Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: aus_focus
Component: AUS_legitimistische_studentenverbindung
Constructs: prerequisite, limit, completion_reward, has_dynamic_modifier, add_to_variable
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_legitimistische_studentenverbindung
	icon = GFX_focus_AUS_legitimistische_studentenverbindung
	prerequisite = {
		focus = AUS_rebellious_rearmament
	}
	mutually_exclusive = {
		focus = AUS_strengthen_legitimistische_corps
	}
	x = 1
	y = 1
	relative_position_id = AUS_rebellious_rearmament
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_RESEARCH
	}
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				has_dynamic_modifier = {
					modifier = AUS_habsburg_monarchy_restored
				}
			}
			custom_effect_tooltip = AUS_habsburg_monarchy_restored_intro_tt
		}
		ELSE = {
			custom_effect_tooltip = AUS_austrian_monarchy_restored_intro_tt
		}
		add_to_variable = {
			AUS_habsburg_monarchy_restored_neutrality_drift = 0.02
			tooltip = neutrality_drift_tt
		} {
			AUS_habsburg_monarchy_restored_political_power_factor = 0.1
			tooltip = political_power_factor_tt
		} {
			AUS_habsburg_monarchy_restored_research_speed_factor = 0.05
			tooltip = research_speed_factor_tt
		}
	}
}
### Entity: Modding Documentation
Construct: prepareraids
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## prepareraids
* Arguments:  <[Optional] the degree to which the raid should be prepared (0.0-1.0)>
* Not available in release build

Instantly complete preparation of all active raids, optionally to a specific progress level
### Entity: Event
Component: bftb_news.206
Constructs: is_triggered_only
Source: game
File: events/BFTB_NewsEvents.txt

Code:
news_event = {
	id = bftb_news.206
	title = bftb_news.206.t
	desc = bftb_news.206.desc
	picture = GFX_news_event_hatay_annexed
	major = yes
	is_triggered_only = yes
	option = {
		name = bftb_news.206.a
		trigger = {
			OR = {
				tag = TUR ITA SPA
			}
		}
	} {
		name = bftb_news.206.b
		trigger = {
			OR = {
				tag = ENG FRA SOV
			}
		}
	} {
		name = bftb_news.206.c
		trigger = {
			tag = GER
		}
	} {
		name = bftb_news.206.d
		trigger = {
			tag = USA
		}
	} {
		name = bftb_news.206.e
		trigger = {
			NOT = {
				OR = {
					tag = TUR ITA SPA ENG FRA SOV GER USA
				}
			}
		}
	}
}
### Entity: Character
Component: army_artillery_1
Source: game
File: common/country_leader/00_traits.txt

Code:
army_artillery_1 = {
	sprite = 16
	army_artillery_attack_factor = 0.1
	army_artillery_defence_factor = 0.05
	command_cap_increase = @tier1_cp_cap_increase
	command_power = @tier1_cp_cost
	ai_will_do = {
		factor = @army_command_factor_1
		modifier = {
			factor = 0
			command_power = < @tier1_cp_cost
		}
	}
}
### Entity: Idea
Component: idea_SIA_boon_rawd_brewery
Constructs: has_completed_focus, stability_factor, has_dlc
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_boon_rawd_brewery = {
	picture = SIA_boon_rawd_brewery
	allowed = {
		has_dlc = Thunder at Our Gates
		original_tag = SIA
	}
	available = {
		has_completed_focus = SIA_boon_rawd_brewery
	}
	visible = {

	}
	cost = 120
	traits = {
		brewery
	}
	modifier = {
		stability_factor = 0.06
		political_power_factor = 0.1
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AH3kNus7.jpg.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
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects | Hide file links

The following pages link to File:H3kNus7.jpg:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Lend-lease (file link) ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:H3kNus7.jpg"
### Entity: Idea
Component: MOR_aa2
Source: game
File: common/ideas/morocco.txt

