Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Joint Focus
Component: INSHOL_encourage_further_investment
Constructs: prerequisite, limit, joint_focus
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_encourage_further_investment
	icon = GFX_focus_generic_industry_investment
	text_icon = INSHOL_INS_focus_style
	available = {
		original_tag = INS
	}
	prerequisite = {
		focus = INSHOL_volksraad_compromises
	}
	mutually_exclusive = {

	}
	x = 1
	y = 1
	relative_position_id = INSHOL_volksraad_compromises
	cost = 10
	search_filters = {
		FOCUS_FILTER_INTERNAL_AFFAIRS
	}
	ai_will_do = {
		base = 3
	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			custom_effect_tooltip = INS_dutch_investment_rate_20
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				original_tag = INS
			}
			custom_effect_tooltip = INS_dutch_investment_rate_20
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
		}
	}
}
### Entity: Character
Component: ELS_osmin_aguirre_y_salinas
Source: game
File: common/characters/ELS.txt

Code:
ELS_osmin_aguirre_y_salinas = {
	advisor = {
		slot = army_chief
		idea_token = ELS_osmin_aguirre_y_salinas
		allowed = {
			original_tag = ELS
		}
		traits = {
			army_chief_defensive_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Osmín Aguirre y Salinas
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_1
		}
	}
}
### Entity: Event
Component: r56.ger.46
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, remove_ideas, has_government, add_stability, add_opinion_modifier
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = r56.ger.46
	title = r56.ger.46.t
	desc = r56.ger.46.desc
	picture = GFX_report_event_SWI_assembly_hall
	is_triggered_only = yes
	option = {
		name = r56.ger.46.a
		add_political_power = -20
		promote_character = {
			character = GER_heinrich_brandler
			ideology = marxism
		}
		set_cosmetic_tag = GER_marxist
		if = {
			limit = {
				SOV = {
					has_completed_focus = SOV_the_right_opposition
				}
			}
			add_opinion_modifier = {
				target = SOV
				modifier = large_increase
			}
			reverse_add_opinion_modifier = {
				target = SOV
				modifier = large_increase
			}
		}
		else_if = {
			limit = {
				SOV = {
					has_government = communism
				}
			}
			add_opinion_modifier = {
				target = SOV
				modifier = large_decrease
			}
			reverse_add_opinion_modifier = {
				target = SOV
				modifier = large_decrease
			}
		}
		hidden_effect = {
			news_event = {
				id = r56.ger.50
				hours = 8
			}
		}
		ai_chance = {
			base = 5
		}
	} {
		name = r56.ger.46.b
		add_political_power = 25
		add_stability = 0.05
		GER_ernst_thalmann = {
			add_trait = {
				trait = ger_civil_war_hero
			}
		}
		if = {
			limit = {
				SOV = {
					has_government = communism
				}
			}
			add_opinion_modifier = {
				target = SOV
				modifier = large_decrease
			}
			reverse_add_opinion_modifier = {
				target = SOV
				modifier = large_decrease
			}
		}
		hidden_effect = {
			news_event = {
				id = r56.ger.49
				hours = 8
			}
		}
		ai_chance = {
			base = 10
		}
	} {
		name = r56.ger.46.c
		trigger = {
			any_country_with_original_tag = {
				original_tag_to_check = SOV
				has_government = communism
				NOT = {
					has_country_leader = {
						character = SOV_nikolay_bukharin
						ruling_only = yes
					}
				}
			}
		}
		add_stability = -0.05
		add_political_power = -50
		hidden_effect = {
			uncomplete_national_focus = {
				focus = GER_world_revolution
			}
			remove_ideas = GER_world_revolution_idea
		}
		complete_national_focus = GER_alliance_with_soviets
		ai_chance = {
			base = 1
		}
	}
}
### Entity: Event
Component: rt56.rom_stab_ger.1
Constructs: is_triggered_only, add_ai_strategy
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_stab_ger.1
	title = rt56.rom_stab_ger.1.t
	desc = rt56.rom_stab_ger.1.d
	picture = GFX_r56i_generic_event_06
	is_triggered_only = yes
	option = {
		add_ai_strategy = {
			type = antagonize
			id = ROM
			value = 300
		}
		name = rt56.rom_stab_ger.1.a
	}
}
### Entity: Decision
Component: SWE_unite_the_cells_category
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/r56_SWE_decision_categories.txt

