Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_special_forces
Constructs: shared_focus, prerequisite, limit, completion_reward, has_dlc, add_potential_special_forces_tree, add_doctrine_cost_reduction, add_to_variable
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_special_forces
	icon = GFX_focus_eng_special_air_service
	relative_position_id = SMB_army_professionalism
	prerequisite = {
		focus = SMB_army_professionalism SMB_conscription
	}
	x = -2
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_potential_special_forces_tree = yes
			add_doctrine_cost_reduction = {
				name = JUNO_expand_the_special_foces
				cost_reduction = 0.25
				uses = 1
				category = special_forces_doctrine
			}
		} {
			limit = {
				original_tag = CHL
			}
			custom_effect_tooltip = CHL_modify_chilean_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_special_forces_cap = 0.15
				tooltip = special_forces_cap_tt
			}
		}
		ELSE_IF = {
			limit = {
				original_tag = BRA
			}
			custom_effect_tooltip = BRA_modify_brazilian_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_special_forces_cap = 0.15
				tooltip = special_forces_cap_tt
			}
		} {
			limit = {
				original_tag = ARG
			}
			custom_effect_tooltip = ARG_modify_argentine_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_special_forces_cap = 0.15
				tooltip = special_forces_cap_tt
			}
		} {
			limit = {
				original_tag = PAR
			}
			custom_effect_tooltip = PAR_modify_paraguayan_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_special_forces_cap = 0.15
				tooltip = special_forces_cap_tt
			}
		} {
			limit = {
				original_tag = URG
			}
			custom_effect_tooltip = URG_modify_uruguayan_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_special_forces_cap = 0.15
				tooltip = special_forces_cap_tt
			}
		}
		ELSE = {
			custom_effect_tooltip = JUNO_modify_south_american_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_special_forces_cap = 0.15
				tooltip = special_forces_cap_tt
			}
		}
	}
}
### Entity: Idea
Component: GER_fernostliche_legion_ns
Constructs: has_war, removal_cost, send_volunteer_divisions_required, send_volunteer_size, send_volunteers_tension
Source: game
File: common/ideas/GER.txt

Code:
GER_fernostliche_legion_ns = {
	removal_cost = -1
	picture = ETH_conservative_high_command
	allowed = {
		original_tag = GER
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		CHI = {
			has_war = no
		}
	}
	modifier = {
		send_volunteer_divisions_required = -0.15
		experience_gain_army_factor = 0.15
		experience_gain_air_factor = 0.15
		send_volunteer_size = 2
		air_volunteer_cap = 1
		send_volunteers_tension = -0.2
	}
}
### Entity: Idea
Component: r56w_idea_minister_poor_tegga
Source: game
File: common/ideas/r56w_empire.txt

Code:
r56w_idea_minister_poor_tegga = {
	ledger = army
	allowed = {
		original_tag = WHY
	}
	traits = {
		r56w_trait_minister_poor_tegga
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_hussite_legacy
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_government, completion_reward, has_game_rule, add_popularity
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_hussite_legacy
	icon = GFX_focus_CZE_hussite_legacy
	prerequisite = {
		focus = CZE_militarize_the_associations CZE_semi_constitutional_monarchy
	}
	mutually_exclusive = {
		focus = CZE_catholic_focus
	}
	cost = 10
	relative_position_id = CZE_catholic_focus
	y = 0
	x = 3
	offset = {
		x = -1
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CZE_unify_the_fascist_parties
		}
	} {
		x = -1
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CZE_petition_the_nobles
		}
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					OR = {
						has_government = fascism neutrality
					}
				}
			}
			custom_effect_tooltip = AUS_seek_papal_support_tt
			hidden_effect = {
				add_popularity = {
					ideology = ROOT
					popularity = 0.05
				}
			}
		}
		else = {
			add_popularity = {
				ideology = ROOT
				popularity = 0.05
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = CZE_religious_tolerance
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: fin_indocfocus
Constructs: stability_factor, has_government, removal_cost
Source: game
File: common/ideas/r56_finland.txt

