Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Modifier Reference
Component: GDC_warlord_army
Constructs: army_defence_factor, army_attack_factor, conscription_factor
Source: game
File: common/dynamic_modifiers/r56_china_and_co_dm.txt

Code:
GDC_warlord_army = {
	enable = {
		always = yes
	}
	icon = GFX_idea_chi_whampoa_military_academy
	experience_gain_army_factor = GDC_warlord_army_xp_factor
	surrender_limit = GDC_warlord_army_surrender_limit
	conscription_factor = GDC_warlord_army_rec_pop
	attrition = GDC_warlord_army_attrition
	max_planning_factor = GDC_warlord_army_max_planning
	land_doctrine_cost_factor = GDC_warlord_army_doc_cost
	army_attack_factor = GDC_warlord_army_attack
	army_defence_factor = GDC_warlord_army_defence
	army_core_attack_factor = GDC_warlord_army_core_attack
	army_core_defence_factor = GDC_warlord_army_core_defence
	out_of_supply_factor = GDC_warlord_army_supply_factor
	supply_consumption_factor = GDC_warlord_army_supply_cons
	training_time_factor = GDC_warlord_army_training_time_factor
	special_forces_cap = GDC_warlord_army_spec_cap
	special_forces_attack_factor = GDC_warlord_army_spec_attack
	army_armor_attack_factor = GDC_warlord_army_armor_attack
	production_speed_bunker_factor = GDC_warlord_army_fort
	army_artillery_attack_factor = GDC_warlord_army_arty
	terrain_penalty_reduction = GDC_warlord_army_terrain
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_meticulous_preparations
Constructs: prerequisite, add_war_support, add_stability, completion_reward, add_political_power, add_to_variable
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_meticulous_preparations
	icon = GFX_focus_ger_great_red_menace
	prerequisite = {
		focus = AUS_spur_the_communist_resistance
	}
	mutually_exclusive = {
		focus = AUS_rapid_revolutions
	}
	x = 1
	y = 1
	relative_position_id = AUS_spur_the_communist_resistance
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_STABILITY
	}
	cost = 5
	ai_will_do = {
		factor = 7
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 25
		add_stability = 0.1
		add_war_support = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt
		AUS_display_right_communism_spirit = yes
		add_to_variable = {
			AUS_austromarxism_max_planning_factor = 0.1
			tooltip = max_planning_factor_tt
		}
	}
}
### Entity: Character
Component: CHL_arnaldo_carrasco
Constructs: has_completed_focus
Source: game
File: common/characters/CHL.txt

Code:
CHL_arnaldo_carrasco = {
	name = CHL_arnaldo_carrasco
	portraits = {
		army = {
			small = GFX_portrait_CHL_arnaldo_carrasco_small
		}
	}
	advisor = {
		slot = army_chief
		idea_token = CHL_arnaldo_carrasco
		allowed = {
			original_tag = CHL
		}
		cost = 100
		available = {
			NOT = {
				has_completed_focus = CHL_address_the_mapuche_conflict
			}
		}
		visible = {
			NOT = {
				has_completed_focus = CHL_address_the_mapuche_conflict
			}
		}
		traits = {
			army_chief_drill_2
		}
	}
}
### Entity: AI Strategy
Component: DOCTRINE_MW_aifc_mobile_infantry_or_armored_spearhead
Constructs: has_completed_track, force_concentration_factor
Source: game
File: common/ai_strategy/doctrines.txt

Code:
DOCTRINE_MW_aifc_mobile_infantry_or_armored_spearhead = {
	enable = {
		has_completed_track = infantry
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = force_concentration_factor
		value = 15
	}
}
### Entity: Idea
Component: GRE_loyal_communists
Constructs: stability_factor, check_variable, removal_cost, conscription_factor
Source: game
File: common/ideas/greece.txt

Code:
GRE_loyal_communists = {
	allowed = {
		always = no
	}
	cancel = {
		NOT = {
			check_variable = {
				GRE_communist_loyalty = 2
				compare = equals
			}
		}
	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.1
		conscription_factor = 0.2
	}
}
### Entity: Idea
Component: BEL_church_support
Constructs: has_government, removal_cost, conscription_factor
Source: game
File: common/ideas/r56_belgium.txt

