Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Component: wuw_HUN_volksbund_der_deutschen_in_ungarn
Constructs: division_template, prerequisite, limit, add_ideas, has_government, completion_reward, cancel_if_invalid, is_locked
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_volksbund_der_deutschen_in_ungarn
	icon = GFX_focus_HUN_integrate_the_volksbund
	prerequisite = {
		focus = wuw_HUN_elect_a_fascist_king
	}
	x = 0
	y = 1
	relative_position_id = wuw_HUN_elect_a_fascist_king
	cost = 10
	ai_will_do = {
		factor = 15
	}
	available = {
		OR = {
			has_government = neutrality fascism
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = HUN_volksbund_militia_recruitment_tt generic_skip_one_line_tt generic_skip_one_line_tt franz_and_henrik_available_tt
		hidden_effect = {
			delete_unit_template_and_units = {
				division_template = Volksbundmiliz
				disband = yes
			}
			division_template = {
				name = Volksbundmiliz
				division_names_group = HUN_MIL_03
				role = garrison
				template_counter = 20
				is_locked = yes
				force_allow_recruiting = yes
				division_cap = 12
				regiments = {
					militia = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					}
				}
				support = {

				}
			}
			random_state = {
				limit = {
					is_fully_controlled_by = ROOT
					is_owned_by = ROOT
					is_core_of = ROOT
				}
				create_unit = {
					division = name = "Erste Volksbundmiliz" division_template = "Volksbundmiliz" start_experience_factor = 0.4 start_equipment_factor = 0.6
					owner = ROOT
				} {
					division = name = "Zweite Volksbundmiliz" division_template = "Volksbundmiliz" start_experience_factor = 0.3 start_equipment_factor = 0.8
					owner = ROOT
				} {
					division = name = "Dritte Volksbundmiliz" division_template = "Volksbundmiliz" start_experience_factor = 0.2 start_equipment_factor = 0.5
					owner = ROOT
				} {
					division = name = "Vierte Volksbundmiliz" division_template = "Volksbundmiliz" start_experience_factor = 0.2 start_equipment_factor = 0.5
					owner = ROOT
				}
			}
		}
		add_ideas = HUN_volksbund_good
	}
}
### Entity: State History
Component: 413
Constructs: add_core_of
Source: game
File: history/states/413-Khuzestan.txt

Code:
state = {
	id = 413
	name = STATE_413
	manpower = 797356
	resources = {
		oil = 28
	}
	state_category = rural
	history = {
		owner = PER
		buildings = {
			infrastructure = 3
			5005 = {
				naval_base = 1
			}
		}
		victory_points = {
			7953 1
		}
		add_core_of = PER
	}
	provinces = {
		1922 5005 5089 7953
	}
	local_supplies = 0.0
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_SILO_46
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_SILO_46 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_SILO
			value = 46
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = fuel_silo
		value = 46
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/r56_CHI_1936_naval_mtg.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = ship_hull_cruiser_1
			creator = CHI
			version_name = Ninghai Class
		}
		name = Pinghai
		requested_factories = 1
		progress = 0.33
		amount = 1
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_respect_landsverk_independence
Constructs: prerequisite, completion_reward, add_political_power, add_mio_funds, add_offsite_building
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_respect_landsverk_independence
	icon = GFX_focus_SWE_landsverk
	prerequisite = {
		focus = SWE_motorization_initiative
	}
	mutually_exclusive = {
		focus = SWE_nationalize_landsverk
	}
	relative_position_id = SWE_motorization_initiative
	x = 2
	y = 1
	cost = 10
	completion_reward = {
		mio:SWE_landsverk_organization = {
			add_mio_funds = 500
		}
		add_offsite_building = {
			type = arms_factory
			level = 2
		}
		GER = {
			add_offsite_building = {
				type = arms_factory
				level = 1
			}
			add_political_power = 25
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_aircraft_design_cooperation
Constructs: prerequisite, completion_reward, is_in_faction, add_to_tech_sharing_group
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_aircraft_design_cooperation
	icon = GFX_focus_manufacturers_cooperation
	prerequisite = {
		focus = LIT_Fighter_Competition LIT_Bomber_Competition
	}
	relative_position_id = LIT_Bomber_Competition
	x = -1
	y = 2
	cost = 5
	available = {
		is_in_faction = yes
	}
	available_if_capitulated = yes
	completion_reward = {
		add_to_tech_sharing_group = HUN_joint_air_development_group
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: AI Strategy
Component: ITA_medium_tank_anti_air
Constructs: has_war, has_tech
Source: game
File: common/ai_equipment/ITA_tank.txt

