Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: SOV_opposition_support_low_decrease_effect
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_opposition_support_low_decrease_effect = {
	custom_effect_tooltip = SOV_opposition_support_low_decrease_effect_tt
	subtract_from_variable = {
		SOV_opposition_popular_support = 1
	}
	clamp_variable = {
		var = SOV_opposition_popular_support
		max = 60
		min = 0
	}
}
### Entity: Decision
Component: neo_assyrian_empire_category
Source: game
File: common/decisions/categories/00_formable_categories.txt

Code:
neo_assyrian_empire_category = {
	icon = generic_formable_nations
	picture = GFX_decision_cat_picture_neo_assyrian_empire
	allowed = {
		original_tag = ASY
	}
}
### Entity: Order of Battle
Component: air_wing_164
Source: game
File: history/units/ITA_1939_air_bba.txt

Code:
air_wings = {
	164 = {
		medium_plane_airframe_1 = {
			owner = ITA
			amount = 24
			version_name = SM.81
		}
	}
}
### Entity: Scripted Trigger
Component: frloc_tags_sg_fem_cons_la_de_en_03a
Constructs: has_government
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_tags_sg_fem_cons_la_de_en_03a = {
	OR = {
		AND = {
			has_government = fascism
			OR = {
				tag = ALB ARM BAY DOM FIN HUN KOS MAC MAL MOL NAV PNG PRE SAX SCO SLO SUD WLS ZIM
				original_tag = ALB ARM BAY DOM FIN HUN KOS MAC MAL MOL NAV PNG PRE SAX SCO SLO SUD WLS ZIM
			}
		} {
			has_government = communism
			OR = {
				tag = FIN GNB JOR MON MRT ORO
				original_tag = FIN GNB JOR MON MRT ORO
			}
		} {
			has_government = democratic
			OR = {
				tag = BEL BOS BRM BSK COL CZE FRA GAM JAM JOR KAL KSH NEN NMB NOR NZL ORO PAL PNG ROM SIE SIL SOM SWE SYR TAH TAY TRA ZAM
				original_tag = BEL BOS BRM BSK COL CZE FRA GAM JAM JOR KAL KSH NEN NMB NOR NZL ORO PAL PNG ROM SIE SIL SOM SWE SYR TAH TAY TRA ZAM
			}
		} {
			has_government = neutrality
			OR = {
				tag = BLR BOL BOS BRI BUL CAT CAY CHI CIN ENG EQG FIN GDL GLC GNA IVO KKP KYR LAT LIT MAC MOL MRT POL PRC SER SLV SOV TMS TUN TUR TZN URG VOL YAK YUG
				original_tag = BLR BOL BOS BRI BUL CAT CAY CHI CIN ENG EQG FIN GDL GLC GNA IVO KKP KYR LAT LIT MAC MOL MRT POL PRC SER SLV SOV TMS TUN TUR TZN URG VOL YAK YUG
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_specops_MAR_doctrine_progress_limit
Constructs: check_variable, set_temp_variable
Source: game
File: common/scripted_triggers/EAI_RESEARCH_tech_priority_triggers.txt

Code:
EAI_specops_MAR_doctrine_progress_limit = {
	OR = {
		AND = {
			check_variable = {
				EAI_FOCUS/LAND/spec_ops = global.EAI_MAR_SPEC_OPS
			}
			set_temp_variable = {
				_check_xp = 150
			}
			NOT = {
				EAI_XP_has_navy_check_xp = yes
			}
		} {
			check_variable = {
				EAI_FOCUS/LAND/spec_ops = global.EAI_MAR_SPEC_OPS
			}
			set_temp_variable = {
				_check_xp = 250
			}
			NOT = {
				EAI_XP_has_navy_check_xp = yes
			}
		}
	}
}
### Entity: Event
Component: bra.17
Constructs: is_triggered_only, fire_only_once, add_resource
Source: game
File: events/Brazil.txt

Code:
country_event = {
	id = bra.17
	title = bra.17.t
	desc = bra.17.d
	picture = GFX_report_event_generic_truck
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = bra.17.a
		497 = {
			add_resource = {
				type = rubber
				amount = -3
			}
		}
	}
}
### Entity: Achievement
Component: big_entente
Constructs: has_completed_focus, is_ironman, has_start_date, has_any_custom_difficulty_setting, is_faction_leader, is_core_of, is_in_faction_with
Source: game
File: common/achievements.txt

