Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: BLR_MEC_01
Source: game
File: common/units/names_divisions/BLR_names_divisions.txt

Code:
BLR_MEC_01 = {
	name = Mechanized Divisions
	for_countries = {
		BLR
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		BLR_INF_01
	}
	fallback_name = %dya Belaruskaya Motastralkovaya Div.
	ordered = {
		1 = {
			%dya Belaruskaya Motastralkovaya Div.
		}
		2 = {
			%dya Belaruskaya Motastralkovaya Div.
		}
		3 = {
			%dya Belaruskaya Motastralkovaya Div.
		}
		4 = {
			%dya Belaruskaya Motastralkovaya Div.
		}
		5 = {
			%dya Belaruskaya Motastralkovaya Div.
		}
		6 = {
			%dya Belaruskaya Motastralkovaya Div.
		}
		7 = {
			%dya Belaruskaya Motastralkovaya Div.
		}
		8 = {
			%dya Belaruskaya Motastralkovaya Div.
		}
		9 = {
			%dya Belaruskaya Motastralkovaya Div.
		}
		10 = {
			%dya Belaruskaya Motastralkovaya Div.
		}
		11 = {
			%dya Belaruskaya Motastralkovaya Div.
		}
		12 = {
			%dya Belaruskaya Motastralkovaya Div.
		}
		13 = {
			%dya Belaruskaya Motastralkovaya Div.
		}
		14 = {
			%dya Belaruskaya Motastralkovaya Div.
		}
		15 = {
			%dya Belaruskaya Motastralkovaya Div.
		}
		16 = {
			%dya Belaruskaya Motastralkovaya Div.
		}
		17 = {
			%dya Belaruskaya Motastralkovaya Div.
		}
		18 = {
			%dya Belaruskaya Motastralkovaya Div.
		}
		19 = {
			%dya Belaruskaya Motastralkovaya Div.
		}
		20 = {
			%dya Belaruskaya Motastralkovaya Div.
		}
		21 = {
			%dya Belaruskaya Motastralkovaya Div.
		}
		22 = {
			%dya Belaruskaya Motastralkovaya Div.
		}
		23 = {
			%dya Belaruskaya Motastralkovaya Div.
		}
		24 = {
			%dya Belaruskaya Motastralkovaya Div.
		}
		25 = {
			%dya Belaruskaya Motastralkovaya Div.
		}
	}
}
### Entity: Event
Component: palestine.39
Constructs: is_triggered_only, add_stability, add_political_power, set_variable
Source: game
File: events/Palestine.txt

Code:
country_event = {
	id = palestine.39
	picture = GFX_report_event_generic_riot
	title = palestine.39.t
	desc = palestine.39.d
	is_triggered_only = yes
	option = {
		name = palestine.39.a
		add_political_power = 125
		add_stability = -0.15
	} {
		name = palestine.39.b
		set_variable = {
			PAL_add_atheism = -25
		}
		PAL_atheism_add = yes
		custom_effect_tooltip = PAL_religious_up_significant
	}
}
### Entity: Idea
Component: SPR_death_before_surrender_capitulation
Constructs: has_government
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_death_before_surrender_capitulation = {
	name = SPR_death_before_surrender
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		surrender_limit = 1
		max_surrender_limit_offset = 1
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/GER_1939_nsb.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_2
			creator = GER
		}
		requested_factories = 15
		progress = 0.1
		efficiency = 100
		industrial_manufacturer = mio:GER_mauser_organization
	} {
		equipment = {
			type = support_equipment_1
			creator = GER
		}
		requested_factories = 3
		progress = 0.3
		efficiency = 100
		industrial_manufacturer = mio:GER_carl_walther_organization
	} {
		equipment = {
			type = artillery_equipment_1
			creator = GER
		}
		requested_factories = 2
		progress = 0.3
		efficiency = 100
		industrial_manufacturer = mio:GER_rheinmetall_organization
	} {
		equipment = {
			type = light_tank_chassis_2
			creator = GER
			version_name = Panzer 38(t)
		}
		requested_factories = 5
		progress = 0.4
		efficiency = 100
	} {
		equipment = {
			type = motorized_equipment_1
			creator = GER
		}
		requested_factories = 5
		progress = 0.4
		efficiency = 100
		industrial_manufacturer = mio:GER_opel_organization
	}
}
### Entity: Scripted Effect
Component: play_day_of_infamy_effect
Constructs: set_global_flag
Source: game
File: common/scripted_effects/zzz_play_speech_effects.txt