Code:
BEL_church_support = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	removal_cost = -1
	modifier = {
		army_morale_factor = 0.05
		conscription_factor = 0.05
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_assert_eastern_claims
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_assert_eastern_claims
	icon = GFX_focus_attack_soviet
	prerequisite = {
		focus = POL_beck_ribbentrop POL_reassert_silesian_claims
	}
	relative_position_id = POL_beck_ribbentrop
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		claim_greater_LIT_effect = yes
	}
}
### Entity: Shared Focus
Tree: lat_focus
Component: LAT_study_foreign_firearm_prototypes
Constructs: shared_focus, prerequisite, limit, has_country_flag, completion_reward, add_tech_bonus, has_dlc
Source: game
File: common/national_focus/r56_latvia_shared.txt

Code:
shared_focus = {
	id = LAT_study_foreign_firearm_prototypes
	icon = GFX_focus_secret_rearmament
	prerequisite = {
		focus = LAT_rely_on_foreign_attaches
	}
	relative_position_id = LAT_rely_on_foreign_attaches
	x = 3
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {
		has_country_flag = ask_attache_about_firearms LAT_inquired_2_attaches_about_armament
	}
	completion_reward = {
		add_tech_bonus = {
			name = LAT_study_foreign_firearm_prototypes
			bonus = 1.0
			uses = 1
			category = infantry_weapons
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = CHL_skip_one_line_tt available_mio_tt
			show_mio_tooltip = ENG_rsaf_enfield_organization
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Achievement
Component: i_didnt_hear_no_bell
Constructs: has_country_flag, is_ironman, has_start_date, has_any_custom_difficulty_setting, has_dlc
Source: game
File: common/achievements.txt

Code:
i_didnt_hear_no_bell = {
	id = 269
	possible = {
		tag = CZE
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		has_dlc = Peace For Our Time
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = i_didnt_hear_no_bell_tt
			has_country_flag = achievement_became_second_cze_republic
		}
		has_country_flag = CZE_capitulated_germany
	}
}
### Entity: Order of Battle
Component: Wisconsin Defense Force
Constructs: division_template
Source: game
File: history/units/USB_defense_force.txt

Code:
division = {
	name = Wisconsin Defense Force
	location = 12357
	division_template = State Defense Force
}
### Entity: AI Strategy
Component: marines_ENG
Constructs: has_tech
Source: game
File: common/ai_templates/templates_ENG.txt

Code:
marines_ENG = {
	available_for = {
		ENG
	}
	role = marines
	upgrade_prio = {
		factor = 4
		modifier = {
			factor = 0
			NOT = {
				has_tech = marines
			}
		}
	}
	marine_default_ENG = {
		upgrade_prio = {
			factor = 2
			modifier = {
				factor = 1
			}
		}
		target_template = {
			support = {
				recon = 1
				logistics_company = 1
				engineer = 1
				artillery = 1
			}
			regimental_support = {
				anti_tank_battery = 1
				fire_support = 1
			}
			regiments = {
				marine = 9
			}
		}
	}
}
### Entity: Idea
Component: MAN_southern_expedition
Constructs: removal_cost
Source: game
File: common/ideas/manchukou.txt

