Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: netaji
Constructs: neutrality_drift
Source: game
File: common/country_leader/goe_traits.txt

Code:
netaji = {
	sprite = 5
	neutrality_drift = 0.08
	party_popularity_stability_factor = 0.15
	production_speed_arms_factory_factor = 0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: CHI_fu_zuoyi
Source: game
File: common/characters/CHI.txt

Code:
CHI_fu_zuoyi = {
	name = CHI_fu_zuoyi
	portraits = {
		army = {
			large = GFX_portrait_chi_fu_zuoyi
			small = GFX_idea_CHI_fu_zuoyi
		}
	}
	corps_commander = {
		skill = 3
		attack_skill = 3
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
	}
}
### Entity: Unit Template
Component: CAN_MTN_01
Source: game
File: common/units/names_divisions/CAN_names_divisions.txt

Code:
CAN_MTN_01 = {
	name = Mountain Divisions
	for_countries = {
		CAN
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	link_numbering_with = {
		CAN_INF_01
	}
	fallback_name = %d Infantry Division
	ordered = {
		1 = {
			%dst Infantry Division
		}
		2 = {
			%dnd Infantry Division
		}
		3 = {
			%drd Infantry Division
		}
		4 = {
			%dth Infantry Division
		}
		5 = {
			%dth Infantry Division
		}
		6 = {
			%dth Infantry Division
		}
		7 = {
			%dth Infantry Division
		}
		8 = {
			%dth Infantry Division
		}
		9 = {
			%dth Infantry Division
		}
		10 = {
			%dth Infantry Division
		}
		11 = {
			%dth Infantry Division
		}
		12 = {
			%dth Infantry Division
		}
		13 = {
			%dth Infantry Division
		}
		14 = {
			%dth Infantry Division
		}
		15 = {
			%dth Infantry Division
		}
		16 = {
			%dth Infantry Division
		}
		17 = {
			%dth Infantry Division
		}
		18 = {
			%dth Infantry Division
		}
		19 = {
			%dth Infantry Division
		}
		20 = {
			%dth Infantry Division
		}
		21 = {
			%dst Infantry Division
		}
		22 = {
			%dnd Infantry Division
		}
		23 = {
			%drd Infantry Division
		}
		24 = {
			%dth Infantry Division
		}
		25 = {
			%dth Infantry Division
		}
		26 = {
			%dth Infantry Division
		}
		27 = {
			%dth Infantry Division
		}
		28 = {
			%dth Infantry Division
		}
		29 = {
			%dth Infantry Division
		}
		30 = {
			%dth Infantry Division
		}
		31 = {
			%dst Infantry Division
		}
		32 = {
			%dnd Infantry Division
		}
		33 = {
			%drd Infantry Division
		}
		34 = {
			%dth Infantry Division
		}
		35 = {
			%dth Infantry Division
		}
		36 = {
			%dth Infantry Division
		}
		37 = {
			%dth Infantry Division
		}
		38 = {
			%dth Infantry Division
		}
		39 = {
			%dth Infantry Division
		}
		40 = {
			%dth Infantry Division
		}
		41 = {
			%dst Infantry Division
		}
		42 = {
			%dnd Infantry Division
		}
		43 = {
			%drd Infantry Division
		}
		44 = {
			%dth Infantry Division
		}
		45 = {
			%dth Infantry Division
		}
		46 = {
			%dth Infantry Division
		}
		47 = {
			%dth Infantry Division
		}
		48 = {
			%dth Infantry Division
		}
		49 = {
			%dth Infantry Division
		}
		50 = {
			%dth Infantry Division
		}
		51 = {
			%dst Infantry Division
		}
		52 = {
			%dnd Infantry Division
		}
		53 = {
			%drd Infantry Division
		}
	}
}
### Entity: Resistance
Component: sabotage_tungsten
Constructs: limit, has_resources_amount, has_variable, check_variable, clear_sabotaged_resources_if_necesary, add_to_variable, set_temp_variable, add_dynamic_modifier
Source: game
File: common/resistance_activity/resistance_activity.txt

