Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Country History
Country: GEN
Component: GEN_technology
Constructs: set_technology
Source: game
File: history/countries/GEN - Generalgouvernement.txt

Code:
# Starting Technologies for GEN
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
}
### Entity: Autonomous State
Component: autonomy_state
Constructs: is_puppet, has_dlc, has_variable
Source: game
File: common/autonomous_states/lar_collaboration_government.txt

Code:
autonomy_state = {
	id = autonomy_collaboration_government
	is_puppet = yes
	use_overlord_color = yes
	min_freedom_level = 0.0
	manpower_influence = 1.0
	rule = {
		desc = RULE_DESC_IS_A_SUBJECT
		can_not_declare_war = yes
		can_decline_call_to_war = no
		units_deployed_to_overlord = yes
		can_be_spymaster = no
		contributes_operatives = no
		can_create_collaboration_government = no
	}
	modifier = {
		autonomy_manpower_share = 1.0
		can_master_build_for_us = 1
		extra_trade_to_overlord_factor = 1.0
		overlord_trade_cost_factor = -0.9
		cic_to_overlord_factor = 0.75
		mic_to_overlord_factor = 0.75
		peace_score_ratio_transferred_to_overlord = 0.2
		lend_lease_tension_with_overlord = -0.1
		research_sharing_per_country_bonus_factor = -0.5
		faction_influence_contribution_factor = -0.75
	}
	ai_subject_wants_higher = {
		factor = 0.0
	}
	ai_overlord_wants_lower = {
		factor = 0.0
	}
	allowed = {
		has_dlc = La Resistance
		has_variable = collaboration_formed_by
	}
}
### Entity: National Focus
Component: equipment_effort
Constructs: prerequisite, completion_reward, add_breakthrough_progress, add_tech_bonus
Source: game
File: common/national_focus/generic.txt

Code:
focus = {
	id = equipment_effort
	icon = GFX_goal_generic_small_arms
	prerequisite = {
		focus = army_effort
	}
	x = -1
	y = 1
	relative_position_id = army_effort
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		add_breakthrough_progress = {
			specialization = specialization_land
			value = 0.1
		}
		add_tech_bonus = {
			name = infantry_artillery_bonus
			bonus = 1.0
			uses = 1
			category = infantry_weapons artillery
		}
	}
}
### Entity: Event
Component: AAT_norway_fascist.4
Constructs: is_triggered_only, ai_chance, has_government, add_political_power, has_political_power, is_historical_focus_on
Source: game
File: events/AAT_Norway.txt

Code:
country_event = {
	id = AAT_norway_fascist.4
	title = AAT_norway_fascist.4.t
	desc = AAT_norway_fascist.4.desc
	picture = GFX_report_event_NOR_quisling_meeting
	is_triggered_only = yes
	option = {
		name = AAT_norway_fascist.4.a
		ai_chance = {
			base = 20
			modifier = {
				factor = 5
				has_political_power = > 150
			} {
				factor = 10
				is_historical_focus_on = yes
				has_government = fascism
			}
		}
		trigger = {

		}
		add_political_power = -50
		FROM = {
			country_event = {
				id = AAT_norway_fascist.5
				hours = 4
			}
			event_option_tooltip = AAT_norway_fascist.5.a
		}
	} {
		name = AAT_norway_fascist.4.b
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		FROM = {
			country_event = {
				id = AAT_norway_fascist.6
				hours = 4
			}
		}
	}
}
### Entity: Decision
Component: GRE_1936_election_category
Constructs: has_dlc
Source: game
File: common/decisions/categories/GRE_decision_categories.txt