Code:
MOR_aa2 = {
	ledger = army
	picture = generic_army_arab_2
	allowed = {
		original_tag = MOR
	}
	traits = {
		army_armored_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_upaf_project_successful
Constructs: division_template, prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_upaf_project_successful
	icon = GFX_goal_generic_army_professionalism
	prerequisite = {
		focus = PAL_flexible_organization PAL_entrenchment
	}
	x = -1
	y = 1
	cost = 7.2
	relative_position_id = PAL_entrenchment
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = PAL
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = PAL_upaf_project_successful_tt
		hidden_effect = {
			division_template = {
				name = UPAF Brigades
				priority = 1
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 2
						y = 0
					} {
						x = 2
						y = 1
					} {
						x = 0
						y = 3
					} {
						x = 3
						y = 0
					}
					artillery_brigade = {
						x = 3
						y = 1
					}
				}
			}
			random_owned_controlled_state = {
				create_unit = {
					division = name = "UPAF Brigades" division_template = "UPAF Brigades" start_experience_factor = 0.05 start_equipment_factor = 1 start_manpower_factor = 1
					owner = ROOT
					count = 2
					allow_spawning_on_enemy_provs = yes
				}
			}
		}
	}
}
### Entity: Character
Component: IRQ_akram_mushtak
Source: game
File: common/characters/IRQ.txt

Code:
IRQ_akram_mushtak = {
	name = IRQ_akram_mushtak
	portraits = {
		army = {
			small = GFX_idea_generic_air_arab_2
		}
	}
	advisor = {
		slot = high_command
		ledger = air
		idea_token = IRQ_akram_mushtak
		cost = 100
		traits = {
			air_pilot_training_2
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_socialist_researchers
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_socialist_researchers
	icon = GFX_focus_generic_socialist_science
	prerequisite = {
		focus = ARG_state_atheism ARG_liberation_theology
	}
	x = 1
	y = 1
	relative_position_id = ARG_state_atheism
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Idea
Component: LAT_paramilitary_fasc_idea
Constructs: has_government, removal_cost, conscription_factor
Source: game
File: common/ideas/latvia.txt

Code:
LAT_paramilitary_fasc_idea = {
	picture = generic_manpower_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = fascism neutrality
		}
	}
	removal_cost = -1
	modifier = {
		conscription = 0.01
		conscription_factor = 0.2
		modifier_army_sub_unit_militia_attack_factor = 0.1
		modifier_army_sub_unit_militia_defence_factor = 0.1
	}
}
### Entity: AI Strategy
Component: AUS_neutrality_federative_plan
Constructs: has_completed_focus, has_country_flag, has_game_rule, has_dlc, is_subject, is_ai
Source: game
File: common/ai_strategy_plans/AUS_alternate_strategy_plan.txt

Code:
AUS_neutrality_federative_plan = {
	name = Austrian Non-Aligned Fedrative
	desc = 
	allowed = {
		original_tag = AUS
	}
	enable = {
		OR = {
			has_country_flag = AUS_AI_RANDOM_NEUTRALITY_FEDERATIVE
			has_game_rule = {
				rule = AUS_AI_BEHAVIOR
				option = AUS_NEUTRALITY_FEDERATIVE
			}
		}
		has_dlc = Gotterdammerung
	}
	abort = {
		is_subject = yes
		OR = {
			HUN = {
				has_completed_focus = wuw_HUN_invite_otto_to_the_throne
			} {
				AND = {
					is_ai = no
					has_completed_focus = wuw_HUN_end_the_regency
				}
			}
		}
	}
	ai_national_focuses = {
		AUS_repeal_the_may_constitution AUS_austria_against_fascism AUS_reinstate_the_imperial_council AUS_the_danubian_federation AUS_regulate_austrian_finance_sector AUS_economic_resuscitation AUS_invite_danubian_countries AUS_secret_rearmament AUS_the_right_to_rearm HABSBURG_part_of_something_bigger AUS_osterreichische_bundesheer AUS_follow_the_jansa_plan AUS_fortify_the_traun_line AUS_defence_of_the_homeland AUS_extend_the_traun_line AUS_invest_in_erzberg_steel_mines AUS_danubian_unity AUS_inviting_the_observers AUS_courting_the_princess_of_industry HABSBURG_reform_gemeinsame_armee HABSBURG_the_strength_of_the_common_man HABSBURG_economic_cooperation_policy AUS_strengthen_the_arms_industry HABSBURG_technology_sharing AUS_steyr_arms_investment HABSBURG_part_of_something_bigger HABSBURG_reform_gemeinsame_armee AUS_the_political_front HABSBURG_the_strength_of_the_common_man AUS_diplomatic_effort HABSBURG_joint_training_initiative HABSBURG_meeting_the_logistical_challenge HABSBURG_for_the_glory_of_the_empire
	}
	focus_factors = {

