Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: mtg_usa_strategic_interests.2
Constructs: is_triggered_only, limit, has_full_control_of_state, is_subject_of
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_strategic_interests.2
	title = mtg_usa_strategic_interests.2.t
	desc = mtg_usa_strategic_interests.2.desc
	picture = GFX_report_event_generic_military_parade
	is_triggered_only = yes
	option = {
		name = mtg_usa_strategic_interests.2.a
		if = {
			limit = {
				FROM = {
					has_full_control_of_state = 118
				}
			}
			transfer_state = 118
		} {
			limit = {
				FROM = {
					has_full_control_of_state = 1021
				}
			}
			transfer_state = 1021
		} {
			limit = {
				FROM = {
					has_full_control_of_state = 1065
				}
			}
			transfer_state = 1065
		} {
			limit = {
				FROM = {
					has_full_control_of_state = 326
				}
			}
			transfer_state = 326
		} {
			limit = {
				336 = {
					CONTROLLER = {
						is_subject_of = FROM
					}
				}
			}
			336 = {
				CONTROLLER = {
					USA = {
						puppet = PREV
					}
				}
			}
		}
		else_if = {
			limit = {
				FROM = {
					has_full_control_of_state = 336
				}
			}
			USA = {
				transfer_state = 336
			}
		}
	}
}
### Entity: AI Strategy
Component: TUR_alternate_democratic_plan
Constructs: has_completed_focus, has_government, has_war_with, has_country_flag, has_game_rule, has_country_leader
Source: game
File: common/ai_strategy_plans/TUR_alternate_strategy_plan.txt

Code:
TUR_alternate_democratic_plan = {
	name = Turkey Alternate Democratic Plan
	desc = Adnan Menderes will transition Turkey into a conservative democracy and join the Allies.
	enable = {
		OR = {
			has_country_flag = TUR_AI_RANDOM_DEMOCRATIC_ALTERNATE
			has_game_rule = {
				rule = TUR_ai_behavior
				option = TUR_DEMOCRATIC_ALTERNATE
			}
			AND = {
				has_completed_focus = TUR_democratic_capstone_focus
				has_country_leader = {
					character = TUR_adnan_menderes
					ruling_only = yes
				}
			}
		}
	}
	abort = {
		OR = {
			has_war_with = ENG USA
			has_government = communism fascism
			AND = {
				has_completed_focus = TUR_democratic_capstone_focus
				has_country_leader = {
					character = TUR_celal_bayar
					ruling_only = yes
				}
			}
		}
	}
	ai_national_focuses = {
		SSB_expand_turkeys_military_infrastructure SSB_expand_turkish_chromium_deposits TUR_the_montreux_convention TUR_fully_integrate_the_is_bank TUR_continue_the_sumerbank_industrialization_scheme TUR_hava_okulu TUR_ratify_the_six_arrows TUR_privatize_the_anadolu_agency TUR_millet_mektebi_focus SSB_military_cooperation SSB_economic_cooperation TUR_the_sanayiciler TUR_lift_the_ban_on_other_political_parties TUR_treaty_of_saadabad SSB_the_saadabad_pact TUR_cooperate_with_the_debt_council TUR_utilize_foreign_capital SSB_joint_military_exercises TUR_holding_our_first_multi_party_election TUR_democratic_transition_focus TUR_assess_our_future TUR_the_hatay_issue TUR_permit_regional_elections SSB_expand_road_and_rail_connections SSB_coordinate_military_production TUR_expanding_our_armaments TUR_learning_from_the_great_war TUR_modernising_the_army TUR_expand_the_air_bases TUR_expand_the_golcuk_naval_base SSB_combined_arms SSB_saadabad_research_cooperation TUR_privatize_our_infrastructure TUR_peace_in_the_world TUR_democratic_capstone_focus TUR_relocate_from_yildiz_palace TUR_embrace_military_tradition TUR_reconfigure_our_foreign_policy TUR_the_anglo_turkish_agreement TUR_the_german_turkish_friendship_treaty TUR_applying_british_oil_embargoes_on_iraq TUR_host_exiled_scientists TUR_the_chester_concession TUR_the_clodius_agreement TUR_bomber_schematics TUR_american_motor_factories TUR_join_the_allies TUR_the_petra_proposal TUR_controlling_the_skies_of_europe TUR_expanding_our_navy TUR_expanded_credit_on_our_debts TUR_partnership_pact_with_bulgaria TUR_british_dockyards_in_turkey TUR_securing_iran T
# ... (truncated)
### Entity: National Focus
Tree: fin_focus
Component: FIN_a_fascist_regime
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_government, has_country_flag, completion_reward, add_political_power
