Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: SIA_songsuradets_ascendency_effects_r56_effects
Constructs: limit, add_ideas, add_country_leader_role, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/SIA_scripted_effects_r56.txt

Code:
SIA_songsuradets_ascendency_effects_r56_effects = {
	SIA_phraya_songsuradet = {
		hidden_effect = {
			promote_leader = yes
		}
		effect_tooltip = {
			add_country_leader_role = {
				promote_leader = yes
				country_leader = {
					expire = 1965.1.1
					ideology = centrism
					traits = {
						SIA_reactionary_old_guard_r56
					}
				}
			}
		}
	}
	custom_effect_tooltip = generic_skip_one_line_tt
	if = {
		limit = {
			has_idea = SIA_state_of_the_civilian_wing_r56
		}
		swap_ideas = {
			remove_idea = SIA_state_of_the_civilian_wing_r56
			add_idea = SIA_songsuradets_ascendency_r56_idea
		}
	} {
		limit = {
			has_idea = SIA_nationalist_education_policies_r56
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		swap_ideas = {
			remove_idea = SIA_nationalist_education_policies_r56
			add_idea = SIA_nationalist_education_policies_songsuradet_r56
		}
	} {
		limit = {
			has_idea = SIA_siamese_ultranationalist_movement_r56
		}
		swap_ideas = {
			remove_idea = SIA_siamese_ultranationalist_movement_r56
			add_idea = SIA_siamese_ultranationalist_movement_hostile_r56
		}
	}
	else_if = {
		limit = {
			has_idea = SIA_state_of_the_civilian_wing_friendly_empowered_r56
		}
		swap_ideas = {
			remove_idea = SIA_state_of_the_civilian_wing_friendly_empowered_r56
			add_idea = SIA_songsuradets_ascendency_r56_idea
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = SIA_nationalist_education_policies_songsuradet_r56
	} {
		limit = {
			has_idea = SIA_siamese_ultranationalist_movement_weakened_r56
		}
		swap_ideas = {
			remove_idea = SIA_siamese_ultranationalist_movement_weakened_r56
			add_idea = SIA_siamese_ultranationalist_movement_hostile_r56
		}
	}
	else = {
		swap_ideas = {
			remove_idea = SIA_strengthen_the_youth_corps_r56_idea
			add_idea = SIA_siamese_ultranationalist_movement_hostile_r56
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = SIA_siamese_youth_corps_r56
	}
}
### Entity: Character
Component: MAN_sun_qichang
Source: game
File: common/characters/MAN.txt

Code:
MAN_sun_qichang = {
	name = MAN_sun_qichang
	portraits = {
		civilian = {
			small = GFX_portrait_MAN_sun_qichang_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = MAN_sun_qichang
		allowed = {
			original_tag = MAN
		}
		available = {

		}
		cost = 150
		traits = {
			JAP_minister_of_finance
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Idea
Component: AST_invest_in_victory_2
Constructs: stability_factor, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/australia.txt

Code:
AST_invest_in_victory_2 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_goods_red_bonus
	modifier = {
		consumer_goods_factor = -0.3
		industrial_capacity_factory = 0.15
		industrial_capacity_dockyard = 0.15
		stability_factor = 0.1
	}
}
### Entity: Scorer
Component: EAI_SCORER_operation_infiltrate_armed_forces_army
Constructs: has_government, has_war_with, has_country_flag, is_major, check_variable, is_running_operation_infiltrate_armed_forces_army_, has_token_army_, set_temp_variable
Source: game
File: common/scorers/country/EAI_operation_target_scorers.txt