	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: WW_hungary.86
Constructs: is_triggered_only, ai_chance, add_stability, fire_only_once, add_political_power, is_in_faction, declare_war_on, take_core_state
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.86
	title = WW_hungary.86.t
	desc = WW_hungary.86.desc
	picture = GFX_report_event_spr_anarchist_uprising
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = WW_hungary.86.a
		ai_chance = {
			factor = 50
			modifier = {
				strength_ratio = {
					tag = HUN
					ratio = < 0.8
				}
				factor = 2
			} {
				is_in_faction = no
				HUN = {
					is_in_faction = yes
				}
				factor = 2
			}
		}
		add_political_power = 50
		add_stability = -0.05
	} {
		name = WW_hungary.86.b
		ai_chance = {
			factor = 50
			modifier = {
				strength_ratio = {
					tag = HUN
					ratio = > 1.5
				}
				factor = 2
			}
		}
		declare_war_on = {
			target = FROM
			type = take_core_state
			generator = 975
		}
	}
}
### Entity: Event
Component: mongol_foreign_influence.14
Constructs: is_triggered_only, limit, every_country, has_country_flag, clr_country_flag, every_state, is_subject_of, check_variable
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_foreign_influence.14
	title = mongol_foreign_influence.14.t
	desc = mongol_foreign_influence.14.d
	picture = GFX_report_event_SOV_mongolia_fortify_border
	is_triggered_only = yes
	option = {
		name = mongol_foreign_influence.14.a
		FROM = {
			clr_country_flag = MON_is_willing_to_go_for_you
		}
		every_country = {
			limit = {
				OR = {
					original_tag = MON
					has_country_flag = MON_joined_mongolia_to_secure_one_of_the_warlords
				}
			}
			every_state = {
				limit = {
					controller = {
						OR = {
							tag = FROM
							is_subject_of = FROM
						}
					}
					check_variable = {
						var = var_warlord_claim_strength_@PREV
						value = 3
						compare = greater_than_or_equals
					}
				}
				save_event_target_as = state_to_transfer
				PREV = {
					transfer_state = event_target:state_to_transfer
				}
			}
			hidden_effect = {
				if = {
					limit = {
						has_country_flag = MON_joined_mongolia_to_secure_one_of_the_warlords
					}
					clr_country_flag = MON_joined_mongolia_to_secure_one_of_the_warlords
				}
			}
		}
		hidden_effect = {
			every_country = {
				limit = {
					has_country_flag = MON_will_not_attack_warlord_together_woth_mongolia
				}
				clr_country_flag = MON_will_not_attack_warlord_together_woth_mongolia
			}
		}
	}
}
### Entity: Country Tag
Component: RDS
Constructs: has_country_flag
Source: game
File: common/country_tag_aliases/tag_aliases.txt

Code:
RDS = {
	original_tag = ITA
	has_country_flag = ITA_rds_cw_flag
}
### Entity: Character
Component: SWI_henri_guisan
Constructs: has_completed_focus
Source: game
File: common/characters/SWI.txt

