Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: manchukuo_soviet_aid
Constructs: has_completed_focus, has_government, has_dlc, send_volunteers_desire
Source: game
File: common/ai_strategy/SOV.txt

Code:
manchukuo_soviet_aid = {
	allowed = {
		original_tag = SOV
		has_dlc = No Compromise, No Surrender
	}
	enable = {
		has_government = communism
		country_exists = MAN
		MAN = {
			has_completed_focus = MAN_tsr_soviet_aid
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = befriend
		id = MAN
		value = 100
	} {
		type = support
		id = MAN
		value = 100
	} {
		type = send_volunteers_desire
		id = MAN
		value = 100
	}
}
### Entity: Idea
Component: aioc
Constructs: research_bonus, has_idea_with_trait
Source: game
File: common/ideas/britain.txt

Code:
aioc = {
	allowed = {
		original_TAG = ENG
	}
	research_bonus = {
		industry = 0.15
	}
	traits = {
		industrial_concern
	}
	modifier = {

	}
	ai_will_do = {
		base = 2
		modifier = {
			has_idea_with_trait = silent_workhorse
			factor = 10
		}
	}
}
### Entity: Opinion Modifier
Component: opinion_modifiers
Source: game
File: common/opinion_modifiers/EAI_opinion_modifiers.txt

Code:
opinion_modifiers = {
	EAI_trade_opinion_1 = {
		trade = yes
		value = -100
	}
	EAI_trade_opinion_2 = {
		trade = yes
		value = -100
	}
	EAI_trade_opinion_3 = {
		trade = yes
		value = -100
	}
	EAI_RELATION_modifier = {
		value = 2
		decay = 3
	}
	EAI_trade_opinion_bonus_high_1 = {
		trade = yes
		value = 100
	}
	EAI_trade_opinion_bonus_high_2 = {
		trade = yes
		value = 100
	}
	EAI_trade_opinion_bonus_high_3 = {
		trade = yes
		value = 100
	}
	EAI_trade_opinion_bonus_high_4 = {
		trade = yes
		value = 100
	}
}
### Entity: Idea
Component: CZE_submarine_focus2_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_submarine_focus2_idea = {
	picture = ub
	allowed = {

	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		navy_submarine_attack_factor = 0.05
		naval_torpedo_hit_chance_factor = 0.05
		naval_torpedo_reveal_chance_factor = -0.05
	}
}
### Entity: Idea
Component: CZE_skoda_planes_focus_optimization_4_idea
Constructs: is_controlled_by, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/czechoslovakia_skoda.txt

Code:
CZE_skoda_planes_focus_optimization_4_idea = {
	name = CZE_skoda_planes_focus_optimization_idea
	picture = CZE_skoda_works
	allowed = {
		always = no
	}
	do_effect = {
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	allowed_civil_war = {
		always = yes
	}
	research_bonus = {
		air_equipment = 0.08
	}
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.08
			instant = yes
		}
		medium_plane_airframe = {
			build_cost_ic = -0.08
			instant = yes
		}
		large_plane_airframe = {
			build_cost_ic = -0.08
			instant = yes
		}
		motorized_equipment = {
			instant = yes
			build_cost_ic = 0.08
		}
	}
	modifier = {
		production_speed_arms_factory_factor = 0.08
		production_speed_industrial_complex_factor = -0.08
		industrial_concern_cost_factor = 0.08
		air_fuel_consumption_factor = -0.08
		production_lack_of_resource_penalty_factor = 0.08
		aircraft_manufacturer_cost_factor = -0.08
		fuel_gain_factor = 0.08
		factory_energy_consumption = 0.08
	}
}
### Entity: Doctrine
Component: mountaineers_1
Constructs: xp_cost, has_tech, has_dlc, unlock_subunit
Source: game
File: common/doctrines/subdoctrines/special_forces/special_forces_subdoctrines.txt

