Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Military Industrial Organization
Component: ENG_supermarine_organization
Constructs: has_dlc, add_trait, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/ENG_organization.txt

Code:
ENG_supermarine_organization = {
	include = generic_high_agility_fighter_aircraft_organization
	icon = GFX_idea_supermarine
	allowed = {
		tag = ENG
		has_dlc = Arms Against Tyranny
	}
	equipment_type = {
		mio_cat_eq_all_small_plane maritime_patrol_plane
	}
	research_categories = {
		mio_cat_all_light_fighter_and_modules
	}
	override_trait = {
		token = generic_mio_trait_fuel_injection_engines
		position = {
			x = 0
			y = 2
		}
		relative_position_id = generic_mio_trait_bigger_engines
	} {
		token = generic_mio_trait_high_octane_fuels
		position = {
			x = 1
			y = 1
		}
		relative_position_id = generic_mio_trait_bigger_engines
	} {
		token = generic_mio_trait_subsidiary_suppliers
		position = {
			x = 0
			y = 2
		}
		relative_position_id = generic_mio_trait_fuel_injection_engines
	}
	add_trait = {
		token = ENG_mio_trait_seaplane_origins
		name = ENG_mio_trait_seaplane_origins
		icon = GFX_generic_mio_trait_icon_detection
		special_trait_background = yes
		position = {
			x = 2
			y = 0
		}
		relative_position_id = generic_mio_trait_minimum_weapon_requirements
		limit_to_equipment_type = {
			mio_cat_eq_all_small_plane maritime_patrol_plane
		}
		equipment_bonus = {
			sub_detection = 0.05
			surface_detection = 0.05
			naval_strike_targetting = 0.1
		}
	} {
		token = ENG_mio_trait_elliptical_wings
		name = ENG_mio_trait_elliptical_wings
		icon = GFX_generic_mio_trait_icon_defense
		special_trait_background = yes
		position = {
			x = 0
			y = 1
		}
		relative_position_id = generic_mio_trait_cantilever_wing_structure
		any_parent = {
			generic_mio_trait_cantilever_wing_structure
		}
		equipment_bonus = {
			air_defence = 0.1
		}
	} {
		token = ENG_mio_trait_supercharger
		name = ENG_mio_trait_supercharger
		icon = GFX_generic_mio_trait_icon_defense
		special_trait_background = yes
		position = {
			x = 1
			y = 1
		}
		relative_position_id = generic_mio_trait_fuel_injection_engines
		all_parents = {
			generic_mio_trait_fuel_injection_engines generic_mio_trait_high_octane_fuels
		}
		equipment_bonus = {
			air_defence = 0.1
		}
	}
}
### Entity: Character
Component: TM_never_surrender
Source: game
File: common/country_leader/tmodern_traits.txt

Code:
TM_never_surrender = {
	random = no
	surrender_limit = 1
	max_surrender_limit_offset = 1
	ai_will_do = {
		factor = 1
	}
}
### Entity: Order of Battle
Component: air_wing_126
Source: game
File: history/units/ENG_1936_air_bba.txt

Code:
air_wings = {
	126 = {
		medium_plane_airframe_0 = {
			owner = ENG
			amount = 64
			version_name = Handley Page Heyford
		}
	}
}
### Entity: Idea
Component: EAI_HARD/small_plane_cas_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_HARD/small_plane_cas_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_cas_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: Event
Component: GOE_RAJ_loyalist.07
Constructs: is_triggered_only, ai_chance, is_ai, random_hours, annex_country
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_loyalist.07
	title = GOE_RAJ_loyalist.07.t
	desc = GOE_RAJ_loyalist.07.desc
	picture = GFX_report_event_indian_parade
	is_triggered_only = yes
	option = {
		name = GOE_RAJ_loyalist.07.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 0.5
				FROM = {
					is_ai = no
				}
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = GOE_RAJ_loyalist.09
					hours = 8
					random_hours = 2
				}
			}
		}
	} {
		name = GOE_RAJ_loyalist.07.b
		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				any_enemy_country = {
					is_ai = no
				}
				FROM = {
					is_ai = yes
				}
			}
		}
		effect_tooltip = {
			FROM = {
				annex_country = {
					target = ROOT
					transfer_troops = yes
				}
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = GOE_RAJ_loyalist.10
					hours = 8
					random_hours = 2
				}
			}
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_local_tank_research
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_local_tank_research
	icon = GFX_goal_generic_tank_cogs
	relative_position_id = AUS_doctrine_innovation
	x = 1
	y = 1
	prerequisite = {
		focus = AUS_doctrine_innovation
	}
	cost = 10
	completion_reward = {
		add_tech_bonus = {
			name = AUS_local_tank_research
			category = armor
			ahead_reduction = 1
			bonus = 1
		}
	}
}
### Entity: Idea
Component: CHL_the_kings_scouts
Constructs: removal_cost, conscription_factor, mobilization_speed
Source: game
File: common/ideas/chile.txt