Code:
SWI_henri_guisan = {
	name = SWI_henri_guisan
	portraits = {
		army = {
			large = GFX_portrait_SWI_henri_guisan
			small = GFX_portrait_SWI_henri_guisan_small
		}
	}
	corps_commander = {
		traits = {
			winter_specialist
		}
		skill = 3
		attack_skill = 2
		defense_skill = 3
		planning_skill = 3
		logistics_skill = 2
		legacy_id = -1
	}
	advisor = {
		slot = army_chief
		idea_token = SWI_henri_guisan
		allowed = {
			original_tag = SWI
			SWI_bba = yes
		}
		available = {
			ROOT = {
				has_completed_focus = SWI_promote_guisan
			}
		}
		traits = {
			SWI_commander_in_chief
		}
		cost = 0
		ai_will_do = {
			base = 500
		}
	}
}
### Entity: Idea
Component: KMT_kmt_remnants
Constructs: stability_factor, has_government, removal_cost, neutrality_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_kmt_remnants = {
	removal_cost = -1
	picture = generic_intel_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = fascism
		}
	}
	modifier = {
		stability_factor = 0.1
		political_power_factor = 0.05
		neutrality_drift = 0.05
		army_core_attack_factor = 0.02
	}
}
### Entity: Scripted Effect
Component: SPA_garrison_control_cost_calculation
Constructs: limit, check_variable, set_variable
Source: game
File: common/scripted_effects/SPR_scripted_effects.txt

Code:
SPA_garrison_control_cost_calculation = {
	if = {
		limit = {
			check_variable = {
				var = SPA_garrison_control
				value = 1
				compare = equals
			}
			NOT = {
				state = 41
			}
		}
		set_variable = {
			var = SPA_garrison_control_cost
			value = 10
		}
	} {
		limit = {
			check_variable = {
				var = SPA_garrison_control
				value = 2
				compare = equals
			}
			NOT = {
				state = 41
			}
		}
		set_variable = {
			var = SPA_garrison_control_cost
			value = 20
		}
	} {
		limit = {
			check_variable = {
				var = SPA_garrison_control
				value = 3
				compare = equals
			}
			NOT = {
				state = 41
			}
		}
		set_variable = {
			var = SPA_garrison_control_cost
			value = 30
		}
	} {
		limit = {
			check_variable = {
				var = SPA_garrison_control
				value = 1
				compare = equals
			}
			state = 41
		}
		set_variable = {
			var = SPA_garrison_control_cost
			value = 20
		}
	} {
		limit = {
			check_variable = {
				var = SPA_garrison_control
				value = 2
				compare = equals
			}
			state = 41
		}
		set_variable = {
			var = SPA_garrison_control_cost
			value = 40
		}
	} {
		limit = {
			check_variable = {
				var = SPA_garrison_control
				value = 3
				compare = equals
			}
			state = 41
		}
		set_variable = {
			var = SPA_garrison_control_cost
			value = 60
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_swiss_guiding_principles
Constructs: limit, completion_reward, add_political_power, has_start_date, set_power_balance, set_default
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_swiss_guiding_principles
	icon = GFX_focus_SWI_swiss_guiding_principles
	x = 12
	y = 0
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		if = {
			limit = {
				has_start_date = < 1936.01.02
			}
			country_event = {
				id = BBA_switzerland.1
				hours = 6
			}
		}
		add_political_power = 100
		set_power_balance = {
			id = SWI_centralization_bop
			set_default = yes
		}
		hidden_effect = {
			SWI_update_councilors = yes
			if = {
				limit = {
					has_start_date = < 1936.01.02
				}
				country_event = {
					id = BBA_SWI_annual_election.1
					days = 18
				}
				SWI_find_best_democratic_ally = yes
				SWI_find_biggest_fascist_neighbor = yes
			}
		}
	}
}
### Entity: State History
Component: 517
Constructs: add_core_of
Source: game
File: history/states/517-Victoria.txt

