}
		requested_factories = 5
		progress = 0.4
		efficiency = 100
		industrial_manufacturer = mio:SOV_morozov_design_bureau_organization
	} {
		equipment = {
			type = motorized_equipment_1
			creator = SOV
		}
		requested_factories = 5
		progress = 0.4
		efficiency = 100
		industrial_manufacturer = mio:SOV_gaz_organization
	}
}
### Entity: Character
Component: SIK_liu_pin
Source: game
File: common/characters/SIK.txt

Code:
SIK_liu_pin = {
	name = Liu Pin
	portraits = {
		army = {
			large = gfx/leaders/Asia/Portrait_Asia_Generic_land_4.dds
			small = gfx/interface/ideas/idea_asia_generic_land_3.dds
		}
	}
	corps_commander = {
		traits = {

		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 2
		legacy_id = -1
	}
}
### Entity: Event
Component: r56_afghanistan.254
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.254
	picture = GFX_report_event_soviet_purge_officers_01
	title = r56_afghanistan.254.t
	desc = r56_afghanistan.254.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56_afghanistan.254.a
	} {
		name = r56_afghanistan.254.b
	}
}
### Entity: Event
Component: r56_italy.2
Constructs: is_triggered_only
Source: game
File: events/R56_Italy.txt

Code:
country_event = {
	id = r56_italy.2
	title = r56_italy.2.t
	desc = r56_italy.2.d
	picture = GFX_report_event_ethiopia_selassie
	is_triggered_only = yes
	option = {
		name = r56_italy.2.a
	}
}