Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Effect Reference
Construct: every_character
Constructs: limit, every_character, random_select_amount, every_unit_leader
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## every_character

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Executes children effects on every Character (or \"random_select_amount\" of random character if specified) of the country in scope, that fulfills the \"limit\" trigger.
tooltip=key can be added to override tooltip title.
By default the effects are only displayed once, you may display them for each matching character with display_individual_scopes.
ex: GER = {
  every_unit_leader = {
	tooltip = my_loc_key # Optional
	random_select_amount = 3 # Optional
	include_invisible = yes # Optional - default = no
    display_individual_scopes = yes # Optional - default = no
    ... character scope effects ...
  }
}
```
### Entity: National Focus
Tree: bel_focus
Component: BEL_benelux_tech_sharing_group
Constructs: prerequisite, limit, random_country, completion_reward, is_faction_leader, is_in_faction_with, add_to_tech_sharing_group
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_benelux_tech_sharing_group
	icon = GFX_goal_tfv_generic_tech_sharing
	available = {
		OR = {
			BEL = {
				is_faction_leader = yes
			}
			HOL = {
				is_faction_leader = yes
			}
		}
		is_in_faction_with = HOL
	}
	bypass = {

	}
	prerequisite = {
		focus = BEL_benelux_faction
	}
	relative_position_id = BEL_benelux_faction
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		base = 10
	}
	completion_reward = {
		add_to_tech_sharing_group = benelux_research
		random_country = {
			limit = {
				original_tag = HOL
				is_in_faction_with = BEL
			}
			add_to_tech_sharing_group = benelux_research
		} {
			limit = {
				original_tag = LUX
				is_in_faction_with = BEL
			}
			add_to_tech_sharing_group = benelux_research
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_vinland
Constructs: prerequisite, completion_reward, add_claim_by
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_vinland
	icon = GFX_focus_ICE_vinland
	prerequisite = {
		focus = ICE_reclaiming_the_empire
	} {
		focus = ICE_securing_the_north_sea_passage
	}
	x = 0
	y = 1
	relative_position_id = ICE_reclaiming_the_empire
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		331 = {
			add_claim_by = ROOT
		}
		730 = {
			add_claim_by = ROOT
		}
		332 = {
			add_claim_by = ROOT
		}
		860 = {
			add_claim_by = ROOT
		}
	}
}
### Entity: Idea
Component: tage_15
Constructs: has_war, removal_cost, has_idea, has_war_support, has_manpower, conscription_factor, cancel_if_invalid
Source: game
File: common/ideas/tmodern_minimum_age.txt

Code:
tage_15 = {
	removal_cost = -1
	level = 3
	available = {
		NOT = {
			has_idea = disarmed_nation
		} {
			has_idea = volunteer_only
		} {
			has_idea = limited_conscription
		} {
			has_idea = extensive_conscription
		}
		AND = {
			has_war = yes
			surrender_progress = > 0.25
			has_war_support = > 0.6
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			has_manpower = < 0
			surrender_progress = > 0.45
			factor = 40
		}
	}
	modifier = {
		training_time_army_factor = 0.1
		conscription_factor = 0.2
	}
	cancel_if_invalid = no
}
### Entity: Event
Component: belgium.27
Constructs: is_triggered_only, create_country_leader, limit, add_ideas, remove_ideas, add_stability, fire_only_once, add_political_power
Source: game
File: events/BEL_events.txt

Code:
country_event = {
	id = belgium.27
	title = belgium.27.t
	desc = belgium.27.d
	picture = GFX_report_event_belgium_war
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = belgium.27.a
		add_political_power = 50
		add_stability = 0.05
		add_ideas = BEL_national_union
		if = {
			limit = {
				has_idea = BEL_peacetime_national_union
			}
			remove_ideas = BEL_peacetime_national_union
		}
		create_country_leader = {
			name = Hubert Pierlot
			desc = POLITICS_HUBERT_PIERLOT_DESC
			picture = Portrait_Belgium_Hubert_Pierlot.dds
			expire = 1965.1.1
			ideology = conservatism
			traits = {
				tenacious_negotiator devouted_anti_fascist
			}
		}
	}
}
### Entity: Character
Component: LAO_kou_voravong
Source: game
File: common/characters/LAO.txt

Code:
LAO_kou_voravong = {
	name = LAO_kou_voravong
	portraits = {
		civilian = {
			large = GFX_portrait_Kou_Voragong
