Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: CHI_republican_interests_cat
Constructs: has_completed_focus, is_subject
Source: game
File: common/decisions/categories/CHI_decision_categories.txt

Code:
CHI_republican_interests_cat = {
	icon = GFX_decision_category_generic_formable_nations
	priority = 100
	allowed = {
		original_tag = CHI
	}
	visible_when_empty = no
	visible = {
		is_subject = no
		has_completed_focus = CHI_unify_as_the_china_democratic_league
	}
}
### Entity: Event
Component: NSB_soviet_policies_of_collective_security.5
Constructs: is_triggered_only, ai_chance, has_completed_focus, has_government, has_idea, random_hours, is_historical_focus_on, has_guaranteed
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_policies_of_collective_security.5
	title = NSB_soviet_policies_of_collective_security.5.t
	desc = NSB_soviet_policies_of_collective_security.5.desc
	picture = GFX_report_event_SOV_demands
	is_triggered_only = yes
	option = {
		name = NSB_soviet_policies_of_collective_security.5.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				has_government = communism
			} {
				factor = 2
				has_completed_focus = FRA_form_the_popular_front
			} {
				factor = 1.25
				SOV = {
					has_idea = SOV_maksim_litvinov
				}
			} {
				factor = 0
				OR = {
					has_completed_focus = FRA_utilize_the_leagues
					focus_progress = {
						focus = FRA_utilize_the_leagues
						progress = > 0
					}
				}
			}
		}
		FROM = {
			country_event = {
				id = NSB_soviet_policies_of_collective_security.9
				hours = 8
				random_hours = 4
			}
		}
		effect_tooltip = {
			SOV_apply_collective_ageement_on_mutual_assistance_effects_basic = yes
		}
	} {
		name = NSB_soviet_policies_of_collective_security.5.b
		ai_chance = {
			base = 5
			modifier = {
				factor = 2
				is_historical_focus_on = yes
			} {
				factor = 1.5
				has_government = democratic
			} {
				factor = 2
				has_guaranteed = POL
			} {
				factor = 0
				OR = {
					NOT = {
						country_exists = POL
					}
					POL = {
						has_capitulated = yes
					}
				}
			}
		}
		FROM = {
			country_event = {
				id = NSB_soviet_policies_of_collective_security.8
				hours = 8
				random_hours = 4
			}
		}
	}
}
### Entity: Technology
Component: basic_train
Constructs: enable_equipments, research_cost
Source: game
File: common/technologies/support.txt

Code:
technology = {
	enable_equipments = {
		train_equipment_1
	}
	research_cost = 1.5
	start_year = 1910
	folder = {
		name = support_folder
		position = {
			x = 0
			y = @1918
		}
	}
	path = {
		leads_to_tech = wartime_train
		research_cost_coeff = 1
	} {
		leads_to_tech = armored_train
		research_cost_coeff = 1
	}
	categories = {
		train_tech
	}
	ai_will_do = {
		base = 1
		modifier = {
			num_of_factories = > 25
			factor = 100
		} {
			factor = 1.2
			date = > 1936.1.1
		} {
			factor = 1.2
			date = > 1937.1.1
		} {
			factor = 1.2
			date = > 1938.1.1
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_german_capital
Constructs: prerequisite, add_ideas, has_war_with, completion_reward
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_german_capital
	icon = GFX_goal_trade_pact
	relative_position_id = LIT_liberalization_of_trade_policies
	x = -2
	y = 1
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_liberalization_of_trade_policies LIT_kings_party LIT_cooperate_with_the_conservatives LIT_restore_constitutionalism
	}
	ai_will_do = {
		factor = 1
	}
	available = {
		GER = {
			exists = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	completion_reward = {
		add_ideas = LIT_german_capital
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Modifier Reference
Construct: naval_invasion_prep_speed
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## naval_invasion_prep_speed

* Number with 1 decimal places
* **Categories**: unit_leader
### Entity: Technology
Component: improved_machine_tools
Constructs: research_cost
Source: game
File: common/technologies/industry.txt

