Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Effect Reference
Construct: add_daily_mastery
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_daily_mastery

* Supported Scopes: COUNTRY
* Supported Targets: none

Adds doctrine mastery daily for a certain duration.

	You can use flexible filters to have this effect apply to all tracks that match the specified
	folder, grand doctrine, subdoctrine or specific track. If a certain filter is not present, it will be counted as a pass.
	For example, you can add mastery to all active tracks in all folders by not specifying any filters at all.

	### Examples
	```
	GER = {
		add_daily_mastery = {
			amount = 0.1						# Amount of mastery to add per day
			days = 90							# Number of days to apply the daily mastery gain for
			name = [loc]                        # Loc key - will be used in descriptions to show the source of the mastery gain

			# FILTERS:
			folder = land						# Optional - will filter by tracks in the specified folder
			grand_doctrine = mobile_warfare		# Optional - will filter by tracks in folders with the specified grand doctrine
			sub_doctrine = mobile_infantry		# Optional - will filter by tracks with the specified subdoctrine
			track = infantry					# Optional - will filter by tracks of the specified type
			index = 1							# Optional - will filter by the track index within the folder (0-indexed).
		}
	}
	```
### Entity: Event
Component: NSB_soviet_fascist_tsarist.28
Constructs: is_triggered_only
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_fascist_tsarist.28
	title = NSB_soviet_fascist_tsarist.28.t
	desc = NSB_soviet_fascist_tsarist.28.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = NSB_soviet_fascist_tsarist.28.a
	}
}
### Entity: AI Strategy
Component: ENG_royal_air_force
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_royal_air_force = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		date = > 1939.4.1
	}
	abort = {
		date = < 1939.4.1
	}
	ai_strategy = {
		type = air_factory_balance
		value = 50
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_integrate_the_fort
Constructs: prerequisite, completion_reward, is_owned_by, is_controlled_by, add_country_leader_trait, add_core_of
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_integrate_the_fort
	icon = GFX_goal_generic_national_unity
	prerequisite = {
		focus = AST_naurus_return_to_german_hands AST_the_winner_takes_it_all
	}
	relative_position_id = AST_naurus_return_to_german_hands
	x = 1
	y = 1
	cost = 5
	available = {
		979 = {
			is_owned_by = ROOT
			is_controlled_by = ROOT
			compliance = > 70
			resistance = < 10
		}
		737 = {
			is_owned_by = ROOT
			is_controlled_by = ROOT
			compliance = > 70
			resistance = < 10
		}
		1070 = {
			is_owned_by = ROOT
			is_controlled_by = ROOT
			compliance = > 70
			resistance = < 10
		}
		1073 = {
			is_owned_by = ROOT
			is_controlled_by = ROOT
		}
		523 = {
			is_owned_by = ROOT
			is_controlled_by = ROOT
			compliance = > 70
			resistance = < 10
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_country_leader_trait = AST_motherland_advocate_leader
		979 = {
			add_core_of = ROOT
		}
		737 = {
			add_core_of = ROOT
		}
		1070 = {
			add_core_of = ROOT
		}
		1073 = {
			add_core_of = ROOT
		}
		523 = {
			add_core_of = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_brannik_youth_organization
Constructs: prerequisite, add_ideas, has_government, add_war_support, completion_reward
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_brannik_youth_organization
	prerequisite = {
		focus = BUL_concessions_to_lukov
	}
	relative_position_id = BUL_concessions_to_lukov
	icon = GFX_goal_BUL_brannik
	x = -2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 40
	}
	available = {
		has_government = fascism
	}
	completion_reward = {
		add_ideas = BUL_brannik_r56
		add_war_support = 0.1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/BEL_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 2
	}
	location = 11519
	division_template = Division d'Infanterie
	start_experience_factor = 0.3
	start_equipment_factor = 0.5
}
### Entity: Idea
Component: FIN_patriotic_peoples_movement_ns_2
Constructs: war_support_factor, removal_cost, fascism_drift
Source: game
File: common/ideas/finland.txt

Code:
FIN_patriotic_peoples_movement_ns_2 = {
	name = FIN_patriotic_peoples_movement_ns_1
	picture = FIN_patriotic_peoples_movement
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		fascism_drift = 0.1
		political_advisor_cost_factor = -0.2
		war_support_factor = 0.05
		conscription = 0.005
		training_time_army_factor = -0.1
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_reclaiming_ethiopia
Constructs: prerequisite, limit, has_war_with, completion_reward, has_country_leader, is_government_in_exile, has_legitimacy, has_opinion
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_reclaiming_ethiopia
	icon = GFX_goal_generic_demand_territory
	prerequisite = {
		focus = ETH_anti-italian_propaganda
	}
	x = 0
	y = 2
	relative_position_id = ETH_anti-italian_propaganda
	cost = 10
	ai_will_do = {
		base = 2
	}
	bypass = {
		NOT = {
			has_war_with = ITA
		}
	} {

