Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: eth_focus
Component: ETH_modern_navy
Constructs: prerequisite, limit, completion_reward, has_dlc, unlock_spirit_of_naval_academy_tt, add_doctrine_cost_reduction, add_tech_bonus, dd_bonus
Source: game
File: common/national_focus/r56_ethiopia.txt

Code:
focus = {
	id = ETH_modern_navy
	icon = GFX_focus_generic_africa_naval
	x = 18
	y = 3
	cost = 10
	prerequisite = {
		focus = ETH_fortify_somalia
	} {
		focus = ETH_fortify_eritrea
	}
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		IF = {
			limit = {
				has_dlc = No Step Back
			}
			custom_effect_tooltip = unlock_spirit_of_naval_academy_tt
		}
		navy_experience = 35
		add_doctrine_cost_reduction = {
			name = ETH_modern_navy
			cost_reduction = 0.5
			uses = 1
			category = naval_doctrine
		}
		add_tech_bonus = {
			name = dd_bonus
			bonus = 1
			ahead_reduction = 1
			uses = 1
			category = dd_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: poland.34
Constructs: is_triggered_only
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.34
	title = poland.34.t
	desc = poland.34.d
	picture = GFX_report_event_generic_usa_treaty
	is_triggered_only = yes
	option = {
		name = poland.34.a
	}
}
### Entity: Idea
Component: ICE_vifilfell
Constructs: has_completed_focus, stability_factor, has_dlc, research_bonus
Source: game
File: common/ideas/iceland.txt

Code:
ICE_vifilfell = {
	allowed = {
		original_tag = ICE
		has_dlc = Arms Against Tyranny
	}
	available = {
		has_completed_focus = ICE_american_investments
	}
	research_bonus = {

	}
	traits = {
		industrial_concern
	}
	modifier = {
		stability_factor = 0.1
		consumer_goods_factor = -0.15
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_develop_horska_artillery
Constructs: prerequisite, limit, completion_reward, set_technology, add_daily_mastery, add_to_variable, add_tech_bonus, has_character
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_develop_horska_artillery
	icon = GFX_focus_RAJ_mountain_guns
	overlay = GFX_focus_overlay_cze_small_arms_focus
	prerequisite = {
		focus = CZE_expand_the_horska_divisions
	}
	mutually_exclusive = {
		focus = CZE_diversify_our_specialists
	}
	x = -1
	y = 1
	relative_position_id = CZE_expand_the_horska_divisions
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {
		CZE_has_a_skoda_infantry_focus = yes
	}
	completion_reward = {
		add_daily_mastery = {
			amount = 0.1
			days = 90
			name = CZE_develop_horska_artillery
			track = combat_support
		}
		custom_effect_tooltip = generic_skip_one_line_tt CZE_ceskoslovenska_armada_ns_intro_tt generic_skip_one_line_tt generic_skip_one_line_tt CZE_develop_horska_artillery_tech_tt
		add_to_variable = {
			CZE_ceskoslovenska_armada_unit_artillery_brigade_design_cost_factor = -0.5
			tooltip = unit_artillery_brigade_design_cost_factor_tt
		}
		add_tech_bonus = {
			name = CZE_develop_horska_artillery
			bonus = 0.5
			uses = 2
			category = artillery
		}
		if = {
			limit = {
				has_character = CZE_josef_votruba
			}
			CZE_josef_votruba = {
				gain_xp = 250
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		hidden_effect = {
			set_technology = {
				MUN_horska_artillery = 1
				popup = no
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Event
Component: abc.1
Constructs: is_triggered_only, add_ideas, set_country_flag
Source: game
File: events/r56_generic_tree_events.txt

Code:
country_event = {
	id = abc.1
	title = abc.1.t
	desc = abc.1.desc
	picture = GFX_report_event_Tadeusz_Jordan_Rozwadowski
	is_triggered_only = yes
	option = {
		name = abc.1.a
		set_country_flag = ABC_establish_a_general_staff_a
		custom_effect_tooltip = AFG_constitution_question_end_tt
		effect_tooltip = {
			add_ideas = ABC_establish_a_general_staff_idea_1
		}
	} {
		name = abc.1.b
		set_country_flag = ABC_establish_a_general_staff_b
		custom_effect_tooltip = AFG_constitution_question_end_tt
		effect_tooltip = {
			add_ideas = ABC_establish_a_general_staff_idea_2
		}
	}
}
### Entity: Idea
Component: KMT_martial_law
Constructs: stability_factor, war_support_factor, removal_cost, has_country_leader, democratic_drift, neutrality_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_martial_law = {
	removal_cost = -1
	picture = HUN_rapid_army_expansion
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_country_leader = {
				ruling_only = yes
				character = CHI_chiang_kaishek
			}
		}
	}
	modifier = {
		political_power_factor = 0.05
		stability_factor = -0.05
		drift_defence_factor = 0.1
		democratic_drift = -0.01
		neutrality_drift = 0.01
		war_support_factor = 0.05
		civilian_intel_to_others = -5
	}
}
### Entity: Event
Component: portugal.44
Constructs: is_triggered_only, division_template, add_equipment_to_stockpile, limit, random_country, add_ideas, has_government, every_country
Source: game
File: events/r56_portugal.txt

