Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Joint Focus
Component: CONGO_heat_resistant_cobalt
Constructs: prerequisite, limit, joint_focus, add_ideas, owns_state, has_war_with, completion_reward, is_subject_of
Source: game
File: common/national_focus/congo_shared.txt

Code:
joint_focus = {
	id = CONGO_heat_resistant_cobalt
	dynamic = yes
	icon = GFX_focus_generic_chromium
	prerequisite = {
		focus = CONGO_expand_metallurgical_industry
	}
	relative_position_id = CONGO_ccci
	x = -2
	y = 6
	cost = 10
	text_icon = CONGO_BEL_COG_focus_style
	joint_trigger = {
		CONGO_is_a_congo_viable_nation = yes
	}
	available = {
		OR = {
			AND = {
				original_tag = BEL
				BEL = {
					any_subject_country = {
						original_tag = COG
					}
				}
			} {
				original_tag = COG
				COG = {
					is_subject_of = BEL
				}
			}
		}
		NOT = {
			OR = {
				has_war_with = BEL COG
				has_global_flag = CONGO_independence_war_ongoing
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {

	}
	completion_reward_joint_originator = {
		IF = {
			limit = {
				original_tag = BEL
			}
			add_ideas = COG_heat_resistant_cobalt_idea
		} {
			limit = {
				original_tag = COG
			}
			add_ideas = COG_heat_resistant_cobalt_small_idea
		} {
			limit = {
				original_tag = COG
				COG = {
					owns_state = 889
					controls_state = 889
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt CONGO_cobalt_mine_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		hidden_effect = {
			CONGO_one_more_focus_done = yes
		}
	}
	completion_reward_joint_member = {
		IF = {
			limit = {
				original_tag = BEL
			}
			add_ideas = COG_heat_resistant_cobalt_idea
		} {
			limit = {
				original_tag = COG
			}
			add_ideas = COG_heat_resistant_cobalt_small_idea
		} {
			limit = {
				original_tag = COG
				COG = {
					owns_state = 889
					controls_state = 889
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt CONGO_cobalt_mine_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	}
}
### Entity: Idea
Component: WAF_hasan_begolli
Source: game
File: common/ideas/catism.txt

Code:
WAF_hasan_begolli = {
	allowed = {
		original_tag = WAF
	}
	traits = {
		navy_chief_commerce_raiding_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: ROM_we_also_would_like_some_synthetic_refineries
Source: game
File: common/ai_strategy/r56_ROM.txt

Code:
ROM_we_also_would_like_some_synthetic_refineries = {
	allowed = {
		original_tag = ROM
	}
	enable = {
		date = > 1939.1.1 < 1939.12.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = synthetic_refinery
		value = 40
	}
}
### Entity: Character
Component: the_humbled_knyaz
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
the_humbled_knyaz = {
	random = no
	political_power_factor = -0.3
	stability_factor = -0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_balkan_ambition
Constructs: prerequisite, limit, completion_reward, add_state_claim, is_fully_controlled_by
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_balkan_ambition
	icon = GFX_focus_generic_balkans_focus
	prerequisite = {
		focus = ITA_foreign_affairs
	}
	mutually_exclusive = {
		focus = ITA_potential_allies_in_the_balkans
	}
	x = -1
	y = 1
	relative_position_id = ITA_foreign_affairs
	cost = 5
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		add_state_claim = 102 853 103 105
		if = {
			limit = {
				country_exists = CRO
				OR = {
					103 = {
						is_fully_controlled_by = CRO
					}
					105 = {
						is_fully_controlled_by = CRO
					}
				}
			}
			activate_targeted_decision = {
				target = CRO
				decision = ITA_send_ultimatum_to_country_balkan
			}
		} {
			limit = {
				country_exists = MNT
				OR = {
					103 = {
						is_fully_controlled_by = MNT
					}
					105 = {
						is_fully_controlled_by = MNT
					}
				}
			}
			activate_targeted_decision = {
				target = MNT
				decision = ITA_send_ultimatum_to_country_balkan
			}
		} {
			limit = {
				country_exists = YUG
				OR = {
					103 = {
						is_fully_controlled_by = YUG
					}
					105 = {
						is_fully_controlled_by = YUG
					}
				}
			}
			activate_targeted_decision = {
				target = YUG
				decision = ITA_send_ultimatum_to_country_balkan
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_16/anti_tank_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_16/anti_tank_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		anti_tank_equipment = {
			build_cost_ic = -0.4
			instant = yes
		}
	}
}
### Entity: Name List
Component: HES
Source: game
File: common/names/00_names.txt

