Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: cub_focus
Component: CUB_modernize_medical_care
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_modernize_medical_care
	icon = GFX_goal_medicine
	cost = 10
	prerequisite = {
		focus = CUB_rewrite_the_constitution
	}
	relative_position_id = CUB_rewrite_the_constitution
	x = 0
	y = 1
	available = {

	}
	completion_reward = {
		add_ideas = CUB_modernized_medical_care1
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_invest_in_indochina
Constructs: prerequisite, limit, completion_reward, is_core_of, is_owned_or_subject_trigger, cancel_if_invalid, random_state, has_state_flag
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_invest_in_indochina
	icon = GFX_focus_generic_industry_1
	x = 2
	y = 1
	prerequisite = {
		focus = FRA_invest_in_the_colonies
	}
	mutually_exclusive = {

	}
	relative_position_id = FRA_invest_in_the_colonies
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_state = {
			OR = {
				is_core_of = VIN CAM LAO
			}
			is_owned_or_subject_trigger = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_state = {
			limit = {
				OR = {
					state = 741 286 671 670 1017 1066 1067 1068 1069
				}
				OWNER = {
					is_owned_or_subject_trigger = yes
				}
				NOT = {
					has_state_flag = FRA_colonial_industry_target
				}
			}
			add_extra_state_shared_building_slots = 2
			set_state_flag = FRA_colonial_industry_target
		}
		IF = {
			limit = {
				VIN = {
					is_subject_of = ROOT
				}
			}
			VIN = {
				add_autonomy_score = {
					value = -150
					localization = FRA_invest_in_indochina
				}
			}
		} {
			limit = {
				CAM = {
					is_subject_of = ROOT
				}
			}
			CAM = {
				add_autonomy_score = {
					value = -150
					localization = FRA_invest_in_indochina
				}
			}
		} {
			limit = {
				LAO = {
					is_subject_of = ROOT
				}
			}
			LAO = {
				add_autonomy_score = {
					value = -150
					localization = FRA_invest_in_indochina
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: LVO Mekhanizirovanaya Gruppa
Constructs: division_template
Source: game
File: history/units/SOV_1936.txt

Code:
division = {
	name = LVO Mekhanizirovanaya Gruppa
	location = 3151
	division_template = Mekhanizirovaniy Korpus
	start_experience_factor = 0.2
	start_equipment_factor = 0.85
}
### Entity: Character
Component: fascist_militia_leader
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
fascist_militia_leader = {
	random = no
	war_support_factor = 0.05
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Component: uk_spain_focus
Constructs: has_completed_focus, prerequisite, has_war, limit, has_government, add_opinion_modifier, completion_reward, is_in_faction_with
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = uk_spain_focus
	prerequisite = {
		focus = uk_mediterranean_focus
	}
	mutually_exclusive = {
		focus = uk_rock_focus
	}
	available = {
		any_other_country = {
			original_tag = SPR
			exists = yes
			has_war = no
			NOT = {
				is_in_faction_with = ENG
			}
			is_subject = no
		}
		NOT = {
			has_government = communism
		}
	}
	icon = GFX_focus_generic_befriend_republican_spain_focus
	x = -1
	y = 1
	relative_position_id = uk_mediterranean_focus
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				has_government = democratic
			}
			every_other_country = {
				limit = {
					original_tag = SPR
				}
				add_opinion_modifier = {
					target = ENG
					modifier = democratic_leanings_good
				}
				add_timed_idea = {
					idea = democratic_influence
					days = 1095
				}
				country_event = {
					id = generic.1
				}
				every_other_country = {
					limit = {
						NOT = {
							has_government = democratic
						}
						num_of_factories = > 30
					}
					add_opinion_modifier = {
						target = PREV
						modifier = democratic_leanings_bad
					}
				}
			}
		} {
			limit = {
				has_government = fascism
			}
			every_other_country = {
				limit = {
					original_tag = SPR
				}
				add_opinion_modifier = {
					target = ENG
					modifier = fascism_leanings_good
				}
				add_timed_idea = {
					idea = fascist_influence
					days = 1095
				}
				country_event = {
					id = generic.1
				}
				every_other_country = {
					limit = {
						NOT = {
							has_government = fascism
						}
						num_of_factories = > 30
					}
					add_opinion_modifier = {
						target = PREV
						modifier = fascism_leanings_bad
					}
				}
			}
		} {
			limit = {
				has_government = neutrality
				NOT = {
					has_completed_focus = SPR_regional_defense_council_of_aragon
				}
			}
			every_other_country = {
				limit = {
					original_tag = SPR
				}
				add_opinion_modifier = {
					target = ENG
					modifier = neutrality_leanings_good
				}
				add_timed_idea = {
					idea = neutrality_influence
					days = 1095
				}
				country_event = {
					id = generic.1
				}
				every_other_country = {
					limit = {
						NOT = {
							has_government = fascism
						}
						num_of_factories = > 30
					}
					add_opinion_modifier = {
						target = PREV
						modifier = neutrality_le
# ... (truncated)
### Entity: Idea
Component: INS_anti_colonialist_sentiment_idea
Constructs: has_dlc, removal_cost, autonomy_gain, communism_drift
Source: game
File: common/ideas/indonesia.txt