Code:
technology = {
	production_factory_max_efficiency_factor = 0.1
	equipment_conversion_speed = 0.2
	path = {
		leads_to_tech = advanced_machine_tools
		research_cost_coeff = 1
	} {
		leads_to_tech = improved_equipment_conversion
		research_cost_coeff = 1
	}
	research_cost = 1.5
	start_year = 1937
	folder = {
		name = industry_folder
		position = {
			x = 0
			y = 4
		}
	}
	ai_will_do = {
		factor = 40
		modifier = {
			factor = 10
			date = > 1937.1.1
		}
	}
	categories = {
		industry cat_production
	}
}
### Entity: AI Strategy
Component: VEN_alternate_plan_5
Constructs: has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/VEN_alternate_strategy_plan.txt

Code:
VEN_alternate_plan_5 = {
	name = VEN: Democratic Alternative
	desc = The ARDI will be reorganized and launch the second Alvarado Rebellion which will lead to a communist takeover.
	allowed = {
		original_tag = VEN
	}
	enable = {
		has_game_rule = {
			rule = VEN_ai_behavior
			option = DEMOCRATIC_ALTERNATE
		}
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		VEN_congress VEN_reorganize_the_ARDI VEN_barranquilla_plan VEN_generation_of_28 VEN_national_development VEN_national_recovery_act VEN_alternatives_to_oil VEN_invest_mining_industry VEN_improve_living_standards VEN_industrial_development VEN_lift_oil_curse VEN_rebellion VEN_bolivarian_socialist_theory VEN_puntofijo_pact VEN_50_50_oil_act VEN_national_literacy_programs VEN_tax_reforms_socialist VEN_president_betancourts_legacy VEN_fund_independent_arms_industries VEN_explosive_factories VEN_neutrality_focus2 VEN_arms_protect_the_nation
	}
	traits = {
		silent_workhorse = 5
		democratic_reformer = 50
	}
	focus_factors = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: ROM_war_preparation
Constructs: army_defence_factor, removal_cost
Source: game
File: common/ideas/romania.txt

Code:
ROM_war_preparation = {
	picture = generic_war_preparation
	removal_cost = -1
	allowed = {
		original_tag = ROM
	}
	allowed_civil_war = {

	}
	modifier = {
		army_defence_factor = 0.1
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_expand_central_bohemian_mines
Constructs: prerequisite, limit, completion_reward, has_tech, is_fully_controlled_by, cancel_if_invalid, add_to_variable, random_core_state
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_expand_central_bohemian_mines
	icon = GFX_focus_generic_coal_mining
	overlay = GFX_focus_fast_overlay_generic_clock
	prerequisite = {
		focus = CZE_expand_vitkovice_ironworks
	}
	relative_position_id = CZE_expand_vitkovice_ironworks
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_tech = excavation3
		9 = {
			is_fully_controlled_by = CZE
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = CZE_modify_skoda_works_ns_intro_tt generic_skip_one_line_tt generic_skip_one_line_tt CZE_build_additional_rail_stations_focus_cost_tt
		add_to_variable = {
			CZE_skoda_works_dynamic_modifier_production_speed_industrial_complex_factor = 0.025
			tooltip = production_speed_industrial_complex_factor_tt
		}
		if = {
			limit = {
				9 = {
					is_fully_controlled_by = ROOT
				}
			}
			random_core_state = {
				limit = {
					is_fully_controlled_by = ROOT
				}
				if = {
					limit = {
						free_building_slots = {
							building = industrial_complex
							size = > 0
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 1
				}
				prioritize = {
					9
				}
				add_resource = {
					type = coal
					amount = 8
				} {
					type = steel
					amount = 2
				}
			}
		} {
			limit = {
				NOT = {
					has_tech = advanced_equipment_conversion
				}
			}
			add_tech_bonus = {
				name = CZE_expand_central_bohemian_mines
				bonus = 1
				uses = 1
				technology = improved_equipment_conversion advanced_equipment_conversion
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Modifier Reference
Component: BEL_engine_of_the_economy_dynamic_modifier
Constructs: industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
BEL_engine_of_the_economy_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_BEL_engine_of_the_economy
	industry_free_repair_factor = BEL_social_partners_industry_free_repair_factor
	production_factory_start_efficiency_factor = BEL_social_partners_production_factory_start_efficiency_factor
	industrial_capacity_dockyard = BEL_social_partners_industrial_capacity_dockyard
	industrial_capacity_factory = BEL_social_partners_industrial_capacity_factory
	production_speed_rail_way_factor = BEL_social_partners_production_speed_rail_way_factor
	production_speed_supply_node_factor = BEL_social_partners_production_speed_supply_node_factor
	production_factory_max_efficiency_factor = BEL_social_partners_production_factory_max_efficiency_factor
	production_speed_buildings_factor = BEL_social_partners_production_speed_buildings_factor
	production_factory_efficiency_gain_factor = BEL_social_partners_production_factory_efficiency_gain_factor
	resource_trade_cost_bonus_per_factory = BEL_social_partners_resource_trade_cost_bonus_per_factory
}
### Entity: Idea
Component: PHI_sakdalistas_timed_idea
Constructs: democratic_drift
Source: game
File: common/ideas/philippines.txt