Code:
play_day_of_infamy_effect = {
	hidden_effect = {
		play_song = day_of_infamy
	}
	set_global_flag = day_of_infamy_happened
}
### Entity: Decision
Component: CHI_integrate_the_warlords_democratic_sea_cat
Constructs: has_completed_focus, limit, has_government, has_war_with, has_country_flag, fire_only_once, add_political_power, is_pressing_warlord
Source: game
File: common/decisions/CHI_decisions.txt

Code:
CHI_integrate_the_warlords_democratic_sea_cat = {
	CHI_press_warlord_to_become_puppet_democratic = {
		icon = GFX_decision_eng_trade_unions_demand
		priority = 50
		available = {
			FROM = {
				democratic = > 0.4
			}
			NOT = {
				has_country_flag = is_pressing_warlord
			}
		}
		visible = {
			is_subject = no
			has_government = democratic
			has_completed_focus = CHI_demand_regional_adherence
		}
		cancel_if_not_visible = yes
		cost = FROM.press_warlord_to_become_puppet_political_power_cost
		target_array = global.is_chinese_warlord
		target_trigger = {
			FROM = {
				is_subject = no
				exists = yes
				NOT = {
					has_war_with = ROOT
				}
			}
		}
		fire_only_once = yes
		complete_effect = {
			FROM = {
				country_event = {
					id = SEA_china_democratic.17
					hours = 2
					random_hours = 16
				}
			}
			custom_effect_tooltip = if_they_accept_tt generic_skip_one_line_tt
			effect_tooltip = {
				set_autonomy = {
					target = FROM
					autonomy_state = autonomy_sea_warlord_subject
					freedom_level = 0.2
					end_wars = no
					end_civil_wars = no
				}
			}
			set_country_flag = {
				flag = is_pressing_warlord
				days = 90
				value = 1
			}
		}
	}
	CHI_warlord_autonomy_drift_demcoratic_decision = {
		icon = generic_prepare_civil_war
		priority = 1
		visible = {
			any_subject_country = {
				OR = {
					has_autonomy_state = autonomy_sea_warlord_subject autonomy_sea_integrated_warlord_subject
				}
			}
			has_completed_focus = CHI_demand_regional_adherence
		}
		cancel_if_not_visible = yes
		available = {
			FROM = {
				NOT = {
					has_idea = idea_CHI_central_government_integration_pressure_democratic
				}
			}
		}
		ai_hint_pp_cost = 50
		custom_cost_trigger = {
			command_power = > 49
			has_political_power = > 49
		}
		custom_cost_text = decision_cost_CP_50_pp_50
		target_array = warlord_subjects
		target_trigger = {
			FROM = {
				is_subject_of = ROOT
				exists = yes
				OR = {
					has_autonomy_state = autonomy_sea_warlord_subject autonomy_sea_integrated_warlord_subject
				}
			}
		}
		fire_only_once = no
		complete_effect = {
			hidden_effect = {
				add_political_power = -50
				add_command_power = -50
			}
			FROM = {
				add_timed_idea = {
					idea = idea_CHI_central_government_integration_pressure_democratic
					days = 365
				}
			}
		}
		cancel_trigger = {
			FROM = {
				OR = {
					has_war_with = ROOT
					exists = n
# ... (truncated)
### Entity: Shared Focus
Tree: cel_focus
Component: CEL_naval_buildup
Constructs: shared_focus, prerequisite, limit, completion_reward, is_coastal, is_controlled_by, has_tech, has_idea
Source: game
File: common/national_focus/r56_celtic_shared.txt

