Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ger_focus
Component: GER_see_to_the_eastern_front
Constructs: prerequisite, limit, owns_state, completion_reward, is_subject, has_full_control_of_state, is_in_faction_with, cancel_if_invalid
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_see_to_the_eastern_front
	icon = GFX_goal_generic_position_armies
	prerequisite = {
		focus = GER_return_of_the_kaiser
	}
	available = {
		is_subject = no
		has_full_control_of_state = 5
	}
	bypass = {
		any_country = {
			owns_state = 188
			is_in_faction_with = GER
		}
	}
	cancel_if_invalid = yes
	x = 0
	y = 2
	relative_position_id = GER_return_of_the_kaiser
	cost = 10
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		188 = {
			add_claim_by = GER
		}
		add_named_threat = {
			threat = 4
			name = GER_demand_memel_threat
		}
		random_other_country = {
			limit = {
				owns_state = 188
				controls_state = 188
			}
			country_event = {
				id = baltic.4
				days = 1
				random_days = 3
			}
		}
		if = {
			limit = {
				has_full_control_of_state = 5
			}
			5 = {
				custom_effect_tooltip = GER_see_to_the_eastern_front_tt
				hidden_effect = {
					add_building_construction = {
						type = bunker
						level = 2
						province = 9327
						instant_build = yes
					} {
						type = bunker
						level = 2
						province = 11386
						instant_build = yes
					} {
						type = bunker
						level = 2
						province = 9372
						instant_build = yes
					}
				}
			}
		} {
			limit = {
				has_full_control_of_state = 763
			}
			763 = {
				custom_effect_tooltip = GER_see_to_the_eastern_front_tt2
				hidden_effect = {
					add_building_construction = {
						type = bunker
						level = 2
						province = 11265
						instant_build = yes
					} {
						type = bunker
						level = 2
						province = 348
						instant_build = yes
					} {
						type = bunker
						level = 2
						province = 281
						instant_build = yes
					} {
						type = bunker
						level = 2
						province = 3384
						instant_build = yes
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_treaty_with_lithuania
Constructs: prerequisite, limit, has_war_with, add_opinion_modifier, completion_reward, is_faction_leader, is_subject, is_in_faction
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_treaty_with_lithuania
	icon = GFX_goal_generic_major_alliance
	prerequisite = {
		focus = POL_the_baltic_alliance
	}
	available = {
		is_faction_leader = yes
		LIT = {
			exists = yes
			is_subject = no
			is_in_faction = no
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	x = 0
	y = 1
	relative_position_id = POL_the_baltic_alliance
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_opinion_modifier = {
			target = LIT
			modifier = POL_treaty_with_lithuania
		}
		LIT = {
			add_opinion_modifier = {
				target = ROOT
				modifier = POL_treaty_with_lithuania
			}
		}
		if = {
			limit = {
				LIT = {
					is_in_faction = no
				}
			}
			LIT = {
				custom_effect_tooltip = POL_invite_to_faction_tooltip
			}
		}
		hidden_effect = {
			if = {
				limit = {
					LIT = {
						is_in_faction = no
					}
				}
				LIT = {
					country_event = {
						id = baltic.7
						days = 1
					}
				}
			}
		}
	}
}
### Entity: Technology
Component: tech_engineers3
Constructs: is_major, enable_equipment_modules, research_cost
Source: game
File: common/technologies/support.txt

