Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: kor_focus
Component: KOR_fighter
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_fighter
	icon = GFX_goal_generic_air_fighter
	prerequisite = {
		focus = KOR_pyeongtaek_airplane_workshop
	}
	x = -1
	y = 2
	relative_position_id = KOR_pyeongtaek_airplane_workshop
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = KOR_fighter
				technology = basic_small_airframe improved_small_airframe advanced_small_airframe
				bonus = 1
				uses = 1
				category = light_air
			}
		}
		else = {
			add_tech_bonus = {
				name = KOR_fighter
				bonus = 1
				uses = 1
				category = light_fighter
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: AFG_political_events.75
Constructs: is_triggered_only, ai_chance, create_wargoal, take_state_focus
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_political_events.75
	title = AFG_political_events.75.t
	desc = AFG_political_events.75.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty2
	option = {
		name = AFG_political_events.75.a
		ai_chance = {
			base = 10
		}
		create_wargoal = {
			target = FROM
			type = take_state_focus
			generator = {
				988 987 442 445
			}
		}
	}
}
### Entity: Event
Component: austria.131
Constructs: has_completed_focus, add_ideas, fire_only_once, has_global_flag, has_civil_war
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.131
	title = austria.131.t
	desc = austria.131.d
	picture = GFX_report_event_AUS_heimwehr_march
	fire_only_once = yes
	trigger = {
		NOT = {
			has_global_flag = aus_dlc_focus_tree
		} {
			has_completed_focus = AUS_integrate_heimwehr
		}
		original_tag = AUS
		has_completed_focus = AUS_cast_the_die
		has_global_flag = AUS_civil_war_triggered
		has_civil_war = no
	}
	option = {
		name = austria.131.a
		add_ideas = AUS_heimwehr_remnants
	}
}
### Entity: Military Industrial Organization
Component: small_plane_airframe
Source: game
File: common/military_industrial_organization/ai_bonus_weights/ai_bonus_weights.txt

Code:
small_plane_airframe = {
	air_attack = 8
	air_agility = 10
}
### Entity: Event
Component: SEA_PRC_faction_events.41
Constructs: is_triggered_only, add_faction_influence_ratio
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_faction_events.41
	title = SEA_PRC_faction_events.41.t
	desc = SEA_PRC_faction_events.41.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = SEA_PRC_faction_events.41.a
		add_faction_influence_ratio = -0.025
		effect_tooltip = {
			leave_faction = FROM
		}
	}
}
### Entity: Unit Template
Component: POR_CL_HISTORICAL
Source: game
File: common/units/names_ships/POR_ship_names.txt

Code:
POR_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		POR
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = NRP 
	fallback_name = Cruzador Ligeiro %d
	unique = {
		Matosinhos Vila Nova de Gaia Mira Figueira da Foz Marinha Granda Nazare
	}
}
### Entity: Order of Battle
Component: 33a Brigada Legionario
Constructs: division_template
Source: game
File: history/units/SPA_Civil_War.txt

Code:
division = {
	name = 33a Brigada Legionario
	location = 10094
	division_template = Brigada Legionario
}
### Entity: Character
Component: ENG_random_communist_minister_15
Constructs: has_country_flag, research_bonus
Source: game
File: common/characters/ENG.txt

Code:
ENG_random_communist_minister_15 = {
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_6
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = ENG_random_communist_minister_15
		ledger = army
		visible = {
			has_country_flag = ENG_trade_unions_demand_minister_appointment_15
		}
		allowed = {
			original_tag = ENG
		}
		research_bonus = {
			nuclear = 0.2
		}
		traits = {
			nuclear_enthusiast
		}
	}
}
### Entity: Idea
Component: JAP_we_sent_our_technicians_planes
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_japan.txt

