Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: RCG_pot
Source: game
File: common/ideas/republic_of_congo.txt

Code:
RCG_pot = {
	picture = generic_political_advisor_african_2
	allowed = {
		original_tag = RCG
	}
	traits = {
		prince_of_terror
	}
}
### Entity: AI Strategy
Component: EAI_FRA_free_france_production
Constructs: has_government, has_capitulated
Source: game
File: common/ai_strategy/FRA_EAI.txt

Code:
EAI_FRA_free_france_production = {
	allowed = {
		tag = FRA
	}
	enable = {
		has_government = democratic
		has_capitulated = yes
		num_of_military_factories = < 20
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_variant_production_factor
		id = artillery_equipment
		value = -100
	} {
		type = equipment_variant_production_factor
		id = anti_air_equipment
		value = -100
	} {
		type = equipment_variant_production_factor
		id = anti_tank_equipment
		value = -100
	} {
		type = equipment_variant_production_factor
		id = motorized_equipment
		value = -100
	} {
		type = equipment_production_factor
		id = armor
		value = -100
	} {
		type = equipment_production_min_factories_archetype
		id = support_equipment
		value = 4
	} {
		type = equipment_production_min_factories_archetype
		id = infantry_equipment
		value = 4
	}
}
### Entity: Idea
Component: HOA_volunteers_idea
Constructs: has_dlc, send_volunteer_divisions_required, send_volunteer_size, send_volunteers_tension
Source: game
File: common/ideas/aussa.txt

Code:
HOA_volunteers_idea = {
	picture = generic_volunteer_expedition_bonus
	allowed = {
		OR = {
			original_tag = AFA ORO QEM TIG BEG HAR SID GBA
		}
		has_dlc = By Blood Alone
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		send_volunteer_divisions_required = -0.75
		send_volunteer_size = 5
		send_volunteers_tension = -0.25
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_legalize_the_communist_party
Constructs: has_completed_focus, prerequisite, limit, add_opinion_modifier, completion_reward, add_popularity
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_legalize_the_communist_party
	icon = GFX_focus_generic_communist
	prerequisite = {
		focus = PHI_petition_the_supreme_court
	}
	relative_position_id = PHI_petition_the_supreme_court
	x = 0
	y = 1
	cost = 10
	available = {
		communism = > 0.1
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_completed_focus = PHI_hukbalahap
				}
			}
			show_unit_leaders_tooltip = PHI_luis_taruc
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt available_political_advisor
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		USA = {
			add_opinion_modifier = {
				target = PHI
				modifier = PHI_legalized_communist_party
			}
		}
		show_ideas_tooltip = PHI_vicente_lava
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
}
### Entity: Trigger Reference
Construct: CHARACTER
Constructs: CHARACTER, has_ability, has_advisor_role, has_air_ledger, has_army_ledger, has_character_flag, has_dynamic_modifier, has_id
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## Triggers for scope CHARACTER

