Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Component: wuw_HUN_the_balkan_pact
Constructs: prerequisite, limit, has_government, add_war_support, completion_reward, add_political_power, is_in_faction, is_subject
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_the_balkan_pact
	icon = GFX_focus_invite_romania
	prerequisite = {
		focus = wuw_HUN_guarantee_religious_liberties
	}
	mutually_exclusive = {
		focus = wuw_HUN_join_the_allies
	}
	x = 1
	y = 1
	relative_position_id = wuw_HUN_guarantee_religious_liberties
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		is_in_faction = no
		is_subject = no
		OR = {
			has_government = neutrality democratic
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 75
		add_war_support = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt wuw_HUN_the_balkan_pact_tt generic_skip_one_line_tt
		IF = {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			set_rule = {
				can_create_factions = yes
			}
			create_faction_from_template = faction_template_balkan_pact
			add_faction_initiative = 1
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				ROM = {
					is_in_faction = no
					is_subject = no
					OR = {
						has_government = democratic neutrality
					}
				}
			}
			custom_effect_tooltip = wuw_HUN_the_balkan_pact_invitation_tt
			hidden_effect = {
				ROM = {
					country_event = generic.5
				}
			}
		}
		ELSE = {
			set_rule = {
				can_create_factions = yes
			}
			create_faction_from_template = faction_template_balkan_pact
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		unlock_decision_tooltip = HUN_unite_hungary_romania_decision
	}
}
### Entity: State History
Component: 1
Constructs: add_core_of
Source: game
File: history/states/1-France.txt

Code:
state = {
	id = 1
	name = STATE_1
	manpower = 322900
	state_category = town
	history = {
		owner = FRA
		victory_points = {
			3838 1
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			air_base = 1
			3838 = {
				naval_base = 3
			}
		}
		add_core_of = COR FRA
	}
	provinces = {
		3838 9851 11804
	}
	local_supplies = 0.0
}
### Entity: Order of Battle
Component: air_wing_336
Source: game
File: history/units/ENG_1936_air_legacy.txt

Code:
air_wings = {
	336 = {
		nav_bomber_equipment_1 = {
			owner = ENG
			amount = 24
		}
		CAS_equipment_1 = {
			owner = ENG
			amount = 64
		}
	}
}
### Entity: Character
Component: r56_camarilla_member
Source: game
File: common/country_leader/r56_traits.txt

Code:
r56_camarilla_member = {
	random = no
	political_power_factor = -0.1
	political_advisor_cost_factor = -0.1
	trade_laws_cost_factor = -0.1
	mobilization_laws_cost_factor = -0.1
	economy_cost_factor = -0.1
	high_command_cost_factor = -0.1
	air_chief_cost_factor = -0.1
	army_chief_cost_factor = -0.1
	navy_chief_cost_factor = -0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: AUS_what_was_taken
Constructs: stability_factor, war_support_factor, has_government, army_attack_factor, removal_cost
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_what_was_taken = {
	picture = ROM_balkans_dominance
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	removal_cost = -1
	modifier = {
		war_support_factor = 0.15
		army_attack_factor = 0.05
		stability_factor = -0.05
		justify_war_goal_time = -0.5
		generate_wargoal_tension = -0.25
		custom_modifier_tooltip = AUS_cant_enter_germany_faction
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_workers_paradise
Constructs: prerequisite, has_country_flag, completion_reward, cancel_if_invalid, set_rule
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_workers_paradise
	icon = GFX_goal_generic_soviet_construction
	prerequisite = {
		focus = AST_direct_support
	}
	mutually_exclusive = {
		focus = AST_join_comintern
	}
	x = 2
	y = 4
	relative_position_id = AST_empower_the_workers
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_hindi_as_a_national_language
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_hindi_as_a_national_language
	icon = GFX_focus_spr_torchbearers_of_tomorrow
	prerequisite = {
		focus = RAJ_sanatani
	}
	x = 0
	y = 2
	relative_position_id = RAJ_sanatani
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		add_ideas = idea_RAJ_hindi_as_a_national_language
	}
}
### Entity: Idea
Component: ADU_ncm
Source: game
File: common/ideas/andalusia.txt

Code:
ADU_ncm = {
	picture = generic_navy_arab_3
	allowed = {
		original_tag = ADU
	}
	traits = {
		navy_chief_maneuver_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/United_Kingdom.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects

