Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Country History
Country: IRE
Component: IRE_misc
Constructs: set_technology, add_political_power, set_research_slots, set_convoys, add_command_power, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/IRE - Ireland.txt

Code:
# Misc for IRE
capital = 113
set_research_slots = 3
set_convoys = 10
1939.1.1 = {
	add_political_power = 1198
	add_command_power = 100
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort large_navy industrial_effort construction_effort production_effort
	oob = IRE_1939
	set_technology = {
		gw_artillery = 1
		interwar_antiair = 1
		infantry_weapons2 = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
		fuel_refining = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
{
	set_politics = {
		ruling_party = democratic
		last_election = 1938.6.17
		election_frequency = 48
		elections_allowed = yes
	}
}
### Entity: Modifier Reference
Construct: invasion_preparation_against
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## invasion_preparation_against

* Number with 1 decimal places
* **Categories**: naval
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_fund_research_projects
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = CHI_sea_fund_research_projects
	icon = GFX_focus_research2
	x = 0
	y = 1
	relative_position_id = CHI_sea_expand_public_education
	cost = 5
	prerequisite = {
		focus = CHI_sea_expand_public_education
	}
	ai_will_do = {
		base = 4
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = CHI_tsr_funding_public_research
	}
}
### Entity: Joint Focus
Component: INSHOL_rangers
Constructs: has_completed_focus, prerequisite, limit, joint_focus, set_technology, has_dlc, has_tech, add_tech_bonus
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_rangers
	icon = GFX_focus_generic_jungle_training
	text_icon = INSHOL_INS_focus_style
	available = {
		original_tag = INS
	}
	prerequisite = {
		focus = INSHOL_modernize_knil
	}
	mutually_exclusive = {

	}
	x = 0
	y = 1
	relative_position_id = INSHOL_modernize_knil
	cost = 10
	ai_will_do = {
		base = 1
		modifier = {
			add = 3
			NOT = {
				has_completed_focus = INSHOL_mountaineers
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			if = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				if = {
					limit = {
						NOT = {
							has_tech = rangers_tech
						}
					}
					set_technology = {
						rangers_tech = 1
						popup = yes
					}
					add_tech_bonus = {
						name = INSHOL_rangers
						bonus = 0.5
						uses = 1
						category = rangers_tech_cat
					}
				} {
					limit = {
						has_dlc = Arms Against Tyranny
					}
					add_doctrine_cost_reduction = {
						name = INSHOL_rangers
						cost_reduction = 0.5
						uses = 1
						category = special_forces_doctrine
					}
					custom_effect_tooltip = ranger_subdoctrines_default_add_mastery_bonus_effect_tooltip
					hidden_effect = {
						add_mastery_bonus = {
							name = INSHOL_rangers
							bonus = 0.1
							days = 240
							sub_doctrine = rangers_1
						} {
							name = INSHOL_rangers
							bonus = 0.1
							days = 240
							sub_doctrine = rangers_2
						}
					}
				}
				else = {
					add_tech_bonus = {
						name = INSHOL_rangers
						bonus = 0.65
						uses = 2
						category = rangers_tech_cat
					}
				} {
					army_experience = 50
				}
			}
			else = {
				every_army_leader = {
					random_select_amount = 4
					limit = {
						NOT = {
							OR = {
								has_trait = winter_expert desert_fox swamp_fox trait_mountaineer hill_fighter jungle_rat ranger urban_assault_specialist adaptable
							}
						}
					}
					add_trait = {
						trait = ranger
					}
				}
				add_tech_bonus = {
					bonus = 0.5
					uses = 1
					category = cat_special_forces_generic
					name = INSHOL_rangers
				}
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
				INS = {
					is_subject_of = HOL
				}
			}
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				original_tag = INS
			}
			if = {
				limit = {
					has_dlc = No Comp
# ... (truncated)
### Entity: Idea
Component: idea_medak
Constructs: has_completed_focus, has_dlc, is_raj_or_raj_inheritor, removal_cost, research_bonus
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_medak = {
	name = RAJ_ordnance_factory_medak
	picture = raj_ordnance_factory_medak
	allowed = {
