Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sov_focus
Component: SOV_approach_germany_old
Constructs: prerequisite, limit, has_government, has_war_with, add_opinion_modifier, completion_reward, set_technology, has_civil_war
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_approach_germany_old
	text = SOV_approach_germany
	icon = GFX_goal_generic_scientific_exchange
	prerequisite = {
		focus = SOV_policy_of_individual_security_old
	}
	x = 1
	y = 1
	relative_position_id = SOV_policy_of_individual_security_old
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_civil_war = yes
		}
	}
	available = {
		country_exists = GER
		GER = {
			SOV_is_valid_subject = yes
		}
		NOT = {
			has_war_with = GER
		}
		is_subject = no
	}
	bypass = {
		NOT = {
			country_exists = GER
		}
	}
	search_filters = {

	}
	completion_reward = {
		GER = {
			country_event = {
				id = NSB_soviet_soviet_german_trade_agreement.1
				hours = 1
			}
		}
		custom_effect_tooltip = if_they_accept
		effect_tooltip = {
			if = {
				limit = {
					NOT = {
						has_tech = basic_ship_hull_cruiser
					}
				}
				set_technology = {
					basic_ship_hull_cruiser = 1
				}
			} {
				limit = {
					NOT = {
						has_tech = basic_cruiser_armor_scheme
					}
				}
				set_technology = {
					basic_cruiser_armor_scheme = 1
				}
			} {
				limit = {
					has_tech = basic_medium_battery
				}
				create_equipment_variant = {
					name = Hipper Class
					type = ship_hull_cruiser_2
					name_group = SOV_CA_HISTORICAL
					parent_version = 0
					modules = {
						fixed_ship_battery_slot = ship_medium_battery_2
						fixed_ship_anti_air_slot = ship_anti_air_1
						fixed_ship_fire_control_system_slot = ship_fire_control_system_0
						fixed_ship_radar_slot = empty
						fixed_ship_engine_slot = cruiser_ship_engine_1
						fixed_ship_secondaries_slot = empty
						fixed_ship_armor_slot = ship_armor_cruiser_2
						front_1_custom_slot = ship_anti_air_1
						mid_1_custom_slot = ship_torpedo_1
						mid_2_custom_slot = ship_airplane_launcher_1
						rear_1_custom_slot = ship_medium_battery_2
					}
				}
			} {
				limit = {
					has_government = communism
				}
				add_tech_bonus = {
					name = NSB_soviet_soviet_german_trade_agreement_tech_bonus_name
					bonus = 0.5
					uses = 2
					category = ship_modules_tech bb_tech dd_tech
				}
			} {
				limit = {
					has_government = communism
				}
				add_tech_bonus = {
					name = NSB_soviet_soviet_german_trade_agreement_tech_bonus_name
					bonus = 0.5
					uses = 2
					category = air_equipment
				}
			}
			else = {
				create_equipment_variant = {
					name = Hipper Class
					type 
# ... (truncated)
### Entity: National Focus
Tree: can_focus
Component: CAN_dominion_rifle_association
Constructs: prerequisite, add_ideas, completion_reward, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_dominion_rifle_association
	icon = GFX_focus_CAN_rifle_association
	x = 2
	y = 1
	prerequisite = {
		focus = CAN_permanent_joint_defense_board CAN_shadow_factories CAN_swastika_clubs
	}
	relative_position_id = CAN_permanent_joint_defense_board
	cost = 10
	ai_will_do = {
		factor = 20
	}
	available = {
		OR = {
			threat = > 0.15
			is_subject = no
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = CAN_dominion_rifle_association_idea
	}
}
### Entity: National Focus
Tree: cro_focus
Component: CRO_heavy_cruiser_project
Constructs: prerequisite, completion_reward, is_coastal, add_tech_bonus
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_heavy_cruiser_project
	icon = GFX_goal_generic_navy_battleship
	prerequisite = {
		focus = CRO_light_cruiser
	}
	x = 1
	y = 3
	relative_position_id = CRO_expand_the_split_shipyards
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_owned_state = {
			is_coastal = yes
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = YUG_heavy_cruiser_project
			bonus = 1
			uses = 1
			category = ca_tech
		} {
			name = SPR_navy_modernization
			bonus = 1
			uses = 1
			category = naval_armor_tech damage_control_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: mtg_usa_civil_war_democrats.11
Constructs: is_triggered_only, limit, random_owned_state, is_csa_state, has_state_flag, is_core_of, is_controlled_by, set_state_flag
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_civil_war_democrats.11
	title = mtg_usa_civil_war_democrats.11.t
	desc = mtg_usa_civil_war_democrats.11.desc
	picture = GFX_report_event_french_resistance_02
	is_triggered_only = yes
	option = {
		name = mtg_usa_civil_war_democrats.11.a
		random_owned_state = {
			limit = {
				not = {
					is_csa_state = yes
				} {
					has_state_flag = citizen_militia
				}
				is_core_of = ROOT
				is_controlled_by = ROOT
			}
			set_state_flag = citizen_militia
			custom_effect_tooltip = citizen_militia_tt
		}
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_take_over_the_suojeluskunta
Constructs: has_completed_focus, division_template, prerequisite, limit, add_ideas, completion_reward, create_unit
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_take_over_the_suojeluskunta
	icon = GFX_focus_FIN_take_over_the_suojeluskunta
	prerequisite = {
		focus = FIN_patriotic_peoples_movement FIN_academic_karelian_society
	}
	x = 1
	y = 1
	relative_position_id = FIN_patriotic_peoples_movement
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = FIN_suojeluskunta_ns_1
		if = {
			limit = {
				has_completed_focus = FIN_long_range_patrols
			}
			division_template = {
				name = Suojeluskunta
				division_names_group = FIN_GAR_02
				template_counter = 6
				override_model = FIN_infantry_alt_1_entity
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					}
				}
				support = {
					engineer = {
						x = 0
						y = 0
					}
					long_range_patrol_support = {
						x = 0
						y = 1
					}
					artillery = {
						x = 0
						y = 2
					}
					anti_air = {
						x = 0
						y = 3
					}
				}
			}
		} {
			limit = {
				controls_state = 111
			}
			111 = {
				create_unit = {
					division = division_template = "Suojeluskunta" start_experience_factor = 0.7 start_equipment_factor = 1.0
					owner = ROOT
					count = 1
				}
			}
		} {
			limit = {
				controls_state = 926
			}
			926 = {
				create_unit = {
					division = division_template = "Suojeluskunta" start_experience_factor = 0.7 start_equipment_factor = 1.0
					owner = ROOT
					count = 1
				}
			}
		} {
			limit = {
				controls_state = 149
			}
			149 = {
				create_unit = {
					division = division_template = "Suojeluskunta" start_experience_factor = 0.7 start_equipment_factor = 1.0
					owner = ROOT
					count = 1
				}
			}
		} {
			limit = {
				controls_state = 930
			}
			930 = {
				create_unit = {
					division = division_template = "Suojeluskunta" start_experience_factor = 0.7 start_equipment_factor = 1.0
					owner = ROOT
					count = 1
				}
			}
		} {
			limit = {
				controls_state = 150
			}
			150 = {
				create_unit = {
					division = division_template = "Suojeluskunta" start_experience_factor = 0.7 start_equipment_factor = 1.0
					owner = ROOT
					count = 1
				}
			}
		} {
			limit = {
				controls_state = 929
			}
			929 = {
				create_unit = {
					division = division_template = "Suojeluskunta" start_experience_factor = 0.7 start_equipment_fa
# ... (truncated)
### Entity: Scripted Effect
Component: raj_investors_missions
Constructs: limit, has_country_flag, add_to_variable, check_variable, set_variable, set_temp_variable, random_list, has_idea
Source: game
File: common/scripted_effects/r56_indian_provincial_elections.txt

