Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Shared Focus
Tree: est_focus
Component: EST_start_central_industrial_region
Constructs: shared_focus, prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_estonia_shared.txt

Code:
shared_focus = {
	id = EST_start_central_industrial_region
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = EST_tallinn_tartu_highways EST_foundation_of_kumu
	}
	x = 6
	y = 4
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				92
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Order of Battle
Component: 3. Georgia Marksmen
Constructs: division_template
Source: game
File: history/units/CSA_fascist_uprising.txt

Code:
division = {
	name = 3. Georgia Marksmen
	location = 12384
	division_template = Volunteer Brigade
}
### Entity: State History
Component: 250
Constructs: add_core_of
Source: game
File: history/states/250-ulyanovsky.txt

Code:
state = {
	id = 250
	name = STATE_250
	manpower = 1630524
	state_category = town
	resources = {
		steel = 14
	}
	history = {
		owner = SOV
		buildings = {
			infrastructure = 2
			industrial_complex = 1
		}
		add_core_of = SOV
		victory_points = {
			392 1
		}
	}
	provinces = {
		286 345 392 3196 3197 3246 3269 3276 3334 3372 3382 6226 6294 6302 6337 6394 9338 11273 11319 11373
	}
	local_supplies = 8.0
}
### Entity: National Focus
Tree: hon_focus
Component: HON_fruitful_partnership
Constructs: prerequisite, has_government, completion_reward, is_subject, is_in_faction, is_faction_leader, has_manpower
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_fruitful_partnership
	icon = GFX_goal_generic_the_axis
	prerequisite = {
		focus = HON_agricola
	}
	mutually_exclusive = {
		focus = HON_corporate_alliance
	}
	relative_position_id = HON_agricola
	x = 1
	y = 1
	available = {
		is_subject = no
		is_in_faction = no
		GER = {
			is_faction_leader = yes
			exists = yes
			has_government = fascism
		}
	}
	bypass = {
		is_in_faction = yes
	}
	cost = 5
	ai_will_do = {
		factor = 9
		modifier = {
			add = 4
			GER = {
				has_manpower = > 100000
			}
		}
	}
	completion_reward = {
		GER = {
			country_event = generic.2
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Event
Component: rt56.rom_comintern.4
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_comintern.4
	title = rt56.rom_comintern.4.t
	desc = rt56.rom_comintern.4.d
	picture = GFX_report_event_generic_funeral
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = rt56.rom_comintern.4.a
	}
}
### Entity: Idea
Component: ROM_king_carol_ii_factory_penalty
Constructs: has_government, has_country_flag, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/romania.txt

Code:
ROM_king_carol_ii_factory_penalty = {
	picture = ROM_carol_ii_greed
	removal_cost = -1
	allowed = {
		original_tag = ROM
	}
	allowed_civil_war = {
		OR = {
			AND = {
				POL = {
					has_country_flag = attempted_royal_takeover_in_ROM
				}
				NOT = {
					has_government = neutrality
				}
				has_country_flag = POL_non_michael_romania
			} {
				POL = {
					NOT = {
						has_country_flag = attempted_royal_takeover_in_ROM
					}
				}
				has_government = neutrality
			}
		}
	}
	modifier = {
		industrial_capacity_factory = -0.25
	}
}
### Entity: Scripted Effect
Component: WTT_fire_remove_support_status_events
Constructs: limit, has_country_flag, has_state_flag, every_other_country, save_event_target_as
Source: game
File: common/scripted_effects/WTT_china_political_struggle_effects.txt