* [advisor_can_be_fired](#advisor_can_be_fired)
* [attack_skill_level](#attack_skill_level)
* [average_stats](#average_stats)
* [can_be_captured](#can_be_captured)
* [can_be_country_leader](#can_be_country_leader)
* [can_select_trait](#can_select_trait)
* [defense_skill_level](#defense_skill_level)
* [has_ability](#has_ability)
* [has_advisor_role](#has_advisor_role)
* [has_air_ledger](#has_air_ledger)
* [has_army_ledger](#has_army_ledger)
* [has_character_flag](#has_character_flag)
* [has_dynamic_modifier](#has_dynamic_modifier)
* [has_id](#has_id)
* [has_ideology](#has_ideology)
* [has_ideology_group](#has_ideology_group)
* [has_nationality](#has_nationality)
* [has_navy_ledger](#has_navy_ledger)
* [has_scientist_level](#has_scientist_level)
* [has_trait](#has_trait)
* [has_unit_leader_flag](#has_unit_leader_flag)
* [hidden_trigger](#hidden_trigger)
* [is_active_scientist](#is_active_scientist)
* [is_advisor](#is_advisor)
* [is_air_chief](#is_air_chief)
* [is_army_chief](#is_army_chief)
* [is_army_leader](#is_army_leader)
* [is_assigned](#is_assigned)
* [is_border_war](#is_border_war)
* [is_character](#is_character)
* [is_character_slot](#is_character_slot)
* [is_corps_commander](#is_corps_commander)
* [is_country_leader](#is_country_leader)
* [is_exiled_leader](#is_exiled_leader)
* [is_exiled_leader_from](#is_exiled_leader_from)
* [is_female](#is_female)
* [is_field_marshal](#is_field_marshal)
* [is_general_captured](#is_general_captured)
* [is_high_command](#is_high_command)
* [is_hired_as_advisor](#is_hired_as_advisor)
* [is_in_state](#is_in_state)
* [is_leading_army](#is_leading_army)
* [is_leading_army_group](#is_leading_army_group)
* [is_leading_army_in_province](#is_leading_army_in_province)
* [is_leading_volunteer_group](#is_leading_volunteer_group)
* [is_leading_volunteer_group_with_original_country](#is_leading_volunteer_group_with_original_country)
* [is_navy_chief](#is_navy_chief)
* [is_navy_leader](#is_navy_leader)
* [is_operative](#is_operative)
* [is_operative_captured](#is_operative_captured)
* [is_political_advisor](#is_political_advisor)
* [is_promoted_from_unit](#is_promoted_from_unit)
* [is_scientist_injured](#is_scientist_injured)
* [is_theorist](#is_theorist)
* [is_unit_leader](#is_unit_leader)
* [logistics_skill_level](#logistics_skill_level)
* [meta_trigger](#meta_trigger)
* [not_already_hired_except
# ... (truncated)
### Entity: Order of Battle
Component: 2nd Union Indochinoise Régiment
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/FRI_1936.txt

Code:
division = {
	name = 2nd Union Indochinoise Régiment
	location = 4075
	division_template = Régiment de Tirailleurs Indochinois
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = FRA
		}
	}
	start_experience_factor = 0.1
	start_equipment_factor = 0.7
}
### Entity: Character
Component: fascist_council_trait
Constructs: production_speed_buildings_factor
Source: game
File: common/country_leader/toa_traits.txt

Code:
fascist_council_trait = {
	random = no
	sprite = 13
	army_attack_against_major_factor = 0.2
	army_speed_factor = 0.1
	production_speed_buildings_factor = 0.1
	ai_will_do = {
		factor = 0
	}
}
### Entity: Scripted Localization
Component: defined_text
Constructs: has_country_flag
Source: game
File: common/scripted_localisation/AAT_Sweden_scripted_loc.txt

