Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Technology
Component: sp_standard_tenshioned_replenishment_alongside_method
Constructs: is_special_project_completed, force_use_small_tech_layout, is_special_project_tech, research_cost
Source: game
File: common/technologies/MTG_naval_Support.txt

Code:
technology = {
	allow = {
		ROOT = {
			is_special_project_completed = sp:sp_naval_underway_replenishment
		}
	}
	underway_replenishment_range = 0.25
	underway_replenishment_convoy_cost = -0.2
	force_use_small_tech_layout = yes
	is_special_project_tech = yes
	xp_research_type = navy
	xp_boost_cost = 75
	xp_research_bonus = 1.5
	research_cost = 2.5
	start_year = 1943
	folder = {
		name = mtgnavalsupportfolder
		position = {
			x = 1
			y = 17
		}
	} {
		name = naval_folder
		position = {
			x = 1
			y = 17
		}
	}
	categories = {
		naval_equipment tp_tech
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Idea
Component: r56_generic_rocket_idea
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/r56_generic.txt

Code:
r56_generic_rocket_idea = {
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_rocket_bonus
	modifier = {
		sp_tag_rocket_speed_factor = 0.1
	}
	research_bonus = {
		rocketry = 0.1
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_cripps_mission
Constructs: prerequisite, completion_reward, is_subject, has_global_flag, has_idea, cancel_if_invalid, swap_ideas, add_idea
Source: game
File: common/national_focus/india.txt

Code:
focus = {
	id = RAJ_cripps_mission
	icon = GFX_goal_generic_major_alliance
	prerequisite = {
		focus = RAJ_indian_national_congress
	}
	x = 0
	y = 1
	relative_position_id = RAJ_indian_national_congress
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {
		OR = {
			is_subject = yes
			has_global_flag = ENG_decolonized
		}
	}
	bypass = {
		OR = {
			NOT = {
				OR = {
					has_idea = RAJ_marginalized_muslim_community RAJ_marginalized_muslim_community_angry
				}
			}
			is_subject = no
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		swap_ideas = {
			add_idea = RAJ_marginalized_muslim_community_angry
			remove_idea = RAJ_marginalized_muslim_community
		}
		add_autonomy_ratio = {
			value = 0.05
			localization = RAJ_cripps_mission
		}
	}
}
### Entity: Modding Documentation
Construct: core_states
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### core_states
* description: array of core states
### Entity: National Focus
Tree: prc_focus
Component: PRC_one_with_the_people
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_one_with_the_people
	icon = GFX_focus_GER_proletarian_dictatorship
	prerequisite = {
		focus = PRC_peoples_liberation_army_sea
	}
	mutually_exclusive = {
		focus = PRC_best_of_the_best
	}
	x = -1
	y = 1
	relative_position_id = PRC_peoples_liberation_army_sea
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		PRC_check_if_red_army_or_pla = yes
		add_to_variable = {
			PRC_the_chinese_army_conscription_factor = 0.075
			tooltip = conscription_factor_tt
		} {
			PRC_the_chinese_red_army_army_infantry_attack_factor = 0.05
			tooltip = army_infantry_attack_factor_tt
		}
	}
}
### Entity: Modding Documentation
Construct: ARTILLERY_EQUIPMENT_####
Constructs: ARTILLERY_EQUIPMENT_####, build_cost_ic
Source: vanilla_docs
File: common/military_industrial_organization/organizations/_documentation.md

Doc:
#### ARTILLERY EQUIPMENT ####
#############################
```
- `reliability`
- `defense`
- `breakthrough`
- `hardness`
- `armor_value`
- `soft_attack`
- `hard_attack`
- `ap_attack`
- `air_attack`
- `build_cost_ic`
### Entity: Event
Component: siam_r56.30
Constructs: is_triggered_only, has_completed_focus, limit, add_ideas, remove_ideas, has_government, add_stability, add_political_power
Source: game
File: events/r56_SIA_events.txt

Code:
country_event = {
	id = siam_r56.30
	title = SIA_r56.30.title
	desc = SIA_r56.30.desc
	picture = GFX_report_event_rama_vii_train
	is_triggered_only = yes
	option = {
		name = siam_r56.30.a
		SIA_reduce_traditionalist_opposition_r56 = yes
		if = {
			limit = {
				has_idea = SIA_rama_viii_r56
			}
			remove_ideas = SIA_rama_viii_r56
		} {
			limit = {
				has_dlc = Thunder at Our Gates
