Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Trigger
Component: frloc_capital_surl_del_audessusdel
Constructs: is_capital
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_capital_surl_del_audessusdel = {
	is_capital = yes
	OR = {
		state = 284 587 630 703 711 723 740
	}
}
### Entity: Character
Component: JAP_hisachi_aso
Constructs: has_completed_focus
Source: game
File: common/characters/JAP.txt

Code:
JAP_hisachi_aso = {
	name = JAP_hisachi_aso
	portraits = {
		civilian = {
			small = GFX_portrait_JAP_hisaichi_aso_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = JAP_hisachi_aso
		allowed = {
			original_tag = JAP
		}
		visible = {
			NOT = {
				has_completed_focus = JAP_revere_the_emperor_destroy_the_traitors JAP_sea_purge_the_kodoha_faction
			}
		}
		available = {
			OR = {
				has_completed_focus = JAP_social_and_cultural_revolution JAP_uplift_labor_unions
			}
		}
		traits = {
			resolute_social_democrat
		}
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: Idea
Component: KMT_juche2
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_juche2 = {
	picture = chi_chinese_support
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		production_speed_synthetic_refinery_factor = 0.15
		production_speed_rubber_refinery_factor = 0.15
		min_export = -0.15
		production_oil_factor = 0.1
		fuel_gain_factor = 0.15
		political_power_factor = 0.05
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/BRM_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = BRM
		}
		requested_factories = 1
		progress = 0.59
		efficiency = 100
	} {
		equipment = {
			type = support_equipment_1
			creator = BRM
		}
		requested_factories = 1
		progress = 0.22
		efficiency = 100
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_reorganize_the_command_chain
Constructs: prerequisite, limit, remove_ideas, add_war_support, has_country_flag, completion_reward, has_idea, swap_ideas
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_reorganize_the_command_chain
	icon = GFX_focus_generic_military_mission
	available = {
		OR = {
			date = > 1938.1.1
			NOT = {
				has_idea = MEN_mongol_raids
			}
			has_country_flag = MEN_suiyuan_ended
		}
	}
	prerequisite = {
		focus = MEN_rebuilding_the_disaster_of_suiyan
	}
	relative_position_id = MEN_rebuilding_the_disaster_of_suiyan
	x = -1
	y = 1
	cost = 8
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_war_support = 0.05
		army_experience = 15
		if = {
			limit = {
				has_idea = MEN_disorganized_military_2
			}
			swap_ideas = {
				remove_idea = MEN_disorganized_military_2
				add_idea = MEN_disorganized_military_3
			}
		}
		else_if = {
			limit = {
				has_idea = MEN_disorganized_military_3
			}
			swap_ideas = {
				remove_idea = MEN_disorganized_military_3
				add_idea = MEN_disorganized_military_4
			}
		} {
			limit = {
				has_idea = MEN_disorganized_military_4
			}
			remove_ideas = MEN_disorganized_military_4
		}
		else = {
			swap_ideas = {
				remove_idea = MEN_disorganized_military_3
				add_idea = MEN_disorganized_military_4
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_ARMY_XP FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Effect Reference
Construct: modify_country_flag
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## modify_country_flag

