Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Name List
Component: DAR
Source: game
File: common/names/r56_names.txt

Code:
DAR = {
	male = {
		names = {
			Abdelkarim Abdel Aziz Ahmad Alexander Alfred Alkhalifa Awn Gaafar Hassan Haitham Ismail John Lam Mandour Minni Mo Mohammed Nagmeldin Omar Omer Osman Rashid Sadiq Sayed Tayeb Todd Abel Alek Aldo Aliir Angelo Dayu Ataui Ater Dominic Deng Francis Guor Kiir Kuol Luol Jacob Jackson John Majak Manute Nhial Deng Philip Salva Santino Thon Valentino
		}
	}
	female = {
		names = {
			Zeinab Anjelina Margret Rose
		}
	}
	surnames = {
		Abdullah Abubakr Akol AlKabli Al-Azhari Al-Bashir Al-Mahdi Al-Mirghani Alsharif Badawi BakrElmahdi Eltayeb Garang Ibrahim Ismail El Kachief Keir Khalifa Matthews-Jouda Minnawi El Mubarak Mustafa Nimeiry Salman Salih Siddig Taban Wardi Abugo Agor Adut Alier Aliir Aligo Bol Bok Bul Dau Daw Deng Dut Garang Hassan Kenyi Lohalith Lokonyen Majok Maker Marial Mayardit Manyang Juuk Nhial Panyang Wek
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_forces_for_the_south
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, is_subject_of, is_ally_with, add_autonomy_score, create_production_license
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_forces_for_the_south
	icon = GFX_goal_CHI_support_pro_japanese_faction
	available = {
		OR = {
			is_subject_of = JAP
			is_ally_with = JAP
		}
	}
	prerequisite = {
		focus = MEN_continue_the_ways_of_old
	}
	relative_position_id = MEN_continue_the_ways_of_old
	x = 1
	y = 1
	cost = 8
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		if = {
			limit = {
				is_subject_of = JAP
			}
			add_autonomy_score = {
				value = -50
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 500
			producer = JAP
		} {
			type = artillery_equipment
			amount = 50
			producer = JAP
		} {
			type = support_equipment_1
			amount = 50
			producer = JAP
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		JAP = {
			create_production_license = {
				target = ROOT
				equipment = {
					type = infantry_equipment_1
				}
				cost_factor = 0
			} {
				target = ROOT
				equipment = {
					type = motorized_equipment_1
				}
				cost_factor = 0
			} {
				target = ROOT
				equipment = {
					type = train_equipment_1
				}
				cost_factor = 0
			}
		}
		add_doctrine_cost_reduction = {
			name = MEN_forces_for_the_south
			cost_reduction = 0.5
			uses = 1
			category = cat_grand_battle_plan
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: MNC_prestigious_international_reputation
Constructs: removal_cost
Source: game
File: common/ideas/liechtenstein.txt

Code:
MNC_prestigious_international_reputation = {
	picture = tur_balkan_central_bank_wealthy_greece
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		enemy_justify_war_goal_time = 0.25
		improve_relations_maintain_cost_factor = -0.5
		opinion_gain_monthly_factor = 0.5
		consumer_goods_factor = -0.15
		trade_opinion_factor = 0.1
		ai_get_ally_desire_factor = -50
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_chemical
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_chemical
	icon = GFX_goal_generic_oil_refinery
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = SWI_agri
	} {
		focus = SWI_fuel_ration
	}
	available = {
		controls_state = 151
	}
	bypass = {

	}
	x = 40
	y = 6
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				151
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = synthetic_refinery
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_OIL
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_unite_the_andes
Constructs: prerequisite, add_ideas, completion_reward, is_subject, has_army_manpower, is_core_of, create_wargoal, take_state_focus
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_unite_the_andes
	prerequisite = {
		focus = PRU_incaism
	}
	mutually_exclusive = {
		focus = PRU_alliance_with_bolivia
	}
	icon = GFX_goal_generic_occupy_states_ongoing_war
	x = -1
	y = 1
	relative_position_id = PRU_incaism
	cost = 5
	ai_will_do = {
		factor = 7
	}
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 40000
		}
		494 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		any_state = {
			is_core_of = BOL
			custom_trigger_tooltip = {
				tooltip = ROOT_is_not_controlled_by_root_or_ally_tt
				NOT = {
					is_controlled_by_ROOT_or_ally = yes
				}
			}
		}
	}
	bypass = {
		all_state = {
			OR = {
				NOT = {
					is_core_of = BOL
				}
				is_controlled_by_ROOT_or_ally = yes
			}
		}
	}
	will_lead_to_war_with = BOL
	completion_reward = {
		add_ideas = PRU_Andean_Unification_idea
		create_wargoal = {
			type = take_state_focus
			target = BOL
			expire = 0
			generator = {
				302 487 1077
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Idea
Component: CRO_sismundo_pejacevic
Source: game
File: common/ideas/croatia.txt

