Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: LIE_the_rotter_curse
Constructs: stability_factor, fascism_drift
Source: game
File: common/ideas/liechtenstein.txt

Code:
LIE_the_rotter_curse = {
	picture = generic_fascism_drift_bonus
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		stability_factor = -0.05
		fascism_drift = 0.02
	}
}
### Entity: Character
Component: GER_bernhard_bastlein
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/GER.txt

Code:
GER_bernhard_bastlein = {
	name = GER_bernhard_bastlein
	portraits = {
		civilian = {
			small = GFX_portrait_GER_bernhard_bastlein_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = GER_bernhard_bastlein
		allowed = {
			original_tag = GER
			has_dlc = Gotterdammerung
		}
		visible = {
			NOT = {
				OR = {
					has_completed_focus = GER_remilitarize_the_rhineland GER_monarchist_sentiment
				}
			}
		}
		available = {
			has_completed_focus = GER_start_the_proletarian_revolution
		}
		traits = {
			GER_seasoned_socialist_resistance_fighter
		}
		ai_will_do = {
			base = 0.5
		}
	}
}
### Entity: Event
Component: SEA_PHI_political_events.2
Constructs: is_triggered_only, fire_only_once, add_timed_idea
Source: game
File: events/SEA_Philippines.txt

Code:
country_event = {
	id = SEA_PHI_political_events.2
	title = SEA_PHI_political_events.2.t
	desc = SEA_PHI_political_events.2.desc
	picture = GFX_report_event_generic_handshake
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = SEA_PHI_political_events.2.a
		add_timed_idea = {
			idea = PHI_japanese_trade_connections
			days = 365
		}
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_lend_lease_to_L28
Constructs: check_variable, send_lend_lease_desire
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_lend_lease_strategies.txt

Code:
EAI_DIPLO_lend_lease_to_L28 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_lend_lease_targets^28 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_lend_lease_desire
		id = L28
		value = 5000
	} {
		type = support
		id = L28
		value = 5000
	} {
		type = diplo_action_desire
		id = L28
		target = lend_lease
		value = 2000
	}
}
### Entity: National Focus
Tree: lat_focus
Component: LAT_corporate_statism
Constructs: prerequisite, add_ideas, add_stability, completion_reward
Source: game
File: common/national_focus/r56_latvia.txt

Code:
focus = {
	id = LAT_corporate_statism
	icon = GFX_goal_generic_parliament
	prerequisite = {
		focus = LAT_ulmanis_in_control_of_the_government
	}
	relative_position_id = LAT_ulmanis_in_control_of_the_government
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {

	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_stability = 0.1
		add_ideas = LAT_corporate_statism
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: bftb_greece.32
Constructs: is_triggered_only, add_war_support, add_stability, set_demilitarized_zone, clr_country_flag, set_global_flag, unlock_decision_tooltip
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.32
	title = bftb_greece.32.t
	desc = bftb_greece.32.desc
	picture = GFX_report_event_tur_cakmak_general_staff
	is_triggered_only = yes
	option = {
		name = bftb_greece.32.a
		add_stability = -0.15
		797 = {
			set_demilitarized_zone = yes
		}
		341 = {
			set_demilitarized_zone = yes
		}
		340 = {
			set_demilitarized_zone = yes
		}
		SOV = {
			clr_country_flag = BOSPHORUS_STRAIT_BLOCKED_FOR_COUNTRY
		}
		GRE = {
			clr_country_flag = BOSPHORUS_STRAIT_BLOCKED_FOR_COUNTRY
		}
		hidden_effect = {
			set_global_flag = GRE_turkey_surrenders
			GRE = {
				country_event = {
					id = bftb_greece.33
					days = 1
				}
			}
			SOV = {
				country_event = {
					id = bftb_greece.33
					days = 1
				}
				unlock_decision_tooltip = SOV_set_up_puppet_state_in_turkey
			}
		}
	} {
		name = bftb_greece.32.b
		add_war_support = 0.05
		GRE = {
			country_event = {
				id = bftb_greece.35
				days = 1
			}
		}
		hidden_effect = {
			set_global_flag = GRE_turkey_resisting
		}
	}
}
### Entity: Character
Component: small_ship_producer_defense_0
Constructs: equipment_bonus, naval_speed
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
small_ship_producer_defense_0 = {
	random = no
	equipment_bonus = {
		ship_hull_light = {
			sub_detection = 0.05
			naval_speed = 0.05
		}
		ship_hull_submarine = {
			surface_visibility = -0.05
			sub_visibility = -0.05
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: KOR_hyundai_ship
Constructs: research_bonus
Source: game
File: common/ideas/korea.txt

