Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: kal_focus
Component: KAL_reinforce_the_security_apparatus
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, has_dlc, has_intelligence_agency, create_intelligence_agency
Source: game
File: common/national_focus/kalmykia.txt

Code:
focus = {
	id = KAL_reinforce_the_security_apparatus
	icon = GFX_goal_generic_secret_police_2
	prerequisite = {
		focus = KAL_collectivist_propaganda KAL_the_kalmyk_flag_organization KAL_rally_behind_the_khan
	}
	relative_position_id = KAL_internationalism
	x = 5
	y = 3
	cost = 10
	ai_will_do = {
		factor = 0.5
	}
	available = {
		OR = {
			has_government = fascism communism
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			if = {
				limit = {
					has_intelligence_agency = no
				}
				create_intelligence_agency = yes
			}
			add_ideas = TIB_secret_police
			upgrade_intelligence_agency = upgrade_interrogation_techniques
		}
		else = {
			add_ideas = TIB_secret_police_no_lar
		}
		add_tech_bonus = {
			name = mp_tech_bonus_name
			bonus = 1
			uses = 1
			category = military_police_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_ESPIONAGE
	}
}
### Entity: Idea
Component: DEN_social_democratic_policies_2
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_denmark.txt

Code:
DEN_social_democratic_policies_2 = {
	removal_cost = -1
	picture = BEL_union_agreements
	modifier = {
		industrial_capacity_factory = 0.1
		consumer_goods_factor = -0.2
		line_change_production_efficiency_factor = 0.1
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_andean_warfare
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, has_dlc, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_andean_warfare
	icon = GFX_goal_generic_mountain_warfare
	x = 11
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_reform_the_army
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		army_experience = 5
		add_tech_bonus = {
			name = CHL_andean_bonus
			bonus = 1
			uses = 2
			category = r56_mountain_infantry_tech
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				name = special_forces_bonus
				cost_reduction = 0.5
				uses = 1
				category = special_forces_doctrine
			}
		}
		else = {
			add_tech_bonus = {
				name = special_forces_bonus
				bonus = 0.5
				uses = 1
				category = r56_special_forces_training_tech
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: rt56.balkan_pact.5
Constructs: is_triggered_only
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.balkan_pact.5
	title = rt56.balkan_pact.5.t
	desc = rt56.balkan_pact.5.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = rt56.balkan_pact.5.a
		ROOT = {
			diplomatic_relation = {
				country = BUL
				relation = non_aggression_pact
				active = yes
			}
		}
	}
}
### Entity: AI Strategy
Component: generic_light_tank_artillery
Constructs: has_war, has_tech
Source: game
File: common/ai_equipment/generic_tank.txt

Code:
generic_light_tank_artillery = {
	category = land
	blocked_for = {
		GER SOV ENG USA FRA JAP ITA HUN
	}
	available_for = {

	}
	roles = {
		land_light_tank_artillery
	}
	priority = {
		factor = 500
	}
	light_tank_artillery_1 = {
		priority = {
			factor = 100
		}
		enable = {
			has_tech = interwar_artillery
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = light_tank_artillery_chassis_1
			modules = {
				main_armament_slot = tank_close_support_gun
				turret_type_slot = tank_light_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 3
				tank_nsb_armor_upgrade = {
					base = 1
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_close_support_gun tank_light_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	light_tank_artillery_2 = {
		priority = {
			factor = 200
		}
		enable = {
			has_tech = interwar_artillery
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = light_tank_artillery_chassis_2
			modules = {
				main_armament_slot = tank_medium_howitzer
				turret_type_slot = tank_light_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 2
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_medium_howitzer tank_light_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_gasoline_engine
		}
	}
	light_tank_artillery_3 = {
		priority = {
			factor = 200
		}
		enable = {
			has_tech = artillery1
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = light_tank_artillery_chassis_3
			modules = {
				main_armament_slot = tank_medium_howitzer_2
				turret_type_slot = tank_light_fixed_superstructure_turret
				suspension_type_s
# ... (truncated)
### Entity: Special Project
Component: sp_land_super_heavy_railway_gun
Constructs: limit, has_dlc, has_tech, breakthrough_cost, resource_cost, enable_equipments, enable_subunits, enable_equipment_modules
Source: game
File: common/special_projects/projects/land_projects.txt

