Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: cityfall.38
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.38
	title = cityfall.38.t
	desc = cityfall.38.d
	picture = GFX_news_event_fascist_militia
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_washington_spr
	}
	option = {
		name = cityfall.38.a
		trigger = {
			NOT = {
				TAG = SPR USA
			}
		}
	} {
		name = cityfall.38.b
		trigger = {
			TAG = SPR
		}
	} {
		name = cityfall.38.c
		trigger = {
			TAG = USA
		}
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_foundations_for_a_european_union
Constructs: prerequisite, limit, completion_reward, is_faction_leader, set_faction_name, is_in_faction, create_faction_from_template, set_cosmetic_tag
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_foundations_for_a_european_union
	available = {
		is_faction_leader = yes
	}
	prerequisite = {
		focus = HOL_lessons_from_the_low_countries
	}
	icon = GFX_focus_generic_the_council_of_europe
	x = 0
	y = 1
	relative_position_id = HOL_lessons_from_the_low_countries
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		IF = {
			limit = {
				is_faction_leader = yes
			}
			set_faction_name = BEL_european_union
		}
		ELSE_IF = {
			limit = {
				is_in_faction = yes
				is_faction_leader = no
			}
			leave_faction = yes
			custom_effect_tooltip = generic_skip_one_line_tt
			create_faction_from_template = {
				template = faction_template_european_unity
				name = BEL_european_union
				icon = GFX_faction_logo_eu
			}
		}
		ELSE = {
			create_faction_from_template = {
				template = faction_template_european_unity
				name = BEL_european_union
				icon = GFX_faction_logo_eu
			}
		}
		set_cosmetic_tag = european_union_leader
		custom_effect_tooltip = generic_skip_one_line_tt BEL_the_council_of_europe_tt generic_skip_one_line_tt BEL_european_community_tt
		hidden_effect = {
			news_event = {
				id = mtg_news.54
				days = 1
			}
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_old_ties
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, is_subject, is_in_faction, is_faction_leader
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_old_ties
	available = {
		OR = {
			has_government = neutrality
			AND = {
				has_government = democratic
				has_completed_focus = AUS_reform_the_constitution
			}
		}
		is_subject = no
		is_in_faction = no
		if = {
			limit = {
				country_exists = GER
			}
			GER = {
				has_government = neutrality
				OR = {
					has_completed_focus = GER_monarchist_sentiment GER_the_central_powers GER_the_kaiser_rises GER_restore_the_empire
				} {
					is_faction_leader = yes
					is_in_faction = no
				}
				is_subject = no
			}
		}
		else_if = {
			limit = {
				country_exists = PRE
			}
			PRE = {
				has_government = neutrality
				is_subject = no
				OR = {
					is_faction_leader = yes
					is_in_faction = no
				}
			}
		}
	}
	bypass = {
		OR = {
			is_in_faction_with = GER
			AND = {
				is_in_faction_with = PRE
				PRE = {
					is_faction_leader = yes
				}
			}
		}
	}
	ai_will_do = {
		factor = 80
		modifier = {
			factor = 0.05
			OR = {
				YUG = {
					is_in_faction_with = GER
				}
				ROM = {
					is_in_faction_with = GER
				}
			}
		}
	}
	prerequisite = {
		focus = AUS_old_friends_not_forgotten AUS_destroy_the_compromise
	}
	mutually_exclusive = {
		focus = AUS_form_donaubund AUS_formalize_pact_of_rome
	}
	icon = GFX_focus_ger_revive_kaiserreich
	x = 0
	y = 3
	relative_position_id = AUS_the_eisenstadt_conference
	cost = 5
	completion_reward = {
		if = {
			limit = {
				GER = {
					has_government = neutrality
					OR = {
						has_completed_focus = GER_the_central_powers GER_the_kaiser_rises GER_restore_the_empire
					} {
						is_faction_leader = yes
						is_in_faction = no
					}
					is_subject = no
				}
			}
			if = {
				limit = {
					GER = {
						is_faction_leader = yes
					}
				}
				GER = {
					country_event = {
						id = generic.2
					}
				}
			}
			else = {
				create_faction_from_template = {
					template = faction_template_GER_mitteleuropa_alliance
					name = GER_central_powers_faction
					icon = GFX_faction_logo_generic_13
				}
				GER = {
					country_event = {
						id = generic.5
					}
				}
			}
		} {
			limit = {
				PRE = {
					has_government = neutrality
					OR = {
						has_completed_focus = GER_the_central_powers GER_the_kaiser_rises GER_restore_the_empire
					} {
						is_faction_leader = yes
						is_in_faction = no
					}
					is_subject = no
				}
			}
			if = {
				limit = {
					PRE = 
# ... (truncated)
### Entity: Character
Component: MRT_ar
Source: game
File: common/characters/MRT.txt

