Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: FRA_destroyers
Constructs: has_war, has_war_with
Source: game
File: common/ai_equipment/FRA_naval.txt

Code:
FRA_destroyers = {
	category = naval
	blocked_for = {

	}
	available_for = {
		FRA
	}
	roles = {
		naval_screen
	}
	priority = {
		factor = 50
		modifier = {
			factor = 1
		}
	}
	destroyer_default = {
		priority = {
			factor = 1
			modifier = {
				factor = 1
			}
		}
		role_icon_index = 2
		history = yes
		target_variant = {
			match_value = 2000.0
			type = ship_hull_light_1
			modules = {
				fixed_ship_battery_slot = ship_light_battery_1
				fixed_ship_anti_air_slot = ship_anti_air_1
				fixed_ship_fire_control_system_slot = ship_fire_control_system_0
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = light_ship_engine_2
				fixed_ship_torpedo_slot = ship_torpedo_1
				mid_1_custom_slot = ship_torpedo_1
				rear_1_custom_slot = ship_depth_charge_1
			}
		}
		allowed_modules = {
			ship_anti_air ship_depth_charge ship_light_battery ship_torpedo light_ship_engine ship_sonar ship_fire_control_system ship_radar
		}
	}
	destroyer_1_upgrade = {
		priority = {
			factor = 5
			modifier = {
				factor = 10
				has_war = yes
			}
		}
		role_icon_index = 2
		history = yes
		target_variant = {
			match_value = 2000.0
			type = ship_hull_light_1
			modules = {
				fixed_ship_battery_slot = ship_light_battery_1
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_fire_control_system_0
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = light_ship_engine_2
				fixed_ship_torpedo_slot = ship_torpedo
				mid_1_custom_slot = ship_torpedo
				rear_1_custom_slot = ship_depth_charge
			}
		}
		allowed_modules = {
			ship_anti_air ship_depth_charge ship_light_battery ship_torpedo light_ship_engine ship_sonar ship_fire_control_system ship_radar
		}
	}
	destroyer_2 = {
		priority = {
			factor = 5
			modifier = {
				factor = 1
			}
		}
		role_icon_index = 2
		history = yes
		target_variant = {
			match_value = 2500.0
			type = ship_hull_light_1
			modules = {
				fixed_ship_battery_slot = dp_light_battery_2
				fixed_ship_anti_air_slot = ship_anti_air_1
				fixed_ship_fire_control_system_slot = ship_fire_control_system_0
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = light_ship_engine_3
				fixed_ship_torpedo_slot = ship_torpedo_2
				mid_1_custom_slot = ship_torpedo_1
				rear_1_custom_slot = ship_depth_charge_1
			}
		}
		allowed_modules = {
			ship_anti_air ship_depth_charge dp_light_battery sh
# ... (truncated)
### Entity: National Focus
Tree: pru_focus
Component: PRU_restore_the_borders_of_the_empire
Constructs: has_completed_focus, prerequisite, limit, add_war_support, completion_reward, add_political_power, has_civil_war, set_rule
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_restore_the_borders_of_the_empire
	prerequisite = {
		focus = PRU_monumental_architecture
	}
	icon = GFX_goal_generic_army_professionalism
	relative_position_id = PRU_crown_an_inca
	x = -4
	y = 7
	cost = 7.2
	available = {
		has_civil_war = no
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		add_war_support = 0.1
		add_political_power = 40
		if = {
			limit = {
				has_completed_focus = PRU_red_pachamama
			}
			swap_ideas = {
				remove_idea = PRU_inca_army_4_c
				add_idea = PRU_inca_army_5_c
			}
		} {
			limit = {
				has_completed_focus = PRU_strengthen_nationalist_rhetoric
			}
			swap_ideas = {
				remove_idea = PRU_inca_army_4_f
				add_idea = PRU_inca_army_5_f
			}
		} {
			limit = {
				has_completed_focus = PRU_crown_an_inca
			}
			swap_ideas = {
				remove_idea = PRU_inca_army_4
				add_idea = PRU_inca_army_5
			}
			country_event = {
				hours = 5
				id = peru.57
			}
		}
		custom_effect_tooltip = PRU_unlock_exclu_oli
		PRU = {
			set_country_flag = PRU_oli_exclu
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: BBA_switzerland_fascist.1
Constructs: is_triggered_only, ai_chance, is_ai
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_switzerland_fascist.1
	title = BBA_switzerland_fascist.1.t
	desc = BBA_switzerland_fascist.1.desc
	picture = GFX_report_event_german_politician_speech
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = BBA_switzerland_fascist.1.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 3
				SWI = {
					is_ai = no
				}
			} {
				factor = 2
				SWI_country_opinion_is_good = yes
			}
		}
		trigger = {