Code:
mountaineers_1 = {
	track = {
		special_forces_first special_forces_second
	}
	name = SUBDOCTRINE_MOUNTAINEERS_1
	description = SUBDOCTRINE_MOUNTAINEERS_1_DESC
	icon = GFX_ski_troops_medium
	xp_cost = 60
	xp_type = army
	xor = {
		mountaineers_2
	}
	mastery = {
		multiplier = 6
		categories = {
			category_mountaineers
		}
	}
	available = {
		has_tech = tech_mountaineers
	}
	visible = {
		has_dlc = Arms Against Tyranny
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 25
			OR = {
				original_tag = SWE FIN NOR
			}
		}
	}
	effect = {
		unlock_subunit = rangers_support
	}
	mountaineers_special_forces_contribution_factor = -0.25
	rangers_support = {
		acclimatization_cold_climate_gain_factor = 0.25
		snow = {
			attack = 0.15
			defence = 0.15
			movement = 0.15
		}
	}
	rewards = {
		reward_1 = {
			mastery = 60
			special_forces_out_of_supply_factor = -0.1
			acclimatization_cold_climate_gain_factor = 0.1
			category_special_forces = {
				max_organisation = 5
				soft_attack = 0.05
			}
		}
		reward_2 = {
			mastery = 60
			special_forces_training_time_factor = -0.1
			mountaineers_special_forces_contribution_factor = -0.25
		}
		reward_3 = {
			mastery = 60
			category_mountaineers = {
				defense = 0.1
			}
			mountaineers = {
				combat_width = -0.2
			}
		}
		reward_4 = {
			mastery = 60
			category_mountaineers = {
				max_organisation = 10
			}
		}
		reward_5 = {
			mastery = 60
			category_mountaineers = {
				soft_attack = 0.1
			}
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_modernization
Constructs: prerequisite, completion_reward, add_tech_bonus, add_to_variable
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_modernization
	icon = GFX_focus_generic_modernize_industry
	prerequisite = {
		focus = PHI_treaty_of_manila
	}
	relative_position_id = PHI_treaty_of_manila
	x = 1
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			bonus = 0.5
			uses = 2
			category = electronics
			name = PHI_modernization
		} {
			bonus = 0.25
			uses = 2
			category = cat_production
			name = PHI_modernization
		}
		custom_effect_tooltip = generic_skip_one_line_tt PHI_modify_economic_recovery_dynamic_modifier_tt
		add_to_variable = {
			PHI_the_great_depression_production_speed_buildings_factor = 0.15
			tooltip = production_speed_buildings_factor_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Military Industrial Organization
Component: ISR_taas_organization
Constructs: production_bonus, equipment_bonus, add_trait
Source: game
File: common/military_industrial_organization/organizations/ISR_organization.txt

Code:
ISR_taas_organization = {
	include = generic_infantry_equipment_organization
	icon = GFX_idea_ISR_taas
	allowed = {
		original_tag = ISR
	}
	initial_trait = {
		name = generic_mio_initial_trait_infantry_manufacturer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_efficiency_cap_factor = 0.03
		}
		equipment_bonus = {
			soft_attack = 0.03
		}
	}
	override_trait = {
		token = generic_mio_trait_anti_vehicle_land_mines
		name = ENG_mio_trait_piat
		icon = GFX_generic_mio_trait_icon_hard_attack
		special_trait_background = yes
		equipment_bonus = {
			hard_attack = 0.05
			defense = 0.05
			breakthrough = 0.1
		}
	}
	add_trait = {
		token = ENG_mio_trait_sten_submachine_guns
		name = ENG_mio_trait_sten_submachine_guns
		icon = GFX_generic_mio_trait_icon_ap_attack
		special_trait_background = yes
		position = {
			x = 1
			y = 1
		}
		relative_position_id = generic_mio_trait_drum_pattern_sights
		any_parent = {
			generic_mio_trait_reinforced_stocks generic_mio_trait_drum_pattern_sights
		}
		equipment_bonus = {
			reliability = 0.05
			soft_attack = 0.03
			ap_attack = 0.05
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_woo_morges_staff
Constructs: prerequisite, limit, has_government, completion_reward, set_country_flag, add_unit_leader_trait, has_trait, remove_unit_leader_trait
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_woo_morges_staff
	icon = GFX_goal_generic_major_alliance
	prerequisite = {
		focus = POL_organize_the_peasants_strike
	}
	relative_position_id = POL_organize_the_peasants_strike
	x = 0
	y = 1
	cost = 10
	available = {

