Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: mtg_usa_civil_war_democrats.21
Constructs: is_triggered_only, division_template, every_owned_state, limit, add_stability, create_unit
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_civil_war_democrats.21
	title = mtg_usa_civil_war_democrats.21.t
	desc = mtg_usa_civil_war_democrats.21.desc
	picture = GFX_report_event_generic_rally2
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			every_owned_state = {
				limit = {
					OR = {
						state = 385 386 378
					}
				}
				event_target:USA_civil_war_democrats = {
					transfer_state = PREV
				}
			}
			event_target:USA_civil_war_democrats = {
				division_template = {
					name = Local Volunteers
					priority = 0
					division_names_group = USA_INF_01
					regiments = {
						infantry = {
							x = 0
							y = 0
						} {
							x = 0
							y = 1
						} {
							x = 0
							y = 2
						} {
							x = 1
							y = 0
						} {
							x = 1
							y = 1
						} {
							x = 1
							y = 2
						}
					}
				}
				385 = {
					create_unit = {
						division = name = "Oregon Volunteers" division_template = "Local Volunteers" start_experience_factor = 0
						owner = PREV
					} {
						division = name = "Oregon Volunteers" division_template = "Local Volunteers" start_experience_factor = 0
						owner = PREV
					} {
						division = name = "Oregon Volunteers" division_template = "Local Volunteers" start_experience_factor = 0
						owner = PREV
					} {
						division = name = "Oregon Volunteers" division_template = "Local Volunteers" start_experience_factor = 0
						owner = PREV
					}
				}
				386 = {
					create_unit = {
						division = name = "Washington Volunteers" division_template = "Local Volunteers" start_experience_factor = 0
						owner = PREV
					} {
						division = name = "Washington Volunteers" division_template = "Local Volunteers" start_experience_factor = 0
						owner = PREV
					} {
						division = name = "Washington Volunteers" division_template = "Local Volunteers" start_experience_factor = 0
						owner = PREV
					} {
						division = name = "Washington Volunteers" division_template = "Local Volunteers" start_experience_factor = 0
						owner = PREV
					}
				}
				378 = {
					create_unit = {
						division = name = "California Volunteers" division_template = "Local Volunteers" start_experience_factor = 0
						owner = PREV
					} {
						division = name = "California Volunteers" division_template = "Local Volunteers" start_experience_factor = 0
						owner = PREV
					} {
						division = name = "California Volun
# ... (truncated)
### Entity: Idea
Component: TUR_inventive_genius_hidden_idea
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/turkey.txt

Code:
TUR_inventive_genius_hidden_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {

	}
	removal_cost = -1
	research_bonus = {
		electronics = 0.1
	}
	modifier = {

	}
}
### Entity: Idea
Component: PRC_cultural_revolution_aftermath
Constructs: research_speed_factor, stability_factor, industrial_capacity_factory, removal_cost, conscription_factor
Source: game
File: common/ideas/prc.txt

Code:
PRC_cultural_revolution_aftermath = {
	removal_cost = -1
	picture = anti_soviet_pact
	allowed = {
		always = no
	}
	modifier = {
		industrial_capacity_factory = -0.5
		research_speed_factor = 1
		conscription_factor = -0.4
		stability_factor = -0.1
		political_power_factor = -0.5
		army_org_factor = -0.25
	}
}
### Entity: Character
Component: war_industry_miracle_worker
Source: game
File: common/country_leader/r56_traits.txt

Code:
war_industry_miracle_worker = {
	sprite = 10
	random = no
	production_lack_of_resource_penalty_factor = -0.1
	production_factory_max_efficiency_factor = 0.1
	production_factory_efficiency_gain_factor = 0.1
	industry_air_damage_factor = -0.1
	repair_speed_arms_factory_factor = 0.25
}
### Entity: National Focus
Tree: por_focus
Component: POR_colonial_assimilation_policy
Constructs: add_ideas, completion_reward, is_core_of
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_colonial_assimilation_policy
	available = {
		any_owned_state = {
			NOT = {
				is_core_of = ROOT
			}
		}
	}
	bypass = {

