Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: HAN_MOT_01
Source: game
File: common/units/names_divisions/HAN_names_divisions.txt

Code:
HAN_MOT_01 = {
	name = Motorised Divisions
	for_countries = {
		HAN
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		HAN_INF_01
	}
	fallback_name = %d. Infanterie-Division (mot.)
	ordered = {
		1 = {
			%d. Infanterie-Division (mot.)
		}
		2 = {
			%d. Infanterie-Division (mot.)
		}
		3 = {
			%d. Infanterie-Division (mot.)
		}
		4 = {
			%d. Infanterie-Division (mot.)
		}
		5 = {
			%d. Infanterie-Division (mot.)
		}
		6 = {
			%d. Infanterie-Division (mot.)
		}
		7 = {
			%d. Infanterie-Division (mot.)
		}
		8 = {
			%d. Infanterie-Division (mot.)
		}
		10 = {
			%d. Infanterie-Division (mot.)
		}
		11 = {
			%d. Infanterie-Division (mot.)
		}
		12 = {
			%d. Infanterie-Division (mot.)
		}
		13 = {
			%d. Infanterie-Division (mot.)
		}
		14 = {
			%d. Infanterie-Division (mot.)
		}
		15 = {
			%d. Infanterie-Division (mot.)
		}
		16 = {
			%d. Infanterie-Division (mot.)
		}
		17 = {
			%d. Infanterie-Division (mot.)
		}
		18 = {
			%d. Infanterie-Division (mot.)
		}
		19 = {
			%d. Infanterie-Division (mot.)
		}
		20 = {
			%d. Infanterie-Division (mot.)
		}
		21 = {
			%d. Infanterie-Division (mot.)
		}
		22 = {
			%d. Infanterie-Division (mot.)
		}
		23 = {
			%d. Infanterie-Division (mot.)
		}
		24 = {
			%d. Infanterie-Division (mot.)
		}
		25 = {
			%d. Infanterie-Division (mot.)
		}
		26 = {
			%d. Infanterie-Division (mot.)
		}
		27 = {
			%d. Infanterie-Division (mot.)
		}
		28 = {
			%d. Infanterie-Division (mot.)
		}
		29 = {
			%d. Infanterie-Division (mot.)
		}
		30 = {
			%d. Infanterie-Division (mot.)
		}
		31 = {
			%d. Infanterie-Division (mot.)
		}
		32 = {
			%d. Infanterie-Division (mot.)
		}
		33 = {
			%d. Infanterie-Division (mot.)
		}
		34 = {
			%d. Infanterie-Division (mot.)
		}
		35 = {
			%d. Infanterie-Division (mot.)
		}
		36 = {
			%d. Infanterie-Division (mot.)
		}
		37 = {
			%d. Infanterie-Division (mot.)
		}
		38 = {
			%d. Infanterie-Division (mot.)
		}
		39 = {
			%d. Infanterie-Division (mot.)
		}
		40 = {
			%d. Infanterie-Division (mot.)
		}
		41 = {
			%d. Infanterie-Division (mot.)
		}
		42 = {
			%d. Infanterie-Division (mot.)
		}
		43 = {
			%d. Infanterie-Division (mot.)
		}
		44 = {
			%d. Infanterie-Division (mot.)
		}
		45 = {
			%d. Infanterie-Division (mot.)
		}
		46 = {
			%d. Infanterie-Division (mot.)
		}
		47 = {
			%d. Infanterie-Division (mot.)
		}
		48 = 
# ... (truncated)
### Entity: Character
Component: refining_concern
Source: game
File: common/country_leader/00_traits.txt

Code:
refining_concern = {
	random = no
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: VIN_forts_and_guerrilla
Constructs: removal_cost
Source: game
File: common/ideas/vietnam_ideas.txt

Code:
VIN_forts_and_guerrilla = {
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = generic_wall_line
	modifier = {
		production_speed_bunker_factor = 0.2
		army_core_defence_factor = 0.1
	}
}
### Entity: Scripted Trigger
Component: EAI_LAW_get_closed_economy
Constructs: has_war, check_variable
Source: game
File: common/scripted_triggers/EAI_COUNTRY_law_triggers.txt