Code:
PHI_sakdalistas_timed_idea = {
	picture = generic_fascism_drift_2
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		democratic_drift = -0.15
	}
}
### Entity: Scripted Effect
Component: bba_get_heavy_fighter_ITA_effect
Constructs: add_equipment_to_stockpile, limit, has_country_flag, has_tech, create_equipment_variant, allow_without_tech, set_country_flag
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
bba_get_heavy_fighter_ITA_effect = {
	if = {
		limit = {
			ITA = {
				has_tech = basic_medium_airframe
				NOT = {
					has_tech = improved_medium_airframe
				}
			}
		}
		if = {
			limit = {
				ITA = {
					NOT = {
						has_country_flag = ITA_basic_export_heavy_fighter_template
					}
				}
			}
			ITA = {
				create_equipment_variant = {
					name = SM.88
					type = medium_plane_fighter_airframe_1
					allow_without_tech = yes
					modules = {
						fixed_main_weapon_slot = heavy_mg_4x
						fixed_auxiliary_weapon_slot_1 = bomb_locks
						engine_type_slot = engine_2_2x
						special_type_slot_1 = empty
					}
					icon = GFX_ITA_heavy_fighter1_medium
				}
				set_country_flag = ITA_basic_export_heavy_fighter_template
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_fighter_airframe_1
			producer = ITA
			amount = heavy_fighter_buy_amount
			variant_name = SM.88
		}
	}
	else_if = {
		limit = {
			ITA = {
				has_tech = improved_medium_airframe
				NOT = {
					has_tech = advanced_medium_airframe
				}
			}
		}
		if = {
			limit = {
				ITA = {
					NOT = {
						has_country_flag = ITA_improved_export_heavy_fighter_template
					}
				}
			}
			ITA = {
				create_equipment_variant = {
					name = Ro.58
					type = medium_plane_fighter_airframe_2
					allow_without_tech = yes
					modules = {
						fixed_main_weapon_slot = aircraft_cannon_1_2x
						fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_2x
						fixed_auxiliary_weapon_slot_2 = empty
						fixed_auxiliary_weapon_slot_3 = empty
						engine_type_slot = engine_3_2x
						special_type_slot_1 = hmg_defense_turret
					}
					icon = GFX_ITA_heavy_fighter2_medium
				}
				set_country_flag = ITA_improved_export_heavy_fighter_template
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_fighter_airframe_2
			producer = ITA
			amount = heavy_fighter_buy_amount
			variant_name = Ro.58
		}
	} {
		limit = {
			ITA = {
				has_tech = advanced_medium_airframe
			}
		}
		if = {
			limit = {
				ITA = {
					NOT = {
						has_country_flag = ITA_advanced_export_heavy_fighter_template
					}
				}
			}
			ITA = {
				create_equipment_variant = {
					name = SM.91
					type = medium_plane_fighter_airframe_3
					allow_without_tech = yes
					modules = {
						fixed_main_weapon_slot = aircraft_cannon_1_2x
						fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_2x
						fixed_auxili
# ... (truncated)
### Entity: National Focus
Tree: irq_focus
Component: IRQ_friendship_with_turkey
Constructs: prerequisite, has_war_with, has_country_flag, add_opinion_modifier, completion_reward, allow_branch, has_dlc, is_in_faction
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_friendship_with_turkey
	icon = GFX_goal_generic_befriend_turkey
	prerequisite = {
		focus = IRQ_reinforce_the_monarchy
	}
	relative_position_id = IRQ_reinforce_the_monarchy
	allow_branch = {
		NOT = {
			has_dlc = Graveyard of Empires
		}
	}
	available = {
		is_in_faction = no
		TUR = {
			NOT = {
				has_war_with = ROOT
			}
		}
		has_country_flag = IRQ_golden_square_coup_failed
	}
	bypass = {
		TUR = {
			exists = no
			has_war_with = ROOT
		}
	}
	x = 6
	y = 1
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		TUR = {
			add_opinion_modifier = {
				target = IRQ
				modifier = huge_increase
			}
		}
		add_opinion_modifier = {
			target = TUR
			modifier = huge_increase
		}
	}
}
### Entity: Wiki Documentation
Construct: Statistics
Source: wiki
File: wiki/Land_units.html

Doc:
Statistics[edit]
Base[edit]
Maximum speed. The division travels at the speed of its slowest combat battalion. Support battalions are not counted in this calculation; they are assumed to have the same mobility as the rest of the division.

