Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Country History
Country: SIK
Component: SIK_misc
Constructs: recruit_character, limit, add_ideas, remove_ideas, set_technology, add_political_power, set_variable, has_dlc
Source: game
File: history/countries/SIK - Sinkiang.txt

Code:
# Misc for SIK
capital = 617
set_variable = {
	CHI_warlord_army_political_power_gain = 0
}
{
	CHI_warlord_army_army_core_attack_factor = 0
}
{
	CHI_warlord_army_army_core_defence_factor = 0
}
{
	CHI_warlord_army_production_speed_buildings_factor = 0
}
{
	CHI_warlord_army_army_infantry_attack_factor = 0
}
{
	CHI_warlord_army_army_infantry_defence_factor = 0
}
{
	CHI_warlord_army_special_forces_cap = 0
}
{
	CHI_warlord_army_special_forces_out_of_supply_factor = 0
}
{
	warlord_faction_influence_war_score_factor = 0
}
{
	warlord_faction_influence_contribution_factor = 0
}
{
	RNG_state_shintoism_surrender_limit = 0
}
{
	RNG_state_shintoism_war_support_factor = 0
}
{
	RNG_state_shintoism_pocket_penalty = 0
}
{
	RNG_state_shintoism_stability_factor = 0
}
{
	RNG_state_shintoism_army_core_defence_factor = 0
}
{
	RNG_state_shintoism_research_speed_factor = 0
}
{
	RNG_state_shintoism_recruitable_population_factor = 0
}
{
	RNG_state_shintoism_political_power_gain = 0
}
IF = {
	limit = {
		has_dlc = No Compromise, No Surrender
	}
	set_oob = SIK_1936_sea
	else = {
		set_oob = SIK_1936
	}
}
if = {
	limit = {
		has_dlc = No Compromise, No Surrender
	}
	760 = {
		add_dynamic_modifier = {
			modifier = SIK_state_autonomous_prefecture
		}
	}
	recruit_character = SIK_ishaq_musonov SIK_sheng_shiqi SIK_garegin_apresov
	add_ideas = {
		SIK_battle_for_sinkiang CHI_warlord_looting_idea
	}
	set_rule = {
		can_join_factions = no
	}
}
{
	limit = {
		has_dlc = Waking the Tiger
	}
	add_ideas = {
		PRC_government_corruption CHI_ineffective_bureaucracy_warlord CHI_warlord_state_idea
	}
}
1939.1.1 = {
	if = {
		limit = {
			has_dlc = No Compromise, No Surrender
		}
		760 = {
			remove_dynamic_modifier = {
				modifier = SIK_state_autonomous_prefecture
			}
		}
		remove_ideas = {
			SIK_battle_for_sinkiang
		}
		set_rule = {
			can_join_factions = yes
		}
	}
	add_political_power = 1198
	add_command_power = 100
	IF = {
		limit = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		CHI = {
			add_to_faction = PREV
		}
		add_to_war = {
			targeted_alliance = CHI
			enemy = JAP
			hostility_reason = asked_to_join
		}
		complete_national_focus = CHI_secure_internal_politics CHI_cooperation_with_the_communists CHI_land_redistribution CHI_land_value_tax CHI_judiciary_reforms CHI_communist_administrators CHI_industrial_investment CHI_public_education_reform CHI_local_arms_production CHI
# ... (truncated)
### Entity: National Focus
Tree: afg_focus
Component: AFG_rejuvenate_the_gold_mines
Constructs: prerequisite, limit, completion_reward, has_tech, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_resource
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_rejuvenate_the_gold_mines
	icon = GFX_focus_usa_reestablish_the_gold_standard
	x = -1
	y = 1
	cost = 8
	available = {
		controls_state = 1011
		has_tech = excavation2
	}
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = AFG_expand_the_directorate_of_mines
	}
	relative_position_id = AFG_expand_the_directorate_of_mines
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				1011
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_resource = {
			type = chromium
			amount = 4
			state = 1011
		}
		custom_effect_tooltip = r56_newline
		add_timed_idea = {
			idea = AFG_gold_mining
			days = 365
		}
	}
	search_filters = {
		FOCUS_FILTER_CHROMIUM
	}
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_liberate_morocco
Constructs: prerequisite, has_war, limit, completion_reward, is_subject, has_army_manpower, every_other_country, is_in_faction_with
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_liberate_morocco
	icon = GFX_goal_generic_attack_morocco
	x = 5
	y = 7
	cost = 10
	prerequisite = {
		focus = ALG_comintern_membership ALG_join_axis ALG_our_own_path
	}
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 75000
		}
		any_state = {
			OR = {
				state = 462 461 290 783
			}
			custom_trigger_tooltip = {
				tooltip = ROOT_is_not_controlled_by_root_or_ally_tt
				NOT = {
					is_controlled_by_ROOT_or_ally = yes
				}
			}
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_war = yes
		}
	}
	bypass = {
		all_state = {
			OR = {
				NOT = {
					custom_trigger_tooltip = {
						tooltip = FRA_is_on_british_isles_peninsula_tt
						OR = {
							state = 462 461 290 783
						}
					}
				}
				is_controlled_by_ROOT_or_ally = yes
			}
		}
	}
	completion_reward = {
		every_other_country = {
			limit = {
				NOT = {
					is_in_faction_with = ROOT
				} {
					is_subject_of = ROOT
				}
				any_owned_state = {
					OR = {
						state = 462 461 290 783
					}
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = take_state_focus
					expire = 0
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Character
Component: TAJ_dmitri_protopopov
Source: game
File: common/characters/TAJ.txt

