Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: lar_spain.48
Constructs: is_triggered_only, set_political_party, create_country_leader, limit, random_country, has_government, random_owned_state, is_fully_controlled_by
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.48
	title = lar_spain.48.t
	desc = lar_spain.48.desc
	picture = GFX_report_event_spr_anarchist_uprising
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			random_owned_state = {
				limit = {
					any_neighbor_state = {
						is_fully_controlled_by = SPC
					}
				}
				set_state_flag = SPC_portuguese_anarchism_state
			}
			set_global_flag = SPR_portuguese_anarchism_flag
		}
	}
	option = {
		name = lar_spain.48.a
		hidden_effect = {
			start_civil_war = {
				ideology = communism
				size = 0.1
				states_filter = {
					has_state_flag = SPC_portuguese_anarchism_state
				}
				keep_unit_leaders_trigger = {
					always = yes
				}
			}
			random_country = {
				limit = {
					original_tag = POR
					has_government = communism
					NOT = {
						tag = ROOT
					}
				}
				set_politics = {
					ruling_party = neutrality
				}
				set_political_party = {
					ideology = neutrality
					popularity = 100
				}
				set_party_name = {
					ideology = neutrality
					long_name = SPR_neutrality_anarchism_party_long
					name = SPR_neutrality_anarchism_party
				}
				set_cosmetic_tag = SPR_POR_anarchism
				set_country_flag = SPR_portuguese_anarchism_flag
				retire_country_leader = yes
				create_country_leader = {
					name = Anarchist Commune
					desc = POLITICS_ANARCHIST_COMMUNE_DESC
					picture = GFX_portrait_SPR_anarchist_commune
					expire = 1965.1.1
					ideology = anarchism
					traits = {

					}
				}
			}
			FROM = {
				country_event = {
					id = lar_spain.49
				}
			}
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_expand_the_general_staff
Constructs: completion_reward, add_timed_idea, random_days
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_expand_the_general_staff
	icon = GFX_goal_MON_peoples_mongolian_army
	x = -52
	y = 0
	relative_position_id = MON_hold_plenum_of_central_committee
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_timed_idea = {
			idea = MON_expand_the_general_staff_idea
			days = 365
		}
		hidden_effect = {
			country_event = {
				id = mongol_army.2
				days = 280
				random_days = 60
			}
		}
	}
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_build_convoys
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, random_core_state, is_coastal, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_build_convoys
	icon = GFX_focus_POL_develop_polish_shipbuilding
	relative_position_id = MPL_develop_ports
	x = 0
	y = 1
	prerequisite = {
		focus = MPL_develop_ports
	}
	cost = 5
	completion_reward = {
		add_equipment_to_stockpile = {
			type = convoy
			amount = 50
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		random_core_state = {
			limit = {
				is_coastal = yes
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: NSB_soviet_propaganda_capmaign_events.1
Constructs: is_triggered_only, add_timed_idea
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_propaganda_capmaign_events.1
	title = NSB_soviet_propaganda_capmaign_events.1.t
	desc = NSB_soviet_propaganda_capmaign_events.1.desc
	picture = GFX_report_event_SOV_young_builders_of_communism
	is_triggered_only = yes
	option = {
		name = NSB_soviet_propaganda_capmaign_events.1.a
		add_timed_idea = {
			idea = SOV_young_builders_of_communism
			days = SOV.SOV_default_propaganda_campaign_duration
		}
	}
}
### Entity: Country History
Country: SOV
Component: SOV_politics
Constructs: set_stability, add_ideas, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/SOV - Soviet union.txt

Code:
# Politics & Parties for SOV
set_stability = 0.5
set_war_support = 0.3
add_ideas = {
	home_of_revolution trotskyite_plot_nsb SOV_politicized_military SOV_genrikh_yagoda
}
set_politics = {
	ruling_party = communism
	last_election = 1933.7.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 10
	fascism = 2
	communism = 88
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_a_new_regime
Constructs: prerequisite, completion_reward, add_popularity, add_timed_idea
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_a_new_regime
	icon = GFX_goal_generic_election_chaos
	prerequisite = {
		focus = PHI_post_indenpence_stabilization
	}
	mutually_exclusive = {
		focus = PHI_follow_the_american_way
	}
	relative_position_id = PHI_post_indenpence_stabilization
	x = -4
	y = 1
	cost = 5
	ai_will_do = {
		factor = 2.5
	}
	completion_reward = {
		add_popularity = {
			ideology = ROOT
			popularity = -0.1
		}
		add_timed_idea = {
			idea = TIB_political_power_vacuum
			days = 180
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: POR_heavy_handed_central_planning
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_heavy_handed_central_planning = {
	picture = generic_production_bonus
	allowed = {
		original_tag = POR
	}
	removal_cost = -1
	modifier = {
		stability_weekly = -0.002
		production_speed_buildings_factor = 0.1
		production_factory_efficiency_gain_factor = 0.12
	}
}
### Entity: Character
Component: KEN_ai2
Source: game
File: common/characters/KEN.txt

