Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: SWE_republic_aviation
Constructs: has_completed_focus, has_war_with, research_bonus
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_republic_aviation = {
	allowed = {
		original_tag = SWE
	}
	available = {
		NOT = {
			has_war_with = USA
		}
		has_completed_focus = SWE_foreign_aircraft_designs
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		licensed_fighter_aircraft_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_raiding_fleet
Constructs: prerequisite, completion_reward, add_tech_bonus, add_mastery_bonus
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_raiding_fleet
	icon = GFX_goal_generic_navy_submarine
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_develop_indigenous_designs
	}
	mutually_exclusive = {
		focus = LIT_defend_the_coast
	}
	x = 1
	y = 3
	relative_position_id = LIT_expansion_of_naval_facilities
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = Raiding Fleet
			bonus = 1
			uses = 1
			category = ss_tech
		}
		add_mastery_bonus = {
			name = flexible_navy
			bonus = 0.2
			days = 180
			grand_doctrine = new_convoy_raiding
			track = submarines
		}
	}
}
### Entity: State History
Component: 585
Constructs: add_core_of
Source: game
File: history/states/585-Uzbekistan.txt

Code:
state = {
	id = 585
	name = STATE_585
	history = {
		owner = SOV
		buildings = {
			infrastructure = 2
		}
		add_core_of = SOV UZB
		victory_points = {
			1554 1
		}
	}
	provinces = {
		1532 1554 4499 7501 7507 10420
	}
	manpower = 465174
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 0.0
}
### Entity: Character
Component: MZB_democratic_guy
Constructs: has_government
Source: game
File: common/characters/MZB.txt

Code:
MZB_democratic_guy = {
	advisor = {
		slot = political_advisor
		idea_token = MZB_democratic_guy
		allowed = {
			original_tag = MZB
		}
		traits = {
			democratic_reformer
		}
		do_effect = {
			not = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_1
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_freeze_german_assets
Constructs: prerequisite, add_opinion_modifier, completion_reward, is_power_balance_in_range, cancel_if_invalid, add_timed_idea
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_freeze_german_assets
	icon = GFX_focus_mex_privatisation
	prerequisite = {
		focus = SWI_case_north
	}
	x = -1
	y = 1
	relative_position_id = SWI_case_north
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.2
			GER = {
				SWI_country_about_to_be_angry = yes
			}
		}
	}
	available = {
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = < SWI_centralization_bop_balanced
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		SWI_find_biggest_fascist_neighbor = yes
		var:SWI_biggest_fascist = {
			add_timed_idea = {
				idea = SWI_frozen_assets
				days = 365
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = SWI_froze_our_assets
			}
		}
	}
}
### Entity: National Focus
Component: chilean_focus_tree
Constructs: shared_focus, has_completed_focus, division_template, every_owned_state, add_equipment_to_stockpile, prerequisite, has_war, limit
Source: game
File: common/national_focus/chile.txt

Code:
focus_tree = {
	id = chilean_focus_tree
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = CHL
			has_dlc = Trial of Allegiance
		}
	}
	default = no
	shared_focus = SMB_army SMB_air_force SMB_navy
	continuous_focus_position = {
		x = 50
		y = 2500
	}
	initial_show_position = {
		x = 35
		y = 0
	}
	focus = {
		id = CHL_look_to_tradition
		icon = GFX_focus_CHL_look_to_tradition
		x = 10
		y = 0
		cost = 5
		offset = {
			x = -5
			y = 0
			trigger = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
				has_completed_focus = CHL_address_the_mapuche_conflict
			}
		}
		allow_branch = {
			IF = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				NOT = {
					has_completed_focus = CHL_endorse_the_constitution
				} {
					has_completed_focus = CHL_denounce_the_anarchy
				}
			}
		}
		mutually_exclusive = {
			focus = CHL_endorse_the_constitution CHL_denounce_the_anarchy
		}
		ai_will_do = {
			base = 0.5
		}
		available = {

