Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: naw_norway.155
Constructs: is_triggered_only, ai_chance
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.155
	title = naw_norway.155.t
	desc = naw_norway.155.d
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = naw_norway.155.a
		ai_chance = {
			base = 100
		}
	}
}
### Entity: Character
Component: ZIM_acas
Source: game
File: common/characters/ZIM.txt

Code:
ZIM_acas = {
	advisor = {
		slot = high_command
		idea_token = ZIM_acas
		ledger = air
		allowed = {
			original_tag = ZIM
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_war_production_AUS
Source: game
File: common/ai_focuses/AUS.txt

Code:
ai_focus_war_production_AUS = {
	research = {
		industry = 10.0
		construction_tech = 2.0
		electronics = 2.0
		computing_tech = 2.0
	}
}
### Entity: National Focus
Tree: ser_focus
Component: SER_ideological_fanaticism_communism
Constructs: prerequisite, add_ideas, completion_reward, set_rule
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_ideological_fanaticism_communism
	icon = GFX_goal_generic_communist_loyalty
	prerequisite = {
		focus = SER_political_commissars
	}
	relative_position_id = SER_political_commissars
	x = 0
	y = 2
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = ideological_fanaticism_focus
		set_rule = {
			can_create_factions = yes
		}
		hidden_effect = {
			set_rule = {
				can_use_kamikaze_pilots = yes
			}
		}
		custom_effect_tooltip = kamikaze_focus_tooltip
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Effect Reference
Construct: add_mio_size_up_requirement_factor
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_mio_size_up_requirement_factor

* Supported Scopes: INDUSTRIAL_ORG
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Add to the factor applied to funds required to size up in the military industrial organization in scope.
This changes the base value. Modifiers will still apply over it.
Value can be negative to reduce assign cost but final value cannot be negative (capped at 0, no error raised)
ex:
mio:my_mio = {
  add_mio_size_up_requirement_factor = 0.2
  add_mio_size_up_requirement_factor = -0.1
  add_mio_size_up_requirement_factor = var:my_number_var
}
```
### Entity: Modifier Reference
Component: weather_very_hot
Constructs: supply_factor
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
weather_very_hot = {
	heat_attrition = 0.1
	local_org_regain = -0.05
	supply_factor = -0.05
}
### Entity: Faction
Component: faction_peace_rule_no_puppeting
Source: game
File: common/factions/rules/peace_rules.txt

Code:
faction_peace_rule_no_puppeting = {
	type = peace_conference_rules
	ai_will_do = {
		base = 0
	}
	peace_action_modifiers = {
		faction_rule_modifier_discourage_puppet
	}
	modifier = {
		custom_modifier_tooltip = faction_rule_modifier_discourage_puppet_tt
	}
}
### Entity: Idea
Component: JAP_naval_faction_tier_2_greater_1
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/japan.txt

Code:
JAP_naval_faction_tier_2_greater_1 = {
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = PLACEHOLDER_idea_icon
	modifier = {
		navy_fuel_consumption_factor = -0.05
	}
	equipment_bonus = {
		mio_cat_eq_all_cv_aircraft = {
			build_cost_ic = -0.05
			instant = yes
		}
		mio_cat_eq_all_ships_no_convoys = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: Wiki Documentation
Construct: Economy
Source: wiki
File: wiki/France.html

Doc:
Economy[edit]
France has access to all the Aluminum and Steel they could ever dream of using. They are also controlling some of the biggest supplies of Tungsten and Rubber from their Asian colonies. They have no access to Oil so they need to import that.

