Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Country History
Country: BAR
Component: BAR_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/BAR - Barotseland.txt

Code:
# Politics & Parties for BAR
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 10
	fascism = 5
	communism = 5
	neutrality = 80
}
### Entity: Idea
Component: AFG_privatizied_economy
Constructs: has_government, production_speed_buildings_factor
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_privatizied_economy = {
	picture = generic_foreign_capital
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		OR = {
			has_government = communism fascism
		}
	}
	modifier = {
		political_power_factor = 0.1
		production_speed_buildings_factor = 0.05
		consumer_goods_factor = -0.15
		production_speed_industrial_complex_factor = -0.15
		min_export = 0.15
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Shared Focus
Component: BALTIC_communist_opposition
Constructs: shared_focus, prerequisite, limit, has_government, add_opinion_modifier, completion_reward, cancel_if_invalid, swap_ideas
Source: game
File: common/national_focus/baltic_shared.txt

Code:
shared_focus = {
	id = BALTIC_communist_opposition
	icon = GFX_goal_generic_war_with_comintern
	prerequisite = {
		focus = BALTIC_restore_workers_republic
	}
	mutually_exclusive = {
		focus = BALTIC_seek_support_of_soviets
	}
	x = 3
	y = 1
	relative_position_id = BALTIC_restore_workers_republic
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		swap_ideas = {
			add_idea = BALTIC_restore_workers_republic_idea_1
			remove_idea = BALTIC_restore_workers_republic_idea
		}
		if = {
			limit = {
				SOU = {
					has_government = communism
				}
			}
			SOU = {
				add_opinion_modifier = {
					target = ROOT
					modifier = large_decrease
				}
				add_ai_strategy = {
					type = alliance
					id = ROOT
					value = -100
				}
			}
		} {
			limit = {
				original_tag = LIT
			}
			promote_character = LIT_zigmas_angarietis
		} {
			limit = {
				original_tag = LAT
			}
			promote_character = LAT_vilis_lacis
		} {
			limit = {
				original_tag = EST
			}
			promote_character = EST_jaan_anvelt
			hidden_effect = {
				set_cosmetic_tag = EST_estonian_workers_commune
			}
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_arm_the_civilians
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward, add_manpower
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_arm_the_civilians
	icon = GFX_goal_generic_armed_protest
	x = 2
	y = 1
	prerequisite = {
		focus = PAL_cement_fawzis_legacy
	}
	cost = 5
	relative_position_id = PAL_cement_fawzis_legacy
	completion_reward = {
		add_manpower = 15736
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = -500
		}
	}
}
### Entity: Unit Template
Component: equipments
Constructs: is_archetype, is_convertable, is_buildable, build_cost_ic, allow_mission_type, maximum_speed
Source: game
File: common/units/equipment/r56e_medium_maritime.txt

