Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sov_focus
Component: SOV_civil_war_cultural_autonomy
Constructs: prerequisite, add_war_support, completion_reward, add_popularity
Source: game
File: common/national_focus/r56_soviet_civil_war.txt

Code:
focus = {
	id = SOV_civil_war_cultural_autonomy
	icon = GFX_focus_generic_diplomatic_treaty
	prerequisite = {
		focus = SOV_civil_war_amnesty_for_political_opponents
	} {
		focus = SOV_civil_war_form_solider_committees
	}
	x = -1
	y = 1
	relative_position_id = SOV_civil_war_form_solider_committees
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.15
		}
		add_war_support = 0.15
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: palestine.32
Constructs: is_triggered_only, add_to_faction
Source: game
File: events/Palestine.txt

Code:
country_event = {
	id = palestine.32
	picture = GFX_report_event_generic_battle
	title = palestine.32.t
	desc = palestine.32.d
	is_triggered_only = yes
	option = {
		name = palestine.32.a
		add_to_faction = IRQ
	}
}
### Entity: Event
Component: himalaya_tibet.25
Constructs: is_triggered_only, has_government, has_war_with, add_opinion_modifier, fire_only_once, add_political_power, is_fully_controlled_by, has_capitulated
Source: game
File: events/Tibet.txt

Code:
country_event = {
	id = himalaya_tibet.25
	title = himalaya_tibet.25.t
	desc = himalaya_tibet.25.desc
	picture = GFX_report_event_german_mission_tibet
	trigger = {
		GER = {
			has_government = fascism
		}
		757 = {
			is_fully_controlled_by = TIB
		}
		has_capitulated = no
		NOT = {
			has_war_with = GER
			has_government = communism
		}
	}
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = himalaya_tibet.25.a
		add_popularity = {
			ideology = fascism
			popularity = 0.01
		}
		add_political_power = 25
		GER = {
			add_opinion_modifier = {
				target = ROOT
				modifier = medium_increase
			}
		}
	} {
		name = himalaya_tibet.25.b
		add_political_power = -25
		GER = {
			country_event = {
				id = himalaya_tibet.26
				hours = 48
				random_hours = 24
			}
		}
		custom_effect_tooltip = if_they_accept_newline_tt
		effect_tooltip = {
			GER = {
				add_political_power = 25
				send_equipment = {
					equipment = infantry_equipment
					amount = 500
					target = ROOT
				}
			}
			add_opinion_modifier = {
				target = GER
				modifier = large_increase
			}
		}
	}
}
### Entity: Decision
Component: BUL_dominance_in_the_seas
Constructs: has_completed_focus, has_dlc, is_subject
Source: game
File: common/decisions/categories/BUL_decision_categories.txt

Code:
BUL_dominance_in_the_seas = {
	priority = 1000
	icon = GFX_decision_category_hol_prepare_the_inundation_lines
	allowed = {
		original_tag = BUL
		has_dlc = Battle for the Bosporus
	}
	visible = {
		has_completed_focus = BUL_dominance_in_the_black_sea
		is_subject = no
	}
}
### Entity: Scripted Effect
Component: GER_create_operative_eleysa_bazna
Constructs: create_operative_leader
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_create_operative_eleysa_bazna = {
	create_operative_leader = {
		name = GER_eleysa_bazna
		GFX = GFX_portrait_eleysa_bazna
		traits = {
			operative_infiltrator
		}
		bypass_recruitment = no
		available_to_spy_master = yes
		nationalities = {
			GER TUR KOS ALB
		}
		gender = male
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_improve_air_doctrine
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_improve_air_doctrine
	icon = GFX_goal_generic_air_doctrine
	prerequisite = {
		focus = MON_foreign_air_equipment_coordination
	}
	x = 0
	y = 2
	relative_position_id = MON_foreign_air_equipment_coordination
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = MON_improve_air_doctrine
			cost_reduction = 0.5
			uses = 2
			category = air_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Order of Battle
Component: Khalij-e Fârs Nâvgân
Source: game
File: history/units/PER_1936_naval_mtg.txt