Code:
CHL_the_kings_scouts = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_manpower_bonus
	modifier = {
		conscription = 0.025
		conscription_factor = 0.1
		mobilization_speed = 0.1
	}
}
### Entity: Idea
Component: NOR_crumbling_fortifications_ns
Constructs: removal_cost
Source: game
File: common/ideas/norway.txt

Code:
NOR_crumbling_fortifications_ns = {
	picture = generic_wall_line
	allowed = {
		NOR_AAT = yes
	}
	removal_cost = -1
	modifier = {
		land_bunker_effectiveness_factor = -0.5
		coastal_bunker_effectiveness_factor = -0.5
	}
}
### Entity: Order of Battle
Component: 3. Kuva-yi Milliye Tugayi
Constructs: division_template
Source: game
File: history/units/TUR_Civil_War_communist.txt

Code:
division = {
	name = 3. Kuva-yi Milliye Tugayi
	location = 940
	division_template = Kuva-yi Milliye Tugayi
}
### Entity: Country History
Country: KUB
Component: KUB_characters
Constructs: recruit_character
Source: game
File: history/countries/KUB - Kuban Republic.txt

Code:
# Leaders & Characters for KUB
recruit_character = KUB_ivanis_vasily_nikolaevich
### Entity: Scripted Effect
Component: d_spawn_3D_models
Constructs: division_template, limit, has_template, is_locked, create_unit
Source: game
File: common/scripted_effects/zz_debug_effects.txt

Code:
d_spawn_3D_models = {
	if = {
		limit = {
			NOT = {
				has_template = Cavalleria Coloniale
			}
		}
		division_template = {
			name = Cavalleria Coloniale
			division_names_group = ITA_CAV_03
			override_model = ITA_cavalry_alt_1_entity
			is_locked = yes
			regiments = {
				cavalry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				}
			}
			priority = 0
		}
	} {
		limit = {
			NOT = {
				has_template = Reggimento Meharista
			}
		}
		division_template = {
			name = Reggimento Meharista
			division_names_group = ITA_CAM_01
			override_model = ITA_camelry_alt_2_entity
			regiments = {
				camelry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				}
			}
		}
	} {
		limit = {
			NOT = {
				has_template = Truppe Irregolari di Cammelli
			}
		}
		division_template = {
			name = Truppe Irregolari di Cammelli
			division_names_group = ITA_CAM_02
			override_model = ITA_camelry_alt_3_entity
			is_locked = yes
			regiments = {
				camelry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				}
			}
			priority = 0
		}
	} {
		limit = {
			NOT = {
				has_template = Bersaglieri
			}
		}
		division_template = {
			name = Bersaglieri
			division_names_group = ITA_INF_01
			override_model = ITA_infantry_alt_0_entity
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				}
			}
			support = {
				engineer = {
					x = 0
					y = 0
				}
				artillery = {
					x = 0
					y = 1
				}
			}
		}
	}
	663 = {
		create_unit = {
			division = division_template = "Divisione di Fanteria" start_experience_factor = 0.5 start_equipment_factor = 1.0
			owner = ROOT
			count = 1
		} {
			division = division_template = "Divisione Alpina" start_experience_factor = 0.5 start_equipment_factor = 1.0
			owner = ROOT
			count = 1
		} {
			division = division_template = "Bersaglieri" start_experience_factor = 0.5 start_equipment_factor = 1.0
			owner = ROOT
			count = 1
		} {
			division = division_template = "Camicie Nere" start_experience_factor = 0.5 start_equipment_factor = 1.0
			owner = ROOT
			count = 1
		} {
			division = division_template = "Eritrean Ascari" start_experience_factor = 0.5 
# ... (truncated)
### Entity: National Focus
Tree: tib_focus
Component: TIB_army_review
Constructs: has_war_with, completion_reward, add_command_power, add_doctrine_cost_reduction, unlock_decision_tooltip
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_army_review
	icon = GFX_goal_TIB_philip_neame
	x = 42
	y = 0
	cost = 8
	ai_will_do = {
		factor = 5
	}
	available = {
		NOT = {
			has_war_with = ENG
		}
	}
	bypass = {
		has_war_with = ENG
	}
	completion_reward = {
		effect_tooltip = {
			army_experience = 10
			add_command_power = 20
			add_doctrine_cost_reduction = {
				name = land_doc_bonus
				cost_reduction = 0.5
				uses = 1
				category = land_doctrine
			}
		}
		unlock_decision_tooltip = TIB_apply_neames_guidelines
		country_event = {
			id = himalaya_tibet.7
			hours = 12
		}
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_secure_the_national_defense_council
Constructs: prerequisite, add_stability, completion_reward, has_global_flag
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_secure_the_national_defense_council
	available = {