Code:
sp_land_super_heavy_railway_gun = {
	specialization = specialization_land
	project_tags = sp_tag_artillery
	allowed = {
		has_dlc = No Step Back
	}
	available = {
		FROM = {
			has_tech = railway_gun
		}
	}
	prototype_time = sp_time.prototype.long
	complexity = sp_complexity.medium
	breakthrough_cost = {
		specialization_land = 1
	}
	resource_cost = {
		resources = {
			steel = 16
			tungsten = 8
			chromium = 8
		}
	}
	project_output = {
		enable_equipments = {
			super_heavy_railway_gun_equipment_1
		}
		enable_subunits = {
			super_heavy_railway_gun
		}
		enable_equipment_modules = {
			limit = {
				has_dlc = Gotterdammerung
			}
			 = lc_super_heavy_railway_gun
		}
		country_effects = {
			if = {
				limit = {
					original_tag = GER
				}
				create_railway_gun = {
					equipment = super_heavy_railway_gun_equipment_1
					name = Dora
				}
			}
			else = {
				create_railway_gun = {
					equipment = super_heavy_railway_gun_equipment_1
				}
			}
		}
	}
	generic_prototype_rewards = {
		sp_land_generic_reward_scientist_xp_1 sp_land_generic_reward_scientist_xp_2 sp_land_generic_reward_scientist_xp_3 sp_land_generic_reward_army_xp_1 sp_land_generic_reward_army_xp_2 sp_land_generic_reward_army_xp_3 sp_land_generic_reward_major_progress_1 sp_land_generic_reward_major_progress_2 sp_land_generic_reward_major_progress_3 sp_land_generic_reward_test_failure_1 sp_land_generic_reward_test_failure_2 sp_land_generic_reward_test_failure_3 sp_land_generic_reward_artillery_tech_1 sp_land_generic_reward_artillery_tech_2 sp_land_generic_reward_artillery_tech_3 sp_land_generic_reward_artillery_bonus_1 sp_land_generic_reward_artillery_bonus_2 sp_land_generic_reward_artillery_bonus_3 sp_land_generic_reward_resource_scarcity sp_land_generic_reward_critical_failure
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Soviet_Union.html

Doc:
This article is considered accurate for the current version of the game.

Soviet Union

Capital provinceMoscow

Government typeCommunist Dictatorship

FactionComintern

Soviet Union is a major power, leader of the Comintern faction and one of the strongest nations in the game in 1936 campaign.

Contents

1 Historical background

2 Technology

3 Diplomacy

3.1 Alliances

3.2 National focus

3.2.1 Five Year Plan

3.2.2 Stalin Constitution

3.2.3 Anti-Fascist Diplomacy

3.2.4 Anti-Capitalist Diplomacy

3.2.5 The Great Purge

3.3 Events

4 Politics

5 Intelligence

6 Economy

6.1 Industrial Production

7 Military

7.1 Army

7.2 Navy

7.3 Air Force

8 Strategies and Guides

8.1 Example Strategy

8.2 Miscellaneous tips
### Entity: Event
Component: cairoC.6
Constructs: is_triggered_only, limit, every_country, has_country_flag, has_global_flag
Source: game
File: events/r56_usa.txt