Code:
JAP_we_sent_our_technicians_planes = {
	picture = generic_research_bonus
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.06
	}
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = 0.05
			instant = yes
		}
		large_plane_airframe = {
			build_cost_ic = 0.05
			instant = yes
		}
		medium_plane_airframe = {
			build_cost_ic = 0.05
			instant = yes
		}
	}
}
### Entity: Order of Battle
Component: air_wing_279
Source: game
File: history/units/CHL_1939_air_legacy.txt

Code:
air_wings = {
	279 = {
		fighter_equipment_0 = {
			owner = CHL
			amount = 18
		}
		CAS_equipment_1 = {
			owner = CHL
			amount = 20
		}
		tac_bomber_equipment_1 = {
			owner = CHL
			amount = 16
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_assist_the_requetes
Constructs: prerequisite, has_war_with, completion_reward, has_global_flag, add_tech_bonus, add_doctrine_cost_reduction, add_ai_strategy
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_assist_the_requetes
	available = {
		SPR_scw_in_progress = yes
		country_exists = SPB
		NOT = {
			has_war_with = SPB
		}
	}
	bypass = {
		has_global_flag = scw_over
	}
	prerequisite = {
		focus = POR_support_a_spanish_monarchy_in_the_war
	}
	icon = GFX_goal_generic_military_deal
	x = 0
	y = 1
	relative_position_id = POR_support_a_spanish_monarchy_in_the_war
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = POR_assist_the_requetes
			bonus = 1.0
			uses = 1
			category = mountaineers_tech
		}
		add_doctrine_cost_reduction = {
			name = POR_assist_the_requetes
			cost_reduction = 0.25
			uses = 1
			category = air_doctrine
		} {
			name = POR_assist_the_requetes
			cost_reduction = 0.25
			uses = 1
			category = land_doctrine
		}
		army_experience = 15
		air_experience = 15
		hidden_effect = {
			add_ai_strategy = {
				type = befriend
				id = SPB
				value = 100
			}
			SPB = {
				add_ai_strategy = {
					type = befriend
					id = ROOT
					value = 100
				}
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PC_queue_new_shared_types
Constructs: limit, has_country_flag, check_variable, set_temp_variable, random_index_, add_to_temp_variable, clear_temp_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_effects.txt