Code:
shared_focus = {
	id = CEL_naval_buildup
	icon = GFX_goal_generic_admirality
	relative_position_id = CEL_strengthen_shipping_routes
	cost = 10
	prerequisite = {
		focus = CEL_strengthen_shipping_routes
	}
	x = 0
	y = 1
	text_icon = NORDIC_focus_style
	available = {
		any_state = {
			is_coastal = yes
			is_controlled_by = ROOT
		}
		has_tech = construction3
		NOT = {
			has_idea = generic_recent_economic_unification
		}
	}
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		random_controlled_state = {
			limit = {
				dockyard = > 0
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				dockyard = > 0
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			every_military_industrial_organization = {
				limit = {
					OR = {
						has_mio_equipment_type = mio_cat_eq_all_carrier mio_cat_eq_all_cruiser mio_cat_eq_all_destroyer mio_cat_eq_all_battleship ship_hull_submarine capital_ship screen_ship submarine
						has_mio_research_category = mio_cat_tech_all_capital_ship_and_modules mio_cat_tech_all_screen_ship_and_modules mio_cat_tech_all_submarine_and_modules mio_cat_tech_all_carrier_and_modules mio_cat_tech_all_cruiser_and_modules mio_cat_tech_all_destroyer_and_modules naval_equipment
					}
				}
				add_mio_funds = 2000
				add_mio_research_bonus = 0.1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Modifier Reference
Construct: resistance_decay_on_our_occupied_states
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## resistance_decay_on_our_occupied_states

* Number with 0 decimal places
* **Categories**: country, state
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_mechanized_5
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_mechanized_5 = {
	enable = {
		is_major = yes
		num_of_military_factories = > 100
		EAI_DESIGN_ARMOR_mechanized_production_focus = yes
	}
	abort = {
		NOT = {
			AND = {
				is_major = yes
				num_of_military_factories = > 90
				EAI_DESIGN_ARMOR_mechanized_production_focus = yes
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = mechanized_equipment
		value = 5
	}
}
### Entity: Decision
Component: CHI_work_with_the_cim
Constructs: is_controlled_by, complete_effect, add_popularity, remove_effect, add_dynamic_modifier
Source: game
File: common/decisions/r56_warlord_decisions.txt

Code:
CHI_work_with_the_cim = {
	CHI_en_masse_local_evangelization = {
		icon = GFX_decision_generic_army_support
		state_target = yes
		target_root_trigger = {

		}
		target_array = ROOT.core_states
		visible = {
			FROM = {
				is_controlled_by = ROOT
			}
		}
		available = {

		}
		on_map_mode = map_and_decisions_view
		cost = 100
		complete_effect = {
			add_popularity = {
				ideology = ROOT
				popularity = 0.05
			}
		}
		days_remove = 100
		remove_effect = {
			FROM = {
				add_dynamic_modifier = {
					modifier = CHI_protestant_work_ethic
				}
			}
		}
	}
}
### Entity: Character
Component: GER_reichsfuhrer_ss
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_reichsfuhrer_ss = {
	sprite = 13
	random = no
	resistance_damage_to_garrison = -0.25
	foreign_subversive_activites = -0.3
	non_core_manpower = 0.05
	resistance_growth = -0.1
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_prioritize_civilian_cargo
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward, cancel_if_invalid, complete_tooltip, add_to_variable
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_prioritize_civilian_cargo
	icon = GFX_focus_generic_railroad
	prerequisite = {
		focus = RAJ_supply_center_fortifications
	}
	x = 4
	y = 0
	relative_position_id = RAJ_prioritize_army_cargo
	mutually_exclusive = {
		focus = RAJ_prioritize_army_cargo
	}
	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_INDUSTRY
	}
	complete_tooltip = {

	}
	completion_reward = {
		custom_effect_tooltip = RAJ_famine_impact_reduction
		add_to_variable = {
			RAJ_famine_shield = 10
			tooltip = RAJ_famine_shield_tt
		} {
			famine_reduction = 1
		}
		calculate_famine_shield_and_risk = yes
		add_equipment_to_stockpile = {
			type = train_equipment_1
			amount = 15
			producer = RAJ
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_available_AA
Constructs: limit, has_country_flag, has_full_control_of_state
Source: game
File: common/scripted_triggers/EAI_CONSTRUCTION_triggers.txt

