Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: small_ship_producer_mass_2
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
small_ship_producer_mass_2 = {
	random = no
	equipment_bonus = {
		ship_hull_light = {
			build_cost_ic = -0.2
		}
		ship_hull_submarine = {
			build_cost_ic = -0.2
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Technology
Component: advanced_decryption
Constructs: allow_branch, has_dlc, research_cost
Source: game
File: common/technologies/electronic_mechanical_engineering.txt

Code:
technology = {
	decryption = 1
	allow_branch = {
		NOT = {
			has_dlc = La Resistance
		}
	}
	research_cost = 1.5
	start_year = 1942
	folder = {
		name = electronics_folder
		position = {
			x = @decryption_x
			y = 14
		}
	}
	ai_will_do = {
		factor = 1.5
		modifier = {
			num_of_military_factories = < 50
			factor = 1.5
		} {
			factor = 3
			tag = GER
		} {
			factor = 3
			tag = SOV
		}
	}
	categories = {
		electronics decryption_tech
	}
}
### Entity: Character
Component: SND_navy_chief
Source: game
File: common/characters/SND.txt

Code:
SND_navy_chief = {
	portraits = {
		army = {
			large = GFX_portrait_asia_generic_navy_6
			small = GFX_portrait_asia_generic_navy_6_small
		}
	}
	navy_leader = {
		traits = {

		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		maneuvering_skill = 1
		coordination_skill = 1
	}
	advisor = {
		slot = navy_chief
		idea_token = SND_navy_chief
		allowed = {
			original_tag = SND
		}
		traits = {
			navy_chief_maneuver_1
		}
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Character
Component: ITA_ada_gobetti
Constructs: has_completed_focus
Source: game
File: common/characters/ITA.txt

Code:
ITA_ada_gobetti = {
	name = ITA_ada_gobetti
	portraits = {
		army = {
			small = GFX_portrait_ITA_ada_gobetti_small
			large = GFX_portrait_ITA_ada_gobetti
		}
	}
	corps_commander = {
		traits = {
			militias_officer organizer trait_cautious
		}
		skill = 2
		attack_skill = 1
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 2
		legacy_id = 0
		visible = {
			has_completed_focus = ITA_gruppi_di_difesa_della_donna
		}
	}
}
### Entity: Scripted Effect
Component: SWI_mr_high_increase
Constructs: add_to_variable
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_mr_high_increase = {
	custom_effect_tooltip = SWI_decision_add_high_MR
	add_to_variable = {
		var = SWI_military_readiness
		value = SWI_mr_high_amount
	}
	SWI_clamp_mr = yes
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_support_maronite_lebanese
Constructs: prerequisite, limit, has_government, completion_reward, is_ally_with, is_faction_leader, random_hours
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_support_maronite_lebanese
	icon = GFX_goal_generic_befriend_lebanon
	relative_position_id = ISR_only_thus
	x = -1
	y = 3
	cost = 10
	bypass = {
		OR = {
			is_ally_with = 553
			 = .controller
			controls_state = 553
			AND = {
				is_faction_leader = no
				LEB = {
					exists = yes
					has_government = fascism
				}
			}
		}
	}
	prerequisite = {
		focus = ISR_the_italian_model ISR_the_periphery_strategy
	}
	will_lead_to_war_with = SYR LEB
	mutually_exclusive = {
		focus = ISR_partition_syria
	}
	completion_reward = {
		if = {
			limit = {
				LEB = {
					exists = yes
					has_government = fascism
				}
			}
			LEB = {
				country_event = generic.5
			}
		}
		else = {
			553 = {
				controller = {
					country_event = {
						id = israel.72
						days = 1
						random_hours = 12
					}
				}
			}
		}
	}
}
### Entity: Modifier Reference
Component: KMT_national_devastation_scorched
Source: game
File: common/dynamic_modifiers/r56_china_and_co_dm.txt

