Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Technology
Component: amphibious_mechanized_infantry
Constructs: enable_equipments, allow_branch, has_dlc, enable_subunits, research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	enable_equipments = {
		amphibious_mechanized_equipment_1
	}
	allow_branch = {
		has_dlc = Man the Guns
	}
	enable_subunits = {
		amphibious_mechanized
	}
	path = {
		leads_to_tech = amphibious_mechanized_infantry_2
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1941
	folder = {
		name = infantry_folder
		position = {
			x = 2
			y = @1941
		}
	}
	categories = {
		motorized_equipment mio_cat_tech_all_motorized_mechanized infantry_tech cat_mechanized_equipment tp_tech
	}
	special_project_specialization = {
		specialization_land
	}
	ai_will_do = {
		factor = 1
		modifier = {
			tag = USA
			factor = 5
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_adult_literacy
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_adult_literacy
	icon = GFX_focus_generic_university_1
	prerequisite = {
		focus = PER_modernizing_iran
	}
	x = -8
	y = 1
	relative_position_id = PER_modernizing_iran
	cost = 5
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_timed_idea = {
			idea = PER_adult_literacy_idea
			days = 365
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_one_mind
Constructs: prerequisite, add_stability, completion_reward, is_historical_focus_on
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_one_mind
	icon = GFX_goal_centralize_power
	prerequisite = {
		focus = ARG_the_will_of_the_people_focus
	}
	mutually_exclusive = {
		focus = ARG_liberty_focus
	}
	x = 56
	y = 2
	cost = 7.2
	ai_will_do = {
		factor = 0.5
		modifier = {
			is_historical_focus_on = yes
			factor = 0
		}
	}
	completion_reward = {
		add_stability = 0.05
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Event
Component: bftb_greece.61
Constructs: is_triggered_only, add_stability, add_state_claim
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.61
	title = bftb_greece.61.t
	desc = bftb_greece.61.desc
	picture = GFX_report_event_gre_cabinet_meeting
	is_triggered_only = yes
	option = {
		name = bftb_greece.61.a
		GRE = {
			add_state_claim = 183
		}
		add_stability = -0.1
	}
}
### Entity: Idea
Component: BEL_british_ship_designs_idea
Constructs: is_in_faction_with, removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_belgium.txt

Code:
BEL_british_ship_designs_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		is_in_faction_with = ENG
	}
	removal_cost = -1
	picture = BEL_british_ship_designs
	equipment_bonus = {
		screen_ship = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Character
Component: HOL_hendrikus_colijn
Source: game
File: common/characters/HOL.txt

Code:
HOL_hendrikus_colijn = {
	name = HOL_hendrikus_colijn
	portraits = {
		civilian = {
			large = GFX_portrait_holland_hendrikus_colijn
		}
	}
	country_leader = {
		ideology = conservatism
		traits = {
			strict_austerity_adherent
		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Unit Template
Component: USA_CA_HISTORICAL
Source: game
File: common/units/names_ships/USA_ship_names.txt

Code:
USA_CA_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CA
	for_countries = {
		USA
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser
	}
	prefix = USS 
	fallback_name = Heavy Cruiser CA-%d
	unique = {
		Quincy Vincennes Wichita Baltimore Boston Canberra Pittsburgh St. Paul Columbus Bremerton Fall River Los Angeles Macon Helena Toledo Oregon City Albany Rochester Des Moines Salem Newport News Pensacola Salt Lake City Northampton Chester Louisville Chicago Houston Augusta Portland Indianapolis New Orleans Astoria Minneapolis Tuscaloosa San Francisco Cambridge Bridgeport Kansas City Tulsa Norfolk Scranton Dallas Vallejo Gary Worcester Roanoke Saratoga Brooklyn Huntington San Diego Pueblo Frederick Huron St. Louis Milwaukee Charleston Memphis Seattle Charlotte Missoula
	}
}
### Entity: Character
Component: irredentist_academic
Constructs: mobilization_speed
Source: game
File: common/country_leader/00_traits.txt

