Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: chi_focus
Component: CHI_import_fertilisers
Constructs: prerequisite, completion_reward, has_dynamic_modifier, add_to_variable
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_import_fertilisers
	icon = GFX_focus_CHI_import_fertilisers
	prerequisite = {
		focus = CHI_develop_the_chemical_industry
	}
	mutually_exclusive = {
		focus = CHI_found_a_modern_fertiliser_plant
	}
	x = 1
	y = 1
	relative_position_id = CHI_develop_the_chemical_industry
	cost = 5
	available = {
		has_dynamic_modifier = {
			modifier = CHI_inefficient_economy
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		custom_effect_tooltip = CHI_modify_inefficient_economy_tt
		add_to_variable = {
			CHI_inefficient_economy_factory_max_efficiency_factor = 0.06
			tooltip = production_factory_max_efficiency_factor_tt
		} {
			CHI_inefficient_economy_factory_efficiency_gain_factor = 0.1
			tooltip = production_factory_efficiency_gain_factor_tt
		}
	}
}
### Entity: Idea
Component: ABC_establish_a_general_staff_idea
Constructs: removal_cost
Source: game
File: common/ideas/abc_generic.txt

Code:
ABC_establish_a_general_staff_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = CZE_planning_bonus
	modifier = {
		experience_gain_army = 0.01
		max_planning = 0.1
	}
}
### Entity: Unit Template
Component: CAN_MEC_01
Source: game
File: common/units/names_divisions/CAN_names_divisions.txt

Code:
CAN_MEC_01 = {
	name = Mechanised Divisions
	for_countries = {
		CAN
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		CAN_INF_01
	}
	fallback_name = %d Canadian Infantry Division
	ordered = {
		1 = {
			%dst Canadian Infantry Division
		}
		2 = {
			%dnd Canadian Infantry Division
		}
		3 = {
			%drd Canadian Infantry Division
		}
		4 = {
			%dth Canadian Infantry Division
		}
		5 = {
			%dth Canadian Infantry Division
		}
		6 = {
			%dth Canadian Infantry Division
		}
		7 = {
			%dth Canadian Infantry Division
		}
		8 = {
			%dth Canadian Infantry Division
		}
		9 = {
			%dth Canadian Infantry Division
		}
		10 = {
			%dth Canadian Infantry Division
		}
		11 = {
			%dth Canadian Infantry Division
		}
		12 = {
			%dth Canadian Infantry Division
		}
		13 = {
			%dth Canadian Infantry Division
		}
		14 = {
			%dth Canadian Infantry Division
		}
		15 = {
			%dth Canadian Infantry Division
		}
		16 = {
			%dth Canadian Infantry Division
		}
		17 = {
			%dth Canadian Infantry Division
		}
		18 = {
			%dth Canadian Infantry Division
		}
		19 = {
			%dth Canadian Infantry Division
		}
		20 = {
			%dth Canadian Infantry Division
		}
		21 = {
			%dst Canadian Infantry Division
		}
		22 = {
			%dnd Canadian Infantry Division
		}
		23 = {
			%drd Canadian Infantry Division
		}
		24 = {
			%dth Canadian Infantry Division
		}
		25 = {
			%dth Canadian Infantry Division
		}
		26 = {
			%dth Canadian Infantry Division
		}
		27 = {
			%dth Canadian Infantry Division
		}
		28 = {
			%dth Canadian Infantry Division
		}
		29 = {
			%dth Canadian Infantry Division
		}
		30 = {
			%dth Canadian Infantry Division
		}
		31 = {
			%dst Canadian Infantry Division
		}
		32 = {
			%dnd Canadian Infantry Division
		}
		33 = {
			%drd Canadian Infantry Division
		}
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_move_capitals
Constructs: prerequisite, completion_reward, is_fully_controlled_by, cancel_if_invalid, set_capital, set_province_name, set_state_name
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_move_capitals
	icon = GFX_goal_generic_propaganda
	prerequisite = {
		focus = MAN_tsr_assert_our_authority MAN_tsr_offer_vassalization
	}
	x = 1
	y = 1
	relative_position_id = MAN_tsr_offer_vassalization
	cost = 5
	ai_will_do = {
		base = 25
	}
	available = {
		608 = {
			is_fully_controlled_by = ROOT
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		set_capital = {
			state = 608
			remember_old_capital = no
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		set_province_name = {
			id = 9843
			name = PRC_beijing_capital_name
		}
		608 = {
			set_state_name = PRC_beijing_capital_name
		}
		MAN_low_legitimacy_level_down = yes
	}
}
### Entity: Idea
Component: AST_war_is_coming_spirit_fake
Constructs: war_support_factor
Source: game
File: common/ideas/australia.txt

