Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ger_focus
Component: GER_root_out_imperialism
Constructs: prerequisite, limit, completion_reward, is_in_array, is_on_continent, every_other_country
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_root_out_imperialism
	icon = GFX_focus_GER_liberate_exploited_colonial_workers
	prerequisite = {
		focus = GER_the_end_to_fascist_europe GER_red_europe
	}
	x = 0
	y = 1
	relative_position_id = GER_the_end_to_fascist_europe
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = GER_root_out_imperialism_tt
		GER_set_up_colonial_resistance_states = yes
		IF = {
			limit = {
				NOT = {
					any_other_country = {
						is_in_array = {
							array = GER.started_communist_cw_here
							value = THIS
						}
						NOT = {
							capital_scope = {
								is_on_continent = europe
							}
						}
					}
				}
			}
			custom_effect_tooltip = GER_strengthen_the_proletarian_international_internationally_tt
		}
		ELSE = {
			every_other_country = {
				limit = {
					is_in_array = {
						array = GER.started_communist_cw_here
						value = THIS
					}
					NOT = {
						capital_scope = {
							is_on_continent = europe
						}
					}
				}
				country_event = {
					id = wuw_GER_diplomacy.83
					hours = 6
				}
			}
		}
	}
}
### Entity: Character
Component: BEL_oscar_michiels
Constructs: has_government, has_dlc
Source: game
File: common/characters/BEL.txt

Code:
BEL_oscar_michiels = {
	instance = {
		allowed = {
			has_dlc = Gotterdammerung
		}
		name = BEL_oscar_michiels
		portraits = {
			army = {
				large = GFX_portrait_BEL_oscar_michiels
				small = GFX_portrait_BEL_oscar_michiels_small
			}
		}
		corps_commander = {
			visible = {
				NOT = {
					has_government = fascism
				}
			}
			traits = {
				career_officer organizer
			}
			skill = 3
			attack_skill = 2
			defense_skill = 4
			planning_skill = 2
			logistics_skill = 2
		}
		advisor = {
			slot = army_chief
			idea_token = BEL_oscar_michiels
			allowed = {
				original_tag = BEL
			}
			available = {
				NOT = {
					has_government = fascism
				}
			}
			traits = {
				army_chief_defensive_2
			}
			cost = 100
			ai_will_do = {
				base = 1.0
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Gotterdammerung
			}
		}
		name = BEL_oscar_michiels
		portraits = {
			army = {
				small = GFX_idea_generic_army_europe_5
			}
		}
		advisor = {
			slot = high_command
			idea_token = BEL_oscar_michiels
			ledger = army
			allowed = {
				original_tag = BEL
			}
			traits = {
				army_logistics_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_invite_secret_army
Constructs: division_template, prerequisite, limit, completion_reward, force_allow_recruiting, random_owned_state, is_controlled_by, create_unit
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_invite_secret_army
	icon = GFX_goal_generic_secret_weapon
	prerequisite = {
		focus = NOR_moscows_education_centers
	}
	x = -1
	y = 1
	relative_position_id = NOR_moscows_education_centers
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		division_template = {
			name = Hemmelige Hæren
			force_allow_recruiting = yes
			priority = 1
			template_counter = 75
			regiments = {
				militia = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				}
			}
			support = {

