Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: spr_focus
Component: SPR_transplant_soviet_industry
Constructs: prerequisite, limit, has_government, completion_reward, is_in_faction_with, complete_tooltip, every_state, has_state_flag
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_transplant_soviet_industry
	available = {
		is_in_faction_with = SOV
		SOV = {
			has_government = communism
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_collectivize_industry
	} {
		focus = SPR_connect_the_country
	}
	icon = GFX_goal_generic_construct_mil_factory
	x = 1
	y = 1
	relative_position_id = SPR_collectivize_industry
	cost = 10
	available_if_capitulated = yes
	complete_tooltip = {
		every_state = {
			limit = {
				has_state_flag = SPR_transplant_soviet_industry_2mil
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
				}
				is_core_of = ROOT
			}
			set_state_flag = SPR_transplant_soviet_industry_2mil
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
				}
				is_core_of = ROOT
				NOT = {
					has_state_flag = SPR_transplant_soviet_industry_2mil
				}
			}
			set_state_flag = SPR_transplant_soviet_industry_2mil
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Idea
Component: LIE_alaska_payments
Constructs: removal_cost
Source: game
File: common/ideas/liechtenstein.txt

Code:
LIE_alaska_payments = {
	picture = generic_foreign_capital
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.45
	}
}
### Entity: Idea
Component: LUX_hadir
Constructs: research_bonus, equipment_bonus
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
LUX_hadir = {
	picture = generic_artillery_manufacturer_1
	allowed = {
		original_tag = LUX
	}
	research_bonus = {
		artillery = 0.15
	}
	equipment_bonus = {

	}
	traits = {
		artillery_manufacturer
	}
	modifier = {

	}
}
### Entity: Idea
Component: SWE_lit_agrarian_industry
Constructs: has_war_with
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_lit_agrarian_industry = {
	picture = LIT_invested_in_farms
	allowed = {
		always = no
	}
	cancel = {
		has_war_with = LIT
	}
	modifier = {
		production_factory_efficiency_gain_factor = 0.05
		production_factory_max_efficiency_factor = 0.05
	}
}
### Entity: Decision
Component: CZE_a_divided_nation_fake_category
Constructs: has_completed_focus, is_owned_by, has_dynamic_modifier, complete_effect
Source: game
File: common/decisions/CZE.txt

Code:
CZE_a_divided_nation_fake_category = {
	CZE_a_divided_nation_bridge_the_divide_fake = {
		icon = GFX_decision_generic_political_discourse
		allowed = {
			original_tag = CZE
		}
		ai_will_do = {
			base = 0
		}
		available = {
			hidden_trigger = {
				always = no
			}
			OR = {
				has_completed_focus = CZE_coalition_building CZE_appeal_to_the_castle
			}
		}
		highlight_states = {
			highlight_states_trigger = {
				is_owned_by = ROOT
				OR = {
					has_dynamic_modifier = {
						modifier = CZE_sudetenland_german_state_modifier
						scope = ROOT
					} {
						modifier = CZE_czech_state_modifier
						scope = ROOT
					} {
						modifier = CZE_tesinko_polish_state_modifier
						scope = ROOT
					} {
						modifier = CZE_slovakia_state_modifier
						scope = ROOT
					} {
						modifier = CZE_hungarian_state_modifier
						scope = ROOT
					} {
						modifier = CZE_ukrainian_state_modifier
						scope = ROOT
					}
				}
			}
		}
		complete_effect = {
			custom_effect_tooltip = CZE_a_divided_nation_category_3_tt
		}
	}
}
### Entity: Character
Component: BUL_ferdinand_i
Source: game
File: common/characters/BUL.txt

