Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: lar_portugal_spanish_civil_war.2
Constructs: is_triggered_only, unlock_decision_tooltip
Source: game
File: events/LaR_Portugal.txt

Code:
country_event = {
	id = lar_portugal_spanish_civil_war.2
	title = lar_portugal_spanish_civil_war.2.t
	desc = lar_portugal_spanish_civil_war.2.desc
	picture = GFX_report_event_por_salazar_franco2
	is_triggered_only = yes
	option = {
		name = lar_portugal_spanish_civil_war.2.a
		POR = {
			unlock_decision_tooltip = POR_fight_alongside_the_nationalists
		}
		custom_effect_tooltip = lar_portugal_spanish_civil_war.2_tt
	}
}
### Entity: Scripted Trigger
Component: frloc_collabgov_sg_fem_vow_04
Constructs: has_autonomy_state
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_collabgov_sg_fem_vow_04 = {
	AND = {
		has_autonomy_state = autonomy_collaboration_government
		OR = {
			tag = ABK ADU ALB ALG AOI ARG ARM AST AUS CAR DDR EGY ERY EST ETH GER HRZ ICE INS IRE ITA NIR NOA OCC RAJ SAF SAU SCO SPA SPB SPC SPD SPR UDM UKR USA WGR
			original_tag = ABK ADU ALB ALG AOI ARG ARM AST AUS CAR DDR EGY ERY EST ETH GER HRZ ICE INS IRE ITA NIR NOA OCC RAJ SAF SAU SCO SPA SPB SPC SPD SPR UDM UKR USA WGR
		}
	}
}
### Entity: Character
Component: SEN_mt
Source: game
File: common/characters/SEN.txt

Code:
SEN_mt = {
	advisor = {
		slot = theorist
		idea_token = SEN_mt
		ledger = army
		allowed = {
			original_tag = SEN
		}
		traits = {
			military_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_6
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_secure_dynasty
Constructs: prerequisite, limit, completion_reward, unlock_decision_tooltip, has_character, add_advisor_role
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_secure_dynasty
	icon = GFX_focus_AFG_secure_dynasty
	prerequisite = {
		focus = AFG_reform_2
	}
	x = 0
	y = 1
	relative_position_id = AFG_reform_2
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		unlock_decision_tooltip = AFG_a_royal_successor_decision
		custom_effect_tooltip = generic_skip_one_line_tt AFG_promote_the_counter_elite_tt
		IF = {
			limit = {
				has_character = AFG_shah_mahmud_khan
			}
			show_ideas_tooltip = AFG_shah_mahmud_khan
		} {
			limit = {
				has_character = AFG_sardar_shah_wali_khan
			}
			add_advisor_role = {
				character = AFG_sardar_shah_wali_khan
				advisor = {
					slot = political_advisor
					cost = 150
					can_be_fired = yes
					idea_token = AFG_sardar_shah_wali_khan
					traits = {
						SWE_minister_of_defense
					}
				}
				activate = no
			}
		}
	}
}
### Entity: Decision
Component: political_actions
Constructs: has_completed_focus, limit, has_government, has_country_flag, fire_only_once, has_dlc, has_country_leader, complete_effect
Source: game
File: common/decisions/BUL.txt

Code:
political_actions = {
	BUL_appoint_tsankov = {
		priority = 100
		icon = GFX_decision_generic_speech
		ai_will_do = {
			base = 0
		}
		allowed = {
			original_tag = BUL
			has_dlc = Battle for the Bosporus
		}
		available = {
			has_country_flag = BUL_nsm_integrated_flag
		}
		visible = {
			has_government = fascism
			NOT = {
				has_country_leader = {
					character = BUL_aleksandar_tsankov
				}
			}
		}
		fire_only_once = yes
		cost = 50
		complete_effect = {
			retire_ideology_leader = fascism
			set_party_name = {
				ideology = fascism
				long_name = BUL_national_social_movement_party_long
				name = BUL_national_social_movement_party
			}
			add_country_leader_role = {
				character = BUL_aleksandar_tsankov
				country_leader = {
					ideology = nazism
					traits = {
						the_bloody_professor
					}
					expire = 1965.1.1
				}
				promote_leader = yes
			}
		}
	}
	BUL_appoint_georgiev = {
		priority = 100
		icon = GFX_decision_generic_speech
		ai_will_do = {
			base = 0
		}
		allowed = {
			original_tag = BUL
			has_dlc = Battle for the Bosporus
		}
		available = {
			has_country_flag = BUL_zveno_integrated_flag
			has_completed_focus = BUL_the_fatherland_front
		}
		visible = {
			has_government = communism
			NOT = {
				has_country_leader = {
					character = BUL_kimon_georgiev
				}
			}
		}
		fire_only_once = yes
		cost = 50
		complete_effect = {
			retire_ideology_leader = communism
			if = {
				limit = {
					has_character = BUL_kimon_georgiev
				}
				add_country_leader_role = {
					character = BUL_kimon_georgiev
					country_leader = {
						ideology = anti_revisionism
						traits = {
							old_coup_maker hardened_officer
						}
						expire = 1965.1.1
					}
					promote_leader = yes
				}
			}
		}
	}
}
### Entity: Idea
Component: FIN_national_industry_expand
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/finland.txt

