Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: pol_focus
Component: POL_LIT_union
Constructs: prerequisite, limit, completion_reward, is_subject_of, is_core_of, is_owned_by, has_global_flag, is_ai
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_LIT_union
	icon = GFX_goal_generic_national_unity
	prerequisite = {
		focus = POL_king_of_lithuania POL_demand_LIT_pavel
	}
	relative_position_id = POL_king_of_lithuania
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available = {
		OR = {
			LIT = {
				is_subject_of = ROOT
			}
			AND = {
				all_state = {
					OR = {
						NOT = {
							is_core_of = LIT
						}
						is_owned_by = ROOT
					}
				}
				core_compliance = {
					occupied_country_tag = LIT
					value = > 50
				}
			}
		}
	}
	bypass = {
		has_global_flag = form_commonwealth_flag
	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		if = {
			limit = {
				LIT = {
					exists = yes
					is_ai = yes
				}
			}
			random_other_country = {
				limit = {
					is_puppet_of = ROOT
					original_tag = LIT
				}
				every_character = {
					limit = {
						OR = {
							is_corps_commander = yes
							is_navy_leader = yes
							is_field_marshal = yes
						}
						has_unit_leader_flag = POL_monarchy_sympathies_flag
					}
					set_nationality = ROOT
				}
			}
			annex_country = {
				target = LIT
				transfer_troops = yes
			}
		} {
			limit = {
				NOT = {
					has_cosmetic_tag = POL_KINGDOM_RUS
				}
			}
			effect_tooltip = {
				set_cosmetic_tag = PLC_UNIFIED
			}
		}
		else_if = {
			limit = {
				LIT = {
					exists = yes
					is_ai = no
				}
			}
			LIT = {
				country_event = {
					id = poland.15
					days = 1
				}
			}
		}
		hidden_effect = {
			activate_decision = form_commonwealth
			5 = {
				remove_core_of = POL
			}
			763 = {
				remove_core_of = POL
			}
		}
		custom_effect_tooltip = form_country_lithuania_coring_states_tt form_country_poland_coring_states_tt form_country_latvia_coring_states_tt
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/SLO_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = SLO
		}
		requested_factories = 1
		progress = 0.37
		efficiency = 100
	} {
		equipment = {
			type = support_equipment_1
			creator = SLO
		}
		requested_factories = 1
		progress = 0.69
		efficiency = 100
	} {
		equipment = {
			type = light_tank_equipment_1
			creator = SLO
		}
		requested_factories = 1
		progress = 0.4
		efficiency = 100
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_submarine_effort
Constructs: prerequisite, completion_reward, add_tech_bonus, ss_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_submarine_effort
	icon = GFX_goal_generic_navy_submarine
	text = GRE_submarine_effort
	prerequisite = {
		focus = GRE_naval_construction
	}
	mutually_exclusive = {
		focus = GRE_light_ship_effort
	}
	x = 5
	y = 4
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = ss_bonus
			bonus = 1
			uses = 1
			category = ss_tech
		}
		add_doctrine_cost_reduction = {
			name = GRE_submarine_effort
			cost_reduction = 0.5
			uses = 1
			category = naval_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Modifier Reference
Component: IRQ_royal_army_modifier_IRQ
Constructs: army_defence_factor, army_attack_factor, conscription_factor, planning_speed
Source: game
File: common/dynamic_modifiers/GoE_dynamic_modifiers.txt