Code:
equipments = {
	med_maritime_equipment = {
		year = 1936
		is_archetype = yes
		is_convertable = yes
		picture = archetype_strat_bomber_equipment
		is_buildable = no
		type = maritime_patrol_plane
		group_by = archetype
		sprite = medium_plane
		air_map_icon_frame = 6
		manpower = 40
		fuel_consumption = 0.32
		interface_category = interface_category_air
		interface_overview_category_index = 4
		upgrades = {
			plane_naval_upgrade plane_range_upgrade plane_engine_upgrade plane_reliability_upgrade
		}
		air_superiority = 1
		reliability = 0.8
		naval_strike_attack = 15
		naval_strike_targetting = 12
		lend_lease_cost = 10
		build_cost_ic = 35
		resources = {
			aluminium = 2
			rubber = 1
		}
	}
	med_maritime_equipment_1 = {
		year = 1936
		archetype = med_maritime_equipment
		priority = 110
		allow_mission_type = {
			training cas strategic_bomber naval_bomber port_strike attack_logistics naval_mines_planting naval_mines_sweeping
		}
		can_convert_from = {
			tac_bomber_equipment_0 tac_bomber_equipment_1
		}
		air_range = 2400
		maximum_speed = 430
		air_agility = 20
		air_attack = 8
		air_defence = 18
		air_bombing = 8
		air_ground_attack = 6
		naval_strike_attack = 16
		naval_strike_targetting = 10
		build_cost_ic = 39
		resources = {
			aluminium = 3
			rubber = 1
		}
		is_convertable = yes
	}
	med_maritime_equipment_2 = {
		year = 1940
		archetype = med_maritime_equipment
		parent = med_maritime_equipment_1
		priority = 110
		can_convert_from = {
			med_maritime_equipment_1 tac_bomber_equipment_0 tac_bomber_equipment_1 tac_bomber_equipment_2
		}
		air_range = 2500
		maximum_speed = 440
		air_agility = 25
		air_attack = 13
		air_defence = 21
		air_bombing = 8
		air_ground_attack = 6
		naval_strike_attack = 20
		naval_strike_targetting = 11
		build_cost_ic = 41
		resources = {
			aluminium = 4
			rubber = 1
		}
		is_convertable = yes
	}
	med_maritime_equipment_3 = {
		year = 1944
		archetype = med_maritime_equipment
		parent = med_maritime_equipment_2
		priority = 110
		can_convert_from = {
			med_maritime_equipment_1 med_maritime_equipment_2 tac_bomber_equipment_0 tac_bomber_equipment_1 tac_bomber_equipment_2 tac_bomber_equipment_3
		}
		air_range = 3000
		maximum_speed = 480
		air_agility = 30
		air_attack = 20
		air_defence = 26
		air_bombing = 12
		air_ground_attack = 15
		naval_strike_attack = 24
		naval_strike_targetting = 12
		build_cost_ic = 43
		r
# ... (truncated)
### Entity: Event
Component: r56_afghanistan.55
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.55
	picture = GFX_report_event_AFG_peshawar_conference
	title = r56_afghanistan.55.t
	desc = r56_afghanistan.55.d
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = r56_afghanistan.55.a
		custom_effect_tooltip = AFG_likely_pakistan_uprising
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_mitteleuropa_cooperation_sphere
Constructs: prerequisite, limit, completion_reward, add_political_power, is_subject, add_to_tech_sharing_group, every_other_country, is_ally_with
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_mitteleuropa_cooperation_sphere
	icon = GFX_goal_generic_scientific_exchange
	prerequisite = {
		focus = GER_carve_up_czechoslovakia GER_align_czechoslovakia
	}
	x = -1
	y = 2
	relative_position_id = GER_align_czechoslovakia
	cost = 5
	available = {
		is_subject = no
		num_faction_members = > 1
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_political_power = 50
		custom_effect_tooltip = generic_skip_one_line_tt
		add_to_tech_sharing_group = ger_mitteleuropa_research
		every_other_country = {
			limit = {
				is_ally_with = ROOT
			}
			add_to_tech_sharing_group = ger_mitteleuropa_research
		}
	}
}
### Entity: Decision
Component: ENG_enforce_the_naval_treaties
Source: game
File: common/decisions/categories/ENG_decision_categories.txt

Code:
ENG_enforce_the_naval_treaties = {
	icon = generic_political_actions
	allowed = {
		original_tag = ENG
	}
}
### Entity: Unit Template
Component: ECU
Source: game
File: common/units/names/00_names.txt

