Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: AFG_faqir_of_ipi
Constructs: has_character_flag
Source: game
File: common/characters/AFG.txt

Code:
AFG_faqir_of_ipi = {
	name = AFG_faqir_of_ipi
	portraits = {
		army = {
			large = GFX_portrait_AFG_faqir_of_ipi
			small = GFX_portrait_AFG_faqir_of_ipi_small
		}
	}
	field_marshal = {
		traits = {
			organizer
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 1
		legacy_id = -1
		visible = {
			has_character_flag = AFG_rural_cw_started
		}
	}
}
### Entity: Character
Component: totalitarian_fanatic
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
totalitarian_fanatic = {
	random = no
	sprite = 13
	drift_defence_factor = 0.35
	subjects_autonomy_gain = -0.3
	stability_factor = 0.05
}
### Entity: Character
Component: IRQ_kamil_al_jaderji
Constructs: has_government, has_dlc
Source: game
File: common/characters/IRQ.txt

Code:
IRQ_kamil_al_jaderji = {
	name = IRQ_kamil_al_jaderji
	portraits = {
		army = {
			small = GFX_portrait_IRQ_kamil_al_jaderji_small
		}
	}
	advisor = {
		allowed = {
			has_dlc = Graveyard of Empires
		}
		slot = political_advisor
		idea_token = IRQ_kamil_al_jaderji
		traits = {
			GER_staunch_socialist
		}
		available = {
			OR = {
				has_government = democratic communism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
}
### Entity: Event
Component: DOD_hungary.42
Constructs: is_triggered_only, limit, remove_ideas, has_dlc
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.42
	title = DOD_hungary.42.t
	desc = DOD_hungary.42.desc
	picture = GFX_report_event_vienna_award_hungary
	is_triggered_only = yes
	option = {
		name = DOD_hungary.42.a
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
				NOT = {
					has_dlc = Gotterdammerung
				}
			}
			remove_ideas = HUN_treaty_of_triannon_aat
		}
		ELSE_IF = {
			limit = {
				AND = {
					NOT = {
						has_dlc = Arms Against Tyranny Gotterdammerung
					}
				}
			}
			remove_ideas = HUN_treaty_of_triannon
		} {
			limit = {
				has_dlc = Gotterdammerung
			}
			HUN_remove_trianon_effect = yes
		}
		news_event = {
			id = news.298
			days = 1
		}
	}
}
### Entity: Idea
Component: ISR_histadrut_2
Constructs: stability_factor, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/israel.txt

Code:
ISR_histadrut_2 = {
	picture = ISR_histadrut
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	name = ISR_histadrut_start
	removal_cost = -1
	modifier = {
		industrial_capacity_factory = 0.1
		stability_factor = 0.05
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/ENG_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 2
	}
	location = 9458
	division_template = Infantry Division
	start_experience_factor = 0.3
}
### Entity: Idea
Component: CZE_working_with_exiles_lar
Constructs: removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_working_with_exiles_lar = {
	name = CZE_working_with_exiles
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = generic_spy_coup
	modifier = {
		new_operative_slot_bonus = 1
		justify_war_goal_time = -0.2
		starting_compliance = 0.1
	}
}
### Entity: Character
Component: RAJ_GOE_mohammed_zaman_kiani
Constructs: has_completed_focus
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_GOE_mohammed_zaman_kiani = {
	name = RAJ_GOE_mohammed_zaman_kiani
	portraits = {
		army = {
			large = GFX_portrait_RAJ_mohammed_zaman_kiani
			small = GFX_portrait_RAJ_mohammed_zaman_kiani_military_small
		}
		civilian = {
			small = GFX_portrait_RAJ_mohammed_zaman_kiani_civilian_small
		}
	}
	corps_commander = {
		traits = {

		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		visible = {
			has_completed_focus = RAJ_azad_hind_dlc
		}
	}
}
### Entity: Decision
Component: KMT_ycp_factionalism
Constructs: research_speed_factor, stability_factor, political_power_gain, complete_effect, add_power_balance_value
Source: game
File: common/decisions/r56_china_decisions.txt

Code:
KMT_ycp_factionalism = {
	KMT_siphon_school_funds = {
		icon = GFX_decision_gre_investment_decisions
		available = {