Code:
IRQ_royal_army_modifier_IRQ = {
	enable = {
		always = yes
	}
	icon = GFX_IRQ_royal_army_modifier
	experience_gain_army_factor = IRQ_experience_gain_army_factor
	army_org_factor = IRQ_army_org_factor
	army_core_defence_factor = IRQ_army_core_defence_factor
	army_core_attack_factor = IRQ_army_core_attack_factor
	army_armor_defence_factor = IRQ_army_armor_defence_factor
	army_armor_attack_factor = IRQ_army_armor_attack_factor
	army_artillery_attack_factor = IRQ_army_artillery_attack_factor
	army_artillery_defence_factor = IRQ_army_artillery_defence_factor
	conscription_factor = IRQ_conscription_factor
	training_time_factor = IRQ_training_time_factor
	conscription = IRQ_conscription
	army_defence_factor = IRQ_army_defence_factor
	army_attack_factor = IRQ_army_attack_factor
	special_forces_cap = IRQ_special_forces_cap
	special_forces_out_of_supply_factor = IRQ_special_forces_out_of_supply_factor
	extra_marine_supply_grace = IRQ_extra_marine_supply_grace
	max_planning_factor = IRQ_max_planning_factor
	planning_speed = IRQ_planning_speed
	max_command_power_mult = IRQ_max_command_power_mult
	command_power_gain_mult = IRQ_command_power_gain_mult
	acclimatization_cold_climate_gain_factor = IRQ_acclimatization_cold_climate_gain_factor
	acclimatization_hot_climate_gain_factor = IRQ_acclimatization_hot_climate_gain_factor
	motorized_attack_factor = IRQ_motorized_attack_factor
	mechanized_attack_factor = IRQ_mechanized_attack_factor
	modifier_army_sub_unit_cavalry_attack_factor = IRQ_modifier_army_sub_unit_cavalry_attack_factor
	modifier_army_sub_unit_cavalry_defence_factor = IRQ_modifier_army_sub_unit_cavalry_defence_factor
	modifier_army_sub_unit_cavalry_speed_factor = IRQ_modifier_army_sub_unit_cavalry_speed_factor
}
### Entity: Idea
Component: CHL_anti_capitalist_idea
Constructs: has_government, industrial_capacity_factory, production_speed_buildings_factor, removal_cost, is_subject, is_puppet
Source: game
File: common/ideas/r56_chile.txt

Code:
CHL_anti_capitalist_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	available = {
		NOT = {
			OR = {
				is_subject = yes
				is_puppet = yes
			}
			has_government = democratic
		}
	}
	modifier = {
		industrial_capacity_factory = -0.2
		production_speed_buildings_factor = 0.2
		global_building_slots_factor = 0.2
	}
	picture = generic_central_management
}
### Entity: Idea
Component: BRA_amrj_manufacturer
Constructs: limit, has_war_with, has_dlc, research_bonus
Source: game
File: common/ideas/brazil.txt

Code:
BRA_amrj_manufacturer = {
	picture = BRA_arsenal_de_marinha
	allowed = {
		has_dlc = Trial of Allegiance
		tag = BRA
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = BRA
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = BRA
				}
			}
		}
		ELSE = {
			FROM = {
				controls_state = 500
			}
		}
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		convoy_escort_naval_manufacturer
	}
}
### Entity: Idea
Component: NFL_commission_of_government
Constructs: is_subject_of
Source: game
File: common/ideas/newfoundland.txt

Code:
NFL_commission_of_government = {
	name = NFL_commission_of_government
	picture = r56_CAN_capitol
	allowed = {
		is_subject_of = ENG
	}
	modifier = {
		political_power_factor = -0.3
		autonomy_gain_global_factor = -0.5
		consumer_goods_factor = 0.06
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_intervention_in_the_americas
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, is_in_faction, create_faction_from_template, every_other_country
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_intervention_in_the_americas
	icon = GFX_focus_SOV_ivan_plays_baseball
	prerequisite = {
		focus = SOV_eastern_expansion
	}
	x = 1
	y = 1
	relative_position_id = SOV_eastern_expansion
	mutually_exclusive = {
		focus = SOV_into_central_asia
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = no
	search_filters = {

	}
	available = {
		is_subject = no
	}
	completion_reward = {
		if = {
			limit = {
				is_in_faction = no
			}
			create_faction_from_template = {
				template = faction_template_generic_dominance
				name = NPTO
			}
		}
		every_other_country = {
			limit = {
				capital_scope = {
					is_on_continent = south_america
				}
				NOT = {
					has_government = fascism
				}
			}
			add_timed_idea = {
				idea = SOV_russian_political_influence
				days = 730
			}
		} {
			limit = {
				capital_scope = {
					is_on_continent = south_america
				}
				has_government = fascism
				is_in_faction = no
			}
			country_event = {
				id = NSB_soviet_fascist_tsarist.5
				days = 3
				random_days = 4
			}
		}
		custom_effect_tooltip = SOV_intervention_in_the_americas_tt
		hidden_effect = {
			every_other_country = {
				limit = {
					capital_scope = {
						is_on_continent = south_america
					}
					NOT = {
						has_government = fascism
					}
				}
				country_event = {
					id = NSB_soviet_fascist_tsarist.4
					days = 3
					random_days = 4
				}
				set_country_flag = SOV_political_influence_americas_flag
			}
		}
		news_event = {
			id = nsb_news.403
			days = 35
			random_days = 34
		}
	}
}
### Entity: Character
Component: UGA_communist_guy
Constructs: has_government
Source: game
File: common/characters/UGA.txt