			}
			override_model = NOR_irregular_entity
		}
		random_owned_state = {
			limit = {
				is_controlled_by = ROOT
				NOT = {
					state = 914
				}
			}
			effect_tooltip = {
				create_unit = {
					division = name = "1. Hemmelige Hæren" division_template = "Hemmelige Hæren" start_experience_factor = 0.25 start_equipment_factor = 0.5
					owner = NOR
					allow_spawning_on_enemy_provs = no
					count = 5
				}
			}
			hidden_effect = {
				create_unit = {
					division = name = "1. Hemmelige Hæren" division_template = "Hemmelige Hæren" start_experience_factor = 0.25 start_equipment_factor = 0.5
					owner = NOR
					allow_spawning_on_enemy_provs = no
				} {
					division = name = "2. Hemmelige Hæren" division_template = "Hemmelige Hæren" start_experience_factor = 0.25 start_equipment_factor = 0.5
					owner = NOR
					allow_spawning_on_enemy_provs = no
				} {
					division = name = "3. Hemmelige Hæren" division_template = "Hemmelige Hæren" start_experience_factor = 0.25 start_equipment_factor = 0.5
					owner = NOR
					allow_spawning_on_enemy_provs = no
				} {
					division = name = "4. Hemmelige Hæren" division_template = "Hemmelige Hæren" start_experience_factor = 0.25 start_equipment_factor = 0.5
					owner = NOR
					allow_spawning_on_enemy_provs = no
				} {
					division = name = "5. Hemmelige Hæren" division_template = "Hemmelige Hæren" start_experience_factor = 0.25 start_equipment_factor = 0.5
					owner = NOR
					allow_spawning_on_enemy_provs = no
				}
			}
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.12
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_communist_argentina_alliance
Constructs: prerequisite, limit, has_government, completion_reward, is_ai, is_subject, is_in_faction, is_in_faction_with
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_communist_argentina_alliance
	icon = GFX_goal_generic_befriend_argentina
	relative_position_id = CHL_communist_faction
	x = 0
	y = 1
	cost = 5
	mutually_exclusive = {
		focus = CHL_communist_argentina_war
	}
	ai_will_do = {
		factor = 80
		modifier = {
			factor = 100
			ARG = {
				is_ai = no
			}
		}
	}
	available = {
		has_government = communism
		r56_script_i_am_sane = yes
		any_other_country = {
			original_tag = ARG
			is_subject = no
			has_government = communism
			is_in_faction = no
		}
	}
	bypass = {
		any_other_country = {
			original_tag = ARG
			is_in_faction_with = ROOT
		}
	}
	prerequisite = {
		focus = CHL_communist_faction CHL_comintern
	}
	completion_reward = {
		random_other_country = {
			limit = {
				original_tag = ARG
				is_subject = no
				has_government = communism
				is_in_faction = no
			}
			country_event = chile.14
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Event
Component: JUNO_brazil_events.61
Constructs: is_triggered_only, ai_chance, every_owned_state, has_war, limit, has_war_with, every_other_country, declare_war_on
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.61
	title = JUNO_brazil_events.61.t
	desc = JUNO_brazil_events.61.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.61.a
		ai_chance = {
			base = 10
		}
		IF = {
			limit = {
				FROM = {
					has_war = yes
				}
			}
			every_other_country = {
				limit = {
					has_war_with = FROM
				}
				declare_war_on = {
					target = ROOT
					type = puppet_wargoal_focus
				}
			}
		}
		FROM = {
			every_owned_state = {
				limit = {
					is_core_of = POR
				}
				add_core_of = ROOT
			}
		}
		annex_country = {
			target = FROM
			transfer_troops = yes
		}
		drop_cosmetic_tag = yes
		set_cosmetic_tag = BRA_uk_POR
		hidden_effect = {
			news_event = {
				id = JUNO_brazil_news.3
				hours = 1
			}
		}
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_doctrinal_advancements
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_doctrinal_advancements
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_the_red_tide
	} {
		focus = SPR_lessons_from_the_civil_war
	}
	icon = GFX_goal_generic_air_doctrine
	x = 1
	y = 1
	relative_position_id = SPR_the_red_tide
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = SPA_doctrinal_advancements
			cost_reduction = 0.5
			uses = 2
			category = land_doctrine
		} {
			name = SPA_doctrinal_advancements
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
}
### Entity: Idea
Component: AUS_british_aero_tech
Constructs: has_war_with, removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_british_aero_tech = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		has_war_with = ENG
	}
	picture = generic_air_bonus
	removal_cost = -1
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
	modifier = {
		air_night_penalty = -0.2
		air_weather_penalty = -0.2
	}
}
### Entity: Event
Component: mtg_britain.84
Constructs: is_triggered_only, ai_chance, limit, has_country_flag, add_opinion_modifier, add_political_power, add_timed_idea, check_variable
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.84
	title = mtg_britain.83.t
	desc = mtg_britain.84.d
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = mtg_britain.84.a
		ai_chance = {
			factor = 50
			modifier = {
				factor = 2
				FROM = {
					has_country_flag = ENG_diplomatic_pressure_flag
				}
			} {
				factor = 3
				FROM = {
					has_country_flag = ENG_extensive_diplomatic_pressure_flag
				}
			}
		}
		add_political_power = -25
		add_timed_idea = {
			idea = ENG_imperial_conference_defense_dominion
			days = 365
		}
		add_opinion_modifier = {
			target = FROM
			modifier = ENG_imperial_conference_approved_resolution
		}
		FROM = {
			country_event = {
				id = mtg_britain.85
			}
		}
		ENG = {
			if = {
				limit = {
					NOT = {
						check_variable = {
							var = ENG_imperial_conference_defense_accepted
							value = 1
							compare = greater_than_or_equals
						}
					}
				}
				set_variable = {
					var = ENG_imperial_conference_defense_accepted
					value = 0
				}
			}
			add_to_variable = {
				var = ENG_imperial_conference_defense_accepted
				value = 1
			}
		}
	} {
		name = mtg_britain.84.b
		ai_chance = {
			factor = 50
			modifier = {
				factor = 0.8
				has_opinion = {
					target = ENG
					value = > 0
				}
			} {
				factor = 0.8
				has_opinion = {
					target = ENG
					value = > 25
				}
			} {
				factor = 0.8
				has_opinion = {
					target = ENG
					value = > 50
				}
			} {
				factor = 0.8
				has_opinion = {
					target = ENG
					value = > 75
				}
			}
		}
		FROM = {
			country_event = {
				id = mtg_britain.86
			}
		}
	}
}
### Entity: Event
Component: south_american_events.2
Constructs: is_triggered_only, ai_chance, limit, add_ideas, fire_only_once, add_to_variable
Source: game
File: events/TOA_Generic_Events.txt

