Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Military Industrial Organization
Component: GER_daimler_benz_organization
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, has_dlc, add_trait, production_bonus, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/GER_organization.txt

Code:
GER_daimler_benz_organization = {
	include = generic_tank_organization
	icon = GFX_idea_GER_daimler_benz
	allowed = {
		OR = {
			original_tag = GER
			AND = {
				original_tag = BRA
				has_dlc = Trial of Allegiance
			} {
				original_tag = BEL
				has_dlc = Gotterdammerung
			}
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = GER
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = GER
				}
			}
		} {
			limit = {
				FROM = {
					original_tag = BRA
				}
			}
			FROM = {
				has_completed_focus = BRA_german_tanks
			}
		} {
			limit = {
				FROM = {
					original_tag = BEL
				}
			}
			FROM = {
				has_completed_focus = BEL_invite_german_tank_organization
			}
		}
	}
	tree_header_text = {
		text = mio_header_tank_construction
		x = 2
	} {
		text = mio_header_equipment_and_specialization
		x = 6
	} {
		text = mio_header_armor
		x = 8
	}
	initial_trait = {
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
	}
	override_trait = {
		token = generic_mio_trait_simplified_suspension
		position = {
			x = 0
			y = 0
		}
	} {
		token = generic_mio_trait_improved_tooling
		relative_position_id = GER_mio_trait_versatile_chassis
		all_parents = {
			generic_mio_trait_improved_tracks generic_mio_trait_command_upgrades GER_mio_trait_versatile_chassis
		}
		position = {
			x = 0
			y = 1
		}
	}
	add_trait = {
		token = GER_mio_trait_hotrolled_armor
		name = GER_mio_trait_hotrolled_armor
		icon = GFX_generic_mio_department_icon_tank_general_technology
		special_trait_background = yes
		position = {
			x = 8
			y = 0
		}
		limit_to_equipment_type = {
			light_tank_chassis medium_tank_chassis
		}
		production_bonus = {
			production_efficiency_cap_factor = 0.05
			production_efficiency_gain_factor = 0.05
		}
		ai_will_do = {
			base = 2
			modifier = {
				factor = 1.5
				date = > 1937.1.1
			}
		}
	} {
		token = GER_mio_trait_multilayer_armour
		name = GER_mio_trait_multilayer_armour
		icon = GFX_generic_mio_trait_icon_armor_value
		special_trait_background = yes
		position = {
			x = 0
			y = 2
		}
		relative_position_id = GER_mio_trait_hotrolled_armor
		any_parent = {
			GER_mio_trait_hotrolled_armor
		}
		limit_to_equipment_type = {
			light_tank_chassis medium_tank_chassis
		}
		equipment_bonus = {
			armor_value = 0.1
		}
		ai_will_do = {
			base = 2
			modifier = {
				fac
# ... (truncated)
### Entity: National Focus
Tree: pol_focus
Component: POL_second_man_of_the_state
Constructs: prerequisite, add_ideas, completion_reward, has_sanation_right_opposition
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_second_man_of_the_state
	icon = GFX_focus_generic_military_academy
	prerequisite = {
		focus = POL_the_sanation_right
	}
	mutually_exclusive = {
		focus = POL_the_left_chairman
	}
	x = 0
	y = 2
	relative_position_id = POL_the_sanation_right
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_sanation_right_opposition = yes
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		POL_sanation_left_opposition_up = yes
		POL_sanation_right_opposition_remove = yes
		add_ideas = POL_edward_rydz_smigly_chairman
		custom_effect_tooltip = no_more_san_left_tt
	}
}
### Entity: Idea
Component: AUS_return_of_habsburgs
Constructs: stability_factor, war_support_factor, has_government, removal_cost, communism_drift
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_return_of_habsburgs = {
	picture = AUS_for_kaiser_and_fatherland_idea
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = neutrality democratic
		}
	}
	removal_cost = -1
	modifier = {
		political_power_factor = 0.05
		stability_factor = 0.05
		war_support_factor = 0.05
		drift_defence_factor = 0.1
		communism_drift = -0.02
	}
}
### Entity: Scripted Trigger
Component: EAI_light_armor_attachment_production
Constructs: has_country_flag, check_variable, has_design_based_on
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_light_armor_attachment_production = {
	has_country_flag = EAI_larm_template_upgrade
	check_variable = {
		EAI_FOCUS/LAND/attachment = global.EAI_LARM_ATTACHMENT
	}
	has_design_based_on = light_tank_chassis
}
### Entity: Character
Component: BEL_willy_coppens
Constructs: has_dlc
Source: game
File: common/characters/BEL.txt

