Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: IRE_douglas_hyde
Source: game
File: common/characters/IRE.txt

Code:
IRE_douglas_hyde = {
	advisor = {
		slot = political_advisor
		idea_token = IRE_douglas_hyde
		allowed = {
			original_tag = IRE
		}
		traits = {
			popular_figurehead
		}
	}
	name = Douglas Hyde
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_3
		}
	}
}
### Entity: AI Strategy
Component: RAJ_alternate_fascist
Constructs: has_country_flag, has_dlc, is_historical_focus_on, has_game_rule
Source: game
File: common/ai_strategy_plans/RAJ_alternate_strategy_plan.txt

Code:
RAJ_alternate_fascist = {
	name = Raj alternate plan - fascist
	desc = 
	allowed = {
		original_tag = RAJ
		has_dlc = Together for Victory
		NOT = {
			has_dlc = Graveyard of Empires
		}
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = RAJ_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = RAJ_AI_RANDOM_FASCIST
			has_game_rule = {
				rule = RAJ_ai_behavior
				option = FASCIST
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		RAJ_lessons_of_the_great_war RAJ_provincial_elections RAJ_great_indian_peninsula_railway RAJ_industrial_expansion RAJ_tata_steel RAJ_assam_oil RAJ_indian_institute_of_science RAJ_indianisation_of_army RAJ_east_india_railways RAJ_an_indian_sandhurst RAJ_the_bangalore_torpedo RAJ_swaraj RAJ_quit_india_movement RAJ_all_india_forward_bloc RAJ_royal_indian_artillery RAJ_seek_help_from_germany RAJ_vickers_berthier_gun RAJ_expand_mazagon_dock RAJ_integrate_princely_railways RAJ_clamp_down_on_corruption RAJ_lions_of_the_great_war RAJ_ishapore_arsenal RAJ_indian_national_army RAJ_indian_gentlemen_officers RAJ_rani_of_jhans RAJ_army_motorization RAJ_rebuilding_the_nation RAJ_german_technology RAJ_british_pilot_training RAJ_expand_air_bases RAJ_found_scindia_shipyard RAJ_indian_gurkhas RAJ_battaglione_azad_hindoustan RAJ_modernizing_army RAJ_indian_defense_research RAJ_royal_indian_navy RAJ_revive_the_screw_guns RAJ_indian_armor RAJ_institute_of_fundamental_research RAJ_research_collaboration RAJ_screening_effort RAJ_cruiser_effort RAJ_air_support_effort RAJ_fighter_effort RAJ_submarine_effort RAJ_capital_ship_effort RAJ_modernizing_navy RAJ_strengthen_ties_with_british_investors RAJ_british_rail_investors RAJ_british_arms_investors RAJ_royal_indian_air_force RAJ_the_smiling_buddha
	}
	research = {
		industry = 20.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
	ideas = {

	}
	traits = {
		captain_of_industry = 5
		war_industrialist = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {

	}
}
### Entity: Character
Component: duke_of_orleans
Constructs: neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
duke_of_orleans = {
	random = no
	neutrality_drift = 0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Effect
Component: EGY_add_autonomy_chance
Constructs: add_to_variable, set_temp_variable, set_variable
Source: game
File: common/scripted_effects/r56_EGY_scripted_effects.txt

Code:
EGY_add_autonomy_chance = {
	add_to_variable = {
		EGY_autonomy_chance = EGY_autonomy_chance_add
	}
	set_temp_variable = {
		EGY_autonomy_chance_calc = EGY_autonomy_chance_add
	}
	divide_temp_variable = {
		EGY_autonomy_chance_calc = 2
	}
	subtract_from_variable = {
		EGY_integration_chance = EGY_autonomy_chance_calc
	} {
		EGY_independence_chance = EGY_autonomy_chance_calc
	}
	set_variable = {
		EGY_autonomy_chance_add = 0
	}
}
### Entity: Character
Component: PUE_aco2
Source: game
File: common/characters/PUE.txt