Code:
FIN_national_industry_expand = {
	picture = SOV_third_five_year_plan_military
	allowed = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		industrial_capacity_factory = 0.03
		production_speed_arms_factory_factor = 0.05
	}
}
### Entity: Character
Component: light_aircraft_manufacturer
Constructs: equipment_bonus, maximum_speed
Source: game
File: common/country_leader/00_traits.txt

Code:
light_aircraft_manufacturer = {
	random = no
	equipment_bonus = {
		small_plane_airframe = {
			air_agility = 0.1
			maximum_speed = 0.1
		}
		cv_small_plane_airframe = {
			air_agility = 0.1
			maximum_speed = 0.1
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: TUR_disorganised_armed_forces_19
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_disorganised_armed_forces_19 = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = tur_disorganised_armed_forces
	removal_cost = -1
	modifier = {
		war_support_factor = -0.15
		army_speed_factor = -0.1
		naval_coordination = -0.15
	}
}
### Entity: AI Strategy
Component: default_unit_production
Source: game
File: common/ai_strategy/default.txt

Code:
default_unit_production = {
	enable = {
		always = yes
		NOT = {
			OR = {
				original_tag = GER FRA CHI ENG CZE ITA JAP HUN SIA USA
				tag = SOV
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = paratroopers
		value = 0
	} {
		type = role_ratio
		id = mountaineers
		value = 4
	} {
		type = role_ratio
		id = marines
		value = 0
	} {
		type = role_ratio
		id = armor
		value = 2
	} {
		type = role_ratio
		id = infantry
		value = 80
	} {
		type = unit_ratio
		id = fighter
		value = 80
	} {
		type = unit_ratio
		id = cas
		value = 10
	} {
		type = unit_ratio
		id = tactical_bomber
		value = 10
	} {
		type = unit_ratio
		id = strategic_bomber
		value = 5
	} {
		type = unit_ratio
		id = naval_bomber
		value = 10
	} {
		type = equipment_production_factor
		id = heavy_fighter
		value = -40
	} {
		type = unit_ratio
		id = heavy_fighter
		value = 20
	} {
		type = unit_ratio
		id = capital_ship
		value = 10
	} {
		type = unit_ratio
		id = submarine
		value = 10
	} {
		type = unit_ratio
		id = screen_ship
		value = 40
	} {
		type = unit_ratio
		id = convoy
		value = 15
	} {
		type = equipment_production_min_factories
		id = convoy
		value = 1
	} {
		type = equipment_production_factor
		id = fighter
		value = 35
	} {
		type = equipment_production_factor
		id = infantry
		value = 40
	} {
		type = equipment_production_factor
		id = artillery
		value = 25
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_R56_establish_new_uranium_mines
Constructs: prerequisite, add_ideas, completion_reward, has_tech, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_R56_establish_new_uranium_mines
	icon = GFX_focus_generic_uranium_extraction
	prerequisite = {
		focus = CZE_R56_czech_technical_university
	}
	available = {
		has_tech = excavation4
		controls_state = 69
	}
	x = -2
	y = 1
	relative_position_id = CZE_R56_czech_technical_university
	cost = 7.2
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		69 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = ROM_uranium_supply_idea
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Country History
Country: SUR
Component: SUR_technology
Constructs: set_technology
Source: game
File: history/countries/SUR - Suriname.txt

