Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted GUI
Component: scripted_gui
Source: game
File: common/scripted_guis/r56_sg_subideologies.txt

Code:
scripted_gui = {
	r56_countrypoliticsview_ideology_info = {
		context_type = player_context
		window_name = countrypoliticsview_ideology_info
		parent_window_token = politics_tab
	}
	r56_countrydiplomacyview_ideology_info = {
		context_type = selected_country_context
		window_name = countrydiplomacyview_ideology_info
		parent_window_token = selected_country_view_diplomacy
	}
}
### Entity: Decision
Component: AST_election_season_cat
Constructs: has_dlc
Source: game
File: common/decisions/categories/AST_decision_categories.txt

Code:
AST_election_season_cat = {
	priority = 120
	icon = GFX_decision_category_generic_democracy
	picture = GFX_decision_cat_picture_government_in_exile
	visible_when_empty = no
	allowed = {
		original_tag = AST
		has_dlc = Thunder at Our Gates
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_ledo_road
Constructs: shared_focus, has_completed_focus, prerequisite, has_war_with, completion_reward, is_in_faction_with, is_subject, is_subject_of
Source: game
File: common/national_focus/china_shared.txt

Code:
shared_focus = {
	id = CHI_ledo_road
	icon = GFX_goal_generic_construction2
	prerequisite = {
		focus = CHI_burma_road
	} {
		focus = CHI_the_hump
	}
	x = 0
	y = 5
	relative_position_id = CHI_british_cooperation
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 4
			tag = CHI
		} {
			RAJ = {
				exists = yes
				NOT = {
					is_in_faction_with = ENG
				}
			}
			factor = 0
		}
	}
	available = {
		OR = {
			is_subject = no
			is_subject_of = ENG
		}
		all_other_country = {
			NOT = {
				has_completed_focus = CHI_ledo_road
			}
		}
		ENG_will_support = yes
		325 = {
			CONTROLLER = {
				OR = {
					tag = ROOT
					is_subject_of = ROOT
					is_in_faction_with = ROOT
				}
			}
		}
		432 = {
			CONTROLLER = {
				NOT = {
					has_war_with = ROOT
				}
				OR = {
					original_tag = ENG
					is_subject_of = ENG
				}
			}
		}
		640 = {
			CONTROLLER = {
				NOT = {
					has_war_with = ROOT
				}
				OR = {
					original_tag = ENG
					is_subject_of = ENG
				}
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		432 = {
			set_state_flag = CHI_needed_for_ledo_road
		}
		325 = {
			set_state_flag = CHI_needed_for_ledo_road
		}
		640 = {
			set_state_flag = CHI_needed_for_ledo_road
		}
		set_variable = {
			CHI_ledo_road_current_level = 1
		}
		add_offsite_building = {
			type = arms_factory
			level = 1
		}
	}
}
### Entity: Order of Battle
Component: Comando Navale Basso Tirreno
Source: game
File: history/units/ITA_1936_naval_mtg.txt

