Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: arg_focus
Component: ARG_maintain_the_status_quo
Constructs: prerequisite, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_maintain_the_status_quo
	icon = GFX_focus_ARG_maintain_the_status_quo
	prerequisite = {
		focus = ARG_the_castillo_cabinet
	}
	x = -2
	y = 1
	relative_position_id = ARG_the_castillo_cabinet
	mutually_exclusive = {
		focus = ARG_consolidating_power
	}
	cost = 5
	available = {

	}
	ai_will_do = {
		factor = 5
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_political_power = 50
		add_stability = 0.1
	}
}
### Entity: Event
Component: bftb_turkey.100
Constructs: is_triggered_only, fire_only_once, add_political_power
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.100
	title = bftb_turkey.100.t
	desc = bftb_turkey.100.desc
	picture = GFX_report_event_tur_sultan_in_istanbul
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = bftb_turkey.100.a
		add_political_power = 120
		TUR = {
			puppet = BUL
		}
	}
}
### Entity: Event
Component: SEA_warlords.61
Constructs: is_triggered_only, ai_chance, add_war_support, add_political_power, annex_country, is_historical_focus_on
Source: game
File: events/SEA_Warlords.txt

Code:
country_event = {
	id = SEA_warlords.61
	title = SEA_warlords.61.t
	desc = SEA_warlords.61.desc
	picture = GFX_report_event_chinese_soldiers_mountain
	is_triggered_only = yes
	option = {
		name = SEA_warlords.61.a
		ai_chance = {
			base = 75
		}
		custom_effect_tooltip = GAME_OVER_TT
		CHI = {
			country_event = {
				id = SEA_warlords.62
				hours = 6
			}
		}
		effect_tooltip = {
			CHI = {
				annex_country = {
					target = ROOT
					transfer_troops = yes
				}
			}
		}
	} {
		name = SEA_warlords.61.b
		ai_chance = {
			base = 25
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		add_political_power = -200
		add_war_support = 0.05
	}
}
### Entity: Terrain
Component: categories
Constructs: movement_cost, is_water
Source: game
File: common/terrain/00_terrain.txt

Code:
categories = {
	unknown = {
		color = {
			255 0 0
		}
	}
	ocean = {
		naval_terrain = yes
		color = {
			40 83 176
		}
		movement_cost = 1.0
		is_water = yes
		sound_type = sea
		naval_mine_hit_chance = -0.75
		minimum_seazone_dominance = 250
	}
	lakes = {
		color = {
			58 91 255
		}
		movement_cost = 1.0
		is_water = yes
		sound_type = sea
	}
	forest = {
		color = {
			89 199 85
		}
		movement_cost = 1.5
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}
		units = {
			attack = -0.15
		}
		enemy_army_bonus_air_superiority_factor = -0.1
		supply_flow_penalty_factor = 0.08
		truck_attrition_factor = 0.2
	}
	hills = {
		color = {
			248 255 153
		}
		movement_cost = 1.5
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
		units = {
			attack = -0.25
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		supply_flow_penalty_factor = 0.1
		truck_attrition_factor = 0.2
	}
	mountain = {
		color = {
			157 192 208
		}
		movement_cost = 2.0
		attrition = 0.3
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}
		units = {
			attack = -0.5
		}
		enemy_army_bonus_air_superiority_factor = -0.1
		supply_flow_penalty_factor = 0.12
		truck_attrition_factor = 1.0
	}
	plains = {
		color = {
			255 129 66
		}
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	urban = {
		color = {
			120 120 120
		}
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
		units = {
			attack = -0.3
		}
		enemy_army_bonus_air_superiority_factor = -0.5
		supply_flow_penalty_factor = -0.2
	}
	jungle = {
		color = {
			127 191 0
		}
		movement_cost = 1.5
		attrition = 0.2
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 6.0
		mat
# ... (truncated)
### Entity: Joint Focus
Component: NORDIC_fill_the_infrastructure_gaps
Constructs: every_owned_state, prerequisite, limit, joint_focus, is_controlled_by, random_select_amount, add_building_construction
Source: game
File: common/national_focus/nordic_shared.txt

