Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: CHI_fascist_coalition_gov_category
Constructs: has_war_with, fire_only_once, remove_effect, annex_country
Source: game
File: common/decisions/r56_warlord_decisions.txt

Code:
CHI_fascist_coalition_gov_category = {
	CHI_seize_national_governance = {
		icon = GFX_decision_generic_army_support
		allowed = {
			OR = {
				original_tag = SHX XSM KHM SIK YUN GXC SIC GSM NXM XIC SND HBC GDC
			}
		}
		available = {
			CHI = {
				surrender_progress = > 0.5
			}
			surrender_progress = < 0.5
			all_country = {
				OR = {
					AND = {
						has_war_with = CHI ROOT
					}
					NOT = {
						has_war_with = CHI
					}
				}
			}
		}
		days_remove = 3
		cost = 10
		modifier = {
			political_power_factor = -0.5
		}
		fire_only_once = yes
		ai_will_do = {
			base = 1
		}
		remove_effect = {
			annex_country = {
				target = CHI
				transfer_troops = yes
			}
		}
	}
	CHI_cosolidate_national_governance = {
		icon = GFX_decision_generic_army_support
		allowed = {
			original_tag = CHI
		}
		available = {
			NCG = {
				surrender_progress = > 0.7
			}
			surrender_progress = < 0.5
			all_country = {
				OR = {
					AND = {
						has_war_with = NCG ROOT
					}
					NOT = {
						has_war_with = NCG
					}
				}
			}
		}
		days_remove = 3
		cost = 10
		modifier = {
			political_power_factor = -0.5
		}
		fire_only_once = yes
		ai_will_do = {
			base = 1
		}
		remove_effect = {
			annex_country = {
				target = NCG
				transfer_troops = yes
			}
		}
	}
}
### Entity: Event
Component: turkey.105
Constructs: is_triggered_only
Source: game
File: events/r56_turkey.txt

Code:
country_event = {
	id = turkey.105
	title = turkey.105.t
	desc = turkey.105.d
	is_triggered_only = yes
	picture = GFX_report_event_tur_inonu_diplomacy
	option = {
		name = turkey.105.a
		effect_tooltip = {
			FROM = {
				diplomatic_relation = {
					country = ROOT
					relation = guarantee
				}
			}
		}
	}
}
### Entity: Modding Documentation
Construct: pc_turn
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### pc_turn
* description: Checks turn number in PC.
Example:
pc_turn > 20
* (Auto generated using the trigger with same name)
### Entity: National Focus
Tree: ast_focus
Component: AST_indirect_support
Constructs: prerequisite, has_country_flag, completion_reward, has_equipment, is_puppet, send_equipment, cancel_if_invalid, add_timed_idea
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_indirect_support
	icon = GFX_goal_generic_small_arms
	prerequisite = {
		focus = AST_commitment_to_the_cause
	}
	mutually_exclusive = {
		focus = AST_direct_support
	}
	x = -1
	y = 3
	relative_position_id = AST_empower_the_workers
	cost = 10
	ai_will_do = {
		factor = 8
	}
	available = {
		has_equipment = {
			infantry_equipment = > 499
		}
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {
		PRC = {
			OR = {
				exists = no
				is_puppet = yes
			}
		}
	}
	select_effect = {
		send_equipment = {
			target = event_target:WTT_communist_china
			type = infantry_equipment
			amount = 500
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_timed_idea = {
			idea = AST_arms_for_the_revolution
			days = 365
		}
	}
}
### Entity: Character
Component: revolutionary_poet
Constructs: communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
revolutionary_poet = {
	random = no
	sprite = 13
	communism_drift = 0.05
	political_power_factor = 0.15
}
### Entity: Trigger Reference
Construct: ai_wants_divisions
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## ai_wants_divisions

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Will compare towards the amount of divisions an ai wants to have.
