Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Country History
Country: SOV
Component: SOV_characters
Constructs: recruit_character
Source: game
File: history/countries/SOV - Soviet union.txt

Code:
# Leaders & Characters for SOV
recruit_character = SOV_iosif_stalin SOV_supreme_soviet SOV_mikhail_kalinin SOV_nikita_khrushchyov SOV_nikolay_voznesensky SOV_lazar_kaganovich SOV_genrikh_yagoda SOV_nikolay_yezhov SOV_lavrenty_beriya SOV_vsevolod_merkulov SOV_vyacheslav_molotov SOV_maksim_litvinov SOV_lev_trotsky SOV_ivan_smirnov SOV_ivar_smilga SOV_karl_radek SOV_yevgeny_preobrazhensky SOV_aleksandr_shlyapnikov SOV_nikolay_bukharin SOV_aleksey_rykov SOV_mikhail_tomsky SOV_grigory_sokolnikov SOV_grigory_zinovyev SOV_lev_kamenev SOV_martemyan_ryutin SOV_patriarch_sergy SOV_aleksandr_kerensky SOV_konstantin_rodzayevsky SOV_aleksandr_vasilevsky SOV_aleksandr_golovanov SOV_aleksandr_gorbatov SOV_aleksandr_novikov SOV_aleksandr_yegorov SOV_andrey_grechko SOV_andrey_vlasov SOV_andrey_yeryomenko SOV_arseny_golovko SOV_boris_shaposhnikov SOV_dmitry_lelyushenko SOV_filipp_golikov SOV_filipp_oktyabrsky SOV_georgy_zakharov SOV_georgy_zhukov SOV_gordey_levchenko SOV_grigory_kulik SOV_igor_kurchatov SOV_issa_pliyev SOV_ivan_chernyakhovsky SOV_ivan_fedyuninsky SOV_ivan_konev SOV_ivan_yumashev SOV_kirill_meretskov SOV_kirill_moskalenko SOV_kliment_voroshilov SOV_konstantin_rokossovsky SOV_konstantin_vershinin SOV_kuzma_galitsky SOV_leonid_govorov SOV_maksim_purkayev SOV_markian_popov SOV_maks_reyter SOV_mikhail_frinovsky SOV_mikhail_tukhachevsky SOV_nikandr_chibisov SOV_nikolay_berzarin SOV_nikolay_vatutin SOV_nikolay_kuznetsov SOV_pavel_rychagov SOV_pavel_zhigarev SOV_pyotr_smirnov SOV_rodion_malinovsky SOV_semyon_budyonny SOV_semyon_timoshenko SOV_sergey_khudyakov SOV_sergey_korolyov SOV_sergey_rudenko SOV_sergey_gorshkov SOV_stepan_krasovsky SOV_vasily_blyukher SOV_vasily_chuykov SOV_aleksandr_cherepanov SOV_vasily_kuznetsov SOV_vladimir_kasatonov SOV_vladimir_tributs SOV_yakov_cherevichenko SOV_yakov_smushkevich SOV_vitaly_primakov SOV_vasily_korzh SOV_sidor_kovpak SOV_lev_dovator SOV_pavel_rybalko SOV_abram_ioffe SOV_boris_stechkin SOV_arkady_nazarov SOV_vladimir_kotelnikov SOV_konstantin_voskoboinik SOV_bronislav_kaminski SOV_pyotr_krasnov SOV_konstantin_nechayev
### Entity: AI Strategy
Component: ai_focus_naval_air_FIN
Source: game
File: common/ai_focuses/FIN.txt

Code:
ai_focus_naval_air_FIN = {
	research = {
		naval_air = 1.0
		naval_bomber = 1.0
	}
}
### Entity: Idea
Component: CHI_output_1
Constructs: industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_output_1 = {
	picture = SOV_second_five_year_plan
	removal_cost = -1
	modifier = {
		production_speed_buildings_factor = 0.025
		industrial_capacity_factory = 0.025
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_civil_war_reclaim_bessarabia
Constructs: prerequisite, limit, has_government, owns_state, completion_reward, is_subject, complete_tooltip, create_wargoal
Source: game
File: common/national_focus/r56_soviet_civil_war.txt

