Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Leader
Component: scavenger
Constructs: gain_xp
Source: game
File: common/unit_leader/00_traits.txt

Code:
scavenger = {
	type = corps_commander
	gain_xp = {
		always = no
	}
	cost = 500
	modifier = {
		equipment_capture = 0.03
	}
	ai_will_do = {
		factor = 1
	}
	trait_type = assignable_trait
	gui_row = 5
	any_parent = {
		trait_engineer
	}
	mutually_exclusive = fortress_buster
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_smc_takes_responsibility
Constructs: has_completed_focus, prerequisite, limit, remove_ideas, completion_reward, random_hours, random_days, add_dynamic_modifier
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_smc_takes_responsibility
	icon = GFX_goal_generic_dissolve_parliament
	x = 4
	y = 1
	prerequisite = {
		focus = PAL_boycott_decree
	}
	mutually_exclusive = {
		focus = PAL_nashashbis_take_responsibility
	}
	cost = 5
	relative_position_id = PAL_boycott_decree
	select_effect = {
		country_event = {
			id = palestine.7
			days = 5
			random_hours = 12
			random_days = 5
		}
	}
	completion_reward = {
		hidden_effect = {
			drop_cosmetic_tag = yes
		}
		if = {
			limit = {
				NOT = {
					has_completed_focus = PAL_legacy_of_the_conference
				}
			}
			custom_effect_tooltip = PAL_jamal_husseini_takes_power_tt
			hidden_effect = {
				country_event = {
					id = palestine.9
					days = 0
					random_hours = 12
					random_days = 0
				}
			}
			remove_ideas = PAL_fawzi_leadership_idea PAL_boycott_decree_idea
		}
		add_dynamic_modifier = {
			modifier = r56_PAL_religion_issue
		}
	}
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 1000
			has_game_rule = {
				rule = PAL_AI_BEHAVIOR
				option = PAL_SMC
			}
		}
	}
}
### Entity: Character
Component: prime_minister_peker
Constructs: fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
prime_minister_peker = {
	random = no
	sprite = 13
	consumer_goods_factor = -0.1
	production_speed_arms_factory_factor = 0.07
	production_speed_industrial_complex_factor = 0.07
	fascism_drift = 0.1
}
### Entity: Idea
Component: SPR_anarchist_society_9
Constructs: has_government, industrial_capacity_factory
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_anarchist_society_9 = {
	name = SPR_anarchist_society
	picture = SPR_anarchist_society
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_weekly = -0.01
		production_speed_industrial_complex_factor = 0.1
		production_speed_arms_factory_factor = 0.1
		industrial_capacity_factory = 0.05
		consumer_goods_factor = -0.15
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_rikken_seiyukai_victory
Constructs: prerequisite, has_country_flag, completion_reward, add_political_power, cancel_if_invalid, add_popularity, set_party_name
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_rikken_seiyukai_victory
	icon = GFX_focus_JAP_rikken_seiyukai_victory
	mutually_exclusive = {
		focus = JAP_rikken_minseito_victory
	}
	x = 2
	y = 1
	relative_position_id = JAP_organize_a_general_election
	prerequisite = {
		focus = JAP_organize_a_general_election
	}
	cost = 0
	ai_will_do = {
		factor = 1
	}
	available = {
		has_country_flag = JAP_rikken_seiyukai_victory_flag
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_COMPLETED_BY_EVENT FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 50
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		set_party_name = {
			ideology = democratic
			long_name = JAP_democratic_party_long
			name = JAP_democratic_party
		}
	}
}
### Entity: Idea
Component: EAI_desperate_defense_5
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_desperate_defense_5 = {
	picture = air_war_plans_division_focus
	allowed = {
		always = no
	}
	modifier = {
		training_time_army_factor = -0.64
		industrial_capacity_dockyard = 0.25
		production_factory_efficiency_gain_factor = 0.5
	}
}
### Entity: Modifier Reference
Construct: experience_
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
##  <span id="experience_gain__combat_factor"></span>experience_gain_<Unit>_combat_factor

* **Description**: Unit experience gain factor in combat.
* Number with 0 decimal places
* **Categories**: naval, country