Code:
fleet = {
	name = Comando Navale Basso Tirreno
	naval_base = 819
	task_force = {
		name = III Squadra Navale
		location = 819
		ship = {
			name = RCT Generale Marcello Prestinari
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Curtatone Class
				}
			}
		} {
			name = RCT Generale Antonio Cantore
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Curtatone Class
				}
			}
		} {
			name = RCT Giuseppe La Masa
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Curtatone Class
				}
			}
		} {
			name = RCT Giacinto Carini
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Curtatone Class
				}
			}
		} {
			name = RCT Calatafimi
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Curtatone Class
				}
			}
		} {
			name = RCT Castelfidardo
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Curtatone Class
				}
			}
		} {
			name = RCT Curtatone
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Curtatone Class
				}
			}
		} {
			name = RCT Monzambano
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Curtatone Class
				}
			}
		}
	} {
		name = II Gruppo Sommergibili
		location = 819
		ship = {
			name = RSmg Jalea
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = ITA
					version_name = Sirena Class
				}
			}
		} {
			name = RSmg Jantina
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = ITA
					version_name = Sirena Class
				}
			}
		} {
			name = RSmg Ametista
			definition = submarine
			equipment = {
				ship_hull_submar
# ... (truncated)
### Entity: National Focus
Tree: por_focus
Component: POR_iberian_summit
Constructs: has_completed_focus, prerequisite, has_war, limit, has_government, has_war_with, completion_reward, has_global_flag
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_iberian_summit
	available = {
		has_global_flag = scw_over
		has_war = no
		is_in_faction = no
		NOT = {
			has_government = communism
		}
		OR = {
			if = {
				limit = {
					NOT = {
						has_global_flag = spanish_civil_war
					}
				}
				custom_trigger_tooltip = {
					tooltip = POR_spr_tooltip_country_exist_tt
					country_exists = SPR
				} {
					tooltip = POR_spr_tooltip_at_peace_tt
					NOT = {
						has_war_with = SPR
					}
				}
				SPR = {
					has_completed_focus = SPR_maintain_the_second_republic
					has_government = democratic
				}
			}
			else = {
				AND = {
					country_exists = SPD
					SPD = {
						has_war = no
						is_in_faction = no
						has_completed_focus = SPR_maintain_the_second_republic
						has_government = democratic
					}
				}
			}
			AND = {
				country_exists = SPA
				SPA = {
					has_war = no
					is_in_faction = no
					OR = {
						has_completed_focus = SPA_the_phalanx_ascendant
						AND = {
							has_completed_focus = SPA_unify_the_nationalist_front
							NOT = {
								has_completed_focus = SPA_the_iberian_pact
							}
						}
					}
				}
			}
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = POR_allow_free_elections POR_send_assistance
	}
	mutually_exclusive = {
		focus = POR_nationalist_intervention
	}
	icon = GFX_focus_por_iberian_summit
	x = 1
	y = 1
	relative_position_id = POR_allow_free_elections
	cost = 10
	completion_reward = {
		unlock_decision_tooltip = POR_iberian_summit_pro_axis POR_iberian_summit_pro_allies
	}
}
### Entity: Character
Component: USA_andrew_mckee
Source: game
File: common/characters/USA.txt

Code:
USA_andrew_mckee = {
	name = USA_andrew_mckee
	portraits = {
		army = {
			large = GFX_portrait_USA_andrew_mckee
		}
	}
	scientist = {
		traits = {
			scientist_trait_submarine_specialist
		}
		skills = {
			specialization_naval = 2
		}
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_appoint_allied_friendly_government
Constructs: prerequisite, limit, remove_ideas, has_government, has_war_with, add_stability, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_appoint_allied_friendly_government
	icon = GFX_goal_support_democracy
	prerequisite = {
		focus = ROM_flexible_foreign_policy
	}
	x = -2
	y = 1
	relative_position_id = ROM_flexible_foreign_policy
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_war_with = ENG
		}
	}
	available = {
		is_subject = no
		ENG = {
			is_faction_leader = yes
			has_government = democratic
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = ROM_iron_guard
			}
			remove_ideas = ROM_iron_guard
			else = {
				if = {
					limit = {
						has_idea = ROM_securitate
					}
					remove_ideas = ROM_securitate
					else = {
						custom_effect_tooltip = ROM_appoint_allied_friendly_government_tooltip
					}
				}
			}
		} {
			limit = {
				NOT = {
					has_idea = ROM_flexible_foreign_policy_2
				}
			}
			swap_ideas = {
				remove_idea = ROM_flexible_foreign_policy
				add_idea = ROM_flexible_foreign_policy_2
			}
		}
		add_popularity = {
			popularity = 0.35
			ideology = democratic
		}
		hidden_effect = {
			set_country_flag = can_change_sides_dem
		}
		unlock_decision_category_tooltip = ROM_change_sides
		unlock_decision_tooltip = ROM_change_sides_to_allies
		add_stability = -0.05
		custom_effect_tooltip = CHL_skip_one_line_tt
		add_opinion_modifier = {
			modifier = ROM_appoint_allied_friendly_government
			target = ENG
		}
		ENG = {
			add_opinion_modifier = {
				modifier = ROM_appoint_allied_friendly_government
				target = ROOT
			}
		}
	}
}
### Entity: Unit Template
Component: KUR_MAR_01
Constructs: is_puppet_of
Source: game
File: common/units/names_divisions/KUR_names_divisions.txt

