Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: SOV_raid_trotskys_villa_strat
Constructs: has_completed_focus, has_country_flag
Source: game
File: common/ai_strategy/SOV_operation_strats.txt

Code:
SOV_raid_trotskys_villa_strat = {
	allowed = {
		tag = SOV
	}
	enable = {
		tag = SOV
		has_completed_focus = SOV_behead_the_snake
		OR = {
			NOT = {
				has_country_flag = SOV_raided_trotskys_villa_flag
			}
			has_country_flag = SOV_trotskys_assassination_attempt_flag
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = operative_operation
		operation = raid_trotskys_villa
		value = 1200
		operation_target = MEX
	}
}
### Entity: Unit Template
Component: MAC_MTN_01
Source: game
File: common/units/names_divisions/MAC_names_divisions.txt

Code:
MAC_MTN_01 = {
	name = Mountain Divisions
	for_countries = {
		MAC
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	fallback_name = %d. Planinski Odred
	ordered = {
		1 = {
			%d. Planinski Odred
		}
		2 = {
			%d. Planinski Odred
		}
		3 = {
			%d. Planinski Odred
		}
	}
}
### Entity: Unit Template
Component: PRC_MIL_02
Source: game
File: common/units/names_divisions/PRC_names_divisions.txt

Code:
PRC_MIL_02 = {
	name = Militia Unit
	for_countries = {
		PRC
	}
	can_use = {
		always = yes
	}
	division_types = {
		militia
	}
	fallback_name = %d Mínbīng
}
### Entity: Idea
Component: MAN_kwantung_veto
Constructs: removal_cost
Source: game
File: common/ideas/manchukou.txt

Code:
MAN_kwantung_veto = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		original_tag = MAN
	}
	removal_cost = -1
	picture = generic_secret_police
	modifier = {
		political_advisor_cost_factor = 0.25
		trade_laws_cost_factor = 0.25
		mobilization_laws_cost_factor = 0.25
		economy_cost_factor = 0.25
	}
}
### Entity: State History
Component: 1093
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1093-West Sindh.txt

Code:
state = {
	id = 1093
	name = STATE_1093
	manpower = 1176435
	state_category = town
	resources = {
		steel = 3
	}
	history = {
		owner = RAJ
		buildings = {
			infrastructure = 3
			industrial_complex = 1
			3456 = {
				naval_base = 3
			}
		}
		victory_points = {
			3456 5
		}
		add_core_of = PAK RAJ
		add_to_array = {
			state_victory_points = 3456
		}
	}
	provinces = {
		3456 7049 10108 10735
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Idea
Component: GUM_mt
Source: game
File: common/ideas/guam.txt

Code:
GUM_mt = {
	ledger = army
	picture = generic_army_asia_6
	allowed = {
		original_tag = GUM
	}
	traits = {
		military_theorist
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_air_base_dev
Constructs: prerequisite, completion_reward, random_owned_state, add_building_construction
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_air_base_dev
	icon = GFX_goal_generic_airport
	prerequisite = {
		focus = ARG_aviation_schools
	}
	x = 27
	y = 3
	cost = 10
	completion_reward = {
		random_owned_state = {
			prioritize = {
				26
			}
			add_building_construction = {
				type = air_base
				level = 3
				instant_build = yes
			}
		} {
			prioritize = {
				508
			}
			add_building_construction = {
				type = air_base
				level = 3
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Modifier Reference
Construct: operation_infiltrate_outcome
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## operation_infiltrate_outcome

* Number with 0 decimal places
* **Categories**: intelligence_agency
### Entity: Event
Component: greece.30
Constructs: is_triggered_only, add_opinion_modifier, add_to_faction
Source: game
File: events/r56_Greece.txt

Code:
country_event = {
	id = greece.30
	title = greece.30.t
	desc = greece.30.d
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = greece.30.a
		add_to_faction = GRE
	} {
		name = greece.30.b
		GRE = {
			country_event = greece.13
		} {
			add_opinion_modifier = {
				target = SOV
				modifier = small_decrease
			}
		}
	}
}
### Entity: Trigger Reference
Construct: any_enemy_country
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## any_enemy_country

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

```
check if any enemy country meets the trigger. tooltip=key can be defined to override title
```
### Entity: National Focus
Tree: col_focus
Component: COL_etnocacerismo
Constructs: prerequisite, limit, add_ideas, has_war_with, add_war_support, completion_reward, is_subject, has_army_manpower
Source: game
File: common/national_focus/colombia.txt