Code:
BUL_ferdinand_i = {
	name = BUL_ferdinand_i
	portraits = {
		civilian = {
			large = GFX_portrait_bul_ferdinand_i
		}
	}
}
### Entity: Event
Component: rt56.rom_general_election.3
Constructs: is_triggered_only, ai_chance, has_government, has_opinion, is_in_faction_with, add_to_variable
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_general_election.3
	title = rt56.rom_general_election.3.t
	desc = rt56.rom_general_election.3.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = rt56.rom_general_election.3.a
		ai_chance = {
			base = 5
			modifier = {
				add = 5
				NOT = {
					has_government = communism
				}
			} {
				add = 3
				has_government = democratic
			} {
				add = 1
				has_opinion = {
					target = ROM
					value = > 15
				}
			} {
				add = 2
				has_opinion = {
					target = ROM
					value = > 35
				}
			} {
				add = 3
				has_opinion = {
					target = ROM
					value = > 50
				}
			} {
				add = 10
				is_in_faction_with = ROM
			}
		}
		custom_effect_tooltip = ROM_seek_western_support_tt
		hidden_effect = {
			add_to_variable = {
				ROM_western_support_var = 1
			}
		}
	} {
		name = rt56.rom_general_election.3.b
		ai_chance = {
			base = 2
			modifier = {
				add = 5
				has_government = communism
			} {
				add = 1
				has_opinion = {
					target = ROM
					value = < -15
				}
			} {
				add = 2
				has_opinion = {
					target = ROM
					value = < -35
				}
			} {
				add = 3
				has_opinion = {
					target = ROM
					value = < -50
				}
			}
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_exile_voldemares
Constructs: prerequisite, limit, has_government, completion_reward, cancel_if_invalid, retire_ideology_leader, has_idea, add_popularity
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_exile_voldemares
	icon = GFX_focus_LIT_exile_voldemaras
	prerequisite = {
		focus = LIT_secure_a_loyal_cabinet
	}
	mutually_exclusive = {
		focus = LIT_free_voldemares
	}
	x = 3
	y = 0
	relative_position_id = LIT_free_voldemares
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_government = fascism
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		retire_ideology_leader = fascism
		if = {
			limit = {
				OR = {
					has_idea = LIT_iron_wolf_idea_bad_2 LIT_iron_wolf_idea_bad_3 LIT_iron_wolf_idea_bad_4
				}
			}
			LIT_iron_wolf_up_effect = yes
		}
		else = {
			add_popularity = {
				ideology = fascism
				popularity = -0.1
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_280
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_280 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 280
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 280
	}
}
### Entity: Idea
Component: catjet
Constructs: research_bonus
Source: game
File: common/ideas/catism.txt

Code:
catjet = {
	allowed = {
		original_tag = WAF
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		CAS_manufacturer
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_fuse_the_parties
Constructs: prerequisite, limit, completion_reward, has_global_flag, set_party_name, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_fuse_the_parties
	available = {

	}
	bypass = {
		has_global_flag = SPR_carlist_uprising_flag
	}
	prerequisite = {
		focus = SPA_banish_the_party_leaders
	} {
		focus = SPA_safeguard_the_freedom_of_worship
	}
	icon = GFX_focus_spa_fuse_the_parties
	x = -1
	y = 1
	relative_position_id = SPA_banish_the_party_leaders
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		set_party_name = {
			ideology = fascism
			long_name = SPR_fascism_francoist_party_long
			name = SPR_fascism_francoist_party
		} {
			ideology = neutrality
			long_name = SPR_fascism_francoist_party_long
			name = SPR_fascism_francoist_party
		}
		if = {
			limit = {
				NOT = {
					has_idea = SPA_carlism_2 SPA_carlism_3
				}
			}
			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_5
			}
		} {
			limit = {
				has_idea = SPA_carlism_3
			}
			swap_ideas = {
				remove_idea = SPA_carlism_3
				add_idea = SPA_carlism_4
			}
		} {
			limit = {
				has_global_flag = scw_early_end
			}
			set_global_flag = nationalist_victory scw_over
			country_event = {
				id = lar_news.1
				hours = 6
			}
		}
		custom_effect_tooltip = SPA_fuse_the_parties_tt
	}
}
### Entity: Idea
Component: KMT_research_schooling_electronics
Constructs: research_speed_factor, removal_cost, research_bonus
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_research_schooling_electronics = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = jap_duplicate_research
	modifier = {
		research_speed_factor = 0.025
	}
	research_bonus = {
		electronics = 0.3
	}
}
### Entity: State History
Component: 950
Constructs: add_core_of, add_claim_by, add_to_array
Source: game
File: history/states/950-Debar.txt

