Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: per_focus
Component: PER_reaffirm_friendship_with_turkey
Constructs: prerequisite, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_reaffirm_friendship_with_turkey
	icon = GFX_goal_generic_befriend_turkey
	cost = 5
	prerequisite = {
		focus = PER_diplomatic_balance
	}
	x = 0
	y = 1
	relative_position_id = PER_diplomatic_balance
	ai_will_do = {
		factor = 45
	}
	completion_reward = {
		TUR = {
			add_opinion_modifier = {
				target = PER
				modifier = PER_reaffirm_friendship_with_turkey
			}
		}
		add_opinion_modifier = {
			target = TUR
			modifier = PER_reaffirm_friendship_with_turkey
		}
	}
}
### Entity: Order of Battle
Component: Kaigun Yobikantai
Source: game
File: history/units/JAP_1936_naval_legacy.txt

Code:
fleet = {
	name = Kaigun Yobikantai
	naval_base = 9859
	task_force = {
		name = Ominato Keibi Sentai
		location = 9859
		ship = {
			name = Kamikaze
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = JAP
				}
			}
		} {
			name = Nokaze
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = JAP
				}
			}
		} {
			name = Namikaze
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = JAP
				}
			}
		} {
			name = Numakaze
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = JAP
				}
			}
		}
	} {
		name = Bogojunyokan Kantai
		location = 4056
		ship = {
			name = Iwate
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = JAP
				}
			}
		} {
			name = Hirado
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = JAP
				}
			}
		} {
			name = Yahagi
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = JAP
				}
			}
		}
	}
}
### Entity: Idea
Component: r56_fairchild_aircraft_ltd
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_fairchild_aircraft_ltd = {
	picture = generic_naval_manufacturer_2
	cost = 150
	allowed = {
		OR = {
			original_tag = CAN
		}
	}
	available = {
		has_completed_focus = r56_CAN_fairchild_aircraft_company
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		naval_aircraft_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: CHI_the_hump_sea_hidden
Constructs: has_dlc, has_dynamic_modifier, removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/china.txt

Code:
CHI_the_hump_sea_hidden = {
	allowed = {
		has_dlc = No Compromise, No Surrender
		original_tag = CHI
	}
	available = {
		has_dynamic_modifier = {
			modifier = CHI_american_support
		}
		NOT = {
			any_enemy_country = {
				OR = {
					controls_state = 601 434 325
				}
			}
		}
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	equipment_bonus = {
		infantry_equipment = {
			instant = yes
			build_cost_ic = -0.1
		}
		transport_plane_equipment = {
			instant = yes
			build_cost_ic = -0.15
		}
	}
}
### Entity: Misc Config
Component: country_and_all_subjects_controlled_non_core_states
Constructs: limit, is_core_of
Source: game
File: common/collections/collections.txt

Code:
country_and_all_subjects_controlled_non_core_states = {
	input = game:scope
	operators = {
		 = country_and_all_subjects controlled_states
		limit = {
			NOT = {
				is_core_of = PREV
			}
		}
	}
	name = COLLECTION_COUNTRY_AND_SUBJECTS_CONTROLLED_NON_CORE_STATES
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_light_medium_armor
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_light_medium_armor
	icon = GFX_goal_generic_army_tanks
	prerequisite = {
		focus = FRA_mechanized_focus
	}
	x = 0
	y = 1
	relative_position_id = FRA_mechanized_focus
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 5
		add_tech_bonus = {
			name = FRA_light_medium_armor
			bonus = 1.0
			uses = 1
			category = cat_light_armor cat_medium_armor
		}
	}
}
### Entity: Idea
Component: JAP_the_five_year_plan_idea
Constructs: has_government, industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_the_five_year_plan_idea = {
	picture = eng_spirit_of_the_industrial_revolution
	removal_cost = -1
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		has_government = communism
	}
	modifier = {
		production_speed_buildings_factor = 0.1
		industrial_capacity_factory = 0.05
	}
}
### Entity: Country History
Country: ALB
Component: ALB_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/ALB - Albania.txt

