Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_marines
Constructs: limit, has_country_flag, is_major, check_variable, set_temp_variable
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_infantry.txt

Code:
EAI_PR_STRATEGIES_marines = {
	if = {
		limit = {
			is_major = yes
			check_variable = {
				EAI_FOCUS/LAND/spec_ops = global.EAI_MAR_SPEC_OPS
			}
		}
		set_temp_variable = {
			prio_cat = @PR_marines
		}
		if = {
			limit = {
				set_temp_variable = {
					_prio_tech = token:marines
				} {
					_prio_val = prio_cat
				}
				multiply_temp_variable = {
					_prio_val = 2
				}
				date = > 1937.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:marines2
				} {
					_prio_val = prio_cat
				}
				if = {
					limit = {
						has_country_flag = EAI_TEMPLATE_marine_template_upgrade
					}
					multiply_temp_variable = {
						_prio_val = 1.7
					}
				}
				date = > 1939.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:marines3
				} {
					_prio_val = prio_cat
				}
				if = {
					limit = {
						has_country_flag = EAI_TEMPLATE_marine_template_upgrade
					}
					multiply_temp_variable = {
						_prio_val = 1.7
					}
				}
				date = > 1943.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		}
	}
}
### Entity: Decision
Component: ITA_naval_cooperation_programs_dec_cat
Constructs: has_completed_focus, has_war_with, has_country_flag, is_major, add_opinion_modifier, fire_only_once, add_political_power, has_navy_size
Source: game
File: common/decisions/ITA.txt

Code:
ITA_naval_cooperation_programs_dec_cat = {
	ITA_cooperation_program_with_country = {
		priority = 20
		icon = GFX_decision_generic_research
		ai_will_do = {
			base = 0.7
		}
		fire_only_once = yes
		available = {
			has_navy_size = {
				size = > 4
				archetype = ship_hull_light
			} {
				size = > 0
				type = capital_ship
			}
			FROM = {
				has_navy_size = {
					size = > 4
					archetype = ship_hull_light
				}
			}
		}
		target_array = ROOT.allies
		target_trigger = {
			FROM = {
				has_navy_size = {
					size = > 0
					archetype = ship_hull_light
				}
			}
		}
		target_root_trigger = {
			original_tag = ITA
			has_civil_war = no
			is_in_faction = yes
		}
		cost = 15
		complete_effect = {
			FROM = {
				country_event = {
					id = BBA_italy_naval_cooperation_programs.01
					hours = 1
				}
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				add_to_tech_sharing_group = ITA_naval_cooperation_program_research_group
				FROM = {
					add_to_tech_sharing_group = ITA_naval_cooperation_program_research_group
				}
			}
		}
	}
	ITA_joint_maneuvers_with_country = {
		priority = 18
		icon = GFX_decision_hol_draw_up_staff_plans
		ai_will_do = {
			base = 1
		}
		fire_only_once = yes
		available = {
			has_navy_size = {
				size = > 14
				archetype = ship_hull_light
			} {
				size = > 2
				type = capital_ship
			}
			FROM = {
				has_navy_size = {
					size = > 9
					archetype = ship_hull_light
				}
			} {
				has_navy_size = {
					size = > 2
					type = capital_ship
				}
			}
		}
		target_array = ROOT.allies
		target_trigger = {
			FROM = {
				has_navy_size = {
					size = > 0
					archetype = ship_hull_light
				}
				NOT = {
					has_country_flag = ITA_joint_maneuvers_flag
				} {
					has_country_flag = ITA_joint_maneuvers_rejected_flag
				}
			}
		}
		target_root_trigger = {
			original_tag = ITA
			has_civil_war = no
			is_in_faction = yes
		}
		ai_hint_pp_cost = 15
		custom_cost_trigger = {
			has_political_power = > 14
			has_navy_experience = > 14
		}
		custom_cost_text = decision_cost_pp_15_NavXP_15
		days_remove = ITA_joint_maneuvers_with_country_days
		cancel_trigger = {
			hidden_trigger = {
				OR = {
					NOT = {
						country_exists = ROOT
					} {
						country_exists = FROM
					} {
						is_in_faction_with = FROM
					}
				}
			}
		}
		complete_effect = {
			hidden_effect = {
				add_political_power = -1
# ... (truncated)
### Entity: National Focus
Tree: par_focus
Component: PAR_join_the_allies
Constructs: prerequisite, limit, has_government, every_country, has_war_with, is_major, completion_reward, is_subject
Source: game
File: common/national_focus/paraguay.txt