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			show_ideas_tooltip = SIA_damrong_rajanubhab
		}
		else_if = {
			limit = {
				has_idea = SIA_rama_viii_reconciliation_r56
			}
			remove_ideas = SIA_rama_viii_reconciliation_r56
		} {
			limit = {
				has_idea = SIA_rama_viii_curb_influence_r56
			}
			remove_ideas = SIA_rama_viii_curb_influence_r56
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt available_political_advisor
		add_ideas = SIA_rama_vii_esteemed_figurehead
		show_ideas_tooltip = SIA_rangsit_prayurasakdi
	} {
		name = siam_r56.30.b
		set_country_flag = SIA_abolish_the_monarchy_available_flag_r56
		add_political_power = 75
		add_stability = -0.05
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		} {
			ideology = communism
			popularity = 0.05
		}
		if = {
			limit = {
				NOT = {
					has_completed_focus = SIA_prioritize_socioeconomic_progress_r56
				}
			}
			custom_effect_tooltip = upon_the_completion_of_focus_prioritize_socioeconomic_progress_r56_tt
		}
		hidden_effect = {
			if = {
				limit = {
					has_character = SIA_rangsit_prayurasakdi
				}
				retire_character = SIA_rangsit_prayurasakdi
			} {
				limit = {
					has_character = SIA_damrong_rajanubhab
				}
				retire_character = SIA_damrong_rajanubhab
			}
		}
		effect_tooltip = {
			custom_effect_tooltip = unlocks_decision_abolish_the_monarchist_order_which_grants_tt generic_skip_one_line_tt
			if = {
				limit = {
					NOT = {
						has_government = communism
					}
				}
				add_stability = -0.15
				effect_tooltip = {
					add_country_leader_role = {
						character = SIA_song_noppakul
						promote_leader = yes
						country_leader = {
							expire = 1965.1.1
							ideology = marxism
							traits = {
								SIA_flexible_communist_r56 SIA_determined_guerrilla_leader_r56
							}
						}
					}
				}
				add_named_threat = {
					threat = 2
					name = SIA_abolish_the_monarchist_order_r56
				}
				unlock_decision_tooltip = SIA_a_new_de
# ... (truncated)
### Entity: Country History
Country: DJI
Component: DJI_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/DJI - Djibouti.txt

Code:
# Politics & Parties for DJI
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 25
	fascism = 20
	communism = 5
	neutrality = 50
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_SILO_9
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_SILO_9 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_SILO
			value = 9
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = fuel_silo
		value = 9
	}
}
### Entity: Event
Component: luxembourg.222
Constructs: is_triggered_only
Source: game
File: events/r56_luxembourg.txt

Code:
country_event = {
	id = luxembourg.222
	title = luxembourg.222.t
	desc = luxembourg.222.d
	picture = GFX_report_event_generic_rally_3
	is_triggered_only = yes
	option = {
		name = luxembourg.222.a
	}
}
### Entity: Military Industrial Organization
Component: TUR_thk_bftb_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/TUR_organization.txt

Code:
TUR_thk_bftb_organization = {
	include = generic_light_aircraft_organization
	icon = GFX_idea_man_five_year_plan_air
	allowed = {
		tag = TUR
		has_dlc = Battle for the Bosporus
	}
}
### Entity: Modifier Reference
Component: ITA_regio_esercito_3_alt_dynamic_modifier
Constructs: army_attack_factor, conscription_factor
Source: game
File: common/dynamic_modifiers/bba_dynamic_modifiers.txt

Code:
ITA_regio_esercito_3_alt_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_ITA_regio_esercito_3
	max_dig_in_factor = ITA_re_army_max_dig_in_factor
	land_doctrine_cost_factor = ITA_re_land_doctrine_cost_factor
	army_speed_factor = ITA_re_army_speed_factor
	army_org_factor = ITA_re_army_army_org_factor
	org_loss_when_moving = ITA_re_org_loss_when_moving
	army_morale_factor = ITA_re_army_morale_factor
	army_leader_cost_factor = ITA_re_army_leader_cost_factor
	experience_gain_factor = ITA_re_experience_gain_factor
	modifier_army_sub_unit_infantry_defence_factor = ITA_re_modifier_army_sub_unit_infantry_defence_factor
	army_core_defence_factor = ITA_re_army_core_defence_factor
	modifier_army_sub_unit_cavalry_speed_factor = ITA_re_modifier_army_sub_unit_cavalry_speed_factor
