Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: BEL_government_in_exile_cat
Constructs: has_country_flag, fire_only_once, is_in_faction, is_in_faction_with, complete_effect, set_country_flag, remove_effect, clr_country_flag
Source: game
File: common/decisions/BEL.txt

Code:
BEL_government_in_exile_cat = {
	BEL_request_equipment_decision = {
		icon = GFX_decision_generic_industry
		allowed = {

		}
		available = {
			NOT = {
				has_country_flag = BEL_currently_undertaking_gov_4_action_flag
			}
		}
		targets = {
			GER ENG FRA
		}
		target_trigger = {
			ROOT = {
				OR = {
					is_in_faction = no
					is_in_faction_with = FROM
				}
			}
		}
		cost = 50
		fire_only_once = no
		days_remove = 30
		complete_effect = {
			set_country_flag = BEL_currently_undertaking_gov_4_action_flag
		}
		remove_effect = {
			clr_country_flag = BEL_currently_undertaking_gov_4_action_flag
			FROM = {
				country_event = {
					id = ww_BEL_event_diplomatic.15
					hours = 6
				}
			}
			custom_effect_tooltip = if_they_accept_tt
			event_option_tooltip = ww_BEL_event_diplomatic.15.a
		}
	}
	BEL_request_factory_access_decision = {
		icon = GFX_decision_generic_industry
		allowed = {

		}
		available = {
			NOT = {
				has_country_flag = BEL_currently_undertaking_gov_4_action_flag
			}
		}
		targets = {
			GER ENG FRA
		}
		target_trigger = {
			ROOT = {
				OR = {
					is_in_faction = no
					is_in_faction_with = FROM
				}
			}
		}
		cost = 50
		fire_only_once = no
		days_remove = 30
		complete_effect = {
			set_country_flag = BEL_currently_undertaking_gov_4_action_flag
		}
		remove_effect = {
			clr_country_flag = BEL_currently_undertaking_gov_4_action_flag
			FROM = {
				country_event = {
					id = ww_BEL_event_diplomatic.16
					hours = 6
				}
			}
			custom_effect_tooltip = if_they_accept_tt
			event_option_tooltip = ww_BEL_event_diplomatic.16.a
		}
	}
	BEL_share_military_experience = {
		icon = GFX_decision_generic_industry
		allowed = {

		}
		available = {
			NOT = {
				has_country_flag = BEL_currently_undertaking_gov_4_action_flag
			}
		}
		targets = {
			GER ENG FRA
		}
		target_trigger = {
			ROOT = {
				OR = {
					is_in_faction = no
					is_in_faction_with = FROM
				}
			}
		}
		cost = 50
		fire_only_once = no
		days_remove = 30
		complete_effect = {
			set_country_flag = BEL_currently_undertaking_gov_4_action_flag
		}
		remove_effect = {
			clr_country_flag = BEL_currently_undertaking_gov_4_action_flag
			FROM = {
				country_event = {
					id = ww_BEL_event_diplomatic.17
					hours = 6
				}
			}
			custom_effect_tooltip = if_they_accept_tt
			event_option_tooltip = ww_BEL_event_diplomatic.17.a
		}
	}
}
### Entity: National Focus
Tree: fla_focus
Component: FLA_rearmament_agreement
Constructs: prerequisite, add_ideas, completion_reward, add_political_power, allow_branch
Source: game
File: common/national_focus/flanders.txt

Code:
focus = {
	id = FLA_rearmament_agreement
	icon = GFX_focus_secret_rearmament
	prerequisite = {
		focus = FLA_welfare_focus FLA_conservatism_focus
	}
	x = 54
	y = 4
	cost = 10
	available_if_capitulated = yes
	allow_branch = {
		original_tag = FLA
	}
	ai_will_do = {
		factor = 4
	}
	completion_reward = {
		add_political_power = 50
		add_ideas = BEL_rearmement_agreement
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Event
Component: PER_imperial_events.162
Constructs: is_triggered_only, ai_chance
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_imperial_events.162
	title = PER_imperial_events.162.t
	desc = PER_imperial_events.162.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = PER_imperial_events.162.a
		ai_chance = {
			base = 90
		}
	}
}
### Entity: Unit Template
Component: DEN_CA_HISTORICAL
Source: game
File: common/units/names_ships/DEN_ship_names.txt