Code:
EAI_SCORER_operation_infiltrate_armed_forces_army = {
	targets = {
		target_array = potential_and_current_enemies enemies_of_allies neighbors global.majors
		target_root_trigger = {
			check_variable = {
				EAI_ESP_available_operatives = > 1
			}
		}
		score = {
			base = 100
			modifier = {
				factor = 0.01
				has_country_flag = EAI_operation_timeout_@FROM
			} {
				factor = 0
				FROM = {
					has_country_flag = is_running_operation_infiltrate_armed_forces_army_@PREV
				}
			} {
				factor = 0
				FROM = {
					has_country_flag = has_token_army_@PREV
				}
			} {
				factor = 0
				tag = FROM
			} {
				factor = 0
				NOT = {
					num_of_controlled_states = > 0
				}
			} {
				set_temp_variable = {
					research_factor = amount_research_slots
				}
				divide_temp_variable = {
					research_factor = 5
				}
				factor = research_factor
			} {
				factor = 1.25
				is_major = yes
			} {
				set_temp_variable = {
					division_factor = num_divisions
				}
				divide_temp_variable = {
					division_factor = 250
				}
				factor = division_factor
			} {
				factor = 1.25
				FROM = {
					network_strength = {
						target = PREV
						value = > 10
					}
				}
			} {
				factor = 1.25
				FROM = {
					network_strength = {
						target = PREV
						value = > 25
					}
				}
			} {
				factor = 1.25
				FROM = {
					network_strength = {
						target = PREV
						value = > 50
					}
				}
			} {
				factor = 0.1
				has_war_together_with = FROM
			} {
				set_temp_variable = {
					temp = EAI_espionage_operation_risk_@FROM
				} {
					risk_factor = 1
				}
				divide_temp_variable = {
					temp = 4
				}
				clamp_temp_variable = {
					var = temp
					min = 0
					max = 1
				}
				subtract_from_temp_variable = {
					risk_factor = temp
				}
				factor = risk_factor
			} {
				factor = 0
				OR = {
					exists = no
					has_capitulated = yes
					is_ally_with = FROM
				}
			} {
				factor = 0.25
				has_government = FROM
				NOT = {
					has_war_with = FROM
				}
			}
		}
	}
}
### Entity: National Focus
Tree: cro_focus
Component: CRO_airplanes_licenses
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_airplanes_licenses
	icon = GFX_goal_multiple_bombers
	prerequisite = {
		focus = CRO_aviation_effort
	}
	mutually_exclusive = {
		focus = CRO_fighter_focus CRO_bomber_focus
	}
	x = -2
	y = 1
	relative_position_id = CRO_aviation_effort
	cost = 7
	ai_will_do = {
		factor = 4
	}
	completion_reward = {
		add_ideas = CRO_idea_license_production
	}
}
### Entity: Scripted Effect
Component: PRC_check_if_red_army_or_pla
Constructs: has_completed_focus, limit
Source: game
File: common/scripted_effects/PRC_scripted_effects.txt

Code:
PRC_check_if_red_army_or_pla = {
	if = {
		limit = {
			has_completed_focus = PRC_peoples_liberation_army_sea
		}
		custom_effect_tooltip = PRC_pla_ground_force_modify_tt
	}
	else = {
		custom_effect_tooltip = PRC_the_chinese_red_army_modify_tt
	}
}
### Entity: Idea
Component: GER_imperial_army_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_imperial_army_idea = {
	removal_cost = -1
	allowed = {
		always = no
	}
	picture = generic_morale_bonus
	modifier = {
		army_morale_factor = 0.1
		army_org_Factor = 0.05
	}
}
### Entity: Idea
Component: MEN_kwantungs_invisible_hand_democratic
Constructs: stability_factor, has_government, has_war_with, is_neighbor_of, is_ally_with, has_civil_war, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_mengkukuo.txt

Code:
MEN_kwantungs_invisible_hand_democratic = {
	name = MEN_kwantungs_invisible_hand
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			OR = {
				is_neighbor_of = JAP
				JAP = {
					any_allied_country = {
						is_neighbor_of = MEN
					}
				}
			}
		} {
			AND = {
				is_ally_with = JAP
				has_war_with = JAP
			}
		}
		JAP = {
			OR = {
				has_government = democratic communism
			}
		} {
			has_civil_war = yes
		}
	}
	removal_cost = -1
	picture = MEN_kwantungs_invisible_hand
	modifier = {
		stability_factor = -0.05
		political_power_factor = -0.1
		fascism_drift = 0.01
		experience_gain_army_factor = 0.1
	}
	targeted_modifier = {
		tag = JAP
		attack_bonus_against = -0.1
		defense_bonus_against = -0.1
	}
}
### Entity: Unit Template
Component: NOR_OPERATIVE_CODENAME_HISTORICAL
Source: game
File: common/units/codenames_operatives/NOR_operative_codenames.txt

Code:
NOR_OPERATIVE_CODENAME_HISTORICAL = {
	name = NOR_OPERATIVE_CODENAME_HISTORICAL
	for_countries = {
		NOR
	}
	type = codename
	fallback_name = Agent %d
	unique = {
		Erling Fjeld Nr. 24 Stor I Fredrik Aslak Paven Lasse Minnie Store-Tor Sam Granat-Larsen Kaka Osvald Cato Strøm Furu Rovfugl Ørn Ravn Hoffnarr Omelett Temmer Ridder Vugge Mølle Skall
	}
}
### Entity: Idea
Component: DEN_foreign_influence_fascism_ns
Constructs: limit, has_country_flag, removal_cost, clr_country_flag, fascism_drift
Source: game
File: common/ideas/denmark.txt

