Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: denmark_overlord_events.20
Constructs: is_triggered_only, ai_chance, has_government, add_war_support, add_political_power, has_elections, has_opinion, set_country_flag
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_overlord_events.20
	title = denmark_overlord_events.20.t
	desc = denmark_overlord_events.20.desc
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = denmark_overlord_events.20.a
		ai_chance = {
			base = 2
			modifier = {
				factor = 5
				OVERLORD = {
					OR = {
						has_government = democratic
						AND = {
							has_government = neutrality
							has_elections = yes
						}
					}
				}
			} {
				factor = 5
				OR = {
					DEN_historical_ai = yes
					DEN_rearming_ai = yes
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 49
				}
			} {
				factor = 0
				OR = {
					has_government = fascism communism
				}
			}
		}
		DEN_bop_occupation_medium_decrease_effect = yes
		set_country_flag = DEN_forced_to_change_govenment_flag
		country_event = {
			id = denmark_overlord_events.21
			days = 1
		}
	} {
		name = denmark_overlord_events.20.b
		ai_chance = {
			base = 2
			modifier = {
				factor = 20
				OR = {
					AND = {
						has_government = fascism
						DEN_fascist_ai = yes
					} {
						has_government = communism
						communism = > 0.5
					}
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = < 0
				}
			}
		}
		add_war_support = 0.05
		add_political_power = 25
		DEN_bop_occupation_low_increase_effect = yes
		DEN_modify_overlord_relations_big = yes
		set_country_flag = DEN_forced_to_change_govenment_flag
		FROM = {
			country_event = {
				id = denmark_overlord_events.24
				days = 1
			}
		}
	}
}
### Entity: Idea
Component: QUE_convoy_stuff
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/quebec.txt

Code:
QUE_convoy_stuff = {
	allowed_civil_war = {
		always = no
	}
	picture = escort_effort_focus
	equipment_bonus = {
		convoy = {
			instant = yes
			build_cost_ic = -0.2
		}
	}
}
### Entity: Event
Component: AST_diplomatic_events.56
Constructs: is_triggered_only, ai_chance, limit, every_controlled_state, has_state_flag, add_to_variable, check_variable
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_diplomatic_events.56
	title = AST_diplomatic_events.56.t
	desc = AST_diplomatic_events.56.desc
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	option = {
		name = AST_diplomatic_events.56.a
		ai_chance = {
			base = 7
		}
		VIC = {
			every_controlled_state = {
				limit = {
					has_state_flag = AST_vichy_req
				}
				transfer_state_to = AST
			}
		}
		FROM = {
			add_to_variable = {
				var = AST_vichy_transfer_count
				value = 1
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = AST_diplomatic_events.57
					hours = 1
				}
			}
		}
	} {
		name = AST_diplomatic_events.56.b
		ai_chance = {
			base = 3
			modifier = {
				FROM = {
					check_variable = {
						var = AST_vichy_transfer_count
						value = 1
						compare = equals
					}
				}
				add = 7
			} {
				FROM = {
					check_variable = {
						var = AST_vichy_transfer_count
						value = 2
						compare = equals
					}
				}
				add = 25
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = AST_diplomatic_events.58
					hours = 1
				}
			}
		}
	}
}
### Entity: Idea
Component: CHL_lar_encryption
Source: game
File: common/ideas/chile.txt

Code:
CHL_lar_encryption = {
	picture = POL_ideology_drift_defence
	allowed = {
		original_tag = CHL
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		intelligence_agency_defense = 0.3
		operative_slot = 1
	}
}
### Entity: Technology
Component: dispersed_industry3
Constructs: industrial_capacity_factory, research_cost
Source: game
File: common/technologies/industry.txt

Code:
technology = {
	industrial_capacity_factory = 0.1
	industrial_capacity_dockyard = 0.1
	line_change_production_efficiency_factor = 0.1
	production_factory_start_efficiency_factor = 0.05
	industry_air_damage_factor = -0.1
	global_building_slots_factor = 0.2
	path = {
		leads_to_tech = dispersed_industry4
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1939
	folder = {
		name = industry_folder
		position = {
			x = 6
			y = 6
		}
	}
	ai_will_do = {
		factor = 15
		modifier = {
			factor = 10
			date = > 1939.1.1
		}
	}
	categories = {
		industry dispersed_industry_category
	}
	ai_research_weights = {
		defensive = -1.0
	}
}
### Entity: National Focus
Tree: arm_focus
Component: ARM_the_triumph_over_communism
Constructs: prerequisite, limit, has_government, add_war_support, completion_reward, add_political_power, is_subject, swap_ideas
Source: game
File: common/national_focus/armenia.txt

