Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: cairoC.8
Constructs: is_triggered_only, add_equipment_to_stockpile, limit, add_political_power, has_global_flag, set_country_flag, add_tech_bonus
Source: game
File: events/r56_usa.txt

Code:
country_event = {
	id = cairoC.8
	title = cairoC.6.t
	desc = cairoC.8.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	immediate = {
		if = {
			limit = {
				has_global_flag = CHI_agree_cairoC_term
			}
			CHI = {
				if = {
					limit = {
						has_global_flag = ENG_agree_cairoC_term
					}
					add_political_power = 300
				} {
					limit = {
						has_global_flag = USA_agree_cairoC_term
					}
					add_political_power = 200
				} {
					limit = {
						OR = {
							has_global_flag = USA_agree_cairoC_term ENG_agree_cairoC_term
						}
					}
					custom_effect_tooltip = KMT_no_seperate_peace_with_JAP
					set_country_flag = KMT_no_seperate_peace_with_JAP_flag
				}
			}
		} {
			limit = {
				has_global_flag = ENG_agree_cairoC_term
			}
			ENG = {
				if = {
					limit = {
						has_global_flag = CHI_agree_cairoC_term
					}
					add_political_power = -50
				} {
					limit = {
						has_global_flag = USA_agree_cairoC_term
					}
					add_tech_bonus = {
						name = SPR_navy_modernization
						uses = 2
						bonus = 0.5
						category = naval_equipment
					}
					add_equipment_to_stockpile = {
						type = convoy_1
						amount = 200
						producer = ENG
					}
				}
			}
		} {
			limit = {
				has_global_flag = USA_agree_cairoC_term
			}
			USA = {
				if = {
					limit = {
						has_global_flag = CHI_agree_cairoC_term
					}
					add_political_power = -50
				} {
					limit = {
						has_global_flag = ENG_agree_cairoC_term
					}
					add_tech_bonus = {
						name = SPR_navy_modernization
						uses = 2
						bonus = 0.5
						category = naval_equipment
					}
					add_equipment_to_stockpile = {
						type = convoy_1
						amount = 500
						producer = USA
					}
				}
			}
		}
	}
	option = {
		name = cairoC.6.a
	}
}
### Entity: Idea
Component: subsidized_contracts_army_spirit
Constructs: has_dlc, has_doctrine, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/army_spirits.txt

Code:
subsidized_contracts_army_spirit = {
	ledger = army
	visible = {
		AND = {
			has_dlc = No Compromise, No Surrender La Resistance
		}
	}
	available = {
		OR = {
			has_doctrine = new_mobile_warfare armored_cavalry
		}
	}
	equipment_bonus = {
		armored_car_equipment = {
			instant = yes
			build_cost_ic = -0.15
		}
	} {
		light_tank_chassis = {
			instant = yes
			build_cost_ic = -0.1
		}
	} {
		armored_support_vehicle = {
			instant = yes
			build_cost_ic = -0.1
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		} {
			factor = 2
			has_doctrine = armored_cavalry
		}
	}
}
### Entity: Idea
Component: QUE_offense_preparation
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/quebec.txt

Code:
QUE_offense_preparation = {
	allowed = {
		original_tag = QUE
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = revolutionized_industry
	modifier = {
		production_speed_arms_factory_factor = 0.15
		production_speed_dockyard_factor = 0.1
	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Decision
Component: PRC_guerilla_warfare_sea_cat
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, fire_only_once, add_political_power, has_dynamic_modifier, has_civil_war
Source: game
File: common/decisions/PRC.txt