Code:
irredentist_academic = {
	random = no
	sprite = 13
	justify_war_goal_time = -0.1
	mobilization_speed = 0.15
	drift_defence_factor = 0.3
}
### Entity: Event
Component: DOD_yugoslavia.155
Constructs: is_triggered_only
Source: game
File: events/DOD_Yugoslavia.txt

Code:
country_event = {
	id = DOD_yugoslavia.155
	title = DOD_hungary.155.t
	desc = DOD_hungary.155.desc
	picture = GFX_report_event_fighters
	is_triggered_only = yes
	option = {
		name = DOD_hungary.155.a
	}
}
### Entity: Character
Component: LES_regent_council
Source: game
File: common/characters/LES.txt

Code:
LES_regent_council = {
	name = LES_regent_council
	portraits = {
		civilian = {
			large = gfx/leaders/r56_generic/r56_generic_portrait_regency.dds
		}
	}
	country_leader = {
		ideology = oligarchism
		traits = {
			LES_regency_council_for_king
		}
		expire = 2000.12.26
		id = -1
	}
}
### Entity: Event
Component: BBA_ethiopia_communist_events.07
Constructs: is_triggered_only, ai_chance, limit, has_country_flag, is_major, add_stability, is_in_faction_with, has_guaranteed
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_communist_events.07
	title = BBA_ethiopia_communist_events.07.t
	desc = BBA_ethiopia_communist_events.07.desc
	picture = GFX_report_event_SOV_cossack_cavalry
	is_triggered_only = yes
	option = {
		name = BBA_ethiopia_communist_events.07.a
		ai_chance = {
			base = 0
			modifier = {
				add = 50
				any_other_country = {
					is_major = yes
					NOT = {
						tag = SOV
					}
					is_in_faction_with = ITA
				}
			} {
				add = 50
				any_other_country = {
					AND = {
						is_major = yes
						has_guaranteed = ITA
					}
				}
			} {
				add = 50
				strength_ratio = {
					tag = SOV
					ratio = > 0.75
				}
			}
		}
		SOV = {
			country_event = {
				id = BBA_ethiopia_communist_events.22
				hours = 1
			}
		}
		clr_global_flag = italo_ethiopian_peace_negotiations_ongoing
	} {
		name = BBA_ethiopia_communist_events.07.b
		ai_chance = {
			base = 10
			modifier = {
				add = 100
				has_stability = < 0.5
			} {
				add = 100
				has_war_support = < 0.5
			} {
				add = 100
				any_other_country = {
					is_major = yes
					NOT = {
						tag = SOV
					}
					is_in_faction_with = SOV
				}
			} {
				add = 100
				any_other_country = {
					is_major = yes
					NOT = {
						tag = SOV
					}
					has_guaranteed = SOV
				}
			}
		}
		add_stability = -0.5
		ETH = {
			white_peace = ITA
			if = {
				limit = {
					has_country_flag = ETH_SOV_wants_to_puppet_flag
				}
				country_event = {
					hours = 2
					id = BBA_ethiopia_communist_events.28
				}
			}
			else = {
				country_event = {
					hours = 2
					id = BBA_ethiopia_communist_events.29
				}
			}
		}
		news_event = {
			id = bba_news.2
			hours = 2
		}
		clr_global_flag = italo_ethiopian_peace_negotiations_ongoing
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_konfrontasi
Constructs: prerequisite, has_war_with, add_war_support, completion_reward, has_army_manpower, is_subject, has_war_with_major, is_in_faction_with
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_konfrontasi
	icon = GFX_goal_vietnam_strike_malaysia
	ai_will_do = {
		base = 0
		modifier = {
			add = 2
			has_army_manpower = {
				size = > 199999
			}
			MAL = {
				OR = {
					is_subject = no
					has_war_with_major = yes
				}
			}
		}
	}
	relative_position_id = INS_hari_kemerdekaan
	x = 0
	y = 1
	prerequisite = {
		focus = INS_hari_kemerdekaan
	}
	cost = 5
	available = {
		is_subject = no
		MAL = {
			NOT = {
				is_in_faction_with = ROOT
				is_subject_of = ROOT
				has_war_with = ROOT
			}
		}
	}
	will_lead_to_war_with = MAL
	completion_reward = {
		add_war_support = 0.05
		create_wargoal = {
			target = MAL
			type = puppet_wargoal_focus
			expire = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Idea
Component: JAP_zaibatsu_faction_tier_1
Constructs: removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_zaibatsu_faction_tier_1 = {
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = PLACEHOLDER_idea_icon
	modifier = {
		production_speed_industrial_complex_factor = 0.05
		production_speed_infrastructure_factor = 0.05
		economy_cost_factor = 0.1
	}
}
### Entity: Character
Component: ETH_beyene_merid
Constructs: has_government
Source: game
File: common/characters/ETH.txt