		}
		cost = 35
		complete_effect = {
			add_power_balance_value = {
				id = KMT_ycp_bop
				value = -0.05
				tooltip_side = KMT_landlords_and_buinessmen
			}
		}
		days_remove = 50
		modifier = {
			research_speed_factor = -0.1
			political_power_gain = -0.2
		}
		ai_will_do = {
			base = 0
		}
	}
	KMT_levy_taxes_on_the_upper_middle_class = {
		icon = GFX_decision_generic_consumer_goods
		available = {

		}
		cost = 35
		complete_effect = {
			add_power_balance_value = {
				id = KMT_ycp_bop
				value = 0.05
				tooltip_side = KMT_teachers
			}
		}
		days_remove = 50
		modifier = {
			consumer_goods_factor = 0.15
			stability_factor = -0.15
		}
		ai_will_do = {
			base = 1
		}
	}
	KMT_pro_education_propaganda = {
		icon = GFX_decision_generic_research
		available = {

		}
		cost = 100
		complete_effect = {
			add_power_balance_value = {
				id = KMT_ycp_bop
				value = 0.1
				tooltip_side = KMT_teachers
			}
		}
		ai_will_do = {
			base = 1
		}
		days_remove = 100
	}
	KMT_pro_buisness_propaganda = {
		icon = GFX_decision_gre_paying_ifc_debt
		available = {

		}
		cost = 100
		complete_effect = {
			add_power_balance_value = {
				id = KMT_ycp_bop
				value = -0.1
				tooltip_side = KMT_landlords_and_buinessmen
			}
		}
		ai_will_do = {
			base = 0
		}
		days_remove = 100
	}
}
### Entity: Decision
Component: FIN_confederated_finno_russian_republics_category
Constructs: has_completed_focus, limit, political_power_gain, is_ai, is_subject_of, remove_effect, annex_country, every_core_state
Source: game
File: common/decisions/FIN.txt

Code:
FIN_confederated_finno_russian_republics_category = {
	FIN_integrate_karelia_puppet = {
		priority = 49
		icon = GFX_decision_generic_nationalism
		ai_will_do = {
			base = 0.1
		}
		on_map_mode = map_and_decisions_view
		targets = {
			KAR
		}
		target_trigger = {
			FROM = {
				is_ai = yes
			}
		}
		target_root_trigger = {
			has_completed_focus = FIN_confederated_finno_russian_republics
		}
		allowed = {
			original_tag = FIN
		}
		available = {
			KAR = {
				is_subject_of = ROOT
			}
		}
		cost = 35
		modifier = {
			political_power_gain = -0.1
		}
		days_remove = 90
		remove_effect = {
			annex_country = {
				target = KAR
				transfer_troops = yes
			}
			hidden_effect = {
				KAR = {
					every_core_state = {
						limit = {
							is_controlled_by = ROOT
						}
						add_core_of = ROOT
					}
				}
			}
		}
	}
	FIN_integrate_karelia_states = {
		priority = 48
		icon = GFX_decision_infiltrate_state
		ai_will_do = {
			base = 0.1
		}
		state_target = yes
		on_map_mode = map_and_decisions_view
		target_array = KAR.core_states
		target_trigger = {
			FROM = {
				is_controlled_by = ROOT
				NOT = {
					is_core_of = ROOT
				}
			}
		}
		target_root_trigger = {
			has_completed_focus = FIN_confederated_finno_russian_republics
		}
		allowed = {
			original_tag = FIN
		}
		available = {
			FROM = {
				compliance = > 60
			}
		}
		modifier = {
			political_power_gain = -0.1
		}
		days_remove = 180
		remove_effect = {
			add_state_core = FROM
			hidden_effect = {
				add_state_core = KAR
			}
		}
	}
	FIN_integrate_karelia_additional_states = {
		priority = 47
		icon = GFX_decision_infiltrate_state
		ai_will_do = {
			base = 0.1
		}
		state_target = yes
		on_map_mode = map_and_decisions_view
		targets = {
			879
		}
		target_trigger = {
			FROM = {
				is_controlled_by = ROOT
				NOT = {
					is_core_of = ROOT
				}
			}
		}
		target_root_trigger = {
			has_completed_focus = FIN_confederated_finno_russian_republics
		}
		allowed = {
			original_tag = FIN
		}
		available = {
			146 = {
				is_core_of = ROOT
				is_controlled_by = ROOT
			}
			215 = {
				is_core_of = ROOT
				is_controlled_by = ROOT
			}
			216 = {
				is_core_of = ROOT
				is_controlled_by = ROOT
			}
			FROM = {
				compliance = > 60
			}
		}
		modifier = {
			political_power_gain = -0.1
		}
		days_remove = 180
		remove_effect = {
			add_state_core = FROM
		}
	}
	FIN_integrate_veps_stat
# ... (truncated)
### Entity: Decision
Component: SOV_paranoia_system
Constructs: has_war, limit, remove_ideas, political_power_gain, has_country_flag, is_major, add_political_power, check_variable
Source: game
File: common/decisions/SOV.txt

