Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: cze_focus
Component: CZE_the_polish_division
Constructs: prerequisite, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_the_polish_division
	icon = GFX_goal_generic_war_with_comintern
	prerequisite = {
		focus = CZE_the_romanian_question
	}
	x = 0
	y = 4
	relative_position_id = CZE_go_left
	cost = 10
	ai_will_do = {
		factor = 80
		modifier = {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {

	}
	bypass = {
		NOT = {
			can_declare_war_on = POL
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		SOV = {
			country_event = {
				hours = 1
				id = czech.7
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_3/small_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_3/small_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.03
			instant = yes
		}
	}
}
### Entity: Event
Component: political.14
Constructs: ai_chance, has_completed_focus, has_government, has_country_flag, fire_only_once, add_political_power, has_dlc, is_subject
Source: game
File: events/PoliticalEvents.txt

Code:
country_event = {
	id = political.14
	title = political.14.t
	desc = political.14.d
	picture = GFX_report_event_journalists_speech
	trigger = {
		NOT = {
			has_government = democratic
		} {
			democratic = > 0.7
		} {
			AND = {
				original_tag = SPR
				has_dlc = La Resistance
			}
		} {
			AND = {
				has_dlc = No Step Back
				OR = {
					original_tag = POL EST LAT LIT
					AND = {
						original_tag = FIN
						EST = {
							has_completed_focus = EST_national_pride_in_finland
						}
					}
				}
			}
		} {
			AND = {
				has_dlc = Battle for the Bosporus
				OR = {
					original_tag = GRE TUR
				}
			}
		} {
			AND = {
				has_dlc = By Blood Alone
				original_tag = SWI
			}
		} {
			AND = {
				has_dlc = Arms Against Tyranny
				OR = {
					original_tag = SWE FIN
					AND = {
						original_tag = DEN
						is_subject = yes
					} {
						original_tag = NOR
						NOT = {
							has_country_flag = NOR_included_in_generic_political
						}
					}
				}
			}
		} {
			has_dlc = Trial of Allegiance
			original_tag = ARG
		} {
			AND = {
				has_dlc = Gotterdammerung
				OR = {
					original_tag = AUS BEL
				}
			}
		}
		democratic = > 0.6
		check_has_focus_tree_to_switch_to_democratic = yes
	}
	fire_only_once = yes
	mean_time_to_happen = {
		days = 30
	}
	option = {
		name = political.14.c
		add_political_power = -100
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
		}
	} {
		name = political.14.e
		ai_chance = {
			factor = 0
		}
		custom_effect_tooltip = impending_civil_war_tt
	}
}
### Entity: Order of Battle
Component: 6 Dokuritsu Shubirentai
Constructs: division_template
Source: game
File: history/units/JAP_1936.txt

Code:
division = {
	name = 6 Dokuritsu Shubirentai
	location = 12500
	division_template = Chuton-chi Shidan
	start_experience_factor = 0.1
	start_equipment_factor = 0.7
}
### Entity: Decision
Component: MAN_china_matters
Constructs: has_completed_focus, has_war_with, is_major, fire_only_once, add_political_power, is_subject_of, is_ai, remove_effect
Source: game
File: common/decisions/MAN_decisions.txt

Code:
MAN_china_matters = {
	MAN_request_full_control_over_china = {
		priority = 100
		icon = GFX_decision_jap_conquer_china
		ai_will_do = {
			base = 100
		}
		allowed = {
			original_tag = MAN
		}
		visible = {
			has_completed_focus = MAN_tsr_the_two_emperors
		}
		available = {
			is_subject_of = JAP
			RNG = {
				exists = yes
				is_subject_of = JAP
			}
			hidden_trigger = {
				RNG = {
					is_ai = yes
				}
			}
		}
		cost = 150
		days_remove = 30
		fire_only_once = yes
		remove_effect = {
			JAP = {
				country_event = {
					id = tsr_manchukuo.16
					hours = 6
				}
			}
		}
	}
	MAN_unify_with_specific_japanese_puppet_decision = {
		priority = 10
		icon = GFX_decision_border_war
		target_trigger = {
			FROM = {
				is_literally_china = yes
				is_subject_of = JAP
			}
		}
		ai_will_do = {
			base = 50
			modifier = {
				factor = 0
				FROM = {
					any_allied_country = {
						is_major = yes
						NOT = {
							has_war_with = ROOT
						}
					}
				}
			}
		}
		allowed = {
			original_tag = MAN
		}
		visible = {
			is_subject_of = JAP
			has_completed_focus = MAN_tsr_chinese_leadership
		}
		available = {
			NOT = {
				has_global_flag = MAN_is_currently_seeking_to_merge_a_puppet_government_into_them_flag
			}
		}
		days_re_enable = 365
		cost = 75
		cancel_trigger = {

