Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: AAT_finland_continuation_war.08
Constructs: is_triggered_only, ai_chance, limit, add_political_power, white_peace, is_owned_by, add_ai_strategy, send_equipment
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_continuation_war.08
	title = AAT_finland_continuation_war.08.t
	desc = AAT_finland_continuation_war.08.desc
	picture = GFX_report_event_FIN_armistice_of_moscow_negotiations
	is_triggered_only = yes
	option = {
		name = AAT_finland_continuation_war.08.a
		ai_chance = {
			base = 9
		}
		white_peace = FIN
		IF = {
			limit = {
				146 = {
					is_owned_by = FROM
				}
			}
			transfer_state = 146
		} {
			limit = {
				147 = {
					is_owned_by = FROM
				}
			}
			transfer_state = 147
		} {
			limit = {
				722 = {
					is_owned_by = FROM
				}
			}
			transfer_state = 722
		}
		FIN = {
			add_ai_strategy = {
				type = antagonize
				id = SOV
				value = -200
			}
		} {
			add_ai_strategy = {
				type = befriend
				id = GER
				value = -200
			}
		}
		GER = {
			add_ai_strategy = {
				type = befriend
				id = FIN
				value = -200
			}
		}
		FROM = {
			send_equipment = {
				equipment = infantry_equipment
				amount = 2500
				target = ROOT
			} {
				equipment = support_equipment
				amount = 500
				target = ROOT
			} {
				equipment = artillery_equipment
				amount = 150
				target = ROOT
			}
		}
		army_experience = 25
		navy_experience = 25
		air_experience = 25
		add_political_power = 100
		hidden_effect = {
			news_event = {
				id = aat_news.120
				hours = 12
			}
			IF = {
				limit = {
					OR = {
						666 = {
							is_controlled_by = GER
							any_country = {
								OR = {
									is_in_faction_with = GER
									is_subject_of = GER
								}
								controls_state = PREV
							}
						}
						925 = {
							is_controlled_by = GER
							any_country = {
								OR = {
									is_in_faction_with = GER
									is_subject_of = GER
								}
								controls_state = PREV
							}
						}
						924 = {
							is_controlled_by = GER
							any_country = {
								OR = {
									is_in_faction_with = GER
									is_subject_of = GER
								}
								controls_state = PREV
							}
						}
					}
					GER = {
						has_military_access_to = FIN
					}
				}
				FROM = {
					country_event = {
						id = AAT_finland_continuation_war.10
						days = 3
						random_days = 5
					}
				}
			}
		} {
			FROM = {
				clr_country_flag = FIN_negotiating_armistice_flag
			}
		}
	} {
		name = AAT_finland_continuation_war.08.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
# ... (truncated)
### Entity: Country History
Country: RHI
Component: RHI_misc
Constructs: limit, set_technology, add_political_power, set_grand_doctrine, has_dlc, set_research_slots, set_convoys, add_command_power
Source: game
File: history/countries/RHI - Rhineland.txt

Code:
# Misc for RHI
capital = 51
set_grand_doctrine = new_mobile_warfare new_convoy_raiding new_battlefield_support
if = {
	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_research_slots = 3
set_convoys = 50
1939.1.1 = {
	add_political_power = 1197
	add_command_power = 100
	set_technology = {
		CAS2 = 1
		heavy_fighter1 = 1
		interwar_artillery = 1
		interwar_antitank = 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
		construction4 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
		dispersed_industry3 = 1
		dispersed_industry4 = 1
	}
	set_grand_doctrine = new_mobile_warfare new_convoy_raiding new_battlefield_support
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Scripted Effect
Component: ETH_transfer_promised_states
Constructs: limit, remove_dynamic_modifier, is_in_faction_with, is_subject_of, check_variable
Source: game
File: common/scripted_effects/ETH_scripted_effects.txt

