Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: SOV_world_revolution_idea
Constructs: has_government, removal_cost, guarantee_cost
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_world_revolution_idea = {
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = democratic
		}
	}
	picture = ger_the_great_red_menace
	modifier = {
		subversive_activites_upkeep = -0.25
		guarantee_cost = -0.25
		ai_focus_aggressive_factor = 1
		ai_get_ally_desire_factor = 1
		ai_focus_war_production_factor = 1
	}
}
### Entity: Character
Component: KYR_nccr
Source: game
File: common/characters/KYR.txt

Code:
KYR_nccr = {
	advisor = {
		slot = navy_chief
		idea_token = KYR_nccr
		allowed = {
			original_tag = KYR
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_2
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_move_industry_to_the_urals
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, has_full_control_of_state, has_equipment, is_on_continent, remove_building
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_move_industry_to_the_urals
	icon = GFX_SOV_move_industry_to_the_urals_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_military_engineering_university
	}
	x = -3
	y = 1
	relative_position_id = SOV_military_engineering_university
	cost = 10
	available = {
		has_full_control_of_state = 219
		has_equipment = {
			train_equipment = > 119
		}
		OR = {
			threat = > 0.85
			any_enemy_country = {
				SOV_is_major_not_original_sov = yes
				capital_scope = {
					is_on_continent = europe
				}
			}
		}
	}
	select_effect = {
		add_equipment_to_stockpile = {
			type = train_equipment
			amount = SOV_industrial_relocation_trains_focus_negative
			producer = SOV
		}
		219 = {
			remove_building = {
				type = arms_factory
				level = 1
			} {
				type = industrial_complex
				level = 1
			}
		}
		if = {
			limit = {
				has_full_control_of_state = 195
			}
			195 = {
				remove_building = {
					type = arms_factory
					level = 1
				} {
					type = industrial_complex
					level = 1
				}
			}
		} {
			limit = {
				has_full_control_of_state = 202
			}
			202 = {
				remove_building = {
					type = arms_factory
					level = 1
				} {
					type = industrial_complex
					level = 1
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		hidden_effect = {
			add_equipment_to_stockpile = {
				type = train_equipment
				amount = SOV_industrial_relocation_trains_focus
				producer = SOV
			}
		}
		custom_effect_tooltip = SOV_focus_select_effect_tt SOV_move_industry_to_the_urals_trains_tt SOV_focus_complete_effect_tt SOV_relocate_industry_repair_tt
		effect_tooltip = {
			219 = {
				remove_building = {
					type = arms_factory
					level = 1
				} {
					type = industrial_complex
					level = 1
				}
			}
			if = {
				limit = {
					has_full_control_of_state = 195
				}
				195 = {
					remove_building = {
						type = arms_factory
						level = 1
					} {
						type = industrial_complex
						level = 1
					}
				}
			} {
				limit = {
					has_full_control_of_state = 202
				}
				202 = {
					remove_building = {
						type = arms_factory
						level = 1
					} {
						type = industrial_complex
						level = 1
					}
				}
			}
		}
		unlock_decision_category_tooltip = SOV_industry_relocation
		random_controlled_state = {
			limit = {
				SOV_is_industrial_relocation_destiny_state = yes
