Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: nor_focus
Component: NOR_the_royal_guards_battalion
Constructs: prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_the_royal_guards_battalion
	icon = GFX_focus_NOR_the_royal_guards_battalion
	prerequisite = {
		focus = NOR_improved_weapons
	} {
		focus = NOR_norwegian_school_of_economics
	}
	x = 1
	y = 1
	relative_position_id = NOR_improved_weapons
	cost = 10
	available = {
		NOR_broken_gun_trigger = yes
		NOT = {
			has_government = fascism communism
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = {
			NOR_kungens_garde_ns
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/CAN_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = CAN
		}
		requested_factories = 1
		progress = 0.73
		efficiency = 100
		industrial_manufacturer = mio:CAN_small_arms_limited_organization
	} {
		equipment = {
			type = light_tank_equipment_1
			creator = CAN
		}
		requested_factories = 1
		progress = 0.85
		efficiency = 100
	}
}
### Entity: Event
Component: ww_congo.55
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, fire_only_once, add_political_power, create_wargoal, take_core_state
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = ww_congo.55
	title = ww_congo.55.t
	desc = ww_congo.55.desc
	picture = GFX_report_event_ITA_democratic_parlament
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = ww_congo.55.a
		ai_chance = {
			factor = 50
		}
		add_political_power = 25
		add_war_support = -0.02
		add_stability = -0.02
	} {
		name = ww_congo.55.b
		ai_chance = {
			factor = 50
		}
		add_war_support = 0.02
		create_wargoal = {
			type = take_core_state
			target = FROM
		}
	}
}
### Entity: Character
Component: HUN_military_intelligence_officer
Source: game
File: common/country_leader/00_traits.txt

Code:
HUN_military_intelligence_officer = {
	random = no
	sprite = 15
	operative_slot = 1
	army_intel_to_others = -10.0
	army_intel_factor = 0.15
}
### Entity: Unit Template
Component: TML_INF_02
Source: game
File: common/units/names_divisions/TML_names_divisions.txt

Code:
TML_INF_02 = {
	name = Military Police Corps
	for_countries = {
		TML
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %da Corpo de Polícia
	ordered = {
		1 = {
			%da Corpo de Polícia
		}
		2 = {
			%da Corpo de Polícia
		}
		3 = {
			%da Corpo de Polícia
		}
		4 = {
			%da Corpo de Polícia
		}
		5 = {
			%da Corpo de Polícia
		}
		6 = {
			%da Corpo de Polícia
		}
	}
}
### Entity: Trigger Reference
Construct: civilwar_target
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## civilwar_target

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
civilwar target is ( for civil wars checks )
```
### Entity: National Focus
Tree: sia_focus
Component: SIA_the_question_of_combined_arms_warfare_r56
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, has_subdoctrine_in_track, add_daily_mastery, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_the_question_of_combined_arms_warfare_r56
	icon = GFX_goal_CAN_ram_tank
	cost = 8
	x = -1
	y = 1
	relative_position_id = SIA_continue_sending_cadets_abroad_r56
	prerequisite = {
		focus = SIA_continue_sending_cadets_abroad_r56
	}
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_subdoctrine_in_track = armor
			}
			add_daily_mastery = {
				name = SIA_the_question_of_combined_arms_warfare_r56
				amount = 0.4
				days = 180
				track = armor
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		else = {
			add_doctrine_cost_reduction = {
				name = SIA_the_question_of_combined_arms_warfare_r56
				cost_reduction = 0.25
				uses = 1
				category = land_doctrine
			}
		}
		add_tech_bonus = {
			name = SIA_modern_troop_support_systems_r56
			uses = 2
			bonus = 1
			category = motorized_equipment
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_equipment_to_stockpile = {
