Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: HUN_ganz_danubius
Constructs: has_completed_focus, limit, has_dlc, removal_cost, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/hungary.txt

Code:
HUN_ganz_danubius = {
	picture = HUN_ganz_danubius
	available = {
		IF = {
			limit = {
				has_dlc = Death or Dishonor
				NOT = {
					has_dlc = Gotterdammerung
				}
			}
			has_completed_focus = HUN_naval_warfare
		} {
			limit = {
				has_dlc = Gotterdammerung
			}
			has_completed_focus = wuw_HUN_enlarge_the_ganz_danubius_division
		}
	}
	allowed = {
		original_tag = HUN
	}
	cost = 150
	removal_cost = 10
	research_bonus = {
		naval_equipment = 0.15
	}
	ai_will_do = {
		base = 1
	}
	traits = {
		naval_manufacturer
	}
	equipment_bonus = {
		destroyer = {
			build_cost_ic = -0.1
		}
	}
}
### Entity: Event
Component: GER_inner_circle_himmler.02
Constructs: is_triggered_only, has_completed_focus, limit, check_variable, has_shine_effect_on_focus, complete_national_focus, clr_country_flag, random_days
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = GER_inner_circle_himmler.02
	hidden = yes
	is_triggered_only = yes
	trigger = {
		has_completed_focus = GER_ascension_of_himmler
		OR = {
			check_variable = {
				GER_ascended_advisor_1 = 4
			} {
				GER_ascended_advisor_2 = 4
			} {
				GER_ascended_advisor_3 = 4
			}
		}
	}
	immediate = {
		if = {
			limit = {
				has_shine_effect_on_focus = GER_expand_ss_security_duties
			}
			complete_national_focus = {
				focus = GER_expand_ss_security_duties
				use_side_message = yes
				originator_name = GER_heinrich_himmler
			}
			clr_country_flag = GER_expand_ss_security_duties_in_progress_flag
			country_event = {
				id = GER_inner_circle_himmler.01
				days = GER_inner_circle_days_to_start_focus
				random_days = GER_inner_circle_random_days
			}
		}
		else_if = {
			limit = {
				has_shine_effect_on_focus = GER_strengthen_the_waffen_ss
			}
			complete_national_focus = {
				focus = GER_strengthen_the_waffen_ss
				use_side_message = yes
				originator_name = GER_heinrich_himmler
			}
			clr_country_flag = GER_strengthen_the_waffen_ss_in_progress_flag
			country_event = {
				id = GER_inner_circle_himmler.01
				days = GER_inner_circle_days_to_start_focus
				random_days = GER_inner_circle_random_days
			}
		} {
			limit = {
				has_shine_effect_on_focus = GER_expand_gestapo
			}
			complete_national_focus = {
				focus = GER_expand_gestapo
				use_side_message = yes
				originator_name = GER_heinrich_himmler
			}
			clr_country_flag = GER_expand_gestapo_in_progress_flag
			country_event = {
				id = GER_inner_circle_himmler.01
				days = GER_inner_circle_days_to_start_focus
				random_days = GER_inner_circle_random_days
			}
		} {
			limit = {
				has_shine_effect_on_focus = GER_absorb_the_abwehr
			}
			complete_national_focus = {
				focus = GER_absorb_the_abwehr
				use_side_message = yes
				originator_name = GER_heinrich_himmler
			}
			clr_country_flag = GER_absorb_the_abwehr_in_progress_flag
			country_event = {
				id = GER_inner_circle_himmler.01
				days = GER_inner_circle_days_to_start_focus
				random_days = GER_inner_circle_random_days
			}
		} {
			limit = {
				has_shine_effect_on_focus = GER_hegemony_of_the_ss
			}
			complete_national_focus = {
				focus = GER_hegemony_of_the_ss
				use_side_message = yes
				originator_name = GER_heinrich_himmler
			}
			clr_country_flag = GER_hegemony_of_the_ss_in_progress_flag
	
# ... (truncated)
### Entity: Country History
Country: SAB
Component: SAB_technology
Constructs: set_technology
Source: game
File: history/countries/SAB - Sabah.txt

