Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: GER_treaty_of_versailles
Constructs: stability_factor, has_war, war_support_factor, removal_cost, is_subject, conscription_factor, send_volunteers_tension
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_treaty_of_versailles = {
	removal_cost = -1
	allowed = {
		always = no
	}
	picture = generic_victors_of_ww1
	cancel = {
		OR = {
			has_war = yes
			is_subject = yes
		}
	}
	rule = {
		can_join_factions = no
		can_guarantee_other_ideologies = no
	}
	modifier = {
		stability_factor = 0.1
		war_support_factor = -0.25
		conscription_factor = -0.5
		training_time_factor = 1
		join_faction_tension = 1.0
		send_volunteers_tension = 0.2
		embargo_threshold_factor = 2.5
		guarantee_tension = 1.0
		ai_badass_factor = 0.01
		ai_focus_peaceful_factor = 0.5
		ai_get_ally_desire_factor = -100
		ai_focus_defense_factor = 0.2
		enemy_justify_war_goal_time = 2.5
		custom_modifier_tooltip = BUL_army_restrictions_mobilization_law_tt
	}
}
### Entity: State History
Component: 873
Constructs: add_core_of
Source: game
File: history/states/873-South West Queensland.txt

Code:
state = {
	id = 873
	name = STATE_873
	provinces = {
		2116 2221 5198 10941 12949
	}
	history = {
		buildings = {
			infrastructure = 1
		}
		owner = AST
		add_core_of = AST
	}
	state_category = pastoral
	manpower = 60000
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Order of Battle
Component: air_wing_114
Source: game
File: history/units/ITA_1939_air_bba.txt

Code:
air_wings = {
	114 = {
		medium_plane_airframe_1 = {
			owner = ITA
			amount = 64
			version_name = SM.79
		} {
			owner = ITA
			amount = 24
			version_name = Z.506
		}
	}
}
### Entity: Idea
Component: warrior_traditions_idea
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
warrior_traditions_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		war_support_factor = 0.15
		army_morale_factor = 0.1
	}
}
### Entity: Idea
Component: CHI_islamic_state
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_islamic_state = {
	picture = raj_marginalized_muslim_community_happy
	removal_cost = -1
	modifier = {
		stability_factor = 0.05
		political_power_factor = 0.05
		army_morale_factor = 0.05
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_a_modern_empire
Constructs: prerequisite, limit, completion_reward, has_global_flag, set_country_flag, unlock_decision_tooltip, swap_ideas, remove_idea
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_a_modern_empire
	icon = GFX_focus_proclaim_the_restauration_of_Austria_Hungary
	relative_position_id = AUS_crush_the_heimwehr
	x = 0
	y = 2
	prerequisite = {
		focus = AUS_crush_the_heimwehr
	}
	cost = 10
	completion_reward = {
		if = {
			limit = {
				has_global_flag = AUS_minigame_disabled
			}
			set_country_flag = AUS_nazis_crushed
			custom_effect_tooltip = AUS_crush_nazis_effect
		}
		else = {
			unlock_decision_tooltip = AUS_crush_nazis
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		swap_ideas = {
			remove_idea = AUS_july_followed_june_2
			add_idea = AUS_a_modern_empire
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_POL_union
Constructs: prerequisite, limit, completion_reward, is_subject_of, is_core_of, is_owned_by, has_global_flag, is_ai
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_POL_union
	icon = GFX_goal_generic_national_unity
	prerequisite = {
		focus = LIT_king_of_poland
	}
	relative_position_id = LIT_king_of_poland
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available = {
		OR = {
			POL = {
				is_subject_of = ROOT
			}
			AND = {
				all_state = {
					OR = {
						NOT = {
							is_core_of = POL
						}
						is_owned_by = ROOT
					}
				}
				core_compliance = {
					occupied_country_tag = POL
					value = > 50
				}
			}
		}
	}
	bypass = {
		has_global_flag = form_commonwealth_flag
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		if = {
			limit = {
				POL = {
					exists = yes
					is_ai = yes
				}
			}
			random_other_country = {
				limit = {
					is_puppet_of = ROOT
					original_tag = POL
				}
				every_character = {
					limit = {
						OR = {
							is_corps_commander = yes
							is_navy_leader = yes
							is_field_marshal = yes
						}
						has_unit_leader_flag = POL_monarchy_sympathies_flag
					}
					set_nationality = ROOT
				}
			}
			annex_country = {
				target = POL
				transfer_troops = yes
			}
		}
		else_if = {
			limit = {
				POL = {
					exists = yes
					is_ai = no
				}
			}
			POL = {
				country_event = {
					id = poland.15
					days = 1
				}
			}
		}
		hidden_effect = {
			activate_decision = form_commonwealth
		}
		effect_tooltip = {
			set_cosmetic_tag = PLC_UNIFIED
		}
		custom_effect_tooltip = form_country_lithuania_coring_states_tt form_country_poland_coring_states_tt form_country_latvia_coring_states_tt
	}
}
### Entity: Wiki Documentation
Construct: all
Source: wiki
File: wiki/Special%3ARecentChangesLinked/Hearts_of_Iron_4_Wiki.html