Code:
KMT_national_devastation_scorched = {
	enable = {
		always = yes
	}
	icon = GFX_modifier_generic_sabotage
	local_factories = -0.55
	local_resources = -0.55
	local_non_core_manpower = -0.15
	resistance_growth = 0.2
	resistance_target = 0.05
	army_speed_factor_for_controller = -0.15
	attrition_for_controller = 0.1
	compliance_growth = -0.125
	local_supplies = -0.5
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_axis_gold
Constructs: prerequisite, completion_reward, is_power_balance_in_range, cancel_if_invalid, unlock_decision_tooltip
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_axis_gold
	icon = GFX_focus_usa_reestablish_the_gold_standard
	prerequisite = {
		focus = SWI_seek_trade_agreement_with_germany
	}
	x = 0
	y = 1
	relative_position_id = SWI_seek_trade_agreement_with_germany
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = < SWI_centralization_bop_fully_cantons
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		unlock_decision_tooltip = {
			decision = SWI_offer_fascist_to_trade_gold
			show_effect_tooltip = yes
		}
	}
}
### Entity: Character
Component: MPL_levantine_unifier
Source: game
File: common/country_leader/r56_traits.txt

Code:
MPL_levantine_unifier = {
	random = no
	sprite = 13
	custom_modifier_tooltip = MPL_levantine_unifier_tt
}
### Entity: Event
Component: mtg_usa_strategic_interests.3
Constructs: is_triggered_only, ai_chance, has_war, add_war_support, create_wargoal, puppet_wargoal_focus
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_strategic_interests.3
	title = mtg_usa_strategic_interests.3.t
	desc = mtg_usa_strategic_interests.3.desc
	picture = GFX_report_event_british_artillery
	is_triggered_only = yes
	option = {
		name = mtg_usa_strategic_interests.3.a
		ai_chance = {
			factor = 90
			modifier = {
				has_war = yes
				factor = 0
			}
		}
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FROM
		}
	} {
		name = mtg_usa_strategic_interests.3.b
		ai_chance = {
			factor = 10
		}
		add_war_support = -0.1
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_our_patriotic_war
Constructs: prerequisite, has_war_with, completion_reward, is_owned_by, is_core_of, has_army_manpower, is_historical_focus_on, create_wargoal
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_our_patriotic_war
	icon = GFX_focus_generic_anti_fascist_diplomacy
	prerequisite = {
		focus = RUT_oun_moderates RUT_oun_radicals
	}
	relative_position_id = RUT_west_ukrainian_veterans
	will_lead_to_war_with = GER
	available = {
		any_state = {
			is_owned_by = GER
			OR = {
				is_core_of = RUT UKR
			}
		}
	}
	cancel = {
		NOT = {
			country_exists = GER
		}
	}
	x = 2
	y = 2
	cost = 10
	historical_ai = {
		NOT = {
			any_home_area_neighbor_country = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		has_war_with = GER
	}
	ai_will_do = {
		factor = 0.5
		modifier = {
			factor = 0
			OR = {
				has_army_manpower = {
					size = < 159999
				}
				any_home_area_neighbor_country = {
					has_war_with = ROOT
				}
			}
		} {
			factor = 0
			NOT = {
				any_home_area_neighbor_country = {
					tag = GER
				}
			}
		} {
			factor = 0
			is_historical_focus_on = yes
			date = < 1939.1.1
		}
	}
	completion_reward = {
		create_wargoal = {
			type = take_state_focus
			target = GER
			expire = 0
			generator = {
				89 91 93 192 193 196 197 198 199 200 201 202 209 221 225 226 227 228 259
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Country History
Country: SYR
Component: SYR_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/SYR - Syria.txt

Code:
# Politics & Parties for SYR
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 50
	fascism = 10
	communism = 10
	neutrality = 30
}
### Entity: Decision
Component: GER_waning_patience_within_the_kriegsmarine_cat
Constructs: has_completed_focus, fire_only_once, is_good, cancel_trigger, remove_effect, complete_effect, add_timed_idea, remove_unit_leader_role
Source: game
File: common/decisions/GER.txt

Code:
GER_waning_patience_within_the_kriegsmarine_cat = {
	GER_kreigsmarine_revolt_mission = {
		priority = 100
		allowed = {
			always = no
		}
		icon = GFX_decision_generic_political_discourse
		available = {
			hidden_trigger = {
				always = no
			}
		}
		days_mission_timeout = 730
		is_good = no
		fire_only_once = yes
		cancel_trigger = {
			OR = {
				has_completed_focus = GER_rebuild_the_high_seas_fleet_ww
				AND = {
					has_completed_focus = GER_high_seas_fleet GER_re_establish_the_seekriegsleitung
				}
			}
		}
		remove_effect = {

