Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: NSB_poland_royal_election.4
Constructs: is_triggered_only, ai_chance, set_country_flag, load_focus_tree, set_cosmetic_tag, set_party_name, complete_national_focus, unlock_national_focus
Source: game
File: events/NSB_Poland.txt

Code:
country_event = {
	id = NSB_poland_royal_election.4
	title = NSB_poland_royal_election.4.t
	desc = NSB_poland_royal_election.4.desc
	picture = GFX_report_event_royal_parade
	immediate = {
		hidden_effect = {
			set_country_flag = romanov_enabled
		}
	}
	is_triggered_only = yes
	option = {
		name = NSB_poland_royal_election.4.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				always = no
			}
		}
		load_focus_tree = {
			tree = polish_focus
			keep_completed = yes
		}
		mark_focus_tree_layout_dirty = yes
		promote_character = POL_anna_andersson
		set_cosmetic_tag = POL_KINGDOM_RUS
		set_party_name = {
			ideology = neutrality
			long_name = romanov_party
			name = romanov_party
		}
		complete_national_focus = POL_fulfil_fifth_of_november
		unlock_national_focus = POL_romanov
		hidden_effect = {
			set_country_flag = achievement_POL_elected_monarch
			news_event = {
				id = nsb_news.5
				days = 1
			}
		}
	} {
		name = NSB_poland_royal_election.4.b
		ai_chance = {
			base = 10
		}
		custom_effect_tooltip = POL_keep_looking_tt
		hidden_effect = {
			country_event = {
				id = NSB_poland_royal_election.1
				days = 35
			}
		}
	}
}
### Entity: Event
Component: bftb_greece.37
Constructs: is_triggered_only, add_war_support, add_stability, add_state_claim
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.37
	title = bftb_greece.37.t
	desc = bftb_greece.37.desc
	picture = GFX_report_event_tur_turkish_soldiers
	is_triggered_only = yes
	option = {
		name = bftb_greece.37.a
		add_stability = 0.1
		add_war_support = 0.15
		army_experience = 10
		hidden_effect = {
			SOV = {
				country_event = {
					id = bftb_greece.227
					days = 1
				}
				add_state_claim = 797
			}
		}
	}
}
### Entity: Event
Component: mtg_britain.113
Constructs: is_triggered_only, limit, set_autonomy, load_focus_tree
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.113
	title = mtg_britain.113.t
	desc = mtg_britain.113.d
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = mtg_britain.113.a
		set_autonomy = {
			target = FROM
			autonomy_state = autonomy_integrated_puppet
		}
		hidden_effect = {
			if = {
				limit = {
					FROM = {
						original_tag = CAN
					}
				}
				FROM = {
					load_focus_tree = {
						tree = canadian_focus
						keep_completed = yes
					}
					CAN_enforce_loyalty = yes
				}
			} {
				limit = {
					FROM = {
						original_tag = SAF
					}
				}
				FROM = {
					load_focus_tree = {
						tree = south_african_focus
						keep_completed = yes
					}
					SAF_enforce_loyalty = yes
				}
			} {
				limit = {
					FROM = {
						original_tag = AST
					}
				}
				FROM = {
					load_focus_tree = {
						tree = australian_focus
						keep_completed = yes
					}
					AST_enforce_loyalty = yes
				}
			} {
				limit = {
					FROM = {
						original_tag = NZL
					}
				}
				FROM = {
					load_focus_tree = {
						tree = new_zealander_focus
						keep_completed = yes
					}
					NZL_enforce_loyalty = yes
				}
			}
		}
	}
}
### Entity: Event
Component: NSB_poland_royal_election.2
Constructs: is_triggered_only, ai_chance, limit, has_country_flag, has_game_rule, set_nationality, has_character, set_party_name
Source: game
File: events/NSB_Poland.txt

Code:
country_event = {
	id = NSB_poland_royal_election.2
	title = NSB_poland_royal_election.2.t
	desc = NSB_poland_royal_election.2.desc
	picture = GFX_report_event_royal_parade
	is_triggered_only = yes
	option = {