Code:
ETH_transfer_promised_states = {
	for_each_scope_loop = {
		array = ETH.ETH_promised_states_array
		IF = {
			limit = {
				owner = {
					tag = ETH
				}
			}
			remove_dynamic_modifier = {
				modifier = ETH_arranged_expansion_modifier
			}
		}
		ELSE_IF = {
			limit = {
				owner = {
					OR = {
						is_in_faction_with = ETH
						ETH = {
							is_subject_of = PREV
						}
						check_variable = {
							ETH.host_nation = THIS
						}
					}
				}
			}
			ETH = {
				transfer_state = PREV
			}
			remove_dynamic_modifier = {
				modifier = ETH_arranged_expansion_modifier
			}
		}
	}
}
### Entity: National Focus
Tree: sik_focus
Component: SIK_utilize_asperovs_contacts
Constructs: prerequisite, limit, has_war_with, completion_reward, cancel_if_invalid, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = SIK_utilize_asperovs_contacts
	icon = GFX_goal_generic_soviet_construction
	x = 0
	y = 2
	cost = 10
	prerequisite = {
		focus = SIK_cooperate_with_the_ussr
	}
	relative_position_id = SIK_cooperate_with_the_ussr
	ai_will_do = {
		base = 15
	}
	available = {
		SOV = {
			exists = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	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 = {
				impassable = no
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Idea
Component: idea_HOL_prioritizing_dutch_profits
Constructs: has_dlc, is_subject_of, removal_cost
Source: game
File: common/ideas/indonesia.txt

Code:
idea_HOL_prioritizing_dutch_profits = {
	allowed = {
		original_tag = HOL
		has_dlc = Thunder at Our Gates
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			INS = {
				is_subject_of = HOL
			}
		}
	}
	picture = INS_prioritizing_dutch_profits
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.1
	}
}
### Entity: National Focus
Tree: sau_focus
Component: SAU_camelry_expertise
Constructs: prerequisite, completion_reward, set_technology, allow_branch, has_dlc, add_doctrine_cost_reduction
Source: game
File: common/national_focus/saudi_arabia.txt

Code:
focus = {
	id = SAU_camelry_expertise
	icon = GFX_focus_ETH_expand_the_levy
	prerequisite = {
		focus = SAU_incorporate_nomad_tactics
	}
	x = 0
	y = 1
	relative_position_id = SAU_incorporate_nomad_tactics
	cost = 5
	ai_will_do = {
		factor = 5
	}
	allow_branch = {
		has_dlc = Battle for the Bosporus
	}
	completion_reward = {
		custom_effect_tooltip = ARAB_unlock_camelry_expertise_effect_tt
		hidden_effect = {
			set_technology = {
				camelry_expertise = 1
			}
		}
		army_experience = 5
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.25
			uses = 1
			category = land_doctrine
		}
	}
}
### Entity: Character
Component: JAP_kiichiro_higuchi
Source: game
File: common/characters/JAP.txt

Code:
JAP_kiichiro_higuchi = {
	name = JAP_kiichiro_higuchi
	portraits = {
		army = {
			large = GFX_portrait_JAP_kiichiro_higuchi
			small = GFX_portrait_JAP_kiichiro_higuchi_small
		}
	}
	corps_commander = {
		traits = {
			career_officer trait_cautious
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 1
		legacy_id = 0
	}
}
### Entity: Idea
Component: idea_RAJ_taking_over_administraive_rights
Constructs: removal_cost
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_taking_over_administraive_rights = {
	picture = generic_political_support
	allowed = {
		original_tag = RAJ
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		economy_cost_factor = -0.25
		theorist_cost_factor = -0.5
		political_advisor_cost_factor = -0.25
		mobilization_laws_cost_factor = -0.25
	}
}
### Entity: Scripted Effect
Component: EAI_FOCUS_UPDATE/NAVY/light_cruiser
Constructs: limit, has_country_flag, check_variable, set_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_update.txt

