Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: nav_cas_producer_defense_2
Constructs: equipment_bonus, maximum_speed
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
nav_cas_producer_defense_2 = {
	random = no
	equipment_bonus = {
		small_plane_cas_airframe = {
			air_defence = 0.15
			air_agility = 0.1
			reliability = 0.1
			maximum_speed = 0.05
		}
		small_plane_naval_bomber_airframe = {
			air_defence = 0.15
			air_agility = 0.1
			reliability = 0.1
			maximum_speed = 0.05
		}
		cv_small_plane_cas_airframe = {
			air_defence = 0.15
			air_agility = 0.1
			reliability = 0.1
			maximum_speed = 0.05
		}
		cv_small_plane_naval_bomber_airframe = {
			air_defence = 0.15
			air_agility = 0.1
			reliability = 0.1
			maximum_speed = 0.05
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_39
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_39 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 39
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 39
	}
}
### Entity: Shared Focus
Component: CONGO_requisition_funds
Constructs: shared_focus, prerequisite, limit, has_war_with, completion_reward, has_subject, has_global_flag, add_offsite_building
Source: game
File: common/national_focus/congo_shared.txt

Code:
shared_focus = {
	id = CONGO_requisition_funds
	dynamic = yes
	icon = GFX_focus_generic_industrialists
	prerequisite = {
		focus = CONGO_cheap_labor
	}
	relative_position_id = CONGO_societe_generale_de_belgique
	x = 1
	y = 3
	cost = 10
	text_icon = CONGO_BEL_focus_style
	available = {
		original_tag = BEL
		has_subject = COG
		NOT = {
			OR = {
				has_war_with = BEL COG
				has_global_flag = CONGO_independence_war_ongoing
			}
		}
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_TFV_AUTONOMY
	}
	completion_reward = {
		IF = {
			limit = {
				original_tag = BEL
			}
			add_offsite_building = {
				type = industrial_complex
				level = 1
			}
		} {
			limit = {
				original_tag = BEL
			}
			custom_effect_tooltip = generic_skip_one_line_tt CONGO_requisition_funds_tt
		}
		ELSE_IF = {
			limit = {
				original_tag = COG
			}
			effect_tooltip = {
				BEL = {
					add_offsite_building = {
						type = industrial_complex
						level = 1
					}
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt modify_COG_belgian_congo_colonial_dynamic_modifier_tt
		COG = {
			add_autonomy_score = {
				value = 250
				localization = CONGO_requisition_funds
			}
		}
		add_to_variable = {
			BEL.COG_belgian_congo_colonial_dynamic_modifier_political_power_factor = -0.1
			tooltip = political_power_factor_tt
		} {
			BEL.COG_belgian_congo_colonial_dynamic_modifier_cic_to_overlord_factor = 0.1
			tooltip = cic_to_overlord_factor_tt
		} {
			BEL.COG_belgian_congo_colonial_dynamic_modifier_mic_to_overlord_factor = 0.2
			tooltip = mic_to_overlord_factor_tt
		}
		hidden_effect = {
			COG = {
				unlock_national_focus = CONGO_requisition_funds
			}
			CONGO_one_more_focus_done = yes
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_77
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_77 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 77
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 77
	}
}
### Entity: Idea
Component: bloch
Constructs: research_bonus
Source: game
File: common/ideas/france.txt

Code:
bloch = {
	allowed = {
		original_tag = FRA
	}
	research_bonus = {
		air_equipment = 0.1
	}
	traits = {
		medium_aircraft_manufacturer
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_industrial_census
Constructs: prerequisite, limit, add_ideas, completion_reward, random_owned_state, is_in_home_area, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_industrial_census
	icon = GFX_goal_generic_position_armies
	prerequisite = {
		focus = ARG_end_of_economic_depresion
	}
	x = 31
	y = 1
	cost = 10
	completion_reward = {
		add_ideas = arg_industrial_census
		random_owned_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 2
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = industrial_complex
									size = > 2
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_establish_red_army
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_establish_red_army
	icon = GFX_focus_YUG_pan_slavic_congress
	prerequisite = {
		focus = SWE_nordic_union SWE_approach_soviets
	}
	relative_position_id = SWE_nordic_union
	x = 2
	y = 1
	cost = 10
	completion_reward = {
		add_ideas = SWE_fledgling_red_army
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Event
Component: czech.22
Constructs: is_triggered_only, ai_chance, add_state_core
Source: game
File: events/DOD_Czechoslovakia.txt

