Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: CZE.6
Constructs: division_template, limit, add_ideas, fire_only_once, is_in_faction_with, has_dlc, has_idea, add_timed_idea
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.6
	title = CZE.6.t
	desc = CZE.6.d
	picture = GFX_CZKE_mobilization_1938
	trigger = {
		tag = CZE
		GER = {
			focus_progress = {
				focus = GER_demand_sudetenland
				progress = > 0.8
			}
		}
		NOT = {
			is_in_faction_with = GER
		} {
			has_dlc = Peace For Our Time
			OR = {
				has_idea = service_by_requirement all_adults_serve scraping_the_barrel
			}
		}
	}
	fire_only_once = yes
	mean_time_to_happen = {
		days = 1
	}
	immediate = {
		hidden_effect = {
			add_timed_idea = {
				idea = CZE_mobilization_1938
				days = 30
			}
			if = {
				limit = {
					NOT = {
						has_idea = service_by_requirement all_adults_serve scraping_the_barrel
					}
				}
				custom_effect_tooltip = new_conscription_law_report
				add_ideas = extensive_conscription
				division_template = {
					name = Mobilizační Těleso
					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
						} {
							x = 2
							y = 0
						} {
							x = 2
							y = 1
						} {
							x = 2
							y = 2
						}
					}
					priority = 0
				}
			}
			every_controlled_state = {
				limit = {
					is_core_of = ROOT
				}
				create_unit = {
					division = name = "Mobilizační Těleso" division_template = "Mobilizační Těleso" start_experience_factor = 0.1 start_equipment_factor = 1.0 }
					owner = ROOT
				}
			}
		}
	}
	option = {
		name = CZE.6.a
		effect_tooltip = {
			add_timed_idea = {
				idea = CZE_mobilization_1938
				days = 30
			}
			show_ideas_tooltip = extensive_conscription
			custom_effect_tooltip = new_template CZE_mobilisation_formation_template_tooltip_reward
		}
	}
### Entity: National Focus
Tree: lie_focus
Component: LIE_social_welfare
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_social_welfare
	icon = GFX_goal_generic_military_research
	prerequisite = {
		focus = LIE_alliance_with_the_industrialists
	} {
		focus = LIE_eliminate_the_vestiges
	}
	x = 2
	y = 1
	relative_position_id = LIE_alliance_with_the_industrialists
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Idea
Component: INS_permina
Constructs: is_subject_of, research_bonus
Source: game
File: common/ideas/r56_indonesia.txt

Code:
INS_permina = {
	allowed = {
		original_tag = INS
	}
	available = {
		controls_state = 335
	}
	visible = {
		NOT = {
			is_subject_of = HOL
		}
	}
	research_bonus = {
		industry = 0.15
		refining_tech = 0.2
	}
	modifier = {
		fuel_gain_factor = 0.1
	}
	traits = {
		refinery_concern
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: efr_focus
Component: EFR_aviation_effort
Constructs: prerequisite, limit, has_country_flag, completion_reward, complete_tooltip, add_building_construction, add_doctrine_cost_reduction, random_owned_controlled_state
Source: game
File: common/national_focus/r56_vichy_france.txt

Code:
focus = {
	id = EFR_aviation_effort
	icon = GFX_goal_generic_build_airforce
	prerequisite = {
		focus = EFR_armistice_army
	}
	relative_position_id = EFR_armistice_army
	x = 6
	y = 1
	cost = 10
	available_if_capitulated = yes
	complete_tooltip = {
		air_experience = 25
		if = {
			limit = {
				has_country_flag = aviation_effort_AB
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
	completion_reward = {
		air_experience = 25
		if = {
			limit = {
				capital_scope = {
					NOT = {
						free_building_slots = {
							building = air_base
							size = > 1
						}
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = air_base
						size = > 1
					}
				}
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
				ROOT = {
					set_country_flag = aviation_effort_AB
				}
			}
		} {
			limit = {
				capital_scope = {
					free_building_slots = {
						building = air_base
						size = > 1
					}
				}
			}
			capital_scope = {
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
				ROOT = {
					set_country_flag = aviation_effort_AB
				}
			}
		}
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = cat_operational_integrity
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: SIE_communist_guy
Constructs: has_government
Source: game
File: common/characters/SIE.txt

