Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: son_of_the_sun
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
son_of_the_sun = {
	random = no
	stability_factor = 0.05
	conscription = 0.01
}
### Entity: Order of Battle
Component: air_wing_48
Source: game
File: history/units/BUL_1939_air_bba.txt

Code:
air_wings = {
	48 = {
		medium_plane_airframe_1 = {
			owner = BUL
			creator = SOV
			amount = 36
			version_name = ANT-40
		} {
			owner = BUL
			creator = FRA
			amount = 12
			version_name = M.B. 210
		}
		small_plane_cas_airframe_1 = {
			owner = BUL
			creator = POL
			version_name = PZL P.43
			amount = 36
		}
		small_plane_airframe_0 = {
			owner = BUL
			creator = POL
			version_name = PZL P.24
			amount = 36
		} {
			owner = BUL
			amount = 72
			creator = CZE
			version_name = Avia B.534
		}
	}
}
### Entity: Idea
Component: CHL_central_bank_idea
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_chile.txt

Code:
CHL_central_bank_idea = {
	allowed = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_buildings_factor = 0.05
		consumer_goods_factor = -0.15
	}
	picture = generic_economic_increase
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_screen_ships
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_screen_ships
	icon = GFX_goal_generic_navy_anti_submarine
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = ICE_dockyards_2 ICE_sub
	}
	x = 46
	y = 3
	completion_reward = {
		add_tech_bonus = {
			name = ICE_lc_tech
			bonus = 1
			uses = 2
			category = cl_tech
		} {
			name = ICE_destroyer_tech
			bonus = 1
			uses = 2
			category = dd_tech
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_u_boat_efforts
Constructs: has_completed_focus, prerequisite, limit, completion_reward, random_core_state, is_fully_controlled_by, is_coastal, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_u_boat_efforts
	icon = GFX_goal_generic_navy_submarine
	prerequisite = {
		focus = GER_wolfpack_tactics
	}
	mutually_exclusive = {
		focus = GER_panzerschiff_raiders
	}
	x = 0
	y = 1
	relative_position_id = GER_wolfpack_tactics
	cost = 5
	available = {
		NOT = {
			has_completed_focus = GER_unrestricted_convoy_raiding
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt GER_submarine_max_speed_small_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_tech_bonus = {
			name = GER_u_boat_efforts
			bonus = 1.0
			uses = 1
			category = ss_tech
		}
		GER_modify_navy_modifier = yes
		hidden_effect = {
			add_equipment_bonus = {
				name = GER_u_boat_efforts
				bonus = {
					ship_hull_submarine = {
						naval_speed = 0.05
					}
				}
			}
		}
		GER_add_or_modify_wunderwaffen = yes
		add_to_variable = {
			GER_wunderwaffen_sp_tag_submarine_speed_factor = GER_wunderwaffe_research_speed_bonus
			tooltip = sp_tag_submarine_speed_factor_tt
		}
		if = {
			limit = {
				NOT = {
					has_dlc = Arms Against Tyranny
				}
			}
			if = {
				limit = {
					has_idea = GER_hdw
				}
				swap_ideas = {
					remove_idea = GER_hdw
					add_idea = GER_hdw_improved
				}
			}
			else = {
				effect_tooltip = {
					swap_ideas = {
						remove_idea = GER_hdw
						add_idea = GER_hdw_improved
					}
				}
			}
		}
		else = {
			mio:GER_hdw_organization = {
				add_mio_size = 1
				add_mio_funds_gain_factor = 0.25
				add_mio_research_bonus = 0.05
				unlock_mio_trait_tooltip = GER_mio_trait_ocean_u_boats GER_mio_trait_kilian_submarine_bunker GER_mio_trait_atlantic_raiders
			}
			mio:GER_blohm_und_voss_organization = {
				unlock_mio_trait_tooltip = GER_mio_trait_u_boat_yards
			}
		}
	}
}
### Entity: Character
Component: java_bode_editor
Constructs: neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
java_bode_editor = {
	sprite = 13
	random = no
	drift_defence_factor = 0.05
	party_popularity_stability_factor = 0.1
	neutrality_drift = 0.05
}
### Entity: AI Strategy
Component: AST_peter_fascist_ai
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/AST_alternate_strategy_plan.txt

Code:
AST_peter_fascist_ai = {
	name = Australia does it alone!
	desc = 
	allowed = {
		original_tag = AST
		has_dlc = Thunder at Our Gates
	}
	enable = {
		OR = {
			has_country_flag = AST_PETER_FASCIST_TAOG_AI
			has_game_rule = {
				rule = AST_AI_BEHAVIOR
				option = PETER
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		AST_australia_first AST_stephensen AST_rile_up_veterans AST_refuse_british_wars AST_the_bolsheviks_counterforce
	}
	focus_factors = {
		AST_department_of_aboriginal_affairs = 0
	} {