Code:
DEN_CA_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CA
	for_countries = {
		DEN
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser
	}
	prefix = HDMS 
	fallback_name = Tung Cruiseren %d
	unique = {
		Niels Juel Peder Skram Vitus Bering Sælen Hvalrossen Isbjørn Flynderen Mågen Ørnen Falken Ulken Olfert Fischer Fyen Hekla
	}
}
### Entity: Character
Component: VOL_nccr
Source: game
File: common/characters/VOL.txt

Code:
VOL_nccr = {
	advisor = {
		slot = navy_chief
		idea_token = VOL_nccr
		allowed = {
			original_tag = VOL
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: Character
Component: SWE_ture_nerman
Constructs: has_completed_focus, has_government, has_game_rule
Source: game
File: common/characters/SWE.txt

Code:
SWE_ture_nerman = {
	advisor = {
		slot = political_advisor
		cost = 150
		idea_token = SWE_ture_nerman
		allowed = {
			OR = {
				original_tag = SWE CHL
			}
		}
		available = {
			OR = {
				has_government = communism
				AND = {
					has_completed_focus = SWE_align_more_closely_with_the_landsorganisationen
					has_government = democratic
				}
				CHL_hub_of_the_revolution_trigger = yes
			}
		}
		visible = {
			OR = {
				has_government = communism
				AND = {
					has_completed_focus = SWE_align_more_closely_with_the_landsorganisationen
					has_government = democratic
				}
				CHL_hub_of_the_revolution_trigger = yes
			}
		}
		traits = {
			socialist_writer
		}
		ai_will_do = {
			base = 0
			modifier = {
				has_game_rule = {
					rule = SWE_ai_behavior
					option = SWE_COMMUNISM
				}
				add = 200
			}
		}
	}
	name = SWE_ture_nerman
	portraits = {
		civilian = {
			small = GFX_portrait_SWE_ture_nerman_small
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_utilize_new_designs_strength
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_utilize_new_designs_strength
	icon = GFX_goal_generic_heavy_armour_russian
	prerequisite = {
		focus = MON_acquire_foreign_tank_designs
	}
	x = 0
	y = 1
	relative_position_id = MON_acquire_foreign_tank_designs
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		country_event = {
			id = mongol_army.1
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Scripted Effect
Component: SWE_on_freed_cross_we_bear
Constructs: has_completed_focus, limit, has_country_flag, set_country_flag, add_to_variable
Source: game
File: common/scripted_effects/SWE_scripted_effects.txt

Code:
SWE_on_freed_cross_we_bear = {
	if = {
		limit = {
			SWE = {
				has_completed_focus = SWE_the_cross_we_bear
			}
			NOT = {
				has_country_flag = SWE_has_already_uncapped_once
			}
			NORDIC_is_nordic = yes
		}
		set_country_flag = SWE_has_already_uncapped_once
		SWE = {
			add_to_variable = {
				SWE_cross_we_bear_army_morale_factor = SWE_cross_we_bear_army_morale_factor_increase
			} {
				SWE_cross_we_bear_conscription = SWE_cross_we_bear_conscription_increase
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_difficulty_attrition_reduction
Constructs: limit, add_ideas, has_country_flag, has_idea, has_global_flag
Source: game
File: common/scripted_effects/EAI_DIFFICULTY_update.txt