			type = motorized_equipment_0
			amount = 150
			producer = ENG
		}
	}
}
### Entity: Country History
Country: TTS
Component: TTS_politics
Constructs: set_stability, add_ideas, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/TTS - The Two Sicilies.txt

Code:
# Politics & Parties for TTS
set_stability = 0.5
set_war_support = 0.5
add_ideas = {

}
set_politics = {
	ruling_party = neutrality
	last_election = 1934.3.26
	election_frequency = 60
	elections_allowed = no
}
set_popularities = {
	democratic = 20
	fascism = 10
	communism = 20
	neutrality = 50
}
### Entity: Misc Config
Component: faction_controlled_non_core_states
Constructs: limit, is_core_of
Source: game
File: common/collections/collections.txt

Code:
faction_controlled_non_core_states = {
	input = game:scope
	operators = {
		 = faction_members controlled_states
		limit = {
			NOT = {
				is_core_of = PREV
			}
		}
	}
	name = COLLECTION_FACTION_CONTROLLED_NON_CORE_STATES
}
### Entity: Event
Component: mtg_britain.76
Constructs: ai_chance, has_completed_focus, division_template, has_war, has_country_flag, fire_only_once, has_dlc, is_subject
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.76
	title = mtg_britain.76.t
	desc = mtg_britain.76.d
	picture = GFX_report_event_ger_civil_war
	trigger = {
		tag = PAK
		NOT = {
			country_exists = BAN
		} {
			has_country_flag = PAK_civil_war
		} {
			ENG = {
				has_completed_focus = ENG_the_three_nation_solution
			}
		} {
			has_dlc = Graveyard of Empires
		}
		is_subject = no
		has_war = no
		has_dlc = Man the Guns
	}
	fire_only_once = yes
	mean_time_to_happen = {
		days = 180
	}
	option = {
		name = mtg_britain.76.a
		set_country_flag = PAK_civil_war
		release = BAN
		hidden_effect = {
			BAN = {
				division_template = {
					name = Bangladeshi Liberation Army
					priority = 1
					division_names_group = RAJ_INF_01
					is_locked = yes
					regiments = {
						infantry = {
							x = 0
							y = 0
						} {
							x = 0
							y = 1
						} {
							x = 0
							y = 2
						} {
							x = 1
							y = 0
						} {
							x = 1
							y = 1
						} {
							x = 1
							y = 2
						}
					}
				}
				430 = {
					create_unit = {
						division = name = "1. Bangladeshi Liberation Army" division_template = "Bangladeshi Liberation Army" start_experience_factor = 0.5
						owner = BAN
					} {
						division = name = "2. Bangladeshi Liberation Army" division_template = "Bangladeshi Liberation Army" start_experience_factor = 0.5
						owner = BAN
					} {
						division = name = "3. Bangladeshi Liberation Army" division_template = "Bangladeshi Liberation Army" start_experience_factor = 0.5
						owner = BAN
					} {
						division = name = "4. Bangladeshi Liberation Army" division_template = "Bangladeshi Liberation Army" start_experience_factor = 0.5
						owner = BAN
					} {
						division = name = "5. Bangladeshi Liberation Army" division_template = "Bangladeshi Liberation Army" start_experience_factor = 0.5
						owner = BAN
					} {
						division = name = "6. Bangladeshi Liberation Army" division_template = "Bangladeshi Liberation Army" start_experience_factor = 0.5
						owner = BAN
					} {
						division = name = "7. Bangladeshi Liberation Army" division_template = "Bangladeshi Liberation Army" start_experience_factor = 0.5
						owner = BAN
					} {
						division = name = "8. Bangladeshi Liberation Army" division_template = "Bangladeshi Liberation Army" start_experience_factor = 0.5
						owner = BAN
					} {
						division = name = "9. Bangladeshi Liberat
# ... (truncated)
### Entity: Country History
Country: HUN
Component: HUN_characters
Constructs: recruit_character
Source: game
File: history/countries/HUN - Hungary.txt

Code:
# Leaders & Characters for HUN
recruit_character = HUN_nicholas_straussler HUN_leo_szilard HUN_john_von_neumann HUN_edward_teller HUN_laszlo_varga
