Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: venezuela.16
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/venezuela.txt

Code:
country_event = {
	id = venezuela.16
	picture = GFX_report_event_eleazar_lopez_speech
	title = venezuela.16.t
	desc = venezuela.16.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = venezuela.16.a
	}
}
### Entity: Technology
Component: antiair4
Constructs: has_war_with, research_cost
Source: game
File: common/technologies/artillery.txt

Code:
technology = {
	anti_air = {
		air_attack = 0.1
	}
	anti_air_brigade = {
		air_attack = 0.1
	}
	anti_air_battery = {
		air_attack = 0.1
	}
	mot_anti_air_brigade = {
		air_attack = 0.1
	}
	category_self_propelled_anti_air = {
		air_attack = 0.05
	}
	tech_air_damage_factor = -0.02
	path = {
		leads_to_tech = antiair5
		research_cost_coeff = 1
	}
	research_cost = 1
	start_year = 1942
	folder = {
		name = artillery_folder
		position = {
			x = @anti_air
			y = 10
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			OR = {
				tag = JAP ENG USA
			} {
				has_war_with = JAP USA ENG
			}
			factor = 5
		}
	}
	categories = {
		artillery cat_anti_air mio_cat_all_artillery_equipment
	}
	special_project_specialization = {
		specialization_land specialization_air
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_court_the_princes
Constructs: prerequisite, limit, completion_reward, add_to_variable, every_core_state, is_controlled_by, is_in_array, has_resistance
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_court_the_princes
	icon = GFX_focus_RAJ_war_taxes
	prerequisite = {
		focus = RAJ_confer_with_the_congress
	}
	x = 1
	y = 1
	relative_position_id = RAJ_confer_with_the_congress
	cost = 5
	mutually_exclusive = {
		focus = RAJ_favor_the_muslim_league
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = RAJ_modify_a_loyal_government_tt generic_skip_one_line_tt
		add_to_variable = {
			RAJ_a_loyal_government_political_power_factor = 0.1
			tooltip = political_power_factor_tt
		} {
			RAJ_a_loyal_government_consumer_goods_factor = -0.1
			tooltip = consumer_goods_factor_tt
		}
		every_core_state = {
			limit = {
				is_controlled_by = ROOT
				is_in_array = {
					array = ROOT.owned_states_at_game_start
					value = THIS
				}
				has_resistance = yes
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			random_select_amount = 3
			add_extra_state_shared_building_slots = 2
		}
	}
}
### Entity: National Focus
Tree: yun_focus
Component: YUN_expand_local_infrastructure
Constructs: prerequisite, limit, completion_reward, has_country_leader, cancel_if_invalid, every_core_state, is_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = YUN_expand_local_infrastructure
	icon = GFX_goal_generic_construction2
	x = -1
	y = 1
	cost = 10
	prerequisite = {
		focus = YUN_rally_around_long_yun
	}
	relative_position_id = YUN_rally_around_long_yun
	ai_will_do = {
		base = 1
	}
	available = {
		has_country_leader = {
			ruling_only = yes
			character = YUN_long_yun
		}
	}
	bypass = {

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

	}
	completion_reward = {
		every_core_state = {
			limit = {
				is_controlled_by = PREV
			}
			add_extra_state_shared_building_slots = 2
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				325 = {
					infrastructure = < 5
				}
			}
			325 = {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				747 = {
					infrastructure = < 5
				}
			}
			747 = {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_carrier_effort
Constructs: prerequisite, completion_reward, add_tech_bonus, add_mastery_bonus
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_carrier_effort
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = POR_national_cruiser_production
	}
	icon = GFX_goal_generic_navy_carrier
	x = 1
	y = 1
	relative_position_id = POR_national_cruiser_production
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = POR_carrier_effort
			bonus = 1.0
			uses = 2
			category = cv_tech
		}
		add_mastery_bonus = {
			name = POR_carrier_effort
			bonus = 0.2
			days = 240
			grand_doctrine = new_base_strike
			track = carriers
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_AIR_DOCTRINE_air_subdoctrine_aerial_reconnaissance
Constructs: has_subdoctrine_in_track
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_FOCUS_AIR_DOCTRINE_air_subdoctrine_aerial_reconnaissance = {
	has_subdoctrine_in_track = fighter_aircraft
	always = no
	NOT = {
		EAI_air_doctrine_progress_limit = yes
	}
	EAI_FOCUS_AIR_DOCTRINE_has_correct_grand_doctrine = yes
}
### Entity: Unit Template
Component: VIN_GAR_02
Constructs: is_puppet_of
Source: game
File: common/units/names_divisions/VIN_names_divisions.txt