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_a_fascist_regime
	icon = GFX_focus_generic_strike_at_democracy1
	prerequisite = {
		focus = FIN_discredit_the_democratic_system FIN_prepare_a_military_coup
	}
	x = 1
	y = 1
	relative_position_id = FIN_discredit_the_democratic_system
	cost = 5
	bypass = {
		has_government = fascism
	}
	available = {
		is_subject = no
		OR = {
			has_completed_focus = FIN_prepare_a_military_coup
			AND = {
				has_completed_focus = FIN_discredit_the_democratic_system
				fascism = > 0.6
				has_stability = > 0.6
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_political_power = 100
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		add_dynamic_modifier = {
			modifier = FIN_fascist_regime
		}
		if = {
			limit = {
				has_idea = FIN_sisu_1
			}
			set_variable = {
				FIN_sisu_version = 1
			}
		} {
			limit = {
				has_completed_focus = FIN_prepare_a_military_coup
			}
			if = {
				limit = {
					fascism = < 0.5
				}
				set_variable = {
					FIN_fascist_cw_size_of_breakaway_country = 0.7
				}
			} {
				limit = {
					has_country_flag = FIN_cw_military_secured_flag
				}
				subtract_from_variable = {
					FIN_fascist_cw_size_of_breakaway_country = 0.05
				}
			} {
				limit = {
					has_country_flag = FIN_cw_support_from_middle_class_flag
				}
				subtract_from_variable = {
					FIN_fascist_cw_size_of_breakaway_country = 0.1
				}
			} {
				limit = {
					ROOT = {
						has_country_flag = FIN_cw_purchase_german_equipment_flag
					}
				}
				FIN_purchase_german_equipment_for_cw = yes
			}
			else_if = {
				limit = {
					fascism = < 0.6
				}
				set_variable = {
					FIN_fascist_cw_size_of_breakaway_country = 0.6
				}
			} {
				limit = {
					fascism = < 0.7
				}
				set_variable = {
					FIN_fascist_cw_size_of_breakaway_country = 0.5
				}
			}
			else = {
				set_variable = {
					FIN_fascist_cw_size_of_breakaway_country = 0.4
				}
			}
			start_civil_war = {
				ideology = neutrality
				ruling_party = fascism
				size = FIN_fascist_cw_size_of_breakaway_country
				keep_all_characters = yes
				ROOT = {
					every_character = {
						limit = {
							has_character_flag = FIN_anti_fascist_character_flag
						}
						set_nationality = PREV.PREV
					}
				}
				retire_ideology_leader = neutrality
				if = {
					limit = {
						has_character = FIN_kyosti_kal
# ... (truncated)
### Entity: Order of Battle
Component: Jātnieku pulks
Constructs: division_template
Source: game
File: history/units/LAT_1936_nsb.txt

Code:
division_template = {
	name = Jātnieku pulks
	division_names_group = LAT_CAV_01
	regiments = {
		cavalry = {
			x = 0
			y = 0
		} {
			x = 0
			y = 1
		}
		bicycle_battalion = {
			x = 1
			y = 0
		}
	}
}
### Entity: Unit Leader
Component: 9
Source: game
File: common/unit_leader/00_logistics_skills.txt

Code:
9 = {
	cost = 25600
	type = field_marshal
	modifier = {
		supply_consumption_factor = -0.225
	}
}
### Entity: Event
Component: new_ger.33
Constructs: is_triggered_only, ai_chance, has_country_flag, has_game_rule, set_country_flag
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.33
	title = new_ger.33.t
	desc = new_ger.33.d
	picture = GFX_report_event_generic_funeral
	is_triggered_only = yes
	option = {
		name = new_ger.33.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				OR = {
					has_country_flag = GER_AI_RANDOM_COMMUNIST_SPARTACUS
					has_game_rule = {
						rule = GER_ai_behavior
						option = COMMUNIST_WORLD_REVOLUTION
					}
				}
			}
		}
		set_country_flag = GER_pieck_kpd
		promote_character = {
			character = GER_wilhelm_pieck
			ideology = stalinism
		}
	} {
		name = new_ger.33.b
		ai_chance = {
			base = 1
		}
		set_country_flag = GER_ulbricht_kpd
		promote_character = {
			character = GER_walter_ulbricht
			ideology = stalinism
		}
	}
}
### Entity: Event
Component: kmt.357
Constructs: is_triggered_only, ai_chance, limit, add_opinion_modifier, add_ai_strategy, set_country_flag, create_wargoal, puppet_wargoal_focus