		}
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
		completion_reward = {
			add_popularity = {
				ideology = neutrality
				popularity = 0.05
			}
			add_political_power = 35
			hidden_effect = {
				IF = {
					limit = {
						has_game_rule = {
							rule = obsolete_focus_branches_visibility
							option = HIDE
						}
					}
					mark_focus_tree_layout_dirty = yes
				}
			}
		}
	} {
		id = CHL_endorse_the_constitution
		icon = GFX_focus_CHL_endorse_the_constitution
		relative_position_id = CHL_look_to_tradition
		x = 25
		y = 0
		cost = 5
		allow_branch = {
			IF = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				NOT = {
					has_completed_focus = CHL_look_to_tradition
				} {
					has_completed_focus = CHL_denounce_the_anarchy
				}
			}
		}
		offset = {
			x = -26
			y = 0
			trigger = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
				has_completed_focus = CHL_endorse_the_constitution
			}
		}
		mutually_exclusive = {
			focus = CHL_look_to_tradition CHL_denounce_the_anarchy
		}
		ai_will_do = {
			base = 2
		}
		available = {

		}
		search_filters = {
			FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_HISTORICAL
		}
		completion_reward
# ... (truncated)
### Entity: AI Strategy
Component: GER_support_UKR
Constructs: has_government, send_volunteers_desire
Source: game
File: common/ai_strategy/TOY.txt

Code:
GER_support_UKR = {
	enable = {
		tag = GER
		has_government = fascism
		country_exists = UKR
		UKR = {
			has_government = neutrality
		}
	}
	abort = {
		OR = {
			NOT = {
				country_exists = UKR
			}
		}
	}
	ai_strategy = {
		type = support
		id = UKR
		value = 100
	} {
		type = send_volunteers_desire
		id = UKR
		value = 100
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_favor_czechs_2
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_favor_czechs_2
	icon = GFX_focus_generic_industry_2
	prerequisite = {
		focus = CZE_favor_czechs_1
	}
	x = 0
	y = 1
	relative_position_id = CZE_favor_czechs_1
	cost = 10
	ai_will_do = {
		factor = 80
		modifier = {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {
		CZE = {
			controls_state = 9
		} {
			controls_state = 75
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		9 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		75 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_demand_persian_gulf_colonies
Constructs: prerequisite, has_war_with, completion_reward, is_subject, add_state_core
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_demand_persian_gulf_colonies
	icon = GFX_focus_eng_decolonization
	prerequisite = {
		focus = IRQ_anti_colonialism_policy
	}
	available = {
		is_subject = no
	}
	bypass = {
		has_war_with = ENG
	}
	relative_position_id = IRQ_anti_colonialism_policy
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		add_state_core = 656 658 659 765 1007
		ENG = {
			country_event = {
				id = r56_iraq.12
				hours = 12
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Character
Component: JAP_hideo_iwakuro
Source: game
File: common/characters/JAP.txt

Code:
JAP_hideo_iwakuro = {
	name = JAP_hideo_iwakuro
	portraits = {
		army = {
			large = GFX_portrait_JAP_hideo_iwakuro
			small = GFX_portrait_JAP_hideo_iwakuro_small
		}
		civilian = {
			large = GFX_portrait_JAP_hideo_iwakuro_scientist
		}
	}
	scientist = {
		traits = {
			scientist_trait_armored_specialist
		}
		skills = {
			specialization_land = 1
		}
	}
	corps_commander = {
		traits = {
			trait_engineer armor_officer
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: Unit Template
Component: NOR_MOT_01
Source: game
File: common/units/names_divisions/NOR_names_divisions.txt

