Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_incorporate_allied_torpedoes_r56
Constructs: shared_focus, prerequisite, limit, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_incorporate_allied_torpedoes_r56
	icon = GFX_goal_generic_air_naval_bomber
	cost = 5
	ai_will_do = {
		base = 1
	}
	x = 5
	y = 1
	prerequisite = {
		focus = RAJ_expand_the_national_air_force_r56 RAJ_Reform_the_Royal_Indian_Navy
	}
	relative_position_id = RAJ_expand_the_national_air_force_r56
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = RAJ_incorporate_allied_torpedoes_r56
				bonus = 0.75
				uses = 2
				category = cat_torpedoes
				technology = air_torpedoe_1 air_torpedoe_2 air_torpedoe_3
			}
		}
		else = {
			add_tech_bonus = {
				name = RAJ_incorporate_allied_torpedoes_r56
				bonus = 0.75
				uses = 2
				category = naval_bomber cat_torpedoes
			}
		}
	}
}
### Entity: Unit Template
Component: sub_units
Source: game
File: common/units/tank_destroyer_brigade.txt

Code:
sub_units = {
	light_tank_destroyer_brigade = {
		abbreviation = LTD
		sprite = light_armor
		map_icon_category = armored
		priority = 1795
		ai_priority = 100
		active = yes
		type = {
			armor anti_tank
		}
		group = armor_combat_support
		categories = {
			category_front_line category_all_armor category_army category_tank_destroyers
		}
		combat_width = 2
		need = {
			light_tank_destroyer_chassis = 40
		}
		manpower = 500
		max_organisation = 0
		default_morale = 0.3
		max_strength = 0.6
		training_time = 180
		weight = 1
		supply_consumption = 0.2
		breakthrough = -0.42
		ap_attack = 0.15
		suppression = 1.0
		forest = {
			attack = -0.2
			movement = -0.4
		}
		mountain = {
			attack = -0.1
		}
		jungle = {
			attack = -0.3
			movement = -0.4
		}
		marsh = {
			attack = -0.1
			movement = -0.1
		}
		urban = {
			attack = -0.4
			defence = -0.1
		}
		river = {
			attack = -0.2
			movement = -0.2
		}
		amphibious = {
			attack = -0.6
		}
	}
	medium_tank_destroyer_brigade = {
		abbreviation = MTD
		sprite = medium_armor
		map_icon_category = armored
		priority = 1796
		ai_priority = 100
		active = yes
		type = {
			armor anti_tank
		}
		group = armor_combat_support
		categories = {
			category_front_line category_all_armor category_army category_tank_destroyers
		}
		combat_width = 2
		need = {
			medium_tank_destroyer_chassis = 40
		}
		manpower = 500
		max_organisation = 0
		default_morale = 0.3
		max_strength = 0.6
		training_time = 180
		weight = 1.25
		supply_consumption = 0.22
		breakthrough = -0.25
		ap_attack = 0.15
		suppression = 1.25
		forest = {
			attack = -0.3
			movement = -0.4
		}
		hills = {
			attack = -0.1
		}
		mountain = {
			attack = -0.2
		}
		jungle = {
			attack = -0.4
			movement = -0.4
		}
		marsh = {
			attack = -0.1
			movement = -0.1
		}
		urban = {
			attack = -0.4
			defence = -0.1
		}
		river = {
			attack = -0.2
			movement = -0.2
		}
		amphibious = {
			attack = -0.7
		}
	}
	heavy_tank_destroyer_brigade = {
		abbreviation = HTD
		sprite = heavy_armor
		map_icon_category = armored
		priority = 1797
		ai_priority = 100
		active = yes
		training_time = 180
		type = {
			armor anti_tank
		}
		group = armor_combat_support
		categories = {
			category_front_line category_all_armor category_army category_tank_destroyers
		}
		combat_width = 2
		need = {
			heavy_tank_destroyer_chassis = 40
		}
		manpower = 500
		max_organisatio
# ... (truncated)
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered, force_equipment_variants
Source: game
File: history/units/HUN_1939_nsb.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 9660
	division_template = Motorizált Dandár
	start_experience_factor = 0.2
	start_equipment_factor = 0.5
	force_equipment_variants = {
		light_tank_chassis_1 = {
			owner = HUN
			creator = ITA
			amount = 30
			version_name = L3/35
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_greek_mechanisation
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_greek_mechanisation
	icon = GFX_goal_generic_build_tank
	prerequisite = {
		focus = GRE_new_weapons_old_tricks
	}
	x = 0
	y = 1
	relative_position_id = GRE_new_weapons_old_tricks
	cost = 10
	ai_will_do = {
		base = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = GRE_greek_mechanisation
			bonus = 1.0
			uses = 1
			category = cat_mechanized_equipment
		}
	}
}
### Entity: Unit Template
Component: KOR_DD_HISTORICAL
Source: game
File: common/units/names_ships/KOR_ship_names.txt