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.357
	title = kmt.357.t
	desc = kmt.357.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = kmt.357.a
		ai_chance = {
			base = 70
		}
		FROM = {
			country_event = {
				id = kmt.358
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = CHI_KR_fd
			}
			if = {
				limit = {
					tag = KOR
				}
				add_ai_strategy = {
					type = befriend
					id = KOR
					value = 50
				} {
					type = alliance
					id = KOR
					value = 50
				}
			}
		}
		add_opinion_modifier = {
			target = ROOT
			modifier = CHI_KR_fd
		}
		add_ai_strategy = {
			type = befriend
			id = CHI
			value = 100
		} {
			type = alliance
			id = CHI
			value = 150
		}
		set_country_flag = accepted_CHI_friendship
	} {
		ai_chance = {
			base = 25
		}
		name = kmt.357.b
		FROM = {
			country_event = {
				id = kmt.358
			}
			puppet = ROOT
			add_opinion_modifier = {
				target = ROOT
				modifier = CHI_KR_fd
			}
			if = {
				limit = {
					tag = KOR
				}
				add_ai_strategy = {
					type = befriend
					id = KOR
					value = 50
				} {
					type = alliance
					id = KOR
					value = 50
				}
			}
		}
		add_opinion_modifier = {
			target = ROOT
			modifier = CHI_KR_fd
		}
		add_ai_strategy = {
			type = befriend
			id = CHI
			value = 100
		} {
			type = alliance
			id = CHI
			value = 150
		}
		set_country_flag = accepted_CHI_friendship
	} {
		ai_chance = {
			base = 5
		}
		name = kmt.357.c
		FROM = {
			country_event = {
				id = kmt.359
			}
			create_wargoal = {
				target = ROOT
				type = puppet_wargoal_focus
			}
		}
		set_country_flag = refused_CHI_friendship
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_our_own_pact
Constructs: prerequisite, limit, completion_reward, is_subject, is_in_faction, set_rule, has_dlc, create_faction_from_template
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_our_own_pact
	icon = GFX_focus_generic_balkan_diplomacy
	relative_position_id = AUS_fall_from_grace
	x = -5
	y = 1
	available = {
		is_subject = no
		is_in_faction = no
	}
	bypass = {
		is_in_faction = yes
	}
	prerequisite = {
		focus = AUS_fall_from_grace
	}
	mutually_exclusive = {
		focus = AUS_join_the_allies_r56
	}
	cost = 5
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		IF = {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			create_faction_from_template = {
				template = faction_template_balkan_pact
				name = donaubund
			}
			add_faction_initiative = 1
		}
		ELSE = {
			create_faction = donaubund
		}
	}
}
### Entity: Unit Template
Component: POR_MAR_01
Source: game
File: common/units/names_divisions/POR_names_divisions.txt

Code:
POR_MAR_01 = {
	name = Marine Division
	for_countries = {
		POR
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %da Divisão Marinha
	ordered = {
		1 = {
			%da Divisão Marinha
		}
		2 = {
			%da Divisão Marinha
		}
		3 = {
			%da Divisão Marinha
		}
		4 = {
			%da Divisão Marinha
		}
		5 = {
			%da Divisão Marinha
		}
		6 = {
			%da Divisão Marinha
		}
		7 = {
			%da Divisão Marinha
		}
		8 = {
			%da Divisão Marinha
		}
		9 = {
			%da Divisão Marinha
		}
		10 = {
			%da Divisão Marinha
		}
	}
}
### Entity: Unit Template
Component: equipments
Constructs: limit, has_dlc, has_idea, is_archetype, is_buildable, naval_speed, build_cost_ic
Source: game
File: common/units/equipment/ship_hull_light.txt

Code:
equipments = {
	ship_hull_light = {
		year = 1922
		can_be_produced = {
			if = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				NOT = {
					has_idea = BUL_army_restrictions_aat
				}
			}
			else = {
				NOT = {
					has_idea = BUL_army_restrictions
				}
			}
		}
		is_archetype = yes
		is_buildable = no
		type = screen_ship
		interface_category = interface_category_screen_ships
		alias = destroyer
		priority = 2000
		upgrades = {
			ship_torpedo_upgrade destroyer_engine_upgrade ship_ASW_upgrade ship_anti_air_upgrade
		}
		module_slots = {
			fixed_ship_battery_slot = {
				required = yes
				allowed_module_categories = {
					ship_light_battery dp_light_battery
