Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Country History
Country: ICE
Component: ICE_misc
Constructs: recruit_character, create_country_leader, limit, add_ideas, set_technology, add_political_power, set_variable, set_research_slots
Source: game
File: history/countries/ICE - Iceland.txt

Code:
# Misc for ICE
capital = 100
set_variable = {
	ICE.communism_support_needed = 0.15
}
set_research_slots = 2
IF = {
	limit = {
		has_dlc = Arms Against Tyranny
	}
	add_ideas = {
		ICE_christian_x disarmed_nation isolation
	}
	set_war_support = 0.15
}
{
	limit = {
		NOT = {
			has_dlc = Arms Against Tyranny
		}
	}
	add_ideas = {
		disarmed_nation civilian_economy
	}
}
{
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		early_bomber = 1
		early_transport_plane = 1
	}
}
{
	limit = {
		has_dlc = By Blood Alone
	}
	set_technology = {
		bba_early_transport_plane = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_destroyer = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		basic_naval_mines = 1
		early_ship_hull_light = 1
		basic_battery = 1
		basic_cruiser_armor_scheme = 1
		basic_torpedo = 1
		mtg_transport = 1
	}
}
{
	limit = {
		has_dlc = Arms Against Tyranny
	}
	store_core_states_on_game_start = yes
	set_variable = {
		ICE_economy_research_speed_factor = -0.1
	} {
		ICE_economy_production_factory_max_efficiency_factor = -0.1
	} {
		ICE_economy_production_speed_buildings_factor = -0.1
	} {
		ICE_economy_consumer_goods_factor = 0.0
	} {
		ICE_economy_industrial_capacity_dockyard = -0.1
	} {
		ICE_economy_industrial_capacity_factory = -0.1
	} {
		ICE_black_gold_cost = 30
	} {
		ICE_black_gold_runs_dry_chance = 0
	} {
		ICE_black_gold_success_chance = 50
	}
	add_dynamic_modifier = {
		modifier = ICE_the_icelandic_economy_modifier
	}
}
{
	limit = {
		has_dlc = Arms Against Tyranny
	}
	recruit_character = ICE_hermann_jonasson ICE_gisli_sigurbjornsson ICE_brynjolfur_bjarnason ICE_sveinn_bjornsson ICE_olafur_thors ICE_eysteinn_jonsson ICE_haraldur_gudhmundsson ICE_skuli_gudhmundsson ICE_stefan_johann_stefansson ICE_jakob_moller ICE_magnus_jonsson ICE_einar_arnorsson ICE_bjorn_olafsson ICE_vilhjalmur_thor ICE_johann_saemundsson ICE_bjorn_thordharson ICE_olafur_petursson ICE_olaf_j_thorlacius ICE_einar_olgeirsson ICE_isleifur_hognason ICE_agnar_eldberg_kofoed_hansen ICE_bjorn_sveinsson_bjornsson ICE_king_knud ICE_werner_gerlach
}
{
	limit = {
		NOT = {
			has_dlc = Arms Against Tyranny
		}
	}
	create_country_leader = {
		name = Sveinn Björnsson
		desc = 
		picture = GFX_portrait_Sveinn_Bjornsson
		expire = 1965.1.1
		ideology = conservatism
		tra
# ... (truncated)
### Entity: Event
Component: greece.90
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/r56_Greece.txt

Code:
country_event = {
	id = greece.90
	title = greece.90.t
	desc = greece.90.d
	picture = GFX_report_GRE_third_civ
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = greece.90.a
	}
}
### Entity: Idea
Component: idea_r56_scrap_collection_campaign
Constructs: removal_cost
Source: game
File: common/ideas/r56_generic.txt

Code:
idea_r56_scrap_collection_campaign = {
	picture = communist_central_management
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_lack_of_resource_penalty_factor = -0.15
	}
}
### Entity: Shared Focus
Component: ARCTIC_komi_can_communicate
Constructs: shared_focus, prerequisite, limit, completion_reward, set_technology, allow_branch, cancel_if_invalid, has_tech
Source: game
File: common/national_focus/r56_arctic_minor_military_shared.txt