Code:
raj_investors_missions = {
	add_to_variable = {
		num_of_investments = 1
	}
	if = {
		limit = {
			check_variable = {
				num_of_investments = > 10
			}
		}
		set_variable = {
			num_of_investments_days = 50
		}
		set_temp_variable = {
			num_days_calc = num_of_investments
		}
		subtract_from_variable = {
			num_days_calc = 10
		}
		multiply_temp_variable = {
			num_days_calc = 10
		}
		add_to_variable = {
			num_of_investments_days = num_days_calc
		}
	}
	else = {
		set_variable = {
			num_of_investments_days = num_of_investments
		}
		multiply_variable = {
			num_of_investments_days = 5
		}
	}
	raj_calculate_attitude = yes
	random_list = {
		30 = {
			modifier = {
				factor = 5
				check_variable = {
					invested_states^num = 1
				}
			} {
				factor = 0.75
				check_variable = {
					invested_states^num = > 2
				}
			} {
				factor = 0.7
				check_variable = {
					invested_states^num = > 4
				}
			} {
				factor = 0.5
				check_variable = {
					invested_states^num = > 6
				}
			}
			activate_mission = raj_investor_new_state
		}
		20 = {
			modifier = {
				factor = 5
			}
			activate_mission = raj_investor_industrial_complex
		} {
			modifier = {
				factor = 3
				OR = {
					has_idea = war_economy tot_economic_mobilisation
					has_country_flag = {
						flag = raj_diverse_investments
						days = < 365
						value = 1
					}
				}
			} {
				factor = 0
				NOT = {
					has_country_flag = raj_diverse_investments
				}
			}
			activate_mission = raj_investor_arms_factory
		} {
			modifier = {
				factor = 2
			}
			activate_mission = raj_investor_steel_mill
		}
		10 = {
			modifier = {
				factor = 2
				has_built = {
					type = aluminum_mill
					value = < 2
				}
			} {
				factor = 1.5
				has_country_flag = {
					flag = raj_diverse_investments
					days = < 365
					value = 1
				}
			} {
				factor = 0
				NOT = {
					has_country_flag = raj_diverse_investments
				}
			}
			activate_mission = raj_investor_aluminum_mill
		}
		15 = {
			modifier = {
				factor = 2
				has_idea = civilian_economy
			}
			activate_mission = raj_investor_infrastructure
		}
	}
}
### Entity: National Focus
Component: albania_focus
Constructs: shared_focus, prerequisite, limit, add_ideas, remove_ideas, has_government, owns_state, has_war_with
Source: game
File: common/national_focus/albania.txt

