Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Trigger
Component: frloc_parties_sg_masc_cons_01a_neut
Constructs: has_completed_focus
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_parties_sg_masc_cons_01a_neut = {
	OR = {
		tag = ABK ADU AFA ALG ALT ANG AOI AST AUS BAH BAN BAS BAY BEG BEL BLZ BOL BOS BOT BRD BRM CAR CAY CHA CHI CHL CIN CKK CMR COG COL COR COS CRC CRI CRO CSA CUB CYP CZE DAH DDR DEN DJI DNZ DOM DON ECU ELS ENG EQG ERI ETH FER FIJ FIN FSM GAB GAM GBA GDL GER GHA GNA GNB GRE GUA GUM GYA HAI HAN HAR HOL HON HRZ HUN ICE IRE ISR ITA IVO JAM KAL KBK KEN KHA KHI KKP KOM KOS KSH KUB KUR KUW KYR LAT LBA LBV LIB LUX MAC MAD MAN MEK MEL MEN MEX MLD MLI MLT MLW MNT MOL MON MOR MRT MZB NEN NGA NGR NIC NIR NMB NOR NZL OCC ORO OVO PAN PAP PAR PHI PNG PRC PRE PRU PUE QAT QEM RAJ RCG RIF ROM RWA SAF SAM SAX SCO SEN SHL SHX SIA SID SIE SIK SIL SLO SLV SOL SOM SOV SPM SRL SUD SUR TAJ TAN TAT TAY TIB TIG TMS TOG TOS TRA TRI TTS TUN TUR TZN UAE UGA UKR URG USA USB UZB VIN VOL WES WGR WLS WUR YAM YUG YUN ZAM ZIM
		original_tag = ABK ADU AFA ALG ALT ANG AOI AST AUS BAH BAN BAS BAY BEG BEL BLZ BOL BOS BOT BRD BRM CAR CAY CHA CHI CHL CIN CKK CMR COG COL COR COS CRC CRI CRO CSA CUB CYP CZE DAH DDR DEN DJI DNZ DOM DON ECU ELS ENG EQG ERI ETH FER FIJ FIN FSM GAB GAM GBA GDL GER GHA GNA GNB GRE GUA GUM GYA HAI HAN HAR HOL HON HRZ HUN ICE IRE ISR ITA IVO JAM KAL KBK KEN KHA KHI KKP KOM KOS KSH KUB KUR KUW KYR LAT LBA LBV LIB LUX MAC MAD MAN MEK MEL MEN MEX MLD MLI MLT MLW MNT MOL MON MOR MRT MZB NEN NGA NGR NIC NIR NMB NOR NZL OCC ORO OVO PAN PAP PAR PHI PNG PRC PRE PRU PUE QAT QEM RAJ RCG RIF ROM RWA SAF SAM SAX SCO SEN SHL SHX SIA SID SIE SIK SIL SLO SLV SOL SOM SOV SPM SRL SUD SUR TAJ TAN TAT TAY TIB TIG TMS TOG TOS TRA TRI TTS TUN TUR TZN UAE UGA UKR URG USA USB UZB VIN VOL WES WGR WLS WUR YAM YUG YUN ZAM ZIM
		AND = {
			OR = {
				tag = JAP
				original_tag = JAP
			}
			NOT = {
				has_completed_focus = JAP_support_the_kodoha_faction
			}
		} {
			OR = {
				tag = FRA
				original_tag = FRA
			} {
				has_completed_focus = FRA_orleanist_restoration FRA_the_legitimate_heir FRA_proclaim_the_third_empire
			}
		} {
			OR = {
				tag = LIT
				original_tag = LIT
			}
			has_completed_focus = LIT_abolish_the_presidency
		} {
			OR = {
				tag = POL
				original_tag = POL
			}
			has_completed_focus = POL_assemble_the_regency_council
		} {
			OR = {
				tag = SWI
				original_tag = SWI
			}
			NOT = {
				has_completed_focus = SWI_gotthard_union
			}
		}
	}
}
### Entity: Idea
Component: KMT_counter_soviet_imperialism2
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_counter_soviet_imperialism2 = {
	picture = generic_attack_soviet_union
	cancel = {
		SOV = {
			exists = no
		}
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		war_support_factor = 0.075
	}
	targeted_modifier = {
		tag = SOV
		attack_bonus_against = 0.1
	}
}
### Entity: Character
Component: GER_german_lennin
Constructs: war_support_factor, communism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_german_lennin = {
	sprite = 13
	random = no
	political_power_factor = 0.1
	party_popularity_stability_factor = 0.1
	war_support_factor = 0.05
	communism_drift = 0.02
}
### Entity: Idea
Component: SNCAO
Constructs: has_completed_focus, has_country_flag, research_bonus
Source: game
File: common/ideas/france.txt