* Supported Scopes: COUNTRY
* Supported Targets: none

```
modify country flag. Only modifies if flag already exists.
Example: modify_country_flag = { flag = <name> value = <number> }
```
### Entity: National Focus
Tree: aus_focus
Component: AUS_accept_inevitable
Constructs: has_completed_focus, prerequisite, limit, has_country_flag, completion_reward, allow_branch, has_game_rule, has_country_leader
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_accept_inevitable
	icon = GFX_goal_AUS_the_austrian_compromise
	relative_position_id = AUS_austria_awaken
	x = 31
	y = 1
	prerequisite = {
		focus = AUS_austria_awaken
	}
	available = {
		has_country_flag = AUS_germany_allied
	}
	mutually_exclusive = {
		focus = AUS_go_it_alone AUS_look_west AUS_ally_italy
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			OR = {
				AND = {
					NOT = {
						has_completed_focus = AUS_ally_italy
					} {
						has_completed_focus = AUS_go_it_alone
					} {
						has_completed_focus = AUS_look_west
					}
				}
				has_country_leader = {
					character = AUS_josef_leopold
					ruling_only = yes
				} {
					character = AUS_arthur_seyss_inquart
					ruling_only = yes
				}
			}
		}
	}
	offset = {
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AUS_accept_inevitable
		}
		x = -31
	}
	cost = 10
	completion_reward = {
		custom_effect_tooltip = AUS_bundeslaender_reversed_tt
		hidden_effect = {
			random_list = {
				1 = {
					modifier = {
						factor = 0
						OR = {
							check_variable = {
								r56_bundeslaender_vorarlberg_frame = 7
							} {
								r56_bundeslaender_vorarlberg_frame = 5
							} {
								r56_bundeslaender_vorarlberg_frame = 4
							} {
								r56_bundeslaender_vorarlberg_frame = 1
							}
							has_country_flag = AUS_bundeslaender_vorarlberg_protected
						}
					}
					activate_mission = AUS_bundeslaender_vorarlberg_government_crackdown
				} {
					modifier = {
						factor = 0
						OR = {
							check_variable = {
								r56_bundeslaender_tirol_frame = 7
							} {
								r56_bundeslaender_tirol_frame = 5
							} {
								r56_bundeslaender_tirol_frame = 4
							} {
								r56_bundeslaender_tirol_frame = 1
							}
							has_country_flag = AUS_bundeslaender_tirol_protected
						}
					}
					activate_mission = AUS_bundeslaender_tirol_government_crackdown
				} {
					modifier = {
						factor = 0
						OR = {
							check_variable = {
								r56_bundeslaender_suedtirol_frame = 7
							} {
								r56_bundeslaender_suedtirol_frame = 5
							} {
								r56_bundeslaender_suedtirol_frame = 4
							} {
								r56_bundeslaender_suedtirol_frame = 1
							}
							has_country_flag = AUS_bundesla
# ... (truncated)
### Entity: Scripted Trigger
Component: EAI_THIS_is_threat_to_PREV
Constructs: set_temp_variable, has_capitulated, has_war_together_with, is_subject_of, is_in_faction_with
Source: game
File: common/scripted_triggers/EAI_DIPLOMACY_triggers.txt

Code:
EAI_THIS_is_threat_to_PREV = {
	set_temp_variable = {
		EAI_THIS_is_threat_to_PREV_id = PREV.id
	}
	AND = {
		has_capitulated = no
		exists = yes
		NOT = {
			EAI_PREV_has_same_ideology_with_THIS = yes
		} {
			var:faction_leader = {
				var:EAI_THIS_is_threat_to_PREV_id = {
					EAI_PREV_has_same_ideology_with_THIS = yes
				}
			}
		} {
			var:overlord = {
				var:EAI_THIS_is_threat_to_PREV_id = {
					EAI_PREV_has_same_ideology_with_THIS = yes
				}
			}
		} {
			has_war_together_with = PREV
		} {
			var:faction_leader = {
				has_war_together_with = var:prev_id
			}
		} {
			var:overlord = {
				has_war_together_with = var:prev_id
			}
		} {
			is_subject_of = PREV
		} {
			is_in_faction_with = PREV
		}
	}
}
### Entity: Idea
Component: BEL_petrofina
Constructs: research_bonus
Source: game
File: common/ideas/r56_belgium.txt