Code:
fin_indocfocus = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = communism
		}
	}
	removal_cost = -1
	picture = generic_pp_unity_bonus
	modifier = {
		stability_factor = 0.05
		foreign_subversive_activites = -0.75
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_recon_companies
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_recon_companies
	icon = GFX_goal_generic_military_sphere
	prerequisite = {
		focus = RUT_mountain_brigades RUT_motorization_effort
	} {
		focus = RUT_mountain_brigades RUT_mountain_brigades
	}
	mutually_exclusive = {
		focus = RUT_engineer_effort
	}
	x = 0
	y = 2
	relative_position_id = RUT_carpathian_sich
	cost = 10
	ai_will_do = {
		factor = 40
	}
	completion_reward = {
		add_tech_bonus = {
			name = YUG_motorized_recon_companies
			bonus = 3
			uses = 1
			category = recon_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: libya.23
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, declare_war_on, annex_everything
Source: game
File: events/tmodernevents.txt

Code:
country_event = {
	id = libya.23
	title = libya.23.t
	desc = libya.23.d
	picture = GFX_report_event_saf_coup
	is_triggered_only = yes
	option = {
		name = libya.23.a
		ai_chance = {
			base = 98
		}
		AZR = {
			add_stability = -0.05
			add_war_support = -0.8
		}
		ARM = {
			declare_war_on = {
				target = AZR
				type = annex_everything
			}
		}
		hidden_effect = {
			news_event = {
				id = news.616
				days = 2
			}
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_liberate_the_workers_of_africa
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, is_on_continent, every_state, has_active_resistance
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_liberate_the_workers_of_africa
	icon = GFX_focus_generic_africa_liberation
	prerequisite = {
		focus = ITA_the_fight_overseas
	}
	x = 0
	y = 1
	relative_position_id = ITA_the_fight_overseas
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = ITA_liberate_the_workers_of_africa_tt
		if = {
			limit = {
				any_state = {
					is_on_continent = africa
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
			}
			custom_effect_tooltip = generic_current_effects
			every_state = {
				limit = {
					is_on_continent = africa
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				if = {
					limit = {
						has_active_resistance = yes
					}
					add_compliance = 10
				}
				ITA_increase_resource_amount_in_state = yes
			}
		}
		every_other_country = {
			limit = {
				country_can_be_reasonable_target_of_wargoal = yes
				NOT = {
					has_government = ROOT
				}
				any_controlled_state = {
					is_on_continent = africa
				}
			}
			custom_effect_tooltip = ITA_liberate_the_workers_of_africa_wargoal_tt
			ROOT = {
				if = {
					limit = {
						has_completed_focus = ITA_abolish_the_colonies
					}
					custom_effect_tooltip = generic_current_effects
					create_wargoal = {
						type = annex_everything
						target = PREV
					}
				}
				else_if = {
					limit = {
						has_completed_focus = ITA_new_colonial_policies
					}
					custom_effect_tooltip = generic_current_effects
					create_wargoal = {
						type = puppet_wargoal_focus
						target = PREV
					}
				}
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_LAND_DOCTRINE_mobile_defense
Constructs: has_subdoctrine_in_track
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_FOCUS_LAND_DOCTRINE_mobile_defense = {
	has_subdoctrine_in_track = combat_support infantry
	always = no
	NOT = {
		EAI_land_doctrine_progress_limit = yes
	}
	EAI_FOCUS_LAND_DOCTRINE_has_correct_grand_doctrine = yes
}
### Entity: Unit Template
Component: BEL_BC_HISTORICAL
Source: game
File: common/units/names_ships/BEL_ship_names.txt