Code:
KOR_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		KOR
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = ROKS 
	fallback_name = Destroyer %d
	unique = {
		Chungmu Seoul Busan Chungbuk Jeonbuk Daegu Incheon Daejeon Gwangju Gangwon Gyeonggi Jeonju Chungnam Gyeongnam Asan Ungpo Gyeongbuk Jeonnam Jeju Sejong Daewang Yulgok Yi I Seoae Ryu Sungryong Chungmugong Yi Sunshin Munmu Daewang Dae Joyeong Wang Geon Kang Gam-chan Choi Young Kwanggaeto Daewang Ulchi Moonduk Yang Manchoon
	}
}
### Entity: Technology
Component: basic_battery
Constructs: research_cost, enable_equipment_modules, has_tech
Source: game
File: common/technologies/MTG_naval_Support.txt

Code:
technology = {
	research_cost = 1
	start_year = 1922
	path = {
		leads_to_tech = basic_light_battery
		research_cost_coeff = 1
	} {
		leads_to_tech = basic_heavy_battery
		research_cost_coeff = 1
	}
	on_research_complete = {
		custom_effect_tooltip = light_battery_advice_tt medium_battery_advice_tt heavy_battery_advice_tt secondary_battery_advice_tt
	}
	enable_equipment_modules = {
		ship_light_battery_1 ship_medium_battery_1 ship_light_medium_battery_1 ship_heavy_battery_1 ship_secondaries_1
	}
	folder = {
		name = mtgnavalsupportfolder
		position = {
			x = 0
			y = 1
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			OR = {
				has_tech = early_ship_hull_light early_ship_hull_cruiser early_ship_hull_heavy
			}
			factor = 500
		}
	}
	categories = {
		naval_artillery naval_equipment ship_modules_tech cat_ship_light_battery cat_ship_medium_battery cat_ship_heavy_battery mio_cat_tech_all_capital_ship_and_modules mio_cat_tech_all_screen_ship_and_modules mio_cat_tech_all_carrier_and_modules mio_cat_tech_all_cruiser_and_modules mio_cat_tech_all_destroyer_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Modifier Reference
Component: r56_logistical_buildup
Source: game
File: common/dynamic_modifiers/r56_dynamic_modifiers.txt

Code:
r56_logistical_buildup = {
	icon = GFX_modifiers_SOV_civilian_labor_in_defense
	production_speed_infrastructure_factor = 0.15
	production_speed_rail_way_factor = 0.15
	production_speed_supply_node_factor = 0.15
	production_speed_air_base_factor = 0.1
	production_speed_naval_base_factor = 0.1
}
### Entity: Technology
Component: supersonic_small_airframe
Constructs: enable_equipments, research_cost
Source: game
File: common/technologies/bba_air_techs.txt

Code:
technology = {
	allow = {
		always = no
	}
	enable_equipments = {
		small_plane_airframe_5
	}
	research_cost = 2
	start_year = 1950
	categories = {
		light_air light_fighter
	}
	special_project_specialization = {
		specialization_air
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_ministries_coop
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_ministries_coop
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = BUL_heavy_war_industry_expansion
	}
	relative_position_id = BUL_heavy_war_industry_expansion
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 40
	}
	completion_reward = {
		add_timed_idea = {
			idea = BUL_ministries_cooperation
			days = 240
		}
	}
}
### Entity: Idea
Component: CHL_ligas_patrioticas
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/chile.txt