Code:
shared_focus = {
	id = ARCTIC_komi_can_communicate
	icon = GFX_goal_generic_radio_development
	prerequisite = {
		focus = ARCTIC_sharpshooting_tradition
	}
	relative_position_id = ARCTIC_sharpshooting_tradition
	x = -3
	y = 1
	cost = 5
	ai_will_do = {
		factor = 30
	}
	allow_branch = {
		original_tag = KOM
	}
	available = {

	}
	cancel_if_invalid = yes
	completion_reward = {
		army_experience = 10
		if = {
			limit = {
				NOT = {
					has_tech = radio
				}
			}
			set_technology = {
				radio = 1
			}
			else = {
				add_tech_bonus = {
					name = electronics_bonus
					bonus = 3
					uses = 1
					category = signal_company_tech
				}
			}
		}
	}
}
### Entity: National Focus
Tree: xsm_focus
Component: XSM_send_ma_lin_on_hajj
Constructs: prerequisite, limit, completion_reward, add_political_power, cancel_if_invalid, modify_military_governor_tt, add_to_variable, retire_character
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = XSM_send_ma_lin_on_hajj
	icon = GFX_focus_TUR_loosen_the_laws_on_secularism
	x = -1
	y = 1
	cost = 10
	prerequisite = {
		focus = XSM_sweep_out_communists
	}
	relative_position_id = XSM_sweep_out_communists
	mutually_exclusive = {
		focus = XSM_the_civilian_governor_remains
	}
	ai_will_do = {
		base = 20
	}
	available = {

	}
	bypass = {

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

	}
	completion_reward = {
		add_political_power = 25
		custom_effect_tooltip = generic_skip_one_line_tt modify_military_governor_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_to_variable = {
			ROOT.XSM_the_military_governor_stability_factor = 0.05
			tooltip = stability_factor_tt
		}
		retire_character = QHM_ma_lin
		IF = {
			limit = {
				XSM_ma_bufang = {
					is_field_marshal = no
				}
			}
			XSM_ma_bufang = {
				promote_leader = yes
			}
		}
		hidden_effect = {
			add_country_leader_role = {
				character = XSM_ma_bufang
				country_leader = {
					expire = 1965.1.1
					ideology = anti_revisionism
					traits = {

					}
				}
				promote_leader = yes
			} {
				character = XSM_ma_bufang
				country_leader = {
					expire = 1965.1.1
					ideology = socialism
					traits = {

					}
				}
				promote_leader = yes
			} {
				character = XSM_ma_bufang
				country_leader = {
					expire = 1965.1.1
					ideology = rexism
					traits = {

					}
				}
				promote_leader = yes
			}
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_military_service_for_all_in_exile
Constructs: prerequisite, limit, completion_reward, has_dynamic_modifier, add_dynamic_modifier, add_to_variable, add_manpower
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_military_service_for_all_in_exile
	icon = GFX_focus_generic_manpower
	prerequisite = {
		focus = BEL_the_secret_army
	}
	relative_position_id = BEL_the_secret_army
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	x = -1
	y = 2
	cost = 5
	available = {

	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_dynamic_modifier = {
						modifier = BEL_belgian_legion_dynamic_modifier
					}
				}
			}
			add_dynamic_modifier = {
				modifier = BEL_belgian_legion_dynamic_modifier
			}
			add_to_variable = {
				BEL_belgian_legion_exile_manpower_factor = 0.1
				tooltip = exile_manpower_factor_tt
			} {
				BEL_belgian_legion_weekly_manpower = 250
				tooltip = weekly_manpower_tt
			}
			else = {
				custom_effect_tooltip = BEL_modify_belgian_legion_dynamic_modifier_tt
				add_to_variable = {
					BEL_belgian_legion_exile_manpower_factor = 0.1
					tooltip = exile_manpower_factor_tt
				} {
					BEL_belgian_legion_weekly_manpower = 250
					tooltip = weekly_manpower_tt
				}
			}
		}
		add_manpower = 10000
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_integrate_sarekat_islam
Constructs: prerequisite, add_war_support, completion_reward, has_active_mission, set_country_flag
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_integrate_sarekat_islam
	icon = GFX_focus_PER_islamic_solidarity
	available = {