Code:
BEL_BC_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BC
	for_countries = {
		BEL
	}
	type = ship
	ship_types = {
		ship_hull_heavy battle_cruiser
	}
	prefix = BNS 
	fallback_name = Croiseur Cuirassé %d
	unique = {
		Roi Leopold I Roi Leopold II Roi Albert I Reine Astrid Jeneval General Brialmont Leopoldville
	}
}
### Entity: Idea
Component: MAN_infiltrated_communications_network
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_man_ideas.txt

Code:
MAN_infiltrated_communications_network = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		original_tag = MAN
	}
	removal_cost = -1
	picture = hermann_gortz
	cancel = {
		NOT = {
			has_government = fascism
		}
	}
	modifier = {
		max_planning = -0.125
		org_loss_when_moving = 0.25
		army_speed_factor = -0.25
		army_intel_to_others = 30
	}
}
### Entity: National Focus
Tree: ser_focus
Component: SER_expand_the_university_of_belgrade
Constructs: prerequisite, completion_reward, has_full_control_of_state, add_research_slot
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_expand_the_university_of_belgrade
	icon = GFX_focus_research
	prerequisite = {
		focus = SER_infrastructure_effort
	} {
		focus = SER_production_effort
	}
	relative_position_id = SER_production_effort
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 20
	}
	available = {
		has_full_control_of_state = 107
	}
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Modifier Reference
Component: ARG_anti_corruption_modifier
Constructs: stability_factor, war_support_factor, neutrality_drift, democratic_drift
Source: game
File: common/dynamic_modifiers/toa_dynamic_modifiers.txt

Code:
ARG_anti_corruption_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_great_depression
	stability_factor = ARG_anti_corruption_stability_factor
	production_factory_max_efficiency_factor = ARG_anti_corruption_production_factory_max_efficiency_factor
	neutrality_drift = ARG_anti_corruption_neutrality_factor
	democratic_drift = ARG_anti_corruption_democratic_factor
	war_support_factor = ARG_anti_corruption_war_support_factor
}
### Entity: Technology
Component: armored_car3
Constructs: enable_equipments, research_cost
Source: game
File: common/technologies/r56_vechicles.txt

Code:
technology = {
	enable_equipments = {
		armored_car_equipment_2
	}
	path = {
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1942
	folder = {
		name = r56_vechicles_folder
		position = {
			x = -2
			y = 12
		}
	}
	categories = {
		motorized_equipment armored_cars_tech cat_light_armor
	}
	special_project_specialization = {
		specialization_land
	}
	sub_technologies = {
		armored_car_at_upgrade
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Idea
Component: r56w_idea_national_poor_as_f
Constructs: removal_cost
Source: game
File: common/ideas/r56w_empire.txt

Code:
r56w_idea_national_poor_as_f = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = great_depression
	modifier = {
		consumer_goods_factor = -1.5
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: CAN_swastika_clubs_skewer
Constructs: war_support_factor, has_government, removal_cost, democratic_drift, fascism_drift, send_volunteer_divisions_required, send_volunteer_size
Source: game
File: common/ideas/canada.txt

