Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: AUS_supporting_italy_in_ethiopia_category
Constructs: limit, add_ideas, every_country, fire_only_once, has_global_flag, complete_effect, add_relation_rule_override, has_idea
Source: game
File: common/decisions/AUS.txt

Code:
AUS_supporting_italy_in_ethiopia_category = {
	AUS_send_volunteers_to_italy = {
		icon = GFX_decision_generic_military
		allowed = {
			original_tag = AUS
		}
		visible = {
			has_global_flag = second_italo_ethiopian_war_flag
		}
		available = {
			has_global_flag = second_italo_ethiopian_war_flag
		}
		cost = 50
		days_remove = 30
		fire_only_once = yes
		ai_will_do = {
			base = 3
			modifier = {
				factor = 0.1
				AUS_is_historical_ai = yes
			}
		}
		complete_effect = {
			add_relation_rule_override = {
				target = ITA
				can_send_volunteers = yes
			}
			IF = {
				limit = {
					NOT = {
						has_idea = AUS_volunteer_effort
					}
				}
				add_ideas = AUS_volunteer_effort
			}
		}
	}
	AUS_send_infantry_equipment_to_italy = {
		icon = GFX_decision_generic_prepare_civil_war
		allowed = {
			original_tag = AUS
		}
		visible = {
			has_global_flag = second_italo_ethiopian_war_flag
		}
		available = {
			has_global_flag = second_italo_ethiopian_war_flag
		}
		cost = 100
		days_remove = 15
		fire_only_once = yes
		ai_will_do = {
			base = 3
			modifier = {
				factor = 0.1
				AUS_is_historical_ai = yes
			}
		}
		complete_effect = {
			ITA = {
				country_event = {
					id = AUS_political_events.12
					hours = 12
				}
			}
			event_option_tooltip = AUS_political_events.12.a
			set_country_flag = AUS_provided_infantry_equipment_for_italy_flag
		}
	}
	AUS_speak_out_against_embargo = {
		icon = GFX_decision_eng_trade_unions_demand
		allowed = {
			original_tag = AUS
		}
		visible = {
			any_country = {
				is_embargoing = ITA
			}
		}
		available = {
			any_country = {
				is_embargoing = ITA
			}
			ROOT = {
				NOT = {
					is_embargoing = ITA
				}
			}
		}
		cost = 50
		days_remove = 50
		fire_only_once = yes
		ai_will_do = {
			base = 3
			modifier = {
				factor = 0.1
				AUS_is_historical_ai = yes
			}
		}
		remove_effect = {
			set_country_flag = AUS_spoke_out_against_embargo_flag
			ITA = {
				country_event = {
					id = AUS_political_events.14
					hours = 3
				}
			}
			every_country = {
				limit = {
					is_embargoing = ITA
					is_league_of_nations_member = yes
					NOT = {
						tag = ROOT
					}
				}
				country_event = {
					id = AUS_political_events.13
					hours = 6
				}
			}
		}
	}
}
### Entity: Idea
Component: ETH_the_long_lance
Constructs: removal_cost
Source: game
File: common/ideas/ethiopia_r56.txt

Code:
ETH_the_long_lance = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = the_long_lance
	modifier = {
		naval_torpedo_screen_penetration_factor = 0.2
	}
}
### Entity: Scripted Effect
Component: ISR_empty_knesset
Constructs: set_variable
Source: game
File: common/scripted_effects/ISR_scripted_effects.txt