Code:
big_entente = {
	id = 25
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = FRA
	}
	happened = {
		is_faction_leader = yes
		has_completed_focus = FRA_strengthen_the_little_entente
		all_state = {
			OR = {
				NOT = {
					is_core_of = GER
				}
				AND = {
					is_core_of = GER
					owner = {
						OR = {
							tag = FRA
							is_in_faction_with = FRA
						}
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: emil_hacha
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
emil_hacha = {
	removal_cost = -1
	allowed = {
		original_tag = CZE
		NOT = {
			has_government = fascism neutrality democratic
		}
	}
	allowed_civil_war = {
		has_government = democratic
	}
	traits = {
		hitlers_puppet
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_air_defense
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_mastery_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_air_defense
	icon = GFX_goal_generic_air_doctrine
	prerequisite = {
		focus = ROM_acquire_licenses
	}
	mutually_exclusive = {
		focus = ROM_ground_support
	}
	x = -2
	y = 1
	relative_position_id = ROM_acquire_licenses
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_mastery_bonus = {
			name = ROM_air_defense
			bonus = 0.2
			days = 240
			grand_doctrine = new_operational_integrity
		}
		add_doctrine_cost_reduction = {
			name = ROM_air_defense
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
}
### Entity: Event
Component: AAT_finland_misc_events.01
Constructs: is_major, add_stability, fire_only_once
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_misc_events.01
	title = AAT_finland_misc_events.01.t
	desc = AAT_finland_misc_events.01.desc
	picture = GFX_report_event_FIN_helsinki_bombed
	trigger = {
		original_tag = FIN
		any_enemy_country = {
			is_major = yes
		}
		surrender_progress = > 0.05
	}
	mean_time_to_happen = {
		days = 20
	}
	fire_only_once = yes
	option = {
		name = AAT_finland_misc_events.01.a
		add_stability = 0.05
	}
}
### Entity: Character
Component: BOT_communist_guy
Constructs: has_government
Source: game
File: common/characters/BOT.txt

Code:
BOT_communist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = BOT_communist_guy
		allowed = {
			original_tag = BOT
		}
		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: National Focus
Tree: sau_focus
Component: SAU_general_army_buff
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/saudi_arabia.txt

Code:
focus = {
	id = SAU_general_army_buff
	icon = GFX_goal_generic_army_elite
	cost = 10.0
	prerequisite = {
		focus = SAU_romanticize_army
	} {
		focus = SAU_special_forces_focus
	}
	ai_will_do = {
		factor = 10
	}
	relative_position_id = SAU_romanticize_army
	x = 1
	y = 1
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		army_experience = 20
		add_ideas = {
			SAU_general_army_buff1
		}
	}
}
### Entity: Character
Component: liberty_fighter_prc
Source: game
File: common/country_leader/r56_traits.txt

Code:
liberty_fighter_prc = {
	random = no
	drift_defence_factor = 0.6
	communism_acceptance = -100
}
### Entity: AI Strategy
Component: GER_blitzkrieg_russia_with_force_concentration
Constructs: has_war_with, force_concentration_target_weight
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_blitzkrieg_russia_with_force_concentration = {
	allowed = {
		original_tag = GER
	}
	enable = {
		OR = {
			focus_progress = {
				focus = GER_war_with_the_ussr
				progress = > 0.01
			} {
				focus = GER_strike_eastward
				progress = > 0.01
			} {
				focus = GER_strike_at_the_source
				progress = > 0.01
			} {
				focus = GER_tackle_the_communist_threat
				progress = > 0.01
			}
			has_war_with = SOV
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = force_concentration_target_weight
		state = 206 202
		value = 25
	}
}
### Entity: Idea
Component: esperanza_cia
Constructs: has_completed_focus, has_global_flag, research_bonus
Source: game
File: common/ideas/r56_spain_republic.txt

Code:
esperanza_cia = {
	allowed = {
		original_tag = SPR
	}
	traits = {
		artillery_producer_offense_1
	}
	available = {
		has_completed_focus = SPR_Doc_Bonus_2
	}
	visible = {
		has_global_flag = SPR_R56_focus_tree
	}
	modifier = {

