Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: CHI_war_in_liangguang
Constructs: has_war_with, fire_only_once, has_cosmetic_tag, cancel_if_not_visible, is_good
Source: game
File: common/decisions/CHI_warlord_decisions.txt

Code:
CHI_war_in_liangguang = {
	CHI_war_in_south_halting = {
		priority = 100
		icon = GFX_decision_generic_ignite_civil_war
		visible = {
			original_tag = CHI
			has_war_with = GDC
			GDC = {
				has_cosmetic_tag = liangguang_clique
			}
		}
		available = {
			hidden_trigger = {
				always = no
			}
		}
		days_mission_timeout = 184
		fire_only_once = yes
		activation = {
			always = no
		}
		cancel_if_not_visible = yes
		is_good = no
		timeout_effect = {
			custom_effect_tooltip = CHI_stalemate_tt
			country_event = {
				id = SEA_warlords.49
				hours = 6
			}
		}
	}
	GDC_holding_out = {
		priority = 100
		icon = GFX_decision_generic_ignite_civil_war
		visible = {
			original_tag = GDC
			has_war_with = CHI
			GDC = {
				has_cosmetic_tag = liangguang_clique
			}
		}
		available = {
			hidden_trigger = {
				always = no
			}
		}
		days_mission_timeout = 184
		fire_only_once = yes
		activation = {
			always = no
		}
		cancel_if_not_visible = yes
		is_good = no
		timeout_effect = {
			custom_effect_tooltip = GDC_survival_tt
		}
	}
}
### Entity: Unit Template
Component: NZL_PROVINCES
Source: game
File: common/units/names_ships/NZL_ship_names.txt

Code:
NZL_PROVINCES = {
	name = NAME_THEME_PROVINCES
	for_countries = {
		NZL
	}
	type = ship
	prefix = HMNZS 
	unique = {
		Auckland New Plymouth Hawkes Bay Wellington Nelson Marlborough Northland Westland Canterbury Otago Southland
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_hatta_princely_advisors
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_hatta_princely_advisors
	icon = GFX_focus_rom_royal_dictatorship
	available = {

	}
	prerequisite = {
		focus = INS_hatta_focus_2
	}
	mutually_exclusive = {

	}
	bypass_if_unavailable = yes
	x = 0
	y = 1
	relative_position_id = INS_hatta_focus_2
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		indonesia_princely_advisors_effect_no_atjeh = yes
	}
}
### Entity: National Focus
Tree: lat_focus
Component: LAT_reorganize_forest_brothers
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/latvia.txt

Code:
focus = {
	id = LAT_reorganize_forest_brothers
	icon = GFX_focus_generic_little_entente
	prerequisite = {
		focus = LAT_the_thunder_strikes_alone LAT_alignment_with_germany
	}
	x = -1
	y = 1
	relative_position_id = LAT_the_thunder_strikes_alone
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = BALTIC_forest_brothers_reorganized_idea
	}
}
### Entity: Idea
Component: idea_SIA_pan_thaiism
Constructs: removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_pan_thaiism = {
	allowed = {
		original_tag = SIA
	}
	picture = SIA_pan_thaiism
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		justify_war_goal_time = -0.25
		offensive_war_stability_factor = 0.3
		army_org_regain = 0.05
	}
}
### Entity: Character
Component: SPA_luis_valdes_cavanillas
Constructs: has_government, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPA_luis_valdes_cavanillas = {
	name = SPA_luis_valdes_cavanillas
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_2
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SPA_luis_valdes_cavanillas
		name = SPA_luis_valdes_cavanillas
		allowed = {
			NOT = {
				has_dlc = La Resistance
			}
			original_tag = SPR
			has_government = fascism
		}
		traits = {
			prince_of_terror
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_albanian_oil
Constructs: prerequisite, completion_reward, has_tech, add_building_construction, add_resource
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_albanian_oil
	icon = GFX_goal_generic_oil_refinery
	prerequisite = {
		focus = ITA_albanian_occupation
	}
	x = -2
	y = 1
	relative_position_id = ITA_albanian_occupation
	cost = 5
	available = {
		44 = {
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
		has_tech = synth_oil_experiments
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		44 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			} {
				type = synthetic_refinery
				level = 1
				instant_build = yes
			}
			add_resource = {
				type = oil
				amount = 2
			}
		}
	}
}
### Entity: Scripted Trigger
Component: has_large_ally_not_pick_closed_economy
Constructs: has_large_ally_not_pick_closed_economy
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
has_large_ally_not_pick_closed_economy = {
	any_of_scopes = {
		array = faction_members
		NOT = {
			tag = PREV
		}
		num_of_military_factories = > 30
	}
}
### Entity: Character
Component: MEX_pablo_macias
Source: game
File: common/characters/MEX.txt