Code:
sabotage_tungsten = {
	available = {
		has_resources_amount = {
			resource = tungsten
			amount = > 0
			delivered = yes
		}
	}
	weight = {
		base = 1
		modifier = {
			has_variable = targeted_sabotage_resources
			check_variable = {
				targeted_sabotage_resources = > 0
			}
			add = 4
		} {
			occupation_law = forced_labor_occupation
			add = -0.25
		}
	}
	effect = {
		clear_sabotaged_resources_if_necesary = yes
		add_to_variable = {
			sabotaged_tungsten = -12
		}
		set_temp_variable = {
			duration = 180
		}
		if = {
			limit = {
				occupation_law = forced_labor_occupation
			}
			multiply_temp_variable = {
				duration = 0.75
			}
		} {
			limit = {
				has_variable = targeted_sabotage_resources
				check_variable = {
					targeted_sabotage_resources = > 0
				}
			}
			add_to_variable = {
				sabotaged_tungsten = -8
			}
			subtract_from_variable = {
				var = targeted_sabotage_resources
				value = 1
			}
		}
		add_dynamic_modifier = {
			modifier = sabotaged_resources
			days = duration
		}
	}
	alert_text = resource_is_sabotaged
}
### Entity: AI Strategy
Component: EAI_CHI_china_DEFENSIVE_stalemate
Constructs: limit, has_war_with, has_country_flag, is_major, is_literally_china, is_historical_focus_on, check_variable, is_ai
Source: game
File: common/ai_strategy/CHI_EAI.txt

Code:
EAI_CHI_china_DEFENSIVE_stalemate = {
	allowed = {
		is_literally_china = yes
	}
	enable = {
		is_historical_focus_on = yes
		check_variable = {
			global.EAI_sino_japanese_war = 2
		}
		has_war_with = JAP
		JAP = {
			is_ai = yes
		}
		date = < 1946.1.1
		if = {
			limit = {
				NOT = {
					has_global_flag = EAI_JAP_blitz_pacific_1000d
				}
			}
			alliance_strength_ratio = < 3
		}
		NOT = {
			JAP = {
				surrender_progress = > 0.1
			}
		} {
			any_enemy_country = {
				NOT = {
					tag = JAP
				}
				is_neighbor_of = ROOT
				is_major = yes
			}
		} {
			has_country_flag = EAI_operational_initial_resume_timer
		}
		CHI = {
			surrender_progress = < 0.5
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_control
		ordertype = front
		ratio = 0.5
		priority = 1000
		execution_type = careful
		tag = JAP MAN MEN
	} {
		type = force_concentration_front_factor
		ratio = 0.5
		value = -100
		tag = JAP MAN MEN
	} {
		type = force_concentration_target_weight
		value = -100
		tag = JAP MAN MEN
	}
}
### Entity: Event
Component: lithuania.46
Constructs: is_triggered_only, add_ideas, add_stability
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania.46
	title = lithuania.46.t
	desc = lithuania.46.desc
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = lithuania.46.a
		add_stability = 0.1
		add_ideas = LIT_battle_for_births_success
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_57
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_57 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 57
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 57
	}
}
### Entity: Event
Component: r56_raj.104
Constructs: is_triggered_only, add_ideas, set_country_flag
Source: game
File: events/India.txt

Code:
country_event = {
	id = r56_raj.104
	title = r56_raj.104.t
	desc = r56_raj.104.d
	picture = GFX_report_event_picture_RAJ_Viceroys_Mansion
	is_triggered_only = yes
	option = {
		name = r56_raj.104.a
		add_ideas = RAJ_Agricultural_Stabilisation_Act
		set_country_flag = Agricultural_Stabilisation_Act_passed interface_disable
	}
}
### Entity: Order of Battle
Component: 7a Divisione CC.NN. 'Cirene'
Constructs: division_template
Source: game
File: history/units/ITA_1936.txt

Code:
division = {
	name = 7a Divisione CC.NN. 'Cirene'
	location = 1130
	division_template = Camicie Nere
	start_equipment_factor = 0.2
}
### Entity: Idea
Component: PHI_ideological_rebels
Constructs: war_support_factor, has_government, removal_cost, democratic_drift
Source: game
File: common/ideas/philipines.txt