	}
	prerequisite = {
		focus = INS_guided_democracy INS_support_tan_malakas_coup
	}
	mutually_exclusive = {
		focus = INS_secularism
	}
	x = 5
	y = 1
	relative_position_id = INS_guided_democracy
	cost = 10
	ai_will_do = {
		base = 1.5
		modifier = {
			factor = 8
			has_active_mission = INS_militias_di_mission
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		custom_effect_tooltip = available_political_advisor newline_tt
		set_country_flag = INS_islamist_loyalty
		show_ideas_tooltip = INS_mohammad_natsir INS_mohammad_roem INS_sjafruddin_prawiranegara
		add_war_support = 0.05
	}
}
### Entity: Achievement
Component: not_today
Constructs: has_government, has_completed_focus, is_ironman, has_start_date, has_any_custom_difficulty_setting, has_country_leader
Source: game
File: common/achievements.txt

Code:
not_today = {
	id = 168
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = ITA
	}
	happened = {
		has_government = communism
		has_country_leader = {
			ruling_only = yes
			character = ITA_antonio_gramsci
		}
		has_completed_focus = ITA_il_sol_dell_avvenire
	}
}
### Entity: Character
Component: INS_njono
Constructs: has_completed_focus, limit, has_cosmetic_tag
Source: game
File: common/characters/INS.txt

Code:
INS_njono = {
	name = INS_njono
	portraits = {
		civilian = {
			large = GFX_portrait_INS_njono
			small = GFX_portrait_INS_njono_small
		}
	}
	advisor = {
		slot = political_advisor
		cost = 150
		idea_token = INS_njono
		allowed = {
			OR = {
				original_tag = INS HOL
			}
		}
		visible = {
			OR = {
				original_tag = INS
				AND = {
					original_tag = HOL
					has_cosmetic_tag = INS_UNION
				}
			}
			has_completed_focus = INS_the_declaration_of_independence
		}
		available = {
			if = {
				limit = {
					original_tag = INS
				}
				OR = {
					has_completed_focus = INS_minimum_program INS_concessions_to_communists
				}
			}
		}
		traits = {
			INS_pki_chairman
		}
		ai_will_do = {
			base = 2
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_the_flemish_question
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_the_flemish_question
	icon = GFX_focus_BEL_the_flemish_question
	prerequisite = {
		focus = BEL_support_the_rexists
	}
	relative_position_id = BEL_support_the_rexists
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	x = 0
	y = 2
	cost = 10
	available = {
		fascism = > 0.4
	}
	completion_reward = {
		country_event = {
			id = ww_BEL_event_political.6
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_khadi_movement
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_autonomy_ratio
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_khadi_movement
	icon = GFX_focus_RAJ_khadi_movement
	prerequisite = {
		focus = RAJ_swadeshi_movement
	}
	x = 0
	y = 1
	relative_position_id = RAJ_swadeshi_movement
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_TFV_AUTONOMY
	}
	completion_reward = {
		add_autonomy_ratio = {
			value = 0.03
			localization = RAJ_khadi_movement
		}
		try_build_civ_in_core_otherwise_build_in_controlled = yes
	}
}
### Entity: Idea
Component: idea_SIA_the_yellow_dossier_2
Constructs: stability_factor, industrial_capacity_factory, has_dlc, removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_the_yellow_dossier_2 = {
	allowed = {
		has_dlc = Thunder at Our Gates
		original_tag = SIA
	}
	picture = generic_spy_political
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.1
		production_factory_start_efficiency_factor = 0.15
		production_factory_max_efficiency_factor = 0.1
		line_change_production_efficiency_factor = 0.15
		industrial_capacity_factory = 0.05
		industrial_capacity_dockyard = 0.05
		stability_factor = -0.1
	}
}
### Entity: Scripted Trigger
Component: EAI_THIS_is_aligned_with_PREV
Constructs: has_government, is_lend_leasing, is_neighbor_of, is_in_faction_with, is_subject_of
Source: game
File: common/scripted_triggers/EAI_DIPLOMACY_triggers.txt

