Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: mtg_news.4
Constructs: is_triggered_only, has_government
Source: game
File: events/MTG_NewsEvents.txt

Code:
news_event = {
	id = mtg_news.4
	title = mtg_news.4.t
	desc = mtg_news.4.desc
	picture = GFX_news_event_generic_usa_treaty
	major = yes
	is_triggered_only = yes
	option = {
		name = mtg_news.4.a
		trigger = {
			original_tag = USA
		}
	} {
		name = mtg_news.4.b
		trigger = {
			NOT = {
				original_tag = USA
			}
			has_government = fascism
		}
	} {
		name = mtg_news.4.c
		trigger = {
			NOT = {
				original_tag = USA
			}
			has_government = communism
		}
	} {
		name = mtg_news.4.d
		trigger = {
			NOT = {
				original_tag = USA
			}
			Or = {
				has_government = democratic neutrality
			}
		}
	}
}
### Entity: National Focus
Component: bra_inimigo_eua
Constructs: prerequisite, has_government, add_opinion_modifier, completion_reward, has_country_leader
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = bra_inimigo_eua
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = bra_diplomacia
	}
	mutually_exclusive = {
		focus = bra_amigo_eua
	}
	available = {
		NOT = {
			has_government = democratic
		}
	}
	relative_position_id = bra_diplomacia
	x = 8
	y = 1
	ai_will_do = {
		factor = 60
		modifier = {
			has_country_leader = {
				character = BRA_getulio_vargas
				ruling_only = yes
			}
			factor = 0
		}
	}
	cost = 5
	completion_reward = {
		custom_effect_tooltip = bra_inimigo_eua_tooltip
		add_opinion_modifier = {
			target = USA
			modifier = bra_inimigo_modifier
		} {
			target = USA
			modifier = bra_comercio_inimigo_modifier
		}
		USA = {
			add_opinion_modifier = {
				target = BRA
				modifier = bra_inimigo_outro_modifier
			}
		}
	}
}
### Entity: Unit Template
Component: POL_THEME_HISTORICAL_FIGURES
Constructs: has_government
Source: game
File: common/units/names_ships/POL_ship_names.txt

Code:
POL_THEME_HISTORICAL_FIGURES = {
	name = NAME_THEME_HISTORICAL_FIGURES
	for_countries = {
		POL
	}
	can_use = {
		not = {
			has_government = communism
		}
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship battle_cruiser ship_hull_carrier carrier
	}
	prefix = ORP 
	unique = {
		Józef Piłsudzki Tadeusz Kościuszko Józef Poniatowski Stanisław Żółkiewski Jan Zamoyski Stefan Czarniecki Jan Karol Chodkiewicz Stanisław Lanckoroński Jan Henryk Dąbrowski Mateusz Sierpinek Arend Dickmann Kazimierz Pułaski Jan Heweliusz Mikołaj Kopernik Jan Kochanowski Mikołaj Rej Józef Bem Józef Haller Stanisław Szeptycki Władysław Sikorski Kazimierz Sosnkowski Władysław Anders Stanisław Sosabowski
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_mukden_arsenal
Constructs: prerequisite, limit, completion_reward, is_fully_controlled_by, cancel_if_invalid, add_extra_state_shared_building_slots, add_building_construction, has_dlc
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_mukden_arsenal
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = MAN_tsr_first_five_year_plan
	}
	x = 1
	y = 1
	relative_position_id = MAN_tsr_first_five_year_plan
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		716 = {
			is_fully_controlled_by = ROOT
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		716 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:CHI_mukden_arsenal_organization = {
				add_mio_size = 2
			}
		}
	}
}
### Entity: Scripted Trigger
Component: is_SOS_active
Constructs: has_government, has_global_flag
Source: game
File: common/scripted_triggers/BALTIC_scripted_triggers.txt

Code:
is_SOS_active = {
	AND = {
		SOV = {
			NOT = {
				has_government = communism
			}
		}
		has_global_flag = SOV_soviet_civil_war
		any_country = {
			AND = {
				original_tag = SOV
				has_government = communism
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_390
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_390 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 390
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 390
	}
}
### Entity: Character
Component: DEN_vilhelm_buhl
Constructs: has_dlc, is_country_leader
Source: game
File: common/characters/DEN.txt