* **Modified types**: airborne_light_armor, amphibious_armor, amphibious_heavy_armor, amphibious_light_armor, amphibious_mechanized, amphibious_medium_armor, anti_air, anti_air_battery, anti_air_brigade, anti_tank, anti_tank_battery, anti_tank_brigade, armored_car, armored_car_recon, armored_engineer, armored_maintenance, armored_signal, artillery, artillery_brigade, assault_engineer, ballistic_missile, battle_cruiser, battleship, bicycle_battalion, blackshirt_assault_battalion, bus, camelry, carrier, cas, cavalry, cv_cas, cv_fighter, cv_nav_bomber, cv_suicide_craft, destroyer, elephantry, engineer, explosive_ammo, fake_intel_unit, field_guns, field_hospital, fighter, fire_support, guided_missile, heavy_armor, heavy_cruiser, heavy_fighter, heavy_flame_tank, heavy_sp_anti_air_brigade, heavy_sp_anti_air_support, heavy_sp_artillery_brigade, heavy_tank_destroyer_brigade, heavy_tank_destroyer_support, helicopter_brigade, helicopter_field_hospital, helicopter_recon, helicopter_transport, hq_air_liaison, hq_engineer, hq_field_hospital, hq_heavy_armor, hq_infantry, hq_light_armor, hq_logistics, hq_maintenance, hq_medium_armor, hq_military_police, hq_motorized, hq_naval_liaison, hq_paratrooper, hq_recon, hq_signal, hq_specops, hq_support_company, infantry, irregular_infantry, jet_fighter, jet_strat_bomber, jet_tac_bomber, jungle_pioneers_support, land_cruiser, light_armor, light_cruiser, light_flame_tank, light_sp_anti_air_brigade, light_sp_anti_air_support, light_sp_artillery_brigade, light_tank_destroyer_brigade, light_tank_destroyer_support, light_tank_recon, logistics_company, long_range_patrol_support, maintenance_company, marine, marine_commando, maritime_patrol_plane, mechanized, medium_armor, medium_flame_tank, medium_sp_anti_air_brigade, medium_sp_anti_air_support, medium_sp_artillery_brigade, medium_tank_destroyer_brigade, medium_tank_destroyer_support, military_police, militia, modern_armor, modern_sp_anti_air_brigade, modern_sp_anti_air_support, modern_sp_artillery_brigade, modern_tank_destroyer_brigade, modern_tank_destroyer_support, mot_anti_air_brigade, mot_anti_tank_brigade, mot_artillery_brigade, mot_fire_support, mot_recon, mot_rocket_arti
# ... (truncated)
### Entity: National Focus
Tree: est_focus
Component: EST_baltic_stronger_together
Constructs: division_template, prerequisite, limit, completion_reward, is_faction_leader, swap_ideas, add_idea, remove_idea
Source: game
File: common/national_focus/estonia.txt

Code:
focus = {
	id = EST_baltic_stronger_together
	icon = GFX_focus_generic_support_the_left_right
	prerequisite = {
		focus = EST_propose_baltic_union
	}
	x = 1
	y = 1
	relative_position_id = EST_propose_baltic_union
	mutually_exclusive = {
		focus = EST_baltic_unification
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_faction_leader = yes
	}
	bypass = {

	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		swap_ideas = {
			add_idea = BALTIC_union_idea_1
			remove_idea = BALTIC_union_idea
		}
		division_template = {
			name = Baltic Entente Division
			priority = 1
			division_names_group = EST_INF_01
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				} {
					x = 2
					y = 0
				} {
					x = 2
					y = 1
				} {
					x = 2
					y = 2
				}
			}
			support = {
				engineer = {
					x = 0
					y = 0
				}
			}
		}
		random_owned_controlled_state = {
			limit = {
				PREV = {
					has_full_control_of_state = PREV
				}
			}
			create_unit = {
				division = name = "1 Baltic Entente Division" division_template = "Baltic Entente Division" start_experience_factor = 0.9
				owner = PREV
			} {
				division = name = "2 Baltic Entente Division" division_template = "Baltic Entente Division" start_experience_factor = 0.9
				owner = PREV
			} {
				division = name = "3 Baltic Entente Division" division_template = "Baltic Entente Division" start_experience_factor = 0.9
				owner = PREV
			} {
				division = name = "4 Baltic Entente Division" division_template = "Baltic Entente Division" start_experience_factor = 0.9
				owner = PREV
			}
		}
		every_other_country = {
			limit = {
				is_baltic_country = yes
				is_in_faction_with = ROOT
			}
			swap_ideas = {
				add_idea = BALTIC_union_idea_1
				remove_idea = BALTIC_union_idea
			}
			custom_effect_tooltip = gain_baltic_entente_divisions_tt
			hidden_effect = {
				country_event = BALTIC_entente_events.5
				division_template = {
					name = Baltic Entente Division
					priority = 1
					division_names_group = LAT_INF_01
					regiments = {
						infantry = {
							x = 0
							y = 0
						} {
							x = 0
							y = 1
						} {
							x = 0
						