		}
		cancel_effect = {

		}
		modifier = {

		}
		complete_effect = {

		}
		fire_only_once = no
		remove_effect = {
			FROM = {
				set_country_flag = MAN_is_seeking_to_annexing_us_flag
			}
			JAP = {
				country_event = {
					id = SEA_japan_foreign_policy.140
					hours = 6
				}
			}
			hidden_effect = {
				set_global_flag = MAN_is_currently_seeking_to_merge_a_puppet_government_into_them_flag
			}
		}
	}
	MAN_warlord_autonomy_drift_decision = {
		icon = GFX_decision_eng_trade_unions_support
		ai_will_do = {
			base = 5
			modifier = {
				factor = 2
				is_faction_leader = yes
			} {
				factor = 1.5
				has_political_power = > 75
				command_power = > 75
			} {
				factor = 0.5
				has_political_power = < 75
				command_power = < 75
			} {
				factor = 1.5
				FROM = {
					num_of_factories = > 4
				}
			} {
				factor = 1.5
				FROM = {
					num_of_factories = > 7
				}
			} {
				factor = 1.5
				FROM = {
					num_of_factories = > 10
				}
			} {
				factor = 0.5
				amount_taken_ideas = {
					amount = < 2
					slots = {
						political_advisor
					}
				}
			} {
				f
# ... (truncated)
### Entity: Idea
Component: JAP_ministry_of_greater_east_asia_idea
Constructs: removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_ministry_of_greater_east_asia_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = ARG_resource_extration_focus
	modifier = {
		resources_to_overlord_factor = 0.15
		political_power_factor = 0.05
	}
}
### Entity: Decision
Component: GER_mitteleuropa_economic_integration_cat
Constructs: has_completed_focus, add_ideas, has_government, has_war_with, has_country_flag, fire_only_once, is_enemy_ideology, is_on_continent
Source: game
File: common/decisions/GER.txt

Code:
GER_mitteleuropa_economic_integration_cat = {
	GER_mitteleuropa_customs_union_decision = {
		priority = 5
		icon = GFX_decision_gre_investment_decisions
		ai_will_do = {
			base = 2
			modifier = {
				factor = 2
				any_enemy_country = {
					has_war_with = FROM
				}
			} {
				factor = 0.5
				FROM = {
					is_enemy_ideology = yes
				}
			} {
				factor = 2
				FROM = {
					has_government = ROOT
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = < 0.75
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = < 0.5
				}
			}
		}
		target_array = ROOT.allies
		target_trigger = {
			FROM = {
				capital_scope = {
					is_on_continent = europe
				}
				is_in_faction_with = ROOT
				NOT = {
					OR = {
						has_idea = GER_mitteleuropa_customs_union_member GER_mitteleuropa_integrated_customs_union_member
					}
				}
			}
		}
		available = {

		}
		visible = {
			has_completed_focus = GER_establish_a_customs_union
		}
		fire_only_once = yes
		cost = 15
		complete_effect = {
			FROM = {
				country_event = {
					id = wuw_GER_realpolitik.63
					hours = 6
					random_hours = 12
				}
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				FROM = {
					add_ideas = GER_mitteleuropa_customs_union_member
				}
			}
		}
	}
	GER_mitteleuropa_economic_integration_decision = {
		priority = 3
		icon = GFX_decision_eng_trade_unions_support
		ai_will_do = {
			base = 5
			modifier = {
				factor = 2
				any_enemy_country = {
					has_war_with = FROM
				}
			} {
				factor = 0.5
				FROM = {
					is_enemy_ideology = yes
				}
			} {
				factor = 2
				FROM = {
					has_government = ROOT
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = < 0.75
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = < 0.5
				}
			}
		}
		target_array = ROOT.allies
		target_trigger = {
			FROM = {
				is_in_faction_with = ROOT
				capital_scope = {
					is_on_continent = europe
				}
				is_subject = no
				has_idea = GER_mitteleuropa_customs_union_member
				NOT = {
					OR = {
						has_country_flag = GER_has_sent_invitation_for_integration_once_already_flag GER_country_that_rejected_economic_integration_flag
					}
				}
			}
		}
		available = {

