Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: ENG_fighter_enhanced_production
Constructs: has_equipment
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_fighter_enhanced_production = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		date = < 1943.1.1
	}
	abort = {
		has_equipment = {
			small_plane_airframe = > 4000
		}
	}
	ai_strategy = {
		type = equipment_production_factor
		id = fighter
		value = 20
	} {
		type = air_xp_spend_priority
		id = upgrade_xp_cutoff
		value = 100
	}
}
### Entity: Faction
Component: faction_goal_the_northern_mandate
Constructs: has_completed_focus, limit, has_government, complete_effect, add_faction_power_projection, every_state, add_dynamic_modifier
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_the_northern_mandate = {
	name = faction_goal_the_northern_mandate_name
	description = faction_goal_the_northern_mandate_desc
	category = medium_term
	group = FOCUS_FILTER_ANNEXATION
	allowed = {

	}
	visible = {
		FROM = {
			original_tag = CHI
			has_government = fascism
		}
	}
	available = {
		FROM = {
			has_completed_focus = CHI_the_northern_mandate
		}
	}
	ratio_progress = {
		total_amount_collection = collection:the_northern_mandate_states
		completed_amount_collection = {
			input = collection:the_northern_mandate_states
			operators = {
				limit = {
					is_controlled_by_ROOT_or_ally = yes
				}
			}
			name = COLLECTION_FACTION_CONTROLS_NORTHERN_MANDATE
		}
	}
	auto_complete = yes
	complete_effect = {
		add_faction_power_projection = 100
		every_state = {
			limit = {
				CHI_northern_mandate_states = yes
			}
			add_dynamic_modifier = {
				modifier = NORDIC_efficient_resource_extraction
			}
		}
	}
	ai_will_do = {
		base = 1
	}
}
### Entity: Scripted Effect
Component: calculate_folkhemmet_high_navy_tooltip
Constructs: set_temp_variable, add_to_temp_variable
Source: game
File: common/scripted_effects/SWE_scripted_effects.txt

Code:
calculate_folkhemmet_high_navy_tooltip = {
	set_temp_variable = {
		tooltip_folkhemmet_intactness = folkhemmet_air_part
	}
	add_to_temp_variable = {
		tooltip_folkhemmet_intactness = folkhemmet_army_part
	} {
		tooltip_folkhemmet_intactness = 3
	}
	calculate_folkhemmet_high_option = yes
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_submarine_operations
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_submarine_operations
	icon = GFX_goal_generic_build_navy
	relative_position_id = BEL_recreate_the_navy
	x = 3
	y = 1
	cost = 10
	ai_will_do = {
		base = 4
	}
	available_if_capitulated = yes
	prerequisite = {
		focus = BEL_recreate_the_navy BEL_belgian_navy_in_exile
	}
	mutually_exclusive = {
		focus = BEL_reinvigorate_naval_prowess_of_old
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = sub_op_bonus
			cost_reduction = 0.5
			uses = 2
			category = submarine_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Order of Battle
Component: air_wing_489
Source: game
File: history/units/VCW_uprising.txt

Code:
air_wings = {
	489 = {
		fighter_equipment_0 = {
			owner = VCW
			amount = 4
		}
	}
}
### Entity: AI Strategy
Component: ENG_evacuate_troops_after_fall_of_france
Constructs: is_historical_focus_on, has_global_flag
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_evacuate_troops_after_fall_of_france = {
	allowed = {
		OR = {
			tag = ENG USA
		}
	}
	abort_when_not_enabled = yes
	enable = {
		is_historical_focus_on = yes
		OR = {
			date = < 1942.6.1
			SOV = {
				surrender_progress = < 0.65
				date = < 1942.6.1
			}
		}
		has_global_flag = FRA_already_surrendered
	}
	ai_strategy = {
		type = front_unit_request
		area = mainland_europe
		value = -100
	}
}
### Entity: Technology
Component: modern_large_airframe
Constructs: is_special_project_completed, is_special_project_tech, enable_equipments, research_cost, has_deployed_air_force_size
Source: game
File: common/technologies/bba_air_techs.txt