Code:
EAI_difficulty_attrition_reduction = {
	if = {
		limit = {
			NOT = {
				has_idea = EAI_attrition_reduction EAI_attrition_reduction2 EAI_attrition_reduction3
			}
			OR = {
				has_global_flag = EAI_attrition_1 EAI_attrition_2 EAI_attrition_3
			}
		}
		if = {
			limit = {
				has_global_flag = EAI_attrition_1
			}
			add_ideas = EAI_attrition_reduction
		} {
			limit = {
				has_global_flag = EAI_attrition_2
			}
			add_ideas = EAI_attrition_reduction2
		} {
			limit = {
				has_global_flag = EAI_attrition_3
			}
			add_ideas = EAI_attrition_reduction3
		} {
			limit = {
				has_country_flag = EAI_difficulty_logging
			}
			log = [GetYear] [GetMonth] | DIFFICULTY | [Root.GetName] | ATTRITION: adding idea
		}
	}
}
### Entity: Event
Component: ww_congo.12
Constructs: is_triggered_only, ai_chance, limit, every_country, add_core_of, has_subject, is_subject_of, create_wargoal
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = ww_congo.12
	title = ww_congo.12.t
	desc = ww_congo.12.d
	picture = GFX_report_event_COG_force_publique_marching_to_war
	is_triggered_only = yes
	option = {
		name = ww_congo.12.a
		ai_chance = {
			base = 100
		}
		772 = {
			add_core_of = ROOT
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		every_country = {
			limit = {
				OR = {
					AND = {
						original_tag = BEL
						has_subject = COG
					} {
						original_tag = COG
						is_subject_of = BEL
					}
				}
			}
			create_wargoal = {
				type = take_state
				target = FROM
				generator = {
					772
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_JAP_china_DEPLOY_garrisons
Constructs: has_completed_focus, has_war_with, is_major, has_global_flag
Source: game
File: common/ai_strategy/JAP_EAI.txt

Code:
EAI_JAP_china_DEPLOY_garrisons = {
	allowed = {
		tag = JAP
	}
	enable = {
		OR = {
			has_global_flag = EAI_JAP_blitz_china_1000d
			has_war_with = CHI
			AND = {
				focus_progress = {
					focus = JAP_reinforce_the_beijing_garrison
					progress = > 0
				}
				NOT = {
					has_completed_focus = JAP_reinforce_the_beijing_garrison
				}
			}
		}
		CHI = {
			EAI_PREV_deploy_against_THIS = yes
		}
		NOT = {
			any_enemy_country = {
				NOT = {
					tag = CHI
				}
				is_major = yes
			}
		} {
			surrender_progress = > 0
		}
		alliance_naval_strength_ratio = > 5
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = garrison
		value = -400
	}
}
### Entity: Idea
Component: CHI_three_princpals_w_idea
Constructs: stability_factor, has_government, removal_cost
Source: game
File: common/ideas/china.txt

