Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: ENG_trying_to_save_benelux_is_deathtrap
Constructs: has_war_with, has_capitulated
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_trying_to_save_benelux_is_deathtrap = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		has_war_with = GER
		date = < 1940.8.1
		OR = {
			HOL = {
				has_capitulated = no
			}
			BEL = {
				has_capitulated = no
			}
		}
	}
	abort = {
		OR = {
			date = > 1940.8.1
			AND = {
				HOL = {
					has_capitulated = yes
				}
				BEL = {
					has_capitulated = yes
				}
			}
		}
	}
	ai_strategy = {
		type = dont_defend_ally_borders
		id = HOL
		value = 70
	} {
		type = dont_defend_ally_borders
		id = BEL
		value = 50
	} {
		type = dont_defend_ally_borders
		id = LUX
		value = 50
	} {
		type = put_unit_buffers
		states = {
			29 785 18
		}
		ratio = 0.1
		area = europe
		subtract_invasions_from_need = no
		subtract_fronts_from_need = yes
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_algaylani_youth
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_algaylani_youth
	icon = GFX_focus_ITA_generic_fascist_workers
	prerequisite = {
		focus = IRQ_political_purification
	}
	relative_position_id = IRQ_officers_coup
	x = 0
	y = 3
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = IRQ_algaylani_youth
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Character
Component: PAR_Jose_Felix_Estigarribia
Constructs: has_government
Source: game
File: common/characters/PAR.txt

Code:
PAR_Jose_Felix_Estigarribia = {
	name = José Félix Estigarribia
	portraits = {
		civilian = {
			large = GFX_portrait_PAR_jose_felix_estigarribia
			small = GFX_portrait_PAR_jose_felix_estigarribia_small
		}
	}
	corps_commander = {
		traits = {
			war_hero brilliant_strategist infantry_leader organizer
		}
		skill = 3
		attack_skill = 3
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 3
		legacy_id = -1
		visible = {
			NOT = {
				has_government = communism
			}
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_roll_back_reforms
Constructs: prerequisite, has_government, completion_reward, has_civil_war, allow_branch, add_timed_idea
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_roll_back_reforms
	icon = GFX_focus_ICE_state_corporatism
	prerequisite = {
		focus = PER_march_on_saadabad
	}
	x = -1
	y = 1
	relative_position_id = PER_march_on_saadabad
	cost = 5
	available = {
		has_civil_war = no
		has_government = fascism
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_timed_idea = {
			idea = PER_restoring_the_nation_idea
			days = 730
		}
	}
}
### Entity: Idea
Component: CYP_awt
Source: game
File: common/ideas/cyprus.txt

Code:
CYP_awt = {
	ledger = air
	picture = generic_air_europe_2
	allowed = {
		original_tag = CYP
	}
	traits = {
		air_warfare_theorist
	}
}
### Entity: Event
Component: usa.60
Constructs: is_triggered_only, has_completed_focus, limit, set_country_flag, has_event_target, clear_global_event_target, random_list, is_core_of
Source: game
File: events/USA.txt