Code:
focus = {
	id = PAR_join_the_allies
	available = {
		is_subject = no
		OR = {
			AND = {
				USA = {
					is_faction_leader = yes
					has_government = democratic
				}
				NOT = {
					has_war_with = USA
				}
			} {
				ENG = {
					is_faction_leader = yes
					has_government = democratic
				}
				NOT = {
					has_war_with = ENG
				}
			}
		}
	}
	bypass = {

	}
	icon = GFX_focus_chi_british_cooperation
	x = 0
	y = 1
	relative_position_id = PAR_brazilian_road_finance
	prerequisite = {
		focus = PAR_brazilian_road_finance
	}
	mutually_exclusive = {
		focus = PAR_join_the_axis PAR_join_the_cominterm
	}
	cost = 5
	search_filters = {

	}
	completion_reward = {
		set_rule = {
			can_join_factions = yes
		}
		if = {
			limit = {
				ENG = {
					is_faction_leader = yes
					has_government = democratic
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			ENG = {
				country_event = {
					id = generic.2
					hours = 3
					random_hours = 3
				}
			}
		}
		else_if = {
			limit = {
				USA = {
					is_faction_leader = yes
					has_government = democratic
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			USA = {
				country_event = {
					id = generic.2
					hours = 3
					random_hours = 3
				}
			}
		}
		else = {
			every_country = {
				limit = {
					is_major = yes
					is_faction_leader = yes
					has_government = democratic
				}
				random_select_amount = 1
				country_event = {
					id = generic.2
					hours = 3
					random_hours = 3
				}
			}
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			OR = {
				has_game_rule = {
					rule = PAR_AI_BEHAVIOR
					option = HISTORICAL
				} {
					rule = PAR_AI_BEHAVIOR
					option = DEFAULT
				}
			}
			factor = 0
		}
	}
}
### Entity: Idea
Component: EAI_DD_13/artillery_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_13/artillery_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		artillery_equipment = {
			build_cost_ic = -0.325
			instant = yes
		}
	}
}
### Entity: Event
Component: BBA_italo_ethiopian_war_events.305
Constructs: is_triggered_only, every_owned_state, limit, fire_only_once, is_on_continent, has_resistance, add_compliance, add_resistance
Source: game
File: events/BBA_ItaloEthiopianWar.txt

Code:
country_event = {
	id = BBA_italo_ethiopian_war_events.305
	title = BBA_italo_ethiopian_war_events.305.t
	desc = BBA_italo_ethiopian_war_events.305.desc
	picture = GFX_report_event_generic_battle
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = BBA_italo_ethiopian_war_events.305.a
		every_owned_state = {
			limit = {
				is_on_continent = africa
				has_resistance = yes
			}
			add_compliance = -30
			add_resistance = 15
			add_resistance_target = {
				amount = 80
				occupier = ITA
				days = 730
				tooltip = ITA_colonial_uproar_tt
			}
		}
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_radio_mil_diez
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_radio_mil_diez
	icon = GFX_goal_generic_control_the_radio
	cost = 10
	prerequisite = {
		focus = CUB_the_cuban_politburo
	}
	relative_position_id = CUB_the_cuban_politburo
	x = 1
	y = 1
	completion_reward = {
		add_ideas = CUB_radio_mil_diez_idea
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Modifier Reference
Component: SIA_local_industrial_boom_r56
Source: game
File: common/dynamic_modifiers/SIA_r56.txt