### Entity: Decision
Component: form_idel_ural_category
Constructs: has_global_flag, has_dlc, complete_effect, set_cosmetic_tag, add_core_of, set_global_flag
Source: game
File: common/decisions/formable_nation_decisions.txt

Code:
form_idel_ural_category = {
	form_idel_uralic_republic = {
		icon = generic_form_nation
		allowed = {
			OR = {
				original_tag = MEL CHU TAT UDM BSK
			}
		}
		visible = {
			OR = {
				original_tag = MEL CHU TAT UDM BSK
			}
			NOT = {
				has_global_flag = form_idel_ural_flag
			}
			has_dlc = No Step Back
		}
		available = {
			controls_state = 833 256 249 399 651
		}
		complete_effect = {
			set_cosmetic_tag = idel_ural
			249 = {
				add_core_of = ROOT
			}
			833 = {
				add_core_of = ROOT
			}
			256 = {
				add_core_of = ROOT
			}
			399 = {
				add_core_of = ROOT
			}
			651 = {
				add_core_of = ROOT
			}
			hidden_effect = {
				news_event = {
					id = nsb_news.304
					hours = 8
				}
				set_global_flag = form_idel_ural_flag
			}
		}
		ai_will_do = {
			base = 200
		}
	}
}
### Entity: Modifier Reference
Construct: cic_to_overlord_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## cic_to_overlord_factor

* Number with 2 decimal places
* **Categories**: autonomy
### Entity: Decision
Component: support_polish_falange_decisions
Constructs: has_completed_focus, has_government, has_country_flag, has_dlc
Source: game
File: common/decisions/categories/BALTIC_decision_categories.txt

Code:
support_polish_falange_decisions = {
	icon = saf_anti_colonialist_crusade
	allowed = {
		original_tag = LIT
		has_dlc = No Step Back
	}
	visible = {
		has_completed_focus = LIT_support_polish_fascists
		NOT = {
			POL = {
				has_government = fascism
			}
		} {
			POL = {
				has_country_flag = banned_fascism_flag
			}
		}
	}
	priority = 9
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_anti_fascist_policies_old
Constructs: prerequisite, limit, has_government, has_war_with, is_major, add_opinion_modifier, completion_reward, has_civil_war
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_anti_fascist_policies_old
	text = SOV_anti_fascist_policies
	icon = GFX_focus_generic_anti_fascist_diplomacy
	prerequisite = {
		focus = SOV_policy_of_collective_security_old
	}
	x = 2
	y = 1
	relative_position_id = SOV_policy_of_collective_security_old
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_civil_war = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_PROPAGANDA
	}
	completion_reward = {
		add_named_threat = {
			threat = 0.2
			name = SOV_anti_fascist_diplomacy_t
		}
		if = {
			limit = {
				has_idea = civilian_economy
			}
			swap_ideas = {
				remove_idea = civilian_economy
				add_idea = low_economic_mobilisation
			}
		} {
			limit = {
				has_dlc = La Resistance
				AST = {
					NOT = {
						has_government = communism
					}
				}
			}
			create_operative_leader = {
				name = Rupert Lockwood
				portrait_path = gfx/leaders/Europe/portrait_europe_generic_operative_male_10.dds
				traits = {

				}
				bypass_recruitment = no
				available_to_spy_master = yes
				female = yes
				nationalities = {
					SOV AST
				}
			}
		} {
			limit = {
				has_government = communism
			}
			custom_effect_tooltip = unlock_propaganda_campaign_tt propaganda_campaign_requirement_tt
			unlock_decision_tooltip = SOV_propaganda_anti_fascism
		}
		every_other_country = {
			limit = {
				is_major = yes
				OR = {
					has_government = democratic communism
				}
				NOT = {
					has_war_with = ROOT
				}
			}
			add_opinion_modifier = {
				target = SOV
				modifier = SOV_anti_fascist_policies_good
			}
		} {
			limit = {
				is_major = yes
				has_government = fascism
			}
			add_opinion_modifier = {
				target = SOV
				modifier = SOV_anti_fascist_policies_bad
			}
		}
	}
}
