Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Special Project
Component: sp_naval_ice_carrier
Constructs: limit, fire_only_once, has_dlc, has_tech, resource_cost, breakthrough_cost, add_design_template_bonus, cost_factor
Source: game
File: common/special_projects/projects/naval_projects.txt

Code:
sp_naval_ice_carrier = {
	specialization = specialization_naval
	project_tags = sp_tag_surface_ship
	ai_will_do = {
		base = 1
	}
	allowed = {
		has_dlc = Gotterdammerung
	}
	available = {
		FROM = {
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				has_tech = improved_ship_hull_carrier
			}
			else = {
				has_tech = improved_carrier
			}
		}
	}
	resource_cost = {
		resources = {
			steel = 32
		}
	}
	complexity = sp_complexity.large
	prototype_time = sp_time.prototype.very_long
	breakthrough_cost = {
		specialization_naval = 2
	}
	project_output = {
		country_effects = {
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				add_design_template_bonus = {
					name = sp_naval_ice_carrier_free_design
					uses = 1
					cost_factor = 0.5
					equipment = ship_hull_mega_carrier
				}
				SP_create_variant_of_habakkuk_for_production_line = yes
				custom_effect_tooltip = {
					localization_key = SP_UNLOCK_TECH
					TECH = sp_refined_pykrete
				}
				add_equipment_production = {
					equipment = {
						type = ship_hull_mega_carrier
						version_name = Habakkuk
					}
					requested_factories = 1
					progress = 0.95
					amount = 1
				}
			}
			else = {
				add_equipment_production = {
					equipment = {
						type = mega_carrier
					}
					requested_factories = 1
					progress = 0.95
					amount = 1
				}
			}
		}
		enable_equipments = {
			limit = {
				has_dlc = Man the Guns
			}
			 = ship_hull_mega_carrier
		} {
			limit = {
				not = {
					has_dlc = Man the Guns
				}
			}
			 = mega_carrier
		}
		enable_equipment_modules = {
			limit = {
				has_dlc = Man the Guns
			}
			 = big_ship_deck_space ship_armor_ice_carrier_deck_1
		}
	}
	generic_prototype_rewards = {
		sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_navy_xp_1 sp_naval_generic_reward_navy_xp_2 sp_naval_generic_reward_navy_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3
	}
	unique_prototype_rewards = {
		sp_naval_ice_carrier_unique_reward_a = {
			fire_only_once = yes
			threshold = {
				min = 40
				max = 90
			}
			weight = {
				base = 100
			}
			option = {
				token = sp_naval_ice
# ... (truncated)
### Entity: Country History
Country: GUA
Component: GUA_characters
Constructs: recruit_character
Source: game
File: history/countries/GUA - Guatemla.txt

Code:
# Leaders & Characters for GUA
recruit_character = GUA_jorge_ubico GUA_justo_arbenz GUA_máximo_arbenz GUA_diego_barahona GUA_jorge_torriello_garrido GUA_carlos_diaz_de_leon GUA_jacopo_arbenz_guzman GUA_w_tesch_orlando GUA_r_buenaventure_pineda GUA_tomas_mendoza_urribe GUA_miguel_garcia_granados GUA_jose_ezuira_abel GUA_m_ydigaras_fuentes GUA_federico_ponce_vaides GUA_manuel_orellana GUA_francisco_javier_arana GUA_juan_arevalo_bermejo GUA_eduardo_villagran_ariza GUA_manuel_arroyo
### Entity: National Focus
Tree: cze_focus
Component: CZE_merge_the_paramilitaries
Constructs: has_completed_focus, prerequisite, has_war, limit, completion_reward, set_technology, has_game_rule, has_war_support
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_merge_the_paramilitaries
	icon = GFX_focus_ITA_banda_carita
	x = -9
	y = 1
	offset = {
		x = 3
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CZE_coalition_building
		}
	} {
		x = 1
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CZE_bastion_of_liberty
		}
	} {
		x = -5
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CZE_unify_the_fascist_parties
		}
	} {
		x = -1
		trigger = {
			has_completed_focus = CZE_bastion_of_liberty
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
		}
	}
	cost = 5
	prerequisite = {
		focus = CZE_placate_benes_faction CZE_unify_the_fascist_parties
	}
	relative_position_id = CZE_placate_benes_faction
	available = {
		OR = {
			threat = > 0.14
			has_war = yes
			has_war_support = > 0.75
		}
	}
	cancel_if_invalid = no
	completion_reward = {
		custom_effect_tooltip = CZE_ceskoslovenska_armada_ns_intro_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_ceskoslovenska_armada_conscription_factor = 0.05
			tooltip = conscription_factor_tt
		} {
			CZE_ceskoslovenska_armada_training_time_factor = -0.05
			tooltip = training_time_factor_tt
		} {
			CZE_ceskoslovenska_armada_modifier_army_sub_unit_militia_defence_factor = 0.05
			tooltip = modifier_army_sub_unit_militia_defence_factor_tt
		}
		if = {
			limit = {
				NOT = {
					has_tech = militia_tech
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			set_technology = {
				militia_tech = 1
				popup = no
			}
		}
		add_command_power = 25
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Character
Component: PRC_trained_by_the_nkvd
Source: game
File: common/country_leader/00_traits.txt

