Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: State History
Component: 955
Constructs: add_core_of, add_to_array
Source: game
File: history/states/955-Northern Dobruja.txt

Code:
state = {
	id = 955
	name = STATE_955
	provinces = {
		657 687 3076 9635
	}
	history = {
		owner = ROM
		victory_points = {
			657 3
		}
		buildings = {
			infrastructure = 3
			657 = {
				naval_base = 8
			}
			687 = {
				naval_base = 1
			}
			dockyard = 1
		}
		add_core_of = ROM
		add_to_array = {
			state_victory_points = 657
		}
	}
	manpower = 503290
	buildings_max_level_factor = 1.0
	state_category = town
	local_supplies = 0.0
}
### Entity: Scripted Trigger
Component: CHI_northern_mandate_states
Source: game
File: common/scripted_triggers/CHI_scripted_triggers.txt

Code:
CHI_northern_mandate_states = {
	OR = {
		region = 149 256 148 266 259 260 262 87 258 257 147
	}
}
### Entity: Event
Component: EST_events.7
Constructs: is_triggered_only, ai_chance, limit, has_government, set_variable, random_owned_state, has_state_flag, set_capital
Source: game
File: events/NSB_Estonia.txt

Code:
country_event = {
	id = EST_events.7
	title = EST_events.7.t
	desc = EST_events.7.d
	picture = GFX_report_event_ger_civil_war
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			set_variable = {
				var = civil_war_size_var
				value = 0.9
			}
			subtract_from_variable = {
				var = civil_war_size_var
				value = party_popularity@fascism
			}
			random_owned_state = {
				limit = {
					has_state_flag = vaps_loyal_state
				}
				EST = {
					set_capital = {
						state = PREV
					}
				}
			}
			start_civil_war = {
				ruling_party = fascism
				ideology = neutrality
				size = civil_war_size_var
				states = all
				states_filter = {
					NOT = {
						has_state_flag = vaps_loyal_state
					}
				}
			}
			random_other_country = {
				limit = {
					original_tag = EST
					has_government = neutrality
				}
				save_event_target_as = neutral_EST_civil_war
			}
		}
	}
	option = {
		name = EST_events.7.a
		ai_chance = {
			factor = 10
		}
	}
}
### Entity: Country History
Country: LIT
Component: LIT_misc
Constructs: recruit_character, limit, add_ideas, remove_ideas, set_technology, add_political_power, has_dlc, set_air_oob
Source: game
File: history/countries/LIT - Lithuania.txt

Code:
# Misc for LIT
capital = 11
if = {
	limit = {
		has_dlc = By Blood Alone
	}
	set_air_oob = LIT_1936_air_bba
	else = {
		set_air_oob = LIT_1936_air_legacy
		set_technology = {
			early_fighter = 1
		}
	}
}
{
	limit = {
		has_DLC = No Step Back
	}
	add_ideas = {
		limited_conscription LIT_iron_wolf_idea_bad_1 LIT_agrarian_society LIT_military_idea_1 LIT_seimas_idea_1
	}
}
set_research_slots = 3
set_variable = {
	var = iron_wolf_days_var
	value = 100
}
IF = {
	limit = {
		has_dlc = No Step Back
	}
	recruit_character = LIT_stasys_rastikis LIT_antanas_venclova LIT_vytautas_alantas LIT_vladas_mironas LIT_ernestas_galvanauskas LIT_vytautas_petrulis LIT_aleksandras_stulginskis LIT_jonas_staugaitis LIT_mecislovas_gedvilas LIT_vincas_mickevicius_kapsukas LIT_stasys_pundzevichius LIT_kazys_musteikis LIT_edvardas_adamkavicius
}
set_convoys = 10
1939.1.1 = {
	remove_ideas = LIT_iron_wolf_idea_bad_1 LIT_agrarian_society
	add_political_power = 1198
	add_command_power = 100
	if = {
		limit = {
			has_dlc = No Step Back
		}
		complete_national_focus = LIT_secure_a_loyal_cabinet LIT_rastikis_military_reforms LIT_exile_voldemares LIT_root_out_the_iron_wolf BALTIC_rejoin_the_railways BALTIC_renew_allied_trade LIT_purge_popular_resistance LIT_patriotic_education LIT_soviet_mutual_assistance LIT_arrest_nazis_in_memel LIT_anti_communist_militia LIT_victory_in_trust LIT_lithuanian_activist_front BALTIC_attract_workers_to_capital BALTIC_modernize_industry BALTIC_school_of_aviation BALTIC_original_designs BALTIC_natural_resources
	} {
		limit = {
			has_dlc = By Blood Alone
		}
		set_air_oob = LIT_1939_air_bba
		set_technology = {
			iw_small_airframe = 1
			engines_1 = 1
			engines_2 = 1
			aa_lmg = 1
			early_bombs = 1
		}
		else = {
			set_air_oob = LIT_1939_air_legacy
			set_technology = {
				early_bomber = 1
			}
		}
	} {
		limit = {
			has_dlc = By Blood Alone
		}
		create_equipment_variant = {
			name = ANBO IV
			type = small_plane_cas_airframe_0
			modules = {
				fixed_main_weapon_slot = bomb_locks
				fixed_auxiliary_weapon_slot_1 = light_mg_2x
				engine_type_slot = engine_2_1x
				special_type_slot_1 = empty
			}
		}
	}
	oob = LIT_1939
	set_technology = {
		tech_engineers = 1
		gw_artillery = 1
		interwar_artillery = 1
		interwar_antiair = 1
		support_weapons = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 1
		bas
# ... (truncated)
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AMarine_cropped.png.html

