Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ins_focus
Component: INS_reduce_land_taxes
Constructs: prerequisite, add_ideas, completion_reward, has_country_leader
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_reduce_land_taxes
	icon = GFX_focus_generic_reduce_unneccessary_expenditure
	available = {
		has_country_leader = {
			ruling_only = yes
			character = INS_a_t_van_starkenborgh_stachouwer
		}
	}
	prerequisite = {
		focus = INS_electrical_investments
	}
	mutually_exclusive = {

	}
	x = -1
	y = 2
	relative_position_id = INS_governor_general_tjarda
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = idea_INS_tax_reduction
	}
}
### Entity: Character
Component: NGA_communist_guy
Constructs: has_government
Source: game
File: common/characters/NGA.txt

Code:
NGA_communist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = NGA_communist_guy
		allowed = {
			original_tag = NGA
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			not = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: Event
Component: NSB_soviet_civil_war_common.121
Constructs: is_triggered_only, ai_chance, has_war, has_government, random_days
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_civil_war_common.121
	title = NSB_soviet_civil_war_common.121.t
	desc = NSB_soviet_civil_war_common.121.desc
	picture = [GetJapaneseNegotiationsPicture]
	is_triggered_only = yes
	option = {
		name = NSB_soviet_civil_war_common.121.a
		ai_chance = {
			base = 50
			modifier = {
				factor = 10
				has_government = FROM
			}
		}
		trigger = {
			NOT = {
				has_government = communism
			} {
				has_government = democratic
			}
		}
		FROM = {
			country_event = {
				id = NSB_soviet_civil_war_common.122
				days = 1
				random_days = 2
			}
		}
	} {
		name = NSB_soviet_civil_war_common.121.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				has_war = yes
			}
		}
		FROM = {
			country_event = {
				id = NSB_soviet_civil_war_common.123
				days = 1
				random_days = 2
			}
		}
	}
}
### Entity: Country History
Country: PUE
Component: PUE_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/PUE - Puerto Rico.txt

Code:
# Misc for PUE
capital = 686
set_convoys = 5
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort flexible_navy industrial_effort construction_effort production_effort
	set_technology = {
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Event
Component: india.444
Constructs: is_triggered_only
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.444
	title = india.444.t
	desc = india.444.desc
	picture = GFX_report_event_picture_RAJ_Imperial_Conference
	is_triggered_only = yes
	option = {
		name = india.444.a
	}
}
### Entity: Character
Component: MAC_simeon_radev
Constructs: has_government
Source: game
File: common/characters/MAC.txt

Code:
MAC_simeon_radev = {
	name = MAC_simeon_radev
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_2
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = MAC_simeon_radev
		allowed = {
			original_tag = MAC
		}
		available = {
			OR = {
				has_government = democratic neutrality
			}
		}
		traits = {
			compassionate_gentleman
		}
	}
}
### Entity: Idea
Component: KMT_firm_belief
Constructs: stability_factor, has_government, removal_cost, democratic_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_firm_belief = {
	removal_cost = -1
	name = KMT_universal_sufferage_ns
	picture = air_support_focus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = democratic
		}
	}
	modifier = {
		drift_defence_factor = 0.65
		stability_factor = 0.1
		democratic_drift = 0.1
		consumer_goods_factor = -0.15
	}
}
### Entity: Scripted Trigger
Component: ITA_missiolinis_weigh_mussolini_feels_safe
Source: game
File: common/scripted_triggers/ITA_scripted_triggers.txt

Code:
ITA_missiolinis_weigh_mussolini_feels_safe = {
	surrender_progress = < 0.01
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_legge_bottai
Constructs: prerequisite, add_stability, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_legge_bottai
	icon = GFX_focus_generic_treaty
	prerequisite = {
		focus = ITA_the_man_of_providence
	}
	x = 0
	y = 1
	relative_position_id = ITA_the_man_of_providence
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_political_power = 50
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		add_stability = 0.02
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = ITA_giuseppe_bottai
	}
}
### Entity: AI Strategy
Component: SOV_historical_dont_attack_poland_too_early
Constructs: is_historical_focus_on, declare_war
Source: game
File: common/ai_strategy/SOV.txt

