Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: pal_focus
Component: PAL_force_smc
Constructs: prerequisite, add_stability, completion_reward, add_political_power, unlock_decision_tooltip, set_country_flag
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_force_smc
	icon = GFX_goal_generic_repeal_opressive_law
	x = -1
	y = 1
	prerequisite = {
		focus = PAL_smc_crackdowns
	}
	cost = 5
	relative_position_id = PAL_smc_crackdowns
	completion_reward = {
		add_political_power = 100
		add_stability = 0.05
		unlock_decision_tooltip = PAL_weaken_smc
		set_country_flag = PAL_forcing_smc
	}
	ai_will_do = {
		factor = 100
	}
}
### Entity: Modding Documentation
Construct: max_available_manpower_k
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### max_available_manpower_k
* description: total available manpower of country in thousands
### Entity: Decision
Component: PRC_appeal_for_foreign_aid_cat
Constructs: has_government, fire_only_once, is_subject, complete_effect, random_hours
Source: game
File: common/decisions/PRC.txt

Code:
PRC_appeal_for_foreign_aid_cat = {
	PRC_appeal_for_foreign_aid_t34 = {
		icon = GFX_decision_SOV_secure_the_administration
		priority = 100
		visible = {
			always = yes
		}
		ai_will_do = {
			base = 10
		}
		available = {
			SOV = {
				exists = yes
				surrender_progress = < 0.2
				is_subject = no
				has_government = communism
			}
		}
		cost = 125
		fire_only_once = yes
		complete_effect = {
			SOV = {
				country_event = {
					id = SEA_PRC_request_aid.4
					hours = 4
					random_hours = 3
				}
			}
			custom_effect_tooltip = if_they_accept_tt PRC_appeal_for_foreign_aid_tt
		}
	}
	PRC_appeal_for_foreign_aid_bt7 = {
		icon = GFX_decision_SOV_secure_the_administration
		priority = 100
		visible = {
			always = yes
		}
		ai_will_do = {
			base = 10
		}
		available = {
			SOV = {
				exists = yes
				surrender_progress = < 0.2
				is_subject = no
				has_government = communism
			}
		}
		cost = 100
		fire_only_once = yes
		complete_effect = {
			SOV = {
				country_event = {
					id = SEA_PRC_request_aid.31
					hours = 4
					random_hours = 3
				}
			}
			custom_effect_tooltip = if_they_accept_tt PRC_appeal_for_foreign_aid_bt7_tt
		}
	}
}
### Entity: Decision
Component: POR_towards_a_greater_portugal
Constructs: has_completed_focus, limit, random_country, add_ideas, political_power_gain, has_government, has_war_with, add_war_support
Source: game
File: common/decisions/r56_POR_decisions.txt

