Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: EAI_JAP_china_PREPARE_SHX
Constructs: has_completed_focus, has_war_with, has_global_flag
Source: game
File: common/ai_strategy/JAP_EAI.txt

Code:
EAI_JAP_china_PREPARE_SHX = {
	allowed = {
		tag = JAP
	}
	enable = {
		OR = {
			has_global_flag = {
				flag = EAI_JAP_blitz_china_1000d
				days = < 90
			}
			AND = {
				focus_progress = {
					focus = JAP_reinforce_the_beijing_garrison
					progress = > 0
				}
				NOT = {
					has_completed_focus = JAP_reinforce_the_beijing_garrison
				}
			}
		}
		NOT = {
			has_war_with = SHX
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = conquer
		id = SHX
		value = 100
	}
}
### Entity: National Focus
Tree: sic_focus
Component: SIC_drive_out_the_japanese
Constructs: prerequisite, has_war_with, completion_reward, is_subject, cancel_if_invalid, add_to_variable, add_timed_idea
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = SIC_drive_out_the_japanese
	icon = GFX_focus_CHI_prepare_war_zones
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = SIC_anti_communism
	}
	relative_position_id = SIC_anti_communism
	ai_will_do = {
		base = 1
	}
	available = {
		is_subject = no
		has_war_with = JAP
	}
	bypass = {

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

	}
	completion_reward = {
		custom_effect_tooltip = SIC_modify_sichuan_clique_modifier_tt generic_skip_one_line_tt
		add_to_variable = {
			SIC_sichuan_clique_surrender_limit = 0.1
			tooltip = surrender_limit_tt
		} {
			SIC_sichuan_clique_war_support_factor = 0.1
			tooltip = war_support_factor_tt
		} {
			SIC_sichuan_clique_recruitable_population_factor = 0.1
			tooltip = recruitable_population_factor_tt
		}
		add_timed_idea = {
			idea = SIC_drive_out_the_japanese_idea
			days = 365
		}
	}
}
### Entity: Character
Component: elected_regency_council_pro_allies
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
elected_regency_council_pro_allies = {
	random = no
	political_power_factor = 0.05
	stability_factor = 0.1
	political_advisor_cost_factor = -0.1
	democratic_acceptance = 50
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_empower_military
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_war_with, completion_reward, is_subject_of, has_game_rule
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_empower_military
	icon = GFX_goal_generic_army_professionalism
	x = -7
	y = 1
	prerequisite = {
		focus = PAL_victory_through_pride
	}
	mutually_exclusive = {
		focus = PAL_peoples_movement
	}
	available = {
		NOT = {
			has_war_with = ISR
		} {
			is_subject_of = EGY
		}
	}
	offset = {
		x = 21
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PAL_fawzi
		}
	} {
		x = -14
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PAL_empower_military
		}
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				OR = {
					has_completed_focus = PAL_peoples_movement PAL_abdulqadir
				}
			}
		}
	} {

	}
	cost = 5
	relative_position_id = PAL_victory_through_pride
	completion_reward = {
		mark_focus_tree_layout_dirty = yes
		custom_effect_tooltip = PAL_empower_military_tt
		add_ideas = PAL_slight_military_power_idea
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 1000
			has_game_rule = {
				rule = PAL_AI_BEHAVIOR
				option = PAL_FAWZI
			}
		} {
			factor = 1000
			has_game_rule = {
				rule = PAL_AI_BEHAVIOR
				option = PAL_GOLANI
			}
		}
	}
}
### Entity: Character
Component: RWA_pot
Source: game
File: common/characters/RWA.txt

