Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: hon_focus
Component: HON_faster_small_arms
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_faster_small_arms
	icon = GFX_goal_generic_small_arms
	prerequisite = {
		focus = HON_army_support
	}
	x = 44
	y = 3
	ai_will_do = {
		factor = 10
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = HON_infantry_discount
	}
}
### Entity: Modding Documentation
Construct: total_equipment_produced_maritime_patrol_plane
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### total_equipment_produced_maritime_patrol_plane
* description: Total produced equipment of typemaritime_patrol_plane
### Entity: National Focus
Tree: kor_focus
Component: KOR_Industrial_Boom
Constructs: add_stability, completion_reward, add_political_power, add_timed_idea
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_Industrial_Boom
	icon = GFX_goal_pp
	x = 4
	y = 0
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 15
	}
	bypass = {

	}
	available = {
		ROOT = {
			num_of_controlled_states = > 1
			num_of_factories = > 45
		}
	}
	completion_reward = {
		add_political_power = 125
		add_stability = 0.05
		add_timed_idea = {
			idea = GEN_Industrial_Boom_I
			days = 365
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: denmark.28
Constructs: is_triggered_only, add_war_support, add_manpower, add_tech_bonus, add_popularity
Source: game
File: events/DanishEvents.txt

Code:
country_event = {
	id = denmark.28
	title = denmark.28.t
	desc = denmark.28.d
	picture = GFX_report_event_danish_liberation2
	is_triggered_only = yes
	option = {
		name = denmark.28.a
		add_manpower = 400
		army_experience = 20
		add_war_support = 0.05
		add_tech_bonus = {
			bonus = 0.5
			uses = 1
			category = infantry_tech
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.02
		} {
			ideology = communism
			popularity = 0.05
		}
	}
}
### Entity: Event
Component: wtt_prc.20
Constructs: is_triggered_only, ai_chance, limit, has_government, has_war_with, add_war_support, add_stability, create_wargoal
Source: game
File: events/WTT_PRC.txt

Code:
country_event = {
	id = wtt_prc.20
	title = wtt_prc.20.t
	desc = wtt_prc.20.desc
	picture = GFX_report_event_japan_army_mountainside
	is_triggered_only = yes
	trigger = {
		not = {
			has_war_with = event_target:WTT_communist_china
		}
	}
	option = {
		name = wtt_prc.20.a
		ai_chance = {
			base = 20
			modifier = {
				has_government = democratic
				factor = 2
			}
		}
		add_stability = -0.05
		add_war_support = -0.05
	} {
		name = wtt_prc.20.b
		ai_chance = {
			base = 80
		}
		create_wargoal = {
			type = annex_everything
			target = event_target:WTT_communist_china
		} {
			type = annex_everything
			target = event_target:WTT_current_china_leader
		}
	} {
		name = wtt_prc.20.c
		ai_chance = {
			base = 0
			modifier = {
				has_government = democratic
				add = 50
			}
		}
		every_controlled_state = {
			limit = {
				is_korean_state = yes
			}
			transfer_state_to = KOR
		}
		IF = {
			limit = {
				MAN = {
					is_subject_of = JAP
				}
			}
			IF = {
				limit = {
					controls_state = 609
				}
				MAN = {
					transfer_state = 609
				}
			} {
				limit = {
					controls_state = 745
				}
				MAN = {
					transfer_state = 745
				}
			}
			set_autonomy = {
				target = MAN
				autonomy_state = autonomy_free
			}
		} {
			limit = {
				MEN = {
					is_subject_of = JAP
				}
			}
			set_autonomy = {
				target = MEN
				autonomy_state = autonomy_free
			}
		}
		ELSE_IF = {
			limit = {
				not = {
					has_war_with = event_target:WTT_current_china_leader
				}
			}
			IF = {
				limit = {
					controls_state = 609
				}
				event_target:WTT_current_china_leader = {
					transfer_state = 609
				}
			} {
				limit = {
					controls_state = 745
				}
				event_target:WTT_current_china_leader = {
					transfer_state = 745
				}
			}
		}
	}
}
### Entity: Idea
Component: BUL_nationalist_propaganda_fascism
Constructs: war_support_factor, has_government, removal_cost, fascism_drift
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_nationalist_propaganda_fascism = {
	name = BUL_nationalist_propaganda
	picture = generic_morale_bonus
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		war_support_factor = 0.05
		weekly_manpower = 500
		fascism_drift = 0.1
	}
}
### Entity: Idea
Component: KMT_chinese_tributary
Constructs: stability_factor, removal_cost, is_ally_with
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_chinese_tributary = {
	removal_cost = -1
	picture = chi_chinese_unity
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			is_ally_with = CHI
		}
	}
	on_remove = {

