Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: usa_focus
Component: USA_bureau_of_aeronautics
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_bureau_of_aeronautics
	icon = GFX_goal_generic_air_naval_bomber
	prerequisite = {
		focus = USA_carrier_primacy
	}
	x = 0
	y = 1
	relative_position_id = USA_carrier_primacy
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = USA_bureau_of_aeronautics
			bonus = 1.0
			uses = 1
			category = naval_bomber naval_air
		}
	}
}
### Entity: Character
Component: POL_xawery_czernicki
Source: game
File: common/characters/POL.txt

Code:
POL_xawery_czernicki = {
	name = POL_xawery_czernicki
	portraits = {
		army = {
			small = GFX_idea_POL_xawery_czernicki
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = POL_xawery_czernicki
		allowed = {
			original_tag = POL
		}
		traits = {
			navy_chief_old_guard
		}
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Character
Component: HUN_gyula_kadar
Constructs: has_completed_focus, has_government, has_dlc, has_intelligence_agency
Source: game
File: common/characters/HUN.txt

Code:
HUN_gyula_kadar = {
	name = HUN_gyula_kadar
	portraits = {
		civilian = {
			small = GFX_portrait_HUN_gyula_kadar_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = HUN_gyula_kadar
		allowed = {
			original_tag = HUN
			has_dlc = La Resistance
		}
		visible = {
			NOT = {
				OR = {
					has_completed_focus = wuw_HUN_restore_the_socialist_federative_republic wuw_HUN_join_the_comintern
				}
			}
		}
		available = {
			has_intelligence_agency = yes
			NOT = {
				has_government = communism
			}
		}
		traits = {
			HUN_military_intelligence_officer
		}
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_soviet_support
Constructs: prerequisite, has_government, has_war_with, completion_reward, has_opinion, add_offsite_building
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_soviet_support
	icon = GFX_focus_generic_russian_deal_communist
	relative_position_id = ISR_strengthen_union
	x = 1
	y = 1
	prerequisite = {
		focus = ISR_strengthen_union
	}
	available = {
		SOV = {
			has_government = communism
			has_opinion = {
				target = ISR
				value = > 79
			}
		}
	}
	bypass = {
		SOV = {
			OR = {
				NOT = {
					has_government = communism
				}
				has_war_with = ISR
			}
		}
	}
	cost = 7
	completion_reward = {
		add_offsite_building = {
			type = industrial_complex
			level = 2
		}
	}
}
### Entity: Event
Component: INS_industrial_events.34
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile, clr_country_flag, add_to_variable
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_industrial_events.34
	title = INS_industrial_events.28.t
	desc = INS_industrial_events.28.desc
	picture = GFX_report_event_generic_army
	is_triggered_only = yes
	hidden = no
	option = {
		name = INS_industrial_events.28.a
		ai_chance = {
			base = 10
		}
		hidden_effect = {
			clr_country_flag = INS_selling_resource_flag
		}
		effect_tooltip = {
			custom_effect_tooltip = INS_great_depression_tt INS_resources_refunded_in_24_months_tt
			add_to_variable = {
				var = INS_great_depression_country_resource_cost_rubber
				value = 32
				tooltip = country_resource_cost_rubber_tt
			}
			add_equipment_to_stockpile = {
				type = train_equipment_1
				amount = 24
				producer = INS
			}
		}
	}
}
### Entity: Event
Component: mtg_usa_southern_threat.2
Constructs: is_triggered_only
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_southern_threat.2
	title = mtg_usa_southern_threat.2.t
	desc = mtg_usa_southern_threat.2.desc
	picture = GFX_report_event_tanks_mexico_city
	is_triggered_only = yes
	option = {
		name = mtg_usa_southern_threat.2.a
		puppet = FROM
	}
}
### Entity: Scripted Effect
Component: EAI_XP_manage_command_power
Constructs: limit, has_idea, check_variable, set_temp_variable, add_cp, add_to_variable, add_command_power, set_variable
Source: game
File: common/scripted_effects/EAI_COUNTRY_xp_management_effects.txt