Code:
POR_towards_a_greater_portugal = {
	POR_unshackle_galicia = {
		icon = generic_form_nation
		fire_only_once = yes
		visible = {
			NOT = {
				171 = {
					is_core_of = POR
				} {
					is_claimed_by = POR
				}
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 171
			}
		}
		available = {
			171 = {
				is_controlled_by_ROOT_or_subject = yes
			}
		}
		complete_effect = {
			add_political_power = 35
			add_war_support = 0.03
			custom_effect_tooltip = CHL_skip_one_line_tt
			add_state_claim = 171
			unlock_decision_tooltip = POR_integrate_galicia
			hidden_effect = {
				171 = {
					remove_dynamic_modifier = {
						modifier = autonomous_state
					}
				}
			}
		}
	}
	POR_integrate_galicia = {
		icon = generic_nationalism
		fire_only_once = yes
		cost = 50
		visible = {
			171 = {
				is_claimed_by = POR
			}
			NOT = {
				171 = {
					is_core_of = POR
				}
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 171
			}
		}
		available = {
			171 = {
				is_fully_controlled_by = POR
				compliance = > 25
				resistance = < 3
			}
		}
		days_remove = 70
		modifier = {
			political_power_gain = -0.15
		}
		remove_effect = {
			add_popularity = {
				ideology = ROOT
				popularity = 0.03
			}
			add_war_support = 0.03
			add_state_core = 171
		}
	}
	POR_restore_the_iberian_union = {
		icon = GFX_decision_bul_joint_act_bs
		fire_only_once = yes
		visible = {
			NOT = {
				has_cosmetic_tag = POR_empire ESU_POR_unified KPB_kingdom_portugal_and_brazil
			}
			OR = {
				has_government = democratic communism
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 41
			}
		}
		available = {
			has_full_control_of_state = 41
		}
		complete_effect = {
			if = {
				limit = {
					171 = {
						is_claimed_by = POR
					}
				}
				add_political_power = 85
				add_war_support = 0.05
			}
			else = {
				add_political_power = 120
				add_war_support = 0.08
			}
			custom_effect_tooltip = CHL_skip_one_line_tt POR_gains_claims_on_all_spanish_states_in_europe_tt POR_restore_the_iberian_union_tt CHL_skip_one_line_tt
			set_cosmetic_tag = ESU_POR_unified
			hidden_effect = {
				add_state_claim = 171 790 174 788 170 169 173 789 175 41 791 792 176 793 168 167 172 166 794 165
			}
		}
	}
	POR_restore_basque_regional_autonomy = {
		icon = generic_nationalism
		cost = 25
		fire_only_once = yes
		ai_will_do = {

# ... (truncated)
### Entity: National Focus
Tree: fri_focus
Component: FRI_learn_from_the_genie
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/FrenchIndochina.txt

Code:
focus = {
	id = FRI_learn_from_the_genie
	icon = GFX_goal_indochina_genie
	cost = 5
	prerequisite = {
		focus = FRI_tirailleurs_indochinois
	}
	completion_reward = {
		army_experience = 5
		add_tech_bonus = {
			name = support_tech_bonus_name
			bonus = 1.0
			uses = 1
			category = engineers_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	x = 2
	y = 2
	relative_position_id = FRI_expand_the_garde_indigene
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_special_projects
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, random_owned_controlled_state, has_tech, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_special_projects
	icon = GFX_focus_wonderweapons
	prerequisite = {
		focus = IRQ_air_research_bonus
	} {
		focus = IRQ_army_research_bonus
	}
	x = -2
	y = 2
	relative_position_id = IRQ_army_research_bonus
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		any_owned_state = {
			nuclear_facility = < 1
			air_facility = < 1
			land_facility = < 1
			naval_facility = < 1
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				can_construct_building = nuclear_facility
			}
			prioritize = {
				291
			}
			construct_building_in_random_province = {
				nuclear_facility = 1
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				NOT = {
					has_tech = atomic_research
				}
			}
			add_tech_bonus = {
				name = IRQ_special_projects
				bonus = 0.5
				uses = 1
				category = nuclear
			}
		}
		else = {
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.25
			}
		}
	}
}
### Entity: State History
Component: 156
Constructs: add_core_of
Source: game
File: history/states/156-Calabria.txt

Code:
state = {
	id = 156
	name = STATE_156
	manpower = 1772000
	state_category = town
	history = {
		owner = ITA
		victory_points = {
			9990 1
		}
		buildings = {
			infrastructure = 2
			dockyard = 1
			fuel_silo = 1
			9990 = {
				naval_base = 2
			}
		}
		add_core_of = ITA TTS
	}
	provinces = {
		3901 9990 10027 12066 12098
	}
	local_supplies = 0.0
}
### Entity: Trigger Reference
Construct: hardness
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## hardness

* Supported Scopes: COMBATANT
* Supported Targets: none

```
check lowest/highest hardness level on combatant
```
### Entity: Scripted Effect
Component: USA_great_depression_level_up
Constructs: limit, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/USA_scripted_effects.txt