Code:
technology = {
	allow = {
		ROOT = {
			is_special_project_completed = sp:sp_air_axial_jet_engine
		}
	}
	is_special_project_tech = yes
	enable_equipments = {
		large_plane_airframe_4 large_plane_maritime_patrol_plane_airframe_4
	}
	research_cost = 2
	start_year = 1945
	folder = {
		name = bba_air_techs_folder
		position = {
			x = 0
			y = 12
		}
	}
	categories = {
		heavy_air jet_technology cat_strategic_bomber cat_maritime_patrol mio_cat_all_heavy_aircraft_and_modules
	}
	special_project_specialization = {
		specialization_air
	}
	ai_will_do = {
		factor = 1
		modifier = {
			has_deployed_air_force_size = {
				size = > 500
				type = strategic_bomber
			}
			factor = 4.5
		}
	}
}
### Entity: Idea
Component: AUS_red_white_red_until_death
Constructs: war_support_factor, has_country_leader, removal_cost
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_red_white_red_until_death = {
	picture = MEX_politicised_army_2
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		OR = {
			has_country_leader = {
				character = AUS_josef_leopold
				ruling_only = yes
			} {
				character = AUS_arthur_seyss_inquart
				ruling_only = yes
			}
		}
	}
	removal_cost = -1
	targeted_modifier = {
		tag = GER
		defense_bonus_against = 0.1
	}
	modifier = {
		army_core_defence_factor = 0.05
		conscription = 0.015
		war_support_factor = 0.1
		custom_modifier_tooltip = AUS_cant_enter_germany_faction
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_la_battaglia_per_la_terra
Constructs: prerequisite, limit, completion_reward, add_extra_state_shared_building_slots, add_timed_idea
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_la_battaglia_per_la_terra
	icon = GFX_focus_generic_land_reclamation
	prerequisite = {
		focus = ITA_culto_del_duce
	}
	mutually_exclusive = {
		focus = ITA_la_battaglia_del_grano
	}
	x = 1
	y = 1
	relative_position_id = ITA_culto_del_duce
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				2 = {
					free_building_slots = {
						building = arms_factory
						size = > 1
						include_locked = yes
					}
				}
			}
			2 = {
				add_extra_state_shared_building_slots = 2
			}
		} {
			limit = {
				117 = {
					free_building_slots = {
						building = arms_factory
						size = > 1
						include_locked = yes
					}
				}
			}
			117 = {
				add_extra_state_shared_building_slots = 2
			}
		} {
			limit = {
				162 = {
					free_building_slots = {
						building = arms_factory
						size = > 1
						include_locked = yes
					}
				}
			}
			162 = {
				add_extra_state_shared_building_slots = 2
			}
		}
		add_timed_idea = {
			idea = ITA_battaglia_per_la_terra
			days = 730
		}
	}
}
### Entity: Event
Component: r56.news_event.25
Constructs: is_triggered_only, has_completed_focus, has_government
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.news_event.25
	title = r56.news_event.25.t
	desc = r56.news_event.25.desc
	picture = GFX_news_event_romania_parliament
	major = yes
	is_triggered_only = yes
	option = {
		name = r56.news_event.25.a
		trigger = {
			OR = {
				has_completed_focus = HUN_proclaim_the_restoration_of_austria_hungary ENG_god_save_the_king GER_the_kaiser_rises GER_return_of_the_kaiser GER_restore_the_empire ROM_enforce_royal_dictatorship SPA_restore_the_monarchy HOL_the_only_man_in_the_dutch_government
			}
		}
	} {
		name = r56.news_event.25.b
		trigger = {
			has_government = communism
		}
	} {
		name = r56.news_event.25.c
		trigger = {
			OR = {
				has_government = democratic
				AND = {
					has_government = neutrality
					NOT = {
						has_completed_focus = HUN_proclaim_the_restoration_of_austria_hungary ENG_god_save_the_king GER_the_kaiser_rises GER_restore_the_empire GER_return_of_the_kaiser ROM_enforce_royal_dictatorship SPA_restore_the_monarchy HOL_the_only_man_in_the_dutch_government
						tag = FRA
					}
				}
			}
		}
	} {
		name = r56.news_event.25.d
		trigger = {
			has_government = fascism
		}
	}
}
### Entity: Scripted Effect
Component: ETH_random_character
Constructs: limit, random_character, is_character, has_character_flag, set_character_flag
Source: game
File: common/scripted_effects/ETH_scripted_effects.txt

Code:
ETH_random_character = {
	random_character = {
		limit = {
			OR = {
				is_character = ETH_random_leader_1 ETH_random_leader_2 ETH_random_leader_3 ETH_random_leader_4 ETH_random_leader_5 ETH_random_leader_6
			}
			NOT = {
				has_character_flag = ETH_visible_advisor_flag
			}
		}
		set_character_flag = ETH_visible_advisor_flag
	}
}
### Entity: Event
Component: GOE_RAJ_partition.10
Constructs: is_triggered_only, ai_chance, declare_war_on, is_ai
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_partition.10
	title = GOE_RAJ_partition.10.t
	desc = GOE_RAJ_partition.10.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = GOE_RAJ_partition.10.a
		ai_chance = {
			base = 0.5
		}
	} {
		name = GOE_RAJ_partition.10.b
		declare_war_on = {
			target = RAJ
			type = independence_wargoal
		}
		ai_chance = {
			base = 1
			modifier = {
				RAJ = {
					is_ai = no
				}
				add = 10
			}
		}
	}
}
### Entity: Faction
Component: faction_template_military_germany
Constructs: change_leader_rule_never, change_leader_rule_manpower
Source: game
File: common/factions/templates/r56_GER.txt

