Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Name List
Component: TKM
Source: game
File: common/names/r56_names.txt

Code:
TKM = {
	male = {
		names = {
			Mahtum Andrey Nikolay Daniyar Davlet Erjan Kasim Nursultan Renat Ruslan Serik Talgat Aisultan Alihan Nurislam Erasil Sanjar
		}
		surnames = {
			Ahmetov Omarov Ospanov Ivanov Aliev Suleimenov Iskakov Ibragimov Popov Kaliev Nurgaliev Bolat Murat Serik Amangeldi Serikbay
		}
	}
	female = {
		names = {
			Keusar Inju Arujan Aisha Sezim Alina
		}
		surnames = {
			Ahmetova Omarova Ospanova Ivanova Alieva Suleimenova Iskakova Ibragimova Popova
		}
	}
	callsigns = {

	}
}
### Entity: Event
Component: wuw_GER_realpolitik.4
Constructs: is_triggered_only, add_equipment_to_stockpile, limit, add_opinion_modifier, has_dlc, add_equipment_subsidy
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_realpolitik.4
	title = wuw_GER_realpolitik.4.t
	desc = wuw_GER_realpolitik.4.desc
	picture = GFX_report_event_generic_truck
	is_triggered_only = yes
	option = {
		name = wuw_GER_realpolitik.4.a
		ROOT = {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 3000
				producer = FROM
			} {
				type = support_equipment
				amount = 300
				producer = FROM
			}
			add_opinion_modifier = {
				target = FROM
				modifier = SOV_sent_us_weapons
			}
			IF = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				add_equipment_subsidy = {
					cic = 1500
					equipment_type = infantry_equipment
					seller_tags = {
						GER
					}
				} {
					cic = 1000
					equipment_type = support_equipment
					seller_tags = {
						GER
					}
				} {
					cic = 500
					equipment_type = artillery_equipment
					seller_tags = {
						GER
					}
				}
			}
		}
	}
}
### Entity: Character
Component: GAB_nccr
Source: game
File: common/characters/GAB.txt

Code:
GAB_nccr = {
	advisor = {
		slot = navy_chief
		idea_token = GAB_nccr
		allowed = {
			original_tag = GAB
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_acquire_licenses
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_acquire_licenses
	icon = GFX_focus_generic_license_production
	prerequisite = {
		focus = ROM_expand_the_air_force
	}
	mutually_exclusive = {
		focus = ROM_local_development
	}
	x = -2
	y = 2
	relative_position_id = ROM_expand_the_air_force
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = ROM_acquire_licenses
	}
}
### Entity: Idea
Component: EAI_DD_20/heavy_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_20/heavy_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_destroyer_chassis = {
			build_cost_ic = -0.5
			instant = yes
		}
	}
}
### Entity: Modifier Reference
Component: INS_evacuate_state
Constructs: has_dlc, remove_trigger, has_defensive_war
Source: game
File: common/dynamic_modifiers/TAOG_dynamic_modifiers.txt

