Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Order of Battle
Component: Comando Navale Sardegna
Source: game
File: history/units/ITA_1936_naval_legacy.txt

Code:
fleet = {
	name = Comando Navale Sardegna
	naval_base = 6891
	task_force = {
		name = Squadra di Sardegna
		location = 6891
		ship = {
			name = RCT Generale Achille Papa
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Generale Carlo Montanari
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Generale Antonino Cascino
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Generale Antonio Chinotto
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Antonio Mosto
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Ippolito Nievo
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Fratelli Cairoli
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Aquila
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
					version_name = Navigatori Class
				}
			}
		} {
			name = RCT Falco
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
					version_name = Navigatori Class
				}
			}
		}
	} {
		name = VII Gruppo Sommergibili
		location = 6891
		ship = {
			name = RSmg Medusa
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = ITA
					version_name = Sirena Class
				}
			}
		} {
			name = RSmg Anfitrite
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = ITA
					version_name = Sirena Class
				}
			}
		}
	}
}
### Entity: Character
Component: OCC_ai2
Source: game
File: common/characters/OCC.txt

Code:
OCC_ai2 = {
	advisor = {
		slot = high_command
		idea_token = OCC_ai2
		ledger = army
		allowed = {
			original_tag = OCC
		}
		traits = {
			army_infantry_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_3
		}
	}
}
### Entity: Event
Component: r56.news_event.inc
Constructs: is_triggered_only
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.news_event.inc
	title = r56.news_event.inc.t
	desc = r56.news_event.inc.d
	picture = GFX_news_event_PRU_machu_pichu_photo
	is_triggered_only = yes
	option = {
		name = r56.news_event.inc.a
		trigger = {
			tag = FROM
		}
	} {
		name = r56.news_event.inc.b
		trigger = {
			NOT = {
				tag = FROM
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_10/modern_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_10/modern_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_aa_chassis = {
			build_cost_ic = -0.25
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_naval_doctrine
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_naval_doctrine
	icon = GFX_goal_generic_navy_doctrines_tactics
	prerequisite = {
		focus = BEL_antwerp_maritime_academy
	}
	relative_position_id = BEL_antwerp_maritime_academy
	x = 0
	y = 1
	cost = 5
	available = {

	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = BEL_naval_doctrine
			cost_reduction = 0.5
			uses = 2
			category = naval_doctrine
		}
	}
}
### Entity: Character
Component: SWE_can_run_really_fast
Source: game
File: common/country_leader/r56_traits.txt

Code:
SWE_can_run_really_fast = {
	random = no
	army_speed_factor = 0.05
}
### Entity: Character
Component: disgraced_monarch
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
disgraced_monarch = {
	random = no
	consumer_goods_factor = -0.15
	stability_factor = -0.1
}
### Entity: National Focus
Tree: per_focus
Component: PER_bolster_the_caspian
Constructs: prerequisite, completion_reward, add_mastery_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_bolster_the_caspian
	icon = GFX_focus_PER_bolster_the_caspian
	prerequisite = {
		focus = PER_construct_naval_bases PER_officers_to_italy
	}
	x = -1
	y = 1
	relative_position_id = PER_construct_naval_bases
	mutually_exclusive = {
		focus = PER_persian_gulf_fleet
	}
	cost = 10
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_NAVY_XP
	}
	completion_reward = {
		add_mastery_bonus = {
			name = PER_sea_specialization
			bonus = 0.2
			days = 180
			track = screens
		} {
			name = PER_sea_specialization
			bonus = 0.2
			days = 180
			track = submarines
		}
		add_doctrine_cost_reduction = {
			name = PER_sea_specialization
			cost_reduction = 0.5
			uses = 1
			category = naval_doctrine
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_Armor_Design_B_PRESET
Constructs: limit
Source: game
File: common/scripted_triggers/EAI_ai_presets.txt

