Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: cog_focus
Component: COG_the_umwami_of_rwanda_focus
Constructs: prerequisite, has_government, has_country_flag, completion_reward, add_political_power, allow_branch, has_dlc, is_subject
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_the_umwami_of_rwanda_focus
	icon = GFX_focus_COG_the_umwami_of_rwanda
	prerequisite = {
		focus = COG_assemble_a_regency_council
	}
	x = 0
	y = 2
	relative_position_id = COG_assemble_a_regency_council
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	cost = 10
	ai_will_do = {
		factor = 25
	}
	allow_branch = {
		has_dlc = Gotterdammerung
		has_country_flag = COG_kingdom_of_rwanda_flag
	}
	available = {
		has_government = neutrality
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 75
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		768 = {
			add_core_of = ROOT
		}
		drop_cosmetic_tag = yes
		set_cosmetic_tag = COG_kingdom_of_rwanda
		COG_vast_uncentralized_nation_modifier_level_down = yes
	}
}
### Entity: AI Strategy
Component: SPD_historical_plan
Constructs: has_completed_focus, has_country_flag, is_historical_focus_on, has_game_rule, has_global_flag
Source: game
File: common/ai_strategy_plans/SPD_historical_strategy_plan.txt

Code:
SPD_historical_plan = {
	name = Spanish Democratic historical plan
	desc = Historical behavior for Democratic Spain
	allowed = {
		original_tag = SPR
	}
	enable = {
		tag = SPD
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = SPR_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = SPR_AI_RANDOM_NATIONALIST_HISTORICAL
			has_game_rule = {
				rule = SPR_ai_behavior
				option = NATIONALIST_HISTORICAL
			}
		}
	}
	abort = {
		has_global_flag = SOV_covert_support_for_poum_flag
		NOT = {
			has_completed_focus = SPR_maintain_the_second_republic
		}
	}
	ai_national_focuses = {
		SPR_the_popular_front SPR_secure_the_guardia_de_asalto SPR_train_the_union_youth SPR_enlarge_the_weapon_caches SPR_distribute_arms_to_the_people SPR_disband_the_army SPR_maintain_the_second_republic SPR_new_leadership SPR_the_future_of_the_republic SPR_petition_for_french_aid SPR_reaffirm_the_popular_front_strategy SPR_crush_the_revolution SPR_relocate_the_gold_reserves SPR_strengthen_the_euzko_gudarostea SPR_fortify_the_iron_ring SPR_ensure_loyalty SPR_enlist_the_carabineros SPR_the_popular_army SPR_take_the_initiative SPR_no_pasaran SPR_strengthen_the_anti_fascist_coalition SPR_a_frontline_suited_for_intellectuals SPR_oppose_the_communists SPR_fortify_the_central_government
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_air_recon_and_intelligence_protection
Constructs: prerequisite, limit, add_ideas, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_air_recon_and_intelligence_protection
	icon = GFX_goal_generic_air_fighter2
	prerequisite = {
		focus = MON_capital_operations_focus MON_situational_aerial_presence
	}
	x = 0
	y = 2
	relative_position_id = MON_capital_operations_focus
	cost = 7.16
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			add_ideas = MON_air_recon_and_intelligence_protection_idea_lar
			add_tech_bonus = {
				name = scout_plane
				bonus = 1.0
				uses = 1
				category = cat_scout_plane
			}
		}
		else = {
			add_ideas = MON_air_recon_and_intelligence_protection_idea
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: DEN_ebbe_gortz
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/DEN.txt

