Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Faction
Component: faction_goal_a_military_base
Constructs: limit, is_major, complete_effect, add_faction_power_projection, every_faction_member, has_completed_goal, add_tech_bonus
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_a_military_base = {
	name = a_military_base_goal_name
	description = a_military_base_goal_desc
	category = medium_term
	group = FOCUS_FILTER_INDUSTRY
	visible = {
		count_in_collection = {
			collection = {
				input = game:scope
				operators = {
					faction_members
				}
				name = FACTION_NAME
			}
			buildings = {
				arms_factory
			}
			size = > 49
		}
	}
	completed = {
		count_in_collection = {
			collection = {
				input = game:scope
				operators = {
					faction_members
				}
				name = FACTION_NAME
			}
			buildings = {
				arms_factory
			}
			size = > 149
		}
	}
	complete_effect = {
		add_faction_power_projection = 200
		custom_effect_tooltip = generic_skip_one_line_tt
		every_faction_member = {
			tooltip = AT_LEAST_50_MILS
			visible_when_empty = yes
			limit = {
				num_of_military_factories = > 49
			}
			IF = {
				limit = {
					NOT = {
						has_completed_goal = faction_goal_a_military_base
					}
				}
				add_tech_bonus = {
					name = a_military_base_tech_bonus
					bonus = 0.5
					uses = 2
					category = excavation_tech
				}
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			date = > 1938.1.1
		} {
			add = 1
			is_major = yes
		}
	}
}
### Entity: Event
Component: wuw_GER_diplomacy.64
Constructs: is_triggered_only, ai_chance, limit, add_ideas, owns_state, fire_only_once, has_opinion, random_days
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.64
	title = wuw_GER_diplomacy.64.t
	desc = wuw_GER_diplomacy.64.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	fire_only_once = no
	immediate = {

	}
	option = {
		name = wuw_GER_diplomacy.64.a
		ai_chance = {
			base = 85
			modifier = {
				factor = 1.5
				ROOT = {
					has_opinion = {
						target = FROM
						value = > 70
					}
				}
			}
		}
		FROM = {
			country_event = {
				id = wuw_GER_diplomacy.65
				days = 1
				random_days = 2
			}
		}
		effect_tooltip = {
			IF = {
				limit = {
					original_tag = LIT
					owns_state = 188
				}
				add_ideas = anti_soviet_pact
				FROM = {
					give_guarantee = ROOT
				}
				188 = {
					transfer_state_to = FROM
					add_core_of = FROM
				}
			}
			ELSE_IF = {
				limit = {
					original_tag = LIT
					NOT = {
						owns_state = 188
					}
				}
				add_ideas = anti_soviet_pact GER_paying_tributes_to_germany_idea
				FROM = {
					give_guarantee = ROOT
				}
			} {
				limit = {
					OR = {
						original_tag = LAT EST
					}
				}
				FROM = {
					give_guarantee = ROOT
				}
				add_ideas = GER_paying_tributes_to_germany_idea anti_soviet_pact
			}
		}
	} {
		name = wuw_GER_diplomacy.64.b
		ai_chance = {
			base = 15
			modifier = {
				factor = 0
				threat = > 30
			}
		}
		FROM = {
			country_event = {
				id = wuw_GER_diplomacy.66
				days = 1
				random_days = 2
			}
		}
	}
}
### Entity: National Focus
Component: r56_celtic_focus
Constructs: shared_focus
Source: game
File: common/national_focus/r56_celtic_minor.txt

Code:
focus_tree = {
	id = r56_celtic_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			OR = {
				original_tag = WLS NIR BRI
			}
		}
	}
	default = no
	reset_on_civilwar = no
	shared_focus = CEL_establish_the_army CEL_industrial_modernization CEL_aviation_air_academy CEL_naval_effort GEN_industrial_boom GEN_State_Matter CEL_celtic_unification CEL_brittany_industry CEL_develop_ireland CEL_scottish_steel_sector
	continuous_focus_position = {
		x = 1865
		y = 675
	}
}
### Entity: Character
Component: BEL_illusive_mastermind
Source: game
File: common/country_leader/00_traits.txt