Code:
MEX_pablo_macias = {
	name = MEX_pablo_macias
	portraits = {
		army = {
			small = GFX_portrait_MEX_pablo_macias_small
		}
	}
	advisor = {
		slot = high_command
		idea_token = MEX_pablo_macias
		ledger = army
		allowed = {
			original_tag = MEX
		}
		traits = {
			army_regrouping_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Game Data
Component: sweden_winter_war
Constructs: has_completed_focus, has_any_custom_difficulty_setting, has_global_flag
Source: game
File: common/achievements/rt56-achievements.txt

Code:
sweden_winter_war = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = SWE
	}
	happened = {
		has_completed_focus = SWE_intervention_in_the_winter_war
		custom_trigger_tooltip = {
			tooltip = sweden_winter_war_tt
			has_global_flag = sweden_winter_war_flag
		}
	}
}
### Entity: Doctrine
Component: fighter_aircraft
Source: game
File: common/doctrines/tracks/air_doctrine_track.txt

Code:
fighter_aircraft = {
	name = DOCTRINE_TRACK_FIGHTER_AIRCRAFT
	background = GFX_air_superiority_bg
	icon = GFX_doctrine_milestone_fighter_air
	icon_frame = GFX_doctrine_decor_air
	mastery = {
		multiplier = 8.0
		equipment = {
			fighter interceptor
		}
	}
}
### Entity: State History
Component: 839
Constructs: set_variable, add_dynamic_modifier, add_core_of
Source: game
File: history/states/839-Welega.txt

Code:
state = {
	id = 839
	name = STATE_839
	manpower = 600000
	resources = {

	}
	state_category = pastoral
	history = {
		set_variable = {
			ETH_state_development_production_speed = -0.3
		} {
			ETH_state_development_local_building_slots_factor = -0.3
		}
		add_dynamic_modifier = {
			modifier = ETH_state_development_dynamic_modifier
		} {
			modifier = ETH_state_decentralization_dynamic_modifier
			scope = ETH
		}
		buildings = {

		}
		victory_points = {
			2009 2
		} {
			13243 1
		}
		owner = ETH
		add_core_of = ETH BEG ORO
		1936.6.1 = {
			owner = ITA
			controller = ITA
		}
	}
	provinces = {
		2009 12856 13243
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_plot_against_boris
Constructs: prerequisite, limit, has_country_flag, completion_reward, unlock_decision_category_tooltip
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_plot_against_boris
	prerequisite = {
		focus = BUL_liberalization_of_trade_policies
	}
	dynamic = yes
	icon = GFX_focus_BUL_plot_against_boris
	relative_position_id = BUL_liberalization_of_trade_policies
	x = 0
	y = 1
	cost = 10
	mutually_exclusive = {
		focus = BUL_strengthen_the_royal_dictatorship
	}
	bypass = {
		has_country_flag = BUL_tsar_boris_is_dead_flag
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_country_flag = BUL_tsar_boris_is_dead_flag
				}
			}
			unlock_decision_category_tooltip = BUL_plot_against_boris_dec_cat
		}
	}
}
### Entity: Character
Component: INS_murk_boersta
Constructs: has_completed_focus, limit, has_dlc, has_cosmetic_tag, is_subject_of
Source: game
File: common/characters/INS.txt

