Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: BBA_italy_missiolinis.132
Constructs: is_triggered_only
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_missiolinis.132
	title = BBA_italy_missiolinis.132.t
	desc = BBA_italy_missiolinis.132.desc
	picture = GFX_report_event_soldiers_marching
	is_triggered_only = yes
	trigger = {
		ITA_missiolinis_system_available = yes
	}
	immediate = {
		hidden_effect = {
			ITA_missiolinis_finalize_mission_effect = yes
			ITA_missiolinis_add_to_failed_missions = yes
		}
	}
	option = {
		name = BBA_italy_missiolinis.132.a
		ITA_missiolini_occupy_ticino_failure_effect = yes
	}
}
### Entity: Idea
Component: JAP_ichi_go
Constructs: removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_ichi_go = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = jap_ichi_go
	targeted_modifier = {
		tag = CHI
		attack_bonus_against = 0.2
		defense_bonus_against = 0.05
	} {
		tag = PRC
		attack_bonus_against = 0.2
		defense_bonus_against = 0.05
	} {
		tag = SHX
		attack_bonus_against = 0.2
		defense_bonus_against = 0.05
	} {
		tag = XSM
		attack_bonus_against = 0.2
		defense_bonus_against = 0.05
	} {
		tag = YUN
		attack_bonus_against = 0.2
		defense_bonus_against = 0.05
	} {
		tag = GXC
		attack_bonus_against = 0.2
		defense_bonus_against = 0.05
	} {
		tag = SIK
		attack_bonus_against = 0.2
		defense_bonus_against = 0.05
	}
}
### Entity: Effect Reference
Construct: create_colonial_division_template
Constructs: division_template, create_colonial_division_template
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## create_colonial_division_template

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Create a colonial division template for overlord/owner. Available parameters are subject and division_template, where the subject parameter is the country tag for an overlords subject. And the division_template is the regular effect to create a division template.
Example.
In country scope of overlord, E.g. ROOT = ENG
create_colonial_division_template = {
    subject = RAJ # Country tag
    division_template = {
        name = "Infantry Division"
        division_names_group = RAJ_INF_01
        ...
        regiments = {
            infantry = { x = 0 y = 0 }
            infantry = { x = 0 y = 1 }
            }
        }
    }
}
```
### Entity: Idea
Component: idea_RAJ_central_mughal_court
Constructs: autonomy_gain
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_central_mughal_court = {
	picture = ROM_king_carol_ii_handled
	allowed = {
		tag = PSH HYD MYS RJP CIP RAS NWF KAS MPU WIS KOL KHL SIN KLT SKK BLC
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		autonomy_gain = -0.2
	}
}
### Entity: Event
Component: SEA_PRC_faction_events.70
Constructs: is_triggered_only, ai_chance, is_core_of, random_days, has_opinion, add_to_faction, add_ai_strategy
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_faction_events.70
	title = SEA_PRC_faction_events.50.t
	desc = SEA_PRC_faction_events.70.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = SEA_PRC_faction_events.50.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				FROM = {
					any_controlled_state = {
						is_core_of = ROOT
					}
				}
			}
		}
		FROM = {
			country_event = {
				id = SEA_PRC_faction_events.51
				days = 3
				random_days = 2
			}
		}
	} {
		name = SEA_PRC_faction_events.50.b
		ai_chance = {
			base = 20
			modifier = {
				factor = 1.5
				fighting_army_strength_ratio = {
					tag = FROM
					ratio = < 0.5
				}
			} {
				factor = 1.5
				has_opinion = {
					target = FROM
					value = > 50
				}
			}
		}
		FROM = {
			add_to_faction = ROOT
			country_event = {
				id = SEA_PRC_faction_events.53
				days = 3
				random_days = 2
			}
		}
		add_ai_strategy = {
			type = alliance
			id = FROM
			value = 100