	}
	available = {
		has_country_leader = {
			character = ETH_haile_selassie
			ruling_only = yes
		}
		OR = {
			AND = {
				is_government_in_exile = no
				any_owned_state = {
					is_controlled_by_ROOT_or_ally = yes
				}
			} {
				is_government_in_exile = yes
				has_legitimacy = > 74
			}
		}
		IF = {
			limit = {
				is_government_in_exile = yes
			}
			var:ETH.host_nation = {
				has_opinion = {
					target = ROOT
					value = > 74
				}
			}
		}
	}
	available_if_capitulated = yes
	cancel_if_invalid = yes
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = ETH_reclaiming_ethiopia_exile_tt ETH_formal_request_unlocked_tt ETH_reclaiming_ethiopia_not_exile_tt
		effect_tooltip = {
			ETH_no_longer_alone = yes
			ETH_haile_selassie_returns = yes
			set_global_flag = ethiopia_recognized_flag
		}
		hidden_effect = {
			IF = {
				limit = {
					is_government_in_exile = no
				}
				ETH_no_longer_alone = yes
				set_global_flag = ethiopia_recognized_flag
				ETH_haile_selassie_returns = yes
			}
		}
	}
}
### Entity: Idea
Component: idea_RAJ_help_from_the_secret_intelligence_agency
Constructs: has_dlc
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_help_from_the_secret_intelligence_agency = {
	picture = generic_spy_intel
	allowed = {
		has_dlc = La Resistance
		original_tag = RAJ
	}
	modifier = {
		operative_slot = 1
	}
}
### Entity: Idea
Component: BUL_the_peoples_militia_directorate
Constructs: removal_cost
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_the_peoples_militia_directorate = {
	picture = MEX_revolutionary_army
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		tag = BUL
	}
	removal_cost = -1
	modifier = {
		drift_defence_factor = 0.15
		foreign_subversive_activites = -0.5
	}
}
### Entity: Scripted Effect
Component: EAI_PC_AIRBASE_get_min_max_distances
Constructs: limit, set_temp_variable, check_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_airbase.txt

Code:
EAI_PC_AIRBASE_get_min_max_distances = {
	set_temp_variable = {
		min_distance_ = 10000
	} {
		max_distance_ = 0
	}
	for_each_scope_loop = {
		array = _AIRBASE_get_best_target_on_TARGET_COUNTRIES
		for_each_scope_loop = {
			array = controlled_states
			for_each_loop = {
				array = scored_target_states
				var:v = {
					if = {
						limit = {
							check_variable = {
								distance_to@PREV = < min_distance_
							}
						}
						set_temp_variable = {
							min_distance_ = distance_to@PREV
						}
					} {
						limit = {
							check_variable = {
								distance_to@PREV = > max_distance_
							}
						}
						set_temp_variable = {
							max_distance_ = distance_to@PREV
						}
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_ally_poland
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, completion_reward, is_ai, is_subject
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_ally_poland
	icon = GFX_focus_generic_befriend_poland
	relative_position_id = CZE_strengthen_the_little_entente
	x = 2
	y = 1
	prerequisite = {
		focus = CZE_strengthen_the_little_entente
	}
	mutually_exclusive = {
		focus = CZE_demand_corridor_to_ussr CZE_airlift_soviet_support
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 2
			POL = {
				is_ai = no
			}
		}
	}
	cost = 5
	available = {
		is_subject = no
		OR = {
			is_faction_leader = yes
			AND = {
				OR = {
					has_government = democratic communism
				}
				is_in_faction = yes
				faction_leader = {
					original_tag = FRA
				}
			}
		} {
			strength_ratio = {
				tag = GER
				ratio = > 0.5
			}
			GER = {
				OR = {
					exists = no
					has_capitulated = yes
					has_government = democratic
					is_in_faction_with = ROOT
				}
			}
		}
		POL = {
			exists = yes
			is_subject = no
			is_in_faction = no
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		POL = {
			is_ally_with = ROOT
			OR = {
				is_subject = no
				is_subject_of = ROOT
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				is_in_faction = yes
				faction_leader = {
					original_tag = FRA
				}
			}
			POL = {
				save_global_event_target_as = CZE_invited_country
			}
			FRA = {
				country_event = MUN_czech.1008
			}
		} {
			limit = {
				NOT = {
					has_completed_focus = CZE_intervene_in_the_ussr
				}
			}
			custom_effect_tooltip = if_they_refuse_tt CZE_request_ally_give_ussr_mil_access_tt_POL
		}
		else = {
			POL = {
				country_event = MUN_czech.1009
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_integrate_the_kenkokutai
Constructs: prerequisite, add_ideas, has_government, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_integrate_the_kenkokutai
	icon = GFX_focus_generic_fascist_troops
	x = 0
	y = 2
	relative_position_id = JAP_ally_the_league_of_blood
	prerequisite = {
		focus = JAP_ally_the_league_of_blood
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			has_government = neutrality fascism
		}
		any_country_with_original_tag = {
			original_tag_to_check = SOV
			has_government = communism
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		add_ideas = JAP_kenkokukai
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = JAP_bin_akao
	}
}
### Entity: Game Rule
Component: INS_ai_behavior
Constructs: allow_achievements
Source: game
File: common/game_rules/00_game_rules.txt

