Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Joint Focus
Component: INSHOL_naval_program
Constructs: has_completed_focus, prerequisite, limit, joint_focus, completion_reward, has_subject, is_ai, is_hired_as_advisor
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_naval_program
	icon = GFX_focus_INS_naval_program
	text_icon = INSHOL_HOL_focus_style
	available = {
		original_tag = HOL
		has_subject = INS
	}
	prerequisite = {
		focus = INSHOL_east_indies_navy INSHOL_foundations_of_defense
	}
	mutually_exclusive = {

	}
	x = -1
	y = 1
	relative_position_id = INSHOL_east_indies_navy
	ai_will_do = {
		base = 0
		modifier = {
			add = 0.6
			original_tag = HOL
		} {
			add = 1
			original_tag = INS
		} {
			factor = 2
			INS = {
				is_ai = no
			}
		} {
			factor = 1.1
			INS = {
				has_completed_focus = INSHOL_prioritize_dutch_profits
			}
		} {
			factor = 1.2
			INS = {
				has_completed_focus = INSHOL_loyalty_to_crown
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_encourage_further_investment
			}
		} {
			factor = 1.3
			INS = {
				INS_harry_kuneman = {
					is_hired_as_advisor = yes
				}
			}
		} {
			factor = 1.2
			INS = {
				INS_dick_de_hoog = {
					is_hired_as_advisor = yes
				}
			}
		} {
			factor = 1.5
			INS = {
				is_ai = no
			}
		} {
			factor = 0.75
			INS = {
				is_ai = yes
			}
		}
	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {

	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			country_event = {
				id = INS_dutch_events.4
				hours = 12
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
			custom_effect_tooltip = INSHOL_naval_program_transfer_25_tt
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = dockyard
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				original_tag = INS
			}
			country_event = {
				id = INS_dutch_events.4
				hours = 12
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
			custom_effect_tooltip = INSHOL_naval_program_transfer_25_tt
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = dockyard
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_buil
# ... (truncated)
### Entity: Idea
Component: GRE_socialist_economy_3
Constructs: war_support_factor, removal_cost, communism_drift
Source: game
File: common/ideas/greece.txt

Code:
GRE_socialist_economy_3 = {
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		always = yes
	}
	picture = home_of_revolution
	removal_cost = -1
	modifier = {
		communism_drift = 0.05
		war_support_factor = 0.1
		production_speed_infrastructure_factor = 0.05
		production_speed_industrial_complex_factor = 0.05
	}
}
### Entity: Character
Component: CYP_konstantinos_spyridakis
Constructs: has_completed_focus
Source: game
File: common/characters/CYP.txt

Code:
CYP_konstantinos_spyridakis = {
	name = CYP_konstantinos_spyridakis
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_europe_2
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CYP_konstantinos_spyridakis
		available = {
			OR = {
				has_completed_focus = CYP_research_sector CYP_education_effort
			}
		}
		traits = {
			education_reformer
		}
	}
}
### Entity: Unit Template
Component: GXC_GAR_01
Source: game
File: common/units/names_divisions/GXC_names_divisions.txt

Code:
GXC_GAR_01 = {
	name = Garrison Unit
	for_countries = {
		GXC
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d Guangxi Jingbei
	ordered = {
		101 = {
			1 Guangzhou Jingbei
		}
		111 = {
			1 Hainan Jingbei
		}
		121 = {
			1 Guilin Jingbei
		}
		102 = {
			2 Guangzhou Jingbei
		}
		103 = {
			3 Guangzhou Jingbei
		}
		112 = {
			2 Hainan Jingbei
		}
		113 = {
			3 Hainan Jingbei
		}
		122 = {
			2 Guilin Jingbei
		}
		104 = {
			4 Guangzhou Jingbei
		}
		105 = {
			5 Guangzhou Jingbei
		}
		123 = {
			3 Guilin Jingbei
		}
		124 = {
			4 Guilin Jingbei
		}
		114 = {
			4 Hainan Jingbei
		}
		115 = {
			5 Hainan Jingbei
		}
		125 = {
			5 Guilin Jingbei
		}
		131 = {
			Guangzhou Baoan Ke
		}
		132 = {
			1 Nanning Baoan Ke
		}
		133 = {
			1 Guangdong Baoan Ke
		}
		134 = {
			2 Guangdong Baoan Ke
		}
		135 = {
			3 Guangdong Baoan Ke
		}
		136 = {
			2 Nanning Baoan Ke
		}
		137 = {
			3 Nanning Baoan Ke
		}
		1 = {
			%d Guangxi Jingbei
		}
		2 = {
			%d Guangxi Jingbei
		}
		3 = {
			%d Guangxi Jingbei
		}
		4 = {
			%d Guangxi Jingbei
		}
		5 = {
			%d Guangxi Jingbei
		}
		6 = {
			%d Guangxi Jingbei
		}
		7 = {
			%d Guangxi Jingbei
		}
		8 = {
			%d Guangxi Jingbei
		}
		9 = {
			%d Guangxi Jingbei
		}
		10 = {
			%d Guangxi Jingbei
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_operation_mindaugas
Constructs: prerequisite, owns_state, completion_reward, add_command_power, unlock_decision_tooltip
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_operation_mindaugas
	icon = GFX_focus_generic_provoke_border_clashes
	relative_position_id = LIT_lithuanian_irridentism
	x = 2
	y = 1
	cost = 5
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_lithuanian_irridentism LIT_kaunas_conference
	}
	mutually_exclusive = {
		focus = LIT_r56_demand_vilnius
	}
	ai_will_do = {
		factor = 1
	}
	bypass = {
		owns_state = 784
	}
	completion_reward = {
		add_command_power = 35
		unlock_decision_tooltip = LIT_operation_mindaugas_decision
		custom_effect_tooltip = LIT_op_mindaugas_tt
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Order of Battle
Component: Militärpolizei
Constructs: division_template
Source: game
File: history/units/RKH_1939.txt