Code:
ITA_medium_tank_anti_air = {
	category = land
	blocked_for = {

	}
	available_for = {
		ITA
	}
	roles = {
		land_medium_tank_anti_air
	}
	priority = {
		factor = 500
		modifier = {
			NOT = {
				has_tech = fighter2
			}
			any_enemy_country = {
				has_tech = fighter2
			}
			factor = 3
		}
	}
	medium_tank_anti_air_1 = {
		priority = {
			factor = 100
		}
		enable = {
			has_tech = interwar_antiair
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = medium_tank_aa_chassis_1
			modules = {
				main_armament_slot = tank_anti_air_cannon
				turret_type_slot = tank_medium_one_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 1
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_anti_air_cannon tank_medium_one_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	medium_tank_anti_air_2 = {
		priority = {
			factor = 200
		}
		enable = {
			has_tech = antiair2
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = medium_tank_aa_chassis_2
			modules = {
				main_armament_slot = tank_anti_air_cannon_2
				turret_type_slot = tank_medium_two_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 2
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_anti_air_cannon_2 tank_medium_two_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	medium_tank_anti_air_3 = {
		priority = {
			factor = 200
		}
		enable = {
			has_tech = antiair5
		}
		history = yes
		target_variant = {
			match_value = 2500
			type = medium_tank_aa_chassis_3
			modules = {
				main_armament_slot = tank_anti_air_cannon_3
				turret_type_slot = tank_medium_two_man_tank_turr
# ... (truncated)
### Entity: Order of Battle
Component: Västra Militärområde
Constructs: division_template
Source: game
File: history/units/SWE_1936.txt

Code:
division = {
	name = Västra Militärområde
	location = 3375
	division_template = Militärområde
	start_experience_factor = 0.2
	start_equipment_factor = 0.1
}
### Entity: Unit Template
Component: equipments
Constructs: is_archetype, is_convertable, is_buildable, build_cost_ic, allow_mission_type, maximum_speed
Source: game
File: common/units/equipment/r56e_heavy_maritime.txt

Code:
equipments = {
	strat_maritime_equipment = {
		year = 1936
		is_archetype = yes
		is_convertable = yes
		picture = archetype_strat_bomber_equipment
		is_buildable = no
		type = maritime_patrol_plane
		group_by = archetype
		sprite = heavy_plane
		air_map_icon_frame = 11
		interface_category = interface_category_air
		interface_overview_category_index = 5
		upgrades = {
			plane_naval_upgrade plane_range_upgrade plane_engine_upgrade plane_reliability_upgrade
		}
		air_superiority = 0.01
		reliability = 0.8
		naval_strike_attack = 12
		naval_strike_targetting = 3
		lend_lease_cost = 12
		build_cost_ic = 60
		resources = {
			aluminium = 3
			rubber = 2
		}
		manpower = 80
		fuel_consumption = 0.72
	}
	strat_maritime_equipment_1 = {
		year = 1936
		archetype = strat_maritime_equipment
		priority = 140
		allow_mission_type = {
			training naval_bomber port_strike naval_patrol naval_mines_planting naval_mines_sweeping
		}
		is_convertable = yes
		can_convert_from = {
			strat_bomber_equipment_1
		}
		air_range = 2500
		maximum_speed = 400
		air_agility = 5
		air_attack = 50
		air_defence = 25
		air_bombing = 15
		naval_strike_attack = 14
		naval_strike_targetting = 3
		build_cost_ic = 58
	}
	strat_maritime_equipment_2 = {
		year = 1940
		archetype = strat_maritime_equipment
		parent = strat_maritime_equipment_1
		priority = 140
		is_convertable = yes
		can_convert_from = {
			strat_maritime_equipment_1 strat_bomber_equipment_1 strat_bomber_equipment_2
		}
		air_range = 3500
		maximum_speed = 450
		air_agility = 7
		air_attack = 100
		air_defence = 35
		air_bombing = 20
		naval_strike_attack = 18
		naval_strike_targetting = 4
		build_cost_ic = 64
		resources = {
			aluminium = 4
			rubber = 2
		}
	}
	strat_maritime_equipment_3 = {
		year = 1944
		archetype = strat_maritime_equipment
		parent = strat_maritime_equipment_2
		priority = 140
		is_convertable = yes
		can_convert_from = {
			strat_maritime_equipment_1 strat_maritime_equipment_2 strat_bomber_equipment_1 strat_bomber_equipment_2 strat_bomber_equipment_3
		}
		air_range = 5000
		maximum_speed = 500
		air_agility = 10
		air_attack = 150
		air_defence = 50
		air_bombing = 25
		naval_strike_attack = 22
		naval_strike_targetting = 5
		build_cost_ic = 66
		resources = {
			aluminium = 5
			rubber = 2
		}
	}
}
### Entity: Unit Template
Component: equipment_modules
Constructs: limit, has_dlc, add_stats, build_cost_ic, naval_speed, add_average_stats, add_equipment_type, build_cost_resources
Source: game
File: common/units/equipment/modules/00_ship_modules.txt