		name = NSB_poland_royal_election.2.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				NOT = {
					OR = {
						has_country_flag = POL_AI_RANDOM_ROMANIA
						has_game_rule = {
							rule = POL_ai_behavior
							option = ROMANIA
						} {
							rule = POL_ai_behavior
							option = DEFAULT
						}
					}
				}
			}
		}
		ROM = {
			ROM_king_michael = {
				set_nationality = POL
			}
		}
		if = {
			limit = {
				POL = {
					has_character = ROM_king_michael
				}
			}
			POL = {
				ROM_king_michael = {
					promote_character = {
						ideology = despotism
					}
				}
			}
		}
		set_party_name = {
			ideology = neutrality
			long_name = POL_hohenzollern_sigmaringen
			name = POL_hohenzollern_sigmaringen
		}
		hidden_effect = {
			clr_country_flag = POL_searching_for_monarch_flag
		} {
			set_country_flag = achievement_POL_elected_monarch
			news_event = {
				id = nsb_news.5
				days = 1
			}
		}
		set_country_flag = king_michael_flag
		complete_national_focus = POL_fulfil_fifth_of_november
		unlock_national_focus = POL_hohenzollern
	} {
		name = NSB_poland_royal_election.2.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					has_country_flag = POL_AI_RANDOM_ROMANIA
					has_game_rule = {
						rule = POL_ai_behavior
						option = ROMANIA
					}
				}
			}
		}
		custom_effect_tooltip = POL_keep_looking_tt
		hidden_effect = {
			country_event = {
				id = NSB_poland_royal_election.3
				days = 35
			}
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_military_engineering_university
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_military_engineering_university
	icon = GFX_SOV_military_engineering_university_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_found_the_pcdi
	} {
		focus = SOV_strengthen_the_mobilization_plan
	}
	x = 2
	y = 1
	relative_position_id = SOV_found_the_pcdi
	cost = 5
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		add_to_variable = {
			SOV_defense_industry_production_speed_coastal_bunker_factor = 0.05
		} {
			SOV_defense_industry_production_speed_bunker_factor = 0.05
		} {
			SOV_defense_industry_max_dig_in_factor = 0.05
		}
		custom_effect_tooltip = SOV_military_engineering_university_ns_tt
	}
}
### Entity: Character
Component: GER_traditionalist
Constructs: stability_factor, production_speed_buildings_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_traditionalist = {
	random = no
	sprite = 13
	political_power_factor = 0.1
	stability_factor = 0.1
	communism_acceptance = -50
	fascism_acceptance = -50
	production_speed_buildings_factor = 0.05
}
### Entity: Country History
Country: FRI
Component: FRI_politics
Constructs: set_stability, add_ideas, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/FRI - French Indochina.txt

Code:
# Politics & Parties for FRI
set_war_support = 0.1
set_stability = 0.5
set_politics = {
	ruling_party = neutrality
	last_election = 1932.5.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 4
	fascism = 10
	communism = 23
	neutrality = 63
}
add_ideas = {
	FRI_colonial_army FRI_surete_generale_indochinoise FRI_growing_vietnamese_nationalism FRI_unequal_economic_developement FRI_illiteracy
}
### Entity: Event
Component: BBA_ethiopia_fascist_events.05
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_fascist_events.05
	title = BBA_ethiopia_fascist_events.05.t
	desc = BBA_ethiopia_fascist_events.05.desc
	picture = GFX_report_event_spr_italian_volunteers
	is_triggered_only = yes
	option = {
		name = BBA_ethiopia_fascist_events.05.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_promote_francophone_immigration
Constructs: prerequisite, add_ideas, add_stability, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_promote_francophone_immigration
	icon = GFX_goal_generic_citizens
	x = 3
