Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Faction
Component: government_in_exile_allowed
Constructs: has_faction_template
Source: game
File: common/factions/rules/goverment_in_exile_rules.txt

Code:
government_in_exile_allowed = {
	type = member_rules
	government_in_exile_allowed_trigger = {
		always = yes
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			has_faction_template = faction_template_the_little_entente
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_offensive_bombing_strategy
Constructs: prerequisite, completion_reward, has_doctrine, add_tech_bonus
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_offensive_bombing_strategy
	icon = GFX_goal_generic_occupy_start_war
	prerequisite = {
		focus = BUL_long_range_fighter_focus
	}
	mutually_exclusive = {
		focus = BUL_low_altitude_flights BUL_compromised_approach
	}
	relative_position_id = BUL_long_range_fighter_focus
	x = 1
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {
		has_doctrine = new_strategic_destruction
	}
	completion_reward = {
		air_experience = 25
		add_tech_bonus = {
			name = air_doc_bonus
			bonus = 1
			uses = 1
			category = strategic_destruction_tree
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Modding Documentation
Construct: navy_leaders
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### navy_leaders
* description: all navy leaders of a country
### Entity: State History
Component: 1019
Constructs: add_core_of
Source: game
File: history/states/1019 - South Tohoku.txt

Code:
state = {
	id = 1019
	name = STATE_1019
	manpower = 2796521
	state_category = town
	resources = {
		steel = 5
		coal = 1
	}
	history = {
		owner = JAP
		add_core_of = JAP
		buildings = {
			arms_factory = 1
			industrial_complex = 1
			infrastructure = 2
		}
		victory_points = {
			7169 15
		} {
			4118 2
		}
	}
	provinces = {
		1024 4067 4122 4153 4118 7169
	}
	local_supplies = 9.0
}
### Entity: Military Industrial Organization
Component: DEBUG_generic_battle_line_ship_organization
Constructs: has_country_flag, has_dlc, is_debug
Source: game
File: common/military_industrial_organization/organizations/00_DEBUG_organization.txt

Code:
DEBUG_generic_battle_line_ship_organization = {
	include = generic_battle_line_ship_organization
	allowed = {
		has_dlc = Arms Against Tyranny
		is_debug = yes
	}
	visible = {
		owner = {
			has_country_flag = mio_show_all_archetypes_flag
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_nenikikamen
Constructs: prerequisite, limit, has_government, completion_reward, has_capitulated, is_puppet, has_autonomy_state, unlock_decision_tooltip
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_nenikikamen
	icon = GFX_focus_generic_strike_at_democracy1
	available = {
		ROOT = {
			controls_state = 797 341 347 340 339
		}
		TUR = {
			OR = {
				exists = no
				has_capitulated = yes
				is_puppet = yes
				has_autonomy_state = autonomy_supervised_state
				has_government = ROOT
			}
		}
	}
	prerequisite = {
		focus = GRE_horror_and_fear GRE_the_gordian_knot
	}
	x = 0
	y = 2
	relative_position_id = GRE_resurrecting_the_megali_idea
	cost = 10
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		if = {
			limit = {
				has_government = democratic
			}
			unlock_decision_tooltip = form_greater_greece
		}
		swap_ideas = {
			remove_idea = GRE_martyrs_of_the_anatolian_catastrophe
			add_idea = GRE_megali_idea_triumphant
		}
	}
}
### Entity: Event
Component: DOD_hungary.6
Constructs: is_triggered_only, ai_chance, has_government, is_in_faction, create_wargoal, annex_everything
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.6
	title = DOD_hungary.6.t
	desc = DOD_hungary.6.desc
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	option = {
		name = DOD_hungary.6.a
		ai_chance = {
			factor = 30
			modifier = {
				AUS = {
					OR = {
						has_government = communism fascism
					}
				}
				factor = 3
			} {
				AUS = {
					is_in_faction = no
				}
				factor = 3
			} {
				strength_ratio = {
					tag = AUS
					ratio = > 1
				}
				factor = 2
			}
		}
		create_wargoal = {
			type = annex_everything
			target = AUS
		}
		hidden_effect = {
			news_event = {
				id = news.315
				days = 1
			}
		}
	} {
		name = DOD_hungary.6.b
		ai_chance = {
			factor = 70
		}
	}
}
### Entity: Event
Component: india.416
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile, limit, change_tag_from, every_unit_leader, has_unit_leader_flag, set_nationality
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.416
	title = india.416.t
	desc = india.416.desc
	picture = GFX_report_event_sailors_in_working_rig
	is_triggered_only = yes
	option = {
		name = india.416.a
		ai_chance = {
			base = 20
		}
	} {
		name = india.416.b
		PAK = {
			change_tag_from = ROOT
		}
		hidden_effect = {
			RAJ = {
				add_equipment_to_stockpile = {
					type = infantry_equipment_1
					amount = 5000
					producer = ENG
				}
			}
			every_unit_leader = {
				limit = {
					has_unit_leader_flag = ENG_colonial_commander
				}
				set_nationality = ENG
			}
		}
	}
}
### Entity: Character
Component: revolutionary_writer
Constructs: political_power_gain, mobilization_speed
Source: game
File: common/country_leader/r56_traits.txt