Code:
DEN_ebbe_gortz = {
	instance = {
		allowed = {
			has_dlc = Arms Against Tyranny
		}
		name = DEN_ebbe_gortz
		portraits = {
			army = {
				large = GFX_portrait_DEN_ebbe_gortz
				small = GFX_portrait_DEN_ebbe_gortz_small
			}
		}
		advisor = {
			slot = army_chief
			idea_token = DEN_ebbe_gortz
			allowed = {
				original_tag = DEN
			}
			available = {
				OR = {
					has_completed_focus = DEN_haeren_reorganization DEN_collaboration_government
				}
			}
			traits = {
				army_chief_organizational_1
			}
			cost = 50
			ai_will_do = {
				base = 1.0
			}
		}
		field_marshal = {
			traits = {
				organisational_leader career_officer trait_cautious
			}
			skill = 2
			attack_skill = 1
			defense_skill = 2
			planning_skill = 1
			logistics_skill = 3
			legacy_id = -1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Arms Against Tyranny
			}
		}
		name = DEN_ebbe_gortz
		portraits = {
			army = {
				small = GFX_idea_generic_army_europe_1
			}
		}
		advisor = {
			slot = army_chief
			idea_token = DEN_ebbe_gortz
			allowed = {
				original_tag = DEN
			}
			traits = {
				army_chief_offensive_2
			}
			cost = 100
			ai_will_do = {
				base = 1.0
			}
		}
	}
}
### Entity: Event
Component: bftb_bulgaria_factions.85
Constructs: is_triggered_only, add_stability
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_factions.85
	title = bftb_bulgaria_factions.85.t
	desc = bftb_bulgaria_factions.85.desc
	picture = GFX_report_event_generic_riot
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_factions.85.a
		BUL_nsm_low_loyalty_decrease_effect = yes
		add_stability = -0.1
	}
}
### Entity: Idea
Component: COG_copper_cartridges_idea
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/congo.txt

Code:
COG_copper_cartridges_idea = {
	allowed = {
		original_tag = BEL
	}
	allowed_civil_war = {
		always = yes
	}
	picture = HUN_secret_rearmament
	modifier = {

	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.1
		}
	}
}
### Entity: Achievement
Component: its_1812_all_over_again
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
its_1812_all_over_again = {
	id = 39
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = CAN
	}
	happened = {
		controls_state = 361
	}
}
### Entity: Scripted Effect
Component: SWE_permittentrafiken_response_picker
Constructs: limit, has_country_flag, clr_country_flag
Source: game
File: common/scripted_effects/SWE_scripted_effects.txt

Code:
SWE_permittentrafiken_response_picker = {
	IF = {
		limit = {
			has_country_flag = GER_want_transit
		}
		FROM = {
			country_event = {
				id = AAT_Sweden_flashpoints.39
				days = 3
			}
			SWE_permittentrafiken_set_positive_opinion_modifiers = yes
		}
		clr_country_flag = GER_want_transit
	}
	ELSE_IF = {
		limit = {
			has_country_flag = GER_want_communications
		}
		FROM = {
			country_event = {
				id = AAT_Sweden_flashpoints.41
				days = 3
			}
			SWE_permittentrafiken_set_positive_opinion_modifiers = yes
		}
		clr_country_flag = GER_want_communications
	} {
		limit = {
			has_country_flag = GER_want_military_access
		}
		custom_effect_tooltip = SWE_GER_military_access_tt
		FROM = {
			country_event = {
				id = AAT_Sweden_flashpoints.43
				days = 3
			}
			SWE_permittentrafiken_set_positive_opinion_modifiers = yes
		}
		clr_country_flag = GER_want_military_access
	}
}
### Entity: Character
Component: ADR_miquel_mateu_i_pla
Source: game
File: common/characters/ADR.txt

Code:
ADR_miquel_mateu_i_pla = {
	name = ADR_miquel_mateu_i_pla
	portraits = {
		civilian = {
			large = GFX_Portrait_ADR_miquel_mateu_i_pla
		}
	}
	country_leader = {
		ideology = falangism
		expire = 1965.1.1
		id = -1
	}
}
### Entity: Idea
Component: USA_baldwin_locomotive_works_manufacturer
Constructs: research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/usa.txt

Code:
USA_baldwin_locomotive_works_manufacturer = {
	name = USA_baldwin_locomotive_works_organization
	picture = USA_blw
	allowed = {
		original_tag = USA
	}
	available = {

	}
	visible = {

	}
	research_bonus = {
		train_tech = 0.15
		support_tech = 0.07
	}
	equipment_bonus = {
		train_equipment = {
			build_cost_ic = -0.1
			armor_value = 0.1
			air_attack = 0.1
			instant = yes
		}
	}
	cost = 150
	traits = {
		train_equipment_manufacturer
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: AI Strategy
Component: WTT_all_warlords_support_china_in_war
Constructs: has_war, is_chinese_nations, is_faction_leader, is_in_faction_with
Source: game
File: common/ai_strategy/r56_CHI.txt