		} {
			type = befriend
			id = FROM
			value = 100
		}
	}
}
### Entity: Idea
Component: EAI_INSANE/anti_tank_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_INSANE/anti_tank_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		anti_tank_equipment = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: Event
Component: sweden_aland.2
Constructs: is_triggered_only, ai_chance
Source: game
File: events/SWE_sweden.txt

Code:
country_event = {
	id = sweden_aland.2
	title = sweden_aland.2.t
	desc = sweden_aland.2.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = sweden_aland.2.a
		ai_chance = {
			base = 75
		}
		SWE = {
			country_event = {
				id = sweden_aland.21
			}
		}
	} {
		name = sweden_aland.2.b
		ai_chance = {
			base = 25
		}
		SWE = {
			country_event = {
				id = sweden_aland.22
			}
		}
	}
}
### Entity: Character
Component: ARG_pedro_s_casal
Source: game
File: common/characters/ARG.txt

Code:
ARG_pedro_s_casal = {
	advisor = {
		slot = navy_chief
		idea_token = ARG_pedro_s_casal
		allowed = {
			original_tag = ARG
		}
		traits = {
			navy_chief_maneuver_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Pedro S. Casal
	portraits = {
		army = {
			small = GFX_portrait_ARG_pedro_casal_small
		}
	}
}
### Entity: Faction
Component: dismissal_rule_offensive_war
Constructs: has_government, is_faction_leader, has_offensive_war_without_friend
Source: game
File: common/factions/rules/dismissal_rules.txt

Code:
dismissal_rule_offensive_war = {
	type = dismissal_rules
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			has_government = neutrality
			is_faction_leader = yes
		}
	} {
		base = 0
	}
	dismiss_member_trigger = {
		has_offensive_war_without_friend = FROM
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ANATO_support_anti-tank.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
NATO_support_anti-tank.png &#8206;(53 × 31 pixels, file size: 4 KB, MIME type: image/png)
### Entity: Character
Component: spirit_of_genghis
Constructs: equipment_bonus
Source: game
File: common/country_leader/00_traits.txt

Code:
spirit_of_genghis = {
	random = no
	cavalry_attack_factor = 0.1
	equipment_bonus = {
		small_plane_naval_bomber_airframe = {
			air_range = 0.1
			naval_strike_attack = 0.1
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_anglo_italian_pact
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_subject, is_justifying_wargoal_against, has_opinion, is_in_faction_with
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_anglo_italian_pact
	icon = GFX_focus_chi_british_cooperation
	prerequisite = {
		focus = ITA_seek_british_military_cooperation
	}
	relative_position_id = ITA_seek_british_military_cooperation
	x = 0
	y = 1
	cost = 5
	available = {
		is_subject = no
		ENG = {
			is_subject = no
			NOT = {
				has_war_with = ROOT
			} {
				is_justifying_wargoal_against = ROOT
			} {
				has_government = communism
			}
			has_opinion = {
				target = ROOT
				value = > 49
			}
		}
	}
	Bypass = {
		is_in_faction_with = ENG
	}
	search_filters = {

	}
	completion_reward = {
		ENG = {
			country_event = {
				id = BBA_italy_pact.1
				hours = 12
				random_hours = 6
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			ITA_non_aggression_pact_effect = yes
		}
	}
}
### Entity: Character
Component: AFG_qiamuddin_khadim
Constructs: has_completed_focus
Source: game
File: common/characters/AFG.txt

Code:
AFG_qiamuddin_khadim = {
	advisor = {
		slot = political_advisor
		idea_token = AFG_qiamuddin_khadim
		allowed = {
			original_tag = AFG
		}
		visible = {
			NOT = {
				has_completed_focus = AFG_against_kabul
			}
		}
		available = {
			has_completed_focus = AFG_promote_the_counter_elite
		}
		traits = {
			socialist_journalist
		}
	}
	name = AFG_qiamuddin_khadim
	portraits = {
