Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: per_focus
Component: PER_expand_imperial_guard
Constructs: has_completed_focus, division_template, prerequisite, has_government, completion_reward, is_locked, random_owned_state, create_unit
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_expand_imperial_guard
	icon = GFX_focus_PER_expand_imperial_guard
	prerequisite = {
		focus = PER_restructure_army
	}
	x = -6
	y = 1
	relative_position_id = PER_restructure_army
	cost = 10
	ai_will_do = {
		factor = 0
	}
	available = {
		has_government = neutrality
		NOT = {
			has_completed_focus = PER_islamic_revolution
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		custom_effect_tooltip = PER_expand_imperial_guard_tt
		hidden_effect = {
			division_template = {
				name = Iranian Imperial Guard
				is_locked = no
				template_counter = 4
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					}
				}
				support = {
					engineer = {
						x = 0
						y = 0
					}
					artillery = {
						x = 0
						y = 1
					}
				}
				override_model = PER_militia_alt_1_entity
			}
			random_owned_state = {
				prioritize = {
					266
				}
				create_unit = {
					division = name = "1st Imperial Guard" division_template = "Iranian Imperial Guard" start_experience_factor = 1.0 start_equipment_factor = 1
					owner = ROOT
				} {
					division = name = "2nd Imperial Guard" division_template = "Iranian Imperial Guard" start_experience_factor = 1.0 start_equipment_factor = 1
					owner = ROOT
				}
			}
		}
	}
}
### Entity: Event
Component: r56_usa.11
Constructs: is_triggered_only, limit, has_dlc, set_rule, create_faction_from_template, add_faction_initiative, create_faction, add_to_faction
Source: game
File: events/r56_usa.txt

Code:
country_event = {
	id = r56_usa.11
	title = r56_usa.11.t
	desc = r56_usa.11.desc
	picture = GFX_report_event_france_victory_syria
	is_triggered_only = yes
	option = {
		name = r56_usa.11.a
		USA = {
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				set_rule = {
					can_create_factions = yes
				}
				create_faction_from_template = {
					template = faction_template_FRA_USA_fascist_alliance
					name = franco_american_alliance
				}
				add_faction_initiative = 1
			}
			ELSE = {
				set_rule = {
					can_create_factions = yes
				}
				create_faction = franco_american_alliance
			}
			add_to_faction = FRA
		}
	}
}
### Entity: National Focus
Tree: bhu_focus
Component: BHU_first_inspection
Constructs: prerequisite, completion_reward, unlock_decision_tooltip, add_doctrine_cost_reduction, add_timed_idea
Source: game
File: common/national_focus/bhutan.txt

Code:
focus = {
	id = BHU_first_inspection
	prerequisite = {
		focus = BHU_create_an_army
	}
	relative_position_id = BHU_create_an_army
	icon = GFX_goal_TIB_philip_neame
	x = 0
	y = 2
	cost = 8
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		army_experience = 25
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		unlock_decision_tooltip = BHU_improve_military_standards
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
		add_timed_idea = {
			idea = BHU_first_inspection_idea
			days = 7
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Effect
Component: ITA_bop_very_high_increase_communism_side_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_bop_very_high_increase_communism_side_effect = {
	add_power_balance_value = {
		id = ITA_power_balance
		value = -0.25
		tooltip_side = ITA_communism_side
	}
}
### Entity: Event
Component: prc.87
Constructs: is_triggered_only, add_ai_strategy
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.87
	title = prc.80.t
	desc = prc.87.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = prc.87.a
		PRC = {
			puppet = ROOT
			country_event = {
				id = prc.88
			}
		}
	} {
		name = prc.87.b
		FROM = {
			add_ai_strategy = {
				id = KOR
				type = antagonize
				value = 75
			}
			country_event = {
				id = prc.82
			}
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_weaponise_the_faithful
Constructs: prerequisite, completion_reward, set_technology
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_weaponise_the_faithful
	icon = GFX_focus_CHI_weaponise_the_faithful
	prerequisite = {
		focus = CHI_whampoa_ideological_primacy
	}
	mutually_exclusive = {
		focus = CHI_political_advisors_in_every_division
	}
	x = -1
	y = 1
	relative_position_id = CHI_whampoa_ideological_primacy
	cost = 5
	available = {

