Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: hol_focus
Component: HOL_protect_against_britain
Constructs: prerequisite, add_opinion_modifier, completion_reward, has_full_control_of_state, is_in_faction_with, has_defensive_war_with, has_dlc, has_game_rule
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_protect_against_britain
	available = {
		threat = > 0.1
		has_full_control_of_state = 7 36
	}
	bypass = {
		OR = {
			is_in_faction_with = ENG
			AND = {
				has_defensive_war_with = ENG
				NOT = {
					focus_progress = {
						focus = HOL_germany_is_the_greater_threat
						progress = > 0
					}
				}
			}
		}
	}
	prerequisite = {
		focus = HOL_prepare_the_inundation_lines
	}
	mutually_exclusive = {
		focus = HOL_germany_is_the_greater_threat
	}
	icon = GFX_focus_attack_britain
	x = -1
	y = 1
	relative_position_id = HOL_prepare_the_inundation_lines
	cost = 5
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			has_dlc = Thunder at Our Gates
			has_game_rule = {
				rule = HOL_ai_behavior
				option = DEFAULT
			}
			is_historical_focus_on = yes
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		7 = {
			add_building_construction = {
				type = coastal_bunker
				level = 1
				province = 3314
				instant_build = yes
			} {
				type = bunker
				level = 1
				province = 3314
				instant_build = yes
			} {
				type = coastal_bunker
				level = 1
				province = 9498
				instant_build = yes
			} {
				type = bunker
				level = 1
				province = 9498
				instant_build = yes
			}
		}
		36 = {
			add_building_construction = {
				type = coastal_bunker
				level = 1
				province = 6336
				instant_build = yes
			} {
				type = bunker
				level = 1
				province = 6336
				instant_build = yes
			}
		}
		ENG = {
			add_opinion_modifier = {
				target = HOL
				modifier = HOL_protect_against_britain
			}
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_increase_military_funding
Constructs: prerequisite, limit, has_government, completion_reward, is_controlled_by, random_core_state, is_owned_and_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_increase_military_funding
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = PER_stand_with_giants
	}
	x = 1
	y = 1
	relative_position_id = PER_stand_with_giants
	cost = 10
	available = {
		has_government = neutrality
		any_owned_state = {
			is_controlled_by = ROOT
			free_building_slots = {
				building = arms_factory
				size = > 2
				include_locked = yes
			}
		}
	}
	bypass = {
		all_owned_state = {
			OR = {
				NOT = {
					is_controlled_by = ROOT
				}
				free_building_slots = {
					building = arms_factory
					size = < 2
					include_locked = no
				}
			}
		}
	}
	ai_will_do = {
		factor = 50
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		army_experience = 50
		custom_effect_tooltip = CHL_skip_one_line_tt
		random_core_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				is_owned_and_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: SAF_cape_town_yard_organization
Constructs: production_bonus
Source: game
File: common/military_industrial_organization/organizations/SAF_organization_r56.txt

Code:
SAF_cape_town_yard_organization = {
	name = SAF_cape_town_yard
	include = generic_escort_ship_organization
	icon = GFX_idea_generic_naval_manufacturer_2
	allowed = {
		tag = SAF
	}
	initial_trait = {
		name = generic_mio_initial_trait_escort_fleet
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_restore_the_georgian_monarchy
Constructs: prerequisite, limit, completion_reward, is_subject, is_controlled_by, is_subject_of, cancel_if_invalid, every_state
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_restore_the_georgian_monarchy
	icon = GFX_focus_generic_befriend_monarchist_georgia
	prerequisite = {
		focus = wuw_HUN_the_kingdom_of_ukraine
	}
	x = 0
	y = 1
	relative_position_id = wuw_HUN_the_kingdom_of_ukraine
	cost = 5
	ai_will_do = {
		factor = 25
	}
	available = {
		is_subject = no
		GEO = {
			exists = no
		}
		custom_trigger_tooltip = {
			tooltip = wuw_HUN_the_kingdom_of_georgia_required_states_tt
			AND = {
				OR = {
					231 = {
						is_controlled_by = ROOT
					}
					any_country = {
						is_subject_of = ROOT
						controls_state = 231
					}
				} {
					826 = {
						is_controlled_by = ROOT
					}
					any_country = {
						is_subject_of = ROOT
						controls_state = 826
					}
				}
			}
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					is_controlled_by = ROOT
					any_country = {
						is_subject_of = ROOT
						controls_state = PREV
					}
				} {
					state = 231 826
				}
				NOT = {
					is_core_of = ROOT
				}
			}
			transfer_state_to = GEO
		}
		GEO = {
			drop_cosmetic_tag = yes
		}
		puppet = GEO
		set_country_flag = HUN_created_georgian_monarchy
	}
}
### Entity: Idea
Component: IRQ_secret_police
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_iraq.txt