Code:
SOV_paranoia_system = {
	SOV_forge_production_reports = {
		priority = 310
		icon = GFX_decision_eng_trade_unions_support
		ai_will_do = {
			factor = 1.0
			modifier = {
				add = var:SOV_paranoia
			} {
				factor = 1.2
				SOV_is_opposition = yes
			} {
				factor = 0
				check_variable = {
					SOV_paranoia = < 20
				}
			}
		}
		allowed = {
			original_tag = SOV
		}
		available = {
			has_country_flag = SOV_paranoia_system_active_flag
		}
		visible = {
			has_country_flag = SOV_paranoia_system_active_flag
		}
		cost = SOV_paranoia_calm_down_stalin_decision_cost
		days_re_enable = SOV_paranoia_calm_down_stalin_re_enable_days
		days_remove = 90
		modifier = {
			consumer_goods_factor = 0.05
		}
		complete_effect = {
			SOV_paranoia_medium_decrease_effect = yes
			custom_effect_tooltip = SOV_paranoia_calm_down_stalin_cd_tt
		}
	}
	SOV_inspection_in_the_administration = {
		priority = 309
		icon = GFX_decision_generic_political_discourse
		ai_will_do = {
			base = 0
		}
		allowed = {
			original_tag = SOV
		}
		available = {
			has_country_flag = SOV_paranoia_system_active_flag
			custom_trigger_tooltip = {
				tooltip = SOV_paranoia_administration_purgeable_tt
				OR = {
					any_character = {
						is_character_slot = political_advisor
						SOV_character_can_be_purged = yes
					}
					NOT = {
						has_idea = SOV_understaffed_bureaucracy
					} {
						has_idea = SOV_lavrenty_beriya
					}
				}
			}
			NOT = {
				has_country_flag = SOV_paranoia_conducting_inspection_flag
			}
		}
		visible = {
			has_country_flag = SOV_paranoia_system_active_flag
			OR = {
				any_character = {
					is_character_slot = political_advisor
					SOV_character_can_be_purged = yes
				}
				NOT = {
					has_idea = SOV_understaffed_bureaucracy
				} {
					has_idea = SOV_lavrenty_beriya
				}
			}
			SOV_is_stalinist = yes
		}
		cost = SOV_paranoia_inspection_decision_cost
		days_remove = SOV_paranoia_inspection_remove_days
		days_re_enable = SOV_paranoia_inspection_re_enable_days
		complete_effect = {
			set_country_flag = SOV_paranoia_conducting_inspection_flag
		}
		remove_effect = {
			clr_country_flag = SOV_paranoia_conducting_inspection_flag
			set_country_flag = {
				flag = SOV_paranoia_random_purge_cooldown_from_decision_flag
				days = 15
			}
			SOV_pick_regular_purge_administration_type_effect = yes
			SOV_paranoia_low_decrease_effect = yes
			custom_effect_tool
# ... (truncated)
### Entity: National Focus
Tree: chl_focus
Component: CHL_invest_further_in_electronics
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_invest_further_in_electronics
	icon = GFX_goal_generic_production2
	x = -3
	y = 3
	cost = 10
	ai_will_do = {
		factor = 7
	}
	prerequisite = {
		focus = CHL_mining_technologies
	}
	completion_reward = {
		add_tech_bonus = {
			name = CHL_endesa2
			bonus = 1
			uses = 2
			category = computing_tech
		} {
			name = CHL_endesa3
			bonus = 1
			uses = 1
			category = radar_tech
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = r56_generic_radar_idea
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_defenses_against_invasion
Constructs: every_owned_state, prerequisite, limit, completion_reward, is_controlled_by, is_core_of, is_in_home_area, add_building_construction
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_defenses_against_invasion
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_defenses_against_strategic_bombing
	}
	icon = GFX_focus_generic_coastal_fort
	x = 0
	y = 1
	relative_position_id = SPA_defenses_against_strategic_bombing
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = SPA_defenses_against_invasion_tt
		every_owned_state = {
			limit = {
				is_controlled_by = ROOT
				is_core_of = ROOT
				is_in_home_area = yes
			}
			add_building_construction = {
				type = coastal_bunker
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
				level = 2
				instant_build = yes
			} {
				type = bunker
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Order of Battle
Component: 15 Renmin Jundui
Constructs: division_template
Source: game
File: history/units/PRC_SOV_reinforcements_2.txt

