Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: ETH_careful_northern_front
Constructs: has_war_with, is_controlled_by
Source: game
File: common/ai_strategy/ETH.txt

Code:
ETH_careful_northern_front = {
	allowed = {
		original_tag = ETH
	}
	enable = {
		has_war_with = ITA
		NOT = {
			842 = {
				is_controlled_by = ETH
			}
		} {
			841 = {
				is_controlled_by = ETH
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_control
		strategic_region = 17
		ratio = 0.2
		priority = 100
		ordertype = front
		execution_type = careful
	}
}
### Entity: Modifier Reference
Component: INS_feint_uprising_state
Constructs: has_dlc, remove_trigger
Source: game
File: common/dynamic_modifiers/TAOG_dynamic_modifiers.txt

Code:
INS_feint_uprising_state = {
	icon = GFX_modifier_generic_sabotage
	enable = {
		has_dlc = Thunder at Our Gates
	}
	remove_trigger = {
		OWNER = {
			NOT = {
				original_tag = HOL
				tag = event_target:INS_dutch_indonesia
			}
		}
	}
	resistance_target = 0.25
	resistance_activity = 0.3
	resistance_growth = 0.5
	resistance_damage_to_garrison = 0.25
}
### Entity: Unit Template
Component: SOV_INF_01
Source: game
File: common/units/names_divisions/SOV_names_divisions.txt

Code:
SOV_INF_01 = {
	name = Rifle Division
	for_countries = {
		SOV
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %dya Strelkovaya Diviziya
	ordered = {
		5 = {
			%dya 'Vitebskaya' Strelk. Div.
		}
		6 = {
			%dya 'Orlovskaya' Strelk. Div.
		}
		7 = {
			%dya 'Chernigovskaya' Strelk. Div.
		}
		8 = {
			%dya 'Minskaya' Strelk. Div.
		}
		16 = {
			%dya 'Ul'yanovskaya' Strelk. Div.
		}
		18 = {
			%dya Strelkovaya Diviziya
		}
		21 = {
			%dya 'Permskaya' Strelk. Div.
		}
		22 = {
			%dya 'Krasnodarskaya' Strelk. Div.
		}
		23 = {
			%dya 'Har'kovskaya' Strelk. Div.
		}
		24 = {
			%dya 'Samaro-Ul'yanov.' Strelk. Div.
		}
		38 = {
			%dya Strelkovaya Diviziya
		}
		49 = {
			%dya Strelkovaya Diviziya
		}
		51 = {
			%dya 'Perekopskaya' Strelk. Div.
		}
		2 = {
			%dya 'Belorusskaya' Strelk. Div.
		}
		15 = {
			%dya 'Sivashskaya' Strelk. Div.
		}
		31 = {
			%dya 'Stalingradskaya' Strelk. Div.
		}
		37 = {
			%dya Strelkovaya Diviziya
		}
		56 = {
			%dya 'Moskva' Strelk. Div.
		}
		57 = {
			%dya 'Ural'skaya' Strelk. Div.
		}
		17 = {
			%dya 'Gor'kovskaya' Strelk. Div.
		}
		27 = {
			%dya 'Omskaya' Strelk. Div.
		}
		29 = {
			%dya 'Sibirskaya' Strelk. Div.
		}
		33 = {
			%dya 'Belorusskaya' Strelk. Div.
		}
		48 = {
			%dya ''Kashino-Tverskaya' Strelk. Div.
		}
		3 = {
			%dya 'Tihookeanskaya' Strelk. Div.
		}
		4 = {
			%dya 'Smolenskaya' Strelk. Div.
		}
		74 = {
			%dya 'Tamanskaya' Strelk. Div.
		}
		10 = {
			%dya 'Severnogo Kraya' Strelk. Div.
		}
		13 = {
			%dya 'Dagestanskaya' Strelk. Div.
		}
		14 = {
			%dya 'Krivorozhskaya' Strelk. Div.
		}
		19 = {
			%dya 'Voronezhskaya' Strelk. Div.
		}
		39 = {
			%dya 'Tihookeanskaya' Strelk. Div.
		}
		12 = {
			%dya 'Amur' Strelk. Div.
		}
		46 = {
			%dya 'Dnepropetrovskaya' Strelk. Div.
		}
		80 = {
			%dya 'Donbassa' Strelk. Div.
		}
		81 = {
			%dya Strelkovaya Diviziya
		}
		84 = {
			%dya 'Tul'skogo' Strelk. Div.
		}
		95 = {
			%dya 'Moldavskaya' Strelk. Div.
		}
		1 = {
			%dya 'Moskva Proletarskaya' Motostrelk. Div.
		}
		43 = {
			%dya Strelkovaya Diviziya
		}
		99 = {
			%dya Strelkovaya Diviziya
		}
		100 = {
			%dya Strelkovaya Diviziya
		}
		25 = {
			%dya 'Chapaevskaya' Strelk. Div.
		}
		40 = {
			%dya 'Bogucharskaya' Strelk. Div.
		}
		41 = {
			%dya Strelkovaya Diviziya
		}
		55 = {
			%dya 'Kurskaya' Strelk. Div.
		}
		62 = {
			%dya 'Turkestanskaya
# ... (truncated)
### Entity: Unit Template
Component: ISR_MOT_01
Source: game
File: common/units/names_divisions/ISR_names_divisions.txt

