Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: AFG_communist_bop_category
Constructs: research_speed_factor, limit, has_government, add_war_support, add_stability, fire_only_once, has_country_leader, has_political_power
Source: game
File: common/decisions/r56_AFG.txt

Code:
AFG_communist_bop_category = {
	AFG_lobby_for_khalq = {
		icon = GFX_decision_generic_political_address
		priority = 1
		ai_will_do = {
			base = 1
			modifier = {
				has_country_leader = {
					character = AFG_Dmitri_Protopopov
					ruling_only = yes
				}
				factor = 2
			} {
				has_country_leader = {
					character = AFG_mawlana_qiamuddin_khadim
					ruling_only = yes
				}
				factor = 0
			} {
				has_political_power = > 100
				factor = 1.5
			} {
				power_balance_value = {
					id = AFG_communist_power_balance
					value = > 0.6
				}
				factor = 0
			}
		}
		allowed = {
			original_tag = AFG
		}
		cost = 50
		available = {
			has_government = communism
		}
		visible = {
			original_tag = AFG
			has_government = communism
		}
		fire_only_once = no
		days_remove = 60
		modifier = {
			political_power_factor = -0.1
			communism_drift = 0.03
		}
		remove_effect = {
			remove_power_balance_modifier = {
				id = AFG_communist_power_balance
				modifier = AFG_lobbying_for_khalq_modifier
			}
		}
		complete_effect = {
			add_power_balance_modifier = {
				id = AFG_communist_power_balance
				modifier = AFG_lobbying_for_khalq_modifier
			}
		}
	}
	AFG_land_reform_campaigns = {
		icon = GFX_decision_generic_construction
		priority = 1
		ai_will_do = {
			base = 1
			modifier = {
				has_country_leader = {
					character = AFG_Dmitri_Protopopov
					ruling_only = yes
				}
				factor = 2
			} {
				has_country_leader = {
					character = AFG_mawlana_qiamuddin_khadim
					ruling_only = yes
				}
				factor = 0
			} {
				has_political_power = > 100
				factor = 1.5
			} {
				power_balance_value = {
					id = AFG_communist_power_balance
					value = > 0.6
				}
				factor = 0
			}
		}
		allowed = {
			original_tag = AFG
		}
		cost = 25
		available = {
			has_government = communism
		}
		visible = {
			original_tag = AFG
			has_government = communism
		}
		fire_only_once = no
		days_remove = 120
		modifier = {
			consumer_goods_factor = 0.1
			political_power_factor = -0.05
		}
		remove_effect = {
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = infrastructure
						size = > 0
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
			add_power_balance_value = {
				id = AFG_communist_power_balance
# ... (truncated)
### Entity: Idea
Component: nordic_customs_union_membership
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_denmark.txt

Code:
nordic_customs_union_membership = {
	removal_cost = -1
	picture = can_wartime_prices_and_trade_board
	modifier = {
		consumer_goods_factor = -0.25
		production_speed_buildings_factor = 0.1
		min_export = 0.1
		trade_opinion_factor = 0.1
		democratic_acceptance = 20
	}
}
### Entity: Idea
Component: american_protection_defence_fascism
Constructs: has_government, removal_cost
Source: game
File: common/ideas/usa.txt

Code:
american_protection_defence_fascism = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = generic_intel_bonus
	modifier = {
		drift_defence_factor = 0.5
	}
}
### Entity: Character
Component: LIT_jonas_staugaitis
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/LIT.txt

Code:
LIT_jonas_staugaitis = {
	name = LIT_jonas_staugaitis
	portraits = {
		army = {
			small = GFX_idea_LIT_jonas_staugaitis
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = LIT_jonas_staugaitis
		allowed = {
			original_tag = LIT
			has_dlc = No Step Back
		}
		available = {
			has_completed_focus = LIT_secure_a_loyal_cabinet
		}
		traits = {
			backroom_backstabber
		}
		ai_will_do = {
			factor = 10.0
		}
	}
}
### Entity: Order of Battle
Component: Base Naval Cartagena
Source: game
File: history/units/SPA_1939_naval_legacy.txt

