Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Component: wuw_HUN_bringing_down_the_giants
Constructs: prerequisite, limit, has_government, every_country, is_major, completion_reward, is_in_faction_with, is_on_continent
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_bringing_down_the_giants
	icon = GFX_focus_generic_total_war
	prerequisite = {
		focus = wuw_HUN_the_cult_of_arpad
	}
	x = 0
	y = 1
	relative_position_id = wuw_HUN_the_cult_of_arpad
	cost = 10
	ai_will_do = {
		factor = 5
	}
	select_effect = {
		every_country = {
			limit = {
				NOT = {
					has_government = democratic
				} {
					is_in_faction_with = ROOT
				}
				is_major = yes
				capital_scope = {
					is_on_continent = europe
				}
			}
			ROOT = {
				add_ai_strategy = {
					type = prepare_for_war
					id = PREV
					value = 100
				}
			}
		}
	}
	available = {
		is_subject = no
		has_government = democratic
		has_war_support = > 0.85
		any_other_country = {
			NOT = {
				has_government = democratic
			} {
				OR = {
					is_in_faction_with = ROOT
					is_subject_of = ROOT
				}
			}
			is_major = yes
			capital_scope = {
				is_on_continent = europe
			}
		}
		custom_trigger_tooltip = {
			tooltip = wuw_HUN_proclaim_greater_hungary_core_states_requirement
			AND = {
				155 = {
					is_fully_controlled_by = ROOT
				}
				974 = {
					is_fully_controlled_by = ROOT
				}
				973 = {
					is_fully_controlled_by = ROOT
				}
				43 = {
					is_fully_controlled_by = ROOT
				}
				154 = {
					is_fully_controlled_by = ROOT
				}
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		custom_effect_tooltip = HUN_bringing_down_the_giants_tt
		every_country = {
			limit = {
				NOT = {
					has_government = democratic
				} {
					OR = {
						is_in_faction_with = ROOT
						is_subject_of = ROOT
					}
				}
				is_major = yes
				capital_scope = {
					is_on_continent = europe
				}
			}
		}
		hidden_effect = {
			every_country = {
				limit = {
					NOT = {
						has_government = democratic
					} {
						OR = {
							is_in_faction_with = ROOT
							is_subject_of = ROOT
						}
					}
					is_major = yes
					capital_scope = {
						is_on_continent = europe
					}
				}
				ROOT = {
					add_ai_strategy = {
						type = declare_war
						id = PREV
						value = 100
					}
					create_wargoal = {
						type = topple_government
						target = PREV
					}
				}
			}
		}
	}
}
### Entity: Event
Component: englandmod.22
Constructs: is_triggered_only
Source: game
File: events/ENF_england_events.txt

Code:
country_event = {
	id = englandmod.22
	title = englandmod.22.t
	desc = englandmod.22.d
	picture = GFX_report_event_ast_army
	is_triggered_only = yes
	option = {
		name = englandmod.22.a
	}
}
### Entity: National Focus
Tree: kat_focus
Component: KAT_Soviet_Heavy_Industry
Constructs: prerequisite, limit, has_government, completion_reward, has_capitulated, has_opinion, has_tech, random_owned_controlled_state
Source: game
File: common/national_focus/katanga.txt

Code:
focus = {
	id = KAT_Soviet_Heavy_Industry
	icon = GFX_goal_generic_industrial_unionism
	prerequisite = {
		focus = KAT_invite_soviet_planners
	}
	text = GEN_soviet_heavy_industry
	x = 0
	y = 2
	relative_position_id = KAT_invite_soviet_planners
	cost = 8
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	bypass = {

	}
	available = {
		num_of_controlled_states = > 0
		SOV = {
			exists = yes
			has_capitulated = no
			has_opinion = {
				target = ROOT
				value = > 49
			}
			has_government = communism
		}
		OR = {
			has_tech = concentrated_industry2 dispersed_industry2
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Scripted Trigger
Component: SOV_has_active_ship_designer_any_black_sea
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_has_active_ship_designer_any_black_sea = {
	custom_trigger_tooltip = {
		tooltip = SOV_has_active_ship_designer_any_black_sea_tt
		OR = {
			SOV_has_active_ship_designer_black_sea_shipyard = yes
			SOV_has_active_ship_designer_sevastopol_marine_plant = yes
		}
	}
}
### Entity: Scripted Trigger
Component: INS_only_militia_states_if_possible_and_needed
Constructs: has_completed_focus, limit, has_country_flag, check_variable
Source: game
File: common/scripted_triggers/INS_scripted_triggers.txt

