Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: fra_focus
Component: FRA_review_foreign_policy
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_political_power, has_game_rule, allow_branch, has_idea
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_review_foreign_policy
	icon = GFX_goal_support_democracy
	x = 10
	y = 1
	offset = {
		x = -1
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = FRA_form_the_popular_front
		}
	} {
		x = -9
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = FRA_revive_the_national_bloc
		}
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = FRA_invite_communist_ministers FRA_utilize_the_leagues
			}
		}
	}
	prerequisite = {
		focus = FRA_reform_the_labour_laws FRA_protect_the_rights_of_man
	}
	relative_position_id = FRA_reform_the_labour_laws
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_idea = GER_communist_refugees
		}
	}
	available = {
		NOT = {
			OR = {
				has_completed_focus = FRA_invite_communist_ministers FRA_utilize_the_leagues
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 120
		hidden_effect = {
			if = {
				limit = {
					has_dlc = La Resistance
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
	}
}
### Entity: Scorer
Component: european_non_aligned_major_scorer
Constructs: has_government, is_major, has_added_tension_amount, is_faction_leader, is_on_continent
Source: game
File: common/scorers/country/generic_platonic_scorers.txt

Code:
european_non_aligned_major_scorer = {
	targets = {
		targets_dynamic = no
		target_non_existing = no
		target_array = global.countries
		score = {
			base = 1
			modifier = {
				always = yes
				add = has_added_tension_amount
			} {
				always = yes
				add = num_armies
			} {
				always = yes
				add = num_of_factories
			} {
				is_major = yes
				add = 100
			} {
				is_faction_leader = yes
				add = 50
			} {
				NOT = {
					has_government = neutrality
				}
				factor = 0
			} {
				NOT = {
					THIS.capital_scope = {
						is_on_continent = europe
					}
				}
				factor = 0
			}
		}
	}
}
### Entity: Unit Leader
Component: 4
Constructs: planning_speed
Source: game
File: common/unit_leader/00_planning_skills.txt

Code:
4 = {
	cost = 800
	type = field_marshal
	modifier = {
		planning_speed = 0.2
		max_planning = 0.08
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_convoy_tactics
Constructs: prerequisite, limit, completion_reward, add_mastery, add_mastery_bonus, has_dlc, create_equipment_variant, allow_without_tech
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_convoy_tactics
	icon = GFX_goal_generic_navy_cruiser
	prerequisite = {
		focus = USA_escort_effort
	}
	x = 0
	y = 1
	relative_position_id = USA_escort_effort
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		navy_experience = 25
		add_mastery = {
			amount = 50
			track = screens
		}
		add_mastery_bonus = {
			name = USA_convoy_tactics
			bonus = 0.1
			days = 180
			track = screens
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			create_equipment_variant = {
				name = Casablanca Class
				allow_without_tech = no
				type = ship_hull_escort_carrier
				modules = {
					fixed_ship_engine_slot = carrier_ship_engine_1
					fixed_ship_deck_slot_1 = ship_escort_deck_space
					fixed_ship_deck_slot_2 = ship_escort_deck_space
					front_1_custom_slot = empty
					mid_1_custom_slot = empty
					fixed_ship_radar_slot = empty
					fixed_ship_secondaries_slot = empty
					fixed_ship_armor_slot = empty
					fixed_ship_anti_air_slot = ship_anti_air_1
				}
				design_team = mio:USA_newport_news_shipbuilding_organization
				name_group = USA_CVL_HISTORICAL
			}
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_preemptive_intervention
Constructs: prerequisite, has_government, has_country_flag, completion_reward, cancel_if_invalid, create_wargoal
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_preemptive_intervention
	icon = GFX_focus_AST_war_japan
	prerequisite = {
		focus = AST_research_cooperation
	}
	x = 0
	y = 5
	relative_position_id = AST_protect_the_homeland
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			JAP = {
				has_government = ROOT
			}
		} {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		create_wargoal = {
			type = topple_government
			target = JAP
			expire = 0
		}
	}
}
### Entity: Order of Battle
Component: air_wing_55
Source: game
File: history/units/GER_1939_air_bba.txt

Code:
air_wings = {
	55 = {
		medium_plane_airframe_1 = {
			owner = GER
			amount = 72
			version_name = He 111
		}
		small_plane_cas_airframe_1 = {
			owner = GER
			amount = 30
			version_name = Ju 87
		}
		small_plane_airframe_1 = {
			owner = GER
			amount = 72
			version_name = Bf 109 D
		} {
			owner = GER
			amount = 72
			version_name = Bf 109 D
		} {
			owner = GER
			amount = 72
			version_name = Bf 109 E
		}
	}
}
### Entity: Country History
Country: ZAN
Component: ZAN_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/ZAN - Zanzibar.txt