Code:
state = {
	id = 950
	name = STATE_950
	provinces = {
		833 867
	}
	history = {
		owner = YUG
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			867 1
		}
		add_core_of = YUG MAC
		add_claim_by = SER ALB
		add_to_array = {
			state_victory_points = 867
		}
	}
	manpower = 242197
	buildings_max_level_factor = 1.0
	state_category = pastoral
	local_supplies = 0.0
}
### Entity: Effect Reference
Construct: set_unit_leader_flag
Constructs: set_unit_leader_flag, set_character_flag
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_unit_leader_flag

* Supported Scopes: CHARACTER
* Supported Targets: none

```
set unit leader flag
This effect is deprecated in favor of set_character_flag.
```
### Entity: Operation
Component: operation_rescue_operative
Constructs: has_war, has_war_with, has_captured_operative, set_country_flag, has_equipment
Source: game
File: common/operations/00_operations.txt

Code:
operation_rescue_operative = {
	icon = GFX_operations_rescue_captured_operative
	map_icon = GFX_operations_rescue_captured_operative_map
	name = operation_rescue_operative
	desc = operation_rescue_operative_desc
	priority = 0
	prevent_captured_operative_to_die = yes
	days = 35
	network_strength = 30
	operatives = 1
	visible = {
		FROM = {
			has_captured_operative = ROOT
		}
	}
	available = {

	}
	requirements = {
		FROM = {
			has_captured_operative = ROOT
		}
	}
	equipment = {

	}
	risk_chance = 0.1
	experience = 2
	cost_multiplier = 0
	outcome_execute = {
		ROOT = {
			free_random_operative = {
				captured_by = FROM
				all = yes
			}
		} {
			hidden_effect = {
				set_country_flag = just_freed_operative_flag
			}
		}
	}
	outcome_potential = {
		ROOT = {
			free_random_operative = {
				captured_by = FROM
				all = yes
			}
		}
	}
	phases = {
		infiltration_border = {
			base = 25
		}
		infiltration_submarine = {
			base = 25
		}
		infiltration_paradrop = {
			base = 25
			modifier = {
				ROOT = {
					has_equipment = {
						transport_plane_equipment = < 1
					}
				}
				factor = 0
			}
		}
		infiltration_diplomatic = {
			base = 25
			modifier = {
				factor = 20
				ROOT = {
					has_war = no
				}
				FROM = {
					has_war = no
				}
			} {
				FROM = {
					has_war_with = ROOT
				}
				factor = 0
			}
		}
	} {
		free_operative_free_in_transit = {
			base = 33
		}
		free_operative_liberate_camp = {
			base = 33
		}
		free_operative_smuggle_in_escape_gear = {
			base = 33
		}
	} {
		exfiltration_air_pickup = {
			base = 15
			modifier = {
				ROOT = {
					has_equipment = {
						transport_plane_equipment = < 1
					}
				}
				factor = 0
			}
		}
		exfiltration_border = {
			base = 30
		}
		exfiltration_go_to_ground = {
			base = 30
		}
		exfiltration_submarine_pickup = {
			base = 25
		}
	}
}
### Entity: Idea
Component: idea_CHI_rooting_out_hardliners
Constructs: add_ideas, is_chinese_warlord, removal_cost
Source: game
File: common/ideas/china.txt

