Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: pal_focus
Component: PAL_abdulqadir
Constructs: has_completed_focus, prerequisite, limit, remove_ideas, completion_reward, has_game_rule, allow_branch, has_country_leader
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_abdulqadir
	icon = GFX_goal_PAL_auth
	x = 2
	y = 1
	mutually_exclusive = {
		focus = PAL_fawzi
	}
	prerequisite = {
		focus = PAL_jihad
	}
	offset = {
		x = -2
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PAL_abdulqadir
		}
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = PAL_fawzi
			}
		}
	}
	bypass = {
		hidden_trigger = {
			has_country_leader = {
				name = Ahmed Hilmi Pasha
			}
		}
	}
	cost = 2
	relative_position_id = PAL_jihad
	completion_reward = {
		mark_focus_tree_layout_dirty = yes
		hidden_effect = {
			remove_unit_leader_role = {
				character = PAL_abdul_qadir_alhusseini
			}
		} {
			if = {
				limit = {
					has_idea = MPL_collapse_no_focus
				}
				remove_ideas = MPL_collapse_no_focus
			}
		}
		army_experience = 25
		unlock_decision_category_tooltip = MPL_foreign_support_category
		add_field_marshal_role = {
			character = PAL_abdul_qadir_alhusseini
			skill = 4
			attack_skill = 2
			defense_skill = 3
			planning_skill = 3
			logistics_skill = 5
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 1000
			has_game_rule = {
				rule = PAL_AI_BEHAVIOR
				option = PAL_QADIR
			}
		} {
			factor = 1000
			has_game_rule = {
				rule = PAL_AI_BEHAVIOR
				option = PAL_HASHEMITE
			}
		} {
			factor = 1000
			has_game_rule = {
				rule = PAL_AI_BEHAVIOR
				option = PAL_ISLAM
			}
		} {
			factor = 1000
			has_game_rule = {
				rule = PAL_AI_BEHAVIOR
				option = PAL_HUSSAM
			}
		} {
			factor = 1000
			has_game_rule = {
				rule = PAL_AI_BEHAVIOR
				option = PAL_HASAN
			}
		}
	}
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_triumph_over_the_cristeros
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_idea, cancel_if_invalid, add_corps_commander_role
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_triumph_over_the_cristeros
	icon = GFX_focus_mex_triumph_over_the_cristeros
	prerequisite = {
		focus = MEX_focus_enforce_the_calles_law
	}
	x = 0
	y = 1
	relative_position_id = MEX_focus_enforce_the_calles_law
	cost = 10
	ai_will_do = {
		factor = 100
	}
	available = {
		OR = {
			has_idea = MEX_church_power_1 MEX_church_power_2
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_completed_focus = MEX_focus_professional_army
			}
			add_corps_commander_role = {
				character = MEX_pablo_gonzalez
				legacy_id = 710
				traits = {
					harsh_leader
				}
				skill = 3
				attack_skill = 3
				defense_skill = 2
				planning_skill = 5
				logistics_skill = 2
			}
			else = {
				add_corps_commander_role = {
					character = MEX_pablo_gonzalez
					legacy_id = 710
					traits = {
						harsh_leader
					}
					skill = 3
					attack_skill = 3
					defense_skill = 2
					planning_skill = 4
					logistics_skill = 1
				}
			}
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = MEX_pablo_gonzalez
	}
}
### Entity: Military Industrial Organization
Component: SAF_SAR_and_H_organization
Source: game
File: common/military_industrial_organization/organizations/SAF_organization_r56.txt

Code:
SAF_SAR_and_H_organization = {
	name = SAF_SAR_and_H
	include = generic_support_equipment_organization
	icon = GFX_idea_generic_infantry_equipment_manufacturer_3
	allowed = {
		tag = SAF
	}
	initial_trait = {
		name = generic_mio_initial_trait_support_equipment_manufacturer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
	}
}
### Entity: Idea
Component: PRC_socialism_with_chinese_characteristics
Constructs: removal_cost
Source: game
File: common/ideas/prc.txt

