Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: FIN_bop_medium_decrease_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/FIN_scripted_effects.txt

Code:
FIN_bop_medium_decrease_effect = {
	add_power_balance_value = {
		id = FIN_power_balance
		value = -0.15
	}
}
### Entity: Order of Battle
Component: Volkssturm Augsburg
Constructs: division_template
Source: game
File: history/units/r56_GER_endsieg_units_4.txt

Code:
division = {
	name = Volkssturm Augsburg
	location = 708
	division_template = Volkssturm
	start_experience_factor = 0
	start_equipment_factor = 1
}
### Entity: Idea
Component: MEX_escuela_de_ingeneria_electrica
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/mexico_mtg_placeholder.txt

Code:
MEX_escuela_de_ingeneria_electrica = {
	cost = 25
	allowed = {
		original_tag = MEX
	}
	available = {
		has_completed_focus = MEX_focus_engineering_school
	}
	research_bonus = {
		electronics = 0.15
	}
	modifier = {
		tank_manufacturer_cost_factor = -0.25
		naval_manufacturer_cost_factor = -0.25
		aircraft_manufacturer_cost_factor = -0.25
		materiel_manufacturer_cost_factor = -0.25
	}
	traits = {
		electronics_concern
	}
}
### Entity: Character
Component: capo_supremo
Constructs: puppet_cost_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
capo_supremo = {
	random = no
	autonomy_manpower_share = 0.15
	subjects_autonomy_gain = -0.15
	puppet_cost_factor = -0.1
	modifier_army_sub_unit_militia_max_org_factor = 0.1
}
### Entity: Modifier Reference
Construct: female_random_operative_chance
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## female_random_operative_chance

* Number with 0 decimal places
* **Categories**: country, intelligence_agency
### Entity: Character
Component: WHY_murder_mountain
Source: game
File: common/characters/WHY.txt

Code:
WHY_murder_mountain = {
	name = Murder Mountain
	portraits = {
		civilian = {
			large = gfx/leaders/WHY/r56w_portrait_WHY_murder_mountain.dds
		}
	}
	corps_commander = {
		traits = {
			r56w_trait_army_free_coffee
		}
		skill = 5
		attack_skill = 5
		defense_skill = 5
		planning_skill = 5
		logistics_skill = 4
		legacy_id = -1
	}
}
### Entity: Character
Component: vfb_trait_muller
Source: game
File: common/country_leader/r56_traits.txt

Code:
vfb_trait_muller = {
	random = no
	sprite = 13
	political_power_factor = 0.05
	foreign_subversive_activites = -0.25
}
### Entity: Event
Component: wtt_news.66
Constructs: is_triggered_only, has_war_with
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.66
	title = wtt_news.66.t
	desc = wtt_news.66.desc
	picture = GFX_news_event_generic_parliament
	is_triggered_only = yes
	major = yes
	option = {
		name = wtt_news.66.a
		trigger = {
			original_tag = GRE
		}
	} {
		name = wtt_news.66.b
		trigger = {
			NOT = {
				original_tag = GRE
			} {
				has_war_with = FROM
			}
		}
	} {
		name = wtt_news.53.c
		trigger = {
			has_war_with = FROM
		}
	}
}
### Entity: AI Strategy
Component: EAI_ENG_CW_avoid_FRA_during_blitz
Constructs: is_in_faction_with, has_global_flag, is_ai
Source: game
File: common/ai_strategy/ENG_EAI.txt

Code:
EAI_ENG_CW_avoid_FRA_during_blitz = {
	enable = {
		NOT = {
			tag = ENG FRA
		}
		is_in_faction_with = ENG
		has_global_flag = EAI_GER_blitz_france_365d
		GER = {
			is_ai = yes
		}
		ITA = {
			is_ai = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_unit_request
		value = -100
		strategic_region = 5 19 20 208 7 21
	}
}
### Entity: Scripted Effect
Component: ITA_bop_high_increase_king_umberto_side_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_bop_high_increase_king_umberto_side_effect = {
	add_power_balance_value = {
		id = ITA_power_balance
		value = 0.2
		tooltip_side = ITA_king_umberto_side
	}
}
### Entity: Unit Template
Component: ARM_PAR_01
Source: game
File: common/units/names_divisions/ARM_names_divisions.txt