Code:
focus = {
	id = ARM_the_triumph_over_communism
	icon = GFX_goal_generic_orthodox_vs_communism
	prerequisite = {
		focus = ARM_ensure_church_support
	}
	mutually_exclusive = {
		focus = ARM_reestablish_the_republic
	}
	relative_position_id = ARM_ensure_church_support
	x = 5
	y = 1
	cost = 10
	ai_will_do = {
		factor = 8
	}
	available = {
		OR = {
			is_subject = no
			has_government = neutrality fascism
			if = {
				limit = {
					is_subject = yes
				}
				OVERLORD = {
					OR = {
						has_government = neutrality fascism
					}
				}
			}
		}
	}
	completion_reward = {
		add_political_power = 50
		add_war_support = 0.05
		swap_ideas = {
			remove_idea = ARM_fading_national_identity
			add_idea = ARM_fading_national_identity_right
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: AI Strategy
Component: HOL_distracted_garrison_334
Constructs: limit, is_subject_of, is_owned_by, has_state_flag
Source: game
File: common/ai_strategy/HOL.txt

Code:
HOL_distracted_garrison_334 = {
	allowed = {
		OR = {
			original_tag = HOL INS
		}
	}
	enable = {
		if = {
			limit = {
				original_tag = INS
			}
			is_subject_of = HOL
		}
		334 = {
			OR = {
				is_owned_by = HOL event_target:INS_dutch_indonesia
			}
			has_state_flag = INS_feint_uprising
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.25
		states = {
			334
		}
		subtract_fronts_from_need = no
		subtract_invasions_from_need = yes
	} {
		type = put_unit_buffers
		ratio = -10
		states = {
			1055
		}
		subtract_fronts_from_need = no
		subtract_invasions_from_need = yes
	}
}
### Entity: Character
Component: POL_internationalist_sympathizer
Source: game
File: common/country_leader/r56_traits.txt

Code:
POL_internationalist_sympathizer = {
	random = no
	sprite = 13
	opinion_gain_monthly_same_ideology_factor = 0.5
	join_faction_tension = -0.3
}
### Entity: Scripted Trigger
Component: has_anyone_else_claimed_ROM
Constructs: has_country_flag
Source: game
File: common/scripted_triggers/ROM_scripted_triggers.txt

Code:
has_anyone_else_claimed_ROM = {
	all_claimant = {
		tooltip = no_other_country_claimed_tt
		not = {
			has_country_flag = invited_to_split_yugo
		}
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_support_the_allies
Constructs: prerequisite, limit, has_government, add_war_support, add_opinion_modifier, completion_reward, is_historical_focus_on, is_faction_leader
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_support_the_allies
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = TIB_request_british_military_aid TIB_prevent_an_officers_coup
	}
	relative_position_id = TIB_request_british_military_aid
	mutually_exclusive = {
		focus = TIB_complete_diplomatic_isolation
	}
	x = -3
	y = 1
	cost = 8
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	available = {
		ENG = {
			is_faction_leader = yes
			has_government = democratic
		}
		if = {
			limit = {
				is_subject = yes
			}
			is_in_faction_with = ENG
		}
	}
	completion_reward = {
		add_war_support = 0.05
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		ENG = {
			add_opinion_modifier = {
				target = ENG
				modifier = large_increase
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: BEL_legacy_of_the_belgian_airforce_ns
Constructs: removal_cost, equipment_bonus
Source: game
File: common/ideas/belgium.txt

Code:
BEL_legacy_of_the_belgian_airforce_ns = {
	removal_cost = -1
	picture = BEL_legacy_of_the_belgian_airforce
	allowed = {
		OR = {
			original_tag = BEL COG
		}
	}
	equipment_bonus = {

	}
	modifier = {
		air_ace_generation_chance_factor = 0.25
		ace_effectiveness_factor = 0.25
		air_mission_efficiency = 0.05
		air_home_defence_factor = 0.15
	}
}
### Entity: AI Strategy
Component: ALB_fascist_plan
Constructs: has_country_flag, is_historical_focus_on, has_game_rule
Source: game
File: common/ai_strategy_plans/ALB_alternate_strategy_plan.txt

