Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: EAI_ESP_random_operation_selector
Constructs: has_war, limit, has_government, has_country_flag, is_major, check_variable, disable_espionage_selector, every_other_country
Source: game
File: common/scripted_effects/EAI_COUNTRY_espionage_effects.txt

Code:
EAI_ESP_random_operation_selector = {
	EAI_ESP_random_operation_selector_strategies = yes
	if = {
		limit = {
			check_variable = {
				EAI_ESP_available_operatives = > 1
			} {
				disable_espionage_selector = 0
			}
		}
		every_other_country = {
			limit = {
				OR = {
					is_in_array = {
						ROOT.potential_and_current_enemies = THIS.id
					} {
						ROOT.enemies_of_allies = THIS.id
					} {
						ROOT.neighbors = THIS.id
					} {
						global.majors = THIS.id
					}
				}
			}
			ROOT = {
				if = {
					limit = {
						has_operation_token = {
							tag = PREV
							token = token_civilian
						}
					}
					set_country_flag = {
						flag = has_token_civilian_@PREV
						value = 1
						days = 1
					}
				} {
					limit = {
						has_operation_token = {
							tag = PREV
							token = token_army
						}
					}
					set_country_flag = {
						flag = has_token_army_@PREV
						value = 1
						days = 1
					}
				} {
					limit = {
						has_operation_token = {
							tag = PREV
							token = token_navy
						}
					}
					set_country_flag = {
						flag = has_token_navy_@PREV
						value = 1
						days = 1
					}
				} {
					limit = {
						has_operation_token = {
							tag = PREV
							token = token_airforce
						}
					}
					set_country_flag = {
						flag = has_token_airforce_@PREV
						value = 1
						days = 1
					}
				} {
					limit = {
						has_operation_token = {
							tag = PREV
							token = token_resistance_contacts
						}
					}
					set_country_flag = {
						flag = has_token_resistance_contacts_@PREV
						value = 1
						days = 1
					}
				} {
					limit = {
						is_running_operation = {
							target = PREV
							operation = operation_infiltrate_civilian
						}
					}
					set_country_flag = {
						flag = is_running_operation_infiltrate_civilian_@PREV
						value = 1
						days = 1
					}
				} {
					limit = {
						is_running_operation = {
							target = PREV
							operation = operation_infiltrate_armed_forces_army
						}
					}
					set_country_flag = {
						flag = is_running_operation_infiltrate_armed_forces_army_@PREV
						value = 1
						days = 1
					}
				} {
					limit = {
						is_running_operation = {
							target = PREV
							operation = operation_infiltrate_armed_forces_navy
						}
					}
					set_country_flag = {
						flag = is_running_operation_infiltrate_armed_forces_navy_@PREV
						value =
# ... (truncated)
### Entity: Scripted Effect
Component: GER_one_less_member_decrease_rnd_program_strength
Constructs: limit, check_variable, add_to_variable
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_one_less_member_decrease_rnd_program_strength = {
	subtract_from_variable = {
		GER_rnd_programs_modifier_allies_count = 1
	}
	if = {
		limit = {
			check_variable = {
				var = GER_rnd_programs_modifier_allies_count
				value = 1
				compare = greater_than
			} {
				var = GER_rnd_programs_modifier_allies_count
				value = 10
				compare = less_than
			}
		}
		add_to_variable = {
			GER_rnd_programs_modifier_research_speed_factor = -0.01
		}
	}
}
### Entity: Scripted Effect
Component: FIN_bop_low_decrease_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/FIN_scripted_effects.txt

Code:
FIN_bop_low_decrease_effect = {
	add_power_balance_value = {
		id = FIN_power_balance
		value = -0.1
	}
}
### Entity: Character
Component: SIA_josiah_crosby
Constructs: limit, has_war_with, has_dlc
Source: game
File: common/characters/SIA.txt