Code:
news_event = {
	id = cairoC.6
	title = cairoC.6.t
	desc = {
		text = cairoC.6.d_fail
		trigger = {
			has_global_flag = {
				flag = CairoC_agreed
				value = < 2
			}
		}
	} {
		text = cairoC.6.d_noUS
		trigger = {
			has_global_flag = {
				flag = CairoC_agreed
				value = < 3
			} {
				flag = CairoC_agreed
				value = > 1
			}
			NOT = {
				has_global_flag = USA_agree_cairoC_term
			}
		}
	} {
		text = cairoC.6.d_noBR
		trigger = {
			has_global_flag = {
				flag = CairoC_agreed
				value = < 3
			} {
				flag = CairoC_agreed
				value = > 1
			}
			NOT = {
				has_global_flag = ENG_agree_cairoC_term
			}
		}
	} {
		text = cairoC.6.d_noCN
		trigger = {
			has_global_flag = {
				flag = CairoC_agreed
				value = < 3
			} {
				flag = CairoC_agreed
				value = > 1
			}
			NOT = {
				has_global_flag = CHI_agree_cairoC_term
			}
		}
	} {
		text = cairoC.6.d_suc
		trigger = {
			has_global_flag = {
				flag = CairoC_agreed
				value = > 2
			}
		}
	}
	picture = GFX_cairoC
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			every_country = {
				limit = {
					has_country_flag = agreed_on_cairoC_terms
				}
				country_event = {
					id = cairoC.8
				}
			}
		}
	}
	option = {
		name = cairoC.6.a
		trigger = {
			has_country_flag = agreed_on_cairoC_terms
		}
	} {
		name = cairoC.6.b
		trigger = {
			tag = JAP
		}
	} {
		name = cairoC.6.c
		trigger = {
			NOT = {
				has_country_flag = agreed_on_cairoC_terms
			}
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_expand_hiratsuka_navy_arsenal
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction, random_core_state
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_expand_hiratsuka_navy_arsenal
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = JAP_the_imperial_defense_plan
	}
	relative_position_id = JAP_the_imperial_defense_plan
	x = 9
	y = 1
	cost = 5
	ai_will_do = {
		factor = 3
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				282 = {
					is_fully_controlled_by = ROOT
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
			}
			282 = {
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = dockyard
					level = 3
					instant_build = yes
				}
			}
		}
		else = {
			random_core_state = {
				limit = {
					is_fully_controlled_by = ROOT
					NOT = {
						has_state_category = small_island tiny_island
					}
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = dockyard
					level = 3
					instant_build = yes
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = JAP_kure_naval_arsenal_organization
			mio:JAP_kure_naval_arsenal_organization = {
				add_mio_size = 2
			}
		}
		ELSE = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = kure_naval_arsenal
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Reclaim_the_Finns
Constructs: every_owned_state, prerequisite, limit, completion_reward, is_subject, is_in_faction_with, has_non_aggression_pact_with, create_wargoal
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Reclaim_the_Finns
	icon = GFX_goal_generic_attack_finland
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = DEN_Reclaim_the_Swedes
	}
	available = {
		is_subject = no
		FIN = {
			exists = yes
			NOT = {
				is_in_faction_with = DEN
				has_non_aggression_pact_with = DEN
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	x = 2
	y = 7
	will_lead_to_war_with = FIN
	relative_position_id = DEN_Form_a_Cabinet
	completion_reward = {
		create_wargoal = {
			type = annex_everything
			target = FIN
		}
		FIN = {
			every_owned_state = {
				limit = {
					is_core_of = FIN
					NOT = {
						is_core_of = DEN
					}
				}
				DEN = {
					add_state_claim = PREV
				}
			}
		}
		add_relation_modifier = {
			target = FIN
			modifier = DEN_Pan_Scandinavianism
		}
	}
}
### Entity: Idea
Component: VIC_lucien_lacaze
Constructs: has_government
Source: game
File: common/ideas/vichy_france.txt

Code:
VIC_lucien_lacaze = {
	ledger = navy
	allowed = {
		original_tag = FRA
		has_government = fascism
	}
	picture = generic_navy_europe_1
	traits = {
		naval_theorist
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_constitutional_convention
Constructs: prerequisite, completion_reward, add_political_power, cancel_if_invalid
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_constitutional_convention
	icon = GFX_focus_generic_treaty
	x = 0
	y = 1
	prerequisite = {
		focus = FRA_reconciliation
	}
	relative_position_id = FRA_reconciliation
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 120
	}
}
### Entity: State History
Component: 1084
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1084-St Vincent & the Grenadines.txt