```
### Entity: National Focus
Tree: cro_focus
Component: CRO_structured_logistics
Constructs: prerequisite, completion_reward, is_in_faction_with, add_tech_bonus
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_structured_logistics
	icon = GFX_goal_generic_modernizing_the_cavalry2
	prerequisite = {
		focus = CRO_motorization_effort
	}
	relative_position_id = CRO_motorization_effort
	x = 1
	y = 2
	cost = 10
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 1.5
			is_in_faction_with = GER
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = logistics_company_tech_bonus_name
			bonus = 1
			uses = 2
			category = logistics_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_socialism_in_one_country
Constructs: prerequisite, limit, completion_reward, add_political_power, add_to_variable, is_faction_leader, add_faction_goal
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_socialism_in_one_country
	icon = GFX_focus_SOV_socialism_in_one_country
	prerequisite = {
		focus = SOV_the_centre
	}
	x = -1
	y = 1
	relative_position_id = SOV_the_centre
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_SOV_POLITICAL_PARANOIA
	}
	completion_reward = {
		add_to_variable = {
			SOV_the_politburo_communism_drift = 0.05
		} {
			SOV_the_politburo_drift_defence_factor = 0.05
		} {
			SOV_the_politburo_defensive_war_stability_factor = 0.25
		}
		custom_effect_tooltip = SOV_socialism_in_one_country_ns_tt
		add_political_power = 25
		SOV_paranoia_low_decrease_effect = yes
		IF = {
			limit = {
				is_faction_leader = yes
			}
			add_faction_goal = faction_goal_the_red_tide
		}
	}
}
### Entity: Idea
Component: CZE_the_lions_roar_idea
Constructs: army_attack_factor, removal_cost, mobilization_speed, breakthrough_factor
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_the_lions_roar_idea = {
	name = CZE_the_lions_roar
	picture = SWE_the_lion_of_the_north
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {

	}
	removal_cost = -1
	modifier = {
		production_speed_arms_factory_factor = 0.1
		mobilization_speed = 0.1
		mobilization_laws_cost_factor = -0.1
		army_attack_factor = 0.05
		breakthrough_factor = 0.05
		air_superiority_bonus_in_combat = 0.05
		unit_medal_effectiveness = 0.05
		land_mastery_gain_factor = 0.05
		weekly_casualties_war_support = 0.001
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_victory_aircraft_limited
Constructs: has_completed_focus, prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, random_state, has_state_flag
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_victory_aircraft_limited
	icon = GFX_goal_generic_production2
	prerequisite = {
		focus = CAN_department_of_munitions_and_supply
	}
	x = -3
	y = 3
	relative_position_id = CAN_defence_of_canada_regulations
	cost = 10
	ai_will_do = {
		factor = 25
		modifier = {
			factor = 2
			has_completed_focus = CAN_john_inglis_and_company
		}
	}
	available = {

	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = production_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = arms_factory
					size = < 1
					include_locked = yes
				}
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {
		random_state = {
			limit = {
				has_state_flag = CAN_victory_aircraft_limited_AF1
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = CAN_victory_aircraft_limited_AF2
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				276 682
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
			set_state_flag = CAN_victory_aircraft_limited_AF1
		} {
			prioritize = {
				276 682
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
			set_state_flag = CAN_victory_aircraft_limited_AF2
		}
	}
}
### Entity: Misc Config
Component: liberate_workers_occupation
Constructs: has_government, compliance_gain
Source: game
File: common/occupation_laws/occupation_laws.txt

Code:
liberate_workers_occupation = {
	icon = 5
	sound_effect = Martial_Law_Interface_Liberate_Workers_Occupation_Unique_COM
	visible = {
		has_government = communism
	}
	state_modifier = {
		resistance_target = -0.15
		compliance_gain = -0.025
		required_garrison_factor = -0.15
		resistance_damage_to_garrison = 0.25
		local_factories = 0.2
		local_resources = 0.3
	}
	ai_will_do = {
		base = 200
	}
}
### Entity: Order of Battle
Component: 101st Cavalry Brigade
