Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: USA_carl_spaatz
Source: game
File: common/characters/USA.txt

Code:
USA_carl_spaatz = {
	name = USA_carl_spaatz
	portraits = {
		army = {
			small = GFX_idea_carl_spaatz
		}
	}
	advisor = {
		slot = air_chief
		idea_token = carl_spaatz
		allowed = {
			original_tag = USA
		}
		traits = {
			air_chief_night_operations_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: mtg_britain.77
Constructs: is_triggered_only, ai_chance, has_war_with, add_war_support, white_peace
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.77
	title = mtg_britain.77.t
	desc = mtg_britain.77.d
	picture = GFX_report_event_generic_sign_treaty2
	trigger = {
		has_war_with = BAN
	}
	is_triggered_only = yes
	option = {
		name = mtg_britain.77.a
		white_peace = BAN
		BAN = {
			country_event = {
				id = mtg_britain.78
			}
		}
	} {
		name = mtg_britain.77.b
		ai_chance = {
			factor = 0
		}
		add_war_support = -0.1
	}
}
### Entity: Idea
Component: SWE_fascist_counter_revolution_1
Constructs: has_civil_war, fascism_drift, neutrality_drift
Source: game
File: common/ideas/sweden.txt

Code:
SWE_fascist_counter_revolution_1 = {
	picture = generic_fascism_drift_bonus
	cancel = {
		has_civil_war = yes
	}
	modifier = {
		fascism_drift = 0.15
		neutrality_drift = 0.15
	}
}
### Entity: Modding Documentation
Construct: num_free_operative_slots
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_free_operative_slots
* description: Checks the number of operative a country can recruit right now.
Note that this is not necessarily greater than zero if num_operative_slots returned a number greater than the number of operative.
* (Auto generated using the trigger with same name)
### Entity: National Focus
Tree: spa_focus
Component: SPA_integrate_the_requetes
Constructs: prerequisite, limit, completion_reward, has_global_flag, add_popularity, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_integrate_the_requetes
	available = {

	}
	bypass = {
		has_global_flag = SPR_carlist_uprising_flag
	}
	prerequisite = {
		focus = SPA_tackle_the_vulnerable_fronts
	} {
		focus = SPA_foment_a_carlist_split
	}
	icon = GFX_goal_generic_military_sphere
	x = 0
	y = 2
	relative_position_id = SPA_tackle_the_vulnerable_fronts
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.1
		}
		if = {
			limit = {
				NOT = {
					has_idea = SPA_carlism_2 SPA_carlism_5
				}
			}
			effect_tooltip = {
				swap_ideas = {
					remove_idea = SPA_carlism_2
					add_idea = SPA_carlism_3
				}
			}
		} {
			limit = {
				has_idea = SPA_carlism_2
			}
			swap_ideas = {
				remove_idea = SPA_carlism_2
				add_idea = SPA_carlism_3
			}
		} {
			limit = {
				has_idea = SPA_carlism_5
			}
			swap_ideas = {
				remove_idea = SPA_carlism_5
				add_idea = SPA_carlism_4
			}
		}
	}
}
### Entity: Event
Component: r56.ger.52
Constructs: is_triggered_only, ai_chance, add_opinion_modifier
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = r56.ger.52
	title = r56.ger.52.t
	desc = r56.ger.52.desc
	picture = GFX_report_event_GER_german_soviet_pact_communist
	is_triggered_only = yes
	option = {
		name = r56.ger.52.a
		custom_effect_tooltip = ger_cominform_tt r56_newline
		add_opinion_modifier = {
			target = SOV
			modifier = cominform
		}
		ai_chance = {
			base = 5
		}
	}
}
### Entity: Character
Component: BAH_roland_theodore_symonette
Source: game
File: common/characters/BAH.txt

Code:
BAH_roland_theodore_symonette = {
	name = Roland Theodore Symonette
	portraits = {
		civilian = {
			large = gfx/leaders/r56_generic/r56_portrait_generic_politician_europe_1.dds
		}
	}
	country_leader = {
		ideology = moderatism
		traits = {