Code:
CHI_three_princpals_w_idea = {
	name = CHI_three_princpals_idea
	picture = CHI_three_principles_of_the_people
	removal_cost = -1
	allowed = {
		original_tag = CHI
	}
	allowed_civil_war = {
		has_government = democratic
	}
	modifier = {
		consumer_goods_factor = -0.05
		stability_factor = 0.05
	}
}
### Entity: Event
Component: SEA_PRC_misc_events.11
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_misc_events.11
	title = SEA_PRC_misc_events.11.t
	desc = SEA_PRC_misc_events.11.desc
	picture = GFX_report_event_PRC_norma_bethune_arrives
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_PRC_misc_events.11.a
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_adopt_maoism
Constructs: prerequisite, has_government, completion_reward, is_faction_leader, is_puppet, has_civil_war, is_in_faction, is_in_faction_with
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_adopt_maoism
	icon = GFX_focus_chi_cooperation_with_the_communists
	prerequisite = {
		focus = KOR_supreme_leader
	}
	mutually_exclusive = {
		focus = KOR_loyalty_to_moscow KOR_join_the_asian_communist_solidarity
	}
	x = 3
	y = 1
	relative_position_id = KOR_supreme_leader
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		PRC = {
			is_faction_leader = yes
			has_government = communism
			is_puppet = no
			has_civil_war = no
		}
		is_puppet = no
		NOT = {
			is_in_faction = yes
		}
	}
	bypass = {
		is_in_faction_with = PRC
	}
	completion_reward = {
		PRC = {
			country_event = {
				id = generic.2
				hours = 1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_secure_the_administration
Constructs: prerequisite, completion_reward, add_political_power, add_to_variable
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_secure_the_administration
	icon = GFX_focus_generic_join_comintern
	prerequisite = {
		focus = SOV_the_zinovyevite_terrorist_center
	}
	x = -1
	y = 1
	relative_position_id = SOV_the_zinovyevite_terrorist_center
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_SOV_POLITICAL_PARANOIA
	}
	completion_reward = {
		add_to_variable = {
			SOV_the_politburo_economy_cost_factor = -0.2
		} {
			SOV_the_politburo_trade_laws_cost_factor = -0.2
		} {
			SOV_the_politburo_mobilization_laws_cost_factor = -0.2
		}
		custom_effect_tooltip = SOV_secure_the_administration_ns_tt
		add_political_power = 50
		SOV_paranoia_medium_decrease_effect = yes
	}
}
### Entity: Decision
Component: XIC_war_in_yanan
Constructs: has_war_with, fire_only_once, cancel_if_not_visible, is_good
Source: game
File: common/decisions/CHI_warlord_decisions.txt

Code:
XIC_war_in_yanan = {
	XIC_war_halting = {
		priority = 100
		icon = GFX_decision_generic_ignite_civil_war
		visible = {
			original_tag = XIC
			has_war_with = PRC
		}
		available = {
			hidden_trigger = {
				always = no
			}
		}
		days_mission_timeout = 180
		fire_only_once = yes
		activation = {
			always = no
		}
		cancel_if_not_visible = yes
		is_good = no
		timeout_effect = {
			custom_effect_tooltip = XIC_stalemate_tt
			country_event = {
				id = SEA_warlords.55
				hours = 6
			}
		}
	}
	PRC_holding_out = {
		priority = 100
		icon = GFX_decision_generic_ignite_civil_war
		visible = {
			original_tag = XIC
			has_war_with = PRC
		}
		available = {
			hidden_trigger = {
				always = no
			}
		}
		days_mission_timeout = 180
		fire_only_once = yes
		activation = {
			always = no
		}
		cancel_if_not_visible = yes
		is_good = no
		timeout_effect = {
			custom_effect_tooltip = PRC_survival_tt
		}
	}
}
### Entity: Modding Documentation
Construct: get_var
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## get_var
* Arguments: <var name>

Gets a variable
### Entity: AI Strategy
Component: WTT_remove_infiltration_save_equipment
Constructs: has_completed_focus, has_war, has_war_with, is_major, has_dlc, save_equipment
Source: game
File: common/ai_strategy/WTT_china_ai_strategies.txt

Code:
WTT_remove_infiltration_save_equipment = {
	allowed = {
		NOT = {
			has_dlc = No Compromise, No Surrender
		}
	}
	enable = {
		tag = event_target:WTT_current_china_leader
		any_other_country = {
			has_completed_focus = PRC_infiltration
		}
	}
	abort = {
		OR = {
			any_country = {
				has_completed_focus = PRC_infiltration
				has_war_with = ROOT
			}
			AND = {
				has_war = yes
				any_enemy_country = {
					is_major = yes
				}
			}
		}
	}
	ai_strategy = {
		type = save_equipment
		id = infantry_equipment
		value = 1001
	}
}
### Entity: State History
Component: 366
Constructs: add_core_of
Source: game
File: history/states/366-Florida.txt