Code:
# Politics & Parties for ALB
set_politics = {
	ruling_party = neutrality
	last_election = 1933.3.5
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	neutrality = 100
}
### Entity: Event
Component: AAT_Sweden.26
Constructs: is_triggered_only, ai_chance, limit, add_ideas, has_government, add_political_power, every_enemy_country, is_in_faction_with
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden.26
	title = AAT_Sweden.26.t
	desc = AAT_Sweden.26.desc
	picture = GFX_report_event_generic_destroyed_vehicles
	is_triggered_only = yes
	option = {
		name = AAT_Sweden.26.a
		ai_chance = {
			base = 3
		}
		every_enemy_country = {
			limit = {
				OR = {
					original_tag = SWE FIN
					AND = {
						is_in_faction_with = SWE
						has_government = SWE
						NOT = {
							date = > 1940.1.1
							original_tag = GER JAP
						}
					} {
						is_in_faction_with = FIN
						has_government = FIN
						NOT = {
							date = > 1940.1.1
							original_tag = GER JAP
						}
					}
				}
			}
			PREV = {
				white_peace = PREV
			}
			country_event = {
				id = AAT_Sweden.27
				hours = 2
			}
		}
		add_political_power = -120
	} {
		name = AAT_Sweden.26.b
		ai_chance = {
			base = 0.1
			modifier = {
				has_country_leader = {
					character = SOV_iosif_stalin
					ruling_only = yes
				}
				add = 0.1
			}
		}
		add_ideas = SWE_SOV_embarassment_of_the_red_army
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_secure_our_supply_lines
Constructs: prerequisite, limit, add_ideas, completion_reward, add_to_variable, is_fully_controlled_by, add_extra_state_shared_building_slots, add_dynamic_modifier
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_secure_our_supply_lines
	icon = GFX_focus_generic_supply_line
	prerequisite = {
		focus = DEN_refortify_tunestillingen
	}
	mutually_exclusive = {

	}
	relative_position_id = DEN_fortify_our_borders
	x = 3
	y = 3
	cost = 10
	bypass = {

	}
	available = {

	}
	available_if_capitulated = yes
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_to_variable = {
			DEN_economic_crisis_monthly_population = 0.1
		} {
			DEN_economic_crisis_democratic_drift = 0.05
		}
		custom_effect_tooltip = DEN_secure_our_supply_lines_modifier_tt
		add_ideas = DEN_improved_logistics
		if = {
			limit = {
				99 = {
					is_fully_controlled_by = ROOT
				}
			}
			99 = {
				add_extra_state_shared_building_slots = 2
				add_dynamic_modifier = {
					modifier = DEN_military_projects_state_modifier
				}
			}
		}
		else = {
			random_controlled_state = {
				limit = {
					is_fully_controlled_by = ROOT
				}
				prioritize = {
					37 911
				}
				add_extra_state_shared_building_slots = 1
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_3/light_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_3/light_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_aa_chassis = {
			build_cost_ic = -0.075
			instant = yes
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_ASW_CL_navy_focus_1
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_ASW_CL_navy_focus_1 = {
	OR = {
		check_variable = {
			EAI_FOCUS/NAVY/ASW_light_cruiser = global.EAI_ON
		} {
			EAI_FOCUS/NAVY/ASW_light_cruiser_OVERRIDE = global.EAI_ON
		}
		AND = {
			OR = {
				EAI_ASW_Light_Cruiser_Focus_1_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/NAVY/ASW_light_cruiser EAI_FOCUS/NAVY/ASW_light_cruiser_OVERRIDE
			}
		}
	}
}
### Entity: Event
Component: CZE.319
Constructs: is_triggered_only
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.319
	title = CZE.319.t
	desc = CZE.319.d
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = CZE.319.a
	}
}
### Entity: Unit Template
Component: INS_INF_03
Source: game
File: common/units/names_divisions/INS_names_divisions.txt

Code:
INS_INF_03 = {
	name = TNI Special Forces Division
	for_countries = {
		INS
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = Satuan Kopassus %d
	ordered = {
		1 = {
			Satuan Kopassus %d Serang
		}
		2 = {
			Satuan Kopassus %d Kartasura
		}
		3 = {
			Satuan Kopassus %d Batujajar
		}
		4 = {
			Satuan Kopassus %d Cijantung
		}
		5 = {
			Satuan Kopassus %d Cimahi
		}
		6 = {
			Satuan Kopassus %d Lampung
		}
		7 = {
			Satuan Kopassus %d Denpasar
		}
		8 = {
			Satuan Kopassus %d Mataram
		}
		9 = {
			Satuan Kopassus %d Aceh
		}
		10 = {
			Satuan Kopassus %d Riau
		}
		11 = {
			Satuan Kopassus %d Makassar
		}
		12 = {
			Satuan Kopassus %d Palembang
		}
	}
}
### Entity: Character
Component: RWA_coi
Source: game
File: common/characters/RWA.txt

