Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: JAP_kanji_ishiwara
Source: game
File: common/characters/JAP.txt

Code:
JAP_kanji_ishiwara = {
	name = JAP_kanji_ishiwara
	portraits = {
		army = {
			large = GFX_portrait_JAP_kanji_ishiwara
			small = GFX_portrait_JAP_kanji_ishiwara_small
		}
	}
	corps_commander = {
		traits = {
			JAP_samurai_lineage
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = 0
	}
}
### Entity: Military Industrial Organization
Component: MAN_mamc_medium_organization
Constructs: has_completed_focus, has_dlc
Source: game
File: common/military_industrial_organization/organizations/MAN_organization.txt

Code:
MAN_mamc_medium_organization = {
	include = generic_medium_aircraft_organization
	icon = GFX_idea_generic_air_manufacturer_1
	allowed = {
		original_tag = MAN
		has_dlc = Waking the Tiger
	}
	available = {
		owner = {
			custom_trigger_tooltip = {
				tooltip = MAN_has_completed_mamc_focus_tt
				OR = {
					has_completed_focus = MAN_mamc MAN_tsr_mamc
				}
			}
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_a_deal_with_germany
Constructs: has_completed_focus, prerequisite, completion_reward, has_civil_war, is_subject, has_capitulated, is_in_faction_with, add_state_claim
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_a_deal_with_germany
	icon = GFX_goal_NOR_orkney_shetland
	prerequisite = {
		focus = NOR_the_german_kaiserreich
	}
	mutually_exclusive = {
		focus = NOR_a_deal_with_britain
	} {
		focus = NOR_the_north_sea_deal
	}
	x = 2
	y = 4
	relative_position_id = NOR_the_european_policy
	cost = 5
	ai_will_do = {
		base = 10
	}
	available = {
		has_civil_war = no
		is_subject = no
		GER = {
			exists = yes
			has_civil_war = no
			NOT = {
				has_capitulated = yes
			}
			has_completed_focus = GER_oppose_hitler GER_rebuild_the_high_seas_fleet
			is_in_faction_with = ROOT
		}
	}
	completion_reward = {
		add_state_claim = 970 971
		custom_effect_tooltip = NOR_enable_german_naval_procurements_tt
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL
	}
}
### Entity: Scripted Trigger
Component: frloc_capital_a_d_audessusd
Constructs: is_capital
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_capital_a_d_audessusd = {
	is_capital = yes
	OR = {
		state = 318 526 629 645
	}
}
### Entity: Character
Component: PNG_aa2
Source: game
File: common/characters/PNG.txt

Code:
PNG_aa2 = {
	advisor = {
		slot = high_command
		idea_token = PNG_aa2
		ledger = army
		allowed = {
			original_tag = PNG
		}
		traits = {
			army_armored_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_2
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_mass_production
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/germany.txt

Code:
focus = {
	id = GER_mass_production
	icon = GFX_focus_generic_military_industry
	prerequisite = {
		focus = GER_wirtschaftswunder
	}
	x = -1
	y = 1
	relative_position_id = GER_wirtschaftswunder
	cost = 10
	available = {
		OR = {
			has_war = yes
			threat = > 0.15
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		GER_modify_industrial_modifier = yes
		add_to_variable = {
			GER_industrial_production_lack_of_resource_penalty_factor = -0.05
			tooltip = production_lack_of_resource_penalty_factor_tt
		} {
			GER_industrial_industrial_capacity_factory = 0.05
			tooltip = industrial_capacity_factory_tt
		} {
			GER_industrial_industrial_capacity_dockyard = 0.05
			tooltip = industrial_capacity_dockyard_tt
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_swedish_communism
Constructs: limit, add_ideas, remove_ideas, add_stability, completion_reward, add_political_power, unlock_decision_category_tooltip, is_ai
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_swedish_communism
	icon = GFX_focus_generic_soviet_politics
	mutually_exclusive = {
		focus = SWE_swedish_internal_policy SWE_abandon_neutrality SWE_royalist_return
	}
	relative_position_id = SWE_abandon_neutrality
	x = 12
	y = 0
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		unlock_decision_category_tooltip = SWE_nationalist_military_garrisons_category
		if = {
			limit = {
				is_ai = yes
			}
			add_ideas = SWE_hilding_hagberg
		} {
			limit = {
				NOT = {
					has_idea = volunteer_only
				}
			}
			add_political_power = 25
		} {
			limit = {
				has_idea = SWE_neutrality_idea_sweden
			}
			remove_ideas = SWE_neutrality_idea_sweden
		}
		add_timed_idea = {
			idea = SWE_swedish_communism
			days = 365
		}
		add_stability = -0.05
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/CHA_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 2081
	division_template = Malaya Infantry Brigade
	start_experience_factor = 1
}
### Entity: National Focus
Component: bra_pan_americano_fascism
Constructs: prerequisite, has_government, completion_reward, is_owned_by, create_wargoal, take_state_focus
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = bra_pan_americano_fascism
	icon = GFX_goal_tripartite_pact
	prerequisite = {
		focus = bra_strike_dem_focus
	}
	available = {
		has_government = fascism
	}
	relative_position_id = bra_strike_dem_focus
	x = 0
	y = 1
	bypass = {
		OR = {
			AND = {
				PAR = {
					r56_script_standard_bypass = yes
				}
				COL = {
					r56_script_standard_bypass = yes
				}
			}
			494 = {
				is_owned_by = BRA
			}
			492 = {
				is_owned_by = BRA
			}
			303 = {
				is_owned_by = BRA
			}
			491 = {
				is_owned_by = BRA
			}
			490 = {
				is_owned_by = BRA
			}
			306 = {
				is_owned_by = BRA
			}
			493 = {
				is_owned_by = BRA
			}
			1051 = {
				is_owned_by = BRA
			}
		}
	}
	cost = 5
	will_lead_to_war_with = COL PAR
	completion_reward = {
		create_wargoal = {
			type = take_state_focus
			target = PAR
			expire = 0
		} {
			type = take_state_focus
			target = COL
			expire = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_vickers_berthier_gun
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/india.txt

