Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: ITA_improve_regio_esercito_dm_effect
Constructs: limit, has_dynamic_modifier, remove_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_improve_regio_esercito_dm_effect = {
	if = {
		limit = {
			has_dynamic_modifier = {
				modifier = ITA_regio_esercito_dynamic_modifier
			}
		}
		hidden_effect = {
			remove_dynamic_modifier = {
				modifier = ITA_regio_esercito_dynamic_modifier
			}
			add_dynamic_modifier = {
				modifier = ITA_regio_esercito_2_dynamic_modifier
			}
			if = {
				limit = {
					has_dynamic_modifier = {
						modifier = ITA_regia_aeronautica_dynamic_modifier
					}
				}
				remove_dynamic_modifier = {
					modifier = ITA_regia_aeronautica_dynamic_modifier
				}
				add_dynamic_modifier = {
					modifier = ITA_regia_aeronautica_dynamic_modifier
				}
			} {
				limit = {
					has_dynamic_modifier = {
						modifier = ITA_regia_marina_dynamic_modifier
					}
				}
				remove_dynamic_modifier = {
					modifier = ITA_regia_marina_dynamic_modifier
				}
				add_dynamic_modifier = {
					modifier = ITA_regia_marina_dynamic_modifier
				}
			}
			else_if = {
				limit = {
					has_dynamic_modifier = {
						modifier = ITA_regia_aeronautica_2_dynamic_modifier
					}
				}
				remove_dynamic_modifier = {
					modifier = ITA_regia_aeronautica_2_dynamic_modifier
				}
				add_dynamic_modifier = {
					modifier = ITA_regia_aeronautica_2_dynamic_modifier
				}
			} {
				limit = {
					has_dynamic_modifier = {
						modifier = ITA_regia_aeronautica_3_dynamic_modifier
					}
				}
				remove_dynamic_modifier = {
					modifier = ITA_regia_aeronautica_3_dynamic_modifier
				}
				add_dynamic_modifier = {
					modifier = ITA_regia_aeronautica_3_dynamic_modifier
				}
			} {
				limit = {
					has_dynamic_modifier = {
						modifier = ITA_regia_marina_2_dynamic_modifier
					}
				}
				remove_dynamic_modifier = {
					modifier = ITA_regia_marina_2_dynamic_modifier
				}
				add_dynamic_modifier = {
					modifier = ITA_regia_marina_2_dynamic_modifier
				}
			} {
				limit = {
					has_dynamic_modifier = {
						modifier = ITA_regia_marina_3_dynamic_modifier
					}
				}
				remove_dynamic_modifier = {
					modifier = ITA_regia_marina_3_dynamic_modifier
				}
				add_dynamic_modifier = {
					modifier = ITA_regia_marina_3_dynamic_modifier
				}
			}
		}
	}
	else_if = {
		limit = {
			has_dynamic_modifier = {
				modifier = ITA_regio_esercito_2_dynamic_modifier
			}
		}
		hidden_effect = {
			remove_dynamic_modifier = {
				modifier = ITA_regio_esercito_2_dynamic_modifier
			}
			add_dy
# ... (truncated)
### Entity: Idea
Component: CZE_department_2_idea_lar
Constructs: removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_department_2_idea_lar = {
	picture = generic_spy_intel
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		civilian_intel_to_others = -2.5
		agency_upgrade_time = -0.05
		operative_slot = 1
		new_operative_slot_bonus = 1
		intelligence_agency_defense = 0.05
	}
}
### Entity: Combat Tactic
Component: tactic_tw_chase
Constructs: is_attacker
Source: game
File: common/combat_tactics.txt

Code:
tactic_tw_chase = {
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = tactical_withdrawal
	}
	base = {
		factor = 4
	}
	picture = tw_chase
	display_phase = tactical_withdrawal
	combat_width = -0.25
	attacker = -0.15
	defender = -0.05
}
### Entity: Idea
Component: ETH_gaz
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_gaz = {
	name = gaz
	picture = gaz
	allowed = {
		original_tag = ETH
		has_dlc = By Blood Alone
	}
	visible = {
		has_completed_focus = ETH_soviet-ethiopian_trade_agreement
	}
	research_bonus = {
		motorized_equipment = 0.15
		mot_rockets = 0.5
	}
	traits = {
		motorized_equipment_manufacturer
	}
	modifier = {