Code:
WTT_all_warlords_support_china_in_war = {
	allowed = {
		is_chinese_nations = yes
	}
	enable = {
		ROOT = {
			exists = yes
		}
		NOT = {
			tag = PRC
		}
		CHI = {
			is_faction_leader = yes
		}
		is_in_faction_with = CHI
		has_war = yes
	}
	abort = {
		OR = {
			CHI = {
				is_faction_leader = no
			}
			NOT = {
				is_in_faction_with = CHI
			}
			has_war = no
		}
	}
	ai_strategy = {
		type = spare_unit_factor
		value = 50
	}
}
### Entity: AI Strategy
Component: EAI_GER_poland_OFFENSIVE_push_POL
Constructs: has_completed_focus, has_global_flag
Source: game
File: common/ai_strategy/GER_EAI.txt

Code:
EAI_GER_poland_OFFENSIVE_push_POL = {
	allowed = {
		tag = GER
	}
	enable = {
		OR = {
			has_global_flag = {
				flag = EAI_GER_blitz_poland_365d
				days = < 90
			}
			AND = {
				focus_progress = {
					focus = GER_danzig_or_war
					progress = > 0
				}
				NOT = {
					has_completed_focus = GER_danzig_or_war
				}
			}
		}
		POL = {
			EAI_PREV_deploy_against_THIS = yes
		}
		EAI_MILITARY_army_readiness_MEDIUM = yes
	}
	abort = {
		NOT = {
			AND = {
				OR = {
					has_global_flag = {
						flag = EAI_GER_blitz_poland_365d
						days = < 90
					}
					AND = {
						focus_progress = {
							focus = GER_danzig_or_war
							progress = > 0
						}
						NOT = {
							has_completed_focus = GER_danzig_or_war
						}
					}
				}
				POL = {
					EAI_PREV_deploy_against_THIS = yes
				}
				EAI_MILITARY_army_readiness_MEDIUM_abort = yes
			}
		}
	}
	ai_strategy = {
		type = front_control
		ordertype = front
		ratio = 0.5
		priority = 500
		execution_type = rush
		tag = POL
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_invite_wehrmacht_officers
Constructs: prerequisite, limit, has_government, completion_reward, has_civil_war, add_popularity
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_invite_wehrmacht_officers
	icon = GFX_goal_generic_german_advisor
	x = 1
	y = 1
	cost = 5
	available = {
		has_government = neutrality
		NOT = {
			GER = {
				has_civil_war = yes
			}
		}
	}
	prerequisite = {
		focus = AFG_visit_berlin
	}
	relative_position_id = AFG_visit_berlin
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		if = {
			limit = {
				GER = {
					has_government = fascism
				}
			}
			add_popularity = {
				ideology = fascism
				popularity = 0.05
			}
		}
		custom_effect_tooltip = available_military_high_command
		show_ideas_tooltip = AFG_carl_august_von_gablenz AFG_werner_otto_von_hentig
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Name List
Component: PAK
Source: game
File: common/names/00_names.txt

Code:
PAK = {
	male = {
		names = {
			Syad Ahmad Muhammed Aga Nawab Maulvi Karamat Abdul Nasir Maulana Ibraheem Bhai Hussain Malik Raees Choudhry Rahmat
		}
	}
	female = {
		names = {
			Chand Kaur Ratan Kaur Kanwal Kaur Datar Kaur Nand Kaur Mahtab Sunayna
		}
	}
	surnames = {
		Khan Ali Malik Nabiullah Sadiq Shafi Pirbhai Ahmed Baig Johar
	}
	callsigns = {

	}
}
### Entity: Unit Template
Component: POL_CV_HISTORICAL
Source: game
File: common/units/names_ships/POL_ship_names.txt