Code:
focus = {
	id = RAJ_vickers_berthier_gun
	icon = GFX_goal_generic_small_arms
	prerequisite = {
		focus = RAJ_lessons_of_the_great_war
	}
	x = 2
	y = 0
	relative_position_id = RAJ_the_bangalore_torpedo
	cost = 10
	ai_will_do = {
		factor = 20
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = RAJ_vickers_berthier_gun
			bonus = 1.0
			uses = 1
			category = infantry_weapons
		}
	}
}
### Entity: Joint Focus
Component: CONGO_separate_corporations_from_politics
Constructs: prerequisite, limit, joint_focus, has_war_with, completion_reward, has_subject, has_global_flag, add_autonomy_score
Source: game
File: common/national_focus/congo_shared.txt

Code:
joint_focus = {
	id = CONGO_separate_corporations_from_politics
	dynamic = yes
	icon = GFX_focus_DEN_limited_regulations
	prerequisite = {
		focus = CONGO_interfaith_school_subsidies
	}
	relative_position_id = CONGO_belgian_devaluation
	x = 0
	y = 2
	cost = 5
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_HISTORICAL FOCUS_FILTER_TFV_AUTONOMY
	}
	text_icon = CONGO_BEL_focus_style
	available = {
		original_tag = BEL
		has_subject = COG
		NOT = {
			OR = {
				has_war_with = BEL COG
				has_global_flag = CONGO_independence_war_ongoing
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {

	}
	completion_reward_joint_originator = {
		IF = {
			limit = {
				original_tag = COG
			}
			add_autonomy_score = {
				value = -100
				localization = CONGO_separate_corporations_from_politics
			}
			custom_effect_tooltip = generic_skip_one_line_tt modify_COG_belgian_congo_colonial_dynamic_modifier_tt
			add_to_variable = {
				BEL.COG_belgian_congo_colonial_dynamic_modifier_stability_factor = 0.1
				tooltip = stability_factor_tt
			}
		} {
			limit = {
				original_tag = BEL
			}
			custom_effect_tooltip = modify_BEL_belgian_congo_colonial_returns_dynamic_modifier_tt
			add_to_variable = {
				BEL.BEL_belgian_congo_colonial_returns_dynamic_modifier_consumer_goods_factor = -0.1
				tooltip = consumer_goods_factor_tt
			}
		}
		hidden_effect = {
			CONGO_one_more_focus_done = yes
		}
	}
	completion_reward_joint_member = {
		IF = {
			limit = {
				original_tag = COG
			}
			add_autonomy_score = {
				value = -100
				localization = CONGO_separate_corporations_from_politics
			}
			custom_effect_tooltip = generic_skip_one_line_tt modify_COG_belgian_congo_colonial_dynamic_modifier_tt
			add_to_variable = {
				BEL.COG_belgian_congo_colonial_dynamic_modifier_stability_factor = 0.1
				tooltip = stability_factor_tt
			}
		} {
			limit = {
				original_tag = BEL
			}
			custom_effect_tooltip = modify_BEL_belgian_congo_colonial_returns_dynamic_modifier_tt
			add_to_variable = {
				BEL.BEL_belgian_congo_colonial_returns_dynamic_modifier_consumer_goods_factor = -0.1
				tooltip = consumer_goods_factor_tt
			}
		}
	}
}
### Entity: National Focus
Tree: alb_focus
Component: ALB_join_the_comintern
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_subject, is_in_faction, is_in_faction_with
Source: game
File: common/national_focus/albania.txt