Code:
defined_text = {
	name = SWE_food_stamps_loc
	text = {
		trigger = {
			SWE = {
				NOT = {
					has_country_flag = SWE_has_food_stamps
				}
			}
		}
		localization_key = SWE_food_stamps_activate
	} {
		localization_key = SWE_food_stamps_revoke
	}
}
### Entity: Event
Component: AFG_political_events.122
Constructs: is_triggered_only, ai_chance, add_opinion_modifier
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_political_events.122
	title = AFG_political_events.122.t
	desc = AFG_political_events.122.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AFG_political_events.122.a
		ai_chance = {
			base = 10
		}
		add_opinion_modifier = {
			target = FROM
			modifier = small_decrease
		}
	}
}
### Entity: Event
Component: kmt.63
Constructs: is_triggered_only, add_opinion_modifier, fire_only_once, create_wargoal, take_state_focus, set_country_flag
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.63
	title = kmt.63.t
	desc = kmt.63.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = kmt.63.a
		add_opinion_modifier = {
			target = FRA
			modifier = gzw_kept
		}
		create_wargoal = {
			type = take_state_focus
			target = FRA
			generator = {
				728
			}
		}
		set_country_flag = gzw_war_flag
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_means_of_propaganda
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, add_political_power, is_subject_of, is_subject
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_means_of_propaganda
	icon = GFX_goal_generic_red_freedom
	x = -1
	y = 1
	relative_position_id = MON_thinking_out_of_bounds
	cost = 10
	prerequisite = {
		focus = MON_thinking_out_of_bounds
	}
	available = {
		has_government = communism
		OR = {
			is_subject_of = SOV
			is_subject = no
		}
	}
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_political_power = 100
		unlock_decision_tooltip = MON_promote_communist_ideas
		if = {
			limit = {
				has_dlc = La Resistance
			}
			upgrade_intelligence_agency = upgrade_psycho_warfare
			add_ideas = r56_clandestine_propaganda_techniques
		}
		else = {
			swap_ideas = {
				remove_idea = MON_ideological_maneuvering
				add_idea = MON_ideological_maneuvering_2
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_COMBINED_target_country_C0A
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_COMBINED_target_country_C0A = {
	enable = {
		check_variable = {
			EAI_MILITARY_COMBINED_target_countries^num = > 0
		}
		NOT = {
			check_variable = {
				EAI_MILITARY_COMBINED_target_countries^10 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = C0A
		value = 15000
	} {
		type = invade
		id = C0A
		value = 200
	}
}
### Entity: Event
Component: kmt.210
Constructs: is_triggered_only, add_ideas, add_stability, add_opinion_modifier
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.210
	title = kmt.210.t
	desc = kmt.210.d
	picture = GFX_report_event_chinese_soldiers_02
	is_triggered_only = yes
	option = {
		name = kmt.210.a
		add_stability = 0.1
		effect_tooltip = {
			PRC = {
				add_opinion_modifier = {
					modifier = no_paycheck
					target = CHI
				}
			}
			add_ideas = KMT_corrupted_kmt
		}
	}
}
### Entity: Unit Leader
Component: trait_JAP_kodoha_sympathizer
Constructs: gain_xp
Source: game
File: common/unit_leader/00_traits.txt

Code:
trait_JAP_kodoha_sympathizer = {
	type = all
	trait_type = personality_trait
	gain_xp = {
		always = no
	}
	allowed = {
		FROM = {
			original_tag = JAP
		}
	}
	new_commander_weight = {
		factor = 0
	}
}
### Entity: Unit Template
Component: NOR_ARM_01
Source: game
File: common/units/names_divisions/NOR_names_divisions.txt