Code:
PHI_ideological_rebels = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = the_people
	removal_cost = -1
	cancel = {
		NOT = {
			has_government = democratic
		}
	}
	modifier = {
		war_support_factor = 0.05
		conscription = -0.01
		democratic_drift = -0.05
	}
}
### Entity: Idea
Component: AUS_unite_the_nation
Constructs: stability_factor, war_support_factor, removal_cost, democratic_drift
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_unite_the_nation = {
	picture = eng_imperial_conscription
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_factor = 0.1
		stability_factor = 0.1
		war_support_factor = 0.1
		democratic_drift = 0.02
	}
}
### Entity: Character
Component: ELS_jose_maria_cuellar
Source: game
File: common/characters/ELS.txt

Code:
ELS_jose_maria_cuellar = {
	advisor = {
		slot = political_advisor
		idea_token = ELS_jose_maria_cuellar
		allowed = {
			original_tag = ELS
		}
		traits = {
			quartermaster_general
		}
	}
	name = Jose Maria Cuellar
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_3
		}
	}
}
### Entity: Unit Template
Component: AUS_CAV_01
Source: game
File: common/units/names_divisions/AUS_names_divisions.txt

Code:
AUS_CAV_01 = {
	name = Cavalry Division
	for_countries = {
		AUS
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %d. Schnelle Division
	ordered = {
		1 = {
			%d. Schnelle Division
		}
		2 = {
			%d. Schnelle Division
		}
		3 = {
			%d. Schnelle Division
		}
		4 = {
			%d. Schnelle Division
		}
		5 = {
			%d. Schnelle Division
		}
		6 = {
			%d. Schnelle Division
		}
		7 = {
			%d. Schnelle Division
		}
		8 = {
			%d. Schnelle Division
		}
		9 = {
			%d. Schnelle Division
		}
		10 = {
			%d. Schnelle Division
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AUK_tree_Limited_Rearmament.png.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects | Hide file links

The following pages link to File:UK tree Limited Rearmament.png:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)United Kingdom (file link) ‎ (← links | edit)

National Focus (file link) ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:UK_tree_Limited_Rearmament.png"
### Entity: Modding Documentation
Construct: run
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## run

Runs the specified file with list of commands
### Entity: Event
Component: mtg_usa_protect_south_america.3
Constructs: is_triggered_only, ai_chance, has_war, add_war_support, create_wargoal, puppet_wargoal_focus
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_protect_south_america.3
	title = mtg_usa_protect_south_america.3.t
	desc = mtg_usa_protect_south_america.3.desc
	picture = GFX_report_event_lithuania_army
	is_triggered_only = yes
	option = {
		name = mtg_usa_protect_south_america.3.a
		ai_chance = {
			factor = 90
			modifier = {
				has_war = yes
				factor = 0
			}
		}
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FROM
		}
	} {
		name = mtg_usa_protect_south_america.3.b
		ai_chance = {
			factor = 10
		}
		add_war_support = -0.1
	}
}
### Entity: Idea
Component: maneuver_warfare_spirit
Constructs: has_doctrine, coordination_bonus, has_dlc
Source: game
File: common/ideas/army_spirits.txt

Code:
maneuver_warfare_spirit = {
	available = {
		has_doctrine = new_mobile_warfare
	}
	modifier = {
		tactic_unexpected_thrust_preferred_weight_factor = 1
		army_speed_factor = 0.05
		coordination_bonus = 0.05
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		} {
			factor = 2
			OR = {
				has_doctrine = mobile_infantry air_cavalry mission_type_tactics self_propelled_support
			}
		}
	}
}
### Entity: Event
Component: india.415
Constructs: is_triggered_only, limit, every_unit_leader, has_unit_leader_flag, set_nationality
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.415
	title = india.415.t
	desc = india.415.desc
	picture = GFX_report_event_sailors_in_working_rig
	is_triggered_only = yes
	option = {
		name = india.415.a
		every_unit_leader = {
			limit = {
				has_unit_leader_flag = ENG_colonial_commander
			}
			set_nationality = ENG
		}
	}
}
### Entity: Character
Component: ITA_alberto_beneduce
Constructs: has_completed_focus, limit, has_government, has_dlc
Source: game
File: common/characters/ITA.txt