Code:
PRC_socialism_with_chinese_characteristics = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = generic_research_bonus
	modifier = {
		trade_opinion_factor = 0.15
	}
}
### Entity: Idea
Component: NOR_sivorg_ns
Constructs: has_government, removal_cost
Source: game
File: common/ideas/norway.txt

Code:
NOR_sivorg_ns = {
	picture = NOR_sivog
	allowed = {
		NOR_AAT = yes
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	modifier = {
		compliance_growth_on_our_occupied_states = -0.25
		resistance_target_on_our_occupied_states = 0.3
		resistance_growth_on_our_occupied_states = 0.2
	}
}
### Entity: Technology
Component: sp_armored_lc_transmission_improvements_tech
Constructs: has_war, is_major, allow_branch, has_dlc, is_special_project_completed, is_special_project_tech, research_cost
Source: game
File: common/technologies/NSB_armor.txt

Code:
technology = {
	allow_branch = {
		has_dlc = Gotterdammerung
	}
	allow = {
		ROOT = {
			is_special_project_completed = sp:sp_land_land_cruiser
		}
	}
	path = {
		leads_to_tech = sp_armored_lc_weapon_fire_control_tech
		research_cost_coeff = 1
	}
	is_special_project_tech = yes
	land_cruiser = {
		reliability = 0.05
		supply_consumption = -0.02
		forest = {
			movement = 0.2
		}
		hills = {
			movement = 0.2
		}
		mountain = {
			movement = 0.2
		}
		jungle = {
			movement = 0.2
		}
	}
	super_heavy_armor = {
		reliability = 0.05
		supply_consumption = -0.02
		forest = {
			movement = 0.2
		}
		jungle = {
			movement = 0.2
		}
	}
	research_cost = 1
	start_year = 1943
	folder = {
		name = nsb_armour_folder
		position = {
			x = 9
			y = @1943
		}
	} {
		name = armour_folder
		position = {
			x = 9
			y = @1943
		}
	}
	show_effect_as_desc = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			is_major = yes
		} {
			has_war = yes
			factor = 2
		} {
			factor = 1.1
			date = > 1944.1.1
		} {
			factor = 1.1
			date = > 1945.1.1
		}
	}
	categories = {
		armor mio_cat_tech_all_armor_and_modules cat_heavy_armor mio_cat_tech_heavy_armor_and_modules
	}
	special_project_specialization = {
		specialization_land
	}
}
### Entity: Modding Documentation
Construct: timer_restart
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## timer_restart

Restarts (resets and starts) debug timing
### Entity: AI Strategy
Component: HOL_historical_plan_taog
Constructs: has_completed_focus, has_country_flag, has_dlc, is_historical_focus_on, has_game_rule
Source: game
File: common/ai_strategy_plans/HOL_TAOG_historical_strategy_plan.txt