	}
	bypass = {
		OR = {
			has_government = democratic communism
		}
	}
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_country_flag = POL_morges_flag
		POL_wladyslaw_sikorski = {
			add_unit_leader_trait = peasant_sympathiser
			if = {
				limit = {
					has_trait = POL_sanation_left_leader
				}
				remove_unit_leader_trait = POL_sanation_left_leader
			}
		}
		POL_jozef_haller = {
			add_unit_leader_trait = peasant_sympathiser
			if = {
				limit = {
					has_trait = POL_sanation_left_leader
				}
				remove_unit_leader_trait = POL_sanation_left_leader
			}
		}
		random_army_leader = {
			limit = {
				NOT = {
					has_trait = POL_sanation_right_leader
				} {
					has_trait = POL_sanation_left_leader
				} {
					has_trait = peasant_sympathiser
				}
			}
			add_unit_leader_trait = peasant_sympathiser
		}
		unlock_decision_tooltip = POL_woo_military_staff
		hidden_effect = {
			if = {
				limit = {
					any_army_leader = {
						NOT = {
							has_trait = POL_sanation_right_leader
						} {
							has_trait = POL_sanation_left_leader
						} {
							has_trait = peasant_sympathiser
						}
					}
				}
				random_army_leader = {
					limit = {
						NOT = {
							has_trait = POL_sanation_right_leader
						} {
							has_trait = POL_sanation_left_leader
						} {
							has_trait = peasant_sympathiser
						}
					}
					set_variable = {
						ROOT.woo_general_selected = THIS
					}
				}
			}
			else = {
				random_army_leader = {
					limit = {
						NOT = {
							has_trait = POL_sanation_right_leader
						} {
							has_trait = peasant_sympathiser
						}
					}
					set_variable = {
						ROOT.woo_general_selected = THIS
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_fighter_development
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_fighter_development
	icon = GFX_goal_generic_air_fighter
	relative_position_id = VEN_a_seperate_branch
	x = 1
	y = 1
	cost = 7.2
	prerequisite = {
		focus = VEN_a_seperate_branch
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = VEN_fighter_development
				bonus = 1
				uses = 1
				category = light_air
			} {
				name = VEN_fighter_development
				technology = aa_cannon_1 aa_cannon_2
				bonus = 0.5
				uses = 1
			}
		}
		else = {
			add_tech_bonus = {
				name = VEN_fighter_development
				bonus = 1
				uses = 1
				category = light_fighter
			} {
				name = VEN_fighter_development
				bonus = 1
				uses = 1
				category = cas_bomber
			}
		}
	}
}
### Entity: Shared Focus
Tree: ply_focus
Component: PLY_expand_the_banana_platnations
Constructs: shared_focus, prerequisite, limit, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_polynesian.txt

Code:
shared_focus = {
	id = PLY_expand_the_banana_platnations
	icon = GFX_goal_HON_bannans_empire
	prerequisite = {
		focus = PLY_agriculture_based_economy
	}
	relative_position_id = PLY_agriculture_based_economy
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		num_of_controlled_states = > 0
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = NIU_banana_plantations
			}
			swap_ideas = {
				remove_idea = NIU_banana_plantations
				add_idea = NIU_banana_plantations_i
			}
		} {
			limit = {
				has_idea = NIU_banana_plantations_i
			}
			swap_ideas = {
				remove_idea = NIU_banana_plantations_i
				add_idea = NIU_banana_plantations_ii
			}
		}
	}
}
### Entity: Faction
Component: faction_template_NORDIC_alliance_democratic
Constructs: change_leader_rule_industry, change_leader_rule_manpower, change_leader_rule_manifest_below_35
Source: game
File: common/factions/templates/unique_minor_factions.txt

