Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: brm_focus
Component: BRM_the_metal_peacock
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/burma.txt

Code:
focus = {
	id = BRM_the_metal_peacock
	icon = GFX_focus_generic_study_foreign_tanks
	relative_position_id = BRM_defence_services_academy
	x = 0
	y = 2
	cost = 10
	prerequisite = {
		focus = BRM_equipment_modernization
	} {
		focus = BRM_motorization_of_the_army
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = BRM_the_metal_peacock
			bonus = 1
			uses = 1
			ahead_reduction = 0.5
			category = armor
		}
	}
}
### Entity: Event
Component: lar_news.22
Constructs: is_triggered_only
Source: game
File: events/LAR_NewsEvents.txt

Code:
news_event = {
	id = lar_news.22
	title = lar_news.22.t
	desc = lar_news.22.desc
	picture = GFX_news_event_generic_rally2
	major = yes
	is_triggered_only = yes
	option = {
		name = lar_news.22.a
		trigger = {
			original_tag = SPR
		}
	} {
		name = lar_news.22.b
		trigger = {
			NOT = {
				original_tag = SPR
			}
		}
	}
}
### Entity: Idea
Component: CHI_public_works
Constructs: removal_cost
Source: game
File: common/ideas/china_warlord.txt

Code:
CHI_public_works = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_production_bonus
	removal_cost = -1
	modifier = {
		production_speed_infrastructure_factor = 0.1
		production_speed_rail_way_factor = 0.05
	}
}
### Entity: Technology
Component: etax_navy_firepower
Constructs: research_cost, has_navy_size
Source: game
File: common/technologies/r56e_etax.txt

Code:
technology = {
	xor = {
		etax_navy_defense
	}
	path = {
		leads_to_tech = etax_navy_firepower_2
		research_cost_coeff = 1
	}
	doctrine = no
	research_cost = 3.0
	start_year = 1938
	modifier = {
		navy_carrier_air_targetting_factor = 0.1
		navy_capital_ship_attack_factor = 0.05
		navy_screen_attack_factor = 0.05
	}
	folder = {
		name = etax_folder
		position = {
			x = 10
			y = 4
		}
	}
	categories = {
		r56_special_research_division naval_doctrine naval_equipment cat_fleet_in_being cat_trade_interdiction cat_base_strike
	}
	special_project_specialization = {
		specialization_naval
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 1
			has_navy_size = {
				size = < 25
			}
		} {
			factor = 6
			AND = {
				date = > 1938.1.1
				has_navy_size = {
					size = < 25
				}
			}
		} {
			factor = 7
			AND = {
				date = > 1939.1.1
				has_navy_size = {
					size = < 25
				}
			}
		} {
			factor = 8
			AND = {
				date = > 1940.1.1
				has_navy_size = {
					size = < 25
				}
			}
		}
	}
}
### Entity: Modifier Reference
Construct: acclimatization_cold_climate_gain_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## acclimatization_cold_climate_gain_factor

* Number with 1 decimal places
* **Categories**: army
### Entity: Unit Template
Component: upgrades
Constructs: linear_cost, has_tech, add_stats, build_cost_ic, maximum_speed
Source: game
File: common/units/equipment/upgrades/land_upgrades.txt

Code:
upgrades = {
	tank_nsb_engine_upgrade = {
		abbreviation = eng
		max_level = 20
		cost = land
		linear_cost = {
			cost_by_level = 1
			cost_by_level_for_licensed_equipment = 5
		}
		level_requirements = {
			5 = {
				has_tech = engine_tech_1
			}
			10 = {
				has_tech = engine_tech_2
			}
			15 = {
				has_tech = engine_tech_3
			}
			18 = {
				has_tech = engine_tech_4
			}
		}
		resource_cost_thresholds = {
			10 = {