	modifier_army_sub_unit_cavalry_attack_factor = ITA_re_modifier_army_sub_unit_cavalry_attack_factor
	unit_cavalry_design_cost_factor = ITA_re_unit_cavalry_design_cost_factor
	unit_camelry_design_cost_factor = ITA_re_unit_camelry_design_cost_factor
	special_forces_cap = ITA_re_special_forces_cap
	special_forces_attack_factor = ITA_re_special_forces_attack_factor
	special_forces_defence_factor = ITA_re_special_forces_defence_factor
	modifier_army_sub_unit_mountaineers_defence_factor = ITA_re_modifier_army_sub_unit_mountaineers_defence_factor
	modifier_army_sub_unit_mountaineers_max_org_factor = ITA_re_modifier_army_sub_unit_mountaineers_max_org_factor
	modifier_army_sub_unit_paratrooper_max_org_factor = ITA_re_modifier_army_sub_unit_paratrooper_max_org_factor
	modifier_army_sub_unit_militia_max_org_factor = ITA_re_modifier_army_sub_unit_militia_max_org_factor
	modifier_army_sub_unit_militia_defence_factor = ITA_re_modifier_army_sub_unit_militia_defence_factor
	modifier_army_sub_unit_militia_attack_factor = ITA_re_modifier_army_sub_unit_militia_attack_factor
	modifier_army_sub_unit_militia_speed_factor = ITA_re_modifier_army_sub_unit_militia_speed_factor
	special_forces_out_of_supply_factor = ITA_re_special_forces_out_of_supply_factor
	conscription_factor = ITA_re_conscription_factor
	promote_cost_factor = ITA_re_promote_cost_factor
	command_power_gain_mult = ITA_re_command_power_gain_mult
	non_core_manpower = ITA_re_non_core_manpower
	army_attack_factor = ITA_re_army_attack_factor
	modifier_army_sub_unit_cavalry_defence_factor = ITA_re_modifier_army_sub_unit_cavalry_defence_facto
# ... (truncated)
### Entity: AI Strategy
Component: LIT_fascist
Constructs: has_country_flag, has_dlc, is_historical_focus_on, has_game_rule
Source: game
File: common/ai_strategy_plans/LIT_alternate_strategy_plan.txt

Code:
LIT_fascist = {
	name = Lithuanian fascist plan
	desc = 
	allowed = {
		original_tag = LIT
	}
	enable = {
		has_dlc = No Step Back
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = LIT_ai_behavior
					option = FASCIST
				}
			}
			has_country_flag = LIT_AI_RANDOM_FASCIST
			has_game_rule = {
				rule = LIT_ai_behavior
				option = FASCIST
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		LIT_secure_a_loyal_cabinet LIT_rastikis_military_reforms LIT_free_voldemares LIT_organize_the_iron_wolf LIT_lithuanian_activist_front BALTIC_rejoin_the_railways BALTIC_axis_investments LIT_purge_popular_resistance LIT_patriotic_education LIT_soviet_mutual_assistance LIT_unify_the_military LIT_anti_communist_militia LIT_lithuanian_youth LIT_arrest_nazis_in_memel BALTIC_attract_workers_to_capital BALTIC_modernize_industry BALTIC_school_of_aviation BALTIC_original_designs BALTIC_natural_resources LIT_reminder_of_true_enemy LIT_seek_ties_with_germany LIT_demand_vilnius BALTIC_german_war_economics BALTIC_german_tank_licences BALTIC_eastwall LIT_invade_poland LIT_proclaim_greater_lithuania LIT_claim_livonia LIT_claim_lithuania_minor LIT_restore_order LIT_restore_greater_lithuania
	}
	research = {
		industry = 50.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
	ideas = {

	}
	traits = {
		captain_of_industry = 5
		war_industrialist = 5
		fascist_demagogue = 800
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {

	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_expand_the_dockyards
Constructs: every_owned_state, prerequisite, limit, completion_reward, has_capitulated, add_offsite_building, is_controlled_by, is_coastal
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_expand_the_dockyards
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = NOR_the_royal_norwegian_navy
	}
	x = -5
	y = 1
	relative_position_id = NOR_the_royal_norwegian_navy
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_capitulated = yes
			}
			add_offsite_building = {
				type = dockyard
				level = 1
			}
		}
		else = {
			every_owned_state = {
				limit = {
					is_controlled_by = ROOT
					is_coastal = yes
					NOT = {
						state = 914
					} {
						state = 914
					}
					free_building_slots = {
						building = dockyard
						size = > 0
						include_locked = yes
					}
				}
				random_select_amount = 3