Code:
fleet = {
	name = Base Naval Cartagena
	naval_base = 10024
	task_force = {
		name = Escuadrón de Cartagena
		location = 10024
		ship = {
			name = ARE Sánchez Barcáiztegui
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = SPR
				}
			}
		} {
			name = ARE Alcalá Galiano
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = SPR
				}
			}
		} {
			name = ARE Almirante Valdés
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = SPR
				}
			}
		} {
			name = ARE Almirante Miranda
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = SPR
				}
			}
		} {
			name = ARE Gravina
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = SPR
				}
			}
		} {
			name = ARE Churucca
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = SPR
				}
			}
		} {
			name = ARE José Luis Díez
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = SPR
				}
			}
		} {
			name = ARE Lepanto
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = SPR
				}
			}
		} {
			name = ARE Almirante Antequera
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = SPR
				}
			}
		} {
			name = ARE Escaño
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = SPR
				}
			}
		} {
			name = ARE Císcar
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = SPR
				}
			}
		} {
			name = ARE Jorge Juan
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = SPR
				}
			}
		} {
			name = ARE Ulloa
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = SPR
				}
			}
		}
	} {
		name = Grupo de Cartagena
		location = 10024
		ship = {
			name = C1
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = SPR
					version_name = C Class
				}
			}
		} {
			name = C2
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = SPR
					version_name = C Class
				}
			}
		} {
			name = C4
			definition = submarine
			equipment = {
				submarine_1 = {
					
# ... (truncated)
### Entity: National Focus
Tree: spa_focus
Component: SPA_stamp_out_the_maquis
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_stamp_out_the_maquis
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_dictator_for_life SPA_restore_the_monarchy
	}
	icon = GFX_goal_generic_more_territorial_claims
	x = 2
	y = 1
	relative_position_id = SPA_dictator_for_life
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = SPR_recovering_from_civil_war_focus_tt
	}
}
### Entity: Unit Template
Component: POL_CL_HISTORICAL
Source: game
File: common/units/names_ships/POL_ship_names.txt

Code:
POL_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		POL
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = ORP 
	fallback_name = Lekki Krążownik %d
	unique = {
		Dragon Conrad Bałtyk Król Wladyslaw IV Lwów Wilno Poznań Kraków Wisla Gdynia Gdansk Warszawa Kraków Zadwórze Plowce Odsiecz Wiedenska Psków Raszyn Przemysl Chocim Kircholm Fuengirola
	}
}
### Entity: Decision
Component: YUG_delay_ustasa_uprising
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/YUG_decision_categories.txt

Code:
YUG_delay_ustasa_uprising = {
	icon = saf_anti_colonialist_crusade
	allowed = {
		original_tag = YUG
	}
	visible = {
		has_completed_focus = YUG_crush_the_ustasa
	}
}
### Entity: Scripted Effect
Component: ITA_bop_high_increase_pope_side_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_bop_high_increase_pope_side_effect = {
	add_power_balance_value = {
		id = ITA_power_balance
		value = -0.2
		tooltip_side = ITA_pope_side
	}
}
### Entity: Scripted Effect
Component: EAI_construction_strategy_JAP
Constructs: limit, is_major, has_deployed_air_force_size
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_strategies_deprecated.txt

Code:
EAI_construction_strategy_JAP = {
	if = {
		limit = {
			num_of_civilian_factories_available_for_projects = > 35
		}
		EAI_queue_RADAR = yes
	} {
		limit = {
			num_of_civilian_factories_available_for_projects = > 40
			any_enemy_country = {
				has_deployed_air_force_size = {
					size = > 200
					type = strategic_bomber
				}
			}
			is_major = yes
		}
		EAI_queue_AA = yes
	}
}
### Entity: Event
Component: argentina.37
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/r56_argentina.txt

Code:
country_event = {
	id = argentina.37
	title = argentina.37.t
	desc = argentina.37.d
	is_triggered_only = yes
	option = {
		name = argentina.37.a
		add_opinion_modifier = {
			target = BRA
			modifier = refused_coop
		}
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_lead_the_opposition
Constructs: prerequisite, limit, has_government, completion_reward, is_faction_leader, set_faction_name, every_other_country, is_subject
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_lead_the_opposition
	icon = GFX_goal_SOV_trotsky_victory
	cost = 10
	x = 0
	y = 2
	relative_position_id = LUX_european_revolution
	prerequisite = {
		focus = LUX_increase_defense_production LUX_bastion_of_antifascism
	}
	available = {
		has_government = communism
		is_faction_leader = yes
	}
	completion_reward = {
		set_faction_name = International Opposition
		every_other_country = {
			limit = {
				has_government = communism
				is_subject = no
				NOT = {
					has_country_leader_ideology = stalinism anti_revisionism soviet_labour_zionism
				}
			}
			country_event = {
				id = generic.5
				hours = 4
				random_hours = 2
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_country_leader_trait = successor_of_marx
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Scripted Effect
Component: PRC_low_popular_support_level_up
Constructs: limit, add_ideas, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/PRC_scripted_effects.txt