	y = 3
	cost = 5
	relative_position_id = QUE_tackle_the_economic_issues
	prerequisite = {
		focus = QUE_fund_small_corporations
	}
	available_if_capitulated = yes
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		add_stability = -0.025
		random_owned_controlled_state = {
			prioritize = {
				860
			}
			add_extra_state_shared_building_slots = 2
		}
		add_ideas = QUE_immigrants_moment
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_demand_portugese_territory
Constructs: prerequisite, completion_reward, has_war_with_major, is_in_faction_with, is_subject_of
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_demand_portugese_territory
	icon = GFX_focus_por_luso_tropicalism
	x = 0
	y = 1
	relative_position_id = BRA_empire_of_brazil
	prerequisite = {
		focus = BRA_empire_of_brazil
	}
	mutually_exclusive = {
		focus = BRA_demand_portugese_submission
	}
	cost = 5
	ai_will_do = {
		factor = 13
		modifier = {
			factor = 0
			OR = {
				has_war_with_major = yes
				is_in_faction_with = POR
			}
		}
	}
	bypass = {
		POR = {
			OR = {
				exists = no
				is_subject_of = ROOT
			}
		}
	}
	will_lead_to_war_with = POR
	available = {
		any_other_country = {
			original_tag = POR
			exists = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		POR = {
			country_event = {
				id = JUNO_brazil_events.70
				hours = 1
			}
		}
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_protect_the_colonies
Constructs: prerequisite, completion_reward, is_subject_of, add_tech_bonus
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_protect_the_colonies
	bypass = {
		custom_trigger_tooltip = {
			tooltip = netherlands_has_no_colonies_tt
			NOT = {
				OR = {
					controls_state = 335
					any_country = {
						is_subject_of = HOL
						controls_state = 335
					}
				} {
					controls_state = 672
					any_country = {
						is_subject_of = HOL
						controls_state = 672
					}
				} {
					controls_state = 334
					any_country = {
						is_subject_of = HOL
						controls_state = 334
					}
				} {
					controls_state = 673
					any_country = {
						is_subject_of = HOL
						controls_state = 673
					}
				} {
					controls_state = 667
					any_country = {
						is_subject_of = HOL
						controls_state = 667
					}
				} {
					controls_state = 309
					any_country = {
						is_subject_of = HOL
						controls_state = 309
					}
				}
			} {
				focus_progress = {
					focus = HOL_protect_the_mainland
					progress = > 0
				}
			}
		}
	}
	prerequisite = {
		focus = HOL_expand_the_mld
	}
	mutually_exclusive = {
		focus = HOL_protect_the_mainland
	}
	icon = GFX_goal_generic_air_naval_bomber
	x = 1
	y = 1
	relative_position_id = HOL_expand_the_mld
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = HOL_protect_the_colonies
			bonus = 1
			uses = 1
			category = naval_bomber
		}
	}
}
### Entity: Event
Component: NSB_soviet_paranoia_system_events.28
Constructs: is_triggered_only, ai_chance, limit, add_ideas, has_country_flag, add_political_power, has_idea, swap_ideas
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_paranoia_system_events.28
	title = NSB_soviet_paranoia_system_events.28.t
	desc = NSB_soviet_paranoia_system_events.28.desc
	picture = GFX_report_event_SOV_purge_young_officers
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			SOV_paranoia_increase_purge_counter_great = yes
		}
	}
	option = {
		name = NSB_soviet_paranoia_system_events.28.a
		ai_chance = {
			base = 10
		}
		if = {
			limit = {
				has_idea = SOV_purged_junior_army_officers_3
			}
		} {
			limit = {
				has_country_flag = SOV_purge_event_unavoidable_flag
			}
			custom_effect_tooltip = SOV_purge_event_unavoidable_purge_great_tt
		}
		else_if = {
			limit = {
				has_idea = SOV_purged_junior_army_officers_2