Code:
PRC_guerilla_warfare_sea_cat = {
	PRC_establish_guerilla_cells_start = {
		priority = 90
		icon = {
			key = GFX_decision_generic_guerilla_base_0
			trigger = {
				ROOT = {
					original_tag = PRC
					OR = {
						has_completed_focus = PRC_empower_the_guerillas PRC_the_battle_behind_the_front_lines
					}
				}
				FROM = {
					NOT = {
						has_dynamic_modifier = {
							modifier = PRC_guerilla_cells_active_2
						} {
							modifier = PRC_guerilla_cells_active_1
						}
					}
				}
			}
		} {
			key = GFX_decision_generic_guerilla_base_1
			trigger = {
				ROOT = {
					original_tag = PRC
					OR = {
						has_completed_focus = PRC_empower_the_guerillas PRC_the_battle_behind_the_front_lines
					}
				}
				FROM = {
					has_dynamic_modifier = {
						modifier = PRC_guerilla_cells_active_1
					}
				}
			}
		} {
			key = GFX_decision_generic_guerilla_base
			trigger = {
				FROM = {
					NOT = {
						has_dynamic_modifier = {
							modifier = PRC_guerilla_cells_active_1
						}
					}
				}
			}
		}
		target_root_trigger = {
			has_civil_war = no
		}
		available = {
			NOT = {
				has_country_flag = PRC_currently_establishing_guerillas_in_foreign_state
			}
			if = {
				limit = {
					original_tag = PRC
				}
				NOT = {
					has_completed_focus = PRC_the_peoples_republic
				}
			}
			else_if = {
				limit = {
					original_tag = CHI
				}
				NOT = {
					has_completed_focus = CHI_victory_over_the_invaders
				}
			}
			FROM = {
				compliance = < 50
				NOT = {
					has_state_flag = PRC_guerilla_cells_etsablishing_flag
				}
				IF = {
					limit = {
						controller = {
							OR = {
								original_tag = JAP
								is_subject_of = JAP
							}
						}
					}
					NOT = {
						has_dynamic_modifier = {
							modifier = JAP_intense_anti_guerilla_operation
						}
					}
				}
			}
		}
		state_target = yes
		target_array = ROOT.core_states
		on_map_mode = map_only
		highlight_states = {
			highlight_state_targets = {
				state = FROM
			}
		}
		visible = {
			if = {
				limit = {
					original_tag = PRC
				}
				OR = {
					has_completed_focus = PRC_on_guerilla_warfare PRC_the_fight_of_a_people PRC_promote_guerilla_warfare
				}
				NOT = {
					has_completed_focus = PRC_empower_the_guerillas PRC_the_battle_behind_the_front_lines
				} {
					has_completed_focus = PRC_the_peoples_republic
				}
			}
			else_if = {
				limit = {
					original
# ... (truncated)
### Entity: Scripted Effect
Component: SOV_set_up_left_opposition_militia
Constructs: division_template, every_owned_state, limit, is_locked, has_state_category, create_unit
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_set_up_left_opposition_militia = {
	division_template = {
		name = Trotskyist Workers' Militia
		is_locked = yes yes
		division_names_group = SOV_INF_01
		priority = 0
		template_counter = 0
		regiments = {
			infantry = {
				x = 0
				y = 0
			} {
				x = 0
				y = 1
			} {
				x = 0
				y = 2
			}
		}
	} {
		name = Trotskyist Peasant Militia
		is_locked = yes yes
		division_names_group = SOV_INF_01
		priority = 0
		template_counter = 14
		regiments = {
			infantry = {
				x = 0
				y = 0
			} {
				x = 0
				y = 1
			} {
				x = 1
				y = 0
			} {
				x = 1
				y = 1
			}
		}
	}
	every_owned_state = {
		IF = {
			limit = {
				OR = {
					has_state_category = city large_city megalopolis metropolis
				}
			}
			create_unit = {
				division = name = "Workers' Miltia Brigade" division_template = "Trotskyist Workers' Militia" start_experience_factor = 0.09 start_equipment_factor = 0.85
				owner = ROOT
			}
		}
		ELSE_IF = {
			limit = {
				NOT = {
					has_state_category = enclave
				} {
					has_state_category = wasteland
				}
			}
			create_unit = {
				division = name = "Peasant Militia brigade" division_template = "Trotskyist Peasant Militia" start_experience_factor = 0.01 start_equipment_factor = 0.55
				owner = ROOT
			}
		}
	}
}
### Entity: Country History
Country: RWA
Component: RWA_technology
Constructs: set_technology
Source: game
File: history/countries/RWA - Rwanda.txt