Code:
ALB_fascist_plan = {
	name = ALB: Albanian Fascist AI Plan
	desc = Fascist behavior for Albania.
	allowed = {
		original_tag = ALB
	}
	enable = {
		OR = {
			NOT = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = ALB_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = ALB_AI_RANDOM_FASCIST
			has_game_rule = {
				rule = ALB_ai_behavior
				option = FASCIST
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		ALB_political_reforms ALB_strengthen_zogs_rule ALB_institute_absolute_monarchy ALB_cancel_the_constitution_of_1928
	}
	focus_factors = {
		ALB_challenge_zogs_rule = 0
		ALB_a_constitutional_monarchy = 0
		ALB_the_peoples_republic = 0
		ALB_restore_the_republic = 0
		ALB_invite_egyptian_exiles = 0
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_extend_mitteleuropas_bounderies
Constructs: prerequisite, limit, every_country, completion_reward, is_guaranteed_by, is_in_faction, random_hours
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_extend_mitteleuropas_bounderies
	icon = GFX_focus_GER_extend_mitteleuropa
	prerequisite = {
		focus = GER_establish_a_customs_union
	} {
		focus = GER_offer_military_production_support GER_liberate_oppressed_people GER_build_the_eastern_bulwark
	}
	x = 2
	y = 1
	relative_position_id = GER_establish_a_customs_union
	cost = 5
	available = {
		any_country = {
			OR = {
				original_tag = FIN LIT LAT POL EST UBD BLR KSH SIL UKR KAR
			}
			is_guaranteed_by = ROOT
			is_in_faction = no
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = GER_extend_mitteleuropas_bounderies_tt
		every_country = {
			limit = {
				OR = {
					original_tag = FIN LIT LAT POL EST UBD BLR KSH SIL UKR KAR
				}
				is_guaranteed_by = ROOT
				is_in_faction = no
			}
			country_event = {
				id = wuw_GER_realpolitik.1
				hours = 6
				random_hours = 6
			}
		}
	}
}
### Entity: AI Strategy
Component: GER_dont_act_on_danzig_if_things_went_south
Constructs: has_war_with, declare_war
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_dont_act_on_danzig_if_things_went_south = {
	allowed = {
		original_tag = GER
	}
	enable = {
		has_war_with = CZE
		date = < 1940.6.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = declare_war
		id = POL
		value = -2000
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_tried_and_tested
Constructs: has_completed_focus, prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_tried_and_tested
	icon = GFX_goal_grand_battleplan
	relative_position_id = AUS_restart_steyr
	x = 1
	y = 1
	prerequisite = {
		focus = AUS_restart_steyr
	}
	available = {
		NOT = {
			has_completed_focus = AUS_artillery_supremacy
		}
	}
	cost = 10
	completion_reward = {
		add_doctrine_cost_reduction = {
			cost_reduction = 0.5
			name = AUS_artillery_supremacy
			category = cat_grand_battle_plan
			uses = 2
		}
	}
}
### Entity: Event
Component: BBA_switzerland_trade.2
Constructs: is_triggered_only, ai_chance, limit, remove_ideas, add_opinion_modifier, has_idea, has_opinion_modifier, remove_opinion_modifier
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_switzerland_trade.2
	title = BBA_switzerland_trade.2.t
	desc = BBA_switzerland_trade.2.desc
	picture = GFX_report_event_generic_parliament
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = BBA_switzerland_trade.2.a
		ai_chance = {
			base = 10
		}
		if = {
			limit = {
				has_idea = SWI_trading_with_switzerland_civilian
			}
			remove_ideas = {
				SWI_trading_with_switzerland_civilian
			}
		} {
			limit = {
				has_idea = SWI_trading_with_switzerland_military
			}
			remove_ideas = {
				SWI_trading_with_switzerland_military
			}
		} {
			limit = {
				has_opinion_modifier = SWI_trade_agreement
			}
			remove_opinion_modifier = {
				target = FROM
				modifier = SWI_trade_agreement
			}
		}
		FROM = {
			if = {
				limit = {
					has_idea = SWI_active_trade_agreement
				}
				remove_ideas = {
					SWI_active_trade_agreement
				}
			}
			every_other_country = {
				limit = {
					SWI_is_country_to_balance = yes
					NOT = {
						tag = ROOT
					}
				}
				add_opinion_modifier = {
					target = PREV
					modifier = SWI_considerable_appeasement
				}
			}
		}
		SWI_update_neighbor_opinion_balance = yes
	} {
		name = BBA_switzerland_trade.2.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				SWI_country_positive_opinion = no
			}
		}
		if = {
			limit = {
				has_idea = SWI_trading_with_switzerland_civilian
			}
			remove_ideas = {
				SWI_trading_with_switzerland_civilian
			}
		} {
			limit = {
				has_idea = SWI_trading_with_switzerland_military
			}
			remove_ideas = {
				SWI_trading_with_switzerland_military
			}
		} {
			limit = {
				has_opinion_modifier = SWI_trade_agreement
			}
			remove_opinion_modifier = {
				target = FROM
				modifier = SWI_trade_agreement
			}
		}
		add_opinion_modifier = {
			target = FROM
			modifier = SWI_broke_trade_agreement
		}
		FROM = {
			if = {
				limit = {
					has_idea = SWI_active_trade_agreement
				}
				remove_ideas = {
					SWI_active_trade_agreement
				}
			}
			every_other_country = {
				limit = {
					SWI_is_country_to_balance = yes
					NOT = {
						tag = PREV.PREV
					}
				}
				add_opinion_modifier = {
					target = PREV
					modifier = SWI_considerable_appeasement
				}
			}
		}
		SWI_update_neighbor_opinion_balance = yes
	}
}
### Entity: Idea
Component: YUG_idea_local_militias
Constructs: removal_cost
Source: game
File: common/ideas/yugoslavia.txt

