Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: por_focus
Component: POR_continue_the_naval_expansion
Constructs: limit, completion_reward, add_command_power, add_doctrine_cost_reduction, has_dlc, unlock_decision_tooltip
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_continue_the_naval_expansion
	icon = GFX_goal_navy_funding
	cost = 5
	x = 4
	y = 0
	ai_will_do = {
		base = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		navy_experience = 35
		add_command_power = 15
		add_doctrine_cost_reduction = {
			name = POR_continue_the_naval_expansion
			cost_reduction = 0.25
			uses = 2
			category = naval_doctrine
		}
		custom_effect_tooltip = CHL_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = POR_anibal_de_mesquita_guimaraes
		if = {
			limit = {
				has_dlc = La Resistance
			}
			custom_effect_tooltip = CHL_skip_one_line_tt
			unlock_decision_tooltip = POR_buy_ships_britain POR_buy_ships_italy
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_create_the_hanoi_arsenal
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_create_the_hanoi_arsenal
	icon = GFX_goal_generic_construct_mil_factory
	cost = 10
	prerequisite = {
		focus = VIN_building_the_future
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				671
			}
			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
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = 48
	y = 5
}
### Entity: Character
Component: SIA_father_of_siamese_democracy_r56
Constructs: democratic_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
SIA_father_of_siamese_democracy_r56 = {
	random = no
	sprite = 13
	political_power_factor = 0.1
	party_popularity_stability_factor = 0.05
	democratic_drift = 0.01
	political_advisor_cost_factor = -0.1
	economy_cost_factor = -0.25
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_national_literacy_programs
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_national_literacy_programs
	icon = GFX_goal_generic_education
	relative_position_id = VEN_bolivarian_socialist_theory
	x = -1
	y = 3
	cost = 10
	prerequisite = {
		focus = VEN_50_50_oil_act
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: National Focus
Tree: aoi_focus
Component: AOI_establish_a_armor_corp
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, has_tech, complete_tooltip, add_tech_bonus, armor_bonus
Source: game
File: common/national_focus/r56_italian_east_africa.txt

Code:
focus = {
	id = AOI_establish_a_armor_corp
	text = ABC_establish_a_armor_corp
	icon = GFX_focus_NZL_bob_semple_tank
	prerequisite = {
		focus = AOI_army_modernization
	}
	x = -1
	y = 1
	relative_position_id = AOI_army_modernization
	cost = 10
	ai_will_do = {
		factor = 1
	}
	bypass = {
		has_tech = improved_light_tank
	}
	complete_tooltip = {
		if = {
			limit = {
				NOT = {
					has_tech = gwtank
				}
			}
			add_tech_bonus = {
				name = armor_bonus
				bonus = 3
				uses = 1
				technology = gwtank
			} {
				name = POL_study_foreign_tanks
				bonus = 1
				uses = 1
				category = armor
			}
			add_equipment_to_stockpile = {
				type = gw_tank_equipment
				amount = 20
				producer = FRA
			}
		} {
			limit = {
				has_tech = gwtank
				NOT = {
					has_tech = basic_light_tank
				}
			}
			add_tech_bonus = {
				name = armor_bonus
				bonus = 1
				uses = 1
				technology = basic_light_tank
			} {
				name = POL_study_foreign_tanks
				bonus = 1
				uses = 1
				category = armor
			}
			add_equipment_to_stockpile = {
				type = gw_tank_equipment
				amount = 20
				producer = FRA
			}
		} {
			limit = {
				has_tech = basic_light_tank
				NOT = {
					has_tech = improved_light_tank
				}
			}
			add_tech_bonus = {
				name = armor_bonus
				bonus = 1
				uses = 1
				technology = improved_light_tank
			} {
				name = POL_study_foreign_tanks
				bonus = 1
				uses = 1
				category = armor
			}
			add_equipment_to_stockpile = {
				type = gw_tank_equipment
				amount = 20
				producer = FRA
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_tech = gwtank
				}
			}
			add_tech_bonus = {
				name = armor_bonus
				bonus = 3
				uses = 1
				technology = gwtank
			} {
				name = POL_study_foreign_tanks
				bonus = 1
				uses = 1
				category = armor
			}
			add_equipment_to_stockpile = {
				type = gw_tank_equipment
				amount = 20
				producer = FRA
			}
		} {
			limit = {
				has_tech = gwtank
				NOT = {
					has_tech = basic_light_tank
				}
			}
			add_tech_bonus = {
				name = armor_bonus
				bonus = 1
				uses = 1
				technology = basic_light_tank
			} {
				name = POL_study_foreign_tanks
				bonus = 1
				uses = 1
				category = armor
			}
			add_equipment_to_stockpile = {
				type = gw_tank_equipment
				amount = 20
				producer = FRA
			}
		} {
			limit = {
				has_tech = gwtank basic_light_tank
				NOT = {
					has_tec
# ... (truncated)
### Entity: Idea
Component: EAI_DD_13/mechanized_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_13/mechanized_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		mechanized_equipment = {
			build_cost_ic = -0.325
			instant = yes
		}
	}
}
### Entity: Character
Component: communist_council_trait
Source: game
File: common/country_leader/toa_traits.txt

