Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Trigger
Component: EAI_FOCUS_AIR_DOCTRINE_air_subdoctrine_deep_air_raids
Constructs: has_subdoctrine_in_track
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_FOCUS_AIR_DOCTRINE_air_subdoctrine_deep_air_raids = {
	has_subdoctrine_in_track = fighter_aircraft
	NOT = {
		EAI_air_doctrine_progress_limit = yes
	}
	EAI_FOCUS_AIR_DOCTRINE_has_correct_grand_doctrine = yes
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_integrate_the_princes
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_integrate_the_princes
	icon = GFX_focus_rom_handle_king
	prerequisite = {
		focus = RAJ_exile_princes
	}
	x = 0
	y = 1
	relative_position_id = RAJ_exile_princes
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	} {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		custom_effect_tooltip = RAJ_india_indivisible_tt
	}
}
### Entity: Character
Component: FSM_oliver_nanpei
Source: game
File: common/characters/FSM.txt

Code:
FSM_oliver_nanpei = {
	name = Oliver Nanpei
	portraits = {
		civilian = {
			large = GFX_kr_portrait_india_generic_4
			small = GFX_kr_portrait_india_generic_4_small
		}
	}
	country_leader = {
		ideology = oligarchic_democracy
		traits = {

		}
		expire = 1965.1.1
		id = -1
	}
}
### Entity: Event
Component: new_ger.80
Constructs: is_triggered_only, ai_chance, add_war_support, add_political_power, declare_war_on, take_state_focus
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.80
	title = new_ger.80.t
	desc = new_ger.80.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = new_ger.80.a
		declare_war_on = {
			target = FROM
			type = take_state_focus
		}
		add_war_support = 0.025
	} {
		name = new_ger.80.b
		ai_chance = {
			base = 0
		}
		add_political_power = -50
	}
}
### Entity: Idea
Component: war_bonds_focus
Constructs: has_government, removal_cost
Source: game
File: common/ideas/usa.txt

Code:
war_bonds_focus = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	picture = generic_goods_red_bonus
	modifier = {
		consumer_goods_factor = -0.15
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/UZB_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 4
	}
	location = 1573
	division_template = Strelkovaya Diviziya
	start_experience_factor = 0.2
	start_equipment_factor = 0.85
}
### Entity: Scripted Effect
Component: AUS_display_correct_army_name
Constructs: limit, has_dynamic_modifier
Source: game
File: common/scripted_effects/AUS_scripted_effects.txt

Code:
AUS_display_correct_army_name = {
	IF = {
		limit = {
			has_dynamic_modifier = {
				modifier = AUS_army_monarchy
			}
		}
		custom_effect_tooltip = AUS_army_monarchy_intro_tt
	}
	ELSE = {
		custom_effect_tooltip = AUS_army_intro_tt
	}
}
### Entity: Faction
Component: faction_manifest_china_territorial_integrity
Constructs: war_support_factor, is_manifest
Source: game
File: common/factions/goals/faction_manifests.txt

Code:
faction_manifest_china_territorial_integrity = {
	name = china_territorial_integrity_goal_name
	description = china_territorial_integrity_goal_desc
	is_manifest = yes
	ratio_progress = {
		total_amount_collection = collection:china_potential_core_states
		completed_amount_collection = collection:china_core_states_controlled_by_faction_leader_ideology
		scale = {
			war_support_factor = 0.1
			political_power_factor = 0.1
		}
		reversed = {
			army_core_defence_factor = 0.1
		}
		progress_sections = {
			manifest_fulfilled = {
				min = @manifest_fulfilled_value
				modifier = {
					subjects_autonomy_gain = -0.5
				}
			}
		}
	}
}
### Entity: Joint Focus
Component: INSHOL_infantry_training_in_borneo
Constructs: has_completed_focus, prerequisite, limit, joint_focus, is_subject_of, is_hired_as_advisor, is_ai, add_to_variable
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_infantry_training_in_borneo
	icon = GFX_focus_INS_infantry_training_borneo
	text_icon = INSHOL_INS_HOL_focus_style
	available = {
		OR = {
			AND = {
				original_tag = HOL
				INS = {
					is_subject_of = HOL
				}
			}
			original_tag = INS
		}
	}
	prerequisite = {
		focus = INSHOL_manado_military_academy
	}
	mutually_exclusive = {

