Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: AUS_alfred_klahr
Constructs: has_dlc
Source: game
File: common/characters/AUS.txt

Code:
AUS_alfred_klahr = {
	instance = {
		allowed = {
			has_dlc = Gotterdammerung
		}
		name = AUS_alfred_klahr
		portraits = {
			civilian = {
				large = GFX_portrait_AUS_alfred_klahr
				small = GFX_portrait_AUS_alfred_klahr_small
			}
		}
		country_leader = {
			ideology = marxism
			expire = 1965.1.1.1
			id = -1
			traits = {
				marxist_philosopher
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Gotterdammerung
			}
		}
		name = AUS_alfred_klahr
		portraits = {
			civilian = {
				large = GFX_portrait_AUS_alfred_klahr
				small = GFX_portrait_AUS_alfred_klahr_small
			}
		}
		country_leader = {
			ideology = marxism
			expire = 1965.1.1.1
			id = -1
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_promote_increased_urbanization
Constructs: prerequisite, limit, completion_reward, is_owned_and_controlled_by, cancel_if_invalid, add_extra_state_shared_building_slots, add_building_construction, add_timed_idea
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_promote_increased_urbanization
	icon = GFX_focus_generic_low_cost_housing
	prerequisite = {
		focus = wuw_HUN_reintigrate_the_imperial_railroads
	}
	x = 1
	y = 1
	relative_position_id = wuw_HUN_reintigrate_the_imperial_railroads
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY
	}
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {
		43 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				43 = {
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
			}
			43 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		43 = {
			increase_state_category = yes
		}
		add_timed_idea = {
			idea = HUN_urbanization_efforts
			days = 365
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3ANATO_super_heavy_armor.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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Filters
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The following pages link to File:NATO super heavy armor.png:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Land units (file link) ‎ (← links | edit)

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:NATO_super_heavy_armor.png"
### Entity: Character
Component: PAN_margarita_belloso_jimenez
Source: game
File: common/characters/PAN.txt

Code:
PAN_margarita_belloso_jimenez = {
	advisor = {
		slot = high_command
		idea_token = PAN_margarita_belloso_jimenez
		ledger = air
		allowed = {
			original_tag = pan
		}
		traits = {
			air_airborne_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Margarita Belloso Jímenez
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_1
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/BOL_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 2
	}
	location = 10938
	division_template = División de Infanteria
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Map.html

Doc:
|
This article is a Stub, which means that it does not sufficiently cover its subject matter.
Please help expand this article if you can. |

First official public screenshot of HoI4's map & interface, from the 7th February 'Our Vision' dev diary
The Map is where you see your units, and acts as the "board". It also shows Weather. The Map also allows for zooming, the higher the zoom level, the more exact posistions and numbers are given for units.

By night cities light up.

The Map also shows Air Fighting, and Tracer fire can be seen during Air Raids. In Sea, you can see Ships move, patrol, and engage.

Contents

1 Mapmodes

2 Provinces

3 List of States

3.1 Africa

3.2 Asia

3.3 Europe

3.4 North America

3.5 Oceania

3.6 South America
### Entity: Event
Component: himalaya_tibet.44
Constructs: is_triggered_only, add_war_support, fire_only_once, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: events/Tibet.txt