Code:
SNCAO = {
	picture = FRA_sncao
	allowed = {
		original_tag = FRA
	}
	visible = {
		has_completed_focus = FRA_reorganize_the_aviation_industry
	}
	available = {
		has_country_flag = FRA_SNCAO_formed
	}
	research_bonus = {
		air_equipment = 0.2
	}
	traits = {
		medium_aircraft_manufacturer
	}
}
### Entity: Decision
Component: form_united_central_america_category
Constructs: has_dlc
Source: game
File: common/decisions/categories/00_formable_categories.txt

Code:
form_united_central_america_category = {
	icon = generic_formable_nations
	picture = GFX_decision_cat_generic_united_central_america
	allowed = {
		has_dlc = Waking the Tiger
	}
}
### Entity: Character
Component: PRC_trotskyist
Constructs: communism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
PRC_trotskyist = {
	random = no
	sprite = 13
	subversive_activites_upkeep = -0.25
	drift_defence_factor = 0.15
	communism_drift = 0.1
}
### Entity: Game Rule
Component: IRQ_ai_behavior
Constructs: allow_achievements
Source: game
File: common/game_rules/00_game_rules.txt

Code:
IRQ_ai_behavior = {
	name = IRQ_AI_BEHAVIOR
	group = RULE_GROUP_AI_BEHAVIOR
	required_dlc = Graveyard of Empires
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_AI_DESC
	}
	option = {
		name = HISTORICAL
		text = RULE_OPTION_HISTORICAL_IRQ_AI
		desc = RULE_OPTION_HISTORICAL_IRQ_AI_DESC
		allow_achievements = yes
	} {
		name = FASCISM
		text = RULE_OPTION_FASCISM_IRQ_AI
		desc = RULE_OPTION_FASCISM_IRQ_AI_DESC
		allow_achievements = no
	} {
		name = HASHEMITE_IRQ
		text = RULE_OPTION_HASHEMITE_IRQ_AI
		desc = RULE_OPTION_HASHEMITE_IRQ_AI_DESC
		allow_achievements = no
	} {
		name = SIDQI_IRQ
		text = RULE_OPTION_SIDQI_IRQ_AI
		desc = RULE_OPTION_SIDQI_IRQ_AI_DESC
		allow_achievements = no
	} {
		name = KURDISTAN_IRQ
		text = RULE_OPTION_KURDISTAN_IRQ_AI
		desc = RULE_OPTION_KURDISTAN_IRQ_AI_DESC
		allow_achievements = no
	} {
		name = RANDOM
		text = RULE_OPTION_RANDOM
		desc = RULE_OPTION_RANDOM_AI_DESC
	}
}
### Entity: Trigger Reference
Construct: has_mastery_level
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_mastery_level

* Supported Scopes: COUNTRY
* Supported Targets: none

Checks if the country has reached the specified number of mastery levels (rewards) for the given subdoctrine

	### Examples
	```
	TAG = {
		has_mastery_level = {
			amount = 2
			sub_doctrine = mobile_infantry
		}
	}
	```
### Entity: Idea
Component: bra_industrial_elite
Constructs: industrial_capacity_factory
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_industrial_elite = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = no
	}
	picture = generic_foreign_capital
	modifier = {
		consumer_goods_factor = 0.1
		industrial_capacity_factory = -0.05
	}
}
### Entity: Idea
Component: crichton
Constructs: research_bonus
Source: game
File: common/ideas/r56_finland.txt