Code:
focus = {
	id = ALB_join_the_comintern
	icon = GFX_focus_chi_mission_to_the_soviet_union
	prerequisite = {
		focus = ALB_communist_diplomacy
	}
	mutually_exclusive = {
		focus = ALB_albania_on_its_own ALB_join_the_allies
	}
	x = 7
	y = 5
	cost = 10
	available = {
		is_subject = no
		is_in_faction = no
		SOV = {
			has_government = communism
			NOT = {
				has_war_with = ALB
			}
		}
	}
	bypass = {
		is_in_faction_with = SOV
	}
	completion_reward = {
		SOV = {
			country_event = albania.13
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/RCG_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 8193
	division_template = Brigade Coloniale
	start_experience_factor = 0.2
	start_equipment_factor = 0.6
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_medium_specialization
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea, add_tech_bonus
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_medium_specialization
	icon = GFX_focus_generic_multi_role_aircraft
	prerequisite = {
		focus = AUS_revitalize_austrian_air_industry
	}
	mutually_exclusive = {
		focus = AUS_light_specialization AUS_heavy_specialization
	}
	x = 0
	y = 1
	relative_position_id = AUS_revitalize_austrian_air_industry
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		swap_ideas = {
			remove_idea = AUS_domestic_air_production
			add_idea = AUS_domestic_air_production_medium
		}
		add_tech_bonus = {
			name = AUS_medium_specialization_bonus
			bonus = 0.5
			uses = 2
			category = medium_air
		}
	}
}
### Entity: Scripted Effect
Component: try_build_mil_in_core_otherwise_build_in_controlled
Constructs: limit, has_country_flag, set_country_flag, random_core_state, is_controlled_by, add_extra_state_shared_building_slots, add_building_construction, random_controlled_state
Source: game
File: common/scripted_effects/RAJ_GOE_scripted_effects.txt

Code:
try_build_mil_in_core_otherwise_build_in_controlled = {
	set_country_flag = try_build_mil
	random_core_state = {
		limit = {
			free_building_slots = {
				building = arms_factory
				size = > 0
				include_locked = yes
			}
			is_controlled_by = ROOT
			impassable = no
		}
		add_extra_state_shared_building_slots = 1
		add_building_construction = {
			type = arms_factory
			level = 1
			instant_build = yes
		}
		ROOT = {
			set_country_flag = built_mil_in_core_successfully
		}
	}
	if = {
		limit = {
			NOT = {
				has_country_flag = built_mil_in_core_successfully
			}
			has_country_flag = try_build_mil
		}
		random_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				impassable = no
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	} {
		limit = {
			has_country_flag = try_build_mil
		}
		clr_country_flag = try_build_mil
	} {
		limit = {
			has_country_flag = built_mil_in_core_successfully
		}
		clr_country_flag = built_mil_in_core_successfully
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_reverse_engineer_allied_tanks
Constructs: prerequisite, limit, completion_reward, set_technology, add_tech_bonus, has_dlc, create_equipment_variant, allow_without_tech
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_reverse_engineer_allied_tanks
	icon = GFX_focus_SIA_reverse_engineer_allied_tanks
	x = 0
	y = 1
	relative_position_id = SIA_conventional_tank_construction
	prerequisite = {
		focus = SIA_conventional_tank_construction
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		OR = {
			AND = {
				controls_state = 993 999
			} {
				controls_state = 671 670 286 741 1017 1066 1067 1068 1069
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			bonus = 0.5
			uses = 3
			category = armor
			name = SIA_reverse_engineer_allied_tanks
		}
		if = {
			limit = {
				has_dlc = No Step Back
			}
			set_technology = {
				gwtank_chassis = 1
				basic_light_tank_chassis = 1
				improved_light_tank_chassis = 1
				popup = no
			}
			create_equipment_variant = {
				name = V-76
				type = light_tank_chassis_2
				upgrades = {
					tank_nsb_engine_upgrade = 10
					tank_nsb_armor_upgrade = 2
				}
				modules = {
					main_armament_slot = tank_small_cannon_2
					engine_type_slot = tank_gasoline_engine
					turret_type_slot = tank_light_two_man_tank_turret
					suspension_type_slot = tank_christie_suspension
					armor_type_slot = tank_welded_armor
				}
				model = FRA_light_armor_entity
				icon = GFX_ENG_improved_light_tank_medium
				allow_without_tech = yes
			}
		}
		else = {
			set_technology = {
				gwtank = 1
				basic_light_tank = 1
				improved_light_tank = 1
				popup = no
			}
			create_equipment_variant = {
				name = V-76
				type = light_tank_equipment_2
				icon = GFX_ENG_improved_light_tank_medium
			}
		}
	}
}
### Entity: Idea
Component: AST_election_campaign_pp_cost_hidden_idea
Constructs: limit, removal_cost, check_variable, add_to_variable, set_variable
Source: game
File: common/ideas/australia.txt