			}
		}
		reliability = -0.015
		add_stats = {
			fuel_consumption = 0.05
			build_cost_ic = 0.1
			maximum_speed = 0.1
		}
	}
	tank_nsb_armor_upgrade = {
		abbreviation = arm
		max_level = 20
		cost = land
		linear_cost = {
			cost_by_level = 1
			cost_by_level_for_licensed_equipment = 2
		}
		level_requirements = {
			5 = {
				has_tech = armor_tech_1
			}
			10 = {
				has_tech = armor_tech_2
			}
			15 = {
				has_tech = armor_tech_3
			}
			18 = {
				has_tech = armor_tech_4
			}
		}
		resource_cost_thresholds = {
			5 = {
				steel = 1
			}
			10 = {
				steel = 1
			}
			15 = {
				steel = 1
			}
		}
		reliability = -0.015
		add_stats = {
			maximum_speed = -0.1
			breakthrough = 1.25
			build_cost_ic = 0.2
			armor_value = 2.5
		}
	}
	tank_gun_upgrade = {
		max_level = 5
		cost = land
		soft_attack = 0.03
		hard_attack = 0.1
		ap_attack = 0.05
		maximum_speed = -0.02
		reliability = -0.05
		build_cost_ic = 0.05
	}
	tank_armor_upgrade = {
		max_level = 5
		cost = land
		armor_value = 0.05
		maximum_speed = -0.02
		reliability = -0.05
		build_cost_ic = 0.05
	}
	tank_engine_upgrade = {
		max_level = 5
		cost = land
		maximum_speed = 0.04
		build_cost_ic = 0.05
	}
	ac_engine_upgrade = {
		max_level = 5
		cost = land
		maximum_speed = 0.02
	}
	tank_reliability_upgrade = {
		max_level = 5
		cost = land
		reliability = 0.1
		build_cost_ic = 0.05
	}
	mech_cost_upgrade = {
		max_level = 5
		cost = land
		build_cost_ic = -0.1
		reliability = -0.05
	}
	tank_aa_upgrade = {
		max_level = 5
		cost = land
		air_attack = 0.15
		maximum_speed = -0.02
		reliability = -0.05
	}
	tank_at_upgrade = {
		max_level = 5
		cost = land
		soft_attack = 0.1
		hard_attack = 0.1
		ap_attack = 0.05
		maximum_speed = -0.02
		reliability = -0.05
	}
	tank_art_upgrade = {
		max_level = 5
		cost = land
		soft_attack = 0.03
		maximum_speed = -0.02
		reliability = -0.05
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_reinforce_military_government
Constructs: prerequisite, add_ideas, has_government, completion_reward, is_subject
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_reinforce_military_government
	icon = GFX_goal_generic_small_arms
	prerequisite = {
		focus = RUT_oun_moderates RUT_oun_radicals
	}
	mutually_exclusive = {
		focus = RUT_restore_civilian_government
	}
	relative_position_id = RUT_oun_moderates
	available = {
		OR = {
			has_government = neutrality fascism
		}
		RUT = {
			is_subject = no
		}
	}
	x = 0
	y = 2
	cost = 5
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_ideas = RUT_military_government
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_soviet_aid
Constructs: add_equipment_to_stockpile, prerequisite, limit, has_country_flag, completion_reward, has_tech
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_soviet_aid
	icon = GFX_focus_chi_mission_to_the_soviet_union
	available = {
		has_country_flag = INS_revolution_has_started
	}
	bypass_if_unavailable = yes
	prerequisite = {
		focus = INS_support_tan_malakas_coup
	}
	mutually_exclusive = {

	}
	x = 2
	y = 1
	relative_position_id = INS_support_tan_malakas_coup
	ai_will_do = {
		base = 0
		modifier = {
			add = 2
			stockpile_ratio = {
				archetype = infantry_equipment
				ratio = < 0.5
			}
		} {
			add = 2
			stockpile_ratio = {
				archetype = infantry_equipment
				ratio = < 0.7
			}
		} {
			add = 1
			stockpile_ratio = {
				archetype = infantry_equipment
				ratio = < 0.9
			}
		}
	}
	cost = 5
	search_filters = {