Code:
SIE_communist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = SIE_communist_guy
		allowed = {
			original_tag = SIE
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			not = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: Order of Battle
Component: air_wing_716
Source: game
File: history/units/JAP_1939_air_bba.txt

Code:
air_wings = {
	716 = {
		small_plane_airframe_1 = {
			owner = JAP
			amount = 72
			version_name = Ki-27
		}
		small_plane_cas_airframe_1 = {
			owner = JAP
			amount = 54
			version_name = Ki-30/32
		}
		medium_plane_airframe_1 = {
			owner = JAP
			amount = 54
			version_name = Ki-21
		}
	}
}
### Entity: Game Rule
Component: allow_volunteers
Constructs: allow_volunteers
Source: game
File: common/game_rules/00_game_rules.txt

Code:
allow_volunteers = {
	name = RULE_ALLOW_VOLUNTEERS
	group = RULE_GROUP_GENERAL_FOREIGN_POLICY
	icon = GFX_volunteers
	option = {
		name = ALWAYS_FREE
		text = RULE_OPTION_FREE
		desc = RULE_ALLOW_VOLUNTEERS_FREE_DESC
	} {
		name = SAME_IDEOLOGY
		text = RULE_OPTION_SAME_IDEOLOGY
		desc = RULE_ALLOW_VOLUNTEERS_SAME_IDEOLOGY_DESC
	} {
		name = BLOCKED
		text = RULE_OPTION_BLOCKED
		desc = RULE_ALLOW_VOLUNTEERS_BLOCKED_DESC
	}
	default = {
		name = LIMITED
		text = RULE_OPTION_LIMITED
		desc = RULE_ALLOW_VOLUNTEERS_LIMITED_DESC
	}
}
### Entity: Scripted Effect
Component: ITA_remove_king_vittorio_emanuele_as_idea
Constructs: limit, remove_ideas, has_idea, set_country_flag
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_remove_king_vittorio_emanuele_as_idea = {
	if = {
		limit = {
			has_idea = vittorio_emanuele
		}
		remove_ideas = vittorio_emanuele
	}
	else_if = {
		limit = {
			has_idea = vittorio_emanuele_king_of_albania
		}
		remove_ideas = vittorio_emanuele_king_of_albania
	} {
		limit = {
			has_idea = vittorio_emanuele_emperor_of_ethiopia
		}
		remove_ideas = vittorio_emanuele_emperor_of_ethiopia
	} {
		limit = {
			has_idea = vittorio_emanuele_albania_ethiopia
		}
		remove_ideas = vittorio_emanuele_albania_ethiopia
	}
	set_country_flag = ITA_deposed_the_king
}
### Entity: National Focus
Tree: mon_focus
Component: MON_proclaim_the_second_bogd_khanate
Constructs: create_country_leader, prerequisite, limit, has_government, has_country_flag, completion_reward, add_popularity, set_politics
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_proclaim_the_second_bogd_khanate
	icon = GFX_focus_GRE_monarchist_fervour
	prerequisite = {
		focus = MON_search_new_bogd_khan
	}
	x = 0
	y = 1
	relative_position_id = MON_search_new_bogd_khan
	cost = 7.16
	ai_will_do = {
		factor = 30
	}
	available = {
		neutrality = > 0.4
	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.15
		}
		set_politics = {
			ruling_party = neutrality
			last_election = 1924.11.26
			election_frequency = 48
			elections_allowed = yes
		}
		if = {
			limit = {
				has_country_flag = MON_young_khan_was_found
			}
			create_country_leader = {
				name = Regency Council
				desc =  
				picture = GFX_MON_Portrait_regency_council_khanate
				expire = 1965.1.1
				ideology = monarchical_theocracy
				traits = {
					great_council
				}
			}
		} {
			limit = {
				is_subject = no
				is_faction_leader = no
				is_in_faction_with = SOV
				SOV = {
					NOT = {
						has_government = ROOT
					}
				}
			}
			leave_faction = yes
		}
		set_cosmetic_tag = MON_BOGD_KHANATE
		custom_effect_tooltip = MON_tree_is_in_development_tt
	}
}
### Entity: Event
Component: INS_volksraad_events.91
Constructs: is_triggered_only, ai_chance
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_volksraad_events.91
	title = INS_volksraad_events.91.t
	desc = INS_volksraad_events.91.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = INS_volksraad_events.11.a
		ai_chance = {
			base = 10
		}
		indonesia_volksraad_democratic_volksraad_effect = yes
	}
}
### Entity: Character
Component: anti_imperialist_thinker
Constructs: autonomy_gain, democratic_drift, communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
anti_imperialist_thinker = {
	random = no
	sprite = 13
	autonomy_gain = 0.1
	political_power_factor = 0.05
	resistance_target = -0.05
	democratic_drift = 0.03
	communism_drift = 0.02
	ai_will_do = {
		factor = 0
	}
}
### Entity: Decision
Component: political_actions
Constructs: has_completed_focus, has_government, add_stability, complete_effect, add_popularity, has_stability
Source: game
File: common/decisions/FRA.txt

