Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: TUR_industrial_projects_category
Constructs: has_completed_focus, add_equipment_to_stockpile, limit, add_ideas, remove_ideas, has_country_flag, add_stability, fire_only_once
Source: game
File: common/decisions/TUR.txt

Code:
TUR_industrial_projects_category = {
	TUR_open_the_nazilli_callico_factory = {
		icon = generic_factory
		allowed = {
			original_tag = TUR
		}
		fire_only_once = yes
		visible = {
			has_completed_focus = TUR_the_sanayiciler
			NOT = {
				OR = {
					has_country_leader = {
						character = TUR_sefik_husnu
						ruling_only = yes
					}
					has_completed_focus = TUR_nationalise_all_private_industry
				}
			}
		}
		available = {
			NOT = {
				OR = {
					has_completed_focus = TUR_nationalise_all_private_industry
					has_country_flag = TUR_financing_private_enterprise_flag
				}
			}
			339 = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
		}
		days_remove = 180
		cost = TUR_etatism_cost_penalty_var?50
		ai_will_do = {
			factor = 5
			modifier = {
				is_historical_focus_on = yes
				factor = 0
			}
		}
		complete_effect = {
			add_ideas = TUR_financing_private_enterprise
			hidden_effect = {
				set_country_flag = {
					flag = TUR_financing_private_enterprise_flag
					value = 1
					days = 200
				}
			}
		}
		remove_effect = {
			339 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			remove_ideas = TUR_financing_private_enterprise
		}
	}
	TUR_finance_the_bursa_merinos_factory = {
		icon = generic_factory
		allowed = {
			original_tag = TUR
		}
		fire_only_once = yes
		visible = {
			has_completed_focus = TUR_the_sanayiciler
			NOT = {
				OR = {
					has_country_leader = {
						character = TUR_sefik_husnu
						ruling_only = yes
					}
					has_completed_focus = TUR_nationalise_all_private_industry
				}
			}
		}
		available = {
			NOT = {
				OR = {
					has_completed_focus = TUR_nationalise_all_private_industry
					has_country_flag = TUR_financing_private_enterprise_flag
				}
			}
			340 = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
		}
		days_remove = 180
		cost = TUR_etatism_cost_penalty_var?50
		ai_will_do = {
			factor = 5
			modifier = {
				is_historical_focus_on = yes
				factor = 0
			}
		}
		complete_effect = {
			add_ideas = TUR_financing_private_enterprise
			hidden_effect = {
				set_country_flag = {
					flag = TUR_financi
# ... (truncated)
### Entity: Effect Reference
Construct: add_breakthrough_progress
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_breakthrough_progress

* Supported Scopes: COUNTRY
* Supported Targets: none

Add breakthrough progress to one specialization or all for a country scope.
The value can either be an absolute value or a script constant.
### Entity: Character
Component: industrial_concern
Source: game
File: common/country_leader/00_traits.txt

Code:
industrial_concern = {
	random = no
	country_resource_coal = 6
	local_resources_coal_factor = 0.05
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: EAI_DD_19/cv_small_plane_naval_bomber_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_19/cv_small_plane_naval_bomber_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.19
			instant = yes
		}
	}
}
### Entity: Character
Component: exiled_revolutionary
Source: game
File: common/country_leader/00_traits.txt

Code:
exiled_revolutionary = {
	random = no
	subversive_activites_upkeep = -0.5
	drift_defence_factor = 0.3
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: GER_new_german_constitution
Constructs: stability_factor, removal_cost, fascism_drift, communism_drift, democratic_drift
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_new_german_constitution = {
	removal_cost = -1
	allowed = {
		always = no
	}
	picture = generic_democratic_drift_bonus
	modifier = {
		stability_factor = 0.05
		fascism_drift = -0.01
		communism_drift = -0.01
		democratic_drift = 0.01
	}
}
### Entity: Faction
Component: faction_manifest_chinese_consolidation
Constructs: is_manifest
Source: game
File: common/factions/goals/faction_manifests.txt