Code:
KOR_hyundai_ship = {
	allowed = {
		or = {
			original_tag = KOR NKR
		}
	}
	available = {
		controls_state = 920
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		naval_manufacturer
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_operation_felix
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_subject, has_civil_war, is_ally_with
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_operation_felix
	icon = GFX_focus_generic_attack_nationalist_spain_focus
	prerequisite = {
		focus = GER_form_rome_berlin_axis GER_invade_italy
	}
	mutually_exclusive = {
		focus = GER_alliance_with_spain
	}
	x = 2
	y = 0
	relative_position_id = GER_alliance_with_spain
	cost = 10
	available = {
		is_subject = no
		any_country_with_original_tag = {
			original_tag_to_check = SPR
			exists = yes
			has_civil_war = no
		}
	}
	bypass = {
		any_country_with_original_tag = {
			original_tag_to_check = SPR
			OR = {
				is_ally_with = ROOT
				has_war_with = ROOT
			}
		}
	}
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0
			OR = {
				has_government = democratic communism
				AND = {
					is_historical_focus_on = yes
					date = < 1946.1.1
				}
			}
		}
	}
	will_lead_to_war_with = SPA SPR
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		if = {
			limit = {
				any_country_with_original_tag = {
					original_tag_to_check = SPR
					has_government = fascism
					exists = yes
					has_civil_war = no
					has_capitulated = no
					is_subject = no
					is_in_faction = no
				}
			}
			random_country_with_original_tag = {
				original_tag_to_check = SPR
				limit = {
					has_government = fascism
					exists = yes
					has_civil_war = no
					has_capitulated = no
					is_subject = no
					is_in_faction = no
				}
				country_event = {
					id = wuw_GER_diplomacy.114
					days = 1
				}
				custom_effect_tooltip = if_they_accept_tt if_they_refuse_tt
				effect_tooltip = {
					ROOT = {
						puppet = PREV
					}
				} {
					ROOT = {
						create_wargoal = {
							type = puppet_wargoal_focus
							target = PREV
						}
					}
				}
			}
		}
		else = {
			random_country_with_original_tag = {
				original_tag_to_check = SPR
				limit = {
					exists = yes
					has_civil_war = no
				}
				ROOT = {
					create_wargoal = {
						type = puppet_wargoal_focus
						target = PREV
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_legacy_of_the_belgian_airforce
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_legacy_of_the_belgian_airforce
	icon = GFX_focus_BEL_legacy_of_the_belgian_airforce
	prerequisite = {
		focus = BEL_aviation_school
	}
	relative_position_id = BEL_aviation_school
	x = 0
	y = 2
	cost = 10
	available = {

	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = {
			BEL_legacy_of_the_belgian_airforce_ns
		}
	}
}
### Entity: Scripted Effect
Component: ITA_missiolini_stockpile_fuel_success_effect
Constructs: has_completed_focus, limit, add_war_support, add_timed_idea
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_missiolini_stockpile_fuel_success_effect = {
	if = {
		limit = {
			NOT = {
				has_completed_focus = ITA_to_live_as_a_lion
			}
		}
		army_experience = 25
		navy_experience = 25
		air_experience = 25
		add_war_support = 0.03
		add_timed_idea = {
			idea = ITA_fuel_reserves
			days = 365
		}
	}
	else = {
		army_experience = 30
		navy_experience = 30
		air_experience = 30
		add_war_support = 0.05
		add_timed_idea = {
			idea = ITA_fuel_reserves_lion_version
			days = 365
		}
	}
}
### Entity: Character
Component: CHL_ulk
Constructs: has_completed_focus, has_government, has_country_leader
Source: game
File: common/characters/CHL.txt