Code:
focus = {
	id = COL_etnocacerismo
	icon = GFX_focus_generic_attack_bolivia
	prerequisite = {
		focus = COL_paramilitarism
	} {
		focus = COL_war_with_andeans
	}
	relative_position_id = COL_paramilitarism
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 199999
		}
		OR = {
			any_neighbor_country = {
				TAG = BOL
				NOT = {
					is_in_faction_with = ROOT
					is_subject_of = ROOT
					has_war_with = ROOT
				}
			}
			any_other_country = {
				is_ally_with = ROOT
				any_neighbor_country = {
					TAG = BOL
					NOT = {
						is_in_faction_with = ROOT
						is_subject_of = ROOT
						has_war_with = ROOT
					}
				}
			}
		}
	}
	will_lead_to_war_with = BOL
	x = 3
	y = 1
	cost = 10
	completion_reward = {
		add_war_support = 0.05
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_ideas = PRU_tupac_amaru
		every_state = {
			limit = {
				OR = {
					state = 302 487 1077
				}
			}
			add_claim_by = ROOT
		}
		create_wargoal = {
			type = take_state_focus
			target = BOL
			expire = 0
			generator = {
				302 487 1077
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
}
### Entity: Effect Reference
Construct: every_army_leader
Constructs: limit, every_army_leader, random_select_amount
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## every_army_leader

