Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: mon_focus
Component: MON_confrontations_with_warlords
Constructs: prerequisite, has_government, completion_reward, add_political_power
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_confrontations_with_warlords
	icon = GFX_goal_CHI_defeat_the_warlords
	prerequisite = {
		focus = MON_revoke_the_kyakhta_treaty MON_five_races_under_one_union
	}
	x = 0
	y = 1
	relative_position_id = MON_five_races_under_one_union
	cost = 5
	available = {
		OR = {
			has_government = democratic neutrality
		}
	}
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_political_power = 50
		custom_effect_tooltip = MON_plan_to_attack_warlord_tt
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL
	}
}
### Entity: Scripted Trigger
Component: NOR_trotsky_not_in_sov
Constructs: has_completed_focus, has_government
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
NOR_trotsky_not_in_sov = {
	any_other_country = {
		original_tag = SOV
		has_government = communism
		NOT = {
			has_completed_focus = SOV_the_left_opposition
		}
	}
}
### Entity: Event
Component: kns.6
Constructs: is_triggered_only, is_in_faction_with
Source: game
File: events/r56_KMT_events.txt

Code:
news_event = {
	id = kns.6
	title = kns.6.t
	desc = kns.6.d
	picture = GFX_greater_east_asia_conference
	is_triggered_only = yes
	fire_for_sender = yes
	major = yes
	option = {
		name = kns.6.a
		trigger = {
			OR = {
				is_in_faction_with = JAP CHI
			}
		}
	} {
		name = kns.6.b
		trigger = {
			NOT = {
				is_in_faction_with = JAP CHI
			}
		}
	}
}
### Entity: Modifier Reference
Construct: intel_yield_factor_on_capture
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### intel_yield_factor_on_capture
* description: Rate at which intel is extracted from this operative by an enemy country.
### Entity: Character
Component: MAN_emperor_of_china
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
MAN_emperor_of_china = {
	random = no
	sprite = 13
	political_power_factor = 0.05
	war_support_factor = 0.1
	stability_factor = 0.1
}
### Entity: Event
Component: india.402
Constructs: is_triggered_only, add_war_support, add_political_power, clr_country_flag
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.402
	title = india.402.t
	desc = india.402.desc
	picture = GFX_report_event_picture_RAJ_Indian_Brigade
	is_triggered_only = yes
	immediate = {
		clr_country_flag = raj_port_operation
	}
	option = {
		name = india.402.a
		add_political_power = -50
		trigger = {
			tag = RAJ
		}
	} {
		name = india.402.b
		add_war_support = 0.1
		add_political_power = 30
		trigger = {
			tag = var:goacontroller
		}
	}
}
### Entity: Event
Component: NSB_soviet_fascist_tsarist.12
Constructs: has_completed_focus
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_fascist_tsarist.12
	title = NSB_soviet_fascist_tsarist.12.t
	desc = NSB_soviet_fascist_tsarist.12.desc
	picture = GFX_report_event_fascist_speech
	trigger = {
		original_tag = SOV
		NOT = {
			has_completed_focus = SOV_memories_of_1905
		}
		focus_progress = {
			focus = SOV_memories_of_1905
			progress = > 0.33
		}
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = NSB_soviet_fascist_tsarist.12.a
	}
}
### Entity: Country History
Country: FSM
Component: FSM_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/FSM - Micronesia.txt

Code:
# Misc for FSM
capital = 684
set_convoys = 20
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
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Country History
Country: DOU
Component: DOU_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/DOU - Directorate of Ukraine.txt

Code:
# Politics & Parties for DOU
set_politics = {
	ruling_party = democratic
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 15
	fascism = 25
	communism = 5
	neutrality = 55
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_why_we_fight
Constructs: prerequisite, limit, add_ideas, completion_reward, has_defensive_war, has_idea, set_rule
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_why_we_fight
	text = why_we_fight
	icon = GFX_goal_generic_propaganda
	prerequisite = {
		focus = TAN_Anti_Invasion TAN_Military_Build TAN_Brigades
	}
	available = {
		OR = {
			threat = > 0.5
			has_defensive_war = yes
		}
	}
	continue_if_invalid = yes
	x = -1
	y = 2
	relative_position_id = TAN_Military_Build
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = GEN_why_we_fight_I
		custom_effect_tooltip = why_we_fight_effect
		hidden_effect = {
			if = {
				limit = {
					NOT = {
						has_idea = neutrality_idea
					}
				}
				set_rule = {
					can_create_factions = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Decision
Component: political_actions
Constructs: limit, has_country_flag, has_character, has_capitulated, complete_effect, set_nationality, is_ai
Source: game
File: common/decisions/RAJ_GOE.txt