Code:
EAI_Armor_Design_B_PRESET = {
	if = {
		limit = {
			EAI_MODE_normal = yes
		}
		OR = {
			original_tag = GER SOV JAP
		}
	}
	else_if = {
		limit = {
			EAI_MODE_challenging = yes
		}
		OR = {
			always = yes
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_fighter_license
Constructs: prerequisite, completion_reward, has_tech
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_fighter_license
	icon = GFX_focus_generic_copy_plane_designs
	prerequisite = {
		focus = BEL_license_production
	}
	mutually_exclusive = {
		focus = BEL_SABCAs_bombers
	}
	x = -1
	y = 1
	relative_position_id = BEL_license_production
	cost = 7
	ai_will_do = {
		base = 20
	}
	available = {
		NOT = {
			has_tech = fighter3 heavy_fighter3
		}
		OR = {
			GER = {
				custom_trigger_tooltip = {
					tooltip = fighter_tt
					OR = {
						is_available_fighter_BEL = yes
						is_available_heavy_fighter_BEL = yes
					}
				}
			}
			FRA = {
				custom_trigger_tooltip = {
					tooltip = fighter_tt
					OR = {
						is_available_fighter_BEL = yes
						is_available_heavy_fighter_BEL = yes
					}
				}
			}
			ITA = {
				custom_trigger_tooltip = {
					tooltip = fighter_tt
					OR = {
						is_available_fighter_BEL = yes
						is_available_heavy_fighter_BEL = yes
					}
				}
			}
			ENG = {
				custom_trigger_tooltip = {
					tooltip = fighter_tt
					OR = {
						is_available_fighter_BEL = yes
						is_available_heavy_fighter_BEL = yes
					}
				}
			}
			USA = {
				custom_trigger_tooltip = {
					tooltip = fighter_tt
					OR = {
						is_available_fighter_BEL = yes
						is_available_heavy_fighter_BEL = yes
					}
				}
			}
		}
	}
	completion_reward = {
		country_event = belgium.101
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_reform_the_labour_laws
Constructs: prerequisite, limit, add_ideas, remove_ideas, completion_reward, cancel_if_invalid, has_idea
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_reform_the_labour_laws
	icon = GFX_goal_generic_production
	x = 0
	y = 2
	prerequisite = {
		focus = FRA_form_the_popular_front
	}
	relative_position_id = FRA_form_the_popular_front
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = {
			FRA_matignon_agreements
		}
		if = {
			limit = {
				has_idea = FRA_factory_strikes
			}
			remove_ideas = FRA_factory_strikes
		}
	}
}
### Entity: Unit Leader
Component: trait_cautious
Constructs: planning_speed, has_trait, has_idea
Source: game
File: common/unit_leader/00_traits.txt

Code:
trait_cautious = {
	type = land
	trait_type = personality_trait
	leader_default_proximity_offset = 1
	modifier = {
		planning_speed = -0.2
		wounded_chance_factor = -0.5
	}
	new_commander_weight = {
		factor = 1
		modifier = {
			has_trait = trait_reckless
			factor = 0
		} {
			FROM = {
				has_idea = best_of_the_best_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = academy_scholarships_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = SOV_purged_junior_army_officers_3
			}
			factor = 0
		}
	}
	defense_skill_factor = 1
	logistics_skill_factor = 1
}
### Entity: National Focus
Tree: por_focus
Component: POR_support_fascist_labor_organizations
Constructs: prerequisite, completion_reward, add_political_power, unlock_decision_tooltip
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_support_fascist_labor_organizations
	prerequisite = {
		focus = POR_syndicalize_the_vital_sectors POR_prioritize_economic_stability
	}
	icon = GFX_focus_generic_full_employment
	cost = 8
	x = -1
	y = 1
	relative_position_id = POR_syndicalize_the_vital_sectors
	ai_will_do = {
		base = 10
	}
	completion_reward = {
		add_political_power = 75
		unlock_decision_tooltip = POR_support_private_collectives POR_nationalize_struggling_industries
		custom_effect_tooltip = CHL_skip_one_line_tt POR_completion_of_these_decisions_reduces_the_lingering_effects_of_economic_shocks_tt
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: AI Strategy
Component: EAI_JAP_motorized_equipment
Constructs: check_variable
Source: game
File: common/ai_strategy/JAP_EAI.txt

Code:
EAI_JAP_motorized_equipment = {
	allowed = {
		tag = JAP
	}
	enable = {
		check_variable = {
			num_equipment@motorized_equipment = < 250
		}
	}
	abort = {
		NOT = {
			check_variable = {
				num_equipment@motorized_equipment = < 2000
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = motorized_equipment
		value = 1
	}
}
### Entity: Shared Focus
Component: ARCTIC_winter_readiness
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, set_technology, add_tech_bonus, every_army_leader, add_logistics
Source: game
File: common/national_focus/r56_arctic_minor_military_shared.txt

