Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Modifier Reference
Component: CHI_illicit_trade
Constructs: industrial_capacity_factory
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
CHI_illicit_trade = {
	icon = GFX_idea_CHI_illicit_trade_1
	consumer_goods_factor = CHI_illicit_trade_consumer_goods
	industrial_capacity_factory = CHI_illicit_trade_industrial_capacity_factory
	industrial_capacity_dockyard = CHI_illicit_trade_industrial_capacity_dockyard
}
### Entity: Event
Component: r56_moldova.1
Constructs: is_triggered_only, ai_chance, annex_country
Source: game
File: events/Moldova.txt

Code:
country_event = {
	id = r56_moldova.1
	title = r56_moldova.1.t
	desc = r56_moldova.1.desc
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	option = {
		name = r56_moldova.1.a
		ai_chance = {
			base = 100
		}
		ROM = {
			annex_country = {
				target = MOL
				transfer_troops = yes
			}
		}
	} {
		name = r56_moldova.1.b
		ai_chance = {
			base = 10
		}
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_join_allies
Constructs: prerequisite, limit, has_government, has_war_with, is_major, completion_reward, has_capitulated, is_in_faction
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_join_allies
	icon = GFX_goal_generic_alliance
	prerequisite = {
		focus = HUN_rapproachement_with_little_entente
	}
	mutually_exclusive = {
		focus = HUN_the_balkan_pact
	}
	x = -1
	y = 3
	relative_position_id = HUN_elect_a_democratic_king
	cost = 10
	ai_will_do = {
		factor = 60
		modifier = {
			factor = 0
			ENG = {
				has_capitulated = yes
			}
		} {
			factor = 0.2
			ENG = {
				surrender_progress = > 0.2
			}
		}
	}
	available = {
		is_in_faction = no
		is_subject = no
		ENG = {
			exists = yes
			is_puppet = no
			NOT = {
				has_war_with = HUN
			}
		}
		any_other_country = {
			is_major = yes
			is_faction_leader = yes
			has_government = democratic
		}
		NOT = {
			any_other_country = {
				is_in_faction_with = ENG
				has_war_with = HUN
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				ENG = {
					has_government = democratic
					is_faction_leader = yes
					not = {
						has_war_with = ROOT
					}
				}
			}
			ENG = {
				country_event = generic.2
			}
		}
		else = {
			get_best_alliance_match_democratic_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_GER_air_reduce_naval_bomber_production
Source: game
File: common/ai_strategy/GER_EAI.txt

Code:
EAI_GER_air_reduce_naval_bomber_production = {
	allowed = {
		tag = GER
	}
	enable = {
		date = > 1940.6.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = unit_ratio
		id = naval_bomber
		value = -20
	}
}
### Entity: Event
Component: czech.2
Constructs: is_triggered_only, add_to_faction
Source: game
File: events/DOD_Czechoslovakia.txt

Code:
country_event = {
	id = czech.2
	title = czech.1.t
	desc = czech.2.d
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = excellent
		SOV = {
			add_to_faction = CZE
		}
		hidden_effect = {
			news_event = {
				days = 1
				id = dod_news.3
			}
		}
	}
}
### Entity: Order of Battle
Component: air_wing_130
Source: game
File: history/units/ENG_1939_air_bba.txt

Code:
air_wings = {
	130 = {
		small_plane_airframe_1 = {
			owner = ENG
			amount = 72
			version_name = Hawker Hurricane
		}
		small_plane_airframe_2 = {
			owner = ENG
			amount = 72
			version_name = Supermarine Spitfire
		}
		medium_plane_airframe_0 = {
			owner = ENG
			amount = 96
			version_name = Whitley
		}
	}
}
### Entity: Character
Component: NOR_communist_agitator
Constructs: communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
NOR_communist_agitator = {
	random = no
	sprite = 13
	communism_drift = 0.1
	resistance_growth_on_our_occupied_states = 0.15
}
### Entity: Country History
Country: MAL
Component: MAL_army
Source: game
File: history/countries/MAL - Malaysia.txt

Code:
# OOB & Army Setup for MAL
oob = MAL_1936
### Entity: AI Strategy
Component: SWE_trade_with_germany
Constructs: has_war
Source: game
File: common/ai_strategy/SWE.txt