Code:
faction_template_military_germany = {
	name = GER_berliner_pakt
	icon = GFX_faction_logo_generic_15
	manifest = faction_manifest_ger_restoration_of_empire
	goals = {
		faction_goal_one_germany faction_goal_undo_versailles faction_goal_defeating_our_enemies
	}
	default_rules = {
		call_to_war_rule_faction_leader_only change_leader_rule_never change_leader_rule_manpower joining_rule_non_communist generate_wargoal_threat_reduction_20
	}
}
### Entity: Idea
Component: danske_statsbaner
Constructs: research_bonus
Source: game
File: common/ideas/r56_denmark.txt

Code:
danske_statsbaner = {
	picture = generic_train_manufacturer_r56
	allowed = {
		original_tag = DEN
	}
	research_bonus = {
		train_tech = 0.2
	}
	cost = 150
	traits = {
		railway_company
	}
	modifier = {
		army_speed_factor = 0.05
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/SRL_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = SRL
		}
		requested_factories = 1
		progress = 0.75
		efficiency = 100
	}
}
### Entity: Idea
Component: HUN_interventionism
Source: game
File: common/ideas/hungary.txt

Code:
HUN_interventionism = {
	allowed = {
		original_tag = HUN
		always = no
	}
	picture = FRA_scw_intervention_republicans_focus
	modifier = {
		political_power_factor = -0.25
		consumer_goods_factor = -0.15
	}
}
### Entity: Wiki Documentation
Construct: Example
Source: wiki
File: wiki/Template%3ACurrent/doc.html

Doc:
Example

```
{{Current}}
```

Will display this:

|
Template:Current/doc documents a current event. Information may change rapidly as the event progresses. |

Retrieved from "http://www.hoi4wiki.com/index.php?title=Template:Current/doc&oldid=203"
### Entity: Scripted Trigger
Component: EAI_MATH_TRIGGER_scale
Constructs: set_temp_variable
Source: game
File: common/scripted_triggers/EAI_MATH_triggers.txt

Code:
EAI_MATH_TRIGGER_scale = {
	multiply_temp_variable = {
		_val_ = _scale
	}
	set_temp_variable = {
		_scale = 0
	}
}
### Entity: Military Industrial Organization
Component: ITA_crda_cant_organization
Constructs: has_completed_focus, add_trait, production_bonus
Source: game
File: common/military_industrial_organization/organizations/ITA_organization.txt

Code:
ITA_crda_cant_organization = {
	include = generic_naval_aircraft_organization
	icon = GFX_idea_ITA_crda_cant
	allowed = {
		tag = ITA
	}
	available = {
		FROM = {
			controls_state = 736
		}
		ITA_is_southern_designer = yes
	}
	add_trait = {
		token = ITA_mio_trait_new_industrialization_program
		name = ITA_new_industrialization_program
		icon = GFX_generic_mio_department_icon_plane_naval_bomber_production
		special_trait_background = yes
		position = {
			x = 9
			y = 0
		}
		available = {
			FROM = {
				has_completed_focus = ITA_new_industrialization_program ITA_strengthen_northern_industry
			}
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.1
		}
		production_bonus = {
			production_capacity_factor = 0.1
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3ACopy_edit/doc.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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### Entity: Shared Focus
Tree: trk_focus
Component: TRK_invade_borderlands
Constructs: shared_focus, prerequisite, completion_reward, is_subject, every_neighbor_country, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/r56_turkestan_shared.txt

Code:
shared_focus = {
	id = TRK_invade_borderlands
	icon = GFX_goal_generic_territory_or_war
	prerequisite = {
		focus = TRK_khanate_expansionism TRK_Militarism
	}
	x = 1
	y = 1
	relative_position_id = TRK_khanate_expansionism
	cost = 10
	available = {
		is_subject = no
	}
	completion_reward = {
		every_neighbor_country = {
			ROOT = {
				create_wargoal = {
					type = puppet_wargoal_focus
					target = PREV
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: GER_mine_sweeping
Source: game
File: common/ai_navy/goals/goals_GER.txt