The following pages link to United Kingdom:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Talk:Hearts of Iron 4 Wiki ‎ (← links | edit)

Countries ‎ (← links | edit)

Norway ‎ (← links | edit)

Germany ‎ (← links | edit)

France ‎ (← links | edit)

Italy ‎ (← links | edit)

Soviet Union ‎ (← links | edit)

United States ‎ (← links | edit)

United Kingdom ‎ (← links | edit)

User:General Baker/signature ‎ (← links | edit)

User talk:Meneth ‎ (← links | edit)

Talk:Features ‎ (← links | edit)

Sweden ‎ (← links | edit)

Japan ‎ (← links | edit)

Netherlands ‎ (← links | edit)

Belgium ‎ (← links | edit)

Luxembourg ‎ (← links | edit)

Denmark ‎ (← links | edit)

Yugoslavia ‎ (← links | edit)

Czechoslovakia ‎ (← links | edit)

Poland ‎ (← links | edit)

Colombia ‎ (← links | edit)

Australia ‎ (← links | edit)

Turkey ‎ (← links | edit)

Faction ‎ (← links | edit)

National Focus (transclusion) ‎ (← links | edit)

Ethiopia ‎ (← links | edit)

Argentina ‎ (← links | edit)

Brazil ‎ (← links | edit)

Canada ‎ (← links | edit)

Switzerland ‎ (← links | edit)

Albania ‎ (← links | edit)

Austria ‎ (← links | edit)

Ecuador ‎ (← links | edit)

Venezuela ‎ (← links | edit)

Panama ‎ (← links | edit)

Romania ‎ (← links | edit)

Latvia ‎ (← links | edit)

Estonia ‎ (← links | edit)

Lithuania ‎ (← links | edit)

Bulgaria ‎ (← links | edit)

Finland ‎ (← links | edit)

Greece ‎ (← links | edit)

Portugal ‎ (← links | edit)

Ireland ‎ (← links | edit)

New Zealand ‎ (← links | edit)

User:SaintDaveUK/sandbox ‎ (← links | edit)

Template:Country navbox ‎ (← links | edit)

Britain (redirect page) ‎ (← links | edit)

British Empire (redirect page) ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/United_Kingdom"
### Entity: Character
Component: COG_fredrik_olsen
Constructs: has_completed_focus, has_country_flag, is_subject_of
Source: game
File: common/characters/COG.txt

Code:
COG_fredrik_olsen = {
	name = COG_fredrik_olsen
	portraits = {
		army = {
			large = GFX_portrait_COG_fredrik_olsen
			small = GFX_portrait_COG_fredrik_olsen_military_small
		}
	}
	corps_commander = {
		traits = {
			ranger infantry_officer militias_officer
		}
		skill = 3
		attack_skill = 2
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 3
		legacy_id = -1
		visible = {
			has_country_flag = COG_recalled_fredrik_olsen_flag
			OR = {
				is_subject_of = BEL
				has_completed_focus = CONGO_dominion_of_congo
			}
		}
	}
}
### Entity: Idea
Component: EAI_VERY_HARD/medium_plane_scout_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_VERY_HARD/medium_plane_scout_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_scout_plane_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Order of Battle
Component: 107th Division
Constructs: division_template
Source: game
File: history/units/XIC_1936_sea.txt

Code:
division = {
	name = 107th Division
	location = 8049
	division_template = Sanjiao Jun
	start_equipment_factor = 0.2
	officer = {
		name = XIC_liu_handong
	}
}
### Entity: National Focus
Tree: par_focus
Component: PAR_ask_for_bankroll
Constructs: prerequisite, limit, completion_reward, random_core_state, is_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/paraguay.txt

Code:
focus = {
	id = PAR_ask_for_bankroll
	available = {

	}
	bypass = {

	}
	icon = GFX_focus_mex_privatisation
	x = 0
	y = 1
	relative_position_id = PAR_a_call_out_for_aid
	prerequisite = {
		focus = PAR_a_call_out_for_aid
	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_core_state = {
			limit = {
				is_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			} {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Order of Battle
Component: Latvijas Juras Speki
Source: game
File: history/units/LAT_1939_naval_legacy.txt

