Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: USB_leon_degrelle
Source: game
File: common/characters/USB.txt

Code:
USB_leon_degrelle = {
	advisor = {
		slot = army_chief
		idea_token = USB_leon_degrelle
		allowed = {
			original_tag = USB
		}
		traits = {
			army_chief_defensive_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_2
		}
	}
}
### Entity: Idea
Component: irizar
Constructs: has_completed_focus, has_global_flag, research_bonus
Source: game
File: common/ideas/r56_spain_republic.txt

Code:
irizar = {
	allowed = {
		original_tag = SPR
	}
	traits = {
		motorised_equipment_producer_mass_0
	}
	visible = {
		has_global_flag = SPR_R56_focus_tree
	}
	available = {
		has_completed_focus = SPR_Mot
	}
	modifier = {

	}
	research_bonus = {
		motorized_equipment = 0.15
	}
}
### Entity: Event
Component: chile.28
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/Chile.txt

Code:
country_event = {
	id = chile.28
	title = Chile Declares Anti-American Policies
	desc = The nation of Chile, which recently fell to a dictatorship, has declared an anti-american stance. They have expelled our diplomats and openly dennounce us.
	picture = GFX_report_event_chamberlain
	is_triggered_only = yes
	option = {
		name = This will not stand.
		add_opinion_modifier = {
			target = CHL
			modifier = CHL_anti_americanism
		}
	}
}
### Entity: Idea
Component: victory_or_death_spirit
Constructs: has_doctrine, has_dlc
Source: game
File: common/ideas/army_spirits.txt

Code:
victory_or_death_spirit = {
	available = {
		has_doctrine = mass_assault
	}
	ledger = army
	modifier = {
		tactic_human_wave_tactics_preferred_weight_factor = 1
		org_loss_at_low_org_factor = -0.15
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		} {
			factor = 2
			OR = {
				has_doctrine = large_unit_tactics grand_assault last_stand infiltration_tactics
			}
		}
	}
}
### Entity: Order of Battle
Component: 26a Brigada Legionario
Constructs: division_template
Source: game
File: history/units/SPA_Civil_War.txt

Code:
division = {
	name = 26a Brigada Legionario
	location = 950
	division_template = Brigada Legionario
}
### Entity: State History
Component: 918
Constructs: add_core_of
Source: game
File: history/states/918-Vasterbotten.txt

Code:
state = {
	id = 918
	name = STATE_918
	manpower = 315105
	state_category = rural
	resources = {
		tungsten = 35
		steel = 39
		chromium = 15
	}
	history = {
		victory_points = {
			6132 2
		} {
			109 1
		}
		owner = SWE
		add_core_of = SWE SMI
		buildings = {
			infrastructure = 2
		}
	}
	provinces = {
		11 109 118 145 182 184 3003 3044 3062 3100 3113 3138 3173 6024 6083 6132 6152 6161 6200 9093 9095 9134 9143 9175 9211 9220 11026 11058 11067 11069 11112 11152 11190 11201
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_prepare_for_a_change_in_leadership
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_political_power, has_game_rule, allow_branch, add_country_leader_trait
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_prepare_for_a_change_in_leadership
	icon = GFX_focus_CHI_change_in_leadership
	prerequisite = {
		focus = CHI_dang_guo
	}
	mutually_exclusive = {
		focus = CHI_denounce_feudalism
	}
	x = -11
	y = 1
	relative_position_id = CHI_dang_guo
	offset = {
		x = 11
		y = 0
		trigger = {
			has_completed_focus = CHI_prepare_for_a_change_in_leadership
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
		}
	}
	cost = 10
	available = {

