Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: AST_MTN_01
Source: game
File: common/units/names_divisions/AST_names_divisions.txt

Code:
AST_MTN_01 = {
	name = Mountain Divisions
	for_countries = {
		AST
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	link_numbering_with = {
		AST_INF_01
	}
	fallback_name = %d Infantry Division
	ordered = {
		1 = {
			%dst Infantry Division
		}
		2 = {
			%dnd Infantry Division
		}
		3 = {
			%drd Infantry Division
		}
		4 = {
			%dth Infantry Division
		}
		5 = {
			%dth Infantry Division
		}
		6 = {
			%dth Infantry Division
		}
		7 = {
			%dth Infantry Division
		}
		8 = {
			%dth Infantry Division
		}
		9 = {
			%dth Infantry Division
		}
		10 = {
			%dth Infantry Division
		}
		11 = {
			%dth Infantry Division
		}
		12 = {
			%dth Infantry Division
		}
		13 = {
			%dth Infantry Division
		}
		14 = {
			%dth Infantry Division
		}
		15 = {
			%dth Infantry Division
		}
		16 = {
			%dth Infantry Division
		}
		17 = {
			%dth Infantry Division
		}
		18 = {
			%dth Infantry Division
		}
		19 = {
			%dth Infantry Division
		}
		20 = {
			%dth Infantry Division
		}
		21 = {
			%dst Infantry Division
		}
		22 = {
			%dnd Infantry Division
		}
		23 = {
			%drd Infantry Division
		}
		24 = {
			%dth Infantry Division
		}
		25 = {
			%dth Infantry Division
		}
		26 = {
			%dth Infantry Division
		}
		27 = {
			%dth Infantry Division
		}
		28 = {
			%dth Infantry Division
		}
		29 = {
			%dth Infantry Division
		}
		30 = {
			%dth Infantry Division
		}
		31 = {
			%dst Infantry Division
		}
		32 = {
			%dnd Infantry Division
		}
		33 = {
			%drd Infantry Division
		}
		34 = {
			%dth Infantry Division
		}
		35 = {
			%dth Infantry Division
		}
		36 = {
			%dth Infantry Division
		}
		37 = {
			%dth Infantry Division
		}
		38 = {
			%dth Infantry Division
		}
		39 = {
			%dth Infantry Division
		}
		40 = {
			%dth Infantry Division
		}
		41 = {
			%dst Infantry Division
		}
		42 = {
			%dnd Infantry Division
		}
		43 = {
			%drd Infantry Division
		}
		44 = {
			%dth Infantry Division
		}
		45 = {
			%dth Infantry Division
		}
		46 = {
			%dth Infantry Division
		}
		47 = {
			%dth Infantry Division
		}
		48 = {
			%dth Infantry Division
		}
		49 = {
			%dth Infantry Division
		}
		50 = {
			%dth Infantry Division
		}
		51 = {
			%dst Infantry Division
		}
		52 = {
			%dnd Infantry Division
		}
		53 = {
			%drd Infantry Division
		}
	}
}
### Entity: Military Industrial Organization
Component: HUN_henschel_organization
Constructs: has_completed_focus, limit, has_war_with, has_dlc
Source: game
File: common/military_industrial_organization/organizations/HUN_organization.txt

Code:
HUN_henschel_organization = {
	include = generic_heavy_tank_organization
	icon = GFX_idea_henschel
	allowed = {
		original_tag = HUN
		has_dlc = Arms Against Tyranny
	}
	visible = {
		IF = {
			limit = {
				FROM = {
					original_tag = HUN
				}
			}
			FROM = {
				has_completed_focus = wuw_HUN_seek_german_contracts
			}
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = GER
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = GER
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: XXXV Brigada Internacionales
Constructs: division_template
Source: game
File: history/units/SPR_Civil_War.txt

Code:
division = {
	name = XXXV Brigada Internacionales
	location = 3945
	division_template = Brigada Internacionales
}
### Entity: Unit Template
Component: AUSHUN_INF_01
Constructs: has_cosmetic_tag
Source: game
File: common/units/names_divisions/HUN_names_divisions.txt