Code:
DEN_vilhelm_buhl = {
	name = DEN_vilhelm_buhl
	portraits = {
		civilian = {
			large = GFX_portrait_DEN_vilhelm_buhl
			small = GFX_portrait_DEN_vilhelm_buhl_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = DEN_vilhelm_buhl
		allowed = {
			original_tag = DEN
			has_dlc = Arms Against Tyranny
		}
		available = {
			is_country_leader = no
		}
		traits = {
			finansminister
		}
		ai_will_do = {
			base = 5
			modifier = {
				factor = 10
				DEN_historical_ai = yes
			} {
				factor = 10
				OR = {
					DEN_rearming_ai = yes
					DEN_royal_ai = yes
				}
			}
		}
		on_add = {
			owner = {
				DEN_advisor_low_BOP_decrease_effect = yes
			}
		}
		on_remove = {
			owner = {
				DEN_advisor_low_BOP_increase_effect = yes
			}
		}
	}
}
### Entity: Scripted Effect
Component: DEN_bop_low_decrease_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_bop_low_decrease_effect = {
	add_power_balance_value = {
		id = DEN_balance_of_power
		value = -0.1
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_lottorna
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_lottorna
	icon = GFX_goal_womens_rights
	prerequisite = {
		focus = SWE_rationing_r56
	}
	relative_position_id = SWE_rationing_r56
	x = -1
	y = 1
	cost = 5
	completion_reward = {
		add_ideas = SWE_lottorna_idea
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Order of Battle
Component: 2ème Phalange Africaine
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/EFR_african_phalanx.txt

Code:
division = {
	name = 2ème Phalange Africaine
	location = 7069
	division_template = Division d'Infanterie
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = FRA
		}
	}
	start_experience_factor = 0.3
	start_equipment_factor = 0.8
}
### Entity: Character
Component: BUL_vasil_boydev
Constructs: has_government, has_dlc
Source: game
File: common/characters/BUL.txt

Code:
BUL_vasil_boydev = {
	instance = {
		allowed = {
			has_dlc = Battle for the Bosporus
		}
		advisor = {
			slot = army_chief
			idea_token = BUL_vasil_boydev
			allowed = {
				has_dlc = Battle for the Bosporus
				original_tag = BUL
			}
			available = {
				NOT = {
					has_government = communism
				}
			}
			traits = {
				army_chief_maneuver_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
				modifier = {
					factor = 0.1
					BUL_save_money_for_decisions = yes
				}
			}
		}
		name = BUL_vasil_boydev
		portraits = {
			army = {
				small = GFX_idea_bul_vasil_boydev
				large = GFX_portrait_bul_vasil_boydev
			}
		}
		corps_commander = {
			traits = {
				cavalry_officer trait_BUL_tsar_loyalist
			}
			skill = 3
			attack_skill = 3
			defense_skill = 2
			planning_skill = 2
			logistics_skill = 2
			legacy_id = 1204
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Battle for the Bosporus
			}
		}
		advisor = {
			slot = air_chief
			idea_token = BUL_vasil_boydev
			allowed = {
				NOT = {
					has_dlc = Battle for the Bosporus
				}
				original_tag = BUL
			}
			traits = {
				air_chief_ground_support_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		name = BUL_vasil_boydev
		portraits = {
			army = {
				small = GFX_idea_generic_air_europe_3
				large = GFX_portrait_BUL_vasil_boydev
			}
		}
		corps_commander = {
			traits = {
				armor_officer
			}
			skill = 3
			attack_skill = 2
			defense_skill = 3
			planning_skill = 2
			logistics_skill = 3
			legacy_id = -1
		}
	}
}
### Entity: Event
Component: AUS_political_events.21
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile, limit, has_dlc, add_equipment_subsidy, give_military_access, set_country_flag
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.21
	title = AUS_political_events.21.t
	desc = AUS_political_events.21.desc
	picture = GFX_report_event_generic_italian_fascists
	is_triggered_only = yes
	option = {
		name = AUS_political_events.21.a
		ai_chance = {
			base = 10
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
				FROM = {
					NOT = {
						OR = {
							original_tag = ENG USA
						}
					}
				}
			}
			add_equipment_subsidy = {
				cic = 1000
				equipment_type = infantry_equipment
				seller_tags = {
					FROM
				}
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 500
				producer = FROM
			}
		} {
			limit = {
				FROM = {
					original_tag = ITA
				}
			}
			give_military_access = FROM
			set_country_flag = AUS_got_ita_guarantee_flag
		}
		ELSE_IF = {
			limit = {
				OR = {
					FROM = {
						OR = {
							original_tag = ENG USA
						}
					}
					NOT = {
						has_dlc = Arms Against Tyranny
					}
				}
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 1000
				producer = FROM
			}
		}
		effect_tooltip = {
			FROM = {
				give_guarantee = ROOT
			}
		}
		add_ai_strategy = {
			type = befriend
			id = FROM
			value = 80
		}
		FROM = {
			add_ai_strategy = {
				type = protect
				id = FROM
				value = 80
			}
		}
	}
}
### Entity: Faction
Component: faction_goal_defeat_of_fascism
Constructs: limit, has_government, add_political_power, complete_effect, add_faction_power_projection, add_faction_initiative, every_faction_member, has_completed_goal
Source: game
File: common/factions/goals/faction_goals_long_term.txt

