Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: SLV_acas
Source: game
File: common/ideas/slovenia.txt

Code:
SLV_acas = {
	ledger = air
	picture = generic_air_europe_2
	allowed = {
		original_tag = SLV
	}
	traits = {
		air_close_air_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_military_police
Constructs: limit, set_temp_variable
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_support.txt

Code:
EAI_PR_STRATEGIES_military_police = {
	if = {
		limit = {
			num_occupied_states = > 10
		}
		set_temp_variable = {
			prio_cat = @PR_military_police
		}
		if = {
			limit = {
				set_temp_variable = {
					_prio_tech = token:tech_support
				} {
					_prio_val = prio_cat
				}
				date = > 1938.1.1
				multiply_temp_variable = {
					_prio_val = 1.25
				}
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:tech_military_police
				} {
					_prio_val = prio_cat
				}
				date = > 1938.1.1
				multiply_temp_variable = {
					_prio_val = 1.25
				}
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:tech_military_police2
				} {
					_prio_val = prio_cat
				}
				date = > 1939.1.1
				always = no
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:tech_military_police3
				} {
					_prio_val = prio_cat
				}
				date = > 1942.1.1
				always = no
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:tech_military_police4
				} {
					_prio_val = prio_cat
				}
				date = > 1945.1.1
				always = no
			}
			EAI_PR_add_to_priority_research_queue = yes
		}
	}
}
### Entity: Idea
Component: INS_economy_idea_three
Constructs: industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_indonesia.txt

Code:
INS_economy_idea_three = {
	name = INS_economy_idea
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = INS_economy_idea
	removal_cost = -1
	modifier = {
		min_export = 0.05
		consumer_goods_factor = 0.2
		production_speed_buildings_factor = -0.05
		industrial_capacity_factory = -0.1
		industrial_capacity_dockyard = -0.1
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_merge_the_financial_and_state_guard
Constructs: division_template, prerequisite, limit, completion_reward, set_technology, is_controlled_by, add_daily_mastery, add_to_variable
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_merge_the_financial_and_state_guard
	icon = GFX_focus_AFG_royal_guard
	prerequisite = {
		focus = CZE_form_the_state_defense_guard
	}
	x = 8
	y = 1
	relative_position_id = CZE_form_the_state_defense_guard
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	completion_reward = {
		add_daily_mastery = {
			amount = 0.1
			days = 90
			name = CZE_merge_the_financial_and_state_guard
			track = combat_support
		}
		custom_effect_tooltip = generic_skip_one_line_tt CZE_ceskoslovenska_armada_ns_intro_tt generic_skip_one_line_tt generic_skip_one_line_tt CZE_merge_the_financial_and_state_guard_tt
		add_to_variable = {
			CZE_ceskoslovenska_armada_conscription_factor = 0.05
			tooltip = conscription_factor_tt
		} {
			CZE_ceskoslovenska_armada_training_time_factor = -0.05
			tooltip = training_time_factor_tt
		} {
			CZE_ceskoslovenska_armada_dig_in_speed_factor = 0.05
			tooltip = dig_in_speed_factor_tt
		}
		add_tech_bonus = {
			name = CZE_merge_the_financial_and_state_guard
			bonus = 0.75
			uses = 1
			category = military_police_tech
		} {
			name = CZE_merge_the_financial_and_state_guard
			bonus = 1
			uses = 1
			category = support_tech
		}
		hidden_effect = {
			set_technology = {
				MUN_merge_the_financial_and_state_guard_tech = 1
				popup = no
			}
		}
		if = {
			limit = {
				has_template = Finanční Stráž
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			if = {
				limit = {
					NOT = {
						has_tech = militia_tech
					}
				}
				hidden_effect = {
					set_technology = {
						militia_tech = 1
						popup = no
					}
				}
			}
			set_division_template_lock = {
				division_template = Finanční Stráž
				is_locked = no
			}
			clear_division_template_cap = {
				division_template = Finanční Stráž
			}
		} {
			limit = {
				has_power_balance = {
					id = CZE_bop_army_readiness
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			CZE_bop_very_low_increase_effect = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MANPOWER FOCUS_FILTER_BALANCE_OF_POWER
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_reorganize_the_royal_guard
Constructs: division_template, prerequisite, completion_reward, set_division_template_lock, is_locked, random_owned_controlled_state, create_unit
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_reorganize_the_royal_guard
	icon = GFX_focus_AFG_royal_guard
	prerequisite = {
		focus = AFG_expand_the_madrasas
	}
	x = 4
	y = 1
	relative_position_id = AFG_expand_the_madrasas
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		set_division_template_lock = {
			division_template = Royal Guard
			is_locked = no
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		random_owned_controlled_state = {
			create_unit = {
				division = division_template = "Royal Guard" start_experience_factor = 0.75 start_equipment_factor = 1
				owner = ROOT
				count = 2
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_MARITIME_air_focus_1
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_MARITIME_air_focus_1 = {
	OR = {
		check_variable = {
			EAI_FOCUS/AIR/maritime_patrol = global.EAI_ON
		} {
			EAI_FOCUS/AIR/maritime_patrol_OVERRIDE = global.EAI_ON
		}
		AND = {
			OR = {
				EAI_Maritime_Patrol_Focus_1_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/AIR/maritime_patrol EAI_FOCUS/AIR/maritime_patrol_OVERRIDE
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: debug_textures
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
debug_textures
|
Writes Texture info to application debug log
|

