Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/ENG_1936_air_legacy.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = fighter_equipment_0
			creator = ENG
		}
		requested_factories = 1
		progress = 0.15
		efficiency = 50
		industrial_manufacturer = mio:ENG_supermarine_organization
	} {
		equipment = {
			type = tac_bomber_equipment_0
			creator = ENG
		}
		requested_factories = 1
		progress = 0.1
		efficiency = 50
		industrial_manufacturer = mio:ENG_de_havilland_organization
	}
}
### Entity: National Focus
Tree: lat_focus
Component: LAT_cave_to_enemy_pressure
Constructs: prerequisite, has_country_flag, completion_reward, is_historical_focus_on, has_game_rule, is_in_faction, cancel_if_invalid, set_country_flag
Source: game
File: common/national_focus/latvia.txt

Code:
focus = {
	id = LAT_cave_to_enemy_pressure
	icon = GFX_focus_CZE_german_puppet
	prerequisite = {
		focus = LAT_threat_on_our_border
	}
	mutually_exclusive = {
		focus = LAT_ready_the_resistance
	}
	x = -2
	y = 1
	relative_position_id = LAT_threat_on_our_border
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			OR = {
				AND = {
					is_historical_focus_on = yes
					has_game_rule = {
						rule = LAT_ai_behavior
						option = DEFAULT
					}
				}
				has_country_flag = LAT_AI_RANDOM_HISTORICAL
				has_game_rule = {
					rule = LAT_ai_behavior
					option = HISTORICAL
				}
			}
		}
	}
	available = {
		is_in_faction = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = cave_to_enemies_tt
		set_country_flag = cave_to_enemy_pressure_flag
	}
}
### Entity: Modifier Reference
Construct: experience_gain_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## experience_gain_factor

* Number with 1 decimal places
* **Categories**: unit_leader, military_advancements
### Entity: Character
Component: CHI_shen_honglie
Source: game
File: common/characters/CHI.txt

Code:
CHI_shen_honglie = {
	name = CHI_shen_honglie
	portraits = {
		army = {
			small = GFX_portrait_CHI_shen_honglie_small
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = CHI_shen_honglie
		ledger = navy
		allowed = {
			original_tag = CHI
		}
		traits = {
			naval_theorist
		}
	}
}
### Entity: AI Strategy
Component: EAI_maritime_patrol
Constructs: has_tech
Source: game
File: common/ai_equipment/EAI_air_maritime_patrol.txt

Code:
EAI_maritime_patrol = {
	category = air
	roles = {
		air_maritime_patrol
	}
	priority = {
		base = 0
		modifier = {
			add = 25000
			EAI_MARITIME_military_focus = yes
			has_tech = basic_torpedo
			NOT = {
				EAI_MAR_design_priority = yes
			}
		}
	}
	BASIC_MARITIME_PATROL = {
		priority = {
			base = 0
			modifier = {
				add = 100
				has_tech = basic_large_airframe engines_2
			} {
				add = -500
				has_tech = improved_large_airframe engines_3
			}
		}
		target_variant = {
			type = large_plane_maritime_patrol_plane_airframe_1
			match_value = 1
			modules = {
				fixed_main_weapon_slot = {
					module = torpedo_mounting_2 torpedo_mounting
				}
				fixed_auxiliary_weapon_slot_1 = {
					module = torpedo_mounting_2 torpedo_mounting
				}
				fixed_auxiliary_weapon_slot_2 = empty
				fixed_auxiliary_weapon_slot_3 = empty
				engine_type_slot = > engine_1_4x
				special_type_slot_1 = {
					module = flying_boat_large empty
				}
				special_type_slot_2 = {
					module = air_ground_radar_2 air_ground_radar_1 empty
				}
				special_type_slot_3 = empty
				special_type_slot_4 = fuel_tanks_large
				special_type_slot_5 = fuel_tanks_large
			}
		}
		allowed_modules = {
			large_plane_engine_type quad_large_plane_engine_type torpedo_mounting torpedo_mounting_2 torpedo_mounting_3 guided_anti_ship_missile flying_boat_large self_sealing_fuel_tanks_large armor_plate_large plane_special_module_air_ground_radar
		}
	}
	IMPROVED_MARITIME_PATROL = {
		priority = {
			base = 0
			modifier = {
				add = 100
				has_tech = improved_large_airframe engines_3
			} {
				add = -500
				has_tech = advanced_large_airframe engines_4
			}
		}
		target_variant = {
			type = large_plane_maritime_patrol_plane_airframe_2
			match_value = 1
			modules = {
				fixed_main_weapon_slot = {
					module = torpedo_mounting_3 torpedo_mounting_2 torpedo_mounting
				}
				fixed_auxiliary_weapon_slot_1 = {
					module = torpedo_mounting_3 torpedo_mounting_2 torpedo_mounting
				}
				fixed_auxiliary_weapon_slot_2 = {
					module = torpedo_mounting_3 torpedo_mounting_2 torpedo_mounting
				}
				fixed_auxiliary_weapon_slot_3 = empty
				fixed_auxiliary_weapon_slot_4 = empty
				engine_type_slot = > engine_2_4x
				special_type_slot_1 = {
					module = flying_boat_large empty
				}
				special_type_slot_2 = {
					module = air_ground_radar_2 air_ground_radar_1 empty
				}
				special_type_slot_
# ... (truncated)
### Entity: National Focus
Tree: lie_focus
Component: LIE_pontoon_brigades
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_pontoon_brigades
	icon = GFX_goal_generic_landing_craft
	prerequisite = {
		focus = LIE_the_rhine_gunboat LIE_liechtenstein_naval_academy
	}
	x = 0
	y = 2
	relative_position_id = LIE_the_rhine_gunboat
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = LIE_pontoon_brigades
			bonus = 1.0
			uses = 1
			category = marine_tech tp_tech
		}
	}
}
### Entity: Idea
Component: special_gen
Constructs: removal_cost
Source: game
File: common/ideas/tmodern_exercises.txt