Code:
CHL_ligas_patrioticas = {
	picture = CHL_ligas_patrioticas
	allowed = {
		original_tag = CHL
	}
	allowed_civil_war = {
		original_tag = CHL
	}
	removal_cost = -1
	modifier = {
		conscription = 0.015
		conscription_factor = 0.1
		resistance_damage_to_garrison = -0.2
	}
}
### Entity: Idea
Component: BAS_coi
Source: game
File: common/ideas/british_antilles.txt

Code:
BAS_coi = {
	picture = generic_political_advisor_african_1
	allowed = {
		original_tag = BAS
	}
	traits = {
		captain_of_industry
	}
}
### Entity: Name List
Component: SIC
Source: game
File: common/names/00_names.txt

Code:
SIC = {
	male = {
		names = {
			Wang Li Zhang Liu Chen Huang Liang Luo Kwong Hsia Zhu Mao Hu Liao Tan Deng Cheng Yang Gao Xie Ma Kong Dong Pan Yu
		}
	}
	female = {
		names = {
			Li Bao Mulan Lanfen Mingzhu Qingling Mei Yingtai Feng Zhi Ruo Fei Ru Shi Yuying Yuantong Yanxiang Xiurong Shouying Fuyuan Luzhen Ruirong Suzhen Xiaoying Xiaoyuan Xiaoji Xiaolou
		}
	}
	surnames = {
		Zhao Wu Sun Ma Hu Peng Dong Ye Lü Tian Jiang Wei Ting Shen Fang Jin Qiu
	}
	callsigns = {

	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.13
Constructs: is_triggered_only, ai_chance, add_stability, fire_only_once, add_political_power, is_in_faction, declare_war_on, take_state_focus
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.13
	title = SEA_japan_foreign_policy.13.t
	desc = SEA_japan_foreign_policy.13.desc
	picture = GFX_report_event_spr_anarchist_uprising
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_foreign_policy.13.a
		ai_chance = {
			base = 50
			modifier = {
				strength_ratio = {
					tag = JAP
					ratio = < 0.8
				}
				factor = 2.5
			} {
				is_in_faction = no
				JAP = {
					is_in_faction = yes
				}
				factor = 2
			}
		}
		add_political_power = 50
		add_stability = -0.02
	} {
		name = SEA_japan_foreign_policy.13.b
		ai_chance = {
			base = 20
			modifier = {
				strength_ratio = {
					tag = JAP
					ratio = > 1.5
				}
				factor = 2
			}
		}
		declare_war_on = {
			target = FROM
			type = take_state_focus
			generator = 721
		}
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_comintern_research_exchange
Constructs: prerequisite, completion_reward, is_in_faction_with, add_to_tech_sharing_group, add_tech_bonus
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_comintern_research_exchange
	icon = GFX_focus_generic_socialist_science
	cost = 5
	x = 0
	y = 1
	relative_position_id = LUX_follow_moscow_line
	prerequisite = {
		focus = LUX_follow_moscow_line
	}
	available = {
		is_in_faction_with = SOV
	}
	completion_reward = {
		add_to_tech_sharing_group = comintern_research
		custom_effect_tooltip = generic_skip_one_line_tt
		add_tech_bonus = {
			name = LUX_comintern_research_exchange
			category = industry
			bonus = 0.5
		} {
			name = LUX_comintern_research_exchange
			category = armor
			bonus = 0.5
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: TAOG_independence_activist
Constructs: autonomy_gain
Source: game
File: common/country_leader/taog_traits.txt

Code:
TAOG_independence_activist = {
	sprite = 13
	random = no
	autonomy_gain = 1.0
	ai_will_do = {
		factor = 2
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_end_reliance_on_animal_husbandry
Constructs: prerequisite, limit, add_stability, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_end_reliance_on_animal_husbandry
	icon = GFX_goal_generic_food_processing
	x = -1
	y = 1
	cost = 10
	prerequisite = {
		focus = MON_improve_machine_tools MON_study_foreign_radio_equipment
	}
	mutually_exclusive = {
		focus = MON_pastures_into_farms
	}
	relative_position_id = MON_study_foreign_radio_equipment
	available_if_capitulated = yes
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = MON_dominated_animal_husbandry_idea
			}
			swap_ideas = {
				remove_idea = MON_dominated_animal_husbandry_idea
				add_idea = MON_industrial_growth_prioritised_idea
			}
		}
		add_stability = -0.1
		every_controlled_state = {
			limit = {
				OR = {
					has_state_category = wasteland pastoral
				}
			}
			set_state_category = rural
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: BLR_stepan_krasovsky
Source: game
File: common/ideas/belarus.txt