Code:
EAI_XP_manage_command_power = {
	if = {
		limit = {
			OR = {
				tag = SOV GER ENG ITA FRA
			}
			date = < 1937.1.1
			NOT = {
				has_idea = EAI_attache_sent
			}
		}
		if = {
			limit = {
				check_variable = {
					EAI_XP_stored_cp = < 50
				}
			}
			set_temp_variable = {
				add_cp = 50
			}
			subtract_from_temp_variable = {
				add_cp = EAI_XP_stored_cp
			}
			clamp_temp_variable = {
				var = add_cp
				max = command_power
			}
			add_to_variable = {
				EAI_XP_stored_cp = add_cp
			}
			multiply_temp_variable = {
				add_cp = -1
			}
			add_command_power = add_cp
		}
	}
	else_if = {
		limit = {
			check_variable = {
				EAI_XP_stored_cp = > 0
			}
		}
		add_command_power = EAI_XP_stored_cp
		set_variable = {
			EAI_XP_stored_cp = 0
		}
	}
}
### Entity: Event
Component: news.25
Constructs: is_triggered_only, is_in_faction_with
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.25
	title = news.25.t
	desc = news.25.d
	picture = GFX_news_event_hitler_speech
	major = yes
	is_triggered_only = yes
	option = {
		name = news.25.a
		trigger = {
			NOT = {
				TAG = GER FRA ENG
				is_in_faction_with = GER
			}
		}
	} {
		name = news.25.b
		trigger = {
			TAG = GER
		}
	} {
		name = news.25.c
		trigger = {
			TAG = FRA
		}
	} {
		name = news.25.e
		trigger = {
			TAG = ENG
		}
	} {
		name = news.25.b
		trigger = {
			NOT = {
				TAG = GER FRA ENG
			}
			is_in_faction_with = GER
		}
	}
}
### Entity: State History
Component: 981
Constructs: add_core_of
Source: game
File: history/states/981 - Barotseland.txt

Code:
state = {
	id = 981
	name = STATE_981
	state_category = rural
	manpower = 690043
	resources = {
		chromium = 16
		tungsten = 4
	}
	history = {
		owner = ENG
		add_core_of = ZAM BAR
		victory_points = {
			697 1
		}
		buildings = {
			infrastructure = 1
		}
	}
	provinces = {
		697 7872 10538 12677
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Country History
Country: SSU
Component: SSU_technology
Constructs: set_technology
Source: game
File: history/countries/SSU - South Sudan.txt

Code:
# Starting Technologies for SSU
set_technology = {
	etax_doctrine = 1
	camo = 1
	infantry_weapons = 1
}
### Entity: National Focus
Tree: cog_focus
Component: COG_strengthen_the_banque_du_congo_belge
Constructs: prerequisite, add_ideas, completion_reward, has_country_leader, has_opinion
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_strengthen_the_banque_du_congo_belge
	icon = GFX_focus_usa_reestablish_the_gold_standard
	x = 0
	y = 1
	prerequisite = {
		focus = COG_governor_general_pierre_ryckmans
	}
	relative_position_id = COG_governor_general_pierre_ryckmans
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cost = 10
	bypass = {

	}
	available = {
		OR = {
			has_country_leader = {
				ruling_only = yes
				character = COG_pierre_ryckmans
			}
			BEL = {
				has_opinion = {
					target = ROOT
					value = > 49
				}
			}
		}
	}
	completion_reward = {
		add_ideas = COG_banque_du_congo_belge_idea
	}
}
### Entity: National Focus
Tree: est_focus
Component: EST_secure_the_straits
Constructs: prerequisite, has_government, completion_reward, is_subject, is_subject_of, cancel_if_invalid, create_wargoal, annex_everything
Source: game
File: common/national_focus/estonia.txt