Code:
ARM_PAR_01 = {
	name = Paratrooper Divisions
	for_countries = {
		ARM
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = %dya Armyanska Vozdushno-Desantnaya Div.
	ordered = {
		1 = {
			%dya Armyanska Vozdushno-Desantnaya Div.
		}
		2 = {
			%dya Armyanska Vozdushno-Desantnaya Div.
		}
		3 = {
			%dya Armyanska Vozdushno-Desantnaya Div.
		}
		4 = {
			%dya Armyanska Vozdushno-Desantnaya Div.
		}
		5 = {
			%dya Armyanska Vozdushno-Desantnaya Div.
		}
		6 = {
			%dya Armyanska Vozdushno-Desantnaya Div.
		}
		7 = {
			%dya Armyanska Vozdushno-Desantnaya Div.
		}
		8 = {
			%dya Armyanska Vozdushno-Desantnaya Div.
		}
		9 = {
			%dya Armyanska Vozdushno-Desantnaya Div.
		}
		10 = {
			%dya Armyanska Vozdushno-Desantnaya Div.
		}
	}
}
### Entity: Event
Component: AAT_Sweden_flashpoints.22
Constructs: is_triggered_only, ai_chance
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_flashpoints.22
	title = AAT_Sweden_flashpoints.22.t
	desc = AAT_Sweden_flashpoints.22.desc
	picture = GFX_report_event_soviet_soldiers_tank
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_flashpoints.22.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_the_tiger_of_the_seas
Constructs: prerequisite, completion_reward, add_tech_bonus, ss_bonus
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_the_tiger_of_the_seas
	icon = GFX_goal_generic_navy_submarine
	cost = 10
	prerequisite = {
		focus = VIN_build_the_nha_trang_dockyards
	}
	mutually_exclusive = {
		focus = VIN_protecting_the_pearl
	}
	completion_reward = {
		add_tech_bonus = {
			name = ss_bonus
			bonus = 1.0
			ahead_reduction = 2
			uses = 1
			category = ss_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	x = 66
	y = 1
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_carrier_planes
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_carrier_planes
	icon = GFX_goal_generic_air_fighter
	prerequisite = {
		focus = FRA_carrier_focus
	}
	x = -1
	y = 1
	relative_position_id = FRA_carrier_focus
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = FRA_carrier_focus
			bonus = 1.0
			uses = 2
			category = naval_air
		}
	}
}
### Entity: Event
Component: sweden_soviet.30
Constructs: is_triggered_only, ai_chance
Source: game
File: events/SWE_sweden.txt

Code:
country_event = {
	id = sweden_soviet.30
	title = sweden_soviet.30.t
	desc = sweden_soviet.30.d
	picture = GFX_report_event_baltic_entente_one
	is_triggered_only = yes
	option = {
		name = sweden_soviet.30.a
		SWE = {
			country_event = sweden_soviet.31
		}
		ai_chance = {
			base = 100
		}
	} {
		name = sweden_soviet.30.b
		SWE = {
			country_event = sweden_soviet.32
		}
		ai_chance = {
			base = 0
		}
	}
}
### Entity: Character
Component: CHI_chu_minying
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/CHI.txt