Code:
political_actions = {
	FRA_rally_the_leagues = {
		available = {

		}
		visible = {
			has_completed_focus = FRA_utilize_the_leagues
			NOT = {
				has_government = fascism
			}
		}
		days_re_enable = 60
		complete_effect = {
			add_popularity = {
				ideology = fascism
				popularity = 0.05
			} {
				ideology = neutrality
				popularity = 0.05
			}
			add_stability = -0.03
		}
		ai_will_do = {
			factor = 5
			modifier = {
				has_stability = < 0.3
				factor = 0
			}
		}
	}
	FRA_unleash_la_cagoule = {
		available = {

		}
		visible = {
			has_completed_focus = FRA_utilize_the_leagues
			NOT = {
				has_government = fascism
			}
		}
		days_re_enable = 30
		complete_effect = {
			add_popularity = {
				ideology = fascism
				popularity = 0.1
			}
			add_stability = -0.075
		}
		cost = 25
		ai_will_do = {
			factor = 5
			modifier = {
				has_stability = < 0.3
				factor = 0
			}
		}
	}
}
### Entity: Character
Component: ICE_agnar_eldberg_kofoed_hansen
Source: game
File: common/characters/ICE.txt

Code:
ICE_agnar_eldberg_kofoed_hansen = {
	name = ICE_agnar_eldberg_kofoed_hansen
	portraits = {
		army = {
			small = GFX_portrait_ICE_agnar_eldberg_kofoed_hansen_small
		}
		navy = {
			small = GFX_portrait_ICE_agnar_eldberg_kofoed_hansen_small
		}
	}
	advisor = {
		cost = 150
		slot = army_chief
		idea_token = ICE_agnar_eldberg_kofoed_hansen_army
		allowed = {

		}
		available = {
			not_already_hired_except_as = army_chief
		}
		visible = {

		}
		traits = {
			army_chief_drill_1
		}
		ai_will_do = {
			base = 1.0
		}
	} {
		cost = 150
		slot = air_chief
		idea_token = ICE_agnar_eldberg_kofoed_hansen_navy
		allowed = {

		}
		available = {
			not_already_hired_except_as = air_chief
		}
		visible = {

		}
		traits = {
			air_chief_reform_2
		}
		ai_will_do = {
			base = 1.0
		}
	} {
		cost = 150
		slot = navy_chief
		idea_token = ICE_agnar_eldberg_kofoed_hansen_air
		allowed = {

