Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Shared Focus
Tree: lat_focus
Component: LAT_riga_shipyard
Constructs: shared_focus, add_equipment_to_stockpile, prerequisite, completion_reward, is_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_latvia_shared.txt

Code:
shared_focus = {
	id = LAT_riga_shipyard
	icon = GFX_focus_generic_shipbuilding
	prerequisite = {
		focus = LAT_foreign_submarine_contract LAT_foreign_destroyer_contract
	}
	mutually_exclusive = {
		focus = LAT_liepaja_naval_base
	}
	relative_position_id = LAT_foreign_submarine_contract
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	available = {
		12 = {
			is_controlled_by = ROOT
		}
	}
	completion_reward = {
		navy_experience = 25
		12 = {
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			}
		}
		add_equipment_to_stockpile = {
			type = convoy_1
			amount = 10
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: Character
Component: ELS_maximiliano_hernández_martínez
Source: game
File: common/characters/ELS.txt

Code:
ELS_maximiliano_hernández_martínez = {
	name = Maximiliano Hernández Martínez
	portraits = {
		civilian = {
			large = GFX_portrait_el_salvador_maximiliano_hernandez_martinez
		}
	}
	country_leader = {
		ideology = fascism_ideology
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Scripted Trigger
Component: EAI_20w_armor_width
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_20w_armor_width = {
	OR = {
		check_variable = {
			EAI_FOCUS/LAND/armor_width = global.EAI_20W_ARM_WIDTH
		} {
			EAI_FOCUS/LAND/armor_width_OVERRIDE = global.EAI_20W_ARM_WIDTH
		}
		AND = {
			OR = {
				EAI_20_Width_Armor_Focus_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/LAND/armor_width EAI_FOCUS/LAND/armor_width_OVERRIDE
			}
		}
	}
}
### Entity: Character
Component: NGA_stc
Source: game
File: common/characters/NGA.txt

Code:
NGA_stc = {
	advisor = {
		slot = political_advisor
		idea_token = NGA_stc
		allowed = {
			original_tag = NGA
		}
		traits = {
			smooth_talking_charmer
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: Event
Component: liechtenstein.38
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/Liechtenstein.txt

Code:
country_event = {
	id = liechtenstein.38
	picture = GFX_report_event_czech_soldiers_01
	title = liechtenstein.38.t
	desc = liechtenstein.38.desc
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = liechtenstein.38.a
	}
}
### Entity: AI Strategy
Component: southern_thrust
Constructs: has_completed_focus
Source: game
File: common/ai_strategy/SOV.txt

Code:
southern_thrust = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		has_completed_focus = SOV_the_southern_thrust
		OR = {
			country_exists = IRQ PER AFG
		}
	}
	abort = {
		NOT = {
			country_exists = IRQ PER AFG
		}
	}
	ai_strategy = {
		type = antagonize
		id = PER
		value = 200
	} {
		type = antagonize
		id = AFG
		value = 150
	} {
		type = antagonize
		id = IRQ
		value = 100
	}
}
### Entity: Game Data
Component: bromance
Constructs: has_any_custom_difficulty_setting, has_guaranteed
Source: game
File: common/achievements/rt56-achievements.txt