Code:
joint_focus = {
	id = NORDIC_fill_the_infrastructure_gaps
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = NORDIC_civilian_contributions
	}
	mutually_exclusive = {
		focus = NORDIC_develop_resources
	}
	x = -1
	y = 1
	relative_position_id = NORDIC_civilian_contributions
	cost = 10
	text_icon = NORDIC_focus_style
	available = {
		NORDIC_basic_available_trigger = yes
		num_of_civilian_factories = > 20
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	joint_trigger = {
		NORDIC_basic_joint_trigger = yes
	}
	completion_reward_joint_originator = {
		every_owned_state = {
			limit = {
				is_controlled_by = ROOT
				infrastructure = < 3
				NOT = {
					state = 914
				}
			}
			random_select_amount = 2
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		}
	}
	completion_reward_joint_member = {
		every_owned_state = {
			limit = {
				is_controlled_by = ROOT
				infrastructure = < 3
				NOT = {
					state = 914
				}
			}
			random_select_amount = 2
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: CMR_fascist_guy
Constructs: has_government
Source: game
File: common/characters/CMR.txt

Code:
CMR_fascist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = CMR_fascist_guy
		allowed = {
			original_tag = CMR
		}
		traits = {
			fascist_demagogue
		}
		do_effect = {
			not = {
				has_government = fascism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_2
		}
	}
}
### Entity: Decision
Component: honresources_decisions
Source: game
File: common/decisions/categories/HON_decision_categories.txt

Code:
honresources_decisions = {
	allowed = {
		original_tag = HON
	}
}
### Entity: Order of Battle
Component: air_wing_141
Source: game
File: history/units/SWE_1936_air_legacy.txt

Code:
air_wings = {
	141 = {
		CAS_equipment_1 = {
			owner = SWE
			amount = 36
		}
		fighter_equipment_0 = {
			owner = SWE
			amount = 30
		}
	}
}
### Entity: Idea
Component: r56_LUX_benelux_alliance
Constructs: has_government, production_speed_buildings_factor, democratic_drift
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_benelux_alliance = {
	picture = generic_flexible_foreign_policy2
	cancel = {
		all_country = {
			OR = {
				original_tag = HOL BEL LUX
			} {
				exists = no
				NOT = {
					has_government = democratic
				}
			}
		}
	}
	modifier = {
		political_power_factor = 0.15
		production_speed_buildings_factor = 0.1
		democratic_drift = 0.05
		democratic_acceptance = 35
		drift_defence_factor = 0.35
	}
}
### Entity: National Focus
Tree: sud_focus
Component: SUD_join_comintern
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_in_faction, is_puppet, is_faction_leader
Source: game
File: common/national_focus/sudan.txt

Code:
focus = {
	id = SUD_join_comintern
	text = ALG_comintern_membership
	icon = GFX_focus_chi_mission_to_the_soviet_union
	x = 1
	y = 1
	prerequisite = {
		focus = SUD_enforce_atheism SUD_marxist_pan_islamism
	}
	available = {
		is_in_faction = no
		is_puppet = no
		has_government = communism
		SOV = {
			has_government = communism
			is_faction_leader = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	relative_position_id = SUD_enforce_atheism
	cost = 10
	ai_will_do = {
		factor = 2
	}
	bypass = {

	}
	completion_reward = {
		SOV = {
			country_event = generic.2
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: AI Strategy
Component: generic_heavy_tank_destroyer
Constructs: has_war, has_tech, any_of
Source: game
File: common/ai_equipment/generic_tank.txt

Code:
generic_heavy_tank_destroyer = {
	category = land
	blocked_for = {
		GER SOV ENG USA FRA JAP ITA HUN
	}
	available_for = {

	}
	roles = {
		land_heavy_tank_destroyer
	}
	priority = {
		factor = 500
		modifier = {
			NOT = {
				has_tech = basic_heavy_tank_chassis
			}
			any_enemy_country = {
				has_tech = basic_heavy_tank_chassis
			}
			factor = 3
		}
	}
	heavy_tank_destroyer_1 = {
		priority = {
			factor = 100
		}
		enable = {
			has_tech = antitank2
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = heavy_tank_destroyer_chassis_1
			modules = {
				main_armament_slot = {
					any_of = {
						tank_heavy_cannon_2 tank_high_velocity_cannon_2 tank_heavy_cannon
					}
				}
				turret_type_slot = tank_heavy_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 3
					modifier = {
						add = 3
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_heavy_cannon tank_heavy_cannon_2 tank_high_velocity_cannon_2 tank_heavy_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	heavy_tank_destroyer_2 = {
		priority = {
			factor = 200
		}
		enable = {
			OR = {
				has_tech = interwar_antitank artillery1
			}
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = heavy_tank_destroyer_chassis_2
			modules = {
				main_armament_slot = {
					any_of = {
						tank_super_heavy_cannon tank_high_velocity_cannon_3 tank_heavy_cannon_2 tank_high_velocity_cannon_2 tank_heavy_cannon
					}
				}
				turret_type_slot = tank_heavy_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_cast_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = extra_ammo_storage
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 6
				tank_nsb_armor_upgrade = {
					base = 6
					modifier = {
						add = 6
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_heavy_cannon tank_heav
# ... (truncated)
### Entity: Idea
Component: MAN_kwantung_consolidated
Constructs: stability_factor, has_government, removal_cost, conscription_factor
Source: game
File: common/ideas/r56_man_ideas.txt