Code:
UGA_communist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = UGA_communist_guy
		allowed = {
			original_tag = UGA
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			not = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: Order of Battle
Component: XLIX Brigada Internacionales
Constructs: division_template
Source: game
File: history/units/SPR_Civil_War.txt

Code:
division = {
	name = XLIX Brigada Internacionales
	location = 6749
	division_template = Brigada Internacionales
}
### Entity: Character
Component: GUA_máximo_arbenz
Source: game
File: common/characters/GUA.txt

Code:
GUA_máximo_arbenz = {
	name = Máximo Arbenz
	portraits = {
		civilian = {
			large = GFX_portrait_Maximo_Arbenz
		}
	}
	country_leader = {
		ideology = anti_revisionism
		traits = {
			dealbroker smooth_talking_charmer
		}
		expire = 1946.1.1.12
		id = -1
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_modern_airforce
Constructs: limit, completion_reward, is_owned_by, has_dlc, add_tech_bonus, air_bonus
Source: game
File: common/national_focus/r56_ethiopia.txt

Code:
focus = {
	id = ETH_modern_airforce
	icon = GFX_focus_ETH_the_ethiopian_air_force
	x = 23
	y = 0
	cost = 10
	available = {
		559 = {
			is_owned_by = ETH
		}
		550 = {
			is_owned_by = ETH
		}
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = No Step Back
			}
			custom_effect_tooltip = ETH_unlock_spirit_airforce_tt
		}
		add_tech_bonus = {
			name = air_bonus
			bonus = 1
			ahead_reduction = 1
			uses = 1
			technology = early_fighter fighter1 cas1 naval_bomber1
		}
		custom_effect_tooltip = available_designer
		show_ideas_tooltip = ETH_CZE_avia ETH_fairey_aviation ETH_bloch ETH_junkers ETH_mitsubishi
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_anti_tank_defenses
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_anti_tank_defenses
	icon = GFX_goal_generic_army_artillery2
	prerequisite = {
		focus = YUG_domestic_artillery_production
	}
	x = 0
	y = 2
	relative_position_id = YUG_small_arms
	cost = 10
	ai_will_do = {
		factor = 60
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = YUG_anti_tank_defenses
			bonus = 3.0
			uses = 1
			category = cat_anti_tank
		}
	}
}
### Entity: Idea
Component: SRL_aa2
Source: game
File: common/ideas/sri_lanka.txt

Code:
SRL_aa2 = {
	ledger = army
	picture = generic_army_asia_2
	allowed = {
		original_tag = SRL
	}
	traits = {
		army_armored_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: TIB_jamyang_rabten
Source: game
File: common/characters/TIB.txt

Code:
TIB_jamyang_rabten = {
	advisor = {
		slot = high_command
		idea_token = TIB_jamyang_rabten
		ledger = navy
		allowed = {
			original_tag = TIB
		}
		traits = {
			navy_anti_submarine_1
		}
		cost = 50
		ai_will_do = {
			factor = 1.0
		}
	}
	name = TIB_jamyang_rabten
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_2
		}
	}
}
### Entity: Idea
Component: COG_in_the_sterling_area
Constructs: removal_cost, autonomy_gain
Source: game
File: common/ideas/congo.txt

Code:
COG_in_the_sterling_area = {
	picture = SPR_seize_the_gold_reserves
	allowed = {
		original_tag = COG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.15
		autonomy_gain = 0.1
	}
	targeted_modifier = {
		tag = ENG
		cic_to_target_factor = 0.05
		mic_to_target_factor = 0.05
		trade_cost_for_target_factor = -0.2
	}
}
### Entity: Technology
Component: basic_heavy_tank
Constructs: limit, enable_equipments, enable_subunits, has_template_containing_unit, has_tech, load_oob, unlock_tanks_mot, unlock_tanks
Source: game
File: common/technologies/armor.txt