Code:
SIA_josiah_crosby = {
	advisor = {
		slot = political_advisor
		idea_token = SIA_josiah_crosby
		allowed = {
			original_tag = SIA
		}
		available = {
			NOT = {
				has_war_with = ENG
			}
		}
		traits = {
			SIA_ambassador_to_the_uk
		}
		cost = 150
		ai_will_do = {
			factor = 1.0
		}
		on_add = {
			if = {
				limit = {
					has_dlc = Thunder at Our Gates
				}
				SIA_increase_civilian_approval = yes
			}
		}
		on_remove = {
			if = {
				limit = {
					has_dlc = Thunder at Our Gates
				}
				SIA_decrease_civilian_approval = yes
			}
		}
	}
	name = SIA_josiah_crosby
	portraits = {
		civilian = {
			small = GFX_portrait_SIA_josiah_crosby_small
		}
	}
}
### Entity: Idea
Component: POL_walery_slawek_chairman
Constructs: has_government, removal_cost, neutrality_drift, democratic_drift
Source: game
File: common/ideas/poland.txt

Code:
POL_walery_slawek_chairman = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = neutrality democratic
		}
	}
	removal_cost = -1
	picture = generic_political_support
	modifier = {
		political_power_factor = 0.1
		neutrality_drift = 0.1
		democratic_drift = 0.1
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/HUN_wuw_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = HUN
		}
		requested_factories = 2
		progress = 0.68
		efficiency = 100
		industrial_manufacturer = mio:HUN_femaru_fegyver_es_gepgyar_organization
	} {
		equipment = {
			type = support_equipment_1
			creator = HUN
		}
		requested_factories = 1
		progress = 0.6
		efficiency = 100
	} {
		equipment = {
			type = artillery_equipment_1
			creator = HUN
		}
		requested_factories = 1
		progress = 0.6
		efficiency = 100
		industrial_manufacturer = mio:HUN_digep_artillery
	}
}
### Entity: Technology
Component: sp_aip_engine_improved_tech
Constructs: allow_branch, has_dlc, is_special_project_completed, enable_equipment_modules, force_use_small_tech_layout, is_special_project_tech, research_cost
Source: game
File: common/technologies/MTG_naval.txt

Code:
technology = {
	allow_branch = {
		has_dlc = Gotterdammerung
	}
	allow = {
		ROOT = {
			is_special_project_completed = sp:sp_naval_aip_engine
		}
	}
	path = {
		leads_to_tech = sp_aip_engine_advanced_tech
		research_cost_coeff = 1
	}
	enable_equipment_modules = {
		ship_engine_sub_aip_2
	}
	force_use_small_tech_layout = yes
	is_special_project_tech = yes
	research_cost = 2
	start_year = 1939
	folder = {
		name = mtgnavalfolder
		position = {
			x = 1
			y = 13
		}
	}
	categories = {
		naval_equipment ss_tech ship_modules_tech mio_cat_tech_all_submarine_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Scripted Trigger
Component: FIN_country_can_be_invited_into_faction_socialist
Constructs: has_war_with, is_subject, is_in_faction
Source: game
File: common/scripted_triggers/FIN_scripted_triggers.txt

Code:
FIN_country_can_be_invited_into_faction_socialist = {
	exists = yes
	is_subject = no
	NOT = {
		has_war_with = ROOT
	}
	is_in_faction = no
}
### Entity: Modifier Reference
Component: kurdish_agitation
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
kurdish_agitation = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_tur_kurdish_agitation
	resistance_growth = 0.03
	resistance_target = 0.1
	resistance_decay = -0.1
	state_resources_factor = -0.15
}
### Entity: National Focus
Component: wuw_HUN_expand_on_the_weiss_wm_16
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_expand_on_the_weiss_wm_16
	icon = GFX_goal_generic_air_bomber
	prerequisite = {
		focus = wuw_HUN_make_the_magyar_legiero_known
	}
	x = -3
	y = 2
	relative_position_id = wuw_HUN_make_the_magyar_legiero_known
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = wuw_HUN_expand_on_the_weiss_wm_16
			bonus = 0.3
			ahead_reduction = 1
			uses = 2
			category = medium_air
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_support_monarchism_in_POL
Constructs: has_completed_focus, prerequisite, limit, completion_reward, set_country_flag, is_ai, save_event_target_as, save_global_event_target_as
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_support_monarchism_in_POL
	icon = GFX_focus_generic_monarchy_2
	prerequisite = {
		focus = LIT_abolish_the_presidency
	}
	relative_position_id = LIT_abolish_the_presidency
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		hidden_effect = {
			if = {
				limit = {
					POL = {
						has_completed_focus = POL_support_monarchism_in_LIT
					}
				}
				set_country_flag = POL_banned_monarchy_flag
				POL = {
					set_country_flag = POL_banned_monarchy_flag
				}
				hidden_effect = {
					if = {
						limit = {
							is_ai = yes
						}
						save_event_target_as = POL_or_LIT_target
						POL = {
							country_event = LIT_monarchy_events.1
						}
					}
					else = {
						POL = {
							save_event_target_as = POL_or_LIT_target
						}
						country_event = LIT_monarchy_events.1
					}
				}
			}
			else = {
				POL = {
					country_event = NSB_poland_monarchist_events.1
				}
				save_global_event_target_as = pol_monarchy_claimer_target
			}
		}
		custom_effect_tooltip = LIT_support_monarchy_in_POL_tt
	}
}
### Entity: Idea
Component: ARG_invest_in_roads_idea
Constructs: removal_cost
Source: game
File: common/ideas/argentina.txt