Code:
fleet = {
	name = Khalij-e Fârs Nâvgân
	naval_base = 5005
	task_force = {
		name = 1-Kâr
		location = 5005
		ship = {
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = PER
					version_name = Babr Class
				}
			}
		} {
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = PER
					version_name = Babr Class
				}
			}
		}
	}
}
### Entity: Event
Component: poland.200
Constructs: is_triggered_only, add_to_faction
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.200
	title = poland.200.t
	desc = poland.200.d
	picture = GFX_report_event_polish_honor2
	is_triggered_only = yes
	option = {
		name = poland.200.a
		effect_tooltip = {
			add_to_faction = FROM
		}
	}
}
### Entity: Character
Component: TUR_erkan_gataly
Constructs: has_dlc
Source: game
File: common/characters/TUR.txt

Code:
TUR_erkan_gataly = {
	name = TUR_erkan_gataly
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_2
		}
	}
	advisor = {
		slot = high_command
		idea_token = TUR_erkan_gataly
		ledger = navy
		allowed = {
			original_tag = TUR
			NOT = {
				has_dlc = Battle for the Bosporus
			}
		}
		traits = {
			navy_fleet_logistics_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Character
Component: BRA_domingos_bras
Constructs: has_government, has_dlc, is_country_leader
Source: game
File: common/characters/BRA.txt

Code:
BRA_domingos_bras = {
	name = BRA_domingos_bras
	portraits = {
		civilian = {
			large = GFX_Portrait_South_America_Generic_1
			small = GFX_idea_south_america_generic_1
		}
	}
	country_leader = {
		expire = 1965.1.1
		ideology = stalinism
		id = -1
		traits = {
			devoted_communist
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = BRA_domingos_bras
		allowed = {
			original_tag = BRA
			has_dlc = Trial of Allegiance
		}
		available = {
			has_government = communism
			is_country_leader = no
		}
		traits = {
			devoted_communist
		}
	}
}
### Entity: Event
Component: news.122
Constructs: has_war_with, is_controlled_by, is_owned_by, has_global_flag, set_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.122
	title = news.122.t
	desc = news.122.d
	picture = GFX_news_event_050
	major = yes
	trigger = {
		408 = {
			is_controlled_by = JAP
		} {
			is_owned_by = SOV
		}
		JAP = {
			has_war_with = SOV
		}
		NOT = {
			has_global_flag = fall_of_vladivostok
		}
	}
	immediate = {
		set_global_flag = fall_of_vladivostok
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = news.145.a
		trigger = {
			NOT = {
				TAG = JAP SOV
			}
		}
	} {
		name = news.117.b
		trigger = {
			TAG = JAP
		}
	} {
		name = news.103.c
		trigger = {
			TAG = SOV
		}
	}
}
### Entity: Event
Component: egypt.34
Constructs: is_triggered_only, add_opinion_modifier, fire_only_once, add_ai_strategy
Source: game
File: events/egypt.txt

Code:
country_event = {
	id = egypt.34
	picture = GFX_report_event_generic_sign_treaty2
	title = egypt.34.t
	desc = egypt.34.d
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = egypt.34.a
		diplomatic_relation = {
			country = TUR
			relation = non_aggression_pact
			active = yes
		}
		add_ai_strategy = {
			type = befriend
			id = TUR
			value = 50
		}
		TUR = {
			add_opinion_modifier = {
				target = ROOT
				modifier = large_increase
			}
		}
	}
}
### Entity: Idea
Component: SPR_campsa
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_campsa = {
	picture = SPR_campsa
	allowed = {
		has_dlc = La Resistance
		original_tag = SPR
	}
	available = {
		OR = {
			custom_trigger_tooltip = {
				tooltip = SPR_scw_not_in_progress_tt
				NOT = {
					SPR_scw_in_progress = yes
				}
			}
			controls_state = 41
		}
	}
	research_bonus = {
		synth_resources = 0.1
		industry = 0.05
	}
	traits = {
		refinery_concern
	}
	modifier = {

	}
}
### Entity: Character
Component: UGA_acr
Source: game
File: common/characters/UGA.txt

