Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: YUG_idea_local_self_management
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/yugoslavia.txt

Code:
YUG_idea_local_self_management = {
	picture = generic_local_self_management
	allowed = {
		original_tag = YUG
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_buildings_factor = 0.05
	}
}
### Entity: Name List
Component: MAL_UK
Source: game
File: common/names/00_names.txt

Code:
MAL_UK = {
	male = {
		names = {
			Albert Alexander Alfred Archibald Arthur Bernard Charles Colbert Colin Cyril David Donald Douglas Edmund Edward Fairfax Francis Geoffrey George Graham Henrey Herbert Horatio Hubert Hugh Ian James Jeremy John Leopold Lester Martin Nigel Oswald Max Percy Reginald Richard Robert Russell Stanley Thomas Wallace William Winston Zachary Jake
		}
	}
	female = {
		names = {
			Elizabeth Anne
		}
	}
	surnames = {
		Allenby Battemberg Beatty Beresford Brown Buller Butler Campbell Cardigan Churchill Cochrane Cockburn Dundas Fisher French Gough Grant Grenfell Haig Murphy Hamilton Hardinge Havelock Hope Jellicoe Kitchener Lyons Madden Milne Montgomery Moresby Mundy Napier Plummer Ragland Roberts Seaton Seymour Collin Smith Stewart Thesiger Tyron Tyrwhitt Williams Windsor Wolseley Wood Leiper Roberts
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_white_paper
Constructs: prerequisite, limit, remove_ideas, completion_reward, check_variable, cancel_if_invalid, remove_power_balance, swap_ideas
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_white_paper
	icon = GFX_goal_generic_forceful_treaty
	relative_position_id = MPL_mandatory_guard
	x = 0
	y = 1
	prerequisite = {
		focus = MPL_mandatory_guard
	} {
		focus = MPL_arab_police
	} {
		focus = MPL_appease_arab_democrats
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = MPL_order_above_90
			check_variable = {
				var = MPL_order_level
				value = 100
				compare = greater_than_or_equals
			}
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	cost = 10
	completion_reward = {
		remove_power_balance = {
			id = MPL_power_balance
		}
		swap_ideas = {
			remove_idea = MPL_aliyah_start
			add_idea = MPL_white_paper_idea
		}
		if = {
			limit = {
				has_variable = MPL_order_level
			}
			custom_effect_tooltip = MPL_order_up_10
			add_to_variable = {
				MPL_order_level = 10
			}
			clamp_variable = {
				var = MPL_order_level
				min = 0
				max = 100
			}
		}
		remove_ideas = MPL_arab_revolt_2
		clear_variable = MPL_order_level
		custom_effect_tooltip = generic_skip_one_line_tt
		load_focus_tree = generic_focus
	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
}
### Entity: Event
Component: denmark_expansion_event.501
Constructs: is_triggered_only, add_to_faction
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_expansion_event.501
	title = denmark_expansion_event.501.t
	desc = denmark_expansion_event.501.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = denmark_expansion_event.501.a
		effect_tooltip = {
			ROOT = {
				add_to_faction = FROM
			}
		}
	}
}
### Entity: Joint Focus
Component: NORDIC_baltic_sea_dominance
Constructs: every_owned_state, prerequisite, limit, joint_focus, is_controlled_by, has_navy_size, random_owned_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/nordic_shared.txt