	}
	research_bonus = {
		artillery = 0.15
	}
}
### Entity: Character
Component: CHI_emporer_of_all_china
Constructs: stability_factor, war_support_factor, army_attack_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
CHI_emporer_of_all_china = {
	random = no
	sprite = 13
	war_support_factor = 0.1
	stability_factor = 0.1
	army_attack_factor = 0.05
	political_power_factor = 0.05
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: CZE_religious_tolerance
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_religious_tolerance = {
	picture = PER_unification_initiative_idea
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		compliance_growth = 0.3
		research_speed_factor = 0.03
	}
}
### Entity: Idea
Component: CHI_war_taxes
Constructs: removal_cost
Source: game
File: common/ideas/china_warlord.txt

Code:
CHI_war_taxes = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_foreign_capital
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.25
	}
}
### Entity: Character
Component: hierarch_minister_of_foreign_affairs
Constructs: fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
hierarch_minister_of_foreign_affairs = {
	random = no
	sprite = 13
	fascism_drift = 0.05
	political_power_factor = 0.05
	opinion_gain_monthly_factor = 0.15
	resistance_damage_to_garrison = -0.15
	custom_modifier_tooltip = ITA_hierarch_bop_tt
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_armament_investments
Constructs: prerequisite, has_war, completion_reward, has_civil_war, is_controlled_by, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_armament_investments
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = NOR_fund_the_rearmament
	}
	x = 20
	y = 2
	ai_will_do = {
		base = 10
		modifier = {
			OR = {
				has_war = yes
				has_civil_war = yes
			}
			factor = 20
		}
	}
	cost = 10
	available = {
		110 = {
			is_controlled_by = ROOT
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				110
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		add_timed_idea = {
			idea = NOR_state_investments
			days = 30
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: poland.57
Constructs: is_triggered_only, annex_country, add_core_of
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.57
	title = poland.57.t
	desc = poland.57.d
	picture = GFX_report_event_german_polish_border
	is_triggered_only = yes
	option = {
		name = poland.57.a
		GER = {
			annex_country = {
				target = DNZ
				transfer_troops = yes
			}
		}
		85 = {
			add_core_of = GER
		}
	}
}
### Entity: National Focus
Tree: cro_focus
Component: CRO_ideological_fanaticism_ustasha
Constructs: prerequisite, add_ideas, completion_reward, set_rule
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_ideological_fanaticism_ustasha
	icon = GFX_goal_CRO_ustasha_fanaticism
	prerequisite = {
		focus = CRO_military_youth
	}
	relative_position_id = CRO_political_effort
	x = 2
	y = 5
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = ideological_fanaticism_focus
		set_rule = {
			can_create_factions = yes
		}
		hidden_effect = {
			set_rule = {
				can_use_kamikaze_pilots = yes
			}
		}
		custom_effect_tooltip = kamikaze_focus_tooltip
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_370
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_370 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 370
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 370
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_the_spanish_red_army
Constructs: prerequisite, remove_ideas, completion_reward, add_tech_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_the_spanish_red_army
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_reeducate_the_bourgeoisie
	}
	icon = GFX_goal_generic_army_doctrines
	x = 0
	y = 1
	relative_position_id = SPR_reeducate_the_bourgeoisie
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		army_experience = 25
		remove_ideas = SPR_disbanded_army_2
		add_tech_bonus = {
			name = SPR_the_spanish_red_army
			bonus = 1
			uses = 1
			category = motorized_equipment
		}
		add_doctrine_cost_reduction = {
			name = SPR_the_spanish_red_army
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_reeducate_the_bourgeoisie
Constructs: prerequisite, add_stability, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_reeducate_the_bourgeoisie
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_invite_socialist_intellectuals
	} {
		focus = SPR_solidify_government_control
	}
	icon = GFX_goal_generic_political_pressure
	x = 2
	y = 1
	relative_position_id = SPR_invite_socialist_intellectuals
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		add_stability = 0.05
		add_political_power = 60
	}
}
### Entity: Character
Component: QUE_george_roy
Source: game
File: common/characters/QUE.txt

Code:
QUE_george_roy = {
	name = QUE_george_roy
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_3
		}
	}
	advisor = {
		cost = 100
		slot = air_chief
		idea_token = QUE_george_roy
		ledger = air
		allowed = {
			original_tag = QUE
		}
		traits = {
			air_air_superiority_2
		}
	}
}
### Entity: Character
Component: army_cavalry_2
Source: game
File: common/country_leader/00_traits.txt