Code:
country_event = {
	id = south_american_events.2
	title = south_american_events.2.t
	desc = south_american_events.2.desc
	picture = GFX_report_event_british_artillery
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = south_american_events.2.a
		ai_chance = {
			base = 55
		}
		IF = {
			limit = {
				original_tag = CHL
			}
			custom_effect_tooltip = CHL_modify_chilean_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_army_artillery_attack_factor = 0.05
				tooltip = army_artillery_attack_factor_tt
			} {
				JUNO_army_modifier_army_artillery_defence_factor = 0.1
				tooltip = army_artillery_defence_factor_tt
			}
		}
		ELSE_IF = {
			limit = {
				original_tag = BRA
			}
			custom_effect_tooltip = BRA_modify_brazilian_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_army_artillery_attack_factor = 0.05
				tooltip = army_artillery_attack_factor_tt
			} {
				JUNO_army_modifier_army_artillery_defence_factor = 0.1
				tooltip = army_artillery_defence_factor_tt
			}
		} {
			limit = {
				original_tag = ARG
			}
			custom_effect_tooltip = ARG_modify_argentine_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_army_artillery_attack_factor = 0.05
				tooltip = army_artillery_attack_factor_tt
			} {
				JUNO_army_modifier_army_artillery_defence_factor = 0.1
				tooltip = army_artillery_defence_factor_tt
			}
		} {
			limit = {
				original_tag = PAR
			}
			custom_effect_tooltip = PAR_modify_paraguayan_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_army_artillery_attack_factor = 0.05
				tooltip = army_artillery_attack_factor_tt
			} {
				JUNO_army_modifier_army_artillery_defence_factor = 0.1
				tooltip = army_artillery_defence_factor_tt
			}
		} {
			limit = {
				original_tag = URG
			}
			custom_effect_tooltip = URG_modify_uruguayan_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_army_artillery_attack_factor = 0.05
				tooltip = army_artillery_attack_factor_tt
			} {
				JUNO_army_modifier_army_artillery_defence_factor = 0.1
				tooltip = army_artillery_defence_factor_tt
			}
		}
		ELSE = {
			custom_effect_tooltip = JUNO_modify_south_american_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_army_artillery_attack_factor = 0.05
				tooltip = army_artillery_attack_factor_tt
			} {
				JUNO_army_modifier_army_artillery_defence_factor = 0.1
				tooltip = army_artillery_defence_facto
# ... (truncated)
### Entity: Event
Component: AAT_Sweden.45
Constructs: is_triggered_only, add_stability, create_wargoal, take_state_focus
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden.45
	title = AAT_Sweden.45.t
	desc = AAT_Sweden.45.desc
	picture = GFX_report_event_soldiers_marching
	is_triggered_only = yes
	option = {
		name = AAT_Sweden.45.a
		add_stability = -0.05
		create_wargoal = {
			type = take_state_focus
			target = FROM
			generator = {
				148
			}
		}
	}
}
### Entity: Idea
Component: SOV_comecon_idea
Constructs: political_power_gain, removal_cost
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_comecon_idea = {
	removal_cost = -1
	allowed = {
		always = no
	}
	picture = sov_comecon
	modifier = {
		non_core_manpower = 0.05
		consumer_goods_factor = -0.2
		political_power_gain = -0.15
	}
}
### Entity: Idea
Component: KMT_the_exterior_secured
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_the_exterior_secured = {
	picture = chi_wargaming_division
	cancel = {
		PRC = {
			exists = no
		}
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_factor = 0.05
		political_power_factor = 0.1
		war_stability_factor = 0.1
	}
	targeted_modifier = {
		tag = PRC
		attack_bonus_against = 0.1
	}
}
### Entity: Unit Template
Component: sub_units
Source: game
File: common/units/modern_armor.txt