Code:
USA_great_depression_level_up = {
	custom_effect_tooltip = USA_great_depression_up_tt
	if = {
		limit = {
			has_idea = great_depression_2
		}
		swap_ideas = {
			remove_idea = great_depression_2
			add_idea = great_depression
		}
	}
	else_if = {
		limit = {
			has_idea = great_depression_3
		}
		swap_ideas = {
			remove_idea = great_depression_3
			add_idea = great_depression_2
		}
	}
}
### Entity: AI Strategy
Component: JAP_mine_laying
Source: game
File: common/ai_navy/goals/goals_JAP.txt

Code:
JAP_mine_laying = {
	objective_type = mines_planting
	available_for = {
		JAP
	}
	min_priority = 1
	max_priority = 5
}
### Entity: Character
Component: SCI_filippo_anfuso
Source: game
File: common/characters/SCI.txt

Code:
SCI_filippo_anfuso = {
	name = SCI_filippo_anfuso
	portraits = {
		civilian = {
			large = gfx/leaders/Europe/Portrait_Europe_Generic_3.dds
		}
	}
	country_leader = {
		ideology = fascism_ideology
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Wiki Documentation
Construct: imgui
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
imgui
|
Controls ImGui UIs. Use
```
imgui show
```
to list the available subcommands. These UIs cover a wide variety of useful modding tools, such as script profiling, AI debugging, and listing characters.
|

|

goto_province [province id]
|
Moves the camera position to the specified province.
|

|

goto_state [state id]
|
Moves the camera position to the specified state.
|

|

Other in-game commands[edit | edit source]

Command

Effect

Example/Comment

province_ids (pid)
|
Show province IDs on the map
|

|

ShowTechBonus
|
Unknown what it does, however with the name we can make a guess it has to do something with tech bonuses.
|
Only for developers.
|
### Entity: Scripted Trigger
Component: has_air_force_command
Constructs: has_completed_focus, limit, has_air_force_command, has_air_force_command_tt
Source: game
File: common/scripted_triggers/ETH_scripted_triggers.txt

Code:
has_air_force_command = {
	IF = {
		limit = {
			original_tag = ETH
		}
		custom_trigger_tooltip = {
			tooltip = has_air_force_command_tt
			has_completed_focus = ETH_the_ethiopian_air_force
		}
	}
}
### Entity: National Focus
Tree: ire_focus
Component: IRE_president_replacement
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/ireland.txt

Code:
focus = {
	id = IRE_president_replacement
	icon = GFX_focus_GRE_monarchist_fervour
	x = 1
	y = 1
	cost = 5
	prerequisite = {
		focus = IRE_push_the_constituition
	}
	relative_position_id = IRE_push_the_constituition
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = IRE_constituinal_reforms
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
}
### Entity: Character
Component: KHM_ehmetjan_qasim
Source: game
File: common/characters/KHM.txt

Code:
KHM_ehmetjan_qasim = {
	name = Ehmetjan Qasim
	portraits = {
		civilian = {
			large = gfx/leaders/KHM/r56_KHM_Ehmetjan_Qasim.dds
		}
	}
	country_leader = {
		ideology = stalinism
		traits = {
			stalins_puppet AUS_communist_revolutionary
		}
		expire = 1949.8.27.12
		id = -1
	}
}
### Entity: Name List
Component: AUS
Source: game
File: common/names/00_names.txt

Code:
AUS = {
	male = {
		names = {
			Ezekiel Maximilian Felix Erich Gerhard Gunther Otto Walter Wilhelm Heinz Hermann Heinrich Theodor Hans Anton Joachim Max Emil Peter Fritz Otto Adolf Tobias Staffan Marco Karl Arthur Kurt Franz Johann Paul Reinhold Manfred Julius Siegfried Josef Dietmar Bruno Edmund Ludwig Alois Egon Helmut Leopold Vinzenz Siegmund Hannes Matthias Volker Lothar
		}
	}
	female = {
		names = {
			Sandra Maria Anna Anne Hannah Hildegard Sarah Elizabeth Charlotte Adelheid Juliane Irene Barbara Friedericke Edith Klara Renate Traudl Regina Franziska Gudrun Rosa Maria Sabine Stefanie Else Kathrin Hedwig Ursula Liesl Irmgard Heiderun Brigitte Immaculata Dolores
		}
	}
	surnames = {
		Lugmair Neudinger Muller Schmidt Schneider Fischer Meyer Weber Schulz Wagner Hartmann Rall Barkhorn Becker Hoffmann Graf Erhler Hafner Lipfert Brendel Stotz Kirschner Lang Sturm Beisswenger Duttmann Wilbs Berglen Behrmann Hammerschmied Feistritzer Freibauer Aufschnaiter Blümelhuber Hipfinger Hinterholzer Glück Grubenthal Dietrichstein Herz Herzstark Maier Holzknecht Huber Haas Stöckl
	}
	callsigns = {