Code:
ISR_empty_knesset = {
	set_variable = {
		ISR_maki_seats = 0
	} {
		ISR_hashomer_seats = 0
	} {
		ISR_mapai_seats = 0
	} {
		ISR_new_aliyah_seats = 0
	} {
		ISR_general_zionists_seats = 0
	} {
		ISR_hatzohar_seats = 0
	} {
		ISR_urf_seats = 0
	} {
		ISR_party8_seats = 120
	}
	ISR_init_knesset = yes
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_merge_skodas_consumer_good_plants
Constructs: prerequisite, limit, add_ideas, completion_reward, is_controlled_by, cancel_if_invalid, add_to_variable, add_tech_bonus
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_merge_skodas_consumer_good_plants
	icon = GFX_focus_SOV_merge_plants
	overlay = GFX_focus_overlay_cze_industry_focus
	prerequisite = {
		focus = CZE_grow_tatras_capabilities
	} {
		focus = CZE_bailout_moser
	}
	relative_position_id = CZE_grow_tatras_capabilities
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		CZE_has_a_skoda_no_focus = yes
		any_core_state = {
			is_controlled_by = ROOT
		}
		num_of_factories = > 50
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		CZE_increase_skoda_max_optimization_tier = yes
		add_to_variable = {
			CZE_skoda_works_dynamic_modifier_production_speed_industrial_complex_factor = 0.1
			tooltip = production_speed_industrial_complex_factor_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_tech_bonus = {
			name = CZE_merge_skodas_consumer_good_plants
			bonus = 0.75
			uses = 1
			category = cat_production
		}
		random_owned_controlled_state = {
			prioritize = {
				9
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = industrial_complex
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_ideas = CZE_merged_consumer_good_plants
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_cooperation_programs
Constructs: prerequisite, limit, has_war_with, completion_reward, is_in_faction_with, add_timed_idea
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_cooperation_programs
	icon = GFX_goal_generic_scientific_exchange
	prerequisite = {
		focus = ITA_supermarina
	}
	x = 6
	y = 1
	relative_position_id = ITA_supermarina
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_NAVY_XP
	}
	completion_reward = {
		navy_experience = 25
		custom_effect_tooltip = ITA_cooperation_programs_decisions_tt
		if = {
			limit = {
				NOT = {
					has_war_with = SWE
					any_enemy_country = {
						is_in_faction_with = SWE
					}
				}
			}
			SWE = {
				country_event = {
					id = BBA_italy_naval_cooperation_programs.08
					hours = 1
				}
			}
			custom_effect_tooltip = if_they_accept
			effect_tooltip = {
				custom_effect_tooltip = ITA_cooperation_programs_deal_sweden_tt
				add_timed_idea = {
					idea = ITA_sold_obsolete_escort_ships_ns
					days = 365
				}
			}
		}
	}
}
### Entity: Event
Component: INS_political_events.13
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, complete_national_focus, is_subject_of, set_variable
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_political_events.13
	title = INS_political_events.13.t
	desc = INS_political_events.13.desc
	picture = GFX_report_event_japanese_soldiers_02
	is_triggered_only = yes
	option = {
		name = INS_political_events.13.a
		ai_chance = {
			base = 2
		}
		complete_national_focus = INS_resist_occupation
		FROM = {
			country_event = {
				id = INS_political_events.14
				hours = 12
			}
		}
	} {
		name = INS_political_events.13.b
		ai_chance = {
			base = 5
			modifier = {
				factor = 0
				OR = {
					HOL = {
						has_completed_focus = HOL_taog_guarantee_colonial_loyalty
					}
					INS_check_plan_loyalist = yes
				}
			}
		}
		if = {
			limit = {
				is_subject_of = HOL
			}
			HOL = {
				country_event = {
					id = INS_political_events.16
					hours = 12
				}
			}
		}
		complete_national_focus = INS_defenders_of_homeland
		custom_effect_tooltip = INS_peta_explain_tt
		set_variable = {
			var = states_japan_owned_when_taking_INS
			value = JAP.num_controlled_states
		}
		FROM = {
			country_event = {
				id = INS_political_events.15
				hours = 12
			}
		}
	}
}
### Entity: Character
Component: JUNO_devoted_trotskyist
Constructs: send_volunteer_divisions_required, send_volunteer_factor, send_volunteers_tension
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_devoted_trotskyist = {
	random = no
	sprite = 13
	send_volunteer_divisions_required = -0.4
	send_volunteer_factor = 0.3
	send_volunteers_tension = -0.5
	ai_will_do = {
		factor = 0
	}
}
### Entity: Character
Component: KUR_seyid_riza
Source: game
File: common/characters/KUR.txt

Code:
KUR_seyid_riza = {
	name = KUR_seyid_riza
	portraits = {
		civilian = {
			large = GFX_portrait_kur_seyid_riza
		}
	}
	country_leader = {
		ideology = conservatism
		traits = {
			freedom_fighter
		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Modifier Reference
Construct: air_advisor_cost_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## air_advisor_cost_factor