Code:
INS_evacuate_state = {
	icon = GFX_modifiers_INS_evacuate_state
	enable = {
		has_dlc = Thunder at Our Gates
	}
	remove_trigger = {
		OWNER = {
			has_defensive_war = no
		}
	}
	local_supplies = -0.25
	local_resources = -0.75
	local_org_regain = -0.2
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_antagonize_the_soviets
Constructs: prerequisite, limit, has_government, is_major, completion_reward, has_civil_war, is_subject, is_in_faction_with
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_antagonize_the_soviets
	icon = GFX_focus_FIN_antagonize_the_soviets
	prerequisite = {
		focus = FIN_towards_a_red_government FIN_social_democracy
	}
	mutually_exclusive = {
		focus = FIN_approach_the_soviets
	}
	x = 4
	y = 0
	relative_position_id = FIN_approach_the_soviets
	cost = 5
	bypass = {
		NOT = {
			country_exists = SOV
		}
	}
	available = {
		has_civil_war = no
		is_subject = no
		NOT = {
			is_in_faction_with = SOV
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		custom_effect_tooltip = available_political_advisor FIN_antagonize_the_soviets_event_tt
		show_ideas_tooltip = FIN_arvo_tuominen
		if = {
			limit = {
				any_other_country = {
					is_major = yes
					NOT = {
						original_tag = SOV
					}
					capital_scope = {
						is_on_continent = europe
					}
					OR = {
						has_government = democratic communism
					}
				}
			}
			custom_effect_tooltip = generic_current_effects
			every_other_country = {
				limit = {
					is_major = yes
					NOT = {
						original_tag = SOV
					}
					capital_scope = {
						is_on_continent = europe
					}
					OR = {
						has_government = democratic communism
					}
				}
				country_event = {
					id = AAT_finland_diplomacy.23
					hours = 4
					random_hours = 2
				}
			}
		}
		hidden_effect = {
			add_ai_strategy = {
				type = befriend
				id = SOV
				value = -20
			}
			SOV = {
				add_ai_strategy = {
					type = befriend
					id = ROOT
					value = -20
				} {
					type = send_volunteers_desire
					id = ROOT
					value = -200
				}
			} {
				add_ai_strategy = {
					type = antagonize
					id = ROOT
					value = 30
				} {
					type = conquer
					id = ROOT
					value = 30
				}
			}
		}
	}
}
### Entity: Unit Template
Component: LIT_PAR_01
Source: game
File: common/units/names_divisions/LIT_names_divisions.txt

Code:
LIT_PAR_01 = {
	name = Paratrooper Division
	for_countries = {
		LIT
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = %s. Gabenamas Divizija
	ordered = {
		1 = {
			%s. Gabenamas Divizija
		}
		2 = {
			%s. Gabenamas Divizija
		}
		3 = {
			%s. Gabenamas Divizija
		}
		4 = {
			%s. Gabenamas Divizija
		}
		5 = {
			%s. Gabenamas Divizija
		}
		6 = {
			%s. Gabenamas Divizija
		}
		7 = {
			%s. Gabenamas Divizija
		}
		8 = {
			%s. Gabenamas Divizija
		}
		9 = {
			%s. Gabenamas Divizija
		}
		10 = {
			%s. Gabenamas Divizija
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_appoint_new_quechua_soldiers
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_appoint_new_quechua_soldiers
	prerequisite = {
		focus = PRU_the_rebel_inca
	} {
		focus = PRU_negotiate_with_communal_chiefs
	}
	icon = GFX_goal_PRU_army_of_sun
	x = 5
	y = 4
	relative_position_id = PRU_look_to_the_past
	cost = 3
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = PRU_inca_army
		army_experience = 20
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_nationalize
Constructs: prerequisite, limit, completion_reward, random_core_state, is_controlled_by, add_extra_state_shared_building_slots, add_building_construction, is_coastal
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_nationalize
	icon = GFX_focus_generic_military_industry
	prerequisite = {
		focus = CHI_a_chapter_in_every_village
	}
	x = -2
	y = 1
	relative_position_id = CHI_a_chapter_in_every_village
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_core_state = {
			limit = {
				is_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 3
					include_locked = yes
				}
			}
			prioritize = {
				1037 750
			}
			add_extra_state_shared_building_slots = 4
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			} {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				is_coastal = yes
				is_controlled_by = ROOT
			}
			prioritize = {
				595
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Idea
Component: AUS_local_weapons_manufacturing
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_local_weapons_manufacturing = {
	picture = generic_infantry_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: Scripted Effect
Component: GER_setup_SOV_sphere_of_influence_array
Constructs: limit, is_on_continent, is_core_of, add_to_array
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_setup_SOV_sphere_of_influence_array = {
	hidden_effect = {
		for_each_scope_loop = {
			array = global.states
			IF = {
				limit = {
					is_on_continent = europe
					OR = {
						is_core_of = FIN EST LAT LIT SLO ROM YUG BUL
						state = 89 91 93 94 95 96 97
					}
				}
				THIS = {
					add_to_array = {
						GER.SOV_sphere_of_influence_array = THIS
					}
				}
			}
		}
	}
}
### Entity: Character
Component: NOR_jonas_lie
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/NOR.txt