Code:
VIN_GAR_02 = {
	name = Garrison Division
	for_countries = {
		VIN
	}
	can_use = {
		is_puppet_of = FRA
	}
	division_types = {
		infantry
	}
	link_numbering_with = {
		VIN_INF_02
	}
	fallback_name = %dème Division de Garnison
	ordered = {
		1 = {
			%dère Div. d'Inf. de Garnison
		}
		2 = {
			%dème Div. d'Inf. de Garnison
		}
		3 = {
			%dème Div. d'Inf. de Garnison
		}
		4 = {
			%dème Div. d'Inf. de Garnison
		}
		5 = {
			%dème Div. d'Inf. de Garnison
		}
		6 = {
			%dème Div. d'Inf. de Garnison
		}
		7 = {
			%dème Div. d'Inf. de Garnison
		}
		8 = {
			%dème Div. d'Inf. de Garnison
		}
		9 = {
			%dème Div. d'Inf. de Garnison
		}
		10 = {
			%dème Div. d'Inf. de Garnison
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_50
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_50 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 50
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 50
	}
}
### Entity: Scripted Effect
Component: SOV_set_up_civil_war_army_fractions
Constructs: limit, has_variable, set_variable, is_ai, check_variable, add_to_variable, set_temp_variable
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_set_up_civil_war_army_fractions = {
	IF = {
		limit = {
			SOV_is_right_opposition = yes
		}
		IF = {
			limit = {
				NOT = {
					has_variable = ROOT.SOV_right_opposition_army_support
				}
			}
			set_variable = {
				ROOT.SOV_right_opposition_army_support = 0.2
			}
		} {
			limit = {
				SOV = {
					is_ai = yes
				}
				check_variable = {
					ROOT.SOV_right_opposition_army_support = < 0.55
				}
			}
			add_to_variable = {
				ROOT.SOV_right_opposition_army_support = 0.25
			}
		} {
			limit = {
				NOT = {
					has_variable = ROOT.SOV_right_opposition_navy_support
				}
			}
			set_variable = {
				ROOT.SOV_left_opposition_navy_support = 0.1
			}
		} {
			limit = {
				NOT = {
					has_variable = ROOT.SOV_right_opposition_air_support
				}
			}
			set_variable = {
				ROOT.SOV_right_opposition_air_support = 0
			}
		}
		clamp_variable = {
			var = ROOT.SOV_right_opposition_army_support
			min = 0
			max = 0.9
		} {
			var = ROOT.SOV_right_opposition_navy_support
			min = 0
			max = 0.9
		} {
			var = ROOT.SOV_right_opposition_air_support
			min = 0
			max = 0.9
		}
		set_temp_variable = {
			temp_centre_army = 1
		} {
			temp_centre_navy = 1
		} {
			temp_centre_air = 1
		}
		subtract_from_temp_variable = {
			temp_centre_army = ROOT.SOV_right_opposition_army_support
		} {
			temp_centre_navy = ROOT.SOV_right_opposition_navy_support
		} {
			temp_centre_air = ROOT.SOV_right_opposition_air_support
		}
	}
	ELSE_IF = {
		limit = {
			SOV_is_left_opposition = yes
		}
		IF = {
			limit = {
				NOT = {
					has_variable = ROOT.SOV_left_opposition_army_support
				}
			}
			set_variable = {
				ROOT.SOV_left_opposition_army_support = 0.2
			}
		} {
			limit = {
				SOV = {
					is_ai = yes
				}
				check_variable = {
					ROOT.SOV_left_opposition_army_support = < 0.55
				}
			}
			add_to_variable = {
				ROOT.SOV_left_opposition_army_support = 0.25
			}
		} {
			limit = {
				NOT = {
					has_variable = ROOT.SOV_left_opposition_navy_support
				}
			}
			set_variable = {
				ROOT.SOV_left_opposition_navy_support = 0.1
			}
		} {
			limit = {
				NOT = {
					has_variable = ROOT.SOV_left_opposition_air_support
				}
			}
			set_variable = {
				ROOT.SOV_left_opposition_air_support = 0
			}
		}
		clamp_variable = {
			var = ROOT.SOV_left_opposition_army_support
			min = 0
			max = 0.9
		} {
			var = ROOT.SOV_left_opposition_navy_support
			min = 0
			m
# ... (truncated)
### Entity: Scripted Trigger
Component: r56_chinese_gui_china_controls_states
Source: game
File: common/scripted_triggers/r56_chinese_gui_scripted_triggers.txt

