Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: State History
Component: 27
Constructs: add_core_of
Source: game
File: history/states/27-Champagne2.txt

Code:
state = {
	id = 27
	name = STATE_27
	manpower = 1370800
	state_category = city
	resources = {
		aluminium = 11
	}
	history = {
		owner = FRA
		victory_points = {
			3652 5
		}
		buildings = {
			infrastructure = 4
			industrial_complex = 2
			air_base = 2
		}
		add_core_of = FRA
		1939.1.1 = {
			buildings = {
				industrial_complex = 3
			}
		}
	}
	provinces = {
		648 667 680 817 3506 3652 3669 3681 9609 9625 9644 11628
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: nic_focus
Component: NIC_nicaraguan_diplomacy
Constructs: prerequisite, has_government, completion_reward, add_political_power
Source: game
File: common/national_focus/Nicaragua.txt

Code:
focus = {
	id = NIC_nicaraguan_diplomacy
	icon = GFX_goal_generic_major_diplo
	prerequisite = {
		focus = NIC_president_Somoza_Garcia
	}
	available = {
		OR = {
			threat = > 0.45
			has_government = fascism communism
		}
	}
	x = 60
	y = 1
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 75
	}
}
### Entity: Character
Component: KMT_president_of_all_china
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
KMT_president_of_all_china = {
	random = no
	sprite = 13
	political_power_factor = 0.1
	stability_factor = 0.05
}
### Entity: Scripted Effect
Component: LUX_chamberofdeputies_add_confidence_15
Constructs: limit, check_variable, set_variable, add_to_variable
Source: game
File: common/scripted_effects/r56_LUX_scripted_effects.txt

Code:
LUX_chamberofdeputies_add_confidence_15 = {
	if = {
		limit = {
			check_variable = {
				LUX.confidence = > 85
			}
		}
		set_variable = {
			LUX.confidence = 100
		}
	}
	else = {
		add_to_variable = {
			LUX.confidence = 15
		}
	}
	set_variable = {
		LUX.demo_impact = LUX.confidence
	} {
		LUX.demo_impact_loc = LUX.demo_impact
	}
	subtract_from_variable = {
		LUX.demo_impact = 50
	}
	divide_variable = {
		LUX.demo_impact = 2
	}
}
### Entity: Decision
Component: VEN_abc_islands
Constructs: has_war_with, fire_only_once, is_owned_and_controlled_by, has_capitulated, is_historical_focus_on, has_global_flag, complete_effect
Source: game
File: common/decisions/VEN.txt

Code:
VEN_abc_islands = {
	HOL_offer_venezuelan_protection = {
		icon = decision_generic_nationalism
		allowed = {
			original_tag = VEN
		}
		available = {
			NOT = {
				has_war_with = USA
			} {
				has_war_with = ENG
			} {
				has_war_with = HOL
			}
			695 = {
				is_owned_and_controlled_by = HOL
			}
			HOL = {
				has_capitulated = yes
			}
		}
		cost = 25
		fire_only_once = yes
		ai_will_do = {
			factor = 100
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		visible = {
			original_tag = VEN
			695 = {
				is_owned_and_controlled_by = HOL
			}
			NOT = {
				has_global_flag = ven_claims_abc_islands
			}
		}
		complete_effect = {
			HOL = {
				country_event = {
					id = mtg_netherlands.1
					hours = 6
				}
			}
		}
	}
}
### Entity: Event
Component: austria.133
Constructs: is_triggered_only, ai_chance, add_political_power, unlock_decision_category_tooltip, unlock_decision_tooltip, set_global_flag, add_command_power
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.133
	title = austria.133.t
	desc = austria.133.d
	picture = GFX_report_event_AUS_soldiers_vienna
	is_triggered_only = yes
	option = {
		name = austria.133.a
		unlock_decision_category_tooltip = r56_bundeslaender_category
		unlock_decision_tooltip = AUS_bundeslaender_combat_nazi_influence
		custom_effect_tooltip = AUS_july_followed_june_tt
		ai_chance = {
			base = 0
		}
	} {
		name = austria.133.b
		set_global_flag = AUS_minigame_disabled
		custom_effect_tooltip = AUS_minigame_disabled_tt
		add_command_power = -20
		add_political_power = -75
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_la_belgique_et_le_congo
Constructs: prerequisite, limit, add_ideas, completion_reward, is_subject_of, set_nationality, add_advisor_role, add_country_leader_role
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_la_belgique_et_le_congo
	icon = GFX_focus_BEL_la_belgique_et_le_congo
	prerequisite = {
		focus = BEL_cooperative_cooperation
	}
	relative_position_id = BEL_cooperative_cooperation
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	x = 1
	y = 1
	cost = 10
	available = {
		COG = {
			is_subject_of = ROOT
		}
	}
	available_if_capitulated = yes
	bypass = {
		COG = {
			NOT = {
				is_subject_of = ROOT
			}
		}
	}
	completion_reward = {
		IF = {
			limit = {
				COG = {
					is_subject_of = BEL
				}
			}
			COG = {
				add_ideas = BEL_communism_in_congo
				custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
				COG_cyrille_adoula = {
					set_nationality = BEL
					add_advisor_role = {
						advisor = {
							slot = political_advisor
							cost = 150
							idea_token = COG_cyrille_adoula
							traits = {
								COG_trade_unionist
							}
							allowed = {