Code:
TAJ_dmitri_protopopov = {
	name = Dmitri Protopopov
	portraits = {
		civilian = {
			large = gfx/leaders/AFG/r56_portrait_AFG_dmitri_protopopov.dds
		}
	}
	country_leader = {
		ideology = stalinism
		traits = {
			stalins_puppet
		}
		expire = 1965.1.1
		id = -1
	}
}
### Entity: Combat Tactic
Component: tactic_tw_intercept
Constructs: is_attacker
Source: game
File: common/combat_tactics.txt

Code:
tactic_tw_intercept = {
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = tactical_withdrawal
	}
	base = {
		factor = 4
	}
	picture = tw_intercept
	display_phase = tactical_withdrawal
	phase = no
	attacker = -0.05
	defender = -0.1
}
### Entity: Event
Component: germany.51
Constructs: is_triggered_only, limit, add_opinion_modifier, is_subject_of, set_country_flag
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.51
	title = germany.51.t
	desc = germany.51.d
	picture = GFX_report_event_vienna_award_negotiations
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					CZE = {
						controls_state = 664
					}
				}
				CZE = {
					country_event = germany.59
				}
			}
			else_if = {
				limit = {
					SLO = {
						controls_state = 664
						is_subject_of = CZE
					}
				}
				SLO = {
					country_event = germany.59
				}
				CZE = {
					country_event = germany.59
				}
			}
		}
	}
	option = {
		name = germany.51.a
		transfer_state = 664
		add_opinion_modifier = {
			target = GER
			modifier = GER_first_vienna_award_GER
		}
		set_country_flag = GER_first_vienna_award_flag
	}
}
### Entity: Event
Component: r56_afghanistan.23
Constructs: is_triggered_only, limit, remove_ideas, fire_only_once, has_idea
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.23
	picture = GFX_report_event_AFG_education_reform_ended
	title = r56_afghanistan.23.t
	desc = r56_afghanistan.23.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56_afghanistan.23.a
		if = {
			limit = {
				has_idea = AFG_illiteracy_5
			}
			remove_ideas = AFG_illiteracy_5
		}
	}
}
### Entity: Scripted Trigger
Component: SWI_dem_usa_valid_to_buy_planes
Constructs: has_government, has_war_with
Source: game
File: common/scripted_triggers/SWI_scripted_triggers.txt

