Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Name List
Component: SAN
Source: game
File: common/names/r56_names.txt

Code:
SAN = {
	male = {
		names = {
			Alessandro Alfonso Ambrogio Amedeo Andrea Angelo Antonio Benito Camillo Carlo Cesare Costanzo Davide Enrico Ettore Fabrizio Faustino Federico Felice Ferdinando Fiorenzo Francesco Gaetano Gennaro Girolamo Giulio Giuseppe Guglielmo Innocenzo Leopoldo Luigi Marco Massimo Matteo Nicola Oreste Paolo Pasquale Pietro Prospero Raffaele Roberto Ruggiero Silvio Simone Tancredi Ugo Umberto Vincenzo Vittorio
		}
	}
	female = {
		names = {
			Maria Anna Sara Laura Sofia Stella Angela Giovanna Guiseppina Gianna Giulia Valentina
		}
	}
	surnames = {
		Acton Albricci Badoglio Baldissera Baratieri Bava-Beccaris Cadorna Cagni Canevaro Capello Caviglia Ceccherini Cialdini Cusani Dezza di Robilant Emo Fanti Fara Filomarino Garibaldi Giardino Govone La Màrmora Mambretti Menabrea Orengo Pallavicino Pecori-Giraldi Pelloux Perruchetti Pianelli Porro Presbitero Ramorino Ricotti-Magnani Sacchi Saletta Sanna Solari Vaccari Zupelli Rossi
	}
	callsigns = {
		Buzzard Dusty Falcone Hawk Hammer Viper Banshee The Baron Lightning Duce Raven Two Shot Rosso Hannibale Draco
	}
}
### Entity: Order of Battle
Component: 2. Tennessee Irregulars
Constructs: division_template
Source: game
File: history/units/CSA_fascist_uprising.txt

Code:
division = {
	name = 2. Tennessee Irregulars
	location = 12501
	division_template = Volunteer Brigade
}
### Entity: Event
Component: wtt_political_warlord_support.22
Constructs: is_triggered_only, send_equipment, add_manpower, clear_variable
Source: game
File: events/WTT_china_political_power_struggle.txt

Code:
country_event = {
	id = wtt_political_warlord_support.22
	title = wtt_political_warlord_support.22.t
	desc = wtt_political_warlord_support.22.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = wtt_political_warlord_support.22.a
		effect_tooltip = {
			FROM = {
				send_equipment = {
					target = ROOT
					type = infantry_equipment
					amount = equipment_amount_for_support_@FROM
				}
			}
		}
		add_manpower = manpower_amount_for_support_@FROM
		clear_variable = equipment_amount_for_support_@FROM manpower_amount_for_support_@FROM
	}
}
### Entity: Order of Battle
Component: 2 Fujian Jingbei
Constructs: division_template
Source: game
File: history/units/CHI_1936.txt

Code:
division = {
	name = 2 Fujian Jingbei
	location = 4169
	division_template = Juntuán
	start_equipment_factor = 0.8
	start_experience_factor = 0.1
}
### Entity: Event
Component: wuw_GER_reichskommissariats.10
Constructs: is_triggered_only, ai_chance, has_completed_focus, add_equipment_to_stockpile, limit, add_ideas, owns_state, set_nationality
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_reichskommissariats.10
	title = wuw_GER_reichskommissariats.10.t
	desc = wuw_GER_reichskommissariats.10.desc
	picture = GFX_report_event_fascist_speech
	immediate = {
		hidden_effect = {
			IF = {
				limit = {
					POL = {
						NOT = {
							AND = {
								has_completed_focus = POL_restore_bermontians
								exists = yes
							}
						}
					}
				}
				POL = {
					set_nationality = {
						target_country = RKL
						character = POL_rudinger_von_der_goltz
					}
				}
			}
			ELSE = {
				ROOT = {
					set_nationality = {
						target_country = RKL
						character = GER_friedrich_paulus
					}
				}
			}
		}
	}
	is_triggered_only = yes
	option = {
		name = wuw_GER_reichskommissariats.10.a
		ai_chance = {
			base = 25
		}
		GER_improve_rosenbergs_trait_effect = yes
		custom_effect_tooltip = generic_skip_one_line_tt GER_reichskommissariat_ural_effect_tt
		251 = {
			transfer_state_to = RKL
			add_compliance = 30
		}
		hidden_effect = {
			every_state = {
				limit = {
					GER_is_RK_south_urals_state = yes
					NOT = {
						state = 251
					}
					OR = {
						is_owned_by = ROOT
						any_country = {
							is_subject_of = ROOT
							owns_state = PREV
						}
					}
				}
				transfer_state_to = RKL
				add_compliance = 25
			} {
				limit = {
					GER_is_RK_south_urals_state = yes
					NOT = {
						state = 251
					} {
						OR = {
							is_owned_by = ROOT
							any_country = {
								is_subject_of = ROOT
								owns_state = PREV
							}
						}
					}
				}
				add_contested_owner = RKL
				set_state_controller_to = RKL
				add_claim_by = RKL
				add_compliance = 25
			}
			RKL = {
				add_manpower = 50000
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = 5000
					producer = GER
				} {
					type = support_equipment
					amount = 500
					producer = GER
				}
				load_oob = RK_OOB
			}
		}
		set_autonomy = {
			target = RKL
			autonomy_state = autonomy_integrated_puppet
		}
		IF = {
			limit = {
				POL = {
					NOT = {
						AND = {
							has_completed_focus = POL_restore_bermontians
							exists = yes
						}
					}
				}
			}
			RKL = {
				POL_rudinger_von_der_goltz = {
					add_country_leader_role = {
						promote_leader = yes
						country_leader = {
							ideology = nazism
							expire = 1960.1.1
							traits = {
								GER_reichskommissar_trait
							}
						}
					