		}
		complete_effect = {

		}
		timeout_effect = {
			country_event = {
				id = wuw_GER_civil_war.8
			}
			custom_effect_tooltip = this_will_happen_tt
			effect_tooltip = {
				navy_experience = -100
				add_timed_idea = {
					idea = GER_purges_in_the_kriegsmarine
					days = 430
				}
				custom_effect_tooltip = generic_skip_one_line_tt
				GER_karl_donitz = {
					remove_unit_leader_role = yes
					remove_advisor_role = {
						slot = navy_chief
					}
				}
				GER_erich_raeder = {
					remove_unit_leader_role = yes
					remove_advisor_role = {
						slot = navy_chief
					}
				}
				GER_gunther_lutjens = {
					remove_unit_leader_role = yes
					remove_advisor_role = {
						slot = high_command
					}
				}
			}
		}
		ai_will_do = {
			base = 250
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_foster_a_personality_cult
Constructs: prerequisite, has_government, completion_reward, add_country_leader_trait
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_foster_a_personality_cult
	icon = GFX_focus_SWE_socialist_reforms
	dynamic = yes
	x = -1
	y = 1
	prerequisite = {
		focus = COG_invite_kwame_to_the_capital
	}
	relative_position_id = COG_invite_kwame_to_the_capital
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	cost = 5
	ai_will_do = {
		base = 10
	}
	bypass = {

	}
	available = {
		has_government = communism
	}
	completion_reward = {
		add_country_leader_trait = COG_great_leader_trait
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_expand_the_navy
Constructs: completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_expand_the_navy
	icon = GFX_goal_VEN_navy
	relative_position_id = VEN_venezuelan_military_academy
	x = 7
	y = 0
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_NAVY_XP
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		navy_experience = 25
		add_doctrine_cost_reduction = {
			name = VEN_expand_the_navy
			uses = 2
			cost_reduction = 0.5
			category = naval_doctrine
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_rural_schooling_programs_r56
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_rural_schooling_programs_r56
	icon = GFX_goal_generic_education
	cost = 10
	x = 0
	y = 1
	prerequisite = {
		focus = SIA_continue_the_national_electrification_r56
	}
	relative_position_id = SIA_continue_the_national_electrification_r56
	ai_will_do = {
		base = 9
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
		custom_effect_tooltip = generic_skip_one_line_tt
		SIA_improve_illiteracy_r56 = yes
	}
}
### Entity: Event
Component: IRQ_political_events.16
Constructs: is_triggered_only, ai_chance, limit, has_war_with, has_idea, is_in_faction_with, has_opinion, is_subject_of
Source: game
File: events/GOE_Iraq.txt

Code:
country_event = {
	id = IRQ_political_events.16
	title = IRQ_political_events.16.t
	desc = IRQ_political_events.16.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = IRQ_political_events.16.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 10
				FROM = {
					OR = {
						has_idea = IRQ_anglo_iraqi_treaty IRQ_anglo_iraqi_mutual_defense_agreement
					}
				}
			} {
				factor = 5
				is_in_faction_with = FROM
			} {
				factor = 5
				has_opinion = {
					target = FROM
					value = > 50
				}
			} {
				factor = 0
				has_war_with = FROM
			}
		}
		IF = {
			limit = {
				JOR = {
					exists = yes
					is_subject_of = ROOT
				}
			}
			JOR = {
				country_event = {
					id = IRQ_political_events.17
					hours = 1
				}
			}
		}
		ELSE_IF = {
			limit = {
				455 = {
					is_owned_and_controlled_by = ROOT
				}
			}
			455 = {
				transfer_state_to = FROM
			}
			FROM = {
				country_event = {
					id = IRQ_political_events.18
					hours = 1
				}
			}
		}
	} {
		name = IRQ_political_events.16.b
		ai_chance = {
			base = 2
		}
		FROM = {
			country_event = {
				id = IRQ_political_events.19
				hours = 12
			}
		}
	}
}
### Entity: Event
Component: prc.44
Constructs: is_triggered_only, add_equipment_to_stockpile, load_oob
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.44
	title = prc.43.t
	desc = prc.44.d
	picture = GFX_report_event_chinese_soldiers_fighting
	is_triggered_only = yes
	option = {
		name = prc.43.a
		custom_effect_tooltip = prc_sov_reinforcements
		hidden_effect = {
			load_oob = PRC_sov_antiprc_reinforcement
		}
		add_equipment_to_stockpile = {
			type = infantry_equipment_1
			amount = 8000
			producer = SOV
		}
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_expand_the_fishing_industry
Constructs: add_ideas, completion_reward
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_expand_the_fishing_industry
	icon = GFX_focus_generic_industry_1
	mutually_exclusive = {
		focus = ICE_mineral_prospecting
	}
	x = 5
	y = 0
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		add_ideas = ICE_fishing_industry
	}
}
### Entity: Idea
Component: sour_loser
Constructs: removal_cost
Source: game
File: common/ideas/GER.txt