Code:
CHI_chu_minying = {
	name = CHI_chu_minying
	portraits = {
		civilian = {
			small = GFX_portrait_CHI_chu_minyi_small
		}
	}
	gender = male
	advisor = {
		slot = political_advisor
		idea_token = CHI_chu_minying
		visible = {
			has_completed_focus = CHI_look_for_allies
		}
		allowed = {
			original_tag = CHI
			has_dlc = No Compromise, No Surrender
		}
		traits = {
			education_reformer
		}
	}
}
### Entity: National Focus
Tree: yun_focus
Component: YUN_a_land_of_mountains
Constructs: prerequisite, completion_reward, set_technology, has_country_leader, cancel_if_invalid
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = YUN_a_land_of_mountains
	icon = GFX_focus_generic_mountain_fortification
	x = 1
	y = 1
	cost = 10
	prerequisite = {
		focus = YUN_rally_around_long_yun
	}
	relative_position_id = YUN_rally_around_long_yun
	ai_will_do = {
		base = 1
	}
	available = {
		has_country_leader = {
			ruling_only = yes
			character = YUN_long_yun
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = GRE_mountain_training_effect generic_skip_one_line_tt mountain_guns_tt
		hidden_effect = {
			set_technology = {
				mountain_warfare = 1
				popup = no
			}
		} {
			set_technology = {
				mountain_gun = 1
				popup = no
			}
		}
	}
}
### Entity: Country History
Country: RKM
Component: RKM_misc
Constructs: limit, set_technology, add_political_power, set_grand_doctrine, has_dlc, set_research_slots, set_convoys, add_command_power
Source: game
File: history/countries/RKM - Reichskommisariat Moskowien.txt

Code:
# Misc for RKM
capital = 219
set_grand_doctrine = new_mobile_warfare new_convoy_raiding new_battlefield_support
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		fighter1 = 1
		early_bomber = 1
		tactical_bomber1 = 1
		strategic_bomber1 = 1
		CAS1 = 1
		naval_bomber1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
		improved_light_tank = 1
		basic_heavy_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
		improved_light_tank_chassis = 1
		basic_heavy_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		mtg_transport = 1
	}
}
set_research_slots = 3
set_convoys = 0
1939.1.1 = {
	add_political_power = 1197
	add_command_power = 100
	set_technology = {
		CAS2 = 1
		heavy_fighter1 = 1
		interwar_artillery = 1
		interwar_antitank = 1
		infantry_weapons2 = 1
		improved_infantry_weapons = 1
		support_weapons = 1
		support_weapons2 = 1
		paratroopers = 1
		electronic_mechanical_engineering = 1
		radio = 1
		cavity_magnatron = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_encryption = 1
		basic_decryption = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		construction3 = 1
		construction4 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
		dispersed_industry3 = 1
		dispersed_industry4 = 1
	}
	set_grand_doctrine = new_mobile_warfare new_convoy_raiding new_battlefield_support
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Character
Component: GER_reichsprotektor_trait
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_reichsprotektor_trait = {
	random = no
	political_power_factor = -0.05
	army_core_defence_factor = -0.05
	non_core_manpower = 0.03
	drift_defence_factor = 0.25
	resistance_target = -0.05
}
### Entity: Scripted Effect
Component: EAI_LEND_LEASE_player_coordinated_lend_lease
Constructs: limit, has_country_flag, set_temp_variable, check_variable
Source: game
File: common/scripted_effects/EAI_COUNTRY_lend_lease_effects.txt

