Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ast_focus
Component: AST_kangaroo_point_shipyards
Constructs: limit, completion_reward, is_coastal, cancel_if_invalid, complete_tooltip, random_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_kangaroo_point_shipyards
	icon = GFX_goal_generic_construct_naval_dockyard
	x = 2
	y = 0
	relative_position_id = AST_cockatoo_island_shipyards
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		any_controlled_state = {
			is_coastal = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {
		navy_experience = 25
		random_state = {
			limit = {
				has_state_flag = AST_kangaroo_point_shipyards_DY
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = available_designer
		show_ideas_tooltip = evans_deakin_co
	}
	completion_reward = {
		navy_experience = 25
		random_owned_controlled_state = {
			prioritize = {
				521
			}
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
				NOT = {
					state = 674
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
			set_state_flag = AST_kangaroo_point_shipyards_DY
		}
		custom_effect_tooltip = available_designer
		show_ideas_tooltip = evans_deakin_co
	}
}
### Entity: Idea
Component: QUE_rationing
Source: game
File: common/ideas/quebec.txt

Code:
QUE_rationing = {
	allowed_civil_war = {
		always = no
	}
	picture = generic_corrupted_economy
	modifier = {
		consumer_goods_factor = -0.15
	}
}
### Entity: Character
Component: MPL_albert_einstein
Constructs: has_completed_focus
Source: game
File: common/characters/MPL.txt

Code:
MPL_albert_einstein = {
	portraits = {
		civilian = {
			small = GFX_idea_MPL_albert_einstein
			large = gfx/leaders/MPL/r56_portrait_MPL_Albert_Einstein.dds
		}
	}
	name = Albert Einstein
	advisor = {
		slot = political_advisor
		idea_token = MPL_albert_einstein
		allowed = {
			TAG = MPL
		}
		available = {
			has_completed_focus = MPL_invite_einstein
		}
		traits = {
			MPL_scientific_genius
		}
		ai_will_do = {
			factor = 4
		}
	}
}
### Entity: Doctrine
Component: armor
Source: game
File: common/doctrines/tracks/land_doctrine_tracks.txt

Code:
armor = {
	name = DOCTRINE_TRACK_ARMOR
	background = GFX_mob_warfare_bg
	icon = GFX_doctrine_milestone_armored_land
	icon_frame = GFX_doctrine_decor_land
	mastery = {
		multiplier = 10.0
		categories = {
			category_tanks category_all_armor
		}
		sub_units = {
			armored_car
		}
	}
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_ANN
Constructs: prerequisite, completion_reward, create_navy_leader
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_ANN
	icon = GFX_goal_ALG_coa_navy
	prerequisite = {
		focus = ALG_armed_forces
	}
	x = 50
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		navy_experience = 25
		create_navy_leader = {
			name = Fadil Naaji
			traits = {
				cuts_corners
			}
			skill = 2
			attack_skill = 2
			defense_skill = 1
			coordination_skill = 1
			maneuvering_skill = 2
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_dismantle_the_aristocracy
Constructs: prerequisite, add_stability, completion_reward, add_popularity
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_dismantle_the_aristocracy
	icon = GFX_goal_generic_madrasah_2_black_white
	relative_position_id = EGY_strengthen_the_brotherhood
	x = -1
	y = 1
	cost = 5
	prerequisite = {
		focus = EGY_strengthen_the_brotherhood
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_stability = 0.05
		add_popularity = {
			ideology = neutrality
			popularity = -0.1
		}
		custom_effect_tooltip = EGY_dismantle_the_aristocracy_tt
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_fortify_the_iron_ring
Constructs: prerequisite, completion_reward, has_full_control_of_state, has_global_flag, add_timed_idea, add_building_construction
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_fortify_the_iron_ring
	available = {
		has_full_control_of_state = 792
		NOT = {
			has_global_flag = scw_over
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_strengthen_the_euzko_gudarostea
	}
	icon = GFX_goal_generic_fortify_city
	x = 0
	y = 1
	relative_position_id = SPR_strengthen_the_euzko_gudarostea
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		add_timed_idea = {
			idea = SPR_fortify_the_iron_ring
			days = 730
		}
		792 = {
			add_building_construction = {
				type = bunker
				province = {
					id = 740
				}
				level = 3
				instant_build = yes
			}
		}
	}
}
### Entity: Idea
Component: URG_mandatory_pre_military_training
Constructs: fascism_drift
Source: game
File: common/ideas/uruguay.txt

