Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: raj_focus
Component: RAJ_central_comittee_authority
Constructs: prerequisite, limit, add_ideas, completion_reward, is_subject, cancel_if_invalid, has_dlc
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_central_comittee_authority
	icon = GFX_goal_generic_war_with_comintern
	prerequisite = {
		focus = RAJ_urban_industrialism
	}
	x = -1
	y = 1
	mutually_exclusive = {

	}
	relative_position_id = RAJ_urban_industrialism
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			add_ideas = idea_RAJ_central_comittee_authority
		}
		else = {
			add_ideas = idea_RAJ_central_comittee_authority_no_lar
		}
	}
}
### Entity: Idea
Component: BEL_dame_blanche_ns
Constructs: removal_cost
Source: game
File: common/ideas/belgium.txt

Code:
BEL_dame_blanche_ns = {
	picture = generic_spy_intel
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		civilian_intel_factor = 0.1
		army_intel_factor = 0.1
		airforce_intel_factor = 0.15
		navy_intel_factor = 0.1
	}
}
### Entity: Modifier Reference
Construct: org_loss_when_moving
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## org_loss_when_moving

* Number with 1 decimal places
* **Categories**: army, aggressive
### Entity: National Focus
Tree: gre_focus
Component: GRE_force_the_farmers_into_factories
Constructs: prerequisite, limit, add_stability, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_force_the_farmers_into_factories
	icon = GFX_focus_generic_industry_2
	prerequisite = {
		focus = GRE_reevaluating_the_drachma
	}
	mutually_exclusive = {
		focus = GRE_utilize_our_strengths
	}
	x = 6
	y = 1
	relative_position_id = GRE_reevaluating_the_drachma
	cost = 10
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = GRE_agrarian_society
			}
			swap_ideas = {
				remove_idea = GRE_agrarian_society
				add_idea = GRE_industrializing_society
			}
			add_stability = -0.15
		}
		else_if = {
			limit = {
				has_idea = GRE_agricultural_communes_idea
			}
			add_timed_idea = {
				idea = GRE_rural_exodus
				days = 280
			}
			add_stability = -0.1
		}
	}
}
### Entity: AI Strategy
Component: EAI_ENG_allies_avoid_NOR_during_blitz
Constructs: has_war_with, has_global_flag
Source: game
File: common/ai_strategy/ENG_EAI.txt

Code:
EAI_ENG_allies_avoid_NOR_during_blitz = {
	enable = {
		NOT = {
			original_tag = NOR
		}
		has_war_with = GER
		has_global_flag = EAI_GER_blitz_denmark_365d
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_unit_request
		value = -400
		area = just_norway
	}
}
### Entity: Scripted Effect
Component: ITA_add_fighter_designs_templates
Constructs: create_equipment_variant
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_add_fighter_designs_templates = {
	create_equipment_variant = {
		name = C.202 Folgore
		type = small_plane_airframe_2
		parent_version = 0
		modules = {
			fixed_main_weapon_slot = light_mg_2x
			fixed_auxiliary_weapon_slot_1 = heavy_mg_2x
			fixed_auxiliary_weapon_slot_2 = bomb_locks
			engine_type_slot = engine_2_1x
			special_type_slot_1 = drop_tanks
		}
		icon = GFX_ITA_fighter2_medium
	} {
		name = G.55 Centauro
		type = small_plane_airframe_3
		parent_version = 0
		modules = {
			fixed_main_weapon_slot = aircraft_cannon_1_2x
			fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_1x
			fixed_auxiliary_weapon_slot_2 = heavy_mg_2x
			fixed_auxiliary_weapon_slot_3 = bomb_locks
			engine_type_slot = engine_3_1x
		}
		icon = GFX_ITA_fighter3_medium
	}
}
### Entity: Character
Component: SWI_rolf_henne
Constructs: has_completed_focus
Source: game
File: common/characters/SWI.txt

