Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: egy_focus
Component: EGY_logistical_brigades
Constructs: prerequisite, completion_reward, add_to_variable, add_tech_bonus
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_logistical_brigades
	icon = GFX_goal_ammunitions
	relative_position_id = EGY_modernize_our_weaponry
	x = -1
	y = 2
	cost = 10
	prerequisite = {
		focus = EGY_modernize_our_weaponry
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_to_variable = {
			EGY_the_egyptian_army_org_factor = 0.1
		}
		custom_effect_tooltip = EGY_logistical_brigades_tt
		add_tech_bonus = {
			name = EGY_logistical_brigades
			bonus = 1
			uses = 2
			category = logistics_tech hospital_tech
		}
	}
}
### Entity: Decision
Component: SOV_industry_relocation
Constructs: has_completed_focus, add_equipment_to_stockpile, limit, owns_state, fire_only_once, is_fully_controlled_by, is_core_of, is_on_continent
Source: game
File: common/decisions/SOV.txt

Code:
SOV_industry_relocation = {
	SOV_generic_industry_relocation = {
		priority = 10
		icon = generic_construction
		ai_will_do = {
			base = 10
			modifier = {
				add = 200
				FROM = {
					OR = {
						state = 219 195 202 206 217
					}
					any_neighbor_state = {
						NOT = {
							is_fully_controlled_by = ROOT
						}
					}
				}
			} {
				factor = 10
				GER = {
					focus_progress = {
						focus = GER_war_with_the_ussr
						progress = > 0
					}
				}
			} {
				factor = 0
				SOV_save_pp_for_manpower_trouble = yes
			}
		}
		state_target = any_owned_state
		target_trigger = {
			FROM = {
				is_core_of = ROOT
				is_fully_controlled_by = ROOT
				is_on_continent = europe
				OR = {
					has_state_category = town large_town city large_city megalopolis metropolis
				}
				infrastructure = > 2
			}
		}
		target_root_trigger = {
			original_tag = SOV
			has_completed_focus = SOV_move_industry_to_the_urals
			has_civil_war = no
		}
		allowed = {
			original_tag = SOV
		}
		available = {
			FROM = {
				is_fully_controlled_by = ROOT
				infrastructure = > 2
			}
			has_equipment = {
				train_equipment = > 79
			}
		}
		visible = {
			FROM = {
				OR = {
					arms_factory = > 1
					industrial_complex = > 1
					AND = {
						arms_factory = > 0
						industrial_complex = > 0
					}
				}
			}
		}
		cancel_if_not_visible = no
		cost = 25
		days_remove = SOV_industrial_relocation_days
		complete_effect = {
			hidden_effect = {
				add_equipment_to_stockpile = {
					type = train_equipment
					amount = SOV_industrial_relocation_trains_decision_negative
					producer = SOV
				}
			}
			custom_effect_tooltip = SOV_industry_relocation_trains_tt SOV_industry_relocation_complete_effect_tt
			FROM = {
				hidden_effect = {
					set_temp_variable = {
						SOV_factories_counter = 0
					} {
						SOV_half_the_factories_to_relocate = SOV.SOV_industrial_relocation_max_factories
					}
					divide_temp_variable = {
						SOV_half_the_factories_to_relocate = 2
					}
					while_loop_effect = {
						limit = {
							check_variable = {
								SOV_factories_counter = SOV.SOV_industrial_relocation_max_factories
								compare = less_than
							}
						}
						if = {
							limit = {
								check_variable = {
									SOV_factories_counter = SOV_half_the_factories_to_relocate
									compare = less_than
								}
							}
							if = {
								limit = {
									
# ... (truncated)
### Entity: Character
Component: ARG_senor_hitler
Source: game
File: common/characters/ARG.txt

Code:
ARG_senor_hitler = {
	name = ARG_senor_hitler
	portraits = {
		civilian = {
			large = GFX_portrait_south_america_generic_leader_1
		}
	}
}
### Entity: Event
Component: mongol_democratic.6
Constructs: is_triggered_only, limit, add_war_support, every_other_country, is_in_faction_with
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_democratic.6
	title = mongol_democratic.6.t
	desc = mongol_democratic.6.d
	picture = GFX_report_event_MON_mongolian_politician_speech
	is_triggered_only = yes
	option = {
		name = mongol_democratic.6.a
		add_war_support = 0.05
		hidden_effect = {
			every_other_country = {
				limit = {
					is_in_faction_with = FROM
				}
				country_event = {
					id = mongol_democratic.7
					days = 1
				}
			}
		}
	}
}
### Entity: Unit Template
Component: sub_units
Constructs: affects_speed
Source: game
File: common/units/engineer.txt

