Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ins_focus
Component: INS_support_tan_malakas_coup
Constructs: prerequisite, completion_reward, set_country_flag, add_country_leader_role, set_politics
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_support_tan_malakas_coup
	icon = GFX_focus_INS_support_tan_malakas_coup
	overlay = GFX_focus_fast_overlay_generic_clock
	available = {
		communism = > 0.5
	}
	prerequisite = {
		focus = INS_political_stabilization
	}
	mutually_exclusive = {
		focus = INS_vice_presidential_edict INS_guided_democracy
	}
	x = 20
	y = 0
	relative_position_id = INS_vice_presidential_edict
	cost = 10
	ai_will_do = {
		base = 0
		modifier = {
			add = 3
			INS_check_plan_revolution_communist = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_INTERNAL_AFFAIRS
	}
	completion_reward = {
		set_country_flag = INS_no_more_political_chaos
		custom_effect_tooltip = INS_no_more_political_chaos_tt INS_focus_time_reduce_pki_tt
		effect_tooltip = {
			INS_tan_malaka = {
				add_country_leader_role = {
					promote_leader = yes
					country_leader = {
						ideology = marxism
						expire = 1965.1.1.1
						traits = {
							INS_uncompromising_idealist
						}
					}
				}
			}
		}
		set_politics = {
			ruling_party = communism
			elections_allowed = no
			election_frequency = 48
		}
	}
}
### Entity: Event
Component: ss_recruitment_event.14
Constructs: is_triggered_only, division_template, limit, random_country, has_government, set_variable, has_civil_war, save_event_target_as
Source: game
File: events/ss_recruitment_event.txt

Code:
country_event = {
	id = ss_recruitment_event.14
	title = ss_recruitment_event.14.t
	desc = ss_recruitment_event.14.desc
	picture = GFX_report_event_ger_civil_war
	is_triggered_only = yes
	option = {
		name = ss_recruitment_event.14.a
		start_civil_war = {
			ideology = neutrality
			size = 0.5
		}
		set_variable = {
			var = wehrmacht_anger
			value = 0
		}
		random_country = {
			limit = {
				original_tag = GER
				has_civil_war = yes
				has_government = neutrality
			}
			save_event_target_as = GER_ss_civil_war_wehrmacht
			delete_unit_template_and_units = {
				division_template = SS Waffen-Grenadier-Division
			} {
				division_template = SS Panzer Division (vollgep.)
			} {
				division_template = SS Panzer Division (n.A.)
			} {
				division_template = SS Panzer Division
			} {
				division_template = SS Panzergrenadier Division (n.A.)
			} {
				division_template = SS Panzergrenadier Division
			} {
				division_template = SS Motorisierte Division
			}
			GER = {
				every_unit_leader = {
					limit = {
						has_unit_leader_flag = GER_SS_conspirator
					}
					set_nationality = event_target:GER_ss_civil_war_wehrmacht
				}
			}
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_hundred_regiments_offensive
Constructs: has_completed_focus, prerequisite, has_war, completion_reward, has_game_rule, has_army_manpower, cancel_if_invalid, add_timed_idea
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_hundred_regiments_offensive
	icon = GFX_focus_PRC_hundred_regiments_offensive
	prerequisite = {
		focus = PRC_yanan_rectification_movement PRC_embrace_stalinism
	}
	x = 7
	y = 2
	relative_position_id = PRC_yanan_rectification_movement
	cost = 10
	ai_will_do = {
		factor = 1
	}
	offset = {
		x = -7
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PRC_reclaim_the_grasp_of_power
		}
	}
	available = {
		has_war = yes
		has_army_manpower = {
			size = > 99999
		}
	}
	bypass = {
		has_war = no
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_timed_idea = {
			idea = PRC_hundred_regiments_offensive_idea
			days = 180
		}
		custom_effect_tooltip = generic_skip_one_line_tt PRC_modify_central_committee_modifier
		add_to_variable = {
			PRC_central_committee_faction_influence_war_score_factor = 0.1
			tooltip = faction_influence_war_score_factor_tt
		}
	}
}
### Entity: Idea
Component: BEL_societe_generale_de_belgique_industrial
Constructs: has_completed_focus, has_dlc
Source: game
File: common/ideas/belgium.txt