Code:
country_event = {
	id = usa.60
	hidden = yes
	is_triggered_only = yes
	trigger = {
		tag = USA
		NOT = {
			OR = {
				has_completed_focus = USA_voter_registration_act USA_union_representation_act
			}
		}
	}
	immediate = {
		set_country_flag = USA_congress_investment
		if = {
			limit = {
				has_event_target = USA_congress_investment_state
			}
			clear_global_event_target = USA_congress_investment_state
		}
		random_list = {
			25 = {
				modifier = {
					NOT = {
						any_owned_state = {
							is_core_of = ROOT
							is_controlled_by = ROOT
							free_building_slots = {
								building = industrial_complex
								size = > 0
								include_locked = no
							}
						}
					}
					factor = 0
				}
				random_owned_state = {
					limit = {
						is_core_of = ROOT
						is_controlled_by = ROOT
						free_building_slots = {
							building = industrial_complex
							size = > 0
							include_locked = no
						}
					}
					save_global_event_target_as = USA_congress_investment_state
					state_event = {
						id = usa.61
						trigger_for = controller
					}
				}
			} {
				modifier = {
					NOT = {
						any_owned_state = {
							is_core_of = ROOT
							is_controlled_by = ROOT
							free_building_slots = {
								building = arms_factory
								size = > 0
								include_locked = no
							}
						}
					}
					factor = 0
				} {
					has_completed_focus = USA_military_construction
					factor = 2
				}
				random_owned_state = {
					limit = {
						is_core_of = ROOT
						is_controlled_by = ROOT
						free_building_slots = {
							building = arms_factory
							size = > 0
							include_locked = no
						}
					}
					save_global_event_target_as = USA_congress_investment_state
					state_event = {
						id = usa.62
						trigger_for = controller
					}
				}
			} {
				modifier = {
					NOT = {
						any_owned_state = {
							is_core_of = ROOT
							is_controlled_by = ROOT
							is_coastal = yes
							free_building_slots = {
								building = dockyard
								size = > 0
								include_locked = no
							}
						}
					}
					factor = 0
				}
				random_owned_state = {
					limit = {
						is_core_of = ROOT
						is_controlled_by = ROOT
						free_building_slots = {
							building = dockyard
							size = > 0
							include_locked = no
						}
					}
					save_global_event_target_as = USA_congress_investment_state
					state_event = {
		
# ... (truncated)
### Entity: National Focus
Tree: spr_focus
Component: SPR_stabilize_the_nation
Constructs: prerequisite, add_stability, completion_reward, has_global_flag
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_stabilize_the_nation
	available = {
		has_global_flag = scw_over
	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_fortify_the_central_government SPR_communists_in_the_government
	}
	icon = GFX_goal_generic_political_pressure
	x = 1
	y = 1
	relative_position_id = SPR_fortify_the_central_government
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		custom_effect_tooltip = SPR_recovering_from_civil_war_focus_tt
		add_stability = 0.2
	}
}
### Entity: AI Strategy
Component: ETH_befriend_germany
Constructs: is_government_in_exile, check_variable, is_faction_leader, is_in_faction
Source: game
File: common/ai_strategy/ETH.txt

Code:
ETH_befriend_germany = {
	allowed = {
		original_tag = ETH
	}
	enable = {
		OR = {
			AND = {
				is_government_in_exile = yes
				check_variable = {
					ETH.host_nation = GER
				}
			} {
				ITA = {
					is_faction_leader = yes
				}
				ETH = {
					is_in_faction = no
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = befriend
		id = GER
		value = 400
	} {
		type = diplo_action_desire
		id = GER
		target = improve_relation
		value = 400
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_grant_autonomy_to_the_air_force
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_grant_autonomy_to_the_air_force
	prerequisite = {
		focus = POR_import_foreign_bombers POR_study_british_fighters
	}
	icon = GFX_focus_usa_escort_fighters
	cost = 8
	ai_will_do = {
		base = 3
	}
	x = 1
	y = 1
	relative_position_id = POR_import_foreign_bombers
	available_if_capitulated = yes
	completion_reward = {
		air_experience = 50
		add_doctrine_cost_reduction = {
			name = POR_grant_autonomy_to_the_air_force
			cost_reduction = 0.25
			uses = 2
			category = air_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Event
Component: CHI_warlords.54
Constructs: is_triggered_only, ai_chance, remove_opinion_modifier, create_wargoal, annex_everything, complete_national_focus
Source: game
File: events/r56_warlord_events.txt