Code:
MAN_southern_expedition = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = chi_war_of_resistance3
	targeted_modifier = {
		tag = CHI
		attack_bonus_against = 0.1
	} {
		tag = PRC
		attack_bonus_against = 0.1
	} {
		tag = SND
		attack_bonus_against = 0.1
	} {
		tag = SHX
		attack_bonus_against = 0.1
	} {
		tag = GDC
		attack_bonus_against = 0.1
	} {
		tag = GXC
		attack_bonus_against = 0.1
	} {
		tag = YUN
		attack_bonus_against = 0.1
	} {
		tag = SIC
		attack_bonus_against = 0.1
	} {
		tag = XIC
		attack_bonus_against = 0.1
	} {
		tag = NXM
		attack_bonus_against = 0.1
	} {
		tag = GSM
		attack_bonus_against = 0.1
	} {
		tag = XSM
		attack_bonus_against = 0.1
	} {
		tag = KHM
		attack_bonus_against = 0.1
	} {
		tag = SIK
		attack_bonus_against = 0.1
	}
}
### Entity: Event
Component: naw_norway.72
Constructs: is_triggered_only, ai_chance, add_political_power, set_province_name
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.72
	title = naw_norway.72.t
	desc = naw_norway.72.d
	picture = GFX_report_event_medieval_norwegian_flag
	is_triggered_only = yes
	option = {
		name = naw_norway.72.a
		ai_chance = {
			base = 70
		}
	} {
		name = naw_norway.72.b
		ai_chance = {
			base = 25
		}
		set_province_name = {
			id = 122
			name = Bjørgvin
		} {
			id = 3022
			name = Nidaros
		}
		add_political_power = -25
	} {
		name = naw_norway.72.c
		ai_chance = {
			base = 5
		}
		set_province_name = {
			id = 122
			name = Bjørgvin
		} {
			id = 3022
			name = Nidaros
		} {
			id = 3021
			name = Kaupang
		} {
			id = 9127
			name = Borgund
		}
		add_political_power = -25
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ANATO_support_rocket_artillery.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
NATO_support_rocket_artillery.png &#8206;(53 × 31 pixels, file size: 4 KB, MIME type: image/png)
### Entity: National Focus
Tree: pol_focus
Component: POL_local_eastern_plans
Constructs: has_completed_focus, prerequisite, completion_reward, add_doctrine_cost_reduction, unlock_decision_tooltip
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_local_eastern_plans
	icon = GFX_goal_generic_war_with_comintern
	prerequisite = {
		focus = POL_plan_east
	}
	x = 0
	y = 1
	relative_position_id = POL_plan_east
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		NOT = {
			has_completed_focus = POL_complete_plan_east
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = POL_local_eastern_plans
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
		unlock_decision_tooltip = POL_defend_in_east_state
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_wpa
Constructs: has_completed_focus, prerequisite, completion_reward, add_political_power, has_game_rule
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_wpa
	icon = GFX_goal_generic_production
	prerequisite = {
		focus = USA_continue_the_new_deal
	}
	relative_position_id = USA_continue_the_new_deal
	x = -4
	y = 1
	offset = {
		x = 1
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = USA_neutrality_act
		}
	} {
		x = -1
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = USA_limited_intervention
		}
	}
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 150
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_improve_naval_doctrines
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_improve_naval_doctrines
	icon = GFX_goal_generic_blue_navy
	prerequisite = {
		focus = MON_fund_mongolian_naval_forces
	}
	x = 0
	y = 2
	relative_position_id = MON_fund_mongolian_naval_forces
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = MON_improve_naval_doctrines
			cost_reduction = 0.5
			uses = 2
			category = naval_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Event
Component: hon.61
Constructs: is_triggered_only, ai_chance, white_peace
Source: game
File: events/honduras.txt

Code:
country_event = {
	id = hon.61
	title = hon.61.t
	desc = hon.61.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = hon.61.a
		ai_chance = {
			base = 99
		}
		white_peace = HON
		HON = {
			country_event = hon.62
		}
	} {
		name = hon.61.b
		ai_chance = {
			base = 1
		}
		HON = {
			country_event = hon.63
		}
	}
}
### Entity: Order of Battle
Component: 9. Kuva-yi Milliye Tugayi
Constructs: division_template
Source: game
File: history/units/TUR_Civil_War_communist.txt

Code:
division = {
	name = 9. Kuva-yi Milliye Tugayi
	location = 9932
	division_template = Kuva-yi Milliye Tugayi
}
### Entity: Unit Template
Component: NEP_MEC_01
Source: game
File: common/units/names_divisions/NEP_names_divisions.txt

Code:
NEP_MEC_01 = {
	name = Mechanized Divisions
	for_countries = {
		NEP
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		NEP_INF_01
	}
	fallback_name = %dth Mechanized Division
	ordered = {
		24 = {
			Royal Nepalese Lifeguard Div.
		}
		1 = {
			%dst Mechanized Division
		}
		2 = {
			%dnd Mechanized Division
		}
		3 = {
			%drd Mechanized Division
		}
		4 = {
			%dth Mechanized Division
		}
		5 = {
			%dth Mechanized Division
		}
		6 = {
			%dth Mechanized Division
		}
		7 = {
			%dth Mechanized Division
		}
		8 = {
			%dth Mechanized Division
		}
		9 = {
			%dth Mechanized Division
		}
		10 = {
			%dth Mechanized Division
		}
		11 = {
			%dth Mechanized Division
		}
		12 = {
			%dth Mechanized Division
		}
		13 = {
			%dth Mechanized Division
		}
		14 = {
			%dth Mechanized Division
		}
		15 = {
			%dth Mechanized Division
		}
		16 = {
			%dth Mechanized Division
		}
		17 = {
			%dth Mechanized Division
		}
		18 = {
			%dth Mechanized Division
		}
		19 = {
			%dth Mechanized Division
		}
		20 = {
			%dth Mechanized Division
		}
		21 = {
			%dst Mechanized Division
		}
		22 = {
			%dnd Mechanized Division
		}
		23 = {
			%drd Mechanized Division
		}
	}
}
### Entity: Modifier Reference
Construct: airforce_intel_to_others
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## airforce_intel_to_others