* Number with 0 decimal places
* **Categories**: air
### Entity: AI Strategy
Component: militia_ITA
Constructs: has_completed_focus
Source: game
File: common/ai_templates/templates_ITA.txt

Code:
militia_ITA = {
	available_for = {
		ITA
	}
	role = militias
	upgrade_prio = {
		factor = 2
		modifier = {
			factor = 0
			has_completed_focus = ITA_disband_the_blackshirts
		}
	}
	militia_default_ITA = {
		upgrade_prio = {
			factor = 1
		}
		target_template = {
			support = {
				engineer = 1
			}
			regiments = {
				militia = 12
			}
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_the_return_of_ferdinand_i
Constructs: prerequisite, limit, add_ideas, has_government, has_country_flag, add_opinion_modifier, completion_reward, is_in_faction_with
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_the_return_of_ferdinand_i
	prerequisite = {
		focus = BUL_plot_against_boris
	}
	icon = GFX_focus_BUL_the_return_of_ferdinand
	relative_position_id = BUL_plot_against_boris
	x = -1
	y = 2
	cost = 10
	mutually_exclusive = {
		focus = BUL_form_a_regency_council
	}
	available = {
		has_country_flag = BUL_tsar_boris_is_dead_flag
		BUL_has_abolished_monarchy = no
		NOT = {
			is_in_faction_with = ENG
		} {
			is_in_faction_with = FRA
		}
		OR = {
			is_faction_leader = yes
			is_in_faction = no
			AND = {
				any_country = {
					is_in_faction_with = ROOT
					is_faction_leader = yes
					NOT = {
						has_government = communism
					} {
						has_government = democratic
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		hidden_effect = {
			if = {
				limit = {
					has_country_leader = {
						character = BUL_georgi_ivanov_kyoseivanov
						ruling_only = yes
					}
				}
				set_variable = {
					BUL_former_leader_before_ferdinand = 1
				}
			}
			else_if = {
				limit = {
					has_country_leader = {
						character = BUL_bogdan_filov
						ruling_only = yes
					}
				}
				set_variable = {
					BUL_former_leader_before_ferdinand = 2
				}
			} {
				limit = {
					has_country_leader = {
						character = BUL_nikola_mushanov
						ruling_only = yes
					}
				}
				set_variable = {
					BUL_former_leader_before_ferdinand = 3
				}
			} {
				limit = {
					has_country_leader = {
						character = BUL_hristo_lukov
						ruling_only = yes
					}
				}
				set_variable = {
					BUL_former_leader_before_ferdinand = 4
				}
			} {
				limit = {
					has_country_leader = {
						character = BUL_aleksandar_tsankov
						ruling_only = yes
					}
				}
				set_variable = {
					BUL_former_leader_before_ferdinand = 5
				}
			}
		} {
			news_event = {
				id = bftb_news.4
				hours = 8
				random_hours = 4
			}
		}
		set_country_flag = BUL_the_return_of_ferdinand_flag
		set_party_name = {
			ideology = neutrality
			long_name = BUL_ferdinand_loyalists_party_long
			name = BUL_ferdinand_loyalists_party
		}
		add_country_leader_role = {
			character = BUL_ferdinand_i
			country_leader = {
				expire = 1965.1.1
				ideology = despotism
				traits = {
					dreams_of_a_new_byzantium
				}
			}
			promote_leader = yes
		}
		if = {
			limit = {
				NOT = {
					has_government = neutral
# ... (truncated)
### Entity: National Focus
Tree: pal_focus
Component: PAL_culture_of_militarism
Constructs: prerequisite, limit, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_culture_of_militarism
	icon = GFX_goal_generic_army_hat_and_medal
	x = 1
	y = 1
	prerequisite = {
		focus = PAL_concessions_to_civilians
	}
	cost = 5
	relative_position_id = PAL_concessions_to_civilians
	completion_reward = {
		if = {
			limit = {
				has_idea = PAL_high_civilian_power_idea
			}
			swap_ideas = {
				remove_idea = PAL_high_civilian_power_idea
				add_idea = PAL_high_civilian_power_idea2
			}
		} {
			limit = {
				has_idea = PAL_high_civilian_power_idea3
			}
			swap_ideas = {
				remove_idea = PAL_high_civilian_power_idea3
				add_idea = PAL_high_civilian_power_idea4
			}
		}
	}
}
### Entity: Idea
Component: COG_long_term_debt_recieved
Source: game
File: common/ideas/congo.txt

