Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Name List
Component: ACH
Source: game
File: common/names/tymodern_names.txt

Code:
ACH = {
	male = {
		names = {
			Adamantios Alexandros Anastasios Andreas Antonios Aristidis Athanasios Augustinos Benizelos Charalambos Charilaos Dimitrios Diomidis Eleftherios Emmanouil Epameinontas Evripidis Gennaios Georgios Ilias Ionnis Kitsos Konstantinos Kyriakos Kyriakoulis Leonidas Makarios Markos Mikhael Militiadis Nikolaos Odysseas Othon Panagiotis Pavlos Petros Sofoklis Sotiris Spyridion Spyros Staikos Stefanos Stylianos Themistoklis Theodoros Tharyvoulos Tzannis Vasos Viktor Zinovios
		}
	}
	female = {
		names = {
			Alexandra Adriane Adriana Agathe Agatha Agne Agnes Aikaterine Alexeia Anastasia Anastasia Anna Anthe Anthousa Antipatra Antonia Apollonia Athanasia Barbara Basillike Chrysogone Damiane Demetra Dionysia Dorothea Dorothy Aigidia Eirene Irene Elaiodora Epiphania Eudokia Eudocia Eudoxia Eugenia Eulalia Eunike Euphemia Euphrasia Euphrosyne Euphrosyne Eupraxia Eusebia Eustathia Evanthia Gabrielia Garyphallia Georgia Gregoria Helene Helen Ioanna Joan Ioulia Julia Iouliana Juliana Ioustina Justina Kale Konstantia Constantia Konstantine Constantina Kyra Kyriake Hypatia Zoe
		}
	}
	surnames = {
		Altanis Charalambis Christakis-Zografos Danglis Dousmanis Foumis Gonatas Hatzianestis Kallergis Kanaris Katsimiros Kolokotronis Kondylis Kountouriotis Kriezis Makriyannis Manos Mavrocordatos Mavrovouniotis Metaxas Mouskos Nider Othonaios Palaskas Pangalos Papadiamantopoulos Papadopoulos Papagos Papoulas Parakevopouolos Plapoutas Plastiras Sapountzakis Sarafis Smolenskis Sofoulis Soutsos Spyromilios Staikopoulos Stanotas Trikoupis Tsakalotos Tsolakoglou Tzavelas Vassos Venizelos Voulgaris Zaimis Zymvrakakis
	}
	callsigns = {
		Zeus Hera Poseidon Ares Athena Aphrodite Hermes Hades Apollo
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_autarky_achieved
Constructs: prerequisite, limit, completion_reward, is_fully_controlled_by, has_resources_in_collection, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_autarky_achieved
	icon = GFX_focus_GER_autarky_achieved
	prerequisite = {
		focus = GER_seize_foreign_industries
	} {
		focus = GER_subsidize_hoesch_benzin
	} {
		focus = GER_establish_buna_werke
	}
	x = 2
	y = 1
	relative_position_id = GER_seize_foreign_industries
	cost = 10
	available = {
		all_core_state = {
			is_fully_controlled_by = ROOT
		}
		has_resources_in_collection = {
			collection = collection:country_and_all_subjects
			resource = steel
			amount = > 799
			extracted = yes
		} {
			collection = collection:country_and_all_subjects
			resource = aluminium
			amount = > 199
			extracted = yes
		} {
			collection = collection:country_and_all_subjects
			resource = oil
			amount = > 149
			extracted = yes
		} {
			collection = collection:country_and_all_subjects
			resource = tungsten
			amount = > 99
			extracted = yes
		} {
			collection = collection:country_and_all_subjects
			resource = chromium
			amount = > 99
			extracted = yes
		} {
			collection = collection:country_and_all_subjects
			resource = rubber
			amount = > 99
			extracted = yes
		} {
			collection = collection:country_and_all_subjects
			resource = coal
			amount = > 499
			extracted = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		GER_autarky_achieved_effects = yes
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				NOT = {
					has_idea = autarkic_economy
				}
			}
			custom_effect_tooltip = GER_improve_autarkic_economy_tt
		}
		else = {
			swap_ideas = {
				remove_idea = autarkic_economy
				add_idea = autarkic_economy_improved
			}
		}
	}
}
### Entity: Trigger Reference
Construct: STRATEGIC_REGION
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## Triggers for scope STRATEGIC_REGION