Code:
EAI_PC_queue_new_shared_types = {
	EAI_PC_save_project_inputs = yes
	if = {
		limit = {
			check_variable = {
				_queue_new_shared_types_with_factories_FACTORIES = > 0
			}
		}
		if = {
			limit = {
				has_country_flag = EAI_priority_construction_detailed_logging
			}
			log = [GetYear] [GetMonth] | AI | [THIS.GetName] | PC: EAI_PC_queue_new_shared_types
		}
		set_temp_variable = {
			_array_len = _queue_new_shared_types_with_factories_TYPES^num
		} {
			current_type = random_index_
		} {
			num_new_projects = _queue_new_shared_types_with_factories_FACTORIES
		}
		EAI_MATH_get_random_index_in_array_len = yes
		EAI_get_shared_slot_scores = yes
		while_loop_effect = {
			limit = {
				check_variable = {
					num_new_projects = > 0
				}
			}
			break = w_break
			for_each_scope_loop = {
				array = EAI_shared_slot_scores
				break = found_target
				if = {
					limit = {
						set_temp_variable = {
							_project_building_type = _queue_new_shared_types_with_factories_TYPES^current_type
						}
						NOT = {
							EAI_PC_has_same_type_project_here = yes
						}
						EAI_has_unreserved_shared_slot = yes
						check_variable = {
							building_level@infrastructure = > _queue_new_shared_types_with_factories_INF_LEVEL
						}
					}
					EAI_PC_get_project_inputs = yes
					set_temp_variable = {
						_project_building_type = _queue_new_shared_types_with_factories_TYPES^current_type
					} {
						found_target = 1
					}
					EAI_PC_start_project = yes
					if = {
						limit = {
							PREV = {
								has_country_flag = EAI_priority_construction_logging
							}
						}
						log = SOURCE: EAI_PC_queue_new_shared_types
					}
				}
			}
			set_temp_variable = {
				found_target = 0
			}
			subtract_from_temp_variable = {
				num_new_projects = 15
			}
			add_to_temp_variable = {
				current_type = 1
			}
			if = {
				limit = {
					check_variable = {
						current_type = _queue_new_shared_types_with_factories_TYPES^num
					}
				}
				set_temp_variable = {
					current_type = 0
				}
			}
		}
	}
	clear_temp_array = EAI_shared_slot_scores _queue_new_shared_types_with_factories_TYPES
	set_temp_variable = {
		_queue_new_shared_types_with_factories_FACTORIES = 0
	} {
		_queue_new_shared_types_with_factories_INF_LEVEL = 0
	}
	EAI_PC_clear_project_inputs = yes
}
### Entity: National Focus
Tree: ger_focus
Component: GER_request_the_return_of_french_held_colonies
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_subject, has_wargoal_against, has_opinion
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_request_the_return_of_french_held_colonies
	icon = GFX_focus_generic_concessions
	prerequisite = {
		focus = GER_franco_germanic_pact
	}
	x = 0
	y = 1
	relative_position_id = GER_franco_germanic_pact
	cost = 10
	available = {
		is_subject = no
		NOT = {
			has_wargoal_against = FRA
			has_war_with = FRA
		} {
			FRA = {
				has_government = fascism
			}
		}
		FRA = {
			has_opinion = {
				target = ROOT
				value = > 50
			}
		}
		any_state = {
			is_owned_and_controlled_by = FRA
			OR = {
				state = 777 773 895 894 541 893 768 769 546
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		FRA = {
			country_event = {
				id = wuw_GER_weltpolitik.1
				hours = 12
				random_hours = 24
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			FRA = {
				every_controlled_state = {
					limit = {
						OR = {
							state = 777 773 895 894 541 893 768 769 546
						}
					}
					transfer_state_to = ROOT
				}
			}
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_the_peoples_militia_directorate
Constructs: prerequisite, limit, add_ideas, add_stability, completion_reward, has_dlc, has_intelligence_agency
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_the_peoples_militia_directorate
	prerequisite = {
		focus = BUL_the_peoples_republic_of_bulgaria
	}
	icon = GFX_focus_generic_join_comintern
	relative_position_id = BUL_the_peoples_republic_of_bulgaria
	x = -1
	y = 2
	cost = 10
	available = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			has_intelligence_agency = yes
		}
	}
	completion_reward = {
		add_stability = 0.05
		if = {
			limit = {
				has_dlc = La Resistance
			}
			add_ideas = BUL_the_peoples_militia_directorate_lar
		}
		else = {
			add_ideas = BUL_the_peoples_militia_directorate
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_utilise_the_terrain
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_utilise_the_terrain
	icon = GFX_focus_CHI_utilize_the_terrain
	prerequisite = {
		focus = CHI_bog_them_down_in_the_centre
	}
	x = 1
	y = 1
	relative_position_id = CHI_bog_them_down_in_the_centre
	cost = 5
	available = {

	}
	search_filters = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		custom_effect_tooltip = CHI_modify_protracted_warfare_idea_tt
		add_to_variable = {
			CHI_protracted_warfare_max_dig_in = 2
			tooltip = max_dig_in_tt
		}
	}
}
### Entity: Character
Component: SOV_vsevolod_merkulov
Constructs: limit, has_government, has_dlc, has_character_flag, has_intelligence_agency
Source: game
File: common/characters/SOV.txt