	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = CHI_denounce_feudalism CHI_strengthening_our_resolve CHI_end_military_primacy
			}
		}
	}
	search_filters = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		effect_tooltip = {
			IF = {
				limit = {
					JAP = {
						NOT = {
							has_completed_focus = JAP_okadas_military_purge_speech
						}
					}
				}
				activate_mission = CHI_kwantung_army_impatience_dummy
				custom_effect_tooltip = generic_skip_one_line_tt
			}
		}
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			mark_focus_tree_layout_dirty = yes
		}
		custom_effect_tooltip = CHI_prepare_for_a_change_in_leadership_tt generic_skip_one_line_tt CHI_prepare_for_a_change_in_leadership_tt_2 generic_skip_one_line_tt
		add_political_power = 50
		CHI_wang_jingwei = {
			add_country_leader_trait = CHI_civilian_unifier
		}
		IF = {
			limit = {
				has_country_leader = {
					ruling_only = yes
					character = CHI_chiang_kaishek
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			remove_trait = {
				character = CHI_chiang_kaishek
				ideology = despotism
				trait = blue_shirt_connections_0
			}
		}
		hidden_effect = {
			IF = {
				limit = {
					JAP = {
						has_active_mission = JAP_kwantung_army_impatience
					}
				}
				JAP = {
					set_variable = {
						kwantung_army_timeout_dummy_time_var = days_mission_timeout@JAP_kwantung_army_impatience
					}
				}
				activate_mission = CHI_kwantung_army_impatience_dummy
			}
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_R56_chemical_industry_development
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_R56_chemical_industry_development
	icon = GFX_goal_generic_oil_refinery
	prerequisite = {
		focus = CZE_R56_prospect_for_new_resources
	}
	x = 0
	y = 1
	relative_position_id = CZE_R56_prospect_for_new_resources
	cost = 5
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				69
			}
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_tech_bonus = {
			name = synth_bonus
			bonus = 1
			uses = 1
			category = synth_resources
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Effect
Component: SWI_mr_high_medium_reduction
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_mr_high_medium_reduction = {
	subtract_from_variable = {
		var = SWI_military_readiness
		value = SWI_mr_high_medium_amount
	}
	SWI_clamp_mr = yes
}
### Entity: Character
Component: PHI_philippine_nationalist_leader
Constructs: war_support_factor, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
PHI_philippine_nationalist_leader = {
	random = no
	sprite = 13
	war_support_factor = 0.1
	fascism_drift = 0.1
	army_core_attack_factor = 0.05
	army_core_defence_factor = 0.05
}
### Entity: Scripted Trigger
Component: frloc_parties_sg_fem_cons_03a_fasc
Constructs: has_completed_focus, has_country_leader
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_parties_sg_fem_cons_03a_fasc = {
	OR = {
		tag = ARM BOL CHL CRI CZE GLC HAW JAP JOR KAL LAT NOA NOR NZL SPR SPA SPB SPC SPD TOS USA VGE VIN YUG
		original_tag = ARM BOL CHL CRI CZE GLC HAW JAP JOR KAL LAT NOA NOR NZL SPR SPA SPB SPC SPD TOS USA VGE VIN YUG
		AND = {
			OR = {
				tag = BRA
				original_tag = BRA
			}
			POR = {
				has_completed_focus = POR_monarchist_uprising_in_brazil
			}
		} {
			OR = {
				tag = ROM
				original_tag = ROM
			}
			has_country_leader = {
				character = ROM_corneliu_codreanu
				ruling_only = no
			}
		} {
			OR = {
				tag = POL
				original_tag = POL
			}
			has_country_leader = {
				character = POL_roman_dmowski
				ruling_only = yes
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_anti_air_equipment_0
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_anti_air_equipment_0 = {
	enable = {
		has_country_flag = EAI_PROD_EQUIP_MIN_anti_air_equipment_0
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = anti_air_equipment
		value = 2
	}
}
### Entity: Event
Component: portugal.43
Constructs: is_triggered_only, limit, add_ideas, remove_ideas, fire_only_once, set_politics, has_character, retire_character
Source: game
File: events/r56_portugal.txt

Code:
country_event = {
	id = portugal.43
	title = portugal.43.t
	desc = portugal.43.d
	picture = GFX_report_event_generic_rally
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = portugal.43.a
		set_politics = {
			ruling_party = fascism
		}
		hidden_effect = {
			remove_ideas = POR_radicalize_salazars_allies_idea POR_austerity_measures
			add_ideas = POR_economic_shocks POR_brawling_in_urban_centers POR_faltering_rural_support
			if = {
				limit = {
					has_character = POR_jose_manuel_sarmento_de_beires
				}
				retire_character = POR_jose_manuel_sarmento_de_beires
			} {
				limit = {
					has_character = POR_julio_botelho_moniz
				}
				retire_character = POR_julio_botelho_moniz
			} {
				limit = {
					has_character = POR_jaime_cortesao
				}
				retire_character = POR_jaime_cortesao
			} {
				limit = {
					has_character = POR_francisco_da_cunha_leal
				}
				retire_character = POR_francisco_da_cunha_leal
			} {
				limit = {
					has_character = POR_bento_de_jesus_caraca
				}
				retire_character = POR_bento_de_jesus_caraca
			} {
				limit = {
					has_character = POR_maria_lamas
				}
				retire_character = POR_maria_lamas
			} {
				limit = {
					has_character = POR_augusto_de_vasconcelos
				}
				retire_character = POR_augusto_de_vasconcelos
			} {
				limit = {
					has_character = POR_manuel_goncalves_cerejeira
				}
				retire_character = POR_manuel_goncalves_cerejeira
			} {
				limit = {
					has_character = POR_manuel_da_silva_campos
				}
				retire_character = POR_manuel_da_silva_campos
			} {
				limit = {
					has_character = POR_henrique_caetano_de_sous
				}
				retire_character = POR_henrique_caetano_de_sous
			} {
				limit = {
					has_character = POR_miguel_russel
				}
				retire_character = POR_miguel_russel
			} {
				limit = {
					has_character = POR_vitorino_guimaraes
				}
				retire_character = POR_vitorino_guimaraes
			} {
				limit = {
					has_character = POR_joao_camoesas
				}
				retire_character = POR_joao_camoesas
			} {
				limit = {
					has_character = POR_manuel_gaspar_de_lemos
				}
				retire_character = POR_manuel_gaspar_de_lemos
			} {
				limit = {
					has_character = POR_sebastiao_garcia_ramires
				}
				retire_character = POR_sebastiao_garcia_ramires
			} {
				limit = {
					has_character = POR_jose_mendes_dos_reis
				}
				retire_character = POR_jose_mendes_dos_reis
			} {
				li
# ... (truncated)
### Entity: Technology
Component: etax_air_firepower
Constructs: is_major, research_cost
Source: game
File: common/technologies/r56e_etax.txt

