Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: RAJ_CAV_01
Source: game
File: common/units/names_divisions/RAJ_names_divisions.txt

Code:
RAJ_CAV_01 = {
	name = Cavalry Division
	for_countries = {
		RAJ
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %d Indian Cavalry Division
	ordered = {
		1 = {
			%dst Indian Cavalry Division
		}
		2 = {
			%dnd Indian Cavalry Division
		}
		3 = {
			%drd Indian Cavalry Division
		}
		4 = {
			%dth Indian Cavalry Division
		}
		5 = {
			%dth Indian Cavalry Division
		}
		6 = {
			%dth Indian Cavalry Division
		}
		7 = {
			%dth Indian Cavalry Division
		}
		8 = {
			%dth Indian Cavalry Division
		}
		9 = {
			%dth Indian Cavalry Division
		}
		10 = {
			%dth Indian Cavalry Division
		}
		11 = {
			%dth Indian Cavalry Division
		}
		12 = {
			%dth Indian Cavalry Division
		}
		13 = {
			%dth Indian Cavalry Division
		}
		14 = {
			%dth Indian Cavalry Division
		}
		15 = {
			%dth Indian Cavalry Division
		}
		16 = {
			%dth Indian Cavalry Division
		}
		17 = {
			%dth Indian Cavalry Division
		}
		18 = {
			%dth Indian Cavalry Division
		}
		19 = {
			%dth Indian Cavalry Division
		}
		20 = {
			%dth Indian Cavalry Division
		}
		21 = {
			%dst Indian Cavalry Division
		}
		22 = {
			%dnd Indian Cavalry Division
		}
		23 = {
			%drd Indian Cavalry Division
		}
		24 = {
			%dth Indian Cavalry Division
		}
		25 = {
			%dth Indian Cavalry Division
		}
	}
}
### Entity: State History
Component: 240
Constructs: add_core_of
Source: game
File: history/states/240-Voronezh.txt

Code:
state = {
	id = 240
	name = STATE_240
	manpower = 1364537
	state_category = town
	history = {
		victory_points = {
			9449 1
		}
		owner = SOV
		buildings = {
			infrastructure = 3
		}
		add_core_of = SOV
		1939.1.1 = {
			buildings = {
				industrial_complex = 1
			}
		}
	}
	provinces = {
		473 534 3492 6432 6481 6517 6577 9424 9449 9489 9518 11439 11500
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_only_the_best_is_good_enough
Constructs: prerequisite, limit, add_ideas, completion_reward, check_variable, cancel_if_invalid, add_to_variable, has_idea
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_only_the_best_is_good_enough
	icon = GFX_focus_generic_military_industry
	overlay = GFX_focus_overlay_cze_level_four
	prerequisite = {
		focus = CZE_master_of_armaments
	} {
		focus = CZE_merge_skodas_consumer_good_plants
	}
	relative_position_id = CZE_master_of_armaments
	x = -2
	y = 2
	cost = 15
	available = {
		custom_trigger_tooltip = {
			tooltip = skoda_optimization_tier_greater_than_three_tt
			check_variable = {
				var = skoda_optimization_tier
				value = 3
				compare = greater_than
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = CZE_modify_skoda_works_ns_intro_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_skoda_works_dynamic_modifier_equipment_conversion_speed = 0.1
			tooltip = equipment_conversion_speed_tt
		} {
			line_change_production_efficiency_factor = 0.1
			tooltip = line_change_production_efficiency_factor_tt
		} {
			CZE_skoda_works_dynamic_modifier_production_factory_start_efficiency_factor = 0.1
			tooltip = production_factory_start_efficiency_factor_tt
		}
		if = {
			limit = {
				NOT = {
					has_idea = CZE_merged_consumer_good_plants
				}
			}
			add_ideas = CZE_only_the_best_is_good_enough_idea
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		else = {
			swap_ideas = {
				remove_idea = CZE_merged_consumer_good_plants
				add_idea = CZE_only_the_best_is_good_enough_idea
			}
		}
		random_owned_controlled_state = {
			prioritize = {
				70
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = arms_factory
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				71
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = arms_factory
								
# ... (truncated)
### Entity: Operation
Component: heavy_water_raid
Constructs: has_war_with, has_global_flag, is_subject_of, operation_cost
Source: game
File: common/operations/LaR_historical_operations.txt