Code:
MAN_kwantung_consolidated = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		original_tag = MAN
	}
	removal_cost = -1
	cancel = {
		NOT = {
			has_government = fascism
		}
	}
	picture = generic_secret_police
	modifier = {
		command_power_gain_mult = 0.25
		max_command_power = 25
		political_power_factor = 0.075
		army_core_attack_factor = 0.03
		surrender_limit = 0.06
		conscription_factor = 0.075
		stability_factor = 0.1
		political_advisor_cost_factor = 0.1
		trade_laws_cost_factor = 0.1
		mobilization_laws_cost_factor = 0.1
		economy_cost_factor = 0.1
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_prioritize_dutch_companies
Constructs: has_completed_focus, prerequisite, limit, completion_reward, check_variable, has_dlc, add_mio_size, add_mio_funds
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_prioritize_dutch_companies
	icon = GFX_focus_INS_prioritize_dutch_companies
	available = {

	}
	prerequisite = {
		focus = INS_the_jewel_in_the_crown
	}
	mutually_exclusive = {
		focus = INS_subsidize_local_business
	}
	x = 2
	y = 0
	relative_position_id = INS_subsidize_local_business
	cost = 10
	ai_will_do = {
		base = 0.5
		modifier = {
			add = 0.5
			NOT = {
				has_completed_focus = INSHOL_begin_negotiations_soetardjo
			}
		} {
			add = 10
			check_variable = {
				var = INS_dutch_east_indies_research_speed_factor
				value = -0.07
				compare = greater_than
				tooltip = INS_expand_batavia_med_school_tt
			}
			NOT = {
				has_completed_focus = INSHOL_begin_negotiations_soetardjo
			}
		}
	}
	search_filters = {

	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:INS_artillerie_inrichtingen_organization = {
				add_mio_size = 1
				add_mio_funds = 1000
			}
			mio:INS_bio_pharma_organization = {
				add_mio_size = 1
				add_mio_funds = 1000
			}
			mio:INS_knilm_organization = {
				add_mio_size = 1
				add_mio_funds = 1000
			}
			mio:INS_marine_establishment_organization = {
				add_mio_size = 1
				add_mio_funds = 1000
			}
		}
		else = {
			add_offsite_building = {
				type = industrial_complex
				level = 1
			} {
				type = arms_factory
				level = 1
			}
			HOL = {
				add_offsite_building = {
					type = industrial_complex
					level = 1
				}
			}
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_command_post_matadi
Constructs: prerequisite, completion_reward, has_global_flag, is_owned_and_controlled_by, is_core_of, add_dynamic_modifier
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_command_post_matadi
	icon = GFX_focus_generic_coastal_fort
	x = -1
	y = 1
	prerequisite = {
		focus = COG_brown_water_navy
	}
	relative_position_id = COG_brown_water_navy
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	cost = 5
	bypass = {

	}
	available = {
		has_global_flag = COG_force_publique_reformed_flag
		295 = {
			is_owned_and_controlled_by = ROOT
			is_core_of = ROOT
		}
	}
	completion_reward = {
		295 = {
			add_dynamic_modifier = {
				modifier = idea_COG_river_navy
			}
		}
	}
}
### Entity: Idea
Component: CZE_kickstart_rapid_rearmanent_aat_idea
Constructs: removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_kickstart_rapid_rearmanent_aat_idea = {
	picture = chi_army_corruption3
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_arms_factory_factor = 0.1
		military_industrial_organization_size_up_requirement = -0.1
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_prepare_for_the_inevitable
Constructs: prerequisite, limit, add_ideas, completion_reward, has_dlc, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_prepare_for_the_inevitable
	available = {