	}
	completion_reward = {
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 5000
			producer = SOV
		}
		if = {
			limit = {
				has_tech = tech_support
			}
			add_equipment_to_stockpile = {
				type = support_equipment
				amount = 400
				producer = SOV
			}
		}
	}
}
### Entity: Event
Component: bftb_turkey.51
Constructs: is_triggered_only, add_equipment_to_stockpile, limit, has_dlc, add_equipment_subsidy
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.51
	title = bftb_turkey.51.t
	desc = bftb_turkey.51.desc
	picture = GFX_report_event_tank_factory
	is_triggered_only = yes
	option = {
		name = bftb_turkey.51.a
		if = {
			limit = {
				NOT = {
					has_dlc = No Step Back
				}
			}
			effect_tooltip = {
				add_equipment_to_stockpile = {
					type = light_tank_equipment_2
					amount = 50
					producer = ITA
				}
			}
		} {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_equipment_subsidy = {
				cic = 500
				equipment_type = light_tank_chassis
				seller_tags = {
					ITA
				}
			}
		}
		else = {
			effect_tooltip = {
				add_equipment_to_stockpile = {
					type = light_tank_chassis_2
					amount = 50
					producer = ITA
				}
			}
		}
	}
}
### Entity: Character
Component: MPL_raghib_nashashibi
Source: game
File: common/characters/MPL.txt

Code:
MPL_raghib_nashashibi = {
	name = Raghib Al-Nashashibi
	portraits = {
		civilian = {
			large = gfx/leaders/PAL/r56_portrait_PAL_large_raghib_nashashbi.dds
		}
	}
	country_leader = {
		ideology = liberalism
		traits = {
			popular_figurehead
		}
	}
}
### Entity: AI Strategy
Component: PHI_historical_plan_r56
Constructs: has_government, has_country_flag, has_dlc, is_historical_focus_on, has_game_rule
Source: game
File: common/ai_strategy_plans/PHI_R56_historical_strategy_plan.txt

Code:
PHI_historical_plan_r56 = {
	name = PHI: Philippines Historical AI Plan
	desc = Historical behavior for the Philippines.
	allowed = {
		original_tag = PHI
		NOT = {
			has_dlc = No Compromise, No Surrender
		}
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = PHI_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = DEMOCRATIC_PHI_HISTORICAL
			has_game_rule = {
				rule = PHI_ai_behavior
				option = HISTORICAL
			}
		}
	}
	abort = {
		NOT = {
			has_government = democratic
		}
	}
	ai_national_focuses = {
		PHI_post_indenpence_stabilization PHI_follow_the_american_way PHI_open_the_agricultural_bank PHI_the_industrialized_islands_plan PHI_teachings_of_the_usaffe PHI_urbanize_the_islands PHI_move_agriculture_southwards PHI_the_wage_rationalization_act PHI_the_agricultural_tenancy_act PHI_executive_order PHI_fund_armscor PHI_seize_illegal_weapons_manufacturer PHI_enact_womens_suffrage PHI_adopt_a_national_language PHI_american_imports PHI_expanded_chromium_mining PHI_island_hopping_strategy PHI_accept_refugees PHI_attract_american_investments PHI_move_towards_independence PHI_american_doctrines PHI_import_new_howitzers PHI_defense_of_manila PHI_develop_mindano PHI_additional_research_slot1
	}
	traits = {
		silent_workhorse = 5
	}
	focus_factors = {
		PHI_fighting_filipinos = 100
		PHI_a_new_regime = 0
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: KMT_jap_investment
Constructs: limit, has_government, has_war_with, removal_cost, is_subject, has_civil_war, has_capitulated, is_embargoing
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_jap_investment = {
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		IF = {
			limit = {
				has_government = communism
			}
			JAP = {
				NOT = {
					has_government = fascism
				}
			}
		}
		JAP = {
			exists = yes
			is_subject = no
			has_civil_war = no
			has_capitulated = no
		}
		NOT = {
			has_war_with = JAP
		} {
			is_embargoing = JAP
		} {
			JAP = {
				is_embargoing = CHI
			}
		}
	}
	on_remove = {
		set_variable = {
			KMT_eco_jap = 0
		}
	}
	targeted_modifier = {
		tag = JAP
		trade_cost_for_target_factor = -0.2
	}
}
### Entity: Event
Component: treaty_org.1
Constructs: is_triggered_only, ai_chance, has_war, add_ideas, add_opinion_modifier, is_subject, has_opinion, set_country_flag
Source: game
File: events/treaty_orgs.txt

Code:
country_event = {
	id = treaty_org.1
	title = treaty_org.1.t
	desc = treaty_org.1.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	trigger = {
		is_subject = no
		has_war = no
	}
	immediate = {