Code:
RWA_pot = {
	advisor = {
		slot = political_advisor
		idea_token = RWA_pot
		allowed = {
			original_tag = RWA
		}
		traits = {
			prince_of_terror
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_2
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_pacify_the_sudanese
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_pacify_the_sudanese
	icon = GFX_goal_generic_attack_sudan
	relative_position_id = EGY_solidify_british_ties
	x = 0
	y = 2
	cost = 5
	available = {
		any_controlled_state = {
			EGY_has_sudanese_separatism = yes
		}
	}
	prerequisite = {
		focus = EGY_continue_the_status_quo EGY_egypts_place_in_the_empire EGY_empower_govenor_general
	}
	search_filters = {
		FOCUS_FILTER_EGY_SUDANESE_SEPARATISM
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		custom_effect_tooltip = EGY_pacify_the_sudanese_tt
	}
}
### Entity: Character
Component: AUS_minister_of_agriculture
Constructs: production_speed_buildings_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
AUS_minister_of_agriculture = {
	sprite = 13
	random = no
	consumer_goods_factor = -0.05
	min_export = -0.05
	production_speed_buildings_factor = 0.05
}
### Entity: National Focus
Tree: mon_focus
Component: MON_develop_mongolia_proper
Constructs: prerequisite, limit, completion_reward, has_idea, is_subject_of, every_state, set_state_flag, add_dynamic_modifier
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_develop_mongolia_proper
	icon = GFX_goal_generic_construction3
	x = -1
	y = 1
	cost = 8
	relative_position_id = MON_modernize_transportation_system
	prerequisite = {
		focus = MON_modernize_transportation_system
	}
	available_if_capitulated = yes
	available = {
		NOT = {
			has_idea = Mongolbank_bankrupt
		}
		OR = {
			ROOT = {
				controls_state = 820 817
			}
			any_other_country = {
				is_subject_of = ROOT
				OR = {
					controls_state = 820 817
				}
			}
		}
	}
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		820 = {
			r56_state_category_level_up = yes
		}
		817 = {
			r56_state_category_level_up = yes
		}
		every_state = {
			limit = {
				OR = {
					state = 820 817
				}
			}
			set_state_flag = MON_invested_into_state
			add_dynamic_modifier = {
				modifier = r56_local_development
			}
		}
		MON_mongol_bank_funds_decrease = yes
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Country History
Country: KOR
Component: KOR_characters
Constructs: recruit_character
Source: game
File: history/countries/KOR - Korea.txt

Code:
# Leaders & Characters for KOR
recruit_character = KOR_jiro_minami KOR_syngman_rhee KOR_lyuh_woon_hyung KOR_yi_kang KOR_kim_il_sung KOR_yi_un KOR_choe_hyon KOR_pak_hon_yong
### Entity: Operation
Component: operation_steal_tech_army
Constructs: has_war, limit, has_war_with, has_operation_token, operation_cost, has_dlc, remove_operation_token, random_list
Source: game
File: common/operations/00_operations.txt

Code:
operation_steal_tech_army = {
	icon = GFX_operations_steal_blueprints
	map_icon = GFX_operations_steal_blueprints_map
	name = operation_steal_tech_army
	desc = operation_steal_tech_army_desc
	priority = 16
	days = 120
	network_strength = 50
	operatives = 3
	cost_multiplier = 0.05
	visible = {
		num_of_operatives = > 1
		network_national_coverage = {
			target = FROM
			value = > 0
		}
		has_operation_token = {
			tag = FROM
			token = token_army
		}
	}
	equipment = {

	}
	required_tokens = {
		token_army
	}
	risk_chance = 0.2
	experience = 2
	risk_modifiers = {
		operation_steal_tech_risk operation_risk
	}
	outcome_extra_chance = 0.25
	outcome_modifiers = {
		operation_steal_tech_outcome operation_outcome
	}
	cost_modifiers = {
		operation_cost
	}
	outcome_execute = {
		if = {
			limit = {
				NOT = {
					has_dlc = No Step Back
				}
			}
			ROOT = {
				steal_random_tech_bonus = {
					folder = armour_folder artillery_folder infantry_folder support_folder
					bonus = 3.0
					dynamic = yes
					instant = yes
					name = operation_steal_tech_army
					target = FROM
					uses = 1
				}
				remove_operation_token = {
					tag = FROM
					token = token_army
				}
			}
		}
		else = {
			ROOT = {
				steal_random_tech_bonus = {
					folder = nsb_armour_folder artillery_folder infantry_folder support_folder
					bonus = 3.0
					dynamic = yes
					instant = yes
					name = operation_steal_tech_army
					target = FROM
					uses = 1
				}
				remove_operation_token = {
					tag = FROM
					token = token_army
				}
			}
		}
	}
	outcome_extra_execute = {
		random_list = {
			33 = {
				if = {
					limit = {
						FROM = {
							has_facility_specialization = specialization_land
						}
					}
					ROOT = {
						add_breakthrough_progress = {
							specialization = specialization_land
							value = 0.1
						}
					}
				} {
					limit = {
						NOT = {
							has_dlc = No Step Back
						}
					}
					ROOT = {
						steal_random_tech_bonus = {
							folder = armour_folder artillery_folder infantry_folder support_folder
							bonus = 3.0
							ahead_reduction = 2
							dynamic = yes
							instant = yes
							name = operation_steal_tech_army
							target = FROM
							uses = 1
						}
					}
				}
				else = {
					ROOT = {
						steal_random_tech_bonus = {
							folder = nsb_armour_folder artillery_folder infantry_folder support_folder
							bonus = 3.0
		