Code:
faction_template_NORDIC_alliance_democratic = {
	name = NORDIC_alliance_democratic
	manifest = faction_manifest_nordic_defence
	icon = GFX_faction_logo_generic_8
	goals = {
		faction_goal_convoy_escort_force faction_goal_the_atomic_race
	}
	default_rules = {
		joining_rule_nordics_only change_leader_rule_industry change_leader_rule_manpower change_leader_rule_manifest_below_35
	}
}
### Entity: Scripted Trigger
Component: EAI_MILITARY_ABILITY_force_attack
Constructs: has_country_flag, has_global_flag
Source: game
File: common/scripted_triggers/EAI_MILITARY_strategy_triggers.txt

Code:
EAI_MILITARY_ABILITY_force_attack = {
	OR = {
		always = no
		AND = {
			tag = GER
			has_global_flag = {
				flag = EAI_GER_blitz_poland_365d
				value = 1
				days = < 15
			}
		} {
			tag = GER
			has_global_flag = {
				flag = EAI_GER_blitz_low_countries_365d
				value = 1
				days = < 15
			}
		} {
			tag = GER
			has_global_flag = {
				flag = EAI_GER_blitz_russia_365d
				value = 1
				days = < 15
			}
		} {
			tag = JAP
			has_country_flag = EAI_JAP_homeland_invaded
		} {
			tag = ENG
			has_country_flag = EAI_ENG_homeland_invaded
		}
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_purge_the_army
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, is_subject
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_purge_the_army
	icon = GFX_goal_support_communism
	prerequisite = {
		focus = RUT_communist_influence
	}
	relative_position_id = RUT_communist_influence
	available = {
		has_government = communism
		if = {
			limit = {
				RUT = {
					is_subject = yes
				}
			}
			RUT = {
				OVERLORD = {
					has_government = communism
				}
			}
		}
	}
	x = 1
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = SLO_purge_the_army
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: nic_focus
Component: NIC_reinstate_national_guard_control
Constructs: prerequisite, remove_ideas, completion_reward
Source: game
File: common/national_focus/Nicaragua.txt

Code:
focus = {
	id = NIC_reinstate_national_guard_control
	icon = GFX_goal_NIC_national_guard
	prerequisite = {
		focus = NIC_president_Somoza_Garcia
	}
	x = -2
	y = 1
	relative_position_id = NIC_president_Somoza_Garcia
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ARMY_XP
	}
	ai_will_do = {
		factor = 9.9
	}
	completion_reward = {
		army_experience = 10
		remove_ideas = NIC_guardia_nacional_assassinations
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_us_ussr_economic_cooperation
Constructs: prerequisite, has_war_with, completion_reward, is_subject, cancel_if_invalid, add_to_tech_sharing_group
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_us_ussr_economic_cooperation
	icon = GFX_goal_generic_soviet_construction
	x = 0
	y = 5
	prerequisite = {
		focus = USA_reach_out_to_the_ware_group
	}
	relative_position_id = USA_suspend_the_presecution
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		not = {
			has_war_with = SOU
		}
	}
	bypass = {
		SOU = {
			OR = {
				exists = no
				has_war_with = USA
				is_subject = yes
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		SOU = {
			add_to_tech_sharing_group = USA_SOV_tech_group
		}
		add_to_tech_sharing_group = USA_SOV_tech_group
	}
}
### Entity: Modding Documentation
Construct: command_power_daily
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### command_power_daily
* description: Checks if daily command power increase is more or less that specified value 
 command_power_daily > 1.5
* (Auto generated using the trigger with same name)
### Entity: Scripted Trigger
Component: WTT_can_ROOT_select_state_support_decision_state
Constructs: limit, has_war_with, is_subject_of, check_variable
Source: game
File: common/scripted_triggers/WTT_china_political_struggle_triggers.txt