Code:
WTT_fire_remove_support_status_events = {
	if = {
		limit = {
			has_state_flag = majority_political_platform_@ROOT
			event_target:majority_country = {
				tag = ROOT
			}
		}
		ROOT = {
			country_event = {
				id = wtt_political_organisation.7
			}
			every_other_country = {
				limit = {
					has_country_flag = wtt_political_struggle
				}
				country_event = {
					id = wtt_political_organisation.8
					hours = 1
				}
			}
		}
	}
	else_if = {
		limit = {
			has_state_flag = majority_political_platform_@ROOT
			event_target:majority_country = {
				NOT = {
					tag = ROOT
				}
			}
		}
		event_target:majority_country = {
			save_event_target_as = old_majority_country
		}
		ROOT = {
			save_event_target_as = majority_country
			country_event = {
				id = wtt_political_organisation.9
			}
			every_other_country = {
				limit = {
					has_country_flag = wtt_political_struggle
				}
				country_event = {
					id = wtt_political_organisation.10
					hours = 1
				}
			}
		}
	}
	else = {
		ROOT = {
			country_event = {
				id = wtt_political_organisation.11
			}
			every_other_country = {
				limit = {
					has_country_flag = wtt_political_struggle
				}
				country_event = {
					id = wtt_political_organisation.12
					hours = 1
				}
			}
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_god_country_and_family
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_political_power, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_god_country_and_family
	prerequisite = {
		focus = PRU_tax_reform
	}
	icon = GFX_goal_PRU_patria_peru
	x = -2
	y = 5
	relative_position_id = PRU_mediate_between_the_parties
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	ai_will_do = {
		factor = 10
	}
	available = {
		has_completed_focus = PRU_workers_rights_act
	}
	completion_reward = {
		if = {
			limit = {
				has_completed_focus = PRU_workers_rights_act
			}
			swap_ideas = {
				remove_idea = PRU_weak_republic_2
				add_idea = PRU_conservative_republic
			}
		}
		add_political_power = 25
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_withdraw_from_contested_territories
Constructs: prerequisite, limit, owns_state, add_stability, add_opinion_modifier, completion_reward, is_subject, has_full_control_of_state
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_withdraw_from_contested_territories
	prerequisite = {
		focus = ENG_guide_the_colonies
	}
	available = {
		is_subject = no
		OR = {
			has_full_control_of_state = 659 326 332 331 119 118 906 1021 1065
		}
	}
	bypass = {
		NOT = {
			OR = {
				owns_state = 659 326 332 331 119 118 906 1021 1065
			}
		}
	}
	continue_if_invalid = yes
	icon = GFX_goal_generic_position_armies
	x = 1
	y = 1
	relative_position_id = ENG_guide_the_colonies
	cost = 5
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_stability = -0.15
		add_manpower = 25000
		if = {
			limit = {
				has_full_control_of_state = 659
			}
			YEM = {
				transfer_state = 659
				add_opinion_modifier = {
					target = ENG
					modifier = ENG_returned_our_territory
				}
			}
			659 = {
				add_core_of = FSA
			}
		} {
			limit = {
				has_full_control_of_state = 906
			}
			YEM = {
				transfer_state = 906
				IF = {
					limit = {
						YEM = {
							NOT = {
								has_opinion_modifier = ENG_returned_our_territory
							}
						}
					}
					add_opinion_modifier = {
						target = ENG
						modifier = ENG_returned_our_territory
					}
				}
			}
		} {
			limit = {
				has_full_control_of_state = 992
			}
			YEM = {
				transfer_state = 992
				IF = {
					limit = {
						YEM = {
							NOT = {
								has_opinion_modifier = ENG_returned_our_territory
							}
						}
					}
					add_opinion_modifier = {
						target = ENG
						modifier = ENG_returned_our_territory
					}
				}
			}
		} {
			limit = {
				RAJ = {
					has_full_control_of_state = 992
					is_subject_of = ROOT
				}
			}
			YEM = {
				transfer_state = 992
				IF = {
					limit = {
						YEM = {
							NOT = {
								has_opinion_modifier = ENG_returned_our_territory
							}
						}
					}
					add_opinion_modifier = {
						target = ENG
						modifier = ENG_returned_our_territory
					} {
						target = RAJ
						modifier = ENG_returned_our_territory
					}
				}
			}
		} {
			limit = {
				has_full_control_of_state = 326
			}
			event_target:WTT_current_china_leader = {
				transfer_state = 326
				add_opinion_modifier = {
					target = ENG
					modifier = ENG_returned_our_territory
				}
			}
		} {
			limit = {
				has_full_control_of_state = 332
			}
			CAN = {
				transfer_state = 332
				add_opinion_modifier = {
					target = ENG
					modifier = ENG_retu
# ... (truncated)
### Entity: Event
Component: ARG_political_events.28
Constructs: is_triggered_only, ai_chance
Source: game
File: events/TOA_Argentina.txt

Code:
country_event = {
	id = ARG_political_events.28
	title = ARG_political_events.28.t
	desc = ARG_political_events.28.desc
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = ARG_political_events.28.a
		ai_chance = {
			base = 10
		}
		puppet = FROM
	}
}
### Entity: Event
Component: axis_minors_bulgaria.55
Constructs: has_government, has_country_flag, fire_only_once, add_political_power
Source: game
File: events/Bulgaria_events.txt