	}
	bypass = {
		has_global_flag = scw_over
	}
	prerequisite = {
		focus = SPA_the_phalanx_ascendant
	}
	icon = GFX_goal_generic_political_pressure
	x = 0
	y = 1
	relative_position_id = SPA_the_phalanx_ascendant
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.2
	}
}
### Entity: Effect Reference
Construct: set_faction_name
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_faction_name

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

```
set_faction_name = NEW_LOC_KEY. Sets the faction name to whatever the new key localises to.
```
### Entity: Scripted Trigger
Component: EAI_HARM_tech_focus
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_HARM_tech_focus = {
	date = > 1936.2.1
	OR = {
		EAI_HARM_military_focus = yes
		EAI_HTD_tech_focus = yes
		EAI_HSPART_tech_focus = yes
		EAI_HSPAA_tech_focus = yes
	} {
		EAI_armor_tech_focus = yes
		num_of_military_factories = > 15
	}
}
### Entity: Character
Component: champion_of_peace_2
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
champion_of_peace_2 = {
	random = no
	war_support_factor = -0.24
	generate_wargoal_tension = 0.8
}
### Entity: Idea
Component: SWE_foreign_med_bomber_idea
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_foreign_med_bomber_idea = {
	picture = generic_air_mechanics
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	equipment_bonus = {
		medium_plane_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: Event
Component: toykan.19
Constructs: is_triggered_only, ai_chance
Source: game
File: events/tmodernevents.txt

Code:
country_event = {
	id = toykan.19
	title = toykan.19.t
	desc = toykan.19.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = toykan.19.a
		ai_chance = {
			base = 90
		}
	}
}
### Entity: Character
Component: motorised_equipment_producer_offense_1
Constructs: equipment_bonus, maximum_speed
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
motorised_equipment_producer_offense_1 = {
	random = no
	equipment_bonus = {
		motorized_equipment = {
			hardness = 0.1
			maximum_speed = 0.1
			instant = yes
		}
		motorized_rocket_equipment = {
			breakthrough = 0.1
			hard_attack = 0.1
		}
		mechanized_equipment = {
			hardness = 0.1
			maximum_speed = 0.1
		}
		amphibious_mechanized_equipment = {
			hardness = 0.1
			maximum_speed = 0.1
		}
		armored_car_equipment = {
			hardness = 0.1
			maximum_speed = 0.1
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Country History
Country: VIN
Component: VIN_misc
Constructs: limit, set_technology, set_research_slots, set_grand_doctrine, has_dlc
Source: game
File: history/countries/VIN - Vietnam.txt

Code:
# Misc for VIN
capital = 671
set_research_slots = 3
set_grand_doctrine = grand_battleplan new_fleet_in_being
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		naval_bomber1 = 1
		cv_early_fighter = 1
		cv_naval_bomber1 = 1
		early_bomber = 1
		tactical_bomber1 = 1
		CAS1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
		improved_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
		improved_light_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		basic_submarine = 1
		early_destroyer = 1
		early_light_cruiser = 1
		basic_light_cruiser = 1
		early_heavy_cruiser = 1
		basic_heavy_cruiser = 1
		early_battleship = 1
		early_battlecruiser = 1
		early_carrier = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		early_ship_hull_light = 1
		early_ship_hull_cruiser = 1
		basic_ship_hull_cruiser = 1
		early_ship_hull_heavy = 1
		early_ship_hull_carrier = 1
		mtg_transport = 1
		basic_battery = 1
		basic_torpedo = 1
	}
}
### Entity: Character
Component: SWE_hugo_silen
Constructs: has_government, has_country_leader
Source: game
File: common/characters/SWE.txt