	}
	research = {

	}
	ideas = {

	}
	traits = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: AAT_norway_rikstanken.7
Constructs: is_triggered_only, ai_chance
Source: game
File: events/AAT_Norway.txt

Code:
country_event = {
	id = AAT_norway_rikstanken.7
	title = AAT_norway_rikstanken.7.t
	desc = AAT_norway_rikstanken.7.desc
	picture = GFX_report_event_NOR_rikstanken
	trigger = {
		hidden_trigger = {
			NOR_tank_seller_still_exists = yes
		}
	}
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = AAT_norway_rikstanken.7.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		NOR_rikstanken_creation_effect = yes
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.134
Constructs: is_triggered_only, fire_only_once, create_wargoal, puppet_wargoal_focus
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.134
	title = SEA_japan_foreign_policy.134.t
	desc = SEA_japan_foreign_policy.134.desc
	picture = GFX_report_event_japanese_army_parade
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = SEA_japan_foreign_policy.134.a
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FROM
			expire = 0
		}
	}
}
### Entity: Trigger Reference
Construct: has_active_rule
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_active_rule

* Supported Scopes: COUNTRY
* Supported Targets: any

Checks if the country's faction has a specific active rule
### Entity: Modifier Reference
Construct: fuel_gain_from_states
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## fuel_gain_from_states

* Number with 2 decimal places
* **Categories**: country
### Entity: Idea
Component: POL_huta_zgoda
Constructs: has_completed_focus
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_huta_zgoda = {
	picture = Huta_Zgoda
	allowed = {
		original_tag = POL
	}
	available = {
		has_completed_focus = POL_develop_polish_ship_building
	}
	traits = {
		POL_Steam_Turbines_and_Steelworks
	}
	modifier = {

	}
}
### Entity: Event
Component: mtg_usa_foreign_support.6
Constructs: is_triggered_only, ai_chance
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_foreign_support.6
	title = mtg_usa_foreign_support.6.t
	desc = mtg_usa_foreign_support.6.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = mtg_usa_foreign_support.6.a
		ai_chance = {
			factor = 70
		}
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_unionify_the_faction_spr
Constructs: prerequisite, add_ideas, has_country_flag, completion_reward
Source: game
File: common/national_focus/r56_spain.txt

Code:
focus = {
	id = SPR_unionify_the_faction_spr
	text = SPR_unionify_the_faction
	available = {
		has_country_flag = spanish_civil_war_started_flag
	}
	icon = GFX_goal_generic_military_deal
	relative_position_id = SPR_back_the_ceda
	prerequisite = {
		focus = SPR_strike_first_spr
	}
	x = 1
	y = 4
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = SPR_unionify_the_faction_idea
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_secularize_public_laws
Constructs: prerequisite, add_ideas, has_country_flag, completion_reward, add_political_power
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_secularize_public_laws
	icon = GFX_goal_generic_repeal_opressive_law
	relative_position_id = ISR_womens_rights
	x = 0
	y = 2
	prerequisite = {
		focus = ISR_womens_rights
	}
	available = {
		NOT = {
			has_country_flag = ISR_urf_in_coalition
		}
	}
	cost = 5
	completion_reward = {
		add_political_power = 100
		add_ideas = r56i_laws_leadership_secular
	}
}
### Entity: Decision
Component: LIT_council_of_lithuania_decisions
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/LIT_decision_categories.txt