Code:
special_gen = {
	cost = 75
	removal_cost = -1
	picture = ENG_generic_land_6
	modifier = {
		experience_gain_army = 0.25
		special_forces_attack_factor = 0.25
		special_forces_defence_factor = 0.25
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_join_comintern
Constructs: prerequisite, has_war, has_government, completion_reward, is_puppet, is_in_faction, is_faction_leader, is_in_faction_with
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_join_comintern
	icon = GFX_goal_support_communism
	mutually_exclusive = {
		focus = FRA_humanite_unie
	}
	available = {
		is_puppet = no
		is_in_faction = no
		OR = {
			has_government = communism
			communism = > 0.4
		}
		has_war = no
		SOV = {
			exists = yes
			has_government = communism
			is_faction_leader = yes
		}
	}
	prerequisite = {
		focus = FRA_national_mobilization
	}
	bypass = {
		is_in_faction_with = SOV
	}
	x = 1
	y = 1
	relative_position_id = FRA_national_mobilization
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		SOV = {
			country_event = {
				id = soviet.29
				days = 1
			}
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_dano_german_military_cooperation
Constructs: prerequisite, limit, completion_reward, has_civil_war, add_equipment_subsidy, has_tech_sharing_feature, add_to_tech_sharing_group, add_tech_bonus
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_dano_german_military_cooperation
	icon = GFX_focus_POL_beck_ribbentrop
	prerequisite = {
		focus = DEN_ask_for_support
	}
	relative_position_id = DEN_march_on_the_capital
	x = 2
	y = 2
	cost = 5
	available = {
		has_civil_war = no
	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_INTERNATIONAL_TRADE FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		DEN_bop_low_increase_effect = yes
		add_equipment_subsidy = {
			cic = 500
			equipment_type = small_plane_cas_airframe
			seller_tags = {
				GER
			}
		} {
			cic = 500
			equipment_type = small_plane_airframe
			seller_tags = {
				GER
			}
		} {
			cic = 500
			equipment_type = light_tank_chassis
			seller_tags = {
				GER
			}
		} {
			cic = 250
			equipment_type = artillery_equipment
			seller_tags = {
				GER
			}
		} {
			cic = 250
			equipment_type = infantry_equipment
			seller_tags = {
				GER
			}
		}
		GER = {
			country_event = {
				id = denmark_fascist_event.20
				days = 7
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			if = {
				limit = {
					has_tech_sharing_feature = yes
				}
				add_to_tech_sharing_group = DEN_german_danish_joint_military_program
			}
			add_tech_bonus = {
				name = DEN_german_danish_joint_military_program
				bonus = 0.5
				uses = 1
				category = armor
			}
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_naval_SOV
Source: game
File: common/ai_focuses/SOV.txt

