Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: ARG_basilio_pertine
Source: game
File: common/characters/ARG.txt

Code:
ARG_basilio_pertine = {
	advisor = {
		slot = army_chief
		idea_token = ARG_basilio_pertine
		allowed = {
			original_tag = ARG
		}
		traits = {
			army_chief_drill_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Basilio Pertiné
	portraits = {
		army = {
			small = GFX_portrait_ARG_basilio_pertine_small
		}
	}
}
### Entity: Country History
Country: PUE
Component: PUE_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/PUE - Puerto Rico.txt

Code:
# Politics & Parties for PUE
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 75
	fascism = 1
	communism = 1
	neutrality = 23
}
### Entity: Idea
Component: EAI_VERY_HARD/heavy_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_VERY_HARD/heavy_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_aa_chassis = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: Modding Documentation
Construct: size
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### size
* description: Size of the military industrial organization
### Entity: Character
Component: HON_tiburcio_carías_andino
Source: game
File: common/characters/HON.txt

Code:
HON_tiburcio_carías_andino = {
	name = Tiburcio Carías Andino
	portraits = {
		civilian = {
			large = GFX_portrait_honduras_portrait_tiburcio_carias_andino
		}
	}
	country_leader = {
		ideology = conservatism
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: AI Strategy
Component: EAI_JAP_artillery_equipment
Constructs: check_variable
Source: game
File: common/ai_strategy/JAP_EAI.txt

Code:
EAI_JAP_artillery_equipment = {
	allowed = {
		tag = JAP
	}
	enable = {
		check_variable = {
			num_equipment@artillery_equipment = < 250
		}
	}
	abort = {
		NOT = {
			check_variable = {
				num_equipment@artillery_equipment = < 2000
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = artillery_equipment
		value = 5
	}
}
### Entity: AI Strategy
Component: EAI_SOV_defense_in_depth_810
Constructs: has_war_with
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_defense_in_depth_810 = {
	allowed = {
		tag = SOV
	}
	enable = {
		any_of_scopes = {
			array = global.EAI_MAP_SOV_garrison_strategy_810
			CONTROLLER = {
				has_war_with = ROOT
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.02
		order_id = 810
		states = {
			810
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_strategy_decisions
Constructs: completion_reward, add_political_power, cancel_if_invalid
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_strategy_decisions
	icon = GFX_goal_generic_position_armies
	x = 13
	y = 0
	relative_position_id = CZE_political_direction
	cost = 10
	ai_will_do = {
		factor = 90
		modifier = {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 150
	}
}
### Entity: Character
Component: CHT_charles_solomon
Source: game
File: common/characters/CHT.txt

Code:
CHT_charles_solomon = {
	name = CHT_charles_solomon
	portraits = {
		civilian = {
			large = GFX_kr_portrait_south_america_generic_4
		}
	}
	country_leader = {
		ideology = despotism
		expire = 1956.1.1
		id = -1
	}
}
### Entity: Character
Component: SWI_jakob_labhart
Source: game
File: common/characters/SWI.txt

Code:
SWI_jakob_labhart = {
	advisor = {
		slot = high_command
		idea_token = SWI_jakob_labhart_high_command
		ledger = army
		allowed = {
			SWI_bba = yes
		}
		visible = {

		}
		available = {

		}
		traits = {
			army_artillery_2
		}
		cost = 100
		ai_will_do = {
			base = 0
		}
	} {
		cost = 100
		slot = theorist
		idea_token = SWI_jakob_labhart_theorist
		ledger = army
		allowed = {
			SWI_bba = yes
		}
		visible = {