Code:
division = {
	name = Militärpolizei
	location = 11542
	division_template = Vládní vojsko
	start_experience_factor = 0.1
	start_equipment_factor = 0.5
}
### Entity: Character
Component: PHI_socialist_lawyer
Constructs: stability_factor, communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
PHI_socialist_lawyer = {
	sprite = 1
	random = no
	communism_drift = 0.05
	stability_factor = 0.05
	ai_will_do = {
		factor = 1
	}
}
### Entity: Decision
Component: FRA_decolonization
Source: game
File: common/decisions/categories/FRA_decision_categories.txt

Code:
FRA_decolonization = {
	allowed = {
		original_tag = FRA
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_invite_norway
Constructs: prerequisite, has_war_with, completion_reward, is_faction_leader, is_subject, is_in_faction
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_invite_norway
	icon = GFX_goal_generic_alliance
	prerequisite = {
		focus = POL_finno_polish_pact
	}
	available = {
		is_faction_leader = yes
		NOR = {
			is_subject = no
			is_in_faction = no
			NOT = {
				has_war_with = ROOT
			}
			exists = yes
		}
	}
	x = 2
	y = 1
	relative_position_id = POL_finno_polish_pact
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		NOR = {
			country_event = {
				id = poland.16
				days = 1
			}
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_further_industrial_investment
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = CHI_sea_further_industrial_investment
	icon = GFX_goal_generic_construct_civilian
	x = -1
	y = 1
	relative_position_id = CHI_sea_develop_capital
	cost = 5
	prerequisite = {
		focus = CHI_sea_develop_capital
	}
	ai_will_do = {
		base = 4
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				impassable = no
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/DOM_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = DOM
		}
		requested_factories = 1
		progress = 0.47
		efficiency = 100
	}
}
### Entity: Scripted Trigger
Component: SOV_third_five_year_plan_available
Constructs: has_country_flag
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_third_five_year_plan_available = {
	custom_trigger_tooltip = {
		tooltip = SOV_third_five_year_plan_available_tt
		NOT = {
			has_country_flag = SOV_third_five_year_plan_locked_flag
		}
	}
}
### Entity: Event
Component: BBA_italy_missiolinis.122
Constructs: is_triggered_only
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_missiolinis.122
	title = BBA_italy_missiolinis.122.t
	desc = BBA_italy_missiolinis.122.desc
	picture = GFX_report_event_soldiers_marching
	is_triggered_only = yes
	trigger = {
		ITA_missiolinis_system_available = yes
	}
	immediate = {
		hidden_effect = {
			ITA_missiolinis_finalize_mission_effect = yes
			ITA_missiolinis_add_to_failed_missions = yes
		}
	}
	option = {
		name = BBA_italy_missiolinis.122.a
		ITA_missiolini_occupy_greece_failure_effect = yes
	}
}
### Entity: Decision
Component: r56_decision_category_lootbox
Source: game
File: common/decisions/categories/r56_lootbox_categories.txt