Code:
fleet = {
	name = Latvijas Juras Speki
	naval_base = 9340
	task_force = {
		name = Latvijas Juras Speki
		location = 9340
		ship = {
			name = Ronis
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = LAT
				}
			}
		} {
			name = Spidola
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = LAT
				}
			}
		}
	}
}
### Entity: Shared Focus
Tree: trk_focus
Component: TRK_State_Matter
Constructs: shared_focus, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_turkestan_shared.txt

Code:
shared_focus = {
	id = TRK_State_Matter
	text = GEN_State_Matter
	icon = GFX_focus_generic_self_management
	x = 65
	y = 0
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 120
	}
}
### Entity: Event
Component: mongol_greater_mongolia.34
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_greater_mongolia.34
	title = mongol_greater_mongolia.34.t
	desc = mongol_greater_mongolia.34.d
	picture = GFX_report_event_tur_inonu_diplomacy
	is_triggered_only = yes
	option = {
		name = mongol_greater_mongolia.34.a
		add_opinion_modifier = {
			target = FROM
			modifier = medium_decrease
		}
	}
}
### Entity: Character
Component: KUM_yulbars_khan
Source: game
File: common/characters/Warlords_China.txt

Code:
KUM_yulbars_khan = {
	name = KUM_yulbars_khan
	portraits = {
		army = {
			large = GFX_portrait_KUM_yulbars_khan
			small = GFX_portrait_KUM_yulbars_khan_small
		}
	}
	corps_commander = {
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
		traits = {
			cavalry_leader
		}
	}
	country_leader = {
		ideology = despotism
		expire = 1965.1.1.1
		id = -1
		traits = {
			KUM_wild_horse
		}
	}
}
### Entity: Decision
Component: PER_gulf_decisions_cat
Source: game
File: common/decisions/categories/PER_decision_categories.txt

Code:
PER_gulf_decisions_cat = {
	icon = GFX_decision_category_power_struggle
	priority = 10
	picture = GFX_decision_cat_picture_generic_border_conflicts
	visible_when_empty = no
	allowed = {
		original_tag = PER
	}
}
### Entity: Scripted Effect
Component: SIA_decrease_military_approval_2
Constructs: limit, has_country_flag, add_stability, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/SIA_scripted_effects.txt

Code:
SIA_decrease_military_approval_2 = {
	if = {
		limit = {
			NOT = {
				has_country_flag = SIA_turn_off_the_khana_ratsadon
			}
		}
		if = {
			limit = {
				has_idea = idea_SIA_military_rebellious
			}
			add_stability = -0.33
		}
		else_if = {
			limit = {
				has_idea = idea_SIA_military_opposition
			}
			swap_ideas = {
				remove_idea = idea_SIA_military_opposition
				add_idea = idea_SIA_military_rebellious
			}
		} {
			limit = {
				has_idea = idea_SIA_military_neutral
			}
			swap_ideas = {
				remove_idea = idea_SIA_military_neutral
				add_idea = idea_SIA_military_rebellious
			}
		} {
			limit = {
				has_idea = idea_SIA_military_slight_support
			}
			swap_ideas = {
				remove_idea = idea_SIA_military_slight_support
				add_idea = idea_SIA_military_opposition
			}
		} {
			limit = {
				has_idea = idea_SIA_military_full_support
			}
			swap_ideas = {
				remove_idea = idea_SIA_military_full_support
				add_idea = idea_SIA_military_neutral
			}
		}
	}
}
### Entity: Character
Component: BOL_carlos_altamirano
Source: game
File: common/characters/BOL.txt