Code:
sub_units = {
	engineer = {
		abbreviation = ENG
		sprite = infantry
		map_icon_category = infantry
		priority = 0
		ai_priority = 0
		active = no
		affects_speed = no
		type = {
			infantry support
		}
		group = support
		categories = {
			category_front_line category_support_battalions category_divisional_support_battalions category_army
		}
		regimental = no
		combat_width = 0
		max_strength = 2
		max_organisation = 20
		default_morale = 0.3
		manpower = 300
		training_time = 120
		weight = 0.1
		supply_consumption = 0.02
		entrenchment = 2
		battalion_mult = {
			category = category_light_infantry
			entrenchment = 0.2
			add = yes
		}
		defense = 0.1
		breakthrough = 0.5
		soft_attack = -0.5
		essential = {
			support_equipment
		}
		need = {
			infantry_equipment = 10
			support_equipment = 30
		}
		can_be_parachuted = yes
		forest = {
			defence = 0.25
			movement = 0.05
		}
		hills = {
			defence = 0.1
		}
		jungle = {
			defence = 0.25
		}
		marsh = {
			defence = 0.25
			movement = 0.2
		}
		fort = {
			attack = 0.1
			defence = 0.25
		}
		river = {
			defence = 0.25
			movement = 0.25
		}
		amphibious = {
			attack = 0.15
		}
		same_support_type = engineer
	}
	pioneer_support = {
		abbreviation = PIO
		sprite = infantry
		map_icon_category = infantry
		priority = 0
		ai_priority = 0
		active = no
		affects_speed = no
		type = {
			infantry support
		}
		group = support
		categories = {
			category_front_line category_support_battalions category_divisional_support_battalions category_army category_marines category_marines_and_amphibious
		}
		regimental = no
		combat_width = 0
		max_strength = 2
		max_organisation = 20
		default_morale = 0.3
		manpower = 300
		training_time = 120
		weight = 0.1
		supply_consumption = 0.02
		entrenchment = 2 2.5
		battalion_mult = {
			category = category_marines
			breakthrough = 0.15
		}
		defense = 0.1
		breakthrough = 0.5
		soft_attack = -0.5
		essential = {
			support_equipment
		}
		need = {
			infantry_equipment = 10
			support_equipment = 40
		}
		can_be_parachuted = yes
		marsh = {
			attack = 0.1
			defence = 0.2
			movement = 0.2
		}
		fort = {
			attack = 0.15
			defence = 0.2
		}
		river = {
			attack = 0.1
			defence = 0.2
			movement = 0.25
		}
		same_support_type = engineer
	}
	jungle_pioneers_support = {
		abbreviation = JLS
		sprite = infantry
		map_icon_category = infantry
		priority = 0
		ai_prio
# ... (truncated)
### Entity: Technology
Component: JAP_lunge_mines
Constructs: research_cost
Source: game
File: common/technologies/r56_country_techs.txt

Code:
technology = {
	category_all_infantry = {
		experience_loss_factor = 0.15
		hard_attack = 0.25
		ap_attack = 0.5
	}
	research_cost = 0
	ai_will_do = {
		factor = 0
	}
}
### Entity: Decision
Component: CHI_islamist_insurgency
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/r56_warlord_decision_categories.txt