Code:
EAI_LAW_get_closed_economy = {
	OR = {
		AND = {
			tag = JAP
			has_war = yes
			date = > 1940.1.1
			USA = {
				EAI_THIS_is_threat_to_PREV = yes
			}
		} {
			check_variable = {
				EAI_LAW_get_trade_law = 3
			}
		}
	}
	EAI_LAW_available_closed_economy = yes
}
### Entity: Idea
Component: PRC_first_tractor_company
Constructs: has_completed_focus, has_dlc, removal_cost, research_bonus
Source: game
File: common/ideas/comchina.txt

Code:
PRC_first_tractor_company = {
	picture = idea_PRC_first_tractor_company
	allowed = {
		has_dlc = No Compromise, No Surrender
		NOT = {
			has_dlc = Arms Against Tyranny
		}
		original_tag = PRC
	}
	available = {
		PRC = {
			has_completed_focus = PRC_agricultural_reform
		}
	}
	cost = 150
	removal_cost = 10
	research_bonus = {
		armor = 0.15
	}
	traits = {
		fast_tank_manufacturer
	}
}
### Entity: Scripted Localization
Component: defined_text
Constructs: has_dlc, has_intelligence_agency
Source: game
File: common/scripted_localisation/TOA_Brazil_scripted_loc.txt

Code:
defined_text = {
	name = BRA_kgbrazil_desc_key
	text = {
		trigger = {
			original_tag = BRA
			has_dlc = La Resistance
			has_intelligence_agency = no
		}
		localization_key = BRA_create_kgbrazil_with_agents_desc
	} {
		trigger = {
			original_tag = BRA
			has_dlc = La Resistance
			has_intelligence_agency = yes
		}
		localization_key = BRA_kgbrazil_just_add_operatives_desc
	} {
		trigger = {
			original_tag = BRA
			NOT = {
				has_dlc = La Resistance
			}
		}
		localization_key = BRA_kgbrazil_no_lar_desc
	}
}
### Entity: Idea
Component: ITA_italian_irredentism_ns
Constructs: has_completed_focus, removal_cost
Source: game
File: common/ideas/italy.txt

Code:
ITA_italian_irredentism_ns = {
	removal_cost = -1
	picture = ITA_italian_irredentism
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		has_completed_focus = ITA_italian_irredentism
	}
	modifier = {
		justify_war_goal_time = -0.25
		justify_war_goal_when_in_major_war_time = -0.35
	}
}
### Entity: Event
Component: wtt_germany.38
Constructs: is_triggered_only, ai_chance, has_completed_focus, has_war_with, has_idea, set_state_name, set_province_name
Source: game
File: events/WTT_Germany.txt

Code:
country_event = {
	id = wtt_germany.38
	title = wtt_germany.38.t
	desc = wtt_germany.38.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = wtt_germany.38.a
		ai_chance = {
			base = 85
		}
		trigger = {
			event_target:WTT_current_china_leader = {
				OR = {
					has_idea = german_advisors
					has_completed_focus = CHI_give_falkenhausen_citizenship
				}
			}
		}
		GER = {
			country_event = {
				id = wtt_germany.39
				days = 1
			}
		}
	} {
		name = wtt_germany.38.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				has_war_with = JAP
			}
		}
		effect_tooltip = {
			GER = {
				transfer_state = 743
			}
			743 = {
				set_state_name = Tsingtao
			}
			set_province_name = {
				id = 10000
				name = Tsingtao
			}
		}
		GER = {
			country_event = {
				id = wtt_germany.48
				days = 1
			}
		}
		hidden_effect = {
			news_event = {
				id = wtt_news.16
				hours = 30
			}
		}
	} {
		name = wtt_germany.38.c
		ai_chance = {
			base = 5
			modifier = {
				factor = 0
				has_war_with = JAP
			}
		}
		GER = {
			country_event = {
				id = wtt_germany.40
				days = 1
			}
		}
	}
}
### Entity: Idea
Component: HABSBURG_an_imperium_restored
Source: game
File: common/ideas/hungary.txt