	}
	icon = GFX_focus_generic_military_academy
	x = 2
	y = 0
	cost = 10
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = POR_colonial_assimilation_policy
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_a_new_military_academy
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_a_new_military_academy
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_experiences_from_the_civil_war
	} {
		focus = SPR_restore_higher_education
	}
	icon = GFX_focus_generic_military_academy
	x = 0
	y = 2
	relative_position_id = SPR_experiences_from_the_civil_war
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 25
		swap_ideas = {
			remove_idea = SPR_professional_military_1
			add_idea = SPR_professional_military_2
		}
	}
}
### Entity: Decision
Component: RAJ_GOE_eic_hostile_takeover_cat
Constructs: has_completed_focus, is_raj_or_raj_inheritor, has_dlc
Source: game
File: common/decisions/categories/RAJ_GOE_decision_categories.txt

Code:
RAJ_GOE_eic_hostile_takeover_cat = {
	icon = GFX_decision_category_jap_intervene_in_china
	allowed = {
		is_raj_or_raj_inheritor = yes
		has_dlc = Graveyard of Empires
	}
	visible = {
		has_completed_focus = RAJ_hostile_takeover
	}
}
### Entity: Wiki Documentation
Construct: Summary
Source: wiki
File: wiki/Template%3ACountry_placeholder.html

Doc:
Summary
This template provides a placeholder for any countries that need it.

Retrieved from "http://www.hoi4wiki.com/index.php?title=Template:Country_placeholder&oldid=83"
### Entity: Character
Component: PAR_armaments_organizer
Constructs: has_dlc
Source: game
File: common/characters/PAR.txt

Code:
PAR_armaments_organizer = {
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_3
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = PAR_armaments_organizer
		allowed = {
			original_tag = PAR
			has_dlc = Trial of Allegiance
		}
		available = {

		}
		traits = {
			armaments_organizer
		}
	}
}
### Entity: Event
Component: wuw_GER_monroe.12
Constructs: is_triggered_only, limit, clr_country_flag
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_monroe.12
	title = wuw_GER_monroe.12.t
	desc = wuw_GER_monroe.12.desc
	picture = GFX_report_event_generic_panzer_attack
	is_triggered_only = yes
	option = {
		name = wuw_GER_monroe.12.a
		IF = {
			limit = {
				original_tag = GER
			}
			clr_country_flag = GER_destabilize_monroe_flag
		}
		ELSE_IF = {
			limit = {
				original_tag = USA
			}
			clr_country_flag = USA_save_monroe_flag
		}
	}
}
### Entity: Modifier Reference
Construct: carrier_night_traffic
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## carrier_night_traffic

* Number with 2 decimal places
* **Categories**: air
### Entity: Country History
Country: NCY
Component: NCY_misc
Constructs: set_convoys
Source: game
File: history/countries/NCY - Northern Cyprus.txt

Code:
# Misc for NCY
capital = 817
set_convoys = 10
### Entity: Event
Component: AAT_Sweden_flashpoints.18
Constructs: is_triggered_only, ai_chance, has_war_with, is_in_faction_with
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_flashpoints.18
	title = AAT_Sweden_flashpoints.18.t
	desc = AAT_Sweden_flashpoints.18.desc
	picture = GFX_report_event_soviet_tanks
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_flashpoints.18.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				is_in_faction_with = SOV
			}
		}
		FROM = {
			country_event = {
				id = AAT_Sweden_flashpoints.19
				days = 3
			}
		}
	} {
		name = AAT_Sweden_flashpoints.18.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				has_war_with = SOV
			}
		}
		FROM = {
			country_event = {
				id = AAT_Sweden_flashpoints.16
				days = 3
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/National_Focus.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 National Focus:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)National focus tree (redirect page) ‎ (← links | edit)
Italy ‎ (← links | edit)

National focus trees (redirect page) ‎ (← links | edit)
Faction ‎ (← links | edit)

National focuses (redirect page) ‎ (← links | edit)
Wargoal ‎ (← links | edit)

Focus tree (redirect page) ‎ (← links | edit)
United States ‎ (← links | edit)

National Foci (redirect page) ‎ (← links | edit)
Production ‎ (← links | edit)

Remilitarization of the Rhineland (redirect page) ‎ (← links | edit)
World tension ‎ (← links | edit)

