Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: khm_focus
Component: KHM_utilize_family_contacts
Constructs: prerequisite, limit, has_war_with, completion_reward, is_historical_focus_on, has_country_leader, cancel_if_invalid, is_subject
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = KHM_utilize_family_contacts
	icon = GFX_focus_generic_islamic_propaganda
	x = 0
	y = 1
	relative_position_id = KHM_call_for_aid
	prerequisite = {
		focus = KHM_call_for_aid KHM_strike_the_governor
	}
	cost = 5
	ai_will_do = {
		base = 20
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	available = {
		has_war_with = SIK
		has_country_leader = {
			ruling_only = yes
			character = KHM_ma_hushan
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		IF = {
			limit = {
				XSM = {
					exists = yes
					is_subject = no
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			XSM = {
				country_event = {
					id = SEA_warlords.71
					hours = 6
				}
			}
		} {
			limit = {
				GSM = {
					exists = yes
					is_subject = no
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			GSM = {
				country_event = {
					id = SEA_warlords.71
					hours = 6
				}
			}
		} {
			limit = {
				NXM = {
					exists = yes
					is_subject = no
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			NXM = {
				country_event = {
					id = SEA_warlords.71
					hours = 6
				}
			}
		}
	}
}
### Entity: Idea
Component: idea_RAJ_tenancy_reforms
Constructs: removal_cost
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_tenancy_reforms = {
	picture = RAJ_tenancy_reforms
	allowed = {
		original_tag = RAJ
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_industrial_complex_factor = 0.05
		production_factory_max_efficiency_factor = 0.05
		industrial_concern_cost_factor = -0.25
	}
}
### Entity: Character
Component: KAZ_acas
Source: game
File: common/characters/KAZ.txt

Code:
KAZ_acas = {
	advisor = {
		slot = high_command
		idea_token = KAZ_acas
		ledger = air
		allowed = {
			original_tag = KAZ
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_2
		}
	}
}
### Entity: Decision
Component: SIA_movie_theater_cat
Constructs: has_completed_focus, fascism_drift, complete_effect, set_variable, remove_effect, clear_variable, neutrality_drift, is_subject_of
Source: game
File: common/decisions/SIA.txt

Code:
SIA_movie_theater_cat = {
	SIA_celebrating_the_constitution = {
		icon = GFX_decision_SWI_no_elected_president
		available = {
			SIA_propaganda_poster_slot_available = yes
		}
		days_remove = constant:propaganda.SIA.default_propaganda_campaign_duration
		days_re_enable = constant:propaganda.SIA.default_propaganda_campaign_cooldown
		cost = SIA_propaganda_celebrating_the_constitution_cost
		modifier = {
			party_popularity_stability_factor = 0.2
			fascism_drift = 0.03
		}
		complete_effect = {
			set_variable = {
				SIA_new_propaganda_campaign = 7
			} {
				SIA_new_propaganda_campaign_duration = constant:propaganda.SIA.default_propaganda_campaign_duration
			}
			SIA_pick_propaganda_campaign_slot_effect = yes
		}
		remove_effect = {
			set_variable = {
				SIA_propaganda_campaign_to_remove = 7
			} {
				SIA_propaganda_cost = SIA_propaganda_celebrating_the_constitution_cost
			} {
				SIA_propaganda_celebrating_the_constitution_cost = SIA_propaganda_cost
			}
			SIA_reset_propaganda_campaign_slot_effect = yes
			clear_variable = SIA_propaganda_cost
			custom_effect_tooltip = SIA_propaganda_campaign_cooldown_tt
		}
	}
	SIA_the_revolution_of_24th_june = {
		icon = GFX_decision_SWE_set_army_budget
		available = {
			SIA_propaganda_poster_slot_available = yes
		}
		days_remove = constant:propaganda.SIA.default_propaganda_campaign_duration_long
		days_re_enable = constant:propaganda.SIA.default_propaganda_campaign_cooldown
		cost = SIA_propaganda_the_revolution_of_24th_june_cost
		modifier = {
			resistance_growth_on_our_occupied_states = 0.25
			resistance_target_on_our_occupied_states = 0.1
			resistance_damage_to_garrison_on_our_occupied_states = 0.1
		}
		complete_effect = {
			set_variable = {
				SIA_new_propaganda_campaign = 6
			} {
				SIA_new_propaganda_campaign_duration = constant:propaganda.SIA.default_propaganda_campaign_duration_long
			}
			SIA_pick_propaganda_campaign_slot_effect = yes
		}
		remove_effect = {
			set_variable = {
				SIA_propaganda_campaign_to_remove = 6
			} {
				SIA_propaganda_cost = SIA_propaganda_the_revolution_of_24th_june_cost
			} {
				SIA_propaganda_the_revolution_of_24th_june_cost = SIA_propaganda_cost
			}
			SIA_reset_propaganda_campaign_slot_effect = yes
			clear_variable = SIA_propaganda_cost
			custom_effect_tooltip = SIA_propaganda_campaign_cooldown_tt
		}
	}
	SIA_suppressing_the_rebellion_of_1933 = {
		icon = G
# ... (truncated)
### Entity: National Focus
Tree: cub_focus
Component: CUB_the_caribbean_guard
Constructs: prerequisite, add_ideas, completion_reward, has_full_control_of_state
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_the_caribbean_guard
	icon = GFX_goal_CUB_coat_of_arms
	prerequisite = {
		focus = CUB_army_expansion
	}
	x = 0
	y = 1
	relative_position_id = CUB_army_expansion
	cost = 10
	available_if_capitulated = yes
	available = {
		has_full_control_of_state = 315 318 319
	}
	completion_reward = {
		add_ideas = CUB_caribbean_guard
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Decision
Component: INS_national_revolution_cat
Constructs: has_completed_focus, has_country_flag, is_in_array, is_owned_by, has_dynamic_modifier, has_dlc
Source: game
File: common/decisions/categories/INS_decision_categories.txt

