Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Order of Battle
Component: Dulan Jingbei
Constructs: division_template
Source: game
File: history/units/XSM_1936_sea.txt

Code:
division = {
	name = Dulan Jingbei
	location = 10750
	division_template = Juntuán
	start_experience_factor = 0.1
	start_equipment_factor = 0.6
}
### Entity: Idea
Component: HOL_caved_to_the_germans
Constructs: removal_cost, democratic_drift
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_caved_to_the_germans = {
	name = HOL_caved_to_the_germans_idea
	picture = hol_caved_to_the_germans
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		democratic_drift = -0.02
	}
}
### Entity: AI Strategy
Component: INS_loyalist_plan
Constructs: has_completed_focus, has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/INS_alternate_strategy_plan.txt

Code:
INS_loyalist_plan = {
	name = Indonesia Loyalist plan
	desc = Semi-historical behavior for Indonesia. Stays loyal to the Netherlands
	allowed = {
		original_tag = INS
		has_dlc = Thunder at Our Gates
	}
	enable = {
		OR = {
			HOL = {
				has_completed_focus = HOL_taog_guarantee_colonial_loyalty
			}
			has_country_flag = INS_AI_RANDOM_LOYALIST
			has_game_rule = {
				rule = INS_ai_behavior
				option = LOYALIST
			}
		}
	}
	abort = {
		always = no
	}
	ai_national_focuses = {
		INS_recovering_from_the_great_depression INS_developing_java INS_the_bangka_project INSHOL_dutch_east_indies INSHOL_reform_knil INS_first_come_first_serve INS_realign_supply_chains INSHOL_manado_military_academy
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ANational_unity.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
National_unity.png &#8206;(27 × 27 pixels, file size: 4 KB, MIME type: image/png)
### Entity: National Focus
Tree: chl_focus
Component: CHL_nuclear_focus
Constructs: prerequisite, limit, completion_reward, has_tech, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_nuclear_focus
	icon = GFX_focus_wonderweapons
	x = -6
	y = 7
	cost = 10
	prerequisite = {
		focus = CHL_full_recovery
	} {
		focus = CHL_steel
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_tech = atomic_research
				}
			}
			add_tech_bonus = {
				name = CHL_nuclear_focus
				bonus = 1.0
				uses = 1
				category = nuclear
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.5
			}
		}
		ELSE = {
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.8
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: EAI_DD_9/small_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_9/small_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.09
			instant = yes
		}
	}
}
### Entity: Idea
Component: BALTIC_axis_investments_idea_1
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/baltic_shared.txt

Code:
BALTIC_axis_investments_idea_1 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = german_advisors
	targeted_modifier = {
		tag = GER
		attack_bonus_against = -0.15
		defense_bonus_against = -0.15
	}
	modifier = {
		industrial_capacity_factory = 0.1
		consumer_goods_factor = -0.05
	}
}
### Entity: Military Industrial Organization
Component: SAX_deutsche_flugzeug_werke_organization
Source: game
File: common/military_industrial_organization/organizations/GER_organization_r56.txt

Code:
SAX_deutsche_flugzeug_werke_organization = {
	name = Deutsche Flugzeug-Werke
	include = generic_light_aircraft_organization
	icon = GFX_idea_generic_air_manufacturer_1
	allowed = {
		tag = SAX
	}
}
### Entity: Modding Documentation
Construct: list_hidden_focuses
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## list_hidden_focuses
* Aliases: list_hd
* Arguments: country tag