# ... (truncated)
### Entity: National Focus
Tree: aus_focus
Component: AUS_transylvanian_independence
Constructs: prerequisite, has_war_with, completion_reward, is_ally_with, random_hours, create_wargoal, take_state_focus
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_transylvanian_independence
	icon = GFX_focus_YUG_autonomous_transylvania
	relative_position_id = AUS_a_modern_empire
	x = -3
	y = 1
	prerequisite = {
		focus = AUS_a_modern_empire
	}
	mutually_exclusive = {
		focus = AUS_support_transylvanian_claims
	}
	bypass = {
		OR = {
			TRA = {
				exists = yes
			}
			has_war_with = 84
			 = .controller .controller
			is_ally_with = 84
		}
	}
	available = {
		NOT = {
			country_exists = TRA
		} {
			is_ally_with = 84
			 = .controller
		}
		OR = {
			controls_state = 154
			is_ally_with = 154
			 = .controller
		}
	}
	will_lead_to_war_with = ROM
	cost = 5
	completion_reward = {
		custom_effect_tooltip = AUS_will_anger_hungary generic_skip_one_line_tt
		HUN = {
			country_event = {
				id = austria.111
				days = 1
				random_hours = 12
			}
		}
		create_wargoal = {
			target = 84
			 = .controller
			type = take_state_focus
			generator = {
				84 76 83 82
			}
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_unsinkable_aircraft_carriers
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, every_state, add_building_construction, is_special_project_completed, has_dlc
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_unsinkable_aircraft_carriers
	icon = GFX_focus_generic_air_bases
	x = 1
	y = 1
	relative_position_id = JAP_nanshin_ron
	prerequisite = {
		focus = JAP_nanshin_ron
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			647 = {
				state_is_fully_controlled_by_ROOT_or_subject = yes
			}
			684 = {
				state_is_fully_controlled_by_ROOT_or_subject = yes
			}
			633 = {
				state_is_fully_controlled_by_ROOT_or_subject = yes
			}
			646 = {
				state_is_fully_controlled_by_ROOT_or_subject = yes
			}
			725 = {
				state_is_fully_controlled_by_ROOT_or_subject = yes
			}
			639 = {
				state_is_fully_controlled_by_ROOT_or_subject = yes
			}
			643 = {
				state_is_fully_controlled_by_ROOT_or_subject = yes
			}
			734 = {
				state_is_fully_controlled_by_ROOT_or_subject = yes
			}
			636 = {
				state_is_fully_controlled_by_ROOT_or_subject = yes
			}
			635 = {
				state_is_fully_controlled_by_ROOT_or_subject = yes
			}
			1071 = {
				state_is_fully_controlled_by_ROOT_or_subject = yes
			}
			648 = {
				state_is_fully_controlled_by_ROOT_or_subject = yes
			}
			645 = {
				state_is_fully_controlled_by_ROOT_or_subject = yes
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					state = 647 684 633 646 638 725 639 643 734 636 635 726 648 645 1071
				}
				state_is_fully_controlled_by_ROOT_or_subject = yes
				air_base = < 2
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				OR = {
					state = 647 684 633 646 638 725 639 643 734 636 635 726 648 645 1071
				}
				state_is_fully_controlled_by_ROOT_or_subject = yes
				any_province_building_level = {
					province = {
						id = 6969 11822 12043 3900 1052
					}
					building = coastal_bunker
					level = < 5
				}
			}
			add_building_construction = {
				type = coastal_bunker
				level = 2
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_coastal = yes
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				ROOT = {
					is_special_project_completed = sp:sp_air_radar
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			every_state = {
				limit = {
					OR = {
# ... (truncated)
### Entity: Character
Component: YUN_lu_chongren
Source: game
File: common/characters/YUN.txt