Code:
ECU = {
	submarine = {
		prefix = BAE
		generic = {
			Submarino
		}
		unique = {
			Shyri Huancavilca Esmeraldas Manabí Los Ríos El Oro Loja Galápagos
		}
	}
	destroyer = {
		prefix = BAE
		generic = {
			Destructor
		}
		unique = {
			Libertador Bolívar Tarqui Esmeraldas Manabí Los Ríos El Oro Loja Galápagos
		}
	}
	light_cruiser = {
		prefix = BAE
		generic = {
			Crucero Ligero
		}
		unique = {
			Esmeraldas El Oro Manabí Galápagos Los Ríos Loja
		}
	}
	heavy_cruiser = {
		prefix = BAE
		generic = {
			Crucero Pesado
		}
		unique = {
			Esmeraldas El Oro Manabí Galápagos Los Ríos Loja
		}
	}
	battle_cruiser = {
		prefix = BAE
		generic = {
			Crucero de Batalla
		}
		unique = {
			Presidente Alfaro Morán Valverde
		}
	}
	battleship = {
		prefix = BAE
		generic = {
			Acorazado
		}
		unique = {
			Presidente Alfaro Morán Valverde
		}
	}
	carrier = {
		prefix = BAE
		generic = {
			Portaaviones
		}
		unique = {
			Quito Guayaquil
		}
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_license_production
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_license_production
	icon = GFX_focus_generic_license_production
	prerequisite = {
		focus = YUG_purchase_foreign
	}
	x = 0
	y = 1
	relative_position_id = YUG_purchase_foreign
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = YUG_license_production
	}
}
### Entity: Idea
Component: SIA_compromise_modernization_front_r56
Constructs: has_country_leader, removal_cost, fascism_drift
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_compromise_modernization_front_r56 = {
	allowed_civil_war = {
		original_tag = SIA
	}
	cancel = {
		NOT = {
			has_country_leader = {
				character = SIA_plaek_phibunsongkhram
				ruling_only = yes
			}
		}
	}
	removal_cost = -1
	picture = influx_of_exiles
	modifier = {
		political_power_factor = -0.1
		party_popularity_stability_factor = -0.15
		fascism_drift = -0.02
		join_faction_tension = 1
		justify_war_goal_time = 0.5
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_doctrine
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_doctrine
	icon = GFX_goal_generic_army_doctrines
	x = 7
	y = 3
	cost = 10
	prerequisite = {
		focus = CHL_artillery_f CHL_armour_effort
	} {
		focus = CHL_support CHL_mechanized
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		army_experience = 10
		add_doctrine_cost_reduction = {
			name = infantry_artillery_bonus
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Special Project
Component: sp_naval_generic_failure_nuclear_accident
Constructs: fire_only_once
Source: game
File: common/special_projects/prototype_rewards/generic_naval_prototype_rewards.txt

Code:
sp_naval_generic_failure_nuclear_accident = {
	fire_only_once = yes
	threshold = {
		min = 0
		max = 100
	}
	weight = {
		base = 200
	}
	option = {
		token = sp_naval_generic_failure_nuclear_accident_option
		iteration_output = {
			facility_state_effects = {
				damage_building = {
					tags = facility
					damage = 0.25
				}
			}
		}
	}
}
### Entity: Idea
Component: PAL_loss_in_the_war_for_sinai
Constructs: stability_factor, war_support_factor, removal_cost
Source: game
File: common/ideas/palestine.txt

Code:
PAL_loss_in_the_war_for_sinai = {
	picture = tur_kemalist_army_officers_minimal_power_neutral
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		stability_factor = -0.1
		war_support_factor = -0.2
		army_org_factor = -0.05
	}
}
### Entity: Event
Component: palestine.5
Constructs: is_triggered_only, add_political_power
Source: game
File: events/Palestine.txt

Code:
country_event = {
	id = palestine.5
	picture = GFX_report_event_generic_battle
	title = palestine.5.t
	desc = palestine.5.d
	is_triggered_only = yes
	option = {
		name = palestine.5.a
		add_political_power = -75
		army_experience = 10
	}
}
### Entity: Idea
Component: SWE_norwegian_danish_resistance_stage_3
Constructs: has_war, removal_cost
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_norwegian_danish_resistance_stage_3 = {
	allowed = {
		always = no
	}
	cancel = {
		has_war = no
	}
	removal_cost = -1
	picture = chi_army_corruption
	modifier = {
		resistance_growth_on_our_occupied_states = 0.35
		resistance_damage_to_garrison_on_our_occupied_states = 0.25
		resistance_target_on_our_occupied_states = 0.08
	}
}
### Entity: Idea
Component: PRC_central_military_commission_idea
Constructs: has_dlc, coordination_bonus
Source: game
File: common/ideas/comchina.txt