Code:
faction_manifest_chinese_consolidation = {
	name = china_chinese_consolidation_goal_name
	description = strength_in_unity_goal_desc
	is_manifest = yes
	ratio_progress = {
		total_amount_collection = collection:china_potential_core_states
		completed_amount_collection = collection:china_core_states_controlled_by_faction_leader_ideology
		scale = {
			autonomy_gain_ll_to_subject_factor = -0.3
		}
		reversed = {
			army_core_defence_factor = 0.1
		}
		progress_sections = {
			manifest_fulfilled = {
				min = @manifest_fulfilled_value
				modifier = {
					cic_to_overlord_factor = 0.5
					mic_to_overlord_factor = 0.5
				}
			}
		}
	}
}
### Entity: Idea
Component: r56_USA_coordinate_branch_logistics
Constructs: has_war, removal_cost
Source: game
File: common/ideas/r56_usa.txt

Code:
r56_USA_coordinate_branch_logistics = {
	name = USA_coordinate_branch_logistics
	picture = generic_production_bonus
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		max_command_power = -20
		attrition = -0.1
		naval_attrition = -0.1
		custom_modifier_tooltip = r56_USA_coordinate_branch_logistics_tt
	}
	do_effect = {
		has_war = yes
	}
}
### Entity: Country History
Country: EST
Component: EST_characters
Constructs: recruit_character
Source: game
File: history/countries/EST - Estonia.txt

Code:
# Leaders & Characters for EST
recruit_character = EST_konstantin_pats EST_artur_sirk EST_johannes_kabin EST_jaan_tonisson EST_andres_larka EST_oskar_eiriksson EST_leo_sepp EST_richard_veermaa EST_alex_nirk EST_richard_tomberg EST_alfred_vendt EST_juhan_tuuling EST_nikolay_g_karotamm EST_voldemar_mere EST_alfons_rebane EST_juri_uluots EST_boris_kumm EST_august_rei EST_jaan_anvelt EST_johan_laidoner
### Entity: National Focus
Tree: can_focus
Component: CAN_compromise_with_quebec
Constructs: prerequisite, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_compromise_with_quebec
	icon = GFX_goal_tfv_can_compromise_with_quebec
	prerequisite = {
		focus = CAN_long_branch_arsenal CAN_independent_command
	}
	mutually_exclusive = {
		focus = CAN_forced_quebec_conscription
	}
	x = 4
	y = 6
	relative_position_id = CAN_defence_of_canada_regulations
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = CAN_conscription_crisis
			add_idea = CAN_conscription_crisis_mended
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_92
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_92 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 92
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 92
	}
}
### Entity: Scripted Effect
Component: EAI_INVASION_historical_invasions
Constructs: limit, has_country_flag, random_scope_in_array, check_variable, set_temp_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_naval_invasion_effects.txt

Code:
EAI_INVASION_historical_invasions = {
	if = {
		limit = {
			any_of_scopes = {
				array = updated_naval_invasion_targets
				EAI_INVASION_invasion_strategies = yes
			}
		}
		random_scope_in_array = {
			array = updated_naval_invasion_targets
			limit = {
				EAI_INVASION_invasion_strategies = yes
			}
			ROOT = {
				EAI_INVASION_set_target = yes
			}
			if = {
				limit = {
					ROOT = {
						has_country_flag = EAI_naval_invasion_logging
						check_variable = {
							log_started_invasion = 1
						}
					}
				}
				log = [GetYear] [GetMonth] | AI | [Root.GetName] | INVASION: reason: EAI_INVASION_historical_invasions
			}
			set_temp_variable = {
				log_started_invasion = 0
			}
		}
		set_temp_variable = {
			selected_invasion_target = 1
		}
	}
}
### Entity: Idea
Component: WUR_ent
Source: game
File: common/ideas/wurtemberg.txt