Code:
IRQ_secret_police = {
	removal_cost = -1
	allowed = {
		original_tag = IRQ
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = democratic
		}
	}
	picture = generic_manpower_bonus
	modifier = {
		drift_defence_factor = 0.5
		subversive_activites_upkeep = -0.5
		resistance_damage_to_garrison = -0.05
	}
}
### Entity: Character
Component: committed_revolutionary
Source: game
File: common/country_leader/r56_traits.txt

Code:
committed_revolutionary = {
	random = no
	ai_focus_aggressive_factor = 0.25
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_centralization_of_power
Constructs: prerequisite, completion_reward, add_political_power, add_command_power, add_popularity, unlock_decision_tooltip
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_centralization_of_power
	icon = GFX_goal_centralize_power
	x = -1
	y = 1
	prerequisite = {
		focus = PAL_fawzi_assumes_power
	}
	cost = 5
	relative_position_id = PAL_fawzi_assumes_power
	completion_reward = {
		add_command_power = 25
		add_political_power = 75
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		unlock_decision_tooltip = PAL_centralize_power
	}
	ai_will_do = {
		factor = 1000
	}
}
### Entity: Idea
Component: CHL_fabricas_maestranzas_ejercito
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/chile.txt

Code:
CHL_fabricas_maestranzas_ejercito = {
	picture = CHL_famae
	allowed = {
		original_tag = CHL
		has_dlc = Trial of Allegiance
	}
	available = {
		has_completed_focus = CHL_utlilize_famae
	}
	visible = {

	}
	research_bonus = {
		infantry_weapons = 0.15
	}
	traits = {
		infantry_equipment_manufacturer
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: hoa_focus
Component: HOA_the_adjective_regional_development_fund
Constructs: every_owned_state, prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/horn_of_africa.txt

Code:
focus = {
	id = HOA_the_adjective_regional_development_fund
	icon = GFX_focus_generic_concessions
	prerequisite = {
		focus = HOA_the_state_bank_of_name
	}
	dynamic = yes
	mutually_exclusive = {
		focus = HOA_the_adjective_industrial_fund
	}
	x = -1
	y = 1
	relative_position_id = HOA_the_state_bank_of_name
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		every_owned_state = {
			custom_effect_tooltip = HOA_state_owned_industry_tt
			add_to_variable = {
				ETH_state_development_production_speed = 0.15
			} {
				ETH_state_development_local_building_slots_factor = 0.15
			}
		}
	}
}
### Entity: Modifier Reference
Construct: modifier_army_sub_unit_blackshirt_assault_battalion_defence_
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## modifier_army_sub_unit_blackshirt_assault_battalion_defence_factor

* Number with 2 decimal places
* **Categories**: army
### Entity: National Focus
Tree: tib_focus
Component: TIB_cruiser_effort
Constructs: prerequisite, limit, completion_reward, is_coastal, add_doctrine_cost_reduction, add_tech_bonus, random_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_cruiser_effort
	icon = GFX_goal_generic_cruiser
	prerequisite = {
		focus = TIB_large_navy TIB_flexible_navy
	}
	relative_position_id = TIB_large_navy
	x = 0
	y = 1
	cost = 8
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = naval_effort
			uses = 1
			cost_reduction = 0.75
			category = fleet_in_being_tree
		}
		add_tech_bonus = {
			name = naval_effort
			bonus = 0.5
			uses = 1
			ahead_reduction = 0.5
			category = cl_tech ca_tech
		}
		random_controlled_state = {
			limit = {
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = yes
				}
				is_coastal = yes
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: scientist_trait_submarine_specialist
Source: game
File: common/scientist_traits/00_traits.txt

Code:
scientist_trait_submarine_specialist = {
	specialization = {
		specialization_naval
	}
	modifier = {
		sp_tag_submarine_speed_factor = 0.05
	}
}
### Entity: AI Strategy
Component: EAI_GER_minor_allies
Constructs: has_government, is_in_faction, is_on_continent
Source: game
File: common/ai_strategy/GER_EAI.txt