# ... (truncated)
### Entity: Joint Focus
Component: NORDIC_economic_union
Constructs: prerequisite, joint_focus, add_ideas, completion_reward, has_stability
Source: game
File: common/national_focus/nordic_shared.txt

Code:
joint_focus = {
	id = NORDIC_economic_union
	icon = GFX_goal_generic_positive_trade_relations
	prerequisite = {
		focus = NORDIC_political_cooperation
	}
	x = 1
	y = 1
	relative_position_id = NORDIC_political_cooperation
	cost = 10
	text_icon = NORDIC_focus_style
	available = {
		NORDIC_basic_available_trigger = yes
		has_stability = > 0.55
		num_of_civilian_factories = > 15
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	joint_trigger = {
		NORDIC_basic_joint_trigger = yes
	}
	completion_reward = {
		add_ideas = {
			NORDIC_economic_union_ns
		}
	}
}
### Entity: Character
Component: father_of_the_turks
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
father_of_the_turks = {
	random = no
	stability_factor = 0.3
	political_advisor_cost_factor = -0.3
	high_command_cost_factor = -0.3
	air_chief_cost_factor = -0.3
	army_chief_cost_factor = -0.3
	navy_chief_cost_factor = -0.3
	mobilization_laws_cost_factor = -0.25
	economy_cost_factor = -0.25
}
### Entity: Modifier Reference
Component: idea_RAJ_indian_railways
Constructs: stability_factor, industrial_capacity_factory
Source: game
File: common/dynamic_modifiers/GoE_dynamic_modifiers.txt

Code:
idea_RAJ_indian_railways = {
	icon = GFX_idea_ARG_invest_in_railways
	production_speed_rail_way_factor = RAJ_indian_railway_production_speed_rail_way_factor
	production_speed_supply_node_factor = RAJ_indian_railway_production_speed_supply_node_factor
	production_speed_infrastructure_factor = RAJ_indian_railway_production_speed_infrastructure_factor
	industrial_capacity_factory = RAJ_indian_railway_industrial_capacity_factory
	stability_factor = RAJ_indian_railway_stability_factor
}
### Entity: Idea
Component: idea_SIA_oss_special_forces_training
Constructs: removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_oss_special_forces_training = {
	picture = eng_special_air_service
	allowed_civil_war = {
		always = yes
	}
	allowed = {
		original_tag = SIA
	}
	removal_cost = -1
	modifier = {
		special_forces_attack_factor = 0.1
		special_forces_defence_factor = 0.1
		special_forces_cap = 0.05
		special_forces_training_time_factor = -0.2
	}
}
### Entity: Character
Component: SCO_awt
Source: game
File: common/characters/SCO.txt

Code:
SCO_awt = {
	advisor = {
		slot = theorist
		idea_token = SCO_awt
		ledger = air
		allowed = {
			original_tag = SCO
		}
		traits = {
			air_warfare_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_2
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_energy_independence
Constructs: prerequisite, limit, has_government, completion_reward, set_technology, has_tech, every_core_state, random_select_amount
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_energy_independence
	icon = GFX_goal_generic_oil_refinery
	prerequisite = {
		focus = AST_big_business_pact
	}
	relative_position_id = AST_big_business_pact
	x = 1
	y = 1
	cost = 5
	available = {
		has_government = fascism
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_tech = synth_oil_experiments
				}
			}
			set_technology = {
				synth_oil_experiments = 1
			}
		}
		every_core_state = {
			random_select_amount = 2
			limit = {
				is_fully_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = synthetic_refinery
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_tech_bonus = {
			name = AST_energy_independece
			bonus = 1
			uses = 2
			category = synth_resources
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: EAI_desperate_defense_10
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_desperate_defense_10 = {
	picture = air_war_plans_division_focus
	allowed = {
		always = no
	}
	modifier = {
		training_time_army_factor = -0.69
		industrial_capacity_dockyard = 0.5
		production_factory_efficiency_gain_factor = 1.0
	}
}
### Entity: Idea
Component: SLV_nccr
Source: game
File: common/ideas/slovenia.txt