Code:
technology = {
	xor = {
		etax_air_defense
	}
	path = {
		leads_to_tech = etax_air_firepower_2
		research_cost_coeff = 1
	}
	doctrine = no
	research_cost = 3.0
	start_year = 1938
	air_superiority_efficiency = 0.1
	folder = {
		name = etax_folder
		position = {
			x = -14
			y = 4
		}
	}
	categories = {
		r56_special_research_division air_doctrine air_equipment cat_strategic_destruction cat_battlefield_support cat_operational_integrity
	}
	special_project_specialization = {
		specialization_air
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 6
			AND = {
				date = > 1938.1.1
				is_major = yes
			}
		} {
			factor = 7
			AND = {
				date = > 1939.1.1
				is_major = yes
			}
		} {
			factor = 8
			AND = {
				date = > 1940.1.1
				is_major = yes
			}
		}
	}
}
### Entity: Event
Component: mtg_usa_foreign_support.16
Constructs: is_triggered_only, ai_chance, add_offsite_building
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_foreign_support.16
	title = mtg_usa_foreign_support.16.t
	desc = mtg_usa_foreign_support.16.desc
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = mtg_usa_foreign_support.16.a
		ai_chance = {
			factor = 70
		}
		add_offsite_building = {
			type = dockyard
			level = 1
		}
	}
}
### Entity: Event
Component: wuw_GER_uncertain_future.02
Constructs: is_triggered_only, add_ideas, fire_only_once
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_uncertain_future.02
	title = wuw_GER_uncertain_future.02.t
	desc = wuw_GER_uncertain_future.02.desc
	picture = GFX_report_event_gathering_protest
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = wuw_GER_uncertain_future.02.a
		add_ideas = GER_uncertain_future
	}
}
### Entity: Decision
Component: POL_anti_capitalist_decisions
Constructs: has_completed_focus, has_government, has_war_with, is_major, fire_only_once, cancel_trigger, complete_effect
Source: game
File: common/decisions/POL.txt

Code:
POL_anti_capitalist_decisions = {
	POL_anti_capitalist_revolution = {
		icon = decision_generic_nationalism
		allowed = {

		}
		available = {
			has_war_with = FROM
		}
		activation = {
			has_completed_focus = POL_anti_capitalist_revolution
		}
		target_trigger = {
			FROM = {
				is_major = yes
				has_government = democratic
			}
		}
		visible = {

		}
		cancel_trigger = {
			FROM = {
				OR = {
					is_major = no
					has_government = communism fascism neutrality
				}
			}
		}
		fire_only_once = no
		days_remove = -1
		targeted_modifier = {
			tag = FROM
			attack_bonus_against = 0.1
			defense_bonus_against = 0.1
		}
		complete_effect = {

		}
		ai_will_do = {
			factor = 10
		}
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_lend_lease_to_L32
Constructs: check_variable, send_lend_lease_desire
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_lend_lease_strategies.txt

Code:
EAI_DIPLO_lend_lease_to_L32 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_lend_lease_targets^32 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_lend_lease_desire
		id = L32
		value = 5000
	} {
		type = support
		id = L32
		value = 5000
	} {
		type = diplo_action_desire
		id = L32
		target = lend_lease
		value = 2000
	}
}
### Entity: Scripted Trigger
Component: ITA_government_is_really_fascist
Constructs: has_completed_focus, limit, has_government, has_dlc
Source: game
File: common/scripted_triggers/ITA_scripted_triggers.txt