Code:
EAI_GER_minor_allies = {
	enable = {
		has_government = fascism
		is_in_faction = no
		GER = {
			has_government = fascism
		}
		capital_scope = {
			is_on_continent = europe
		}
	}
	abort = {
		GER = {
			NOT = {
				has_government = fascism
			}
		}
	}
	ai_strategy = {
		type = diplo_action_desire
		id = JAP
		target = join_faction
		value = -1000
	} {
		type = diplo_action_acceptance
		id = JAP
		target = offer_join_faction
		value = -1000
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_subsidized_national_industrialization
Constructs: prerequisite, limit, completion_reward, has_opinion, random_core_state, is_fully_controlled_by, is_coastal, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_subsidized_national_industrialization
	icon = GFX_goal_generic_soviet_construction
	prerequisite = {
		focus = FIN_finno_soviet_pact
	}
	x = 0
	y = 1
	relative_position_id = FIN_finno_soviet_pact
	cost = 10
	available = {
		custom_trigger_tooltip = {
			tooltip = FIN_subsidized_national_industrialization_factories_required_tt
			NOT = {
				num_of_controlled_factories = < FIN_subsidized_national_industrialization_factories_required
			}
		}
		SOV = {
			has_opinion = {
				target = ROOT
				value = > 75
			}
		}
	}
	continue_if_invalid = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				is_coastal = yes
				free_building_slots = {
					building = arms_factory
					size = > 2
					include_locked = yes
				}
			}
			prioritize = {
				149 926 111
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			} {
				type = arms_factory
				level = 1
				instant_build = yes
			} {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
		every_military_industrial_organization = {
			tooltip = every_mio_tt
			add_mio_funds_gain_factor = 0.25
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_motorised_support
Constructs: prerequisite, limit, has_government, completion_reward, add_tech_bonus, motorized_bonus, has_dlc, add_mio_size
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_motorised_support
	icon = GFX_goal_generic_army_motorized
	prerequisite = {
		focus = BEL_begin_rearmement BEL_accept_van_den_den_bergen_plan
	}
	relative_position_id = BEL_begin_rearmement
	x = -3
	y = 1
	ai_will_do = {
		base = 5
		modifier = {
			factor = 2
			has_government = fascism
		}
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = motorized_bonus
			bonus = 1
			uses = 1
			category = hospital_tech
		} {
			name = motorized_bonus
			bonus = 1
			uses = 1
			category = supply_node_tech
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = BEL_minerva_imperia_motorized_organization
			mio:BEL_minerva_imperia_motorized_organization = {
				add_mio_size = 2
				add_mio_funds = 500
			}
		}
		else = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = fn_trucks BEL_chrysler brossel
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_establish_the_brazilian_investment_bank
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_establish_the_brazilian_investment_bank
	icon = GFX_focus_BRA_pro_business_taxes
	x = 0
	y = 1
	relative_position_id = BRA_court_the_military
	prerequisite = {
		focus = BRA_court_the_military
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = BRA_tax_haven
	}
}
### Entity: National Focus
Component: doctrine_effort
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/generic.txt

Code:
focus = {
	id = doctrine_effort
	icon = GFX_goal_generic_army_doctrines
	prerequisite = {
		focus = army_effort
	}
	x = 0
	y = 2
	relative_position_id = army_effort
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 25
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
}
### Entity: Event
Component: mtg_netherlands.72
Constructs: has_completed_focus, has_government, has_country_flag, fire_only_once, has_country_leader, set_country_flag
Source: game
File: events/MTG_Netherlands.txt

Code:
country_event = {
	id = mtg_netherlands.72
	title = wtt_germany.26.t
	desc = mtg_netherlands.72.d
	picture = GFX_report_event_generic_funeral
	fire_only_once = yes
	trigger = {
		original_tag = HOL
		has_government = neutrality
		has_completed_focus = HOL_wilhelminism
		NOT = {
			any_country = {
				original_tag = GER
				has_country_leader = {
					character = GER_wilhelm_ii
					ruling_only = yes
				}
			}
		} {
			has_country_flag = HOL_wilhelm_ii_died
		}
		date = > 1939.1.1
	}
	mean_time_to_happen = {
		days = 1460
	}
	option = {
		name = mtg_netherlands.72.a
		set_country_flag = HOL_wilhelm_ii_died
	}
}
### Entity: Character
Component: ARM_karo_halabyan
Constructs: has_government
Source: game
File: common/characters/ARM.txt