Code:
equipment_modules = {
	limit = {
		has_dlc = Man the Guns
	}
	ship_light_battery_1 = {
		abbreviation = saa
		category = ship_light_battery
		sfx = sfx_ui_sd_module_turret
		add_stats = {
			lg_attack = 1
			build_cost_ic = 90
		}
		multiply_stats = {
			naval_speed = -0.01
		}
		add_average_stats = {
			lg_armor_piercing = 1
		}
		can_convert_from = {
			module_category = ship_light_battery
			convert_cost_ic = 60
		}
		critical_parts = {
			damaged_light_guns
		}
	}
	ship_light_battery_2 = {
		abbreviation = sab
		category = ship_light_battery
		parent = ship_light_battery_1
		sfx = sfx_ui_sd_module_turret
		add_stats = {
			lg_attack = 1.5
			build_cost_ic = 120
		}
		multiply_stats = {
			naval_speed = -0.02
		}
		add_average_stats = {
			lg_armor_piercing = 2
		}
		can_convert_from = {
			module_category = ship_light_battery
			convert_cost_ic = 75
		} {
			module = ship_light_battery_1
			convert_cost_ic = 45
		}
		critical_parts = {
			damaged_light_guns
		}
	}
	ship_light_battery_3 = {
		abbreviation = sac
		category = ship_light_battery
		parent = ship_light_battery_2
		sfx = sfx_ui_sd_module_turret
		add_stats = {
			lg_attack = 2
			build_cost_ic = 150
		}
		add_average_stats = {
			lg_armor_piercing = 2.5
		}
		multiply_stats = {
			naval_speed = -0.03
		}
		can_convert_from = {
			module_category = ship_light_battery
			convert_cost_ic = 75
		} {
			module = ship_light_battery_2
			convert_cost_ic = 45
		}
		critical_parts = {
			damaged_light_guns
		}
	}
	ship_light_battery_4 = {
		abbreviation = sad
		category = ship_light_battery
		parent = ship_light_battery_3
		sfx = sfx_ui_sd_module_turret
		add_stats = {
			lg_attack = 3.0
			build_cost_ic = 175
		}
		multiply_stats = {
			naval_speed = -0.04
		}
		add_average_stats = {
			lg_armor_piercing = 2.5
		}
		can_convert_from = {
			module_category = ship_light_battery
			convert_cost_ic = 190
		} {
			module = ship_light_battery_3
			convert_cost_ic = 120
		}
		critical_parts = {
			damaged_light_guns
		}
	}
	dp_light_battery_1 = {
		abbreviation = sae
		category = dp_light_battery
		gui_category = ship_light_battery
		sfx = sfx_ui_sd_module_turret
		add_stats = {
			lg_attack = 1
			anti_air_attack = 1
			build_cost_ic = 100
		}
		multiply_stats = {
			naval_speed = -0.01
		}
		add_average_stats = {
			lg_armor_piercing = 0.5
		}
		can_convert_from = {
			module_category = ship_light_battery
	