Code:
INS_anti_colonialist_sentiment_idea = {
	picture = MEX_revolutionary_army
	allowed = {
		has_dlc = Thunder at Our Gates
	}
	cancel = {
		NOT = {
			tag = event_target:INS_revolution_target
		}
	}
	removal_cost = -1
	modifier = {
		autonomy_gain = 1.0
		communism_drift = 0.01
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_expand_the_split_shipyards
Constructs: completion_reward, has_full_control_of_state, is_in_faction_with, is_subject_of, cancel_if_invalid, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_expand_the_split_shipyards
	icon = GFX_goal_generic_construct_naval_dockyard
	mutually_exclusive = {
		focus = YUG_expand_the_serbian_shipyards
	}
	x = 45
	y = 0
	cost = 10
	ai_will_do = {
		factor = 40
	}
	available = {
		OR = {
			has_full_control_of_state = 103
			any_other_country = {
				OR = {
					is_in_faction_with = ROOT
					is_subject_of = ROOT
				}
				has_full_control_of_state = 103
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		103 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: ETH_heruy_wolde_selassie
Constructs: has_government
Source: game
File: common/characters/ETH.txt

Code:
ETH_heruy_wolde_selassie = {
	name = ETH_heruy_wolde_selassie
	allowed_civil_war = {
		OR = {
			has_government = neutrality democratic
		}
	}
	portraits = {
		army = {
			small = GFX_portrait_ETH_heruy_wolde_selassie_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ETH_heruy_wolde_selassie
		allowed = {
			original_tag = ETH
		}
		available = {
			OR = {
				has_government = neutrality democratic
			}
		}
		traits = {
			japanizer
		}
		on_add = {
			owner = {
				ETH_BOP_centralization_small_effect = yes
			}
		}
		on_remove = {
			owner = {
				ETH_BOP_decentralization_small_effect = yes
			}
		}
	}
}
### Entity: Idea
Component: ENG_expand_the_repair_yards
Constructs: has_government, removal_cost, refit_speed
Source: game
File: common/ideas/britain.txt

Code:
ENG_expand_the_repair_yards = {
	picture = generic_coastal_defense_ships
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	removal_cost = -1
	modifier = {
		refit_ic_cost = -0.1
		refit_speed = 0.1
		repair_speed_factor = 0.1
	}
}
### Entity: Country History
Country: CHA
Component: CHA_technology
Constructs: set_technology
Source: game
File: history/countries/CHA - Chad.txt

Code:
# Starting Technologies for CHA
set_technology = {
	infantry_weapons = 1
}
### Entity: Scripted Trigger
Component: EAI_modern_armor_division_limit
Constructs: limit, check_variable, set_temp_variable
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_division_limit_triggers.txt

Code:
EAI_modern_armor_division_limit = {
	if = {
		limit = {
			check_variable = {
				num_equipment@modern_tank_chassis = < 1000
			} {
				num_target_equipment_in_armies_k@modern_tank_chassis = > 0
			}
		}
		set_temp_variable = {
			t1 = num_equipment_in_armies_k@modern_tank_chassis
		}
		divide_temp_variable = {
			t1 = num_target_equipment_in_armies_k@modern_tank_chassis
		}
		check_variable = {
			t1 = < 0.5
		}
	}
	else = {
		always = no
	}
}
### Entity: National Focus
Component: neutrality_focus
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, add_political_power, is_in_faction_with, has_idea
Source: game
File: common/national_focus/generic.txt