Code:
crichton = {
	picture = generic_naval_manufacturer_1
	allowed = {
		original_tag = FIN
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		coastal_defence_naval_manufacturer
	}
}
### Entity: Scripted Effect
Component: get_best_alliance_match_communism_effect
Constructs: limit, has_government, has_war_with, is_major, is_faction_leader, set_temp_variable, add_to_temp_variable, is_on_continent
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
get_best_alliance_match_communism_effect = {
	if = {
		limit = {
			any_other_country = {
				is_faction_leader = yes
				is_major = yes
				has_government = communism
				not = {
					has_war_with = ROOT
				}
				set_temp_variable = {
					ROOT.best_leader = this
				} {
					ROOT.best_leader_score = 0
				}
			}
		}
	} {
		limit = {
			all_other_country = {
				is_faction_leader = yes
				is_major = yes
				has_government = communism
				not = {
					has_war_with = ROOT
				}
				set_temp_variable = {
					this.leader_score = num_of_factories
				}
				add_to_temp_variable = {
					this.leader_score = num_battalions
				}
				all_of_scopes = {
					array = allies
					add_to_temp_variable = {
						PREV.leader_score = num_of_factories
					} {
						PREV.leader_score = num_battalions
					}
				}
				if = {
					limit = {
						capital_scope = {
							is_on_continent = ROOT
						}
					}
					multiply_temp_variable = {
						leader_score = 2
					}
				} {
					limit = {
						any_neighbor_country = {
							tag = ROOT
						}
					}
					multiply_temp_variable = {
						leader_score = 1.25
					}
				} {
					limit = {
						check_variable = {
							ROOT.best_leader_score = < leader_score
						}
						set_temp_variable = {
							ROOT.best_leader = this
						} {
							ROOT.best_leader_score = leader_score
						}
					}
				}
			}
		}
	}
}
### Entity: Character
Component: king_of_kings_4
Constructs: stability_factor, mobilization_speed, puppet_cost_factor, conscription_factor, compliance_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
king_of_kings_4 = {
	random = no
	drift_defence_factor = 0.1
	political_power_factor = 0.1
	mobilization_speed = 0.05
	stability_factor = 0.1
	puppet_cost_factor = -0.1
	max_command_power_mult = 0.1
	guarantee_tension = -0.2
	conscription_factor = 0.05
	compliance_gain = 0.1
	enemy_justify_war_goal_time = 0.25
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_protest_against_the_cancellation
Constructs: prerequisite, remove_ideas, has_country_flag, completion_reward, add_popularity
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_protest_against_the_cancellation
	prerequisite = {
		focus = PRU_empower_benavides
	}
	mutually_exclusive = {
		focus = PRU_prolong_benavides_presidency
	}
	icon = GFX_goal_communist_latin_america
	x = 0
	y = 1
	relative_position_id = PRU_empower_benavides
	cost = 7.2
	available = {
		has_country_flag = PRU_cancellation_of_elections
	}
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		hidden_effect = {
			remove_ideas = PRU_fighting_for_the_future_of_peru
		}
		add_popularity = {
			ideology = communism
			popularity = 0.07
		}
	}
}
### Entity: Character
Component: regent_without_a_king
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
regent_without_a_king = {
	random = no
	stability_factor = -0.03
}
### Entity: Event
Component: denmark_resistance_event.7
Constructs: is_triggered_only, ai_chance, limit, has_government, has_war_with, add_war_support, add_stability, add_political_power
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_resistance_event.7
	title = denmark_resistance_event.7.t
	desc = denmark_resistance_event.7.desc
	picture = GFX_report_event_DEN_danish_politics
	is_triggered_only = yes
	option = {
		name = denmark_resistance_event.7.a
		trigger = {
			OR = {
				is_in_faction = no
				is_faction_leader = yes
			}
		}
		ai_chance = {
			base = 2
			modifier = {
				factor = 2
				is_historical_focus_on = yes
			} {
				factor = 5
				has_government = FROM
			} {
				factor = 5
				has_war_with = var:DEN.DEN_overlord_nation
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 24
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 49
				}
			}
		}
		add_political_power = 50
		add_war_support = 0.05
		add_to_faction = FROM
		FROM = {
			country_event = {
				id = denmark_resistance_event.8
				hours = 12
			}
		}
	} {
		name = denmark_resistance_event.7.b
		trigger = {
			OR = {
				is_in_faction = no
				is_faction_leader = yes
			}
		}
		ai_chance = {
			base = 1
			modifier = {
				factor = 5
				has_government = var:DEN.DEN_overlord_nation
			} {
				factor = 5
				has_civil_war = yes
			} {
				factor = 5
				has_capitulated = yes
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = < 0
				}
			}
		}
		add_political_power = -50
		add_war_support = -0.1
		add_stability = -0.1
		FROM = {
			country_event = {
				id = denmark_resistance_event.9
				hours = 12
			}
		}
	} {
		name = denmark_resistance_event.7.c
		trigger = {
			is_in_faction = yes
			is_faction_leader = no
		}
		ai_chance = {
			base = 2
		}
		every_other_country = {
			limit = {
				is_in_faction_with = ROOT
				is_faction_leader = yes
			}
			country_event = {
				id = denmark_resistance_event.10
				hours = 12
			}
		}
	}
}
### Entity: Idea
Component: ETH_the_common_soldier_idea
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_the_common_soldier_idea = {
	picture = ETH_the_common_soldier
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		conscription_factor = 0.1
		modifier_army_sub_unit_infantry_defence_factor = 0.05
		modifier_army_sub_unit_irregular_infantry_defence_factor = 0.05
	}
}
### Entity: Event
Component: MUN_slovakia_little_war.2
Constructs: is_triggered_only, ai_chance, add_political_power, add_mastery, add_doctrine_cost_reduction
Source: game
File: events/MUN_Slovakia.txt