Doc:
What links here
Page:&#160; Namespace:&#160;
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
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Filters
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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:Marine_cropped.png"
### Entity: National Focus
Tree: sov_focus
Component: SOV_shift_to_armaments_production
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, set_variable, remove_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_shift_to_armaments_production
	icon = GFX_SOV_shift_to_armaments_production_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_third_five_year_plan
	}
	x = 2
	y = 2
	relative_position_id = SOV_third_five_year_plan
	cost = 10
	mutually_exclusive = {
		focus = SOV_reorganize_the_pc_of_heavy_industry
	}
	available = {
		SOV_third_five_year_plan_available = yes
		custom_trigger_tooltip = {
			tooltip = SOV_fyp_controlled_factories_tier_3_tt
			NOT = {
				num_of_controlled_factories = < SOV_fyp_factory_requirement_tier_3
			}
		}
		NOT = {
			has_completed_focus = SOV_curtailment_of_the_collective_farms
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		hidden_effect = {
			set_variable = {
				SOV_fyp_production_speed_industrial_complex_factor = 0
			}
		}
		if = {
			limit = {
				has_government = communism
			}
			hidden_effect = {
				remove_dynamic_modifier = {
					modifier = SOV_third_five_year_plan_dynamic_modifier
				}
				add_dynamic_modifier = {
					modifier = SOV_third_five_year_plan_military_dynamic_modifier
				}
			}
		}
		else = {
			hidden_effect = {
				remove_dynamic_modifier = {
					modifier = SOV_third_five_year_plan_dynamic_modifier_alt
				}
				add_dynamic_modifier = {
					modifier = SOV_third_five_year_plan_military_dynamic_modifier_alt
				}
			}
		}
		custom_effect_tooltip = SOV_shift_to_armaments_production_ns_tt
		add_tech_bonus = {
			name = SOV_shift_to_armaments_production
			bonus = 1.0
			uses = 2
			category = infantry_weapons
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_standard_gauge_line_to_darwin
Constructs: prerequisite, limit, completion_reward, build_railway, add_to_variable
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_standard_gauge_line_to_darwin
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = AST_lang_plan AST_exports_for_economic_recovery
	}
	relative_position_id = AST_lang_plan
	x = 8
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				controls_state = 520 674 519
			}
			build_railway = {
				path = {
					8165 7623 12992 2223 10979 12915 1478 1454
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		AST_add_or_modify_forging_australias_future = yes
		add_to_variable = {
			AST_forging_australias_future_spirit_production_speed_rail_way_factor = 0.1
			tooltip = production_speed_rail_way_factor_tt
		} {
			AST_forging_australias_future_spirit_production_speed_infrastructure_factor = 0.1
			tooltip = production_speed_infrastructure_factor_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: MUN_czech.1034
Constructs: is_triggered_only, ai_chance, has_completed_focus, add_equipment_to_stockpile, has_war, limit, has_government, add_war_support
Source: game
File: events/MUN_Czechoslovakia.txt