Code:
focus_tree = {
	id = albania_focus
	country = {
		factor = 0
		modifier = {
			add = 30
			tag = ALB
		}
	}
	default = no
	continuous_focus_position = {
		x = 223
		y = 1750
	}
	shared_focus = ABC_establish_a_general_staff GEN_Aviation_Effort GEN_Naval_Effort GEN_begin_industrial_buildup GEN_industrial_boom HABSBURG_part_of_something_bigger
	focus = {
		id = ALB_political_reforms
		icon = GFX_goal_ALB_flag
		x = 6
		y = 0
		cost = 5
		available_if_capitulated = yes
		completion_reward = {
			add_political_power = 75
		}
		search_filters = {
			FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
		}
	} {
		id = ALB_strengthen_zogs_rule
		icon = GFX_goal_ALB_zog
		mutually_exclusive = {
			focus = ALB_challenge_zogs_rule
		}
		prerequisite = {
			focus = ALB_political_reforms
		}
		x = 2
		y = 1
		cost = 5
		available_if_capitulated = yes
		ai_will_do = {
			factor = 75
			modifier = {
				is_historical_focus_on = yes
				factor = 100
			}
		}
		completion_reward = {
			add_political_power = 75
			add_timed_idea = {
				idea = collectivist_ethos_focus
				days = 180
			}
		}
		search_filters = {
			FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
		}
	} {
		id = ALB_challenge_zogs_rule
		icon = GFX_focus_rom_handle_king
		prerequisite = {
			focus = ALB_political_reforms
		}
		mutually_exclusive = {
			focus = ALB_strengthen_zogs_rule
		}
		x = 11
		y = 1
		cost = 5
		ai_will_do = {
			factor = 25
			modifier = {
				is_historical_focus_on = yes
				factor = 0
			}
		}
		available_if_capitulated = yes
		completion_reward = {
			add_political_power = 75
			add_popularity = {
				ideology = communism
				popularity = 0.05
			}
		}
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
	} {
		id = ALB_the_peoples_republic
		icon = GFX_focus_generic_soviet_politics
		prerequisite = {
			focus = ALB_challenge_zogs_rule
		}
		mutually_exclusive = {
			focus = ALB_restore_the_republic ALB_invite_egyptian_exiles
		}
		x = 7
		y = 2
		cost = 10
		available_if_capitulated = yes
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
		completion_reward = {
			add_political_power = 25
			add_timed_idea = {
				idea = communist_influence
				days = 1500
			}
			add_popularity = {
				ideology = communism
				popularity = 0.05
			}
		}
	} {
		id = ALB_restore_the_republic
		icon = GFX_goal_support_democracy
		prerequisite = {
			focus = ALB_challenge_zogs_rule
		}
		mutually_exclusive = {
# ... (truncated)
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3ATungsten.png.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
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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:Tungsten.png"
### Entity: Event
Component: siam.15
Constructs: is_triggered_only, ai_chance
Source: game
File: events/TAOG_Siam.txt