Code:
MRT_ar = {
	advisor = {
		slot = high_command
		idea_token = MRT_ar
		ledger = army
		allowed = {
			original_tag = MRT
		}
		traits = {
			army_regrouping_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_5
		}
	}
}
### Entity: Event
Component: usa.11
Constructs: is_triggered_only, ai_chance, has_completed_focus, create_country_leader, has_war, limit, remove_ideas, has_country_flag
Source: game
File: events/USA.txt

Code:
country_event = {
	id = usa.11
	title = usa.11.t
	desc = usa.11.d
	picture = GFX_report_event_usa_election_roosevelt_macarthur
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					OR = {
						has_completed_focus = USA_voter_registration_act USA_union_representation_act
					}
				}
				country_event = {
					id = usa.32
					days = 730
				}
			}
			else = {
				country_event = {
					id = usa.35
					days = 730
				}
			}
		}
	}
	trigger = {
		tag = USA
		democratic = > 0.5
		date = > 1944.1.1 < 1945.1.1
		has_idea = new_deal
		OR = {
			has_war = no
			has_country_flag = macarthur_candidate
		}
	}
	option = {
		name = usa.11.a
		ai_chance = {
			factor = 25
		}
		add_political_power = 10
		if = {
			limit = {
				OR = {
					has_completed_focus = USA_voter_registration_act USA_union_representation_act
				}
			}
			country_event = usa.32
		}
		else = {
			set_variable = {
				election_factor = random
			}
			add_to_variable = {
				election_factor = -0.5
			}
			USA_election_senate = yes
			USA_election_house = yes
			custom_effect_tooltip = usa_congress_elections_tt_bad
			country_event = usa.30
		}
	} {
		name = usa.11.b
		ai_chance = {
			factor = 25
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		if = {
			limit = {
				PHI = {
					has_character = USA_douglas_macarthur
				}
			}
			PHI = {
				PHI_recall_macarthur_for_leadership = yes
			}
		}
		remove_ideas = new_deal
		set_party_name = {
			ideology = democratic
			long_name = USA_republican_party
			name = USA_republican_party
		}
		set_variable = {
			election_factor = random
		}
		add_to_variable = {
			election_factor = -0.6
		}
		USA_election_senate = yes
		USA_election_house = yes
		USA_flip_support = yes
		add_political_power = 120
		custom_effect_tooltip = usa_congress_elections_tt_good
		create_country_leader = {
			name = Douglas MacArthur
			desc = POLITICS_DOUGLAS_MACARTHUR_DESC
			picture = GFX_portrait_Douglas_MacArthur
			expire = 1965.1.1
			ideology = conservatism
			traits = {

			}
		}
		country_event = usa.31
		USA_douglas_macarthur = {
			remove_unit_leader_role = yes
		}
	}
}
### Entity: Modifier Reference
Construct: assign_navy_leader_cp_cost
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## assign_navy_leader_cp_cost

* Number with 0 decimal places
* **Categories**: naval, country
### Entity: Idea
Component: alternate_political_infiltrated_opposition
Constructs: removal_cost
Source: game
File: common/ideas/_event.txt

Code:
alternate_political_infiltrated_opposition = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = generic_spy_political
	modifier = {
		civilian_intel_to_others = 10
	}
}
### Entity: Effect Reference
Construct: add_cic_bank
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## add_cic_bank
* Aliases: stonks, cic, bank
* Arguments: <value>