		has_dlc = Graveyard of Empires
		is_raj_or_raj_inheritor = yes
	}
	visible = {
		NOT = {
			has_completed_focus = RAJ_chariot_of_victory
		}
	}
	cost = 150
	removal_cost = 10
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
}
### Entity: Effect Reference
Construct: set_research_slots
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_research_slots

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Sets the number of research slots
```
### Entity: National Focus
Tree: pol_focus
Component: POL_additional_research_slot1
Constructs: prerequisite, limit, completion_reward, add_to_variable, add_research_slot
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_additional_research_slot1
	icon = GFX_focus_research
	prerequisite = {
		focus = POL_the_four_year_plan
	}
	x = 2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		if = {
			limit = {
				amount_research_slots = > 3
			}
			num_of_owned_factories = > 50
		}
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_to_variable = {
			var = POL_investments_var
			value = 1
		}
		add_research_slot = 1
	}
}
### Entity: Character
Component: KHM_ma_zhancang
Source: game
File: common/characters/KHM.txt

Code:
KHM_ma_zhancang = {
	name = KHM_ma_zhancang
	portraits = {
		army = {
			small = GFX_portrait_KHM_ma_zhancang_small
			large = GFX_portrait_KHM_ma_zhancang
		}
	}
	corps_commander = {
		traits = {
			cavalry_officer hill_fighter
		}
		skill = 2
		attack_skill = 2
		defense_skill = 3
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
	}
	advisor = {
		slot = political_advisor
		idea_token = KHM_ma_zhancang
		allowed = {
			original_tag = KHM
		}
		traits = {
			armaments_organizer
		}
	} {
		slot = high_command
		idea_token = KHM_ma_zhancang2
		ledger = army
		allowed = {
			original_tag = KHM
		}
		traits = {
			army_entrenchment_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3ARewrite/doc.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects

The following pages link to Template:Rewrite/doc:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Template:Rewrite (transclusion) ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Template:Rewrite/doc"
### Entity: Event
Component: palestine.33
Constructs: is_triggered_only, ai_chance, add_stability
Source: game
File: events/Palestine.txt

Code:
country_event = {
	id = palestine.33
	picture = GFX_report_event_gre_allied_diplomacy
	title = palestine.30.t
	desc = palestine.31.d
	is_triggered_only = yes
	option = {
		name = palestine.30.a
		ai_chance = {
			base = 30
		}
		add_stability = -0.05
		PAL = {
			country_event = palestine.34
		}
	} {
		name = palestine.30.b
		ai_chance = {
			base = 30
		}
		PAL = {
			country_event = palestine.35
		}
	}
}
### Entity: Decision
Component: communist_infiltration
Constructs: has_completed_focus, add_equipment_to_stockpile, limit, has_government, every_country, has_country_flag, has_political_power, is_potentially_communist_china
Source: game
File: common/decisions/anti_japan_infiltration.txt

Code:
communist_infiltration = {
	detect_infiltration = {
		icon = generic_army_support
		available = {

		}
		days_remove = 0
		days_re_enable = 30
		cost = 100
		ai_will_do = {
			base = 0
			modifier = {
				has_political_power = < 150
				factor = 0
			} {
				add = 75
				any_other_country = {
					is_potentially_communist_china = yes
					has_completed_focus = PRC_anti_japanese_expedition
					NOT = {
						has_country_flag = JAP_delay_sweep_for_communists
					}
				}
			}
		}
		complete_effect = {
			hidden_effect = {
				country_event = wtt_infiltration.20
			}
			custom_effect_tooltip = chinese_infiltration_tt
		}
	}
	communist_infiltration_in_east_hebei = {
		icon = generic_civil_support
		visible = {
			609 = {
				is_controlled_by_ROOT_or_subject = yes
				has_state_flag = {
					flag = discovered_infiltration
					value = > 0
				}
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 609
			}
		}
		available = {
			has_equipment = {
				infantry_equipment = > 999
			}
		}
		modifier = {
			command_power_gain = -0.1
		}
		ai_will_do = {
			base = 100
			modifier = {
				add = 100
				always = yes
			}
		}
		days_remove = 30
		days_re_enable = 0
		cost = 10
		complete_effect = {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -500
			}
		}
		remove_effect = {
			609 = {