Code:
ai_focus_naval_SOV = {
	research = {
		naval_equipment = 2.0
		naval_doctrine = 10.0
		marine_tech = 15.0
		dd_tech = 8.0
		ca_tech = 3.0
		bc_tech = 8.0
		bb_tech = 5.0
		shbb_tech = 3.0
		tp_tech = 3.0
		cv_tech = 3.0
		ss_tech = 10.0
	}
}
### Entity: Idea
Component: idea_RAJ_growing_independence_movement_1
Constructs: removal_cost, autonomy_gain
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_growing_independence_movement_1 = {
	name = idea_RAJ_growing_independence_movement_1
	allowed = {
		original_tag = RAJ
	}
	picture = PLACEHOLDER_idea_icon
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		autonomy_gain = 0.2
	}
}
### Entity: Military Industrial Organization
Component: COG_fonderie_royale_de_canons_leopoldville_organization
Constructs: production_bonus, equipment_bonus, add_trait
Source: game
File: common/military_industrial_organization/organizations/COG_organization.txt

Code:
COG_fonderie_royale_de_canons_leopoldville_organization = {
	name = COG_fonderie_royale_de_canons_leopoldville_organization
	include = generic_artillery_organization
	icon = GFX_idea_BEL_fonderie_royale_de_canons_liege
	allowed = {
		original_tag = COG
	}
	initial_trait = {
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_cost_factor = -0.03
		}
		equipment_bonus = {
			ap_attack = 0.15
			hard_attack = 0.1
		}
	}
	add_trait = {
		token = BEL_mio_trait_47mm_at_guns
		name = BEL_mio_trait_47mm_at_guns
		icon = GFX_generic_mio_department_icon_anti_tank
		special_trait_background = yes
		position = {
			x = 5
			y = 1
		}
		limit_to_equipment_type = {
			anti_tank_equipment
		}
		any_parent = {
			generic_mio_trait_rapid_fire
		}
		equipment_bonus = {
			ap_attack = 0.15
			hard_attack = 0.1
		}
	}
}
### Entity: Event
Component: bftb_greece.228
Constructs: is_triggered_only, add_stability
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.228
	title = bftb_greece.228.t
	desc = bftb_greece.228.desc
	picture = GFX_report_event_tur_turkish_soldiers
	is_triggered_only = yes
	option = {
		name = bftb_greece.228.a
		add_stability = -0.05
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_intervention_in_madagascar
Constructs: prerequisite, completion_reward, is_controlled_by, is_in_faction_with, is_subject_of, cancel_if_invalid, unlock_decision_tooltip
Source: game
File: common/national_focus/free_france.txt

Code:
focus = {
	id = FRA_intervention_in_madagascar
	icon = GFX_goal_generic_position_armies
	x = 5
	y = 1
	offset = {
		x = 0
		y = 0
	}
	prerequisite = {
		focus = FRA_appeal_to_overseas_territories
	}
	relative_position_id = FRA_appeal_to_overseas_territories
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			543 = {
				OR = {
					is_controlled_by = ROOT
					CONTROLLER = {
						OR = {
							is_in_faction_with = ROOT
							is_subject_of = ROOT
						}
					}
				}
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		unlock_decision_tooltip = {
			decision = FRA_prepare_coup_in_madagascar
		} {
			decision = FRA_promise_independence_to_madagascar
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_introduce_new_uniforms
Constructs: prerequisite, completion_reward, add_to_variable, add_tech_bonus, uniform_bonus
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_introduce_new_uniforms
	icon = GFX_focus_CHL_departemento_de_las_tropas_nacistas_de_asalto
	cost = 8
	prerequisite = {
		focus = AFG_modernize_military_hospitals
	}
	relative_position_id = AFG_modernize_military_hospitals
	x = 1
	y = 1
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		custom_effect_tooltip = AFG_uniforms_tt r56_newline
		add_to_variable = {
			AFG_core_attack = 0.05
		} {
			AFG_attrition = -0.1
		} {
			AFG_enemy_air_superiority = -0.05
		}
		add_tech_bonus = {
			name = uniform_bonus
			bonus = 0.5
			uses = 1
			ahead_reduction = 0.5
			category = winter_clothing_tech summer_clothing_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Event
Component: BBA_italo_ethiopian_war_events.501
Constructs: is_triggered_only, ai_chance, limit, has_country_flag, has_global_flag, set_state_flag, set_global_flag, is_controlled_by
Source: game
File: events/BBA_ItaloEthiopianWar.txt

