Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: usa_focus
Component: USA_lend_lease_act
Constructs: has_completed_focus, prerequisite, has_war, limit, add_ideas, has_government, is_major, completion_reward
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_lend_lease_act
	icon = GFX_focus_generic_treaty
	x = 2
	y = 2
	prerequisite = {
		focus = USA_neutrality_act USA_limited_intervention
	}
	relative_position_id = USA_limited_intervention
	offset = {
		x = -1
		y = -1
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			NOT = {
				has_completed_focus = USA_reestablish_the_gold_standard
			}
			has_completed_focus = USA_neutrality_act
		}
	} {
		x = -2
		y = -1
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = USA_reestablish_the_gold_standard USA_neutrality_act
		}
	} {
		x = 0
		y = -1
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = USA_limited_intervention
		}
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		if = {
			limit = {
				has_war_support = > 0.4
			}
			congress_medium_support_trigger = yes
		} {
			limit = {
				has_completed_focus = USA_neutrality_act
			}
			any_other_country = {
				is_major = yes
				has_government = ROOT
				has_war = yes
				surrender_progress = > 0
			}
		}
		else = {
			congress_high_support_trigger = yes
		}
		democratic = > 0.95
		custom_trigger_tooltip = {
			tooltip = USA_lend_lease_act_neutrality_tt
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_USA_CONGRESS
	}
	completion_reward = {
		every_other_country = {
			limit = {
				is_major = yes
				has_government = ROOT
			}
			ROOT = {
				add_ai_strategy = {
					type = support
					id = PREV
					value = 200
				}
			}
		}
		if = {
			limit = {
				has_completed_focus = USA_limited_intervention
			}
			swap_ideas = {
				remove_idea = USA_limited_intervention
				add_idea = USA_lend_lease_act_li
			}
		} {
			limit = {
				has_war_support = > 0.6
				has_war = no
			}
			USA_congress_small_support = yes
		}
		else_if = {
			limit = {
				has_completed_focus = USA_neutrality_act
			}
			if = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				swap_ideas = {
					remove_idea = USA_neutrality_act_aat
					add_idea = USA_lend_lease_act_na
				}
			}
			else = {
				swap_ideas = {
					remove_idea = USA_neutrality_act
					add_idea = USA_lend_lease_act_na
				}
			}
		} {
			lim
# ... (truncated)
### Entity: National Focus
Tree: sov_focus
Component: SOV_international_revolutionary_marxist_centre
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, add_opinion_modifier, completion_reward, add_political_power
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_international_revolutionary_marxist_centre
	icon = GFX_focus_spr_unify_the_london_bureau
	prerequisite = {
		focus = SOV_a_new_theory_of_revolution SOV_administrative_reforms
	} {
		focus = SOV_planned_economy
	}
	x = 0
	y = 2
	relative_position_id = SOV_a_new_theory_of_revolution
	cost = 10
	available = {
		surrender_progress = < 0.1
		OR = {
			is_faction_leader = yes
			is_in_faction = no
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 75
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		IF = {
			limit = {
				NOT = {
					has_completed_focus = SOV_the_socialist_bulwark
				}
			}
			set_rule = {
				can_join_factions = yes
			}
		}
		if = {
			limit = {
				is_faction_leader = yes
			}
			set_faction_name = SOV_international_revolutionary_marxist_centre_faction_name
		} {
			limit = {
				any_other_country = {
					has_government = communism
					NOT = {
						has_country_leader_ideology = stalinism
					} {
						has_war_with = ROOT
					}
					is_in_faction = no
				}
			}
			custom_effect_tooltip = SOV_international_revolutionary_marxist_centre_allies_tt
			every_other_country = {
				limit = {
					has_government = communism
					NOT = {
						has_country_leader_ideology = stalinism
					} {
						has_war_with = ROOT
					}
					is_in_faction = no
					is_subject = no
				}
				add_opinion_modifier = {
					modifier = SOV_international_socialist_association
					target = ROOT
				}
				country_event = {
					id = generic.5
					hours = 8
					random_hours = 8
				}
			}
		} {
			limit = {
				any_other_country = {
					has_country_leader_ideology = stalinism
				}
			}
			custom_effect_tooltip = SOV_international_revolutionary_marxist_centre_stalinists_tt
			every_other_country = {
				limit = {
					has_country_leader_ideology = stalinism
				}
				add_opinion_modifier = {
					modifier = SOV_international_socialist_association_bad
					target = ROOT
				}
			}
		}
		else_if = {
			limit = {
				is_in_faction = no
			}
			create_faction_from_template = {
				template = faction_template_comintern
				name = SOV_international_revolutionary_marxist_centre_faction_name
			}
			every_subject_country = {
				ROOT = {
					add_to_faction = PREV
				}
			}
		}
		every_other_country = {
			limit = {
				is_in_faction_with = ROOT
				NOT = {
					has_country_leader
# ... (truncated)
### Entity: National Focus
Tree: bul_focus
Component: BUL_naval_strategy
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_naval_strategy
	icon = GFX_goal_generic_navy_doctrines_tactics
	prerequisite = {
		focus = BUL_light_vessels BUL_heavy_vessels
	}
	relative_position_id = BUL_light_vessels
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available_if_capitulated = yes
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = fleet_in_being_bonus
			cost_reduction = 0.5
			uses = 2
			category = naval_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: CHI_sun_tongxuan
Source: game
File: common/characters/Warlords_China.txt