Code:
country_event = {
	id = MUN_czech.1034
	title = MUN_czech.1034.t
	desc = MUN_czech.1034.d
	picture = GFX_report_event_fascist_militia
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					has_war = no
					has_country_flag = CZE_hlinka_guard_forms_due_to_the_fall_of_the_republic
				}
				if = {
					limit = {
						NOT = {
							has_completed_focus = CZE_feeding_the_alligator
						}
						73 = {
							is_owned_and_controlled_by = ROOT
						}
					}
					73 = {
						remove_core_of = SLO
					}
					country_event = {
						id = MUN_the_fall_of_the_republic.3
						days = 10
					}
				}
			}
			every_core_state = {
				set_state_flag = CZE_restore_core
			}
		}
	}
	option = {
		name = MUN_czech.1034.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				is_historical_focus_on = yes
				OR = {
					has_government = democratic
					has_country_leader = {
						character = CZE_emil_hacha
						ruling_only = yes
					}
				}
			}
		}
		if = {
			limit = {
				has_country_flag = CZE_hlinka_guard_forms_due_to_the_fall_of_the_republic
			}
			add_stability = -0.15
			add_political_power = -150
			add_war_support = -0.15
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -1000
			}
		}
		else = {
			add_stability = -0.05
			add_war_support = -0.05
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -500
			}
		}
		hidden_effect = {
			if = {
				limit = {
					73 = {
						NOT = {
							is_core_of = SLO
						}
					}
				}
				73 = {
					add_core_of = SLO
				}
			}
		}
	} {
		name = MUN_czech.1034.b
		ai_chance = {
			base = 1
		}
		if = {
			limit = {
				has_country_flag = CZE_hlinka_guard_forms_due_to_the_fall_of_the_republic
			}
			if = {
				limit = {
					NOT = {
						has_cosmetic_tag = CZE_fall_of_the_republic
					}
				}
				set_country_flag = achievement_became_second_cze_republic
				set_cosmetic_tag = CZE_second_republic
			}
			set_country_flag = CZE_gave_in_to_hlinka_guard
			release_autonomy = {
				target = SLO
				autonomy_state = autonomy_integrated_puppet
				freedom_level = 0.25
			}
			hidden_effect = {
				if = {
					limit = {
						has_country_flag = CZE_hlinka_guard_forms_due_to_the_fall_of_the_republic
						has_war = no
					}
					SLO = {
						set_popularities = {
							democratic = 5
							fascism = 90
							communism = 5
						}
# ... (truncated)
### Entity: Event
Component: JUNO_brazil_events.40
Constructs: is_triggered_only, ai_chance, has_war, has_war_with, is_in_faction
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.40
	title = JUNO_brazil_events.40.t
	desc = JUNO_brazil_events.40.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.40.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				has_war_with = FROM
			}
		}
		FROM = {
			country_event = {
				id = JUNO_brazil_events.41
				days = 1
			}
		}
	} {
		name = JUNO_brazil_events.40.b
		ai_chance = {
			base = 2
			modifier = {
				factor = 100
				is_in_faction = yes
			} {
				factor = 5
				FROM = {
					has_war = yes
				}
			} {
				factor = 10
				strength_ratio = {
					tag = FROM
					ratio = > 0.5
				}
			}
		}
		FROM = {
			country_event = {
				id = JUNO_brazil_events.42
				days = 1
			}
		}
	}
}
### Entity: Event
Component: bftb_greece.167
Constructs: is_triggered_only, ai_chance, add_timed_idea, add_to_variable, has_opinion, set_country_flag
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.167
	title = bftb_greece.167.t
	desc = bftb_greece.167.desc
	picture = GFX_report_event_gre_athens
	is_triggered_only = yes
	option = {
		name = bftb_greece.167.a
		ai_chance = {
			base = 10
		}
		add_timed_idea = {
			idea = GRE_moderate_investment
			days = 45
		}
		hidden_effect = {
			GRE = {
				add_to_variable = {
					var = GRE_german_influence_over_greek_government
					value = 10
				}
			} {
				country_event = {
					id = bftb_greece.169
					days = 2
				}
			}
		}
	} {
		name = bftb_greece.167.b
		ai_chance = {
			base = 5
			modifier = {
				factor = 10
				num_of_available_civilian_factories = < 20
			}
		}
		GRE = {
			country_event = {
				id = bftb_greece.170
				days = 2
			}
		}
	} {
		name = bftb_greece.167.c
		ai_chance = {
			base = 0.1
			modifier = {
				factor = 25
				has_opinion = {
					target = GRE
					value = < -50
				}
			}
		}
		GRE = {
			country_event = {
				id = bftb_greece.171
				days = 2
			}
		}
		hidden_effect = {
			GRE = {
				set_country_flag = GRE_germany_rebuffed
			}
		}
	}
}
### Entity: Character
Component: DEN_frederik_christian_essemann
Source: game
File: common/characters/DEN.txt