		army = {
			small = GFX_portrait_AFG_qiamuddin_khadim_small
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_expand_weapons_industry
Constructs: prerequisite, limit, completion_reward, is_power_balance_in_range, cancel_if_invalid, add_extra_state_shared_building_slots, add_building_construction, swap_ideas
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_expand_weapons_industry
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = SWI_martial_law SWI_abandon_neutrality
	}
	relative_position_id = SWI_martial_law
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = < SWI_centralization_bop_balanced
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		3 = {
			add_extra_state_shared_building_slots = 3
			if = {
				limit = {
					free_building_slots = {
						building = arms_factory
						size = > 2
						include_locked = yes
					}
				}
				add_building_construction = {
					type = arms_factory
					level = 3
					instant_build = yes
				}
			}
		}
		845 = {
			add_extra_state_shared_building_slots = 3
			if = {
				limit = {
					free_building_slots = {
						building = arms_factory
						size = > 2
						include_locked = yes
					}
				}
			}
			add_building_construction = {
				type = arms_factory
				level = 3
				instant_build = yes
			}
		}
		swap_ideas = {
			remove_idea = SWI_rearmaming_idea
			add_idea = SWI_rearming_idea_2
		}
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_expand_imatra_hydropower_plant
Constructs: prerequisite, completion_reward, has_full_control_of_state, add_extra_state_shared_building_slots, add_building_construction, add_resource
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_expand_imatra_hydropower_plant
	icon = GFX_goal_generic_construction
	prerequisite = {
		focus = FIN_janiskoski_power_plant
	}
	x = 1
	y = 1
	relative_position_id = FIN_janiskoski_power_plant
	cost = 5
	available = {
		has_full_control_of_state = 928
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		928 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			add_resource = {
				type = steel
				amount = 4
			}
		}
	}
}
### Entity: Scripted Trigger
Component: SWI_AI_is_imperial
Constructs: has_country_flag, has_game_rule
Source: game
File: common/scripted_triggers/SWI_scripted_triggers.txt

Code:
SWI_AI_is_imperial = {
	OR = {
		has_game_rule = {
			rule = SWI_AI_BEHAVIOR
			option = SWI_IMPERIAL
		}
		has_country_flag = SWI_AI_RANDOM_IMPERIAL
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_excessive_military_build_up
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_excessive_military_build_up
	icon = GFX_goal_generic_munitions_factories
	x = 0
	y = 1
	relative_position_id = MON_prepare_for_the_inevitable
	cost = 12.86
	prerequisite = {
		focus = MON_prepare_for_the_inevitable
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				330
			}
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				820
			}
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				818
			}
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				819
			}
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		MON_mongol_bank_funds_decrease = yes
		MON_soviet_low_influence_decrease_effect = yes
		MON_jap_low_influence_decrease_effect = yes
		MON_chi_low_influence_decrease_effect = yes
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL FOCUS_FILTER_INFLUENCE_DECREASE
	}
}
### Entity: Game Rule
Component: PAR_AI_BEHAVIOR
Constructs: allow_achievements
Source: game
File: common/game_rules/00_game_rules.txt

Code:
PAR_AI_BEHAVIOR = {
	name = PAR_AI_BEHAVIOR
	group = RULE_GROUP_AI_BEHAVIOR
	required_dlc = Trial of Allegiance
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_AI_DESC
	}
	option = {
		name = HISTORICAL
		text = RULE_OPTION_HISTORICAL
		desc = RULE_OPTION_HISTORICAL_PAR_AI_DESC