			}
			add_extra_state_sh
# ... (truncated)
### Entity: Idea
Component: AFG_spirit_of_nadir_shah
Constructs: has_government, neutrality_drift, democratic_drift
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_spirit_of_nadir_shah = {
	picture = spirit_of_nadir_shah
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			has_government = neutrality
		}
	}
	modifier = {
		resistance_growth = -0.1
		neutrality_drift = 0.03
		democratic_drift = 0.01
		conscription = 0.005
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: naw_norway.100
Constructs: is_triggered_only, ai_chance, has_completed_focus, has_government, fire_only_once, add_political_power, is_subject, add_popularity
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.100
	title = naw_norway.100.t
	desc = naw_norway.100.d
	picture = GFX_report_event_soviet_purge_trial
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = naw_norway.100.a
		ai_chance = {
			base = 20
			modifier = {
				factor = 5
				ROOT = {
					has_government = democratic
				}
			} {
				factor = 1.5
				ROOT = {
					has_government = neutrality
				}
			} {
				factor = 0.5
				OR = {
					ROOT = {
						has_government = fascism
					} {
						has_government = communism
					}
				}
			} {
				factor = 10
				original_tag = NOR
				is_subject = no
				has_completed_focus = NOR_affirm_constitutional_monarchy
			} {
				factor = 0.2
				original_tag = NOR
				OR = {
					has_completed_focus = NOR_traditions_and_monarchy NOR_reject_constitutional_monarchy
				}
			}
		}
		add_popularity = {
			ideology = communism
			popularity = -0.01
		}
		add_timed_idea = {
			idea = democratic_influence
			days = 90
		}
	} {
		name = naw_norway.100.b
		trigger = {
			OR = {
				communism = > 0.15
				has_government = communism
			}
		}
		ai_chance = {
			base = 5
			modifier = {
				factor = 0
				ROOT = {
					has_government = democratic
				}
			} {
				factor = 0.1
				ROOT = {
					has_government = fascism
				}
			} {
				factor = 10
				ROOT = {
					has_government = communism
				}
			} {
				factor = 20
				original_tag = NOR
				is_subject = no
				has_completed_focus = NOR_support_radical_socialism
			}
		}
		add_popularity = {
			ideology = communism
			popularity = -0.005
		}
		add_political_power = -5
	} {
		name = naw_norway.100.c
		trigger = {
			OR = {
				fascism = > 0.15
				has_government = fascism
			}
		}
		ai_chance = {
			base = 5
			modifier = {
				factor = 10
				ROOT = {
					has_government = fascism
				}
			} {
				factor = 0
				ROOT = {
					has_government = communism
				}
			} {
				factor = 20
				original_tag = NOR
				is_subject = no
				has_completed_focus = NOR_support_radical_nationalism
			}
		}
		add_popularity = {
			ideology = communism
			popularity = -0.01
		} {
			ideology = fascism
			popularity = 0.03
		}
		add_political_power = -5
	} {
		name = naw_norway.100.p
		trigger = {
			OR = {
				has_government = neutrality
				has_completed_focus = NOR_traditions_and_monarchy
			}
		}
		ai_chance = {
			base = 20
			modifier = {
				factor = 2
				ROOT = {
					has_government 
# ... (truncated)
### Entity: Event
Component: turkey.120
Constructs: is_triggered_only, ai_chance, has_government, add_stability, has_opinion, is_in_faction_with
Source: game
File: events/r56_turkey.txt

