Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: LIE_otto_von_habsburg
Constructs: has_government, has_country_flag, has_country_leader, has_idea
Source: game
File: common/characters/LIE.txt

Code:
LIE_otto_von_habsburg = {
	name = HUN_otto_von_habsburg
	portraits = {
		civilian = {
			large = GFX_Portrait_hungary_otto_von_hapsburg
			small = GFX_Portrait_hungary_otto_von_hapsburg_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = LIE_otto_von_habsburg
		allowed = {
			original_tag = LIE
		}
		visible = {
			has_country_flag = LIE_otto_von_habsburg_in_the_house
		}
		available = {
			NOT = {
				has_government = communism
			}
			custom_trigger_tooltip = {
				tooltip = LIE_otto_von_habsburg_in_the_house
				has_country_flag = LIE_otto_von_habsburg_in_the_house
				AUS = {
					NOT = {
						OR = {
							has_country_leader = {
								character = AUS_otto_von_habsburg
								ruling_only = yes
							}
							has_idea = AUS_otto_von_habsburg
						}
					}
				}
				HUN = {
					NOT = {
						has_country_leader = {
							character = HUN_otto_von_habsburg
							ruling_only = yes
						}
					}
				}
			}
		}
		traits = {
			popular_figurehead
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_infantry_40
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_infantry_40 = {
	enable = {
		is_major = yes
		num_of_military_factories = > 200
	}
	abort = {
		NOT = {
			AND = {
				is_major = yes
				num_of_military_factories = > 190
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = infantry_equipment
		value = 5
	}
}
### Entity: Effect Reference
Construct: get_sorted_scored_countries
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## get_sorted_scored_countries

* Supported Scopes: COUNTRY
* Supported Targets: none

```
calculates & sorts all countries in a country scorer and stores them and their scores in arrays. Example: 
get_sorted_scored_countries = { 
  scorer = scorer_id # id that is used in country scorer  array = array_name # a name to store sorted countries as an array (default to sorted_country_list) 
  scores = array_name # corresponding score array for countries stored in array (default to country_list_scores) 
}
```
### Entity: Idea
Component: CHI_warlord_state_idea_mnt
Constructs: research_speed_factor, stability_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/china_warlord.txt

Code:
CHI_warlord_state_idea_mnt = {
	allowed = {
		always = no
	} {

	}
	allowed_civil_war = {
		always = yes
	}
	name = CHI_warlord_state_idea
	picture = chi_warlord_integration
	removal_cost = -1
	modifier = {
		stability_factor = -0.05
		research_speed_factor = -0.03
		army_core_attack_factor = 0.05
		conscription_factor = 0.06
		attrition = -0.05
		supply_consumption_factor = -0.07
		production_factory_max_efficiency_factor = -0.1
		custom_modifier_tooltip = CHI_warlord_state_idea_tt
	}
}
### Entity: Unit Template
Component: SOV_STATES
Constructs: has_government
Source: game
File: common/units/names_ships/SOV_ship_names.txt

Code:
SOV_STATES = {
	name = NAME_THEME_STATES
	for_countries = {
		SOV
	}
	can_use = {
		NOT = {
			has_government = fascism neutrality
		}
	}
	type = ship
	unique = {
		Sovyetsky Soyuz Sovyetskaya Rossiya Sovyetskaya Ukrayna Sovyetskaya Byelorussiya Sovyetskaya Gruzinskaya Sovyetskaya Armyanskaya Sovyetskaya Azerbaydzhanskaya Sovyetskaya Kazakhskaya Sovyetskaya Tadzhikskaya Sovyetskaya Uzbekskaya Sovyetskaya Turkmenskaya Sovyetskaya Kirgizskaya Sovyetskaya Bashkirskaya Sovyetskaya Dagestanskaya Sovyetskaya Krymskaya Sovyetskaya Tatarskaya Sovyetskaya Chuvashskaya Sovyetskaya Yakutskaya Sovyetskaya Buryat-Mongolskaya Sovyetskaya Karakalpakskaya Sovyetskaya Abkhazskaya Sovyetskaya Adzharskaya Sovyetskaya Nakhichevanskaya Sovyetskaya Zakavkazskaya Sovyetskaya Bukharskaya Sovyetskaya Turkestanskaya Sovyetskaya Khorezmskaya Sovyetskaya Karelo-Finskaya Sovyetskaya Moldavskaya Sovyetskaya Litovskaya Sovyetskaya Latvyskaya Sovyetskaya Estonskaya
	}
}
### Entity: Character
Component: ITZ_itza_council
Source: game
File: common/characters/ITZ.txt