Code:
# Starting Technologies for RWA
set_technology = {
	infantry_weapons = 1
}
### Entity: Idea
Component: CZE_collectivist_ethos_idea
Constructs: has_government, removal_cost, is_subject, democratic_drift
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_collectivist_ethos_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = officers_purged
	cancel = {
		is_subject = yes
		has_government = democratic
	}
	modifier = {
		democratic_drift = -0.05
		political_power_factor = 0.2
	}
}
### Entity: Country History
Country: CAR
Component: CAR_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/CAR - Central African Republic.txt

Code:
# Misc for CAR
capital = 660
set_convoys = 0
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort large_navy industrial_effort construction_effort production_effort
	set_technology = {
		tech_support = 1
		tech_recon = 1
		support_weapons = 1
		gw_artillery = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 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: Modifier Reference
Component: idea_RAJ_epidemic
Constructs: stability_factor, remove_trigger, is_subject_of
Source: game
File: common/dynamic_modifiers/GoE_dynamic_modifiers.txt

Code:
idea_RAJ_epidemic = {
	icon = GFX_modifiers_RAJ_famine_state
	remove_trigger = {
		owner = {
			NOT = {
				original_tag = RAJ
				is_subject_of = RAJ
			}
		}
	}
	political_power_factor = RAJ_famine_political_power_factor
	stability_factor = RAJ_famine_stability_factor
}
### Entity: National Focus
Tree: ger_focus
Component: GER_carve_up_congo
Constructs: prerequisite, limit, has_war_with, completion_reward, is_subject, has_added_tension_amount, has_idea, random_hours
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_carve_up_congo
	icon = GFX_focus_GER_carve_up_congo
	prerequisite = {
		focus = GER_accept_british_naval_dominance_ww
	}
	x = 0
	y = 1
	relative_position_id = GER_accept_british_naval_dominance_ww
	cost = 10
	available = {
		is_subject = no
		has_added_tension_amount = > 4 < 25
		NOT = {
			has_war_with = ENG
		} {
			COG = {
				has_idea = GER_german_trade_ns
			}
			has_war_with = COG
		}
		ENG = {
			is_subject = no
		}
	}
	bypass = {
		OR = {
			COG = {
				has_idea = GER_german_trade_ns
			}
			has_war_with = COG
			AND = {
				295 = {
					state_is_fully_controlled_by_ROOT_subject_or_faction_member = yes
				}
				538 = {
					state_is_fully_controlled_by_ROOT_subject_or_faction_member = yes
				}
				718 = {
					state_is_fully_controlled_by_ROOT_subject_or_faction_member = yes
				}
				888 = {
					state_is_fully_controlled_by_ROOT_subject_or_faction_member = yes
				}
				890 = {
					state_is_fully_controlled_by_ROOT_subject_or_faction_member = yes
				}
				768 = {
					state_is_fully_controlled_by_ROOT_subject_or_faction_member = yes
				}
				769 = {
					state_is_fully_controlled_by_ROOT_subject_or_faction_member = yes
				}
				889 = {
					state_is_fully_controlled_by_ROOT_subject_or_faction_member = yes
				}
			}
		}
	}
	will_lead_to_war_with = COG BEL
	continue_if_invalid = yes
	cancel = {
		OR = {
			has_war_with = ENG COG
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		ENG = {
			country_event = {
				id = wuw_GER_weltpolitik.4
				hours = 12
				random_hours = 24
			}
		}
		add_named_threat = {
			threat = 5
			name = GER_carve_up_congo
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			every_state = {
				limit = {
					OR = {
						state = 888 889
					} {
						is_fully_controlled_by = BEL COG
					}
				}
				transfer_state_to = ENG
			} {
				limit = {
					OR = {
						state = 295 538 718 890 768 769
					} {
						is_fully_controlled_by = BEL COG
					}
				}
				transfer_state_to = GER
			}
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_civil_war_konev
Constructs: limit, remove_ideas, completion_reward, has_civil_war, has_country_leader, is_subject, has_idea, add_popularity
Source: game
File: common/national_focus/r56_soviet_civil_war.txt