Code:
KEN_ai2 = {
	advisor = {
		slot = high_command
		idea_token = KEN_ai2
		ledger = army
		allowed = {
			original_tag = KEN
		}
		traits = {
			army_infantry_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_3
		}
	}
}
### Entity: Scripted Effect
Component: EAI_MILITARY_strategy_priorities
Constructs: limit, has_country_flag, set_temp_variable, has_priority_, has_variable, check_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_strategy_effects.txt

Code:
EAI_MILITARY_strategy_priorities = {
	set_temp_variable = {
		has_priority_ = 0
	}
	if = {
		limit = {
			OR = {
				AND = {
					NOT = {
						has_variable = EAI_MILITARY_strategy_id
					}
				} {
					has_variable = EAI_MILITARY_strategy_id
					OR = {
						check_variable = {
							EAI_MILITARY_strategy_id = _strategy_id
						} {
							EAI_MILITARY_strategy_prio = < _strategy_prio
						}
					}
				}
			}
		}
		if = {
			limit = {
				has_country_flag = EAI_military_strategy_logging
			}
			log = [GetYear] [GetMonth] | AI | [This.GetName] | EAI_MILITARY_strategy_priorities has priority _strategy_id=[?_strategy_id] _strategy_prio=[?_strategy_prio]
		}
		set_temp_variable = {
			has_priority_ = 1
		}
	}
	else = {
		if = {
			limit = {
				has_country_flag = EAI_military_strategy_logging
			}
			log = [GetYear] [GetMonth] | AI | [This.GetName] | EAI_MILITARY_strategy_priorities has no priority _strategy_id=[?_strategy_id] _strategy_prio=[?_strategy_prio]
		}
	}
}
### Entity: AI Strategy
Component: FRA_heavy_tank_artillery
Constructs: has_war, has_tech
Source: game
File: common/ai_equipment/FRA_tank.txt

Code:
FRA_heavy_tank_artillery = {
	category = land
	blocked_for = {

	}
	available_for = {
		FRA
	}
	roles = {
		land_heavy_tank_artillery
	}
	priority = {
		factor = 50
	}
	heavy_tank_artillery_1 = {
		priority = {
			factor = 10
		}
		enable = {
			has_tech = interwar_artillery
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = heavy_tank_artillery_chassis_1
			modules = {
				main_armament_slot = tank_medium_howitzer
				turret_type_slot = tank_heavy_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 3
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_medium_howitzer tank_heavy_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	heavy_tank_artillery_2 = {
		priority = {
			factor = 20
		}
		enable = {
			has_tech = interwar_artillery
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = heavy_tank_artillery_chassis_2
			modules = {
				main_armament_slot = tank_medium_howitzer_2
				turret_type_slot = tank_heavy_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = extra_ammo_storage
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 5
				tank_nsb_armor_upgrade = {
					base = 4
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_medium_howitzer_2 tank_heavy_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine extra_ammo_storage
		}
	}
	heavy_tank_artillery_3 = {
		priority = {
			factor = 20
		}
		enable = {
			has_tech = artillery5
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = heavy_tank_artillery_chassis_2
			modules = {
				main_armament_slot = tank_heavy_howitzer
				turret_type_slot = tank_heavy_fixed_superstructure_turret
				suspension_type_slot = tank_
# ... (truncated)
### Entity: Decision
Component: INS_militias_cat
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/INS_decision_categories.txt