Code:
focus = {
	id = EST_secure_the_straits
	icon = GFX_focus_generic_attack_denmark
	prerequisite = {
		focus = EST_sieze_swedish_assets
	}
	x = -1
	y = 1
	relative_position_id = EST_sieze_swedish_assets
	will_lead_to_war_with = DEN
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = fascism
		is_subject = no
	}
	bypass = {
		DEN = {
			OR = {
				exists = no
				is_subject_of = EST
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		create_wargoal = {
			type = annex_everything
			target = DEN
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_stable_monetary_policy
Constructs: has_completed_focus, prerequisite, add_stability, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_stable_monetary_policy
	icon = GFX_goal_generic_financial_markets
	x = -3
	y = 2
	cost = 5
	prerequisite = {
		focus = PRU_gold_and_silver_mining PRU_build_the_petrolero_railway
	}
	relative_position_id = PRU_invite_foreign_experts
	ai_will_do = {
		factor = 5
	}
	available = {
		NOT = {
			has_completed_focus = PRU_imitate_the_Soviet_model
		}
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = PRU_good_economy
			add_idea = PRU_good_economy_1
		}
		add_stability = 0.1
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3ALog/Simen113.html

Doc:
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04:32, 23 January 2016 Simen113 (Talk | contribs) automatically marked revision 2547 of page User talk:Chemonaut patrolled

05:08, 19 January 2016 Simen113 (Talk | contribs) automatically marked revision 2538 of page Minors patrolled

05:08, 19 January 2016 Simen113 (Talk | contribs) automatically marked revision 2537 of page Majors patrolled

05:08, 19 January 2016 Simen113 (Talk | contribs) automatically marked revision 2536 of page Minor patrolled

05:08, 19 January 2016 Simen113 (Talk | contribs) automatically marked revision 2535 of page Major Power patrolled

00:02, 19 January 2016 Simen113 (Talk | contribs) moved page National focus to National Focus over redirect (Capitalization of all letters as this is tmk what Paradox do (name))

00:02, 19 January 2016 Simen113 (Talk | contribs) automatically marked revision 2532 of page Remilitarization of the Rhineland patrolled

23:59, 18 January 2016 Simen113 (Talk | contribs) automatically marked revision 2531 of page Mussolini patrolled

23:59, 18 January 2016 Simen113 (Talk | contribs) automatically marked revision 2530 of page Peace conference patrolled

23:58, 18 January 2016 Simen113 (Talk | contribs) automatically marked revision 2529 of page Peace Conference patrolled

23:58, 18 January 2016 Simen113 (Talk | contribs) automatically marked revision 2528 of page Peace treaty patrolled

23:58, 18 January 2016 Simen113 (Talk | contribs) automatically marked revision 2527 of page Peace treaty patrolled

23:56, 18 January 2016 Simen113 (Talk | contribs) automatically marked revision 2526 of page Volunteers and Expeditionary Forces patro
# ... (truncated)
### Entity: Decision
Component: form_andalusia_category
Constructs: limit, fire_only_once, complete_effect, every_state, is_core_of, add_core_of
Source: game
File: common/decisions/ADU.txt