Code:
WTT_can_ROOT_select_state_support_decision_state = {
	custom_trigger_tooltip = {
		tooltip = WTT_china_pol_struggle_state_controlled_by_leader
		CONTROLLER = {
			OR = {
				tag = event_target:WTT_current_china_leader
				is_subject_of = event_target:WTT_current_china_leader
			}
		} {
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	if = {
		limit = {
			check_variable = {
				var = state_political_support_value
				value = global.big_state_support_value
				compare = greater_than_or_equals
			}
		}
		ROOT = {
			WTT_has_politcal_support_points_17 = yes
		}
	}
}
### Entity: Character
Component: sharp_tongued_lawyer
Source: game
File: common/country_leader/00_traits.txt

Code:
sharp_tongued_lawyer = {
	random = no
	sprite = 13
	improve_relations_maintain_cost_factor = -0.5
	drift_defence_factor = 0.25
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_the_korean_question
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, cancel_if_invalid, is_subject, add_timed_idea
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_the_korean_question
	icon = GFX_goal_generic_improve_relations
	prerequisite = {
		focus = JAP_pacific_guardian
	}
	x = 1
	y = 1
	relative_position_id = JAP_pacific_guardian
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_war_with = KOR
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		IF = {
			limit = {
				country_exists = KOR
				has_government = democratic
			}
			KOR = {
				country_event = {
					id = generic.5
					hours = 2
				}
			}
		}
		ELSE_IF = {
			limit = {
				country_exists = KOR
				NOT = {
					has_government = democratic
				}
				is_subject = no
			}
			KOR = {
				add_timed_idea = {
					idea = democratic_influence
					days = 360
				}
			}
		} {
			limit = {
				has_full_control_of_state = 525 527
				KOR = {
					exists = no
				}
			}
			activate_mission_tooltip = JAP_release_korea
			set_country_flag = JAP_release_korea_activate
		} {
			limit = {
				MAN = {
					has_government = fascism
					has_full_control_of_state = 525 527
				}
			}
			create_wargoal = {
				type = take_state_focus
				target = MAN
				expire = 0
				generator = {
					525 527
				}
			}
		}
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_national_fanatism
Constructs: division_template, prerequisite, add_war_support, completion_reward, has_stability, set_division_template_cap, swap_ideas, remove_idea
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_national_fanatism
	icon = GFX_focus_FIN_national_fanatism
	prerequisite = {
		focus = FIN_sotilaalliset_kappalaiset
	}
	x = 0
	y = 1
	relative_position_id = FIN_sotilaalliset_kappalaiset
	cost = 10
	available = {
		fascism = > 0.9
		has_stability = > 0.8
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_war_support = 0.05
		FIN_bop_low_increase_effect = yes
		set_division_template_cap = {
			division_template = Mustapaidat
			division_cap = 24
		}
		swap_ideas = {
			remove_idea = FIN_patriotic_peoples_movement_ns_3
			add_idea = FIN_patriotic_peoples_movement_ns_4
		}
		FIN_vilho_annala = {
			swap_country_leader_traits = {
				remove = economic_reformer
				add = architect_of_finnish_coporatism
			}
		}
	}
}
### Entity: Idea
Component: POL_Peasant_Strike
Constructs: removal_cost, democratic_drift, communism_drift
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_Peasant_Strike = {
	picture = chi_war_of_resistance
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		stability_weekly = -0.005
		democratic_drift = 0.05
		communism_drift = 0.05
		drift_defence_factor = -0.05
	}
}
### Entity: Event
Component: mtg_usa_civil_war_democrats.14
Constructs: is_triggered_only, add_timed_idea, random_days
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_civil_war_democrats.14
	title = mtg_usa_civil_war_democrats.14.t
	desc = mtg_usa_civil_war_democrats.14.desc
	picture = GFX_report_event_generic_strike
	is_triggered_only = yes
	option = {
		name = mtg_usa_civil_war_democrats.14.a
		add_timed_idea = {
			idea = strikes_1
			days = 30
		}
		hidden_effect = {
			country_event = {
				id = mtg_usa_civil_war_democrats.3
				days = 15
				random_days = 5
			}
		}
	}
}
### Entity: Character
Component: SLO_augustin_malar
Source: game
File: common/characters/SLO.txt