Code:
ITZ_itza_council = {
	name = ITZ_itza_council
	portraits = {
		civilian = {
			large = GFX_portrait_ITZ_council
		}
	}
	country_leader = {
		ideology = despotism
		traits = {
			non_aligned_council_trait
		}
		expire = 1980.1.1.1
		id = -1
	} {
		ideology = conservatism
		traits = {
			democratic_council_trait
		}
		expire = 1980.1.1.1
		id = -1
	} {
		ideology = marxism
		traits = {
			communist_council_trait
		}
		expire = 1980.1.1.1
		id = -1
	} {
		ideology = falangism
		traits = {
			fascist_council_trait
		}
		expire = 1980.1.1.1
		id = -1
	}
}
### Entity: AI Strategy
Component: spanish_civil_war_ally_nobody
Constructs: has_dlc, has_global_flag
Source: game
File: common/ai_strategy/SPR.txt

Code:
spanish_civil_war_ally_nobody = {
	allowed = {
		has_dlc = La Resistance
	}
	enable = {
		SPR_scw_in_progress = yes
		NOT = {
			original_tag = SPR
		}
	}
	abort = {
		has_global_flag = scw_over
	}
	ai_strategy = {
		type = alliance
		id = SPD
		value = -2000
	} {
		type = alliance
		id = SPA
		value = -2000
	} {
		type = alliance
		id = SPB
		value = -2000
	} {
		type = alliance
		id = SPC
		value = -2000
	}
}
### Entity: Character
Component: subservient_democrat_democratic
Constructs: democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
subservient_democrat_democratic = {
	random = no
	sprite = 13
	political_power_factor = 0.15
	political_advisor_cost_factor = -0.1
	democratic_drift = 0.05
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_a_resurgent_labor_movement
Constructs: has_completed_focus, limit, remove_ideas, completion_reward, add_political_power, allow_branch, has_hide_rule, set_country_flag
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_a_resurgent_labor_movement
	icon = GFX_focus_NOR_a_resurgent_labor_movement
	x = 4
	y = 0
	mutually_exclusive = {
		focus = NOR_vote_of_no_confidence NOR_continue_nygaardsvold_government NOR_the_stumbling_storting
	}
	cost = 5
	allow_branch = {
		if = {
			limit = {
				has_hide_rule = yes
			}
			NOT = {
				has_completed_focus = NOR_vote_of_no_confidence NOR_continue_nygaardsvold_government NOR_the_stumbling_storting
			}
		}
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 100
		remove_ideas = {
			NOR_anti_communist_sentiment_ns
		}
		hidden_effect = {
			set_country_flag = NOR_going_communist
			find_global_platonic_countries = yes
		}
		country_event = {
			id = AAT_norway.11
		}
		custom_effect_tooltip = the_following_will_happen_TT
		event_option_tooltip = AAT_norway.11.a
		mark_focus_tree_layout_dirty = yes
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_the_final_battle_against_global_imperialism
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_subject, is_subject_of, is_in_faction_with, create_wargoal
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_the_final_battle_against_global_imperialism
	icon = GFX_focus_attack_britain
	prerequisite = {
		focus = TUR_demand_french_withdrawal_from_syria
	}
	x = 0
	y = 1
	relative_position_id = TUR_demand_french_withdrawal_from_syria
	cost = 10
	ai_will_do = {
		factor = 1
	}
	will_lead_to_war_with = ENG
	available = {
		is_subject = no
		NOT = {
			ENG = {
				has_government = communism
				is_subject_of = TUR
				is_in_faction_with = TUR
			}
		}
	}
	bypass = {
		OR = {
			has_war_with = ENG
			ENG = {
				has_government = communism
			}
		}
	}
	completion_reward = {
		create_wargoal = {
			target = ENG
			type = puppet_wargoal_focus
			expire = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Event
Component: DOD_hungary.13
Constructs: is_triggered_only, add_state_claim
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.13
	title = DOD_hungary.13.t
	desc = DOD_hungary.13.desc
	picture = GFX_report_event_czech_soldiers_02
	is_triggered_only = yes
	option = {
		name = DOD_hungary.13.a
		add_state_claim = 69 972 9 75 70 74 71 73 72 664
	}
}
### Entity: Idea
Component: VEN_gran_colombian_ideals
Constructs: has_government
Source: game
File: common/ideas/r56_venezuela.txt