Code:
SWE_unite_the_cells_category = {
	icon = infiltration
	allowed = {
		original_tag = SWE
	}
	visible = {
		has_completed_focus = SWE_unite_the_cells
		NOT = {
			has_completed_focus = SWE_snap_election
		}
	}
}
### Entity: Unit Leader
Component: 4
Source: game
File: common/unit_leader/00_maneuvering_skills.txt

Code:
4 = {
	cost = 800
	type = navy
	modifier = {
		positioning = 0.1
		naval_retreat_speed = 0.04
	}
	building_module_modifier = {
		convoy_retreat_speed = 0.04
		naval_retreat_chance = 0.06
	}
}
### Entity: Event
Component: wuw_GER_diplomacy.55
Constructs: is_triggered_only
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.55
	title = wuw_GER_diplomacy.55.t
	desc = wuw_GER_diplomacy.55.desc
	picture = GFX_report_event_tank_factory
	is_triggered_only = yes
	option = {
		name = wuw_GER_diplomacy.55.a
	}
}
### Entity: Country History
Country: USB
Component: USB_technology
Constructs: set_technology
Source: game
File: history/countries/USB - USB.txt

Code:
# Starting Technologies for USB
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_trucks = 1
	gw_artillery = 1
}
### Entity: Unit Leader
Component: r56w_trait_navy_rubber_duck
Source: game
File: common/unit_leader/r56w_traits.txt

Code:
r56w_trait_navy_rubber_duck = {
	type = all
	allowed = {
		always = no
	}
	modifier = {
		ships_at_battle_start = 0.75
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/ROM_1939.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 20
	}
	location = 690
	division_template = Divizia de Infanterie
	start_experience_factor = 0.2
	start_equipment_factor = 0.3
}
### Entity: Operation
Component: infiltrate_military_bribe
Source: game
File: common/operation_phases/lar_infiltrate_military.txt

Code:
infiltrate_military_bribe = {
	name = infiltrate_military_bribe
	desc = infiltrate_military_bribe_desc
	outcome = infiltrate_military_bribe_outcome
	picture = GFX_phase_infiltrate_military_bribe
	icon = GFX_phase_infiltrate_military_bribe_small
	requirements = {

	}
	equipment = {
		civilian_factories = {
			amount = 3
			days = 30
		}
	}
}
### Entity: Unit Leader
Component: fighter_director
Source: game
File: common/unit_leader/00_traits.txt

Code:
fighter_director = {
	type = navy
	modifier = {
		fighter_sortie_efficiency = 0.2
	}
	ai_will_do = {
		factor = 0
	}
	trait_type = assignable_trait
	mutually_exclusive = dive_bomber torpedo_bomber
	any_parent = {
		flight_deck_manager
	}
	gui_row = 7
	gui_column = 2
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/LUX_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = LUX
		}
		requested_factories = 1
		progress = 0.75
		efficiency = 100
	}
}
### Entity: Character
Component: JAP_marxist_theoretician
Constructs: research_speed_factor, communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_marxist_theoretician = {
	random = no
	sprite = 13
	political_power_factor = 0.05
	research_speed_factor = 0.05
	consumer_goods_factor = -0.05
	communism_drift = 0.1
}
### Entity: National Focus
Tree: hon_focus
Component: HON_spanish_civil_war_involvement
Constructs: prerequisite, has_war, has_government, completion_reward, is_historical_focus_on, has_global_flag, set_rule, add_timed_idea
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_spanish_civil_war_involvement
	text = CHL_spanish_civil_war_involvement
	icon = GFX_goal_generic_spanish_civil_war_soldier
	relative_position_id = HON_united_fruit_coup
	prerequisite = {
		focus = HON_united_fruit_coup HON_peasant_revolution
	}
	x = 6
	y = 1
	cost = 5
	ai_will_do = {
		factor = 0.1
		modifier = {
			is_historical_focus_on = no
			has_global_flag = scw_is_ai_driven
			OR = {
				has_government = fascism communism
			}
			factor = 500
		}
	}
	available = {
		has_global_flag = spanish_civil_war
		has_war = no
		NOT = {
			has_global_flag = r56_scw_our_own_ending_check
		}
	}
	completion_reward = {
		set_rule = {
			can_send_volunteers = yes
		}
		add_timed_idea = {
			idea = r56_CHL_spanish_civil_war_involvement
			days = 1095
		}
	}
	search_filters = {
		FOCUS_FILTER_SPA_CIVIL_WAR FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: luxembourg.278
Constructs: is_triggered_only
Source: game
File: events/r56_luxembourg.txt