Code:
LIT_council_of_lithuania_decisions = {
	icon = border_war
	allowed = {
		original_tag = LIT
	}
	visible = {
		has_completed_focus = LIT_reconvene_the_council_of_lithuania
		NOT = {
			has_completed_focus = LIT_kings_party LIT_cooperate_with_the_conservatives
		}
	}
	priority = {
		base = 20
	}
}
### Entity: Idea
Component: idea_SIA_purged_military
Constructs: has_dlc, removal_cost, fascism_drift
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_purged_military = {
	allowed = {
		has_dlc = Thunder at Our Gates
		original_tag = SIA
	}
	picture = generic_disjointed_gov
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		experience_gain_factor = -0.15
		army_org_factor = -0.15
		land_reinforce_rate = -0.05
		fascism_drift = -0.06
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_invade_benelux
Constructs: prerequisite, limit, has_government, completion_reward, is_in_faction_with, is_subject_of, is_subject, add_state_claim
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_invade_benelux
	icon = GFX_goal_generic_attack_benelux
	cost = 10
	x = 0
	y = 3
	relative_position_id = LUX_unite_the_country
	prerequisite = {
		focus = LUX_follow_moscow_line LUX_european_revolution
	}
	available = {
		any_other_country = {
			OR = {
				original_tag = HOL BEL WLL FLA
			}
			exists = yes
			NOT = {
				AND = {
					has_government = communism
					is_in_faction_with = ROOT
					is_subject_of = ROOT
				}
			}
		}
		is_subject = no
	}
	will_lead_to_war_with = HOL BEL WLL FLA
	completion_reward = {
		add_state_claim = 1095 965 34 1094 6 35 7 36
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				is_in_faction = yes
				is_faction_leader = no
			}
			every_other_country = {
				limit = {
					OR = {
						original_tag = HOL BEL WLL FLA
					}
					exists = yes
					NOT = {
						AND = {
							has_government = communism
							is_in_faction_with = ROOT
							is_subject_of = ROOT
						}
					}
				}
				save_event_target_as = LUX_invasion_target
				ROOT = {
					faction_leader = {
						country_event = {
							id = luxembourg.263
							hours = 4
							random_hours = 2
						}
					}
				}
			}
		}
		else = {
			every_other_country = {
				limit = {
					OR = {
						original_tag = HOL BEL WLL FLA
					}
					exists = yes
					NOT = {
						AND = {
							has_government = communism
							is_in_faction_with = ROOT
							is_subject_of = ROOT
						}
					}
				}
				ROOT = {
					create_wargoal = {
						target = PREV
						type = puppet_wargoal_focus
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Character
Component: PER_reza_shah_modernizer_new
Constructs: research_speed_factor, production_speed_buildings_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
PER_reza_shah_modernizer_new = {
	random = no
	political_power_factor = -0.1
	research_speed_factor = 0.05
	production_speed_buildings_factor = 0.05
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_fortifying_contentious_areas
Constructs: prerequisite, limit, completion_reward, is_faction_leader, is_in_faction_with, is_controlled_by, add_building_construction, add_timed_idea
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_fortifying_contentious_areas
	icon = GFX_focus_generic_provoke_border_clashes
	prerequisite = {
		focus = TUR_joint_budgets_on_fortifications
	} {
		focus = TUR_connecting_our_capitals
	}
	available = {
		OR = {
			is_faction_leader = yes
			AND = {
				is_in_faction_with = GRE
				GRE = {
					is_faction_leader = yes
				}
			} {
				is_in_faction_with = ROM
				ROM = {
					is_faction_leader = yes
				}
			} {
				is_in_faction_with = YUG
				YUG = {
					is_faction_leader = yes
				}
			}
		}
	}
	x = 1
	y = 1
	relative_position_id = TUR_joint_budgets_on_fortifications
	cost = 10
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		342 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				custom_effect_tooltip = TUR_fortify_the_south_tt
				hidden_effect = {
					add_building_construction = {
						type = bunker
						level = 2
						province = 10122
						instant_build = yes
					} {
						type = bunker
						level = 2
						province = 9941
						instant_build = yes
					}
				}
			}
		}
		354 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				custom_effect_tooltip = TUR_fortify_the_north_tt
				hidden_effect = {
					add_building_construction = {
						type = bunker
						level = 3
						province = 10472
						instant_build = yes
					} {
						type = bunker
						level = 2
						province = 10403
						instant_build = yes
					} {
						type = bunker
						level = 2
						province = 7454
						instant_build = yes
					} {
						type = bunker
						level = 2
						province = 11753
						instant_build = yes
					} {
						type = bunker
						level = 2
						province = 3714
						instant_build = yes
					} {
						type = bunker
						level = 3
						province = 6976
						instant_build = yes
					}
				}
			}
		}
		800 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				custom_effect_tooltip = TUR_fortify_the_east_tt
				hidden_effect = {
					add_building_construction = {
						type = bunker
						level = 3
						province = 4583
						instant_build = yes
					} {
						type = bunker
						level = 2
						province = 12376
						instant_build = yes
					}
				}
			}
		}
		add_timed_idea = {
			idea = TUR_emergency_fortification_directive
			days = 180
		}
		for_each_scope_loop = {
			array = faction_members
			if = {
				limit = {
					NOT = {
			
# ... (truncated)
### Entity: Modifier Reference
Construct: license_light_tank_eq_cost_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## license_light_tank_eq_cost_factor