### Entity: AI Strategy
Component: GER_raid_the_atlantic
Constructs: has_war_with
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_raid_the_atlantic = {
	allowed = {
		original_tag = GER
	}
	enable = {
		OR = {
			has_war_with = ENG USA CAN
		}
		any_controlled_state = {
			OR = {
				state = 14 30 23 19
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = naval_convoy_raid_region
		id = 42
		value = 250
	} {
		type = naval_convoy_raid_region
		id = 47
		value = 250
	} {
		type = naval_convoy_raid_region
		id = 49
		value = 250
	} {
		type = naval_convoy_raid_region
		id = 44
		value = 250
	} {
		type = naval_convoy_raid_region
		id = 56
		value = 100
	}
}
### Entity: Character
Component: GUA_w_tesch_orlando
Source: game
File: common/characters/GUA.txt

Code:
GUA_w_tesch_orlando = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = GUA_w_tesch_orlando
		ledger = navy
		allowed = {
			original_tag = GUA
		}
		traits = {
			naval_theorist
		}
	}
	name = W. Tesch Orlando
	portraits = {
		army = {
			small = GFX_idea_generic_navy_south_america_1
		}
	}
}
### Entity: Unit Template
Component: MAC_GAR_01
Source: game
File: common/units/names_divisions/MAC_names_divisions.txt

Code:
MAC_GAR_01 = {
	name = Garrison Divisions
	for_countries = {
		MAC
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	link_numbering_with = {
		MAC_INF_01
	}
	fallback_name = %d. Pešadijska Divizija
	ordered = {
		1 = {
			%d. 'Strumica' Pešadijska Div.
		}
		2 = {
			%d. 'Tetovo' Pešadijska Div.
		}
		3 = {
			%d. 'Skopje' Pešadijska Div.
		}
		4 = {
			%d. 'Debar' Pešadijska Div.
		}
		5 = {
			%d. 'Ohrid' Pešadijska Divizija
		}
		6 = {
			%d. 'Bitola' Pešadijska Divizija
		}
	}
}
### Entity: Event
Component: sweden_sca_unite.2
Constructs: is_triggered_only, ai_chance, limit, annex_country, every_unit_leader, set_nationality, every_state, is_core_of
Source: game
File: events/SWE_sweden.txt

Code:
country_event = {
	id = sweden_sca_unite.2
	title = sweden_sca_unite.2.t
	desc = sweden_sca_unite.2.d
	is_triggered_only = yes
	option = {
		name = sweden_sca_unite.2.a
		ai_chance = {
			base = 2
		}
		SWE = {
			annex_country = {
				target = FROM
				transfer_troops = yes
			}
		}
		FROM = {
			every_unit_leader = {
				set_nationality = ROOT
			}
		}
		every_state = {
			limit = {
				is_core_of = FROM
			}
			add_compliance = 30
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_bring_kramer_and_lobel_under_state_control
Constructs: prerequisite, has_war, limit, add_ideas, completion_reward, cancel_if_invalid, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_bring_kramer_and_lobel_under_state_control
	icon = GFX_focus_generic_radio_communication
	overlay = GFX_focus_overlay_cze_military_equipment
	prerequisite = {
		focus = CZE_increase_military_aeronautical_institute_funding
	}
	relative_position_id = CZE_increase_military_aeronautical_institute_funding
	x = 0
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		CZE_has_a_skoda_any_focus = yes
		OR = {
			has_war = yes
			threat = > 0.1
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = CZE_bring_kramer_and_lobel_under_state_control
			bonus = 0.25
			uses = 1
			category = electronics
		}
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.25
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_ideas = CZE_kramer_and_lobel_research
		if = {
			limit = {
				has_idea = CZE_elektra
			}
			swap_ideas = {
				remove_idea = CZE_elektra
				add_idea = CZE_elektra_improved
			}
		}
		else = {
			effect_tooltip = {
				swap_ideas = {
					remove_idea = CZE_elektra
					add_idea = CZE_elektra_improved
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Modifier Reference
Component: CHI_electrification_and_mass_education_modifier
Constructs: has_war_with, remove_trigger, is_literally_china