Add CIC to the CIC bank (negative value subtracts)
### Entity: National Focus
Tree: col_focus
Component: COL_nationalism_focus
Constructs: prerequisite, remove_ideas, has_government, add_war_support, is_major, completion_reward, add_popularity, set_politics
Source: game
File: common/national_focus/colombia.txt

Code:
focus = {
	id = COL_nationalism_focus
	icon = GFX_goal_FRA_la_cagoule_coup
	prerequisite = {
		focus = COL_collectivist_ethos
	}
	relative_position_id = COL_collectivist_ethos
	mutually_exclusive = {
		focus = COL_internationalism_focus
	}
	x = -2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 2
			any_neighbor_country = {
				is_major = yes
				has_government = fascism
			}
		}
	}
	completion_reward = {
		add_war_support = 0.05
		add_popularity = {
			ideology = fascism
			popularity = 0.15
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
		}
		remove_ideas = COL_growing_political_resistance_2
	}
}
### Entity: AI Strategy
Component: PAL_invade_jerusalem
Constructs: has_country_flag
Source: game
File: common/ai_strategy/r56_ISR.txt

Code:
PAL_invade_jerusalem = {
	allowed = {
		ROOT = {
			original_tag = PAL
		}
	}
	enable = {
		ROOT = {
			has_country_flag = PAL_attack_jerusalem
		}
	}
	abort = {
		OR = {
			NOT = {
				ROOT = {
					has_country_flag = PAL_attack_jerusalem
				}
			}
			controls_state = 1016
		}
	}
	ai_strategy = {
		type = front_control
		state = 1016
		priority = 100
		ordertype = front
		manual_attack = yes
		execute_order = yes
		execution_type = rush
	}
}
### Entity: State History
Component: 1125
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1125-Yulin.txt

Code:
state = {
	id = 1125
	name = STATE_1125
	resources = {
		coal = 12
	}
	history = {
		owner = PRC
		add_core_of = PRC CHI
		add_to_array = {
			state_victory_points = 7314
		}
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			7314 1
		}
	}
	provinces = {
		1458 7314 7659
	}
	manpower = 1057400
	buildings_max_level_factor = 1.0
	state_category = town
	local_supplies = 0.0
}
### Entity: National Focus
Tree: jor_focus
Component: JOR_rally_orthodox
Constructs: prerequisite, add_ideas, completion_reward, is_subject, add_popularity
Source: game
File: common/national_focus/jordan.txt

Code:
focus = {
	id = JOR_rally_orthodox
	icon = GFX_goal_orthodoxy
	x = -1
	y = 1
	bypass = {
		is_subject = no
	}
	prerequisite = {
		focus = JOR_ally_opposition
	}
	cost = 5
	relative_position_id = JOR_ally_opposition
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		add_ideas = JOR_orthodox_rallying_idea
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_steal_haganah_weapons
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_steal_haganah_weapons
	icon = GFX_goal_generic_seize_stockpiles
	relative_position_id = ISR_subvert_haganah
	x = 1
	y = 1
	cost = 2
	prerequisite = {
		focus = ISR_subvert_haganah
	}
	completion_reward = {
		add_equipment_to_stockpile = {
			type = infantry_equipment_1
			amount = 500
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_endorse_the_constitution
Constructs: has_completed_focus, limit, add_stability, completion_reward, add_political_power, allow_branch, has_game_rule
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_endorse_the_constitution
	icon = GFX_focus_CHL_endorse_the_constitution
	relative_position_id = CHL_look_to_tradition
	x = 25
	y = 0
	cost = 5
	allow_branch = {
		IF = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = CHL_look_to_tradition
			} {
				has_completed_focus = CHL_denounce_the_anarchy
			}
		}
	}
	offset = {
		x = -26
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CHL_endorse_the_constitution
		}
	}
	mutually_exclusive = {
		focus = CHL_look_to_tradition CHL_denounce_the_anarchy
	}
	ai_will_do = {
		base = 2
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_stability = 0.05
		add_political_power = 35
		custom_effect_tooltip = CHL_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = CHL_ulk
		hidden_effect = {
			IF = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
	}
}
### Entity: Idea
Component: POR_limited_economic_populism_idea
Constructs: has_government, production_speed_buildings_factor, removal_cost, neutrality_drift
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_limited_economic_populism_idea = {
	name = POR_limited_economic_populism
	picture = LIT_invested_in_farms
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		original_tag = POR
	}
	cancel = {
		has_government = communism
	}
	removal_cost = -1
	modifier = {
		political_power_factor = 0.05
		neutrality_drift = 0.01
		production_speed_buildings_factor = 0.05
	}
}
### Entity: Event
Component: LAT_event.4
Constructs: has_completed_focus, has_government, fire_only_once, set_country_flag, add_country_leader_role
Source: game
File: events/LAT_events.txt