Code:
SIA_local_industrial_boom_r56 = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_SOV_civilian_labor_in_defense
	state_production_speed_buildings_factor = 0.15
}
### Entity: Idea
Component: MPL_levantine_unifier_idea
Constructs: removal_cost, compliance_gain
Source: game
File: common/ideas/mandate_of_palestine.txt

Code:
MPL_levantine_unifier_idea = {
	allowed = {
		always = no
	}
	removal_cost = -1
	targeted_modifier = {
		tag = JOR
		compliance_gain = 0.1
	} {
		tag = SYR
		compliance_gain = 0.1
	} {
		tag = LEB
		compliance_gain = 0.1
	}
}
### Entity: Character
Component: YUN_king_of_yunnan
Constructs: political_power_gain, production_speed_buildings_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
YUN_king_of_yunnan = {
	random = no
	sprite = 13
	production_speed_buildings_factor = 0.1
	political_power_gain = 0.1
	local_resources_factor = 0.1
}
### Entity: Event
Component: SEA_japan_foreign_policy.58
Constructs: is_triggered_only, limit, fire_only_once, every_state, is_fully_controlled_by, is_core_of, is_owned_by, add_contested_owner
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.58
	title = SEA_japan_foreign_policy.58.t
	desc = SEA_japan_foreign_policy.58.desc
	picture = GFX_report_event_japanese_officers
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = SEA_japan_foreign_policy.58.a
		every_state = {
			limit = {
				is_fully_controlled_by = FROM
				is_core_of = CHI
				NOT = {
					is_owned_by = FROM ROOT
				} {
					state = 745 609 611 612 728 729 326 743 524
					region = 155 242 243
				}
			}
			add_contested_owner = RNG
			set_state_controller_to = ROOT
			add_claim_by = ROOT
		} {
			limit = {
				is_fully_controlled_by = FROM
				is_owned_by = FROM
				is_core_of = CHI
				NOT = {
					is_owned_by = ROOT
				} {
					state = 745 609 611 612 728 729 326 743 524
					region = 155 242 243
				}
			}
			ROOT = {
				transfer_state = PREV
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_AIR_DOCTRINE_air_subdoctrine_bomber_interception
Constructs: has_subdoctrine_in_track, check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_FOCUS_AIR_DOCTRINE_air_subdoctrine_bomber_interception = {
	has_subdoctrine_in_track = fighter_aircraft
	NOT = {
		EAI_air_doctrine_progress_limit = yes
	}
	EAI_FOCUS_AIR_DOCTRINE_has_correct_grand_doctrine = yes
	OR = {
		NOT = {
			check_variable = {
				EAI_FOCUS/AIR/heavy_fighter = global.EAI_OFF
			}
		}
	}
}
### Entity: Decision
Component: KMT_kuomintang_national_revolution_category
Constructs: has_completed_focus, has_war, limit, add_ideas, political_power_gain, has_government, owns_state, has_war_with
Source: game
File: common/decisions/r56_china_decisions.txt