Code:
CHI_sun_tongxuan = {
	name = CHI_sun_tongxuan
	portraits = {
		army = {
			small = GFX_portrait_CHI_sun_tongxuan_small
			large = GFX_portrait_CHI_sun_tongxuan
		}
	}
	corps_commander = {
		traits = {
			infantry_leader trickster
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_modernising_the_cavalry
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_modernising_the_cavalry
	icon = GFX_goal_generic_cavalry
	prerequisite = {
		focus = POL_army_modernisation
	}
	mutually_exclusive = {
		focus = POL_attract_foreign_motors
	}
	x = -3
	y = 1
	relative_position_id = POL_army_modernisation
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = POL_modernising_the_cavalry
			bonus = 2.0
			uses = 1
			category = motorized_equipment
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_statmin
Constructs: prerequisite, completion_reward, is_controlled_by, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_statmin
	icon = GFX_focus_generic_industry_2
	prerequisite = {
		focus = NOR_expand_domestic_steel_production NOR_access_the_small_deposits
	}
	x = 0
	y = 4
	relative_position_id = NOR_de_norske_statsbaner
	ai_will_do = {
		factor = 50
	}
	cost = 10
	available = {
		142 = {
			is_controlled_by = ROOT
		}
	}
	completion_reward = {
		142 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = NOR_statmin
			bonus = 1.0
			uses = 2
			category = excavation_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: KUR_aco2
Source: game
File: common/characters/KUR.txt

Code:
KUR_aco2 = {
	advisor = {
		slot = army_chief
		idea_token = KUR_aco2
		allowed = {
			original_tag = KUR
		}
		traits = {
			army_chief_organizational_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_arab_2
		}
	}
}
### Entity: Order of Battle
Component: 1st Cavalry Division
Constructs: division_template
Source: game
File: history/units/PER_1936.txt

