Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: NOR_new_haeren_ns_1
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/norway.txt

Code:
NOR_new_haeren_ns_1 = {
	picture = NOR_new_haeren_ns
	name = NOR_new_haeren_ns_1
	allowed = {
		NOR_AAT = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		training_time_factor = -0.15
		conscription_factor = 0.2
		winter_attrition_factor = -0.1
	}
}
### Entity: Idea
Component: GRE_reviving_the_double_headed_eagle_spirit
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/greece.txt

Code:
GRE_reviving_the_double_headed_eagle_spirit = {
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		always = yes
	}
	picture = air_support_focus
	removal_cost = -1
	modifier = {
		war_support_factor = 0.1
		political_power_factor = 0.15
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_align_with_germany
Constructs: has_completed_focus, prerequisite, has_government, has_war_with, completion_reward, has_game_rule, is_ai, is_subject
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_align_with_germany
	icon = GFX_focus_ger_revive_kaiserreich
	relative_position_id = CZE_restore_the_monarchy
	x = 1
	y = 1
	offset = {
		x = 1
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CZE_petition_the_nobles
		}
	}
	cost = 5
	prerequisite = {
		focus = CZE_restore_the_monarchy
	}
	mutually_exclusive = {
		focus = CZE_rally_against_germany
	}
	ai_will_do = {
		base = 1
		modifier = {
			add = 1
			GER = {
				is_ai = no
			}
		}
	}
	available = {
		is_subject = no
		GER = {
			is_faction_leader = yes
			has_government = neutrality
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	completion_reward = {
		GER = {
			country_event = generic.2
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_protect_democratic_institutions
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_protect_democratic_institutions
	prerequisite = {
		focus = PRU_new_road_conscription_law
	}
	icon = GFX_goal_PRU_democratic_peru
	x = 9
	y = 2
	relative_position_id = PRU_mediate_between_the_parties
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = PRU_weak_republic
			add_idea = PRU_weak_republic_1
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_convoy_protection_duties
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_convoy_protection_duties
	icon = GFX_goal_generic_navy_cruiser
	prerequisite = {
		focus = BEL_corvette_fleet
	}
	relative_position_id = BEL_corvette_fleet
	x = 0
	y = 1
	cost = 10
	available = {

	}
	completion_reward = {
		add_ideas = {
			BEL_convoy_protection_duties_ns
		}
	}
}
### Entity: Character
Component: SER_acas
Source: game
File: common/characters/SER.txt

Code:
SER_acas = {
	advisor = {
		slot = high_command
		idea_token = SER_acas
		ledger = air
		allowed = {
			original_tag = SER
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_2
		}
	}
}
### Entity: Character
Component: MRT_acr
Source: game
File: common/characters/MRT.txt

Code:
MRT_acr = {
	advisor = {
		slot = air_chief
		idea_token = MRT_acr
		allowed = {
			original_tag = MRT
		}
		traits = {
			air_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}
### Entity: Achievement
Component: chilean_empire
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
chilean_empire = {
	id = 208
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = CHL
	}
	happened = {
		controls_state = 507 949 950 279 952 506 951 947 492 303 305 306 493 304 685 316 317 312 314 313 475 476 485 478 481 483 484 378 385 386 740 473 471 463 875 822 637 874 562 560 409 408 525 1029 1031 1030 527 1028 716 745 610 609 608 614 597 743 598 1035 596 595 593 326 592 729 591 594 671 741 289 724 336 1017 1066
	}
}
### Entity: Character
Component: CZE_diplomatic_workhorse
Source: game
File: common/country_leader/00_traits.txt

Code:
CZE_diplomatic_workhorse = {
	random = no
	sprite = 13
	improve_relations_maintain_cost_factor = -0.1
	trade_opinion_factor = 0.1
}
### Entity: National Focus
Component: capital_ships_effort
Constructs: prerequisite, completion_reward, is_coastal, add_tech_bonus
Source: game
File: common/national_focus/generic.txt

Code:
focus = {
	id = capital_ships_effort
	icon = GFX_goal_generic_navy_battleship
	prerequisite = {
		focus = cruiser_effort
	}
	x = 0
	y = 1
	relative_position_id = cruiser_effort
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		navy_experience = 25
		add_tech_bonus = {
			name = capital_ships_bonus
			bonus = 1.0
			ahead_reduction = 2
			uses = 1
			category = bc_tech bb_tech cv_tech
		}
	}
}
### Entity: Order of Battle
Component: Nacho Bel Grande
Constructs: division_template
Source: game
File: history/units/r56w_WHY.txt