Code:
focus = {
	id = SOV_civil_war_reclaim_bessarabia
	icon = GFX_goal_strike_romania
	prerequisite = {
		focus = SOV_civil_war_reclaim_polish_overlordship
	}
	x = 0
	y = 1
	relative_position_id = SOV_civil_war_reclaim_polish_overlordship
	cost = 10
	ai_will_do = {
		factor = 2.5
		modifier = {
			factor = 0
			date = < 1939.1.1
		} {
			factor = 200
			GER = {
				has_government = democratic
			}
		}
	}
	available = {
		is_subject = no
		r56_script_i_am_sane = yes
		OR = {
			MOL = {
				r56_script_target_is_sane = yes
			}
			ROM = {
				r56_script_target_is_sane = yes
			}
		}
	}
	bypass = {
		owns_state = 78 80 766
	}
	complete_tooltip = {

	}
	completion_reward = {
		if = {
			limit = {
				ROM = {
					exists = yes
					owns_state = 78
				}
			}
			create_wargoal = {
				type = take_state_focus
				target = ROM
				expire = 0
				generator = {
					78
				}
			}
		} {
			limit = {
				MOL = {
					exists = yes
					owns_state = 78
				}
			}
			create_wargoal = {
				type = take_state_focus
				target = MOL
				expire = 0
				generator = {
					78
				}
			}
		} {
			limit = {
				ROM = {
					exists = yes
					owns_state = 766
				}
			}
			create_wargoal = {
				type = take_state_focus
				target = ROM
				expire = 0
				generator = {
					766
				}
			}
		} {
			limit = {
				MOL = {
					exists = yes
					owns_state = 766
				}
			}
			create_wargoal = {
				type = take_state_focus
				target = MOL
				expire = 0
				generator = {
					766
				}
			}
		}
		add_state_claim = 78 80 766
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Scripted Effect
Component: MON_jap_medium_influence_increase_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/r56_MON_scripted_effects.txt

Code:
MON_jap_medium_influence_increase_effect = {
	custom_effect_tooltip = MON_jap_tt MON_medium_influence_increase_tt
	add_to_variable = {
		jap_influence_in_mon = MON_medium_influence_increase
	}
	clamp_variable = {
		var = jap_influence_in_mon
		min = 0
		max = 100
	}
}
### Entity: Event
Component: SEA_generic_events.12
Constructs: is_triggered_only, ai_chance, has_war, add_war_support, add_popularity
Source: game
File: events/SEA_generic_events.txt

Code:
country_event = {
	id = SEA_generic_events.12
	title = SEA_generic_events.12.t
	desc = {
		text = SEA_generic_events.12.desc
		trigger = {
			has_war = no
		}
	} {
		text = SEA_generic_events.12.desc_wartime
		trigger = {
			has_war = yes
		}
	}
	picture = GFX_report_event_generic_rally2
	is_triggered_only = yes
	option = {
		name = SEA_generic_events.12.a
		trigger = {
			has_war = no
		}
		ai_chance = {
			base = 1
		}
		add_popularity = {
			ideology = ROOT
			popularity = 0.05
		}
		add_war_support = -0.04
	} {
		name = SEA_generic_events.12.b
		trigger = {
			has_war = yes
		}
		ai_chance = {
			base = 1
		}
		add_popularity = {
			ideology = ROOT
			popularity = 0.05
		}
		add_war_support = -0.04
	} {
		name = SEA_generic_events.12.c
		ai_chance = {
			base = 5
		}
		add_war_support = -0.02
	}
}
### Entity: AI Strategy
Component: all_china_must_prosper_in_my_prosperity_sphere_HBC
Constructs: is_in_faction_with, is_subject_of
Source: game
File: common/ai_strategy/JAP.txt

Code:
all_china_must_prosper_in_my_prosperity_sphere_HBC = {
	allowed = {
		original_tag = JAP
	}
	enable = {
		OR = {
			NOT = {
				country_exists = CHI
			}
			CHI = {
				is_in_faction_with = JAP
				is_subject_of = JAP
			}
		}
		country_exists = HBC
		NOT = {
			HBC = {
				OR = {
					is_in_faction_with = JAP
					is_subject_of = JAP
				}
			}
		}
	}
	abort = {
		NOT = {
			country_exists = HBC
		}
		HBC = {
			OR = {
				is_in_faction_with = JAP
				is_subject_of = JAP
			}
		}
	}
	ai_strategy = {
		type = antagonize
		id = HBC
		value = 5000
	}
}
### Entity: Scripted Trigger
Component: ITA_is_christian_democracy_ai
Constructs: has_country_flag, has_game_rule
Source: game
File: common/scripted_triggers/ITA_scripted_triggers.txt