Code:
CAN_swastika_clubs_skewer = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = generic_fascism_drift_bonus
	modifier = {
		democratic_drift = -0.1
		fascism_drift = 0.2
		war_support_factor = 0.05
		conscription = 0.02
		send_volunteer_divisions_required = -1
		send_volunteer_size = 1
	}
}
### Entity: Event
Component: news.183
Constructs: is_triggered_only, save_event_target_as
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.183
	title = news.183.t
	desc = news.183.d
	picture = GFX_news_event_french_parade
	major = yes
	is_triggered_only = yes
	immediate = {
		FRA = {
			save_event_target_as = France
		}
	}
	option = {
		name = news.183.a
		trigger = {
			tag = FRA
		}
	} {
		name = news.183.b
		trigger = {
			tag = FROM
		}
	} {
		name = news.183.c
		trigger = {
			NOT = {
				OR = {
					tag = FRA FROM
				}
			}
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_assault_gun_focus
Constructs: prerequisite, limit, add_ideas, completion_reward, cancel_if_invalid, add_tech_bonus, has_dlc, has_tech
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_assault_gun_focus
	icon = GFX_focus_generic_self_propelled_gun
	prerequisite = {
		focus = wuw_HUN_establish_the_mavag_army_division
	}
	x = 0
	y = 2
	relative_position_id = wuw_HUN_establish_the_mavag_army_division
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = HUN_develop_assault_guns
			bonus = 0.5
			uses = 2
			category = cat_anti_air mio_cat_artillery
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_ideas = wuw_HUN_assault_gun_focus_idea
		IF = {
			limit = {
				has_dlc = No Step Back
			}
			IF = {
				limit = {
					has_tech = advanced_medium_tank_chassis
				}
				create_equipment_variant = {
					name = 43M Zrínyi
					type = medium_tank_artillery_chassis_3
					parent_version = 0
					modules = {
						main_armament_slot = tank_medium_howitzer_2
						turret_type_slot = tank_medium_one_man_tank_turret
						suspension_type_slot = tank_torsion_bar_suspension
						armor_type_slot = tank_riveted_armor
						engine_type_slot = tank_gasoline_engine
					}
					upgrades = {
						tank_nsb_engine_upgrade = 3
						tank_nsb_armor_upgrade = 3
					}
				}
			} {
				limit = {
					has_tech = improved_medium_tank_chassis
				}
				create_equipment_variant = {
					name = 40M Nimród
					type = medium_tank_aa_chassis_2
					parent_version = 0
					modules = {
						main_armament_slot = tank_anti_air_cannon_2
						turret_type_slot = tank_medium_two_man_tank_turret
						suspension_type_slot = tank_torsion_bar_suspension
						armor_type_slot = tank_riveted_armor
						engine_type_slot = tank_gasoline_engine
						special_type_slot_1 = auto_loader
						special_type_slot_2 = secondary_turret_small_cannon
					}
					upgrades = {
						tank_nsb_engine_upgrade = 6
						tank_nsb_armor_upgrade = 2
					}
				}
			}
			ELSE = {
				custom_effect_tooltip = wuw_HUN_zrinyi_arty_tt
				effect_tooltip = {
					create_equipment_variant = {
						name = 43M Zrínyi
						type = medium_tank_artillery_chassis_3
						parent_version = 0
						modules = {
							main_armament_slot = tank_medium_howitzer_2
							turret_type_slot = tank_medium_one_man_tank_turret
							suspension_type_slot = tank_torsio
# ... (truncated)
### Entity: Event
Component: SEA_PRC_faction_events.40
Constructs: is_triggered_only, ai_chance, limit, has_war_with, add_stability, is_faction_leader, every_other_country, is_in_faction_with
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_faction_events.40
	title = SEA_PRC_faction_events.40.t
	desc = SEA_PRC_faction_events.40.desc
	picture = GFX_report_event_generic_communist_congress
	is_triggered_only = yes
	option = {
		name = SEA_PRC_faction_events.40.a
		ai_chance = {
			base = 5
		}
		add_stability = 0.025
	} {
		name = SEA_PRC_faction_events.40.b
		trigger = {
			is_faction_leader = no
		}
		ai_chance = {
			base = 10
		}
		every_other_country = {
			limit = {
				is_in_faction_with = ROOT
				is_faction_leader = yes
			}
			country_event = {
				id = SEA_PRC_faction_events.41
				hours = 1
			}
		} {
			limit = {
				is_chinese_warlord = yes
				has_capitulated = no
				is_in_faction = no
				is_subject = no
				NOT = {
					has_war_with = ROOT
					has_border_war_with = ROOT
					has_idea = SIK_battle_for_sinkiang
					any_other_country = {
						is_chinese_warlord = yes
						has_war_with = PREV
					}
				}
			}
			country_event = {
				id = SEA_PRC_faction_events.50
				days = 2
			}
		}
		leave_faction = ROOT
		if = {
			limit = {
				NOT = {
					has_rule = can_create_factions
				}
			}
			set_rule = {
				can_create_factions = yes
			}
		}
		create_faction_from_template = faction_template_PRC_the_peoples_front
		add_faction_initiative = 1
		custom_effect_tooltip = generic_skip_one_line_tt
	} {
		name = SEA_PRC_faction_events.40.c
		trigger = {
			is_faction_leader = no
		}
		ai_chance = {
			base = 25
		}
		every_other_country = {
			limit = {
				is_in_faction_with = ROOT
				is_faction_leader = yes
			}
			country_event = {
				id = SEA_PRC_faction_events.41
				hours = 1
			}
		}
		leave_faction = ROOT
	} {
		name = SEA_PRC_faction_events.40.d
		trigger = {
			is_faction_leader = yes
		}
		ai_chance = {
			base = 25
		}
		every_other_country = {
			limit = {
				is_in_faction_with = ROOT
				faction_influence_rank = < 3
			}
			set_faction_leader = yes
			country_event = {
				id = SEA_PRC_faction_events.41
				hours = 1
			}
		}
		leave_faction = ROOT
	} {
		name = SEA_PRC_faction_events.40.e
		trigger = {
			is_faction_leader = yes
		}
		ai_chance = {
			base = 5
		}
		every_other_country = {
			limit = {
				is_literally_china = yes
				has_capitulated = no
				is_in_faction = no
				is_subject = no
				NOT = {
					has_war_with = ROOT
					has_border_war_with = ROOT
					has_idea = SIK_battle_for_sinkiang
					any_other_country = {
						