Code:
# Politics & Parties for ZAN
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 5
	fascism = 15
	neutrality = 80
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_28
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_28 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 28
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 28
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_defence_scheme_no_1
Constructs: prerequisite, limit, has_government, has_country_flag, completion_reward, is_subject, is_subject_of, is_in_faction_with
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_defence_scheme_no_1
	icon = GFX_goal_generic_occupy_start_war
	prerequisite = {
		focus = CAN_skewer_the_eagle CAN_pinion_the_eagle CAN_reject_authoritarianism
	}
	x = 3
	y = 4
	relative_position_id = CAN_swastika_clubs
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {
		is_subject = no
		USA = {
			NOT = {
				is_subject_of = CAN
			}
		}
		NOT = {
			is_in_faction_with = USA
		} {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				has_government = fascism
			}
			set_rule = {
				can_create_factions = yes
			}
			create_wargoal = {
				type = annex_everything
				target = USA
				expire = 0
			}
		}
		else = {
			create_wargoal = {
				type = topple_government
				target = USA
				expire = 0
			}
		}
	}
}
### Entity: Shared Focus
Component: internationalism_focus
Constructs: shared_focus, prerequisite, limit, remove_ideas, has_government, completion_reward, is_puppet, is_in_faction_with
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = internationalism_focus
	icon = GFX_goal_support_communism
	prerequisite = {
		focus = GEN_Collectivist_Ethos
	}
	mutually_exclusive = {
		focus = nationalism_focus
	}
	available = {
		NOT = {
			original_tag = SOV
		}
		if = {
			limit = {
				original_tag = CHI
			}
			has_government = communism
		}
		else = {
			OR = {
				communism = > 0.15
				has_government = neutrality
			}
		}
	}
	x = 1
	y = 1
	relative_position_id = GEN_Collectivist_Ethos
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 10
			OR = {
				AND = {
					is_puppet = yes
					OVERLORD = {
						has_government = communism
					}
				} {
					is_in_faction_with = SOV
					SOV = {
						has_government = communism
					}
				}
				tag = DDR
			}
		} {
			factor = 0.2
			AND = {
				is_in_faction = yes
				faction_leader = {
					has_government = fascism
				}
			}
		} {
			factor = 0.2
			any_enemy_country = {
				is_faction_leader = yes
				has_government = communism
			}
		} {
			factor = 11
			is_historical_focus_on = yes
			OR = {
				original_tag = MON TAN
			}
		} {
			factor = 0
			is_historical_focus_on = yes
			NOT = {
				has_government = communism
			}
		} {
			factor = 2
			is_historical_focus_on = no
		}
	}
	completion_reward = {
		add_timed_idea = {
			idea = internationalism
			days = 1395
		}
		if = {
			limit = {
				has_idea = rt56_far_left_suppression
			}
			remove_ideas = rt56_far_left_suppression
		}
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_vilify_federalists
Constructs: prerequisite, has_government, add_stability, add_opinion_modifier, completion_reward, is_subject
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_vilify_federalists
	icon = GFX_goal_CAN_maple_leaf
	prerequisite = {
		focus = QUE_abandon_ultramontanism
	}
	relative_position_id = QUE_abandon_ultramontanism
	x = 0
	y = 1
	cost = 7
	available_if_capitulated = yes
	available = {
		CAN = {
			exists = yes
		}
	}
	bypass = {
		CAN = {
			exists = no
		}
		has_government = fascism
		OR = {
			is_subject = no
			OVERLORD = {
				has_government = fascism
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		add_stability = 0.05
		CAN = {
			add_opinion_modifier = {
				target = QUE
				modifier = hostile_status
			}
		}
		add_opinion_modifier = {
			target = CAN
			modifier = hostile_status
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Order of Battle
Component: 3. Birmingham Rifles
Constructs: division_template
Source: game
File: history/units/CSA_fascist_uprising.txt