Code:
r56_chinese_gui_china_controls_states = {
	OR = {
		controls_state = 605 594 609 611 328 622 615 617 757 619 604 325
	}
}
### Entity: Scripted Trigger
Component: NOR_char_cw_stalinist
Constructs: has_government, has_country_flag
Source: game
File: common/scripted_triggers/NOR_scripted_triggers.txt

Code:
NOR_char_cw_stalinist = {
	has_government = communism
	has_country_flag = NOR_going_stalinist
}
### Entity: National Focus
Tree: gua_focus
Component: GUA_storm_the_tropics
Constructs: prerequisite, has_war_with, add_war_support, completion_reward, is_subject, has_army_manpower, is_ally_with, is_subject_of
Source: game
File: common/national_focus/guatemala.txt

Code:
focus = {
	id = GUA_storm_the_tropics
	icon = GFX_focus_por_recover_latin_america
	prerequisite = {
		focus = GUA_take_panama
	}
	x = 0
	y = 2
	relative_position_id = GUA_take_panama
	cost = 5
	will_lead_to_war_with = COL
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 50000
		}
		COL = {
			NOT = {
				is_ally_with = ROOT
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		COL = {
			OR = {
				exists = no
				has_war_with = ROOT ROOT
				is_subject_of = ROOT
			}
		}
	}
	completion_reward = {
		add_war_support = 0.05
		create_wargoal = {
			type = annex_everything
			target = COL
			expire = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Unit Template
Component: ENG_CLAA_HISTORICAL
Constructs: has_government
Source: game
File: common/units/names_ships/ENG_ship_names.txt

Code:
ENG_CLAA_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CLAA
	for_countries = {
		ENG
	}
	can_use = {
		not = {
			has_government = communism
		}
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = HMS 
	fallback_name = Light Cruiser (AA) %s
	unique = {
		Bonaventure Dido Naiad Phoebe Hermione Euryalus Charybdis Cleopatra Sirius Scylla Argonaut Bellona Black Prince Diadem Royalist Spartan Tiger Lion Blake Constance Centaur Concord Phaeton Bristol Weymouth Dartmouth Falmouth Yarmouth Chatham Caroline Caledon Calypso Caradoc Cardiff Ceres Coventry Curacoa Curlew Cairo Calcutta Capetown Carlisle Colombo Danae Dauntless Dragon Delhi Dunedin Durban Despatch Diomede Emerald Enterprise Achilles Ajax Leander Neptune Orion
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_the_red_curtain_falls_over_asia
Constructs: prerequisite, completion_reward, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_the_red_curtain_falls_over_asia
	icon = GFX_focus_ger_great_red_menace
	prerequisite = {
		focus = RAJ_royal_indian_navy_mutiny
	}
	x = 10
	y = 1
	mutually_exclusive = {