Code:
country_event = {
	id = portugal.44
	title = portugal.43.t
	desc = portugal.44.d
	picture = GFX_report_event_generic_riot
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = portugal.45.a
		hidden_effect = {
			add_ideas = POR_economic_shocks POR_brawling_in_urban_centers POR_faltering_rural_support
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 3000
			}
			if = {
				limit = {
					has_character = POR_jose_manuel_sarmento_de_beires
				}
				retire_character = POR_jose_manuel_sarmento_de_beires
			} {
				limit = {
					has_character = POR_jaime_cortesao
				}
				retire_character = POR_jaime_cortesao
			} {
				limit = {
					has_character = POR_francisco_da_cunha_leal
				}
				retire_character = POR_francisco_da_cunha_leal
			} {
				limit = {
					has_character = POR_bento_de_jesus_caraca
				}
				retire_character = POR_bento_de_jesus_caraca
			} {
				limit = {
					has_character = POR_maria_lamas
				}
				retire_character = POR_maria_lamas
			} {
				limit = {
					has_character = POR_augusto_de_vasconcelos
				}
				retire_character = POR_augusto_de_vasconcelos
			} {
				limit = {
					has_character = POR_manuel_da_silva_campos
				}
				retire_character = POR_manuel_da_silva_campos
			} {
				limit = {
					has_character = POR_henrique_caetano_de_sous
				}
				retire_character = POR_henrique_caetano_de_sous
			} {
				limit = {
					has_character = POR_miguel_russel
				}
				retire_character = POR_miguel_russel
			} {
				limit = {
					has_character = POR_vitorino_guimaraes
				}
				retire_character = POR_vitorino_guimaraes
			} {
				limit = {
					has_character = POR_joao_camoesas
				}
				retire_character = POR_joao_camoesas
			} {
				limit = {
					has_character = POR_manuel_gaspar_de_lemos
				}
				retire_character = POR_manuel_gaspar_de_lemos
			} {
				limit = {
					has_character = POR_julio_botelho_moniz
				}
				retire_character = POR_julio_botelho_moniz
			} {
				limit = {
					has_character = POR_manuel_goncalves_cerejeira
				}
				retire_character = POR_manuel_goncalves_cerejeira
			} {
				limit = {
					has_character = POR_sebastiao_garcia_ramires
				}
				retire_character = POR_sebastiao_garcia_ramires
			} {
				limit = {
					has_character = POR_jose_mendes_dos_reis
				}
				retire_character = POR_jose_mendes_dos_reis
			} {
				limit = {
					has_character = POR_armando
# ... (truncated)
### Entity: Idea
Component: anti_FRA_advisor
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/tmodern_exercises.txt

Code:
anti_FRA_advisor = {
	available = {
		NOT = {
			original_tag = FRA
		}
	}
	cost = 50
	removal_cost = -1
	traits = {

	}
	picture = generic_army_europe_1
	research_bonus = {

	}
	targeted_modifier = {
		tag = FRA
		attack_bonus_against = 0.2
		defense_bonus_against = 0.2
	}
	modifier = {
		experience_gain_army = 0.15
		land_doctrine_cost_factor = -0.1
	}
}
### Entity: Idea
Component: GEN_american_ship_production_methods
Constructs: removal_cost
Source: game
File: common/ideas/r56_generic_tree.txt

Code:
GEN_american_ship_production_methods = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = liberty_ships_focus
	modifier = {
		industrial_capacity_dockyard = 0.05
	}
}
### Entity: Idea
Component: GAM_acas
Source: game
File: common/ideas/gambia.txt