Code:
CHL_ulk = {
	name = CHL_ulk
	portraits = {
		civilian = {
			small = GFX_portrait_CHL_ulk_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CHL_ulk
		allowed = {
			original_tag = CHL
		}
		available = {
			OR = {
				AND = {
					has_country_leader = {
						character = CHL_arturo_alessandri
						ruling_only = yes
					}
					has_completed_focus = CHL_endorse_the_constitution
				} {
					has_country_leader = {
						character = CHL_gustavo_ross_santa_maria
						ruling_only = yes
					}
					has_completed_focus = CHL_prop_up_gustavo_ross
				}
			}
		}
		visible = {
			has_government = democratic
			has_completed_focus = CHL_endorse_the_constitution
		}
		traits = {
			face_licker
		}
		cost = 25
	}
}
### Entity: Music Config
Component: allied_speeches/warning_to_japan
Source: game
File: music/allied_speeches.txt

Code:
music = {
	song = warning_to_japan
	chance = {
		factor = 0
	}
}
### Entity: Idea
Component: ENG_joint_air_training_scheme
Constructs: is_subject_of, removal_cost
Source: game
File: common/ideas/britain.txt

Code:
ENG_joint_air_training_scheme = {
	picture = generic_air_bonus
	allowed = {
		always = no
	}
	available = {
		OR = {
			tag = ENG
			is_subject_of = ENG
		}
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		experience_gain_air = 0.05
		experience_gain_air_factor = 0.1
		air_mission_xp_gain_factor = 0.1
		air_training_xp_gain_factor = 0.2
	}
}
### Entity: Order of Battle
Component: Sharetsu
Constructs: division_template
Source: game
File: history/units/JAP_sunfall_emporor.txt

Code:
division = {
	name = Sharetsu
	location = 1182
	division_template = Sharetsu
	start_experience_factor = 0.85
}
### Entity: Idea
Component: LUX_minister_interior_KPL
Constructs: stability_factor, communism_drift
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
LUX_minister_interior_KPL = {
	modifier = {
		stability_factor = -0.06
		communism_drift = 0.01
	}
}
### Entity: Event
Component: lar_align_belgium.1
Constructs: is_triggered_only, ai_chance, limit, has_subject, create_wargoal, puppet_wargoal_focus
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_align_belgium.1
	title = lar_align_belgium.1.t
	desc = lar_align_belgium.1.desc
	picture = GFX_report_event_fascist_speech
	is_triggered_only = yes
	option = {
		name = lar_align_belgium.1.a
		ai_chance = {
			factor = 70
		}
		FROM = {
			country_event = lar_align_belgium.2
		}
		effect_tooltip = {
			FROM = {
				puppet = PREV
				IF = {
					limit = {
						ROOT = {
							has_subject = COG
						}
					}
					puppet = COG
				}
			}
		}
	} {
		name = lar_align_belgium.1.b
		ai_chance = {
			factor = 30
		}
		FROM = {
			country_event = lar_align_belgium.3
		}
		effect_tooltip = {
			create_wargoal = {
				target = ROOT
				type = puppet_wargoal_focus
			}
		}
	}
}
### Entity: National Focus
Tree: col_focus
Component: COL_altillanura_ress
Constructs: prerequisite, limit, completion_reward, has_tech, random_owned_controlled_state, add_building_construction, add_extra_state_shared_building_slots, add_resource
Source: game
File: common/national_focus/colombia.txt