Code:
VEN_gran_colombian_ideals = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic fascism
	}
	picture = legitimize_gran_colombia
	modifier = {
		justify_war_goal_time = -0.1
		conscription = 0.01
	}
}
### Entity: Decision
Component: PRC_war_of_resistance_cat
Constructs: has_dlc
Source: game
File: common/decisions/categories/PRC_decision_categories.txt

Code:
PRC_war_of_resistance_cat = {
	icon = GFX_decision_category_generic_communist_revolution
	priority = 100
	allowed = {
		tag = PRC
		has_dlc = No Compromise, No Surrender
	}
	visible_when_empty = no
}
### Entity: Order of Battle
Component: New 23rd Division
Constructs: division_template
Source: game
File: history/units/SIC_1936_sea.txt

Code:
division = {
	name = New 23rd Division
	location = 11972
	division_template = Sanjiao Jun
	start_equipment_factor = 0.1
	officer = {
		name = SIC_luo_zezhou
	}
}
### Entity: Character
Component: CZE_minister_of_public_health
Source: game
File: common/country_leader/00_traits.txt

Code:
CZE_minister_of_public_health = {
	sprite = 13
	random = no
	monthly_population = 0.25
	party_popularity_stability_factor = 0.1
	experience_loss_factor = -0.1
}
### Entity: Character
Component: ARG_brigadier_general
Constructs: mobilization_speed, conscription_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
ARG_brigadier_general = {
	random = no
	sprite = 13
	mobilization_speed = 0.05
	conscription_factor = 0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: Combat Tactic
Component: tactic_assault
Constructs: is_attacker, has_artillery_ratio, has_trait, is_fighting_in_terrain
Source: game
File: common/combat_tactics.txt

Code:
tactic_assault = {
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = no
		has_artillery_ratio = > 0.1
	}
	active = yes
	base = {
		factor = 2
		modifier = {
			add = 2
			has_trait = aggressive_assaulter
		} {
			factor = 0.2
			NOT = {
				is_fighting_in_terrain = urban
			}
		}
	}
	picture = assault
	countered_by = tactic_counterattack
	phase = close_combat
	attacker = 0.25
}
### Entity: Country History
Country: JAM
Component: JAM_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/JAM - Jamaica.txt

Code:
# Politics & Parties for JAM
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 75
	fascism = 1
	communism = 1
	neutrality = 23
}
### Entity: Scripted Effect
Component: ROM_level_up_new_kingdom_demands
Constructs: limit, remove_ideas, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/r56_ROM_scripted_effects.txt