Code:
GER_mine_sweeping = {
	objective_type = mines_sweeping
	available_for = {
		GER
	}
	min_priority = 3
	max_priority = 8
}
### Entity: Technology
Component: CAS3
Constructs: has_war_with, enable_equipments, research_cost, has_deployed_air_force_size
Source: game
File: common/technologies/air_techs.txt

Code:
technology = {
	enable_equipments = {
		CAS_equipment_3
	}
	path = {
		leads_to_tech = jet_fighter1
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1944
	folder = {
		name = air_techs_folder
		position = {
			x = -4
			y = 8
		}
	}
	sub_technologies = {
		cv_CAS3
	}
	categories = {
		light_air cas_bomber air_equipment mio_cat_all_cas_and_modules mio_cat_all_light_aircraft_and_modules
	}
	special_project_specialization = {
		specialization_air
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			tag = GER
		} {
			has_deployed_air_force_size = {
				size = > 500
				type = cas
			}
			factor = 3
		} {
			factor = 2
			OR = {
				has_war_with = GER SOV
			}
		} {
			factor = 2
			tag = SOV
		}
	}
}
### Entity: Idea
Component: BAY_inf
Source: game
File: common/ideas/bavaria.txt

Code:
BAY_inf = {
	ledger = army
	picture = generic_army_europe_1
	allowed = {
		original_tag = BAY
	}
	traits = {
		army_infantry_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_SINAW_primacy
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, has_dlc, add_mio_size, add_mio_funds_gain_factor
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_SINAW_primacy
	icon = GFX_focus_BRA_italian_aircraft_development
	mutually_exclusive = {
		focus = CHI_camco_primacy
	}
	prerequisite = {
		focus = CHI_reorganise_the_central_armys_academy_aviation_corps
	}
	x = 1
	y = 1
	relative_position_id = CHI_reorganise_the_central_armys_academy_aviation_corps
	cost = 10
	ai_will_do = {
		factor = 4
	} {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:CHI_sinaw_organization_sea = {
				add_mio_size = 2
				add_mio_funds_gain_factor = 0.25
				add_mio_research_bonus = 0.05
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			if = {
				limit = {
					600 = {
						is_fully_controlled_by = ROOT
						free_building_slots = {
							building = arms_factory
							size = > 0
							include_locked = yes
						}
					}
				}
				600 = {
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = arms_factory
						level = 2
						instant_build = yes
					}
				}
			}
			else = {
				every_core_state = {
					limit = {
						is_fully_controlled_by = ROOT
						free_building_slots = {
							building = arms_factory
							size = > 0
							include_locked = yes
						}
					}
					random_select_amount = 2
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = arms_factory
						level = 1
						instant_build = yes
					}
				}
			}
		}
		ELSE = {
			custom_effect_tooltip = available_designer generic_skip_one_line_tt
			show_ideas_tooltip = CHI_camco_SEA
			if = {
				limit = {
					600 = {
						is_fully_controlled_by = ROOT
						free_building_slots = {
							building = arms_factory
							size = > 0
							include_locked = yes
						}
					}
				}
				600 = {
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = arms_factory
						level = 2
						instant_build = yes
					}
				}
			}
			else = {
				every_core_state = {
					limit = {
						is_fully_controlled_by = ROOT
						free_building_slots = {
							building = arms_factory
							size = > 0
							include_locked = yes
						}
					}
					random_select_amount = 2
# ... (truncated)
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Template%3AWikify.html

Doc:
|
This article may need to be formatted following an encyclopedic style.
Please help improve this article if you can. |

[view] [edit] Template documentation
This documentation is transcluded from Template:Wikify/doc. (edit | history)
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Contents

1 Usage

2 Parameters

3 Values

4 Effects

5 Updating This Template

6 Example
### Entity: Idea
Component: ROM_figurehead_king_michael
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/romania.txt

Code:
ROM_figurehead_king_michael = {
	removal_cost = -1
	allowed = {
		original_tag = ROM
	}
	allowed_civil_war = {

	}
	modifier = {
		stability_factor = 0.05
	}
}
### Entity: Idea
Component: GER_align_romania_democratic
Constructs: has_government, removal_cost, democratic_drift
Source: game
File: common/ideas/GER.txt