Code:
ITA_alberto_beneduce = {
	name = ITA_alberto_beneduce
	portraits = {
		army = {
			small = GFX_portrait_ITA_alberto_beneduce_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ITA_alberto_beneduce
		allowed = {
			ITA_is_italian_tag = yes
		}
		available = {
			OR = {
				has_government = fascism neutrality
				if = {
					limit = {
						has_dlc = By Blood Alone
					}
					has_completed_focus = ITA_cooperate_with_moderates
				}
			}
		}
		traits = {
			captain_of_industry
		}
		ai_will_do = {
			base = 0.3
			modifier = {
				factor = 0
				OR = {
					ITA_is_communist_ai = yes
					ITA_is_socialist_ai = yes
				}
			}
		}
	}
}
### Entity: Event
Component: SEA_warlords.6
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile, add_opinion_modifier, fire_only_once, is_ai, add_manpower, is_historical_focus_on
Source: game
File: events/SEA_Warlords.txt

Code:
country_event = {
	id = SEA_warlords.6
	title = SEA_warlords.6.t
	desc = SEA_warlords.6.desc
	picture = GFX_report_event_tur_machine_gunners
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_warlords.6.a
		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				KHM = {
					is_ai = no
				}
			}
		}
		effect_tooltip = {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -1000
				producer = ROOT
			}
			add_manpower = -1000
			custom_effect_tooltip = generic_skip_one_line_tt
			KHM = {
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = 1000
					producer = ROOT
				}
				add_manpower = 1000
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		FROM = {
			country_event = {
				id = SEA_warlords.7
				hours = 6
			}
		}
	} {
		name = SEA_warlords.6.b
		ai_chance = {
			base = 25
			modifier = {
				factor = 0
				is_historical_focus_on = yes
				KHM = {
					is_ai = yes
				}
			}
		}
		SOV = {
			add_opinion_modifier = {
				target = ROOT
				modifier = criticized_our_intervention_opm
			}
		}
		add_relation_rule_override = {
			target = KHM
			can_send_volunteers = yes
		}
		hidden_effect = {
			add_ai_strategy = {
				type = send_volunteers_desire
				id = KHM
				value = 50
			} {
				type = protect
				id = KHM
				value = 50
			}
			add_timed_idea = {
				idea = CHI_intervention_for_khm_idea
				days = 364
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		effect_tooltip = {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -1500
				producer = ROOT
			} {
				type = artillery_equipment
				amount = -150
				producer = ROOT
			}
			add_manpower = -2500
			custom_effect_tooltip = generic_skip_one_line_tt
			KHM = {
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = 1500
					producer = ROOT
				} {
					type = artillery_equipment
					amount = 150
					producer = ROOT
				}
				add_manpower = 2500
			}
		}
		FROM = {
			country_event = {
				id = SEA_warlords.8
				hours = 6
			}
		}
	} {
		name = SEA_warlords.6.c
		ai_chance = {
			base = 0
		}
		SOV = {
			add_opinion_modifier = {
				target = ROOT
				modifier = turned_a_blind_eye_opm
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		FROM = {
			country_event = {
				id = SEA_warlords.9
				hours = 6
			}
		}
# ... (truncated)
### Entity: Idea
Component: arg_soviet_advisors
Constructs: removal_cost
Source: game
File: common/ideas/r56_argentina.txt