Code:
RWA_coi = {
	advisor = {
		slot = political_advisor
		idea_token = RWA_coi
		allowed = {
			original_tag = RWA
		}
		traits = {
			captain_of_industry
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_1
		}
	}
}
### Entity: Event
Component: CHL_political_events.75
Constructs: is_triggered_only, ai_chance, add_stability, fire_only_once, add_political_power, add_timed_idea, random_days
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.75
	title = CHL_political_events.75.t
	desc = CHL_political_events.75.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = CHL_political_events.75.a
		ai_chance = {
			base = 100
		}
		add_stability = 0.02
		add_political_power = 25
		add_timed_idea = {
			idea = CHL_peru_payments_to_chile
			days = 365
		}
		FROM = {
			country_event = {
				id = CHL_political_events.76
				days = 2
				random_days = 3
			}
		}
	} {
		name = CHL_political_events.75.b
		ai_chance = {
			base = 0
		}
		add_stability = 0.05
		add_political_power = 50
		FROM = {
			country_event = {
				id = CHL_political_events.77
				days = 2
				random_days = 5
			}
		}
	}
}
### Entity: Scripted Effect
Component: JAP_add_or_modify_communist_party_modifier
Constructs: limit, has_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_add_or_modify_communist_party_modifier = {
	IF = {
		limit = {
			NOT = {
				has_dynamic_modifier = {
					modifier = JAP_communist_party_modifier
				}
			}
		}
		custom_effect_tooltip = JAP_add_communist_party_modifier_tt
		hidden_effect = {
			add_dynamic_modifier = {
				modifier = JAP_communist_party_modifier
			}
		}
	}
	ELSE = {
		custom_effect_tooltip = JAP_modify_communist_party_modifier_tt
	}
}
### Entity: Event
Component: soviet.32
Constructs: is_triggered_only, ai_chance, has_country_flag, is_claimed_by, set_country_flag
Source: game
File: events/SovietUnion.txt

Code:
country_event = {
	id = soviet.32
	title = soviet.32.t
	desc = soviet.32.d
	picture = GFX_report_event_soviet_in_riga
	is_triggered_only = yes
	trigger = {
		tag = SOV
		FROM = {
			tag = EST
			any_owned_state = {
				is_claimed_by = SOV
			}
		}
		NOT = {
			has_country_flag = estonia_demand
		}
	}
	immediate = {
		set_country_flag = estonia_demand
	}
	option = {
		name = soviet.32.a
		EST = {
			country_event = {
				days = 2
				id = baltic.1
			}
		}
	} {
		name = soviet.32.b
		ai_chance = {
			factor = 0
		}
	}
}
### Entity: Character
Component: PHI_heraclio_alano
Source: game
File: common/characters/PHI.txt

Code:
PHI_heraclio_alano = {
	advisor = {
		slot = high_command
		idea_token = PHI_heraclio_alano
		ledger = army
		allowed = {
			original_tag = phi
		}
		traits = {
			army_armored_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = PHI_heraclio_alano
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_1
		}
	}
}
### Entity: Character
Component: MON_gomgchigryn_bumtsend
Source: game
File: common/characters/MON.txt

Code:
MON_gomgchigryn_bumtsend = {
	advisor = {
		slot = air_chief
		idea_token = MON_gomgchigryn_bumtsend
		allowed = {
			original_tag = MON
		}
		traits = {
			air_chief_reform_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = MON_gomgchigryn_bumtsend
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_2
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_strengthening_our_navies
Constructs: prerequisite, limit, has_government, every_country, completion_reward, add_timed_idea, is_in_faction_with, is_coastal
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_strengthening_our_navies
	icon = GFX_focus_generic_destroyer
	prerequisite = {
		focus = TUR_anti_bolshevik_mediterranean_bloc
	} {
		focus = TUR_the_international_of_proletarian_freethinkers
	}
	x = -2
	y = 2
	relative_position_id = TUR_anti_bolshevik_mediterranean_bloc
	cost = 10
	ai_will_do = {
		base = 10
	}
	completion_reward = {
		add_timed_idea = {
			idea = TUR_construct_a_red_navy
			days = 480
		}
		every_country = {
			limit = {
				is_in_faction_with = TUR
				has_government = communism
				any_owned_state = {
					is_coastal = yes
				}
			}
			add_timed_idea = {
				idea = TUR_construct_a_red_navy
				days = 360
			}
		}
	}
}
### Entity: Order of Battle
Component: Rezervnyy Flot
Source: game
File: history/units/UKR_1936_naval_legacy.txt