Code:
YUG_idea_local_militias = {
	picture = YUG_local_militias
	allowed = {
		original_tag = YUG
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		conscription = 0.02
	}
}
### Entity: Faction
Component: joining_rule_hispanic_only
Constructs: war_support_factor, is_hispanic_country_tt
Source: game
File: common/factions/rules/joining_rules.txt

Code:
joining_rule_hispanic_only = {
	type = joining_rules
	visible = {
		OR = {
			original_tag = MEX RIG YUC ARG CHL PRU PAR URG BOL ECU COL VEN PAN PUE DOM CUB PAN COS NIC HON ELS EQG SPR
		}
	}
	can_remove = {
		faction_manifest_fulfillment = > 0.7
	}
	ai_will_do = {
		base = 0
	}
	modifier = {
		war_support_factor = 0.05
	}
	trigger = {
		custom_trigger_tooltip = {
			tooltip = is_hispanic_country_tt
			OR = {
				original_tag = MEX RIG YUC ARG CHL PRU PAR URG BOL ECU COL VEN PAN PUE DOM CUB PAN COS NIC HON ELS EQG SPR
			}
		}
	}
}
### Entity: Event
Component: ger.renegotiate_versailles.3
Constructs: is_triggered_only, fire_only_once, add_political_power
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = ger.renegotiate_versailles.3
	title = ger.renegotiate_versailles.3.t
	desc = ger.renegotiate_versailles.3.d
	picture = GFX_report_event_generic_sign_treaty2
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = ger.renegotiate_versailles.3.a
		add_political_power = 10
	}
}
### Entity: Order of Battle
Component: Human Slave of Woods
Constructs: division_template
Source: game
File: history/units/WAF_1936.txt

Code:
division = {
	name = Human Slave of Woods
	location = 8118
	division_template = Human Slave
	start_experience_factor = 0.3
}
### Entity: Idea
Component: FSM_pot
Source: game
File: common/ideas/micronesia.txt

Code:
FSM_pot = {
	picture = generic_political_advisor_asia_2
	allowed = {
		original_tag = FSM
	}
	traits = {
		prince_of_terror
	}
}
### Entity: Event
Component: greece.36
Constructs: is_triggered_only, create_wargoal, take_state_focus, set_state_name
Source: game
File: events/r56_Greece.txt

Code:
country_event = {
	id = greece.36
	title = greece.36.t
	desc = greece.36.d
	picture = GFX_report_event_gre_greek_cavalry
	is_triggered_only = yes
	option = {
		name = greece.36.a
		create_wargoal = {
			type = take_state_focus
			target = TUR
			generator = {
				341 797
			}
		}
		hidden_effect = {
			341 = {
				set_state_name = Eastern Thrace
			}
			797 = {
				set_state_name = Constantinople
			}
		}
	}
}
### Entity: Scripted Trigger
Component: INS_check_plan_revolution_democratic
Constructs: has_completed_focus, has_country_flag, has_game_rule
Source: game
File: common/scripted_triggers/INS_scripted_triggers.txt

Code:
INS_check_plan_revolution_democratic = {
	INS = {
		OR = {
			has_country_flag = INS_AI_RANDOM_REVOLUTION_DEMOCRATIC
			has_game_rule = {
				rule = INS_ai_behavior
				option = REVOLUTION_DEMOCRATIC
			}
		}
	}
	NOT = {
		HOL = {
			has_completed_focus = HOL_taog_guarantee_colonial_loyalty
		}
	}
}
### Entity: National Focus
Component: ah_construction_effort
Constructs: prerequisite, limit, completion_reward, complete_tooltip, add_extra_state_shared_building_slots, add_building_construction, random_owned_controlled_state, is_in_home_area
Source: game
File: common/national_focus/austro_hungarian_releasable_shared.txt