Code:
country_event = {
	id = turkey.120
	title = turkey.120.t
	desc = turkey.120.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = turkey.120.a
		ai_chance = {
			base = 5
			modifier = {
				factor = 2
				has_government = democratic
			} {
				factor = 2
				has_government = neutrality
			} {
				factor = 5
				has_government = communism
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 24
				}
			} {
				factor = 3
				has_opinion = {
					target = FROM
					value = > 49
				}
			} {
				factor = 5
				has_opinion = {
					target = FROM
					value = > 89
				}
			} {
				factor = 100
				is_in_faction_with = FROM
			}
		}
		add_stability = 0.05
		TUR = {
			country_event = {
				id = turkey.121
				days = 1
			}
		}
	} {
		name = turkey.120.b
		TUR = {
			country_event = {
				id = turkey.122
				days = 1
			}
		}
	}
}
### Entity: AI Strategy
Component: USA_amphibious_tanks
Constructs: has_war, is_major, any_of
Source: game
File: common/ai_equipment/USA_tank.txt

Code:
USA_amphibious_tanks = {
	category = land
	blocked_for = {

	}
	available_for = {
		USA
	}
	roles = {
		land_amphibious_tank
	}
	priority = {
		factor = 20
	}
	basic_amphibious_tank_default = {
		priority = {
			factor = 50
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = amphibious_tank_chassis
			modules = {
				main_armament_slot = {
					any_of = {
						tank_close_support_gun tank_small_cannon_2 tank_small_cannon
					}
				}
				turret_type_slot = tank_light_turret_type
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = additional_machine_guns
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 5
				tank_nsb_armor_upgrade = {
					base = 2
					modifier = {
						add = 2
						has_war = yes
					} {
						any_enemy_country = {
							is_major = yes
						}
						add = 3
					}
				}
			}
		}
		allowed_modules = {
			tank_small_cannon tank_small_cannon_2 tank_medium_cannon tank_medium_cannon_2 tank_close_support_gun tank_light_turret_type tank_bogie_suspension tank_riveted_armor tank_diesel_engine additional_machine_guns tank_radio_3 tank_radio_2 tank_radio_1
		}
	}
}
### Entity: Character
Component: COG_embodiment_of_god_trait
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
COG_embodiment_of_god_trait = {
	random = no
	sprite = 13
	war_support_factor = 0.1
	justify_war_goal_time = -0.3
	generate_wargoal_tension = -0.25
	ai_will_do = {
		factor = 0
	}
}
### Entity: Event
Component: NSB_soviet_paranoia_system_events.48
Constructs: is_triggered_only, ai_chance, limit, remove_ideas, has_country_flag, add_political_power, check_variable, has_dlc
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_paranoia_system_events.48
	title = NSB_soviet_paranoia_system_events.48.t
	desc = NSB_soviet_paranoia_system_events.48.desc
	picture = GFX_report_event_SOV_purge_aircraft_1
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			SOV_paranoia_increase_purge_counter_great = yes
		}
	}
	option = {
		name = NSB_soviet_paranoia_system_events.48.a
		ai_chance = {
			base = 10
		}
		if = {
			limit = {
				check_variable = {
					var = SOV_random_bureau_to_dissolve
					value = 0.75
					compare = greater_than_or_equals
				}
				NOT = {
					has_country_flag = SOV_mig_design_bureau_dissolved_flag
				}
			}
			if = {
				limit = {
					NOT = {
						has_dlc = Arms Against Tyranny
					}
				}
				remove_ideas = SOV_mig_design_bureau
			}
			set_country_flag = SOV_mig_design_bureau_dissolved_flag
			unlock_decision_tooltip = SOV_reinstate_mig_design_bureau
		} {
			limit = {
				has_country_flag = SOV_purge_event_unavoidable_flag
			}
			custom_effect_tooltip = SOV_purge_event_unavoidable_purge_great_tt
		}
		else_if = {
			limit = {
				check_variable = {
					var = SOV_random_bureau_to_dissolve
					value = 0.5
					compare = greater_than_or_equals
				}
				NOT = {
					has_country_flag = SOV_ilyushin_design_bureau_dissolved_flag
				}
			}
			if = {
				limit = {
					NOT = {
						has_dlc = Arms Against Tyranny
					}
				}
				remove_ideas = SOV_ilyushin_design_bureau
			}
			set_country_flag = SOV_ilyushin_design_bureau_dissolved_flag
			unlock_decision_tooltip = SOV_reinstate_ilyushin_design_bureau
		} {
			limit = {
				check_variable = {
					var = SOV_random_bureau_to_dissolve
					value = 0.25
					compare = greater_than_or_equals
				}
				NOT = {
					has_country_flag = SOV_tupolev_design_bureau_dissolved_flag
				}
			}
			if = {
				limit = {
					NOT = {
						has_dlc = Arms Against Tyranny
					}
				}
				remove_ideas = SOV_tupolev_design_bureau
			}
			set_country_flag = SOV_tupolev_design_bureau_dissolved_flag
			unlock_decision_tooltip = SOV_reinstate_tupolev_design_bureau
		} {
			limit = {
				NOT = {
					has_country_flag = SOV_yakovlev_design_bureau_dissolved_flag
				}
			}
			if = {
				limit = {
					NOT = {
						has_dlc = Arms Against Tyranny
					}
				}
				remove_ideas = SOV_yakovlev_design_bureau
			}
			set_country_flag = SOV_yakovlev_design_bureau_dissolved_flag
			unlock_decision_toolti
# ... (truncated)
### Entity: Event
Component: tfv_south_africa.101
Constructs: is_triggered_only, ai_chance, limit, set_politics, add_popularity, add_to_faction
Source: game
File: events/TFV_South_Africa.txt