Code:
focus = {
	id = SOV_civil_war_konev
	icon = GFX_goal_ivan_konev
	mutually_exclusive = {
		focus = SOV_civil_war_power_struggle
	}
	x = 64
	y = 0
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_civil_war = no
		has_country_leader = {
			ruling_only = yes
			character = SOV_ivan_konev
		}
	}
	bypass = {
		is_subject = yes
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_idea = SOV_internal_chaos_1
			}
			remove_ideas = SOV_internal_chaos_1
		} {
			limit = {
				has_idea = SOV_internal_chaos_3
			}
			remove_ideas = SOV_internal_chaos_3
		} {
			limit = {
				has_idea = SOV_internal_chaos_2
			}
			remove_ideas = SOV_internal_chaos_2
		}
		custom_effect_tooltip = SOV_resotration_tt
		hidden_effect = {
			add_popularity = {
				ideology = communism
				popularity = 0.15
			}
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/ETH_1936_bba.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 12
	}
	location = 13238
	division_template = Chitet Sefari
	start_experience_factor = 0.05
	start_equipment_factor = 0.6
}
### Entity: AI Strategy
Component: EST_baltic_entente
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/EST_historical_strategy_plan.txt

Code:
EST_baltic_entente = {
	name = Estonian democratic plan
	desc = 
	enable = {
		original_tag = EST
		has_dlc = No Step Back
		OR = {
			has_country_flag = EST_AI_RANDOM_DEMOCRATIC
			has_game_rule = {
				rule = EST_ai_behavior
				option = DEMOCRATIC
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		EST_era_of_silence EST_fight_the_vaps EST_ismaaliit BALTIC_rejoin_the_railways BALTIC_renew_allied_trade EST_establish_the_rahvuskogu EST_national_council EST_chamber_of_deputies EST_modernize_capital BALTIC_attract_workers_to_capital BALTIC_modernize_industry EST_exploit_the_banks EST_support_independent_militaries EST_republican_defence_league BALTIC_ford_motors BALTIC_crossley_motors EST_squash_the_opposition EST_formalize_baltic_entente EST_look_north EST_baltic_economic_union EST_baltic_defence_army EST_pan_baltic_bank EST_propose_baltic_union EST_baltic_unification EST_new_economic_policy EST_corporate_chambers EST_womens_defence_league BALTIC_natural_resources EST_prepare_for_the_inevitable BALTIC_rebuild_forts EST_forest_brothers BALTIC_unchain_education BALTIC_arm_the_nation BALTIC_invest_in_baltic_trade
	}
	research = {
		industry = 50.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
	ideas = {

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

	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_volunteer_corps
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_volunteer_corps
	icon = GFX_goal_generic_more_territorial_claims
	prerequisite = {
		focus = POL_intervention_focus
	}
	x = 0
	y = 1
	relative_position_id = POL_intervention_focus
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = volunteer_corps_focus
	}
}
### Entity: Event
Component: r56_afghanistan.77
Constructs: is_triggered_only, has_government, has_war_with, fire_only_once, is_in_faction_with, is_subject_of, has_wargoal_against
Source: game
File: events/r56_afghanistan.txt

