Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Misc Config
Component: the_southern_mandate_states
Constructs: limit
Source: game
File: common/collections/collections.txt

Code:
the_southern_mandate_states = {
	input = game:all_states
	operators = {
		limit = {
			CHI_southern_mandate_states = yes
		}
	}
	name = COLLECTION_STATES_IN_ASIA_AND_IN_OCEANIA
}
### Entity: National Focus
Tree: ins_focus
Component: INS_naval_warfare
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_naval_warfare
	icon = GFX_goal_generic_navy_doctrines_tactics
	ai_will_do = {
		factor = 2
	}
	x = 1
	y = 1
	relative_position_id = INS_coastal_entrenchment
	prerequisite = {
		focus = INS_java_shipyards INS_coastal_entrenchment
	}
	cost = 10
	completion_reward = {
		navy_experience = 10
		add_doctrine_cost_reduction = {
			name = naval_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = naval_doctrine
		}
		add_tech_bonus = {
			name = naval_gunnery_tech
			bonus = 0.75
			ahead_reduction = 0.5
			uses = 1
			category = naval_gunnery_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_NAVY_XP FOCUS_FILTER_RESEARCH
	}
}
### Entity: Faction
Component: faction_template_JAP_pan_asian_revolutuonary_front
Constructs: change_leader_rule_industry
Source: game
File: common/factions/templates/japanese_factions.txt

Code:
faction_template_JAP_pan_asian_revolutuonary_front = {
	name = JAP_pan_asian_revolutuonary_front
	manifest = faction_manifest_spread_of_communism
	goals = {
		faction_goal_secure_the_oil_supply faction_goal_align_china
	}
	default_rules = {
		joining_rule_communist_only faction_peace_rule_puppeting_focus change_leader_rule_industry
	}
	icon = GFX_faction_icon_generic_communist
}
### Entity: Character
Component: AUS_under_german_pressure
Constructs: stability_factor, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
AUS_under_german_pressure = {
	random = no
	fascism_acceptance = 50
	fascism_drift = 0.03
	stability_factor = -0.1
	surrender_limit = -0.15
}
### Entity: Idea
Component: SAF_abandon_westminster
Constructs: has_government, removal_cost, autonomy_gain, democratic_drift
Source: game
File: common/ideas/south_africa.txt

Code:
SAF_abandon_westminster = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = democratic
		}
	}
	removal_cost = -1
	picture = ast_abandon_the_westminster_system
	modifier = {
		autonomy_gain = 0.5
		democratic_drift = -0.03
	}
}
### Entity: Unit Template
Component: MAN_MEC_01
Source: game
File: common/units/names_divisions/MAN_names_divisions.txt