Code:
communist_council_trait = {
	random = no
	sprite = 13
	drift_defence_factor = 0.2
	army_core_attack_factor = 0.1
	political_power_factor = 0.1
	ai_will_do = {
		factor = 0
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Netherlands.html

Doc:
This article is considered accurate for the current version of the game.

Netherlands

Capital provinceAmsterdam

Government typeConstitutional monarchy

FactionNeutral/Allied (1940-05-10)

Netherlands is a minor country located in Western Europe. Historically they attempted to remain neutral, but this was thwarted when Germany invaded the Netherlands, Belgium and Luxemburg in the opening moves of Fall Gelb on the 10th of May 1940.

Contents

1 Technology

2 Diplomacy

2.1 Alliances

2.2 Decisions

2.3 Events

3 Politics

3.1 Laws

3.2 Ministers

4 Intelligence

5 Economy

5.1 Industrial Production

6 Military

6.1 Army

6.2 Navy

6.3 Air Force

7 Strategies and Guides

7.1 Example Strategy

7.2 Miscellaneous tips
### Entity: Scripted Effect
Component: FIN_paasikivi_becomes_country_leader
Constructs: limit, has_country_leader, retire_country_leader, remove_country_leader_role, set_party_name
Source: game
File: common/scripted_effects/FIN_scripted_effects.txt

Code:
FIN_paasikivi_becomes_country_leader = {
	if = {
		limit = {
			has_country_leader = {
				ruling_only = yes
				character = FIN_risto_ryti
			}
		}
		retire_country_leader = yes
	}
	else_if = {
		limit = {
			has_country_leader = {
				ruling_only = yes
				character = FIN_carl_mannerheim
			}
		}
		remove_country_leader_role = {
			character = FIN_carl_mannerheim
			ideology = oligarchism
		}
	}
	promote_character = FIN_juho_kusti_paasikivi
	set_party_name = {
		ideology = neutrality
		name = FIN_neutrality_party_kokoomus
		long_name = FIN_neutrality_party_kokoomus_long
	}
	FIN_reset_bop_for_new_leader = yes
}
### Entity: Idea
Component: MAN_militarism
Constructs: research_speed_factor, war_support_factor, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
MAN_militarism = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = man_militarism
	modifier = {
		war_support_factor = 0.2
		mobilization_laws_cost_factor = -0.25
		justify_war_goal_time = -0.2
		research_speed_factor = -0.05
	}
}
### Entity: National Focus
Tree: kat_focus
Component: KAT_exploit_the_yellowcake
Constructs: prerequisite, add_ideas, completion_reward, has_tech, add_breakthrough_progress
Source: game
File: common/national_focus/katanga.txt

Code:
focus = {
	id = KAT_exploit_the_yellowcake
	icon = GFX_focus_generic_uranium_extraction
	prerequisite = {
		focus = KAT_Excavation
	}
	relative_position_id = KAT_Excavation
	x = 2
	y = 1
	cost = 10
	available = {
		has_tech = excavation4
		num_of_factories = > 9
		controls_state = 889
	}
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_ideas = ROM_uranium_supply_idea
		add_breakthrough_progress = {
			specialization = specialization_nuclear
			value = 0.5
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: AI Strategy
Component: r56_GER_lend_lease_to_china
Constructs: has_completed_focus, has_war_with, has_defensive_war_with, is_guaranteed_by, has_guaranteed, has_idea, has_war_together_with, has_non_aggression_pact_with
Source: game
File: common/ai_strategy/r56_CHI.txt

