Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: cze_focus
Component: CZE_kickstart_rapid_rearmanent
Constructs: prerequisite, has_war, limit, add_ideas, remove_ideas, add_war_support, has_country_flag, add_stability
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_kickstart_rapid_rearmanent
	icon = GFX_focus_generic_combined_arms
	overlay = GFX_focus_overlay_cze_military_equipment
	mutually_exclusive = {
		focus = CZE_keep_focus_on_weapon_exports
	}
	prerequisite = {
		focus = CZE_raise_more_industrial_funds
	}
	relative_position_id = CZE_raise_more_industrial_funds
	x = 3
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		CZE_has_a_skoda_any_focus = yes
		has_war_support = > 0.3
		has_idea = CZE_industrialists_veto
	}
	complete_tooltip = {
		custom_effect_tooltip = CZE_modify_skoda_works_ns_intro_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_skoda_works_dynamic_modifier_industrial_capacity_factory = -0.05
			tooltip = industrial_capacity_factory_tt
		}
		add_stability = -0.15
		add_war_support = -0.3
		if = {
			limit = {
				has_country_flag = CZE_i_had_civ_and_went_to_low_mob
			}
			add_ideas = low_economic_mobilisation
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_timed_idea = {
				idea = CZE_kickstart_rapid_rearmanent_aat_idea
				days = 365
			}
		}
		remove_ideas = CZE_industrialists_veto
		else = {
			custom_effect_tooltip = generic_skip_one_line_tt
			add_timed_idea = {
				idea = CZE_kickstart_rapid_rearmanent_no_aat_idea
				days = 365
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				OR = {
					has_idea = CZE_industrialists_veto CZE_industrialists_veto_2
				}
			}
			if = {
				limit = {
					has_idea = civilian_economy
					has_war = no
				}
				custom_effect_tooltip = CZE_modify_skoda_works_ns_intro_tt generic_skip_one_line_tt generic_skip_one_line_tt
				add_to_variable = {
					CZE_skoda_works_dynamic_modifier_industrial_capacity_factory = -0.05
					tooltip = industrial_capacity_factory_tt
				}
				add_stability = -0.15
				add_war_support = -0.3
			}
			remove_ideas = CZE_industrialists_veto
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				has_idea = civilian_economy
			}
			add_ideas = low_economic_mobilisation
			set_country_flag = CZE_i_had_civ_and_went_to_low_mob
		} {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_timed_idea = {
				idea = CZE_kickstart_rapid_rearmanent_aat_idea
				days = 365
			
# ... (truncated)
### Entity: Idea
Component: star_bonifacio
Constructs: has_completed_focus, has_global_flag, research_bonus
Source: game
File: common/ideas/r56_spain_republic.txt

Code:
star_bonifacio = {
	allowed = {
		original_tag = SPR
	}
	traits = {
		infantry_equipment_producer_mass_1
	}
	available = {
		has_completed_focus = SPR_Equipment
	}
	visible = {
		has_global_flag = SPR_R56_focus_tree
	}
	modifier = {

	}
	research_bonus = {
		infantry_weapons = 0.15
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/CHI_1939_sea.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = CHI
		}
		requested_factories = 6
		progress = 0.1
		efficiency = 100
		industrial_manufacturer = mio:CHI_hanyan_arsenal_organization
	} {
		equipment = {
			type = support_equipment_1
			creator = CHI
		}
		requested_factories = 1
		progress = 0.15
		efficiency = 100
	} {
		equipment = {
			type = motorized_equipment_1
			creator = CHI
		}
		requested_factories = 1
		progress = 0.4
		efficiency = 100
	}
}
### Entity: Order of Battle
Component: air_wing_64
Source: game
File: history/units/GER_1936_air_bba.txt