		}
		FROM = {
			country_event = {
				id = BBA_switzerland_fascist.7
				hours = 4
			}
		}
	} {
		name = BBA_switzerland_fascist.1.b
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		FROM = {
			country_event = {
				id = BBA_switzerland_fascist.2
				hours = 6
			}
		}
	}
}
### Entity: Character
Component: AST_ivan_dougherty
Source: game
File: common/characters/AST.txt

Code:
AST_ivan_dougherty = {
	name = AST_ivan_dougherty
	portraits = {
		army = {
			large = GFX_portrait_AST_ivan_dougherty
			small = GFX_portrait_AST_ivan_dougherty_small
		}
	}
	corps_commander = {
		traits = {

		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: Idea
Component: r56_USA_90_division_gamble
Constructs: removal_cost
Source: game
File: common/ideas/r56_usa.txt

Code:
r56_USA_90_division_gamble = {
	name = USA_90_division_gamble
	picture = MEX_politicised_army
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_morale_factor = 0.1
		experience_gain_army_unit_factor = 0.1
		land_reinforce_rate = 0.1
		out_of_supply_factor = -0.1
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_proclaim_pashtunistan
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, every_state, add_compliance, add_resistance
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_proclaim_pashtunistan
	icon = GFX_goal_AFG_proclaim_pashtunistan
	x = -1
	y = 1
	cost = 10
	available = {
		has_government = fascism
		any_controlled_state = {
			OR = {
				state = 442 445 444 1093
			}
		}
	}
	prerequisite = {
		focus = AFG_global_islamic_revolution
	}
	relative_position_id = AFG_global_islamic_revolution
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					state = 442 445 444 1093 410
				}
			}
			add_compliance = 15
			add_resistance = -10
			if = {
				limit = {
					NOT = {
						is_claimed_by = ROOT
					}
				}
				add_claim_by = ROOT
			}
		}
		add_ideas = AFG_pashtunism
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: kmt.138
Constructs: is_triggered_only
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.138
	title = kmt.138.t
	desc = kmt.138.d
	picture = GFX_report_event_hitler_handshake
	is_triggered_only = yes
	option = {
		name = kmt.138.a
	}
}
### Entity: Idea
Component: FRA_AMX
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/france.txt

Code:
FRA_AMX = {
	picture = generic_tank_manufacturer_2
	available = {
		has_completed_focus = FRA_army_reform
	}
	allowed = {
		original_tag = FRA
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		fast_tank_manufacturer
	}
}
### Entity: Character
Component: MAN_nakajima_kesago
Source: game
File: common/characters/MAN.txt

Code:
MAN_nakajima_kesago = {
	name = MAN_nakajima_kesago
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_3
		}
	}
	advisor = {
		slot = air_chief
		idea_token = MAN_nakajima_kesago
		allowed = {
			original_tag = MAN
		}
		traits = {
			air_chief_ground_support_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Order of Battle
Component: Reservas Movilizadas
Constructs: division_template
Source: game
File: history/units/VCW_uprising.txt

Code:
division = {
	name = Reservas Movilizadas
	location = 5317
	division_template = División de Defensa Nacional
	start_experience_factor = 0.1
	start_equipment_factor = 0.4
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_strike_the_soviets
Constructs: prerequisite, has_war_with, completion_reward, is_subject, is_ally_with, is_owned_by, cancel_if_invalid, create_wargoal
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_strike_the_soviets
	icon = GFX_focus_attack_soviet
	x = -1
	y = 2
	relative_position_id = JAP_democratic_war_with_china
	prerequisite = {
		focus = JAP_democratic_war_with_china
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		SOV = {
			exists = yes
			NOT = {
				is_ally_with = ROOT
				has_war_with = ROOT
			}
		}
		any_owned_state = {
			any_neighbor_state = {
				is_owned_by = SOV
			}
		}
	}
	bypass = {