# ... (truncated)
### Entity: Technology
Component: early_transport_plane
Constructs: is_major, enable_equipments, research_cost
Source: game
File: common/technologies/air_techs.txt

Code:
technology = {
	enable_equipments = {
		transport_plane_equipment_1
	}
	path = {
		leads_to_tech = improved_transport_plane
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1933
	folder = {
		name = air_techs_folder
		position = {
			x = 1
			y = 2
		}
	}
	categories = {
		air_equipment transport_planes_cat
	}
	special_project_specialization = {
		specialization_air
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			is_major = yes
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_trust_in_the_west
Constructs: prerequisite, has_government, has_war_with, is_major, completion_reward, is_subject, is_faction_leader, is_in_faction_with
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_trust_in_the_west
	icon = GFX_focus_chi_british_cooperation
	prerequisite = {
		focus = POL_royal_officer_corps
	}
	relative_position_id = POL_royal_officer_corps
	mutually_exclusive = {
		focus = POL_align_with_habsburgs
	}
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available = {
		is_subject = no
		any_other_country = {
			NOT = {
				has_war_with = ROOT
			}
			is_faction_leader = yes
			is_major = yes
			has_government = democratic
		}
		NOT = {
			any_other_country = {
				is_in_faction_with = ENG
				has_war_with = POL
			}
		}
		is_in_faction = no
		OR = {
			threat = > 0.4
			has_war_with = GER
			GER = {
				has_wargoal_against = ROOT
			}
			has_government = democratic
			democratic = > 0.4
		}
	}
	bypass = {
		OR = {
			is_in_faction_with = ENG
			AND = {
				is_in_faction = yes
				any_other_country = {
					is_faction_leader = yes
					is_in_faction_with = ROOT
					has_government = democratic
				}
			}
		}
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		join_allies_effect = yes
	}
}
### Entity: Idea
Component: CZE_vitkovice_mining_and_metallurgical_company_4
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_vitkovice_mining_and_metallurgical_company_4 = {
	picture = generic_exploit_mines
	name = CZE_vitkovice_mining_and_metallurgical_company
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		local_resources_factor = 0.1
		production_lack_of_resource_penalty_factor = -0.1
		production_speed_fuel_silo_factor = 0.1
	}
	research_bonus = {
		excavation_tech = 0.1
	}
}
### Entity: Character
Component: IRQ_arab_fascist_politician
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
IRQ_arab_fascist_politician = {
	random = no
	sprite = 13
	political_power_factor = 0.1
	war_support_factor = 0.05
}
### Entity: Country History
Country: SIC
Component: SIC_misc
Constructs: recruit_character, limit, add_ideas, set_variable, has_dlc, set_character_flag
Source: game
File: history/countries/SIC - Sichuan.txt