Code:
focus = {
	id = COL_altillanura_ress
	icon = GFX_focus_BRA_rubber_war
	prerequisite = {
		focus = COL_explore_amazonia
	} {
		focus = COL_infrastructure_harsh
	}
	relative_position_id = COL_explore_amazonia
	x = 1
	y = 1
	cost = 10
	available = {
		OR = {
			controls_state = 306 486
		}
		has_tech = excavation2
	}
	bypass = {
		NOT = {
			controls_state = 306 486
		}
	}
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				486
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			} {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			add_extra_state_shared_building_slots = 1
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_resource = {
			type = chromium
			amount = 4
			state = 486
		} {
			type = rubber
			amount = 8
			state = 486
		}
		swap_ideas = {
			remove_idea = COL_coffee_dependent_economy_2
			add_idea = COL_coffee_dependent_economy_3
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RUBBER FOCUS_FILTER_ALUMINIUM
	}
}
### Entity: Event
Component: BBA_ethiopia_fascist_events.53
Constructs: is_triggered_only, ai_chance, set_country_flag
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_fascist_events.53
	title = BBA_ethiopia_fascist_events.53.t
	desc = BBA_ethiopia_fascist_events.53.desc
	picture = GFX_report_event_generic_rifles
	is_triggered_only = yes
	option = {
		name = BBA_ethiopia_fascist_events.53.a
		ai_chance = {
			base = 10
		}
		set_country_flag = ETH_wants_inf_equip_flag
		ITA = {
			country_event = {
				id = BBA_ethiopia_fascist_events.54
				hours = 1
			}
		}
	} {
		name = BBA_ethiopia_fascist_events.53.b
		ai_chance = {
			base = 10
		}
		set_country_flag = ETH_wants_artillery_flag
		ITA = {
			country_event = {
				id = BBA_ethiopia_fascist_events.54
				hours = 1
			}
		}
	}
}
### Entity: Character
Component: RAJ_GOE_jawaharlal_nehru
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_GOE_jawaharlal_nehru = {
	name = RAJ_GOE_jawaharlal_nehru
	portraits = {
		civilian = {
			large = GFX_portrait_RAJ_jawaharlal_nehru
			small = GFX_portrait_RAJ_jawaharlal_nehru_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = RAJ_GOE_jawaharlal_nehru
		allowed = {
			original_tag = RAJ
			has_dlc = Graveyard of Empires
		}
		visible = {
			has_completed_focus = RAJ_mahatma
		}
		available = {
			has_completed_focus = RAJ_mahatma
		}
		traits = {
			anti_colonial_humanist
		}
	}
}
### Entity: Event
Component: rt56.rom_tilea_affair.2
Constructs: is_triggered_only
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_tilea_affair.2
	title = rt56.rom_tilea_affair.2.t
	desc = rt56.rom_tilea_affair.2.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = rt56.rom_tilea_affair.2.a
		ROM = {
			diplomatic_relation = {
				country = ENG
				relation = military_access
				active = yes
			}
		}
		ENG = {
			diplomatic_relation = {
				country = ROM
				relation = military_access
				active = yes
			}
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_divert_army_funds_to_navy
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_divert_army_funds_to_navy
	icon = GFX_focus_generic_naval_discipline
	available = {

	}
	prerequisite = {
		focus = INS_just_a_fisherman
	}
	mutually_exclusive = {
		focus = INS_a_cheap_navy
	}
	x = 2
	y = 1
	relative_position_id = INS_just_a_fisherman
	cost = 5
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = INS_tkr_tt
		add_to_variable = {
			var = INS_peoples_security_army_production_speed_dockyard_factor
			value = 0.1
			tooltip = production_speed_dockyard_factor_tt
		} {
			var = INS_peoples_security_army_repair_speed_factor
			value = 0.1
			tooltip = repair_speed_factor_tt
		} {
			var = INS_peoples_security_army_experience_gain_army_factor
			value = -0.1
			tooltip = experience_gain_army_factor_tt
		} {
			var = INS_peoples_security_army_experience_gain_navy_factor
			value = 0.1
			tooltip = experience_gain_navy_factor_tt
		}
	}
}
### Entity: Faction
Component: call_to_war_rule_independent_only
Constructs: is_subject
Source: game
File: common/factions/rules/call_to_war_rules.txt