Code:
ETH_beyene_merid = {
	name = ETH_beyene_merid
	allowed_civil_war = {
		OR = {
			has_government = neutrality democratic
		}
	}
	portraits = {
		army = {
			large = GFX_portrait_ETH_beyene_merid
			small = GFX_portrait_ETH_beyene_merid_small
		}
	}
	corps_commander = {
		traits = {
			desert_fox
		}
		skill = 1
		attack_skill = 2
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 2
		legacy_id = -1
	}
}
### Entity: Event
Component: bftb_bulgaria_rearmament.1
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, remove_ideas, has_government, has_war_with, has_opinion
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_rearmament.1
	title = bftb_bulgaria_rearmament.1.t
	desc = bftb_bulgaria_rearmament.1.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	immediate = {

	}
	option = {
		name = bftb_bulgaria_rearmament.1.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 100
				has_opinion = {
					target = BUL
					value = < 0
				}
			} {
				factor = 100
				BUL = {
					is_in_faction_with = GER
				}
				NOT = {
					GER = {
						is_in_faction_with = ROOT
					}
				}
			} {
				factor = 10
				BUL = {
					has_completed_focus = BUL_support_macedonian_organizations
				}
			} {
				factor = 10
				BUL = {
					has_idea = BUL_imro_05
				}
			} {
				factor = 5
				BUL_has_some_sort_of_bogdan_filov = yes
			}
		}
		BUL = {
			country_event = {
				id = bftb_bulgaria_rearmament.2
				hours = 16
				random_hours = 8
			}
		}
		custom_effect_tooltip = bftb_bulgaria_rearmament.1_refuse_tt
	} {
		name = bftb_bulgaria_rearmament.1.b
		ai_chance = {
			base = 5
			modifier = {
				factor = 5
				is_historical_focus_on = yes
			} {
				factor = 2
				BUL_has_some_sort_of_bogdan_filov = yes
			}
		}
		BUL = {
			country_event = {
				id = bftb_bulgaria_rearmament.3
				hours = 16
				random_hours = 8
			}
		}
		custom_effect_tooltip = bftb_bulgaria_rearmament.1_nap_tt
	} {
		name = bftb_bulgaria_rearmament.1.c
		ai_chance = {
			base = 1
			modifier = {
				factor = 5
				has_opinion = {
					target = BUL
					value = > 75
				}
			} {
				factor = 100
				BUL = {
					OR = {
						AND = {
							has_war_with = GER
							NOT = {
								GER = {
									is_in_faction_with = ROOT
								}
							}
						}
						is_in_faction_with = ROOT
					}
				}
			} {
				factor = 10
				BUL = {
					has_completed_focus = BUL_condemn_macedonian_organizations
				}
			} {
				factor = 10
				BUL = {
					NOT = {
						has_idea = BUL_imro_01 BUL_imro_04 BUL_imro_05
					}
				}
			} {
				factor = 1.5
				BUL = {
					OR = {
						has_completed_focus = BUL_treaty_of_perpetual_friendship BUL_the_salonika_agreement
					}
				}
			} {
				factor = 1.5
				BUL = {
					has_completed_focus = BUL_approach_the_united_kingdom
				}
			} {
				factor = 1.5
				has_government = democratic
				BUL = {
					has_completed_focus = BUL_democratic_principles
				}
			} {
				factor = 5
				BUL = {
					has_government = ROOT
				}
			