Code:
arg_soviet_advisors = {
	picture = saf_soviet_advisers
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		mass_assault_mastery_gain_factor = 0.1
	}
}
### Entity: Event
Component: bftb_turkey.5
Constructs: is_triggered_only, ai_chance, limit, has_country_flag, add_stability, is_historical_focus_on, set_country_flag
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.5
	title = bftb_turkey.5.t
	desc = bftb_turkey.5.desc
	picture = GFX_report_event_tur_cakmak_general_staff
	is_triggered_only = yes
	option = {
		name = bftb_turkey.5.a
		ai_chance = {
			factor = 60
			modifier = {
				is_historical_focus_on = yes
				factor = 100
			}
		}
		custom_effect_tooltip = TUR_strait_compromise_tt
		hidden_effect = {
			TUR = {
				set_country_flag = TUR_strait_compromise_set
			}
			SOV = {
				country_event = {
					id = bftb_turkey.7
					hours = 8
				}
			}
			ENG = {
				country_event = {
					id = bftb_turkey.7
					hours = 8
				}
			}
			news_event = {
				id = bftb_news.201
				hours = 16
			}
		}
	} {
		name = bftb_turkey.5.b
		ai_chance = {
			factor = 40
			modifier = {
				is_historical_focus_on = yes
				factor = 0
			}
		}
		add_stability = -0.05
		custom_effect_tooltip = TUR_remaining_defiant_tt
		hidden_effect = {
			TUR = {
				set_country_flag = TUR_defiance_against_soviet_union
			}
			if = {
				limit = {
					TUR = {
						has_country_flag = TUR_british_support
					}
				}
				ENG = {
					country_event = {
						id = bftb_turkey.8
						hours = 8
					}
				}
			}
			else = {
				SOV = {
					country_event = {
						id = bftb_turkey.10
						hours = 8
					}
				}
			}
		}
	}
}
### Entity: Scripted Effect
Component: AST_set_robert_menzies
Constructs: create_country_leader, limit, set_party_name
Source: game
File: common/scripted_effects/r56_AST_scripted_effects.txt

Code:
AST_set_robert_menzies = {
	if = {
		limit = {
			date = > 1944.1.1
		}
		set_party_name = {
			ideology = democratic
			long_name = AST_liberal_party_long
			name = AST_liberal_party
		}
	}
	else = {
		set_party_name = {
			ideology = democratic
			long_name = AST_democratic_party_long
			name = AST_democratic_party
		}
	}
	create_country_leader = {
		name = Robert Menzies
		picture = r56_portrait_AST_Robert_Menzies.dds
		expire = 1965.1.1
		ideology = liberalism
		traits = {
			skilled_negotiator savvy_politician
		}
	}
}
### Entity: Joint Focus
Component: NORDIC_nordic_navy
Constructs: prerequisite, joint_focus, completion_reward, has_navy_size, set_variable, add_dynamic_modifier, add_command_power
Source: game
File: common/national_focus/nordic_shared.txt

Code:
joint_focus = {
	id = NORDIC_nordic_navy
	icon = {
		GFX_focus_NORDIC_dem_navy = {
			NORDIC_democratic_alliance_viable = yes
		} yes
		GFX_focus_NORDIC_com_navy = {
			NORDIC_communist_alliance_viable = yes
		}
		GFX_focus_NORDIC_mon_navy = {
			NORDIC_monarchist_alliance_viable = yes
		}
	}
	dynamic = yes
	prerequisite = {
		focus = NORDIC_northern_command
	}
	x = -2
	y = 1
	relative_position_id = NORDIC_northern_command
	cost = 10
	text_icon = NORDIC_focus_style
	available = {
		NORDIC_basic_available_trigger = yes
		has_navy_size = {
			size = > 24
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_NAVY_XP
	}
	joint_trigger = {
		NORDIC_basic_joint_trigger = yes
	}
	completion_reward = {
		hidden_effect = {
			set_variable = {
				NORDIC_navy_originator_dmod_naval_doctrine_cost_factor = 0
			} {
				NORDIC_navy_member_dmod_naval_doctrine_cost_factor = 0
			} {
				NORDIC_navy_originator_dmod_naval_repair_speed_factor = 0
			} {
				NORDIC_navy_member_dmod_naval_repair_speed_factor = 0
			} {
				NORDIC_navy_originator_dmod_navy_leader_cost_factor = 0
			} {
				NORDIC_navy_member_dmod_navy_leader_cost_factor = 0
			}
		}
	}
	completion_reward_joint_originator = {
		add_dynamic_modifier = {
			modifier = NORDIC_navy_originator_dmod
		}
		add_command_power = 60
	}
	completion_reward_joint_member = {
		add_dynamic_modifier = {
			modifier = NORDIC_navy_member_dmod
		}
		add_command_power = 40
	}
}
### Entity: State History
Component: 788
Constructs: add_core_of
Source: game
File: history/states/788-Salamanca.txt