	}
	prerequisite = {
		focus = ENG_home_defence
	}
	icon = GFX_goal_generic_construction
	x = -1
	y = 1
	offset = {
		x = 1
		y = 0
		trigger = {
			NOT = {
				has_dlc = Man the Guns
			}
		}
	}
	relative_position_id = ENG_home_defence
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_idea = wartime_industry_focus
				}
			}
			add_ideas = ENG_prepare_for_the_inevitable_idea
		}
		ELSE = {
			swap_ideas = {
				remove_idea = wartime_industry_focus
				add_idea = ENG_prepare_for_the_inevitable_and_wartime_industry_idea
			}
		}
	}
}
### Entity: Character
Component: SPR_council_of_theorists
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPR_council_of_theorists = {
	name = SPR_council_of_theorists
	portraits = {
		army = {
			small = GFX_idea_SPR_anarchist_council
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = SPR_council_of_theorists
		ledger = military
		allowed = {
			has_dlc = La Resistance
			original_tag = SPR
		}
		visible = {
			NOT = {
				tag = SPA SPB
			}
			has_completed_focus = SPR_regional_defense_council_of_aragon
		}
		available = {
			has_completed_focus = SPR_communal_military_strategies
		}
		traits = {
			council_of_theorists
		}
	}
}
### Entity: Character
Component: AFG_abdurauf_fitrat
Constructs: has_completed_focus
Source: game
File: common/characters/AFG.txt

Code:
AFG_abdurauf_fitrat = {
	advisor = {
		slot = political_advisor
		idea_token = AFG_abdurauf_fitrat
		allowed = {
			original_tag = AFG
		}
		visible = {
			NOT = {
				has_completed_focus = AFG_against_kabul
			}
		}
		available = {
			has_completed_focus = AFG_gant_refuge_to_jadidists
		}
		traits = {
			AFG_uzbek_scholar
		}
	}
	name = AFG_abdurauf_fitrat
	portraits = {
		civilian = {
			small = GFX_portrait_AFG_abdurauf_fitrat_small
		}
	}
}
### Entity: AI Strategy
Component: ITA_push_towards_alexandria
Constructs: has_war_with, is_historical_focus_on, is_controlled_by, is_core_of, is_on_continent
Source: game
File: common/ai_strategy/ITA.txt

Code:
ITA_push_towards_alexandria = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		is_historical_focus_on = yes
		has_war_with = ENG
		date = > 1940.8.26 < 1942.9.1
		any_owned_state = {
			region = 126
			is_controlled_by = ITA
		}
	}
	abort = {
		OR = {
			any_owned_state = {
				is_core_of = ITA
				is_on_continent = europe
				NOT = {
					is_controlled_by = ITA
				}
			}
			NOT = {
				has_war_with = ENG
			}
			date = > 1942.9.1
		}
	}
	ai_strategy = {
		type = front_control
		state = 452
		ratio = 0.25
		priority = 80
		ordertype = front
		execution_type = rush_weak
		execute_order = yes
	} {
		type = front_control
		state = 447
		ratio = 0.25
		priority = 60
		ordertype = front
		execution_type = rush_weak
		execute_order = yes
	} {
		type = front_unit_request
		tag = ENG
		value = 15
	} {
		type = front_armor_score
		id = ENG
		value = 200
	}
}
### Entity: Event
Component: LAT_events.501
Constructs: is_triggered_only, ai_chance, limit, every_controlled_state, set_state_controller
Source: game
File: events/NSB_Latvia.txt

Code:
country_event = {
	id = LAT_events.501
	title = LAT_events.501.t
	desc = LAT_events.501.d
	picture = GFX_report_event_nazis_in_danzig
	is_triggered_only = yes
	option = {
		name = LAT_events.501.a
		ai_chance = {
			base = 30
		}
		FROM = {
			every_controlled_state = {
				limit = {
					NOT = {
						owner = {
							tag = ROOT
						}
					}
					OR = {
						state = 814 11 815 189 188 811 812 13 813 191 784 96 95 94
					}
				}
				LAT = {
					set_state_controller = PREV
				}
			}
		}
	}
}
### Entity: Event
Component: BALTIC_events.4
Constructs: is_triggered_only, ai_chance, set_variable, add_to_variable, set_politics
Source: game
File: events/NSB_Baltic.txt