Code:
INS_only_militia_states_if_possible_and_needed = {
	if = {
		limit = {
			ROOT = {
				NOT = {
					has_country_flag = INS_revolution_has_started
				}
				has_completed_focus = INS_underground_revolution
				any_controlled_state = {
					check_variable = {
						var = influence_point_count
						value = 3
						compare = greater_than_or_equals
					}
				}
			}
		}
		check_variable = {
			var = influence_point_count
			value = 3
			compare = greater_than_or_equals
		}
	}
}
### Entity: Character
Component: r56w_trait_leader_unemployed
Source: game
File: common/country_leader/r56_WHY_characters_traits.txt

Code:
r56w_trait_leader_unemployed = {
	random = no
	non_core_manpower = 1.0
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_naval_airforce
Constructs: prerequisite, limit, add_ideas, completion_reward, has_dlc, has_tech, add_to_variable, add_tech_bonus
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_naval_airforce
	icon = GFX_goal_generic_air_naval_bomber
	prerequisite = {
		focus = FIN_suomen_ilmavoimat
	} {
		focus = FIN_suomen_merivoimat
	}
	x = 2
	y = 3
	relative_position_id = FIN_suomen_ilmavoimat
	cost = 10
	available = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			has_tech = iw_small_airframe
		}
	}
	search_filters = {
		FOCUS_FILTER_AIR_XP FOCUS_FILTER_NAVY_XP FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		custom_effect_tooltip = FIN_modify_finnish_airforce_ns_intro FIN_naval_airforce_ns_tt
		add_to_variable = {
			FIN_finnish_airforce_naval_strike_targetting_factor = 0.1
			tooltip = naval_strike_targetting_factor_tt
		}
		hidden_effect = {
			add_ideas = FIN_hidden_naval_bomber_production_ns
		}
		add_tech_bonus = {
			name = FIN_naval_airforce
			bonus = 0.75
			uses = 1
			category = naval_bomber
		}
		air_experience = 15
		navy_experience = 15
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			if = {
				limit = {
					has_tech = basic_small_airframe
				}
				if = {
					limit = {
						has_dlc = Arms Against Tyranny
					}
					create_equipment_variant = {
						name = VL Kotka
						type = small_plane_naval_bomber_airframe_1
						modules = {
							fixed_main_weapon_slot = torpedo_mounting
							engine_type_slot = engine_1_1x
							special_type_slot_1 = empty
						}
						icon = GFX_FIN_naval_bomber1_medium
						design_team = mio:FIN_valtion_lentokonetehdas_organization
					}
				}
				else = {
					create_equipment_variant = {
						name = VL Kotka
						type = small_plane_naval_bomber_airframe_1
						modules = {
							fixed_main_weapon_slot = torpedo_mounting
							engine_type_slot = engine_1_1x
							special_type_slot_1 = empty
						}
						icon = GFX_FIN_naval_bomber1_medium
					}
				}
			}
			else = {
				if = {
					limit = {
						has_dlc = Arms Against Tyranny
					}
					create_equipment_variant = {
						name = VL Kotka
						type = small_plane_naval_bomber_airframe_0
						allow_without_tech = yes
						modules = {
							fixed_main_weapon_slot = torpedo_mounting
							engine_type_slot = engine_1_1x
							special_type_slot_1 = empty
						}
						icon = GFX_FIN_iw_small_naval_bomber_1_medium
						design_team = mio:FIN_valtion_lentokonetehdas_organization
					}
				}
				else = {
					create_equipment_variant = {
						name = VL Kotka
						type = small_plane_naval_
# ... (truncated)
### Entity: Idea
Component: CZE_ringhoffer_tatra
Constructs: research_bonus, equipment_bonus
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_ringhoffer_tatra = {
	name = CZE_ringhoffer_tatra_organization
	picture = CZE_tatra
	allowed = {
		OR = {
			original_tag = CZE
			tag = RKH
		}
	}
	cost = 150
	research_bonus = {
		armor = 0.15
	}
	traits = {
		armored_car_manufacturer
	}
	equipment_bonus = {