Code:
state = {
	id = 788
	name = STATE_788
	resources = {
		tungsten = 10.0
	}
	history = {
		owner = SPR
		victory_points = {
			3874 1
		}
		buildings = {
			infrastructure = 3
		}
		add_core_of = SPR
	}
	provinces = {
		794 874 3874 6867 9770 13221
	}
	manpower = 364601
	buildings_max_level_factor = 1.0
	state_category = pastoral
	local_supplies = 0.0
}
### Entity: Name List
Component: SAU
Source: game
File: common/names/00_names.txt

Code:
SAU = {
	male = {
		names = {
			Abd Allah Abd al-Karim Abd al-Malik Abd al-Qadir Abd al-Rahman Abu Bakr Ahmad Ali Fawzi Fuad Halil Hasan Hisham Ibrahim Ishaq Iskandar Ja'far Jamal Kamil Khalid Muhammad Mustafa Nur al-Din Sa'd al-Din Salim Sa'ud Shukri Tawfiq Umar Uthman Yahya Yusuf Zafir
		}
		surnames = {
			ibn Abd Allah ibn Abd al-Qadir ibn Abu Bakr ibn Ahmad ibn Ali ibn Fuad ibn Halil ibn Hasan ibn Hisham ibn Ishaq ibn Ja'far ibm Kamil ibn Khalid ibn Muhammad ibn Mustafa ibn Salim ibn Umar ibn Uthman ibn Yusuf al-Najdi al-Hijazi
		}
	}
	female = {
		names = {
			Nadiyya Adila Amsha Asiya Faghira Habiba Hanifa Jahaira Kamala Layla Maryam Nafisa Nyawela Parand Parween Paymaneh Paywand Qamara Rafiqa Rasa Rashida Reshawna Saaman Sabba Saghar Sahba Sajida Samira Semeah Setara Shahrbano Shahzadah Shameem Shararah Sheeftah Sheeva Shogofa Shokouh Shola Sholah Simin Souzan Taliba Tanaz Taneen Yagana Yakta Yasmin Zaynab
		}
		surnames = {
			bint Abd Allah bint Abd al-Qadir bint Abu Bakr bint Ahmad bint Ali bint Fuad bint Halil bint Hasan bint Hisham bint Ishaq bint Ja'far ibm Kamil bint Khalid bint Muhammad bint Mustafa bint Salim bint Umar bint Uthman bint Yusuf al-Najdi al-Hijazi
		}
	}
	callsigns = {

	}
}
### Entity: Character
Component: VGE_aleksander_heck
Source: game
File: common/characters/VGE.txt

Code:
VGE_aleksander_heck = {
	name = Alexander Heckman
	portraits = {
		civilian = {
			large = GFX_portrait_Alexander_Heckman
		}
	}
	country_leader = {
		ideology = marxism
		expire = 1950.1.1.1
		id = -1
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_a_motorized_army
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_a_motorized_army
	icon = GFX_goal_generic_build_tank
	prerequisite = {
		focus = CAN_cmp_truck
	}
	x = 1
	y = 3
	relative_position_id = CAN_army_modernization
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = CAN_a_motorized_army
			bonus = 1.0
			uses = 1
			category = motorized_equipment
			technology = tech_field_hospital tech_field_hospital2 tech_field_hospital3 tech_field_hospital4 tech_logistics_company tech_logistics_company2 tech_logistics_company3 tech_logistics_company4 tech_signal_company tech_signal_company2 tech_signal_company3 tech_signal_company4
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_680
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_680 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 680
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 680
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_technological_initiative
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_technological_initiative
	icon = GFX_focus_research
	prerequisite = {
		focus = ARG_infrastructure_development_2
	} {
		focus = ARG_imports_substitution ARG_mil_production_effort_2
	}
	x = 34
	y = 3
	cost = 10
	ai_will_do = {
		factor = 150
	}
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}