* Number with 1 decimal places
* **Categories**: country
### Entity: Event
Component: libya.33
Constructs: is_triggered_only, ai_chance, add_manpower
Source: game
File: events/tmodernevents.txt

Code:
country_event = {
	id = libya.33
	title = libya.33.t
	desc = libya.33.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = libya.33.a
		ai_chance = {
			base = 10
		}
		add_manpower = 1000
	}
}
### Entity: Technology
Component: improved_heavy_armor_scheme
Constructs: enable_equipment_modules, research_cost, has_tech
Source: game
File: common/technologies/MTG_naval.txt

Code:
technology = {
	enable_equipment_modules = {
		ship_armor_bb_3 ship_armor_bc_3 ship_armor_cruiser_4
	}
	on_research_complete = {
		custom_effect_tooltip = heavy_armor_advice_tt
	}
	xp_research_type = navy
	xp_boost_cost = 50
	xp_research_bonus = 1.25
	research_cost = 1.25
	folder = {
		name = mtgnavalfolder
		position = {
			x = 0
			y = 8
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			date = < 1939.1.1
		} {
			factor = 3
			OR = {
				tag = ENG USA
			}
		} {
			has_tech = improved_ship_hull_heavy
			factor = 2
		}
	}
	categories = {
		naval_armor naval_equipment bb_tech bc_tech ship_modules_tech mio_cat_tech_all_capital_ship_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Decision
Component: form_turkestan_category
Source: game
File: common/decisions/categories/r56_formable_categories.txt

Code:
form_turkestan_category = {
	icon = generic_formable_nations
	picture = GFX_decision_category_turkestan
	priority = 20
	on_map_area = {
		name = GEN_control_of_these_states_is_required_to_form_the_nation
		target_array = global.r56_formables_states_array
		target_trigger = {
			FROM = {
				OR = {
					state = 402 404 406 407 583 586 587 588 589 590 405 585 830 823 831 732 584 832 881 882
				}
			}
		}
		zoom = 900
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_revise_the_constitution
Constructs: prerequisite, completion_reward, is_subject, cancel_if_invalid, add_timed_idea
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_revise_the_constitution
	icon = GFX_focus_generic_treaty
	x = 0
	y = 1
	prerequisite = {
		focus = FRA_the_council_of_rambouillet
	}
	relative_position_id = FRA_the_council_of_rambouillet
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_timed_idea = {
			idea = FRA_constitutional_revision
			days = 365
		}
	}
}
### Entity: Idea
Component: macchi
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/italy.txt

Code:
macchi = {
	allowed = {
		original_tag = ITA
	}
	visible = {
		NOT = {
			AND = {
				has_completed_focus = ITA_new_industrialization_program ITA_strengthen_northern_industry
			}
		}
	}
	available = {
		controls_State = 159
		ITA_is_northern_designer = yes
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		light_aircraft_manufacturer
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_expand_federal_police_intelligence
Constructs: prerequisite, limit, completion_reward, is_power_balance_in_range, cancel_if_invalid, has_dlc, swap_ideas, remove_idea
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_expand_federal_police_intelligence
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = SWI_crack_down_on_dissent
	}
	relative_position_id = SWI_crack_down_on_dissent
	x = 2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.2
			SWI_someone_is_about_to_be_angry = yes
		}
	}
	available = {
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = < SWI_centralization_bop_very_cantons
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			swap_ideas = {
				remove_idea = SWI_federal_police_idea_2
				add_idea = SWI_federal_police_idea_3
			}
		}
		else = {
			swap_ideas = {
				remove_idea = SWI_federal_police_idea_no_lar_2
				add_idea = SWI_federal_police_idea_no_lar_3
			}
		}
		SWI_add_suspicious_prep_opinion = yes
	}
}
### Entity: Idea
Component: canadian_car_foundry
Constructs: research_bonus
Source: game
File: common/ideas/canada.txt

Code:
canadian_car_foundry = {
	picture = generic_air_manufacturer_2
	allowed = {
		original_tag = CAN
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		light_aircraft_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: FRA_agricultural_protectionism
Constructs: has_government, removal_cost
Source: game
File: common/ideas/france.txt