	}
}
### Entity: Scripted Trigger
Component: ITA_is_advisor_available
Constructs: is_country_leader, has_character_flag
Source: game
File: common/scripted_triggers/ITA_scripted_triggers.txt

Code:
ITA_is_advisor_available = {
	is_country_leader = no
	NOT = {
		has_character_flag = ITA_has_new_duce_flag
	}
}
### Entity: Event
Component: bftb_bulgaria_nationalization.2
Constructs: is_triggered_only, limit, has_country_flag, add_stability, set_country_flag
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_nationalization.2
	title = bftb_bulgaria_nationalization.2.t
	desc = bftb_bulgaria_nationalization.2.desc
	picture = GFX_report_event_merchant_ship_01
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_nationalization.2.a
		if = {
			limit = {
				NOT = {
					has_country_flag = BUL_stability_hit_by_embargo_flag
				}
			}
			add_stability = -0.05
			set_country_flag = BUL_stability_hit_by_embargo_flag
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_ally_austria
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_subject, is_faction_leader, is_in_faction
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_ally_austria
	icon = GFX_focus_generic_befriend_austria
	prerequisite = {
		focus = CZE_ally_hungary CZE_neutralize_the_hungarian_threat
	}
	mutually_exclusive = {
		focus = CZE_demand_the_czech_corridor
	}
	cost = 5
	relative_position_id = CZE_neutralize_the_hungarian_threat
	x = -2
	y = 1
	available = {
		is_subject = no
		OR = {
			is_faction_leader = yes
			AND = {
				OR = {
					has_government = democratic communism
				}
				is_in_faction = yes
				faction_leader = {
					original_tag = FRA
				}
			}
		}
		AUS = {
			exists = yes
			is_in_faction = no
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		AUS = {
			OR = {
				exists = no
				is_subject = yes
				is_ally_with = ROOT
				has_war_with = ROOT
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				is_in_faction = yes
				faction_leader = {
					original_tag = FRA
				}
			}
			AUS = {
				save_global_event_target_as = CZE_invited_country
			}
			FRA = {
				country_event = MUN_czech.1008
			}
		}
		else = {
			AUS = {
				country_event = generic.5
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Country History
Country: VIN
Component: VIN_army
Source: game
File: history/countries/VIN - Vietnam.txt

Code:
# OOB & Army Setup for VIN
oob = VIN_1936
### Entity: National Focus
Tree: per_focus
Component: PER_land_reforms
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_land_reforms
	icon = GFX_goal_generic_soviet_construction
	cost = 10
	prerequisite = {
		focus = PER_nationalize_the_means_of_production
	}
	x = 7
	y = 4
	ai_will_do = {
		factor = 56
	}
	completion_reward = {
		add_ideas = PER_land_reforms
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Shared Focus
Tree: est_focus
Component: EST_additional_research_slot
Constructs: shared_focus, prerequisite, completion_reward, has_full_control_of_state, add_research_slot
Source: game
File: common/national_focus/r56_estonia_shared.txt

Code:
shared_focus = {
	id = EST_additional_research_slot
	icon = GFX_focus_research
	prerequisite = {
		focus = EST_more_civilian_factories_II EST_invest_in_the_military_II
	}
	available = {
		has_full_control_of_state = 812
	}
	x = 2
	y = 5
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_dang_guo
Constructs: has_completed_focus, limit, add_stability, completion_reward, allow_branch, has_game_rule, add_popularity
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_dang_guo
	icon = GFX_focus_CHI_dang_guo
	mutually_exclusive = {
		focus = CHI_end_military_primacy CHI_strengthening_our_resolve
	}
	x = 30
	y = 0
	relative_position_id = CHI_end_military_primacy
	cost = 5
	available = {