Code:
BEL_illusive_mastermind = {
	sprite = 15
	random = no
	operative_slot = 2
	agency_upgrade_time = -0.2
	civilian_intel_factor = 0.05
	army_intel_factor = 0.05
	navy_intel_factor = 0.05
	airforce_intel_factor = 0.05
}
### Entity: National Focus
Tree: ins_focus
Component: INS_purge_oppurtunists
Constructs: prerequisite, completion_reward, is_subject, retire_character, create_faction_from_template
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_purge_oppurtunists
	icon = GFX_focus_SOV_military_purge
	available = {
		is_subject = no
	}
	prerequisite = {
		focus = INS_pacific_revolution
	}
	mutually_exclusive = {
		focus = INS_musso_ascends
	}
	x = -1
	y = 1
	relative_position_id = INS_pacific_revolution
	ai_will_do = {
		base = 2
	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		retire_character = INS_musso
		create_faction_from_template = faction_template_INS_aslia
		custom_effect_tooltip = INS_purge_oppurtunists_tt
	}
}
### Entity: Scripted Effect
Component: AFG_create_turkestan_free_legion_div
Constructs: division_template, create_unit
Source: game
File: common/scripted_effects/AFG_scripted_effects.txt

Code:
AFG_create_turkestan_free_legion_div = {
	create_unit = {
		division = division_template = "Turkestan Legion" start_experience_factor = 0.05 start_equipment_factor = 1
		owner = AFG
		count = 1
	}
}
### Entity: Wiki Documentation
Construct: debug_particle
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
debug_particle
|
Toggles Particles Debug info
|

|

debug_ai_budget [CountryTag]
|
Show ai budget data
|

|
### Entity: Idea
Component: JAP_intervene_in_china_3
Constructs: removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_intervene_in_china_3 = {
	name = JAP_intervene_in_china
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = jap_intervene_in_china
	targeted_modifier = {
		tag = CHI
		attack_bonus_against = -0.3
		defense_bonus_against = -0.15
	} {
		tag = PRC
		attack_bonus_against = -0.3
		defense_bonus_against = -0.15
	} {
		tag = SHX
		attack_bonus_against = -0.3
		defense_bonus_against = -0.15
	} {
		tag = XSM
		attack_bonus_against = -0.3
		defense_bonus_against = -0.15
	} {
		tag = YUN
		attack_bonus_against = -0.3
		defense_bonus_against = -0.15
	} {
		tag = GXC
		attack_bonus_against = -0.3
		defense_bonus_against = -0.15
	} {
		tag = SIK
		attack_bonus_against = -0.3
		defense_bonus_against = -0.15
	}
}
### Entity: Idea
Component: EAI_DD_20/gw_tank_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_20/gw_tank_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		gw_tank_equipment = {
			build_cost_ic = -0.5
			instant = yes
		}
	}
}
### Entity: Define
Component: NDefines.NSupply
Source: game
File: common/defines/00_defines.lua