Code:
HOL_historical_plan_taog = {
	name = Netherlands historical plan TAOG
	desc = Historical behavior for Netherlands TAOG
	allowed = {
		original_tag = HOL
		has_dlc = Thunder at Our Gates
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = HOL_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = HOL_AI_RANDOM_DEMOCRATIC_HISTORICAL
			has_game_rule = {
				rule = HOL_ai_behavior
				option = DEMOCRATIC_HISTORICAL
			}
		}
	}
	abort = {
		AND = {
			is_historical_focus_on = yes
			has_game_rule = {
				rule = HOL_ai_behavior
				option = DEFAULT
			}
			ENG = {
				has_completed_focus = ENG_a_change_in_course
			}
		}
	}
	ai_national_focuses = {
		HOL_obtain_foreign_colonial_investments_taog HOL_the_western_possessions_taog HOL_abandon_the_gold_standard HOL_continue_the_public_works HOL_finish_the_noordoostpolder INSHOL_east_indies_investments HOL_expand_RD_facilities HOL_overturn_military_budget_cuts HOL_gateway_to_europe HOL_appoint_new_supreme_commander HOL_modernize_our_infantry_equipment HOL_secret_staff_talks HOL_cave_to_the_british HOL_unity_through_democracy HOL_go_with_britain HOL_replace_the_defeatist_government
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Character
Component: GUA_illegitimate_pretender_2
Constructs: stability_factor, neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
GUA_illegitimate_pretender_2 = {
	name = GUA_illegitimate_pretender
	random = no
	political_power_factor = -0.15
	stability_factor = -0.15
	drift_defence_factor = 0.05
	ai_focus_aggressive_factor = 0.5
	ai_focus_war_production_factor = 0.25
	opinion_gain_monthly_same_ideology_factor = 0.1
	army_speed_factor = 0.05
	neutrality_drift = 0.05
	ai_strategy = {
		type = befriend
		id = FRA
		value = -100
	} {
		type = alliance
		id = FRA
		value = -100
	} {
		type = antagonize
		id = FRA
		value = 200
	}
}
### Entity: Idea
Component: r56_LUX_all_luxembourgish_societies
Constructs: war_support_factor
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_all_luxembourgish_societies = {
	picture = LUX_flag_in_frame
	modifier = {
		war_support_factor = 0.05
		army_core_defence_factor = 0.08
	}
}
### Entity: Modifier Reference
Construct: intelligence_agency_defense
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## intelligence_agency_defense

* Number with 2 decimal places
* **Categories**: intelligence_agency
### Entity: Scripted Effect
Component: EAI_PC_FORT_strategy_GENERIC_frontlines
Constructs: has_war, limit, has_country_flag, set_temp_variable, check_variable, add_to_temp_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_fort.txt

Code:
EAI_PC_FORT_strategy_GENERIC_frontlines = {
	set_temp_variable = {
		strategy_type_id = @EAI_PC_FORT_strategy_GENERIC_frontlines_TYPE_ID
	}
	EAI_PC_FORT_strategy_GENERIC_frontlines_STRATEGIES = yes
	if = {
		limit = {
			has_war = yes
			check_variable = {
				EAI_PC_FORT_strategy_GENERIC_frontlines_STRATEGIES = 1
			}
		}
		EAI_PC_FORT_get_frontline_provinces = yes
		if = {
			limit = {
				has_country_flag = EAI_MILITARY_trend_winning_war
			}
			set_temp_variable = {
				_limit_provinces_state_avg_control_days = 300
			}
		}
		else_if = {
			limit = {
				has_country_flag = EAI_MILITARY_trend_stagnant_war
			}
			if = {
				limit = {
					has_country_flag = {
						flag = EAI_MILITARY_trend_stagnant_war
						days = < 365
					}
				}
				set_temp_variable = {
					_limit_provinces_state_avg_control_days = 300
				}
			}
			else = {
				set_temp_variable = {
					_limit_provinces_state_avg_control_days = 150
				}
			}
		} {
			limit = {
				has_country_flag = EAI_MILITARY_trend_losing_war
			}
			set_temp_variable = {
				_limit_provinces_state_avg_control_days = 100
			}
		}
		else = {
			set_temp_variable = {
				_limit_provinces_state_avg_control_days = 365
			}
		}
		EAI_PC_FORT_limit_provinces_state_avg_control_days = yes
		set_temp_variable = {
			_limit_provinces_queue_one_per_target = 1
		} {
			_project_priority = @EAI_PC_FORT_strategy_GENERIC_frontlines_PRIO
		} {
			_project_building_type = global.EAI_PC_BUNKER
		} {
			_project_queue_num = 1
		} {
			_project_queue_max = 2
		} {
			_project_target_level = 4
		} {
			_project_type_id = strategy_type_id
		}
		EAI_PC_FORT_limit_provinces = yes
		EAI_PC_FORT_add_to_valid_fortification_projects = yes
		EAI_PC_FORT_create = yes
		EAI_PC_FORT_cancel_invalid_fortification_projects = yes
	}
	else = {
		add_to_temp_array = {
			_cancel_strategies = strategy_type_id
		}
	}
}
### Entity: Idea
Component: LIE_gold_trade_with_liechtenstein
Constructs: research_speed_factor, has_war_with, production_speed_buildings_factor
Source: game
File: common/ideas/liechtenstein.txt