|
### Entity: National Focus
Tree: per_focus
Component: PER_preparatory_mobilization
Constructs: prerequisite, has_government, completion_reward, allow_branch, add_to_variable
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_preparatory_mobilization
	icon = GFX_focus_generic_limited_social_mobilization
	prerequisite = {
		focus = PER_upscale_military_production PER_bolster_civilian_industry
	}
	x = 1
	y = 1
	relative_position_id = PER_bolster_civilian_industry
	cost = 5
	available = {
		has_government = neutrality
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = PER_stand_with_giants_tt
		add_to_variable = {
			PER_giants_mils = 0.05
			tooltip = production_speed_arms_factory_factor_tt
		} {
			PER_giants_training_time = -0.05
			tooltip = training_time_factor_tt
		}
	}
}
### Entity: Idea
Component: BRA_rossi_manufacturer
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/brazil.txt

Code:
BRA_rossi_manufacturer = {
	picture = BRA_rossi
	allowed = {
		has_dlc = Trial of Allegiance
		tag = BRA
	}
	research_bonus = {
		infantry_weapons = 0.15
	}
	traits = {
		infantry_equipment_manufacturer
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_improve_the_logistics_system
Constructs: prerequisite, has_war, completion_reward, add_to_variable
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_improve_the_logistics_system
	icon = GFX_focus_generic_reinforcing_the_supply_network
	mutually_exclusive = {
		focus = GER_defend_the_vaterland
	}
	prerequisite = {
		focus = GER_panzergrenadier
	}
	x = -1
	y = 1
	relative_position_id = GER_panzergrenadier
	cost = 5
	available = {
		has_war = yes
	}
	continue_if_invalid = yes
	search_filters = {

	}
	completion_reward = {
		GER_modify_army_modifier = yes
		add_to_variable = {
			GER_military_supply_consumption_factor = -0.15
			tooltip = supply_consumption_factor_tt
		} {
			GER_military_army_fuel_consumption_factor = -0.1
			tooltip = army_fuel_consumption_factor_tt
		}
	}
}
### Entity: Name List
Component: VAN
Source: game
File: common/names/00_names.txt

Code:
VAN = {
	male = {
		names = {
			Aalona Ahulani Ainalani Akeakamai Alani Aluala Alealani Alohilani Anakalia Anuenue 'Ehukai 'Ewalani Ha'aheo Heleakala Hanalei Hanohano Hau'oli Hi'iaka Ho'okano Hualani Ikepela Ka'aukai Kahananui Kaheleha Kaikea Kainalu Kalauokalani Kaleoikaika Kamehu Kameha'o Kamehameha Kawaiola Kehaulani Kelupaina Keonoana Lanakila Lehuanani Lokelani Lono Makaleka Makikonu Mauna Momilani Nohealani Polola Sanoe Ualani Uluwehi Wailani Waipuna Pili
		}
	}
	female = {
		names = {
			Alamea Alaula Alika Elikapeka Halia Iokina Iolana Kailani Kalea Kamaile Kamea Kanoa Kawena Keala Keola Keona Kiele Kina Kinipela Konane Lahela Lanai Lani Leiko Leilani Liliha Lilo Luana Mahina Maile Makana Makelina Malana Maleah Malia Mana Miliani Moana Nalanie Napua Noelani Nohealani Okalani Onaona Palila Pilialoha Ulani
		}
	}
	surnames = {
		Aalona Ahulani Ainalani Akeakamai Alani Aluala Alealani Alohilani Anakalia Anuenue 'Ehukai 'Ewalani Ha'aheo Heleakala Hanalei Hanohano Hau'oli Hi'iaka Ho'okano Hualani Ikepela Ka'aukai Kahananui Kaheleha Kaikea Kainalu Kalauokalani Kaleoikaika Kamehu Kameha'o Kamehameha Kawaiola Kehaulani Kelupaina Keonoana Lanakila Lehuanani Lokelani Lono Makaleka Makikonu Mauna Momilani Nohealani Polola Sanoe Ualani Uluwehi Wailani Waipuna Pili
	}
	callsigns = {