	}
	search_filters = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		custom_effect_tooltip = ITA_battaglioni_d_assalto_tt
		hidden_effect = {
			set_technology = {
				blackshirt_assault_battalion_tech = 1
				popup = no
			}
		}
	}
}
### Entity: Unit Template
Component: SWE_SS_HISTORICAL
Source: game
File: common/units/names_ships/SWE_ship_names.txt

Code:
SWE_SS_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_SUBMARINES
	for_countries = {
		SWE
	}
	type = ship
	ship_types = {
		ship_hull_submarine submarine ship_hull_midget_submarine
	}
	prefix = HMS 
	fallback_name = Ubåt %d
	unique = {
		Hajen Sälen Valrossen Bävern Illern Uttern Valen Draken Gripen Ulven Delfinen Nordkaparen Springaren Sjölejonet Sjöbjörnen Sjöhunden Svärdfisken Tumlaren Dykaren Sjöhästen Sjöormen Sjöborren Neptun Najad Näcken Vargen Forellen Aborren Siken Gäddan Laxen Makrillen
	}
}
### Entity: Idea
Component: EAI_DD_18/heavy_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_18/heavy_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_chassis = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: Idea
Component: LBA_aco2
Source: game
File: common/ideas/libya.txt

Code:
LBA_aco2 = {
	picture = generic_army_arab_2
	allowed = {
		original_tag = LBA
	}
	traits = {
		army_chief_organizational_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_join_the_balkanic_revolution
Constructs: prerequisite, limit, has_government, completion_reward, is_faction_leader, has_capitulated, set_rule
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_join_the_balkanic_revolution
	icon = GFX_goal_GRE_balkan_union
	prerequisite = {
		focus = GRE_marxs_dream
	}
	mutually_exclusive = {
		focus = GRE_befriend_sov GRE_ally_the_balkans
	}
	relative_position_id = GRE_marxs_dream
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 60
	}
	available = {
		any_country = {
			OR = {
				original_tag = YUG TUR BUL ROM ALB
			}
			has_government = communism
			is_faction_leader = yes
			has_capitulated = no
		}
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		if = {
			limit = {
				any_country = {
					original_tag = YUG
					has_government = communism
					is_faction_leader = yes
					has_capitulated = no
				}
			}
			YUG = {
				country_event = generic.2
			}
		}
		else_if = {
			limit = {
				any_country = {
					original_tag = ROM
					has_government = communism
					is_faction_leader = yes
					has_capitulated = no
				}
			}
			ROM = {
				country_event = generic.2
			}
		} {
			limit = {
				any_country = {
					original_tag = BUL
					has_government = communism
					is_faction_leader = yes
					has_capitulated = no
				}
			}
			BUL = {
				country_event = generic.2
			}
		} {
			limit = {
				any_country = {
					original_tag = TUR
					has_government = communism
					is_faction_leader = yes
					has_capitulated = no
				}
			}
			TUR = {
				country_event = generic.2
			}
		} {
			limit = {
				any_country = {
					original_tag = ALB
					has_government = communism
					is_faction_leader = yes
					has_capitulated = no
				}
			}
			ALB = {
				country_event = generic.2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: austria.44
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.44
	title = austria.44.t
	desc = austria.44.d
	is_triggered_only = yes
	picture = GFX_report_event_yugoslavia_partisans
	option = {
		name = austria.44.a
		add_opinion_modifier = {
			target = YUG
			modifier = refused_alliance
		}
	}
}
### Entity: Decision
Component: BUL_support_yugoslavian_seperatists_category
Constructs: add_equipment_to_stockpile, limit, has_country_flag, fire_only_once, has_equipment, complete_effect, remove_effect, set_country_flag
Source: game
File: common/decisions/r56_BUL_decisions.txt

Code:
BUL_support_yugoslavian_seperatists_category = {
	BUL_support_imro = {
		icon = generic_prepare_civil_war
		allowed = {
			tag = BUL
		}
		available = {
			has_equipment = {
				infantry_equipment = > 2250
			}
		}
		ai_will_do = {
			factor = 200
		}
		cost = 120
		visible = {
			original_tag = BUL
		}
		fire_only_once = yes
		complete_effect = {

		}
		days_remove = 5
		remove_effect = {
			set_country_flag = BUL_supported_macedonia
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -2250
				producer = BUL
			}
			add_to_variable = {
				var = BUL.macedonian_support
				value = 100
			}
		}
	}
	BUL_support_slovene_seperatists = {
		icon = generic_prepare_civil_war
		allowed = {
			tag = BUL
		}
		available = {
			has_equipment = {
				infantry_equipment = > 2250
			}
		}
		ai_will_do = {
			factor = 150
		}
		cost = 120
		visible = {
			original_tag = BUL
		}
		fire_only_once = yes
		complete_effect = {