Code:
faction_goal_defeat_of_fascism = {
	name = defeat_of_fascism_goal_name
	description = defeat_of_fascism_goal_desc
	category = long_term
	group = FOCUS_FILTER_CONSOLIDATION
	visible = {
		collection_size = {
			input = {
				input = game:scope
				operators = {
					 = faction_members
					limit = {
						has_government = fascism
					}
				}
				name = FACTION
			}
			value = < 1
		}
	}
	available = {

	}
	completed = {
		collection_size = {
			input = {
				input = collection:fascist_controlled_states_my_continent
				name = COLLECTION_AMOUNT_OF_FASCIST_CONTROLLED_STATES_SAME_CONTINENT
			}
			value = < 1
		}
	}
	complete_effect = {
		add_faction_power_projection = 500
		custom_effect_tooltip = generic_skip_one_line_tt THE_FACTION_LEADER generic_skip_one_line_tt ALL_FACTION_MEMBERS
		add_faction_initiative = 1
		every_faction_member = {
			IF = {
				limit = {
					NOT = {
						has_completed_goal = faction_goal_defeat_of_fascism
					}
				}
				add_popularity = {
					ideology = fascism
					popularity = -0.15
				}
				add_political_power = 100
			}
		}
	}
}
### Entity: Character
Component: POL_marian_rejewski
Constructs: has_completed_focus, limit, has_dlc
Source: game
File: common/characters/POL.txt

Code:
POL_marian_rejewski = {
	name = POL_marian_rejewski
	portraits = {
		army = {
			small = GFX_idea_POL_marian_rejewski
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = POL_marian_rejewski
		available = {
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				has_completed_focus = POL_expand_polish_intelligence
			}
			else = {
				has_completed_focus = POL_expand_polish_intelligence_no_mtg
			}
		}
		allowed = {
			original_tag = POL
			has_dlc = No Step Back
		}
		traits = {
			mastermind_code_cracker
		}
	}
}
### Entity: AI Strategy
Component: GER_protect_hungary
Constructs: has_government, is_historical_focus_on
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_protect_hungary = {
	allowed = {
		original_tag = GER
	}
	enable = {
		is_historical_focus_on = yes
		HUN = {
			has_government = fascism
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = protect
		id = HUN
		value = 50
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_abuse_the_office_of_soil_products
Constructs: every_owned_state, prerequisite, limit, completion_reward, add_extra_state_shared_building_slots, is_core_of, has_state_category
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_abuse_the_office_of_soil_products
	icon = GFX_goal_generic_production2
	prerequisite = {
		focus = TUR_turk_ulusu TUR_fatherland_first TUR_the_pontic_redoubt
	}
	x = 0
	y = 2
	relative_position_id = TUR_the_pontic_redoubt
	cost = 10
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		49 = {
			add_extra_state_shared_building_slots = 2
		}
		every_owned_state = {
			limit = {
				is_core_of = TUR
				has_state_category = rural
			}
			add_extra_state_shared_building_slots = 1
		}
	}
}
### Entity: Event
Component: SAF_event.7
Constructs: has_government, fire_only_once, add_political_power, has_civil_war, has_dlc, has_intelligence_agency, has_idea, create_operative_leader
Source: game
File: events/SAF_events.txt