	}
	modifier = {
		stability_factor = -0.05
	}
	targeted_modifier = {
		tag = CHI
		mic_to_target_factor = 0.1
		cic_to_target_factor = 0.1
	}
}
### Entity: Order of Battle
Component: air_wing_448
Source: game
File: history/units/ITA_1939_air_legacy.txt

Code:
air_wings = {
	448 = {
		tac_bomber_equipment_1 = {
			owner = ITA
			amount = 60
		}
	}
}
### Entity: Country History
Country: OVO
Component: OVO_misc
Constructs: limit, set_technology, set_research_slots, set_grand_doctrine, has_dlc
Source: game
File: history/countries/OVO - Ostyakia Vogulia.txt

Code:
# Misc for OVO
capital = 580
set_research_slots = 2
set_grand_doctrine = mass_assault new_fleet_in_being
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		fighter1 = 1
		early_bomber = 1
		strategic_bomber1 = 1
		naval_bomber1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		basic_submarine = 1
		early_destroyer = 1
		early_light_cruiser = 1
		early_heavy_cruiser = 1
		early_battleship = 1
		early_battlecruiser = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		early_ship_hull_light = 1
		early_ship_hull_cruiser = 1
		early_ship_hull_heavy = 1
		mtg_transport = 1
		basic_battery = 1
		basic_torpedo = 1
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_the_peoples_war_in_asia
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_the_peoples_war_in_asia
	icon = GFX_focus_PRC_raid_weapon_depots
	prerequisite = {
		focus = SIA_death_to_the_nationalists
	}
	x = 1
	y = 1
	relative_position_id = SIA_death_to_the_nationalists
	cost = 10
	bypass = {

	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = idea_SIA_death_to_nationalists
			add_idea = idea_SIA_death_to_nationalists_2
		}
	}
}
### Entity: AI Strategy
Component: r56_middle_east_bad_commie_boy_stays_home
Constructs: has_government, has_war_with, is_in_faction_with
Source: game
File: common/ai_strategy/r56_default.txt

Code:
r56_middle_east_bad_commie_boy_stays_home = {
	allowed = {
		OR = {
			original_tag = IRQ PER SAU YEM OMA PAK
		}
	}
	enable = {
		ROOT = {
			AND = {
				exists = yes
				has_government = communism
				is_in_faction_with = SOV
				OR = {
					has_war_with = JAP USA GER ENG
				}
			}
		}
		SOV = {
			OR = {
				has_war_with = JAP USA GER ENG
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = dont_defend_ally_borders
		id = SOV
		value = 125
	} {
		type = area_priority
		id = north_america
		value = 0
	} {
		type = area_priority
		id = south_america
		value = 0
	} {
		type = area_priority
		id = europe
		value = 20
	} {
		type = area_priority
		id = asia
		value = 75
	} {
		type = area_priority
		id = middle_east
		value = 175
	} {
		type = area_priority
		id = suez
		value = 125
	} {
		type = area_priority
		id = africa
		value = 40
	} {
		type = area_priority
		id = pacific
		value = 0
	} {
		type = area_priority
		id = oceania
		value = 0
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_air_doctrine
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_air_doctrine
	icon = GFX_goal_generic_air_doctrine
	prerequisite = {
		focus = HON_army_aviation_2
	}
	x = 47
	y = 4
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 3
			category = air_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_learning_from_the_enemy
Constructs: prerequisite, limit, completion_reward, add_to_variable, add_tech_bonus, has_dlc, create_equipment_variant
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_learning_from_the_enemy
	icon = GFX_goal_generic_air_fighter
	prerequisite = {
		focus = ETH_the_lion_stands_firm
	}
	mutually_exclusive = {
		focus = ETH_the_heroes_of_ethiopia
	}
	x = 1
	y = 1
	relative_position_id = ETH_the_lion_stands_firm
	cost = 10
	available = {