Code:
form_andalusia_category = {
	ADU_integrate_morocco = {
		icon = eng_trade_unions_demand
		allowed = {
			original_tag = ADU
		}
		available = {
			controls_state = 290 461 462 783
			290 = {
				compliance = > 50
			}
			461 = {
				compliance = > 50
			}
			462 = {
				compliance = > 50
			}
			783 = {
				compliance = > 50
			}
		}
		fire_only_once = yes
		cost = 100
		complete_effect = {
			every_state = {
				limit = {
					is_core_of = MOR
					NOT = {
						is_core_of = WES
					}
				}
				add_core_of = ROOT
			}
		}
		ai_will_do = {
			factor = 50
		}
	}
	ADU_integrate_western_sahara = {
		icon = eng_trade_unions_demand
		allowed = {
			original_tag = ADU
		}
		available = {
			controls_state = 699
			699 = {
				compliance = > 50
			}
		}
		fire_only_once = yes
		cost = 50
		complete_effect = {
			every_state = {
				limit = {
					is_core_of = WES
				}
				add_core_of = ROOT
			}
		}
		ai_will_do = {
			factor = 50
		}
	}
	ADU_integrate_algeria = {
		icon = eng_trade_unions_demand
		allowed = {
			original_tag = ADU
		}
		available = {
			controls_state = 459 513 460 933
			459 = {
				compliance = > 50
			}
			513 = {
				compliance = > 50
			}
			460 = {
				compliance = > 50
			}
			933 = {
				compliance = > 50
			}
		}
		fire_only_once = yes
		cost = 50
		complete_effect = {
			every_state = {
				limit = {
					is_core_of = ALG
				}
				add_core_of = ROOT
			}
		}
		ai_will_do = {
			factor = 50
		}
	}
	ADU_integrate_tunisia = {
		icon = eng_trade_unions_demand
		allowed = {
			original_tag = ADU
		}
		available = {
			controls_state = 458 665
			458 = {
				compliance = > 50
			}
			665 = {
				compliance = > 50
			}
		}
		cost = 50
		fire_only_once = yes
		complete_effect = {
			every_state = {
				limit = {
					is_core_of = TUN
				}
				add_core_of = ROOT
			}
		}
		ai_will_do = {
			factor = 50
		}
	}
	ADU_integrate_lybia = {
		icon = eng_trade_unions_demand
		allowed = {
			original_tag = ADU
		}
		cost = 50
		available = {
			controls_state = 448 661 449 662 450 451 663
			448 = {
				compliance = > 50
			}
			661 = {
				compliance = > 50
			}
			449 = {
				compliance = > 50
			}
			662 = {
				compliance = > 50
			}
			450 = {
				compliance = > 50
			}
			451 = {
				compliance = > 50
			}
			663 = {
				compliance = > 50
			}
		}
		fire_only_once = yes
		complete_effect = {
			every_state = {
				limit = {
					is_core_of = LBA
# ... (truncated)
### Entity: Idea
Component: EAI_DD_7/modern_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_7/modern_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_aa_chassis = {
			build_cost_ic = -0.175
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_our_place_under_the_red_sun
Constructs: prerequisite, limit, add_ideas, add_war_support, completion_reward, is_ally_with, add_popularity, has_global_flag
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_our_place_under_the_red_sun
	icon = GFX_focus_ETH_an_empire_in_the_shade_of_the_sun
	available = {
		is_ally_with = JAP
	}
	prerequisite = {
		focus = MEN_request_mongol_territories
	}
	relative_position_id = MEN_request_mongol_territories
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		add_war_support = 0.1
		add_ideas = MEN_our_place_under_the_red_sun_idea
		if = {
			limit = {
				NOT = {
					has_global_flag = form_greater_mongolia_flag
				}
			}
			effect_tooltip = {
				unlock_decision_tooltip = MON_unify_greater_mongolia
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_INTERNAL_AFFAIRS FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_defense_of_moscow
Constructs: division_template, prerequisite, completion_reward, is_controlled_by, is_owned_and_controlled_by, create_unit, force_equipment_variants, add_building_construction