Code:
LIE_gold_trade_with_liechtenstein = {
	picture = SPR_seize_the_gold_reserves
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		has_war_with = LIE
	}
	modifier = {
		consumer_goods_factor = -0.075
		production_speed_buildings_factor = 0.05
		research_speed_factor = 0.01
		production_lack_of_resource_penalty_factor = -0.05
		production_factory_max_efficiency_factor = 0.025
	}
}
### Entity: Idea
Component: AFG_peaceful_revolution
Constructs: research_speed_factor, has_government, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_peaceful_revolution = {
	picture = GER_limited_democratic_principles
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	removal_cost = -1
	modifier = {
		research_speed_factor = 0.03
		drift_defence_factor = 0.15
		defensive_war_stability_factor = 0.2
		justify_war_goal_time = 0.5
		industrial_capacity_factory = 0.03
		ai_focus_peaceful_factor = 0.5
	}
}
### Entity: Idea
Component: BEL_bomber_production_diverted
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_belgium.txt

Code:
BEL_bomber_production_diverted = {
	picture = generic_bomber_production_diverted
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {

	}
	equipment_bonus = {
		medium_plane_airframe = {
			build_cost_ic = 0.1
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_no_fascism_in_south_america
Constructs: prerequisite, limit, has_government, completion_reward, is_on_continent, every_other_country, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_no_fascism_in_south_america
	icon = GFX_focus_generic_anti_fascist_diplomacy
	prerequisite = {
		focus = BRA_cooperation_in_the_americas
	}
	x = -4
	y = 1
	relative_position_id = BRA_cooperation_in_the_americas
	cost = 10
	ai_will_do = {
		factor = 0
	}
	available = {
		NOT = {
			USA = {
				has_government = fascism
			}
		}
		any_country = {
			capital_scope = {
				is_on_continent = south_america
			}
			has_government = fascism
			NOT = {
				OR = {
					original_tag = ELS MEX DOM PAN
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		hidden_effect = {
			every_other_country = {
				limit = {
					capital_scope = {
						is_on_continent = south_america
					}
					has_government = fascism
					NOT = {
						OR = {
							original_tag = ELS MEX DOM PAN
						}
					}
				}
				ROOT = {
					create_wargoal = {
						type = puppet_wargoal_focus
						target = PREV
						expire = 0
					}
				}
			}
		}
		custom_effect_tooltip = BRA_no_fascism_in_south_america_tt
	}
}
### Entity: Decision
Component: SIA_army_navy_reform_cat
Constructs: has_completed_focus, limit, add_ideas, remove_ideas, complete_effect, remove_effect, has_idea
Source: game
File: common/decisions/SIA.txt

Code:
SIA_army_navy_reform_cat = {
	SIA_divert_army_funds_to_navy_toggle = {
		visible = {
			has_completed_focus = SIA_direct_army_fundings_towards_the_navy
		}
		available = {

		}
		cost = 50
		icon = GFX_decision_generic_political_discourse
		days_re_enable = 190
		days_remove = 30
		complete_effect = {