Code:
EAI_FOCUS_UPDATE/NAVY/light_cruiser = {
	if = {
		limit = {
			NOT = {
				has_country_flag = EAI_FOCUS/NAVY/light_cruiser_OVERRIDE
			}
		}
		if = {
			limit = {
				NOT = {
					check_variable = {
						EAI_FOCUS/NAVY/light_cruiser = global.EAI_ON
					}
				}
				OR = {
					AND = {
						EAI_MODE_normal = yes
						num_of_naval_factories = > 10
					} {
						EAI_MODE_challenging = yes
						num_of_naval_factories = > 100
					}
				}
			}
			if = {
				limit = {
					has_country_flag = EAI_FOCUS_UPDATE_update_logging
				}
				log = [GetDate] | AI | [Root.GetName] | FOCUS UPDATE: EAI_FOCUS/NAVY/light_cruiser = FROM: [?EAI_FOCUS/NAVY/light_cruiser] TO global.EAI_ON
			}
			set_variable = {
				EAI_FOCUS/NAVY/light_cruiser = global.EAI_ON
			}
		} {
			limit = {
				NOT = {
					check_variable = {
						EAI_FOCUS/NAVY/light_cruiser = global.EAI_OFF
					}
				}
				OR = {
					AND = {
						date = > 1939.1.1
						EAI_MODE_normal = yes
						num_of_naval_factories = < 3
					} {
						date = > 1939.1.1
						EAI_MODE_challenging = yes
						num_of_naval_factories = < 3
					}
				}
			}
			if = {
				limit = {
					has_country_flag = EAI_FOCUS_UPDATE_update_logging
				}
				log = [GetDate] | AI | [Root.GetName] | FOCUS UPDATE: EAI_FOCUS/NAVY/light_cruiser = FROM: [?EAI_FOCUS/NAVY/light_cruiser] TO global.EAI_OFF
			}
			set_variable = {
				EAI_FOCUS/NAVY/light_cruiser = global.EAI_OFF
			}
		}
	}
}
### Entity: Event
Component: r56.lootbox.event.9
Constructs: is_triggered_only, add_manpower
Source: game
File: events/r56_lootbox_events.txt

Code:
country_event = {
	id = r56.lootbox.event.9
	title = r56.lootbox.event.title
	desc = r56.lootbox.event.9.description
	is_triggered_only = yes
	option = {
		name = r56.lootbox.event.option.rare
		add_manpower = 30000
	}
}
### Entity: Event
Component: lar_appeal_to_overseas_territories.9
Constructs: is_triggered_only, ai_chance
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_appeal_to_overseas_territories.9
	title = lar_appeal_to_overseas_territories.9.t
	desc = lar_appeal_to_overseas_territories.9.desc
	picture = GFX_report_event_felix_eboue
	is_triggered_only = yes
	option = {
		name = lar_appeal_to_overseas_territories.3.a
		ai_chance = {
			factor = 80
		}
		VIC = {
			country_event = LaR_france_vichy_notification_events.4
		}
		FRA_transfer_western_africa_effect = yes
	}
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_Organise_Youth
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_government, completion_reward, add_political_power
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_Organise_Youth
	icon = GFX_focus_generic_military_academy
	prerequisite = {
		focus = TAN_tuvan_nationalism TAN_case_of_the_nine TAN_gather_the_party_opposition
	}
	x = -1
	y = 1
	relative_position_id = TAN_tuvan_nationalism
	cost = 10
	available_if_capitulated = yes
	available = {
		OR = {
			has_government = fascism communism
		}
	}
	completion_reward = {
		add_political_power = 25
		if = {
			limit = {
				has_completed_focus = TAN_tuvan_nationalism
			}
			ROOT = {
				add_ideas = GEN_Organise_Youth_Fas_I
			}
		} {
			limit = {
				OR = {
					has_completed_focus = TAN_case_of_the_nine TAN_gather_the_party_opposition
				}
			}
			ROOT = {
				add_ideas = GEN_Organise_Youth_Com_I
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
}
### Entity: Character
Component: CHI_bandit_warlord
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
CHI_bandit_warlord = {
	random = no
	sprite = 13
	equipment_capture_factor = 0.02
	war_support_factor = 0.05
	stability_factor = -0.05
	attrition = -0.05
}
### Entity: Event
Component: EYE_swiss.4
Constructs: is_triggered_only, add_equipment_to_stockpile, fire_only_once, add_manpower
Source: game
File: events/SWI_events.txt