National focus (redirect page) ‎ (← links | edit)
France ‎ (← links | edit)

Soviet Union ‎ (← links | edit)

United States ‎ (← links | edit)

Features ‎ (← links | edit)

Government ‎ (← links | edit)

Research ‎ (← links | edit)

Beta:Main ‎ (← links | edit)

World tension ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/National_Focus"
### Entity: Unit Template
Component: HISPANIC_OPERATIVE_CODENAME_HISTORICAL
Source: game
File: common/units/codenames_operatives/hispanic_operative_codenames.txt

Code:
HISPANIC_OPERATIVE_CODENAME_HISTORICAL = {
	name = HISPANIC_OPERATIVE_CODENAME_HISTORICAL
	for_countries = {
		PRU VEN COL ECU CUB ARG CHL SLV HON CUB DOM PAN PAR URG
	}
	type = codename
	fallback_name = Agent %d
	unique = {
		Ramon Diego Tornillo Horca Vasos Anteojos Lanza Perforar Naranja Pan Calcetines Plato Sierra Sombrero Tortuga
	}
}
### Entity: Unit Template
Component: BUL_SS_HISTORICAL
Source: game
File: common/units/names_ships/BUL_ship_names.txt

Code:
BUL_SS_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_SUBMARINES
	for_countries = {
		BUL
	}
	type = ship
	ship_types = {
		ship_hull_submarine submarine
	}
	fallback_name = Podvodnitsa %d
	unique = {
		Slava Pobeda Drazki Smeli Khrabri Strogi Letyashchi Shumni
	}
}
### Entity: Game Data
Component: i_like_those_odds
Constructs: has_completed_focus, has_country_flag, has_any_custom_difficulty_setting
Source: game
File: common/achievements/rt56-achievements.txt

Code:
i_like_those_odds = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = MPL
	}
	happened = {
		SYR = {
			has_country_flag = MPL_arab_declaring_war
		}
		JOR = {
			has_country_flag = MPL_arab_declaring_war
		}
		EGY = {
			has_country_flag = MPL_arab_declaring_war
		}
		original_tag = ISR
		has_completed_focus = ISR_win
	}
}
### Entity: Order of Battle
Component: Democratic Defense Brigade VII
Constructs: division_template
Source: game
File: history/units/SAF_D_civil_war.txt

Code:
division = {
	name = Democratic Defense Brigade VII
	location = 10415
	division_template = Democratic Defense Brigade
}
### Entity: Character
Component: SIE_aco2
Source: game
File: common/characters/SIE.txt

Code:
SIE_aco2 = {
	advisor = {
		slot = army_chief
		idea_token = SIE_aco2
		allowed = {
			original_tag = SIE
		}
		traits = {
			army_chief_organizational_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_4
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_tolerate_religious_groups
Constructs: prerequisite, limit, completion_reward, has_idea, swap_ideas, remove_idea, add_idea, add_popularity
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_tolerate_religious_groups
	icon = GFX_goal_red_monasteries
	prerequisite = {
		focus = MON_reject_choibalsan_advances
	}
	x = 0
	y = 1
	relative_position_id = MON_reject_choibalsan_advances
	cost = 5
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = MON_buddhist_opposition
			}
			swap_ideas = {
				remove_idea = MON_buddhist_opposition
				add_idea = MON_religious_tolerance_idea
			}
		}
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		MON_soviet_medium_influence_decrease_effect = yes
	}
	search_filters = {
		FOCUS_FILTER_INFLUENCE_DECREASE
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_absorb_the_uap
Constructs: prerequisite, has_government, completion_reward, add_political_power
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_absorb_the_uap
	icon = GFX_focus_AST_absorb_the_uap
	prerequisite = {
		focus = AST_in_from_the_cold
	}
	relative_position_id = AST_in_from_the_cold
	x = -1
	y = 1
	cost = 5
	available = {
		has_government = fascism
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 75
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor generic_skip_one_line_tt generic_skip_one_line_tt
		show_ideas_tooltip = AST_billy_hughes AST_arthur_fadden
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER
	}
}
### Entity: Unit Template
Component: PRU_CV_HISTORICAL
Source: game
File: common/units/names_ships/PRU_ship_names.txt