				}
			}
			fixed_ship_anti_air_slot = {
				required = no
				allowed_module_categories = {
					ship_anti_air
				}
			}
			fixed_ship_fire_control_system_slot = {
				required = no
				allowed_module_categories = {
					ship_fire_control_system ship_sonar
				}
			}
			fixed_ship_radar_slot = {
				required = no
				allowed_module_categories = {
					ship_radar ship_sonar
				}
			}
			fixed_ship_torpedo_slot = {
				required = no
				allowed_module_categories = {
					ship_torpedo
				}
			}
			fixed_ship_engine_slot = {
				required = yes
				allowed_module_categories = {
					light_ship_engine
				}
			}
			mid_1_custom_slot = {
				required = no
				allowed_module_categories = {
					ship_torpedo ship_mine_warfare ship_mine_layer ship_anti_air ship_depth_charge ship_seaplane_tender
				}
			}
			rear_1_custom_slot = {
				required = no
				allowed_module_categories = {
					ship_torpedo ship_mine_warfare ship_mine_layer ship_anti_air ship_depth_charge
				}
			}
		}
		module_count_limit = {
			category = ship_radar
			count = < 2
		} {
			category = ship_sonar
			count = < 2
		}
		default_modules = {
			fixed_ship_battery_slot = empty
			fixed_ship_anti_air_slot = empty
			fixed_ship_fire_control_system_slot = empty
			fixed_ship_radar_slot = empty
			fixed_ship_engine_slot = light_ship_engine_1
			fixed_ship_torpedo_slot = empty
			mid_1_custom_slot = empty
			rear_1_custom_slot = empty
		}
		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 1
		anti_air_attack = 0
		armor_value = 0
		surface_detection = 20
		sub_detection = 2.5
		surface_visibility = 10
		naval_speed = 32
		reliability = 0.8
		naval_range = 2000
# ... (truncated)
### Entity: AI Strategy
Component: EAI_submarine_early
Source: game
File: common/ai_equipment/EAI_navy_submarine_role.txt

Code:
EAI_submarine_early = {
	category = naval
	roles = {
		naval_submarine
	}
	priority = {
		base = 0
	}
	EARLY_SUBMARINE_1 = {
		role_icon_index = 6
		priority = {
			base = 0
		}
		target_variant = {
			type = ship_hull_submarine_1
			match_value = 1000
		}
	}
	GER_SS = {
		role_icon_index = 6
		priority = {
			base = 1
		}
		target_variant = {
			type = ship_hull_submarine_2
			match_value = 1000
			modules = {
				fixed_ship_torpedo_slot = > empty
				fixed_ship_engine_slot = > empty
				rear_1_custom_slot = empty
			}
		}
	}
}
### Entity: Modifier Reference
Component: CZE_license_equipment_agreement
Constructs: has_war_with
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
CZE_license_equipment_agreement = {
	valid_relation_trigger = {
		FROM = {
			exists = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	license_purchase_cost = 0
	ai_license_acceptance = 50
	license_production_speed = 0.25
	license_tech_difference_speed = 0.25
}
### Entity: Modifier Reference
Component: BRM_blown_up_oil_fields
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
BRM_blown_up_oil_fields = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_sabotaged_resource
	state_resources_factor = -0.95
}
### Entity: Idea
Component: EST_vaps_idea_2
Constructs: stability_factor, removal_cost, conscription_factor, fascism_drift
Source: game
File: common/ideas/estonia.txt

Code:
EST_vaps_idea_2 = {
	picture = EST_vaps_2
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		conscription_factor = -0.2
		stability_factor = -0.15
		mobilization_laws_cost_factor = 0.5
		fascism_drift = 0.05
		land_doctrine_cost_factor = 0.25
	}
}
### Entity: Idea
Component: MAN_five_people_armies
Constructs: removal_cost
Source: game
File: common/ideas/manchukou.txt

Code:
MAN_five_people_armies = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		original_tag = MAN
	}
	removal_cost = -1
	picture = generic_manpower_bonus
	modifier = {
		conscription = 0.02
	}
}
### Entity: Effect Reference
Construct: add_breakthrough_points
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_breakthrough_points

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Add breakthrough points to one specialization or all for a country scope.