Code:
INS_militias_cat = {
	picture = GFX_decision_cat_picture_INS_militias
	icon = GFX_decision_category_INS_militias
	priority = 25
	allowed = {
		original_tag = INS
		has_dlc = Thunder at Our Gates
	}
	visible = {
		has_completed_focus = INS_laskar_rakjat
	}
}
### Entity: Character
Component: JAP_embodying_empress_jingu_and_zheng_yi_sao
Constructs: war_support_factor, conscription_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_embodying_empress_jingu_and_zheng_yi_sao = {
	random = no
	sprite = 13
	experience_gain_navy = 0.2
	convoy_raiding_efficiency_factor = 0.2
	industrial_capacity_dockyard = 0.15
	production_speed_dockyard_factor = 0.1
	justify_war_goal_time = -0.2
	political_power_factor = 0.05
	war_support_factor = 0.1
	conscription_factor = 0.1
	generate_wargoal_tension = -0.5
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_fight_kaiser_influence
Constructs: has_completed_focus, prerequisite, add_ideas, has_country_flag, completion_reward, has_game_rule, is_subject, is_subject_of
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_fight_kaiser_influence
	icon = GFX_goal_tfv_sever_ties_with_uk
	relative_position_id = AUS_repeal_may_constitution
	x = 0
	y = 3
	offset = {
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AUS_past_glories
		}
		x = 8
	}
	prerequisite = {
		focus = AUS_repeal_may_constitution AUS_the_eisenstadt_conference
	}
	available = {
		OR = {
			has_completed_focus = AUS_moderate_restoration
			has_country_flag = AUS_eisenstadt_failed
			HUN = {
				is_subject = yes
				NOT = {
					is_subject_of = AUS
				}
			}
		}
	}
	mutually_exclusive = {
		focus = AUS_old_friends_not_forgotten AUS_destroy_the_compromise
	}
	cost = 5
	completion_reward = {
		add_ideas = AUS_empower_the_parliament
		custom_effect_tooltip = generic_skip_one_line_tt
		set_power_balance = {
			id = AUS_monarchist_power_balance
			set_value = 0.2
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_550
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_550 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 550
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 550
	}
}
### Entity: National Focus
Tree: waf_focus
Component: WAF_push_for_a_west_african_federation
Constructs: prerequisite, limit, has_government, every_country, add_opinion_modifier, completion_reward, add_political_power, is_subject
Source: game
File: common/national_focus/r56_west_african_shared.txt

Code:
focus = {
	id = WAF_push_for_a_west_african_federation
	icon = GFX_goal_african_alliance
	prerequisite = {
		focus = WAF_emphasize_religious_tolerance
	}
	x = 0
	y = 1
	relative_position_id = WAF_emphasize_religious_tolerance
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		is_subject = no
		is_in_faction = no
		has_government = democratic
	}
	completion_reward = {
		add_political_power = 75
		every_country = {
			limit = {
				OR = {
					original_tag = MRT SEN GAM MLI GNB GNA SIE LIB IVO VOL GHA TOG DAH NGR NGA SOK BIA
				} {
					has_government = neutrality democratic
				}
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = huge_increase
			}
			ROOT = {
				add_opinion_modifier = {
					target = PREV
					modifier = huge_increase
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: india.445
Constructs: is_triggered_only, ai_chance, add_ideas, add_opinion_modifier
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.445
	title = india.445.t
	desc = india.445.d
	picture = GFX_report_event_picture_RAJ_Imperial_Conference
	is_triggered_only = yes
	option = {
		name = india.445.a
		ai_chance = {
			base = 95
			modifier = {
				factor = 0.05
				tag = BRM
			}
		}
		add_ideas = RAJ_Indian_Subcontinent_Cooperation
		RAJ = {
			add_opinion_modifier = {
				modifier = RAJ_Indian_Subcontinent_Cooperation
				target = ROOT
			}
		}
		add_opinion_modifier = {
			modifier = RAJ_Indian_Subcontinent_Cooperation
			target = RAJ
		}
	} {
		name = india.445.b
		ai_chance = {
			base = 5
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_complete_the_power_grid
Constructs: prerequisite, limit, has_government, completion_reward, has_tech, is_controlled_by, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_complete_the_power_grid
	icon = {
		GFX_focus_AFG_helmand_river_authority = {
			ROOT = {
				has_government = communism
			}
		}
		GFX_focus_generic_energy = yes
	}
	prerequisite = {
		focus = CZE_raise_more_industrial_funds
	}
	relative_position_id = CZE_raise_more_industrial_funds
	x = -7
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_tech = construction1
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = CZE_modify_skoda_works_ns_intro_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_skoda_works_dynamic_modifier_industrial_capacity_factory = 0.025
			tooltip = industrial_capacity_factory_tt
		} {
			CZE_skoda_works_dynamic_modifier_production_speed_energy_infrastructure_factor = 0.05
			tooltip = production_speed_energy_infrastructure_factor_tt
		}
		random_owned_controlled_state = {
			prioritize = {
				9
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = industrial_complex
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
		} {
			prioritize = {
				75
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = industrial_complex
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
		} {
			prioritize = {
				70
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = industrial_complex
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}