Code:
bromance = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		OR = {
			original_tag = SWI LIE
		}
	}
	happened = {
		SWI = {
			has_guaranteed = LIE
		}
		LIE = {
			has_guaranteed = SWI
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_increase_land_and_animal_taxes
Constructs: prerequisite, completion_reward, set_variable, add_to_variable
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_increase_land_and_animal_taxes
	icon = GFX_focus_generic_farmland
	prerequisite = {
		focus = AFG_expand_state_run_factories
	}
	x = 0
	y = 1
	relative_position_id = AFG_expand_state_run_factories
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = AFG_modifiy_1923_constitution_modifier_tt
		set_variable = {
			AFG_1923_const_modifier_production_factory_efficiency_gain_factor = 0.1
			tooltip = production_factory_efficiency_gain_factor_tt
		} {
			AFG_1923_const_modifier_production_factory_max_efficiency_factor = 0.1
			tooltip = production_factory_max_efficiency_factor_tt
		}
		add_to_variable = {
			AFG_1923_const_modifier_stability_factor = -0.05
			tooltip = stability_factor_tt
		}
	}
}
### Entity: Idea
Component: CHI_bulwark_colonialists
Constructs: removal_cost, is_subject_of, is_subject, is_ally_with
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_bulwark_colonialists = {
	picture = chi_warlord_integration4
	removal_cost = -1
	cancel = {
		NOT = {
			OR = {
				is_subject_of = CUG
				AND = {
					is_subject = no
					NOT = {
						OR = {
							is_ally_with = FRA ENG POR
						}
					}
				}
			}
		}
	}
	modifier = {

	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = FRA
		defense_bonus_against = 0.07
		attack_bonus_against = 0.07
	} {
		tag = ENG
		defense_bonus_against = 0.07
		attack_bonus_against = 0.07
	} {
		tag = RAJ
		defense_bonus_against = 0.05
		attack_bonus_against = 0.05
	}
}
### Entity: National Focus
Component: wuw_HUN_the_cult_of_arpad
Constructs: prerequisite, add_ideas, has_government, completion_reward, has_war_support, is_subject, is_fully_controlled_by, cancel_if_invalid
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_the_cult_of_arpad
	icon = GFX_focus_HUN_carrying_on_arpads_legacy
	prerequisite = {
		focus = wuw_HUN_ward_against_extremism wuw_HUN_reclaim_the_pannonian_steppe
	}
	x = -1
	y = 2
	relative_position_id = wuw_HUN_reclaim_the_pannonian_steppe
	cost = 10
	ai_will_do = {
		factor = 15
	}
	available = {
		has_government = democratic
		has_war_support = > 0.79
		is_subject = no
		custom_trigger_tooltip = {
			tooltip = wuw_HUN_proclaim_greater_hungary_core_states_requirement
			AND = {
				155 = {
					is_fully_controlled_by = ROOT
				}
				974 = {
					is_fully_controlled_by = ROOT
				}
				973 = {
					is_fully_controlled_by = ROOT
				}
				43 = {
					is_fully_controlled_by = ROOT
				}
				154 = {
					is_fully_controlled_by = ROOT
				}
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		add_ideas = HUN_the_cult_of_arpad_idea
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_expand_the_tdyl
Constructs: prerequisite, add_ideas, completion_reward, add_popularity
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_expand_the_tdyl
	icon = GFX_goal_generic_peasant_army
	prerequisite = {
		focus = TIB_the_qinghai_expedition
	}
	relative_position_id = TIB_the_qinghai_expedition
	x = 1
	y = 1
	cost = 8
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		add_ideas = TIB_democratic_youth_league
	}
}
### Entity: Idea
Component: AUS_osterreichische_sauerwerke
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/austria.txt

Code:
AUS_osterreichische_sauerwerke = {
	picture = AUS_saurer
	allowed = {
		original_tag = AUS
		has_dlc = Gotterdammerung
	}
	available = {
		has_completed_focus = AUS_saurerwerke
	}
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 2
			OR = {
				has_completed_focus = AUS_bring_hungary_back_into_the_fold AUS_demand_hungarian_submission
			}
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_aquire_modern_panzers
Constructs: has_completed_focus, prerequisite, completion_reward, has_game_rule, has_war_support, has_stability, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_aquire_modern_panzers
	icon = GFX_focus_generic_tankette
	x = -2
	y = 1
	cost = 10
	prerequisite = {
		focus = SWE_volvo
	}
	relative_position_id = SWE_volvo
	ai_will_do = {
		factor = 10
		modifier = {
			has_game_rule = {
				rule = SWE_AI_BEHAVIOR
				option = SWE_DEMOCRATIC_NORDIC_DEFENCE_COUNCIL
			}
			NOT = {
				has_completed_focus = SWE_the_nordic_defense_council
			}
			has_war_support = < 0.1
			has_stability = > 0.7
			factor = 50
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_FOLKHEMMET
	}
	completion_reward = {
		add_tech_bonus = {
			bonus = 0.75
			uses = 1
			category = armor
		}
		SWE_folkhemmet_big_swap = yes
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_align_with_the_monroe_doctrine
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_align_with_the_monroe_doctrine
	icon = GFX_focus_ARG_align_with_the_monroe_doctrine
	prerequisite = {
		focus = ARG_join_the_allies ARG_bastion_of_democracy
	}
	x = -2
	y = 1
	relative_position_id = ARG_join_the_allies
	cost = 5
	available = {