Code:
NOR_ARM_01 = {
	name = Armored Division
	for_countries = {
		NOR
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %d. Panser Divisjon
	ordered = {
		1 = {
			%d. Panser Divisjon
		}
		2 = {
			%d. Panser Divisjon
		}
		3 = {
			%d. Panser Divisjon
		}
		4 = {
			%d. Panser Divisjon
		}
		5 = {
			%d. Panser Divisjon
		}
		6 = {
			%d. Panser Divisjon
		}
		7 = {
			%d. Panser Divisjon
		}
		8 = {
			%d. Panser Divisjon
		}
		9 = {
			%d. Panser Divisjon
		}
		10 = {
			%d. Panser Divisjon
		}
	}
}
### Entity: Idea
Component: BUL_soviet_materiel_designer
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, has_dlc, has_opinion, has_capitulated, is_subject
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_soviet_materiel_designer = {
	name = gaz
	picture = gaz
	cost = 75
	allowed = {
		original_tag = BUL
		has_dlc = Battle for the Bosporus
	}
	available = {
		has_country_flag = BUL_soviet_military_agreements_flag
		if = {
			limit = {
				NOT = {
					has_country_flag = BUL_contract_with_soviet_materiel_designer_flag
				}
			}
			SOV = {
				has_opinion = {
					target = ROOT
					value = > 49
				}
				has_capitulated = no
				BUL_is_valid_subject = yes
			}
		}
		NOT = {
			has_war_with = SOV
		} {
			has_completed_focus = BUL_nationalization
		}
		OR = {
			is_subject = no
			is_subject_of = SOV
		}
	}
	on_add = {
		if = {
			limit = {
				NOT = {
					has_country_flag = BUL_contract_with_soviet_materiel_designer_flag
				}
			}
			random_owned_state = {
				limit = {
					is_fully_controlled_by = ROOT
					free_building_slots = {
						building = arms_factory
						size = > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
			set_country_flag = BUL_contract_with_soviet_materiel_designer_flag
		}
	}
	research_bonus = {
		motorized_equipment = 0.15
		mot_rockets = 0.5
	}
	traits = {
		motorized_equipment_manufacturer
	}
}
### Entity: Event
Component: bftb_greece.195
Constructs: is_triggered_only, add_war_support, add_stability, clear_variable
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.195
	title = bftb_greece.195.t
	desc = bftb_greece.195.desc
	picture = GFX_report_event_gre_cabinet_meeting
	is_triggered_only = yes
	option = {
		name = bftb_greece.195.a
		add_stability = -0.1
		add_war_support = 0.05
		hidden_effect = {
			clear_variable = GRE_soviet_influence_over_greek_government
		}
	}
}
### Entity: Event
Component: news.129
Constructs: has_war_with, is_controlled_by, is_owned_by, has_global_flag, set_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.129
	title = news.128.t
	desc = news.129.d
	picture = GFX_news_event_054
	major = yes
	trigger = {
		64 = {
			is_controlled_by = ENG
		} {
			is_owned_by = GER
		}
		ENG = {
			has_war_with = GER
		}
		NOT = {
			has_global_flag = fall_of_berlin_eng
		}
	}
	immediate = {
		set_global_flag = fall_of_berlin_eng
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = news.139.a
		trigger = {
			NOT = {
				TAG = ENG GER
			}
		}
	} {
		name = news.129.b
		trigger = {
			TAG = ENG
		}
	} {
		name = news.100.c
		trigger = {
			TAG = GER
		}
	}
}
### Entity: Faction
Component: faction_goal_control_faroe_islands
Constructs: limit, has_war_with, is_in_faction_with, complete_effect, add_faction_power_projection, every_faction_member, add_faction_initiative, add_building_construction
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_control_faroe_islands = {
	name = control_faroe_islands_goal_name
	description = control_faroe_islands_goal_desc
	category = medium_term
	group = FOCUS_FILTER_NAVY_XP
	allowed = {

	}
	visible = {
		FROM = {
			NOT = {
				original_tag = DEN
				is_in_faction_with = DEN
			}
		}
		any_collection_element = {
			collection = {
				input = game:scope
				operators = {
					faction_members controlled_states
				}
				name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 337
				value = < 2000
			}
		}
	}
	available = {

	}
	completed = {
		337 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt TARGET_STATE_CONTROLLERS
		every_faction_member = {
			visible_when_empty = yes
			limit = {
				controls_state = 337
			}
			add_faction_initiative = 1
		}
		337 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			} {
				type = air_base
				level = 1
				instant_build = yes
			} {
				type = naval_base
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 2
			337 = {
				owner = {
					has_war_with = ROOT
				}
			}
		} {
			add = 2
			convoy_threat = > 0.5
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							OR = {
								is_on_continent = north_america south_america
							}
						}
					}
					name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA
				}
				value = > 0
			} {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							OR = {
								is_on_continent = europe africa
							}
						}
					}
					name = COLLECTION_FACTION_STATES_IN_EUROPE
				}
				value = > 0
			}
		} {
			add = 1
			has_navy_size = {
				size = > 5
				type = capital_ship
			}
		} {
			add = 1
			NOT = {
				any_controlled_state = {
					is_on_continent = north_america
				}
			}
			any_enemy_country = {
				capital_scope = {
					is_on_continent = north_america
				}
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Template%3AProtect/doc.html

Doc:
This is the documentation page for Template:Protect. When it is viewed directly, links using variables may appear broken; do not replace these with hardcoded page names or URLs.