Code:
political_actions = {
	RAJ_return_churchill = {
		priority = 100
		icon = GFX_decision_generic_political_address
		allowed = {
			original_tag = RAJ
		}
		visible = {
			has_character = ENG_winston_churchill
		}
		available = {
			ENG = {
				has_capitulated = no
			}
		}
		ai_will_do = {
			base = 0
		}
		complete_effect = {
			ENG_winston_churchill = {
				set_nationality = ENG
			}
			hidden_effect = {
				if = {
					limit = {
						ENG = {
							has_country_flag = RAJ_churchill_was_leading_before_transfer_to_raj_flag
						}
					}
					if = {
						limit = {
							ENG = {
								is_ai = yes
								has_character = ENG_winston_churchill
							}
						}
						ENG_winston_churchill = {
							promote_character = yes
						}
					}
					else_if = {
						limit = {
							has_character = ENG_winston_churchill
						}
						country_event = {
							id = GOE_RAJ_loyalist.13
							hours = 1
						}
					}
				}
			}
		}
	}
}
### Entity: State History
Component: 335
Constructs: add_core_of
Source: game
File: history/states/335-Dutch East Indies.txt

Code:
state = {
	id = 335
	name = STATE_335
	manpower = 41718200
	state_category = city
	resources = {
		rubber = 140
		oil = 10
	}
	history = {
		owner = INS
		add_core_of = INS
		victory_points = {
			7381 5
		} {
			4608 3
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 3
			arms_factory = 2
			dockyard = 1
			air_base = 3
			7381 = {
				naval_base = 6
			}
			4608 = {
				naval_base = 3
			}
		}
	}
	provinces = {
		1209 1386 1398 1413 1425 4306 4390 4406 4434 4608 4621 7223 7381 7421 7642 7654 10135 10279 10307 10479 10491 12249 12277 12293 12472
	}
}
### Entity: AI Strategy
Component: SOV_CHI_nap_SOV
Constructs: has_wargoal_against, is_justifying_wargoal_against, has_non_aggression_pact_with, has_defensive_war_with
Source: game
File: common/ai_strategy/r56_CHI.txt

Code:
SOV_CHI_nap_SOV = {
	allowed = {
		original_tag = CHI
	}
	enable = {
		ROOT = {
			exists = yes
		}
		NOT = {
			has_wargoal_against = CHI
			is_justifying_wargoal_against = CHI
			has_non_aggression_pact_with = JAP
		}
		CHI = {
			has_defensive_war_with = JAP
		}
	}
	abort = {
		tag = SOV
		OR = {
			has_wargoal_against = CHI
			is_justifying_wargoal_against = CHI
			has_non_aggression_pact_with = JAP
			CHI = {
				has_defensive_war_with = JAP
			}
		}
	}
	ai_strategy = {
		type = befriend
		id = CHI
		value = 50
	}
}
### Entity: Idea
Component: KOR_west_pyongyang
Constructs: research_bonus
Source: game
File: common/ideas/korea.txt

Code:
KOR_west_pyongyang = {
	picture = generic_industrial_concern_2
	allowed = {
		or = {
			original_tag = KOR NKR
		}
	}
	research_bonus = {
		industry = 0.15
	}
	available = {
		controls_state = 527
	}
	traits = {
		construction_company
	}
}
### Entity: Modding Documentation
Construct: Introduction
Source: vanilla_docs
File: common/ai_navy/_documentation.md