		}
		days_remove = 5
		remove_effect = {
			set_country_flag = BUL_supported_slovenia
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -2250
				producer = BUL
			}
			add_to_variable = {
				var = BUL.slovenian_support
				value = 100
			}
		}
	}
	BUL_support_croatian_seperatists = {
		icon = generic_prepare_civil_war
		allowed = {
			tag = BUL
		}
		available = {
			has_equipment = {
				infantry_equipment = > 2250
			}
		}
		ai_will_do = {
			factor = 200
		}
		cost = 120
		visible = {
			original_tag = BUL
		}
		fire_only_once = yes
		complete_effect = {

		}
		days_remove = 5
		remove_effect = {
			set_country_flag = BUL_supported_croatia
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -2250
				producer = BUL
			}
			add_to_variable = {
				var = BUL.croatian_support
				value = 100
			}
		}
	}
	BUL_support_bosnian_seperatists = {
		icon = generic_prepare_civil_war
		allowed = {
			tag = BUL
		}
		available = {
			has_equipment = {
				infantry_equipment = > 2250
			}
		}
		ai_will_do = {
			factor = 200
		}
		cost = 120
		visible = {
			original_tag = BUL
		}
		fire_only_once = yes
		complete_effect = {

		}
		days_remove = 5
		remove_effect = {
			set_country_flag = BUL_supported_bosnia
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -2250
				producer = BUL
			}
			add_to_variable = {
				var = BUL.bosnian_support
				value = 100
			}

# ... (truncated)
### Entity: National Focus
Tree: tan_focus
Component: TAN_equipment_effort_2
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_equipment_effort_2
	text = ABC_equipment_effort_2
	icon = GFX_goal_generic_army_artillery
	prerequisite = {
		focus = TAN_equipment_effort
	}
	x = -1
	y = 2
	relative_position_id = TAN_equipment_effort
	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: Character
Component: ETH_wehib_pasha
Constructs: limit, has_government, has_country_flag
Source: game
File: common/characters/ETH.txt

Code:
ETH_wehib_pasha = {
	name = ETH_wehib_pasha
	allowed_civil_war = {
		has_government = neutrality
	}
	portraits = {
		army = {
			small = GFX_portrait_ETH_wehib_pasha_small
		}
	}
	advisor = {
		slot = high_command
		ledger = army
		idea_token = ETH_wehib_pasha
		allowed = {
			OR = {
				original_tag = ETH TUR
			}
		}
		available = {
			has_government = neutrality
			IF = {
				limit = {
					original_tag = ETH
				}
				NOT = {
					has_country_flag = ETH_selassie_left_flag
				}
			}
		}
		traits = {
			army_entrenchment_1
		}
	}
}
### Entity: Idea
Component: EAI_DD_1/gw_tank_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_1/gw_tank_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		gw_tank_equipment = {
			build_cost_ic = -0.025
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: CHI_sea_warlord_alternate_plan_nationalist
Constructs: has_completed_focus, is_chinese_warlord, has_dlc, has_focus_tree
Source: game
File: common/ai_strategy_plans/CHI_sea_warlord_alternate_strategy_plan.txt