Code:
YUN_lu_chongren = {
	name = YUN_lu_chongren
	portraits = {
		army = {
			small = gfx/interface/ideas/idea_asia_generic_land_3.dds
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = YUN_lu_chongren
		allowed = {
			original_tag = YUN
		}
		traits = {
			financial_expert
		}
	}
}
### Entity: Event
Component: belgium.147
Constructs: is_triggered_only
Source: game
File: events/BEL_additional_events.txt

Code:
news_event = {
	id = belgium.147
	title = belgium.147.t
	desc = belgium.147.desc
	picture = GFX_news_event_leopold_III_positive
	is_triggered_only = yes
	major = yes
	option = {
		name = belgium.147.a
		trigger = {
			NOT = {
				TAG = BEL
			}
		}
	} {
		name = belgium.147.b
		trigger = {
			TAG = BEL
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_darul_islam_focus
Constructs: division_template, prerequisite, limit, completion_reward, add_corps_commander_role, add_manpower, add_to_variable, set_division_template_cap
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_darul_islam_focus
	icon = GFX_focus_generic_islamic_propaganda
	available = {

	}
	prerequisite = {
		focus = INS_laskar_rakjat
	}
	mutually_exclusive = {

	}
	x = -5
	y = 1
	relative_position_id = INS_laskar_rakjat
	cost = 5
	ai_will_do = {
		base = 4
	}
	search_filters = {
		FOCUS_FILTER_INTERNAL_AFFAIRS FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		INS_kartosoewirjo = {
			add_corps_commander_role = {
				traits = {
					INS_loyalty_to_indonesia
				}
				skill = 2
				attack_skill = 3
				defense_skill = 2
				planning_skill = 1
				logistics_skill = 1
			}
		}
		add_manpower = 10000
		custom_effect_tooltip = INS_add_militia_cap_2_tt
		hidden_effect = {
			add_to_variable = {
				INS_militia_cap = 2
			}
			set_division_template_cap = {
				division_template = Freedom Fighter Militia
				division_cap = INS_militia_cap
			}
		}
		random_owned_state = {
			limit = {
				impassable = no
			}
			prioritize = {
				1058 1051 335
			}
			custom_effect_tooltip = INS_add_fully_trained_militia_unit_tt
			hidden_effect = {
				create_unit = {
					division = name = "Laskar Sabilillah" division_template = "Freedom Fighter Militia" start_experience_factor = 0.3 start_equipment_factor = 	1 	start_manpower_factor = 1
					owner = INS
					allow_spawning_on_enemy_provs = no
					count = 1
					id = 1510
				}
			}
		}
		activate_mission = INS_militias_di_mission
	}
}
### Entity: AI Strategy
Component: ITA_dont_send_air_to_middle_east
Constructs: is_historical_focus_on
Source: game
File: common/ai_strategy/ITA.txt

Code:
ITA_dont_send_air_to_middle_east = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		is_historical_focus_on = yes
		date = > 1941.3.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = strategic_air_importance
		id = 28
		value = -30000
	} {
		type = strategic_air_importance
		id = 232
		value = -30000
	} {
		type = strategic_air_importance
		id = 116
		value = -30000
	}
}
### Entity: National Focus
Tree: arm_focus
Component: ARM_nakhchivan_population_exchange
Constructs: prerequisite, limit, has_government, add_war_support, add_stability, add_opinion_modifier, completion_reward, add_state_core
Source: game
File: common/national_focus/armenia.txt

Code:
focus = {
	id = ARM_nakhchivan_population_exchange
	icon = GFX_goal_PER_iran_people
	prerequisite = {
		focus = ARM_war_propaganda
	}
	relative_position_id = ARM_war_propaganda
	x = 0
	y = 2
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {
		controls_state = 230 1044
		NOT = {
			has_government = communism
		}
	}
	completion_reward = {
		add_stability = 0.05
		add_war_support = 0.05
		add_state_core = 1044
		random_controlled_state = {
			prioritize = {
				230
			}
			add_manpower = -31674
		}
		random_state = {
			limit = {
				is_core_of = PER
				any_neighbor_state = {
					state = 1044
				}
			}
			add_manpower = 31674
		}
		if = {
			limit = {
				country_exists = AZR
			}
			AZR = {
				add_opinion_modifier = {
					target = ROOT
					modifier = large_decrease
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Idea
Component: idea_RAJ_night_shifts
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_night_shifts = {
	allowed = {
		original_tag = RAJ
	}
	picture = generic_production_bonus
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		industrial_capacity_factory = 0.1
		industrial_capacity_dockyard = 0.1
		consumer_goods_factor = 0.05
	}
}
### Entity: Shared Focus
Tree: cel_focus
Component: CEL_coal_mining
Constructs: shared_focus, prerequisite, limit, completion_reward, allow_branch, is_controlled_by, is_core_of, cancel_if_invalid
Source: game
File: common/national_focus/r56_celtic_shared.txt