Code:
state = {
	id = 517
	name = STATE_517
	resources = {
		steel = 6
		chromium = 4
	}
	history = {
		owner = AST
		buildings = {
			infrastructure = 3
			arms_factory = 2
			industrial_complex = 5
			air_base = 3
			7798 = {
				naval_base = 4
				coastal_bunker = 1
			}
		}
		1939.1.1 = {
			buildings = {
				arms_factory = 3
				industrial_complex = 6
				dockyard = 1
			}
		}
		victory_points = {
			7798 20
		}
		add_core_of = AST
	}
	provinces = {
		1759 2130 2155 4776 4791 7755 7798 7811 10553 10581 10622 10637 12576 12932
	}
	manpower = 1850000
	buildings_max_level_factor = 1.0
	state_category = large_city
	local_supplies = 0.0
}
### Entity: Scripted Effect
Component: FIN_bop_low_increase_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/FIN_scripted_effects.txt

Code:
FIN_bop_low_increase_effect = {
	add_power_balance_value = {
		id = FIN_power_balance
		value = 0.1
	}
}
### Entity: Event
Component: BALTIC_events.1
Constructs: is_triggered_only, ai_chance, has_government, is_in_faction, give_guarantee
Source: game
File: events/NSB_Baltic.txt

Code:
country_event = {
	id = BALTIC_events.1
	title = BALTIC_events.1.t
	desc = BALTIC_events.1.d
	picture = GFX_report_event_sanation_left_victory
	is_triggered_only = yes
	option = {
		name = BALTIC_events.1.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 10
				FROM = {
					has_government = ROOT
				}
			} {
				factor = 0
				FROM = {
					is_in_faction = yes
				}
			}
		}
		give_guarantee = FROM
		hidden_effect = {
			FROM = {
				country_event = {
					id = BALTIC_events.101
					days = 5
				}
			}
		}
	} {
		name = BALTIC_events.1.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				NOT = {
					has_government = fascism
				}
				FROM = {
					OR = {
						has_government = fascism communism
					}
				}
			}
		}
		reverse_add_opinion_modifier = {
			target = FROM
			modifier = refused_help
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = BALTIC_events.102
					days = 5
				}
			}
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_support_radical_nationalism
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_support_radical_nationalism
	icon = GFX_focus_ARG_support_radical_nationalism
	prerequisite = {
		focus = ARG_cut_ties_with_britain
	}
	x = 0
	y = 1
	relative_position_id = ARG_cut_ties_with_britain
	cost = 5
	available = {

	}
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		custom_effect_tooltip = ARG_modify_growing_nationalism_ns_intro
		add_to_variable = {
			ARG_growing_nationalism_fascism_drift = 0.1
			tooltip = fascism_drift_factor_tt
		} {
			ARG_growing_nationalism_recruitable_population_factor = 0.1
			tooltip = recruitable_population_factor_tt
		} {
			ARG_growing_nationalism_war_support_factor = 0.05
			tooltip = war_support_factor_tt
		} {
			ARG_growing_nationalism_democratic_drift = -0.05
			tooltip = democratic_drift_factor_tt
		}
	}
}
### Entity: Scripted Effect
Component: EAI_get_mil_to_civ_conversion_slot_scores
Constructs: limit, has_country_flag, set_temp_variable, check_variable, add_to_temp_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_effects.txt