Code:
NOR_MOT_01 = {
	name = Motorized Division
	for_countries = {
		NOR
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		NOR_INF_01
	}
	fallback_name = %d. Motoriserte Divisjon
	ordered = {
		1 = {
			%d. Motoriserte Divisjon
		}
		2 = {
			%d. Motoriserte Divisjon
		}
		3 = {
			%d. Motoriserte Divisjon
		}
		4 = {
			%d. Motoriserte Divisjon
		}
		5 = {
			%d. Motoriserte Divisjon
		}
		6 = {
			%d. Motoriserte Divisjon
		}
		7 = {
			%d. Motoriserte Divisjon
		}
		8 = {
			%d. Motoriserte Divisjon
		}
		9 = {
			%d. Motoriserte Divisjon
		}
		10 = {
			%d. Motoriserte Divisjon
		}
	}
}
### Entity: Event
Component: BBA_italy_decide_the_fate_of_mussolini.1
Constructs: is_triggered_only, ai_chance, remove_ideas, add_stability, add_political_power, has_dino_grandi, add_popularity, retire_character
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_decide_the_fate_of_mussolini.1
	title = BBA_italy_decide_the_fate_of_mussolini.1.t
	desc = BBA_italy_decide_the_fate_of_mussolini.1.desc
	picture = GFX_report_event_generic_mussolini
	is_triggered_only = yes
	option = {
		name = BBA_italy_decide_the_fate_of_mussolini.1.a
		ai_chance = {
			base = 5
			modifier = {
				add = 35
				has_dino_grandi = yes
			}
		}
		custom_effect_tooltip = ITA_mussolini_stands_trial_tt
		country_event = {
			id = BBA_italy_decide_the_fate_of_mussolini.2
			days = 10
		}
	} {
		name = BBA_italy_decide_the_fate_of_mussolini.1.b
		ai_chance = {
			base = 10
		}
		add_political_power = 75
		add_stability = -0.05
		add_popularity = {
			ideology = fascism
			popularity = -0.05
		}
		remove_ideas = ITA_shadow_of_mussolini
		ITA_bop_medium_increase_effect = yes
		hidden_effect = {
			retire_character = ITA_benito_mussolini
			news_event = {
				id = bba_news.101
				hours = 12
				random_hours = 6
			}
		}
	} {
		name = BBA_italy_decide_the_fate_of_mussolini.1.c
		ai_chance = {
			base = 10
			modifier = {
				add = 20
				has_country_leader = {
					character = ITA_italo_balbo
					ruling_only = yes
				}
			}
		}
		custom_effect_tooltip = ITA_mussolini_is_assassinated_tt
		country_event = {
			id = BBA_italy_decide_the_fate_of_mussolini.3
			days = 5
		}
	}
}
### Entity: Decision
Component: DEN_offer_protection_category
Constructs: has_completed_focus, has_government, is_major, fire_only_once, is_subject, is_in_faction, is_in_faction_with, has_opinion
Source: game
File: common/decisions/DEN.txt

Code:
DEN_offer_protection_category = {
	DEN_offer_protection_decision = {
		priority = 1
		icon = GFX_decision_generic_protection
		ai_will_do = {
			base = 25
			modifier = {
				factor = 0.5
				FROM = {
					is_major = yes
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = > 1
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = > 1.25
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = > 1.5
				}
			}
		}
		targets = {
			SWE NOR FIN EST LAT LIT SMI
		}
		target_trigger = {
			FROM = {
				is_subject = no
				is_major = no
				OR = {
					is_in_faction = no
					is_in_faction_with = ROOT
				}
			}
		}
		available = {
			FROM = {
				has_opinion = {
					target = ROOT
					value = > 49
				}
				has_government = ROOT
			}
		}
		visible = {
			has_completed_focus = DEN_sway_the_nordics
		}
		fire_only_once = yes
		cost = 50
		complete_effect = {
			FROM = {
				country_event = {
					id = denmark_expansion_event.800
					hours = 3
				}
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				ROOT = {
					puppet = FROM
				}
			}
		}
	}
}
### Entity: Idea
Component: CZE_benees_mraz
Constructs: has_completed_focus, has_dlc, research_bonus, equipment_bonus
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_benees_mraz = {
	name = CZE_benees_mraz_organization
	picture = CZE_benes_mraz
	allowed = {
		original_tag = CZE
		has_dlc = Peace For Our Time
	}
	visible = {
		NOT = {
			has_completed_focus = CZE_invest_in_the_smaller_air_plants
		}
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		fuel_efficient_aircraft_manufacturer
	}
	equipment_bonus = {

	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Decision
Component: SWI_mobilize_category
Constructs: has_global_flag
Source: game
File: common/decisions/categories/r56_SWI_decision_categories.txt

Code:
SWI_mobilize_category = {
	icon = infiltration
	picture = GFX_decision_cat_SWI_mobilize
	allowed = {
		original_tag = SWI
	}
	visible = {
		has_global_flag = SWI_R56_focus_tree
	}
}
### Entity: Idea
Component: HUN_interventionism_2
Source: game
File: common/ideas/hungary.txt