Code:
country_event = {
	id = himalaya_tibet.44
	title = himalaya_tibet.44.t
	desc = himalaya_tibet.44.desc
	picture = GFX_report_event_tibetan_army_3
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = himalaya_tibet.44.a
		434 = {
			controller = {
				add_war_support = 0.05
				add_doctrine_cost_reduction = {
					uses = 2
					name = mountain
					category = cat_mountaineers_doctrine
					cost_reduction = 0.25
				}
				add_tech_bonus = {
					name = sov_jap_border_conflict_won
					category = mountaineers_tech
					bonus = 0.5
				}
			}
		}
		432 = {
			controller = {
				add_war_support = 0.05
				add_doctrine_cost_reduction = {
					uses = 2
					name = mountain
					category = cat_mountaineers_doctrine
					cost_reduction = 0.25
				}
				add_tech_bonus = {
					name = sov_jap_border_conflict_won
					category = mountaineers_tech
					bonus = 0.5
				}
			}
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_mine_laying_effort
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus, add_to_variable
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_mine_laying_effort
	icon = GFX_focus_generic_mine_warfare
	prerequisite = {
		focus = NOR_kystvakten
	}
	x = 0
	y = 1
	relative_position_id = NOR_kystvakten
	cost = 10
	available = {
		NOR_broken_gun_trigger = yes
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_dlc = Man the Guns
			}
			add_tech_bonus = {
				name = NOR_mine_laying_effort
				bonus = 0.5
				uses = 3
				category = naval_minelaying
			}
			custom_effect_tooltip = NOR_modify_royal_navy_dmod_TT
			add_to_variable = {
				var = NOR.NOR_royal_navy_dmod_mines_planting_by_fleets_factor
				value = 0.35
				tooltip = mines_planting_by_fleets_factor_tt
			}
		}
		else = {
			navy_experience = 20
		}
	}
}
### Entity: Event
Component: recruit_generals.6
Constructs: is_triggered_only, ai_chance, fire_only_once, random_list, random_unit_leader, set_nationality
Source: game
File: events/recruit_generals_events.txt

Code:
country_event = {
	id = recruit_generals.6
	title = recruit_generals.6.t
	desc = recruit_generals.6.desc
	picture = GFX_report_event_force_publique
	is_triggered_only = yes
	fire_only_once = yes
	hidden = yes
	option = {
		name = recruit_generals.6.a
		ai_chance = {
			factor = 100
		}
		random_list = {
			30 = {

			}
			70 = {
				EST = {
					random_unit_leader = {
						set_nationality = ROOT
					}
				}
			}
		}
	}
}
### Entity: Decision
Component: NOR_communist_preparation_decisions_category
Constructs: has_completed_focus, limit, has_country_flag, add_stability, has_variable, check_variable, has_civil_war, is_core_of
Source: game
File: common/decisions/NOR.txt