Code:
state = {
	id = 366
	name = STATE_366
	manpower = 1468210
	state_category = city
	history = {
		owner = USA
		buildings = {
			infrastructure = 2
			industrial_complex = 3
			air_base = 8
			1572 = {
				naval_base = 2
			}
			1843 = {
				naval_base = 5
			}
			7388 = {
				naval_base = 3
			}
			10352 = {
				naval_base = 1
			}
		}
		add_core_of = USA
		victory_points = {
			1843 5
		}
	}
	provinces = {
		866 1556 1572 1584 1843 1913 7388 9834 10352 10380 10407 10489 12353 12381 12439 12752
	}
	local_supplies = 10.0
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_academy_of_athens
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_academy_of_athens
	icon = GFX_focus_research
	prerequisite = {
		focus = GRE_cooperate_with_foreign_monopolies GRE_crack_down_on_foreign_monopolies
	}
	x = 4
	y = 1
	relative_position_id = GRE_cooperate_with_foreign_monopolies
	cost = 10
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_establish_the_daimo_koshi
Constructs: prerequisite, limit, add_ideas, completion_reward, is_subject_of, add_autonomy_score, add_to_variable, random_owned_controlled_state
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_establish_the_daimo_koshi
	icon = GFX_goal_trade_pact
	prerequisite = {
		focus = MEN_japanese_backed_coal_plants
	} {
		focus = MEN_open_suiyuan_mining_facilitys
	}
	x = -1
	y = 1
	bypass = {

	}
	available = {
		is_subject_of = JAP
	}
	relative_position_id = MEN_open_suiyuan_mining_facilitys
	cost = 10
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_autonomy_score = {
			value = -50
		}
		custom_effect_tooltip = generic_skip_one_line_tt r56_MEN_industry_modify_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_to_variable = {
			r56_MEN_industry_ns_production_factory_efficiency_gain_factor = 0.05
			tooltip = production_factory_efficiency_gain_factor_tt
		}
		random_owned_controlled_state = {
			prioritize = {
				611
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		swap_ideas = {
			remove_idea = MEN_fuel_for_the_war_machine_idea_3
			add_idea = MEN_fuel_for_the_war_machine_idea_4
		}
		if = {
			limit = {
				has_idea = export_focus
			}
			add_ideas = free_trade
		} {
			limit = {
				has_idea = limited_exports
			}
			add_ideas = export_focus
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_INTERNATIONAL_TRADE
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_prolong_benavides_presidency
Constructs: prerequisite, remove_ideas, has_country_flag, add_stability, completion_reward, add_political_power, set_politics, add_popularity
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_prolong_benavides_presidency
	prerequisite = {
		focus = PRU_empower_benavides
	}
	mutually_exclusive = {
		focus = PRU_protest_against_the_cancellation
	}
	icon = GFX_focus_usa_voter_registration_act
	x = 8
	y = 1
	relative_position_id = PRU_empower_benavides
	cost = 5
	available = {
		OR = {
			has_country_flag = PRU_benavides_power PRU_benavides_democracy
		}
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = PRU_Matias_Manzanilla
		hidden_effect = {
			remove_ideas = PRU_fighting_for_the_future_of_peru
		}
		set_politics = {
			ruling_party = neutrality
		}
		add_political_power = 150
		add_stability = -0.05
		add_popularity = {
			ideology = neutrality
			popularity = 0.07
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: AI Strategy
Component: GER_convoy_raiding
Source: game
File: common/ai_navy/goals/goals_GER.txt