Code:
AST_war_is_coming_spirit_fake = {
	allowed = {
		always = no
	}
	picture = generic_war_preparation
	modifier = {
		war_support_factor = 0.05
	}
}
### Entity: Character
Component: the_lion_of_the_rif
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
the_lion_of_the_rif = {
	random = no
	war_support_factor = 0.1
	army_org_factor = 0.05
}
### Entity: Character
Component: DEN_fascist_militarist
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
DEN_fascist_militarist = {
	random = no
	sprite = 13
	war_support_factor = 0.1
	production_speed_arms_factory_factor = 0.05
	mobilization_laws_cost_factor = -0.1
	economy_cost_factor = -0.1
	trade_laws_cost_factor = 0.15
	conscription = 0.015
	custom_modifier_tooltip = DEN_military_advisors_cost_small_tt
	hidden_modifier = {
		air_advisor_cost_factor = -0.1
		army_advisor_cost_factor = -0.1
		navy_advisor_cost_factor = -0.1
	}
}
### Entity: Modifier Reference
Component: SOV_soviet_military_offensive
Constructs: army_attack_factor, breakthrough_factor
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
SOV_soviet_military_offensive = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_generic_military_plans
	breakthrough_factor = 0.1
	army_attack_factor = 0.1
}
### Entity: Scripted Effect
Component: GER_remove_replaced_advisor_1_effects
Constructs: limit, check_variable
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_remove_replaced_advisor_1_effects = {
	custom_effect_tooltip = {
		localization_key = replace_ascended_advisor_tt
		CHARACTER = [GetAscendedAdvisorName1]
		TRAIT = [GetAscendedAdvisorTrait1]
	}
	hidden_effect = {
		if = {
			limit = {
				check_variable = {
					GER_ascended_advisor_1 = 1
				}
			}
			GER_remove_todt_effects = yes
		}
		else_if = {
			limit = {
				check_variable = {
					GER_ascended_advisor_1 = 2
				}
			}
			GER_remove_speer_effects = yes
		} {
			limit = {
				check_variable = {
					GER_ascended_advisor_1 = 3
				}
			}
			GER_remove_goring_effects = yes
		} {
			limit = {
				check_variable = {
					GER_ascended_advisor_1 = 4
				}
			}
			GER_remove_himmler_effects = yes
		} {
			limit = {
				check_variable = {
					GER_ascended_advisor_1 = 5
				}
			}
			GER_remove_goebbels_effects = yes
		} {
			limit = {
				check_variable = {
					GER_ascended_advisor_1 = 6
				}
			}
			GER_remove_hess_effects = yes
		} {
			limit = {
				check_variable = {
					GER_ascended_advisor_1 = 7
				}
			}
			GER_remove_bormann_effects = yes
		}
		else = {
			log = Something bad happened trying to remove advisor [?GER_ascended_advisor_1] effects.
		}
	}
}
### Entity: Character
Component: ARG_father_of_argentine_democracy
Constructs: research_speed_factor, stability_factor, democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
ARG_father_of_argentine_democracy = {
	sprite = 13
	random = no
	stability_factor = 0.2
	democratic_drift = 0.05
	party_popularity_stability_factor = 0.05
	enemy_justify_war_goal_time = 0.1
	research_speed_factor = 0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: Modifier Reference
Component: JAP_national_army_dm
Constructs: army_defence_factor, initiative_factor, planning_speed, coordination_bonus, conscription_factor
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
JAP_national_army_dm = {
	icon = GFX_idea_JAP_imperial_army
	enable = {
		always = yes
	}
	custom_modifier_tooltip = JAP_japanese_armor_doctrine_tt
	army_infantry_attack_factor = JAP_army_army_infantry_attack_factor
	army_morale_factor = JAP_army_army_morale_factor
	army_defence_factor = JAP_army_army_defence_factor
	initiative_factor = JAP_army_initiative_factor
	army_artillery_attack_factor = JAP_army_army_army_artillery_attack_factor
	supply_consumption_factor = JAP_army_supply_consumption_factor
	acclimatization_cold_climate_gain_factor = JAP_army_acclimatization_cold_climate_gain_factor
	acclimatization_hot_climate_gain_factor = JAP_army_acclimatization_hot_climate_gain_factor
	army_core_attack_factor = JAP_army_army_core_attack_factor
	army_core_defence_factor = JAP_army_army_core_defence_factor
	planning_speed = JAP_army_planning_speed
	army_armor_attack_factor = JAP_army_army_armor_attack_factor
	army_armor_speed_factor = JAP_army_army_armor_speed_factor
	motorized_attack_factor = JAP_army_motorized_attack_factor
	mechanized_attack_factor = JAP_army_mechanized_attack_factor
	org_loss_when_moving = JAP_army_org_loss_when_moving
	army_org_factor = JAP_army_army_org_factor
	attrition = JAP_army_attrition
	army_bonus_air_superiority_factor = JAP_army_air_superiority_bonus_in_combat
	coordination_bonus = JAP_army_coordination_bonus
	conscription = JAP_army_conscription
	training_time_factor = JAP_army_training_time_factor
	experience_loss_factor = JAP_army_experience_loss_factor
	max_planning_factor = JAP_army_max_planning_factor
	conscription_factor = JAP_army_conscription_factor
	max_dig_in = JAP_army_max_dig_in
	dig_in_speed_factor = JAP_army_dig_in_speed_factor
}
### Entity: Character
Component: SHX_fu_zuoyi
Source: game
File: common/characters/SHX.txt