Code:
heavy_water_raid = {
	icon = GFX_historical_heavy_water
	map_icon = GFX_historical_heavy_water_small
	name = heavy_water_raid
	desc = heavy_water_raid_desc
	days = 90
	allowed = {
		NOT = {
			original_tag = GER
		}
	}
	available = {
		has_global_flag = GER_heavy_water_production_underway
		has_war_with = GER
		110 = {
			resistance = > 50
		}
		OR = {
			network_strength = {
				target = GER
				state = 110
				value = > 50
			} {
				target = NOR
				state = 110
				value = > 50
			}
		}
	}
	visible = {
		has_global_flag = GER_heavy_water_production_underway
		FROM = {
			OR = {
				original_tag = GER
				AND = {
					original_tag = NOR
					is_subject_of = GER
				}
			}
		}
		OR = {
			AND = {
				GER = {
					controls_state = 110
				}
				network_national_coverage = {
					target = GER
					value = > 0
				}
			} {
				NOR = {
					controls_state = 110
				}
				network_national_coverage = {
					target = NOR
					value = > 0
				}
			}
		}
	}
	operatives = 1
	network_strength = 50
	equipment = {
		infantry_equipment = 500
		support_equipment = 50
	}
	on_start = {

	}
	outcome_modifiers = {
		operation_outcome
	}
	cost_modifiers = {
		operation_cost
	}
	risk_modifiers = {
		operation_risk
	}
	outcome_potential = {
		custom_effect_tooltip = heavy_water_raid_outcome_tt
	}
	risk_chance = 0.5
	experience = 5
	outcome_execute = {
		FROM = {
			country_event = lar_heavy_water.1
		}
		ROOT = {
			country_event = lar_heavy_water.2
		}
	}
	phases = {
		heavy_water_infiltration = {
			base = 100
		}
	} {
		heavy_water_attack = {
			base = 100
		}
	} {
		heavy_water_exfiltration = {
			base = 100
		}
	}
}
### Entity: Name List
Component: BAR
Source: game
File: common/names/00_names.txt

Code:
BAR = {
	male = {
		names = {
			Ahmad Alick Amon Andrew Baldwin Cassius Chilu Christon Cornelius Dafydd Daniel Davis Elijah Ellis Enoch Evelyn Fackson Felix Frederick George Godfrey Guy Hammerskjoeld Harry Hastings Henry Jeffrey John Kebby Keith Kennedy Kenneth Lazarus Leo Levy Lewanika Lottie Lupando Maiko Mainza Malimba Michael Mpezeni Mwesa Nalumino Nevers Nyumbu Obed Paul Philippe-Henri Precious Raphael Reuben Robert Rupiah Samuel Sebetwane Sekeletu Simon Stanley Tawny Tony Victor Wilbur Yunus
		}
	}
	female = {
		names = {
			Alice Binwell Dambisa Denise Julia Lucky Lukwesa Mamochisane Rachel Tasila Victoria
		}
	}
	surnames = {
		Badat Banda Brown Burak Bwalya Chibuye Chiluba Chiyanika Chona Earnshaw Edmond Edmonds Fischer Gregan Gray Hone James Jones Kachaka Kamanga Kapwepwe Kaunda Kavindele Kenyanta Krige Kunda Lange Lemba Lenshina Lisulo Makina Mapoma Masheke Matete Miyanda Moyo Mudenda Mumba Mundia Musokotwane Mutale Mutanya Mwale Mwanawasa Mwape Nachula Ngozi Nkandu Nkhata Nkumbula Rose Sata Scott Simutowe Simwinga Sinyangwe Smith Tayali Tembo Thomson Wamulwa Welensky Whitley Zulu
	}
	callsigns = {

	}
}
### Entity: Character
Component: air_pilot_training_3
Source: game
File: common/country_leader/00_traits.txt

Code:
air_pilot_training_3 = {
	sprite = 1
	air_training_xp_gain_factor = 0.15
	command_cap_increase = @tier3_cp_cap_increase
	command_power = @tier3_cp_cost
	ai_will_do = {
		factor = @army_command_factor_3
		modifier = {
			factor = 0
			command_power = < @tier3_cp_cost
		}
	}
}
### Entity: State History
Component: 801
Constructs: add_core_of
Source: game
File: history/states/801-Moesia.txt