Code:
ITA_is_christian_democracy_ai = {
	OR = {
		has_country_flag = ITA_AI_RANDOM_CHRISTIAN_DEMOCRACY
		has_game_rule = {
			rule = ITA_ai_behavior
			option = ITA_CHRISTIAN_DEMOCRACY
		}
	}
}
### Entity: Idea
Component: SAF_cheap_labor_1
Constructs: industrial_capacity_factory, removal_cost, conscription_factor
Source: game
File: common/ideas/south_africa.txt

Code:
SAF_cheap_labor_1 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_manpower_bonus
	modifier = {
		industrial_capacity_factory = 0.03
		industrial_capacity_dockyard = 0.03
		conscription_factor = -0.05
	}
}
### Entity: Faction
Component: r56_MAN_faction_goal_secure_chinese_waters
Constructs: limit, has_faction_template, has_war_with_major, has_naval_control, complete_effect, add_faction_power_projection, add_faction_initiative, every_collection_element
Source: game
File: common/factions/goals/r56_faction_goals_long_term.txt

Code:
r56_MAN_faction_goal_secure_chinese_waters = {
	name = secure_chinese_waters_goal_name
	description = secure_chinese_waters_goal_desc
	category = long_term
	group = FOCUS_FILTER_NAVY_XP
	allowed = {

	}
	visible = {
		FROM = {
			original_tag = MAN
			has_faction_template = faction_template_MAN_qing_sphere
		}
	}
	available = {
		FROM = {
			has_war_with_major = yes
		}
	}
	completed = {
		has_war_with_major = yes
		has_naval_control = 75 76 77
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt THE_FACTION_LEADER
		add_faction_initiative = 1
		every_collection_element = {
			input = {
				input = game:scope
				operators = {
					faction_members
				}
				name = ALL_FACTION_MEMBERS
			}
			custom_effect_tooltip = ALL_FACTION_MEMBERS
			navy_experience = 50
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			add = 2
			num_of_naval_factories = > 39
		} {
			factor = 2
			alliance_naval_strength_ratio = > 0.5
		} {
			factor = 2
			collection_size = {
				input = {
					input = collection:china_potential_core_mainland_states
					operators = {
						limit = {
							OR = {
								controller = {
									is_in_faction_with = JAP
								}
								is_controlled_by = JAP
							}
						}
					}
					name = COLLECTION_NO_JAPANESE_IN_CHINA
				}
				value = < 1
			}
		}
	}
}
### Entity: Idea
Component: ECU_chocolate_exports
Constructs: stability_factor, industrial_capacity_factory, removal_cost, conscription_factor
Source: game
File: common/ideas/r56_ecuador.txt

Code:
ECU_chocolate_exports = {
	picture = ETH_coffee_exports
	allowed = {
		original_tag = ECU
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		industrial_capacity_factory = 0.05
		consumer_goods_factor = -0.15
		conscription_factor = -0.05
		stability_factor = -0.05
	}
}
### Entity: Unit Template
Component: NIC_DD_HISTORICAL
Source: game
File: common/units/names_ships/NIC_ship_names.txt

Code:
NIC_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		NIC
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = ARN 
	fallback_name = Destructor %d
	unique = {
		Managua Masaya Granada León Chinandega
	}
}
### Entity: Country History
Country: KAT
Component: KAT_characters
Constructs: recruit_character
Source: game
File: history/countries/KAT - Katanga.txt