Code:
DEN_foreign_influence_fascism_ns = {
	name = DEN_foreign_influence_ns
	removal_cost = -1
	picture = generic_fascism_drift_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	available = {

	}
	on_remove = {
		if = {
			limit = {
				has_country_flag = DEN_has_danish_influence_flag
			}
			clr_country_flag = DEN_has_danish_influence_flag
		}
	}
	targeted_modifier = {
		fascism_drift = 0.15
		drift_defence_factor = -0.3
	}
}
### Entity: Character
Component: NGA_coi
Source: game
File: common/characters/NGA.txt

Code:
NGA_coi = {
	advisor = {
		slot = political_advisor
		idea_token = NGA_coi
		allowed = {
			original_tag = NGA
		}
		traits = {
			captain_of_industry
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_1
		}
	}
}
### Entity: Idea
Component: EAI_DD_9/support_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_9/support_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		support_equipment = {
			build_cost_ic = -0.225
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_theoretical_air_efforts
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_doctrine_cost_reduction
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_theoretical_air_efforts
	icon = GFX_goal_generic_air_doctrine
	prerequisite = {
		focus = HUN_secret_rearmament
	}
	x = 1
	y = 1
	relative_position_id = HUN_secret_rearmament
	cost = 10
	ai_will_do = {
		factor = 70
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = HUN_theoretical_air_efforts
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
}
### Entity: Technology
Component: basic_large_airframe
Constructs: enable_equipments, research_cost
Source: game
File: common/technologies/bba_air_techs.txt

Code:
technology = {
	enable_equipments = {
		large_plane_airframe_1 large_plane_maritime_patrol_plane_airframe_1
	}
	path = {
		leads_to_tech = improved_large_airframe
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1936
	folder = {
		name = bba_air_techs_folder
		position = {
			x = 0
			y = 4
		}
	}
	categories = {
		heavy_air air_equipment cat_strategic_bomber cat_maritime_patrol mio_cat_all_heavy_aircraft_and_modules
	}
	special_project_specialization = {
		specialization_air
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 5
			tag = ENG
		} {
			factor = 10
			tag = USA
		}
	}
}
### Entity: Character
Component: sultan_of_sokoto
Constructs: war_support_factor, neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
sultan_of_sokoto = {
	random = no
	sprite = 13
	neutrality_drift = 0.1
	justify_war_goal_time = -0.25
	war_support_factor = 0.1
	ai_will_do = {
		factor = 0
	}
}
### Entity: Event
Component: tfv_south_africa.91
Constructs: is_triggered_only, ai_chance, limit, set_politics, add_popularity, add_to_faction
Source: game
File: events/TFV_South_Africa.txt

Code:
country_event = {
	id = tfv_south_africa.91
	title = tfv_south_africa.91.t
	desc = tfv_south_africa.91.d
	picture = GFX_report_event_african_soldiers
	is_triggered_only = yes
	option = {
		name = tfv_south_africa.64.a
		ai_chance = {
			base = 100
		}
		VOL = {
			if = {
				limit = {
					SAF = {
						controls_state = 778
					}
				}
				transfer_state = 778
			}
		}
		SAF = {
			puppet = VOL
		}
	} {
		name = tfv_south_africa.64.b
		ai_chance = {
			base = 0
		}
		VOL = {
			if = {
				limit = {
					SAF = {
						controls_state = 778
					}
				}
				transfer_state = 778
			}
			hidden_effect = {
				set_politics = {
					ruling_party = communism
					elections_allowed = no
				}
				add_popularity = {
					ideology = communism
					popularity = 0.75
				}
			}
		}
		SAF = {
			add_to_faction = VOL
		}
	}
}
### Entity: Modding Documentation
Construct: provtooltipdebug
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## provtooltipdebug
* Aliases: tdebug

Toggles the debug info in province tooltip
### Entity: Idea
Component: FRA_panhard
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/france.txt

Code:
FRA_panhard = {
	available = {

	}
	allowed = {
		original_tag = FRA
		has_dlc = La Resistance
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		armored_car_manufacturer
	}
}
### Entity: Event
Component: lithuania.22
Constructs: is_triggered_only, limit, add_ideas, add_stability, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania.22
	title = lithuania.22.t
	desc = lithuania.22.desc
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = lithuania.22.a
		add_stability = -0.15
		if = {
			limit = {
				has_idea = LIT_persecuted_minorities_1
			}
			swap_ideas = {
				remove_idea = LIT_persecuted_minorities_1
				add_idea = LIT_persecuted_minorities_2
			}
		}
		else = {
			add_ideas = LIT_persecuted_minorities_1
		}
		11 = {
			add_manpower = -5000
		}
	}
}
### Entity: AI Strategy
Component: ENG_alternate_fascist_plan
Constructs: has_completed_focus, has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/ENG_alternate_strategy_plan.txt