		}
		available = {

		}
		traits = {
			mobile_warfare_expert
		}
	} {
		slot = political_advisor
		idea_token = SWI_jakob_labhart
		allowed = {
			original_tag = SWI
		}
		visible = {
			SWI_councilor_visible = yes
		}
		available = {
			SWI_can_be_councilor = yes
		}
		traits = {
			SWI_militaristic_nationalist
		}
		on_add = {
			SWI_on_add_councilors = yes
		}
		on_remove = {
			SWI_on_remove_councilor = yes
		}
		can_be_fired = no
		ai_will_do = {
			base = 4000
			modifier = {
				factor = 5
				SWI_AI_is_imperial = yes
			} {
				factor = 0.1
				SWI_is_historical_ai = yes
			}
		}
	}
	corps_commander = {
		traits = {
			career_officer
		}
		skill = 2
		attack_skill = 1
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 3
		legacy_id = -1
	}
	name = SWI_jakob_labhart
	portraits = {
		civilian = {
			small = GFX_portrait_SWI_jakob_labhart_small
			large = GFX_portrait_SWI_jakob_labhart
		}
	}
}
### Entity: Idea
Component: polymer_corporation
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/canada.txt

Code:
polymer_corporation = {
	picture = generic_industrial_concern_2
	allowed = {
		original_tag = CAN
		has_dlc = Together for Victory
	}
	research_bonus = {
		synth_resources = 0.1
		industry = 0.05
	}
	traits = {
		refinery_concern
	}
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_british_military_industry
Constructs: prerequisite, completion_reward, is_subject, add_offsite_building
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_british_military_industry
	icon = GFX_goal_generic_barrack_industry
	cost = 10
	relative_position_id = MPL_wauchope_resigns
	x = 0
	y = 1
	prerequisite = {
		focus = MPL_wauchope_resigns
	}
	available = {
		is_subject = yes
	}
	completion_reward = {
		add_offsite_building = {
			type = arms_factory
			level = 1
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Component: oman_focus
Constructs: shared_focus, prerequisite, limit, remove_ideas, owns_state, has_war_with, add_war_support, add_opinion_modifier
Source: game
File: common/national_focus/oman.txt