Code:
SWI_dem_usa_valid_to_buy_planes = {
	USA = {
		exists = yes
		has_government = democratic
		NOT = {
			has_war_with = ROOT
		}
	}
}
### Entity: Decision
Component: r56_CHL_nationist_coup_2
Constructs: has_completed_focus, limit, has_government, has_country_flag, fire_only_once, has_civil_war, has_dlc, cancel_if_not_visible
Source: game
File: common/decisions/r56_CHL_decisions.txt

Code:
r56_CHL_nationist_coup_2 = {
	r56_CHL_nationist_uprising_1 = {
		icon = generic_ignite_civil_war
		available = {
			hidden_trigger = {
				always = no
			}
		}
		priority = 10
		days_mission_timeout = 985
		fire_only_once = yes
		activation = {
			tag = CHL
		}
		visible = {
			tag = CHL
			has_civil_war = no
			NOT = {
				has_government = fascism
			} {
				has_country_flag = CHL_uprising_called_off
			} {
				has_country_flag = r56_chl_big_oof_cw
			} {
				has_dlc = Trial of Allegiance
			}
		}
		cancel_if_not_visible = yes
		is_good = no
		timeout_effect = {
			if = {
				limit = {
					has_country_flag = r56_CHL_minor_uprising
				}
				country_event = chile.39
			}
			else = {
				country_event = chile.40
			}
		}
	}
	r56_CHL_concessions_1 = {
		icon = generic_political_discourse
		cost = 10
		available = {
			NOT = {
				has_government = communism
			}
		}
		visible = {
			tag = CHL
			has_civil_war = no
			NOT = {
				has_government = fascism
			} {
				has_government = communism
			} {
				has_country_flag = CHL_uprising_called_off
			} {
				has_country_flag = r56_chl_big_oof_cw
			} {
				has_dlc = Trial of Allegiance
			}
		} {
			tag = CHL
		}
		ai_will_do = {
			factor = 5
		}
		days_remove = 30
		days_re_enable = 365
		modifier = {
			fascism_drift = 0.01
		}
		complete_effect = {
			add_days_mission_timeout = {
				mission = r56_CHL_nationist_uprising_1
				days = 30
			}
		}
	}
	r56_CHL_arrest_Jorge = {
		icon = generic_arrest
		cost = 125
		available = {
			has_completed_focus = CHL_supress_the_nacistas
		}
		ai_will_do = {
			factor = 10
			modifier = {
				date = > 1938.1.1
				factor = 250
			}
		}
		visible = {
			tag = CHL
			has_civil_war = no
			NOT = {
				has_government = fascism
			} {
				has_country_flag = CHL_uprising_called_off
			} {
				has_country_flag = r56_chl_big_oof_cw
			} {
				has_dlc = Trial of Allegiance
			}
		} {
			tag = CHL
		}
		fire_only_once = yes
		complete_effect = {
			custom_effect_tooltip = r56_CHL_arrest_Jorge_tt
			set_country_flag = CHL_uprising_called_off
			country_event = chile.43
			hidden_effect = {
				retire_ideology_leader = fascism
				ROOT = {
					add_country_leader_role = {
						character = CHL_carlos_keller
						promote_leader = yes
						country_leader = {
							ideology = clerical_fascism
							expire = 1965.1.1.1
							traits = {
								editor
							}
						}
					}
				}
			}
# ... (truncated)
### Entity: Unit Leader
Component: arctic_water_expert
Constructs: gain_xp, is_fighting_in_weather
Source: game
File: common/unit_leader/00_traits.txt

Code:
arctic_water_expert = {
	type = navy
	gain_xp = {
		is_fighting_in_weather = arctic_water
	}
	cost = 1000
	modifier = {
		naval_attrition = -0.08
	}
	ai_will_do = {
		factor = 0
	}
	trait_type = basic_terrain_trait
	gui_row = 0
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_political_commissars
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_political_commissars
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = ARG_indoctrination_focus
	}
	relative_position_id = ARG_indoctrination_focus
	x = 0
	y = 1
	cost = 10
	completion_reward = {
		add_ideas = political_commissars_focus
		if = {
			limit = {
				has_government = fascism
			}
			add_popularity = {
				ideology = fascism
				popularity = 0.2
			}
		} {
			limit = {
				has_government = communism
			}
			add_popularity = {
				ideology = communism
				popularity = 0.2
			}
		}
		add_political_power = 125
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: AST_stanley_goble
Source: game
File: common/characters/AST.txt