Code:
PRC_trained_by_the_nkvd = {
	random = no
	sprite = 15
	army_intel_factor = 0.1
	army_intel_to_others = -10
	operative_slot = 1
}
### Entity: National Focus
Component: danzig_focus
Constructs: add_equipment_to_stockpile, prerequisite, has_war, limit, add_ideas, remove_ideas, has_government, every_country
Source: game
File: common/national_focus/Danzig.txt

Code:
focus_tree = {
	id = danzig_focus
	country = {
		factor = 0
		modifier = {
			add = 30
			tag = DNZ
			NOT = {
				has_global_flag = r56_DNZ_prussia_legacy
			}
		}
	}
	default = no
	continuous_focus_position = {
		x = 15
		y = 1650
	}
	focus = {
		id = DNZ_danzig_senate
		icon = GFX_focus_usa_voter_registration_act
		x = 15
		y = 0
		cost = 5
		completion_reward = {
			add_political_power = 75
			add_popularity = {
				ideology = fascism
				popularity = 0.05
			}
		}
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
	} {
		id = DNZ_remove_lester
		icon = GFX_focus_ETH_addressing_the_league_of_nations
		prerequisite = {
			focus = DNZ_danzig_senate
		}
		mutually_exclusive = {
			focus = DNZ_maintain_status_quo
		}
		relative_position_id = DNZ_danzig_senate
		x = -1
		y = 1
		cost = 5
		ai_will_do = {
			factor = 10
		}
		available = {
			date = > 1937.1.1
			hidden_trigger = {
				DNZ = {
					is_ai = no
				}
			}
		}
		completion_reward = {
			add_political_power = 25
			GER = {
				country_event = {
					id = danzig.3
					days = 1
				}
			}
			POL = {
				news_event = {
					id = danzig.4
					days = 1
				}
			}
		}
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
	} {
		id = DNZ_strenghten_the_security_apparatus
		icon = GFX_goal_generic_secret_police_2
		prerequisite = {
			focus = DNZ_remove_lester
		}
		relative_position_id = DNZ_remove_lester
		x = 1
		y = 1
		cost = 10
		available = {
			OR = {
				has_government = fascism neutrality
			}
		}
		completion_reward = {
			add_stability = 0.1
			add_popularity = {
				ideology = fascism
				popularity = 0.05
			}
			add_tech_bonus = {
				name = mp_tech_bonus_name
				bonus = 1
				uses = 1
				category = military_police_tech
			}
		}
		search_filters = {
			FOCUS_FILTER_RESEARCH FOCUS_FILTER_STABILITY
		}
	} {
		id = DNZ_dissolve_the_zentrum_party
		icon = GFX_focus_POL_clamp_down_on_danzig
		prerequisite = {
			focus = DNZ_remove_lester
		} {
			focus = DNZ_strenghten_the_security_apparatus
		}
		relative_position_id = DNZ_remove_lester
		x = 0
		y = 2
		cost = 10
		available = {
			NOT = {
				has_government = democratic
			}
		}
		completion_reward = {
			add_stability = 0.05
			add_popularity = {
				ideology = democratic
				popularity = -0.1
			} {
				ideology = neutrality
				popularity = -0.05
			}
			add_named_threat = {
				threat = 0.2
				name = DNZ_dissolve_the_zentrum_party
			}

# ... (truncated)
### Entity: Trigger Reference
Construct: is_mio_trait_completed
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_mio_trait_completed