Code:
URG_mandatory_pre_military_training = {
	name = SPA_mandatory_pre_military_training
	picture = generic_infantry_bonus
	allowed = {
		original_tag = URG
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		conscription = 0.02
		training_time_factor = -0.1
		minimum_training_level = -0.1
		fascism_drift = 0.01
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_italian_trucks
Constructs: prerequisite, limit, has_war_with, completion_reward, is_in_faction_with, has_dlc, add_mio_size, random_core_state
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_italian_trucks
	icon = GFX_focus_BRA_joint_italian_motor_development
	prerequisite = {
		focus = BRA_italian_car_industry
	}
	x = 1
	y = 1
	relative_position_id = BRA_italian_car_industry
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		ITA = {
			exists = yes
		}
		NOT = {
			has_war_with = ITA
		}
		is_in_faction_with = ITA
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = ITA_fiat_organization
			mio:ITA_fiat_organization = {
				add_mio_size = 2
			}
			random_core_state = {
				limit = {
					free_building_slots = {
						building = arms_factory
						size = > 0
						include_locked = yes
					}
					is_owned_and_controlled_by = ROOT
					NOT = {
						OR = {
							state = 961 962 963 964 965 966 967 968
						}
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
		ELSE = {
			random_core_state = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
					is_owned_and_controlled_by = ROOT
					NOT = {
						OR = {
							state = 961 962 963 964 965 966 967 968
						}
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_increase_british_military_influence
Constructs: prerequisite, add_war_support, add_stability, completion_reward, is_subject_of, add_autonomy_score, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_increase_british_military_influence
	icon = GFX_focus_generic_military_dictatorship
	relative_position_id = EGY_empower_govenor_general
	x = 0
	y = 1
	cost = 10
	available = {
		is_subject_of = ENG
	}
	prerequisite = {
		focus = EGY_empower_govenor_general
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_INDUSTRY FOCUS_FILTER_TFV_AUTONOMY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_stability = -0.1
		add_war_support = 0.1
		add_autonomy_score = {
			value = -100
			localization = EGY_empower_govenor_general_autonomy
		}
		random_owned_controlled_state = {
			prioritize = {
				447
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				907
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Event
Component: men.16
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, add_opinion_modifier, fire_only_once, add_popularity, unlock_national_focus
Source: game
File: events/MEN.txt

Code:
country_event = {
	id = men.16
	title = men.16.t
	desc = men.16.d
	picture = GFX_report_event_japanese_soldiers_01
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = men.16.a
		add_popularity = {
			ideology = ROOT
			popularity = -0.01
		}
		MEN = {
			effect_tooltip = {
				add_war_support = 0.05
				add_popularity = {
					ideology = neutrality
					popularity = 0.05
				}
				add_stability = -0.05
				effect_tooltip = {
					unlock_national_focus = MEN_petition_nima-odsor_to_stay_in_shangbei
				}
				add_opinion_modifier = {
					target = JAP
					modifier = small_decrease
				}
			}
		}
		ai_chance = {
			base = 40
			modifier = {
				is_historical_focus_on = yes
				factor = 0
			}
		}
	} {
		name = men.16.b
		add_popularity = {
			ideology = ROOT
			popularity = 0.01
		}
		add_war_support = 0.03
		custom_effect_tooltip = MEN_invasion_countdown_start r56_newline
		MEN = {
			effect_tooltip = {
				activate_mission = MEN_imminent_japanese_invasion
				add_war_support = 0.05
				add_popularity = {
					ideology = neutrality
					popularity = 0.05
				}
				add_stability = -0.05
				effect_tooltip = {
					unlock_national_focus = MEN_petition_nima-odsor_to_stay_in_shangbei
				}
				add_opinion_modifier = {
					target = JAP
					modifier = small_decrease
				}
			}
		}
		ai_chance = {
			base = 60
			modifier = {
				is_historical_focus_on = yes
				factor = 0
			}
		}
	}
}
### Entity: Character
Component: SWI_clara_thalmann
Constructs: has_global_flag
Source: game
File: common/characters/SWI.txt