Code:
country_event = {
	id = czech.22
	title = czech.22.t
	desc = czech.22.d
	picture = [GetHitlerHandshakeEventPicture]
	is_triggered_only = yes
	option = {
		name = czech.1.a
		ai_chance = {
			factor = 100
		}
		GER = {
			add_state_core = 69 972 74
			transfer_state = 69 972 74
		}
		CZE = {
			country_event = {
				id = czech.23
				hours = 6
			}
		}
		hidden_effect = {

		}
	} {
		name = czech.1.b
		ai_chance = {
			factor = 0
		}
		CZE = {
			country_event = {
				id = czech.24
				hours = 6
			}
		}
		hidden_effect = {

		}
	}
}
### Entity: Idea
Component: r56_ai_favor_aviation
Constructs: removal_cost
Source: game
File: common/ideas/r56_generic.txt

Code:
r56_ai_favor_aviation = {
	picture = GFX_idea_generic_spy_political
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		ai_focus_aviation_factor = 0.5
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_the_ik_3
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_dlc, add_tech_bonus, create_equipment_variant
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_the_ik_3
	icon = GFX_goal_generic_air_fighter2
	prerequisite = {
		focus = YUG_ikarus YUG_rogozarski YUG_zmaj
	}
	x = 0
	y = 2
	relative_position_id = YUG_local_developers
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_dlc = By Blood Alone
				}
			}
			add_tech_bonus = {
				name = YUG_the_ik_3
				bonus = 3.0
				ahead_reduction = 2
				uses = 1
				category = light_fighter
			}
		}
		else = {
			create_equipment_variant = {
				name = Ikarus IK-3
				type = small_plane_airframe_1
				modules = {
					fixed_main_weapon_slot = light_mg_2x
					fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_1x
					engine_type_slot = engine_2_1x
					special_type_slot_1 = empty
				}
			}
		}
	}
}
### Entity: Peace Conference
Component: peace_ai_desires
Constructs: has_government, has_war_with, has_global_flag
Source: game
File: common/peace_conference/ai_peace/yalta.txt

Code:
peace_ai_desires = {
	FRA_yalta_puppet = {
		peace_action_type = puppet
		enable = {
			has_global_flag = yalta_agreed_flag
			ROOT = {
				original_tag = FRA
				has_government = democratic
			}
			FROM.FROM = {
				original_tag = GER
			}
			FROM.FROM.FROM = {
				state = 42
			}
		}
		ai_desire = 250
	}
	USA_yalta_puppet = {
		peace_action_type = puppet
		enable = {
			has_global_flag = yalta_agreed_flag
			ROOT = {
				original_tag = USA
				has_government = democratic
			}
			FROM.FROM = {
				original_tag = GER
			}
			FROM.FROM.FROM = {
				OR = {
					state = 55 54 52 53 50 978
				}
			}
		}
		ai_desire = 250
	}
	allies_USA_yalta_puppet = {
		peace_action_type = puppet
		enable = {
			has_global_flag = yalta_agreed_flag
			ROOT = {
				NOT = {
					original_tag = USA
				}
				USA = {
					has_war_with = GER
				}
			}
			FROM.FROM = {
				original_tag = GER
			}
			FROM.FROM.FROM = {
				OR = {
					state = 55 54 52 53 50 978
				}
			}
		}
		ai_desire = -100
	}
	ENG_yalta_puppet = {
		peace_action_type = puppet
		enable = {
			has_global_flag = yalta_agreed_flag
			ROOT = {
				original_tag = ENG
				has_government = democratic
			}
			FROM = {
				original_tag = GER
			}
			FROM.FROM.FROM = {
				OR = {
					state = 51 56 57 58 909 59
				}
			}
		}
		ai_desire = 250
	}
	allies_ENG_yalta_puppet = {
		peace_action_type = puppet
		enable = {
			has_global_flag = yalta_agreed_flag
			ROOT = {
				NOT = {
					original_tag = ENG
				}
				ENG = {
					has_war_with = GER
				}
			}
			FROM.FROM = {
				original_tag = GER
			}
			FROM.FROM.FROM = {
				OR = {
					state = 51 56 57 58 909 59
				}
			}
		}
		ai_desire = -100
	}
	allies_give_france_something_to_puppet = {
		peace_action_type = puppet
		enable = {
			has_global_flag = yalta_agreed_flag
			ROOT = {
				NOT = {
					original_tag = FRA
				}
				any_country_with_original_tag = {
					original_tag_to_check = FRA
					has_war_with = GER
				}
			}
			FROM.FROM = {
				original_tag = GER
			}
			FROM.FROM.FROM = {
				state = 42
			}
		}
		ai_desire = -250
	}
}
### Entity: Event
Component: recruit_generals.28
Constructs: is_triggered_only, ai_chance, fire_only_once, random_list, random_unit_leader, set_nationality
Source: game
File: events/recruit_generals_events.txt