Constructs: division_template
Source: game
File: history/units/XSM_1936_sea.txt

Code:
division = {
	name = 101st Cavalry Brigade
	location = 12732
	division_template = Qibing Jun
	start_experience_factor = 0.1
	start_equipment_factor = 0.6
}
### Entity: National Focus
Tree: pol_focus
Component: POL_light_bomber_focus
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_light_bomber_focus
	icon = GFX_goal_generic_CAS
	prerequisite = {
		focus = POL_heavy_fighter_concept POL_fighter_modernisation
	}
	mutually_exclusive = {
		focus = POL_medium_bomber_focus
	}
	x = 1
	y = 1
	relative_position_id = POL_heavy_fighter_concept
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_dlc = By Blood Alone
				}
			}
			add_tech_bonus = {
				name = POL_light_bomber_focus
				bonus = 1.0
				uses = 1
				category = cas_bomber
			}
		}
		ELSE = {
			add_tech_bonus = {
				name = POL_light_bomber_focus
				bonus = 1.0
				uses = 1
				category = light_air
			}
		}
	}
}
### Entity: Character
Component: CHL_peter_hansen
Constructs: has_government, has_country_flag
Source: game
File: common/characters/CHL.txt

Code:
CHL_peter_hansen = {
	name = CHL_peter_hansen
	portraits = {
		army = {
			large = GFX_portrait_CHL_peter_hansen
			small = GFX_portrait_CHL_peter_hansen_small
		}
	}
	corps_commander = {
		traits = {
			harsh_leader panzer_leader
		}
		skill = 4
		attack_skill = 4
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 4
		legacy_id = -1
		visible = {
			has_government = fascism
			has_country_flag = recalled_peter_hansen
		}
	}
}
### Entity: National Focus
Tree: ser_focus
Component: SER_ikarus
Constructs: has_completed_focus, prerequisite, limit, completion_reward, random_owned_controlled_state, has_full_control_of_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_ikarus
	icon = GFX_focus_YUG_ikarus
	prerequisite = {
		focus = SER_local_developers
	}
	x = -2
	y = 1
	relative_position_id = SER_local_developers
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {
		NOT = {
			any_other_country = {
				has_completed_focus = YUG_ikarus
			}
		}
	}
	bypass = {
		any_other_country = {
			has_completed_focus = YUG_ikarus
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = YUG_designer_tt
		random_owned_controlled_state = {
			prioritize = {
				107
			}
			limit = {
				ROOT = {
					has_full_control_of_state = PREV
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Technology
Component: basic_naval_mines
Constructs: has_war, is_major, research_cost, enable_equipment_modules
Source: game
File: common/technologies/MTG_naval_Support.txt

Code:
technology = {
	research_cost = 2
	start_year = 1922
	path = {
		leads_to_tech = improved_naval_mines
		research_cost_coeff = 1
	} {
		leads_to_tech = submarine_mine_laying
		research_cost_coeff = 1
	}
	enable_equipment_modules = {
		ship_mine_layer_1
	} {
		ship_mine_sweeper_1
	}
	folder = {
		name = mtgnavalsupportfolder
		position = {
			x = 0
			y = 1
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			OR = {
				tag = GER USA ENG SOV
			}
			factor = 6
		} {
			has_war = yes
			factor = 2
		} {
			is_major = no
			factor = 2
		}
	}
	categories = {
		naval_mines naval_minelaying naval_equipment mio_cat_tech_all_screen_ship_and_modules mio_cat_tech_all_cruiser_and_modules mio_cat_tech_all_destroyer_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_form_the_royal_guard_of_Peru
Constructs: division_template, prerequisite, completion_reward, is_locked, random_owned_controlled_state, create_unit
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_form_the_royal_guard_of_Peru
	prerequisite = {
		focus = PRU_sons_of_the_conquistador PRU_defend_our_empire
	}
	icon = GFX_goal_generic_army_purges
	relative_position_id = PRU_look_to_the_past
	x = -2
	y = 10
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		division_template = {
			name = Guardia Real
			division_names_group = SPAN_INF_02
			is_locked = no
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 0
					y = 3
				} {
					x = 0
					y = 4
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				} {
					x = 1
					y = 3
				} {
					x = 1
					y = 4
				}
			}
		}
		random_owned_controlled_state = {
			prioritize = {
				492
			}