Code:
SOV_historical_dont_attack_poland_too_early = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		is_historical_focus_on = yes
		date = < 1941.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = declare_war
		id = POL
		value = -300
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_recruit_norwegian_refugees
Constructs: prerequisite, has_government, completion_reward, add_political_power, allow_branch, has_capitulated, add_command_power, add_manpower
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_recruit_norwegian_refugees
	icon = GFX_focus_generic_manpower
	prerequisite = {
		focus = NOR_establish_milorg
	}
	x = 1
	y = 1
	relative_position_id = NOR_establish_milorg
	cost = 10
	available_if_capitulated = yes
	allow_branch = {
		NOR_kings_no_allow_trigger = yes
	}
	available = {
		has_capitulated = yes
		has_government = democratic
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_command_power = 50
		add_political_power = 100
		add_manpower = 10000
	}
}
### Entity: Idea
Component: brave_commanders_spirit
Constructs: has_doctrine, has_dlc
Source: game
File: common/ideas/navy_spirits.txt

Code:
brave_commanders_spirit = {
	ledger = navy
	available = {
		OR = {
			has_doctrine = new_fleet_in_being capital_hunters
		}
	}
	modifier = {
		naval_critical_score_chance_factor = 0.15
		naval_retreat_chance = -0.05
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		} {
			factor = 2
			OR = {
				has_doctrine = line_of_battle capital_hunters convoy_escort
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: USA_norfolk_naval_yard_organization
Constructs: add_trait, production_bonus, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/USA_organization.txt

Code:
USA_norfolk_naval_yard_organization = {
	include = generic_escort_ship_organization
	icon = GFX_idea_norfolk_naval_yard
	allowed = {
		tag = USA
	}
	add_trait = {
		token = USA_mio_trait_shipyard_expansion
		name = USA_mio_trait_shipyard_expansion
		icon = GFX_generic_mio_trait_icon_production_capacity
		special_trait_background = yes
		position = {
			x = 2
			y = 0
		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
	} {
		token = USA_mio_trait_naval_station_norfolk
		name = USA_mio_trait_naval_station_norfolk
		icon = GFX_generic_mio_trait_icon_naval_range
		special_trait_background = yes
		all_parents = {
			USA_mio_trait_shipyard_expansion
		}
		position = {
			x = 0
			y = 1
		}
		relative_position_id = USA_mio_trait_shipyard_expansion
		equipment_bonus = {
			reliability = 0.1
			naval_range = 0.1
		}
	}
}
### Entity: Character
Component: SIA_chao_phraya_sri_dharmathibhet
Constructs: has_completed_focus
Source: game
File: common/characters/SIA.txt

Code:
SIA_chao_phraya_sri_dharmathibhet = {
	advisor = {
		slot = political_advisor
		idea_token = SIA_chao_phraya_sri_dharmathibhet
		allowed = {
			original_tag = SIA
		}
		available = {
			has_completed_focus = SIA_meet_with_king_prajadhipok
		}
		traits = {
			SIA_privy_council_president
		}
		cost = 150
		ai_will_do = {
			factor = 1.0
		}
	}
	name = SIA_chao_phraya_sri_dharmathibhet
	portraits = {
		civilian = {
			small = GFX_portrait_SIA_chao_phraya_sri dharmathibhet_small
		}
	}
}
### Entity: Balance of Power
Component: POL_power_balance
Constructs: stability_factor, war_support_factor, conscription_factor, democratic_drift, neutrality_drift
Source: game
File: common/bop/POL.txt

