Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: raj_focus
Component: RAJ_princely_states_policy
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, is_ai, set_occupation_law_where_available
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_princely_states_policy
	icon = GFX_focus_rom_handle_king
	prerequisite = {
		focus = RAJ_provincial_autonomy
	}
	x = -2
	y = 1
	relative_position_id = RAJ_provincial_autonomy
	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_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = RAJ_provincial_autonomy_occupation_law_tt generic_skip_one_line_tt generic_skip_one_line_tt
		show_ideas_tooltip = independent_rule_occupation_law_fake_idea princely_subjugation_occupation_law_fake_idea
		hidden_effect = {
			IF = {
				limit = {
					is_ai = yes
				}
				RAJ = {
					set_occupation_law_where_available = independent_rule
				}
			}
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_offer_protection
Constructs: prerequisite, completion_reward, is_subject
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_offer_protection
	icon = GFX_focus_SOV_reinforce_western_naval_bases
	prerequisite = {
		focus = DEN_sway_the_nordics
	}
	relative_position_id = DEN_sway_the_nordics
	x = 0
	y = 1
	cost = 5
	available = {
		OR = {
			SWE = {
				exists = yes
			}
			NOR = {
				exists = yes
			}
			FIN = {
				exists = yes
			}
			EST = {
				exists = yes
			}
			LAT = {
				exists = yes
			}
			LIT = {
				exists = yes
			}
			SMI = {
				exists = yes
			}
		}
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		custom_effect_tooltip = DEN_offer_protection_tt
	}
}
### Entity: Character
Component: king_of_the_shoes
Constructs: industrial_capacity_factory
Source: game
File: common/country_leader/r56_traits.txt

Code:
king_of_the_shoes = {
	random = no
	sprite = 10
	industrial_capacity_factory = 0.05
	winter_attrition_factor = -0.1
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_peruvian_blackshirts
Constructs: prerequisite, completion_reward, has_country_leader, swap_ideas, remove_idea, add_idea, add_named_threat
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_peruvian_blackshirts
	prerequisite = {
		focus = PRU_legacy_of_sachez_cerro
	}
	icon = GFX_goal_PRU_flores_wins
	x = 0
	y = 1
	relative_position_id = PRU_legacy_of_sachez_cerro
	available = {
		has_country_leader = {
			character = PRU_luis_alberto_flores
			ruling_only = yes
		}
	}
	cost = 3.5
	ai_will_do = {
		factor = 9
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = PRU_apra_revolution
			add_idea = PRU_flores_influence
		}
		hidden_effect = {
			news_event = {
				id = r56.news_event.2011
				hours = 6
			}
			add_named_threat = {
				threat = 2
				name = r56.news_event.2011.t
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER
	}
}
### Entity: Character
Component: CAN_newton_wesley_rowell
Source: game
File: common/characters/CAN.txt

Code:
CAN_newton_wesley_rowell = {
	name = CAN_newton_wesley_rowell
	portraits = {
		army = {
			small = GFX_idea_CAN_newton_wesley_rowell
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CAN_newton_wesley_rowell
		allowed = {
			original_tag = CAN
		}
		traits = {
			ideological_crusader
		}
	}
}
### Entity: Country History
Country: BSK
Component: BSK_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/BSK - Bashkortostan.txt