Code:
CHI_islamist_insurgency = {
	priority = 101
	icon = GFX_decision_category_generic_crisis
	visible_when_empty = no
	allowed = {
		OR = {
			original_tag = XSM GXC YUN SIK KHM SHX SIC XIC GDC HBC SND
		}
	}
	visible = {
		has_completed_focus = CHI_an_organized_resistance_militia
		NOT = {
			has_completed_focus = CHI_the_jihad_successfull
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_under_the_radar
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus, ss_bonus
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_under_the_radar
	icon = GFX_goal_generic_trade_interdiction
	x = 1
	y = 1
	cost = 8
	relative_position_id = AFG_submarines
	prerequisite = {
		focus = AFG_submarines
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		navy_experience = 15
		add_ideas = AFG_under_the_radar_idea
		custom_effect_tooltip = r56_newline
		add_tech_bonus = {
			name = ss_bonus
			bonus = 0.5
			uses = 1
			technology = basic_submarine_snorkel improved_submarine_snorkel
		}
	}
}
### Entity: Idea
Component: TRI_pot
Source: game
File: common/ideas/trinidad_and_tobago.txt

Code:
TRI_pot = {
	picture = generic_political_advisor_african_2
	allowed = {
		original_tag = TRI
	}
	traits = {
		prince_of_terror
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_denounce_the_german_reich
Constructs: prerequisite, limit, has_government, has_war_with, add_war_support, is_major, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_denounce_the_german_reich
	icon = GFX_focus_ger_oppose_hitler
	prerequisite = {
		focus = NOR_consolidate_power
	}
	dynamic = yes
	x = 1
	y = 1
	relative_position_id = NOR_consolidate_power
	cost = 10
	available = {
		is_subject = no
		has_civil_war = no
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		if = {
			limit = {
				has_government = communism
			}
			add_popularity = {
				popularity = 0.15
				ideology = communism
			}
		} {
			limit = {
				GER = {
					exists = yes
					is_major = yes
					has_government = fascism
					has_capitulated = no
				}
			}
			GER = {
				add_opinion_modifier = {
					target = ROOT
					modifier = NOR_denounced_us
				}
			}
		}
		else_if = {
			limit = {
				has_government = democratic
			}
			add_popularity = {
				popularity = 0.15
				ideology = democratic
			}
		}
		add_political_power = 100
		add_war_support = 0.15
		else = {
			find_biggest_fascist_bully = yes
			var:GLOBAL.platonic_fascist_bully = {
				add_opinion_modifier = {
					target = ROOT
					modifier = NOR_denounced_us
				}
			}
		}
		every_other_country = {
			limit = {
				has_government = democratic
				NOT = {
					has_war_with = ROOT
				}
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = NOR_denounced_tyranny
			}
		}
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_sea_renounce_the_mcmahon_line
Constructs: shared_focus, prerequisite, owns_state, completion_reward, cancel_if_invalid, add_state_claim
Source: game
File: common/national_focus/china_shared_TSR.txt

Code:
shared_focus = {
	id = CHI_sea_renounce_the_mcmahon_line
	icon = GFX_focus_RAJ_clamp_down_on_corruption
	prerequisite = {
		focus = CHI_sea_integrate_tibet CHI_sea_conquer_tibet
	}
	mutually_exclusive = {
		focus = CHI_sea_indian_cooperation
	}
	x = 0
	y = 2
	relative_position_id = CHI_sea_one_china_policy
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			controls_state = 601 757
		}
	}
	bypass = {
		owns_state = 434
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_state_claim = 434
		434 = {
			OWNER = {
				country_event = {
					id = SEA_warlords.31
					hours = 6
				}
			}
		}
	}
}
### Entity: Trigger Reference
Construct: operative_leader_operation
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## operative_leader_operation

* Supported Scopes: CHARACTER
* Supported Targets: none

```
Checks whether the operative is performing the given operation:
operative_leader_operation = operation_rescue_operative
```
### Entity: Scripted Trigger
Component: SWI_any_fascist_to_balance_is_about_to_be_angry
Constructs: has_government
Source: game
File: common/scripted_triggers/SWI_scripted_triggers.txt

Code:
SWI_any_fascist_to_balance_is_about_to_be_angry = {
	any_other_country = {
		SWI_is_country_to_balance = yes
		has_government = fascism
		SWI_country_about_to_be_angry = yes
	}
}
### Entity: Military Industrial Organization
Component: ITA_breda_organization
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, has_dlc, add_trait, production_bonus
Source: game
File: common/military_industrial_organization/organizations/ITA_organization.txt