		}
		expire = 1965.1.1
		id = -1
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_indo_chinese_campaign
Constructs: prerequisite, has_war_with, completion_reward, has_dynamic_modifier
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_indo_chinese_campaign
	icon = GFX_focus_generic_attack_indochina
	prerequisite = {
		focus = CHI_collaborate_with_allied_forces
	}
	x = 1
	y = 1
	relative_position_id = CHI_collaborate_with_allied_forces
	cost = 5
	available = {
		has_dynamic_modifier = {
			modifier = CHI_american_support
		}
		NOT = {
			741 = {
				controller = {
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			286 = {
				controller = {
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			670 = {
				controller = {
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			1017 = {
				controller = {
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			671 = {
				controller = {
					NOT = {
						has_war_with = ROOT
					}
				}
			}
		}
	}
	search_filters = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		activate_mission = CHI_indo_chinese_campaign_mission
	}
}
### Entity: Idea
Component: idea_SIA_rebuilding_after_civil_war
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_rebuilding_after_civil_war = {
	picture = generic_disjointed_gov
	allowed_civil_war = {
		always = yes
	}
	allowed = {
		original_tag = SIA
	}
	removal_cost = -1
	modifier = {
		production_speed_buildings_factor = 0.15
		consumer_goods_factor = -0.25
	}
}
### Entity: Order of Battle
Component: Kiryati Brigade
Constructs: division_template
Source: game
File: history/units/ISR_1936.txt

Code:
division = {
	name = Kiryati Brigade
	location = 4206
	division_template = Hativat Hir
	start_experience_factor = 0.1
}
### Entity: Character
Component: the_faded_star
Constructs: research_speed_factor, stability_factor, compliance_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
the_faded_star = {
	random = no
	research_speed_factor = 0.03
	stability_factor = 0.1
	compliance_gain = 0.05
	political_power_factor = -0.1
	drift_defence_factor = -0.1
}
### Entity: Scripted Effect
Component: ITA_missiolinis_revert_new_mission_initialization_effect
Constructs: clr_country_flag, add_to_variable
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_missiolinis_revert_new_mission_initialization_effect = {
	clr_country_flag = ITA_missiolini_activated_recently_flag
	add_to_variable = {
		ITA_missiolinis_active_missions = -1
	} {
		ITA_missiolinis_number_of_missions_triggered = -1
	}
}
### Entity: National Focus
Tree: alb_focus
Component: ALB_permanent_revolution
Constructs: prerequisite, add_ideas, has_government, completion_reward, is_subject
Source: game
File: common/national_focus/albania.txt

Code:
focus = {
	id = ALB_permanent_revolution
	icon = GFX_focus_ger_great_red_menace
	available = {
		has_government = communism
		is_subject = no
	}
	prerequisite = {
		focus = ALB_join_the_comintern ALB_albania_on_its_own
	}
	mutually_exclusive = {
		focus = ALB_socialism_in_one_country
	}
	relative_position_id = ALB_join_the_comintern
	x = -1
	y = 1
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = permanent_revolution_idea
	}
}
### Entity: Scripted Effect
Component: ITA_set_special_characters_as_fascist_effect
Constructs: has_completed_focus, limit, set_unit_leader_flag, set_character_flag, has_character_flag, clr_character_flag, has_unit_leader_flag, clr_unit_leader_flag
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_set_special_characters_as_fascist_effect = {
	ITA_giovanni_messe = {
		set_unit_leader_flag = ITA_cw_unit_leader_fascist_side_flag
		set_character_flag = ITA_cw_character_fascist_side_flag
	}
	ITA_giovanni_duca = {
		set_unit_leader_flag = ITA_cw_unit_leader_fascist_side_flag
		set_character_flag = ITA_cw_character_fascist_side_flag
	}
	ITA_amedeo_guillet = {
		set_unit_leader_flag = ITA_cw_unit_leader_fascist_side_flag
		set_character_flag = ITA_cw_character_fascist_side_flag
	}
	ITA_annibale_bergonzoli = {
		set_unit_leader_flag = ITA_cw_unit_leader_fascist_side_flag
		set_character_flag = ITA_cw_character_fascist_side_flag
	}
	ITA_hamid_idris_awate = {
		set_unit_leader_flag = ITA_cw_unit_leader_fascist_side_flag
		set_character_flag = ITA_cw_character_fascist_side_flag
	}
	ITA_ibrahim_farag_mohammed = {
		set_unit_leader_flag = ITA_cw_unit_leader_fascist_side_flag
		set_character_flag = ITA_cw_character_fascist_side_flag
	}
	ITA_junio_valerio_borghese = {
		set_unit_leader_flag = ITA_cw_unit_leader_fascist_side_flag
		set_character_flag = ITA_cw_character_fascist_side_flag
	}
	ITA_gaetano_crocco = {
		set_character_flag = ITA_cw_character_fascist_side_flag
	}
	ITA_romeo_bernotti = {
		set_character_flag = ITA_cw_character_fascist_side_flag
	}
	ITA_alberto_pariani = {
		set_character_flag = ITA_cw_character_fascist_side_flag
	}
	ITA_francesco_pricolo = {
		set_character_flag = ITA_cw_character_fascist_side_flag
	}
	ITA_aldo_pellegrini = {
		set_character_flag = ITA_cw_character_fascist_side_flag
	}
	if = {
		limit = {
			has_completed_focus = ITA_italo_balbo_focus
		}
		ITA_italo_balbo = {
			promote_character = yes
		}
	} {
		limit = {
			NOT = {
				has_completed_focus = ITA_italo_balbo_focus
			}
		}
		ITA_italo_balbo = {
			if = {
				limit = {
					has_character_flag = ITA_cw_character_fascist_side_flag
				}
				clr_character_flag = ITA_cw_character_fascist_side_flag
			} {
				limit = {
					has_unit_leader_flag = ITA_cw_unit_leader_fascist_side_flag
				}
				clr_unit_leader_flag = ITA_cw_unit_leader_fascist_side_flag
			}
			set_unit_leader_flag = ITA_cw_unit_leader_monarchist_side_flag
			set_character_flag = ITA_cw_character_monarchist_side_flag
		}
	} {
		limit = {
			NOT = {
				has_completed_focus = ITA_dino_grandi_focus
			}
		}
		ITA_dino_grandi = {
			if = {
				limit = {
					has_character_flag = ITA_cw_character_fascist_side_flag
		
