Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Name List
Component: SZK
Source: game
File: common/names/r56_names.txt

Code:
SZK = {
	male = {
		names = {
			Alajos Albert Álmos Anasztáz András Arisztid Aurél Béla Benedek Béni Bertalan Dániel Dávid Edvárd Éliás Erno Ferencz Gábor Gábriel Gáspár György Gyula Ignác Imre István Izidor János József Kálmán Károly Katalin Kelemen Krisztian Lajos László Manó Mihály Mór Mihai Ödön Ovidiu Péter Rafael Sándor Simon Tivadar Vilmos Virág Zsigmond
		}
	}
	female = {
		names = {
			Agnes Eva Adelaida Adelaide Agáta Agatha Amelia Angyalka Aranka Bertha Csilla Csillag Czenzi Dorottya Dorothy Edit Edith Emese Erika Elisabeth Eszter Berta Anna Etel Euphemia Euphemia Gizella Gisela Györgyi Georgia Hajnal Hedwig Hedwig Ibolya Irene Juliana Judith Judith Kamilla Camilla Katalin Kinga Clara Catherine Illona Konstancia Constance Krisztina Christina Kunigunda Kunigunde Luca Maria Martha Magdolna Magdalena Margaréta Margaret Margit Matild Matilda Natália Natalia Odola Orsolya Panni Piroska Rosa Sarah Sarolt Zsuzsa Zsanett Skolasztika Sophia Sophia Terezia Teresa Viola Viola Sophia
		}
	}
	surnames = {
		Vajlok Andrássy Apponyi Aulich Bacher Baross Batthyány Beöthy Bothmer Damjanich Dessewffy Egressy Farkas Goldziher Gungl Hauszmann Heller Horthy Izsó Joseffy Katona Kaufman Kéler Kiss Knezich Kogutowicz Lahner Lázár Liszt Mikszáth Molnár Nagy-Sándor Österreicher Ottinger Perczel Poeltenberg Reményi Rohr Schweidel Széchenyi Steflea Szemere Szlávic Tersztyansky Török Varga Vécsey
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_militia_cavalry
Constructs: division_template, prerequisite, completion_reward, add_to_variable, is_locked, force_allow_recruiting, random_owned_controlled_state, create_unit
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_militia_cavalry
	icon = GFX_focus_generic_horse_studs
	prerequisite = {
		focus = AFG_khyber_pass_riflining
	}
	x = -2
	y = 1
	relative_position_id = AFG_khyber_pass_riflining
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = AFG_quami_intro_tt generic_skip_one_line_tt
		add_to_variable = {
			AFG_modifier_army_sub_unit_cavalry_attack_factor = 0.2
			tooltip = cavalry_attack_factor_tt
		} {
			AFG_modifier_army_sub_unit_cavalry_defence_factor = 0.2
			tooltip = cavalry_defence_factor_tt
		} {
			AFG_modifier_army_sub_unit_cavalry_speed_factor = 0.15
			tooltip = modifier_army_sub_unit_cavalry_speed_factor_tt
		}
		division_template = {
			name = Qatgani Cavalry
			division_names_group = AFG_CAV_01
			is_locked = no
			force_allow_recruiting = yes
			regiments = {
				cavalry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				}
			}
			support = {
				recon = {
					x = 0
					y = 0
				}
			}
		}
		random_owned_controlled_state = {
			create_unit = {
				division = division_template = "Qatgani Cavalry" start_experience_factor = 0.05 start_equipment_factor = 1
				owner = AFG
				count = 2
			}
		}
	}
}
### Entity: Modifier Reference
Construct: max_planning
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## max_planning

* Number with 1 decimal places
* **Categories**: army, aggressive
### Entity: Country History
Country: PNG
Component: PNG_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/PNG - Papua New Guinea.txt

Code:
# Politics & Parties for PNG
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 75
	fascism = 1
	communism = 1
	neutrality = 23
}
### Entity: AI Strategy
Component: EAI_ESPIONAGE_espionage_build_network_warsaw_uprising
Constructs: has_country_flag, check_variable, is_preparing_operation, has_finished_collecting_for_operation, is_running_operation, build_intel_network
Source: game
File: common/ai_strategy/EAI_ESPIONAGE_strategies.txt