Code:
SWI_rolf_henne = {
	advisor = {
		slot = political_advisor
		idea_token = SWI_rolf_henne
		allowed = {
			original_tag = SWI
		}
		visible = {
			SWI_councilor_visible = yes
		}
		available = {
			SWI_can_be_councilor = yes
			NOT = {
				has_completed_focus = SWI_ban_national_movement_for_switzerland
			}
			has_completed_focus = SWI_the_national_front
		}
		traits = {
			SWI_fascist
		}
		on_add = {
			SWI_on_add_councilors = yes
		}
		on_remove = {
			SWI_on_remove_councilor = yes
		}
		can_be_fired = no
		ai_will_do = {
			base = 4000
			modifier = {
				factor = 5
				SWI_AI_is_fascist = yes
			} {
				factor = 0.1
				SWI_is_historical_ai = yes
			}
		}
	}
	country_leader = {
		ideology = nazism
		traits = {
			SWI_fascist
		}
		expire = 1965.1.1.1
		id = -1
	}
	name = SWI_rolf_henne
	portraits = {
		civilian = {
			small = GFX_portrait_SWI_rolf_henne_small
			large = GFX_portrait_SWI_rolf_henne
		}
	}
}
### Entity: Operation
Component: lar_communist_uprising_infiltrate_civil_service
Source: game
File: common/operation_phases/lar_fra_phases.txt

Code:
lar_communist_uprising_infiltrate_civil_service = {
	name = lar_communist_uprising_infiltrate_civil_service
	desc = lar_communist_uprising_infiltrate_civil_service_desc
	outcome = infiltrate_civil_service_outcome
	picture = GFX_phase_lar_communist_uprising_infiltrate_civil_service
	icon = GFX_phase_lar_communist_uprising_infiltrate_civil_service_small
	equipment = {

	}
}
### Entity: Shared Focus
Tree: den_focus
Component: DEN_The_Frederick_Line
Constructs: shared_focus, prerequisite, has_war, limit, has_government, owns_state, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/r56_denmark.txt

Code:
shared_focus = {
	id = DEN_The_Frederick_Line
	icon = GFX_goal_generic_construct_military
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {
		OR = {
			threat = > 0.15
			has_war_support = > 0.2
			has_war = yes
		}
		any_country = {
			controls_state = 998
			NOT = {
				is_in_faction_with = DEN
				has_government = democratic
			}
		}
		964 = {
			is_fully_controlled_by = DEN
		}
	}
	prerequisite = {
		focus = DEN_Denmark_in_Peril
	}
	x = -3
	y = 1
	relative_position_id = DEN_Denmark_in_Peril
	completion_reward = {
		if = {
			limit = {
				GER = {
					owns_state = 998
				}
			}
			GER = {
				add_opinion_modifier = {
					modifier = medium_decrease
					target = DEN
				}
			}
		}
		effect_tooltip = {
			swap_ideas = {
				remove_idea = DEN_Disarmed_Military
				add_idea = DEN_Disarmed_Military_fort
			}
		}
		set_variable = {
			fort_factory_production = 0
		}
		add_to_variable = {
			den_military_improved = 1
		}
		964 = {
			add_building_construction = {
				type = bunker
				level = 4
				instant_build = yes
				province = 332
			} {
				type = bunker
				level = 4
				instant_build = yes
				province = 11251
			}
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_air_defenses
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_air_defenses
	icon = GFX_goal_generic_fortify_aa
	relative_position_id = EGY_modernize_our_weaponry
	x = -2
	y = 1
	cost = 10
	prerequisite = {
		focus = EGY_defence_of_cairo EGY_modernize_our_weaponry
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				447
			}
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				907
			}
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = EGY_air_defenses
			bonus = 1
			uses = 2
			category = anti_air_tech
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_public_works_r56
Constructs: prerequisite, owns_state, completion_reward, swap_ideas, add_idea, remove_idea, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_public_works_r56
	text = CHL_public_works
	icon = GFX_goal_generic_construction
	x = -5
	y = 3
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		owns_state = 279 506 507
	}
	prerequisite = {
		focus = CHL_mining_technologies CHL_cap_steel
	}
	completion_reward = {
		swap_ideas = {
			add_idea = CHL_depression2
			remove_idea = CHL_depression1
		}
		279 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		506 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		507 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Military Industrial Organization
Component: PRC_harbin_aircraft_industry_group_organization_non_gtd
Constructs: has_dlc, has_dynamic_modifier, add_trait, production_bonus
Source: game
File: common/military_industrial_organization/organizations/PRC_organization.txt