Code:
shared_focus = {
	id = CEL_coal_mining
	icon = GFX_goal_italy_establish_the_sme
	relative_position_id = CEL_integrate_areas
	prerequisite = {
		focus = CEL_integrate_areas
	}
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	offset = {
		x = -3
		y = 0
		trigger = {
			tag = BRI
		}
	} {
		x = -3
		y = 0
		trigger = {
			tag = SCO
		}
	}
	allow_branch = {
		NOT = {
			original_tag = WLS
		}
	}
	text_icon = NORDIC_focus_style
	available = {
		122 = {
			is_controlled_by = ROOT
			is_core_of = ROOT
		}
	}
	cancel_if_invalid = yes
	completion_reward = {
		random_controlled_state = {
			prioritize = {
				122
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = excavation_tech_bonus_name
			bonus = 1
			uses = 1
			ahead_reduction = 0.5
			category = excavation_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Shared Focus
Tree: ply_focus
Component: PLY_UNIFIED_connect_the_villages
Constructs: shared_focus, prerequisite, limit, completion_reward, has_idea, random_controlled_state, is_core_of, add_building_construction
Source: game
File: common/national_focus/r56_polynesian.txt

Code:
shared_focus = {
	id = PLY_UNIFIED_connect_the_villages
	icon = GFX_goal_generic_road
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	prerequisite = {
		focus = PLY_UNIFIED_polynesian_unifacation
	}
	relative_position_id = PLY_UNIFIED_polynesian_unifacation
	x = 0
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_idea = generic_recent_economic_unification
		}
		num_of_controlled_states = > 3
	}
	completion_reward = {
		random_controlled_state = {
			limit = {
				is_core_of = ROOT
			}
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
			}
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
			}
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
			}
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Idea
Component: SHL_aco
Source: game
File: common/ideas/schleswig_holstein.txt

Code:
SHL_aco = {
	picture = generic_army_europe_1
	allowed = {
		original_tag = SHL
	}
	traits = {
		army_chief_offensive_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: SEA_PRC_faction_events.11
Constructs: is_triggered_only, limit, has_war_with, set_rule, create_faction_from_template, every_other_country, is_chinese_warlord, has_capitulated
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_faction_events.11
	title = SEA_PRC_faction_events.11.t
	desc = SEA_PRC_faction_events.11.desc
	picture = GFX_report_event_chinese_soldiers
	is_triggered_only = yes
	option = {
		name = SEA_PRC_faction_events.11.a
		set_rule = {
			can_create_factions = yes
		} {
			can_join_factions = yes
		}
		create_faction_from_template = faction_template_PRC_the_peoples_front
		every_other_country = {
			limit = {
				is_chinese_warlord = yes
				has_capitulated = no
				is_in_faction = no
				is_subject = no
				NOT = {
					has_war_with = ROOT
					has_border_war_with = ROOT
					has_idea = SIK_battle_for_sinkiang
					tag = HBC
					any_other_country = {
						is_literally_china = yes
						has_war_with = PREV
					}
				}
			}
			country_event = {
				id = SEA_PRC_faction_events.50
				days = 2
			}
		}
	}
}
### Entity: Idea
Component: EAI_VERY_HARD/cv_small_plane_cas_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_VERY_HARD/cv_small_plane_cas_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_cas_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Idea
Component: WUR_democratic_guy
Constructs: has_government
Source: game
File: common/ideas/wurtemberg.txt

Code:
WUR_democratic_guy = {
	picture = generic_political_advisor_europe_1
	allowed = {
		original_tag = WUR
	}
	traits = {
		democratic_reformer
	}
	do_effect = {
		NOT = {
			has_government = democratic
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Character
Component: AUS_king_of_liechtenstein
Constructs: stability_factor, war_support_factor, neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
AUS_king_of_liechtenstein = {
	random = no
	political_power_factor = 0.1
	neutrality_drift = 0.03
	stability_factor = 0.05
	war_support_factor = 0.05
	conscription = 0.005
}