HP. Known as "strength" in previous games. Support battalions have about 5 HP, Infantry combat battalions have about 10 HP, and armor combat battalions have about 20 HP.

Organization. How long this division can be active before it need to rest or retreat.

Recovery rate. Known as "morale" in previous games. The speed at which the division regains organization.

Recon. Help the commander to pick the right tactic during battles.

Suppression. How well the division will stop the formation of partisans.

Combat[edit]
Soft attack. How many attacks made each hour against the soft parts of enemy division.

Hard attack. How many attacks made each hour against the hard parts of enemy division.

Air attack. Reduce the effectivness of enemy aircraft making attacks against the divisons as well shot down enemy aircrafts.

Defense. Known as "defensiveness" in previous games.

Breakthrough. Known as "toughness" in previous games.

Armor. Halves the number of soft and hard attacks made against the division if the attacking division's piercing is less then the defending division's armor.

Piercing. See above.

Combat width. How much width during combat the division take up, the less width each division take the more divisions can fire at the enemy at the same time.

Softness. Multiply this with the attackers soft attack and multiply 1-softness with the attackers hard attack to find out how many attacks are made against the division.

Equipment cost[edit]
Each division will require a certain amount of manpower, equipment, and training time to produce.

Terrain adjusters[edit]

Main article: Terrain

Terrain can influence the performance of different unit types.
### Entity: State History
Component: 560
Constructs: add_core_of
Source: game
File: history/states/560-TS 2.txt

Code:
state = {
	id = 560
	name = STATE_560
	manpower = 97663
	state_category = rural
	resources = {
		steel = 18
	}
	history = {
		owner = SOV
		buildings = {
			infrastructure = 2
		}
		add_core_of = SOV FER
	}
	provinces = {
		1724 1772 1807 1842 3664 4290 4844 7748 7871 9659 10571 10577 10590 12559 12569 12638
	}
	local_supplies = 0.0
}
### Entity: Character
Component: NKR_heo_sang_soo
Source: game
File: common/characters/NKR.txt

Code:
NKR_heo_sang_soo = {
	name = Heo Sang-soo
	portraits = {
		navy = {
			small = gfx/interface/ideas/idea_generic_navy_asia_3.dds
		}
	}
	advisor = {
		slot = high_command
		idea_token = heo_sang_soo_high_command
		allowed = {
			original_tag = NKR
		}
		traits = {
			navy_fleet_logistics_2
		}
		ai_will_do = {
			factor = 1
		}
	} {
		slot = navy_chief
		idea_token = heo_sang_soo_navy_chief
		allowed = {
			original_tag = NKR
		}
		traits = {
			navy_chief_maneuver_2
		}
		ai_will_do = {
			factor = 1
		}
	} {
		slot = theorist
		idea_token = heo_sang_soo_theorist
		allowed = {
			original_tag = NKR
		}
		traits = {
			naval_theorist
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3AGreen.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects

The following pages link to Template:Green:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Template:Green (transclusion) ‎ (← links | edit)

Template:Unique national idea bonus list (transclusion) ‎ (← links | edit)

Template:Green/doc (transclusion) ‎ (← links | edit)

Template:Unique national idea bonus list/doc (transclusion) ‎ (← links | edit)

Ideas (transclusion) ‎ (← links | edit)

Research (transclusion) ‎ (← links | edit)

Land units (transclusion) ‎ (← links | edit)