Code:
country_event = {
	id = axis_minors_bulgaria.55
	title = axis_minors_bulgaria.55.t
	desc = axis_minors_bulgaria.55.d
	picture = GFX_report_event_generic_sign_treaty2
	trigger = {
		tag = BUL
		date = > 1937.6.12
		OR = {
			has_government = neutrality
			has_country_flag = BUL_democrats_in_power
		}
	}
	fire_only_once = yes
	option = {
		name = axis_minors_bulgaria.55.a
		add_political_power = 20
	}
}
### Entity: Scripted Effect
Component: EAI_TEMPLATE_generic_40w_mountaineer_role
Constructs: limit, set_country_flag, check_variable
Source: game
File: common/scripted_effects/EAI_PRODUCTION_template_effects.txt

Code:
EAI_TEMPLATE_generic_40w_mountaineer_role = {
	set_country_flag = {
		flag = EAI_MOUNTAINEER_ROLE
		value = 3
	}
	if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/infantry_design = global.EAI_A_INF_DESIGN
			}
		}
		set_country_flag = {
			flag = EAI_MOUNTAINEER_TEMPLATE
			value = 311
		}
	}
	else_if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/infantry_design = global.EAI_B_INF_DESIGN
			}
		}
		set_country_flag = {
			flag = EAI_MOUNTAINEER_TEMPLATE
			value = 321
		}
	} {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/infantry_design = global.EAI_C_INF_DESIGN
			}
		}
		set_country_flag = {
			flag = EAI_MOUNTAINEER_TEMPLATE
			value = 331
		}
	}
}
### Entity: Modifier Reference
Construct: army_experience_from_volunteers
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## army_experience_from_volunteers

* Number with 1 decimal places
* **Categories**: army
### Entity: National Focus
Tree: bra_focus
Component: BRA_senta_a_pua
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, is_in_faction_with, has_dlc, add_equipment_subsidy
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_senta_a_pua
	icon = GFX_focus_BRA_senta_a_pua
	prerequisite = {
		focus = BRA_natal_naval_base
	}
	x = 0
	y = 1
	relative_position_id = BRA_natal_naval_base
	cost = 5
	available = {
		is_in_faction_with = USA
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_equipment_to_stockpile = {
				type = small_plane_airframe_1
				amount = 200
				producer = USA
			}
		}
		else = {
			add_equipment_to_stockpile = {
				type = fighter_equipment_1
				amount = 200
				producer = USA
			}
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_equipment_subsidy = {
				cic = 500
				equipment_type = small_plane_airframe
				seller_tags = {
					USA
				}
			} {
				cic = 500
				equipment_type = large_plane_airframe
				seller_tags = {
					USA
				}
			} {
				cic = 500
				equipment_type = medium_plane_airframe
				seller_tags = {
					USA
				}
			}
		}
	}
}
### Entity: Scripted Effect
Component: ITA_anti_fascist_civil_war_deal_with_fascist_side
Constructs: has_completed_focus, division_template, every_owned_state, limit, has_government, random_other_country, has_civil_war, remove_power_balance
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_anti_fascist_civil_war_deal_with_fascist_side = {
	random_other_country = {
		limit = {
			original_tag = ITA
			has_government = fascism
			has_civil_war = yes
		}
		remove_power_balance = {
			id = ITA_power_balance
		}
		set_country_flag = ITA_rsi_cw_flag
		set_cosmetic_tag = ITA_rsi
		ITA_manage_national_spirits_in_civil_war = yes
		if = {
			limit = {
				ROOT = {
					has_completed_focus = ITA_organize_strikes_in_the_north
				}
			}
			set_temp_variable = {
				temp_targets_index = 0
			}
			while_loop_effect = {
				limit = {
					check_variable = {
						temp_targets_index = 4
						compare = less_than
					}
					any_owned_state = {
						NOT = {
							has_state_flag = ITA_sabotaged_state_flag
						}
					}
				}
				random_owned_state = {
					limit = {
						NOT = {
							has_state_flag = ITA_sabotaged_state_flag
						} {
							state = 114 852 850
						}
						is_core_of = PREV
						OR = {
							industrial_complex = > 0
							arms_factory = > 0
							dockyard = > 0
						}
					}
					if = {
						limit = {
							industrial_complex = > 0
						}
						damage_building = {
							type = industrial_complex
							damage = 2
						}
					} {
						limit = {
							arms_factory = > 0
						}
						damage_building = {
							type = arms_factory
							damage = 2.5
						}
					} {
						limit = {
							dockyard = > 0
						}
						damage_building = {
							type = dockyard
							damage = 1.5
						}
					}
					set_state_flag = ITA_sabotaged_state_flag
				}
				add_to_temp_variable = {
					temp_targets_index = 1
				}
			}
			hidden_effect = {
				every_owned_state = {
					limit = {
						has_state_flag = ITA_sabotaged_state_flag
					}
					clr_state_flag = ITA_sabotaged_state_flag
				}
			}
		} {
			limit = {
				controls_state = 115
			}
			115 = {
				create_unit = {
					division = division_template = "Camicie Nere" start_experience_factor = 0.15 start_equipment_factor = 0.8
					owner = PREV
					prioritize_location = 4159
					count = 1
				} {
					division = division_template = "Camicie Nere" start_experience_factor = 0.15 start_equipment_factor = 0.8
					owner = PREV
					prioritize_location = 4014
					count = 1
				}
			}
		}
		else_if = {
			limit = {
				ROOT = {
					has_completed_focus = ITA_the_southern_farmlands
				}
			}
			set_temp_variable = {
				temp_targets_index = 0
			}
			while_loop_effect = {
				limit
# ... (truncated)
### Entity: Character
Component: LUX_pierre_fischbach
Source: game
File: common/characters/LUX.txt