Code:
country_event = {
	id = CHI_warlords.54
	title = SEA_warlords.52.t
	desc = SEA_warlords.52.desc
	picture = GFX_report_event_chinese_soldiers_mountain
	is_triggered_only = yes
	option = {
		name = SEA_warlords.52.a
		ai_chance = {
			base = 100
		}
		remove_opinion_modifier = {
			target = FROM
			modifier = tsr_bandit_suppresion_opm
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		diplomatic_relation = {
			country = FROM
			relation = non_aggression_pact
			active = yes
		} {
			country = XIC
			relation = military_access
			active = yes
		}
		XIC = {
			diplomatic_relation = {
				country = ROOT
				relation = military_access
				active = yes
			}
			remove_opinion_modifier = {
				target = PRC
				modifier = tsr_bandit_suppresion_opm
			}
		}
	} {
		name = SEA_warlords.52.b
		ai_chance = {
			base = 0
		}
		XIC = {
			create_wargoal = {
				target = PRC
				expire = 0
				type = annex_everything
			}
			hidden_effect = {
				uncomplete_national_focus = {
					focus = XIC_towards_peace_across_china_r56
					uncomplete_children = yes
					refund_political_power = no
				}
				complete_national_focus = XIC_finish_the_encirclement_campaign_r56
			}
		}
	}
}
### Entity: National Focus
Tree: nru_focus
Component: NRU_further_phosphate_extraction
Constructs: prerequisite, completion_reward, has_idea, add_tech_bonus
Source: game
File: common/national_focus/nauru.txt

Code:
focus = {
	id = NRU_further_phosphate_extraction
	icon = GFX_goal_generic_civilian_production
	relative_position_id = NRU_continue_phosphate_mining
	available = {
		has_idea = NRU_commander_ridge_phosphate
	}
	prerequisite = {
		focus = NRU_continue_phosphate_mining
	}
	x = -1
	y = 1
	cost = 8
	completion_reward = {
		NRU_more_phosphate_effect = yes
		add_tech_bonus = {
			name = GER_autarky
			bonus = 1.0
			uses = 1
			category = excavation_tech
		}
	}
}
### Entity: Scripted Effect
Component: RAJ_enforce_loyalty
Constructs: has_completed_focus, limit, remove_ideas, set_country_flag, complete_national_focus, has_idea, is_in_tech_sharing_group, remove_from_tech_sharing_group
Source: game
File: common/scripted_effects/ENG_scripted_effects.txt

Code:
RAJ_enforce_loyalty = {
	set_country_flag = britain_enforced_our_loyalty
	if = {
		limit = {
			has_completed_focus = RAJ_swaraj
		}
		complete_national_focus = RAJ_indian_national_congress
	} {
		limit = {
			has_idea = RAJ_all_india_forward_bloc
		}
		remove_ideas = RAJ_all_india_forward_bloc
	} {
		limit = {
			has_idea = RAJ_all_india_forward_bloc_fascism
		}
		remove_ideas = RAJ_all_india_forward_bloc_fascism
	} {
		limit = {
			has_idea = RAJ_all_india_forward_bloc_communism
		}
		remove_ideas = RAJ_all_india_forward_bloc_communism
	} {
		limit = {
			is_in_tech_sharing_group = comintern_research
		}
		remove_from_tech_sharing_group = comintern_research
	} {
		limit = {
			is_in_tech_sharing_group = axis_research
		}
		remove_from_tech_sharing_group = axis_research
	} {
		limit = {
			has_idea = CAN_communist_ideals
		}
		remove_ideas = CAN_communist_ideals
	} {
		limit = {
			has_idea = CAN_communist_ideals_2
		}
		remove_ideas = CAN_communist_ideals_2
	} {
		limit = {
			has_idea = CAN_communist_ideals_3
		}
		remove_ideas = CAN_communist_ideals_3
	}
}
### Entity: Character
Component: SOM_osman_yusuf_kenadid
Source: game
File: common/characters/SOM.txt

Code:
SOM_osman_yusuf_kenadid = {
	name = SOM_osman_yusuf_kenadid
	portraits = {
		civilian = {
			large = gfx/leaders/SOM/r56_portrait_SOM_Ali_Yusuf_Kenadid.dds
		}
	}
	country_leader = {
		ideology = fascism_ideology
		expire = 1965.1.1
		id = -1
	}
}
### Entity: Military Industrial Organization
Component: CHI_dagu_shipyard_organization_sea
Constructs: has_completed_focus, limit, is_literally_china, has_dlc, add_trait, equipment_bonus, build_cost_ic
Source: game
File: common/military_industrial_organization/organizations/CHI_organization.txt

