Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted GUI
Component: scripted_gui
Constructs: limit, has_country_flag, has_variable, clr_country_flag, clear_variable
Source: game
File: common/scripted_guis/EAI_stockpile_scripted_gui.txt

Code:
scripted_gui = {
	EAI_stockpile = {
		context_type = player_context
		window_name = EAI_stockpile_window
		dirty = ROOT.EAI_refresh_gui
		visible = {
			has_country_flag = EAI_config_STOCKPILE
			has_variable = EAI_configuration_target
		}
		effects = {
			EAI_stockpile_close_button_click = {
				clr_country_flag = EAI_config_STOCKPILE
				if = {
					limit = {
						NOT = {
							has_country_flag = EAI_config_ARMY
						}
					}
					clear_variable = EAI_configuration_target
				}
				EAI_clear_stockpile_variables = yes
				EAI_refresh_gui = yes
			}
		}
		triggers = {

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

Code:
famous_aviator = {
	random = no
	equipment_bonus = {
		medium_plane_airframe = {
			air_range = 0.05
		}
		small_plane_airframe = {
			air_range = 0.05
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Military Industrial Organization
Component: AFG_aircraft_organization
Constructs: has_country_flag, has_dlc
Source: game
File: common/military_industrial_organization/organizations/AFG_organization.txt

Code:
AFG_aircraft_organization = {
	include = generic_general_aircraft_organization
	allowed = {
		has_dlc = Graveyard of Empires
		tag = AFG
	}
	available = {
		AFG = {
			has_country_flag = afg_aircraft_factory_mio
		}
	}
}
### Entity: Idea
Component: bra_motorized_equipment_manufacturer
Constructs: has_completed_focus, limit, has_allowed_idea_with_traits, removal_cost, research_bonus
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_motorized_equipment_manufacturer = {
	picture = fnm
	allowed = {
		tag = BRA
		NOT = {
			has_allowed_idea_with_traits = {
				idea = motorized_equipment_manufacturer
				limit = 1
			}
		}
	}
	available = {
		has_completed_focus = BRA_R56_motorize_the_army
	}
	cost = 150
	removal_cost = 10
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3AIcon.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects

The following pages link to Template:Icon:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)France (transclusion) ‎ (← links | edit)

United States (transclusion) ‎ (← links | edit)

Ideas (transclusion) ‎ (← links | edit)

Construction (transclusion) ‎ (← links | edit)

Land units (transclusion) ‎ (← links | edit)

Production (transclusion) ‎ (← links | edit)

Manpower (transclusion) ‎ (← links | edit)

Template:Icon/doc (transclusion) ‎ (← links | edit)

Template:Icon (transclusion) ‎ (← links | edit)

Category:Pages with unrecognized icon strings ‎ (← links | edit)

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Template:Icon"
### Entity: Effect Reference
Construct: set_stability
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_stability