				CHI_show_state_uprising_effect_after_infiltration_level_down = yes
				save_event_target_as = infiltrated_state
				CHI_infiltration_flag_down_2 = yes
			}
			event_target:WTT_communist_china = {
				country_event = wtt_infiltration.6
			}
			custom_effect_tooltip = communist_infiltration_tt
			effect_tooltip = {
				every_country = {
					limit = {
						OR = {
							original_tag = PRC GXC YUN SHX XSM SIK
						}
						has_government = communism
						any_state = {
							CONTROLLER = {
								OR = {
									tag = ROOT
									OVERLORD = {
										tag = ROOT
									}
								}
							}
							PRC_is_infiltrated_by_PREV = yes
						}
					}
					609 = {
						PRC_execute_infiltration_effects_for_PREV = yes
					}
				}
			}
		}
	}
	communist_infiltration_in_jehol = {
		icon = generic_civil_support
		visible = {
			610 = {
				is_controlled_by_ROOT_or_subject = yes
				has_state_flag = {
					flag = discovered_infiltration
					value = > 0
				}
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 610
		
# ... (truncated)
### Entity: Decision
Component: EGY_1936_anglo_egyptian_conference
Constructs: has_war, limit, has_government, has_country_flag, add_stability, fire_only_once, is_subject_of, cancel_if_not_visible
Source: game
File: common/decisions/EGY.txt

Code:
EGY_1936_anglo_egyptian_conference = {
	EGY_conference_warning = {
		icon = GFX_decision_generic_speech
		available = {
			hidden_trigger = {
				always = no
			}
		}
		priority = 4
		days_mission_timeout = 30
		fire_only_once = yes
		activation = {
			OR = {
				original_tag = EGY ENG
			}
			NOT = {
				has_country_flag = EGY_1936_anglo_egyptian_conference_begins
			}
			EGY = {
				is_subject_of = ENG
			}
		}
		visible = {
			has_war = no
			EGY = {
				is_subject_of = ENG
			}
		}
		cancel_if_not_visible = yes
		is_good = no
		timeout_effect = {
			set_country_flag = EGY_1936_anglo_egyptian_conference_begins
			if = {
				limit = {
					original_tag = EGY
				}
				country_event = {
					id = egypt.2
					hours = 6
				}
			} {
				limit = {
					original_tag = ENG
				}
				country_event = {
					id = egypt.27
					hours = 6
				}
			}
		}
		complete_effect = {
			country_event = {
				id = egypt.17
				hours = 12
			}
		}
	}
	EGY_conference_duration_timer = {
		icon = GFX_decision_generic_speech
		priority = 3
		days_mission_timeout = 100
		available = {
			hidden_trigger = {
				always = no
			}
		}
		visible = {
			has_country_flag = EGY_1936_anglo_egyptian_conference_begins
			EGY = {
				exists = yes
				OR = {
					is_subject_of = ENG
					is_in_faction_with = ENG
				}
			}
		}
		activation = {
			has_country_flag = EGY_1936_anglo_egyptian_conference_begins
		}
		fire_only_once = yes
		cancel_if_not_visible = no
		is_good = no
		timeout_effect = {
			clr_country_flag = EGY_1936_anglo_egyptian_conference_begins
			set_country_flag = EGY_1936_anglo_egyptian_conference_over
			if = {
				limit = {
					check_variable = {
						var = ENG.EGY_british_treaty_influence
						value = EGY.EGY_egyptian_treaty_influence
						compare = less_than
					}
					NOT = {
						has_country_flag = EGY_1936_anglo_egyptian_conference_ended_in_britains_favor
					}
				}
				set_country_flag = EGY_1936_anglo_egyptian_conference_ended_in_egypts_favor
				EGY = {
					country_event = {
						id = egypt.15
					}
				}
				ENG = {
					country_event = {
						id = egypt.15
					}
				}
			}
			else_if = {
				limit = {
					NOT = {
						has_country_flag = EGY_1936_anglo_egyptian_conference_ended_in_egypts_favor
					}
					check_variable = {
						var = ENG.EGY_british_treaty_influence
						value = EGY.EGY_egyptian_treaty_influence
						compare = greater_than_or_equa
# ... (truncated)
### Entity: Country History
Country: LEB
Component: LEB_characters
Constructs: recruit_character, create_country_leader
Source: game
File: history/countries/LEB - Lebanon.txt

Code:
# Leaders & Characters for LEB
recruit_character = LEB_abdallah_beyhum LEB_alfred_naqqache
create_country_leader = {
	name = Melick Yarad
	desc = 
	picture = GFX_portrait_Melick_Yarad
	ideology = despotism
	traits = {

	}
}
{
	name = Rami Sarraff
	desc = 
	picture = GFX_portrait_Rami_Sarraff
	ideology = leninism
	traits = {

	}
}
### Entity: Idea
Component: FRA_support_the_right_focus
Constructs: has_government, fascism_drift
Source: game
File: common/ideas/france.txt