Code:
# Starting Technologies for SAB
set_technology = {
	infantry_weapons = 1
}
### Entity: Scripted Effect
Component: set_add_unaligned_weight_small
Constructs: limit, set_add_unaligned_weight_small, has_variable, set_variable, add_to_variable
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
set_add_unaligned_weight_small = {
	GER = {
		if = {
			limit = {
				NOT = {
					has_variable = unaligned_game_weight
				}
			}
			set_variable = {
				var = unaligned_game_weight
				value = 8
			}
		}
		else = {
			add_to_variable = {
				var = unaligned_game_weight
				value = 8
			}
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_join_axis
Constructs: prerequisite, has_government, has_war_with, has_country_flag, completion_reward, is_subject, is_in_faction, has_dynamic_modifier
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_join_axis
	icon = GFX_focus_chi_mission_to_germany
	prerequisite = {
		focus = BEL_burgundy_rising BEL_the_lost_tribe
	}
	mutually_exclusive = {
		focus = BEL_strength_and_brotherhood
	}
	relative_position_id = BEL_burgundy_rising
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	will_lead_to_war_with = FRA
	x = -6
	y = 1
	cost = 5
	available = {
		is_subject = no
		is_in_faction = no
		NOT = {
			has_dynamic_modifier = {
				modifier = BEL_neutrality_dynamic_modifier
			}
			has_war_with = GER
			has_country_flag = BEL_tried_to_join_the_axis_flag
		}
		GER = {
			has_government = fascism
		}
	}
	bypass = {
		is_in_faction_with = GER
	}
	completion_reward = {
		GER = {
			country_event = {
				id = ww_BEL_event_diplomatic.30
				hours = 6
			}
		}
	}
}
### Entity: Idea
Component: GER_the_shield_of_democracy_liberalism_idea
Constructs: has_government, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_the_shield_of_democracy_liberalism_idea = {
	name = GER_the_shield_of_democracy_idea
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	picture = GER_the_shield_of_democracy
	modifier = {
		drift_defence_factor = 0.2
		political_advisor_cost_factor = -0.25
		trade_laws_cost_factor = -0.2
		economy_cost_factor = -0.2
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_return_to_the_baltics_old
Constructs: prerequisite, limit, owns_state, completion_reward, is_puppet, create_wargoal, take_state_focus, every_state
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_return_to_the_baltics_old
	text = SOV_return_to_the_baltics
	icon = GFX_focus_generic_strike_at_democracy1
	prerequisite = {
		focus = SOV_imperial_legacy_old
	}
	x = 0
	y = 1
	relative_position_id = SOV_imperial_legacy_old
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_puppet = no
		r56_script_i_am_sane = yes
		OR = {
			LAT = {
				r56_script_target_is_sane = yes
			}
			LIT = {
				r56_script_target_is_sane = yes
			}
			EST = {
				r56_script_target_is_sane = yes
			}
		}
	}
	bypass = {
		LAT = {
			r56_script_standard_bypass = yes
		}
		LIT = {
			r56_script_standard_bypass = yes
		}
		EST = {
			r56_script_standard_bypass = yes
		}
	}
	completion_reward = {
		if = {
			limit = {
				EST = {
					exists = yes
					owns_state = 191
				}
			}
			create_wargoal = {
				type = take_state_focus
				target = EST
				expire = 0
				generator = {
					191
				}
			}
		} {
			limit = {
				LAT = {
					exists = yes
					owns_state = 190
				}
			}
			create_wargoal = {
				type = take_state_focus
				target = LAT
				expire = 0
				generator = {
					190
				}
			}
		} {
			limit = {
				LIT = {
					exists = yes
					owns_state = 11
				}
			}
			create_wargoal = {
				type = take_state_focus
				target = LIT
				expire = 0
				generator = {
					11
				}
			}
		}
		every_state = {
			limit = {
				region = 37
				NOT = {
					is_owned_by = ROOT
				}
			}
			add_claim_by = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Event
Component: bftb_turkey.126
Constructs: is_triggered_only, ai_chance, has_war, limit, has_opinion, set_country_flag
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.126
	title = bftb_turkey.126.t
	desc = bftb_turkey.126.desc
	picture = GFX_report_event_tur_industry
	is_triggered_only = yes
	option = {
		name = bftb_turkey.126.a
		ai_chance = {
			base = 10
			modifier = {
				add = 20
				has_opinion = {
					target = TUR
					value = > 25
				}
			} {
				add = 30
				has_opinion = {
					target = TUR
					value = > 75
				}
			}
		}
		activate_targeted_decision = {
			target = TUR
			decision = ROOT_invest_in_turkish_state_building
		}
		if = {
			limit = {
				has_opinion = {
					target = TUR
					value = > 25
				}
			}
			activate_targeted_decision = {
				target = TUR
				decision = ROOT_invest_in_turkish_state_light_industry
			}
		} {
			limit = {
				has_opinion = {
					target = TUR
					value = > 50
				}
			}
			activate_targeted_decision = {
				target = TUR
				decision = ROOT_invest_in_turkish_state_heavy_industry
			}
		}
		hidden_effect = {
			set_country_flag = TUR_investment_in_turkey_pending_flag
		}
	} {
		name = bftb_turkey.126.b
		ai_chance = {
			base = 5
			modifier = {
				add = 20
				has_opinion = {
					target = TUR
					value = < -10
				}
			} {
				add = 30
				has_war = yes
			} {
				add = 50
				has_opinion = {
					target = TUR
					value = < -75
				}
			}
		}
		TUR = {
			country_event = {
				id = bftb_turkey.127
				days = 1
			}
		}
		hidden_effect = {
			set_country_flag = ROOT_rejecting_turkish_overtures
		}
	}
}
### Entity: Unit Template
Component: HUN_CL_IMPERIAL
Constructs: has_cosmetic_tag
Source: game
File: common/units/names_ships/HUN_ship_names.txt

