Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: SPR_spain.7
Constructs: has_war, has_government, fire_only_once, add_political_power, has_global_flag, has_intelligence_agency, create_operative_leader
Source: game
File: events/SPR_spain.txt

Code:
country_event = {
	id = SPR_spain.7
	title = SPR_spain.7.t
	desc = SPR_spain.7.desc
	picture = GFX_report_event_spain_civil_war_soldiers
	fire_only_once = yes
	trigger = {
		has_global_flag = scw_over
		original_tag = USA
		has_intelligence_agency = yes
		NOT = {
			has_government = communism
		}
		SOV = {
			focus_progress = {
				focus = SOV_the_anti_soviet_trotskyist_center
				progress = > 0
			}
		}
		has_war = no
		date = < 1940.05.05
	}
	mean_time_to_happen = {
		days = 160
	}
	option = {
		name = SPR_spain.7.a
	} {
		name = SPR_spain.7.b
		USA = {
			add_political_power = -50
			create_operative_leader = {
				name = Alexander Mikhailovich Orlov
				gfx = GFX_portrait_europe_generic_operative_m_13
				traits = {
					operative_double_agent
				}
				bypass_recruitment = no
				available_to_spy_master = yes
				nationalities = {
					SOV BLR ISR
				}
			}
		}
	}
}
### Entity: Idea
Component: AFG_national_tank_industry
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_national_tank_industry = {
	picture = man_five_year_plan_tank
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	equipment_bonus = {
		light_tank_chassis = {
			instant = yes
			build_cost_ic = -0.15
			reliability = -0.05
		}
		medium_tank_chassis = {
			instant = yes
			build_cost_ic = -0.1
			reliability = -0.1
		}
		heavy_tank_chassis = {
			instant = yes
			build_cost_ic = -0.05
			reliability = -0.15
		}
	}
}
### Entity: Faction
Component: joining_rule_neighbors_only
Constructs: has_war, has_government, is_in_faction_with
Source: game
File: common/factions/rules/joining_rules.txt

Code:
joining_rule_neighbors_only = {
	type = joining_rules
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			has_government = neutrality
			has_war = no
		}
	}
	trigger = {
		any_neighbor_country = {
			is_in_faction_with = FROM
		}
	}
	modifier = {
		enemy_justify_war_goal_time = 0.2
	}
}
### Entity: Character
Component: BUL_nikola_hadzipetkov
Constructs: has_completed_focus, has_government, has_dlc
Source: game
File: common/characters/BUL.txt

Code:
BUL_nikola_hadzipetkov = {
	instance = {
		allowed = {
			has_dlc = Battle for the Bosporus
		}
		advisor = {
			slot = army_chief
			idea_token = BUL_nikola_hadzipetkov
			allowed = {
				has_dlc = Battle for the Bosporus
				original_tag = BUL
			}
			available = {
				NOT = {
					has_completed_focus = BUL_join_the_tripartite_pact
				} {
					has_government = fascism
				}
			}
			traits = {
				army_chief_drill_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
				modifier = {
					factor = 0.1
					BUL_save_money_for_decisions = yes
				}
			}
		}
		name = BUL_nikola_hadzipetkov
		corps_commander = {
			traits = {
				brilliant_strategist infantry_officer organizer
			}
			skill = 4
			attack_skill = 2
			defense_skill = 4
			planning_skill = 4
			logistics_skill = 3
			legacy_id = 1203
		}
		portraits = {
			army = {
				small = GFX_idea_bul_nikola_hadzipetkov
				large = GFX_portrait_bul_nikola_hadzipetkov
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Battle for the Bosporus
			}
		}
		advisor = {
			slot = army_chief
			idea_token = BUL_nikola_hadzipetkov
			allowed = {
				NOT = {
					has_dlc = Battle for the Bosporus
				}
				original_tag = BUL
			}
			traits = {
				army_chief_drill_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		name = BUL_nikola_hadzipetkov
		portraits = {
			army = {
				small = GFX_idea_generic_army_europe_3
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PC_build_refineries_STRATEGIES
Constructs: has_war, limit, set_temp_variable, check_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_misc.txt

