Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: AUS_political_events.70
Constructs: is_triggered_only, ai_chance, limit, has_government, has_country_flag, has_opinion, is_ai, is_historical_focus_on
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.70
	title = AUS_political_events.70.t
	desc = AUS_political_events.70.desc
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	option = {
		name = AUS_political_events.70.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0.5
				OR = {
					original_tag = USA ITA
				}
				FROM = {
					has_government = communism
				}
			} {
				factor = 0.25
				has_opinion = {
					target = FROM
					value = < 0
				}
			} {
				factor = 0
				original_tag = USA
				USA = {
					has_country_flag = {
						flag = USA_passed_neutrality_pact_flag
					}
				}
			} {
				factor = 0
				FROM = {
					is_ai = yes
				}
				is_historical_focus_on = yes
			}
		}
		FROM = {
			country_event = {
				id = AUS_political_events.71
				hours = 12
			}
		}
		IF = {
			limit = {
				ROOT = {
					original_tag = ENG
				}
			}
			ROOT = {
				random_owned_state = {
					limit = {
						is_fully_controlled_by = ROOT
					}
					prioritize = {
						126 132
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = industrial_complex
						level = 2
						instant_build = yes
					}
				}
			}
		} {
			limit = {
				ROOT = {
					original_tag = USA
				}
			}
			ROOT = {
				random_owned_state = {
					limit = {
						is_fully_controlled_by = ROOT
					}
					prioritize = {
						361 378
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = industrial_complex
						level = 2
						instant_build = yes
					}
				}
			}
		} {
			limit = {
				ROOT = {
					original_tag = FRA
				}
			}
			ROOT = {
				random_owned_state = {
					limit = {
						is_fully_controlled_by = ROOT
					}
					prioritize = {
						16 19
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = industrial_complex
						level = 2
						instant_build = yes
					}
				}
			}
		} {
			limit = {
				ROOT = {
					original_tag = ITA
				}
			}
			ROOT = {
				random_owned_state = {
					limit = {
						is_fully_controlled_by = ROOT
					}
					prioritize = {
						2 17
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = industrial_complex
						level = 2
						instant_build = yes
					}
				}
			}
		}
		give_guarantee = FROM
		add_ai_strategy = {
			type = protect
			id = F
# ... (truncated)
### Entity: Character
Component: INS_moestopo
Constructs: has_completed_focus, limit, has_cosmetic_tag
Source: game
File: common/characters/INS.txt

Code:
INS_moestopo = {
	name = INS_moestopo
	portraits = {
		army = {
			large = GFX_portrait_INS_moestopo
			small = GFX_portrait_INS_moestopo_small
		}
	}
	advisor = {
		slot = high_command
		cost = 25
		idea_token = INS_moestopo
		allowed = {
			OR = {
				original_tag = INS HOL
			}
		}
		visible = {
			OR = {
				original_tag = INS
				AND = {
					original_tag = HOL
					has_cosmetic_tag = INS_UNION
				}
			}
			INS_character_republic_founded_check_VISIBLE = yes
		}
		available = {
			if = {
				limit = {
					original_tag = INS
				}
				has_completed_focus = INS_the_declaration_of_independence
			}
		}
		traits = {
			TAOG_acting_minister_defense
		}
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_request_control_of_the_railways
Constructs: prerequisite, limit, completion_reward, is_fully_controlled_by, cancel_if_invalid, unlock_decision_tooltip, add_building_construction, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/manchukuo.txt

Code:
focus = {
	id = MAN_request_control_of_the_railways
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = MAN_assertiveness
	}
	x = 0
	y = 1
	relative_position_id = MAN_assertiveness
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			716 = {
				is_fully_controlled_by = ROOT
			}
			328 = {
				is_fully_controlled_by = ROOT
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		unlock_decision_tooltip = MAN_divert_machine_tools
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				716 = {
					is_fully_controlled_by = ROOT
				}
			}
			716 = {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 1
			}
		} {
			limit = {
				717 = {
					is_fully_controlled_by = ROOT
				}
			}
			717 = {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 1
			}
		} {
			limit = {
				715 = {
					is_fully_controlled_by = ROOT
				}
			}
			715 = {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 1
			}
		} {
			limit = {
				328 = {
					is_fully_controlled_by = ROOT
				}
			}
			328 = {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 1
			}
		}
	}
}
### Entity: Character
Component: PRC_liang_ma
Source: game
File: common/characters/PRC.txt