Code:
SWE_hugo_silen = {
	advisor = {
		slot = political_advisor
		cost = 150
		idea_token = SWE_hugo_silen
		allowed = {
			original_tag = SWE
		}
		visible = {
			has_government = communism
			has_country_leader = {
				character = SWE_sven_linderot
			}
		}
		available = {
			has_government = communism
		}
		traits = {
			staunch_stalinist
		}
	}
	name = SWE_hugo_silen
	portraits = {
		civilian = {
			small = GFX_portrait_SWE_hugo_silen_small
		}
	}
}
### Entity: Event
Component: bftb_turkey.114
Constructs: is_triggered_only, add_stability, add_political_power, clear_global_event_target
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.114
	title = bftb_turkey.114.t
	desc = bftb_turkey.114.desc
	picture = GFX_report_event_tur_political_rally
	is_triggered_only = yes
	option = {
		name = bftb_turkey.114.a
		add_stability = -0.07
		event_target:TUR_fundamentalist_state = {
			TUR_downgrade_fundamentalist_defiance_effect = yes
		}
		hidden_effect = {
			clear_global_event_target = TUR_fundamentalist_state
		}
	} {
		name = bftb_turkey.114.b
		add_political_power = 50
		event_target:TUR_fundamentalist_state = {
			TUR_upgrade_fundamentalist_defiance_effect = yes
		}
		hidden_effect = {
			clear_global_event_target = TUR_fundamentalist_state
		}
	}
}
### Entity: Idea
Component: INS_jewel_of_the_pacific_idea
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_indonesia.txt

Code:
INS_jewel_of_the_pacific_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = generic_monarchist_uprising
	modifier = {
		drift_defence_factor = 0.15
		political_power_factor = 0.05
		stability_factor = 0.1
	}
}
### Entity: Event
Component: ww_congo.16
Constructs: is_triggered_only, ai_chance
Source: game
File: events/WUW_Congo.txt

Code:
news_event = {
	id = ww_congo.16
	title = ww_congo.16.t
	desc = ww_congo.16.d
	picture = GFX_news_event_COG_force_publique_marching_to_war
	major = yes
	is_triggered_only = yes
	option = {
		name = ww_congo.16.a
		ai_chance = {
			base = 100
		}
		trigger = {
			NOT = {
				tag = FROM
			}
		}
	} {
		name = ww_congo.16.b
		ai_chance = {
			base = 100
		}
		trigger = {
			tag = FROM
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_economic_deregulation
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid, remove_dynamic_modifier
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_economic_deregulation
	icon = GFX_focus_ETH_adopt_the_lira
	x = 2
	y = 1
	cost = 10
	prerequisite = {
		focus = SWE_reject_saltsjobaden
	}
	relative_position_id = SWE_reject_saltsjobaden
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		hidden_effect = {
			remove_dynamic_modifier = {
				modifier = SWE_folkhemmet
			}
		}
		custom_effect_tooltip = SWE_economic_deregulation_tt
		add_ideas = SWE_economic_deregulation_idea
	}
}
### Entity: Idea
Component: QUE_economic_interventionism
Constructs: production_speed_buildings_factor
Source: game
File: common/ideas/quebec.txt

Code:
QUE_economic_interventionism = {
	allowed_civil_war = {
		always = no
	}
	picture = generic_central_management
	modifier = {
		production_speed_buildings_factor = 0.05
		industry_repair_factor = 0.1
	}
}
### Entity: Game Rule
Component: allow_coups
Constructs: allow_coups, allow_achievements
Source: game
File: common/game_rules/00_game_rules.txt

Code:
allow_coups = {
	name = RULE_ALLOW_COUPS
	group = RULE_GROUP_COVERT_ACTIONS
	icon = GFX_coups
	option = {
		name = FREE
		text = RULE_OPTION_FREE
		desc = RULE_ALLOW_COUPS_FREE_DESC
	} {
		name = AI_ONLY
		text = RULE_OPTION_AI_ONLY
		desc = RULE_ALLOW_COUPS_AI_ONLY_DESC
		allow_achievements = yes
	} {
		name = BLOCKED
		text = RULE_OPTION_BLOCKED
		desc = RULE_ALLOW_COUPS_BLOCKED_DESC
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_rectify_the_injustice
Constructs: prerequisite, has_war_with, completion_reward, is_subject, has_full_control_of_state, is_subject_of, is_in_faction_with, unlock_decision_tooltip
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_rectify_the_injustice
	icon = GFX_focus_generic_provoke_border_clashes
	cost = 10
	prerequisite = {
		focus = CUB_air_base_expansion CUB_caribbean_navy
	}
	relative_position_id = CUB_air_base_expansion
	x = 3
	y = 1
	available = {
		is_subject = no
		has_full_control_of_state = 315
		NOT = {
			has_full_control_of_state = 1050
		}
		1050 = {
			NOT = {
				CONTROLLER = {
					has_war_with = ROOT
					is_subject_of = ROOT
					is_in_faction_with = ROOT
				}
			}
		}
	}
	completion_reward = {
		unlock_decision_tooltip = CUB_prepare_to_seize_guantanamo_bay
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Modifier Reference
Construct: modifier_army_sub_unit_mountaineers_defence_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## modifier_army_sub_unit_mountaineers_defence_factor