Code:
EAI_LEND_LEASE_player_coordinated_lend_lease = {
	if = {
		limit = {
			any_other_country = {
				EAI_PREV_on_same_side_with_THIS = yes
				has_country_flag = EAI_coordinated_lend_lease
				set_temp_variable = {
					coordinated_lend_lease_iniatiator = THIS.id
				}
			}
		}
		var:coordinated_lend_lease_iniatiator = {
			var:EAI_coordinated_lend_lease_target = {
				if = {
					limit = {
						NOT = {
							has_country_flag = EAI_lend_lease_from_@ROOT
						}
					}
					ROOT = {
						EAI_LEND_LEASE_clear_all_targets = yes
						if = {
							limit = {
								ROOT = {
									has_country_flag = EAI_lend_lease_logging
									check_variable = {
										log_ended_lendlease = 1
									}
								}
							}
							log = [GetYear] [GetMonth] | AI | [Root.GetName] | LEND-LEASE: reason: EAI_LEND_LEASE_player_coordinated_lend_lease
						} {
							limit = {
								ROOT = {
									has_country_flag = EAI_lend_lease_logging
									check_variable = {
										log_started_lendlease = 1
									}
								}
							}
							log = [GetYear] [GetMonth] | AI | [Root.GetName] | LEND-LEASE: reason: EAI_LEND_LEASE_player_coordinated_lend_lease
						}
						set_temp_variable = {
							log_ended_lendlease = 0
						} {
							log_started_lendlease = 0
						}
						EAI_LEND_LEASE_set_target = yes
					}
				}
			}
		}
		set_temp_variable = {
			selected_lend_lease_target = 1
		}
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_fas_rallies
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, is_historical_focus_on, is_subject, swap_ideas
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_fas_rallies
	icon = GFX_goal_generic_demand_territory
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			OR = {
				has_government = democratic communism
				is_historical_focus_on = yes
				DEN = {
					has_completed_focus = DEN_Icelandic_path_to_Socialism
				}
			}
		} {
			factor = 0.1
			DEN = {
				OR = {
					has_government = democratic communism
				}
			}
		}
	}
	prerequisite = {
		focus = ICE_look_out
	}
	mutually_exclusive = {
		focus = ICE_sup_com ICE_sup_dem
	}
	available = {
		has_completed_focus = ICE_look_away
	}
	bypass = {
		is_subject = no
	}
	x = 22
	y = 2
	completion_reward = {
		if = {
			limit = {
				ICE = {
					has_completed_focus = ICE_look_away
				}
			}
			swap_ideas = {
				remove_idea = ICE_disloyal
				add_idea = ICE_disloyal_fascism
			}
		} {
			limit = {
				NOT = {
					ICE = {
						has_completed_focus = ICE_look_away
					}
				}
			}
			add_timed_idea = {
				idea = nationalism
				days = 1095
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	}
	search_filters = {
		FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_home_defense
Constructs: prerequisite, limit, completion_reward, add_building_construction, random_owned_controlled_state, is_core_of, is_capital
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_home_defense
	icon = GFX_goal_airplane_hunt
	relative_position_id = AUS_continue_choke_fortifications
	x = -1
	y = 1
	prerequisite = {
		focus = AUS_continue_choke_fortifications
	}
	cost = 5
	completion_reward = {
		capital_scope = {
			add_building_construction = {
				type = anti_air_building
				level = 2
				instant_build = yes
			}
		}
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				is_capital = no
			}
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
				is_capital = no
			}
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Doctrine
Component: armored_spearhead_no_lar
Constructs: is_major, xp_cost, has_dlc, enable_tactic, force_concentration
Source: game
File: common/doctrines/subdoctrines/land/armor_subdoctrines.txt

Code:
armored_spearhead_no_lar = {
	track = armor
	name = SUBDOCTRINE_ARMORED_SPEARHEAD
	description = SUBDOCTRINE_ARMORED_SPEARHEAD_DESC
	icon = GFX_doctrine_armored_spearhead_medium
	xp_cost = 100
	xp_type = army
	available = {
		always = yes
	}
	visible = {
		NOT = {
			has_dlc = La Resistance
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 25
			original_tag = GER
		} {
			factor = 0.5
			is_major = no
		}
	}
	enable_tactic = tactic_breakthrough
	rewards = {
		force_concentration = {
			category_tanks = {
				max_organisation = 2
				default_morale = 0.05
			}
		}
		armored_breakthrough_exploits = {
			category_all_armor = {
				breakthrough = 0.1
			}
		}
		local_reserves = {
			recon = {
				max_organisation = 10
			}
			light_armor = {
				default_morale = 0.1
				max_organisation = 3
			}
		}
		tactical_reconnaissance = {
			category_all_armor = {
				breakthrough = 0.1
			}
		}
		assault_detachments = {
			category_tanks = {
				max_organisation = 3
				breakthrough = 0.2
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: mio_policy_general_assembly_line_optimisers
Constructs: has_mio_equipment_type, has_mio_size, production_bonus
Source: game
File: common/military_industrial_organization/policies/_general_policies.txt