Code:
BEL_petrofina = {
	picture = generic_refining_concern_1
	allowed = {
		OR = {
			original_tag = BEL FLA
		}
	}
	research_bonus = {
		industry = 0.1
		refining_tech = 0.25
	}
	modifier = {
		fuel_gain_factor = 0.1
	}
	traits = {
		refinery_concern
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Component: wuw_HUN_empower_the_greenshirts
Constructs: prerequisite, has_government, completion_reward, has_country_leader, cancel_if_invalid, add_manpower, swap_ideas, remove_idea
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_empower_the_greenshirts
	icon = GFX_focus_generic_fascist_troops
	prerequisite = {
		focus = wuw_HUN_undermine_the_admiral
	}
	x = 1
	y = 1
	relative_position_id = wuw_HUN_undermine_the_admiral
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {
		OR = {
			has_government = fascism
			NOT = {
				has_country_leader = {
					ruling_only = yes
					character = HUN_miklos_horthy
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_manpower = 12000
		custom_effect_tooltip = generic_skip_one_line_tt
		swap_ideas = {
			remove_idea = HUN_hungarian_national_defense_association
			add_idea = HUN_hungarian_national_defense_association_greenshirts
		}
	}
}
### Entity: Idea
Component: EAI_DD_2/medium_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_2/medium_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_artillery_chassis = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: Event
Component: new_ger.11
Constructs: is_triggered_only, ai_chance, limit, remove_ideas, has_country_flag, has_idea, set_cosmetic_tag, add_to_variable
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.11
	title = new_ger.11.t
	desc = new_ger.11.d
	picture = GFX_report_event_royal_parade
	is_triggered_only = yes
	trigger = {
		has_idea = GER_prov_gov_idea
	}
	option = {
		name = new_ger.11.a
		trigger = {
			NOT = {
				has_country_flag = GER_secure_the_kaisers_support_flag
			}
		}
		set_cosmetic_tag = GER_rep
		remove_ideas = GER_prov_gov_idea
		add_to_variable = {
			GER_mil_opinion = -1
		}
		custom_effect_tooltip = GER_mil_opinion-1_tt
		ai_chance = {
			base = 1
			modifier = {
				add = -1
				has_country_flag = GER_secure_the_kaisers_support_flag
			}
		}
	} {
		name = new_ger.11.b
		set_cosmetic_tag = GER_emp
		remove_ideas = GER_prov_gov_idea
		IF = {
			limit = {
				has_country_flag = GER_secure_the_kaisers_support_flag
			}
			deactivate_advisor = GER_wilhelm_iv
			remove_advisor_role = {
				character = GER_wilhelm_iv
				slot = political_advisor
			}
		} {
			limit = {
				has_idea = GER_president_beck
			}
			swap_ideas = {
				remove_idea = GER_president_beck
				add_idea = GER_wilhelm_iv
			}
		}
		else_if = {
			limit = {
				has_idea = GER_president_beck_2
			}
			swap_ideas = {
				remove_idea = GER_president_beck_2
				add_idea = GER_wilhelm_iv
			}
		}
		ai_chance = {
			base = 1
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_engineer_corps
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_engineer_corps
	icon = GFX_r56_goal_generic_military_engineers
	prerequisite = {
		focus = CZE_border_brigades
	}
	x = -1
	y = 1
	relative_position_id = CZE_border_brigades
	cost = 5
	completion_reward = {
		add_tech_bonus = {
			name = support_tech_bonus_name
			bonus = 1
			uses = 1
			category = engineers_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: PAR_captain_of_industry
Constructs: has_dlc
Source: game
File: common/characters/PAR.txt

Code:
PAR_captain_of_industry = {
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_2
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = BRA_captain_of_industry
		allowed = {
			original_tag = PAR
			has_dlc = Trial of Allegiance
		}
		available = {

		}
		traits = {
			captain_of_industry
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_new_mil
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_new_mil
	icon = GFX_focus_generic_little_entente
	cost = 10
	ai_will_do = {
		factor = 20
	}
	prerequisite = {
		focus = SWI_con_to_army
	}
	x = 35
	y = 4
	completion_reward = {
		swap_ideas = {
			remove_idea = SWI_standing_army_2
			add_idea = SWI_standing_army_3
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Idea
Component: TUR_ultranationalism
Constructs: removal_cost, fascism_drift
Source: game
File: common/ideas/turkey.txt

Code:
TUR_ultranationalism = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_constitutional_guarantees
	removal_cost = -1
	modifier = {
		justify_war_goal_time = -0.75
		generate_wargoal_tension = -1.0
		fascism_drift = 0.02
	}
}
### Entity: Character
Component: r56w_trait_minister_zukas
Source: game
File: common/country_leader/r56_WHY_characters_traits.txt

Code:
r56w_trait_minister_zukas = {
	random = no
	sprite = 13
	political_power_factor = 5
	justify_war_goal_time = -0.9
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_enforce_the_pashtunwali
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_enforce_the_pashtunwali
	icon = GFX_focus_AFG_curtail_pashtunwali_primacy
	prerequisite = {
		focus = AFG_crown_the_golden_emir
	}
	x = 1
	y = 1
	relative_position_id = AFG_crown_the_golden_emir
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ARMY_XP FOCUS_FILTER_AIR_XP FOCUS_FILTER_NAVY_XP
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = AFG_pashtunwali
			add_idea = AFG_pashtun_domination
		}
	}
}
### Entity: Scripted Effect
Component: BRA_clr_country_leader_role
Constructs: limit, has_country_flag, remove_country_leader_role
Source: game
File: common/scripted_effects/TOA_scripted_effects.txt

