Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: swi_focus
Component: SWI_reaffirm_spiritual_defense
Constructs: prerequisite, limit, completion_reward, has_start_date
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_reaffirm_spiritual_defense
	icon = GFX_goal_support_democracy
	x = -1
	y = 1
	relative_position_id = SWI_national_defense_fund
	prerequisite = {
		focus = SWI_increase_defense_budget SWI_national_defense_fund
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		SWI_enable_spirit_of_helvetia = yes
		if = {
			limit = {
				has_start_date = < 1936.01.02
			}
			hidden_effect = {
				SWI_find_biggest_fascist_neighbor = yes
			}
		}
	}
}
### Entity: Character
Component: backed_by_political_coalition
Source: game
File: common/country_leader/00_traits.txt

Code:
backed_by_political_coalition = {
	random = no
	political_power_factor = 0.1
	political_advisor_cost_factor = -0.25
	trade_laws_cost_factor = -0.25
	economy_cost_factor = -0.25
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_complete_centralization
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_complete_centralization
	icon = GFX_goal_communist_visible_hand
	relative_position_id = MPL_heavy_political_crackdowns
	x = 0
	y = 1
	cost = 5
	prerequisite = {
		focus = MPL_heavy_political_crackdowns
	}
	completion_reward = {
		add_timed_idea = {
			idea = MPL_centralization
			days = 365
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: Country History
Country: GUM
Component: GUM_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/GUM - Guam.txt

Code:
# Misc for GUM
capital = 638
set_convoys = 20
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort flexible_navy industrial_effort construction_effort production_effort
	set_technology = {
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_radio_technologies
Constructs: prerequisite, completion_reward, add_breakthrough_progress, add_tech_bonus
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_radio_technologies
	icon = GFX_goal_generic_radio_development_2
	relative_position_id = EGY_modernize_our_weaponry
	x = 2
	y = 1
	cost = 10
	prerequisite = {
		focus = EGY_modernize_our_weaponry
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_breakthrough_progress = {
			specialization = specialization_land
			value = 0.25
		}
		add_tech_bonus = {
			name = EGY_radio_technologies
			bonus = 1
			uses = 2
			category = electronics signal_company_tech
		}
	}
}
### Entity: Idea
Component: r56_financing_marshall_plan
Constructs: removal_cost
Source: game
File: common/ideas/r56_usa.txt

Code:
r56_financing_marshall_plan = {
	picture = usa_great_depression_3
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.25
	}
}
### Entity: Event
Component: kmt.96
Constructs: is_triggered_only, ai_chance, fire_only_once, is_in_faction_with, annex_country, create_wargoal, annex_everything
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.96
	title = kmt.96.t
	desc = kmt.96.d
	picture = GFX_report_event_german_politician_speech
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = kmt.96.a
		ai_chance = {
			base = 50
			modifier = {
				is_in_faction_with = SOV
				factor = 0
			}
		}
		FROM = {
			country_event = {
				id = kmt.97
			}
			annex_country = {
				target = SIK
				transfer_troops = no
			}
		}
	} {
		name = kmt.96.b
		effect_tooltip = {
			FROM = {
				create_wargoal = {
					target = SIK
					type = annex_everything
				}
			}
		}
		FROM = {
			country_event = {
				id = kmt.98
				hours = 7
			}
		}
	}
}
### Entity: Shared Focus
Tree: lat_focus
Component: LAT_mobilize_the_banks
Constructs: shared_focus, prerequisite, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_latvia_shared.txt

Code:
shared_focus = {
	id = LAT_mobilize_the_banks
	icon = GFX_focus_usa_reestablish_the_gold_standard
	prerequisite = {
		focus = LAT_revitalize_civilian_economy
	}
	relative_position_id = LAT_revitalize_civilian_economy
	x = 1
	y = 1
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		custom_effect_tooltip = available_industrial_concern
		show_ideas_tooltip = LAT_latvian_credit_bank
		add_political_power = 50
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: State History
Component: 903
Constructs: add_core_of
Source: game
File: history/states/903-Garissa.txt