Code:
country_event = {
	id = tfv_south_africa.101
	title = tfv_south_africa.101.t
	desc = tfv_south_africa.101.d
	picture = GFX_report_event_african_soldiers
	is_triggered_only = yes
	option = {
		name = tfv_south_africa.64.a
		ai_chance = {
			base = 100
		}
		ALG = {
			if = {
				limit = {
					SAF = {
						controls_state = 459 460 513 514
					}
				}
				transfer_state = 459 460 513 514
			}
		}
		SAF = {
			puppet = ALG
		}
	} {
		name = tfv_south_africa.64.b
		ai_chance = {
			base = 0
		}
		ALG = {
			if = {
				limit = {
					SAF = {
						controls_state = 459 460 513 514
					}
				}
				transfer_state = 459 460 513 514
			}
			hidden_effect = {
				set_politics = {
					ruling_party = communism
					elections_allowed = no
				}
				add_popularity = {
					ideology = communism
					popularity = 0.75
				}
			}
		}
		SAF = {
			add_to_faction = ALG
		}
	}
}
### Entity: Event
Component: tfv_south_africa.20
Constructs: is_triggered_only, ai_chance, add_to_faction
Source: game
File: events/TFV_South_Africa.txt

Code:
country_event = {
	id = tfv_south_africa.20
	title = tfv_south_africa.20.t
	desc = tfv_south_africa.20.d
	picture = GFX_report_event_stalin_meeting
	is_triggered_only = yes
	option = {
		name = tfv_south_africa.20.a
		ai_chance = {
			base = 100
		}
		effect_tooltip = {
			add_to_faction = SAF
		}
		hidden_effect = {
			SAF = {
				country_event = {
					id = tfv_south_africa.21
				}
			}
		}
	} {
		name = tfv_south_africa.20.b
		ai_chance = {
			base = 0
		}
		hidden_effect = {
			SAF = {
				country_event = {
					id = tfv_south_africa.22
				}
			}
		}
	}
}
### Entity: Event
Component: south_american_events.51
Constructs: is_triggered_only, ai_chance, limit, has_government, has_war_with, has_country_flag, has_war_with_major, clr_country_flag
Source: game
File: events/TOA_Generic_Events.txt

Code:
country_event = {
	id = south_american_events.51
	title = south_american_events.51.t
	desc = south_american_events.51.desc
	picture = GFX_report_event_usa_election_generic
	is_triggered_only = yes
	option = {
		name = south_american_events.51.a
		ai_chance = {
			base = 5
			modifier = {
				factor = 10
				OR = {
					has_war_with_major = yes
					strength_ratio = {
						tag = FROM
						ratio = < 0.75
					}
				}
			} {
				factor = 0
				has_war_with = FROM
			}
		}
		if = {
			limit = {
				has_country_flag = propagate_monroe_along_allies
			}
			hidden_effect = {
				clr_country_flag = propagate_monroe_along_allies
			}
			ROOT = {
				white_peace = var:monroe_defender
			}
			USA = {
				country_event = {
					id = south_american_events.52
					hours = 1
				}
			}
			clear_variable = monroe_defender
		} {
			limit = {
				is_in_faction = yes
				has_country_flag = monroe_aggressor_originator
			}
			hidden_effect = {
				clr_country_flag = monroe_aggressor_originator
			}
			every_other_country = {
				limit = {
					is_in_faction_with = PREV
					has_war_with = FROM.FROM.FROM
				}
				hidden_effect = {
					set_country_flag = propagate_monroe_along_allies
				}
				set_variable = {
					monroe_defender = ROOT.monroe_defender
				}
				country_event = {
					id = south_american_events.51
					hours = 1
				}
			}
			clear_variable = monroe_defender
		}
		else = {
			FROM.FROM.FROM = {
				ROOT = {
					white_peace = PREV
				}
				country_event = {
					id = south_american_events.52
					hours = 1
				}
			}
		}
	} {
		name = south_american_events.51.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				OR = {
					has_government = FROM
					is_in_faction_with = FROM
				}
			}
		}
		USA = {
			country_event = {
				id = south_american_events.53
				days = 2
			}
			effect_tooltip = {
				declare_war_on = {
					target = ROOT
					type = puppet_wargoal_focus
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_UPGRADE_marm_eq
Constructs: has_equipment
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_UPGRADE_marm_eq = {
	enable = {
		has_equipment = {
			medium_tank_chassis = < 1000
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = production_upgrade_desire_offset
		id = medium_tank_chassis_0
		value = 100
	} {
		type = production_upgrade_desire_offset
		id = medium_tank_chassis_1
		value = 100
	} {
		type = production_upgrade_desire_offset
		id = medium_tank_chassis_2
		value = 100
	} {
		type = production_upgrade_desire_offset
		id = medium_tank_chassis_3
		value = 100
	}
}
### Entity: Event
Component: DOD_hungary.25
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.25
	title = DOD_hungary.25.t
	desc = DOD_hungary.25.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = DOD_hungary.25.a
		add_opinion_modifier = {
			target = HUN
			modifier = refused_help
		}
	}
}
### Entity: Modifier Reference
Construct: assign_army_leader_cp_cost
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## assign_army_leader_cp_cost