Code:
PRC_central_military_commission_idea = {
	picture = PRC_central_military_commission_idea
	allowed = {
		original_tag = PRC
		has_dlc = No Compromise, No Surrender
	}
	modifier = {
		max_command_power = 25
		army_org = 5
		org_loss_when_moving = -0.15
		high_command_cost_factor = -0.1
		navy_org = 5
		air_cas_efficiency = 0.1
		coordination_bonus = 0.1
	}
}
### Entity: Character
Component: POR_manuel_gouveia
Source: game
File: common/characters/POR.txt

Code:
POR_manuel_gouveia = {
	advisor = {
		slot = air_chief
		idea_token = POR_manuel_gouveia
		allowed = {
			original_tag = POR
		}
		traits = {
			air_chief_safety_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = POR_manuel_gouveia
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_3
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_change_the_narrative
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_change_the_narrative
	icon = GFX_focus_ARG_liberation_theology
	relative_position_id = CZE_realign_the_church
	x = 2
	y = 0
	cost = 5
	prerequisite = {
		focus = CZE_zapotocky_faction CZE_gottwald_faction CZE_kohler_faction
	}
	mutually_exclusive = {
		focus = CZE_realign_the_church
	}
	completion_reward = {
		add_ideas = CZE_aligned_church
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_the_sugar_belt
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_the_sugar_belt
	icon = GFX_goal_generic_production
	prerequisite = {
		focus = BRA_R56_grande_valley_military_complex
	}
	relative_position_id = BRA_R56_grande_valley_military_complex
	x = 1
	y = 1
	cost = 5
	completion_reward = {
		add_ideas = bra_ciclocana_idea
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_AREA_garrison_state_marshal
Constructs: has_country_flag, is_in_array
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_AREA_garrison_state_marshal = {
	enable = {
		has_country_flag = EAI_MILITARY_garrison_state_strategies
		NOT = {
			is_in_array = {
				EAI_MILITARY_INVASION_staging_areas = 633
				 = .id
			}
		}
		controls_state = 633
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.25
		order_id = 998
		states = {
			633
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Event
Component: greece.89
Constructs: is_triggered_only, fire_only_once, add_political_power
Source: game
File: events/r56_Greece.txt

Code:
country_event = {
	id = greece.89
	title = greece.89.t
	desc = greece.89.d
	picture = GFX_report_event_signing_the_pact_of_steel
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = greece.89.a
		add_political_power = 75
	}
}
### Entity: National Focus
Component: katanga_focus
Constructs: shared_focus, has_completed_focus, add_equipment_to_stockpile, prerequisite, has_war, limit, add_ideas, remove_ideas
Source: game
File: common/national_focus/katanga.txt