Code:
division = {
	name = 1st Cavalry Division
	location = 1896
	division_template = Cavalry Division
	start_experience_factor = 0.2
	start_equipment_factor = 0.7
}
### Entity: Scripted Trigger
Component: SOV_has_aircraft_merged_1
Constructs: has_country_flag
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_has_aircraft_merged_1 = {
	OR = {
		has_country_flag = SOV_merge_aircraft_mig_1_flag SOV_merge_aircraft_ilyushin_1_flag SOV_merge_aircraft_tupolev_1_flag SOV_merge_aircraft_yakovlev_1_flag
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_brigade_specialization
Constructs: prerequisite, completion_reward, cancel_if_invalid, modify_warlord_army_tt, add_to_variable
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = CHI_sea_brigade_specialization
	icon = GFX_focus_CHI_tongzi_jun
	x = 2
	y = 1
	cost = 5
	prerequisite = {
		focus = CHI_sea_consolidate_our_rule
	}
	relative_position_id = CHI_sea_consolidate_our_rule
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

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

	}
	completion_reward = {
		custom_effect_tooltip = modify_warlord_army_tt
		add_to_variable = {
			ROOT.CHI_warlord_army_special_forces_cap = 0.05
			tooltip = special_forces_cap_tt
		} {
			ROOT.CHI_warlord_army_special_forces_out_of_supply_factor = -0.05
			tooltip = special_forces_out_of_supply_factor_tt
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_never_another_gallipoli
Constructs: remove_ideas, has_government, has_country_flag, completion_reward, is_subject_of, cancel_if_invalid, add_autonomy_ratio
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_never_another_gallipoli
	icon = GFX_focus_AST_never_gallipoli
	mutually_exclusive = {
		focus = AST_support_the_policy_of_appeasement
	}
	x = 37
	y = 0
	cost = 10
	ai_will_do = {
		factor = 0.5
		modifier = {
			OR = {
				fascism = > 0.25
				communism = > 0.25
			}
			factor = 20
		} {
			OR = {
				fascism = > 0.45
				communism = > 0.45
			}
			factor = 30
		} {
			NOT = {
				ENG = {
					has_government = democratic
				}
			}
			factor = 5
		}
	}
	available = {
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {
		NOT = {
			is_subject_of = ENG
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_TFV_AUTONOMY
	}
	completion_reward = {
		remove_ideas = AST_unratified_westminster_act_idea
		add_autonomy_ratio = {
			value = 0.2
			localization = AST_never_another_gallipoli
		}
		hidden_effect = {
			news_event = {
				id = news.253
				hours = 5
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_medium_armor_aa_design_focus
Constructs: limit, has_country_flag, check_variable, set_temp_variable
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_design_triggers.txt

Code:
EAI_medium_armor_aa_design_focus = {
	OR = {
		AND = {
			check_variable = {
				EAI_FOCUS/LAND/motorized_design = global.EAI_A_MOT_DESIGN
			}
			OR = {
				check_variable = {
					EAI_FOCUS/LAND/armor_focus = global.EAI_MOT_FOCUS
				}
				AND = {
					check_variable = {
						EAI_FOCUS/LAND/attachment = global.EAI_MOT_ATTACHMENT
					}
					if = {
						limit = {
							check_variable = {
								EAI_FOCUS/LAND/armor_focus = global.EAI_MARM_FOCUS
							}
						}
						has_country_flag = EAI_marm_template_upgrade
						set_temp_variable = {
							_check_xp = 400
						}
						EAI_XP_has_army_check_xp = yes
					} {
						limit = {
							check_variable = {
								EAI_FOCUS/LAND/armor_focus = global.EAI_HARM_FOCUS
							}
						}
						has_country_flag = EAI_harm_template_upgrade
						set_temp_variable = {
							_check_xp = 400
						}
						EAI_XP_has_army_check_xp = yes
					} {
						limit = {
							check_variable = {
								EAI_FOCUS/LAND/armor_focus = global.EAI_LARM_Focus
							}
						}
						has_country_flag = EAI_larm_template_upgrade
						set_temp_variable = {
							_check_xp = 400
						}
						EAI_XP_has_army_check_xp = yes
					} {
						limit = {
							check_variable = {
								EAI_FOCUS/LAND/armor_focus = global.EAI_AT_FOCUS
							}
						}
						has_country_flag = EAI_anti_tank_template_upgrade
						set_temp_variable = {
							_check_xp = 400
						}
						EAI_XP_has_army_check_xp = yes
					}
				}
			}
		}
	}
}
### Entity: Faction
Component: faction_goal_war_on_communism
Constructs: limit, has_government, add_war_support, is_on_same_continent_as, complete_effect, add_faction_power_projection, add_faction_initiative, every_faction_member
Source: game
File: common/factions/goals/faction_goals_short_term.txt