Code:
PRC_low_popular_support_level_up = {
	if = {
		limit = {
			has_idea = PRC_low_popular_support_4
		}
		swap_ideas = {
			remove_idea = PRC_low_popular_support_4
			add_idea = PRC_low_popular_support_5
		}
	} {
		limit = {
			has_idea = PRC_low_popular_support_3
		}
		swap_ideas = {
			remove_idea = PRC_low_popular_support_3
			add_idea = PRC_low_popular_support_4
		}
	} {
		limit = {
			has_idea = PRC_low_popular_support_2
		}
		swap_ideas = {
			remove_idea = PRC_low_popular_support_2
			add_idea = PRC_low_popular_support_3
		}
	} {
		limit = {
			has_idea = PRC_low_popular_support_1
		}
		swap_ideas = {
			remove_idea = PRC_low_popular_support_1
			add_idea = PRC_low_popular_support_2
		}
	} {
		limit = {
			NOT = {
				has_idea = PRC_low_popular_support_1
			}
		}
		add_ideas = PRC_low_popular_support_1
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_push_negotiations
Constructs: prerequisite, limit, completion_reward, has_defensive_war, cancel_if_invalid, allow_branch, every_enemy_country, is_faction_leader
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_push_negotiations
	icon = GFX_goal_generic_forceful_treaty
	x = 2
	y = 1
	prerequisite = {
		focus = PER_capital_protect PER_secure_coastline
	}
	mutually_exclusive = {
		focus = PER_swear_fealty
	}
	relative_position_id = PER_capital_protect
	cost = 5
	available = {
		has_defensive_war = yes
		any_war_score = > 39
		surrender_progress = < 0.1
	}
	bypass = {

	}
	cancel_if_invalid = yes
	allow_branch = {

	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 20
			surrender_progress = > 0.05
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = PER_push_negotiations_tt CHL_skip_one_line_tt
		every_enemy_country = {
			limit = {
				OR = {
					is_faction_leader = yes
					is_in_faction = no
				}
			}
			country_event = {
				id = PER_imperial_events.190
				hours = 1
			}
		}
	}
}
### Entity: Order of Battle
Component: 163rd Division
Constructs: division_template
Source: game
File: history/units/SIC_1936_sea.txt

Code:
division = {
	name = 163rd Division
	location = 12141
	division_template = Sanjiao Jun
	start_equipment_factor = 0.1
	officer = {
		name = SIC_chen_lanting
	}
}
### Entity: National Focus
Tree: dnz_focus
Component: DNZ_reconcile_with_lester
Constructs: prerequisite, add_stability, completion_reward, swap_ideas, add_idea, remove_idea
Source: game
File: common/national_focus/Danzig.txt

Code:
focus = {
	id = DNZ_reconcile_with_lester
	icon = GFX_focus_generic_league_of_nations
	prerequisite = {
		focus = DNZ_maintain_status_quo
	}
	relative_position_id = DNZ_maintain_status_quo
	x = 0
	y = 2
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_stability = 0.1
		swap_ideas = {
			add_idea = DNZ_sean_lester_2
			remove_idea = DNZ_sean_lester
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: BUL_anti_capitalism_sov
Constructs: has_completed_focus, limit, has_government, has_country_flag, removal_cost
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_anti_capitalism_sov = {
	name = BUL_anti_capitalism
	picture = eng_tackle_capitalism
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		tag = BUL
		if = {
			limit = {
				has_completed_focus = BUL_the_anti_capitalist_fight
			}
			has_government = communism
		}
	}
	removal_cost = -1
	targeted_modifier = {
		tag = SOV
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
	cancel = {
		OR = {
			has_country_flag = BUL_anti_capitalism_ns_expired_flag BUL_toppling_giants_ns_expired_flag BUL_the_fight_against_bolshevism_ns_expired_flag
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_form_DLN
Constructs: prerequisite, limit, has_country_flag, completion_reward, add_to_variable
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_form_DLN
	icon = GFX_goal_generic_befriend_palestine
	relative_position_id = ISR_mapai
	x = 3
	y = 1
	prerequisite = {
		focus = ISR_mapai
	}
	cost = 3
	completion_reward = {
		custom_effect_tooltip = ISR_held_elections_westbank_tt ISR_moderately_strengthen_mapai newline_tt ISR_not_held_elections_westbank_tt ISR_marginally_strengthen_mapai
		if = {
			limit = {
				has_country_flag = ISR_holding_west_bank_elections
				controls_state = 966
			}
			add_to_variable = {
				ISR_mapai_max_seats = 3
			} {
				ISR_mapai_min_seats = 3
			}
		}
		else = {
			add_to_variable = {
				ISR_mapai_max_seats = 2
			} {
				ISR_mapai_min_seats = 2
			}
		}
	}
}
### Entity: National Focus
Tree: sud_focus
Component: SUD_modern_infantry
Constructs: division_template, prerequisite, completion_reward, is_locked, create_unit
Source: game
File: common/national_focus/sudan.txt