Code:
BEL_societe_generale_de_belgique_industrial = {
	picture = BEL_societe_generale_de_belgique
	allowed = {
		original_tag = BEL
		has_dlc = Gotterdammerung
	}
	available = {
		has_completed_focus = CONGO_societe_generale_de_belgique
	}
	cost = 150
	modifier = {
		consumer_goods_factor = -0.2
	}
	traits = {
		banking_magnate_trait
	}
}
### Entity: Character
Component: PRC_wang_ming
Constructs: has_dlc, is_historical_focus_on, has_country_leader, has_character_flag
Source: game
File: common/characters/PRC.txt

Code:
PRC_wang_ming = {
	name = PRC_wang_ming
	portraits = {
		civilian = {
			large = GFX_portrait_PRC_wang_ming
			small = GFX_portrait_PRC_wang_ming_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = PRC_wang_ming
		allowed = {
			has_dlc = No Compromise, No Surrender
			original_tag = PRC
		}
		cost = 100
		traits = {
			PRC_28_bolshevik_trait_wang_ming
		}
		ai_will_do = {
			base = 5
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		available = {
			NOT = {
				has_country_leader = {
					ruling_only = yes
					character = PRC_wang_ming
				}
			} {
				has_character_flag = PRC_wang_ming_exiled
			}
			custom_trigger_tooltip = {
				tooltip = PRC_has_not_been_purged_tt
			}
		}
		visible = {
			NOT = {
				has_character_flag = PRC_dismissed_advisor
			}
		}
		on_add = {
			owner = {
				PRC_increase_bolsheviks_BOP_small = yes
			}
		}
		on_remove = {
			owner = {
				PRC_increase_mao_BOP_small = yes
			}
		}
	}
}
### Entity: Idea
Component: CHI_three_princpals_p_a_idea
Constructs: stability_factor, war_support_factor, removal_cost, communism_drift
Source: game
File: common/ideas/china_shared.txt

Code:
CHI_three_princpals_p_a_idea = {
	name = CHI_three_princpals_reorganized_idea
	picture = CHI_three_principles_of_the_people
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_factor = 0.05
		war_support_factor = 0.05
		communism_drift = -0.05
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_formalize_japan_china_manchukuo_alliance
Constructs: prerequisite, limit, has_government, has_war_with, add_opinion_modifier, completion_reward, is_subject, is_in_faction
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_formalize_japan_china_manchukuo_alliance
	icon = GFX_focus_GER_ally_chiang_kai_shek
	x = -1
	y = 1
	relative_position_id = JAP_reiterate_the_three_principles_of_hirota
	prerequisite = {
		focus = JAP_reiterate_the_three_principles_of_hirota
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		is_in_faction = no
		has_government = neutrality
		CHI = {
			is_subject = no
			NOT = {
				has_government = communism
				has_war_with = ROOT
			}
		}
		has_global_flag = CHI_accepted_JAP_demands_to_suppress_communism_and_more_flag
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	will_lead_to_war_with = PRC
	search_filters = {