Code:
DEN_frederik_christian_essemann = {
	name = DEN_frederik_christian_essemann
	portraits = {
		army = {
			large = GFX_portrait_DEN_frederik_christian_essemann
			small = GFX_portrait_Wilhelm_Wain_Prior_small
		}
	}
	corps_commander = {
		traits = {
			infantry_officer
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_the_hamidian_model
Constructs: prerequisite, add_stability, completion_reward, add_political_power, unlock_decision_tooltip, set_country_flag
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_the_hamidian_model
	icon = GFX_goal_generic_military_research
	x = 2
	y = 1
	prerequisite = {
		focus = PAL_smc_takes_responsibility
	}
	cost = 5
	relative_position_id = PAL_smc_takes_responsibility
	completion_reward = {
		add_political_power = 80
		add_stability = 0.05
		unlock_decision_tooltip = PAL_open_madarisses
		set_country_flag = PAL_opening_madariss
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_french_drill
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, cancel_if_invalid, every_army_leader, add_defense
Source: game
File: common/national_focus/china_shared.txt

Code:
shared_focus = {
	id = CHI_french_drill
	icon = GFX_goal_generic_build_tank
	prerequisite = {
		focus = CHI_heavy_weapons
	} {
		focus = CHI_french_military_mission
	}
	x = 0
	y = 5
	relative_position_id = CHI_reach_out_to_france
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		FRA_will_support = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		every_army_leader = {
			add_defense = 1
		}
		add_ideas = CHI_french_drill
	}
}
### Entity: Event
Component: poland.140
Constructs: is_triggered_only, ai_chance, add_war_support, add_political_power, declare_war_on, take_state_focus
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.140
	title = poland.140.t
	desc = poland.140.d
	picture = GFX_report_event_polish_tank_attack
	is_triggered_only = yes
	option = {
		name = poland.140.a
		ai_chance = {
			base = 100
		}
		declare_war_on = {
			target = FROM
			type = take_state_focus
			generator = {
				206
			}
		}
	} {
		name = poland.140.b
		ai_chance = {
			base = 0
		}
		add_war_support = -0.05
		add_political_power = -100
	}
}
### Entity: Event
Component: SEA_PHI_political_events.53
Constructs: is_triggered_only, limit, set_nationality, has_global_flag, add_skill_level
Source: game
File: events/SEA_Philippines.txt

Code:
country_event = {
	id = SEA_PHI_political_events.53
	title = SEA_PHI_political_events.53.t
	desc = SEA_PHI_political_events.53.desc
	picture = GFX_report_event_PHI_eisenhower
	immediate = {
		hidden_effect = {
			PHI = {
				set_nationality = {
					target_country = USA
					character = USA_dwight_d_eisenhower
				}
			}
		}
	}
	is_triggered_only = yes
	option = {
		name = SEA_PHI_political_events.53.a
		if = {
			limit = {
				has_global_flag = PHI_eisenhower_recalled_early
			}
			USA_dwight_d_eisenhower = {
				add_skill_level = 1
			}
		}
		else = {
			USA_dwight_d_eisenhower = {
				add_skill_level = 2
			}
		}
	}
}
### Entity: Event
Component: stability.36
Constructs: is_triggered_only, add_war_support, add_stability, clr_country_flag
Source: game
File: events/stability_events.txt

Code:
country_event = {
	id = stability.36
	title = stability.36.t
	desc = stability.36.desc
	picture = GFX_report_event_generic_riot
	is_triggered_only = yes
	option = {
		name = stability.36.a
		add_stability = -0.1
		add_war_support = -0.1
		clr_country_flag = crisis_solution_in_progress
	}
}
### Entity: Character
Component: AUS_theodor_innitzer
Constructs: has_completed_focus
Source: game
File: common/characters/AUS.txt

Code:
AUS_theodor_innitzer = {
	advisor = {
		slot = political_advisor
		idea_token = AUS_theodor_innitzer
		allowed = {
			original_tag = AUS
		}
		available = {
			NOT = {
				has_completed_focus = AUS_cut_ties_with_the_church
			}
		}
		visible = {
			NOT = {
				has_completed_focus = AUS_cut_ties_with_the_church
			}
		}
		traits = {
			AUS_fascist_cardinal
		}
		ai_will_do = {
			base = 1
		}
	}
	name = AUS_theodor_innitzer
	portraits = {
		civilian = {
			small = GFX_portrait_AUS_theodor_innitzer_small
		}
	}
}
### Entity: Idea
Component: NZL_charlton_mw
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/new_zealand.txt