Code:
focus_tree = {
	id = oman_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = OMA
		}
	}
	reset_on_civilwar = no
	shared_focus = ARAB_under_the_sun GEN_Aviation_Effort GEN_Naval_Effort GEN_industrial_boom GEN_begin_industrial_buildup GEN_State_Matter SYR_UNIFIED_arab_unification
	continuous_focus_position = {
		x = 2
		y = 875
	}
	focus = {
		id = OMA_establish_the_rial
		icon = GFX_focus_ETH_adopt_the_lira
		prerequisite = {
			focus = GEN_begin_industrial_buildup
		}
		x = 35
		y = 1
		cost = 10
		allow_branch = {
			tag = OMA
		}
		available_if_capitulated = yes
		completion_reward = {
			add_political_power = 120
			custom_effect_tooltip = generic_skip_one_line_tt
			remove_ideas = OMA_reliant_on_the_rupee
		}
		search_filters = {
			FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
		}
		ai_will_do = {
			base = 1
			modifier = {
				factor = 100
				date = > 1940.3.24
			}
		}
	} {
		id = OMA_reclaim_the_northern_lands
		icon = GFX_focus_ETH_an_arabic_base
		prerequisite = {
			focus = GEN_Conquer
		}
		x = 45
		y = 7
		cost = 10
		allow_branch = {
			tag = OMA
		}
		available = {
			is_subject = no
			any_country = {
				OR = {
					owns_state = 658 858 765 1007 656
				}
				NOT = {
					has_war_with = ROOT
					is_in_faction_with = ROOT
					is_subject_of = ROOT
				}
			}
		}
		completion_reward = {
			every_state = {
				limit = {
					OR = {
						state = 658 858 765 1007 656 979
					}
					NOT = {
						is_core_of = ROOT
					}
				}
				add_core_of = ROOT
			}
			every_other_country = {
				limit = {
					OR = {
						owns_state = 658 858 765 1007 656 979
					}
					NOT = {
						is_in_faction_with = ROOT
						is_subject_of = ROOT
						has_war_with = ROOT
					}
				}
				ROOT = {
					create_wargoal = {
						target = PREV
						type = take_state_focus
						expire = 0
					}
				}
			}
		}
		search_filters = {
			FOCUS_FILTER_ANNEXATION
		}
	} {
		id = OMA_across_the_gulf
		icon = GFX_goal_PER_against_pahlavi_regime
		prerequisite = {
			focus = OMA_reclaim_the_northern_lands
		}
		relative_position_id = OMA_reclaim_the_northern_lands
		x = -1
		y = 1
		cost = 10
		available = {
			is_subject = no
			any_country = {
				owns_state = 980
				NOT = {
					has_war_with = ROOT
					is_in_faction_with = ROOT
					is_subject_of = ROOT
				}
			}
		}
		completion_reward = {
			980 = {
				add_claim_by = ROOT
			}
			custom_effect_toolt
# ... (truncated)
### Entity: Event
Component: NSB_soviet_foreign_politics_events.272
Constructs: is_triggered_only, ai_chance, has_war, is_major, add_opinion_modifier, is_in_faction, is_subject, build_railway
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_foreign_politics_events.272
	title = NSB_soviet_foreign_politics_events.272.t
	desc = NSB_soviet_foreign_politics_events.272.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = NSB_soviet_foreign_politics_events.272.a
		ai_chance = {
			base = 3
			modifier = {
				add = -1
				FROM = {
					is_in_faction = yes
				}
			} {
				add = -1
				has_war = yes
			} {
				add = -1
				FROM = {
					is_subject = yes
					OVERLORD = {
						is_major = yes
					}
				}
			}
		}
		build_railway = {
			path = {
				1459 10148 10366 12397 12340 12640 7706 12583 4224 1591
			}
		}
		586 = {
			add_building_construction = {
				type = supply_node
				level = 1
				province = 1591
				instant_build = yes
			}
		}
		add_opinion_modifier = {
			target = FROM
			modifier = SOV_rejected_our_demands
		}
	} {
		name = NSB_soviet_foreign_politics_events.272.b
		ai_chance = {
			base = 1
		}
		build_railway = {
			path = {
				1459 10148 10366 12397 12340 12640 7706 12583 4224 1591
			}
		}
		586 = {
			add_building_construction = {
				type = supply_node
				level = 1
				province = 1591
				instant_build = yes
			}
		}
		add_opinion_modifier = {
			target = FROM
			modifier = SOV_rejected_our_demands
		}
		create_wargoal = {
			type = take_state_focus
			target = SIK
			expire = 0
			generator = {
				618 617 287 619 759 760
			}
		}
		add_named_threat = {
			threat = 2
			name = SOV_claim_on_sinkiang_threat
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_neustadter_flugzeugwerke
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_neustadter_flugzeugwerke
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = AUS_air_base_intiative AUS_wien_anti_air_effort AUS_radar_effort
	}
	x = 0
	y = 2
	relative_position_id = AUS_wien_anti_air_effort
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		air_experience = 50
		random_owned_controlled_state = {
			prioritize = {
				4
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				976
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_operation_isabella
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, is_in_faction_with, has_civil_war, create_wargoal
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_operation_isabella
	icon = GFX_focus_generic_attack_portugal
	prerequisite = {
		focus = GER_operation_felix GER_alliance_with_spain
	}
	mutually_exclusive = {
		focus = GER_alliance_with_portugal
	}
	x = 0
	y = 1
	relative_position_id = GER_operation_felix
	cost = 10
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0
			OR = {
				has_government = democratic communism
			}
		}
	}
	available = {
		is_subject = no
		NOT = {
			is_in_faction_with = POR
		}
		POR = {
			exists = yes
			has_civil_war = no
			is_subject = no
		}
	}
	will_lead_to_war_with = POR
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		if = {
			limit = {
				POR = {
					has_government = fascism
				}
			}
			POR = {
				country_event = {
					id = wuw_GER_diplomacy.114
					days = 1
				}
			}
			custom_effect_tooltip = if_they_accept_tt if_they_refuse_tt
			effect_tooltip = {
				GER = {
					puppet = POR
				}
			} {
				GER = {
					create_wargoal = {
						type = puppet_wargoal_focus
						target = POR
					}
				}
			}
		}
		else = {
			GER = {
				create_wargoal = {
					type = annex_everything
					target = POR
				}
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_13/anti_air_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_13/anti_air_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		anti_air_equipment = {
			build_cost_ic = -0.325
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_support_the_golden_square
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, has_dlc, add_timed_idea
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_support_the_golden_square
	icon = GFX_focus_TUR_support_the_golden_square
	mutually_exclusive = {
		focus = TUR_secure_the_iraqi_oil
	}
	available = {
		OR = {
			has_government = neutrality fascism
		}
		is_subject = no
	}
	prerequisite = {
		focus = TUR_the_tuz_golu_training_facility
	}
	x = -1
	y = 1
	relative_position_id = TUR_the_tuz_golu_training_facility
	cost = 10
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_dlc = Graveyard of Empires
				}
			}
			IRQ = {
				country_event = {
					id = bftb_turkey.67
					hours = 8
				}
			}
		}
		ELSE = {
			IRQ = {
				add_timed_idea = {
					idea = AFG_fascism_influence
					days = 365
				}
			}
		}
	}
}
### Entity: Trigger Reference
Construct: state_strategic_value
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## state_strategic_value