Code:
PUE_aco2 = {
	advisor = {
		slot = army_chief
		idea_token = PUE_aco2
		allowed = {
			original_tag = PUE
		}
		traits = {
			army_chief_organizational_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_4
		}
	}
}
### Entity: National Focus
Tree: sau_focus
Component: SAU_incorporate_nomad_tactics
Constructs: division_template, prerequisite, limit, add_ideas, completion_reward, has_dlc, has_tech, has_template
Source: game
File: common/national_focus/saudi_arabia.txt

Code:
focus = {
	id = SAU_incorporate_nomad_tactics
	icon = GFX_focus_ETH_keep_the_chitet
	cost = 8
	prerequisite = {
		focus = SAU_army_focus_1
	}
	mutually_exclusive = {
		focus = SAU_motorization
	}
	ai_will_do = {
		factor = 5
	}
	relative_position_id = SAU_army_focus_1
	x = 1
	y = 1
	completion_reward = {
		add_ideas = {
			SAU_incorporate_nomad_tactics1
		}
		if = {
			limit = {
				has_dlc = Battle for the Bosporus
				has_tech = camelry
				has_template = Alfurqat Alfursan
			}
			capital_scope = {
				create_unit = {
					division = name = "Alfurqat Alfursan Nejdi" division_template = "Alfurqat Alfursan" start_experience_factor = 0.05 start_equipment_factor = 1 start_manpower_factor = 1
					owner = ROOT
					count = 1
				}
			}
		} {
			limit = {
				has_idea = SAU_legacy_of_1934
			}
			swap_ideas = {
				remove_idea = SAU_legacy_of_1934
				add_idea = SAU_legacy_of_1934_2
			}
		}
		else_if = {
			limit = {
				has_idea = SAU_legacy_of_1934_2
			}
			swap_ideas = {
				remove_idea = SAU_legacy_of_1934_2
				add_idea = SAU_legacy_of_1934_3
			}
		} {
			limit = {
				has_idea = SAU_legacy_of_1934_3
			}
			swap_ideas = {
				remove_idea = SAU_legacy_of_1934_3
				add_idea = SAU_legacy_of_1934_4
			}
		}
	}
}
### Entity: Decision
Component: BUL_plot_against_boris_dec_cat
Constructs: has_completed_focus, limit, political_power_gain, has_country_flag, fire_only_once, remove_effect, set_country_flag, has_decision
Source: game
File: common/decisions/BUL.txt