	}
}
### Entity: Character
Component: AUS_egon_schweidler
Constructs: has_completed_focus
Source: game
File: common/characters/AUS.txt

Code:
AUS_egon_schweidler = {
	name = AUS_egon_schweidler
	portraits = {
		army = {
			large = GFX_portrait_AUS_egon_schweidler
		}
	}
	scientist = {
		traits = {
			scientist_trait_nuclear_power_expert scientist_trait_bright
		}
		skills = {
			specialization_nuclear = 2
		}
		visible = {
			owner = {
				has_completed_focus = AUS_recruiting_the_graduates
			}
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_self_reliance_defense
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_self_reliance_defense
	icon = GFX_focus_generic_combined_arms
	prerequisite = {
		focus = PHI_10_year_training_plan
	}
	relative_position_id = PHI_10_year_training_plan
	x = 2
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = available_chief_of_army generic_skip_one_line_tt generic_skip_one_line_tt PHI_philippine_army_dynamic_modifier_tt
		show_ideas_tooltip = PHI_paulino_santos
		random_owned_controlled_state = {
			limit = {
				is_core_of = PHI
				is_fully_controlled_by = PHI
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		add_to_variable = {
			PHI_philippine_army_industrial_capacity_factory = 0.1
			tooltip = industrial_capacity_factory_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_reclaim_loango
Constructs: prerequisite, has_government, completion_reward, is_subject, is_owned_and_controlled_by, cancel_if_invalid, random_days
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_reclaim_loango
	icon = GFX_focus_generic_annex_country
	prerequisite = {
		focus = COG_the_ma_loango_focus
	}
	x = 0
	y = 1
	relative_position_id = COG_the_ma_loango_focus
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	cost = 5
	ai_will_do = {
		factor = 25
	}
	available = {
		has_government = neutrality
		is_subject = no
	}
	bypass = {
		772 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		772 = {
			OWNER = {
				country_event = {
					id = ww_congo.10
					days = 1
					random_days = 2
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_99
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_99 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 99
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 99
	}
}
### Entity: Character
Component: POL_german_origins
Constructs: war_support_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
POL_german_origins = {
	random = no
	war_support_factor = -0.05
	political_power_factor = -0.05
	ai_strategy = {
		type = befriend
		id = GER
		value = 75
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_tech_slot_2
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_tech_slot_2
	icon = GFX_focus_BRA_university_of_sao_paulo
	x = 1
	y = 1
	relative_position_id = BRA_implement_article_138
	prerequisite = {
		focus = BRA_implement_article_138 BRA_church
	}
	cost = 10
	ai_will_do = {
		factor = 20
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Idea
Component: AUS_imperial_naval_academy
Constructs: removal_cost
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_imperial_naval_academy = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_navy_bonus
	removal_cost = -1
	modifier = {
		experience_gain_navy = 0.05
		navy_chief_cost_factor = -0.25
		naval_equipment_upgrade_xp_cost = -0.25
	}
}
### Entity: Order of Battle
Component: Raggruppamento Dalmatia
Constructs: division_template
Source: game
File: history/units/ITA_1939.txt

Code:
division = {
	name = Raggruppamento Dalmatia
	location = 3604
	division_template = Raggruppamento Celere
	start_experience_factor = 0.2
	start_equipment_factor = 0.7
}
### Entity: State History
Component: 373
Constructs: add_core_of
Source: game
File: history/states/373-Missouri.txt