# ... (truncated)
### Entity: Idea
Component: INS_pal_surabaya_improved
Constructs: has_completed_focus, is_subject, is_subject_of, research_bonus, refit_speed, equipment_bonus
Source: game
File: common/ideas/r56_indonesia.txt

Code:
INS_pal_surabaya_improved = {
	allowed = {
		original_tag = INS
	}
	available = {
		is_subject = no
		controls_state = 446
	}
	name = INS_pal_surabaya
	picture = INS_pal_surabaya
	visible = {
		has_completed_focus = INS_java_shipyards
		NOT = {
			OR = {
				is_subject_of = HOL GER
			}
		}
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		raiding_fleet_naval_manufacturer
	}
	modifier = {
		industrial_capacity_dockyard = 0.05
		refit_speed = 0.05
	}
	equipment_bonus = {
		capital_ship = {
			hg_attack = 0.05
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_bring_democracy_to_japan
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_subject, is_ally_with, create_wargoal
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_bring_democracy_to_japan
	icon = GFX_focus_attack_japan
	prerequisite = {
		focus = PHI_join_the_allies PHI_the_pan_malayan_confederation
	}
	relative_position_id = PHI_join_the_allies
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		base = 1
	}
	available = {
		is_subject = no
		NOT = {
			is_ally_with = JAP
			has_war_with = JAP
		}
		JAP = {
			NOT = {
				has_government = democratic
			}
		}
	}
	will_lead_to_war_with = JAP
	completion_reward = {
		create_wargoal = {
			type = topple_government
			target = JAP
			expire = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Character
Component: EGY_sayyid_qutb
Constructs: has_completed_focus, has_autonomy_state
Source: game
File: common/characters/EGY.txt

Code:
EGY_sayyid_qutb = {
	name = Sayyid Qutb
	portraits = {
		civilian = {
			small = GFX_idea_EGY_sayyid_qutb
		}
	}
	advisor = {
		cost = 150
		slot = political_advisor
		idea_token = EGY_sayyid_qutb
		allowed = {
			original_tag = EGY
		}
		available = {
			has_completed_focus = EGY_revolt_against_the_opressors
			NOT = {
				has_autonomy_state = autonomy_supervised_state
			}
		}
		traits = {
			fierce_propagandist
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_escalate_the_sabotages
Constructs: prerequisite, limit, add_war_support, completion_reward, is_subject, add_autonomy_score, unlock_decision_tooltip, has_dynamic_modifier
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_escalate_the_sabotages
	icon = GFX_goal_generic_demand_territory
	prerequisite = {
		focus = DEN_arm_the_resistance
	}
	relative_position_id = DEN_sanction_sabotages
	x = -1
	y = 3
	cost = 10
	bypass = {