Protect can be used to highlight articles' protection level. This template is for fully protected articles.

Contents

1 Usage

2 Parameters

3 Values

4 Effects

5 Updating This Template

6 Example
### Entity: Character
Component: EST_alfred_vendt
Source: game
File: common/characters/EST.txt

Code:
EST_alfred_vendt = {
	name = EST_alfred_vendt
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_3
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = EST_alfred_vendt
		allowed = {
			original_tag = EST
		}
		traits = {
			navy_chief_maneuver_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: lar_news.20
Constructs: is_triggered_only, has_war_with
Source: game
File: events/LAR_NewsEvents.txt

Code:
news_event = {
	id = lar_news.20
	title = lar_news.20.t
	desc = lar_news.20.desc
	picture = GFX_news_event_generic_parliament
	major = yes
	is_triggered_only = yes
	option = {
		name = lar_news.20.a
		trigger = {
			original_tag = SPR
		}
	} {
		name = lar_news.20.b
		trigger = {
			original_tag = SOV
		}
	} {
		name = lar_news.20.c
		trigger = {
			NOT = {
				original_tag = SPR
			}
			has_war_with = SOV
		}
	} {
		name = lar_news.20.d
		trigger = {
			NOT = {
				original_tag = SOV SPR
				has_war_with = SOV
			}
		}
	}
}
### Entity: Country History
Country: STK
Component: STK_characters
Constructs: recruit_character
Source: game
File: history/countries/STK - Saint Kitts & Nevis.txt

Code:
# Leaders & Characters for STK
recruit_character = STK_joseph_matthew_sebastian
### Entity: Modifier Reference
Component: PHI_philippine_resistance_movement_dynamic_modifier
Constructs: communism_drift
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
PHI_philippine_resistance_movement_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_chi_war_of_resistance3
	equipment_capture_factor = 0.5
	exiled_government_weekly_manpower = PHI_resistance_weekly_manpower
	communism_drift = PHI_resistance_communism_drift
	terrain_trait_xp_gain_factor = PHI_resistance_terrain_trait_xp_gain_factor
	resistance_target_on_our_occupied_states = PHI_resistance_resistance_target_on_our_occupied_states
	weekly_casualties_war_support = PHI_resistance_weekly_casualties_war_support
	legitimacy_gain_factor = PHI_resistance_legitimacy_gain_factor
	exile_manpower_factor = PHI_resistance_exile_manpower_factor
	army_org_regain = PHI_resistance_army_org_regain
	army_core_attack_factor = PHI_resistance_army_core_attack_factor
	special_forces_cap = PHI_resistance_special_forces_cap
	cas_damage_reduction = PHI_resistance_cas_damage_reduction
	conscription = PHI_resistance_conscription
	army_org_factor = PHI_resistance_army_org_factor
	resistance_damage_to_garrison_on_our_occupied_states = PHI_resistance_resistance_damage_to_garrison_on_our_occupied_states
}
### Entity: Character
Component: PRC_guerilla_fighter
Source: game
File: common/country_leader/00_traits.txt

Code:
PRC_guerilla_fighter = {
	random = no
	sprite = 13
	no_supply_grace = 48
	supply_consumption_factor = -0.05
}
### Entity: Idea
Component: sagami_army_arsenal
Constructs: research_bonus
Source: game
File: common/ideas/japan.txt

Code:
sagami_army_arsenal = {
	picture = JAP_sagami_arsenal
	ai_will_do = {
		base = 1.5
	}
	allowed = {
		original_tag = JAP
	}
	available = {