Code:
NOR_communist_preparation_decisions_category = {
	NOR_prepare_state_communist = {
		icon = {
			key = GFX_decision_NOR_prepare_state_comm_0
			trigger = {
				has_country_flag = NOR_going_stalinist
				FROM = {
					NOT = {
						has_variable = NOR_state_preparation
					}
				}
			}
		} {
			key = GFX_decision_NOR_prepare_state_comm_1
			trigger = {
				has_country_flag = NOR_going_stalinist
				FROM = {
					check_variable = {
						NOR_state_preparation = 1
					}
				}
			}
		} {
			key = GFX_decision_NOR_prepare_state_comm_2
			trigger = {
				has_country_flag = NOR_going_stalinist
				FROM = {
					check_variable = {
						NOR_state_preparation = 2
					}
				}
			}
		} {
			key = GFX_decision_NOR_prepare_state_comm_3
			trigger = {
				has_country_flag = NOR_going_stalinist
				FROM = {
					check_variable = {
						NOR_state_preparation = 3
					}
				}
			}
		} {
			key = GFX_decision_NOR_prepare_state_trot_0
			trigger = {
				has_country_flag = NOR_going_against_stalin
				FROM = {
					NOT = {
						has_variable = NOR_state_preparation
					}
				}
			}
		} {
			key = GFX_decision_NOR_prepare_state_trot_1
			trigger = {
				has_country_flag = NOR_going_against_stalin
				FROM = {
					check_variable = {
						NOR_state_preparation = 1
					}
				}
			}
		} {
			key = GFX_decision_NOR_prepare_state_trot_2
			trigger = {
				has_country_flag = NOR_going_against_stalin
				FROM = {
					check_variable = {
						NOR_state_preparation = 2
					}
				}
			}
		} {
			key = GFX_decision_NOR_prepare_state_trot_3
			trigger = {
				has_country_flag = NOR_going_against_stalin
				FROM = {
					check_variable = {
						NOR_state_preparation = 3
					}
				}
			}
		}
		visible = {
			has_civil_war = no
			has_completed_focus = NOR_the_seeds_of_the_revolution
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = NOR_communist_prep_max_preparedness_trigger_TT
				check_variable = {
					NOR_country_preparedness = < NOR_comm_prep_max_preparedness
				}
			}
			FROM = {
				OR = {
					infrastructure = > 1
					non_damaged_building_level = {
						building = arms_factory
						level = > 1
					} {
						building = industrial_complex
						level = > 1
					} {
						building = dockyard
						level = > 1
					}
				}
				if = {
					limit = {
						check_variable = {
							NOR_state_preparation = 2
						}
					}
					ROOT = {
						has_completed_focus =
# ... (truncated)
### Entity: National Focus
Tree: bul_focus
Component: BUL_full_voting_rights_for_women
Constructs: has_completed_focus, prerequisite, limit, has_government, add_stability, completion_reward, set_temp_variable, add_popularity
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_full_voting_rights_for_women
	prerequisite = {
		focus = BUL_the_fatherland_front BUL_form_a_popular_bloc
	}
	icon = GFX_goal_generic_national_unity
	relative_position_id = BUL_the_fatherland_front
	x = 1
	y = 1
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_stability = 0.1
		custom_effect_tooltip = available_political_advisor BUL_full_voting_rights_for_women_ideology_tt
		show_ideas_tooltip = BUL_dimitrana_ivanova
		if = {
			limit = {
				OR = {
					has_government = communism
					has_completed_focus = BUL_appoint_communist_ministers
				}
			}
			set_temp_variable = {
				BUL_communist_support_from_womens_rights = party_popularity@communism
			} {
				BUL_democratic_support_from_womens_rights = party_popularity@democratic
			}
			divide_temp_variable = {
				BUL_communist_support_from_womens_rights = 10
			} {
				BUL_democratic_support_from_womens_rights = 3
			}
			add_popularity = {
				ideology = communism
				popularity = BUL_communist_support_from_womens_rights
			} {
				ideology = democratic
				popularity = BUL_democratic_support_from_womens_rights
			}
		}
		else_if = {
			limit = {
				OR = {
					has_government = democratic
					has_completed_focus = BUL_democratic_principles
				}
			}
			set_temp_variable = {
				BUL_communist_support_from_womens_rights = party_popularity@communism
			} {
				BUL_democratic_support_from_womens_rights = party_popularity@democratic
			}
			divide_temp_variable = {
				BUL_communist_support_from_womens_rights = 3
			} {
				BUL_democratic_support_from_womens_rights = 10
			}
			add_popularity = {
				ideology = communism
				popularity = BUL_communist_support_from_womens_rights
			} {
				ideology = democratic
				popularity = BUL_democratic_support_from_womens_rights
			}
		}
		else = {
			set_temp_variable = {
				BUL_communist_support_from_womens_rights = party_popularity@communism
			} {
				BUL_democratic_support_from_womens_rights = party_popularity@democratic
			}
			divide_temp_variable = {
				BUL_communist_support_from_womens_rights = 3
			} {
				BUL_democratic_support_from_womens_rights = 3
			}
			add_popularity = {
				ideology = communism
				popularity = BUL_communist_support_from_womens_rights
			} {
				ideology = democratic
				popularity = BUL_democratic_support_from_womens_rights
			}
		}
# ... (truncated)
### Entity: Event
Component: CHI_warlords.28
Constructs: is_triggered_only, limit, every_country, has_war_with, give_military_access, set_country_flag, is_ally_with, white_peace
Source: game
File: events/r56_warlord_events.txt