Code:
shared_focus = {
	id = ARCTIC_winter_readiness
	icon = GFX_focus_generic_winter_warfare
	prerequisite = {
		focus = ARCTIC_winter_training
	} {
		focus = ARCTIC_establish_a_general_staff
	}
	x = 0
	y = 1
	relative_position_id = ARCTIC_winter_training
	cost = 10
	ai_will_do = {
		base = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 1.0
			uses = 1
			category = r56_special_forces_training_tech
		}
		every_army_leader = {
			add_logistics = 1
		}
		add_ideas = ARCTIC_winter_readiness
		custom_effect_tooltip = FIN_winter_warfare_battalion_tt
		hidden_effect = {
			set_technology = {
				winter_logistics_support_tech = 1
				popup = no
			}
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_freedom_defenders
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_freedom_defenders
	prerequisite = {
		focus = PRU_mediate_between_the_parties
	}
	icon = GFX_goal_PRU_peruvian_libertad
	x = 6
	y = 1
	relative_position_id = PRU_mediate_between_the_parties
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = liberty_ethos_focus
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Effect Reference
Construct: add_to_tech_sharing_group
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_to_tech_sharing_group

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Adds country to technology sharing group of specified name.
Example: add_to_tech_sharing_group = commonwealth_research
```
### Entity: Character
Component: COG_cristophe_gbenye
Constructs: has_government, is_subject
Source: game
File: common/characters/COG.txt

Code:
COG_cristophe_gbenye = {
	name = COG_cristophe_gbenye
	portraits = {
		army = {
			large = GFX_portrait_COG_christophe_gbenye
			small = GFX_portrait_COG_christophe_gbenye_small
		}
	}
	corps_commander = {
		traits = {
			jungle_rat trickster guerilla_fighter
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
		visible = {
			AND = {
				is_subject = no
				has_government = communism
			}
		}
	}
	advisor = {
		slot = high_command
		idea_token = COG_cristophe_gbenye
		allowed = {
			original_tag = COG
		}
		visible = {
			is_subject = no
		}
		available = {
			AND = {
				is_subject = no
				has_government = communism
			}
		}
		traits = {
			army_concealment_1
		}
		cost = 50
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_the_bulwark_against_the_west
Constructs: prerequisite, add_ideas, has_government, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_the_bulwark_against_the_west
	icon = GFX_focus_ETH_callout_to_the_world
	prerequisite = {
		focus = wuw_HUN_pressure_romania wuw_HUN_intervene_in_czechoslovakia
	}
	x = -1
	y = 1
	relative_position_id = wuw_HUN_pressure_romania
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_government = communism
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = HUN_great_bulwark_against_the_west_ns
	}
}
### Entity: Character
Component: TIB_masterful_conman
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
TIB_masterful_conman = {
	random = no
	sprite = 13
	consumer_goods_factor = -0.15
	trade_opinion_factor = -0.15
	stability_factor = -0.1
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/TUR_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = TUR
		}
		requested_factories = 1
		progress = 0.43
		efficiency = 100
	}
}
### Entity: Event
Component: luxembourg.228
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, random_enemy_country, add_to_war, has_opinion, add_timed_idea
Source: game
File: events/r56_luxembourg.txt

Code:
country_event = {
	id = luxembourg.228
	title = luxembourg.228.t
	desc = luxembourg.228.d
	picture = GFX_report_event_soldiers_marching
	is_triggered_only = yes
	option = {
		name = luxembourg.228.a
		LUX = {
			random_enemy_country = {
				ROOT = {
					add_to_war = {
						targeted_alliance = LUX
						enemy = PREV
						hostility_reason = Treaty of London
					}
				}
			}
		}
		ai_chance = {
			base = 5
			modifier = {
				factor = 0
				has_opinion = {
					target = LUX
					value = < 0
				}
			}
		}
	} {
		name = luxembourg.228.b
		add_timed_idea = {
			idea = r56_LUX_untrustworthy_ally
			days = 180
		}
		LUX = {
			add_opinion_modifier = {
				target = ROOT
				modifier = large_decrease
			}
		}
		ai_chance = {
			base = 5
			modifier = {
				factor = 0
