Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: MEK_communist_guy
Constructs: has_government
Source: game
File: common/ideas/mecklenburg.txt

Code:
MEK_communist_guy = {
	picture = generic_political_advisor_europe_3
	allowed = {
		original_tag = MEK
	}
	traits = {
		communist_revolutionary
	}
	do_effect = {
		NOT = {
			has_government = communism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Idea
Component: VEN_50_50_oil
Constructs: has_government, industrial_capacity_factory
Source: game
File: common/ideas/r56_venezuela.txt

Code:
VEN_50_50_oil = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	picture = generic_agrarian_reform
	modifier = {
		consumer_goods_factor = -0.15
		industrial_capacity_factory = 0.05
		industrial_capacity_dockyard = 0.05
		trade_opinion_factor = -0.05
	}
}
### Entity: Idea
Component: CZE_western_betreyal2_idea
Constructs: is_in_faction_with, removal_cost, democratic_drift, communism_drift
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_western_betreyal2_idea = {
	picture = western_betreyal
	allowed = {
		tag = CZE
	}
	available = {
		NOT = {
			CZE = {
				is_in_faction_with = ENG
			}
		}
	}
	cancel = {

	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		democratic_drift = -0.15
		drift_defence_factor = -0.1
		communism_drift = 0.1
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_restore_the_country
Constructs: prerequisite, add_stability, completion_reward, has_civil_war, add_popularity, add_timed_idea
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_restore_the_country
	icon = GFX_goal_generic_construction2
	prerequisite = {
		focus = ETH_declare_for_italy
	}
	x = 0
	y = 1
	relative_position_id = ETH_declare_for_italy
	cost = 10
	available = {
		has_civil_war = no
	}
	search_filters = {

	}
	completion_reward = {
		add_stability = 0.05
		add_popularity = {
			ideology = fascism
			popularity = 0.15
		}
		add_timed_idea = {
			idea = ETH_rebuilding_the_country_idea
			days = 128
		}
	}
}
### Entity: Character
Component: FAR_valdemar_lutzen
Source: game
File: common/characters/FAR.txt

Code:
FAR_valdemar_lutzen = {
	name = Valdemar Lutzen
	portraits = {
		civilian = {
			small = GFX_idea_GER_generic_3
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = FAR_valdemar_lutzen
		allowed = {
			original_tag = FAR
		}
		available = {

		}
		cost = 150
		traits = {
			naw_business_owner
		}
	}
}
### Entity: Character
Component: ataman_transbaikal_host
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
ataman_transbaikal_host = {
	random = no
	sprite = 13
	army_attack_against_major_factor = 0.15
	stability_factor = -0.05
	political_power_factor = -0.05
	army_attack_speed_factor = 0.1
	unit_cavalry_design_cost_factor = -0.25
}
### Entity: AI Strategy
Component: chinese_mainland
Constructs: has_war, is_literally_china
Source: game
File: common/ai_faction_theaters/ai_faction_theaters.txt

Code:
chinese_mainland = {
	name = theater_chinese_mainland
	regions = {
		246 165 245 249 250 144 200 244 252 145 146
	}
	cancel = {
		has_war = no
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			has_war = yes
			OR = {
				is_literally_china = yes
				any_enemy_country = {
					is_literally_china = yes
				}
			}
		} {
			factor = 0
			has_war = no
		}
	}
}
### Entity: Event
Component: BBA_italy_interaction_events_news.2
Constructs: is_triggered_only
Source: game
File: events/BBA_Italy.txt

Code:
news_event = {
	id = BBA_italy_interaction_events_news.2
	title = BBA_italy_interaction_events_news.2.t
	desc = BBA_italy_interaction_events_news.2.desc
	picture = GFX_news_event_generic_parliament
	is_triggered_only = yes
	option = {
		name = BBA_italy_interaction_events_news.2.a
	}
}
### Entity: AI Strategy
Component: ICE_communist_strategy_plan
Constructs: has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/ICE_alternate_strategy_plan.txt