	}
	ai_will_do = {
		base = 1.5
	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		ETH_BOP_centralization_small_effect = yes
		custom_effect_tooltip = ETH_learning_from_the_enemy_tt
		add_to_variable = {
			ETH_industrialization_industrial_capacity_factory = 0.1
		}
		add_tech_bonus = {
			name = ETH_learning_from_the_enemy_armor
			bonus = 0.25
			uses = 1
			category = cat_light_armor
		} {
			name = ETH_learning_from_the_enemy_air
			bonus = 0.25
			uses = 1
			category = medium_air
		}
		if = {
			limit = {
				has_dlc = No Step Back
			}
			create_equipment_variant = {
				name = L3/35
				type = light_tank_chassis_1
				parent_version = 0
				modules = {
					main_armament_slot = tank_heavy_machine_gun
					turret_type_slot = tank_light_fixed_superstructure_turret
					suspension_type_slot = tank_bogie_suspension
					armor_type_slot = tank_riveted_armor
					engine_type_slot = tank_gasoline_engine
				}
				upgrades = {
					tank_nsb_engine_upgrade = 1
					tank_nsb_armor_upgrade = 1
				}
				icon = GFX_ITA_basic_light_tank_medium
			}
		}
		create_equipment_variant = {
			name = CR.32
			type = small_plane_airframe_0
			modules = {
				fixed_main_weapon_slot = light_mg_2x
				engine_type_slot = engine_1_1x
				special_type_slot_1 = empty
			}
		} {
			name = Ca.101
			type = medium_plane_airframe_0
			modules = {
				fixed_main_weapon_slot = medium_bomb_bay
				engine_type_slot = engine_1_3x
				special_type_slot_1 = lmg_defense_turret
			}
			obsolete = yes
			icon = GFX_ITA_early_bomber_old_medium
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_Mawtini
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_Mawtini
	icon = GFX_goal_generic_national_arsenal
	prerequisite = {
		focus = IRQ_invite_oman
	} {
		focus = IRQ_invite_arabia
	} {
		focus = IRQ_invite_yemen
	}
	relative_position_id = IRQ_form_the_socialist_union_of_the_mashriq
	x = 0
	y = 2
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = IRQ_mawtini
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Character
Component: WHY_chairman_meow
Source: game
File: common/characters/WHY.txt

Code:
WHY_chairman_meow = {
	name = Chairman Meow
	portraits = {
		civilian = {
			large = gfx/leaders/WHY/r56w_portrait_WHY_chairman_meow.dds
		}
	}
	corps_commander = {
		traits = {
			r56w_trait_army_vibrates
		}
		skill = 5
		attack_skill = 5
		defense_skill = 5
		planning_skill = 5
		logistics_skill = 4
		legacy_id = -1
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_hemvarnet_r56
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_hemvarnet_r56
	text = SWE_hemvarnet
	icon = GFX_goal_class_a_reservists
	prerequisite = {
		focus = SWE_lottorna
	}
	relative_position_id = SWE_lottorna
	x = 0
	y = 1
	cost = 5
	completion_reward = {
		add_ideas = SWE_hemvarnet_idea
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Country History
Country: GAM
Component: GAM_technology
Constructs: set_technology
Source: game
File: history/countries/GAM - The Gambia.txt