Code:
focus = {
	id = SUD_modern_infantry
	icon = GFX_focus_ETH_peacekeeping_forces
	prerequisite = {
		focus = SUD_develop_indigenous_models
	}
	x = 0
	y = 1
	relative_position_id = SUD_develop_indigenous_models
	cost = 10
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT
	}
	completion_reward = {
		division_template = {
			name = Regular Infantry
			is_locked = no
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 0
					y = 3
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				} {
					x = 1
					y = 3
				}
			}
		}
		capital_scope = {
			create_unit = {
				division = name = "Regular Infantry Division" division_template = "Regular Infantry" start_experience_factor = 0.1 start_equipment_factor = 1 start_manpower_factor = 1
				owner = ROOT
				count = 2
			}
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_king_general
Constructs: prerequisite, completion_reward, add_country_leader_trait
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_king_general
	icon = GFX_focus_GRE_royal
	prerequisite = {
		focus = GRE_reinforce_royal_dictatorship
	}
	x = 1
	y = 1
	relative_position_id = GRE_establish_the_royal_armory
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_country_leader_trait = army_connections
	}
}
### Entity: Idea
Component: ICE_civil_defence_organization
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/iceland.txt

Code:
ICE_civil_defence_organization = {
	picture = YUG_federal_defense_council
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {

	}
	removal_cost = -1
	modifier = {
		spotting_chance = 0.05
		air_detection = 0.1
		static_anti_air_hit_chance_factor = 0.2
		tech_air_damage_factor = -0.02
		conscription_factor = 0.1
		industry_repair_factor = 0.15
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_buy_back_the_railway_gun
Constructs: prerequisite, limit, add_ideas, remove_ideas, completion_reward, set_technology, allow_branch, has_dlc
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_buy_back_the_railway_gun
	icon = GFX_goal_generic_railway_artillery
	relative_position_id = BEL_prototype_weapons
	x = 0
	y = 3
	cost = 10
	available_if_capitulated = yes
	allow_branch = {
		has_dlc = No Step Back
	}
	prerequisite = {
		focus = BEL_prototype_weapons
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			is_historical_focus_on = no
		}
	}
	select_effect = {
		add_ideas = BEL_supplementary_payments
	}
	available = {
		has_capitulated = no
		is_in_faction_with = FRA
		FRA = {
			has_capitulated = no
			OR = {
				controls_state = 18 29
			}
		}
		OR = {
			controls_state = 6 34
		} {
			has_tech = armored_train r56_gw_railway_gun
		}
		has_manpower = > 1000
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = BEL_supplementary_payments
			}
			remove_ideas = BEL_supplementary_payments
		} {
			limit = {
				has_tech = armored_train
				NOT = {
					has_tech = railway_gun
				}
			}
			set_technology = {
				railway_gun = 1
			}
		}
		else_if = {
			limit = {
				has_tech = r56_gw_railway_gun
				NOT = {
					has_tech = railway_gun
				}
			}
			set_technology = {
				railway_gun = 1
			}
		}
		add_equipment_production = {
			equipment = {
				type = railway_gun_equipment_1
				creator = BEL
			}
			name = Patator
			requested_factories = 1
			progress = 0.95
			amount = 1
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_introduce_political_commissars
Constructs: prerequisite, add_ideas, completion_reward, add_political_power
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_introduce_political_commissars
	icon = GFX_goal_communist_revolt
	relative_position_id = VEN_under_soviet_dominion
	x = 0
	y = 2
	cost = 10
	prerequisite = {
		focus = VEN_soviet_tank_factories VEN_invite_soviet_officers
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_ideas = political_commissars_focus
		add_political_power = 100
	}
}
### Entity: Decision
Component: QUE_find_an_alliance_category
Constructs: has_completed_focus, limit, add_ideas, remove_ideas, has_government, has_war_with, fire_only_once, has_capitulated
Source: game
File: common/decisions/QUE.txt