Code:
ARG_invest_in_roads_idea = {
	allowed = {
		always = no
		tag = ARG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = ARG_invest_in_roads
	modifier = {
		production_speed_infrastructure_factor = 0.15
	}
}
### Entity: Idea
Component: BUL_tsar_boris_positive_01
Constructs: has_government, has_country_leader, removal_cost
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_tsar_boris_positive_01 = {
	picture = bul_tsar_boris_positive
	allowed = {
		original_tag = BUL
		has_country_leader = {
			character = BUL_boris_iii
		}
	}
	allowed_civil_war = {
		has_country_leader = {
			character = BUL_boris_iii
		}
		NOT = {
			has_government = communism
		} {
			has_government = democratic
		}
	}
	removal_cost = -1
	modifier = {
		political_power_factor = 0.1
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_secret_rearmament
Constructs: add_ideas, completion_reward, has_idea
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_secret_rearmament
	icon = GFX_focus_secret_rearmament
	x = 10
	y = 0
	relative_position_id = AUS_osterreichische_luftstreitkrafte
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {
		NOT = {
			has_idea = AUS_treaty_of_saint_germain_en_laye
		}
	}
	available_if_capitulated = no
	completion_reward = {
		add_ideas = AUS_secret_rearmament_idea
	}
}
### Entity: Idea
Component: ICE_greyshirts
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/iceland.txt

Code:
ICE_greyshirts = {
	picture = generic_manpower_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		conscription = 0.025
		conscription_factor = 0.1
	}
}
### Entity: Idea
Component: SPR_juan_iii
Source: game
File: common/ideas/r56_spain_republic.txt

Code:
SPR_juan_iii = {
	name = SPR_juan_iii
	picture = SPR_juan_iii_figurehead
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	traits = {
		popular_figurehead
	}
}
### Entity: Idea
Component: COG_fascist_guy
Constructs: has_government
Source: game
File: common/ideas/congo.txt

Code:
COG_fascist_guy = {
	picture = generic_political_advisor_african_2
	allowed = {
		original_tag = COG
	}
	traits = {
		fascist_demagogue
	}
	do_effect = {
		NOT = {
			has_government = fascism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: National Focus
Component: wuw_HUN_honor_the_great_war_veterans
Constructs: prerequisite, limit, has_government, add_war_support, completion_reward, cancel_if_invalid, every_army_leader, has_trait
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_honor_the_great_war_veterans
	icon = GFX_focus_HABSBURG_reform_gemeinsame_armee
	prerequisite = {
		focus = wuw_HUN_the_old_habsburg_king
	}
	x = 2
	y = 1
	relative_position_id = wuw_HUN_the_old_habsburg_king
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_government = neutrality
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_ARMY_XP FOCUS_FILTER_MILITARY_CHARACTER
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = HUN_every_vitez_tt generic_skip_one_line_tt
		every_army_leader = {
			limit = {
				has_trait = trait_HUN_vitez
			}
			add_skill_level = 1
			add_attack = 1
			add_defense = 1
		}
		add_war_support = 0.05
		army_experience = 25
	}
}
### Entity: Event
Component: sweden_nap.2
Constructs: is_triggered_only, ai_chance
Source: game
File: events/SWE_sweden.txt