	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {

	}
	completion_reward = {
		add_timed_idea = {
			idea = ARG_monroe_doctrine_idea
			days = 730
		}
	}
}
### Entity: Event
Component: mtg_netherlands.62
Constructs: is_triggered_only
Source: game
File: events/MTG_Netherlands.txt

Code:
country_event = {
	id = mtg_netherlands.62
	title = mtg_netherlands.62.t
	desc = mtg_netherlands.62.d
	picture = GFX_report_event_hol_prins_bernhard
	is_triggered_only = yes
	option = {
		name = mtg_netherlands.62.a
	}
}
### Entity: Character
Component: SIK_ishaq_musonov
Constructs: has_government
Source: game
File: common/characters/SIK.txt

Code:
SIK_ishaq_musonov = {
	name = SIK_ishaq_musonov
	portraits = {
		army = {
			large = GFX_portrait_SIK_ishaq_musonov
			small = GFX_portrait_SIK_ishaq_musonov_small
		}
	}
	corps_commander = {
		skill = 3
		attack_skill = 3
		defense_skill = 2
		planning_skill = 3
		logistics_skill = 2
		legacy_id = -1
		traits = {
			trait_mountaineer
		}
		visible = {
			has_government = communism
		}
	}
}
### Entity: Idea
Component: r56_LUX_united_and_ready
Constructs: stability_factor, has_government
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_united_and_ready = {
	picture = generic_pp_unity_bonus
	cancel = {
		all_country = {
			OR = {
				original_tag = HOL BEL LUX
			} {
				exists = no
				NOT = {
					has_government = democratic
				}
			}
		}
	}
	modifier = {
		army_core_defence_factor = 0.1
		stability_factor = 0.05
		resistance_target_on_our_occupied_states = 0.05
		surrender_limit = 0.1
	}
}
### Entity: Event
Component: BBA_italo_ethiopian_war_events.113
Constructs: is_triggered_only, ai_chance, is_in_faction_with, has_opinion, create_wargoal
Source: game
File: events/BBA_ItaloEthiopianWar.txt

Code:
country_event = {
	id = BBA_italo_ethiopian_war_events.113
	title = BBA_italo_ethiopian_war_events.113.t
	desc = BBA_italo_ethiopian_war_events.113.desc
	picture = GFX_report_event_generic_battle
	is_triggered_only = yes
	option = {
		name = BBA_italo_ethiopian_war_events.113.a
		trigger = {
			NOT = {
				is_in_faction_with = ITA
			}
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				has_opinion = {
					target = FROM
					value = < -50
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = > 1
				}
			}
		}
		create_wargoal = {
			type = topple_government
			target = FROM
		}
	} {
		name = BBA_italo_ethiopian_war_events.113.b
		ai_chance = {
			base = 5
		}
		leave_the_league_of_nations = yes
	}
}
### Entity: AI Strategy
Component: SWE_DEN_nordic_defense_homeland_prio
Constructs: has_completed_focus, has_war, has_autonomy_state
Source: game
File: common/ai_strategy/SWE.txt