Code:
# Starting Technologies for GAM
set_technology = {
	infantry_weapons = 1
}
### Entity: Idea
Component: SOV_terrain_expertise_1
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_terrain_expertise_1 = {
	picture = tur_arctic_wolves
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		acclimatization_cold_climate_gain_factor = 0.15
		acclimatization_hot_climate_gain_factor = 0.15
		terrain_penalty_reduction = 0.05
		winter_attrition_factor = -0.15
		heat_attrition_factor = -0.05
	}
}
### Entity: Event
Component: jordan.1
Constructs: is_triggered_only, swap_ideas, remove_idea, add_idea
Source: game
File: events/Jordan.txt

Code:
country_event = {
	id = jordan.1
	title = jordan.1.t
	desc = jordan.1.desc
	picture = GFX_report_event_saf_coup
	is_triggered_only = yes
	option = {
		name = jordan.1.a
		swap_ideas = {
			remove_idea = JOR_tribal_council
			add_idea = JOR_tribal_council_2
		}
	} {
		name = jordan.1.b
		swap_ideas = {
			remove_idea = JOR_tribal_council
			add_idea = JOR_tribal_council_3
		}
	} {
		name = jordan.1.c
		swap_ideas = {
			remove_idea = JOR_tribal_council
			add_idea = JOR_tribal_council_4
		}
	} {
		name = jordan.1.d
		swap_ideas = {
			remove_idea = JOR_tribal_council
			add_idea = JOR_tribal_council_5
		}
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_abolish_monarchy
Constructs: has_completed_focus, prerequisite, limit, remove_ideas, has_government, has_country_flag, add_stability, completion_reward
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_abolish_monarchy
	icon = GFX_focus_rom_handle_king
	cost = 10
	x = 0
	y = 3
	relative_position_id = LUX_legislative_reforms
	offset = {
		y = -2
		trigger = {
			OR = {
				has_country_flag = LUX_maulkuerfgesetz_passed
				has_completed_focus = LUX_first_social_democratic_government LUX_liberal_victory LUX_the_dupong_ministry
			}
		}
	}
	prerequisite = {
		focus = LUX_legislative_reforms
	}
	available = {
		NOT = {
			has_government = neutrality
		}
		OR = {
			has_government = communism
			AND = {
				communism = > 0.3
				has_idea = LUX_minister_interior_KPL
			}
		}
	}
	completion_reward = {
		add_stability = -0.05
		add_timed_idea = {
			idea = r56_LUX_abolished_monarchy
			days = 140
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		remove_ideas = LUX_charlotte
		retire_ideology_leader = neutrality
		hidden_effect = {
			set_party_name = {
				ideology = neutrality
				long_name = LUX_republic_neutrality_long
				name = LUX_republic_neutrality
			}
			add_country_leader_role = {
				character = LUX_pierre_dupong
				country_leader = {
					ideology = conservatism_n
					traits = {
						silent_workhorse
					}
				}
				promote_leader = yes
			}
			if = {
				limit = {
					NOT = {
						has_country_leader = {
							character = LUX_pierre_krier
							ruling_only = yes
						}
					}
				}
				promote_character = {
					character = LUX_pierre_krier
					ideology = socialism
				}
			}
		}
		if = {
			limit = {
				NOT = {
					has_cosmetic_tag = UNL_UNIFIED
				}
			}
			set_cosmetic_tag = LUX_republican
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_call_for_army_readiness
Constructs: limit, add_ideas, has_country_flag, completion_reward, swap_ideas, remove_idea, add_idea, set_country_flag
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_call_for_army_readiness
	icon = GFX_goal_TAN_military
	x = 4
	y = 0
	cost = 5
	ai_will_do = {
		factor = 15
	}
	available = {
		num_divisions = > 0
	}
	select_effect = {
		country_event = {
			id = abc.1
			hours = 1
		}
	}
	completion_reward = {
		army_experience = 5
		swap_ideas = {
			remove_idea = TAN_disorganized_military
			add_idea = TAN_disorganized_military_2
		}
		if = {
			limit = {
				NOT = {
					has_country_flag = ABC_establish_a_general_staff_a ABC_establish_a_general_staff_b
				}
			}
			add_ideas = ABC_establish_a_general_staff_idea
		} {
			limit = {
				has_country_flag = ABC_establish_a_general_staff_a
			}
			add_ideas = ABC_establish_a_general_staff_idea_1
		} {
			limit = {
				has_country_flag = ABC_establish_a_general_staff_b
			}
			add_ideas = ABC_establish_a_general_staff_idea_2
		}
		hidden_effect = {
			set_country_flag = ABC_i_am_generic_army
		}
	}
}
### Entity: Idea
Component: NOR_attack_denmark_ns
Constructs: removal_cost
Source: game
File: common/ideas/norway.txt