Code:
technology = {
	enable_equipment_modules = {
		lc_obstacle_clearance_gear
	}
	engineer = {
		entrenchment = 0.5
		river = {
			attack = 0.1
			defence = 0.1
		}
	}
	assault_engineer = {
		breakthrough = 0.1
		river = {
			attack = 0.1
		}
	}
	armored_engineer = {
		entrenchment = 1
		river = {
			attack = 0.05
			defence = 0.05
			movement = 0.15
		}
	}
	light_flame_tank = {
		urban = {
			attack = 0.1
		}
		fort = {
			attack = 0.1
		}
	}
	medium_flame_tank = {
		urban = {
			attack = 0.1
		}
		fort = {
			attack = 0.1
		}
	}
	heavy_flame_tank = {
		urban = {
			attack = 0.1
		}
		fort = {
			attack = 0.1
		}
	}
	path = {
		leads_to_tech = tech_engineers4
		research_cost_coeff = 1
	}
	research_cost = 2.0
	start_year = 1942
	folder = {
		name = support_folder
		position = {
			x = 0
			y = @1942
		}
	}
	categories = {
		support_tech engineers_tech
	}
	ai_will_do = {
		base = 4
		modifier = {
			factor = 2
			is_major = yes
		} {
			factor = 2
			date = > 1943.1.1
		} {
			factor = 2
			date = > 1944.1.1
		} {
			factor = 2
			date = > 1945.1.1
		}
	}
}
### Entity: Idea
Component: EAI_DD_14/infantry_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_14/infantry_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.35
			instant = yes
		}
	}
}
### Entity: Scripted Effect
Component: ETH_get_ships_from_country
Constructs: limit, has_dlc, create_ship, set_country_flag
Source: game
File: common/scripted_effects/ETH_scripted_effects.txt

Code:
ETH_get_ships_from_country = {
	IF = {
		limit = {
			FROM = {
				tag = ENG
			}
		}
		IF = {
			limit = {
				has_dlc = Man the Guns
			}
			ENG = {
				create_ship = {
					type = ship_hull_light_1
					equipment_variant = S Class
					creator = ENG
					name = S Class I
				} {
					type = ship_hull_light_1
					equipment_variant = S Class
					creator = ENG
					name = S Class II
				} {
					type = ship_hull_light_1
					equipment_variant = S Class
					creator = ENG
					name = S Class III
				} {
					type = ship_hull_light_1
					equipment_variant = S Class
					creator = ENG
					name = S Class IV
				} {
					type = ship_hull_light_1
					equipment_variant = S Class
					creator = ENG
					name = S Class V
				} {
					type = ship_hull_light_1
					equipment_variant = S Class
					creator = ENG
					name = S Class VI
				}
				transfer_ship = {
					prefer_name = S Class I
					type = destroyer
					target = ROOT
					exclude_refitting = no
				} {
					prefer_name = S Class II
					type = destroyer
					target = ROOT
					exclude_refitting = no
				} {
					prefer_name = S Class III
					type = destroyer
					target = ROOT
					exclude_refitting = no
				} {
					prefer_name = S Class IV
					type = destroyer
					target = ROOT
					exclude_refitting = no
				} {
					prefer_name = S Class V
					type = destroyer
					target = ROOT
					exclude_refitting = no
				} {
					prefer_name = S Class VI
					type = destroyer
					target = ROOT
					exclude_refitting = no
				}
			}
		}
		ELSE = {
			ROOT = {
				create_ship = {
					type = destroyer_1
					creator = ENG
				}
			}
		}
		ENG = {
			set_country_flag = sold_ships_to_us@ROOT
		}
	}
	ELSE_IF = {
		limit = {
			FROM = {
				tag = SOV
			}
		}
		SOV = {
			create_ship = {
				type = ship_hull_heavy_1
				equipment_variant = Marat Class
				creator = SOV
				name = Marat Class BB I
			} {
				type = ship_hull_heavy_1
				equipment_variant = Marat Class
				creator = SOV
				name = Marat Class BB II
			}
			transfer_ship = {
				prefer_name = Marat Class BB I
				type = battleship
				target = ROOT
				exclude_refitting = no
			} {
				prefer_name = Marat Class BB II
				type = battleship
				target = ROOT
				exclude_refitting = no
			}
		} {
			set_country_flag = sold_ships_to_us@ROOT
		}
	} {
		limit = {
			FROM = {
				tag = GER
			}
		}
		GER = {
			create_ship = {
				type = ship_hull_subm
# ... (truncated)
### Entity: National Focus
Tree: cyp_focus
Component: CYP_war_mobilisation
Constructs: add_equipment_to_stockpile, prerequisite, has_war, limit, completion_reward, add_timed_idea, has_idea
Source: game
File: common/national_focus/r56_cyprus.txt