Code:
INS_ai_behavior = {
	name = INS_ai_behavior
	required_dlc = Thunder at Our Gates
	group = RULE_GROUP_AI_BEHAVIOR
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_AI_DESC
	}
	option = {
		name = TRUE_HISTORICAL
		text = RULE_OPTION_TRUE_HISTORICAL_INS_AI
		desc = RULE_OPTION_TRUE_HISTORICAL_INS_AI_DESC
		allow_achievements = yes
	} {
		name = LOYALIST
		text = RULE_OPTION_LOYALIST_INS_AI
		desc = RULE_OPTION_LOYALIST_INS_AI_DESC
	} {
		name = REVOLUTION_DEMOCRATIC
		text = RULE_OPTION_REVOLUTION_DEMOCRATIC_INS_AI
		desc = RULE_OPTION_REVOLUTION_DEMOCRATIC_INS_AI_DESC
	} {
		name = REVOLUTION_UNALIGNED
		text = RULE_OPTION_REVOLUTION_UNALIGNED_INS_AI
		desc = RULE_OPTION_REVOLUTION_UNALIGNED_INS_AI_DESC
	} {
		name = REVOLUTION_COMMUNIST
		text = RULE_OPTION_REVOLUTION_COMMUNIST_INS_AI
		desc = RULE_OPTION_REVOLUTION_COMMUNIST_INS_AI_DESC
	} {
		name = RANDOM
		text = RULE_OPTION_RANDOM
		desc = RULE_OPTION_RANDOM_AI_DESC
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_secure_the_sea_lanes
Constructs: prerequisite, completion_reward, has_war_with_major, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_secure_the_sea_lanes
	icon = GFX_goal_generic_navy_anti_submarine
	prerequisite = {
		focus = JAP_naval_armaments_program JAP_assure_superior_naval_quality JAP_seek_strength_in_numbers JAP_nationalize_suzuka_naval_arsenal
	}
	relative_position_id = JAP_seek_strength_in_numbers
	x = -2
	y = 1
	cost = 5
	ai_will_do = {
		factor = 3
	}
	available = {
		has_war_with_major = yes
	}
	bypass = {