Code:
EAI_THIS_is_aligned_with_PREV = {
	OR = {
		AND = {
			OR = {
				has_government = PREV neutrality
			} {
				gives_military_access_to = PREV
				is_lend_leasing = PREV
			}
		} {
			has_government = PREV
			is_neighbor_of = PREV
		}
		tag = PREV
		is_in_faction_with = PREV
		is_subject_of = PREV
		gives_military_access_to = PREV
	}
}
### Entity: National Focus
Component: wuw_HUN_make_the_magyar_legiero_known
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_idea, cancel_if_invalid, add_doctrine_cost_reduction, add_ace
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_make_the_magyar_legiero_known
	icon = GFX_focus_HUN_make_the_magyar_legiero_known
	prerequisite = {
		focus = wuw_HUN_negotiate_the_restrictions
	} {
		focus = wuw_HUN_announce_the_gyor_program
	}
	x = -2
	y = 2
	relative_position_id = wuw_HUN_negotiate_the_restrictions
	search_filters = {
		FOCUS_FILTER_AIR_XP FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
	cost = 5
	ai_will_do = {
		factor = 15
	}
	available = {
		wuw_HUN_does_not_have_trianon = yes
		NOT = {
			has_idea = HUN_promises_of_peace
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = wuw_HUN_make_the_magyar_legiero_known
			cost_reduction = 0.35
			uses = 1
			category = air_doctrine
		}
		air_experience = 15
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt available_chief_of_airforce
		IF = {
			limit = {
				NOT = {
					has_completed_focus = wuw_HUN_establishing_a_new_dynasty
				}
			}
			add_ace = {
				name = Istvan
				surname = Horthy
				callsign = Nagybánya
				type = fighter_genius
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				43 = {
					is_owned_and_controlled_by = ROOT
				}
			}
			43 = {
				add_building_construction = {
					type = air_base
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				154 = {
					is_owned_and_controlled_by = ROOT
				}
			}
			154 = {
				add_building_construction = {
					type = air_base
					level = 1
					instant_build = yes
				}
			}
		}
		show_ideas_tooltip = HUN_ferenc_feketehalmyczeydner HUN_laszlo_hary
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_arm_the_youth
Constructs: prerequisite, completion_reward, has_war_support, has_manpower, add_to_variable
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_arm_the_youth
	icon = GFX_focus_chi_army_reform
	available = {
		num_of_controlled_states = > 4
		has_war_support = > 0.35
	}
	prerequisite = {
		focus = INS_arm_the_revolutionaries
	}
	mutually_exclusive = {

	}
	x = 0
	y = 1
	relative_position_id = INS_arm_the_revolutionaries
	cost = 10
	ai_will_do = {
		base = 2
		modifier = {
			add = 3
			has_manpower = < 50000
		} {
			add = 1
			has_manpower = < 100000
		} {
			add = 1
			has_manpower = < 200000
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		custom_effect_tooltip = INS_tkr_tt
		add_to_variable = {
			var = INS_peoples_security_army_conscription_factor
			value = 0.15
			tooltip = conscription_factor_tt
		} {
			var = INS_peoples_security_army_army_org_factor
			value = 0.05
			tooltip = army_org_factor_tt
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_subdue_the_kwantung_army
Constructs: has_completed_focus, prerequisite, limit, add_war_support, add_stability, completion_reward, cancel_if_invalid, retire_character
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_subdue_the_kwantung_army
	icon = GFX_focus_SOV_military_purge
	x = 2
	y = 1
	relative_position_id = JAP_indoctrination_in_the_military_academy
	prerequisite = {
		focus = JAP_indoctrination_in_the_military_academy
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.05
		add_war_support = -0.05
		custom_effect_tooltip = generic_skip_one_line_tt JAP_subdue_the_kwantung_army_2_tt generic_skip_one_line_tt JAP_subdue_the_kwantung_army_tt
		IF = {
			limit = {
				NOT = {
					has_completed_focus = JAP_subdue_the_kwantung_army
				}
			}
			effect_tooltip = {
				retire_character = JAP_jo_iimura JAP_kenji_doihara JAP_harukichi_hyakutake
			}
		}
		hidden_effect = {
			retire_character = JAP_jo_iimura JAP_kenji_doihara JAP_harukichi_hyakutake
		}
	}
}
### Entity: Raid
Component: GER_kremlin_bombing
Constructs: has_completed_focus, limit, has_government, has_war_with, add_war_support, has_country_flag, fire_only_once, has_dlc
Source: game
File: common/raids/air_raids_custom.txt