Code:
NZL_charlton_mw = {
	picture = generic_motorized_equipment_manufacturer_1
	allowed = {
		original_TAG = NZL
		has_dlc = Together for Victory
	}
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_naval_support_focus
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_naval_support_focus
	icon = GFX_goal_generic_air_heavy_fighter2_new
	relative_position_id = QUE_fund_an_air_force
	x = 4
	y = 3
	cost = 5
	available_if_capitulated = yes
	prerequisite = {
		focus = QUE_fighter_development QUE_bomber_development
	}
	mutually_exclusive = {
		focus = QUE_ground_support_focus
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_tech_bonus = {
			name = QUE_naval_support_focus
			bonus = 1
			uses = 1
			category = maritime
		} {
			name = QUE_naval_support_focus
			bonus = 1
			uses = 1
			category = naval_bomber
		} {
			name = QUE_naval_support_focus
			bonus = 1.0
			uses = 2
			category = naval_air
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_equipment_effort
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_equipment_effort
	icon = GFX_focus_POL_ukrainian_army
	prerequisite = {
		focus = RUT_carpathian_sich
	}
	relative_position_id = RUT_carpathian_sich
	x = -5
	y = 1
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = infantry_weapons_bonus
			bonus = 1
			uses = 1
			category = infantry_weapons
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/CHI_1936_naval_legacy.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = light_cruiser_1
			creator = CHI
		}
		requested_factories = 1
		progress = 0.33
		amount = 1
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_crisis_over_the_durand
Constructs: has_completed_focus, owns_state, has_war_with, add_war_support, has_country_flag, completion_reward, has_game_rule, allow_branch
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_crisis_over_the_durand
	icon = GFX_goal_generic_phone_crisis
	x = 87
	y = 0
	cost = 5
	offset = {
		x = -27
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AFG_power_to_the_king
		}
	} {
		x = -26
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AFG_handle_the_king
		}
	}
	allow_branch = {
		OR = {
			has_country_flag = AFG_durand_crisis
		}
	}
	available = {
		is_subject = no
		NOT = {
			owns_state = 442
		}
		PAK = {
			is_neighbor_of = AFG
			NOT = {
				has_war_with = AFG
			}
		}
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_war_support = 0.05
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Idea
Component: JAP_r56_nanshin_ron_ai
Constructs: removal_cost, planning_speed, transport_capacity
Source: game
File: common/ideas/r56_japan.txt

Code:
JAP_r56_nanshin_ron_ai = {
	name = JAP_r56_nanshin_ron
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = generic_war_preparation
	removal_cost = -1
	modifier = {
		naval_invasion_penalty = -0.05
		amphibious_invasion = 0.05
		ai_focus_aggressive_factor = 2
		naval_invasion_capacity = 10
		supply_node_range = 0.1
		planning_speed = 0.45
		fuel_gain_factor = 0.25
		pocket_penalty = -0.05
		transport_capacity = -0.5
		heat_attrition_factor = -0.05
		no_supply_grace = 5
		army_speed_factor = 0.02
		convoy_escort_efficiency = 0.25
		convoy_retreat_speed = 0.25
		naval_accidents_chance = -0.05
		naval_detection = 0.05
		naval_retreat_speed = 0.02
		naval_speed_factor = 0.02
		air_range_factor = 0.15
		air_superiority_efficiency = 0.05
		air_weather_penalty = -0.05
	}
	targeted_modifier = {
		tag = INS
		attack_bonus_against = 0.05
	} {
		tag = MAL
		attack_bonus_against = 0.05
	} {
		tag = PHI
		attack_bonus_against = 0.05
	} {
		tag = FRI
		attack_bonus_against = 0.05
	}
}
### Entity: Character
Component: TAT_alexandr_alemasov
Source: game
File: common/characters/TAT.txt

Code:
TAT_alexandr_alemasov = {
	name = Aleksandr Mikhaylovich Alemasov
	portraits = {
		civilian = {
			large = GFX_portrait_Aleksandr_Mikhaylovich_Alemasov
		}
	}
	country_leader = {
		ideology = stalinism
		expire = 1950.1.1.1
		id = -1
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.35
Constructs: is_triggered_only, limit, has_war_with, add_war_support, fire_only_once, add_timed_idea
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.35
	title = SEA_japan_foreign_policy.35.t
	desc = SEA_japan_foreign_policy.35.desc
	picture = GFX_report_event_japanese_officers
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_foreign_policy.35.a
		IF = {
			limit = {
				NOT = {
					has_war_with = FROM
				}
			}
			add_war_support = -0.05
		}
		ELSE = {
			add_timed_idea = {
				idea = JAP_pro_japanese_sentiments_for_usa_idea
				days = 180
			}
		}
	}
}
### Entity: Character
Component: georgian_irredentist_writer
Constructs: stability_factor, communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
georgian_irredentist_writer = {
	random = no
	sprite = 13
	stability_factor = 0.05
	political_power_factor = 0.05
	justify_war_goal_time = -0.1
	communism_drift = -0.1
}