Code:
SOV_vsevolod_merkulov = {
	name = SOV_vsevolod_merkulov
	portraits = {
		army = {
			small = GFX_idea_soviet_vsevolod_merkulov
		}
	}
	allowed_civil_war = {
		OR = {
			SOV_advisor_is_aligned_left = yes
			SOV_advisor_is_aligned_right = yes
			SOV_advisor_is_aligned_centre = yes
		}
		has_government = communism
	}
	advisor = {
		slot = political_advisor
		idea_token = SOV_vsevolod_merkulov
		allowed = {
			original_tag = SOV
			has_dlc = La Resistance
		}
		visible = {
			NOT = {
				has_character_flag = SOV_character_purged_flag
			}
		}
		available = {
			has_intelligence_agency = yes
			if = {
				limit = {
					has_character_flag = SOV_exiled_flag
				}
				NOT = {
					has_character_flag = SOV_exiled_flag
				}
			}
		}
		traits = {
			head_of_intelligence
		}
		ai_will_do = {
			base = 0
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/CHI_1936_naval_mtg.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = ship_hull_cruiser_1
			creator = CHI
			version_name = Ninghai Class
		}
		name = Pinghai
		requested_factories = 1
		progress = 0.56
		amount = 1
	}
}
### Entity: Event
Component: ARG_political_events.71
Constructs: is_triggered_only, ai_chance, fire_only_once
Source: game
File: events/TOA_Argentina.txt

Code:
country_event = {
	id = ARG_political_events.71
	title = ARG_political_events.71.t
	desc = ARG_political_events.71.desc
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = ARG_political_events.71.a
		ai_chance = {
			base = 100
		}
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_limited_roles_for_armored_vehicles_r56
Constructs: shared_focus, prerequisite, limit, completion_reward, has_subdoctrine_in_track, add_daily_mastery, add_tech_bonus
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_limited_roles_for_armored_vehicles_r56
	icon = GFX_focus_FIN_salvaged_and_retooled
	cost = 8
	x = -1
	y = 1
	relative_position_id = RAJ_focus_on_infantry_production_r56
	prerequisite = {
		focus = RAJ_focus_on_infantry_production_r56
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	completion_reward = {
		if = {
			limit = {
				has_subdoctrine_in_track = armor
			}
			add_daily_mastery = {
				name = RAJ_indian_vehicles_for_indian_terrain_r56
				amount = 0.4
				days = 180
				track = armor
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		else = {
			army_experience = 25
		}
		add_tech_bonus = {
			name = RAJ_limited_roles_for_armored_vehicles_r56
			bonus = 1.5
			uses = 3
			technology = flamethrower
			category = recon_tech cat_heavy_armor
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_destroyers
Constructs: prerequisite, has_government, completion_reward, enable_automatic_bypass, is_coastal, is_controlled_by, has_tech, is_subject
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_destroyers
	icon = GFX_focus_generic_destroyer
	prerequisite = {
		focus = PRC_naval_mio PRC_dockyard_construction_efforts
	}
	x = 2
	y = 1
	relative_position_id = PRC_dockyard_construction_efforts
	cost = 10
	ai_will_do = {
		factor = 1
	}
	enable_automatic_bypass = no
	available = {
		any_owned_state = {
			is_coastal = yes
			is_controlled_by = ROOT
		}
		has_tech = basic_ship_hull_light
		SOV = {
			exists = yes
			is_subject = no
			has_government = communism
		}
	}
	bypass = {
		SOV = {
			OR = {
				exists = no
				is_subject = yes
				NOT = {
					has_government = communism
				}
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		create_equipment_variant = {
			name = Anshan Class
			type = ship_hull_light_2
			allow_without_tech = yes
			modules = {
				fixed_ship_battery_slot = ship_light_battery_2
				fixed_ship_anti_air_slot = ship_anti_air_1
				fixed_ship_fire_control_system_slot = ship_fire_control_system_0
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = light_ship_engine_2
				fixed_ship_torpedo_slot = ship_torpedo_1
				rear_1_custom_slot = ship_depth_charge_1
			}
			name_group = CHI_DD_HISTORICAL
		}
		add_equipment_production = {
			equipment = {
				type = ship_hull_light_2
				version_name = Anshan Class
			}
			name = Anshan
			requested_factories = 1
			progress = 0.75
			amount = 1
		} {
			equipment = {
				type = ship_hull_light_2
				version_name = Anshan Class
			}
			name = Fushun
			requested_factories = 1
			progress = 0.75
			amount = 1
		} {
			equipment = {
				type = ship_hull_light_2
				version_name = Anshan Class
			}
			name = Changchun
			requested_factories = 1
			progress = 0.75
			amount = 1
		} {
			equipment = {
				type = ship_hull_light_2
				version_name = Anshan Class
			}
			name = Taiyuan
			requested_factories = 1
			progress = 0.75
			amount = 1
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_tech_bonus = {
			name = PRC_destroyers
			bonus = 0.25
			uses = 2
			category = mio_cat_tech_all_destroyer_and_modules
		}
		add_breakthrough_progress = {
			specialization = specialization_naval
			value = 0.25
		}
	}
}
### Entity: Character
Component: army_chief_entrenchment_expert
Constructs: mobilization_speed
Source: game
File: common/country_leader/r56_traits.txt