Code:
CHI_sea_warlord_alternate_plan_nationalist = {
	name = Chinese Warlord alternate plan when cooperating with Nationalists
	desc = Alternate behavior for Chinese Warlord - Nationalist
	allowed = {
		is_chinese_warlord = yes
		has_dlc = No Compromise, No Surrender
	}
	enable = {
		has_completed_focus = CHI_sea_cooperation_with_the_nationalists
	}
	abort = {
		not = {
			has_focus_tree = china_warlord_sea_focus
		}
	}
	ai_national_focuses = {
		KUM_victory_in_tihwa KUM_restore_yettishar GXC_the_japanese_visit GXC_question_chiangs_authority GXC_rumors_of_deposition GXC_the_scorched_earth_speech GXC_denounce_chiang GXC_formation_of_the_nraja GXC_declare_opposition XSM_sideline_family_conflicts KHM_expand_the_madrasas KHM_call_for_aid KHM_push_them_back KHM_the_sinkiang_ma_clique KHM_strike_the_governor XSM_the_military_governor XSM_a_hui_army XSM_sway_the_people XSM_sweep_out_communists SIC_the_sichuan_clique SIC_the_governor_of_sichuan SIC_develop_chongqing SIC_the_domain_of_liu_wenhui SIC_develop_xikang SIC_push_back_the_tibetans SIC_the_armies_of_yang_sen SIC_anti_communism SIC_drive_out_the_japanese SIC_armor_efforts SIC_sichuan_still_stands XIC_northwest_bandit_suppression_headquarters XIC_discussions_in_luochuan XIC_send_a_representative_to_sheng_shicai XIC_non_agression_pact_with_the_cpc XIC_the_fushi_conference XIC_anti_japanese_national_salvation_agreement XIC_form_the_anti_japanese_comrades_association XIC_withdraw_forces_from_yanan XIC_invite_chiang_for_troop_inspections YUN_rally_around_long_yun YUN_expand_local_infrastructure YUN_strive_for_self_sufficiency YUN_a_land_of_mountains YUN_political_reforms YUN_eduational_reforms YUN_the_democratic_fortress MA_develop_inter_province_ties MA_strenghten_regional_trade
	}
	focus_factors = {
		CHI_sea_technological_cooperation = 5
		CHI_sea_new_model_province = 5
		CHI_sea_develop_capital = 10
		CHI_sea_further_industrial_investment = 10
		CHI_sea_develop_capital_arsenal = 10
		CHI_sea_small_arms_production = 10
		CHI_sea_anti_opposition_campaigns = 5
		CHI_sea_expand_public_education = 10
		CHI_sea_strenghten_warlord_authority = 3
		XIC_sixth_encirclement_campaign = 0
	}
	research = {
		infantry_weapons = 15
		artillery = 10
		air_equipment = 0
		armor = 0
	}
	ideas = {

	}
	traits = {
		captain_of_industry = 5
		silent_workhorse = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_the_batumi_accord
Constructs: prerequisite, limit, has_war_with, completion_reward, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_the_batumi_accord
	icon = GFX_focus_generic_industry_2
	prerequisite = {
		focus = TUR_renew_the_turkish_soviet_non_aggression_pact
	}
	available = {
		NOT = {
			has_war_with = SOV
		}
	}
	x = 0
	y = 1
	relative_position_id = TUR_renew_the_turkish_soviet_non_aggression_pact
	cost = 10
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		354 = {
			if = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			} {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		}
		SOV = {
			231 = {
				if = {
					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
				} {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Event
Component: bftb_turkey.119
Constructs: is_triggered_only, clr_state_flag
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.119
	title = bftb_turkey.119.t
	desc = bftb_turkey.119.desc
	picture = GFX_report_event_tur_inonu_diplomacy
	is_triggered_only = yes
	option = {
		name = bftb_turkey.119.a
		event_target:TUR_fundamentalist_state = {
			TUR_placate_fundamentalist_state_effect = yes
		}
		hidden_effect = {
			event_target:TUR_fundamentalist_state = {
				clr_state_flag = TUR_fundamentalist_appeasement_state_flag
			}
		}
	}
}
### Entity: Unit Template
Component: AST_BC_COMMUNIST
Constructs: has_government
Source: game
File: common/units/names_ships/AST_ship_names.txt

Code:
AST_BC_COMMUNIST = {
	name = NAME_THEME_HISTORICAL_BC
	for_countries = {
		AST
	}
	can_use = {
		has_government = communism
	}
	type = ship
	ship_types = {
		ship_hull_heavy battle_cruiser
	}
	prefix = RNS 
	fallback_name = Battlecruiser %s
	unique = {
		New South Wales Queensland South Australia Tasmania Victoria Western Australia
	}
}
### Entity: Event
Component: wtt_infiltration.614
Constructs: is_triggered_only
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_infiltration.614
	title = wtt_infiltration.2.t
	desc = wtt_infiltration.2.desc
	picture = GFX_report_event_china_infiltration
	is_triggered_only = yes
	option = {
		name = wtt_infiltration.2.a
	}
}
### Entity: Scripted Effect
Component: LUX_chamberofdeputies_remove_turnout_5
Constructs: limit, check_variable, set_variable
Source: game
File: common/scripted_effects/r56_LUX_scripted_effects.txt