							}
						}
					}
				}
				hidden_effect = {
					COG_cristophe_gbenye = {
						add_country_leader_role = {
							promote_leader = yes
							country_leader = {
								ideology = marxism
								expire = 1980.1.1.1
								traits = {
									revolutionary_general
								}
							}
						}
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			IF = {
				limit = {
					COG = {
						capital_scope = {
							infrastructure = < 5
						}
					}
				}
				COG = {
					every_controlled_state = {
						limit = {
							is_capital = yes
						}
						add_building_construction = {
							type = infrastructure
							level = 1
							instant_build = yes
						}
					}
				}
			}
			ELSE = {
				COG = {
					random_controlled_state = {
						limit = {
							infrastructure = < 5
						}
						add_building_construction = {
							type = infrastructure
							level = 1
							instant_build = yes
						}
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: CHI_incompetent_officers
Constructs: removal_cost
Source: game
File: common/ideas/china.txt

Code:
CHI_incompetent_officers = {
	picture = chi_incompetent_officers
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		command_power_gain_mult = -0.7
	}
}
### Entity: State History
Component: 951
Constructs: add_core_of, add_claim_by
Source: game
File: history/states/951 - Arica.txt

Code:
state = {
	id = 951
	name = STATE_951
	manpower = 340000
	state_category = rural
	resources = {
		tungsten = 14
	}
	history = {
		owner = CHL
		add_core_of = CHL
		add_claim_by = PRU
		buildings = {
			infrastructure = 1
			arms_factory = 1
			air_base = 1
		}
		victory_points = {
			5131 2
		} {
			8217 1
		}
	}
	provinces = {
		5131 8217 8231 13303
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: sud_focus
Component: SUD_Futher_Investments
Constructs: prerequisite, limit, completion_reward, has_tech, complete_tooltip, random_owned_controlled_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/sudan.txt