Code:
SHX_fu_zuoyi = {
	name = CHI_fu_zuoyi
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_4
			large = gfx/leaders/CHI/r56_portrait_CHI_Fu_Zuoyi.dds
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SHX_fu_zuoyi
		allowed = {
			original_tag = SHX
		}
		traits = {
			POL_infrastructure_emphasis
		}
	} {
		slot = high_command
		idea_token = SHX_fu_zuoyi2
		ledger = army
		allowed = {
			original_tag = SHX
		}
		traits = {
			army_infantry_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		traits = {
			caring_leader infantry_officer
		}
		skill = 3
		attack_skill = 2
		defense_skill = 3
		planning_skill = 3
		logistics_skill = 2
		legacy_id = -1
	}
}
### Entity: Character
Component: BRM_nccr
Source: game
File: common/characters/BRM.txt

Code:
BRM_nccr = {
	advisor = {
		slot = navy_chief
		cost = 100
		idea_token = BRM_nccr
		allowed = {
			original_tag = BRM
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_2
		}
	}
}
### Entity: Idea
Component: GER_prioritize_military_industry_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_prioritize_military_industry_idea = {
	removal_cost = -1
	allowed = {
		always = no
	}
	picture = generic_production_bonus
	modifier = {
		production_speed_rocket_site_factor = 0.15
		production_speed_arms_factory_factor = 0.1
		production_speed_dockyard_factor = 0.1
	}
}
### Entity: Character
Component: PHI_back_soon
Source: game
File: common/characters/PHI.txt

