Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Country History
Country: GEO
Component: GEO_misc
Constructs: limit, set_technology, set_research_slots, set_grand_doctrine, has_dlc
Source: game
File: history/countries/GEO - Georgia.txt

Code:
# Misc for GEO
capital = 231
set_research_slots = 3
set_grand_doctrine = mass_assault new_fleet_in_being
IF = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		fighter1 = 1
		early_bomber = 1
		strategic_bomber1 = 1
		naval_bomber1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		basic_submarine = 1
		early_destroyer = 1
		early_light_cruiser = 1
		early_heavy_cruiser = 1
		early_battleship = 1
		early_battlecruiser = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		early_ship_hull_light = 1
		early_ship_hull_cruiser = 1
		early_ship_hull_heavy = 1
		mtg_transport = 1
		basic_battery = 1
		basic_torpedo = 1
	}
}
### Entity: Scripted Effect
Component: PRU_increase_navy_15_percent
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/PRU_scripted_effects.txt

Code:
PRU_increase_navy_15_percent = {
	add_power_balance_value = {
		id = PRU_army_navy_bop
		value = -0.15
	}
}
### Entity: Modding Documentation
Construct: pathfind_cache
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## pathfind_cache
* Arguments: on / off
* Not available in release build

Enable / Disable the PathFind Cache
### Entity: National Focus
Tree: por_focus
Component: POR_study_italian_submarines
Constructs: prerequisite, limit, completion_reward, has_subdoctrine_in_track, add_daily_mastery, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_study_italian_submarines
	prerequisite = {
		focus = POR_continue_the_naval_expansion
	}
	icon = GFX_goal_generic_navy_submarine
	cost = 5
	x = -1
	y = 1
	relative_position_id = POR_continue_the_naval_expansion
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_subdoctrine_in_track = submarines
			}
			add_daily_mastery = {
				name = POR_study_italian_submarines
				amount = 0.2
				days = 180
				track = submarines
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		else = {
			add_doctrine_cost_reduction = {
				name = POR_study_italian_submarines
				cost_reduction = 0.25
				uses = 1
				category = naval_doctrine
			}
		}
		add_tech_bonus = {
			name = POR_study_italian_submarines
			bonus = 1
			uses = 1
			category = ss_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Modifier Reference
Construct: num_of_factories
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_of_factories
* description: Check amount of available factories (excluding temporary sources like trade and lend-lease)
Example:
GER = { num_of_factories < 50 }
* (Auto generated using the trigger with same name)
### Entity: National Focus
Tree: cub_focus
Component: CUB_elite_tank_forces
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_elite_tank_forces
	icon = GFX_goal_generic_army_tanks
	prerequisite = {
		focus = CUB_improve_army_logistics
	}
	relative_position_id = CUB_improve_army_logistics
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = CUB_elite_tank_forces
			bonus = 1
			uses = 2
			category = armor
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_the_anti_capitalist_fight
Constructs: prerequisite, limit, has_government, add_war_support, is_major, completion_reward, is_subject, every_other_country
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_the_anti_capitalist_fight
	prerequisite = {
		focus = BUL_liberation_of_the_proletariat
	}
	icon = GFX_focus_generic_strike_at_democracy3
	relative_position_id = BUL_liberation_of_the_proletariat
	x = 0
	y = 1
	cost = 10
	available = {
		has_government = communism
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.1
		hidden_effect = {
			every_other_country = {
				limit = {
					is_major = yes
					has_government = democratic
					NOT = {
						is_in_faction_with = ROOT
					}
					capital_scope = {
						is_on_continent = europe
					}
				}
				ROOT = {
					create_wargoal = {
						type = topple_government
						target = PREV
						expire = 730
					}
				}
				BUL_add_hidden_targeted_ns = yes
			}
		}
		custom_effect_tooltip = BUL_the_anti_capitalist_fight_wargoal_tt BUL_the_anti_capitalist_fight_ns_tt
		add_timed_idea = {
			idea = BUL_anti_capitalism
			days = 730
		}
		every_other_country = {
			limit = {
				is_major = yes
				has_government = democratic
				capital_scope = {
					is_on_continent = europe
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: 1. Groupes de Force Publique
Constructs: division_template
Source: game
File: history/units/COG_1939.txt

Code:
division = {
	name = 1. Groupes de Force Publique
	location = 1950
	division_template = Force Publique
	start_experience_factor = 0.1
	start_equipment_factor = 0.7
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_25
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_25 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 25
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 25
	}
}
### Entity: Idea
Component: fang_news_shipbuilding
Constructs: research_bonus
Source: game
File: common/ideas/catism.txt