Code:
GAM_acas = {
	ledger = air
	picture = generic_air_african_2
	allowed = {
		original_tag = GAM
	}
	traits = {
		air_close_air_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_expand_the_showa_research_association
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_research_slot, is_fully_controlled_by, add_building_construction, random_core_state
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_expand_the_showa_research_association
	icon = GFX_focus_JAP_expand_the_showa_research_association
	x = -1
	y = 1
	relative_position_id = JAP_form_the_central_economic_council
	prerequisite = {
		focus = JAP_form_the_central_economic_council
	}
	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_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				532 = {
					is_fully_controlled_by = ROOT
					can_construct_building = air_facility
				}
			}
			532 = {
				add_building_construction = {
					type = air_facility
					level = 1
					instant_build = yes
					province = 10125
				}
			}
		}
		ELSE = {
			random_core_state = {
				limit = {
					can_construct_building = air_facility
					is_owned_and_controlled_by = ROOT
				}
				construct_building_in_random_province = {
					air_facility = 1
				}
			}
		}
	}
}
### Entity: National Focus
Tree: hoa_focus
Component: HOA_strengthen_the_irregulars
Constructs: prerequisite, add_ideas, completion_reward, add_units_to_division_template
Source: game
File: common/national_focus/horn_of_africa.txt

Code:
focus = {
	id = HOA_strengthen_the_irregulars
	icon = GFX_focus_ETH_keep_the_chitet
	prerequisite = {
		focus = HOA_warrior_tradition
	}
	mutually_exclusive = {
		focus = HOA_every_man_a_warrior
	}
	x = -1
	y = 1
	relative_position_id = HOA_warrior_tradition
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		add_units_to_division_template = {
			template_name = East African Irregulars
			regiments = {
				irregular_infantry = 0 1
			}
		}
		add_ideas = HOA_improved_irregulars_idea
	}
}
### Entity: Character
Component: ITA_ettore_bastico
Constructs: has_government
Source: game
File: common/characters/ITA.txt

Code:
ITA_ettore_bastico = {
	name = ITA_ettore_bastico
	portraits = {
		army = {
			small = GFX_portrait_ITA_ettore_bastico_small
			large = GFX_portrait_ITA_ettore_bastico
		}
	}
	corps_commander = {
		traits = {
			infantry_officer career_officer
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = 0
		visible = {
			has_government = fascism
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Militarization_of_Society
Constructs: prerequisite, limit, completion_reward, set_rule, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Militarization_of_Society
	icon = GFX_goal_FRA_militarist_society
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = DEN_Invite_German_Advisors DEN_Invite_Italian_Advisors
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = 1
	y = 3
	relative_position_id = DEN_DNSAP_Takeover
	completion_reward = {
		set_rule = {
			can_send_volunteers = yes
		}
		random_owned_controlled_state = {
			limit = {
				is_core_of = DEN
			}
			prioritize = {
				37
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = DEN
			}
			prioritize = {
				58 99
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_seek_american_support
Constructs: prerequisite, limit, has_war_with, add_opinion_modifier, completion_reward, add_political_power, is_subject, is_in_faction_with
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_seek_american_support
	icon = GFX_goal_generic_befriend_united_states
	prerequisite = {
		focus = NOR_the_fennoscandian_deal
	}
	mutually_exclusive = {
		focus = NOR_pragmatic_diplomacy
	}
	x = 1
	y = 3
	relative_position_id = NOR_three_brothers
	cost = 5
	ai_will_do = {
		factor = 20
	}
	available = {
		is_subject = no
		is_in_faction_with = DEN FIN
		date = > 1939.1.1
		NOT = {
			has_war_with = USA
		}
	}
	completion_reward = {
		add_political_power = 25
		ICE = {
			if = {
				limit = {
					is_in_faction_with = ROOT
				}
				add_political_power = 25
			}
		}
		DEN = {
			if = {
				limit = {
					is_in_faction_with = ROOT
				}
				add_political_power = 25
			}
		}
		SWE = {
			if = {
				limit = {
					is_in_faction_with = ROOT
				}
				add_political_power = 25
			}
		}
		FIN = {
			if = {
				limit = {
					is_in_faction_with = ROOT
				}
				add_political_power = 25
			}
		}
		EST = {
			if = {
				limit = {
					is_in_faction_with = ROOT
				}
				add_political_power = 25
			}
		}
		USA = {
			add_opinion_modifier = {
				target = NOR
				modifier = small_increase
			} {
				target = DEN
				modifier = small_increase
			} {
				target = FIN
				modifier = small_increase
			}
			add_ai_strategy = {
				type = befriend
				id = ICE
				value = 150
			} {
				type = alliance
				id = ICE
				value = 5
			} {
				type = protect
				id = ICE
				value = 5
			} {
				type = befriend
				id = NOR
				value = 150
			} {
				type = alliance
				id = NOR
				value = 5
			} {
				type = protect
				id = NOR
				value = 5
			} {
				type = befriend
				id = DEN
				value = 150
			} {
				type = alliance
				id = DEN
				value = 5
			} {
				type = protect
				id = DEN
				value = 5
			} {
				type = befriend
				id = FIN
				value = 150
			} {
				type = alliance
				id = FIN
				value = 5
			} {
				type = protect
				id = FIN
				value = 5
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: DEN_stagnant_economy_2
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_denmark.txt