	}
}
### Entity: Shared Focus
Tree: trk_focus
Component: TRK_popular_will
Constructs: shared_focus, prerequisite, has_government, add_stability, completion_reward, is_historical_focus_on, is_puppet, has_civil_war
Source: game
File: common/national_focus/r56_turkestan_shared.txt

Code:
shared_focus = {
	id = TRK_popular_will
	icon = GFX_goal_generic_national_unity
	prerequisite = {
		focus = TRK_State_Matter
	}
	mutually_exclusive = {
		focus = TRK_steppic_memories
	}
	available = {

	}
	x = -7
	y = 1
	relative_position_id = TRK_State_Matter
	cost = 5
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0
			AND = {
				is_historical_focus_on = yes
				is_puppet = yes
				NOT = {
					OVERLORD = {
						OR = {
							has_government = democratic communism
						}
					}
				}
			}
		} {
			factor = 0
			AND = {
				is_historical_focus_on = yes
				NOT = {
					OR = {
						has_government = communism democratic
					}
				}
			}
		} {
			factor = 0
			has_civil_war = yes
			OR = {
				has_government = fascism neutrality
			}
		} {
			factor = 0.01
			AND = {
				is_historical_focus_on = no
				is_puppet = yes
				NOT = {
					OVERLORD = {
						OR = {
							has_government = democratic communism
						}
					}
				}
			}
		} {
			factor = 0.02
			AND = {
				is_historical_focus_on = no
				is_puppet = no
				OR = {
					has_government = democratic communism
				}
			}
		}
	}
	completion_reward = {
		add_stability = 0.05
		add_popularity = {
			ideology = communism
			popularity = 0.1
		} {
			ideology = democratic
			popularity = 0.1
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/IRQ_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = IRQ
		}
		requested_factories = 1
		progress = 0.22
		efficiency = 100
	}
}
### Entity: Trigger Reference
Construct: num_finished_operations
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## num_finished_operations

* Supported Scopes: COUNTRY
* Supported Targets: any

```
Compares number of completed operations.
Example: 
num_finished_operations = { 
 target = ITA 
 operation = operation_infiltrate_armed_forces_navy value > 35 
}
```
### Entity: Modifier Reference
Construct: ai_license_acceptance
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## ai_license_acceptance

* Number with 0 decimal places
* **Categories**: ai
### Entity: Idea
Component: FIN_finnish_federation_of_trade_unions_light_industry
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/finland.txt

Code:
FIN_finnish_federation_of_trade_unions_light_industry = {
	name = FIN_finnish_federation_of_trade_unions
	picture = FIN_finnish_federation_of_trade_unions_light
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		local_resources_factor = 0.2
		production_factory_start_efficiency_factor = 0.1
		consumer_goods_factor = -0.25
		industrial_capacity_factory = -0.05
		industrial_capacity_dockyard = -0.05
	}
}
### Entity: Name List
Component: PAP
Source: game
File: common/names/00_names.txt