Code:
fang_news_shipbuilding = {
	allowed = {
		original_tag = WAF
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		pacific_fleet_naval_manufacturer
	}
	modifier = {

	}
}
### Entity: Modifier Reference
Component: idea_SIA_printing_money
Source: game
File: common/dynamic_modifiers/TAOG_dynamic_modifiers.txt

Code:
idea_SIA_printing_money = {
	icon = GFX_idea_generic_goods_red_bonus
	consumer_goods_factor = SIA_printing_money_consumer_goods_factor
}
### Entity: Idea
Component: SIA_forge_a_democratic_legacy_r56_idea
Constructs: research_speed_factor, stability_factor, industrial_capacity_factory, removal_cost, democratic_drift
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_forge_a_democratic_legacy_r56_idea = {
	name = SIA_beacon_of_progress_r56
	removal_cost = -1
	picture = democratic_bastion
	allowed_civil_war = {
		original_tag = SIA
	}
	cancel = {
		SIA_asias_liberal_firebrand_r56_branch_trigger = no
	}
	modifier = {
		political_power_factor = -0.25
		stability_factor = 0.12
		research_speed_factor = 0.08
		democratic_drift = 0.03
		army_leader_start_defense_level = 1
		industrial_capacity_factory = 0.05
		industrial_capacity_dockyard = 0.05
		opinion_gain_monthly = 0.1
		improve_relations_maintain_cost_factor = -0.5
		stability_weekly = 0.001
	}
}
### Entity: Idea
Component: r56w_idea_minister_xuan_kamo
Constructs: research_bonus
Source: game
File: common/ideas/r56w_empire.txt

Code:
r56w_idea_minister_xuan_kamo = {
	ledger = army
	allowed = {
		original_tag = WHY
	}
	research_bonus = {
		naval_doctrine = 0.75
	}
	traits = {
		r56w_trait_minister_xuan_kamo
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: ship_to_shore_navy_spirit
Constructs: has_dlc, has_doctrine
Source: game
File: common/ideas/navy_spirits.txt

Code:
ship_to_shore_navy_spirit = {
	ledger = navy
	visible = {
		has_dlc = No Compromise, No Surrender
	}
	available = {
		OR = {
			has_doctrine = new_base_strike naval_gunfire_support
		}
	}
	modifier = {
		trait_ironside_xp_gain_factor = 0.35
		shore_bombardment_collateral_damage_factor = 0.5
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		} {
			factor = 2
			has_doctrine = naval_gunfire_support
		}
	}
}
### Entity: Wiki Documentation
Construct: Mechanics
Source: wiki
File: wiki/Civil_Wars.html

Doc:
Mechanics[edit]
Foreign influence, or selecting certain Ministers, will cause a shift in popular opinion and allow different Ideologies to gain political support. Once it reaches a high enough level, the player may choose to side with one of the two sides in the Civil War. The change in influence is slow, but can be speeded up by external factors, such as foreign support, and events. Civil Wars may be actively pursued, but can happen even if not desired, if political support for a different ideology reaches high enough levels.

Civil Wars can also be triggered by foreign-supported attemped coups. For this a country must supply Political Power and Equipment.

Once a Civil War breaks out, the country is divided into two. How it divides varies for non-scripted Civil Wars. The two sides immediately enters a state of war with the opposing side, fighting to unite the Country under their flag.
### Entity: Character
Component: scientist_trait_bombs_expert
Constructs: has_dlc
Source: game
File: common/scientist_traits/00_traits.txt

Code:
scientist_trait_bombs_expert = {
	specialization = {
		specialization_air
	}
	available = {
		has_dlc = Gotterdammerung
	}
	modifier = {
		sp_tag_bomb_speed_factor = 0.1
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Template%3AC-PD-because.html

Doc:
|
This work is in the public domain because {{{1}}}
Please verify the reason given above is valid! |