Code:
SWE_trade_with_germany = {
	allowed = {
		original_tag = SWE
	}
	enable = {
		GER = {
			has_war = no
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_market_trade_desire
		id = GER
		value = 100
	}
}
### Entity: Faction
Component: faction_goal_control_gulf_of_aden_bases
Constructs: limit, has_war_with, is_in_faction_with, complete_effect, add_faction_power_projection, every_faction_member, add_faction_initiative, add_building_construction
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_control_gulf_of_aden_bases = {
	name = control_gulf_of_aden_bases_goal_name
	description = control_gulf_of_aden_bases_goal_desc
	category = medium_term
	group = FOCUS_FILTER_ANNEXATION
	allowed = {

	}
	visible = {
		FROM = {
			NOT = {
				original_tag = RAJ
				is_in_faction_with = RAJ
			}
		}
		any_collection_element = {
			collection = {
				input = game:scope
				operators = {
					faction_members controlled_states
				}
				name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 992
				value = < 2000
			}
		}
	}
	available = {

	}
	completed = {
		992 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt TARGET_STATE_CONTROLLERS
		every_faction_member = {
			visible_when_empty = yes
			limit = {
				controls_state = 992
			}
			add_faction_initiative = 1
		}
		992 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			} {
				type = air_base
				level = 1
				instant_build = yes
			} {
				type = naval_base
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			factor = 2
			992 = {
				owner = {
					has_war_with = ROOT
				}
			}
		} {
			add = 2
			convoy_threat = > 0.5
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							is_on_continent = europe
						}
					}
					name = COLLECTION_FACTION_STATES_IN_EUROPE
				}
				value = > 0
			} {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							is_on_continent = asia
						}
					}
					name = COLLECTION_FACTION_STATES_IN_ASIA
				}
				value = > 0
			}
		} {
			add = 1
			has_navy_size = {
				size = > 5
				type = capital_ship
			}
		} {
			add = 1
			is_historical_focus_on = yes
			any_enemy_country = {
				original_tag = ENG
			}
		}
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_amnesty_to_communists
Constructs: prerequisite, add_stability, completion_reward, add_political_power, swap_ideas, remove_idea, add_idea, add_popularity
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_amnesty_to_communists
	icon = GFX_goal_constitution
	relative_position_id = VEN_bolivarian_socialist_theory
	x = 1
	y = 1
	cost = 10
	prerequisite = {
		focus = VEN_bolivarian_socialist_theory
	}
	mutually_exclusive = {
		focus = VEN_puntofijo_pact
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = VEN_corruption_11
			add_idea = VEN_corruption_9
		}
		add_stability = 0.1
		add_political_power = 150
		add_popularity = {
			ideology = communism
			popularity = 0.025
		}
	}
}
### Entity: Event
Component: bftb_turkey.69
Constructs: is_triggered_only, limit, has_government, has_dlc, set_autonomy
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.69
	title = bftb_turkey.69.t
	desc = bftb_turkey.69.desc
	picture = GFX_report_event_gre_political_upheaval
	is_triggered_only = yes
	option = {
		name = bftb_turkey.69.a
		diplomatic_relation = {
			country = FROM
			relation = guarantee
			active = yes
		}
		if = {
			limit = {
				has_dlc = Death or Dishonor
				has_government = fascism
			}
			set_autonomy = {
				target = FROM
				autonomy_state = autonomy_reichskommissariat
			}
		}
		else_if = {
			limit = {
				has_dlc = Together for Victory
			}
			set_autonomy = {
				target = FROM
				autonomy_state = autonomy_puppet
			}
		}
		else = {
			puppet = IRQ
		}
	}
}
### Entity: Idea
Component: CHL_the_mapuche_conflict_near_gone
Constructs: war_support_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/chile.txt

Code:
CHL_the_mapuche_conflict_near_gone = {
	name = CHL_the_mapuche_conflict
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = CHL_the_mapuche_conflict
	modifier = {
		conscription_factor = -0.02
		war_support_factor = -0.02
	}
}
### Entity: Idea
Component: ARG_HAFDASA
Constructs: research_bonus
Source: game
File: common/ideas/r56_argentina.txt

Code:
ARG_HAFDASA = {
	allowed = {
		original_tag = ARG
	}
	picture = ARG_HAFDASA
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
	modifier = {

	}
}
### Entity: Order of Battle
Component: Malaya Infantry Brigade
Constructs: division_template
Source: game
File: history/units/MAL_1936.txt