Code:
MAN_MEC_01 = {
	name = Mechanized Division
	for_countries = {
		MAN
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		MAN_INF_01
	}
	fallback_name = %d Man'chu Jixiehua Shi
	ordered = {
		1 = {
			%d Man'chu Jixiehua Shi
		}
		2 = {
			%d Man'chu Jixiehua Shi
		}
		3 = {
			%d Man'chu Jixiehua Shi
		}
		4 = {
			%d Man'chu Jixiehua Shi
		}
		5 = {
			%d Man'chu Jixiehua Shi
		}
		6 = {
			%d Man'chu Jixiehua Shi
		}
		7 = {
			%d Man'chu Jixiehua Shi
		}
		8 = {
			%d Man'chu Jixiehua Shi
		}
		9 = {
			%d Man'chu Jixiehua Shi
		}
		10 = {
			%d Man'chu Jixiehua Shi
		}
		11 = {
			%d Man'chu Jixiehua Shi
		}
		12 = {
			%d Man'chu Jixiehua Shi
		}
		13 = {
			%d Man'chu Jixiehua Shi
		}
		14 = {
			%d Man'chu Jixiehua Shi
		}
		15 = {
			%d Man'chu Jixiehua Shi
		}
	}
}
### Entity: Idea
Component: EAI_DD_15/super_heavy_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_15/super_heavy_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_aa_chassis = {
			build_cost_ic = -0.375
			instant = yes
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/PRC_1936_TSR.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 3
	}
	location = 7659
	division_template = Renmin Jundui
	start_experience_factor = 0.2
	start_equipment_factor = 0.3
}
### Entity: National Focus
Tree: ast_focus
Component: AST_a_change_of_authority
Constructs: every_owned_state, prerequisite, limit, completion_reward, is_core_of, add_dynamic_modifier, has_dlc, set_faction_leader
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_a_change_of_authority
	icon = GFX_focus_RAJ_tryst_with_destiny_hand
	prerequisite = {
		focus = AST_taking_the_helm
	}
	relative_position_id = AST_taking_the_helm
	x = 0
	y = 2
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		every_owned_state = {
			limit = {
				NOT = {
					is_core_of = AST
				}
			}
			add_dynamic_modifier = {
				modifier = AST_standing_with_canberra_state_modifier
			}
		}
		IF = {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			set_faction_leader = yes
			add_faction_influence_ratio = 0.3
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		set_major = yes
		random_owned_controlled_state = {
			limit = {
				is_fully_controlled_by = ROOT
				land_facility = < 1
				air_facility = < 1
				nuclear_facility = < 1
				naval_facility = < 1
			}
			prioritize = {
				285
			}
			construct_building_in_random_province = {
				naval_facility = 1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_AIR_DOCTRINE_air_subdoctrine_escort_fighter
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_FOCUS_AIR_DOCTRINE_air_subdoctrine_escort_fighter = {
	NOT = {
		EAI_air_doctrine_progress_limit = yes
	}
	EAI_FOCUS_AIR_DOCTRINE_has_correct_grand_doctrine = yes
	OR = {
		check_variable = {
			EAI_FOCUS/AIR/air_doctrine = global.EAI_SD_DOCTRINE
		} {
			EAI_FOCUS/AIR/air_doctrine = global.EAI_BFS_DOCTRINE
		} {
			EAI_FOCUS/AIR/air_doctrine = global.EAI_OI_DOCTRINE
		}
	}
}
### Entity: Scripted Effect
Component: EAI_get_state_controllers
Constructs: limit
Source: game
File: common/scripted_effects/EAI_MISC_effects.txt

Code:
EAI_get_state_controllers = {
	if = {
		limit = {
			EAI_TRIGGER_get_state_controllers = yes
		}
	}
}
### Entity: Technology
Component: sp_ice_composite_runawayas
Constructs: enable_equipment_modules, is_special_project_completed, force_use_small_tech_layout, is_special_project_tech, research_cost
Source: game
File: common/technologies/MTG_naval.txt

Code:
technology = {
	enable_equipment_modules = {
		ship_armor_ice_carrier_deck_3
	}
	allow = {
		ROOT = {
			is_special_project_completed = sp:sp_naval_ice_carrier
		}
	}
	force_use_small_tech_layout = yes
	is_special_project_tech = yes
	research_cost = 1
	start_year = 1944
	folder = {
		name = mtgnavalfolder
		position = {
			x = 0
			y = 23
		}
	}
	categories = {
		naval_equipment cv_tech mio_cat_tech_all_carrier_and_modules pykrete_tech
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Idea
Component: EAI_DD_9/medium_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_9/medium_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_artillery_chassis = {
			build_cost_ic = -0.225
			instant = yes
		}
	}
}
### Entity: Shared Focus
Tree: lat_focus
Component: LAT_VEF_radio_production
Constructs: shared_focus, limit, has_country_flag, completion_reward, set_technology, has_tech, add_tech_bonus, electronics_bonus
Source: game
File: common/national_focus/r56_latvia_shared.txt

Code:
shared_focus = {
	id = LAT_VEF_radio_production
	icon = GFX_goal_generic_radio_development
	x = 3
	y = 0
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 20
	}
	available = {
		has_country_flag = LAT_political_path_decided
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_tech = radio
				}
			}
			set_technology = {
				radio = 1
			}
			else = {
				add_tech_bonus = {
					name = electronics_bonus
					bonus = 1.0
					uses = 1
					category = electronics
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: SEA_japan_popup_events.27
Constructs: is_triggered_only, fire_only_once, add_political_power
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_popup_events.27
	title = SEA_japan_popup_events.27.t
	desc = SEA_japan_popup_events.27.desc
	picture = GFX_report_event_JAP_workers_celebrating
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_popup_events.27.a
		add_political_power = 100
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_reestablish_the_republican_guard
Constructs: division_template, prerequisite, has_war, limit, add_ideas, completion_reward, has_country_leader, has_idea
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_reestablish_the_republican_guard
	icon = GFX_focus_SWE_varnplikt
	relative_position_id = CHL_policies_of_arturo_alessandri
	x = 3
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_policies_of_arturo_alessandri
	} {