Code:
LUX_pierre_fischbach = {
	advisor = {
		slot = high_command
		idea_token = LUX_pierre_fischbach
		ledger = navy
		allowed = {
			original_tag = LUX
		}
		traits = {
			navy_fleet_logistics_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Pierre Fischbach
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_1
		}
	}
}
### Entity: Character
Component: LBV_robert_von_habsburg
Source: game
File: common/characters/LBV.txt

Code:
LBV_robert_von_habsburg = {
	name = LBV_robert_von_habsburg
	portraits = {
		civilian = {
			large = GFX_portrait_LBV_robert_von_habsburg
		}
	}
	country_leader = {
		ideology = despotism
		traits = {
			archduke_of_austria_este
		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Decision
Component: POL_invite_foreign_motor_decisions
Constructs: has_completed_focus, has_country_flag
Source: game
File: common/decisions/categories/POL_decision_categories.txt

Code:
POL_invite_foreign_motor_decisions = {
	icon = GFX_decision_category_generic_industry
	allowed = {
		original_tag = POL
	}
	visible = {
		has_completed_focus = POL_attract_foreign_motors
		NOT = {
			has_country_flag = invited_motor_co
		}
	}
}
### Entity: Scripted Trigger
Component: SOV_has_active_tank_designer_mytishchy
Constructs: has_idea
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_has_active_tank_designer_mytishchy = {
	OR = {
		has_idea = SOV_mytishchy_machine_building_plant SOV_mytishchy_machine_building_plant_1 SOV_mytishchy_machine_building_plant_2 SOV_mytishchy_machine_building_plant_3 SOV_mytishchy_machine_building_plant_1_2 SOV_mytishchy_machine_building_plant_1_3 SOV_mytishchy_machine_building_plant_2_3 SOV_mytishchy_machine_building_plant_final
	}
}
### Entity: Shared Focus
Tree: abc_focus
Component: ABC_equipment_effort
Constructs: shared_focus, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/ABC_shared.txt

Code:
shared_focus = {
	id = ABC_equipment_effort
	icon = GFX_focus_generic_manpower
	prerequisite = {
		focus = ABC_army_reform
	}
	x = -3
	y = 1
	relative_position_id = ABC_army_reform
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 5
		add_tech_bonus = {
			name = infantry_artillery_bonus
			bonus = 1
			uses = 1
			category = infantry_weapons artillery
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: generic_purchase_ships_events.05
Constructs: is_triggered_only, ai_chance
Source: game
File: events/Decisions_Events.txt

Code:
country_event = {
	id = generic_purchase_ships_events.05
	title = generic_purchase_ships_events.05.t
	desc = generic_purchase_ships_events.05.desc
	is_triggered_only = yes
	picture = GFX_report_event_ast_navy
	option = {
		name = generic_purchase_ships_events.05.a
		ai_chance = {
			base = 5
		}
		SMB_get_dreadnoughts_from_country = yes
	}
}
### Entity: Decision
Component: FRI_inevitable_uprising_3
Source: game
File: common/decisions/categories/VIN_decision_categories.txt

Code:
FRI_inevitable_uprising_3 = {
	icon = generic_independence
	picture = GFX_decision_cat_picture_spr_the_inevitable_civil_war
	priority = 10
	allowed = {
		tag = FRI
	}
}
### Entity: Shared Focus
Tree: lat_focus
Component: LAT_kegums_power_plant
Constructs: shared_focus, prerequisite, completion_reward, add_political_power, add_extra_state_shared_building_slots, add_timed_idea, unlock_decision_category_tooltip, unlock_decision_tooltip
Source: game
File: common/national_focus/r56_latvia_shared.txt