Code:
division_template = {
	name = Malaya Infantry Brigade
	division_names_group = BRENGL_INFB_01
	regiments = {
		infantry = {
			x = 0
			y = 0
		} {
			x = 0
			y = 1
		} {
			x = 0
			y = 2
		}
	}
}
### Entity: National Focus
Tree: cro_focus
Component: CRO_armored_cavalry
Constructs: prerequisite, completion_reward, is_in_faction_with, add_tech_bonus
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_armored_cavalry
	icon = GFX_goal_mechanized_offensive
	prerequisite = {
		focus = CRO_motorization_effort
	}
	relative_position_id = CRO_motorization_effort
	x = -1
	y = 2
	cost = 10
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 1.5
			is_in_faction_with = GER
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = mechanization_tech_bonus_name
			bonus = 1
			uses = 1
			category = cat_mechanized_equipment
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: NORDIC_joint_amphibious_effort
Source: game
File: common/ideas/nordic_shared.txt

Code:
NORDIC_joint_amphibious_effort = {
	picture = escort_effort_focus
	cancel = {
		NORDIC_basic_joint_trigger = no
	}
	modifier = {
		marines_special_forces_contribution_factor = -0.25
		modifier_army_sub_unit_marine_attack_factor = 0.1
		naval_invasion_capacity = 8
		invasion_preparation = -0.2
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_approach_sweden
Constructs: prerequisite, has_war_with, completion_reward, has_civil_war, is_subject, is_faction_leader
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_approach_sweden
	icon = GFX_goal_generic_befriend_sweden
	prerequisite = {
		focus = NOR_reclaim_the_islands NOR_approach_denmark
	}
	mutually_exclusive = {
		focus = NOR_reclaim_the_mainland
	}
	x = 1
	y = 2
	relative_position_id = NOR_the_nordic_policy
	cost = 10
	ai_will_do = {
		base = 10
	}
	available = {
		has_civil_war = no
		is_subject = no
		is_faction_leader = yes
		NOT = {
			OR = {
				has_war_with = DEN SWE
			}
		}
	}
	completion_reward = {
		SWE = {
			country_event = {
				hours = 6
				id = naw_norway.77
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Scripted Effect
Component: ITA_bop_high_increase_grandi_side_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_bop_high_increase_grandi_side_effect = {
	add_power_balance_value = {
		id = ITA_power_balance
		value = 0.2
		tooltip_side = ITA_grandi_side
	}
}
### Entity: National Focus
Component: siam_focus
Constructs: has_completed_focus, division_template, add_equipment_to_stockpile, prerequisite, has_war, limit, add_ideas, remove_ideas
Source: game
File: common/national_focus/siam.txt

Code:
focus_tree = {
	id = siam_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = SIA
			has_dlc = Thunder at Our Gates
		}
	}
	default = no
	continuous_focus_position = {
		x = 50
		y = 2500
	}
	inlay_window = {
		id = sia_khana_ratsadon_inlay_window
		position = {
			x = 2200
			y = 300
		}
	}
	initial_show_position = {
		x = 37
		y = 0
	}
	focus = {
		id = SIA_the_khana_ratsadon
		icon = GFX_focus_SIA_khana_ratsadon
		x = 20
		y = 0
		cost = 1
		ai_will_do = {
			factor = 10
		}
		available = {

		}
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
		completion_reward = {
			add_political_power = 35
			add_ideas = idea_SIA_military_neutral idea_SIA_civilian_neutral
			custom_effect_tooltip = SIA_the_khana_ratsadon_tt
		}
	} {
		id = SIA_shuffle_pridi_to_the_minister_of_interior
		icon = GFX_focus_SIA_shuffle_pridi_to_the_minister_of_interior
		prerequisite = {
			focus = SIA_the_khana_ratsadon
		}
		x = -11
		y = 1
		relative_position_id = SIA_the_khana_ratsadon
		cost = 5
		ai_will_do = {
			factor = 10
		}
		available = {

		}
		search_filters = {
			FOCUS_FILTER_POLITICAL_CHARACTER
		}
		offset = {
			x = 3
			y = 0
			trigger = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
				has_completed_focus = SIA_to_lay_the_bait
			}
		} {
			x = 3
			y = 0
			trigger = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
				has_completed_focus = SIA_the_midnight_meeting
			}
		} {
			x = 3
			y = 0
			trigger = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
				has_completed_focus = SIA_phibuns_premiership
			}
		}
		completion_reward = {
			SIA_increase_civilian_approval = yes
			SIA_decrease_military_approval = yes
			if = {
				limit = {
					has_character = SIA_pridi_banomyong
				}
				remove_trait = {
					character = SIA_pridi_banomyong
					trait = JUNO_minister_of_foreign_affairs
					slot = political_advisor
				}
				add_trait = {
					character = SIA_pridi_banomyong
					trait = SIA_minister_of_interior
					slot = political_advisor
				}
			}
			custom_effect_tooltip = newline_tt SIA_shuffle_pridi_to_the_minister_of_interior_tt
		}
	} {
		id = SIA_civil_nationalism
		icon = GFX_goal_generic_demand_territory
		prerequisite = {
			focus = SIA_shuffle_pridi_to_the_minister_of_interior
		}
		x = -3