Code:
SWI_clara_thalmann = {
	advisor = {
		slot = political_advisor
		idea_token = SWI_clara_thalmann
		allowed = {
			original_tag = SWI
		}
		available = {
			SWI_can_be_councilor = yes
			has_global_flag = scw_over
		}
		traits = {
			SWI_anarchist
		}
		on_add = {
			SWI_on_add_councilors = yes
			SWI_make_clara_thalmann_operative = yes
		}
		on_remove = {
			SWI_on_remove_councilor = yes
		}
		can_be_fired = no
		ai_will_do = {
			base = 2000
			modifier = {
				factor = 2
				SWI_AI_is_imperial = yes
			} {
				factor = 7
				SWI_AI_is_dem_exp = yes
			} {
				factor = 0.1
				SWI_is_historical_ai = yes
			}
		}
	}
	name = SWI_clara_thalmann
	portraits = {
		civilian = {
			small = GFX_portrait_IA_clara_thalmann_small
			large = GFX_portrait_IA_clara_thalmann
		}
	}
}
### Entity: Decision
Component: PRC_infiltrate_nationalist_areas
Constructs: has_completed_focus, add_equipment_to_stockpile, limit, has_government, has_war_with, fire_only_once, complete_effect, remove_effect
Source: game
File: common/decisions/PRC.txt

Code:
PRC_infiltrate_nationalist_areas = {
	PRC_uprising = {
		icon = generic_ignite_civil_war
		visible = {
			has_government = communism
		}
		available = {
			PRC_uprising_is_available = yes
		}
		fire_only_once = yes
		days_remove = 60
		war_with_on_remove = CHI
		cost = 25
		ai_will_do = {
			base = 0
			modifier = {
				factor = 0
				AND = {
					has_war_with = JAP
					count_triggers = {
						amount = 5
						612 = {
							CONTROLLER = {
								is_JAP_or_ally_of_JAP = yes
							}
						}
						621 = {
							CONTROLLER = {
								is_JAP_or_ally_of_JAP = yes
							}
						}
						615 = {
							CONTROLLER = {
								is_JAP_or_ally_of_JAP = yes
							}
						}
						609 = {
							CONTROLLER = {
								is_JAP_or_ally_of_JAP = yes
							}
						}
						611 = {
							CONTROLLER = {
								is_JAP_or_ally_of_JAP = yes
							}
						}
						610 = {
							CONTROLLER = {
								is_JAP_or_ally_of_JAP = yes
							}
						}
						715 = {
							CONTROLLER = {
								is_JAP_or_ally_of_JAP = yes
							}
						}
						328 = {
							CONTROLLER = {
								is_JAP_or_ally_of_JAP = yes
							}
						}
						527 = {
							CONTROLLER = {
								is_JAP_or_ally_of_JAP = yes
							}
						}
						525 = {
							CONTROLLER = {
								is_JAP_or_ally_of_JAP = yes
							}
						}
						717 = {
							CONTROLLER = {
								is_JAP_or_ally_of_JAP = yes
							}
						}
						714 = {
							CONTROLLER = {
								is_JAP_or_ally_of_JAP = yes
							}
						}
						595 = {
							CONTROLLER = {
								is_JAP_or_ally_of_JAP = yes
							}
						}
						596 = {
							CONTROLLER = {
								is_JAP_or_ally_of_JAP = yes
							}
						}
						597 = {
							CONTROLLER = {
								is_JAP_or_ally_of_JAP = yes
							}
						}
						598 = {
							CONTROLLER = {
								is_JAP_or_ally_of_JAP = yes
							}
						}
						600 = {
							CONTROLLER = {
								is_JAP_or_ally_of_JAP = yes
							}
						}
						601 = {
							CONTROLLER = {
								is_JAP_or_ally_of_JAP = yes
							}
						}
						602 = {
							CONTROLLER = {
								is_JAP_or_ally_of_JAP = yes
							}
						}
						603 = {
							CONTROLLER = {
								is_JAP_or_ally_of_JAP = yes
							}
						}
						605 = {
							CONTROLLER = {
								is_JAP_or_ally_of_JAP = yes
							}
						}
						606 = {
							CONTROLLER = {
								is_JAP_or_ally_of_JAP = yes
							}
						}
						607 = {
							CONTROLLER 
# ... (truncated)
### Entity: Modifier Reference
Construct: root_out_resistance_effectiveness_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## root_out_resistance_effectiveness_factor

* Number with 0 decimal places
* **Categories**: intelligence_agency
### Entity: Technology
Component: radio_detection
Constructs: is_special_project_completed, enable_building, coordination_bonus, research_cost
Source: game
File: common/technologies/electronic_mechanical_engineering.txt

Code:
technology = {
	allow = {
		ROOT = {
			is_special_project_completed = sp:sp_air_radar
		}
	}
	enable_building = {
		building = radar_station
		level = 1
	}
	coordination_bonus = 0.01
	path = {
		leads_to_tech = cavity_magnatron
		research_cost_coeff = 1
	}
	research_cost = 1.75
	ai_will_do = {
		factor = 0
	}
	categories = {
		electronics radar_tech
	}
}
### Entity: Scripted Effect
Component: ETH_random_general_male_only
Constructs: limit, random_character, is_character, has_character_flag, set_character_flag
Source: game
File: common/scripted_effects/ETH_scripted_effects.txt