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_establish_protectorates_in_america
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, is_subject, is_on_continent, every_state
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_establish_protectorates_in_america
	icon = GFX_focus_GER_establish_protectorates_in_america
	prerequisite = {
		focus = GER_challenge_the_monroe_doctrine GER_shatter_usas_hegemony
	}
	x = 1
	y = 1
	relative_position_id = GER_challenge_the_monroe_doctrine
	cost = 10
	available = {
		is_subject = no
		has_government = fascism
		has_completed_focus = GER_uplift_the_rosenberg_office
		any_controlled_state = {
			OR = {
				is_on_continent = south_america north_america
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0
			OR = {
				has_government = democratic communism
			}
		}
	}
	completion_reward = {
		every_state = {
			limit = {
				is_on_continent = south_america
				OWNER = {
					capital_scope = {
						NOT = {
							is_on_continent = south_america
						}
					}
				}
				NOT = {
					OR = {
						is_claimed_by = ROOT
						is_core_of = ROOT
						is_owned_by = ROOT
					}
				}
			}
			add_claim_by = ROOT
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		unlock_decision_tooltip = GER_reichskommissariat_klein_venedig GER_reichskommissariat_anden GER_reichskommissariat_kolumbus GER_reichskommissariat_nordamerika
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_tokyo_aluminum_plant
Constructs: prerequisite, completion_reward, has_full_control_of_state, cancel_if_invalid, add_resource
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_tokyo_aluminum_plant
	icon = GFX_goal_generic_construct_civilian
	prerequisite = {
		focus = JAP_people_owned_mines
	} {
		focus = JAP_public_works
	}
	x = 0
	y = 2
	relative_position_id = JAP_nationalize_the_zaibatsus
	cost = 10
	ai_will_do = {
		factor = 2
	}
	available = {
		has_full_control_of_state = 282
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		282 = {
			add_resource = {
				type = aluminium
				amount = 12
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_FOCUS_CONFIG/NAVY/ASW_light_cruiser
Constructs: limit, has_country_flag, random_list, set_variable, check_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_config_effects.txt

Code:
EAI_FOCUS_CONFIG/NAVY/ASW_light_cruiser = {
	random_list = {
		1 = {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						EAI_ASW_CL_navy_focus_1 = yes
					}
				}
			} {
				factor = 2
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/NAVY/ASW_light_cruiser = global.EAI_ON
			}
			set_variable = {
				EAI_FOCUS/NAVY/ASW_light_cruiser = global.EAI_ON
			}
		} {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						OR = {
							EAI_ASW_CL_navy_focus_0 = yes
							NOT = {
								EAI_ASW_CL_navy_focus_1 = yes
								EAI_ASW_CL_navy_focus_0 = yes
							}
						}
					}
				}
			} {
				factor = 1
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/NAVY/ASW_light_cruiser = global.EAI_OFF
			}
			set_variable = {
				EAI_FOCUS/NAVY/ASW_light_cruiser = global.EAI_OFF
			}
		}
	}
	if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/ASW_light_cruiser_OVERRIDE = global.EAI_HISTORICAL
			}
		}
		set_variable = {
			EAI_FOCUS/LAND/ASW_light_cruiser = global.EAI_HISTORICAL
		}
	}
}
### Entity: Event
Component: mongol.39
Constructs: is_triggered_only, has_completed_focus, division_template, create_country_leader, limit, remove_ideas, has_government, add_stability
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol.39
	title = mongol.39.t
	desc = mongol.39.d
	picture = GFX_report_event_MON_choibalsan_troops
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = mongol.39.a
		add_stability = -0.1
		retire_country_leader = yes
		promote_character = MON_bat_ochiryn_eldev_ochir
		if = {
			limit = {
				has_idea = MON_political_opposition_organizing
			}
			remove_ideas = MON_political_opposition_organizing
		} {
			limit = {
				has_idea = MON_troika_organized_lar
			}
			remove_ideas = MON_troika_organized_lar
		} {
			limit = {
				has_idea = MON_troika_organized
			}
			remove_ideas = MON_troika_organized
		}
		hidden_effect = {