Code:
HUN_interventionism_2 = {
	allowed = {
		original_tag = HUN
		always = no
	}
	picture = FRA_scw_intervention_republicans_focus
	modifier = {
		consumer_goods_factor = -0.15
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_destroy_the_counter_revolution
Constructs: prerequisite, completion_reward, is_subject, cancel_if_invalid, set_temp_variable, add_to_temp_variable
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_destroy_the_counter_revolution
	icon = GFX_goal_generic_secret_weapon
	x = 0
	y = 1
	prerequisite = {
		focus = FRA_revolution_to_the_utmost
	}
	relative_position_id = FRA_revolution_to_the_utmost
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		set_temp_variable = {
			FRA_rw_support = party_popularity@fascism
		}
		add_to_temp_variable = {
			FRA_rw_support = party_popularity@neutrality
		}
		multiply_temp_variable = {
			FRA_rw_support = 0.5
		}
		start_civil_war = {
			size = FRA_rw_support
			ideology = fascism
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_militarize_the_associations
Constructs: prerequisite, limit, add_ideas, completion_reward, set_technology, add_popularity, has_tech, has_power_balance
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_militarize_the_associations
	icon = GFX_focus_SWE_revoke_militia_law
	prerequisite = {
		focus = CZE_power_to_the_military
	}
	cost = 10
	relative_position_id = CZE_power_to_the_military
	x = 0
	y = 1
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.03
		}
		if = {
			limit = {
				NOT = {
					has_tech = militia_tech
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			set_technology = {
				militia_tech = 1
				popup = no
			}
		} {
			limit = {
				has_power_balance = {
					id = CZE_bop_army_readiness
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
			CZE_bop_very_low_increase_effect = yes
		}
		custom_effect_tooltip = generic_skip_one_line_tt CZE_ceskoslovenska_armada_ns_intro_tt generic_skip_one_line_tt CZE_militias_officer_random_general_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_ceskoslovenska_armada_dynamic_modifier_mobilization_speed = 0.05
			tooltip = mobilization_speed_tt
		} {
			CZE_ceskoslovenska_armada_modifier_army_sub_unit_militia_defence_factor = 0.05
			tooltip = modifier_army_sub_unit_militia_defence_factor_tt
		}
		hidden_effect = {
			every_army_leader = {
				limit = {
					NOT = {
						has_trait = militias_officer
					}
				}
				random_select_amount = 1
				add_trait = {
					trait = militias_officer
				}
			}
		}
		add_ideas = CZE_militarized_organizations
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_BALANCE_OF_POWER
	}
}
### Entity: Scripted Effect
Component: GER_pay_back_mefo_bills
Constructs: limit, add_political_power, check_variable, add_timed_idea
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_pay_back_mefo_bills = {
	if = {
		limit = {
			check_variable = {
				var = GER_mefo_bill_counter
				value = 15
				compare = less_than
			}
		}
		add_political_power = -20
		add_timed_idea = {
			idea = GER_mefo_bills_ended
			days = 60
		}
	}
	else_if = {
		limit = {
			check_variable = {
				var = GER_mefo_bill_counter
				value = 20
				compare = equals
			}
		}
		add_political_power = -40
		add_timed_idea = {
			idea = GER_mefo_bills_ended
			days = 80
		}
	} {
		limit = {
			check_variable = {
				var = GER_mefo_bill_counter
				value = 30
				compare = equals
			}
		}
		add_political_power = -60
		add_timed_idea = {
			idea = GER_mefo_bills_ended
			days = 100
		}
	} {
		limit = {
			check_variable = {
				var = GER_mefo_bill_counter
				value = 40
				compare = equals
			}
		}
		add_political_power = -80
		add_timed_idea = {
			idea = GER_mefo_bills_ended
			days = 120
		}
	} {
		limit = {
			check_variable = {
				var = GER_mefo_bill_counter
				value = 50
				compare = equals
			}
		}
		add_political_power = -100
		add_timed_idea = {
			idea = GER_mefo_bills_ended
			days = 140
		}
	} {
		limit = {
			check_variable = {
				var = GER_mefo_bill_counter
				value = 60
				compare = equals
			}
		}
		add_political_power = -120
		add_timed_idea = {
			idea = GER_mefo_bills_ended
			days = 160
		}
	} {
		limit = {
			check_variable = {
				var = GER_mefo_bill_counter
				value = 70
				compare = equals
			}
		}
		add_political_power = -140
		add_timed_idea = {
			idea = GER_mefo_bills_ended
			days = 180
		}
	} {
		limit = {
			check_variable = {
				var = GER_mefo_bill_counter
				value = 80
				compare = equals
			}
		}
		add_political_power = -160
		add_timed_idea = {
			idea = GER_mefo_bills_ended
			days = 200
		}
	} {
		limit = {
			check_variable = {
				var = GER_mefo_bill_counter
				value = 90
				compare = equals
			}
		}
		add_political_power = -180
		add_timed_idea = {
			idea = GER_mefo_bills_ended
			days = 220
		}
	} {
		limit = {
			check_variable = {
				var = GER_mefo_bill_counter
				value = 100
				compare = equals
			}
		}
		add_political_power = -200
		add_timed_idea = {
			idea = GER_mefo_bills_ended
			days = 240
		}
	} {
		limit = {
			check_variable = {
				var = GER_mefo_bill_counter
				value = 110
				compare = equals
			}
		}
		add_political_power = -220
		add_timed_idea = {
			idea = GER_mefo_bills_ended
			days = 26
# ... (truncated)
### Entity: Shared Focus
Tree: trk_focus
Component: TRK_exploit_the_virgin_lands
Constructs: shared_focus, prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, add_building_construction
Source: game
File: common/national_focus/r56_turkestan_shared.txt