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Executes children effects on every Army Leader (or \"random_select_amount\" of random leader if specified) of the country in scope, that fulfills the \"limit\" trigger.
tooltip=key can be added to override tooltip title.
ex: GER = {
  every_army_leader = {
	tooltip = my_loc_key # Optional
	random_select_amount = 3 # Optional
	include_invisible = yes # Optional - default = no
    ... character scope effects ...
  }
}
```
### Entity: Idea
Component: PRC_recovering_from_the_sufan
Constructs: has_dlc, removal_cost
Source: game
File: common/ideas/comchina.txt

Code:
PRC_recovering_from_the_sufan = {
	picture = ast_all_in
	allowed = {
		original_tag = PRC
		has_dlc = No Compromise, No Surrender
	}
	removal_cost = -1
	modifier = {
		political_power_factor = 0.1
		production_speed_industrial_complex_factor = 0.1
	}
}
### Entity: Order of Battle
Component: 4a Divisione Lealist
Constructs: division_template
Source: game
File: history/units/r56_ITA_Civil_War_loyalist.txt

Code:
division = {
	name = 4a Divisione Lealist
	location = 9879
	division_template = Loyalist Milita
}
### Entity: Technology
Component: sp_aip_engine_advanced_tech
Constructs: is_special_project_completed, enable_equipment_modules, force_use_small_tech_layout, is_special_project_tech, research_cost
Source: game
File: common/technologies/MTG_naval.txt

Code:
technology = {
	allow = {
		ROOT = {
			is_special_project_completed = sp:sp_naval_aip_engine
		}
	}
	enable_equipment_modules = {
		ship_engine_sub_aip_3
	}
	force_use_small_tech_layout = yes
	is_special_project_tech = yes
	research_cost = 2
	start_year = 1943
	folder = {
		name = mtgnavalfolder
		position = {
			x = 1
			y = 19
		}
	}
	categories = {
		naval_equipment ss_tech ship_modules_tech mio_cat_tech_all_submarine_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_strike_infrastructure
Constructs: prerequisite, completion_reward, add_political_power, unlock_decision_tooltip
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_strike_infrastructure
	icon = GFX_goal_generic_partisans
	relative_position_id = ISR_empower_stern_gang
	x = 1
	y = 1
	prerequisite = {
		focus = ISR_empower_stern_gang
	}
	cost = 4
	completion_reward = {
		add_political_power = 50
		unlock_decision_tooltip = ISR_bomb_irgun_infrastructure
	}
}
### Entity: Technology
Component: mountain_tanks
Constructs: research_cost
Source: game
File: common/technologies/armor.txt

Code:
technology = {
	research_cost = 1
	allow = {
		always = no
	}
	light_armor = {
		mountain = {
			attack = 0.15
			movement = 0.15
		}
	}
	light_tank_destroyer_brigade = {
		mountain = {
			attack = 0.15
			movement = 0.15
		}
	}
	light_sp_artillery_brigade = {
		mountain = {
			attack = 0.15
			movement = 0.15
		}
	}
	light_sp_anti_air_brigade = {
		mountain = {
			attack = 0.15
			movement = 0.15
		}
	}
	amphibious_armor = {
		mountain = {
			attack = 0.15
			movement = 0.15
		}
	}
	medium_armor = {
		mountain = {
			attack = 0.15
			movement = 0.15
		}
	}
	medium_tank_destroyer_brigade = {
		mountain = {
			attack = 0.15
			movement = 0.15
		}
	}
	medium_sp_artillery_brigade = {
		mountain = {
			attack = 0.15
			movement = 0.15
		}
	}
	medium_sp_anti_air_brigade = {
		mountain = {
			attack = 0.15
			movement = 0.15
		}
	}
	modern_armor = {
		mountain = {
			attack = 0.15
			movement = 0.15
		}
	}
	modern_tank_destroyer_brigade = {
		mountain = {
			attack = 0.15
			movement = 0.15
		}
	}
	modern_sp_artillery_brigade = {
		mountain = {
			attack = 0.15
			movement = 0.15
		}
	}
	modern_sp_anti_air_brigade = {
		mountain = {
			attack = 0.15
			movement = 0.15
		}
	}
	heavy_armor = {
		mountain = {
			attack = 0.15
			movement = 0.15
		}
	}
	heavy_tank_destroyer_brigade = {
		mountain = {
			attack = 0.15
			movement = 0.15
		}
	}
	heavy_sp_artillery_brigade = {
		mountain = {
			attack = 0.15
			movement = 0.15
		}
	}
	heavy_sp_anti_air_brigade = {
		mountain = {
			attack = 0.15
			movement = 0.15
		}
	}
	super_heavy_armor = {
		mountain = {
			attack = 0.15
			movement = 0.15
		}
	}
	super_heavy_tank_destroyer_brigade = {
		mountain = {
			attack = 0.15
			movement = 0.15
		}
	}
	super_heavy_sp_artillery_brigade = {
		mountain = {
			attack = 0.15
			movement = 0.15
		}
	}
	super_heavy_sp_anti_air_brigade = {
		mountain = {
			attack = 0.15
			movement = 0.15
		}
	}
	categories = {
		cat_anti_tank artillery mio_cat_all_artillery_equipment
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_abolish_price_controls
Constructs: prerequisite, limit, add_stability, completion_reward, random_core_state, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_abolish_price_controls
	icon = GFX_focus_ARG_anti_corruption_policies
	prerequisite = {
		focus = GER_lower_taxes
	}
	x = -1
	y = 1
	relative_position_id = GER_lower_taxes
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_stability = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		GER_modify_industrial_modifier = yes
		add_to_variable = {
			GER_industrial_consumer_goods_factor = -0.15
			tooltip = consumer_goods_factor_tt
		}
	}
}
### Entity: Music Config
Component: base_music/apocalyptic_weapons
Constructs: has_facility_specialization, is_special_project_completed