* [hidden_trigger](#hidden_trigger)
* [meta_trigger](#meta_trigger)
### Entity: Achievement
Component: weltpolitik
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
weltpolitik = {
	id = 223
	possible = {
		tag = GER
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		GER = {
			custom_trigger_tooltip = {
				tooltip = weltpolitik_tt
				controls_state = 773 777 546 768 769 895 894 541 893 743 647 979 737 684 633 634 646 726 725
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_DIFFICULTY_large_plane_maritime_patrol_plane_airframe_BONUS_TRIGGER
Constructs: set_temp_variable, has_deployed_air_force_size
Source: game
File: common/scripted_triggers/EAI_DIFFICULTY_triggers.txt

Code:
EAI_DIFFICULTY_large_plane_maritime_patrol_plane_airframe_BONUS_TRIGGER = {
	set_temp_variable = {
		tmp = num_of_military_factories
	}
	multiply_temp_variable = {
		tmp = 1
	}
	clamp_temp_variable = {
		var = tmp
		min = 0
		max = 200
	}
	OR = {
		has_deployed_air_force_size = {
			type = maritime_patrol_plane
			size = < 100
		}
		meta_trigger = {
			text = {
				has_deployed_air_force_size = {
					type = maritime_patrol_plane
					size = < [x]
				}
			}
			x = [?tmp|.0]
		}
	}
}
### Entity: Order of Battle
Component: Kangtp Bdevotta Kampouchea
Constructs: division_template
Source: game
File: history/units/CAM_spread_revolution_oob.txt

Code:
division = {
	name = Kangtp Bdevotta Kampouchea
	location = 10289
	division_template = Kangtp
	start_experience_factor = 0.4
}
### Entity: Idea
Component: PAR_officers_purged
Constructs: industrial_capacity_factory, removal_cost, send_volunteer_factor, add_manpower, add_doctrine_cost_reduction, add_skill_level, add_planning, add_defense
Source: game
File: common/ideas/paraguay.txt

Code:
PAR_officers_purged = {
	name = officers_purged_8
	removal_cost = -1
	picture = officers_purged
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		army_org_factor = -0.15
		send_volunteer_factor = -0.38
		industrial_capacity_factory = -0.06
		training_time_factor = 0.15
		land_doctrine_cost_factor = 0.03
		naval_doctrine_cost_factor = 0.03
		air_doctrine_cost_factor = 0.03
	}
	on_remove = {
		PAR = {
			add_manpower = 24000
			add_doctrine_cost_reduction = {
				cost_reduction = 0.5
				uses = 2
				category = land_doctrine
			}
			PAR_jose_felix_estigarribia = {
				add_skill_level = 1
				add_planning = 1
				add_defense = 2
			}
		}
	}
}
### Entity: Country History
Country: HON
Component: HON_politics
Constructs: set_war_support, set_politics, set_popularities
Source: game
File: history/countries/HON - Honduras.txt

Code:
# Politics & Parties for HON
set_war_support = 0.1
set_politics = {
	ruling_party = democratic
	last_election = 1932.10.28
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 100
}
### Entity: AI Strategy
Component: ITA_heavy_tanks
Constructs: has_war, is_major, has_tech, any_of
Source: game
File: common/ai_equipment/ITA_tank.txt