Code:
country_event = {
	id = MUN_slovakia_little_war.2
	title = MUN_slovakia_little_war.2.t
	desc = MUN_slovakia_little_war.2.d
	picture = GFX_report_event_dead_soldiers
	is_triggered_only = yes
	option = {
		name = MUN_slovakia_little_war.2.a
		ai_chance = {
			factor = 1
		}
		add_political_power = -5
		army_experience = 5
		add_mastery = {
			amount = 5
			folder = land
		}
		add_doctrine_cost_reduction = {
			name = MUN_slovakia_little_war.3.t
			cost_reduction = 0.05
			uses = 1
			category = land_doctrine
		}
	}
}
### Entity: Event
Component: NSB_soviet_civil_war_common.005
Constructs: is_triggered_only, limit, has_country_flag
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_civil_war_common.005
	title = NSB_soviet_civil_war_common.005.t
	desc = NSB_soviet_civil_war_common.005.desc
	is_triggered_only = yes
	hidden = yes
	trigger = {
		SOV_soviet_civil_war_not_started = yes
	}
	option = {
		name = NSB_soviet_civil_war_common.004.a
		IF = {
			limit = {
				NOT = {
					has_country_flag = SOV_the_stalin_constitution_completed_flag
				}
			}
			activate_mission = SOV_the_stalin_constitution_mission
		}
		ELSE_IF = {
			limit = {
				NOT = {
					has_country_flag = SOV_the_zinovyevite_terrorist_center_completed_flag
				}
			}
			activate_mission = SOV_the_zinovyevite_terrorist_center_mission
		} {
			limit = {
				NOT = {
					has_country_flag = SOV_the_anti_soviet_trotskyist_center_completed_flag
				}
			}
			activate_mission = SOV_the_anti_soviet_trotskyist_center_mission
		} {
			limit = {
				NOT = {
					has_country_flag = SOV_the_workers_dictatorship_completed_flag
				}
			}
			activate_mission = SOV_the_workers_dictatorship_mission
		} {
			limit = {
				NOT = {
					has_country_flag = SOV_the_military_conspiracy_completed_flag
				}
			}
			activate_mission = SOV_the_military_conspiracy_mission
		} {
			limit = {
				NOT = {
					has_country_flag = SOV_socialism_in_one_country_completed_flag
				}
			}
			activate_mission = SOV_socialism_in_one_country_mission
		} {
			limit = {
				NOT = {
					has_country_flag = SOV_secure_the_administration_completed_flag
				}
			}
			activate_mission = SOV_secure_the_administration_mission
		} {
			limit = {
				NOT = {
					has_country_flag = SOV_the_bloc_of_rights_and_trotskyites_completed_flag
				}
			}
			activate_mission = SOV_the_bloc_of_rights_and_trotskyites_mission
		} {
			limit = {
				NOT = {
					has_country_flag = SOV_behead_the_snake_completed_flag
				}
			}
			activate_mission = SOV_behead_the_snake_mission
		}
	}
}
### Entity: National Focus
Tree: kal_focus
Component: KAL_prepare_the_youth_for_service
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_government, completion_reward, add_political_power
Source: game
File: common/national_focus/kalmykia.txt

Code:
focus = {
	id = KAL_prepare_the_youth_for_service
	icon = GFX_focus_JAP_organize_the_student_movements
	prerequisite = {
		focus = KAL_revolutionary_pioneer_organizations
	}
	x = -1
	y = 1
	relative_position_id = KAL_revolutionary_pioneer_organizations
	cost = 10
	available_if_capitulated = yes
	available = {
		has_government = communism
	}
	completion_reward = {
		add_political_power = 25
		if = {
			limit = {
				has_completed_focus = KAL_internationalism
			}
			ROOT = {
				add_ideas = GEN_Organise_Youth_Com_I
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
}
### Entity: State History
Component: 220
Constructs: add_core_of
Source: game
File: history/states/220-Kursk Area.txt