Code:
# Leaders & Characters for KAT
recruit_character = KAT_moise_tshombe
### Entity: Event
Component: AUS_political_events.2
Constructs: ai_chance, add_ideas, remove_ideas, has_government, fire_only_once, add_political_power, has_dlc, swap_ideas
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.2
	title = AUS_political_events.2.t
	desc = AUS_political_events.2.desc
	picture = GFX_report_event_generic_stock_traders
	trigger = {
		AND = {
			date = > 1936.2.17
			original_tag = AUS
			has_dlc = Gotterdammerung
		}
	}
	fire_only_once = yes
	option = {
		name = AUS_political_events.2.a
		ai_chance = {
			base = 5
			modifier = {
				factor = 10
				AUS_is_historical_ai = yes
			} {
				factor = 0.1
				OR = {
					has_government = communism democratic
				}
			}
		}
		remove_ideas = {
			AUS_phonix_insurance
		}
		swap_ideas = {
			remove_idea = AUS_recovering_from_the_depression
			add_idea = AUS_recurrent_economic_depression
		}
	} {
		name = AUS_political_events.2.b
		ai_chance = {
			base = 5
			modifier = {
				factor = 10
				OR = {
					has_government = communism democratic
				}
			} {
				factor = 2
				has_political_power = > 149
			}
		}
		add_political_power = -100
		remove_ideas = AUS_phonix_insurance
		add_ideas = AUS_covering_the_phonix_insurances
		swap_ideas = {
			remove_idea = AUS_recovering_from_the_depression
			add_idea = AUS_recurrent_economic_depression
		}
		custom_effect_tooltip = AUS_political_events.2.b_tt
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_seize_plantations
Constructs: prerequisite, limit, has_war_with, add_opinion_modifier, completion_reward, add_political_power, add_timed_idea, send_embargo
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_seize_plantations
	icon = GFX_goal_HON_bannana_takeover
	prerequisite = {
		focus = HON_peasant_revolution
	}
	relative_position_id = HON_peasant_revolution
	x = 4
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = -100
		add_timed_idea = {
			idea = COS_economic_turmoil
			days = 180
		}
		if = {
			limit = {
				country_exists = USA
				NOT = {
					has_war_with = USA
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			USA = {
				send_embargo = ROOT
				add_opinion_modifier = {
					target = ROOT
					modifier = embargo
				} {
					target = ROOT
					modifier = large_decrease
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: JAP_public_awareness_of_war_worst_ns
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_public_awareness_of_war_worst_ns = {
	name = JAP_public_awareness_of_war_ns
	allowed = {
		always = no
	}
	picture = FRA_scw_intervention_republicans_focus
	allowed_civil_war = {

	}
	removal_cost = -1
	modifier = {
		war_support_factor = -0.1
		political_power_factor = -0.1
	}
}
### Entity: Event
Component: soviet.20
Constructs: is_triggered_only
Source: game
File: events/SovietUnion.txt

Code:
country_event = {
	id = soviet.20
	title = soviet.20.t
	desc = soviet.20.d
	picture = GFX_report_event_nationalist_china_machinegun_firing
	is_triggered_only = yes
	option = {
		name = soviet.20.a
	}
}
### Entity: Decision
Component: INS_unity_in_diversity_cat
Constructs: fire_only_once, check_variable, is_in_array, is_controlled_by, is_core_of, complete_effect, remove_effect, add_core_of
Source: game
File: common/decisions/INS.txt

Code:
INS_unity_in_diversity_cat = {
	INS_core_state_decision = {
		icon = GFX_decision_generic_monarchy
		available = {
			FROM = {
				resistance = < 20
				OR = {
					custom_trigger_tooltip = {
						tooltip = INS_has_built_at_least_one_infrastructure
						check_variable = {
							building_level@infrastructure = > INS_infrastructure_pre_investment
						}
					} {
						tooltip = INS_has_built_at_least_one_civ
						check_variable = {
							building_level@industrial_complex = > INS_civs_pre_investment
						}
					}
				}
			}
		}
		visible = {

		}
		state_target = yes
		target_trigger = {
			FROM = {
				OR = {
					is_in_array = {
						array = INS.owned_states_at_game_start
						value = THIS
					}
					state = 721
				}
				is_controlled_by = ROOT
				NOT = {
					is_core_of = ROOT
				} {
					state = 1050
				}
			}
		}
		cost = 25
		days_remove = 60
		fire_only_once = no
		ai_will_do = {
			base = 100
		}
		complete_effect = {

		}
		remove_effect = {
			FROM = {
				add_core_of = ROOT
			}
		}
	}
}
### Entity: Shared Focus
Tree: den_focus
Component: DEN_Expand_the_Shipyards
Constructs: shared_focus, prerequisite, completion_reward, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_denmark.txt