* Number with 0 decimal places
* **Categories**: country, army
### Entity: Character
Component: skilled_negotiator
Constructs: autonomy_gain
Source: game
File: common/country_leader/r56_traits.txt

Code:
skilled_negotiator = {
	random = no
	sprite = 13
	autonomy_gain = 0.5
	trade_opinion_factor = 0.25
	political_advisor_cost_factor = -0.1
}
### Entity: Idea
Component: HUN_obudai_hajogyar
Constructs: has_completed_focus, limit, has_dlc, removal_cost, research_bonus, refit_speed
Source: game
File: common/ideas/hungary.txt

Code:
HUN_obudai_hajogyar = {
	picture = HUN_obudai_hajogyar
	available = {
		IF = {
			limit = {
				has_dlc = Death or Dishonor
				NOT = {
					has_dlc = Gotterdammerung
				}
			}
			has_completed_focus = HUN_naval_warfare
		} {
			limit = {
				has_dlc = Gotterdammerung
			}
			has_completed_focus = wuw_HUN_reinstate_the_navy
		}
	}
	allowed = {
		original_tag = HUN
	}
	cost = 150
	removal_cost = 10
	research_bonus = {
		naval_equipment = 0.1
	}
	ai_will_do = {
		base = 1
	}
	traits = {
		repair_and_refurbishment_plant
	}
	modifier = {
		naval_accidents_chance = -0.15
		repair_speed_factor = 0.1
		refit_ic_cost = -0.1
		refit_speed = 0.1
	}
}
### Entity: Trigger Reference
Construct: career_profile_check_playthrough_ratio
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## career_profile_check_playthrough_ratio

* Supported Scopes: any
* Supported Targets: any

```
Compares the ratio (first/second) of two playthrough values to a number
```
### Entity: Idea
Component: CZE_ckd
Constructs: has_completed_focus, research_bonus, equipment_bonus
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_ckd = {
	picture = generic_tank_manufacturer_1
	allowed = {
		OR = {
			original_tag = CZE
			tag = RKH
		}
	}
	visible = {
		NOT = {
			has_completed_focus = CZE_the_tvp_project
		}
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		fast_tank_manufacturer
	}
	equipment_bonus = {

	}
}
### Entity: Event
Component: mutiny_event.6
Constructs: is_triggered_only, remove_ideas, add_stability, clr_country_flag, set_country_flag
Source: game
File: events/stability_events.txt