Code:
army_cavalry_2 = {
	sprite = 17
	cavalry_attack_factor = 0.1
	cavalry_defence_factor = 0.1
	command_cap_increase = @tier2_cp_cap_increase
	command_power = @tier2_cp_cost
	ai_will_do = {
		factor = @army_command_factor_2
		modifier = {
			factor = 0
			command_power = < @tier2_cp_cost
		}
	}
}
### Entity: Scripted Effect
Component: AUS_set_airforce_defaults
Constructs: set_variable
Source: game
File: common/scripted_effects/AUS_scripted_effects.txt

Code:
AUS_set_airforce_defaults = {
	set_variable = {
		AUS_airforce_xp_gain_air = 0.02
	} {
		AUS_airforce_airforce_intel_factor = 0
	} {
		AUS_airforce_ground_attack_factor = 0
	} {
		AUS_airforce_air_superiority_efficiency = 0
	} {
		AUS_airforce_air_doctrine_cost_factor = 0
	} {
		AUS_airforce_industrial_capacity_factory = 0
	} {
		AUS_airforce_production_speed_air_base_factor = 0
	} {
		AUS_airforce_production_speed_anti_air_building_factor = 0
	} {
		AUS_production_speed_radar_station_factor = 0
	} {
		AUS_airforce_air_ace_generation_chance_factor = 0
	} {
		AUS_airforce_air_untrained_pilots_penalty_factor = 0
	}
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_naval_mine_warfare
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_naval_mine_warfare
	prerequisite = {
		focus = VNZ_flexible_navy
	}
	relative_position_id = VNZ_flexible_navy
	icon = GFX_focus_generic_mine_warfare
	x = -2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = ENG_anti_non_contact_committee
			bonus = 1.0
			uses = 1
			category = naval_minelaying
		} {
			name = ENG_anti_non_contact_committee
			bonus = 1.0
			uses = 2
			category = naval_minesweeping
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Modifier Reference
Construct: navy_fuel_consumption_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## navy_fuel_consumption_factor

* Number with 2 decimal places
* **Categories**: naval
### Entity: Character
Component: nationalistic_tendencies
Constructs: send_lend_lease_desire
Source: game
File: common/country_leader/r56_traits.txt

Code:
nationalistic_tendencies = {
	random = no
	fascism_acceptance = 10
	neutrality_acceptance = 10
	ai_strategy = {
		type = support
		id = GER
		value = 15
	} {
		type = support
		id = ITA
		value = 15
	} {
		type = send_lend_lease_desire
		id = GER
		value = -15
	} {
		type = send_lend_lease_desire
		id = ITA
		value = -15
	} {
		type = equipment_market_trade_desire
		id = GER
		value = 50
	} {
		type = equipment_market_trade_desire
		id = ITA
		value = 50
	}
}
### Entity: Shared Focus
Tree: cel_focus
Component: CEL_spirit_of_the_army
Constructs: shared_focus, prerequisite, limit, add_ideas, completion_reward, add_tech_bonus, has_dlc, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_celtic_shared.txt