Code:
ITA_heavy_tanks = {
	category = land
	blocked_for = {

	}
	available_for = {
		ITA
	}
	roles = {
		land_heavy_tank
	}
	priority = {
		factor = 20
		modifier = {
			num_of_factories = < 50
			factor = 0
		}
	}
	basic_heavy_tank_default = {
		priority = {
			factor = 10
			modifier = {
				has_tech = improved_heavy_tank_chassis
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = heavy_tank_chassis_1
			modules = {
				main_armament_slot = tank_medium_cannon_2
				turret_type_slot = tank_heavy_two_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = sloped_armor
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 5
				tank_nsb_armor_upgrade = {
					base = 5
					modifier = {
						add = 2
						has_war = yes
					} {
						any_enemy_country = {
							is_major = yes
						}
						add = 3
					}
				}
			}
		}
		allowed_modules = {
			tank_medium_cannon_2 tank_heavy_two_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine tank_radio_3 tank_radio_2 tank_radio_1
		}
	}
	improved_heavy_tank_default = {
		priority = {
			factor = 10
			modifier = {
				has_tech = advanced_heavy_tank_chassis
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = heavy_tank_chassis_2
			modules = {
				main_armament_slot = {
					any_of = {
						tank_heavy_cannon_2 tank_high_velocity_cannon_3 tank_heavy_cannon tank_high_velocity_cannon_2 tank_close_support_gun
					}
				}
				turret_type_slot = {
					any_of = {
						tank_heavy_three_man_tank_turret tank_heavy_two_man_tank_turret
					}
				}
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_cast_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 8
				tank_nsb_armor_upgrade = {
					base = 7
					modifier = {
						add = 3
						has_war = yes
					} {
						any_enemy_country = {
							is_major = yes
						}
						add = 3
					}
				}
			}
		}
		allowed_modules = {
			tank_close_support_gun ta
# ... (truncated)
### Entity: National Focus
Tree: cze_focus
Component: CZE_revolutionary_brigades
Constructs: prerequisite, limit, add_ideas, completion_reward, has_civil_war, has_dlc, add_mastery_bonus
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_revolutionary_brigades
	icon = GFX_focus_generic_spur_communist_revolutions
	relative_position_id = CZE_kohler_faction
	x = 0
	y = 3
	cost = 5
	prerequisite = {
		focus = CZE_kohler_faction
	} {
		focus = CZE_agrarian_reform
	} {
		focus = CZE_rehabilitate_the_army
	}
	available = {
		has_civil_war = no
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			add_mastery_bonus = {
				name = CZE_revolutionary_brigades
				bonus = 0.1
				days = 180
				sub_doctrine = peoples_war
			}
		}
		else = {
			add_mastery_bonus = {
				name = CZE_revolutionary_brigades
				bonus = 0.1
				days = 180
				sub_doctrine = irregulars
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = CZE_revolutionary_brigades_idea
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_enforce__virtues
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_enforce__virtues
	icon = GFX_focus_CHI_enforce_virtues
	prerequisite = {
		focus = CHI_ban_immoral_entertainment
	}
	x = 0
	y = 1
	relative_position_id = CHI_ban_immoral_entertainment
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		CHI_corrupt_administration_improvement = yes
		CHI_modify_administration_modifier = yes
		add_to_variable = {
			CHI_corruption_pp_gain = -0.05
			tooltip = political_power_gain_tt
		} {
			CHI_corruption_consumer_goods = -0.05
			tooltip = consumer_goods_factor_tt
		} {
			CHI_corruption_construction_speed = 0.1
			tooltip = production_speed_buildings_factor_tt
		} {
			CHI_corruption_cic_construction_boost_factor = 0.1
			tooltip = cic_construction_boost_factor_tt
		} {
			CHI_corruption_free_repair_factor = 0.1
			tooltip = industry_free_repair_factor_tt
		} {
			CHI_corruption_economy_cost_factor = -0.1
			tooltip = economy_cost_factor_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		CHI_modify_illicit_goods_event_trigger = yes
	}
}
### Entity: Idea
Component: SAF_gold_exports
Constructs: removal_cost
Source: game
File: common/ideas/south_africa.txt

Code:
SAF_gold_exports = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_goods_red_bonus
	modifier = {
		consumer_goods_factor = -0.15
	}
}
### Entity: Order of Battle
Component: Brigade d'Annam-Laos
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/FRA_1939.txt

Code:
division = {
	name = Brigade d'Annam-Laos
	location = 7376
	division_template = Brigade Coloniale
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = FRA
		}
	}
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: Decision
Component: political_actions
Constructs: has_country_flag, fire_only_once, is_field_marshal, has_id, complete_effect, clr_country_flag
Source: game
File: common/decisions/r56_SWI_decisions.txt