Code:
PAP = {
	male = {
		names = {
			Alessandro Alfonso Ambrogio Amedeo Andrea Angelo Antonio Benito Camillo Carlo Cesare Costanzo Davide Enrico Ettore Fabrizio Faustino Federico Felice Ferdinando Fiorenzo Francesco Gaetano Gennaro Girolamo Giulio Giuseppe Guglielmo Innocenzo Leopoldo Luigi Marco Massimo Matteo Nicola Oreste Paolo Pasquale Pietro Prospero Raffaele Roberto Ruggiero Silvio Simone Tancredi Ugo Umberto Vincenzo Vittorio
		}
	}
	female = {
		names = {
			Maria Anna Sara Laura Sofia Stella Angela Giovanna Guiseppina Gianna Giulia Valentina
		}
	}
	surnames = {
		Acton Albricci Badoglio Baldissera Baratieri Bava-Beccaris Cadorna Cagni Canevaro Capello Caviglia Ceccherini Cialdini Cusani Dezza di Robilant di Savoia Emo Fanti Fara Filomarino Garibaldi Giardino Govone La Màrmora Mambretti Menabrea Orengo Pallavicino Pecori-Giraldi Pelloux Perruchetti Pianelli Porro Presbitero Ramorino Ricotti-Magnani Sacchi Saletta Sanna Solari Vaccari Zupelli
	}
	callsigns = {
		Buzzard Dusty Falcon Hawk Hammer Viper Banshee The Baron Lightning Duce Raven Two Shot Rosso Robur Gino Giri
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_the_revolutionary_council
Constructs: prerequisite, completion_reward, is_in_faction, is_subject, cancel_if_invalid, set_rule, create_faction_from_template
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_the_revolutionary_council
	icon = GFX_goal_generic_national_unity
	prerequisite = {
		focus = HUN_assassinate_horthy
	}
	mutually_exclusive = {
		focus = HUN_join_comintern
	}
	x = 2
	y = 1
	relative_position_id = HUN_assassinate_horthy
	cost = 10
	ai_will_do = {
		factor = 60
	}
	available = {
		is_in_faction = no
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = {
			template = faction_template_POR_popular_front_bloc
			name = HUN_FACTION_COMMIE
		}
	}
}
### Entity: National Focus
Component: secret_weapons
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/generic.txt

Code:
focus = {
	id = secret_weapons
	icon = GFX_goal_generic_secret_weapon
	prerequisite = {
		focus = infrastructure_effort_2
	}
	x = 2
	y = 1
	relative_position_id = infrastructure_effort_2
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = generic_secret_weapons_ns
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.25
			always = yes
		}
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_AREA_capital_defense_44
Constructs: has_war_with
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_AREA_capital_defense_44 = {
	enable = {
		CAPITAL_SCOPE = {
			state = 44
		}
		any_of_scopes = {
			array = global.EAI_MAP_capital_defense_44
			CONTROLLER = {
				has_war_with = ROOT
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.01
		order_id = 9
		states = {
			44
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Character
Component: CZE_emil_kolben
Constructs: has_completed_focus, limit, has_dlc, is_subject, research_bonus, has_power_balance
Source: game
File: common/characters/CZE.txt

Code:
CZE_emil_kolben = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = Peace For Our Time
			}
		}
		name = CZE_emil_kolben
		portraits = {
			army = {
				small = GFX_idea_generic_political_advisor_europe_2
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = CZE_emil_kolben_dod
			allowed = {
				original_tag = CZE
			}
			available = {
				has_completed_focus = CZE_favor_czechs_1
			}
			traits = {
				captain_of_industry
			}
		}
	} {
		allowed = {
			has_dlc = Peace For Our Time
		}
		name = CZE_emil_kolben
		portraits = {
			army = {
				small = GFX_idea_CZE_emil_kolben
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = CZE_emil_kolben
			allowed = {
				original_tag = CZE
			}
			available = {
				is_subject = no
				has_completed_focus = CZE_grow_ckd_secondary_facilities
			}
			research_bonus = {
				industry = 0.15
				armor = 0.15
			}
			cost = 150
			on_add = {
				owner = {
					if = {
						limit = {
							has_power_balance = {
								id = CZE_bop_army_readiness
							}
						}
						CZE_bop_very_low_decrease_effect = yes
						custom_effect_tooltip = generic_skip_one_line_tt
					}
				}
			}
			on_remove = {
				owner = {
					if = {
						limit = {
							has_power_balance = {
								id = CZE_bop_army_readiness
							}
						}
						CZE_bop_very_low_increase_effect = yes
					}
				}
			}
			traits = {
				CZE_general_director_of_ckd
			}
		}
	}
}
### Entity: Decision
Component: SWE_reintegrate_the_empire_category
Constructs: limit, has_country_flag, fire_only_once, is_fully_controlled_by, is_owned_and_controlled_by, remove_effect, every_state, is_core_of
Source: game
File: common/decisions/r56_SWE.txt