Code:
HABSBURG_an_imperium_restored = {
	allowed = {
		OR = {
			original_tag = HUN AUS
		}
	}
	allowed_civil_war = {
		always = yes
	}
	picture = HABSBURG_an_imperium_restored
	modifier = {
		justify_war_goal_time = -0.5
		army_core_defence_factor = 0.15
		army_core_attack_factor = 0.1
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_preemptive_war
Constructs: has_completed_focus, prerequisite, limit, has_war_with, completion_reward, is_subject, has_wargoal_against, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_preemptive_war
	icon = GFX_goal_generic_war_with_comintern
	prerequisite = {
		focus = JAP_technological_exchange
	}
	x = 0
	y = 1
	relative_position_id = JAP_technological_exchange
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {
		is_subject = no
		NOT = {
			has_war_with = SOV
		}
	}
	bypass = {
		OR = {
			has_war_with = SOV
			has_wargoal_against = SOV
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		create_wargoal = {
			target = SOV
			type = annex_everything
			expire = 0
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		every_state = {
			limit = {
				OR = {
					state = 408 409 655 657 560 561 563 564 566 565 574 876 877 644 562 874 637 822 875
				}
				is_owned_by = SOV
				NOT = {
					is_claimed_by = ROOT
					is_core_of = ROOT
				}
			}
			add_claim_by = ROOT
		}
		IF = {
			limit = {
				ROOT = {
					is_in_faction_with = GER
				}
				GER = {
					has_completed_focus = GER_molotov_ribbentrop_pact
				} {
					NOT = {
						has_war_with = SOV
					}
				}
				NOT = {
					has_war_with = SOV
				}
			}
			unlock_decision_tooltip = JAP_war_with_soviet_union
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				has_country_leader = {
					id = 700
					ruling_only = yes
				}
			}
			remove_country_leader_trait = imperial_sanction
		}
	}
}
### Entity: Military Industrial Organization
Component: ENG_rsaf_enfield_organization
Constructs: has_completed_focus, limit, has_war_with, has_dlc, equipment_bonus, add_trait
Source: game
File: common/military_industrial_organization/organizations/ENG_organization.txt

Code:
ENG_rsaf_enfield_organization = {
	include = generic_infantry_equipment_organization
	icon = GFX_idea_rsaf_enfield
	allowed = {
		OR = {
			tag = ENG
			AND = {
				tag = GRE
				has_dlc = Battle for the Bosporus
			} {
				OR = {
					original_TAG = LAT LIT EST
				}
				has_dlc = No Step Back
			}
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = ENG
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = ENG
				}
			}
		}
		if = {
			limit = {
				FROM = {
					OR = {
						original_TAG = LAT LIT EST
					}
				}
			}
			FROM = {
				has_completed_focus = BALTIC_british_designers
			}
		}
	}
	override_trait = {
		token = generic_mio_trait_anti_vechicle_land_mines
		name = ENG_mio_trait_piat
		icon = GFX_generic_mio_trait_icon_hard_attack
		special_trait_background = yes
		equipment_bonus = {
			hard_attack = 0.05
			defense = 0.05
			breakthrough = 0.1
		}
	}
	add_trait = {
		token = ENG_mio_trait_sten_submachine_guns
		name = ENG_mio_trait_sten_submachine_guns
		icon = GFX_generic_mio_trait_icon_ap_attack
		special_trait_background = yes
		position = {
			x = 1
			y = 1
		}
		relative_position_id = generic_mio_trait_drum_pattern_sights
		any_parent = {
			generic_mio_trait_reinforced_stocks generic_mio_trait_drum_pattern_sights
		}
		equipment_bonus = {
			reliability = 0.05
			soft_attack = 0.03
			ap_attack = 0.05
		}
	}
}
### Entity: Character
Component: tribal_warrior
Constructs: initiative_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
tribal_warrior = {
	random = no
	army_speed_factor = 0.05
	org_loss_when_moving = -0.15
	initiative_factor = 0.04
}
### Entity: AI Strategy
Component: HUN_medium_tank_destroyer
Constructs: has_war, has_tech, any_of
Source: game
File: common/ai_equipment/HUN_tank.txt