Code:
BOL_carlos_altamirano = {
	advisor = {
		slot = high_command
		idea_token = BOL_carlos_altamirano
		ledger = army
		allowed = {
			original_tag = BOL
		}
		traits = {
			army_artillery_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_5
		}
	}
}
### Entity: Event
Component: poland.163
Constructs: is_triggered_only, fire_only_once, add_timed_idea
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.163
	title = poland.163.t
	desc = poland.163.d
	picture = GFX_report_event_Eugeniusz_Kwiatkowski
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = poland.163.a
		add_timed_idea = {
			idea = POL_Budget_Reform_Focus
			days = 365
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_the_prusya_line
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_building_construction
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_the_prusya_line
	icon = GFX_focus_POL_prussia_line
	prerequisite = {
		focus = POL_plan_west
	}
	x = 4
	y = 1
	relative_position_id = POL_plan_west
	cost = 10
	available = {
		NOT = {
			has_completed_focus = POL_complete_plan_west
		}
	}
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				controls_state = 97
			}
			97 = {
				add_building_construction = {
					type = bunker
					level = 1
					instant_build = yes
					province = {
						all_provinces = yes
						limit_to_border = yes
					}
				}
			}
		} {
			limit = {
				controls_state = 98
			}
			98 = {
				add_building_construction = {
					type = bunker
					level = 2
					instant_build = yes
					province = {
						all_provinces = yes
						limit_to_border = yes
					}
				}
			}
		} {
			limit = {
				controls_state = 807
			}
			807 = {
				add_building_construction = {
					type = bunker
					level = 3
					instant_build = yes
					province = 6347
				} {
					type = bunker
					level = 3
					instant_build = yes
					province = 3295
				}
			}
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_for_the_king_and_prince
Constructs: prerequisite, completion_reward, set_variable
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_for_the_king_and_prince
	icon = GFX_focus_NOR_for_the_king_and_prince
	prerequisite = {
		focus = NOR_power_to_the_royal_guard
	}
	x = 1
	y = 1
	relative_position_id = NOR_power_to_the_royal_guard
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = NOR_modify_kingdom_of_norway_TT
		set_variable = {
			var = NOR_kingdom_of_norway_dmod_army_defence_factor
			value = 0.2
			tooltip = army_defence_factor_tt
		} {
			var = NOR_kingdom_of_norway_dmod_army_morale_factor
			value = 0.15
			tooltip = army_morale_factor_tt
		} {
			var = NOR_kingdom_of_norway_dmod_army_org_factor
			value = 0.15
			tooltip = army_org_factor_tt
		}
	}
}
### Entity: Unit Template
Component: YUG_MOT_01
Source: game
File: common/units/names_divisions/YUG_names_divisions.txt

Code:
YUG_MOT_01 = {
	name = Motorised Divisions
	for_countries = {
		YUG SER MNT
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		YUG_INF_01
	}
	fallback_name = %d. Motorizovana Divizija
	ordered = {
		1 = {
			%d. Motorizovana Divizija
		}
		2 = {
			%d. Motorizovana Divizija
		}
		3 = {
			%d. Motorizovana Divizija
		}
		4 = {
			%d. Motorizovana Divizija
		}
		5 = {
			%d. Motorizovana Divizija
		}
		6 = {
			%d. Motorizovana Divizija
		}
		7 = {
			%d. Motorizovana Divizija
		}
		8 = {
			%d. Motorizovana Divizija
		}
		9 = {
			%d. Motorizovana Divizija
		}
		10 = {
			%d. Motorizovana Divizija
		}
	}
}
### Entity: Event
Component: BBA_ethiopia_communist_events.59
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_communist_events.59
	title = BBA_ethiopia_communist_events.59.t
	desc = BBA_ethiopia_communist_events.59.desc
	is_triggered_only = yes
	picture = GFX_report_event_japanese_reply
	option = {
		name = BBA_ethiopia_communist_events.59.a
		ai_chance = {
			base = 5
		}
	}
}
### Entity: State History
Component: 212
Constructs: add_core_of
Source: game
File: history/states/212-Plovdiv.txt

Code:
state = {
	id = 212
	name = STATE_212
	manpower = 1814936
	state_category = large_town
	resources = {
		chromium = 1
		coal = 2
	}
	history = {
		owner = BUL
		victory_points = {
			6923 10
		} {
			6814 3
		} {
			9862 1
		}
		buildings = {
			infrastructure = 2
			arms_factory = 3
			industrial_complex = 2
			air_base = 2
		}
		add_core_of = BUL
	}
	provinces = {
		878 893 3937 6814 6857 6923 6952 6982 9818 9862 11813
	}
	local_supplies = 5.0
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_roberto_maria_ortiz
Constructs: has_completed_focus, limit, remove_ideas, completion_reward, add_political_power, allow_branch, has_game_rule, swap_ideas
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_roberto_maria_ortiz
	icon = GFX_focus_ARG_roberto_maria_ortiz
	x = 13
	y = 0
	cost = 10
	mutually_exclusive = {
		focus = ARG_a_call_to_reform ARG_the_clean_election
	}
	available = {