Code:
HUN_CL_IMPERIAL = {
	name = NAME_THEME_IMPERIAL_CL
	for_countries = {
		AUS CZE CRO HUN
	}
	can_use = {
		has_cosmetic_tag = HUN_EMPIRE
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = SMS 
	fallback_name = Könnyűcirkáló %d
	unique = {
		Sankt Georg Helgoland Saida Admiral Spaun Szigetvár Aspern Zenta Leopard Panther Kaiserin Königin Löwe Tiger Kronprinz Kronprinzessin Kaiser Max
	}
}
### Entity: Character
Component: INS_kolano_of_the_spice_sea
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
INS_kolano_of_the_spice_sea = {
	stability_factor = 0.1
	subjects_autonomy_gain = -0.25
	random = no
}
### Entity: Unit Template
Component: AFG_MAR_01
Source: game
File: common/units/names_divisions/AFG_names_divisions.txt

Code:
AFG_MAR_01 = {
	name = Marine Divisions
	for_countries = {
		AFG
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	link_numbering_with = {
		AFG_INF_01
	}
	fallback_name = %d. Marine Division
	ordered = {
		1 = {
			Faizabad Marine Division
		}
		2 = {
			Ghazni Marine Division
		}
		3 = {
			Herat Marine Division
		}
		4 = {
			Jalalabad Marine Division
		}
		5 = {
			Kandahar Marine Division
		}
		6 = {
			Maymeneh Marine Division
		}
		7 = {
			Mazar-e Shar Marine Division
		}
		8 = {
			Zahir Shah Marine Division
		}
		9 = {
			Abdur Rahman Marine Division
		}
		10 = {
			Nadir Shah Marine Division
		}
		11 = {
			Dost Mohammed Marine Division
		}
		12 = {
			Shah Shuja Marine Division
		}
		13 = {
			Taloqan Marine Division
		}
		14 = {
			Qondoz Marine Division
		}
		15 = {
			Kholm Marine Division
		}
		16 = {
			Aybak Marine Division
		}
		17 = {
			Sheberghan Marine Division
		}
		18 = {
			Balkh Marine Division
		}
		19 = {
			Meymaneh Marine Division
		}
		20 = {
			Dawlatabad Marine Division
		}
		21 = {
			Tarin Kowt Marine Division
		}
		22 = {
			Dalat Marine Division
		}
		23 = {
			Khash Marine Division
		}
		24 = {
			Lashkar Gan Marine Division
		}
		25 = {
			Mirabad Marine Division
		}
		26 = {
			%d. Marine Division
		}
		27 = {
			%d. Marine Division
		}
		28 = {
			%d. Marine Division
		}
		29 = {
			%d. Marine Division
		}
		30 = {
			%d. Marine Division
		}
	}
}
### Entity: Military Industrial Organization
Component: SOV_kharkov_comintern_locomotive_plant
Constructs: has_completed_focus, limit, add_trait, is_fully_controlled_by
Source: game
File: common/military_industrial_organization/organizations/SOV_organization_r56.txt