Code:
fleet = {
	name = Rezervnyy Flot
	naval_base = 6727
	task_force = {
		name = Flot Minonostsiv
		location = 6727
		ship = {
			name = Dzerzhinskiy
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = UKR
				}
			}
		} {
			name = Nezamozhnik
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = UKR
				}
			}
		} {
			name = Petrovskiy
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = UKR
				}
			}
		}
	} {
		name = Flot Pidvodnykh Chovniv
		location = 6727
		ship = {
			name = D-1
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = UKR
				}
			}
		} {
			name = D-2
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = UKR
				}
			}
		} {
			name = D-3
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = UKR
				}
			}
		}
	}
}
### Entity: Decision
Component: AFG_for_what_was_taken_from_us
Constructs: has_completed_focus, limit, add_war_support, add_stability, fire_only_once, add_political_power, production_speed_buildings_factor, remove_effect
Source: game
File: common/decisions/r56_AFG.txt

Code:
AFG_for_what_was_taken_from_us = {
	AFG_proclaim_pashtunsitan_decision = {
		icon = generic_form_nation
		allowed = {
			original_tag = AFG
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = AFG_controls_all_afghan_core
				controls_state = 1009 1010 1011 415 267 1008
			}
			controls_state = 444 445 442 1093
			NOT = {
				has_completed_focus = AFG_maududi_as_sheikhulislam AFG_the_perso_afghan_union AFG_soviet_expedition
			}
		}
		fire_only_once = yes
		cost = 100
		visible = {
			original_tag = AFG
		}
		remove_effect = {
			every_state = {
				limit = {
					OR = {
						state = 442 445 444 1093 410
					}
				}
				add_compliance = 5
				add_resistance = -10
				if = {
					limit = {
						NOT = {
							is_claimed_by = ROOT
						}
					}
					add_claim_by = ROOT
				}
			}
			add_war_support = 0.1
			add_popularity = {
				ideology = ROOT
				popularity = 0.05
			}
			set_cosmetic_tag = AFG_PSH
		}
		ai_will_do = {
			base = 50
		}
	}
	AFG_reintegrate_peshawar = {
		icon = generic_nationalism
		allowed = {
			original_tag = AFG
		}
		available = {
			442 = {
				is_controlled_by = ROOT
				compliance = > 15
			}
		}
		fire_only_once = yes
		custom_cost_trigger = {
			command_power = > 14
			has_political_power = > 14
		}
		custom_cost_text = decision_cost_CP_15_pp_15
		visible = {
			original_tag = AFG
			442 = {
				NOT = {
					is_core_of = ROOT
				}
			}
		}
		days_remove = 30
		modifier = {
			political_power_factor = -0.1
			command_power_gain_mult = -0.05
			consumer_goods_factor = 0.05
		}
		complete_effect = {
			hidden_effect = {
				add_command_power = -15
				add_political_power = -15
			}
		}
		remove_effect = {
			random_state = {
				prioritize = {
					442
				}
				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_stability = 0.05
			add_victory_points = {
				province = 12717
				value = 5
			}
			add_state_core = 442
		}
		ai_will_do = {
			base = 50
		}
	}
	AFG_restore_pashtun_rule_in_quetta = {
		icon = oppression
		allowed = {
			original_tag = AFG
		}
		available = {
			445 = {
				is_controlled_by = ROOT
				compliance = > 30
			}
		}
		fire_only_once = yes
		custom_co
# ... (truncated)
### Entity: National Focus
Tree: per_focus
Component: PER_our_own_artillery
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_our_own_artillery
	icon = GFX_goal_generic_army_artillery2
	prerequisite = {
		focus = PER_increase_heavy_arms
	}
	x = 0
	y = 1
	relative_position_id = PER_increase_heavy_arms
	cost = 10
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = PER_artillery_bonus
			bonus = 0.5
			uses = 2
			category = artillery
		}
	}
}
### Entity: Event
Component: BBA_ethiopia_imperial_events.8
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_imperial_events.8
	title = BBA_ethiopia_imperial_events.8.t
	desc = BBA_ethiopia_imperial_events.8.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty1
	option = {
		name = BBA_ethiopia_imperial_events.8.a
		ai_chance = {
			base = 10
		}
		puppet = FROM
	}
}
### Entity: Unit Leader
Component: trait_HUN_fascist_sympathies
Constructs: gain_xp
Source: game
File: common/unit_leader/00_traits.txt