Code:
air_wings = {
	64 = {
		small_plane_airframe_0 = {
			owner = GER
			amount = 80
			version_name = He 51
		}
		name = Jagdgeschwader 132 Kampfgeschwader 153
		medium_plane_airframe_0 = {
			owner = GER
			amount = 80
			version_name = Do 23
		} {
			owner = GER
			amount = 40
			version_name = Ju 86
		}
		transport_plane_equipment_1 = {
			owner = GER
			amount = 80
		}
	}
}
### Entity: Character
Component: CHI_civilian_unifier_upgraded_2
Constructs: annex_subject_cost_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
CHI_civilian_unifier_upgraded_2 = {
	sprite = 10
	random = no
	subjects_autonomy_gain = -0.06
	political_power_factor = 0.05
	annex_subject_cost_factor = -0.25
	surrender_limit = 0.05
	ai_will_do = {
		factor = 1
	}
}
### Entity: Military Industrial Organization
Component: GRE_aekkea_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/GRE_organization.txt

Code:
GRE_aekkea_organization = {
	include = generic_medium_aircraft_organization
	icon = GFX_idea_gre_phaliron_aekka
	allowed = {
		tag = GRE
		has_dlc = Battle for the Bosporus
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_Commercial_Port_Expansion
Constructs: shared_focus, has_completed_focus, prerequisite, add_ideas, completion_reward, has_focus_autohide_rule_trigger_r56, add_building_construction
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_Commercial_Port_Expansion
	icon = GFX_goal_navy_funding
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = RAJ_Reform_the_Colonial_Economy RAJ_Foster_Private_Investment
	}
	x = 3
	y = 1
	relative_position_id = RAJ_Foster_Private_Investment
	offset = {
		x = -3
		trigger = {
			has_completed_focus = RAJ_Establish_the_Planning_Commission
			has_focus_autohide_rule_trigger_r56 = yes
		}
	} {
		trigger = {
			has_completed_focus = RAJ_Foster_Private_Investment
			has_focus_autohide_rule_trigger_r56 = yes
		}
	}
	completion_reward = {
		add_ideas = RAJ_commerical_port_expansion
		429 = {
			add_building_construction = {
				type = naval_base
				level = 1
				instant_build = yes
				province = 1349
			}
		}
		428 = {
			add_building_construction = {
				type = naval_base
				level = 2
				instant_build = yes
				province = 9975
			}
		}
		426 = {
			add_building_construction = {
				type = naval_base
				level = 2
				instant_build = yes
				province = 10255
			}
		}
	}
}
### Entity: Effect Reference
Construct: add_skill_level
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_skill_level

* Supported Scopes: CHARACTER
* Supported Targets: none

```
Adds a skill level to a unit leader
Example: add_skill_level = 1
```
### Entity: Country History
Country: VIN
Component: VIN_technology
Constructs: set_technology
Source: game
File: history/countries/VIN - Vietnam.txt

Code:
# Starting Technologies for VIN
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_support = 1
	tech_recon = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	gw_artillery = 1
	interwar_antiair = 1
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_Ease_Agricultural_Regulations
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, add_power_balance_value
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_Ease_Agricultural_Regulations
	icon = GFX_goal_generic_agriculture2
	cost = 10
	prerequisite = {
		focus = RAJ_Irrigation_Infrastructure
	} {
		focus = RAJ_Centralise_the_Courts
	}
	ai_will_do = {
		factor = 5
	}
	x = -1
	y = 3
	relative_position_id = RAJ_Foster_Private_Investment
	completion_reward = {
		add_ideas = RAJ_agriculture_deregulated
		custom_effect_tooltip = generic_skip_one_line_tt
		add_power_balance_value = {
			id = r56_south_asia_religious_bop
			value = -0.05
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_maintain_universal_drafting
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_maintain_universal_drafting
	icon = GFX_focus_generic_little_entente
	cost = 10
	x = 1
	y = 1
	prerequisite = {
		focus = PER_adopt_soviet_tactics PER_adopt_german_doctrines PER_continue_using_western_doctrines PER_adopt_guerilla_tactics PER_rely_on_artillery_firepower
	}
	mutually_exclusive = {
		focus = PER_revise_universal_drafting_law
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = PER_maintain_universal_drafting
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	relative_position_id = PER_continue_using_western_doctrines
}
### Entity: Idea
Component: JAP_low_on_funds_idea
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_low_on_funds_idea = {
	picture = generic_army_problems
	removal_cost = -1
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		consumer_goods_factor = 0.2
		industrial_capacity_dockyard = -0.15
		industrial_capacity_factory = -0.15
	}
}
### Entity: Idea
Component: FSM_ar
Source: game
File: common/ideas/micronesia.txt