	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 5
			has_war = yes
		}
	}
	available = {
		has_country_leader = {
			character = CHL_arturo_alessandri
			ruling_only = yes
		}
		NOT = {
			has_idea = idea_CHL_repubican_guard
		}
		has_war = yes
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = idea_CHL_repubican_guard
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_skip_one_line_tt
		hidden_effect = {
			division_template = {
				name = Republican Guard
				is_locked = yes
				force_allow_recruiting = yes
				division_names_group = SPR_INF_01
				priority = 0
				regiments = {
					militia = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					}
				}
			}
		}
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				NOT = {
					state = 948
				}
			}
			create_unit = {
				division = name = "Alessandri's First Republican Guard" division_template = "Republican Guard" start_experience_factor = 0.5 start_equipment_factor = 0.8
				owner = ROOT
			}
		} {
			limit = {
				is_core_of = ROOT
				NOT = {
					state = 948
				}
			}
			create_unit = {
				division = name = "Alessandri's Second Republican Guard" division_template = "Republican Guard" start_experience_factor = 0.5 start_equipment_factor = 0.8
				owner = ROOT
			}
		} {
			limit = {
				is_core_of = ROOT
				NOT = {
					state = 948
				}
			}
			create_unit = {
				division = name = "Alessandri's Third Republican Guard" division_template = "Republican Guard" start_experience_factor = 0.5 start_equipment_factor = 0.8
				owner = ROOT
			}
		}
		add_manpower = 6000
	}
}
### Entity: Event
Component: AAT_Sweden_nationalists.12
Constructs: is_triggered_only, ai_chance
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_nationalists.12
	title = AAT_Sweden_nationalists.12.t
	desc = AAT_Sweden_nationalists.12.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_nationalists.12.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_reaffirm_trade_relations_with_balkans
Constructs: prerequisite, has_government, has_war_with, has_country_flag, completion_reward, has_capitulated
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_reaffirm_trade_relations_with_balkans
	icon = GFX_goal_trade_pact
	prerequisite = {
		focus = BUL_denounce_fascist_nations
	}
	relative_position_id = BUL_denounce_fascist_nations
	x = 1
	y = 1
	cost = 7.15
	ai_will_do = {
		factor = 5
	}
	available = {
		has_government = democratic
		TUR = {
			NOT = {
				has_war_with = ROOT
			}
			exists = yes
			has_capitulated = no
			OR = {
				has_government = democratic neutrality
			}
		}
		GRE = {
			NOT = {
				has_war_with = ROOT
			}
			exists = yes
			has_capitulated = no
			OR = {
				has_government = democratic neutrality
			}
		}
		YUG = {
			NOT = {
				has_war_with = ROOT
			}
			exists = yes
			has_capitulated = no
			OR = {
				has_government = democratic neutrality
			}
		}
	}
	bypass = {
		has_country_flag = BUL_socdems_in_power
	}
	completion_reward = {
		TUR = {
			country_event = axis_minors_bulgaria.61
		}
		GRE = {
			country_event = axis_minors_bulgaria.64
		}
		YUG = {
			country_event = axis_minors_bulgaria.67
		}
	}
}
### Entity: Character
Component: LIT_antanas_smetona
Source: game
File: common/characters/LIT.txt

Code:
LIT_antanas_smetona = {
	name = LIT_antanas_smetona
	portraits = {
		civilian = {
			large = GFX_Portrait_lithuania_antanas_smetona
		}
	}
	country_leader = {
		ideology = oligarchism
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_embargo_japan
Constructs: prerequisite, completion_reward, send_embargo
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_embargo_japan
	icon = GFX_goal_generic_trade
	x = 22
	y = 9
	cost = 5
	available_if_capitulated = yes
	prerequisite = {
		focus = VEN_british_air_bases
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		send_embargo = JAP
		custom_effect_tooltip = embargo_relation_tt
	}
}
### Entity: Character
Component: BRI_democratic_guy
Constructs: has_government
Source: game
File: common/characters/BRI.txt

Code:
BRI_democratic_guy = {
	advisor = {
		slot = political_advisor
		idea_token = BRI_democratic_guy
		allowed = {
			original_tag = BRI
		}
		traits = {
			democratic_reformer
		}
		do_effect = {
			not = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_1
		}
	}
}
### Entity: Character
Component: war_industrialist
Source: game
File: common/country_leader/00_traits.txt