# ... (truncated)
### Entity: Scripted Trigger
Component: EAI_CV_navy_focus_0
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_CV_navy_focus_0 = {
	OR = {
		check_variable = {
			EAI_FOCUS/NAVY/carrier = global.EAI_OFF
		} {
			EAI_FOCUS/NAVY/carrier_OVERRIDE = global.EAI_OFF
		}
		AND = {
			OR = {
				EAI_Carrier_Focus_0_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/NAVY/carrier EAI_FOCUS/NAVY/carrier_OVERRIDE
			}
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_call_for_a_referendum
Constructs: prerequisite, add_ideas, completion_reward, has_stability
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_call_for_a_referendum
	icon = GFX_focus_generic_vote
	prerequisite = {
		focus = AST_a_democratic_bulwark
	}
	relative_position_id = AST_a_democratic_bulwark
	x = -1
	y = 1
	cost = 10
	available = {
		has_stability = > 0.75
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		country_event = {
			id = AST_political_events.1
			hours = 3
		}
		custom_effect_tooltip = generic_skip_one_line_tt possible_outcomes_tt
		effect_tooltip = {
			add_ideas = AST_referendum_aviation_idea AST_referendum_marketing_idea
			custom_effect_tooltip = generic_skip_one_line_tt possible_outcomes_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: quebec.2
Constructs: is_triggered_only, ai_chance, fire_only_once, add_ai_strategy, create_faction, add_to_faction
Source: game
File: events/Quebec.txt

Code:
country_event = {
	id = quebec.2
	title = quebec.2.t
	desc = quebec.2.d
	fire_only_once = yes
	picture = GFX_report_event_german_italian_pact
	is_triggered_only = yes
	option = {
		name = quebec.2.a
		ai_chance = {
			base = 80
		}
		QUE = {
			country_event = quebec.3
		}
		add_ai_strategy = {
			type = alliance
			id = QUE
			value = 200
		}
		FRA = {
			create_faction = Alliance Française
			add_to_faction = QUE
		}
	} {
		name = quebec.2.b
		ai_chance = {
			base = 20
		}
		QUE = {
			country_event = quebec.4
		}
	}
}
### Entity: Character
Component: IRQ_pro_western_iraqi_nationalist
Constructs: stability_factor, war_support_factor, democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
IRQ_pro_western_iraqi_nationalist = {
	random = no
	sprite = 13
	democratic_drift = 0.05
	stability_factor = 0.1
	war_support_factor = 0.05
}
### Entity: Scripted Trigger
Component: has_lon_arms_embargo
Constructs: has_lon_arms_embargo, has_global_flag, has_idea
Source: game
File: common/scripted_triggers/ETH_scripted_triggers.txt