Code:
country_event = {
	id = EYE_swiss.4
	title = EYE_swiss.4.t
	desc = EYE_swiss.4.desc
	picture = GFX_report_event_german_parade_paris
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = EYE_swiss.4.a
		add_equipment_to_stockpile = {
			type = infantry_equipment_1
			amount = 2000
			producer = FRA
		} {
			type = light_tank_equipment_2
			amount = 25
			producer = FRA
		} {
			type = fighter_equipment_1
			amount = 25
			producer = FRA
		}
		add_manpower = 2000
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_integrate_the_monarchist_opposition
Constructs: has_completed_focus, prerequisite, completion_reward, add_political_power, add_popularity, unlock_decision_tooltip
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_integrate_the_monarchist_opposition
	prerequisite = {
		focus = POR_radicalize_salazars_allies
	}
	icon = GFX_focus_generic_monarchy_1
	cost = 8
	x = -2
	y = 1
	relative_position_id = POR_radicalize_salazars_allies
	available = {
		NOT = {
			has_completed_focus = POR_march_on_lisbon
		}
	}
	completion_reward = {
		add_political_power = 70
		add_popularity = {
			ideology = neutrality
			popularity = -0.05
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		unlock_decision_tooltip = POR_tap_monarchist_organizations
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_start_the_rearmament
Constructs: prerequisite, limit, completion_reward, add_political_power, is_subject, unlock_decision_tooltip, add_to_variable, is_hired_as_advisor
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_start_the_rearmament
	icon = GFX_focus_generic_combined_arms
	prerequisite = {
		focus = DEN_political_unity
	}
	mutually_exclusive = {
		focus = DEN_policy_of_disarmament
	}
	relative_position_id = DEN_political_unity
	x = 4
	y = 1
	cost = 5
	bypass = {

	}
	available = {
		is_subject = no
	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		add_political_power = 50
		DEN_bop_low_increase_effect = yes
		unlock_decision_tooltip = DEN_bop_speak_out_in_favor_of_rearmament DEN_bop_hold_a_military_parade
		custom_effect_tooltip = DEN_increase_welfare_bop_cost_tt
		add_to_variable = {
			DEN_bop_decrease_low_cost = 25
		} {
			DEN_bop_decrease_medium_cost = 25
		} {
			DEN_bop_decrease_high_cost = 25
		} {
			DEN_bop_decrease_very_high_cost = 25
		}
		if = {
			limit = {
				DEN_peter_rochegune_munch = {
					is_hired_as_advisor = yes
				}
			}
			deactivate_advisor = DEN_peter_rochegune_munch
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_46
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_46 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 46
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 46
	}
}
### Entity: Character
Component: POL_stanislaw_sosabowski
Source: game
File: common/characters/POL.txt

Code:
POL_stanislaw_sosabowski = {
	name = POL_stanislaw_sosabowski
	portraits = {
		army = {
			large = GFX_portrait_POL_stanislaw_sosabowski
			small = GFX_idea_POL_stanislaw_sosabowski
		}
	}
	corps_commander = {
		traits = {
			commando POL_sanation_left_leader
		}
		skill = 3
		attack_skill = 2
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 4
		legacy_id = -1
	}
}
### Entity: Character
Component: PRC_ziao_jingguang
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/PRC.txt

Code:
PRC_ziao_jingguang = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = PRC_ziao_jingguang
		portraits = {
			army = {
				large = GFX_portrait_PRC_xiao_jinguang
				small = GFX_portrait_PRC_xiao_jinguang_small
			}
		}
		advisor = {
			slot = navy_chief
			idea_token = PRC_ziao_jingguang
			allowed = {
				original_tag = PRC
			}
			traits = {
				navy_chief_maneuver_2
			}
			cost = 100
			ai_will_do = {
				base = 1.0
			}
			available = {
				has_completed_focus = PRC_reappoint_jinguang_as_admiral
			}
		}
		corps_commander = {
			traits = {
				harsh_leader old_guard trait_engineer PRC_survivor_of_the_long_march
			}
			skill = 2
			attack_skill = 2
			defense_skill = 2
			planning_skill = 2
			logistics_skill = 1
			legacy_id = -1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		name = PRC_ziao_jingguang
		portraits = {
			army = {
				small = GFX_idea_generic_navy_asia_1
			}
		}
		advisor = {
			slot = navy_chief
			idea_token = PRC_ziao_jingguang
			allowed = {
				original_tag = PRC
			}
			traits = {
				navy_chief_maneuver_2
			}
			cost = 100
			ai_will_do = {
				base = 1.0
			}
		}
	}
}
### Entity: Character
Component: CZE_karel_janousek
Constructs: limit, has_power_balance
Source: game
File: common/characters/CZE.txt