Code:
SWE_reintegrate_the_empire_category = {
	SWE_integrate_southern_norway = {
		icon = GFX_decision_SWI_no_elected_president
		allowed = {
			original_tag = SWE
		}
		visible = {
			110 = {
				is_fully_controlled_by = ROOT
			}
			142 = {
				is_fully_controlled_by = ROOT
			}
			143 = {
				is_fully_controlled_by = ROOT
			}
			967 = {
				is_fully_controlled_by = ROOT
			}
			1031 = {
				is_fully_controlled_by = ROOT
			}
			1032 = {
				is_fully_controlled_by = ROOT
			}
		}
		fire_only_once = yes
		on_map_mode = decision_view_only
		available = {
			custom_trigger_tooltip = {
				tooltip = SWE_integrate_southern_norway_flag
				all_state = {
					OR = {
						NOT = {
							state = 110 142 143 967 1031 1032
						}
						is_owned_and_controlled_by = ROOT
					}
				}
			}
			110 = {
				compliance = > 35
			}
			142 = {
				compliance = > 35
			}
			143 = {
				compliance = > 35
			}
			967 = {
				compliance = > 35
			}
			1031 = {
				compliance = > 35
			}
			1032 = {
				compliance = > 35
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 110 142 143 967 1031 1032
			}
		}
		days_remove = 30
		remove_effect = {
			every_state = {
				limit = {
					OR = {
						state = 110 142 143 967 1031 1032
					}
					NOT = {
						is_core_of = ROOT
					}
				}
				add_core_of = ROOT
			}
		}
		ai_will_do = {
			factor = 200
		}
	}
	SWE_integrate_northern_norway = {
		icon = GFX_decision_SWI_no_elected_president
		allowed = {
			original_tag = SWE
		}
		visible = {
			144 = {
				is_fully_controlled_by = ROOT
			}
			1033 = {
				is_fully_controlled_by = ROOT
			}
			1034 = {
				is_fully_controlled_by = ROOT
			}
			1035 = {
				is_fully_controlled_by = ROOT
			}
		}
		fire_only_once = yes
		on_map_mode = decision_view_only
		available = {
			custom_trigger_tooltip = {
				tooltip = SWE_integrate_northern_norway_flag
				all_state = {
					OR = {
						NOT = {
							state = 144 1033 1034 1035
						}
						is_owned_and_controlled_by = ROOT
					}
				}
			}
			144 = {
				compliance = > 35
			}
			1033 = {
				compliance = > 35
			}
			1034 = {
				compliance = > 35
			}
			1035 = {
				compliance = > 35
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 144 1033 1034 1035
			}
		}
		days_remove = 30
		remove_effect = {
			every_state = {
				limit = {
					OR = {
						state = 144 1027 1033 1034 1035
					}
				
# ... (truncated)
### Entity: Idea
Component: BEL_corvette_fleet_ns
Constructs: removal_cost, equipment_bonus, build_cost_ic, naval_speed
Source: game
File: common/ideas/belgium.txt

Code:
BEL_corvette_fleet_ns = {
	allowed = {
		tag = BEL
	}
	removal_cost = -1
	picture = generic_coastal_navy
	equipment_bonus = {
		ship_hull_light = {
			build_cost_ic = -0.15
			lg_attack = -0.05
			naval_speed = 0.025
			max_strength = -0.25
			naval_range = -0.1
		}
	}
}
### Entity: Idea
Component: NOR_change
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_norway.txt

Code:
NOR_change = {
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	picture = generic_disjointed_gov
	modifier = {
		political_power_cost = 0.8
	}
}
### Entity: State History
Component: 875
Constructs: add_core_of
Source: game
File: history/states/875-Chukchi Peninsulay.txt