Code:
EAI_ESPIONAGE_espionage_build_network_warsaw_uprising = {
	enable = {
		NOT = {
			check_variable = {
				EAI_operation_target = 0
			}
		} {
			is_preparing_operation = {
				target = var:EAI_operation_target
				operation = var:EAI_operation_type
			}
			has_finished_collecting_for_operation = {
				target = var:EAI_operation_target
				operation = var:EAI_operation_type
			}
			is_running_operation = {
				target = var:EAI_operation_target
				operation = var:EAI_operation_type
			}
		}
		has_country_flag = EAI_operation_warsaw_uprising_OPERATION_ACTIVE
		check_variable = {
			EAI_ESP_available_operatives = > 1
		}
		network_strength = {
			target = var:EAI_operation_target
			value = < global.EAI_OPERATION_NETWORK_REQUIREMENT^EAI_operation_type
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = operative_mission
		mission = build_intel_network
		value = 10000
		mission_target = var:EAI_operation_target
		num_operatives = 2
		priority = 100
		state = 10 87 98 90 92
	}
}
### Entity: Idea
Component: TUR_debt_repayments
Constructs: removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_debt_repayments = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = no
	}
	picture = generic_foreign_capital
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.2
		production_factory_efficiency_gain_factor = -0.5
	}
}
### Entity: Shared Focus
Tree: per_focus
Component: PER_UNIFIED_military_camelry
Constructs: shared_focus, prerequisite, completion_reward, set_technology, has_idea, allow_branch, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/r56_persian_empire_shared.txt

Code:
shared_focus = {
	id = PER_UNIFIED_military_camelry
	icon = GFX_goal_camelry
	prerequisite = {
		focus = PER_UNIFIED_persian_imperial_ambitions
	}
	x = 2
	y = 1
	text_icon = NORDIC_focus_style
	available = {
		has_idea = generic_recent_army_unification
	}
	relative_position_id = PER_UNIFIED_persian_imperial_ambitions
	allow_branch = {
		OR = {
			original_tag = PER AFG KUR
		}
		has_dlc = Battle for the Bosporus
	}
	cost = 10
	ai_will_do = {
		base = 10
	}
	completion_reward = {
		custom_effect_tooltip = TUR_unlock_camelry_effect_tt
		hidden_effect = {
			set_technology = {
				camelry = 1
			}
		}
		add_tech_bonus = {
			name = land_doc_bonus
			bonus = 1
			uses = 2
			category = summer_clothing_tech
		}
	}
}
### Entity: Unit Leader
Component: bad_staffer
Constructs: gain_xp, planning_speed, recon_factor, is_army_leader, has_idea, is_navy_leader
Source: game
File: common/unit_leader/r56_traits.txt

Code:
bad_staffer = {
	type = land
	trait_type = personality_trait
	allowed = {
		always = no
	}
	gain_xp = {
		always = no
	}
	modifier = {
		planning_speed = -0.1
		recon_factor = -0.1
	}
	corps_commander_modifier = {
		max_commander_army_size = -14
	}
	new_commander_weight = {
		factor = 1
		modifier = {
			is_army_leader = yes
			FROM = {
				has_idea = best_of_the_best_spirit
			}
			factor = 0
		} {
			is_navy_leader = yes
			FROM = {
				has_idea = best_of_the_best_naval_academy_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = academy_scholarships_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = naval_academy_scholarships_spirit
			}
			factor = 0
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_chilean_anti_communist_action_dem_version
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_government, every_country, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_chilean_anti_communist_action_dem_version
	icon = GFX_focus_CHL_chilean_anti_communist_action
	relative_position_id = CHL_repeal_the_separation_of_church_an_state
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_repeal_the_separation_of_church_an_state CHL_enforce_stricter_secularism
	}
	mutually_exclusive = {

	}
	offset = {
		x = -1
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CHL_denounce_the_anarchy
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 3.5
			has_government = fascism
		}
	}
	available = {
		CHL_has_right_wing_government = yes
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_ideas = CHL_anti_communist_action
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_skip_one_line_tt available_political_advisor
		every_country = {
			limit = {
				has_government = communism
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = large_decrease
			}
		}
		show_ideas_tooltip = CHL_arturo_olavaria
	}
}
### Entity: Idea
Component: idea_URG_americanism
Constructs: democratic_drift
Source: game
File: common/ideas/uruguay.txt

Code:
idea_URG_americanism = {
	name = URG_americanism
	allowed_civil_war = {
		always = yes
	}
	picture = generic_victors_of_ww1
	modifier = {
		drift_defence_factor = 0.15
		democratic_drift = 0.05
		trade_opinion_factor = 0.3
		trade_laws_cost_factor = -0.25
		political_power_factor = 0.05
	}
}
### Entity: Order of Battle
Component: Amiral
Source: game
File: history/units/FRA_1939_naval_legacy.txt