Code:
SOV_kharkov_comintern_locomotive_plant = {
	name = Kharkov Comintern Locomotive Plant
	include = generic_train_organization_r56_NSB
	icon = GFX_idea_generic_train_manufacturer_r56
	allowed = {
		OR = {
			original_tag = SOV
			tag = UKR
		}
	}
	equipment_type = {
		train_equipment railway_gun_equipment support_equipment mio_cat_eq_all_medium_tank
	}
	research_categories = {
		train_tech railway_gun_equipment mio_cat_eq_all_medium_tank
	}
	add_trait = {
		token = SOV_mio_trait_malyshev_plant
		name = Malyshev Plant Design and Research
		icon = GFX_generic_mio_department_icon_facilities
		special_trait_background = yes
		relative_position_id = r56_train_production_efficiency_cap_train
		position = {
			x = 4
			y = 0
		}
		visible = {
			FROM = {
				original_tag = SOV
			}
		}
		available = {
			FROM = {
				has_completed_focus = SOV_pc_of_mechanical_engineering
			}
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.1
		}
		ai_will_do = {
			base = 2
		}
	}
	available = {
		if = {
			limit = {
				owner = {
					original_tag = SOV
				}
			}
			221 = {
				is_fully_controlled_by = SOV
			}
		}
	}
}
### Entity: Idea
Component: bra_ana_paulista_idea
Constructs: army_attack_factor, removal_cost
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_ana_paulista_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_intel_bonus
	modifier = {
		army_attack_factor = 0.05
		army_armor_speed_factor = 0.01
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_establish_bituah_leumi
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_establish_bituah_leumi
	icon = GFX_focus_generic_concessions
	relative_position_id = ISR_begin_nationalization
	x = 2
	y = 1
	prerequisite = {
		focus = ISR_begin_nationalization
	}
	cost = 5
	completion_reward = {
		add_ideas = ISR_bituah_leumi
	}
}
### Entity: Idea
Component: SUR_acgs
Source: game
File: common/ideas/suriname.txt

Code:
SUR_acgs = {
	picture = generic_air_african_3
	allowed = {
		original_tag = SUR
	}
	traits = {
		air_chief_ground_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Game Data
Component: tiny_tsar
Constructs: has_country_flag, has_any_custom_difficulty_setting
Source: game
File: common/achievements/rt56-achievements.txt

Code:
tiny_tsar = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = LIE
	}
	happened = {
		has_country_flag = achievement_formed_russia
	}
}
### Entity: Event
Component: IRQ_political_events.41
Constructs: is_triggered_only, ai_chance, has_war_with, annex_country
Source: game
File: events/GOE_Iraq.txt

Code:
country_event = {
	id = IRQ_political_events.41
	title = IRQ_political_events.41.t
	desc = IRQ_political_events.41.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = IRQ_political_events.41.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				has_war_with = IRQ
			}
		}
		effect_tooltip = {
			FROM.FROM = {
				annex_country = {
					target = ROOT
					transfer_troops = yes
				}
			}
		}
		IRQ = {
			country_event = {
				id = IRQ_political_events.43
				hours = 1
			}
		}
	} {
		name = IRQ_political_events.41.b
		ai_chance = {
			base = 0
			modifier = {
				add = 1
				has_war_with = IRQ
			}
		}
		IRQ = {
			country_event = {
				id = IRQ_political_events.42
				hours = 1
			}
		}
	}
}
### Entity: Country Tag
Component: VIC
Constructs: has_focus_tree
Source: game
File: common/country_tag_aliases/tag_aliases.txt

Code:
VIC = {
	original_tag = FRA
	has_focus_tree = vichy_french_focus
}
### Entity: Order of Battle
Component: Banda Indigena Irregolare
Constructs: division_template, is_locked
Source: game
File: history/units/ITA_1936.txt

Code:
division_template = {
	name = Banda Indigena Irregolare
	division_names_group = ITA_COL_02
	override_model = ITA_irregular_infantry_alt_1_entity
	is_locked = yes
	template_counter = 66
	regiments = {
		irregular_infantry = {
			x = 0
			y = 0
		} {
			x = 0
			y = 1
		} {
			x = 1
			y = 0
		} {
			x = 1
			y = 1
		}
	}
	priority = 0
}
### Entity: Character
Component: POL_wladyslaw_gomulka
Source: game
File: common/characters/POL.txt

Code:
POL_wladyslaw_gomulka = {
	name = POL_wladyslaw_gomulka
	portraits = {
		civilian = {
			large = GFX_portrait_POL_wladyslaw_gomulka
		}
	}
	country_leader = {
		ideology = leninism
		traits = {
			soviet_thaw
		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Character
Component: KAZ_ncm
Source: game
File: common/characters/KAZ.txt