Code:
ARM_karo_halabyan = {
	name = ARM_karo_halabyan
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_europe_6
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ARM_karo_halabyan
		allowed = {
			original_tag = ARM
		}
		visible = {
			has_government = communism
		}
		available = {
			has_government = communism
		}
		traits = {
			captain_of_industry
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Unit Template
Component: BRM_MOT_01
Source: game
File: common/units/names_divisions/BRM_names_division.txt

Code:
BRM_MOT_01 = {
	name = Motorised Divisions
	for_countries = {
		BRM
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		BRM_INF_01
	}
	fallback_name = %d. Motor Division
	ordered = {
		1 = {
			%dst Motor Division
		}
		2 = {
			%dnd Motor Division
		}
		3 = {
			%drd Motor Division
		}
		4 = {
			%dth Motor Division
		}
		5 = {
			%dth Motor Division
		}
		6 = {
			%dth Motor Division
		}
		7 = {
			%dth Motor Division
		}
		8 = {
			%dth Motor Division
		}
		9 = {
			%dth Motor Division
		}
		10 = {
			%dth Motor Division
		}
		11 = {
			%dth Motor Division
		}
		12 = {
			%dth Motor Division
		}
		13 = {
			%dth Motor Division
		}
		14 = {
			%dth Motor Division
		}
		15 = {
			%dth Motor Division
		}
		16 = {
			%dth Motor Division
		}
		17 = {
			%dth Motor Division
		}
		18 = {
			%dth Motor Division
		}
		19 = {
			%dth Motor Division
		}
		20 = {
			%dth Motor Division
		}
		21 = {
			%dst Motor Division
		}
		22 = {
			%dnd Motor Division
		}
		23 = {
			%drd Motor Division
		}
		24 = {
			%dth Motor Division
		}
		25 = {
			%dth Motor Division
		}
		26 = {
			%dth Motor Division
		}
		27 = {
			%dth Motor Division
		}
		28 = {
			%dth Motor Division
		}
		29 = {
			%dth Motor Division
		}
		30 = {
			%dth Motor Division
		}
		31 = {
			%dst Motor Division
		}
		32 = {
			%dnd Motor Division
		}
		33 = {
			%drd Motor Division
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_R56_air_is_our_sea
Constructs: prerequisite, limit, completion_reward, set_technology, add_to_variable, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_R56_air_is_our_sea
	prerequisite = {
		focus = CZE_military_education
	}
	icon = GFX_focus_CZE_the_air_is_our_sea
	x = 3
	y = 1
	relative_position_id = CZE_military_education
	cost = 5
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		custom_effect_tooltip = CZE_modify_af_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_af_air_mission_efficiency = 0.05
			tooltip = air_mission_efficiency_tt
		}
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			set_technology = {
				photo_reconnaisance = 1
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		add_tech_bonus = {
			name = CZE_R56_air_is_our_sea
			bonus = 1.5
			technology = aa_cannon_1
			uses = 1
		}
		air_experience = 25
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_AIR_XP
	}
}
### Entity: Technology
Component: r56_anti_tank_rifle_grenade_tech
Source: game
File: common/technologies/r56_special_projects_techs.txt

Code:
technology = {
	allow = {
		always = no
	}
	start_year = 1939
	categories = {
		infantry_weapons
	}
	category_light_infantry = {
		ap_attack = 1
	}
}
### Entity: Character
Component: PHI_vicente_lava
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/PHI.txt

Code:
PHI_vicente_lava = {
	name = PHI_vicente_lava
	portraits = {
		civilian = {
			small = GFX_portrait_PHI_vicente_lava_small
		}
	}
	advisor = {
		slot = political_advisor
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		available = {
			has_completed_focus = PHI_legalize_the_communist_party
		}
		idea_token = PHI_vicente_lava
		traits = {
			PHI_coconut_scientist
		}
	}
}
### Entity: Unit Template
Component: SIK_GAR_01
Source: game
File: common/units/names_divisions/SIK_names_divisions.txt