Code:
focus_tree = {
	id = katanga_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = KAT
		}
	}
	reset_on_civilwar = no
	shared_focus = ABC_establish_a_general_staff GEN_Aviation_Effort GEN_Naval_Effort GEN_industrial_boom GEN_State_Matter AFR_african_unification
	continuous_focus_position = {
		x = 0
		y = 1100
	}
	focus = {
		id = KAT_the_geological_scandal
		icon = GFX_focus_generic_befriend_katanga
		x = 35
		y = 0
		cost = 5
		available_if_capitulated = yes
		completion_reward = {
			add_tech_bonus = {
				name = industrial_bonus
				bonus = 1
				uses = 1
				category = industry
			}
			add_ideas = YUG_idea_expanded_mining_industry
		}
		search_filters = {
			FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
		}
		ai_will_do = {
			factor = 3.2
			modifier = {
				factor = 0
				date = < 1936.10.1
				num_of_controlled_states = < 2
			} {
				add = -0.1
				num_of_controlled_states = < 2
			}
		}
	} {
		id = KAT_gold_mining
		icon = GFX_goal_generic_extraction_gold
		prerequisite = {
			focus = KAT_the_geological_scandal
		}
		x = -1
		y = 1
		relative_position_id = KAT_the_geological_scandal
		search_filters = {
			FOCUS_FILTER_INDUSTRY
		}
		cost = 10
		ai_will_do = {
			factor = 40
		}
		available = {
			OR = {
				has_tech = excavation1 excavation2 excavation3
			}
			889 = {
				is_owned_and_controlled_by = ROOT
			}
		}
		bypass = {
			NOT = {
				889 = {
					is_owned_and_controlled_by = ROOT
				}
			}
		}
		cancel_if_invalid = no
		continue_if_invalid = yes
		completion_reward = {
			add_ideas = ROM_gold_extraction_idea
			IF = {
				limit = {
					889 = {
						free_building_slots = {
							building = industrial_complex
							size = > 1
							include_locked = yes
						}
					}
				}
				889 = {
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes
					}
				}
			}
		}
	} {
		id = KAT_katangese_copper
		icon = GFX_goal_BEL_copper
		prerequisite = {
			focus = KAT_the_geological_scandal
		}
		x = 1
		y = 1
		relative_position_id = KAT_the_geological_scandal
		search_filters = {
			FOCUS_FILTER_INDUSTRY
		}
		cost = 10
		ai_will_do = {
			factor = 40
		}
		available = {
			OR = {
				has_tech = excavation1 excavation2 excavation3
			}
			889 = {
				is_owned_and_controlled_by = ROOT
			}
		}
		bypass = {
			NOT = {
				889 = {
					is
# ... (truncated)
### Entity: National Focus
Tree: est_focus
Component: EST_communist_victory
Constructs: prerequisite, has_country_flag, completion_reward
Source: game
File: common/national_focus/r56_estonia.txt

Code:
focus = {
	id = EST_communist_victory
	icon = GFX_focus_GRE_red_victory
	prerequisite = {
		focus = EST_election_boycotts
	}
	relative_position_id = EST_election_boycotts
	x = 7
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_country_flag = EST_sare_flag
	}
	bypass = {

	}
	completion_reward = {
		custom_effect_tooltip = EST_sare_tt
	}
}
### Entity: Event
Component: AUS_political_events.50
Constructs: is_triggered_only, ai_chance, limit, is_controlled_by, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.50
	title = AUS_political_events.50.t
	desc = AUS_political_events.50.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = AUS_political_events.50.a
		ai_chance = {
			base = 10
		}
		IF = {
			limit = {
				66 = {
					is_controlled_by = FROM
				}
			}
			66 = {
				transfer_state_to = ROOT
			}
		} {
			limit = {
				67 = {
					is_controlled_by = FROM
				}
			}
			67 = {
				transfer_state_to = ROOT
			}
		}
		FROM = {
			random_owned_controlled_state = {
				limit = {
					is_core_of = FROM
					NOT = {
						state = 66 67
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Event
Component: ww_BEL_event_diplomatic.4
Constructs: is_triggered_only, create_wargoal, take_state_focus
Source: game
File: events/WUW_Belgium.txt

Code:
country_event = {
	id = ww_BEL_event_diplomatic.4
	title = ww_BEL_event_diplomatic.4.t
	desc = ww_BEL_event_diplomatic.4.desc
	picture = GFX_report_event_soviet_tank_parade
	is_triggered_only = yes
	option = {
		name = ww_BEL_event_diplomatic.4.a
		create_wargoal = {
			type = take_state_focus
			target = FROM
			generator = {
				8
			}
		}
	}
}
### Entity: Modifier Reference
Construct: army_leader_cost_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## army_leader_cost_factor

* Number with 1 decimal places
* **Categories**: unit_leader
### Entity: Name List
Component: GAH
Source: game
File: common/names/00_names.txt