Code:
CRO_sismundo_pejacevic = {
	ledger = army
	picture = generic_army_europe_3
	allowed = {
		original_tag = CRO
	}
	traits = {
		military_theorist
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_christian_democracy
Constructs: every_owned_state, prerequisite, limit, completion_reward, add_political_power, has_resistance, add_compliance, add_popularity
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_christian_democracy
	icon = GFX_focus_ITA_alcide_de_gasperi
	prerequisite = {
		focus = ITA_revoke_the_acerbo_law
	}
	mutually_exclusive = {
		focus = ITA_democratic_king
	}
	x = -1
	y = 1
	relative_position_id = ITA_revoke_the_acerbo_law
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		every_owned_state = {
			limit = {
				has_resistance = yes
			}
			add_compliance = 10
		}
		add_political_power = 50
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		set_politics = {
			ruling_party = democratic
			elections_allowed = no
		}
		set_party_name = {
			ideology = democratic
			name = ITA_democrazia_cristiana
			long_name = ITA_democrazia_cristiana_long
		}
		if = {
			limit = {
				has_character = ITA_vittorio_emanuele_iii
			}
			ITA_add_king_vittorio_emanuele_back_as_idea = yes
		} {
			limit = {
				has_character = ITA_alcide_de_gasperi
			}
			promote_character = ITA_alcide_de_gasperi
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = ITA_mario_scelba
		hidden_effect = {
			set_cosmetic_tag = ITA_neutrality
		}
	}
}
### Entity: Event
Component: naw_norway.172
Constructs: is_triggered_only, add_political_power
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.172
	title = naw_norway.172.t
	desc = naw_norway.172.d
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = naw_norway.172.a
		add_political_power = -25
	}
}
### Entity: Shared Focus
Tree: ply_focus
Component: PLY_UNIFIED_polynesian_unifacation
Constructs: shared_focus, prerequisite, add_stability, completion_reward, add_political_power, allow_branch, is_polynesia_tt, has_cosmetic_tag
Source: game
File: common/national_focus/r56_polynesian.txt

Code:
shared_focus = {
	id = PLY_UNIFIED_polynesian_unifacation
	icon = GFX_focus_GER_sentinels_of_the_pacific
	cost = 5
	prerequisite = {

	}
	allow_branch = {
		OR = {
			original_tag = SAM TON NIU TAH TUV RAP CHT HAW NZL
		}
	}
	x = 61
	y = 0
	offset = {
		x = 14
		y = 0
		trigger = {
			original_tag = SAM
		}
	} {
		x = 13
		y = 0
		trigger = {
			original_tag = NZL
		}
	}
	ai_will_do = {
		factor = 500
	}
	text_icon = NORDIC_focus_style
	available = {
		custom_trigger_tooltip = {
			tooltip = is_polynesia_tt
			has_cosmetic_tag = PLY
		}
		NOT = {
			has_idea = generic_recent_political_unification
		}
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		add_stability = 0.05
		add_political_power = 75
		custom_effect_tooltip = generic_skip_one_line_tt unlock_polynesia_decisions
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: Event
Component: siam.24
Constructs: is_triggered_only, limit, add_opinion_modifier, random_core_state, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction, add_to_variable
Source: game
File: events/TAOG_Siam.txt