Code:
ISR_MOT_01 = {
	name = Motorised Divisions
	for_countries = {
		ISR
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		ISR_INF_01
	}
	fallback_name = %dth Israeli Infantry Division
	ordered = {
		1 = {
			%dst Israeli Infantry Division
		}
		2 = {
			%dnd Israeli Infantry Division
		}
		3 = {
			%drd Israeli Infantry Division
		}
		4 = {
			%dth Israeli Infantry Division
		}
		5 = {
			%dth Israeli Infantry Division
		}
		6 = {
			%dth Israeli Infantry Division
		}
		7 = {
			%dth Israeli Infantry Division
		}
		8 = {
			%dth Israeli Infantry Division
		}
		9 = {
			%dth Israeli Infantry Division
		}
		10 = {
			%dth Israeli Infantry Division
		}
		11 = {
			%dth Israeli Infantry Division
		}
		12 = {
			%dth Israeli Infantry Division
		}
		13 = {
			%dth Israeli Infantry Division
		}
		14 = {
			%dth Israeli Infantry Division
		}
		15 = {
			%dth Israeli Infantry Division
		}
		16 = {
			%dth Israeli Infantry Division
		}
		17 = {
			%dth Israeli Infantry Division
		}
		18 = {
			%dth Israeli Infantry Division
		}
		19 = {
			%dth Israeli Infantry Division
		}
		20 = {
			%dth Israeli Infantry Division
		}
		21 = {
			%dst Israeli Infantry Division
		}
		22 = {
			%dnd Israeli Infantry Division
		}
		23 = {
			%drd Israeli Infantry Division
		}
	}
}
### Entity: Idea
Component: EAI_DD_17/artillery_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_17/artillery_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		artillery_equipment = {
			build_cost_ic = -0.425
			instant = yes
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/User%3AGeneral_Baker/Sandbox/app6a/doc.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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The following pages link to User:General Baker/Sandbox/app6a/doc:

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/User:General_Baker/Sandbox/app6a/doc"
### Entity: Idea
Component: CHI_jizya
Constructs: stability_factor, has_government, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_jizya = {
	picture = tur_inanc_vergisi
	cancel = {
		NOT = {
			has_government = fascism
		}
	}
	removal_cost = -1
	modifier = {
		fascism_drift = -0.03
		stability_factor = -0.1
		consumer_goods_factor = -0.15
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Character
Component: KOS_xhafer_deva
Source: game
File: common/characters/KOS.txt