Code:
focus = {
	id = SUD_Futher_Investments
	icon = GFX_goal_industrial_investment
	prerequisite = {
		focus = SUD_invite_american_investors SUD_invite_german_investors SUD_invite_soviet_planners
	}
	text = GEN_encorage_foreign_investors
	x = 3
	y = 1
	relative_position_id = SUD_invite_american_investors
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 3
		modifier = {
			factor = 0
			date = < 1938.6.1
			num_of_controlled_states = < 2
		}
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = construction_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = industrial_complex
					size = < 2
					include_locked = yes
				}
			}
		}
	}
	available = {
		num_of_controlled_states = > 1
		has_tech = construction3
	}
	complete_tooltip = {
		random_owned_controlled_state = {
			limit = {
				has_state_flag = SUD_Futher_Investments_1
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = SUD_Futher_Investments_2
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			set_state_flag = SUD_Futher_Investments_1
		} {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			set_state_flag = SUD_Futher_Investments_2
		} {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			set_state_flag = SUD_Futher_Investments_3
		}
	}
	search_filters
# ... (truncated)
### Entity: National Focus
Tree: fin_focus
Component: FIN_aid_for_entrepreneurs
Constructs: every_owned_state, prerequisite, limit, completion_reward, is_fully_controlled_by, random_select_amount, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_aid_for_entrepreneurs
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = FIN_approach_major_democracies FIN_united_under_the_north_star
	}
	x = -1
	y = 1
	relative_position_id = FIN_approach_major_democracies
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		every_owned_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			random_select_amount = 3
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			ahead_reduction = 2
			uses = 1
			category = industry
			name = FIN_aid_for_entrepreneurs
		} {
			ahead_reduction = 2
			uses = 1
			category = electronics
			name = FIN_aid_for_entrepreneurs
		}
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_united_and_ready
Constructs: prerequisite, limit, add_ideas, every_country, completion_reward, is_faction_leader, is_in_faction_with, add_power_balance_value
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_united_and_ready
	icon = GFX_goal_generic_national_unity
	cost = 10
	x = 0
	y = 2
	relative_position_id = LUX_decentralised_alliance
	prerequisite = {
		focus = LUX_unified_command
	} {
		focus = LUX_expand_the_customs_union
	} {
		focus = LUX_joint_economic_development
	}
	available = {
		is_faction_leader = yes
	}
	completion_reward = {
		every_country = {
			limit = {
				OR = {
					original_tag = ROOT
					is_in_faction_with = ROOT
				}
			}
			add_ideas = r56_LUX_united_and_ready
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_power_balance_value = {
			id = LUX_neutrality_balance
			value = -0.05
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_STABILITY
	}
}
### Entity: Character
Component: centrist_intellectual
Constructs: neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
centrist_intellectual = {
	random = no
	sprite = 13
	neutrality_drift = 0.1
}
### Entity: Idea
Component: Cockerill_industry
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/r56_belgium.txt

Code:
Cockerill_industry = {
	allowed = {
		OR = {
			original_tag = BEL WLL
		}
		NOT = {
			has_dlc = Gotterdammerung
		}
	}
	research_bonus = {
		industry = 0.15
	}
	traits = {
		industrial_concern
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: netherlands.2
Constructs: ai_chance, has_war, add_stability, fire_only_once, add_political_power, has_country_leader, retire_country_leader
Source: game
File: events/netherlands.txt

Code:
country_event = {
	id = netherlands.2
	title = netherlands.2.t
	desc = netherlands.2.desc
	picture = GFX_report_event_generic_read_write
	trigger = {
		date = > 1939.07.12 < 1942.02.02
		has_country_leader = {
			ruling_only = yes
			character = HOL_hendrikus_colijn
		}
		has_war = no
	}
	mean_time_to_happen = {
		days = 90
	}
	fire_only_once = yes
	option = {
		name = netherlands.2.a
		add_political_power = -50
		add_stability = -0.1
		ai_chance = {
			base = 0
		}
	} {
		name = netherlands.2.b
		add_political_power = -20
		retire_country_leader = yes
	}
}
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_navy
Constructs: shared_focus, limit, completion_reward, is_coastal, is_controlled_by, random_core_state, has_dynamic_modifier, is_owned_and_controlled_by
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_navy
	relative_position_id = SMB_air_force
	x = 8
	y = 0
	dynamic = yes
	icon = {
		GFX_focus_CHL_armada_de_chile = {
			original_tag = CHL
		}
		GFX_focus_ARG_navy = {
			original_tag = ARG
		}
		GFX_focus_BRA_navy = {
			original_tag = BRA
		}
		GFX_goal_generic_build_navy = yes
	}
	cost = 5
	ai_will_do = {
		factor = 20
		modifier = {
			any_controlled_state = {
				is_coastal = no
			}
			factor = 0
		}
	}
	available = {
		any_owned_state = {
			is_controlled_by = ROOT
			is_coastal = yes
		}
	}
	bypass = {

	}
	completion_reward = {
		navy_experience = 25
		random_core_state = {
			limit = {
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = yes
				}
				NOT = {
					has_dynamic_modifier = {
						modifier = BRA_neglected_state_dynamic_modifier
					}
				}
				is_owned_and_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
		IF = {
			limit = {
				original_tag = CHL
			}
			add_dynamic_modifier = {
				modifier = CHL_navy_modifier
			}
		}
		ELSE_IF = {
			limit = {
				original_tag = BRA
			}
			add_dynamic_modifier = {
				modifier = BRA_navy_modifier
			}
		} {
			limit = {
				original_tag = ARG
			}
			add_dynamic_modifier = {
				modifier = ARG_navy_modifier
			}
		} {
			limit = {
				original_tag = PAR
			}
			add_dynamic_modifier = {
				modifier = PAR_navy_modifier
			}
		} {
			limit = {
				original_tag = URG
			}
			add_dynamic_modifier = {
				modifier = URG_navy_modifier
			}
		}
		ELSE = {
			add_dynamic_modifier = {
				modifier = south_american_navy_modifier
			}
		}
	}
}
### Entity: Shared Focus
Tree: den_focus
Component: DEN_Motorization_of_the_Army
Constructs: shared_focus, prerequisite, limit, add_ideas, completion_reward, set_technology, has_dlc, add_mio_size
Source: game
File: common/national_focus/r56_denmark.txt