	}
	will_lead_to_war_with = SOV
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		create_wargoal = {
			type = annex_everything
			target = SOV
			expire = 0
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_timed_idea = {
			idea = JAP_second_russo_japanese_war_fervor_idea
			days = 180
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_internal_romanian_support
Constructs: prerequisite, has_government, completion_reward, is_subject, save_global_event_target_as
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_internal_romanian_support
	icon = GFX_focus_invite_romania
	prerequisite = {
		focus = POL_hohenzollern
	} {
		focus = POL_restoration_of_the_royal_sejm
	}
	relative_position_id = POL_hohenzollern
	x = 0
	y = 2
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available = {
		is_subject = no
		has_government = neutrality
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		hidden_effect = {
			ROM = {
				country_event = NSB_poland_monarchist_events.1
			}
			save_global_event_target_as = pol_monarchy_claimer_target
		}
		custom_effect_tooltip = POL_support_monarchy_in_ROM_tt
	}
}
### Entity: Scripted Effect
Component: SIA_peace_out
Constructs: limit, has_war_with, white_peace, every_subject_country, has_variable
Source: game
File: common/scripted_effects/SIA_scripted_effects.txt

Code:
SIA_peace_out = {
	for_each_scope_loop = {
		array = SIA.limited_war_target_allies
		if = {
			limit = {
				has_war_with = SIA
			}
			white_peace = {
				tag = SIA
			}
			every_subject_country = {
				limit = {
					has_war_with = SIA
				}
				white_peace = {
					tag = SIA
				}
			}
		}
	}
	if = {
		limit = {
			has_variable = SIA.limited_war_target
		}
		white_peace = {
			tag = var:SIA.limited_war_target
		}
	}
}
### Entity: Event
Component: belgium.76
Constructs: is_triggered_only, has_government, save_event_target_as
Source: game
File: events/BEL_events.txt

Code:
news_event = {
	id = belgium.76
	title = belgium.76.t
	desc = belgium.76.d
	picture = GFX_news_event_FRA_infantry_parade
	major = yes
	is_triggered_only = yes
	immediate = {
		BEL = {
			save_event_target_as = Belgium
		}
	}
	option = {
		name = belgium.76.a
		trigger = {
			OR = {
				tag = FRA BEL
			}
		}
	} {
		name = belgium.76.b
		trigger = {
			NOT = {
				tag = FRA
			} {
				tag = BEL
			}
			has_government = democratic
		}
	} {
		name = belgium.76.c
		trigger = {
			NOT = {
				tag = FRA
			} {
				tag = BEL
			} {
				has_government = democratic
			}
		}
	}
}
### Entity: Idea
Component: ROM_king_carol_ii_paid_with_pp
Constructs: has_government, has_country_flag, removal_cost
Source: game
File: common/ideas/romania.txt

Code:
ROM_king_carol_ii_paid_with_pp = {
	picture = ROM_carol_ii_deal
	removal_cost = -1
	allowed = {
		original_tag = ROM
	}
	allowed_civil_war = {
		OR = {
			AND = {
				POL = {
					has_country_flag = attempted_royal_takeover_in_ROM
				}
				NOT = {
					has_government = neutrality
				}
				has_country_flag = POL_non_michael_romania
			} {
				POL = {
					NOT = {
						has_country_flag = attempted_royal_takeover_in_ROM
					}
				}
				has_government = neutrality
			}
		}
	}
	modifier = {
		consumer_goods_factor = 0.06
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_swedish_brownshirts
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_swedish_brownshirts
	icon = GFX_goal_generic_army_elite
	prerequisite = {
		focus = SWE_sven_olov_addresses_aland_convention
	}
	relative_position_id = SWE_sven_olov_addresses_aland_convention
	x = 0
	y = 1
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		add_timed_idea = {
			idea = SWE_svensk_fascism_idea
			days = 720
		}
	}
}
### Entity: Event
Component: denmark_resistance_event.25
Constructs: is_triggered_only
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_resistance_event.25
	title = denmark_resistance_event.25.t
	desc = denmark_resistance_event.25.desc
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = denmark_resistance_event.3.a
	}
}
### Entity: Event
Component: news.329
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.329
	title = news.329.t
	desc = news.329.desc
	picture = GFX_news_event_stalin_meeting
	major = yes
	is_triggered_only = yes
	option = {
		name = news.329.a
		trigger = {
			TAG = YUG
		}
	} {
		name = news.329.b
		trigger = {
			TAG = SOV
		}
	} {
		name = news.329.c
		trigger = {
			NOT = {
				TAG = YUG SOV
			}
		}
	}
}
### Entity: Modifier Reference
Component: BRA_amazonian_settlement_modifier
Source: game
File: common/dynamic_modifiers/toa_dynamic_modifiers.txt