			country_lock_all_division_template = no
		} {
			if = {
				limit = {
					OR = {
						has_government = democratic fascism neutrality
					}
				}
				start_civil_war = {
					ideology = communism
					ruling_party = neutrality
					size = 0.4
					states = {
						819 820
					}
				}
			} {
				limit = {
					has_government = communism
				}
				start_civil_war = {
					ruling_party = communism
					ideology = neutrality
					size = 0.4
					states = {
						819 820
					}
				}
			} {
				limit = {
					has_completed_focus = MON_arm_civil_militia
				}
				330 = {
					create_unit = {
						division = name = "1. Irgenii Tsereg" division_template = "Irgenii Tsereg" start_experience_factor = 0.3 start_equipment_factor = 0.8 force_equipment_variants = { infantry_equipment_0 = { owner = MON } }
						owner = MON
					} {
						division = name = "2. Irgenii Tsereg" division_template = "Irgenii Tsereg" start_experience_factor = 0.1 start_equipment_factor = 0.6 force_equipment_variants = { infantry_equipment_0 = { owner = MON } }
						owner = MON
					} {
						division = name = "3. Irgenii Tsereg" division_template = "Irgenii Tsereg" start_experience_factor = 0.1 start_equipment_factor = 0.5 force_equipment_variants = { infantry_equipment_0 = { owner = MON } }
						owner = MON
					} {
						division = name = "4. Irgenii Tsereg" division_template = "Irgenii Tsereg" start_experience_factor = 0.2 start_equipment_factor = 0.8 force_equipment_variants = { infantry_equipment_0 = { owner = MON } }
						owner = MON
					} {
						division = name = "5. Irgenii Tsereg" division_template = "Irgenii Tsereg" start_experience_factor = 0.3 start_equipment_factor = 0.8 force_equipment_variants = { infantry_equip
# ... (truncated)
### Entity: National Focus
Component: bra_mex_rev
Constructs: prerequisite, has_government, completion_reward, is_in_faction_with
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = bra_mex_rev
	icon = GFX_Goal_CAN_Support_synarchist_Baja
	prerequisite = {
		focus = bra_pan_americano_fascism
	}
	relative_position_id = bra_pan_americano_fascism
	available = {
		MEX = {
			fascism = > 0.45
		}
		has_government = fascism
	}
	bypass = {
		OR = {
			MEX = {
				has_government = fascism
			}
			is_in_faction_with = MEX
		}
	}
	x = 0
	y = 1
	cost = 5
	completion_reward = {
		MEX = {
			start_civil_war = {
				ideology = fascism
				size = 0.65
			}
		}
	}
}
### Entity: Scripted Effect
Component: CZE_bop_medium_increase_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/CZE_scripted_effects.txt

Code:
CZE_bop_medium_increase_effect = {
	add_power_balance_value = {
		id = CZE_bop_army_readiness
		value = 0.15
	}
}
### Entity: Unit Template
Component: AUS_INF_03
Source: game
File: common/units/names_divisions/AUS_names_divisions.txt

Code:
AUS_INF_03 = {
	name = Sturmscharen Division
	for_countries = {
		AUS
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d. Sturmscharen Division
	ordered = {
		1 = {
			%d. Sturmscharen Division
		}
		2 = {
			%d. Sturmscharen Division
		}
		3 = {
			%d. Sturmscharen Division
		}
		4 = {
			%d. Sturmscharen Division
		}
		5 = {
			%d. Sturmscharen Division
		}
		6 = {
			%d. Sturmscharen Division
		}
		7 = {
			%d. Sturmscharen Division
		}
		8 = {
			%d. Sturmscharen Division
		}
		9 = {
			%d. Sturmscharen Division
		}
		10 = {
			%d. Sturmscharen Division
		}
	}
}
### Entity: Modifier Reference
Component: new_indust
Source: game
File: common/dynamic_modifiers/tmodern_dynamic_modifiers.txt

Code:
new_indust = {
	enable = {
		always = yes
	}
	icon = GFX_special_project_icon
	local_building_slots_factor = 0.25
	state_production_speed_buildings_factor = 0.2
	weekly_manpower = 50
}
### Entity: Scripted Effect
Component: EAI_MAP_spanish_cw_theatre
Constructs: limit, clear_array, every_state, is_owned_and_controlled_by, add_to_array
Source: game
File: common/scripted_effects/EAI_MAP_effects.txt

Code:
EAI_MAP_spanish_cw_theatre = {
	clear_array = global.EAI_MAP_spanish_cw_theatre
	every_state = {
		limit = {
			is_owned_and_controlled_by = SPR
			OR = {
				region = 209 210 41
			}
		}
		add_to_array = {
			global.EAI_MAP_spanish_cw_theatre = THIS.id
		}
	}
}