Code:
country_event = {
	id = recruit_generals.28
	title = recruit_generals.28.t
	desc = recruit_generals.28.desc
	picture = GFX_report_event_force_publique
	is_triggered_only = yes
	fire_only_once = yes
	hidden = yes
	option = {
		name = recruit_generals.28.a
		ai_chance = {
			factor = 100
		}
		country_event = {
			id = recruit_generals.29
			days = 6
		}
		random_list = {
			30 = {

			} {
				BRA = {
					random_unit_leader = {
						set_nationality = ROOT
					}
				}
			}
			40 = {
				BRA = {
					random_unit_leader = {
						set_nationality = ROOT
					} {
						set_nationality = ROOT
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: general_staff
Constructs: removal_cost, planning_speed
Source: game
File: common/ideas/r56_germany.txt

Code:
general_staff = {
	name = GER_general_staff
	allowed = {
		original_tag = GER
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_org_Factor = 0.05
		planning_speed = 0.25
	}
}
### Entity: Idea
Component: SPR_anarchist_society_1
Constructs: has_government
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_anarchist_society_1 = {
	name = SPR_anarchist_society
	picture = SPR_anarchist_society
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_weekly = -0.01
	}
}
### Entity: National Focus
Tree: hoa_focus
Component: HOA_the_adjective_armed_forces
Constructs: completion_reward
Source: game
File: common/national_focus/horn_of_africa.txt

Code:
focus = {
	id = HOA_the_adjective_armed_forces
	icon = GFX_goal_generic_small_arms
	x = 8
	y = 0
	cost = 5
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		army_experience = 25
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_request_imperial_protection
Constructs: prerequisite, has_war, has_country_flag, completion_reward, has_global_flag, random_days
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_request_imperial_protection
	icon = GFX_SOV_request_imperial_protection_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_call_for_aid
	}
	x = 0
	y = 1
	relative_position_id = SOV_call_for_aid
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			surrender_progress = < 0.1
			SOS = {
				surrender_progress = > 0.5
			}
			date = < 1938.6.1
		} {
			factor = 0
			SOS = {
				surrender_progress = > 0.75
			}
			date = < 1939.8.1
		} {
			factor = 0
			surrender_progress = < 0.5
			JAP = {
				has_war = yes
			}
		}
	}
	available = {
		has_global_flag = SOV_soviet_civil_war
		OR = {
			has_country_flag = SOV_CSW_transfer_vladivostok_flag SOV_CSW_transfer_sakhalin_flag
		}
	}
	available_if_capitulated = yes
	search_filters = {

	}
	completion_reward = {
		JAP = {
			country_event = {
				id = NSB_soviet_civil_war_common.121
				days = 2
				random_days = 3
			}
		}
		custom_effect_tooltip = SOV_request_imperial_protection_tt
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AProduction_efficiency.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Production_efficiency.png &#8206;(24 × 21 pixels, file size: 19 KB, MIME type: image/png)
### Entity: Peace Conference
Component: peace_ai_desires
Constructs: take_states, force_government, has_game_rule, is_ai
Source: game
File: common/peace_conference/ai_peace/playerledpeace.txt