Code:
SWE_DEN_nordic_defense_homeland_prio = {
	allowed = {
		original_tag = DEN
	}
	enable = {
		has_war = yes
		has_autonomy_state = autonomy_aat_defense_council_member
		SWE = {
			has_completed_focus = SWE_decentralized_nordic_army_command
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = area_priority
		id = just_denmark_excluding_greenland
		value = 200
	}
}
### Entity: Country History
Country: TML
Component: TML_technology
Constructs: set_technology
Source: game
File: history/countries/TML - Timor Leste.txt

Code:
# Starting Technologies for TML
set_technology = {
	infantry_weapons = 1
}
### Entity: Idea
Component: AUS_national_defence_effort
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_national_defence_effort = {
	picture = worker_cluture
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		industrial_capacity_factory = 0.1
		consumer_goods_factor = -0.15
		conversion_cost_civ_to_mil_factor = -0.3
	}
}
### Entity: Character
Component: popular_figurehead3
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
popular_figurehead3 = {
	sprite = 13
	stability_factor = 0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: idea_GUAY_building_dam
Constructs: removal_cost
Source: game
File: common/ideas/paraguay_uruguay_shared_ideas.txt

Code:
idea_GUAY_building_dam = {
	allowed = {
		always = yes
	}
	picture = generic_goods_red_bonus
	removal_cost = -1
	modifier = {
		civilian_factory_use = 2
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_conscription_for_jew
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_conscription_for_jew
	icon = GFX_goal_generic_partisans
	x = 1
	y = 1
	prerequisite = {
		focus = PAL_tolerance_and_integration
	} {
		focus = PAL_formalize_the_secondary_schools
	}
	cost = 5
	relative_position_id = PAL_tolerance_and_integration
	completion_reward = {
		swap_ideas = {
			remove_idea = PAL_tolerance_and_integration_idea
			add_idea = PAL_conscription_for_jews
		}
	}
}
### Entity: Character
Component: NZL_john_a_lee
Constructs: has_government
Source: game
File: common/characters/NZL.txt

Code:
NZL_john_a_lee = {
	name = NZL_john_a_lee
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_2
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = NZL_john_a_lee
		allowed = {
			original_tag = NZL
		}
		available = {
			OR = {
				has_government = communism democratic
			}
		}
		traits = {
			leftist_independent
		}
	}
}
### Entity: Event
Component: DOD_romania.40
Constructs: is_triggered_only, ai_chance, is_in_faction
Source: game
File: events/DOD_Romania.txt

Code:
country_event = {
	id = DOD_romania.40
	title = DOD_romania.40.t
	desc = DOD_romania.40.desc
	picture = GFX_report_event_romanian_soldiers
	is_triggered_only = yes
	option = {
		name = DOD_romania.40.a
		ai_chance = {
			factor = 30
			modifier = {
				strength_ratio = {
					tag = ROM
					ratio = < 0.8
				}
				factor = 2
			} {
				strength_ratio = {
					tag = ROM
					ratio = < 0.5
				}
				factor = 10
			} {
				is_in_faction = yes
				factor = 0.5
			}
		}
		ROM = {
			country_event = DOD_romania.41
		}
	} {
		name = DOD_romania.40.b
		ai_chance = {
			factor = 70
			modifier = {
				is_in_faction = no
				factor = 0.5
			}
		}
		ROM = {
			country_event = DOD_romania.42
		}
	}
}
### Entity: Unit Template
Component: SHL_MAR_01
Source: game
File: common/units/names_divisions/SHL_names_divisions.txt

Code:
SHL_MAR_01 = {
	name = Marine Divisions
	for_countries = {
		SHL
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %d. Seelande-Division
	ordered = {
		1 = {
			%d. Seelande-Division
		}
		2 = {
			%d. Seelande-Division
		}
		3 = {
			%d. Seelande-Division
		}
		4 = {
			%d. Seelande-Division
		}
		5 = {
			%d. Seelande-Division
		}
		6 = {
			%d. Seelande-Division
		}
		7 = {
			%d. Seelande-Division
		}
		8 = {
			%d. Seelande-Division
		}
		9 = {
			%d. Seelande-Division
		}
		10 = {
			%d. Seelande-Division
		}
	}
}
### Entity: Technology
Component: modern_sonar
Constructs: has_war_with, enable_equipment_modules, research_cost
Source: game
File: common/technologies/MTG_naval.txt