Code:
INS_national_revolution_cat = {
	icon = GFX_decision_category_INS_national_revolution
	priority = 100
	visible_when_empty = yes
	scripted_gui = INS_revolution_scripted_gui
	on_map_area = {
		target_array = INS.owned_states_at_game_start
		target_trigger = {
			FROM = {
				is_in_array = {
					array = INS.owned_states_at_game_start
					value = THIS
				}
				OWNER = {
					OR = {
						tag = HOL event_target:INS_dutch_indonesia
					}
				}
				any_neighbor_state = {
					OR = {
						is_owned_by = INS
						has_dynamic_modifier = {
							modifier = INS_state_militia_activity_1
						} {
							modifier = INS_state_militia_activity_2
						} {
							modifier = INS_state_militia_activity_3
						}
					}
				} {
					OR = {
						is_owned_by = HOL event_target:INS_dutch_indonesia
					}
					impassable = no
				}
				impassable = no
			}
		}
		name = INS_national_revolution_cat_map
		zoom = 600
	}
	allowed = {
		original_tag = INS
		NOT = {
			tag = event_target:INS_dutch_indonesia
		}
		has_dlc = Thunder at Our Gates
	}
	visible = {
		INS = {
			has_completed_focus = INS_the_declaration_of_independence
			has_country_flag = {
				flag = INS_revolution_has_started
			}
		}
	}
}
### Entity: Idea
Component: ENG_home_guard_assistance_in_factories
Constructs: industrial_capacity_factory, removal_cost, conscription_factor
Source: game
File: common/ideas/britain.txt

Code:
ENG_home_guard_assistance_in_factories = {
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	picture = generic_improved_industries
	modifier = {
		industrial_capacity_dockyard = 0.05
		industrial_capacity_factory = 0.05
		conscription_factor = -0.05
	}
}
### Entity: Event
Component: news.186
Constructs: is_triggered_only, save_event_target_as, is_in_faction_with
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.186
	title = news.186.t
	desc = news.186.d
	picture = GFX_news_event_french_parade
	major = yes
	is_triggered_only = yes
	fire_for_sender = no
	immediate = {
		GRE = {
			save_event_target_as = Greece
		}
	}
	option = {
		name = news.186.a
		trigger = {
			is_in_faction_with = ITA
		}
	} {
		name = news.186.b
		trigger = {
			NOT = {
				is_in_faction_with = ITA
			}
		}
	}
}
### Entity: State History
Component: 775
Constructs: force_link_ownership_to, add_core_of
Source: game
File: history/states/775-B.E.T..txt