Code:
NOR_attack_denmark_ns = {
	picture = generic_attack_denmark
	allowed = {
		NOR_AAT = yes
	}
	removal_cost = -1
	targeted_modifier = {
		tag = DEN
		attack_bonus_against = 0.25
		breakthrough_bonus_against = 0.2
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_work_with_the_integralists
Constructs: has_completed_focus, prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_work_with_the_integralists
	icon = GFX_focus_BRA_work_with_the_integralists
	prerequisite = {
		focus = BRA_tribunal_de_seguranca_nacional
	}
	x = 2
	y = 1
	relative_position_id = BRA_tribunal_de_seguranca_nacional
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {
		NOT = {
			OR = {
				has_completed_focus = BRA_estado_novo BRA_estado_moderno
			}
		}
	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = BRA_boost_integralist_support_tt BRA_modify_aotci_ns_intro
		add_to_variable = {
			BRA_coup_fascism_factor = 0.05
			tooltip = fascism_drift_factor_tt
		}
	}
}
### Entity: Name List
Component: RKL
Source: game
File: common/names/00_names.txt

Code:
RKL = {
	male = {
		names = {
			Karl Willhelm Heinrich Hans Otto Hermann Paul Walther Friedrich Ernst Willi Fritz Max Franz Gustav August Johannes Johann Rudolph Emil Alfred Georg Albert Adolf Richard Erich Arthur Kurt Robert Josef Hugo Ludwig Bruno Bernhard Oskar Herbert Theodor Martin Peter Eduard Henri Werner Toni John Julius Christian Helmut Reinhold Erwin Ferdinand Gottlieb Siegfried
		}
	}
	female = {
		names = {
			Anna Frida Marta Erna Emma Marie Gertrud Margarethe Maria Elisabeth Berta Elsa Helene Louise Johanna Hedwig Klara Minna Else Paula Ella Ida Wilhelmine Mathilde
		}
	}
	surnames = {
		Abig Adam Adler Adolph Albach Albert Alles Alt Altergott Amen Appelhans Aqua Arndt Arnhold Arni Arnold Artzer Aschenbrenner Asselborn Auer Axthelm Bäcker Bähr Bamberger Bartholomai Barthuly Bastron Batt Batthauser Bauer Baumann Baumgärtner Bechthold Bechtold Beck Beckel Becker Befus Behringer Beideck Beilman Beisel Beitz Bender Berg Berger Bernhardt Bessinger Betz Biehn Bischoff Bitter Blumenschein Bock Bohl Bonacker Borgdorf Bossert Bossler Bott Braun Brenning Bretter Bretthauer Brettman Bretzer Brickman Brill Brücher Brückman Büchner Burbach Burkhardt Busch Buseck Buss Buxbaum Buxmann Claus Dahlinger Damm Daniel Daubert Debus Deines Deisel Dellos Derr Detterer Diehl Dierlam Dieser Dietz Ditmar Döll Dorn Dörr Dorsch Dortman Driess Dumler Eberhard Eberhardt Eberling Ebert Eckert Eckhardt Eckler Edel Eich Eichhorn Eichmann Eisele Eisenach Eisenhuth Eitenmüller Elsässer Engel Engelhardt Erck Erder Eüler Euler Eurich Ewig Faber Falkenstein Faust Fech Fein Fendel Feuerstein Fischer Flath Folgart Foos Forschauer Frank Frantz Frick Frick Friedrich Fries Fritz Fritzler Fröhlich Froscheiser Früauf Fuchs Gallowa Gammerstrath Gantz Gerber Gerlach Gies Gieswein Glaser Glock Glockenhammer Glöckner Göbel Goette Gomer Gorr Gossmann Göttmann Götz Graf Gramlich Grasmück Grosch Gross Grún Grünemeier Grünwald Gutherich Gutmann Gutscher Guttmann Haas Habermann Haffner Hagelganz Hahn Hall Hamburg Harres Hartmann Hartung Hassenpflug Hecht Hederich Heffele Hegele Hegwald Heidenreich Heimbüchner Hein Heinrich Heitzenreder Helbrecht Heldt Helfenbein Heller Helmuth Helwig Hempel Henkel Henn Herber Herdt Hergenheim Hergert Hessler Hettinger Hetzel Heusel Hieronymus Hildt Hill Hilt Hix Hoch Hofferber Hoffman Hofmann Hohnstein Hohweiler Holstein Hölz Holzwart Höppner Horn Hornus Horst Hu