Code:
peace_ai_desires = {
	player_lead_peace = {
		peace_action_type = {
			take_states puppet liberate force_government
		}
		enable = {
			has_game_rule = {
				rule = player_peace_setting
				option = ON
			}
			any_country = {
				pc_is_winner = yes
				pc_total_score = > 0
				is_ai = no
			}
		}
		ai_desire = -1000
	}
}
### Entity: Shared Focus
Tree: trk_focus
Component: TRK_mining_tech
Constructs: shared_focus, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_turkestan_shared.txt

Code:
shared_focus = {
	id = TRK_mining_tech
	icon = GFX_goal_excavation
	x = -1
	y = 1
	relative_position_id = TRK_railway
	cost = 10
	prerequisite = {
		focus = TRK_railway
	}
	available = {

	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_tech_bonus = {
			name = excavation_tech_bonus_name
			bonus = 1
			uses = 2
			category = excavation_tech
		}
	}
}
### Entity: Character
Component: CHA_acas
Source: game
File: common/characters/CHA.txt

Code:
CHA_acas = {
	advisor = {
		slot = high_command
		idea_token = CHA_acas
		ledger = air
		allowed = {
			original_tag = CHA
		}
		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: chi_focus
Component: CHI_tsr_our_place_in_the_sphere
Constructs: prerequisite, limit, remove_ideas, add_stability, completion_reward, add_political_power, is_subject_of, cancel_if_invalid
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_tsr_our_place_in_the_sphere
	icon = GFX_focus_JAP_greater_east_asian_co_properity_sphere
	x = 0
	y = 1
	relative_position_id = CHI_tsr_a_new_chinese_identity
	prerequisite = {
		focus = CHI_tsr_a_new_chinese_identity
	}
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {
		is_subject_of = JAP
	}
	bypass = {

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

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_TFV_AUTONOMY
	}
	completion_reward = {
		add_political_power = 50
		add_autonomy_score = {
			value = 500
			localization = CHI_tsr_our_place_in_the_sphere
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				NOT = {
					OR = {
						has_idea = CHI_ineffective_bureaucracy CHI_ineffective_bureaucracy_warlord
					}
				}
			}
			add_political_power = 150
			add_stability = 0.05
			add_popularity = {
				ideology = democratic
				popularity = 0.05
			}
		} {
			limit = {
				has_idea = CHI_ineffective_bureaucracy
			}
			remove_ideas = CHI_ineffective_bureaucracy
		} {
			limit = {
				has_idea = CHI_ineffective_bureaucracy_warlord
			}
			remove_ideas = CHI_ineffective_bureaucracy_warlord
		}
	}
}
### Entity: Idea
Component: CHI_camco_3
Constructs: has_completed_focus, has_dlc, is_literally_china, equipment_bonus, research_bonus
Source: game
File: common/ideas/china_shared.txt

Code:
CHI_camco_3 = {
	picture = CHI_camco
	cost = 50
	available = {
		has_completed_focus = CHI_local_bomber_production
	}
	allowed = {
		NOT = {
			has_dlc = No Compromise, No Surrender
		}
		OR = {
			is_literally_china = yes
			tag = MAN
		}
	}
	equipment_bonus = {
		small_plane_airframe = {
			air_agility = 0.05
			air_attack = 0.1
		}
		medium_plane_airframe = {
			air_range = 0.1
			air_ground_attack = 0.1
		}
		small_plane_cas_airframe = {
			air_range = 0.1
			air_ground_attack = 0.1
		}
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		medium_aircraft_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Wiki Documentation
Construct: source
Source: wiki
File: wiki/Template%3AC-CC-BY-SA_3.0-self.html