Code:
DEN_stagnant_economy_2 = {
	name = DEN_stagnant_economy
	allowed = {
		original_tag = DEN
	}
	removal_cost = -1
	picture = great_depression
	modifier = {
		consumer_goods_factor = 0.4
		production_speed_buildings_factor = -0.2
	}
}
### Entity: Character
Component: support_equipment_producer_mass_2
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
support_equipment_producer_mass_2 = {
	random = no
	equipment_bonus = {
		support_equipment = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: SWE_bofors_aa_production
Constructs: has_completed_focus, has_tech
Source: game
File: common/ai_strategy/SWE.txt

Code:
SWE_bofors_aa_production = {
	allowed = {
		original_tag = SWE
	}
	enable = {
		num_of_military_factories = > 4
		has_completed_focus = SWE_bofors_fly_swatter
		has_tech = interwar_antiair
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = anti_air_equipment
		value = 2
	} {
		type = equipment_production_factor
		id = anti_air
		value = 50
	} {
		type = equipment_market_for_sale_factor
		id = anti_air
		value = 200
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_anti_comintern_signatory
Constructs: prerequisite, has_government, completion_reward, has_non_aggression_pact_with
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_anti_comintern_signatory
	text = SWE_anti_comintern_signatory
	icon = GFX_goal_FRA_root_out_communism
	prerequisite = {
		focus = LIE_seek_german_guarantees
	} {
		focus = LIE_white_russian_advisors
	}
	x = 3
	y = 1
	relative_position_id = LIE_seek_german_guarantees
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_non_aggression_pact_with = GER
		GER = {
			has_government = fascism
		}
	}
	completion_reward = {
		ROOT = {
			country_event = germany.5
		}
	}
}
### Entity: Idea
Component: MEN_caught_off_guard
Constructs: removal_cost
Source: game
File: common/ideas/r56_mengkukuo.txt

Code:
MEN_caught_off_guard = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_japanese_conflict
	targeted_modifier = {
		tag = JAP
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
}
### Entity: Scripted Trigger
Component: EAI_PC_has_same_type_project_here
Constructs: limit, has_country_flag, any_of, check_variable, is_in_array
Source: game
File: common/scripted_triggers/EAI_CONSTRUCTION_triggers.txt

Code:
EAI_PC_has_same_type_project_here = {
	if = {
		limit = {
			PREV = {
				has_country_flag = EAI_PC_trace_functions
			}
		}
		log = EAI_PC_has_same_type_project_here > THIS=[this.getname] PREV=[prev.getname] _project_building_type=[?_project_building_type] _project_province_id=[?_project_province_id]
	}
	any_of = {
		array = EAI_PC_projects_in_state_of_@PREV
		value = v_23423
		check_variable = {
			PREV.EAI_PC_building_type^v_23423 = _project_building_type
		}
		if = {
			limit = {
				check_variable = {
					_match_project_type_id = > 0
				}
			}
			check_variable = {
				PREV.EAI_PC_type_id^v_23423 = _match_project_type_id
			}
		} {
			limit = {
				is_in_array = {
					global.EAI_PC_BUILDING_PROVINCIAL = _project_building_type
				}
			}
			check_variable = {
				PREV.EAI_PC_target_province^v_23423 = _project_province_id
			}
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_russian_corporate_state
Constructs: prerequisite, limit, add_ideas, completion_reward, complete_tooltip, every_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_russian_corporate_state
	icon = GFX_SOV_russian_corporate_state_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_dismantle_the_zemsky_sobor
	}
	x = 2
	y = 1
	relative_position_id = SOV_dismantle_the_zemsky_sobor
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {
		every_state = {
			limit = {
				has_state_flag = SOV_russian_corporate_state_2IC
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		add_ideas = SOV_russian_corporate_state
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
			set_state_flag = SOV_russian_corporate_state_2IC
		} {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
				NOT = {
					has_state_flag = SOV_russian_corporate_state_2IC
				}
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
			set_state_flag = SOV_russian_corporate_state_2IC
		}
		add_ideas = SOV_russian_corporate_state
	}
}
### Entity: Character
Component: minister_of_ecclesiastical_affairs_upgraded
Constructs: research_speed_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
minister_of_ecclesiastical_affairs_upgraded = {
	random = no
	sprite = 13
	research_speed_factor = 0.1
	political_power_factor = 0.05
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_red_latvia
Constructs: prerequisite, owns_state, completion_reward, add_state_claim, create_wargoal, annex_everything
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_red_latvia
	icon = GFX_goal_generic_attack_latvia
	relative_position_id = LIT_spread_the_revolution
	x = -2
	y = 1
	cost = 5
	prerequisite = {
		focus = LIT_spread_the_revolution
	}
	ai_will_do = {
		factor = 1
	}
	bypass = {
		owns_state = 190 809 808 810 12
	}
	completion_reward = {
		add_state_claim = 190 809 808 810 12
		create_wargoal = {
			type = annex_everything
			target = LAT
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Idea
Component: ICE_home_defense3
Constructs: army_defence_factor
Source: game
File: common/ideas/r56_iceland.txt