Code:
shared_focus = {
	id = CEL_spirit_of_the_army
	icon = GFX_focus_generic_manpower
	relative_position_id = CEL_establish_special_forces
	prerequisite = {
		focus = CEL_establish_special_forces
	}
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = special_forces
		add_tech_bonus = {
			name = infantry_artillery_bonus
			bonus = 1
			uses = 2
			technology = tech_special_forces advanced_special_forces improved_special_forces extreme_environment_training survival_training elite_forces
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				name = special_forces_bonus
				cost_reduction = 0.5
				uses = 3
				category = special_forces_doctrine
			}
		}
		else = {
			add_tech_bonus = {
				name = infantry_artillery_bonus
				bonus = 1
				uses = 1
				category = r56_special_forces_training_tech
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_lessons_of_war
Constructs: prerequisite, limit, has_government, has_country_flag, completion_reward, has_war_with_major, is_controlled_by, add_mastery
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_lessons_of_war
	icon = {
		GFX_focus_SOV_the_glory_of_the_red_army_communism = {
			ROOT = {
				has_government = communism
			}
		}
		GFX_focus_generic_advanced_military_studies = {
			ROOT = {
				has_government = neutrality
			}
		}
		GFX_focus_generic_army_doctrines_2 = yes
	}
	prerequisite = {
		focus = CZE_elevate_slovak_officers CZE_improve_the_current_officer_pool
	}
	x = 0
	y = 4
	relative_position_id = CZE_elevate_the_vsv
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			has_war_with_major = yes
			has_country_flag = CZE_lessons_of_war_i_had_war_with_major_flag
		}
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	completion_reward = {
		army_experience = 25
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt CZE_ceskoslovenska_armada_ns_intro_tt generic_skip_one_line_tt
		add_mastery = {
			amount = 25
			folder = land
		}
		add_to_variable = {
			CZE_ceskoslovenska_armada_army_org_factor = 0.02
			tooltip = army_org_factor_tt
		}
		effect_tooltip = {
			swap_ideas = {
				remove_idea = CZE_elevate_the_vsv_idea_4
				add_idea = CZE_elevate_the_vsv_idea_5
			}
		}
		hidden_effect = {
			CZE_vsv_idea_go_up = yes
		}
		every_army_leader = {
			add_logistics = 1
		}
		if = {
			limit = {
				has_character = CZE_lev_prchala
				CZE_lev_prchala = {
					is_field_marshal = no
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			CZE_lev_prchala = {
				promote_leader = yes
			}
		} {
			limit = {
				has_character = CZE_josef_votruba
				CZE_josef_votruba = {
					is_field_marshal = no
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			CZE_josef_votruba = {
				promote_leader = yes
			}
		} {
			limit = {
				has_power_balance = {
					id = CZE_bop_army_readiness
				}
				has_power_balance_modifier = {
					id = CZE_bop_army_readiness
					modifier = CZE_bop_modifier_czech_sovereignty_is_threatened
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			remove_power_balance_modifier = {
				id = CZE_bop_army_readiness
				modifier = CZE_bop_modifier_czech_sovereignty_is_threatened
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_BALANCE_OF_POWER
	}
}
### Entity: State History
Component: 61
Constructs: add_core_of
Source: game
File: history/states/61-Mecklenburg.txt

Code:
state = {
	id = 61
	name = STATE_61
	manpower = 836353
	state_category = town
	history = {
		owner = GER
		add_core_of = GER MEK
		victory_points = {
			321 5
		} {
			11305 3
		}
		buildings = {
			infrastructure = 3
			arms_factory = 3
			321 = {
				naval_base = 6
			}
			air_base = 3
		}
	}
	provinces = {
		268 293 321 9294 11276 11305
	}
	local_supplies = 3.0
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_isolation_and_surveillance
Constructs: prerequisite, limit, add_ideas, completion_reward, has_dlc, add_tech_bonus, has_intelligence_agency, create_intelligence_agency
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_isolation_and_surveillance
	icon = GFX_goal_generic_secret_documents
	relative_position_id = EGY_restore_the_khedive
	x = 1
	y = 1
	cost = 5
	prerequisite = {
		focus = EGY_restore_the_khedive
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_ESPIONAGE
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			add_tech_bonus = {
				name = EGY_isolation_and_surveillance
				bonus = 1
				uses = 1
				category = military_police_tech
			}
			if = {
				limit = {
					NOT = {
						has_intelligence_agency = yes
					}
				}
				create_intelligence_agency = yes
			}
			add_ideas = EGY_isolation_and_surveillance_idea
		}
		else = {
			add_tech_bonus = {
				name = EGY_isolation_and_surveillance
				bonus = 1
				uses = 1
				category = military_police_tech
			}
			add_ideas = EGY_isolation_and_surveillance_idea2
		}
	}
}
### Entity: Idea
Component: PAL_high_military_power_idea
Constructs: stability_factor, removal_cost, breakthrough_factor, conscription_factor
Source: game
File: common/ideas/palestine.txt

Code:
PAL_high_military_power_idea = {
	picture = chi_army_corruption3
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		stability_factor = -0.15
		consumer_goods_factor = 0.15
		political_power_factor = 0.25
		experience_gain_army_factor = 0.1
		army_org_factor = 0.1
		breakthrough_factor = 0.05
		conscription_factor = 0.15
	}
}