* Number with 0 decimal places
* **Categories**: country
### Entity: Event
Component: wuw_GER_monroe.3
Constructs: is_triggered_only, add_opinion_modifier, fire_only_once, clr_country_flag
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_monroe.3
	title = wuw_GER_monroe.3.t
	desc = wuw_GER_monroe.3.desc
	picture = GFX_report_event_usa_election_generic
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = wuw_GER_monroe.3.a
		FROM = {
			clr_country_flag = USA_save_monroe_flag
		}
		clr_country_flag = GER_destabilize_monroe_flag
		add_opinion_modifier = {
			target = FROM
			modifier = GER_saved_the_monroe_doctrine_bad
		}
	}
}
### Entity: Idea
Component: bra_antropofagia_dem_2
Constructs: stability_factor, war_support_factor, has_government, is_subject, is_puppet, removal_cost, autonomy_gain, guarantee_cost
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_antropofagia_dem_2 = {
	allowed = {
		original_tag = BRA
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_reserve_divisions
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
		NOT = {
			has_government = democratic
		}
	}
	removal_cost = -1
	modifier = {
		non_core_manpower = 0.05
		trade_opinion_factor = 0.2
		min_export = 0.05
		foreign_subversive_activites = -0.75
		autonomy_gain = 1
		opinion_gain_monthly_factor = 0.2
		ai_focus_aggressive_factor = -0.2
		ai_get_ally_desire_factor = -10
		ai_call_ally_desire_factor = -10
		ai_join_ally_desire_factor = -10
		war_support_factor = -0.1
		guarantee_cost = 1
		generate_wargoal_tension = 0.25
		subjects_autonomy_gain = -0.2
		opinion_gain_monthly_same_ideology_factor = -0.1
		democratic_drift = 0.1
		stability_factor = 0.05
		lend_lease_tension = -0.2
		political_power_factor = 0.25
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_cement_fawzis_legacy
Constructs: prerequisite, completion_reward, add_trait
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_cement_fawzis_legacy
	icon = GFX_focus_SOV_restore_cossack_units
	x = 1
	y = 1
	prerequisite = {
		focus = PAL_the_antiprotest_act
	} {
		focus = PAL_centralization_of_power
	}
	cost = 7.2
	relative_position_id = PAL_centralization_of_power
	completion_reward = {
		add_trait = {
			character = PAL_fawzi_al_qawuqji
			ideology = fascism_ideology
			trait = PAL_supreme_commander_of_arab_revolution
		}
	}
	ai_will_do = {
		factor = 1000
	}
}
### Entity: Event
Component: news.250
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.250
	title = news.250.t
	desc = news.250.d
	picture = GFX_news_event_mex_civil_war
	major = yes
	is_triggered_only = yes
	option = {
		name = news.250.a
		trigger = {
			NOT = {
				TAG = CAN MEX
			}
		}
	} {
		name = news.250.b
		trigger = {
			TAG = CAN
		}
	} {
		name = news.250.c
		trigger = {
			TAG = MEX
		}
	}
}
### Entity: Character
Component: UBD_heinrich_schlobitten
Source: game
File: common/characters/UBD.txt

Code:
UBD_heinrich_schlobitten = {
	name = UBD_heinrich_schlobitten
	portraits = {
		civilian = {
			large = GFX_portrait_UBD_heinrich_dohna_schlobitten
			small = GFX_portrait_UBD_heinrich_dohna_schlobitten_small
		}
	}
	country_leader = {
		ideology = despotism
		traits = {
			GER_burggraf_und_graf_zu_dohna_schlobitten
		}
		expire = 1946.1.1.1
		id = -1
	} {
		ideology = conservatism
		traits = {
			GER_burggraf_und_graf_zu_dohna_schlobitten
		}
		expire = 1946.1.1.1
		id = -1
	}
}
### Entity: Country History
Country: SAN
Component: SAN_characters
Constructs: recruit_character
Source: game
File: history/countries/SAN - San Marino.txt

Code:
# Leaders & Characters for SAN
recruit_character = SAN_giuliano_gozi SAN_grand_council SAN_ermenegildo_gasperoni SAN_alvaro_casali SAN_giuseppe_forcellini SAN_adriano_reffi
### Entity: Event
Component: ww_congo.50
Constructs: is_triggered_only, ai_chance, fire_only_once
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = ww_congo.50
	title = ww_congo.50.t
	desc = ww_congo.50.desc
	picture = GFX_report_event_gre_diplomacy
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = ww_congo.50.a
		ai_chance = {
			base = 80
		}
		FROM = {
			country_event = {
				id = ww_congo.51
				days = 2
			}
		}
	} {
		name = ww_congo.50.b
		ai_chance = {
			base = 20
		}
		FROM = {
			country_event = {
				id = ww_congo.52
				days = 2
			}
		}
	}
}
### Entity: Scripted Effect
Component: BUL_zveno_low_loyalty_increase_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/BUL_scripted_effects.txt