Code:
division = {
	name = 3. Birmingham Rifles
	location = 12735
	division_template = Volunteer Brigade
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_one_empire_two_systems
Constructs: prerequisite, add_ideas, completion_reward, has_subject
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_one_empire_two_systems
	icon = GFX_goal_AUS_austrohungarian_army
	relative_position_id = AUS_federalisation_of_cisleithania
	x = -2
	y = 1
	prerequisite = {
		focus = AUS_federalisation_of_cisleithania
	}
	mutually_exclusive = {
		focus = AUS_federalize_transleithania
	}
	available = {
		has_subject = HUN
	}
	cost = 5
	completion_reward = {
		add_ideas = AUS_one_empire_two_systems
	}
}
### Entity: Order of Battle
Component: 509e Rgt. de Chars de Combat
Constructs: division_template
Source: game
File: history/units/FRA_1939.txt

Code:
division = {
	name = 509e Rgt. de Chars de Combat
	location = 9559
	division_template = Brigade de Chars de Combat
	start_experience_factor = 0.2
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_create_the_turkish_workers_militia
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_create_the_turkish_workers_militia
	icon = GFX_goal_generic_war_with_comintern
	prerequisite = {
		focus = TUR_patriotism_over_internationalism
	}
	x = 0
	y = 1
	relative_position_id = TUR_patriotism_over_internationalism
	cost = 5
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_ideas = TUR_turkish_workers_militia
	}
}
### Entity: Scripted Effect
Component: warlord_rule_all_parties
Constructs: has_completed_focus, limit, add_country_leader_role, has_dlc, has_character
Source: game
File: common/scripted_effects/WTT_warlord_scripted_effects.txt

Code:
warlord_rule_all_parties = {
	hidden_effect = {
		if = {
			limit = {
				tag = SHX
			}
			add_country_leader_role = {
				character = SHX_yan_xishan
				country_leader = {
					expire = 1965.1.1
					ideology = anti_revisionism
					traits = {
						SHX_model_governor
					}
				}
				promote_leader = yes
			} {
				character = SHX_yan_xishan
				country_leader = {
					expire = 1965.1.1
					ideology = socialism
					traits = {
						SHX_model_governor
					}
				}
				promote_leader = yes
			} {
				character = SHX_yan_xishan
				country_leader = {
					expire = 1965.1.1
					ideology = rexism
					traits = {
						SHX_model_governor
					}
				}
				promote_leader = yes
			}
		} {
			limit = {
				tag = HBC
			}
			add_country_leader_role = {
				character = CHI_song_zheyuan
				country_leader = {
					expire = 1965.1.1
					ideology = anti_revisionism
					traits = {
						CHI_the_northern_bastion_trait
					}
				}
				promote_leader = yes
			} {
				character = CHI_song_zheyuan
				country_leader = {
					expire = 1965.1.1
					ideology = socialism
					traits = {
						CHI_the_northern_bastion_trait
					}
				}
				promote_leader = yes
			} {
				character = CHI_song_zheyuan
				country_leader = {
					expire = 1965.1.1
					ideology = rexism
					traits = {
						CHI_the_northern_bastion_trait
					}
				}
				promote_leader = yes
			}
		} {
			limit = {
				tag = GXC
			}
			add_country_leader_role = {
				character = GXC_li_zongren
				country_leader = {
					expire = 1965.1.1
					ideology = anti_revisionism
					traits = {
						GXC_fierce_leader
					}
				}
				promote_leader = yes
			} {
				character = GXC_li_zongren
				country_leader = {
					expire = 1965.1.1
					ideology = socialism
					traits = {
						GXC_fierce_leader
					}
				}
				promote_leader = yes
			} {
				character = GXC_li_zongren
				country_leader = {
					expire = 1965.1.1
					ideology = rexism
					traits = {
						GXC_fierce_leader
					}
				}
				promote_leader = yes
			}
		} {
			limit = {
				tag = YUN
			}
			add_country_leader_role = {
				character = YUN_long_yun
				country_leader = {
					expire = 1965.1.1
					ideology = anti_revisionism
					traits = {
						YUN_king_of_yunnan
					}
				}
				promote_leader = yes
			} {
				character = YUN_long_yun
				country_leader = {
					expire = 1965.1.1
					ideology = socialism
					traits = {
						YUN_king_o
# ... (truncated)
### Entity: National Focus
Component: vichy_france_focus
Constructs: prerequisite, has_war, limit, add_ideas, remove_ideas, has_government, has_country_flag, is_major
Source: game
File: common/national_focus/r56_vichy_france.txt