Industrial Production[edit]
### Entity: Scripted Effect
Component: transfer_advisors_to_vichy
Constructs: set_nationality
Source: game
File: common/scripted_effects/FRA_scripted_effects.txt

Code:
transfer_advisors_to_vichy = {
	FRA = {
		FRA_jean_romatet = {
			set_nationality = event_target:vichy_france
		}
		FRA_pierre_pucheu = {
			set_nationality = event_target:vichy_france
		}
		FRA_gaston_henry_haye = {
			set_nationality = event_target:vichy_france
		}
		FRA_philippe_henriot = {
			set_nationality = event_target:vichy_france
		}
		FRA_marcel_bucard = {
			set_nationality = event_target:vichy_france
		}
		FRA_marcel_deat = {
			set_nationality = event_target:vichy_france
		}
		FRA_charles_maurras = {
			set_nationality = event_target:vichy_france
		}
		FRA_emile_laure = {
			set_nationality = event_target:vichy_france
		}
		FRA_joseph_doumenc = {
			set_nationality = event_target:vichy_france
		}
	}
}
### Entity: State History
Component: 1003
Constructs: add_core_of
Source: game
File: history/states/1003-South Khorasan.txt

Code:
state = {
	id = 1003
	name = STATE_1003
	manpower = 243007
	state_category = wasteland
	history = {
		owner = PER
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			7990 1
		}
		add_core_of = PER
	}
	provinces = {
		12739 12852 10759 7990 10890
	}
	local_supplies = 0.0
}
### Entity: Modding Documentation
Construct: AddSubsidyForTrigger
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## InternationalMarket.AddSubsidyForTrigger
* Arguments: <CIC>, <Archetype>, <ScriptedTrigger> 

Add a Equipment Subsidy to the player's international market.
### Entity: Country Tag
Component: STA
Constructs: has_country_leader_ideology
Source: game
File: common/country_tag_aliases/r56_tag_aliases.txt

Code:
STA = {
	original_tag = SOV
	has_country_leader_ideology = stalinism
}
### Entity: Character
Component: NZL_arthur_dawes
Source: game
File: common/characters/NZL.txt

Code:
NZL_arthur_dawes = {
	name = NZL_arthur_dawes
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_1
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = NZL_arthur_dawes
		ledger = navy
		allowed = {
			original_tag = NZL
		}
		traits = {
			naval_theorist
		}
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_begin_workers_revolution
Constructs: has_completed_focus, prerequisite, has_country_flag, completion_reward, allow_branch
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_begin_workers_revolution
	icon = GFX_goal_communist_revolt
	cost = 0
	x = -17
	y = 1
	offset = {
		x = 17
		trigger = {
			has_completed_focus = LUX_begin_workers_revolution
		}
	}
	relative_position_id = LUX_finalise_government_formation
	prerequisite = {
		focus = LUX_finalise_government_formation
	}
	mutually_exclusive = {
		focus = LUX_the_dupong_ministry LUX_liberal_victory LUX_first_social_democratic_government
	}
	allow_branch = {
		NOT = {
			has_country_flag = LUX_maulkuerfgesetz_passed
			has_completed_focus = LUX_contest_election_results LUX_first_social_democratic_government LUX_liberal_victory LUX_the_dupong_ministry
		}
	}
	available = {
		has_country_flag = LUX_elections_KPL_winner
	}
	completion_reward = {
		mark_focus_tree_layout_dirty = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Scripted Effect
Component: FRA_communism_riot_effect
Constructs: limit, has_idea
Source: game
File: common/scripted_effects/FRA_scripted_effects.txt

Code:
FRA_communism_riot_effect = {
	if = {
		limit = {
			has_idea = FRA_political_violence
		}
		country_event = lar_france_political_violence.2
	}
}
### Entity: Scripted Effect
Component: SOV_paranoia_decrease_based_on_unit_leader_level_effect
Constructs: limit, has_country_flag, clear_variable
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_paranoia_decrease_based_on_unit_leader_level_effect = {
	if = {
		limit = {
			has_country_flag = SOV_paranoia_system_active_flag
		}
		subtract_from_variable = {
			SOV_paranoia = SOV_unit_leader_level
		}
		SOV_paranoia_clamp_and_update_ui_effect = yes
		clear_variable = SOV_unit_leader_level
	}
}
### Entity: National Focus
Tree: cyp_focus
Component: CYP_trade_port
Constructs: add_equipment_to_stockpile, prerequisite, add_ideas, completion_reward, random_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_cyprus.txt

Code:
focus = {
	id = CYP_trade_port
	icon = GFX_goal_naval_treaty
	cost = 8
	x = 1
	y = 1
	relative_position_id = CYP_national_industries
	prerequisite = {
		focus = CYP_national_industries CYP_natural_build_up
	}
	completion_reward = {
		add_equipment_to_stockpile = {