Code:
BUL_plot_against_boris_dec_cat = {
	BUL_brainwash_political_prisoners = {
		priority = 10
		icon = GFX_decision_generic_brainwash
		ai_will_do = {
			base = 0.1
		}
		allowed = {
			original_tag = BUL
		}
		available = {
			OR = {
				custom_trigger_tooltip = {
					tooltip = BUL_has_repressed_faction_tt
					OR = {
						has_country_flag = BUL_zveno_repressed_flag BUL_bs_repressed_flag BUL_bzns_repressed_flag BUL_nsm_repressed_flag
					}
				} {
					tooltip = BUL_has_imprisoned_faction_leaders_tt
					OR = {
						has_country_flag = BUL_zveno_leaders_imprisoned_flag BUL_bs_leaders_imprisoned_flag BUL_bzns_leaders_imprisoned_flag BUL_nsm_leaders_imprisoned_flag
					}
				}
			}
		}
		visible = {
			has_completed_focus = BUL_plot_against_boris
			NOT = {
				has_country_flag = BUL_assassin_persuaded_flag
			}
		}
		fire_only_once = yes
		cost = 50
		days_remove = 60
		modifier = {
			political_power_gain = -0.15
			command_power_gain = -0.15
		}
		remove_effect = {
			set_country_flag = BUL_assassin_persuaded_flag
		}
	}
	BUL_persuade_faction_members = {
		priority = 9
		icon = GFX_decision_hol_attract_foreign_investors
		ai_will_do = {
			base = 0.1
		}
		allowed = {
			original_tag = BUL
		}
		available = {
			OR = {
				custom_trigger_tooltip = {
					tooltip = BUL_has_integrated_faction_tt
					OR = {
						has_country_flag = BUL_zveno_integrated_flag BUL_bs_integrated_flag BUL_bzns_integrated_flag BUL_nsm_integrated_flag
					}
				}
			}
		}
		visible = {
			has_completed_focus = BUL_plot_against_boris
			NOT = {
				has_country_flag = BUL_assassin_persuaded_flag
			}
		}
		fire_only_once = yes
		cost = 75
		days_remove = 60
		modifier = {
			political_power_gain = -0.5
		}
		remove_effect = {
			set_country_flag = BUL_assassin_persuaded_flag
		}
	}
	BUL_draw_up_a_plan_for_regicide = {
		priority = 8
		icon = GFX_decision_generic_operation
		ai_will_do = {
			base = 0.1
		}
		allowed = {
			original_tag = BUL
		}
		available = {
			has_country_flag = BUL_assassin_persuaded_flag
		}
		visible = {
			has_completed_focus = BUL_plot_against_boris
		}
		fire_only_once = yes
		cost = 50
		days_remove = 60
		modifier = {
			political_power_gain = -0.15
		}
		remove_effect = {
			set_country_flag = BUL_regicide_plan_ready_flag
		}
	}
	BUL_seek_foreign_support = {
		priority = 7
		icon = GFX_decision_eng_trade_unions_support
		ai_will_do = {
			base = 0.1
		}
# ... (truncated)
### Entity: Event
Component: SEA_imperial_influence_events.501
Constructs: is_triggered_only, add_war_support, fire_only_once, add_political_power, add_command_power
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_imperial_influence_events.501
	title = SEA_imperial_influence_events.501.t
	desc = SEA_imperial_influence_events.501.desc
	picture = GFX_report_event_JAP_imperial_influence
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_imperial_influence_events.501.a
		navy_experience = -50
		add_command_power = -50
		add_political_power = -50
		add_war_support = -0.1
		custom_effect_tooltip = generic_skip_one_line_tt
		JAP_small_naval_faction_loss = yes
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_befriend_poland
Constructs: prerequisite, limit, has_government, has_war_with, add_opinion_modifier, completion_reward, is_in_faction_with, is_subject
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_befriend_poland
	icon = GFX_focus_generic_befriend_poland
	prerequisite = {
		focus = GER_danzig_for_slovakia
	}
	x = 0
	y = 1
	relative_position_id = GER_danzig_for_slovakia
	cost = 5
	bypass = {
		is_in_faction_with = POL
		is_alone_or_in_faction_at_peace_with_GER = no
	}
	available = {
		is_subject = no
		NOT = {
			has_global_flag = sov_yes_pact
		} {
			has_war_with = POL
		}
		POL = {
			custom_trigger_tooltip = {
				tooltip = GER_alone_or_peace_faction_tt
				is_alone_or_in_faction_at_peace_with_GER = yes
			}
		}
	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		POL = {
			add_opinion_modifier = {
				target = GER
				modifier = ger_pol_diplomacy_focus
			}
			if = {
				limit = {
					GER = {
						has_government = fascism
					}
				}
				add_timed_idea = {
					idea = fascist_influence
					days = 1095
				}
			} {
				limit = {
					GER = {
						has_government = communism
					}
				}
				add_timed_idea = {
					idea = communist_influence
					days = 1095
				}
			} {
				limit = {
					GER = {
						has_government = democratic
					}
				}
				add_timed_idea = {
					idea = democratic_influence
					days = 1095
				}
			}
			country_event = {
				id = generic.1
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AUnited_States_east_coast.jpeg.html

Doc:
File

File history

File usage
Size of this preview: 1,280 × 800 pixels. Other resolution: 1,680 × 1,050 pixels.
Original file &#8206;(1,680 × 1,050 pixels, file size: 263 KB, MIME type: image/jpeg)
### Entity: National Focus
Tree: pal_focus
Component: PAL_organize_raids_lebanon
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_organize_raids_lebanon
	icon = GFX_goal_generic_national_arsenal
	x = 1
	y = 1
	relative_position_id = PAL_fortify_jerusalem
	prerequisite = {
		focus = PAL_fortify_jerusalem
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_equipment_to_stockpile = {
			type = support_equipment
			amount = 250
		} {
			type = convoy
			amount = 25
		}
	}
}
### Entity: Modifier Reference
Construct: autonomy_gain
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## autonomy_gain

* Number with 1 decimal places
* **Categories**: autonomy
### Entity: Unit Template
Component: ENG_COL_01
Constructs: has_completed_focus
Source: game
File: common/units/names_divisions/ENG_names_divisions.txt