Code:
shared_focus = {
	id = DEN_Motorization_of_the_Army
	icon = GFX_goal_generic_army_motorized
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 0.1
	}
	prerequisite = {
		focus = DEN_Restructure_the_Army_Command DEN_Foreign_Designs
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_RESEARCH
	}
	x = -3
	y = 2
	relative_position_id = DEN_Rearm_the_Royal_Army
	completion_reward = {
		add_ideas = den_motorization_of_the_army
		set_technology = {
			tech_trucks = 1
			motorised_infantry = 1
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:DEN_triangel_organization = {
				add_mio_size = 1
				add_mio_funds_gain_factor = 0.35
				add_mio_research_bonus = 0.05
				unlock_mio_trait_tooltip = DEN_mio_trait_truck_mass_production
			}
		}
	}
}
### Entity: Order of Battle
Component: 1 Azad Hind Fauj
Constructs: division_template
Source: game
File: history/units/JAP_Indian_National_Army_reinforcement.txt

Code:
division = {
	name = 1 Azad Hind Fauj
	location = 12299
	division_template = Azad Hind Infantry Corps
}
### Entity: State History
Component: 611
Constructs: limit, add_core_of, has_dlc
Source: game
File: history/states/611-China 10.txt

Code:
state = {
	id = 611
	name = STATE_611
	manpower = 1470000
	state_category = pastoral
	history = {
		owner = MEN
		add_core_of = MEN CHI PRC
		1936.1.1 = {
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				add_core_of = HBC
			}
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 1
		}
		victory_points = {
			10397 2
		}
	}
	provinces = {
		828 952 1489 4495 4612 7545 7674 10397 11752 13379
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: HUN_his_majestys_government
Constructs: stability_factor, has_government, democratic_drift, fascism_drift, communism_drift
Source: game
File: common/ideas/hungary.txt

Code:
HUN_his_majestys_government = {
	allowed = {
		original_tag = HUN
		always = no
	}
	picture = HUN_hungarian_monarchy_democratic
	allowed_civil_war = {
		has_government = democratic
	}
	available = {
		has_government = democratic
	}
	modifier = {
		democratic_drift = 0.02
		fascism_drift = -0.01
		communism_drift = -0.01
		stability_factor = 0.1
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_america_first
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_country_flag, completion_reward, allow_branch, has_dlc
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_america_first
	icon = GFX_goal_generic_political_pressure
	x = 4
	y = 1
	prerequisite = {
		focus = USA_reestablish_the_gold_standard
	}
	relative_position_id = USA_reestablish_the_gold_standard
	cost = 10
	ai_will_do = {
		factor = 1
	}
	allow_branch = {
		has_dlc = Man the Guns
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = USA_continue_the_new_deal
			}
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = charles_coughlin
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		if = {
			limit = {
				is_ai = yes
				OR = {
					has_country_flag = USA_AI_RANDOM_FASCIST
					has_game_rule = {
						rule = USA_ai_behavior
						option = FASCIST
					}
				}
			}
			add_ideas = charles_coughlin
		}
	}
}
### Entity: National Focus
Tree: sco_focus
Component: SCO_alliance_with_norway
Constructs: prerequisite, limit, random_country, has_government, has_war_with, completion_reward, is_subject, is_faction_leader
Source: game
File: common/national_focus/scotland.txt

