Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: lit_focus
Component: LIT_anti_communist_militia
Constructs: division_template, prerequisite, limit, has_government, add_opinion_modifier, completion_reward, cancel_if_invalid, add_popularity
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_anti_communist_militia
	icon = GFX_goal_anti_comintern_pact
	prerequisite = {
		focus = LIT_purge_popular_resistance
	}
	x = -1
	y = 1
	relative_position_id = LIT_purge_popular_resistance
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = -0.05
		}
		division_template = {
			name = Anti-Communist Militia
			priority = 1
			division_names_group = LIT_INF_01
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				} {
					x = 2
					y = 0
				} {
					x = 2
					y = 1
				}
			}
			support = {
				engineer = {
					x = 0
					y = 0
				}
			}
		}
		random_owned_controlled_state = {
			limit = {
				PREV = {
					has_full_control_of_state = PREV
				}
			}
			create_unit = {
				division = name = "Anti-Communist Paramilitarist" division_template = "Anti-Communist Militia" start_experience_factor = 0.6
				owner = PREV
			}
		} {
			limit = {
				PREV = {
					has_full_control_of_state = PREV
				}
			}
			create_unit = {
				division = name = "Anti-Communist Paramilitarist" division_template = "Anti-Communist Militia" start_experience_factor = 0.8
				owner = PREV
			}
		}
		if = {
			limit = {
				SOU = {
					has_government = communism
				}
			}
			SOU = {
				add_opinion_modifier = {
					target = LIT
					modifier = LIT_anti_soviet_opinion
				}
			}
		}
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.121
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.121
	title = SEA_japan_foreign_policy.121.t
	desc = SEA_japan_foreign_policy.121.desc
	picture = GFX_report_event_japanese_army_parade
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = SEA_japan_foreign_policy.121.a
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_back_the_ceda
Constructs: has_completed_focus, has_country_flag, completion_reward, allow_branch, is_historical_focus_on, set_country_flag, add_popularity
Source: game
File: common/national_focus/r56_spain.txt

Code:
focus = {
	id = SPR_back_the_ceda
	icon = GFX_goal_SPR_una_grande_y_libre
	mutually_exclusive = {
		focus = SPR_maintain_the_popular_front
	}
	allow_branch = {
		OR = {
			NOT = {
				has_completed_focus = SPR_maintain_the_popular_front
			}
			has_country_flag = r56_i_am_the_nat_start_up_and_bypass
		}
	}
	x = 2
	y = 0
	bypass = {
		OR = {
			has_country_flag = r56_SPR_nationalist_check r56_i_am_the_nat_start_up_and_bypass
		}
	}
	cost = 5
	ai_will_do = {
		factor = 10
		modifier = {
			is_historical_focus_on = yes
			factor = 500
		}
	}
	available = {
		NOT = {
			has_country_flag = spanish_civil_war_started_flag
		}
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_country_flag = SPR_back_the_ceda_finished
		custom_effect_tooltip = SPR_back_the_ceda_2_tt SPR_back_the_ceda_tt SPR_civil_war_load_tt
		hidden_effect = {
			add_popularity = {
				ideology = fascism
				popularity = 0.01
			}
			mark_focus_tree_layout_dirty = yes
		}
	}
}
### Entity: Character
Component: BOT_acgs
Source: game
File: common/characters/BOT.txt

Code:
BOT_acgs = {
	advisor = {
		slot = air_chief
		idea_token = BOT_acgs
		allowed = {
			original_tag = BOT
		}
		traits = {
			air_chief_ground_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}
### Entity: Country History
Country: USB
Component: USB_misc
Constructs: limit, add_ideas, set_technology, add_political_power, set_research_slots, set_variable, set_grand_doctrine, has_dlc
Source: game
File: history/countries/USB - USB.txt