Code:
NOR_jonas_lie = {
	name = NOR_jonas_lie
	portraits = {
		civilian = {
			large = GFX_portrait_NOR_jonas_lie
			small = GFX_portrait_NOR_jonas_lie_small
		}
		army = {
			large = GFX_portrait_NOR_jonas_lie
			small = GFX_portrait_NOR_jonas_lie_small
		}
	}
	allowed_civil_war = {
		NOR_char_cw_fascist = yes
	}
	country_leader = {
		ideology = gen_nazism
		expire = 1965.1.1.1
		traits = {
			NOR_germanophile_officer
		}
		id = -1
	}
	advisor = {
		slot = political_advisor
		idea_token = NOR_jonas_lie
		allowed = {
			NOR_AAT = yes
		}
		available = {
			OR = {
				has_completed_focus = NOR_squash_dissent
				has_government = fascism
			}
		}
		traits = {
			NOR_ruthless_police_captain
		}
	} {
		slot = army_chief
		idea_token = NOR_jonas_lie
		allowed = {
			original_tag = NOR
		}
		available = {
			has_government = fascism
			NOT = {
				has_completed_focus = NOR_bring_back_quisling
			}
		}
		traits = {
			army_chief_drill_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Component: ah_submarine_effort
Constructs: prerequisite, completion_reward, is_coastal, add_tech_bonus, ss_bonus
Source: game
File: common/national_focus/austro_hungarian_releasable_shared.txt

Code:
focus = {
	id = ah_submarine_effort
	icon = GFX_goal_generic_navy_submarine
	prerequisite = {
		focus = ah_flexible_navy ah_large_navy
	}
	x = 0
	y = 1
	relative_position_id = ah_flexible_navy
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = ss_bonus
			bonus = 1.0
			ahead_reduction = 2
			uses = 1
			category = ss_tech
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_iron_curtain_old
Constructs: prerequisite, has_war, add_ideas, has_government, is_major, completion_reward, is_faction_leader, has_global_flag
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_iron_curtain_old
	text = SOV_iron_curtain
	icon = GFX_goal_sov_iron_curtain
	prerequisite = {
		focus = SOV_lessons_of_war_old
	} {
		focus = SOV_war_with_germany
	}
	x = -23
	y = 1
	relative_position_id = SOV_war_with_germany
	cost = 5
	ai_will_do = {
		factor = 1.1
		modifier = {
			add = 25
			OR = {
				USA = {
					exists = yes
					is_major = yes
					has_war = no
					is_faction_leader = yes
				}
				ENG = {
					exists = yes
					is_major = yes
					has_war = no
					is_faction_leader = yes
				}
			}
			ROOT = {
				has_war = no
				is_faction_leader = yes
				is_major = yes
			}
			has_global_flag = r56_ww2_got_done_early_make_ai_move_toward_ww3
		}
	}
	available = {
		hidden_trigger = {
			is_ai = no
		}
		surrender_progress = < 0.1
		is_puppet = no
		custom_trigger_tooltip = {
			tooltip = iron_curtain_tt
			count_triggers = {
				amount = 3
				ROM = {
					has_government = ROOT
					OR = {
						is_subject_of = ROOT
						is_in_faction_with = ROOT
					}
					num_of_factories = > 30
				}
				BUL = {
					has_government = ROOT
					OR = {
						is_subject_of = ROOT
						is_in_faction_with = ROOT
					}
					num_of_factories = > 30
				}
				POL = {
					has_government = ROOT
					OR = {
						is_subject_of = ROOT
						is_in_faction_with = ROOT
					}
					num_of_factories = > 30
				}
				DDR = {
					has_government = ROOT
					OR = {
						is_subject_of = ROOT
						is_in_faction_with = ROOT
					}
					num_of_factories = > 30
				}
				GER = {
					has_government = ROOT
					OR = {
						is_subject_of = ROOT
						is_in_faction_with = ROOT
					}
					num_of_factories = > 30
				}
				TUR = {
					has_government = ROOT
					OR = {
						is_subject_of = ROOT
						is_in_faction_with = ROOT
					}
					num_of_factories = > 30
				}
				GRE = {
					has_government = ROOT
					OR = {
						is_subject_of = ROOT
						is_in_faction_with = ROOT
					}
					num_of_factories = > 30
				}
				HUN = {
					has_government = ROOT
					OR = {
						is_subject_of = ROOT
						is_in_faction_with = ROOT
					}
					num_of_factories = > 30
				}
				AUS = {
					has_government = ROOT
					OR = {
						is_subject_of = ROOT
						is_in_faction_with = ROOT
					}
					num_of_factories = > 30
				}
				YUG = {
					has_government = ROOT
					OR = {
						is_subject_of = ROOT
						is_in_faction_with = ROOT
					}
					num_of_factories = > 30
# ... (truncated)
### Entity: Scripted Effect
Component: EAI_ATTACHE_attache_xp_gain
Constructs: limit, has_country_flag, has_variable, set_temp_variable, check_variable, add_to_variable, set_variable
Source: game
File: common/scripted_effects/EAI_COUNTRY_attache_effects.txt