Code:
CHI_dagu_shipyard_organization_sea = {
	include = generic_raider_ship_organization
	icon = GFX_idea_CHI_dagu
	allowed = {
		OR = {
			is_literally_china = yes
			tag = MAN MEN
		}
		has_dlc = No Compromise, No Surrender
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = CHI
					}
				}
			}
			owner = {
				controls_state = CHI.mio_locations^1
			}
		} {
			limit = {
				FROM = {
					original_tag = CHI
				}
			}
			OR = {
				owner = {
					has_completed_focus = CHI_relocate_factories_from_the_coast
				} {
					controls_state = CHI.mio_locations^1
				}
			}
		}
	}
	add_trait = {
		token = generic_mio_trait_modular_construction
		name = generic_mio_trait_modular_construction
		icon = GFX_generic_mio_department_icon_ship_capital_ship_production
		special_trait_background = yes
		position = {
			x = 2
			y = 1
		}
		relative_position_id = generic_mio_trait_long_range_raiding
		any_parent = {
			generic_mio_trait_long_range_raiding generic_mio_trait_high_speed_raiding
		}
		equipment_bonus = {
			build_cost_ic = -0.1
		}
	} {
		token = generic_mio_trait_increased_amount_of_bulkheads
		name = generic_mio_trait_increased_amount_of_bulkheads
		icon = GFX_generic_mio_trait_icon_resources
		special_trait_background = yes
		position = {
			x = -2
			y = 1
		}
		relative_position_id = generic_mio_trait_high_speed_raiding
		any_parent = {
			generic_mio_trait_long_range_raiding generic_mio_trait_high_speed_raiding
		}
		equipment_bonus = {
			max_strength = 0.05
		}
	}
}
### Entity: Idea
Component: anti_german_military
Constructs: has_government, removal_cost
Source: game
File: common/ideas/yugoslavia.txt

Code:
anti_german_military = {
	picture = generic_fascism_banned
	allowed = {
		original_tag = YUG
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = fascism
		}
	}
	removal_cost = -1
	modifier = {
		drift_defence_factor = 0.05
	}
}
### Entity: Idea
Component: RAJ_congress_productivity_effort_ns
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/british_raj_goe.txt

Code:
RAJ_congress_productivity_effort_ns = {
	picture = generic_production_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		industrial_capacity_factory = 0.1
		consumer_goods_factor = 0.1
	}
}
### Entity: Shared Focus
Component: CARIB_naval_buildup
Constructs: shared_focus, prerequisite, limit, completion_reward, has_idea, has_tech, allow_branch, is_coastal
Source: game
File: common/national_focus/r56_caribbean_shared.txt

Code:
shared_focus = {
	id = CARIB_naval_buildup
	icon = GFX_goal_generic_admirality
	cost = 10
	prerequisite = {
		focus = CARIB_improve_local_infrastructure
	}
	relative_position_id = CARIB_improve_local_infrastructure
	x = -1
	y = 1
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_idea = generic_recent_economic_unification
		}
		num_of_controlled_states = > 2
		has_tech = construction3
	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				dockyard = > 0
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Trigger Reference
Construct: num_of_available_naval_factories
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## num_of_available_naval_factories