Code:
BEL_willy_coppens = {
	instance = {
		allowed = {
			has_dlc = Gotterdammerung
		}
		advisor = {
			slot = air_chief
			idea_token = BEL_willy_coppens
			ledger = air
			allowed = {
				original_tag = BEL
			}
			traits = {
				air_chief_reform_1
			}
			cost = 50
			ai_will_do = {
				factor = 1.0
			}
		}
		name = BEL_willy_coppens
		portraits = {
			army = {
				small = GFX_portrait_BEL_willy_coppens_small
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Gotterdammerung
			}
		}
		advisor = {
			slot = high_command
			idea_token = BEL_willy_coppens
			ledger = air
			allowed = {
				original_tag = BEL
			}
			traits = {
				air_air_combat_training_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		name = BEL_willy_coppens
		portraits = {
			army = {
				small = GFX_portrait_PLACEHOLDER_small
			}
		}
	}
}
### Entity: National Focus
Tree: jor_focus
Component: JOR_army_victory
Constructs: prerequisite, has_country_flag, completion_reward, add_popularity, set_politics, load_focus_tree
Source: game
File: common/national_focus/jordan.txt

Code:
focus = {
	id = JOR_army_victory
	icon = GFX_goal_generic_army_elite
	x = 1
	y = 1
	available = {
		has_country_flag = JOR_army_won
	}
	prerequisite = {
		focus = JOR_operation_hashem
	}
	mutually_exclusive = {
		focus = JOR_utaybah_victory
	}
	cost = 10
	relative_position_id = JOR_operation_hashem
	completion_reward = {
		promote_character = JOR_habis_majali
		add_popularity = {
			ideology = neutrality
			popularity = 0.3
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		set_politics = {
			ruling_party = neutrality
			elections_allowed = no
		}
		load_focus_tree = {
			tree = r56_arab_focus
			keep_completed = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_foundations_for_an_indian_state
Constructs: prerequisite, limit, add_ideas, add_stability, add_opinion_modifier, completion_reward, add_political_power, is_subject
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_foundations_for_an_indian_state
	prerequisite = {
		focus = ENG_towards_dominion_independence
	}
	available = {
		is_subject = no
		OR = {
			RAJ = {
				is_subject_of = ENG
			}
			hidden_trigger = {
				if = {
					limit = {
						has_dlc = Graveyard of Empires
						has_event_target = UK_INDIA
					}
					event_target:UK_INDIA = {
						is_subject_of = ENG
					}
				}
			}
		}
	}
	bypass = {
		RAJ = {
			is_subject = no
		}
		if = {
			limit = {
				has_dlc = Graveyard of Empires
				has_event_target = UK_INDIA
			}
			event_target:UK_INDIA = {
				exists = no
				NOT = {
					is_subject_of = ROOT
				}
			}
		}
	}
	continue_if_invalid = yes
	icon = GFX_focus_RAJ_all_india_forward_bloc
	x = -1
	y = 1
	relative_position_id = ENG_towards_dominion_independence
	cost = 10
	ai_will_do = {
		factor = 1
	}
	complete_tooltip = {
		RAJ = {
			every_state = {
				limit = {
					has_state_flag = ENG_foundations_for_an_indian_state_2IC
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_political_power = 60
		IF = {
			limit = {
				has_dlc = Graveyard of Empires
				has_event_target = UK_INDIA
				event_target:UK_INDIA = {
					exists = yes
				}
			}
			event_target:UK_INDIA = {
				IF = {
					limit = {
						is_subject_of = ENG
					}
					add_stability = 0.05
					add_opinion_modifier = {
						target = ENG
						modifier = ENG_guiding_the_colonies
					}
					add_ideas = ENG_guided_by_britain_raj_1
					hidden_effect = {
						country_event = {
							id = mtg_britain.19
							hours = 6
						}
					}
					random_owned_controlled_state = {
						limit = {
							free_building_slots = {
								building = industrial_complex
								size = > 1
								include_locked = yes
							}
							is_core_of = PREV
						}
						add_extra_state_shared_building_slots = 2
						add_building_construction = {
							type = industrial_complex
							level = 2
							instant_build = yes
						}
						set_state_flag = ENG_foundations_for_an_indian_state_2IC
					} {
						limit = {
							free_building_slots = {
								building = industrial_complex
								size = > 1
								include_locked = yes
							}
							is_co
# ... (truncated)
### Entity: Character
Component: DJI_acd2
Source: game
File: common/characters/DJI.txt