Code:
focus = {
	id = neutrality_focus
	icon = GFX_goal_generic_neutrality_focus
	prerequisite = {
		focus = liberty_ethos
	}
	mutually_exclusive = {
		focus = interventionism_focus
	}
	x = 0
	y = 1
	relative_position_id = liberty_ethos
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			tag = AUS
		} {
			factor = 0
			original_tag = SIA
		} {
			factor = 0
			tag = SAU
			is_in_faction_with = SOV
			SOV = {
				has_government = communism
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_idea = neutrality_idea
				}
			}
			add_ideas = neutrality_idea
		}
		add_political_power = 150
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_begin_the_national_industrial_plan_r56
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, has_focus_autohide_rule_trigger_r56, has_tech, has_idea
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_begin_the_national_industrial_plan_r56
	icon = GFX_goal_generic_construction_tools
	cost = 10
	x = 1
	y = 2
	relative_position_id = SIA_bangkok_centered_industrial_development_r56
	offset = {
		x = -1
		trigger = {
			has_focus_autohide_rule_trigger_r56 = yes
			OR = {
				has_completed_focus = SIA_bangkok_centered_industrial_development_r56 SIA_mechanize_the_agrarian_provinces_r56
			}
		}
	}
	prerequisite = {
		focus = SIA_bangkok_centered_industrial_development_r56 SIA_mechanize_the_agrarian_provinces_r56
	}
	ai_will_do = {
		base = 4
	}
	available = {
		has_tech = construction3
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		hidden_effect = {
			if = {
				limit = {
					has_idea = SIA_department_of_independent_state_commerce_r56
				}
				add_ideas = SIA_department_of_industry_r56
			}
		}
		add_tech_bonus = {
			name = SIA_begin_the_national_industrial_plan_r56
			bonus = 1
			uses = 3
			category = industry
		}
		custom_effect_tooltip = upgrade_department_of_independent_state_commerce_r56_tt generic_skip_one_line_tt
		show_ideas_tooltip = SIA_department_of_industry_r56
	}
}
### Entity: Achievement
Component: and_you_get_a_canton
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, check_variable
Source: game
File: common/achievements.txt

Code:
and_you_get_a_canton = {
	id = 154
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = SWI
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = you_get_a_canton_tt
			check_variable = {
				SWI.num_owned_states = > 24
			}
		}
	}
}
### Entity: National Focus
Component: interventionism_focus
Constructs: prerequisite, limit, remove_ideas, completion_reward, add_political_power, has_idea, set_rule
Source: game
File: common/national_focus/generic.txt

Code:
focus = {
	id = interventionism_focus
	icon = GFX_goal_generic_political_pressure
	prerequisite = {
		focus = liberty_ethos
	}
	mutually_exclusive = {
		focus = neutrality_focus
	}
	x = 2
	y = 1
	relative_position_id = liberty_ethos
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_idea = neutrality_idea
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = neutrality_idea
			}
			remove_ideas = neutrality_idea
		}
		set_rule = {
			can_send_volunteers = yes
		}
		add_political_power = 150
	}
}
### Entity: Idea
Component: CHL_republican_guards_in_exile
Constructs: war_support_factor, has_government, removal_cost
Source: game
File: common/ideas/chile.txt

Code:
CHL_republican_guards_in_exile = {
	picture = ast_volunteer_defence_corps
	allowed = {
		OR = {
			original_tag = ARG BOL PRU PAR
		}
	}
	allowed_civil_war = {
		NOT = {
			has_government = fascism
		}
	}
	removal_cost = -1
	modifier = {
		war_support_factor = 0.05
	}
	targeted_modifier = {
		tag = CHL
		attack_bonus_against = 0.1
		defense_bonus_against = 0.15
	}
}
### Entity: Order of Battle
Component: XXI Brigada Internacionales
Constructs: division_template
Source: game
File: history/units/SPR_Civil_War.txt

Code:
division = {
	name = XXI Brigada Internacionales
	location = 3938
	division_template = Brigada Internacionales
}
### Entity: Order of Battle
Component: División de Caballería
Constructs: division_template
Source: game
File: history/units/PRU_1936.txt