Code:
faction_goal_war_on_communism = {
	name = war_on_communism_goal_name
	description = war_on_communism_goal_desc
	category = short_term
	group = FOCUS_FILTER_WAR_SUPPORT
	visible = {
		FROM = {
			NOT = {
				has_government = communism
			}
		}
		any_country = {
			has_government = communism
			is_on_same_continent_as = FROM
		}
		NOT = {
			original_tag = JAP
		}
	}
	completed = {
		OR = {
			any_enemy_country = {
				has_government = communism
				is_on_same_continent_as = ROOT
			}
			any_allied_country = {
				any_enemy_country = {
					has_government = communism
					is_on_same_continent_as = PREV
				}
			}
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt THE_FACTION_LEADER generic_skip_one_line_tt ALL_FACTION_MEMBERS
		add_faction_initiative = 1
		every_faction_member = {
			IF = {
				limit = {
					NOT = {
						has_completed_goal = faction_goal_war_on_communism
					}
				}
				add_war_support = 0.05
			}
		}
	}
	ai_will_do = {
		base = 1
	}
}
### Entity: Event
Component: india.418
Constructs: has_government, add_political_power, has_country_leader
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.418
	title = india.418.t
	desc = india.418.desc
	picture = GFX_report_event_generic_conference
	trigger = {
		tag = RAJ
		has_government = neutrality
		has_country_leader = {
			character = RAJ_sir_sikander_hayat_khan
			ruling_only = yes
		}
		date = > 1942.1.1
	}
	mean_time_to_happen = {
		days = 400
	}
	option = {
		name = india.418.a
		kill_country_leader = yes
		add_political_power = -50
		promote_character = RAJ_malik_tiwana
	}
}
### Entity: AI Strategy
Component: BEL_alternate_comintern_communism_plan
Constructs: has_government, has_country_flag, has_global_flag, is_historical_focus_on, has_game_rule, is_puppet
Source: game
File: common/ai_strategy_plans/BEL_r56_alternate_strategy_plan.txt