Code:
r56_GER_lend_lease_to_china = {
	allowed = {
		original_tag = GER
	}
	enable = {
		ROOT = {
			exists = yes
		}
		CHI = {
			has_defensive_war_with = JAP
		}
		NOT = {
			is_guaranteed_by = JAP
			has_guaranteed = JAP
		}
	}
	abort = {
		OR = {
			date = > 1939.1.1
			CHI = {
				NOT = {
					has_defensive_war_with = JAP
				}
			} {
				NOT = {
					has_idea = german_advisors
				}
			}
			JAP = {
				has_completed_focus = JAP_sea_tripartite_pact
			}
			has_war_together_with = JAP
			has_war_with = POL
			has_non_aggression_pact_with = JAP
		}
	}
	ai_strategy = {
		id = CHI
		type = send_lend_lease_desire
		value = 150
	} {
		id = CHI
		type = support
		value = 150
	}
}
### Entity: Event
Component: siam.10
Constructs: is_triggered_only, ai_chance, limit, add_war_support, has_variable, set_rule, has_capitulated
Source: game
File: events/TAOG_Siam.txt

Code:
country_event = {
	id = siam.10
	title = siam.10.t
	desc = siam.10.desc
	picture = GFX_report_event_SWE_psilander_affair
	is_triggered_only = yes
	option = {
		name = siam.10.a
		ai_chance = {
			base = 1
		}
		if = {
			limit = {
				has_variable = SIA.limited_war_target
				var:SIA.limited_war_target = {
					exists = yes
				}
			}
			var:SIA.limited_war_target = {
				country_event = {
					id = siam.11
					hours = 2
				}
			}
		}
		else = {
			SIA_peace_out = yes
			set_rule = {
				can_join_factions = yes
			}
			SIA_re_add_to_old_faction = yes
			SIA_clear_limited_war_variables = yes
		}
	} {
		name = siam.10.b
		ai_chance = {
			base = 0
		}
		if = {
			limit = {
				has_variable = SIA.limited_war_target
				var:SIA.limited_war_target = {
					exists = yes
					has_capitulated = no
				}
			}
			var:SIA.limited_war_target = {
				country_event = {
					id = siam.14
					hours = 2
				}
			}
		}
		add_war_support = 0.1
		SIA_clear_limited_war_variables = yes
	}
}
### Entity: National Focus
Component: limited_rearmament_focus
Constructs: limit, completion_reward, complete_tooltip, every_state, has_state_flag, add_extra_state_shared_building_slots, add_building_construction, random_owned_controlled_state
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = limited_rearmament_focus
	icon = GFX_goal_generic_build_tank
	x = 5
	y = 0
	cost = 10
	ai_will_do = {
		factor = 1
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = construction_effort_tt
			NOT = {
				any_owned_state = {
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
			}
		}
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	} {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {
		every_state = {
			limit = {
				has_state_flag = ENG_limited_rearmament_focus_2IC
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
			set_state_flag = ENG_limited_rearmament_focus_2IC
		} {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
			set_state_flag = ENG_limited_rearmament_focus_2IC
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_organize_the_student_movements
Constructs: has_completed_focus, prerequisite, completion_reward, add_political_power, has_country_leader, cancel_if_invalid, unlock_decision_tooltip, set_country_flag
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_organize_the_student_movements
	icon = GFX_focus_JAP_organize_the_student_movements
	x = 2
	y = 1
	relative_position_id = JAP_anti_militarist_speeches_in_the_diet
	prerequisite = {
		focus = JAP_anti_militarist_speeches_in_the_diet
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_country_leader = {
			ruling_only = yes
			character = JAP_abe_isoo
		}
		NOT = {
			has_completed_focus = JAP_revoke_the_peace_preservation_law
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_political_power = 50
		custom_effect_tooltip = generic_skip_one_line_tt JAP_organize_the_student_movements_tt generic_skip_one_line_tt
		show_ideas_tooltip = JAP_widespread_protests_and_sabotage_idea
		unlock_decision_tooltip = {
			decision = JAP_spread_socialist_propaganda_in_campuses_decision
			show_effect_tooltip = yes
			show_modifiers = no
		}
		hidden_effect = {
			set_country_flag = JAP_organized_student_protests_flag
		}
	}
}
### Entity: AI Strategy
Component: ENG_heavy_fighter
Constructs: any_of
Source: game
File: common/ai_equipment/ENG_planes.txt