Code:
# Misc for USB
capital = 361
set_research_slots = 3
set_variable = {
	var = senators_support
	value = 48
}
{
	var = senators_total
	value = 96
}
{
	var = representatives_support
	value = 218
}
{
	var = representatives_total
	value = 435
}
{
	var = quorum_low
	value = 39
}
{
	var = quorum_medium
	value = 49
}
{
	var = quorum_high
	value = 58
}
set_grand_doctrine = superior_firepower new_base_strike
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		cv_early_fighter = 1
		cv_naval_bomber1 = 1
		cv_CAS1 = 1
		naval_bomber1 = 1
		CAS1 = 1
		early_bomber = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
	}
}
1939.1.1 = {
	add_political_power = 1199
	add_command_power = 100
	add_ideas = {
		army_ordnance_department general_electric USA_prepare_intervention isolation volunteer_only new_deal
	}
	oob = USA_1939
	set_technology = {
		interwar_artillery = 1
		interwar_antitank = 1
		interwar_antiair = 1
		infantry_weapons2 = 1
		support_weapons = 1
		support_weapons2 = 1
		marines = 1
		electronic_mechanical_engineering = 1
		radio = 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
		synth_oil_experiments = 1
		fuel_silos = 1
		oil_processing = 1
		improved_oil_processing = 1
		construction1 = 1
		construction2 = 1
		construction3 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
		dispersed_industry3 = 1
	}
	set_grand_doctrine = superior_firepower new_base_strike new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
	if = {
		limit = {
			NOT = {
				has_dlc = By Blood Alone
			}
		}
		set_technology = {
			fighter1 = 1
			cv_fighter1 = 1
			heavy_fighter1 = 1
			tactical_bomber1 = 1
			CAS2 = 1
			strategic_bomber1 = 1
		}
		create_equipment_variant = {
			name = Martin M166
			type = tac_bomber_equipment_0
			upgrades = {
				plane_tac_bomb_upgrade = 2
				plane_range_upgrade = 1
				plane_engine_upgrade = 2
				plane_reliability_upgrade = 3
			}
		}
	} {
		limit = {
			NOT = {
				has_dlc = No Step Back
			}
		}
		set_technology = {
			basic_light_tank = 1
		}
	} {
		limit = {
			has_dlc = No Step Back
		}
		se
# ... (truncated)
### Entity: Idea
Component: PAL_operation_preperations
Constructs: removal_cost, breakthrough_factor
Source: game
File: common/ideas/palestine.txt