Code:
KMT_kuomintang_national_revolution_category = {
	KMT_domestic_rr = {
		visible = {
			has_completed_focus = KMT_rural_reconstruction_movement
			NOT = {
				has_country_flag = KMT_land_reform_plan_chosen
			}
		}
		icon = GFX_decision_hol_draw_up_staff_plans
		cost = 100
		days_remove = 365
		fire_only_once = yes
		complete_effect = {
			set_country_flag = KMT_land_reform_plan_chosen
		}
		remove_effect = {
			set_country_flag = KMT_land_reform_plan
			add_stability = 0.05
			add_political_power = 100
			custom_effect_tooltip = KMT_land_reform_plan_completed_tt
		}
		ai_will_do = {
			base = 0.1
		}
	}
	KMT_jcrr = {
		targets = {
			FRA ENG SOV JAP USA GER
		}
		available = {
			IF = {
				limit = {
					is_ai = no
				}
				FROM = {
					has_opinion = {
						target = ROOT
						value = > 15
					}
				}
			}
		}
		target_root_trigger = {
			has_completed_focus = KMT_rural_reconstruction_movement
			NOT = {
				has_country_flag = KMT_land_reform_plan_chosen
			}
		}
		visible = {
			IF = {
				limit = {
					FROM = {
						original_tag = USA
					}
				}
				has_idea = KMT_usa_investment
				USA_can_sell_weapons_trigger = yes
			}
			else_if = {
				limit = {
					FROM = {
						original_tag = ENG
					}
				}
				has_idea = KMT_eng_investment
			} {
				limit = {
					FROM = {
						original_tag = SOV
					}
				}
				has_idea = KMT_sov_investment
			} {
				limit = {
					FROM = {
						original_tag = GER
					}
				}
				has_idea = KMT_ger_investment
			} {
				limit = {
					FROM = {
						original_tag = JAP
					}
				}
				has_idea = KMT_jap_investment
			} {
				limit = {
					FROM = {
						original_tag = FRA
					}
				}
				has_idea = KMT_fra_investment
			}
		}
		icon = GFX_decision_hol_draw_up_staff_plans
		cost = 50
		days_remove = 100
		ai_will_do = {
			base = 1
		}
		fire_only_once = yes
		complete_effect = {
			set_country_flag = KMT_land_reform_plan_chosen
			FROM = {
				country_event = KMT_event.104
			}
		}
		remove_effect = {
			set_country_flag = KMT_land_reform_plan
			add_stability = 0.03
			custom_effect_tooltip = KMT_land_reform_plan_completed_tt
		}
	}
	KMT_reduce_corruption_decision = {
		icon = GFX_decision_oppression
		cost = 65
		days_re_enable = 365
		visible = {
			has_completed_focus = KMT_smite_corruption
			OR = {
				has_idea = KMT_corrupted_regime KMT_corrupted_regime_2 KMT_corrupted_regime_3 KMT_corrupted_regime_4 KMT
# ... (truncated)
### Entity: Event
Component: AAT_Sweden.18
Constructs: is_triggered_only, ai_chance, limit, has_government, is_in_faction_with, set_country_flag, random_days, create_wargoal
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden.18
	title = AAT_Sweden.18.t
	desc = AAT_Sweden.18.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 10
			modifier = {
				factor = 10
				OR = {
					has_government = democratic neutrality
				}
				NOR = {
					OR = {
						has_government = democratic neutrality
					}
				}
			} {
				factor = 10
				is_in_faction_with = NOR
			}
		}
		name = AAT_Sweden.18.a
		if = {
			limit = {
				controls_state = 144
			}
			NOR = {
				transfer_state = 144
			}
		} {
			limit = {
				controls_state = 924
			}
			NOR = {
				transfer_state = 924
			}
		} {
			limit = {
				controls_state = 925
			}
			NOR = {
				transfer_state = 925
			}
		}
		custom_effect_tooltip = AAT_Sweden.19_tt
		set_country_flag = SWE_hero_of_narvik
		NOR = {
			country_event = {
				id = AAT_Sweden.19
				days = 6
				random_days = 5
			}
		}
	} {
		ai_chance = {
			base = 0
			modifier = {
				NOR = {
					OR = {
						has_government = fascism communism
					}
					NOT = {
						is_in_faction_with = SWE
					}
				}
				add = 30
			}
		}
		name = AAT_Sweden.18.b
		effect_tooltip = {
			NOR = {
				create_wargoal = {
					type = liberate_wargoal
					target = PREV
					generator = {
						144
					}
				}
			}
		}
		NOR = {
			country_event = {
				id = AAT_Sweden.20
				days = 6
				random_days = 5
			}
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_war_plan_darius
Constructs: prerequisite, has_government, completion_reward, is_subject, allow_branch, add_timed_idea
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_war_plan_darius
	icon = GFX_focus_PER_war_plan_darius
	prerequisite = {
		focus = PER_demand_iraqi_territory
	} {
		focus = PER_demand_afghan_territory
	}
	x = 1
	y = 1
	relative_position_id = PER_demand_iraqi_territory
	cost = 5
	available = {
		has_government = neutrality
		is_subject = no
	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_timed_idea = {
			idea = PER_war_plan_darius_idea
			days = 730
		}
	}
}
### Entity: Idea
Component: BRA_ethical_internationalism_idea
Constructs: army_attack_factor, removal_cost
Source: game
File: common/ideas/brazil.txt