Code:
r56_decision_category_lootbox = {
	icon = GFX_decision_category_alfie
	priority = 100
}
### Entity: Event
Component: austria.27
Constructs: is_triggered_only, ai_chance, is_ally_with
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.27
	title = austria.27.t
	desc = austria.27.d
	is_triggered_only = yes
	picture = GFX_report_event_cze_divided_nation
	option = {
		name = austria.27.a
		ai_chance = {
			base = 1
			modifier = {
				is_ally_with = CZE
				factor = 0
			}
		}
		AUS = {
			country_event = austria.28
		}
	} {
		name = austria.27.b
		ai_chance = {
			base = 0
			modifier = {
				is_ally_with = CZE
				add = 1
			}
		}
		AUS = {
			country_event = austria.29
		}
	}
}
### Entity: Character
Component: parindra_leader
Constructs: autonomy_gain, fascism_drift, democratic_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
parindra_leader = {
	sprite = 13
	random = no
	autonomy_gain = 0.5
	fascism_drift = 0.03
	democratic_drift = 0.02
	political_power_cost = 0.05
}
### Entity: AI Strategy
Component: more_upgrades_as_spymaster
Constructs: is_spymaster
Source: game
File: common/ai_strategy/default.txt

Code:
more_upgrades_as_spymaster = {
	enable = {
		is_spymaster = yes
	}
	abort = {
		is_spymaster = no
	}
	ai_strategy = {
		type = agency_ai_base_num_factories_factor
		value = -50
	} {
		type = agency_ai_per_upgrade_factories_factor
		value = -25
	}
}
### Entity: National Focus
Tree: arm_focus
Component: ARM_dominate_the_caucasus
Constructs: prerequisite, add_ideas, has_government, add_war_support, completion_reward, is_subject, add_popularity
Source: game
File: common/national_focus/armenia.txt

Code:
focus = {
	id = ARM_dominate_the_caucasus
	icon = GFX_focus_generic_spread_fascism
	prerequisite = {
		focus = ARM_operation_nemesis_wasn_t_enough
	}
	relative_position_id = ARM_operation_nemesis_wasn_t_enough
	mutually_exclusive = {
		focus = ARM_the_10th_crusade
	}
	x = -2
	y = 1
	cost = 10
	available = {
		is_subject = no
		OR = {
			has_government = neutrality fascism
		}
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_popularity = {
			ideology = ROOT
			popularity = 0.1
		}
		add_war_support = 0.05
		add_ideas = QUE_expansionist_ideology
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_LAND_DOCTRINE_new_mobile_warfare
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_FOCUS_LAND_DOCTRINE_new_mobile_warfare = {
	check_variable = {
		EAI_FOCUS/LAND/land_doctrine = global.EAI_MW_DOCTRINE
	}
}
### Entity: State History
Component: 1037
Constructs: add_core_of
Source: game
File: history/states/1037-Kalat.txt

Code:
state = {
	id = 1037
	name = STATE_1012
	provinces = {
		7049 8098 8066
	}
	state_category = town
	manpower = 480164
	history = {
		owner = PAK
		add_core_of = KLT PAK BLC
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			8098 1
		}
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Scripted Trigger
Component: EAI_CL_navy_production
Constructs: has_tech
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_CL_navy_production = {
	EAI_CL_tech_focus = yes
	OR = {
		has_tech = basic_ship_hull_cruiser basic_light_cruiser
	}
}
### Entity: Scripted Effect
Component: EAI_MILITARY_axis_invasions_INVASION_init
Constructs: limit, has_country_flag, set_country_flag, clear_array, add_to_array, set_temp_variable, set_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_strategy_INVASION_axis_invasions.txt

Code:
EAI_MILITARY_axis_invasions_INVASION_init = {
	if = {
		limit = {
			NOT = {
				has_country_flag = EAI_MILITARY_INVASION_init
			}
		}
		if = {
			limit = {
				has_country_flag = EAI_invasion_operations_logging
			}
			log = [GetYear] [GetMonth] | AI | [This.GetName] | EAI_MILITARY_axis_invasions_INVASION_init
		}
		set_country_flag = EAI_MILITARY_INVASION_init
		clear_array = EAI_MILITARY_INVASION_operation_start_days
		add_to_array = {
			EAI_MILITARY_INVASION_operation_start_days = @EAI_MILITARY_operation_sealion_INVASION_start_year
		} {
			EAI_MILITARY_INVASION_operation_start_days = @EAI_MILITARY_operation_america_INVASION_start_year
		}
		for_each_loop = {
			array = EAI_MILITARY_INVASION_operation_start_days
			set_temp_variable = {
				tmp = v
			}
			subtract_from_temp_variable = {
				tmp = 1936
			}
			multiply_temp_variable = {
				tmp = 365
			}
			set_variable = {
				EAI_MILITARY_INVASION_operation_start_days^i = tmp
			}
			if = {
				limit = {
					has_country_flag = EAI_invasion_operations_logging
				}
				log = op_start_day=[?tmp]
			}
		}
	}
}
### Entity: Event
Component: cuba.7
Constructs: is_triggered_only
Source: game
File: events/Cuba.txt