Code:
SIK_GAR_01 = {
	name = Garrison Unit
	for_countries = {
		SIK
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d Xin'jiang Jingbei
	ordered = {
		101 = {
			1 Urumqi Jingbei
		}
		111 = {
			1 Talamakan Jingbei
		}
		121 = {
			1 Yarkand Jingbei
		}
		102 = {
			2 Urumqi Jingbei
		}
		103 = {
			3 Urumqi Jingbei
		}
		112 = {
			2 Talamakan Jingbei
		}
		113 = {
			3 Talamakan Jingbei
		}
		122 = {
			2 Yarkand Jingbei
		}
		104 = {
			4 Urumqi Jingbei
		}
		105 = {
			5 Urumqi Jingbei
		}
		123 = {
			3 Yarkand Jingbei
		}
		124 = {
			4 Yarkand Jingbei
		}
		114 = {
			4 Talamakan Jingbei
		}
		115 = {
			5 Talamakan Jingbei
		}
		125 = {
			5 Yarkand Jingbei
		}
		131 = {
			1 Urumqi Baoan Ke
		}
		132 = {
			2 Urumqi Baoan Ke
		}
		133 = {
			3 Urumqi Baoan Ke
		}
		1 = {
			%d Xin'jiang Jingbei
		}
		2 = {
			%d Xin'jiang Jingbei
		}
		3 = {
			%d Xin'jiang Jingbei
		}
		4 = {
			%d Xin'jiang Jingbei
		}
		5 = {
			%d Xin'jiang Jingbei
		}
		6 = {
			%d Xin'jiang Jingbei
		}
		7 = {
			%d Xin'jiang Jingbei
		}
		8 = {
			%d Xin'jiang Jingbei
		}
		9 = {
			%d Xin'jiang Jingbei
		}
		10 = {
			%d Xin'jiang Jingbei
		}
	}
}
### Entity: Event
Component: lar_spain.83
Constructs: ai_chance, division_template, has_war_with, is_major, fire_only_once, add_political_power, set_country_flag, is_locked
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.83
	title = lar_spain.83.t
	desc = lar_spain.83.desc
	picture = GFX_report_event_generic_parliament
	trigger = {
		tag = SOV
		any_country = {
			original_tag = SPR
			focus_progress = {
				focus = SPR_subvert_soviet_control
				progress = > 0.1
			}
		}
	}
	mean_time_to_happen = {
		days = 2
	}
	fire_only_once = yes
	option = {
		name = lar_spain.83.a
		ai_chance = {
			base = 100
			modifier = {
				factor = 0.33
				any_country = {
					is_major = yes
					has_war_with = ROOT
				}
			} {
				factor = 0
				surrender_progress = > 0.1
			}
		}
		set_country_flag = SOV_annexed_spanish_land
		transfer_state = 165 167 794
		hidden_effect = {
			SPD = {
				country_event = {
					id = lar_spain.84
				}
			}
		}
		division_template = {
			name = Spanish Loyalist Division
			priority = 1
			division_names_group = SOV_INF_01
			is_locked = yes
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				}
			}
		}
		165 = {
			create_unit = {
				division = name = "1. Spanish Loyalist Division" division_template = "Spanish Loyalist Division" start_experience_factor = 0.1
				owner = ROOT
			} {
				division = name = "2. Spanish Loyalist Division" division_template = "Spanish Loyalist Division" start_experience_factor = 0.1
				owner = ROOT
			}
		}
		167 = {
			create_unit = {
				division = name = "3. Spanish Loyalist Division" division_template = "Spanish Loyalist Division" start_experience_factor = 0.1
				owner = ROOT
			} {
				division = name = "4. Spanish Loyalist Division" division_template = "Spanish Loyalist Division" start_experience_factor = 0.1
				owner = ROOT
			} {
				division = name = "5. Spanish Loyalist Division" division_template = "Spanish Loyalist Division" start_experience_factor = 0.1
				owner = ROOT
			} {
				division = name = "6. Spanish Loyalist Division" division_template = "Spanish Loyalist Division" start_experience_factor = 0.1
				owner = ROOT
			} {
				division = name = "7. Spanish Loyalist Division" division_template = "Spanish Loyalist Division" start_experience_factor = 0.1
				owner = ROOT
			}
		}
		794 = {
			create_unit = {
				division = name = "8. Spanish Loyalist Division" division_template = "Spanish Loyalist Division" start_experienc
# ... (truncated)