Code:
POL_CV_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CARRIERS
	for_countries = {
		POL
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	prefix = ORP 
	fallback_name = Lotniskowiec %d
	unique = {
		Józef Pilsudski Król Wladyslaw IV Stefan Batory Jan Sobieski Kazimierz Wielki Boleslaw Chrobry Jan Kazimierz Stanislaw Koniecpolski Stanislaw Zólkiewski Jan Zamoyski Stanislaw Lanckoronski Stefan Czarniecki Jan Karol Chodkiewicz
	}
}
### Entity: Country History
Country: XSM
Component: XSM_politics
Constructs: set_stability, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/XSM - Xibei San Ma.txt

Code:
# Politics & Parties for XSM
set_stability = 0.5
set_war_support = 0.5
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	neutrality = 100
}
### Entity: State History
Component: 639
Constructs: add_core_of
Source: game
File: history/states/639-Maiana.txt

Code:
state = {
	id = 639
	name = STATE_639
	manpower = 1035
	state_category = small_island
	history = {
		owner = ENG
		add_core_of = FIJ
		buildings = {
			infrastructure = 2
			13021 = {
				naval_base = 1
			}
			4387 = {
				naval_base = 1
			}
			7393 = {
				naval_base = 1
			}
			13020 = {
				naval_base = 1
			}
		}
		victory_points = {
			13021 1
		}
		strategic_province_location = {
			defensible_coastline = 13021
		} {
			defensible_coastline = 7393
		}
	}
	provinces = {
		4387 7393 13020 13021 13022
	}
	local_supplies = 0.0
}
### Entity: Event
Component: BBA_ethiopia_fascist_events.69
Constructs: is_triggered_only, ai_chance, has_government, has_war_with, has_civil_war, set_country_flag, has_soviet_advisors_flag, is_subject_of
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_fascist_events.69
	title = BBA_ethiopia_fascist_events.69.t
	desc = BBA_ethiopia_fascist_events.69.desc
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = BBA_ethiopia_fascist_events.69.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					NOT = {
						has_government = fascism
					} {
						ETH = {
							has_war_with = ITA
						}
					}
					has_civil_war = yes
				}
			}
		}
		FROM = {
			country_event = {
				hours = 1
				id = BBA_ethiopia_fascist_events.70
			}
			set_country_flag = has_soviet_advisors_flag
		}
		custom_effect_tooltip = ETH_send_ita_generals_tt
	} {
		name = BBA_ethiopia_fascist_events.69.b
		ai_chance = {
			base = 0
			modifier = {
				factor = 10
				OR = {
					NOT = {
						has_government = fascism
					} {
						FROM = {
							is_subject_of = ITA
						}
					}
					has_civil_war = yes
				}
			}
		}
		FROM = {
			country_event = {
				hours = 1
				id = BBA_ethiopia_fascist_events.71
			}
		}
	}
}
### Entity: Character
Component: SIK_mao_wu
Source: game
File: common/characters/SIK.txt

Code:
SIK_mao_wu = {
	name = SIK_mao_wu
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_5
		}
	}
	advisor = {
		slot = high_command
		idea_token = SIK_mao_wu
		ledger = army
		allowed = {
			original_tag = SIK
		}
		traits = {
			army_infantry_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: alb_focus
Component: ALB_exile_the_king
Constructs: prerequisite, add_stability, add_opinion_modifier, completion_reward, add_political_power, set_politics, remove_resource_rights
Source: game
File: common/national_focus/albania.txt