Source: game
File: music/got_songs.txt

Code:
music = {
	song = apocalyptic_weapons
	chance = {
		base = 1
		modifier = {
			factor = 1.5
			OR = {
				has_facility_specialization = specialization_nuclear specialization_air specialization_land specialization_naval
			}
		} {
			factor = 2
			OR = {
				is_special_project_completed = sp:sp_nuclear_bomb sp:sp_land_land_cruiser sp:sp_naval_ice_carrier sp:sp_rockets_ballistic_missile
			}
		}
	}
}
### Entity: Idea
Component: POL_anti_blitz_vehicles
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/poland.txt

Code:
POL_anti_blitz_vehicles = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = FRA_motorized_focus
	removal_cost = -1
	equipment_bonus = {
		anti_tank_equipment = {
			build_cost_ic = -0.2
			instant = yes
		}
	}
}
### Entity: Idea
Component: ROM_king_carol_ii_hedonist
Constructs: has_government, has_country_flag, removal_cost
Source: game
File: common/ideas/romania.txt

Code:
ROM_king_carol_ii_hedonist = {
	removal_cost = -1
	allowed = {
		original_tag = ROM
	}
	allowed_civil_war = {
		OR = {
			AND = {
				POL = {
					has_country_flag = attempted_royal_takeover_in_ROM
				}
				NOT = {
					has_government = neutrality
				}
				has_country_flag = POL_non_michael_romania
			} {
				POL = {
					NOT = {
						has_country_flag = attempted_royal_takeover_in_ROM
					}
				}
				has_government = neutrality
			}
		}
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_airbase_somalia
Constructs: prerequisite, completion_reward, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_ethiopia.txt

Code:
focus = {
	id = ETH_airbase_somalia
	prerequisite = {
		focus = ETH_modern_airforce
	}
	icon = GFX_goal_generic_airport
	x = 24
	y = 1
	cost = 10
	completion_reward = {
		559 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			} {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Country History
Country: BCO
Component: BCO_politics
Constructs: set_stability, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/BCO - British Columbia.txt

Code:
# Politics & Parties for BCO
set_stability = 0.6
set_war_support = 0.3
set_politics = {
	ruling_party = democratic
	last_election = 1935.10.14
	election_frequency = 60
	elections_allowed = yes
}
set_popularities = {
	democratic = 60
	fascism = 10
	communism = 10
	neutrality = 20
}
### Entity: Order of Battle
Component: 29a Brigada Legionario
Constructs: division_template
Source: game
File: history/units/SPA_Civil_War.txt

Code:
division = {
	name = 29a Brigada Legionario
	location = 4095
	division_template = Brigada Legionario
}
### Entity: Peace Conference
Component: peace_action_modifiers
Constructs: is_core, take_states, is_core_of
Source: game
File: common/peace_conference/cost_modifiers/FRA_peace.txt

Code:
peace_action_modifiers = {
	FRA_retake_french_territory_modifier = {
		category = is_core
		peace_action_type = take_states
		enable = {
			FROM = {
				original_tag = FRA
			}
			FROM.FROM = {
				original_tag = FRA
			}
			FROM.FROM.FROM = {
				NOT = {
					is_core_of = ROOT.FROM
				}
			}
		}
		cost_multiplier = 0.25
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_invite_scientists
Constructs: has_completed_focus, prerequisite, add_ideas, completion_reward, check_variable
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_invite_scientists
	icon = GFX_goal_research_silver_cooperation
	relative_position_id = AUS_mixed_economy
	x = 0
	y = 3
	prerequisite = {
		focus = AUS_industry_nationalizations
	} {
		focus = AUS_fund_public_infrastructure
	}
	available = {
		OR = {
			custom_trigger_tooltip = {
				tooltip = AUS_has_funds
				check_variable = {
					AUS_industrial_funds = > 0
				}
			}
			has_completed_focus = AUS_integrate_economy
		}
	}
	cost = 7
	completion_reward = {
		custom_effect_tooltip = AUS_lose_1_fund generic_skip_one_line_tt
		add_ideas = AUS_foreign_experts
		subtract_from_variable = {
			AUS_industrial_funds = 1
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/SWI_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 7
	}
	location = 661
	division_template = Grenzbrigade
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: Event
Component: bftb_bulgarian_claims.6
Constructs: is_triggered_only, ai_chance, limit, add_opinion_modifier, is_historical_focus_on, every_state, has_state_flag, is_controlled_by
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgarian_claims.6
	title = bftb_bulgarian_claims.6.t
	desc = bftb_bulgarian_claims.6.desc
	picture = GFX_report_event_bul_troops_dobrudja
	is_triggered_only = yes
	option = {
		name = bftb_bulgarian_claims.6.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 1.5
				is_historical_focus_on = yes
			}
		}
		every_state = {
			limit = {
				has_state_flag = BUL_bulgarian_claim_warranted_flag
				is_controlled_by = ROOT
				NOT = {
					is_core_of = ROOT
				}
			}
			BUL = {
				transfer_state = PREV
				hidden_effect = {
					set_state_controller = PREV
				}
			}
		}
	} {
		name = bftb_bulgarian_claims.6.b
		ai_chance = {
			base = 0
		}
		BUL = {
			add_opinion_modifier = {
				target = ROOT
				modifier = BUL_hindered_planned_expansion
			}
		}
		GER = {
			add_opinion_modifier = {
				target = ROOT
				modifier = BUL_hindered_planned_expansion
			}