Code:
WUR_ent = {
	picture = generic_army_europe_2
	allowed = {
		original_tag = WUR
	}
	traits = {
		army_entrenchment_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: PRC_lack_skilled_personnel_3
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/prc.txt

Code:
PRC_lack_skilled_personnel_3 = {
	name = PRC_lack_skilled_personnel
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = indochina_illiteracy
	research_bonus = {
		electronics = -0.5
		nuclear = -0.7
		industry = -0.35
		armor = -0.22
		naval_equipment = -0.27
		air_equipment = -0.24
		artillery = -0.15
		motorized_equipment = -0.01
	}
	modifier = {
		naval_doctrine_cost_factor = 0.19
		air_doctrine_cost_factor = 0.1
	}
}
### Entity: Character
Component: FRA_neo_jacobin
Constructs: war_support_factor, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
FRA_neo_jacobin = {
	random = no
	sprite = 13
	fascism_drift = 0.05
	justify_war_goal_time = -0.1
	war_support_factor = 0.1
}
### Entity: AI Strategy
Component: ENG_destroyers
Constructs: has_war
Source: game
File: common/ai_equipment/ENG_naval.txt

Code:
ENG_destroyers = {
	category = naval
	blocked_for = {

	}
	available_for = {
		ENG
	}
	roles = {
		naval_screen
	}
	priority = {
		factor = 500
		modifier = {
			factor = 2
			has_war = yes
		}
	}
	destroyer_early = {
		name = abcd_class
		design_team = ENG_yarrow_shipbuilders_organization
		priority = {
			factor = 10
		}
		role_icon_index = 2
		history = yes
		target_variant = {
			match_value = 500.0
			type = ship_hull_light_1
			modules = {
				fixed_ship_battery_slot = dp_light_battery
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_radar_slot = ship_radar
				fixed_ship_engine_slot = light_ship_engine
				fixed_ship_torpedo_slot = ship_torpedo
				mid_1_custom_slot = ship_depth_charge
				rear_1_custom_slot = ship_anti_air
			}
		}
		allowed_modules = {
			ship_anti_air ship_depth_charge dp_light_battery ship_torpedo light_ship_engine ship_sonar ship_fire_control_system ship_radar
		}
	}
	destroyer_basic = {
		name = efgh_class
		priority = {
			factor = 100
			modifier = {
				factor = 100
				has_war = yes
			}
		}
		role_icon_index = 2
		history = yes
		target_variant = {
			match_value = 2000.0
			type = ship_hull_light_2
			modules = {
				fixed_ship_battery_slot = dp_light_battery
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_radar_slot = ship_radar
				fixed_ship_engine_slot = light_ship_engine
				fixed_ship_torpedo_slot = ship_torpedo
				mid_1_custom_slot = ship_depth_charge
				rear_1_custom_slot = ship_anti_air
			}
		}
		allowed_modules = {
			ship_anti_air ship_depth_charge dp_light_battery ship_torpedo light_ship_engine ship_sonar ship_fire_control_system ship_radar
		}
	}
	destroyer_improved = {
		name = battle_Class_1942
		priority = {
			factor = 250
			modifier = {
				factor = 2
				has_war = yes
			}
		}
		role_icon_index = 2
		history = yes
		target_variant = {
			match_value = 2800.0
			type = ship_hull_light_3
			modules = {
				fixed_ship_battery_slot = dp_light_battery
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_sonar
				fixed_ship_radar_slot = ship_radar
				fixed_ship_engine_slot = light_ship_engine
				fixed_ship_torpedo_slot = ship_torpedo
				front_1_custom_slot = ship_anti_air
				mid_1_custom_slot = ship_depth_cha
# ... (truncated)
### Entity: Modifier Reference
Component: GER_stasi_modifier
Constructs: stability_factor, has_government, remove_trigger, communism_drift, operation_cost, decryption_factor, encryption_factor
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
GER_stasi_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_generic_spy_intel
	remove_trigger = {
		NOT = {
			has_government = communism
		}
	}
	drift_defence_factor = GER_communist_intel_drift_defence_factor
	communism_drift = GER_communist_intel_communism_drift
	operative_slot = GER_communist_intel_operative_slot
	stability_factor = GER_communist_intel_stability_factor
	operation_cost = GER_communist_intel_operation_cost
	subversive_activites_upkeep = GER_communist_intel_subversive_activities_upkeep
	intel_network_gain_factor = GER_communist_intel_intel_network_gain
	decryption_factor = GER_communist_intel_decryption_factor
	encryption_factor = GER_communist_intel_encryption_factor
}
### Entity: Event
Component: wuw_GER_realpolitik.2
Constructs: is_triggered_only, add_to_faction
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_realpolitik.2
	title = wuw_GER_realpolitik.2.t
	desc = wuw_GER_diplomacy.2.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = wuw_GER_realpolitik.2.a
		effect_tooltip = {
			ROOT = {
				add_to_faction = FROM
			}
			GER_setup_faction_wide_aoe_effects_root = yes
		}
	}
}
### Entity: Joint Focus
Component: HABSBURG_for_the_glory_of_the_empire
Constructs: prerequisite, joint_focus, completion_reward, is_faction_leader, is_in_faction_with, is_subject, is_subject_of, add_to_variable
Source: game
File: common/national_focus/habsburg_joint.txt