Code:
# Politics & Parties for BSK
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 50
	fascism = 10
	communism = 20
	neutrality = 20
}
### Entity: Event
Component: CHL_political_events.48
Constructs: is_triggered_only, ai_chance, add_war_support, fire_only_once
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.48
	title = CHL_political_events.48.t
	desc = CHL_political_events.48.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = CHL_political_events.48.a
		ai_chance = {
			base = 100
		}
		add_war_support = 0.05
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_post_war_spoils
Constructs: prerequisite, has_government, owns_state, completion_reward, allow_branch, add_core_of
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_post_war_spoils
	icon = GFX_focus_generic_welfare
	prerequisite = {
		focus = PER_secure_iraq PER_secure_afghanistan
	}
	x = 1
	y = 1
	relative_position_id = PER_secure_iraq
	cost = 10
	available = {
		has_government = democratic
		OR = {
			owns_state = 415 1009 1008 1006 1005 267 1007 676 291 1011 675 1010
		}
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		415 = {
			add_core_of = ROOT
		}
		1009 = {
			add_core_of = ROOT
		}
		1008 = {
			add_core_of = ROOT
		}
		1006 = {
			add_core_of = ROOT
		}
		1005 = {
			add_core_of = ROOT
		}
		267 = {
			add_core_of = ROOT
		}
		1007 = {
			add_core_of = ROOT
		}
		676 = {
			add_core_of = ROOT
		}
		291 = {
			add_core_of = ROOT
		}
		1011 = {
			add_core_of = ROOT
		}
		675 = {
			add_core_of = ROOT
		}
		1010 = {
			add_core_of = ROOT
		}
	}
}
### Entity: National Focus
Tree: csa_focus
Component: CSA_hydraulic_plants
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/csa.txt

Code:
focus = {
	id = CSA_hydraulic_plants
	icon = GFX_goal_italy_expand_hydroelectricity_production
	x = 33
	y = 3
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_STEEL FOCUS_FILTER_ALUMINIUM FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	prerequisite = {
		focus = CSA_electrification_of_the_countryside
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = steel_mill
				level = 1
				instant_build = yes
			}
		} {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = aluminum_mill
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 1
			category = steel_tech
		}
	}
}
### Entity: Scripted Effect
Component: CHI_remove_annexed_warlord_from_array
Constructs: limit, is_in_array, remove_from_array
Source: game
File: common/scripted_effects/CHI_scripted_effects.txt

Code:
CHI_remove_annexed_warlord_from_array = {
	if = {
		limit = {
			FROM = {
				original_tag = CHI
			}
			is_in_array = {
				array = FROM.warlord_subjects
				value = ROOT
			}
		}
		remove_from_array = {
			array = FROM.warlord_subjects
			value = ROOT
		}
	}
}
### Entity: Idea
Component: PHI_devil_boats_ns
Constructs: removal_cost, equipment_bonus, build_cost_ic, naval_speed
Source: game
File: common/ideas/philippines.txt

Code:
PHI_devil_boats_ns = {
	allowed = {
		original_tag = PHI
	}
	removal_cost = -1
	picture = generic_coastal_navy
	equipment_bonus = {
		ship_hull_cruiser = {
			build_cost_ic = -0.1
			lg_attack = -0.05
			torpedo_attack = 0.1
			naval_speed = 0.025
			max_strength = -0.15
		}
	}
}
### Entity: Unit Template
Component: CHI
Source: game
File: common/units/names/00_names.txt

Code:
CHI = {
	submarine = {
		prefix = 
		generic = {
			Qianting
		}
		unique = {
			Chingpo Longtuan Jiangang Dongan Yuzhang Zhangfeng Fubo Feihong Dadong Zejiang
		}
	}
	destroyer = {
		prefix = 
		generic = {
			Quzujian
		}
		unique = {
			Dadong Zejiang Chingpo Longtuan Jiangang Dongan Yuzhang Zhangfeng Fubo Feihong
		}
	}
	light_cruiser = {
		prefix = 
		generic = {
			Qingxing Xunyangjian
		}
		unique = {
			Hairong Zhaohe Haiqi Yingrui Ninghai Pinghai Zhongeng Haizhao Haizhen Feihong Nanshen Paonin Yingjing Tuanji
		}
	}
	heavy_cruiser = {
		prefix = 
		generic = {
			Zhong Xunyangjian
		}
		unique = {
			Zhongeng Haizhao Haizhen Feihong Nanshen Paonin Yingjing Tuanji Hairong Zhaohe Haiqi Yingrui Ninghai Pinghai
		}
	}
	battle_cruiser = {
		prefix = 
		generic = {
			Zhan lie Xunyangjian
		}
		unique = {
			Nanshen Paonin Yingjing Tuanji Hairong Zhaohe Haiqi Yingrui Ninghai Pinghai Zhongeng Haizhao Haizhen Feihong
		}
	}
	battleship = {
		prefix = 
		generic = {
			Zhanjian
		}
		unique = {
			Nanshen Paonin Yingjing Tuanji Hairong Zhaohe Haiqi Yingrui Ninghai Pinghai Zhongeng Haizhao Haizhen Feihong
		}
	}
	carrier = {
		prefix = 
		generic = {
			Hangmu
		}
		unique = {
			Nanshen Paonin Yingjing Tuanji Hairong Zhaohe Haiqi Yingrui Ninghai Pinghai Zhongeng Haizhao Haizhen Feihong
		}
	}
	air_wing_names_template = AIR_WING_NAME_CHI_FALLBACK
	small_plane_airframe = {
		prefix = 
		generic = {
			Zhandouji Dadui Jianjiji Dadui
		}
		generic_pattern = AIR_WING_NAME_CHI_GENERIC
		unique = {