Code:
HES = {
	male = {
		names = {
			Maximilian Felix Erich Gerhard Gunther Otto Walter Wilhelm Heinz Hermann Heinrich Theodor Hans Anton Joachim Max Emil Peter Fritz Otto Adolf Tobias Staffan Marco Karl
		}
	}
	female = {
		names = {
			Jessica Emma Hanna Sofia Marie
		}
	}
	surnames = {
		Muller Schmidt Schneider Fischer Meyer Weber Schulz Wagner Hartmann Rall Barkhorn Becker Hoffmann Graf Erhler Hafner Lipfert Brendel Stotz Kirschner Lang Sturm Beisswenger Duttmann Wilbs Berglen Behrmann
	}
	callsigns = {
		Bubi Assi The Black Devil The Blond Knight Of Hannover Dolfo Fighter of Libau Petit Rouge Pritzl The Red Baron The Red Battle-flyer The Red Knight Reeste
	}
}
### Entity: Scripted Trigger
Component: frloc_capital_en_de_audessusde
Constructs: is_capital
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_capital_en_de_audessusde = {
	is_capital = yes
	OR = {
		state = 31 507 529
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_mil_factory
Constructs: completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_ethiopia.txt

Code:
focus = {
	id = ETH_mil_factory
	icon = GFX_focus_generic_africa_factory
	x = 0
	y = 0
	cost = 10
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				271
			}
			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: VNZ_IENPV_battlefleet
Constructs: research_bonus
Source: game
File: common/ideas/venice.txt

Code:
VNZ_IENPV_battlefleet = {
	allowed = {
		original_tag = VNZ
	}
	available = {

	}
	cost = 75
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		battlefleet_designer
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_land_doc_2
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_land_doc_2
	icon = GFX_goal_wargaming
	prerequisite = {
		focus = HON_land_doc
	}
	x = 42
	y = 2
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = land_doc_bonus
			bonus = 1
			uses = 1
			technology = etax_army_focus etax_army_firepower etax_army_defense etax_army_firepower_2 etax_army_defense_2
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: EAI_INSANE/medium_plane_scout_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_INSANE/medium_plane_scout_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_scout_plane_airframe = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_specialization_led_development
Constructs: prerequisite, completion_reward, add_extra_state_shared_building_slots, add_building_construction, add_offsite_building
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_specialization_led_development
	icon = GFX_focus_hol_abandon_the_gold_standard
	prerequisite = {
		focus = TUR_liberalize_the_national_economy
	}
	x = 0
	y = 2
	relative_position_id = TUR_liberalize_the_national_economy
	cost = 12.9
	ai_will_do = {
		factor = 7
	}
	completion_reward = {
		49 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		355 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		354 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		add_offsite_building = {
			type = industrial_complex
			level = 2
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_TUR_TRADITIONALISM
	}
}
### Entity: Idea
Component: BUL_anti_capitalism_cze
Constructs: has_completed_focus, limit, has_government, has_country_flag, removal_cost
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_anti_capitalism_cze = {
	name = BUL_anti_capitalism
	picture = eng_tackle_capitalism
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		tag = BUL
		if = {
			limit = {
				has_completed_focus = BUL_the_anti_capitalist_fight
			}
			has_government = communism
		}
	}
	removal_cost = -1
	targeted_modifier = {
		tag = CZE
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
	cancel = {
		OR = {
			has_country_flag = BUL_anti_capitalism_ns_expired_flag BUL_toppling_giants_ns_expired_flag BUL_the_fight_against_bolshevism_ns_expired_flag
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Crackdown_on_Political_Violence
Constructs: has_completed_focus, prerequisite, limit, add_stability, completion_reward, add_popularity, unlock_decision_tooltip
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Crackdown_on_Political_Violence
	icon = GFX_goal_generic_trial
	cost = 10
	ai_will_do = {
		factor = 7.5
	}
	prerequisite = {
		focus = DEN_Public_Investments DEN_Encourage_Foreign_Investment
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	x = 3
	y = 2
	relative_position_id = DEN_Social_Democratic_Majority
	completion_reward = {
		add_stability = 0.15
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		if = {
			limit = {
				NOT = {
					has_completed_focus = DEN_Popular_Front_against_Fascism
				}
			}
			unlock_decision_tooltip = ban_communist_party
		}
		unlock_decision_tooltip = ban_fascist_party
	}
}
### Entity: Unit Template
Component: POL_INF_RESERVE_01
Source: game
File: common/units/names_divisions/POL_names_divisions.txt