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
CHI_electrification_and_mass_education_modifier = {
	enable = {
		always = yes
	}
	remove_trigger = {
		ROOT = {
			OWNER = {
				OR = {
					is_literally_china = no
					has_war_with = CHI
				}
			}
		}
	}
	icon = GFX_modifiers_ETH_state_development
	state_production_speed_buildings_factor = 0.05
	local_building_slots_factor = 0.05
	state_production_speed_infrastructure_factor = 0.1
	local_manpower = 0.05
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_organize_wreckers
Constructs: prerequisite, completion_reward, set_country_flag
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_organize_wreckers
	icon = GFX_focus_SOV_organize_wreckers
	prerequisite = {
		focus = SOV_muster_the_old_guard SOV_fascist_youth_union
	}
	x = -1
	y = 1
	relative_position_id = SOV_muster_the_old_guard
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		SOV_soviet_civil_war_not_started = yes
	}
	bypass = {

	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_SOV_POLITICAL_PARANOIA
	}
	completion_reward = {
		set_country_flag = SOV_organize_wreckers_flag
		SOV_paranoia_medium_increase_effect = yes
		custom_effect_tooltip = SOV_organize_wreckers_tt
	}
}
### Entity: Technology
Component: advanced_equipment_conversion
Constructs: research_cost, has_resources_in_country
Source: game
File: common/technologies/industry.txt

Code:
technology = {
	energy_gain_factor = 0.15
	research_cost = 2
	start_year = 1939
	folder = {
		name = industry_folder
		position = {
			x = 2
			y = 6
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 5
			has_resources_in_country = {
				resource = coal
				amount = > 0
				only_imported = yes
			}
		} {
			factor = 5
			energy_ratio = < 0.9
		}
	}
	categories = {
		industry cat_production construction_tech excavation_tech
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/GSM_1936_sea.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = GSM
		}
		requested_factories = 1
		progress = 0.78
		efficiency = 100
	}
}
### Entity: Autonomous State
Component: autonomy_state
Constructs: has_completed_focus, has_government, has_country_flag, is_puppet, has_dlc
Source: game
File: common/autonomous_states/wtt_imperial_subject.txt

Code:
autonomy_state = {
	id = autonomy_wtt_imperial_subject
	default = yes
	is_puppet = no
	min_freedom_level = 0.8
	manpower_influence = 0.5
	rule = {
		desc = RULE_DESC_IS_A_SUBJECT
		can_not_declare_war = no
		can_decline_call_to_war = yes
		units_deployed_to_overlord = no
		can_be_spymaster = no
		can_create_collaboration_government = no
	}
	modifier = {
		autonomy_manpower_share = 0.5
		can_master_build_for_us = 1
		extra_trade_to_overlord_factor = 0.25
		overlord_trade_cost_factor = -0.25
		cic_to_overlord_factor = 0.1
		mic_to_overlord_factor = 0.25
		peace_score_ratio_transferred_to_overlord = 0.1
		lend_lease_tension_with_overlord = -0.3
		faction_influence_contribution_factor = -0.1
	}
	ai_subject_wants_higher = {
		factor = 1.0
	}
	ai_overlord_wants_lower = {
		factor = 0.0
	}
	ai_overlord_wants_garrison = {
		always = no
	}
	allowed = {
		has_dlc = Waking the Tiger
		original_tag = MAN
		OR = {
			has_country_flag = MAN_assertiveness
			has_completed_focus = MAN_assertiveness MAN_tsr_assertiveness
		} {
			OVERLORD = {
				has_government = fascism
			} {
				has_government = neutrality
			}
		}
		OVERLORD = {
			original_tag = JAP
		}
	}
	can_take_level = {
		always = no
	}
	can_lose_level = {

	}
}
### Entity: Order of Battle
Component: Royal Afghan Household Division
Constructs: division_template
Source: game
File: history/units/AFG_1936.txt

Code:
division = {
	name = Royal Afghan Household Division
	location = 10737
	division_template = Royal Guard
	start_experience_factor = 0.3
}
### Entity: Idea
Component: HUN_crackdown_on_extremism
Constructs: fascism_drift, communism_drift