Code:
ITA_breda_organization = {
	include = generic_artillery_organization
	icon = GFX_idea_breda
	allowed = {
		OR = {
			tag = ITA
			AND = {
				tag = ETH
				has_dlc = By Blood Alone
			}
		}
	}
	visible = {
		IF = {
			limit = {
				FROM = {
					original_tag = ETH
				}
			}
			FROM = {
				has_country_flag = ETH_ITA_sends_army_designers
			}
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = ITA
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = ITA
				}
			}
		}
		ELSE = {
			FROM = {
				controls_state = 159
			}
			ITA_is_northern_designer = yes
		}
	}
	add_trait = {
		token = ITA_mio_trait_new_industrialization_program
		name = ITA_new_industrialization_program
		icon = GFX_generic_mio_department_icon_artillery_production
		special_trait_background = yes
		position = {
			x = 9
			y = 0
		}
		available = {
			FROM = {
				has_completed_focus = ITA_new_industrialization_program ITA_strengthen_northern_industry
			}
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.1
		}
		production_bonus = {
			production_capacity_factor = 0.1
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_power_struggle_old
Constructs: has_completed_focus, prerequisite, limit, remove_ideas, completion_reward, allow_branch, has_game_rule, is_subject
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_power_struggle_old
	text = SOV_power_struggle
	icon = GFX_goal_centralize_power
	allow_branch = {
		tag = SOV
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = SOV_great_purge SOV_trotskyite_victory
			}
		}
	}
	relative_position_id = SOV_counter_coup_old
	x = 0
	y = 1
	prerequisite = {
		focus = SOV_counter_coup_old
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	bypass = {
		is_subject = yes
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_idea = SOV_internal_chaos_1
			}
			remove_ideas = SOV_internal_chaos_1
		} {
			limit = {
				has_idea = SOV_internal_chaos_3
			}
			remove_ideas = SOV_internal_chaos_3
		} {
			limit = {
				has_idea = SOV_internal_chaos_2
			}
			remove_ideas = SOV_internal_chaos_2
		}
		country_event = {
			id = r56.soviet.26
			days = 1
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_capital_ships
Constructs: prerequisite, limit, add_ideas, remove_ideas, completion_reward, add_tech_bonus, cr_bonus, bb_bonus
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_capital_ships
	icon = GFX_focus_generic_navy_battleship2
	prerequisite = {
		focus = NOR_escorts
	} {
		focus = NOR_develop_naval_tactics
	}
	x = 0
	y = 3
	relative_position_id = NOR_navy
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = cr_bonus
			bonus = 1.0
			uses = 1
			category = ca_tech
		} {
			name = bb_bonus
			bonus = 1.0
			uses = 1
			category = bb_tech
		} {
			name = SPR_navy_modernization
			bonus = 1
			uses = 1
			technology = basic_medium_battery improved_medium_battery advanced_medium_battery basic_medium_shell improved_medium_shell basic_heavy_battery improved_heavy_battery advanced_heavy_battery basic_heavy_shell improved_heavy_shell
		}
		custom_effect_tooltip = NOR_capital_ships_tt
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = NOR_marinens_hovedverft_organization
			mio:NOR_marinens_hovedverft_organization = {
				add_mio_size = 1
			}
		}
		else = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = NOR_marinens_hovedverft
		}
		if = {
			limit = {
				has_idea = NOR_horten_naval_yard
			}
			remove_ideas = NOR_horten_naval_yard
			add_ideas = NOR_marinens_hovedverft
		}
		add_timed_idea = {
			idea = NOR_state_investments
			days = 60
		}
		navy_experience = 10
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_NAVY_XP
	}
}
### Entity: Trigger Reference
Construct: is_embargoing
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_embargoing