		}
		remove_effect = {
			if = {
				limit = {
					has_idea = idea_SIA_diverting_army_funds_to_navy
				}
				remove_ideas = idea_SIA_diverting_army_funds_to_navy
				SIA_increase_military_approval = yes
				SIA_decrease_civilian_approval = yes
			}
			else = {
				add_ideas = idea_SIA_diverting_army_funds_to_navy
				SIA_increase_civilian_approval = yes
				SIA_decrease_military_approval = yes
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_medium_attachment_production
Constructs: limit, has_country_flag, check_variable, has_design_based_on
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_medium_attachment_production = {
	has_country_flag = EAI_marm_template_upgrade
	NOT = {
		has_country_flag = EAI_mod_template_upgrade
	}
	check_variable = {
		EAI_FOCUS/LAND/attachment = global.EAI_MARM_ATTACHMENT
	}
	if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/armor_focus = global.EAI_HARM_FOCUS
			}
		}
		OR = {
			date = > 1942.6.1
			AND = {
				date = > 1941.1.1
				OR = {
					check_variable = {
						EAI_difficulty_equipment_bonus_active = 2
					} {
						EAI_difficulty_equipment_bonus_active = 3
					}
				}
			}
		}
	}
	has_design_based_on = medium_tank_chassis
}
### Entity: Idea
Component: r56_CYP_hydroelectricity
Constructs: production_speed_buildings_factor
Source: game
File: common/ideas/r56_cyprus.txt

Code:
r56_CYP_hydroelectricity = {
	picture = por_hydroelectric_power
	modifier = {
		consumer_goods_factor = -0.1
		production_speed_buildings_factor = 0.05
	}
}
### Entity: National Focus
Tree: efr_focus
Component: EFR_light_fighters_focus
Constructs: prerequisite, completion_reward, add_tech_bonus, fighter_bonus
Source: game
File: common/national_focus/r56_vichy_france.txt

Code:
focus = {
	id = EFR_light_fighters_focus
	icon = GFX_goal_generic_air_fighter
	prerequisite = {
		focus = EFR_aviation_effort
	}
	relative_position_id = EFR_aviation_effort
	x = -1
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = fighter_bonus
			bonus = 1
			uses = 1
			technology = early_fighter fighter1 fighter2 fighter3
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: bold_intelligence_officer
Source: game
File: common/country_leader/00_traits.txt

Code:
bold_intelligence_officer = {
	random = no
	sprite = 15
	operative_slot = 1
	intel_network_gain_factor = 0.15
	commando_trait_chance_factor = 0.5
	operation_boost_resistance_cost = -0.25
	boost_resistance_factor = 0.25
	operation_make_resistance_contacts_risk = -0.25
	resistance_damage_to_garrison_on_our_occupied_states = 0.25
	operation_make_resistance_contacts_cost = -0.25
}
### Entity: Idea
Component: BOL_toll_of_the_chaco_war_2
Constructs: war_support_factor, army_attack_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/bolivia.txt

Code:
BOL_toll_of_the_chaco_war_2 = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = ENG_the_war_to_end_all_wars
	modifier = {
		justify_war_goal_time = 0.4
		conscription_factor = -0.25
		war_support_factor = -0.2
		army_attack_factor = -0.1
		command_power_gain_mult = -0.3
	}
}
### Entity: Character
Component: GNA_ncs
Source: game
File: common/characters/GNA.txt

Code:
GNA_ncs = {
	advisor = {
		slot = high_command
		idea_token = GNA_ncs
		ledger = navy
		allowed = {
			original_tag = GNA
		}
		traits = {
			navy_capital_ship_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: Character
Component: ELS_salvador_castaneda_castro
Source: game
File: common/characters/ELS.txt

Code:
ELS_salvador_castaneda_castro = {
	advisor = {
		slot = political_advisor
		idea_token = ELS_salvador_castaneda_castro
		allowed = {
			original_tag = ELS
		}
		traits = {
			armaments_organizer
		}
	}
	name = Salvador Castañeda Castro
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_1
		}
	}
}
### Entity: Idea
Component: EAI_DD_11/heavy_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_11/heavy_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_chassis = {
			build_cost_ic = -0.275
			instant = yes
		}
	}
}
### Entity: Country History
Country: RKH
Component: RKH_misc
Constructs: limit, set_technology, add_political_power, has_dlc, set_grand_doctrine, set_research_slots, set_convoys, load_oob
Source: game
File: history/countries/RKH - Bohmen Mahren.txt