	}
	option = {
		name = treaty_org.1.a
		ai_chance = {
			base = 2
			modifier = {
				add = -1
				has_opinion = {
					target = SOV
					value = > 80
				}
			}
		}
		set_country_flag = TO_joined_brussels_treaty
		custom_effect_tooltip = join_brussels_treaty_tt
		SOV = {
			add_opinion_modifier = {
				target = ROOT
				modifier = SOV_joined_NATO
			}
		}
	} {
		name = treaty_org.1.b
		ai_chance = {
			base = 99
			modifier = {
				add = -99
				OR = {
					AND = {
						is_historical_focus_on = yes
						OR = {
							tag = ENG TUR FRA HOL BEL LUX ICE DEN POR NOR USA AST
							original_tag = ITA
						}
					}
					has_war = yes
				}
			}
		}
		faction_leader = {
			country_event = treaty_org.5
		} {
			remove_from_faction = ROOT
		}
		add_ideas = TO_chose_neutrality
		set_country_flag = {
			flag = TO_chose_neutrality_flag
			days = 730
		}
		SOV = {
			add_opinion_modifier = {
				target = ROOT
				modifier = SOV_chose_NATO_neutrality
			}
		}
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_establish_the_tibetan_mirror
Constructs: prerequisite, add_ideas, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_establish_the_tibetan_mirror
	icon = GFX_focus_hol_the_foundations_of_defense
	prerequisite = {
		focus = TIB_support_the_allies
	}
	relative_position_id = TIB_support_the_allies
	x = 1
	y = 1
	cost = 8
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		add_political_power = 50
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		add_ideas = TIB_tibetan_mirror
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: State History
Component: 1043
Constructs: add_core_of
Source: game
File: history/states/1043 - Pailingmiao.txt

Code:
state = {
	id = 1043
	name = STATE_1043
	manpower = 3500
	state_category = pastoral
	resources = {
		coal = 1
	}
	history = {
		owner = MEN
		add_core_of = SHX CHI PRC MEN
		buildings = {
			infrastructure = 1
			industrial_complex = 1
		}
		victory_points = {
			12331 1
		}
	}
	provinces = {
		7048 12331
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Character
Component: PRC_kwong_hu
Source: game
File: common/characters/PRC.txt

Code:
PRC_kwong_hu = {
	name = PRC_kwong_hu
	portraits = {
		civilian = {
			large = GFX_portrait_PRC_kwong_hu
		}
	}
	country_leader = {
		ideology = liberalism
		traits = {
			hawk
		}
		expire = 1948.1.1.12
		id = -1
	}
}
### Entity: Event
Component: naw_norway.30
Constructs: is_triggered_only, add_political_power
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.30
	title = naw_norway.30.t
	desc = naw_norway.30.d
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = naw_norway.30.a
		add_political_power = 10
	}
}
### Entity: Character
Component: NEN_fe
Source: game
File: common/characters/NEN.txt

Code:
NEN_fe = {
	advisor = {
		slot = political_advisor
		idea_token = NEN_fe
		allowed = {
			original_tag = NEN
		}
		traits = {
			fortification_engineer
		}
	}
	portraits = {
		army = {
			small = GFX_portrait_generic_communist_revolutionary_sami_2d
		}
	}
}
### Entity: Character
Component: TRA_nt
Source: game
File: common/characters/TRA.txt