Code:
AUSHUN_INF_01 = {
	name = Aus-Hun. Infantry Divisions
	for_countries = {
		AUS HUN CZE
	}
	can_use = {
		has_cosmetic_tag = HUN_EMPIRE
	}
	division_types = {
		infantry
	}
	link_numbering_with = {
		AUSHUN_MOT_01 AUSHUN_MEC_01 AUSHUN_GAR_01
	}
	fallback_name = %d.Infanterietruppendivision
	ordered = {
		1 = {
			%d.Infanterietruppendivision - Sarajevo
		}
		2 = {
			%d.Infanterietruppendivision - Jaroslau
		}
		3 = {
			%d.Infanterietruppendivision - Linz
		}
		4 = {
			%d.Infanterietruppendivision - Brunn
		}
		5 = {
			%d.Infanterietruppendivision - Olmütz
		}
		6 = {
			%d.Infanterietruppendivision - Graz
		}
		7 = {
			%d.Infanterietruppendivision - Esseg
		}
		8 = {
			%d.Infanterietruppendivision - Bozen
		}
		9 = {
			%d.Infanterietruppendivision - Prag
		}
		10 = {
			%d.Infanterietruppendivision - Josephstadt
		}
		11 = {
			%d.Infanterietruppendivision - Lemberg
		}
		12 = {
			%d.Infanterietruppendivision - Krakau
		}
		14 = {
			%d.Infanterietruppendivision - Pozsony
		}
		15 = {
			%d.Infanterietruppendivision - Miskolcz
		}
		16 = {
			%d.Infanterietruppendivision - Nagyszeben
		}
		17 = {
			%d.Infanterietruppendivision - Nagy-Várad
		}
		18 = {
			%d.Infanterietruppendivision - Mostar
		}
		19 = {
			%d.Infanterietruppendivision - Pilsen
		}
		24 = {
			%d.Infanterietruppendivision - Przemyśl
		}
		25 = {
			%d.Infanterietruppendivision - Wien
		}
		27 = {
			%d.Infanterietruppendivision - Kassa
		}
		28 = {
			%d.Infanterietruppendivision - Laibach
		}
		29 = {
			%d.Infanterietruppendivision - Theresienstadt
		}
		30 = {
			%d.Infanterietruppendivision - Lemberg
		}
		31 = {
			%d.Infanterietruppendivision - Budapest
		}
		32 = {
			%d.Infanterietruppendivision - Budapest
		}
		33 = {
			%d.Infanterietruppendivision - Komáron
		}
		34 = {
			%d.Infanterietruppendivision - Temesvár
		}
		35 = {
			%d.Infanterietruppendivision - Kolosvár
		}
		36 = {
			%d.Infanterietruppendivision - Agram
		}
		47 = {
			%d.Infanterietruppendivision - Castelnuovo
		}
		48 = {
			%d.Infanterietruppendivision - Sarajevo
		}
		49 = {
			%d.Infanterietruppendivision - Wien
		}
		13 = {
			%d.Infanterietruppendivision
		}
		20 = {
			%d.Infanterietruppendivision
		}
		21 = {
			%d.Infanterietruppendivision
		}
		22 = {
			%d.Infanterietruppendivision
		}
		23 = {
			%d.Infanterietruppendivision
		}
		26 = {
			%d.Infanterietruppendivision
		}
		37 = {
			%d.Infan
# ... (truncated)
### Entity: National Focus
Tree: egy_focus
Component: EGY_reclaim_the_sehzade
Constructs: prerequisite, limit, completion_reward, is_subject, is_in_faction_with, has_army_manpower, add_ai_strategy, every_state
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_reclaim_the_sehzade
	icon = GFX_goal_generic_attack_turkey
	relative_position_id = EGY_rightful_successor_to_the_empire
	x = 0
	y = 2
	cost = 10
	available = {
		is_subject = no
		NOT = {
			is_in_faction_with = TUR
		}
	}
	prerequisite = {
		focus = EGY_solidify_control_of_the_levant
	} {
		focus = EGY_crush_the_arabian_revolt
	}
	will_lead_to_war_with = TUR
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 25
			has_army_manpower = {
				size = > 199999
			}
			any_neighbor_country = {
				original_tag = TUR
			}
		}
	}
	completion_reward = {
		add_ai_strategy = {
			type = conquer
			id = TUR
			value = 200
		}
		every_state = {
			limit = {
				is_core_of = TUR
			}
			add_claim_by = ROOT
		}
		every_other_country = {
			limit = {
				NOT = {
					is_ally_with = ROOT
				}
				any_owned_state = {
					is_core_of = TUR
					if = {
						limit = {
							799 = {
								NOT = {
									is_owned_by = TUR
								}
							}
						}
						NOT = {
							state = 799
						}
					}
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = take_state_focus
					expire = 0
				}
			}
		}
	}
}
### Entity: Event
Component: poland.135
Constructs: is_triggered_only
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.135
	title = poland.135.t
	desc = poland.135.d
	picture = GFX_report_event_Rydz_Smigly_and_Stasys_Rasztikis_2
	is_triggered_only = yes
	option = {
		name = poland.135.a
	}
}
### Entity: National Focus
Tree: ser_focus
Component: SER_heavy_cruiser_project
Constructs: prerequisite, completion_reward, is_coastal, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_heavy_cruiser_project
	icon = GFX_goal_generic_navy_battleship
	prerequisite = {
		focus = SER_light_cruiser
	}
	x = 1
	y = 3
	relative_position_id = SER_expand_the_split_shipyards
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_owned_state = {
			is_coastal = yes
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = YUG_heavy_cruiser_project
			bonus = 1
			uses = 1
			category = ca_tech
		} {
			name = industrial_bonus
			bonus = 1
			uses = 1
			category = naval_gunnery_tech
		} {
			name = artillery_tech_bonus_name
			bonus = 1
			uses = 1
			category = naval_shell_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Modifier Reference
Component: DEN_flyvevabnet_dynamic_modifier
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
DEN_flyvevabnet_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_DEN_flyvevabnet_1
	air_bombing_targetting = DEN_flyvevabnet_air_bombing_targetting
	air_ace_generation_chance_factor = DEN_flyvevabnet_ace_generation_chance
	air_strategic_bomber_bombing_factor = DEN_flyvevabnet_strategic_bomber
	air_escort_efficiency = DEN_flyvevabnet_escort_efficiency
	air_intercept_efficiency = DEN_flyvevabnet_intercept_efficiency
	air_cas_efficiency = DEN_flyvevabnet_cas_efficiency
	air_mission_efficiency = DEN_flyvevabnet_mission_efficiency
	naval_strike_targetting_factor = DEN_flyvevabnet_naval_strike_targetting
	air_accidents_factor = DEN_flyvevabnet_air_accidents
	air_agility_factor = DEN_flyvevabnet_air_agility
	ground_attack_factor = DEN_flyvevabnet_ground_attack
	air_night_penalty = DEN_flyvevabnet_air_night_penalty
	air_weather_penalty = DEN_flyvevabnet_air_weather_penalty
}
### Entity: Unit Template
Component: ITA_SS_HISTORICAL
Source: game
File: common/units/names_ships/ITA_ship_names.txt