	}
	x = 0
	y = 1
	relative_position_id = INSHOL_manado_military_academy
	ai_will_do = {
		base = 0
		modifier = {
			add = 0.6
			original_tag = HOL
		} {
			add = 1
			original_tag = INS
		} {
			factor = 0.8
			original_tag = HOL
		} {
			factor = 1.1
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_prioritize_dutch_profits
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_loyalty_to_crown
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_encourage_further_investment
			}
		} {
			factor = 1.3
			original_tag = HOL
			INS = {
				INS_harry_kuneman = {
					is_hired_as_advisor = yes
				}
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				INS_dick_de_hoog = {
					is_hired_as_advisor = yes
				}
			}
		} {
			factor = 1.75
			original_tag = HOL
			HOL_check_plan_colonial_alternate_democratic = yes
		} {
			factor = 0.5
			original_tag = HOL
			HOL_check_plan_continental_alternate_democratic = yes
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				is_ai = no
			}
		} {
			factor = 0.5
			original_tag = HOL
			INS = {
				is_ai = yes
			}
		}
	}
	cost = 10
	search_filters = {

	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			custom_effect_tooltip = INS_knil_tt INS_netherlands_can_remove_autonomy_tt_150
			add_to_variable = {
				INS_royal_netherlands_east_indies_army_supply_consumption_factor = -0.15
				tooltip = supply_consumption_factor_tt
			} {
				INS_royal_netherlands_east_indies_army_out_of_supply_factor = -0.2
				tooltip = out_of_supply_factor_tt
			} {
				INS_royal_netherlands_east_indies_army_defence = 0.05
				tooltip = army_defence_factor_tt
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
				INS = {
					is_subject_of = HOL
				}
			}
			INS = {
				add_autonomy_score = {
					value = -150
					localization = INSHOL_infantry_training_in_borneo
				}
			}
		}
	}
	completion_reward_joint_member = {
		if = {

# ... (truncated)
### Entity: Modifier Reference
Component: operation_infiltrate_outcome
Source: game
File: common/modifier_definitions/lar_operation_modifiers_pre_definition.txt

Code:
operation_infiltrate_outcome = {
	color_type = good
	value_type = percentage
	precision = 0
	category = intelligence_agency
}
### Entity: Character
Component: GER_wilhelm_ii
Source: game
File: common/characters/GER.txt

Code:
GER_wilhelm_ii = {
	name = GER_wilhelm_ii
	portraits = {
		civilian = {
			large = GFX_portrait_ger_wilhelm_ii
		}
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_expansion_towards_the_atlantic
Constructs: prerequisite, limit, completion_reward, add_to_variable, add_tech_bonus, has_dlc, add_mio_size, add_mio_research_bonus
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_expansion_towards_the_atlantic
	icon = GFX_focus_FIN_expansion_towards_the_atlantic
	prerequisite = {
		focus = FIN_sea_mines_strategy
	} {
		focus = FIN_expand_ship_building_industry
	}
	x = 2
	y = 1
	relative_position_id = FIN_sea_mines_strategy
	cost = 10
	available = {
		custom_trigger_tooltip = {
			tooltip = FIN_state_is_in_the_atlantic_tt
			any_controlled_state = {
				FIN_state_is_european_and_on_the_atlantic = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		custom_effect_tooltip = FIN_modify_finnish_navy_ns_intro FIN_expansion_towards_the_atlantic_no_state_tt
		add_to_variable = {
			FIN_finnish_navy_industrial_capacity_dockyard = 0.1
			tooltip = industrial_capacity_dockyard_tt
		} {
			FIN_finnish_navy_experience_gain_navy_unit_factor = 0.1
			tooltip = experience_gain_navy_unit_factor_tt
		} {
			FIN_finnish_navy_naval_coordination = 0.05
			tooltip = naval_coordination_tt
		} {
			FIN_finnish_navy_naval_equipment_upgrade_xp_cost = -0.1
			tooltip = naval_equipment_upgrade_xp_cost_tt
		}
		add_tech_bonus = {
			name = FIN_expansion_towards_the_atlantic
			bonus = 0.5
			uses = 2
			category = cv_tech bb_tech bc_tech ca_tech
		}
		if = {
			limit = {
				any_controlled_state = {
					FIN_state_is_european_and_on_the_atlantic = yes
				}
			}
			custom_effect_tooltip = generic_current_effects
		} {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:FIN_crichton_vulcan_organization = {
				add_mio_size = 1
				add_mio_research_bonus = 0.1
				add_mio_design_team_assign_cost = -0.5
			}
		}
		random_controlled_state = {
			limit = {
				FIN_state_is_european_and_on_the_atlantic = yes
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			} {
				type = naval_base
				level = 2
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
		}
		every_character = {
			limit = {
				is_navy_leader = yes
			}
			random_select_amount = 2
			add_skill_level = 1
		}
	}
}
### Entity: National Focus
Tree: bhu_focus
Component: BHU_large_navy
Constructs: prerequisite, completion_reward, is_coastal, add_doctrine_cost_reduction
Source: game
File: common/national_focus/bhutan.txt