Code:
state = {
	id = 801
	name = STATE_801
	manpower = 1218780
	state_category = rural
	history = {
		owner = BUL
		victory_points = {
			9612 3
		} {
			3796 3
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 1
		}
		add_core_of = BUL
	}
	provinces = {
		3796 3819 3952 6842 9610 9612
	}
	local_supplies = 0.0
}
### Entity: Country History
Country: ALS
Component: ALS_technology
Constructs: set_technology
Source: game
File: history/countries/ALS - Alsace-Lorraine.txt

Code:
# Starting Technologies for ALS
set_technology = {
	etax_doctrine = 1
	camo = 1
	sniper_rifle = 1
	steel_production_1 = 1
	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
	mtg_transport = 1
}
### Entity: Modding Documentation
Construct: Shadows
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## Draw.Shadows
* Type: Boolean
* Not available in release build
### Entity: Scripted Effect
Component: WTT_setup_political_struggle
Constructs: limit, has_country_flag, set_variable, set_country_flag, every_state, add_to_variable, set_state_flag
Source: game
File: common/scripted_effects/WTT_china_political_struggle_effects.txt

Code:
WTT_setup_political_struggle = {
	if = {
		limit = {
			NOT = {
				any_country = {
					has_country_flag = wtt_political_struggle
				}
			}
		}
		set_variable = {
			global.days_add_support = 60
		} {
			global.days_remove_support = 60
		} {
			global.small_state_support_value = @SMALL_STATE_SUPPORT_VALUE
		} {
			global.big_state_support_value = @BIG_STATE_SUPPORT_VALUE
		}
		325 = {
			set_variable = {
				state_political_support_value = @SMALL_STATE_SUPPORT_VALUE
			}
		}
		594 = {
			set_variable = {
				state_political_support_value = @SMALL_STATE_SUPPORT_VALUE
			}
		}
		595 = {
			set_variable = {
				state_political_support_value = @SMALL_STATE_SUPPORT_VALUE
			}
		}
		596 = {
			set_variable = {
				state_political_support_value = @SMALL_STATE_SUPPORT_VALUE
			}
		}
		597 = {
			set_variable = {
				state_political_support_value = @BIG_STATE_SUPPORT_VALUE
			}
		}
		598 = {
			set_variable = {
				state_political_support_value = @SMALL_STATE_SUPPORT_VALUE
			}
		}
		599 = {
			set_variable = {
				state_political_support_value = @SMALL_STATE_SUPPORT_VALUE
			}
		}
		600 = {
			set_variable = {
				state_political_support_value = @SMALL_STATE_SUPPORT_VALUE
			}
		}
		601 = {
			set_variable = {
				state_political_support_value = @SMALL_STATE_SUPPORT_VALUE
			}
		}
		602 = {
			set_variable = {
				state_political_support_value = @SMALL_STATE_SUPPORT_VALUE
			}
		}
		603 = {
			set_variable = {
				state_political_support_value = @SMALL_STATE_SUPPORT_VALUE
			}
		}
		604 = {
			set_variable = {
				state_political_support_value = @SMALL_STATE_SUPPORT_VALUE
			}
		}
		606 = {
			set_variable = {
				state_political_support_value = @SMALL_STATE_SUPPORT_VALUE
			}
		}
		607 = {
			set_variable = {
				state_political_support_value = @SMALL_STATE_SUPPORT_VALUE
			}
		}
		608 = {
			set_variable = {
				state_political_support_value = @BIG_STATE_SUPPORT_VALUE
			}
		}
		613 = {
			set_variable = {
				state_political_support_value = @BIG_STATE_SUPPORT_VALUE
			}
		}
		614 = {
			set_variable = {
				state_political_support_value = @SMALL_STATE_SUPPORT_VALUE
			}
		}
		615 = {
			set_variable = {
				state_political_support_value = @SMALL_STATE_SUPPORT_VALUE
			}
		}
		617 = {
			set_variable = {
				state_political_support_value = @SMALL_STATE_SUPPORT_VALUE
			}
		}
		622 = {
			set_variable = {
				state_political_support_value = @SMALL_STATE_SUPPORT_V
# ... (truncated)
### Entity: Order of Battle
Component: air_wing_58
Source: game
File: history/units/GER_1936_air_bba.txt

Code:
air_wings = {
	58 = {
		small_plane_naval_bomber_airframe_1 = {
			owner = GER
			amount = 72
			version_name = Do 22
		}
		name = Küstenfliegergruppe 106
	}
}
### Entity: Country History
Country: HON
Component: HON_army
Source: game
File: history/countries/HON - Honduras.txt