			type = convoy
			amount = 50
		}
		random_controlled_state = {
			prioritize = {
				183
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			} {
				type = naval_base
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = r56_newline
		add_ideas = r56_CYP_trade_hub_1
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: AI Strategy
Component: DOCTRINE_air_superiority_ratios
Constructs: has_doctrine
Source: game
File: common/ai_strategy/doctrines.txt

Code:
DOCTRINE_air_superiority_ratios = {
	enable = {
		has_doctrine = new_strategic_destruction
	}
	abort = {
		always = no
	}
	ai_strategy = {
		type = unit_ratio
		id = fighter
		value = 50
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_build_dock
Constructs: prerequisite, limit, completion_reward, random_core_state, is_fully_controlled_by, is_coastal, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_build_dock
	icon = GFX_goal_generic_navy_cruiser
	cost = 10
	ai_will_do = {
		factor = 3
	}
	prerequisite = {
		focus = ICE_coastguard
	}
	available = {
		100 = {
			CONTROLLER = {
				tag = ICE
			}
		}
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = construction_effort_tt
			100 = {
				free_building_slots = {
					building = industrial_complex
					size = < 1
					include_locked = yes
				}
			}
		}
	}
	x = 45
	y = 1
	completion_reward = {
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				is_coastal = yes
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Unit Template
Component: AZR_INF_01
Source: game
File: common/units/names_divisions/AZR_names_divisions.txt

Code:
AZR_INF_01 = {
	name = Infantry Divisions
	for_countries = {
		AZR
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %dya Azerbaidjyanska Strelkovaya Div.
	ordered = {
		1 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
		2 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
		3 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
		4 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
		5 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
		6 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
		7 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
		8 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
		9 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
		10 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
		11 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
		12 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
		13 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
		14 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
		15 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
		16 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
		17 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
		18 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
		19 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
		20 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
		21 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
		22 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
		23 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
		24 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
		25 = {
			%dya Azerbaidjyanska Strelkovaya Div.
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_wartime_economic_policies_r56
Constructs: has_completed_focus, prerequisite, has_war, add_stability, completion_reward, add_political_power, has_focus_autohide_rule_trigger_r56, add_popularity
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_wartime_economic_policies_r56
	prerequisite = {
		focus = SIA_respond_to_the_international_crisis_r56
	}
	icon = GFX_focus_PRC_equipment_from_copper_coins
	cost = 10
	ai_will_do = {
		base = 1
	}
	x = -1
	y = 1
	relative_position_id = SIA_respond_to_the_international_crisis_r56
	offset = {
		x = 2
		trigger = {
			has_completed_focus = SIA_songsuradets_ascendency_r56
			has_focus_autohide_rule_trigger_r56 = yes
		}
	}
	available = {
		has_war = yes
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_political_power = 35
		add_stability = 0.03
		custom_effect_tooltip = generic_skip_one_line_tt
		effect_tooltip = {
			custom_effect_tooltip = unlocks_decision_instill_wartime_taxes_which_grants_tt generic_skip_one_line_tt unlocks_decision_implement_price_controls_which_grants_tt
			add_stability = 0.04
			add_popularity = {
				ideology = ROOT
				popularity = 0.04
			}
			SIA_expand_economic_intervention_r56 = yes
		}
	}
}
### Entity: Order of Battle
Component: 24. Landsturmregiment
Constructs: division_template
Source: game