Code:
state = {
	id = 373
	name = STATE_373
	manpower = 3629365
	state_category = large_city
	resources = {
		aluminium = 12
		coal = 5
	}
	history = {
		owner = USA
		buildings = {
			infrastructure = 3
			industrial_complex = 5
		}
		add_core_of = USA
		victory_points = {
			4569 10
		} {
			10717 10
		} {
			10370 1
		}
	}
	provinces = {
		1441 1523 1534 1564 1621 4449 4540 4569 7449 7607 10333 10370 10391 10516 10717 12346 12361 12463
	}
	local_supplies = 7.0
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/MEX_1936_air_legacy.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = CAS_equipment_1
			creator = MEX
		}
		requested_factories = 1
		progress = 0.2
		efficiency = 100
	}
}
### Entity: AI Strategy
Component: r56_PER_we_need_to_push_the_front_to_win_AFG
Constructs: has_war, has_war_with, has_wargoal_against
Source: game
File: common/ai_strategy/r56_PER.txt

Code:
r56_PER_we_need_to_push_the_front_to_win_AFG = {
	allowed = {
		original_tag = PER
	}
	abort_when_not_enabled = yes
	enable = {
		OR = {
			AND = {
				has_wargoal_against = AFG
				has_war = no
			}
			has_war_with = AFG
		}
	}
	ai_strategy = {
		type = front_unit_request
		tag = AFG
		value = 300
	}
}
### Entity: Character
Component: ECU_moderate_dictator
Constructs: stability_factor, democratic_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
ECU_moderate_dictator = {
	random = no
	sprite = 13
	stability_factor = 0.05
	drift_defence_factor = 0.25
	political_power_factor = 0.1
	fascism_acceptance = 15
	democratic_drift = -0.01
}
### Entity: Idea
Component: CHL_the_francoist_model_conquest
Constructs: army_defence_factor, has_government, industrial_capacity_factory, army_attack_factor, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/chile.txt

Code:
CHL_the_francoist_model_conquest = {
	picture = SPA_national_recovery
	allowed = {
		original_tag = CHL
	}
	allowed_civil_war = {
		original_tag = CHL
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		production_speed_buildings_factor = 0.05
		industrial_capacity_factory = 0.1
		industrial_capacity_dockyard = 0.1
		army_defence_factor = 0.05
		army_attack_factor = 0.025
		justify_war_goal_time = -0.25
	}
}
### Entity: Idea
Component: medium_tank_pro
Constructs: removal_cost, cancel_if_invalid, equipment_bonus, build_cost_ic, has_tech
Source: game
File: common/ideas/add_effects_land_doc.txt

Code:
medium_tank_pro = {
	removal_cost = -1
	cancel_if_invalid = no
	equipment_bonus = {
		medium_tank_chassis = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
	ai_will_do = {
		factor = 0
		modifier = {
			factor = 0
			OR = {
				has_tech = mobile_warfare
			}
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_political_stabilization
Constructs: prerequisite, limit, add_war_support, add_stability, completion_reward, add_timed_idea, has_full_control_of_state
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_political_stabilization
	icon = GFX_focus_generic_self_management
	available = {

	}
	prerequisite = {
		focus = INS_the_declaration_of_independence
	}
	mutually_exclusive = {

	}
	x = 0
	y = 4
	relative_position_id = INS_the_declaration_of_independence
	cost = 5
	ai_will_do = {
		base = 0.3
		modifier = {
			add = 1
			INS_check_plan_true_historical = no
			date = > 1940.1.1
		} {
			add = 1
			INS_check_plan_true_historical = yes
			date = > 1943.1.1
		} {
			add = 2
			date = > 1939.1.1
			OR = {
				INS_check_plan_revolution_unaligned = yes
				INS_check_plan_revolution_communist = yes
				INS_check_plan_revolution_democratic = yes
			}
		} {
			add = 2
			date = > 1944.1.1
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_INTERNAL_AFFAIRS
	}
	completion_reward = {
		add_stability = -0.05
		add_war_support = -0.05
		add_timed_idea = {
			idea = idea_INS_restoring_order
			days = 365
		}
		custom_effect_tooltip = newline_tt INS_nationalize_companies_tt
		if = {
			limit = {
				has_full_control_of_state = 1058
			}
			rename_batavia_to_jakarta_if_not_already_effect = yes
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_proclaim_austrian_empire
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, has_game_rule, add_dynamic_modifier, set_cosmetic_tag
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_proclaim_austrian_empire
	icon = GFX_focus_AUS_proclaim_austrian_empire
	prerequisite = {
		focus = AUS_integrate_hungary AUS_integrate_northwest AUS_renew_claims_in_italy AUS_strike_deal_with_italy
	}
	mutually_exclusive = {

	}
	x = -1
	y = 1
	relative_position_id = AUS_integrate_hungary
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		controls_state = 155 154 43 973 974 69 972 9 75 74 72 102 103 853 88 89 91 76 83 84 82 80
	}
	bypass = {