			}
			swap_ideas = {
				remove_idea = SOV_purged_junior_army_officers_2
				add_idea = SOV_purged_junior_army_officers_3
			}
		} {
			limit = {
				has_idea = SOV_purged_junior_army_officers_1
			}
			swap_ideas = {
				remove_idea = SOV_purged_junior_army_officers_1
				add_idea = SOV_purged_junior_army_officers_2
			}
		} {
			limit = {
				has_political_power = < SOV_purge_event_pp_to_avoid_great
			}
			custom_effect_tooltip = SOV_purge_event_not_enough_pp_to_avoid_great_tt
		}
		else = {
			add_ideas = SOV_purged_junior_army_officers_1
		}
		hidden_effect = {
			SOV_paranoia_update_portraits_ui = yes
		}
		SOV_paranoia_medium_decrease_effect = yes
		SOV_clear_unavoidable_purge_flags_effect = yes
		SOV_increase_opposition_army_support_small = yes
	} {
		name = NSB_soviet_paranoia_system_events.28.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				has_political_power = < SOV_purge_event_pp_to_avoid_great_pay
			} {
				factor = 0
				SOV_is_opposition = yes
			}
		}
		trigger = {
			NOT = {
				has_political_power = < SOV_purge_event_pp_to_avoid_great
			} {
				has_country_flag = SOV_purge_event_unavoidable_flag
			}
		}
		add_political_power = SOV_purge_event_pp_to_avoid_great_pay
		SOV_paranoia_high_increase_effect = yes
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_central_bureau
Constructs: prerequisite, limit, add_ideas, completion_reward, is_in_faction_with, cancel_if_invalid, add_tech_bonus, has_dlc
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_central_bureau
	icon = GFX_goal_generic_radar
	prerequisite = {
		focus = AST_introduce_unconventional_warfare
	}
	x = 0
	y = 1
	relative_position_id = AST_introduce_unconventional_warfare
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_in_faction_with = USA
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = AST_central_bureau
			bonus = 1.0
			ahead_reduction = 2
			uses = 2
			technology = tech_signal_company tech_signal_company2 tech_signal_company3 tech_signal_company4
		}
		if = {
			limit = {
				has_dlc = La Resistance
			}
			add_ideas = AST_central_bureau_idea
		}
	}
}
### Entity: State History
Component: 463
Source: game
File: history/states/463-Alaska.txt

Code:
state = {
	id = 463
	name = STATE_463
	history = {
		owner = USA
		buildings = {
			infrastructure = 1
			air_base = 1
			13091 = {
				naval_base = 1
			}
		}
		victory_points = {
			13090 1
		} {
			13091 3
		}
	}
	provinces = {
		1135 1830 4833 4848 7855 7884 10679 10694 10707 12661 13069 13090 13091 13202 13203
	}
	manpower = 67500
	buildings_max_level_factor = 1
	state_category = rural
	local_supplies = 0.0
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_joint_naval_development
Constructs: prerequisite, limit, completion_reward, is_in_faction, add_doctrine_cost_reduction, every_other_country, has_navy_size, is_in_faction_with
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_joint_naval_development
	icon = GFX_goal_generic_admirality
	relative_position_id = EGY_join_the_allies
	x = 0
	y = 2
	cost = 10
	available = {
		is_in_faction = yes
	}
	prerequisite = {
		focus = EGY_the_flying_lions
	} {
		focus = EGY_food_importation
	}
	search_filters = {
		FOCUS_FILTER_NAVY_XP FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		navy_experience = 10
		add_doctrine_cost_reduction = {
			name = EGY_joint_naval_development
			uses = 1
			cost_reduction = 0.5
			category = naval_doctrine
		}
		every_other_country = {
			limit = {
				has_navy_size = {
					size = > 34
				}
				is_in_faction_with = ROOT
			}
			add_doctrine_cost_reduction = {
				name = EGY_joint_naval_development
				uses = 1
				cost_reduction = 0.5
				category = naval_doctrine
			}