Code:
DJI_acd2 = {
	advisor = {
		slot = army_chief
		idea_token = DJI_acd2
		allowed = {
			original_tag = DJI
		}
		traits = {
			army_chief_defensive_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_1
		}
	}
}
### Entity: Idea
Component: ITA_brescia_arsenal
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/italy.txt

Code:
ITA_brescia_arsenal = {
	picture = ITA_brescia_arsenal
	allowed = {
		original_tag = ITA
	}
	visible = {
		NOT = {
			AND = {
				has_completed_focus = ITA_new_industrialization_program ITA_strengthen_northern_industry
			}
		}
	}
	available = {
		controls_state = 159
		ITA_is_northern_designer = yes
	}
	research_bonus = {
		support_tech = 0.1
	}
	traits = {
		support_equipment_manufacturer
	}
}
### Entity: Character
Component: ZAM_nccr
Source: game
File: common/characters/ZAM.txt

Code:
ZAM_nccr = {
	advisor = {
		slot = navy_chief
		idea_token = ZAM_nccr
		allowed = {
			original_tag = ZAM
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_an_orthodox_state
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, has_country_leader, is_in_faction, has_idea
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_an_orthodox_state
	icon = GFX_focus_GRE_an_orthodox_state
	prerequisite = {
		focus = GRE_use_the_military GRE_recruit_the_fascists
	}
	available = {
		OR = {
			AND = {
				has_country_leader = {
					character = GRE_ioannis_metaxas
					ruling_only = yes
				}
				is_in_faction = no
				has_idea = GRE_metaxism_2
			}
			has_country_leader = {
				character = GRE_king_george_ii
				ruling_only = yes
			}
		}
	}
	x = 0
	y = 2
	relative_position_id = GRE_crack_down_on_the_republicans
	cost = 10
	ai_will_do = {
		base = 1
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_completed_focus = GRE_the_right_to_rule GRE_metaxism_focus
				}
			}
			custom_effect_tooltip = GRE_if_does_right_to_rule_effect_tt generic_skip_one_line_tt GRE_if_does_metaxism_effect_tt
			effect_tooltip = {
				add_ideas = GRE_orthodox_church_support
			} {
				swap_ideas = {
					remove_idea = GRE_metaxism
					add_idea = GRE_metaxism_3
				}
			}
		}
		ELSE_IF = {
			limit = {
				has_completed_focus = GRE_the_right_to_rule
			}
			add_ideas = GRE_orthodox_church_support
			hidden_effect = {
				set_cosmetic_tag = GRE_orthodox_church_dominant
			}
		}
		ELSE = {
			IF = {
				limit = {
					has_idea = GRE_metaxism_2
				}
				swap_ideas = {
					remove_idea = GRE_metaxism_2
					add_idea = GRE_metaxism_3
				}
			}
			ELSE_IF = {
				limit = {
					has_idea = GRE_metaxism
				}
				effect_tooltip = {
					swap_ideas = {
						remove_idea = GRE_metaxism
						add_idea = GRE_metaxism_3
					}
				}
			} {
				limit = {
					NOT = {
						has_idea = GRE_metaxism
					}
				}
				effect_tooltip = {
					swap_ideas = {
						remove_idea = GRE_metaxism
						add_idea = GRE_metaxism_3
					}
				}
			}
		}
	}
}
### Entity: Combat Tactic
Component: tactic_sf_mouse_holing
Constructs: is_attacker, has_unit_type
Source: game
File: common/combat_tactics.txt