Code:
# Misc for RKH
capital = 9
if = {
	limit = {
		has_dlc = By Blood Alone
	}
	set_technology = {
		aa_lmg = 1
		engines_1 = 1
		engines_2 = 1
		iw_small_airframe = 1
		iw_medium_airframe = 1
		early_bombs = 1
		bba_early_transport_plane = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		fighter1 = 1
		early_bomber = 1
		tactical_bomber1 = 1
		strategic_bomber1 = 1
		CAS1 = 1
		naval_bomber1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
		improved_light_tank = 1
		basic_heavy_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
		improved_light_tank_chassis = 1
		basic_heavy_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		mtg_transport = 1
	}
}
set_grand_doctrine = new_mobile_warfare new_convoy_raiding new_battlefield_support
set_research_slots = 2
set_convoys = 0
1939.1.1 = {
	load_oob = RKH_1939
	add_political_power = 1197
	add_command_power = 100
	complete_national_focus = political_effort collectivist_ethos nationalism_focus
	set_technology = {
		interwar_artillery = 1
		interwar_antitank = 1
		infantry_weapons1 = 1
		infantry_weapons2 = 1
		improved_infantry_weapons = 1
		support_weapons = 1
		support_weapons2 = 1
		paratroopers = 1
		electronic_mechanical_engineering = 1
		radio = 1
		cavity_magnatron = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_encryption = 1
		basic_decryption = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		construction3 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
		dispersed_industry3 = 1
		tech_military_police = 1
		tech_military_police2 = 1
	}
	set_grand_doctrine = new_mobile_warfare new_convoy_raiding new_battlefield_support
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_return_of_the_kaiser_ww
Constructs: prerequisite, limit, has_government, has_war_with, add_war_support, completion_reward, add_popularity, is_subject_of
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_return_of_the_kaiser_ww
	icon = GFX_focus_ger_return_of_the_kaiser
	prerequisite = {
		focus = GER_revive_the_kaiserreich_ww
	}
	mutually_exclusive = {
		focus = GER_military_dictatorship
	}
	x = 0
	y = 1
	relative_position_id = GER_revive_the_kaiserreich_ww
	cost = 2
	available = {
		has_government = neutrality
		36 = {
			controller = {
				NOT = {
					has_war_with = ROOT
				}
			}
		}
	}
	will_lead_to_war_with = HOL FRA
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = -0.05
		}
		add_war_support = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				NOT = {
					controls_state = 36
				}
				36 = {
					controller = {
						NOT = {
							is_subject_of = ROOT
						}
					}
				}
			}
			36 = {
				controller = {
					country_event = {
						id = wtt_germany.3
						hours = 6
					}
				}
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				GER_wilhelm_ii = {
					add_country_leader_role = {
						country_leader = {
							expire = 1965.1.1
							ideology = despotism
							traits = {
								anti_democrat imperial_connections
							}
						}
						promote_leader = yes
					}
				}
			}
		}
		else = {
			set_country_flag = kaiser_wilhelm_ii
			GER_wilhelm_ii = {
				add_country_leader_role = {
					country_leader = {
						expire = 1965.1.1
						ideology = despotism
						traits = {
							anti_democrat imperial_connections
						}
					}
					promote_leader = yes
				}
			}
			hidden_effect = {
				news_event = {
					id = wtt_news.3
					hours = 6
				}
			}
		}
	}
}
### Entity: Idea
Component: WAF_ismael_ghaxa
Source: game
File: common/ideas/catism.txt

Code:
WAF_ismael_ghaxa = {
	allowed = {
		original_tag = WAF
	}
	traits = {
		navy_chief_maneuver_2
	}
	ai_will_do = {
		factor = 1
	}
}