Code:
GER_convoy_raiding = {
	objective_type = convoy_raiding
	available_for = {
		GER
	}
	min_priority = 3
	max_priority = 7
}
### Entity: Idea
Component: AFG_illiteracy_2
Constructs: research_speed_factor
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_illiteracy_2 = {
	picture = indochina_illiteracy
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		research_speed_factor = -0.2
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_reappoint_jinguang_as_admiral
Constructs: prerequisite, completion_reward, cancel_if_invalid, remove_unit_leader_role, add_naval_commander_role
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_reappoint_jinguang_as_admiral
	icon = GFX_focus_PRC_appoint_xiao_jianguang
	prerequisite = {
		focus = PRC_the_pla_naval_school
	}
	x = 0
	y = 2
	relative_position_id = PRC_the_pla_naval_school
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		PRC_ziao_jingguang = {
			remove_unit_leader_role = yes
			add_naval_commander_role = {
				character = PRC_ziao_jingguang
				traits = {
					navy_career_officer
				}
				skill = 3
				attack_skill = 2
				defense_skill = 2
				maneuvering_skill = 1
				coordination_skill = 2
				legacy_id = -1
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_chief_of_navy
		show_ideas_tooltip = PRC_ziao_jingguang
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_reform_the_naval_detachment
Constructs: prerequisite, limit, has_government, completion_reward, is_coastal, cancel_if_invalid, add_mastery_bonus, add_dynamic_modifier
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_reform_the_naval_detachment
	icon = {
		GFX_focus_PHI_maritime_communism = {
			ROOT = {
				has_government = communism
			}
		}
		GFX_goal_generic_build_navy = yes
	}
	prerequisite = {
		focus = CZE_continue_armed_force_reform
	}
	x = 18
	y = 1
	relative_position_id = CZE_continue_armed_force_reform
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		any_controlled_state = {
			is_coastal = yes
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_mastery_bonus = {
			name = CZE_reform_the_naval_detachment
			bonus = 0.1
			days = 1095
			folder = naval
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_dynamic_modifier = {
			modifier = CZE_ceskoslovenske_alecne_lodstvo_dynamic_modifier
		}
		if = {
			limit = {
				any_controlled_state = {
					NOT = {
						is_coastal = yes
					}
				}
			}
			custom_effect_tooltip = CZE_build_2_dockyards_when_we_have_coast_tt
		}
		random_owned_controlled_state = {
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
		unlock_decision_tooltip = {
			decision = CZE_recall_zdenko_hudecek
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: CHI_hyper_inflation_3
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/china.txt

Code:
CHI_hyper_inflation_3 = {
	picture = chi_hyper_inflation3
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.3
		industrial_capacity_factory = -0.15
	}
}
### Entity: Event
Component: belgium.137
Constructs: is_triggered_only
Source: game
File: events/BEL_additional_events.txt

Code:
country_event = {
	id = belgium.137
	title = belgium.137.t
	desc = belgium.137.desc
	picture = GFX_report_event_force_publique
	is_triggered_only = yes
	option = {
		name = belgium.137.a
	}
}
### Entity: Character
Component: CAS_manufacturer
Constructs: equipment_bonus
Source: game
File: common/country_leader/00_traits.txt

Code:
CAS_manufacturer = {
	random = no
	equipment_bonus = {
		small_plane_cas_airframe = {
			air_ground_attack = 0.1
			reliability = 0.1
		}
		cv_small_plane_cas_airframe = {
			air_ground_attack = 0.1
			reliability = 0.1
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: axis_minors_vichy_france.9
Constructs: is_triggered_only, fire_only_once, add_corps_commander_role
Source: game
File: events/r56_vichy_france.txt

Code:
country_event = {
	id = axis_minors_vichy_france.9
	title = axis_minors_vichy_france.9.t
	desc = axis_minors_vichy_france.9.desc
	picture = GFX_report_event_french_liberation
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = axis_minors_vichy_france.9.a
		add_corps_commander_role = {
			character = FRA_jean_de_lattre_de_tassigny
			traits = {
				trickster armor_officer brilliant_strategist cavalry_officer war_hero
			}
			skill = 5
			attack_skill = 5
			defense_skill = 3
			planning_skill = 5
			logistics_skill = 5
		}
	}
}