Code:
POL_power_balance = {
	initial_value = 0
	left_side = POL_bop_sanation_left
	right_side = POL_bop_sanation_right
	decision_category = POL_balance_of_power_decisions
	range = {
		id = POL_bop_balance_range
		min = -0.1
		max = 0.1
		modifier = {
			stability_factor = -0.05
			war_support_factor = -0.05
		}
		on_activate = {

		}
		on_deactivate = {

		}
	}
	side = {
		id = POL_bop_sanation_left
		icon = GFX_idea_POL_sanation_left_opposition_1
		range = {
			id = POL_sanation_left_slight_dominance_range
			min = -0.25
			max = -0.1
			modifier = {
				stability_factor = 0.05
				consumer_goods_factor = -0.025
				war_support_factor = -0.1
			}
			on_activate = {

			}
			on_deactivate = {

			}
		} {
			id = POL_sanation_left_medium_dominance_range
			min = -0.5
			max = -0.25
			modifier = {
				stability_factor = 0.1
				consumer_goods_factor = -0.05
				war_support_factor = -0.15
				conscription_factor = -0.1
				democratic_drift = 0.02
			}
			on_activate = {

			}
			on_deactivate = {

			}
		} {
			id = POL_sanation_left_significant_dominance_range
			min = -0.8
			max = -0.5
			modifier = {
				stability_factor = 0.15
				consumer_goods_factor = -0.075
				war_support_factor = -0.2
				conscription_factor = -0.15
				democratic_drift = 0.05
			}
			on_activate = {

			}
			on_deactivate = {

			}
		} {
			id = POL_sanation_left_total_dominance_range
			min = -1
			max = -0.8
			modifier = {
				stability_factor = 0.3
				consumer_goods_factor = -0.125
				war_support_factor = -0.25
				conscription_factor = -0.2
				democratic_drift = 0.07
				production_speed_industrial_complex_factor = 0.15
			}
			on_activate = {
				country_event = poland.214
			}
			on_deactivate = {

			}
		}
	} {
		id = POL_bop_sanation_right
		icon = GFX_idea_POL_sanation_right_opposition_1
		range = {
			id = POL_sanation_right_slight_dominance_range
			min = 0.1
			max = 0.25
			modifier = {
				stability_factor = -0.1
				war_support_factor = 0.05
				conscription_factor = 0.05
			}
			on_activate = {

			}
			on_deactivate = {

			}
		} {
			id = POL_sanation_right_medium_dominance_range
			min = 0.25
			max = 0.5
			modifier = {
				stability_factor = -0.15
				war_support_factor = 0.1
				conscription_factor = 0.1
				consumer_goods_factor = 0.05
				neutrality_drift = 0.02
			}
			on_activate = {

			}
			on_deactivate = {

			}
		} {
			id = POL_sanation_right_significa
# ... (truncated)
### Entity: Country Tag
Component: PAF
Constructs: has_country_flag
Source: game
File: common/country_tag_aliases/r56_tag_aliases.txt