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Sets the stability to the country in scope. Example: set_stability = 80
```
### Entity: Character
Component: GXC_feng_huang
Source: game
File: common/characters/GXC.txt

Code:
GXC_feng_huang = {
	name = Feng Huang
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_1
		}
	}
	advisor = {
		slot = air_chief
		idea_token = GXC_feng_huang
		allowed = {
			OR = {
				original_tag = GXC GDC
			}
		}
		traits = {
			air_chief_ground_support_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	} {
		cost = 100
		slot = theorist
		idea_token = GXC_feng_huang2
		ledger = air
		allowed = {
			original_tag = GXC
		}
		traits = {
			air_warfare_theorist
		}
	}
}
### Entity: AI Strategy
Component: EAI_GER_more_subs
Constructs: check_variable
Source: game
File: common/ai_strategy/GER_EAI.txt

Code:
EAI_GER_more_subs = {
	allowed = {
		tag = GER
	}
	enable = {
		check_variable = {
			EAI_FOCUS/NAVY/naval_doctrine = global.EAI_TI_DOCTRINE
		} {
			EAI_FOCUS/NAVY/submarine = global.EAI_ON
		} {
			num_ships_with_type@destroyer = < 75
		}
		num_of_naval_factories = > 8
	}
	abort = {
		NOT = {
			AND = {
				num_of_naval_factories = > 8
				check_variable = {
					num_ships_with_type@destroyer = < 100
				}
			}
		}
	}
	ai_strategy = {
		type = role_ratio
		id = naval_submarine
		value = 500
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_understanding_blitzkreig_doctine
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, add_doctrine_cost_reduction, is_subject_of, has_dlc
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_understanding_blitzkreig_doctine
	icon = GFX_focus_BRA_acquire_german_tanks
	prerequisite = {
		focus = MEN_embrace_horses_of_steel
	}
	relative_position_id = MEN_embrace_horses_of_steel
	x = -1
	y = 1
	cost = 8
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		army_experience = 25
		add_doctrine_cost_reduction = {
			name = MEN_understanding_blitzkreig_doctine
			cost_reduction = 0.5
			uses = 2
			category = cat_mobile_warfare
		}
		if = {
			limit = {
				is_subject_of = JAP
			}
			if = {
				limit = {
					has_dlc = No Step Back
				}
				add_equipment_to_stockpile = {
					type = light_tank_chassis
					amount = 30
					producer = JAP
				}
				else = {
					add_equipment_to_stockpile = {
						type = light_tank_equipment_1
						amount = 30
						producer = JAP
					}
				}
			}
		}
		else = {
			if = {
				limit = {
					has_dlc = No Step Back
				}
				add_equipment_to_stockpile = {
					type = light_tank_chassis
					amount = 30
					producer = GER
				}
				else = {
					add_equipment_to_stockpile = {
						type = light_tank_equipment_1
						amount = 30
						producer = GER
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT FOCUS_FILTER_ARMY_XP FOCUS_FILTER_RESEARCH
	}
}
### Entity: Trigger Reference
Construct: any_unit_leader
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## any_unit_leader

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Checks if at least one Unit Leader of the Country in scope matches the triggers.
tooltip=key can be defined to override title.
ex: GER = {
  any_unit_leader = {
	tooltip = my_loc_key # Optional
	include_invisible = yes # Optional - default = no
    ... character scope triggers ...
  }
}
```
### Entity: Event
Component: tfv_south_africa.83
Constructs: is_triggered_only, ai_chance, limit, set_politics, add_popularity, add_to_faction
Source: game
File: events/TFV_South_Africa.txt

Code:
country_event = {
	id = tfv_south_africa.83
	title = tfv_south_africa.83.t
	desc = tfv_south_africa.83.d
	picture = GFX_report_event_african_soldiers
	is_triggered_only = yes
	option = {
		name = tfv_south_africa.64.a
		ai_chance = {
			base = 100
		}
		CAR = {
			if = {
				limit = {
					SAF = {
						controls_state = 660
					}
				}
				transfer_state = 660
			}
		}
		SAF = {
			puppet = CAR
		}
	} {
		name = tfv_south_africa.64.b
		ai_chance = {
			base = 0
		}
		CAR = {
			if = {
				limit = {
					SAF = {
						controls_state = 660
					}
				}
				transfer_state = 660
			}
			hidden_effect = {
				set_politics = {
					ruling_party = communism
					elections_allowed = no
				}
				add_popularity = {
					ideology = communism
					popularity = 0.75
				}
			}
		}
		SAF = {
			add_to_faction = CAR
		}
	}
}
### Entity: Achievement
Component: cradle_of_civilization
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, has_stability
Source: game
File: common/achievements.txt

Code:
cradle_of_civilization = {
	id = 240
	possible = {
		tag = IRQ
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		IRQ = {
			has_stability = > 0.999
			all_core_state = {
				OR = {
					impassable = yes
					infrastructure = > 4
				}
			}
		}
	}
}
### Entity: Event
Component: BBA_ethiopia_communist_events.02
Constructs: is_triggered_only, ai_chance, complete_national_focus
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_communist_events.02
	title = BBA_ethiopia_communist_events.02.t
	desc = BBA_ethiopia_communist_events.02.desc
	is_triggered_only = yes
	picture = GFX_report_event_spr_anarchists2
	option = {
		name = BBA_ethiopia_communist_events.02.a
		ai_chance = {
			base = 10
		}
		uncomplete_national_focus = {
			focus = ETH_soviet_aid
			uncomplete_children = yes
		}
		complete_national_focus = ETH_callout_to_the_world
	}
}
### Entity: Idea
Component: EAI_DD_20/cv_small_plane_cas_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_20/cv_small_plane_cas_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_cas_airframe = {
			build_cost_ic = -0.2
			instant = yes
		}
	}
}
### Entity: Character
Component: BCO_thomas_uphill
Source: game
File: common/characters/BCO.txt