Code:
country_event = {
	id = siam.15
	title = siam.15.t
	desc = siam.15.desc
	picture = GFX_report_event_SWE_psilander_affair
	is_triggered_only = yes
	option = {
		name = siam.15.a
		ai_chance = {
			base = 1
		}
		SIA = {
			country_event = {
				id = siam.16
				hours = 2
			}
		}
	} {
		name = siam.15.b
		ai_chance = {
			base = 0
		}
		SIA = {
			country_event = {
				id = siam.18
				hours = 2
			}
		}
	}
}
### Entity: Event
Component: belgium.166
Constructs: ai_chance, remove_ideas, has_war_with, fire_only_once, has_idea, set_global_flag
Source: game
File: events/BEL_additional_events.txt

Code:
country_event = {
	id = belgium.166
	title = belgium.166.t
	desc = belgium.166.desc
	picture = GFX_report_event_oahu_withdraws
	trigger = {
		OR = {
			tag = BEL FLA
		}
		any_neighbor_country = {
			OR = {
				has_war_with = BEL FLA
			}
		}
		has_idea = BEL_digging_of_the_albert_canal
	}
	fire_only_once = yes
	mean_time_to_happen = {
		days = 30
	}
	option = {
		name = belgium.166.a
		ai_chance = {
			factor = 100
		}
		remove_ideas = BEL_digging_of_the_albert_canal
		set_global_flag = albert_canal_interrupted
	}
}
### Entity: Military Industrial Organization
Component: generic_battle_line_ship_organization
Constructs: production_bonus, equipment_bonus, build_cost_ic, naval_speed
Source: game
File: common/military_industrial_organization/organizations/00_generic_organization.txt

Code:
generic_battle_line_ship_organization = {
	icon = GFX_idea_generic_naval_manufacturer_2
	allowed = {
		always = no
	}
	equipment_type = {
		mio_cat_eq_all_battleship mio_cat_eq_all_cruiser
	}
	research_categories = {
		mio_cat_tech_all_capital_ship_and_modules mio_cat_tech_all_cruiser_and_modules
	}
	tree_header_text = {
		text = mio_header_systems
		x = 1
	} {
		text = mio_header_weapons
		x = 5
	}
	initial_trait = {
		name = generic_mio_initial_trait_battle_line_ship_builders
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
	}
	trait = {
		token = generic_mio_trait_external_armor_belt
		name = generic_mio_trait_external_armor_belt
		icon = GFX_generic_mio_trait_icon_armor_value
		position = {
			x = 0
			y = 0
		}
		mutually_exclusive = {
			generic_mio_trait_internal_armor_belt
		}
		equipment_bonus = {
			armor_value = 0.05
		}
	} {
		token = generic_mio_trait_internal_armor_belt
		name = generic_mio_trait_internal_armor_belt
		icon = GFX_generic_mio_department_icon_ship_capital_ship_armor
		position = {
			x = 2
			y = 0
		}
		relative_position_id = generic_mio_trait_external_armor_belt
		mutually_exclusive = {
			generic_mio_trait_external_armor_belt
		}
		equipment_bonus = {
			armor_value = 0.15
			build_cost_ic = 0.05
		}
	} {
		token = generic_mio_trait_hardened_critical_components
		name = generic_mio_trait_hardened_critical_components
		icon = GFX_generic_mio_trait_icon_naval_torpedo_damage_reduction_factor
		position = {
			x = 1
			y = 2
		}
		relative_position_id = generic_mio_trait_external_armor_belt
		any_parent = {
			generic_mio_trait_internal_armor_belt generic_mio_trait_external_armor_belt
		}
		equipment_bonus = {
			naval_torpedo_enemy_critical_chance_factor = -0.05
		}
	} {
		token = generic_mio_trait_advanced_hydrodynamic_design
		name = generic_mio_trait_advanced_hydrodynamic_design
		icon = GFX_generic_mio_trait_icon_maximum_speed
		position = {
			x = -1
			y = 2
		}
		relative_position_id = generic_mio_trait_hardened_critical_components
		any_parent = {
			generic_mio_trait_hardened_critical_components
		}
		mutually_exclusive = {
			generic_mio_trait_advanced_armor_design
		}
		equipment_bonus = {
			naval_speed = 0.05
		}
	} {
		token = generic_mio_trait_advanced_armor_design
		name = generic_mio_trait_advanced_armor_design
# ... (truncated)
### Entity: Scripted Trigger
Component: EAI_land_doctrine_left_path
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_land_doctrine_left_path = {
	OR = {
		check_variable = {
			EAI_FOCUS/LAND/land_doctrine_path = global.EAI_LEFT_PATH
		} {
			EAI_FOCUS/LAND/land_doctrine_path_OVERRIDE = global.EAI_LEFT_PATH
		}
		AND = {
			OR = {
				EAI_Land_Doctrine_Left_Path_Focus_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/LAND/land_doctrine_path EAI_FOCUS/LAND/land_doctrine_path_OVERRIDE
			}
		}
	}
}
### Entity: Idea
Component: FIN_compensation_for_side_switch_bad
Constructs: removal_cost
Source: game
File: common/ideas/finland.txt