Code:
has_lon_arms_embargo = {
	custom_trigger_tooltip = {
		tooltip = lon_arms_resolution_tt
		has_global_flag = second_italo_ethiopian_war_flag
		FROM = {
			has_idea = league_of_nations_member_idea
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_launch_the_revolution
Constructs: has_completed_focus, prerequisite, limit, completion_reward, is_subject, remove_country_leader_role, set_party_name, add_popularity
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_launch_the_revolution
	icon = GFX_focus_SWE_refuge_for_revolutionaries
	ai_will_do = {
		factor = 5
	}
	relative_position_id = INS_reorganize_the_underground
	x = 1
	y = 1
	prerequisite = {
		focus = INS_reorganize_the_underground INS_the_new_party_leadership
	}
	cost = 10
	available = {
		communism = > 0.4
		compare_autonomy_state = > autonomy_integrated_puppet
	}
	completion_reward = {
		if = {
			limit = {
				is_subject = yes
			}
			OVERLORD = {
				end_puppet = INS
				country_event = {
					id = indonesia.55
					days = 2
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				has_completed_focus = INS_the_new_party_leadership
			}
			hidden_effect = {
				remove_country_leader_role = {
					character = INS_sukarno
					ideology = national_bolshevism
				}
				set_party_name = {
					ideology = communism
					long_name = INS_communism_party_long
					name = INS_communism_party
				}
			}
			add_popularity = {
				ideology = neutrality
				popularity = party_popularity@communism
			}
			set_politics = {
				ruling_party = neutrality
				elections_allowed = no
				long_name = INS_communism_neutrality_pni_party_long
				name = INS_communism_neutrality_pni_party
			}
			promote_character = {
				character = INS_sukarno
				ideology = marhaenism
			}
		}
		drop_cosmetic_tag = yes
		else_if = {
			limit = {
				has_completed_focus = INS_reorganize_the_underground
			}
			add_popularity = {
				ideology = communism
				popularity = 0.15
			}
			set_politics = {
				ruling_party = communism
				elections_allowed = no
				long_name = INS_communism_party_long
				name = INS_communism_party
			}
		}
		hidden_effect = {
			country_event = {
				id = indonesia.54
				hours = 12
			}
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_last_country_standing
Constructs: prerequisite, add_war_support, completion_reward, is_subject, has_global_flag, create_wargoal, annex_everything
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_last_country_standing
	icon = GFX_goal_generic_attack_allies
	prerequisite = {
		focus = GRE_subjugating_the_bulgarians
	}
	available = {
		is_subject = no
		NOT = {
			has_global_flag = greek_turkish_friendship
		}
	}
	mutually_exclusive = {
		focus = GRE_greece_and_turkey_in_the_axis
	}
	x = 1
	y = 1
	relative_position_id = GRE_subjugating_the_bulgarians
	cost = 10
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.05
		create_wargoal = {
			type = annex_everything
			target = TUR
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_riot_of_37
Constructs: prerequisite, completion_reward, is_subject, set_politics
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_riot_of_37
	icon = GFX_focus_POL_riot_of_37
	prerequisite = {
		focus = POL_sideline_the_sanacja
	} {
		focus = POL_empower_falangist_militants
	}
	mutually_exclusive = {
		focus = POL_reopen_national_elections
	}
	relative_position_id = POL_sideline_the_sanacja
	x = 1
	y = 1
	cost = 10
	available = {
		fascism = > 0.5
		is_subject = no
	}
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		effect_tooltip = {
			set_politics = {
				ruling_party = fascism
				elections_allowed = no
			}
			promote_character = POL_boleslaw_piasecki
		}
		country_event = NSB_polish_fascist_events.6
		hidden_effect = {
			news_event = {
				id = nsb_news.6
				days = 10
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_44
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_44 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 44
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 44
	}
}
### Entity: Idea
Component: TRI_aco2
Source: game
File: common/ideas/trinidad_and_tobago.txt

Code:
TRI_aco2 = {
	picture = generic_army_african_4
	allowed = {
		original_tag = TRI
	}
	traits = {
		army_chief_organizational_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: State History
Component: 933
Constructs: add_core_of, add_to_array
Source: game
File: history/states/933-Batna.txt

Code:
state = {
	id = 933
	name = STATE_933
	history = {
		owner = FRA
		add_core_of = ALG
		add_to_array = {
			state_victory_points = 12034
		}
		victory_points = {
			12034 1
		}
		buildings = {
			infrastructure = 1
		}
	}
	provinces = {
		1141 4970 5053 7033 7149 9943 10059 12034 12888
	}
	manpower = 409000
	buildings_max_level_factor = 1.0
	state_category = wasteland
	local_supplies = 0.0
}
### Entity: Scripted Effect
Component: AUS_set_army_defaults
Constructs: set_variable
Source: game
File: common/scripted_effects/AUS_scripted_effects.txt