Code:
PAL_operation_preperations = {
	picture = generic_war_preparation
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_artillery_attack_factor = 0.1
		breakthrough_factor = 0.05
		army_speed_factor = 0.05
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_the_ultimate_tank
Constructs: prerequisite, limit, completion_reward, has_dlc, has_tech, cancel_if_invalid, add_breakthrough_progress, add_tech_bonus
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_the_ultimate_tank
	icon = GFX_focus_JAP_the_ultimate_tank
	prerequisite = {
		focus = JAP_domestic_tank_modernization_program JAP_foreign_tank_modernization_cooperation
	}
	relative_position_id = JAP_domestic_tank_modernization_program
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {
		JAP_army_faction_is_at_least_influential = yes
		IF = {
			limit = {
				has_dlc = No Step Back
			}
			has_tech = basic_heavy_tank_chassis
		}
		ELSE_IF = {
			limit = {
				has_tech = basic_heavy_tank
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_breakthrough_progress = {
			specialization = specialization_land
			value = 0.25
		}
		add_tech_bonus = {
			name = JAP_the_ultimate_tank
			bonus = 0.75
			uses = 2
			category = cat_heavy_armor
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				has_idea = JAP_japanese_armor_doctrine
			}
			swap_ideas = {
				remove_idea = JAP_japanese_armor_doctrine
				add_idea = JAP_japanese_armor_doctrine_3
			}
		} {
			limit = {
				has_dlc = No Step Back
			}
			IF = {
				limit = {
					has_tech = super_heavy_tank_chassis
				}
				custom_effect_tooltip = generic_skip_one_line_tt
				create_equipment_variant = {
					name = O-I
					type = super_heavy_tank_chassis_1
					parent_version = 0
					design_team = mio:JAP_mitsubishi_heavy_industries_organization
					modules = {
						main_armament_slot = tank_super_heavy_cannon
						turret_type_slot = tank_super_heavy_four_man_tank_turret
						suspension_type_slot = tank_christie_suspension
						armor_type_slot = tank_cast_armor
						engine_type_slot = tank_gasoline_engine
						special_type_slot_1 = secondary_turret_hmg
						special_type_slot_2 = additional_machine_guns
						special_type_slot_3 = squeezebore_adaptor
					}
					upgrades = {
						tank_nsb_engine_upgrade = 5
						tank_nsb_armor_upgrade = 8
					}
					icon = GFX_JAP_improved_heavy_tank_medium
				}
			}
			ELSE = {
				custom_effect_tooltip = JAP_the_ultimate_tank_tt
				effect_tooltip = {
					create_equipment_variant = {
						name = O-I
						type = super_heavy_tank_chassis_1
						parent_version = 0
						design_team = mio:JAP_mitsubishi_heavy_industries_organization
						modules = {
							main_armament_
# ... (truncated)
### Entity: Event
Component: BBA_ethiopia_balance_of_power_events.22
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_balance_of_power_events.22
	title = BBA_ethiopia_balance_of_power_events.22.t
	desc = BBA_ethiopia_balance_of_power_events.22.desc
	is_triggered_only = yes
	picture = GFX_report_event_ETH_ethiopian_warriors
	option = {
		name = BBA_ethiopia_balance_of_power_events.22.a
		ai_chance = {
			base = 10
		}
	} {
		name = BBA_ethiopia_balance_of_power_events.22.b
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Scripted Effect
Component: USA_congress_medium_opposition
Source: game
File: common/scripted_effects/USA_scripted_effects.txt

Code:
USA_congress_medium_opposition = {
	custom_effect_tooltip = mtg_usa_congress_medium_opposition_tt
	hidden_effect = {
		USA_senate_medium_opposition = yes
		USA_house_medium_opposition = yes
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_matters_of_practicality
Constructs: prerequisite, has_government, completion_reward, has_civil_war
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_matters_of_practicality
	icon = GFX_focus_generic_monarchy_1
	prerequisite = {
		focus = NOR_traditions_worth_fighting_for
	}
	x = 2
	y = 3
	relative_position_id = NOR_traditions_and_monarchy
	cost = 5
	ai_will_do = {
		base = 10
	}
	available = {
		has_civil_war = no
		has_government = neutrality
		neutrality = > 0.3
	}
	completion_reward = {
		country_event = {
			hours = 6
			id = naw_norway.73
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: BBA_italy_interaction_events.23
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_interaction_events.23
	title = BBA_italy_interaction_events.23.t
	desc = BBA_italy_interaction_events.23.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = BBA_italy_interaction_events.23.a
		add_opinion_modifier = {
			target = FROM
			modifier = faction_traitor
		}
	}
}
### Entity: Decision
Component: GER_spreading_the_red_flame_cat
Constructs: has_completed_focus, add_equipment_to_stockpile, limit, add_ideas, has_government, has_war_with, has_country_flag, is_major
Source: game
File: common/decisions/GER.txt

Code:
GER_spreading_the_red_flame_cat = {
	GER_communist_propaganda_decision = {
		icon = GFX_decision_eng_propaganda_campaigns
		priority = 8
		allowed = {
			original_tag = GER
		}
		visible = {
			NOT = {
				has_completed_focus = GER_red_europe
			}
		}
		available = {