Code:
state = {
	id = 1084
	name = STATE_1084
	manpower = 53210
	state_category = small_island
	history = {
		add_core_of = SVG
		owner = ENG
		add_to_array = {
			state_victory_points = 379
		}
		victory_points = {
			379 1
		}
		buildings = {
			infrastructure = 2
			379 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		379
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_redirect_the_fortification_councils_funds
Constructs: prerequisite, limit, completion_reward, add_political_power, is_controlled_by, add_timed_idea, add_tech_bonus, has_power_balance
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_redirect_the_fortification_councils_funds
	icon = GFX_focus_RAJ_institutional_money_laundering
	prerequisite = {
		focus = CZE_raise_more_industrial_funds
	}
	relative_position_id = CZE_raise_more_industrial_funds
	x = 13
	y = 1
	cost = 5
	mutually_exclusive = {
		focus = CZE_the_second_fortification_program
	}
	available = {
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_political_power = 25
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_timed_idea = {
			idea = CZE_redirected_fortification_council_funds
			days = 1095
		} {
			idea = CZE_broken_shield
			days = 1095
		}
		add_tech_bonus = {
			name = CZE_redirect_the_fortification_councils_funds
			bonus = 1
			uses = 1
			category = industry
		}
		if = {
			limit = {
				has_power_balance = {
					id = CZE_bop_army_readiness
				}
			}
			CZE_bop_absurdly_high_decrease_effect = yes
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				has_idea = CZE_national_bank_of_czechoslovakia
			}
			swap_ideas = {
				remove_idea = CZE_national_bank_of_czechoslovakia
				add_idea = CZE_national_bank_of_czechoslovakia_improved
			}
		}
		else = {
			effect_tooltip = {
				swap_ideas = {
					remove_idea = CZE_national_bank_of_czechoslovakia
					add_idea = CZE_national_bank_of_czechoslovakia_improved
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_POLITICAL
	}
}
### Entity: Effect Reference
Construct: set_fuel
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_fuel

* Supported Scopes: COUNTRY
* Supported Targets: none

```
set fuel for country
```
### Entity: AI Strategy
Component: PHI_japanese_window_of_opportunity_in_philippines
Constructs: has_war_with, has_capitulated
Source: game
File: common/ai_strategy/PHI.txt

Code:
PHI_japanese_window_of_opportunity_in_philippines = {
	allowed = {

	}
	enable = {
		has_war_with = JAP
		date = < 1942.7.1
		PHI = {
			has_capitulated = no
		}
	}
	abort = {
		OR = {
			date = > 1942.7.1
			PHI = {
				surrender_progress = > 0.3
			}
		}
	}
	ai_strategy = {
		type = dont_defend_ally_borders
		id = PHI
		value = 50
	}
}
### Entity: Modding Documentation
Construct: Content
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## Table of Content

* [All Console Commands](#all-console-commands)
* [All Tweakable Variables](#all-tweakable-variables)
### Entity: Idea
Component: BRA_pro_labor_agreement
Constructs: removal_cost
Source: game
File: common/ideas/brazil.txt

Code:
BRA_pro_labor_agreement = {
	picture = SWE_saltsjobaden_agreement
	removal_cost = -1
	allowed = {
		tag = SWE
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		consumer_goods_factor = 0.06
		line_change_production_efficiency_factor = 0.1
		war_stability_factor = 0.15
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_end_jewish_question
Constructs: prerequisite, remove_ideas, completion_reward
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_end_jewish_question
	icon = GFX_goal_generic_socialism_fist
	prerequisite = {
		focus = PAL_antijew_army PAL_create_jewish_brigade
	}
	x = -1
	y = 1
	relative_position_id = PAL_antijew_army
	cost = 10
	ai_will_do = {
		factor = 1
	}
	bypass = {

	}
	completion_reward = {
		remove_ideas = PAL_jewish_settlements
	}
}
### Entity: AI Strategy
Component: EAI_ENG_ignore_fin_2
Constructs: is_historical_focus_on, is_in_faction_with
Source: game
File: common/ai_strategy/ENG_EAI.txt

Code:
EAI_ENG_ignore_fin_2 = {
	allowed = {
		tag = FIN
	}
	enable = {
		country_exists = ENG
		is_historical_focus_on = yes
	}
	abort = {
		FIN = {
			is_in_faction_with = GER
		} {
			is_in_faction_with = SOV
		}
	}
	ai_strategy = {
		type = ignore
		id = FIN
		value = 400
	}
}
### Entity: Modifier Reference
Construct: air_power_projection_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## air_power_projection_factor

* Number with 0 decimal places
* **Categories**: air
### Entity: Event
Component: cold_war.40
Constructs: is_triggered_only, ai_chance, limit, add_ideas, has_government, every_country, has_country_flag, set_country_flag
Source: game
File: events/Cold_War.txt