Code:
ITA_SS_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_SUBMARINES
	for_countries = {
		ITA
	}
	type = ship
	ship_types = {
		ship_hull_submarine submarine ship_hull_midget_submarine ship_hull_cruiser_submarine
	}
	prefix = RSmg 
	fallback_name = Sommergibile %s
	unique = {
		Glauco Otaria Pietro Calvi Giuseppe Finzi Enrico Tazzoli Argo Velella Ambra Berillo Corallo Diaspro Gemma Iride Malachite Onice Perla Turchese Adua Alagi Aradam Ascianghi Axum Beilul Dagabur Dessiè Durbo Gondar Lafolè Macallè Neghelli Scirè Tembien Uarsciek Uebi Scebeli Marcello Dandolo Veniero Provana Mocenigo Nani Barbarigo Emo Morosini Comandante Cappellini Comandante Faà di Bruno Brin Galvani Guglielmotti Archimede Torricelli Console Generale Liuzzi Alpino Bagnolini Reginaldo Giuliani Capitano Tarantini Guglielmo Marconi Leonardo da Vinci Michele Bianchi Luigi Torelli Alessandro Malaspina Maggiore Baracca Ammiraglio Saint Bon Ammiraglio Cagni Ammiraglio Millo Ammiraglio Caracciolo Acciaio Alabastro Argento Asteria Avorio Bronzo Cobalto Giada Granito Nichelio Platino Porfido Volframio Tritone Gorgo Flutto Marea Vortice Nautilo Bario Litio Sodio Potassio Rame Ferro Zinco Piombo Murena Grongo Sparide Spigola Cernia Dentice Cromo Ottone Cadmio Vanadio Iridio Ruthenio Oro Alluminio Antimonio Fosforo Manganese Zolfo Silicio Magnesio Mercurio Amianto Marcantonio Bragadin Filippo Corridoni Pietro Micca Foca Atropo Zoea Antonio Bajamonti Francesco Rismondo H 1 H 2 H 4 H 6 H 8 Balilla Domenico Millelire Enrico Toti Antonio Sciesa Goffredo Mameli Pier Capponi Giovanni da Procida Tito Speri Vettor Pisani Marcantonio Colonna Giovanni Bausan Des Geneys Ettore Fieramosca Fratelli Bandiera Luciano Manara Santorre Santarosa Ciro Menotti Squalo Narvalo Delfino Tricheco Argonauta Fisalia Jalea Jantina Medusa Salpa Serpente Luigi Settembrini Ruggiero Settimo Galileo Galilei Evangelista Torricelli Galileo Ferraris Ametista Anfitrite Diamante Galatea Naiade Nereide Ondina Rubino Sirena Smeraldo Topazio Zaffiro Attinio Azoto Bromo Carbonio Elio Molibdeno Osmio Ossigeno Selenio Tungsteno H 3 H 5 H 7
	}
}
### Entity: Idea
Component: fin_defence
Constructs: removal_cost
Source: game
File: common/ideas/r56_finland.txt