Code:
KAZ_ncm = {
	advisor = {
		slot = navy_chief
		idea_token = KAZ_ncm
		allowed = {
			original_tag = KAZ
		}
		traits = {
			navy_chief_maneuver_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_3
		}
	}
}
### Entity: Idea
Component: COG_union_miniere
Constructs: research_bonus
Source: game
File: common/ideas/r56_congo.txt

Code:
COG_union_miniere = {
	allowed = {
		OR = {
			original_tag = COG KAT
		}
	}
	research_bonus = {
		industry = 0.07
		excavation_tech = 0.25
	}
	modifier = {

	}
	traits = {
		mining_concern
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: baltic.1
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, has_country_flag, is_major, is_in_faction_with, has_idea
Source: game
File: events/Baltic.txt

Code:
country_event = {
	id = baltic.1
	title = baltic.1.t
	desc = baltic.1.d
	picture = GFX_report_event_soviet_soldiers
	is_triggered_only = yes
	option = {
		name = baltic.1.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				NOT = {
					is_in_faction_with = FROM
				}
				OR = {
					any_other_country = {
						is_major = yes
						is_in_faction_with = EST
					}
					has_idea = anti_soviet_pact
					has_country_flag = baltic_entente_flag
					FROM = {
						surrender_progress = > 0.5
					}
				}
			} {
				factor = 0.5
				is_historical_focus_on = no
				any_other_country = {
					is_major = yes
					has_guaranteed = EST
				}
			} {
				factor = 0
				is_guaranteed_by = GER
				GER = {
					OR = {
						has_completed_focus = GER_tributes_for_guarantees GER_safeguard_the_baltic GER_safeguard_the_baltic_ww
					}
				}
			} {
				factor = 0
				OR = {
					has_capitulated = yes
					exists = no
					is_subject = yes
				}
			}
		}
		FROM = {
			country_event = {
				days = 5
				id = soviet.6
			}
		}
		if = {
			limit = {
				has_country_flag = cave_to_enemy_pressure_flag
			}
			effect_tooltip = {
				FROM = {
					puppet = {
						target = ROOT
						end_civil_wars = no
						end_wars = no
					}
				}
			}
		}
		else = {
			custom_effect_tooltip = GAME_OVER_TT
		}
	} {
		name = baltic.1.b
		ai_chance = {
			base = 0
			modifier = {
				add = 1
				OR = {
					is_historical_focus_on = no
					any_other_country = {
						is_major = yes
						is_in_faction_with = EST
						NOT = {
							is_in_faction_with = FROM
						}
					}
				}
			} {
				add = 5
				is_historical_focus_on = no
				any_other_country = {
					is_major = yes
					has_guaranteed = EST
				}
			}
		}
		FROM = {
			country_event = {
				days = 5
				id = soviet.7
			}
			effect_tooltip = {
				create_wargoal = {
					type = annex_everything
					target = EST
				}
			}
		}
	}
}
### Entity: Event
Component: news.333
Constructs: is_triggered_only, is_in_faction_with
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.333
	title = news.333.t
	desc = news.333.desc
	picture = GFX_news_event_generic_sign_treaty3
	major = yes
	is_triggered_only = yes
	option = {
		name = news.333.a
		trigger = {
			is_in_faction_with = ENG
			NOT = {
				original_tag = FRA
			}
		}
	} {
		name = news.333.b
		trigger = {
			is_in_faction_with = ENG
			original_tag = FRA
		}
	} {
		name = news.333.c
		trigger = {
			is_in_faction_with = GER
			NOT = {
				original_tag = FRA
			}
		}
	} {
		name = news.333.d
		trigger = {
			is_in_faction_with = GER
			original_tag = FRA
		}
	} {
		name = news.333.e
		trigger = {
			NOT = {
				is_in_faction_with = ENG
			} {
				is_in_faction_with = GER
			}
		}
	}
}
### Entity: Event
Component: mexico.31
Constructs: is_triggered_only, has_war_with, is_in_faction_with
Source: game
File: events/Mexico.txt