Code:
AUS_set_army_defaults = {
	set_variable = {
		AUS_army_army_core_attack_factor = 0
	} {
		AUS_army_army_core_defence_factor = 0
	} {
		AUS_army_supply_consumption_factor = 0
	} {
		AUS_army_out_of_supply_factor = 0
	} {
		AUS_army_training_time_factor = 0
	} {
		AUS_army_conscription_factor = 0
	} {
		AUS_army_xp_gain_army_factor = 0
	} {
		AUS_army_mobilization_speed = 0
	} {
		AUS_army_army_attack_factor = 0
	} {
		AUS_army_army_defence_factor = 0
	} {
		AUS_army_army_speed_factor = 0
	} {
		AUS_army_army_org_factor = 0
	}
}
### Entity: Technology
Component: modern_small_airframe
Constructs: is_major, is_special_project_completed, is_special_project_tech, enable_equipments, research_cost
Source: game
File: common/technologies/bba_air_techs.txt

Code:
technology = {
	allow = {
		ROOT = {
			is_special_project_completed = sp:sp_air_axial_jet_engine
		}
	}
	is_special_project_tech = yes
	enable_equipments = {
		small_plane_airframe_4 small_plane_cas_airframe_4 small_plane_naval_bomber_airframe_4 small_plane_suicide_airframe_4 cv_small_plane_airframe_4 cv_small_plane_cas_airframe_4 cv_small_plane_naval_bomber_airframe_4 cv_small_plane_suicide_airframe_4
	}
	research_cost = 2
	start_year = 1945
	folder = {
		name = bba_air_techs_folder
		position = {
			x = 0
			y = 12
		}
	}
	categories = {
		light_air light_fighter cas_bomber air_equipment naval_air naval_bomber jet_technology mio_cat_all_light_fighter_and_modules mio_cat_all_cas_and_modules mio_cat_all_naval_bomber_and_modules mio_cat_all_light_aircraft_and_modules
	}
	special_project_specialization = {
		specialization_air
	}
	ai_will_do = {
		factor = 1
		modifier = {
			is_major = yes
			factor = 2
		} {
			tag = GER
			factor = 2
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_secure_the_new_state
Constructs: prerequisite, has_war, has_government, add_stability, completion_reward, add_political_power, is_subject, add_timed_idea
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_secure_the_new_state
	icon = GFX_focus_generic_support_the_left_right
	prerequisite = {
		focus = GER_oppose_hitler
	}
	available = {
		is_subject = no
		has_war = no
		NOT = {
			any_country = {
				original_tag = GER
				has_government = fascism
			}
		}
	}
	x = 0
	y = 2
	relative_position_id = GER_oppose_hitler
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.1
		add_political_power = 120
		add_timed_idea = {
			idea = GER_clamp_down_on_fascism
			days = 720
		}
	}
}
### Entity: Character
Component: SIC_lu_zuofu
Source: game
File: common/characters/SIC.txt

Code:
SIC_lu_zuofu = {
	name = Lu Zuofu
	portraits = {
		army = {
			small = GFX_kr_portrait_asia_generic_4_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SIC_lu_zuofu
		allowed = {
			original_tag = SIC
		}
		visible = {

		}
		available = {

		}
		traits = {
			captain_of_industry
		}
	}
}
### Entity: Joint Focus
Tree: gxc_focus
Component: GXC_declare_opposition
Constructs: prerequisite, limit, joint_focus, remove_ideas, completion_reward, add_political_power, cancel_if_invalid, has_idea
Source: game
File: common/national_focus/TSR_lingguang_incident_joint_branch.txt

Code:
joint_focus = {
	id = GXC_declare_opposition
	icon = GFX_focus_prc_remove_chiang_kai_shek
	prerequisite = {
		focus = GXC_formation_of_the_nraja
	}
	relative_position_id = GXC_formation_of_the_nraja
	x = 0
	y = 1
	cost = 5
	text_icon = GXC_GDC_focus_style
	available = {
		OR = {
			original_tag = GDC GXC
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	bypass = {

	}
	ai_will_do = {
		factor = 35
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		IF = {
			limit = {
				OR = {
					tag = GXC GDC
				}
			}
			add_political_power = 50
			IF = {
				limit = {
					has_idea = GXC_uneasy_minds_idea
				}
				custom_effect_tooltip = generic_skip_one_line_tt
				remove_ideas = GXC_uneasy_minds_idea
			}
		}
	}
	completion_reward_joint_originator = {
		CHI = {
			country_event = {
				id = SEA_warlords.34
				hours = 6
			}
		}
	}
}
### Entity: Order of Battle
Component: Merarchía Ippikoú
Constructs: division_template
Source: game
File: history/units/GRE_1936.txt

Code:
division = {
	name = Merarchía Ippikoú
	location = 11818
	division_template = Merarchía Ippikoú
	start_experience_factor = 0.2
	start_equipment_factor = 0.5
}