	}
	available = {
		is_subject = yes
	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_autonomy_score = {
			value = 100
			localization = DEN_escalate_the_sabotages
		}
		add_war_support = 0.05
		DEN_bop_occupation_very_low_increase_effect = yes
		unlock_decision_tooltip = DEN_bop_occupation_raid_depots
		if = {
			limit = {
				has_dynamic_modifier = {
					modifier = DEN_resistance_dynamic_modifier_improved
				}
			}
			custom_effect_tooltip = DEN_modify_danish_resistance_dynamic_modifier
		}
		else_if = {
			limit = {
				NOT = {
					has_dynamic_modifier = {
						modifier = DEN_resistance_dynamic_modifier
					}
				}
			}
			add_dynamic_modifier = {
				modifier = DEN_resistance_dynamic_modifier
			}
		}
		else = {
			custom_effect_tooltip = DEN_modify_danish_resistance_dynamic_modifier
		}
		add_to_variable = {
			DEN_resistance_target_on_our_occupied_states = 0.05
			tooltip = resistance_target_on_our_occupied_states_tt
		} {
			DEN_resistance_compliance_growth_on_our_occupied_states = -0.05
			tooltip = compliance_growth_on_our_occupied_states_tt
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_demand_burgenland
Constructs: prerequisite, limit, random_country, owns_state, has_war_with, completion_reward, is_subject, is_owned_by
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_demand_burgenland
	icon = GFX_focus_generic_attack_austria
	prerequisite = {
		focus = wuw_HUN_demand_transylvania
	}
	x = -1
	y = 1
	relative_position_id = wuw_HUN_demand_transylvania
	will_lead_to_war_with = AUS
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {
		is_subject = no
		975 = {
			NOT = {
				is_owned_by = ROOT
			}
		}
		IF = {
			limit = {
				975 = {
					is_owned_by = AUS
				}
			}
			strength_ratio = {
				tag = AUS
				ratio = > 0.7
			}
		}
		has_army_manpower = {
			size = > 185000
		}
	}
	bypass = {
		OR = {
			owns_state = 975
			975 = {
				OWNER = {
					has_war_with = ROOT
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = HUN_demands_tt
		random_country = {
			limit = {
				owns_state = 975
			}
			country_event = {
				id = WW_hungary.23
				days = 2
				random_days = 3
			}
		}
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_restauration
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_mastery_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_restauration
	icon = GFX_goal_generic_navy_doctrines_tactics
	prerequisite = {
		focus = HUN_naval_warfare
	}
	mutually_exclusive = {
		focus = HUN_reform
	}
	x = -1
	y = 2
	relative_position_id = HUN_naval_warfare
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		navy_experience = 15
		add_mastery_bonus = {
			name = HUN_restauration
			bonus = 0.2
			days = 180
			grand_doctrine = new_fleet_in_being
		}
		add_doctrine_cost_reduction = {
			name = HUN_restauration
			cost_reduction = 0.5
			uses = 1
			category = naval_doctrine
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_the_army
Constructs: prerequisite, add_war_support, completion_reward, cancel_if_invalid, modify_warlord_army_tt, add_to_variable
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = CHI_sea_the_army
	icon = GFX_focus_CHI_military_affairs_commission
	x = 0
	y = 1
	dynamic = yes
	cost = 10
	prerequisite = {
		focus = CHI_sea_brigade_specialization
	} {
		focus = CHI_sea_infantry_efforts
	}
	relative_position_id = CHI_sea_fortification_efforts
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