Code:
focus = {
	id = BHU_large_navy
	icon = GFX_goal_generic_navy_doctrines_tactics
	prerequisite = {
		focus = BHU_naval_effort
	}
	mutually_exclusive = {
		focus = BHU_flexible_navy
	}
	relative_position_id = BHU_naval_effort
	x = 1
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = fleet_in_being_bonus
			cost_reduction = 0.5
			uses = 2
			category = fleet_in_being_tree
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Decision
Component: RAJ_GOE_mughal_independence_category
Constructs: division_template, has_war, limit, has_country_flag, fire_only_once, cancel_trigger, is_good, clr_country_flag
Source: game
File: common/decisions/RAJ_GOE.txt

Code:
RAJ_GOE_mughal_independence_category = {
	RAJ_GOE_enforced_peace_decision = {
		icon = GFX_decision_revolt
		allowed = {
			original_tag = RAJ
		}
		available = {
			hidden_trigger = {
				exists = no
			}
		}
		priority = 50
		days_mission_timeout = 255
		activation = {
			RAJ = {
				has_country_flag = independence_war_mughals
			}
		}
		cancel_trigger = {
			OR = {
				event_target:UK_INDIA = {
					exists = no
				}
				has_war = no
			}
		}
		fire_only_once = yes
		is_good = yes
		highlight_states = {
			highlight_state_targets = {
				state = 440 988 442 439 429 427 424 425 423 982 983 443 989 433 428 437 431 985 430 432 990 434 440 986 439 441 787 436 984 426 438 435 991 444 1012 988 442 987 445
			}
		}
		timeout_effect = {
			custom_effect_tooltip = RAJ_GOE_enforced_peace_decision_desc_tt newline_tt RAJ_GOE_enforced_peace_decision_desc_2_tt newline_tt
			clr_country_flag = independence_war_mughals RAJ_mughal_uprising_started
			IF = {
				limit = {
					440 = {
						is_controlled_by = RAJ
					}
					988 = {
						is_controlled_by = RAJ
					}
					442 = {
						is_controlled_by = RAJ
					}
					439 = {
						is_controlled_by = RAJ
					}
				}
				set_country_flag = RAJ_mughal_captured_states
			}
			if = {
				limit = {
					429 = {
						is_controlled_by = RAJ
					}
					427 = {
						is_controlled_by = RAJ
					}
					424 = {
						is_controlled_by = RAJ
					}
					425 = {
						is_controlled_by = RAJ
					}
					423 = {
						is_controlled_by = RAJ
					}
					982 = {
						is_controlled_by = RAJ
					}
					983 = {
						is_controlled_by = RAJ
					}
				}
				429 = {
					set_state_flag = RAJ_mughal_captured_states
				}
				427 = {
					set_state_flag = RAJ_mughal_captured_states
				}
				424 = {
					set_state_flag = RAJ_mughal_captured_states
				}
				425 = {
					set_state_flag = RAJ_mughal_captured_states
				}
				423 = {
					set_state_flag = RAJ_mughal_captured_states
				}
				982 = {
					set_state_flag = RAJ_mughal_captured_states
				}
				983 = {
					set_state_flag = RAJ_mughal_captured_states
				}
			} {
				limit = {
					433 = {
						is_controlled_by = RAJ
					}
					428 = {
						is_controlled_by = RAJ
					}
					437 = {
						is_controlled_by = RAJ
					}
				}
				433 = {
					set_state_flag = RAJ_mughal_captured_states
				}
				428 = {
					set_state_flag = RAJ_mughal_captured_states
				}
				437 = {
					set_
# ... (truncated)
### Entity: Order of Battle
Component: Another Slave
Constructs: division_template
Source: game
File: history/units/WAF_1936.txt