Code:
technology = {
	enable_equipment_modules = {
		ship_sonar_4
	}
	on_research_complete = {
		custom_effect_tooltip = sonar_advice_tt
	}
	research_cost = 1
	start_year = 1943
	folder = {
		name = mtgnavalfolder
		position = {
			x = 2
			y = 19
		}
	}
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 4
			has_war_with = GER
		} {
			factor = 2
			anti_submarine_strategy_required_trigger = yes
		}
	}
	categories = {
		naval_equipment dd_tech asw_tech ship_modules_tech mio_cat_tech_all_screen_ship_and_modules mio_cat_tech_all_destroyer_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Order of Battle
Component: 504e Rgt. de Chars de Combat
Constructs: division_template
Source: game
File: history/units/FRA_1939.txt

Code:
division = {
	name = 504e Rgt. de Chars de Combat
	location = 6975
	division_template = Brigade de Chars de Combat
	start_experience_factor = 0.2
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_UPGRADE_production_line_upgrades
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_UPGRADE_production_line_upgrades = {
	enable = {
		always = yes
	}
	abort = {
		always = no
	}
	ai_strategy = {
		type = production_upgrade_desire_offset
		id = light_tank_artillery_chassis_2
		value = 100
	} {
		type = production_upgrade_desire_offset
		id = light_tank_destroyer_chassis_2
		value = 100
	} {
		type = production_upgrade_desire_offset
		id = light_tank_aa_chassis_2
		value = 100
	} {
		type = production_upgrade_desire_offset
		id = light_tank_amphibious_chassis_2
		value = 100
	} {
		type = production_upgrade_desire_offset
		id = medium_tank_artillery_chassis_2
		value = 100
	} {
		type = production_upgrade_desire_offset
		id = medium_tank_destroyer_chassis_2
		value = 100
	} {
		type = production_upgrade_desire_offset
		id = medium_tank_aa_chassis_2
		value = 100
	} {
		type = production_upgrade_desire_offset
		id = medium_tank_amphibious_chassis_2
		value = 100
	} {
		type = production_upgrade_desire_offset
		id = heavy_tank_artillery_chassis_2
		value = 100
	} {
		type = production_upgrade_desire_offset
		id = heavy_tank_destroyer_chassis_2
		value = 100
	} {
		type = production_upgrade_desire_offset
		id = heavy_tank_aa_chassis_2
		value = 100
	} {
		type = production_upgrade_desire_offset
		id = heavy_tank_amphibious_chassis_2
		value = 100
	}
}
### Entity: Modding Documentation
Construct: PlayEffect
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## Audio.PlayEffect
* Arguments: effect_name

Play the specified sound effect
### Entity: Military Industrial Organization
Component: EST_arsenal_organization
Source: game
File: common/military_industrial_organization/organizations/EST_organization.txt

Code:
EST_arsenal_organization = {
	include = generic_infantry_equipment_organization
	icon = GFX_idea_generic_infantry_equipment_manufacturer_3
	allowed = {
		tag = EST
	}
}
### Entity: Unit Template
Component: BUL_MEC_01
Source: game
File: common/units/names_divisions/BUL_names_divisions.txt