* Supported Scopes: INDUSTRIAL_ORG
* Supported Targets: none

```
Checks if the Military Industrial Organisation in scope has a trait matching the input token, which is also completed.
ex:
mio:my_mio = {
	is_mio_trait_completed = my_trait_token
	is_mio_trait_completed = {
		trait = my_trait_token
	}
}
```
### Entity: Idea
Component: SLV_mt
Source: game
File: common/ideas/slovenia.txt

Code:
SLV_mt = {
	ledger = army
	picture = generic_army_europe_6
	allowed = {
		original_tag = SLV
	}
	traits = {
		military_theorist
	}
}
### Entity: Character
Component: SOV_semyon_budyonny
Constructs: has_character_flag
Source: game
File: common/characters/SOV.txt

Code:
SOV_semyon_budyonny = {
	name = SOV_semyon_budyonny
	portraits = {
		army = {
			large = GFX_portrait_SOV_semyon_budyonny
			small = GFX_portrait_SOV_semyon_budyonny_small
		}
	}
	field_marshal = {
		traits = {
			old_guard inflexible_strategist politically_connected
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = 0
		visible = {
			NOT = {
				has_character_flag = SOV_exiled_flag
			}
		}
	}
}
### Entity: State History
Component: 927
Constructs: add_core_of, add_to_array
Source: game
File: history/states/927-South Annam.txt

Code:
state = {
	id = 927
	name = STATE_927
	provinces = {
		1328 1400 1605 4363 7271 7380 12109 12150 12176 1248 4255 4379 7229 10137 10180 10309 1285 1300 4334 4405 10162 10232 12204
	}
	resources = {
		rubber = 22
	}
	state_category = rural
	history = {
		owner = FRI
		add_core_of = FRI VIN
		add_to_array = {
			state_victory_points = 1605
		} {
			state_victory_points = 4379
		} {
			state_victory_points = 4405
		} {
			state_victory_points = 10309
		}
		victory_points = {
			1605 1
		} {
			4379 5
		} {
			4405 1
		} {
			10309 1
		}
		buildings = {
			infrastructure = 2
			air_base = 1
			10309 = {
				naval_base = 1
			}
		}
	}
	manpower = 2032137
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Idea
Component: fin_freedom_focus
Constructs: has_government, removal_cost, is_subject, is_puppet, communism_drift, fascism_drift
Source: game
File: common/ideas/r56_finland.txt

Code:
fin_freedom_focus = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism fascism
		}
	}
	removal_cost = -1
	picture = generic_pp_unity_bonus
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		} {
			has_government = communism fascism
		}
	}
	modifier = {
		communism_drift = -0.01
		fascism_drift = -0.01
		communism_acceptance = -20
		fascism_acceptance = -20
	}
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_the_princes
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_the_princes
	icon = GFX_goal_support_fascism
	ai_will_do = {
		factor = 2
	}
	x = 20
	y = 2
	mutually_exclusive = {
		focus = MAL_the_workers
	}
	prerequisite = {
		focus = MAL_decentralisation
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = MAL_political_idea_fascism
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Character
Component: PER_arthur_millspaugh
Constructs: has_completed_focus
Source: game
File: common/characters/PER.txt

Code:
PER_arthur_millspaugh = {
	name = PER_arthur_millspaugh
	portraits = {
		civilian = {
			small = GFX_portrait_PER_arthur_millspaugh_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = PER_arthur_millspaugh
		allowed = {
			original_tag = PER
		}
		visible = {

		}
		available = {
			NOT = {
				has_completed_focus = PER_islamic_restoration
			}
		}
		traits = {
			captain_of_industry
		}
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_indo_soviet_technology_exchange_r56
Constructs: shared_focus, prerequisite, completion_reward, is_ally_with, add_breakthrough_progress, add_to_tech_sharing_group
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_indo_soviet_technology_exchange_r56
	icon = GFX_goal_supremacy_of_will
	cost = 8
	ai_will_do = {
		base = 9
	}
	prerequisite = {
		focus = RAJ_connect_to_central_asia_r56
	}
	x = -1
	y = 2
	relative_position_id = RAJ_connect_to_central_asia_r56
	available = {
		is_ally_with = SOV
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_breakthrough_progress = {
			specialization = all
			value = 0.5
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_to_tech_sharing_group = raj_sov_nuclear
		SOV = {
			add_to_tech_sharing_group = raj_sov_nuclear
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_hongxiang_force
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, add_tech_bonus, has_dlc, add_potential_special_forces_tree
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_hongxiang_force
	icon = GFX_focus_generic_paratrooper
	x = 2
	y = 1
	relative_position_id = CHI_officialize_the_rocaf
	prerequisite = {
		focus = CHI_officialize_the_rocaf
	}
	cost = 5
	ai_will_do = {
		factor = 4
	} {
		factor = 10
	}
	available = {
		325 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	bypass = {