Code:
EAI_ATTACHE_attache_xp_gain = {
	@EAI_ATTACHE_attache_xp_gain = 0.15
	if = {
		limit = {
			has_variable = EAI_attache_target
		}
		var:EAI_attache_target = {
			set_temp_variable = {
				army_xp_gained = army_experience
			} {
				air_xp_gained = air_experience
			} {
				navy_xp_gained = navy_experience
			}
			subtract_from_temp_variable = {
				army_xp_gained = EAI_prev_army_xp_@ROOT
			} {
				air_xp_gained = EAI_prev_air_xp_@ROOT
			} {
				navy_xp_gained = EAI_prev_navy_xp_@ROOT
			}
			multiply_temp_variable = {
				army_xp_gained = @EAI_ATTACHE_attache_xp_gain
			} {
				air_xp_gained = @EAI_ATTACHE_attache_xp_gain
			} {
				navy_xp_gained = @EAI_ATTACHE_attache_xp_gain
			}
			if = {
				limit = {
					check_variable = {
						army_xp_gained = > 0
					} {
						army_xp_gained = < 5
					}
				}
				ROOT = {
					army_experience = army_xp_gained
					add_to_variable = {
						EAI_attache_army_xp_gained_total = army_xp_gained
					}
				}
			} {
				limit = {
					check_variable = {
						air_xp_gained = > 0
					} {
						air_xp_gained = < 5
					}
				}
				ROOT = {
					air_experience = air_xp_gained
					add_to_variable = {
						EAI_attache_air_xp_gained_total = air_xp_gained
					}
				}
			} {
				limit = {
					check_variable = {
						navy_xp_gained = > 0
					} {
						navy_xp_gained = < 5
					}
				}
				ROOT = {
					navy_experience = navy_xp_gained
					add_to_variable = {
						EAI_attache_navy_xp_gained_total = navy_xp_gained
					}
				}
			}
			set_variable = {
				EAI_prev_army_xp_@ROOT = army_experience
			} {
				EAI_prev_air_xp_@ROOT = air_experience
			} {
				EAI_prev_navy_xp_@ROOT = navy_experience
			}
		}
		if = {
			limit = {
				has_country_flag = EAI_attache_detailed_logging
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | ATTACHE: gained XP army = [?EAI_attache_army_xp_gained_total] air = [?EAI_attache_air_xp_gained_total] navy = [?EAI_attache_navy_xp_gained_total]
		}
	}
}
### Entity: Event
Component: rt56.rom_abdicate.1
Constructs: is_triggered_only, limit, retire_character, has_idea, swap_ideas, remove_idea, add_idea, add_timed_idea
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_abdicate.1
	title = rt56.rom_abdicate.1.t
	desc = rt56.rom_abdicate.1.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = rt56.rom_abdicate.1.a
		retire_character = ROM_king_carol_ii
		promote_character = {
			character = ROM_king_michael
			ideology = constitutional_monarchy
		}
		if = {
			limit = {
				has_idea = r56_ROM_carol_idea
			}
			swap_ideas = {
				remove_idea = r56_ROM_carol_idea
				add_idea = r56_ROM_michael_idea
			}
		}
		add_timed_idea = {
			idea = r56_ROM_carol_emptied_coffers
			days = 90
		}
		custom_effect_tooltip = ROM_fire_ernest_tt ROM_fire_grigore_tt
		hidden_effect = {
			retire_character = ROM_dissolved_parliament
			if = {
				limit = {
					fascism = < 0.4
				}
				add_popularity = {
					ideology = fascism
					popularity = 0.1
				} {
					ideology = neutrality
					popularity = -0.1
				}
			}
		}
	}
}
### Entity: National Focus
Tree: hoa_focus
Component: HOA_encourage_local_arms_production
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/horn_of_africa.txt