Code:
BCO_thomas_uphill = {
	name = BCO_thomas_uphill
	portraits = {
		civilian = {
			large = gfx/leaders/r56_generic/r56_portrait_generic_politician_europe_3.dds
		}
	}
	country_leader = {
		ideology = marxism
		expire = 1965.1.1
		id = -1
		traits = {
			r56_trait_opposed_to_fascism
		}
	}
}
### Entity: Character
Component: HUN_istvan_friedrich
Constructs: has_government
Source: game
File: common/characters/HUN.txt

Code:
HUN_istvan_friedrich = {
	name = HUN_istvan_friedrich
	portraits = {
		civilian = {
			small = GFX_portrait_HUN_istvan_friedrich_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = HUN_istvan_friedrich
		allowed = {
			original_tag = HUN
		}
		available = {
			NOT = {
				has_government = communism
			}
		}
		traits = {
			captain_of_industry
		}
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: Idea
Component: sicrem
Constructs: research_bonus
Source: game
File: common/ideas/french_indochina.txt

Code:
sicrem = {
	picture = FRI_sicrem
	allowed = {
		original_tag = FRI
	}
	research_bonus = {
		electronics = 0.15
	}
	traits = {
		electronics_concern
	}
	modifier = {

	}
}
### Entity: Event
Component: wuw_GER_reichskommissariats.9
Constructs: is_triggered_only, ai_chance, add_political_power, add_core_of, add_compliance
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_reichskommissariats.9
	title = wuw_GER_reichskommissariats.9.t
	desc = wuw_GER_reichskommissariats.9.desc
	picture = GFX_report_event_fascist_speech
	is_triggered_only = yes
	option = {
		name = wuw_GER_reichskommissariats.9.a
		ai_chance = {
			base = 80
		}
		add_political_power = -75
		custom_effect_tooltip = generic_skip_one_line_tt
		829 = {
			transfer_state_to = ROOT
			add_core_of = ROOT
		}
	} {
		name = wuw_GER_reichskommissariats.9.b
		trigger = {
			RKM = {
				exists = yes
			}
		}
		ai_chance = {
			base = 20
		}
		829 = {
			transfer_state_to = RKM
			add_compliance = 45
		}
	} {
		name = wuw_GER_reichskommissariats.9.c
		trigger = {
			RKT = {
				exists = yes
			}
		}
		ai_chance = {
			base = 0
		}
		829 = {
			transfer_state_to = RKT
			add_compliance = 45
		}
	}
}
### Entity: Unit Template
Component: NOR_MEC_01
Source: game
File: common/units/names_divisions/NOR_names_divisions.txt

Code:
NOR_MEC_01 = {
	name = Mechanized Division
	for_countries = {
		NOR
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		NOR_INF_01
	}
	fallback_name = %d. Mekaniserte Divisjon
	ordered = {
		1 = {
			%d. Mekaniserte Divisjon
		}
		2 = {
			%d. Mekaniserte Divisjon
		}
		3 = {
			%d. Mekaniserte Divisjon
		}
		4 = {
			%d. Mekaniserte Divisjon
		}
		5 = {
			%d. Mekaniserte Divisjon
		}
		6 = {
			%d. Mekaniserte Divisjon
		}
		7 = {
			%d. Mekaniserte Divisjon
		}
		8 = {
			%d. Mekaniserte Divisjon
		}
		9 = {
			%d. Mekaniserte Divisjon
		}
		10 = {
			%d. Mekaniserte Divisjon
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_a_pan_asian_diet
Constructs: prerequisite, add_ideas, has_government, completion_reward, is_subject, is_faction_leader, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_a_pan_asian_diet
	icon = GFX_focus_JAP_a_pan_asian_diet
	x = 2
	y = 2
	relative_position_id = JAP_the_minitry_of_pan_asian_development
	prerequisite = {
		focus = JAP_the_minitry_of_pan_asian_development
	} {
		focus = JAP_a_common_currency_for_all_of_asia
	} {
		focus = JAP_educate_the_peasants
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = communism
		is_subject = no
		is_faction_leader = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = JAP_pan_asian_union_idea
	}
}
### Entity: Modifier Reference
Component: steel_mines_critically_damaged_modifier
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
steel_mines_critically_damaged_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_sabotaged_resource
	state_resources_steel_factor = -0.75
}
### Entity: AI Strategy
Component: HOL_distracted_garrison_1050
Constructs: limit, is_subject_of, is_owned_by, has_state_flag
Source: game
File: common/ai_strategy/HOL.txt