Code:
HUN_medium_tank_destroyer = {
	category = land
	blocked_for = {

	}
	available_for = {
		HUN
	}
	roles = {
		land_medium_tank_destroyer
	}
	priority = {
		factor = 500
		modifier = {
			NOT = {
				has_tech = basic_heavy_tank_chassis
			}
			any_enemy_country = {
				has_tech = basic_heavy_tank_chassis
			}
			factor = 3
		}
	}
	medium_tank_destroyer_1 = {
		priority = {
			factor = 100
		}
		enable = {
			has_tech = interwar_antitank
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = medium_tank_destroyer_chassis_1
			modules = {
				main_armament_slot = {
					any_of = {
						tank_high_velocity_cannon_2 tank_medium_cannon_2 tank_medium_cannon
					}
				}
				turret_type_slot = tank_medium_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 = 3
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_medium_cannon tank_medium_cannon_2 tank_high_velocity_cannon_2 tank_medium_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	medium_tank_destroyer_2 = {
		priority = {
			factor = 200
		}
		enable = {
			OR = {
				has_tech = interwar_antitank artillery1
			}
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = medium_tank_destroyer_chassis_2
			modules = {
				main_armament_slot = {
					any_of = {
						tank_high_velocity_cannon_2 tank_medium_cannon_2 tank_heavy_cannon tank_medium_cannon
					}
				}
				turret_type_slot = tank_medium_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_cast_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = tank_radio_module
				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 = 6
					modifier = {
						add = 4
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_medium_cannon tank_medium_cannon_2 tank_high_velocity_cannon_2 tank_heavy_cann
# ... (truncated)
### Entity: Scripted Effect
Component: EAI_TEMPLATE_generic_26w_amphibious_role
Constructs: limit, set_country_flag
Source: game
File: common/scripted_effects/EAI_PRODUCTION_template_effects.txt

Code:
EAI_TEMPLATE_generic_26w_amphibious_role = {
	set_country_flag = {
		flag = EAI_MARINE_ROLE
		value = 2
	}
	if = {
		limit = {
			EAI_LARM_military_focus = yes
		}
		set_country_flag = {
			flag = EAI_MARINE_TEMPLATE
			value = 241
		}
	}
	else_if = {
		limit = {
			EAI_MARM_military_focus = yes
		}
		set_country_flag = {
			flag = EAI_MARINE_TEMPLATE
			value = 242
		}
	} {
		limit = {
			EAI_HARM_military_focus = yes
		}
		set_country_flag = {
			flag = EAI_MARINE_TEMPLATE
			value = 243
		}
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_proclaim_french_canada
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, is_subject_of, annex_country, set_cosmetic_tag
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_proclaim_french_canada
	icon = GFX_goal_military_government
	prerequisite = {
		focus = QUE_invade_canada
	}
	relative_position_id = QUE_our_own_way
	x = -4
	y = 2
	cost = 10
	available_if_capitulated = yes
	available = {
		NOT = {
			is_subject = yes
		}
		has_government = fascism
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		custom_effect_tooltip = QUE_cool_core_decisions_cuz_its_cool QUE_what_if_canada_exists
		if = {
			limit = {
				CAN = {
					is_subject_of = QUE
				}
			}
			QUE = {
				annex_country = {
					target = CAN
					transfer_troops = yes
				}
			}
		}
		else = {

		}
		set_cosmetic_tag = CAN_QUE
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: JUNO_brazil_events.65
Constructs: is_triggered_only, ai_chance, add_opinion_modifier
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.65
	title = JUNO_brazil_events.65.t
	desc = JUNO_brazil_events.65.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.65.a
		ai_chance = {
			base = 10
		}
		add_opinion_modifier = {
			target = FROM
			modifier = large_decrease
		}
	}
}
### Entity: Order of Battle
Component: SS-Standarte 'Germania'
Constructs: division_template
Source: game
File: history/units/GER_1939.txt

Code:
division = {
	name = SS-Standarte 'Germania'
	location = 6590
	division_template = SS-Regiment
	start_experience_factor = 0.4
}
### Entity: Order of Battle
Component: Local Defense Volunteers
Constructs: division_template
Source: game
File: history/units/USB_defense_force.txt