Code:
mio_policy_general_assembly_line_optimisers = {
	icon = GFX_mio_policy_assembly_line_optimisers
	allowed = {
		OR = {
			has_mio_equipment_type = small_plane_airframe medium_plane_airframe large_plane_airframe small_plane_cas_airframe small_plane_naval_bomber_airframe medium_plane_fighter_airframe medium_plane_scout_plane_airframe large_plane_maritime_patrol_plane_airframe armor motorized_equipment mechanized_equipment anti_tank_equipment flame_equipment anti_air_equipment artillery_equipment rocket_equipment infantry_equipment railway_gun_equipment train_equipment
		}
	}
	available = {
		has_mio_size = > 5
	}
	production_bonus = {
		same_as_mio = {
			production_efficiency_cap_factor = 0.05
			production_efficiency_gain_factor = 0.05
		}
	}
}
### Entity: Decision
Component: GER_price_controls_cat
Constructs: has_completed_focus, remove_ideas, has_government, add_war_support, has_country_flag, add_stability, add_opinion_modifier, fire_only_once
Source: game
File: common/decisions/GER.txt

Code:
GER_price_controls_cat = {
	GER_guns_before_butter = {
		icon = GFX_decision_ger_military_buildup
		ai_will_do = {
			base = 10
			modifier = {
				factor = 0
				check_variable = {
					GER_industrial_consumer_goods_factor = < 0.25
				}
			} {
				factor = 2
				check_variable = {
					GER_industrial_consumer_goods_factor = > 0.25
				}
			} {
				factor = 2
				check_variable = {
					GER_industrial_consumer_goods_factor = > 0.35
				}
			} {
				factor = 3
				check_variable = {
					GER_industrial_consumer_goods_factor = > 0.45
				}
			} {
				factor = 3
				check_variable = {
					GER_industrial_consumer_goods_factor = > 0.55
				}
			}
		}
		available = {

		}
		visible = {
			NOT = {
				has_country_flag = GER_inactivate_price_control_measures_flag
			}
		}
		cost = 30
		fire_only_once = yes
		complete_effect = {
			GER_modify_industrial_modifier = yes
			add_to_variable = {
				GER_industrial_consumer_goods_factor = -0.05
				tooltip = consumer_goods_factor_tt
			}
			GER_reduce_mefo_bills_penalty = yes
			add_war_support = 0.025
		}
	}
	GER_arbeit_und_brot = {
		icon = GFX_decision_generic_political_address
		ai_will_do = {
			base = 10
			modifier = {
				factor = 0
				check_variable = {
					GER_industrial_consumer_goods_factor = < 0.25
				}
			} {
				factor = 2
				check_variable = {
					GER_industrial_consumer_goods_factor = > 0.25
				}
			} {
				factor = 2
				check_variable = {
					GER_industrial_consumer_goods_factor = > 0.35
				}
			} {
				factor = 2
				check_variable = {
					GER_industrial_consumer_goods_factor = > 0.45
				}
			} {
				factor = 3
				check_variable = {
					GER_industrial_consumer_goods_factor = > 0.55
				}
			}
		}
		available = {

		}
		visible = {
			NOT = {
				has_country_flag = GER_inactivate_price_control_measures_flag
			}
		}
		cost = 30
		fire_only_once = yes
		complete_effect = {
			GER_modify_industrial_modifier = yes
			add_to_variable = {
				GER_industrial_consumer_goods_factor = -0.05
				tooltip = consumer_goods_factor_tt
			}
			GER_reduce_mefo_bills_penalty = yes
			add_popularity = {
				ideology = ROOT
				popularity = 0.025
			}
		}
	}
	GER_collect_scrap_metal = {
		icon = GFX_decision_steel
		ai_will_do = {
			base = 10
			modifier = {
				factor = 0
				check_variable = {
					GER_industrial_consumer_goods_factor = < 0.25
				}
			} {
				factor = 2
				check_variable = {
					GER_indu
# ... (truncated)
### Entity: Character
Component: AUS_julius_deutsch
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/AUS.txt