Code:
# Starting Technologies for SUR
set_technology = {
	infantry_weapons = 1
}
### Entity: AI Strategy
Component: SOV_dont_join_wars_during_civil_war
Constructs: has_global_flag
Source: game
File: common/ai_strategy/SOV.txt

Code:
SOV_dont_join_wars_during_civil_war = {
	allowed = {
		always = yes
	}
	enable = {
		has_global_flag = SOV_soviet_civil_war
		NOT = {
			original_tag = SOV
		}
	}
	abort = {
		has_global_flag = SOV_soviet_civil_war_over
	}
	ai_strategy = {
		type = dont_join_wars_with
		id = SOU
		value = 200
	}
}
### Entity: Idea
Component: WUR_acom
Source: game
File: common/ideas/wurtemberg.txt

Code:
WUR_acom = {
	ledger = army
	picture = generic_army_europe_5
	allowed = {
		original_tag = WUR
	}
	traits = {
		army_commando_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: r56w_trait_minister_herman_lindqvist
Source: game
File: common/country_leader/r56_WHY_characters_traits.txt

Code:
r56w_trait_minister_herman_lindqvist = {
	random = no
	sprite = 13
	production_speed_air_base_factor = 0.15
	production_speed_naval_base_factor = 0.15
	production_speed_rocket_site_factor = 0.15
	production_speed_radar_station_factor = 0.15
	production_speed_nuclear_reactor_factor = 0.15
}
### Entity: Unit Template
Component: SNG_CAV_02
Source: game
File: common/units/names_divisions/SNG_names_divisions.txt

Code:
SNG_CAV_02 = {
	name = Cavalry Brigade
	for_countries = {
		SNG
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %dth Cavalry Brigade
	ordered = {
		1 = {
			%dst Cavalry Brigade
		}
		2 = {
			%dnd Cavalry Brigade
		}
		3 = {
			%drd Cavalry Brigade
		}
		4 = {
			%dth Cavalry Brigade
		}
		5 = {
			%dth Cavalry Brigade
		}
		22 = {
			%dnd Cavalry Brigade
		}
		32 = {
			%dnd Cavalry Brigade
		}
		42 = {
			%dnd Cavalry Brigade
		}
		52 = {
			%dnd Cavalry Brigade
		}
		62 = {
			%dnd Cavalry Brigade
		}
		72 = {
			%dnd Cavalry Brigade
		}
		82 = {
			%dnd Cavalry Brigade
		}
		92 = {
			%dnd Cavalry Brigade
		}
	}
}
### Entity: Character
Component: HUN_duke_of_sormland_king_of_hungarians
Constructs: stability_factor, war_support_factor, democratic_drift, neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
HUN_duke_of_sormland_king_of_hungarians = {
	random = no
	sprite = 13
	democratic_drift = 0.03
	neutrality_drift = 0.05
	stability_factor = 0.1
	war_support_factor = 0.1
}
### Entity: Character
Component: BRI_mt
Source: game
File: common/characters/BRI.txt

Code:
BRI_mt = {
	advisor = {
		slot = theorist
		idea_token = BRI_mt
		ledger = army
		allowed = {
			original_tag = BRI
		}
		traits = {
			military_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_6
		}
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Template%3APOV.html

Doc:
|
The neutrality of this article or section is disputed. Please see the discussion on the talk page. |

[view] [edit] Template documentation
This documentation is transcluded from Template:POV/doc. (edit | history)
POV can be used to highlight articles with neutrality issues.