		}
		hidden_effect = {
			every_state = {
				limit = {
					has_state_flag = BUL_bulgarian_claim_warranted_flag
					OR = {
						is_controlled_by = GER
						controller = {
							is_in_faction_with = GER
						}
					}
				}
				clr_state_flag = BUL_bulgarian_claim_warranted_flag
			}
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_state_atheism
Constructs: prerequisite, add_ideas, has_government, completion_reward, has_civil_war
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_state_atheism
	icon = GFX_focus_AFG_state_atheism
	prerequisite = {
		focus = AFG_socialist_coup
	}
	x = -1
	y = 1
	relative_position_id = AFG_socialist_coup
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		has_civil_war = no
		has_government = communism
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_ideas = AFG_state_atheism
	}
}
### Entity: Event
Component: poland.196
Constructs: is_triggered_only, ai_chance, create_country_leader, has_war_with, fire_only_once, is_historical_focus_on, is_in_faction_with, add_offsite_building
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.196
	title = poland.196.t
	desc = poland.196.d
	picture = GFX_report_event_poland_castle
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = poland.196.a
		ai_chance = {
			base = 33
			modifier = {
				factor = 0
				is_historical_focus_on = yes
				OR = {
					AND = {
						has_war_with = ENG
						NOT = {
							is_in_faction_with = FRA
						}
					} {
						has_war_with = FRA
						NOT = {
							is_in_faction_with = ENG
						}
					}
				}
			}
		}
		add_offsite_building = {
			type = arms_factory
			level = 1
		}
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.4
		}
		create_country_leader = {
			name = Władysław Sikorski
			picture = Portrait_Poland_Wladyslaw_Sikorski.dds
			expire = 1965.1.1
			ideology = liberalism
			traits = {
				democratic_reformer
			}
		}
	} {
		name = poland.196.b
		ai_chance = {
			base = 33
			modifier = {
				factor = 0
				is_historical_focus_on = yes
				OR = {
					is_in_faction_with = ENG FRA
				}
			}
		}
		promote_character = {
			character = POL_boleslaw_wieniawa_glugoszowski
			ideology = controlled_democracy
		}
	} {
		name = poland.196.c
		ai_chance = {
			base = 33
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		create_country_leader = {
			name = Kazimierz Sosnkowski
			picture = GFX_portrait_POL_kazimierz_sosnkowski
			expire = 1965.1.1
			ideology = oligarchism
			traits = {
				army_chief_organizational_2
			}
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_alternative_partnerships
Constructs: limit, has_government, is_major, add_opinion_modifier, completion_reward, is_in_faction, is_in_faction_with, is_subject
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_alternative_partnerships
	icon = GFX_focus_chi_mission_to_germany
	x = 27
	y = 0
	relative_position_id = AFG_maintain_quami
	cost = 5
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0
			AFG_is_on_historical_plan_trigger = yes
		}
	}
	available = {
		OR = {
			is_in_faction = no
			is_in_faction_with = GER
		} {
			has_government = fascism neutrality
		}
		is_subject = no
		NOT = {
			has_idea = neutrality_idea
		}
		has_army_manpower = {
			size = > 100000
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	bypass = {
		is_in_faction_with = GER
		NOT = {
			is_subject_of = SOV
		}
	}
	completion_reward = {
		give_military_access = GER
		every_other_country = {
			limit = {
				is_major = yes
				NOT = {
					OR = {
						tag = GER
						is_in_faction_with = GER
					}
				}
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = large_decrease
			}
		}
		GER = {

		} {
			AFG = {
				custom_effect_tooltip = AFG_foreign_influence_tt
			}
		}
		hidden_effect = {
			GER = {
				add_ideology_drift_based_on_partner = yes
			}
		}
	}
}
### Entity: Character
Component: EGY_ibrahim_abboud
Source: game
File: common/characters/EGY.txt

Code:
EGY_ibrahim_abboud = {
	name = Ibrahim Abboud
	portraits = {
		army = {
			large = gfx/leaders/SUD/r56_portrait_SUD_Ibrahim_Abboud.dds
			small = GFX_idea_SUD_ibrahim_abboud
		}
	}
	advisor = {
		cost = 100
		slot = army_chief
		idea_token = EGY_ibrahim_abboud
		ledger = army
		allowed = {
			original_tag = EGY
		}
		visible = {
			SUD = {
				exists = no
			}
		}
		traits = {
			army_chief_drill_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		traits = {
			unpopular harsh_leader cavalry_officer
		}
		skill = 2
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 2
		legacy_id = 6989
		visible = {
			SUD = {
				exists = no
			}
		}
	}
}
### Entity: Decision
Component: GER_projected_results
Constructs: has_completed_focus, has_country_flag
Source: game
File: common/decisions/categories/r56_GER_decision_categories.txt

Code:
GER_projected_results = {
	icon = GFX_decision_category_power_struggle
	allowed = {
		original_tag = GER
	}
	visible_when_empty = yes
	priority = 100
	visible = {
		NOT = {
			has_country_flag = GER_nsl_passed
		} {
			has_completed_focus = GER_shake_off_the_fascist_yoke
		}
		has_completed_focus = GER_die_letzte_verschwoerung
		OR = {
			NOT = {
				has_completed_focus = GER_found_the_new_german_state
			}
			has_completed_focus = GER_offer_goerdeler_reconciliation
		}
	}
}