Code:
trait_HUN_fascist_sympathies = {
	type = all
	trait_type = personality_trait
	gain_xp = {
		always = no
	}
	allowed = {
		FROM = {
			original_tag = HUN
		}
	}
	new_commander_weight = {
		factor = 0
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_demand_southern_territories
Constructs: prerequisite, has_war_with, completion_reward, has_full_control_of_state, is_subject, is_in_faction_with
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_demand_southern_territories
	prerequisite = {
		focus = BUL_reassert_claims
	}
	relative_position_id = BUL_reassert_claims
	icon = GFX_focus_BUL_demand_macedonia
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 40
	}
	available = {
		GRE = {
			has_full_control_of_state = 184 731
		}
		is_subject = no
		NOT = {
			is_in_faction_with = GRE
		} {
			has_war_with = GRE
		}
	}
	bypass = {
		has_full_control_of_state = 184 731
	}
	completion_reward = {
		GRE = {
			country_event = axis_minors_bulgaria.47
		}
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_a_port_of_our_own
Constructs: prerequisite, limit, completion_reward, is_coastal, random_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_a_port_of_our_own
	icon = GFX_goal_generic_build_navy
	prerequisite = {
		focus = ETH_infrastructure_projects
	}
	x = -1
	y = 1
	relative_position_id = ETH_infrastructure_projects
	cost = 10
	available = {
		any_controlled_state = {
			is_coastal = yes
			naval_base = > 0
		}
	}
	ai_will_do = {
		base = 1
	}
	search_filters = {

	}
	completion_reward = {
		random_controlled_state = {
			limit = {
				is_coastal = yes
				naval_base = < 10
			}
			prioritize = {
				550 268
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = naval_base
				level = 2
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			} {
				type = coastal_bunker
				level = 2
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
		}
	}
}
### Entity: Event
Component: KMT_event.28
Constructs: is_triggered_only, limit, add_ideas, every_country, add_political_power, is_subject_of, remove_mission, create_wargoal
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.28
	title = KMT_event.28.t
	desc = KMT_event.28.desc
	picture = GFX_report_event_chinese_officers
	is_triggered_only = yes
	option = {
		name = KMT_event.28.a
		add_political_power = -50
		every_country = {
			limit = {
				is_subject_of = ROOT
				OR = {
					original_tag = PRC MAN MEN GXC XSM KHM SHX SIK yun SIC XIC GDC HBC SND
				}
			}
			ROOT = {
				end_puppet = PREV
			}
			country_event = KMT_event.29
			leave_faction = yes
		}
		remove_mission = JAP_kwantung_army_impatience
		CHI = {
			country_event = CHI_warlords.20
			add_ideas = KMT_manchurian_treaty
		}
	} {
		name = KMT_event.28.b
		CHI = {
			country_event = CHI_warlords.19
		} {
			create_wargoal = {
				target = MAN
				type = annex_everything
				expire = 0
			}
		}
	}
}
### Entity: Scripted Effect
Component: EGY_add_integration_chance
Constructs: add_to_variable, set_temp_variable, set_variable
Source: game
File: common/scripted_effects/r56_EGY_scripted_effects.txt

Code:
EGY_add_integration_chance = {
	add_to_variable = {
		EGY_integration_chance = EGY_integration_chance_add
	}
	set_temp_variable = {
		EGY_integration_chance_calc = EGY_integration_chance_add
	}
	divide_temp_variable = {
		EGY_integration_chance_calc = 2
	}
	subtract_from_variable = {
		EGY_autonomy_chance = EGY_integration_chance_calc
	} {
		EGY_independence_chance = EGY_integration_chance_calc
	}
	set_variable = {
		EGY_integration_chance_add = 0
	}
}