Code:
INS_murk_boersta = {
	instance = {
		allowed = {
			has_dlc = Thunder at Our Gates
		}
		name = INS_murk_boersta
		portraits = {
			army = {
				large = GFX_portrait_INS_murk_boersta
				small = GFX_portrait_INS_murk_boersta_small
			}
		}
		field_marshal = {
			traits = {
				trait_reckless INS_loyalty_to_netherlands
			}
			skill = 3
			attack_skill = 2
			defense_skill = 3
			planning_skill = 2
			logistics_skill = 3
			legacy_id = -1
		}
		advisor = {
			slot = army_chief
			cost = 100
			idea_token = INS_murk_boersta
			allowed = {
				OR = {
					original_tag = INS HOL
				}
			}
			visible = {
				OR = {
					original_tag = INS
					AND = {
						original_tag = HOL
						has_cosmetic_tag = INS_UNION
					}
				}
				INS_dutch_army_chief_check_VISIBLE = yes
			}
			available = {
				if = {
					limit = {
						original_tag = INS
					}
					OR = {
						is_subject_of = HOL
						has_completed_focus = INSHOL_volksraad_compromises
						has_cosmetic_tag = INS_UNION
					}
				}
			}
			traits = {
				army_chief_defensive_2
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Thunder at Our Gates
			}
		}
		name = INS_murk_boersta
		portraits = {
			army = {
				large = GFX_Portrait_Europe_Generic_land_4
				small = GFX_Portrait_Europe_Generic_land_4_small
			}
		}
		corps_commander = {
			traits = {
				trait_reckless
			}
			skill = 2
			attack_skill = 1
			defense_skill = 2
			planning_skill = 2
			logistics_skill = 2
			legacy_id = -1
		}
		advisor = {
			slot = army_chief
			cost = 100
			idea_token = INS_murk_boersta
			allowed = {
				OR = {
					original_tag = INS HOL
				}
			}
			visible = {
				OR = {
					original_tag = INS
					AND = {
						original_tag = HOL
						has_cosmetic_tag = INS_UNION
					}
				}
				is_subject_of = HOL
			}
			available = {
				if = {
					limit = {
						original_tag = INS
					}
					is_subject_of = HOL
				}
			}
			traits = {
				army_chief_defensive_2
			}
		}
	}
}
### Entity: National Focus
Tree: waf_focus
Component: WAF_seize_colonial_industries
Constructs: prerequisite, limit, add_stability, completion_reward, is_subject, is_fully_controlled_by, add_popularity, random_owned_controlled_state
Source: game
File: common/national_focus/r56_west_african_shared.txt

Code:
focus = {
	id = WAF_seize_colonial_industries
	icon = GFX_focus_DEN_heavy_regulations
	prerequisite = {
		focus = WAF_institutional_establishment
	}
	x = -1
	y = 1
	relative_position_id = WAF_institutional_establishment
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	available = {
		is_subject = no
		if = {
			limit = {
				tag = LIB
			}
			NOT = {
				original_tag = LIB
			}
		}
		capital_scope = {
			is_fully_controlled_by = ROOT
		}
	}
	completion_reward = {
		add_stability = -0.05
		add_popularity = {
			ideology = neutrality
			popularity = -0.1
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Decision
Component: SWE_appeal_for_support_cat
Constructs: has_completed_focus, limit, remove_ideas, has_country_flag, add_stability, fire_only_once, complete_effect, set_country_flag
Source: game
File: common/decisions/SWE.txt