Code:
division = {
	name = Another Slave
	location = 12740
	division_template = Human Slave
	start_experience_factor = 0.3
}
### Entity: National Focus
Component: air_rearmament_focus
Constructs: prerequisite, limit, completion_reward, complete_tooltip, every_state, has_state_flag, add_building_construction, random_owned_controlled_state
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = air_rearmament_focus
	prerequisite = {
		focus = general_rearmament_focus
	}
	icon = GFX_goal_generic_air_doctrine
	x = -2
	y = 2
	relative_position_id = general_rearmament_focus
	cost = 10
	ai_will_do = {
		factor = 3
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = air_focus_bypass_tt
			NOT = {
				any_owned_state = {
					free_building_slots = {
						building = air_base
						size = > 1
					}
				}
			}
		}
	}
	complete_tooltip = {
		every_state = {
			limit = {
				has_state_flag = air_rearmament_focus_2AirBase
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
	}
	completion_reward = {
		air_experience = 25
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = air_base
					size = > 1
				}
				OR = {
					region = 1 2
				}
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
			set_state_flag = air_rearmament_focus_2AirBase
		} {
			limit = {
				free_building_slots = {
					building = air_base
					size = > 1
				}
				OR = {
					region = 1 2
				}
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
			set_state_flag = air_rearmament_focus_2AirBase
		} {
			limit = {
				free_building_slots = {
					building = air_base
					size = > 1
				}
				OR = {
					region = 1 2 3
				}
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
			set_state_flag = air_rearmament_focus_2AirBase
		} {
			limit = {
				free_building_slots = {
					building = air_base
					size = > 1
				}
				OR = {
					region = 1 2 3
				}
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
			set_state_flag = air_rearmament_focus_2AirBase
		} {
			limit = {
				free_building_slots = {
					building = air_base
					size = > 1
				}
				OR = {
					region = 1 2 3
				}
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
			set_state_flag = air_rearmament_focus_2AirBase
		}
		if = {
			limit = {
				NOT = {
					any_owned_state = {
						free_building_slots = {
							building = air_base
							size = > 1
						}
						OR = {
							region = 1 2 3
						}
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					
# ... (truncated)
### Entity: Character
Component: GER_power_vacuum
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_power_vacuum = {
	sprite = 13
	random = no
	political_power_cost = 0.5
	party_popularity_stability_factor = -0.1
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_steyr_arms_investment
Constructs: prerequisite, limit, completion_reward, has_dlc, add_mio_size, add_mio_funds, add_mio_research_bonus
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_steyr_arms_investment
	icon = GFX_focus_AUS_steyr_arms_investment
	prerequisite = {
		focus = AUS_osterreichische_bundesheer
	}
	mutually_exclusive = {