		}
	}
	country_leader = {
		ideology = conservatism
		traits = {
			champion_of_the_lao_issara
		}
		expire = 1960.1.1.1
		id = -1
	}
}
### Entity: Event
Component: LIT_events.302
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/NSB_Lithuania.txt

Code:
country_event = {
	id = LIT_events.302
	title = LIT_events.103.t
	desc = LIT_events.302.d
	picture = GFX_report_event_generic_rally2
	is_triggered_only = yes
	option = {
		name = LIT_events.302.a
		add_opinion_modifier = {
			target = POL
			modifier = refused_to_give_vilnius_opinion
		}
		reverse_add_opinion_modifier = {
			target = POL
			modifier = refused_to_give_vilnius_opinion
		}
	}
}
### Entity: Faction
Component: manpower_contribution_high
Constructs: has_war_with, has_faction_military_unlocked, set_faction_member_upgrade_min
Source: game
File: common/factions/rules/manpower_contribution_rule.txt

Code:
manpower_contribution_high = {
	type = contribution_rule
	ai_will_do = {
		base = 0
		modifier = {
			add = 2
			OR = {
				has_war_with = JAP GER SOV
			}
		}
	}
	available = {
		has_faction_military_unlocked = yes
	}
	effect = {
		set_faction_member_upgrade_min = {
			upgrade = faction_manpower_sharing3
		}
	}
}
### Entity: Scripted Trigger
Component: prince_state_enable
Constructs: is_owned_by
Source: game
File: common/scripted_triggers/r56_indian_provincial_election_triggers.txt

Code:
prince_state_enable = {
	is_owned_by = RAJ
	OR = {
		state = 427 441 425 444 437 433 428 1013
	}
}
### Entity: Idea
Component: LIE_czech_volunteers_idea
Source: game
File: common/ideas/liechtenstein.txt

Code:
LIE_czech_volunteers_idea = {
	name = LIE_czech_volunteers
	picture = CZKE_officers_idea
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		conscription = 0.02
		army_morale_factor = 0.1
	}
}
### Entity: Character
Component: FIN_torsti_verkkola
Source: game
File: common/characters/FIN.txt

Code:
FIN_torsti_verkkola = {
	name = FIN_torsti_verkkola
	portraits = {
		army = {
			small = GFX_portrait_FIN_torsti_verkkola_small
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = FIN_torsti_verkkola
		ledger = navy
		allowed = {
			original_tag = FIN
		}
		traits = {
			air_warfare_theorist
		}
	}
}
### Entity: Country History
Country: MOL
Component: MOL_technology
Constructs: set_technology
Source: game
File: history/countries/MOL - Moldova.txt

Code:
# Starting Technologies for MOL
set_technology = {
	infantry_weapons = 1
}
### Entity: Character
Component: COL_salvador_tiaga_gonzalez
Source: game
File: common/characters/COL.txt

Code:
COL_salvador_tiaga_gonzalez = {
	advisor = {
		slot = navy_chief
		idea_token = COL_salvador_tiaga_gonzalez
		allowed = {
			original_tag = COL
		}
		traits = {
			navy_chief_maneuver_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Salvador Tiaga Gonzalez
	portraits = {
		army = {
			small = GFX_idea_generic_navy_south_america_3
		}
	}
}
### Entity: Idea
Component: EAI_DD_12/light_tank_amphibious_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_12/light_tank_amphibious_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_amphibious_chassis = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_the_pontic_redoubt
Constructs: prerequisite, limit, owns_state, completion_reward, is_controlled_by, add_building_construction
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_the_pontic_redoubt
	icon = GFX_goal_generic_fortify_city
	prerequisite = {
		focus = TUR_the_sun_language_theory TUR_variant_turkish_tax_focus TUR_restack_the_officer_corps
	}
	available = {
		owns_state = 354 800 353
	}
	x = 0
	y = 2
	relative_position_id = TUR_the_sun_language_theory
	cost = 5
	ai_will_do = {
		base = 10
	}
	bypass = {
		NOT = {
			owns_state = 354 800 353
		}
	}
	search_filters = {
		FOCUS_FILTER_TUR_TRADITIONALISM FOCUS_FILTER_TUR_KEMALISM
	}
	completion_reward = {
		354 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				custom_effect_tooltip = TUR_pontic_redoubt_trabzon_tt
				hidden_effect = {
					add_building_construction = {
						type = bunker
						level = 2
						province = 11753
						instant_build = yes
					} {
						type = bunker
						level = 2
						province = 3714
						instant_build = yes
					} {
						type = bunker
						level = 3
						province = 6976
						instant_build = yes
					}
				}
			}