Code:
ITA_government_is_really_fascist = {
	if = {
		limit = {
			has_dlc = By Blood Alone
		}
		NOT = {
			has_completed_focus = ITA_defy_the_duce ITA_disband_the_blackshirts ITA_crush_opposition
			has_government = communism
		}
	}
	else = {
		has_government = fascism
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_one_zion
Constructs: prerequisite, limit, has_country_flag, add_stability, completion_reward, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_one_zion
	icon = GFX_goal_ISR_sinai
	relative_position_id = ISR_a_resounding_victory
	x = 2
	y = 1
	prerequisite = {
		focus = ISR_a_resounding_victory
	}
	mutually_exclusive = {
		focus = ISR_stretch_out_the_hand
	}
	available = {
		NOT = {
			has_country_flag = ISR_EGY_negotiating
		}
	}
	cost = 5
	completion_reward = {
		add_stability = -0.1
		if = {
			limit = {
				has_idea = ISR_suez_pressure_2
			}
			swap_ideas = {
				remove_idea = ISR_suez_pressure_2
				add_idea = ISR_suez_pressure_1
			}
		}
		else_if = {
			limit = {
				has_idea = ISR_suez_pressure_3
			}
			swap_ideas = {
				remove_idea = ISR_suez_pressure_3
				add_idea = ISR_suez_pressure_2
			}
		} {
			limit = {
				has_idea = ISR_suez_pressure_4
			}
			swap_ideas = {
				remove_idea = ISR_suez_pressure_4
				add_idea = ISR_suez_pressure_3
			}
		} {
			limit = {
				has_idea = ISR_suez_pressure_5
			}
			swap_ideas = {
				remove_idea = ISR_suez_pressure_5
				add_idea = ISR_suez_pressure_4
			}
		}
		add_state_claim = 453 995
		453 = {
			add_manpower = 20000
		} {
			add_building_construction = {
				type = bunker
				level = 1
				instant_build = yes
				province = 10099
			} {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
		995 = {
			add_building_construction = {
				type = bunker
				level = 2
				instant_build = yes
				province = 13281
			} {
				type = bunker
				level = 2
				instant_build = yes
				province = 13282
			}
		}
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_deal_with_haitian_oppressors
Constructs: prerequisite, has_war_with, completion_reward, is_subject, is_in_faction_with, has_army_manpower, is_subject_of, add_state_claim
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_deal_with_haitian_oppressors
	icon = GFX_goal_generic_attack_haiti
	cost = 7.2
	prerequisite = {
		focus = CUB_one_caribbean_policy
	}
	relative_position_id = CUB_one_caribbean_policy
	x = -1
	y = 1
	available = {
		is_subject = no
		NOT = {
			is_in_faction_with = HAI
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			has_army_manpower = {
				size = > 69999
			}
		}
	}
	bypass = {
		OR = {
			has_war_with = HAI
			HAI = {
				is_subject_of = ROOT
			}
			NOT = {
				country_exists = HAI
			}
		}
	}
	will_lead_to_war_with = HAI
	completion_reward = {
		add_state_claim = 318
		create_wargoal = {
			target = HAI
			expire = 0
			type = annex_everything
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Military Industrial Organization
Component: JAP_nippon_sharyo_organization
Constructs: production_bonus, add_trait
Source: game
File: common/military_industrial_organization/organizations/JAP_organization.txt

Code:
JAP_nippon_sharyo_organization = {
	include = generic_train_organization
	icon = GFX_idea_JAP_nippon_sharyo
	allowed = {
		original_tag = JAP
	}
	initial_trait = {
		name = generic_mio_initial_trait_generic_train_manufacturer
		limit_to_equipment_type = {
			train_equipment
		}
		production_bonus = {
			production_efficiency_cap_factor = 0.03
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
	}
	add_trait = {
		token = JAP_mio_trait_zaibatsu_production_capabilities_trait
		name = JAP_mio_trait_zaibatsu_production_capabilities_trait
		icon = GFX_generic_mio_trait_icon_efficiency_gain
		special_trait_background = yes
		position = {
			x = 9
			y = 0
		}
		visible = {
			FROM = {
				original_tag = JAP
			}
		}
		available = {
			FROM = {
				JAP_zaibatsu_faction_is_at_least_influential = yes
			}
		}
		on_complete = {