Code:
idea_CHI_rooting_out_hardliners = {
	picture = generic_oppression
	allowed = {
		is_chinese_warlord = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_advisor_cost_factor = -0.15
		economy_cost_factor = -0.15
		trade_laws_cost_factor = -0.15
		mobilization_laws_cost_factor = -0.1
		stability_weekly = -0.004
		war_support_weekly = -0.002
	}
	on_remove = {
		add_ideas = idea_CHI_stabilized_government
	}
}
### Entity: AI Strategy
Component: PAR_cw_BRA_helps
Constructs: has_war, has_government, has_global_flag, has_civil_war, send_volunteers_desire
Source: game
File: common/ai_strategy/r56_PAR.txt

Code:
PAR_cw_BRA_helps = {
	allowed = {
		original_tag = BRA
	}
	enable = {
		has_global_flag = pcw_fired
		BRA = {
			has_government = fascism
			has_war = no
		}
		country_exists = PAF
	}
	abort = {
		PAR = {
			has_civil_war = no
		}
	}
	ai_strategy = {
		type = support
		id = PAF
		value = 201
	} {
		type = befriend
		id = PAF
		value = 101
	} {
		type = send_volunteers_desire
		id = PAF
		value = -100
	}
}
### Entity: Trigger Reference
Construct: any_guaranteed_country
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## any_guaranteed_country