Code:
state = {
	id = 903
	name = STATE_903
	manpower = 610560
	state_category = pastoral
	history = {
		owner = ENG
		buildings = {
			infrastructure = 1
		}
		add_core_of = KEN SOM
	}
	provinces = {
		8133 10761 10976 12927
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: AI Strategy
Component: USA_protect_against_extremism
Constructs: has_war, has_government, has_war_with, enable_reverse, is_on_continent, is_subject
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_protect_against_extremism = {
	reversed = yes
	enable_reverse = {
		USA = {
			has_government = democratic
		}
	}
	enable = {
		NOT = {
			tag = USA
		} {
			has_government = communism
		} {
			has_government = fascism
		}
		OR = {
			capital_scope = {
				is_on_continent = europe
			}
			AND = {
				num_of_civilian_factories = > 10
				is_subject = no
			}
		}
		any_of_scopes = {
			array = enemies
			NOT = {
				tag = USA
			}
			OR = {
				has_government = communism fascism
			}
		}
	}
	abort = {
		OR = {
			has_war = no
			OR = {
				has_government = communism fascism
			}
			USA = {
				OR = {
					NOT = {
						has_government = democratic
					}
					has_war_with = ROOT
				}
			}
		}
	}
	ai_strategy = {
		type = support
		id = USA
		value = 100
	}
}
### Entity: State History
Component: 114
Constructs: add_core_of
Source: game
File: history/states/114-Sardinia.txt

Code:
state = {
	id = 114
	name = STATE_114
	manpower = 991921
	resources = {
		coal = 1
	}
	state_category = town
	history = {
		owner = ITA
		victory_points = {
			11773 3
		} {
			9772 2
		}
		buildings = {
			infrastructure = 3
			arms_factory = 0
			industrial_complex = 1
			air_base = 5
			11773 = {
				naval_base = 3
			}
			6891 = {
				naval_base = 5
			}
		}
		add_core_of = ITA SPM
	}
	provinces = {
		902 6891 9772 9863 11755 11773 11824 11874
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: BEL_LUX_BEL_customs_union
Constructs: removal_cost
Source: game
File: common/ideas/benelux.txt

Code:
BEL_LUX_BEL_customs_union = {
	name = BEL_LUX_customs_union
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = can_wartime_prices_and_trade_board
	modifier = {
		production_speed_industrial_complex_factor = 0.1
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_total_self_sufficiency
Constructs: prerequisite, limit, add_ideas, has_government, every_country, is_major, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_total_self_sufficiency
	icon = GFX_goal_vietnam_the_siege
	prerequisite = {
		focus = QUE_exploit_hydroelectricity
	} {
		focus = QUE_the_quebec_red_army QUE_communial_defense
	} {
		focus = QUE_redistribute_the_church_wealth
	}
	relative_position_id = QUE_communist_uprising
	mutually_exclusive = {
		focus = QUE_align_with_moscow
	}
	x = -3
	y = 4
	cost = 10
	available_if_capitulated = yes
	available = {
		has_government = communism
		OR = {
			is_subject = no
			OVERLORD = {
				has_government = communism
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		custom_effect_tooltip = QUE_unhappyfolk QUE_lineskip
		every_neighbor_country = {
			limit = {
				NOT = {
					has_government = communism
					TAG = ENG USA
				}
			}
			add_opinion_modifier = {
				target = QUE
				modifier = hostile_status
			}
			send_embargo = QUE
		}
		every_country = {
			limit = {
				is_major = yes
				NOT = {
					has_government = communism
				}
			}
			add_opinion_modifier = {
				target = QUE
				modifier = hostile_status
			}
			send_embargo = QUE
		}
		set_rule = {
			can_create_factions = yes
		}
		add_ideas = closed_economy
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_protect_our_skies
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_protect_our_skies
	icon = GFX_goal_generic_fortify_aa
	relative_position_id = QUE_fund_an_air_force
	x = -1
	y = 2
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = QUE_airfield_construction
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = QUE_airbase_production
			add_idea = QUE_aircraft_production_reduction
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Effect
Component: INS_set_hol_ally_strategy_effect
Constructs: limit, has_global_flag, add_ai_strategy, add_to_array
Source: game
File: common/scripted_effects/INS_scripted_effects.txt

Code:
INS_set_hol_ally_strategy_effect = {
	if = {
		limit = {
			NOT = {
				AND = {
					has_global_flag = INSHOL_london_batavia_accord_signed
					original_tag = ENG
				} {
					has_global_flag = INSHOL_franco_dutch_accord_signed
					original_tag = FRA
				}
				has_global_flag = INS_should_be_defended
			}
		}
		event_target:INS_dutch_indonesia = {
			PREV = {
				add_ai_strategy = {
					type = dont_defend_ally_borders
					id = PREV
					value = 100
				} {
					type = ignore
					id = PREV
					value = 100
				}
				add_to_array = {
					array = INS.INS_dutch_ally_tracker
					value = THIS
				}
			}
		}
	}
}
### Entity: Character
Component: TUR_durrushehvar_i
Source: game
File: common/characters/TUR.txt