Code:
ETH_random_general_male_only = {
	random_character = {
		limit = {
			OR = {
				is_character = ETH_random_general_1 ETH_random_general_3 ETH_random_general_5
			}
			NOT = {
				has_character_flag = ETH_visible_random_general_flag
			}
		}
		set_character_flag = ETH_visible_random_general_flag
	}
}
### Entity: Character
Component: BEL_charles_bastin
Constructs: has_dlc
Source: game
File: common/characters/BEL.txt

Code:
BEL_charles_bastin = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = Gotterdammerung
			}
		}
		advisor = {
			slot = army_chief
			idea_token = BEL_charles_bastin
			allowed = {
				original_tag = BEL
			}
			traits = {
				army_chief_morale_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		name = BEL_charles_bastin
		portraits = {
			army = {
				small = GFX_idea_generic_army_europe_4
			}
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_dominance_in_the_black_sea
Constructs: prerequisite, limit, completion_reward, is_subject_of, is_in_faction_with, is_subject, every_state, is_controlled_by
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_dominance_in_the_black_sea
	prerequisite = {
		focus = BUL_prussia_of_the_balkans
	} {
		focus = BUL_supremacy_on_the_bosporus
	}
	icon = GFX_focus_generic_black_sea_focus
	relative_position_id = BUL_prussia_of_the_balkans
	x = 2
	y = 1
	cost = 10
	available = {
		any_state = {
			BUL_state_is_in_the_black_sea = yes
			controller = {
				NOT = {
					OR = {
						tag = ROOT
						is_subject_of = ROOT
						is_in_faction_with = ROOT
					}
				}
			}
		}
		is_subject = no
	}
	bypass = {
		NOT = {
			any_state = {
				BUL_state_is_in_the_black_sea = yes
				controller = {
					NOT = {
						OR = {
							tag = ROOT
							is_subject_of = ROOT
							is_in_faction_with = ROOT
						}
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		custom_effect_tooltip = BUL_dominance_in_the_black_sea_claims_tt
		every_state = {
			limit = {
				BUL_state_is_in_the_black_sea = yes
				NOT = {
					is_controlled_by = ROOT
				} {
					any_country = {
						OR = {
							is_in_faction_with = ROOT
							is_subject_of = ROOT
						}
						controls_state = PREV
					}
				} {
					is_claimed_by = ROOT
				}
			}
			add_claim_by = ROOT
			set_state_flag = BUL_dominance_in_the_seas_claim_flag
		}
		if = {
			limit = {
				any_other_country = {
					any_controlled_state = {
						BUL_state_is_in_the_black_sea = yes
					}
					NOT = {
						is_subject_of = ROOT
					} {
						is_in_faction_with = ROOT
					}
				}
			}
			custom_effect_tooltip = BUL_dominance_in_the_black_sea_wargoals_tt
			every_other_country = {
				limit = {
					any_controlled_state = {
						BUL_state_is_in_the_black_sea = yes
					}
					NOT = {
						is_subject_of = ROOT
					} {
						is_in_faction_with = ROOT
					}
				}
				hidden_effect = {
					ROOT = {
						create_wargoal = {
							type = annex_everything
							target = PREV
							expire = 730
						}
					}
				}
			}
		}
		effect_tooltip = {
			activate_mission = BUL_dominance_in_the_black_sea_mission
		}
	}
}
### Entity: Event
Component: quebec_commie.22
Constructs: is_triggered_only, limit, every_state, add_compliance
Source: game
File: events/Quebec.txt