Code:
TRA_nt = {
	advisor = {
		slot = theorist
		idea_token = TRA_nt
		ledger = navy
		allowed = {
			original_tag = TRA
		}
		traits = {
			naval_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_3
		}
	}
}
### Entity: Idea
Component: CZE_bm_fake_ns
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_bm_fake_ns = {
	name = CZE_czechoslovak_army_modifier
	removal_cost = -1
	picture = CZE_army_idea
	allowed = {
		original_tag = CZE
		always = no
	}
	modifier = {
		army_org_factor = -0.05
		army_speed_factor = 0.05
		supply_consumption_factor = -0.1
	}
	equipment_bonus = {
		light_tank_artillery_chassis = {
			instant = yes
			build_cost_ic = -0.1
		}
		medium_tank_artillery_chassis = {
			instant = yes
			build_cost_ic = -0.1
		}
		heavy_tank_artillery_chassis = {
			instant = yes
			build_cost_ic = -0.1
		}
		medium_tank_destroyer_chassis = {
			instant = yes
			build_cost_ic = -0.05
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_aquire_foreign_machinery
Constructs: prerequisite, limit, has_war_with, completion_reward, has_opinion, add_to_variable, every_other_country, add_tech_bonus
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_aquire_foreign_machinery
	icon = GFX_goal_generic_production2
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 12
		modifier = {
			factor = 2
			date = > 1937.6.1
		}
	}
	available = {
		any_country = {
			OR = {
				original_tag = GER ENG SOV
			}
			has_opinion = {
				target = AFG
				value = > -41
			}
		}
	}
	prerequisite = {
		focus = AFG_improve_national_infra AFG_rural_schools
	}
	relative_position_id = AFG_improve_national_infra
	completion_reward = {
		custom_effect_tooltip = AFG_acquire_foreign_machinery_tt r56_newline r56_newline
		add_to_variable = {
			AFG_production_speed_buildings_factor = 0.05
		} {
			AFG_production_factory_max_efficiency_factor = 0.05
		} {
			AFG_industrial_capacity_factory = 0.05
		}
		effect_tooltip = {
			every_other_country = {
				limit = {
					OR = {
						tag = GER SOV ENG
					}
					NOT = {
						has_war_with = ROOT
					}
				}
				custom_effect_tooltip = AFG_acquire_industrial_machinery_tt
			}
		}
		add_tech_bonus = {
			bonus = 0.75
			uses = 1
			technology = basic_machine_tools improved_machine_tools advanced_machine_tools assembly_line_production
			name = AFG_imported_electronics_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: PAR_damian_bruyn
Source: game
File: common/characters/PAR.txt

Code:
PAR_damian_bruyn = {
	advisor = {
		slot = political_advisor
		idea_token = PAR_damian_bruyn
		allowed = {
			original_tag = PAR
		}
		traits = {
			silent_workhorse
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = PAR_damian_bruyn
	portraits = {
		civilian = {
			small = GFX_portrait_PAR_damian_bruyn_small
		}
	}
}
### Entity: Idea
Component: orlogsvaerftet
Constructs: research_bonus
Source: game
File: common/ideas/r56_denmark.txt

Code:
orlogsvaerftet = {
	picture = generic_naval_manufacturer_2
	allowed = {
		original_tag = DEN
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		coastal_defence_naval_manufacturer
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_lawmaking_leniency
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_lawmaking_leniency
	icon = GFX_focus_AUS_lawmaking_leniency
	prerequisite = {
		focus = AUS_invite_the_entente AUS_industrial_exchange
	}
	mutually_exclusive = {