Code:
TUR_durrushehvar_i = {
	name = TUR_durrushehvar_i
	portraits = {
		civilian = {
			large = GFX_portrait_tur_durrusehvar_sultan
		}
	}
	gender = female
}
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_aircraft_soviet
Constructs: shared_focus, prerequisite, limit, has_government, add_opinion_modifier, completion_reward, has_capitulated, is_ai
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_aircraft_soviet
	icon = GFX_goal_fighters_soviet
	prerequisite = {
		focus = GEN_Foreign_Design
	}
	mutually_exclusive = {
		focus = GEN_aircraft_american GEN_aircraft_england GEN_aircraft_japanese GEN_aircraft_italian GEN_aircraft_german
	}
	x = -1
	y = 1
	relative_position_id = GEN_Foreign_Design
	cost = 10
	available_if_capitulated = yes
	available = {
		SOV = {
			exists = yes
			has_capitulated = no
			if = {
				limit = {
					ROOT = {
						is_ai = no
					}
				}
				has_opinion = {
					target = ROOT
					value = > 49
				}
			}
		}
		OR = {
			has_government = communism neutrality
			SOV = {
				has_government = ROOT
			}
		}
		not = {
			has_War_with = SOV
		}
	}
	completion_reward = {
		SOV = {
			if = {
				limit = {
					ROOT = {
						original_tag = SWI
						has_dlc = By Blood Alone
						NOT = {
							has_global_flag = SWI_R56_focus_tree
						}
					}
				}
				custom_effect_tooltip = SWI_purchase_foreign_planes_unlock_TT
				set_country_flag = SWI_can_buy_planes_from_them_flag
			}
		}
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = GEN_aircraft_soviet
				bonus = 1.0
				uses = 1
				category = light_air
			} {
				name = GEN_aircraft_soviet
				bonus = 1.0
				uses = 1
				category = medium_air
			}
			create_equipment_variant = {
				name = I-16
				type = small_plane_airframe_0
				modules = {
					fixed_main_weapon_slot = light_mg_2x
					fixed_auxiliary_weapon_slot_1 = empty
					engine_type_slot = engine_1_1x
					special_type_slot_1 = empty
				}
				icon = GFX_SOV_fighter1_medium
			} {
				name = I-15 Shaika
				type = small_plane_cas_airframe_0
				modules = {
					fixed_main_weapon_slot = bomb_locks
					fixed_auxiliary_weapon_slot_1 = empty
					engine_type_slot = engine_1_1x
					special_type_slot_1 = empty
				}
				icon = GFX_SOV_CAS1_medium
			}
		}
		else = {
			add_tech_bonus = {
				name = fighter_bonus
				bonus = 1
				uses = 1
				technology = early_fighter fighter1 fighter2
			} {
				name = bomber_bonus
				bonus = 1
				uses = 1
				technology = strategic_bomber1 strategic_bomber2
			}
		}
		add_opinion_modifier = {
			target = SOV
			modifier = GEN_aircraft_soviet
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ASupport_anti-air.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Support_anti-air.png &#8206;(76 × 42 pixels, file size: 6 KB, MIME type: image/png)
### Entity: National Focus
Tree: rut_focus
Component: RUT_economic_ties
Constructs: prerequisite, add_ideas, has_government, add_opinion_modifier, completion_reward, add_political_power
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_economic_ties
	icon = GFX_goal_generic_production2
	prerequisite = {
		focus = RUT_hungarian_officers
	}
	relative_position_id = RUT_submit_to_hungary
	available = {
		OR = {
			has_government = democratic neutrality fascism
		}
	}
	x = 0
	y = 2
	cost = 10
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_political_power = 10
		add_ideas = RUT_economic_ties_hungary
		add_opinion_modifier = {
			target = HUN
			modifier = RUT_trade_treaty_with_hungary
		}
		HUN = {
			add_opinion_modifier = {
				target = ROOT
				modifier = RUT_trade_treaty_with_hungary
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
}
### Entity: AI Strategy
Component: GER_naval_role_ratios_maximum_kaiser
Constructs: has_completed_focus, has_dlc
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_naval_role_ratios_maximum_kaiser = {
	allowed = {
		original_tag = GER
		has_dlc = Man the Guns
	}
	enable = {
		OR = {
			has_completed_focus = GER_rebuild_the_high_seas_fleet_ww GER_rebuild_the_high_seas_fleet
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = naval_capital_bb
		value = 0
	} {
		type = role_ratio
		id = naval_capital_bc
		value = 0
	} {
		type = role_ratio
		id = naval_carrier
		value = 25
	} {
		type = role_ratio
		id = naval_submarine
		value = 50
	} {
		type = role_ratio
		id = naval_screen
		value = 120
	} {
		type = role_ratio
		id = naval_cruiser_light
		value = 75
	} {
		type = role_ratio
		id = naval_cruiser_heavy
		value = 50
	} {
		type = role_ratio
		id = naval_mine_sweeper
		value = 15
	} {
		type = role_ratio
		id = naval_mine_layer
		value = 10
	}
}
### Entity: Scripted Effect
Component: AST_broken_nauru_pact_effect
Constructs: limit, remove_ideas, has_idea, add_claim_by
Source: game
File: common/scripted_effects/AST_scripted_effects.txt