Code:
fin_defence = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = ast_volunteer_defence_corps
	modifier = {
		army_core_defence_factor = 0.1
	}
}
### Entity: National Focus
Tree: bhu_focus
Component: BHU_extinguish_the_red_sun
Constructs: prerequisite, has_war_with, completion_reward, is_subject, has_capitulated, is_in_faction_with, is_subject_of, create_wargoal
Source: game
File: common/national_focus/bhutan.txt

Code:
focus = {
	id = BHU_extinguish_the_red_sun
	icon = GFX_focus_attack_japan
	prerequisite = {
		focus = BHU_attack_the_plateau
	}
	x = 2
	y = 1
	relative_position_id = BHU_attack_the_plateau
	cost = 10
	ai_will_do = {
		factor = 0
		modifier = {
			OR = {
				CHI = {
					exists = yes
					is_subject = no
				}
			}
			factor = 0
		}
	}
	available = {
		is_subject = no
		JAP = {
			NOT = {
				has_war_with = ROOT
				has_capitulated = yes
				is_in_faction_with = ROOT
				is_subject_of = ROOT
			}
		}
	}
	will_lead_to_war_with = JAP
	completion_reward = {
		create_wargoal = {
			target = JAP
			type = puppet_wargoal_focus
			expire = 0
		}
	}
}
### Entity: Scripted Trigger
Component: JAP_army_faction_is_tier_1
Constructs: has_idea
Source: game
File: common/scripted_triggers/JAP_scripted_triggers.txt

Code:
JAP_army_faction_is_tier_1 = {
	OR = {
		has_idea = JAP_army_faction_tier_1_equal_navy JAP_army_faction_tier_1_lesser_1 JAP_army_faction_tier_1_lesser_2 JAP_army_faction_tier_1_lesser_3 JAP_army_faction_tier_1
	}
}
### Entity: Character
Component: PRC_28_bolshevik_trait_wang_ming
Constructs: research_speed_factor, political_power_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
PRC_28_bolshevik_trait_wang_ming = {
	random = no
	sprite = 13
	political_power_gain = -0.025
	opinion_gain_monthly_same_ideology_factor = 0.05
	power_balance_weekly = 0.01
	research_speed_factor = 0.01
}
### Entity: Decision
Component: SWI_mobilize_category
Constructs: has_completed_focus, has_war, limit, add_ideas, remove_ideas, add_war_support, has_country_flag, add_stability
Source: game
File: common/decisions/r56_SWI_decisions.txt