Code:
country_event = {
	id = sweden_nap.2
	title = sweden_nap.2.t
	desc = sweden_nap.2.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = sweden_nap.2.a
		FROM = {
			effect_tooltip = {
				diplomatic_relation = {
					country = SWE
					relation = non_aggression_pact
					active = yes
				}
			}
		}
		SWE = {
			country_event = {
				id = sweden_nap.21
				hours = 6
			}
		}
	} {
		name = sweden_nap.2.b
		ai_chance = {
			base = 0
		}
		SWE = {
			country_event = {
				id = sweden_nap.22
				hours = 6
			}
		}
	}
}
### Entity: Unit Template
Component: ISR_INF_01
Source: game
File: common/units/names_divisions/ISR_names_divisions.txt

Code:
ISR_INF_01 = {
	name = Infantry Divisions
	for_countries = {
		ISR
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %dth Israeli Infantry Division
	ordered = {
		1 = {
			%dst Israeli Infantry Division
		}
		2 = {
			%dnd Israeli Infantry Division
		}
		3 = {
			%drd Israeli Infantry Division
		}
		4 = {
			%dth Israeli Infantry Division
		}
		5 = {
			%dth Israeli Infantry Division
		}
		6 = {
			%dth Israeli Infantry Division
		}
		7 = {
			%dth Israeli Infantry Division
		}
		8 = {
			%dth Israeli Infantry Division
		}
		9 = {
			%dth Israeli Infantry Division
		}
		10 = {
			%dth Israeli Infantry Division
		}
		11 = {
			%dth Israeli Infantry Division
		}
		12 = {
			%dth Israeli Infantry Division
		}
		13 = {
			%dth Israeli Infantry Division
		}
		14 = {
			%dth Israeli Infantry Division
		}
		15 = {
			%dth Israeli Infantry Division
		}
		16 = {
			%dth Israeli Infantry Division
		}
		17 = {
			%dth Israeli Infantry Division
		}
		18 = {
			%dth Israeli Infantry Division
		}
		19 = {
			%dth Israeli Infantry Division
		}
		20 = {
			%dth Israeli Infantry Division
		}
		21 = {
			%dst Israeli Infantry Division
		}
		22 = {
			%dnd Israeli Infantry Division
		}
		23 = {
			%drd Israeli Infantry Division
		}
		24 = {
			%dth Israeli Infantry Division
		}
		25 = {
			%dth Israeli Infantry Division
		}
		26 = {
			%dth Israeli Infantry Division
		}
		27 = {
			%dth Israeli Infantry Division
		}
		28 = {
			%dth Israeli Infantry Division
		}
		29 = {
			%dth Israeli Infantry Division
		}
		30 = {
			%dth Israeli Infantry Division
		}
		31 = {
			%dst Israeli Infantry Division
		}
		32 = {
			%dnd Israeli Infantry Division
		}
		33 = {
			%drd Israeli Infantry Division
		}
		34 = {
			%dth Israeli Infantry Division
		}
		35 = {
			%dth Israeli Infantry Division
		}
		36 = {
			%dth Israeli Infantry Division
		}
		37 = {
			%dth Israeli Infantry Division
		}
		38 = {
			%dth Israeli Infantry Division
		}
		39 = {
			%dth Israeli Infantry Division
		}
		40 = {
			%dth Israeli Infantry Division
		}
		41 = {
			%dst Israeli Infantry Division
		}
		42 = {
			%dnd Israeli Infantry Division
		}
		43 = {
			%drd Israeli Infantry Division
		}
		44 = {
			%dth Israeli Infantry Division
		}
		45 = {
			%dth Israeli Infantry Division
		}
		46 = {
			%dth Israeli Infantry Division
		}
		47 = {
			%dth Israeli Infantry Division
		}
		48
# ... (truncated)
### Entity: Scripted Trigger
Component: EAI_SP_shbb_focus
Constructs: is_special_project_completed, is_special_project_being_researched, check_variable
Source: game
File: common/scripted_triggers/EAI_RESEARCH_special_projects_triggers.txt