Code:
focus = {
	id = ah_construction_effort
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = ah_industrial_effort
	}
	x = -1
	y = 1
	relative_position_id = ah_industrial_effort
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = construction_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = industrial_complex
					size = < 1
					include_locked = yes
				}
			}
		}
	}
	complete_tooltip = {
		add_extra_state_shared_building_slots = 1
		add_building_construction = {
			type = industrial_complex
			level = 1
			instant_build = yes
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = industrial_complex
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: FRA_henry_freydenberg
Constructs: has_country_flag
Source: game
File: common/characters/FRA.txt

Code:
FRA_henry_freydenberg = {
	name = FRA_henry_freydenberg
	portraits = {
		army = {
			large = GFX_portrait_FRA_henry_freydenberg
			small = GFX_portrait_FRA_henry_freydenberg_small
		}
	}
	corps_commander = {
		traits = {
			old_guard infantry_officer
		}
		skill = 2
		attack_skill = 1
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 2
		legacy_id = 0
		visible = {
			NOT = {
				has_country_flag = vichy_france
			}
		}
	}
}
### Entity: AI Strategy
Component: JAP_light_tank_destroyers
Constructs: has_war, has_tech, any_of
Source: game
File: common/ai_equipment/JAP_tank.txt

Code:
JAP_light_tank_destroyers = {
	category = land
	blocked_for = {

	}
	available_for = {
		JAP
	}
	roles = {
		land_light_tank_destroyer
	}
	priority = {
		factor = 10
		modifier = {
			NOT = {
				has_tech = basic_medium_tank_chassis
			}
			any_enemy_country = {
				has_tech = basic_medium_tank_chassis
			}
			factor = 15
		}
	}
	light_tank_destroyer_1 = {
		priority = {
			factor = 10
		}
		enable = {
			has_tech = interwar_antitank
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = light_tank_destroyer_chassis_1
			modules = {
				main_armament_slot = tank_high_velocity_cannon
				turret_type_slot = tank_light_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 3
				tank_nsb_armor_upgrade = {
					base = 1
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_high_velocity_cannon tank_light_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	light_tank_destroyer_2 = {
		priority = {
			factor = 20
		}
		enable = {
			OR = {
				has_tech = interwar_antitank artillery1
			}
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = light_tank_destroyer_chassis_2
			modules = {
				main_armament_slot = {
					any_of = {
						tank_high_velocity_cannon_2 tank_medium_cannon_2 tank_medium_cannon tank_high_velocity_cannon
					}
				}
				turret_type_slot = tank_light_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = extra_ammo_storage
				special_type_slot_2 = tank_radio_module
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 2
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_radio_3 tank_radio_2 tank_radio_1 tank_medium_cannon tank_medium_cannon_2 tank_high_velocity_cannon tank_high_velocity_cannon_2 tank_light_fixed_superstructure_turret tank_bogie_suspe
# ... (truncated)
### Entity: Unit Template
Component: ETH_ARB
Source: game
File: common/units/names_divisions/ETH_names_divisions.txt

Code:
ETH_ARB = {
	name = Arbegnoch fighters
	for_countries = {
		ETH
	}
	can_use = {
		always = no
	}
	division_types = {
		infantry
	}
	fallback_name = %d Arbegnoch Division
	ordered = {

	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_join_comintern
Constructs: prerequisite, limit, has_government, has_country_flag, completion_reward, is_subject, is_in_faction, cancel_if_invalid
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_join_comintern
	icon = GFX_goal_support_communism
	prerequisite = {
		focus = AST_indirect_support AST_direct_support
	}
	mutually_exclusive = {
		focus = AST_workers_paradise
	}
	x = 0
	y = 4
	relative_position_id = AST_empower_the_workers
	cost = 10
	ai_will_do = {
		factor = 8
		modifier = {
			SOV = {
				surrender_progress = > 0.75
			}
			factor = 0
		}
	}
	available = {
		is_subject = no
		ANY_comintern_joinable = yes
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {
		is_in_faction = yes
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		if = {
			limit = {
				SOV = {
					is_faction_leader = yes
					has_government = communism
				}
			}
			SOV = {
				country_event = {
					id = tfv_australia.50
				}
			}
		}
		else = {
			get_best_alliance_match_communism_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
}