		allow_achievements = yes
	} {
		name = COMMUNIST
		text = RULE_OPTION_COMMUNIST_PAR_AI
		desc = RULE_OPTION_COMMUNIST_PAR_AI_DESC
		allow_achievements = no
	} {
		name = DEMOCRATIC
		text = RULE_OPTION_DEMOCRATIC_PAR_AI
		desc = RULE_OPTION_DEMOCRATIC_PAR_AI_DESC
		allow_achievements = no
	} {
		name = RANDOM
		text = RULE_OPTION_RANDOM
		desc = RULE_OPTION_RANDOM_AI_DESC
		allow_achievements = no
	}
}
### Entity: National Focus
Tree: col_focus
Component: COL_industrial_effort
Constructs: limit, add_stability, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/colombia.txt

Code:
focus = {
	id = COL_industrial_effort
	icon = GFX_goal_gran_colombia_industry
	x = 37
	y = 0
	cost = 5
	completion_reward = {
		add_stability = 0.05
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 3
	}
}
### Entity: Idea
Component: SPA_death_before_surrender_capitulation
Source: game
File: common/ideas/spain_nationalist.txt

Code:
SPA_death_before_surrender_capitulation = {
	name = SPR_death_before_surrender
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		surrender_limit = 1
		max_surrender_limit_offset = 1
	}
}
### Entity: Name List
Component: RWA
Source: game
File: common/names/00_names.txt

Code:
RWA = {
	male = {
		names = {
			Adrien Alpha Amandin Anastase Andre Augustin Benjamin Bernard Callixte Carlos Cesar Charles Claver Dieudonne Dismas Dominique Donald Ellis Emmanuel Eric Eugene-Richard Faustin Gabriel Gregoire Jacques Jackson Janvier Jean Jean-Damascene Jean de Dieu Jean-Leonard Jean-Paul Jean Pierre John Joseph Juvenal Karaka Kenny Kigeli Landoald Marc Marcel Mathias Mibambwe Mutara Olivier Pasteur Patrick Paul Pierre Pierre-Celestin Prosper Richard Samson Seth Simon Sylvestre Tharcisse Theodore Yuhi Zac
		}
	}
	female = {
		names = {
			Agathe Agnes Alphonsine Epiphanie Godelieve Immaculee Jacqueline Jeannette Jeanne d'Arc Leonce Louise Odette Pamela Rose Sonia
		}
	}
	surnames = {
		Agahozo Bikindi Binagwaho Bizimana Bizimungu Disi Gabiro Gahindiro Gakwaya Gasana Gatete Gatsinzi Girimbabazi Habumuremyi Habyarimana Ilibagiza Ingabire Iyamuremye Kabera Kaberuka Kabuye Kagame Kalimunda Kameya Kanyamashuli Karake Karenze Karugarama Kavaruganda Kayibanda Kayijuka Makuza Mazimhaka Mbonyumutwa Mugabo Mugiraneza Mujawamariya Mukansonera Mukasarasi Murigande Mushikiwabo Musinga Mutsinzi Mvuyekure Nagenda Ndahindurwa Ndasingwa Ndayishimiye Ndindiliyimana Niyomugabo Niyonshuti Nkundabera Nsanzimana Nsenga Nsengiyaremye Ntawukuliryayo Ntawulikura Ntiruhungwa Nyamwasa Nyirabarame Nyiramilimo Nziza Rolland Rudahigwa Rugambage Rukundo Rusesabagina Rutarindwa Rutayisire Rwabugili Rwagasana Rwigema Rwirangira Rwisereka Rwogera Samputu Sebarenzi Sehene Sekama Sendashonga Sezibera Sibomana Sindikubwabo Twagiramungu Twagirumukiza Uwacu Uwilingiyimana
	}
	callsigns = {

	}
}
### Entity: Character
Component: staunch_loyalist
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
staunch_loyalist = {
	random = no
	sprite = 13
	party_popularity_stability_factor = 0.1
	drift_defence_factor = 0.3
	political_power_factor = 0.05
	war_support_factor = 0.05
}
### Entity: Decision
Component: SWE_military_matters
Constructs: has_completed_focus, division_template, has_war, limit, has_war_with, has_country_flag, has_manpower, is_controlled_by
Source: game
File: common/decisions/SWE.txt

Code:
SWE_military_matters = {
	SWE_rangers_sabotage = {
		icon = decision_generic_nationalism
		allowed = {
			original_tag = SWE
		}
		available = {
			has_manpower = > 1300
			NOT = {
				has_country_flag = SWE_rangers_sent_out
			}
		}
		visible = {
			has_completed_focus = SWE_jagartrupper
		}
		days_re_enable = 90
		on_map_mode = map_and_decisions_view
		state_target = yes
		target_root_trigger = {
			has_completed_focus = SWE_jagartrupper
		}