	}
	relative_position_id = RAJ_royal_indian_navy_mutiny
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = RAJ_the_red_curtain_falls_over_asia_desc_tt
	}
}
### Entity: Idea
Component: PER_reform_the_tax_system
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_persia.txt

Code:
PER_reform_the_tax_system = {
	picture = ROM_king_carol_ii_hedonist
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.12
		production_speed_buildings_factor = 0.04
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_cult_of_personality
Constructs: prerequisite, completion_reward, add_country_leader_trait
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_cult_of_personality
	icon = GFX_focus_ICE_embrace_the_workers_revolution
	x = 2
	y = 1
	relative_position_id = RAJ_netaji
	prerequisite = {
		focus = RAJ_netaji
	}
	cost = 10
	ai_will_do = {
		factor = 30
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	} {
		FOCUS_FILTER_STABILITY
	} {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_country_leader_trait = JUNO_cult_of_personality
	}
}
### Entity: Character
Component: sotamarsalkka
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
sotamarsalkka = {
	random = no
	conscription = 0.01
	war_support_factor = 0.05
	stability_factor = -0.05
	defensive_war_stability_factor = 0.1
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_the_only_sun
Constructs: prerequisite, limit, completion_reward, is_subject, has_army_manpower, is_core_of, every_state, is_claimed_by
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_the_only_sun
	prerequisite = {
		focus = PRU_reclaim_chile
	}
	icon = GFX_goal_ARG_reich
	x = 0
	y = 1
	relative_position_id = PRU_reclaim_chile
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 100000
		}
		OR = {
			302 = {
				is_controlled_by_ROOT_or_ally = yes
			}
			506 = {
				is_controlled_by_ROOT_or_ally = yes
			}
		}
		any_state = {
			is_core_of = ARG
			custom_trigger_tooltip = {
				tooltip = ROOT_is_not_controlled_by_root_or_ally_tt
				NOT = {
					is_controlled_by_ROOT_or_ally = yes
				}
			}
		}
	}
	bypass = {
		all_state = {
			OR = {
				NOT = {
					is_core_of = ARG
				}
				is_controlled_by_ROOT_or_ally = yes
			}
		}
	}
	will_lead_to_war_with = ARG
	completion_reward = {
		every_state = {
			limit = {
				is_core_of = ARG
				NOT = {
					is_claimed_by = ROOT
					is_core_of = ROOT
				}
			}
			add_claim_by = ROOT
		}
		every_other_country = {
			limit = {
				NOT = {
					is_ally_with = ROOT
				}
				any_controlled_state = {
					is_core_of = ARG
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = annex_everything
					expire = 0
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Order of Battle
Component: Pei Hsinganling Paowei Tui
Constructs: division_template
Source: game
File: history/units/r56_MAN_1936.txt

Code:
division = {
	name = Pei Hsinganling Paowei Tui
	location = 4745
	division_template = Tuli Lu
	start_experience_factor = 0.1
	start_equipment_factor = 0.5
}
### Entity: Event
Component: r56_raj.113
Constructs: is_triggered_only, add_popularity
Source: game
File: events/India.txt

Code:
country_event = {
	id = r56_raj.113
	title = r56_raj.113.t
	desc = r56_raj.113.d
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = r56_raj.113.a
		add_popularity = {
			ideology = neutrality
			popularity = 0.03
		}
	}
}
### Entity: Modding Documentation
Construct: units
Source: vanilla_docs
File: common/raids/_documentation.md

Doc:
# Apply 50% damage to units
raid_damage_units = {
    damage = 0.5
    ratio = yes
}
### Entity: Scripted Effect
Component: indonesia_volksraad_official_flag_effect
Constructs: clr_country_flag, set_country_flag, add_to_variable, add_autonomy_score, set_cosmetic_tag
Source: game
File: common/scripted_effects/INS_scripted_effects.txt