Code:
joint_focus = {
	id = HABSBURG_for_the_glory_of_the_empire
	dynamic = yes
	icon = GFX_focus_HABSBURG_for_the_glory_of_the_empire
	prerequisite = {
		focus = HABSBURG_the_modern_hussar HABSBURG_organizational_exercises HABSBURG_meeting_the_logistical_challenge HABSBURG_effectivizing_the_motorized_troops
	}
	relative_position_id = HABSBURG_the_modern_hussar
	x = 3
	y = 1
	cost = 10
	text_icon = NORDIC_focus_style
	available = {
		custom_trigger_tooltip = {
			tooltip = HABSBURG_is_subject_puppeteer_faction_leader_or_member_trigger_tt
			OR = {
				AND = {
					is_faction_leader = yes
					any_allied_country = {
						HABSBURG_is_a_habsburg_viable_nation = yes
					}
				} {
					is_faction_leader = no
					OR = {
						AND = {
							is_in_faction_with = HUN
							HUN = {
								is_faction_leader = yes
							}
						} {
							is_in_faction_with = AUS
							AUS = {
								is_faction_leader = yes
							}
						}
					}
				} {
					OR = {
						original_tag = HUN AUS
					}
					any_subject_country = {
						HABSBURG_is_a_habsburg_viable_nation = yes
					}
					is_subject = no
				} {
					is_subject = yes
					OR = {
						is_subject_of = HUN AUS
					}
				}
			}
			HABSBURG_is_a_habsburg_viable_nation = yes
		}
	}
	joint_trigger = {
		HABSBURG_joint_trigger = yes
	}
	ai_will_do = {
		base = 3
	}
	search_filters = {

	}
	completion_reward = {
		effect_tooltip = {
			custom_effect_tooltip = HABSBURG_modify_joint_army_ns_intro
			add_to_variable = {
				global.HABSBURG_army_army_core_attack_factor = 0.05
				tooltip = army_core_attack_factor_tt
			} {
				global.HABSBURG_army_army_core_defence_factor = 0.1
				tooltip = army_core_defence_factor_tt
			}
		}
	}
	completion_reward_joint_originator = {
		hidden_effect = {
			custom_effect_tooltip = HABSBURG_modify_joint_army_ns_intro
			add_to_variable = {
				global.HABSBURG_army_army_core_attack_factor = 0.05
				tooltip = army_core_attack_factor_tt
			} {
				global.HABSBURG_army_army_core_defence_factor = 0.1
				tooltip = army_core_defence_factor_tt
			}
		}
	}
}
### Entity: Idea
Component: AST_r56_malayan_nationalists_f
Constructs: removal_cost, autonomy_gain, democratic_drift, fascism_drift
Source: game
File: common/ideas/r56_australia.txt