* Supported Scopes: STATE
* Supported Targets: none

```
Checks for state strategic value
```
### Entity: Scripted Effect
Component: EAI_PRODUCTION_garrison_production_strategies
Constructs: limit, set_temp_variable, set_country_flag, clr_country_flag
Source: game
File: common/scripted_effects/EAI_PRODUCTION_strategy_effects.txt

Code:
EAI_PRODUCTION_garrison_production_strategies = {
	if = {
		limit = {
			EAI_garrison_production = yes
		}
		if = {
			limit = {
				num_of_controlled_states = < 20
			}
			set_temp_variable = {
				t1 = num_of_controlled_states
			}
			multiply_temp_variable = {
				t1 = 0.5
			} {
				t1 = 2
			}
			round_temp_variable = t1
		}
		else_if = {
			limit = {
				num_of_controlled_states = < 50
			}
			set_temp_variable = {
				t1 = num_of_controlled_states
			}
			multiply_temp_variable = {
				t1 = 0.2
			} {
				t1 = 5
			}
			round_temp_variable = t1
		}
		else = {
			set_temp_variable = {
				t1 = num_of_controlled_states
			}
			multiply_temp_variable = {
				t1 = 0.1
			} {
				t1 = 10
			}
			round_temp_variable = t1
		}
		clamp_temp_variable = {
			var = t1
			min = 0
			max = 100
		}
		meta_effect = {
			text = {
				set_country_flag = {
					flag = EAI_garrison_divisions
					value = [x]
				}
			}
			x = [?t1]
		}
	}
	else = {
		clr_country_flag = EAI_garrison_divisions
	}
}
### Entity: AI Strategy
Component: FRA_naval_cruiser_heavy
Constructs: has_war
Source: game
File: common/ai_equipment/FRA_naval.txt