Code:
COG_long_term_debt_recieved = {
	allowed = {
		original_tag = BEL
	}
	allowed_civil_war = {
		always = yes
	}
	picture = EST_exploit_the_banks
	modifier = {
		consumer_goods_factor = -0.1
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_develop_the_southern_bases_r56
Constructs: prerequisite, completion_reward, add_building_construction, build_railway
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_develop_the_southern_bases_r56
	icon = GFX_goal_generic_naval_base
	prerequisite = {
		focus = SIA_prepare_a_naval_expansion_r56 SIA_separate_the_royal_aeronautical_service_r56
	}
	cost = 5
	x = 6
	y = 1
	relative_position_id = SIA_prepare_a_naval_expansion_r56
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		base = 2
	}
	available = {
		724 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	completion_reward = {
		navy_experience = 10
		air_experience = 10
		724 = {
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			} {
				type = naval_base
				level = 1
				province = 7236
				instant_build = yes
			}
			build_railway = {
				path = {
					12201 12230
				}
				level = 1
			}
		}
	}
}
### Entity: Scripted Effect
Component: SIA_pick_propaganda_campaign_slot_effect
Constructs: limit, has_country_flag, check_variable, set_variable, set_country_flag, add_to_variable
Source: game
File: common/scripted_effects/SIA_scripted_effects.txt

Code:
SIA_pick_propaganda_campaign_slot_effect = {
	hidden_effect = {
		if = {
			limit = {
				check_variable = {
					SIA_poster_left_icon_frame = constant:propaganda.SIA.propaganda_empty_slot_index
				}
			}
			set_variable = {
				SIA_poster_left_icon_frame = SIA_new_propaganda_campaign
			} {
				SIA_new_propaganda_campaign_duration_left = SIA_new_propaganda_campaign_duration
			} {
				SIA_propaganda_left_poster_to_age = SIA_poster_left_icon_frame
			}
			hidden_effect = {
				country_event = {
					id = TAOG_siam_movie_campaign_events.101
					days = constant:propaganda.SIA.default_propaganda_campaign_old_days
				}
				if = {
					limit = {
						has_country_flag = SIA_debug_fast_propaganda_campaigns_flag
					}
					set_country_flag = {
						flag = SIA_propaganda_left_days_remaining_flag
						days = 5
					}
				}
				else = {
					if = {
						limit = {
							check_variable = {
								SIA_new_propaganda_campaign_duration_left = 0
							}
						}
						set_variable = {
							SIA_new_propaganda_campaign_duration_left = constant:propaganda.SIA.default_propaganda_campaign_duration
						}
					}
					set_country_flag = {
						flag = SIA_propaganda_left_days_remaining_flag
						days = var:SIA_new_propaganda_campaign_duration_left
					}
				}
			}
		}
		else_if = {
			limit = {
				check_variable = {
					SIA_poster_center_icon_frame = constant:propaganda.SIA.propaganda_empty_slot_index
				}
			}
			set_variable = {
				SIA_poster_center_icon_frame = SIA_new_propaganda_campaign
			} {
				SIA_new_propaganda_campaign_duration_center = SIA_new_propaganda_campaign_duration
			} {
				SIA_propaganda_center_poster_to_age = SIA_poster_center_icon_frame
			}
			hidden_effect = {
				country_event = {
					id = TAOG_siam_movie_campaign_events.102
					days = constant:propaganda.SIA.default_propaganda_campaign_old_days
				}
				if = {
					limit = {
						has_country_flag = SIA_debug_fast_propaganda_campaigns_flag
					}
					set_country_flag = {
						flag = SIA_propaganda_center_days_remaining_flag
						days = 5
					}
				}
				else = {
					if = {
						limit = {
							check_variable = {
								SIA_new_propaganda_campaign_duration_center = 0
							}
						}
						set_variable = {
							SIA_new_propaganda_campaign_duration_center = constant:propaganda.SIA.default_propaganda_campaign_duration
						}
					}
					set_country_flag = {
						flag = SIA_
# ... (truncated)
### Entity: Modifier Reference
Component: operative_nationality_mission
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
operative_nationality_mission = {
	intel_network_gain_factor = 0.3
	own_operative_detection_chance_factor = -0.1
}
### Entity: AI Strategy
Component: EAI_MILITARY_INVASION_disable_invasions
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_MILITARY_naval_strategies.txt