Code:
BLR_stepan_krasovsky = {
	ledger = air
	picture = generic_air_europe_1
	allowed = {
		original_tag = BLR
	}
	traits = {
		air_warfare_theorist
	}
}
### Entity: Modifier Reference
Component: XSM_the_military_governor_dynamic_modifier
Constructs: stability_factor, war_support_factor
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
XSM_the_military_governor_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_chi_whampoa_military_academy
	army_core_attack_factor = XSM_the_military_governor_army_core_attack_factor
	supply_combat_penalties_on_core_factor = XSM_the_military_governor_supply_combat_penalties_on_core_factor
	stability_factor = XSM_the_military_governor_stability_factor
	war_support_factor = XSM_the_military_governor_war_support_factor
}
### Entity: Country Definition
Component: UBF_united_balkan_federation_democratic
Source: game
File: common/countries/cosmetic.txt

Code:
UBF_united_balkan_federation_democratic = {
	color = {
		rgb = {
			11 11 11
		}
	}
	color_ui = {
		rgb = {
			11 11 11
		}
	}
}
### Entity: Event
Component: israel.1
Constructs: is_triggered_only, set_politics
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.1
	title = israel.1.t
	desc = israel.1.d
	picture = GFX_report_event_isr_altalena
	is_triggered_only = yes
	option = {
		name = israel.1.a
		set_politics = {
			ruling_party = neutrality
			elections_allowed = yes
		}
	}
}
### Entity: Wiki Documentation
Construct: Naval_Units
Source: wiki
File: wiki/German_units.html

Doc:
Naval Units[edit]

Name
Type
Techyear

Grosses TB 1918M |
Destroyer I |
1922
|

Zerstörer 1936 |
Destroyer II |
1936
|

Zerstörer 1938A/Ac |
Destroyer III |
1940
|

Zerstörer 1944 |
Destroyer IV |
1944
|

Emden Class |
Light Cruiser I |
1922
|

Königsberg Class |
Light Cruiser II |
1936
|

Spähkreuzer |
Light Cruiser III |
1940
|

Q Class |
Light Cruiser IV |
1944
|

Blücher Class |
Heavy Cruiser I |
1922
|

Deutschland Class |
Heavy Cruiser II |
1936
|

Hipper Class |
Heavy Cruiser III |
1940
|

P Class |
Heavy Cruiser IV |
1944
|

Yorck Class |
Battlecruiser I |
1922
|

O Class |
Battlecruiser II |
1940
|

Scharnhorst Class |
Battleship I |
1922
|

Bismarck Class |
Battleship II |
1936
|

Hindenburg Class |
Battleship III |
1940
|

Moltke Class |
Battleship IV |
1944
|

Schlachtschiff H41 |
Super-heavy Battleship I |
1936
|

Schlachtschiff H44 |
Super-heavy Battleship II |
1944
|

Flugzeugdampfer Class |
Carrier I |
1922
|

Seydlitz Class |
Carrier II |
1936
|

Graf Zeppelin Class |
Carrier III |
1940
|

Europa Class |
Carrier IV |
1944
|
### Entity: Idea
Component: BAS_acr
Source: game
File: common/ideas/british_antilles.txt

Code:
BAS_acr = {
	picture = generic_air_african_3
	allowed = {
		original_tag = BAS
	}
	traits = {
		air_chief_reform_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: hero_of_the_peasantry
Constructs: research_speed_factor, stability_factor, industrial_capacity_factory
Source: game
File: common/country_leader/00_traits.txt

Code:
hero_of_the_peasantry = {
	random = no
	political_power_factor = 0.15
	stability_factor = 0.1
	research_speed_factor = 0.05
	democratic_acceptance = 50
	civilian_intel_to_others = 15
	industrial_capacity_factory = -0.02
}
### Entity: Event
Component: GOE_RAJ_news.1
Constructs: is_triggered_only
Source: game
File: events/GOE_Raj.txt