Code:
ENG_COL_01 = {
	name = Colonial Division
	for_countries = {
		ENG
	}
	can_use = {
		NOT = {
			has_completed_focus = ENG_decolonization
		}
	}
	division_types = {
		infantry
	}
	link_numbering_with = {
		ENG_INF_01
	}
	fallback_name = %d (Africa) Division
	ordered = {
		11 = {
			%dth (East Africa) Division
		}
		812 = {
			12th (West Africa) Division
		}
		81 = {
			%dst (West Africa) Division
		}
		82 = {
			%dnd (West Africa) Division
		}
		501 = {
			1st Sudanese Colonials
		}
		502 = {
			2nd Sudanese Colonials
		}
		503 = {
			3rd Sudanese Colonials
		}
		521 = {
			1st Ugandan Colonials
		}
		522 = {
			2nd Ugandan Colonials
		}
		541 = {
			1st Kenyan Colonials
		}
		542 = {
			2nd Kenyan Colonials
		}
		561 = {
			1st Tanzanian Colonials
		}
		562 = {
			2nd Tanzanian Colonials
		}
		581 = {
			1st King's African Rifles
		}
		582 = {
			2nd King's African Rifles
		}
		583 = {
			3rd King's African Rifles
		}
		584 = {
			4th King's African Rifles
		}
		585 = {
			5th King's African Rifles
		}
		586 = {
			6th King's African Rifles
		}
		587 = {
			7th King's African Rifles
		}
		588 = {
			8th King's African Rifles
		}
		589 = {
			9th King's African Rifles
		}
		590 = {
			10th King's African Rifles
		}
		83 = {
			%drd (Africa) Division
		}
		84 = {
			%dth (Africa) Division
		}
		85 = {
			%dth (Africa) Division
		}
		86 = {
			%dth (Africa) Division
		}
		87 = {
			%dth (Africa) Division
		}
		88 = {
			%dth (Africa) Division
		}
		89 = {
			%dth (Africa) Division
		}
		543 = {
			3rd Kenyan Colonials
		}
		544 = {
			4th Kenyan Colonials
		}
		545 = {
			5th Kenyan Colonials
		}
		504 = {
			3rd Sudanese Colonials
		}
		505 = {
			4th Sudanese Colonials
		}
		506 = {
			5th Sudanese Colonials
		}
		523 = {
			3rd Ugandan Colonials
		}
		524 = {
			4th Ugandan Colonials
		}
		563 = {
			3rd Tanzanian Colonials
		}
		564 = {
			4th Tanzanian Colonials
		}
		591 = {
			11th King's African Rifles
		}
		592 = {
			12th King's African Rifles
		}
		593 = {
			13th King's African Rifles
		}
		594 = {
			14th King's African Rifles
		}
		595 = {
			15th King's African Rifles
		}
	}
}
### Entity: Event
Component: lar_fra_join_the_ententes.4
Constructs: is_triggered_only, ai_chance
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_fra_join_the_ententes.4
	title = lar_fra_join_the_ententes.1.t
	desc = lar_fra_join_the_ententes.1.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = lar_fra_join_the_ententes.1.a
		ai_chance = {
			factor = 100
		}
		FROM = {
			country_event = lar_fra_join_the_ententes.5
		}
	} {
		name = lar_fra_join_the_ententes.1.b
		ai_chance = {
			factor = 0
		}
		FROM = {
			country_event = lar_fra_join_the_ententes.3
		}
	}
}
### Entity: Unit Template
Component: USA_BB_HISTORICAL
Source: game
File: common/units/names_ships/USA_ship_names.txt

Code:
USA_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		USA
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	prefix = USS 
	fallback_name = Battleship BB-%d
	unique = {
		North Carolina Washington South Dakota Indiana Massachusetts Alabama Iowa New Jersey Missouri Wisconsin Montana Ohio Illinois Kentucky Arkansas New York Texas Nevada Oklahoma Pennsylvania Arizona New Mexico Mississippi Idaho Tennessee California Colorado Maryland West Virginia Minnesota North Dakota Oregon Connecticut Vermont New Hampshire Florida Utah Delaware Michigan Kansas Rhode Island Nebraska Virginia Maine Louisiana South Carolina Wyoming Georgia
	}
}
### Entity: Scripted Effect
Component: PRC_add_the_internal_enemy_idea
Constructs: add_ideas
Source: game
File: common/scripted_effects/PRC_scripted_effects.txt