Code:
sub_units = {
	modern_armor = {
		abbreviation = OTK
		sprite = medium_armor
		map_icon_category = armored
		priority = 2510
		ai_priority = 3510
		active = yes
		type = {
			armor
		}
		group = armor
		categories = {
			category_tanks category_front_line category_all_armor category_army
		}
		combat_width = 2
		need = {
			modern_tank_chassis = 50
		}
		manpower = 500
		max_organisation = 10
		max_strength = 2
		default_morale = 0.3
		training_time = 180
		weight = 1.5
		supply_consumption = 0.25
		breakthrough = 0.15
		suppression = 2.5
		forest = {
			attack = -0.3
			movement = -0.4
		}
		hills = {
			attack = -0.1
		}
		mountain = {
			attack = -0.2
		}
		jungle = {
			attack = -0.4
			movement = -0.4
		}
		marsh = {
			attack = -0.1
			movement = -0.1
		}
		urban = {
			attack = -0.4
			defence = -0.1
		}
		river = {
			attack = -0.2
			movement = -0.2
		}
		amphibious = {
			attack = -0.7
		}
	}
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_fighter_focus
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus, fighter_bonus
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_fighter_focus
	icon = GFX_goal_generic_air_fighter
	prerequisite = {
		focus = VNZ_aviation_effort
	}
	relative_position_id = VNZ_aviation_effort
	x = -1
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = fighter_bonus
				bonus = 1
				uses = 2
				category = light_air
			}
		}
		else = {
			add_tech_bonus = {
				name = fighter_bonus
				bonus = 1
				uses = 2
				category = light_fighter cat_heavy_fighter
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Effect
Component: calculate_folkhemmet_high_army_tooltip
Constructs: set_temp_variable, add_to_temp_variable
Source: game
File: common/scripted_effects/SWE_scripted_effects.txt

Code:
calculate_folkhemmet_high_army_tooltip = {
	set_temp_variable = {
		tooltip_folkhemmet_intactness = folkhemmet_air_part
	}
	add_to_temp_variable = {
		tooltip_folkhemmet_intactness = folkhemmet_navy_part
	} {
		tooltip_folkhemmet_intactness = 3
	}
	calculate_folkhemmet_high_option = yes
}
### Entity: Idea
Component: TUR_disorganised_armed_forces_13
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_disorganised_armed_forces_13 = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = tur_disorganised_armed_forces
	removal_cost = -1
	modifier = {
		war_support_factor = -0.15
		army_org_factor = -0.08
		air_accidents_factor = 0.15
	}
}
### Entity: AI Strategy
Component: AST_historical_tfv
Constructs: has_country_flag, has_dlc, is_historical_focus_on, has_game_rule
Source: game
File: common/ai_strategy_plans/AST_historical_strategy_plan.txt