Code:
BRA_ethical_internationalism_idea = {
	allowed = {
		tag = BRA
	}
	removal_cost = -1
	picture = generic_manpower_bonus
	modifier = {
		justify_war_goal_time = -0.3
		army_attack_factor = 0.05
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_develop_military_industry
Constructs: prerequisite, limit, completion_reward, is_in_faction_with, is_core_of, is_fully_controlled_by, cancel_if_invalid, random_owned_controlled_state
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_develop_military_industry
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = YUG_expand_the_mining_industry
	}
	mutually_exclusive = {
		focus = YUG_develop_civilian_industry
	}
	x = 1
	y = 1
	relative_position_id = YUG_expand_the_mining_industry
	cost = 10
	ai_will_do = {
		factor = 40
		modifier = {
			factor = 2
			is_in_faction_with = GER
		}
	}
	available = {
		any_controlled_state = {
			is_core_of = ROOT
			is_fully_controlled_by = ROOT
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				107
			}
			limit = {
				ROOT = {
					has_full_control_of_state = PREV
				}
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = arms_factory
				level = 3
				instant_build = yes
			}
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/ZAM_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = ZAM
		}
		requested_factories = 2
		progress = 0.1
		efficiency = 50
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_high_quality_nitrate
Constructs: prerequisite, has_war, add_ideas, completion_reward, has_idea
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_high_quality_nitrate
	icon = GFX_focus_CHL_high_quality_nitrate
	relative_position_id = CHL_devalue_the_peso
	x = -4
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_devalue_the_peso
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1.5
		modifier = {
			factor = 2
			has_war = yes
		}
	}
	available = {
		NOT = {
			OR = {
				has_idea = CHL_devalue_the_peso_idea CHL_devalue_the_franc_idea
			}
		}
	}
	completion_reward = {
		add_ideas = CHL_high_quality_nitrate
	}
}
### Entity: AI Strategy
Component: LIB_neutrality
Constructs: is_historical_focus_on
Source: game
File: common/ai_strategy_plans/LIB_historical_strategy_plan.txt

Code:
LIB_neutrality = {
	name = Liberian Neutrality
	allowed = {
		original_tag = LIB
	}
	enable = {
		is_historical_focus_on = yes
	}
	ai_national_focuses = {
		WAF_institutional_establishment WAF_establish_the_army WAF_empower_the_educated_elite
	}
	focus_factors = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Scripted Effect
Component: LUX_chamberofdeputies_add_support_KPL_25
Constructs: limit, has_country_flag, set_temp_variable, check_variable, add_to_variable, add_to_temp_variable, set_country_flag, clr_country_flag
Source: game
File: common/scripted_effects/r56_LUX_scripted_effects.txt