# ... (truncated)
### Entity: AI Strategy
Component: EAI_ITA_garrison_atlantic_wall
Constructs: is_major, is_in_faction_with
Source: game
File: common/ai_strategy/ITA_EAI.txt

Code:
EAI_ITA_garrison_atlantic_wall = {
	allowed = {
		tag = ITA
	}
	enable = {
		is_in_faction_with = GER
		any_enemy_country = {
			is_major = yes
			naval_strength_ratio = {
				tag = GER
				ratio = > 1.0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.3
		states = {
			99 58 59 56 36 7 35 6 29 758 15 14 30 23 19 31 22 21
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Event
Component: r56_afghanistan.83
Constructs: is_triggered_only, division_template, limit, has_government, every_country, has_war_with, is_major, fire_only_once
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.83
	title = r56_afghanistan.83.t
	desc = r56_afghanistan.83.d
	picture = GFX_report_event_AFG_subbhas_chandra_bose_escape_major
	fire_only_once = yes
	is_triggered_only = yes
	trigger = {
		RAJ = {
			NOT = {
				has_government = communism fascism
			} {
				has_idea = RAJ_subhas_chanda_bose
				has_country_leader = {
					character = RAJ_subhas_chanda_bose
					ruling_only = yes
				}
			}
		}
		ROOT = {
			is_major = yes
			has_capitulated = no
			OR = {
				original_tag = GER JAP CHI ITA SOV FRA USA
			}
			has_war_with = RAJ
			NOT = {
				has_government = democratic
			}
		}
	}
	option = {
		name = r56_afghanistan.83.a
		custom_effect_tooltip = AFG_recruit_subbhas_chandra_bose AFG_get_subbhas_chandra_bose_tt
		add_timed_idea = {
			idea = AFG_indian_volunteer_influx
			days = 365
		}
		hidden_effect = {
			every_country = {
				limit = {
					has_character = RAJ_subhas_chanda_bose
				}
				random_character = {
					limit = {
						is_character = RAJ_subhas_chanda_bose
					}
					set_nationality = ROOT
				}
			}
			if = {
				limit = {
					ROOT = {
						has_character = RAJ_subhas_chanda_bose
					}
				}
				add_corps_commander_role = {
					character = RAJ_subhas_chanda_bose
					skill = 2
					attack_skill = 3
					defense_skill = 1
					planning_skill = 2
					logistics_skill = 1
					traits = {
						politically_connected trait_reckless media_personality
					}
				}
			} {
				limit = {
					ROOT = {
						capital_scope = {
							is_on_continent = europe
						}
					}
				}
				AFG = {
					country_event = {
						id = r56_afghanistan.86
						days = 2
						random_hours = 12
					}
				}
			}
			division_template = {
				name = Tiger Legion
				priority = 1
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					}
				}
				support = {
					engineer = {
						x = 0
						y = 0
					}
					artillery = {
						x = 0
						y = 1
					}
				}
			}
			random_owned_controlled_state = {
				prioritize = {
					64
				}
				create_unit = {
					division = name = "Tiger Legion" division_template = "Tiger Legion" start_experience_factor = 0.1 start_equipment_factor = 0.8 start_manpower_factor = 0.8
					owner = ROOT
					count = 1
					allow_spawning_on_enemy_provs = yes
				}
			}
			RAJ = {
				country_event = {
					id = r56_afghanista
# ... (truncated)
### Entity: Unit Template
Component: BYZ_MAR_01
Constructs: has_any_byz_cosmetic_tag
Source: game
File: common/units/names_divisions/BYZ_names_divisions.txt