Code:
focus = {
	id = HOA_encourage_local_arms_production
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = HOA_utilize_our_strengths
	}
	x = 1
	y = 1
	relative_position_id = HOA_utilize_our_strengths
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_boycott_decree
Constructs: prerequisite, limit, add_ideas, has_country_flag, add_stability, completion_reward, add_political_power, has_global_flag
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_boycott_decree
	icon = GFX_goal_generic_internal_democracy
	x = -6
	y = 1
	dynamic = yes
	prerequisite = {
		focus = PAL_ahc_meeting PAL_legacy_of_the_conference
	}
	available = {
		if = {
			limit = {
				NOT = {
					has_global_flag = MPL_jerusalem_conference
				}
			}
			has_country_flag = PAL_smc_favored
		}
	}
	mutually_exclusive = {
		focus = PAL_armed_resistance_decree
	}
	cost = 5
	relative_position_id = PAL_ahc_meeting
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_global_flag = MPL_jerusalem_conference
				}
			}
			add_ideas = PAL_boycott_decree_idea
		}
		else = {
			add_stability = 0.1
		}
		add_political_power = 150
	}
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 1000
			has_game_rule = {
				rule = PAL_AI_BEHAVIOR
				option = PAL_NASHASHIBI
			}
		} {
			factor = 1000
			has_game_rule = {
				rule = PAL_AI_BEHAVIOR
				option = PAL_SMC
			}
		}
	}
}
### Entity: Event
Component: NSB_poland_monarchist_events.1
Constructs: is_triggered_only, ai_chance, fire_only_once, unlock_decision_category_tooltip
Source: game
File: events/NSB_Poland.txt

Code:
country_event = {
	id = NSB_poland_monarchist_events.1
	title = NSB_poland_monarchist_events.1.t
	desc = NSB_poland_monarchist_events.1.desc
	picture = GFX_report_event_generic_riot
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = NSB_poland_monarchist_events.1.a
		ai_chance = {
			base = 10
		}
		unlock_decision_category_tooltip = POL_fight_against_monarchy_in_LIT_cat
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/CRO_YUG_independence.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 4
	}
	location = 6647
	division_template = Hrvatsko domobranstvo
	start_experience_factor = 0
}
### Entity: Unit Template
Component: BAY_MTN_01
Source: game
File: common/units/names_divisions/BAY_names_divisions.txt