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
check if any country with current scoped country guarantees. Example:
any_guaranteed_country = { 
  # ... triggers to check 
}
```
### Entity: Event
Component: GOE_RAJ_loyalist.12
Constructs: is_triggered_only
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_loyalist.12
	title = GOE_RAJ_loyalist.12.t
	desc = GOE_RAJ_loyalist.12.desc
	picture = GFX_report_event_degaulle_churchill
	is_triggered_only = yes
	option = {
		name = GOE_RAJ_loyalist.12.a
		custom_effect_tooltip = {
			localization_key = generic_character_transferred_to_country_tt
			CHARACTER = ENG_winston_churchill
			ORIGINAL_COUNTRY_FLAG = [ENG.GetFlag]
			TARGET_COUNTRY_FLAG = [ROOT.GetFlag]
			TARGET_COUNTRY = [ROOT.GetNameDefCap]
		}
	}
}
### Entity: Operation
Component: operation_infiltrate_civilian
Constructs: has_war, has_government, add_political_power, has_operation_token, operation_cost, add_operation_token, random_list, add_intel
Source: game
File: common/operations/00_operations.txt

Code:
operation_infiltrate_civilian = {
	icon = GFX_operations_infiltrate_civilian_govt
	map_icon = GFX_operations_infiltrate_civilian_govt_map
	name = operation_infiltrate_civilian
	desc = operation_infiltrate_civilian_desc
	priority = 1
	days = 90
	network_strength = 35
	operatives = 2
	visible = {
		network_national_coverage = {
			target = FROM
			value = > 0
		}
		NOT = {
			has_operation_token = {
				tag = FROM
				token = token_civilian
			}
		}
	}
	equipment = {

	}
	available = {

	}
	awarded_tokens = {
		token_civilian
	}
	risk_chance = 0.1
	outcome_extra_chance = 0.25
	risk_modifiers = {
		operation_infiltrate_risk operation_risk
	}
	outcome_modifiers = {
		operation_infiltrate_outcome operation_outcome
	}
	cost_modifiers = {
		operation_infiltrate_cost operation_cost
	}
	outcome_execute = {
		ROOT = {
			add_operation_token = {
				tag = FROM
				token = token_civilian
			}
		}
	}
	outcome_extra_execute = {
		random_list = {
			33 = {
				ROOT = {
					add_operation_token = {
						tag = FROM
						token = token_civilian
					}
					add_political_power = 25
					add_intel = {
						target = FROM
						civilian_intel = 10
					}
				}
			}
			67 = {
				ROOT = {
					add_operation_token = {
						tag = FROM
						token = token_civilian
					}
					add_political_power = 25
				}
			}
		}
	}
	outcome_potential = {
		ROOT = {
			add_operation_token = {
				tag = FROM
				token = token_civilian
			}
		}
	}
	phases = {
		infiltration_border = {
			base = 25
		}
		infiltration_submarine = {
			base = 25
		}
		infiltration_paradrop = {
			base = 25
			modifier = {
				ROOT = {
					has_equipment = {
						transport_plane_equipment = < 1
					}
				}
				factor = 0
			}
		}
		infiltration_diplomatic = {
			base = 25
			modifier = {
				factor = 20
				ROOT = {
					has_war = no
				}
				FROM = {
					has_war = no
				}
			}
		}
	} {
		infiltrate_military_bribe = {
			base = 25
		}
		infiltrate_military_seduction = {
			base = 25
		}
		infiltrate_military_ideological_supporter = {
			base = 25
			modifier = {
				FROM = {
					has_government = ROOT
				}
				factor = 0
			}
		}
	} {
		exfiltration_air_pickup = {
			base = 15
			modifier = {
				ROOT = {
					has_equipment = {
						transport_plane_equipment = < 1
					}
				}
				factor = 0
			}
		}
		exfiltration_border = {
			base = 30
		}
		exfiltration_go_to_ground = {
			base = 30
		}
		exfiltration_subma
# ... (truncated)
### Entity: National Focus
Tree: egy_focus
Component: EGY_support_communist_china
Constructs: add_equipment_to_stockpile, prerequisite, has_government, has_war_with, add_opinion_modifier, completion_reward, is_subject, add_ai_strategy
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_support_communist_china
	text = AST_R56_support_communist_china
	icon = GFX_focus_chi_cooperation_with_the_communists
	relative_position_id = EGY_soviet_tank_factories
	x = 0
	y = 1
	cost = 10
	available = {
		is_subject = no
		NOT = {
			has_war_with = event_target:WTT_communist_china
		}
		event_target:WTT_communist_china = {
			exists = yes
			has_government = communism
		}
	}
	prerequisite = {
		focus = EGY_soviet_tank_factories
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		event_target:WTT_communist_china = {
			add_opinion_modifier = {
				target = ROOT
				modifier = AST_delegation_to_china
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 2000
				producer = EGY
			}
		} {
			ROOT = {
				add_ai_strategy = {
					type = support
					id = PREV
					value = 100
				}
			}
		}
	}
}
### Entity: Decision
Component: foreign_politics
Constructs: has_completed_focus, has_war, limit, has_government, every_country, has_war_with, has_country_flag, add_stability
Source: game
File: common/decisions/GER.txt

Code:
foreign_politics = {
	request_restoration_of_british_titles = {