Code:
SWI_mobilize_category = {
	SWI_mobilize_decision = {
		icon = generic_prepare_civil_war
		allowed = {
			tag = SWI
		}
		available = {
			exists = yes
			custom_trigger_tooltip = {
				tooltip = SWI_mobilize_tt
				NOT = {
					has_country_flag = SWI_mobilized
				}
			}
			NOT = {
				has_idea = SWI_pressured_demobilization
			}
		}
		visible = {
			NOT = {
				has_completed_focus = SWI_new_mil
			}
		}
		days_re_enable = 1
		complete_effect = {
			if = {
				limit = {
					OR = {
						has_idea = SWI_special_conscription_1 SWI_special_conscription_2
					}
				}
				custom_effect_tooltip = SWI_load_conscription_tt
				add_ideas = SWI_mobilize_1
				load_oob = SWI_load_conscription_1
				hidden_effect = {
					set_country_flag = SWI_mobilized
				}
			}
			else_if = {
				limit = {
					has_idea = SWI_special_conscription_3
				}
				custom_effect_tooltip = SWI_load_conscription_tt
				add_ideas = SWI_mobilize_1
				load_oob = SWI_load_conscription_2
				hidden_effect = {
					set_country_flag = SWI_mobilized SWI_upgraded_tier_3
				}
			} {
				limit = {
					has_idea = SWI_special_conscription_4
				}
				custom_effect_tooltip = SWI_load_conscription_tt
				add_ideas = SWI_mobilize_1
				load_oob = SWI_load_conscription_3
				hidden_effect = {
					set_country_flag = SWI_mobilized SWI_final_form
				}
			}
		}
		ai_will_do = {
			factor = 0
			modifier = {
				add = 200
				OR = {
					has_war = yes
					any_other_country = {
						has_annex_war_goal = SWI
					}
					GER = {
						focus_progress = {
							focus = GER_operation_tannenbaum
							progress = > 0
						}
					}
				}
			}
		}
	}
	SWI_upgrade_units = {
		icon = generic_prepare_civil_war
		allowed = {
			tag = SWI
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = SWI_mobilize2_tt
				has_country_flag = SWI_mobilized
				NOT = {
					has_country_flag = SWI_upgraded_recently
				}
			}
			NOT = {
				has_idea = SWI_special_conscription_1
			} {
				has_idea = SWI_special_conscription_2
			}
			OR = {
				AND = {
					has_idea = SWI_special_conscription_3
					custom_trigger_tooltip = {
						tooltip = SWI_no_upgrade_tt
						NOT = {
							has_country_flag = SWI_upgraded_recently
						}
					} {
						tooltip = SWI_upgraded_tier_3_tt
						NOT = {
							has_country_flag = SWI_upgraded_tier_3
						}
					}
				} {
					has_idea = SWI_special_conscription_4
					custom_trigger_to
# ... (truncated)
### Entity: Idea
Component: EAI_DD_9/cv_small_plane_cas_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_9/cv_small_plane_cas_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_cas_airframe = {
			build_cost_ic = -0.09
			instant = yes
		}
	}
}
### Entity: Character
Component: TAH_communist_guy
Constructs: has_government
Source: game
File: common/characters/TAH.txt

Code:
TAH_communist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = TAH_communist_guy
		allowed = {
			original_tag = TAH
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			not = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_3
		}
	}
}
### Entity: Scripted Effect
Component: AFG_bop_absurdly_high_decrease_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/r56_AFG_scripted_effects.txt

Code:
AFG_bop_absurdly_high_decrease_effect = {
	add_power_balance_value = {
		id = AFG_power_balance
		value = -1
	}
}
### Entity: Event
Component: news.56
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.56
	title = news.56.t
	desc = news.56.d
	picture = GFX_news_event_019
	major = yes
	is_triggered_only = yes
	option = {
		name = news.56.a
		trigger = {
			NOT = {
				TAG = GER ENG CZE
			}
		}
	} {
		name = news.56.b
		trigger = {
			TAG = GER
		}
	} {
		name = news.56.c
		trigger = {
			TAG = ENG
		}
	} {
		name = news.56.e
		trigger = {
			TAG = CZE
		}
	}
}
### Entity: Military Industrial Organization
Component: SWI_oerlikon_organization
Constructs: equipment_bonus, build_cost_ic, has_dlc
Source: game
File: common/military_industrial_organization/organizations/SWI_organization.txt