Code:
shared_focus = {
	id = LAT_kegums_power_plant
	icon = GFX_goal_power_plant
	prerequisite = {
		focus = LAT_contact_foreign_industrial_partners
	} {
		focus = LAT_mobilize_the_banks
	}
	relative_position_id = LAT_contact_foreign_industrial_partners
	x = 1
	y = 1
	cost = 8
	available_if_capitulated = yes
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		12 = {
			add_extra_state_shared_building_slots = 2
		}
		add_timed_idea = {
			idea = LAT_kegums_power_plant_construction_idea
			days = 780
		}
		unlock_decision_category_tooltip = LAT_kegums_power_plant_construction
		unlock_decision_tooltip = {
			decision = LAT_organize_public_subscription
		} {
			decision = LAT_reallocate_investments
		}
		add_political_power = 50
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Modifier Reference
Component: COG_rwandan_separatism_modifier
Constructs: has_completed_focus, production_speed_buildings_factor, remove_trigger, is_owned_and_controlled_by
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
COG_rwandan_separatism_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_COG_rwandan_separatism
	remove_trigger = {
		OR = {
			ROOT = {
				is_owned_and_controlled_by = RWA
			}
			COG = {
				has_completed_focus = COG_the_pro_german_mwami_focus COG_the_umwami_of_rwanda_focus
			}
		}
	}
	production_speed_buildings_factor = -0.1
	resistance_target = 0.1
	compliance_growth = -0.01
	local_manpower = -0.02
}
### Entity: AI Strategy
Component: BRA_democratic_plan_r56
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/BRA_R56_alternate_strategy_plan.txt

Code:
BRA_democratic_plan_r56 = {
	name = BRA: Brazilian Democratic AI Plan
	desc = Democratic behavior for Finland.
	allowed = {
		original_tag = BRA
		NOT = {
			has_dlc = Trial of Allegiance
		}
	}
	enable = {
		OR = {
			has_country_flag = BRA_AI_RANDOM_DEMOCRATIC
			has_game_rule = {
				rule = BRA_ai_behavior
				option = DEMOCRATIC
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		BRA_R56_the_voice_of_brazil BRA_R56_national_security_law BRA_R56_institute_the_polaca BRA_R56_strengthen_local_governments
	}
	focus_factors = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: WW_hungary.15
Constructs: is_triggered_only, ai_chance, fire_only_once, add_political_power
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.15
	title = WW_hungary.15.t
	desc = WW_hungary.15.desc
	picture = GFX_report_event_HUN_hungary_occupies_area
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = WW_hungary.15.a
		ai_chance = {
			base = 100
		}
		add_political_power = 25
		transfer_state = 45
	}
}
### Entity: Character
Component: PRC_li_xiannian
Constructs: has_dlc
Source: game
File: common/characters/PRC.txt

Code:
PRC_li_xiannian = {
	name = PRC_li_xiannian
	portraits = {
		army = {
			small = GFX_portrait_PRC_li_xiannian
		}
	}
	advisor = {
		slot = high_command
		idea_token = PRC_li_xiannian
		ledger = army
		allowed = {
			original_tag = PRC
			has_dlc = No Compromise, No Surrender
		}
		traits = {
			PRC_guerilla_fighter
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Unit Template
Component: INS_GAR_01
Source: game
File: common/units/names_divisions/HOL_INS_names_divisions.txt

Code:
INS_GAR_01 = {
	name = Colonial Garrison
	for_countries = {
		HOL INS
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %se Territoriaal Commando
	ordered = {
		1 = {
			%se Territoriaal Commando 'Sumatra'
		}
		2 = {
			%se Territoriaal Commando 'Sumatra'
		}
		3 = {
			%se Territoriaal Commando 'Borneo'
		}
		4 = {
			%se Territoriaal Commando 'Celebes'
		}
		5 = {
			%se Territoriaal Commando 'Sumatra'
		}
		6 = {
			%se Territoriaal Commando 'Borneo'
		}
		7 = {
			%se Territoriaal Commando 'Java'
		}
		8 = {
			%se Territoriaal Commando 'Java'
		}
		9 = {
			%se Territoriaal Commando 'Sumatra'
		}
		10 = {
			%se Territoriaal Commando 'Sumatra'
		}
	}
}
### Entity: Idea
Component: SIA_modest_mixed_economy_r56
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_modest_mixed_economy_r56 = {
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = usa_great_depression
	modifier = {
		stability_weekly = 0.001
		production_factory_max_efficiency_factor = 0.04
		production_speed_buildings_factor = 0.04
		local_resources_factor = 0.1
	}
}