Code:
EAI_get_mil_to_civ_conversion_slot_scores = {
	set_temp_variable = {
		EAI_has_mil_to_civ_conversion_slot_scores = 1
	}
	for_each_scope_loop = {
		array = controlled_states
		if = {
			limit = {
				check_variable = {
					building_level@arms_factory = > 0
				}
			}
			EAI_get_mil_to_civ_conversion_slot_score = yes
			for_each_loop = {
				array = EAI_mil_to_civ_conversion_slot_scores
				var:v = {
					if = {
						limit = {
							check_variable = {
								PREV.EAI_mil_to_civ_conversion_slot_score = > EAI_mil_to_civ_conversion_slot_score
							}
						}
						add_to_temp_array = {
							array = EAI_mil_to_civ_conversion_slot_scores
							index = i
							value = PREV.id
						}
						set_temp_variable = {
							break = 1
						}
					}
				}
			}
			if = {
				limit = {
					check_variable = {
						break = 0
					}
				}
				add_to_temp_array = {
					array = EAI_mil_to_civ_conversion_slot_scores
					value = THIS.id
				}
			}
			else = {
				set_temp_variable = {
					break = 0
				}
			}
		}
	}
	if = {
		limit = {
			has_country_flag = EAI_construction_score_logging
		}
		log = ======= PRINTING EAI_mil_to_civ_conversion_slot_scores ======= ===============================================
		for_each_scope_loop = {
			array = EAI_mil_to_civ_conversion_slot_scores
			log = [?EAI_mil_to_civ_conversion_slot_score] - [This.GetName]
		}
	}
}
### Entity: AI Strategy
Component: EAI_communist_focus
Constructs: has_government, has_country_flag, has_global_flag, is_historical_focus_on, has_focus_tree
Source: game
File: common/ai_strategy_plans/EAI_generic_tree.txt

Code:
EAI_communist_focus = {
	name = Communist focus
	desc = 
	enable = {
		OR = {
			AND = {
				has_global_flag = EAI_random_ideology
				has_country_flag = EAI_communist_focus
			} {
				is_historical_focus_on = yes
				has_government = communism
				NOT = {
					EAI_neutral_country = yes
				}
			}
		}
		has_focus_tree = generic_focus
	}
	abort_when_not_enabled = yes
	focus_factors = {
		political_effort = 1000
		collectivist_ethos = 1000
		internationalism_focus = 1000
		political_correctness = 1000
		indoctrination_focus = 1000
		political_commissars = 1000
		ideological_fanaticism = 1000
	}
}
### Entity: Event
Component: INS_revolution_events.36
Constructs: is_triggered_only, add_war_support, add_opinion_modifier
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_revolution_events.36
	title = INS_revolution_events.36.t
	desc = INS_revolution_events.36.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = INS_revolution_events.36.a
		add_war_support = -0.1
		add_opinion_modifier = {
			target = USA
			modifier = indonesia_usa_rejected_renville_modifier
		}
	}
}
### Entity: Modifier Reference
Construct: new_operative_slot_bonus
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## new_operative_slot_bonus

* Number with 0 decimal places
* **Categories**: intelligence_agency
### Entity: Modifier Reference
Construct: government_in_exile
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## Modifiers for scope government_in_exile

* [dockyard_donations](#dockyard_donations)
* [exile_manpower_factor](#exile_manpower_factor)
* [industrial_factory_donations](#industrial_factory_donations)
* [legitimacy_daily](#legitimacy_daily)
* [legitimacy_gain_factor](#legitimacy_gain_factor)
* [military_factory_donations](#military_factory_donations)
* [targeted_legitimacy_daily](#targeted_legitimacy_daily)
### Entity: Order of Battle
Component: Maleolap Kichi Shubitai
Constructs: division_template
Source: game
File: history/units/JAP_1936.txt

Code:
division = {
	name = Maleolap Kichi Shubitai
	location = 13043
	division_template = Chuton-chi Shidan
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: AI Strategy
Component: CHI_dont_defend_northern_warlords
Constructs: has_dlc
Source: game
File: common/ai_strategy/CHI.txt

Code:
CHI_dont_defend_northern_warlords = {
	allowed = {
		has_dlc = No Compromise, No Surrender
		original_tag = CHI
	}
	enable = {
		num_faction_members = > 3
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = dont_defend_ally_borders
		id = HBC
		value = 150
	} {
		type = dont_defend_ally_borders
		id = SND
		value = 150
	} {
		type = dont_defend_ally_borders
		id = SHX
		value = 150
	}
}