Code:
UGA_acr = {
	advisor = {
		slot = air_chief
		idea_token = UGA_acr
		allowed = {
			original_tag = UGA
		}
		traits = {
			air_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}
### Entity: National Focus
Tree: cro_focus
Component: CRO_political_commissars
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, add_political_power, is_subject, add_popularity
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_political_commissars
	icon = GFX_goal_generic_war_with_comintern
	prerequisite = {
		focus = CRO_economic_centralization
	} {
		focus = CRO_local_militias
	}
	relative_position_id = CRO_local_militias
	x = 1
	y = 1
	cost = 10
	available = {
		has_government = communism
		if = {
			limit = {
				is_subject = yes
				OVERLORD = {
					has_government = communism
				}
			}
		}
	}
	ai_will_do = {
		factor = 4
	}
	completion_reward = {
		add_ideas = political_commissars_focus
		if = {
			limit = {
				has_government = fascism
			}
			add_popularity = {
				ideology = fascism
				popularity = 0.2
			}
		} {
			limit = {
				has_government = communism
			}
			add_popularity = {
				ideology = communism
				popularity = 0.2
			}
		}
		add_political_power = 100
		add_tech_bonus = {
			name = mp_tech_bonus_name
			bonus = 1
			uses = 1
			category = military_police_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_adopt_nichirenist_principles
Constructs: has_completed_focus, prerequisite, has_war, limit, has_government, has_war_with, add_war_support, add_opinion_modifier
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_adopt_nichirenist_principles
	icon = GFX_goal_buddhist
	prerequisite = {
		focus = TAN_restore_monastic_prerogatives TAN_Conquer
	}
	x = -1
	y = 3
	relative_position_id = TAN_restore_monastic_prerogatives
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
	}
	available = {
		OR = {
			has_government = neutrality fascism
		}
		if = {
			limit = {
				has_government = neutrality
			}
			has_completed_focus = TAN_interventionism_focus
			has_war = yes
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_country_leader_with_trait = pacifist_isolationist
			}
			remove_country_leader_trait = pacifist_isolationist
		} {
			limit = {
				has_government = neutrality
			}
			set_cosmetic_tag = TAN_khanate
		} {
			limit = {
				JAP = {
					OR = {
						has_government = neutrality fascism
					}
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			add_opinion_modifier = {
				target = JAP
				modifier = large_increase
			}
			JAP = {
				add_opinion_modifier = {
					target = ROOT
					modifier = large_increase
				}
			}
		}
		add_country_leader_trait = autocratic_imperialist
		add_war_support = 0.15
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Event
Component: hon.52
Constructs: is_triggered_only, ai_chance, white_peace
Source: game
File: events/honduras.txt

Code:
country_event = {
	id = hon.52
	title = hon.52.t
	desc = hon.52.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = hon.52.a
		ai_chance = {
			base = 99
		}
		white_peace = HON
		HON = {
			country_event = hon.53
		}
	} {
		name = hon.52.b
		ai_chance = {
			base = 1
		}
		HON = {
			country_event = hon.54
		}
	}
}
### Entity: Idea
Component: CHL_puppeteering_idea
Constructs: removal_cost, puppet_cost_factor, conscription_factor
Source: game
File: common/ideas/chile.txt

Code:
CHL_puppeteering_idea = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_secret_police
	modifier = {
		puppet_cost_factor = -0.25
		conscription_factor = 0.1
		justify_war_goal_time = -0.15
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_strenghten_warlord_authority
Constructs: limit, completion_reward, cancel_if_invalid, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/china_warlord.txt

Code:
focus = {
	id = CHI_strenghten_warlord_authority
	icon = GFX_focus_generic_military_dictatorship
	x = 16
	y = 0
	cost = 10
	relative_position_id = CHI_secure_internal_politics
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		IF = {
			limit = {
				has_idea = CHI_warlord_state_idea
			}
			swap_ideas = {
				remove_idea = CHI_warlord_state_idea
				add_idea = CHI_warlord_state_idea_2
			}
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_protectors_of_the_old_order_r56
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_political_power, allow_branch, has_focus_autohide_rule_trigger_r56, swap_ideas
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_protectors_of_the_old_order_r56
	prerequisite = {
		focus = SIA_push_wichitwathakan_to_the_forefront_r56 SIA_protectors_of_the_old_order_r56
	}
	mutually_exclusive = {
		focus = SIA_disciplined_separate_army_r56
	}
	allow_branch = {
		if = {
			limit = {
				has_focus_autohide_rule_trigger_r56 = yes
			}
			NOT = {
				has_completed_focus = SIA_pridis_premiership_r56 SIA_phibuns_takeover_r56 SIA_disciplined_separate_army_r56 SIA_continue_the_democratic_transition_r56
			}
		}
	}
	icon = GFX_focus_generic_strike_at_democracy2
	cost = 5
	ai_will_do = {
		base = 1
	}
	x = 1
	y = 1
	relative_position_id = SIA_push_wichitwathakan_to_the_forefront_r56
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_political_power = 45
		swap_ideas = {
			remove_idea = SIA_nationalist_conservative_cooperation_r56
			add_idea = SIA_protectors_of_the_old_order_idea_r56
		}
	}
}
### Entity: Effect Reference
Construct: random_purchase_contract
Constructs: limit, random_purchase_contract
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## random_purchase_contract