	}
	completion_reward = {
		CHI = {
			country_event = {
				id = SEA_japan_foreign_policy.42
				hours = 6
				random_hours = 12
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			CHI = {
				IF = {
					limit = {
						is_faction_leader = yes
					}
					dismantle_faction = yes
				}
				add_timed_idea = {
					idea = JAP_japanese_chinese_friendship
					days = 730
				}
				every_other_country = {
					limit = {
						AND = {
							NOT = {
								tag = JAP
								is_ally_with = JAP
							}
						}
						capital_scope = {
							is_on_continent = asia
						}
					}
					add_opinion_modifier = {
						target = CHI
						modifier = sino_japanese_alliance_threat
					}
				}
				declare_war_on = {
					target = PRC
					type = annex_everything
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			ROOT = {
				add_timed_idea = {
					idea = JAP_japanese_chinese_friendship
					days = 730
				}
				set_rule = {
					can_create_factions = yes
				}
				create_faction_from_template = faction_template_JAP_sino_japanese_pact
				add_to_faction = CHI
				add_named_threat = {
					threat = 3
					name = SEA_japan_foreign_policy.42.t
				}
			}
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_modernize_our_security_apparatus
Constructs: has_completed_focus, prerequisite, limit, remove_ideas, add_stability, completion_reward, has_dlc, has_done_agency_upgrade
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_modernize_our_security_apparatus
	prerequisite = {
		focus = POR_tighten_the_regime
	}
	icon = GFX_goal_decryption
	cost = 10
	ai_will_do = {
		base = 13
	}
	x = -1
	y = 1
	relative_position_id = POR_tighten_the_regime
	available = {
		has_completed_focus = POR_extend_PVDE_security_duties
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
				NOT = {
					has_done_agency_upgrade = upgrade_interrogation_techniques
				}
			}
			upgrade_intelligence_agency = upgrade_interrogation_techniques
		} {
			limit = {
				has_dlc = La Resistance
				NOT = {
					has_done_agency_upgrade = upgrade_anti_partisan
				}
			}
			upgrade_intelligence_agency = upgrade_anti_partisan
		} {
			limit = {
				has_idea = POR_disgruntled_republicans
			}
			swap_ideas = {
				remove_idea = POR_disgruntled_republicans
				add_idea = POR_disgruntled_republicans2
			}
		}
		else = {
			add_stability = 0.02
			add_popularity = {
				ideology = ROOT
				popularity = 0.04
			}
		} {
			add_tech_bonus = {
				name = POR_modernize_our_security_apparatus
				bonus = 1
				uses = 1
				category = military_police_tech
			}
		} {
			remove_ideas = POR_disgruntled_republicans3
			custom_effect_tooltip = CHL_skip_one_line_tt
			add_timed_idea = {
				idea = POR_ligering_republican_unrest
				days = 180
			}
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		else_if = {
			limit = {
				has_idea = POR_disgruntled_republicans2
			}
			swap_ideas = {
				remove_idea = POR_disgruntled_republicans2
				add_idea = POR_disgruntled_republicans3
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_continue_choke_fortifications
Constructs: prerequisite, limit, completion_reward, add_building_construction
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_continue_choke_fortifications
	icon = GFX_goal_generic_mountain_fortification_2
	relative_position_id = AUS_fortify_river_traun
	x = -2
	y = 1
	prerequisite = {
		focus = AUS_fortify_river_traun
	}
	available = {
		OR = {
			controls_province = 671 3675 732
		}
	}
	bypass = {
		NOT = {
			controls_province = 671 3675 732
		}
	}
	cost = 6
	completion_reward = {
		if = {
			limit = {
				controls_province = 671
			}
			153 = {
				add_building_construction = {
					type = bunker
					level = 3
					province = 671
					instant_build = yes
				}
			}
		} {
			limit = {
				controls_province = 3675
			}
			152 = {
				add_building_construction = {
					type = bunker
					level = 3
					province = 3675
					instant_build = yes
				}
			}
		} {
			limit = {
				controls_province = 732
			}
			152 = {
				add_building_construction = {
					type = bunker
					level = 3
					province = 732
					instant_build = yes
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: ITA_air_defense_homeland
Constructs: has_war_with, is_core_of, is_on_continent, is_controlled_by
Source: game
File: common/ai_strategy/ITA.txt