Code:
FSM_ar = {
	ledger = army
	picture = generic_army_asia_5
	allowed = {
		original_tag = FSM
	}
	traits = {
		army_regrouping_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_the_fight_against_stalinism
Constructs: prerequisite, completion_reward, is_in_faction_with, has_guaranteed, is_guaranteed_by, has_non_aggression_pact_with, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_the_fight_against_stalinism
	icon = GFX_focus_spr_masters_of_our_own_fate
	prerequisite = {
		focus = ITA_defend_the_land
	}
	x = 1
	y = 1
	relative_position_id = ITA_defend_the_land
	cost = 10
	available = {
		country_exists = SOU
		NOT = {
			is_in_faction_with = SOU
		} {
			has_guaranteed = SOU
		} {
			is_guaranteed_by = SOU
		} {
			has_non_aggression_pact_with = SOU
		}
	}
	search_filters = {

	}
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = SOU
		}
		add_timed_idea = {
			idea = ITA_the_fight_against_stalinism
			days = 730
		}
	}
}
### Entity: Character
Component: PRC_zhu_de
Constructs: has_dlc
Source: game
File: common/characters/PRC.txt

Code:
PRC_zhu_de = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = PRC_zhu_de
		portraits = {
			army = {
				large = GFX_portrait_prc_zhu_de
				small = GFX_portrait_PRC_zhu_de_small
			}
		}
		advisor = {
			slot = army_chief
			idea_token = PRC_zhu_de
			allowed = {
				original_tag = PRC
			}
			traits = {
				army_chief_morale_3
			}
			cost = 100
			ai_will_do = {
				base = 1.0
			}
		}
		field_marshal = {
			traits = {
				brilliant_strategist organizer PRC_survivor_of_the_long_march
			}
			skill = 4
			attack_skill = 3
			defense_skill = 3
			planning_skill = 3
			logistics_skill = 4
			legacy_id = -1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		name = PRC_zhu_de
		portraits = {
			army = {
				large = GFX_portrait_prc_zhu_de
				small = GFX_idea_PRC_zhu_de
			}
		}
		advisor = {
			slot = army_chief
			idea_token = PRC_zhu_de
			allowed = {
				original_tag = PRC
			}
			traits = {
				army_chief_morale_3
			}
			cost = 100
			ai_will_do = {
				base = 1.0
			}
		}
		corps_commander = {
			traits = {
				infantry_officer organizer
			}
			skill = 4
			attack_skill = 3
			defense_skill = 3
			planning_skill = 3
			logistics_skill = 4
			legacy_id = -1
		}
	}
}
### Entity: Idea
Component: PRC_government_corruption
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/comchina.txt

Code:
PRC_government_corruption = {
	picture = ARG_political_corruption_modifier
	allowed = {
		original_tag = PRC
	}
	removal_cost = -1
	modifier = {
		political_power_factor = -0.1
		stability_factor = -0.1
	}
}
### Entity: National Focus
Tree: saf_focus
Component: SAF_disrupt_the_trade
Constructs: prerequisite, has_war_with, completion_reward, cancel_if_invalid, add_mastery_bonus
Source: game
File: common/national_focus/south_africa.txt