Code:
technology = {
	enable_equipments = {
		heavy_tank_equipment_1
	}
	enable_subunits = {
		heavy_armor
	}
	on_research_complete_limit = {
		NOT = {
			has_template_containing_unit = light_armor
		} {
			has_template_containing_unit = heavy_armor
		} {
			has_template_containing_unit = medium_armor
		}
	}
	on_research_complete = {
		hidden_effect = {
			if = {
				limit = {
					has_tech = motorised_infantry
				}
				load_oob = unlock_tanks_mot
			} {
				limit = {
					NOT = {
						has_tech = motorised_infantry
					}
				}
				load_oob = unlock_tanks
			}
		}
		custom_effect_tooltip = UNLOCK_DIVISION_TEMPLATE
	}
	path = {
		leads_to_tech = improved_heavy_tank
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1934
	folder = {
		name = armour_folder
		position = {
			x = 4
			y = 2
		}
	}
	sub_technologies = {
		basic_heavy_td basic_heavy_art basic_heavy_spaa
	}
	ai_will_do = {
		base = 0.8
		modifier = {
			factor = 1.2
			date = > 1937.1.1
		} {
			factor = 1.2
			date = > 1938.1.1
		} {
			factor = 1.2
			date = > 1939.1.1
		} {
			tag = FRA
			factor = 3
		} {
			tag = SOV
			factor = 5
		} {
			tag = JAP
			num_of_military_factories = < 100
			factor = 0
		} {
			factor = 0
			OR = {
				can_research = improved_heavy_tank
				has_tech = improved_heavy_tank
			}
		}
	}
	categories = {
		armor mio_cat_tech_all_armor_and_modules cat_heavy_armor mio_cat_tech_heavy_armor_and_modules
	}
	special_project_specialization = {
		specialization_land
	}
}
### Entity: Event
Component: news.28
Constructs: is_triggered_only, is_in_faction_with
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.28
	title = news.28.t
	desc = news.28.d
	picture = GFX_news_event_heinrich_himmler
	major = yes
	is_triggered_only = yes
	option = {
		name = news.28.a
		trigger = {
			NOT = {
				TAG = GER FRA ENG
				is_in_faction_with = GER
			}
		}
	} {
		name = news.28.b
		trigger = {
			OR = {
				TAG = GER
				is_in_faction_with = GER
			}
		}
	} {
		name = news.28.c
		trigger = {
			OR = {
				TAG = FRA ENG
			}
		}
	}
}
### Entity: Idea
Component: CZE_generals_idea
Constructs: removal_cost, planning_speed
Source: game
File: common/ideas/czechoslovakia_old.txt