Code:
ITA_air_defense_homeland = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		has_war_with = ENG
		any_owned_state = {
			is_core_of = ITA
			is_on_continent = europe
			NOT = {
				is_controlled_by = ITA
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = strategic_air_importance
		id = 23
		value = 10000
	}
}
### Entity: Event
Component: SEA_japan_popup_events.20
Constructs: is_triggered_only, has_completed_focus, limit, owns_state, has_war_with, add_war_support, is_ally_with, set_country_flag
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_popup_events.20
	title = SEA_japan_popup_events.20.t
	desc = SEA_japan_popup_events.20.desc
	picture = GFX_report_event_generic_shanghai_clash
	is_triggered_only = yes
	option = {
		name = SEA_japan_popup_events.20.a
		add_war_support = 0.05
		IF = {
			limit = {
				NOT = {
					has_completed_focus = JAP_subdue_the_kwantung_army JAP_revoke_the_peace_preservation_law
				}
			}
			custom_effect_tooltip = JAP_first_strike_blocked_due_to_kwantung_army_tt
		} {
			limit = {
				CHI = {
					exists = yes
					owns_state = 613
					NOT = {
						is_ally_with = ROOT
						has_war_with = ROOT
					}
				}
			}
			hidden_effect = {
				IF = {
					limit = {
						NOT = {
							has_completed_focus = JAP_subdue_the_kwantung_army JAP_revoke_the_peace_preservation_law
						}
					}
					CHI = {
						set_country_flag = JAP_first_strike_principle_blocked
					}
				}
			}
			declare_war_on = {
				target = CHI
				type = annex_everything
			}
			IF = {
				limit = {
					MAN = {
						is_subject_of = ROOT
						NOT = {
							OR = {
								has_completed_focus = MAN_assertiveness MAN_tsr_assertiveness
							}
						}
					}
				}
				MAN = {
					add_to_war = {
						targeted_alliance = ROOT
						enemy = CHI
						hostility_reason = asked_to_join
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		ELSE_IF = {
			limit = {
				613 = {
					OWNER = {
						NOT = {
							tag = CHI
						}
					}
				}
			}
			hidden_effect = {
				IF = {
					limit = {
						NOT = {
							has_completed_focus = JAP_subdue_the_kwantung_army JAP_revoke_the_peace_preservation_law
						}
					}
					613 = {
						OWNER = {
							set_country_flag = JAP_first_strike_principle_blocked
						}
					}
				}
			}
			613 = {
				OWNER = {
					ROOT = {
						declare_war_on = {
							target = PREV
							type = annex_everything
						}
					}
				}
			}
		}
		USA = {
			set_country_flag = {
				flag = USA_china_window
				days = 60
				value = 1
			}
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_joint_economic_cooperation_with_the_ussr
Constructs: prerequisite, add_ideas, has_government, completion_reward, is_in_faction_with
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_joint_economic_cooperation_with_the_ussr
	icon = GFX_socialist_science
	prerequisite = {
		focus = GRE_join_comintern
	}
	relative_position_id = GRE_befriend_sov
	x = 0
	y = 3
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {
		SOV = {
			has_government = communism
		}
		is_in_faction_with = SOV
	}
	completion_reward = {
		add_ideas = GRE_soviet_tech
		SOV = {
			add_ideas = GRE_soviet_tech2
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Country History
Country: KHI
Component: KHI_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/KHI - Khiva.txt

Code:
# Politics & Parties for KHI
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 60
	fascism = 10
	communism = 20
	neutrality = 10
}
### Entity: Character
Component: CHI_zhang_guotao_kmt
Constructs: has_country_flag, has_dlc
Source: game
File: common/characters/CHI.txt

Code:
CHI_zhang_guotao_kmt = {
	name = CHI_zhang_guotao_kmt
	portraits = {
		army = {
			small = GFX_portrait_PRC_zhang_guotao_military_small
		}
	}
	advisor = {
		allowed = {
			has_dlc = No Compromise, No Surrender
		} {
			original_tag = CHI
		}
		ledger = army
		slot = high_command
		visible = {
			has_country_flag = CHI_guotao_joins_kmt
		}
		idea_token = CHI_zhang_guotao_kmt
		traits = {
			PRC_zhang_guotao_in_kmt
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Category%3AUnder_construction.html

Doc:
These articles have been labeled with the
```
{{Under construction}}
```
tag. Please assist!