	ex:
    add_breakthrough_points = {
	  specialization = <sp_specialization_id>
      value = 3
	}
    add_breakthrough_points = {
	  specialization = all
      value = -1
	}

```
### Entity: Character
Component: NAV_alberto_de_montaud_noguerol
Source: game
File: common/characters/NAV.txt

Code:
NAV_alberto_de_montaud_noguerol = {
	name = EUS_alberto_de_montaud_noguerol
	advisor = {
		slot = high_command
		idea_token = NAV_alberto_de_montaud_noguerol
		allowed = {
			original_tag = NAV
		}
		traits = {
			army_infantry_2
		}
		cost = 100
		ai_will_do = {
			factor = 2.0
		}
	}
}
### Entity: Character
Component: AUS_heinrich_maier
Constructs: has_completed_focus, has_government, has_dlc
Source: game
File: common/characters/AUS.txt

Code:
AUS_heinrich_maier = {
	advisor = {
		slot = political_advisor
		idea_token = AUS_heinrich_maier
		allowed = {
			original_tag = AUS
			has_dlc = La Resistance
		}
		available = {
			NOT = {
				has_government = fascism
			} {
				has_completed_focus = AUS_cut_ties_with_the_church
			}
		}
		visible = {
			NOT = {
				has_completed_focus = AUS_cut_ties_with_the_church
			}
		}
		ai_will_do = {
			base = 1
		}
		traits = {
			AUS_secretive_priest
		}
	}
	name = AUS_heinrich_maier
	portraits = {
		civilian = {
			small = GFX_portrait_AUS_heinrich_maier_small
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_45
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_45 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 45
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 45
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_rearm_the_bulgarian_airforce
Constructs: prerequisite, completion_reward, add_building_construction, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_rearm_the_bulgarian_airforce
	icon = GFX_goal_BUL_coa_air_force
	prerequisite = {
		focus = BUL_naval_air_rearmament_plan
	}
	relative_position_id = BUL_naval_air_rearmament_plan
	x = 5
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		air_experience = 30
		212 = {
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = air_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: GER_ex_chief_of_the_reichswehr
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_ex_chief_of_the_reichswehr = {
	random = no
	sprite = 14
	army_chief_cost_factor = -0.1
	high_command_cost_factor = -0.1
	mobilization_laws_cost_factor = -0.1
	stability_factor = 0.05
	max_planning = 0.05
	army_morale_factor = 0.05
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_provincial_autonomy
Constructs: has_completed_focus, limit, completion_reward, is_subject, allow_branch, has_game_rule, cancel_if_invalid, add_dynamic_modifier
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_provincial_autonomy
	icon = GFX_focus_RAJ_provincial_autonomy
	mutually_exclusive = {
		focus = RAJ_great_depression_price_controls RAJ_his_majestys_loyal_government
	}
	x = 29
	y = 0
	relative_position_id = RAJ_great_depression_price_controls
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {
		is_subject = no
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = RAJ_his_majestys_loyal_government RAJ_great_depression_price_controls
			}
		}
	}
	offset = {
		x = 100
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = RAJ_great_depression_price_controls
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_TFV_AUTONOMY
	}