Code:
country_event = {
	id = quebec_commie.22
	title = quebec_commie.22.t
	desc = quebec_commie.22.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = quebec_commie.22.a
		QUE = {
			transfer_state = 465 464
		}
		every_state = {
			limit = {
				state = 465 464
			}
			add_compliance = 20
		}
	}
}
### Entity: Event
Component: new_ger.14
Constructs: is_triggered_only, ai_chance, set_country_flag
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.14
	title = new_ger.14.t
	desc = new_ger.14.d
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = new_ger.14.a
		set_country_flag = GER_stegerwald_leadership
		custom_effect_tooltip = GER_choose_stegerwald_tt
		country_event = {
			id = new_ger.10
			days = 15
		}
		ai_chance = {
			base = 1.5
		}
	} {
		name = new_ger.14.b
		set_country_flag = GER_wirth_leadership
		custom_effect_tooltip = GER_choose_wirth_tt GER_wirth_warning_tt
		ai_chance = {
			base = 0
		}
	}
}
### Entity: Event
Component: AFG_political_events.156
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile, add_timed_idea, add_ai_strategy, send_volunteers_desire, add_relation_rule_override
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_political_events.156
	title = AFG_political_events.156.t
	desc = AFG_political_events.156.desc
	is_triggered_only = yes
	picture = GFX_report_event_spr_anarchists2
	option = {
		name = AFG_political_events.156.a
		ai_chance = {
			base = 10
		}
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 1500
			producer = JAP
		} {
			type = support_equipment
			amount = 500
			producer = JAP
		}
		JAP = {
			add_timed_idea = {
				idea = AFG_aid_rebels_cw
				days = 730
			}
			add_ai_strategy = {
				type = send_volunteers_desire
				id = ROOT
				value = 200
			}
			add_relation_rule_override = {
				target = AFG
				can_send_volunteers = yes
			}
		}
	}
}
### Entity: Character
Component: PAN_juan_jose_parada
Source: game
File: common/characters/PAN.txt

Code:
PAN_juan_jose_parada = {
	advisor = {
		slot = high_command
		idea_token = PAN_juan_jose_parada
		ledger = air
		allowed = {
			original_tag = pan
		}
		traits = {
			air_air_combat_training_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Juan José Parada
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_3
		}
	}
}
### Entity: Event
Component: LAT_events.201
Constructs: is_triggered_only, ai_chance, annex_country
Source: game
File: events/NSB_Latvia.txt

Code:
country_event = {
	id = LAT_events.201
	title = EST_events.401.t
	desc = EST_events.401.d
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	option = {
		name = EST_events.401.a
		ai_chance = {
			base = 30
		}
		annex_country = {
			target = FROM
			transfer_troops = yes
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_petition_for_freedom
Constructs: prerequisite, limit, completion_reward, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_petition_for_freedom
	icon = GFX_focus_PRC_petition_for_freedom
	prerequisite = {
		focus = PRC_a_truly_united_front PRC_part_of_the_comintern
	}
	x = -1
	y = 1
	relative_position_id = PRC_a_truly_united_front
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				is_subject = yes
			}
			overlord = {
				country_event = {
					id = SEA_PRC_political_events.11
					hours = 1
				}
				custom_effect_tooltip = if_they_accept_tt generic_skip_one_line_tt
				effect_tooltip = {
					end_puppet = ROOT
				}
			}
		}
		else = {
			custom_effect_tooltip = PRC_petition_for_freedom_not_subject_tt
		}
	}
}
### Entity: Character
Component: SIK_yol_bars
Source: game
File: common/characters/Warlords_China.txt

Code:
SIK_yol_bars = {
	name = SIK_yol_bars
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_2
		}
	}
	advisor = {
		slot = army_chief
		idea_token = SIK_yol_bars
		allowed = {
			original_tag = SIK
		}
		traits = {
			army_chief_defensive_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Country History
Country: SIL
Component: SIL_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/SIL - Silesia.txt

Code:
# Politics & Parties for SIL
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 50
	fascism = 5
	communism = 35
	neutrality = 10
}
### Entity: AI Strategy
Component: EAI_PROD_AIR_NAV_aircraft_production_strategy_1
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_aircraft_strategies.txt

Code:
EAI_PROD_AIR_NAV_aircraft_production_strategy_1 = {
	enable = {
		has_country_flag = EAI_NAV_aircraft_production_strategy
		NOT = {
			has_country_flag = EAI_block_aircraft_production_strategy
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = unit_ratio
		id = naval_bomber
		value = 25
	}
}
### Entity: Event
Component: czech.25
Constructs: is_triggered_only, ai_chance, add_to_faction
Source: game
File: events/DOD_Czechoslovakia.txt

Code:
country_event = {
	id = czech.25
	title = czech.25.t
	desc = czech.25.d
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = czech.1.a
		ai_chance = {
			factor = 90
		}
		CZE = {
			add_to_faction = ROOT
		} {
			country_event = {
				id = czech.26
				hours = 6
			}
		}
		hidden_effect = {

		}
	} {
		name = czech.1.b
		ai_chance = {
			factor = 10
			modifier = {
				CZE = {
					surrender_progress = > 0
				}
				factor = 15
			}
		}
		CZE = {
			country_event = {
				id = czech.27
				hours = 6
			}
		}
		hidden_effect = {

		}
	}
}