This category currently contains no pages or media.

Retrieved from "http://www.hoi4wiki.com/index.php?title=Category:Under_construction&oldid=743"
### Entity: National Focus
Tree: ita_focus
Component: ITA_military_agreements
Constructs: prerequisite, limit, is_major, completion_reward, is_in_faction, add_tech_bonus, has_dlc, every_other_country
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_military_agreements
	icon = GFX_focus_generic_license_production
	prerequisite = {
		focus = ITA_reestablish_old_alliances
	}
	x = 1
	y = 1
	relative_position_id = ITA_reestablish_old_alliances
	cost = 10
	available = {
		is_in_faction = yes
		any_allied_country = {
			is_major = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_AIR_XP FOCUS_FILTER_NAVY_XP FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		army_experience = 15
		air_experience = 15
		navy_experience = 15
		add_tech_bonus = {
			name = ITA_military_agreements
			bonus = 0.5
			uses = 2
			category = armor artillery naval_equipment air_equipment
		}
		if = {
			limit = {
				has_dlc = Death or Dishonor
			}
			every_other_country = {
				limit = {
					is_in_faction_with = ROOT
					is_major = yes
				}
				ROOT = {
					add_relation_modifier = {
						target = PREV
						modifier = ITA_military_agreements
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_oil_protection_squadrons
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_oil_protection_squadrons
	icon = GFX_goal_oil
	relative_position_id = VEN_cult_of_creole
	x = 2
	y = 2
	cost = 10
	prerequisite = {
		focus = VEN_arm_the_companies
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_STABILITY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = VEN_oil_protection_squadrons
			add_idea = VEN_oil_protection_squadrons2
		}
	}
}
### Entity: Military Industrial Organization
Component: USA_grumman_organization
Constructs: add_trait, equipment_bonus, maximum_speed, is_special_project_completed
Source: game
File: common/military_industrial_organization/organizations/USA_organization.txt

Code:
USA_grumman_organization = {
	include = generic_naval_aircraft_organization
	icon = GFX_idea_grumman
	allowed = {
		tag = USA
	}
	add_trait = {
		token = USA_mio_trait_smooth_finish
		name = USA_mio_trait_smooth_finish
		icon = GFX_generic_mio_trait_icon_air_agility
		special_trait_background = yes
		position = {
			x = 2
			y = 1
		}
		relative_position_id = generic_mio_trait_reinforced_fuselage
		any_parent = {
			generic_mio_trait_reinforced_fuselage
		}
		limit_to_equipment_type = {
			mio_cat_eq_all_cv_aircraft small_plane_naval_bomber_airframe
		}
		equipment_bonus = {
			air_agility = 0.05
			maximum_speed = 0.05
		}
	} {
		token = USA_mio_trait_jet_fighter_design
		name = USA_mio_trait_jet_fighter_design
		icon = GFX_generic_mio_trait_icon_maximum_speed
		special_trait_background = yes
		available = {
			FROM = {
				is_special_project_completed = sp:sp_air_jet_engine
			}
		}
		position = {
			x = 1
			y = 1
		}
		relative_position_id = generic_mio_water_injection
		any_parent = {
			generic_mio_water_injection
		}
		limit_to_equipment_type = {
			mio_cat_eq_all_cv_aircraft
		}
		equipment_bonus = {
			maximum_speed = 0.1
		}
	}
	override_trait = {
		token = generic_mio_advanced_materials
		position = {
			x = -1
			y = 1
		}
	}
}
### Entity: Modifier Reference
Construct: energy_scale_per_trade_factory_export_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## energy_scale_per_trade_factory_export_factor