Code:
BRA_amazonian_settlement_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_SOV_civilian_labor_in_defense
	local_supplies = 0.1
	local_resources = 0.1
	state_production_speed_infrastructure_factor = 0.15
}
### Entity: Event
Component: wuw_GER_diplomacy.75
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, add_ideas, has_government, every_country, has_idea
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.75
	title = wuw_GER_diplomacy.75.t
	desc = wuw_GER_diplomacy.75.desc
	picture = GFX_report_event_generic_communist_militia
	is_triggered_only = yes
	option = {
		name = wuw_GER_diplomacy.75.a
		ai_chance = {
			base = 10
		}
		hidden_effect = {
			IF = {
				limit = {
					GER = {
						has_completed_focus = GER_the_proletarian_legion
						NOT = {
							has_idea = GER_proletarian_legion_ns
						}
					}
				}
				GER = {
					add_ideas = GER_proletarian_legion_ns
				}
			}
			if = {
				limit = {
					capital_scope = {
						is_on_continent = europe
					}
				}
				random_owned_controlled_state = {
					limit = {
						is_on_continent = europe
					}
					set_variable = {
						ROOT.temp_capital = THIS.id
					}
				}
			}
			else = {
				random_owned_controlled_state = {
					set_variable = {
						ROOT.temp_capital = THIS.id
					}
				}
			}
		}
		start_civil_war = {
			ideology = ROOT
			ruling_party = communism
			size = 0.5
			capital = var:ROOT.temp_capital
		}
		every_country = {
			limit = {
				original_tag = ROOT
				has_government = communism
			}
			add_to_array = {
				GER.started_communist_cw_here = THIS
			}
			log = [THIS.GetName] was added to cw array
			set_country_flag = GER_spurred_communist_cw_flag
		}
	} {
		name = wuw_GER_diplomacy.75.b
		ai_chance = {
			base = 2
		}
		hidden_effect = {
			IF = {
				limit = {
					GER = {
						has_completed_focus = GER_the_proletarian_legion
						NOT = {
							has_idea = GER_proletarian_legion_ns
						}
					}
				}
				GER = {
					add_ideas = GER_proletarian_legion_ns
				}
			}
			if = {
				limit = {
					capital_scope = {
						is_on_continent = europe
					}
				}
				random_owned_controlled_state = {
					limit = {
						is_on_continent = europe
					}
					set_variable = {
						ROOT.temp_capital = THIS.id
					}
				}
			}
			else = {
				random_owned_controlled_state = {
					set_variable = {
						ROOT.temp_capital = THIS.id
					}
				}
			}
		}
		start_civil_war = {
			ideology = communism
			ruling_party = ROOT
			size = 0.5
			capital = var:ROOT.temp_capital
		}
		every_country = {
			limit = {
				original_tag = ROOT
				has_government = communism
			}
			add_to_array = {
				GER.started_communist_cw_here = THIS
			}
			log = [THIS.GetName] was added to cw array
			set_country_flag = GER_spurred_communist_cw_flag
		}
	}
}
### Entity: Idea
Component: CZE_federalization_agreement_puppets
Constructs: is_subject_of, removal_cost, autonomy_gain
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_federalization_agreement_puppets = {
	picture = COG_the_invisible_roof
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		is_subject_of = CZE
	}
	removal_cost = -1
	modifier = {
		autonomy_gain_global_factor = -0.25
		cic_to_overlord_factor = 0.25
		mic_to_overlord_factor = 0.05
		overlord_trade_cost_factor = -0.05
		autonomy_gain = -0.5
		master_ideology_drift = 0.05
	}
}
### Entity: AI Strategy
Component: east_africa
Constructs: has_war, is_on_continent
Source: game
File: common/ai_faction_theaters/ai_faction_theaters.txt