Code:
call_to_war_rule_independent_only = {
	type = call_to_war_rules
	trigger = {
		is_subject = no
	}
}
### Entity: Event
Component: news.210
Constructs: is_triggered_only, is_in_faction_with
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.210
	title = news.210.t
	desc = news.210.d
	picture = GFX_news_event_040
	major = yes
	is_triggered_only = yes
	fire_for_sender = no
	option = {
		name = news.210.a
		trigger = {
			is_in_faction_with = JAP
		}
	} {
		name = news.210.b
		trigger = {
			tag = SOV
			NOT = {
				is_in_faction_with = JAP
			}
		}
	} {
		name = news.210.c
		trigger = {
			OR = {
				tag = USA ENG FRA
			}
			NOT = {
				is_in_faction_with = JAP
			}
		}
	} {
		name = news.210.e
		trigger = {
			NOT = {
				OR = {
					tag = USA ENG FRA SOV
				}
			} {
				is_in_faction_with = JAP
			}
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_the_peoples_airforce
Constructs: prerequisite, limit, has_government, completion_reward, allow_branch, random_owned_controlled_state, is_controlled_by, add_building_construction
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_the_peoples_airforce
	icon = GFX_focus_PER_the_peoples_airforce
	prerequisite = {
		focus = PER_workers_army
	}
	x = -1
	y = 1
	relative_position_id = PER_workers_army
	cost = 5
	available = {
		has_government = communism
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_AIR_XP
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_controlled_by = ROOT
				OR = {
					state = 413 410 412
				}
			}
			add_building_construction = {
				type = air_base
				level = 4
				instant_build = yes
			}
		}
		air_experience = 25
		add_doctrine_cost_reduction = {
			name = PER_the_peoples_airforce
			cost_reduction = 0.75
			uses = 1
			category = air_doctrine
		}
	}
}
### Entity: Character
Component: PHI_napoleon_de_leon
Constructs: has_dlc
Source: game
File: common/characters/PHI.txt

Code:
PHI_napoleon_de_leon = {
	name = PHI_napoleon_de_leon
	portraits = {
		army = {
			small = GFX_portrait_PHI_napoleon_de_leon_small
		}
	}
	advisor = {
		slot = high_command
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		idea_token = PHI_napoleon_de_leon
		ledger = air
		traits = {
			air_bomber_interception_2
		}
		cost = 100
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: AI Strategy
Component: EAI_ENG_ethiopia_PREPARE
Constructs: has_completed_focus, has_war_with, is_historical_focus_on, has_global_flag
Source: game
File: common/ai_strategy/ENG_EAI.txt

Code:
EAI_ENG_ethiopia_PREPARE = {
	allowed = {
		tag = ENG
	}
	enable = {
		is_historical_focus_on = yes
		NOT = {
			has_war_with = ITA
		}
		GER = {
			OR = {
				has_war_with = ENG
				has_global_flag = EAI_GER_blitz_poland_365d
				AND = {
					focus_progress = {
						focus = GER_danzig_or_war
						progress = > 0
					}
					NOT = {
						has_completed_focus = GER_danzig_or_war
					}
				}
			}
		}
		ITA = {
			GER = {
				EAI_PREV_has_same_ideology_with_THIS = yes
			}
			EAI_THIS_is_threat_to_PREV = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_unit_request
		value = 75
		area = east_africa
	} {
		type = front_unit_request
		value = 50
		strategic_region = 273 274
	} {
		type = prepare_for_war
		id = ITA
		value = 100
	} {
		type = prepare_for_war
		id = AOI
		value = 100
	}
}
### Entity: National Focus
Tree: aoi_focus
Component: AOI_warm_climate_equipment
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_italian_east_africa.txt