Code:
AST_broken_nauru_pact_effect = {
	IF = {
		limit = {
			ROOT = {
				has_idea = AST_the_promise_of_nauru
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		remove_ideas = {
			AST_the_promise_of_nauru
		}
	}
	725 = {
		add_claim_by = GER
	}
	634 = {
		add_claim_by = GER
	}
}
### Entity: Modifier Reference
Construct: air_volunteer_cap
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## air_volunteer_cap

* Number with 0 decimal places
* **Categories**: country
### Entity: Idea
Component: vickers_armstrong_bel_no_wuw
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/belgium.txt

Code:
vickers_armstrong_bel_no_wuw = {
	picture = generic_tank_manufacturer_2
	allowed = {
		original_tag = BEL
		NOT = {
			has_dlc = Gotterdammerung
		}
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		medium_tank_manufacturer
	}
	modifier = {

	}
}
### Entity: Name List
Component: MAC
Source: game
File: common/names/r56_names.txt

Code:
MAC = {
	male = {
		names = {
			Aleksandar Andrey Asen Atanas Atila Bogdan Boncho Boris Damyan Dimitar Dobri Ferdinand Georgi Hristo Ilya Ivan Kalin Kardam Kimon Kiril Kliment Konstantin Krastyu Leonid Mihail Nikifor Niloa Pencho Petar Petko Petur Pravoslav Racho Radko Radoy Sava Simeon Sotir Stanislav Stanko Stefan Stiliyan Stoyu Teodosi Todor Trifon Valko Vasil Velizar Vulko
		}
	}
	female = {
		names = {

		}
	}
	surnames = {
		Agura Balabanov Balkanski Battemberg Blaskov Boyadzhiev Bradistilov Charakchiev Daskalov Dikov Dimitriev Draganov Fichev Georgiev Hesapchiev Ilyev Ivanov Kirkov Kovachev Krayonski Kutinchev Lazarov Lukov Marinkov Marinov Mutkorov Naydenov Nazlamov Nikiforov Nikolaev Pakov Petrov Radev Saksokoburggotski Savov Sirakov Solarov Stoyanov Tenev Todorov Tsaklev Valkov Valnarov Vasilev Vazov Velchev Zafirov Zhekov Zlatarev Zlatev
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_our_slavic_commitments
Constructs: prerequisite, add_ideas, completion_reward, is_subject, give_guarantee
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_our_slavic_commitments
	icon = GFX_SOV_our_slavic_commitments_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_the_triple_entente
	}
	mutually_exclusive = {
		focus = SOV_panslavic_nationalism
	}
	x = 0
	y = 1
	relative_position_id = SOV_the_triple_entente
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	available = {
		is_subject = no
	}
	completion_reward = {
		add_ideas = SOV_our_slavic_commitments
		give_guarantee = CZE POL YUG BUL
		news_event = {
			id = nsb_news.406
			hours = 12
		}
	}
}
### Entity: Idea
Component: KMT_politisized_trade_unions
Constructs: stability_factor, has_government, industrial_capacity_factory, removal_cost, communism_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_politisized_trade_unions = {
	removal_cost = -1
	picture = GER_wirtschaftswunder
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	on_remove = {

	}
	modifier = {
		stability_factor = 0.05
		communism_drift = 0.03
		industrial_capacity_factory = -0.05
		production_factory_max_efficiency_factor = 0.05
	}
}
### Entity: Character
Component: dislikes_stalin
Source: game
File: common/country_leader/r56_traits.txt

Code:
dislikes_stalin = {
	random = no
	ai_strategy = {
		type = antagonize
		id = STA
		value = 200
	}
}
### Entity: Decision
Component: SWE_host_fascist_exiles_europe_category
Constructs: has_completed_focus, limit, add_ideas, has_government, has_war_with, add_opinion_modifier, fire_only_once, has_capitulated
Source: game
File: common/decisions/r56_SWE.txt