* Number with 2 decimal places
* **Categories**: army
### Entity: National Focus
Tree: prc_focus
Component: PRC_empower_the_guerillas
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_dlc, add_doctrine_cost_reduction, has_doctrine, add_mastery_bonus
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_empower_the_guerillas
	icon = GFX_focus_GER_support_the_proletarian_uprising
	prerequisite = {
		focus = PRC_establish_friendly_bases
	}
	x = -1
	y = 1
	relative_position_id = PRC_establish_friendly_bases
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		power_balance_value = {
			id = PRC_communist_power_struggle
			value = < -0.5
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				name = PRC_empower_the_guerillas
				cost_reduction = 0.25
				uses = 2
				category = special_forces_doctrine
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		if = {
			limit = {
				has_doctrine = irregulars
			}
			add_mastery_bonus = {
				bonus = 0.25
				days = 365
				name = PRC_empower_the_guerillas
				sub_doctrine = irregulars
			}
		}
		else = {
			add_mastery_bonus = {
				bonus = 0.1
				days = 365
				name = PRC_empower_the_guerillas
				track = infantry
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt PRC_empower_the_guerillas_tt
		PRC_check_if_red_army_or_pla = yes
		add_to_variable = {
			PRC_the_chinese_red_army_max_dig_in = 5
			tooltip = max_dig_in_tt
		}
		effect_tooltip = {
			add_dynamic_modifier = {
				modifier = PRC_guerilla_cells_active_2
			}
		}
	}
}
### Entity: Idea
Component: CHI_popular_opposition2
Constructs: stability_factor, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_popular_opposition2 = {
	picture = tur_kemalist_officers_disloyalty_effect
	removal_cost = -1
	modifier = {
		fascism_drift = -0.02
		stability_factor = -0.2
		consumer_goods_factor = 0.3
		political_power_factor = -0.15
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_rebuild_the_civil_service
Constructs: prerequisite, add_stability, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_rebuild_the_civil_service
	icon = GFX_goal_generic_national_unity
	prerequisite = {
		focus = JAP_the_fate_of_the_imperial_family
	}
	x = -1
	y = 1
	relative_position_id = JAP_the_fate_of_the_imperial_family
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		JAP_big_government_faction_gain = yes
		custom_effect_tooltip = generic_skip_one_line_tt
		add_stability = 0.1
	}
}
### Entity: Character
Component: KUW_the_military_sheikh
Source: game
File: common/country_leader/00_traits.txt

Code:
KUW_the_military_sheikh = {
	random = no
	sprite = 13
	army_core_defence_factor = 0.15
	cavalry_attack_factor = 0.1
	cavalry_defence_factor = 0.1
	conscription = 0.02
}
### Entity: Idea
Component: CHI_china_merchant_group
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/china_shared.txt

Code:
CHI_china_merchant_group = {
	picture = CHI_china_merchant_group
	allowed = {
		original_tag = CHI
		has_dlc = No Compromise, No Surrender
	}
	research_bonus = {

	}
	ai_will_do = {
		base = 1
	}
	traits = {
		transport_company
	}
}
### Entity: Idea
Component: ADR_tourist_industry
Constructs: production_speed_buildings_factor
Source: game
File: common/ideas/andorra.txt

Code:
ADR_tourist_industry = {
	picture = generic_economic_increase
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		political_power_factor = 0.1
		production_speed_buildings_factor = 0.05
	}
}
### Entity: Modifier Reference
Construct: airforce_intel_decryption_bonus
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## airforce_intel_decryption_bonus

* Number with 0 decimal places
* **Categories**: intelligence_agency