Code:
division = {
	name = 15 Renmin Jundui
	location = 12609
	division_template = Erjinzhi Juntuán
}
### Entity: Event
Component: egypt.32
Constructs: is_triggered_only, remove_ideas, fire_only_once, set_cosmetic_tag, add_country_leader_role
Source: game
File: events/egypt.txt

Code:
country_event = {
	id = egypt.32
	picture = GFX_report_event_royal_parade
	title = egypt.32.t
	desc = egypt.32.d
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			set_cosmetic_tag = EGY_KHEDIVE
			add_country_leader_role = {
				character = EGY_abbas_ii
				promote_leader = yes
				country_leader = {
					ideology = absolute_monarchism
					expire = 1965.1.1.1
					traits = {
						EGY_abbas_ii_of_egypt_2 r56_trait_opposed_to_communism
					}
				}
			}
		}
	}
	option = {
		name = egypt.32.a
		remove_ideas = EGY_egyptian_non_alligment
	}
}
### Entity: Unit Template
Component: ALB_MAR_01
Source: game
File: common/units/names_divisions/ALB_names_divisions.txt

Code:
ALB_MAR_01 = {
	name = Marine Division
	for_countries = {
		ALB
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %s Marinë Këmbësori Pjesëtim
	ordered = {
		1 = {
			%s Marinë Këmbësori Pjesëtim
		}
		2 = {
			%s Marinë Këmbësori Pjesëtim
		}
		3 = {
			%s Marinë Këmbësori Pjesëtim
		}
		4 = {
			%s Marinë Këmbësori Pjesëtim
		}
		5 = {
			%s Marinë Këmbësori Pjesëtim
		}
		6 = {
			%s Marinë Këmbësori Pjesëtim
		}
		7 = {
			%s Marinë Këmbësori Pjesëtim
		}
		8 = {
			%s Marinë Këmbësori Pjesëtim
		}
		9 = {
			%s Marinë Këmbësori Pjesëtim
		}
		10 = {
			%s Marinë Këmbësori Pjesëtim
		}
	}
}
### Entity: Event
Component: news.703
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/r56_portugal.txt

Code:
news_event = {
	id = news.703
	title = news.703.t
	desc = news.703.d
	picture = GFX_news_event_011
	major = yes
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = news.703.o
	}
}
### Entity: Scripted Effect
Component: DEN_drop_occupation_tag
Constructs: limit, has_cosmetic_tag
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_drop_occupation_tag = {
	if = {
		limit = {
			has_cosmetic_tag = DEN_occupied_denmark
		}
		drop_cosmetic_tag = yes
	}
}
### Entity: National Focus
Tree: arm_focus
Component: ARM_vengeance_for_the_war_of_1918
Constructs: prerequisite, has_government, owns_state, has_war_with, completion_reward, is_subject, has_army_manpower, is_in_faction_with
Source: game
File: common/national_focus/armenia.txt