	}
	x = -3
	y = 1
	relative_position_id = AUS_osterreichische_bundesheer
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:AUS_steyr_organization = {
				add_mio_size = 3
				add_mio_funds = 500
				add_mio_research_bonus = 0.1
			}
		}
		ELSE = {
			custom_effect_tooltip = AUS_steyr_arms_investment_tt
		}
	}
}
### Entity: Scripted Trigger
Component: frloc_tags_sg_masc_cons_le_du_dansle_01b
Constructs: has_government
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_tags_sg_masc_cons_le_du_dansle_01b = {
	OR = {
		AND = {
			has_government = fascism
			OR = {
				tag = ADU AFG ALG BEG BSK CHU CMR CRI GER HAI HOL HRZ ISR KBK KHA KOR KUR KYR MEL MON MRT NEN NOA OVO PAK PAL PAP PER SID SIK SPM TAJ TAT TIG TOG URG UZB VGE WGR
				original_tag = ADU AFG ALG BEG BSK CHU CMR CRI GER HAI HOL HRZ ISR KBK KHA KOR KUR KYR MEL MON MRT NEN NOA OVO PAK PAL PAP PER SID SIK SPM TAJ TAT TIG TOG URG UZB VGE WGR
			}
		} {
			has_government = communism
			OR = {
				tag = CHU CUB GRE MEN MLW NIC POR PRU VEN VLA YAK YAM
				original_tag = CHU CUB GRE MEN MLW NIC POR PRU VEN VLA YAK YAM
			}
		} {
			has_government = democratic
			OR = {
				tag = BAH
				original_tag = BAH
			}
		} {
			has_government = neutrality
			OR = {
				tag = AFA BAN BAY BRD BSK BYA COR COS CRI CRO CZE DAG DDR DEN ECU EGY ERI GRE HAI HAN HAW HOL HON HUN ITA JAP JOR KAL KAZ KHI KSH KUR KUW LAO LBA LBV LIB LUX MEK MLD MON MOR NAV NOA NOR OCC PAL PRE ROM SAX SCO SHL SID SIE SIL SOM SWE SYR TOS TTS UGA VEN WUR ZAM
				original_tag = AFA BAN BAY BRD BSK BYA COR COS CRI CRO CZE DAG DDR DEN ECU EGY ERI GRE HAI HAN HAW HOL HON HUN ITA JAP JOR KAL KAZ KHI KSH KUR KUW LAO LBA LBV LIB LUX MEK MLD MON MOR NAV NOA NOR OCC PAL PRE ROM SAX SCO SHL SID SIE SIL SOM SWE SYR TOS TTS UGA VEN WUR ZAM
			}
		}
	}
}
### Entity: Character
Component: model_cajander
Constructs: stability_factor, war_support_factor, mobilization_speed
Source: game
File: common/country_leader/00_traits.txt

Code:
model_cajander = {
	random = no
	sprite = 13
	stability_factor = 0.1
	war_support_factor = -0.05
	consumer_goods_factor = -0.15
	mobilization_speed = -0.1
	mobilization_laws_cost_factor = 0.15
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_monarchist_fervour
Constructs: prerequisite, add_ideas, remove_ideas, completion_reward
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_monarchist_fervour
	icon = GFX_focus_GRE_monarchist_fervour
	text = GRE_monarchist_fervour
	prerequisite = {
		focus = GRE_reinforce_4th_of_august_regime
	}
	x = 2
	y = 1
	relative_position_id = GRE_reinforce_4th_of_august_regime
	cost = 10
	ai_will_do = {
		factor = 9
	}
	completion_reward = {
		remove_ideas = GRE_george_ii GRE_george_ii_restrained
		add_ideas = GRE_george_ii_r56
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
}
### Entity: Idea
Component: UZB_stc
Source: game
File: common/ideas/uzbekistan.txt

Code:
UZB_stc = {
	picture = generic_political_advisor_asia_3
	allowed = {
		original_tag = UZB
	}
	traits = {
		smooth_talking_charmer
	}
}
### Entity: Scripted Effect
Component: create_pie_chart
Constructs: create_pie_chart, clear_array, set_temp_variable, set_variable, add_to_temp_variable, add_to_variable, clear_variable
Source: game
File: common/scripted_effects/r56_GER_scripted_effects.txt