Code:
KUR_MAR_01 = {
	name = Marine Divisions
	for_countries = {
		KUR
	}
	can_use = {
		NOT = {
			is_puppet_of = FRA
		}
	}
	division_types = {
		marine
	}
	fallback_name = Dabeşkirina Deryayî %d
	ordered = {
		1 = {
			Dabeşkirina Deryayî %d
		}
		2 = {
			Dabeşkirina Deryayî %d
		}
		3 = {
			Dabeşkirina Deryayî %d
		}
		4 = {
			Dabeşkirina Deryayî %d
		}
		5 = {
			Dabeşkirina Deryayî %d
		}
		6 = {
			Dabeşkirina Deryayî %d
		}
		7 = {
			Dabeşkirina Deryayî %d
		}
		8 = {
			Dabeşkirina Deryayî %d
		}
		9 = {
			Dabeşkirina Deryayî %d
		}
		10 = {
			Dabeşkirina Deryayî %d
		}
	}
}
### Entity: Event
Component: luxembourg.260
Constructs: is_triggered_only, create_wargoal, puppet_wargoal_focus, random_hours
Source: game
File: events/r56_luxembourg.txt

Code:
country_event = {
	id = luxembourg.260
	title = luxembourg.260.t
	desc = luxembourg.260.d
	is_triggered_only = yes
	option = {
		name = luxembourg.260.a
		effect_tooltip = {
			FROM = {
				create_wargoal = {
					target = event_target:LUX_invasion_target
					type = puppet_wargoal_focus
				}
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = luxembourg.261
					hours = 4
					random_hours = 2
				}
			}
		}
	} {
		name = luxembourg.260.b
		effect_tooltip = {
			reverse_add_opinion_modifier = {
				target = FROM
				modifier = small_decrease
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = luxembourg.262
					hours = 4
					random_hours = 2
				}
			}
		}
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_industrial_research_school
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_industrial_research_school
	icon = GFX_focus_research
	prerequisite = {
		focus = ICE_local_arms_industry ICE_reykjavik_dockyards ICE_iceland_air
	}
	x = 0
	y = 1
	relative_position_id = ICE_local_arms_industry
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_power_to_the_royal_guard
Constructs: prerequisite, completion_reward, set_variable
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_power_to_the_royal_guard
	icon = GFX_focus_generic_strike_at_democracy1
	prerequisite = {
		focus = NOR_appoint_prince_olav_to_army_staff
	}
	x = -3
	y = 1
	relative_position_id = NOR_appoint_prince_olav_to_army_staff
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = NOR_modify_kingdom_of_norway_TT
		set_variable = {
			var = NOR_kingdom_of_norway_dmod_special_forces_min
			value = 20
			tooltip = special_forces_min_tt
		} {
			var = NOR_kingdom_of_norway_dmod_special_forces_training_time_factor
			value = 0.1
			tooltip = special_forces_training_time_factor_tt
		} {
			var = NOR_kingdom_of_norway_dmod_special_forces_defence_factor
			value = 0.1
			tooltip = special_forces_defence_factor_tt
		} {
			var = NOR_kingdom_of_norway_dmod_modifier_army_sub_unit_mountaineers_max_org_factor
			value = 0.1
			tooltip = special_forces_mountaineers_organization_tt
		} {
			var = NOR_kingdom_of_norway_dmod_modifier_army_sub_unit_marine_max_org_factor
			value = 0.1
			tooltip = special_forces_marines_organization_tt
		}
	}
}
### Entity: Idea
Component: MNT_pot
Source: game
File: common/ideas/montenegro.txt

Code:
MNT_pot = {
	picture = generic_political_advisor_europe_2
	allowed = {
		original_tag = MNT
	}
	traits = {
		prince_of_terror
	}
}
### Entity: Modifier Reference
Component: unplanned_offensive
Constructs: army_attack_factor
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
unplanned_offensive = {
	icon = GFX_unplanned_offensive
	attacker_modifier = yes
	air_cas_present_factor = -0.75
	army_attack_factor = -0.9
	army_speed_factor = -0.75
	ground_attack_factor = -0.75
	local_org_regain = -0.5
}
### Entity: Idea
Component: ENG_desperate_defense_of_the_homeland
Constructs: removal_cost
Source: game
File: common/ideas/britain.txt

Code:
ENG_desperate_defense_of_the_homeland = {
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	picture = YUG_federal_defense_council
	modifier = {
		weekly_manpower = 150
		army_core_defence_factor = 0.1
		army_core_attack_factor = 0.05
	}
}
### Entity: Event
Component: DOD_yugoslavia.42
Constructs: is_triggered_only, ai_chance, random_hours, is_historical_focus_on
Source: game
File: events/DOD_Yugoslavia.txt