Code:
focus = {
	id = CYP_war_mobilisation
	icon = GFX_focus_SOV_mobilization_plan
	cost = 5
	x = 3
	y = 2
	relative_position_id = CYP_found_army
	prerequisite = {
		focus = CYP_across_sea CYP_island_defense
	}
	available = {
		has_war = yes
	}
	completion_reward = {
		add_timed_idea = {
			idea = CYP_war_mobilisation_i
			days = 365
		}
		custom_effect_tooltip = r56_newline
		if = {
			limit = {
				OR = {
					has_idea = disarmed_nation volunteer_only
				}
			}
			r56_conscription_law_level_up = yes
			custom_effect_tooltip = r56_newline
		}
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 1000
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: Idea
Component: SWI_angry_civilians_3
Constructs: army_defence_factor, has_war, industrial_capacity_factory, army_attack_factor, has_annex_war_goal
Source: game
File: common/ideas/r56_switzerland.txt

Code:
SWI_angry_civilians_3 = {
	allowed = {
		original_tag = SWI
		has_war = no
	}
	available = {
		has_war = no
		NOT = {
			any_other_country = {
				has_annex_war_goal = SWI
			}
		}
		GER = {
			NOT = {
				focus_progress = {
					focus = GER_operation_tannenbaum
					progress = > 0
				}
			}
		}
	}
	picture = chi_war_of_resistance3
	modifier = {
		consumer_goods_factor = 1
		local_resources_factor = -0.75
		industrial_capacity_factory = -0.75
		industrial_capacity_dockyard = -0.75
		army_morale_factor = -0.3
		army_attack_factor = -0.1
		army_defence_factor = -0.1
	}
}
### Entity: Character
Component: SOV_konstantin_voskoboinik
Constructs: has_government, has_global_flag
Source: game
File: common/characters/SOV.txt

Code:
SOV_konstantin_voskoboinik = {
	name = SOV_konstantin_voskoboinik
	portraits = {
		army = {
			large = GFX_portrait_SOV_konstantin_voskoboinik
			small = GFX_portrait_SOV_konstantin_voskoboinik_small
		}
	}
	corps_commander = {
		traits = {
			politically_connected militias_officer urban_assault_specialist
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		visible = {
			has_global_flag = lokot_autonomy_has_been_established_flag
			NOT = {
				has_government = communism
			} {
				has_global_flag = lokot_autonomy_has_been_crushed_flag
			}
		}
	}
}
### Entity: Character
Component: POL_army_communications
Constructs: planning_speed
Source: game
File: common/country_leader/r56_traits.txt

Code:
POL_army_communications = {
	sprite = 6
	planning_speed = 0.1
	org_loss_when_moving = -0.05
	land_reinforce_rate = 0.01
	command_cap_increase = 20
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_carrier_strikes
Constructs: prerequisite, completion_reward, has_doctrine, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_carrier_strikes
	icon = GFX_goal_carrier
	prerequisite = {
		focus = KOR_national_admiralty
	}
	relative_position_id = KOR_national_admiralty
	mutually_exclusive = {
		focus = KOR_the_old_japanese_model KOR_the_blocade_doctrine
	}
	x = -6
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_doctrine = new_base_strike
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = KOR_carrier_strikes
			cost_reduction = 0.5
			uses = 2
			category = cat_base_strike
		}
		add_tech_bonus = {
			name = air_doc_bonus
			bonus = 1
			uses = 1
			technology = improved_airplane_launcher
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_beyond_our_old_lands
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_beyond_our_old_lands
	icon = GFX_focus_AUS_beyond_our_old_lands
	prerequisite = {
		focus = AUS_proclaim_austrian_empire
	}
	mutually_exclusive = {