Code:
country_event = {
	id = SAF_event.7
	title = SAF_event.7.t
	desc = SAF_event.7.desc
	picture = GFX_report_event_saf_coup
	mean_time_to_happen = {
		days = 100
	}
	fire_only_once = yes
	trigger = {
		original_tag = GER
		has_government = fascism
		has_civil_war = no
		has_dlc = La Resistance
		has_intelligence_agency = yes
		SAF = {
			OR = {
				has_idea = SAF_ossewabrandwag_sabotages
				focus_progress = {
					focus = SAF_form_the_ossewabrandwag
					progress = > 0
				}
			}
		}
	}
	option = {
		name = SAF_event.7.a
		add_political_power = -15
		create_operative_leader = {
			name = Robey Leibbrandt
			gfx = GFX_portrait_europe_generic_operative_m_21
			traits = {
				operative_natural_orator
			}
			bypass_recruitment = no
			available_to_spy_master = yes
			nationalities = {
				GER SAF
			}
		}
	} {
		name = SAF_event.7.b
	}
}
### Entity: Scripted Effect
Component: SOV_upgrade_appropriate_ship_designer_4_black_sea_effect
Constructs: limit, has_idea, set_country_flag, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_upgrade_appropriate_ship_designer_4_black_sea_effect = {
	if = {
		limit = {
			has_idea = SOV_black_sea_shipyard
		}
		set_country_flag = SOV_merge_ship_black_sea_shipyard_4_flag
		swap_ideas = {
			remove_idea = SOV_black_sea_shipyard
			add_idea = SOV_black_sea_shipyard_4
		}
	}
	else_if = {
		limit = {
			has_idea = SOV_black_sea_shipyard_1
		}
		set_country_flag = SOV_merge_ship_black_sea_shipyard_4_flag
		swap_ideas = {
			remove_idea = SOV_black_sea_shipyard_1
			add_idea = SOV_black_sea_shipyard_1_4
		}
	} {
		limit = {
			has_idea = SOV_black_sea_shipyard_2
		}
		set_country_flag = SOV_merge_ship_black_sea_shipyard_4_flag
		swap_ideas = {
			remove_idea = SOV_black_sea_shipyard_2
			add_idea = SOV_black_sea_shipyard_2_4
		}
	} {
		limit = {
			has_idea = SOV_black_sea_shipyard_3
		}
		set_country_flag = SOV_merge_ship_black_sea_shipyard_4_flag
		swap_ideas = {
			remove_idea = SOV_black_sea_shipyard_3
			add_idea = SOV_black_sea_shipyard_3_4
		}
	} {
		limit = {
			has_idea = SOV_black_sea_shipyard_1_2
		}
		set_country_flag = SOV_merge_ship_black_sea_shipyard_4_flag
		swap_ideas = {
			remove_idea = SOV_black_sea_shipyard_1_2
			add_idea = SOV_black_sea_shipyard_final_2
		}
	} {
		limit = {
			has_idea = SOV_black_sea_shipyard_1_3
		}
		set_country_flag = SOV_merge_ship_black_sea_shipyard_4_flag
		swap_ideas = {
			remove_idea = SOV_black_sea_shipyard_1_3
			add_idea = SOV_black_sea_shipyard_final_3
		}
	} {
		limit = {
			has_idea = SOV_sevastopol_marine_plant
		}
		set_country_flag = SOV_merge_ship_sevastopol_marine_plant_4_flag
		swap_ideas = {
			remove_idea = SOV_sevastopol_marine_plant
			add_idea = SOV_sevastopol_marine_plant_4
		}
	} {
		limit = {
			has_idea = SOV_sevastopol_marine_plant_1
		}
		set_country_flag = SOV_merge_ship_sevastopol_marine_plant_4_flag
		swap_ideas = {
			remove_idea = SOV_sevastopol_marine_plant_1
			add_idea = SOV_sevastopol_marine_plant_1_4
		}
	} {
		limit = {
			has_idea = SOV_sevastopol_marine_plant_2
		}
		set_country_flag = SOV_merge_ship_sevastopol_marine_plant_4_flag
		swap_ideas = {
			remove_idea = SOV_sevastopol_marine_plant_2
			add_idea = SOV_sevastopol_marine_plant_2_4
		}
	} {
		limit = {
			has_idea = SOV_sevastopol_marine_plant_3
		}
		set_country_flag = SOV_merge_ship_sevastopol_marine_plant_4_flag
		swap_ideas = {
			remove_idea = SOV_sevastopol_marine_plant_3
			add_idea = SOV_sevastopol_ma
# ... (truncated)
### Entity: National Focus
Tree: cro_focus
Component: CRO_production_effort
Constructs: prerequisite, limit, completion_reward, add_offsite_building, random_owned_controlled_state, is_in_home_area, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_production_effort
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = CRO_construction_effort
	}
	relative_position_id = CRO_construction_effort
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 5
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = production_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = arms_factory
					size = < 1
					include_locked = yes
				}
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				num_of_controlled_states = < 1
			}
			add_offsite_building = {
				type = arms_factory
				level = 1
			}
		}
		else = {
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = arms_factory
						size = > 0
						include_locked = yes
					}
					OR = {
						is_in_home_area = yes
						NOT = {
							owner = {
								any_owned_state = {
									free_building_slots = {
										building = arms_factory
										size = > 0
										include_locked = yes
									}
									is_in_home_area = yes
								}
							}
						}
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: MLT_acr
Source: game
File: common/characters/MLT.txt