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
check amount of available naval factories
```
### Entity: Event
Component: israel.35
Constructs: is_triggered_only, limit, has_country_flag, add_to_variable, set_country_flag, check_variable, random_hours
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.35
	title = israel.35.t
	desc = israel.35.d
	is_triggered_only = yes
	option = {
		name = israel.35.a
		add_to_variable = {
			ISR_pp_gain_var = 0.075
		}
		custom_effect_tooltip = ISR_modify_constitution ISR_constitution_political_power
		if = {
			limit = {
				NOT = {
					has_country_flag = ISR_mapai_no_constitution
				}
			}
			custom_effect_tooltip = ISR_mapai_no_constitution
			set_country_flag = ISR_mapai_no_constitution
			subtract_from_variable = {
				ISR_constitution_votes = ISR_mapai_seats
			}
		} {
			limit = {
				NOT = {
					has_country_flag = ISR_new_aliyah_no_constitution
				}
			}
			custom_effect_tooltip = ISR_new_aliyah_no_constitution
			set_country_flag = ISR_new_aliyah_no_constitution
			subtract_from_variable = {
				ISR_constitution_votes = ISR_new_aliyah_seats
			}
		} {
			limit = {
				check_variable = {
					ISR_constitution_votes = > 60
				}
			}
			country_event = {
				id = israel.36
				days = 1
				random_hours = 12
			}
		}
		set_country_flag = ISR_supreme_court_addressed
		else = {
			effect_tooltip = {
				country_event = {
					id = israel.36
					days = 1
					random_hours = 12
				}
			}
			hidden_effect = {
				country_event = {
					id = israel.39
					days = 1
					random_hours = 12
				}
			}
		}
	} {
		name = israel.35.b
		add_to_variable = {
			ISR_stability_var = 0.05
		}
		custom_effect_tooltip = ISR_modify_constitution ISR_constitution_stability
		if = {
			limit = {
				NOT = {
					has_country_flag = ISR_hatzohar_no_constitution
				}
			}
			custom_effect_tooltip = ISR_hatzohar_no_constitution
			set_country_flag = ISR_hatzohar_no_constitution
			subtract_from_variable = {
				ISR_constitution_votes = ISR_hatzohar_seats
			}
		} {
			limit = {
				check_variable = {
					ISR_constitution_votes = > 60
				}
			}
			country_event = {
				id = israel.36
				days = 1
				random_hours = 12
			}
		}
		else = {
			effect_tooltip = {
				country_event = {
					id = israel.36
					days = 1
					random_hours = 12
				}
			}
			hidden_effect = {
				country_event = {
					id = israel.39
					days = 1
					random_hours = 12
				}
			}
		}
	}
}
### Entity: Event
Component: BBA_switzerland.10
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_switzerland.10
	title = BBA_switzerland.10.t
	desc = BBA_switzerland.10.desc
	picture = GFX_report_event_gre_trial
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = BBA_switzerland.10.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
	}
}
### Entity: AI Strategy
Component: EAI_CHI_china_MISC_expand_army_instead_of_attacking
Constructs: is_literally_china, check_variable, is_in_array, force_concentration_factor
Source: game
File: common/ai_strategy/CHI_EAI.txt

Code:
EAI_CHI_china_MISC_expand_army_instead_of_attacking = {
	allowed = {
		is_literally_china = yes
	}
	enable = {
		check_variable = {
			EAI_fielded_eq_ratio = < 0.95
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_control
		ordertype = front front
		ratio = 0.25
		priority = 1000
		execution_type = careful
		execute_order = no
		state_trigger = {
			is_in_array = {
				global.EAI_MAP_china_theatre = THIS.id
			}
			NOT = {
				region = 164 247 248
				state = 743 597
			}
		}
	} {
		type = force_concentration_factor
		value = -100
	}
}
### Entity: Unit Template
Component: equipments
Constructs: limit, has_dlc, has_idea, allow_mission_type, is_archetype, is_buildable, build_cost_ic, maximum_speed
Source: game
File: common/units/equipment/ballistic_missiles.txt

Code:
equipments = {
	ballistic_missile_equipment = {
		year = 1936
		can_be_produced = {
			if = {
				limit = {
					has_dlc = Gotterdammerung
				}
				NOT = {
					has_idea = BUL_army_restrictions_aat
				}
			}