	}
	x = 0
	y = 1
	relative_position_id = AUS_proclaim_austrian_empire
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = AUS_empire_restored_intro_tt
		add_to_variable = {
			AUS_empire_restored_army_attack_factor = 0.05
			tooltip = army_attack_factor_tt
		} {
			AUS_empire_restored_justify_war_goal_time = -0.1
			tooltip = justify_war_goal_time_tt
		} {
			AUS_empire_restored_compliance_growth = 0.015
			tooltip = compliance_growth_tt
		} {
			AUS_empire_restored_resistance_growth = -0.05
			tooltip = resistance_growth_tt
		}
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.15
Constructs: is_triggered_only, ai_chance, fire_only_once, has_war_support, is_in_faction, random_days, has_stability, is_historical_focus_on
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.15
	title = SEA_japan_foreign_policy.15.t
	desc = SEA_japan_foreign_policy.15.desc
	picture = GFX_report_event_japanese_army_parade
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_foreign_policy.15.a
		ai_chance = {
			base = 70
			modifier = {
				has_war_support = < 0.5
				factor = 2
			} {
				strength_ratio = {
					tag = JAP
					ratio = < 0.8
				}
				factor = 2
			} {
				is_in_faction = no
				JAP = {
					is_in_faction = yes
				}
				factor = 2
			}
		}
		FROM = {
			country_event = {
				id = SEA_japan_foreign_policy.16
				days = 2
				random_days = 3
			}
		}
		effect_tooltip = {
			FROM = {
				transfer_state = 729
			}
		}
	} {
		name = SEA_japan_foreign_policy.15.b
		ai_chance = {
			base = 30
			modifier = {
				has_war_support = > 0.5
				factor = 1.5
			} {
				strength_ratio = {
					tag = JAP
					ratio = > 1.5
				}
				factor = 2
			} {
				has_stability = < 0.8
				factor = 0.5
			} {
				is_historical_focus_on = yes
				factor = 0
			}
		}
		FROM = {
			country_event = {
				id = SEA_japan_foreign_policy.17
				days = 2
				random_days = 3
			}
		}
		effect_tooltip = {
			FROM = {
				create_wargoal = {
					type = take_state_focus
					target = ROOT
					generator = {
						729
					}
					expire = 0
				}
			}
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_better_than_maginot
Constructs: prerequisite, limit, completion_reward, has_facility_specialization, is_special_project_completed, complete_special_project, has_dynamic_modifier, add_to_variable
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_better_than_maginot
	icon = GFX_focus_BEL_better_than_maginot
	prerequisite = {
		focus = BEL_unity_makes_strength
	}
	relative_position_id = BEL_unity_makes_strength
	x = 0
	y = 1
	cost = 10
	available = {
		has_facility_specialization = specialization_land
	}
	completion_reward = {
		IF = {
			limit = {
				not = {
					is_special_project_completed = sp:sp_land_stronghold_network
				}
			}
			complete_special_project = sp:sp_land_stronghold_network
		} {
			limit = {
				has_dynamic_modifier = {
					modifier = BEL_defensive_reorganization_dynamic_modifier
				}
			}
			custom_effect_tooltip = BEL_modify_defensive_reorganization_dynamic_modifier_tt
		}
		ELSE = {
			custom_effect_tooltip = BEL_modify_defensive_neutrality_dynamic_modifier_tt
		}
		add_to_variable = {
			BEL_defensive_neutrality_land_bunker_effectiveness_factor = 0.1
			tooltip = land_bunker_effectiveness_factor_tt
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_alliance_with_salama
Constructs: prerequisite, add_stability, completion_reward, add_political_power, add_manpower
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_alliance_with_salama
	icon = GFX_goal_PAL_alliance_with_salama
	prerequisite = {
		focus = PAL_expand_the_use_of_reconnaissance
	} {
		focus = PAL_push_revanchist_agenda
	}
	x = -3
	y = 1
	relative_position_id = PAL_seize_british_assets
	cost = 5
	completion_reward = {
		add_political_power = 50
		add_stability = 0.1
		add_manpower = 17000
	}
}
### Entity: National Focus
Tree: sam_focus
Component: SAM_extend_a_hand_to_america
Constructs: prerequisite, owns_state, has_war_with, add_opinion_modifier, completion_reward, is_subject, unlock_decision_tooltip
Source: game
File: common/national_focus/samoa.txt