Code:
shared_focus = {
	id = TRK_exploit_the_virgin_lands
	icon = GFX_goal_generic_farming
	x = -1
	y = 1
	relative_position_id = TRK_agricultural_renewal
	cost = 10
	prerequisite = {
		focus = TRK_agricultural_renewal
	}
	available = {

	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		random_owned_controlled_state = {
			increase_state_category = yes
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			increase_state_category = yes
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: ARG_benito_sueyro
Source: game
File: common/characters/ARG.txt

Code:
ARG_benito_sueyro = {
	portraits = {
		army = {
			large = GFX_portrait_ARG_benito_sueyro
			small = GFX_portrait_ARG_benito_sueyro_small
		}
	}
	navy_leader = {
		traits = {
			gentlemanly
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		maneuvering_skill = 2
		coordination_skill = 1
		legacy_id = -1
	}
	advisor = {
		slot = navy_chief
		idea_token = ARG_benito_sueyro
		allowed = {
			original_tag = ARG
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: State History
Component: 753
Constructs: limit, add_core_of, has_dlc, remove_core_of
Source: game
File: history/states/753-Gannan.txt

Code:
state = {
	id = 753
	name = STATE_753
	manpower = 3000000
	buildings_max_level_factor = 1.0
	state_category = rural
	history = {
		owner = XSM
		add_core_of = XSM CHI PRC
		victory_points = {
			5193 1
		}
		buildings = {
			infrastructure = 2
		}
		1936.1.1 = {
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				transfer_state_to = SIC
				add_core_of = SIC
				remove_core_of = XSM
			}
		}
		1938.10.25 = {
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				remove_core_of = SIC
			}
			owner = CHI
			controller = CHI
		}
	}
	provinces = {
		1257 2045 4375 4403 5193 9966 10787 10903
	}
	local_supplies = 1.0
}
### Entity: Event
Component: r56_afghanistan.61
Constructs: is_triggered_only, has_war_with, fire_only_once, has_country_leader, has_civil_war, has_capitulated, has_wargoal_against, is_justifying_wargoal_against
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.61
	picture = GFX_report_event_AFG_amnullah_visits_warsaw
	title = r56_afghanistan.61.t
	desc = r56_afghanistan.61.d
	is_triggered_only = yes
	trigger = {
		has_country_leader = {
			character = AFG_amanullah_khan
			ruling_only = yes
		}
		NOT = {
			POL = {
				has_civil_war = yes
				has_war_with = ROOT
				has_capitulated = yes
				has_wargoal_against = ROOT
				is_justifying_wargoal_against = ROOT
			}
		}
	}
	fire_only_once = yes
	option = {
		name = r56_afghanistan.61.a
	}
}
### Entity: Event
Component: war_justification.9
Constructs: is_triggered_only, has_government, has_country_flag, set_country_flag, clr_country_flag
Source: game
File: events/WarJustification.txt

Code:
country_event = {
	id = war_justification.9
	title = war_justification.9.t
	desc = war_justification.9.d
	picture = GFX_report_event_communist_leader
	is_triggered_only = yes
	trigger = {
		has_government = democratic
		FROM = {
			has_government = neutrality
		}
		NOT = {
			has_country_flag = war_justification_last_event_political
		}
	}
	option = {
		name = war_justification.9.a
		FROM = {
			country_event = {
				id = war_justification.209
			}
		}
		set_country_flag = war_justification_last_event_political
		clr_country_flag = war_justification_last_event_generic war_justification_last_event_neighbor war_justification_last_event_mobilized war_justification_last_event_borderthreat
	}
}
### Entity: Idea
Component: walther_funk_idea
Constructs: political_power_gain, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_germany.txt

Code:
walther_funk_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_production_bonus
	modifier = {
		conversion_cost_civ_to_mil_factor = -0.5
		production_speed_buildings_factor = -0.05
		production_speed_arms_factory_factor = 0.05
		political_power_gain = 0.1
	}
}