Code:
division_template = {
	name = Local Defense Volunteers
	division_names_group = USA_INF_01
	regiments = {
		infantry = {
			x = 0
			y = 0
		} {
			x = 0
			y = 1
		} {
			x = 0
			y = 2
		}
	}
}
### Entity: Event
Component: tahiti.plan.1
Constructs: limit, add_ideas, fire_only_once, is_ai, is_subject, is_owned_and_controlled_by, is_fully_controlled_by, set_state_name
Source: game
File: events/Tahiti.txt

Code:
country_event = {
	id = tahiti.plan.1
	title = tahiti.plan.1.t
	desc = tahiti.plan.1.d
	fire_only_once = yes
	picture = GFX_report_event_TAH_god_damn_plan
	trigger = {
		original_tag = TAH
		is_ai = no
		is_subject = no
		371 = {
			is_owned_and_controlled_by = TAH
			is_fully_controlled_by = TAH
		}
		372 = {
			is_owned_and_controlled_by = TAH
			is_fully_controlled_by = TAH
		}
		374 = {
			is_owned_and_controlled_by = TAH
			is_fully_controlled_by = TAH
		}
		375 = {
			is_owned_and_controlled_by = TAH
			is_fully_controlled_by = TAH
		}
		376 = {
			is_owned_and_controlled_by = TAH
			is_fully_controlled_by = TAH
		}
		377 = {
			is_owned_and_controlled_by = TAH
			is_fully_controlled_by = TAH
		}
		381 = {
			is_owned_and_controlled_by = TAH
			is_fully_controlled_by = TAH
		}
		383 = {
			is_owned_and_controlled_by = TAH
			is_fully_controlled_by = TAH
		}
		384 = {
			is_owned_and_controlled_by = TAH
			is_fully_controlled_by = TAH
		}
		388 = {
			is_owned_and_controlled_by = TAH
			is_fully_controlled_by = TAH
		}
		390 = {
			is_owned_and_controlled_by = TAH
			is_fully_controlled_by = TAH
		}
	}
	mean_time_to_happen = {
		days = 180
	}
	option = {
		name = tahiti.plan.1.a
		add_ideas = TAH_mangoes
		371 = {
			set_state_name = Lemoyne
		}
		372 = {
			set_state_name = Roanoke Ridge
		}
		374 = {
			set_state_name = South New Hannover
		}
		375 = {
			set_state_name = West Elizabeth
		}
		376 = {
			set_state_name = Cholla Springs
		}
		377 = {
			set_state_name = Gaptooth Ridge
		}
		381 = {
			set_state_name = Southwest Grizzlies
		}
		383 = {
			set_state_name = Cumberland
		}
		384 = {
			set_state_name = North New Hannover
		}
		388 = {
			set_state_name = Northwest Grizzlies
		}
		390 = {
			set_state_name = East Grizzlies
		}
		set_province_name = {
			id = 853
			name = Tumbleweed
		} {
			id = 10783
			name = Benedict Point
		} {
			id = 3834
			name = Fort Mercer
		} {
			id = 4975
			name = Armadillo
		} {
			id = 12782
			name = Macfarlane's Ranch
		} {
			id = 6785
			name = Thieve's Landing
		} {
			id = 12341
			name = Tall Trees
		} {
			id = 10337
			name = Blackwater
		} {
			id = 3960
			name = Strawberry
		} {
			id = 5103
			name = Valentine
		} {
			id = 1806
			name = Emerald Ranch
		} {
			id = 4740
			name = Fort Wallace
		} {
			id = 1352
			name = Donner Falls
		} {
			id = 7852
			name = Window Rock
		} {
			id = 12856