Code:
country_event = {
	id = cold_war.40
	picture = GFX_report_event_generic_rally_3
	title = cold_war.40.t
	desc = {
		trigger = {
			FROM = {
				has_country_flag = r56_yalta_proposing_undemocratic_germany
			}
		}
		text = cold_war.40.d2
	} {
		trigger = {
			FROM = {
				NOT = {
					has_country_flag = r56_yalta_proposing_undemocratic_germany
				}
			}
		}
		text = cold_war.40.d
	}
	is_triggered_only = yes
	option = {
		name = cold_war.38.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				has_government = democratic
				FROM = {
					has_country_flag = r56_yalta_proposing_undemocratic_germany
				}
			} {
				factor = 100
				has_government = democratic
				FROM = {
					has_country_flag = r56_yalta_proposing_democratic_germany
				}
			}
		}
		set_country_flag = r56_yalta_approved_neutral_germany
		if = {
			limit = {
				all_other_country = {
					OR = {
						NOT = {
							has_country_flag = {
								flag = r56_yalta_received_neutral_germany_event
								days = < 14
							}
						}
						has_country_flag = r56_yalta_approved_neutral_germany
					}
				}
			}
			GER = {
				if = {
					limit = {
						FROM = {
							has_country_flag = r56_yalta_proposing_undemocratic_germany
						}
					}
					set_politics = {
						ruling_party = democratic
						elections_allowed = no
					}
					set_popularities = {
						democratic = 50
						communism = 50
					}
					add_ideas = constitutionally_neutral
				}
				else = {
					set_politics = {
						ruling_party = democratic
						elections_allowed = yes
					}
					add_popularity = {
						ideology = democratic
						popularity = 0.5
					}
					add_ideas = constitutionally_neutral
				}
			}
			every_country = {
				limit = {
					has_country_flag = {
						flag = r56_yalta_received_neutral_germany_event
						days = < 14
					}
				}
				clr_country_flag = r56_yalta_open_germany_category
				set_country_flag = r56_yalta_fate_of_germany_decided
				activate_mission = r56_yalta_neutral_germany_forming
			}
			FROM = {
				clr_country_flag = r56_yalta_open_germany_category
				set_country_flag = r56_yalta_fate_of_germany_decided
				activate_mission = r56_yalta_neutral_germany_forming
			}
		}
		else = {
			effect_tooltip = {
				GER = {
					if = {
						limit = {
							FROM = {
								has_country_flag = r56_yalta_proposing_undemocratic_germany
							}
						}
						set_politics = {
							rul
# ... (truncated)
### Entity: National Focus
Tree: chi_focus
Component: CHI_reform_the_blue_shirts
Constructs: has_completed_focus, prerequisite, limit, completion_reward, allow_branch, has_game_rule, has_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_reform_the_blue_shirts
	icon = GFX_focus_generic_infiltration
	prerequisite = {
		focus = CHI_china_reborn
	} {
		focus = CHI_outlaw_opposition_parties
	}
	x = 5
	y = 1
	relative_position_id = CHI_china_reborn
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = CHI_dang_guo CHI_end_military_primacy
			}
		}
	}
	cost = 5
	available = {
		fascism = > 0.1
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_dynamic_modifier = {
						modifier = CHI_blue_shirt_society
					}
				}
			}
			add_dynamic_modifier = {
				modifier = CHI_blue_shirt_society
			}
		}
		else = {
			custom_effect_tooltip = modify_blue_shirts
			add_to_variable = {
				CHI_blue_shirt_society_war_support_factor = 0.05
				tooltip = war_support_factor_tt
			} {
				CHI_blue_shirt_society_stability_factor = -0.05
				tooltip = stability_factor_tt
			} {
				CHI_blue_shirt_society_fascism_drift = 0.02
				tooltip = fascism_drift_tt
			}
		}
	}
}
### Entity: Idea
Component: kawasaki
Constructs: research_bonus
Source: game
File: common/ideas/japan.txt

Code:
kawasaki = {
	allowed = {
		original_tag = JAP
	}
	research_bonus = {
		industry = 0.15
	}
	ai_will_do = {
		base = 2
	}
	traits = {
		industrial_concern
	}
}
### Entity: Idea
Component: CHI_corruption_in_the_armed_forces_fake_ns
Constructs: army_defence_factor, army_attack_factor, conscription_factor
Source: game
File: common/ideas/china.txt

Code:
CHI_corruption_in_the_armed_forces_fake_ns = {
	picture = CHI_corruption_armed_forces
	allowed = {
		always = no
	}
	modifier = {
		army_org_factor = -0.05
		army_attack_factor = -0.05
		army_defence_factor = -0.15
		max_dig_in = -1
		conscription_factor = -0.78
		army_morale_factor = -0.35
	}
}