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
check if country is embargoing specified country
```
### Entity: National Focus
Tree: per_focus
Component: PER_crush_religious_resistance
Constructs: has_completed_focus, prerequisite, add_ideas, completion_reward, has_game_rule
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_crush_religious_resistance
	icon = GFX_goal_tfv_saf_anti_colonialist_crusade
	cost = 10
	prerequisite = {
		focus = PER_embrace_persian_identity
	}
	x = -1
	y = 1
	relative_position_id = PER_embrace_persian_identity
	offset = {
		x = 2
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PER_appoint_zahedi
		}
	}
	ai_will_do = {
		factor = 45
	}
	completion_reward = {
		add_ideas = PER_crush_religious_resistance
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Decision
Component: POL_army_reform_category
Constructs: has_completed_focus, has_government, is_subject, has_capitulated
Source: game
File: common/decisions/categories/POL_mod_decision_categories.txt

Code:
POL_army_reform_category = {
	icon = GFX_decision_poland_sanation_right
	picture = GFX_decision_cat_poland_army_reform
	allowed = {
		original_tag = POL
	}
	visible = {
		has_government = neutrality
		has_completed_focus = POL_ozon
		is_subject = no
		has_capitulated = no
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_anti_submarine_training_school
Constructs: prerequisite, add_ideas, completion_reward, has_dlc, add_mastery_bonus
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_anti_submarine_training_school
	prerequisite = {
		focus = uk_convoy_focus
	}
	icon = GFX_goal_generic_navy_doctrines_tactics
	x = 0
	y = 2
	offset = {
		x = 0
		y = -1
		trigger = {
			NOT = {
				has_dlc = Man the Guns
			}
		}
	}
	relative_position_id = uk_convoy_focus
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_mastery_bonus = {
			name = ENG_anti_submarine_training_school
			bonus = 0.25
			days = 180
			track = screens
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = ENG_anti_submarine_training_school
	}
}
### Entity: Idea
Component: EAI_DD_11/super_heavy_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_11/super_heavy_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_destroyer_chassis = {
			build_cost_ic = -0.275
			instant = yes
		}
	}
}
### Entity: Event
Component: denmark_overlord_events.30
Constructs: is_triggered_only, ai_chance, add_political_power
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_overlord_events.30
	title = denmark_overlord_events.30.t
	desc = denmark_overlord_events.30.desc
	picture = GFX_report_event_DEN_danish_politics
	is_triggered_only = yes
	option = {
		name = denmark_overlord_events.27.a
		ai_chance = {
			base = 10
		}
		add_political_power = 25
	}
}
### Entity: Game Rule
Component: DEN_ai_behavior
Constructs: allow_achievements
Source: game
File: common/game_rules/00_game_rules.txt

Code:
DEN_ai_behavior = {
	name = DEN_AI_BEHAVIOR
	group = RULE_GROUP_AI_BEHAVIOR
	required_dlc = Arms Against Tyranny
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_AI_DESC
	}
	option = {
		name = HISTORICAL
		text = RULE_OPTION_HISTORICAL
		desc = RULE_HISTORICAL_DEN_AI_DESC
		allow_achievements = yes
	} {
		name = DEN_REARMAMENT_PLAN
		text = RULE_OPTION_DEN_REARMAMENT
		desc = RULE_OPTION_DEN_REARMAMENT_AI_DESC
	} {
		name = DEN_MONARCHIST_PLAN
		text = RULE_OPTION_DEN_MONARCHIST
		desc = RULE_OPTION_DEN_MONARCHIST_AI_DESC
	} {
		name = DEN_FASCIST_PLAN
		text = RULE_OPTION_DEN_FASCIST
		desc = RULE_OPTION_DEN_FASCIST_AI_DESC
	} {
		name = RANDOM
		text = RULE_OPTION_RANDOM