Source: game
File: common/ideas/hungary.txt

Code:
HUN_crackdown_on_extremism = {
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		always = yes
	}
	picture = POL_ideology_drift_defence
	modifier = {
		political_power_factor = 0.1
		fascism_drift = -0.02
		communism_drift = -0.02
	}
}
### Entity: Scripted Effect
Component: EAI_save_compatibility
Constructs: limit, every_country, check_variable, set_global_flag, clr_global_flag
Source: game
File: common/scripted_effects/EAI_MISC_effects.txt

Code:
EAI_save_compatibility = {
	if = {
		limit = {
			check_variable = {
				global.EAI_days_elapsed = > 2
			} {
				global.EAI_version = < @EAI_VERSION
			}
		}
		if = {
			limit = {
				check_variable = {
					global.EAI_version = < 5.118
				}
			}
			EAI_MAP_save_original_capital_location = yes
		} {
			limit = {
				check_variable = {
					global.EAI_version = < 5.115
				}
			}
			EAI_PC_set_global_variables = yes
			EAI_MAP_set_province_railway_connections = yes
			set_global_flag = EAI_delayed_startup_effects
		} {
			limit = {
				check_variable = {
					global.EAI_version = < 5.111
				}
			}
			EAI_MAP_set_province_river_connections = yes
			EAI_MAP_set_province_adjacencies = yes
		}
		every_country = {
			EAI_PR_clear_priority_research_queue = yes
			EAI_ESP_clear_operation = yes
		}
		EAI_ESP_operation_types = yes
		clr_global_flag = EAI_MIO_add_design_team_init
		EAI_set_version = yes
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_refugee_relief_agency
Constructs: prerequisite, add_war_support, completion_reward, has_idea, cancel_if_invalid, complete_tooltip
Source: game
File: common/national_focus/china_nationalist.txt

Code:
focus = {
	id = CHI_refugee_relief_agency
	icon = GFX_focus_generic_self_management
	prerequisite = {
		focus = CHI_welfare
	}
	x = -1
	y = 1
	relative_position_id = CHI_welfare
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {
		NOT = {
			has_idea = CHI_hyper_inflation_5
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {

	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.1
		CHI_hyper_inflation_level_up = yes
	}
}
### Entity: Character
Component: EGY_abd_al_rahman_al_mahdi
Constructs: is_core_of
Source: game
File: common/characters/EGY.txt

Code:
EGY_abd_al_rahman_al_mahdi = {
	name = Abd al-Rahman al-Mahdi
	portraits = {
		civilian = {
			small = GFX_idea_SUD_abd_mahdi
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = EGY_abd_al_rahman_al_mahdi
		allowed = {
			original_tag = EGY
		}
		visible = {
			NOT = {
				country_exists = SUD
			}
		}
		available = {
			NOT = {
				country_exists = SUD
			}
			any_owned_state = {
				is_core_of = SUD EGY
			}
		}
		traits = {
			EGY_sudanese_nationalist_figure
		}
	}
	country_leader = {
		ideology = moderate_islamism
		traits = {
			religious_figure
		}
		expire = 1965.1.1
		id = -1
	}
}
### Entity: Doctrine
Component: air_subdoctrine_fighter_homeland_defense
Constructs: is_major, xp_cost
Source: game
File: common/doctrines/subdoctrines/air/air_fighter_aircraft_subdoctrines.txt

Code:
air_subdoctrine_fighter_homeland_defense = {
	track = fighter_aircraft
	name = SUBDOCTRINE_FIGHTER_HOMELAND_DEFENSE
	description = SUBDOCTRINE_FIGHTER_HOMELAND_DEFENSE_DESC
	icon = GFX_doctrine_forward_interception_medium
	xp_cost = 100
	xp_type = air
	available = {
		always = yes
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 95
			is_major = no
		}
	}
	air_home_defence_factor = 0.1
	rewards = {
		interception_priority = {
			air_intercept_efficiency = 0.15
		}
		air_defense_grids = {
			air_interception_detect_factor = 0.2
		}
		air_wing_knowledge_transfer = {
			air_untrained_pilots_penalty_factor = -0.15
		}
		experienced_pilots_protection = {
			air_ace_generation_chance_factor = 0.1
		}
		mass_sorties = {
			air_mission_efficiency = 0.05
		}
	}
}