Code:
country_event = {
	id = siam.24
	title = siam.24.t
	desc = siam.24.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = siam.24.a
		SIA_add_foreign_diplomatic_relationships_if_i_dont_have_it = yes
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				infrastructure = < 5
			}
			prioritize = {
				1076 868 1077
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_fully_controlled_by = ROOT
				infrastructure = < 5
			}
			prioritize = {
				1076 868 1077
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = modify_idea_SIA_foreign_diplomatic_relationships
		add_to_variable = {
			foreign_diplomatic_relationships_production_speed_industrial_complex_factor = 0.05
			tooltip = production_speed_industrial_complex_factor_tt
		}
		effect_tooltip = {
			ENG = {
				add_opinion_modifier = {
					target = ROOT
					modifier = SIA_sent_started_cooperative_with_us
				}
			}
		}
		ENG = {
			country_event = {
				id = siam.43
			}
		}
	} {
		name = siam.24.b
		SIA_add_foreign_diplomatic_relationships_if_i_dont_have_it = yes
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				1076 868 1077
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				1076 868 1077
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		effect_tooltip = {
			JAP = {
				add_opinion_modifier = {
					target = ROOT
					modifier = SIA_sent_started_cooperative_with_us
				}
			}
		}
		JAP = {
			country_event = {
				id = siam.43
			}
		}
	}
}
### Entity: Character
Component: NMB_mt
Source: game
File: common/characters/NMB.txt

Code:
NMB_mt = {
	advisor = {
		slot = theorist
		idea_token = NMB_mt
		ledger = army
		allowed = {
			original_tag = NMB
		}
		traits = {
			military_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_6
		}
	}
}
### Entity: Event
Component: wtt_news.64
Constructs: is_triggered_only, has_war_with
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.64
	title = wtt_news.64.t
	desc = wtt_news.64.desc
	picture = GFX_news_event_generic_parliament
	is_triggered_only = yes
	major = yes
	option = {
		name = wtt_news.64.a
		trigger = {
			original_tag = ITA
		}
	} {
		name = wtt_news.64.b
		trigger = {
			NOT = {
				original_tag = ITA
			} {
				has_war_with = FROM
			}
		}
	} {
		name = wtt_news.53.c
		trigger = {
			has_war_with = FROM
		}
	}
}
### Entity: Modifier Reference
Construct: Policy_database_for_Military_Industrial_Organization_(MIO)
Constructs: Policy_database_for_Military_Industrial_Organization_(MIO), equipment_bonus, production_bonus
Source: vanilla_docs
File: common/military_industrial_organization/policies/_documentation.md

Doc:
# Policy database for Military Industrial Organization (MIO)

For each MIO, the player is able to attach 1 policy to get extra bonuses.
1 policy is similar to 1 trait. The bonuses only applies to the equipment variant or production line the MIO is assigned to.

This database defines a list of policies, and for each MIO, the triggers will be evaluated to compute the list of eligible policies.