Code:
PRC_liang_ma = {
	name = PRC_liang_ma
	portraits = {
		civilian = {
			large = GFX_portrait_PRC_liang_ma
		}
	}
	country_leader = {
		ideology = oligarchism
		traits = {
			financial_expert
		}
		expire = 1949.1.1.12
		id = -1
	}
}
### Entity: Character
Component: SHX_cheng_zhao
Source: game
File: common/characters/SHX.txt

Code:
SHX_cheng_zhao = {
	name = SHX_cheng_zhao
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_3
		}
	}
	advisor = {
		slot = air_chief
		idea_token = SHX_cheng_zhao
		allowed = {
			original_tag = SHX
		}
		traits = {
			air_chief_night_operations_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_REF_1
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_REF_1 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_REF
			value = 1
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = synthetic_refinery
		value = 1
	}
}
### Entity: Idea
Component: blohm_und_voss
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/GER.txt

Code:
blohm_und_voss = {
	allowed = {
		original_tag = GER
	}
	visible = {
		NOT = {
			has_completed_focus = GER_cruiser_warfare
		}
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		raiding_fleet_naval_manufacturer
	}
}
### Entity: Event
Component: greece.42
Constructs: ai_chance, create_country_leader, has_country_flag, fire_only_once, set_party_name, set_country_flag
Source: game
File: events/r56_Greece.txt

Code:
country_event = {
	id = greece.42
	title = greece.42.t
	desc = greece.42.d
	picture = GFX_report_event_europe_funeral
	fire_only_once = yes
	trigger = {
		tag = GRE
		date = > 1941.1.28
		has_country_flag = GRE_metaxas_in_power
	}
	mean_time_to_happen = {
		days = 1
	}
	option = {
		name = greece.42.a
		ai_chance = {
			modifier = {
				factor = 100
			}
		}
		kill_country_leader = yes
		create_country_leader = {
			name = Alexandros Koryzis
			picture = r56_portrait_GRE_Alexandros_Koryzis.dds
			expire = 1965.1.1
			ideology = despotism
			traits = {
				r56_trait_opposed_to_communism
			}
		}
		set_party_name = {
			ideology = neutrality
			long_name = GRE_neutrality_party_koryzi_long
			name = GRE_neutrality_party_koryzi
		}
		set_country_flag = GRE_metaxas_is_dead_crab_rave_flag
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_end_the_state_of_emergency
Constructs: has_completed_focus, limit, completion_reward, allow_branch, has_game_rule, remove_dynamic_modifier
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_end_the_state_of_emergency
	icon = GFX_focus_BRA_end_the_state_of_emergency
	x = -15
	y = 0
	relative_position_id = BRA_tribunal_de_seguranca_nacional
	mutually_exclusive = {
		focus = BRA_tribunal_de_seguranca_nacional BRA_prepare_for_second_intentona
	}
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	allow_branch = {
		IF = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = BRA_prepare_for_second_intentona
			} {
				has_completed_focus = BRA_tribunal_de_seguranca_nacional
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		remove_dynamic_modifier = {
			modifier = BRA_aftermath_of_the_coup
		}
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			mark_focus_tree_layout_dirty = yes
		}
	}
}
### Entity: Event
Component: kmt.272
Constructs: is_triggered_only
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.272
	title = kmt.272.t
	desc = kmt.272.d
	picture = GFX_report_event_chinese_officers
	is_triggered_only = yes
	option = {
		name = kmt.272.a
		KMT_reduce_corruption = yes
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_popular_front
Constructs: prerequisite, add_ideas, completion_reward, add_political_power, set_party_name, add_popularity, remove_political_advisor, remove_chief_of_army
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_popular_front
	available = {