Code:
focus_tree = {
	id = vichy_france_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = VIC
			NOT = {
				has_dlc = La Resistance
			}
		}
	}
	default = no
	reset_on_civilwar = no
	focus = {
		id = EFR_marechal_nous_voila
		icon = GFX_FRA_VIC_Petain
		x = 8
		y = 0
		cost = 5
		available_if_capitulated = yes
		completion_reward = {
			if = {
				limit = {
					date = < 1937.1.1
				}
				add_political_power = 120
			} {
				limit = {
					date = > 1937.1.1 < 1938.1.1
				}
				add_political_power = 270
			} {
				limit = {
					date = > 1938.1.1 < 1939.1.1
				}
				add_political_power = 420
			} {
				limit = {
					date = > 1939.1.1 < 1940.1.1
				}
				add_political_power = 570
			} {
				limit = {
					date = > 1940.1.1 < 1941.1.1
				}
				add_political_power = 720
			} {
				limit = {
					date = > 1941.1.1 < 1942.1.1
				}
				add_political_power = 943
			} {
				limit = {
					date = > 1942.1.1 < 1943.1.1
				}
				add_political_power = 1020
			} {
				limit = {
					date = > 1943.1.1 < 1944.1.1
				}
				add_political_power = 1170
			} {
				limit = {
					date = > 1941.12.31
				}
				add_political_power = 1320
			}
		}
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
	} {
		id = EFR_travail
		icon = GFX_goal_generic_production
		prerequisite = {
			focus = EFR_marechal_nous_voila
		}
		relative_position_id = EFR_marechal_nous_voila
		x = -2
		y = 1
		cost = 10
		available_if_capitulated = yes
		completion_reward = {
			add_tech_bonus = {
				name = industrial_bonus
				bonus = 1
				uses = 2
				category = construction_tech
			}
		}
		search_filters = {
			FOCUS_FILTER_RESEARCH
		}
		ai_will_do = {
			factor = 3
		}
	} {
		id = EFR_recycling
		icon = GFX_goal_recycling
		prerequisite = {
			focus = EFR_rationing
		}
		relative_position_id = EFR_travail
		x = 0
		y = 2
		cost = 10
		available_if_capitulated = yes
		ai_will_do = {
			factor = 2
		}
		bypass = {
			custom_trigger_tooltip = {
				tooltip = construction_effort_tt
				all_owned_state = {
					free_building_slots = {
						building = industrial_complex
						size = < 1
						include_locked = yes
					}
				}
			}
		}
		complete_tooltip = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		completion_reward = {
			random_owned_controlled_state = {
				limit = {
					
# ... (truncated)
### Entity: Event
Component: mtg_usa_civil_war_democrats.32
Constructs: has_country_flag, fire_only_once
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_civil_war_democrats.32
	hidden = yes
	title = test_state.1.t
	desc = test_state.1.d
	trigger = {
		original_tag = USA
		has_country_flag = mtg_usa_civil_war_democrats_1
		fascism = > 0.3
		not = {
			has_country_flag = mtg_usa_civil_war_democrats_2
		}
	}
	mean_time_to_happen = {
		days = 20
	}
	fire_only_once = yes
	immediate = {
		country_event = mtg_usa_civil_war_democrats.2
	}
	option = {
		name = OK
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_destroy_fascism_communist
Constructs: prerequisite, has_war, limit, has_government, completion_reward, has_army_manpower, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_destroy_fascism_communist
	icon = GFX_focus_generic_anti_fascist_diplomacy
	prerequisite = {
		focus = HON_support_the_south_american_communists HON_liberate_brazil
	}
	relative_position_id = HON_support_the_south_american_communists
	mutually_exclusive = {
		focus = HON_against_imperialism
	}
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		base = 0
		modifier = {
			add = 25
			strength_ratio = {
				tag = GER
				ratio = > 1.5
			}
		} {
			add = 25
			strength_ratio = {
				tag = JAP
				ratio = > 1.5
			}
		} {
			add = 25
			strength_ratio = {
				tag = ITA
				ratio = > 1.5
			}
		} {
			add = 15
			has_war = no
			has_army_manpower = {
				size = > 250000
			}
		}
	}
	will_lead_to_war_with = GER ITA JAP
	available = {
		has_army_manpower = {
			size = > 250000
		}
		r56_script_i_am_sane = yes
		OR = {
			GER = {
				r56_script_target_is_sane = yes
			}
			ITA = {
				r56_script_target_is_sane = yes
			}
			JAP = {
				r56_script_target_is_sane = yes
			}
		}
	}
	bypass = {
		GER = {
			r56_script_standard_bypass = yes
		}
		ITA = {
			r56_script_standard_bypass = yes
		}
		JAP = {
			r56_script_standard_bypass = yes
		}
	}
	completion_reward = {
		if = {
			limit = {
				GER = {
					has_government = fascism
				}
			}
			ROOT = {
				create_wargoal = {
					type = puppet_wargoal_focus
					target = GER
					expire = 0
				}
			}
		} {
			limit = {
				ITA = {
					has_government = fascism
				}
			}
			ROOT = {
				create_wargoal = {
					type = puppet_wargoal_focus
					target = ITA
					expire = 0
				}
			}
		} {
			limit = {
				JAP = {
					has_government = fascism
				}
			}
			ROOT = {
				create_wargoal = {
					type = puppet_wargoal_focus
					target = JAP
					expire = 0
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: AI Strategy
Component: GRE_democratic_plan
Constructs: has_government, has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/GRE_alternate_strategy_plan.txt