Code:
division = {
	name = Nacho Bel Grande
	location = 3513
	division_template = Taco Bell Value Pack
	start_experience_factor = 0.75
}
### Entity: Idea
Component: CZE_sos
Constructs: removal_cost
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_sos = {
	picture = generic_manpower_bonus
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		resistance_damage_to_garrison = -0.15
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_fortify_portuguese_democracy
Constructs: prerequisite, limit, has_government, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_fortify_portuguese_democracy
	prerequisite = {
		focus = POR_modernize_the_junta_institutions
	}
	icon = GFX_goal_generic_democracy
	cost = 10
	x = 2
	y = 2
	relative_position_id = POR_modernize_the_junta_institutions
	completion_reward = {
		if = {
			limit = {
				has_government = communism
			}
			swap_ideas = {
				remove_idea = POR_hold_fair_elections_idea
				add_idea = POR_red_tinted_democracy
			}
		}
		else = {
			swap_ideas = {
				remove_idea = POR_hold_fair_elections_idea
				add_idea = POR_western_europes_model_democracy
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_the_peoples_revolution
Constructs: prerequisite, add_ideas, completion_reward, add_popularity
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_the_peoples_revolution
	icon = GFX_focus_por_workers_of_iberia
	prerequisite = {
		focus = SOV_strengthen_the_trade_unions
	}
	x = 0
	y = 1
	relative_position_id = SOV_strengthen_the_trade_unions
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		add_ideas = SOV_the_peoples_revolution_idea
	}
}
### Entity: Name List
Component: MAU
Source: game
File: common/names/r56_names.txt

Code:
MAU = {
	male = {
		names = {
			Andre Sylvestre Guy Bernard Nicholas Andre Patrick David Marc Jean-François Jean Joseph Terrence Charles Wallace Collin Didier Joel Claude Terence Michel Roger Antoine
		}
	}
	female = {
		names = {
			Ginette Patricia Pamela Anskey May Camila Marie-Antoinette Marie Sophie Sophia Nicole Michelle Bruce Philippe
		}
	}
	surnames = {
		Abel Adonis Andre Arissol Baronnet Bastienne Benoit Berlouis Boniface Boulié Cosgrow Constance DeCommarmond Godley Dyler Ernesta Ferrari Fonseka François Francourt Frichot Henrie Larue Lionnet Lucas MacGregor Mancienne Marie Mondon Morgan Morel Potter Pillay Pierre Payet Nibourette Siméon Sinon Telemaque Heresine Valentin Vel Vidot Volcere Volcy Wiehe William
	}
	callsigns = {

	}
}
### Entity: Event
Component: AFG_industrial_events.22
Constructs: is_triggered_only, ai_chance
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_industrial_events.22
	title = AFG_industrial_events.22.t
	desc = AFG_industrial_events.22.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AFG_industrial_events.22.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Country History
Country: CIN
Component: CIN_characters
Constructs: recruit_character
Source: game
File: history/countries/CIN - Chechnya-Ingushetia.txt

Code:
# Leaders & Characters for CIN
recruit_character = CIN_hasan_israilov CIN_yusup_tambiev
### Entity: Idea
Component: CZE_strike_at_the_heart_of_bolshevism_idea
Constructs: removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_strike_at_the_heart_of_bolshevism_idea = {
	picture = anti_soviet_pact
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		SOV = {
			exists = yes
		}
	}
	removal_cost = -1
	targeted_modifier = {
		tag = SOV
		attack_bonus_against = 0.1
		breakthrough_bonus_against = 0.1
	}
	modifier = {
		foreign_subversive_activites = -0.1
	}
}
### Entity: Idea
Component: EAI_DD_11/medium_plane_fighter_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_11/medium_plane_fighter_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_fighter_airframe = {
			build_cost_ic = -0.11
			instant = yes
		}
	}
}
### Entity: Unit Template
Component: GER_ALTINF_01
Source: game
File: common/units/names_divisions/GER_names_divisions.txt