Doc:
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;Invert selection &#160;Associated namespace |
Tag filter: | |
Page name: | Show changes to pages linked to the given page instead |

11 April 2016
&#160;m&#160;&#160;&#160;09:04&#160; | Ideas‎ (diff | hist) . . (0)‎ . . Panzerzombie (Talk | contribs) (→‎Trade laws) |

8 April 2016
&#160;m&#160;&#160;&#160;14:03&#160; | Hearts of Iron IV‎ (diff | hist) . . (+101)‎ . . BjornB (Talk | contribs) |

Retrieved from "http://www.hoi4wiki.com/Special:RecentChangesLinked/Hearts_of_Iron_4_Wiki"
### Entity: Event
Component: wtt_political_organisation.11
Constructs: is_triggered_only
Source: game
File: events/WTT_china_political_power_struggle.txt

Code:
country_event = {
	id = wtt_political_organisation.11
	title = wtt_political_organisation.11.t
	desc = wtt_political_organisation.11.desc
	picture = GFX_report_event_long_march
	is_triggered_only = yes
	option = {
		name = wtt_political_organisation.11.a
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_abolish_death_penalty_old
Constructs: prerequisite, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_abolish_death_penalty_old
	text = SOV_abolish_death_penalty
	icon = GFX_goal_generic_deadly_treaty
	prerequisite = {
		focus = SOV_amnesty_for_political_opponents_old
	} {
		focus = SOV_form_solider_committees_old
	}
	x = 1
	y = 1
	relative_position_id = SOV_form_solider_committees_old
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	completion_reward = {
		add_political_power = 250
		add_stability = 0.1
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ANATO_medium_tank.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
NATO_medium_tank.png &#8206;(53 × 31 pixels, file size: 4 KB, MIME type: image/png)
### Entity: National Focus
Tree: aoi_focus
Component: AOI_equipment_effort_2
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_italian_east_africa.txt

Code:
focus = {
	id = AOI_equipment_effort_2
	icon = GFX_goal_generic_army_artillery
	text = ABC_equipment_effort_2
	prerequisite = {
		focus = AOI_equipment_effort
	}
	x = 0
	y = 1
	relative_position_id = AOI_equipment_effort
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 5
		add_tech_bonus = {
			name = infantry_artillery_bonus
			bonus = 1
			uses = 1
			category = infantry_weapons artillery
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: belgium.41
Constructs: ai_chance, has_completed_focus, has_government, fire_only_once, add_political_power, add_popularity, set_country_flag
Source: game
File: events/BEL_events.txt

Code:
country_event = {
	id = belgium.41
	title = belgium.41.t
	desc = belgium.41.d
	picture = GFX_report_event_Rexist_Vote
	fire_only_once = yes
	trigger = {
		tag = BEL
		date = > 1937.4.1
		NOT = {
			date = > 1939.1.1
		} {
			has_completed_focus = BEL_go_right
		}
		has_government = democratic
	}
	mean_time_to_happen = {
		days = 20
	}
	option = {
		name = belgium.41.a
		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				has_completed_focus = BEL_go_left
			}
		}
		add_political_power = 20
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
	} {
		name = belgium.41.b
		add_political_power = -20
		add_popularity = {
			ideology = fascism
			popularity = 0.09
		}
		set_country_flag = rexist_electoral_victory_1937
	} {
		trigger = {
			has_completed_focus = BEL_go_left
		}
		name = belgium.41.c
		ai_chance = {
			base = 100
		}
		add_political_power = 20
		add_popularity = {
			ideology = democratic
			popularity = 0.02
		} {
			ideology = communism
			popularity = 0.02
		}
	}
}
### Entity: Order of Battle
Component: 8a Brigada Legionario
Constructs: division_template
Source: game
File: history/units/SPA_Civil_War.txt