Code:
focus = {
	id = ALB_exile_the_king
	icon = GFX_goal_tfv_sever_ties_with_uk
	prerequisite = {
		focus = ALB_restore_the_republic
	}
	x = 10
	y = 3
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_political_power = 120
		add_stability = -0.1
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
		}
		ITA = {
			remove_resource_rights = 44 910
			add_opinion_modifier = {
				target = ROOT
				modifier = large_decrease
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_reestablish_the_gansu_braves
Constructs: division_template, prerequisite, limit, completion_reward, is_fully_controlled_by, cancel_if_invalid, has_character, set_nationality
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_reestablish_the_gansu_braves
	icon = GFX_focus_PRC_reorganize_divisions
	prerequisite = {
		focus = MAN_tsr_assert_our_authority MAN_tsr_offer_vassalization
	}
	x = 1
	y = 1
	relative_position_id = MAN_tsr_assert_our_authority
	cost = 10
	ai_will_do = {
		base = 25
	}
	available = {
		283 = {
			is_fully_controlled_by = ROOT
		}
		1045 = {
			is_fully_controlled_by = ROOT
		}
		1044 = {
			is_fully_controlled_by = ROOT
		}
		756 = {
			is_fully_controlled_by = ROOT
		}
		XSM = {
			exists = no
		}
		GSM = {
			exists = no
		}
		NXM = {
			exists = no
		}
		KHM = {
			exists = no
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				KHM = {
					has_character = XSM_ma_hongbin
				}
			}
			KHM = {
				XSM_ma_hongbin = {
					set_nationality = ROOT
					clr_character_flag = yes
					remove_trait = {
						trait = XSM_dubious_loyalty
					}
				}
			}
		}
		ELSE_IF = {
			limit = {
				NXM = {
					has_character = XSM_ma_hongbin
				}
			}
			NXM = {
				XSM_ma_hongbin = {
					set_nationality = ROOT
					clr_character_flag = yes
					remove_trait = {
						trait = XSM_dubious_loyalty
					}
				}
			}
		} {
			limit = {
				XSM = {
					has_character = XSM_ma_hongbin
				}
			}
			XSM = {
				XSM_ma_hongbin = {
					set_nationality = ROOT
					clr_character_flag = yes
					remove_trait = {
						trait = XSM_dubious_loyalty
					}
				}
			}
		} {
			limit = {
				GSM = {
					has_character = XSM_ma_hongbin
				}
			}
			GSM = {
				XSM_ma_hongbin = {
					set_nationality = ROOT
					clr_character_flag = yes
					remove_trait = {
						trait = XSM_dubious_loyalty
					}
				}
			}
		}
		XSM = {
			XSM_ma_bufang = {
				set_nationality = ROOT
			}
			IF = {
				limit = {
					XSM_ma_bufang = {
						is_corps_commander = no
					}
				}
				XSM_ma_bufang = {
					add_corps_commander_role = {
						traits = {

						}
						attack_skill = 4
						defense_skill = 2
						planning_skill = 2
						logistics_skill = 2
						skill = 3
						legacy_id = -1
					}
				}
			}
		}
		KHM = {
			KHM_ma_hushan = {
				set_nationality = ROOT
			}
			KHM_ma_zhancang = {
				set_nationality = ROOT
			}
		}
		NXM = {
			XSM_ma_hongkui = {
				set_nationality = ROOT
			}
		}
		GSM = {
			XSM_ma_buqing = {
				set_nationality = ROOT
			}
		}
		custom_effect_to
# ... (truncated)
### Entity: National Focus
Tree: por_focus
Component: POR_focus_on_submarine_production
Constructs: prerequisite, limit, add_ideas, completion_reward, has_subdoctrine_in_track, add_daily_mastery, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_focus_on_submarine_production
	prerequisite = {
		focus = POR_advancing_our_tactics
	}
	mutually_exclusive = {
		focus = POR_restore_our_high_seas_presence
	}
	icon = GFX_goal_generic_navy_anti_submarine
	cost = 10
	ai_will_do = {
		base = 2
	}
	x = -2
	y = 2
	relative_position_id = POR_advancing_our_tactics
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_subdoctrine_in_track = submarines
			}
			add_daily_mastery = {
				name = POR_focus_on_submarine_production
				amount = 0.2
				days = 180
				track = submarines
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		else = {
			add_doctrine_cost_reduction = {
				name = POR_focus_on_submarine_production
				cost_reduction = 0.25
				uses = 1
				category = naval_doctrine
			}
		}
		add_tech_bonus = {
			name = POR_focus_on_submarine_production
			bonus = 1
			uses = 1
			category = ss_tech
		} {
			name = POR_focus_on_submarine_production
			bonus = 0.75
			uses = 1
			technology = basic_submarine_snorkel improved_submarine_snorkel
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		add_ideas = POR_towards_a_portuguese_raiding_armada_r56
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: MEK_acom
Source: game
File: common/ideas/mecklenburg.txt