Code:
GER_ALTINF_01 = {
	name = Late/Alternate Infantry Divisions
	for_countries = {
		GER
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d. Volksgrenadier-Division
	link_numbering_with = {
		GER_Inf_01
	}
	ordered = {
		22 = {
			%d.(Luftlande) Infanterie-Division
		}
		78 = {
			%d. Sturm-Division
		}
		44 = {
			(44.) Reichsgrenadier-Division Hoch- und Deutschmeister
		}
		91 = {
			%d.(Luftlande) Infanterie-Division
		}
		944 = {
			19. Luftwaffen-Sturm-Division
		}
		945 = {
			20. Luftwaffen-Sturm-Division
		}
		560 = {
			%d. Volks-Grenadier-Division
		}
		12 = {
			%d. Volks-Grenadier-Division
		}
		361 = {
			%d. Volks-Grenadier-Division
		}
		18 = {
			%d. Volks-Grenadier-Division
		}
		276 = {
			%d. Volks-Grenadier-Division
		}
		277 = {
			%d. Volks-Grenadier-Division
		}
		326 = {
			%d. Volks-Grenadier-Division
		}
		708 = {
			%d. Volks-Grenadier-Division
		}
		349 = {
			%d. Volks-Grenadier-Division
		}
		183 = {
			%d. Volks-Grenadier-Division
		}
		246 = {
			%d. Volks-Grenadier-Division
		}
		337 = {
			%d. Volks-Grenadier-Division
		}
		340 = {
			%d. Volks-Grenadier-Division
		}
		26 = {
			%d. Volks-Grenadier-Division
		}
		47 = {
			%d. Volks-Grenadier-Division
		}
		212 = {
			%d. Volks-Grenadier-Division
		}
		256 = {
			%d. Volks-Grenadier-Division
		}
		271 = {
			%d. Volks-Grenadier-Division
		}
		272 = {
			%d. Volks-Grenadier-Division
		}
		363 = {
			%d. Volks-Grenadier-Division
		}
		352 = {
			%d. Volks-Grenadier-Division
		}
		62 = {
			%d. Volks-Grenadier-Division
		}
		6 = {
			%d. Volks-Grenadier-Division
		}
		16 = {
			%d. Volks-Grenadier-Division
		}
		19 = {
			%d. Volks-Grenadier-Division
		}
		31 = {
			%d. Volks-Grenadier-Division
		}
		36 = {
			%d. Volks-Grenadier-Division
		}
		61 = {
			%d. Volks-Grenadier-Division
		}
		541 = {
			%d. Volks-Grenadier-Division
		}
		542 = {
			%d. Volks-Grenadier-Division
		}
		544 = {
			%d. Volks-Grenadier-Division
		}
		545 = {
			%d. Volks-Grenadier-Division
		}
		547 = {
			%d. Volks-Grenadier-Division
		}
		548 = {
			%d. Volks-Grenadier-Division
		}
		549 = {
			%d. Volks-Grenadier-Division
		}
		551 = {
			%d. Volks-Grenadier-Division
		}
		553 = {
			%d. Volks-Grenadier-Division
		}
		558 = {
			%d. Volks-Grenadier-Division
		}
		559 = {
			%d. Volks-Grenadier-Division
		}
		561 = {
			%d. Volks-Grenadier-Division
		}
		562 = {
			%d. 
# ... (truncated)
### Entity: Event
Component: bftb_turkey.86
Constructs: is_triggered_only
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.86
	title = bftb_turkey.86.t
	desc = bftb_turkey.86.desc
	picture = GFX_report_event_bul_partisans_plovdiv
	is_triggered_only = yes
	option = {
		name = bftb_turkey.86.a
		FROM = {
			diplomatic_relation = {
				country = BUL
				relation = guarantee
				active = yes
			}
		}
	}
}
### Entity: Event
Component: BBA_italy_missiolinis.113
Constructs: is_triggered_only
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_missiolinis.113
	title = BBA_italy_missiolinis.113.t
	desc = BBA_italy_missiolinis.113.desc
	picture = GFX_report_event_soldiers_marching
	is_triggered_only = yes
	trigger = {
		ITA_missiolinis_system_available = yes
	}
	immediate = {
		hidden_effect = {
			ITA_missiolinis_finalize_mission_effect = yes
			ITA_missiolinis_add_to_successful_missions = yes
		}
	}
	option = {
		name = BBA_italy_missiolinis.113.a
		ITA_missiolini_occupy_dalmatia_success_effect = yes
	}
}
### Entity: National Focus
Tree: gua_focus
Component: GUA_the_papal_compromise
Constructs: prerequisite, add_ideas, completion_reward, has_country_leader, swap_country_leader_traits
Source: game
File: common/national_focus/guatemala.txt