Code:
BRA_clr_country_leader_role = {
	IF = {
		limit = {
			has_country_flag = BRA_adso_president_flag
		}
		remove_country_leader_role = {
			character = BRA_armando_de_sales_oliveira
			ideology = liberalism
		}
	}
	ELSE_IF = {
		limit = {
			has_country_flag = BRA_ansio_president_flag
		}
		remove_country_leader_role = {
			character = BRA_anisio_teixeira
			ideology = liberalism
		}
	} {
		limit = {
			has_country_flag = BRA_mdo_president_flag
		}
		remove_country_leader_role = {
			character = BRA_minervino_de_oliveira
			ideology = liberalism
		}
	} {
		limit = {
			has_country_flag = BRA_collor_president_flag
		}
		remove_country_leader_role = {
			character = BRA_lindolfo_collor
			ideology = liberalism
		}
	} {
		limit = {
			has_country_flag = BRA_dutra_president_flag
		}
		remove_country_leader_role = {
			character = BRA_eurico_gaspar_dutra
			ideology = conservatism
		}
	}
}
### Entity: Order of Battle
Component: Kure Kantai
Source: game
File: history/units/JAP_1936_naval.txt

Code:
fleet = {
	name = Kure Kantai
	naval_base = 1092
	task_force = {
		name = Kure Yobikantai
		location = 1092
		ship = {
			name = Ise
			definition = battleship
			start_experience_factor = 0.5
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = JAP
					version_name = Ise Class
				}
			}
		} {
			name = Hyuga
			definition = battleship
			start_experience_factor = 0.5
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = JAP
					version_name = Ise Class
				}
			}
		} {
			name = Mogami
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = JAP
					version_name = Mogami Class
				}
			}
		} {
			name = Mikuma
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = JAP
					version_name = Mogami Class
				}
			}
		} {
			name = Furutaka
			definition = heavy_cruiser
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = JAP
					version_name = Furutaka/Aoba Class
				}
			}
		} {
			name = Kako
			definition = heavy_cruiser
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = JAP
					version_name = Furutaka/Aoba Class
				}
			}
		} {
			name = Oi
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = JAP
					version_name = Kuma/Nagara Class
				}
			}
		} {
			name = Tenryu
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = JAP
					version_name = Tenryu Class
				}
			}
		} {
			name = Tama
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = JAP
					version_name = Kuma/Nagara Class
				}
			}
		} {
			name = Shirayuki
			definition = destroyer
			start_experience_factor = 0.5
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = JAP
					version_name = Fubuki Class
				}
			}
		} {
			name = Hatsuyuki
			definition = destroyer
			start_experience_factor = 0.5
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = JAP
					version_name = Fubuki Class
				}
			}
		} {
			name = Murakumo
			definition = destroyer
			start_experience_factor = 0.5
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = JAP
					version_name = Fubuki Class
				}
			}
		} {
			name = Usugumo
			definit
# ... (truncated)
### Entity: Character
Component: GXC_chen_xiong
Source: game
File: common/characters/GXC.txt

Code:
GXC_chen_xiong = {
	name = Chen Xiong
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_2
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = GXC_chen_xiong
		allowed = {
			OR = {
				original_tag = GXC GDC
			}
		}
		traits = {
			captain_of_industry
		}
	}
}
### Entity: Idea
Component: CHI_modern_logistics
Constructs: removal_cost
Source: game
File: common/ideas/china_shared.txt

Code:
CHI_modern_logistics = {
	picture = FRA_motorized_focus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_leader_start_logistics_level = 1
	}
}
### Entity: Idea
Component: MPL_war_no_call_in
Constructs: has_completed_focus, limit, has_war_with, removal_cost
Source: game
File: common/ideas/mandate_of_palestine.txt