Code:
# Misc for SIC
capital = 1037
set_variable = {
	CHI_warlord_army_political_power_gain = 0
}
{
	CHI_warlord_army_army_core_attack_factor = 0
}
{
	CHI_warlord_army_army_core_defence_factor = 0
}
{
	CHI_warlord_army_production_speed_buildings_factor = 0
}
{
	CHI_warlord_army_army_infantry_attack_factor = 0
}
{
	CHI_warlord_army_army_infantry_defence_factor = 0
}
{
	CHI_warlord_army_special_forces_cap = 0
}
{
	CHI_warlord_army_special_forces_out_of_supply_factor = 0
}
{
	warlord_faction_influence_war_score_factor = 0
}
{
	warlord_faction_influence_contribution_factor = 0
}
{
	SIC_sichuan_clique_army_core_attack_factor = 0
}
{
	SIC_sichuan_clique_supply_combat_penalties_on_core_factor = 0
}
{
	SIC_sichuan_clique_stability_factor = 0.05
}
{
	SIC_sichuan_clique_war_support_factor = 0
}
{
	SIC_sichuan_clique_political_power_gain = 0.05
}
{
	SIC_sichuan_clique_surrender_limit = 0
}
{
	SIC_sichuan_clique_research_speed_factor = 0
}
{
	SIC_sichuan_clique_recruitable_population_factor = 0
}
{
	SIC_sichuan_clique_production_speed_buildings_factor = 0
}
{
	SIC_sichuan_clique_army_core_defence_factor = 0
}
{
	RNG_state_shintoism_surrender_limit = 0
}
{
	RNG_state_shintoism_war_support_factor = 0
}
{
	RNG_state_shintoism_pocket_penalty = 0
}
{
	RNG_state_shintoism_stability_factor = 0
}
{
	RNG_state_shintoism_army_core_defence_factor = 0
}
{
	RNG_state_shintoism_research_speed_factor = 0
}
{
	RNG_state_shintoism_recruitable_population_factor = 0
}
{
	RNG_state_shintoism_political_power_gain = 0
}
IF = {
	limit = {
		has_dlc = No Compromise, No Surrender
	}
	recruit_character = SIC_liu_xiang SIC_yang_sen SIC_liu_wenhui CHI_gu_zhutong
	SIC_liu_wenhui = {
		set_character_flag = can_flip_to_prc
	}
	add_ideas = {
		SIC_a_loose_unity CHI_warlord_looting_idea
	}
}
if = {
	limit = {
		has_dlc = Waking the Tiger
	}
	add_ideas = {
		PRC_government_corruption CHI_ineffective_bureaucracy_warlord CHI_warlord_state_idea
	}
}
### Entity: Event
Component: SPR_spain.4
Constructs: is_triggered_only, ai_chance, fire_only_once, give_guarantee
Source: game
File: events/SPR_spain.txt

Code:
country_event = {
	id = SPR_spain.4
	title = SPR_spain.4.t
	desc = SPR_spain.4.desc
	picture = GFX_report_event_franco_salazar
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = SPR_spain.4.a
		ai_chance = {
			base = 1
		}
		ROOT = {
			give_guarantee = FROM
		}
		FROM = {
			give_guarantee = ROOT
		}
	} {
		name = SPR_spain.4.b
		ai_chance = {
			base = 0
		}
	}
}
### Entity: Character
Component: labor_defense_organizer
Constructs: research_speed_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
labor_defense_organizer = {
	random = no
	sprite = 13
	consumer_goods_factor = -0.15
	army_core_defence_factor = 0.05
	experience_gain_army_factor = 0.05
	research_speed_factor = -0.03
}