Code:
BUL_zveno_low_loyalty_increase_effect = {
	custom_effect_tooltip = BUL_zveno_tt BUL_low_loyalty_increase_tt
	add_to_variable = {
		BUL_zveno_loyalty = BUL_faction_low_increase
	}
	clamp_variable = {
		var = BUL_zveno_loyalty
		min = 0
		max = 100
	}
}
### Entity: Scripted Effect
Component: EAI_ESP_historical_operations
Constructs: limit, check_variable, set_temp_variable
Source: game
File: common/scripted_effects/EAI_COUNTRY_espionage_effects.txt

Code:
EAI_ESP_historical_operations = {
	for_each_loop = {
		array = global.EAI_ESP_historical_operations
		index = historical_operation_prio
		break = found_historical_operation
		if = {
			limit = {
				check_variable = {
					historical_operation_prio = 0
				}
			}
			EAI_ESP_historical_operations_FRA = yes
		} {
			limit = {
				check_variable = {
					started_operation = 1
				}
			}
			set_temp_variable = {
				found_historical_operation = 1
			}
		}
		else_if = {
			limit = {
				check_variable = {
					historical_operation_prio = 1
				}
			}
			EAI_ESP_historical_operations_POL = yes
		} {
			limit = {
				check_variable = {
					historical_operation_prio = 2
				}
			}
			EAI_ESP_historical_operations_GER = yes
		} {
			limit = {
				check_variable = {
					historical_operation_prio = 3
				}
			}
			EAI_ESP_historical_operations_SOV = yes
		} {
			limit = {
				check_variable = {
					historical_operation_prio = 4
				}
			}
			EAI_ESP_historical_operations_ALLIES = yes
		}
	}
}
### Entity: Order of Battle
Component: Alaska Department
Constructs: division_template
Source: game
File: history/units/USA_1936_nsb.txt

Code:
division = {
	name = Alaska Department
	location = 13091
	division_template = Army Departments
	start_experience_factor = 0.2
	start_equipment_factor = 0.1
}
### Entity: Trigger Reference
Construct: has_state_category
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_state_category

* Supported Scopes: STATE
* Supported Targets: none

```
Check if state has a specific state category
```
### Entity: Military Industrial Organization
Component: MAL_brooke_dockyard_and_engineering_works_organization
Constructs: equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/MAL_organization.txt

Code:
MAL_brooke_dockyard_and_engineering_works_organization = {
	name = Brooke Dockyard and Engineering Works
	include = generic_task_force_ship_organization
	icon = GFX_idea_generic_naval_manufacturer_3
	allowed = {
		original_TAG = MAL
	}
	initial_trait = {
		name = generic_mio_initial_trait_task_force_ship_builders
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		equipment_bonus = {
			max_strength = 0.05
		}
	}
}
### Entity: Order of Battle
Component: XVI Brigada Internacionales
Constructs: division_template
Source: game
File: history/units/SPR_Civil_War.txt

Code:
division = {
	name = XVI Brigada Internacionales
	location = 9979
	division_template = Brigada Internacionales
}
### Entity: Name List
Component: BEG
Source: game
File: common/names/00_names.txt

Code:
BEG = {
	male = {
		names = {
			Keegan Hassan Shadli Attom Abdu Ateyb Yaregal Ahmed Nasir Ashadli Hasen Noham Saare Semhar Senai Tesfalem Amanuel Anbessa Araya Bahta Berekhet Eyob
		}
	}
	female = {
		names = {
			Abeba Berhane Asmeret Bilet Daniat Haben Hadnet
		}
	}
	surnames = {
		Mustapha Ali Mohammed Ahmed Aysheshum Hasen Metekel Kamashi Asosa Welega
	}
	callsigns = {
		Berta Gumuz Uduk Funj Benishangul
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_BUL_stop_doing_crazy_things
Constructs: is_historical_focus_on
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_misc_strategies.txt

Code:
EAI_DIPLO_BUL_stop_doing_crazy_things = {
	allowed = {
		tag = BUL
	}
	enable = {
		is_historical_focus_on = yes
	}
	abort = {
		always = no
	}
	ai_strategy = {
		type = ignore
		id = GRE
		value = 1000
	} {
		type = ignore
		id = YUG
		value = 1000
	} {
		type = ignore
		id = ROM
		value = 1000
	} {
		type = ignore
		id = TUR
		value = 1000
	} {
		type = alliance
		id = JAP
		value = -1000
	}
}