lists all of the hidden focuses from a country
### Entity: National Focus
Tree: ita_focus
Component: ITA_crush_opposition
Constructs: has_completed_focus, prerequisite, limit, remove_ideas, completion_reward, is_power_balance_side_active, add_popularity
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_crush_opposition
	icon = GFX_focus_eng_move_to_secure_the_dominions
	prerequisite = {
		focus = ITA_cooperate_with_moderates ITA_expand_intelligence_services
	}
	x = 1
	y = 1
	relative_position_id = ITA_cooperate_with_moderates
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_completed_focus = ITA_gloria_al_regno_d_italia
				}
			}
			remove_ideas = ITA_shadow_of_mussolini
		} {
			limit = {
				is_power_balance_side_active = {
					id = ITA_power_balance
					side = ITA_king_side
				}
			}
			ITA_bop_high_increase_king_side_effect = yes
		} {
			limit = {
				is_power_balance_side_active = {
					id = ITA_power_balance
					side = ITA_grand_council_side
				}
			}
			hidden_effect = {
				ITA_bop_remove_lost_core_modifier = yes
			}
			custom_effect_tooltip = ITA_crush_opposition_bop_tt
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		else_if = {
			limit = {
				is_power_balance_side_active = {
					id = ITA_power_balance
					side = ITA_king_umberto_side
				}
			}
			ITA_bop_high_increase_king_umberto_side_effect = yes
		} {
			limit = {
				is_power_balance_side_active = {
					id = ITA_power_balance
					side = ITA_democratic_side
				}
			}
			ITA_bop_high_increase_democratic_side_effect = yes
		}
		else = {
			ITA_bop_high_increase_effect = yes
		}
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_corporatisme_ensuite
Constructs: prerequisite, has_government, completion_reward, is_subject, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_corporatisme_ensuite
	icon = GFX_goal_fascist_factory
	prerequisite = {
		focus = QUE_vilify_federalists
	}
	relative_position_id = QUE_abandon_ultramontanism
	x = 2
	y = 2
	cost = 7
	available_if_capitulated = yes
	available = {
		has_government = fascism
		OR = {
			is_subject = no
			OVERLORD = {
				has_government = fascism
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = QUE_economic_interventionism
			add_idea = QUE_corporatism
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: sov_power_truggle
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
sov_power_truggle = {
	random = no
	political_power_factor = -0.3
	stability_factor = -0.2
	army_morale_factor = -0.1
	justify_war_goal_time = 10
	ai_get_ally_desire_factor = -100
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_richtlinienbewegung
Constructs: prerequisite, completion_reward, is_historical_focus_on, add_popularity
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_richtlinienbewegung
	icon = GFX_focus_generic_the_giant_wakes
	prerequisite = {
		focus = SWI_geistige
	}
	mutually_exclusive = {
		focus = SWI_burger SWI_rise_of_front
	}
	x = 3
	y = 1
	cost = 10
	ai_will_do = {
		factor = 6
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.08
		} {
			ideology = communism
			popularity = 0.1
		}
		hidden_effect = {
			add_popularity = {
				ideology = fascism
				popularity = 0.02
			}
		}
	}
}
### Entity: Faction
Component: faction_goal_spy_master
Constructs: limit, add_political_power, has_dlc, is_spymaster, complete_effect, add_faction_power_projection, add_faction_initiative, every_faction_member
Source: game
File: common/factions/goals/faction_goals_short_term.txt