Example with all possible parts:
```
my_policy_token = {
	name = loc_key # optional
	# if name provided, use loc_key
	# if loc key TAG_my_MIO_token exists, use it (where TAG is the tag of the MIO owner)
	# else use loc key my_MIO_token
	# loc key may use scripted loc, scope will be set with the country owning the policy

	icon = GFX_key # optional
	# if icon provided, use GFX_key
	# if gfx key GFX_TAG_my_MIO_token exists, use it (where TAG is the tag of the MIO owner)
	# if gfx key GFX_my_MIO_token exists, use it
	# else use GFX_idea_unknown

	cost = 10 # optional, default is define DEFAULT_INITIAL_POLICY_ATTACH_COST
	cooldown = 60 # optional, default is DEFAULT_INITIAL_ATTACH_POLICY_COOLDOWN

	allowed = { ... } # mandatory
	# MIO scope
	# allowed is evaluated when starting the game for all MIOs
	# if trigger returns false, the policy will never be considered for this MIO later in-game

	visible = { ... } # optional, default is always = yes
	# current MIO scope
	# visible is evaluated when displaying the MIO UIs / policy screen
	# if trigger returns false, then the policy is not visible for the player

	available = { ... } # optional, default is always = yes
	# current MIO scope
	# available is evaluated when displaying the MIO UIs / policy screen
	# if trigger returns false, then the policy is visible but disabled and greyed-out

	# Defines the bonus given when the policy is attached to a MIO, and the MIO is assigned to an equipment variant
	# Note it's different from equipment_bonus in traits. Here you have to give the equipment group/category/archetype/type.
	equipment_bonus = {
		infantry_equipment = { # cf. script enum script_enum_equipment_bonus_type for possible values
			reliability = 0.2
			soft_attack = 0.1 # accepts as many stats as needed
		}
		armor = { ... } # accepts as many type as needed
		same_as_mio = { ... } # can use this keyword to apply to all equipments in departments of the attached MIO
	}

	# Defines the bonus given when the policy is attached 
# ... (truncated)
### Entity: National Focus
Tree: afg_focus
Component: AFG_expand_the_directorate_of_mines
Constructs: prerequisite, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_expand_the_directorate_of_mines
	icon = GFX_focus_generic_mining_industry
	x = -3
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = AFG_start_the_second_seven_year_plan
	}
	relative_position_id = AFG_start_the_second_seven_year_plan
	completion_reward = {
		add_political_power = 35
		custom_effect_tooltip = AFG_develop_unlock_tt AFG_prospecting_tt
	}
	search_filters = {
		FOCUS_FILTER_STEEL FOCUS_FILTER_OIL FOCUS_FILTER_CHROMIUM
	}
}
### Entity: Country History
Country: BEG
Component: BEG_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/BEG - Benishangul-Gumuz.txt

Code:
# Politics & Parties for BEG
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 25
	fascism = 20
	communism = 5
	neutrality = 50
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_fortify_the_durand_line
Constructs: prerequisite, limit, owns_state, completion_reward, is_owned_and_controlled_by, add_building_construction
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_fortify_the_durand_line
	icon = GFX_goal_fortify_the_westwall
	x = -1
	y = 1
	cost = 8
	available = {
		OR = {
			owns_state = 267 1010
		}
	}
	prerequisite = {
		focus = AFG_combat_foreign_influence
	}
	relative_position_id = AFG_combat_foreign_influence
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		if = {
			limit = {
				267 = {
					is_owned_and_controlled_by = AFG
				}
			}
			267 = {
				add_building_construction = {
					type = bunker
					level = 2
					instant_build = yes
					province = 12831
				} {
					type = bunker
					level = 2
					instant_build = yes
					province = 10826
				}
			}
		} {
			limit = {
				1010 = {
					is_owned_and_controlled_by = AFG
				}
			}
			1010 = {
				add_building_construction = {
					type = bunker
					level = 1
					instant_build = yes
					province = 5064
				} {
					type = bunker
					level = 1
					instant_build = yes
					province = 5020
				} {
					type = bunker
					level = 1
					instant_build = yes
					province = 4949
				} {
					type = bunker
					level = 1
					instant_build = yes
					province = 2101
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_establish_a_armor_corp
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, has_tech, complete_tooltip, add_tech_bonus
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_establish_a_armor_corp
	icon = GFX_focus_NZL_bob_semple_tank
	prerequisite = {
		focus = LIT_army_modernization
	}
	x = 2
	y = 3
	relative_position_id = LIT_finish_marshalls_reforms
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {
		has_tech = improved_light_tank
	}
	complete_tooltip = {
		if = {
			limit = {
				NOT = {
					has_tech = gwtank
				}
			}
			add_tech_bonus = {
				name = POL_study_foreign_tanks
				bonus = 3
				uses = 1
				technology = gwtank
			} {
				name = POL_study_foreign_tanks
				bonus = 1
				uses = 1
				category = armor
			}
			add_equipment_to_stockpile = {
				type = gw_tank_equipment
				amount = 20
				producer = FRA
			}
		} {