Code:
ENG_heavy_fighter = {
	category = air
	available_for = {
		ENG
	}
	roles = {
		air_heavy_fighter
	}
	priority = {
		factor = 500
	}
	heavy_fighter_1 = {
		priority = {
			factor = 100
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = medium_plane_fighter_airframe_1
			modules = {
				fixed_main_weapon_slot = light_mg_4x
				fixed_auxiliary_weapon_slot_1 = light_mg_4x
				fixed_auxiliary_weapon_slot_2 = empty
				engine_type_slot = engine_2_2x
				special_type_slot_1 = fuel_tanks_medium
				special_type_slot_2 = lmg_defense_turret
			}
		}
		allowed_modules = {
			light_mg_4x aircraft_cannon_1_2x engine_2_2x fuel_tanks_medium lmg_defense_turret
		}
	}
	heavy_fighter_2 = {
		priority = {
			factor = 200
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = medium_plane_fighter_airframe_2
			modules = {
				fixed_main_weapon_slot = light_mg_4x
				fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_2x
				fixed_auxiliary_weapon_slot_2 = aircraft_cannon_1_2x
				fixed_auxiliary_weapon_slot_3 = {
					any_of = {
						rocket_rails bomb_locks nav_bomber_weapon
					}
				}
				engine_type_slot = {
					any_of = {
						engine_3_2x engine_2_2x
					}
				}
				special_type_slot_1 = armor_plate_medium
				special_type_slot_2 = fuel_tanks_medium
				special_type_slot_3 = self_sealing_fuel_tanks_medium
			}
		}
		allowed_modules = {
			light_mg_4x bomb_locks rocket_rails nav_bomber_weapon aircraft_cannon_1_2x engine_3_2x engine_2_2x armor_plate_medium fuel_tanks_medium self_sealing_fuel_tanks_medium
		}
	}
	heavy_fighter_3 = {
		priority = {
			factor = 200
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = medium_plane_fighter_airframe_3
			modules = {
				fixed_main_weapon_slot = aircraft_cannon_2_2x
				fixed_auxiliary_weapon_slot_1 = aircraft_cannon_2_2x
				fixed_auxiliary_weapon_slot_2 = bomb_locks
				engine_type_slot = {
					any_of = {
						engine_4_2x engine_3_2x
					}
				}
				special_type_slot_1 = fuel_tanks_medium
				special_type_slot_2 = armor_plate_medium
				special_type_slot_3 = self_sealing_fuel_tanks_medium
			}
		}
		allowed_modules = {
			bomb_locks aircraft_cannon_2_2x engine_4_2x engine_3_2x fuel_tanks_medium armor_plate_medium self_sealing_fuel_tanks_medium
		}
	}
}
### Entity: Idea
Component: CZE_standing_against_the_storm_idea
Constructs: has_government, removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_standing_against_the_storm_idea = {
	picture = FRA_army_of_aggression_focus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		has_government = democratic
	}
	removal_cost = -1
	modifier = {
		army_core_defence_factor = 0.05
		war_stability_factor = 0.15
		weekly_casualties_war_support = 0.001
	}
}
### Entity: AI Strategy
Component: ENG_MineLaying_1
Source: game
File: common/ai_navy/taskforce/ENG_taskforce_templates.txt

Code:
ENG_MineLaying_1 = {
	allowed = {
		original_tag = ENG
	}
	ai_will_do = {
		factor = 1
	}
	mission = {
		mines_planting
	}
	min_composition = {
		destroyer = {
			amount = 2
			role = 4
		}
	}
	optimal_composition = {
		destroyer = {
			amount = 4
			role = 4
		}
		light_cruiser = {
			amount = 1
			role = 4
		}
	}
}
### Entity: Event
Component: mandate_palestine.408
Constructs: is_triggered_only, limit
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.408
	title = mandate_palestine.408.t
	picture = GFX_report_event_tur_kurdish_guerillas
	desc = mandate_palestine.408.d
	is_triggered_only = yes
	option = {
		name = mandate_palestine.408.a
		EGY = {
			transfer_state = 949
		}
		if = {
			limit = {
				controls_state = 1017
			}
			EGY = {
				transfer_state = 1017
			}
		}
	}
}
### Entity: Unit Template
Component: COL_CV_HISTORICAL
Source: game
File: common/units/names_ships/COL_ship_names.txt