Code:
revolutionary_writer = {
	random = no
	sprite = 13
	mobilization_speed = 0.1
	political_power_gain = 0.1
}
### Entity: Event
Component: recruit_generals.13
Constructs: is_triggered_only, ai_chance, fire_only_once, random_list, random_unit_leader, set_nationality
Source: game
File: events/recruit_generals_events.txt

Code:
country_event = {
	id = recruit_generals.13
	title = recruit_generals.13.t
	desc = recruit_generals.13.desc
	picture = GFX_report_event_force_publique
	is_triggered_only = yes
	fire_only_once = yes
	hidden = yes
	option = {
		name = recruit_generals.13.a
		ai_chance = {
			factor = 100
		}
		random_list = {
			30 = {

			}
			70 = {
				SWE = {
					random_unit_leader = {
						set_nationality = ROOT
					}
				}
			}
		} {
			30 = {

			}
			50 = {
				SWE = {
					random_unit_leader = {
						set_nationality = ROOT
					}
				}
			}
		}
	}
}
### Entity: Technology
Component: rubber_processing
Constructs: has_war, modify_building_resources, research_cost
Source: game
File: common/technologies/industry.txt

Code:
technology = {
	on_research_complete = {
		modify_building_resources = {
			building = synthetic_refinery
			resource = rubber
			amount = 1
		}
	}
	path = {
		leads_to_tech = improved_rubber_processing
		research_cost_coeff = 1
	}
	research_cost = 1.5
	start_year = 1937
	folder = {
		name = industry_folder
		position = {
			x = 1
			y = 4
		}
	}
	categories = {
		industry synth_resources cat_synth_rubber
	}
	ai_will_do = {
		factor = 1
		modifier = {
			OR = {
				tag = GER ITA
			}
			has_war = yes
			factor = 15
		} {
			factor = 0.5
			rubber = > 10
		} {
			factor = 0.5
			rubber = > 20
		} {
			factor = 0.5
			rubber = > 30
		} {
			factor = 25
			original_tag = GER
			date = > 1938.1.1
		}
	}
	ai_research_weights = {
		rubber = -2.0
	}
	show_effect_as_desc = yes
}
### Entity: Event
Component: BBA_ethiopia_communist_events.30
Constructs: is_triggered_only, ai_chance, every_owned_state, limit, has_government, has_war_with, add_war_support, add_stability
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_communist_events.30
	title = BBA_ethiopia_communist_events.30.t
	desc = BBA_ethiopia_communist_events.30.desc
	picture = GFX_report_event_ETH_ethiopian_warriors
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			ITA = {
				every_owned_state = {
					limit = {
						is_on_continent = africa
						is_controlled_by = ETH
					}
					set_state_flag = eth_occupied_ita_states_flag
				}
			}
			ETH = {
				every_owned_state = {
					limit = {
						is_on_continent = africa
						is_controlled_by = ITA
					}
					set_state_flag = ita_occupied_eth_states_flag
				}
			}
		}
	}
	option = {
		name = BBA_ethiopia_communist_events.30.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 5
				has_government = democratic
			} {
				factor = 0.5
				has_government = fascism
				is_in_faction_with = GER
			}
		}
		ETH = {
			country_event = {
				id = BBA_ethiopia_communist_events.31
				hours = 1
			}
		}
		news_event = {
			id = bba_news.3
			hours = 5
		}
	} {
		name = BBA_ethiopia_communist_events.30.b
		ai_chance = {
			base = 2
			modifier = {
				factor = 0
				OR = {
					has_civil_war = yes
					has_government = communism
				}
			} {
				factor = 10
				OR = {
					has_war_with = FRA ENG
				} {
					FRA = {
						surrender_progress = > 0.05
					}
					ENG = {
						surrender_progress = > 0.05
					}
				}
				any_controlled_state = {
					OR = {
						is_owned_by = ENG FRA
					}
				}
			}
		}
		add_war_support = -0.25
		add_stability = -0.2
		add_political_power = -250
		add_popularity = {
			popularity = -0.2
			ideology = ROOT
		}
		ETH = {
			country_event = {
				id = BBA_ethiopia_communist_events.32
				hours = 1
			}
		}
		clr_global_flag = italo_ethiopian_peace_negotiations_ongoing
	}
}
### Entity: Country History
Country: HAZ
Component: HAZ_technology
Constructs: set_technology
Source: game
File: history/countries/HAZ - Hazaristan.txt