Code:
GER_kremlin_bombing = {
	days_to_prepare = 30
	category = air_raids
	custom_map_icon = GFX_raid_type_icon_other_raid
	ai_will_do = {
		base = 5
	}
	command_power = 15
	allowed = {
		has_dlc = Gotterdammerung
		original_tag = GER
	}
	fire_only_once = yes
	visible = {
		has_completed_focus = GER_strike_eastward
	}
	show_target = {
		has_war_with = SOV
		219 = {
			is_owned_and_controlled_by = SOV
		}
	}
	available = {

	}
	target_type = {
		building = {
			type = landmark_kremlin
		}
	}
	target_icon = GFX_kremlin_icon
	launch_sound = raid_launch_air
	arrow = {
		type = air
	}
	unit_requirements = {
		equipment = {
			type = {
				strategic_bomber
			}
			amount = {
				min = 75
			}
		}
	}
	starting_point = {
		types = {
			air_base
		}
	}
	success_factors = {
		success = {
			base = 0.7
			experience = {
				weight = 0.05
				start_weight = -0.05
				reference = 1.0
			}
			air_agility = {
				reference = 100.0
				weight = 0.05
				start_weight = -0.05
			}
			reliability = {
				reference = 1
				weight = 0.05
				start_weight = -0.1
			}
			air_defence = {
				reference = 100
				weight = 0.05
				start_weight = -0.05
			}
			air_superiority = {
				reference = 1
				weight = 0.1
				start_weight = -0.1
			}
			anti_air = {
				reference = 5
				weight = -0.1
			}
			interception = {
				reference = 500
				weight = -0.2
			}
			intel = {
				weight = 0.2
				reference = 100
			}
		}
		critical = {
			base = 0.1
		}
	}
	success_levels = {
		failure = {
			victim_effects = {
				var:target_state = {
					damage_building = {
						type = landmark_kremlin
						damage = 0.05
						province = var:ROOT.target_province
					}
				}
			}
			actor_effects = {
				raid_damage_units = {
					plane_loss = 65
				}
				raid_add_unit_experience = 0.05
				var:actor_country = {
					add_war_support = -0.05
				}
			}
			visual_effect = {
				entity = raid_failed_entity
				animation = attack
			}
		}
		limited_success = {
			victim_effects = {
				var:target_state = {
					damage_building = {
						type = landmark_kremlin
						damage = 0.15
						province = var:ROOT.target_province
						repair_speed_modifier = -0.05
					}
				}
			}
			actor_effects = {
				raid_damage_units = {
					plane_loss = 50
				}
				raid_add_unit_experience = 0.1
				var:actor_country = {
					add_war_support = 0.02
					IF = {
						limit = {
							NOT = {
								has_country_flag = has_s
# ... (truncated)
### Entity: AI Strategy
Component: PRC_alternate_plan_2
Constructs: has_completed_focus, has_country_flag, is_chinese_warlord, has_dlc, has_focus_tree, has_game_rule
Source: game
File: common/ai_strategy_plans/PRC_alternate_strategy_plan.txt