		allowed = {
			original_tag = GER
		}
		available = {
			ENG = {
				has_opinion = {
					target = GER
					value = > 79
				}
			}
			custom_trigger_tooltip = {
				tooltip = hindenburg_destroyed_tt
				NOT = {
					has_global_flag = hindenburg_destroyed
				}
			}
		}
		cost = 150
		fire_only_once = yes
		ai_will_do = {
			factor = 0
		}
		visible = {
			has_war = no
			has_government = neutrality
			OR = {
				has_completed_focus = GER_ally_the_shade GER_anglo_germanic_defense_pact
			}
			has_global_flag = ENG_accepted_GER_diplomatic_overtures
			has_country_flag = modernized_succession_laws
		}
		complete_effect = {
			ENG = {
				country_event = {
					id = wtt_germany.999
					days = 1
				}
			}
			custom_effect_tooltip = request_restoration_of_british_titles_tt
			hidden_effect = {
				set_global_flag = hindenburg_event_in_progress
			}
		}
	}
	GER_request_polish_war_participation = {
		icon = generic_prepare_civil_war
		allowed = {
			original_tag = GER
		}
		available = {
			has_war_with = SOV
			NOT = {
				is_in_faction_with = POL
			}
		}
		cost = 50
		fire_only_once = yes
		ai_will_do = {
			factor = 200
		}
		visible = {
			has_country_flag = poland_traded_danzig
			has_completed_focus = GER_tackle_the_communist_threat
		}
		complete_effect = {
			POL = {
				country_event = {
					id = wtt_germany.65
					hours = 6
				}
			}
		}
	}
	GER_install_franz_anton_bach_in_hungary = {
		icon = GFX_decision_oppression
		allowed = {
			original_tag = GER
		}
		visible = {
			has_subject = HUN
			HUN = {
				has_character = HUN_franz_anton_bach
			}
			has_government = fascism
			NOT = {
				has_global_flag = GER_installed_bach_as_leader_of_hun_flag
			}
		}
		available = {
			has_civil_war = no
			has_subject = HUN
		}
		cost = 25
		fire_only_once = yes
		ai_will_do = {
			base = 5
		}
		complete_effect = {
			hidden_effect = {
				set_global_flag = GER_installed_bach_as_leader_of_hun_flag
				HUN = {
					set_party_name = {
						ideology = fascism
						long_name = HUN_volksbund_party_long
						name = HUN_volksbund_party
					}
					add_country_leader_role = {
						character = HUN_franz_anton_bach
						promote_leader = yes
						country_leader = {
							ideology = nazism
							expire = 1965.1.1.1
							traits = {
								nazi_sympathizer volksgruppenfurher_der_volksbund
							}
# ... (truncated)
### Entity: Character
Component: PRC_shao_shiping
Constructs: has_dlc
Source: game
File: common/characters/PRC.txt

Code:
PRC_shao_shiping = {
	name = PRC_shao_shiping
	portraits = {
		civilian = {
			small = GFX_portrait_PRC_shao_shiping
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = PRC_shao_shiping
		allowed = {
			original_tag = PRC
			has_dlc = No Compromise, No Surrender
		}
		traits = {
			PRC_director_of_food_bureau
		}
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Idea
Component: JAP_workers_compensation_idea
Constructs: stability_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/r56_japan.txt

Code:
JAP_workers_compensation_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_production_bonus
	modifier = {
		consumer_goods_factor = 0.04
		stability_factor = 0.05
		conscription_factor = -0.1
		production_factory_efficiency_gain_factor = 0.05
		production_factory_max_efficiency_factor = 0.1
		production_factory_start_efficiency_factor = 0.05
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_brighter_future
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_brighter_future
	icon = GFX_goal_generic_red_freedom
	relative_position_id = ISR_hashomer
	x = 0
	y = 2
	prerequisite = {
		focus = ISR_expand_rural_influence
	} {
		focus = ISR_promise_arabs
	} {
		focus = ISR_lessen_soviet_stance ISR_cooperate_maki
	}
	cost = 3
	completion_reward = {
		custom_effect_tooltip = ISR_marginally_strengthen_hashomer
		add_to_variable = {
			ISR_hashomer_max_seats = 1
		} {
			ISR_hashomer_min_seats = 1
		}
	}
}
### Entity: Character
Component: KHM_pai_tzu_li
Source: game
File: common/characters/KHM.txt

Code:
KHM_pai_tzu_li = {
	name = Pai Tzu-li
	portraits = {
		army = {
			large = gfx/leaders/Asia/Portrait_Asia_Generic_land_2.dds
			small = GFX_idea_generic_army_asia_1
		}
	}
	advisor = {
		slot = army_chief
		idea_token = KHM_pai_tzu_li
		allowed = {
			original_tag = KHM
		}
		traits = {
			army_chief_planning_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	} {
		cost = 100
		slot = theorist
		idea_token = KHM_pai_tzu_li2
		ledger = army
		allowed = {
			original_tag = KHM
		}
		traits = {
			military_theorist
		}
	} {
		slot = political_advisor
		idea_token = KHM_pai_tzu_li3
		allowed = {
			original_tag = KHM
		}
		traits = {
			paramilitarist
		}
	}
	corps_commander = {
		traits = {
			cavalry_leader organizer
		}
		skill = 3
		attack_skill = 2
		defense_skill = 2
		planning_skill = 4
		logistics_skill = 2
		legacy_id = -1
	}
}