Code:
AST_historical_tfv = {
	name = Australian historical plan
	desc = 
	allowed = {
		original_tag = AST
		NOT = {
			has_dlc = Thunder at Our Gates
		}
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = AST_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = AST_AI_RANDOM_DEMOCRATIC_HISTORICAL britain_enforced_our_loyalty
			has_game_rule = {
				rule = AST_ai_behavior
				option = DEMOCRATIC_HISTORICAL
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		AST_standard_gauge_railway AST_industries_assistance_corporation AST_western_australian_government_railways AST_south_australian_housing_trust AST_additional_militia_training AST_royal_australian_artillery AST_daimler_dingo AST_promote_reservists AST_support_the_policy_of_appeasement AST_strengthen_ties_with_uk AST_adopt_westminster AST_CSIR AST_expand_the_raaf AST_swpa_protector AST_commonwealth_aircraft_corporation AST_establish_advisory_war_council AST_national_security_act AST_volunteer_defence_corps AST_expand_lithgow_small_arms_factory AST_expand_the_northern_railway AST_specialize_equipment AST_army_inventions_directorate AST_hmas_assault AST_fund_owen_gun_research AST_cac_woomera AST_cac_boomerang AST_volunteer_air_observers_corps AST_womens_auxilliary_australian_air_force AST_australian_womens_army_service AST_sentinel_tank_project AST_cockatoo_island_shipyards AST_kangaroo_point_shipyards AST_citizen_military_forces AST_classify_aliens AST_protect_overseas_commerce AST_expand_northern_presence AST_empire_air_training_scheme AST_scrap_iron_flotilla AST_naval_auxiliary_patrol AST_pacific_area_navy AST_cruisers AST_invest_in_victory AST_squash_the_squanderbugs AST_rationing_and_recycling AST_royal_australian_submarine_service AST_airborne_defence AST_introduce_unconventional_warfare AST_rats_of_tobruk AST_australian_army_catering_corps AST_civil_construction_corps AST_fight_work_or_perish AST_department_of_supply_and_development AST_allied_works_council AST_australian_arms_production AST_naval_bombers AST_death_from_down_under AST_dominate_the_skies AST_uranium_mining AST_z_special_unit AST_m_special_unit
	}
	research = {
		industry = 20.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
		dd_tech = 5
	}
	ideas = {

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

# ... (truncated)
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_venitian_fascism
Constructs: prerequisite, completion_reward, add_timed_idea, add_popularity
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_venitian_fascism
	icon = GFX_goal_support_fascism
	mutually_exclusive = {
		focus = VNZ_leone_di_san_marco_party
	}
	prerequisite = {
		focus = VNZ_political_effort
	}
	relative_position_id = VNZ_political_effort
	x = 5
	y = 1
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available_if_capitulated = yes
	completion_reward = {
		add_timed_idea = {
			idea = nationalism
			days = 1095
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: NOR_honefoss_karosserifabrikk
Constructs: research_bonus, equipment_bonus
Source: game
File: common/ideas/norway.txt

Code:
NOR_honefoss_karosserifabrikk = {
	picture = generic_motorized_equipment_manufacturer_3
	allowed = {
		original_tag = NOR
	}
	research_bonus = {
		motorized_equipment = 0.15
	}
	equipment_bonus = {

	}
	traits = {
		motorized_equipment_manufacturer
	}
	modifier = {

	}
}
### Entity: Scripted Trigger
Component: check_for_warlord_3_left
Constructs: has_country_flag, check_for_warlord_3_left, is_warlords, is_in_faction_with
Source: game
File: common/scripted_triggers/r56_scripted_triggers.txt

Code:
check_for_warlord_3_left = {
	count_triggers = {
		amount = 3
		CHI = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		SHX = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		SIC = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		XIC = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		GDC = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		HBC = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		SND = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		GXC = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		YUN = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		XSM = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		KHM = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
	}
}
### Entity: Order of Battle
Component: Tentera Pembebasan Malaysia
Constructs: division_template
Source: game
File: history/units/MAL_spread_revolution_oob.txt

Code:
division = {
	name = Tentera Pembebasan Malaysia
	location = 10199
	division_template = Tentera
	start_experience_factor = 0.4
}