Code:
army_chief_entrenchment_expert = {
	sprite = 5
	dig_in_speed_factor = 0.15
	max_dig_in = 5
	mobilization_speed = -0.05
	experience_gain_army = @experience_gain_medium
	ai_will_do = {
		factor = 1
	}
}
### Entity: Trigger Reference
Construct: FACTION
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## Triggers for scope FACTION

* [hidden_trigger](#hidden_trigger)
* [meta_trigger](#meta_trigger)
### Entity: Idea
Component: KMT_army_of_a_bygone_era_3
Constructs: has_completed_focus, army_defence_factor, limit, has_country_flag, army_attack_factor, removal_cost, add_timed_idea, conscription_factor
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_army_of_a_bygone_era_3 = {
	name = KMT_army_of_a_bygone_era
	removal_cost = -1
	picture = chi_army_corruption
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	on_remove = {
		IF = {
			limit = {
				has_country_flag = KMT_depol_nra
				has_completed_focus = KMT_modernize_the_army_new
			}
			add_timed_idea = {
				idea = KMT_army_of_a_bygone_era_4
				days = 30
			}
		}
		else_if = {
			limit = {
				has_completed_focus = KMT_modernize_the_army_new
			}
			add_timed_idea = {
				idea = KMT_army_of_a_bygone_era_4
				days = 40
			}
		} {
			limit = {
				has_country_flag = KMT_depol_nra
			}
			add_timed_idea = {
				idea = KMT_army_of_a_bygone_era_4
				days = 45
			}
		}
		else = {
			add_timed_idea = {
				idea = KMT_army_of_a_bygone_era_4
				days = 55
			}
		}
	}
	modifier = {
		army_attack_factor = -0.115
		army_defence_factor = -0.23
		conscription_factor = -0.23
		army_morale_factor = -0.23
		army_org_factor = -0.23
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_improve_railway_network
Constructs: prerequisite, completion_reward, build_railway, add_building_construction
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_improve_railway_network
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = SOV_finish_the_five_year_plan
	}
	x = -2
	y = 1
	relative_position_id = SOV_finish_the_five_year_plan
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		build_railway = {
			path = {
				9330 3356 6279 6230 6398 6341 413 3527 11475 11412 6591 3540 3519 11459 11450 11434 9417
			}
		} {
			path = {
				3529 9504 533 9516 509 500 11459
			}
		} {
			path = {
				9504 3582 9436 11485 3539 9564 11408
			}
		} {
			path = {
				3529 11474 520 6516 6486 9455 11429 6620 9753
			}
		} {
			path = {
				1599 9702 12441 3564 12320
			}
		}
		230 = {
			add_building_construction = {
				type = supply_node
				level = 1
				province = 12320
				instant_build = yes
			}
		}
		213 = {
			add_building_construction = {
				type = supply_node
				level = 1
				province = 6181
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_designer
		show_ideas_tooltip = SOV_soviet_railways
	}
}
### Entity: Unit Template
Component: SAX_MOT_01
Source: game
File: common/units/names_divisions/SAX_names_divisions.txt

Code:
SAX_MOT_01 = {
	name = Motorised Divisions
	for_countries = {
		SAX
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		SAX_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)