Code:
KOS_xhafer_deva = {
	name = KOS_xhafer_deva
	portraits = {
		civilian = {
			large = gfx/leaders/r56_generic/r56_portrait_generic_politician_europe_1.dds
		}
	}
	country_leader = {
		ideology = fascism_ideology
		expire = 1950.1.1.1
		id = -1
		traits = {
			fierce_patriot
		}
	}
}
### Entity: Modding Documentation
Construct: Threaded
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## BorderLOD.Threaded
* Type: Boolean
* Not available in release build
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_Study_Ships
Constructs: shared_focus, prerequisite, completion_reward, add_tech_bonus, ships_bonus
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_Study_Ships
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = GEN_Sea_Dominance
	}
	x = 2
	y = 1
	relative_position_id = GEN_Sea_Dominance
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		navy_experience = 100
		add_tech_bonus = {
			name = ships_bonus
			bonus = 0.25
			uses = 1
			category = cv_tech
		} {
			name = ships_bonus
			bonus = 0.25
			uses = 1
			category = bb_tech
		} {
			name = ships_bonus
			bonus = 0.25
			uses = 1
			category = bc_tech
		} {
			name = ships_bonus
			bonus = 0.25
			uses = 1
			category = ca_tech
		} {
			name = ships_bonus
			bonus = 0.25
			uses = 1
			category = cl_tech
		} {
			name = ships_bonus
			bonus = 0.25
			uses = 1
			category = dd_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Name List
Component: KOM
Source: game
File: common/names/00_names.txt

Code:
KOM = {
	male = {
		names = {
			Epkuv Evtin Kushchta Lyutya Makshchim Mikipur Mikit Mikul Mikuv Payal Pilya Sanka Shcherki Tepan Tyomkigi Untary Vashchka Vashchkigi Vәlӑkshchi Yarashch Yoshchka Yoshchkigi Yukhur Yuvan Chukhpelek Sergey Ruslan
		}
	}
	female = {
		names = {
			Urne Vulga Marpa Litta Lushcha Matrena
		}
	}
	surnames = {
		Vakhrusheva Shestalov Sobyanin Provodnikov Kaysarov Ambal Ob Tyumeni Yugra
	}
	callsigns = {

	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_amphibious_medium_armor_1
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_amphibious_medium_armor_1 = {
	enable = {
		is_major = yes
		num_of_military_factories = > 100
		EAI_DESIGN_MARINE_amphibious_medium_armor_production_focus = yes
	}
	abort = {
		NOT = {
			AND = {
				is_major = yes
				num_of_military_factories = > 90
				EAI_DESIGN_MARINE_amphibious_medium_armor_production_focus = yes
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = medium_tank_amphibious_chassis
		value = 10
	}
}
### Entity: Decision
Component: AFG_revive_basmachi_decision_category
Constructs: has_completed_focus, is_core_of, is_neighbor_of, is_in_faction_with, is_subject
Source: game
File: common/decisions/categories/r56_AFG_decision_categories.txt

Code:
AFG_revive_basmachi_decision_category = {
	icon = border_war
	allowed = {
		original_tag = AFG
	}
	picture = GFX_decision_cat_AFG_basmachi_movement
	on_map_area = {
		target_array = SOV.controlled_states
		target_trigger = {
			FROM = {
				OR = {
					is_core_of = TAJ UZB KYR TMS
					state = 587 586
				}
			}
		}
		name = AFG_basmachi_resistance_map_area
		zoom = 600
	}
	priority = 15
	visible = {
		AND = {
			has_completed_focus = AFG_revive_the_basmachi_movement
			is_neighbor_of = SOV
		}
		NOT = {
			OR = {
				is_in_faction_with = SOV
				is_subject = yes
			}
		}
	}
}
### Entity: National Focus
Tree: saf_focus
Component: SAF_invite_soviet_advisers
Constructs: prerequisite, limit, add_ideas, has_country_flag, completion_reward, cancel_if_invalid, complete_tooltip, has_doctrine
Source: game
File: common/national_focus/south_africa.txt

Code:
focus = {
	id = SAF_invite_soviet_advisers
	icon = GFX_goal_generic_military_deal
	prerequisite = {
		focus = SAF_support_the_world_revolution
	}
	x = 0
	y = 5
	relative_position_id = SAF_empower_the_workers
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		SOV = {
			exists = yes
		}
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	complete_tooltip = {