Code:
PAF = {
	original_tag = PAR
	has_country_flag = PAR_pcw_op_fo
}
### Entity: Event
Component: lar_spain.1
Constructs: is_triggered_only, has_completed_focus, limit, add_ideas, fire_only_once, add_political_power, has_dlc, set_country_flag
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.1
	title = spain.9.t
	desc = lar_spain.1.desc
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	fire_only_once = yes
	trigger = {
		tag = SPR
		has_dlc = La Resistance
	}
	immediate = {
		hidden_effect = {
			set_country_flag = SPR_spanish_elections_flag
			if = {
				limit = {
					focus_progress = {
						focus = SPR_the_popular_front
						progress = > 0
					}
					NOT = {
						has_completed_focus = SPR_the_popular_front
					}
				}
				complete_national_focus = SPR_the_popular_front
				add_political_power = -35
			} {
				limit = {
					focus_progress = {
						focus = SPA_a_great_spain
						progress = > 0
					}
					NOT = {
						has_completed_focus = SPA_a_great_spain
					}
				}
				complete_national_focus = SPA_a_great_spain
				add_political_power = -35
			} {
				limit = {
					has_completed_focus = SPR_the_popular_front
				}
				activate_mission = SPA_hand_over_the_ceda_campaign_chest_mission SPR_military_plot_republicans
				hidden_effect = {
					country_event = {
						id = lar_spain.4
					} {
						id = lar_spain.5
					}
					activate_mission = SPR_military_plot_republicans
					add_ideas = SPR_government_power_struggle
				}
			} {
				limit = {
					has_completed_focus = SPA_a_great_spain
				}
				random_list = {
					10 = {
						activate_mission = SPR_secure_the_guardia_de_asalto_mission
					} {
						modifier = {
							factor = 0
							is_historical_focus_on = yes
						}
						activate_mission = SPR_secure_the_guardia_civil_mission
					}
				}
				activate_mission = SPA_military_plot_nationalists
				hidden_effect = {
					country_event = {
						id = lar_spain.3
					} {
						id = lar_spain.5
						days = 20
						random_days = 10
					}
					activate_mission = SPA_military_plot_nationalists
				}
			}
			every_state = {
				limit = {
					is_core_of = SPR
				}
				add_core_of = SPA
			}
		}
	}
	option = {
		name = lar_spain.1.a
		trigger = {
			NOT = {
				has_completed_focus = SPA_a_great_spain
			}
		}
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		add_political_power = 5
		if = {
			limit = {
				NOT = {
					has_completed_focus = SPR_the_popular_front
				}
			}
			complete_national_focus = SPR_the_popular_front
			add_political_power = -35
			activate_mission = SPR_military_plot_republicans
			hidden_effect = {
				country_event = {
					i
# ... (truncated)
### Entity: Country History
Country: SCA
Component: SCA_misc
Constructs: set_convoys, set_research_slots
Source: game
File: history/countries/SCA - Scandinavia.txt

Code:
# Misc for SCA
capital = 111
set_convoys = 5
set_research_slots = 4
### Entity: Idea
Component: SIA_songsuradets_ascendency_r56_idea
Constructs: research_speed_factor, removal_cost, democratic_drift
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_songsuradets_ascendency_r56_idea = {
	name = SIA_state_of_the_civilian_wing_r56
	removal_cost = -1
	picture = democratic_bastion
	allowed_civil_war = {
		original_tag = SIA
	}
	modifier = {
		political_power_factor = -0.15
		research_speed_factor = 0.04
		join_faction_tension = 0.5
		justify_war_goal_time = 0.25
		democratic_drift = 0.01
		stability_weekly = -0.001
	}
}
### Entity: Technology
Component: motti_warfare
Constructs: research_cost
Source: game
File: common/technologies/r56_country_techs.txt

Code:
technology = {
	research_cost = 1
	allow = {
		always = no
	}
	infantry = {
		forest = {
			defence = 0.1
			movement = 0.05
		}
	}
}
### Entity: Effect Reference
Construct: modify_timed_idea
Constructs: limit, modify_timed_idea
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## modify_timed_idea