		}
	}
	jet_fighter_equipment = {
		prefix = 
		generic = {
			Zhandouji Dadui Jianjiji Dadui
		}
		generic_pattern = AIR_WING_NAME_CHI_GENERIC
		unique = {

		}
	}
	medium_plane_fighter_airframe = {
		prefix = 
		generic = {
			Zhandouji Dadui Jianjiji Dadui
		}
		generic_pattern = AIR_WING_NAME_CHI_GENERIC
		unique = {

		}
	}
	small_plane_cas_airframe = {
		prefix = 
		generic = {
			Jinjuli Kongyuan Dadui
		}
		generic_pattern = AIR_WING_NAME_CHI_GENERIC
		unique = {

		}
	}
	cv_small_plane_airframe = {
		prefix = 
		generic = {
			Zhandouji Dadui Jianjiji Dadui
		}
		generic_pattern = AIR_WING_NAME_CHI_GENERIC
		unique = {

		}
	}
	cv_small_plane_cas_airframe = {
		prefix = 
		generic = {
			Jinjuli Kongyuan Dadui
		}
		generic_pattern = AIR_WING_NAME_CHI_GENERIC
		unique = {

		}
	}
	cv_small_plane_naval_bomber_airframe = {
		prefix = 
		generic = {
			Haijun Hong
# ... (truncated)
### Entity: National Focus
Tree: yug_focus
Component: YUG_yugoslavian_path_to_communism
Constructs: prerequisite, completion_reward, is_in_faction, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_yugoslavian_path_to_communism
	icon = GFX_goal_generic_war_with_comintern
	prerequisite = {
		focus = YUG_abolish_the_monarchy
	}
	mutually_exclusive = {
		focus = YUG_join_comintern
	}
	x = 1
	y = 1
	relative_position_id = YUG_abolish_the_monarchy
	cost = 10
	ai_will_do = {
		factor = 60
	}
	available = {
		is_in_faction = no
	}
	bypass = {
		is_in_faction = yes
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = YUG_idea_empowered_peasant_councils
			add_idea = YUG_idea_very_empowered_peasant_councils
		}
	}
}
### Entity: Resistance
Component: compliance_15
Source: game
File: common/resistance_compliance_modifiers/compliance_modifiers.txt

Code:
compliance_15 = {
	type = core_compliance_modifier
	icon = GFX_occupation_compliance_modifier_strip:1
	small_icon = GFX_occupation_compliance_modifier_small_strip:1
	threshold = 15
	margin = 2
	state_modifier = {
		enemy_operative_detection_chance = 0.25
	}
}
### Entity: Trigger Reference
Construct: all_purchase_contracts
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## all_purchase_contracts