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

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = CHI_hongxiang_force
			bonus = 0.75
			uses = 2
			category = para_tech
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = generic_skip_one_line_tt paratrooper_subdoctrines_default_add_mastery_bonus_effect_tooltip
			add_potential_special_forces_tree = yes
			add_doctrine_cost_reduction = {
				name = CHI_hongxiang_force
				cost_reduction = 0.5
				uses = 2
				category = special_forces_doctrine
			}
			hidden_effect = {
				add_mastery_bonus = {
					name = CHI_hongxiang_force
					bonus = 0.1
					days = 240
					sub_doctrine = paratroopers_1
				} {
					name = CHI_hongxiang_force
					bonus = 0.1
					days = 240
					sub_doctrine = paratroopers_2
				}
			}
		}
	}
}
### Entity: Idea
Component: COG_congolese_uranium_trade_ns
Constructs: removal_cost
Source: game
File: common/ideas/congo.txt

Code:
COG_congolese_uranium_trade_ns = {
	picture = generic_research_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.1
		specialization_nuclear_speed_factor = 0.05
		production_speed_nuclear_reactor_factor = 0.1
		production_speed_nuclear_facility_factor = 0.03
	}
}
### Entity: Unit Template
Component: FREN_MOT_01
Source: game
File: common/units/names_divisions/FREN_names_divisions.txt

Code:
FREN_MOT_01 = {
	name = Motorized Division
	for_countries = {
		BRD CAM CAR CAY CHA CMR COG DAH GAB GDL GNA HAI IVO LAO MAD MLI NGR RCG RWA SEN TOG VOL
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		FREN_INF_01
	}
	fallback_name = %dème Div. d'Infanterie Motorisée
	ordered = {
		1 = {
			%dère Div. d'Infanterie Motorisée
		}
		2 = {
			%dème Div. d'Infanterie Motorisée
		}
		3 = {
			%dème Div. d'Infanterie Motorisée
		}
		4 = {
			%dème Div. d'Infanterie Motorisée
		}
		5 = {
			%dème Div. d'Infanterie Motorisée
		}
		6 = {
			%dème Div. d'Infanterie Motorisée
		}
		7 = {
			%dème Div. d'Infanterie Motorisée
		}
		8 = {
			%dème Div. d'Infanterie Motorisée
		}
		9 = {
			%dème Div. d'Infanterie Motorisée
		}
		10 = {
			%dème Div. d'Infanterie Motorisée
		}
	}
}
### Entity: Idea
Component: QUE_liberal_legacy
Constructs: stability_factor
Source: game
File: common/ideas/quebec.txt

Code:
QUE_liberal_legacy = {
	allowed_civil_war = {
		always = no
	}
	picture = bad_investment
	modifier = {
		political_power_cost = 0.25
		stability_factor = -0.15
		surrender_limit = -0.25
	}
}
### Entity: Idea
Component: EAI_DD_20/medium_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_20/medium_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_artillery_chassis = {
			build_cost_ic = -0.5
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_allied_intelligence_cooperation
Constructs: prerequisite, limit, random_country, completion_reward, is_in_faction, is_in_faction_with, add_to_tech_sharing_group, is_faction_leader
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_allied_intelligence_cooperation
	prerequisite = {
		focus = POR_reenter_international_affairs
	}
	icon = GFX_goal_generic_scientific_exchange
	cost = 5
	x = 1
	y = 1
	relative_position_id = POR_reenter_international_affairs
	available = {
		is_in_faction = yes
	}
	ai_will_do = {
		base = 15
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				is_in_faction_with = ENG
			}
			add_to_tech_sharing_group = commonwealth_research
		}
		else = {
			random_country = {
				limit = {
					is_faction_leader = yes
					is_in_faction_with = ROOT
				}
				PREV = {
					add_to_tech_sharing_group = GEN_Shared_Research_group
				}
			}
			add_to_tech_sharing_group = GEN_Shared_Research_group
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: State History
Component: 942
Constructs: add_core_of
Source: game
File: history/states/942 - Rondonia.txt