Code:
country_event = {
	id = DOD_yugoslavia.42
	title = DOD_yugoslavia.30.t
	desc = DOD_yugoslavia.42.desc
	picture = GFX_report_event_french_british_officers
	is_triggered_only = yes
	option = {
		name = DOD_yugoslavia.42.a
		ai_chance = {
			base = 70
		}
		YUG = {
			country_event = {
				id = DOD_yugoslavia.43
				hours = 6
				random_hours = 12
			}
		}
	} {
		name = DOD_yugoslavia.42.b
		ai_chance = {
			base = 30
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
	}
}
### Entity: Character
Component: KBK_betal_kalmyk
Source: game
File: common/characters/KBK.txt

Code:
KBK_betal_kalmyk = {
	name = Betal Kalmykov
	portraits = {
		civilian = {
			large = GFX_portrait_Betal_Kalmykov
		}
	}
	country_leader = {
		ideology = stalinism
		expire = 1950.1.1.1
		id = -1
	}
}
### Entity: Character
Component: MAL_ibrahim_hj_yaacob
Source: game
File: common/characters/MAL.txt

Code:
MAL_ibrahim_hj_yaacob = {
	name = MAL_ibrahim_hj_yaacob
	portraits = {
		civilian = {
			large = GFX_portrait_Ibrahim_Hj_Yaacob
		}
	}
	country_leader = {
		ideology = moderatism
		expire = 1953.3.1.1
		id = -1
	}
}
### Entity: Idea
Component: EAI_VERY_HARD/light_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_VERY_HARD/light_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_chassis = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_philippine_american_educational_foundation
Constructs: has_completed_focus, prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_philippine_american_educational_foundation
	icon = GFX_focus_research
	prerequisite = {
		focus = PHI_nationality_act
	}
	relative_position_id = PHI_nationality_act
	x = 0
	y = 2
	cost = 10
	available = {
		has_completed_focus = PHI_align_with_the_usa PHI_peg_the_peso_to_the_dollar PHI_pro_hacendados
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_research_slot = 1
		hidden_effect = {
			PHI_central_focuses_done_T3 = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_joint_research_effort
Constructs: prerequisite, limit, every_country, completion_reward, is_in_faction, is_in_faction_with, add_to_tech_sharing_group
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_joint_research_effort
	prerequisite = {
		focus = BUL_follow_the_stalinist_doctrine
	}
	icon = GFX_focus_generic_socialist_science
	relative_position_id = BUL_follow_the_stalinist_doctrine
	x = -1
	y = 1
	cost = 10
	available = {
		BUL_is_not_alone_in_faction = yes
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				is_in_faction = yes
				NOT = {
					is_in_faction_with = SOV
				}
			}
			add_to_tech_sharing_group = BUL_bulgarian_academy_of_sciences
			every_country = {
				limit = {
					is_in_faction_with = ROOT
				}
				add_to_tech_sharing_group = BUL_bulgarian_academy_of_sciences
			}
		}
		else = {
			SOV = {
				add_to_tech_sharing_group = comintern_research
			}
			add_to_tech_sharing_group = comintern_research
		}
	}
}
### Entity: Shared Focus
Tree: smi_focus
Component: SMI_ideological_consensus
Constructs: shared_focus, prerequisite, has_government, completion_reward, add_political_power, allow_branch, has_country_leader_with_trait, has_army_manpower
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = SMI_ideological_consensus
	icon = GFX_focus_generic_fascist_propaganda
	prerequisite = {
		focus = militarism
	}
	mutually_exclusive = {
		focus = SMI_sideline_the_council
	}
	x = -5
	y = 1
	relative_position_id = militarism
	cost = 10
	available_if_capitulated = yes
	allow_branch = {
		original_tag = SMI
	}
	available = {
		has_government = fascism
		has_country_leader_with_trait = SMI_fascist_anti_parlementarianism
		fascism = > 0.8
		has_army_manpower = {
			size = > 20000
		}
	}
	completion_reward = {
		add_political_power = 100
		add_command_power = 50
		swap_ruler_traits = {
			remove = SMI_fascist_anti_parlementarianism
			add = great_council
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_43
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_43 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 43
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 43
	}
}
### Entity: Character
Component: AST_wartime_soothsayer
Constructs: war_support_factor
Source: game
File: common/country_leader/taog_traits.txt

Code:
AST_wartime_soothsayer = {
	random = no
	sprite = 10
	war_support_factor = 0.05
	production_speed_arms_factory_factor = 0.1
	production_speed_air_base_factor = 0.1
	production_speed_naval_base_factor = 0.1
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_additional_research_slot1
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_additional_research_slot1
	icon = GFX_focus_generic_university_2
	prerequisite = {
		focus = PHI_national_defence_fund PHI_seize_illegal_weapons_manufacturer
	}
	relative_position_id = PHI_national_defence_fund
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: par_focus
Component: PAR_specialized_terrain_training
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/paraguay.txt