* Number with 2 decimal places
* **Categories**: country
### Entity: Event
Component: greece.66
Constructs: fire_only_once, has_capitulated, is_in_faction, set_country_flag
Source: game
File: events/r56_Greece.txt

Code:
country_event = {
	id = greece.66
	title = greece.66.t
	desc = greece.66.d
	picture = GFX_report_event_generic_read_write
	fire_only_once = yes
	trigger = {
		tag = GRE
		has_capitulated = yes
		is_in_faction = yes
	}
	option = {
		name = greece.66.a
		set_country_flag = GRE_capitulated
	}
}
### Entity: National Focus
Tree: par_focus
Component: PAR_allow_unions_to_strike
Constructs: prerequisite, add_stability, completion_reward, add_popularity
Source: game
File: common/national_focus/paraguay.txt

Code:
focus = {
	id = PAR_allow_unions_to_strike
	available = {

	}
	prerequisite = {
		focus = PAR_fedrerista_land_reforms
	}
	mutually_exclusive = {

	}
	icon = GFX_focus_eng_concessions_to_the_trade_unions
	relative_position_id = PAR_ban_vouchers
	x = 2
	y = 0
	cost = 5
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.1
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_train_for_asymmetry
Constructs: prerequisite, limit, completion_reward, random_army_leader, has_trait, add_trait
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_train_for_asymmetry
	icon = GFX_focus_prc_infiltration
	prerequisite = {
		focus = CHI_guerrilla_warfare
	}
	x = 0
	y = 1
	relative_position_id = CHI_guerrilla_warfare
	cost = 5
	available = {

	}
	search_filters = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		custom_effect_tooltip = CHI_train_for_asymmetry_guerilla_cost_tt CHI_train_for_asymmetry_random_generals_tt
		hidden_effect = {
			random_army_leader = {
				limit = {
					NOT = {
						has_trait = guerilla_fighter
					}
				}
				add_trait = {
					trait = guerilla_fighter
				}
			} {
				limit = {
					NOT = {
						has_trait = guerilla_fighter
					}
				}
				add_trait = {
					trait = guerilla_fighter
				}
			} {
				limit = {
					NOT = {
						has_trait = guerilla_fighter
					}
				}
				add_trait = {
					trait = guerilla_fighter
				}
			}
		}
	}
}
### Entity: Country History
Country: KHA
Component: KHA_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/KHA - Khakassia.txt

Code:
# Politics & Parties for KHA
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 70
	fascism = 0
	communism = 20
	neutrality = 10
}
### Entity: Decision
Component: AFG_oil_concessions_category
Source: game
File: common/decisions/categories/AFG_decision_categories.txt

Code:
AFG_oil_concessions_category = {
	icon = GFX_decision_category_generic_prospect_for_resources
	priority = 50
	visible_when_empty = no
	allowed = {
		original_tag = AFG
	}
	visible = {

	}
}
### Entity: Event
Component: wtt_germany.63
Constructs: is_triggered_only, has_completed_focus, limit, add_state_core
Source: game
File: events/WTT_Germany.txt

Code:
country_event = {
	id = wtt_germany.63
	title = wtt_germany.63.t
	desc = wtt_germany.63.desc
	picture = GFX_report_event_generic_peaceful_annexation
	is_triggered_only = yes
	option = {
		name = wtt_germany.63.a
		IF = {
			limit = {
				GER = {
					has_completed_focus = GER_reintegrate_luxemburg_and_alsace_lorraine
				}
			}
			effect_tooltip = {
				GER = {
					add_state_core = 8 28
				}
			}
		}
		ELSE = {
			effect_tooltip = {
				GER = {
					add_state_core = 28
				}
			}
		}
	}
}
### Entity: Character
Component: AST_steelworks_and_shipyard_upgraded
Source: game
File: common/country_leader/00_traits.txt

Code:
AST_steelworks_and_shipyard_upgraded = {
	random = no
	country_resource_steel = 20
	industrial_capacity_dockyard = 0.1
	ai_will_do = {
		factor = 1
	}
}