			create_unit = {
				division = name = "Guardia Real" division_template = "Guardia Real" start_experience_factor = 0.05 start_equipment_factor = 0.95
				owner = ROOT
			} {
				division = name = "Guardia Real" division_template = "Guardia Real" start_experience_factor = 0.05 start_equipment_factor = 0.95
				owner = ROOT
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: National Focus
Component: china_nationalist_focus
Constructs: shared_focus, prerequisite, has_war, limit, add_ideas, remove_ideas, has_government, every_country
Source: game
File: common/national_focus/china_nationalist.txt

Code:
focus_tree = {
	id = china_nationalist_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = CHI
			has_dlc = Waking the Tiger
		} {
			add = 10
			tag = RNG
			has_dlc = Waking the Tiger
		}
	}
	default = no
	continuous_focus_position = {
		x = 20
		y = 1000
	}
	shared_focus = CHI_invite_foreign_investors
	focus = {
		id = CHI_three_principles_of_the_people
		icon = GFX_goal_generic_national_unity
		x = 5
		y = 0
		cost = 10
		ai_will_do = {
			factor = 4
		}
		available = {

		}
		bypass = {

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

		}
		search_filters = {
			FOCUS_FILTER_STABILITY
		}
		completion_reward = {
			add_political_power = 75
			add_stability = 0.05
		}
	} {
		id = CHI_welfare
		icon = GFX_goal_generic_consumer_goods
		prerequisite = {
			focus = CHI_three_principles_of_the_people
		}
		x = -4
		y = 1
		relative_position_id = CHI_three_principles_of_the_people
		cost = 10
		ai_will_do = {
			factor = 4
		}
		available = {
			NOT = {
				has_idea = CHI_hyper_inflation_5
			}
		}
		bypass = {

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

		}
		search_filters = {
			FOCUS_FILTER_WAR_SUPPORT
		}
		completion_reward = {
			add_war_support = 0.1
			CHI_hyper_inflation_level_up = yes
		}
	} {
		id = CHI_refugee_relief_agency
		icon = GFX_focus_generic_self_management
		prerequisite = {
			focus = CHI_welfare
		}
		x = -1
		y = 1
		relative_position_id = CHI_welfare
		cost = 10
		ai_will_do = {
			factor = 4
		}
		available = {
			NOT = {
				has_idea = CHI_hyper_inflation_5
			}
		}
		bypass = {

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

		}
		search_filters = {
			FOCUS_FILTER_WAR_SUPPORT
		}
		completion_reward = {
			add_war_support = 0.1
			CHI_hyper_inflation_level_up = yes
		}
	} {
		id = CHI_land_tax_reform
		icon = GFX_goal_generic_intelligence_exchange
		prerequisite = {
			focus = CHI_welfare
		}
		x = 1
		y = 1
		relative_position_id = CHI_welfare
		cost = 10
		ai_will_do = {
			factor = 4
		}
		available = {
			has_hyper_inflation = yes
		}
		bypass = {

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

		}
		search_filters = {
			FOCUS_FILTER_CHI_INFLATION
# ... (truncated)
### Entity: Event
Component: AFG_industrial_events.34
Constructs: is_triggered_only, ai_chance, swap_ideas, remove_idea, add_idea
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_industrial_events.34
	title = AFG_industrial_events.34.t
	desc = AFG_industrial_events.34.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AFG_industrial_events.34.a
		ai_chance = {
			base = 10
		}
		swap_ideas = {
			remove_idea = AFG_hellmand_altered_no_treaty
			add_idea = AFG_hellmand_altered_adopted_treaty
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_invite_exiled_nobility
Constructs: prerequisite, add_ideas, completion_reward, swap_ruler_traits
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_invite_exiled_nobility
	icon = GFX_focus_rom_royal_dictatorship
	prerequisite = {
		focus = POL_romanov
	}
	relative_position_id = POL_romanov
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = POL_royal_sejm_idea
		swap_ruler_traits = {
			remove = the_last_romanov_maybe
			add = the_last_romanov_probably
		}
	}
}
### Entity: AI Strategy
Component: EAI_light_tank_destroyer
Constructs: has_tech, any_of
Source: game
File: common/ai_equipment/EAI_armor_light_tank.txt

Code:
EAI_light_tank_destroyer = {
	category = land
	roles = {
		land_light_tank_destroyer
	}
	priority = {
		base = 0
		modifier = {
			add = 50000
			EAI_light_armor_td_design_focus = yes
			NOT = {
				EAI_light_armor_design_priority = yes
				EAI_light_armor_tank_design_priority = yes