Code:
# OOB & Army Setup for HON
oob = HON_1936
### Entity: Country History
Country: EST
Component: EST_politics
Constructs: add_ideas, set_politics, set_popularities
Source: game
File: history/countries/EST - Estonia.txt

Code:
# Politics & Parties for EST
add_ideas = {
	limited_conscription
}
set_politics = {
	ruling_party = neutrality
	last_election = 1932.5.21
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 20
	fascism = 15
	communism = 5
	neutrality = 60
}
### Entity: Decision
Component: NOR_convert_merchant_ships_decisions_category
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/NOR_decision_categories.txt

Code:
NOR_convert_merchant_ships_decisions_category = {
	icon = GFX_decision_category_generic_crisis
	priority = 8
	visible = {
		has_completed_focus = NOR_convert_merchant_ships
	}
	allowed = {
		NOR_AAT = yes
	}
}
### Entity: Character
Component: PHI_self_reliance_defense_character
Constructs: industrial_capacity_factory
Source: game
File: common/country_leader/00_traits.txt

Code:
PHI_self_reliance_defense_character = {
	sprite = 5
	army_infantry_attack_factor = 0.05
	army_infantry_defence_factor = 0.1
	industrial_capacity_factory = 0.05
	experience_gain_army = @chief_experience_gain_low
	command_cap_increase = @tier1_cp_cap_increase
	command_power = @tier1_cp_cost
	ai_will_do = {
		factor = @army_chief_factor_2
		modifier = {
			factor = 0
			command_power = < @tier2_cp_cost
		}
	}
}
### Entity: Game Rule
Component: ARG_ai_behavior
Constructs: allow_achievements
Source: game
File: common/game_rules/00_game_rules.txt

Code:
ARG_ai_behavior = {
	name = ARG_AI_BEHAVIOR
	group = RULE_GROUP_AI_BEHAVIOR
	required_dlc = Trial of Allegiance
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_AI_DESC
	}
	option = {
		name = HISTORICAL
		text = RULE_OPTION_HISTORICAL
		desc = RULE_HISTORICAL_ARG_AI_DESC
		allow_achievements = yes
	} {
		name = FASCISM
		text = RULE_OPTION_FASCISM
		desc = RULE_FASCISM_ARG_AI_DESC
		allow_achievements = no
	} {
		name = COMMUNIST
		text = RULE_OPTION_COMMUNIST
		desc = RULE_COMMUNIST_ARG_AI_DESC
		allow_achievements = no
	} {
		name = DEMOCRATIC
		text = RULE_OPTION_DEMOCRATIC
		desc = RULE_DEMOCRATIC_ARG_AI_DESC
		allow_achievements = no
	} {
		name = RANDOM
		text = RULE_OPTION_RANDOM
		desc = RULE_OPTION_RANDOM_AI_DESC
		allow_achievements = no
	}
}
### Entity: AI Strategy
Component: FRA_focus_on_the_home_front
Constructs: has_capitulated
Source: game
File: common/ai_strategy/r56_FRA.txt

Code:
FRA_focus_on_the_home_front = {
	allowed = {
		original_tag = FRA
	}
	enable = {
		country_exists = GER
		GER = {
			has_capitulated = no
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = area_priority
		id = france
		value = 300
	} {
		type = area_priority
		id = germany
		value = 100
	} {
		type = area_priority
		id = benelux
		value = 100
	} {
		type = front_armor_score
		id = GER
		value = 100
	} {
		type = front_armor_score
		id = BEL
		value = 100
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_expand_the_coal_mines
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_in_home_area, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_expand_the_coal_mines
	icon = GFX_goal_generic_construction2
	cost = 10
	prerequisite = {
		focus = VIN_the_roaring_dragon_theory
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = industrial_complex
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = industrial_complex
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = 46
	y = 3
}
### Entity: Event
Component: r56_raj.115
Constructs: is_triggered_only, set_country_flag, add_popularity
Source: game
File: events/India.txt