Code:
HOL_distracted_garrison_1050 = {
	allowed = {
		OR = {
			original_tag = HOL INS
		}
	}
	enable = {
		if = {
			limit = {
				original_tag = INS
			}
			is_subject_of = HOL
		}
		1050 = {
			OR = {
				is_owned_by = HOL event_target:INS_dutch_indonesia
			}
			has_state_flag = INS_feint_uprising
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.25
		states = {
			1050
		}
		subtract_fronts_from_need = no
		subtract_invasions_from_need = yes
	} {
		type = put_unit_buffers
		ratio = -10
		states = {
			1048 1049
		}
		subtract_fronts_from_need = no
		subtract_invasions_from_need = yes
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_army_maneuvers
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_doctrine_cost_reduction
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_army_maneuvers
	icon = GFX_goal_generic_army_doctrines
	prerequisite = {
		focus = YUG_army_modernization
	}
	x = 4
	y = 1
	relative_position_id = YUG_army_modernization
	cost = 10
	ai_will_do = {
		factor = 70
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = YUG_army_maneuvers
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
}
### Entity: Character
Component: GXC_li_pinxian
Source: game
File: common/characters/GXC.txt

Code:
GXC_li_pinxian = {
	name = Li Pinxian
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_6
		}
	}
	advisor = {
		slot = high_command
		idea_token = GXC_li_pinxian
		ledger = army
		allowed = {
			OR = {
				original_tag = GXC GDC
			}
		}
		traits = {
			army_artillery_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		traits = {
			caring_leader
		}
		skill = 2
		attack_skill = 1
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
	}
}
### Entity: Event
Component: AAT_Sweden.5
Constructs: is_triggered_only, random_days
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden.5
	title = AAT_Sweden.5.t
	desc = AAT_Sweden.5.desc
	picture = GFX_report_event_german_troops_paris
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			country_event = {
				id = AAT_Sweden.6
				days = 12
				random_days = 5
			}
		}
	}
	option = {
		name = AAT_Sweden.5.a
	}
}
### Entity: Character
Component: SWE_axel_pehrssonbramstorp
Constructs: is_country_leader
Source: game
File: common/characters/SWE.txt