	}
	completion_reward = {
		add_ideas = SAF_soviet_advisers
		if = {
			limit = {
				has_doctrine = mass_assault
			}
			add_mastery_bonus = {
				name = SAF_invite_soviet_advisers
				bonus = 0.1
				days = 180
				grand_doctrine = mass_assault
			}
		}
		else = {
			add_mastery_bonus = {
				name = SAF_invite_soviet_advisers
				bonus = 0.05
				days = 180
			}
		}
		add_doctrine_cost_reduction = {
			name = SAF_invite_soviet_advisers
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_advanced_aircraft_prototypes
Constructs: prerequisite, remove_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_advanced_aircraft_prototypes
	icon = GFX_goal_generic_air_fighter2
	prerequisite = {
		focus = CZE_R56_heavy_fighter_experiments
	} {
		focus = CZE_R56_new_bomber_prototypes
	}
	relative_position_id = CZE_R56_heavy_fighter_experiments
	x = 0
	y = 2
	cost = 14.3
	completion_reward = {
		remove_ideas = CZE_r56_outdated_airforce_research_facilities_2
		custom_effect_tooltip = generic_skip_one_line_tt
		add_tech_bonus = {
			name = air_plane_models
			bonus = 1
			uses = 2
			category = light_air medium_air heavy_air
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: AST_diplomatic_events.38
Constructs: is_triggered_only, ai_chance, add_ideas, has_government
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_diplomatic_events.38
	title = AST_diplomatic_events.38.t
	desc = AST_diplomatic_events.38.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = AST_diplomatic_events.38.a
		ai_chance = {
			base = 1
			modifier = {
				ROOT = {
					has_government = democratic
				}
				factor = 0
			}
		}
		add_ideas = {
			AST_the_promise_of_nauru
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = AST_diplomatic_events.39
					hours = 3
				}
			}
		}
	} {
		name = AST_diplomatic_events.38.b
		ai_chance = {
			base = 0
			modifier = {
				ROOT = {
					OR = {
						has_government = communism
					}
				}
				add = 1
			} {
				ROOT = {
					has_government = democratic
				}
				add = 1
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = AST_diplomatic_events.40
					hours = 3
				}
			}
		}
	}
}
### Entity: National Focus
Tree: lat_focus
Component: LAT_the_sun_shines_equally
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid, add_popularity, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/latvia.txt

Code:
focus = {
	id = LAT_the_sun_shines_equally
	icon = GFX_goal_support_democracy
	prerequisite = {
		focus = LAT_empower_paramilitarists
	}
	mutually_exclusive = {
		focus = LAT_latvia_for_latvians
	}
	x = 0
	y = 1
	relative_position_id = LAT_empower_paramilitarists
	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 = {
		add_popularity = {
			ideology = fascism
			popularity = -0.1
		}
		swap_ideas = {
			remove_idea = LAT_perkonkrust_idea
			add_idea = LAT_perkonkrust_idea_neu_1
		}
		add_ideas = LAT_the_sun_shines_equally_idea
	}
}
### Entity: Military Industrial Organization
Component: my_capital_ship_mio
Constructs: equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/mio.txt

Code:
my_capital_ship_mio = {
	equipment_type = {
		capital_ship screen_ship submarine
	}
	research_categories = {
		naval_equipment
	}
	allowed = {
		always = no
	}
	initial_trait = {
		equipment_bonus = {
			hg_attack = 0.1
			armor_value = 0.2
			lg_attack = 0.3
		}
	}
	trait = {
		token = custom_1
		icon = GFX_industrial_org_trait_placeholder
		equipment_bonus = {
			hg_attack = 0.1
			armor_value = 0.2
			lg_attack = 0.3
		}
		position = {
			x = 0
			y = 0
		}
	}
}
### Entity: Idea
Component: EAI_DD_8/mechanized_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_8/mechanized_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		mechanized_equipment = {
			build_cost_ic = -0.2
			instant = yes
		}
	}
}
### Entity: Character
Component: SWE_raoul_wallenberg
Constructs: has_dlc
Source: game
File: common/characters/SWE.txt

Code:
SWE_raoul_wallenberg = {
	name = SWE_raoul_wallenberg
	portraits = {
		civilian = {
			small = GFX_portrait_SWE_raoul_wallenberg_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SWE_raoul_wallenberg
		available = {