	}
	x = -2
	y = 1
	relative_position_id = AUS_invite_the_entente
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY
	}
	cost = 10
	ai_will_do = {
		factor = 7
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = AUS_farr_intro_tt
		add_to_variable = {
			AUS_farr_economy_cost_factor = -0.1
			tooltip = economy_cost_factor_tt
		} {
			AUS_farr_mobilization_laws_cost_factor = -0.1
			tooltip = mobilization_laws_cost_factor_tt
		} {
			AUS_farr_trade_laws_cost_factor = -0.1
			tooltip = trade_laws_cost_factor_tt
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_the_military_conspiracy
Constructs: has_completed_focus, prerequisite, limit, has_country_flag, completion_reward, add_political_power, set_country_flag, clr_country_flag
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_the_military_conspiracy
	icon = GFX_focus_SOV_military_purge
	prerequisite = {
		focus = SOV_the_workers_dictatorship
	}
	x = 0
	y = 2
	relative_position_id = SOV_the_anti_soviet_trotskyist_center
	cost = 5
	available = {
		has_country_flag = {
			flag = SOV_second_moscow_trial_flag
			days = > 175
		}
		custom_trigger_tooltip = {
			tooltip = SOV_last_purge_focus_days_military_tt
			has_country_flag = {
				flag = SOV_second_moscow_trial_flag
				days = > 175
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_SOV_POLITICAL_PARANOIA
	}
	select_effect = {
		set_country_flag = SOV_paranoia_do_not_cancel_focus_flag
	}
	completion_reward = {
		clr_country_flag = SOV_paranoia_do_not_cancel_focus_flag
		set_country_flag = {
			flag = SOV_paranoia_random_purge_cooldown_from_focus_flag
			days = 15
		} SOV_trial_of_the_generals_flag SOV_stalinist_military_flag
		add_political_power = 25
		SOV_paranoia_high_increase_effect = yes
		if = {
			limit = {
				has_character = SOV_mikhail_tukhachevsky
			}
			SOV_mikhail_tukhachevsky = {
				set_character_flag = SOV_targeted_for_purge_flag
			}
		} {
			limit = {
				has_character = SOV_aleksandr_yegorov
			}
			SOV_aleksandr_yegorov = {
				set_character_flag = SOV_targeted_for_purge_flag
			}
		} {
			limit = {
				has_character = SOV_vasily_blyukher
			}
			SOV_vasily_blyukher = {
				set_character_flag = SOV_targeted_for_purge_flag
			}
		} {
			limit = {
				has_character = SOV_vitaly_primakov
			}
			SOV_vitaly_primakov = {
				set_character_flag = SOV_targeted_for_purge_flag
			}
		} {
			limit = {
				NOT = {
					has_completed_focus = SOV_lessons_of_war
				}
			}
			custom_effect_tooltip = modify_the_red_army_tt
			add_to_variable = {
				SOV_the_red_army_mastery_loss_factor = -0.05
				tooltip = land_mastery_gain_factor_tt
			}
			set_variable = {
				SOV_the_red_army_mastery_loss_factor_inverted = SOV_the_red_army_mastery_loss_factor
			}
			multiply_variable = {
				SOV_the_red_army_mastery_loss_factor_inverted = -1
			}
		}
		else = {
			SOV_add_random_character_to_purge_targets_effect = yes
		} {
			SOV_add_random_character_to_purge_targets_effect = yes
		} {
			SOV_add_random_character_to_purge_targets_effect = yes
		} {
			SOV_add_random_character_to_purge_targets_effect = yes
		}
		custom_effect_tooltip = SOV_will_trigger_a_great_purge_tt newline_tt
		hidden_effect = 
# ... (truncated)
### Entity: National Focus
Tree: xsm_focus
Component: XSM_sideline_family_conflicts
Constructs: add_stability, completion_reward, add_political_power, allow_branch, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = XSM_sideline_family_conflicts
	icon = GFX_focus_generic_subjugation
	x = 0
	y = 0
	mutually_exclusive = {
		focus = KHM_undermine_kmt_rule
	}
	offset = {
		x = 35
		y = 0
		trigger = {
			tag = XSM
		}
	} {
		x = 38
		y = 0
		trigger = {
			tag = KHM
		}
	} {
		x = 31
		y = 0
		trigger = {
			OR = {
				tag = GSM NXM
			}
		}
	}
	cost = 5
	ai_will_do = {
		base = 0
	}
	allow_branch = {
		OR = {
			tag = XSM KHM GSM NXM
		}
	}
	available = {
		is_subject = no
	}
	bypass = {

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

	}
	completion_reward = {
		add_stability = 0.05
		add_political_power = 75
	}
}
### Entity: Modifier Reference
Component: CHI_corruption_in_the_armed_forces
Constructs: army_defence_factor, army_attack_factor, initiative_factor, conscription_factor
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
CHI_corruption_in_the_armed_forces = {
	icon = GFX_idea_CHI_corruption_armed_forces
	experience_gain_army_factor = CHI_corruption_in_the_armed_forces_experience_gain_army_factor
	army_org_factor = CHI_corruption_in_the_armed_forces_army_org_factor
	army_attack_factor = CHI_corruption_in_the_armed_forces_army_attack_factor
	army_defence_factor = CHI_corruption_in_the_armed_forces_army_defence_factor
	initiative_factor = CHI_corruption_in_the_armed_forces_initiative_factor
	max_dig_in = CHI_corruption_in_the_armed_forces_max_dig_in
	max_planning_factor = CHI_corruption_in_the_armed_forces_max_planning_factor
	command_power_gain_mult = CHI_corruption_in_the_armed_forces_command_power_gain_mult
	conscription_factor = CHI_corruption_in_the_armed_forces_conscription_factor
	army_morale_factor = CHI_corruption_in_the_armed_forces_army_morale_factor
	training_time_factor = CHI_corruption_in_the_armed_forces_training_time_factor
	supply_consumption_factor = CHI_unstructured_logistics_supply_consumption_factor
	supply_node_range = CHI_unstructured_logistics_supply_node_range
	production_speed_rail_way_factor = CHI_unstructured_logistics_railway_construction_speed
}