		}
		visible = {
			has_completed_focus = GER_integrated_economies
		}
		fire_only_once = yes
		cost = 15
		compl
# ... (truncated)
### Entity: Decision
Component: foreign_politics
Constructs: has_country_flag, fire_only_once, add_political_power, is_controlled_by, has_dynamic_modifier, has_political_power, has_game_rule, complete_effect
Source: game
File: common/decisions/KOR.txt

Code:
foreign_politics = {
	KOR_regain_core_on_state_decision = {
		icon = GFX_decision_infiltrate_state
		allowed = {
			OR = {
				original_tag = KOR JAP
			}
		}
		highlight_states = {
			highlight_states_trigger = {
				state = FROM
			}
		}
		visible = {
			any_owned_state = {
				is_controlled_by = ROOT
				OR = {
					state = 525 1031 1030 1029 1028 527
				}
				has_dynamic_modifier = {
					modifier = KOR_resistance_against_colonial_rule_dm
				}
			}
		}
		available = {

		}
		state_target = yes
		target_array = KOR.core_states
		target_trigger = {
			FROM = {
				has_dynamic_modifier = {
					modifier = KOR_resistance_against_colonial_rule_dm
				}
				is_controlled_by = ROOT
			}
		}
		on_map_mode = map_and_decisions_view
		ai_hint_pp_cost = 25
		custom_cost_trigger = {
			command_power = > 24
			has_political_power = > 24
		}
		custom_cost_text = decision_cost_CP_25_pp_25
		fire_only_once = yes
		days_remove = 70
		ai_will_do = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_country_flag = JAP_AI_RANDOM_COMMUNIST JAP_AI_RANDOM_COMMUNIST_2 JAP_AI_RANDOM_DEMOCRATIC
					has_game_rule = {
						rule = JAP_ai_behavior
						option = COMMUNIST
					} {
						rule = JAP_ai_behavior
						option = COMMUNIST_2
					} {
						rule = JAP_ai_behavior
						option = DEMOCRATIC
					}
				}
			}
		}
		complete_effect = {
			hidden_effect = {
				add_political_power = -25
				add_command_power = -25
			}
		}
		remove_effect = {
			FROM = {
				remove_dynamic_modifier = {
					modifier = KOR_resistance_against_colonial_rule_dm
				}
			}
		}
		cancel_trigger = {
			FROM = {
				NOT = {
					is_controlled_by = ROOT
				}
			}
		}
		cancel_effect = {

		}
	}
}
### Entity: Event
Component: EAI_PC_event.14
Constructs: is_triggered_only, set_variable
Source: game
File: events/EAI_construction.txt

Code:
country_event = {
	id = EAI_PC_event.14
	hidden = yes
	is_triggered_only = yes
	immediate = {
		subtract_from_variable = {
			EAI_PC_active_projects = 1
		}
		set_variable = {
			EAI_PC_project_array^4 = 0
		}
	}
	option = {

	}
}
### Entity: Character
Component: BOT_awt
Source: game
File: common/characters/BOT.txt

Code:
BOT_awt = {
	advisor = {
		slot = theorist
		idea_token = BOT_awt
		ledger = air
		allowed = {
			original_tag = BOT
		}
		traits = {
			air_warfare_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}
### Entity: Faction
Component: faction_goal_contain_japanese_expansion_asia
Constructs: limit, has_country_flag, is_in_faction, complete_effect, add_faction_power_projection, every_collection_element, add_faction_initiative
Source: game
File: common/factions/goals/faction_goals_long_term.txt

Code:
faction_goal_contain_japanese_expansion_asia = {
	name = contain_japanese_expansion_asia_goal_name
	description = contain_japanese_expansion_asia_goal_desc
	category = long_term
	group = FOCUS_FILTER_ANNEXATION
	allowed = {