Code:
PHI_back_soon = {
	name = PHI_back_soon
	portraits = {
		civilian = {
			large = GFX_portrait_PHI_back_soon
		}
	}
	country_leader = {
		ideology = fascism_ideology
		expire = 1965.1.1.1
		traits = {
			PHI_back_soon_trait
		}
	}
}
### Entity: Idea
Component: PHI_development_bank
Source: game
File: common/ideas/philippines.txt

Code:
PHI_development_bank = {
	picture = tur_balkan_central_bank_wealthy_greece
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		industry_free_repair_factor = 0.25
		industry_repair_factor = 0.25
		consumer_goods_factor = -0.15
		production_speed_industrial_complex_factor = 0.1
		global_building_slots_factor = 0.2
	}
}
### Entity: Character
Component: ckd_skoda_tanks
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_traits.txt

Code:
ckd_skoda_tanks = {
	random = no
	equipment_bonus = {
		light_tank_chassis = {
			reliability = 0.05
			soft_attack = 0.05
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_restore_economic_stability
Constructs: prerequisite, limit, completion_reward, check_variable, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_restore_economic_stability
	prerequisite = {
		focus = POR_modernize_the_junta_institutions
	}
	icon = GFX_goal_generic_financial_markets
	cost = 8
	x = -2
	y = 2
	relative_position_id = POR_modernize_the_junta_institutions
	available = {
		custom_trigger_tooltip = {
			tooltip = POR_our_path_to_economic_development_decisions_taken_4_or_greater_tt
			check_variable = {
				POR_our_path_to_economic_development_decisions_taken = 4
				compare = greater_than_or_equals
			}
		}
	}
	completion_reward = {
		custom_effect_tooltip = POR_upgrades_the_effects_of_all_our_path_to_economic_development_decisions_tt CHL_skip_one_line_tt
		if = {
			limit = {
				has_idea = POR_the_question_of_nationalization_idea
			}
			swap_ideas = {
				remove_idea = POR_the_question_of_nationalization_idea
				add_idea = POR_portuguese_mixed_economy
			}
		}
		else_if = {
			limit = {
				has_idea = POR_slow_collectivization
			}
			swap_ideas = {
				remove_idea = POR_slow_collectivization
				add_idea = POR_portuguese_mixed_economy
			}
		} {
			limit = {
				has_idea = POR_heavy_handed_central_planning
			}
			swap_ideas = {
				remove_idea = POR_heavy_handed_central_planning
				add_idea = POR_democratic_collectivization
			}
		} {
			limit = {
				has_idea = POR_looming_economic_disaster
			}
			swap_ideas = {
				remove_idea = POR_looming_economic_disaster
				add_idea = POR_democratic_collectivization
			}
		}
		else = {
			swap_ideas = {
				remove_idea = POR_transitioning_to_a_mixed_economy
				add_idea = POR_portuguese_mixed_economy
			}
		}
	}
	ai_will_do = {
		base = 5
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Country History
Country: PUE
Component: PUE_characters
Constructs: recruit_character
Source: game
File: history/countries/PUE - Puerto Rico.txt

Code:
# Leaders & Characters for PUE
recruit_character = PUE_awt PUE_acd2 PUE_nt PUE_aco2 PUE_acas PUE_acr PUE_mt PUE_stc PUE_aa2 PUE_ncm PUE_communist_guy PUE_ncs PUE_pot PUE_nccr PUE_fascist_guy PUE_coi PUE_ai2 PUE_democratic_guy PUE_ar PUE_acgs
### Entity: Event
Component: CHL_political_events.32
Constructs: is_triggered_only, ai_chance, fire_only_once, add_political_power, random_days
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.32
	title = CHL_political_events.32.t
	desc = CHL_political_events.32.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = CHL_political_events.32.a
		ai_chance = {
			base = 100
		}
		add_political_power = 50
		FROM = {
			country_event = {
				id = CHL_political_events.33
				days = 2
				random_days = 3
			}
		}
	} {
		name = CHL_political_events.32.b
		ai_chance = {
			base = 0
		}
		add_political_power = 25
		FROM = {
			country_event = {
				id = CHL_political_events.34
				days = 2
				random_days = 3
			}
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_artillery_modernisation
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_artillery_modernisation
	icon = GFX_goal_generic_army_artillery
	prerequisite = {
		focus = POL_army_modernisation
	}
	x = 3
	y = 1
	relative_position_id = POL_army_modernisation
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = POL_artillery_modernisation
			bonus = 1.0
			uses = 1
			category = artillery
		}
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_influence_mongolia
Constructs: shared_focus, prerequisite, limit, has_war_with, completion_reward, is_faction_leader, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/china_shared.txt