Code:
focus = {
	id = AOI_warm_climate_equipment
	icon = GFX_goal_ARG_sun
	prerequisite = {
		focus = AOI_securing_east_africa
	}
	relative_position_id = AOI_securing_east_africa
	x = 0
	y = 1
	cost = 5
	ai_will_do = {
		factor = 30
	}
	available_if_capitulated = yes
	completion_reward = {
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 500
		}
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 3
			uses = 1
			category = r56_desert_infantry_tech
		} {
			name = land_doc_bonus
			bonus = 1
			uses = 1
			category = summer_clothing_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Nationalist_China.html

Doc:
This article is considered accurate for the current version of the game.

Nationalist China

Capital provinceNanjing

Government typeDictatorship

FactionNeutral/Allies

|
Please help improve this article or section by expanding it. |

Nationalist China is a Minor/Major Power in South-East Asia.
The first country to be hit by Fascist aggression, Nationalist China entered a state of war with the Empire of Japan in 1937, creating one of the most devastating theatres in the Second World War. Alongside conflict with Japan, Nationalist China was in conflict with Communist China, a conflict interrupted by the Japanese invasion. Chiang Kai-shek is the leader of the Kuomintang, the ruling party in Nationalist China.

Contents

1 Technology

2 Diplomacy

2.1 Alliances

2.2 Decisions

2.3 Events

3 Politics

3.1 Laws

3.2 Ministers

4 Intelligence

5 Economy

5.1 Industrial Production

6 Military

6.1 Army

6.2 Navy

6.3 Air Force

7 Strategies and Guides

7.1 Example Strategy

7.2 Miscellaneous tips
### Entity: National Focus
Tree: pol_focus
Component: POL_modus_vivendi
Constructs: has_completed_focus, prerequisite, completion_reward, has_sanation_left_opposition, add_popularity
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_modus_vivendi
	icon = GFX_focus_generic_polish_deal
	prerequisite = {
		focus = POL_the_sanation_left
	}
	x = -2
	y = 2
	relative_position_id = POL_the_sanation_left
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		has_sanation_left_opposition = yes
		NOT = {
			has_completed_focus = POL_second_man_of_the_state
		} {
			has_completed_focus = POL_camp_of_national_unity
		} {
			has_completed_focus = POL_dissolve_the_bbwr
		}
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		POL_sanation_left_opposition_down = yes
		POL_sanation_right_opposition_up = yes
		add_popularity = {
			ideology = neutrality
			popularity = -0.25
		}
		custom_effect_tooltip = available_political_advisor available_political_advisor available_political_advisor
		show_ideas_tooltip = POL_stanislaw_wojciechowski POL_joachim_stefan_bartoszewicz POL_wanda_wasilewska
	}
}
### Entity: Idea
Component: ENG_tackle_fascism_idea_1
Constructs: fascism_drift, removal_cost
Source: game
File: common/ideas/britain.txt

Code:
ENG_tackle_fascism_idea_1 = {
	name = ENG_tackle_fascism
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		fascism_drift = -0.02
	}
	targeted_modifier = {
		tag = GER
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	} {
		tag = ITA
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
	picture = generic_fascism_banned
	removal_cost = -1
}
### Entity: Character
Component: CHL_olegario_reyes
Constructs: has_government
Source: game
File: common/characters/CHL.txt

Code:
CHL_olegario_reyes = {
	advisor = {
		slot = high_command
		idea_token = CHL_olegario_reyes
		allowed = {
			original_tag = CHL
		}
		traits = {
			navy_capital_ship_1
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	navy_leader = {
		traits = {
			gentlemanly blue_water_expert
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		maneuvering_skill = 2
		coordination_skill = 2
		legacy_id = -1
		visible = {
			NOT = {
				has_government = communism
			}
		}
	}
	name = CHL_olegario_reyes
	portraits = {
		army = {
			large = GFX_portrait_CHL_olegario_reyes
			small = GFX_portrait_CHL_olegario_reyes_small
		}
	}
}