Code:
ICE_home_defense3 = {
	picture = YUG_federal_defense_council
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		army_core_defence_factor = 0.15
		army_core_attack_factor = 0.15
		army_defence_factor = 0.1
		army_morale_factor = 0.05
		conscription = 0.02
		training_time_army_factor = -0.05
	}
}
### Entity: Character
Component: BRA_osvaldo_aranha
Constructs: has_dlc
Source: game
File: common/characters/BRA.txt

Code:
BRA_osvaldo_aranha = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = Trial of Allegiance
			}
		}
		portraits = {
			army = {
				small = GFX_idea_generic_political_advisor_south_america_2
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = BRA_osvaldo_aranha
			allowed = {
				original_tag = BRA
			}
			traits = {
				compassionate_gentleman
			}
		}
		name = BRA_osvaldo_aranha
	} {
		allowed = {
			has_dlc = Trial of Allegiance
		}
		portraits = {
			civilian = {
				small = GFX_portrait_BRA_osvaldo_aranha_small
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = BRA_osvaldo_aranha
			allowed = {
				original_tag = BRA
			}
			available = {

			}
			traits = {
				BRA_renowned_ambassador
			}
		}
		name = BRA_osvaldo_aranha
	}
}
### Entity: Unit Template
Component: SIA_PAR_01
Source: game
File: common/units/names_divisions/SIA_names_divisions.txt

Code:
SIA_PAR_01 = {
	name = Paratrooper Divisions
	for_countries = {
		SIA
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = %dth Thai Paracommando Division
	ordered = {
		1 = {
			%dst Thai Paracommando Division
		}
		2 = {
			%dnd Thai Paracommando Division
		}
		3 = {
			%drd Thai Paracommando Division
		}
		4 = {
			%dth Thai Paracommando Division
		}
		5 = {
			%dth Thai Paracommando Division
		}
		6 = {
			%dth Thai Paracommando Division
		}
		7 = {
			%dth Thai Paracommando Division
		}
		8 = {
			%dth Thai Paracommando Division
		}
		9 = {
			%dth Thai Paracommando Division
		}
		10 = {
			%dth Thai Paracommando Division
		}
		11 = {
			%dth Thai Paracommando Division
		}
		12 = {
			%dth Thai Paracommando Division
		}
		13 = {
			%dth Thai Paracommando Division
		}
		14 = {
			%dth Thai Paracommando Division
		}
		15 = {
			%dth Thai Paracommando Division
		}
		16 = {
			%dth Thai Paracommando Division
		}
		17 = {
			%dth Thai Paracommando Division
		}
		18 = {
			%dth Thai Paracommando Division
		}
		19 = {
			%dth Thai Paracommando Division
		}
		20 = {
			%dth Thai Paracommando Division
		}
		21 = {
			%dst Thai Paracommando Division
		}
		22 = {
			%dnd Thai Paracommando Division
		}
		23 = {
			%drd Thai Paracommando Division
		}
	}
}
### Entity: Unit Template
Component: NOR_CA_HISTORICAL
Source: game
File: common/units/names_ships/NOR_ship_names.txt

Code:
NOR_CA_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CA
	for_countries = {
		NOR
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser
	}
	prefix = HNoMS 
	fallback_name = Tung Kryśseren %d
	unique = {
		Norge Eidsvold Tordenskjold Harald Haarfagre Oslo Bergen Trondheim Stavanger Akershus Bergen Nidaros Narvik
	}
}