Code:
EAI_PC_build_refineries_STRATEGIES = {
	set_temp_variable = {
		EAI_PC_build_refineries_STRATEGIES = 0
	}
	if = {
		limit = {
			OR = {
				AND = {
					tag = SOV
					has_war = yes
					check_variable = {
						EAI_rubber_resource_shortage = 3
					}
				}
			}
		}
		set_temp_variable = {
			EAI_PC_build_refineries_STRATEGIES = 1
		}
	}
}
### Entity: Effect Reference
Construct: free_random_operative
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## free_random_operative

* Supported Scopes: COUNTRY
* Supported Targets: any

```
Free a random captured operative of a certain tag by a certain tag
Can be used from a country scope of the operative in question.
`all` is optional, default value is no - if set to yes it will free all operatives captured by the target country
GER = { free_random_operative = { all = yes captured_by = ENG } }

```
### Entity: National Focus
Tree: ice_focus
Component: ICE_by_air
Constructs: prerequisite, completion_reward, add_tech_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_by_air
	icon = GFX_focus_generic_paratrooper
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = ICE_look_into_special
	}
	x = 31
	y = 3
	completion_reward = {
		add_tech_bonus = {
			name = ICE_paratrooper_forces
			bonus = 1
			ahead_reduction = 1
			uses = 1
			category = para_tech
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_doctrine_cost_reduction = {
			name = ICE_air_landings
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_encourage_unionism
Constructs: prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_encourage_unionism
	icon = GFX_focus_YUG_pan_slavic_congress
	x = 3
	y = 1
	prerequisite = {
		focus = COG_found_the_congolese_national_movement COG_national_committee_for_liberation
	}
	relative_position_id = COG_found_the_congolese_national_movement
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	cost = 5
	bypass = {

	}
	available = {
		NOT = {
			has_government = fascism
		}
	}
	completion_reward = {
		add_ideas = COG_unionism_idea
	}
}
### Entity: Military Industrial Organization
Component: FRA_panhard_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/FRA_organization.txt

Code:
FRA_panhard_organization = {
	include = generic_armored_car_organization
	icon = GFX_idea_FRA_panhard
	allowed = {
		tag = FRA
		has_dlc = La Resistance
	}
}
### Entity: Idea
Component: JAP_sufu_materials
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_sufu_materials = {
	picture = SWE_hungershield
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		stability_factor = -0.1
		production_factory_efficiency_gain_factor = 0.05
		production_factory_max_efficiency_factor = 0.05
		production_lack_of_resource_penalty_factor = -0.05
	}
}
### Entity: Character
Component: personal_union_trait
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
personal_union_trait = {
	random = no
	sprite = 13
	stability_factor = 0.1
	autonomy_gain_global_factor = -0.5
}
### Entity: Decision
Component: naval_decision_category
Constructs: has_country_flag, fire_only_once, add_political_power, complete_effect, set_temp_variable, add_to_temp_variable, set_country_flag, has_tech
Source: game
File: common/decisions/r56_generic_decisions.txt