Code:
AST_stanley_goble = {
	name = AST_stanley_goble
	portraits = {
		army = {
			small = GFX_portrait_AST_stanley_goble_small
		}
	}
	advisor = {
		slot = high_command
		idea_token = AST_stanley_goble
		ledger = air
		allowed = {
			original_tag = AST
		}
		traits = {
			air_naval_strike_2
		}
		cost = 100
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Idea
Component: JOR_terrain_experts
Constructs: removal_cost
Source: game
File: common/ideas/jordan.txt

Code:
JOR_terrain_experts = {
	allowed = {
		original_tag = JOR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = JOR_terrain_experts
	removal_cost = -1
	modifier = {
		attrition = -0.1
		army_core_defence_factor = 0.075
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_befriend_goring
Constructs: prerequisite, limit, completion_reward, set_technology, has_legitimacy, has_opinion, has_character, has_tech
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_befriend_goring
	icon = GFX_focus_chi_flying_tigers
	prerequisite = {
		focus = ETH_an_audience_with_countryleadertitle
	}
	mutually_exclusive = {
		focus = ETH_steel_lions
	}
	x = -1
	y = 1
	relative_position_id = ETH_an_audience_with_countryleadertitle
	cost = 10
	ai_will_do = {
		base = 1.5
	}
	available = {
		has_legitimacy = > 60
		GER = {
			has_opinion = {
				target = ROOT
				value = > 69
			}
			has_character = GER_hermann_goring
		}
	}
	available_if_capitulated = yes
	search_filters = {

	}
	completion_reward = {
		IF = {
			limit = {
				OR = {
					NOT = {
						has_tech = iw_small_airframe
					} {
						has_tech = iw_medium_airframe
					}
				}
			}
			set_technology = {
				iw_small_airframe = 1
				popup = no
			} {
				iw_medium_airframe = 1
				popup = no
			}
		}
		create_equipment_variant = {
			name = He 51
			type = small_plane_airframe_0
			allow_without_tech = yes
			modules = {
				fixed_main_weapon_slot = light_mg_2x
				engine_type_slot = engine_1_1x
				special_type_slot_1 = empty
			}
		} {
			name = DO 23
			type = medium_plane_airframe_0
			allow_without_tech = yes
			modules = {
				fixed_main_weapon_slot = medium_bomb_bay
				fixed_auxiliary_weapon_slot_1 = empty
				fixed_auxiliary_weapon_slot_2 = empty
				fixed_auxiliary_weapon_slot_3 = empty
				engine_type_slot = engine_1_2x
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			obsolete = yes
		}
	}
}
### Entity: Game Data
Component: script_enum_advisor_slot_type
Source: game
File: common/script_enums.txt

Code:
script_enum_advisor_slot_type = {
	theorist high_command army_chief navy_chief air_chief political_advisor
}
### Entity: Scripted Localization
Component: defined_text
Constructs: has_country_flag
Source: game
File: common/scripted_localisation/AAT_Norway_scripted_loc.txt

Code:
defined_text = {
	name = NOR_GetDanishClaimsDesc
	text = {
		trigger = {
			has_country_flag = NOR_going_fascist
		}
		localization_key = NOR_claims_on_denmark_desc_fasc
	} {
		localization_key = NOR_claims_on_denmark_desc_mon
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Template%3ACommunity_Figure.html

Doc:
Community Figure

Avatar

Status

Status (modder, developer, etc)
|

Forum account

Link to forum account
|

Use this template for all community figures.

The syntax for the avatar is [[AvatarName.png|center]]. Upload the avatar in Special:Upload.