Code:
country_event = {
	id = luxembourg.278
	title = luxembourg.278.t
	desc = luxembourg.278.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = luxembourg.278.a
	}
}
### Entity: Idea
Component: CAN_unified_communist_party
Constructs: has_government, removal_cost, conscription_factor
Source: game
File: common/ideas/canada.txt

Code:
CAN_unified_communist_party = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = generic_communism_drift_bonus
	modifier = {
		party_popularity_stability_factor = 0.15
		conscription_factor = 0.15
	}
}
### Entity: Event
Component: wtt_manchukou.3
Constructs: is_triggered_only, create_wargoal, puppet_wargoal_focus
Source: game
File: events/WTT_Manchukou.txt

Code:
country_event = {
	id = wtt_manchukou.3
	title = wtt_manchukou.3.t
	desc = wtt_manchukou.3.desc
	picture = GFX_report_event_chinese_soldiers_01
	is_triggered_only = yes
	option = {
		name = wtt_manchukou.3.a
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FROM
			expire = 0
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_seek_allied_trade
Constructs: prerequisite, completion_reward, is_power_balance_in_range, cancel_if_invalid
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_seek_allied_trade
	icon = GFX_goal_generic_major_alliance
	prerequisite = {
		focus = SWI_ban_national_movement_for_switzerland
	}
	x = -1
	y = 1
	relative_position_id = SWI_ban_national_movement_for_switzerland
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = > SWI_centralization_bop_balanced
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		SWI_find_best_democratic_ally = yes
		var:SWI.SWI_best_dem_ally = {
			country_event = {
				id = BBA_switzerland_trade.1
				hours = 4
			}
		}
	}
}
### Entity: Faction
Component: faction_goal_control_newfoundland_bases
Constructs: limit, has_war_with, is_in_faction_with, complete_effect, add_faction_power_projection, every_faction_member, add_faction_initiative, add_building_construction
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_control_newfoundland_bases = {
	name = control_newfoundland_bases_goal_name
	description = control_newfoundland_bases_goal_desc
	category = medium_term
	group = FOCUS_FILTER_ANNEXATION
	allowed = {

	}
	visible = {
		FROM = {
			NOT = {
				original_tag = ENG
				is_in_faction_with = ENG
			}
		}
		any_collection_element = {
			collection = {
				input = game:scope
				operators = {
					faction_members controlled_states
				}
				name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 331
				value = < 2000
			}
		}
	}
	available = {

	}
	completed = {
		331 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt TARGET_STATE_CONTROLLERS
		every_faction_member = {
			visible_when_empty = yes
			limit = {
				controls_state = 331
			}
			add_faction_initiative = 1
		}
		331 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			} {
				type = air_base
				level = 1
				instant_build = yes
			} {
				type = naval_base
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			factor = 2
			331 = {
				owner = {
					has_war_with = ROOT
				}
			}
		} {
			add = 2
			convoy_threat = > 0.5
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							is_on_continent = north_america
						}
					}
					name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA
				}
				value = > 0
			} {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							is_on_continent = europe
						}
					}
					name = COLLECTION_FACTION_STATES_IN_EUROPE
				}
				value = > 0
			}
		} {
			add = 1
			has_navy_size = {
				size = > 5
				type = capital_ship
			}
		} {
			add = 1
			NOT = {
				any_controlled_state = {
					is_on_continent = north_america
				}
			}
			any_enemy_country = {
				capital_scope = {
					is_on_continent = north_america
				}
			}
		}
	}
}
### Entity: Event
Component: EAI_hourly_update.1
Constructs: is_triggered_only, limit, add_to_variable, check_variable
Source: game
File: events/EAI_misc.txt

Code:
country_event = {
	id = EAI_hourly_update.1
	is_triggered_only = yes
	hidden = yes
	immediate = {
		EAI_hourly_update = yes
		add_to_variable = {
			global.EAI_hourly_tick = 1
		}
		if = {
			limit = {
				check_variable = {
					global.EAI_hourly_tick = < 24
				}
			}
			country_event = {
				id = EAI_hourly_update.0
				hours = 2
			}
		}
	}
	option = {