Code:
news_event = {
	id = r56_afghanistan.77
	title = r56_afghanistan.77.t
	desc = r56_afghanistan.77.d
	picture = GFX_news_event_SOV_invasion_of_persia
	is_triggered_only = yes
	major = yes
	fire_only_once = yes
	option = {
		name = r56_afghanistan.77.a
		trigger = {
			OR = {
				has_government = communism
				is_in_faction_with = SOV
				is_subject_of = SOV
			}
			NOT = {
				has_war_with = SOV
				has_wargoal_against = SOV
				original_tag = SOV
			}
		}
	} {
		name = r56_afghanistan.77.b
		trigger = {
			NOT = {
				has_government = communism
				is_in_faction_with = SOV
				is_subject_of = SOV
				original_tag = SOV
			}
		}
	} {
		name = r56_afghanistan.77.c
		trigger = {
			original_tag = SOV
			SOV = {
				has_government = communism
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_31
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_31 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 31
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 31
	}
}
### Entity: Event
Component: AUS_political_events.71
Constructs: is_triggered_only, ai_chance, limit, has_dynamic_modifier, add_dynamic_modifier, add_to_variable, random_owned_state, is_fully_controlled_by
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.71
	title = AUS_political_events.71.t
	desc = AUS_political_events.71.desc
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	immediate = {
		IF = {
			limit = {
				NOT = {
					has_dynamic_modifier = {
						modifier = AUS_compensation_for_guarantee
					}
				}
			}
			ROOT = {
				add_dynamic_modifier = {
					modifier = AUS_compensation_for_guarantee
					days = 365
				}
			}
		}
	}
	option = {
		name = AUS_political_events.71.a
		ai_chance = {
			base = 10
		}
		custom_effect_tooltip = AUS_compensation_for_guarantee_intro_tt
		add_to_variable = {
			AUS_compensation_for_guarantee_consumer_goods_factor = 0.1
			tooltip = consumer_goods_factor_tt
		}
		effect_tooltip = {
			IF = {
				limit = {
					FROM = {
						original_tag = ENG
					}
				}
				FROM = {
					random_owned_state = {
						limit = {
							is_fully_controlled_by = FROM
						}
						prioritize = {
							126 132
						}
						add_extra_state_shared_building_slots = 2
						add_building_construction = {
							type = industrial_complex
							level = 2
							instant_build = yes
						}
					}
					give_guarantee = ROOT
					add_ai_strategy = {
						type = protect
						id = ROOT
						value = 80
					}
				}
			} {
				limit = {
					FROM = {
						original_tag = USA
					}
				}
				FROM = {
					random_owned_state = {
						limit = {
							is_fully_controlled_by = FROM
						}
						prioritize = {
							361 378
						}
						add_extra_state_shared_building_slots = 2
						add_building_construction = {
							type = industrial_complex
							level = 2
							instant_build = yes
						}
					}
					give_guarantee = ROOT
					add_ai_strategy = {
						type = protect
						id = ROOT
						value = 80
					}
				}
			} {
				limit = {
					FROM = {
						original_tag = FRA
					}
				}
				FROM = {
					random_owned_state = {
						limit = {
							is_fully_controlled_by = FROM
						}
						prioritize = {
							16 19
						}
						add_extra_state_shared_building_slots = 2
						add_building_construction = {
							type = industrial_complex
							level = 2
							instant_build = yes
						}
					}
					give_guarantee = ROOT
					add_ai_strategy = {
						type = protect
						id = ROOT
						value = 80
					}
				}
			} {
				limit = {
					FROM = {
						original_tag = ITA
					}
				}
				FROM = {
					random_owned_stat
# ... (truncated)
### Entity: Military Industrial Organization
Component: PRC_peoples_aviation_company_of_china_organization
Constructs: has_completed_focus, limit, has_dlc, add_trait, production_bonus
Source: game
File: common/military_industrial_organization/organizations/PRC_organization.txt