Retrieved from "http://www.hoi4wiki.com/index.php?title=Template:Community_Figure&oldid=27"
### Entity: Character
Component: SWE_charles_de_champs
Constructs: has_dlc
Source: game
File: common/characters/SWE.txt

Code:
SWE_charles_de_champs = {
	instance = {
		allowed = {
			has_dlc = Arms Against Tyranny
		}
		advisor = {
			slot = navy_chief
			idea_token = SWE_charles_de_champs
			allowed = {
				original_tag = SWE
			}
			traits = {
				navy_chief_reform_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		name = SWE_charles_de_champs
		portraits = {
			army = {
				small = GFX_portrait_SWE_charles_leon_de_champs_small
				large = GFX_portrait_SWE_charles_leon_de_champs
			}
		}
		navy_leader = {
			traits = {
				navy_career_officer gentlemanly naval_lineage
			}
			skill = 2
			attack_skill = 2
			defense_skill = 2
			maneuvering_skill = 1
			coordination_skill = 2
			legacy_id = 0
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Arms Against Tyranny
			}
		}
		advisor = {
			slot = navy_chief
			idea_token = SWE_charles_de_champs
			allowed = {
				original_tag = SWE
			}
			traits = {
				navy_chief_decisive_battle_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		name = SWE_charles_de_champs
		portraits = {
			army = {
				small = GFX_idea_generic_navy_europe_2
			}
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_infantry_efforts
Constructs: prerequisite, completion_reward, cancel_if_invalid, modify_warlord_army_tt, add_to_variable
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = CHI_sea_infantry_efforts
	icon = GFX_focus_CHI_popular_army
	x = -2
	y = 1
	cost = 5
	prerequisite = {
		focus = CHI_sea_consolidate_our_rule
	}
	relative_position_id = CHI_sea_consolidate_our_rule
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

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

	}
	completion_reward = {
		custom_effect_tooltip = modify_warlord_army_tt
		add_to_variable = {
			ROOT.CHI_warlord_army_army_infantry_attack_factor = 0.05
			tooltip = army_infantry_attack_factor_tt
		} {
			ROOT.CHI_warlord_army_army_infantry_defence_factor = 0.025
			tooltip = army_infantry_defence_factor_tt
		}
	}
}
### Entity: Wiki Documentation
Construct: Politics
Source: wiki
File: wiki/Turkey.html

Doc:
Politics[edit]
Overview of Turkey in diplomacy screen, seen from Germany's perspective(From WWW aprox. 1942)
Turkey starts out as a neutral country regarding ideological standpoint, not particularly attached to any particular popular ideology, and in addition has a national unity of ~50%. The ruling party they start out with is CHP(Republican People's Party).

Laws[edit]
Ministers[edit]
### Entity: Event
Component: AST_diplomatic_events.40
Constructs: is_triggered_only
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_diplomatic_events.40
	title = AST_diplomatic_events.40.t
	desc = AST_diplomatic_events.40.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = AST_diplomatic_events.40.a
	}
}
### Entity: Character
Component: ICE_olafur_thors
Constructs: has_government
Source: game
File: common/characters/ICE.txt

Code:
ICE_olafur_thors = {
	name = ICE_olafur_thors
	portraits = {
		civilian = {
			large = GFX_portrait_ICE_olafur_thors
			small = GFX_portrait_ICE_olafur_thors_small
		}
	}
	country_leader = {
		ideology = conservatism
		traits = {
			ICE_transportation_enthusiast
		}
		expire = 1965.1.1
		id = -1
	}
	advisor = {
		cost = 150
		slot = political_advisor
		idea_token = ICE_olafur_thors
		allowed = {

		}
		available = {
			OR = {
				has_government = democratic neutrality
			}
		}
		visible = {

		}
		traits = {
			conservative_nationalist
		}
		ai_will_do = {
			base = 1.0
			modifier = {
				factor = 0
				ICE_has_fascist_ai = yes
			}
		}
	}
}
### Entity: Event
Component: himalaya_tibet.3
Constructs: is_triggered_only
Source: game
File: events/Tibet.txt

Code:
country_event = {
	id = himalaya_tibet.3
	title = himalaya_tibet.3.t
	desc = himalaya_tibet.3.desc
	picture = GFX_report_event_tibetan_army_3
	is_triggered_only = yes
	option = {
		name = himalaya_tibet.3.a
	}
}
### Entity: Event
Component: himalaya_tibet.36
Constructs: is_triggered_only, add_opinion_modifier, send_equipment
Source: game
File: events/Tibet.txt