Code:
state = {
	id = 875
	name = STATE_875
	history = {
		owner = SOV
		victory_points = {
			13204 1
		}
		buildings = {
			infrastructure = 1
			13204 = {
				naval_base = 1
			}
		}
		add_core_of = SOV CKK FER
	}
	provinces = {
		13204 13254
	}
	manpower = 30000
	buildings_max_level_factor = 1
	state_category = pastoral
	local_supplies = 0.0
}
### Entity: Character
Component: navy_submarine_1
Source: game
File: common/country_leader/00_traits.txt

Code:
navy_submarine_1 = {
	sprite = 4
	navy_submarine_attack_factor = 0.1
	navy_submarine_defence_factor = 0.05
	command_cap_increase = @tier1_cp_cap_increase
	command_power = @tier1_cp_cost
	ai_will_do = {
		factor = @navy_command_factor_1
		modifier = {
			factor = 0
			command_power = < @tier1_cp_cost
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_universal_sufferage
Constructs: prerequisite, add_ideas, completion_reward, add_popularity
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_universal_sufferage
	icon = GFX_focus_generic_universal_suffrage
	prerequisite = {
		focus = PHI_treaty_of_manila
	}
	relative_position_id = PHI_treaty_of_manila
	x = -1
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_popularity = {
			ideology = ROOT
			popularity = 0.1
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = PHI_female_suffrage
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: mongol_khalkin_gol.5
Constructs: is_triggered_only, add_war_support, fire_only_once
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_khalkin_gol.5
	title = mongol_khalkin_gol.5.t
	desc = mongol_khalkin_gol.5.d
	picture = GFX_report_event_japan_army_mountainside
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = mongol_khalkin_gol.5.a
		add_war_support = 0.05
	}
}
### Entity: Event
Component: BALTIC_events.100
Constructs: is_triggered_only, add_ideas
Source: game
File: events/NSB_Baltic.txt

Code:
country_event = {
	id = BALTIC_events.100
	is_triggered_only = yes
	hidden = yes
	immediate = {
		add_ideas = {
			BALTIC_new_red_riflemen
		}
	}
}
### Entity: Country History
Country: HES
Component: HES_misc
Constructs: limit, set_technology, add_political_power, set_grand_doctrine, has_dlc, set_research_slots, set_convoys, add_command_power
Source: game
File: history/countries/HES - Hesse.txt

Code:
# Misc for HES
capital = 55
set_grand_doctrine = new_mobile_warfare new_convoy_raiding new_battlefield_support
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		fighter1 = 1
		early_bomber = 1
		tactical_bomber1 = 1
		strategic_bomber1 = 1
		CAS1 = 1
		naval_bomber1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
		improved_light_tank = 1
		basic_heavy_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
		improved_light_tank_chassis = 1
		basic_heavy_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		mtg_transport = 1
	}
}
set_research_slots = 3
set_convoys = 50
1939.1.1 = {
	add_political_power = 1197
	add_command_power = 100
	set_technology = {
		CAS2 = 1
		heavy_fighter1 = 1
		interwar_artillery = 1
		interwar_antitank = 1
		infantry_weapons2 = 1
		improved_infantry_weapons = 1
		support_weapons = 1
		support_weapons2 = 1
		paratroopers = 1
		electronic_mechanical_engineering = 1
		radio = 1
		cavity_magnatron = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_encryption = 1
		basic_decryption = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		construction3 = 1
		construction4 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
		dispersed_industry3 = 1
		dispersed_industry4 = 1
	}
	set_grand_doctrine = new_mobile_warfare new_convoy_raiding new_battlefield_support
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Unit Template
Component: AFG_MTN_01
Source: game
File: common/units/names_divisions/AFG_names_divisions.txt