Code:
focus = {
	id = PAR_specialized_terrain_training
	icon = GFX_focus_eng_special_air_service
	prerequisite = {
		focus = PAR_to_cross_a_river
	}
	x = 0
	y = 1
	relative_position_id = PAR_to_cross_a_river
	cost = 10
	ai_will_do = {
		factor = 30
	}
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		add_ideas = idea_GUYA_specialized_training
	}
}
### Entity: Country History
Country: SID
Component: SID_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/SID - Sidamo.txt

Code:
# Politics & Parties for SID
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 25
	fascism = 20
	communism = 5
	neutrality = 50
}
### Entity: Country History
Country: PLU
Component: PLU_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/PLU - Palau.txt

Code:
# Politics & Parties for PLU
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 80
	fascism = 5
	communism = 5
	neutrality = 10
}
### Entity: Event
Component: czech.5
Constructs: is_triggered_only, create_wargoal, take_state_focus
Source: game
File: events/DOD_Czechoslovakia.txt

Code:
country_event = {
	id = czech.5
	title = czech.4.t
	desc = czech.5.d
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = excellent
		create_wargoal = {
			type = take_state_focus
			target = ROM
			generator = {
				76 83 82 84
			}
		}
		hidden_effect = {

		}
	}
}
### Entity: Idea
Component: GYA_awt
Source: game
File: common/ideas/guyana.txt

Code:
GYA_awt = {
	ledger = air
	picture = generic_air_african_2
	allowed = {
		original_tag = GYA
	}
	traits = {
		air_warfare_theorist
	}
}
### Entity: Event
Component: bftb_bulgaria_democratic_international_policies.5
Constructs: is_triggered_only, limit, every_state, has_state_flag, is_controlled_by, is_in_faction_with, has_full_control_of_state, set_state_controller
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_democratic_international_policies.5
	title = bftb_bulgaria_democratic_international_policies.5.t
	desc = bftb_bulgaria_democratic_international_policies.5.desc
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_democratic_international_policies.5.a
		custom_effect_tooltip = bftb_bulgaria_democratic_international_policies.4_tt
		every_state = {
			limit = {
				has_state_flag = BUL_initial_bulgarian_state_flag
				NOT = {
					is_controlled_by = BUL
				}
				controller = {
					is_in_faction_with = BUL
					has_full_control_of_state = PREV
				}
			}
			hidden_effect = {
				BUL = {
					transfer_state = PREV
					set_state_controller = PREV
				}
			}
		}
	}
}
### Entity: Unit Template
Component: MEK_PAR_01
Source: game
File: common/units/names_divisions/MEK_names_divisions.txt

Code:
MEK_PAR_01 = {
	name = Paratrooper Divisions
	for_countries = {
		MEK
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = %d. Fallschirmjäger Division
	ordered = {
		1 = {
			%d. Fallschirmjäger Division
		}
		2 = {
			%d. Fallschirmjäger Division
		}
		3 = {
			%d. Fallschirmjäger Division
		}
		4 = {
			%d. Fallschirmjäger Division
		}
		5 = {
			%d. Fallschirmjäger Division
		}
		6 = {
			%d. Fallschirmjäger Division
		}
		7 = {
			%d. Fallschirmjäger Division
		}
		9 = {
			%d. Fallschirmjäger Division
		}
		8 = {
			%d. Fallschirmjäger Division
		}
		10 = {
			%d. Fallschirmjäger Division
		}
	}
}
### Entity: Idea
Component: BOS_ai2
Source: game
File: common/ideas/bosnia.txt

Code:
BOS_ai2 = {
	ledger = army
	picture = generic_army_europe_3
	allowed = {
		original_tag = BOS
	}
	traits = {
		army_infantry_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Trigger
Component: country_is_minor_nation
Source: game
File: common/scripted_triggers/r56_country_rank_triggers.txt

Code:
country_is_minor_nation = {
	OR = {
		original_tag = ARG AST BEL BUL DEN EGY FIN GRE HOL HUN MAN MEX NOR SIA YUG
	}
}
### Entity: Idea
Component: INS_establishing_naval_doctrine
Constructs: removal_cost
Source: game
File: common/ideas/indonesia.txt

Code:
INS_establishing_naval_doctrine = {
	allowed = {
		original_tag = INS
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = AUS_naval_efficiency_idea
	modifier = {
		experience_gain_navy = 0.4
	}
}