Code:
BYZ_MAR_01 = {
	name = Byz. Marine Divisions
	for_countries = {
		GRE
	}
	can_use = {
		has_any_byz_cosmetic_tag = yes
	}
	division_types = {
		marine
	}
	fallback_name = %s Tagma Pezonavton
	ordered = {
		1 = {
			%s Tagma Pezonavton
		}
		2 = {
			%s Tagma Pezonavton
		}
		3 = {
			%s Tagma Pezonavton
		}
		4 = {
			%s Tagma Pezonavton
		}
		5 = {
			%s Tagma Pezonavton
		}
		6 = {
			%s Tagma Pezonavton
		}
		7 = {
			%s Tagma Pezonavton
		}
		9 = {
			%s Tagma Pezonavton
		}
		8 = {
			%s Tagma Pezonavton
		}
		10 = {
			%s Tagma Pezonavton
		}
	}
}
### Entity: Country History
Country: PSH
Component: PSH_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, set_politics, set_popularities
Source: game
File: history/countries/PSH - Pashtunistan.txt

Code:
# Misc for PSH
capital = 459
set_convoys = 20
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort large_navy industrial_effort construction_effort production_effort
	set_technology = {
		tech_support = 1
		tech_recon = 1
		support_weapons = 1
		gw_artillery = 1
		electronic_mechanical_engineering = 1
		radio = 1
		radio_detection = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_strategic_destruction
}
{
	set_politics = {
		ruling_party = neutrality
		last_election = 1936.1.1
		election_frequency = 48
		elections_allowed = no
	}
	set_popularities = {
		democratic = 25
		fascism = 20
		communism = 5
		neutrality = 50
	}
}
### Entity: Technology
Component: basic_ship_hull_heavy
Constructs: is_major, enable_equipments, enable_equipment_modules, research_cost
Source: game
File: common/technologies/MTG_naval.txt

Code:
technology = {
	enable_equipments = {
		ship_hull_heavy_2
	}
	enable_equipment_modules = {
		heavy_ship_engine_2
	}
	path = {
		leads_to_tech = improved_ship_hull_heavy
		research_cost_coeff = 1
	} {
		leads_to_tech = basic_heavy_armor_scheme
		research_cost_coeff = 1
		ignore_for_layout = yes
	}
	research_cost = 1.5
	start_year = 1936
	folder = {
		name = mtgnavalfolder
		position = {
			x = 0
			y = 8
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 8
			OR = {
				tag = ENG JAP USA
			}
		} {
			is_major = yes
			factor = 2
		} {
			is_major = no
			factor = 0
		}
	}
	categories = {
		naval_equipment bb_tech bc_tech mio_cat_tech_all_capital_ship_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Scripted Trigger
Component: EAI_DESIGN_ARMOR_modern_production_focus
Constructs: has_tech, check_variable
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_design_triggers.txt

Code:
EAI_DESIGN_ARMOR_modern_production_focus = {
	EAI_DESIGN_ARMOR_mechanized_production_focus = yes
	num_of_military_factories = > 150
	has_tech = main_battle_tank_chassis
	NOT = {
		check_variable = {
			EAI_needs_chromium = > 2
		} {
			EAI_chromium_resource_shortage = > 2
		}
	}
	OR = {
		EAI_MODARM_equipment_production = yes
	}
}
### Entity: Country History
Country: GNA
Component: GNA_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/GNA - Guinea.txt

Code:
# Misc for GNA
capital = 780
set_convoys = 10
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort large_navy industrial_effort construction_effort production_effort
	set_technology = {
		tech_support = 1
		tech_recon = 1
		support_weapons = 1
		gw_artillery = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Idea
Component: AST_curtiss-wright_organization_idea
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/australia.txt

Code:
AST_curtiss-wright_organization_idea = {
	name = AST_curtiss-wright_organization
	picture = AST_curtiss-wright
	allowed = {
		original_tag = AST
		has_dlc = Thunder at Our Gates
	}
	available = {
		owner = {
			has_completed_focus = AST_united_states_as_our_keystone
		}
	}
	visible = {

	}
	cost = 150
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		multi_role_aircraft_manufacturer
	}
	modifier = {

	}
}
### Entity: Character
Component: KOM_pavel_murashev
Source: game
File: common/characters/KOM.txt