Code:
create_pie_chart = {
	clear_array = pie_chart
	resize_array = {
		array = pie_chart
		value = 1
		size = 100
	}
	set_temp_variable = {
		nraf_pop = NRAF_seats_f
	} {
		dnvp_pop = DNVP_seats_f
	} {
		dvu_pop = DVU_seats_f
	} {
		zentrum_pop = Zentrum_seats_f
	} {
		dstp_pop = DSTP_seats_f
	} {
		spd_pop = SPD_seats_f
	} {
		sapd_pop = SAPD_seats_f
	} {
		kpd_pop = KPD_seats_f
	}
	divide_temp_variable = {
		nraf_pop = GER_total_seats
	} {
		dnvp_pop = GER_total_seats
	} {
		dvu_pop = GER_total_seats
	} {
		zentrum_pop = GER_total_seats
	} {
		dstp_pop = GER_total_seats
	} {
		spd_pop = GER_total_seats
	} {
		sapd_pop = GER_total_seats
	} {
		kpd_pop = GER_total_seats
	}
	multiply_temp_variable = {
		nraf_pop = 100
	} {
		dnvp_pop = 100
	} {
		dvu_pop = 100
	} {
		zentrum_pop = 100
	} {
		dstp_pop = 100
	} {
		spd_pop = 100
	} {
		sapd_pop = 100
	} {
		kpd_pop = 100
	}
	round_temp_variable = nraf_pop dnvp_pop dvu_pop zentrum_pop dstp_pop spd_pop sapd_pop kpd_pop
	set_variable = {
		ROOT.last_idx = nraf_pop
	}
	add_to_temp_variable = {
		dnvp_pop = ROOT.last_idx
	} {
		dvu_pop = ROOT.last_idx
	} {
		zentrum_pop = ROOT.last_idx
	} {
		dstp_pop = ROOT.last_idx
	} {
		spd_pop = ROOT.last_idx
	} {
		sapd_pop = ROOT.last_idx
	} {
		kpd_pop = ROOT.last_idx
	}
	for_loop_effect = {
		start = ROOT.last_idx
		end = dnvp_pop
		set_variable = {
			pie_chart^v = 2
		}
		add_to_variable = {
			ROOT.last_idx = 1
		}
	} {
		start = ROOT.last_idx
		end = dvu_pop
		set_variable = {
			pie_chart^v = 4
		}
		add_to_variable = {
			ROOT.last_idx = 1
		}
	} {
		start = ROOT.last_idx
		end = zentrum_pop
		set_variable = {
			pie_chart^v = 5
		}
		add_to_variable = {
			ROOT.last_idx = 1
		}
	} {
		start = ROOT.last_idx
		end = dstp_pop
		set_variable = {
			pie_chart^v = 6
		}
		add_to_variable = {
			ROOT.last_idx = 1
		}
	} {
		start = ROOT.last_idx
		end = spd_pop
		set_variable = {
			pie_chart^v = 7
		}
		add_to_variable = {
			ROOT.last_idx = 1
		}
	} {
		start = ROOT.last_idx
		end = sapd_pop
		set_variable = {
			pie_chart^v = 8
		}
		add_to_variable = {
			ROOT.last_idx = 1
		}
	} {
		start = ROOT.last_idx
		end = kpd_pop
		set_variable = {
			pie_chart^v = 9
		}
	}
	clear_variable = ROOT.last_idx
	add_to_variable = {
		pie_chart_dirty = 1
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_320
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_320 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 320
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 320
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_expeditionaries_to_E00
Constructs: check_variable, send_expeditionary_force
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_volunteer_strategies.txt

Code:
EAI_DIPLO_expeditionaries_to_E00 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_expeditionary_targets^0 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = diplo_action_desire
		id = E00
		target = send_expeditionary_force
		value = 10000
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_cult_of_personality
Constructs: prerequisite, add_war_support, add_stability, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = CHI_sea_cult_of_personality
	icon = GFX_goal_generic_propaganda
	prerequisite = {
		focus = CHI_sea_war_taxes
	}
	x = 2
	y = 1
	relative_position_id = CHI_sea_war_taxes
	cost = 5
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.1
		add_war_support = 0.05
	}
}