Code:
focus = {
	id = SAF_disrupt_the_trade
	icon = GFX_goal_generic_occupy_states_coastal
	prerequisite = {
		focus = SAF_seaward_defence_force
	}
	mutually_exclusive = {
		focus = SAF_protect_the_trade
	}
	x = 1
	y = 1
	relative_position_id = SAF_seaward_defence_force
	cost = 10
	ai_will_do = {
		factor = 0.2
		modifier = {
			has_war_with = ENG
			factor = 10
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_mastery_bonus = {
			name = SAF_disrupt_the_trade
			bonus = 0.1
			days = 240
			track = submarines
		}
	}
}
### Entity: Character
Component: ARG_enrique_ruiz_guinazu
Source: game
File: common/characters/ARG.txt

Code:
ARG_enrique_ruiz_guinazu = {
	advisor = {
		slot = political_advisor
		idea_token = ARG_enrique_ruiz_guinazu
		allowed = {
			original_tag = ARG
		}
		traits = {
			tenacious_negotiator
		}
	}
	name = Enrique Ruiz Guiñazú
	portraits = {
		army = {
			small = GFX_portrait_ARG_enrique_guinazu_small
		}
	}
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_end_land_reform
Constructs: prerequisite, add_stability, completion_reward, add_political_power, cancel_if_invalid
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_end_land_reform
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = MEX_focus_liberalize_the_banking_sector
	}
	x = 2
	y = 1
	relative_position_id = MEX_focus_liberalize_the_banking_sector
	cost = 5
	ai_will_do = {
		factor = 100
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MEX_CAUDILLO_REBELLION
	}
	completion_reward = {
		add_stability = -0.05
		add_political_power = 200
		MEX_decrease_cedillo_tension = yes
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_hjemmevaernet
Constructs: prerequisite, limit, add_war_support, has_country_flag, completion_reward, is_subject, add_manpower, unlock_decision_tooltip
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_hjemmevaernet
	icon = GFX_focus_DEN_Hjemmevaernet
	prerequisite = {
		focus = DEN_haeren_reorganization
	}
	relative_position_id = DEN_haeren_reorganization
	x = 0
	y = 1
	cost = 5
	available = {
		if = {
			limit = {
				is_subject = yes
			}
			hidden_trigger = {
				has_country_flag = DEN_unlock_military_branch_flag
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		add_war_support = 0.05
		add_manpower = 5000
		army_experience = 15
		unlock_decision_tooltip = DEN_deploy_the_home_guard
		DEN_improve_haeren_NS = yes
		add_to_variable = {
			DEN_haeren_army_core_defence = 0.05
			tooltip = army_core_defence_factor_tt
		}
	}
}
### Entity: Scripted Effect
Component: r56_ger_kpd_50
Constructs: limit, has_active_mission, add_days_mission_timeout
Source: game
File: common/scripted_effects/r56_GER_scripted_effects.txt

Code:
r56_ger_kpd_50 = {
	IF = {
		limit = {
			has_active_mission = GER_kpd_demands_action
		}
		add_days_mission_timeout = {
			mission = GER_kpd_demands_action
			days = 200
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_the_turkish_tank_project
Constructs: prerequisite, limit, completion_reward, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_the_turkish_tank_project
	icon = GFX_focus_generic_tank_production
	prerequisite = {
		focus = TUR_arctic_wolves_training_program
	}
	x = 0
	y = 1
	relative_position_id = TUR_arctic_wolves_training_program
	cost = 10
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		348 = {
			if = {
				limit = {
					free_building_slots = {
						building = arms_factory
						size = > 0
						include_locked = yes
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = TUR_the_turkish_tank_project
			bonus = 1.5
			uses = 1
			category = cat_heavy_armor
		}
	}
}
### Entity: Unit Template
Component: ISR_CAV_01
Source: game
File: common/units/names_divisions/ISR_names_divisions.txt