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_publicize_the_universities
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_publicize_the_universities
	icon = GFX_goal_research_silver_cooperation
	relative_position_id = EGY_liberalization_of_trade_policies
	x = -1
	y = 1
	cost = 10
	prerequisite = {
		focus = EGY_liberalization_of_trade_policies
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_open_up_new_markets
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, is_subject_of, create_wargoal, annex_everything
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_open_up_new_markets
	icon = GFX_goal_generic_territory_or_war
	prerequisite = {
		focus = RAJ_circuvment_demobilization_restrictions RAJ_manipulate_army_statistics
	}
	x = 1
	y = 1
	relative_position_id = RAJ_circuvment_demobilization_restrictions
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		if = {
			limit = {
				BHU = {
					exists = yes
					NOT = {
						is_subject_of = ROOT
					}
				}
			}
			create_wargoal = {
				type = annex_everything
				target = BHU
			}
		} {
			limit = {
				NEP = {
					exists = yes
					NOT = {
						is_subject_of = ROOT
					}
				}
			}
			create_wargoal = {
				type = annex_everything
				target = NEP
			}
		} {
			limit = {
				PER = {
					exists = yes
					NOT = {
						is_subject_of = ROOT
					}
				}
			}
			create_wargoal = {
				type = annex_everything
				target = PER
			}
		} {
			limit = {
				TIB = {
					exists = yes
					NOT = {
						is_subject_of = ROOT
					}
				}
			}
			create_wargoal = {
				type = annex_everything
				target = TIB
			}
		}
	}
}
### Entity: Idea
Component: PAL_pillar_of_jihad
Constructs: removal_cost
Source: game
File: common/ideas/palestine.txt

Code:
PAL_pillar_of_jihad = {
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		weekly_manpower = 200
	}
}
### Entity: Effect Reference
Construct: if
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## if

* Supported Scopes: any
* Supported Targets: none

```
a conditional effect
```
### Entity: Country History
Country: HOL
Component: HOL_politics
Constructs: set_stability, add_ideas, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/HOL - Holland.txt

Code:
# Politics & Parties for HOL
set_stability = 0.75 0.75
set_war_support = 0
add_ideas = {
	HOL_wilhelmina
}
set_politics = {
	ruling_party = democratic
	last_election = 1933.4.26
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 93
	fascism = 4
	communism = 3
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_intervention_in_greece
Constructs: prerequisite, has_war_with, completion_reward, is_in_faction_with, has_subject, cancel_if_invalid, random_hours, add_state_claim
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_intervention_in_greece
	icon = GFX_goal_generic_occupy_states_ongoing_war
	x = 0
	y = 1
	prerequisite = {
		focus = FRA_compensate_italy
	}
	relative_position_id = FRA_compensate_italy
	cost = 10
	ai_will_do = {
		factor = 1
	}
	will_lead_to_war_with = GRE
	available = {
		NOT = {
			is_in_faction_with = GRE
		}
	}
	bypass = {
		OR = {
			has_war_with = GRE
			has_subject = GRE
		}
		any_country = {
			is_in_faction_with = ROOT
			OR = {
				has_war_with = GRE
				has_subject = GRE
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		ITA = {
			country_event = {
				id = lar_intervention_in_greece.1
				hours = 6
				random_hours = 12
			}
		}
		custom_effect_tooltip = needs_approval
		effect_tooltip = {
			ITA = {
				add_state_claim = 185 731 184 47 186
			}
			FRA = {
				add_state_claim = 187 182
			}
		}
	}
}
### Entity: Event
Component: israel.76
Constructs: is_triggered_only, add_stability, create_wargoal, annex_everything
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.76
	title = israel.76.t