# ... (truncated)
### Entity: Character
Component: RAJ_bruce_w_mcpherson
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_bruce_w_mcpherson = {
	name = RAJ_bruce_w_mcpherson
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_1
		}
	}
	advisor = {
		slot = air_chief
		idea_token = RAJ_bruce_w_mcpherson
		allowed = {
			original_tag = RAJ
		}
		traits = {
			air_chief_safety_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Scripted Effect
Component: EAI_XP_manage_xp
Constructs: limit, has_country_flag, set_temp_variable, check_variable, add_to_variable, add_xp, has_army_experience, set_variable
Source: game
File: common/scripted_effects/EAI_COUNTRY_xp_management_effects.txt

Code:
EAI_XP_manage_xp = {
	if = {
		limit = {
			always = no
		}
		if = {
			limit = {
				OR = {
					has_country_flag = EAI_land_doctrine_progress_limit EAI_fix_land_doctrine_switch
				}
			}
			set_temp_variable = {
				max_xp = 100
			}
			if = {
				limit = {
					check_variable = {
						var = army_experience
						value = max_xp
						compare = greater_than
					} {
						EAI_XP_stored_army_xp = < 500
					}
				}
				set_temp_variable = {
					minus_xp = army_experience
				}
				subtract_from_temp_variable = {
					minus_xp = max_xp
				}
				meta_effect = {
					text = {
						set_temp_variable = {
							minus_xp = [x]
						}
					}
					x = [?minus_xp|0]
				}
				add_to_variable = {
					EAI_XP_stored_army_xp = minus_xp
				}
				clamp_variable = {
					var = EAI_XP_stored_army_xp
					min = 0
					max = 500
				}
				multiply_temp_variable = {
					minus_xp = -1
				}
				army_experience = minus_xp
				if = {
					limit = {
						has_country_flag = EAI_xp_logging
					}
					log = [GetYear] [GetMonth] | AI | [Root.GetName] | EAI_XP_manage_xp storing [?minus_xp] EAI_XP_stored_army_xp = [?EAI_XP_stored_army_xp]
				}
			}
			else_if = {
				limit = {
					check_variable = {
						var = army_experience
						value = max_xp
						compare = less_than
					} {
						EAI_XP_stored_army_xp = > 0
					}
				}
				set_temp_variable = {
					add_xp = max_xp
				}
				subtract_from_temp_variable = {
					add_xp = army_experience
				}
				clamp_temp_variable = {
					var = add_xp
					min = 0
					max = EAI_XP_stored_army_xp
				}
				subtract_from_variable = {
					EAI_XP_stored_army_xp = add_xp
				}
				army_experience = add_xp
				if = {
					limit = {
						has_country_flag = EAI_xp_logging
					}
					log = [GetYear] [GetMonth] | AI | [Root.GetName] | EAI_XP_manage_xp adding [?add_xp] EAI_XP_stored_army_xp = [?EAI_XP_stored_army_xp]
				}
			}
		} {
			limit = {
				OR = {
					has_country_flag = EAI_air_doctrine_progress_limit EAI_fix_air_doctrine_switch
				}
			}
			set_temp_variable = {
				max_xp = 60
			}
			if = {
				limit = {
					check_variable = {
						var = air_experience
						value = max_xp
						compare = greater_than
					} {
						EAI_XP_stored_air_xp = < 500
					}
				}
				set_temp_variable = {
					minus_xp = air_experience
				}
				subtract_from_temp_variable = {
					minus_xp = max_xp
				}
				meta_effect = {
					text = {
				
# ... (truncated)
### Entity: National Focus
Tree: sud_focus
Component: SUD_the_steel_lions
Constructs: division_template, prerequisite, limit, completion_reward, set_technology, has_dlc, has_tech, is_locked
Source: game
File: common/national_focus/sudan.txt