Code:
PRC_add_the_internal_enemy_idea = {
	add_ideas = PRC_the_internal_enemy_idea
	hidden_effect = {
		add_ideas = PRC_the_internal_enemy_CHI PRC_the_internal_enemy_GXC PRC_the_internal_enemy_YUN PRC_the_internal_enemy_SHX PRC_the_internal_enemy_XSM PRC_the_internal_enemy_SIK PRC_the_internal_enemy_GDC PRC_the_internal_enemy_SND PRC_the_internal_enemy_SIC PRC_the_internal_enemy_NXM PRC_the_internal_enemy_GSM PRC_the_internal_enemy_XIC PRC_the_internal_enemy_KHM PRC_the_internal_enemy_KUM PRC_the_internal_enemy_RNG PRC_the_internal_enemy_HBC
	}
}
### Entity: Modifier Reference
Component: PHI_no_gtd_concrete_battleship
Constructs: army_defence_factor
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
PHI_no_gtd_concrete_battleship = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_SOV_invaders_must_die
	enemy_attrition = 0.1
	army_defence_factor = 0.15
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_hadjs_guidance
Constructs: prerequisite, completion_reward, add_country_leader_trait, add_timed_idea
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_hadjs_guidance
	icon = GFX_goal_democracy_people
	x = 21
	y = 6
	cost = 10
	prerequisite = {
		focus = ALG_religious_freedom
	} {
		focus = ALG_western_technological_learnings
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_country_leader_trait = staunch_constitutionalist
		add_timed_idea = {
			idea = ALG_hadj_is_great
			days = 365
		} {
			idea = GEN_Strenghten_Democracy_I
			days = 730
		}
	}
}
### Entity: Character
Component: POL_jozef_unrug
Source: game
File: common/characters/POL.txt

Code:
POL_jozef_unrug = {
	name = POL_josef_unrug
	portraits = {
		army = {
			large = GFX_portrait_POL_jozef_unrug
			small = GFX_idea_POL_jozef_unrug
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = POL_josef_unrug
		allowed = {
			original_tag = POL
		}
		traits = {
			navy_chief_maneuver_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	navy_leader = {
		traits = {
			war_hero
		}
		skill = 4
		attack_skill = 3
		defense_skill = 5
		maneuvering_skill = 1
		coordination_skill = 2
		legacy_id = -1
	}
}
### Entity: Order of Battle
Component: 119th Division
Constructs: division_template
Source: game
File: history/units/HBC_1936_sea.txt

Code:
division = {
	name = 119th Division
	location = 12026
	division_template = Sanjiao Jun
	start_equipment_factor = 0.2
	officer = {
		name = HBC_sun_dequan
	}
}
### Entity: National Focus
Tree: vic_focus
Component: VIC_form_the_milice
Constructs: prerequisite, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/vichy_france.txt