Code:
SLO_augustin_malar = {
	name = SLO_augustin_malar
	portraits = {
		army = {
			large = GFX_portrait_SLO_augustin_malar
			small = GFX_portrait_SLO_augustin_malar_small
		}
	}
	corps_commander = {
		traits = {
			infantry_officer trickster
		}
		skill = 2
		attack_skill = 2
		defense_skill = 3
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
	}
	advisor = {
		slot = high_command
		idea_token = SLO_augustin_malar
		ledger = army
		allowed = {
			original_tag = SLO
		}
		traits = {
			surveyor
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_aquire_british_guns
Constructs: add_equipment_to_stockpile, prerequisite, add_opinion_modifier, completion_reward, add_popularity
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_aquire_british_guns
	icon = GFX_focus_chi_british_cooperation
	prerequisite = {
		focus = TIB_approach_the_revolutionaries
	}
	relative_position_id = TIB_approach_the_revolutionaries
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		add_opinion_modifier = {
			target = ENG
			modifier = medium_increase
		}
		custom_effect_tooltip = when_civil_war_starts_tt
		effect_tooltip = {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				producer = ENG
				amount = 1500
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: Idea
Component: CHL_the_mapuche_conflict_calmed
Constructs: war_support_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/chile.txt

Code:
CHL_the_mapuche_conflict_calmed = {
	name = CHL_the_mapuche_conflict
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = CHL_the_mapuche_conflict
	modifier = {
		consumer_goods_factor = 0.05
		conscription_factor = -0.05
		war_support_factor = -0.05
	}
}
### Entity: Event
Component: prc.21
Constructs: is_triggered_only, limit, add_opinion_modifier, fire_only_once, every_other_country, has_idea, swap_ideas, remove_idea
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.21
	title = prc.21.t
	desc = prc.21.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = prc.21.a
		custom_effect_tooltip = prc_more_trade_deals_and_construct_tt
		every_other_country = {
			add_opinion_modifier = {
				target = PRC
				modifier = PRC_swcc_6
			}
		}
		if = {
			limit = {
				has_idea = PRC_socialism_with_chinese_characteristics_6
			}
			swap_ideas = {
				remove_idea = PRC_socialism_with_chinese_characteristics_6
				add_idea = PRC_socialism_with_chinese_characteristics_7
			}
		}
	}
}
### Entity: National Focus
Tree: yun_focus
Component: YUN_eduational_reforms
Constructs: prerequisite, completion_reward, has_country_leader, has_idea, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = YUN_eduational_reforms
	icon = GFX_focus_CHI_tongzi_jun
	x = -1
	y = 1
	cost = 5
	prerequisite = {
		focus = YUN_political_reforms
	} {
		focus = YUN_strive_for_self_sufficiency
	}
	relative_position_id = YUN_political_reforms
	ai_will_do = {
		base = 1
	}
	available = {
		has_country_leader = {
			ruling_only = yes
			character = YUN_long_yun
		}
		has_idea = YUN_the_democratic_fortress_idea_2
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		swap_ideas = {
			remove_idea = YUN_the_democratic_fortress_idea_2
			add_idea = YUN_the_democratic_fortress_idea_3
		}
	}
}