Code:
BEL_alternate_comintern_communism_plan = {
	name = BEL: Belgium Alternate Communist Plan
	desc = Independent Communist behaviour for Belgium.
	allowed = {
		original_tag = BEL
	}
	enable = {
		NOT = {
			has_global_flag = bel_dlc_focus_tree
		}
		OR = {
			AND = {
				is_historical_focus_on = no
				has_game_rule = {
					rule = BEL_ai_behavior
					option = COMMUNISM_BEL_COMINTERN
				}
			}
			has_country_flag = BEL_AI_RANDOM_COMMUNISM_COMINTERN
			has_game_rule = {
				rule = BEL_ai_behavior
				option = COMMUNISM_BEL_COMINTERN
			}
		}
	}
	abort = {
		is_puppet = yes
		NOT = {
			has_government = communism
		}
		SOV = {
			NOT = {
				has_government = communism
			}
		}
	}
	ai_strategy = {
		type = alliance
		id = SOV
		value = 200
	} {
		type = antagonize
		id = GER
		value = 200
	}
	focus_factors = {
		BEL_form_coalition_government = 0
		BEL_go_right = 0
		BEL_urban_projects_capital = 2
		BEL_go_left = 10
		BEL_support_pcf = 4
		BEL_support_pcf2 = 4
		BEL_urbanize_wallonie = 2
		BEL_begin_rearmement = 2
		BEL_invest_in_FN_Herstal = 2
		BEL_communist_youth = 20
		BEL_communist_brigades = 10
		BEL_communist_army = 20
		BEL_urban_projects_capital_industry = 2
		BEL_lessons_from_wwi = 2
		BEL_sign_pact_with_soviets = 10
		BEL_Expand_the_port_of_Antwerp = 1
		BEL_reinforce_antwerp_brussels = 5
		BEL_form_air_guard_of_the_territory = 1
		BEL_revise_air_doctrine = 1
		BEL_motorised_support = 1
		BEL_light_tank_destroyers = 1
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_establish_ss
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_establish_ss
	icon = GFX_focus_GER_expand_ss_security_duties
	cost = 5
	x = -2
	y = 1
	relative_position_id = LUX_replace_the_government
	prerequisite = {
		focus = LUX_replace_the_government
	}
	completion_reward = {
		add_ideas = r56i_laws_security_order r56_LUX_german_manpower
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_tech_bonus = {
			name = LUX_establish_ss
			technology = tech_military_police
			bonus = 0.5
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_MANPOWER FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: SEA_imperial_influence_events.150
Constructs: is_triggered_only, check_variable
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_imperial_influence_events.150
	title = SEA_imperial_influence_events.150.t
	desc = SEA_imperial_influence_events.150.desc
	picture = GFX_report_event_JAP_imperial_influence
	is_triggered_only = yes
	trigger = {
		JAP_army_faction_is_tier_3_at_least = yes
		check_variable = {
			JAP_num_of_faction_demands = < 3
		}
	}
	option = {
		name = SEA_imperial_influence_events.00.a
		activate_mission = JAP_army_faction_demands_more_trucks
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_Minimum_Wage_Legislation
Constructs: shared_focus, prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_Minimum_Wage_Legislation
	icon = GFX_goal_generic_socdem_2
	cost = 10
	ai_will_do = {
		factor = 5
	}
	prerequisite = {
		focus = RAJ_Solidify_Control_over_the_Banks
	}
	x = -3
	y = 4
	relative_position_id = RAJ_Establish_the_Planning_Commission
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = RAJ_Minimum_Wage_Legislation
	}
}
### Entity: Country History
Country: SER
Component: SER_politics
Constructs: set_stability, add_ideas, set_politics, set_popularities
Source: game
File: history/countries/SER - Serbia.txt

Code:
# Politics & Parties for SER
add_ideas = {
	anti_german_military
}
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 36
	elections_allowed = yes
}
set_popularities = {
	democratic = 20
	fascism = 30
	communism = 20
	neutrality = 30
}
set_stability = 0.6
### Entity: State History
Component: 1002
Constructs: add_core_of
Source: game
File: history/states/1002-Yazd.txt

Code:
state = {
	id = 1002
	name = STATE_1002
	manpower = 221318
	resources = {

	}
	state_category = rural
	history = {
		owner = PER
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			8031 1
		}
		add_core_of = PER
	}
	provinces = {
		8031 1963 10828
	}
	local_supplies = 0.0
}
### Entity: National Focus
Component: china_warlord_focus
Constructs: has_completed_focus, every_owned_state, prerequisite, limit, random_country, add_ideas, remove_ideas, has_government
Source: game
File: common/national_focus/china_warlord.txt

Code:
focus_tree = {
	id = china_warlord_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			OR = {
				tag = YUN SIK GXC SHX XSM GDC XIC SND KHM NXM GSM SIC KUM HBC
			}
			has_dlc = Waking the Tiger
		}
	}
	default = no
	continuous_focus_position = {
		x = 50
		y = 1350
	}
	focus = {
		id = CHI_secure_internal_politics
		icon = GFX_goal_generic_major_alliance
		x = 6
		y = 0
		cost = 10
		ai_will_do = {
			factor = 1
		}
		available = {