	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_great_banner_of_songun
Constructs: prerequisite, add_ideas, has_government, add_war_support, completion_reward, complete_tooltip
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_great_banner_of_songun
	icon = GFX_goal_manpower
	prerequisite = {
		focus = KOR_supreme_leader
	}
	x = -1
	y = 1
	relative_position_id = KOR_supreme_leader
	cost = 10
	ai_will_do = {
		factor = 60
	}
	available = {
		has_government = communism
	}
	bypass = {

	}
	available_if_capitulated = yes
	complete_tooltip = {

	}
	completion_reward = {
		add_war_support = 0.15
		add_ideas = military_youth_focus
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_peacock_throne_for_the_modern_age
Constructs: prerequisite, add_ideas, completion_reward, has_full_control_of_state, cancel_if_invalid
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_peacock_throne_for_the_modern_age
	icon = GFX_focus_RAJ_peacock_throne_for_the_modern_age
	prerequisite = {
		focus = RAJ_mughal_court
	}
	x = 0
	y = 1
	relative_position_id = RAJ_mughal_court
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_full_control_of_state = 439
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = idea_RAJ_ruler_of_the_peacock_throne
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_embrace_metaxism
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_embrace_metaxism
	icon = GFX_goal_GRE_metaxism
	text = GRE_embrace_metaxism
	prerequisite = {
		focus = GRE_reinforce_4th_of_august_regime
	}
	x = 4
	y = 1
	relative_position_id = GRE_reinforce_4th_of_august_regime
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = GRE_metaxism_r56
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL
	}
}
### Entity: Country History
Country: INS
Component: INS_politics
Constructs: set_stability, add_ideas, set_politics, set_popularities, set_war_support
Source: game
File: history/countries/INS - Indonesia.txt

Code:
# Politics & Parties for INS
set_politics = {
	ruling_party = neutrality
	last_election = 1933.4.26
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 11
	fascism = 0
	communism = 9
	neutrality = 80
}
set_war_support = 0.2
set_stability = 0.55
add_ideas = {
	civilian_economy limited_conscription free_trade
}
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_strengthen_ties_with_nissan
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, has_dlc
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_strengthen_ties_with_nissan
	icon = GFX_focus_generic_truck
	prerequisite = {
		focus = MAN_tsr_invite_japanese_investors
	}
	x = 0
	y = 1
	relative_position_id = MAN_tsr_invite_japanese_investors
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			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
			}
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = unlock_mio_tt
			show_mio_tooltip = JAP_nissan_organization
		}
		ELSE = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = MAN_nissan
		}
		add_tech_bonus = {
			name = MAN_tsr_strengthen_ties_with_nissan
			bonus = 1
			uses = 1
			category = motorized_equipment
		}
	}
}
### Entity: Character
Component: PAR_mutshuito_villasboa_barboza
Constructs: has_completed_focus
Source: game
File: common/characters/PAR.txt

Code:
PAR_mutshuito_villasboa_barboza = {
	advisor = {
		slot = political_advisor
		idea_token = PAR_mutshuito_villasboa_barboza
		allowed = {
			original_tag = PAR
		}
		available = {
			has_completed_focus = PAR_radicalize_the_police
		}
		traits = {
			prince_of_terror
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		civilian = {
			small = GFX_portrait_PAR_mutshuito_villasboa_barboza_small
		}
	}
}
### Entity: Character
Component: GER_hugo_sperrle
Constructs: has_completed_focus
Source: game
File: common/characters/GER.txt