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

	}
	completion_reward = {
		JAP_add_or_modify_imperial_navy = yes
		add_to_variable = {
			JAP_navy_naval_detection = 0.05
			tooltip = naval_detection_tt
		} {
			JAP_navy_convoy_escort_efficiency = 0.1
			tooltip = convoy_escort_efficiency_tt
		}
	}
}
### Entity: Event
Component: wuw_GER_reichskommissariats.14
Constructs: is_triggered_only, ai_chance, limit, add_ideas, has_government, every_possible_country, has_character, set_nationality
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_reichskommissariats.14
	title = wuw_GER_reichskommissariats.14.t
	desc = wuw_GER_reichskommissariats.14.desc
	picture = GFX_report_event_german_politician_speech
	immediate = {
		hidden_effect = {
			IF = {
				limit = {
					SPR = {
						NOT = {
							has_government = fascism
						}
					}
					SPA = {
						NOT = {
							has_government = fascism
						}
					}
				}
				every_possible_country = {
					limit = {
						has_character = SPA_emilio_mola
					}
					set_nationality = {
						target_country = RKI
						character = SPA_emilio_mola
					}
				}
			}
		}
	}
	is_triggered_only = yes
	option = {
		name = wuw_GER_reichskommissariats.14.a
		ai_chance = {
			base = 95
		}
		RKI = {
			add_ideas = GER_german_controlled_reichskommissariat
		}
		hidden_effect = {
			IF = {
				limit = {
					SPR = {
						NOT = {
							has_government = fascism
						}
					}
				}
				RKI = {
					set_nationality = {
						target_country = SPR
						character = SPA_emilio_mola
					}
				}
			}
		} {
			RKI = {
				every_controlled_state = {
					set_compliance = 25
				}
			}
		}
	} {
		name = wuw_GER_reichskommissariats.14.b
		trigger = {
			SPR = {
				NOT = {
					has_government = fascism
				}
			}
			SPA = {
				NOT = {
					has_government = fascism
				}
			}
		}
		ai_chance = {
			base = 5
		}
		RKI = {
			SPA_emilio_mola = {
				add_country_leader_role = {
					promote_leader = yes
					country_leader = {
						ideology = nazism
						expire = 1960.1.1
						traits = {
							GER_reichskommissar_trait
						}
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_ideas = GER_local_controlled_reichskommissariat
		}
		hidden_effect = {
			RKI = {
				every_controlled_state = {
					set_compliance = 25
				}
			}
		}
	}
}
### Entity: Scripted Trigger
Component: frloc_state_sg_fem_vow_art_l_del_e_08
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_state_sg_fem_vow_art_l_del_e_08 = {
	OR = {
		state = 16 68 111 320 284 703 711 723 740
	}
}
### Entity: Unit Template
Component: sub_units
Constructs: affects_speed
Source: game
File: common/units/signal.txt

Code:
sub_units = {
	signal_company = {
		abbreviation = SIG
		sprite = infantry
		map_icon_category = infantry
		priority = 0
		ai_priority = 0
		active = no
		affects_speed = no
		type = {
			infantry support
		}
		group = support
		categories = {
			category_support_battalions category_divisional_support_battalions category_army
		}
		regimental = no
		combat_width = 0
		max_strength = 1
		max_organisation = 20
		default_morale = 0.3
		manpower = 500
		training_time = 120
		weight = 0.1
		supply_consumption = 0.02
		can_be_parachuted = yes
		initiative = 0.1
		own_equipment_fuel_consumption_mult = 0.0
		essential = {
			support_equipment motorized_equipment
		}
		need = {
			support_equipment = 20
			motorized_equipment = 10
		}
		same_support_type = signal_company
	}
	armored_signal = {
		abbreviation = ASC
		sprite = armored_signal
		map_icon_category = armored
		priority = 0
		ai_priority = 0
		active = no
		affects_speed = no
		type = {
			armor support
		}
		group = support
		categories = {
			category_support_battalions category_divisional_support_battalions category_tanks category_all_armor category_army
		}
		battalion_mult = {
			category = category_all_armor
			breakthrough = 0.05
		}
		regimental = no
		combat_width = 0
		max_strength = 1
		max_organisation = 20
		default_morale = 0.3
		manpower = 500
		training_time = 120
		weight = 0.1
		supply_consumption = 0.035
		can_be_parachuted = no
		initiative = 0.12
		essential = {
			support_equipment armored_support_vehicle
		}
		need = {
			support_equipment = 15
			armored_support_vehicle = 20
		}
		same_support_type = signal_company
	}
}
### Entity: Country History
Country: JAM
Component: JAM_technology
Constructs: set_technology
Source: game
File: history/countries/JAM - Jamaica.txt

Code:
# Starting Technologies for JAM
set_technology = {
	infantry_weapons = 1
}
### Entity: Idea
Component: ENG_steady_as_she_goes_idea
Constructs: democratic_drift, removal_cost
Source: game
File: common/ideas/britain.txt

Code:
ENG_steady_as_she_goes_idea = {
	name = ENG_steady_as_she_goes
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		democratic_drift = 0.1
		stability_weekly = 0.002
	}
	picture = eng_steady_as_she_goes
	removal_cost = -1
}
### Entity: State History
Component: 449
Constructs: add_core_of
Source: game
File: history/states/449-Libyan Coast.txt