Code:
ROM_level_up_new_kingdom_demands = {
	if = {
		limit = {
			has_idea = r56_ROM_new_kingdom_democratic_demands_3
		}
		remove_ideas = r56_ROM_new_kingdom_democratic_demands_3
	} {
		limit = {
			has_idea = r56_ROM_new_kingdom_democratic_demands_2
		}
		swap_ideas = {
			remove_idea = r56_ROM_new_kingdom_democratic_demands_2
			add_idea = r56_ROM_new_kingdom_democratic_demands_3
		}
	} {
		limit = {
			has_idea = r56_ROM_new_kingdom_democratic_demands_1
		}
		swap_ideas = {
			remove_idea = r56_ROM_new_kingdom_democratic_demands_1
			add_idea = r56_ROM_new_kingdom_democratic_demands_2
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_naval_integration
Constructs: prerequisite, completion_reward, is_subject_of, has_navy_size, unlock_decision_tooltip
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_naval_integration
	icon = GFX_goal_naval_treaty
	prerequisite = {
		focus = MON_joint_naval_academy MON_local_specialists
	}
	x = 1
	y = 1
	relative_position_id = MON_joint_naval_academy
	cost = 10
	available = {
		any_other_country = {
			is_subject_of = ROOT
			has_navy_size = {
				size = > 1
			}
		}
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		navy_experience = 20
		unlock_decision_tooltip = MON_transfer_subjects_battleship MON_transfer_subjects_carrier MON_transfer_subjects_two_heavy_cruisers MON_transfer_subjects_three_light_cruisers MON_transfer_subjects_five_destroyers MON_transfer_subjects_ten_submarines
	}
	search_filters = {
		FOCUS_FILTER_NAVY_XP
	}
}
### Entity: National Focus
Tree: nzl_focus
Component: NZL_research_collaboration
Constructs: prerequisite, has_war, completion_reward, is_subject, is_in_faction, is_in_faction_with, cancel_if_invalid, add_research_slot
Source: game
File: common/national_focus/new_zealand.txt

Code:
focus = {
	id = NZL_research_collaboration
	icon = GFX_goal_generic_scientific_exchange
	prerequisite = {
		focus = NZL_big_bob_tank
	} {
		focus = NZL_think_big
	}
	x = -1
	y = 5
	relative_position_id = NZL_army_reforms
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {
		is_subject = no
		has_war = yes
		is_in_faction = yes
		OR = {
			num_of_factories = > 50
			any_other_country = {
				is_in_faction_with = ROOT
				num_of_factories = > 50
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Modifier Reference
Component: SOV_fourth_five_year_plan_dynamic_modifier
Constructs: industrial_capacity_factory
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
SOV_fourth_five_year_plan_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_SOV_fourth_five_year_plan
	production_factory_efficiency_gain_factor = SOV_fyp_production_factory_efficiency_gain_factor
	production_factory_max_efficiency_factor = SOV_fyp_production_factory_max_efficiency_factor
	consumer_goods_factor = SOV_fyp_consumer_goods_factor
	production_speed_industrial_complex_factor = SOV_fyp_production_speed_industrial_complex_factor
	industrial_concern_cost_factor = SOV_fyp_industrial_concern_cost_factor
	production_speed_arms_factory_factor = SOV_fyp_production_speed_arms_factory_factor
	line_change_production_efficiency_factor = SOV_fyp_line_change_production_efficiency_factor
	production_factory_start_efficiency_factor = SOV_fyp_production_factory_start_efficiency_factor
	industrial_capacity_factory = SOV_fyp_industrial_capacity_factory
	industrial_capacity_dockyard = SOV_fyp_industrial_capacity_dockyard
	fuel_gain_factor_from_states = SOV_fyp_fuel_gain_factor_from_states
	production_oil_factor = SOV_fyp_production_oil_factor
	industry_repair_factor = SOV_fyp_industry_repair_factor
}
### Entity: Character
Component: CHI_the_northern_bastion_trait
Source: game
File: common/country_leader/00_traits.txt

Code:
CHI_the_northern_bastion_trait = {
	random = no
	sprite = 13
	command_power_gain_mult = 0.05
	defensive_war_stability_factor = 0.1
}
### Entity: Unit Leader
Component: 4
Source: game
File: common/unit_leader/00_logistics_skills.txt