Code:
SWE_host_fascist_exiles_europe_category = {
	SWE_host_fascist_exiles_europe = {
		icon = hol_exchange_intelligence_data
		allowed = {
			original_tag = SWE
		}
		available = {
			has_capitulated = no
			is_subject = no
		}
		visible = {
			is_subject = no
			has_completed_focus = SWE_host_fascist_exiles
		}
		target_trigger = {
			FROM = {
				is_subject = no
				NOT = {
					has_war_with = ROOT
				} {
					has_government = fascism
				}
				OR = {
					original_tag = GER ITA AUS
				}
			}
		}
		fire_only_once = yes
		cost = 50
		ai_will_do = {
			factor = 5
			modifier = {
				ROOT = {
					has_government = fascism
				}
				factor = 10
			}
		}
		days_remove = 30
		complete_effect = {
			FROM = {
				add_opinion_modifier = {
					target = ROOT
					modifier = medium_decrease
				}
			}
		}
		remove_effect = {
			if = {
				limit = {
					NOT = {
						has_idea = SWE_hosting_exiled_european_fascists_level_1
					}
				}
				add_ideas = SWE_hosting_exiled_european_fascists_level_1
			}
			else = {
				SWE_host_fascism_level_up = yes
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_10/small_plane_suicide_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_10/small_plane_suicide_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_suicide_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Unit Template
Component: POL_MNT_01
Source: game
File: common/units/names_divisions/POL_names_divisions.txt

Code:
POL_MNT_01 = {
	name = Mountain Division
	for_countries = {
		POL
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	link_numbering_with = {
		POL_INF_01
	}
	fallback_name = %d Dywizja Piechoty Górskiej
	ordered = {
		21 = {
			%d Dywizja Piechoty Górskiej
		}
		22 = {
			%d Dywizja Piechoty Górskiej
		}
		1 = {
			%d Dywizja Piechoty Górskiej Legionów
		}
		2 = {
			%d Dywizja Piechoty Górskiej Legionów
		}
		3 = {
			%d Dywizja Piechoty Górskiej Legionów
		}
		4 = {
			%d Dywizja Piechoty Górskiej
		}
		5 = {
			%d Dywizja Piechoty Górskiej
		}
		6 = {
			%d Dywizja Piechoty Górskiej
		}
		7 = {
			%d Dywizja Piechoty Górskiej
		}
		8 = {
			%d Dywizja Piechoty Górskiej
		}
		9 = {
			%d Dywizja Piechoty Górskiej
		}
		10 = {
			%d Dywizja Piechoty Górskiej
		}
		11 = {
			%d Karpacka Dywizja Piechoty Górskiej
		}
		12 = {
			%d Wielkopolska Dywizja Piechoty Górskiej
		}
		13 = {
			%d Wielkopolska Kresowa Dywizja Piechoty Górskiej
		}
		14 = {
			%d Pomorska Dywizja Piechoty Górskiej
		}
		15 = {
			%d Wielkopolska Dywizja Piechoty Górskiej
		}
		16 = {
			%d Dywizja Piechoty Górskiej
		}
		17 = {
			%d Dywizja Piechoty Górskiej
		}
		18 = {
			%d Dywizja Piechoty Górskiej
		}
		19 = {
			%d Dywizja Piechoty Górskiej
		}
		20 = {
			%d Dywizja Piechoty Górskiej
		}
		23 = {
			%d Górnośląska Dywizja Piechoty Górskiej
		}
		24 = {
			%d Dywizja Piechoty Górskiej
		}
		25 = {
			%d Dywizja Piechoty Górskiej
		}
		26 = {
			%d Dywizja Piechoty Górskiej
		}
		27 = {
			%d Dywizja Piechoty Górskiej
		}
		28 = {
			%d Dywizja Piechoty Górskiej
		}
		29 = {
			%d Dywizja Piechoty Górskiej
		}
		30 = {
			%d Poleska Dywizja Piechoty Górskiej
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AMedium_tank_artillery.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Medium_tank_artillery.png &#8206;(76 × 42 pixels, file size: 5 KB, MIME type: image/png)
### Entity: National Focus
Tree: lit_focus
Component: LIT_industrialisation
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_industrialisation
	icon = GFX_goal_communist_factory
	relative_position_id = LIT_collectivisation
	x = -1
	y = 1
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_collectivisation
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = LIT_inefficient_industry_1
			add_idea = LIT_inefficient_industry_2
		}
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: CHI_ministry_of_railways
Constructs: research_bonus
Source: game
File: common/ideas/r56_china.txt

Code:
CHI_ministry_of_railways = {
	name = CHI_ministry_of_railways
	picture = stalingrad_tractor_factory
	allowed = {
		original_tag = CHI
	}
	research_bonus = {
		train_tech = 0.2
	}
	cost = 150
	traits = {
		railway_company
	}
}