Code:
shared_focus = {
	id = CHI_influence_mongolia
	icon = GFX_goal_generic_neutrality_focus
	prerequisite = {
		focus = CHI_indian_cooperation
	}
	x = 0
	y = 1
	relative_position_id = CHI_indian_cooperation
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			is_faction_leader = yes
			MON = {
				is_subject = yes
			}
		}
		MON = {
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				ROOT = {
					is_faction_leader = yes
				}
				MON = {
					is_subject = no
				}
			}
			MON = {
				country_event = {
					id = generic.5
				}
			}
		}
		else = {
			MON = {
				country_event = wtt_china_shared.1
			}
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_import_new_howitzers
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_import_new_howitzers
	icon = GFX_goal_generic_army_artillery2
	prerequisite = {
		focus = PHI_american_doctrines
	}
	relative_position_id = PHI_american_doctrines
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		army_experience = 10
		add_tech_bonus = {
			name = PHI_import_new_howitzers
			bonus = 1
			uses = 2
			category = artillery
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_ARMY_XP
	}
}
### Entity: Decision
Component: AUS_infiltrate_croatia_category
Constructs: owns_state, has_country_flag, is_subject, is_ally_with
Source: game
File: common/decisions/categories/r56_AUS_decision_categories.txt

Code:
AUS_infiltrate_croatia_category = {
	icon = border_war
	allowed = {
		OR = {
			original_tag = AUS YUG
		}
	}
	picture = GFX_decision_cat_AUS_croatia_rebellion
	priority = 10
	on_map_area = {
		target_array = CRO.core_states
		target_trigger = {
			FROM = {
				NOT = {
					state = 952 852 163 804
				}
			}
		}
		name = AUS_croatian_infiltration_map_area
		zoom = 600
	}
	visible = {
		has_country_flag = AUS_croatia_war_flag
		is_subject = no
		YUG = {
			NOT = {
				is_ally_with = AUS
			}
			OR = {
				owns_state = 959 109 958 103
			}
		}
	}
}
### Entity: Character
Component: RAJ_union_leader
Constructs: communism_drift
Source: game
File: common/country_leader/goe_traits.txt

Code:
RAJ_union_leader = {
	sprite = 10
	consumer_goods_factor = 0.08
	production_factory_efficiency_gain_factor = 0.06
	production_factory_max_efficiency_factor = 0.06
	communism_drift = 0.03
}
### Entity: National Focus
Tree: ast_focus
Component: AST_take_it_to_the_streets
Constructs: prerequisite, has_government, completion_reward, unlock_decision_tooltip
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_take_it_to_the_streets
	icon = GFX_focus_SWE_refuge_for_revolutionaries
	prerequisite = {
		focus = AST_against_war_and_fascism
	}
	mutually_exclusive = {

	}
	relative_position_id = AST_against_war_and_fascism
	x = 10
	y = 1
	cost = 10
	available = {

	}
	bypass = {
		has_government = communism
	}
	available_if_capitulated = no
	completion_reward = {
		unlock_decision_tooltip = {
			decision = AST_union_strike
			show_effect_tooltip = yes
			show_modifiers = no
		}
		custom_effect_tooltip = generic_skip_one_line_tt AST_strikes_tt
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: NOR_pragmatic_defense_minister
Source: game
File: common/country_leader/00_traits.txt