Code:
PRU_CV_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CARRIERS
	for_countries = {
		PRU
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	prefix = BAP 
	fallback_name = Portaaviones %d
	unique = {
		República del Perú Los Andes Cordillera Occidental
	}
}
### Entity: Order of Battle
Component: 10. Landsturmregiment
Constructs: division_template
Source: game
File: history/units/GER_German_Civil_War_neutrality.txt

Code:
division = {
	name = 10. Landsturmregiment
	location = 3397
	division_template = Landsturmregiment
}
### Entity: Effect Reference
Construct: Add_equipment_bonuses:
Constructs: Add_equipment_bonuses:, add_equipment_bonus, equipment_bonus
Source: vanilla_docs
File: common/doctrines/grand_doctrines/_documentation.md

Doc:
### Add equipment bonuses:

(Note: use this instead of the add_equipment_bonus effect, since the effect will not remove the bonus if the doctrine is changed)
```
equipment_bonus = {
    capital_ship = {
        naval_range = 0.10
        instant = yes
    }
}
```
### Entity: Idea
Component: CHL_compania_manufacura_cartones
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/chile.txt

Code:
CHL_compania_manufacura_cartones = {
	picture = CHL_cmpc
	allowed = {
		original_tag = CHL
		has_dlc = Trial of Allegiance
	}
	available = {
		has_completed_focus = CHL_expand_the_forestry
	}
	visible = {

	}
	research_bonus = {
		industry = 0.05
	}
	traits = {
		forestry_company
	}
	modifier = {

	}
}
### Entity: Shared Focus
Tree: kmt_focus
Component: KMT_ideological_education
Constructs: shared_focus, prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/the_national_catastrophe_shared.txt

Code:
shared_focus = {
	id = KMT_ideological_education
	icon = GFX_focus_GER_propaganda_master
	prerequisite = {
		focus = KMT_deal_with_unrest
	}
	available = {

	}
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	relative_position_id = KMT_deal_with_unrest
	completion_reward = {
		swap_ideas = {
			remove_idea = KMT_unpopular_government
			add_idea = KMT_unpopular_government2
		}
	}
}
### Entity: Scripted Effect
Component: ITA_add_long_range_aircraft_templates
Constructs: create_equipment_variant
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_add_long_range_aircraft_templates = {
	create_equipment_variant = {
		name = Ro.58
		type = small_plane_airframe_2
		parent_version = 0
		modules = {
			fixed_main_weapon_slot = aircraft_cannon_1_2x
			fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_2x
			fixed_auxiliary_weapon_slot_2 = aircraft_cannon_1_1x
			engine_type_slot = engine_3_2x
			special_type_slot_1 = fuel_tanks_small
			special_type_slot_2 = hmg_defense_turret
		}
		icon = GFX_ITA_heavy_fighter2_medium
	} {
		name = P.108
		type = large_plane_airframe_2
		parent_version = 0
		modules = {
			fixed_main_weapon_slot = large_bomb_bay
			fixed_auxiliary_weapon_slot_1 = large_bomb_bay
			special_type_slot_1 = hmg_defense_turret_2x
			special_type_slot_2 = hmg_defense_turret_2x
			engine_type_slot = engine_3_4x
		}
		icon = GFX_ITA_strategic_bomber3_medium
	} {
		name = CANTZ.511
		type = large_plane_maritime_patrol_plane_airframe_2
		parent_version = 0
		modules = {
			fixed_main_weapon_slot = torpedo_mounting
			fixed_auxiliary_weapon_slot_1 = torpedo_mounting
			fixed_auxiliary_weapon_slot_3 = large_bomb_bay
			special_type_slot_1 = hmg_defense_turret_2x
			special_type_slot_2 = hmg_defense_turret_2x
			special_type_slot_3 = hmg_defense_turret_2x
			special_type_slot_4 = flying_boat_large
			engine_type_slot = engine_3_4x
		}
		icon = GFX_ITA_strategic_bomber1_medium
	}
}
### Entity: Order of Battle
Component: Submarine Base Force
Source: game
File: history/units/USA_1936_naval_legacy.txt