Code:
focus = {
	id = GUA_the_papal_compromise
	icon = GFX_focus_generic_pope
	prerequisite = {
		focus = GUA_claim_the_french_throne
	}
	x = -1
	y = 1
	relative_position_id = GUA_claim_the_french_throne
	mutually_exclusive = {
		focus = GUA_ties_with_the_anti_bonapartists
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_country_leader = {
			character = GUA_jorge_ubico_castaneda
			ruling_only = yes
		}
	}
	completion_reward = {
		add_ideas = GUA_papal_support
		GUA_jorge_ubico_castaneda = {
			swap_country_leader_traits = {
				remove = GUA_illegitimate_pretender
				add = GUA_illegitimate_pretender_1
				ideology = absolute_monarchism
			}
		}
	}
}
### Entity: Event
Component: kmt.278
Constructs: is_triggered_only
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.278
	title = kmt.278.t
	desc = kmt.278.d
	picture = GFX_report_event_chinese_soldiers_fighting
	is_triggered_only = yes
	option = {
		name = kmt.278.a
	}
}
### Entity: Scripted Effect
Component: SOV_trigger_great_purge_airforce_chiefs_effect
Constructs: limit, set_temp_variable, has_air_ledger, has_character_flag, check_variable, every_character, add_to_temp_variable, random_character
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_trigger_great_purge_airforce_chiefs_effect = {
	hidden_effect = {
		set_temp_variable = {
			temp_targets_index = 0
		} {
			temp_people_to_purge = 0
		}
		if = {
			limit = {
				any_character = {
					has_air_ledger = yes
					has_character_flag = SOV_targeted_for_purge_flag
					SOV_character_can_be_purged = yes
				}
			}
			if = {
				limit = {
					check_variable = {
						SOV_specific_random_purge_targets_override = 0
						compare = greater_than_or_equals
					}
				}
			}
			else = {
				every_character = {
					limit = {
						has_air_ledger = yes
						has_character_flag = SOV_targeted_for_purge_flag
						SOV_character_can_be_purged = yes
					}
					PREV = {
						add_to_temp_variable = {
							temp_targets_index = 1
						}
					}
				}
			}
		} {
			limit = {
				check_variable = {
					SOV_specific_random_purge_targets_override = 0
					compare = greater_than_or_equals
				}
			}
			set_temp_variable = {
				temp_people_to_purge = SOV_specific_random_purge_targets_override
			}
			SOV_reset_specific_random_target_override_effect = yes
		} {
			limit = {
				check_variable = {
					temp_people_to_purge = 0
					compare = greater_than
				} {
					temp_targets_index = < temp_people_to_purge
				}
			}
			while_loop_effect = {
				limit = {
					check_variable = {
						temp_targets_index = temp_people_to_purge
						compare = less_than
					}
				}
				if = {
					limit = {
						any_character = {
							has_air_ledger = yes
							has_character_flag = SOV_potential_target_flag
							SOV_character_can_be_purged = yes
						}
					}
					random_character = {
						limit = {
							has_air_ledger = yes
							has_character_flag = SOV_potential_target_flag
							SOV_character_can_be_purged = yes
						}
						set_character_flag = SOV_targeted_for_purge_flag
						clr_character_flag = SOV_potential_target_flag
					}
				}
				else_if = {
					limit = {
						any_character = {
							has_air_ledger = yes
							NOT = {
								has_character_flag = SOV_targeted_for_purge_flag
							}
							SOV_character_can_be_purged = yes
						}
					}
					random_character = {
						limit = {
							has_air_ledger = yes
							NOT = {
								has_character_flag = SOV_targeted_for_purge_flag
							}
							SOV_character_can_be_purged = yes
						}
						set_character_flag = SOV_targeted_for_purge_flag
					}
				}
				else = {

				}
				add_to_temp_vari
# ... (truncated)
### Entity: Character
Component: ETH_solomonic_dynasty
Source: game
File: common/country_leader/r56_traits.txt

Code:
ETH_solomonic_dynasty = {
	random = no
	political_power_factor = 0.15
}
### Entity: Modifier Reference
Construct: max_dig_in
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## max_dig_in

* Number with 1 decimal places
* **Categories**: army, defensive
### Entity: Character
Component: undermined_support_base
Constructs: stability_factor, democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
undermined_support_base = {
	random = no
	democratic_drift = -0.05
	stability_factor = -0.1
}
### Entity: Scripted Trigger
Component: EAI_infantry_tech_focus
Constructs: has_global_flag
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_infantry_tech_focus = {
	OR = {
		AND = {
			EAI_major_country = yes
		}
		NOT = {
			EAI_major_country = yes
			has_global_flag = EAI_limit_research
		}
	}
}
### Entity: Idea
Component: HUN_hungarian_monarchy_democratic
Constructs: has_completed_focus, stability_factor, has_government, democratic_drift
Source: game
File: common/ideas/hungary.txt