Code:
sour_loser = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		drift_defence_factor = 0.5
	}
	rule = {
		can_create_factions = yes
	}
}
### Entity: AI Strategy
Component: ITA_hold_suez_if_you_got_it
Constructs: has_full_control_of_state
Source: game
File: common/ai_strategy/r56_ITA.txt

Code:
ITA_hold_suez_if_you_got_it = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		AND = {
			has_full_control_of_state = 995 991
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		states = {
			995 991 447 452
		}
		ratio = 0.2
		area = suez
		subtract_invasions_from_need = yes
		subtract_fronts_from_need = yes
	}
}
### Entity: Character
Component: SWI_philip_etter
Source: game
File: common/characters/SWI.txt

Code:
SWI_philip_etter = {
	advisor = {
		slot = political_advisor
		idea_token = SWI_philip_etter
		allowed = {
			original_tag = SWI
		}
		visible = {
			SWI_councilor_visible = yes
		}
		available = {
			SWI_can_be_councilor = yes
		}
		traits = {
			SWI_corporatist
		}
		on_add = {
			SWI_on_add_councilors = yes
		}
		on_remove = {
			SWI_on_remove_councilor = yes
		}
		can_be_fired = no
		ai_will_do = {
			base = 4000
			modifier = {
				factor = 5
				SWI_AI_is_fascist = yes
			}
		}
	}
	name = SWI_philip_etter
	portraits = {
		civilian = {
			small = GFX_portrait_SWI_philip_etter_small
			large = GFX_portrait_SWI_philip_etter
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_first_line
Constructs: prerequisite, completion_reward, set_building_level
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_first_line
	icon = GFX_goal_generic_fortification
	cost = 10
	ai_will_do = {
		factor = 11
	}
	prerequisite = {
		focus = SWI_fortifications
	}
	available = {
		controls_state = 3 151
	}
	bypass = {
		NOT = {
			3 = {
				any_province_building_level = {
					province = {
						all_provinces = yes
						limit_to_border = yes
					}
					building = bunker
					level = < 3
				}
			}
			151 = {
				any_province_building_level = {
					province = {
						all_provinces = yes
						limit_to_border = yes
					}
					building = bunker
					level = < 3
				}
			}
		}
	}
	x = 29
	y = 1
	completion_reward = {
		3 = {
			set_building_level = {
				type = bunker
				level = 3
				province = {
					all_provinces = yes
					limit_to_border = yes
					level = < 3
				}
			}
		}
		151 = {
			set_building_level = {
				type = bunker
				level = 3
				province = {
					all_provinces = yes
					limit_to_border = yes
					level = < 3
				}
			}
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_develop_borneo
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_develop_borneo
	icon = GFX_focus_generic_develop_kalimantan
	available = {
		has_full_control_of_state = 334 1055
	}
	prerequisite = {
		focus = INS_developing_sumatra
	}
	x = 2
	y = 1
	relative_position_id = INS_developing_sumatra
	cost = 5
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		base = 1
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				impassable = no
				infrastructure = < 5
				free_building_slots = {
					building = industrial_infrastructure
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				334
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				impassable = no
				infrastructure = < 5
			}
			prioritize = {
				1055
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_offensive_weapons_focus
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_offensive_weapons_focus
	icon = GFX_focus_secret_rearmament
	prerequisite = {
		focus = RUT_equipment_effort
	}
	mutually_exclusive = {
		focus = RUT_support_bonus
	}
	relative_position_id = RUT_carpathian_sich
	x = -6
	y = 2
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = RUT_offensive_weapons_focus
			bonus = 3
			uses = 1
			technology = infantry_weapons1 infantry_weapons2 improved_infantry_weapons improved_infantry_weapons_2 infantry_at infantry_at2 advanced_infantry_weapons advanced_infantry_weapons2
		} {
			name = RUT_offensive_weapons_focus
			bonus = 0.15
			uses = 1
			technology = infantry_weapons1 infantry_weapons2 improved_infantry_weapons improved_infantry_weapons_2 infantry_at infantry_at2 advanced_infantry_weapons advanced_infantry_weapons2
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: ITA_expanded_intelligence_service_basic
Constructs: removal_cost, has_country_leader
Source: game
File: common/ideas/italy.txt