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

	}
	completion_reward = {
		custom_effect_tooltip = modify_warlord_army_tt
		add_to_variable = {
			ROOT.CHI_warlord_army_army_core_attack_factor = 0.05
			tooltip = army_core_attack_factor_tt
		} {
			ROOT.CHI_warlord_army_army_core_defence_factor = 0.025
			tooltip = army_core_defence_factor_tt
		}
		add_war_support = 0.1
	}
}
### Entity: Event
Component: NSB_soviet_civil_war_common.122
Constructs: is_triggered_only, limit, set_variable, add_to_war, has_dlc, set_autonomy, set_politics, set_popularities
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_civil_war_common.122
	title = NSB_soviet_civil_war_common.122.t
	desc = NSB_soviet_civil_war_common.122.desc
	picture = GFX_report_event_japanese_transport_soldiers
	is_triggered_only = yes
	option = {
		name = NSB_soviet_civil_war_common.122.a
		set_variable = {
			SOV_communist_support_before_puppet = party_popularity_100@communism
		} {
			SOV_democratic_support_before_puppet = party_popularity_100@democratic
		} {
			SOV_fascist_support_before_puppet = party_popularity_100@fascism
		} {
			SOV_neutrality_support_before_puppet = party_popularity_100@neutrality
		}
		JAP = {
			add_to_war = {
				targeted_alliance = ROOT
				enemy = SOS
				hostility_reason = asked_to_join
			}
		}
		IF = {
			limit = {
				has_dlc = Together for Victory
				NOT = {
					has_dlc = Waking the Tiger
				}
			}
			FROM = {
				set_autonomy = {
					target = ROOT
					autonomous_state = autonomy_integrated_puppet
					end_wars = no
					end_civil_wars = no
				}
			}
		}
		ELSE_IF = {
			limit = {
				NOT = {
					has_dlc = Waking the Tiger Together for Victory
				}
			}
			FROM = {
				set_autonomy = {
					target = ROOT
					autonomous_state = autonomy_puppet
					end_wars = no
					end_civil_wars = no
				}
			}
		} {
			limit = {
				has_dlc = Waking the Tiger
			}
			FROM = {
				set_autonomy = {
					target = ROOT
					autonomous_state = autonomy_wtt_imperial_protectorate
					end_wars = no
					end_civil_wars = no
				}
			}
		}
		hidden_effect = {
			ROOT = {
				set_politics = {
					ruling_party = neutrality
				}
			}
			set_popularities = {
				communism = SOV.SOV_communist_support_before_puppet
				democratic = SOV.SOV_democratic_support_before_puppet
				fascism = SOV.SOV_fascist_support_before_puppet
				neutrality = SOV.SOV_neutrality_support_before_puppet
			}
			clear_variable = SOV.SOV_communist_support_before_puppet SOV.SOV_democratic_support_before_puppet SOV.SOV_fascist_support_before_puppet SOV.SOV_neutrality_support_before_puppet
		}
	}
}
### Entity: Character
Component: IA_sanshiro_ishikawa
Constructs: has_completed_focus, limit, has_country_flag, has_anarchist_government, has_idea, has_power_balance
Source: game
File: common/characters/IA.txt

Code:
IA_sanshiro_ishikawa = {
	name = IA_sanshiro_ishikawa
	portraits = {
		army = {
			small = GFX_portrait_IA_sanshiro_ishikawa_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = IA_sanshiro_ishikawa
		allowed = {
			OR = {
				original_tag = ETH SWE JAP
			}
		}
		available = {
			OR = {
				SWE_refuge_for_revolutionaries_trigger = yes
				AND = {
					has_anarchist_government = yes
					NOT = {
						has_idea = IA_sakutaro_iwasa
					}
				}
				has_completed_focus = JAP_cooperate_with_anarchists
			}
		}
		visible = {
			OR = {
				has_country_flag = IA_anarchists_recruited_flag
				SWE_refuge_for_revolutionaries_trigger = yes
				has_completed_focus = JAP_cooperate_with_anarchists
			}
		}
		traits = {
			transnational_anarchist
		}
		on_add = {
			owner = {
				IF = {
					limit = {
						NOT = {
							original_tag = SWE
						}
						has_power_balance = {
							id = ETH_centralization_balance
						}
					}
					hidden_effect = {
						ETH_BOP_decentralization_large_effect = yes
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_doctrine_effort
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_doctrine_effort
	icon = GFX_goal_generic_army_doctrines
	prerequisite = {
		focus = LIT_army_expansion
	}
	x = 0
	y = 1
	relative_position_id = LIT_army_expansion
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 10
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.35
			uses = 1
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_LAND_DOCTRINE_large_unit_tactics
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_FOCUS_LAND_DOCTRINE_large_unit_tactics = {
	always = no
	NOT = {
		EAI_land_doctrine_progress_limit = yes
	}
	EAI_FOCUS_LAND_DOCTRINE_has_correct_grand_doctrine = yes
}
### Entity: Event
Component: malaysia.15
Constructs: is_triggered_only, ai_chance, retire_country_leader, set_party_name, set_politics
Source: game
File: events/malaysia.txt