Code:
ISR_CAV_01 = {
	name = Cavalry Divisions
	for_countries = {
		ISR
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %dth Israeli Cavalry Division
	ordered = {
		1 = {
			%dst Israeli Cavalry Division
		}
		2 = {
			%dnd Israeli Cavalry Division
		}
		3 = {
			%drd Israeli Cavalry Division
		}
		4 = {
			%dth Israeli Cavalry Division
		}
		5 = {
			%dth Israeli Cavalry Division
		}
		6 = {
			%dth Israeli Cavalry Division
		}
		7 = {
			%dth Israeli Cavalry Division
		}
		8 = {
			%dth Israeli Cavalry Division
		}
		9 = {
			%dth Israeli Cavalry Division
		}
		10 = {
			%dth Israeli Cavalry Division
		}
		11 = {
			%dth Israeli Cavalry Division
		}
		12 = {
			%dth Israeli Cavalry Division
		}
		13 = {
			%dth Israeli Cavalry Division
		}
		14 = {
			%dth Israeli Cavalry Division
		}
		15 = {
			%dth Israeli Cavalry Division
		}
		16 = {
			%dth Israeli Cavalry Division
		}
		17 = {
			%dth Israeli Cavalry Division
		}
		18 = {
			%dth Israeli Cavalry Division
		}
		19 = {
			%dth Israeli Cavalry Division
		}
		20 = {
			%dth Israeli Cavalry Division
		}
		21 = {
			%dst Israeli Cavalry Division
		}
		22 = {
			%dnd Israeli Cavalry Division
		}
		23 = {
			%drd Israeli Cavalry Division
		}
		24 = {
			%dth Israeli Cavalry Division
		}
		25 = {
			%dth Israeli Cavalry Division
		}
		26 = {
			%dth Israeli Cavalry Division
		}
		27 = {
			%dth Israeli Cavalry Division
		}
		28 = {
			%dth Israeli Cavalry Division
		}
		29 = {
			%dth Israeli Cavalry Division
		}
		30 = {
			%dth Israeli Cavalry Division
		}
		31 = {
			%dst Israeli Cavalry Division
		}
		32 = {
			%dnd Israeli Cavalry Division
		}
		33 = {
			%drd Israeli Cavalry Division
		}
		34 = {
			%dth Israeli Cavalry Division
		}
		35 = {
			%dth Israeli Cavalry Division
		}
		36 = {
			%dth Israeli Cavalry Division
		}
		37 = {
			%dth Israeli Cavalry Division
		}
		38 = {
			%dth Israeli Cavalry Division
		}
		39 = {
			%dth Israeli Cavalry Division
		}
		40 = {
			%dth Israeli Cavalry Division
		}
		41 = {
			%dst Israeli Cavalry Division
		}
		42 = {
			%dnd Israeli Cavalry Division
		}
		43 = {
			%drd Israeli Cavalry Division
		}
		44 = {
			%dth Israeli Cavalry Division
		}
		45 = {
			%dth Israeli Cavalry Division
		}
		46 = {
			%dth Israeli Cavalry Division
		}
		47 = {
			%dth Israeli Cavalry Division
		}
		48 = {
			%dth Israeli Cavalry Division
		}
		49 = {
# ... (truncated)
### Entity: Character
Component: SIA_military_wing_leader
Constructs: war_support_factor
Source: game
File: common/country_leader/taog_traits.txt

Code:
SIA_military_wing_leader = {
	sprite = 5
	random = no
	production_speed_arms_factory_factor = 0.05
	land_mastery_gain_factor = 0.05
	war_support_factor = 0.05
	army_speed_factor = 0.05
}
### Entity: Character
Component: adventurous_daredevil
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
adventurous_daredevil = {
	random = no
	sprite = 13
	war_support_factor = 0.05
	political_power_factor = 0.05
	army_morale_factor = 0.1
	experience_gain_air_factor = 0.03
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: strikes_event.7
Constructs: is_triggered_only, remove_ideas, clr_country_flag, set_country_flag
Source: game
File: events/stability_events.txt