Code:
state = {
	id = 942
	name = STATE_942
	manpower = 120000
	state_category = pastoral
	history = {
		owner = BRA
		add_core_of = BRA
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			12939 2
		}
	}
	provinces = {
		12939 13283 13284
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_fortress
Constructs: prerequisite, completion_reward, set_building_level
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_fortress
	icon = GFX_goal_generic_fortify_city
	cost = 10
	ai_will_do = {
		factor = 10
	}
	prerequisite = {
		focus = SWI_redoubt
	}
	mutually_exclusive = {
		focus = SWI_three_layer
	}
	available = {
		controls_state = 3 151
	}
	x = 30
	y = 4
	completion_reward = {
		3 = {
			set_building_level = {
				type = bunker
				level = 10
				province = {
					id = 11590 3612 9618 9587 636
					limit_to_border = no
				}
			}
		}
		151 = {
			set_building_level = {
				type = bunker
				level = 10
				province = {
					id = 11601 661
					limit_to_border = no
				}
			}
		}
	}
}
### Entity: Unit Leader
Component: inspirational_leader
Constructs: gain_xp
Source: game
File: common/unit_leader/00_traits.txt

Code:
inspirational_leader = {
	type = field_marshal
	gain_xp = {
		always = no
	}
	cost = 1000
	field_marshal_modifier = {
		army_morale_factor = 0.1
	}
	slot = army_chief
	specialist_advisor_trait = army_chief_morale_1
	expert_advisor_trait = army_chief_morale_2
	genius_advisor_trait = army_chief_morale_3
	ai_will_do = {
		factor = 1
	}
	trait_type = assignable_trait
	gui_row = 8
}
### Entity: Idea
Component: AST_strike_from_down_under_idea
Constructs: removal_cost, equipment_bonus
Source: game
File: common/ideas/australia.txt

Code:
AST_strike_from_down_under_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_navy_submarines
	equipment_bonus = {
		ship_hull_submarine = {
			instant = yes
			naval_range = 0.15
			sub_visibility = -0.1
			surface_detection = 0.1
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_the_battle_behind_the_front_lines
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_dlc, add_doctrine_cost_reduction, has_doctrine, add_mastery_bonus
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_the_battle_behind_the_front_lines
	icon = GFX_focus_PRC_raid_weapon_depots
	prerequisite = {
		focus = PRC_promote_guerilla_warfare PRC_promote_regular_army
	}
	x = -3
	y = 1
	relative_position_id = PRC_promote_guerilla_warfare
	mutually_exclusive = {
		focus = PRC_soviet_battle_tactics
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				name = PRC_empower_the_guerillas
				cost_reduction = 0.25
				uses = 2
				category = special_forces_doctrine
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		if = {
			limit = {
				has_doctrine = irregulars
			}
			add_mastery_bonus = {
				bonus = 0.25
				days = 365
				name = PRC_the_battle_behind_the_front_lines
				sub_doctrine = irregulars
			}
		} {
			limit = {
				power_balance_value = {
					id = PRC_communist_power_struggle
					value = > -0.99
				}
			}
			add_power_balance_value = {
				id = PRC_communist_power_struggle
				value = -0.075
			}
		}
		else = {
			add_mastery_bonus = {
				bonus = 0.1
				days = 365
				name = PRC_the_battle_behind_the_front_lines
				track = infantry
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt PRC_empower_the_guerillas_tt generic_skip_one_line_tt
		PRC_check_if_red_army_or_pla = yes
		add_to_variable = {
			PRC_the_chinese_red_army_max_dig_in = 5
			tooltip = max_dig_in_tt
		}
		effect_tooltip = {
			add_dynamic_modifier = {
				modifier = PRC_guerilla_cells_active_2
			}
		}
	}
}
### Entity: Character
Component: minister_of_navy_trait_r56
Source: game
File: common/country_leader/r56_traits.txt

Code:
minister_of_navy_trait_r56 = {
	random = no
	sprite = 18
	experience_gain_navy_factor = 0.1
	industrial_capacity_dockyard = 0.1
}
### Entity: Idea
Component: perkonkrust_fas_idea_1
Constructs: stability_factor, removal_cost, conscription_factor, fascism_drift
Source: game
File: common/ideas/latvia.txt

Code:
perkonkrust_fas_idea_1 = {
	picture = LAT_perkonkrust
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		conscription_factor = -0.1
		stability_factor = -0.25
		mobilization_laws_cost_factor = 0.25
		fascism_drift = 0.15
		land_doctrine_cost_factor = -0.05
	}
}