Code:
ICE_communist_strategy_plan = {
	name = Communist plan for Iceland
	desc = Iceland will try to create a North Sea Communist state
	allowed = {
		original_tag = ICE
	}
	enable = {
		OR = {
			has_country_flag = ICE_AI_RANDOM_COMMUNIST_PLAN
			has_game_rule = {
				rule = ICE_AI_BEHAVIOR
				option = ICE_COMMUNIST_PLAN
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		ICE_international_relations ICE_break_with_the_crown ICE_not_our_king ICE_anti_capitalist_propaganda ICE_expand_the_industrial_base ICE_rally_the_workers_of_reykjavik ICE_prepare_for_the_revolution ICE_general_strike ICE_embrace_the_workers_revolution ICE_state_owned_industry ICE_transformation_of_nature ICE_international_research_community
	}
	focus_factors = {

	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Scripted Effect
Component: ITA_franco_italian_cooperation_effect
Constructs: limit, add_opinion_modifier, has_tech_sharing_feature, add_to_tech_sharing_group, add_tech_bonus
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_franco_italian_cooperation_effect = {
	FRA = {
		add_opinion_modifier = {
			target = ITA
			modifier = ITA_military_cooperation_acceptance
		}
	}
	ITA = {
		add_opinion_modifier = {
			target = FRA
			modifier = ITA_military_cooperation_acceptance
		}
	}
	if = {
		limit = {
			has_tech_sharing_feature = yes
		}
		FRA = {
			add_to_tech_sharing_group = ITA_franco_italian_tech_sharing
			add_tech_bonus = {
				name = ITA_franco_italian_tech_sharing_name
				bonus = 0.5
				uses = 2
				category = armor
			} {
				name = ITA_franco_italian_tech_sharing_name
				bonus = 0.5
				uses = 2
				category = infantry_weapons
			}
		}
		ITA = {
			add_to_tech_sharing_group = ITA_franco_italian_tech_sharing
			add_tech_bonus = {
				name = ITA_franco_italian_tech_sharing_name
				bonus = 0.5
				uses = 2
				category = armor
			} {
				name = ITA_franco_italian_tech_sharing_name
				bonus = 0.5
				uses = 2
				category = infantry_weapons
			}
		}
	}
	else = {
		FRA = {
			add_tech_bonus = {
				name = ITA_franco_italian_tech_sharing_name
				bonus = 0.75
				uses = 2
				category = armor
			} {
				name = ITA_franco_italian_tech_sharing_name
				bonus = 0.75
				uses = 2
				category = infantry_weapons
			}
		}
		ITA = {
			add_tech_bonus = {
				name = ITA_franco_italian_tech_sharing_name
				bonus = 0.75
				uses = 2
				category = armor
			} {
				name = ITA_franco_italian_tech_sharing_name
				bonus = 0.75
				uses = 2
				category = infantry_weapons
			}
		}
	}
}
### Entity: National Focus
Tree: saf_focus
Component: SAF_reconstitute_the_cape_corps
Constructs: prerequisite, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/south_africa.txt

Code:
focus = {
	id = SAF_reconstitute_the_cape_corps
	icon = GFX_goal_generic_allies_build_infantry
	prerequisite = {
		focus = SAF_cape_garrison_artillery
	}
	x = -1
	y = 4
	relative_position_id = SAF_war_measures_act
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = SAF_history_of_segregation
			add_idea = SAF_history_of_segregation_2
		}
	}
}
### Entity: Event
Component: mtg_news.34
Constructs: is_triggered_only, has_government
Source: game
File: events/MTG_NewsEvents.txt

Code:
news_event = {
	id = mtg_news.34
	title = mtg_news.34.t
	desc = mtg_news.34.desc
	picture = GFX_news_event_king_speech
	major = yes
	is_triggered_only = yes
	option = {
		name = mtg_news.34.a
		trigger = {
			original_tag = ENG
		}
	} {
		name = mtg_news.34.b
		trigger = {
			NOT = {
				original_tag = ENG
			} {
				has_government = communism
			}
		}
	} {
		name = mtg_news.34.c
		trigger = {
			NOT = {
				original_tag = ENG
			}
			has_government = communism
		}
	}
}
### Entity: Character
Component: AFG_the_kingmaker
Constructs: stability_factor, fascism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
AFG_the_kingmaker = {
	random = no
	sprite = 13
	political_power_factor = 0.05
	fascism_drift = 0.03
	stability_factor = 0.1
}
### Entity: Unit Template
Component: HOL_MAR_01
Source: game
File: common/units/names_divisions/HOL_INS_names_divisions.txt