Code:
CZE_generals_idea = {
	allowed = {
		original_tag = CZE
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		planning_speed = 0.15
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/SOV_1936_naval_mtg.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = ship_hull_light_2
			creator = SOV
			version_name = Leningrad & Minsk Class
		}
		requested_factories = 1
		progress = 0.7
		amount = 2
		industrial_manufacturer = mio:SOV_rubin_design_bureau_organization
	} {
		equipment = {
			type = ship_hull_light_2
			creator = SOV
			version_name = Leningrad & Minsk Class
		}
		requested_factories = 1
		progress = 0.6
		amount = 2
		industrial_manufacturer = mio:SOV_rubin_design_bureau_organization
	} {
		equipment = {
			type = ship_hull_cruiser_2
			creator = SOV
			version_name = Kirov Class
		}
		requested_factories = 1
		progress = 0.1
		amount = 1
		industrial_manufacturer = mio:SOV_rubin_design_bureau_organization
	} {
		equipment = {
			type = ship_hull_cruiser_2
			creator = SOV
			version_name = Kirov Class
		}
		requested_factories = 1
		progress = 0.1
		amount = 1
		industrial_manufacturer = mio:SOV_rubin_design_bureau_organization
	} {
		equipment = {
			type = ship_hull_submarine_1
			creator = SOV
			version_name = Series V Shchuka
		}
		requested_factories = 1
		progress = 0.8
		amount = 6
		industrial_manufacturer = mio:SOV_rubin_design_bureau_organization
	} {
		equipment = {
			type = ship_hull_submarine_1
			creator = SOV
			version_name = Series X Shchuka
		}
		requested_factories = 1
		progress = 0.8
		amount = 12
		industrial_manufacturer = mio:SOV_rubin_design_bureau_organization
	} {
		equipment = {
			type = ship_hull_submarine_1
			creator = SOV
			version_name = Series X Shchuka
		}
		requested_factories = 1
		progress = 0.8
		amount = 12
		industrial_manufacturer = mio:SOV_rubin_design_bureau_organization
	} {
		equipment = {
			type = ship_hull_submarine_2
			creator = SOV
			version_name = Series IX Srednyaya
		}
		requested_factories = 1
		progress = 0.7
		amount = 5
		industrial_manufacturer = mio:SOV_rubin_design_bureau_organization
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_second_philippine_republic
Constructs: prerequisite, add_stability, completion_reward, is_fully_controlled_by, add_to_variable, set_cosmetic_tag
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_second_philippine_republic
	icon = GFX_focus_PHI_second_philippine_republic
	prerequisite = {
		focus = PHI_war_of_independence
	}
	mutually_exclusive = {
		focus = PHI_reino_de_filipinas
	}
	relative_position_id = PHI_aguinaldos_coup
	x = -1
	y = 4
	cost = 10
	available = {
		327 = {
			is_fully_controlled_by = PHI
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = PHI_second_republic_tag_tt generic_skip_one_line_tt PHI_modify_economy_dynamic_modifier_tt generic_skip_one_line_tt
		add_to_variable = {
			PHI_ruling_ideology_ideology_drift = 0.05
			tooltip = PHI_ruling_ideology_ideology_drift_tt_2
		}
		PHI_refresh_ruling_ideology_drift = yes
		add_stability = 0.1
		hidden_effect = {
			set_cosmetic_tag = PHI_second_republic_tag
			PHI_update_war_flag = yes
			mark_focus_tree_layout_dirty = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_osterreichische_luftstreitkrafte
Constructs: completion_reward, add_dynamic_modifier
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_osterreichische_luftstreitkrafte
	icon = GFX_focus_AUS_osterreichische_luftstreitkrafte
	x = 10
	y = 0
	relative_position_id = AUS_regulate_austrian_finance_sector
	search_filters = {
		FOCUS_FILTER_AIR_XP
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		air_experience = 50
		custom_effect_tooltip = generic_skip_one_line_tt
		add_dynamic_modifier = {
			modifier = AUS_airforce
		}
	}
}
### Entity: Order of Battle
Component: Yunnan 2 Lu
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/r56_YUN_1936.txt

Code:
division = {
	name = Yunnan 2 Lu
	location = 7446
	division_template = Tuli Lü
	start_equipment_factor = 0.45
	start_experience_factor = 0.2
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = BEL
		}
	}
}
### Entity: Character
Component: YEM_abd_al_husseini
Source: game
File: common/characters/YEM.txt

Code:
YEM_abd_al_husseini = {
	advisor = {
		slot = high_command
		idea_token = YEM_abd_al_husseini
		ledger = army
		allowed = {
			original_tag = YEM
		}
		traits = {
			army_artillery_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Abd al Husseini
	portraits = {
		army = {
			small = GFX_idea_generic_army_arab_1
		}
	}
}
### Entity: Idea
Component: CZE_vitkovice_mining_and_metallurgical_company_3
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_vitkovice_mining_and_metallurgical_company_3 = {
	picture = generic_exploit_mines
	name = CZE_vitkovice_mining_and_metallurgical_company
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		local_resources_factor = 0.075
		production_lack_of_resource_penalty_factor = -0.075
		production_speed_fuel_silo_factor = 0.075
	}
	research_bonus = {
		excavation_tech = 0.05
	}
}
### Entity: State History
Component: 398
Constructs: add_core_of
Source: game
File: history/states/398-Perm.txt

Code:
state = {
	id = 398
	name = STATE_398
	manpower = 2135879
	state_category = rural
	resources = {
		aluminium = 6
	}
	history = {
		owner = SOV
		buildings = {
			infrastructure = 3
			arms_factory = 1
		}
		victory_points = {
			7375 1
		}
		add_core_of = SOV
		1939.1.1 = {
			buildings = {
				arms_factory = 2
			}
		}
	}
	provinces = {
		123 189 206 390 1336 1365 1380 1754 3127 4314 4326 4372 4802 4874 6025 7346 7375 7824 9283 10216 10286 10314 11111 11195 11228 11352 12175 12187 12216 12527 12587 12626 12659
	}
	local_supplies = 0.0
}
### Entity: Order of Battle
Component: 51a Brigada Legionario
Constructs: division_template
Source: game
File: history/units/SPA_Civil_War.txt

Code:
division = {
	name = 51a Brigada Legionario
	location = 7213
	division_template = Brigada Legionario
}