	}
	bypass = {

	}
	mutually_exclusive = {
		focus = POR_estado_novo
	}
	prerequisite = {

	}
	icon = GFX_focus_generic_strike_at_democracy1
	x = 9
	y = 0
	relative_position_id = POR_army_reorganization
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_party_name = {
			ideology = communism
			long_name = POR_communism2_party_long
			name = POR_communism2_party
		}
		add_popularity = {
			ideology = communism
			popularity = 0.05
		} {
			ideology = democratic
			popularity = 0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt available_political_advisor generic_skip_one_line_tt remove_political_advisor remove_chief_of_army
		add_ideas = internationalism
		add_political_power = 100
		show_ideas_tooltip = POR_maria_lamas POR_fernando_dos_santos_costa POR_jose_adriano_pequito_rebelo POR_rolao_preto
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.24
Constructs: is_triggered_only, ai_chance, add_stability, fire_only_once, add_popularity
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.24
	title = SEA_japan_foreign_policy.24.t
	desc = SEA_japan_foreign_policy.24.desc
	picture = GFX_report_event_TIB_tibetan_army
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_foreign_policy.24.a
		ai_chance = {
			base = 100
		}
		add_stability = -0.03
		custom_effect_tooltip = generic_skip_one_line_tt
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
	}
}
### Entity: Decision
Component: SWE_politics
Constructs: has_completed_focus, limit, add_ideas, has_war_with, add_war_support, add_stability, fire_only_once, has_defensive_war
Source: game
File: common/decisions/SWE.txt

Code:
SWE_politics = {
	SWE_gateway_to_peace_decision = {
		icon = generic_prepare_civil_war
		allowed = {
			original_tag = SWE
		}
		cost = 0
		visible = {
			has_completed_focus = SWE_finlands_cause_is_ours
			NOT = {
				has_war_with = ROOT
			}
		}
		available = {
			NOT = {
				has_war_with = SOV FIN
			}
			FIN = {
				has_defensive_war = yes
				has_war_with = SOV
			}
		}
		complete_effect = {
			declare_war_on = {
				target = SOV
				type = liberate_wargoal
			}
			add_ideas = SWE_gateway_to_peace
			add_timed_idea = {
				idea = SWE_with_finland_for_sweden
				days = 180
			}
			FIN = {
				add_timed_idea = {
					idea = SWE_with_finland_for_sweden_fin
					days = 180
				}
				add_ideas = SWE_gateway_to_peace
			} {
				give_military_access = ROOT
			}
			give_military_access = FIN
			custom_effect_tooltip = SWE_gateway_to_peace_decision_tt
		}
	}
	SWE_urbanization_decision = {
		icon = decision_generic_construction
		allowed = {
			original_tag = SWE
		}
		available = {
			FROM = {
				OR = {
					has_dynamic_modifier = {
						modifier = SWE_hygenic_housing_output_bonus
					}
					hidden_trigger = {
						has_dynamic_modifier = {
							modifier = SWE_hygenic_housing_resource_bonus
						}
					}
				}
			}
		}
		visible = {
			has_completed_focus = SWE_urbanization
		}
		state_target = yes
		targets = {
			138 140 141
		}
		target_root_trigger = {
			has_completed_focus = SWE_urbanization
		}
		target_trigger = {
			FROM = {
				is_core_of = ROOT
				is_fully_controlled_by = ROOT
				NOT = {
					has_state_flag = SWE_has_urbanized
				}
			}
		}
		on_map_mode = map_only
		cost = 120
		days_remove = 80
		remove_effect = {
			FROM = {
				set_state_flag = SWE_has_urbanized
				increase_state_category = yes
			}
		}
		ai_will_do = {

		}
	}
	restore_radiotjanst_to_democratic = {
		icon = decision_generic_political_discourse
		allowed = {
			original_tag = SWE
		}
		visible = {
			OR = {
				has_idea = SWE_radiotjanst_fascism SWE_radiotjanst_communism SWE_radiotjanst_unaligned
			}
		}
		cost = 50
		days_remove = 120
		remove_effect = {
			if = {
				limit = {
					has_idea = SWE_radiotjanst_fascism
				}
				swap_ideas = {
					add_idea = SWE_radiotjanst_democratic
					remove_idea = SWE_radiotjanst_fascism
				}
			}
			else_if = {
				limit = {
					has_idea = SWE_radiotjanst_communism
				}
				swap_ideas = {
					add_idea = SWE_radiotjanst_democr
# ... (truncated)
### Entity: Idea
Component: MAC_communist_guy
Constructs: has_government
Source: game
File: common/ideas/macedonia.txt