Code:
# Starting Technologies for HAZ
set_technology = {
	etax_doctrine = 1
	camo = 1
	infantry_weapons = 1
	militia_tech = 1
}
### Entity: National Focus
Tree: cin_focus
Component: CIN_army_reform
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/chechnya.txt

Code:
focus = {
	id = CIN_army_reform
	icon = GFX_focus_generic_military_academy
	prerequisite = {
		focus = CIN_war_tactics
	}
	x = -2
	y = 1
	relative_position_id = CIN_war_tactics
	cost = 5
	ai_will_do = {
		factor = 400
	}
	completion_reward = {
		army_experience = 10
		swap_ideas = {
			remove_idea = CIN_irregular_military1
			add_idea = CIN_irregular_military2
		}
	}
}
### Entity: Game Data
Component: Sissi
Source: game
File: common/units/names_divisions/FIN_names_divisions.txt

Code:
FIN_INF_03 = { 
	name = "Sissi Divisions" 

	for_countries = { FIN } 

	can_use = { always = yes }

	division_types = { "infantry" "ranger_battalion" } 

	fallback_name = "%d. Sissidivisioona"

	link_numbering_with = { FIN_MTN_01 }
}
### Entity: Scripted Effect
Component: EAI_PC_AIRBASE_strategies
Constructs: limit, has_country_flag, set_temp_variable, check_variable, every_enemy_country, is_coastal
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_airbase.txt