Code:
tactic_sf_mouse_holing = {
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = street_fighting
		OR = {
			has_unit_type = engineer pioneer_support
		}
	}
	active = yes
	display_phase = street_fighting
	base = {
		factor = 2
	}
	picture = tactic_sf_mouse_holing
	defender = -0.1
	attacker_movement_speed = -0.05
	defender_org_damage_modifier = -0.1
}
### Entity: Order of Battle
Component: Schutzpolizei von Danzig
Constructs: division_template
Source: game
File: history/units/DNZ_1936.txt

Code:
division = {
	name = Schutzpolizei von Danzig
	location = 362
	division_template = Schutzpolizei
	start_equipment_factor = 0.25
	start_experience_factor = 0.05
}
### Entity: Event
Component: NSB_soviet_civil_war_common.127
Constructs: is_triggered_only, has_capitulated, clr_country_flag
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_civil_war_common.127
	title = NSB_soviet_civil_war_common.127.t
	desc = NSB_soviet_civil_war_common.127.desc
	picture = GFX_report_event_SOV_purge_navy
	is_triggered_only = yes
	trigger = {
		NOT = {
			SOS = {
				has_capitulated = yes
			}
		}
	}
	option = {
		name = NSB_soviet_civil_war_common.127.a
		custom_effect_tooltip = SOS_navy_desertions_tt
		hidden_effect = {
			SOS = {
				transfer_units_fraction = {
					target = SOV
					target_organization = 1
					source_organization = 1
					size = 0
					stockpile_ratio = 0
					army_ratio = 0
					navy_ratio = 0.1
					air_ratio = 0
					keep_unit_leaders_trigger = {
						always = yes
					}
				}
			}
			SOV = {
				clr_country_flag = SOV_defections_navy_flag
			}
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_aggressive_GER
Source: game
File: common/ai_focuses/GER.txt

Code:
ai_focus_aggressive_GER = {
	research = {
		offensive = 5.0
		synth_resources = 1.0
		motorized_equipment = 2.0
		armor = 20.0
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/EGY_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 4161
	division_template = Firqat Alfursan
	start_experience_factor = 0.1
	start_equipment_factor = 0.4
}
### Entity: Modding Documentation
Construct: bop_set
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## bop_set
* Arguments: <ID>

Activates a power balance for the current country.
### Entity: Joint Focus
Component: CONGO_belgian_officer_corps
Constructs: prerequisite, limit, joint_focus, has_war_with, completion_reward, is_subject_of, has_global_flag, add_to_variable
Source: game
File: common/national_focus/congo_shared.txt

Code:
joint_focus = {
	id = CONGO_belgian_officer_corps
	dynamic = yes
	icon = GFX_focus_generic_military_academy
	prerequisite = {
		focus = CONGO_congo_army
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_HISTORICAL FOCUS_FILTER_TFV_AUTONOMY
	}
	relative_position_id = CONGO_force_publique
	x = -1
	y = 2
	cost = 10
	text_icon = CONGO_BEL_COG_focus_style
	joint_trigger = {
		CONGO_is_a_congo_viable_nation = yes
	}
	available = {
		OR = {
			AND = {
				original_tag = BEL
				BEL = {
					any_subject_country = {
						original_tag = COG
					}
				}
			} {
				original_tag = COG
				COG = {
					is_subject_of = BEL
				}
			}
		}
		NOT = {
			OR = {
				has_war_with = BEL COG
				has_global_flag = CONGO_independence_war_ongoing
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {

	}
	completion_reward_joint_originator = {
		IF = {
			limit = {
				original_tag = COG
			}
			custom_effect_tooltip = modify_COG_force_publique_tt generic_skip_one_line_tt generic_skip_one_line_tt CONGO_belgian_officer_corps_decisions_tt
			add_to_variable = {
				BEL.COG_force_publique_max_command_power = 50
				tooltip = max_command_power_tt
			} {
				BEL.COG_force_publique_command_power_gain_mult = 0.2
				tooltip = command_power_gain_mult_tt
			}
			add_autonomy_score = {
				value = -100
				localization = CONGO_belgian_officer_corps
			}
		}
		hidden_effect = {
			CONGO_one_more_focus_done = yes
		}
	}
	completion_reward_joint_member = {
		IF = {
			limit = {
				original_tag = COG
			}
			custom_effect_tooltip = modify_COG_force_publique_tt generic_skip_one_line_tt generic_skip_one_line_tt CONGO_belgian_officer_corps_decisions_tt
			add_to_variable = {
				BEL.COG_force_publique_max_command_power = 50
				tooltip = max_command_power_tt
			} {
				BEL.COG_force_publique_command_power_gain_mult = 0.2
				tooltip = command_power_gain_mult_tt
			}
			add_autonomy_score = {
				value = -100
				localization = CONGO_belgian_officer_corps
			}
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_join_the_axis
Constructs: prerequisite, remove_ideas, completion_reward, has_power_balance, is_in_faction, is_faction_leader, is_in_faction_with, cancel_if_invalid
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_join_the_axis
	icon = GFX_focus_chi_mission_to_germany
	prerequisite = {
		focus = SWI_professionalize_militias
	} {
		focus = SWI_centralize_switzerland
	}
	relative_position_id = SWI_centralize_switzerland
	x = 2
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			SWI_is_fully_centralized = yes
			NOT = {
				has_power_balance = {
					id = SWI_centralization_bop
				}
			}
		}
		SWI_has_fascist_neighbor = yes
		var:SWI_biggest_fascist = {
			is_in_faction = yes
			is_faction_leader = yes
		}
		fascism = > 0.75
	}
	bypass = {
		is_in_faction_with = var:SWI_biggest_fascist
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		var:SWI_biggest_fascist = {
			country_event = {
				id = generic.2
				hours = 4
			}
		}
		remove_ideas = {
			SWI_democratic_unrest
		}
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_keep_bank_of_canada
Constructs: prerequisite, has_government, has_war_with, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_keep_bank_of_canada
	icon = GFX_goal_generic_banking_legislation
	x = -1
	y = 3
	cost = 5
	relative_position_id = QUE_tackle_the_economic_issues
	prerequisite = {
		focus = QUE_cooperate_with_canadian_capitalists
	}
	available_if_capitulated = yes
	available = {
		NOT = {
			has_government = communism
			has_war_with = CAN
		}
		CAN = {
			exists = yes
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = QUE_english_canadian_investments
			add_idea = QUE_english_canadian_bank_of_canada
		} {
			remove_idea = QUE_independance_economical_shock1
			add_idea = QUE_independance_economical_shock2
		}
		custom_effect_tooltip = QUE_umm_economy_yay
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: AST_voice_of_workers
Constructs: stability_factor, communism_drift
Source: game
File: common/country_leader/taog_traits.txt

Code:
AST_voice_of_workers = {
	random = no
	stability_factor = 0.05
	communism_drift = 0.1
}
### Entity: Modifier Reference
Construct: num_of_available_military_factories
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_of_available_military_factories
* description: check amount of available military factories
* (Auto generated using the trigger with same name)
### Entity: Character
Component: SWE_foreign_minister_no_bba
Source: game
File: common/country_leader/00_traits.txt