Code:
PRC_harbin_aircraft_industry_group_organization_non_gtd = {
	include = generic_multi_role_aircraft_organization
	name = PRC_harbin_aircraft_industry_group_organization
	icon = GFX_idea_PRC_harbin_aircraft
	allowed = {
		tag = PRC
		has_dlc = No Compromise, No Surrender
		NOT = {
			has_dlc = Gotterdammerung
		}
	}
	available = {
		OR = {
			PRC = {
				controls_state = 328
			}
			328 = {
				has_dynamic_modifier = {
					modifier = PRC_infiltrated_state_3
				}
			}
		}
	}
	add_trait = {
		token = PRC_harbin_aircraft_industry_group_factory_122_trait
		name = PRC_harbin_aircraft_industry_group_factory_122_trait
		icon = GFX_generic_mio_department_icon_plane_general_conversion
		special_trait_background = yes
		relative_position_id = generic_mio_trait_escort_designs
		position = {
			x = 2
			y = 1
		}
		all_parents = {
			generic_mio_trait_escort_designs
		}
		production_bonus = {
			production_conversion_speed_factor = 0.1
		}
	}
}
### Entity: National Focus
Tree: cyp_focus
Component: CYP_invasion_plans
Constructs: division_template, prerequisite, completion_reward, set_technology, create_unit, add_building_construction, add_timed_idea
Source: game
File: common/national_focus/r56_cyprus.txt

Code:
focus = {
	id = CYP_invasion_plans
	icon = GFX_goal_generic_defence
	cost = 5
	x = -1
	y = 1
	relative_position_id = CYP_war_mobilisation
	prerequisite = {
		focus = CYP_war_mobilisation
	}
	completion_reward = {
		custom_effect_tooltip = r56_militia_tt UNLOCK_DIVISION_TEMPLATE r56_newline
		division_template = {
			name = Politikí Politofylakí
			regiments = {
				militia = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				}
			}
		}
		capital_scope = {
			create_unit = {
				division = name = "1i Taxiarchía Politikís Politofylakís"	division_template = "Politikí Politofylakí"	start_equipment_factor = 0.8	start_manpower_factor = 1.0	start_experience_factor = 0.1
				prioritize_location = 11984
				owner = ROOT
			}
			add_building_construction = {
				instant_build = yes
				type = bunker
				level = 2
				province = {
					limit_to_victory_point = yes
					all_provinces = yes
				}
			}
		}
		add_timed_idea = {
			idea = CYP_homeland_defense
			days = 365
		}
		hidden_effect = {
			set_technology = {
				militia_tech = 1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_further_urban_investments
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, every_core_state, is_fully_controlled_by, has_state_category, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_further_urban_investments
	icon = GFX_focus_JAP_further_urban_investments
	x = -1
	y = 1
	relative_position_id = JAP_fukumotoism
	prerequisite = {
		focus = JAP_fukumotoism
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		every_core_state = {
			limit = {
				is_fully_controlled_by = PREV
				OR = {
					has_state_category = large_town city large_city
				}
			}
			add_extra_state_shared_building_slots = 1
			add_manpower = 12000
			add_dynamic_modifier = {
				modifier = JAP_urban_investments_modifier
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PC_FORT_limit_provinces
Constructs: limit, check_variable, clear_temp_array, remove_provinces, set_temp_variable, is_in_array, add_to_temp_array, remove_from_temp_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_fort.txt