		}
		production_bonus = {
			production_cost_factor = -0.05
		} {
			production_capacity_factor = 0.05
		}
		ai_will_do = {
			base = 2
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_heavy_ship_research
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_heavy_ship_research
	icon = GFX_goal_generic_navy_battleship
	prerequisite = {
		focus = CHI_dominate_the_enemy
	}
	x = -1
	y = 1
	relative_position_id = CHI_dominate_the_enemy
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = CHI_heavy_ship_research
			bonus = 1
			uses = 1
			category = bb_tech
		} {
			name = CHI_heavy_ship_research
			bonus = 1
			uses = 1
			category = ca_tech
		}
	}
}
### Entity: National Focus
Component: china_warlord_sea_focus
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/china_warlord_sea.txt

Code:
focus_tree = {
	id = china_warlord_sea_focus
	country = {
		base = 0
		modifier = {
			add = 15
			OR = {
				tag = YUN SIK GXC SHX XSM GDC XIC SND KHM NXM GSM SIC KUM HBC
			}
			has_dlc = No Compromise, No Surrender
		}
	}
	default = no
	continuous_focus_position = {
		x = 50
		y = 1350
	}
	shared_focus = GXC_the_japanese_visit MA_develop_inter_province_ties
	focus = {
		id = CHI_sea_secure_internal_politics
		icon = GFX_goal_generic_major_alliance
		x = 6
		y = 0
		cost = 5
		ai_will_do = {
			base = 20
		}
		available = {

		}
		bypass = {

		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
		completion_reward = {
			IF = {
				limit = {
					original_tag = SND
				}
				custom_effect_tooltip = SND_unlock_loyalty_decision_tt
			}
			add_political_power = 120
			warlord_rule_all_parties = yes
		}
	} {
		id = CHI_sea_cooperation_with_the_nationalists
		icon = GFX_focus_chi_cooperation_with_the_nationalists
		prerequisite = {
			focus = CHI_sea_secure_internal_politics
		}
		mutually_exclusive = {
			focus = CHI_sea_cooperation_with_the_communists CHI_sea_opposition
		}
		x = -5
		y = 1
		relative_position_id = CHI_sea_secure_internal_politics
		cost = 10
		ai_will_do = {
			base = 1
			modifier = {
				factor = 10
				OR = {
					original_tag = YUN XSM GDC XIC SND HBC
				}
			}
		}
		available = {
			OR = {
				is_subject = no
				is_subject_of = event_target:WTT_current_china_leader
			}
			NOT = {
				has_war_with = CHI
			}
		}
		bypass = {

		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		completion_reward = {
			add_stability = 0.05
			custom_effect_tooltip = CHI_cooperation_with_the_nationalists_effect_tooltip
			CHI = {
				add_opinion_modifier = {
					modifier = CHI_cooperation_with_the_nationalists_positive
					target = ROOT
				}
			}
			PRC = {
				add_opinion_modifier = {
					modifier = CHI_cooperation_with_the_nationalists_negative
					target = ROOT
				}
			}
			add_relation_rule_override = {
				target = CHI
				can_send_volunteers = yes
			}
		}
	} {
		id = CHI_sea_anti_opposition_campaigns
		icon = GFX_focus_generic_provoke_border_clashes
		prerequisite = {
			focus = CHI_sea_cooperation_with_the_nationalists CHI_sea_cooperation_with_the_communists
		}
		x = 3
		y = 1
		relative_position_id = CHI_sea_coope
# ... (truncated)
### Entity: Resistance
Component: sabotage_anti_air_building
Source: game
File: common/resistance_activity/resistance_activity.txt

Code:
sabotage_anti_air_building = {
	available = {
		non_damaged_building_level = {
			building = anti_air_building
			level = > 0
		}
	}
	weight = {
		base = 1
	}
	effect = {
		damage_building = {
			type = anti_air_building
			damage = 0.25
		}
	}
	alert_text = building_is_sabotaged
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_to_shake_the_world
Constructs: prerequisite, completion_reward, has_war_support, has_idea, cancel_if_invalid, add_research_slot
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_to_shake_the_world
	icon = GFX_focus_RAJ_to_shake_the_world
	prerequisite = {
		focus = RAJ_mixed_economy RAJ_land_reforms
	} {
		focus = RAJ_education_efforts
	}
	x = 0
	y = 2
	relative_position_id = RAJ_mixed_economy
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			surrender_progress = > 0.15
			AND = {
				has_war_support = > 0.59
				num_of_factories = > 60
			}
			has_idea = tot_economic_mobilisation
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_research_slot = 1
		try_build_civ_in_core_otherwise_build_in_controlled_2_civs = yes yes
		try_build_mil_in_core_otherwise_build_in_controlled_2_mil = yes yes
	}
}