Code:
units= {

	### Marine Francaise (CO: Darlan) ###
	# Admiralty North (CO: Castex) #
	fleet = {
		name = "Amiral Nord"			
		naval_base = 575 # Dunkerque
		task_force = {				
			name = "1ère Région Navale"					# CO: Le Bigot	
			location = 575 # Dunkerque			
			# 11e Légère Division des Contre-Torpilleurs
			ship = { name = "La Cordelière" definition = destroyer equipment = { destroyer_2 = { amount = 1 owner = FRA } } }		
			ship = { name = "L'Incomprise" definition = destroyer equipment = { destroyer_2 = { amount = 1 owner = FRA } } }		
			ship = { name = "Branlebas" definition = destroyer equipment = { destroyer_2 = { amount = 1 owner = FRA } } }		
		}
		task_force = {				
			name = "Sous-Marins Force du Nord"			
			location = 575 # Dunkerque			
			# 16e Division des Sous-Marins
			ship = { name = "Orphée" definition = submarine equipment = { submarine_1 = { amount = 1 owner = FRA version_name = "630 Series" } } }
			ship = { name = "Amazone" definition = submarine equipment = { submarine_1 = { amount = 1 owner = FRA version_name = "630 Series" } } }
			ship = { name = "La Sybille" definition = submarine equipment = { submarine_1 = { amount = 1 owner = FRA version_name = "630 Series" } } }
			ship = { name = "Antiope" definition = submarine equipment = { submarine_1 = { amount = 1 owner = FRA version_name = "630 Series" } } }
		}				
	}
		
	# Admiralty West (CO: de Laborde) #
	fleet = {
		name = "Amiral Ouest"			
		naval_base = 3552 # Brest
		task_force = {				
			name = "2ème Région Navale"					# CO: Traub
			location = 3552 # Brest			
			ship = { name = "Courbet" definition = battleship equipment = { battleship_1 = { amount = 1 owner = FRA } } }        
			ship = { name = "Paris" definition = battleship equipment = { battleship_1 = { amount = 1 owner = FRA } } }
			# 2e Division des Contre-Torpilleurs
			ship = { name = "Jaguar" definition = destroyer equipment = { destroyer_1 = { amount = 1 owner = FRA version_name = "Chacal Class" } } }
			ship = { name = "Chacal" definition = destroyer equipment = { destroyer_1 = { amount = 1 owner = FRA version_name = "Chacal Class" } } }
			ship = { name = "Léopard" definition = destroyer equipment = { destroyer_1 = { amount = 1 owner = FRA version_name = "Chacal Class" } } }
			ship = { name = "Panthère" definition = destroyer equipment = { destroyer_1 = { amount = 1 owner = FRA version_name = "Chacal Class" } } }
			
# ... (truncated)
### Entity: Order of Battle
Component: 111th Division
Constructs: division_template
Source: game
File: history/units/XIC_1936_sea.txt

Code:
division = {
	name = 111th Division
	location = 7208
	division_template = Sanjiao Jun
	start_equipment_factor = 0.2
	officer = {
		name = XIC_chang_endao
	}
}
### Entity: Character
Component: KYR_ncs
Source: game
File: common/characters/KYR.txt

Code:
KYR_ncs = {
	advisor = {
		slot = high_command
		idea_token = KYR_ncs
		ledger = navy
		allowed = {
			original_tag = KYR
		}
		traits = {
			navy_capital_ship_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_2
		}
	}
}
### Entity: State History
Component: 701
Constructs: add_core_of
Source: game
File: history/states/701-Gambia.txt

Code:
state = {
	id = 701
	name = STATE_701
	history = {
		owner = ENG
		add_core_of = GAM
		victory_points = {
			4989 1
		}
		buildings = {
			infrastructure = 2
			4989 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		4989 13213
	}
	manpower = 199520
	buildings_max_level_factor = 1.0
	state_category = enclave
	local_supplies = 0.0
}
### Entity: Idea
Component: ETH_djibouti_purchase_idea
Constructs: removal_cost
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_djibouti_purchase_idea = {
	picture = SPR_relocate_the_gold_reserves
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.1
	}
}
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_Foreign_Design
Constructs: shared_focus, prerequisite, limit, completion_reward, has_dlc, has_global_flag, add_breakthrough_progress
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_Foreign_Design
	icon = GFX_focus_generic_copy_plane_designs
	prerequisite = {
		focus = GEN_Aviation_Effort
	}
	mutually_exclusive = {
		focus = GEN_Own_Design
	}
	offset = {
		x = 0
		y = 0
		trigger = {
			tag = SOV
		}
	}
	x = 4
	y = 1
	relative_position_id = GEN_Aviation_Effort
	cost = 8
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.2
			original_tag = SWI
			has_dlc = By Blood Alone
			NOT = {
				has_global_flag = SWI_R56_focus_tree
			}
			SWI_someone_is_about_to_be_angry = yes
		}
	}
	completion_reward = {
		air_experience = 50
		if = {
			limit = {
				original_tag = SWI
				has_dlc = By Blood Alone
				NOT = {
					has_global_flag = SWI_R56_focus_tree
				}
			}
			SWI_add_suspicious_prep_opinion = yes
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.5
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Trigger
Component: EAI_MILITARY_time_FACTOR
Constructs: set_temp_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_strategy_triggers.txt