Code:
EAI_PC_AIRBASE_strategies = {
	set_temp_variable = {
		strategy_type_id = @EAI_PC_AIRBASE_strategies_TYPE_ID
	}
	if = {
		limit = {
			EAI_wants_to_build_aircraft = yes
			check_variable = {
				num_deployed_planes = > 1000
			}
			num_of_civilian_factories_available_for_projects = > 10
		}
		EAI_PC_AIRBASE_country_strategies = yes
		if = {
			limit = {
				always = yes
			}
			every_enemy_country = {
				EAI_PC_AIRBASE_get_best_target_on_borders_ADD_TO_ARRAY = yes
			}
			EAI_PC_AIRBASE_get_best_target_on_borders_VS_ARRAY = yes
			if = {
				limit = {
					NOT = {
						check_variable = {
							best_scored_target_ = 0
						}
					}
				}
				set_temp_variable = {
					_project_building_type = global.EAI_PC_AIR
				} {
					_project_type_id = strategy_type_id
				} {
					_project_priority = @EAI_PC_AIRBASE_strategies_PRIO
				}
				var:best_scored_target_ = {
					EAI_PC_start_project = yes
				}
				if = {
					limit = {
						ROOT = {
							has_country_flag = EAI_PC_AIRBASE_logging
						}
					}
					log = [GetYear] [GetMonth] | AI | [Root.GetName] | AIRBASE: EAI_PC_AIRBASE_get_best_target_on_borders_VS_ARRAY = [?best_scored_target_.GetName] - [?best_target_score_]
				}
			}
		} {
			limit = {
				any_controlled_state = {
					is_coastal = yes
				}
			}
			every_enemy_country = {
				EAI_PC_AIRBASE_get_best_target_on_isolated_states_ADD_TO_ARRAY = yes
			}
			EAI_PC_AIRBASE_get_best_target_on_isolated_states_VS_ARRAY = yes
			if = {
				limit = {
					NOT = {
						check_variable = {
							best_scored_target_ = 0
						}
					}
				}
				set_temp_variable = {
					_project_building_type = global.EAI_PC_AIR
				} {
					_project_type_id = strategy_type_id
				} {
					_project_priority = @EAI_PC_AIRBASE_strategies_PRIO
				}
				var:best_scored_target_ = {
					EAI_PC_start_project = yes
				}
				if = {
					limit = {
						ROOT = {
							has_country_flag = EAI_PC_AIRBASE_logging
						}
					}
					log = [GetYear] [GetMonth] | AI | [Root.GetName] | AIRBASE: _AIRBASE_get_best_target_on_isolated_states_VS_ARRAY = [?best_scored_target_.GetName] - [?best_target_score_]
				}
			}
		}
	}
}
### Entity: Idea
Component: LUX_chamberofdeputies_LSAP_info_large_increase_i
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
LUX_chamberofdeputies_LSAP_info_large_increase_i = {
	name = LUX_chamberofdeputies_LSAP_info_large_increase_tt
	modifier = {
		political_power_factor = -0.33
		stability_weekly = 0.001
	}
}
### Entity: AI Strategy
Component: AUS_anti_anschluss_stress_plan
Constructs: has_country_flag, has_game_rule, has_dlc, is_subject
Source: game
File: common/ai_strategy_plans/AUS_alternate_strategy_plan.txt

Code:
AUS_anti_anschluss_stress_plan = {
	name = Austrian Historical Plan
	desc = 
	allowed = {
		original_tag = AUS
	}
	enable = {
		OR = {
			has_country_flag = AUS_AI_RANDOM_ANTI_ANSCLUSS_STRESS
			has_game_rule = {
				rule = AUS_AI_BEHAVIOR
				option = AUS_ANTI_ANSCLUSS_STRESS
			}
		}
		has_dlc = Gotterdammerung
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		AUS_totalitarian_safety AUS_clamp_down_on_dnsap AUS_regulate_austrian_finance_sector AUS_reach_out_to_italy AUS_refine_vaterlandische_front AUS_disregard_the_treaties AUS_approach_democratic_guarantors AUS_rapid_rearmament AUS_militarization_effort AUS_osterreichische_bundesheer AUS_economic_resuscitation AUS_devalue_the_schilling AUS_follow_the_jansa_plan AUS_the_homeland_front AUS_integrate_dnsap_remnants AUS_heimwehr_support AUS_seek_papal_support AUS_bring_phonix_insurance_from_the_ashes AUS_frontmiliz_focus AUS_fit_for_fight AUS_strengthen_the_arms_industry AUS_steyr_arms_investment AUS_improve_army_logistics AUS_consolidate_industries AUS_heritage_of_an_empire AUS_bring_hungary_back_into_the_fold AUS_great_austrian_economic_push AUS_universitat_graz AUS_join_the_axis
	}
	focus_factors = {