	desc = israel.76.d
	is_triggered_only = yes
	option = {
		name = israel.76.a
		create_wargoal = {
			target = SYR
			type = annex_everything
		}
		add_stability = -0.05
	} {
		name = israel.76.b
	}
}
### Entity: Event
Component: vietnam.2
Constructs: is_triggered_only, add_to_faction
Source: game
File: events/Vietnam.txt

Code:
country_event = {
	id = vietnam.2
	title = vietnam.2.t
	desc = vietnam.2.d
	picture = GFX_report_event_soviet_soldiers
	is_triggered_only = yes
	option = {
		name = vietnam.2.a
		SOV = {
			add_to_faction = VIN
		}
	}
}
### Entity: Scripted Effect
Component: AFG_create_puppet_army
Constructs: division_template, is_locked, force_allow_recruiting, create_unit
Source: game
File: common/scripted_effects/AFG_scripted_effects.txt

Code:
AFG_create_puppet_army = {
	division_template = {
		name = Tribal Militia
		is_locked = yes
		force_allow_recruiting = yes
		regiments = {
			militia = {
				x = 0
				y = 0
			} {
				x = 0
				y = 1
			} {
				x = 1
				y = 0
			} {
				x = 1
				y = 1
			}
		}
	}
	capital_scope = {
		create_unit = {
			division = division_template = "Tribal Militia" start_experience_factor = 0.05 start_equipment_factor = 1
			owner = PREV
			count = 3
		}
	}
}
### Entity: Name List
Component: BUK
Source: game
File: common/names/00_names.txt

Code:
BUK = {
	male = {
		names = {
			Aziz Shams Abbas Abolghasem Abdolhossein Abdolsamad Abdolazim Ahmad Ali Bahram Fazlollah Hamzeh Hasan Karim Mahmoud Mohammad Murad Muhsin Nosret Reza Afshin Ardashir Aria Arshad Arman Armand Ammar Amir Arash Arvin Atash Bijan Babak Bardia Basir Dalir Dariush Derafsh Ebrahim Ervin Ehsan Esmail Izad Farhad Farbod Farrokh Farshid Hamid Hassan Hossein Hormuzd Jamshid Kamran Kasra Khashayar Kourosh Khosrow Mazdak Mazdan Maziar Mehran Manuchehr Massoud Mehrdad Marzban Mehdi Milad Mir Omid Papak Parsa Parviz Payam Pedram Piruz Pouria Ramin Rexa Rostam Sadegh Sassan Sepehr Shahin Shapour Shahryar Shervin Sohrab Soroush Turan Vahid Vandad Yousef Zand Zartosh Zurvan Abdallah Abd al-Rahman Abd al-Quddus Afzal Ahmad Akbar Akram Ayyub Fath Firuz al-Din Habib Alllah Haydar Humayun Inayat Allah Ishaq Jamal Kamran Kohandil Mahmud Mahsud Mihrdil Muhammad Murad Nadir Nasr Allah Omar Qaysar Shahpur Sher Ali Shuja Suleyman Timur Yaqub Zaman Abdullo Abdullohi Abdurahman Abdusalom Ahmadjon Alisher Anvan Bahodur Bakhriddin Daler Darvesh Daryo Davlatali Farkhod Farrukh Firuz Habibullo Hoji Homid Ibrohim Ilhom Ismoil Jahongir Jamshed Janob Jurabek Khakim Khon Mamadsho Mamur Mashhadi Mirali Mirzo Muhammad Muhammadjon Mukhammad Mullo Murod Nosir Nuriddin Odil Pulod Rahmatillo Rahmatullo Raimkul Ramazon Ravshan Ravshanbek Rustam Sadullo Samandar Shuhrat Sobir Suhrob Tohir Ulugbek Ustoz Yoqub Zokir
		}
	}
	female = {
		names = {
			Mehrnaz Farnaz Afsaneh Ahu Arghavan Azarmidokht Asa Azadeh Bahar Banafsheh Behnaz Burandokht Darya Delaram Delbar Dinah Donya Elham Elnaz Farah Fareedeh Farnaz Farrin Farva Furuzan Ghamze Ghazal Ghoncheh Ghoncheh Golbahar Golbahar Golnaz Golnaz Golpari Golshan Hamdam Hurmat Irandokht Jamileh Javaneh Leila Mahdokht Mahtab Mariam Mariam Navvaba Nazgol Nazgol Nazilla Noor Parvaneh Parvaneh Parvin Pertevniyal Pourandokht Pourandokht Roshanora Roxana Salomeh Shahrzad Shahzadeh Shirin Soraya Touran Tourandokht Yasaman Yekta Zarrindokht Zeynab Zohreh Atiya
		}
	}
	surnames = {
		Faghihinejad Jorjani Airom Ansari Ayrum Buzarjomehri Davallu Farhani Jahanbani Kashani Khuzai Meshhedi Nakhchevani Pesyan Rokni Shafaei Shahbakhti Tahmasebi Abed Ahura Ebrahimi Esfahani Esfandiari Farrokhzad Farahmand Ghademi Homayoun Hooshang Jahandar Jahangir Jahanshah Jamshidi Kavoosi Khadem Khiabni Khorram-din Lajani Madani Mazdaki Mazdani Mehregan Mazand
# ... (truncated)