Code:
EAI_PC_FORT_limit_provinces = {
	if = {
		limit = {
			check_variable = {
				_target_provinces_^num = > 0
			}
		}
		clear_temp_array = remove_provinces
		for_each_loop = {
			array = _target_provinces_
			value = _project_province_id
			if = {
				limit = {
					set_temp_variable = {
						_get_province_type_id = _project_province_id
					}
					if = {
						limit = {
							check_variable = {
								_limit_provinces_queue_one_per_target = 1
							}
						}
						EAI_PC_has_same_type_project_here = yes
					} {
						limit = {
							check_variable = {
								_limit_provinces_naval_base = 1
							}
						}
						NOT = {
							EAI_PC_province_is_naval_base = yes
						}
					} {
						limit = {
							check_variable = {
								_limit_provinces_control_days = > 0
							}
						}
						NOT = {
							check_variable = {
								global.EAI_MAP_province_control_days^_get_province_type_id = > _limit_provinces_control_days
							}
						}
					}
				}
				if = {
					limit = {
						is_in_array = {
							_target_provinces_ = _project_province_id
						}
						NOT = {
							is_in_array = {
								remove_provinces = _project_province_id
							}
						}
					}
					add_to_temp_array = {
						remove_provinces = _project_province_id
					}
				}
			}
		} {
			array = remove_provinces
			remove_from_temp_array = {
				_target_provinces_ = v
			}
		}
	}
	set_temp_variable = {
		_limit_provinces_queue_one_per_target = 0
	} {
		_limit_provinces_naval_base = 0
	} {
		_limit_provinces_control_days = 0
	}
}
### Entity: Modifier Reference
Component: stability_bad_modifier
Constructs: industrial_capacity_factory
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
stability_bad_modifier = {
	industrial_capacity_factory = -0.5
	industrial_capacity_dockyard = -0.5
	political_power_factor = -0.2
}
### Entity: Event
Component: tfv_australia.34
Constructs: is_triggered_only, has_country_flag, create_faction, add_to_faction
Source: game
File: events/TFV_Australia.txt

Code:
country_event = {
	id = tfv_australia.34
	title = tfv_australia.34.t
	desc = tfv_australia.34.d
	picture = GFX_report_event_FDR_speech
	is_triggered_only = yes
	option = {
		name = tfv_australia.34.a
		trigger = {
			has_country_flag = INS_is_a_puppet
		}
		create_faction = south_west_pacific_initiative
		add_to_faction = INS
		news_event = {
			id = news.244
			hours = 6
		}
	} {
		name = tfv_australia.34.b
	}
}
### Entity: Peace Conference
Component: peace_action_modifiers
Constructs: take_states, has_dynamic_modifier
Source: game
File: common/peace_conference/cost_modifiers/PRC_peace.txt