Code:
EAI_SP_shbb_focus = {
	NOT = {
		is_special_project_completed = sp:sp_naval_super_heavy_battleship
		is_special_project_being_researched = sp:sp_naval_super_heavy_battleship
	}
	check_variable = {
		EAI_FOCUS/NAVY/battleship = global.EAI_B_BB_DESIGN
	}
}
### Entity: Character
Component: TML_aleixo_corte_real
Source: game
File: common/characters/TML.txt

Code:
TML_aleixo_corte_real = {
	name = TML_aleixo_corte_real
	portraits = {
		army = {
			large = GFX_kr_portrait_africa_generic_land_1
			small = GFX_kr_portrait_africa_generic_land_1_small
		}
	}
	corps_commander = {
		traits = {
			infantry_officer guerilla_fighter
		}
		skill = 2
		attack_skill = 1
		defense_skill = 2
		planning_skill = 3
		logistics_skill = 1
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_ban_the_leagues
Constructs: prerequisite, remove_ideas, add_stability, completion_reward, has_idea, cancel_if_invalid, set_temp_variable, add_to_temp_variable
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_ban_the_leagues
	icon = GFX_goal_generic_forceful_treaty
	x = 1
	y = 1
	prerequisite = {
		focus = FRA_form_the_popular_front
	}
	relative_position_id = FRA_form_the_popular_front
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_idea = FRA_political_violence
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_FRA_POLITICAL_VIOLENCE
	}
	completion_reward = {
		remove_ideas = {
			FRA_political_violence
		}
		set_temp_variable = {
			FRA_rw_support = party_popularity@neutrality
		}
		add_to_temp_variable = {
			FRA_rw_support = party_popularity@fascism
		}
		multiply_temp_variable = {
			FRA_rw_support = -0.5
		}
		add_stability = FRA_rw_support
	}
}
### Entity: AI Strategy
Component: spanish_civil_war_contain_anarchists
Constructs: has_completed_focus, has_dlc, has_global_flag, is_controlled_by, is_subject_of
Source: game
File: common/ai_strategy/SPR.txt

Code:
spanish_civil_war_contain_anarchists = {
	allowed = {
		has_dlc = La Resistance
	}
	enable = {
		country_exists = SPC
		SPC = {
			has_completed_focus = SPR_regional_defense_council_of_aragon
		}
		NOT = {
			original_tag = SPR
		}
		has_global_flag = scw_over
		capital_scope = {
			any_state = {
				is_controlled_by = SPC
				distance_to = {
					target = PREV
					value = < 2000
				}
			}
		}
	}
	abort = {
		is_subject_of = SPC
	}
	ai_strategy = {
		type = contain
		id = SPC
		value = 100
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_floating_harbors_4
Constructs: is_major, check_variable
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_floating_harbors_4 = {
	enable = {
		num_of_naval_factories = > 45
		is_major = yes
		check_variable = {
			num_equipment@floating_harbor_equipment = < 5
		}
	}
	abort = {
		NOT = {
			AND = {
				num_of_naval_factories = > 45
				is_major = yes
				check_variable = {
					num_equipment@floating_harbor_equipment = < 20
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = floating_harbor_equipment
		value = 1
	}
}
### Entity: Event
Component: poland.211
Constructs: is_triggered_only
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.211
	title = poland.211.t
	desc = poland.211.d
	picture = GFX_report_event_polish_meeting
	is_triggered_only = yes
	option = {
		name = poland.211.a
	}
}
### Entity: Idea
Component: QUE_welfare
Constructs: industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/ideas/quebec.txt

Code:
QUE_welfare = {
	allowed_civil_war = {
		always = no
	}
	picture = ETH_customs_barrier_ITA
	modifier = {
		local_resources_factor = 0.025
		consumer_goods_factor = 0.05
		global_building_slots_factor = 0.25
		industrial_capacity_factory = 0.05
		production_speed_buildings_factor = 0.05
	}
}
### Entity: Character
Component: JAP_matome_ugaki
Source: game
File: common/characters/JAP.txt