Code:
joint_focus = {
	id = NORDIC_baltic_sea_dominance
	icon = GFX_focus_generic_baltic_sea_fleet
	prerequisite = {
		focus = NORDIC_naval_exercises
	}
	mutually_exclusive = {
		focus = NORDIC_defend_the_danish_belt NORDIC_control_the_northern_sea
	}
	x = 2
	y = 1
	relative_position_id = NORDIC_naval_exercises
	cost = 5
	text_icon = NORDIC_focus_style
	available = {
		NORDIC_basic_available_trigger = yes
		any_owned_state = {
			is_controlled_by = PREV
			custom_trigger_tooltip = {
				tooltip = NORDIC_is_baltic_state
				state_is_in_the_baltic_sea = yes
			}
		}
		has_navy_size = {
			size = > 29
		}
		num_of_naval_factories = > 14
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	joint_trigger = {
		NORDIC_basic_joint_trigger = yes
	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				any_owned_state = {
					is_controlled_by = ROOT
					state_is_in_the_baltic_sea = yes
				}
			}
			random_owned_state = {
				limit = {
					is_controlled_by = ROOT
					state_is_in_the_baltic_sea = 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
				}
			} {
				limit = {
					is_controlled_by = ROOT
					state_is_in_the_baltic_sea = yes
					naval_base = > 0 < 8
				}
				add_building_construction = {
					type = naval_base
					level = 4
					instant_build = yes
					province = {
						all_provinces = yes
						limit_to_coastal = yes
						limit_to_naval_base = yes
					}
				}
			}
			every_owned_state = {
				limit = {
					is_controlled_by = ROOT
					state_is_in_the_baltic_sea = yes
				}
				add_building_construction = {
					type = coastal_bunker
					level = 3
					province = {
						all_provinces = yes
						limit_to_victory_point = > 0
						limit_to_coastal = yes
					}
				}
			}
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				any_owned_state = {
					is_controlled_by = ROOT
					state_is_in_the_baltic_sea = yes
				}
			}
			random_owned_state = {
				limit = {
					is_controlled_by = ROOT
					state_is_in_the_baltic_sea = yes
					free_building_slots = {
						building = dockyard
						size = > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					ty
# ... (truncated)
### Entity: Combat Tactic
Component: tactic_encirclement
Constructs: is_attacker, has_reserves, has_trait
Source: game
File: common/combat_tactics.txt

Code:
tactic_encirclement = {
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = no
		frontage_full = yes
		has_reserves = yes
		OR = {
			skill_advantage = > 0
			has_trait = panzer_leader trickster
		}
	}
	active = yes
	base = {
		factor = 4
		modifier = {
			add = 4
			OR = {
				has_trait = panzer_expert combined_arms_expert
			}
		}
	}
	picture = encircle
	countered_by = tactic_tactical_withdrawal
	combat_width = 0.5
	attacker = 0.25
	defender = 0.05
}
### Entity: AI Strategy
Component: EAI_ETH_war_in_ethiopia_OFFENSIVE_dumb
Constructs: has_war_with, is_ai
Source: game
File: common/ai_strategy/ITA_EAI.txt

Code:
EAI_ETH_war_in_ethiopia_OFFENSIVE_dumb = {
	allowed = {
		tag = ETH
	}
	enable = {
		has_war_with = ITA
		ITA = {
			is_ai = yes
		}
		date = < 1938.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_control
		ordertype = front
		ratio = 0.5
		priority = 600
		execution_type = rush
		execute_order = yes
		tag = ITA
	} {
		type = front_unit_request
		value = -200
		tag = ITA
	} {
		type = put_unit_buffers
		ratio = 0.75
		order_id = 9
		states = {
			838
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Template%3AWikify/doc.html

Doc:
This is the documentation page for Template:Wikify. When it is viewed directly, links using variables may appear broken; do not replace these with hardcoded page names or URLs.

Wikify can be used to highlight articles that need reorganizing into a wiki style.

Contents

1 Usage

2 Parameters

3 Values

4 Effects

5 Updating This Template

6 Example
### Entity: National Focus
Tree: nor_focus
Component: NOR_revise_the_treaty_of_kiel
Constructs: prerequisite, owns_state, completion_reward, is_historical_focus_on, is_in_faction_with, has_war_together_with, is_subject, is_subject_of
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_revise_the_treaty_of_kiel
	prerequisite = {
		focus = NOR_request_allied_favors
	}
	mutually_exclusive = {
		focus = NOR_a_beacon_among_democracies
	}
	icon = GFX_focus_renounce_the_treaty_of_trianon
	x = 1
	y = 3
	relative_position_id = NOR_north_atlantic_defense_focus
	cost = 10
	ai_will_do = {
		base = 5
		modifier = {
			factor = 0.2
			is_historical_focus_on = yes
		}
	}
	available = {
		is_in_faction_with = ENG
		has_war_together_with = ENG
		DEN = {
			exists = yes
			is_in_faction_with = ROOT
			has_war_together_with = ROOT
			OR = {
				owns_state = 101 100 337
				ICE = {
					owns_state = 101
					OR = {
						is_subject = no
						is_subject_of = DEN
					}
				} {
					owns_state = 100
					OR = {
						is_subject = no
						is_subject_of = DEN
					}
				} {
					owns_state = 337
					OR = {
						is_subject = no
						is_subject_of = DEN
					}
				}
			}
		}
		OR = {
			AND = {
				ROOT = {
					has_capitulated = no
				}
				DEN = {
					has_capitulated = yes
				}
			} {
				ROOT = {
					has_capitulated = yes
				}
				DEN = {
					has_capitulated = yes
				}
				custom_trigger_tooltip = {
					tooltip = NOR_revise_the_treaty_of_kiel_tt
					check_variable = {
						NOR.legitimacy = > DEN.legitimacy
					}
				}
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		ENG = {
			country_event = {
				id = naw_norway.210
				hours = 6
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Modifier Reference
Component: NOR_oppressed_civilians_dmod
Constructs: stability_factor, has_government, remove_trigger, conscription_factor
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
NOR_oppressed_civilians_dmod = {
	enable = {
		NOR_AAT = yes
	}
	remove_trigger = {
		NOT = {
			has_government = fascism
		}
	}
	icon = GFX_idea_generic_oppression
	resistance_growth = -0.15
	resistance_target = -0.1
	stability_factor = 0.2
	consumer_goods_factor = 0.1
	conscription_factor = NOR.NOR_oppressed_civilians_dmod_recruitable_population_factor
}
### Entity: Idea
Component: KMT_plan_dog
Constructs: has_war_with, removal_cost, planning_speed
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_plan_dog = {
	removal_cost = -1
	picture = chi_wargaming_division
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_war_with = COV
		}
	}
	on_remove = {