Code:
ITA_expanded_intelligence_service_basic = {
	removal_cost = -1
	picture = SOV_scientist_defect
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		has_country_leader = {
			character = ITA_benito_mussolini
			ruling_only = yes
		}
	}
	modifier = {
		civilian_intel_to_others = -0.1
		army_intel_to_others = -0.1
	}
}
### Entity: Event
Component: treaty_org.2
Constructs: is_triggered_only, limit, every_country, has_country_flag, is_in_faction_with
Source: game
File: events/treaty_orgs.txt

Code:
news_event = {
	id = treaty_org.2
	title = treaty_org.2.t
	desc = treaty_org.2.desc
	picture = GFX_news_event_generic_sign_treaty3
	is_triggered_only = yes
	major = yes
	option = {
		name = treaty_org.2.a
		trigger = {
			NOT = {
				OR = {
					tag = SOV
					is_in_faction_with = SOV
				}
			}
		}
		every_country = {
			limit = {
				has_country_flag = {
					flag = TO_chose_neutrality_flag
					value = 0
				}
			}
			custom_effect_tooltip = TO_left_faction
		}
	} {
		name = treaty_org.2.b
		trigger = {
			OR = {
				tag = SOV
				is_in_faction_with = SOV
			}
		}
		every_country = {
			limit = {
				has_country_flag = {
					flag = TO_chose_neutrality_flag
					value = 0
				}
			}
			custom_effect_tooltip = TO_left_faction
		}
	}
}
### Entity: Faction
Component: faction_goal_control_guyanan_bauxite
Constructs: limit, has_war_with, is_in_faction_with, complete_effect, add_faction_power_projection, every_allied_country, add_faction_initiative, add_building_construction
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_control_guyanan_bauxite = {
	name = control_guyanan_bauxite_goal_name
	description = control_guyanan_bauxite_goal_desc
	category = medium_term
	group = resources_to_market_icon
	allowed = {

	}
	visible = {
		FROM = {
			NOT = {
				original_tag = ENG
				is_in_faction_with = ENG
			}
		}
		any_collection_element = {
			collection = {
				input = game:scope
				operators = {
					faction_members controlled_states
				}
				name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 687
				value = < 2000
			}
		}
	}
	available = {

	}
	completed = {
		687 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt TARGET_STATE_CONTROLLERS
		every_allied_country = {
			visible_when_empty = yes
			limit = {
				controls_state = 687
			}
			add_faction_initiative = 1
		}
		687 = {
			if = {
				limit = {
					infrastructure = < 5
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			factor = 2
			687 = {
				owner = {
					has_war_with = ROOT
				}
			}
		} {
			add = 1
			aluminium = > 40
		} {
			add = 1
			aluminium = > 10
		} {
			add = 3
			has_resources_in_collection = {
				collection = {
					input = game:scope
					operators = {
						faction_members
					}
					name = FACTION
				}
				resource = aluminium
				amount = < 10
				extracted = no
			}
		}
	}
}
### Entity: Event
Component: r56.news_event.32
Constructs: is_triggered_only, has_country_flag
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.news_event.32
	title = r56.news_event.32.title
	desc = r56.news_event.32.desc
	picture = GFX_news_event_USA_goering_texas
	major = yes
	is_triggered_only = yes
	option = {
		name = r56.news_event.32.a
		trigger = {
			NOT = {
				has_country_flag = goering_in_exile
				tag = GER
			}
		}
	} {
		name = r56.news_event.32.b
		trigger = {
			has_country_flag = goering_in_exile
		}
	} {
		name = r56.news_event.32.c
		trigger = {
			tag = GER
		}
	}
}
### Entity: Order of Battle
Component: Kunming Jingbei
Constructs: division_template
Source: game
File: history/units/YUN_1936.txt

Code:
division = {
	name = Kunming Jingbei
	location = 12789
	division_template = Juntuán
	start_equipment_factor = 0.5
}