Code:
state = {
	id = 220
	name = STATE_220
	manpower = 1680086
	state_category = city
	history = {
		owner = SOV
		victory_points = {
			3580 5
		}
		buildings = {
			infrastructure = 3
			air_base = 1
		}
		add_core_of = SOV
	}
	provinces = {
		457 558 580 3554 3580 6254 6304 6543 6603 9260 9542 9579 11244 11526
	}
	local_supplies = 0.0
}
### Entity: Character
Component: ALB_hajre_fetahu
Source: game
File: common/characters/ALB.txt

Code:
ALB_hajre_fetahu = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = ALB_hajre_fetahu
		ledger = navy
		allowed = {
			original_tag = ALB
		}
		traits = {
			naval_theorist
		}
	}
	name = Hajrë Fetahu
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_arab_1
		}
	}
}
### Entity: Wiki Documentation
Construct: sp_prototype_reward
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
sp_prototype_reward
|
Trigger a specified prototype reward during a project.
|

|
### Entity: National Focus
Tree: lat_focus
Component: LAT_irridentist_youth
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_latvia.txt

Code:
focus = {
	id = LAT_irridentist_youth
	icon = GFX_goal_generic_army
	prerequisite = {
		focus = LAT_latvian_militarism
	}
	relative_position_id = LAT_latvian_militarism
	x = -1
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {

	}
	ai_will_do = {
		factor = 3
	}
	bypass = {

	}
	completion_reward = {
		add_ideas = LAT_fascist_volunteers
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_MANPOWER
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_the_fight_for_popular_mandate
Constructs: prerequisite, completion_reward, add_political_power, add_popularity, remove_dynamic_modifier, add_dynamic_modifier, unlock_decision_tooltip
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_the_fight_for_popular_mandate
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = TUR_support_the_conservative_opposition
	}
	mutually_exclusive = {
		focus = TUR_no_more_humiliations
	}
	x = -1
	y = 1
	relative_position_id = TUR_support_the_conservative_opposition
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 120
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		353 = {
			remove_dynamic_modifier = {
				modifier = r56tree_kurdish_separatism
			}
			add_dynamic_modifier = {
				modifier = r56tree_limited_kurdish_separatism
			}
		}
		800 = {
			remove_dynamic_modifier = {
				modifier = r56tree_kurdish_separatism
			}
			add_dynamic_modifier = {
				modifier = r56tree_limited_kurdish_separatism
			}
		}
		unlock_decision_tooltip = r56_TUR_rally_across_the_countryside
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_TUR_TRADITIONALISM
	}
}
### Entity: Event
Component: MTG_naval_treaty.2
Constructs: is_triggered_only, add_ideas
Source: game
File: events/MTG_naval_treaty_events.txt

Code:
country_event = {
	id = MTG_naval_treaty.2
	title = MTG_naval_treaty.2.t
	desc = MTG_naval_treaty.2.desc
	picture = GFX_report_event_naval_treaty
	is_triggered_only = yes
	option = {
		name = MTG_naval_treaty.2.a
		effect_tooltip = {
			FROM = {
				add_ideas = MTG_naval_treaty_adherent
			}
		}
	}
}
### Entity: AI Strategy
Component: USA_invasion_defense
Source: game
File: common/ai_navy/goals/goals_USA.txt

Code:
USA_invasion_defense = {
	objective_type = naval_invasion_defense
	available_for = {
		USA
	}
	min_priority = 15
	max_priority = 25
}
### Entity: Decision
Component: HUN_national_academy_of_sciences_category
Constructs: has_dlc
Source: game
File: common/decisions/categories/HUN_decision_categories.txt

Code:
HUN_national_academy_of_sciences_category = {
	icon = GFX_decision_category_SOV_soviet_academy_of_sciences
	priority = 30
	picture = GFX_decision_cat_picture_soviet_national_academy_of_sciences
	visible_when_empty = no
	allowed = {
		original_tag = HUN
	}
	visible = {
		has_dlc = Gotterdammerung
	}
}
### Entity: Character
Component: BUL_ivan_sapundzhiev
Constructs: has_government, has_dlc
Source: game
File: common/characters/BUL.txt