Code:
news_event = {
	id = mexico.31
	title = mexico.31.title
	desc = mexico.31.desc
	picture = GFX_news_event_mex_civil_war
	major = yes
	is_triggered_only = yes
	option = {
		name = mexico.31.a
		trigger = {
			OR = {
				original_tag = MEX
				is_in_faction_with = MEX
			}
		}
	} {
		name = mexico.31.b
		trigger = {
			has_war_with = MEX
		}
	} {
		name = mexico.31.c
		trigger = {
			NOT = {
				OR = {
					original_tag = MEX
					is_in_faction_with = MEX
					has_war_with = MEX
				}
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: GER_henschel_organization
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, has_dlc, has_invited_mio_tt, has_invited_henschel_mio_flag, is_subject
Source: game
File: common/military_industrial_organization/organizations/GER_organization.txt

Code:
GER_henschel_organization = {
	include = generic_infantry_tank_organization
	icon = GFX_idea_henschel
	allowed = {
		OR = {
			original_tag = GER
			AND = {
				original_tag = BUL
				has_dlc = Battle for the Bosporus
			} {
				original_tag = ETH
				has_dlc = By Blood Alone
			} {
				tag = PER
				has_dlc = Graveyard of Empires Arms Against Tyranny
			}
		}
	}
	visible = {
		IF = {
			limit = {
				FROM = {
					original_tag = ETH
				}
			}
			FROM = {
				has_completed_focus = ETH_invite_foreign_industrialists
			}
		} {
			limit = {
				FROM = {
					original_tag = PER
				}
			}
			FROM = {
				has_completed_focus = PER_german_tanks
			}
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = GER
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = GER
				}
			}
		} {
			limit = {
				OR = {
					FROM = {
						original_tag = BUL
					} {
						original_tag = ETH
					}
				}
			}
			custom_trigger_tooltip = {
				tooltip = has_invited_mio_tt
				FROM = {
					has_country_flag = has_invited_henschel_mio_flag
				}
			}
		} {
			limit = {
				FROM = {
					original_tag = BUL
				}
			}
			FROM = {
				OR = {
					is_subject = no
					is_subject_of = GER
				}
				NOT = {
					has_completed_focus = BUL_nationalization
				}
			}
		} {
			limit = {
				FROM = {
					original_tag = PER
				}
			}
			FROM = {
				has_completed_focus = PER_german_tanks
			}
		}
	}
	override_trait = {
		token = generic_mio_trait_light_tank_specialization
		position = {
			x = -1
			y = 1
		}
		relative_position_id = GER_mio_trait_technical_superiority
		any_parent = {
			GER_mio_trait_technical_superiority
		}
	} {
		token = generic_mio_trait_medium_tank_specialization
		position = {
			x = 0
			y = 1
		}
		relative_position_id = GER_mio_trait_technical_superiority
		any_parent = {
			GER_mio_trait_technical_superiority
		}
	} {
		token = generic_mio_trait_heavy_tank_specialization
		position = {
			x = 1
			y = 1
		}
		relative_position_id = GER_mio_trait_technical_superiority
		any_parent = {
			GER_mio_trait_technical_superiority
		}
	}
	add_trait = {
		token = GER_mio_trait_hoesch_facilities
		name = GER_mio_trait_hoesch_facilities
		icon = GFX_generic_mio_trait_icon_production_capacity
		special_trait_background = yes
		position = {
			x = @tank_hoesch_X
			y = @tank_hoesch_Y
		}
		visible = {
			FROM = {
				original_tag = G
# ... (truncated)
### Entity: Unit Template
Component: FRA_COLONIES
Source: game
File: common/units/names_ships/FRA_ship_names.txt

Code:
FRA_COLONIES = {
	name = NAME_THEME_COLONIES
	for_countries = {
		FRA
	}
	type = ship
	unique = {
		Algerié Indochine Syrie Le Liban Maroc Polynésie Tunisie Dahomey Côte d'Ivoire Mali Cameroun Soudan Sénégal Madagascar Annam Cochinchine Laos Cambodge Tonkin Afrique Équatoriale Acadie Louisiane Sainte-Croix Îles-des-Saintes La Désirade Guadeloupe Martinique Guyane Saint-Pierre Miquelon Saint-Barthélemy Dominique Niévès Grenade Saint-Vincent Plaisance Sainte-Lucie Tobago Guinée Mauritanie Niger Haute-Volta Togo Nigéria La Gambie Tchad Le Congo Gabon Maurice Djibouti Mayotte Les Seychelles Les Comores La Réunion Pondichéry Karikal Mahé Yanaon Chandernagor Kouang-Tchéou-Wan Tien-Tsin Hankou Île-de-Shamian Cheikh Saïd
	}
}