Code:
naval_decision_category = {
	dockyard_xp = {
		icon = generic_naval
		available = {
			num_of_naval_factories = > 0
		}
		visible = {
			has_country_flag = started_out_as_landlocked
		}
		ai_will_do = {
			base = 100
		}
		cost = 25
		fire_only_once = yes
		complete_effect = {
			log = [GetDateText]: [Root.GetName]: Decision dockyard_xp
			set_temp_variable = {
				xp_dockyards = num_of_naval_factories
			}
			multiply_temp_variable = {
				xp_dockyards = 5
			}
			add_to_temp_variable = {
				xp_dockyards = 10
			}
			navy_experience = var:xp_dockyards
			set_country_flag = took_dockyard_xp
		}
	}
	get_generic_DD_template = {
		icon = generic_naval
		available = {
			has_tech = basic_battery electronic_mechanical_engineering early_ship_hull_light basic_torpedo basic_depth_charges
			num_of_naval_factories = > 1
		}
		visible = {
			has_country_flag = took_dockyard_xp
			NOT = {
				has_country_flag = has_generic_DD_template
			}
		}
		ai_will_do = {
			base = 100
		}
		custom_cost_trigger = {
			command_power = > 14
			has_political_power = > 14
		}
		custom_cost_text = decision_cost_CP_15_pp_15
		modifier = {
			civilian_factory_use = 2
		}
		fire_only_once = yes
		days_remove = 60
		complete_effect = {
			log = [GetDateText]: [Root.GetName]: Decision get_generic_DD_template
			hidden_effect = {
				add_command_power = -15
				add_political_power = -15
			}
		}
		remove_effect = {
			log = [GetDateText]: [Root.GetName]: Decision remove get_generic_DD_template
			custom_effect_tooltip = get_generic_DD_template
			generic_DD_template = yes
		}
	}
	get_generic_CL_template = {
		icon = generic_naval
		available = {
			has_tech = basic_battery electronic_mechanical_engineering early_ship_hull_cruiser
			num_of_naval_factories = > 2
		}
		visible = {
			has_country_flag = took_dockyard_xp
			NOT = {
				has_country_flag = has_generic_CL_template
			}
		}
		ai_will_do = {
			base = 100
		}
		custom_cost_trigger = {
			command_power = > 24
			has_political_power = > 24
		}
		custom_cost_text = decision_cost_CP_25_pp_25
		modifier = {
			civilian_factory_use = 3
		}
		fire_only_once = yes
		days_remove = 60
		complete_effect = {
			log = [GetDateText]: [Root.GetName]: Decision get_generic_CL_template
			hidden_effect = {
				add_command_power = -25
				add_political_power = -25
			}
		}
		remove_effect = {
			log = [GetDateText]: [Root.GetName]: Decision remove get
# ... (truncated)
### Entity: National Focus
Tree: tur_focus
Component: TUR_guarding_our_western_frontiers
Constructs: prerequisite, limit, completion_reward, is_controlled_by, add_building_construction
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_guarding_our_western_frontiers
	icon = GFX_focus_generic_aegean_sea_focus
	prerequisite = {
		focus = TUR_the_international_of_proletarian_freethinkers TUR_joint_caucasian_turkish_officer_school
	}
	x = -1
	y = 1
	relative_position_id = TUR_joint_caucasian_turkish_officer_school
	cost = 10
	ai_will_do = {
		base = 10
	}
	completion_reward = {
		339 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_building_construction = {
					type = bunker
					level = 4
					province = 4112
					instant_build = yes
				}
			}
		}
		342 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_building_construction = {
					type = bunker
					level = 3
					province = 10122
					instant_build = yes
				} {
					type = bunker
					level = 2
					province = 1005
					instant_build = yes
				}
			}
		}
		340 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_building_construction = {
					type = bunker
					level = 3
					province = 6864
					instant_build = yes
				} {
					type = coastal_bunker
					level = 2
					province = 6864
					instant_build = yes
				} {
					type = coastal_bunker
					level = 2
					province = 9799
					instant_build = yes
				} {
					type = coastal_bunker
					level = 2
					province = 9887
					instant_build = yes
				}
			}
		}
		341 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_building_construction = {
					type = bunker
					level = 3
					province = 849
					instant_build = yes
				}
			} {
				limit = {
					is_controlled_by = ROOT
				}
				add_building_construction = {
					type = coastal_bunker
					level = 3
					province = 849
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Idea
Component: SIA_foster_connections_on_the_ground_idea_r56
Constructs: has_war, removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_foster_connections_on_the_ground_idea_r56 = {
	name = SIA_taking_the_fight_underground_r56
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = MEX_politicised_army
	cancel = {
		has_war = no
	}
	modifier = {
		target_sabotage_factor = 0.15
		resistance_damage_to_garrison_on_our_occupied_states = 0.15
		equipment_capture_factor = 0.15
		exiled_government_weekly_manpower = 200
		army_core_defence_factor = 0.05
	}
}
### Entity: Event
Component: KMT_event.94
Constructs: is_triggered_only, add_days_mission_timeout
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.94
	title = KMT_event.94.t
	desc = KMT_event.94.desc
	picture = GFX_report_event_usa_destroyers
	is_triggered_only = yes
	option = {
		name = KMT_event.94.a
		add_days_mission_timeout = {
			mission = JAP_kwantung_army_impatience
			days = -100
		}
	}
}
### Entity: Event
Component: SEA_PRC_political_events.27
Constructs: is_triggered_only
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_political_events.27
	title = SEA_PRC_political_events.27.t
	desc = SEA_PRC_political_events.27.desc
	picture = GFX_report_event_PRC_chuikov
	is_triggered_only = yes
	option = {
		name = SEA_PRC_political_events.27.a
	}
}
### Entity: Idea
Component: TUR_disorganised_armed_forces_18
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_disorganised_armed_forces_18 = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = tur_disorganised_armed_forces
	removal_cost = -1
	modifier = {
		war_support_factor = -0.15
		army_org_factor = -0.08
		army_speed_factor = -0.1
		naval_coordination = -0.15
	}
}
### Entity: Order of Battle
Component: 4. jezdecká brigáda
Constructs: division_template
Source: game
File: history/units/CZE_1936.txt