Code:
SWE_appeal_for_support_cat = {
	SWE_appeal_to_aristocracy = {
		visible = {
			has_completed_focus = SWE_appeal_for_support
			NOT = {
				has_country_flag = SWE_aristocratic_support
			}
		}
		available = {
			NOT = {
				has_country_flag = SWE_appeal_for_support_in_progress
			}
		}
		cost = 0
		icon = GFX_decision_generic_political_discourse
		days_remove = 14
		complete_effect = {
			set_country_flag = SWE_appeal_for_support_in_progress
		}
		remove_effect = {
			set_country_flag = SWE_aristocratic_support
			country_event = {
				id = AAT_Sweden_nationalists.8
				days = 1
			}
			event_option_tooltip = AAT_Sweden_nationalists.8.a
		}
	}
	SWE_appeal_to_industrialists = {
		visible = {
			has_completed_focus = SWE_appeal_for_support
			NOT = {
				has_country_flag = SWE_appeal_to_industrialists_flag
			}
		}
		available = {
			NOT = {
				has_country_flag = SWE_appeal_for_support_in_progress
			}
		}
		cost = 0
		icon = GFX_decision_category_gre_investment_decisions
		days_remove = 14
		complete_effect = {
			set_country_flag = SWE_appeal_for_support_in_progress
		}
		remove_effect = {
			set_country_flag = SWE_appeal_to_industrialists_flag
			country_event = {
				id = AAT_Sweden_nationalists.9
				days = 1
			}
			event_option_tooltip = AAT_Sweden_nationalists.9.a
		}
	}
	SWE_appeal_to_military = {
		visible = {
			has_completed_focus = SWE_appeal_for_support
			NOT = {
				has_country_flag = SWE_appeal_to_military_flag
			}
		}
		available = {
			NOT = {
				has_country_flag = SWE_appeal_for_support_in_progress
			}
		}
		cost = 0
		icon = GFX_decision_generic_military
		days_remove = 14
		complete_effect = {
			set_country_flag = SWE_appeal_for_support_in_progress
		}
		remove_effect = {
			set_country_flag = SWE_appeal_to_military_flag
			country_event = {
				id = AAT_Sweden_nationalists.10
				days = 1
			}
			event_option_tooltip = AAT_Sweden_nationalists.10.a
		}
	}
	SWE_appeal_to_rural_people = {
		visible = {
			has_completed_focus = SWE_appeal_for_support
			NOT = {
				has_country_flag = SWE_appeal_to_rural_flag
			}
		}
		available = {
			NOT = {
				has_country_flag = SWE_appeal_for_support_in_progress
			}
		}
		cost = 0
		icon = GFX_decision_POL_looming_peasants_strike
		days_remove = 14
		complete_effect = {
			set_country_flag = SWE_appeal_for_support_in_progress
		}
		remove_effect = {
			set_country_flag = SWE_appeal_to_rural_flag
		
# ... (truncated)
### Entity: Scripted Trigger
Component: GER_occupied_states_level_0
Constructs: check_variable
Source: game
File: common/scripted_triggers/GER_scripted_triggers.txt

Code:
GER_occupied_states_level_0 = {
	check_variable = {
		GER_num_of_occupied_states = < 5
	}
}
### Entity: Scripted Effect
Component: AST_the_pacific_garrison_effect
Constructs: limit, add_ideas, is_in_faction_with, has_military_access_to
Source: game
File: common/scripted_effects/AST_scripted_effects.txt

Code:
AST_the_pacific_garrison_effect = {
	IF = {
		limit = {
			AST = {
				NOT = {
					is_in_faction_with = ENG
					has_military_access_to = ENG
				}
			}
		}
		AST = {
			diplomatic_relation = {
				country = ENG
				relation = military_access
				active = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	}
	ENG = {
		add_ideas = {
			AST_the_pacific_garrison_eng
		}
	}
	custom_effect_tooltip = generic_skip_one_line_tt
	effect_tooltip = {
		AST = {
			add_ideas = {
				AST_the_pacific_garrison_1
			}
		}
	}
}
### Entity: Character
Component: SOV_nikandr_chibisov
Constructs: has_character_flag
Source: game
File: common/characters/SOV.txt

Code:
SOV_nikandr_chibisov = {
	name = SOV_nikandr_chibisov
	portraits = {
		army = {
			large = GFX_portrait_SOV_nikandr_chibisov
			small = GFX_portrait_SOV_nikandr_chibisov_small
		}
	}
	corps_commander = {
		traits = {
			trickster
		}
		skill = 3
		attack_skill = 1
		defense_skill = 3
		planning_skill = 3
		logistics_skill = 3
		legacy_id = 0
		visible = {
			NOT = {
				has_character_flag = SOV_exiled_flag
			}
		}
	}
}
### Entity: Character
Component: EST_voldemar_mere
Source: game
File: common/characters/EST.txt

Code:
EST_voldemar_mere = {
	name = EST_voldemar_mere
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_1
		}
	}
	advisor = {
		slot = high_command
		idea_token = EST_voldemar_mere
		ledger = navy
		allowed = {
			original_tag = EST
		}
		traits = {
			navy_fleet_logistics_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Opinion Modifier
Component: opinion_modifiers
Source: game
File: common/opinion_modifiers/DEN_opinion_modifiers.txt