Code:
GAH = {
	male = {
		names = {
			Abdul Ablade Akwasi Albert Alex Aliu Anthony Ataa Austin Ave Awal Ben Bernard Cephas Clement Daniel Ebenezer Eddie Edward El Elom Emmanuel Ephraim Eric Francis Frank Fred George Gloria Godfried Gyearbuor Hilla Ignatius Isaac Jackie James Jerry Joachim Joe John Joseph Joshua Kobina Koby Kofi Kow Kudjoe Kwadwo Kwaku Kwame Kwamena Kwaw Kwesi Majid Mamood Mark Maxwell Michael Mikki Mohammed Nana Nat Nii Obed Obo Oli Patrick Peter Philip Prince Richie Rikki Rudolf Sammi Samuel Shamo Simon Tetteh Van Victor Yaw
		}
	}
	female = {
		names = {
			Akosua Cecilia Juliet Leila Mavis Nadia Nana Shirley Suzzy Yvonne
		}
	}
	surnames = {
		Abongo Adablah Addy Adjei Adu Affutu Agbee Aggudey Aidoo Akuetteh Akufo-Addo Alhassan Amadu Amankwah Amenga-Etego Amissah Amoah Amu Anatsui Anin Annan Ansah Apea Arkaah Aryee Asante Ayensu Baah Berko Blay Buari Busia Chireh Djansi Dossey Frimpong-Manso Gbeho de Graft-Johnson Ibrahim Kalilu Konadu Kuffour Kumah Labi Limann Mahama McBrown Mensah Michel Mumuni Nikoi Nyarko Oko Ollennu Preko Quartey Quaynor Rahman Sintim-Misa Wemega-Kwawu Yaw
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_national_gold_reserves
Constructs: prerequisite, has_war, limit, add_ideas, has_war_with, is_major, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_national_gold_reserves
	available = {
		has_war = no
		OR = {
			AND = {
				ENG = {
					exists = yes
					NOT = {
						has_war_with = ROOT
					}
				}
				any_country = {
					is_major = yes
					has_war_with = ENG
				}
			} {
				GER = {
					exists = yes
					NOT = {
						has_war_with = ROOT
					}
				}
				any_country = {
					is_major = yes
					has_war_with = GER
				}
			}
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = POR_appease_monarchists
	}
	icon = GFX_focus_usa_reestablish_the_gold_standard
	x = 1
	y = 1
	relative_position_id = POR_appease_monarchists
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = POR_national_gold_reserves
		ENG = {
			add_opinion_modifier = {
				target = POR
				modifier = POR_portuguese_trade
			}
		}
		GER = {
			add_opinion_modifier = {
				target = POR
				modifier = POR_portuguese_trade
			}
		}
		every_other_country = {
			limit = {
				NOT = {
					tag = GER
				} {
					tag = ENG
				}
				OR = {
					is_in_faction_with = ENG GER
				}
			}
			add_opinion_modifier = {
				target = POR
				modifier = POR_portuguese_trade_minor
			}
		}
	}
}
### Entity: Event
Component: SEA_china_democratic.4
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/SEA_Nat_China.txt

Code:
country_event = {
	id = SEA_china_democratic.4
	title = SEA_china_democratic.4.t
	desc = SEA_china_democratic.4.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = SEA_china_democratic.4.a
	}
}
### Entity: Unit Template
Component: BEL_MNT_01
Source: game
File: common/units/names_divisions/BEL_names_divisions.txt

Code:
BEL_MNT_01 = {
	name = Mountain/Ranger Division
	for_countries = {
		BEL
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers ranger_battalion
	}
	link_numbering_with = {
		BEL_INF_01
	}
	fallback_name = %dème Div. de Chasseurs Ardennais
	ordered = {
		101 = {
			1ère Div. de Chasseurs Ardennais
		}
		102 = {
			2dème Div. de Chasseurs Ardennais
		}
		103 = {
			3dème Div. de Chasseurs Ardennais
		}
		104 = {
			4dème Div. de Chasseurs Ardennais
		}
		105 = {
			5dème Div. de Chasseurs Ardennais
		}
		106 = {
			6dème Div. de Chasseurs Ardennais
		}
		107 = {
			7dème Div. de Chasseurs Ardennais
		}
		108 = {
			8dème Div. de Chasseurs Ardennais
		}
		109 = {
			9dème Div. de Chasseurs Ardennais
		}
	}
}