Code:
4 = {
	cost = 800
	type = field_marshal
	modifier = {
		supply_consumption_factor = -0.1
	}
}
### Entity: Event
Component: new_ger.166
Constructs: is_triggered_only, ai_chance, limit, add_war_support, add_political_power, add_dynamic_modifier, set_country_flag, clr_country_flag
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.166
	title = new_ger.166.t
	desc = new_ger.165.d
	picture = GFX_report_event_germany_victory
	is_triggered_only = yes
	option = {
		name = new_ger.166.a
		ai_chance = {
			base = 50
		}
		effect_tooltip = {
			diplomatic_relation = {
				country = FROM
				relation = non_aggression_pact
				active = yes
			}
			FROM = {
				69 = {
					add_dynamic_modifier = {
						modifier = autonomous_state
						scope = 69
					}
				}
				IF = {
					limit = {
						controls_state = 1078
					}
					1078 = {
						add_dynamic_modifier = {
							modifier = autonomous_state
							scope = 1078
						}
					}
				} {
					limit = {
						controls_state = 74
					}
					74 = {
						add_dynamic_modifier = {
							modifier = autonomous_state
							scope = 74
						}
					}
				}
			}
		}
		add_war_support = 0.025
		add_political_power = 100
		set_country_flag = GER_sudetenland_issue_solved
		clr_country_flag = GER_sudetenland_active
	}
}
### Entity: Event
Component: cityfall.99
Constructs: is_triggered_only, set_state_flag, save_event_target_as
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.99
	title = cityfall.99.t
	desc = cityfall.99.desc
	picture = GFX_news_event_fall_of_madrid
	major = yes
	is_triggered_only = yes
	immediate = {
		41 = {
			set_state_flag = state_has_fallen
		}
		FROM.FROM = {
			save_event_target_as = old_controller
		}
		ROOT = {
			save_event_target_as = new_controller
		}
	}
	option = {
		name = cityfall.89.a
		trigger = {
			tag = event_target:old_controller
		}
	} {
		name = cityfall.89.b
		trigger = {
			tag = event_target:new_controller
		}
	} {
		name = cityfall.88.c
		trigger = {
			NOT = {
				tag = event_target:old_controller event_target:new_controller
			}
		}
	}
}
### Entity: AI Strategy
Component: germany_ally_2
Constructs: has_country_flag
Source: game
File: common/ai_strategy/HUN.txt

Code:
germany_ally_2 = {
	allowed = {
		original_tag = HUN
	}
	enable = {
		has_country_flag = GER_second_vienna_award_HUN_all
		country_exists = GER
	}
	abort = {
		NOT = {
			country_exists = GER
		}
	}
	ai_strategy = {
		type = befriend
		id = GER
		value = 200
	} {
		type = alliance
		id = GER
		value = 200
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_achieve_military_industrial_independence_r56
Constructs: shared_focus, prerequisite, limit, add_war_support, completion_reward, is_subject, has_resources_in_country, has_dlc
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_achieve_military_industrial_independence_r56
	icon = GFX_focus_generic_military_industry
	cost = 4
	ai_will_do = {
		base = 98
	}
	y = 2
	relative_position_id = RAJ_modernize_our_artillery_r56
	prerequisite = {
		focus = RAJ_focus_on_infantry_production_r56 RAJ_modernize_our_artillery_r56 RAJ_develop_a_mass_mechanization_plan_r56
	}
	available = {
		is_subject = no
		arms_factory = > 59
		OR = {
			has_resources_in_country = {
				resource = steel
				amount = > 199
				extracted = yes
			}
			any_subject_country = {
				has_resources_in_country = {
					resource = steel
					amount = > 199
					extracted = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	completion_reward = {
		add_war_support = 0.1
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			every_military_industrial_organization = {
				add_mio_funds = 500
			}
		}
		else = {
			add_timed_idea = {
				idea = PRC_the_party_builds_the_nation_timed_idea
				days = 365
			}
		}
	}
}
### Entity: Decision
Component: AFG_north_frontier_province
Constructs: has_country_flag, has_global_flag
Source: game
File: common/decisions/categories/r56_AFG_decision_categories.txt