Code:
shared_focus = {
	id = DEN_Expand_the_Shipyards
	icon = GFX_goal_generic_expand_the_naval_industry
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	available_if_capitulated = yes
	ai_will_do = {
		factor = 0.1
	}
	prerequisite = {
		focus = DEN_Retrofit_the_Royal_Navy
	}
	available = {
		controls_state = 37 99
	}
	x = 1
	y = 1
	relative_position_id = DEN_Retrofit_the_Royal_Navy
	completion_reward = {
		37 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
		99 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Idea
Component: idea_SIA_unified_khana_ratsadon
Constructs: stability_factor, political_power_gain, removal_cost, compliance_gain, conscription_factor
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_unified_khana_ratsadon = {
	picture = generic_political_support
	allowed_civil_war = {
		always = yes
	}
	allowed = {
		original_tag = SIA
	}
	removal_cost = -1
	modifier = {
		political_power_gain = 0.1
		stability_factor = 0.1
		compliance_gain = 0.05
		production_speed_industrial_complex_factor = 0.075
		production_speed_arms_factory_factor = 0.075
		conscription_factor = 0.15
	}
}
### Entity: Order of Battle
Component: Cavalry Division
Constructs: division_template
Source: game
File: history/units/ABK_1936.txt

Code:
division = {
	name = Cavalry Division
	location = 11617
	division_template = Cavalry Division
	start_experience_factor = 0.2
	start_equipment_factor = 0.6
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_work_towards_laissex_faire
Constructs: prerequisite, add_ideas, completion_reward, has_country_leader
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_work_towards_laissex_faire
	icon = GFX_goal_generic_intelligence_exchange
	relative_position_id = CHL_1938_chilean_presidential_election
	x = 2
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_1938_chilean_presidential_election
	}
	mutually_exclusive = {
		focus = CHL_establish_corfo
	}
	ai_will_do = {
		base = 2
		modifier = {
			factor = 2
			has_country_leader = {
				character = CHL_gustavo_ross_santa_maria
				ruling_only = yes
			}
		} {
			factor = 0
			has_country_leader = {
				character = CHL_pedro_aguirre_cerda
				ruling_only = yes
			}
		} {
			factor = 0
			has_country_leader = {
				character = CHL_elias_lafertte_gavino
				ruling_only = yes
			}
		}
	}
	available = {
		NOT = {
			has_country_leader = {
				character = CHL_elias_lafertte_gavino
				ruling_only = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = CHL_laissez_faire
	}
}
### Entity: Character
Component: JAP_IJN_prime_minister_trait
Constructs: war_support_factor, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_IJN_prime_minister_trait = {
	random = no
	sprite = 13
	fascism_drift = 0.05
	naval_doctrine_cost_factor = -0.15
	new_base_strike_mastery_gain_factor = 0.15
	war_support_factor = 0.05
}
### Entity: Character
Component: AST_frank_forde
Constructs: has_dlc
Source: game
File: common/characters/AST.txt

Code:
AST_frank_forde = {
	instance = {
		allowed = {
			has_dlc = Thunder at Our Gates
		}
		name = AST_frank_forde
		portraits = {
			civilian = {
				small = GFX_portrait_AST_frank_forde_small
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = AST_frank_forde
			allowed = {
				original_tag = AST
			}
			traits = {
				AST_paranoid_patriot
			}
			ai_will_do = {
				factor = 1
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Thunder at Our Gates
			}
		}
		name = AST_frank_forde
		portraits = {
			army = {
				small = GFX_portrait_AST_frank_forde_small
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = AST_frank_forde
			allowed = {
				original_tag = AST
				has_dlc = Together for Victory
			}
			traits = {
				compassionate_gentleman
			}
		}
	}
}
### Entity: Character
Component: GXC_bai_chongxi
Constructs: has_dlc
Source: game
File: common/characters/GXC.txt