Code:
faction_goal_spy_master = {
	name = spy_master_goal_name
	description = spy_master_goal_desc
	group = FOCUS_FILTER_POLITICAL_CHARACTER
	category = short_term
	allowed = {
		has_dlc = La Resistance
	}
	visible = {
		FROM = {
			is_spymaster = no
			any_allied_country = {
				is_spymaster = no
			}
		}
	}
	completed = {
		OR = {
			is_spymaster = yes
			any_allied_country = {
				is_spymaster = yes
			}
		}
	}
	complete_effect = {
		add_faction_power_projection = 50
		custom_effect_tooltip = generic_skip_one_line_tt THE_SPY_MASTER generic_skip_one_line_tt
		add_faction_initiative = 1
		every_faction_member = {
			limit = {
				has_intelligence_agency = no
			}
			IF = {
				limit = {
					NOT = {
						has_completed_goal = faction_goal_spy_master
					}
				}
				create_intelligence_agency = yes
			}
		} {
			limit = {
				has_intelligence_agency = yes
				NOT = {
					has_done_agency_upgrade = upgrade_form_department
				}
			}
			IF = {
				limit = {
					NOT = {
						has_completed_goal = faction_goal_spy_master
					}
				}
				upgrade_intelligence_agency = upgrade_form_department
			}
		} {
			limit = {
				has_intelligence_agency = yes
				has_done_agency_upgrade = upgrade_form_department
				NOT = {
					has_done_agency_upgrade = upgrade_crypto_strength
				}
			}
			IF = {
				limit = {
					NOT = {
						has_completed_goal = faction_goal_spy_master
					}
				}
				upgrade_intelligence_agency = upgrade_crypto_strength
			}
		} {
			limit = {
				has_intelligence_agency = yes
				has_done_agency_upgrade = upgrade_crypto_strength
				has_tech = mechanical_computing
				NOT = {
					has_done_agency_upgrade = upgrade_crypto_strength_2
				}
			}
			add_faction_initiative = 1
			IF = {
				limit = {
					NOT = {
						has_completed_goal = faction_goal_spy_master
					}
				}
				upgrade_intelligence_agency = upgrade_crypto_strength_2
			}
		} {
			limit = {
				has_intelligence_agency = yes
				NOT = {
					agency_upgrade_number = > 30
				}
				OR = {
					has_done_agency_upgrade = upgrade_crypto_strength_2
					NOT = {
						has_tech = mechanical_computing
					}
				}
			}
			add_faction_initiative = 1
			IF = {
				limit = {
					NOT = {
						has_completed_goal = faction_goal_spy_master
					}
				}
				gain_random_agency_upgrade = yes
			}
		} {
			visible_when_empty = no
			limit = {
				has_intelligence_agency = yes
				agency_upgrade_number = > 30
# ... (truncated)
### Entity: National Focus
Tree: cog_focus
Component: COG_engineers_corps
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_engineers_corps
	icon = GFX_goal_generic_position_armies
	prerequisite = {
		focus = COG_get_rid_of_obsolete_rifles
	}
	x = 34
	y = 2
	cost = 10
	ai_will_do = {
		factor = 2
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = support_tech_bonus_name
			bonus = 1
			uses = 1
			category = engineers_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_youth_units
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, add_political_power
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_youth_units
	icon = GFX_focus_generic_military_academy
	prerequisite = {
		focus = KOR_nationalism_focus KOR_internationalism_focus
	}
	x = -1
	y = 1
	relative_position_id = KOR_nationalism_focus
	cost = 10
	available_if_capitulated = yes
	available = {
		OR = {
			has_government = fascism communism
		}
	}
	completion_reward = {
		add_political_power = 25
		if = {
			limit = {
				has_government = fascism
			}
			ROOT = {
				add_ideas = GEN_Organise_Youth_Fas_I
			}
		} {
			limit = {
				has_government = communism
			}
			ROOT = {
				add_ideas = GEN_Organise_Youth_Com_I
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_legacy_of_revolution
Constructs: prerequisite, completion_reward, is_historical_focus_on, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_legacy_of_revolution
	icon = GFX_focus_generic_support_the_left_right
	prerequisite = {
		focus = MEX_focus_plan_of_agua_prieta
	}
	mutually_exclusive = {
		focus = MEX_focus_ban_political_militias
	}
	x = 9
	y = 1
	relative_position_id = MEX_focus_plan_of_agua_prieta
	cost = 10
	ai_will_do = {
		factor = 100
		modifier = {
			factor = 0.1
			is_historical_focus_on = yes
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		swap_ideas = {
			remove_idea = MEX_politicised_army
			add_idea = MEX_revolutionary_army
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_clamp_down_on_dnsap
Constructs: prerequisite, limit, has_government, completion_reward, set_party_name, set_variable, set_popularities, set_politics
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_clamp_down_on_dnsap
	icon = GFX_focus_AUS_ban_dnsap
	prerequisite = {
		focus = AUS_totalitarian_safety
	}
	mutually_exclusive = {