	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Scripted Trigger
Component: frloc_parties_sg_masc_cons_01a_demo
Constructs: has_completed_focus, has_country_flag, has_country_leader
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_parties_sg_masc_cons_01a_demo = {
	OR = {
		tag = ADU AFA AFG ALB ALG ALT ANG AOI AST AUS AZR BAH BAN BAS BAY BEG BEL BHU BLZ BOL BOS BOT BRD BRM BYA CAM CAN CAR CAY CHA CHL CHU CIN CMR COG COL COR COS CRC CRI CRO CSA CYP CZE DAG DAH DDR DJI DNZ DON EGY ELS ENG EQG ERI EST FER FIJ FIN GAB GAM GBA GDL GEO GER GHA GLC GNA GNB GRE GUA GUM GXC GYA HAI HAN HAR HAW HON HRZ HUN ICE INS IRE IRQ ISR IVO JAM JAP JOR KAL KAZ KBK KEN KHA KHI KKP KOM KOR KOS KSH KUB KUR KUW LAO KYR LAT LBA LBV LEB LIB LIT LUX MAC MAD MAN MEK MEL MEN MEX MLD MLI MLT MLW MOL MON MOR MRT MZB NEN NEP NGA NGR NIC NIR NMB NOA NZL OCC OMA ORO PAK PAL PAN PAP PAR PER PHI PNG PRC PRE PRU PUE QAT QEM RAJ RCG RIF RWA ROM SAF SAM SAU SAX SCO SEN SHL SHX SIA SID SIE SIK SIL SLO SLV SOL SOM SOV SPM SPR SRL SUD SUR SWE SYR TAJ TAN TAT TIB TIG TMS TOG TRA TRI TTS TUN TUR TZN UAE UDM UGA URG USA USB UZB VEN VIN VLA VOL WES WGR WLS WUR XSM YAK YAM YEM YUG YUN ZAM ZIM
		original_tag = ADU AFA AFG ALB ALG ALT ANG AOI AST AUS AZR BAH BAN BAS BAY BEG BEL BHU BLZ BOL BOS BOT BRD BRM BYA CAM CAN CAR CAY CHA CHL CHU CIN CMR COG COL COR COS CRC CRI CRO CSA CYP CZE DAG DAH DDR DJI DNZ DON EGY ELS ENG EQG ERI EST FER FIJ FIN GAB GAM GBA GDL GEO GER GHA GLC GNA GNB GRE GUA GUM GXC GYA HAI HAN HAR HAW HON HRZ HUN ICE INS IRE IRQ ISR IVO JAM JAP JOR KAL KAZ KBK KEN KHA KHI KKP KOM KOR KOS KSH KUB KUR KUW LAO KYR LAT LBA LBV LEB LIB LIT LUX MAC MAD MAN MEK MEL MEN MEX MLD MLI MLT MLW MOL MON MOR MRT MZB NEN NEP NGA NGR NIC NIR NMB NOA NZL OCC OMA ORO PAK PAL PAN PAP PAR PER PHI PNG PRC PRE PRU PUE QAT QEM RAJ RCG RIF RWA ROM SAF SAM SAU SAX SCO SEN SHL SHX SIA SID SIE SIK SIL SLO SLV SOL SOM SOV SPM SPR SRL SUD SUR SWE SYR TAJ TAN TAT TIB TIG TMS TOG TRA TRI TTS TUN TUR TZN UAE UDM UGA URG USA USB UZB VEN VIN VLA VOL WES WGR WLS WUR XSM YAK YAM YEM YUG YUN ZAM ZIM
		AND = {
			OR = {
				tag = FRA
				original_tag = FRA
			} {
				NOT = {
					has_country_flag = please_fix_FRA
				}
				AND = {
					has_country_flag = please_fix_FRA
					NOT = {
						has_completed_focus = FRA_form_the_popular_front
					}
				}
			}
		} {
			OR = {
				tag = ITA
				original_tag = ITA
			}
			NOT = {
				has_completed_focus = ITA_christian_democracy
			}
		} {
			OR = {
				tag = POL
				original_tag = POL
			}
			NOT = {
				OR = {
					has_country_leader = {
						character = POL_walery_slawek
						ruling_only = yes
					} {

# ... (truncated)
### Entity: National Focus
Tree: ger_focus
Component: GER_establish_a_customs_union
Constructs: prerequisite, limit, add_ideas, completion_reward, is_subject, is_faction_leader, is_in_faction_with, every_other_country
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_establish_a_customs_union
	icon = GFX_focus_GER_customs_union
	prerequisite = {
		focus = GER_align_czechoslovakia
	}
	x = 2
	y = 1
	relative_position_id = GER_align_czechoslovakia
	cost = 5
	available = {
		is_subject = no
		is_faction_leader = yes
		any_other_country = {
			is_in_faction_with = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = GER_mitteleuropa_customs_union_member
		custom_effect_tooltip = GER_pool_technical_know_how_tt
		hidden_effect = {
			every_other_country = {
				limit = {
					is_in_faction_with = GER
				}
				add_ideas = GER_mitteleuropa_customs_union_member
			}
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_further_the_reforms
Constructs: prerequisite, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_further_the_reforms
	icon = GFX_goal_FRA_social_reforms
	prerequisite = {
		focus = TUR_kemalisms_next_step_forward
	}
	x = 2
	y = 1
	relative_position_id = TUR_kemalisms_next_step_forward
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 65
		add_popularity = {
			ideology = communism
			popularity = -0.05
		}
		custom_effect_tooltip = TUR_further_the_reforms1_tt TUR_further_the_reforms2_tt
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_TUR_KEMALISM
	}
}
### Entity: Event
Component: indonesia.107
Constructs: is_triggered_only, ai_chance, limit, fire_only_once, has_cosmetic_tag, add_popularity, set_politics
Source: game
File: events/indonesia.txt