Code:
peace_action_modifiers = {
	PRC_infiltrated_states_cheaper_to_take = {
		category = treaties_or_conferences
		peace_action_type = take_states
		enable = {
			ROOT = {
				tag = PRC
			}
			FROM.FROM.FROM = {
				OR = {
					has_dynamic_modifier = {
						modifier = PRC_guerilla_cells_active_1
						scope = PRC
					} {
						modifier = PRC_guerilla_cells_active_2
						scope = PRC
					} {
						modifier = PRC_anti_japanese_base
						scope = PRC
					} {
						modifier = PRC_infiltrated_state_1
						scope = PRC
					} {
						modifier = PRC_infiltrated_state_2
						scope = PRC
					} {
						modifier = PRC_infiltrated_state_3
						scope = PRC
					}
				}
			}
		}
		cost_multiplier = 0.5
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_molotov_ribbentrop_pact
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, is_major, completion_reward, is_subject
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_molotov_ribbentrop_pact
	icon = GFX_goal_molotov_ribbentrop_pact
	alternate_icon = GFX_focus_GER_molotov_ribbentrop_pact
	prerequisite = {
		focus = GER_reorganize_the_wehrmacht
	}
	mutually_exclusive = {
		focus = GER_anti_soviet_pact
	}
	x = -1
	y = 1
	relative_position_id = GER_reorganize_the_wehrmacht
	cost = 5
	available = {
		is_subject = no
		has_government = fascism
		if = {
			limit = {
				ROOT = {
					is_ai = yes
				}
				NOT = {
					has_completed_focus = GER_demand_sudetenland
				}
				CZE = {
					has_capitulated = no
					OR = {
						is_in_faction_with = POL
						PREV = {
							any_allied_country = {
								is_neighbor_of = ROOT
								strength_ratio = {
									tag = ROOT
									ratio = > 0.7
								}
							}
						}
					}
				}
				FRA = {
					NOT = {
						is_in_faction_with = ROOT
					}
					OR = {
						is_in_faction_with = CZE
						has_guaranteed = CZE
					}
				}
				SOV = {
					NOT = {
						OR = {
							is_in_faction_with = CZE
							has_guaranteed = CZE
						}
					}
				}
			}
			has_army_manpower = {
				size = > 724999
			}
		}
		else = {
			has_army_manpower = {
				size = > 849999
			}
		}
		SOV = {
			NOT = {
				has_war_with = GER
			}
			country_exists = SOV
			has_civil_war = no
		}
		NOT = {
			has_global_flag = beck_ribbentrop_signed
		}
	}
	cancel = {
		OR = {
			has_war_with = SOV
			NOT = {
				country_exists = SOV
			}
			has_global_flag = beck_ribbentrop_signed
		}
	}
	continue_if_invalid = yes
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0
			NOT = {
				has_completed_focus = GER_anti_comintern_pact
			}
		} {
			factor = 2
			has_idea = SOV_soviet_german_trade_agreement
		} {
			add = 15
			NOT = {
				has_completed_focus = GER_demand_sudetenland
			}
			CZE = {
				has_capitulated = no
				OR = {
					is_in_faction_with = POL
					PREV = {
						any_allied_country = {
							is_neighbor_of = ROOT
							strength_ratio = {
								tag = ROOT
								ratio = > 0.7
							}
						}
					}
				}
			}
			FRA = {
				NOT = {
					is_in_faction_with = ROOT
				}
				OR = {
					is_in_faction_with = CZE
					has_guaranteed = CZE
				}
			}
			SOV = {
				NOT = {
					OR = {
						is_in_faction_with = CZE
						has_guaranteed = CZE
					}
				}
			}
		} {
			factor = 2
			CZE = {
				is_major = yes
				is_ai = no
				NOT = {
					is_in_faction_with = SOV
				}
			}
		}
	
# ... (truncated)
### Entity: National Focus
Tree: sam_focus
Component: SAM_sun_and_mercury
Constructs: prerequisite, has_war, add_ideas, completion_reward
Source: game
File: common/national_focus/samoa.txt

Code:
focus = {
	id = SAM_sun_and_mercury
	icon = GFX_focus_attack_japan
	cost = 8
	x = 0
	y = 3
	relative_position_id = SAM_the_japanese_threat
	available = {
		has_war = yes
	}
	prerequisite = {
		focus = SAM_war_economy
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_ideas = SAM_sun_and_mercury_idea
	}
}
### Entity: Event
Component: cityfall.45
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.45
	title = cityfall.45.t
	desc = cityfall.45.d
	picture = GFX_news_event_050
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_newyork_jap
	}
	option = {
		name = cityfall.45.a
		trigger = {
			NOT = {
				TAG = USA JAP
			}
		}
	} {
		name = cityfall.45.b
		trigger = {
			TAG = JAP
		}
	} {
		name = cityfall.45.c
		trigger = {
			TAG = USA
		}
	}
}
### Entity: Order of Battle
Component: North Hebei Security Force
Constructs: division_template
Source: game
File: history/units/HBC_1936_sea.txt