Code:
GER_align_romania_democratic = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	picture = generic_democratic_drift_bonus
	modifier = {
		democratic_drift = 0.2
		democratic_acceptance = 85
	}
}
### Entity: Event
Component: WW_hungary.114
Constructs: is_triggered_only, ai_chance, limit, owns_state, add_stability, add_political_power, is_ai, is_subject_of
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.114
	title = WW_hungary.114.t
	desc = WW_hungary.114.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = WW_hungary.114.a
		ai_chance = {
			base = 95
		}
		effect_tooltip = {
			IF = {
				limit = {
					ROOT = {
						OR = {
							owns_state = 73
							any_subject_country = {
								is_ai = yes
								owns_state = 73
							}
						}
					}
				}
				add_political_power = 50
				add_stability = 0.05
				custom_effect_tooltip = generic_skip_one_line_tt
				FROM = {
					transfer_state = 73
				}
			}
		}
		HUN = {
			country_event = {
				id = WW_hungary.115
				days = 1
				random = 2
			}
		}
	} {
		name = WW_hungary.114.b
		trigger = {
			NOT = {
				is_subject_of = FROM
			}
		}
		ai_chance = {
			base = 5
		}
		HUN = {
			country_event = {
				id = WW_hungary.116
				days = 1
				random = 2
			}
		}
		hidden_effect = {
			set_country_flag = HUN_from_refused_carpatho_ukrainian_referendum_results
		}
	}
}
### Entity: National Focus
Tree: dnz_focus
Component: DNZ_business_contacts_abroad
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/Danzig.txt

Code:
focus = {
	id = DNZ_business_contacts_abroad
	icon = GFX_goal_trade_pact
	prerequisite = {
		focus = DNZ_modernize_the_port
	}
	relative_position_id = DNZ_modernize_the_port
	x = 0
	y = 1
	cost = 10
	completion_reward = {
		add_ideas = DNZ_invite_foreign_investors
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/USA_1939.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 2
	}
	location = 12782
	division_template = Infantry Division
	start_experience_factor = 0.3
}
### Entity: Idea
Component: GER_wilhelm_iv_idea
Constructs: has_government, has_country_leader, removal_cost
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_wilhelm_iv_idea = {
	allowed = {
		has_government = neutrality
	}
	cancel = {
		has_country_leader = {
			character = GER_wilhelm_iv
			ruling_only = yes
		}
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	picture = GER_Wilhelm_IV
	traits = {
		backroom_windbag
	}
}
### Entity: Idea
Component: BUL_army_restrictions_aat
Constructs: limit, has_country_flag, industrial_capacity_factory, removal_cost, has_non_aggression_pact_with, clr_country_flag, clear_rule
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_army_restrictions_aat = {
	name = BUL_army_restrictions
	picture = tfv_can_conscription_crisis
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		tag = BUL
	}
	removal_cost = -1
	cancel = {
		has_country_flag = BUL_uk_demands_nap_with_balkan_nation_flag
		OR = {
			has_non_aggression_pact_with = GRE YUG ROM TUR
		}
	}
	on_remove = {
		if = {
			limit = {
				has_country_flag = BUL_uk_demands_nap_with_balkan_nation_flag
				NOT = {
					has_country_flag = BUL_refused_arms_restrictions_flag
				} {
					has_country_flag = BUL_uk_gives_in_to_pressure_flag
				}
			}
			country_event = bftb_bulgaria_rearmament.4
			ENG = {
				country_event = bftb_bulgaria_rearmament.5
			}
		} {
			limit = {
				has_country_flag = BUL_refused_arms_restrictions_flag
			}
			clr_country_flag = BUL_refused_arms_restrictions_flag
		} {
			limit = {
				has_country_flag = BUL_uk_gives_in_to_pressure_flag
			}
			clr_country_flag = BUL_uk_gives_in_to_pressure_flag
		} {
			limit = {
				has_country_flag = BUL_uk_demands_nap_with_balkan_nation_flag
			}
			clr_country_flag = BUL_uk_demands_nap_with_balkan_nation_flag
		}
		country_lock_all_division_template = no
		clear_rule = {
			can_not_declare_war = yes
		}
	}
	rule = {
		can_access_market = no
	}
	modifier = {
		industrial_capacity_factory = -0.25
		industrial_capacity_dockyard = -0.25
		custom_modifier_tooltip = BUL_army_restrictions_mobilization_law_tt
	}
}
### Entity: Character
Component: spymaster
Source: game
File: common/country_leader/00_traits.txt

Code:
spymaster = {
	random = no
	sprite = 15
	operative_slot = 1
	agency_upgrade_time = -0.15
	intelligence_agency_defense = 1
	intel_network_gain_factor = 0.2
}
### Entity: Order of Battle
Component: 6a Divisione Lealist
Constructs: division_template
Source: game
File: history/units/r56_ITA_Civil_War_loyalist.txt

Code:
division = {
	name = 6a Divisione Lealist
	location = 967
	division_template = Loyalist Milita
}