	}
	allow_branch = {
		IF = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = ARG_the_clean_election
			} {
				has_completed_focus = ARG_a_call_to_reform
			}
		}
	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_HISTORICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_political_power = 120
		swap_ideas = {
			remove_idea = ARG_infamous_decade_idea
			add_idea = ARG_infamous_decade_2_idea
		}
		custom_effect_tooltip = ARG_roberto_maria_ortiz_tt
		ARG_roberto_maria_ortiz = {
			promote_leader = yes
		}
		hidden_effect = {
			retire_country_leader = yes
			IF = {
				limit = {
					has_idea = ARG_roberto_maria_ortiz_idea
				}
				remove_ideas = ARG_roberto_maria_ortiz_idea
			}
		}
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			mark_focus_tree_layout_dirty = yes
		}
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_war_propaganda
Constructs: has_completed_focus, prerequisite, limit, has_government, add_war_support, completion_reward, has_game_rule, has_war_support
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_war_propaganda
	icon = GFX_goal_generic_propaganda
	prerequisite = {
		focus = USA_limited_intervention
	}
	available = {
		has_government = democratic
	}
	bypass = {

	}
	available_if_capitulated = yes
	relative_position_id = USA_limited_intervention
	continue_if_invalid = yes
	x = 0
	y = 2
	offset = {
		x = 0
		y = -1
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = USA_limited_intervention
		}
	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_USA_CONGRESS
	}
	completion_reward = {
		add_war_support = 0.1
		if = {
			limit = {
				has_war_support = < 0.4
			}
			USA_congress_small_opposition = yes
		}
	}
}
### Entity: Event
Component: SEA_china_improvement.5
Constructs: is_triggered_only, limit, check_variable, add_to_variable, random_days
Source: game
File: events/SEA_Nat_China.txt

Code:
country_event = {
	id = SEA_china_improvement.5
	is_triggered_only = yes
	hidden = yes
	option = {
		name = SEA_china_improvement.5.a
		IF = {
			limit = {
				check_variable = {
					CHI_illicit_trade_consumer_goods = < 0
				}
			}
			add_to_variable = {
				CHI_illicit_trade_consumer_goods = var:illicit_goods_reduction_step
				tooltip = consumer_goods_factor_tt
			}
		} {
			limit = {
				check_variable = {
					var = CHI_illicit_trade_industrial_capacity_factory
					value = 0
					compare = less_than
				}
			}
			add_to_variable = {
				CHI_illicit_trade_industrial_capacity_factory = var:illicit_goods_reduction_step
				tooltip = industrial_capacity_factory_tt
			}
		} {
			limit = {
				check_variable = {
					var = CHI_illicit_trade_industrial_capacity_dockyard
					value = 0
					compare = less_than
				}
			}
			add_to_variable = {
				CHI_illicit_trade_industrial_capacity_dockyard = var:illicit_goods_reduction_step
				tooltip = industrial_capacity_dockyard_tt
			}
		} {
			limit = {
				OR = {
					check_variable = {
						var = CHI_illicit_trade_consumer_goods
						value = 0
						compare = greater_than_or_equals
					} {
						var = CHI_illicit_trade_industrial_capacity_factory
						value = 0
						compare = less_than
					} {
						var = CHI_illicit_trade_industrial_capacity_dockyard
						value = 0
						compare = less_than
					}
				}
			}
			country_event = {
				id = SEA_china_improvement.5
				months = 6
				random_days = 10
			}
		}
		ELSE = {
			country_event = {
				id = SEA_china_improvement.3
				days = 2
			}
		}
	}
}
### Entity: AI Strategy
Component: ADR_neutrality
Constructs: has_country_flag, is_historical_focus_on, has_game_rule
Source: game
File: common/ai_strategy_plans/ADR_historical_strategy_plan.txt

Code:
ADR_neutrality = {
	name = ADR Neutrality
	allowed = {
		original_tag = ADR
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = ADR_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = ADR_AI_RANDOM_NEUTRALITY
			has_game_rule = {
				rule = ADR_ai_behavior
				option = NEUTRALITY
			}
		}
	}
	ai_national_focuses = {
		ADR_continue_the_policy_of_neutrality
	}
	focus_factors = {
		ADR_normalize_spanish_relations = 0
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: KMT_three_principles3
Constructs: has_government, removal_cost, democratic_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_three_principles3 = {
	removal_cost = -1
	picture = chi_warlord_integration5
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = democratic
		}
	}
	modifier = {
		political_power_factor = 0.05
		consumer_goods_factor = -0.1
		democratic_drift = 0.05
	}
}