Code:
MAC_communist_guy = {
	picture = generic_political_advisor_europe_3
	allowed = {
		original_tag = MAC
	}
	traits = {
		communist_revolutionary
	}
	do_effect = {
		NOT = {
			has_government = communism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Doctrine
Component: armored_cavalry_no_lar
Constructs: xp_cost, has_dlc, maximum_speed, suppression_factor
Source: game
File: common/doctrines/subdoctrines/land/armor_subdoctrines.txt

Code:
armored_cavalry_no_lar = {
	track = armor
	name = SUBDOCTRINE_ARMORED_CAVALRY
	description = SUBDOCTRINE_ARMORED_CAVALRY_DESC
	icon = GFX_doctrine_armored_cavalry_medium
	xp_cost = 100
	xp_type = army
	available = {
		always = yes
	}
	visible = {
		has_dlc = No Compromise, No Surrender
		NOT = {
			has_dlc = La Resistance
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 25
			OR = {
				original_tag = ITA JAP
			}
		}
	}
	motorized = {
		max_organisation = 5
		defense = 0.1
	}
	mechanized = {
		max_organisation = 5
		defense = 0.05
	}
	rewards = {
		cruiser_tanks = {
			light_armor = {
				maximum_speed = 0.1
				max_organisation = 5
				breakthrough = 0.05
			}
		}
		quick_response_force = {
			motorized_military_police = {
				battalion_mult = {
					category = category_vehicle_infantry
					suppression_factor = 0.05
				}
			}
		}
		speed_as_armour = {
			light_armor = {
				maximum_speed = 0.05
				breakthrough = 0.05
			}
			motorized = {
				maximum_speed = 0.05
			}
			mechanized = {
				maximum_speed = 0.05
				breakthrough = 0.05
			}
		}
		fighting_reconnaissance = {
			recon = {
				max_organisation = 3
				soft_attack = 0.05
			}
			light_tank_recon = {
				max_organisation = 2
				soft_attack = 0.05
			}
			anti_tank_battery = {
				max_organisation = 2
				ap_attack = 0.05
			}
		}
		sustained_deployments = {
			light_armor = {
				max_organisation = 5
				soft_attack = 0.05
				hard_attack = 0.1
				default_morale = 0.15
			}
			mechanized = {
				max_organisation = 5
				soft_attack = 0.05
				default_morale = 0.1
			}
			motorized = {
				max_organisation = 5
				soft_attack = 0.05
				default_morale = 0.1
			}
			mot_fire_support = {
				max_organisation = 5
				soft_attack = 0.05
				default_morale = 0.1
			}
		}
	}
}
### Entity: Modifier Reference
Construct: modifier_army_sub_unit_mountaineers_attack_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## modifier_army_sub_unit_mountaineers_attack_factor

* Number with 2 decimal places
* **Categories**: army
### Entity: Event
Component: south_american_events.50
Constructs: is_triggered_only, ai_chance, has_government, has_war_with, is_in_faction_with, random_days, set_country_flag, set_variable
Source: game
File: events/TOA_Generic_Events.txt