Code:
GER_hugo_sperrle = {
	name = GER_hugo_sperrle
	portraits = {
		army = {
			small = GFX_idea_hugo_sperrle
		}
	}
	advisor = {
		slot = high_command
		idea_token = hugo_sperrle
		ledger = air
		allowed = {
			original_tag = GER
		}
		available = {
			has_completed_focus = GER_dive_bombers
		}
		traits = {
			air_close_air_support_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Event
Component: denmark_overlord_events.37
Constructs: is_triggered_only, add_opinion_modifier, add_manpower
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_overlord_events.37
	title = denmark_overlord_events.37.t
	desc = denmark_overlord_events.37.desc
	picture = GFX_report_event_DEN_fascist_troops
	is_triggered_only = yes
	option = {
		name = denmark_overlord_events.23.a
		add_manpower = 2500
		add_opinion_modifier = {
			modifier = DEN_cooperative_subject
			target = DEN
		}
	}
}
### Entity: Scripted Effect
Component: JAP_trigger_democratic_civil_war
Constructs: has_completed_focus, division_template, every_owned_state, add_equipment_to_stockpile, limit, add_ideas, remove_ideas, has_country_flag
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_trigger_democratic_civil_war = {
	IF = {
		limit = {
			MAN = {
				is_subject_of = ROOT
			}
		}
		set_autonomy = {
			target = MAN
			autonomy_state = autonomy_free
		}
		MAN = {
			country_event = {
				id = SEA_japan_popup_events.26
				hours = 4
			}
			effect_tooltip = {
				set_cosmetic_tag = MAN_kwantung_army
				IF = {
					limit = {
						has_idea = MAN_kwantung_veto
					}
					remove_ideas = MAN_kwantung_veto
				}
				add_ideas = MAN_militarism
			}
		}
		IF = {
			limit = {
				MEN = {
					is_subject_of = ROOT
				}
			}
			MAN = {
				puppet = MEN
			}
		}
	} {
		limit = {
			KOR = {
				is_subject_of = ROOT
			}
		}
		set_autonomy = {
			target = KOR
			autonomy_state = autonomy_free
		}
		KOR = {
			country_event = {
				id = SEA_japan_popup_events.27
				hours = 4
			}
			drop_cosmetic_tag = yes
			retire_character = KOR_jiro_minami
			add_popularity = {
				ideology = communism
				popularity = 0.15
			} {
				ideology = democratic
				popularity = 0.15
			}
		}
	} {
		limit = {
			any_controlled_state = {
				is_core_of = KOR
			}
		}
		release = KOR
	} {
		limit = {
			PLU = {
				is_subject_of = ROOT
			}
		}
		set_autonomy = {
			target = PLU
			autonomy_state = autonomy_free
		}
	} {
		limit = {
			any_controlled_state = {
				is_core_of = PLU
			}
		}
		release = PLU
	} {
		limit = {
			FOR = {
				is_subject_of = ROOT
			}
		}
		set_autonomy = {
			target = FOR
			autonomy_state = autonomy_free
		}
	} {
		limit = {
			any_controlled_state = {
				is_core_of = FOR
			}
		}
		release = FOR
	} {
		limit = {
			NOT = {
				has_variable = ROOT.JAP_opposition_army_support
			}
		}
		set_variable = {
			ROOT.JAP_opposition_army_support = 0.4
		}
	} {
		limit = {
			JAP = {
				is_ai = yes
			}
			check_variable = {
				ROOT.JAP_opposition_army_support = < 0.6
			}
		}
		add_to_variable = {
			ROOT.JAP_opposition_army_support = 0.25
		}
	} {
		limit = {
			has_completed_focus = JAP_seek_yakuza_support
		}
		add_to_variable = {
			ROOT.JAP_opposition_army_support = 0.2
		}
		clamp_variable = {
			var = ROOT.JAP_opposition_army_support
			max = 0.9
			min = 0.1
		}
	} {
		limit = {
			has_completed_focus = JAP_sway_disillusioned_young_officers
		}
		add_to_variable = {
			ROOT.JAP_opposition_army_support = 0.1
		}
		clamp_variable = {
			var = ROOT.JAP_opposition_army_support
			max = 0.9
			min = 0.1
		}
	} {
		limit = {
			has_country_
# ... (truncated)
### Entity: Event
Component: SEA_japan_foreign_policy.107
Constructs: is_triggered_only
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.107
	title = SEA_japan_foreign_policy.107.t
	desc = SEA_japan_foreign_policy.107.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = SEA_japan_foreign_policy.107.a
		puppet = {
			target = FROM
			end_wars = no
		}
	}
}
### Entity: Idea
Component: MAN_manchukuo_identity
Constructs: stability_factor, war_support_factor, industrial_capacity_factory, is_subject_of, removal_cost
Source: game
File: common/ideas/r56_man_ideas.txt

Code:
MAN_manchukuo_identity = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		original_tag = MAN
	}
	cancel = {
		is_subject_of = CUG
	}
	removal_cost = -1
	picture = AFG_from_the_ashes
	modifier = {
		political_power_factor = 0.05
		war_support_factor = 0.05
		stability_factor = 0.025
		industrial_capacity_factory = 0.05
		production_factory_max_efficiency_factor = 0.025
	}
}
### Entity: Idea
Component: EAI_DD_13/light_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_13/light_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_chassis = {
			build_cost_ic = -0.325
			instant = yes
		}
	}
}