	}
	modifier = {
		planning_speed = 0.1
		max_planning = 0.1
	}
	targeted_modifier = {
		tag = COV
		attack_bonus_against = 0.11
	}
}
### Entity: Decision
Component: DEN_offer_protection_category
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/DEN_decision_categories.txt

Code:
DEN_offer_protection_category = {
	icon = GFX_decision_category_generic_democracy
	picture = GFX_decision_cat_generic_nordic_league
	allowed = {
		original_tag = DEN
		has_dlc = Arms Against Tyranny
	}
	priority = 40
	visible = {
		has_completed_focus = DEN_offer_protection
	}
}
### Entity: Event
Component: r56.news_event.44
Constructs: is_triggered_only, owns_state
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.news_event.44
	title = r56.news_event.44.t
	desc = r56.news_event.44.desc
	picture = GFX_news_event_DNZ_danzig_city
	major = yes
	is_triggered_only = yes
	option = {
		name = r56.news_event.44.a
		trigger = {
			owns_state = 85
		}
	} {
		name = r56.news_event.44.b
		trigger = {
			NOT = {
				owns_state = 85
			}
		}
	}
}
### Entity: Effect Reference
Construct: navy_experience
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## navy_experience

* Supported Scopes: COUNTRY
* Supported Targets: none

```
add naval experience for country
```
### Entity: National Focus
Tree: ita_focus
Component: ITA_the_new_emperor_of_ethiopia
Constructs: has_completed_focus, prerequisite, limit, completion_reward, is_initial_ethiopian_state, has_idea, has_country_leader, is_subject
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_the_new_emperor_of_ethiopia
	icon = GFX_focus_ITA_the_new_emperor_of_ethiopia
	prerequisite = {
		focus = ITA_triumph_in_africa_bba
	}
	x = 3
	y = 1
	relative_position_id = ITA_triumph_in_africa_bba
	cost = 5
	available = {
		custom_trigger_tooltip = {
			tooltip = ITA_all_eth_initial_states_controlled_tt
			NOT = {
				any_state = {
					is_initial_ethiopian_state = yes
					is_controlled_by_ROOT_or_subject = no
				}
			}
		}
		OR = {
			custom_trigger_tooltip = {
				tooltip = ITA_the_new_emperor_of_ethiopia_has_idea_vittorio_emanuele_tt
				OR = {
					has_idea = vittorio_emanuele vittorio_emanuele_king_of_albania
				}
			}
			has_country_leader = {
				character = ITA_vittorio_emanuele_iii
				ruling_only = yes
			}
			has_completed_focus = ITA_capo_supremo ITA_divino_duce
		}
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = vittorio_emanuele
			}
			swap_ideas = {
				remove_idea = vittorio_emanuele
				add_idea = vittorio_emanuele_emperor_of_ethiopia
			}
		} {
			limit = {
				country_exists = ETH
			}
			ETH = {
				add_legitimacy = -10
			}
		}
		else_if = {
			limit = {
				has_idea = vittorio_emanuele_king_of_albania
			}
			swap_ideas = {
				remove_idea = vittorio_emanuele_king_of_albania
				add_idea = vittorio_emanuele_albania_ethiopia
			}
		}
		custom_effect_tooltip = ITA_the_new_emperor_of_ethiopia_king_trait_tt
		ITA_vittorio_emanuele_iii = {
			add_country_leader_trait = emperor_of_ethiopia
		}
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
		unlock_decision_tooltip = ITA_discredit_haile_selassie
		every_controlled_state = {
			limit = {
				is_fully_controlled_by = ROOT
				is_core_of = ETH
			}
			add_compliance = 5
		}
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_the_fifth_column
Constructs: division_template, prerequisite, completion_reward, has_global_flag, is_locked
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_the_fifth_column
	available = {
		NOT = {
			has_global_flag = scw_over
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_bolster_offensive_infrastructure
	}
	icon = GFX_focus_prc_infiltration
	x = -1
	y = 1
	relative_position_id = SPA_bolster_offensive_infrastructure
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		division_template = {
			name = Fifth Columnist Brigade
			template_counter = 33
			priority = 1
			division_names_group = SPR_INF_01
			is_locked = yes
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				}
			}
		}
		custom_effect_tooltip = SPA_the_fifth_column_tt
	}
}
### Entity: Idea
Component: SWI_paillard_ag
Constructs: research_bonus
Source: game
File: common/ideas/r56_switzerland.txt