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Executes children effects on a random purchase contract of the country in scope, that fulfills the \"limit\" trigger.
tooltip = key need to be added to override the tooltip title.
ex: GER = {
  random_purchase_contract = {
	limit = { ... contract scope triggers ... }
	tooltip = my_loc_key # Optional
    ... Purchase Contract scope effects ...
  }
}
```
### Entity: Event
Component: SEA_warlords.45
Constructs: is_triggered_only, annex_country, every_core_state, add_core_of, set_nationality, set_cosmetic_tag, random_hours
Source: game
File: events/SEA_Warlords.txt

Code:
country_event = {
	id = SEA_warlords.45
	title = SEA_warlords.45.t
	desc = SEA_warlords.45.desc
	picture = GFX_report_event_chinese_soldiers_mountain
	is_triggered_only = yes
	option = {
		name = SEA_warlords.45.a
		annex_country = {
			target = FROM
			transfer_troops = yes
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt SEA_warlords.46.tt
		FROM = {
			every_core_state = {
				add_core_of = ROOT
			}
		}
		728 = {
			add_core_of = ROOT
		}
		729 = {
			add_core_of = ROOT
		}
		326 = {
			add_core_of = ROOT
		}
		GXC = {
			GXC_li_zongren = {
				set_nationality = ROOT
			}
			GXC_bai_chongxi = {
				set_nationality = ROOT
			}
		}
		set_cosmetic_tag = liangguang_clique
		country_event = {
			id = SEA_warlords.47
			hours = 12
		}
		CHI = {
			country_event = {
				id = SEA_warlords.48
				hours = 2
				random_hours = 6
			}
		}
	}
}
### Entity: Event
Component: CHI_warlords.19
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/r56_warlord_events.txt

Code:
country_event = {
	id = CHI_warlords.19
	title = CHI_warlords.19.t
	desc = CHI_warlords.19.desc
	picture = GFX_report_event_chinese_officers
	is_triggered_only = yes
	option = {
		name = Disappointing
		add_opinion_modifier = {
			target = FROM
			modifier = refused_cooperation
		}
	}
}
### Entity: Idea
Component: idea_RAJ_muslims_demanding_a_homeland
Constructs: removal_cost, autonomy_gain
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_muslims_demanding_a_homeland = {
	name = idea_RAJ_muslims_demanding_a_homeland
	allowed = {
		always = yes
	}
	picture = raj_marginalized_muslim_community_angry
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		stability_weekly = -0.001
		autonomy_gain = 1
	}
}
### Entity: Event
Component: news.613
Constructs: is_triggered_only
Source: game
File: events/TNewsEvents.txt

Code:
news_event = {
	id = news.613
	title = news.613.t
	desc = news.613.desc
	picture = GFX_news_event_039
	major = yes
	is_triggered_only = yes
	option = {
		name = news.613.a
	}
}
### Entity: Character
Component: ARG_feminist_revolutionary
Constructs: communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
ARG_feminist_revolutionary = {
	random = no
	sprite = 13
	conscription = 0.01
	communism_drift = 0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: r56_CAN_department_of_munitions_and_supply_01
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_department_of_munitions_and_supply_01 = {
	name = r56_CAN_department_of_munitions_and_supply_01
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = HOL_motors_production
	modifier = {
		industrial_capacity_factory = 0.05
		production_factory_start_efficiency_factor = 0.05
		production_factory_efficiency_gain_factor = 0.05
	}
}
### Entity: Character
Component: nationalist_symbol
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
nationalist_symbol = {
	war_support_factor = 0.05
	stability_factor = 0.05
	army_core_attack_factor = 0.1
	army_core_defence_factor = 0.1
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_secure_the_iraqi_oil
Constructs: prerequisite, has_war_with, completion_reward, is_subject, has_capitulated, is_in_faction_with, create_wargoal, annex_everything
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_secure_the_iraqi_oil
	icon = GFX_goal_generic_major_war
	mutually_exclusive = {
		focus = TUR_support_the_golden_square
	}
	prerequisite = {
		focus = TUR_the_tuz_golu_training_facility
	}
	x = 1
	y = 1
	relative_position_id = TUR_the_tuz_golu_training_facility
	cost = 10
	ai_will_do = {
		base = 10
	}
	available = {
		is_subject = no
	}
	bypass = {
		IRQ = {
			OR = {
				exists = no
				has_capitulated = yes