	}
}
### Entity: Character
Component: KMT_puppetmaster
Constructs: war_support_factor, army_attack_factor, fascism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
KMT_puppetmaster = {
	random = no
	sprite = 15
	operative_slot = 2
	intelligence_agency_defense = 1
	war_support_weekly = 0.001
	resistance_decay = 0.15
	fascism_drift = 0.02
	war_support_factor = 0.05
	army_attack_factor = 0.05
	political_power_factor = -0.075
}
### Entity: Event
Component: SEA_japan_popup_events.45
Constructs: is_triggered_only, fire_only_once, add_core_of, random_hours
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_popup_events.45
	title = SEA_japan_popup_events.45.t
	desc = SEA_japan_popup_events.45.desc
	picture = GFX_report_event_JAP_kodoha_coup_attempt_preparation
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_popup_events.45.a
		609 = {
			transfer_state_to = ROOT
			add_core_of = ROOT
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		JAP = {
			country_event = {
				id = SEA_japan_popup_events.46
				hours = 6
				random_hours = 12
			}
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_reviving_the_spartan_warrior_spirit
Constructs: prerequisite, limit, completion_reward, has_country_leader, is_in_faction, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_reviving_the_spartan_warrior_spirit
	icon = GFX_focus_GRE_reviving_the_spartan_warrior_spirit
	prerequisite = {
		focus = GRE_defending_our_kingdom
	}
	available = {
		has_country_leader = {
			character = GRE_ioannis_metaxas
			ruling_only = yes
		}
		is_in_faction = no
		has_idea = GRE_metaxism_5
	}
	x = 0
	y = 1
	relative_position_id = GRE_defending_our_kingdom
	cost = 10
	ai_will_do = {
		base = 1
	}
	completion_reward = {
		effect_tooltip = {
			swap_ideas = {
				remove_idea = GRE_metaxism_5
				add_idea = GRE_metaxism_6
			}
		}
		hidden_effect = {
			if = {
				limit = {
					has_idea = GRE_metaxism_5
				}
				swap_ideas = {
					remove_idea = GRE_metaxism_5
					add_idea = GRE_metaxism_6
				}
			}
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_hold_territorial_referendums
Constructs: prerequisite, has_government, completion_reward, add_political_power, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_hold_territorial_referendums
	icon = GFX_focus_SWE_refuge_from_war
	prerequisite = {
		focus = wuw_HUN_the_balkan_pact wuw_HUN_join_the_allies
	}
	x = -1
	y = 2
	relative_position_id = wuw_HUN_the_balkan_pact
	cost = 10
	ai_will_do = {
		factor = 15
	}
	available = {
		is_subject = no
		OR = {
			has_government = neutrality democratic
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 100
		custom_effect_tooltip = generic_skip_one_line_tt wuw_HUN_hold_territorial_referendums_tt
	}
}
### Entity: Idea
Component: HOL_internationally_controversial_aggression
Constructs: stability_factor, war_support_factor, army_attack_factor, has_dlc, removal_cost
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_internationally_controversial_aggression = {
	picture = AUS_aggression
	allowed = {
		original_tag = HOL
		has_dlc = Thunder at Our Gates
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		army_attack_factor = -0.25
		stability_factor = -0.2
		war_support_factor = -0.2
	}
}
### Entity: Idea
Component: PRC_the_internal_enemy_YUN_upgraded
Constructs: removal_cost
Source: game
File: common/ideas/comchina.txt

Code:
PRC_the_internal_enemy_YUN_upgraded = {
	allowed = {
		always = no
	}
	removal_cost = -1
	targeted_modifier = {
		tag = YUN
		attack_bonus_against = 0.01
		breakthrough_bonus_against = 0.01
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_naval_preperations
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, is_coastal, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_naval_preperations
	icon = GFX_focus_generic_navy_battleship2
	prerequisite = {
		focus = PAL_operation_hejazi
	} {
		focus = PAL_create_quwat_al_bahriyah
	}
	x = -1
	y = 1
	relative_position_id = PAL_operation_hejazi
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = PAL
				is_coastal = yes
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Scripted Effect
Component: restore_ruling_party
Constructs: set_politics
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
restore_ruling_party = {
	ROOT = {
		set_politics = {
			ruling_party = var:ROOT.ruling_ideology_before_change
		}
	}
}
### Entity: Idea
Component: KMT_welfare_state2a
Constructs: stability_factor, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_welfare_state2a = {
	removal_cost = -1
	picture = generic_economic_increase
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {

	}
	on_remove = {

	}
	modifier = {
		stability_factor = 0.1
		industrial_capacity_factory = 0.05
		consumer_goods_factor = 0.15
		production_factory_max_efficiency_factor = 0.025
		monthly_population = 0.1
	}
}
### Entity: Idea
Component: CZE_ideals_of_austroslavism
Constructs: stability_factor, removal_cost, neutrality_drift
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_ideals_of_austroslavism = {
	removal_cost = -1
	picture = CZE_palacky_idea
	allowed = {
		original_tag = CZE
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_factor = 0.05
		defensive_war_stability_factor = 0.1
		improve_relations_maintain_cost_factor = -0.1
		neutrality_drift = 0.05
		neutrality_acceptance = 15
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_appoint_german_friendly_government
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, add_stability, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_appoint_german_friendly_government
	icon = GFX_goal_support_fascism
	prerequisite = {
		focus = RAJ_cult_of_personality
	}
	x = 0
	y = 1
	relative_position_id = RAJ_cult_of_personality
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_war_with = GER
		}
	}
	available = {
		fascism = > 0.25
		NOT = {
			has_completed_focus = RAJ_appoint_soviet_friendly_government
		}
		if = {
			limit = {
				GER = {
					has_government = fascism
				}
			}
			NOT = {
				has_war_with = GER
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_popularity = {
			popularity = 0.35
			ideology = fascism
		}
		add_stability = -0.05
		add_opinion_modifier = {
			modifier = ROM_appoint_german_friendly_government
			target = GER
		}
		GER = {
			add_opinion_modifier = {
				modifier = ROM_appoint_german_friendly_government
				target = ROOT
			}
		}
		add_country_leader_role = {
			character = RAJ_subhas_chanda_bose
			promote_leader = yes
			country_leader = {
				ideology = fascism_ideology
			}
		}
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
		}
		hidden_effect = {
			if = {
				limit = {
					has_completed_focus = RAJ_netaji
					NOT = {
						has_country_leader_with_trait = netaji
					}
				}
				add_country_leader_trait = netaji
			} {
				limit = {
					has_completed_focus = RAJ_cult_of_personality
					NOT = {
						has_country_leader_with_trait = JUNO_cult_of_personality
					}
				}
				add_country_leader_trait = JUNO_cult_of_personality
			} {
				limit = {
					NOT = {
						has_country_leader_with_trait = nationalistic_freedom_fighter
					}
				}
				add_country_leader_trait = nationalistic_freedom_fighter
			} {
				limit = {
					NOT = {
						has_country_leader_with_trait = nationalistic_freedom_fighter
					}
				}
				add_country_leader_trait = nationalistic_freedom_fighter
			} {
				limit = {
					has_completed_focus = RAJ_authoritarianship
					NOT = {
						has_country_leader_with_trait = authoritarian
					}
				}
				add_country_leader_trait = authoritarian
			} {
				limit = {
					has_completed_focus = RAJ_guided_democracy
					NOT = {
						has_country_leader_with_trait = under_democratic_guise
					}
				}
				add_country_leader_trait = under_democrat
# ... (truncated)
### Entity: Character
Component: SIA_ailing
Source: game
File: common/country_leader/taog_traits.txt

Code:
SIA_ailing = {
	random = no
	sprite = 13
	political_power_factor = -0.05
	political_advisor_cost_factor = 0.1
}
### Entity: Event
Component: china.15
Constructs: is_triggered_only, add_war_support, add_stability, add_political_power
Source: game
File: events/China.txt

Code:
country_event = {
	id = china.15
	title = china.15.t
	desc = china.15.d
	picture = GFX_report_event_chinese_soldiers_fighting
	is_triggered_only = yes
	option = {
		name = china.15.a
		add_political_power = 100
		add_stability = 0.05
		add_war_support = 0.1
	}
}
### Entity: Character
Component: MEX_luis_farell
Source: game
File: common/characters/MEX.txt

Code:
MEX_luis_farell = {
	name = MEX_luis_farell
	portraits = {
		army = {
			small = GFX_portrait_MEX_luis_farell_small
			large = GFX_portrait_MEX_luis_farell
		}
	}
	advisor = {
		slot = air_chief
		idea_token = MEX_luis_farell
		allowed = {
			original_tag = MEX
		}
		traits = {
			air_chief_ground_support_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		traits = {
			war_hero
		}
		skill = 3
		attack_skill = 4
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 3
		legacy_id = 701
	}
}
### Entity: Scripted Effect
Component: EAI_desperate_defense_setting_1
Constructs: limit, set_temp_variable, set_variable, check_variable
Source: game
File: common/scripted_effects/EAI_DIFFICULTY_update.txt