		}
		cost = 25
		ai_will_do = {
			base = 5
		}
		fire_only_once = yes
		target_array = ROOT.neighbors
		target_trigger = {
			NOT = {
				ROOT = {
					has_wargoal_against = FROM
				} {
					has_war_with = FROM
				}
			}
			FROM = {
				is_subject = no
				is_major = no
				NOT = {
					has_government = communism
				} {
					has_government = fascism
				} {
					has_idea = GER_communist_influence
				}
				has_civil_war = no
			}
			if = {
				limit = {
					ROOT = {
						has_country_flag = GER_SOV_agreed_sphere_of_influence
					}
				}
				FROM = {
					NOT = {
						original_tag = FIN EST LAT LIT SLO ROM YUG BUL
					}
				}
			}
		}
		complete_effect = {
			add_named_threat = {
				threat = 1
				name = GER_communist_propaganda
			}
			FROM = {
				country_event = {
					id = wuw_GER_diplomacy.72
					hours = 12
				}
			}
			custom_effect_tooltip = if_they_accept_tt if_they_refuse_tt
			effect_tooltip = {
				FROM = {
					add_timed_idea = {
						idea = GER_communist_influence
						days = 730
					}
				}
			} {
				create_wargoal = {
					type = puppet_wargoal_focus
					target = FROM
				}
			}
		}
	}
	GER_communist_propaganda_expanded_decision = {
		icon = GFX_decision_eng_propaganda_campaigns
		priority = 8
		allowed = {
			original_tag = GER
		}
		visible = {
			always = yes
			has_completed_focus = GER_red_europe
		}
		available = {

		}
		cost = 25
		ai_will_do = {
			base = 5
		}
		fire_only_once = yes
		target_array = ROOT.GER_european_targets_array
		target_trigger = {
			NOT = {
				ROOT = {
					has_wargoal_against = FROM
				} {
					has_war_with = FROM
				}
			}
			FROM = {
				is_subject = no
				is_major = no
				NOT = {
					has_government = communism
				} {
					has_government = fascism
				} {
					has_idea = GER_communist_influence
				}
				has_civil_war = no
			}
			if = {
				limit = {
					ROOT = {
						has_country_flag = GER_SOV_agreed_sphere_of_influence
					}
				}
				FROM = {
					NOT = {
						original_tag = FIN EST LAT LIT SLO ROM YUG BUL
					}
				}
			}
		}
		complete_effect = {
			add_named_threat = {
				threat = 1
				name = GER_communist_pr
# ... (truncated)
### Entity: Character
Component: GNB_acas
Source: game
File: common/characters/GNB.txt

Code:
GNB_acas = {
	advisor = {
		slot = high_command
		idea_token = GNB_acas
		ledger = air
		allowed = {
			original_tag = GNB
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}
### Entity: AI Strategy
Component: build_patrol_bombers
Constructs: build_patrol_bombers, has_dlc, has_navy_size, is_in_faction_with
Source: game
File: common/ai_strategy/USA.txt

Code:
build_patrol_bombers = {
	allowed = {
		tag = USA
	}
	enable = {
		has_dlc = By Blood Alone
		has_navy_size = {
			size = > 1
		}
		tag = USA
		date = > 1940.6.6
		is_in_faction_with = ENG
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = unit_ratio
		id = maritime_patrol_plane
		value = 5
	}
}
### Entity: Shared Focus
Component: BALTIC_arms_industry
Constructs: shared_focus, prerequisite, limit, completion_reward, cancel_if_invalid, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/baltic_shared.txt

Code:
shared_focus = {
	id = BALTIC_arms_industry
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = BALTIC_original_designs
	} {
		focus = BALTIC_defence_of_our_nation
	}
	x = 0
	y = 2
	relative_position_id = BALTIC_original_designs
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
			}
			prioritize = {
				814 808 811
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
			}
			prioritize = {
				815 809 812
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		capital_scope = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Idea
Component: AST_R56_nationalisation_of_the_banks_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_australia.txt