Code:
AUS_julius_deutsch = {
	name = AUS_julius_deutsch
	portraits = {
		army = {
			large = GFX_portrait_AUS_julius_deutsch
			small = GFX_portrait_AUS_julius_deutsch_small
		}
	}
	corps_commander = {
		traits = {
			militias_officer
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
		visible = {
			has_government = communism
			OR = {
				has_completed_focus = AUS_schutzbund_support AUS_properly_trained_militias
			}
			NOT = {
				original_tag = GER
			}
		}
	}
}
### Entity: National Focus
Tree: arm_focus
Component: ARM_planned_defense_policy
Constructs: prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/armenia.txt

Code:
focus = {
	id = ARM_planned_defense_policy
	icon = GFX_goal_ARM_armed_forces_armenia
	prerequisite = {
		focus = ARM_organize_the_institutions
	}
	relative_position_id = ARM_organize_the_institutions
	x = 0
	y = 2
	cost = 10
	available = {
		NOT = {
			has_government = communism
		}
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		army_experience = 15
		add_ideas = deterrence
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_challenge_the_monroe_doctrine
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, completion_reward, is_in_faction_with, is_subject
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_challenge_the_monroe_doctrine
	icon = GFX_focus_por_recover_latin_america
	prerequisite = {
		focus = GER_crossing_the_atlantic
	}
	x = -1
	y = 1
	relative_position_id = GER_crossing_the_atlantic
	cost = 5
	available = {
		NOT = {
			has_war_with = USA
			is_in_faction_with = USA
		}
		is_subject = no
		has_government = fascism
		USA = {
			NOT = {
				has_government = fascism neutrality
			}
		}
		custom_trigger_tooltip = {
			tooltip = GER_challenge_the_monroe_doctrine_tt_2
			check_variable = {
				global.monroe_doctrine_countries_to_destabilize^num = > 6
			}
		}
	}
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 0
			OR = {
				has_government = democratic communism
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	select_effect = {
		GER_setup_monroe_doctrine_countries_to_destabilize_array = yes
	}
	completion_reward = {
		set_country_flag = GER_destabilize_monroe_flag
		custom_effect_tooltip = GER_challenge_the_monroe_doctrine_tt generic_skip_one_line_tt
		hidden_effect = {
			IF = {
				limit = {
					USA = {
						OR = {
							has_government = democratic communism
						}
					}
				}
				USA = {
					country_event = {
						id = wuw_GER_monroe.1
						hours = 12
					}
				}
			}
		}
		if = {
			limit = {
				has_dlc = La Resistance
			}
			if = {
				limit = {
					NOT = {
						has_completed_focus = GER_anschluss
					}
				}
				custom_effect_tooltip = GER_modify_military_intelligence_service_modifier_tt
			}
			else = {
				GER_add_or_modify_military_intelligence_service = yes
			}
			add_to_variable = {
				GER_military_intelligence_service_operative_slot = 1
				tooltip = operative_slot_tt
			}
			GER_create_operative_johannes_becker = yes
		}
	}
}
### Entity: Event
Component: men.22
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/MEN.txt

Code:
country_event = {
	id = men.22
	title = men.22.t
	desc = men.22.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = men.22.a
		effect_tooltip = {
			add_opinion_modifier = {
				target = FROM
				modifier = AFG_PER_refused_annex
			}
		}
	}
}
### Entity: Idea
Component: ENG_confiscated_royal_wealth
Constructs: has_government, removal_cost
Source: game
File: common/ideas/britain.txt

Code:
ENG_confiscated_royal_wealth = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	modifier = {
		production_speed_industrial_complex_factor = 0.2
		production_speed_arms_factory_factor = 0.2
		production_speed_dockyard_factor = 0.2
	}
	picture = generic_foreign_capital
	removal_cost = -1
}