Contents

1 Usage

2 Parameters

3 Values

4 Effects

5 Updating This Template

6 Example
### Entity: Character
Component: head_of_the_nkvd_beriya_no_paranoia
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
head_of_the_nkvd_beriya_no_paranoia = {
	random = no
	sprite = 13
	stability_factor = -0.05
	enemy_operative_detection_chance = 0.2
	enemy_operative_capture_chance_factor = 0.15
	civilian_intel_to_others = -10
	intel_network_gain_factor = 0.1
}
### Entity: Event
Component: KMT_wp_event.4
Constructs: is_triggered_only, ai_chance, set_state_owner_to, limit, has_government, has_country_flag, add_political_power, clr_country_flag
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_wp_event.4
	title = KMT_wp_event.4.t
	desc = KMT_wp_event.4.desc
	picture = GFX_report_event_chinese_japanese_handshake
	is_triggered_only = yes
	option = {
		name = KMT_wp_event.4.a
		add_political_power = -24
		ai_chance = {
			base = 0
		}
	} {
		name = KMT_wp_event.4.b
		FROM = {
			leave_faction = yes
			clr_country_flag = CHI_new_cuf_flag_to_be_sure_its_not_already_taken_lol
		} {
			set_variable = {
				FROM_democratic_popularity = FROM.party_popularity_100@democratic
			} {
				FROM_communism_popularity = FROM.party_popularity_100@communism
			} {
				FROM_neutrality_popularity = FROM.party_popularity_100@neutrality
			} {
				FROM_fascism_popularity = FROM.party_popularity_100@fascism
			}
			clamp_variable = {
				var = FROM_democratic_popularity
				min = 0
				max = 100
			} {
				var = FROM_communism_popularity
				min = 0
				max = 100
			} {
				var = FROM_neutrality_popularity
				min = 0
				max = 100
			} {
				var = FROM_fascism_popularity
				min = 0
				max = 100
			}
			if = {
				limit = {
					has_government = democratic
				}
				set_country_flag = FROM_is_democratic_flag
			} {
				limit = {
					has_government = neutrality
				}
				set_country_flag = FROM_is_neutral_flag
			} {
				limit = {
					has_government = communism
				}
				set_country_flag = FROM_is_communistic_flag
			} {
				limit = {
					has_government = fascism
				}
				set_country_flag = FROM_is_fascist_flag
			} {
				limit = {
					has_wargoal_against = ROOT
				}
				remove_wargoal = {
					type = all
					target = ROOT
				}
			}
		} {
			hidden_effect = {
				set_popularities = {
					democratic = FROM_democratic_popularity
					fascism = FROM_fascism_popularity
					communism = FROM_communism_popularity
					neutrality = FROM_neutrality_popularity
				}
				if = {
					limit = {
						has_country_flag = FROM_is_democratic_flag
					}
					set_politics = {
						ruling_party = democratic
					}
					clr_country_flag = FROM_is_democratic_flag
				} {
					limit = {
						has_country_flag = FROM_is_neutral_flag
					}
					set_politics = {
						ruling_party = neutrality
					}
					clr_country_flag = FROM_is_neutral_flag
				} {
					limit = {
						has_country_flag = FROM_is_communistic_flag
					}
					set_politics = {
						ruling_party = communism
					}
					clr_country_flag = FROM_is_communistic_flag
				} {
					limit = {
			
# ... (truncated)
### Entity: Character
Component: ELS_horacio_carnejo_ibanez
Source: game
File: common/characters/ELS.txt

Code:
ELS_horacio_carnejo_ibanez = {
	advisor = {
		slot = navy_chief
		idea_token = ELS_horacio_carnejo_ibanez
		allowed = {
			original_tag = ELS
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Horacio Carnejo Ibanéz
	portraits = {
		army = {
			small = GFX_idea_generic_navy_south_america_1
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_civil_war_rule_over_the_mongols
Constructs: prerequisite, limit, owns_state, completion_reward, is_subject, complete_tooltip, create_wargoal, take_state_focus
Source: game
File: common/national_focus/r56_soviet_civil_war.txt

Code:
focus = {
	id = SOV_civil_war_rule_over_the_mongols
	icon = GFX_focus_usa_focus_on_asia
	prerequisite = {
		focus = SOV_civil_war_imperial_legacy
	}
	x = -4
	y = 1
	relative_position_id = SOV_civil_war_imperial_legacy
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		r56_script_i_am_sane = yes
		MON = {
			r56_script_target_is_sane = yes
		}
	}
	bypass = {
		MON = {
			r56_script_standard_bypass = yes
		}
	}
	complete_tooltip = {

	}
	completion_reward = {
		if = {
			limit = {
				MON = {
					exists = yes
					owns_state = 330
				}
			}
			create_wargoal = {
				type = take_state_focus
				target = MON
				expire = 0
				generator = {
					330 921 922 923
				}
			}
		} {
			limit = {
				TAN = {
					exists = yes
					owns_state = 329
				}
			}
			create_wargoal = {
				type = take_state_focus
				target = TAN
				expire = 0
				generator = {
					329
				}
			}
		}
		add_state_claim = 618
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Idea
Component: ARG_eden_malbran_treaty_idea
Constructs: removal_cost
Source: game
File: common/ideas/argentina.txt