Code:
focus = {
	id = SAM_extend_a_hand_to_america
	icon = GFX_goal_generic_befriend_united_states
	cost = 8
	x = 0
	y = 1
	relative_position_id = SAM_aftermath_of_the_goodwill_mission
	available = {
		NOT = {
			has_war_with = USA
			USA = {
				exists = no
			}
		}
	}
	bypass = {
		owns_state = 1088
	}
	prerequisite = {
		focus = SAM_aftermath_of_the_goodwill_mission
	}
	ai_will_do = {
		factor = 1
		modifier = {
			add = 50
			is_subject = no
		}
	}
	completion_reward = {
		unlock_decision_tooltip = SAM_request_american_samoa
		custom_effect_tooltip = generic_skip_one_line_tt
		USA = {
			add_opinion_modifier = {
				target = ROOT
				modifier = AST_R56_look_to_america_opinion
			}
		}
		add_opinion_modifier = {
			target = USA
			modifier = AST_R56_look_to_america_opinion
		}
	}
}
### Entity: Order of Battle
Component: Albania Command
Source: game
File: history/units/ALB_1936_Naval_Legacy.txt

Code:
fleet = {
	name = Albania Command
	naval_base = 11767
	task_force = {
		name = Albanian Fleet
		location = 11767
		ship = {
			name = FM-16 Shqipnja
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ALB
				}
			}
		} {
			name = FM-23 Skender Bej
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ALB
				}
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/France.html

Doc:
This article is considered accurate for the current version of the game.

France

Capital provinceParis

Government typeDemocratic Republic

FactionAllies

France is one of the great powers in 1936, one of the winners of the Great War, and in control of a vast global empire. Their heartland in Europe is rich, almost half of Africa is under their control, and they have colonies in Indochina, Syria and Guyana, not to mention direct control of islands in all the oceans of the world.

Contents

1 Historical Background

2 Technology

3 Diplomacy

3.1 Alliances

3.2 Decisions

3.3 Events

4 Politics

4.1 National Spirits

4.2 National Focus

4.3 Laws

4.4 Ministers

5 Intelligence

6 Economy

6.1 Industrial Production

7 Military

7.1 Army

7.2 Navy

7.3 Air Force

8 Strategies and Guides

8.1 Example Strategy

8.2 Miscellaneous tips
### Entity: Character
Component: SPA_luis_hernando_de_larramendi
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPA_luis_hernando_de_larramendi = {
	name = SPA_luis_hernando_de_larramendi
	portraits = {
		army = {
			small = GFX_idea_SPA_luis_hernando_de_larramendi
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SPA_luis_hernando_de_larramendi
		name = SPA_luis_hernando_de_larramendi
		allowed = {
			has_dlc = La Resistance
			original_tag = SPR
		}
		visible = {
			NOT = {
				tag = SPD SPC
			}
		}
		available = {
			has_completed_focus = SPA_supremacy_of_the_communion
			custom_trigger_tooltip = {
				tooltip = SPA_not_republican_spain_tt
				NOT = {
					tag = SPD
				}
			}
		}
		traits = {
			traditionalist_theorist
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_intensify_pilot_training_program
Constructs: prerequisite, has_country_flag, completion_reward, add_to_variable
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_intensify_pilot_training_program
	icon = GFX_SOV_intensify_pilot_training_program_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_foster_flying_clubs
	}
	x = 0
	y = 2
	relative_position_id = SOV_foster_flying_clubs
	cost = 10
	mutually_exclusive = {
		focus = SOV_increase_aircraft_production
	}
	available = {
		NOT = {
			has_country_flag = SOV_paranoia_system_active_flag
		}
	}
	search_filters = {
		FOCUS_FILTER_AIR_XP
	}
	completion_reward = {
		add_to_variable = {
			SOV_soviet_airforce_air_accidents_factor = -0.25
		} {
			SOV_soviet_airforce_air_ace_generation_chance_factor = 0.15
		} {
			SOV_soviet_airforce_air_night_penalty = -0.1
		} {
			SOV_soviet_airforce_air_weather_penalty = -0.15
		} {
			SOV_soviet_airforce_air_wing_xp_loss_when_killed_factor = -0.15
		} {
			SOV_soviet_airforce_air_fuel_consumption_factor = 0.1
		}
		custom_effect_tooltip = SOV_intensify_pilot_training_program_ns_tt
		air_experience = 50
	}
}
### Entity: Idea
Component: VIN_the_flying_dragon_theory
Constructs: removal_cost
Source: game
File: common/ideas/vietnam_ideas.txt