Code:
EAI_MILITARY_time_FACTOR = {
	set_temp_variable = {
		start = EAI_MILITARY_INVASION_operation_start_days^_index
	} {
		_val_ = global.EAI_days_elapsed
	} {
		_min = 0
	} {
		_max = _shift_days
	} {
		time_factor_ = _val_
	}
	subtract_from_temp_variable = {
		start = _shift_days
	} {
		_val_ = start
	}
	EAI_MATH_TRIGGER_normalize = yes
}
### Entity: Order of Battle
Component: 16. Kuva-yi Milliye Tugayi
Constructs: division_template
Source: game
File: history/units/TUR_Civil_War_neutrality.txt

Code:
division = {
	name = 16. Kuva-yi Milliye Tugayi
	location = 11853
	division_template = Kuva-yi Milliye Tugayi
}
### Entity: Character
Component: BLZ_acas
Source: game
File: common/characters/BLZ.txt

Code:
BLZ_acas = {
	advisor = {
		slot = high_command
		idea_token = BLZ_acas
		ledger = air
		allowed = {
			original_tag = BLZ
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_RND_10
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_RND_10
	icon = GFX_focus_research2
	ai_will_do = {
		factor = 2
	}
	x = 30
	y = 4
	prerequisite = {
		focus = MAL_RND_7
	} {
		focus = MAL_RND_8
	} {
		focus = MAL_RND_9
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: CZE_welfare_state_1
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_welfare_state_1 = {
	picture = ARG_social_welfare_fund_ns
	allowed = {
		original_tag = CZE
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.05
		stability_factor = 0.05
		monthly_population = 0.25
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_steel_industry
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_ethiopia.txt

Code:
focus = {
	id = ETH_steel_industry
	icon = GFX_focus_generic_steel
	prerequisite = {
		focus = ETH_silk_road_test
	}
	x = 2
	y = 7
	cost = 5
	ai_will_do = {
		factor = 70
	}
	completion_reward = {
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = steel_mill
				level = 1
				instant_build = yes
			} {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STEEL
	}
}
### Entity: Modifier Reference
Construct: Modifiers
Source: vanilla_docs
File: common/raids/_documentation.md

Doc:
# Success Chance Formulas & Modifiers

"Success Chance Formulas" are essentially lists of different **success chance modifiers** which can affect the probability of a certain
raid outcome. They are used in *success_factors* in the RaidType (see above). *success*, *critical* and *disaster* are all
scripted in the same way through this formula construct.

```
[success_formula] = {
    base = <value> # [Optional] A base chance of the outcome (default is 0.0)

    # Optional modifiers
    [modifier] = {
        weight = <value> # [Required] The maximum probability change applied by the modifier (positive or negative, additive)
        reference = <value> # [Optional] The value of the backing property at which the modifier will have full weight. Default is 1.0
        start_weight = <value> # [Optional] The weight of the modifier when the backing property is at 0.0 (or, instead, at start_reference if defined). Default is 0.0
        start_reference = <value> # [Optional] The value of the backing property at which the modifier will have 0 weight (or, instead, start_weight if defined).
    }
}
```