Code:
GRE_democratic_plan = {
	name = Greece Democratic Plan
	desc = Greece will fight for the right to fulfill the Megali Idea
	allowed = {
		original_tag = GRE
	}
	enable = {
		OR = {
			has_country_flag = GRE_AI_RANDOM_DEMOCRATIC
			has_game_rule = {
				rule = GRE_ai_behavior
				option = DEMOCRATIC
			}
		}
	}
	abort = {
		AND = {
			ENG = {
				NOT = {
					has_government = democratic
				}
			}
			FRA = {
				NOT = {
					has_government = democratic
				}
			}
		}
	}
	ai_national_focuses = {
		GRE_reevaluating_the_drachma GRE_bring_home_the_exiled_republicans GRE_compromise_with_the_monarchists GRE_force_the_farmers_into_factories GRE_open_foreign_subsidized_factories GRE_hellenic_armed_forces GRE_remembering_the_anatolian_catastrophe GRE_restoring_our_home GRE_venerate_the_ancient_hellenes GRE_theban_warriors GRE_macedonian_generals GRE_athenian_thinkers GRE_the_hellenic_army GRE_the_anatolian_refugees GRE_resurrecting_the_megali_idea GRE_the_hellenic_air_force GRE_the_hellenic_navy GRE_the_gordian_knot GRE_the_backbone_of_our_army GRE_nenikikamen GRE_exporting_more_luxury_commodoties GRE_protecting_our_skies GRE_the_die_is_cast GRE_the_birthplace_of_democracy GRE_lignite_liquefaction GRE_a_modern_navy GRE_increase_our_mining_operations GRE_connecting_our_prefectures GRE_extracting_more_from_our_soil GRE_a_legacy_of_war GRE_mobilise_our_economy GRE_defending_our_seas GRE_fund_the_hellenic_air_force_academy GRE_disrupting_the_great_powers GRE_clear_the_slums GRE_cooperate_with_foreign_monopolies GRE_academy_of_athens GRE_embracing_modern_warfare GRE_hellenic_armoured_corp GRE_a_land_of_mountains
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: State History
Component: 886
Constructs: add_core_of
Source: game
File: history/states/886-Blue Nile.txt

Code:
state = {
	id = 886
	name = STATE_886
	manpower = 661102
	state_category = pastoral
	history = {
		owner = ENG
		add_core_of = SUD
		buildings = {
			infrastructure = 1
		}
	}
	provinces = {
		1914 4918 10743 10784 12862 12887
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: AI Strategy
Component: ENG_naval_role_ratios_anti_submarines
Constructs: has_dlc
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_naval_role_ratios_anti_submarines = {
	allowed = {
		has_dlc = Man the Guns
		original_tag = ENG
	}
	enable = {
		anti_submarine_strategy_required_trigger = yes
	}
	abort = {
		not = {
			anti_submarine_strategy_required_trigger = yes
		}
	}
	ai_strategy = {
		type = role_ratio
		id = naval_capital_bb
		value = 10
	} {
		type = dockyard_to_military_factory_ratio
		value = 20
	} {
		type = role_ratio
		id = naval_capital_bc
		value = -10
	} {
		type = role_ratio
		id = naval_carrier
		value = 20
	} {
		type = role_ratio
		id = naval_carrier_light
		value = -25
	} {
		type = role_ratio
		id = naval_submarine
		value = -150
	} {
		type = role_ratio
		id = naval_screen
		value = -70
	} {
		type = role_ratio
		id = naval_escort
		value = 200
	} {
		type = role_ratio
		id = naval_cruiser_light
		value = -25
	} {
		type = role_ratio
		id = naval_cruiser_heavy
		value = -10
	}
}