	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				OR = {
					has_completed_focus = CHI_end_military_primacy CHI_strengthening_our_resolve
				}
			}
		}
	}
	offset = {
		x = -25
		y = 0
		trigger = {
			has_completed_focus = CHI_dang_guo
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_STABILITY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			mark_focus_tree_layout_dirty = yes
		}
		add_stability = 0.1
		add_popularity = {
			ideology = communism
			popularity = -0.05
		} {
			ideology = fascism
			popularity = -0.05
		}
	}
}
### Entity: Idea
Component: JAP_fifth_international_agitation
Constructs: limit, has_government, removal_cost, is_ally_with, communism_drift
Source: game
File: common/ideas/japan.txt

Code:
JAP_fifth_international_agitation = {
	picture = generic_communism_drift_bonus
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		always = no
	}
	cancel = {
		OR = {
			communism = > 0.4
			has_government = communism
		}
	}
	on_remove = {
		IF = {
			limit = {
				communism = > 0.39
				NOT = {
					has_government = communism
					is_ally_with = JAP
				}
			}
			country_event = {
				id = SEA_japan_popup_events.38
				hours = 6
			}
		}
	}
	modifier = {
		communism_drift = 0.1
		custom_modifier_tooltip = GER_communist_influence_tt
	}
}
### Entity: Unit Template
Component: ENG_RGR_01
Source: game
File: common/units/names_divisions/ENG_names_divisions.txt

Code:
ENG_RGR_01 = {
	name = Ranger Divisions
	for_countries = {
		ENG
	}
	can_use = {
		always = yes
	}
	division_types = {
		ranger_battalion
	}
	fallback_name = %d Ranger Division
	ordered = {
		1 = {
			%dst Ranger Division
		}
		2 = {
			%dnd Ranger Division
		}
		3 = {
			%drd Ranger Division
		}
		4 = {
			%dth Ranger Division
		}
		5 = {
			%dth Ranger Division
		}
		6 = {
			%dth Ranger Division
		}
		7 = {
			%dth Ranger Division
		}
		8 = {
			%dth Ranger Division
		}
		9 = {
			%dth Ranger Division
		}
		10 = {
			%dth Ranger Division
		}
		11 = {
			%dth Ranger Division
		}
		12 = {
			%dth Ranger Division
		}
		13 = {
			%dth Ranger Division
		}
		14 = {
			%dth Ranger Division
		}
		15 = {
			%dth Ranger Division
		}
		16 = {
			%dth Ranger Division
		}
		17 = {
			%dth Ranger Division
		}
		18 = {
			%dth Ranger Division
		}
		19 = {
			%dth Ranger Division
		}
		20 = {
			%dth Ranger Division
		}
		21 = {
			%dst Ranger Division
		}
		22 = {
			%dnd Ranger Division
		}
		23 = {
			%drd Ranger Division
		}
		24 = {
			%dth Ranger Division
		}
		25 = {
			%dth Ranger Division
		}
		26 = {
			%dth Ranger Division
		}
		27 = {
			%dth Ranger Division
		}
		28 = {
			%dth Ranger Division
		}
		29 = {
			%dth Ranger Division
		}
		30 = {
			%dth Ranger Division
		}
		31 = {
			%dst Ranger Division
		}
		32 = {
			%dnd Ranger Division
		}
		33 = {
			%drd Ranger Division
		}
		34 = {
			%dth Ranger Division
		}
		35 = {
			%dth Ranger Division
		}
		36 = {
			%dth Ranger Division
		}
		37 = {
			%dth Ranger Division
		}
		38 = {
			%dth Ranger Division
		}
		39 = {
			%dth Ranger Division
		}
		40 = {
			%dth Ranger Division
		}
		41 = {
			%dst Ranger Division
		}
		42 = {
			%dnd Ranger Division
		}
		43 = {
			%drd Ranger Division
		}
		44 = {
			%dth Ranger Division
		}
		45 = {
			%dth Ranger Division
		}
		46 = {
			%dth Ranger Division
		}
		47 = {
			%dth Ranger Division
		}
		48 = {
			%dth Ranger Division
		}
		49 = {
			%dth Ranger Division
		}
		50 = {
			%dth Ranger Division
		}
		51 = {
			%dst Ranger Division
		}
		52 = {
			%dnd Ranger Division
		}
		53 = {
			%drd Ranger Division
		}
	}
}
### Entity: National Focus
Tree: kal_focus
Component: KAL_claim_greater_mongolia
Constructs: prerequisite, limit, add_war_support, completion_reward, allow_branch, has_army_manpower, is_subject, every_state
Source: game
File: common/national_focus/kalmykia.txt