Code:
country_event = {
	id = malaysia.15
	title = malaysia.15.t
	desc = malaysia.15.desc
	is_triggered_only = yes
	option = {
		name = malaysia.15.a
		ai_chance = {
			base = 60
		}
		end_puppet = MAL
		MAL = {
			retire_country_leader = yes
			set_party_name = {
				ideology = neutrality
				long_name = MAL_neutrality_party_long
				name = MAL_neutrality_party
			}
			drop_cosmetic_tag = yes
			set_politics = {
				ruling_party = fascism
			}
		}
	} {
		name = malaysia.15.b
		ai_chance = {
			base = 40
		}
		MAL = {
			country_event = {
				id = malaysia.16
				hours = 3
			}
		}
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_equipment_effort_3
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_equipment_effort_3
	icon = GFX_goal_generic_army_artillery2
	prerequisite = {
		focus = KOR_equipment_effort
	}
	x = 1
	y = 1
	relative_position_id = KOR_equipment_effort
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 5
		add_tech_bonus = {
			name = infantry_artillery_bonus
			ahead_reduction = 1
			uses = 1
			category = infantry_weapons artillery
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Trigger
Component: is_organization_of_african_unity_member
Constructs: is_organization_of_african_unity_member, is_league_of_nations_member_tt, has_idea
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
is_organization_of_african_unity_member = {
	custom_trigger_tooltip = {
		tooltip = is_league_of_nations_member_tt
		has_idea = organization_of_african_unity_member_idea
	}
}
### Entity: Effect Reference
Construct: SPECIAL_PROJECT
Constructs: SPECIAL_PROJECT, add_dynamic_modifier, add_project_progress_ratio, clr_project_flag, complete_prototype_reward_option, force_update_dynamic_modifier, modify_project_flag, remove_dynamic_modifier
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## Effects for scope SPECIAL_PROJECT

* [add_dynamic_modifier](#add_dynamic_modifier)
* [add_project_progress_ratio](#add_project_progress_ratio)
* [clr_project_flag](#clr_project_flag)
* [complete_prototype_reward_option](#complete_prototype_reward_option)
* [force_update_dynamic_modifier](#force_update_dynamic_modifier)
* [modify_project_flag](#modify_project_flag)
* [remove_dynamic_modifier](#remove_dynamic_modifier)
* [set_project_flag](#set_project_flag)
### Entity: Name List
Component: MOR
Source: game
File: common/names/00_names.txt