Code:
country_event = {
	id = CHI_warlords.28
	title = CHI_warlords.28.t
	desc = CHI_warlords.28.desc
	picture = GFX_report_event_chinese_japanese_handshake
	is_triggered_only = yes
	option = {
		name = CHI_warlords.28.a
		FROM = {
			leave_faction = yes
		} {
			give_military_access = CUG JAP
			set_country_flag = CHI_new_cuf_flag_to_be_sure_its_not_already_taken_lol
		}
		every_country = {
			limit = {
				is_ally_with = ROOT
				has_war_with = FROM
			}
			white_peace = FROM
		}
		hidden_effect = {
			FROM = {
				country_event = CHI_warlords.20
			}
		}
	} {
		name = CHI_warlords.28.b
		hidden_effect = {
			FROM = {
				country_event = CHI_warlords.19
			}
		}
	}
}
### Entity: Character
Component: COG_joseph_ileo
Constructs: has_country_flag, is_subject, has_global_flag, is_historical_focus_on, has_game_rule
Source: game
File: common/characters/COG.txt

Code:
COG_joseph_ileo = {
	name = COG_joseph_ileo
	portraits = {
		civilian = {
			small = GFX_portrait_COG_joseph_ileo_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = COG_joseph_ileo
		allowed = {
			original_tag = COG
		}
		available = {
			OR = {
				is_subject = no
				has_global_flag = COG_evolue_in_politics
			}
		}
		traits = {
			self_rule_activist
		}
		ai_will_do = {
			base = 1.0
			modifier = {
				factor = 10
				OR = {
					AND = {
						is_historical_focus_on = yes
						has_game_rule = {
							rule = COG_AI_BEHAVIOR
							option = DEFAULT
						}
					}
					has_country_flag = COG_AI_RANDOM_HISTORICAL
					has_game_rule = {
						rule = COG_AI_BEHAVIOR
						option = HISTORICAL
					}
				}
			} {
				factor = 10
				OR = {
					has_country_flag = COG_AI_RANDOM_DEM_INDEPENDENCE
					has_game_rule = {
						rule = COG_AI_BEHAVIOR
						option = COG_DEM_INDEPENDENCE
					}
				}
			}
		}
	}
}
### Entity: Decision
Component: POL_PPS_Economic_Nationalization
Constructs: has_completed_focus, has_government, has_country_flag, is_puppet, has_capitulated
Source: game
File: common/decisions/categories/POL_mod_decision_categories.txt

Code:
POL_PPS_Economic_Nationalization = {
	icon = GFX_decision_poland_PPS
	picture = GFX_decision_cat_poland_economic_nationalization
	allowed = {
		original_tag = POL
	}
	visible = {
		OR = {
			has_government = neutrality democratic
		}
		has_completed_focus = POL_The_Polish_Socialist_Party
		has_country_flag = PPS_Democratic_Path
		is_puppet = no
		has_capitulated = no
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_navigate_asias_new_order_r56
Constructs: has_completed_focus, prerequisite, has_war, limit, add_ideas, add_war_support, completion_reward, allow_branch
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_navigate_asias_new_order_r56
	prerequisite = {
		focus = SIA_approach_the_empire_of_japan_r56 SIA_recognize_the_soviet_union_r56
	}
	mutually_exclusive = {
		focus = SIA_peace_with_the_western_order_r56 SIA_the_non_aligned_movement_r56
	}
	allow_branch = {
		if = {
			limit = {
				has_focus_autohide_rule_trigger_r56 = yes
			}
			NOT = {
				has_completed_focus = SIA_peace_with_the_western_order_r56 SIA_the_non_aligned_movement_r56
			}
		}
	}
	icon = GFX_goal_generic_befriend_siam
	x = 1
	y = 2
	relative_position_id = SIA_approach_the_empire_of_japan_r56
	cost = 4
	ai_will_do = {
		base = 1
	}
	available = {
		date = > 1943.01.01
		has_war = no
		is_in_faction = yes
		is_faction_leader = no
		if = {
			limit = {
				is_in_faction = yes
			}
			ROOT = {
				faction_leader = {
					has_war = no
					OR = {
						capital_scope = {
							is_on_continent = asia
						}
						tag = SOU
					}
				}
			}
		}
		OR = {
			671 = {
				is_controlled_by_ROOT_or_ally = yes
			}
			640 = {
				is_controlled_by_ROOT_or_ally = yes
			}
			439 = {
				is_controlled_by_ROOT_or_ally = yes
			}
		}
	}
	completion_reward = {
		mark_focus_tree_layout_dirty_r56 = yes
		add_war_support = 0.04
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = SIA_between_a_rock_and_a_hard_place_r56
	}
}
### Entity: Scripted Trigger
Component: EAI_available_BFACILITY
Constructs: limit, has_country_flag
Source: game
File: common/scripted_triggers/EAI_CONSTRUCTION_triggers.txt