Code:
war_industrialist = {
	sprite = 10
	random = yes
	production_speed_arms_factory_factor = 0.1
	production_speed_dockyard_factor = 0.1
	production_speed_fuel_silo_factor = 0.1
	ai_will_do = {
		factor = 2
	}
}
### Entity: Character
Component: surgeon_general
Source: game
File: common/country_leader/r56_traits.txt

Code:
surgeon_general = {
	random = no
	army_org_regain = 0.03
	experience_loss_factor = -0.05
}
### Entity: Idea
Component: KMT_china_open_for_buisness
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_china_open_for_buisness = {
	removal_cost = -1
	picture = generic_economic_increase
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = democratic
		}
	}
	modifier = {
		production_speed_arms_factory_factor = 0.05
		consumer_goods_factor = -0.25
		production_speed_industrial_complex_factor = 0.2
	}
}
### Entity: Technology
Component: mountain_defensive_training
Constructs: research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	research_cost = 1
	allow = {
		always = no
	}
	infantry = {
		mountain = {
			defence = 0.05
			movement = 0.05
		}
	}
	mountaineers = {
		mountain = {
			defence = 0.05
			movement = 0.1
		}
	}
}
### Entity: Character
Component: RAJ_GOE_muhammad_musa
Constructs: has_completed_focus
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_GOE_muhammad_musa = {
	name = RAJ_GOE_muhammad_musa
	portraits = {
		army = {
			large = GFX_portrait_RAJ_muhammad_musa
			small = GFX_portrait_RAJ_muhammad_musa_small
		}
	}
	advisor = {
		slot = army_chief
		ledger = army
		idea_token = RAJ_GOE_muhammad_musa
		allowed = {
			OR = {
				original_tag = PAK AFG RAJ
				AND = {
					original_tag = RAJ
					has_completed_focus = RAJ_the_mughal_uprising
				}
			}
		}
		traits = {
			army_chief_organizational_1
		}
		cost = 50
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		traits = {
			desert_fox loyalty_to_pakistan
		}
		skill = 2
		attack_skill = 1
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 3
		visible = {
			NOT = {
				has_completed_focus = RAJ_royal_indian_navy_mutiny
			}
		}
	}
}
### Entity: Event
Component: kns.5
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/r56_KMT_events.txt

Code:
news_event = {
	id = kns.5
	title = kns.5.t
	desc = kns.5.d
	picture = GFX_news_event_spr_spanish_civil_war2
	major = yes
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = kns.5.a
		trigger = {
			OR = {
				tag = CHI PRC GXC SHX XSM YUN SIC XIC GDC HBC SND
			}
		}
	} {
		name = kns.5.b
		trigger = {
			tag = JAP
		}
	} {
		name = kns.4.c
		trigger = {
			NOT = {
				tag = CHI PRC GXC SHX XSM YUN SIC XIC GDC HBC SND JAP
			}
		}
	}
}
### Entity: Modding Documentation
Construct: random_seed
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## random_seed

reseeds random with specified seed or reseeds random
### Entity: National Focus
Tree: chi_focus
Component: CHI_shifting_the_balance
Constructs: prerequisite, limit, has_war_with, add_opinion_modifier, completion_reward, has_war_support, has_defensive_war, is_faction_leader
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_shifting_the_balance
	icon = GFX_goal_generic_neutrality_focus
	prerequisite = {
		focus = CHI_toward_a_socialist_economy CHI_enact_georgist_tax_reforms
	}
	x = 1
	y = 2
	relative_position_id = CHI_toward_a_socialist_economy
	cost = 10
	available = {
		OR = {
			has_war_support = > 0.85
			AND = {
				has_war_with = JAP
				has_defensive_war = yes
				war_length_with = {
					tag = JAP
					months = > 23
				}
			}
		} {
			is_faction_leader = yes
			USA = {
				is_faction_leader = yes
			}
		}
		is_subject = no
	}
	bypass = {
		is_faction_leader = no
		USA = {
			is_faction_leader = no
		}
		NOT = {
			has_war_with = JAP
		}
	}
	search_filters = {