Code:
MLT_acr = {
	advisor = {
		slot = air_chief
		idea_token = MLT_acr
		allowed = {
			original_tag = MLT
		}
		traits = {
			air_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_3
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_national_defence_funds
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_national_defence_funds
	icon = GFX_goal_generic_national_defense_fund
	relative_position_id = EGY_banque_misr
	x = 0
	y = 2
	cost = 10
	available = {
		threat = > 0.05
	}
	continue_if_invalid = yes
	prerequisite = {
		focus = EGY_expand_the_aswan_hydroelectric_facility
	} {
		focus = EGY_develop_the_east
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				447
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				907
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				456
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Order of Battle
Component: air_wing_289
Source: game
File: history/units/SIA_1939_air_legacy.txt

Code:
air_wings = {
	289 = {
		fighter_equipment_0 = {
			owner = SIA
			amount = 36
		}
		CAS_equipment_1 = {
			owner = SIA
			amount = 94
		}
		tac_bomber_equipment_0 = {
			owner = SIA
			amount = 15
		}
	}
}
### Entity: Wiki Documentation
Construct: Military
Source: wiki
File: wiki/Empire_of_Japan.html

Doc:
Military[edit]
Here you can type some informative bits about this nation's armed forces in-game in 1936 and the following years.

Army[edit]
In 1936, Japan has a mixed between seasoned and green troops. To reflect historical accuracy, Japan begins the game with a number of divisions that begin with experience and weapons 1. This, combined with the Marco Polo Bridge Incident national focus, allows the Japanese player avenues for warfare with China as early as 1936. Japan also has some troops with basic equipment, good targets for a garrison of Japan's home island and Japan's matrix of pacific islands.

Tanks[edit]

Name
Type
Techyear
Variants TD / SPA / AAA

Great War Tank (FT-17?) |
Great War Tank |
1918 |

|

Type 94 |
Light Tank I |
1934 |

|

Ha-Go |
Light Tank II |
1936 |

|

Ke-Ni |
Light Tank III |
1941 |

|

Chi-Ha |
Medium Tank I |
1939 |

|

Chi-Nu |
Medium Tank II |
1941 |

|

Chi-Ri |
Medium Tank III |
1943 |

|

Type 95 |
Heavy Tank I |
1934 |

|

Iwakuro |
Heavy Tank II |
1941 |

|

O-I |
Heavy Tank III |
1943 |

|

Type 2604 |
Superheavy Tank |
1943 |

|

Type 61 |
MBT |
1945 |

|