Code:
country_event = {
	id = BBA_italo_ethiopian_war_events.501
	title = BBA_italo_ethiopian_war_events.501.t
	desc = BBA_italo_ethiopian_war_events.501.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = BBA_italo_ethiopian_war_events.501.a
		ai_chance = {
			base = 10
		}
		hidden_effect = {
			if = {
				limit = {
					has_global_flag = second_italo_ethiopian_war_flag
				}
				550 = {
					set_state_flag = ITA_forced_peace_states_flag
				}
				908 = {
					set_state_flag = ITA_forced_peace_states_flag
				}
				559 = {
					set_state_flag = ITA_forced_peace_states_flag
				}
				844 = {
					set_state_flag = ITA_forced_peace_states_flag
				}
				set_global_flag = end_of_second_italo_ethiopian_war_flag
			} {
				limit = {
					ITA_hosting_exiled_ethiopia = yes
					if = {
						limit = {
							ENG = {
								has_country_flag = ITA_italy_asks_ethiopian_host_for_help
							}
						}
					}
				}
				ENG = {
					country_event = {
						id = BBA_italy_interaction_events.60
						days = 1
					}
				}
			}
			else = {
				ENG = {
					country_event = {
						id = BBA_italy_interaction_events.31
						days = 1
					}
				}
			}
		}
		ITA_forced_italo_ethiopian_peace_deal = yes
	} {
		name = BBA_italo_ethiopian_war_events.501.b
		trigger = {
			ROOT = {
				any_core_state = {
					is_controlled_by = ROOT
				}
				is_government_in_exile = no
			}
		}
		ai_chance = {
			base = 0
		}
		custom_effect_tooltip = BBA_ethiopia_is_expelled_tt
		if = {
			limit = {
				ROOT = {
					is_in_faction_with = ENG
				}
			}
			ROOT = {
				leave_faction = yes
			}
		}
		set_truce = {
			target = ENG
			days = 365
		}
		hidden_effect = {
			if = {
				limit = {
					has_country_flag = ETH_host_confirmed_flag
				}
				clr_country_flag = ETH_host_confirmed_flag
			} {
				limit = {
					has_country_flag = ETH_request_sent_flag
				}
				clr_country_flag = ETH_request_sent_flag
			} {
				limit = {
					check_variable = {
						ETH.host_nation = ENG
					}
				}
				clear_variable = ETH.host_nation
			}
			set_country_flag = ETH_refused_forced_peace_flag
		}
		ENG = {
			country_event = {
				id = BBA_italy_interaction_events.31
				hours = 6
			}
		}
		ITA = {
			country_event = {
				id = BBA_italo_ethiopian_war_events.503
				hours = 6
			}
		}
	}
}
### Entity: Character
Component: GER_unifier_of_the_classes
Constructs: stability_factor, political_power_gain, communism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_unifier_of_the_classes = {
	sprite = 13
	random = no
	communism_drift = -0.05
	stability_factor = 0.05
	production_factory_max_efficiency_factor = 0.05
	political_power_gain = 0.05
	economy_cost_factor = -0.35
}
### Entity: Character
Component: conservative_nationalist_lar
Source: game
File: common/country_leader/00_traits.txt

Code:
conservative_nationalist_lar = {
	random = no
	stability_weekly = 0.005
	production_speed_infrastructure_factor = 0.2
	ai_will_do = {
		factor = 1
	}
}
### Entity: Decision
Component: HUN_territorial_revision_category
Constructs: has_dlc
Source: game
File: common/decisions/categories/HUN_decision_categories.txt

Code:
HUN_territorial_revision_category = {
	icon = GFX_decision_category_border_conflicts
	priority = 50
	picture = GFX_decision_cat_picture_greater_hungary
	visible_when_empty = no
	allowed = {
		original_tag = HUN
	}
	visible = {
		has_dlc = Gotterdammerung
	}
}
### Entity: Order of Battle
Component: air_wing_56
Source: game
File: history/units/GER_1939_air_bba.txt