Code:
country_event = {
	id = cuba.7
	title = cuba.7.t
	desc = cuba.7.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = cuba.7.a
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_soviet_menace
Constructs: prerequisite, has_war_with, completion_reward, is_subject, is_in_faction_with, is_subject_of, create_wargoal, add_timed_idea
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_soviet_menace
	icon = GFX_goal_soviet_threat
	x = 1
	y = 1
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		NOT = {
			SOV = {
				is_in_faction_with = ROOT
				is_subject_of = ROOT
				has_war_with = ROOT
			}
		}
	}
	prerequisite = {
		focus = AFG_into_pakistan
	} {
		focus = AFG_secure_the_corridor
	}
	relative_position_id = AFG_secure_the_corridor
	cost = 5
	will_lead_to_war_with = SOV
	completion_reward = {
		create_wargoal = {
			type = topple_government
			target = SOV
			expire = 0
		}
		custom_effect_tooltip = AFG_upon_declaring_on_SOV_tt
		effect_tooltip = {
			add_timed_idea = {
				idea = AFG_attack_soviets
				days = 90
			}
		}
		set_country_flag = AFG_attack_soviets_use_once
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Idea
Component: ITA_papal_support
Constructs: has_completed_focus, stability_factor, removal_cost, neutrality_drift
Source: game
File: common/ideas/italy.txt

Code:
ITA_papal_support = {
	removal_cost = -1
	picture = ITA_papal_state_ns
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		has_completed_focus = ITA_seek_papal_support
	}
	modifier = {
		political_power_factor = 0.05
		neutrality_drift = 0.01
		stability_factor = 0.05
	}
}
### Entity: Idea
Component: CZE_car_and_oil_rationing_idea
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_car_and_oil_rationing_idea = {
	name = CZE_car_and_oil_rationing
	picture = generic_stockpile_fuel
	allowed = {
		original_tag = CZE
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_fuel_consumption_factor = -0.15
		air_fuel_consumption_factor = -0.15
	}
	equipment_bonus = {
		motorized_equipment = {
			instant = yes
			build_cost_ic = -0.15
		}
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_contact_the_exiles
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_contact_the_exiles
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = ETH_underground_wargames
	}
	x = 0
	y = 1
	relative_position_id = ETH_underground_wargames
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_timed_idea = {
			idea = ETH_the_exiles
			days = 365
		}
		add_equipment_to_stockpile = {
			type = infantry_equipment_0
			amount = 450
			producer = ETH
		} {
			type = infantry_equipment_0
			amount = 200
			producer = ITA
		} {
			type = infantry_equipment_0
			amount = 350
			producer = ENG
		}
	}
}
### Entity: Game Data
Component: this_isnt_millennium_dawn
Constructs: has_country_flag, has_any_custom_difficulty_setting
Source: game
File: common/achievements/rt56-achievements.txt

Code:
this_isnt_millennium_dawn = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = IRQ
	}
	happened = {
		has_country_flag = achievement_has_nuked_washington_dc
	}
}
### Entity: Event
Component: egypt.26
Constructs: has_government, has_country_flag, fire_only_once, has_country_leader, add_country_leader_role
Source: game
File: events/egypt.txt

Code:
country_event = {
	id = egypt.26
	picture = GFX_report_event_royal_parade
	title = egypt.26.t
	desc = egypt.26.d
	trigger = {
		has_government = neutrality
		NOT = {
			has_country_flag = EGY_in_regency
		}
		has_country_leader = {
			character = EGY_aziz_ezzat
			ruling_only = yes
		}
	}
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			add_country_leader_role = {
				character = EGY_farouk_i
				promote_leader = yes
				country_leader = {
					ideology = absolute_monarchism
					expire = 1965.1.1.1
					traits = {
						EGY_the_young_king
					}
				}
			}
		}
	}
	option = {
		name = egypt.26.a
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/USA_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 12782
	division_template = Cavalry Division
	start_experience_factor = 0.3
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_strengthen_progressives
Constructs: prerequisite, completion_reward, set_party_name
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_strengthen_progressives
	icon = GFX_goal_ISR_rosen
	relative_position_id = ISR_best_of_the_best
	x = -3
	y = 1
	prerequisite = {
		focus = ISR_best_of_the_best
	} {
		focus = ISR_secularize_public_laws
	}
	mutually_exclusive = {
		focus = ISR_shift_rightwards
	}
	cost = 6
	completion_reward = {
		set_party_name = {
			ideology = democratic
			long_name = Aliyah Hadasha
			name = HaProgressivim
		}
		promote_character = ISR_pinchas_rosen
		custom_effect_tooltip = ISR_strengthen_progressives_tt
	}
}
### Entity: Event
Component: EYE_swiss.14
Constructs: is_triggered_only, add_offsite_building, swap_ideas, remove_idea, add_idea
Source: game
File: events/SWI_events.txt