Retrieved from "http://www.hoi4wiki.com/index.php?title=Template:C-PD-because&oldid=167"
### Entity: Character
Component: anti_communist
Constructs: communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
anti_communist = {
	random = no
	communism_acceptance = -50
	communism_drift = -0.01
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_strengthen_the_welfare_state
Constructs: prerequisite, limit, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_strengthen_the_welfare_state
	icon = GFX_focus_generic_welfare
	prerequisite = {
		focus = GER_strive_for_conservative_values GER_embrace_liberal_leanings
	}
	x = 1
	y = 1
	relative_position_id = GER_embrace_liberal_leanings
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		IF = {
			limit = {
				has_idea = GER_the_shield_of_democracy_liberalism_idea
			}
			swap_ideas = {
				remove_idea = GER_the_shield_of_democracy_liberalism_idea
				add_idea = GER_the_shield_of_democracy_liberalism_and_welfare_idea
			}
		}
		ELSE = {
			swap_ideas = {
				remove_idea = GER_the_shield_of_democracy_conservatism_idea
				add_idea = GER_the_shield_of_democracy_conservatism_and_welfare_idea
			}
		}
	}
}
### Entity: Character
Component: minister_of_ecclesiastical_affairs
Constructs: research_speed_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
minister_of_ecclesiastical_affairs = {
	random = no
	sprite = 13
	research_speed_factor = 0.06
}
### Entity: Character
Component: PRC_gao_gang
Constructs: has_dlc
Source: game
File: common/characters/PRC.txt

Code:
PRC_gao_gang = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = PRC_gao_gang
		portraits = {
			civilian = {
				large = GFX_portrait_PRC_gao_gang
				small = GFX_portrait_PRC_gao_gang_small
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = PRC_gao_gang
			allowed = {
				original_tag = PRC
			}
			traits = {
				PRC_charming_revoluionary
			}
			ai_will_do = {
				base = 1.0
			}
		}
		corps_commander = {
			traits = {
				infantry_officer organizer
			}
			skill = 2
			attack_skill = 1
			defense_skill = 1
			planning_skill = 2
			logistics_skill = 3
			legacy_id = -1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		name = PRC_gao_gang
		portraits = {
			army = {
				small = GFX_idea_generic_air_asia_2
			}
		}
		advisor = {
			slot = air_chief
			idea_token = PRC_gao_gang
			allowed = {
				original_tag = PRC
			}
			traits = {
				air_chief_safety_2
			}
			cost = 100
			ai_will_do = {
				base = 1.0
			}
		}
	}
}
### Entity: Scripted Trigger
Component: ETH_bop_is_mesafint_influence_or_higher
Constructs: is_power_balance_in_range
Source: game
File: common/scripted_triggers/ETH_scripted_triggers.txt

Code:
ETH_bop_is_mesafint_influence_or_higher = {
	custom_trigger_tooltip = {
		tooltip = ETH_bop_is_mesafint_influence_or_higher_tt
		OR = {
			is_power_balance_in_range = {
				id = ETH_centralization_balance
				range = ETH_mesafint_influence_range
			} {
				id = ETH_centralization_balance
				range = ETH_mesafint_power_range
			} {
				id = ETH_centralization_balance
				range = ETH_mesafint_dominant_range
			} {
				id = ETH_centralization_balance
				range = ETH_mesafint_total_control_range
			}
		}
	}
}
### Entity: Character
Component: PAN_aniceto_andino
Source: game
File: common/characters/PAN.txt

Code:
PAN_aniceto_andino = {
	name = Aniceto Andino
	portraits = {
		civilian = {
			large = GFX_portrait_Aniceto_Andino
		}
	}
	country_leader = {
		ideology = despotism
		traits = {
			eager_collaborator retired_officer
		}
		expire = 1942.1.1.12
		id = -1
	}
}
### Entity: Unit Template
Component: BEL_PAR_01
Source: game
File: common/units/names_divisions/BEL_names_divisions.txt

Code:
BEL_PAR_01 = {
	name = Paratrooper Division
	for_countries = {
		BEL
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = %dème Division de Paracommando
	ordered = {
		1 = {
			%dère Division de Paracommando
		}
		2 = {
			%dème Division de Paracommando
		}
		3 = {
			%dème Division de Paracommando
		}
		4 = {
			%dème Division de Paracommando
		}
		5 = {
			%dème Division de Paracommando
		}
		6 = {
			%dème Division de Paracommando
		}
		7 = {
			%dème Division de Paracommando
		}
		8 = {
			%dème Division de Paracommando
		}
		9 = {
			%dème Division de Paracommando
		}
		10 = {
			%dème Division de Paracommando
		}
	}
}
### Entity: Order of Battle
Component: Corps de Volontaires
Constructs: division_template
Source: game
File: history/units/NOR_Norwegian_Civil_War_democratic.txt