Code:
COL_CV_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CARRIERS
	for_countries = {
		COL
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	prefix = ARC 
	fallback_name = Portaaviones %d
	unique = {
		República de Colombia La Gloriosa Magdalena Bogotá Pamplonita Rio Negro Arauca
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_elevate_the_special_branch_r56
Constructs: prerequisite, limit, add_ideas, completion_reward, add_political_power, has_dlc, has_intelligence_agency, create_intelligence_agency
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_elevate_the_special_branch_r56
	icon = GFX_focus_generic_secret_service_agency
	cost = 5
	prerequisite = {
		focus = SIA_opportunistic_militarization_r56
	}
	x = 0
	y = 1
	relative_position_id = SIA_opportunistic_militarization_r56
	ai_will_do = {
		base = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			if = {
				limit = {
					has_intelligence_agency = no
				}
				create_intelligence_agency = {
					icon = GFX_intelligence_agency_logo_generic_6
				}
			}
			else = {
				add_political_power = 25
				add_popularity = {
					ideology = ROOT
					popularity = 0.02
				}
			}
			add_ideas = SIA_empowered_special_branch_r56_LAR
		}
		else = {
			add_tech_bonus = {
				name = SIA_elevate_the_special_branch_r56
				bonus = 0.75
				uses = 2
				category = decryption_tech computing_tech
			}
		}
	}
}
### Entity: Event
Component: JUNO_brazil_events.136
Constructs: is_triggered_only, ai_chance
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.136
	title = JUNO_brazil_events.136.t
	desc = JUNO_brazil_events.136.desc
	picture = GFX_report_event_gathering_protest
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.136.a
		ai_chance = {
			base = 1
		}
		custom_effect_tooltip = JUNO_brazil_events.136.tt
	}
}
### Entity: Event
Component: wtt_xian_incident.5
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, every_country, has_country_flag, has_dlc, has_game_rule
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_xian_incident.5
	title = wtt_xian_incident.5.t
	desc = wtt_xian_incident.5.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		trigger = {
			NOT = {
				OR = {
					AND = {
						has_dlc = No Compromise, No Surrender
						OR = {
							has_country_flag = PRC_AI_RANDOM_ALTERNATE_2
							has_game_rule = {
								rule = PRC_ai_behavior
								option = ALTERNATE_2
							}
						}
					}
				} {
					PRC = {
						has_completed_focus = PRC_the_unwilling_diarchy_focus
						focus_progress = {
							focus = PRC_the_unwilling_diarchy_focus
							progress = > 0
						}
					}
				}
			}
		}
		name = wtt_xian_incident.5.a
		ai_chance = {
			base = 80
		}
		hidden_effect = {
			news_event = {
				id = news.288
				days = 1
			}
		} {
			set_country_flag = CHI_chiang_accepted_the_deal_flag
			event_target:CHI_xian_instigator = {
				clr_country_flag = CHI_xian_instigator_flag
			}
		}
		if = {
			limit = {
				NOT = {
					is_in_faction_with = CHI
				}
				CHI = {
					is_in_faction = no
				}
			}
			if = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				CHI = {
					set_rule = {
						can_create_factions = yes
					}
					create_faction_from_template = faction_template_chinese_united_front
				}
			}
			else = {
				CHI = {
					set_rule = {
						can_create_factions = yes
					}
					create_faction = chinese_united_front
				}
			}
			CHI = {
				add_to_faction = PRC
			}
		} {
			limit = {
				CHI = {
					is_faction_leader = yes
				}
			}
			CHI = {
				add_to_faction = PRC
			}
			PRC = {
				add_ai_strategy = {
					type = alliance
					id = CHI
					value = 200
				}
				set_rule = {
					can_join_factions = yes
				}
			}
			every_country = {
				limit = {
					is_subject_of = CHI
				}
				CHI = {
					add_to_faction = PREV
				}
			}
		}
		IF = {
			limit = {
				XIC = {
					has_completed_focus = XIC_invite_chiang_for_troop_inspections
				}
			}
			XIC = {
				country_event = {
					id = SEA_warlords.61
					hours = 6
				}
			}
		}
	} {
		name = wtt_xian_incident.5.b
		ai_chance = {
			base = 20
			modifier = {
				has_country_flag = SOV_xian_refuse
				factor = 0
			} {
				is_historical_focus_on = yes
				factor = 0
			}
		}
		hidden_effect = {
			news_event = {
				id = wtt_news.33
				days = 1
			}
		}
		custom_effect_tooltip = reject_second_united_front_tt

# ... (truncated)
### Entity: Modifier Reference
Construct: civilian_intel_decryption_bonus
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## civilian_intel_decryption_bonus

* Number with 0 decimal places
* **Categories**: intelligence_agency
### Entity: AI Strategy
Component: DOCTRINE_MW_aifc_mechanised_offensive_or_blitzkrieg
Constructs: has_completed_track, force_concentration_factor
Source: game
File: common/ai_strategy/doctrines.txt

Code:
DOCTRINE_MW_aifc_mechanised_offensive_or_blitzkrieg = {
	enable = {
		has_completed_track = armor
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = force_concentration_factor
		value = 15
	}
}
### Entity: Event
Component: PER_ssb_events.2
Constructs: is_triggered_only
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_ssb_events.2
	title = PER_ssb_events.2.t
	desc = PER_ssb_events.2.desc
	picture = GFX_report_event_gre_cabinet_meeting
	is_triggered_only = yes
	option = {
		name = PER_ssb_events.2.a
	}
}