Code:
air_wings = {
	56 = {
		small_plane_naval_bomber_airframe_1 = {
			owner = GER
			amount = 54
			version_name = Do 22
		} {
			owner = GER
			amount = 54
			version_name = Do 22
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_address_the_mapuche_conflict
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, has_game_rule, allow_branch, add_dynamic_modifier
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_address_the_mapuche_conflict
	icon = GFX_focus_CHL_address_the_mapuche_conflict
	relative_position_id = CHL_ibanezs_coup
	x = 9
	y = 1
	cost = 5
	offset = {
		x = -9
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CHL_address_the_mapuche_conflict
		}
	}
	prerequisite = {
		focus = CHL_ibanezs_coup
	}
	mutually_exclusive = {
		focus = CHL_rule_by_decree
	}
	ai_will_do = {
		base = 1.5
	}
	allow_branch = {
		IF = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = CHL_rule_by_decree
			} {
				has_completed_focus = CHL_endorse_the_constitution
			} {
				has_completed_focus = CHL_denounce_the_anarchy
			}
		}
	}
	available = {
		has_government = neutrality
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_dynamic_modifier = {
			modifier = CHL_mapuche_nationalism_dynamic_modifier
		}
		custom_effect_tooltip = available_political_advisor CHL_skip_one_line_tt CHL_no_more_advisors_tt
		show_ideas_tooltip = CHL_manuel_panguilef
		IF = {
			limit = {
				has_mapuche_conflict = yes
			}
			CHL_mapuche_conflict_level_up = yes
		}
		remove_mission = CHL_nacista_coup_attempt
		activate_mission = CHL_ibanez_ruling_by_decree_mission
		hidden_effect = {
			IF = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
	}
}
### Entity: Character
Component: CHI_feng_yuxiang
Source: game
File: common/characters/CHI.txt

Code:
CHI_feng_yuxiang = {
	name = CHI_feng_yuxiang
	portraits = {
		army = {
			large = GFX_portrait_CHI_feng_yuxiang
			small = GFX_portrait_CHI_feng_yuxiang_small
		}
	}
	corps_commander = {
		skill = 3
		attack_skill = 3
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_support_domestic_entrepreneurs
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_support_domestic_entrepreneurs
	icon = GFX_focus_generic_industry_3
	relative_position_id = LIT_expand_to_markets
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_expand_to_markets
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = LIT_demand_side_policy
			add_idea = LIT_entrepreneurship
		}
		random_owned_controlled_state = {
			prioritize = {
				188
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = synthetic_refinery
				level = 1
				instant_build = yes
			} {
				type = fuel_silo
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: NSB_poland_communist_events.202
Constructs: is_triggered_only, fire_only_once, create_wargoal, puppet_wargoal_focus
Source: game
File: events/NSB_Poland.txt

Code:
country_event = {
	id = NSB_poland_communist_events.202
	title = NSB_poland_communist_events.202.t
	desc = NSB_poland_communist_events.202.desc
	picture = GFX_report_event_polish_tanks_01
	fire_only_once = no
	is_triggered_only = yes
	option = {
		name = NSB_poland_communist_events.202.a
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FROM
		}
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Template%3ASplit/doc.html

Doc:
This is the documentation page for Template:Split. When it is viewed directly, links using variables may appear broken; do not replace these with hardcoded page names or URLs.

Split can be used to highlight articles that need division.

Contents

1 Usage

2 Parameters

3 Values

4 Effects

5 Updating this template

6 Example
### Entity: National Focus
Tree: tur_focus
Component: TUR_the_sun_language_theory
Constructs: prerequisite, add_war_support, completion_reward, has_country_leader, has_idea
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_the_sun_language_theory
	icon = GFX_focus_TUR_the_sun_language_theory
	prerequisite = {
		focus = TUR_reinvigorate_turkish_nationalism TUR_the_second_five_year_plan
	}
	available = {
		OR = {
			has_country_leader = {
				character = TUR_fevzi_cakmak
				ruling_only = yes
			}
			has_idea = TUR_fevzi_cakmak_prime_minister
		}
	}
	x = 0
	y = 2
	relative_position_id = TUR_reinvigorate_turkish_nationalism
	cost = 5
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.05
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = TUR_halide_edib_adivar
	}
}
### Entity: Order of Battle
Component: Wuhan Jingbei
Constructs: division_template
Source: game
File: history/units/CHI_1936.txt

Code:
division = {
	name = Wuhan Jingbei
	location = 4619
	division_template = Juntuán
	start_equipment_factor = 0.8
	start_experience_factor = 0.1
}