		}
		available = {
			not_already_hired_except_as = navy_chief
		}
		visible = {

		}
		traits = {
			navy_chief_naval_aviation_1
		}
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Name List
Component: TAT
Source: game
File: common/names/r56_names.txt

Code:
TAT = {
	male = {
		names = {
			Aibek Alikhan Alisher Arman Aslan Aybek Azat Bolat Bulat Erasyl Islam Makhmud Mukhamed Mukhammed Nurasyl Nurislam Nurzhan Ramazan Ruslan Rustam Serik Shamil Sukhrab Talgat Temir Timur
		}
	}
	female = {
		names = {
			Aiday Aiman Aina Aliya Anar Anara Anargul Aruzhan Ayaulym Ayna Aynur Bibigul Gulnar Gulnara Gulnaz Inkar Inzhu Madina Saltanat Sezim Zhuldyz
		}
	}
	surnames = {
		Abaev Abdulayev Abdulin Adelzhanov Aibekov Aitmukhambetov Akhmetov Aliev Alikhanov Alimov Aliyev Almatyev Amangeldiev Amirov Aruzhanov Astana Asylmuratov Aubakirov Aybekov Azizov Babaev Baizhanov Bolatov Erjanov Erzhanov Ibragimov Idrisov Isaev Iskakov Islamov Ismailov Kadyrov Karimov Kasymov Khasanov Kudaibergenov Kurbanov Kusainov Maksatov Malzagov Mendygaliev Musaev Mustafin Nazarbayev Niyazov Niyazymbetov Nurasylov Nurgaliev Nurislamov Nursultanov Nurzhanov Omarov Ospan Rakhimov Ramadanov Ramazanov Rasulov Salimov Sapiyev Sarsenbaev Sarsenov Serikbaev Serikov Sharipov Shumenov Sultanbekov Sultanov Sydykov Talgatov Tazhibaev Temirov Tursynbekov Umarov Usmanov Yuldashev Ynusov Yusupov Zhanibekov Zhaparov Zhumabekov Zhunusov Zhusupov
	}
}
### Entity: Idea
Component: WLL_auguste_buisseret
Constructs: has_completed_focus, has_government
Source: game
File: common/ideas/wallonia.txt

Code:
WLL_auguste_buisseret = {
	allowed = {
		original_tag = WLL
	}
	available = {
		has_government = democratic
	}
	traits = {
		ideological_crusader
	}
	ai_will_do = {
		factor = 0
		modifier = {
			factor = 1
			OR = {
				has_completed_focus = GEN_Liberty_Ethos
				date = > 1939.1.1
			}
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_variant_turkish_tax_focus
Constructs: prerequisite, limit, add_ideas, completion_reward, has_country_leader, unlock_decision_tooltip, set_country_flag
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_variant_turkish_tax_focus
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = TUR_the_guardians_of_kemalism TUR_the_sun_language_theory
	}
	x = 2
	y = 1
	relative_position_id = TUR_the_guardians_of_kemalism
	cost = 5
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_TUR_TRADITIONALISM
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					OR = {
						has_country_leader = {
							character = TUR_mustafa_kemal_ataturk
							ruling_only = yes
						} {
							character = TUR_mehmet_recep_peker
							ruling_only = yes
						} {
							character = TUR_sevket_sureyya_aydemir
							ruling_only = yes
						}
					}
				}
			}
			add_ideas = TUR_varlik_vergisi_spirit
			unlock_decision_tooltip = TUR_repeal_the_wealth_tax TUR_acquiesce_to_fundamentalists
		}
		else = {
			add_ideas = TUR_inanc_vergisi_spirit
			unlock_decision_tooltip = TUR_repeal_the_faith_tax
			hidden_effect = {
				set_country_flag = TUR_taxed_religious_institutions
			}
		}
	}
}
### Entity: Technology
Component: construction5
Constructs: production_speed_buildings_factor, research_cost
Source: game
File: common/technologies/industry.txt