	}
	x = 0
	y = 1
	relative_position_id = AUS_totalitarian_safety
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		set_party_name = {
			ideology = neutrality
			long_name = AUS_greater_germany_party_long
			name = AUS_greater_germany_party
		} {
			ideology = fascism
			long_name = AUS_fascism_vaterlandische_front_long
			name = AUS_fascism_vaterlandische_front
		}
		custom_effect_tooltip = AUS_clamp_down_on_dnsap_tt
		hidden_effect = {
			AUS_fascist_vaterlandische_leader_setup = yes
			promote_character = AUS_kurt_schuschnigg
			set_variable = {
				var = neutrality_support_var
				value = party_popularity_100@neutrality
			} {
				var = fascism_support_var
				value = party_popularity_100@fascism
			} {
				var = communism_support_var
				value = party_popularity_100@communism
			} {
				var = democratic_support_var
				value = party_popularity_100@democratic
			}
			set_popularities = {
				democratic = party_popularity_100@democratic
				neutrality = party_popularity_100@fascism
				fascism = party_popularity_100@neutrality
				communism = party_popularity_100@democratic
			}
			set_politics = {
				ruling_party = fascism
				last_election = 1930.11.9
				election_frequency = 48
				elections_allowed = no
			}
			every_other_country = {
				limit = {
					original_tag = GER
					has_government = fascism
				}
				country_event = {
					id = AUS_political_events.15
					days = 3
				}
			}
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_deal_for_the_oniki_islands
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_deal_for_the_oniki_islands
	icon = GFX_focus_generic_aegean_sea_focus
	prerequisite = {
		focus = TUR_form_the_redshirts
	} {
		focus = TUR_fatherland_first
	}
	x = 0
	y = 2
	relative_position_id = TUR_form_the_redshirts
	cost = 10
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		country_event = {
			id = bftb_turkey.30
		}
	}
}
### Entity: Idea
Component: POL_Family_Subsidies
Constructs: removal_cost
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_Family_Subsidies = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_local_self_management
	modifier = {
		production_speed_infrastructure_factor = 0.05
		line_change_production_efficiency_factor = 0.15
		global_building_slots_factor = 0.2
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_promote_guisan
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_command_power
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_promote_guisan
	icon = GFX_focus_SWI_promote_guisan
	x = -5
	y = 1
	relative_position_id = SWI_armed_neutrality
	cancel_if_invalid = no
	prerequisite = {
		focus = SWI_armed_neutrality
	}
	mutually_exclusive = {
		focus = SWI_frontier_defense_plan
	}
	cost = 10
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0.2
			SWI_someone_is_about_to_be_angry = yes
		}
	}
	available = {
		power_balance_value = {
			id = SWI_centralization_bop
			value = > 0
		}
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_SWI_MILITARY_READINESS
	}
	completion_reward = {
		custom_effect_tooltip = available_chief_of_army
		show_ideas_tooltip = SWI_henri_guisan
		SWI_max_mr_low_increase = yes
		add_command_power = 20
		SWI_add_suspicious_prep_opinion = yes
	}
}
### Entity: Event
Component: SEA_PRC_faction_events.20
Constructs: is_triggered_only, ai_chance, limit, has_government, every_other_country, is_in_faction_with, is_faction_leader, set_temp_variable
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_faction_events.20
	title = SEA_PRC_faction_events.20.t
	desc = SEA_PRC_faction_events.20.desc
	picture = GFX_report_event_generic_rally2
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			every_other_country = {
				limit = {
					is_in_faction_with = ROOT
					is_faction_leader = yes
				}
				set_temp_variable = {
					PRC_faction_leader_var = THIS
				}
			}
		}
	}
	option = {
		name = SEA_PRC_faction_events.20.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 1.5
				surrender_progress = > 0.25
			} {
				factor = 1.5
				surrender_progress = > 0.5
			} {
				factor = 1.5
				any_core_state = {
					NOT = {
						is_fully_controlled_by = ROOT
					}
				}
			} {
				factor = 1.5
				faction_influence_ratio = < 0.1
			} {
				factor = 1.5
				faction_manifest_fulfillment = < 0.5
			} {
				factor = 1.5
				has_government = FROM
			} {
				factor = 0
				is_faction_leader = yes
			}
		}
		FROM = {
			country_event = {
				id = SEA_PRC_faction_events.21
				days = 2
				random_days = 3
			}
		}
		custom_effect_tooltip = PRC_gains_more_faction_inluence_tt
	} {
		name = SEA_PRC_faction_events.20.b
		ai_chance = {
			base = 15
			modifier = {
				factor = 1.5
				is_subject_of = PRC_faction_leader_var
			} {
				factor = 1.5
				all_core_state = {
					is_fully_controlled_by = ROOT
				}
			} {
				factor = 1.5
				has_government = fascism
			} {
				factor = 1.5
				faction_influence_ratio = > 0.15
			} {
				factor = 1.5
				faction_manifest_fulfillment = > 0.6
			} {
				factor = 0
				is_subject_of = FROM
			}
		}
		FROM = {
			country_event = {
				id = SEA_PRC_faction_events.22
				days = 2
				random_days = 3
			}
		}
	}
}
### Entity: Idea
Component: SLV_coi
Source: game
File: common/ideas/slovenia.txt

Code:
SLV_coi = {
	picture = generic_political_advisor_europe_1
	allowed = {
		original_tag = SLV
	}
	traits = {
		captain_of_industry
	}
}
### Entity: Event
Component: ss_recruitment_event.1
Constructs: is_triggered_only, ai_chance, division_template, limit, has_country_flag, add_command_power, random_owned_controlled_state, has_full_control_of_state
Source: game
File: events/ss_recruitment_event.txt