Doc:
## Introduction

This system replaces how the AI executes missions. The previous system relied on pre-defined priorities between missions, and rather obtuse logic for how task forces would be gathered and assigned to the missions. This new system aims to make the AI decision-making process more flexible, understandable and scriptable.
### Entity: Event
Component: NSB_soviet_civil_war_common.100
Constructs: is_triggered_only, ai_chance, has_war, has_government, random_army_leader, set_variable, has_idea, has_manpower
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_civil_war_common.100
	title = NSB_soviet_civil_war_common.100.t
	desc = {
		text = NSB_soviet_civil_war_common.100.desc
		trigger = {
			SOV = {
				SOV_is_exiles = no
			}
		}
	} {
		text = NSB_soviet_civil_war_common.100_exiles.desc
		trigger = {
			SOV = {
				SOV_is_exiles = yes
			}
		}
	}
	immediate = {
		hidden_effect = {
			random_army_leader = {
				set_variable = {
					SOV.SOV_japanese_general = THIS
				}
			}
		}
	}
	picture = [GetJapaneseNegotiationsPicture]
	is_triggered_only = yes
	option = {
		name = NSB_soviet_civil_war_common.100.a
		ai_chance = {
			base = 2
			modifier = {
				factor = 5
				JAP = {
					has_government = fascism
				}
			} {
				factor = 1.5
				FROM = {
					SOV_is_opposition = yes
					has_idea = SOV_maksim_litvinov
				}
			} {
				factor = 1.2
				FROM = {
					SOV_is_opposition = yes
					has_idea = SOV_vyacheslav_molotov
				}
			}
		}
		trigger = {
			NOT = {
				has_manpower = < 80000
			}
		}
		add_manpower = -80000
		FROM = {
			country_event = {
				id = NSB_soviet_civil_war_common.101
				hours = 8
				random_hours = 12
			}
		}
		hidden_effect = {
			var:SOV.SOV_japanese_general = {
				set_character_flag = japanese_expeditionary_leader_flag
			}
		}
		custom_effect_tooltip = vladivostock_concession_tt
	} {
		name = NSB_soviet_civil_war_common.100.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				JAP = {
					has_war = no
					NOT = {
						has_government = democratic
					} {
						has_government = communism
					}
				}
			} {
				factor = 1.5
				JAP = {
					has_war = yes
					NOT = {
						has_government = democratic
					} {
						has_government = communism
					}
				}
			}
		}
		FROM = {
			country_event = {
				id = NSB_soviet_civil_war_common.102
				hours = 8
				random_hours = 12
			}
		}
	}
}
### Entity: Event
Component: r56_raj.106
Constructs: is_triggered_only, add_ideas, set_country_flag
Source: game
File: events/India.txt

Code:
country_event = {
	id = r56_raj.106
	title = r56_raj.106.t
	desc = r56_raj.106.d
	picture = GFX_CZKE_military_education_report
	is_triggered_only = yes
	option = {
		name = r56_raj.106.a
		add_ideas = RAJ_Educational_Reform_Act
		set_country_flag = Educational_Reform_Act_passed interface_disable
	}
}
### Entity: Scripted Trigger
Component: DEN_guarantor_seller_trigger
Constructs: limit, has_country_flag, has_variable
Source: game
File: common/scripted_triggers/DEN_scripted_triggers.txt

Code:
DEN_guarantor_seller_trigger = {
	if = {
		limit = {
			NOT = {
				has_country_flag = DEN_has_non_aggression_flag
			}
		}
		custom_trigger_tooltip = {
			tooltip = subsidy_non_aggression_nation_tt
			FROM = {
				has_variable = DEN_guaranteeing_nation
			}
		}
	}
	else = {
		custom_trigger_tooltip = {
			tooltip = [?DEN.DEN_guaranteeing_nation.GetNameDef]
		}
		hidden_trigger = {
			FROM = {
				has_country_flag = DEN_is_guaranteeing_denmark
			}
		}
	}
}
### Entity: Character
Component: TOG_ncm
Source: game
File: common/characters/TOG.txt

Code:
TOG_ncm = {
	advisor = {
		slot = navy_chief
		idea_token = TOG_ncm
		allowed = {
			original_tag = TOG
		}
		traits = {
			navy_chief_maneuver_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_3
		}
	}
}
### Entity: Unit Template
Component: GENERIC_EST_OPERATIVE_CODENAME_HISTORICAL
Source: game
File: common/units/codenames_operatives/EST_operative_codenames.txt

Code:
GENERIC_EST_OPERATIVE_CODENAME_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_OPERATIVES
	for_countries = {
		EST
	}
	type = codename
	fallback_name = A-%d
	unique = {
		Hämarik Aed Kohver Kull Tuvi Hoidke Käru Rusikas Traaler Pirukas Akrobaat
	}
}
### Entity: AI Strategy
Component: ROM_we_do_not_need_spies
Constructs: has_dlc
Source: game
File: common/ai_strategy/r56_ROM.txt