Code:
FIN_compensation_for_side_switch_bad = {
	picture = EST_exploit_the_banks
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.15
	}
}
### Entity: Event
Component: denmark_expansion_event.220
Constructs: is_triggered_only, ai_chance, limit, has_government, add_war_support, is_major, add_stability, has_opinion
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_expansion_event.220
	title = denmark_expansion_event.220.t
	desc = denmark_expansion_event.220.desc
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	option = {
		name = denmark_expansion_event.220.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 5
				has_government = FROM
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 24
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 49
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = < 0.5
				}
			} {
				factor = 2
				FROM = {
					is_major = yes
				}
			}
		}
		add_stability = -0.1
		add_war_support = -0.05
		effect_tooltip = {
			every_state = {
				limit = {
					is_controlled_by = ROOT
					is_core_of = FIN
				}
				transfer_state_to = FROM
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = denmark_expansion_event.221
					hours = 2
				}
			}
		}
	} {
		name = denmark_expansion_event.220.b
		ai_chance = {
			base = 5
			modifier = {
				factor = 5
				has_opinion = {
					target = FROM
					value = < 0
				}
			} {
				factor = 5
				strength_ratio = {
					tag = FROM
					ratio = > 1
				}
			}
		}
		FROM = {
			country_event = {
				id = denmark_expansion_event.222
				hours = 2
			}
		}
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_refuge_for_scientists
Constructs: prerequisite, add_ideas, has_country_flag, completion_reward, is_in_faction_with, cancel_if_invalid, add_to_tech_sharing_group
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_refuge_for_scientists
	icon = GFX_goal_tfv_generic_tech_sharing
	prerequisite = {
		focus = CAN_north_american_alliance
	}
	x = 1
	y = 2
	relative_position_id = CAN_permanent_joint_defense_board
	cost = 10
	ai_will_do = {
		factor = 35
	}
	available = {
		is_in_faction_with = USA
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		USA = {
			add_to_tech_sharing_group = us_research
		}
		add_to_tech_sharing_group = us_research
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = generic_secret_weapons_ns
	}
}
### Entity: National Focus
Component: wuw_HUN_officialize_the_rakosi_battalion
Constructs: prerequisite, has_war, add_ideas, has_government, completion_reward, cancel_if_invalid, set_rule
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_officialize_the_rakosi_battalion
	icon = GFX_focus_HUN_officialize_the_rakosi_battalion
	prerequisite = {
		focus = wuw_HUN_reviving_the_spirit_of_1848
	}
	x = 2
	y = 1
	relative_position_id = wuw_HUN_reviving_the_spirit_of_1848
	cost = 5
	ai_will_do = {
		factor = 15
	}
	available = {
		has_war = no
		OR = {
			has_government = democratic communism
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_ideas = HUN_the_rakosi_battalion_idea
		set_rule = {
			can_send_volunteers = yes
		}
	}
}
### Entity: Order of Battle
Component: Regimiento Escolta Presidencial
Constructs: division_template
Source: game
File: history/units/CHL_TOA_1936.txt

Code:
division_template = {
	name = Regimiento Escolta Presidencial
	division_names_group = SPAN_INF_01
	template_counter = 84
	regiments = {
		infantry = {
			x = 0
			y = 0
		} {
			x = 0
			y = 1
		}
		cavalry = {
			x = 1
			y = 0
		} {
			x = 1
			y = 1
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_AIR_HFTR_aircraft_production_strategy
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_aircraft_strategies.txt

Code:
EAI_PROD_AIR_HFTR_aircraft_production_strategy = {
	enable = {
		has_country_flag = EAI_HFTR_aircraft_production_strategy
		NOT = {
			has_country_flag = EAI_block_aircraft_production_strategy
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = unit_ratio
		id = heavy_fighter
		value = 75
	}
}