Code:
EAI_MILITARY_INVASION_disable_invasions = {
	enable = {
		check_variable = {
			EAI_MILITARY_INVASION_objectives^num = > 0
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = Q00
		value = -10000
	} {
		type = invade
		id = Q01
		value = -10000
	} {
		type = invade
		id = Q02
		value = -10000
	} {
		type = invade
		id = Q03
		value = -10000
	} {
		type = invade
		id = Q04
		value = -10000
	} {
		type = invade
		id = Q05
		value = -10000
	} {
		type = invade
		id = Q06
		value = -10000
	} {
		type = invade
		id = Q07
		value = -10000
	} {
		type = invade
		id = Q08
		value = -10000
	} {
		type = invade
		id = Q09
		value = -10000
	} {
		type = invade
		id = Q0A
		value = -10000
	} {
		type = invade
		id = Q0B
		value = -10000
	} {
		type = invade
		id = Q0C
		value = -10000
	} {
		type = invade
		id = Q0D
		value = -10000
	} {
		type = invade
		id = Q0E
		value = -10000
	} {
		type = invade
		id = Q0F
		value = -10000
	} {
		type = invade
		id = Q0G
		value = -10000
	} {
		type = invade
		id = Q0H
		value = -10000
	} {
		type = invade
		id = Q0I
		value = -10000
	} {
		type = invade
		id = Q0J
		value = -10000
	} {
		type = invade
		id = Q0K
		value = -10000
	} {
		type = invade
		id = Q0L
		value = -10000
	} {
		type = invade
		id = Q0M
		value = -10000
	} {
		type = invade
		id = Q0N
		value = -10000
	} {
		type = invade
		id = Q0O
		value = -10000
	} {
		type = invade
		id = Q0P
		value = -10000
	} {
		type = invade
		id = Q0Q
		value = -10000
	} {
		type = invade
		id = Q0R
		value = -10000
	} {
		type = invade
		id = Q0S
		value = -10000
	} {
		type = invade
		id = Q0T
		value = -10000
	} {
		type = invade
		id = Q0U
		value = -10000
	} {
		type = invade
		id = Q0V
		value = -10000
	} {
		type = invade
		id = Q0W
		value = -10000
	} {
		type = invade
		id = Q0X
		value = -10000
	} {
		type = invade
		id = Q0Y
		value = -10000
	} {
		type = invade
		id = Q0Z
		value = -10000
	} {
		type = invade
		id = Q10
		value = -10000
	} {
		type = invade
		id = Q11
		value = -10000
	} {
		type = invade
		id = Q12
		value = -10000
	} {
		type = invade
		id = Q13
		value = -10000
	} {
		type = invade
		id = Q14
		value = -10000
	} {
		type = invade
		id = Q15
		value = -10000
	} {
		type = invade
		id = Q16
		value = -10000
	} {
		type = invade
		id = Q17
		value = -10000
	} {
		type = invade
		id = Q18
		value = -10000
	} {
		type = invade
		
# ... (truncated)
### Entity: AI Strategy
Component: SOV_build_tank_destroyers
Constructs: has_tech
Source: game
File: common/ai_strategy/SOV.txt

Code:
SOV_build_tank_destroyers = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		has_tech = basic_heavy_tank_chassis
		date = > 1942.6.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = heavy_tank_destroyer_chassis
		value = 1
	} {
		type = equipment_production_min_factories_archetype
		id = modern_tank_destroyer_chassis
		value = 1
	}
}
### Entity: AI Strategy
Component: r56_GER_hitler_helps_contested_mussolini
Constructs: has_government, has_civil_war, send_volunteers_desire
Source: game
File: common/ai_strategy/r56_GER.txt