Code:
HOL_MAR_01 = {
	name = Marine Division
	for_countries = {
		HOL INS
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %de Mariniersdivisie
	ordered = {
		1 = {
			%de Mariniersdiv. 'Zwarte Duivels'
		}
		2 = {
			%de Mariniersdivisie
		}
		3 = {
			%de Mariniersdivisie
		}
		4 = {
			%de Mariniersdivisie
		}
		5 = {
			%de Mariniersdivisie
		}
		6 = {
			%de Mariniersdivisie
		}
		7 = {
			%de Mariniersdivisie
		}
		8 = {
			%de Mariniersdivisie
		}
		9 = {
			%de Mariniersdivisie
		}
		10 = {
			%de Mariniersdivisie
		}
	}
}
### Entity: Character
Component: BRI_awt
Source: game
File: common/characters/BRI.txt

Code:
BRI_awt = {
	advisor = {
		slot = theorist
		idea_token = BRI_awt
		ledger = air
		allowed = {
			original_tag = BRI
		}
		traits = {
			air_warfare_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_2
		}
	}
}
### Entity: Idea
Component: disa
Constructs: research_bonus
Source: game
File: common/ideas/denmark.txt

Code:
disa = {
	picture = generic_infantry_equipment_manufacturer_2
	allowed = {
		original_tag = DEN
	}
	research_bonus = {
		infantry_weapons = 0.15
	}
	traits = {
		infantry_equipment_manufacturer
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_purge_the_trotskyists
Constructs: prerequisite, add_ideas, completion_reward, add_popularity
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_purge_the_trotskyists
	icon = GFX_focus_SOV_behead_the_snake
	cost = 10
	prerequisite = {
		focus = PHI_join_the_comintern
	}
	relative_position_id = PHI_join_the_comintern
	x = -1
	y = 1
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		add_ideas = PHI_leftists_purged
	}
}
### Entity: Raid
Component: mine_sabotage_raid
Constructs: has_war_with, is_in_array, has_dlc, has_tech, is_in_faction_with, has_dynamic_modifier, add_raid_history_entry, add_divisional_commander_xp
Source: game
File: common/raids/paratrooper_raids.txt

Code:
mine_sabotage_raid = {
	days_to_prepare = 90
	category = paratrooper_raids
	ai_will_do = {
		base = 0.5
		modifier = {
			factor = 0
			NOT = {
				is_in_array = {
					array = potential_and_current_enemies
					value = FROM
				}
			}
		} {
			factor = 0
			tag = GER
			date = < 1944.1.1
			NOT = {
				surrender_progress = > 0
			}
		}
	}
	command_power = 25
	allowed = {
		has_dlc = Gotterdammerung
	}
	visible = {
		has_tech = paratroopers
	}
	show_target = {
		NOT = {
			is_in_faction_with = FROM
		}
	}
	available = {

	}
	launchable = {
		has_war_with = FROM
	}
	unit_requirements = {
		battalion_types = {
			paratrooper = {
				min = 3
			}
		}
	}
	essential_equipment = {
		transport_plane_equipment = 10
	}
	additional_equipment = {
		support_equipment = 200
	}
	target_type = {
		state = {
			steel = > 69
			NOT = {
				OR = {
					has_dynamic_modifier = {
						modifier = steel_mines_damaged_modifier
					} {
						modifier = steel_mines_critically_damaged_modifier
					} {
						modifier = steel_mines_lightly_damaged_modifier
					}
				}
			}
		}
	}
	target_icon = GFX_mine_target_icon
	target_loc_key = raid_target_name_mine
	launch_sound = raid_launch_paratrooper
	arrow = {
		type = air
	}
	unit_model = {
		equipment = air_transport
	}
	starting_point = {
		types = {
			air_base
		}
	}
	success_factors = {
		success = {
			base = 0.6
			experience = {
				weight = 0.05
				start_weight = -0.05
				reference = 0.5
			}
			organisation = {
				weight = 0.05
				start_weight = -0.05
				reference = 100
			}
			strength = {
				weight = 0.05
				start_weight = -0.05
				reference = 1
			}
			recon = {
				weight = 0.05
				reference = 10
			}
			resistance = {
				reference = 100
				start_reference = 20
				weight = 0.4
			}
			air_superiority = {
				reference = 1
				weight = 0.25
				start_weight = -0.25
			}
			anti_air = {
				reference = 5
				weight = -0.2
			}
			interception = {
				reference = 500
				weight = -0.2
			}
			enemy_units = {
				reference = 2
				weight = -0.5
			}
			intel = {
				weight = 0.2
				reference = 100
			}
		}
		critical = {
			base = 0.15
		}
	}
	success_levels = {
		failure = {
			victim_effects = {