Code:
country_event = {
	id = LAT_event.4
	title = LAT_event.4.t
	desc = LAT_event.4.desc
	picture = GFX_report_event_election_vote
	trigger = {
		original_tag = LAT
		has_government = neutrality
		date = > 1936.04.04
		OR = {
			has_completed_focus = LAT_enforce_the_succession_law LAT_martial_prime_minister
		}
	}
	fire_only_once = yes
	mean_time_to_happen = {
		days = 3
	}
	option = {
		name = LAT_event.4.a
		set_country_flag = LAT_kviesis_retired
		add_country_leader_role = {
			character = LAT_karlis_ulmanis
			country_leader = {
				ideology = oligarchism
				traits = {
					married_to_latvia r56_trait_opposed_to_communism BUL_economic_stabilizer
				}
				expire = 1965.1.1
			}
			promote_leader = yes
		}
	}
}
### Entity: Name List
Component: BHR
Source: game
File: common/names/r56_names.txt

Code:
BHR = {
	male = {
		names = {
			Aali Abd Al-Latif Abdul Abdul-Rahman Abu Adnan Ahmed Ali Amir Ammar Ashfaq Ayuub Baqi Bassem Danyal Esmail Fadil Fareed Fawzi Gabir Ghufran Haider Hakeem Hamid Hanif Hatim Houssam Husain Ibrahim Idris Imen Iskandar Ismai'il Jafar Jamal Jibril Karim Latif Mahometus Maqsud Mikha'il Mohammed Mostafa Murtada Nadeem Najm Navid Nur Omar Osama Qasim Rais Rashid Rayan Ruh Saif Salih Shad Shakir Shukri Sulaiman Taj Tayyib Wafai Yakub Yuhanna Zahi Zawar Zulfaqar Abdulaziz Abdullah Adel Ahmad Ahmed Aleaq Ali Bilal Fahad Hamad Hashim Ibrahim Khalifa Khamis Mohammed Mubarak Saoud Talai Tamim
		}
	}
	female = {
		names = {
			Aaliyah Aisha Amaal Anisa Ayda Basma Djamila Farah Fatin Gamila Hadia Haifa Haniyah Hosni Ihab Israa Jathibiyya Khalida Latifa Maha Mona Nadia Nashwa Nimat Rabab Rana Rayhana Ruqayyah Sahar Samia Sarah Shahrizad Shayma Suraya Uzma Yasmin Zahia Zakiya Zulekha Al-Mayassa Amna Nada
		}
	}
	surnames = {
		Abdullah Abdulrashid Ahmad Ahmed Ajam Al-Amin Alfarsi Al-Ghazzawi Al-Hashim Ali Al-Mufti Amjad Boulos Bousaid Hakim Hussain Kader Karim Karimi Mohammed Muhammad Naaji Nagi Najm Nejem Qadir Saab Samara Saqqaf Sultan Tawfeek Tawfiq Zaman Al Ansari Al-Haidos Al Jaidah Al Kubaisi Mubarak Muftah Al-Nubi Al-Rahim Sahid Saifeldin Sattar Shahenn Al-Sulaiti Al Thani bin Thani Warsama Zaidan Zeidan
	}
	callsigns = {