Code:
division = {
	name = 8a Brigada Legionario
	location = 948
	division_template = Brigada Legionario
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_expression_of_belgian_unity
Constructs: prerequisite, limit, remove_ideas, completion_reward, has_idea
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_expression_of_belgian_unity
	icon = GFX_focus_BEL_expression_of_belgian_unity
	prerequisite = {
		focus = BEL_liberal_victory BEL_socialist_victory
	}
	relative_position_id = BEL_liberal_victory
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	x = 1
	y = 1
	cost = 10
	available = {

	}
	completion_reward = {
		IF = {
			limit = {
				has_idea = BEL_language_barriers_ns
			}
			remove_ideas = BEL_language_barriers_ns
		}
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_AREA_capital_defense_285
Constructs: has_war_with
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_AREA_capital_defense_285 = {
	enable = {
		CAPITAL_SCOPE = {
			state = 285
		}
		any_of_scopes = {
			array = global.EAI_MAP_capital_defense_285
			CONTROLLER = {
				has_war_with = ROOT
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.01
		order_id = 9
		states = {
			285
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Country History
Country: RKM
Component: RKM_politics
Constructs: set_stability, add_ideas, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/RKM - Reichskommisariat Moskowien.txt

Code:
# Politics & Parties for RKM
set_stability = 0.4
set_war_support = 0.7
set_politics = {
	ruling_party = fascism
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	neutrality = 0
	democratic = 15
	fascism = 80
	communism = 5
}
add_ideas = {
	war_economy extensive_conscription
}
### Entity: Unit Template
Component: LAT
Source: game
File: common/units/names/00_names.txt

Code:
LAT = {
	submarine = {
		prefix = 
		generic = {
			Zemudene
		}
		unique = {
			Ronis Spidola
		}
	}
	destroyer = {
		prefix = 
		generic = {
			Iznicinatajs
		}
		unique = {

		}
	}
	light_cruiser = {
		prefix = 
		generic = {
			Gaismas Kruizeri
		}
		unique = {
			Cesis Liepaja Priekule Daugavpils Aglona Auce
		}
	}
	heavy_cruiser = {
		prefix = 
		generic = {
			Smagais Kruizeri
		}
		unique = {
			Riga Mazsalaca Dundaga Bauska Jurmala Kuldiga Madona Rezekne Valmiera
		}
	}
	battle_cruiser = {
		prefix = 
		generic = {
			Linijkreiseris
		}
		unique = {
			Valmiera Cesis Liepaja Priekule Daugavpils Aglona Auce
		}
	}
	battleship = {
		prefix = 
		generic = {
			Linijkugis
		}
		unique = {
			Riga Mazsalaca Dundaga Bauska Jurmala Kuldiga Madona Rezekne
		}
	}
	carrier = {
		prefix = 
		generic = {
			Lidmasinu Parvadatajs
		}
		unique = {
			Riga Mazsalaca Dundaga Bauska Jurmala Kuldiga Madona Rezekne Valmiera Cesis Liepaja Priekule Daugavpils Aglona Auce Virsaitis Namejs
		}
	}
}
### Entity: Scripted Effect
Component: CZE_show_current_skoda_prioty_idea_stats_infantry_focus
Constructs: limit, add_ideas, has_idea
Source: game
File: common/scripted_effects/CZE_scripted_effects.txt