Code:
GRE_1936_election_category = {
	priority = 10
	icon = generic_crisis
	picture = GFX_decision_cat_picture_1936_election
	allowed = {
		tag = GRE
		has_dlc = Battle for the Bosporus
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_combined_bomber_offensive
Constructs: prerequisite, has_war, add_ideas, completion_reward, is_in_faction_with, add_tech_bonus
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_combined_bomber_offensive
	icon = GFX_goal_generic_air_bomber
	prerequisite = {
		focus = USA_strategic_bombing
	}
	available = {
		has_war = yes
		OR = {
			is_in_faction_with = GER JAP ITA SOV FRA ENG
		}
	}
	x = 0
	y = 2
	relative_position_id = USA_strategic_bombing
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		air_experience = 25
		add_tech_bonus = {
			name = USA_combined_bomber_offensive
			bonus = 1.0
			uses = 1
			category = heavy_air
		}
		add_ideas = combined_bomber_offensive
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_AIR_DOCTRINE_air_subdoctrine_theater_interdiction
Constructs: has_subdoctrine_in_track, check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_FOCUS_AIR_DOCTRINE_air_subdoctrine_theater_interdiction = {
	has_subdoctrine_in_track = fighter_aircraft
	NOT = {
		EAI_air_doctrine_progress_limit = yes
	}
	EAI_FOCUS_AIR_DOCTRINE_has_correct_grand_doctrine = yes
	OR = {
		NOT = {
			check_variable = {
				EAI_FOCUS/AIR/strategic_bomber = global.EAI_ON
			}
		}
	}
}
### Entity: Order of Battle
Component: 2. Tennesee Citizen Regiment
Constructs: division_template
Source: game
File: history/units/CSA_fascist_uprising.txt

Code:
division = {
	name = 2. Tennesee Citizen Regiment
	location = 10657
	division_template = Volunteer Brigade
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_naval_efficiency
Constructs: prerequisite, add_ideas, completion_reward, is_coastal
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_naval_efficiency
	icon = GFX_goal_generic_navy_doctrines_tactics
	prerequisite = {
		focus = AUS_coastal_defence_forts AUS_continue_old_production
	}
	mutually_exclusive = {

	}
	x = 3
	y = 1
	relative_position_id = AUS_continue_old_production
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_controlled_state = {
			is_coastal = yes
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_ideas = AUS_naval_efficiency_idea
	}
}
### Entity: Idea
Component: POR_strengthen_the_portuguese_youth_idea
Constructs: has_government, removal_cost, conscription_factor, neutrality_drift
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_strengthen_the_portuguese_youth_idea = {
	name = POR_the_portuguese_legion
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	picture = YUG_federal_defense_council
	removal_cost = -1
	modifier = {
		army_leader_start_defense_level = 1
		conscription_factor = 0.2
		neutrality_drift = 0.03
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_retake_the_spanish_netherlands
Constructs: prerequisite, completion_reward, create_wargoal, annex_everything
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_retake_the_spanish_netherlands
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_claim_the_french_throne
	}
	icon = GFX_goal_generic_occupy_states_ongoing_war
	x = 0
	y = 1
	relative_position_id = SPA_claim_the_french_throne
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		create_wargoal = {
			type = annex_everything
			target = HOL
			expire = 0
		} {
			type = annex_everything
			target = BEL
			expire = 0
		} {
			type = annex_everything
			target = LUX
			expire = 0
		}
	}
}
### Entity: Decision
Component: JAP_west_pacific_treaty_org_allied_trade_cat
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/JAP_decision_categories.txt

Code:
JAP_west_pacific_treaty_org_allied_trade_cat = {
	icon = GFX_decision_category_generic_trade
	allowed = {
		original_tag = JAP
	}
	visible_when_empty = no
	priority = 4
	visible = {
		has_completed_focus = JAP_form_greater_east_asian_customs_union
	}
}
### Entity: AI Strategy
Component: German_alternate_kaiser
Constructs: has_completed_focus, has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/GER_alternate_strategy_plan.txt

Code:
German_alternate_kaiser = {
	name = German Alternate plan to restore the Kaiser
	desc = Wir wollen unsren Kaiser Wilhelm wiederhaben!
	allowed = {
		original_tag = GER
		NOT = {
			has_dlc = Gotterdammerung
		}
	}
	enable = {
		OR = {
			has_country_flag = GER_AI_RANDOM_KAISER
			has_game_rule = {
				rule = GER_ai_behavior
				option = KAISER
			}
			AND = {
				has_game_rule = {
					rule = GER_ai_behavior
					option = DEFAULT
				}
				has_completed_focus = GER_oppose_hitler
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		GER_oppose_hitler GER_secure_the_new_state GER_revive_the_kaiserreich GER_rebuild_the_nation GER_fan_the_prussian_militarism GER_return_of_the_kaiser
	}
	research = {
		infantry_weapons = 50.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
	ideas = {
		hjalmar_schacht = 10
		heinrich_himmler = 0
		martin_bormann = 0
		goering = 0
	}
	traits = {
		captain_of_industry = 5
		GER_reich_marshal = 0
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {

	}
}
### Entity: Scripted Trigger
Component: ITA_is_italian_colony
Constructs: is_core_of
Source: game
File: common/scripted_triggers/ITA_scripted_triggers.txt

Code:
ITA_is_italian_colony = {
	OR = {
		is_core_of = ERI LBA SOM ETH
	}
}
### Entity: Order of Battle
Component: Kaigun Yobikantai
Source: game
File: history/units/JAP_1936_naval.txt

Code:
fleet = {
	name = Kaigun Yobikantai
	naval_base = 9859
	task_force = {
		name = Ominato Keibi Sentai
		location = 9859
		ship = {
			name = Kamikaze
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = JAP
					version_name = Mutsuki Class
				}
			}
		} {
			name = Nokaze
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = JAP
					version_name = Minekaze Class
				}
			}
		} {
			name = Namikaze
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = JAP
					version_name = Minekaze Class
				}
			}
		} {
			name = Numakaze
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = JAP
					version_name = Minekaze Class
				}
			}
		}
	} {
		name = Bogojunyokan Kantai
		location = 4056
		ship = {
			name = Iwate
			definition = heavy_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = JAP
					version_name = Izumo Class
				}
			}
		} {
			name = Hirado
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = JAP
					version_name = Chikuma Class
				}
			}
		} {
			name = Yahagi
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = JAP
					version_name = Chikuma Class
				}
			}
		}
	}
}
### Entity: Character
Component: BLZ_acr
Source: game
File: common/characters/BLZ.txt

Code:
BLZ_acr = {
	advisor = {
		slot = air_chief
		idea_token = BLZ_acr
		allowed = {
			original_tag = BLZ
		}
		traits = {
			air_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}
### Entity: Event
Component: LAT_events.7
Constructs: is_triggered_only, ai_chance, set_politics
Source: game
File: events/NSB_Latvia.txt

Code:
country_event = {
	id = LAT_events.7
	title = LAT_events.7.t
	desc = LAT_events.7.d
	picture = GFX_report_event_generic_riot
	is_triggered_only = yes
	option = {
		name = LAT_events.7.a
		ai_chance = {
			factor = 10
		}
		start_civil_war = {
			ideology = fascism
			size = party_popularity@fascism
		}
	} {
		name = LAT_events.7.b
		ai_chance = {
			factor = 0
		}
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
		}
	}
}
### Entity: Event
Component: indonesia.510
Constructs: has_completed_focus, has_war_with, fire_only_once, is_controlled_by, is_in_faction_with, has_civil_war, is_ai, is_on_continent
Source: game
File: events/indonesia.txt

Code:
country_event = {
	id = indonesia.510
	hidden = yes
	fire_only_once = yes
	trigger = {
		tag = INS
		has_war_with = JAP
		1126 = {
			is_controlled_by = JAP
		}
		is_in_faction_with = HOL
		HOL = {
			has_war_with = JAP
		}
		surrender_progress = > 0.7
		JAP = {
			OR = {
				has_completed_focus = JAP_sea_purge_the_kodoha_faction JAP_support_the_kodoha_faction
			}
			surrender_progress = < 0.4
		}
		has_civil_war = no
		NOT = {
			any_country = {
				is_ai = no
				NOT = {
					tag = JAP
				} {
					is_in_faction_with = JAP
				}
				has_war_with = ROOT
				any_state = {
					is_on_continent = asia
					NOT = {
						state = 334
					} {
						state = 974
					} {
						state = 1128
					} {
						state = 1135
					} {
						state = 446
					} {
						state = 975
					}
					is_owned_by = ROOT
					is_controlled_by = PREV
				}
			}
		}
	}
	mean_time_to_happen = {
		days = 2
	}
	immediate = {
		country_event = {
			id = indonesia.51
		}
	}
}
### Entity: Order of Battle
Component: 1st Hangover Division
Constructs: division_template
Source: game
File: history/units/r56w_WHY.txt