Code:
SLV_nccr = {
	picture = generic_navy_europe_2
	allowed = {
		original_tag = SLV
	}
	traits = {
		navy_chief_commerce_raiding_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: israel.92
Constructs: is_triggered_only, limit, remove_ideas, add_stability, set_global_flag, set_demilitarized_zone, has_idea, clr_country_flag
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.92
	title = israel.92.t
	desc = israel.92.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = israel.92.a
		add_stability = 0.1
		set_global_flag = ISR_treaty_finish_suez_returned
		EGY = {
			diplomatic_relation = {
				country = ISR
				relation = non_aggression_pact
			}
		} {
			diplomatic_relation = {
				country = ISR
				relation = non_aggression_pact
			}
		}
		995 = {
			transfer_state_to = EGY
			set_demilitarized_zone = yes
		}
		453 = {
			set_demilitarized_zone = yes
		}
		if = {
			limit = {
				has_idea = ISR_suez_pressure_1
			}
			remove_ideas = ISR_suez_pressure_1
		}
		else_if = {
			limit = {
				has_idea = ISR_suez_pressure_2
			}
			remove_ideas = ISR_suez_pressure_2
		} {
			limit = {
				has_idea = ISR_suez_pressure_3
			}
			remove_ideas = ISR_suez_pressure_3
		} {
			limit = {
				has_idea = ISR_suez_pressure_4
			}
			remove_ideas = ISR_suez_pressure_4
		} {
			limit = {
				has_idea = ISR_suez_pressure_5
			}
			remove_ideas = ISR_suez_pressure_5
		}
		ISR = {
			clr_country_flag = ISR_egypt_blockaded_suez
		}
		news_event = {
			id = israel.99
			days = 1
			random_hours = 12
		}
		hidden_effect = {
			unlock_national_focus = EGY_stretch_out_the_hand
		}
	}
}
### Entity: State History
Component: 131
Constructs: add_core_of
Source: game
File: history/states/131-Northern England.txt

Code:
state = {
	id = 131
	name = STATE_131
	manpower = 2128860
	state_category = city
	resources = {
		steel = 18
		coal = 23
	}
	history = {
		owner = ENG
		add_core_of = ENG
		victory_points = {
			351 8
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 1
			dockyard = 4
			air_base = 6
			351 = {
				naval_base = 6
			}
		}
		1939.1.1 = {
			buildings = {
				dockyard = 5
				industrial_complex = 2
			}
		}
	}
	provinces = {
		351 11270 11299
	}
	local_supplies = 14.0
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_economic_reforms
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_economic_reforms
	icon = GFX_focus_usa_reestablish_the_gold_standard
	prerequisite = {
		focus = ITA_reorganize_the_party
	}
	relative_position_id = ITA_reorganize_the_party
	x = 2
	y = 1
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_to_variable = {
			ITA_iri_consumer_goods_factor = -0.05
		} {
			ITA_iri_production_speed_arms_factory_factor = 0.05
		} {
			ITA_iri_production_speed_industrial_complex_factor = 0.05
		}
		custom_effect_tooltip = ITA_economic_reforms_ricostruzione_industriale_tt
	}
}
### Entity: National Focus
Component: wuw_HUN_develop_the_weiss_wm_21_solyom
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_develop_the_weiss_wm_21_solyom
	icon = GFX_focus_generic_cas_aircraft
	prerequisite = {
		focus = wuw_HUN_expand_on_the_weiss_wm_16 wuw_HUN_the_matyasfold_fighter_factory
	}
	x = 1
	y = 1
	relative_position_id = wuw_HUN_the_matyasfold_fighter_factory
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = HUN_solyom_development
			bonus = 0.5
			uses = 1
			category = medium_air
		} {
			name = HUN_solyom_development
			bonus = 0.15
			uses = 3
			category = cat_air_bombs cat_air_engine
		}
	}
}
### Entity: Idea
Component: EAI_DD_4/super_heavy_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_4/super_heavy_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_aa_chassis = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Unit Template
Component: sub_units
Source: game
File: common/units/railway_gun.txt

Code:
sub_units = {
	railway_gun = {
		sprite = railway_gun
		map_icon_category = other
		priority = 1
		active = yes
		type = {
			railway_gun
		}
		need = {
			railway_gun_equipment = 1
		}
		weight = 1
		supply_consumption = 0.2
		max_strength = 2000
	}
	super_heavy_railway_gun = {
		sprite = super_heavy_railway_gun
		map_icon_category = other
		priority = 1
		active = yes
		type = {
			railway_gun
		}
		need = {
			super_heavy_railway_gun_equipment = 1
		}
		weight = 1
		supply_consumption = 0.5
		max_strength = 3500
	}
}
### Entity: Character
Component: FSM_tamashiro_shoei
Source: game
File: common/characters/FSM.txt

Code:
FSM_tamashiro_shoei = {
	advisor = {
		slot = political_advisor
		idea_token = FSM_tamashiro_shoei
		allowed = {
			original_tag = FSM
		}
		available = {

		}
		traits = {
			naw_business_owner
		}
		ai_will_do = {
			factor = 1
		}
	}
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_asia_2
		}
	}
	name = Tamashiro Shoei
}
### Entity: Music Config
Component: base_music/warriors_heart_march
Constructs: has_war_with, has_war
Source: game
File: music/ncns_songs.txt