Code:
AFG_north_frontier_province = {
	icon = power_struggle
	picture = GFX_decision_cat_AFG_peshawar_conference
	custom_icon = {
		tag = AFG
		value = AFG_nwfp_influence_value
		desc = AFG_influence_breakdown
		visible = {
			country_exists = AFG
		}
	} {
		tag = RAJ
		value = RAJ_PAK_nwfp_influence_value
		desc = RAJ_influence_breakdown
		visible = {
			country_exists = RAJ
			RAJ = {
				has_country_flag = accepted_NFP_self_determination_cflag
			}
		}
	} {
		tag = PAK
		value = RAJ_PAK_nwfp_influence_value
		desc = PAK_influence_breakdown
		visible = {
			country_exists = PAK
			PAK = {
				has_country_flag = accepted_NFP_self_determination_cflag
			}
		}
	}
	priority = 21
	visible = {
		has_global_flag = accepted_NFP_self_determination
		OR = {
			AND = {
				original_tag = AFG
				NOT = {
					controls_state = 442
				}
			} {
				has_country_flag = accepted_NFP_self_determination_cflag
				controls_state = 442
			}
		}
		NOT = {
			has_global_flag = peshawar_conference_over
		}
	}
}
### Entity: Scorer
Component: american_fascist_major_scorer
Constructs: has_government, is_major, has_added_tension_amount, is_faction_leader, is_on_continent
Source: game
File: common/scorers/country/generic_platonic_scorers.txt

Code:
american_fascist_major_scorer = {
	targets = {
		targets_dynamic = no
		target_non_existing = no
		target_array = global.countries
		score = {
			base = 1
			modifier = {
				always = yes
				add = has_added_tension_amount
			} {
				always = yes
				add = num_armies
			} {
				always = yes
				add = num_of_factories
			} {
				is_major = yes
				add = 100
			} {
				is_faction_leader = yes
				add = 50
			} {
				NOT = {
					has_government = fascism
				}
				factor = 0
			} {
				OR = {
					NOT = {
						THIS.capital_scope = {
							is_on_continent = south_america
						}
					} {
						THIS.capital_scope = {
							is_on_continent = north_america
						}
					}
				}
				factor = 0
			}
		}
	}
}
### Entity: Unit Template
Component: SWI_MAR_01
Source: game
File: common/units/names_divisions/SWI_names_divisions.txt

Code:
SWI_MAR_01 = {
	name = Marine Division
	for_countries = {
		SWI
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = Marineinfanterie-Division %d
	ordered = {
		1 = {
			Marineinfanterie-Division %d
		}
		2 = {
			Marineinfanterie-Division %d
		}
		3 = {
			Marineinfanterie-Division %d
		}
		4 = {
			Marineinfanterie-Division %d
		}
		5 = {
			Marineinfanterie-Division %d
		}
		6 = {
			Marineinfanterie-Division %d
		}
		7 = {
			Marineinfanterie-Division %d
		}
		8 = {
			Marineinfanterie-Division %d
		}
		9 = {
			Marineinfanterie-Division %d
		}
		10 = {
			Marineinfanterie-Division %d
		}
	}
}
### Entity: Order of Battle
Component: air_wing_86
Source: game
File: history/units/POL_1936_air_legacy.txt

Code:
air_wings = {
	86 = {
		fighter_equipment_0 = {
			owner = POL
			amount = 54
		}
		CAS_equipment_1 = {
			owner = POL
			amount = 22
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_a_burgeoning_welfare_state
Constructs: prerequisite, add_stability, completion_reward, add_to_variable
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_a_burgeoning_welfare_state
	icon = GFX_focus_generic_welfare
	prerequisite = {
		focus = CHI_invite_carsun_chang
	}
	mutually_exclusive = {
		focus = CHI_socialize_major_industries
	}
	x = 1
	y = 1
	relative_position_id = CHI_invite_carsun_chang
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_stability = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt
		CHI_add_or_modify_political_tutelage = yes
		add_to_variable = {
			CHI_the_political_tutelage_dm_production_speed_buildings_factor = 0.075
			tooltip = production_speed_buildings_factor_tt
		}
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_the_liechtensteiner_volunteer_force
Constructs: prerequisite, add_ideas, add_war_support, completion_reward, is_subject, set_rule
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_the_liechtensteiner_volunteer_force
	icon = GFX_focus_generic_little_entente
	prerequisite = {
		focus = LIE_take_a_stance
	}
	x = -1
	y = 1
	relative_position_id = LIE_take_a_stance
	cost = 10
	available = {
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_war_support = 0.05
		set_rule = {
			can_send_volunteers = yes
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = LIE_the_liechtensteiner_volunteer_force_idea
	}
}