Code:
EAI_available_AA = {
	if = {
		limit = {
			PREV = {
				has_country_flag = EAI_PC_trace_functions
			}
		}
		log = EAI_available_AA > THIS=[this.getname] PREV=[prev.getname]
	}
	PREV = {
		has_full_control_of_state = PREV
	}
	free_building_slots = {
		building = anti_air_building
		size = > 0
		include_locked = no
	}
	impassable = no
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_outlaw_the_radicals
Constructs: prerequisite, add_stability, completion_reward, add_popularity
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_outlaw_the_radicals
	icon = GFX_focus_spr_crush_the_revolution
	prerequisite = {
		focus = AUS_seek_support_from_guarantors
	}
	mutually_exclusive = {
		focus = AUS_stabilize_the_political_climate
	}
	x = 1
	y = 2
	relative_position_id = AUS_seek_support_from_guarantors
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_stability = -0.15
		custom_effect_tooltip = generic_skip_one_line_tt
		add_popularity = {
			ideology = democratic
			popularity = 0.15
		} {
			ideology = fascism
			popularity = -0.075
		} {
			ideology = neutrality
			popularity = -0.075
		}
	}
}
### Entity: Idea
Component: AUS_july_followed_june
Constructs: stability_factor, removal_cost, has_country_leader
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_july_followed_june = {
	picture = AUS_july_followed_june
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	targeted_modifier = {
		tag = GER
		defense_bonus_against = 0.1
	}
	modifier = {
		stability_factor = -0.2
		drift_defence_factor = -0.2
		party_popularity_stability_factor = -0.1
		custom_modifier_tooltip = AUS_cant_enter_germany_faction
	}
	cancel = {
		OR = {
			has_country_leader = {
				character = AUS_josef_leopold
				ruling_only = yes
			} {
				character = AUS_arthur_seyss_inquart
				ruling_only = yes
			}
		}
	}
}
### Entity: Character
Component: SIA_chief_of_department_of_highways
Source: game
File: common/country_leader/taog_traits.txt

Code:
SIA_chief_of_department_of_highways = {
	sprite = 13
	random = no
	production_speed_infrastructure_factor = 0.15
	production_speed_supply_node_factor = 0.15
	production_speed_rail_way_factor = 0.15
}
### Entity: Character
Component: XIC_navy_chief
Source: game
File: common/characters/XIC.txt

Code:
XIC_navy_chief = {
	portraits = {
		army = {
			large = GFX_portrait_asia_generic_navy_2
			small = GFX_portrait_asia_generic_navy_2_small
		}
	}
	navy_leader = {
		traits = {

		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		maneuvering_skill = 1
		coordination_skill = 1
	}
	advisor = {
		slot = navy_chief
		idea_token = XIC_navy_chief
		allowed = {
			original_tag = XIC
		}
		traits = {
			navy_chief_maneuver_1
		}
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: mandate_palestine.210
Constructs: is_triggered_only, has_war_with, change_tag_from
Source: game
File: events/mandate_of_palestine.txt

Code:
news_event = {
	id = mandate_palestine.210
	picture = GFX_news_event_MPL_syria
	title = {
		trigger = {
			SYR = {
				has_war_with = FRA
			}
		}
		text = mandate_palestine.210.t.a
	} {
		trigger = {
			SYR = {
				NOT = {
					has_war_with = FRA
				}
			}
		}
		text = mandate_palestine.210.t.b
	}
	desc = mandate_palestine.210.d
	is_triggered_only = yes
	option = {
		name = mandate_palestine.210.a
	} {
		name = mandate_palestine.210.b
		trigger = {
			original_tag = event_target:MPL_syria_war_owner
		}
		SYR = {
			change_tag_from = ROOT
		}
	}
}
### Entity: Event
Component: SEA_japan_hidden_events.1
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_hidden_events.1
	title = SEA_japan_hidden_events.1.t
	desc = SEA_japan_hidden_events.1.desc
	picture = GFX_report_event_generic_construction_site
	hidden = yes
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {

	}
	option = {
		name = SEA_japan_hidden_events.1.a
	}
}
### Entity: Event
Component: BBA_italy_interaction_events.42
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_interaction_events.42
	title = BBA_italy_interaction_events.42.t
	desc = BBA_italy_interaction_events.42.desc
	picture = GFX_report_event_fascist_speech
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = BBA_italy_interaction_events.42.a
		puppet = FROM
	}
}
### Entity: Idea
Component: EAI_DD_9/rocket_artillery_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_9/rocket_artillery_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		rocket_artillery_equipment = {
			build_cost_ic = -0.225
			instant = yes
		}
	}
}
### Entity: Autonomous State
Component: autonomy_state
Constructs: is_puppet, has_dlc
Source: game
File: common/autonomous_states/taog_indonesian_union_state.txt