Code:
VIN_the_flying_dragon_theory = {
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = chi_hyper_inflation4
	modifier = {
		production_speed_industrial_complex_factor = 0.05
		local_resources_factor = 0.15
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_complete_reconciliation
Constructs: prerequisite, limit, remove_ideas, has_country_flag, add_stability, completion_reward, add_political_power, has_idea
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_complete_reconciliation
	icon = GFX_focus_generic_population_growth
	prerequisite = {
		focus = CZE_closer_ties_with_the_moderate_germany_parties
	}
	relative_position_id = CZE_closer_ties_with_the_moderate_germany_parties
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_country_flag = {
			flag = CZE_complete_reconciliation_cooldown_flag
			days = > 420
		}
		custom_trigger_tooltip = {
			tooltip = CZE_complete_reconciliation_cooldown_flag_tt
			has_country_flag = {
				flag = CZE_complete_reconciliation_cooldown_flag
				days = > 420
			}
		}
		if = {
			limit = {
				has_idea = CZE_sudeten_german_quandary
			}
			has_idea = CZE_sudeten_german_quandary
		} {
			limit = {
				GER = {
					exists = yes
				}
			}
			GER = {
				NOT = {
					is_justifying_wargoal_against = ROOT
				}
			}
		}
		else = {
			democratic = > 0.75
		}
		NOT = {
			has_dynamic_modifier = {
				modifier = CZE_a_divided_nation_dynamic_modifier
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.03
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				has_idea = CZE_sudeten_german_quandary
			}
			remove_ideas = CZE_sudeten_german_quandary
		}
		else = {
			add_political_power = 25
			add_stability = 0.1
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Decision
Component: POR_march_on_lisbon_category
Constructs: has_completed_focus, has_government
Source: game
File: common/decisions/categories/r56_POR_decision_categories.txt

Code:
POR_march_on_lisbon_category = {
	icon = GFX_decision_category_military_operation
	priority = 1999
	allowed = {
		original_tag = POR
	}
	visible = {
		has_completed_focus = POR_march_on_lisbon
		has_government = fascism
	}
}
### Entity: Event
Component: r56_iraq.9
Constructs: is_triggered_only, ai_chance
Source: game
File: events/r56_iraq.txt

Code:
country_event = {
	id = r56_iraq.9
	title = r56_iraq.9.t
	desc = r56_iraq.9.d
	picture = GFX_report_event_spr_anarchist_uprising2
	is_triggered_only = yes
	option = {
		name = r56_iraq.9.a
		ai_chance = {
			base = 95
		}
		IRQ = {
			country_event = {
				id = r56_iraq.11
			}
		}
	} {
		name = r56_iraq.9.b
		ai_chance = {
			base = 5
		}
		IRQ = {
			country_event = {
				id = r56_iraq.10
			}
		}
	}
}
### Entity: Country History
Country: SIA
Component: SIA_politics
Constructs: set_stability, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/SIA - Siam.txt

Code:
# Politics & Parties for SIA
set_war_support = 0
set_stability = 0.17
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	fascism = 20
	neutrality = 80
}
### Entity: Order of Battle
Component: 21. Landsturmregiment
Constructs: division_template
Source: game
File: history/units/GER_German_Civil_War_neutrality.txt

Code:
division = {
	name = 21. Landsturmregiment
	location = 11331
	division_template = Landsturmregiment
}
### Entity: Modifier Reference
Construct: naval_torpedo_enemy_critical_chance_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## naval_torpedo_enemy_critical_chance_factor

* Number with 2 decimal places
* **Categories**: naval, unit_leader, defensive