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Modify amount of days of a timed idea for the country in scope
ex:
SOV = {
	modify_timed_idea = {
		idea = my_idea_id
		days = 5
		# Add 5 days to the my_idea_id time-limit
	}
	modify_timed_idea = {
		idea = my_idea_id
		days = -5
		# Subtract 5 days to the my_idea_id time-limit
	}
	modify_timed_idea = {
		idea = my_idea_id
		years = 1
		months = 2
		days = variable_name
		# NB: at least 1 of year/month/days is mandatory
		# NB: accept integer or variables
		# NB: tooltip will use the same year/month/day format as input
	}
}
```
### Entity: National Focus
Tree: prc_focus
Component: PRC_agrarian_socialism
Constructs: prerequisite, completion_reward, has_idea, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/china_communist.txt

Code:
focus = {
	id = PRC_agrarian_socialism
	icon = GFX_focus_prc_agrarian_socialism
	prerequisite = {
		focus = PRC_strengthen_the_central_secretariat
	}
	mutually_exclusive = {
		focus = PRC_marxist_orthodoxy PRC_social_democracy_focus
	}
	x = 0
	y = 1
	relative_position_id = PRC_strengthen_the_central_secretariat
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {

	}
	bypass = {
		NOT = {
			has_idea = PRC_the_long_march_1
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = PRC_the_long_march_1
			add_idea = PRC_the_long_march_2
		}
	}
}
### Entity: Event
Component: venezuela.7
Constructs: is_triggered_only, add_war_support, create_wargoal, take_state_focus
Source: game
File: events/venezuela.txt

Code:
country_event = {
	id = venezuela.7
	title = venezuela.7.t
	desc = venezuela.7.d
	picture = GFX_report_event_soldiers_marching
	is_triggered_only = yes
	option = {
		name = venezuela.7.a
		create_wargoal = {
			type = take_state_focus
			target = COL
			generator = {
				486 306 493
			}
		}
		add_war_support = 0.1
	}
}
### Entity: Idea
Component: GDL_communist_guy
Constructs: has_government
Source: game
File: common/ideas/guadeloupe.txt

Code:
GDL_communist_guy = {
	picture = generic_political_advisor_african_3
	allowed = {
		original_tag = GDL
	}
	traits = {
		communist_revolutionary
	}
	do_effect = {
		NOT = {
			has_government = communism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Event
Component: news.319
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.319
	title = news.319.t
	desc = news.319.desc
	picture = GFX_news_event_bulgarian_soldiers
	major = yes
	is_triggered_only = yes
	option = {
		name = news.319.a
		trigger = {
			TAG = ROM
		}
	} {
		name = news.319.b
		trigger = {
			TAG = BUL
		}
	} {
		name = news.319.c
		trigger = {
			NOT = {
				TAG = ROM BUL
			}
		}
	}
}
### Entity: Event
Component: news.325
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.325
	title = news.325.t
	desc = news.325.desc
	picture = GFX_news_event_generic_parliament
	major = yes
	is_triggered_only = yes
	option = {
		name = news.325.a
		trigger = {
			TAG = YUG
		}
	} {
		name = news.325.b
		trigger = {
			TAG = BUL
		}
	} {
		name = news.325.c
		trigger = {
			NOT = {
				TAG = YUG BUL
			}
		}
	}
}
### Entity: Idea
Component: ICE_fishing_industry
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/iceland.txt

Code:
ICE_fishing_industry = {
	picture = eng_steady_as_she_goes
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {

	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.1
		supply_consumption_factor = -0.05
	}
	equipment_bonus = {
		convoy = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Event
Component: LIT_events.3
Constructs: is_triggered_only, limit, add_opinion_modifier, has_full_control_of_state
Source: game
File: events/NSB_Lithuania.txt

Code:
country_event = {
	id = LIT_events.3
	title = LIT_events.3.t
	desc = LIT_events.3.d
	picture = GFX_report_event_lithuanian_ultimatum
	is_triggered_only = yes
	option = {
		name = LIT_events.3.a
		add_opinion_modifier = {
			target = LIT