Code:
country_event = {
	id = r56_raj.115
	title = r56_raj.115.t
	desc = r56_raj.115.d
	picture = GFX_report_event_indonesia_handover
	is_triggered_only = yes
	option = {
		name = r56_raj.115.a
		set_country_flag = john_mathai_enable
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = RAJ_john_mathai
	} {
		name = r56_raj.115.b
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		set_country_flag = Francis_Mudie_enable
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = RAJ_Francis_Mudie
	}
}
### Entity: Idea
Component: AUS_catholic_german_identity
Constructs: stability_factor, has_government, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_catholic_german_identity = {
	picture = MEX_church_power_5
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		fascism_drift = 0.02
		legitimacy_gain_factor = 0.1
		stability_factor = 0.1
	}
	targeted_modifier = {
		tag = GER
		attack_bonus_against = 0.05
		defense_bonus_against = 0.1
	}
	cancel = {
		has_government = communism
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_Raw_Material_Imports
Constructs: shared_focus, prerequisite, completion_reward
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_Raw_Material_Imports
	icon = GFX_goal_generic_positive_trade_relations_gold
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = RAJ_Machinery_for_Textiles
	}
	x = -5
	y = 4
	relative_position_id = RAJ_Establish_the_Planning_Commission
	completion_reward = {
		custom_effect_tooltip = RAJ_idl_material_focus_tt
	}
}
### Entity: Event
Component: BBA_ethiopia_industrial_financial_events.5
Constructs: is_triggered_only, ai_chance, annex_country
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_industrial_financial_events.5
	title = BBA_ethiopia_industrial_financial_events.5.t
	desc = BBA_ethiopia_industrial_financial_events.5.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_peaceful_annexation
	option = {
		name = BBA_ethiopia_industrial_financial_events.5.a
		ai_chance = {
			base = 10
		}
		annex_country = {
			target = FROM
			transfer_troops = yes
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_reorganize_the_heimwehr
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_reorganize_the_heimwehr
	icon = GFX_goal_generic_army_professionalism
	relative_position_id = AUS_new_austrian_state
	x = 2
	y = 1
	prerequisite = {
		focus = AUS_new_austrian_state
	}
	mutually_exclusive = {
		focus = AUS_integrate_into_the_bundesheer
	}
	cost = 5
	completion_reward = {
		swap_ideas = {
			remove_idea = AUS_weakened_federal_army
			add_idea = AUS_militia_army
		}
	}
}
### Entity: Idea
Component: EAI_DD_15/gw_tank_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_15/gw_tank_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		gw_tank_equipment = {
			build_cost_ic = -0.375
			instant = yes
		}
	}
}
### Entity: Character
Component: CZE_frantisek_hrabcik
Constructs: has_completed_focus, limit, has_country_flag, has_defensive_war, has_war_with_major, is_subject, has_power_balance
Source: game
File: common/characters/CZE.txt

Code:
CZE_frantisek_hrabcik = {
	name = CZE_frantisek_hrabcik
	portraits = {
		army = {
			large = GFX_portrait_CZE_frantisek_hrabcik
			small = GFX_portrait_CZE_frantisek_hrabcik_small
		}
	}
	corps_commander = {
		traits = {
			trait_mountaineer engineer_officer guerilla_fighter
		}
		skill = 3
		attack_skill = 3
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 4
		legacy_id = -1
	}
	advisor = {
		slot = high_command
		idea_token = CZE_frantisek_hrabcik
		allowed = {
			original_tag = CZE
		}
		traits = {
			army_guerilla_organizer_2
		}
		cost = 100
		available = {
			OR = {
				GER = {
					has_completed_focus = GER_demand_sudetenland
				}
				has_defensive_war = yes
			} {
				has_war_with_major = yes
				has_country_flag = CZE_lessons_of_war_i_had_war_with_major_flag
			}
			is_subject = no
		}
		ai_will_do = {
			factor = 1.0
		}
		on_add = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = CZE_bop_army_readiness
						}
					}
					CZE_bop_very_low_increase_effect = yes
					custom_effect_tooltip = generic_skip_one_line_tt
				}
			}
		}
		on_remove = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = CZE_bop_army_readiness
						}
					}
					CZE_bop_very_low_decrease_effect = yes
				}
			}
		}
	}
}
### Entity: Idea
Component: GER_deutsche_reichsbahn
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/GER.txt

Code:
GER_deutsche_reichsbahn = {
	picture = GER_deutsche_reichsbahn
	allowed = {
		original_tag = GER
	}
	visible = {
		NOT = {
			has_completed_focus = GER_kriegslokomotiven
		}
	}
	cost = 150
	research_bonus = {
		train_tech = 0.15
	}
	traits = {
		railway_company
	}
}