			}
			actor_effects = {
				raid_damage_units = {
					org_damage = 30
					str_damage = 10
				}
				raid_add_unit_experience = 0.05
				add_raid_history_entry = yes
			}
			division_effects = {
				add_divisional_com
# ... (truncated)
### Entity: National Focus
Tree: cze_focus
Component: CZE_deliver_sudetenland
Constructs: prerequisite, owns_state, has_war_with, completion_reward, is_subject, is_owned_and_controlled_by, cancel_if_invalid
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_deliver_sudetenland
	icon = GFX_focus_CZE_german_puppet
	prerequisite = {
		focus = CZE_german_leanings
	}
	x = 0
	y = 1
	relative_position_id = CZE_german_leanings
	cost = 5
	ai_will_do = {
		factor = 40
		modifier = {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {
		GER = {
			exists = yes
		} {
			is_subject = no
		}
		NOT = {
			has_war_with = GER
		}
		AND = {
			owns_state = 69 74 972
		}
	}
	bypass = {
		69 = {
			NOT = {
				is_owned_and_controlled_by = ROOT
			}
		}
		74 = {
			NOT = {
				is_owned_and_controlled_by = ROOT
			}
		}
		972 = {
			NOT = {
				is_owned_and_controlled_by = ROOT
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		GER = {
			country_event = {
				hours = 1
				id = czech.22
			}
		}
	}
}
### Entity: National Focus
Tree: cin_focus
Component: CIN_organize_military
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/chechnya.txt

Code:
focus = {
	id = CIN_organize_military
	icon = GFX_focus_generic_women_in_military
	prerequisite = {
		focus = CIN_army_reform
	}
	x = 1
	y = 1
	relative_position_id = CIN_army_reform
	cost = 5
	ai_will_do = {
		factor = 400
	}
	completion_reward = {
		army_experience = 10
		swap_ideas = {
			remove_idea = CIN_irregular_military2
			add_idea = CIN_irregular_military3
		}
	}
}
### Entity: National Focus
Tree: slo_focus
Component: SLO_generic_focus
Constructs: shared_focus, add_equipment_to_stockpile, prerequisite, has_war, limit, add_ideas, remove_ideas, has_government
Source: game
File: common/national_focus/slovakia.txt