Code:
focus = {
	id = ARM_vengeance_for_the_war_of_1918
	icon = GFX_goal_generic_occupy_states_ongoing_war
	prerequisite = {
		focus = ARM_dominate_the_caucasus
	}
	relative_position_id = ARM_dominate_the_caucasus
	x = -1
	y = 1
	cost = 5
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 79999
		}
		OR = {
			has_government = neutrality fascism
		} {
			any_neighbor_country = {
				controls_state = 231
				owns_state = 231
				NOT = {
					is_in_faction_with = ROOT
					is_subject_of = ROOT
					has_war_with = ROOT
				}
			}
			any_other_country = {
				is_ally_with = ROOT
				any_neighbor_country = {
					controls_state = 231
					owns_state = 231
					NOT = {
						is_in_faction_with = ROOT
						is_subject_of = ROOT
						has_war_with = ROOT
					}
				}
			}
		}
	}
	bypass = {
		any_neighbor_country = {
			controls_state = 231
			owns_state = 231
			OR = {
				is_in_faction_with = ROOT
				is_subject_of = ROOT
				has_war_with = ROOT
			}
		}
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		create_wargoal = {
			type = take_state_focus
			target = 231
			 = .owner
			generator = {
				231
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_new_model_province
Constructs: prerequisite, limit, add_stability, completion_reward, cancel_if_invalid, is_in_faction, add_faction_influence_ratio
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = CHI_sea_new_model_province
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = CHI_sea_cooperation_with_the_nationalists
	}
	x = 1
	y = 1
	relative_position_id = CHI_sea_cooperation_with_the_nationalists
	cost = 5
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.1
		IF = {
			limit = {
				is_in_faction = yes
			}
			add_faction_influence_ratio = 0.01
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_cement_kaiser_power
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_cement_kaiser_power
	icon = GFX_goal_AUS_otto_von_habsburg
	relative_position_id = AUS_franz_ferdinand_legacy
	x = 2
	y = 1
	prerequisite = {
		focus = AUS_franz_ferdinand_legacy
	}
	mutually_exclusive = {
		focus = AUS_empower_the_parliament
	}
	cost = 5
	completion_reward = {
		add_timed_idea = {
			idea = AUS_cement_kaiser_power
			days = 365
		}
	}
}
### Entity: Unit Template
Component: COS_CV_HISTORICAL
Source: game
File: common/units/names_ships/COS_ship_names.txt

Code:
COS_CV_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CARRIERS
	for_countries = {
		COS
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	prefix = ARCR 
	fallback_name = Portaaviones %d
	unique = {
		República de Costa Rica Bahía Coronado
	}
}
### Entity: Modifier Reference
Component: PRC_28_bolshevik_faction_dynamic_modifier
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
PRC_28_bolshevik_faction_dynamic_modifier = {
	icon = GFX_idea_generic_communism_drift_bonus
	enable = {
		always = yes
	}
	faction_influence_contribution_factor = PRC_28_bolshevik_faction_dynamic_modifier_faction_influence_contribution_factor
	faction_influence_war_score_factor = PRC_28_bolshevik_faction_dynamic_modifier_faction_influence_war_score_factor
}
### Entity: Scripted Trigger
Component: controls_half_ethiopian_owned_states
Constructs: check_variable
Source: game
File: common/scripted_triggers/ETH_scripted_triggers.txt

Code:
controls_half_ethiopian_owned_states = {
	custom_trigger_tooltip = {
		tooltip = controls_50_percent_of_territory
		check_variable = {
			var = num_owned_controlled_states
			value = controlled_owned_50
			compare = greater_than_or_equals
		}
	}
}
### Entity: Modifier Reference
Construct: army_attack_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## army_attack_factor

* Number with 1 decimal places
* **Categories**: army, aggressive
### Entity: Character
Component: LAT_arturs_silgailis
Source: game
File: common/characters/LAT.txt

Code:
LAT_arturs_silgailis = {
	name = LAT_arturs_silgailis
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_2
		}
	}
	advisor = {
		slot = high_command
		idea_token = LAT_arturs_silgailis
		ledger = air
		allowed = {
			original_tag = LAT
		}
		traits = {
			air_close_air_support_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Scripted Effect
Component: EAI_DIFFICULTY_clear_custom_bonus_settings
Constructs: limit, set_temp_variable, check_variable, clear_variable
Source: game
File: common/scripted_effects/EAI_DIFFICULTY_effects.txt