Code:
AST_R56_nationalisation_of_the_banks_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = HOL_reliance_on_the_gold_standard
	modifier = {
		consumer_goods_factor = -0.08
	}
}
### Entity: Scripted Effect
Component: FIN_bop_absurdly_high_increase_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/FIN_scripted_effects.txt

Code:
FIN_bop_absurdly_high_increase_effect = {
	add_power_balance_value = {
		id = FIN_power_balance
		value = 1
	}
}
### Entity: Event
Component: usa.1
Constructs: has_war, fire_only_once, add_political_power, has_global_flag, add_ace, is_female, set_country_flag
Source: game
File: events/USA.txt

Code:
country_event = {
	id = usa.1
	title = usa.1.t
	desc = usa.1.d
	picture = GFX_report_event_usa_amelia_earhart_airplane
	fire_only_once = yes
	trigger = {
		tag = USA
		has_war = yes
		NOT = {
			has_global_flag = earhart_disappeared
		}
	}
	mean_time_to_happen = {
		days = 30
	}
	option = {
		name = usa.1.a
		add_political_power = -10
		add_ace = {
			name = Amelia
			surname = Earhart
			callsign = Revenant
			type = fighter_genius
			is_female = yes
		}
		set_country_flag = amelia_active_ace
	} {
		name = usa.1.b
	}
}
### Entity: Decision
Component: BRA_ensure_support_cat
Constructs: has_completed_focus, division_template, has_government, has_country_flag, add_stability, fire_only_once, is_core_of, is_fully_controlled_by
Source: game
File: common/decisions/BRA.txt

Code:
BRA_ensure_support_cat = {
	BRA_integralist_support = {
		icon = GFX_decision_BRA_integralism
		allowed = {
			original_tag = BRA
		}
		available = {
			NOT = {
				has_country_flag = BRA_gaining_support_in_progress
			}
		}
		ai_will_do = {
			base = 10
			modifier = {
				factor = 0.5
				has_government = fascism
			} {
				factor = 10
				fascism = < 0.51
			}
		}
		visible = {
			has_completed_focus = BRA_work_with_the_integralists
			NOT = {
				has_completed_focus = BRA_estado_novo
			}
		}
		state_target = any_controlled_state
		target_trigger = {
			FROM = {
				is_core_of = ROOT
				is_fully_controlled_by = ROOT
				NOT = {
					has_state_flag = BRA_gained_support
				}
				OR = {
					has_state_category = town large_town city large_city megalopolis metropolis
				}
			}
		}
		on_map_mode = map_and_decisions_view
		cost = 20
		fire_only_once = yes
		days_remove = 10
		complete_effect = {
			set_country_flag = BRA_gaining_support_in_progress
		}
		remove_effect = {
			FROM = {
				set_state_flag = BRA_gained_support
			}
			random_list = {
				35 = {
					country_event = {
						id = JUNO_brazil_events.10
						days = 1
					}
					effect_tooltip = {
						add_popularity = {
							ideology = fascism
							popularity = 0.01
						}
					}
				}
				50 = {
					country_event = {
						id = JUNO_brazil_events.11
						days = 1
					}
					effect_tooltip = {
						add_popularity = {
							ideology = fascism
							popularity = 0.03
						}
					}
				}
				15 = {
					country_event = {
						id = JUNO_brazil_events.12
						days = 1
					}
					effect_tooltip = {
						add_popularity = {
							ideology = fascism
							popularity = 0.05
						}
					}
				}
			}
		}
	}
	BRA_recruit_green_shirts = {
		icon = GFX_decision_eng_blackshirt_march
		allowed = {
			original_tag = BRA
		}
		available = {
			FROM = {
				has_state_flag = BRA_gained_support
			}
		}
		visible = {
			has_completed_focus = BRA_anaue
		}
		state_target = any_controlled_state
		target_trigger = {
			FROM = {
				is_fully_controlled_by = ROOT
				is_core_of = ROOT
				OR = {
					has_state_category = town large_town city large_city megalopolis metropolis
				}
			}
		}
		on_map_mode = map_and_decisions_view
		cost = 20
		ai_will_do = {
			base = 20
			modifier = {
				factor = 10
				fascism = < 0.51
			}
		}
		fire_only_once = yes
		days_remove = 10
		complete_effect = {
			FROM = 
# ... (truncated)
### Entity: Event
Component: germany.73
Constructs: is_triggered_only, limit, is_ai, set_country_flag, add_country_leader_role, has_stability, set_nationality, set_variable
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.73
	title = germany.73.t
	desc = germany.73.d
	picture = GFX_report_event_german_reichstag_bombed
	is_triggered_only = yes
	option = {
		name = germany.73.a
		trigger = {
			is_ai = no
		}
		set_country_flag = german_rebels
		kill_country_leader = yes
		GER_wilhelm_iv = {
			add_country_leader_role = {
				promote_leader = yes
				country_leader = {
					ideology = despotism
					expire = 1965.1.1.1
					traits = {