Code:
ARG_eden_malbran_treaty_idea = {
	allowed = {
		always = no
		tag = ARG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = ARG_roca_runciman_treaty
	modifier = {
		consumer_goods_factor = -0.1
		min_export = 0.1
		production_speed_industrial_complex_factor = 0.05
		economy_cost_factor = -0.1
		trade_laws_cost_factor = -0.1
	}
}
### Entity: Scripted Effect
Component: EGY_remove_sudanese_separatism
Constructs: limit, clr_state_flag, has_dynamic_modifier, remove_dynamic_modifier
Source: game
File: common/scripted_effects/r56_EGY_scripted_effects.txt

Code:
EGY_remove_sudanese_separatism = {
	clr_state_flag = EGY_sudanese_separatism_flag
	if = {
		limit = {
			THIS = {
				has_dynamic_modifier = {
					modifier = EGY_fierce_sudanese_separatism
				}
			}
		}
		custom_effect_tooltip = EGY_remove_sudanese_separatism_tt
		hidden_effect = {
			THIS = {
				remove_dynamic_modifier = {
					modifier = EGY_fierce_sudanese_separatism
				}
			}
		}
	} {
		limit = {
			THIS = {
				has_dynamic_modifier = {
					modifier = EGY_moderate_sudanese_separatism
				}
			}
		}
		custom_effect_tooltip = EGY_remove_sudanese_separatism_tt
		hidden_effect = {
			THIS = {
				remove_dynamic_modifier = {
					modifier = EGY_moderate_sudanese_separatism
				}
			}
		}
	} {
		limit = {
			THIS = {
				has_dynamic_modifier = {
					modifier = EGY_mild_sudanese_separatism
				}
			}
		}
		custom_effect_tooltip = EGY_remove_sudanese_separatism_tt
		hidden_effect = {
			THIS = {
				remove_dynamic_modifier = {
					modifier = EGY_mild_sudanese_separatism
				}
			}
		}
	}
}
### Entity: Character
Component: POL_Union_Boss
Constructs: research_speed_factor, industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
POL_Union_Boss = {
	sprite = 13
	min_export = -0.02
	research_speed_factor = 0.02
	industrial_capacity_factory = 0.02
	production_speed_buildings_factor = 0.01
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_secretly_rebuild_the_party
Constructs: has_completed_focus, prerequisite, completion_reward, add_political_power, has_country_leader, cancel_if_invalid, add_to_variable, unlock_decision_tooltip
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_secretly_rebuild_the_party
	icon = GFX_focus_JAP_secretly_rebuild_the_party
	x = -4
	y = 1
	relative_position_id = JAP_okadas_military_purge_speech
	prerequisite = {
		focus = JAP_okadas_military_purge_speech
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_country_leader = {
			ruling_only = yes
			character = JAP_abe_isoo
		}
		NOT = {
			has_completed_focus = JAP_revoke_the_peace_preservation_law
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		add_political_power = 75
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt JAP_secretly_rebuild_the_party_tt generic_skip_one_line_tt generic_skip_one_line_tt available_political_advisor
		JAP_add_or_modify_communist_party_modifier = yes
		add_to_variable = {
			JAP_communist_party_communism_drift = 0.05
			tooltip = communism_drift_tt
		}
		unlock_decision_tooltip = {
			decision = JAP_publically_distance_from_sov_decision
			show_effect_tooltip = yes
		}
		show_ideas_tooltip = JAP_kozo_sasaki
	}
}
### Entity: Character
Component: ROM_paul_teodorescu
Source: game
File: common/characters/ROM.txt

Code:
ROM_paul_teodorescu = {
	name = ROM_paul_teodorescu
	portraits = {
		army = {
			small = GFX_idea_ROM_paul_teodorescu
		}
	}
	advisor = {
		slot = high_command
		idea_token = ROM_paul_teodorescu
		ledger = air
		allowed = {
			original_tag = ROM
		}
		traits = {
			air_strategic_bombing_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Character
Component: SOL_acas
Source: game
File: common/characters/SOL.txt