Code:
state = {
	id = 775
	name = STATE_775
	manpower = 18744
	state_category = wasteland
	impassable = yes
	force_link_ownership_to = 774
	history = {
		owner = FRA
		add_core_of = CHA
		buildings = {
			infrastructure = 0
		}
	}
	provinces = {
		4902 5136 10893
	}
	buildings_max_level_factor = 1.0
	local_supplies = 1.0
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/ITA_1939_air_bba.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = small_plane_airframe_2
			creator = ITA
			version_name = Re.2000
		}
		requested_factories = 2
		progress = 0.2
		efficiency = 100
		industrial_manufacturer = mio:ITA_macchi_organization
	} {
		equipment = {
			type = small_plane_cas_airframe_1
			creator = ITA
			version_name = Ba.65
		}
		requested_factories = 2
		progress = 0.2
		efficiency = 100
		industrial_manufacturer = mio:ITA_caproni_organization
	}
}
### Entity: Event
Component: r56.news_event.26
Constructs: is_triggered_only, has_completed_focus, has_government
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.news_event.26
	title = r56.news_event.26.t
	desc = r56.news_event.26.desc
	picture = GFX_news_event_italian_social_republic
	major = yes
	fire_for_sender = no
	is_triggered_only = yes
	option = {
		name = r56.news_event.26.a
		trigger = {
			OR = {
				has_completed_focus = HUN_proclaim_the_restoration_of_austria_hungary ENG_god_save_the_king GER_the_kaiser_rises GER_restore_the_empire GER_return_of_the_kaiser ROM_enforce_royal_dictatorship SPA_restore_the_monarchy HOL_the_only_man_in_the_dutch_government
			}
		}
	} {
		name = r56.news_event.26.b
		trigger = {
			has_government = communism
		}
	} {
		name = r56.news_event.26.c
		trigger = {
			has_government = democratic
		}
	} {
		name = r56.news_event.26.e
		trigger = {
			OR = {
				has_government = fascism
				AND = {
					has_government = neutrality
					NOT = {
						has_completed_focus = HUN_proclaim_the_restoration_of_austria_hungary ENG_god_save_the_king GER_the_kaiser_rises GER_restore_the_empire GER_return_of_the_kaiser ROM_enforce_royal_dictatorship SPA_restore_the_monarchy HOL_the_only_man_in_the_dutch_government
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_a_new_araucanian_noble_class
Constructs: prerequisite, has_government, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_a_new_araucanian_noble_class
	icon = GFX_focus_CHL_a_new_araucanian_noble_class
	relative_position_id = CHL_invite_french_aristocracy
	x = 0
	y = 3
	cost = 10
	prerequisite = {
		focus = CHL_invite_french_aristocracy
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 2
	}
	available = {
		has_government = neutrality
		has_idea = CHL_french_aristocracy
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = CHL_french_aristocracy
			add_idea = CHL_araucanian_aristocracy
		}
	}
}
### Entity: Idea
Component: CZE_sudeten_german_quandary
Constructs: is_controlled_by, removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_sudeten_german_quandary = {
	picture = CZE_sudeten_german_quandary
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		OR = {
			69 = {
				is_controlled_by = ROOT
			}
			972 = {
				is_controlled_by = ROOT
			}
			74 = {
				is_controlled_by = ROOT
			}
		}
	}
	removal_cost = -1
	modifier = {
		custom_modifier_tooltip = CZE_sudeten_german_quandary_modifier_tt
	}
}
### Entity: Modifier Reference
Construct: ai_focus_peaceful_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## ai_focus_peaceful_factor

* Number with 1 decimal places
* **Categories**: ai
### Entity: Shared Focus
Tree: afr_focus
Component: AFR_claim_a_fitting_title
Constructs: shared_focus, prerequisite, limit, has_government, completion_reward, add_country_leader_trait
Source: game
File: common/national_focus/r56_african_union_shared.txt

Code:
shared_focus = {
	id = AFR_claim_a_fitting_title
	icon = GFX_focus_ETH_the_african_union
	cost = 5
	prerequisite = {
		focus = AFR_ethnic_collaboration
	}
	text_icon = NORDIC_focus_style
	available = {
		OR = {
			has_government = fascism communism
		}
	}
	relative_position_id = AFR_ethnic_collaboration
	x = 2
	y = 1
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				has_government = fascism
			}
			add_country_leader_trait = father_of_the_empire
		} {
			limit = {
				has_government = communism
			}
			add_country_leader_trait = stalin_great_commander
		}
	}
}
### Entity: Idea
Component: SAM_acd2
Source: game
File: common/ideas/samoa.txt