	}
	prefix = Zamalia
	operation = {
		0 = {
			Zulfiqar Malik Jamal 'Arnab Qita Al-Mansur ʿAd Div Marid Og Salman Dhu al-Qarnayn Easifatan Raed Nasr Hisan Aintiqam Suq Abriq Alshaay Qaws Rajfa Aiktishaf Wahy Yatbakh Al'ard Alziraeia Nwria Fam Alnahr Alqasas Malakut Israʾ Miʿraj Eataf Fadila Ramil Naqa' Hamlat Al-arsh Muqarrabun Jibraʾil Mīkhaʾil Israfil Qiyamah Azrael Ridwan Zabaniya Raqib Atid Ishim Nimrud Nabi Sulaiman Dawud Ifrit Hadiqat Aizhar Bunduqia Hadaf Khidae Tufaahatan Mahsul Bustan Khaliat Nahl Tabl
		}
	}
}
### Entity: Decision
Component: DEN_integration_territories_category
Constructs: has_completed_focus, has_dlc, is_subject
Source: game
File: common/decisions/categories/DEN_decision_categories.txt

Code:
DEN_integration_territories_category = {
	icon = GFX_decision_category_power_struggle
	allowed = {
		has_dlc = Arms Against Tyranny
		original_tag = DEN
	}
	priority = 90
	visible = {
		is_subject = no
		has_completed_focus = DEN_pan_scandinavianism
	}
}
### Entity: Misc Config
Component: technology_sharing_group
Constructs: has_war_with
Source: game
File: common/technology_sharing/12_wuw_tech_sharing_groups.txt

Code:
technology_sharing_group = {
	id = GER_anglo_german_naval_development_group
	name = GER_anglo_german_naval_development_group
	desc = GER_anglo_german_naval_development_group_desc
	picture = GFX_technology_sharing_default
	research_sharing_per_country_bonus = 0.1
	categories = {
		naval_equipment
	}
	available = {
		OR = {
			AND = {
				original_tag = GER
				NOT = {
					has_war_with = ENG
				}
			} {
				original_tag = ENG
				NOT = {
					has_war_with = GER
				}
			}
		}
	}
}
### Entity: Character
Component: ambitious_negotiator_neutrality
Constructs: neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
ambitious_negotiator_neutrality = {
	random = no
	sprite = 13
	neutrality_drift = 0.05
	political_power_factor = 0.1
	opinion_gain_monthly_factor = 0.25
	custom_modifier_tooltip = BUL_bogdan_filov_ideology_neutrality_tt
}
### Entity: AI Strategy
Component: EAI_PROD_ARMY_garrison_10
Constructs: has_country_flag, build_army
Source: game
File: common/ai_strategy/EAI_PRODUCTION_division_strategies.txt

Code:
EAI_PROD_ARMY_garrison_10 = {
	enable = {
		has_country_flag = {
			flag = EAI_garrison_divisions
			value = 10
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_army
		id = area_defense
		value = 10
	}
}
### Entity: Idea
Component: PRC_our_general_staff
Constructs: removal_cost, planning_speed
Source: game
File: common/ideas/prc.txt

Code:
PRC_our_general_staff = {
	removal_cost = -1
	picture = generic_manpower_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		army_org_factor = 0.05
		planning_speed = 0.05
		land_reinforce_rate = 0.01
	}
}
### Entity: Character
Component: RAJ_GOE_mughal_theorist
Constructs: has_completed_focus
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_GOE_mughal_theorist = {
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_arab_1
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = RAJ_GOE_mughal_theorist
		ledger = army
		visible = {
			has_completed_focus = RAJ_the_mughal_uprising
		}
		allowed = {
			original_tag = RAJ
		}
		traits = {
			military_theorist
		}
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_negusa_nagast
Constructs: prerequisite, limit, completion_reward, is_subject
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_negusa_nagast
	icon = GFX_focus_ETH_negusa-nagast
	prerequisite = {
		focus = ETH_together_for_victory ETH_our_enemys_enemy ETH_raid_italian_depots
	}
	x = 0
	y = 1
	relative_position_id = ETH_our_enemys_enemy
	cost = 10
	available = {