Code:
fleet = {
	name = Submarine Base Force
	naval_base = 1562
	task_force = {
		name = Submarine Base Force
		location = 1562
		ship = {
			name = USS Richmond
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS Litchfield
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = USA
				}
			}
		}
	} {
		name = 4th Submarine Squadron
		location = 4180
		ship = {
			name = USS Argonaut
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = USA
					version_name = Barracuda Class
				}
			}
		} {
			name = USS S-1
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS S-18
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS S-23
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS S-27
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS S-28
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS S-34
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS S-35
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS S-31
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS S-32
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS S-33
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = USA
				}
			}
		}
	} {
		name = 6th Submarine Squadron
		location = 1562
		ship = {
			name = USS Barracuda
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = USA
					version_name = Barracuda Class
				}
			}
		} {
			name = USS Bass
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = USA
					version_name = Barracuda Class
				}
			}
		} {
			name = USS Bonita
			d
# ... (truncated)
### Entity: Scripted Trigger
Component: USA_atlantic_foothold_threatened
Source: game
File: common/scripted_triggers/USA_scripted_triggers.txt

Code:
USA_atlantic_foothold_threatened = {
	any_enemy_country = {
		OR = {
			controls_state = 100 101 331 332 464 696 315 690 693 318 319 686 689 691
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_DESIGN_MARINE_amphibious_heavy_armor_production_focus
Constructs: has_tech
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_design_triggers.txt

Code:
EAI_DESIGN_MARINE_amphibious_heavy_armor_production_focus = {
	EAI_amphibious_tech_focus = yes
	EAI_heavy_amphibious_armor_focus = yes
	has_tech = amphibious_drive
}
### Entity: National Focus
Tree: mon_focus
Component: MON_launch_peoples_uprising
Constructs: division_template, prerequisite, limit, has_war_with, completion_reward, is_subject, is_in_faction_with, is_controlled_by
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_launch_peoples_uprising
	icon = GFX_goal_ussr_revolt
	x = 0
	y = 1
	relative_position_id = MON_infiltrate_transural_region
	cost = 10
	prerequisite = {
		focus = MON_infiltrate_transural_region MON_plea_to_the_russian_far_east MON_increase_presence_in_caucasus
	}
	available = {
		is_subject = no
		NOT = {
			is_in_faction_with = SOV
			has_war_with = SOV
		}
		any_state = {
			custom_trigger_tooltip = {
				tooltip = MON_state_behind_the_urals_steppe_causasus_tt
				OR = {
					region = 148 149 147 151 14 136 134
					state = 406 407
				}
			}
			is_controlled_by = SOV
		}
	}
	bypass = {
		has_war_with = SOV
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		MON = {
			declare_war_on = {
				target = SOV
				type = topple_government
			}
		} {
			division_template = {
				name = Nationaliy Osvoboditelniy Batallion
				division_names_group = SOV_INF_01
				is_locked = no
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 0
						y = 3
					} {
						x = 1
						y = 0
					}
				}
				support = {
					engineer = {
						x = 0
						y = 1
					}
				}
			} {
				name = Nationalnaya Osvoboditelnaya Brigada
				division_names_group = SOV_INF_01
				is_locked = no
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 0
						y = 3
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					} {
						x = 1
						y = 3
					} {
						x = 2
						y = 0
					}
					artillery_brigade = {
						x = 2
						y = 1
					}
				}
				support = {
					artillery = {
						x = 0
						y = 0
					}
					engineer = {
						x = 0
						y = 1
					}
				}
			}
		}
		custom_effect_tooltip = MON_infiltration_effects_tooltips
		every_state = {
			limit = {
				OR = {
					region = 148 149 147 151 14 136 134
					state = 406 407
				}
				is_controlled_by = SOV
				has_state_flag = MON_infiltration_level_1
			}
			custom_effect_tooltip = MON_infiltration_level_1_effect
			hidden_effect = {
				if = {
					limit = {
						non_damaged_building_level = {
							building = industrial_complex
							level = > 0
						}
					}
					damage_building = {
						type = industrial_complex
						damage = 0.9
					}
				} {
					limit = {
					
# ... (truncated)