	}
	offset = {
		x = 1
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AUS_bring_hungary_back_into_the_fold
		}
	} {
		x = -2
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AUS_demand_hungarian_submission
		}
	}
	available_if_capitulated = no
	completion_reward = {
		add_dynamic_modifier = {
			modifier = AUS_empire_restored
		}
		IF = {
			limit = {
				has_government = fascism
			}
			set_cosmetic_tag = AUS_austrian_empire
		}
		ELSE_IF = {
			limit = {
				has_government = neutrality
			}
			set_cosmetic_tag = AUS_austrian_empire
		}
	}
}
### Entity: Name List
Component: GIB
Source: game
File: common/names/tymodern_names.txt

Code:
GIB = {
	male = {
		names = {
			Agustín Alberto Alejandro Alfonso Álvaro Antonio Arsenio Augusto Baldomero Baltasar Benito Bernardino Bernardo Calixto Carlos Celestino Claudio Cristobal Dámaso Diego Dionisio Eduardo Emilio Estanislao Federico Felipe Félix Fernando Francisco Gabino Gabriel Gaspar Genaro Gonzalo Ignacio Isidro Jacobo Jaime Joaquín José Juan Julio Leopoldo Lorenzo Luis Manuel Marcelo Mariano Mateo Melchor Miguel Nicolás Pablo Pascual Pedro Rafael Raimundo Ramón Ricardo Santiago Sebastián Segismundo Valeriano Vicente
		}
	}
	female = {
		names = {
			Adelita Araceli Belén Camila Candelaria Chavela Consuelo Cristina Delfina Esperanza Fidelia Graciela Irene Isadora Isabella Jimena Ximena Luciana Lucrecia María Marisol Noemí Nohemi Valentina Valeria Rocío Socorro Sofía Teófila Amaranta Úrsula Rebeca Remedios
		}
	}
	surnames = {
		Blázquez Acuña Aguirre Allendesalazar Alonso Álvarez Aranda Asensio Aznar Barradas Bugallal Cabrera Cano Cervera de Albornoz de Carvajal de la Fuente de Orleans Díaz Espartero Fernández Franco García González Heredia Hernández Herrera Hevia Linares López Maroto Márquez Martínez-Campos Maura Menéndez Miaja Millán-Astray Mina Mola Muñoz Narváez O'Donnell Ortega Pavía Pérez Rodríguez Rojo Ruiz Sanjurjo Serrano Silvestre Topete Valdés Varela Villapol Villar Weyler Yagüe
	}
	callsigns = {

	}
}
### Entity: Event
Component: CZE.207
Constructs: is_triggered_only, ai_chance, add_ideas
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.207
	title = CZE.207.t
	desc = CZE.207.d
	picture = GFX_CZKE_military_education_report
	is_triggered_only = yes
	option = {
		name = CZE.207.a
		ai_chance = {
			factor = 0.3
		}
		add_ideas = CZE_generals_idea
	} {
		name = CZE.207.b
		ai_chance = {
			factor = 0.4
		}
		add_ideas = CZE_officers_idea
	} {
		name = CZE.207.c
		ai_chance = {
			factor = 0.3
		}
		add_ideas = CZE_ncos_idea
	}
}
### Entity: Event
Component: r56.news_event.34
Constructs: is_triggered_only, has_war_with, has_cosmetic_tag
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.news_event.34
	title = r56.news_event.34.t
	desc = r56.news_event.34.desc
	picture = GFX_news_event_arab_diplomats_neutral
	major = yes
	is_triggered_only = yes
	option = {
		name = r56.news_event.34.a
		trigger = {
			has_cosmetic_tag = SYR_UNIFIED
			NOT = {
				has_war_with = FROM
			}
		}
	} {
		name = r56.news_event.34.b
		trigger = {
			NOT = {
				has_cosmetic_tag = SYR_UNIFIED
			} {
				has_war_with = FROM
			}
		}
	} {
		name = r56.news_event.34.c
		trigger = {
			has_war_with = FROM
		}
	}
}
### Entity: AI Strategy
Component: EAI_SOV_defense_in_depth_221
Constructs: has_war_with
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_defense_in_depth_221 = {
	allowed = {
		tag = SOV
	}
	enable = {
		any_of_scopes = {
			array = global.EAI_MAP_SOV_garrison_strategy_221
			CONTROLLER = {
				has_war_with = ROOT
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.02
		order_id = 221
		states = {
			221
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}