Code:
SWI_paillard_ag = {
	name = SWI_paillard_ag
	picture = generic_electronics_concern_3
	allowed = {
		original_tag = SWI
	}
	research_bonus = {
		electronics = 0.15
	}
	traits = {
		electronics_concern
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: GER_align_hungary_unaligned
Constructs: has_government, removal_cost, neutrality_drift
Source: game
File: common/ideas/GER.txt

Code:
GER_align_hungary_unaligned = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	picture = generic_neutrality_drift_bonus
	modifier = {
		neutrality_drift = 0.2
		neutrality_acceptance = 85
	}
}
### Entity: Unit Template
Component: sub_units
Constructs: affects_speed
Source: game
File: common/units/logistics.txt

Code:
sub_units = {
	logistics_company = {
		abbreviation = LOG
		sprite = infantry
		map_icon_category = infantry
		priority = 0
		ai_priority = 0
		active = no
		affects_speed = no
		type = {
			infantry support
		}
		group = support
		categories = {
			category_support_battalions category_divisional_support_battalions category_army
		}
		regimental = no
		combat_width = 0
		max_strength = 1
		max_organisation = 10
		default_morale = 0.3
		manpower = 500
		training_time = 120
		weight = 0.1
		can_be_parachuted = yes
		supply_consumption_factor = -0.1
		fuel_consumption_factor = -0.05
		own_equipment_fuel_consumption_mult = 0.0
		essential = {
			support_equipment motorized_equipment
		}
		need = {
			support_equipment = 20
			motorized_equipment = 10
		}
		same_support_type = logistics_company
	}
	helicopter_transport = {
		abbreviation = HELT
		sprite = helicopter_brigade
		map_icon_category = infantry
		priority = 0
		ai_priority = 0
		active = no
		affects_speed = no
		type = {
			support
		}
		regimental = no
		group = support
		categories = {
			category_support_battalions category_divisional_support_battalions category_army category_helicopter_support_companies
		}
		combat_width = 0
		max_strength = 1
		max_organisation = 12
		default_morale = 0.3
		manpower = 500
		training_time = 120
		weight = 0.1
		can_be_parachuted = no
		supply_consumption_factor = -0.1
		own_equipment_fuel_consumption_mult = 0.0
		essential = {
			support_equipment helicopter_equipment
		}
		need = {
			support_equipment = 20
			helicopter_equipment = 10
			motorized_equipment = 10
		}
		forest = {
			movement = 0.05
		}
		hills = {
			movement = 0.05
		}
		mountain = {
			movement = 0.05
		}
		jungle = {
			movement = 0.05
		}
		marsh = {
			movement = 0.05
		}
		plains = {
			movement = 0.05
		}
		desert = {
			movement = 0.05
		}
		river = {
			movement = 0.05
		}
		same_support_type = logistics_company helicopter_transport
	}
}
### Entity: Character
Component: ERI_acr
Source: game
File: common/characters/ERI.txt