Code:
focus = {
	id = VIC_form_the_milice
	icon = GFX_focus_fra_milice
	x = -1
	y = 2
	offset = {
		x = 0
		y = 0
	}
	prerequisite = {
		focus = VIC_the_legionary_service_order
	}
	relative_position_id = VIC_the_legionary_service_order
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		swap_ideas = {
			remove_idea = FRA_legionary_service_order
			add_idea = FRA_milice
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/PAL_civil_war.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 2
	}
	location = 7107
	division_template = Kataeb Al Mushah
	start_experience_factor = 0.1
}
### Entity: Event
Component: bftb_bulgaria_equipment_purchases.1
Constructs: is_triggered_only, ai_chance, set_variable, has_tech
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_equipment_purchases.1
	title = bftb_bulgaria_equipment_purchases.1.t
	desc = bftb_bulgaria_equipment_purchases.1.desc
	picture = GFX_report_event_bul_artillery
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_equipment_purchases.1.a
		ai_chance = {
			base = 15
			modifier = {
				factor = 2
				stockpile_ratio = {
					archetype = artillery_equipment
					ratio = < 0.76
				}
			}
		}
		set_variable = {
			BUL_artillery_type = token:artillery_equipment
		}
		custom_effect_tooltip = bftb_bulgaria_equipment_purchases.1.a_tt
	} {
		name = bftb_bulgaria_equipment_purchases.1.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				stockpile_ratio = {
					archetype = anti_air_equipment
					ratio = < 0.76
				}
			}
		}
		trigger = {
			var:BUL_artillery_seller = {
				has_tech = interwar_antiair
			}
		}
		set_variable = {
			BUL_artillery_type = token:anti_air_equipment
		}
		custom_effect_tooltip = bftb_bulgaria_equipment_purchases.1.b_tt
	} {
		name = bftb_bulgaria_equipment_purchases.1.c
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				stockpile_ratio = {
					archetype = anti_tank_equipment
					ratio = < 0.76
				}
			}
		}
		trigger = {
			var:BUL_artillery_seller = {
				has_tech = interwar_antitank
			}
		}
		set_variable = {
			BUL_artillery_type = token:anti_tank_equipment
		}
		custom_effect_tooltip = bftb_bulgaria_equipment_purchases.1.c_tt
	}
}
### Entity: Character
Component: MOL_pot
Source: game
File: common/characters/MOL.txt

Code:
MOL_pot = {
	advisor = {
		slot = political_advisor
		idea_token = MOL_pot
		allowed = {
			original_tag = MOL
		}
		traits = {
			prince_of_terror
		}
	}
	name = MOL_pot
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_2
		}
	}
}
### Entity: Faction
Component: faction_template_axis
Constructs: change_leader_rule_manpower, change_leader_rule_manifest_below_35
Source: game
File: common/factions/templates/axis.txt

Code:
faction_template_axis = {
	name = Axis
	icon = GFX_faction_logo_axis
	manifest = faction_manifest_conquest_of_territory
	goals = {
		faction_goal_one_germany faction_goal_secure_european_continent faction_goal_resource_control
	}
	default_rules = {
		call_to_war_rule_independent_only joining_rule_non_communist faction_peace_rule_conquest_focus change_leader_rule_manpower change_leader_rule_manifest_below_35 dismissal_rule_offensive_war
	}
}
### Entity: Technology
Component: armored_car3
Constructs: is_major, enable_equipments, research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	enable_equipments = {
		armored_car_equipment_2
	}
	research_cost = 2
	start_year = 1942
	folder = {
		name = infantry_folder
		position = {
			x = 4
			y = @1942
		}
	}
	categories = {
		motorized_equipment armor cat_armored_cars
	}
	special_project_specialization = {
		specialization_land
	}
	sub_technologies = {
		armored_car_at_upgrade
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			date = > 1942.1.1
		} {
			factor = 2
			date = > 1943.1.1
		} {
			factor = 2
			date = > 1944.1.1
		} {
			is_major = no
			factor = 0.5
		}
	}
}
### Entity: AI Strategy
Component: NOR_trotskyist_plan
Source: game
File: common/ai_strategy_plans/NOR_alternate_strategy_plan.txt

Code:
NOR_trotskyist_plan = {
	allowed = {
		NOR_AAT = yes
	}
	enable = {
		NOR_is_trotskyist_ai = yes
	}
	abort = {

	}
	ai_national_focuses = {
		NOR_a_resurgent_labor_movement NOR_prosecute_the_nkp NOR_the_seeds_of_the_revolution NOR_the_voice_of_the_people NOR_organize_partisan_militias NOR_demand_nationalizations NOR_workers_and_farmers_rise
	}
	focus_factors = {

	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: EAI_DD_9/cv_small_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_9/cv_small_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_airframe = {
			build_cost_ic = -0.09
			instant = yes
		}
	}
}
### Entity: Effect Reference
Construct: transfer_ship
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## transfer_ship

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Transfers ship from scope country to target country.
Example:
ENG={
  transfer_ship={
    prefer_name = "HMS Achilles"
    type = light_cruiser
    target = NZL
    exclude_refitting = yes #optional, default is no; Exclude ships currently being refitted from the search.
  }
}
```