Code:
EAI_available_BFACILITY = {
	if = {
		limit = {
			PREV = {
				has_country_flag = EAI_PC_trace_functions
			}
		}
		log = EAI_available_BFACILITY > THIS=[this.getname] PREV=[prev.getname]
	}
	can_construct_building = nuclear_facility
	EAI_facility_available_for_new_project = yes
}
### Entity: Event
Component: r56_australia.8
Constructs: is_triggered_only, ai_chance, has_country_flag, add_political_power, set_country_flag, has_game_rule, is_historical_focus_on, set_politics
Source: game
File: events/R56_Australia.txt

Code:
country_event = {
	id = r56_australia.8
	title = r56_australia.8.t
	desc = r56_australia.8.d
	picture = GFX_report_event_ast_parliament_house
	is_triggered_only = yes
	trigger = {
		NOT = {
			has_country_flag = AST_1937_election
		}
	}
	option = {
		name = r56_australia.8.a
		add_political_power = 25
		hidden_effect = {
			set_country_flag = AST_1937_election
		}
		ai_chance = {
			base = 10
			modifier = {
				OR = {
					has_country_flag = AST_AI_RANDOM_DEMOCRATIC_ALTERNATE
					has_game_rule = {
						rule = AST_ai_behavior
						option = DEMOCRATIC_ALTERNATE
					}
				}
				factor = 0
			}
		}
	} {
		name = r56_australia.8.b
		AST_set_john_curtin = yes
		hidden_effect = {
			set_country_flag = AST_1937_election
		}
		ai_chance = {
			base = 5
			modifier = {
				factor = 0
				OR = {
					AND = {
						is_historical_focus_on = yes
						has_game_rule = {
							rule = AST_ai_behavior
							option = DEFAULT
						}
					}
					has_country_flag = AST_AI_RANDOM_DEMOCRATIC_HISTORICAL
					has_game_rule = {
						rule = AST_ai_behavior
						option = DEMOCRATIC_HISTORICAL
					}
				}
			} {
				OR = {
					has_country_flag = AST_AI_RANDOM_DEMOCRATIC_ALTERNATE
					has_game_rule = {
						rule = AST_ai_behavior
						option = DEMOCRATIC_ALTERNATE
					}
				}
				factor = 100
			}
		}
	} {
		name = r56_australia.country_win
		AST_set_earle_page = yes
		hidden_effect = {
			set_country_flag = AST_1937_election
		}
		ai_chance = {
			base = 4
			modifier = {
				factor = 0
				OR = {
					AND = {
						is_historical_focus_on = yes
						has_game_rule = {
							rule = AST_ai_behavior
							option = DEFAULT
						}
					}
					has_country_flag = AST_AI_RANDOM_DEMOCRATIC_HISTORICAL
					has_game_rule = {
						rule = AST_ai_behavior
						option = DEMOCRATIC_HISTORICAL
					}
				}
			}
		}
	} {
		name = r56_australia.communist_win
		trigger = {
			communism = > 0.45
		}
		set_politics = {
			ruling_party = communism
			elections_allowed = no
		}
		hidden_effect = {
			set_country_flag = AST_1937_election
		}
		ai_chance = {
			base = 100
		}
	} {
		name = r56_australia.fascists_win
		trigger = {
			fascism = > 0.45
		}
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
		}
		hidden_effect = {
			set_country_flag = AST_1937_election
		}
		ai_chance = {
			base = 100
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_75
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_75 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 75
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 75
	}
}
### Entity: Unit Template
Component: ENG_MEC_01
Source: game
File: common/units/names_divisions/ENG_names_divisions.txt