Code:
ENG_alternate_fascist_plan = {
	name = United Kingdom Fascist plan
	desc = UK becomes fascist and will reconquer the Empire!
	allowed = {
		original_tag = ENG
	}
	enable = {
		OR = {
			has_completed_focus = ENG_organize_the_blackshirts
			has_country_flag = ENG_AI_RANDOM_FASCIST
			has_game_rule = {
				rule = ENG_ai_behavior
				option = FASCIST
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		limited_rearmament_focus shadow_scheme_focus air_defense_focus radar_focus uk_industrial_focus ENG_a_change_in_course ENG_organize_the_blackshirts general_rearmament_focus royal_ordinance_focus uk_small_arms_focus uk_extra_tech_slot uk_empire_focus ENG_the_british_path_to_fascism ENG_secure_the_italian_alliance ENG_god_save_the_king ENG_consolidate_the_british_isles ENG_ceylon_forward_operating_base ENG_appeal_to_imperial_loyalists ENG_bring_the_dominions_back_into_the_fold uk_service_focus uk_colonial_focus uk_asia_focus uk_mediterranean_focus ENG_motorized_focus ENG_tank_focus ENG_special_air_service naval_rearmament_focus ENG_chiefs_of_staff_committee air_rearmament_focus fighter_command_focus aircraft_production_focus ENG_imperial_conscription ENG_the_sun_never_sets
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: State History
Component: 993
Constructs: add_core_of
Source: game
File: history/states/993-Irrawaddy.txt

Code:
state = {
	id = 993
	name = STATE_996
	state_category = rural
	manpower = 1662669
	history = {
		owner = BRM
		add_core_of = BRM
	}
	provinces = {
		7254 7382 10223 10267 12197 12267 12284
	}
	local_supplies = 0.0
	buildings_max_level_factor = 1.0
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_form_the_afghan_red_crescent
Constructs: prerequisite, add_ideas, has_government, completion_reward, set_technology, is_subject, add_tech_bonus
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_form_the_afghan_red_crescent
	icon = GFX_goal_generic_medicine_crescent
	x = -2
	y = 1
	cost = 5
	available = {
		is_subject = no
		has_government = neutrality
	}
	prerequisite = {
		focus = AFG_maintain_neutrality_r56 AFG_the_kabul_pact
	}
	relative_position_id = AFG_maintain_neutrality_r56
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = SWI_spirit_of_saint_bernard
			uses = 1
			bonus = 0.75
			category = hospital_tech
		}
		add_ideas = AFG_red_cross
		hidden_effect = {
			set_technology = {
				SWI_saint_bernard_tech = 1
				popup = no
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_communist_air_defense
Constructs: every_owned_state, prerequisite, limit, has_government, completion_reward, set_technology, allow_branch, is_fully_controlled_by
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_communist_air_defense
	icon = GFX_focus_FIN_foreign_anti_air
	prerequisite = {
		focus = PER_the_peoples_airforce
	}
	x = -2
	y = 1
	relative_position_id = PER_the_peoples_airforce
	cost = 5
	available = {
		has_government = communism
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		set_technology = {
			interwar_antiair = 1
		}
		every_owned_state = {
			limit = {
				is_fully_controlled_by = ROOT
				OR = {
					has_state_category = town large_town city large_city megalopolis metropolis
				}
			}
			add_building_construction = {
				type = anti_air_building
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Scripted Trigger
Component: check_for_warlord_6_left
Constructs: has_country_flag, check_for_warlord_6_left, is_warlords, is_in_faction_with
Source: game
File: common/scripted_triggers/r56_scripted_triggers.txt

Code:
check_for_warlord_6_left = {
	count_triggers = {
		amount = 6
		CHI = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		SHX = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		SIC = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		XIC = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		GDC = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		HBC = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		SND = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		GXC = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		YUN = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		XSM = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		KHM = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
	}
}
### Entity: Character
Component: SCO_acgs
Source: game
File: common/characters/SCO.txt

Code:
SCO_acgs = {
	advisor = {
		slot = air_chief
		idea_token = SCO_acgs
		allowed = {
			original_tag = SCO
		}
		traits = {
			air_chief_ground_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_3
		}
	}
}
### Entity: Idea
Component: ENG_imperial_conference_defense_3
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/britain.txt