Code:
division = {
	name = Corps de Volontaires
	location = 6115
	division_template = Frivilligregiment
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_topple_iran
Constructs: prerequisite, completion_reward, is_in_faction_with, is_subject_of, is_subject, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_topple_iran
	icon = GFX_focus_generic_attack_iran
	prerequisite = {
		focus = AFG_from_the_ashes
	}
	x = -1
	y = 1
	relative_position_id = AFG_from_the_ashes
	mutually_exclusive = {
		focus = AFG_exploit_turko_persian_heritage
	}
	cost = 5
	will_lead_to_war_with = PER
	ai_will_do = {
		factor = 10
	}
	bypass = {
		PER = {
			OR = {
				exists = no
				has_War_with = ROOT
				is_in_faction_with = ROOT
				is_subject_of = ROOT
			}
		}
	}
	available = {
		is_subject = no
		PER = {
			exists = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		create_wargoal = {
			target = PER
			type = puppet_wargoal_focus
		}
	}
}
### Entity: Event
Component: recruit_generals.30
Constructs: ai_chance, fire_only_once, has_decision, random_list, random_unit_leader, set_nationality
Source: game
File: events/recruit_generals_events.txt

Code:
country_event = {
	id = recruit_generals.30
	title = recruit_generals.30.t
	desc = recruit_generals.30.desc
	picture = GFX_report_event_force_publique
	hidden = yes
	trigger = {
		has_decision = AUS_try_to_recruit_austrian_officers
	}
	mean_time_to_happen = {
		days = 6
	}
	fire_only_once = yes
	option = {
		name = recruit_generals.30.a
		ai_chance = {
			factor = 100
		}
		country_event = {
			id = recruit_generals.31
			days = 6
		}
		random_list = {
			30 = {

			} {
				AUS = {
					random_unit_leader = {
						set_nationality = ROOT
					}
				}
			}
			40 = {
				AUS = {
					random_unit_leader = {
						set_nationality = ROOT
					} {
						set_nationality = ROOT
					}
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: LIT_lets_not_be_hasty
Constructs: has_war_with, has_country_flag, has_dlc, is_in_faction
Source: game
File: common/ai_strategy/LIT.txt

Code:
LIT_lets_not_be_hasty = {
	allowed = {
		has_dlc = No Step Back
		tag = LIT
	}
	enable = {
		has_country_flag = LIT_POL_refused_peace
		NOT = {
			has_war_with = POL
		}
		is_in_faction = no
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = ignore
		id = POL
		value = 200
	}
}
### Entity: Event
Component: sik.7
Constructs: is_triggered_only, add_offsite_building, add_popularity
Source: game
File: events/r56_sinkiang.txt

Code:
country_event = {
	id = sik.7
	title = sik.7.t
	desc = sik.7.desc
	picture = GFX_report_generic_stepp_meeting
	is_triggered_only = yes
	option = {
		name = sik.7.a
		effect_tooltip = {
			FROM = {
				add_offsite_building = {
					type = industrial_complex
					level = 1
				}
				diplomatic_relation = {
					country = SIK
					relation = guarantee
					active = no
				}
			}
			ROOT = {
				add_popularity = {
					ideology = communism
					popularity = 0.05
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: GER_treat_BRA_bad_untill_they_do_something_or_if_the_time_is_good
Constructs: has_completed_focus, has_government, has_war_with, is_faction_leader, is_in_faction, has_war_together_with
Source: game
File: common/ai_strategy/r56_GER.txt

Code:
GER_treat_BRA_bad_untill_they_do_something_or_if_the_time_is_good = {
	allowed = {
		original_tag = GER
	}
	enable = {
		GER = {
			has_government = fascism
			is_faction_leader = yes
		}
		BRA = {
			has_government = fascism
			is_in_faction = no
		}
		country_exists = BRA
	}
	abort = {
		OR = {
			date = > 1941.12.7
			GER = {
				has_war_with = USA
			}
			BRA = {
				OR = {
					has_war_together_with = GER
					has_completed_focus = bra_eixo
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = befriend
		id = BRA
		value = -50
	} {
		type = alliance
		id = BRA
		value = -75
	}
}
### Entity: National Focus
Tree: cyp_focus
Component: CYP_marine_corp
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_cyprus.txt