Code:
AST_election_campaign_pp_cost_hidden_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	on_remove = {
		IF = {
			limit = {
				check_variable = {
					var = AST_campaigning_for_party
					value = 1
					compare = equals
				}
			}
			add_to_variable = {
				var = AST_uap_votes_daily_var
				value = -0.05
			}
		} {
			limit = {
				check_variable = {
					var = AST_campaigning_for_party
					value = 2
					compare = equals
				}
			}
			add_to_variable = {
				var = AST_alp_votes_daily_var
				value = -0.05
			}
		}
		set_variable = {
			var = AST_campaigning_for_party
			value = 0
		}
		AST_votes_change_effect = yes
	}
	modifier = {
		political_power_cost = 1.0
	}
}
### Entity: Idea
Component: RCG_democratic_guy
Constructs: has_government
Source: game
File: common/ideas/republic_of_congo.txt

Code:
RCG_democratic_guy = {
	picture = generic_political_advisor_african_1
	allowed = {
		original_tag = RCG
	}
	traits = {
		democratic_reformer
	}
	do_effect = {
		NOT = {
			has_government = democratic
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Define
Component: NDefines.NAI.AREA_DEFENSE_HOME_VP_WEIGHT
Source: game
File: common/defines/EAI_defines.lua

Code:
NDefines.NAI.AREA_DEFENSE_HOME_VP_WEIGHT = {
0.0 , 0.5 , 1.0
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AAluminum.png.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
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Template talk
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Help talk
Category
Category talk
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Beta talk
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### Entity: Event
Component: bftb_greece.177
Constructs: is_triggered_only, add_stability, add_political_power
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.177
	title = bftb_greece.177.t
	desc = bftb_greece.177.desc
	picture = GFX_report_event_gre_athens
	is_triggered_only = yes
	option = {
		name = bftb_greece.177.a
		add_political_power = 75
		add_stability = -0.05
	}
}
### Entity: Misc Config
Component: faction_states_in_europe
Constructs: limit, is_on_continent
Source: game
File: common/collections/collections.txt

Code:
faction_states_in_europe = {
	input = game:scope
	operators = {
		 = faction_members controlled_states
		limit = {
			is_on_continent = europe
		}
	}
	name = COLLECTION_FACTION_CONTROLLED_STATES_IN_EUROPE
}
### Entity: Name List
Component: SKK
Source: game
File: common/names/00_names.txt

Code:
SKK = {
	male = {
		names = {
			Mohandas Narenda Dalbir Bipin Subrata Amarjeet Sanijv Ravi Praveen Surinder Balwant Sarath Amit Bimal Kumar Ranbir Manoj Suresh Sunil Sushila Meena Velu Aniruddha Shokin Ashwani Ashok Abhay Devraj Rudramurti Punita Anand Dipankar Ramnath Bahadur Atan Syed Kesur Bana Chain Ganga Gian Jadunath Mukund Surinder Triveni Varinder Sonam Ram Yogendra
		}
	}
	female = {
		names = {
			Indira Aditi Amita Anasuya Kavita Puja Rani Rashmi Sania Dusha Neha Neetu Deepti Deepa Bipasha Preeti Padmavati Uma Vibha
		}
	}
	surnames = {
		Neru Gandhi Modi Singh Suhag Rawat Hira Saha Sharma Nimbhorkar Talwar Thoge Hooda Bakshi Negi Hariz Chand Soni Verma Reddy Gupta Cheema Prasad Bharali Shivane Unni Sarin Patyal Chakravarty Bali Datta Naravane Chavan Chandra Bandyopadhyay Krishna Pannu Ambre Ahir Varadarajan Wangchuk Yadav
	}
	callsigns = {

	}
}
### Entity: Modifier Reference
Component: KMT_national_devastation
Source: game
File: common/dynamic_modifiers/r56_china_and_co_dm.txt