Code:
MEK_acom = {
	ledger = army
	picture = generic_army_europe_5
	allowed = {
		original_tag = MEK
	}
	traits = {
		army_commando_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Trigger
Component: ITA_is_anti_fascist
Constructs: has_completed_focus, limit, has_government, has_dlc
Source: game
File: common/scripted_triggers/ITA_scripted_triggers.txt

Code:
ITA_is_anti_fascist = {
	if = {
		limit = {
			has_dlc = By Blood Alone
		}
		NOT = {
			has_government = fascism
		} {
			has_government = neutrality
		} {
			custom_trigger_tooltip = {
				tooltip = ITA_is_not_constitutional_monarchy_tt
				AND = {
					has_government = democratic
					OR = {
						has_completed_focus = ITA_christian_democracy ITA_democratic_king
					}
				}
			}
		}
	}
	else = {
		OR = {
			has_government = communism democratic
		}
	}
}
### Entity: Character
Component: SIA_reactionary_old_guard_r56
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
SIA_reactionary_old_guard_r56 = {
	random = no
	sprite = 13
	political_power_factor = 0.1
	stability_factor = 0.1
	high_command_cost_factor = -0.25
	theorist_cost_factor = -0.25
}
### Entity: State History
Component: 187
Constructs: add_core_of
Source: game
File: history/states/187-Aegean Islands.txt

Code:
state = {
	id = 187
	name = STATE_187
	manpower = 322600
	state_category = small_island
	resources = {
		chromium = 7
	}
	history = {
		owner = GRE
		buildings = {
			infrastructure = 1
			dockyard = 1
			8435 = {
				naval_base = 1
			}
			6550 = {
				naval_base = 1
			}
		}
		victory_points = {
			6550 1
		} {
			8435 1
		}
		add_core_of = GRE
	}
	provinces = {
		3401 6550 8435
	}
	local_supplies = 9.0
}
### Entity: Military Industrial Organization
Component: ITA_imam_organization
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, has_dlc, add_trait, production_bonus
Source: game
File: common/military_industrial_organization/organizations/ITA_organization.txt

Code:
ITA_imam_organization = {
	include = generic_medium_aircraft_organization
	icon = GFX_idea_ITA_imam
	allowed = {
		OR = {
			tag = ITA
			AND = {
				tag = ETH
				has_dlc = By Blood Alone
			}
		}
	}
	visible = {
		IF = {
			limit = {
				FROM = {
					original_tag = ETH
				}
			}
			FROM = {
				has_country_flag = ETH_ITA_sends_air_designers
			}
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = ITA
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = ITA
				}
			}
		}
		ELSE = {
			FROM = {
				controls_state = 117
			}
			ITA_is_southern_designer = yes
		}
	}
	add_trait = {
		token = ITA_mio_trait_new_industrialization_program
		name = ITA_new_industrialization_program
		icon = GFX_generic_mio_department_icon_plane_medium_production
		special_trait_background = yes
		position = {
			x = 9
			y = 0
		}
		available = {
			FROM = {
				has_completed_focus = ITA_new_industrialization_program ITA_modernize_the_mezzogiorno
			}
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.1
		}
		production_bonus = {
			production_capacity_factor = 0.1
		}
	}
}
### Entity: Unit Template
Component: EST_CAV_01
Source: game
File: common/units/names_divisions/EST_names_divisions.txt

Code:
EST_CAV_01 = {
	name = Cavalry Division
	for_countries = {
		EST
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	link_numbering_with = {
		EST_INF_01
	}
	fallback_name = %s Ratsaväediviisi
	ordered = {
		1 = {
			%s Ratsaväediviisi
		}
		2 = {
			%s Ratsaväediviisi
		}
		3 = {
			%s Ratsaväediviisi
		}
		4 = {
			%s Ratsaväediviisi
		}
		5 = {
			%s Ratsaväediviisi
		}
		6 = {
			%s Ratsaväediviisi
		}
		7 = {
			%s Ratsaväediviisi
		}
		8 = {
			%s Ratsaväediviisi
		}
		9 = {
			%s Ratsaväediviisi
		}
		10 = {
			%s Ratsaväediviisi
		}
	}
}