Code:
news_event = {
	id = GOE_RAJ_news.1
	title = GOE_RAJ_news.1.t
	desc = GOE_RAJ_news.1.desc
	picture = GFX_news_event_journalists_speech
	major = no
	is_triggered_only = yes
	option = {
		name = GOE_RAJ_news.1.a
	}
}
### Entity: Order of Battle
Component: Northern Rhodesia Force
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/ENG_1939.txt

Code:
division = {
	name = Northern Rhodesia Force
	location = 10929
	division_template = Colonial Garrison
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = ENG
		}
	}
	start_equipment_factor = 0.3
}
### Entity: National Focus
Tree: khm_focus
Component: KHM_indian_expeditionary_forces_plan
Constructs: division_template, prerequisite, limit, has_war_with, completion_reward, allow_branch, is_subject, has_idea
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = KHM_indian_expeditionary_forces_plan
	icon = GFX_focus_generic_commonwealth_build_infantry
	x = 2
	y = 1
	allow_branch = {
		tag = KHM
	}
	cost = 5
	prerequisite = {
		focus = KHM_undermine_kmt_rule XSM_sideline_family_conflicts
	}
	relative_position_id = KHM_undermine_kmt_rule
	ai_will_do = {
		base = 5
	}
	available = {
		is_subject = no
		has_idea = KHM_peter_fleming
		NOT = {
			has_war_with = RAJ
		}
		RAJ = {
			is_subject_of = ENG
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	dynamic = yes
	completion_reward = {
		hidden_effect = {
			delete_unit_template_and_units = {
				division_template = British Expeditionary Force
				disband = yes
			}
			division_template = {
				name = British Expeditionary Force
				division_names_group = XSM_INF_01
				is_locked = no
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					}
				}
				support = {

				}
			}
		} {
			ENG = {
				add_relation_rule_override = {
					target = KHM
					can_send_volunteers = yes
				}
				hidden_effect = {
					add_ai_strategy = {
						type = send_volunteers_desire
						id = KHM
						value = 250
					} {
						type = protect
						id = KHM
						value = 25
					}
				}
			}
			RAJ = {
				add_relation_rule_override = {
					target = KHM
					can_send_volunteers = yes
				}
				hidden_effect = {
					add_ai_strategy = {
						type = send_volunteers_desire
						id = KHM
						value = 250
					} {
						type = protect
						id = KHM
						value = 25
					}
				}
			}
		}
		random_owned_state = {
			limit = {
				impassable = no
				is_controlled_by = ROOT
			}
			create_unit = {
				division = name = "Tunganistan Expeditionary Force" division_template = "British Expeditionary Force" start_experience_factor = 0.5 start_equipment_factor = 0.8
				owner = ROOT
			}
		}
		custom_effect_tooltip = KHM_indian_expeditionary_forces_plan_tt
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AContributions/Dauth.html

Doc:
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20:42, 26 November 2015 (diff | hist) . . (+102)‎ . . N Category:Pages with unrecognized icon strings ‎ (Created page with "For all pages that call Template:Icon using a non-existent icon string. Category:Need editing") (current)

20:42, 26 November 2015 (diff | hist) . . (+104)‎ . . N Category:Links ‎ (Created page with "Pages in this category have been marked as being in need of additional links. Category:Need editing") (current)

13:43, 7 November 2015 (diff | hist) . . (-4)‎ . . m Hearts of Iron IV ‎

13:43, 7 November 2015 (diff | hist) . . (-132)‎ . . Hearts of Iron IV ‎ (Fixes)

15:46, 16 October 2015 (diff | hist) . . (+25)‎ . . N Category:Needs background information ‎ (Created page with "Category:Need editing") (current)

15:44, 16 October 2015 (diff | hist) . . (+18)‎ . . Paraguay ‎ (Test of new addbox, suggest roll out to all framework pages) (current)

15:44, 16 October 2015 (diff | hist) . . (+230)‎ . . Template:Add ‎ (Added background information option to addbox, for use on the framework country pages) (current)