Code:
NDefines.NSupply = {
MAX_RAILWAY_LEVEL = 5
CAPITAL_SUPPLY_BASE = 5.0
CAPITAL_SUPPLY_CIVILIAN_FACTORIES = 0.3
CAPITAL_SUPPLY_MILITARY_FACTORIES = 0.6
CAPITAL_SUPPLY_DOCKYARDS = 0.4
CAPITAL_INITIAL_SUPPLY_FLOW = 5.0
CAPITAL_STARTING_PENALTY_PER_PROVINCE = 0.5
CAPITAL_ADDED_PENALTY_PER_PROVINCE = 1.2
NODE_INITIAL_SUPPLY_FLOW = 2.8
NODE_STARTING_PENALTY_PER_PROVINCE = 0.5
NODE_ADDED_PENALTY_PER_PROVINCE = 0.7
NAVAL_BASE_INITIAL_SUPPLY_FLOW = 3.3
NAVAL_BASE_STARTING_PENALTY_PER_PROVINCE = 0.84
NAVAL_BASE_ADDED_PENALTY_PER_PROVINCE = 1.1
NAVAL_SUPPLY_HUB_REDUCTION_FACTOR = 0.0
NODE_FLOW_BONUS_PER_RAIL_LEVEL = 0.34
RIVER_RAILWAY_LEVEL = 1
FLOATING_HARBOR_INITIAL_SUPPLY_FLOW = 2.6
FLOATING_HARBOR_STARTING_PENALTY_PER_PROVINCE = 0.8
FLOATING_HARBOR_ADDED_PENALTY_PER_PROVINCE = 0.8
FLOATING_HARBOR_BASE_SUPPLY = 15.0
FLOATING_HARBOR_BASE_DURATION = 21
FLOATING_HARBOR_DURATION_RATIO_AT_MIN_HP = 0.0
FLOATING_HARBOR_MIN_DECAY = 0.2
FLOATING_HARBOR_DECAY_MAX_AIR_BONUS = -0.1
FLOATING_HARBOR_DECAY_MAX_AIR_PENALTY = 0.4
FLOATING_HARBOR_DECAY_MAX_NAVAL_BONUS = -0.2
FLOATING_HARBOR_DECAY_MAX_NAVAL_PENALTY = 0.5
FLOATING_HARBOR_DECAY_NO_CONTROL_PENALTY = 1.0
SUPPLY_FLOW_DROP_REDUCTION_AT_MAX_INFRA = 0.3
SUPPLY_FLOW_PENALTY_CROSSING_RIVERS = 0.2
SUPPLY_FLOW_DIST_LOGISTICS_FALLOFF_K = 1.3
SUPPLY_FLOW_DIST_LOGISTICS_FALLOFF_MIDPOINT = 2.3
SUPPLY_FLOW_DIST_LOGISTICS_FALLOFF_SCALAR = 0.9
SUPPLY_FLOW_DIST_LOGISTICS_FALLOFF_MIN_PENALTY_SCALE = 0.25
SUPPLY_HUB_FULL_MOTORIZATION_BONUS = 2.2
SUPPLY_HUB_FULL_MOTORIZATION_TRUCK_COST = 60.0
SUPPLY_HUB_MOTORIZATION_MARGINAL_EFFECT_DECAY = 1.6
RAILWAY_BASE_FLOW = 10.0
RAILWAY_FLOW_PER_LEVEL = 5.0
RAILWAY_FLOW_PENALTY_PER_DAMAGED = 5.0
RAILWAY_MIN_FLOW = 5.0
NAVAL_BASE_FLOW = 5.0
NAVAL_FLOW_PER_LEVEL = 3.0
SUPPLY_NODE_MIN_SUPPLY_THRESHOLD = 1.0
INFRA_TO_SUPPLY = 0.3
VP_TO_SUPPLY_BASE = 0.2
VP_TO_SUPPLY_BONUS_CONVERSION = 0.05
SUPPLY_FROM_DAMAGED_INFRA = 0.15
SUPPLY_BASE_MULT = 0.2
SUPPLY_DISRUPTION_DAILY_RECOVERY = 1.5
RAILWAY_CONVERSION_COOLDOWN = 10
RAILWAY_CONVERSION_COOLDOWN_CORE = 5
RAILWAY_CONVERSION_COOLDOWN_CIVILWAR = 0
DEFAULT_STARTING_TRUCK_RATIO = 1.5
DEFAULT_STARTING_TRAIN_RATIO = 1
SUPPLY_POINTS_PER_TRAIN = 1.0
NUM_RAILWAYS_TRAIN_FACTOR = 0.03
BASE_SUPPLY_MULT_FOR_TRUCK_DEFAULT_BUFFER = 1.0
BASE_SUPPLY_MULT_FOR_TRUCK_MIN_BUFFER = 0.0
BASE_SUPPLY_MULT_FOR_TRUCK_MAX_BUFFER = 100.0
TRUCK_ATTRITION = 0.003
TRUCK_ATTRITION_FACTOR = 0.6
# ... (truncated)
### Entity: Modifier Reference
Component: foreign_investments_into_state
Source: game
File: common/dynamic_modifiers/RAJ.txt