Code:
focus_tree = {
	id = SLO_generic_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = SLO
		}
	}
	shared_focus = HABSBURG_part_of_something_bigger
	continuous_focus_position = {
		x = 50
		y = 900
	}
	default = no
	reset_on_civilwar = no
	focus = {
		id = SLO_army_effort
		icon = GFX_goal_SLO_army
		x = 30
		y = 0
		cost = 5
		available_if_capitulated = yes
		completion_reward = {
			army_experience = 15
			add_doctrine_cost_reduction = {
				name = land_doc_bonus
				cost_reduction = 0.8
				uses = 2
				category = land_doctrine
			}
			if = {
				limit = {
					NOT = {
						has_tech = basic_machine_tools
					}
				}
				set_technology = {
					basic_machine_tools = 1
				} {
					improved_machine_tools = 1
				} {
					dispersed_industry = 1
				} {
					construction1 = 1
				} {
					support_weapons = 1
				} {
					electronic_mechanical_engineering = 1
				}
				add_tech_bonus = {
					name = industrial_bonus
					bonus = 1
					uses = 1
					category = industry
				}
			}
		}
		search_filters = {
			FOCUS_FILTER_RESEARCH
		}
	} {
		id = SLO_equipment_effort
		icon = GFX_focus_secret_rearmament
		prerequisite = {
			focus = SLO_army_effort
		}
		relative_position_id = SLO_army_effort
		x = -4
		y = 1
		cost = 10
		available_if_capitulated = yes
		completion_reward = {
			add_tech_bonus = {
				name = infantry_weapons_bonus
				bonus = 1
				uses = 1
				category = infantry_weapons
			}
		}
		search_filters = {
			FOCUS_FILTER_RESEARCH
		}
	} {
		id = SLO_mountain_brigades
		icon = GFX_goal_generic_major_war
		prerequisite = {
			focus = SLO_army_effort
		}
		relative_position_id = SLO_army_effort
		x = -2
		y = 1
		cost = 10
		available_if_capitulated = yes
		completion_reward = {
			add_tech_bonus = {
				name = infantry_weapons_bonus
				bonus = 3
				uses = 1
				category = mountaineers_tech
			} {
				name = special_forces_bonus
				bonus = 1.0
				uses = 2
				category = r56_special_forces_training_tech
			}
		}
		search_filters = {
			FOCUS_FILTER_RESEARCH
		}
	} {
		id = SLO_recon_companies
		icon = GFX_goal_generic_military_sphere
		prerequisite = {
			focus = SLO_mountain_brigades SLO_motorization_effort
		} {
			focus = SLO_mountain_brigades SLO_mountain_brigades
		}
		x = -1
		y = 2
		relative_position_id = SLO_army_effort
		cost = 10
		ai_will_do = {
			factor = 40
		}
		completion_reward = {
			add_tech_bonus = {
				name = 
# ... (truncated)
### Entity: Scripted Effect
Component: find_biggest_democrat
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
find_biggest_democrat = {
	get_highest_scored_country = {
		var = GLOBAL.platonic_big_democratic
		scorer = democratic_major_scorer
	}
}
### Entity: Order of Battle
Component: Manshu Tetsudo Shubitai
Constructs: division_template
Source: game
File: history/units/JAP_1936_nsb.txt

Code:
division = {
	name = Manshu Tetsudo Shubitai
	location = 11771
	division_template = Chuton-chi Shidan
	start_experience_factor = 0.1
	start_equipment_factor = 0.9
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_tojos_premiership
Constructs: prerequisite, add_war_support, has_country_flag, is_major, completion_reward, is_literally_china, has_war_support, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_tojos_premiership
	icon = GFX_focus_JAP_tojos_premiership
	mutually_exclusive = {
		focus = JAP_yamamotos_premiership JAP_the_crysanthemum_throne JAP_solidify_tohokai_rule
	}
	x = -2
	y = 2
	relative_position_id = JAP_ichioku_isshin
	prerequisite = {
		focus = JAP_ichioku_isshin
	}
	cost = 5
	offset = {
		x = -1
		y = 0
		trigger = {
			has_country_flag = JAP_tohokai_prime_minister_added
		}
	}
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			AND = {
				JAP_army_faction_is_at_least_influential = yes
				JAP_army_faction_is_greater_than_navy = yes
			} {
				any_enemy_country = {
					is_major = yes
					custom_trigger_tooltip = {
						tooltip = JAP_tojos_premiership_tt
						NOT = {
							is_literally_china = yes
						}
					}
				}
				has_war_support = > 0.9
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_IMPERIAL_INFLUENCE
	}
	completion_reward = {
		add_war_support = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt
		add_country_leader_role = {
			character = JAP_hideki_tojo
			promote_leader = yes
			country_leader = {
				ideology = emperor_fascism
				expire = 1952.1.1.1
				traits = {
					JAP_IJA_prime_minister_trait
				}
			}
		}
		hidden_effect = {
			set_cosmetic_tag = JAP_army_dominant
		}
	}
}
### Entity: Unit Template
Component: PRE_MEC_01
Source: game
File: common/units/names_divisions/PRE_names_divisions.txt