Code:
focus = {
	id = SCO_alliance_with_norway
	icon = GFX_focus_NOR_the_kingdom_of_norway
	prerequisite = {
		focus = SCO_monarchist_officer_corps
	}
	relative_position_id = SCO_monarchist_officer_corps
	x = -3
	y = 1
	cost = 5
	available_if_capitulated = yes
	available = {
		has_government = neutrality
		NOR = {
			exists = yes
			has_government = neutrality
			is_subject = no
			OR = {
				is_faction_leader = yes
				is_in_faction = no
			}
			has_capitulated = no
		}
	}
	completion_reward = {
		add_ai_strategy = {
			type = build_army
			id = infantry
			value = 30
		}
		set_rule = {
			can_create_factions = yes
		}
		if = {
			limit = {
				any_country = {
					is_faction_leader = yes
					NOT = {
						has_government = communism
					}
					original_tag = NOR
				}
			}
			random_country = {
				limit = {
					is_faction_leader = yes
					NOT = {
						has_government = communism
					}
					original_tag = NOR
				}
				country_event = generic.2
			}
		}
		else = {
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				set_rule = {
					can_create_factions = yes
				}
				create_faction_from_template = {
					template = faction_template_SCO_auld_alliance
					name = north_sea_defense_treaty
				}
				add_faction_initiative = 1
			}
			ELSE = {
				set_rule = {
					can_create_factions = yes
				}
				create_faction = north_sea_defense_treaty
			}
			every_other_country = {
				limit = {
					is_in_faction = no
					is_subject = no
					NOT = {
						has_war_with = ROOT
					} {
						has_government = communism
					}
					original_tag = NOR
				}
				country_event = generic.5
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Character
Component: TUR_cemil_cahit_toydemir
Constructs: has_country_flag, has_dlc
Source: game
File: common/characters/TUR.txt

Code:
TUR_cemil_cahit_toydemir = {
	instance = {
		allowed = {
			has_dlc = Battle for the Bosporus
		}
		name = TUR_cemil_cahit_toydemir
		portraits = {
			army = {
				small = GFX_idea_tur_cemil_cahit_toydemir
				large = GFX_portrait_tur_cemil_cahit_toydemir
			}
		}
		advisor = {
			slot = army_chief
			idea_token = TUR_cemil_cahit_toydemir
			allowed = {
				original_tag = TUR
				has_dlc = Battle for the Bosporus
			}
			available = {
				NOT = {
					has_country_flag = TUR_ottoman_officers_invited_back
				}
			}
			visible = {
				NOT = {
					has_country_flag = TUR_ottoman_officers_invited_back
				}
			}
			traits = {
				army_chief_reform_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		corps_commander = {
			traits = {
				career_officer infantry_officer trait_TUR_kemalist_champion hill_fighter
			}
			skill = 3
			attack_skill = 3
			defense_skill = 2
			planning_skill = 3
			logistics_skill = 2
			legacy_id = 904
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Battle for the Bosporus
			}
		}
		name = TUR_cemil_cahit_toydemir
		portraits = {
			army = {
				large = GFX_portrait_TUR_cemil_cahit_toydemir
				small = GFX_portrait_TUR_cemil_cahit_toydemir_small
			}
		}
		corps_commander = {
			traits = {
				desert_fox
			}
			skill = 3
			attack_skill = 3
			defense_skill = 2
			planning_skill = 3
			logistics_skill = 2
			legacy_id = 904
		}
	}
}
### Entity: Idea
Component: KMT_three_principles
Constructs: removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_three_principles = {
	removal_cost = -1
	picture = chi_warlord_integration5
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {

	}
	modifier = {
		political_power_factor = 0.05
		consumer_goods_factor = -0.1
	}
}
### Entity: Scripted Trigger
Component: EAI_TAC_air_focus
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_TAC_air_focus = {
	OR = {
		check_variable = {
			EAI_FOCUS/AIR/ground_bomber = global.EAI_TAC_AIR
		} {
			EAI_FOCUS/AIR/ground_bomber_OVERRIDE = global.EAI_TAC_AIR
		}
		AND = {
			OR = {
				EAI_Tactical_Bomber_Focus_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/AIR/ground_bomber EAI_FOCUS/AIR/ground_bomber_OVERRIDE
			}
		}
	}
}
### Entity: Faction
Component: war_declaration_threat_25
Source: game
File: common/factions/rules/war_declaration_rules.txt

Code:
war_declaration_threat_25 = {
	type = war_declaration_rules
	ai_will_do = {
		base = 0
	}
	trigger = {
		threat = > 0.25
	}
}