		target_trigger = {
			FROM = {
				NOT = {
					is_controlled_by = ROOT
				}
				controller = {
					has_war_with = ROOT
				}
				OR = {
					supply_node = > 0
					naval_base = > 0
				}
				any_neighbor_state = {
					is_controlled_by = ROOT
				}
			}
		}
		complete_effect = {
			FROM = {
				if = {
					limit = {
						supply_node = > 0
					}
					damage_building = {
						type = supply_node
						damage = 1.5
					}
					add_to_temp_variable = {
						PREV.supply_level = 8
					}
				} {
					limit = {
						naval_base = > 0
					}
					damage_building = {
						type = naval_base
						damage = 1.5
					}
					add_to_temp_variable = {
						PREV.supply_level = 5
					}
				}
			}
			multiply_temp_variable = {
				supply_level = 100
			} {
				supply_level = -1
			}
			set_temp_variable_to_random = {
				var = SWE_manpower_loss_from_raid
				min = supply_level
				max = 0
			}
			clamp_variable = {
				var = supply_level
				min = -1300
				max = 0
			}
			hidden_effect = {
				add_manpower = SWE_manpower_loss_from_raid
			}
			custom_effect_tooltip = SWE_rangers_tt
			set_country_flag = {
				flag = SWE_rangers_sent_out
				days = 90
				value = 1
			}
		}
	}
	SWE_set_up_home_guard_forces = {
		allowed = {
			tag = SWE
		}
		visible = {
			has_completed_focus = SWE_hemvarnet
			FROM = {
				NOT = {
					has_state_flag = has_activated_home_guard
				}
			}
		}
		available = {
			FROM = {
				is_fully_controlled_by = ROOT
			}
		}
		cancel_trigger = {
			NOT = {
				FROM = {
					is_fully_controlled_by = ROOT
				}
			}
		}
		on_map_mode = map_and_decisions_view
		state_target = yes
		custom_cost_trigger = {
			command_power = > 35
		}
		custom_cost_text = decision_cost_CP_35
		days_remove = 35
		target_trigger = {
			FROM = {
				is_core_of = SWE
				controller = {
					tag = SWE
				}
				check_variable = {
					SWE_has_added_home_guard = < 3
				}
			}
		}
		complete_effect = {
			hidden_effect = {
				add_c
# ... (truncated)
### Entity: National Focus
Tree: bul_focus
Component: BUL_reassert_the_extended_land_claims
Constructs: prerequisite, has_government, add_opinion_modifier, completion_reward, is_subject, add_state_claim
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_reassert_the_extended_land_claims
	prerequisite = {
		focus = BUL_begin_militarization
	}
	relative_position_id = BUL_begin_militarization
	icon = GFX_goal_bulgarian_revanchism
	x = 0
	y = 1
	cost = 14.3
	ai_will_do = {
		factor = 40
	}
	available = {
		is_subject = no
		has_government = fascism
	}
	completion_reward = {
		add_state_claim = 77 955 44 910 805 106 803 950 108 802 953 184 731 341
		ROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = large_decrease
			}
		}
		ALB = {
			add_opinion_modifier = {
				target = ROOT
				modifier = large_decrease
			}
		}
		TUR = {
			add_opinion_modifier = {
				target = ROOT
				modifier = large_decrease
			}
		}
		YUG = {
			add_opinion_modifier = {
				target = ROOT
				modifier = large_decrease
			}
		}
		GRE = {
			add_opinion_modifier = {
				target = ROOT
				modifier = large_decrease
			}
		}
	}
}
### Entity: Order of Battle
Component: 1. Dragonregiment
Constructs: division_template
Source: game
File: history/units/NOR_1936.txt

Code:
division = {
	name = 1. Dragonregiment
	location = 6115
	division_template = Dragonregiment
	start_experience_factor = 0.2
	start_equipment_factor = 0.3
}
### Entity: Idea
Component: CZE_industrialists_veto
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_industrialists_veto = {
	picture = CZE_industrialists_veto
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_arms_factory_factor = 0.15
		production_lack_of_resource_penalty_factor = 0.1
		factory_energy_consumption = 0.1
		war_support_factor = -0.15
		industrial_concern_cost_factor = -0.05
	}
}