Code:
country_event = {
	id = himalaya_tibet.36
	title = himalaya_tibet.36.t
	desc = himalaya_tibet.36.desc
	picture = GFX_report_event_tibetan_army
	is_triggered_only = yes
	option = {
		name = himalaya_tibet.36.a
		effect_tooltip = {
			FROM = {
				send_equipment = {
					target = TIB
					type = infantry_equipment
					amount = 500
				}
			}
		}
		add_opinion_modifier = {
			target = FROM
			modifier = medium_increase
		}
	}
}
### Entity: AI Strategy
Component: USA_90_division_gamble
Constructs: is_historical_focus_on
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_90_division_gamble = {
	allowed = {
		original_tag = USA
	}
	enable = {
		is_historical_focus_on = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = ai_wanted_divisions_factor
		value = -30
	}
}
### Entity: Event
Component: new_ger.161
Constructs: is_triggered_only, ai_chance, every_owned_state, limit, is_claimed_by, is_core_of, set_autonomy, create_wargoal
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.161
	title = new_ger.161.t
	desc = new_ger.161.d
	picture = GFX_report_event_german_polish_border
	is_triggered_only = yes
	option = {
		name = new_ger.161.a
		ai_chance = {
			base = 20
		}
		FROM = {
			country_event = CHI_warlords.20
		}
		FROM.FROM = {
			country_event = CHI_warlords.20
		}
		every_owned_state = {
			limit = {
				OR = {
					is_claimed_by = GER
					is_core_of = GER
					state = 814 934 97 98 87 762 86 807 85 188
				}
			}
			transfer_state_to = GER
		} {
			limit = {
				OR = {
					is_core_of = EST LAT ROM LIT SOV UKR BLR
					state = 995 73 89 91 199 93 92 94 935 784 96 936
					is_claimed_by = SOV
				}
			}
			transfer_state_to = SOV
		} {
			limit = {
				NOT = {
					state = 10 90 88 71
				}
			}
			transfer_state_to = GER
		}
		GER = {
			set_autonomy = {
				target = ROOT
				autonomy_state = autonomy_puppet
				end_wars = yes
				end_civil_wars = no
			}
		}
	} {
		name = new_ger.161.b
		ai_chance = {
			base = 50
			modifier = {
				factor = 0.5
				strength_ratio = {
					tag = GER
					ratio = < 1
				}
			} {
				factor = 0.2
				strength_ratio = {
					tag = GER
					ratio = < 0.5
				}
			} {
				factor = 0
				strength_ratio = {
					tag = GER
					ratio = < 0.25
				}
			}
		}
		FROM = {
			country_event = CHI_warlords.19
		}
		FROM.FROM = {
			country_event = CHI_warlords.19
		}
		GER = {
			create_wargoal = {
				target = ROOT
				type = annex_everything
			}
		}
		SOV = {
			create_wargoal = {
				target = ROOT
				type = annex_everything
			}
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_kebangkitan
Constructs: remove_ideas, completion_reward, is_historical_focus_on, add_popularity, add_timed_idea
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_kebangkitan
	icon = GFX_focus_generic_workers
	x = 31
	y = 0
	mutually_exclusive = {
		focus = INS_stay_with_the_netherlands
	}
	ai_will_do = {
		factor = 40
		modifier = {
			is_historical_focus_on = yes
			factor = 0
		}
	}
	cost = 5
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = -0.05
		}
		remove_ideas = INS_political_idea
		custom_effect_tooltip = generic_skip_one_line_tt
		add_timed_idea = {
			idea = INS_kebangkitan_nasional
			days = 365
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: RAJ_reginald_savory
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_reginald_savory = {
	name = RAJ_reginald_savory
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_1
		}
	}
	advisor = {
		slot = army_chief
		idea_token = RAJ_reginald_savory
		allowed = {
			original_tag = RAJ
		}
		traits = {
			army_chief_drill_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}