Code:
PRE_MEC_01 = {
	name = Mechanized Divisions
	for_countries = {
		PRE
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		PRE_INF_01
	}
	fallback_name = %d. Panzergrenadier-Division
	ordered = {
		1 = {
			%d. Panzergrenadier-Division
		}
		2 = {
			%d. Panzergrenadier-Division
		}
		3 = {
			%d. Panzergrenadier-Division
		}
		4 = {
			%d. Panzergrenadier-Division
		}
		5 = {
			%d. Panzergrenadier-Division
		}
		6 = {
			%d. Panzergrenadier-Division
		}
		7 = {
			%d. Panzergrenadier-Division
		}
		8 = {
			%d. Panzergrenadier-Division
		}
		10 = {
			%d. Panzergrenadier-Division
		}
		11 = {
			%d. Panzergrenadier-Division
		}
		12 = {
			%d. Panzergrenadier-Division
		}
		13 = {
			%d. Panzergrenadier-Division
		}
		14 = {
			%d. Panzergrenadier-Division
		}
		15 = {
			%d. Panzergrenadier-Division
		}
		16 = {
			%d. Panzergrenadier-Division
		}
		17 = {
			%d. Panzergrenadier-Division
		}
		18 = {
			%d. Panzergrenadier-Division
		}
		19 = {
			%d. Panzergrenadier-Division
		}
		20 = {
			%d. Panzergrenadier-Division
		}
		21 = {
			%d. Panzergrenadier-Division
		}
		22 = {
			%d. Panzergrenadier-Division
		}
		23 = {
			%d. Panzergrenadier-Division
		}
		24 = {
			%d. Panzergrenadier-Division
		}
		25 = {
			%d. Panzergrenadier-Division
		}
		26 = {
			%d. Panzergrenadier-Division
		}
		27 = {
			%d. Panzergrenadier-Division
		}
		28 = {
			%d. Panzergrenadier-Division
		}
		29 = {
			%d. Panzergrenadier-Division
		}
		30 = {
			%d. Panzergrenadier-Division
		}
		31 = {
			%d. Panzergrenadier-Division
		}
		32 = {
			%d. Panzergrenadier-Division
		}
		33 = {
			%d. Panzergrenadier-Division
		}
		34 = {
			%d. Panzergrenadier-Division
		}
		35 = {
			%d. Panzergrenadier-Division
		}
		36 = {
			%d. Panzergrenadier-Division
		}
		37 = {
			%d. Panzergrenadier-Division
		}
		38 = {
			%d. Panzergrenadier-Division
		}
		39 = {
			%d. Panzergrenadier-Division
		}
		40 = {
			%d. Panzergrenadier-Division
		}
		41 = {
			%d. Panzergrenadier-Division
		}
		42 = {
			%d. Panzergrenadier-Division
		}
		43 = {
			%d. Panzergrenadier-Division
		}
		44 = {
			%d. Panzergrenadier-Division
		}
		45 = {
			%d. Panzergrenadier-Division
		}
		46 = {
			%d. Panzergrenadier-Division
		}
		47 = {
			%d. Panzergrenadier-Division
		}
		48 = {
			%d. Panzergrenadier-Division
		}
		49 = {
			%d. Panzergrenadier-Division
		}
		50 = {

# ... (truncated)
### Entity: Idea
Component: CZE_rebuilding_the_navy1_idea
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_rebuilding_the_navy1_idea = {
	allowed = {

	}
	picture = generic_navy_bonus
	allowed_civil_war = {

	}
	modifier = {
		industrial_capacity_dockyard = 0.1
		consumer_goods_factor = 0.1
		navy_capital_ship_attack_factor = 0.025
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_end_con
Constructs: prerequisite, add_ideas, has_government, completion_reward, is_historical_focus_on, clr_country_flag, swap_ideas, remove_idea
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_end_con
	icon = GFX_goal_generic_army
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 10
			has_government = fascism
		} {
			factor = 5
			has_government = communism
		} {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	prerequisite = {
		focus = SWI_update_army
	} {
		focus = SWI_modern_arty
	}
	mutually_exclusive = {
		focus = SWI_choose_cons
	}
	available = {
		NOT = {
			has_government = neutrality
		}
	}
	available_if_capitulated = yes
	x = 35
	y = 2
	completion_reward = {
		clr_country_flag = SWI_reliance_on_militia
		swap_ideas = {
			remove_idea = SWI_special_conscription
			add_idea = volunteer_only
		}
		add_ideas = SWI_standing_army
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Idea
Component: generic_can_only_join_factions_same_ideology
Constructs: removal_cost
Source: game
File: common/ideas/r56_generic.txt

Code:
generic_can_only_join_factions_same_ideology = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	rule = {
		can_join_opposite_factions = no
	}
	modifier = {

	}
}