Code:
FRA_naval_cruiser_heavy = {
	category = naval
	blocked_for = {

	}
	available_for = {
		FRA
	}
	roles = {
		naval_cruiser_heavy
	}
	priority = {
		factor = 1
	}
	capital_cruiser_early = {
		priority = {
			factor = 1
			modifier = {
				factor = 1
			}
		}
		role_icon_index = 1
		history = yes
		target_variant = {
			match_value = 2000.0
			type = ship_hull_cruiser_1
			modules = {
				fixed_ship_battery_slot = ship_medium_battery_1
				fixed_ship_anti_air_slot = ship_anti_air_1
				fixed_ship_fire_control_system_slot = ship_fire_control_system_0
				fixed_ship_radar_slot = empty
				fixed_ship_secondaries_slot = empty
				fixed_ship_engine_slot = cruiser_ship_engine_1
				fixed_ship_armor_slot = ship_armor_cruiser_1
				mid_1_custom_slot = ship_medium_battery_1
				mid_2_custom_slot = ship_torpedo_1
				rear_1_custom_slot = ship_airplane_launcher_1
			}
		}
		allowed_modules = {
			ship_anti_air ship_medium_battery ship_radar ship_torpedo ship_airplane_launcher
		}
	}
	capital_cruiser_early_aa_upgrade = {
		priority = {
			factor = 1
			modifier = {
				factor = 10
				has_War = yes
			}
		}
		role_icon_index = 1
		history = yes
		target_variant = {
			match_value = 2000.0
			type = ship_hull_cruiser_1
			modules = {
				fixed_ship_battery_slot = ship_medium_battery_1
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_radar_slot = empty
				fixed_ship_secondaries_slot = empty
				fixed_ship_engine_slot = cruiser_ship_engine_1
				fixed_ship_armor_slot = ship_armor_cruiser_1
				mid_1_custom_slot = ship_medium_battery_1
				mid_2_custom_slot = ship_torpedo
				rear_1_custom_slot = ship_airplane_launcher
			}
		}
		allowed_modules = {
			ship_anti_air ship_medium_battery ship_radar ship_torpedo ship_airplane_launcher
		}
	}
	capital_cruiser_basic = {
		priority = {
			factor = 1
			modifier = {
				factor = 1
			}
		}
		role_icon_index = 1
		history = yes
		target_variant = {
			match_value = 2000.0
			type = ship_hull_cruiser_1
			modules = {
				fixed_ship_battery_slot = ship_medium_battery_1
				fixed_ship_anti_air_slot = ship_anti_air_1
				fixed_ship_fire_control_system_slot = ship_fire_control_system_0
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = cruiser_ship_engine_1
				fixed_ship_armor_slot = ship_armor_cruiser_1
				mid_1_custom_slot = ship_medium_battery_1
# ... (truncated)
### Entity: Modding Documentation
Construct: num_rocket
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_rocket
* description: number of units with rocket dominant type
### Entity: Event
Component: KMT_event.53
Constructs: is_triggered_only, has_completed_focus, limit, has_country_flag, set_country_flag, check_variable, set_variable, has_country_leader
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.53
	title = KMT_event.53.t
	desc = KMT_event.53.desc
	picture = GFX_report_event_generic_communist_congress
	is_triggered_only = yes
	option = {
		name = KMT_event.53.a
		set_country_flag = KMT_power_struggle_over
		IF = {
			limit = {
				check_variable = {
					var = CHI_soong_qingling_pop
					value = CHI_huang_qixiang_pop
					compare = greater_than_or_equals
				}
			}
			set_variable = {
				CHI_lkmt_pop = CHI_soong_qingling_pop
			}
		} {
			limit = {
				check_variable = {
					var = CHI_lin_sen_pop
					value = CHI_li_zongren_pop
					compare = greater_than_or_equals
				}
			}
			set_variable = {
				CHI_ckmt_pop = CHI_lin_sen_pop
			}
		} {
			limit = {
				AND = {
					check_variable = {
						var = CHI_ckmt_pop
						value = CHI_lkmt_pop
						compare = greater_than_or_equals
					}
					OR = {
						check_variable = {
							var = CHI_ckmt_pop
							value = CHI_CKS_pop
							compare = greater_than_or_equals
						}
						NOT = {
							has_country_leader = {
								ruling_only = yes
								character = CHI_chiang_kaishek
							}
						}
					}
				}
			}
			IF = {
				limit = {
					has_country_flag = KMT_lkmt_elections
				}
				set_country_flag = KMT_soong_qingling_election_fail KMT_huang_qixiang_election_fail
			} {
				limit = {
					has_country_leader = {
						ruling_only = yes
						character = CHI_chiang_kaishek
					}
				}
				set_country_flag = KMT_CKS_election_fail
			}
			set_country_flag = KMT_elections_ckmt_vic
		}
		else = {
			set_variable = {
				CHI_lkmt_pop = CHI_huang_qixiang_pop
			}
		} {
			set_variable = {
				CHI_ckmt_pop = CHI_li_zongren_pop
			}
		} {
			set_country_flag = KMT_elections_CKS_vic KMT_lin_sen_election_fail
			IF = {
				limit = {
					has_completed_focus = KMT_legalize_the_party_left
					has_country_flag = KMT_lkmt_elections
				}
				country_event = {
					id = KMT_event.54
					days = 5
				}
			} {
				limit = {
					has_country_flag = KMT_lkmt_elections
				}
				set_country_flag = KMT_soong_qingling_election_fail KMT_huang_qixiang_election_fail
			} {
				limit = {
					has_country_flag = KMT_lz_elections
				}
				set_country_flag = KMT_li_zongren_election_fail
			}
		}
		else_if = {
			limit = {
				OR = {
					check_variable = {
						var = CHI_lkmt_pop
						value = CHI_CKS_pop
						compare = greater_than_or_equals
					}
					NOT = {
						has_country_le
# ... (truncated)
### Entity: Event
Component: EAI.5
Constructs: is_triggered_only
Source: game
File: events/EAI_misc.txt