Code:
music = {
	song = warriors_heart_march
	chance = {
		base = 1
		modifier = {
			factor = 0.05
			NOT = {
				original_tag = PHI
			}
		} {
			factor = 5
			original_tag = PHI
			has_war = yes
		} {
			factor = 10
			has_war_with = PHI
		}
	}
}
### Entity: Scripted Trigger
Component: GER_is_RKC_state
Source: game
File: common/scripted_triggers/GER_scripted_triggers.txt

Code:
GER_is_RKC_state = {
	OR = {
		state = 109 103 104 804 105 107 108 802 803 106 970 934 44 805 48 212 801 211 81 46 77 971 79 78 766 80
	}
}
### Entity: Idea
Component: prc_plan_for_decisive_battle
Constructs: army_defence_factor, army_attack_factor, removal_cost, planning_speed
Source: game
File: common/ideas/prc.txt

Code:
prc_plan_for_decisive_battle = {
	removal_cost = -1
	picture = FRA_army_of_aggression_focus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		army_attack_factor = 0.05
		army_defence_factor = 0.05
		army_org_factor = 0.05
		army_speed_factor = 0.05
		max_planning = 0.2
		planning_speed = 0.3
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_revitalize_the_nation
Constructs: prerequisite, limit, add_stability, completion_reward, has_civil_war, add_timed_idea, has_dynamic_modifier, add_to_variable
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_revitalize_the_nation
	icon = GFX_focus_generic_public_works
	prerequisite = {
		focus = GER_denazification_campaigns GER_rebuild_the_nation_ww
	}
	x = 1
	y = 1
	relative_position_id = GER_denazification_campaigns
	cost = 5
	available = {
		has_civil_war = no
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.05
		custom_effect_tooltip = GER_rebuild_the_nation_ww_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_timed_idea = {
			idea = GER_national_revitalization_ns
			days = 545
		}
		if = {
			limit = {
				has_dynamic_modifier = {
					modifier = GER_mefo_bills_modifier
				}
			}
			custom_effect_tooltip = GER_modify_mefo_bills_modifier_tt
			add_to_variable = {
				GER_industrial_consumer_goods_factor = -0.1
				tooltip = consumer_goods_factor_tt
			}
		}
		IF = {
			limit = {
				has_idea = GER_philipp_holzmann
			}
			swap_ideas = {
				remove_idea = GER_philipp_holzmann
				add_idea = GER_philipp_holzmann_improved
			}
		}
		ELSE = {
			effect_tooltip = {
				swap_ideas = {
					remove_idea = GER_philipp_holzmann
					add_idea = GER_philipp_holzmann_improved
				}
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ACommunist_China.png.html

Doc:
File

File history

File usage
No higher resolution available.
Communist_China.png &#8206;(135 × 90 pixels, file size: 596 bytes, MIME type: image/png)
### Entity: Event
Component: china.11
Constructs: is_triggered_only, add_political_power, add_manpower
Source: game
File: events/China.txt

Code:
country_event = {
	id = china.11
	title = china.11.t
	desc = china.11.d
	picture = GFX_report_event_chinese_soldiers_fighting
	is_triggered_only = yes
	option = {
		name = china.11.a
		add_political_power = -75
		add_manpower = -5000
	}
}
### Entity: Decision
Component: GER_the_fading_eagle_category
Constructs: has_government, is_subject_of
Source: game
File: common/decisions/categories/GER_decision_categories.txt

Code:
GER_the_fading_eagle_category = {
	icon = GFX_decision_category_ITA_missiolinis
	picture = GFX_decision_cat_picture_SWI_military_readiness_decisions
	priority = 6
	allowed = {
		original_tag = GER
	}
	visible = {
		has_government = fascism
		any_country_with_original_tag = {
			original_tag_to_check = ITA
			is_subject_of = ROOT
		}
	}
}
### Entity: Idea
Component: SWI_citizen_militia_1
Constructs: has_completed_focus, removal_cost
Source: game
File: common/ideas/_manpower.txt

Code:
SWI_citizen_militia_1 = {
	cost = 200
	picture = citizen_militia_1
	removal_cost = -1
	level = 6
	allowed = {
		always = no
	}
	allowed_to_remove = {
		has_completed_focus = SWI_professionalize_militias SWI_join_the_allies SWI_join_france SWI_jump_into_action
	}
	ai_will_do = {
		factor = 0
	}
	modifier = {
		conscription = 0.1
		custom_modifier_tooltip = SWI_army_limitations_TT
		ai_desired_divisions_factor = 1
	}
}