Code:
KMT_national_devastation = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_PRC_urban_development
	local_factories = -0.3
	local_resources = -0.3
	army_speed_factor_for_controller = -0.1
	attrition_for_controller = 0.05
	compliance_growth = -0.1
	local_supplies = -0.3
}
### Entity: Event
Component: r56_yugoslavia_deaths.1
Constructs: is_triggered_only, ai_chance, limit, has_government, fire_only_once, has_country_leader, has_character, retire_character
Source: game
File: events/r56_yugoslavia.txt

Code:
country_event = {
	id = r56_yugoslavia_deaths.1
	title = r56_yugoslavia_deaths.1.t
	desc = r56_yugoslavia_deaths.1.d
	picture = GFX_report_event_generic_funeral
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					has_country_leader = {
						character = YUG_ljubomir_davidovic
						ruling_only = yes
					}
				}
				kill_country_leader = yes
			} {
				limit = {
					has_character = YUG_ljubomir_davidovic
				}
				retire_character = YUG_ljubomir_davidovic
			}
			promote_character = YUG_milan_grol
		}
	}
	option = {
		name = r56_yugoslavia_deaths.1.a
		trigger = {
			NOT = {
				has_government = communism fascism
			}
		}
		ai_chance = {
			base = 10
		}
	} {
		name = r56_yugoslavia_deaths.1.b
		trigger = {
			OR = {
				has_government = communism fascism
			}
		}
		ai_chance = {
			base = 90
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_eternal_revolution
Constructs: prerequisite, limit, completion_reward, has_rule, is_subject, set_rule, add_timed_idea
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_eternal_revolution
	icon = GFX_focus_generic_provoke_border_clashes
	prerequisite = {
		focus = CHI_reject_the_nine_powers
	} {
		focus = CHI_an_alternative_rooted_in_tradition
	}
	x = 0
	y = 2
	relative_position_id = CHI_reject_the_nine_powers
	cost = 10
	available = {

	}
	search_filters = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_rule = can_create_factions
				}
				is_subject = no
			}
			set_rule = {
				can_create_factions = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt CHI_eternal_revolution_tt generic_skip_one_line_tt
		CHI_update_claimed_and_core_states = yes
		add_timed_idea = {
			idea = idea_CHI_eternal_revolution
			days = 365
		}
	}
}
### Entity: National Focus
Tree: nru_focus
Component: NRU_core_kiribati
Constructs: prerequisite, has_government, completion_reward, allow_branch, is_subject, has_full_control_of_state, has_idea, add_state_core
Source: game
File: common/national_focus/nauru.txt

Code:
focus = {
	id = NRU_core_kiribati
	icon = GFX_focus_eng_decolonization
	relative_position_id = NRU_autonomy_for_the_tribes
	available = {
		639 = {
			compliance = > 65
		}
	}
	allow_branch = {
		tag = NRU
		ROOT = {
			is_subject = no
			has_full_control_of_state = 639
			has_idea = NRU_commander_ridge_phosphate_3
		}
		NOT = {
			KIR = {
				exists = yes
			}
			has_government = communism
		}
	}
	prerequisite = {

	}
	x = 1
	y = 1
	cost = 5
	completion_reward = {
		add_state_core = 639
		set_cosmetic_tag = KIR
	}
}
### Entity: State History
Component: 217
Constructs: add_core_of
Source: game
File: history/states/217-Stalingrad Area.txt

Code:
state = {
	id = 217
	name = STATE_217
	manpower = 1135070
	state_category = city
	history = {
		owner = SOV
		add_core_of = SOV
		victory_points = {
			3529 30
		}
		buildings = {
			infrastructure = 4
			arms_factory = 2
			industrial_complex = 1
			air_base = 1
		}
		1939.1.1 = {
			buildings = {
				arms_factory = 2
			}
		}
	}
	provinces = {
		498 520 3503 3529 3555 6503 6527 6541 9459 9474 9504 9530 11447 11474 11484
	}
	local_supplies = 7.0
}
### Entity: State History
Component: 928
Constructs: add_core_of
Source: game
File: history/states/928-Kyme.txt

Code:
state = {
	id = 928
	name = STATE_928
	manpower = 43457
	state_category = rural
	history = {
		owner = FIN
		add_core_of = FIN
		victory_points = {
			3061 2
		} {
			9183 1
		} {
			6082 1
		}
		buildings = {
			infrastructure = 1
		}
	}
	provinces = {
		52 139 3061 6082 6186 9183 11056 13105
	}
	local_supplies = 0.0
}