Code:
country_event = {
	id = BALTIC_events.4
	title = BALTIC_events.4.t
	desc = BALTIC_events.4.d
	picture = GFX_report_event_long_march
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			set_variable = {
				var = civil_war_size_var
				value = party_popularity@communism
			} {
				var = ruling_size_var
				value = 1
			}
			add_to_variable = {
				var = civil_war_size_var
				value = 0.15
			}
			subtract_from_variable = {
				var = ruling_size_var
				value = party_popularity@communism
			}
		}
	}
	option = {
		name = BALTIC_events.4.a
		ai_chance = {
			base = 10
			modifier = {
				factor = ruling_size_var
			}
		}
		set_politics = {
			ruling_party = communism
			elections_allowed = no
		}
	} {
		name = BALTIC_events.4.b
		ai_chance = {
			base = 10
			modifier = {
				factor = civil_war_size_var
			}
		}
		start_civil_war = {
			ideology = communism
			size = civil_war_size_var
		}
	}
}
### Entity: Equipment
Component: mio_cat_eq_all_battleship
Source: game
File: common/equipment_groups/mio_equipment_groups.txt

Code:
mio_cat_eq_all_battleship = {
	equipment_type = {
		ship_hull_heavy
	}
}
### Entity: Shared Focus
Tree: cel_focus
Component: CEL_domestic_artillery_production
Constructs: shared_focus, prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, has_dlc
Source: game
File: common/national_focus/r56_celtic_shared.txt

Code:
shared_focus = {
	id = CEL_domestic_artillery_production
	icon = GFX_goal_generic_army_artillery2
	relative_position_id = CEL_domestic_ammunition_production
	prerequisite = {
		focus = CEL_domestic_ammunition_production
	}
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:generic_artillery_organization = {
				add_mio_size = 1
				add_mio_funds = 500
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Scripted Effect
Component: DEN_ruling_party_loses_popularity
Constructs: add_popularity
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_ruling_party_loses_popularity = {
	add_popularity = {
		ideology = ROOT
		popularity = -0.05
	}
}
### Entity: Event
Component: SEA_warlords.14
Constructs: is_triggered_only, ai_chance, save_event_target_as, has_political_power, has_manpower, has_equipment, has_opinion
Source: game
File: events/SEA_Warlords.txt

Code:
country_event = {
	id = SEA_warlords.14
	title = SEA_warlords.14.t
	desc = SEA_warlords.14.desc
	picture = GFX_report_event_china_politicians_captured
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			save_event_target_as = warlord_asked_for_support
			FROM = {
				save_event_target_as = asking_for_support
			}
		}
	}
	option = {
		name = SEA_warlords.14.a
		ai_chance = {
			base = 35
			modifier = {
				has_political_power = < 25
				factor = 2
			}
		}
		FROM = {
			country_event = {
				id = SEA_warlords.15
			}
		}
		custom_effect_tooltip = TSR_recieve_pp_warlord
	} {
		name = SEA_warlords.14.b
		ai_chance = {
			base = 20
			modifier = {
				has_manpower = < 50000
				factor = 2
			}
		}
		FROM = {
			country_event = {
				id = SEA_warlords.16
			}
		}
		custom_effect_tooltip = TSR_recieve_manpower_warlord
	} {
		name = SEA_warlords.14.c
		ai_chance = {
			base = 15
			modifier = {
				has_equipment = {
					infantry_equipment = < 500
				}
				factor = 2
			}
		}
		FROM = {
			country_event = {
				id = SEA_warlords.17
			}
		}
		custom_effect_tooltip = TSR_recieve_equipment_warlord
	} {
		name = SEA_warlords.14.d
		ai_chance = {
			base = 10
			modifier = {
				has_opinion = {
					target = FROM
					value = < 10
				}
				factor = 2
			} {
				has_political_power = > 200
				has_manpower = > 250000
				has_equipment = {
					infantry_equipment = > 500
				}
				factor = 2
			}
		}
		FROM = {
			country_event = {
				id = SEA_warlords.18
			}
		}
	}
}
### Entity: Faction
Component: dismissal_rule_ideology_communist
Constructs: has_government
Source: game
File: common/factions/rules/dismissal_rules.txt

Code:
dismissal_rule_ideology_communist = {
	type = dismissal_rules
	visible = {
		NOT = {
			has_government = communism
		}
	}
	ai_will_do = {
		base = 0
	}
	dismiss_member_trigger = {
		has_government = communism
	}
}
### Entity: Decision
Component: form_arabia_category
Constructs: has_dlc
Source: game
File: common/decisions/categories/00_formable_categories.txt

Code:
form_arabia_category = {
	icon = generic_formable_nations
	picture = GFX_decision_cat_generic_arabia
	allowed = {
		OR = {
			original_tag = IRQ SAU YEM OMA EGY LBA JOR PAL LEB SYR KUW UAE QAT TUN ALG MOR WES MRT SUD BHR FSA IMO RIF
		}
		has_dlc = Waking the Tiger
	}
}