Code:
division = {
	name = 4. jezdecká brigáda
	location = 9539
	division_template = Jezdecká brigáda
	start_experience_factor = 0.2
	start_equipment_factor = 0.7
}
### Entity: Military Industrial Organization
Component: AST_cockatoo_doe_organization
Constructs: has_completed_focus, has_dlc
Source: game
File: common/military_industrial_organization/organizations/AST_organization.txt

Code:
AST_cockatoo_doe_organization = {
	name = AST_cockatoo_doe_organization
	include = generic_raider_ship_organization
	icon = GFX_idea_Cockatoo_doe
	allowed = {
		original_TAG = AST
		NOT = {
			has_dlc = Thunder at Our Gates
		}
	}
	available = {
		owner = {
			has_completed_focus = AST_cockatoo_island_shipyards
		}
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_mirco
Constructs: prerequisite, has_government, completion_reward, add_command_power, add_field_marshal_role
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_mirco
	icon = GFX_goal_HON_zemurray
	available = {
		ROOT = {
			has_government = fascism
		}
	}
	prerequisite = {
		focus = HON_banana_empire
	}
	relative_position_id = HON_banana_empire
	ai_will_do = {
		factor = 10
	}
	x = 0
	y = 1
	cost = 5
	completion_reward = {
		add_command_power = 25
		add_field_marshal_role = {
			character = HON_samuel_zemurray
			traits = {
				meticulous organizer logistics_wizard politically_connected
			}
			skill = 4
			attack_skill = 2
			defense_skill = 2
			planning_skill = 4
			logistics_skill = 5
			legacy_id = 9000
		}
	}
}
### Entity: Modifier Reference
Component: INS_great_depression
Constructs: stability_factor, production_speed_buildings_factor, has_dlc
Source: game
File: common/dynamic_modifiers/TAOG_dynamic_modifiers.txt

Code:
INS_great_depression = {
	icon = GFX_idea_great_depression
	enable = {
		has_dlc = Thunder at Our Gates
		original_tag = INS
	}
	min_export = INS_great_depression_min_export
	production_speed_buildings_factor = INS_great_depression_production_speed_buildings_factor
	production_speed_infrastructure_factor = INS_great_depression_production_speed_infrastructure_factor
	production_speed_industrial_complex_factor = INS_great_depression_production_speed_industrial_complex_factor
	global_building_slots_factor = INS_great_depression_global_building_slots_factor
	stability_factor = INS_great_depression_stability_factor
	country_resource_cost_rubber = INS_great_depression_country_resource_cost_rubber
	country_resource_cost_oil = INS_great_depression_country_resource_cost_oil
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_opposition
Constructs: prerequisite, limit, random_country, every_country, add_war_support, add_opinion_modifier, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_warlord.txt