			}
		}
	}
	BASIC_LIGHT_TANK_TD = {
		enable = {
			has_tech = basic_light_tank_chassis interwar_antitank
			NOT = {
				has_tech = improved_light_tank_chassis
			}
		}
		priority = {
			base = 100
		}
		target_variant = {
			type = light_tank_destroyer_chassis_1
			match_value = 1
			modules = {
				main_armament_slot = {
					any_of = {
						tank_high_velocity_cannon_3 tank_high_velocity_cannon_2 tank_high_velocity_cannon
					}
				}
				turret_type_slot = tank_light_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_petrol_electric_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 0
				tank_nsb_armor_upgrade = 0
			}
		}
		requirements = {

		}
		allowed_modules = {

		}
	}
	IMPROVED_LIGHT_TANK_TD = {
		enable = {
			has_tech = improved_light_tank_chassis interwar_antitank
			NOT = {
				has_tech = advanced_light_tank_chassis
			}
		}
		priority = {
			base = 100
		}
		target_variant = {
			type = light_tank_destroyer_chassis_2
			match_value = 1
			modules = {
				main_armament_slot = {
					any_of = {
						tank_high_velocity_cannon_3 tank_high_velocity_cannon_2 tank_high_velocity_cannon
					}
				}
				turret_type_slot = tank_light_fixed_superstructure_turret
				suspension_type_slot = tank_christie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_petrol_electric_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = {
					base = 4
					modifier = {
						add = 5
						has_tech = engine_tech_2
					}
				}
				tank_nsb_armor_upgrade = 0
			}
		}
		requirements = {

		}
		allowed_modules = {

		}
	}
	ADVANCED_LIGHT_TANK_TD = {
		enable = {
			has_tech = advanced_light_tank_chassis interwar_antitank
		}
		priority = {
			base = 100
		}
		target_variant = {
			type = light_tank_destroy
# ... (truncated)
### Entity: National Focus
Tree: jap_focus
Component: JAP_wrestle_mongolia_from_the_soviets
Constructs: prerequisite, limit, has_government, completion_reward, is_faction_leader, is_subject, is_in_faction, is_in_faction_with
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_wrestle_mongolia_from_the_soviets
	icon = GFX_focus_generic_befriend_mongolia
	x = 1
	y = 1
	relative_position_id = JAP_to_rival_the_comintern
	prerequisite = {
		focus = JAP_to_rival_the_comintern
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = communism
		is_faction_leader = yes
		is_subject = no
		MON = {
			exists = yes
			is_subject = no
			has_government = communism
			OR = {
				is_in_faction = no
				is_in_faction_with = SOV
			}
		}
	}
	bypass = {
		MON = {
			OR = {
				exists = no
				is_subject = yes
				is_ally_with = ROOT
				NOT = {
					has_government = communism
				}
				AND = {
					is_in_faction = yes
					NOT = {
						is_in_faction_with = SOV
					}
				}
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		IF = {
			limit = {
				MON = {
					is_in_faction_with = SOV
				}
			}
			MON = {
				country_event = {
					id = SEA_japan_foreign_policy.124
					hours = 12
				}
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				add_to_faction = MON
			}
		}
		ELSE_IF = {
			limit = {
				MON = {
					is_in_faction = no
				}
			}
			MON = {
				country_event = {
					id = SEA_japan_foreign_policy.118
					hours = 12
				}
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				add_to_faction = MON
			}
		}
	}
}
### Entity: Event
Component: CHI_warlords.51
Constructs: is_triggered_only, add_stability, swap_ideas, remove_idea, add_idea
Source: game
File: events/r56_warlord_events.txt

Code:
country_event = {
	id = CHI_warlords.51
	title = CHI_warlords.51.t
	desc = CHI_warlords.51.desc
	picture = GFX_report_event_usa_funeral
	is_triggered_only = yes
	option = {
		name = CHI_warlords.51.a
		swap_ideas = {
			remove_idea = CHI_famine_intensifies
			add_idea = CHI_famine
		}
		add_stability = 0.05
	}
}
### Entity: Character
Component: PRC_lin_boqu
Constructs: has_dlc
Source: game
File: common/characters/PRC.txt

Code:
PRC_lin_boqu = {
	name = PRC_lin_boqu
	portraits = {
		civilian = {
			small = GFX_portrait_PRC_lin_boqu
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = PRC_lin_boqu
		allowed = {
			original_tag = PRC
			has_dlc = No Compromise, No Surrender
		}
		traits = {
			PRC_minister_of_finance
		}
		ai_will_do = {
			base = 3
		}
	}
}