File: history/units/GER_German_Civil_War_neutrality.txt

Code:
division = {
	name = 24. Landsturmregiment
	location = 9517
	division_template = Landsturmregiment
}
### Entity: National Focus
Component: wuw_HUN_instate_a_socialist_economy
Constructs: prerequisite, limit, has_government, completion_reward, cancel_if_invalid, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_instate_a_socialist_economy
	icon = GFX_focus_prc_agrarian_socialism
	prerequisite = {
		focus = wuw_HUN_restore_the_socialist_federative_republic
	}
	x = 0
	y = 1
	relative_position_id = wuw_HUN_restore_the_socialist_federative_republic
	cost = 10
	ai_will_do = {
		factor = 15
	}
	available = {
		has_government = communism
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		hidden_effect = {
			remove_trait = {
				character = HUN_sandor_garbai
				slot = political_advisor
				trait = socialist_economist
			}
		}
		add_trait = {
			character = HUN_sandor_garbai
			slot = political_advisor
			trait = socialist_economist_upgraded
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_german_military_collaboration
Constructs: prerequisite, add_opinion_modifier, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_german_military_collaboration
	icon = GFX_focus_generic_armored_air_support
	prerequisite = {
		focus = SWI_promote_tobler SWI_promote_henne
	}
	relative_position_id = SWI_promote_tobler
	x = 3
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		fascism = > 0.65
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_AIR_XP FOCUS_FILTER_NAVY_XP
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		var:SWI_biggest_fascist = {
			add_opinion_modifier = {
				target = ROOT
				modifier = SWI_military_collaboration
			}
		}
		army_experience = 50
		air_experience = 50
		navy_experience = 25
	}
}
### Entity: Operation
Component: lar_fra_coup_pre_position_units
Source: game
File: common/operation_phases/lar_fra_phases.txt

Code:
lar_fra_coup_pre_position_units = {
	name = lar_fra_coup_pre_position_units
	desc = lar_fra_coup_pre_position_units_desc
	outcome = preposition_units_outcome
	picture = GFX_phase_lar_fra_coup_pre_position_units
	icon = GFX_phase_lar_fra_coup_pre_position_units_small
	equipment = {

	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_princely_state_donations_GOE
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea, random_days
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_princely_state_donations_GOE
	icon = GFX_goal_generic_improve_relations
	prerequisite = {
		focus = RAJ_court_the_princes
	}
	x = 1
	y = 2
	relative_position_id = RAJ_court_the_princes
	cost = 5
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = RAJ_princely_states
			add_idea = RAJ_princely_states_donations_troops
		}
		country_event = {
			id = tfv_raj.1
			days = 7
			random_days = 2
		}
	}
}
### Entity: State History
Component: 687
Constructs: add_core_of
Source: game
File: history/states/687-British Guyana.txt

Code:
state = {
	id = 687
	name = STATE_687
	manpower = 309000
	state_category = pastoral
	resources = {
		aluminium = 64
	}
	history = {
		add_core_of = GYA
		owner = ENG
		victory_points = {
			4982 1
		}
		buildings = {
			infrastructure = 1
			4982 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		4982 8107 12716
	}
	local_supplies = 5.0
}
### Entity: Idea
Component: SAM_communist_guy
Constructs: has_government
Source: game
File: common/ideas/samoa.txt

Code:
SAM_communist_guy = {
	picture = generic_political_advisor_asia_3
	allowed = {
		original_tag = SAM
	}
	traits = {
		communist_revolutionary
	}
	do_effect = {
		NOT = {
			has_government = communism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Idea
Component: VIC_jean_romatet
Constructs: has_government
Source: game
File: common/ideas/vichy_france.txt

Code:
VIC_jean_romatet = {
	picture = generic_air_europe_3
	allowed = {
		original_tag = FRA
		has_government = fascism
	}
	traits = {
		air_chief_ground_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Order of Battle
Component: air_wing_173
Source: game
File: history/units/SPA_1939_air_legacy.txt

Code:
air_wings = {
	173 = {
		fighter_equipment_1 = {
			owner = SPR
			amount = 30
		}
		tac_bomber_equipment_1 = {
			owner = SPR
			amount = 40
		}
	}
}
### Entity: Event
Component: ww_congo.66
Constructs: is_triggered_only, fire_only_once, add_offsite_building
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = ww_congo.66
	title = ww_congo.66.t
	desc = ww_congo.66.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = ww_congo.66.a