Code:
focus = {
	id = CYP_marine_corp
	icon = GFX_goal_generic_marines2
	cost = 8
	x = 0
	y = 1
	relative_position_id = CYP_across_sea
	prerequisite = {
		focus = CYP_across_sea
	}
	completion_reward = {
		add_ideas = CYP_marine_corp_i
		custom_effect_tooltip = r56_newline
		add_tech_bonus = {
			name = CYP_across_sea
			category = cat_marines_doctrine
			bonus = 0.5
		} {
			name = CYP_across_sea
			category = marine_tech
			bonus = 1.0
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: GER_mefo_bills_15
Constructs: has_government, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_mefo_bills_15 = {
	name = GER_mefo_bills
	allowed = {
		original_tag = GER
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = ger_mefo_bills
	modifier = {
		consumer_goods_factor = -0.33
		production_speed_arms_factory_factor = 0.25
		production_speed_dockyard_factor = 0.25
		production_speed_naval_base_factor = 0.25
		production_speed_coastal_bunker_factor = 0.25
		production_speed_bunker_factor = 0.25
		production_speed_air_base_factor = 0.25
		production_speed_anti_air_building_factor = 0.25
		production_speed_radar_station_factor = 0.25
		production_speed_fuel_silo_factor = 0.25
		production_speed_synthetic_refinery_factor = 0.15
		political_power_cost = 2.3
	}
}
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_ship_armor
Constructs: limit, set_temp_variable, prio_factor, add_to_temp_variable, is_researching_technology, has_tech
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_navy.txt

Code:
EAI_PR_STRATEGIES_ship_armor = {
	if = {
		limit = {
			OR = {
				EAI_BB_tech_focus = yes
				EAI_BC_tech_focus = yes
			}
		}
		set_temp_variable = {
			prio_cat = @PR_ship_armor
		} {
			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:basic_cruiser_armor_scheme
				} {
					_prio_val = prio_cat
				}
				date = > 1936.6.1
				OR = {
					is_researching_technology = basic_ship_hull_heavy
					has_tech = basic_ship_hull_heavy
				}
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:basic_heavy_armor_scheme
				} {
					_prio_val = prio_cat
				}
				date = > 1936.6.1
				OR = {
					is_researching_technology = basic_ship_hull_heavy
					has_tech = basic_ship_hull_heavy
				}
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:improved_heavy_armor_scheme
				} {
					_prio_val = prio_cat
				}
				date = > 1940.1.1
				OR = {
					is_researching_technology = advanced_ship_hull_heavy
					has_tech = advanced_ship_hull_heavy
				}
			}
			EAI_PR_add_to_priority_research_queue = yes
		}
	}
}
### Entity: State History
Component: 681
Constructs: add_core_of
Source: game
File: history/states/681-Soviet Lakes.txt

Code:
state = {
	id = 681
	name = STATE_681
	manpower = 1637178
	state_category = town
	history = {
		owner = SAF
		add_core_of = SAF
		buildings = {
			infrastructure = 3
			industrial_complex = 2
			air_base = 1
			12589 = {
				naval_base = 4
				dam = 1
			}
		}
		victory_points = {
			12589 10
		}
	}
	provinces = {
		1509 4528 4822 5203 10415 10442 10697 12419 12547 12589 12692
	}
	local_supplies = 0.0
}
### Entity: Character
Component: GRE_dimitrios_psarros
Source: game
File: common/characters/GRE.txt

Code:
GRE_dimitrios_psarros = {
	name = GRE_dimitrios_psarros
	portraits = {
		army = {
			large = GFX_portrait_gre_dimitrios_psarros
			small = GFX_portrait_GRE_dimitrios_psarros_small
		}
	}
}
### Entity: Character
Component: TUR_muzaffer_goksenin
Constructs: has_dlc
Source: game
File: common/characters/TUR.txt

Code:
TUR_muzaffer_goksenin = {
	name = TUR_muzaffer_goksenin
	portraits = {
		army = {
			small = GFX_portrait_TUR_muzaffer_goksenin_small
		}
	}
	advisor = {
		slot = air_chief
		idea_token = TUR_muzaffer_goksenin
		allowed = {
			original_tag = TUR
			has_dlc = Battle for the Bosporus
		}
		traits = {
			air_chief_reform_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: axis_minors_bulgaria.60
Constructs: is_triggered_only, ai_chance, is_in_faction, create_wargoal, puppet_wargoal_focus
Source: game
File: events/Bulgaria_events.txt

Code:
country_event = {
	id = axis_minors_bulgaria.60
	title = axis_minors_bulgaria.60.t
	desc = axis_minors_bulgaria.60.desc
	picture = GFX_report_event_bulgarian_soldiers
	is_triggered_only = yes
	option = {
		name = axis_minors_bulgaria.60.a
		ai_chance = {
			base = 10
			modifier = {
				strength_ratio = {
					tag = BUL
					ratio = < 1
				}
				factor = 10
			} {
				ALB = {
					is_in_faction = yes
				}
				factor = 10
			}
		}
	} {
		name = axis_minors_bulgaria.60.b
		ai_chance = {
			base = 90
		}
		create_wargoal = {
			type = puppet_wargoal_focus
			target = ALB
		}
	}
}