Code:
BAY_MTN_01 = {
	name = Mountain Divisions
	for_countries = {
		BAY
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	fallback_name = %d. Gebirgsjäger-Division
	ordered = {
		1 = {
			%d. Gebirgsjäger-Division
		}
		2 = {
			%d. Gebirgsjäger-Division
		}
		3 = {
			%d. Gebirgsjäger-Division
		}
		6 = {
			%d. Gebirgsjäger-Division
		}
		4 = {
			%d. Gebirgsjäger-Division
		}
		5 = {
			%d. Gebirgsjäger-Division
		}
		7 = {
			%d. Gebirgsjäger-Division
		}
		188 = {
			%d. Gebirgsjäger-Division
		}
		157 = {
			%d. Gebirgsjäger-Division
		}
		9 = {
			%d. Gebirgsjäger-Division
		}
		8 = {
			%d. Gebirgsjäger-Division
		}
		187 = {
			1. Skijäger-Division
		}
		10 = {
			%d. Gebirgsjäger-Division
		}
		11 = {
			%d. Gebirgsjäger-Division
		}
		12 = {
			%d. Gebirgsjäger-Division
		}
		13 = {
			%d. Gebirgsjäger-Division
		}
		14 = {
			%d. Gebirgsjäger-Division
		}
		15 = {
			%d. Gebirgsjäger-Division
		}
		16 = {
			%d. Gebirgsjäger-Division
		}
		17 = {
			%d. Gebirgsjäger-Division
		}
		18 = {
			%d. Gebirgsjäger-Division
		}
		19 = {
			%d. Gebirgsjäger-Division
		}
		20 = {
			%d. Gebirgsjäger-Division
		}
		21 = {
			%d. Gebirgsjäger-Division
		}
		22 = {
			%d. Gebirgsjäger-Division
		}
		23 = {
			%d. Gebirgsjäger-Division
		}
		24 = {
			%d. Gebirgsjäger-Division
		}
		25 = {
			%d. Gebirgsjäger-Division
		}
		26 = {
			%d. Gebirgsjäger-Division
		}
		27 = {
			%d. Gebirgsjäger-Division
		}
		28 = {
			%d. Gebirgsjäger-Division
		}
		29 = {
			%d. Gebirgsjäger-Division
		}
		30 = {
			%d. Gebirgsjäger-Division
		}
	}
}
### Entity: Event
Component: germany.103
Constructs: is_triggered_only, create_wargoal, puppet_wargoal_focus
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.103
	title = germany.103.t
	desc = germany.103.d
	picture = GFX_report_event_german_inspect_troops
	is_triggered_only = yes
	option = {
		name = germany.103.a
		create_wargoal = {
			type = puppet_wargoal_focus
			target = GRE
		}
	}
}
### Entity: Idea
Component: SWE_with_finland_for_sweden_fin
Source: game
File: common/ideas/sweden.txt

Code:
SWE_with_finland_for_sweden_fin = {
	picture = SWE_with_finland_for_sweden_fin
	allowed = {
		tag = SWE
	}
	modifier = {
		army_breakthrough_against_major_factor = 0.15
		army_org_factor = 0.08
		army_attack_against_major_factor = 0.1
	}
}
### Entity: Event
Component: SEA_border_incidents_events.1
Constructs: is_triggered_only, ai_chance, limit, add_ideas, add_war_support, add_political_power, is_subject, add_core_of
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_border_incidents_events.1
	title = SEA_border_incidents_events.1.t
	desc = SEA_border_incidents_events.1.desc
	picture = GFX_report_event_japanese_soldiers_03
	is_triggered_only = yes
	option = {
		name = SEA_border_incidents_events.1.a
		ai_chance = {
			base = 100
		}
		IF = {
			limit = {
				MAN = {
					is_subject = no
				}
			}
			MAN = {
				country_event = {
					id = SEA_border_incidents_events.2
					hours = 6
				}
			}
		}
		ELSE = {
			MAN = {
				OVERLORD = {
					country_event = {
						id = SEA_border_incidents_events.2
						hours = 6
					}
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt if_they_back_down_or_lose_a_border_conflict_tt
		effect_tooltip = {
			add_ideas = MON_income_from_hulunbuir_idea
			custom_effect_tooltip = generic_skip_one_line_tt
			761 = {
				add_core_of = MON
			}
		}
	} {
		name = SEA_border_incidents_events.1.b
		ai_chance = {
			base = 0
		}
		add_war_support = -0.05
		add_political_power = -25
	}
}