Doc:
source
|
Information about where the file is from
|
### Entity: National Focus
Tree: swi_focus
Component: SWI_sov_weapons
Constructs: prerequisite, completion_reward, is_in_faction_with, add_tech_bonus
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_sov_weapons
	icon = GFX_goal_generic_army_artillery
	cost = 10
	ai_will_do = {
		factor = 6
	}
	prerequisite = {
		focus = SWI_join_cominterm
	}
	available = {
		is_in_faction_with = SOV
	}
	available_if_capitulated = yes
	x = 15
	y = 5
	completion_reward = {
		add_tech_bonus = {
			name = SWI_sov_weapons
			bonus = 1
			uses = 2
			ahead_reduction = -1
			category = infantry_weapons
		} {
			name = SWI_sov_weapons
			bonus = 1
			uses = 2
			ahead_reduction = -1
			category = artillery
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: MEK_arg
Source: game
File: common/ideas/mecklenburg.txt

Code:
MEK_arg = {
	ledger = army
	picture = generic_army_europe_4
	allowed = {
		original_tag = MEK
	}
	traits = {
		army_regrouping_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_develop_counterinsurgency_tactics
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_develop_counterinsurgency_tactics
	icon = GFX_focus_generic_national_security
	prerequisite = {
		focus = CHI_empower_the_bureau_of_investigation_and_statistics
	}
	x = -1
	y = 1
	relative_position_id = CHI_empower_the_bureau_of_investigation_and_statistics
	cost = 10
	available = {

	}
	search_filters = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		custom_effect_tooltip = CHI_develop_counterinsurgency_tactics_tt
		divide_variable = {
			CHI_counter_infiltration_cost = 2
		}
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_invite_soviet_advisors
Constructs: prerequisite, add_ideas, has_government, has_war_with, add_opinion_modifier, completion_reward, has_capitulated
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_invite_soviet_advisors
	icon = GFX_focus_chi_mission_to_the_soviet_union
	prerequisite = {
		focus = TIB_found_the_secret_police
	}
	relative_position_id = TIB_found_the_secret_police
	mutually_exclusive = {
		focus = TIB_follow_maos_lead
	}
	x = -1
	y = 1
	cost = 8
	ai_will_do = {
		factor = 5
	}
	available = {
		SOV = {
			exists = yes
			has_capitulated = no
			has_government = communism
			NOT = {
				has_war_with = TIB
			}
		}
	}
	bypass_if_unavailable = yes
	completion_reward = {
		add_ideas = TIB_soviet_advisors
		add_opinion_modifier = {
			target = ROOT
			modifier = medium_increase
		}
		SOV = {
			add_opinion_modifier = {
				target = ROOT
				modifier = medium_increase
			}
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_legacy_of_the_spartacus_league
Constructs: prerequisite, completion_reward, add_political_power, set_party_name, set_cosmetic_tag
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_legacy_of_the_spartacus_league
	icon = GFX_focus_GER_legacy_of_the_spartacus_league
	prerequisite = {
		focus = GER_the_peoples_victory
	}
	mutually_exclusive = {
		focus = GER_proletarian_dictatorship
	}
	x = -5
	y = 1
	relative_position_id = GER_the_peoples_victory
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		add_political_power = 50
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt available_political_advisor
		set_party_name = {
			ideology = communism
			long_name = GER_communism_arbeit_party_long
			name = GER_communism_arbeit_party
		}
		country_event = {
			id = wuw_GER_german_politics.02
			hours = 6
		}
		show_ideas_tooltip = GER_otto_ruhle
		set_cosmetic_tag = GER_peoples_republic
	}
}
### Entity: Event
Component: belgium.106
Constructs: is_triggered_only
Source: game
File: events/BEL_additional_events.txt

Code:
country_event = {
	id = belgium.106
	title = belgium.106.t
	desc = belgium.106.desc
	picture = GFX_report_event_fighters
	is_triggered_only = yes
	option = {
		name = belgium.106.a
	}
}
### Entity: Idea
Component: KMT_fight_for_survival
Constructs: removal_cost, has_defensive_war
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_fight_for_survival = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = FRA_matignon_agreements
	cancel = {
		has_defensive_war = no
	}
	modifier = {
		army_morale_factor = 0.15
	}
}