# ... (truncated)
### Entity: National Focus
Tree: bul_focus
Component: BUL_mineral_extraction_in_the_rhodopes
Constructs: prerequisite, completion_reward, has_tech, add_tech_bonus, set_variable, unlock_decision_tooltip
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_mineral_extraction_in_the_rhodopes
	prerequisite = {
		focus = BUL_steel_plant_in_pernik
	}
	icon = GFX_goal_generic_construction2
	relative_position_id = BUL_steel_plant_in_pernik
	x = 0
	y = 1
	cost = 10
	available = {
		has_tech = excavation2
		OR = {
			controls_state = 48 212
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = BUL_mineral_extraction_in_the_rhodopes
			bonus = 1.0
			uses = 1
			category = industry
		}
		set_variable = {
			var = BUL_plovdiv_chromium_duration
			value = 15
		}
		unlock_decision_tooltip = BUL_mineral_extraction_in_the_rhodopes
	}
}
### Entity: Idea
Component: SWE_nationalist_military_garrisons_paramilitary
Constructs: war_support_factor, has_government, removal_cost, fascism_drift, neutrality_drift
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_nationalist_military_garrisons_paramilitary = {
	picture = generic_reserve_divisions
	removal_cost = -1
	allowed = {
		has_government = fascism democratic
	}
	modifier = {
		war_support_factor = 0.1
		fascism_drift = 0.03
		neutrality_drift = 0.03
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_heavy_fighter_modernization
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_heavy_fighter_modernization
	icon = GFX_goal_generic_air_heavy_fighter_new
	prerequisite = {
		focus = ARG_air_force_reform
	}
	mutually_exclusive = {
		focus = ARG_light_fighter_modernization
	}
	x = 29
	y = 1
	cost = 5
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = ARG_air_force_reform
				technology = range_improvements
				bonus = 0.5
				uses = 1
			} {
				name = ARG_heavy_fighter_modernization
				bonus = 0.75
				uses = 1
				category = medium_air
			}
		}
		else = {
			add_tech_bonus = {
				name = ARG_air_force_reform
				bonus = 1
				uses = 1
				category = cat_heavy_fighter
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_secret_weapons
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_dlc, random_owned_controlled_state, add_breakthrough_progress, add_tech_bonus
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_secret_weapons
	icon = GFX_focus_rocketry
	prerequisite = {
		focus = RAJ_halls_of_knowledge_3
	} {
		focus = RAJ_thunder_elephants
	}
	x = 2
	y = 1
	relative_position_id = RAJ_halls_of_knowledge_3
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_owned_state = {
			nuclear_facility = < 1
			air_facility = < 1
			land_facility = < 1
			naval_facility = < 1
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Gotterdammerung
			}
			random_owned_controlled_state = {
				limit = {
					can_construct_building = air_facility
				}
				prioritize = {
					291
				}
				construct_building_in_random_province = {
					air_facility = 1
				}
			}
			add_breakthrough_progress = {
				specialization = specialization_air
				value = 0.25
			}
		}
		ELSE = {
			add_tech_bonus = {
				name = RAJ_secret_weapons
				bonus = 0.75
				category = rocketry
			}
		}
	}
}
### Entity: Character
Component: CHI_zheng_qi
Source: game
File: common/characters/CHI.txt

Code:
CHI_zheng_qi = {
	name = CHI_zheng_qi
	portraits = {
		civilian = {
			large = GFX_portrait_CHI_zheng_qi
			small = GFX_portrait_CHI_zheng_qi_small
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_the_last_break_southward
Constructs: has_completed_focus, prerequisite, limit, completion_reward, is_subject, create_wargoal, annex_everything, take_state_focus
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_the_last_break_southward
	icon = GFX_SOV_the_last_break_southward_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_into_central_asia
	}
	x = 0
	y = 1
	relative_position_id = SOV_into_central_asia
	cost = 10
	ai_will_do = {
		factor = 1
	}
	will_lead_to_war_with = IRQ TUR FRA RAJ PAK
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	available = {
		is_subject = no
	}
	completion_reward = {
		create_wargoal = {
			type = annex_everything
			target = IRQ
		} {
			type = take_state_focus
			target = FRA
			generator = {
				553 554 677 680 799
			}
		} {
			type = annex_everything
			target = RAJ
		}
		if = {
			limit = {
				NOT = {
					has_completed_focus = SOV_the_rightful_heir_to_the_empire
				}
			}
			create_wargoal = {
				type = annex_everything
				target = TUR
			}
		} {
			limit = {
				country_exists = PAK
			}
			create_wargoal = {
				type = annex_everything
				target = PAK
			}
		}
	}
}
### Entity: Order of Battle
Component: 9 Su jun Zhiyuanjun
Constructs: division_template
Source: game
File: history/units/PRC_SOV_reinforcements.txt