Code:
division = {
	name = 1st Hangover Division
	location = 3513
	division_template = Vodka and Crumpets
	start_experience_factor = 0.1
}
### Entity: Character
Component: DEN_christian_peder_kryssing
Constructs: has_completed_focus, has_government, is_subject
Source: game
File: common/characters/DEN.txt

Code:
DEN_christian_peder_kryssing = {
	name = DEN_christian_peder_kryssing
	portraits = {
		army = {
			large = GFX_portrait_DEN_christian_peder_kryssing
			small = GFX_portrait_Wilhelm_Wain_Prior_small
		}
	}
	corps_commander = {
		traits = {
			trait_engineer fortress_buster
		}
		skill = 3
		attack_skill = 4
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
		visible = {
			OR = {
				has_completed_focus = DEN_strengthen_the_officer_corp
				AND = {
					is_subject = yes
					OVERLORD = {
						OR = {
							has_government = fascism neutrality
						}
					}
					has_completed_focus = DEN_contribute_to_the_war
				}
			}
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_align_belgium
Constructs: prerequisite, has_war_with, completion_reward, is_in_faction, is_subject, is_subject_of, cancel_if_invalid, random_hours
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_align_belgium
	icon = GFX_goal_generic_forceful_treaty
	x = 1
	y = 1
	prerequisite = {
		focus = FRA_establish_spheres_of_influence
	}
	mutually_exclusive = {
		focus = FRA_split_belgium
	}
	relative_position_id = FRA_establish_spheres_of_influence
	cost = 10
	ai_will_do = {
		factor = 1
	}
	will_lead_to_war_with = BEL
	available = {
		BEL = {
			exists = yes
			is_in_faction = no
			NOT = {
				has_war_with = ROOT
			}
		}
		OR = {
			is_subject = no
			is_subject_of = GER
		}
	}
	bypass = {
		BEL = {
			is_subject_of = ROOT
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		BEL = {
			country_event = {
				id = lar_align_belgium.1
				hours = 6
				random_hours = 12
			}
		}
	}
}
### Entity: Idea
Component: UKR_cossack_heritage_idea
Constructs: removal_cost
Source: game
File: common/ideas/ukraine.txt

Code:
UKR_cossack_heritage_idea = {
	picture = r56_CAN_volunteers
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		land_doctrine_cost_factor = -0.1
		experience_gain_army = 0.05
		cavalry_attack_factor = 0.1
	}
}
### Entity: Idea
Component: NAV_acr
Source: game
File: common/ideas/navarra.txt

Code:
NAV_acr = {
	picture = generic_air_europe_3
	allowed = {
		original_tag = NAV
	}
	traits = {
		air_chief_reform_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Land_units.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Land_units"
### Entity: Idea
Component: EAI_DD_3/light_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_3/light_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_artillery_chassis = {
			build_cost_ic = -0.075
			instant = yes
		}
	}
}
### Entity: Country History
Country: KOM
Component: KOM_misc
Constructs: limit, set_technology, set_research_slots, set_grand_doctrine, has_dlc
Source: game
File: history/countries/KOM - Komi Republic.txt

Code:
# Misc for KOM
capital = 397
set_research_slots = 3
set_grand_doctrine = mass_assault new_fleet_in_being
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		fighter1 = 1
		early_bomber = 1
		strategic_bomber1 = 1
		naval_bomber1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		basic_submarine = 1
		early_destroyer = 1
		early_light_cruiser = 1
		early_heavy_cruiser = 1
		early_battleship = 1
		early_battlecruiser = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		early_ship_hull_light = 1
		early_ship_hull_cruiser = 1
		early_ship_hull_heavy = 1
		mtg_transport = 1
		basic_battery = 1
		basic_torpedo = 1
	}
}
### Entity: Event
Component: greece.20
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, fire_only_once, add_to_war
Source: game
File: events/r56_Greece.txt