Code:
SOL_acas = {
	advisor = {
		slot = high_command
		idea_token = SOL_acas
		ledger = air
		allowed = {
			original_tag = SOL
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_2
		}
	}
}
### Entity: Idea
Component: POL_KSUS
Constructs: research_bonus
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_KSUS = {
	picture = KSUS
	allowed = {
		original_tag = POL
	}
	research_bonus = {
		armor = 0.1
		artillery = 0.05
	}
	traits = {
		POL_tank_manufacturer_3
	}
	modifier = {

	}
}
### Entity: Name List
Component: BLR
Source: game
File: common/names/00_names.txt

Code:
BLR = {
	male = {
		names = {
			Aleksandr Aleksey Andrey Anton Boris Dmitry Fyodor Gennady Georgy Grigory Igor Ilya Iosif Ivan Kirill Konstantin Lavr Leonid Lev Maksim Mikhail Nikita Nikolay Noy Oleg Pavel Pyotr Roman Semyon Sergey Valery Vasily Viktor Vladimir Vladislav Yegor Yevgeny Yury Akim Aksel Anastasy Anatoly Andrian Arkady Arseny Aslan Dzhabir Emil Feodosy Filipp Isay Ivar Izot Karl Kazimir Kuzma Lavrenty Lazar Makary Manzakir Marat Markian Martemyan Mstislav Osher Pasha Robert Roman Sidor Slava Stepan Tikhon Timofey Tsyrendashi Vsevolod Vyacheslav Yakov Yefim Zinovy
		}
		surnames = {
			Akhnazarov Akimenko Alekseyev Antonov Azarov Badanov Brusilov Budyonny Chibisov Denikin Dragomirov Frolov Golivin Grishin Gurko Ivanov Ivannikov Isayev Konev Konstantinov Kornilov Kolchak Kuropatkin Lazarev Makarov Maksimov Menshikov Nakhimov Nebogatov Nikolayevich Nikitin Ostrovsky Pavlov Putyatin Romanov Rozhestvensky Skobelev Shuvalov Surkov Tukhachevsky Yan Yegorov Yudenich Vorontsov Voroshilov Zavoyko Abramov Abugov Abyzov Achkasov Adriashenko Afanasev Agafonov Akimov Alagakov Alekhin Aleksandrovich Aleksandrov Almazov Anashkin Andreyev Andrianov Apriamov Arushanyan Arutyunovich Asadov Babak Barkov Bondaryov Borisovich Bulgakov Bulgatov Bulanenko Brezhnev Bocharov Chernishevsky Chernishev Chigvintsev Chistyakov Chuikov Danilovich Dazhin Denishchev Dokutovich Dorzhiyev Filippov Fyodorov Gabrilov Gagarin Ganyev Gashev Golubev Grachyov Grigorov Grishayev Gusev Ilnitsky Kaminsky Khalikov Kiselyov Klubkov Koldeyev Kondakov Korenev Koshkin Kovshov Kuzma Kuznetsov Larionov Lavrentyev Lev Lidov Lisitsyn Loginov Lukichyov Lyubilkin Makeyev Makhlyagin Makoveyev Malyutin Maresyev Markelov Matveyevich Mazhnov Melikhov Milko Moiseyenko Molchanov Murakhovets Nakaryakov Nesterov Nikiforov Nikolayev Nikulin Nomokonov Novozhilov Okunev Onilov Orlov Pakhomkin Panchenko Panteleyev Parfyonov Pavlichenko Pchelintsev Pegeshov Petrov Popov Posazhnikov Prokopev Pustobriko Rabichev Radkin Rakityansky Raskov Romanovich Romashov Rudnev Ryasin Sagaidak Saikin Sanfirov Selin Selyanin Serebryakov Seryogin Shalayev Shambarov Shatrov Shevelyov Shilov Shlyakhov Shmurak Shvetsov Simonov Sokolov Solomatin Stepanov Svetlov Tanailov Terekhov Tinigin Tolstoy Ulyanenko Utkin Vashchenko Vasilenko Vinogradov Vladimirsky Volkhov Vorontsov Yartsev Yegorov Yekimov Yermakov Yushin Zakharov Zaytsev Zhudi
# ... (truncated)