Code:
AST_r56_malayan_nationalists_f = {
	name = AST_malayan_nationalists
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_fascism_drift_bonus
	modifier = {
		autonomy_gain = 1
		democratic_drift = -0.1
		fascism_drift = 0.2
	}
}
### Entity: State History
Component: 592
Constructs: limit, add_core_of, has_dlc, remove_core_of, set_province_controller
Source: game
File: history/states/592-Guangzhou.txt

Code:
state = {
	id = 592
	name = STATE_592
	manpower = 17835200
	state_category = city
	resources = {
		tungsten = 8
		steel = 15
		chromium = 3
	}
	history = {
		owner = GXC
		add_core_of = GXC CHI PRC
		1936.1.1 = {
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				GDC = {
					transfer_state = PREV
				}
				add_core_of = GDC
				remove_core_of = GXC
			}
		}
		buildings = {
			infrastructure = 2
			arms_factory = 2
			industrial_complex = 2
			air_base = 3
			1047 = {
				naval_base = 5
				coastal_bunker = 1
				bunker = 1
			}
		}
		victory_points = {
			1047 10
		} {
			12077 1
		}
		1938.10.25 = {
			remove_core_of = GXC
			owner = CHI
			JAP = {
				set_province_controller = 1047 7152 11938 11941
			}
		}
	}
	provinces = {
		1047 1087 1131 1187 4092 7039 7152 9963 11938 11941 12077
	}
	local_supplies = 1.0
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Economic_Planning
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Economic_Planning
	icon = GFX_goal_generic_communist_economy
	cost = 10
	prerequisite = {
		focus = PAK_Collectivisation
	}
	x = 1
	y = 5
	ai_will_do = {
		factor = 80
	}
	completion_reward = {
		add_ideas = PAK_Economic_Planning
	}
}
### Entity: Event
Component: SEA_china.8
Constructs: is_triggered_only, ai_chance, fire_only_once, add_to_faction
Source: game
File: events/SEA_Nat_China.txt

Code:
country_event = {
	id = SEA_china.8
	title = SEA_china.8.t
	desc = SEA_china.8.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = SEA_china.8.a
		ai_chance = {
			base = 10
		}
		ROOT = {
			add_to_faction = FROM
		}
	}
}
### Entity: Name List
Component: NKR
Source: game
File: common/names/tymodern_names.txt

Code:
NKR = {
	male = {
		names = {
			Aleksandr Ara Aram Ararat Ari Armen Arsen Avag Avedis Avetis Azat Baghdasar Bagrat Bedros Boghos Daniel Davit Eduard Garegin Garen Geghard Gevorg Grigor Gurgen Hagop Haig Haik Hakob Hamlet Haykn Henrik Hovhannes Hovik Hovo Hovsep Jirair Karekin Karen Keghart Kevork Khachatur Khajag Khazhak Krikor Levon Narek Nazar Nazaret Nerses Ohannes Petros Poghos Rouben Rudolf Sahak Sargis Sevan Spartak Stepan Taniel Toros Vahagn Vahan Vardan Vosgi Zhirayr
		}
	}
	female = {
		names = {
			Aghavni Almast Anahid Anahit Ani Anoush Arax Arevig Arevik Berjouhi Gadar Gohar Hourig Hurik Katar Kohar Lucine Maral Margarid Mariam Nazaret Perchuhi Sevan Siran Siranush Sirvard Taguhi Talin Varduhi Vartouhi Vosgi Yeva Zabel
		}
	}
	surnames = {
		Abajian Abasyan Abrahamian Adamian Agassi Ajemian Aleksanyan Andonian Andranian Arabian Aslanian Avagyan Azarian Babayan Baghdasaryan Balian Barsamian Barthevian Bedrosian Boghosian Boyajian Dadrian Danielian Darbinyan Davtyan Derian Donabedian Garabedian Gasparyan Gevorgyan grigoryan Hachadorian Hagopian Hovanesian Hovhannisian Kardashyan Karkavandian Kasabian Kashmanian Kasparian Kevorkian Khachaturian Margaryan Matevosian Misakian Missirlian Mikhitaryan Mooshian Najarian Nalbandian Nazaretyan Nazaryan Odjakjian Ohanian Panosyan Petrosyan Sahagian Salti Sarafian Sargis Sargsyan Simonian Tamasian Tarpinian Tavitian Torosian Vardanyan Yeghiazaryan Yesayan Zakarian
	}
}
### Entity: AI Strategy
Component: ENG_accept_USA_access
Constructs: is_ai, is_in_faction_with, has_military_access_to
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_accept_USA_access = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		tag = ENG
		date = > 1940.9.9
		USA = {
			is_ai = yes
			NOT = {
				OR = {
					is_in_faction_with = ENG
					has_military_access_to = ENG
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = diplo_action_acceptance
		id = USA
		target = military_access
		value = 1000
	}
}
### Entity: Character
Component: ZAM_acgs
Source: game
File: common/characters/ZAM.txt