Code:
autonomy_state = {
	id = autonomy_taog_indonesian_union_state
	is_puppet = yes
	min_freedom_level = 0.0
	manpower_influence = 0
	use_overlord_color = yes
	rule = {
		desc = RULE_DESC_IS_A_SUBJECT
		can_not_declare_war = yes
		can_decline_call_to_war = no
		units_deployed_to_overlord = yes
		can_be_spymaster = no
		contributes_operatives = yes
		can_create_collaboration_government = no
	}
	modifier = {
		autonomy_manpower_share = 1
		can_master_build_for_us = 1
		extra_trade_to_overlord_factor = 1.0
		overlord_trade_cost_factor = -0.1
		cic_to_overlord_factor = 0.3
		mic_to_overlord_factor = 0.75
		autonomy_gain_global_factor = -0.3
		peace_score_ratio_transferred_to_overlord = 0.5
		lend_lease_tension_with_overlord = -0.4
	}
	ai_subject_wants_higher = {
		factor = 0
	}
	ai_overlord_wants_lower = {
		factor = 0.0
	}
	ai_overlord_wants_garrison = {
		always = yes
	}
	allowed = {
		has_dlc = Thunder at Our Gates
		OR = {
			original_tag = ATJ BLI GOW SSI POK TNE
		}
		OVERLORD = {
			original_tag = INS
		}
	}
	can_take_level = {

	}
	can_lose_level = {
		always = no
	}
}
### Entity: Modding Documentation
Construct: setcontroller
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## setcontroller
* Arguments: country tag, province id

Sets province controller
### Entity: Event
Component: lar_fra_reconnect_to_the_balkans.5
Constructs: is_triggered_only, ai_chance
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_fra_reconnect_to_the_balkans.5
	title = generic.4.t
	desc = generic.4.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = generic.4.a
		ai_chance = {
			factor = 100
		}
	}
}
### Entity: Event
Component: AAT_norway.199
Constructs: is_triggered_only
Source: game
File: events/AAT_Norway.txt

Code:
country_event = {
	id = AAT_norway.199
	hidden = yes
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			NOR_start_fascist_civil_war = yes
		}
	}
}
### Entity: Idea
Component: CHL_land_auth
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/r56_chile.txt

Code:
CHL_land_auth = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		conscription_factor = 0.1
	}
	picture = generic_manpower_bonus
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_rapprochement_with_soviet_union
Constructs: shared_focus, prerequisite, completion_reward, has_non_aggression_pact_with, is_in_faction_with, cancel_if_invalid
Source: game
File: common/national_focus/china_shared.txt

Code:
shared_focus = {
	id = CHI_rapprochement_with_soviet_union
	icon = GFX_goal_support_communism
	prerequisite = {
		focus = CHI_mission_to_the_soviet_union
	}
	mutually_exclusive = {
		focus = CHI_closer_ties_with_germany
	}
	x = -1
	y = 1
	relative_position_id = CHI_mission_to_the_soviet_union
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		SOV_will_support = yes
	}
	bypass = {
		OR = {
			has_non_aggression_pact_with = SOV
			is_in_faction_with = SOV
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		diplomatic_relation = {
			country = SOV
			relation = non_aggression_pact
			active = yes
		}
	}
}
### Entity: Unit Template
Component: AZR_GAR_01
Source: game
File: common/units/names_divisions/AZR_names_divisions.txt

Code:
AZR_GAR_01 = {
	name = Garrison Divisions
	for_countries = {
		AZR
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	link_numbering_with = {
		AZR_INF_01
	}
	fallback_name = %dya Azerbaidjyanska Strelkovaya Div.
	ordered = {
		1 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
		2 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
		3 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
		4 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
		5 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
		6 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
		7 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
		8 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
		9 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
		10 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
		11 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
		12 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
		13 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
		14 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
		15 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
		16 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
		17 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
		18 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
		19 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
		20 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
		21 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
		22 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
		23 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
		24 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
		25 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
	}
}
### Entity: State History
Component: 832
Constructs: add_core_of
Source: game
File: history/states/832 - Dashhowuz.txt

Code:
state = {
	id = 832
	name = STATE_832
	history = {
		owner = SOV
		victory_points = {
			1493 1
		}
		buildings = {
			infrastructure = 1
			industrial_complex = 1
		}
		add_core_of = SOV TMS KHI
	}
	provinces = {
		1493 1649 7618 10485
	}
	manpower = 133065
	buildings_max_level_factor = 1.0
	state_category = pastoral
	local_supplies = 4.0
}