Code:
LUX_chamberofdeputies_add_support_KPL_25 = {
	set_temp_variable = {
		support_to_remove = 2.5
	}
	if = {
		limit = {
			check_variable = {
				LUX.KPL_support = < 97.5
			}
		}
		add_to_variable = {
			LUX.KPL_support = support_to_remove
		}
		if = {
			limit = {
				check_variable = {
					LUX.PD_support = > 2.499
				}
			}
			add_to_temp_variable = {
				support_counter = 1
			}
			set_country_flag = remove_PD_support
			if = {
				limit = {
					check_variable = {
						LUX.LSAP_support = > 1.249
					}
				}
				add_to_temp_variable = {
					support_counter = 1
				}
				set_country_flag = remove_LSAP_support
				if = {
					limit = {
						check_variable = {
							LUX.PRL_support = > 0.832
						}
					}
					add_to_temp_variable = {
						support_counter = 1
					}
					set_country_flag = remove_PRL_support
				}
			}
			else_if = {
				limit = {
					check_variable = {
						LUX.PRL_support = > 1.249
					}
				}
				add_to_temp_variable = {
					support_counter = 1
				}
				set_country_flag = remove_PRL_support
			}
		} {
			limit = {
				has_country_flag = remove_PD_support
			}
			subtract_from_variable = {
				LUX.PD_support = support_to_remove
			}
			clr_country_flag = remove_PD_support
		} {
			limit = {
				has_country_flag = remove_LSAP_support
			}
			subtract_from_variable = {
				LUX.LSAP_support = support_to_remove
			}
			clr_country_flag = remove_LSAP_support
		} {
			limit = {
				has_country_flag = remove_PRL_support
			}
			subtract_from_variable = {
				LUX.PRL_support = support_to_remove
			}
			clr_country_flag = remove_PRL_support
		}
		else_if = {
			limit = {
				check_variable = {
					LUX.LSAP_support = > 2.499
				}
			}
			add_to_temp_variable = {
				support_counter = 1
			}
			set_country_flag = remove_LSAP_support
			if = {
				limit = {
					check_variable = {
						LUX.PRL_support = > 1.249
					}
				}
				add_to_temp_variable = {
					support_counter = 1
				}
				set_country_flag = remove_PRL_support
			}
		}
		else = {
			add_to_temp_variable = {
				support_counter = 1
			}
			set_country_flag = remove_PRL_support
		}
		divide_temp_variable = {
			support_to_remove = support_counter
		}
	}
	else = {
		set_variable = {
			LUX.PD_support = 0
		} {
			LUX.PRL_support = 0
		} {
			LUX.LSAP_support = 0
		} {
			LUX.KPL_support = 100
		}
	}
	set_variable = {
		LUX.PD_support_loc = LUX.PD_support
	} {
		LUX.PRL_suppor
# ... (truncated)
### Entity: Event
Component: GOE_RAJ_navy.4
Constructs: is_triggered_only, ai_chance, limit, add_political_power, random_navy_leader, set_nationality, set_character_flag, add_cic
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_navy.4
	picture = GFX_report_event_british_inspect_troops
	title = GOE_RAJ_navy.4.t
	desc = GOE_RAJ_navy.4.desc
	is_triggered_only = yes
	option = {
		name = GOE_RAJ_navy.4.a
		random_navy_leader = {
			limit = {
				skill = < 4
			}
			set_nationality = RAJ
			set_character_flag = transfered_commander_raj_navy
		}
		add_political_power = 200
		add_cic = 1500
		ai_chance = {
			base = 0.7
		}
		RAJ = {
			country_event = {
				id = GOE_RAJ_navy.5
				days = 1
			}
		}
	} {
		name = GOE_RAJ_navy.4.b
		ai_chance = {
			base = 0.3
		}
		RAJ = {
			country_event = {
				id = GOE_RAJ_navy.6
				days = 1
			}
		}
	}
}
### Entity: Unit Template
Component: HOL_GAR_01
Source: game
File: common/units/names_divisions/HOL_INS_names_divisions.txt

Code:
HOL_GAR_01 = {
	name = Garrison Division
	for_countries = {
		HOL
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	link_numbering_with = {
		HOL_INF_01
	}
	fallback_name = %de Vesting Divisie
	ordered = {
		102 = {
			Peel Divisie
		}
		103 = {
			'Oostfront' Vesting Holland
		}
		104 = {
			'Westfront' Vesting Holland
		}
		105 = {
			Divisie Spui
		}
		106 = {
			Divisie Kil
		}
		107 = {
			Territoriaal Bevel. Overijssel
		}
		108 = {
			Territoriaal Bevel. Friesland
		}
		109 = {
			Territoriaal Bevel. Zuid-Limburg
		}
		110 = {
			Stelling Den Helder
		}
		111 = {
			Stelling  Amsterdam
		}
		112 = {
			Stelling Rotterdam 
		}
		113 = {
			Stelling 's Gravenhage
		}
		114 = {
			Stelling Utrecht
		}
		115 = {
			Stelling Soesterberg
		}
	}
}