# ... (truncated)
### Entity: National Focus
Tree: ger_focus
Component: GER_salvage_captured_equipment
Constructs: prerequisite, limit, completion_reward, has_war_with_major, random_owned_state, is_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_salvage_captured_equipment
	icon = GFX_focus_generic_tank_assembly
	prerequisite = {
		focus = GER_the_prussian_legacy GER_adopt_new_panzer_doctrine
	}
	x = 3
	y = 1
	relative_position_id = GER_the_prussian_legacy
	cost = 5
	available = {
		has_war_with_major = yes
	}
	continue_if_invalid = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		random_owned_state = {
			limit = {
				is_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_military_high_command generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt GER_salvage_captured_equipment_custom_tt
		show_ideas_tooltip = GER_alfred_becker
		GER_modify_army_modifier = yes
		add_to_variable = {
			GER_military_equipment_capture = 0.05
			tooltip = equipment_capture_tt
		} {
			GER_industrial_equipment_conversion_speed = 0.1
			tooltip = equipment_conversion_speed_tt
		}
		GER_modify_industrial_modifier = yes
		hidden_effect = {
			every_army_leader = {
				limit = {
					NOT = {
						has_trait = scavenger
					}
				}
				random_select_amount = 2
				add_trait = {
					trait = scavenger
				}
			}
		}
	}
}
### Entity: Event
Component: poland.67
Constructs: is_triggered_only, limit, add_political_power, is_controlled_by, add_resource
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.67
	title = poland.67.t
	desc = poland.67.d
	picture = GFX_report_event_french_british_officers
	is_triggered_only = yes
	option = {
		name = poland.67.a
		if = {
			limit = {
				OR = {
					543 = {
						is_controlled_by = FRA
					} {
						is_controlled_by = POL
					}
				}
			}
			effect_tooltip = {
				POL = {
					add_political_power = -200
					transfer_state = 543
				}
				add_resource = {
					type = rubber
					amount = 8
					state = 543
				} {
					type = aluminium
					amount = 6
					state = 543
				}
			}
		}
	}
}
### Entity: Country History
Country: WGR
Component: WGR_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/WGR - West Germany.txt

Code:
# Misc for WGR
capital = 64
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 = {
		early_submarine = 1
		basic_submarine = 1
		early_destroyer = 1
		early_light_cruiser = 1
		basic_light_cruiser = 1
		early_heavy_cruiser = 1
		basic_heavy_cruiser = 1
		early_battleship = 1
		early_battlecruiser = 1
		early_carrier = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		early_ship_hull_light = 1
		early_ship_hull_cruiser = 1
		basic_ship_hull_cruiser = 1
		early_ship_hull_heavy = 1
		early_ship_hull_carrier = 1
		mtg_transport = 1
		basic_battery = 1
		basic_torpedo = 1
	}
}
set_research_slots = 4
set_convoys = 50
1939.1.1 = {
	add_political_power = 1197
	add_command_power = 100
	set_technology = {
		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
	}
	if = {
		limit = {
			NOT = {
				has_dlc = By Blood Alone
			}
		}
		set_technology = {
			CAS2 = 1
			heavy_fighter1 = 1
		}
	}
}
### Entity: Unit Template
Component: LUX_INF_01
Source: game
File: common/units/names_divisions/LUX_names_divisions.txt

Code:
LUX_INF_01 = {
	name = Infantry Division
	for_countries = {
		LUX
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d. Infanterie-Division
	ordered = {
		1 = {
			%d. Infanterie-Division
		}
		2 = {
			%d. Infanterie-Division
		}
		3 = {
			%d. Infanterie-Division
		}
		4 = {
			%d. Infanterie-Division
		}
		5 = {
			%d. Infanterie-Division
		}
		6 = {
			%d. Infanterie-Division
		}
		7 = {
			%d. Infanterie-Division
		}
		8 = {
			%d. Infanterie-Division
		}
		9 = {
			%d. Infanterie-Division
		}
		10 = {
			%d. Infanterie-Division
		}
		11 = {
			%d. Infanterie-Division
		}
		12 = {
			%d. Infanterie-Division
		}
		13 = {
			%d. Infanterie-Division
		}
		14 = {
			%d. Infanterie-Division
		}
		15 = {
			%d. Infanterie-Division
		}
		16 = {
			%d. Infanterie-Division
		}
		17 = {
			%d. Infanterie-Division
		}
		18 = {
			%d. Infanterie-Division
		}
		19 = {
			%d. Infanterie-Division
		}
		20 = {
			%d. Infanterie-Division
		}
	}
}