		} {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				custom_effect_tooltip = TUR_pontic_redoubt_erzurum_tt
				hidden_effect = {
					add_building_construction = {
						type = bunker
						level = 3
						province = 11853
						instant_build = yes
					}
				}
			}
		}
		800 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				custom_effect_tooltip = TUR_pontic_redoubt_van_tt
				hidden_effect = {
					add_building_construction = {
						type = bunker
						level = 2
						province = 652
						instant_build = yes
					} {
						type = bunker
						level = 2
						province = 12376
						instant_build = yes
					} {
						type = bunker
						level = 2
						province = 4583
						instant_build = yes
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_mil_facs
Constructs: prerequisite, has_war, limit, completion_reward, random_core_state, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_mil_facs
	icon = GFX_goal_generic_construct_mil_factory
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 10
			has_war = yes
		}
	}
	prerequisite = {
		focus = ICE_recycling_programs
	} {
		focus = ICE_end_neutrality
	}
	x = 6
	y = 4
	completion_reward = {
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: falangist_industrialist
Constructs: fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
falangist_industrialist = {
	random = no
	sprite = 13
	fascism_drift = 0.05
	production_speed_industrial_complex_factor = 0.1
	production_speed_infrastructure_factor = 0.1
	production_speed_rail_way_factor = 0.1
	production_speed_synthetic_refinery_factor = 0.1
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_invest_in_shipping
Constructs: add_equipment_to_stockpile, prerequisite, has_war, limit, completion_reward, set_technology, random_state, is_owned_and_controlled_by
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_invest_in_shipping
	icon = GFX_focus_POL_develop_polish_shipbuilding
	relative_position_id = CHL_expand_the_naval_arsenal
	x = 1
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_expand_the_naval_arsenal
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1.5
		modifier = {
			factor = 2
			has_war = yes
		}
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		random_state = {
			limit = {
				is_owned_and_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_skip_one_line_tt CHL_skip_one_line_tt available_industrial_concern
		add_equipment_to_stockpile = {
			type = convoy
			amount = 25
			producer = ROOT
		}
		IF = {
			limit = {
				NOT = {
					has_tech = mtg_landing_craft
				}
				has_dlc = Man the Guns
			}
			set_technology = {
				mtg_landing_craft = 1
			}
		}
		show_ideas_tooltip = CHL_compania_sudamerica_vapores
	}
}
### Entity: Event
Component: wtt_political_warlord_support.14
Constructs: is_triggered_only
Source: game
File: events/WTT_china_political_power_struggle.txt

Code:
country_event = {
	id = wtt_political_warlord_support.14
	title = wtt_political_warlord_support.14.t
	desc = wtt_political_warlord_support.14.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = wtt_political_warlord_support.14.a
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_subsidize_kapsch
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_subsidize_kapsch
	icon = GFX_focus_AUS_invest_in_kapsch
	relative_position_id = AUS_strabag_construction
	x = 9
	y = 1
	prerequisite = {
		focus = AUS_strabag_construction
	}
	cost = 5
	completion_reward = {
		custom_effect_tooltip = available_industrial_concern
		show_ideas_tooltip = AUS_kapsch
		add_tech_bonus = {
			name = AUS_subsidize_kapsch
			category = electronics
			bonus = 1
			uses = 1
		}
	}
}
### Entity: Modifier Reference
Component: SHX_three_principles_of_the_nation
Constructs: research_speed_factor, has_government, army_attack_factor, remove_trigger, conscription_factor
Source: game
File: common/dynamic_modifiers/r56_china_and_co_dm.txt

Code:
SHX_three_principles_of_the_nation = {
	remove_trigger = {
		NOT = {
			has_government = fascism
		}
	}
	enable = {
		always = yes
	}
	icon = GFX_idea_EST_vaps_3
	political_power_factor = SHX_tp_pp
	conscription_factor = SHX_tp_rp
	command_power_gain_mult = SHX_tp_cp
	army_attack_factor = SHX_tp_aa
	army_core_attack_factor = SHX_tp_ca
	army_core_defence_factor = SHX_tp_cd
	research_speed_factor = SHX_tp_rs
	local_resources_factor = SHX_tp_re
}