Code:
division = {
	name = División de Caballería
	location = 12997
	division_template = División de Caballería
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: National Focus
Tree: por_focus
Component: POR_research_collaboration
Constructs: prerequisite, completion_reward, is_in_faction_with, add_to_tech_sharing_group
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_research_collaboration
	available = {
		is_in_faction_with = SOV
	}
	bypass = {

	}
	prerequisite = {
		focus = POR_join_the_comintern
	}
	icon = GFX_focus_generic_socialist_science
	x = -1
	y = 1
	relative_position_id = POR_join_the_comintern
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		SOV = {
			add_to_tech_sharing_group = comintern_research
		}
		add_to_tech_sharing_group = comintern_research
	}
}
### Entity: Trigger Reference
Construct: has_mio_equipment_type
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_mio_equipment_type

* Supported Scopes: INDUSTRIAL_ORG
* Supported Targets: none

```
Checks if the Military Industrial Organisation in scope has the input equipment type.
(possible values can be found in script_enum_equipment_bonus_type and in common/equipment_groups)
ex:
mio:my_mio = {
	has_mio_equipment_type = my_equipment_type_token
}
```
### Entity: Event
Component: ace_promoted.2
Constructs: is_triggered_only
Source: game
File: events/AcePilots.txt

Code:
country_event = {
	id = ace_promoted.2
	title = ace_promoted.2.t
	desc = {
		text = ace_promoted.1.d
		trigger = {
			NOT = {
				tag = GER
			} {
				tag = ITA
			} {
				tag = FRA
			} {
				tag = JAP
			} {
				tag = USA
			} {
				tag = ENG
			} {
				tag = SOV
			}
		}
	} {
		text = ace_promoted.1.d_major
		trigger = {
			OR = {
				tag = GER ITA FRA JAP USA ENG SOV
			}
		}
	}
	picture = GFX_report_event_ace_promoted
	is_triggered_only = yes
	minor_flavor = yes
	option = {
		name = ace_promoted.1.a
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_invite_foreign_investment
Constructs: prerequisite, limit, has_government, has_war_with, is_major, completion_reward, every_other_country
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_invite_foreign_investment
	icon = GFX_focus_generic_industrialists
	prerequisite = {
		focus = NOR_liberal_conservative_alliance
	}
	x = -1
	y = 1
	relative_position_id = NOR_liberal_conservative_alliance
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		every_other_country = {
			limit = {
				is_major = yes
				has_government = democratic
				NOT = {
					has_war_with = ROOT
				}
			}
			country_event = {
				id = AAT_norway_allied.1
				hours = 2
			}
			custom_effect_tooltip = if_they_accept_tt
			event_option_tooltip = AAT_norway_allied.2.a
		}
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_trade_delegation
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/manchukuo.txt

Code:
focus = {
	id = MAN_trade_delegation
	icon = GFX_goal_generic_trade
	prerequisite = {
		focus = MAN_pacify_the_countryside
	}
	x = 2
	y = 1
	relative_position_id = MAN_pacify_the_countryside
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = MAN_trade_delegation
			bonus = 1.0
			uses = 1
			category = industry
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AAnti-air_construction.png.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects | Hide file links

The following pages link to File:Anti-air construction.png:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Construction (file link) ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:Anti-air_construction.png"
### Entity: Order of Battle
Component: air_wing_44
Source: game
File: history/units/ITA_1939_air_bba.txt

Code:
air_wings = {
	44 = {
		small_plane_airframe_0 = {
			owner = ITA
			amount = 24
			version_name = CR.42
		}
		medium_plane_airframe_1 = {
			owner = ITA
			amount = 32
			version_name = Z.506
		}
	}
}
### Entity: Scripted Effect
Component: GER_monarchist_bop_very_high_increase_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/r56_GER_scripted_effects.txt

Code:
GER_monarchist_bop_very_high_increase_effect = {
	add_power_balance_value = {
		id = GER_monarchist_power_balance
		value = 0.25
	}
}
### Entity: Idea
Component: EAI_DD_6/modern_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_6/modern_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_aa_chassis = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: Achievement
Component: freedom_or_death
Constructs: has_war_with, is_ironman, has_start_date, has_any_custom_difficulty_setting, has_full_control_of_state
Source: game
File: common/achievements.txt

Code:
freedom_or_death = {
	id = 129
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = GRE
	}
	happened = {
		has_war_with = ITA
		has_full_control_of_state = 805 44 934
	}
}
### Entity: Character
Component: EQG_acas
Source: game
File: common/characters/EQG.txt