Code:
country_event = {
	id = strikes_event.7
	title = strikes_event.7.t
	desc = strikes_event.7.desc
	picture = GFX_report_event_polish_tanks_01
	is_triggered_only = yes
	option = {
		name = strikes_event.7.a
		remove_ideas = {
			strikes_1 strikes_2 strikes_3
		}
		clr_country_flag = crisis_in_progress crisis_solution_in_progress
		set_country_flag = {
			flag = strikes_resolved
			days = 90
		}
	}
}
### Entity: Scripted Effect
Component: GRE_small_payment_to_french_debt_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/GRE_scripted_effects.txt

Code:
GRE_small_payment_to_french_debt_effect = {
	custom_effect_tooltip = GRE_small_payment_to_french_debt_effect_tt
	hidden_effect = {
		subtract_from_variable = {
			var = GRE_debt_to_the_ifc_france_var
			value = 2.5
		}
		add_to_variable = {
			var = GRE_debt_to_the_ifc_paid_var
			value = 2.5
		}
		GRE_debt_check_effect = yes
	}
}
### Entity: Idea
Component: EAI_DD_6/heavy_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_6/heavy_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_destroyer_chassis = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: Idea
Component: EAI_DD_12/modern_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_12/modern_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_aa_chassis = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: Character
Component: ICE_hermann_jonasson
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/ICE.txt

Code:
ICE_hermann_jonasson = {
	name = ICE_hermann_jonasson
	portraits = {
		civilian = {
			large = GFX_portrait_ICE_hermann_jonasson
			small = GFX_portrait_ICE_hermann_jonasson_small
		}
	}
	country_leader = {
		ideology = liberalism
		traits = {
			ICE_hot_tempered_reformer
		}
		expire = 1965.1.1
		id = -1
	}
	advisor = {
		cost = 150
		slot = political_advisor
		idea_token = ICE_hermann_jonasson
		allowed = {

		}
		available = {
			OR = {
				has_government = democratic neutrality
			}
			has_completed_focus = ICE_the_kingdom_of_iceland
		}
		visible = {

		}
		traits = {
			democratic_reformer
		}
		ai_will_do = {
			base = 1.0
			modifier = {
				factor = 0
				ICE_has_fascist_ai = yes
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Template%3ACopy_edit/doc.html

Doc:
This is the documentation page for Template:Copy edit. When it is viewed directly, links using variables may appear broken; do not replace these with hardcoded page names or URLs.

Copy edit can be used to highlight pages that needs copy editing.

Contents

1 Usage

2 Parameters

3 Effects

4 Updating this template

5 Examples
### Entity: National Focus
Component: bra_shared_naval_experience
Constructs: prerequisite, limit, completion_reward, is_in_faction, add_doctrine_cost_reduction, every_other_country, has_navy_size, is_in_faction_with
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = bra_shared_naval_experience
	icon = GFX_goal_generic_admirality
	prerequisite = {
		focus = bra_transatlantico
	}
	relative_position_id = bra_transatlantico
	x = 6
	y = 1
	cost = 5
	available = {
		is_in_faction = yes
		num_faction_members = > 1
	}
	bypass = {

	}
	completion_reward = {
		navy_experience = 10
		custom_effect_tooltip = bra_shared_naval_experience_tt
		effect_tooltip = {
			add_doctrine_cost_reduction = {
				name = naval_doctrine_tech_bonus_name
				cost_reduction = 0.5
				uses = 1
				category = naval_doctrine
			}
		}
		hidden_effect = {
			add_doctrine_cost_reduction = {
				name = naval_doctrine_tech_bonus_name
				cost_reduction = 0.5
				uses = 1
				category = naval_doctrine
			}
			every_other_country = {
				limit = {
					has_navy_size = {
						size = > 1
					}
					is_in_faction_with = ROOT
				}
				add_doctrine_cost_reduction = {
					name = naval_doctrine_tech_bonus_name
					cost_reduction = 0.5
					uses = 1
					category = naval_doctrine
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}