Code:
LUX_chamberofdeputies_remove_turnout_5 = {
	if = {
		limit = {
			check_variable = {
				LUX.turnout = < 5
			}
		}
		set_variable = {
			LUX.turnout = 0
		}
	}
	else = {
		subtract_from_variable = {
			LUX.turnout = 5
		}
	}
	set_variable = {
		LUX.stab_impact = LUX.turnout
	} {
		LUX.stab_impact_loc = LUX.stab_impact
	}
	subtract_from_variable = {
		LUX.stab_impact = 50
	}
	divide_variable = {
		LUX.stab_impact = 2
	}
}
### Entity: Idea
Component: FRA_dirigisme
Constructs: removal_cost
Source: game
File: common/ideas/france.txt

Code:
FRA_dirigisme = {
	picture = generic_central_management
	allowed = {
		original_tag = FRA
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		economy_cost_factor = -0.5
		conversion_cost_civ_to_mil_factor = -0.5
	}
}
### Entity: Character
Component: UAE_acr
Source: game
File: common/characters/UAE.txt

Code:
UAE_acr = {
	advisor = {
		slot = air_chief
		idea_token = UAE_acr
		allowed = {
			original_tag = UAE
		}
		traits = {
			air_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_arab_3
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_the_kings_finest
Constructs: division_template, prerequisite, limit, has_government, add_stability, completion_reward, add_popularity, has_template
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_the_kings_finest
	icon = GFX_focus_generic_home_defense
	prerequisite = {
		focus = ITA_the_carabinieri
	}
	x = 4
	y = 0
	relative_position_id = ITA_gappisti
	cost = 5
	bypass = {
		ITA_is_antifascist_civil_war_over = yes
	}
	available = {
		has_government = neutrality
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_stability = 0.05
		add_popularity = {
			ideology = neutrality
			popularity = 0.1
		}
		if = {
			limit = {
				NOT = {
					has_template = Divisione di Fanteria
				}
			}
			division_template = {
				name = Divisione di Fanteria
				division_names_group = ITA_INF_01
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					}
				}
				support = {
					engineer = {
						x = 0
						y = 0
					}
					artillery = {
						x = 0
						y = 1
					}
				}
			}
		} {
			limit = {
				NOT = {
					has_template = Divisione Celere
				}
			}
			division_template = {
				name = Divisione Celere
				division_names_group = ITA_CAV_02
				regiments = {
					cavalry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					}
					motorized = {
						x = 2
						y = 0
					} {
						x = 2
						y = 1
					}
					light_armor = {
						x = 3
						y = 0
					}
				}
				priority = 2
			}
		} {
			limit = {
				capital_scope = {
					is_fully_controlled_by = ROOT
				}
			}
			capital_scope = {
				custom_effect_tooltip = ITA_the_kings_finest_spawn_divs_tt
				hidden_effect = {
					create_unit = {
						division = division_template = "Divisione di Fanteria" start_experience_factor = 0.25 start_equipment_factor = 1.0
						owner = ROOT
						count = 3
					} {
						division = division_template = "Divisione Celere" start_experience_factor = 0.25 start_equipment_factor = 1.0
						owner = ROOT
						count = 1
					}
				}
			}
		}
		else = {
			random_core_state = {
				limit = {
					is_fully_controlled_by = ROOT
				}
				prioritize = {
					2 158 159 117 160
				}
				custom_effect_tooltip = ITA_the_kings_finest_spawn_divs_tt
				hidden_effect = {
					create_unit = {
						division = division_template = "Divisione di Fante
# ... (truncated)
### Entity: Country History
Country: KIR
Component: KIR_characters
Constructs: recruit_character
Source: game
File: history/countries/KIR - Kiribati.txt

Code:
# Leaders & Characters for KIR
recruit_character = KIR_tekinaiti KIR_taburimai KIR_kaiea_ii
### Entity: State History
Component: 971
Constructs: add_core_of, add_claim_by
Source: game
File: history/states/971 - Northern Dobruja.txt

Code:
state = {
	id = 971
	name = STATE_971
	manpower = 490000
	resources = {

	}
	state_category = city
	history = {
		owner = ROM
		add_core_of = ROM
		add_claim_by = BUL
		victory_points = {
			657 3
		}
		buildings = {
			infrastructure = 2
			arms_factory = 1
			657 = {
				naval_base = 8
			}
			687 = {
				naval_base = 1
			}
			dockyard = 1
		}
	}
	provinces = {
		657 9635 3076 687
	}
	local_supplies = 0.0
}