	}
	enable_automatic_bypass = no
	ai_will_do = {
		factor = 10
	}
	bypass_effect = {
		set_rule = {
			can_create_factions = yes
		}
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				USA = {
					is_faction_leader = yes
				}
			}
			USA = {
				country_event = {
					id = generic.2
					hours = 4
				}
			}
			hidden_effect = {
				USA = {
					add_opinion_modifier = {
						target = ROOT
						modifier = large_increase
					}
				}
			}
		}
		ELSE_IF = {
			limit = {
				ROOT = {
					is_faction_leader = yes
				}
			}
			USA = {
				add_ai_strategy = {
					type = befriend
					id = ROOT
					value = 50
				}
				ROOT = {
					add_ai_strategy = {
						type = befriend
						id = PREV
						value = 50
					}
				}
				country_event = {
					id = generic.5
					hours = 6
					random_hours = 24
				}
				custom_effect_tooltip = generic_invite_to_faction_tt
			}
		} {
			limit = {
				has_war_with = JAP
			}
			USA = {
				country_event = {
					id = SEA_china_democratic.10
					hours = 12
				}
			}
		}
	}
}
### Entity: Trigger Reference
Construct: has_equipment
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_equipment

* Supported Scopes: COUNTRY
* Supported Targets: none

```
checks for amount of equipment stored
```
### Entity: Event
Component: kmt.198
Constructs: is_triggered_only, add_to_faction
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.198
	title = kmt.198.t
	desc = kmt.198.d
	picture = GFX_report_event_hitler_handshake
	is_triggered_only = yes
	option = {
		name = kmt.198.a
		effect_tooltip = {
			add_to_faction = FROM
		}
	}
}
### Entity: Idea
Component: idea_RAJ_famine_assistance_to_raj
Constructs: removal_cost
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_famine_assistance_to_raj = {
	allowed = {
		original_tag = RAJ
	}
	picture = raj_risk_of_famine
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		civilian_factory_use = 5
	}
}
### Entity: Event
Component: prc.74
Constructs: is_triggered_only, ai_chance, add_ideas, has_government, add_doctrine_cost_reduction
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.74
	title = prc.74.t
	desc = prc.74.d
	picture = GFX_report_event_chinese_soldiers
	is_triggered_only = yes
	option = {
		name = prc.74.a
		ai_chance = {
			base = 100
			modifier = {
				FROM = {
					has_government = communism
				}
				factor = 60
			}
		}
		add_ideas = PRC_military_knowledge
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.25
			uses = 1
			category = land_doctrine
		}
		FROM = {
			add_ideas = PRC_kmt_military_knowledge
			add_doctrine_cost_reduction = {
				name = land_doc_bonus
				cost_reduction = 0.25
				uses = 1
				category = land_doctrine
			}
			country_event = {
				id = prc.75
			}
		}
	} {
		name = prc.74.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = {
				id = prc.76
			}
		}
	}
}
### Entity: Event
Component: wtt_political_organisation.1
Constructs: is_triggered_only
Source: game
File: events/WTT_china_political_power_struggle.txt

Code:
country_event = {
	id = wtt_political_organisation.1
	title = wtt_political_organisation.1.t
	desc = wtt_political_organisation.1.desc
	picture = GFX_report_event_crowd_in_prague
	is_triggered_only = yes
	option = {
		name = wtt_political_organisation.1.a
	}
}
### Entity: Idea
Component: CZE_trade_agreement_to_HUN_YUG
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_trade_agreement_to_HUN_YUG = {
	picture = can_wartime_prices_and_trade_board
	name = CZE_trade_agreement
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = HUN
		extra_trade_to_target_factor = 0.35
		trade_cost_for_target_factor = -0.35
	} {
		tag = YUG
		extra_trade_to_target_factor = 0.35
		trade_cost_for_target_factor = -0.35
	} {
		tag = CZE
		extra_trade_to_target_factor = 0.35
		trade_cost_for_target_factor = -0.35
	}
}
### Entity: Idea
Component: FIN_hidden_naval_bomber_production_ns
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/finland.txt

Code:
FIN_hidden_naval_bomber_production_ns = {
	name = FIN_finnish_airforce
	removal_cost = -1
	picture = FIN_finnish_airforce
	allowed = {
		original_tag = FIN
	}
	allowed_civil_war = {
		always = yes
	}
	equipment_bonus = {
		small_plane_naval_bomber_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
		cv_small_plane_naval_bomber_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
	}
}