Code:
political_actions = {
	SWI_give_speech = {
		icon = generic_nationalism
		allowed = {
			original_tag = SWI
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = SWI_has_guisan_tt
				any_unit_leader = {
					is_field_marshal = yes
					OR = {
						has_id = 22000 22002
					}
				}
			} {
				tooltip = SWI_defeatist_speech_tt
				has_country_flag = defeatist_speech
			}
		}
		visible = {
			has_country_flag = defeatist_speech
		}
		fire_only_once = yes
		cost = 25
		complete_effect = {
			hidden_effect = {
				clr_country_flag = defeatist_speech
			}
			country_event = EYE_swiss.51
		}
		ai_will_do = {
			factor = 200
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_best_of_the_best
Constructs: prerequisite, has_government, has_war_with, completion_reward, add_research_slot
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_best_of_the_best
	icon = GFX_focus_research2
	relative_position_id = ISR_undo_austerity
	x = 0
	y = 3
	prerequisite = {
		focus = ISR_promote_electronic_developments
	} {
		focus = ISR_increase_urban_investments
	}
	bypass = {
		USA = {
			OR = {
				has_war_with = ISR
				NOT = {
					has_government = democratic
				}
			}
		}
	}
	cost = 8
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: State History
Component: 1072
Constructs: add_core_of
Source: game
File: history/states/1072 - American Samoa.txt

Code:
state = {
	id = 1072
	name = STATE_1072
	manpower = 43214
	state_category = tiny_island
	history = {
		owner = USA
		add_core_of = SAM
		buildings = {
			infrastructure = 1
			13080 = {
				naval_base = 1
			}
		}
		victory_points = {
			13080 1
		}
	}
	provinces = {
		13080
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: arm_focus
Component: ARM_join_the_comintern
Constructs: prerequisite, limit, has_government, has_war_with, is_major, completion_reward, is_subject, is_in_faction
Source: game
File: common/national_focus/armenia.txt

Code:
focus = {
	id = ARM_join_the_comintern
	icon = GFX_focus_generic_join_comintern
	prerequisite = {
		focus = ARM_build_the_kovkas_line
	}
	relative_position_id = ARM_build_the_kovkas_line
	mutually_exclusive = {
		focus = ARM_the_transcaucasian_confederation
	}
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {
		has_government = communism
		is_subject = no
		is_in_faction = no
		OR = {
			SOV = {
				NOT = {
					has_war_with = ROOT
				}
				has_government = communism
				has_capitulated = no
				is_faction_leader = yes
			}
			any_other_country = {
				is_major = yes
				has_government = communism
				is_faction_leader = yes
				NOT = {
					has_war_with = ROOT
				}
			}
		}
	}
	bypass = {
		OR = {
			is_subject = yes
			is_in_faction_with = SOV
		}
	}
	completion_reward = {
		if = {
			limit = {
				SOV = {
					has_government = communism
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = SOV
						has_war_with = ROOT
					}
				}
			}
			SOV = {
				country_event = generic.2
			}
		}
		else = {
			get_best_alliance_match_communism_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_north_western_state_railway
Constructs: prerequisite, completion_reward, cancel_if_invalid, complete_tooltip, add_to_variable
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_north_western_state_railway
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = RAJ_great_indian_peninsula_railway_dlc
	}
	x = 2
	y = 1
	relative_position_id = RAJ_great_indian_peninsula_railway_dlc
	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_INDUSTRY
	}
	complete_tooltip = {

	}
	completion_reward = {
		indian_railways_increase_bonus = yes
		add_to_variable = {
			RAJ_railway_focuses = 1
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_civil_war_abolish_death_penalty
Constructs: prerequisite, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_soviet_civil_war.txt