Code:
foreign_investments_into_state = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_investments
	local_building_slots = 2
	state_production_speed_industrial_complex_factor = investment_industrial_complex
	state_production_speed_steel_mill_factor = investment_steel_mill
	state_production_speed_aluminum_mill_factor = investment_aluminum_mill
	state_production_speed_infrastructure_factor = investment_infrastructure
	state_production_speed_arms_factory_factor = investment_arms_factory
}
### Entity: Unit Template
Component: OMA_CL_HISTORICAL
Source: game
File: common/units/names_ships/OMA_ship_names.txt

Code:
OMA_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		OMA
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = SNV 
	fallback_name = Light Cruiser %d
	unique = {
		Salalah Raysut Mirbah Sawqirah Duqm
	}
}
### Entity: Idea
Component: fabrica_material_guerra
Constructs: has_dlc, research_bonus, equipment_bonus
Source: game
File: common/ideas/portugal.txt

Code:
fabrica_material_guerra = {
	picture = generic_infantry_equipment_manufacturer_2
	allowed = {
		original_tag = POR
		NOT = {
			has_dlc = La Resistance
		}
	}
	research_bonus = {
		infantry_weapons = 0.15
	}
	equipment_bonus = {

	}
	traits = {
		infantry_equipment_manufacturer
	}
	modifier = {

	}
}
### Entity: Character
Component: SOV_andrey_yeryomenko
Constructs: has_character_flag
Source: game
File: common/characters/SOV.txt

Code:
SOV_andrey_yeryomenko = {
	name = SOV_andrey_yeryomenko
	portraits = {
		army = {
			large = GFX_portrait_SOV_andrey_yeryomenko
			small = GFX_portrait_SOV_andrey_yeryomenko_small
		}
	}
	corps_commander = {
		traits = {
			trait_reckless cavalry_officer
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = 412
		visible = {
			NOT = {
				has_character_flag = SOV_exiled_flag
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_93
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_93 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 93
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 93
	}
}
### Entity: Event
Component: BBA_italy_council_deposes_duce.2
Constructs: is_triggered_only
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_council_deposes_duce.2
	title = BBA_italy_council_deposes_duce.2.t
	desc = BBA_italy_council_deposes_duce.2.desc
	picture = GFX_report_event_generic_italian_fascists
	is_triggered_only = yes
	option = {
		name = BBA_italy_council_deposes_duce.2.a
		custom_effect_tooltip = ITA_grand_council_considers_intervention_tt
	}
}
### Entity: Idea
Component: LIE_the_rotter_opportunity_idea
Constructs: stability_factor, fascism_drift
Source: game
File: common/ideas/liechtenstein.txt

Code:
LIE_the_rotter_opportunity_idea = {
	name = LIE_the_rotter_opportunity
	picture = generic_fascism_drift_bonus
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		stability_factor = -0.05
		stability_weekly = -0.005
		fascism_drift = 0.05
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_declare_independence
Constructs: prerequisite, completion_reward, is_subject, set_autonomy
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_declare_independence
	icon = GFX_goal_generic_demand_territory
	prerequisite = {
		focus = POL_request_autonomous_status POL_reach_out_to_underground_state
	}
	mutually_exclusive = {
		focus = POL_assurance_of_loyalty
	}
	relative_position_id = POL_assurance_of_loyalty
	will_lead_to_war_with = GER
	x = 2
	y = 0
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available = {
		is_subject = yes
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = probably_lead_to_war_with_ger_tt
		effect_tooltip = {
			set_autonomy = {
				target = POL
				autonomy_state = autonomy_free
			}
			GER = {
				country_event = NSB_poland_communist_events.5
			}
		}
		hidden_effect = {
			overlord = {
				set_autonomy = {
					target = POL
					autonomy_state = autonomy_free
				}
				country_event = NSB_poland_communist_events.5
			}
		}
	}
}
### Entity: Character
Component: MOL_aco2
Source: game
File: common/characters/MOL.txt