	}
	visible = {
		FROM = {
			original_tag = USA
			has_country_flag = USA_unlock_contain_japanese_goal
		}
		date = > 1940.1.1
		collection_size = {
			input = {
				input = collection:country_and_all_subjects_controlled_non_core_states
				name = COLLECTION_OCCUPIED_STATES_BY_JAPAN_OR_FACTION_MEMBERS
			}
			value = > 29
		}
	}
	completed = {
		JAP = {
			IF = {
				limit = {
					is_in_faction = no
				}
				collection_size = {
					input = {
						input = collection:country_and_all_subjects_controlled_non_core_states
						name = COLLECTION_OCCUPIED_STATES_BY_JAPAN_OR_FACTION_MEMBERS
					}
					value = < 20
				}
			}
			ELSE = {
				collection_size = {
					input = {
						input = collection:faction_controlled_non_core_states
						name = COLLECTION_OCCUPIED_STATES_BY_JAPAN_OR_FACTION_MEMBERS
					}
					value = < 20
				}
			}
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		every_collection_element = {
			input = {
				input = game:scope
				operators = {
					 = faction_members
					limit = {
						faction_influence_ratio = > 0.3
					}
				}
				name = INFLUENCE_ABOVE_30_PERCENT
			}
			custom_effect_tooltip = INFLUENCE_ABOVE_30_PERCENT
			add_faction_initiative = 1
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			collection_size = {
				input = {
					input = collection:country_and_all_subjects_controlled_non_core_states
					name = COLLECTION_OCCUPIED_STATES_BY_JAPAN_OR_FACTION_MEMBERS
				}
				value = > 49
			}
		} {
			add = 10
			any_enemy_country = {
				original_tag = JAP
			}
		}
	}
}
### Entity: Decision
Component: PAL_reforming_the_caliphate_category
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/PAL_decision_categories.txt

Code:
PAL_reforming_the_caliphate_category = {
	icon = generic_crisis
	priority = 10
	allowed = {
		original_tag = PAL
	}
	visible = {
		has_completed_focus = PAL_grand_jihad
	}
}
### Entity: Idea
Component: EAI_DD_7/medium_plane_fighter_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_7/medium_plane_fighter_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_fighter_airframe = {
			build_cost_ic = -0.07
			instant = yes
		}
	}
}
### Entity: Unit Template
Component: BHU_INF_01
Source: game
File: common/units/names_divisions/BHU_names_divisions.txt

Code:
BHU_INF_01 = {
	name = Infantry Divisions
	for_countries = {
		BHU
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %dth Infantry Division
	ordered = {
		24 = {
			Household Division
		}
		25 = {
			Royal Division
		}
		1 = {
			%dst Infantry Division
		}
		2 = {
			%dnd Infantry Division
		}
		3 = {
			%drd Infantry Division
		}
		4 = {
			%dth Infantry Division
		}
		5 = {
			%dth Infantry Division
		}
		6 = {
			%dth Infantry Division
		}
		7 = {
			%dth Infantry Division
		}
		8 = {
			%dth Infantry Division
		}
		9 = {
			%dth Infantry Division
		}
		10 = {
			%dth Infantry Division
		}
		11 = {
			%dth Infantry Division
		}
		12 = {
			%dth Infantry Division
		}
		13 = {
			%dth Infantry Division
		}
		14 = {
			%dth Infantry Division
		}
		15 = {
			%dth Infantry Division
		}
		16 = {
			%dth Infantry Division
		}
		17 = {
			%dth Infantry Division
		}
		18 = {
			%dth Infantry Division
		}
		19 = {
			%dth Infantry Division
		}
		20 = {
			%dth Infantry Division
		}
		21 = {
			%dst Infantry Division
		}
		22 = {
			%dnd Infantry Division
		}
		23 = {
			%drd Infantry Division
		}
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_expand_xingan_army
Constructs: division_template, prerequisite, has_country_flag, completion_reward, cancel_if_invalid, is_locked, create_unit, add_planning
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_expand_xingan_army
	icon = GFX_focus_secret_rearmament
	prerequisite = {
		focus = MAN_tsr_strengthen_the_manchukuo_imperial_army
	}
	x = 1
	y = 1
	relative_position_id = MAN_tsr_strengthen_the_manchukuo_imperial_army
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_country_flag = MAN_xingan_army_resigned
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		hidden_effect = {
			delete_unit_template_and_units = {
				division_template = Xing'an Army
				disband = yes
			}
			division_template = {
				name = Xing'an Army
				division_names_group = MON_CAV_01
				role = garrison
				template_counter = 110
				is_locked = no
				regiments = {
					cavalry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 2
						y = 0
					}
				}
			}
		}
		761 = {
			create_unit = {
				division = name = "1. Xing'an Army" division_template = "Xing'an Army" start_experience_factor = 0.3 start_equipment_factor = 0.9
				owner = ROOT
				officer = {
					name = MAN_kanjurjab
				}
			} {
				division = name = "2. Xing'an Army" division_template = "Xing'an Army" start_experience_factor = 0.2 start_equipment_factor = 0.7
				owner = ROOT
				officer = {
					name = MON_navaanneren
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		MAN_urzhin_garmaev = {
			add_planning = 1
			add_attack = 1
		}
		MAN_jonjurjab = {
			add_planning = 1
			add_attack = 1
		}
	}
}
### Entity: National Focus
Tree: nzl_focus
Component: NZL_expand_devonport_naval_base
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, random_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/new_zealand.txt