Code:
ROM_we_do_not_need_spies = {
	allowed = {
		original_tag = ROM
		has_dlc = La Resistance
	}
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = intelligence_agency_usable_factories
		value = -50
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_the_cordon_sanitaire
Constructs: prerequisite, limit, completion_reward, is_in_faction, is_subject, cancel_if_invalid, set_rule, create_faction_from_template
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_the_cordon_sanitaire
	icon = GFX_goal_generic_alliance
	prerequisite = {
		focus = ROM_renew_the_romanian_polish_alliance
	}
	x = 1
	y = 1
	relative_position_id = ROM_renew_the_romanian_polish_alliance
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_in_faction = no
		is_subject = no
		OR = {
			country_exists = POL CZE
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = {
			template = faction_template_miedzymorze_faction
			name = ROM_CORDON_SANITAIRE_FACTION
		}
		if = {
			limit = {
				CZE = {
					exists = yes
					has_capitulated = no
					is_subject = no
					is_in_faction = no
				}
			}
			CZE = {
				country_event = DOD_romania.10
			}
		} {
			limit = {
				POL = {
					exists = yes
					has_capitulated = no
					is_subject = no
					is_in_faction = no
				}
			}
			POL = {
				country_event = DOD_romania.10
			}
		} {
			limit = {
				POL = {
					is_faction_leader = yes
					has_capitulated = no
				}
			}
			POL = {
				country_event = generic.2
			}
		}
		hidden_effect = {
			news_event = {
				id = news.317
				days = 1
			}
		}
	}
}
### Entity: Event
Component: CHL_political_events.90
Constructs: is_triggered_only, ai_chance, add_war_support, fire_only_once, add_manpower, add_core_of
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.90
	title = CHL_political_events.90.t
	desc = CHL_political_events.90.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = CHL_political_events.90.a
		ai_chance = {
			base = 100
		}
		add_war_support = 0.05
		add_manpower = 1500
		270 = {
			transfer_state_to = ROOT
			add_core_of = ROOT
		}
	}
}
### Entity: Order of Battle
Component: air_wing_15
Source: game
File: history/units/FRA_1936_air_legacy.txt

Code:
air_wings = {
	15 = {
		nav_bomber_equipment_1 = {
			owner = FRA
			amount = 24
		}
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_INVASION_target_country_S03
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_MILITARY_naval_strategies.txt

Code:
EAI_MILITARY_INVASION_target_country_S03 = {
	enable = {
		check_variable = {
			EAI_MILITARY_INVASION_objectives^num = > 0
		}
		NOT = {
			check_variable = {
				EAI_MILITARY_INVASION_target_countries^3 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = S03
		value = 15000
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_COMBINED_operations_region_188
Constructs: check_variable, is_in_array
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_COMBINED_operations_region_188 = {
	enable = {
		check_variable = {
			EAI_MILITARY_COMBINED_regions^num = > 0
		}
		is_in_array = {
			EAI_MILITARY_COMBINED_regions = 188
		}
	}
	abort_when_not_enabled = yes yes
	ai_strategy = {
		type = strike_force_home_base
		id = 188
		value = 10000
	} {
		type = naval_avoid_region
		id = 188
		value = -200
	} {
		type = strategic_air_importance
		id = 188
		value = 25000
	}
}
### Entity: Modding Documentation
Construct: agency_upgrade_number
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### agency_upgrade_number
* description: Checks the number of upgrade done in the intelligence agency. 
agency_upgrade_number > 4
* (Auto generated using the trigger with same name)
### Entity: National Focus
Tree: bul_focus
Component: BUL_commitee_of_state_security
Constructs: prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_commitee_of_state_security
	icon = GFX_goal_generic_secret_police
	prerequisite = {
		focus = BUL_revoke_censorship_communist_material
	}
	relative_position_id = BUL_revoke_censorship_communist_material
	x = -2
	y = 1
	cost = 7.15
	ai_will_do = {
		factor = 3
	}
	available = {
		has_government = communism
	}
	completion_reward = {
		add_ideas = idea_state_security_ministry
	}
}
### Entity: Event
Component: israel.6
Constructs: is_triggered_only, add_political_power, random_days, random_hours, add_popularity
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.6
	title = israel.6.t
	desc = israel.6.d
	is_triggered_only = yes
	option = {
		name = israel.6.a
		hidden_effect = {
			country_event = {
				id = israel.7
				days = 30
				random_days = 10
				random_hours = 24
			}
		}
	} {
		name = israel.6.b
		add_political_power = -100
		add_popularity = {
			ideology = fascism
			popularity = -0.05
		}
	}
}
### Entity: AI Strategy
Component: ITA_prepare_losing_ethiopian_theatre
Constructs: has_war_with, has_country_flag, is_major, has_global_flag, is_on_continent
Source: game
File: common/ai_strategy/ITA.txt