Code:
JAP_matome_ugaki = {
	name = JAP_matome_ugaki
	portraits = {
		army = {
			small = GFX_idea_matome_ugaki
		}
	}
	advisor = {
		slot = high_command
		idea_token = matome_ugaki
		ledger = navy
		allowed = {
			original_tag = JAP
		}
		traits = {
			navy_naval_air_defense_2
		}
		cost = 100
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: Unit Template
Component: UKR_GAR_01
Source: game
File: common/units/names_divisions/UKR_names_divisions.txt

Code:
UKR_GAR_01 = {
	name = Garrison Divisions
	for_countries = {
		UKR
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	link_numbering_with = {
		UKR_INF_01
	}
	fallback_name = %dya Ukrainska Strelkovaya Div.
	ordered = {
		1 = {
			%dya Ukrainska Strelkovaya Div.
		}
		2 = {
			%dya Ukrainska Strelkovaya Div.
		}
		3 = {
			%dya Ukrainska Strelkovaya Div.
		}
		4 = {
			%dya Ukrainska Strelkovaya Div.
		}
		5 = {
			%dya Ukrainska Strelkovaya Div.
		}
		6 = {
			%dya Ukrainska Strelkovaya Div.
		}
		7 = {
			%dya Ukrainska Strelkovaya Div.
		}
		8 = {
			%dya Ukrainska Strelkovaya Div.
		}
		9 = {
			%dya Ukrainska Strelkovaya Div.
		}
		10 = {
			%dya Ukrainska Strelkovaya Div.
		}
		11 = {
			%dya Ukrainska Strelkovaya Div.
		}
		12 = {
			%dya Ukrainska Strelkovaya Div.
		}
		13 = {
			%dya Ukrainska Strelkovaya Div.
		}
		14 = {
			%dya Ukrainska Strelkovaya Div.
		}
		15 = {
			%dya Ukrainska Strelkovaya Div.
		}
		16 = {
			%dya Ukrainska Strelkovaya Div.
		}
		17 = {
			%dya Ukrainska Strelkovaya Div.
		}
		18 = {
			%dya Ukrainska Strelkovaya Div.
		}
		19 = {
			%dya Ukrainska Strelkovaya Div.
		}
		20 = {
			%dya Ukrainska Strelkovaya Div.
		}
		21 = {
			%dya Ukrainska Strelkovaya Div.
		}
		22 = {
			%dya Ukrainska Strelkovaya Div.
		}
		23 = {
			%dya Ukrainska Strelkovaya Div.
		}
		24 = {
			%dya Ukrainska Strelkovaya Div.
		}
		25 = {
			%dya Ukrainska Strelkovaya Div.
		}
	}
}
### Entity: Unit Template
Component: MAL_SS_HISTORICAL
Source: game
File: common/units/names_ships/MAL_ship_names.txt

Code:
MAL_SS_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_SUBMARINES
	for_countries = {
		MAL
	}
	type = ship
	ship_types = {
		ship_hull_submarine submarine
	}
	prefix = KD 
	fallback_name = Submarine %d
	unique = {
		Tunku Abdul Rahman Tun Abdul Razak
	}
}
### Entity: Idea
Component: EAI_DD_17/modern_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_17/modern_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_chassis = {
			build_cost_ic = -0.425
			instant = yes
		}
	}
}
### Entity: Scripted Trigger
Component: ITA_is_antifascist_civil_war_over
Constructs: has_global_flag, has_civil_war
Source: game
File: common/scripted_triggers/ITA_scripted_triggers.txt

Code:
ITA_is_antifascist_civil_war_over = {
	has_global_flag = ITA_antifascist_civil_war_triggered_flag
	has_civil_war = no
}
### Entity: National Focus
Tree: nic_focus
Component: NIC_local_intelligence_cooperation
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/Nicaragua.txt

Code:
focus = {
	id = NIC_local_intelligence_cooperation
	icon = GFX_goal_generic_secret_police_2
	prerequisite = {
		focus = NIC_ally_the_champion_of_europe
	}
	x = 4
	y = 2
	relative_position_id = NIC_nicaraguan_diplomacy
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = NIC_ssgn
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_ESPIONAGE
	}
}