Code:
CZE_show_current_skoda_prioty_idea_stats_infantry_focus = {
	if = {
		limit = {
			NOT = {
				OR = {
					has_idea = CZE_skoda_infantry_focus_optimization_1_idea CZE_skoda_infantry_focus_optimization_2_idea CZE_skoda_infantry_focus_optimization_3_idea CZE_skoda_infantry_focus_optimization_4_idea CZE_skoda_infantry_focus_optimization_5_idea CZE_skoda_infantry_focus_optimization_6_idea CZE_skoda_infantry_focus_optimization_7_idea
				}
			}
		}
		custom_effect_tooltip = CZE_skoda_set_sptimization_tier_to_one_tt
		effect_tooltip = {
			add_ideas = CZE_skoda_infantry_focus_optimization_1_idea
		}
	}
	else_if = {
		limit = {
			has_idea = CZE_skoda_infantry_focus_optimization_1_idea
		}
		show_ideas_tooltip = CZE_skoda_no_focus_optimization_1_idea
	} {
		limit = {
			has_idea = CZE_skoda_infantry_focus_optimization_2_idea
		}
		show_ideas_tooltip = CZE_skoda_infantry_focus_optimization_2_idea
	} {
		limit = {
			has_idea = CZE_skoda_infantry_focus_optimization_3_idea
		}
		show_ideas_tooltip = CZE_skoda_infantry_focus_optimization_3_idea
	} {
		limit = {
			has_idea = CZE_skoda_infantry_focus_optimization_4_idea
		}
		show_ideas_tooltip = CZE_skoda_infantry_focus_optimization_4_idea
	} {
		limit = {
			has_idea = CZE_skoda_infantry_focus_optimization_5_idea
		}
		show_ideas_tooltip = CZE_skoda_infantry_focus_optimization_5_idea
	} {
		limit = {
			has_idea = CZE_skoda_no_focus_optimization_6_idea
		}
		show_ideas_tooltip = CZE_skoda_no_focus_optimization_6_idea
	} {
		limit = {
			has_idea = CZE_skoda_no_focus_optimization_7_idea
		}
		show_ideas_tooltip = CZE_skoda_no_focus_optimization_7_idea
	}
	else = {
		show_ideas_tooltip = CZE_skoda_no_focus_optimization_1_idea
	}
}
### Entity: Character
Component: JAP_tokko_chief
Constructs: communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_tokko_chief = {
	random = no
	sprite = 15
	resistance_target = -0.1
	drift_defence_factor = 0.15
	communism_drift = -0.05
	political_power_factor = 0.05
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_REF_27
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_REF_27 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_REF
			value = 27
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = synthetic_refinery
		value = 27
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_the_anglo_turkish_agreement
Constructs: add_equipment_to_stockpile, prerequisite, limit, has_war_with, add_opinion_modifier, completion_reward, set_technology, has_dlc
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_the_anglo_turkish_agreement
	icon = GFX_focus_chi_british_cooperation
	prerequisite = {
		focus = TUR_reconfigure_our_foreign_policy
	}
	available = {
		NOT = {
			has_war_with = ENG
		}
	}
	x = -12
	y = 1
	relative_position_id = TUR_reconfigure_our_foreign_policy
	cost = 5
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		ENG = {
			add_opinion_modifier = {
				target = TUR
				modifier = TUR_regional_force_of_stability
			}
		} {
			diplomatic_relation = {
				country = TUR
				relation = guarantee
				active = yes
			}
		}
		FRA = {
			add_opinion_modifier = {
				target = TUR
				modifier = TUR_regional_force_of_stability
			}
		}
		if = {
			limit = {
				NOT = {
					has_dlc = No Step Back
				}
			}
			if = {
				limit = {
					NOT = {
						has_tech = basic_medium_tank
					}
				}
				hidden_effect = {
					set_technology = {
						basic_medium_tank = 1
					}
				}
				custom_effect_tooltip = TUR_add_medium_tank_technology_tt
			}
			add_equipment_to_stockpile = {
				type = medium_tank_equipment_1
				amount = 25
			}
		}
		else = {
			if = {
				limit = {
					NOT = {
						has_tech = basic_medium_tank_chassis
					}
				}
				hidden_effect = {
					set_technology = {
						basic_medium_tank_chassis = 1
					}
				}
				custom_effect_tooltip = TUR_add_medium_tank_technology_tt
			}
			add_equipment_to_stockpile = {
				type = medium_tank_chassis_1
				amount = 25
			}
		}
	}
}
### Entity: Decision
Component: PER_plant_resistance_cat
Constructs: has_completed_focus, add_stability, fire_only_once, has_dynamic_modifier, cancel_trigger, complete_effect, add_command_power, remove_effect
Source: game
File: common/decisions/PER.txt

Code:
PER_plant_resistance_cat = {
	PER_organize_resistance = {
		icon = GFX_decision_generic_civil_support
		allowed = {
			original_tag = PER
		}
		available = {