Code:
PRC_peoples_aviation_company_of_china_organization = {
	include = generic_general_aircraft_organization
	name = PRC_peoples_aviation_company_of_china_organization
	icon = GFX_idea_PRC_peoples_aviation_company_of_china
	allowed = {
		OR = {
			AND = {
				tag = PRC
				has_dlc = No Compromise, No Surrender
			} {
				original_tag = PHI
				has_dlc = No Compromise, No Surrender
			}
		}
	}
	available = {
		if = {
			limit = {
				FROM = {
					original_tag = PHI
				}
			}
			FROM = {
				has_completed_focus = PHI_smugglers
			}
		}
	}
	equipment_type = {
		mio_cat_eq_all_small_plane mio_cat_eq_all_medium_plane mio_cat_eq_only_strategic_bomber transport_plane_equipment
	}
	add_trait = {
		token = PRC_peoples_aviation_company_of_china_transport_planes_trait
		name = PRC_peoples_aviation_company_of_china_transport_planes_trait
		icon = GFX_mio_cat_eq_all_large_plane
		special_trait_background = yes
		relative_position_id = generic_mio_trait_conservative_designs
		all_parents = {
			generic_mio_trait_conservative_designs
		}
		position = {
			x = 5
			y = 1
		}
		limit_to_equipment_type = {
			transport_plane_equipment_1 transport_plane_equipment_2 transport_plane_equipment_3
		}
		production_bonus = {
			production_cost_factor = -0.15
		}
	} {
		token = PRC_peoples_aviation_company_of_china_power_of_monopoly_trait
		name = PRC_peoples_aviation_company_of_china_power_of_monopoly_trait
		icon = GFX_generic_mio_trait_icon_efficiency_gain
		special_trait_background = yes
		relative_position_id = PRC_peoples_aviation_company_of_china_transport_planes_trait
		all_parents = {
			PRC_peoples_aviation_company_of_china_transport_planes_trait
		}
		position = {
			x = 0
			y = 2
		}
		production_bonus = {
			production_cost_factor = -0.075
		}
	}
}
### Entity: Order of Battle
Component: Pohjois-Karjalan Ryhmä
Constructs: division_template
Source: game
File: history/units/FIN_White_Guard.txt

Code:
division = {
	name = Pohjois-Karjalan Ryhmä
	location = 6210
	division_template = Erillinen Prikaati S.
	start_experience_factor = 0.4
	start_equipment_factor = 0.5
}
### Entity: AI Strategy
Component: EAI_DIPLO_ROM_joins_axis_0
Constructs: is_historical_focus_on, is_in_faction, has_war_together_with
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_misc_strategies.txt

Code:
EAI_DIPLO_ROM_joins_axis_0 = {
	allowed = {
		tag = ROM
	}
	enable = {
		is_historical_focus_on = yes
		NOT = {
			ROM = {
				is_in_faction = yes
			} {
				has_war_together_with = GER
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = diplo_action_desire
		id = GER
		target = join_faction
		value = -500
	} {
		type = diplo_action_acceptance
		id = GER
		target = offer_join_faction
		value = -500
	}
}
### Entity: Country History
Country: BRI
Component: BRI_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/BRI - Brittany.txt

Code:
# Politics & Parties for BRI
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 20
	fascism = 40
	communism = 10
	neutrality = 30
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_sea_tank_plant
Constructs: shared_focus, prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, random_state, has_state_flag
Source: game
File: common/national_focus/china_shared_TSR.txt

Code:
shared_focus = {
	id = CHI_sea_tank_plant
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = CHI_sea_chinese_panzers
	}
	x = -2
	y = 3
	relative_position_id = CHI_sea_purchase_tanks
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		GER_will_support = yes
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	complete_tooltip = {
		random_state = {
			limit = {
				has_state_flag = CHI_tank_plant_AF
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
			set_state_flag = CHI_tank_plant_AF
		}
	}
}