Code:
country_event = {
	id = ss_recruitment_event.1
	title = ss_recruitment_event.1.t
	desc = ss_recruitment_event.1.desc
	picture = GFX_report_event_german_volunteers
	is_triggered_only = yes
	option = {
		name = ss_recruitment_event.1.a
		ai_chance = {
			base = 50
		}
		add_command_power = -10
		if = {
			limit = {
				has_country_flag = SS_recruitment_NOR
			}
			SS_set_templates = yes
			if = {
				limit = {
					has_country_flag = SS_mechanised_division_late
				}
				custom_effect_tooltip = GER_division_wiking_mech_tt
				hidden_effect = {
					random_owned_controlled_state = {
						limit = {
							ROOT = {
								has_full_control_of_state = PREV
							}
						}
						prioritize = {
							64
						}
						create_unit = {
							division = name = "5. SS Division Wiking" division_template = "SS Panzergrenadier Division (n.A.)" start_experience_factor = 1.0 start_equipment_factor = 0.01
							owner = GER
						}
					}
				}
			} {
				limit = {
					not = {
						has_country_flag = SS_mechanised_division_early SS_mechanised_division_late
					}
				}
				custom_effect_tooltip = GER_division_wiking_mot_tt
				hidden_effect = {
					random_owned_controlled_state = {
						limit = {
							ROOT = {
								has_full_control_of_state = PREV
							}
						}
						prioritize = {
							64
						}
						create_unit = {
							division = name = "5. SS Division Wiking" division_template = "SS Motorisierte Division" start_experience_factor = 1.0 start_equipment_factor = 0.01
							owner = GER
						}
					}
				}
			}
			else_if = {
				limit = {
					has_country_flag = SS_mechanised_division_early
				}
				custom_effect_tooltip = GER_division_wiking_mech_tt
				hidden_effect = {
					random_owned_controlled_state = {
						limit = {
							ROOT = {
								has_full_control_of_state = PREV
							}
						}
						prioritize = {
							64
						}
						create_unit = {
							division = name = "5. SS Division Wiking" division_template = "SS Panzergrenadier Division" start_experience_factor = 1.0 start_equipment_factor = 0.01
							owner = GER
						}
					}
				}
			}
		} {
			limit = {
				not = {
					has_country_flag = SS_recruitment_NOR
				}
			}
			set_country_flag = SS_recruitment_DEN
			add_manpower = 5000
			custom_effect_tooltip = SS_recruitment_NOR_tt
		}
	} {
		name = ss_recruitment_event.1.b
		ai_chance = {
			base = 25
			modifier = {
				is_histor
# ... (truncated)
### Entity: Name List
Component: SUR
Source: game
File: common/names/r56_names.txt

Code:
SUR = {
	male = {
		names = {
			Jan Jaap Wim Bart Pieter Jakob Paul Willem Adriaan Albert Antoon Bart Christiaan Cornelis Dirk Fernand Gerard Godfried Hendrik Henri Jacob Jan Johan
		}
	}
	female = {
		names = {

		}
	}
	surnames = {
		Caetés Potiguara Tabajara Tamoios Temiminó Tupinambá Tupiniquim
	}
	callsigns = {
		Goose Iceman Maverick Apollo Animal Boom-Boom Badger Brick Cajun Challenger Chip Eagle Ghost Hawk Jaws Moses Mad Dog
	}
}
### Entity: Event
Component: poland_r56.13
Constructs: is_triggered_only, ai_chance, limit, add_ideas, has_government, has_idea_with_trait, is_in_faction_with, is_in_faction
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland_r56.13
	title = poland_r56.13.t
	desc = poland_r56.13.d
	picture = GFX_report_event_polish_summit
	is_triggered_only = yes
	option = {
		name = poland_r56.13.a
		ai_chance = {
			base = 95
			modifier = {
				factor = 1.35
				POL = {
					has_idea_with_trait = smooth_talking_charmer
				}
			} {
				factor = 1.15
				POL = {
					has_idea_with_trait = army_chief_offensive_prankster
				}
			} {
				factor = 0.15
				strength_ratio = {
					tag = POL
					ratio = > 0.85
				}
				NOT = {
					any_neighbor_country = {
						is_in_faction_with = POL
					}
				}
			} {
				factor = 0.01
				ROOT = {
					is_in_faction = yes
				}
			}
		}
		POL = {
			country_event = poland_r56.14
			add_to_faction = ROOT
		}
		if = {
			limit = {
				POL = {
					has_government = neutrality
				}
				ROOT = {
					has_government = neutrality
				}
			}
			add_ideas = POL_Sanacja_Influence
		}
		add_ai_strategy = {
			type = alliance
			id = POL
			value = 300
		}
	} {
		name = poland_r56.13.b
		ai_chance = {
			base = 5
		}
		POL = {
			country_event = poland_r56.15
		}
	}
}