Code:
SWE_axel_pehrssonbramstorp = {
	name = SWE_axel_pehrssonbramstorp
	portraits = {
		civilian = {
			large = GFX_portrait_SWE_axel_pehrsson_bramstorp
			small = GFX_portrait_SWE_axel_pehrsson_bramstorp_small
		}
	}
	country_leader = {
		ideology = liberalism
		expire = 1965.1.1.1
		traits = {
			SWE_support_party_in_power SWE_rearnament_proponent
		}
		id = -1
	}
	advisor = {
		slot = political_advisor
		idea_token = SWE_axel_pehrssonbramstorp
		allowed = {
			original_tag = SWE
		}
		traits = {
			SWE_minister_of_agriculture
		}
		available = {
			is_country_leader = no
		}
		visible = {
			always = yes
		}
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_liberal_amnesty
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_liberal_amnesty
	icon = GFX_goal_generic_improve_relations
	prerequisite = {
		focus = HON_stabilize_economy
	}
	x = 20
	y = 4
	cost = 10
	ai_will_do = {
		base = 10
	}
	completion_reward = {
		add_ideas = liberty_ethos_focus
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_indian_cruiser_development
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_indian_cruiser_development
	icon = GFX_focus_generic_cruiser2
	prerequisite = {
		focus = RAJ_found_scindia_shipyard_dlc
	}
	x = 3
	y = 3
	relative_position_id = RAJ_royal_indian_navy_dlc
	cost = 5
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			bonus = 1
			uses = 1
			category = mio_cat_tech_all_cruiser_and_modules
		}
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_mass_transit
Constructs: add_equipment_to_stockpile, prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_mass_transit
	prerequisite = {
		focus = ETH_communal_education ETH_seize_the_means
	}
	relative_position_id = ETH_communal_education
	x = 0
	y = 1
	icon = GFX_focus_POL_warsaw_main_station
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		add_equipment_to_stockpile = {
			type = train_equipment
			amount = 30
			producer = ETH
		}
		add_tech_bonus = {
			name = ETH_mass_transit
			bonus = 1
			uses = 1
			category = train_tech
		}
		ETH_BOP_decentralization_large_effect = yes
		add_ideas = ETH_mass_transit_idea
	}
}
### Entity: AI Strategy
Component: HUN_heavy_tank_anti_air
Constructs: has_war, has_tech
Source: game
File: common/ai_equipment/HUN_tank.txt

Code:
HUN_heavy_tank_anti_air = {
	category = land
	blocked_for = {

	}
	available_for = {
		HUN
	}
	roles = {
		land_heavy_tank_anti_air
	}
	priority = {
		factor = 5
		modifier = {
			NOT = {
				has_tech = fighter2
			}
			any_enemy_country = {
				has_tech = fighter2
			}
			factor = 3
		}
	}
	heavy_tank_anti_air_1 = {
		priority = {
			factor = 1
		}
		enable = {
			has_tech = interwar_antiair
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = heavy_tank_aa_chassis_1
			modules = {
				main_armament_slot = tank_anti_air_cannon
				turret_type_slot = tank_heavy_two_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 3
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_anti_air_cannon tank_heavy_two_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	heavy_tank_anti_air_2 = {
		priority = {
			factor = 2
		}
		enable = {
			has_tech = antiair2
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = heavy_tank_aa_chassis_2
			modules = {
				main_armament_slot = tank_anti_air_cannon_2
				turret_type_slot = tank_heavy_two_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 2
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_anti_air_cannon_2 tank_heavy_two_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	heavy_tank_anti_air_3 = {
		priority = {
			factor = 2
		}
		enable = {
			has_tech = antiair5
		}
		history = yes
		target_variant = {
			match_value = 2500
			type = heavy_tank_aa_chassis_3
			modules = {
				main_armament_slot = tank_anti_air_cannon_3
				turret_type_slot = tank_heavy_two_man_tank_turret
				suspension_typ
# ... (truncated)
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/TMS_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 3
	}
	location = 8099
	division_template = Infantry Brigade
	start_experience_factor = 0.0
	start_equipment_factor = 0.7
}
### Entity: Idea
Component: CAY_pot
Source: game
File: common/ideas/cayenne.txt

Code:
CAY_pot = {
	picture = generic_political_advisor_african_2
	allowed = {
		original_tag = CAY
	}
	traits = {
		prince_of_terror
	}
}
### Entity: Event
Component: naw_norway.39
Constructs: is_triggered_only
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.39
	title = naw_norway.39.t
	desc = naw_norway.39.d
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = naw_norway.39.a
	}
}
### Entity: National Focus
Component: ah_military_youth
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, add_popularity
Source: game
File: common/national_focus/austro_hungarian_releasable_shared.txt

Code:
focus = {
	id = ah_military_youth
	icon = GFX_goal_generic_more_territorial_claims
	prerequisite = {
		focus = ah_militarism
	}
	x = 0
	y = 1
	relative_position_id = ah_militarism
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = military_youth_focus
		if = {
			limit = {
				has_government = fascism
			}
			add_popularity = {
				ideology = fascism
				popularity = 0.2
			}
		} {
			limit = {
				has_government = communism
			}
			add_popularity = {
				ideology = communism
				popularity = 0.2
			}
		}
	}
}