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_defense_of_moscow
	icon = GFX_goal_generic_fortify_city
	prerequisite = {
		focus = SOV_motherland_defense
	}
	available = {
		219 = {
			is_controlled_by = ROOT
			OR = {
				SOV = {
					surrender_progress = > 0.15
				}
				any_neighbor_state = {
					NOT = {
						is_controlled_by = ROOT
					}
				}
			}
		}
	}
	bypass = {
		NOT = {
			219 = {
				is_owned_and_controlled_by = ROOT
			}
		}
	}
	x = -3
	y = 1
	relative_position_id = SOV_motherland_defense
	cost = 5
	ai_will_do = {
		factor = 2
		modifier = {
			219 = {
				any_neighbor_state = {
					NOT = {
						is_controlled_by = ROOT
					}
				}
			}
			factor = 3
		}
	}
	completion_reward = {
		army_experience = 10
		division_template = {
			name = Vspomogatel'nyye Sily Oborony
			priority = 1
			division_names_group = SOV_INF_01
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 0
					y = 3
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				} {
					x = 1
					y = 3
				}
			}
			support = {
				engineer = {
					x = 0
					y = 0
				}
				artillery = {
					x = 0
					y = 1
				}
			}
		} {
			name = Vspomogatel'naya Bronetankovaya Sila
			priority = 1
			division_names_group = SOV_INF_01
			regiments = {
				light_armor = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				}
				cavalry = {
					x = 2
					y = 0
				} {
					x = 2
					y = 1
				}
			}
		}
		219 = {
			custom_effect_tooltip = SOV_defense_of_moscow_forts SOV_defense_divisions_12
			hidden_effect = {
				219 = {
					create_unit = {
						division = name = "1ya Vspomogatel'nyye sily oborony Moskvy" division_template = "Vspomogatel'nyye Sily Oborony" start_experience_factor = 0.1 start_equipment_factor = 0.75 force_equipment_variants = { infantry_equipment_1 = { owner = SOV } }
						owner = SOV
					} {
						division = name = "2ya Vspomogatel'nyye sily oborony Moskvy" division_template = "Vspomogatel'nyye Sily Oborony" start_experience_factor = 0.1 start_equipment_factor = 0.75 force_equipment_variants = { infantry_equipment_1 = { owner = SOV } }
						owner = SOV
					} {
						division = name = "3ya Vspomogatel'nyye sily oborony Moskvy" division_template = "Vspomogatel'nyye Sily Oborony" start_experience_factor = 0.1 sta
# ... (truncated)
### Entity: National Focus
Tree: tur_focus
Component: TUR_the_german_turkish_friendship_treaty
Constructs: prerequisite, has_war_with, add_opinion_modifier, completion_reward, set_country_flag
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_the_german_turkish_friendship_treaty
	icon = GFX_focus_chi_mission_to_germany
	prerequisite = {
		focus = TUR_reconfigure_our_foreign_policy
	}
	available = {
		NOT = {
			has_war_with = GER
		}
	}
	x = 0
	y = 1
	relative_position_id = TUR_reconfigure_our_foreign_policy
	cost = 5
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		GER = {
			add_opinion_modifier = {
				target = TUR
				modifier = TUR_valued_strategic_partners
			}
			diplomatic_relation = {
				country = TUR
				relation = guarantee
				active = yes
			}
		}
		hidden_effect = {
			GER = {
				set_country_flag = TUR_germany_gets_strait_access
			}
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_promote_muslim_work_ethic
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_promote_muslim_work_ethic
	icon = GFX_focus_generic_workers
	prerequisite = {
		focus = AFG_expand_the_madrasas
	}
	x = -1
	y = 1
	relative_position_id = AFG_expand_the_madrasas
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = AFG_expanded_the_madrasas_idea
			add_idea = AFG_expanded_the_madrasas_2_idea
		}
	}
}
### Entity: Country History
Country: HAI
Component: HAI_technology
Constructs: set_technology
Source: game
File: history/countries/HAI - Haiti.txt