Code:
GXC_bai_chongxi = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = Bai Chongxi
		portraits = {
			army = {
				large = GFX_Portrait_GXC_bai_chongxi
				small = GFX_Portrait_GXC_bai_chongxi_small
			}
		}
		advisor = {
			slot = army_chief
			idea_token = GXC_bai_chongxi
			allowed = {
				original_tag = GXC
			}
			traits = {
				army_chief_offensive_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		} {
			slot = navy_chief
			idea_token = GXC_bai_chongxi2
			allowed = {
				OR = {
					original_tag = GXC GDC
				}
			}
			traits = {
				navy_chief_reform_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		corps_commander = {
			traits = {
				hill_fighter trickster homeland_connoisseur
			}
			skill = 4
			attack_skill = 3
			defense_skill = 4
			planning_skill = 3
			logistics_skill = 4
			legacy_id = -1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		name = Bai Chongxi
		portraits = {
			army = {
				large = GFX_Portrait_r56_GXC_bai_chongxi
				small = GFX_Portrait_r56_GXC_bai_chongxi_small
			}
		}
		advisor = {
			slot = army_chief
			idea_token = GXC_bai_chongxi
			allowed = {
				original_tag = GXC
			}
			traits = {
				army_chief_offensive_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		} {
			slot = navy_chief
			idea_token = GXC_bai_chongxi2
			allowed = {
				OR = {
					original_tag = GXC GDC
				}
			}
			traits = {
				navy_chief_reform_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		corps_commander = {
			traits = {
				hill_fighter trickster homeland_connoisseur
			}
			skill = 4
			attack_skill = 3
			defense_skill = 4
			planning_skill = 3
			logistics_skill = 4
			legacy_id = -1
		}
	}
}
### Entity: Event
Component: new_ger.125
Constructs: is_triggered_only, has_completed_focus, set_country_flag, swap_ideas, remove_idea, add_idea, add_to_variable
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.125
	title = new_ger.125.t
	desc = new_ger.125.d
	picture = GFX_report_event_generic_communist_congress
	is_triggered_only = yes
	option = {
		name = new_ger.125.a
		set_country_flag = GER_coniliators_flag
		trigger = {
			NOT = {
				has_completed_focus = GER_shake_off_the_fascist_yoke
			}
		}
		swap_ideas = {
			remove_idea = GER_revolutionary_culture
			add_idea = GER_revolutionary_culture_2
		}
		add_to_variable = {
			KPD_seats = 5
		} {
			SPD_seats = 5
		}
		custom_effect_tooltip = GER_KPD_5_tt GER_SPD_5_tt
		r56_ger_kpd_35 = yes
		r56_ger_spd_35 = yes
	} {
		name = new_ger.125.b
		trigger = {
			NOT = {
				has_completed_focus = GER_spd_in_coalition
			}
		}
		set_country_flag = GER_no_conciliators
		swap_ideas = {
			remove_idea = GER_revolutionary_culture
			add_idea = GER_revolutionary_culture_4
		}
		add_to_variable = {
			KPD_seats = 5
		} {
			SPD_seats = -5
		}
		custom_effect_tooltip = GER_KPD_5_tt GER_SPD_-5_tt
		r56_ger_kpd_70 = yes
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_experimental_rotorcrafts
Constructs: prerequisite, limit, completion_reward, allow_branch, has_dlc, add_breakthrough_progress, is_special_project_completed, add_to_variable
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_experimental_rotorcrafts
	icon = GFX_focus_generic_early_helicopter
	prerequisite = {
		focus = GER_form_the_jagdwaffe
	}
	x = 0
	y = 1
	relative_position_id = GER_form_the_jagdwaffe
	allow_branch = {
		has_dlc = Gotterdammerung
	}
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.5
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				NOT = {
					is_special_project_completed = sp:sp_air_helicopter
				}
			}
			GER_add_or_modify_wunderwaffen = yes
			add_to_variable = {
				GER_wunderwaffen_sp_air_helicopter_speed_factor = GER_wunderwaffe_research_speed_bonus
				tooltip = sp_air_helicopter_speed_factor_tt
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			mio:GER_focke_achgelis_organization = {
				add_mio_size = 1
				add_mio_funds_gain_factor = 0.25
				add_mio_research_bonus = 0.05
			}
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_naval_air_CHI
Source: game
File: common/ai_focuses/CHI.txt

Code:
ai_focus_naval_air_CHI = {
	research = {
		naval_air = 4.0
		naval_bomber = 3.0
	}
}