Code:
EAI_desperate_defense_setting_1 = {
	set_temp_variable = {
		updated_desperate_defense_level = surrender_progress
	}
	multiply_temp_variable = {
		updated_desperate_defense_level = 100
	}
	clamp_temp_variable = {
		var = updated_desperate_defense_level
		min = 0
		max = 50
	}
	divide_temp_variable = {
		updated_desperate_defense_level = 5
	}
	round_temp_variable = updated_desperate_defense_level
	set_variable = {
		EAI_desperate_defense_level = updated_desperate_defense_level
	}
	EAI_DIFFICULTY_clear_equipment_modifier_DD = yes
	if = {
		limit = {
			check_variable = {
				updated_desperate_defense_level = > 0
			}
		}
		EAI_DIFFICULTY_apply_equipment_modifier_DD = yes
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_call_for_protests_in_the_capital
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, add_political_power, has_country_leader, has_idea
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_call_for_protests_in_the_capital
	icon = GFX_goal_generic_demand_territory
	prerequisite = {
		focus = TUR_the_fight_for_popular_mandate TUR_no_more_humiliations
	}
	x = 1
	y = 1
	relative_position_id = TUR_the_fight_for_popular_mandate
	cost = 5
	available = {
		custom_trigger_tooltip = {
			tooltip = TUR_ataturk_has_died_tt
			NOT = {
				has_country_leader = {
					character = TUR_mustafa_kemal_ataturk
					ruling_only = yes
				}
				has_idea = TUR_mustafa_kemal_ataturk_figurehead
			}
		}
	}
	ai_will_do = {
		factor = 7
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	completion_reward = {
		add_political_power = 50
		add_ideas = TUR_protests_in_the_capital_idea
		hidden_effect = {
			if = {
				limit = {
					has_completed_focus = TUR_no_more_humiliations
				}
				add_country_leader_role = {
					character = TUR_ismet_inonu
					country_leader = {
						ideology = socialism
						traits = {
							milli_sef
						}
						expire = 1965.1.1
					}
					promote_leader = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_TUR_TRADITIONALISM
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_continue_armed_force_reform
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, has_global_flag, is_controlled_by, add_to_variable
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_continue_armed_force_reform
	icon = GFX_focus_CZE_build_infantry
	cost = 5
	prerequisite = {
		focus = CZE_raise_more_industrial_funds
	}
	relative_position_id = CZE_raise_more_industrial_funds
	x = 36
	y = 1
	offset = {
		x = -4
		trigger = {
			NOT = {
				has_global_flag = CZE_skoda_focus_activation
			}
		}
	}
	available = {
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	completion_reward = {
		army_experience = 25
		air_experience = 5
		custom_effect_tooltip = generic_skip_one_line_tt CZE_ceskoslovenska_armada_ns_intro_tt generic_skip_one_line_tt generic_skip_one_line_tt available_chief_of_army
		add_to_variable = {
			CZE_ceskoslovenska_armada_army_org_factor = 0.1
			tooltip = army_org_factor_tt
		}
		add_doctrine_cost_reduction = {
			name = CZE_continue_armed_force_reform
			cost_reduction = 0.25
			uses = 1
			category = land_doctrine
		}
		show_unit_leaders_tooltip = CZE_melichar_frantisek
		show_ideas_tooltip = CZE_melichar_frantisek
		if = {
			limit = {
				has_government = democratic
				NOT = {
					has_war_with = FRA
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt available_chief_of_army
			show_ideas_tooltip = CZE_louis_eugene_faucher
		} {
			limit = {
				has_power_balance = {
					id = CZE_bop_army_readiness
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
			CZE_bop_very_low_increase_effect = yes
			unlock_decision_tooltip = CZE_junior_officer_recruitment CZE_send_foreign_attaches
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_ARMY_XP FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_AIR_XP
	}
}
### Entity: Country History
Country: RAR
Component: RAR_technology
Constructs: set_technology
Source: game
File: history/countries/RAR - Reichskommisariat Arabien.txt

Code:
# Starting Technologies for RAR
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	gw_artillery = 1
	interwar_antiair = 1
	fuel_silos = 1
	synth_oil_experiments = 1
	oil_processing = 1
	fuel_refining = 1
	tech_military_police = 1
	tech_military_police2 = 1
}