Code:
MOL_aco2 = {
	advisor = {
		slot = army_chief
		idea_token = MOL_aco2
		allowed = {
			original_tag = MOL
		}
		traits = {
			army_chief_organizational_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	name = MOL_aco2
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_4
		}
	}
}
### Entity: State
Component: state_categories
Source: game
File: common/state_category/metropolis.txt

Code:
state_categories = {
	metropolis = {
		local_building_slots = 10
		color = {
			0 200 200
		}
	}
}
### Entity: Idea
Component: EAI_DD_13/small_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_13/small_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.13
			instant = yes
		}
	}
}
### Entity: Trigger Reference
Construct: is_field_marshal
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_field_marshal

* Supported Scopes: CHARACTER
* Supported Targets: none

```
is_field_marshal = yes/no - Checks if the current unit leader is a field marshall
```
### Entity: Idea
Component: MAN_the_kangde_emperor
Constructs: has_government, removal_cost, has_country_leader
Source: game
File: common/ideas/manchukou.txt

Code:
MAN_the_kangde_emperor = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = neutrality fascism
		}
	}
	removal_cost = -1
	cancel = {
		has_country_leader = {
			ruling_only = yes
			character = MAN_aisin_gioro_puyi
		}
	}
	picture = MAN_the_kangde_emperor
	modifier = {
		political_power_factor = 0.05
		ai_call_ally_desire_factor = -40
		ai_join_ally_desire_factor = -30
	}
}
### Entity: Idea
Component: AFG_privatizied_infrastructure
Constructs: has_government
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_privatizied_infrastructure = {
	picture = ARG_invest_in_railways
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		OR = {
			has_government = communism fascism
		}
	}
	modifier = {
		political_power_factor = 0.1
		consumer_goods_factor = -0.15
		production_speed_infrastructure_factor = -0.15
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Trigger
Component: state_is_fully_controlled_by_ROOT_or_subject
Constructs: is_fully_controlled_by, is_subject_of, has_full_control_of_state
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
state_is_fully_controlled_by_ROOT_or_subject = {
	custom_trigger_tooltip = {
		tooltip = state_is_fully_controlled_by_ROOT_or_subject_tt
		OR = {
			is_fully_controlled_by = ROOT
			controller = {
				is_subject_of = ROOT
				has_full_control_of_state = PREV
			}
		}
	}
}
### Entity: National Focus
Tree: col_focus
Component: COL_minning
Constructs: prerequisite, add_ideas, completion_reward, add_resource, add_tech_bonus
Source: game
File: common/national_focus/colombia.txt

Code:
focus = {
	id = COL_minning
	icon = GFX_goal_generic_coal_mining
	prerequisite = {
		focus = COL_coffe_growth
	}
	relative_position_id = COL_coffe_growth
	x = 1
	y = 1
	cost = 10
	available = {
		OR = {
			controls_state = 306 493 1051
		}
	}
	ai_will_do = {
		factor = 2
	}
	bypass = {
		NOT = {
			controls_state = 306 493 1051
		}
	}
	completion_reward = {
		add_ideas = AFG_gold_mining
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_resource = {
			type = steel
			amount = 4
			state = 306
		} {
			type = chromium
			amount = 6
			state = 493
		} {
			type = chromium
			amount = 4
			state = 1051
		}
		add_tech_bonus = {
			name = excavation_effort_i
			bonus = 0.5
			uses = 1
			ahead_reduction = 0.5
			category = industry
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_CHROMIUM FOCUS_FILTER_STEEL FOCUS_FILTER_ALUMINIUM
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_110
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_110 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 110
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 110
	}
}
### Entity: Idea
Component: PRC_dalian_shipbuilding_company
Constructs: has_dlc, removal_cost, has_dynamic_modifier, research_bonus
Source: game
File: common/ideas/comchina.txt