Code:
POL_INF_RESERVE_01 = {
	name = Reserve Infantry Division
	for_countries = {
		POL
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	link_numbering_with = {
		POL_INF_01
	}
	fallback_name = %d Dywizja Piechoty Rezerwy
	ordered = {
		33 = {
			%d Dywizja Piechoty Rezerwy
		}
		35 = {
			%d Dywizja Piechoty Rezerwy
		}
		36 = {
			%d Dywizja Piechoty Rezerwy
		}
		38 = {
			%d Dywizja Piechoty Rezerwy
		}
		39 = {
			%d Dywizja Piechoty Rezerwy
		}
		41 = {
			%d Dywizja Piechoty Rezerwy
		}
		44 = {
			%d Dywizja Piechoty Rezerwy
		}
		45 = {
			%d Dywizja Piechoty Rezerwy
		}
		50 = {
			%d Dywizja Piechoty Rezerwy
		}
		55 = {
			%d Dywizja Piechoty Rezerwy
		}
		60 = {
			%d Dywizja Piechoty Rezerwy
		}
	}
}
### Entity: Character
Component: MLT_coi
Source: game
File: common/characters/MLT.txt

Code:
MLT_coi = {
	advisor = {
		slot = political_advisor
		idea_token = MLT_coi
		allowed = {
			original_tag = MLT
		}
		traits = {
			captain_of_industry
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_1
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/VCW_uprising.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = VEN
		}
		requested_factories = 1
		progress = 0.12
		efficiency = 40
	}
}
### Entity: National Focus
Tree: urg_focus
Component: URG_american_air_bases
Constructs: add_equipment_to_stockpile, prerequisite, limit, has_war_with, completion_reward, has_full_control_of_state, add_building_construction, has_dlc
Source: game
File: common/national_focus/uruguay.txt

Code:
focus = {
	id = URG_american_air_bases
	available = {

	} {
		has_full_control_of_state = 300
		NOT = {
			has_war_with = USA
		}
	}
	icon = GFX_focus_generic_air_defense
	x = 1
	y = 1
	cost = 5
	relative_position_id = URG_investigate_german_and_italian_cultural_organization
	prerequisite = {
		focus = URG_investigate_german_and_italian_cultural_organization URG_law_no_9943
	}
	search_filters = {