	}
	bypass = {
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = ETH_negusa_nagast_tt
		IF = {
			limit = {
				is_subject = yes
			}
			OVERLORD = {
				country_event = {
					id = BBA_ethiopia_fascist_events.20
					hours = 1
				}
			}
		}
	}
}
### Entity: Scripted Localization
Component: defined_text
Source: game
File: common/scripted_localisation/dummy_building_blocker_loc.txt

Code:
defined_text = {
	name = GetBlockerY
	text = {
		localization_key = 0
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_tour_the_south
Constructs: has_completed_focus, prerequisite, limit, completion_reward, is_ally_with, is_subject, is_subject_of, allow_branch
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_tour_the_south
	icon = GFX_focus_CHI_tour_the_south
	prerequisite = {
		focus = CHI_the_sky_cannot_have_two_suns
	}
	x = 2
	y = 1
	relative_position_id = CHI_the_sky_cannot_have_two_suns
	cost = 5
	available = {
		OR = {
			YUN = {
				is_ally_with = ROOT
			}
			GXC = {
				is_ally_with = ROOT
			}
			GDC = {
				is_ally_with = ROOT
			}
		}
	}
	bypass = {
		AND = {
			YUN = {
				OR = {
					AND = {
						is_subject = yes
						NOT = {
							is_subject_of = ROOT
						}
					}
					exists = no
				}
			}
			GXC = {
				OR = {
					AND = {
						is_subject = yes
						NOT = {
							is_subject_of = ROOT
						}
					}
					exists = no
				}
			}
			GDC = {
				OR = {
					AND = {
						is_subject = yes
						NOT = {
							is_subject_of = ROOT
						}
					}
					exists = no
				}
			}
		}
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = CHI_prepare_for_a_change_in_leadership CHI_strengthening_our_resolve CHI_end_military_primacy
			}
		}
	}
	search_filters = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		every_other_country = {
			limit = {
				CHI_southern_warlords = yes
			}
			subtract_from_variable = {
				CHI_warlord_integration_pp_cost = CHI.CHI_reduce_integration_pp_cost
			}
			CHI_apply_integration_cost_reduction = yes
			custom_effect_tooltip = CHI_warlord_integration_cost_reduction CHI_impair_the_control_yuan_tt instead_of
			show_ideas_tooltip = idea_CHI_central_government_integration_pressure_upgraded idea_CHI_central_government_integration_pressure
		}
		IF = {
			limit = {
				NOT = {
					has_completed_focus = CHI_tour_the_north CHI_tour_the_west
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt CHI_unlock_faction_goal_south_subjugated_tt
			set_country_flag = CHI_tour_the_south_flag
		}
	}
}
### Entity: Order of Battle
Component: 25th Uyghur Regiment
Constructs: division_template
Source: game
File: history/units/KHM_1936_sea.txt

Code:
division = {
	name = 25th Uyghur Regiment
	location = 1970
	division_template = Qibing Jun
	start_equipment_factor = 0.2
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/MAD_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 13072
	division_template = Infantry Division
	start_experience_factor = 0.5
}
### Entity: Order of Battle
Component: air_wing_48
Source: game
File: history/units/BUL_1936_air_bba.txt

Code:
air_wings = {
	48 = {
		small_plane_airframe_0 = {
			owner = BUL
			creator = GER
			amount = 48
			version_name = He 51
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_seek_soviet_support
Constructs: prerequisite, has_government, has_war_with, completion_reward, add_political_power
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_seek_soviet_support
	icon = GFX_focus_BRA_seek_soviet_support
	x = 0
	y = 1
	relative_position_id = BRA_free_prestes
	prerequisite = {
		focus = BRA_free_prestes
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		NOT = {
			OR = {
				has_war_with = SOU
				has_government = communism
			}
		}
		communism = > 0.3
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 150
		SOU = {
			country_event = {
				id = JUNO_brazil_events.86
				hours = 6
			}
		}
		custom_effect_tooltip = BRA_acceptance_tt
		event_option_tooltip = JUNO_brazil_events.86.a
	}
}