Code:
division = {
	name = North Hebei Security Force
	location = 9843
	division_template = Juntuán
	start_equipment_factor = 0.2
	officer = {
		name = HBC_shi_yousan
	}
}
### Entity: Event
Component: NSB_soviet_civil_war_common.114
Constructs: is_triggered_only, division_template, every_owned_state, limit, every_country, is_core_of, is_locked, create_unit
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_civil_war_common.114
	title = NSB_soviet_civil_war_common.114.t
	desc = NSB_soviet_civil_war_common.114.desc
	picture = GFX_report_event_generic_rally2
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			every_country = {
				limit = {
					original_tag = SOV
				}
				every_owned_state = {
					limit = {
						is_core_of = UKR
					}
					UKR = {
						transfer_state = PREV
					}
				}
			}
		}
		UKR = {
			division_template = {
				name = German Trained Division
				is_locked = yes yes
				priority = 1
				template_counter = 3
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					}
					artillery_brigade = {
						x = 2
						y = 0
					}
				}
			}
			every_owned_state = {
				limit = {
					is_core_of = UKR
				}
				create_unit = {
					division = name = "German Division" division_template = "German Trained Division" start_experience_factor = 0.2 start_equipment_factor = 0.95
					owner = UKR
				}
			}
		}
	}
	option = {
		name = NSB_soviet_civil_war_common.114.a
		trigger = {
			has_global_flag = SOV_soviet_civil_war_over
		}
		declare_war_on = {
			target = UKR
			type = annex_everything
		}
	} {
		name = NSB_soviet_civil_war_common.114.b
		trigger = {
			has_global_flag = SOV_soviet_civil_war_over
		}
	} {
		name = NSB_soviet_civil_war_common.114.c
		trigger = {
			NOT = {
				has_global_flag = SOV_soviet_civil_war_over
			}
		}
		SOS = {
			declare_war_on = {
				target = UKR
				type = annex_everything
			}
		}
	}
}
### Entity: Unit Template
Component: ARM_ARM_01
Source: game
File: common/units/names_divisions/ARM_names_divisions.txt

Code:
ARM_ARM_01 = {
	name = Armored Divisions
	for_countries = {
		ARM
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %dya Armyanska Tankovaya Div.
	ordered = {
		1 = {
			%dya Armyanska Tankovaya Div.
		}
		2 = {
			%dya Armyanska Tankovaya Div.
		}
		3 = {
			%dya Armyanska Tankovaya Div.
		}
		4 = {
			%dya Armyanska Tankovaya Div.
		}
		5 = {
			%dya Armyanska Tankovaya Div.
		}
		6 = {
			%dya Armyanska Tankovaya Div.
		}
		7 = {
			%dya Armyanska Tankovaya Div.
		}
		8 = {
			%dya Armyanska Tankovaya Div.
		}
		9 = {
			%dya Armyanska Tankovaya Div.
		}
		10 = {
			%dya Armyanska Tankovaya Div.
		}
	}
}
### Entity: Event
Component: lithuania_purchase_ships.3
Constructs: is_triggered_only, clr_country_flag
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania_purchase_ships.3
	title = lithuania_purchase_ships.3.t
	desc = lithuania_purchase_ships.3.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = lithuania_purchase_ships.3.a
		clr_country_flag = LIT_ships_purchase_in_progress_flag
	}
}
### Entity: Character
Component: JAM_acr
Source: game
File: common/characters/JAM.txt

Code:
JAM_acr = {
	advisor = {
		slot = air_chief
		idea_token = JAM_acr
		allowed = {
			original_tag = JAM
		}
		traits = {
			air_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}