Code:
focus = {
	id = SOV_civil_war_abolish_death_penalty
	icon = GFX_goal_generic_deadly_treaty
	prerequisite = {
		focus = SOV_civil_war_amnesty_for_political_opponents
	} {
		focus = SOV_civil_war_form_solider_committees
	}
	x = 1
	y = 1
	relative_position_id = SOV_civil_war_form_solider_committees
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_political_power = 250
		add_stability = 0.1
	}
}
### Entity: Idea
Component: ITA_prioritizing_the_military
Constructs: has_completed_focus, industrial_capacity_factory
Source: game
File: common/ideas/italy.txt

Code:
ITA_prioritizing_the_military = {
	picture = MEX_callistas
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		OR = {
			has_completed_focus = ITA_reorganize_regio_esercito ITA_reinforce_regia_aeronautica
		}
	}
	modifier = {
		consumer_goods_factor = 0.1
		industrial_capacity_factory = -0.025
		production_speed_industrial_complex_factor = -0.05
		production_speed_arms_factory_factor = -0.05
		command_power_gain_mult = 0.05
	}
}
### Entity: State History
Component: 719
Constructs: add_core_of
Source: game
File: history/states/719-Natal.txt

Code:
state = {
	id = 719
	name = STATE_719
	manpower = 3962157
	resources = {
		chromium = 60
		coal = 4
	}
	state_category = city
	history = {
		owner = SAF
		buildings = {
			infrastructure = 3
			industrial_complex = 2
			air_base = 1
			1468 = {
				naval_base = 2
			}
			4696 = {
				naval_base = 2
			}
		}
		victory_points = {
			1468 3
		} {
			4696 1
		}
		add_core_of = SAF
	}
	provinces = {
		1468 1494 1833 4556 4584 4696 7576 7900 8178
	}
	local_supplies = 0.0
}
### Entity: Decision
Component: POL_reopen_the_maritime_and_colonial_league
Constructs: owns_state, fire_only_once, is_in_faction_with, has_state_flag, complete_effect, save_event_target_as, is_capital
Source: game
File: common/decisions/POL.txt

Code:
POL_reopen_the_maritime_and_colonial_league = {
	POL_purchase_madagascar = {
		icon = decision_generic_nationalism
		allowed = {

		}
		available = {
			543 = {
				owner = {
					is_in_faction_with = ROOT
				}
			}
		}
		visible = {
			NOT = {
				owns_state = 543
			} {
				543 = {
					has_state_flag = rejected_purchase_flag
				}
			}
			MAD = {
				exists = no
			}
		}
		highlight_states = {
			highlight_states_trigger = {
				OR = {
					state = 543
					AND = {
						state = 708
						708 = {
							owner = {
								is_in_faction_with = ROOT
							}
						}
					} {
						state = 706
						706 = {
							owner = {
								is_in_faction_with = ROOT
							}
						}
					}
				}
			}
		}
		on_map_mode = map_and_decisions_view
		custom_cost_trigger = {
			num_of_civilian_factories_available_for_projects = > 4
		}
		custom_cost_text = decision_cost_civ_factory_5
		fire_only_once = yes
		days_remove = 720
		modifier = {
			civilian_factory_use = 5
		}
		complete_effect = {
			543 = {
				save_event_target_as = POL_colony_purchase
				owner = {
					country_event = {
						id = NSB_poland_events.4
					}
				}
			}
		}
		ai_will_do = {
			factor = 10
		}
	}
	POL_purchase_gambia = {
		icon = decision_generic_nationalism
		allowed = {

		}
		available = {
			701 = {
				owner = {
					is_in_faction_with = ROOT
				}
			}
		}
		visible = {
			NOT = {
				owns_state = 701
			} {
				701 = {
					has_state_flag = rejected_purchase_flag
				}
			}
		}
		highlight_states = {
			highlight_states_trigger = {
				state = 701
			}
		}
		on_map_mode = map_and_decisions_view
		custom_cost_trigger = {
			num_of_civilian_factories_available_for_projects = > 0
		}
		custom_cost_text = decision_cost_civ_factory_1
		fire_only_once = yes
		days_remove = 720
		modifier = {
			civilian_factory_use = 1
		}
		complete_effect = {
			701 = {
				save_event_target_as = POL_colony_purchase
				owner = {
					country_event = {
						id = NSB_poland_events.5
					}
				}
			}
		}
		ai_will_do = {
			factor = 10
		}
	}
	POL_purchase_cheap_colony = {
		icon = decision_generic_nationalism
		state_target = yes
		target_trigger = {
			FROM = {
				OR = {
					state = 773 546 454
				}
			}
		}
		available = {
			FROM = {
				owner = {
					is_in_faction_with = ROOT
				}
				is_capital = no
			}
		}
		visible = {
			NOT = {
				owns_state = FROM
			} {
				FROM = {
					has_state_flag = 
# ... (truncated)
### Entity: Unit Template
Component: CZE
Source: game
File: common/units/names/00_names.txt