Code:
EAI_DIFFICULTY_clear_custom_bonus_settings = {
	set_temp_variable = {
		custom_bonus_settings = @NUM_CUSTOM_BONUSES
	}
	while_loop_effect = {
		limit = {
			check_variable = {
				custom_bonus_settings = > 0
			}
		}
		meta_effect = {
			text = {
				clear_variable = Root.EAI_custom_bonus_[x]_temp
			}
			x = [?custom_bonus_settings]
		}
		subtract_from_temp_variable = {
			custom_bonus_settings = 1
		}
	}
}
### Entity: Unit Template
Component: MPL_CAV_01
Source: game
File: common/units/names_divisions/MPL_names_divisions.txt

Code:
MPL_CAV_01 = {
	name = Cavalry Divisions
	for_countries = {
		MPL
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %dth Levantine Cavalry Div.
	ordered = {
		1 = {
			%dst Levantine Cavalry Div.
		}
		2 = {
			%dnd Levantine Cavalry Div.
		}
		3 = {
			%drd Levantine Cavalry Div.
		}
		4 = {
			%dth Levantine Cavalry Div.
		}
		5 = {
			%dth Levantine Cavalry Div.
		}
		6 = {
			%dth Levantine Cavalry Div.
		}
		7 = {
			%dth Levantine Cavalry Div.
		}
		8 = {
			%dth Levantine Cavalry Div.
		}
		9 = {
			%dth Levantine Cavalry Div.
		}
		10 = {
			%dth Levantine Cavalry Div.
		}
		11 = {
			%dth Levantine Cavalry Div.
		}
		12 = {
			%dth Levantine Cavalry Div.
		}
		13 = {
			%dth Levantine Cavalry Div.
		}
		14 = {
			%dth Levantine Cavalry Div.
		}
		15 = {
			%dth Levantine Cavalry Div.
		}
		16 = {
			%dth Levantine Cavalry Div.
		}
		17 = {
			%dth Levantine Cavalry Div.
		}
		18 = {
			%dth Levantine Cavalry Div.
		}
		19 = {
			%dth Levantine Cavalry Div.
		}
		20 = {
			%dth Levantine Cavalry Div.
		}
		21 = {
			%dst Levantine Cavalry Div.
		}
		22 = {
			%dnd Levantine Cavalry Div.
		}
		23 = {
			%drd Levantine Cavalry Div.
		}
	}
}
### Entity: Unit Template
Component: ITA_MINELAYERS_HISTORICAL
Source: game
File: common/units/names_ships/ITA_ship_names.txt

Code:
ITA_MINELAYERS_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_MINELAYERS
	for_countries = {
		ITA
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser ship_hull_light destroyer
	}
	prefix = RN 
	fallback_name = Posamine %s
	unique = {
		Dardanelli Milazzo Ostia Legnano Lepanto Azio Brioni Buffoluto Lero Monte Gargano Panigaglia San Giusto Vallelunga
	}
}
### Entity: Scripted Effect
Component: CHI_modify_administration_modifier
Constructs: limit, check_variable
Source: game
File: common/scripted_effects/CHI_scripted_effects.txt

Code:
CHI_modify_administration_modifier = {
	if = {
		limit = {
			check_variable = {
				CHI_corrupt_administration_improved = < 3
			}
		}
		custom_effect_tooltip = CHI_modify_corruption_in_the_administration_tt
	}
	else = {
		custom_effect_tooltip = CHI_modify_reorganized_administration_tt
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_no_country_for_fascist_sympathisers
Constructs: prerequisite, add_stability, completion_reward, add_popularity
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_no_country_for_fascist_sympathisers
	icon = GFX_goal_MEN_eliminate_the_prince
	available = {
		fascism = < 0.1
	}
	prerequisite = {
		focus = MEN_compromise_with_nanjing
	}
	mutually_exclusive = {
		focus = MEN_reform_rather_then_change
	}
	x = -1
	y = 1
	relative_position_id = MEN_compromise_with_nanjing
	cost = 10
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		kill_country_leader = yes
		add_stability = -0.05
		add_popularity = {
			ideology = fascism
			popularity = -0.1
		}
		promote_character = {
			character = MEN_nima_odsor
			ideology = the_peoples_tutelage
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_INTERNAL_AFFAIRS FOCUS_FILTER_POLITICAL_CHARACTER
	}
}