Code:
ENG_MEC_01 = {
	name = Mechanised Division
	for_countries = {
		ENG
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		ENG_INF_01
	}
	fallback_name = %d Infantry Division
	ordered = {
		50 = {
			%dth (Northumbrian) Infantry Division
		}
		55 = {
			%dth (West Lancashire) Infantry Division
		}
		59 = {
			%dth (Staffordshire) Infantry Division
		}
		23 = {
			%drd (Northumbrian) Infantry Division
		}
		47 = {
			%dth (London) Infantry Division
		}
		56 = {
			%dth (London) Infantry Division
		}
		7 = {
			%dth Infantry Division
		}
		8 = {
			%dth Infantry Division
		}
		1 = {
			%dst Infantry Division
		}
		2 = {
			%dnd Infantry Division
		}
		3 = {
			%drd Infantry Division
		}
		4 = {
			%dth Infantry Division
		}
		5 = {
			%dth Infantry Division
		}
		6 = {
			%dth Infantry Division
		}
		42 = {
			%dnd (East Lancashire) Infantry Division
		}
		43 = {
			%drd (Wessex) Infantry Division
		}
		44 = {
			%dth (Home Counties) Infantry Division
		}
		48 = {
			%dth (South Midlands) Infantry Division
		}
		49 = {
			%dth (West Riding) Infantry Division
		}
		51 = {
			%dst (Highland) Infantry Division
		}
		52 = {
			%dnd (Lowland) Infantry Division
		}
		53 = {
			%drd (Welsh) Infantry Division
		}
		54 = {
			%dth (East Anglia) Infantry Division
		}
		9 = {
			%dth (Highland) Infantry Division
		}
		15 = {
			%dth (Scottish) Infantry Division
		}
		18 = {
			%dth Infantry Division
		}
		38 = {
			%dth (Welsh) Infantry Division
		}
		45 = {
			%dth Infantry Division
		}
		61 = {
			%dst Infantry Division
		}
		66 = {
			%dth Infantry Division
		}
		12 = {
			%dth (Eastern) Infantry Division
		}
		46 = {
			%dth (North Midlands) Infantry Division
		}
		801 = {
			Guards Infantry Division
		}
		40 = {
			%dth Infantry Division
		}
		57 = {
			%dth (2nd West Lancashire) Infantry Div.
		}
		58 = {
			%dth (2/1st London) Infantry Division
		}
		28 = {
			%dth Infantry Division
		}
		33 = {
			%drd Infantry Division
		}
		100 = {
			%dth Infantry Division
		}
		101 = {
			%dst Infantry Division
		}
		102 = {
			%dnd Infantry Division
		}
		103 = {
			%drd Infantry Division
		}
		104 = {
			%dth Infantry Division
		}
		105 = {
			%dth Infantry Division
		}
		106 = {
			%dth Infantry Division
		}
		107 = {
			%dth Infantry Division
		}
		108 = {
			%dth Infantry Division
		}
		109 = {
			%dth Infantry Division
		}
		110
# ... (truncated)
### Entity: Event
Component: NSB_soviet_civil_war_common.101
Constructs: is_triggered_only, limit, set_country_flag, has_global_flag
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_civil_war_common.101
	title = NSB_soviet_civil_war_common.101.t
	desc = {
		text = NSB_soviet_civil_war_common.101.desc
		trigger = {
			NOT = {
				SOV_is_exiles = yes
			}
		}
	} {
		text = NSB_soviet_civil_war_common.101.desc_exiles
		trigger = {
			SOV_is_exiles = yes
		}
	}
	picture = [GetJapaneseNegotiationsPicture]
	is_triggered_only = yes
	option = {
		name = NSB_soviet_civil_war_common.101.a
		set_country_flag = SOV_CSW_transfer_vladivostok_flag
		IF = {
			limit = {
				has_global_flag = SOV_soviet_civil_war
			}
			hidden_effect = {
				SOV_set_up_japanese_troops = yes
			}
		}
	}
}