Code:
opinion_modifiers = {
	ger_claimed_schleswig = {
		value = -35
	}
	den_socialist_volunteers = {
		value = -25
	}
	den_armor_designs = {
		value = 20
	}
	den_sov_trade_agreement = {
		value = 50
	}
	den_munch_ribbentrop_pakt = {
		value = 30
	}
	den_denied_scandinavia = {
		value = -25
	}
}
### Entity: Unit Template
Component: SHL_MEC_01
Source: game
File: common/units/names_divisions/SHL_names_divisions.txt

Code:
SHL_MEC_01 = {
	name = Mechanized Divisions
	for_countries = {
		SHL
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		SHL_INF_01
	}
	fallback_name = %d. Panzergrenadier-Division
	ordered = {
		1 = {
			%d. Panzergrenadier-Division
		}
		2 = {
			%d. Panzergrenadier-Division
		}
		3 = {
			%d. Panzergrenadier-Division
		}
		4 = {
			%d. Panzergrenadier-Division
		}
		5 = {
			%d. Panzergrenadier-Division
		}
		6 = {
			%d. Panzergrenadier-Division
		}
		7 = {
			%d. Panzergrenadier-Division
		}
		8 = {
			%d. Panzergrenadier-Division
		}
		10 = {
			%d. Panzergrenadier-Division
		}
		11 = {
			%d. Panzergrenadier-Division
		}
		12 = {
			%d. Panzergrenadier-Division
		}
		13 = {
			%d. Panzergrenadier-Division
		}
		14 = {
			%d. Panzergrenadier-Division
		}
		15 = {
			%d. Panzergrenadier-Division
		}
		16 = {
			%d. Panzergrenadier-Division
		}
		17 = {
			%d. Panzergrenadier-Division
		}
		18 = {
			%d. Panzergrenadier-Division
		}
		19 = {
			%d. Panzergrenadier-Division
		}
		20 = {
			%d. Panzergrenadier-Division
		}
		21 = {
			%d. Panzergrenadier-Division
		}
		22 = {
			%d. Panzergrenadier-Division
		}
		23 = {
			%d. Panzergrenadier-Division
		}
		24 = {
			%d. Panzergrenadier-Division
		}
		25 = {
			%d. Panzergrenadier-Division
		}
		26 = {
			%d. Panzergrenadier-Division
		}
		27 = {
			%d. Panzergrenadier-Division
		}
		28 = {
			%d. Panzergrenadier-Division
		}
		29 = {
			%d. Panzergrenadier-Division
		}
		30 = {
			%d. Panzergrenadier-Division
		}
		31 = {
			%d. Panzergrenadier-Division
		}
		32 = {
			%d. Panzergrenadier-Division
		}
		33 = {
			%d. Panzergrenadier-Division
		}
		34 = {
			%d. Panzergrenadier-Division
		}
		35 = {
			%d. Panzergrenadier-Division
		}
		36 = {
			%d. Panzergrenadier-Division
		}
		37 = {
			%d. Panzergrenadier-Division
		}
		38 = {
			%d. Panzergrenadier-Division
		}
		39 = {
			%d. Panzergrenadier-Division
		}
		40 = {
			%d. Panzergrenadier-Division
		}
		41 = {
			%d. Panzergrenadier-Division
		}
		42 = {
			%d. Panzergrenadier-Division
		}
		43 = {
			%d. Panzergrenadier-Division
		}
		44 = {
			%d. Panzergrenadier-Division
		}
		45 = {
			%d. Panzergrenadier-Division
		}
		46 = {
			%d. Panzergrenadier-Division
		}
		47 = {
			%d. Panzergrenadier-Division
		}
		48 = {
			%d. Panzergrenadier-Division
		}
		49 = {
			%d. Panzergrenadier-Division
		}
		50 = {