Code:
SAM_acd2 = {
	picture = generic_army_asia_1
	allowed = {
		original_tag = SAM
	}
	traits = {
		army_chief_defensive_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Country History
Country: WES
Component: WES_technology
Constructs: set_technology
Source: game
File: history/countries/WES - Western Sahara.txt

Code:
# Starting Technologies for WES
set_technology = {
	infantry_weapons = 1
}
### Entity: Idea
Component: GEN_personal_affair
Constructs: has_war_with, removal_cost
Source: game
File: common/ideas/r56_generic_tree.txt

Code:
GEN_personal_affair = {
	picture = HUN_secret_rearmament
	removal_cost = -1
	available = {
		ROOT = {
			OR = {
				has_war_with = KHM SIK
			}
		}
	}
	allowed = {
		always = no
	}
	modifier = {
		ai_get_ally_desire_factor = -125
		ai_call_ally_desire_factor = -125
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_rearmement_agreement
Constructs: prerequisite, remove_ideas, add_war_support, completion_reward
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_rearmement_agreement
	icon = GFX_goal_tfv_can_compromise_with_quebec
	prerequisite = {
		focus = QUE_organize_the_militias
	}
	relative_position_id = QUE_organize_the_militias
	x = -1
	y = 1
	cost = 6
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_war_support = 0.1
		remove_ideas = QUE_opposition_to_military
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Character
Component: NIC_sebastian_morazan
Source: game
File: common/characters/NIC.txt

Code:
NIC_sebastian_morazan = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = NIC_sebastian_morazan
		ledger = air
		allowed = {
			original_tag = NIC
		}
		traits = {
			air_warfare_theorist
		}
	}
	name = Sebastián Morazán
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_1
		}
	}
}
### Entity: Event
Component: INS_limited_war_events.9
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile, add_war_support, add_timed_idea
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_limited_war_events.9
	title = INS_limited_war_events.9.t
	desc = INS_limited_war_events.9.desc
	picture = GFX_report_event_SWE_psilander_affair
	is_triggered_only = yes
	option = {
		name = INS_limited_war_events.9.a
		ai_chance = {
			base = 1
		}
		add_timed_idea = {
			idea = idea_SIA_death_defiant
			days = 270
		}
		add_equipment_to_stockpile = {
			type = infantry_equipment_0
			amount = 2000
			producer = INS
		}
		add_war_support = 0.2
		INS_re_add_to_old_faction = yes
		INS_clear_limited_war_variables = yes
	}
}
### Entity: Military Industrial Organization
Component: VEN_medium_tank_designer_organization
Constructs: production_bonus
Source: game
File: common/military_industrial_organization/organizations/VEN_organization.txt

Code:
VEN_medium_tank_designer_organization = {
	name = VEN_medium_tank_designer
	include = generic_medium_tank_organization
	icon = GFX_idea_generic_tank_manufacturer_3
	allowed = {
		original_tag = VEN
	}
	initial_trait = {
		name = generic_mio_initial_trait_medium_tank_designer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
	}
}
### Entity: AI Strategy
Component: German_historical
Constructs: has_completed_focus, has_war, has_government, has_war_with, has_country_flag, is_major, is_historical_focus_on, has_dlc
Source: game
File: common/ai_strategy_plans/GER_historical_strategy_plan.txt