Code:
country_event = {
	id = mutiny_event.6
	title = mutiny_event.6.t
	desc = mutiny_event.6.desc
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = mutiny_event.6.a
		remove_ideas = {
			mutiny_1 mutiny_2 mutiny_3
		}
		clr_country_flag = crisis_in_progress crisis_solution_in_progress
		add_stability = 0.05
		set_country_flag = {
			flag = mutiny_resolved
			days = 180
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_form_the_rightist_cabinet
Constructs: prerequisite, add_ideas, completion_reward, add_political_power
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_form_the_rightist_cabinet
	icon = GFX_goal_generic_internal_democracy
	x = 0
	y = 1
	relative_position_id = MON_stabilize_the_country
	cost = 10
	prerequisite = {
		focus = MON_stabilize_the_country
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_ideas = MON_right_cabinet_idea
		add_political_power = 200
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = MON_jamsrangiin_tseveen MON_navaandorjiin_jadambaa
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: JAP_jinzaburo_masaki
Constructs: has_completed_focus, has_active_mission
Source: game
File: common/characters/JAP.txt

Code:
JAP_jinzaburo_masaki = {
	name = JAP_jinzaburo_masaki
	portraits = {
		civilian = {
			large = GFX_portrait_JAP_jinzaburo_masaki
			small = GFX_portrait_JAP_jinzaburo_masaki_civilian_small
		}
		army = {
			small = GFX_portrait_JAP_jinzaburo_masaki_military_small
		}
	}
	corps_commander = {
		traits = {
			organizer infantry_leader trait_JAP_kodoha_sympathizer
		}
		skill = 3
		attack_skill = 2
		defense_skill = 2
		planning_skill = 3
		logistics_skill = 3
		legacy_id = -1
		visible = {
			has_completed_focus = JAP_revere_the_emperor_destroy_the_traitors
		}
	}
	advisor = {
		slot = army_chief
		idea_token = JAP_jinzaburo_masaki
		allowed = {
			original_tag = JAP
		}
		visible = {
			has_completed_focus = JAP_revere_the_emperor_destroy_the_traitors
		}
		available = {
			has_completed_focus = JAP_grand_army_purge
		}
		traits = {
			army_chief_organizational_1
		}
		cost = 100
		ai_will_do = {
			base = 2
			modifier = {
				factor = 15
				has_active_mission = JAP_army_faction_demands_military_factories
			}
		}
	}
}
### Entity: Event
Component: AUS_political_events.1
Constructs: is_triggered_only, ai_chance, fire_only_once, set_country_flag
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.1
	title = AUS_political_events.1.t
	desc = AUS_political_events.1.desc
	picture = GFX_report_event_SOV_national_academy_of_sciences
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AUS_political_events.1.a
		ai_chance = {
			base = 70
		}
		set_country_flag = AUS_kept_creditanstalt_bankverein_flag
		custom_effect_tooltip = AUS_political_events.1.a_tt
		show_ideas_tooltip = AUS_creditanstalt_bankverein
	} {
		name = AUS_political_events.1.b
		ai_chance = {
			base = 15
			modifier = {
				factor = 0
				AUS_is_historical_ai = yes
			}
		}
		custom_effect_tooltip = AUS_reestablish_creditanstalt available_industrial_concern
		show_ideas_tooltip = AUS_creditanstalt
		hidden_effect = {
			set_country_flag = AUS_saved_creditanstalt_flag
		}
	} {
		name = AUS_political_events.1.c
		ai_chance = {
			base = 15
			modifier = {
				factor = 0
				AUS_is_historical_ai = yes
			}
		}
		custom_effect_tooltip = AUS_reestablish_benkverein available_industrial_concern
		show_ideas_tooltip = AUS_bankverein
		hidden_effect = {
			set_country_flag = AUS_saved_bankverein_flag
		}
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_sea_sino_american_cooperative_organization
Constructs: shared_focus, prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/china_shared_TSR.txt

Code:
shared_focus = {
	id = CHI_sea_sino_american_cooperative_organization
	icon = GFX_focus_generic_paratrooper
	prerequisite = {
		focus = CHI_sea_invite_the_flying_tigers
	}
	x = 1
	y = 2
	relative_position_id = CHI_sea_hire_chennault
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 4
			tag = CHI
		}
	}
	available = {
		USA_will_support = yes
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = CHI_sino_american_cooperative_organization
			bonus = 1.0
			uses = 2
			category = recon_tech para_tech
		}
	}
}