Code:
east_africa = {
	name = east_africa
	regions = {
		274 273 17 217 102 100 216 227 60 181 183
	}
	cancel = {
		has_war = no
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			capital_scope = {
				is_on_continent = africa
			}
		} {
			add = 1
			owns_any_state_of = {
				559 217 268 269 551
			}
		} {
			factor = 0
			has_war = no
		}
	}
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_the_nation_4
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea, add_popularity
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_the_nation_4
	icon = GFX_goal_MAL_the_council
	ai_will_do = {
		factor = 2
	}
	x = 7
	y = 5
	mutually_exclusive = {
		focus = MAL_the_nation_5
	}
	prerequisite = {
		focus = MAL_the_nation_3
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		swap_ideas = {
			remove_idea = MAL_political_idea_democracy
			add_idea = MAL_political_idea_democracy_fascism
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		} {
			ideology = democratic
			popularity = 0.15
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.59
Constructs: is_triggered_only, division_template, limit, add_political_power, is_locked, random_owned_controlled_state, is_core_of, create_unit
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.59
	title = SEA_japan_foreign_policy.59.t
	desc = SEA_japan_foreign_policy.59.desc
	picture = GFX_report_event_JAP_burma_independence_army
	is_triggered_only = yes
	option = {
		name = SEA_japan_foreign_policy.59.a
		add_political_power = 50
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		JAP_setup_faction_wide_aoe_effects_JAP = yes
		hidden_effect = {
			delete_unit_template_and_units = {
				division_template = Burma Independence Army
				disband = yes
			}
			division_template = {
				name = Burma Independence Army
				division_names_group = JAP_INF_01
				template_counter = 117
				is_locked = no
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					}
				}
				support = {
					recon = {
						x = 0
						y = 0
					}
					engineer = {
						x = 0
						y = 1
					}
				}
			}
		}
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
			}
			create_unit = {
				division = name = "First Burma Independence Army Division" division_template = "Burma Independence Army" start_experience_factor = 0.3 start_equipment_factor = 0.5
				owner = ROOT
			} {
				division = name = "Second Burma Independence Army Division" division_template = "Burma Independence Army" start_experience_factor = 0.3 start_equipment_factor = 0.5
				owner = ROOT
			} {
				division = name = "Third Burma Independence Army Division" division_template = "Burma Independence Army" start_experience_factor = 0.3 start_equipment_factor = 0.5
				owner = ROOT
			} {
				division = name = "Fourth Burma Independence Army Division" division_template = "Burma Independence Army" start_experience_factor = 0.3 start_equipment_factor = 0.5
				owner = ROOT
			}
		}
		every_state = {
			limit = {
				is_core_of = ROOT
				is_controlled_by = JAP
			}
			set_state_controller_to = ROOT
		}
		IF = {
			limit = {
				has_cosmetic_tag = BRM_british
			}
			drop_cosmetic_tag = yes
		}
	}
}
### Entity: Event
Component: wtt_infiltration.611
Constructs: is_triggered_only
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_infiltration.611
	title = wtt_infiltration.21.t
	desc = wtt_infiltration.21.desc
	picture = GFX_report_event_china_infiltration
	is_triggered_only = yes
	option = {
		name = wtt_infiltration.21.a
	}
}
### Entity: Idea
Component: ARG_ArsenalEDL
Constructs: research_bonus
Source: game
File: common/ideas/r56_argentina.txt

Code:
ARG_ArsenalEDL = {
	allowed = {
		original_tag = ARG
	}
	picture = ARG_ArsenalEDL
	research_bonus = {
		armor = 0.15
	}
	traits = {
		medium_tank_manufacturer
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: alb_focus
Component: ALB_join_the_axis
Constructs: prerequisite, limit, has_government, has_war_with, is_major, completion_reward, is_in_faction, is_subject
Source: game
File: common/national_focus/albania.txt

Code:
focus = {
	id = ALB_join_the_axis
	icon = GFX_focus_chi_mission_to_germany
	prerequisite = {
		focus = ALB_fascist_diplomacy
	}
	mutually_exclusive = {
		focus = ALB_albanias_pact_of_defense
	}
	x = -1
	y = 5
	cost = 10
	available = {
		is_in_faction = no
		is_subject = no
		any_other_country = {
			is_major = yes
			has_government = fascism
			is_faction_leader = yes
			NOT = {
				has_war_with = ROOT
			}
			has_opinion = {
				target = ROOT
				value = > -11
			}
		}
	}
	bypass = {
		is_in_faction_with = GER
	}
	completion_reward = {
		if = {
			limit = {
				GER = {
					has_government = fascism
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
					exists = yes
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = GER
						has_war_with = ROOT
					}
				}
			}
			GER = {
				country_event = generic.2
			}
		}
		else = {
			get_best_alliance_match_fascism_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Idea
Component: KMT_vast_army_disloyalty2
Constructs: stability_factor, has_government, army_attack_factor, removal_cost, neutrality_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_vast_army_disloyalty2 = {
	removal_cost = -1
	picture = prc_low_popular_support2
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			OR = {
				has_government = democratic communism neutrality
			}
		}
	}
	modifier = {
		army_attack_factor = -0.05
		army_org_factor = -0.07
		stability_factor = -0.05
		neutrality_drift = 0.07
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_begin_the_collectivization
Constructs: prerequisite, has_government, add_stability, completion_reward, add_timed_idea
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_begin_the_collectivization
	icon = GFX_goal_generic_farm_tractor
	x = -3
	y = 1
	relative_position_id = MON_seize_the_power
	cost = 8
	prerequisite = {
		focus = MON_seize_the_power
	}
	available = {
		has_government = communism
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_stability = -0.1
		add_timed_idea = {
			idea = MON_collectivization_phase_1
			days = 1095
		}
	}
}