Code:
r56_GER_hitler_helps_contested_mussolini = {
	allowed = {
		original_tag = GER
	}
	enable = {
		date = < 1941.6.1
		has_government = fascism
		any_other_country = {
			original_tag = ITA
			has_civil_war = yes
			has_government = fascism
		}
	}
	abort = {
		date = > 1941.6.1
	}
	ai_strategy = {
		type = send_volunteers_desire
		id = RSI
		value = 250
	}
}
### Entity: Idea
Component: FIN_infiltrated_assets
Constructs: removal_cost
Source: game
File: common/ideas/finland.txt

Code:
FIN_infiltrated_assets = {
	picture = ETH_corrupt_bureaucracy
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		operative_slot = 1
		civilian_intel_factor = 0.15
		intel_network_gain_factor = 0.15
		political_power_factor = 0.1
		decryption_power = 25
	}
}
### Entity: Idea
Component: USA_world_police
Constructs: removal_cost
Source: game
File: common/ideas/usa.txt

Code:
USA_world_police = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_volunteer_expedition_bonus
	modifier = {
		justify_war_goal_time = -0.35
	}
}
### Entity: Event
Component: chile.21
Constructs: is_triggered_only
Source: game
File: events/Chile.txt

Code:
country_event = {
	id = chile.21
	title = Soviet Rejection
	desc = The Soviets have declined to help us.
	picture = GFX_report_event_chamberlain
	is_triggered_only = yes
	option = {
		name = We are better off without them anyway.
	}
}
### Entity: Idea
Component: SOV_agrarian_socialism
Constructs: removal_cost
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_agrarian_socialism = {
	name = SOV_agrarian_socialism
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_agrarian_society
	modifier = {
		consumer_goods_factor = -0.15
	}
}
### Entity: State History
Component: 404
Constructs: add_core_of
Source: game
File: history/states/404-Saykhin.txt

Code:
state = {
	id = 404
	name = STATE_404
	history = {
		owner = SOV
		victory_points = {
			7597 1
		}
		add_core_of = KAZ SOV
		buildings = {
			infrastructure = 1
		}
	}
	provinces = {
		4578 4636 4686 7392 7556 7597 7600 7657 7777 10148 10353 10366 10452 10506 10601 12329 12340 12397
	}
	manpower = 447020
	buildings_max_level_factor = 1.0
	state_category = pastoral
	local_supplies = 0.0
}
### Entity: National Focus
Tree: mon_focus
Component: MON_the_second_northern_expedition
Constructs: prerequisite, limit, completion_reward, is_faction_leader, is_in_faction_with, every_other_country, is_subject_of, create_wargoal
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_the_second_northern_expedition
	icon = GFX_goal_CHI_retake_manchuria
	x = 1
	y = 1
	relative_position_id = MON_secure_the_rear
	cost = 10
	prerequisite = {
		focus = MON_joint_pilgrimage_to_mount_wutai MON_secure_the_rear
	}
	available = {
		is_faction_leader = yes
		is_in_faction_with = PRC
		any_state = {
			custom_trigger_tooltip = {
				tooltip = state_is_manchuria_plus_mengukou_tt
				OR = {
					region = 155
					state = 947 610 609 745 612 611
				}
			} {
				tooltip = ROOT_is_not_controlled_by_root_or_ally_tt
				NOT = {
					is_controlled_by_ROOT_or_ally = yes
				}
			}
		}
	}
	ai_will_do = {
		factor = 30
	}
	bypass = {
		all_state = {
			OR = {
				NOT = {
					custom_trigger_tooltip = {
						tooltip = state_is_manchuria_plus_mengukou_tt
						OR = {
							region = 155
							state = 947 610 609 745 612 611
						}
					}
				}
				is_controlled_by_ROOT_or_ally = yes
			}
		}
	}
	completion_reward = {
		every_other_country = {
			limit = {
				NOT = {
					is_in_faction_with = ROOT
				} {
					is_subject_of = ROOT
				}
				any_owned_state = {
					OR = {
						region = 155
						state = 947 610 609 745 612 611
					}
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = take_state_focus
					expire = 0
				}
			}
		}
		add_named_threat = {
			threat = 1.5
			name = MON_the_second_northern_expedition_tension
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}