Code:
country_event = {
	id = indonesia.107
	title = indonesia.107.t
	desc = indonesia.107.desc
	picture = GFX_report_event_INS_bpupki
	fire_only_once = yes
	is_triggered_only = yes
	immediate = {
		if = {
			limit = {
				has_cosmetic_tag = INS_HOL
			}
			drop_cosmetic_tag = yes
		}
	}
	option = {
		name = indonesia.107.a
		ai_chance = {
			base = 44
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.25
		}
		set_politics = {
			ruling_party = democratic
			election_frequency = 48
			elections_allowed = yes
			last_election = 1936.1.1
			long_name = INS_democratic_party_long
			name = INS_democratic_party
		}
		promote_character = INS_abikusno_cokrosuyoso
	} {
		name = indonesia.107.d
		ai_chance = {
			base = 2
		}
		add_popularity = {
			ideology = neutrality
			popularity = 0.25
		}
		set_politics = {
			ruling_party = neutrality
			elections_allowed = no
			long_name = INS_communism_neutrality_pni_party_long
			name = INS_communism_neutrality_pni_party
		}
		promote_character = INS_sukarno
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_large_navy
Constructs: prerequisite, limit, completion_reward, is_coastal, add_doctrine_cost_reduction, add_tech_bonus, random_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_large_navy
	icon = GFX_goal_generic_multiple_ships
	prerequisite = {
		focus = TIB_naval_effort
	}
	mutually_exclusive = {
		focus = TIB_flexible_navy
	}
	relative_position_id = TIB_naval_effort
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		navy_experience = 25
		add_doctrine_cost_reduction = {
			name = naval_effort
			uses = 2
			cost_reduction = 0.75
			category = fleet_in_being_tree
		}
		add_tech_bonus = {
			name = fleet_in_being_bonus
			bonus = 0.5
			uses = 1
			ahead_reduction = 0.5
			category = bb_tech
		}
		random_controlled_state = {
			limit = {
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = yes
				}
				is_coastal = yes
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: PRC_a_new_central_committe_hidden_idea
Constructs: removal_cost, add_to_variable
Source: game
File: common/ideas/comchina.txt

Code:
PRC_a_new_central_committe_hidden_idea = {
	name = PRC_central_committee
	picture = MEX_revolutionary_army
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {

	}
	on_remove = {
		add_to_variable = {
			PRC_central_committee_political_power_factor = 0.25
		}
	}
}
### Entity: Event
Component: austria.12
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, set_country_flag, complete_national_focus
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.12
	title = austria.12.t
	desc = austria.12.d
	is_triggered_only = yes
	picture = GFX_report_event_FRA_blum_cabinet
	option = {
		name = austria.12.a
		add_opinion_modifier = {
			target = FROM
			modifier = large_decrease
		}
		set_country_flag = AUS_west_rejected
		country_event = austria.2
		ai_chance = {
			base = 0
		}
	} {
		name = austria.5.a
		add_opinion_modifier = {
			target = FROM
			modifier = large_decrease
		}
		complete_national_focus = AUS_go_it_alone
	}
}
### Entity: Idea
Component: h_high_budget
Constructs: political_power_gain, removal_cost
Source: game
File: common/ideas/t_modern_health.txt

Code:
h_high_budget = {
	level = 4
	cost = 10
	removal_cost = -1
	picture = h_high
	modifier = {
		political_power_gain = -0.2
		monthly_population = 0.45
		offensive_war_stability_factor = 0.08
		defensive_war_stability_factor = 0.08
		army_morale_factor = 0.025
		consumer_goods_factor = 0.01
	}
}