Code:
PRC_dalian_shipbuilding_company = {
	picture = idea_PRC_dalian_shipbuilding_company
	allowed = {
		has_dlc = No Compromise, No Surrender
		NOT = {
			has_dlc = Arms Against Tyranny
		}
		original_tag = PRC
	}
	cost = 150
	removal_cost = 10
	available = {
		OR = {
			PRC = {
				controls_state = 716
			}
			716 = {
				has_dynamic_modifier = {
					modifier = PRC_infiltrated_state_3
				}
			}
		}
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		pacific_fleet_naval_manufacturer
	}
}
### Entity: Character
Component: CAN_lindsay_gordon
Source: game
File: common/characters/CAN.txt

Code:
CAN_lindsay_gordon = {
	name = CAN_lindsay_gordon
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_1
		}
	}
	advisor = {
		slot = high_command
		idea_token = CAN_lindsay_gordon
		ledger = air
		allowed = {
			original_tag = CAN
		}
		traits = {
			air_air_combat_training_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Unit Template
Component: RAJ_INF_01
Source: game
File: common/units/names_divisions/RAJ_names_divisions.txt

Code:
RAJ_INF_01 = {
	name = Infantry Division
	for_countries = {
		RAJ
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d Indian Division
	ordered = {
		4 = {
			%dth Indian 'Red Eagle' Division
		}
		5 = {
			%dth Indian 'Ball of Fire' Div.
		}
		9 = {
			%dth Indian Division
		}
		11 = {
			%dth Indian Division
		}
		7 = {
			%dth Indian 'Golden Arrow' Div.
		}
		8 = {
			%dth Indian 'Clover' Division
		}
		10 = {
			%dth Indian Division
		}
		14 = {
			%dth Indian 'Quetta' Division
		}
		6 = {
			%dth Indian Division
		}
		17 = {
			%dth Indian 'Black Cat' Division
		}
		19 = {
			%dth Indian 'Dagger' Division
		}
		23 = {
			%drd Indian Division
		}
		34 = {
			%dth Indian Division
		}
		20 = {
			%dth Indian Division
		}
		26 = {
			%dth Indian 'Tiger Head' Division
		}
		25 = {
			%dth Indian Division
		}
		2 = {
			%dnd Indian Division
		}
		36 = {
			%dth Indian Division
		}
		12 = {
			%dth Indian Division
		}
		39 = {
			%dth Indian Division
		}
		3 = {
			%drd Indian 'Chindits' Division
		}
		21 = {
			%dst Indian Division
		}
		1 = {
			%dst Indian Division
		}
		13 = {
			%dth Indian Division
		}
		15 = {
			%dth Indian Division
		}
		16 = {
			%dth Indian Division
		}
		18 = {
			%dth Indian Division
		}
		22 = {
			%dnd Indian Division
		}
		24 = {
			%dth Indian Division
		}
		27 = {
			%dth Indian Division
		}
		28 = {
			%dth Indian Division
		}
		29 = {
			%dth Indian Division
		}
		30 = {
			%dth Indian Division
		}
		33 = {
			%drd Indian Division
		}
		35 = {
			%dth Indian Division
		}
		37 = {
			%dth Indian Division
		}
		38 = {
			%dth Indian Division
		}
		40 = {
			%dth Indian Division
		}
		41 = {
			%dst Indian Division
		}
		42 = {
			%dnd Indian Division
		}
		45 = {
			%dth Indian Division
		}
		46 = {
			%dth Indian Division
		}
		47 = {
			%dth Indian Division
		}
		48 = {
			%dth Indian Division
		}
		49 = {
			%dth Indian Division
		}
		50 = {
			%dth Indian Division
		}
		51 = {
			%dst Indian Division
		}
		52 = {
			%dnd Indian Division
		}
		53 = {
			%drd Indian Division
		}
		54 = {
			%dth Indian Division
		}
		55 = {
			%dth Indian Division
		}
		56 = {
			%dth Indian Division
		}
		57 = {
			%dth Indian Division
		}
		58 = {
			%dth Indian Division
		}
		59 = {
			%dth Indian Division
		}
		60 = {
			%dth Indian Division
		}
		31 = {
			%dst Indian Division
		}
		32 = {
			%dnd Ind
# ... (truncated)
### Entity: Unit Template
Component: PRC
Source: game
File: common/units/names/00_names.txt