Code:
country_event = {
	id = south_american_events.50
	title = south_american_events.50.t
	desc = south_american_events.50.desc
	picture = GFX_report_event_usa_election_generic
	is_triggered_only = yes
	option = {
		name = south_american_events.50.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					is_in_faction_with = FROM
					has_war_with = FROM.FROM
				}
			} {
				factor = 10
				FROM = {
					OR = {
						has_government = fascism communism
					}
				}
			} {
				factor = 10
				FROM.FROM = {
					has_government = ROOT
				}
			}
		}
		FROM = {
			country_event = {
				id = south_american_events.51
				days = 5
				random_days = 3
			}
			hidden_effect = {
				set_country_flag = monroe_aggressor_originator
			}
			set_variable = {
				monroe_defender = PREV.monroe_defender
			}
		}
		FROM.FROM = {
			country_event = {
				id = south_american_events.54
				days = 2
			}
		}
		custom_effect_tooltip = south_american_events_50_war_tt
	} {
		name = south_american_events.50.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 10
				NOT = {
					has_government = communism
				}
				FROM.FROM = {
					has_government = communism
				}
			}
		}
		FROM.FROM = {
			country_event = {
				id = south_american_events.55
				days = 2
			}
		}
	}
}
### Entity: Character
Component: SOV_nikolay_bukharin
Constructs: has_completed_focus, limit, has_government, has_character_flag, is_country_leader
Source: game
File: common/characters/SOV.txt

Code:
SOV_nikolay_bukharin = {
	name = SOV_nikolay_bukharin
	portraits = {
		civilian = {
			large = GFX_portrait_SOV_nikolay_bukharin
		}
		army = {
			small = GFX_idea_SOV_nikolay_bukharin
		}
	}
	allowed_civil_war = {
		OR = {
			SOV_is_right_opposition = yes
			AND = {
				SOV_is_left_opposition = yes
				has_completed_focus = SOV_cooperation_against_stalin
			} {
				SOV_is_exiles = yes
				has_government = communism
			}
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SOV_nikolay_bukharin
		allowed = {
			original_tag = SOV
		}
		visible = {
			NOT = {
				has_character_flag = SOV_character_purged_flag
			}
		}
		available = {
			OR = {
				SOV_is_right_opposition = yes
				AND = {
					SOV_is_left_opposition = yes
					has_completed_focus = SOV_cooperation_against_stalin
				}
			}
			is_country_leader = no
			if = {
				limit = {
					has_character_flag = SOV_exiled_flag
				}
				NOT = {
					has_character_flag = SOV_exiled_flag
				}
			}
		}
		traits = {
			economy_reformer
		}
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: Modifier Reference
Construct: send_volunteers_tension
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## send_volunteers_tension

* Number with 1 decimal places
* **Categories**: country, defensive
### Entity: National Focus
Tree: cze_focus
Component: CZE_R56_secure_armament_contracts
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_R56_secure_armament_contracts
	icon = GFX_goal_generic_munitions_factories
	prerequisite = {
		focus = CZE_R56_firearms_deliveries
	}
	x = 0
	y = 2
	relative_position_id = CZE_R56_firearms_deliveries
	cost = 7.2
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			prioritize = {
				70
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Achievement
Component: our_other_place_in_the_sun
Constructs: limit, has_completed_focus, is_ironman, has_start_date, has_any_custom_difficulty_setting, has_dlc, is_owned_by
Source: game
File: common/achievements.txt

Code:
our_other_place_in_the_sun = {
	id = 69
	possible = {
		tag = GER
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		IF = {
			limit = {
				has_dlc = Gotterdammerung
			}
			has_completed_focus = GER_our_place_in_the_sun_ww
		}
		ELSE = {
			has_completed_focus = GER_our_place_in_the_sun
		}
		custom_trigger_tooltip = {
			tooltip = place_in_the_sun_tt
			any_state = {
				region = 53
				is_owned_by = ROOT
			}
		}
	}
}
### Entity: Idea
Component: BUL_zveno_ns
Constructs: has_country_flag, has_cosmetic_tag, removal_cost
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_zveno_ns = {
	picture = bul_zveno
	allowed = {
		original_tag = BUL
		NOT = {
			has_country_flag = BUL_zveno_coup_flag
		}
	}
	allowed_civil_war = {
		tag = BUL
		NOT = {
			has_country_flag = BUL_zveno_coup_flag
		} {
			has_cosmetic_tag = BUL_zveno_bulgaria
		}
	}
	removal_cost = -1
	cancel = {
		has_country_flag = BUL_zveno_coup_flag BUL_zveno_destroyed_flag
	}
	modifier = {
		army_leader_cost_factor = 0.25
		training_time_factor = 0.15
		experience_gain_army_factor = 0.1
	}
}