Code:
indonesia_volksraad_official_flag_effect = {
	clr_country_flag = INS_is_taking_volksraad
	set_country_flag = indonesia_volksraad_passed_12
	add_to_variable = {
		INS_volksraad_counter = 1
	} {
		var = INS_dutch_east_indies_stability_factor
		value = 0.075
		tooltip = stability_factor_tt
	} {
		var = INS_dutch_east_indies_war_support_factor
		value = 0.075
		tooltip = war_support_factor_tt
	} {
		var = INS_dutch_east_indies_political_power_gain
		value = 0.1
		tooltip = political_power_gain_tt
	}
	add_autonomy_score = {
		value = 200
		localization = INS_autonomy_official_flag
	}
	custom_effect_tooltip = INS_volksraad_tt indonesia_volksraad_official_flag_effect_tt
	hidden_effect = {
		set_cosmetic_tag = INS_HOL_FLAG
	}
}
### Entity: Country History
Country: RGB
Component: RGB_technology
Constructs: set_technology
Source: game
File: history/countries/RGB - Reichskommisariat Grossbritannien.txt

Code:
# Starting Technologies for RGB
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	gw_artillery = 1
	interwar_antiair = 1
	fuel_silos = 1
	synth_oil_experiments = 1
	oil_processing = 1
	fuel_refining = 1
	tech_military_police = 1
	tech_military_police2 = 1
}
### Entity: Event
Component: PER_imperial_events.111
Constructs: is_triggered_only, limit, is_owned_and_controlled_by, release_autonomy
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_imperial_events.111
	title = PER_imperial_events.111.t
	desc = PER_imperial_events.111.desc
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = PER_imperial_events.111.a
		IF = {
			limit = {
				231 = {
					is_owned_and_controlled_by = PER
				}
			}
			release_autonomy = {
				target = GEO
				autonomy_state = autonomy_puppet
				freedom_level = 0.5
			}
		} {
			limit = {
				230 = {
					is_owned_and_controlled_by = PER
				}
			}
			release_autonomy = {
				target = ARM
				autonomy_state = autonomy_puppet
				freedom_level = 0.5
			}
		} {
			limit = {
				229 = {
					is_owned_and_controlled_by = PER
				}
			}
			release_autonomy = {
				target = AZR
				autonomy_state = autonomy_puppet
				freedom_level = 0.5
			}
		} {
			limit = {
				584 = {
					is_owned_and_controlled_by = PER
				}
			}
			release_autonomy = {
				target = TMS
				autonomy_state = autonomy_puppet
				freedom_level = 0.5
			}
		}
	}
}
### Entity: Scripted Effect
Component: MON_chi_low_influence_increase_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/r56_MON_scripted_effects.txt

Code:
MON_chi_low_influence_increase_effect = {
	custom_effect_tooltip = MON_chi_tt MON_low_influence_increase_tt
	add_to_variable = {
		chi_influence_in_mon = MON_low_influence_increase
	}
	clamp_variable = {
		var = chi_influence_in_mon
		min = 0
		max = 100
	}
}
### Entity: Idea
Component: idea_RAJ_great_depression_1
Constructs: stability_factor, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_great_depression_1 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = great_depression
	modifier = {
		consumer_goods_factor = 0.4
		industrial_capacity_factory = -0.15
		industrial_capacity_dockyard = -0.15
		stability_factor = -0.15
	}
}
### Entity: Character
Component: FIN_alpo_marttinen
Constructs: has_government
Source: game
File: common/characters/FIN.txt