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Checks if all purchase contracts of the Country in scope matches the triggers.
tooltip=key can be defined to override title.
ex: GER = {
  all_purchase_contracts = {
	tooltip = my_loc_key # Optional
     ... Purchase Contract scope triggers ...
  }
}
```
### Entity: Character
Component: MAC_bane_andreev
Source: game
File: common/characters/MAC.txt

Code:
MAC_bane_andreev = {
	name = Bane Andreev
	portraits = {
		civilian = {
			large = gfx/leaders/MAC/r56_portrait_MAC_Bane_Andreev.dds
		}
	}
	country_leader = {
		ideology = leninism
		expire = 1965.1.1
		id = -1
		traits = {
			devoted_communist
		}
	}
}
### Entity: Event
Component: mtg_netherlands.58
Constructs: is_triggered_only, set_country_flag, random_days
Source: game
File: events/MTG_Netherlands.txt

Code:
country_event = {
	id = mtg_netherlands.58
	title = mtg_netherlands.58.t
	desc = mtg_netherlands.58.d
	picture = GFX_report_event_hol_prins_bernhard
	is_triggered_only = yes
	option = {
		name = mtg_netherlands.58.a
		event_target:HOL_bernhard_row_target = {
			country_event = {
				id = mtg_netherlands.59
			}
			set_country_flag = {
				flag = HOL_bernhard_row_target
				value = 1
				days = 60
			}
		}
		hidden_effect = {
			country_event = {
				id = mtg_netherlands.44
				days = 60
				random_days = 60
			}
		}
	}
}
### Entity: Decision
Component: NOR_exile_decisions_category
Constructs: has_completed_focus, has_mtg, is_government_in_exile
Source: game
File: common/decisions/categories/NOR_decision_categories.txt

Code:
NOR_exile_decisions_category = {
	icon = generic_formable_nations
	picture = GFX_decision_cat_picture_NOR_ship_building
	allowed = {
		has_mtg = yes
		original_tag = NOR
	}
	visible = {
		always = yes
		is_government_in_exile = yes
		has_completed_focus = NOR_the_kings_no
	}
	priority = 9
}
### Entity: State History
Component: 755
Constructs: limit, add_core_of, has_dlc
Source: game
File: history/states/755-Haixi.txt

Code:
state = {
	id = 755
	name = STATE_755
	provinces = {
		2053 2099 7997 10750 10796 10834 10865 12846 12890 13146 13381
	}
	manpower = 1000000
	buildings_max_level_factor = 1.0
	state_category = pastoral
	history = {
		owner = XSM
		add_core_of = XSM CHI PRC
		victory_points = {
			10750 1
		}
		buildings = {
			infrastructure = 1
			industrial_complex = 1
		}
		1938.10.25 = {
			if = {
				limit = {
					NOT = {
						has_dlc = Waking the Tiger
					}
				}
				CHI = {
					transfer_state = PREV
				}
			}
		}
	}
	local_supplies = 0.0
}
### Entity: Scripted Effect
Component: BUL_zveno_high_popularity_decrease_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/BUL_scripted_effects.txt

Code:
BUL_zveno_high_popularity_decrease_effect = {
	custom_effect_tooltip = BUL_zveno_tt BUL_high_popularity_decrease_tt
	add_to_variable = {
		BUL_zveno_popularity = BUL_faction_high_decrease
	}
	clamp_variable = {
		var = BUL_zveno_popularity
		min = 0
		max = 100
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_fourth_brother
Constructs: prerequisite, limit, has_war_with, completion_reward, is_subject, is_in_faction
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_fourth_brother
	icon = GFX_focus_generic_scandinavian_alliance
	prerequisite = {
		focus = NOR_three_brothers
	}
	x = 0
	y = 1
	relative_position_id = NOR_three_brothers
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {
		is_subject = no
		is_in_faction = yes
		FIN = {
			is_subject = no
			is_in_faction = no
			NOT = {
				has_war_with = NOR
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				FIN = {
					is_subject = no
					NOT = {
						has_war_with = NOR
					}
				}
			}
			FIN = {
				country_event = naw_norway.1
			}
		}
		custom_effect_tooltip = NOR_fourth_brother_tt
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: ITA_alberto_de_stefani