16:59, 7 October 2015 (diff | hist) . . (+1,960)‎ . . User talk:Grekulf ‎ (Added thoughts at Meneth&#039;s request)

10:00, 4 October 2015 (diff | hist) . . (+12)‎ . . m Hearts of Iron IV ‎ (Reverted edits by 66.249.83.220 (talk) to last revision by Escodrion)

21:28, 17 September 2015 (diff | hist) . . (+4)‎ . . m Italy ‎ (link needed)

21:28, 17 September 2015 (diff | hist) . . (+4)‎ . . m Romania ‎ (link needed) (current)

10:19, 13 September 2015 (diff | hist) . . (+554)‎ . . Talk:Raj ‎

00:13, 13 September 2015 (diff | hist) . . (+47)‎ . . m Template:Icon/Substitution ‎ (current)

00:10, 13 September 2015 (diff | hist) . . (+121)‎ . . m Template:Icon/doc ‎

00:09, 13 September 2015 (dif
# ... (truncated)
### Entity: Unit Template
Component: INS_revolutionary_militia_division
Source: game
File: common/units/names_divisions/HOL_INS_names_divisions.txt

Code:
INS_revolutionary_militia_division = {
	name = Laskar dan Barisan Pemuda
	for_countries = {
		INS
	}
	division_types = {
		militia infantry
	}
	fallback_name = Resimen Laskar Rakyat %d
	ordered = {
		1 = {
			Resimen Laskar Rakyat %d
		}
		2 = {
			Resimen Barisan Pemuda %d
		}
		3 = {
			Resimen Laskar Rakyat %d
		}
		4 = {
			Resimen Angkatan Pemuda Indonesia %d
		}
		5 = {
			Resimen Laskar Rakyat %d
		}
		6 = {
			Resimen Pemuda Republik Indonesia %d
		}
		7 = {
			Resimen Laskar Rakyat %d
		}
		8 = {
			Resimen Barisan Pemuda %d
		}
		9 = {
			Resimen Angkatan Muda %d
		}
		10 = {
			Resimen Laskar Rakyat %d
		}
		11 = {
			Resimen Badan Perjuangan %d
		}
		12 = {
			Resimen Laskar Rakyat %d
		}
		13 = {
			Resimen Barisan Rakyat %d
		}
		14 = {
			Resimen Laskar Rakyat %d
		}
		15 = {
			Resimen Penjaga Keamanan Rakyat %d
		}
		16 = {
			Resimen Barisan Pemuda %d
		}
		17 = {
			Resimen Laskar Rakyat %d
		}
		18 = {
			Resimen Angkatan Pemuda Indonesia %d
		}
		19 = {
			Resimen Laskar Rakyat %d
		}
		20 = {
			Resimen Pemuda Republik Indonesia %d
		}
		21 = {
			Resimen Barisan Banteng Rakyat %d
		}
		22 = {
			Resimen Laskar Merah Putih %d
		}
		23 = {
			Resimen Laskar Rakyat %d
		}
		24 = {
			Resimen Pemuda Pejuang %d
		}
		25 = {
			Resimen Sukarelawan Rakyat %d
		}
		26 = {
			Resimen Laskar Rakyat %d
		}
		27 = {
			Resimen Barisan Pelopor Rakyat %d
		}
		28 = {
			Resimen Pemuda Pembela Republik %d
		}
		29 = {
			Resimen Laskar Pejuang Kemerdekaan %d
		}
		30 = {
			Resimen Barisan Pemuda %d
		}
		31 = {
			Resimen Laskar Rakyat %d
		}
		32 = {
			Resimen Pasukan Gerilya Rakyat %d
		}
	}
}
### Entity: Character
Component: ZIM_ar
Source: game
File: common/characters/ZIM.txt

Code:
ZIM_ar = {
	advisor = {
		slot = high_command
		idea_token = ZIM_ar
		ledger = army
		allowed = {
			original_tag = ZIM
		}
		traits = {
			army_regrouping_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_1
		}
	}
}
### Entity: Order of Battle
Component: XII Brigada Internacionales
Constructs: division_template
Source: game
File: history/units/SPR_Civil_War.txt

Code:
division = {
	name = XII Brigada Internacionales
	location = 10024
	division_template = Brigada Internacionales
}