			modifier = returned_vilnius_opinion
		}
		reverse_add_opinion_modifier = {
			target = LIT
			modifier = returned_vilnius_opinion
		}
		hidden_effect = {
			LIT = {
				country_event = {
					days = 1
					id = LIT_events.301
				}
			}
		}
		effect_tooltip = {
			if = {
				limit = {
					has_full_control_of_state = 784
				}
				LIT = {
					transfer_state = 784
				}
			}
		}
	} {
		name = LIT_events.3.b
		hidden_effect = {
			LIT = {
				country_event = {
					days = 1
					id = LIT_events.302
				}
			}
		}
	}
}
### Entity: Event
Component: cold_war.39
Constructs: is_triggered_only, ai_chance, limit, has_government, is_historical_focus_on, set_country_flag, clr_country_flag, every_other_country
Source: game
File: events/Cold_War.txt

Code:
country_event = {
	id = cold_war.39
	picture = GFX_report_event_generic_rally_3
	title = cold_war.39.t
	desc = cold_war.39.d
	is_triggered_only = yes
	option = {
		name = cold_war.37.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				has_government = communism
				is_historical_focus_on = yes
			}
		}
		set_country_flag = r56_yalta_proposing_democratic_germany
		clr_country_flag = r56_yalta_proposing_undemocratic_germany
		every_other_country = {
			limit = {
				any_owned_state = {
					is_core_of = GER
					NOT = {
						is_core_of = PREV
					}
				}
			}
			set_country_flag = r56_yalta_received_neutral_germany_event
			country_event = cold_war.40
		}
	} {
		name = cold_war.37.b
		ai_chance = {
			base = 0
			modifier = {
				add = 1
				has_government = communism
			}
		}
		clr_country_flag = r56_yalta_proposing_democratic_germany
		set_country_flag = r56_yalta_proposing_undemocratic_germany
		every_other_country = {
			limit = {
				any_owned_state = {
					is_core_of = GER
					NOT = {
						is_core_of = PREV
					}
				}
			}
			set_country_flag = r56_yalta_received_neutral_germany_event
			country_event = cold_war.40
		}
	}
}
### Entity: Doctrine
Component: marines_2
Constructs: xp_cost, has_tech, has_dlc, unlock_subunit
Source: game
File: common/doctrines/subdoctrines/special_forces/special_forces_subdoctrines.txt

Code:
marines_2 = {
	track = {
		special_forces_first special_forces_second
	}
	name = SUBDOCTRINE_MARINES_2
	description = SUBDOCTRINE_MARINES_2_DESC
	icon = GFX_marines_expeditionary_medium
	xp_cost = 60
	xp_type = navy
	xor = {
		marines_1
	}
	mastery = {
		multiplier = 6
		categories = {
			category_marines_and_amphibious
		}
	}
	available = {
		has_tech = marines
	}
	visible = {
		has_dlc = Arms Against Tyranny
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 25
			OR = {
				original_tag = JAP USA
			}
		}
	}
	effect = {
		unlock_subunit = pioneer_support
	}
	marines_special_forces_contribution_factor = -0.25
	pioneer_support = {
		amphibious = {
			attack = 0.15
			defence = 0.15
			movement = 0.15
		}
	}
	rewards = {
		reward_1 = {
			mastery = 60
			naval_invasion_prep_days = -5
			naval_invasion_division_cap = 2
			naval_invasion_plan_cap = 1
			marines_special_forces_contribution_factor = -0.25
		}
		reward_2 = {
			mastery = 60
			pioneer_support = {
				battalion_mult = {
					category = category_line_artillery
					max_organisation = 2
					add = yes
				}
			}
			artillery = {
				battalion_mult = {
					category = category_marines
					defense = 0.05
				}
			}
			anti_air = {
				battalion_mult = {
					category = category_marines
					defense = 0.05
				}
			}
			anti_tank = {
				battalion_mult = {
					category = category_marines
					defense = 0.05
				}
			}
		}
		reward_3 = {
			mastery = 60
			marine = {
				max_organisation = 5
				soft_attack = 0.05
			}
			extra_marine_supply_grace = 36
		}
		reward_4 = {
			mastery = 60
			naval_invasion_planning_bonus_speed = 0.2
			shore_bombardment_bonus = 0.15
			army_bonus_air_superiority_factor = 0.1
		}
		reward_5 = {
			mastery = 60
			special_forces_attack_factor = 0.1
		}
	}
}