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/ITA.txt

Code:
ITA_alberto_de_stefani = {
	name = ITA_alberto_de_stefani
	portraits = {
		army = {
			small = GFX_portrait_ITA_alberto_de_stefani_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ITA_alberto_de_stefani
		allowed = {
			original_tag = ITA
			has_dlc = By Blood Alone
		}
		available = {
			OR = {
				has_completed_focus = ITA_power_to_the_king ITA_cooperate_with_moderates
			}
		}
		traits = {
			economist
		}
		ai_will_do = {
			base = 0.3
		}
	}
}
### Entity: National Focus
Tree: ukr_focus
Component: UKR_free_the_oppressed_cossacks
Constructs: prerequisite, has_government, completion_reward, is_subject, has_army_manpower, is_in_faction_with, create_wargoal, unlock_decision_category_tooltip
Source: game
File: common/national_focus/ukraine.txt

Code:
focus = {
	id = UKR_free_the_oppressed_cossacks
	icon = GFX_focus_SOV_restore_cossack_units
	prerequisite = {
		focus = UKR_our_place_in_the_world
	}
	relative_position_id = UKR_our_place_in_the_world
	mutually_exclusive = {
		focus = UKR_take_a_pro_russian_stance
	}
	x = -2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 200000
		}
		SOU = {
			NOT = {
				has_government = neutrality fascism
			} {
				is_in_faction_with = ROOT
			}
			exists = yes
			is_subject = no
		}
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		create_wargoal = {
			type = topple_government
			target = SOU
		}
		unlock_decision_category_tooltip = POL_cossack_republic_decisions
	}
}
### Entity: Idea
Component: BEL_van_den_bergen_plan
Constructs: production_speed_buildings_factor, removal_cost, mobilization_speed
Source: game
File: common/ideas/r56_belgium.txt

Code:
BEL_van_den_bergen_plan = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = BEL_van_den_bergen_plan
	modifier = {
		production_factory_max_efficiency_factor = -0.05
		production_speed_buildings_factor = -0.05
		political_power_factor = -0.05
		mobilization_speed = 0.25
		conscription = 0.01
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_pan_asian_weapon_standardization
Constructs: prerequisite, completion_reward, is_faction_leader
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_pan_asian_weapon_standardization
	icon = GFX_focus_JAP_army_weapons_administration_hq
	x = 2
	y = 0
	relative_position_id = SIA_southeast_asia_joint_command
	prerequisite = {
		focus = SIA_asian_democratic_compact
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		is_faction_leader = yes
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		custom_effect_tooltip = SIA_asian_democratic_compact_modify SIA_pan_asian_weapon_standardization_tt
		SIA_update_adc = yes
	}
}
### Entity: Modding Documentation
Construct: ai_strategy_conquer
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### ai_strategy_conquer
* description: ai strategy value conquer against country. Example: GER.ai_strategy_conquer@ENG
### Entity: Character
Component: PAR_francisco_daza
Source: game
File: common/characters/PAR.txt

Code:
PAR_francisco_daza = {
	name = Francisco Daza
	portraits = {
		civilian = {
			large = GFX_portrait_Francisco_Daza
		}
	}
	country_leader = {
		ideology = rexism
		traits = {
			tenacious_negotiator
		}
		expire = 1942.1.1.12
		id = -1
	}
}
### Entity: Country History
Country: MON
Component: MON_characters
Constructs: recruit_character
Source: game
File: history/countries/MON - Mongolia.txt

Code:
# Leaders & Characters for MON
recruit_character = MON_anandyn_amar MON_mingzhu_zhanshan MON_fu_shangzhi MON_songgotu_kangan MON_haidav MON_dagva MON_chimid MON_sukhbaataryn_yanjmaa MON_ganbaatar MON_ulanhu MON_vg_pyrselov MON_lee_shou_hsin MON_buyannmeh MON_horloogiyn_choybalsan MON_olziytrygyn_badrak MON_dashdorj MON_gomgchigryn_bumtsend MON_dansrabilegyin_dogsam MON_yundunwangcug MON_pai_yun_ti MON_khorloogiin_choibalsan
### Entity: National Focus
Tree: prc_focus