		}
		allowed = {
			original_tag = SWE
			has_dlc = La Resistance
		}
		traits = {
			special_envoy
		}
		cost = 125
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_restore_the_timurid_empire
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, cancel_if_invalid, set_capital, set_cosmetic_tag, every_state
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_restore_the_timurid_empire
	icon = GFX_focus_RAJ_restore_the_timurid_empire
	prerequisite = {
		focus = RAJ_conquerors_of_turkey
	} {
		focus = RAJ_conquerors_of_iraq
	}
	x = -1
	y = 1
	relative_position_id = RAJ_conquerors_of_iraq
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_full_control_of_state = 415 266 291 49 617
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		set_capital = {
			state = 415
		}
		drop_cosmetic_tag = yes
		set_cosmetic_tag = RAJ_timurid_empire
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		every_state = {
			limit = {
				OR = {
					is_core_of = PER AFG IRQ PAK UZB TMS BUK TAJ KYR KAZ KUR AZR ARM GEO
				}
			}
			add_core_of = ROOT
		}
		add_country_leader_trait = RAJ_timurs_succesor
	}
}
### Entity: Idea
Component: FIN_embraced_by_the_white_death
Constructs: war_support_factor, has_war_with, army_attack_factor, removal_cost
Source: game
File: common/ideas/finland.txt

Code:
FIN_embraced_by_the_white_death = {
	picture = ENG_the_war_to_end_all_wars
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			has_war_with = FIN
		}
	}
	removal_cost = -1
	modifier = {
		truck_attrition_factor = 0.1
		attrition = 0.2
		winter_attrition_factor = 0.25
		army_attack_factor = -0.1
		war_support_factor = -0.15
	}
}
### Entity: Idea
Component: GER_grosraumwirtschaft
Constructs: removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_grosraumwirtschaft = {
	allowed = {
		original_tag = GER
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_build_infrastructure
	modifier = {
		production_speed_infrastructure_factor = 0.1
		production_speed_rail_way_factor = 0.1
	}
}
### Entity: Scripted Effect
Component: SWE_resistance_level_up_den
Constructs: limit, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/r56_swe_scripted_effects.txt

Code:
SWE_resistance_level_up_den = {
	DEN = {
		if = {
			limit = {
				has_idea = SWE_norwegian_danish_resistance_stage_2
			}
			swap_ideas = {
				remove_idea = SWE_norwegian_danish_resistance_stage_2
				add_idea = SWE_norwegian_danish_resistance_stage_3
			}
		} {
			limit = {
				has_idea = SWE_norwegian_danish_resistance_stage_1
			}
			swap_ideas = {
				remove_idea = SWE_norwegian_danish_resistance_stage_1
				add_idea = SWE_norwegian_danish_resistance_stage_2
			}
		} {
			limit = {
				has_idea = SWE_norwegian_danish_resistance_stage_0
			}
			swap_ideas = {
				remove_idea = SWE_norwegian_danish_resistance_stage_0
				add_idea = SWE_norwegian_danish_resistance_stage_1
			}
		}
	}
}
### Entity: Idea
Component: ICE_war_economics
Source: game
File: common/ideas/r56_iceland.txt

Code:
ICE_war_economics = {
	picture = generic_trade
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		consumer_goods_factor = -0.2
		production_speed_arms_factory_factor = 0.1
		conversion_cost_civ_to_mil_factor = -0.1
		conversion_cost_mil_to_civ_factor = -0.1
	}
}
### Entity: Unit Template
Component: SAX_MEC_01
Source: game
File: common/units/names_divisions/SAX_names_divisions.txt