Code:
technology = {
	production_speed_buildings_factor = 0.1
	industry_repair_factor = 0.1
	path = {
		leads_to_tech = excavation5
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1943
	categories = {
		industry construction_tech
	}
	folder = {
		name = industry_folder
		position = {
			x = 0
			y = 8
		}
	}
	ai_will_do = {
		factor = 4
		modifier = {
			factor = 10
			date = > 1943.1.1
		}
	}
}
### Entity: Decision
Component: AST_union_control_2_cat
Constructs: has_completed_focus, has_government, has_dlc
Source: game
File: common/decisions/categories/AST_decision_categories.txt

Code:
AST_union_control_2_cat = {
	priority = 100
	icon = GFX_decision_category_SOV_permanent_revolution
	picture = GFX_decision_cat_picture_spreading_the_red_flame
	visible_when_empty = yes
	allowed = {
		original_tag = AST
		has_dlc = Thunder at Our Gates
	}
	visible = {
		has_government = communism
		OR = {
			has_completed_focus = AST_the_australian_commonwealth AST_a_comrade_emancipated
		}
	}
}
### Entity: Country History
Country: GUA
Component: GUA_misc
Constructs: limit, set_technology, add_political_power, has_dlc, set_country_flag, set_convoys, add_command_power, complete_national_focus
Source: game
File: history/countries/GUA - Guatemla.txt

Code:
# Misc for GUA
capital = 313
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
	}
}
set_country_flag = monroe_doctrine
set_convoys = 5
1939.1.1 = {
	add_political_power = 1198
	add_command_power = 100
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort flexible_navy industrial_effort construction_effort production_effort
	oob = GUA_1939
	set_technology = {
		infantry_weapons1 = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		fuel_silos = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Military Industrial Organization
Component: SOV_nevskoye_design_bureau_organization
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, has_dlc, has_invited_mio_tt, has_invited_nevskoye_mio_flag, is_subject
Source: game
File: common/military_industrial_organization/organizations/SOV_organization.txt

Code:
SOV_nevskoye_design_bureau_organization = {
	include = generic_battle_line_ship_organization
	icon = GFX_idea_nevskoye_design_bureau
	allowed = {
		OR = {
			tag = SOV
			AND = {
				tag = BUL
				has_dlc = Battle for the Bosporus
			}
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = SOV
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = SOV
				}
			}
		} {
			limit = {
				FROM = {
					original_tag = BUL
				}
			}
			custom_trigger_tooltip = {
				tooltip = has_invited_mio_tt
				FROM = {
					has_country_flag = has_invited_nevskoye_mio_flag
				}
			}
			FROM = {
				OR = {
					is_subject = no
					is_subject_of = SOV
				}
				NOT = {
					has_completed_focus = BUL_nationalization
				}
			}
		}
	}
	add_trait = {
		token = SOV_mio_trait_merge_plant_no_370
		name = SOV_merge_ship_plant_4_baltic
		icon = GFX_generic_mio_trait_icon_mines
		special_trait_background = yes
		position = {
			x = @ship_1_X
			y = @ship_1_Y
		}
		visible = {
			FROM = {
				original_tag = SOV
			}
			has_dlc = Man the Guns
		}
		available = {
			FROM = {
				has_full_control_of_state = 195
			} {
				has_completed_focus = SOV_merge_naval_plants
			} {
				NOT = {
					has_country_flag = SOV_merge_plant_no_370_flag
				}
			}
		}
		on_complete = {
			custom_effect_tooltip = generic_trait_will_not_be_available_in_other_organizations
			FROM = {
				set_country_flag = SOV_merge_plant_no_370_flag
				add_tech_bonus = {
					name = SOV_merge_ship_plant_2_baltic
					bonus = 1
					uses = 1
					category = naval_mines
				}
			}
		}
		limit_to_equipment_type = {
			mio_cat_eq_all_cruiser
		}
		production_bonus = {
			production_cost_factor = @ship_production_capacity_factor
		}
		equipment_bonus = {
			mines_planting = @ship_mines_planting
		}
	} {
		token = SOV_mio_trait_merge_plant_no_370_no_mtg
		name = SOV_merge_ship_plant_4_baltic
		icon = GFX_generic_mio_trait_icon_mines
		special_trait_background = yes
		position = {
			x = @ship_1_X
			y = @ship_1_Y
		}
		visible = {
			FROM = {
				original_tag = SOV
			}
			NOT = {
				has_dlc = Man the Guns
			}
		}
		available = {
			FROM = {
				has_full_control_of_state = 195
			} {
				has_completed_focus = SOV_merge_naval_plants
			} {
				NOT = {
					has_country_flag = SOV_merge_plant_no_370_flag
				}
			}
		}
		on_complete = {
			custom_effect_tooltip = generic_trait_will_not_b
# ... (truncated)
### Entity: Wiki Documentation
Construct: Economy
Source: wiki
File: wiki/Features.html