Code:
EQG_acas = {
	advisor = {
		slot = high_command
		idea_token = EQG_acas
		ledger = air
		allowed = {
			original_tag = EQG
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}
### Entity: Modding Documentation
Construct: ai_front_dump
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## ai_front_dump
* Aliases: aifrontdump
* Not available in release build

Dump AI front data to log file, needs to have a unit selected
### Entity: Decision
Component: prospect_for_resources
Constructs: has_completed_focus, limit, add_ideas, remove_ideas, owns_state, is_major, add_opinion_modifier, fire_only_once
Source: game
File: common/decisions/BUL.txt

Code:
prospect_for_resources = {
	BUL_mineral_extraction_in_the_rhodopes = {
		icon = chromium
		ai_will_do = {
			base = 0.5
		}
		allowed = {
			has_dlc = Battle for the Bosporus
		}
		highlight_states = {
			highlight_state_targets = {
				state = 212
			}
		}
		available = {
			has_tech = construction3
			num_of_civilian_factories_available_for_projects = > 1
		}
		visible = {
			owns_state = 212
			controls_state = 212
			212 = {
				NOT = {
					has_state_flag = {
						flag = BUL_chromium_deposits_flag
						value = 3
					}
				}
			}
			has_completed_focus = BUL_mineral_extraction_in_the_rhodopes
		}
		cost = 25
		days_remove = BUL_plovdiv_chromium_duration
		modifier = {
			civilian_factory_use = 1
		}
		remove_effect = {
			add_to_variable = {
				var = BUL_plovdiv_chromium_duration
				value = 30
			}
			212 = {
				if = {
					limit = {
						NOT = {
							has_state_flag = BUL_chromium_deposits_flag
						}
					}
					set_state_flag = {
						flag = BUL_chromium_deposits_flag
						value = 1
					}
				}
				else = {
					modify_state_flag = {
						flag = BUL_chromium_deposits_flag
						value = 1
					}
				}
			} {
				add_resource = {
					type = chromium
					amount = 3
				}
			}
		}
		complete_effect = {

		}
	}
	BUL_uranium_concession_agreement = {
		icon = eng_trade_unions_support
		allowed = {
			has_dlc = Battle for the Bosporus
		}
		target_array = allies
		target_trigger = {
			FROM = {
				is_in_faction_with = ROOT
				OR = {
					is_faction_leader = yes
					AND = {
						is_major = yes
						BUL = {
							is_faction_leader = yes
						}
					}
				}
			}
		}
		target_root_trigger = {
			has_completed_focus = BUL_uranium_prospecting
		}
		ai_will_do = {
			base = 0.1
			modifier = {
				factor = 10
				FROM = {
					is_ai = no
					strength_ratio = {
						tag = ROOT
						ratio = > 1
					}
				}
			}
		}
		available = {
			FROM = {
				has_tech = atomic_research
			}
		}
		visible = {
			controls_state = 48
		}
		fire_only_once = yes
		cost = 0
		complete_effect = {
			FROM = {
				country_event = bftb_bulgaria_uranium_mining_concessions.1
				add_ideas = BUL_buhovo_uranium_mines
				add_opinion_modifier = {
					target = ROOT
					modifier = BUL_granted_uranium_mining_rights
				}
			}
			remove_ideas = BUL_buhovo_uranium_mines
			add_ideas = BUL_uranium_concession_agreement_ns
		}
	}
}
### Entity: Country Tag
Component: HYE
Constructs: has_country_flag
Source: game
File: common/country_tag_aliases/r56_tag_aliases.txt

Code:
HYE = {
	original_tag = HON
	has_country_flag = r56_banana_yellow_HON
}
### Entity: Idea
Component: GER_aid_in_military_industrialization
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_aid_in_military_industrialization = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = ger_rebuild_the_nation
	modifier = {
		production_speed_arms_factory_factor = 0.1
		industrial_capacity_factory = 0.05
	}
}
### Entity: Order of Battle
Component: 129 Bubing Shi
Constructs: division_template
Source: game
File: history/units/PRC_1936.txt

Code:
division = {
	name = 129 Bubing Shi
	location = 517
	division_template = Juntuán
	start_experience_factor = 0.3
	start_equipment_factor = 0.8
}