Code:
# Starting Technologies for HAI
set_technology = {
	infantry_weapons = 1
}
### Entity: Event
Component: AFG_political_events.20
Constructs: is_triggered_only, ai_chance, has_war_with, is_in_faction_with
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_political_events.20
	title = AFG_political_events.20.t
	desc = AFG_political_events.20.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AFG_political_events.20.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				has_war_with = FROM
			}
		}
		FROM = {
			country_event = {
				id = AFG_political_events.21
				days = 1
			}
		}
	} {
		name = AFG_political_events.20.b
		ai_chance = {
			base = 2
			modifier = {
				factor = 0
				is_in_faction_with = FROM
			}
		}
		FROM = {
			country_event = {
				id = AFG_political_events.22
				days = 1
			}
		}
	}
}
### Entity: Idea
Component: SUR_nccr
Source: game
File: common/ideas/suriname.txt

Code:
SUR_nccr = {
	picture = generic_navy_african_2
	allowed = {
		original_tag = SUR
	}
	traits = {
		navy_chief_commerce_raiding_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Raid
Component: CZE_sokolov_raid_pfot
Constructs: has_completed_focus, limit, has_war_with, fire_only_once, is_in_faction_with, has_dlc, has_tech, is_owned_and_controlled_by
Source: game
File: common/raids/paratrooper_raids_custom.txt

Code:
CZE_sokolov_raid_pfot = {
	days_to_prepare = 30
	category = paratrooper_raids
	custom_map_icon = GFX_raid_type_icon_other_raid
	ai_will_do = {
		base = 0.1
		modifier = {
			factor = 0
			OR = {
				is_in_faction_with = CZE
				date = > 1941.1.1
				CZE = {
					OR = {
						exists = no
						surrender_progress = > 0.15
					}
				}
			}
		} {
			add = 5
			date = > 1938.11.11
			surrender_progress = < 0.05
			CZE = {
				surrender_progress = < 0.05
			}
			casualties_inflicted_by = {
				opponent = CZE
				thousands = > 5
			}
		} {
			factor = 10
			date = > 1939.3.3
			surrender_progress = < 0.05
			CZE = {
				surrender_progress = < 0.05
			}
			casualties_inflicted_by = {
				opponent = CZE
				thousands = > 15
			}
		} {
			factor = 25
			date = > 1939.5.5
			surrender_progress = < 0.05
			CZE = {
				surrender_progress = < 0.05
			}
			casualties_inflicted_by = {
				opponent = CZE
				thousands = > 74
			}
		}
	}
	fire_only_once = yes yes
	command_power = 20
	allowed = {
		has_dlc = Peace For Our Time
		original_tag = GER
	}
	visible = {
		has_completed_focus = GER_expanding_the_luftwaffe
		has_tech = paratroopers
	}
	show_target = {
		69 = {
			is_owned_and_controlled_by = CZE
		}
	}
	available = {
		69 = {
			is_owned_and_controlled_by = CZE
		}
	}
	launchable = {
		has_war_with = CZE
	}
	unit_requirements = {
		battalion_types = {
			paratrooper = {
				min = 1
			}
		}
	}
	essential_equipment = {
		transport_plane_equipment = 5
	}
	additional_equipment = {
		support_equipment = 100
		infantry_equipment = 250
	}
	target_type = {
		province = 6470
	}
	target_icon = GFX_eben_emael_target_icon
	target_loc_key = raid_type_CZE_sokolov_raid_pfot
	launch_sound = raid_launch_paratrooper
	arrow = {
		type = air
	}
	unit_model = {
		equipment = air_transport
	}
	starting_point = {
		types = {
			air_base
		}
	}
	success_factors = {
		success = {
			base = 0.55
			experience = {
				weight = 0.25
				start_weight = -0.25
				reference = 1.0
			}
			organisation = {
				weight = 0.1
				start_weight = -0.1
				reference = 100
			}
			strength = {
				weight = 0.1
				start_weight = -0.15
				reference = 1
			}
			recon = {
				weight = 0.1
				reference = 10
			}
			air_superiority = {
				reference = 1
				start_reference = 0.5
				weight = 0.25
			}
			anti_air = {
				reference = 5
				weight = -0.25
			}
			interception = {
				reference = 200
				weight 
# ... (truncated)