					}
				}
			}
		}
		if = {
			limit = {
				OR = {
					any_war_score = < 39
					has_stability = < 0.6
				}
			}
			start_civil_war = {
				ruling_party = neutrality
				ideology = fascism
				size = 0.5
				keep_all_characters = yes
				PREV = {
					GER_heinrich_himmler = {
						set_nationality = PREV.PREV
					}
					GER_walter_model = {
						set_nationality = PREV.PREV
					}
					GER_hermann_hoth = {
						set_nationality = PREV.PREV
					}
					GER_walter_kruger = {
						set_nationality = PREV.PREV
					}
					GER_paul_hausser = {
						set_nationality = PREV.PREV
					}
					GER_sepp_dietrich = {
						set_nationality = PREV.PREV
					}
					GER_felix_steiner = {
						set_nationality = PREV.PREV
					}
				}
				PREV.PREV = {
					set_variable = {
						GER_military_army_org_factor = 0.05
					} {
						GER_military_planning_speed = 0.25
					} {
						GER_military_supply_consumption_factor = 0.15
					} {
						GER_military_equipment_capture = 0
					} {
						GER_military_initiative_factor = 0
					} {
						GER_military_army_fuel_consumption_factor = 0
					} {
						GER_military_coordination_bonus = 0
					} {
						GER_military_air_superiority_bonus_in_combat = 0
					} {
						GER_military_max_dig_in_factor = 0
					} {
						GER_military_army_artillery_defence_factor = 0
					} {
						GER_military_special_forces_cap = 0
					} {
						GER_military_acclimatization_hot_climate_gain_factor = 0
					} {
						GER_military_acclimatization_cold_climate_gain_factor = 0
					} {
						GER_military_land_doctrine_cost_factor = 0
					} {
						GER_military_modifier_army_sub_unit_militia_attack_factor = 0
					} {
						GER_military_modifier_army_sub_unit_militia_defence_factor = 0
					} {
						GER_military_modifier_army_sub_unit_militia_max_org_factor = 0
					} {
						GER_military_experience_gain_army_factor = 0
					} {
						GER_military_army_morale_factor = 0
					} {
						GER_military_mobili
# ... (truncated)
### Entity: National Focus
Tree: sia_focus
Component: SIA_continue_sending_cadets_abroad_r56
Constructs: completion_reward, has_capitulated
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_continue_sending_cadets_abroad_r56
	icon = GFX_focus_generic_advanced_military_studies
	cost = 5
	x = 25
	y = 0
	ai_will_do = {
		base = 5
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	bypass = {
		has_capitulated = yes
	}
	bypass_effect = {
		SIA_continue_sending_cadets_abroad_r56_effects = yes
	}
	completion_reward = {
		SIA_continue_sending_cadets_abroad_r56_effects = yes
	}
}