Code:
FIN_alpo_marttinen = {
	name = FIN_alpo_marttinen
	portraits = {
		army = {
			small = GFX_portrait_FIN_alpo_marttinen_small
		}
	}
	advisor = {
		slot = high_command
		idea_token = FIN_alpo_marttinen
		ledger = army
		allowed = {
			original_tag = FIN
		}
		available = {
			NOT = {
				has_government = communism
			}
		}
		traits = {
			army_logistics_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Event
Component: SEA_PRC_zhang_guotao_events.4
Constructs: ai_chance, has_completed_focus, fire_only_once, add_political_power, has_dlc, has_character_flag, set_country_flag
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_zhang_guotao_events.4
	title = SEA_PRC_zhang_guotao_events.4.t
	desc = SEA_PRC_zhang_guotao_events.4.desc
	picture = GFX_report_event_PRC_guotao_leaving
	trigger = {
		original_tag = PRC
		date = > 1938.5.14
		has_dlc = No Compromise, No Surrender
		NOT = {
			has_completed_focus = PRC_the_unwilling_diarchy_focus
			focus_progress = {
				focus = PRC_the_unwilling_diarchy_focus
				progress = > 0
			}
		} {
			PRC_zhang_guotao = {
				has_character_flag = PRC_dismissed_advisor PRC_zhang_guotao_left
			}
		}
	}
	mean_time_to_happen = {
		days = 1
	}
	fire_only_once = yes
	option = {
		name = SEA_PRC_zhang_guotao_events.4.a
		ai_chance = {
			base = 50
		}
		custom_effect_tooltip = PRC_zhang_guotao_left_tt
		set_country_flag = PRC_zhang_guotao_left
		CHI = {
			country_event = {
				id = SEA_PRC_zhang_guotao_events.5
				hours = 2
			}
		}
	} {
		name = SEA_PRC_zhang_guotao_events.4.b
		add_political_power = -25
		trigger = {
			PRC_zhang_guotao = {
				NOT = {
					has_character_flag = PRC_dismissed_advisor
				}
			}
		}
		ai_chance = {
			base = 5
		}
	}
}
### Entity: State History
Component: 1041
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1041-Cumbria.txt

Code:
state = {
	id = 1041
	name = STATE_1041
	manpower = 745101
	state_category = town
	resources = {
		steel = 20
		aluminium = 5
	}
	history = {
		owner = ENG
		add_core_of = ENG
		add_to_array = {
			state_victory_points = 11332
		}
		victory_points = {
			11332 3
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 1
		}
	}
	provinces = {
		219 6399 9285 11332
	}
	local_supplies = 0.0
}
### Entity: Decision
Component: r56_decision_category_patreon
Constructs: fire_only_once, is_ai, complete_effect, set_country_flag
Source: game
File: common/decisions/r56_extras_decisions.txt

Code:
r56_decision_category_patreon = {
	r56_decision_patreon_easteregg = {
		icon = generic_operation
		cost = 0
		fire_only_once = yes
		ai_will_do = {
			factor = 0
		}
		available = {
			is_ai = no
		}
		visible = {
			r56_st_patreon_hotandbothered = yes
		}
		complete_effect = {
			custom_effect_tooltip = r56_tooltip_patreon_easteregg
			hidden_effect = {
				set_country_flag = r56_cflg_patreon_ee
				country_event = {
					id = r56w.event.31
				}
			}
		}
	}
	r56_decision_patreon_turnedoff = {
		icon = oppression
		cost = 0
		fire_only_once = yes
		ai_will_do = {
			factor = 0
		}
		available = {
			always = yes
		}
		visible = {
			r56_st_patreon_hotandbothered = yes
		}
		complete_effect = {
			custom_effect_tooltip = r56_tooltip_patreon_turnedoff
			hidden_effect = {
				set_country_flag = r56_cflg_patreon_turnedoff
			}
		}
	}
}
### Entity: Character
Component: CHI_chen_qingyun
Constructs: has_completed_focus
Source: game
File: common/characters/CHI.txt

Code:
CHI_chen_qingyun = {
	name = CHI_chen_qingyun
	portraits = {
		army = {
			small = GFX_portrait_CHI_chen_qingyun_small
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = CHI_chen_qingyun
		ledger = air
		allowed = {
			original_tag = CHI
		}
		available = {
			has_completed_focus = CHI_officialize_the_rocaf
		}
		traits = {
			air_warfare_theorist
		}
	}
}
### Entity: Character
Component: INS_nationalist_scholar
Constructs: research_speed_factor, war_support_factor, democratic_drift
Source: game
File: common/country_leader/taog_traits.txt

Code:
INS_nationalist_scholar = {
	sprite = 13
	random = no
	research_speed_factor = 0.08
	war_support_factor = 0.05
	democratic_drift = 0.04
}