# ... (truncated)
### Entity: Idea
Component: bra_antropofagia_fasc_3
Constructs: stability_factor, war_support_factor, has_government, is_subject, is_puppet, removal_cost, autonomy_gain, guarantee_cost
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_antropofagia_fasc_3 = {
	allowed = {
		original_tag = BRA
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
		NOT = {
			has_government = fascism
		}
	}
	picture = generic_reserve_divisions
	removal_cost = -1
	modifier = {
		non_core_manpower = 0.05
		trade_opinion_factor = 0.2
		min_export = 0.05
		foreign_subversive_activites = -0.75
		autonomy_gain = 1
		opinion_gain_monthly_factor = 0.2
		ai_focus_aggressive_factor = -0.2
		ai_get_ally_desire_factor = -10
		ai_call_ally_desire_factor = -10
		ai_join_ally_desire_factor = -10
		war_support_factor = -0.1
		guarantee_cost = 1
		generate_wargoal_tension = 0.25
		subjects_autonomy_gain = -0.2
		opinion_gain_monthly_same_ideology_factor = -0.1
		fascism_drift = 0.1
		stability_factor = 0.05
		max_command_power = 25
		political_power_factor = 0.25
		conscription = 0.05
		training_time_factor = -0.05
		army_org = 7
	}
}
### Entity: Military Industrial Organization
Component: GRE_astilleros_onassis_organization
Constructs: has_dlc, has_country_leader, has_idea
Source: game
File: common/military_industrial_organization/organizations/GRE_organization.txt

Code:
GRE_astilleros_onassis_organization = {
	include = generic_escort_ship_organization
	icon = GFX_idea_gre_astilleros_onassis
	allowed = {
		tag = GRE
		has_dlc = Battle for the Bosporus
	}
	available = {
		owner = {
			OR = {
				has_country_leader = {
					character = GRE_aristotle_onassis
					ruling_only = yes
				}
				has_idea = GRE_aristotle_onassis
			}
		}
	}
}
### Entity: Unit Template
Component: POL_CAV_01
Source: game
File: common/units/names_divisions/POL_names_divisions.txt

Code:
POL_CAV_01 = {
	name = Cavalry Brigade
	for_countries = {
		POL
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %d Brygada Kawalerii
	ordered = {
		101 = {
			Krakowska Brygada Kawalerii
		}
		102 = {
			Kresowa Brygada Kawalerii
		}
		103 = {
			Mazowiecka Brygada Kawalerii
		}
		104 = {
			Nowogródzka Brygada Kawalerii
		}
		105 = {
			Podlaska Brygada Kawalerii
		}
		106 = {
			Podolska Brygada Kawalerii
		}
		107 = {
			Pomorska Brygada Kawalerii
		}
		108 = {
			Suwalska Brygada Kawalerii
		}
		109 = {
			Wielkopolska Brygada Kawalerii
		}
		110 = {
			Wilenska Brygada Kawalerii
		}
		111 = {
			Wołyńska Brygada Kawalerii
		}
		112 = {
			Lwowska Brygada Kawalerii
		}
		113 = {
			Poleska Brygada Kawalerii
		}
		114 = {
			Łódzka Brygada Kawalerii
		}
		115 = {
			Lubelska Brygada Kawalerii
		}
		116 = {
			Kielecka Brygada Kawalerii
		}
		117 = {
			Górnośląska Brygada Kawalerii
		}
		118 = {
			Tarnopolska Brygada Kawalerii
		}
		119 = {
			Stanisławowska Brygada Kawalerii
		}
	}
}
### Entity: Idea
Component: r56_LUX_cut_back_workers_rights
Constructs: stability_factor, industrial_capacity_factory
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_cut_back_workers_rights = {
	picture = bad_investment
	modifier = {
		consumer_goods_factor = -0.1
		stability_factor = -0.15
		industrial_capacity_factory = -0.1
	}
}
### Entity: Character
Component: scientist_trait_nuclear_power_expert
Source: game
File: common/scientist_traits/00_traits.txt

Code:
scientist_trait_nuclear_power_expert = {
	specialization = {
		specialization_nuclear
	}
	modifier = {
		sp_tag_nuclear_power_speed_factor = 0.1
	}
}
### Entity: Scripted Effect
Component: den_calculate_violence_odds
Constructs: set_temp_variable, add_to_temp_variable
Source: game
File: common/scripted_effects/r56_danish_scripted_effects.txt

Code:
den_calculate_violence_odds = {
	set_temp_variable = {
		sum_odds = 0
	} {
		adjust_by = 100
	}
	add_to_temp_variable = {
		sum_odds = fasc_odds
	} {
		sum_odds = com_odds
	} {
		sum_odds = stale_odds
	}
	divide_temp_variable = {
		adjust_by = sum_odds
	}
	multiply_variable = {
		fasc_odds = adjust_by
	} {
		com_odds = adjust_by
	} {
		stale_odds = adjust_by
	}
}