Doc:
Economy[edit]
Production[edit]
Countries assign factories to production lines, which contribute equipment to resource pools for allocation to military units.[22][23]

Construction plans[edit]
You select the variant model of the vehicles/equipment you want to order for production (instead of the computer automatically using the latest 'technology' as in HOI3)

You choose how many factories to allocate to a construction plan.

Production lines[edit]
Production lines are collections of factories set up to produce a specific equipment type [7]

Factories
"built on the region-level, instead of in individual territories"

Three types: Military, Naval, and Civilian

Factories assigned to a construction plan can come from anywhere, but they have to match the type required to build the equipment.

Weekly Production Rate, influenced by:
Number of factories

Location of factories

Strategic Resources you control

Efficiency of your factories in building that specific product
The more you build, the better you get at building individual items.

Efficiency is kept when switching production, "if [the new product] is a chassis of the same class, or a sub-variant of the same chassis" as the previous product.

"Bombing factories also hurts production in general, but not specific assembly lines." [23]

Resource pools[edit]
Instead of recruiting brigades and divisions, you produce 'pools' of resources and equipment, to then assign to units.

Units use specific models of vehicles that are produced.

When building a tank regiment, it'll use the best tank you have first, and then fill in the rest with whatever else you've got.

Replacements also work like this, and are dependent on pools of hardware.

Training men uses manpower.
"Quality of the soldiers depends on the level of equipment you give them."

"Again, you need to build pools of decent equipment to have troops properly trained before they see battle." [23]

Equipment types & usage[edit]
"Horses won't be tracked though, they are assumed to be part of the basic equipment of a division."

(Generic) "equipment" is a producible good, required by all units.
"MOT needs more "equipment", Mech has its own more expensive equipment representing APCs." [31]

"Upgrading your equipment now means replacing your old models at the front with new tank designs, for example. The old ones can be put in reserve, sent to less important places,
# ... (truncated)
### Entity: Idea
Component: idea_SIA_joint_military_command
Constructs: has_dlc, removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_joint_military_command = {
	allowed = {
		has_dlc = Thunder at Our Gates
		original_tag = SIA
	}
	picture = generic_volunteer_expedition_bonus
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		land_mastery_gain_factor = 0.05
		experience_gain_army_factor = 0.08
		command_power_gain_mult = 0.15
	}
}
### Entity: Order of Battle
Component: Puerto Rico Department
Constructs: division_template
Source: game
File: history/units/USA_1936.txt

Code:
division = {
	name = Puerto Rico Department
	location = 1440
	division_template = Infantry Division
	start_experience_factor = 0.2
	start_equipment_factor = 0.15
}