Code:
German_historical = {
	name = German historical plan
	desc = Essentially historical behaviour for Germany
	allowed = {
		original_tag = GER
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				OR = {
					NOT = {
						has_dlc = Waking the Tiger
					}
					has_game_rule = {
						rule = GER_ai_behavior
						option = DEFAULT
					}
				}
			}
			has_country_flag = GER_AI_RANDOM_FASCIST
			has_game_rule = {
				rule = GER_ai_behavior
				option = FASCIST
			}
		}
	}
	abort = {
		OR = {
			SWE = {
				has_government = communism
			}
			SOV = {
				NOT = {
					has_government = communism
				}
			}
			ENG = {
				NOT = {
					has_government = democratic
				}
			}
			any_country_with_original_tag = {
				original_tag_to_check = HUN
				has_completed_focus = HUN_invite_the_habsburg_prince
			} {
				original_tag_to_check = FRA
				OR = {
					has_completed_focus = FRA_utilize_the_leagues FRA_invite_communist_ministers FRA_leftist_rhetoric FRA_right_wing_rhetoric
				}
			} {
				original_tag_to_check = USA
				OR = {
					has_completed_focus = USA_war_plan_red USA_war_plan_white
				}
			}
			AND = {
				OR = {
					has_completed_focus = GER_anschluss
					AUS = {
						is_subject_of = CZE
					}
					CZE = {
						has_war = no
						has_full_control_of_state = 4 152 153 848 975
					}
				}
				CZE = {
					OR = {
						is_in_faction = yes
						AND = {
							is_major = yes
							has_completed_focus = CZE_appeal_to_the_castle
						} {
							is_major = yes
							has_completed_focus = CZE_form_a_federation
						} {
							is_major = yes
							has_completed_focus = CZE_expand_the_communist_press
						}
					}
					NOT = {
						has_war_with = ROOT
						is_subject_of = ROOT
					}
				}
			}
			is_subject = yes
			has_government = democratic communism
		}
	}
	ai_national_focuses = {
		GER_the_triumphant_will GER_the_four_year_plan GER_remilitarize_the_rhineland GER_construct_the_reichsautobahn GER_autarky_efforts GER_institute_price_controls GER_fuhrerprinzip GER_party_chancellor_bormann GER_accelerate_the_rearmament_program GER_kdf_wagen_factories GER_develop_modern_maneuver_warfare GER_anti_comintern_pact GER_adopt_new_panzer_doctrine GER_coal_liquefaction GER_ascension_of_todt GER_fortify_the_vaterland GER_expanding_the_luftwaffe GER_establish_the_reichswerke GER_establish_production_targets GER_ascension_of_goebbels GER_advanced_pan
# ... (truncated)
### Entity: Scripted Trigger
Component: check_for_warlord_7_left
Constructs: has_country_flag, check_for_warlord_7_left, is_warlords, is_in_faction_with
Source: game
File: common/scripted_triggers/r56_scripted_triggers.txt

Code:
check_for_warlord_7_left = {
	count_triggers = {
		amount = 7
		CHI = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		SHX = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		SIC = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		XIC = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		GDC = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		HBC = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		SND = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		GXC = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		YUN = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		XSM = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		KHM = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: ROM_galati_shipyard_organization
Constructs: has_completed_focus, has_dlc, production_bonus, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/ROM_organization.txt

Code:
ROM_galati_shipyard_organization = {
	include = generic_raider_ship_organization
	icon = GFX_idea_generic_coastal_navy
	allowed = {
		tag = ROM
		has_dlc = Death or Dishonor
	}
	available = {
		FROM = {
			has_completed_focus = ROM_coastal_defense_navy
		}
	}
	initial_trait = {
		name = ROM_mio_trait_coastal_defense_production
		limit_to_equipment_type = {
			mio_cat_eq_all_cruiser
		}
		production_bonus = {
			production_cost_factor = -0.05
		}
		equipment_bonus = {
			lg_attack = 0.05
			naval_range = -0.1
		}
	}
}
### Entity: Country History
Country: ARG
Component: ARG_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/ARG - Argentina.txt

Code:
# Politics & Parties for ARG
set_politics = {
	ruling_party = neutrality
	last_election = 1931.11.8
	election_frequency = 72
	elections_allowed = yes
}
set_popularities = {
	democratic = 25
	fascism = 20
	communism = 25
	neutrality = 30
}
### Entity: AI Strategy
Component: EAI_JAP_china_PREPARE_warlords
Constructs: has_war_with, is_historical_focus_on, has_global_flag, declare_war
Source: game
File: common/ai_strategy/JAP_EAI.txt

Code:
EAI_JAP_china_PREPARE_warlords = {
	allowed = {
		tag = JAP
	}
	enable = {
		is_historical_focus_on = yes
		has_global_flag = EAI_JAP_blitz_china_1000d
		has_war_with = CHI
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = declare_war
		id = SND
		value = 100
	} {
		type = declare_war
		id = HBC
		value = 100
	} {
		type = declare_war
		id = SHX
		value = 100
	} {
		type = declare_war
		id = PRC
		value = 100
	} {
		type = declare_war
		id = NXM
		value = 100
	} {
		type = declare_war
		id = GSM
		value = 100
	} {
		type = declare_war
		id = KHM
		value = 100
	} {
		type = declare_war
		id = XSM
		value = 100
	} {
		type = declare_war
		id = SIC
		value = 100
	} {
		type = declare_war
		id = XIC
		value = 100
	} {
		type = declare_war
		id = GDC
		value = 100
	} {
		type = declare_war
		id = GXC
		value = 100
	} {
		type = declare_war
		id = YUN
		value = 100
	}
}