			limit = {
				has_tech = gwtank
				NOT = {
					has_tech = basic_light_tank
				}
			}
			add_tech_bonus = {
				name = POL_study_foreign_tanks
				bonus = 1
				uses = 1
				technology = basic_light_tank
			} {
				name = POL_study_foreign_tanks
				bonus = 1
				uses = 1
				category = armor
			}
			add_equipment_to_stockpile = {
				type = gw_tank_equipment
				amount = 20
				producer = FRA
			}
		} {
			limit = {
				has_tech = basic_light_tank
				NOT = {
					has_tech = improved_light_tank
				}
			}
			add_tech_bonus = {
				name = POL_study_foreign_tanks
				bonus = 1
				uses = 1
				technology = improved_light_tank
			} {
				name = POL_study_foreign_tanks
				bonus = 1
				uses = 1
				category = armor
			}
			add_equipment_to_stockpile = {
				type = gw_tank_equipment
				amount = 20
				producer = FRA
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_tech = gwtank
				}
			}
			add_tech_bonus = {
				name = POL_study_foreign_tanks
				bonus = 3
				uses = 1
				technology = gwtank
			} {
				name = POL_study_foreign_tanks
				bonus = 1
				uses = 1
				category = armor
			}
			add_equipment_to_stockpile = {
				type = gw_tank_equipment
				amount = 20
				producer = FRA
			}
		} {
			limit = {
				has_tech = gwtank
				NOT = {
					has_tech = basic_light_tank
				}
			}
			add_tech_bonus = {
				name = POL_study_foreign_tanks
				bonus = 1
				uses = 1
				technology = basic_light_tank
			} {
				name = POL_study_foreign_tanks
				bonus = 1
				uses = 1
				category = armor
			}
			add_equipment_to_stockpile = {
				type = gw_tank_equipment
				amount = 20
				producer = FRA
			}
		} {
			limit = {
				has_tech =
# ... (truncated)
### Entity: Idea
Component: Danzig_ist_Deutsch
Constructs: removal_cost
Source: game
File: common/ideas/danzig.txt

Code:
Danzig_ist_Deutsch = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	rule = {
		can_decline_call_to_war = yes
	}
	modifier = {
		drift_defence_factor = 0.5
		ai_join_ally_desire_factor = -4000
		custom_modifier_tooltip = BHU_can_decline_effect
	}
}
### Entity: Idea
Component: FIJ_democratic_guy
Constructs: has_government
Source: game
File: common/ideas/fiji.txt

Code:
FIJ_democratic_guy = {
	picture = generic_political_advisor_asia_1
	allowed = {
		original_tag = FIJ
	}
	traits = {
		democratic_reformer
	}
	do_effect = {
		NOT = {
			has_government = democratic
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_close_whampoa
Constructs: prerequisite, limit, remove_ideas, add_war_support, add_stability, completion_reward, has_idea, retire_character
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_close_whampoa
	icon = GFX_focus_CHI_close_whampoa
	prerequisite = {
		focus = CHI_our_people_in_the_legislative
	}
	x = 0
	y = 1
	relative_position_id = CHI_our_people_in_the_legislative
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_war_support = -0.05
		add_stability = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		IF = {
			limit = {
				has_idea = CHI_whampoa_military_academy_spirit
			}
			remove_ideas = CHI_whampoa_military_academy_spirit
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		retire_character = CHI_dai_li CHI_soong_mei_ling CHI_chiang_ching_kuo CHI_chen_cheng CHI_hu_zongnan CHI_wang_yaowu
		every_army_leader = {
			add_skill_level = 1
			custom_effect_tooltip = CHI_close_whampoa_tt
			for_loop_effect = {
				end = 3
				random_list = {
					log = no
					seed = random
					1 = {
						add_attack = 1
					} {
						add_defense = 1
					} {
						add_logistics = 1
					} {
						add_planning = 1
					}
				}
			}
		}
		add_doctrine_cost_reduction = {
			cost_reduction = 0.33
			uses = 1
			category = land_doctrine
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_two_red_flags
Constructs: prerequisite, limit, has_government, owns_state, has_war_with, add_opinion_modifier, completion_reward, has_civil_war
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_two_red_flags
	icon = GFX_focus_chi_cooperation_with_the_communists
	prerequisite = {
		focus = SOV_the_threat_from_the_land_of_the_rising_sun
	}
	x = 2
	y = 0
	relative_position_id = SOV_the_gobi_gambit
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_civil_war = yes
		} {
			factor = 0
			is_ally_with = SIK
			NOT = {
				is_ally_with = PRC
			}
		}
	}
	mutually_exclusive = {
		focus = SOV_the_gobi_gambit SOV_support_the_kuomintang
	}
	bypass = {
		OR = {
			NOT = {
				country_exists = PRC
			}
			owns_state = 622
		}
	}
	available = {
		has_government = communism
		NOT = {
			has_war_with = PRC
		}
		is_subject = no
	}
	search_filters = {

	}
	completion_reward = {
		PRC = {
			add_opinion_modifier = {
				target = ROOT
				modifier = SOV_cooperating_with_us
			}
			add_relation_modifier = {
				target = ROOT
				modifier = SOV_soviet_chinese_relations
			}
			every_other_country = {
				limit = {
					SOV_is_free_chinese_tag = yes
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = SOV_cooperating_with_other
				}
			}
		}
		activate_targeted_decision = {
			target = PRC
			decision = SOV_send_infantry_equipment_asia
		}
		custom_effect_tooltip = SOV_volunteers_allowed_mao_tt
	}
}