Code:
focus = {
	id = CHI_opposition
	icon = GFX_goal_generic_demand_territory
	prerequisite = {
		focus = CHI_secure_internal_politics
	}
	mutually_exclusive = {
		focus = CHI_cooperation_with_the_communists CHI_cooperation_with_the_nationalists
	}
	x = 5
	y = 1
	relative_position_id = CHI_secure_internal_politics
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 10
			original_tag = GXC
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		add_war_support = 0.05
		CHI = {
			add_opinion_modifier = {
				modifier = CHI_opposition
				target = ROOT
			}
		}
		if = {
			limit = {
				is_subject = yes
				OVERLORD = {
					is_literally_china = yes
				}
			}
			OVERLORD = {
				set_autonomy = {
					target = ROOT
					autonomy_state = autonomy_free
				}
				create_wargoal = {
					target = ROOT
					type = puppet_wargoal_focus
					expire = 0
				}
			}
		} {
			limit = {
				is_faction_leader = yes
			}
			every_country = {
				limit = {
					is_literally_china = yes
				}
				ROOT = {
					remove_from_faction = PREV
				}
			}
		}
		else_if = {
			limit = {
				any_country = {
					is_in_faction_with = ROOT
					is_literally_china = yes
				}
			}
			random_country = {
				limit = {
					is_in_faction_with = ROOT
					is_faction_leader = yes
				}
				remove_from_faction = ROOT
			}
		}
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_secure_the_alps
Constructs: prerequisite, limit, completion_reward, is_subject, every_state, add_claim_by, every_other_country, is_in_faction_with
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_secure_the_alps
	icon = GFX_goal_generic_attack_italy
	x = 1
	y = 1
	relative_position_id = LIE_march_north
	cost = 10
	prerequisite = {
		focus = LIE_march_north
	}
	available = {
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		every_state = {
			limit = {
				region = 21
			}
			add_claim_by = ROOT
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		every_other_country = {
			limit = {
				NOT = {
					is_in_faction_with = ROOT
				} {
					is_subject_of = ROOT
				}
				any_owned_state = {
					region = 21
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = take_state_focus
					expire = 0
				}
			}
		}
	}
}
### Entity: Event
Component: wuw_GER_diplomacy.108
Constructs: is_triggered_only
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.108
	title = wuw_GER_diplomacy.108.t
	desc = wuw_GER_diplomacy.108.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = wuw_GER_diplomacy.108.a
		event_option_tooltip = wuw_GER_diplomacy.107.a
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/SIK_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = SIK
		}
		requested_factories = 1
		progress = 0.13
		efficiency = 100
	}
}
### Entity: Modifier Reference
Construct: opinion_gain_monthly_same_ideology
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## opinion_gain_monthly_same_ideology

* Number with 1 decimal places
* **Categories**: country
### Entity: Unit Template
Component: SAF_MTN_01
Source: game
File: common/units/names_divisions/SAF_names_divisions.txt