Code:
MPL_war_no_call_in = {
	removal_cost = -1
	allowed = {
		always = no
	}
	modifier = {
		ai_call_ally_desire_factor = -1000
		ai_join_ally_desire_factor = -1000
		ai_get_ally_desire_factor = -1000
	}
	cancel = {
		if = {
			limit = {
				OR = {
					TAG = PAL JOR EGY LEB SYR IRQ
				}
			}
			NOT = {
				has_war_with = ISR
			}
		} {
			limit = {
				original_tag = SYR
			}
			NOT = {
				has_war_with = event_target:MPL_syria_war_owner
			}
		}
		else = {
			NOT = {
				has_completed_focus = ISR_win
			}
		}
	}
}
### Entity: Idea
Component: CHI_secularism2
Constructs: has_government, removal_cost, democratic_drift
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_secularism2 = {
	picture = generic_neutrality_drift_bonus
	cancel = {
		NOT = {
			has_government = democratic
		}
	}
	removal_cost = -1
	modifier = {
		stability_weekly = 0.003
		political_power_factor = 0.15
		drift_defence_factor = 0.1
		democratic_drift = 0.005
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Idea
Component: ICE_viking_spirit_odin_thor_freja_fenrir
Constructs: research_speed_factor, stability_factor, political_power_gain, war_support_factor, army_attack_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/iceland.txt

Code:
ICE_viking_spirit_odin_thor_freja_fenrir = {
	name = ICE_viking_spirit
	picture = ICE_the_viking_spirit
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		justify_war_goal_time = -0.1
		war_support_factor = 0.15
		stability_factor = 0.15
		conscription = 0.01
		conscription_factor = 0.05
		research_speed_factor = 0.05
		political_power_gain = 0.15
		army_attack_factor = 0.25
		army_attack_speed_factor = 0.05
		army_org_factor = 0.1
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_improve_the_current_officer_pool
Constructs: prerequisite, limit, has_government, completion_reward, is_controlled_by, add_daily_mastery, add_to_variable, swap_ideas
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_improve_the_current_officer_pool
	icon = {
		GFX_focus_PRC_army_command = {
			ROOT = {
				has_government = communism
			}
		}
		GFX_focus_generic_military_academy = yes
	}
	prerequisite = {
		focus = CZE_go_with_vojcechovskys_plan_dynamic CZE_continue_with_snejdareks_plan_dynamic
	}
	mutually_exclusive = {
		focus = CZE_elevate_slovak_officers
	}
	relative_position_id = CZE_elevate_the_vsv
	x = 1
	y = 3
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	completion_reward = {
		add_daily_mastery = {
			amount = 0.1
			days = 180
			name = CZE_improve_the_current_officer_pool
			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_experience_gain_army_unit_factor = 0.05
			tooltip = experience_gain_army_unit_factor_tt
		} {
			CZE_ceskoslovenska_armada_coordination_bonus = 0.02
			tooltip = coordination_bonus_tt
		} {
			CZE_ceskoslovenska_armada_army_regain = 0.02
			tooltip = army_org_regain_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_bedrich_homola
			}
			CZE_bedrich_homola = {
				gain_xp = 300
			}
		} {
			limit = {
				has_character = CZE_lev_prchala
			}
			CZE_lev_prchala = {
				gain_xp = 300
			}
		} {
			limit = {
				has_character = CZE_antonin_hasal
			}
			CZE_antonin_hasal = {
				gain_xp = 300
			}
		}
		add_doctrine_cost_reduction = {
			name = CZE_improve_the_current_officer_pool
			cost_reduction = 0.75
			uses = 1
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_ARMY_XP FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Idea
Component: AUS_ELIN
Constructs: has_completed_focus, has_dlc, research_bonus, is_coastal
Source: game
File: common/ideas/austria.txt

Code:
AUS_ELIN = {
	picture = AUS_elin
	allowed = {
		original_tag = AUS
		has_dlc = Gotterdammerung
	}
	available = {
		has_completed_focus = AUS_elin
	}
	research_bonus = {
		ss_tech = 0.15
	}
	traits = {
		submarine_manufacturer
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			any_controlled_state = {
				is_coastal = no
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AEarly_mobilization.png.html

Doc:
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Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
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Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
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Template talk
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Help talk
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Category talk
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Beta talk
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