- *success* defines the probability of a raid being a success
- *critical* defines the probability of a successful raid being a critical success (conditional probability)
- *disaster* defines the probability of a raid being a critical failure (not conditional)
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_Continued_Expansion_of_the_Ordnance_Foundries
Constructs: shared_focus, prerequisite, limit, completion_reward, has_tech, has_dlc, add_mio_size, random_owned_controlled_state
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_Continued_Expansion_of_the_Ordnance_Foundries
	icon = GFX_goal_generic_artillery_improved
	cost = 10
	ai_will_do = {
		factor = 5
	}
	prerequisite = {
		focus = RAJ_Expand_Tata_Steel
	} {
		focus = RAJ_Further_British_Investments
	} {
		focus = RAJ_Contributions_to_the_War_Effort
	}
	x = 2
	y = 4
	relative_position_id = RAJ_Reform_the_Colonial_Economy
	available = {
		OR = {
			has_tech = antiair2 artillery2 antitank2
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			if = {
				limit = {
					has_dlc = Graveyard of Empires
				}
				mio:RAJ_ordnance_factory_kanpur_organization = {
					add_mio_size = 1
				}
			}
			else = {
				mio:RAJ_ordnance_factories_board_organization = {
					add_mio_size = 1
				}
			}
		}
		else = {
			random_owned_controlled_state = {
				limit = {
					is_core_of = ROOT
					state_population_k = > 1000
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				state_population_k = > 1000
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
				state_population_k = > 1000
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_glorious_mechanical_machinations
Constructs: prerequisite, completion_reward, add_breakthrough_progress, add_to_variable, remove_trait, add_trait
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_glorious_mechanical_machinations
	icon = GFX_focus_GER_wunderwaffe
	prerequisite = {
		focus = GER_invite_scientists_back
	}
	x = 0
	y = 1
	relative_position_id = GER_invite_scientists_back
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_breakthrough_progress = {
			specialization = specialization_land
			value = 0.25
		} {
			specialization = specialization_naval
			value = 0.25
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt available_military_high_command generic_skip_one_line_tt GER_wunderwaffe_dornberger_trait_tt
		GER_add_or_modify_wunderwaffen = yes
		add_to_variable = {
			GER_wunderwaffen_special_project_speed_factor = 0.05
			tooltip = special_project_speed_factor_tt
		} {
			GER_wunderwaffen_production_speed_facility_factor = 0.1
			tooltip = production_speed_facility_factor_tt
		}
		show_ideas_tooltip = GER_walter_dornberger
		hidden_effect = {
			remove_trait = {
				character = GER_walter_dornberger
				slot = high_command
				trait = GER_head_of_the_missile_department
			}
			add_trait = {
				character = GER_walter_dornberger
				slot = high_command
				trait = GER_head_of_experimental_weapons
			}
		}
	}
}
### Entity: Character
Component: GER_werner_von_fritsch
Constructs: has_completed_focus, limit, has_dlc
Source: game
File: common/characters/GER.txt

Code:
GER_werner_von_fritsch = {
	name = GER_werner_von_fritsch
	portraits = {
		army = {
			large = GFX_portrait_GER_werner_von_fritsch
			small = GFX_portrait_GER_werner_von_fritsch_small
		}
	}
	advisor = {
		slot = high_command
		idea_token = werner_von_fritsch_high_command
		ledger = army
		allowed = {
			original_tag = GER
		}
		visible = {
			NOT = {
				has_completed_focus = GER_reorganize_the_wehrmacht
			}
		}
		available = {
			if = {
				limit = {
					has_dlc = Gotterdammerung
				}
				not_already_hired_except_as = high_command
				NOT = {
					has_completed_focus = GER_reorganize_the_wehrmacht
				}
			}
		}
		traits = {
			army_logistics_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.5
		}
	} {
		slot = army_chief
		idea_token = werner_von_fritsch_army_chief
		ledger = army
		allowed = {
			original_tag = GER
			has_dlc = Gotterdammerung
		}
		visible = {
			NOT = {
				has_completed_focus = GER_remilitarize_the_rhineland GER_the_monarchy_compromise_ww GER_start_the_proletarian_revolution
			}
		}
		available = {
			not_already_hired_except_as = army_chief
			has_completed_focus = GER_prussian_artillery
		}
		traits = {
			army_chief_army_high_command
		}
		cost = 100
		ai_will_do = {
			factor = 1.5
		}
	}
	corps_commander = {
		traits = {
			trait_cautious old_guard
		}
		skill = 3
		attack_skill = 2
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 3
		visible = {
			NOT = {
				has_completed_focus = GER_reorganize_the_wehrmacht
			}
		}
	}
}
### Entity: Event
Component: r56_italy.25
Constructs: is_triggered_only
Source: game
File: events/R56_Italy.txt

Code:
country_event = {
	id = r56_italy.25
	title = r56_italy.25.t
	desc = r56_italy.25.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = r56_italy.25.a
		diplomatic_relation = {
			country = AUS
			relation = guarantee
			active = yes
		}
	} {
		name = r56_italy.25.b
	}
}