Code:
PRC_alternate_plan_2 = {
	name = Communist China Alternate 2: Social Democracy
	desc = Ai choose to go social democrat, tone down antagonism to Nationalists
	allowed = {
		OR = {
			original_tag = PRC
			is_chinese_warlord = yes
		}
		NOT = {
			has_dlc = No Compromise, No Surrender
		}
	}
	enable = {
		OR = {
			original_tag = PRC
			AND = {
				is_chinese_warlord = yes
				has_focus_tree = china_communist_focus
			}
		} {
			has_completed_focus = PRC_social_democracy_focus
			has_country_flag = PRC_AI_RANDOM_ALTERNATE_1
			has_game_rule = {
				rule = PRC_ai_behavior
				option = ALTERNATE
			}
		}
	}
	abort = {
		always = no
	}
	focus_factors = {
		PRC_focus_on_china = 0
		PRC_infiltration = 0
		PRC_coalition_government = 4
		PRC_purge_the_radicals = 4
		PRC_strengthen_the_left_wing_of_the_kmt = 4
		PRC_remove_chiang_kai_shek = 4
	}
	research = {

	}
	ideas = {

	}
	ai_strategy = {
		type = befriend
		id = CHI
		value = 200
	} {
		type = alliance
		id = CHI
		value = 200
	}
	weight = {
		factor = 1
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: CHI_empowered_nbis
Constructs: has_dlc, removal_cost, communism_drift
Source: game
File: common/ideas/china.txt

Code:
CHI_empowered_nbis = {
	picture = generic_secret_police
	allowed = {
		has_dlc = No Compromise, No Surrender
		original_tag = CHI
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		communism_drift = -0.05
		enemy_operative_intel_extraction_rate = 0.15
	}
}
### Entity: AI Strategy
Component: ENG_ALLIES_norway_is_not_THAT_important
Constructs: is_in_faction_with
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_ALLIES_norway_is_not_THAT_important = {
	allowed = {
		always = yes
	}
	enable = {
		date = < 1945.1.1
		is_in_faction_with = ENG
		NOT = {
			original_tag = NOR
		}
		any_allied_country = {
			NORDIC_is_nordic = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = area_priority
		id = scandinavia
		value = -150
	} {
		type = front_unit_request
		area = scandinavia
		value = -40
	} {
		type = naval_avoid_region
		id = 173
		value = 600
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_labor_reform
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_warlord.txt

Code:
focus = {
	id = CHI_labor_reform
	icon = GFX_goal_generic_construction2
	prerequisite = {
		focus = CHI_public_works
	}
	x = -1
	y = 1
	relative_position_id = CHI_public_works
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = CHI_labor_reform
	}
}
### Entity: Name List
Component: KUR
Source: game
File: common/names/r56_names.txt

Code:
KUR = {
	male = {
		names = {
			Abdal Abdulkarim Aziz Bedr Hafid Ihsan Mahmud Mohammed Qazi Reshid Rewan Said Ubaydallah
		}
	}
	female = {
		names = {
			Sakine Fidan Leyla Asya Hêvî
		}
	}
	surnames = {
		Badirkhan Barzani Gulşen Helkewt Khan Shilak Dilbirîn Salman Bakawan Shikak Toloui Saylemez
	}
	callsigns = {

	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AHoI4_DD_1_map.jpg.html

Doc:
File

File history

File usage
Size of this preview: 1,280 × 800 pixels. Other resolution: 1,920 × 1,200 pixels.
Original file &#8206;(1,920 × 1,200 pixels, file size: 1 MB, MIME type: image/jpeg)
### Entity: Character
Component: GXC_huang_shaohong
Source: game
File: common/characters/GXC.txt

Code:
GXC_huang_shaohong = {
	name = GXC_huang_shaohong
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_1
		}
	}
	advisor = {
		slot = army_chief
		idea_token = GXC_huang_shaohong
		allowed = {
			original_tag = GXC
		}
		traits = {
			army_chief_offensive_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Character
Component: YUG_milovan_djilas
Constructs: limit, has_dlc, has_autonomy_state
Source: game
File: common/characters/YUG.txt

Code:
YUG_milovan_djilas = {
	advisor = {
		slot = political_advisor
		idea_token = YUG_milovan_djilas
		available = {
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				not = {
					has_autonomy_state = autonomy_supervised_state
				}
			}
		}
		allowed = {
			original_tag = YUG
		}
		traits = {
			democratic_firebrand
		}
	}
	name = YUG_milovan_djilas
	portraits = {
		army = {
			small = GFX_idea_YUG_milovan_djilas
		}
	}
}