Code:
HUN_hungarian_monarchy_democratic = {
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		has_government = democratic
	}
	available = {
		OR = {
			has_government = democratic
			AND = {
				has_government = neutrality
				NOT = {
					has_completed_focus = HUN_responsible_government
				}
			}
		}
	}
	modifier = {
		democratic_drift = 0.02
		stability_factor = 0.1
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_our_own_internationale
Constructs: prerequisite, completion_reward, is_in_faction, is_subject, create_faction_from_template, set_rule
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_our_own_internationale
	icon = GFX_focus_ger_great_red_menace
	cost = 10
	prerequisite = {
		focus = VIN_la_lutte_victorious
	}
	mutually_exclusive = {
		focus = VIN_align_with_trotsky_regime
	}
	available = {
		is_in_faction = no
		is_subject = no
	}
	completion_reward = {
		create_faction_from_template = {
			template = faction_template_world_revolution
			name = ASIAN_INTERNATIONALE_FACTION
			icon = GFX_faction_logo_4th_international
		}
		set_rule = {
			can_create_factions = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	x = 16
	y = 1
}
### Entity: Event
Component: bftb_bulgaria_british_influence.2
Constructs: is_triggered_only, limit, every_country, add_opinion_modifier, give_guarantee, is_in_faction_with
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_british_influence.2
	title = bftb_bulgaria_british_influence.2.t
	desc = bftb_bulgaria_british_influence.2.desc
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_british_influence.2.a
		effect_tooltip = {
			diplomatic_relation = {
				country = FROM
				relation = non_aggression_pact
				active = yes
			}
			FROM = {
				give_guarantee = ROOT
			} {
				add_opinion_modifier = {
					target = ROOT
					modifier = BUL_strengthened_relations_with_us
				}
			}
			add_opinion_modifier = {
				target = FROM
				modifier = BUL_strengthened_relations_with_us
			}
			every_country = {
				limit = {
					BUL_country_can_influence_bulgaria = yes
					NOT = {
						is_in_faction_with = ROOT
					} {
						is_in_faction_with = FROM
					}
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = BUL_approached_greece
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_lend_lease_to_L29
Constructs: check_variable, send_lend_lease_desire
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_lend_lease_strategies.txt

Code:
EAI_DIPLO_lend_lease_to_L29 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_lend_lease_targets^29 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_lend_lease_desire
		id = L29
		value = 5000
	} {
		type = support
		id = L29
		value = 5000
	} {
		type = diplo_action_desire
		id = L29
		target = lend_lease
		value = 2000
	}
}
### Entity: Idea
Component: CZE_partial_mobilization_1938
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/czechoslovakia_old.txt

Code:
CZE_partial_mobilization_1938 = {
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_goods_red_bonus
	modifier = {
		stability_factor = 0.05
		consumer_goods_factor = -0.15
	}
}
### Entity: AI Strategy
Component: ETH_fascist_independent_plan
Constructs: has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/ETH_alternate_strategy_plan.txt

Code:
ETH_fascist_independent_plan = {
	name = Ethiopian Independent Fascist Plan
	desc = RULE_OPTION_ETH_INDEPENDENT_FASCIST_desc
	allowed = {
		original_tag = ETH
	}
	enable = {
		OR = {
			has_country_flag = ETH_AI_RANDOM_INDEPENDENT_FASCIST
			has_game_rule = {
				rule = ETH_ai_behavior
				option = Independent_Fascist
			}
		}
		has_DLC = By Blood Alone
	}
	abort = {

	}
	ai_national_focuses = {
		ETH_reach_out_to_the_italians ETH_sway_the_warlords ETH_declare_for_italy ETH_falling_back ETH_the_defense_of_addis_ababa ETH_a_last_stand ETH_restore_the_country ETH_the_capital_victory_parade ETH_exploit_french_weakness ETH_assertiveness ETH_cooperation ETH_recruit_mercenaries ETH_reinforce_dynamic_identity ETH_develop_the_capital_region ETH_encourage_local_development ETH_increased_factory_output ETH_rapid_industrial_expansion ETH_infrastructure_projects ETH_ecole_militaire_haile_selassie_1er ETH_expand_the_mehal_sefari ETH_underground_wargames ETH_set_up_a_customs_barrier ETH_contact_the_exiles ETH_together_for_victory ETH_our_enemys_enemy ETH_raid_italian_depots ETH_negusa_nagast
	}
}
### Entity: Country History
Country: SCI
Component: SCI_characters
Constructs: recruit_character
Source: game
File: history/countries/SCI - Sicily.txt

Code:
# Leaders & Characters for SCI
recruit_character = SCI_don_carlos SCI_andrea_finocchiaro_aprile SCI_filippo_anfuso SCI_antonino_dagata SCI_francesco_zingales