	completion_reward = {
		add_dynamic_modifier = {
			modifier = idea_RAJ_independence_movement
		}
		hidden_effect = {
			country_event = {
				id = GOE_RAJ_partition.1
				days = 80
			} {
				id = GOE_RAJ.29
				days = 38
			}
		} {
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
		custom_effect_tooltip = RAJ_provincial_autonomy_tt
	}
}
### Entity: Decision
Component: CIN_defeat_soviet_category
Constructs: has_war_with, fire_only_once, has_full_control_of_state, is_in_faction, is_good, cancel_trigger, cancel_effect, complete_effect
Source: game
File: common/decisions/CIN.txt

Code:
CIN_defeat_soviet_category = {
	CIN_defeat_soviet = {
		allowed = {
			tag = CIN
		}
		icon = GFX_decision_category_SOV_civil_war
		available = {
			has_full_control_of_state = 874 875 873 232
			SOV = {
				surrender_progress = > 0.035
			}
			has_war_with = SOV
			CIN = {
				is_in_faction = no
			}
		}
		is_good = yes
		fire_only_once = yes
		cancel_trigger = {
			hidden_trigger = {
				NOT = {
					has_war_with = SOV
				}
			}
		}
		visible = {
			has_war_with = SOV
		}
		cancel_effect = {

		}
		complete_effect = {
			hidden_effect = {
				874 = {
					add_compliance = 50
				}
				875 = {
					add_compliance = 50
				}
				873 = {
					add_compliance = 50
				}
				232 = {
					add_compliance = 50
				}
			}
			SOV = {
				country_event = chechnya.1
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				CIN = {
					transfer_state = 874 875 873 232
					white_peace = SOV
				}
			}
		}
		timeout_effect = {

		}
		ai_will_do = {
			factor = 20000
		}
	}
}
### Entity: AI Strategy
Component: malaysia_default
Constructs: is_subject_of, has_autonomy_state, is_subject
Source: game
File: common/ai_strategy_plans/MAL.txt

Code:
malaysia_default = {
	name = Malaysian Loyalty
	desc = Who's a good little puppet?
	allowed = {
		original_tag = MAL
	}
	enable = {
		is_subject_of = ENG
		has_autonomy_state = autonomy_integrated_puppet
	}
	abort = {
		is_subject = no
	}
	ai_national_focuses = {
		MAL_state_of_malaya MAL_centralisation MAL_the_empire MAL_the_empire_1 MAL_centralisation MAL_the_empire_2 MAL_centralisation_2 MAL_the_empire_3 MAL_the_island MAL_the_island_1 MAL_the_island_2 MAL_the_island_3 MAL_the_island_air_straits MAL_the_empire_4 MAL_centralisation_3 MAL_the_empire_5 MAL_the_empire_6 MAL_the_empire_7 MAL_RND MAL_the_island_air_straits_1 MAL_RND_1 MAL_RND_2 MAL_RND_3 MAL_RND_4 MAL_RND_5 MAL_RND_6 MAL_RND_7 MAL_RND_9 MAL_RND_10
	}
	research = {
		infantry_weapons = 50.0
		infantry_tech = 15.0
		support_tech = 6.5
	}
	traits = {
		captain_of_industry = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {

	}
}
### Entity: Character
Component: SIA_prayoon_yuthasastrkosol
Source: game
File: common/characters/SIA.txt

Code:
SIA_prayoon_yuthasastrkosol = {
	name = SIA_prayoon_yuthasastrkosol
	portraits = {
		navy = {
			small = GFX_portrait_SIA_prayoon_yuthasastrkosol_small
			large = GFX_portrait_SIA_prayoon_yuthasastrkosol
		}
	}
	advisor = {
		slot = high_command
		idea_token = SIA_prayoon_yuthasastrkosol
		ledger = navy
		allowed = {
			original_tag = SIA
		}
		traits = {
			navy_screen_1
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	navy_leader = {
		traits = {
			bold
		}
		skill = 1
		attack_skill = 2
		defense_skill = 1
		maneuvering_skill = 1
		coordination_skill = 1
		legacy_id = -1
	}
}