Code:
KOM_pavel_murashev = {
	name = Pavel Murashev
	portraits = {
		civilian = {
			large = GFX_portrait_Pavel_Murashev
		}
	}
	country_leader = {
		ideology = stalinism
		expire = 1950.1.1.1
		id = -1
	}
}
### Entity: Event
Component: bftb_bulgaria_factions.37
Constructs: is_triggered_only, limit, has_country_flag, add_stability, add_political_power
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_factions.37
	title = bftb_bulgaria_factions.37.t
	desc = bftb_bulgaria_factions.37.desc
	picture = GFX_report_event_bul_boris_with_muraviev
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_factions.37.a
		add_political_power = 120
		add_stability = 0.1
		if = {
			limit = {
				NOT = {
					has_country_flag = BUL_zveno_destroyed_flag
				} {
					has_country_flag = BUL_zveno_integrated_flag
				}
			}
			BUL_zveno_medium_loyalty_decrease_effect = yes
		} {
			limit = {
				NOT = {
					has_country_flag = BUL_bs_destroyed_flag
				} {
					has_country_flag = BUL_bs_integrated_flag
				}
			}
			BUL_bs_medium_loyalty_decrease_effect = yes
		} {
			limit = {
				NOT = {
					has_country_flag = BUL_nsm_destroyed_flag
				} {
					has_country_flag = BUL_nsm_integrated_flag
				}
			}
			BUL_nsm_medium_loyalty_decrease_effect = yes
		}
	}
}
### Entity: Character
Component: JAP_kodoha_trait
Source: game
File: common/country_leader/r56_traits.txt

Code:
JAP_kodoha_trait = {
	sprite = 14
	random = no
	ai_strategy = {
		type = antagonize
		id = SOV
		value = 200
	} {
		type = ignore
		id = CHI
		value = 50
	} {
		type = ignore
		id = SHX
		value = 50
	} {
		type = ignore
		id = PRC
		value = 50
	} {
		type = ignore
		id = XSM
		value = 50
	} {
		type = ignore
		id = GXC
		value = 50
	} {
		type = ignore
		id = YUN
		value = 50
	}
}
### Entity: National Focus
Component: ah_political_effort
Constructs: completion_reward, add_political_power
Source: game
File: common/national_focus/austro_hungarian_releasable_shared.txt

Code:
focus = {
	id = ah_political_effort
	icon = GFX_goal_generic_demand_territory
	x = 19
	y = 0
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	available_if_capitulated = yes
	completion_reward = {
		add_political_power = 120
	}
}
### Entity: Event
Component: AAT_finland_misc_events.07
Constructs: is_triggered_only, fire_only_once, add_to_tech_sharing_group
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_misc_events.07
	title = AAT_finland_misc_events.07.t
	desc = AAT_finland_misc_events.07.desc
	picture = GFX_report_event_generic_research_lab
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AAT_finland_misc_events.07.a
		effect_tooltip = {
			add_to_tech_sharing_group = FIN_joint_research_and_development_program
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_airplane_launcher
Constructs: limit, set_temp_variable, prio_factor, add_to_temp_variable
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_navy.txt

Code:
EAI_PR_STRATEGIES_airplane_launcher = {
	if = {
		limit = {
			OR = {
				EAI_BC_tech_focus = yes
				EAI_ASW_CL_tech_focus = yes
			}
		}
		set_temp_variable = {
			prio_cat = @PR_airplane_launcher
		} {
			prio_factor = EAI_RESEARCH_naval_research_factor
		}
		add_to_temp_variable = {
			prio_factor = 0.5
		}
		multiply_temp_variable = {
			prio_cat = prio_factor
		}
		if = {
			limit = {
				set_temp_variable = {
					_prio_tech = token:early_ship_hull_cruiser
				} {
					_prio_val = prio_cat
				}
				OR = {
					AND = {
						date = > 1936.6.1
						EAI_ASW_CL_tech_focus = yes
					} {
						date = > 1940.1.1
						EAI_BC_tech_focus = yes
					}
				}
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:basic_ship_hull_cruiser
				} {
					_prio_val = prio_cat
				}
				OR = {
					AND = {
						date = > 1936.6.1
						EAI_ASW_CL_tech_focus = yes
					} {
						date = > 1940.1.1
						EAI_BC_tech_focus = yes
					}
				}
			}
			EAI_PR_add_to_priority_research_queue = yes
		}
	}
}