Code:
ERI_acr = {
	advisor = {
		slot = air_chief
		idea_token = ERI_acr
		allowed = {
			original_tag = ERI
		}
		traits = {
			air_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}
### Entity: Idea
Component: EAI_DD_10/large_plane_maritime_patrol_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_10/large_plane_maritime_patrol_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		large_plane_maritime_patrol_plane_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_the_civil_and_military_organization
Constructs: prerequisite, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/free_france.txt

Code:
focus = {
	id = FRA_the_civil_and_military_organization
	icon = GFX_goal_generic_military_deal
	x = 0
	y = 2
	offset = {
		x = 0
		y = 0
	}
	prerequisite = {
		focus = FRA_connections_to_industrialists
	}
	relative_position_id = FRA_connections_to_industrialists
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = FRA_industrialist_connections
			add_idea = FRA_civil_and_military_organization
		}
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_crush_communists
Constructs: prerequisite, add_stability, completion_reward, add_popularity, add_country_leader_trait
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_crush_communists
	icon = GFX_goal_VEN_communism_banned
	x = 2
	y = 1
	relative_position_id = VEN_marcos_jimenez
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	ai_will_do = {
		factor = 10
	}
	prerequisite = {
		focus = VEN_marcos_jimenez
	}
	completion_reward = {
		add_stability = 0.05
		add_popularity = {
			ideology = communism
			popularity = -0.2
		}
		add_country_leader_trait = anti_communist
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = VEN_pedro_estrada
	}
}
### Entity: Event
Component: new_ger.170
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, add_political_power
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.170
	title = new_ger.170.t
	desc = new_ger.170.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = new_ger.170.a
		ai_chance = {
			base = 2
		}
		add_opinion_modifier = {
			target = GER
			modifier = medium_increase
		}
		diplomatic_relation = {
			country = GER
			relation = non_aggression_pact
			active = yes
		}
		hidden_effect = {
			FROM = {
				country_event = CHI_warlords.20
			}
		}
	} {
		name = new_ger.170.b
		ai_chance = {
			base = 0
		}
		add_political_power = -10
		hidden_effect = {
			FROM = {
				country_event = CHI_warlords.19
			}
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_connecting_our_prefectures
Constructs: prerequisite, limit, add_stability, completion_reward, has_full_control_of_state, is_controlled_by, add_building_construction
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_connecting_our_prefectures
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = GRE_open_foreign_subsidized_factories
	}
	available = {
		OR = {
			has_full_control_of_state = 186 47 185
		}
	}
	x = 0
	y = 1
	relative_position_id = GRE_open_foreign_subsidized_factories
	cost = 10
	ai_will_do = {
		base = 1
	}
	bypass = {
		AND = {
			47 = {
				free_building_slots = {
					building = infrastructure
					size = < 1
				}
			}
			186 = {
				free_building_slots = {
					building = infrastructure
					size = < 1
				}
			}
			185 = {
				free_building_slots = {
					building = infrastructure
					size = < 1
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.1
		47 = {
			if = {
				limit = {
					is_controlled_by = ROOT
					free_building_slots = {
						building = infrastructure
						size = > 0
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
		186 = {
			if = {
				limit = {
					is_controlled_by = ROOT
					free_building_slots = {
						building = infrastructure
						size = > 0
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
		185 = {
			if = {
				limit = {
					is_controlled_by = ROOT
					free_building_slots = {
						building = infrastructure
						size = > 0
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/NZL_1939.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 2
	}
	location = 4543
	division_template = Infantry Division
	start_experience_factor = 0.3
}
### Entity: AI Strategy
Component: CHI_warlord_alternate_plan_communist
Constructs: has_completed_focus, is_chinese_warlord, has_focus_tree
Source: game
File: common/ai_strategy_plans/CHI_warlord_alternate_strategy_plan.txt

Code:
CHI_warlord_alternate_plan_communist = {
	name = Chinese Warlord alternate plan when cooperating with communists
	desc = Alternate behavior for Chinese Warlord - Communist
	allowed = {
		is_chinese_warlord = yes
	}
	enable = {
		has_completed_focus = CHI_cooperation_with_the_communists
	}
	abort = {
		not = {
			has_focus_tree = china_warlord_focus
		}
	}
	focus_factors = {
		CHI_land_redistribution = 5
		CHI_land_value_tax = 10
		CHI_industrial_investment = 10
		CHI_public_education_reform = 10
		CHI_public_works = 5
		CHI_rural_militias = 5
		CHI_strenghten_warlord_authority = 0
	}
	research = {
		infantry_weapons = 15
		air_equipment = 0
		artillery = 10
		armor = 0
	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}