Code:
division = {
	name = 9 Su jun Zhiyuanjun
	location = 12880
	division_template = Erjinzhi Juntuán
}
### Entity: Event
Component: nuke_dropped.4
Constructs: is_triggered_only, owns_state, fire_only_once, is_owned_by
Source: game
File: events/NukeEvents.txt

Code:
news_event = {
	id = nuke_dropped.4
	title = nuke_dropped.4.t
	desc = nuke_dropped.4.d
	picture = GFX_news_event_nuke
	is_triggered_only = yes
	fire_only_once = yes
	trigger = {
		FROM.FROM = {
			state = 64
			is_owned_by = GER
		}
	}
	option = {
		name = nuke_dropped.4.a
		trigger = {
			NOT = {
				owns_state = 64
			}
		}
	} {
		name = nuke_dropped.4.b
		trigger = {
			owns_state = 64
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_join_the_tripartite_pact
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_subject, is_in_faction_with, is_faction_leader
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_join_the_tripartite_pact
	prerequisite = {
		focus = BUL_approach_germany
	}
	dynamic = yes
	icon = GFX_goal_support_fascism
	relative_position_id = BUL_approach_germany
	x = 0
	y = 4
	cost = 5
	mutually_exclusive = {
		focus = BUL_the_fate_of_the_balkans BUL_join_the_allies
	}
	bypass = {
		OR = {
			is_subject = yes
			AND = {
				is_in_faction_with = GER
				OR = {
					has_government = fascism neutrality
				}
			}
		}
	}
	available = {
		threat = > 0.35
		OR = {
			AND = {
				GER = {
					is_faction_leader = yes
				}
				NOT = {
					is_justifying_wargoal_against = ROOT
				} {
					has_war_with = ROOT
				}
			} {
				ITA = {
					is_faction_leader = yes
					is_in_faction_with = GER
					NOT = {
						is_justifying_wargoal_against = ROOT
					} {
						has_war_with = ROOT
					}
				}
			}
		} {
			AND = {
				OR = {
					has_government = fascism neutrality
				}
				GER = {
					has_government = fascism
				}
			} {
				has_government = neutrality
				GER = {
					has_government = neutrality
				}
			}
		}
		is_in_faction = no
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		if = {
			limit = {
				OR = {
					has_government = fascism
					GER = {
						has_government = fascism
					}
				}
			}
			if = {
				limit = {
					has_unit_leader = 1203
				}
				random_unit_leader = {
					limit = {
						has_id = 1203
					}
					retire = yes
				}
			} {
				limit = {
					has_unit_leader = 1204
				}
				random_unit_leader = {
					limit = {
						has_id = 1204
					}
					retire = yes
				}
			}
		} {
			limit = {
				any_state = {
					BUL_is_balkan_state = yes
					has_state_flag = BUL_bulgarian_claim_warranted_flag
				}
			}
			custom_effect_tooltip = BUL_join_the_tripartite_pact_warranted_claims_tt
			every_state = {
				limit = {
					BUL_is_balkan_state = yes
					has_state_flag = BUL_bulgarian_claim_warranted_flag
				}
			}
		}
		GER = {
			country_event = {
				id = generic.2
				hours = 4
				random_hours = 2
			}
		} {
			add_ai_strategy = {
				type = befriend
				id = ROOT
				value = 100
			}
		}
		custom_effect_tooltip = BUL_join_the_tripartite_pact_tt
		add_ai_strategy = {
			type = befriend
			id = GER
			value = 100
		} {
			type = garrison
			value = 25
		}
	}
}
### Entity: Order of Battle
Component: 24th Army Tank Brigade
Constructs: division_template
Source: game
File: history/units/ENG_1939.txt

Code:
division = {
	name = 24th Army Tank Brigade
	location = 6318
	division_template = Tank Brigade
	start_experience_factor = 0.2
}