		add_offsite_building = {
			type = industrial_complex
			level = -2
		}
	}
}
### Entity: Character
Component: GER_wilhelm_keitel
Constructs: has_government
Source: game
File: common/characters/GER.txt

Code:
GER_wilhelm_keitel = {
	name = GER_wilhelm_keitel
	portraits = {
		army = {
			small = GFX_idea_wilhelm_keitel
		}
	}
	advisor = {
		slot = army_chief
		idea_token = wilhelm_keitel
		allowed = {
			original_tag = GER
		}
		visible = {
			has_government = fascism
		}
		available = {
			has_government = fascism
		}
		traits = {
			army_chief_drill_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Character
Component: FRA_rene_nicod
Source: game
File: common/characters/FRA.txt

Code:
FRA_rene_nicod = {
	name = FRA_rene_nicod
	portraits = {
		civilian = {
			large = GFX_portrait_fra_rene_nicod
			small = GFX_portrait_FRA_rene_nicod_small
		}
	}
	country_leader = {
		ideology = marxism
		expire = 1965.1.1.1
	}
}
### Entity: Idea
Component: POR_disgruntled_republicans2
Constructs: has_government, removal_cost, communism_drift, democratic_drift
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_disgruntled_republicans2 = {
	name = POR_disgruntled_republicans
	picture = EST_democratic_opposition
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	modifier = {
		stability_weekly = -0.002
		political_power_factor = -0.35
		communism_drift = 0.01
		democratic_drift = 0.01
	}
}
### Entity: Character
Component: PRC_he_cheng
Constructs: has_dlc
Source: game
File: common/characters/PRC.txt

Code:
PRC_he_cheng = {
	name = PRC_he_cheng
	portraits = {
		army = {
			small = GFX_portrait_PRC_he_cheng
		}
	}
	advisor = {
		slot = high_command
		idea_token = PRC_he_cheng
		ledger = army
		allowed = {
			original_tag = PRC
			has_dlc = No Compromise, No Surrender
		}
		traits = {
			PRC_medical_school
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Scripted Trigger
Component: PHI_communist_ai
Constructs: has_country_flag, has_game_rule
Source: game
File: common/scripted_triggers/PHI_scripted_triggers.txt

Code:
PHI_communist_ai = {
	OR = {
		has_country_flag = PHI_AI_RANDOM_COMMUNIST
		has_game_rule = {
			rule = PHI_AI_BEHAVIOR
			option = COMMUNIST
		}
	}
}
### Entity: Character
Component: konbuang_dynasty_descendant
Constructs: neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
konbuang_dynasty_descendant = {
	random = no
	sprite = 13
	justify_war_goal_time = -0.15
	neutrality_drift = 0.05
	political_power_factor = 0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_reconciliation
Constructs: prerequisite, add_stability, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_reconciliation
	icon = GFX_goal_generic_improve_relations
	x = -2
	y = 1
	prerequisite = {
		focus = FRA_force_the_issue
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	mutually_exclusive = {
		focus = FRA_revolution_to_the_utmost
	}
	relative_position_id = FRA_force_the_issue
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_stability = 0.1
	}
}
### Entity: Character
Component: KHM_peter_fleming
Constructs: has_war_with
Source: game
File: common/characters/Warlords_China.txt

Code:
KHM_peter_fleming = {
	name = KHM_peter_fleming
	portraits = {
		civilian = {
			small = GFX_portrait_KHM_peter_fleming_small
		}
	}
	advisor = {
		cost = 150
		slot = political_advisor
		idea_token = KHM_peter_fleming
		allowed = {
			original_tag = KHM
		}
		visible = {

		}
		available = {
			NOT = {
				has_war_with = ENG
			}
		}
		traits = {
			KHM_british_connection
		}
	}
}
### Entity: Joint Focus
Tree: gxc_focus
Component: GXC_question_chiangs_authority
Constructs: prerequisite, limit, joint_focus, add_stability, add_opinion_modifier, completion_reward, add_political_power, cancel_if_invalid
Source: game
File: common/national_focus/TSR_lingguang_incident_joint_branch.txt

Code:
joint_focus = {
	id = GXC_question_chiangs_authority
	icon = GFX_focus_generic_support_the_left_right
	prerequisite = {
		focus = GXC_the_japanese_visit
	}
	relative_position_id = GXC_the_japanese_visit
	x = -1
	y = 1
	cost = 5
	text_icon = GXC_focus_style
	available = {
		original_tag = GXC
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	bypass = {

	}
	ai_will_do = {
		factor = 35
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward_joint_originator = {
		GXC = {
			add_opinion_modifier = {
				target = CHI
				modifier = small_decrease
			}
		}
		add_political_power = 25
		add_stability = 0.05
	}
	completion_reward = {
		IF = {
			limit = {
				OR = {
					tag = GXC GDC
				}
			}
			add_political_power = 25
		}
	}
}