Code:
NOR_pragmatic_defense_minister = {
	random = no
	sprite = 14
	land_doctrine_cost_factor = -0.1
	production_speed_industrial_complex_factor = 0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: Country History
Country: BAN
Component: BAN_misc
Constructs: recruit_character, limit, set_technology, has_dlc, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/BAN - Bangladesh.txt

Code:
# Misc for BAN
capital = 430
if = {
	limit = {
		has_dlc = Graveyard of Empires
	}
	recruit_character = BAN_a_k_fazlul_huq
}
{
	limit = {
		has_dlc = Graveyard of Empires
	}
	recruit_character = RAJ_huseyn_shaheed_suhrawardy
}
set_convoys = 5
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort flexible_navy industrial_effort construction_effort production_effort
	set_technology = {
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		fuel_silos = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
{
	set_politics = {
		ruling_party = democratic
		last_election = 1936.1.1
		election_frequency = 48
		elections_allowed = yes
	}
	set_popularities = {
		democratic = 75
		fascism = 1
		communism = 1
		neutrality = 23
	}
}
### Entity: Country History
Country: KBK
Component: KBK_misc
Constructs: limit, set_technology, set_research_slots, set_grand_doctrine, has_dlc
Source: game
File: history/countries/KBK - Kabardino-Balkaria.txt

Code:
# Misc for KBK
capital = 827
set_research_slots = 3
set_grand_doctrine = mass_assault new_fleet_in_being
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		fighter1 = 1
		early_bomber = 1
		strategic_bomber1 = 1
		naval_bomber1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		basic_submarine = 1
		early_destroyer = 1
		early_light_cruiser = 1
		early_heavy_cruiser = 1
		early_battleship = 1
		early_battlecruiser = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		early_ship_hull_light = 1
		early_ship_hull_cruiser = 1
		early_ship_hull_heavy = 1
		mtg_transport = 1
		basic_battery = 1
		basic_torpedo = 1
	}
}
### Entity: Order of Battle
Component: air_wing_37
Source: game
File: history/units/DEN_1936_air_bba.txt

Code:
air_wings = {
	37 = {
		small_plane_airframe_0 = {
			owner = DEN
			amount = 22
			creator = ENG
			version_name = Hawker Fury
		}
	}
}
### Entity: Event
Component: bftb_bulgaria_british_influence.4
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_british_influence.4
	title = bftb_bulgaria_british_influence.4.t
	desc = bftb_bulgaria_british_influence.4.desc
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_british_influence.4.a
		effect_tooltip = {
			add_opinion_modifier = {
				target = FROM
				modifier = BUL_rejected_our_proposal
			}
		}
	}
}
### Entity: Unit Template
Component: HOL_MOT_01
Source: game
File: common/units/names_divisions/HOL_INS_names_divisions.txt

Code:
HOL_MOT_01 = {
	name = Motorized Division
	for_countries = {
		HOL INS
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		HOL_INF_01
	}
	fallback_name = %de Gemotoriseerde Huzaren
	ordered = {
		101 = {
			Lichte Divisie
		}
		1 = {
			%de Gemotoriseerde Huzaren
		}
		2 = {
			%de Gemotoriseerde Huzaren
		}
		3 = {
			%de Gemotoriseerde Huzaren
		}
		4 = {
			%de Gemotoriseerde Huzaren
		}
		5 = {
			%de Gemotoriseerde Huzaren
		}
		6 = {
			%de Gemotoriseerde Huzaren
		}
		7 = {
			%de Gemotoriseerde Huzaren
		}
		8 = {
			%de Gemotoriseerde Huzaren
		}
		9 = {
			%de Gemotoriseerde Huzaren
		}
		10 = {
			%de Gemotoriseerde Huzaren
		}
	}
}