			else = {
				NOT = {
					has_idea = BUL_army_restrictions
				}
			}
		}
		allow_mission_type = {
			barrage_mission
		}
		is_archetype = yes
		is_buildable = yes
		can_license = no
		type = ballistic_missile
		group_by = type
		sprite = missile_default
		air_map_icon_frame = 9
		interface_category = interface_category_air
		reliability = 0.8
		naval_strike_attack = 1.5
		naval_strike_targetting = 0.6
		lend_lease_cost = 1.5
		build_cost_ic = 50
		resources = {
			aluminium = 2
			tungsten = 2
		}
		fuel_consumption = 0
	}
	ballistic_missile_equipment_1 = {
		year = 1944
		archetype = ballistic_missile_equipment
		is_buildable = yes
		one_use_only = yes
		sprite = missile_default
		air_range = 640
		maximum_speed = 5760
		air_agility = 10
		air_bombing = 550
	}
	ballistic_missile_equipment_2 = {
		year = 1945
		archetype = ballistic_missile_equipment
		parent = ballistic_missile_equipment_1
		is_buildable = yes
		one_use_only = yes
		sprite = missile_default
		build_cost_ic = 74
		resources = {
			aluminium = 3
			tungsten = 2
		}
		air_range = 4000
		maximum_speed = 6500
		air_agility = 10
		air_bombing = 700
	}
	ballistic_missile_equipment_3 = {
		year = 1945
		archetype = ballistic_missile_equipment
		parent = ballistic_missile_equipment_2
		is_buildable = yes
		one_use_only = yes
		sprite = missile_default
		build_cost_ic = 90
		resources = {
			aluminium = 3
			tungsten = 3
		}
		air_range = 14000
		maximum_speed = 9999
		air_agility = 10
		air_bombing = 900
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_reform_the_army
Constructs: prerequisite, add_ideas, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_reform_the_army
	icon = GFX_goal_BUL_coa_army
	prerequisite = {
		focus = BUL_military_rearmament_plans
	}
	relative_position_id = BUL_military_rearmament_plans
	x = -6
	y = 1
	cost = 10
	ai_will_do = {
		factor = 60
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = BUL_shattered_military
			add_idea = BUL_reformed_military
		}
		add_ideas = limited_conscription
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template
Source: game
File: history/units/HYD_Scripted.txt

Code:
division = {
	division_name = {
		name = Hyderabad Guard
	}
	location = 1359
	division_template = Hyderabad Guard
	start_experience_factor = 0.1
	start_equipment_factor = 0.8
}
### Entity: Modding Documentation
Construct: country_culture
Source: vanilla_docs
File: documentation/loc_formatter_documentation.md

Doc:
## country_culture
The country_culture formatter formats the string using the country's cultural override (`TAG_token`) if it exists,
otherwise the generic version (`token`).
### Entity: National Focus
Tree: ice_focus
Component: ICE_not_our_king
Constructs: completion_reward, add_political_power, add_popularity, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_not_our_king
	icon = GFX_focus_ICE_not_our_king
	mutually_exclusive = {
		focus = ICE_the_kingdom_of_iceland
	}
	x = 28
	y = 0
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		add_political_power = 75
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		} {
			ideology = communism
			popularity = 0.05
		}
		swap_ideas = {
			remove_idea = ICE_christian_x
			add_idea = ICE_christian_x_worse
		}
	}
}
### Entity: State History
Component: 840
Constructs: set_variable, add_dynamic_modifier, add_core_of
Source: game
File: history/states/840-Gojjam.txt

Code:
state = {
	id = 840
	name = STATE_840
	manpower = 900000
	resources = {

	}
	state_category = pastoral
	history = {
		set_variable = {
			ETH_state_development_production_speed = -0.3
		} {
			ETH_state_development_local_building_slots_factor = -0.3
		}
		add_dynamic_modifier = {
			modifier = ETH_state_development_dynamic_modifier
		} {
			modifier = ETH_state_decentralization_dynamic_modifier
			scope = ETH
		}
		buildings = {

		}
		victory_points = {
			13242 2
		}
		owner = ETH
		add_core_of = ETH BEG
		1936.6.1 = {
			owner = ITA
			controller = ITA
		}
	}
	provinces = {
		4954 13242
	}
	local_supplies = 0.0
}