Code:
ITA_prepare_losing_ethiopian_theatre = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		OR = {
			NOT = {
				has_global_flag = second_italo_ethiopian_war_flag
			} {
				country_exists = ETH
			}
			any_enemy_country = {
				is_major = yes
				capital_scope = {
					is_on_continent = europe
				}
			}
			ETH = {
				has_country_flag = italian_major_offensive_against_ethiopia_flag
			}
		}
	}
	abort = {
		has_war_with = ETH
	}
	ai_strategy = {
		type = area_priority
		id = horn_of_africa
		value = -25
	}
}
### Entity: Country History
Country: SDL
Component: SDL_misc
Constructs: limit, set_technology, set_research_slots, set_grand_doctrine, has_dlc
Source: game
File: history/countries/SDL - Sudetenland.txt

Code:
# Misc for SDL
capital = 69
set_research_slots = 3
set_grand_doctrine = grand_battleplan
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		early_bomber = 1
		CAS1 = 1
		early_transport_plane = 1
	}
}
{
	limit = {
		has_dlc = By Blood Alone
	}
	set_technology = {
		aa_lmg = 1
		engines_1 = 1
		engines_2 = 1
		iw_small_airframe = 1
		iw_medium_airframe = 1
		early_bombs = 1
		bba_early_transport_plane = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
		basic_heavy_tank = 1
		basic_medium_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
		basic_heavy_tank_chassis = 1
		basic_medium_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: Event
Component: axis_minors_croatia.5
Constructs: limit, remove_ideas, has_government, has_idea
Source: game
File: events/r56_croatia.txt

Code:
country_event = {
	id = axis_minors_croatia.5
	title = axis_minors_croatia.5.t
	desc = axis_minors_croatia.5.desc
	picture = GFX_report_event_generic_sign_treaty1
	mean_time_to_happen = {
		days = 10
	}
	trigger = {
		original_tag = CRO
		NOT = {
			has_government = communism
		}
		OR = {
			has_idea = CRO_idea_economic_centralization idea_communist_central_management CRO_idea_communist_militias CRO_veteran_partisans
		}
	}
	option = {
		name = axis_minors_croatia.5.a
		if = {
			limit = {
				has_idea = CRO_idea_economic_centralization
			}
			remove_ideas = CRO_idea_economic_centralization
		} {
			limit = {
				has_idea = idea_communist_central_management
			}
			remove_ideas = idea_communist_central_management
		} {
			limit = {
				has_idea = CRO_idea_communist_militias
			}
			remove_ideas = CRO_idea_communist_militias
		} {
			limit = {
				has_idea = CRO_veteran_partisans
			}
			remove_ideas = CRO_veteran_partisans
		}
	}
}
### Entity: Character
Component: BUL_nikola_nakov
Source: game
File: common/characters/BUL.txt

Code:
BUL_nikola_nakov = {
	name = BUL_nikola_nakov
	portraits = {
		army = {
			large = GFX_portrait_BUL_nikola_nakov
			small = GFX_portrait_BUL_nikola_nakov_small
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_modernize_our_weaponry
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_modernize_our_weaponry
	icon = GFX_goal_generic_small_arms
	relative_position_id = EGY_egyptian_military_academy
	x = 0
	y = 2
	cost = 10
	prerequisite = {
		focus = EGY_continue_army_segregation EGY_sudanese_volunteers
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = EGY_modernize_our_weaponry
			bonus = 1
			uses = 2
			category = infantry_weapons
		}
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_AREA_capital_defense_16
Constructs: has_war_with
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_AREA_capital_defense_16 = {
	enable = {
		CAPITAL_SCOPE = {
			state = 16
		}
		any_of_scopes = {
			array = global.EAI_MAP_capital_defense_16
			CONTROLLER = {
				has_war_with = ROOT
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.01
		order_id = 9
		states = {
			16
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Order of Battle
Component: 22nd Vodka Division
Constructs: division_template
Source: game
File: history/units/r56w_WHY.txt

Code:
division = {
	name = 22nd Vodka Division
	location = 3513
	division_template = Vodka and Crumpets
	start_experience_factor = 0.75
}