Code:
focus = {
	id = SUD_the_steel_lions
	icon = GFX_focus_generic_army_tanks2
	prerequisite = {
		focus = SUD_metal_beasts
	}
	x = 0
	y = 1
	relative_position_id = SUD_metal_beasts
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = No Step Back
				NOT = {
					has_tech = gwtank_chassis
				}
			}
			set_technology = {
				gwtank_chassis = 1
				popup = no
			}
		}
		ELSE_IF = {
			limit = {
				NOT = {
					has_dlc = No Step Back
				} {
					has_tech = gwtank
				}
			}
			set_technology = {
				gwtank = 1
				popup = no
			}
		}
		division_template = {
			name = Steel Lions
			is_locked = no
			regiments = {
				light_armor = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				}
			}
		}
		capital_scope = {
			create_unit = {
				division = name = "Steel Lions Brigade" division_template = "Steel Lions" start_experience_factor = 0.05 start_equipment_factor = 1 start_manpower_factor = 1
				owner = ROOT
				count = 1
			}
		}
	}
}
### Entity: Idea
Component: CZE_army_questionable_loyalties
Constructs: war_support_factor, has_government
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_army_questionable_loyalties = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	picture = SOV_purged_junior_army_officers
	modifier = {
		war_support_factor = -0.1
		army_morale_factor = -0.2
		promote_cost_factor = 1
	}
}
### Entity: Character
Component: SKK_lhendup_dorjee
Source: game
File: common/characters/SKK.txt

Code:
SKK_lhendup_dorjee = {
	name = Lhendup Dorjee
	portraits = {
		civilian = {
			large = gfx/leaders/SKK/r56_portrait_SKK_Lhendup_Dorjee.dds
		}
	}
	country_leader = {
		ideology = conservatism
		expire = 1965.1.1
		id = -1
	}
}
### Entity: Idea
Component: IRQ_neo_assyrian_empire_restored
Constructs: removal_cost
Source: game
File: common/ideas/r56_iraq.txt

Code:
IRQ_neo_assyrian_empire_restored = {
	allowed = {
		original_tag = IRQ
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_morale_bonus
	modifier = {
		conscription = 0.015
		army_core_defence_factor = 0.05
		army_core_attack_factor = 0.05
	}
}
### Entity: Modifier Reference
Construct: modifier_army_sub_unit_category_special_forces_max_org_facto
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## modifier_army_sub_unit_category_special_forces_max_org_factor

* Number with 2 decimal places
* **Categories**: army
### Entity: National Focus
Tree: prc_focus
Component: PRC_the_unwilling_diarchy_focus
Constructs: has_completed_focus, prerequisite, limit, has_country_flag, completion_reward, allow_branch, has_game_rule, is_in_faction
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_the_unwilling_diarchy_focus
	icon = GFX_focus_SOV_the_last_purge
	prerequisite = {
		focus = PRC_know_the_enemy
	}
	mutually_exclusive = {
		focus = PRC_burn_the_paper_tigers
	}
	x = 11
	y = 3
	relative_position_id = PRC_know_the_enemy
	cost = 5
	ai_will_do = {
		factor = 1
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = PRC_burn_the_paper_tigers
			}
		}
	}
	offset = {
		x = -6
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PRC_the_unwilling_diarchy_focus
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	available = {
		is_in_faction = no
		has_country_flag = PRC_zhang_guatao_arrived
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = PRC_the_unwilling_diarchy_focus_tt generic_skip_one_line_tt PRC_mediating_general_secretary_idea_guotao_tt generic_skip_one_line_tt generic_skip_one_line_tt PRC_unlock_both_sides_bop_decisions_tt
		set_power_balance = {
			id = PRC_communist_power_struggle
			right_side = PRC_bop_right_side_guotao
		}
		hidden_effect = {
			PRC_add_mediating_general_secretary_idea = yes
		} {
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
		add_country_leader_role = {
			character = PRC_guotao_and_mao
			promote_leader = yes
			country_leader = {
				ideology = leninism
				traits = {
					PRC_our_enemys_enemy
				}
				expire = 1965.1.1.1
				id = -1
			}
		}
		country_event = {
			id = SEA_PRC_political_events.41
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_non_discriminatory_recruitment
Constructs: prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_non_discriminatory_recruitment
	icon = GFX_goal_rhineland
	prerequisite = {
		focus = POL_leftist_economics
	}
	relative_position_id = POL_leftist_economics
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes
	available = {
		NOT = {
			has_government = fascism
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = {
			POL_non_discriminatory_recruitment_idea
		}
	}
}
### Entity: Character
Component: SHX_fu_zuoyi
Source: game
File: common/characters/Warlords_China.txt

Code:
SHX_fu_zuoyi = {
	name = SHX_fu_zuoyi
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_3
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SHX_fu_zuoyi
		allowed = {
			original_tag = SHX
		}
		traits = {
			silent_workhorse
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_36
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_36 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 36
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 36
	}
}