				has_opinion = {
					target = LUX
					value = > 0
				}
			}
		}
	}
}
### Entity: Idea
Component: AUS_cement_kaiser_power
Constructs: has_government, neutrality_drift
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_cement_kaiser_power = {
	picture = generic_monarchist_uprising
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	modifier = {
		neutrality_drift = 0.05
		political_power_factor = 0.1
	}
}
### Entity: Idea
Component: AFG_counter_elite_on_the_rise
Constructs: research_speed_factor, democratic_drift
Source: game
File: common/ideas/afghanistan.txt

Code:
AFG_counter_elite_on_the_rise = {
	picture = jap_supremacy_of_will
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		political_advisor_cost_factor = -0.25
		political_power_factor = 0.1
		research_speed_factor = 0.03
		democratic_drift = 0.03
	}
}
### Entity: AI Strategy
Component: ENG_mine_laying
Source: game
File: common/ai_navy/goals/goals_ENG.txt

Code:
ENG_mine_laying = {
	objective_type = mines_planting
	available_for = {
		ENG
	}
	min_priority = 2
	max_priority = 8
}
### Entity: Scripted Effect
Component: ITA_add_king_vittorio_emanuele_back_as_idea
Constructs: has_completed_focus, limit, add_ideas, has_country_flag, has_character_flag, clr_country_flag
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_add_king_vittorio_emanuele_back_as_idea = {
	if = {
		limit = {
			has_completed_focus = ITA_the_new_emperor_of_ethiopia
			ITA_vittorio_emanuele_iii = {
				has_character_flag = ITA_king_of_albania_flag
			}
		}
		add_ideas = vittorio_emanuele_albania_ethiopia
	} {
		limit = {
			has_country_flag = ITA_deposed_the_king
		}
		clr_country_flag = ITA_deposed_the_king
	}
	else_if = {
		limit = {
			ITA_vittorio_emanuele_iii = {
				has_character_flag = ITA_king_of_albania_flag
			}
		}
		add_ideas = vittorio_emanuele_king_of_albania
	} {
		limit = {
			has_completed_focus = ITA_the_new_emperor_of_ethiopia
		}
		add_ideas = vittorio_emanuele_emperor_of_ethiopia
	}
	else = {
		add_ideas = vittorio_emanuele
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_kings_party
Constructs: prerequisite, limit, remove_ideas, completion_reward, set_temp_variable, check_variable, add_to_temp_variable, set_party_name
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_kings_party
	icon = GFX_goal_LIT_kings_party
	relative_position_id = LIT_vote_on_monarchy
	x = -2
	y = 1
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_vote_on_monarchy
	}
	mutually_exclusive = {
		focus = LIT_restore_constitutionalism
	} {
		focus = LIT_cooperate_with_the_conservatives
	}
	ai_will_do = {
		factor = 1
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = A Majority of the Council supports the reinstation of the monarchy
			set_temp_variable = {
				sum_of_conservatives = 0
			}
			if = {
				limit = {
					check_variable = {
						LIT_iw_loyalty = > 3
					}
					add_to_temp_variable = {
						sum_of_conservatives = LIT_iw_seats
					}
				}
			} {
				limit = {
					check_variable = {
						LIT_nu_loyalty = > 3
					}
					add_to_temp_variable = {
						sum_of_conservatives = LIT_nu_seats
					}
				}
			} {
				limit = {
					check_variable = {
						LIT_cd_loyalty = > 3
					}
					add_to_temp_variable = {
						sum_of_conservatives = LIT_cd_seats
					}
				}
			} {
				limit = {
					check_variable = {
						LIT_sd_loyalty = > 3
					}
					add_to_temp_variable = {
						sum_of_conservatives = LIT_sd_seats
					}
				}
			}
			check_variable = {
				sum_of_conservatives = > 10
			}
		} {
			tooltip = LIT_kings_party_sd_tt
			check_variable = {
				LIT_sd_seats = < 10
			}
		}
	}
	completion_reward = {
		set_party_name = {
			ideology = neutrality
			long_name = LIT_monarchy_party_long
			name = LIT_monarchy_party
		}
		promote_character = LIT_karl_gero
		set_rule = {
			can_send_volunteers = yes
		}
		if = {
			limit = {
				has_idea = LIT_council_of_lithuania_2
			}
			remove_ideas = LIT_council_of_lithuania_2
		} {
			limit = {
				has_idea = LIT_council_of_lithuania_1
			}
			remove_ideas = LIT_council_of_lithuania_1
		}
		swap_ideas = {
			remove_idea = LIT_empty_throne
			add_idea = LIT_kings_party_idea
		}
		set_cosmetic_tag = GREATER_LIT_neutrality
	}
}
### Entity: Character
Component: AFG_lord_of_baghdad