Code:
CZE = {
	submarine = {
		prefix = 
		generic = {
			Submarine
		}
		unique = {
			Zlín Kladno Most Karviná Frýdek-Místek Opava Karlovy Vary Teplice Děčín Jihlava Chomutov Přerov Mladá Boleslav Praha Brno Ostrava Plzeň Liberec Olomouc Ústí nad Labem Hradec Králové České Budějovice Pardubice Havířov
		}
	}
	destroyer = {
		prefix = 
		generic = {
			Destroyer
		}
		unique = {
			Zlín Kladno Most Karviná Frýdek-Místek Opava Karlovy Vary Teplice Děčín Jihlava Chomutov Přerov Mladá Boleslav Praha Brno Ostrava Plzeň Liberec Olomouc Ústí nad Labem Hradec Králové České Budějovice Pardubice Havířov
		}
	}
	light_cruiser = {
		prefix = 
		generic = {
			Light Cruiser
		}
		unique = {
			Zlín Kladno Most Karviná Frýdek-Místek Opava Karlovy Vary Teplice Děčín Jihlava Chomutov Přerov Mladá Boleslav Praha Brno Ostrava Plzeň Liberec Olomouc Ústí nad Labem Hradec Králové České Budějovice Pardubice Havířov
		}
	}
	heavy_cruiser = {
		prefix = 
		generic = {
			Heavy Cruiser
		}
		unique = {
			Praha Brno Ostrava Plzeň Liberec Olomouc Ústí nad Labem Hradec Králové České Budějovice Pardubice Havířov Zlín Kladno Most Karviná Frýdek-Místek Opava Karlovy Vary Teplice Děčín Jihlava Chomutov Přerov Mladá Boleslav
		}
	}
	battle_cruiser = {
		prefix = 
		generic = {
			Battlecruiser
		}
		unique = {
			Praha Brno Ostrava Plzeň Liberec Olomouc Ústí nad Labem Hradec Králové České Budějovice Pardubice Havířov Zlín Kladno Most Karviná Frýdek-Místek Opava Karlovy Vary Teplice Děčín Jihlava Chomutov Přerov Mladá Boleslav
		}
	}
	battleship = {
		prefix = 
		generic = {
			Battleship
		}
		unique = {
			Praha Brno Ostrava Plzeň Liberec Olomouc Ústí nad Labem Hradec Králové České Budějovice Pardubice Havířov Zlín Kladno Most Karviná Frýdek-Místek Opava Karlovy Vary Teplice Děčín Jihlava Chomutov Přerov Mladá Boleslav
		}
	}
	carrier = {
		prefix = 
		generic = {
			Carrier
		}
		unique = {
			Praha Brno Ostrava Plzeň Liberec Olomouc Ústí nad Labem Hradec Králové České Budějovice Pardubice Havířov Zlín Kladno Most Karviná Frýdek-Místek Opava Karlovy Vary Teplice Děčín Jihlava Chomutov Přerov Mladá Boleslav
		}
	}
	air_wing_names_template = AIR_WING_NAME_CZE_FALLBACK
	small_plane_airframe = {
		prefix = 
		generic = {
			stíhací letecký pluk
		}
		generic_pattern = AIR_WING_NAME_CZE_GENERIC
		unique = {

		}
	}
	jet_fighter_equipment = {
		prefix = 
		generic = {
			stíhací letecký pluk
		}
	
# ... (truncated)