Code:
focus = {
	id = KAL_claim_greater_mongolia
	text = MONGOL_UNIFIED_claim_greater_mongolia
	icon = GFX_goal_MON_greater_mongolia
	cost = 10
	prerequisite = {
		focus = KAL_the_spirit_of_genghis
	}
	relative_position_id = KAL_the_spirit_of_genghis
	x = 0
	y = 1
	ai_will_do = {
		factor = 5
	}
	allow_branch = {

	}
	available = {
		has_army_manpower = {
			size = > 80000
		}
		num_of_factories = > 29
		is_subject = no
	}
	completion_reward = {
		add_war_support = 0.05
		every_state = {
			limit = {
				OR = {
					is_core_of = MON MEN TAN BYA ALT
					state = 746 756 761 1119
				}
				NOT = {
					is_core_of = ROOT
				}
			}
			add_claim_by = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Character
Component: air_chief_ground_support_3
Source: game
File: common/country_leader/00_traits.txt

Code:
air_chief_ground_support_3 = {
	sprite = 2
	army_bonus_air_superiority_factor = 0.15
	experience_gain_air = @chief_experience_gain_high
	command_cap_increase = @tier3_cp_cap_increase
	command_power = @tier3_cp_cost
	ai_will_do = {
		factor = @air_chief_factor_3
		modifier = {
			factor = 0
			command_power = < @tier3_cp_cost
		}
	}
}
### Entity: Military Industrial Organization
Component: TUR_thk_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/TUR_organization.txt

Code:
TUR_thk_organization = {
	include = generic_light_aircraft_organization
	icon = GFX_idea_generic_air_manufacturer_2
	allowed = {
		tag = TUR
		NOT = {
			has_dlc = Battle for the Bosporus
		}
	}
}
### Entity: Country History
Country: DIP
Component: DIP_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/DIP - Partisans.txt

Code:
# Politics & Parties for DIP
set_politics = {
	ruling_party = neutrality
	last_election = 1934.2.11
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 30
	communism = 5
	neutrality = 60
	fascism = 5
}
### Entity: Character
Component: XSM_ma_hongkui
Constructs: has_dlc
Source: game
File: common/characters/Warlords_China.txt

Code:
XSM_ma_hongkui = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		name = XSM_ma_hongkui
		portraits = {
			army = {
				small = GFX_idea_generic_air_asia_2
			}
		}
		advisor = {
			cost = 100
			slot = theorist
			idea_token = XSM_ma_hongkui
			ledger = air
			allowed = {
				original_tag = XSM
			}
			traits = {
				air_warfare_theorist
			}
		}
	} {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = XSM_ma_hongkui
		portraits = {
			army = {
				large = GFX_portrait_NXM_ma_hongkui
				small = GFX_portrait_NXM_ma_hongkui_small
			}
		}
		country_leader = {
			ideology = despotism
			traits = {
				NXM_king_of_ningxia
			}
			expire = 1965.1.1.1
			id = -1
		}
		field_marshal = {
			skill = 3
			attack_skill = 2
			defense_skill = 3
			planning_skill = 3
			logistics_skill = 2
			legacy_id = -1
		}
	}
}