Constructs: research_speed_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
AFG_lord_of_baghdad = {
	random = no
	sprite = 13
	research_speed_factor = 0.05
	resistance_decay = 0.1
}
### Entity: Character
Component: CHI_zou_lu
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/CHI.txt

Code:
CHI_zou_lu = {
	name = CHI_zou_lu
	portraits = {
		civilian = {
			small = GFX_portrait_CHI_zou_lu_small
		}
	}
	gender = male
	advisor = {
		slot = political_advisor
		idea_token = CHI_zou_lu
		available = {
			has_completed_focus = CHI_revive_the_western_hills_group
		}
		allowed = {
			original_tag = CHI
			has_dlc = No Compromise, No Surrender
		}
		visible = {
			NOT = {
				has_completed_focus = CHI_dang_guo CHI_end_military_primacy
			}
		}
		traits = {
			MEN_nationalist_education_enthusiast
		}
	}
}
### Entity: Idea
Component: NORDIC_railway_expansion_member_ns
Source: game
File: common/ideas/nordic_shared.txt

Code:
NORDIC_railway_expansion_member_ns = {
	name = NORDIC_railway_expansion
	picture = generic_train_tracks
	cancel = {
		NORDIC_basic_joint_trigger = no
	}
	modifier = {
		production_speed_rail_way_factor = 0.15
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_carry_revolution_east
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_carry_revolution_east
	icon = GFX_SOV_carry_revolution_east_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_a_global_class_struggle
	}
	x = 1
	y = 1
	relative_position_id = SOV_a_global_class_struggle
	cost = 10
	available = {
		surrender_progress = < 0.05
	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = SOV_carry_revolution_east_decision_tt
	}
}
### Entity: Idea
Component: AUS_extended_workshifts_idea
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/austria.txt

Code:
AUS_extended_workshifts_idea = {
	allowed = {
		always = no
		tag = AUS
	}
	removal_cost = -1
	picture = generic_improved_industries
	modifier = {
		industrial_capacity_factory = 0.25
	}
}
### Entity: Music Config
Component: base_music/comintern_war_2
Constructs: has_government, has_war
Source: game
File: music/_songs.txt

Code:
music = {
	song = comintern_war_2
	chance = {
		modifier = {
			factor = 2
			has_war = yes
			has_government = communism
		}
	}
}
### Entity: State History
Component: 598
Constructs: add_core_of
Source: game
File: history/states/598-Jiansu.txt

Code:
state = {
	id = 598
	name = STATE_598
	state_category = town
	history = {
		owner = CHI
		add_core_of = CHI PRC
		victory_points = {
			1029 2
		} {
			7025 1
		} {
			4001 1
		}
		buildings = {
			infrastructure = 2
			dockyard = 1
			1029 = {
				naval_base = 1
			}
		}
		1938.10.25 = {
			controller = JAP
		}
	}
	provinces = {
		1001 1029 1076 1121 1161 4001 4005 4031 4082 4123 7025 7142 7181 9953 10095 11973 12055 12067 13144
	}
	manpower = 23669300
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Poland.html

Doc:
This article is considered accurate for the current version of the game.

Poland

Capital provinceWarsaw

Government typeDemocratic Regime

FactionNeutral/Allied (1939-01-09)

Poland is a nation in central Europe. It was created in 1918 after end of First World War. The country was the first country actually going into combat in WWII, on the 1 of September 1939. The Germans invaded the country after the Poles stopped the negations that demanded for the corridor of Danzig. 3 days later the French and British joined the fight on the Polish side, WWII in Europe had begun.

Contents

1 Technology

2 Diplomacy

2.1 Alliances

2.2 Decisions

2.3 Events

3 Politics

3.1 Laws

3.2 Ministers

4 Intelligence

5 Economy

5.1 Industrial Production

6 Military

6.1 Army

6.2 Navy

6.3 Air Force

7 Strategies and Guides

7.1 Example Strategy

7.2 Miscellaneous tips
### Entity: Event
Component: germany.96
Constructs: is_triggered_only, create_wargoal, take_state_focus
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.96
	title = germany.96.t
	desc = germany.96.d
	picture = GFX_report_event_german_politician_speech
	is_triggered_only = yes
	option = {
		name = germany.96.a
		create_wargoal = {
			type = take_state_focus
			target = YUG
			generator = {
				102 853
			}
		}
		hidden_effect = {
			news_event = {
				id = news.167
				hours = 6
			}
		}
	}
}