	}
	completion_reward = {
		300 = {
			add_building_construction = {
				type = air_base
				level = 3
				instant_build = yes
			}
		}
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			create_equipment_variant = {
				name = P-36A
				type = small_plane_airframe_1
				icon = GFX_USA_fighter1_medium
				modules = {
					fixed_main_weapon_slot = light_mg_4x
					fixed_auxiliary_weapon_slot_1 = light_mg_2x
					engine_type_slot = engine_2_1x
				}
			} {
				name = B-10
				type = medium_plane_airframe_1
				icon = GFX_medium_plane_1_medium
				modules = {
					fixed_main_weapon_slot = medium_bomb_bay
					engine_type_slot = engine_1_2x
					special_type_slot_1 = lmg_defense_turret
				}
			}
			add_equipment_to_stockpile = {
				type = small_plane_airframe_1
				amount = 110
				producer = USA
				variant_name = P-36A
			} {
				type = medium_plane_airframe_1
				amount = 60
				producer = USA
				variant_name = B-10
			}
		} {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_equipment_subsidy = {
				cic = 1000
				equipment_type = small_plane_airframe
				seller_tags = {
					USA ENG FRA CAN
				}
			} {
				cic = 1000
				equipment_type = large_plane_airframe
				seller_tags = {
					USA ENG FRA CAN
				}
			} {
				cic = 1000
				equipment_type = medium_plane_airframe
				seller_tags = {
					USA ENG FRA CAN
				}
			}
		}
		else = {
			add_equipment_to_stockpile = {
				type = fighter_equipment_1
				amount = 130
				producer = USA
			} {
				type = tac_bomber_equipment_1
				amount = 100
				producer = USA
			}
		}
	}
}
### Entity: Event
Component: mtg_britain.107
Constructs: is_triggered_only
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.107
	title = mtg_britain.107.t
	desc = mtg_britain.107.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = mtg_britain.107.a
	}
}
### Entity: Event
Component: naw_norway.1
Constructs: is_triggered_only, ai_chance, add_to_faction, add_ai_strategy, has_opinion
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.1
	title = naw_norway.1.t
	desc = naw_norway.1.d
	picture = GFX_report_event_worried_french
	is_triggered_only = yes
	option = {
		name = naw_norway.1.a
		ai_chance = {
			base = 90
		}
		FROM = {
			country_event = naw_norway.2
			add_to_faction = ROOT
		}
		add_ai_strategy = {
			type = alliance
			id = NOR
			value = 250
		}
	} {
		name = naw_norway.1.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				has_opinion = {
					target = FROM
					value = > 30
				}
			} {
				factor = 5
				has_opinion = {
					target = FROM
					value = < -20
				}
			}
		}
		FROM = {
			country_event = naw_norway.3
		}
	}
}
### Entity: Name List
Component: default
Source: game
File: common/names/00_names.txt

Code:
default = {
	male = {
		names = {
			John Bob Lucas Marcus Alexander Alex Peter Jonas Jim Johannes
		}
		surnames = {

		}
		callsigns = {

		}
	}
	surnames = {
		Smith Jones Taylor Brown Williams Wilson Evans Walker White Roberts
	}
	callsigns = {
		Easy Kill The Lightning The Devil Grasshopper Handsome Moose Mouse Pebbles Sunshine Demon
	}
	prefix = o_operation
	operation = {
		0 = {
			o_default_operation
		}
	}
	use_geographical_default_operation_names = yes
	offensive_operation_suffix = o_strat_offensive_default
	defensive_operation_suffix = o_strat_defensive_default
	naval_operation_suffix = o_strat_naval_default
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_operation_sublime_porte
Constructs: prerequisite, completion_reward, create_wargoal, take_state_focus
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_operation_sublime_porte
	icon = GFX_focus_generic_attack_turkey
	prerequisite = {
		focus = IRQ_join_the_comitern
	}
	relative_position_id = IRQ_join_the_comitern
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	available = {
		r56_script_i_am_sane = yes
		TUR = {
			r56_script_target_is_sane = yes
		}
	}
	bypass = {
		TUR = {
			r56_script_standard_bypass = yes
		}
	}
	completion_reward = {
		create_wargoal = {
			type = take_state_focus
			target = TUR
			expire = 0
			generator = {
				352
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Country History
Country: RAS
Component: RAS_technology
Constructs: set_technology
Source: game
File: history/countries/RAS - Madras States.txt