		}
		bypass = {

		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
		completion_reward = {
			add_political_power = 120
			warlord_rule_all_parties = yes
		}
	} {
		id = CHI_cooperation_with_the_nationalists
		icon = GFX_focus_chi_cooperation_with_the_nationalists
		prerequisite = {
			focus = CHI_secure_internal_politics
		}
		mutually_exclusive = {
			focus = CHI_cooperation_with_the_communists CHI_opposition
		}
		x = -5
		y = 1
		relative_position_id = CHI_secure_internal_politics
		cost = 10
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 10
				OR = {
					original_tag = YUN XSM GDC XIC SND
				}
			}
		}
		available = {
			OR = {
				is_subject = no
				is_subject_of = event_target:WTT_current_china_leader
			}
			NOT = {
				has_war_with = CHI
			}
		}
		bypass = {

		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		completion_reward = {
			add_stability = 0.05
			custom_effect_tooltip = CHI_cooperation_with_the_nationalists_effect_tooltip
			CHI = {
				add_opinion_modifier = {
					modifier = CHI_cooperation_with_the_nationalists_positive
					target = ROOT
				}
			}
			PRC = {
				add_opinion_modifier = {
					modifier = CHI_cooperation_with_the_nationalists_negative
					target = ROOT
				}
			}
		}
	} {
		id = CHI_anti_opposition_campaigns
		icon = GFX_focus_generic_provoke_border_clashes
		prerequisite = {
			focus = CHI_cooperation_with_the_nationalists CHI_cooperation_with_the_communists
		}
		x = 3
		y = 1
		relative_position_id = CHI_cooperation_with_the_nationalists
		cost = 10
		ai_will_do = {
			factor = 1
		}
		available = {

		}
		bypass = {

		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		complete_tooltip = {
			custom_effect_tooltip = CHI_anti_opposition_campaigns_effect_tooltip
			if = {
				limit = {
					AND
# ... (truncated)
### Entity: Scripted Effect
Component: indonesia_volksraad_reject_75_effect
Constructs: add_political_power, clr_country_flag
Source: game
File: common/scripted_effects/INS_scripted_effects.txt

Code:
indonesia_volksraad_reject_75_effect = {
	HOL = {
		add_political_power = -75
	}
	INS = {
		add_political_power = 37
		clr_country_flag = INS_is_taking_volksraad
	}
}
### Entity: AI Strategy
Component: CHI_war_measures
Constructs: has_completed_focus, has_war, is_literally_china, is_chinese_warlord, has_focus_tree
Source: game
File: common/ai_strategy_plans/CHI_default_strategy_plan.txt

Code:
CHI_war_measures = {
	name = Nationalist China War measures
	desc = Teaches the AI to fix issues if at war
	allowed = {
		is_literally_china = yes
	}
	enable = {
		OR = {
			original_tag = CHI
			AND = {
				is_chinese_warlord = yes
				has_focus_tree = china_nationalist_focus
			}
		}
		has_war = yes
	}
	abort = {
		OR = {
			has_war = no
			has_completed_focus = CHI_war_of_national_liberation CHI_dare_to_die_corps
			controls_state = 527
		}
	}
	focus_factors = {
		CHI_war_of_resistance = 20
		CHI_military_affairs_commission = 20
		CHI_industrial_evacuations = 30
		CHI_scorched_earth_tactics = 30
		CHI_democracy = 0
		CHI_war_of_national_liberation = 20
	}
	research = {
		infantry_weapons = 15.0
		artillery = 15.0
		air_equipment = 0
	}
	ideas = {

	}
	weight = {
		factor = 1
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Character
Component: KMT_initiator_of_the_new_life_movement_and_chiangs_secretary
Constructs: fascism_drift, conscription_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
KMT_initiator_of_the_new_life_movement_and_chiangs_secretary = {
	random = no
	sprite = 13
	fascism_drift = 0.02
	political_power_factor = 0.075
	conscription_factor = 0.05
}