Code:
SAX_MEC_01 = {
	name = Mechanized Divisions
	for_countries = {
		SAX
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		SAX_INF_01
	}
	fallback_name = %d. Panzergrenadier-Division
	ordered = {
		1 = {
			%d. Panzergrenadier-Division
		}
		2 = {
			%d. Panzergrenadier-Division
		}
		3 = {
			%d. Panzergrenadier-Division
		}
		4 = {
			%d. Panzergrenadier-Division
		}
		5 = {
			%d. Panzergrenadier-Division
		}
		6 = {
			%d. Panzergrenadier-Division
		}
		7 = {
			%d. Panzergrenadier-Division
		}
		8 = {
			%d. Panzergrenadier-Division
		}
		10 = {
			%d. Panzergrenadier-Division
		}
		11 = {
			%d. Panzergrenadier-Division
		}
		12 = {
			%d. Panzergrenadier-Division
		}
		13 = {
			%d. Panzergrenadier-Division
		}
		14 = {
			%d. Panzergrenadier-Division
		}
		15 = {
			%d. Panzergrenadier-Division
		}
		16 = {
			%d. Panzergrenadier-Division
		}
		17 = {
			%d. Panzergrenadier-Division
		}
		18 = {
			%d. Panzergrenadier-Division
		}
		19 = {
			%d. Panzergrenadier-Division
		}
		20 = {
			%d. Panzergrenadier-Division
		}
		21 = {
			%d. Panzergrenadier-Division
		}
		22 = {
			%d. Panzergrenadier-Division
		}
		23 = {
			%d. Panzergrenadier-Division
		}
		24 = {
			%d. Panzergrenadier-Division
		}
		25 = {
			%d. Panzergrenadier-Division
		}
		26 = {
			%d. Panzergrenadier-Division
		}
		27 = {
			%d. Panzergrenadier-Division
		}
		28 = {
			%d. Panzergrenadier-Division
		}
		29 = {
			%d. Panzergrenadier-Division
		}
		30 = {
			%d. Panzergrenadier-Division
		}
		31 = {
			%d. Panzergrenadier-Division
		}
		32 = {
			%d. Panzergrenadier-Division
		}
		33 = {
			%d. Panzergrenadier-Division
		}
		34 = {
			%d. Panzergrenadier-Division
		}
		35 = {
			%d. Panzergrenadier-Division
		}
		36 = {
			%d. Panzergrenadier-Division
		}
		37 = {
			%d. Panzergrenadier-Division
		}
		38 = {
			%d. Panzergrenadier-Division
		}
		39 = {
			%d. Panzergrenadier-Division
		}
		40 = {
			%d. Panzergrenadier-Division
		}
		41 = {
			%d. Panzergrenadier-Division
		}
		42 = {
			%d. Panzergrenadier-Division
		}
		43 = {
			%d. Panzergrenadier-Division
		}
		44 = {
			%d. Panzergrenadier-Division
		}
		45 = {
			%d. Panzergrenadier-Division
		}
		46 = {
			%d. Panzergrenadier-Division
		}
		47 = {
			%d. Panzergrenadier-Division
		}
		48 = {
			%d. Panzergrenadier-Division
		}
		49 = {
			%d. Panzergrenadier-Division
		}
		50 = {

# ... (truncated)
### Entity: Event
Component: portugal.76
Constructs: is_triggered_only, ai_chance, swap_ideas, remove_idea, add_idea
Source: game
File: events/r56_portugal.txt

Code:
country_event = {
	id = portugal.76
	title = portugal.76.title
	desc = portugal.76.desc
	picture = GFX_report_event_por_president_military_inspection
	is_triggered_only = yes
	option = {
		name = portugal.56.a
		ai_chance = {
			base = 1
		}
		swap_ideas = {
			remove_idea = POR_pan_iberian_trade_r56
			add_idea = POR_pan_iberian_cooperation_r56
		}
	}
}
### Entity: Character
Component: RWA_yuhi_musinga
Constructs: has_completed_focus, has_government, is_subject, has_country_leader
Source: game
File: common/characters/COG.txt

Code:
RWA_yuhi_musinga = {
	name = RWA_yuhi_musinga
	portraits = {
		civilian = {
			large = GFX_portrait_RWA_yuhi_musinga
			small = GFX_portrait_RWA_yuhi_musinga_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = RWA_yuhi_musinga
		allowed = {
			OR = {
				original_tag = COG RWA
			}
		}
		available = {
			OR = {
				AND = {
					is_subject = no
					OR = {
						has_government = fascism neutrality
					}
				}
				has_completed_focus = COG_approach_the_disfavored_mwami
			}
		}
		traits = {
			exiled_tutsi_king
		}
		ai_will_do = {
			base = 1.0
		}
	}
	field_marshal = {
		traits = {
			politically_connected organizer
		}
		skill = 3
		attack_skill = 3
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
		visible = {
			has_country_leader = {
				ruling_only = yes
				character = RWA_yuhi_musinga
			}
		}
	}
}
### Entity: Character
Component: NKR_yeo_un_hyeong
Source: game
File: common/characters/NKR.txt

Code:
NKR_yeo_un_hyeong = {
	name = Yeo Un-hyeong
	portraits = {
		civilian = {
			large = gfx/leaders/Asia/Portrait_Asia_Generic_fascism.dds
		}
	}
	country_leader = {
		ideology = moderatism
		traits = {
			tenacious_negotiator
		}
		expire = 1965.7.19.1
		id = -1
	}
}