# ... (truncated)
### Entity: Event
Component: wuw_GER_realpolitik.28
Constructs: is_triggered_only, ai_chance, limit, random_owned_controlled_state, is_core_of, set_variable, check_variable
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_realpolitik.28
	title = wuw_GER_realpolitik.28.t
	desc = wuw_GER_realpolitik.28.desc
	picture = GFX_report_event_generic_polish_machinegunners
	is_triggered_only = yes
	option = {
		name = wuw_GER_realpolitik.28.a
		ai_chance = {
			base = 10
		}
		hidden_effect = {
			random_owned_controlled_state = {
				limit = {
					is_core_of = ROOT
				}
				set_variable = {
					ROOT.temp_capital = THIS.id
				}
			}
		}
		start_civil_war = {
			ideology = ROOT
			ruling_party = democratic
			size = 0.4
			capital = var:ROOT.temp_capital
		}
	} {
		name = wuw_GER_realpolitik.28.b
		ai_chance = {
			base = 2
			modifier = {
				factor = 0
				check_variable = {
					num_owned_states = < 2
				}
			}
		}
		hidden_effect = {
			random_owned_controlled_state = {
				limit = {
					is_core_of = ROOT
				}
				set_variable = {
					ROOT.temp_capital = THIS.id
				}
			}
		}
		start_civil_war = {
			ideology = democratic
			ruling_party = ROOT
			size = 0.5
			capital = var:ROOT.temp_capital
		}
	}
}
### Entity: Modifier Reference
Construct: special_forces_doctrine_cost_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## special_forces_doctrine_cost_factor

* Number with 2 decimal places
* **Categories**: country
### Entity: Modding Documentation
Construct: Scripting
Source: vanilla_docs
File: common/ai_navy/_documentation.md

Doc:
## Scripting

```
goal_name = {
    objective_type = [type] # See *Objective Types* below
    available_for = {
        ENG # If present, the goal will be disabled for all countries by default, and only available for the countries within this block
    }
    blocked_for = {
        GER # If present, the goal will be disabled for the countries within this block
    }
    
    min_priority = 5 # The minimum priority for this goal, see *Goal/Objective Scoring* above
    max_priority = 10 # The maximum priority for this goal, see *Goal/Objective Scoring* above
}
```
### Entity: National Focus
Tree: pal_focus
Component: PAL_arabistan
Constructs: prerequisite, limit, completion_reward, every_other_country, is_in_faction_with, is_subject_of, create_wargoal, take_state_focus
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_arabistan
	icon = GFX_goal_generic_attack_persia
	x = 0
	y = 2
	relative_position_id = PAL_dream_arabia
	available = {
		NOT = {
			controls_state = 413
		}
	}
	cost = 10
	prerequisite = {
		focus = PAL_join_axis PAL_cooperation_with_the_nasserists
	}
	completion_reward = {
		every_other_country = {
			limit = {
				NOT = {
					is_in_faction_with = ROOT
				} {
					is_subject_of = ROOT
				}
				any_owned_state = {
					OR = {
						state = 413
					}
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = take_state_focus
					expire = 0
				}
			}
		}
	}
}