Code:
CZE_karel_janousek = {
	name = CZE_karel_janousek
	portraits = {
		army = {
			small = GFX_idea_CZE_karel_janousek
		}
	}
	advisor = {
		slot = air_chief
		idea_token = CZE_karel_janousek
		allowed = {
			original_tag = CZE
		}
		traits = {
			air_chief_safety_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
		on_add = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = CZE_bop_army_readiness
						}
					}
					CZE_bop_very_low_increase_effect = yes
					custom_effect_tooltip = generic_skip_one_line_tt
				}
			}
		}
		on_remove = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = CZE_bop_army_readiness
						}
					}
					CZE_bop_very_low_decrease_effect = yes
				}
			}
		}
	}
}
### Entity: Idea
Component: GER_communist_german_influence
Constructs: has_government, removal_cost, communism_drift
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_communist_german_influence = {
	removal_cost = -1
	picture = generic_communism_drift_bonus
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		communism_drift = 0.03
		communism_acceptance = 30
	}
}
### Entity: Shared Focus
Tree: cel_focus
Component: CEL_the_blocade_doctrine
Constructs: shared_focus, prerequisite, completion_reward, has_doctrine, add_tech_bonus
Source: game
File: common/national_focus/r56_celtic_shared.txt

Code:
shared_focus = {
	id = CEL_the_blocade_doctrine
	icon = GFX_focus_generic_cruiser_submarines
	prerequisite = {
		focus = CEL_shipbuilding_contacts CEL_national_admiralty
	}
	relative_position_id = CEL_national_admiralty
	mutually_exclusive = {
		focus = CEL_the_fleet_of_old CEL_carrier_strikes
	}
	x = 4
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_doctrine = new_convoy_raiding
	}
	completion_reward = {
		add_tech_bonus = {
			name = naval_doctrine_tech_bonus_name
			bonus = 1
			uses = 2
			category = cat_trade_interdiction
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Effect Reference
Construct: add_province_modifier
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_province_modifier

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

```
Adds static modifiers to specified province.
add_province_modifier = {
	static_modifiers = { mod_1 mod_2 }
	days = 42 # will be temporary if specified, can be variable
Select 1 province:
	province = 500
Or use:
	province = {
		id = 500 id = 501 id = 502 (evaluate for specified provinces)
		all_provinces (includes all in current state)
		limit_to_coastal (only coastal provinces)
		limit_to_border (only provinces bordering different country)
		limit_to_naval_base (only provinces with a naval base)
		limit_to_victory_point (only provinces with a VP)
	}
}
```
### Entity: Character
Component: BEL_fritz_conrad
Constructs: has_dlc
Source: game
File: common/characters/BEL.txt

Code:
BEL_fritz_conrad = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = Gotterdammerung
			}
		}
		advisor = {
			slot = navy_chief
			idea_token = BEL_fritz_conrad
			allowed = {
				original_tag = BEL
			}
			traits = {
				navy_chief_naval_aviation_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		name = BEL_fritz_conrad
		portraits = {
			army = {
				small = GFX_idea_generic_navy_europe_2
			}
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_extend_military_service_army
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_extend_military_service_army
	text = CZE_extend_military_service
	icon = GFX_goal_generic_army
	prerequisite = {
		focus = CZE_complete_the_shift_towards_static_defence
	}
	x = 0
	y = 1
	relative_position_id = CZE_complete_the_shift_towards_static_defence
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		custom_effect_tooltip = CZE_modify_bm_tt
		add_to_variable = {
			CZE_bm_conscription = 0.02
			tooltip = conscription_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}