Experience (transclusion) ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Template:Green"
### Entity: National Focus
Tree: mon_focus
Component: MON_specialization_on_vehicle_production
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_specialization_on_vehicle_production
	icon = GFX_goal_generic_army_motorized
	prerequisite = {
		focus = MON_study_motorized_equipment
	}
	x = 0
	y = 1
	relative_position_id = MON_study_motorized_equipment
	cost = 7.16
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = MON_vehicle_production_specialization
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_permit_axis_airbases
Constructs: prerequisite, completion_reward, has_idea, is_in_faction, is_in_faction_with, random_owned_state, add_building_construction
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_permit_axis_airbases
	icon = GFX_focus_generic_air_bases
	prerequisite = {
		focus = AFG_alternative_partnerships
	}
	x = -1
	y = 1
	relative_position_id = AFG_alternative_partnerships
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		NOT = {
			has_idea = neutrality_idea
		} {
			has_War_with = GER
		}
		OR = {
			is_in_faction = no
			is_in_faction_with = GER
		}
	}
	search_filters = {
		FOCUS_FILTER_AIR_XP FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_state = {
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		air_experience = 15
	}
}
### Entity: Event
Component: bftb_bulgaria_soviet_influence.6
Constructs: is_triggered_only, add_opinion_modifier, create_wargoal, annex_everything
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_soviet_influence.6
	title = bftb_bulgaria_soviet_influence.6.t
	desc = bftb_bulgaria_soviet_influence.6.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_soviet_influence.6.a
		effect_tooltip = {
			FROM = {
				add_opinion_modifier = {
					target = ROOT
					modifier = BUL_threatening_neighbor
				}
			}
			create_wargoal = {
				type = annex_everything
				target = FROM
				expire = 180
			}
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_radicalize_the_proletariat
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_radicalize_the_proletariat
	icon = GFX_focus_SWE_refuge_for_revolutionaries
	x = 1
	y = 1
	relative_position_id = BRA_prepare_for_second_intentona
	prerequisite = {
		focus = BRA_prepare_for_second_intentona
	}
	cost = 5
	ai_will_do = {
		factor = 30
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_timed_idea = {
			idea = BRA_radicalized_proletariat
			days = 365
		}
	}
}
### Entity: Idea
Component: SPA_rebuild_the_battlefleet
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/spain_nationalist.txt

Code:
SPA_rebuild_the_battlefleet = {
	picture = generic_navy_bonus
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	equipment_bonus = {
		ship_hull_heavy = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: dnz_focus
Component: DNZ_danzig_military_institute
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/Danzig.txt

Code:
focus = {
	id = DNZ_danzig_military_institute
	icon = GFX_goal_generic_german_advisor
	prerequisite = {
		focus = DNZ_modernize_the_police
	}
	relative_position_id = DNZ_modernize_the_police
	x = 0
	y = 2
	cost = 10
	completion_reward = {
		army_experience = 10
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
}
### Entity: Order of Battle
Component: Hsinpien 34 Shih
Constructs: division_template
Source: game
File: history/units/r56_CHI_1936.txt

Code:
division = {
	name = Hsinpien 34 Shih
	location = 4041
	division_template = Luchün Shih
	start_equipment_factor = 0.7
	start_experience_factor = 0.1
}
### Entity: National Focus
Tree: por_focus
Component: POR_tropas_paraquedistas
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, has_dlc, add_doctrine_cost_reduction
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_tropas_paraquedistas
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = POR_defend_the_borders POR_rebuild_the_lines_of_torres_vedras
	}
	icon = GFX_focus_generic_paratrooper
	x = 1
	y = 1
	relative_position_id = POR_defend_the_borders
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = POR_tropas_paraquedistas
			bonus = 1.0
			uses = 1
			category = para_tech
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				cost_reduction = 0.5
				uses = 2
				category = special_forces_doctrine
			}
		}
	}
}
### Entity: Event
Component: iceland_events.21
Constructs: is_triggered_only, ai_chance, limit, add_core_of, is_core_of, remove_core_of
Source: game
File: events/AAT_Iceland.txt

Code:
country_event = {
	id = iceland_events.21
	title = iceland_events.21.t
	desc = {
		text = iceland_events.21.desc
	}
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = iceland_events.21.a
		ai_chance = {
			base = 100
		}
		ROOT = {
			transfer_state = 101
		}
		101 = {
			add_core_of = ROOT
		}
		IF = {
			limit = {
				101 = {
					is_core_of = FROM
				}
			}
			101 = {
				remove_core_of = FROM
			}
		}
	}
}
### Entity: Trigger Reference
Construct: snow
Constructs: snow, is_fighting_in_weather
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
# true if weather is either artic_water or snow
is_fighting_in_weather = { artic_water snow }

```