Code:
focus = {
	id = NZL_expand_devonport_naval_base
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = NZL_form_the_rnzn
	}
	x = -2
	y = 2
	relative_position_id = NZL_transfer_the_new_zealand_division
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {
		random_state = {
			limit = {
				has_state_flag = NZL_expand_devonport_naval_base_DY
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				284
			}
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
			set_state_flag = NZL_expand_devonport_naval_base_DY
		}
		284 = {
			add_building_construction = {
				type = naval_base
				province = 4543
				level = 3
				instant_build = yes
			}
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/PRC_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = PRC
		}
		requested_factories = 2
		progress = 0.1
		efficiency = 100
	}
}
### Entity: Idea
Component: PAL_tolerance_and_integration_idea
Constructs: removal_cost
Source: game
File: common/ideas/palestine.txt

Code:
PAL_tolerance_and_integration_idea = {
	picture = MPL_white_paper
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		monthly_population = 0.35
		stability_weekly_factor = 0.001
	}
}
### Entity: Character
Component: AUS_king_of_austria
Constructs: stability_factor, war_support_factor, neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
AUS_king_of_austria = {
	random = no
	political_power_factor = 0.1
	neutrality_drift = 0.03
	stability_factor = 0.05
	war_support_factor = 0.05
	conscription = 0.005
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_embodying_empress_jinguu
Constructs: has_completed_focus, prerequisite, limit, has_country_flag, completion_reward, allow_branch, has_dlc, has_game_rule
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_embodying_empress_jinguu
	icon = GFX_focus_JAP_embodying_empress_jingu
	x = -4
	y = 1
	relative_position_id = JAP_the_yamato_spirit
	prerequisite = {
		focus = JAP_the_yamato_spirit
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	allow_branch = {
		has_dlc = No Compromise, No Surrender
		has_country_flag = JAP_empress_nagako_became_queen_flag
		IF = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = JAP_sea_purge_the_kodoha_faction JAP_okadas_military_purge_speech
			}
		}
	}
	available = {
		has_country_leader = {
			ruling_only = yes
			character = JAP_empress_nagako
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_cosmetic_tag = JAP_emperor_dominant
				}
			}
			hidden_effect = {
				set_cosmetic_tag = JAP_emperor_dominant
			}
		}
		add_country_leader_trait = JAP_embodying_empress_jingu
		hidden_effect = {

		}
	}
}
### Entity: Idea
Component: EGY_aa2
Source: game
File: common/ideas/egypt.txt

Code:
EGY_aa2 = {
	ledger = army
	picture = generic_army_arab_2
	allowed = {
		original_tag = EGY
	}
	traits = {
		army_armored_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: BUL_government_reforms_democratic_01
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_government_reforms_democratic_01 = {
	name = BUL_government_reforms_communists_01
	picture = generic_political_support
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.15
		production_speed_buildings_factor = 0.05
		global_building_slots_factor = 0.1
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_sea_revolutionary_military_commission
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_communist_warlord_TSR.txt

Code:
focus = {
	id = PRC_sea_revolutionary_military_commission
	icon = GFX_goal_generic_occupy_states_ongoing_war
	prerequisite = {
		focus = PRC_sea_confrontation_with_the_warlords PRC_sea_infiltration
	}
	x = 0
	y = 1
	relative_position_id = PRC_sea_confrontation_with_the_warlords
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = PRC_revolutionary_military_commission
	}
}