Code:
# Starting Technologies for RAS
set_technology = {
	infantry_weapons = 1
	tech_recon = 1
	tech_support = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	gw_artillery = 1
}
### Entity: National Focus
Tree: mon_focus
Component: MON_reform_national_script
Constructs: prerequisite, add_ideas, completion_reward, add_timed_idea
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_reform_national_script
	icon = GFX_goal_generic_deals
	x = -1
	y = 1
	relative_position_id = MON_student_exchange_program
	cost = 5
	prerequisite = {
		focus = MON_joint_technological_development
	} {
		focus = MON_student_exchange_program
	}
	available = {
		num_of_factories = > 12
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_timed_idea = {
			idea = MON_script_reform_in_progress_idea
			days = 365
		}
		add_ideas = MON_changed_script_idea
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: AE_PA_treaty_military_member
Constructs: removal_cost, democratic_drift, send_volunteer_divisions_required, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_ideas_political.txt

Code:
AE_PA_treaty_military_member = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = AE_PA_treaty_military_member
	modifier = {
		democratic_drift = 0.02
		political_power_factor = 0.1
		convoy_raiding_efficiency_factor = 0.1
		generate_wargoal_tension = 0.15
		production_speed_arms_factory_factor = 0.2
		military_leader_cost_factor = -0.15
		send_volunteer_divisions_required = -0.3
		land_doctrine_cost_factor = -0.05
		naval_doctrine_cost_factor = -0.05
	}
	equipment_bonus = {
		support_equipment = {
			build_cost_ic = 0.1
			instant = yes
		}
	}
}
### Entity: Idea
Component: altos_hornos
Constructs: has_global_flag, research_bonus
Source: game
File: common/ideas/r56_spain_republic.txt

Code:
altos_hornos = {
	allowed = {
		original_tag = SPR
	}
	traits = {
		industrial_concern
	}
	visible = {
		has_global_flag = SPR_R56_focus_tree
	}
	modifier = {
		production_speed_arms_factory_factor = 0.1
		production_speed_industrial_complex_factor = 0.1
	}
	research_bonus = {
		industry = 0.15
	}
}
### Entity: Character
Component: CHA_fascist_guy
Constructs: has_government
Source: game
File: common/characters/CHA.txt

Code:
CHA_fascist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = CHA_fascist_guy
		allowed = {
			original_tag = CHA
		}
		traits = {
			fascist_demagogue
		}
		do_effect = {
			not = {
				has_government = fascism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_2
		}
	}
}
### Entity: Character
Component: AUS_elizabet_von_gutmann
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/AUS.txt

Code:
AUS_elizabet_von_gutmann = {
	advisor = {
		slot = political_advisor
		idea_token = AUS_elizabet_von_gutmann
		allowed = {
			original_tag = AUS
		}
		available = {
			has_completed_focus = AUS_courting_the_princess_of_industry
		}
		visible = {
			has_completed_focus = AUS_courting_the_princess_of_industry
		}
		traits = {
			AUS_resourceful_princess
		}
		ai_will_do = {
			base = 1
			modifier = {
				factor = 3
				has_government = neutrality
				has_completed_focus = AUS_reinstate_the_imperial_council
			}
		}
	}
	name = AUS_elizabet_von_gutmann
	portraits = {
		civilian = {
			small = GFX_portrait_AUS_elisabeth_von_gutmann_small
		}
	}
}
### Entity: Idea
Component: idea_SIA_american_tank_studies
Constructs: removal_cost, equipment_bonus
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_american_tank_studies = {
	picture = generic_acquire_tanks
	allowed_civil_war = {
		always = yes
	}
	allowed = {
		original_tag = SIA
	}
	removal_cost = -1
	equipment_bonus = {
		light_tank_chassis = {
			instant = yes
			hard_attack = 0.05
			soft_attack = 0.05
		}
		medium_tank_chassis = {
			instant = yes
			hard_attack = 0.05
			soft_attack = 0.05
		}
		heavy_tank_chassis = {
			instant = yes
			hard_attack = 0.05
			soft_attack = 0.05
		}
		super_heavy_tank_chassis = {
			instant = yes
			hard_attack = 0.05
			soft_attack = 0.05
		}
		modern_tank_chassis = {
			instant = yes
			hard_attack = 0.05
			soft_attack = 0.05
		}
	}
}
### Entity: Unit Template
Component: SOV_CAV_01
Source: game
File: common/units/names_divisions/SOV_names_divisions.txt