Code:
BUL_ivan_sapundzhiev = {
	advisor = {
		slot = high_command
		idea_token = BUL_ivan_sapundzhiev
		ledger = army
		allowed = {
			has_dlc = Battle for the Bosporus
			original_tag = BUL
		}
		available = {
			NOT = {
				has_government = communism
			}
		}
		traits = {
			army_artillery_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
			modifier = {
				factor = 0.1
				BUL_save_money_for_decisions = yes
			}
		}
	}
	name = BUL_ivan_sapundzhiev
	portraits = {
		army = {
			small = GFX_idea_bul_ivan_sapundzhiev
		}
	}
}
### Entity: Unit Template
Component: ETH_INF_IG
Source: game
File: common/units/names_divisions/ETH_names_divisions.txt

Code:
ETH_INF_IG = {
	name = Kebur Zabagna
	for_countries = {
		ETH
	}
	can_use = {
		always = no
	}
	division_types = {
		infantry
	}
	fallback_name = %d Kebur Zabagna
	ordered = {
		1 = {
			Kebur Zabagna
		}
	}
}
### Entity: Event
Component: EAI.8
Constructs: has_country_flag, is_ai, has_dlc, set_country_flag
Source: game
File: events/EAI_misc.txt

Code:
country_event = {
	id = EAI.8
	title = Missing DLCs
	desc = Missing necessary DLCs for this mod to function.
	picture = GFX_report_event_expert_ai
	mean_time_to_happen = {
		days = 2
	}
	trigger = {
		is_ai = no
		OR = {
			NOT = {
				has_dlc = By Blood Alone
			} {
				has_dlc = Man the Guns
			} {
				has_dlc = No Step Back
			}
		}
		NOT = {
			has_country_flag = EAI_dlc_warning
		}
	}
	immediate = {
		set_country_flag = EAI_dlc_warning
	}
	option = {
		name = OK
	}
}
### Entity: AI Strategy
Component: USA_home_land_is_safe
Constructs: has_war_with, has_civil_war
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_home_land_is_safe = {
	allowed = {
		original_tag = USA
	}
	enable = {
		NOT = {
			OR = {
				has_civil_war = yes
				has_war_with = CAN MEX
				USA_homeland_threatened = yes
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = garrison
		value = -60
	}
}
### Entity: AI Strategy
Component: GER_treat_ven_bad_just_cause
Constructs: has_government, is_faction_leader, is_ai, is_in_faction
Source: game
File: common/ai_strategy/r56_GER.txt

Code:
GER_treat_ven_bad_just_cause = {
	allowed = {
		original_tag = GER
	}
	enable = {
		tag = GER
		GER = {
			has_government = fascism
			is_faction_leader = yes
		}
		VEN = {
			has_government = fascism
			is_ai = yes
			is_in_faction = no
		}
		country_exists = VEN
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = befriend
		id = VEN
		value = -50
	} {
		type = alliance
		id = VEN
		value = -75
	}
}
### Entity: Event
Component: mtg_britain.14
Constructs: is_triggered_only, add_ideas, remove_ideas, set_country_flag
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.14
	title = britain.17.t
	desc = britain.17.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			remove_ideas = ENG_king_edward
			add_ideas = ENG_george_vi
			set_country_flag = ENG_edward_viii_abdicated
		}
	}
	option = {
		name = britain.17.a
		effect_tooltip = {
			remove_ideas = ENG_king_edward
			add_ideas = ENG_george_vi
		}
	}
}
### Entity: AI Strategy
Component: ENG_produce_floating_harbors
Constructs: has_war, is_historical_focus_on
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_produce_floating_harbors = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		is_historical_focus_on = yes
		date = > 1941.1.1
		has_war = yes
		num_of_naval_factories = > 25
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = unit_ratio
		id = floating_harbor
		value = 10
	}
}
### Entity: State History
Component: 216
Constructs: add_core_of
Source: game
File: history/states/216-Below Zero.txt

Code:
state = {
	id = 216
	name = STATE_216
	manpower = 229564
	state_category = rural
	history = {
		owner = SOV
		add_core_of = SOV KAR
		victory_points = {
			11159 1
		}
		buildings = {
			infrastructure = 2
			air_base = 3
			11153 = {
				dam = 1
			}
		}
	}
	provinces = {
		40 90 92 2356 2994 3033 3084 3144 6057 6070 6094 6106 6172 9078 9118 9231 11092 11150 11153 11159 13194 13198
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}