Code:
country_event = {
	id = greece.20
	title = greece.20.t
	desc = greece.20.d
	picture = GFX_report_event_gre_allied_diplomacy_military
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = greece.20.a
		ai_chance = {
			modifier = {
				factor = 65
			}
		}
		add_to_war = {
			targeted_alliance = GRE
			enemy = TUR
			hostility_reason = asked_to_join
		}
	} {
		name = greece.20.b
		ai_chance = {
			modifier = {
				factor = 35
			}
		}
		add_opinion_modifier = {
			target = GRE
			modifier = medium_decrease
		}
		GRE = {
			add_opinion_modifier = {
				target = ITA
				modifier = medium_decrease
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_55
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_55 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 55
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 55
	}
}
### Entity: AI Strategy
Component: VIC_dont_call_allies_in_limited_war
Constructs: has_war_with, has_active_mission
Source: game
File: common/ai_strategy/SIA.txt

Code:
VIC_dont_call_allies_in_limited_war = {
	enable = {
		country_exists = VIC
		tag = VIC
		VIC = {
			has_war_with = SIA
		}
		SIA = {
			has_active_mission = SIA_limited_war_indochina
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = diplo_action_desire
		id = VIC
		value = -9999
		target = call_allies
	}
}
### Entity: Idea
Component: COG_tutsi_warrior_training_idea
Constructs: army_defence_factor, army_attack_factor, removal_cost, breakthrough_factor
Source: game
File: common/ideas/congo.txt

Code:
COG_tutsi_warrior_training_idea = {
	picture = generic_production_bonus
	allowed = {
		original_tag = COG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		breakthrough_factor = 0.05
		army_attack_factor = 0.05
		army_defence_factor = 0.05
	}
}
### Entity: Order of Battle
Component: 43rd Vodka Division
Constructs: division_template
Source: game
File: history/units/r56w_WHY.txt

Code:
division = {
	name = 43rd Vodka Division
	location = 3513
	division_template = Vodka and Crumpets
	start_experience_factor = 0.75
}
### Entity: Idea
Component: fin_motorized
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_finland.txt

Code:
fin_motorized = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = FRA_motorized_focus
	equipment_bonus = {
		motorized_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Scripted Effect
Component: DEN_bop_occupation_low_decrease_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_bop_occupation_low_decrease_effect = {
	add_power_balance_value = {
		id = DEN_occupation_balance
		value = -0.1
	}
}
### Entity: AI Strategy
Component: default_infantry_equipment_major_at_war
Constructs: has_war, is_major
Source: game
File: common/ai_strategy/r56_default.txt

Code:
default_infantry_equipment_major_at_war = {
	enable = {
		num_of_military_factories = > 20
		is_major = yes
		has_war = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories
		id = infantry
		value = 5
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_elevate_slovak_officers
Constructs: prerequisite, limit, completion_reward, is_subject_of, add_daily_mastery, add_to_variable, swap_ideas, remove_idea
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_elevate_slovak_officers
	icon = GFX_focus_CZE_army_reform
	prerequisite = {
		focus = CZE_go_with_vojcechovskys_plan_dynamic CZE_continue_with_snejdareks_plan_dynamic
	}
	mutually_exclusive = {
		focus = CZE_improve_the_current_officer_pool
	}
	relative_position_id = CZE_elevate_the_vsv
	x = -1
	y = 3
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		SLO = {
			OR = {
				exists = no
				is_subject_of = ROOT
			}
		}
	}
	completion_reward = {
		add_daily_mastery = {
			amount = 0.1
			days = 90
			name = CZE_elevate_slovak_officers
			track = infantry
		}
		custom_effect_tooltip = generic_skip_one_line_tt CZE_ceskoslovenska_armada_ns_intro_tt generic_skip_one_line_tt generic_skip_one_line_tt
		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_1
				add_idea = CZE_elevate_the_vsv_idea_2
			}
		}
		hidden_effect = {
			CZE_vsv_idea_go_up = yes
		}
		if = {
			limit = {
				has_character = CZE_rudolf_viest
			}
			show_unit_leaders_tooltip = CZE_rudolf_viest
		} {
			limit = {
				has_character = CZE_stefan_jurech
			}
			show_unit_leaders_tooltip = CZE_stefan_jurech
		}
		add_doctrine_cost_reduction = {
			name = CZE_elevate_slovak_officers
			cost_reduction = 0.25
			uses = 1
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER
	}
}