Code:
BUL_MEC_01 = {
	name = Mechanised Divisions
	for_countries = {
		BUL
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	fallback_name = %d-ta Mekhanizirana Divizija
	ordered = {
		1 = {
			%d-va Mekhanizirana Divizija
		}
		2 = {
			%d-ra Mekhanizirana Divizija
		}
		3 = {
			%d-ta Mekhanizirana Divizija
		}
		4 = {
			%d-ta Mekhanizirana Divizija
		}
		5 = {
			%d-ta Mekhanizirana Divizija
		}
		6 = {
			%d-ta Mekhanizirana Divizija
		}
		7 = {
			%d-ma Mekhanizirana Divizija
		}
		8 = {
			%d-a Mekhanizirana Divizija
		}
		9 = {
			%d-ta Mekhanizirana Divizija
		}
		10 = {
			%d-ta Mekhanizirana Divizija
		}
		11 = {
			%d-va Mekhanizirana Divizija
		}
		12 = {
			%d-ra Mekhanizirana Divizija
		}
		14 = {
			%d-ta Mekhanizirana Divizija
		}
		15 = {
			%d-ta Mekhanizirana Divizija
		}
		16 = {
			%d-ta Mekhanizirana Divizija
		}
		17 = {
			%d-ma Mekhanizirana Divizija
		}
		18 = {
			%d-a Mekhanizirana Divizija
		}
		19 = {
			%d-ta Mekhanizirana Divizija
		}
		20 = {
			%d-ta Mekhanizirana Divizija
		}
		21 = {
			%d-va Mekhanizirana Divizija
		}
		22 = {
			%d-ra Mekhanizirana Divizija
		}
		23 = {
			%d-ta Mekhanizirana Divizija
		}
		24 = {
			%d-ta Mekhanizirana Divizija
		}
		25 = {
			%d-ta Mekhanizirana Divizija
		}
		26 = {
			%d-ta Mekhanizirana Divizija
		}
		27 = {
			%d-ma Mekhanizirana Divizija
		}
		28 = {
			%d-a Mekhanizirana Divizija
		}
		29 = {
			%d-ta Mekhanizirana Divizija
		}
		30 = {
			%d-va Mekhanizirana Divizija
		}
		31 = {
			%d-ra Mekhanizirana Divizija
		}
		32 = {
			%d-ta Mekhanizirana Divizija
		}
		33 = {
			%d-ta Mekhanizirana Divizija
		}
		34 = {
			%d-ta Mekhanizirana Divizija
		}
		35 = {
			%d-ta Mekhanizirana Divizija
		}
		36 = {
			%d-ma Mekhanizirana Divizija
		}
		37 = {
			%d-a Mekhanizirana Divizija
		}
		38 = {
			%d-ta Mekhanizirana Divizija
		}
		39 = {
			%d-ta Mekhanizirana Divizija
		}
		40 = {
			%d-va Mekhanizirana Divizija
		}
		41 = {
			%d-ra Mekhanizirana Divizija
		}
		42 = {
			%d-ta Mekhanizirana Divizija
		}
		43 = {
			%d-ta Mekhanizirana Divizija
		}
		44 = {
			%d-ta Mekhanizirana Divizija
		}
		45 = {
			%d-ta Mekhanizirana Divizija
		}
		46 = {
			%d-ma Mekhanizirana Divizija
		}
		47 = {
			%d-a Mekhanizirana Divizija
		}
		48 = {
			%d-ta Mekhanizirana Divizija
		}
		49 = {
			%d-ta Mekhanizirana Divizija
		}
		50 = {
			%d-ta Mekhanizirana Divizija
		}
		51 = {
		
# ... (truncated)
### Entity: Character
Component: FRA_joseph_doumenc
Constructs: has_country_flag
Source: game
File: common/characters/FRA.txt

Code:
FRA_joseph_doumenc = {
	name = FRA_joseph_doumenc
	portraits = {
		army = {
			small = GFX_Portrait_France_Generic_land_7_small
		}
	}
	advisor = {
		slot = high_command
		idea_token = FRA_joseph_doumenc
		ledger = air
		allowed = {
			original_tag = FRA
		}
		visible = {
			has_country_flag = vichy_france
		}
		traits = {
			army_regrouping_1
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}