Component: PRC_sea_new_economic_direction
Constructs: prerequisite, has_war, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_communist_warlord_TSR.txt

Code:
focus = {
	id = PRC_sea_new_economic_direction
	icon = GFX_focus_generic_currency_reforms
	prerequisite = {
		focus = PRC_sea_proclaim_the_peoples_republic
	}
	x = -1
	y = 1
	relative_position_id = PRC_sea_proclaim_the_peoples_republic
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {
		has_war = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = PRC_finalize_industrial_plan_idea
	}
}
### Entity: Character
Component: NGR_acas
Source: game
File: common/characters/NGR.txt

Code:
NGR_acas = {
	advisor = {
		slot = high_command
		idea_token = NGR_acas
		ledger = air
		allowed = {
			original_tag = NGR
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_defence_citizen_military_forces_act
Constructs: prerequisite, completion_reward, remove_dynamic_modifier
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_defence_citizen_military_forces_act
	icon = GFX_focus_generic_army_attack
	prerequisite = {
		focus = AST_second_australian_imperial_force
	} {
		focus = AST_volunteer_defence_corps_taog
	}
	relative_position_id = AST_second_australian_imperial_force
	x = 3
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		remove_dynamic_modifier = {
			modifier = AST_citizen_army_spirit
		}
	}
	search_filters = {

	}
}
### Entity: Event
Component: KMT_event.19
Constructs: is_triggered_only, ai_chance, every_owned_state, limit, add_ideas, set_country_flag, set_demilitarized_zone, add_days_mission_timeout
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.19
	title = KMT_event.19.t
	desc = KMT_event.19.desc
	picture = GFX_report_event_asian_politicians
	is_triggered_only = yes
	option = {
		name = KMT_event.19.a
		CHI = {
			add_ideas = KMT_taiwan_accords
			set_country_flag = negotiated
			country_event = CHI_warlords.20
			every_owned_state = {
				limit = {
					controller = {
						original_tag = CHI
					}
					OR = {
						state = 608 614 615 621 611 612
					}
				}
				set_demilitarized_zone = yes
			}
		}
		diplomatic_relation = {
			country = CHI
			relation = non_aggression_pact
			active = yes
		}
		add_days_mission_timeout = {
			mission = JAP_kwantung_army_impatience
			days = 180
		}
	} {
		name = KMT_event.19.b
		ai_chance = {
			base = 0
		}
		clr_country_flag = KMT_CHI_JAP_reapproachment
		CHI = {
			country_event = CHI_warlords.19
		}
		set_country_flag = negotiated
	}
}
### Entity: Order of Battle
Component: air_wing_49
Source: game
File: history/units/TUR_1939_air_bba.txt

Code:
air_wings = {
	49 = {
		medium_plane_airframe_1 = {
			owner = TUR
			amount = 32
			creator = GER
			version_name = He 111
		} {
			owner = TUR
			amount = 16
			creator = USA
			version_name = B-10
		}
		small_plane_airframe_1 = {
			owner = TUR
			amount = 30
			creator = ENG
			version_name = Hawker Hurricane
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_the_peoples_security_army
Constructs: has_completed_focus, prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_the_peoples_security_army
	icon = GFX_focus_INS_the_peoples_security_army
	available = {

	}
	prerequisite = {
		focus = INS_the_declaration_of_independence
	}
	mutually_exclusive = {

	}
	x = 14
	y = 1
	relative_position_id = INS_the_declaration_of_independence
	offset = {
		x = -28
		y = 0
		trigger = {
			has_completed_focus = INS_seize_oppurtunity
		}
	}
	ai_will_do = {
		base = 2
	}
	cost = 5
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_AIR_XP FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		custom_effect_tooltip = INS_tkr_tt
		add_to_variable = {
			var = INS_peoples_security_army_experience_gain_army_factor
			value = 0.15
			tooltip = experience_gain_army_factor_tt
		}
		army_experience = 50
		air_experience = 15
	}
}