		}
		visible = {
			has_completed_focus = PER_plant_resistance_cells
			FROM = {
				NOT = {
					has_dynamic_modifier = {
						modifier = PER_resistance_modifier
					}
				}
			}
		}
		state_target = yes
		targets = {
			676 291 1011 230 229 584
		}
		target_trigger = {
			FROM = {
				OWNER = {
					NOT = {
						original_tag = ROOT KUR
					}
				}
			}
		}
		cancel_trigger = {
			FROM = {
				OWNER = {
					OR = {
						original_tag = ROOT KUR
					}
				}
			}
		}
		on_map_mode = map_and_decisions_view
		custom_cost_trigger = {
			command_power = > 24.9
		}
		custom_cost_text = BRA_decision_cost_cangaceiro
		fire_only_once = no
		days_remove = 180
		complete_effect = {
			hidden_effect = {
				add_command_power = -25
			}
		}
		remove_effect = {
			FROM = {
				add_dynamic_modifier = {
					modifier = PER_resistance_modifier
				}
				OWNER = {
					add_stability = -0.1
					country_event = {
						id = PER_communist_events.4
						hours = 1
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: SIA_strategic_resource_policies_r56
Constructs: removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_strategic_resource_policies_r56 = {
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = ARG_resource_extration_focus
	modifier = {
		local_resources_factor = 0.1
		war_stability_factor = 0.05
	}
}
### Entity: Idea
Component: ENG_factory_safety_regulations_1
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/britain.txt

Code:
ENG_factory_safety_regulations_1 = {
	name = ENG_trade_union_factory_demands
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		industrial_capacity_factory = -0.07
		industrial_capacity_dockyard = -0.07
	}
	picture = FRA_factory_strikes
	removal_cost = -1
}
### Entity: Character
Component: NIC_juan_pablo_esquerra
Source: game
File: common/characters/NIC.txt

Code:
NIC_juan_pablo_esquerra = {
	advisor = {
		slot = high_command
		idea_token = NIC_juan_pablo_esquerra
		ledger = navy
		allowed = {
			original_tag = NIC
		}
		traits = {
			navy_naval_air_defense_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Juan Pablo Esquerra
	portraits = {
		army = {
			small = GFX_idea_generic_navy_south_america_2
		}
	}
}
### Entity: Character
Component: navy_chief_commerce_raiding_2
Source: game
File: common/country_leader/00_traits.txt

Code:
navy_chief_commerce_raiding_2 = {
	sprite = 3
	convoy_raiding_efficiency_factor = 0.15
	experience_gain_navy = @chief_experience_gain_medium
	command_cap_increase = @tier2_cp_cap_increase
	command_power = @tier2_cp_cost
	ai_will_do = {
		factor = @navy_chief_factor_2
		modifier = {
			factor = 0
			command_power = < @tier2_cp_cost
		}
	}
}
### Entity: Idea
Component: PER_revive_the_jungle_movement
Constructs: has_government, removal_cost, is_subject, is_puppet, communism_drift
Source: game
File: common/ideas/r56_persia.txt

Code:
PER_revive_the_jungle_movement = {
	picture = home_of_revolution
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		communism_drift = 0.1
	}
}
### Entity: Character
Component: JAP_minister_for_greater_east_asia
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_minister_for_greater_east_asia = {
	random = no
	sprite = 13
	subjects_autonomy_gain = -0.1
	non_core_manpower = 0.02
	local_resources_factor = 0.05
}
### Entity: Idea
Component: CZE_bohemian_imperial_claims
Constructs: has_government
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_bohemian_imperial_claims = {
	picture = generic_intel_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	modifier = {
		generate_wargoal_tension = -0.3
		justify_war_goal_time = -0.25
	}
}
### Entity: Event
Component: SEA_china.22
Constructs: is_triggered_only, ai_chance, limit, add_opinion_modifier, has_dlc, send_embargo, random_hours, has_opinion
Source: game
File: events/SEA_Nat_China.txt

Code:
country_event = {
	id = SEA_china.22
	title = SEA_china.22.t
	desc = SEA_china.22.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = SEA_china.22.a
		ai_chance = {
			base = 1
			modifier = {
				fighting_army_strength_ratio = {
					tag = CHI
					ratio = > 1
				}
				factor = 1.15
			} {
				surrender_progress = > 0.3
				factor = 2
			}
		}
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			send_embargo = FROM
		}
		else = {
			add_opinion_modifier = {
				target = FROM
				modifier = CHI_repudiated_nine_power_treaty_no_bba
			}
		}
		add_opinion_modifier = {
			target = FROM
			modifier = CHI_repudiated_nine_power_treaty
		}
		FROM = {
			country_event = {
				id = SEA_china.23
				hours = 8
				random_hours = 8
			}
		}
	} {
		name = SEA_china.22.b
		ai_chance = {
			base = 1
			modifier = {
				has_opinion = {
					target = FROM
					value = > 65
				}
				factor = 2
			}
		}
		FROM = {
			country_event = {
				id = SEA_china.24
				hours = 8
				random_hours = 8
			}
		}
	}
}