Code:
ZAM_acgs = {
	advisor = {
		slot = air_chief
		idea_token = ZAM_acgs
		allowed = {
			original_tag = ZAM
		}
		traits = {
			air_chief_ground_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_advanced_maneuvers
Constructs: prerequisite, completion_reward, set_variable
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_advanced_maneuvers
	icon = GFX_goal_generic_navy_doctrines_tactics
	prerequisite = {
		focus = SOV_expand_shipbuilding_plants
	} {
		focus = SOV_an_oceangoing_navy
	}
	x = 0
	y = 3
	relative_position_id = SOV_expand_shipbuilding_plants
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_NAVY_XP
	}
	completion_reward = {
		set_variable = {
			SOV_red_fleet_naval_coordination = 0.1
		} {
			SOV_red_fleet_navy_visibility = -0.05
		} {
			SOV_red_fleet_positioning = 0.1
		} {
			SOV_red_fleet_screening_efficiency = 0.1
		}
		custom_effect_tooltip = SOV_advanced_maneuvers_ns_tt
		navy_experience = 50
	}
}
### Entity: Idea
Component: monarchist_advisor
Constructs: political_power_gain, removal_cost, neutrality_drift
Source: game
File: common/ideas/tmodern_advisors.txt

Code:
monarchist_advisor = {
	cost = 75
	removal_cost = 0
	traits = {

	}
	picture = generic_political_advisor_europe_4
	modifier = {
		political_power_gain = 0.25
		neutrality_drift = 0.15
		opinion_gain_monthly_factor = 0.25
	}
}
### Entity: Event
Component: r56_australia.25
Constructs: is_triggered_only
Source: game
File: events/R56_Australia.txt

Code:
country_event = {
	id = r56_australia.25
	title = r56_australia.25.t
	desc = r56_australia.25.d
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = r56_australia.25.a
	}
}
### Entity: Event
Component: news.128
Constructs: has_war_with, is_controlled_by, is_owned_by, has_global_flag, set_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.128
	title = news.128.t
	desc = news.128.d
	picture = GFX_news_event_german_reichstag_ruins
	major = yes
	trigger = {
		64 = {
			is_controlled_by = USA
		} {
			is_owned_by = GER
		}
		USA = {
			has_war_with = GER
		}
		NOT = {
			has_global_flag = fall_of_berlin_usa
		}
	}
	immediate = {
		set_global_flag = fall_of_berlin_usa
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = news.139.a
		trigger = {
			NOT = {
				TAG = USA GER
			}
		}
	} {
		name = news.128.b
		trigger = {
			TAG = USA
		}
	} {
		name = news.100.c
		trigger = {
			TAG = GER
		}
	}
}