Code:
MOR = {
	male = {
		names = {
			Aali Abd Al-Latif Abdul Abdul-Rahman Abu Adnan Ahmed Ali Amir Ammar Ashfaq Ayuub Baqi Bassem Danyal Esmail Fadil Fareed Fawzi Gabir Ghufran Haider Hakeem Hamid Hanif Hatim Houssam Husain Ibrahim Idris Imen Iskandar Ismai'il Jafar Jamal Jibril Karim Latif Mahometus Maqsud Mikha'il Mohammed Mostafa Murtada Nadeem Najm Navid Nur Omar Osama Qasim Rais Rashid Rayan Ruh Saif Salih Shad Shakir Shukri Sulaiman Taj Tayyib Wafai Yakub Yuhanna Zahi Zawar Zulfaqar Abbas Abd Abdalaati Abdallah Abdelaziz Abdelhak Abdelilah Abdelkader Abdellatif Abdessadeq Abu Bakr Ahmed Alber Albert Ali Andre Azzeddine Bachir Bouchaib Bouchta Brahim David Driss Elam Eli Faouzi Gad Hassan Hicham Henry Hicham Imad Isaac Ismael Jamal Jamel Jaouad Jo Judah Kacem Khalid Laarbi Omar Maati Mahmoud Mehdi Mohamed Mohammed Moshe Mouad Moulay Nabil Nadir Najib Rachid Ralph Rhadi Robert Ryan Said Salah Samuel Samy Shlomo
		}
		surnames = {
			Abdullah Abdulrashid Ahmad Ahmed Ajam Al-Amin Alfarsi Al-Ghazzawi Al-Hashim Ali Al-Mufti Amjad Boulos Bousaid Hakim Hussain Kader Karim Karimi Mohammed Muhammad Naaji Nagi Najm Nejem Qadir Saab Samara Saqqaf Sultan Tawfeek Tawfiq Zaman Aamara Abdelhadi Abouzeid Aflalo ibn Al-Aftas Alfasi Abed Al-Jabri Amhali Attar Balafej Basri Belhsen Ben-Ami Benhima Bensaidi El Bidaoui Bitton Bouabid Chami Ali Cherif Debbouze Elbaz Essaidi Al-Fasi Ferroukhi El Ghazzali Guinia Hakmoun Al-Hassar ben David Hayyuj Ibrahim Jay Kaghat Khayat Laabi Lahlou Laraki Maan El Marikh Mezouar El Moutawakel Noury El Othmani Pinto Reno Roukhe Skah Tamsamani Tietjen Youssoufi Zarra
		}
	}
	female = {
		names = {
			Aaliyah Aisha Amaal Anisa Ayda Basma Djamila Farah Fatin Gamila Hadia Haifa Haniyah Hosni Ihab Isaac Israa Jathibiyya Khalida Latifa Maha Mahi Mona Nadia Nashwa Nimat Rabab Rana Rayhana Ruqayyah Sahar Samia Sarah Shahrizad Shayma Suraya Uzma Yasmin Zahia Zakiya Zulekha Amina Danielle Halima Hasna Latifa Leila Nadia Najat Nezha Sanaa Shatha Simone Sofia Yasmine
		}
		surnames = {
			Abdullah Abdulrashid Ahmad Ahmed Ajam Al-Amin Alfarsi Al-Ghazzawi Al-Hashim Ali Al-Mufti Amjad Boulos Bousaid Hakim Hussain Kader Karim Karimi Mohammed Muhammad Naaji Nagi Najm Nejem Qadir Saab Samara Saqqaf Sultan Tawfeek Tawfiq Zaman Aamara Abdelhadi Abouzeid Aflalo bint Al-Aftas Alfasi Abed Al-Jabri Amhali Attar Balafej Basri Belhsen Ben-Ami Benhima Bensaidi El Bidaoui B
# ... (truncated)
### Entity: Character
Component: USA_harry_white
Constructs: has_completed_focus, limit, has_government, has_dlc, has_idea
Source: game
File: common/characters/USA.txt

Code:
USA_harry_white = {
	name = USA_harry_white
	portraits = {
		army = {
			small = GFX_idea_USA_harry_white
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = harry_white
		allowed = {
			original_tag = USA
		}
		available = {
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				has_completed_focus = USA_reach_out_to_the_ware_group
			}
			NOT = {
				has_idea = USA_henry_morgenthau
			}
		}
		visible = {
			has_dlc = Man the Guns
		}
		traits = {
			financial_expert
		}
		cost = 0.0
		do_effect = {

		}
		ai_will_do = {
			factor = 0.0
		}
	}
	allowed_civil_war = {
		has_government = communism
	}
}
### Entity: Character
Component: TIB_political_stabilizer
Constructs: stability_factor, neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
TIB_political_stabilizer = {
	random = no
	sprite = 13
	political_power_factor = 0.05
	stability_factor = 0.1
	stability_weekly = 0.001
	neutrality_drift = 0.05
}
### Entity: Event
Component: egypt.60
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile, has_war_with, add_opinion_modifier, has_war_together_with, has_opinion
Source: game
File: events/egypt.txt

Code:
country_event = {
	id = egypt.60
	picture = GFX_report_event_generic_communist_congress
	title = egypt.60.t
	desc = egypt.60.d
	is_triggered_only = yes
	option = {
		name = egypt.56.a
		ai_chance = {
			base = 0
			modifier = {
				add = 500
				has_war_together_with = EGY
			} {
				add = 10
				has_opinion = {
					target = EGY
					value = > 9
				}
			}
		}
		EGY = {
			add_opinion_modifier = {
				target = ROOT
				modifier = RAJ_Weapon_Shipments
			}
			add_equipment_to_stockpile = {
				type = medium_tank_chassis
				amount = 100
				producer = SOV
			}
		} {
			country_event = {
				id = egypt.61
				hours = 6
			}
		}
	} {
		name = egypt.60.b
		ai_chance = {
			base = 0
			modifier = {
				add = 500
				has_war_with = EGY
			} {
				add = 10
				has_opinion = {
					target = EGY
					value = < 10
				}
			} {
				add = 5
				surrender_progress = > 0.2
			}
		}
		EGY = {
			country_event = {
				id = egypt.62
				hours = 6
			}
		}
	}
}