Code:
SAF_MTN_01 = {
	name = Mountain Divisions
	for_countries = {
		SAF
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	link_numbering_with = {
		SAF_INF_01
	}
	fallback_name = %d South African Infantry Div.
	ordered = {
		1 = {
			%dst South African Infantry Div.
		}
		2 = {
			%dnd South African Infantry Div.
		}
		3 = {
			%drd South African Infantry Div.
		}
		4 = {
			%dth South African Infantry Div.
		}
		5 = {
			%dth South African Infantry Div.
		}
		6 = {
			%dth South African Infantry Div.
		}
		7 = {
			%dth South African Infantry Div.
		}
		8 = {
			%dth South African Infantry Div.
		}
		9 = {
			%dth South African Infantry Div.
		}
		10 = {
			%dth South African Infantry Div.
		}
		11 = {
			%dth South African Infantry Div.
		}
		12 = {
			%dth South African Infantry Div.
		}
		13 = {
			%dth South African Infantry Div.
		}
		14 = {
			%dth South African Infantry Div.
		}
		15 = {
			%dth South African Infantry Div.
		}
		16 = {
			%dth South African Infantry Div.
		}
		17 = {
			%dth South African Infantry Div.
		}
		18 = {
			%dth South African Infantry Div.
		}
		19 = {
			%dth South African Infantry Div.
		}
		20 = {
			%dth South African Infantry Div.
		}
		21 = {
			%dst South African Infantry Div.
		}
		22 = {
			%dnd South African Infantry Div.
		}
		23 = {
			%drd South African Infantry Div.
		}
		24 = {
			%dth South African Infantry Div.
		}
		25 = {
			%dth South African Infantry Div.
		}
		26 = {
			%dth South African Infantry Div.
		}
		27 = {
			%dth South African Infantry Div.
		}
		28 = {
			%dth South African Infantry Div.
		}
		29 = {
			%dth South African Infantry Div.
		}
		30 = {
			%dth South African Infantry Div.
		}
		31 = {
			%dst South African Infantry Div.
		}
		32 = {
			%dnd South African Infantry Div.
		}
		33 = {
			%drd South African Infantry Div.
		}
		34 = {
			%dth South African Infantry Div.
		}
		35 = {
			%dth South African Infantry Div.
		}
		36 = {
			%dth South African Infantry Div.
		}
		37 = {
			%dth South African Infantry Div.
		}
		38 = {
			%dth South African Infantry Div.
		}
		39 = {
			%dth South African Infantry Div.
		}
		40 = {
			%dth South African Infantry Div.
		}
		41 = {
			%dst South African Infantry Div.
		}
		42 = {
			%dnd South African Infantry Div.
		}
		43 = {
			%drd South African Infantry Div.
		}
		44 = {
			%dth South African Infantry Div.
		}
		45 = {
			
# ... (truncated)
### Entity: Decision
Component: form_andalusia_category
Constructs: fire_only_once, is_subject, is_owned_and_controlled_by, has_idea, is_core_of, has_civil_war, complete_effect, remove_effect
Source: game
File: common/decisions/r56_recruit_generals_decisions.txt

Code:
form_andalusia_category = {
	try_to_recruit_moroccan_officers = {
		allowed = {
			OR = {
				original_tag = ADU ALG TUN
			}
		}
		icon = generic_army_support
		available = {
			is_subject = no
			461 = {
				is_owned_and_controlled_by = ROOT
			}
			290 = {
				is_owned_and_controlled_by = ROOT
			}
			MOR = {
				exists = no
			}
			NOT = {
				has_idea = generic_recent_army_unification
			}
		}
		cost = 80
		days_remove = 40
		fire_only_once = yes
		visible = {
			461 = {
				is_core_of = ROOT
			}
			290 = {
				is_core_of = ROOT
			}
			has_civil_war = no
		}
		complete_effect = {
			custom_effect_tooltip = recruit_generals_tooltip
		}
		remove_effect = {

		}
		ai_will_do = {
			factor = 50
		}
	}
}
### Entity: Idea
Component: MAN_manchurian_industrial_development_company_2
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/r56_man_ideas.txt

Code:
MAN_manchurian_industrial_development_company_2 = {
	name = MAN_manchurian_industrial_development_company
	picture = generic_industrial_concern_2
	available = {
		has_completed_focus = MAN_establish_mangyo_2
	}
	allowed = {
		original_tag = MAN
	}
	traits = {
		japanese_industrial_monopoly
	}
	research_bonus = {
		industry = 0.15
	}
	modifier = {

	}
	ai_will_do = {
		factor = 1
	}
}