Code:
FRA_support_the_right_focus = {
	picture = generic_fascism_drift_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			OR = {
				has_government = communism
				AND = {
					NOT = {
						has_government = fascism
					}
					any_other_country = {
						original_tag = FRA
						has_government = fascism
					}
				}
			}
		}
	}
	modifier = {
		fascism_drift = 0.2
	}
}
### Entity: Modifier Reference
Component: CHI_the_political_tutelage_dm
Constructs: research_speed_factor, has_government, production_speed_buildings_factor, democratic_drift, remove_trigger, is_subject
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
CHI_the_political_tutelage_dm = {
	icon = GFX_idea_CHI_the_political_tutelage_dm
	democratic_drift = CHI_the_political_tutelage_dm_democratic_drift
	production_speed_infrastructure_factor = CHI_the_political_tutelage_dm_production_speed_infrastructure_factor
	research_speed_factor = CHI_the_political_tutelage_dm_research_speed_factor
	faction_influence_contribution_factor = CHI_the_political_tutelage_dm_faction_influence_contribution_factor
	production_speed_buildings_factor = CHI_the_political_tutelage_dm_production_speed_buildings_factor
	consumer_goods_factor = CHI_the_political_tutelage_dm_consumer_goods_factor
	production_speed_industrial_complex_factor = CHI_the_political_tutelage_dm_production_speed_industrial_complex_factor
	global_building_slots = CHI_the_political_tutelage_dm_global_building_slots
	remove_trigger = {
		OR = {
			is_subject = yes
			has_government = communism fascism
		}
	}
}
### Entity: Event
Component: NSB_soviet_paranoia_system_events.42
Constructs: is_triggered_only, ai_chance, limit, add_political_power, add_timed_idea, has_political_power
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_paranoia_system_events.42
	title = NSB_soviet_paranoia_system_events.23.t
	desc = NSB_soviet_paranoia_system_events.42.desc
	picture = GFX_report_event_SOV_purge_aircraft_2
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			SOV_paranoia_increase_purge_counter_regular = yes
		}
	}
	option = {
		name = NSB_soviet_paranoia_system_events.23.a
		ai_chance = {
			base = 10
		}
		add_timed_idea = {
			idea = SOV_ground_based_training
			days = 365
		}
		hidden_effect = {
			SOV_paranoia_update_portraits_ui = yes
		}
		SOV_paranoia_medium_decrease_effect = yes
		if = {
			limit = {
				has_political_power = < SOV_purge_event_pp_to_avoid_regular
			}
			custom_effect_tooltip = SOV_purge_event_not_enough_pp_to_avoid_regular_tt
		}
	} {
		name = NSB_soviet_paranoia_system_events.23.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				has_political_power = < SOV_purge_event_pp_to_avoid_regular_pay
			} {
				factor = 0
				SOV_is_opposition = yes
			}
		}
		trigger = {
			NOT = {
				has_political_power = < SOV_purge_event_pp_to_avoid_regular
			}
		}
		add_political_power = SOV_purge_event_pp_to_avoid_regular_pay
		SOV_paranoia_low_increase_effect = yes
	}
}
### Entity: Scripted Effect
Component: CZE_bop_very_high_increase_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/CZE_scripted_effects.txt

Code:
CZE_bop_very_high_increase_effect = {
	add_power_balance_value = {
		id = CZE_bop_army_readiness
		value = 0.25
	}
}
### Entity: Unit Template
Component: KOR_INF_02
Constructs: has_government
Source: game
File: common/units/names_divisions/KOR_names_divisions.txt

Code:
KOR_INF_02 = {
	name = Infantry Divisions
	for_countries = {
		KOR
	}
	can_use = {
		has_government = communism
	}
	division_types = {
		infantry
	}
	fallback_name = %dth Infantry Division
	ordered = {
		1 = {
			%dst Infantry Division
		}
		2 = {
			%dnd Infantry Division
		}
		3 = {
			%drd Infantry Division
		}
		4 = {
			%dth Infantry Division
		}
		5 = {
			%dth Infantry Division
		}
		6 = {
			%dth Infantry Division
		}
		7 = {
			%dth Infantry Division
		}
		8 = {
			%dth Infantry Division
		}
		9 = {
			%dth Infantry Division
		}
		10 = {
			%dth Infantry Division
		}
		11 = {
			%dth Infantry Division
		}
		12 = {
			%dth Infantry Division
		}
		13 = {
			%dth Infantry Division
		}
		14 = {
			%dth Infantry Division
		}
		15 = {
			%dth Infantry Division
		}
		16 = {
			%dth Infantry Division
		}
		17 = {
			%dth Infantry Division
		}
		18 = {
			%dth Infantry Division
		}
		19 = {
			%dth Infantry Division
		}
		20 = {