### Entity: Idea
Component: bra_antropofagia_neu_3
Constructs: stability_factor, war_support_factor, has_government, is_subject, is_puppet, removal_cost, autonomy_gain, guarantee_cost
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_antropofagia_neu_3 = {
	allowed = {
		original_tag = BRA
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_reserve_divisions
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
		NOT = {
			has_government = neutrality
		}
	}
	removal_cost = -1
	modifier = {
		non_core_manpower = 0.05
		trade_opinion_factor = 0.2
		min_export = 0.05
		foreign_subversive_activites = -0.75
		autonomy_gain = 1
		opinion_gain_monthly_factor = 0.2
		ai_focus_aggressive_factor = -0.2
		ai_get_ally_desire_factor = -10
		ai_call_ally_desire_factor = -10
		ai_join_ally_desire_factor = -10
		war_support_factor = -0.1
		guarantee_cost = 1
		generate_wargoal_tension = 0.25
		subjects_autonomy_gain = -0.2
		opinion_gain_monthly_same_ideology_factor = -0.1
		neutrality_drift = 0.1
		stability_factor = 0.05
		lend_lease_tension = -0.2
		political_power_factor = 0.25
		conscription = 0.02
		training_time_factor = -0.05
		army_org = 7
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_begin_election_campaigns
Constructs: prerequisite, limit, has_country_flag, completion_reward, set_variable, random_hours, random_days
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_begin_election_campaigns
	icon = GFX_goal_generic_election
	relative_position_id = AUS_look_west
	x = -5
	y = 2
	prerequisite = {
		focus = AUS_repeal_party_ban
	} {
		focus = AUS_disband_paramilitaries
	} {
		focus = AUS_reorganize_the_right
	} {
		focus = AUS_crack_down_nazis
	}
	mutually_exclusive = {
		focus = AUS_moderate_restoration
	}
	select_effect = {
		if = {
			limit = {
				has_country_flag = AUS_bauer_treated
			}
			set_variable = {
				AUS_sdapo_pop = 1
			}
		}
		else = {
			set_variable = {
				AUS_sdapo_pop = 0
			}
		}
		set_variable = {
			AUS_cs_pop = 0
		}
		country_event = {
			id = austria.19
			days = 10
			random_hours = 24
		}
		hidden_effect = {
			country_event = {
				id = austria.48
				days = 20
				random_days = 2
				random_hours = 24
			}
		}
	}
	cost = 10
	completion_reward = {
		custom_effect_tooltip = AUS_election_campaigns_tt
		hidden_effect = {
			hold_election = ROOT
		}
		country_event = austria.47
	}
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_New_Artillery_Foundries
Constructs: prerequisite, completion_reward, add_offsite_building, add_tech_bonus
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_New_Artillery_Foundries
	icon = GFX_goal_generic_army_artillery2
	cost = 10
	prerequisite = {
		focus = PAK_Reform_the_Army
	}
	x = 42
	y = 2
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_offsite_building = {
			type = arms_factory
			level = 1
		}
		add_tech_bonus = {
			name = PAK_New_Artillery_Foundries
			uses = 1
			bonus = 0.5
			category = artillery
		}
	}
}
### Entity: Event
Component: GOE_RAJ_news.2
Constructs: is_triggered_only
Source: game
File: events/GOE_Raj.txt

Code:
news_event = {
	id = GOE_RAJ_news.2
	title = GOE_RAJ_news.2.t
	desc = GOE_RAJ_news.2.desc
	picture = GFX_news_event_021
	major = no
	is_triggered_only = yes
	option = {
		name = GOE_RAJ_news.2.a
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_sharett_takes_over
Constructs: prerequisite, has_country_flag, completion_reward, retire_country_leader
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_sharett_takes_over
	icon = GFX_goal_ISR_sharett
	relative_position_id = ISR_the_ageing_father
	x = 3
	y = 1
	prerequisite = {
		focus = ISR_the_ageing_father
	}
	mutually_exclusive = {
		focus = ISR_ben_gurion_stays
	}
	available = {
		has_country_flag = ISR_ben_gurion_resigned
	}
	cost = 5
	completion_reward = {
		effect_tooltip = {
			retire_country_leader = yes
		}
		promote_character = ISR_moshe_sharett
	}
}
### Entity: Idea
Component: EAI_DD_20/medium_plane_scout_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_20/medium_plane_scout_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_scout_plane_airframe = {
			build_cost_ic = -0.2
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_establish_tehran_armor
Constructs: prerequisite, limit, completion_reward, has_dlc, add_mio_size
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_establish_tehran_armor