	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		medium_tank_manufacturer
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_logistics_beyond_the_sudetes
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward, set_technology, is_controlled_by, cancel_if_invalid, add_to_variable, add_tech_bonus
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_logistics_beyond_the_sudetes
	icon = GFX_focus_generic_supply_line
	prerequisite = {
		focus = CZE_merge_the_financial_and_state_guard
	}
	relative_position_id = CZE_merge_the_financial_and_state_guard
	x = 0
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = CZE_ceskoslovenska_armada_ns_intro_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt CZE_logistics_beyond_the_sudetes_tt
		add_to_variable = {
			CZE_ceskoslovenska_armada_supply_combat_penalties_on_core_factor = 0.1
			tooltip = supply_combat_penalties_on_core_factor_tt
		} {
			CZE_ceskoslovenska_armada_out_of_supply_factor = -0.1
			tooltip = out_of_supply_factor_tt
		} {
			CZE_ceskoslovenska_armada_truck_attrition_factor = -0.05
			tooltip = truck_attrition_factor_tt
		}
		add_equipment_to_stockpile = {
			type = motorized_equipment
			amount = 150
		}
		add_tech_bonus = {
			name = CZE_logistics_beyond_the_sudetes
			bonus = 1
			uses = 1
			category = logistics_tech
		}
		hidden_effect = {
			set_technology = {
				MUN_improved_supply_dumps = 1
				popup = no
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: bftb_turkey.53
Constructs: is_triggered_only, add_equipment_to_stockpile, limit, has_dlc, add_equipment_subsidy
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.53
	title = bftb_turkey.53.t
	desc = bftb_turkey.53.desc
	picture = GFX_report_event_tank_factory
	is_triggered_only = yes
	option = {
		name = bftb_turkey.53.a
		if = {
			limit = {
				NOT = {
					has_dlc = No Step Back
				}
			}
			effect_tooltip = {
				add_equipment_to_stockpile = {
					type = gw_tank_equipment
					amount = 75
					producer = ITA
				}
			}
		} {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_equipment_subsidy = {
				cic = 500
				equipment_type = light_tank_chassis
				seller_tags = {
					ITA
				}
			}
		}
		else = {
			effect_tooltip = {
				add_equipment_to_stockpile = {
					type = light_tank_chassis_0
					amount = 75
					producer = ITA
				}
			}
		}
	}
}
### Entity: Name List
Component: MNT
Source: game
File: common/names/00_names.txt

Code:
MNT = {
	male = {
		names = {
			Alaksandar Blagoje Bozidar Branko Danilo Dejan Djordje Dragan Dragisa Dragoljub Dragutin Draza Dusan Gavrilo Goran Janko Jovan Koca Kosta Krsto Ljubisa Mihailo Milan Miliutin Milivoje Milojko Milos Miodrag Mirko Miroslav Momcilo Nebojsa Nikola Pavle Peko Petar Radomir Ratko Sava Slobodan Stepa Stojan Veljko Vaselien Vladimir Vojislav Zivojin Zivota Zoran Zvezdan
		}
	}
	female = {
		names = {
			Agata Agatha Barbara Branimira Desislava Dubravka Elena Helen Hicela Jelena Karolina Rijeka Silvija Snjezana Sofija Sophia Suzana Susana Svjetlana Suronja Tatjana Tihana Teodora Vladava Vitaca Vojaca Vojislava
		}
	}
	surnames = {
		Adzic Arandelovic Belimarkovic Blaznacac Bojovic Bozanovic Bozinovic Brankovic Damjanic Dapcevic Dragutinovic Grujic Hadzilic Horvatovic Isakovic Jankovic Jokic Jovanovic Kadijevic Karadjordjevic Lesjanin Ljubicic Maric Mihailovic Miliutinovic Miloradovic Misic Nad Nedic Novak Obrenovic Ojdanic Panic Paskas Pavkovic Pesic Petrovic Popovic Putnik Radulovic Rasic Sijan Simovic Sokolovic Stepanovic Vasiljevic Veric Vojvodic Vukotic Zivkovic
	}
	callsigns = {

	}
}