Code:
SWE_foreign_minister_no_bba = {
	random = no
	sprite = 13
	enemy_justify_war_goal_time = 0.3
	request_lease_tension = -0.5
	lend_lease_tension = -0.5
	military_industrial_organization_funds_gain = 0.25
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_claim_prussia
Constructs: prerequisite, completion_reward, is_core_of, add_core_of
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_claim_prussia
	icon = GFX_goal_generic_dangerous_deal
	prerequisite = {
		focus = LIT_claim_livonia_monarchy
	}
	relative_position_id = LIT_claim_livonia_monarchy
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available = {

	}
	bypass = {
		5 = {
			is_core_of = LIT
		}
		763 = {
			is_core_of = LIT
		}
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		5 = {
			add_core_of = LIT
		}
		763 = {
			add_core_of = LIT
		}
	}
}
### Entity: Event
Component: wtt_warlord_vs_prc.22
Constructs: is_triggered_only
Source: game
File: events/WTT_PRC.txt

Code:
country_event = {
	id = wtt_warlord_vs_prc.22
	title = wtt_warlord_vs_prc.22.t
	desc = wtt_warlord_vs_prc.22.desc
	picture = GFX_report_event_chinese_japanese_handshake
	is_triggered_only = yes
	option = {
		effect_tooltip = {
			FROM = {
				PRC_soviet_tribute_level_up = yes
			}
		}
		name = wtt_warlord_vs_prc.22.a
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_nkvd_primacy_old
Constructs: prerequisite, has_war, limit, add_ideas, completion_reward, has_dlc, has_intelligence_agency, create_intelligence_agency
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_nkvd_primacy_old
	text = SOV_nkvd_primacy
	icon = GFX_goal_HON_nkvd_assistance
	prerequisite = {
		focus = SOV_stalin_constitution
	}
	x = -1
	y = 1
	relative_position_id = SOV_stalin_constitution
	cost = 10
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 1000
			any_claim = yes
			has_war = yes
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
				NOT = {
					has_intelligence_agency = yes
				}
			}
			create_intelligence_agency = yes
			custom_effect_tooltip = SOV_behead_the_snake_lar_tt
			create_operative_leader = {
				name = Ramón Mercader
				GFX = GFX_portrait_SOV_ramon_mercader
				traits = {
					operative_tough operative_infiltrator
				}
				bypass_recruitment = no
				available_to_spy_master = yes
				nationalities = {
					SOV SPR MEX
				}
			}
		}
		else = {
			custom_effect_tooltip = SOV_behead_the_snake_no_lar_tt
		}
		add_ideas = nkvd
		add_tech_bonus = {
			name = mp_tech_bonus_name
			bonus = 1
			uses = 1
			category = military_police_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_POLITICAL FOCUS_FILTER_ESPIONAGE
	}
}
### Entity: Country History
Country: PHI
Component: PHI_politics
Constructs: set_stability, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/PHI - Philippines.txt

Code:
# Politics & Parties for PHI
set_stability = 0.5
set_war_support = 0.15
set_politics = {
	ruling_party = democratic
	last_election = 1935.9.15
	election_frequency = 72
	elections_allowed = yes
}
set_popularities = {
	democratic = 82
	fascism = 9
	communism = 9
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/POL_1939_air_bba.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = small_plane_airframe_0
			creator = POL
			version_name = PZL P.11
		}
		requested_factories = 1
		progress = 0.15
		efficiency = 100
		industrial_manufacturer = mio:POL_pws_organization
	} {
		equipment = {
			type = small_plane_cas_airframe_2
			creator = POL
			version_name = PZL P.46
		}
		requested_factories = 1
		progress = 0.2
		efficiency = 100
		industrial_manufacturer = mio:POL_pws_organization
	}
}