Code:
SWI_oerlikon_organization = {
	name = SWI_oerlikon
	include = generic_artillery_organization
	icon = GFX_idea_SWI_oerlikon
	initial_trait = {
		name = generic_mio_initial_trait_artillery_manufacturer
		equipment_bonus = {
			air_attack = 0.1
			build_cost_ic = 0.05
		}
	}
	equipment_type = {
		artillery_equipment anti_tank_equipment anti_air_equipment
	}
	research_categories = {
		mio_cat_all_artillery_equipment
	}
	trait = {
		token = generic_mio_trait_advanced_anti_air_targeting
		name = generic_mio_trait_advanced_anti_air_targeting
		icon = GFX_generic_mio_department_icon_anti_air
		position = {
			x = 1
			y = 0
		}
		relative_position_id = generic_mio_trait_improved_direct_fire_targeting
		all_parents = {
			generic_mio_trait_improved_hydraulic_recoil_system
		}
		mutually_exclusive = {
			generic_mio_trait_improved_direct_fire_targeting generic_mio_trait_advanced_trajectory_calculations
		}
		limit_to_equipment_type = {
			anti_air_equipment
		}
		equipment_bonus = {
			air_attack = 0.1
		}
	}
	allowed = {
		tag = SWI
		has_dlc = By Blood Alone
	}
}
### Entity: Event
Component: bftb_bulgaria_soviet_influence.5
Constructs: is_triggered_only, limit, random_country, add_opinion_modifier, is_in_faction_with, is_faction_leader, add_to_faction
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_soviet_influence.5
	title = bftb_bulgaria_soviet_influence.5.t
	desc = bftb_bulgaria_soviet_influence.5.desc
	picture = GFX_report_event_communists_cheer
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_soviet_influence.5.a
		effect_tooltip = {
			add_opinion_modifier = {
				target = FROM
				modifier = BUL_balkan_communism
			}
			hidden_effect = {
				add_opinion_modifier = {
					target = FROM
					modifier = BUL_balkan_communism_trade
				}
			}
			FROM = {
				add_opinion_modifier = {
					target = ROOT
					modifier = BUL_balkan_communism
				}
				hidden_effect = {
					add_opinion_modifier = {
						target = ROOT
						modifier = BUL_balkan_communism_trade
					}
				}
			}
			random_country = {
				limit = {
					is_in_faction_with = ROOT
					is_faction_leader = yes
				}
				add_to_faction = FROM
			}
		}
	}
}
### Entity: Character
Component: small_ship_producer_mass_1
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
small_ship_producer_mass_1 = {
	random = no
	equipment_bonus = {
		ship_hull_light = {
			build_cost_ic = -0.15
		}
		ship_hull_submarine = {
			build_cost_ic = -0.15
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: BBA_italy_interaction_events.32
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, has_opinion, has_country_leader, has_same_ideology, add_offsite_building
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_interaction_events.32
	title = BBA_italy_interaction_events.32.t
	desc = BBA_italy_interaction_events.32.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = BBA_italy_interaction_events.32.a
		ai_chance = {
			base = 50
			modifier = {
				add = 10
				has_opinion = {
					target = ITA
					value = > 70
				}
			} {
				add = 25
				ITA = {
					has_completed_focus = ITA_franco_italian_pact
				}
			} {
				add = 15
				ITA = {
					has_country_leader = {
						character = ITA_dino_grandi
						ruling_only = yes
					}
				}
			} {
				add = 40
				ITA = {
					has_same_ideology = yes
				}
			}
		}
		effect_tooltip = {
			ITA = {
				transfer_state = 268
			}
			FRA = {
				add_offsite_building = {
					type = industrial_complex
					level = 1
				}
			}
		}
		hidden_effect = {
			set_global_flag = ITA_will_get_french_somaliland
		} {
			set_country_flag = ITA_italy_has_started_negotiations_flag
		}
		if = {
			limit = {
				ENG = {
					controls_state = 906
				}
			}
			ENG = {
				country_event = {
					id = BBA_italy_interaction_events.33
					days = 3
					random = 6
				}
			}
		}
		else_if = {
			limit = {
				FRA = {
					controls_state = 458 665
				}
			}
			FRA = {
				country_event = {
					id = BBA_italy_interaction_events.34
					days = 3
					random = 6
				}
			}
		} {
			limit = {
				ENG = {
					controls_state = 116
				}
			}
			ENG = {
				country_event = {
					id = BBA_italy_interaction_events.35
					days = 3
					random = 6
				}
			}
		}
		else = {
			FRA = {
				country_event = {
					id = BBA_italy_interaction_events.36
					days = 3
					random = 6
				}
			}
		}
	} {
		name = BBA_italy_interaction_events.32.b
		ai_chance = {
			base = 50
		}
		if = {
			limit = {
				ENG = {
					controls_state = 906
				}
			}
			ENG = {
				country_event = {
					id = BBA_italy_interaction_events.33
					days = 3
					random = 6
				}
			}
		}
		else_if = {
			limit = {
				FRA = {
					controls_state = 458 665
				}
			}
			FRA = {
				country_event = {
					id = BBA_italy_interaction_events.34
					days = 3
					random = 6
				}
			}
		} {
			limit = {
				ENG = {
					controls_state = 116
				}
			}
			ENG = {
				country_event = {
					id = BBA_italy_interaction_events.35
					days = 3
					random = 6
				}
			}
		}
		else = {
			FRA = {
				country_event = {

# ... (truncated)