Code:
country_event = {
	id = EYE_swiss.14
	title = EYE_swiss.14.t
	desc = EYE_swiss.14.desc
	picture = GFX_report_event_communists_cheer
	is_triggered_only = yes
	option = {
		name = EYE_swiss.14.a
		add_offsite_building = {
			type = industrial_complex
			level = 1
		}
		swap_ideas = {
			remove_idea = SWI_temp_banking
			add_idea = SWI_banking
		}
	}
}
### Entity: Modding Documentation
Construct: num_special
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_special
* description: number of units with special dominant type
### Entity: Order of Battle
Component: 3
Constructs: division_template, is_name_ordered, force_equipment_variants
Source: game
File: history/units/FRA_1936.txt

Code:
units = {
	##### Northern France Region #####
	# VIe Corps d'Armée (Région Militaire in 1936) -- Metz
	division= {	# "42ème Division d'Infanterie"
		division_name = {
			is_name_ordered = yes
			name_order = 42
		}
		location = 11502
		division_template = "Division d'Infanterie" 	# Frontline, best equipment
		start_experience_factor = 0.3
	}
	division= {	# "2ème Div. d'Inf. Nord-Africaine"
		division_name = {
			is_name_ordered = yes
			name_order = 42
		}
		location = 5291
		division_template = "Division Coloniale"	 	# Second line, reserve equipment
		start_experience_factor = 0.2
		start_equipment_factor = 0.5

	}
	division= {	
		name = "3ème Brigade de Chars de Combat"
		location = 11502
		division_template = "Brigade de Chars de Combat" 		# FT-17s
		start_experience_factor = 0.2
		force_equipment_variants = { gw_tank_equipment = { owner = "FRA" } }
	}

	# Xe Corps d'Armée (Région Militaire in 1936) -- Strassbourg
	division= {	# "20ème Division d'Infanterie"
		division_name = {
			is_name_ordered = yes
			name_order = 20
		}
		location = 9503
		division_template = "Division d'Infanterie" 	# Second line, reserve equipment
		start_experience_factor = 0.2
		start_equipment_factor = 0.5

	}
	division= {	# "43ème Division d'Infanterie"
		division_name = {
			is_name_ordered = yes
			name_order = 43
		}
		location = 6529
		division_template = "Division d'Infanterie" 	# Frontline, best equipment
		start_experience_factor = 0.3
	}

	# XXe Corps d'Armée (Région Militaire in 1936) -- Nancy
	division= {	# "2ème Division d'Infanterie"
		division_name = {
			is_name_ordered = yes
			name_order = 2
		}
		location = 3629
		division_template = "Division d'Infanterie" 	# Second line, reserve equipment
		start_experience_factor = 0.2
		start_equipment_factor = 0.5

	}
	division= {	# "11ème Division d'Infanterie"
		division_name = {
			is_name_ordered = yes
			name_order = 11
		}
		location = 549
		division_template = "Division d'Infanterie" 	# Frontline, best equipment
		start_experience_factor = 0.3
	}
	division= {	# "4ème Div. d'Inf. Nord-Africaine"
		division_name = {
			is_name_ordered = yes
			name_order = 44
		}
		location = 549
		division_template = "Division Coloniale"	 	# Second line, reserve equipment
		start_experience_factor = 0.2
		start_equipment_factor = 0.5

	}
	division= {	# "2ème Division de Cavalerie"
		division_name = {
			is_name_ordered = yes
			name_
# ... (truncated)
### Entity: AI Strategy
Component: EAI_MILITARY_AREA_capital_defense_41
Constructs: has_war_with
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_AREA_capital_defense_41 = {
	enable = {
		CAPITAL_SCOPE = {
			state = 41
		}
		any_of_scopes = {
			array = global.EAI_MAP_capital_defense_41
			CONTROLLER = {
				has_war_with = ROOT
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.01
		order_id = 9
		states = {
			41
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Country History
Country: PRE
Component: PRE_characters
Constructs: recruit_character
Source: game
File: history/countries/PRE - Prussia.txt

Code:
# Leaders & Characters for PRE
recruit_character = PRE_eitel_friedrich