Code:
state = {
	id = 449
	name = STATE_449
	manpower = 40431
	state_category = wasteland
	history = {
		owner = ITA
		buildings = {
			infrastructure = 2
		}
		add_core_of = LBA
	}
	provinces = {
		1041 1198 4047 4057 10046 10117 12088
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: ger_focus
Component: GER_rocketry_innovations
Constructs: prerequisite, completion_reward, add_tech_bonus, add_breakthrough_progress, add_timed_idea, add_to_variable
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_rocketry_innovations
	icon = GFX_focus_rocketry
	prerequisite = {
		focus = GER_dive_bombers GER_tactical_bombers GER_uralbomber_program
	}
	x = 2
	y = 3
	relative_position_id = GER_dive_bombers
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_tech_bonus = {
			name = GER_aerodynamic_research_institute
			bonus = 0.5
			uses = 1
			category = rocketry
		}
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.75
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt available_military_high_command
		add_timed_idea = {
			idea = GER_rocketry_idea
			days = 730
		}
		GER_add_or_modify_wunderwaffen = yes
		add_to_variable = {
			GER_wunderwaffen_sp_tag_rocket_speed_factor = 0.15
			tooltip = sp_tag_rocket_speed_factor_tt
		}
		show_ideas_tooltip = GER_walter_dornberger
	}
}
### Entity: Idea
Component: idea_VEN_blockade_active
Source: game
File: common/ideas/venezuela.txt

Code:
idea_VEN_blockade_active = {
	picture = generic_fascism_banned
	allowed = {
		original_tag = VEN
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_asian_communist_solidarity
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_subject, is_in_faction, is_faction_leader
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_asian_communist_solidarity
	icon = GFX_goal_generic_alliance
	prerequisite = {
		focus = JAP_finish_the_fight
	} {
		focus = JAP_communist_volunteers
	}
	mutually_exclusive = {
		focus = JAP_join_comintern
	}
	x = 0
	y = 3
	relative_position_id = JAP_red_brigades
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			PRC = {
				surrender_progress = > 0
			}
		}
	}
	available = {
		has_government = communism
		is_subject = no
		NOT = {
			has_war_with = event_target:WTT_communist_china
		}
		event_target:WTT_communist_china = {
			has_government = communism
			OR = {
				is_in_faction = no
				is_faction_leader = yes
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				event_target:WTT_communist_china = {
					is_faction_leader = yes
				}
			}
			event_target:WTT_communist_china = {
				country_event = generic.2
			}
		}
		else_if = {
			limit = {
				is_faction_leader = yes
			}
			event_target:WTT_communist_china = {
				country_event = generic.5
			}
		}
		else = {
			hidden_effect = {
				save_event_target_as = alliance_inviter
			} {
				event_target:WTT_communist_china = {
					country_event = generic.5
				}
			}
			create_faction_from_template = {
				template = faction_template_JAP_pan_asian_revolutuonary_front
				name = JAP_asian_communist_solidarity
			}
			custom_effect_tooltip = JAP_asian_communist_solidarity_tt
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_republicanism
Constructs: prerequisite, limit, has_government, every_country, is_major, add_opinion_modifier, completion_reward, is_subject
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_sea_republicanism
	icon = GFX_goal_generic_propaganda
	prerequisite = {
		focus = CHI_sea_constitutional_reform
	}
	x = -1
	y = 1
	relative_position_id = CHI_sea_constitutional_reform
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		every_country = {
			limit = {
				is_major = yes
				has_government = democratic
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = CHI_republicanism
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_DESIGN_MARINE_amphibious_light_armor_production_focus
Constructs: has_tech
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_design_triggers.txt

Code:
EAI_DESIGN_MARINE_amphibious_light_armor_production_focus = {
	EAI_amphibious_tech_focus = yes
	EAI_light_amphibious_armor_focus = yes
	has_tech = amphibious_drive
}
### Entity: Idea
Component: r56_LUX_defensive_focus
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_defensive_focus = {
	picture = YUG_federal_defense_council
	modifier = {
		defence = 0.1
		max_dig_in = 5.0
		max_planning_factor = 0.2
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_embrace_opulence
Constructs: prerequisite, has_government, completion_reward, allow_branch, add_to_variable
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_embrace_opulence
	icon = GFX_focus_PER_embrace_opulence
	prerequisite = {
		focus = PER_choose_a_shahbanu
	}
	x = -1
	y = 1
	relative_position_id = PER_choose_a_shahbanu
	mutually_exclusive = {
		focus = PER_emperor_for_people
	}
	cost = 10
	allow_branch = {

	}
	available = {
		has_government = neutrality
	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = PER_legacy_of_greatness_tt
		add_to_variable = {
			PER_legacy_civ = 0.02
			tooltip = production_speed_industrial_complex_factor_tt
		} {
			PER_legacy_consumer_goods = -0.05
			tooltip = consumer_goods_factor_tt
		} {
			PER_legacy_industrial_capacity_factory = 0.03
			tooltip = industrial_capacity_factory_tt
		}
	}
}