Code:
QUE_find_an_alliance_category = {
	QUE_join_demo_from_factionname = {
		icon = hol_exchange_intelligence_data
		allowed = {
			original_tag = QUE
		}
		available = {
			has_capitulated = no
			is_subject = no
			is_in_faction = no
			NOT = {
				has_idea = ROOT_diplomatic_effort
			}
		}
		visible = {
			is_subject = no
			has_completed_focus = QUE_democratic_diplomacy
			is_in_faction = no
		}
		target_trigger = {
			FROM = {
				capital_scope = {
					is_core_of = FROM
					OR = {
						is_on_continent = Europe North_America
					}
				}
				is_faction_leader = yes
				is_subject = no
				has_capitulated = no
				NOT = {
					has_war_with = ROOT
				}
				has_government = democratic
			}
		}
		fire_only_once = yes
		cost = 25
		ai_will_do = {
			factor = 5
			modifier = {
				ROOT = {
					has_government = democratic neutrality
				}
				factor = 10
			}
		}
		days_remove = 30
		complete_effect = {
			add_ideas = ROOT_diplomatic_effort
		}
		remove_effect = {
			remove_ideas = ROOT_diplomatic_effort
			if = {
				limit = {
					FROM = {
						is_faction_leader = yes
					}
				}
				FROM = {
					country_event = generic.2
				}
			}
		}
	}
}
### Entity: Event
Component: wtt_warlord_vs_prc.2
Constructs: is_triggered_only, ai_chance, limit, random_country, every_country, has_war_with, is_subject_of, add_to_war
Source: game
File: events/WTT_PRC.txt

Code:
country_event = {
	id = wtt_warlord_vs_prc.2
	title = wtt_warlord_vs_prc.2.t
	desc = wtt_warlord_vs_prc.2.desc
	picture = GFX_report_event_soviet_japanese_pact
	is_triggered_only = yes
	option = {
		name = wtt_warlord_vs_prc.2.a
		ai_chance = {
			base = 10
		}
		event_target:warlord = {
			PRC_transfer_negative_spirits = yes
			every_country = {
				limit = {
					is_subject_of = event_target:communist_china
				}
				event_target:warlord = {
					puppet = PREV
				}
			} {
				limit = {
					has_war_with = event_target:communist_china
				}
				event_target:warlord = {
					add_to_war = {
						targeted_alliance = ROOT
						enemy = PREV
						hostility_reason = asked_to_join
					}
				}
			}
			if = {
				limit = {
					event_target:communist_china = {
						is_in_faction_with = SOV
					}
					SOV = {
						is_faction_leader = yes
					}
					event_target:warlord = {
						is_in_faction = no
					}
				}
				SOV = {
					add_to_faction = event_target:warlord
				}
			}
			annex_country = {
				target = event_target:communist_china
				transfer_troops = yes
			}
			save_global_event_target_as = WTT_communist_china
			country_event = {
				id = wtt_warlord_vs_prc.4
			}
			hidden_effect = {
				PRC_soviet_tribute_level_up = yes
				IF = {
					limit = {
						has_dlc = No Compromise, No Surrender
					}
					load_focus_tree = china_communist_warlord_focus
				}
				ELSE = {
					load_focus_tree = china_communist_focus
				}
			}
		}
	} {
		ai_chance = {
			base = 0
		}
		name = wtt_warlord_vs_prc.2.b
		if = {
			limit = {
				is_in_faction_with = event_target:warlord
				is_faction_leader = yes
			}
			remove_from_faction = event_target:warlord
		}
		else_if = {
			limit = {
				is_in_faction_with = event_target:warlord
				event_target:warlord = {
					is_faction_leader = yes
				}
			}
			event_target:warlord = {
				remove_from_faction = event_target:communist_china
			}
		} {
			limit = {
				is_in_faction_with = event_target:warlord
			}
			random_country = {
				limit = {
					is_faction_leader = yes
					is_in_faction_with = event_target:warlord
				}
				remove_from_faction = event_target:warlord event_target:communist_china
			}
		}
		declare_war_on = {
			target = event_target:warlord
			type = annex_everything
		} {
			target = event_target:soviet
			type = annex_everything
		}
		hidden_effect = {
			if = {
				limit = {
					NOT = {
						any_
# ... (truncated)