# ... (truncated)
### Entity: National Focus
Tree: irq_focus
Component: IRQ_design_the_osirak_reactor
Constructs: prerequisite, limit, completion_reward, has_tech, add_tech_bonus, nuclear_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_design_the_osirak_reactor
	icon = GFX_focus_wonderweapons
	prerequisite = {
		focus = IRQ_establish_the_univeristy_of_baghdad
	}
	x = 3
	y = 6
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_tech = atomic_research
				}
			}
			add_tech_bonus = {
				name = nuclear_bonus
				bonus = 1.0
				uses = 1
				category = nuclear
			}
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.5
			}
		}
		ELSE = {
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.8
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_favour_the_cooperationists
Constructs: prerequisite, limit, has_war_with, add_opinion_modifier, completion_reward, add_popularity, add_country_leader_role, every_other_country
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_favour_the_cooperationists
	icon = GFX_focus_chi_united_front
	prerequisite = {
		focus = MEN_the_second_bailingmiao_uprising
	}
	mutually_exclusive = {
		focus = MEN_invite_ulanhu_from_mongolia
	}
	x = -2
	y = 1
	bypass = {

	}
	available = {
		country_exists = CHI PRC
		CHI = {
			NOT = {
				has_war_with = PRC ROOT
			}
		}
	}
	relative_position_id = MEN_the_second_bailingmiao_uprising
	cost = 10
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		add_country_leader_role = {
			character = MEN_serengdongrub
			promote_leader = yes
			country_leader = {
				ideology = marxism
				expire = 1965.1.1.12
				traits = {
					MEN_militant_communist MEN_chinese_cooperation_proponent
				}
			}
		}
		hidden_effect = {
			deactivate_advisor = MEN_serengdongrub
		}
		every_other_country = {
			limit = {
				OR = {
					tag = CHI PRC
				}
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = large_increase
			}
			ROOT = {
				add_opinion_modifier = {
					target = PREV
					modifier = large_increase
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INTERNAL_AFFAIRS FOCUS_FILTER_POLITICAL_CHARACTER
	}
}
### Entity: AI Strategy
Component: ENG_super_boost_armor_div
Constructs: division_template, has_war, has_tech, has_template_ai_majority_unit
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_super_boost_armor_div = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		OR = {
			has_tech = basic_medium_tank basic_medium_tank_chassis
		}
		NOT = {
			has_template_ai_majority_unit = medium_armor
		}
		has_war = no
		date = > 1937.1.1
	}
	abort = {
		has_template_ai_majority_unit = medium_armor
		date = > 1940.1.1
	}
	ai_strategy = {
		type = land_xp_spend_priority
		id = division_template
		value = 100
	} {
		type = template_prio
		id = light_armor
		value = 100
	}
}
### Entity: Idea
Component: FRA_hotchkiss
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/france.txt

Code:
FRA_hotchkiss = {
	picture = generic_tank_manufacturer_3
	available = {
		has_completed_focus = FRA_infantry_tanks
	}
	allowed = {
		original_tag = FRA
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		infantry_tank_manufacturer
	}
}
### Entity: Character
Component: scientist_trait_r56_old_guard
Source: game
File: common/scientist_traits/00_r56_traits.txt

Code:
scientist_trait_r56_old_guard = {
	modifier = {
		special_project_speed_factor = 0.01
		scientist_xp_gain_factor = -0.25
	}
}
### Entity: Idea
Component: SWI_angry_civilians_2
Constructs: has_war, industrial_capacity_factory, has_annex_war_goal
Source: game
File: common/ideas/r56_switzerland.txt

Code:
SWI_angry_civilians_2 = {
	allowed = {
		original_tag = SWI
		has_war = no
	}
	available = {
		has_war = no
		NOT = {
			any_other_country = {
				has_annex_war_goal = SWI
			}
		}
		GER = {
			NOT = {
				focus_progress = {
					focus = GER_operation_tannenbaum
					progress = > 0
				}
			}
		}
	}
	picture = chi_war_of_resistance2
	modifier = {
		consumer_goods_factor = 0.9
		local_resources_factor = -0.5
		industrial_capacity_factory = -0.5
		industrial_capacity_dockyard = -0.5
		army_morale_factor = -0.15
	}
}
### Entity: Idea
Component: PHI_ties_with_republican_spain
Source: game
File: common/ideas/philippines.txt

Code:
PHI_ties_with_republican_spain = {
	picture = SPR_the_popular_front
	modifier = {
		army_morale_factor = 0.07
		custom_modifier_tooltip = considered_as_extremist_for_manpower_laws_tt
	}
}