Code:
SOV_CAV_01 = {
	name = Cavalry Division
	for_countries = {
		SOV
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %dya Kavaleriyskaya Diviziya
	ordered = {
		1 = {
			%dya 'Chernigov' Kav. Div.
		}
		3 = {
			%dya 'Bessarabskaya' Kav. Div.
		}
		4 = {
			%dya Kavaleriyskaya Diviziya
		}
		5 = {
			%dya 'Bleanov' Kav. Div.
		}
		6 = {
			%dya 'Chongarskaya' Kav. Div.
		}
		7 = {
			%dya Kavaleriyskaya Diviziya
		}
		8 = {
			%dya 'Dal'nevostochnaya' Kav. Div.
		}
		9 = {
			%dya 'Krymskaya' Kav. Div.
		}
		10 = {
			%dya Kavaleriyskaya Diviziya
		}
		11 = {
			%dya Kavaleriyskaya Diviziya
		}
		12 = {
			%dya 'Kubanskaya' Kav. Div.
		}
		13 = {
			%dya 'Kubanskaya' Kav. Div.
		}
		14 = {
			%dya 'Bessarabskaya' Kav. Div.
		}
		15 = {
			%dya 'Donskaya' Kav. Div.
		}
		16 = {
			%dya Kavaleriyskaya Diviziya
		}
		17 = {
			%dya Gorno-Kavaleriyskaya Diviziya
		}
		18 = {
			%dya 'Turkestanskaya' Gorno-Kav. Div.
		}
		19 = {
			%dya Gorno-Kavaleriyskaya Diviziya
		}
		20 = {
			%dya 'Tadzhikskaya' Gorno-Kav. Div.
		}
		21 = {
			%dya 'Ferganskaya' Gorno-Kav. Div.
		}
		22 = {
			%dya 'Krasnoznamennaya' Kav. Div.
		}
		23 = {
			%dya Kavaleriyskaya Diviziya
		}
		24 = {
			%dya Kavaleriyskaya Diviziya
		}
		25 = {
			%dya Kavaleriyskaya Diviziya
		}
		26 = {
			%dya Kavaleriyskaya Diviziya
		}
		29 = {
			%dya Kavaleriyskaya Diviziya
		}
		30 = {
			%dya Legko-Kavaleriyskaya Diviziya
		}
		31 = {
			%dya Kavaleriyskaya Diviziya
		}
		32 = {
			%dya Kavaleriyskaya Diviziya
		}
		33 = {
			%dya Gorno-Kavaleriyskaya Diviziya
		}
		34 = {
			%dya Kavaleriyskaya Diviziya
		}
		36 = {
			%dya 'Chongarskaya' Kav. Div.
		}
		48 = {
			%dya Kavaleriyskaya Diviziya
		}
		67 = {
			%dya Kavaleriyskaya Diviziya
		}
		301 = {
			1ya Gvds. Kavaleriyskaya Diviziya
		}
		302 = {
			2ya Gvds. Kavaleriyskaya Diviziya
		}
		303 = {
			3ya Gvds. Kavaleriyskaya Diviziya
		}
		304 = {
			4ya Gvds. Kavaleriyskaya Diviziya
		}
		305 = {
			5ya Gvds. Kavaleriyskaya Diviziya
		}
		306 = {
			6ya Gvds. Kavaleriyskaya Diviziya
		}
		27 = {
			%dya Kavaleriyskaya Diviziya
		}
		28 = {
			%dya Kavaleriyskaya Diviziya
		}
		35 = {
			%dya Kavaleriyskaya Diviziya
		}
		38 = {
			%dya Kavaleriyskaya Diviziya
		}
		40 = {
			%dya Kavaleriyskaya Diviziya
		}
		41 = {
			%dya Legko-Kavaleriyskaya Diviziya
		}
		43 = {
			%dya Kavaleriyskaya Diviziya
		}
		44 = {
	
# ... (truncated)