Code:
PRC = {
	air_wing_names_template = AIR_WING_NAME_CHI_FALLBACK
	small_plane_airframe = {
		prefix = 
		generic = {
			Zhandouji Dadui Jianjiji Dadui
		}
		generic_pattern = AIR_WING_NAME_CHI_GENERIC
		unique = {

		}
	}
	jet_fighter_equipment = {
		prefix = 
		generic = {
			Zhandouji Dadui Jianjiji Dadui
		}
		generic_pattern = AIR_WING_NAME_CHI_GENERIC
		unique = {

		}
	}
	medium_plane_fighter_airframe = {
		prefix = 
		generic = {
			Zhandouji Dadui Jianjiji Dadui
		}
		generic_pattern = AIR_WING_NAME_CHI_GENERIC
		unique = {

		}
	}
	small_plane_cas_airframe = {
		prefix = 
		generic = {
			Jinjuli Kongyuan Dadui
		}
		generic_pattern = AIR_WING_NAME_CHI_GENERIC
		unique = {

		}
	}
	cv_small_plane_airframe = {
		prefix = 
		generic = {
			Zhandouji Dadui Jianjiji Dadui
		}
		generic_pattern = AIR_WING_NAME_CHI_GENERIC
		unique = {

		}
	}
	cv_small_plane_cas_airframe = {
		prefix = 
		generic = {
			Jinjuli Kongyuan Dadui
		}
		generic_pattern = AIR_WING_NAME_CHI_GENERIC
		unique = {

		}
	}
	cv_small_plane_naval_bomber_airframe = {
		prefix = 
		generic = {
			Haijun Hongzhaji Dadui
		}
		generic_pattern = AIR_WING_NAME_CHI_GENERIC
		unique = {

		}
	}
	medium_plane_airframe = {
		prefix = 
		generic = {
			Zhanshu Hongzhaji Dadui Huweiji Dadui
		}
		generic_pattern = AIR_WING_NAME_CHI_GENERIC
		unique = {

		}
	}
	jet_tac_bomber_equipment = {
		prefix = 
		generic = {
			Zhanshu Hongzhaji Dadui Huweiji Dadui
		}
		generic_pattern = AIR_WING_NAME_CHI_GENERIC
		unique = {

		}
	}
	small_plane_naval_bomber_airframe = {
		prefix = 
		generic = {
			Haijun Hongzhaji Dadui
		}
		generic_pattern = AIR_WING_NAME_CHI_GENERIC
		unique = {

		}
	}
	large_plane_airframe = {
		prefix = 
		generic = {
			Zhanlue Hongzhaji Dadui
		}
		generic_pattern = AIR_WING_NAME_CHI_GENERIC
		unique = {

		}
	}
	jet_strat_bomber_equipment = {
		prefix = 
		generic = {
			Zhanlue Hongzhaji Dadui
		}
		generic_pattern = AIR_WING_NAME_CHI_GENERIC
		unique = {

		}
	}
	transport_plane_equipment = {
		prefix = 
		generic = {
			Kongyunji Dadui
		}
		generic_pattern = AIR_WING_NAME_CHI_GENERIC
		unique = {

		}
	}
}