		desc = RULE_OPTION_RANDOM_AI_DESC
	}
}
### Entity: Character
Component: GER_reich_marshal
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_reich_marshal = {
	random = no
	sprite = 2
	army_bonus_air_superiority_factor = 0.05
	experience_gain_air = @chief_experience_gain_low
	command_cap_increase = @tier1_cp_cap_increase
	command_power = @tier1_cp_cost
	equipment_bonus = {
		medium_plane_airframe = {
			build_cost_ic = -0.025
			instant = yes
		}
		large_plane_airframe = {
			build_cost_ic = -0.025
			instant = yes
		}
		small_plane_airframe = {
			build_cost_ic = -0.025
			instant = yes
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			command_power = < @tier1_cp_cost
		}
	}
}
### Entity: Idea
Component: blohm_und_voss
Constructs: has_completed_focus, research_bonus, equipment_bonus
Source: game
File: common/ideas/r56_germany.txt

Code:
blohm_und_voss = {
	allowed = {
		OR = {
			original_tag = WGR GER
		}
	}
	visible = {
		NOT = {
			has_completed_focus = GER_cruiser_warfare
		}
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		raiding_fleet_naval_manufacturer
	}
	equipment_bonus = {

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

Code:
HRZ = {
	male = {
		names = {
			Abaz Adi Adin Admir Afan Ajnija Alija Almin Amil Anel Ardian Arhimed Asklepije Avdo Azrudin Badem Bahrudin Bahtija Bahto Berin Bizas Cejvan Danin Danis Delo Dervis Dilaver Diogen Diomed Dzaner Dzemal Dzemil Dzenan Dzenet Dzevad Edin Eldin Elmin Elvir Eman Emran Ensar Eratosten Ermin Esad Euripid Ezan Fahret Fahrudin Feda Fiko Fikrija Hardijan Halid Heraklit Husnija Irnes Jasin Karloman Kerim Leukip Lomar Mak Menelaj Merzet Miralem Muhedin Nadin Nedim Neptun Nidal Nuredin Okean Orfej Pasa Pelagije Perzej Plinije Posejdon Prokopije Protej Radamant Rejjan Rijad Rusmir Sadik Salko Seki Seleuk Semir Semsudin Senijad Sit Sokrat Sulejman Tezej Trankvil Vedad Vergilije Vildan Zijad
		}
	}
	female = {
		names = {
			Abasa Adaleta Ademija Adiba Adna Advija Afrodita Ajda Ajna Ajnija Aldijana Alja Almina Amra Anesa Arialda Arnela Asija Asmira Badema Belkisa Berina Dalija Danira Dervisa Dzana Dzejlana Dzemala Dzemila Dzenana Dzeneta Edina Ejla Eldina Elmedina Elzana Emela Envera Ervina Ezana Faketa Feba Ferida Fika Fikrija Hanka Hestija Ilhana Izida Kerima Kviterija Maida Mediha Medisa Melika Merima Merjema Mersada Mileva Mima Minja Munisa Nadija Nadza Nedzada Nedzma Nejra Ninela Nuredina Pemba Prozerpina Rapka Rejhana Ruvejda Sadika Sajra Salacija Sanija Sefika Seh Seherzada Sejla Semka Semsida Senada Sibi Suada Sumeja Tajra Tetija Umihana Vildan Zana Zeineb Zekija Zijada Zulejha Zumreta
		}
	}
	surnames = {
		Abdagic Ademovic Aganspahic Ahmic Alajbegovic Alispahic Arslanagic Avdic Bahtijarevic Bajramovic Baljic Baseskija Bazdarevic Becirspahic Begic Behmen Berberic Bererovic Beslagic Bucan Buric Catakovic Cejvan Cemalovic Ceric Corali Custovic Cuvidina Dautbegovic Dedovic Delemovic Delic Deovic Dervishalidovic Dilberovic Dizdarevic Dugalic Duheric Duro Dzafic Dzanic Dzidic Dzinovic Ekmecic Fazlagic Fejzic Gadzo Gluhacevic Guso Hadzialagic Hadziz Hadzifejzovic Hadzihalilovic Hadzijamakovic Hadzimuratovic Hadziomerovic Hadziselimovic Hajdarevic Hajradinovic Hajrulahovic Halilovic Halitovic Hamzagic Handzic Hasanbegovic Hasanefendic Hasecic Haskovic Hebibovic Hodzig Hrustanbegovic Husedzinovic Huseinbegovic Husejnagic Ibisevic Ibrisimovic Ihtijarevic Islamovic Izetbegovic Jahovic Jelavic Jusufbegovic Kagvedzic Kapetanovic Karahasan Karamehmedovic Kikanovic Kolakovic Konjevic Koric Kremic Krlicevic Krupinac Kulenovice Kurjak Lagumdzija Ljub
# ... (truncated)