	icon = GFX_focus_PER_establish_tehran_armor
	prerequisite = {
		focus = PER_reverse_engineer_tanks
	}
	x = 0
	y = 1
	relative_position_id = PER_reverse_engineer_tanks
	cost = 10
	ai_will_do = {
		factor = 15
	}
	search_filters = {

	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = PER_tehran_armor_organization
			mio:PER_tehran_armor_organization = {
				add_mio_size = 2
			}
		}
		ELSE = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = PER_tehran_armor_manufacturer
		}
	}
}
### Entity: Misc Config
Component: countries_asia
Constructs: limit, is_on_continent
Source: game
File: common/collections/collections.txt

Code:
countries_asia = {
	input = game:all_countries
	name = COLLECTION_COUNTRIES_ASIA
	operators = {
		limit = {
			capital_scope = {
				is_on_continent = asia
			}
		}
	}
}
### Entity: Modifier Reference
Component: SWI_swiss_gold_market
Constructs: research_speed_factor, production_speed_buildings_factor
Source: game
File: common/dynamic_modifiers/bba_dynamic_modifiers.txt

Code:
SWI_swiss_gold_market = {
	enable = {
		always = yes
	}
	icon = GFX_idea_SPR_seize_the_gold_reserves
	consumer_goods_factor = SWI_gold_trade_consumer_goods_factor
	production_speed_buildings_factor = SWI_gold_trade_building_speed_factor
	research_speed_factor = SWI_gold_trade_research_speed_factor
	production_lack_of_resource_penalty_factor = SWI_gold_trade_lack_of_resource_penalty_factor
	production_factory_max_efficiency_factor = SWI_gold_trade_factory_max_efficiency_factor
}
### Entity: Achievement
Component: battlecry
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, is_owned_by, is_core_of
Source: game
File: common/achievements.txt

Code:
battlecry = {
	id = 65
	possible = {
		OR = {
			tag = GXC YUN SHX XSM SIK KHM NXM GSM SIC GDC XIC SND HBC KUM
		}
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = battlecry_tt
			all_state = {
				OR = {
					is_owned_by = ROOT
					AND = {
						NOT = {
							is_core_of = CHI
						} {
							is_core_of = MAN
						} {
							is_core_of = JAP
						}
					}
					state = 728 729 326
				}
			}
		}
	}
}
### Entity: National Focus
Tree: sik_focus
Component: SIK_rejoin_the_central_government
Constructs: prerequisite, limit, has_war_with, completion_reward, is_historical_focus_on, is_subject, cancel_if_invalid, set_politics
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = SIK_rejoin_the_central_government
	icon = GFX_focus_CHI_lay_the_foundation_for_a_united_china
	x = -2
	y = 1
	cost = 10
	prerequisite = {
		focus = SIK_king_of_sinkiang
	}
	relative_position_id = SIK_king_of_sinkiang
	mutually_exclusive = {
		focus = SIK_reestablish_the_guominjun SIK_reaffirm_soviet_connections
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 15
			SOV = {
				surrender_progress = > 0.6
			}
		} {
			add = 10
			is_historical_focus_on = yes
			date = > 1943.1.1
		}
	}
	available = {
		is_subject = no
		CHI = {
			exists = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {

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

	}
	completion_reward = {
		set_politics = {
			ruling_party = neutrality
			elections_allowed = no
		}
		add_popularity = {
			ideology = neutrality
			popularity = 0.7
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		hidden_effect = {
			IF = {
				limit = {
					SIK_sheng_shicai = {
						has_ideology = despotism
					}
				}
				promote_character = {
					character = SIK_sheng_shicai
					ideology = despotism
				}
				SIK_sheng_shicai = {
					add_country_leader_trait = {
						ideology = despotism
						trait = SIK_the_king_of_sinkiang
					} {
						ideology = despotism
						trait = SIK_socialist_revolutionary_in_name
					}
				}
			}
		}
		SIK_sheng_shicai = {
			add_country_leader_role = {
				character = SIK_sheng_shicai
				country_leader = {
					expire = 1965.1.1
					ideology = despotism
					traits = {
						SIK_the_king_of_sinkiang SIK_socialist_revolutionary_in_name
					}
				}
				promote_leader = yes
			}
		}
		set_cosmetic_tag = SIK_kmt
		IF = {
			limit = {
				is_in_faction = yes
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_faction_influence_ratio = 0.05
		} {
			limit = {
				SOV = {
					has_resources_rights = {
						state = 618
						resources = {
							oil
						}
					}
				}
			}
			SOV = {
				remove_resource_rights = 618
			}
		}
	}
}