Code:
country_event = {
	id = EAI.5
	title = Wrong HOI4 version
	desc = Use the HOI4 open beta with this mod.
	picture = GFX_report_event_expert_ai
	is_triggered_only = yes
	option = {
		name = OK
	}
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_Soviet_Heavy_Industry
Constructs: prerequisite, limit, has_government, completion_reward, has_capitulated, has_opinion, has_tech, random_owned_controlled_state
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_Soviet_Heavy_Industry
	icon = GFX_goal_generic_industrial_unionism
	prerequisite = {
		focus = TAN_Invite_Soviets
	}
	text = GEN_soviet_heavy_industry
	x = 0
	y = 2
	relative_position_id = TAN_Invite_Soviets
	cost = 8
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	bypass = {

	}
	available = {
		num_of_controlled_states = > 0
		SOV = {
			exists = yes
			has_capitulated = no
			has_opinion = {
				target = ROOT
				value = > 49
			}
			has_government = communism
		}
		OR = {
			has_tech = concentrated_industry2 dispersed_industry2
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: conscription_exemptions_granted
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/turkey.txt

Code:
conscription_exemptions_granted = {
	allowed = {
		always = no
	}
	picture = generic_army_problems
	removal_cost = -1
	modifier = {
		conscription_factor = -0.85
	}
}
### Entity: Idea
Component: CUF_bribed_china_all
Constructs: removal_cost, planning_speed
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CUF_bribed_china_all = {
	picture = jap_ichi_go
	cancel = {
		tag = CUG
	}
	removal_cost = -1
	modifier = {
		planning_speed = 0.05
		consumer_goods_factor = 0.03
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = CUG
		attack_bonus_against = 0.1
	}
}
### Entity: Character
Component: HAW_david_kalakaua
Source: game
File: common/characters/HAW.txt

Code:
HAW_david_kalakaua = {
	name = David Kalakaua Kawananakoa
	portraits = {
		civilian = {
			large = gfx/leaders/HAW/r56_portrait_HAW_David.dds
		}
	}
	country_leader = {
		ideology = fascism_ideology
		traits = {
			AUS_spineless
		}
		expire = 1953.5.20
		id = -1
	}
}