			%dth Infantry Division
		}
		21 = {
			%dst Infantry Division
		}
		22 = {
			%dnd Infantry Division
		}
		23 = {
			%drd Infantry Division
		}
		24 = {
			%dth Infantry Division
		}
		25 = {
			%dth Infantry Division
		}
		26 = {
			%dth Infantry Division
		}
		27 = {
			%dth Infantry Division
		}
		28 = {
			%dth Infantry Division
		}
		29 = {
			%dth Infantry Division
		}
		30 = {
			%dth Infantry Division
		}
		31 = {
			%dst Infantry Division
		}
		32 = {
			%dnd Infantry Division
		}
		33 = {
			%drd Infantry Division
		}
		34 = {
			%dth Infantry Division
		}
		35 = {
			%dth Infantry Division
		}
		36 = {
			%dth Infantry Division
		}
		37 = {
			%dth Infantry Division
		}
		38 = {
			%dth Infantry Division
		}
		39 = {
			%dth Infantry Division
		}
		40 = {
			%dth Infantry Division
		}
		41 = {
			%dst Infantry Division
		}
		42 = {
			%dnd Infantry Division
		}
		43 = {
			%drd Infantry Division
		}
		44 = {
			%dth Infantry Division
		}
		45 = {
			%dth Infantry Division
		}
		46 = {
			%dth Infantry Division
		}
		47 = {
			%dth Infantry Division
		}
		48 = {
			%dth Infantry Division
		}
		49 = {
			%dth Infantry Division
		}
		50 = {
			%dth Infantry Division
		}
		51 = {
			%dst Infantry Division
		}
		52 = {
			%dnd Infantry Division
		}
		53 = {
			%drd Infantry Division
		}
	}
}
### Entity: Event
Component: wuw_GER_realpolitik.19
Constructs: is_triggered_only, ai_chance, limit, add_opinion_modifier, is_subject, has_non_aggression_pact_with, every_other_country, every_controlled_state
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_realpolitik.19
	title = wuw_GER_realpolitik.19.t
	desc = wuw_GER_realpolitik.19.desc
	picture = GFX_report_event_polish_tanks_02
	is_triggered_only = yes
	option = {
		name = wuw_GER_realpolitik.19.a
		ai_chance = {
			base = 95
		}
		IF = {
			limit = {
				FROM = {
					is_subject = yes
					OVERLORD = {
						has_non_aggression_pact_with = ROOT
					}
				}
			}
			FROM = {
				OVERLORD = {
					diplomatic_relation = {
						country = ROOT
						relation = non_aggression_pact
						active = no
					}
				}
			}
		} {
			limit = {
				FROM = {
					has_non_aggression_pact_with = ROOT
				}
			}
			FROM = {
				diplomatic_relation = {
					country = ROOT
					relation = non_aggression_pact
					active = no
				}
			}
			every_other_country = {
				limit = {
					has_non_aggression_pact_with = ROOT
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = protest_action_strong
				}
			}
		}
		FROM = {
			every_controlled_state = {
				limit = {
					OR = {
						state = 85 807 86 762
					}
				}
				display_individual_scopes = yes
				add_to_array = {
					array = PREV.GER_restore_eastern_imperial_possessions_array
					value = THIS
				}
				ROOT = {
					add_state_core = PREV
				}
			}
			ROOT = {
				create_wargoal = {
					type = take_state_focus
					target = PREV
					generator = PREV.GER_restore_eastern_imperial_possessions_array
				}
			}
		}
	} {
		name = wuw_GER_realpolitik.19.b
		ai_chance = {
			base = 5
		}
		hidden_effect = {
			set_country_flag = GER_kaiserreich_decided_not_to_attack_poland
		}
		effect_tooltip = {
			unlock_national_focus = GER_demand_further_polish_concessions
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		every_state = {
			limit = {
				OR = {
					state = 85 807 86 762
				}
				is_fully_controlled_by = FROM
			}
			display_individual_scopes = yes
			ROOT = {
				add_state_core = PREV
			}
		}
	}
}
### Entity: Character
Component: SER_aco2
Source: game
File: common/characters/SER.txt

Code:
SER_aco2 = {
	advisor = {
		slot = army_chief
		idea_token = SER_aco2
		allowed = {
			original_tag = SER
		}
		traits = {
			army_chief_organizational_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_4
		}
	}
}
### Entity: Idea
Component: SIA_expand_the_reserve_force_r56_idea
Constructs: removal_cost, mobilization_speed
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_expand_the_reserve_force_r56_idea = {
	name = SIA_professional_army_r56
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = chi_army_corruption2
	modifier = {
		army_org_factor = 0.1
		army_core_defence_factor = 0.05
		army_morale_factor = 0.1
		training_time_army_factor = -0.1
		mobilization_speed = 0.1
		mobilization_laws_cost_factor = -0.25
		conscription = 0.015
		non_core_manpower = 0.03
	}
}