Code:
ENG_imperial_conference_defense_3 = {
	name = ENG_imperial_conference_defense_dominion
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		industrial_capacity_factory = 0.09
		industrial_capacity_dockyard = 0.09
	}
	picture = generic_war_preparation
	removal_cost = -1
}
### Entity: AI Strategy
Component: ai_focus_aggressive_ENG
Source: game
File: common/ai_focuses/ENG.txt

Code:
ai_focus_aggressive_ENG = {
	research = {
		offensive = 5.0
		synth_resources = 1.0
		motorized_equipment = 2.0
		armor = 2.0
	}
}
### Entity: Effect Reference
Construct: send_equipment_fraction
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## send_equipment_fraction

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Sends to target scope specified fraction of equipment.
Example:
send_equipment_fraction = {
	target = FROM
	value = 0.3 # Clamped in code to the range [0,1].
}
```
### Entity: Scripted Effect
Component: ITA_bop_medium_increase_democratic_side_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_bop_medium_increase_democratic_side_effect = {
	add_power_balance_value = {
		id = ITA_power_balance
		value = 0.15
		tooltip_side = ITA_democratic_side
	}
}
### Entity: Unit Template
Component: ENG_ARM_03
Source: game
File: common/units/names_divisions/ENG_names_divisions.txt

Code:
ENG_ARM_03 = {
	name = Heavy Armoured Brigade
	for_countries = {
		ENG
	}
	can_use = {
		always = yes
	}
	division_types = {
		heavy_armor
	}
	fallback_name = %d Heavy Armoured Brigade
	ordered = {
		1 = {
			%dst Heavy Armoured Brigade
		}
		2 = {
			%dnd Heavy Armoured Brigade
		}
		3 = {
			%drd Heavy Armoured Brigade
		}
		4 = {
			%dth Heavy Armoured Brigade
		}
		5 = {
			%dth Heavy Armoured Brigade
		}
		6 = {
			%dth Heavy Armoured Brigade
		}
		7 = {
			%dth Heavy Armoured Brigade
		}
		8 = {
			%dth Heavy Armoured Brigade
		}
		9 = {
			%dth Heavy Armoured Brigade
		}
		10 = {
			%dth Heavy Armoured Brigade
		}
		11 = {
			%dth Heavy Armoured Brigade
		}
		12 = {
			%dth Heavy Armoured Brigade
		}
		13 = {
			%dth Heavy Armoured Brigade
		}
		14 = {
			%dth Heavy Armoured Brigade
		}
		15 = {
			%dth Heavy Armoured Brigade
		}
		16 = {
			%dth Heavy Armoured Brigade
		}
		17 = {
			%dth Heavy Armoured Brigade
		}
		18 = {
			%dth Heavy Armoured Brigade
		}
		19 = {
			%dth Heavy Armoured Brigade
		}
		20 = {
			%dth Heavy Armoured Brigade
		}
		21 = {
			%dst Heavy Armoured Brigade
		}
		22 = {
			%dnd Heavy Armoured Brigade
		}
		23 = {
			%drd Heavy Armoured Brigade
		}
		24 = {
			%dth Heavy Armoured Brigade
		}
		25 = {
			%dth Heavy Armoured Brigade
		}
		26 = {
			%dth Heavy Armoured Brigade
		}
		27 = {
			%dth Heavy Armoured Brigade
		}
		28 = {
			%dth Heavy Armoured Brigade
		}
		29 = {
			%dth Heavy Armoured Brigade
		}
		30 = {
			%dth Heavy Armoured Brigade
		}
	}
}
### Entity: Character
Component: CHI_huang_jinrong
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/CHI.txt

Code:
CHI_huang_jinrong = {
	name = CHI_huang_jinrong
	portraits = {
		civilian = {
			small = GFX_portrait_CHI_huang_jinrong_small
		}
	}
	gender = male
	advisor = {
		slot = political_advisor
		idea_token = CHI_huang_jinrong
		available = {
			has_completed_focus = CHI_reshuffle_the_green_gang
		}
		visible = {
			NOT = {
				has_completed_focus = CHI_end_military_primacy
			}
		}
		allowed = {
			original_tag = CHI
			has_dlc = No Compromise, No Surrender
		}
		traits = {
			CHI_former_police_officer
		}
	}
}
### Entity: Order of Battle
Component: 2. Wisconsin Volunteers
Constructs: division_template
Source: game
File: history/units/USB_defense_force.txt

Code:
division = {
	name = 2. Wisconsin Volunteers
	location = 12357
	division_template = Local Defense Volunteers
}