				is_subject = yes
				is_in_faction_with = ROOT
				has_war_with = ROOT
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		create_wargoal = {
			type = annex_everything
			target = IRQ
		}
	}
}
### Entity: National Focus
Tree: xic_focus
Component: XIC_recruit_mancurian_bandits
Constructs: division_template, prerequisite, limit, completion_reward, cancel_if_invalid, random_owned_controlled_state, has_full_control_of_state, create_unit
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = XIC_recruit_mancurian_bandits
	icon = GFX_focus_prc_infiltration
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		base = 20
	}
	prerequisite = {
		focus = XIC_reestablish_the_zhili_army
	}
	relative_position_id = XIC_reestablish_the_zhili_army
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		custom_effect_tooltip = XIC_recruit_mancurian_bandits_tt
		hidden_effect = {
			division_template = {
				name = Fengtian Counter-Japanese Division
				priority = 2
				template_counter = 118
				division_names_group = MAN_INF_01
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					}
				}
			} {
				name = Fengtian Bandit Division
				priority = 2
				template_counter = 118
				division_names_group = MAN_CAV_01
				regiments = {
					cavalry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					ROOT = {
						has_full_control_of_state = PREV
					}
				}
				prioritize = {
					328
				}
				create_unit = {
					division = name = "1. Fengtian Counter-Japanese Division" division_template = "Fengtian Counter-Japanese Division" start_experience_factor = 0.6
					owner = ROOT
				} {
					division = name = "2. Fengtian Counter-Japanese Division" division_template = "Fengtian Counter-Japanese Division" start_experience_factor = 0.6
					owner = ROOT
				} {
					division = name = "3. Fengtian Counter-Japanese Division" division_template = "Fengtian Counter-Japanese Division" start_experience_factor = 0.6
					owner = ROOT
				} {
					division = name = "1. Fengtian Bandit Division" division_template = "Fengtian Bandit Division" start_experience_factor = 0.6
					owner = ROOT
				} {
					division = name = "2. Fengtian Bandit Division" division_template = "Fengtian Bandit Division" start_experience_factor = 0.6
					owner = ROOT
				}
			}
		}
	}
}
### Entity: Modding Documentation
Construct: number_of_unlocked_traits
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### number_of_unlocked_traits
* description: Number of unlocked traits of the military industrial organization.
### Entity: Order of Battle
Component: 1 Senshadan
Constructs: division_template
Source: game
File: history/units/JAP_1939.txt

Code:
division = {
	name = 1 Senshadan
	location = 10698
	division_template = Senshadan
	start_experience_factor = 0.3
}
### Entity: Character
Component: infantry_equipment_producer_defense_1
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
infantry_equipment_producer_defense_1 = {
	random = no
	equipment_bonus = {
		infantry_equipment = {
			soft_attack = 0.1
			defense = 0.05
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: POL_habsburg_events.102
Constructs: is_triggered_only, ai_chance, fire_only_once, create_wargoal, puppet_wargoal_focus
Source: game
File: events/NSB_Poland.txt

Code:
country_event = {
	id = POL_habsburg_events.102
	title = POL_habsburg_events.102.t
	desc = POL_habsburg_events.102.desc
	picture = GFX_report_event_polish_tanks_01
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = POL_habsburg_events.102.a
		ai_chance = {
			base = 30
		}
		create_wargoal = {
			type = puppet_wargoal_focus
			target = HUN
		}
	}
}
### Entity: Modding Documentation
Construct: avg_unit_planning_ratio
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### avg_unit_planning_ratio
* description: average planning ratio of all units
### Entity: State History
Component: 938
Constructs: add_core_of
Source: game
File: history/states/938-Lower Silesia.txt

Code:
state = {
	id = 938
	name = Lesser Poland
	provinces = {
		9412 13205
	}
	history = {
		owner = POL
		victory_points = {
			9412 3
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 1
		}
		add_core_of = POL
	}
	manpower = 217000
	state_category = rural
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}