Code:
AFG_MTN_01 = {
	name = Mountain Divisions
	for_countries = {
		AFG
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	link_numbering_with = {
		AFG_INF_01
	}
	fallback_name = %d. Mountain Division
	ordered = {
		1 = {
			Faizabad Mountain Division
		}
		2 = {
			Ghazni Mountain Division
		}
		3 = {
			Herat Mountain Division
		}
		4 = {
			Jalalabad Mountain Division
		}
		5 = {
			Kandahar Mountain Division
		}
		6 = {
			Maymeneh Mountain Division
		}
		7 = {
			Mazar-e Shar Mountain Division
		}
		8 = {
			Zahir Shah Mountain Division
		}
		9 = {
			Abdur Rahman Mountain Division
		}
		10 = {
			Nadir Shah Mountain Division
		}
		11 = {
			Dost Mohammed Mountain Division
		}
		12 = {
			Shah Shuja Mountain Division
		}
		13 = {
			Taloqan Mountain Division
		}
		14 = {
			Qondoz Mountain Division
		}
		15 = {
			Kholm Mountain Division
		}
		16 = {
			Aybak Mountain Division
		}
		17 = {
			Sheberghan Mountain Division
		}
		18 = {
			Balkh Mountain Division
		}
		19 = {
			Meymaneh Mountain Division
		}
		20 = {
			Dawlatabad Mountain Division
		}
		21 = {
			Tarin Kowt Mountain Division
		}
		22 = {
			Dalat Mountain Division
		}
		23 = {
			Khash Mountain Division
		}
		24 = {
			Lashkar Gan Mountain Division
		}
		25 = {
			Mirabad Mountain Division
		}
		26 = {
			%d. Mountain Division
		}
		27 = {
			%d. Mountain Division
		}
		28 = {
			%d. Mountain Division
		}
		29 = {
			%d. Mountain Division
		}
		30 = {
			%d. Mountain Division
		}
	}
}
### Entity: Modding Documentation
Construct: state_population_k
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### state_population_k
* description: check the population in the state in thousands (use to avoid variable overflows)
* (Auto generated using the trigger with same name)
### Entity: Decision
Component: SWE_coax_nordic_defense_council_cat
Constructs: has_completed_focus, has_country_flag, has_dlc, has_capitulated, is_subject, is_ai, is_subject_of
Source: game
File: common/decisions/categories/SWE_decision_categories.txt

Code:
SWE_coax_nordic_defense_council_cat = {
	allowed = {
		tag = SWE
		has_dlc = Arms Against Tyranny
	}
	priority = 50
	visible = {
		has_completed_focus = SWE_central_nordic_army_command
		exists = yes
		has_capitulated = no
		is_subject = no
		OR = {
			NOR = {
				exists = yes
				has_capitulated = no
				is_subject = no
				is_ai = yes
				has_country_flag = rejected_nordic_defense_council
			}
			FIN = {
				exists = yes
				has_capitulated = no
				is_subject = no
				is_ai = yes
				has_country_flag = rejected_nordic_defense_council
			}
			ICE = {
				exists = yes
				has_capitulated = no
				OR = {
					is_subject = no
					is_subject_of = DEN
				}
				is_ai = yes
			}
			DEN = {
				exists = yes
				has_capitulated = no
				is_subject = no
				is_ai = yes
				has_country_flag = rejected_nordic_defense_council
			}
		}
	}
}
### Entity: Modding Documentation
Construct: equipment_market_for_sale_threshold
Source: vanilla_docs
File: common/ai_strategy/_documentation.md

Doc:
### `equipment_market_for_sale_threshold`
The AI needs a surplus of this many units of the equipment type before considering it a surplus to sell on the equipment market
```
ai_strategy = {
	type = equipment_market_for_sale_threshold
	id = train
	value = 200  # Absolute number of units
}
```
### Entity: National Focus
Tree: que_focus
Component: QUE_give_power_to_the_clergy
Constructs: prerequisite, add_ideas, has_government, add_stability, completion_reward, is_subject
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_give_power_to_the_clergy
	icon = GFX_goal_generic_friendship_with_church
	prerequisite = {
		focus = QUE_for_the_good_of_the_nation
	} {
		focus = QUE_spy_the_opposition
	}
	relative_position_id = QUE_abandon_electorialism
	x = 0
	y = 3
	cost = 10
	available_if_capitulated = yes
	available = {
		OR = {
			has_government = democratic neutrality
		} {
			is_subject = no
			OVERLORD = {
				OR = {
					has_government = democratic neutrality
				}
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		add_stability = -0.05
		add_ideas = QUE_clerical_authority
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}