Code:
FRA_agricultural_protectionism = {
	picture = generic_agrarian_reform
	allowed = {
		original_tag = FRA
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	modifier = {
		production_speed_industrial_complex_factor = 0.075
	}
}
### Entity: Event
Component: SEA_japan_popup_events.15
Constructs: is_triggered_only, add_stability, fire_only_once, add_popularity
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_popup_events.15
	title = SEA_japan_popup_events.15.t
	desc = SEA_japan_popup_events.15.desc
	picture = GFX_report_event_japanese_army_parade
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_popup_events.15.a
		kill_country_leader = yes
		add_stability = -0.1
		add_popularity = {
			ideology = democratic
			popularity = -0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		country_event = {
			id = SEA_japan_popup_events.16
			days = 6
		}
	}
}
### Entity: Scripted Effect
Component: NORDIC_remove_first_attacked
Constructs: set_temp_variable, remove_from_array
Source: game
File: common/scripted_effects/NORDIC_scripted_effects.txt

Code:
NORDIC_remove_first_attacked = {
	set_temp_variable = {
		NORDIC_temp_first_in_array = GLOBAL.NORDIC_at_defensive_war^0
	}
	var:GLOBAL.NORDIC_at_defensive_war^0 = {
		log = [?THIS.GetName] was removed from the Array
	}
	remove_from_array = {
		array = GLOBAL.NORDIC_at_defensive_war
		index = 0
	}
}
### Entity: Event
Component: SEA_japan_popup_events.34
Constructs: is_triggered_only, ai_chance, every_owned_state, limit, add_war_support, add_stability, fire_only_once, add_political_power
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_popup_events.34
	title = SEA_japan_popup_events.34.t
	desc = SEA_japan_popup_events.34.desc
	picture = GFX_report_event_JAP_workers_celebrating
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_popup_events.34.a
		ai_chance = {
			base = 75
		}
		every_owned_state = {
			limit = {
				is_core_of = ANU
			}
			add_dynamic_modifier = {
				modifier = JAP_ainu_revoluton_theory_implemented_dm
				scope = ROOT
			}
		}
	} {
		name = SEA_japan_popup_events.34.b
		ai_chance = {
			base = 25
		}
		trigger = {
			ANU = {
				exists = no
			}
		}
		every_owned_state = {
			limit = {
				is_core_of = ANU
			}
			transfer_state_to = ANU
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		puppet = ANU
		ANU = {
			add_political_power = 150
			add_stability = 0.1
			add_war_support = 0.1
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_proclaim_thiois_empire
Constructs: prerequisite, has_government, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_proclaim_thiois_empire
	icon = GFX_goal_BEL_thiois_empire
	prerequisite = {
		focus = BEL_burgundian_circuit
	}
	relative_position_id = BEL_burgundian_circuit
	x = 0
	y = 1
	cost = 1
	ai_will_do = {
		base = 40
	}
	available = {
		has_government = fascism
		controls_state = 7 8 35 36 29
	}
	completion_reward = {
		add_political_power = 20
		country_event = {
			id = belgium.43
			hours = 6
		}
		hidden_effect = {
			news_event = {
				days = 1
				id = belgium.45
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_land_reforms
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, random_core_state, is_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_land_reforms
	icon = GFX_focus_generic_land_reclamation
	prerequisite = {
		focus = RAJ_import_substitution_industrialisation
	}
	x = 2
	y = 0
	relative_position_id = RAJ_mixed_economy
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

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

	}
	completion_reward = {
		random_core_state = {
			limit = {
				is_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 1
		} {
			limit = {
				is_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 1
		} {
			limit = {
				is_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 1
		}
	}
}
### Entity: Character
Component: SHX_qu_yangke
Source: game
File: common/characters/Warlords_China.txt

Code:
SHX_qu_yangke = {
	name = SHX_qu_yangke
	portraits = {
		army = {
			small = GFX_portrait_SHX_qu_yangke_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SHX_qu_yangke
		allowed = {
			original_tag = SHX
		}
		traits = {
			prince_of_terror
		}
	}
}
### Entity: Character
Component: FRI_cuong_de
Source: game
File: common/characters/FRI.txt

Code:
FRI_cuong_de = {
	name = Cuong De
	portraits = {
		civilian = {
			large = gfx/leaders/VIN/Portait_Vietnam_Cuong_De.dds
		}
	}
	country_leader = {
		ideology = fascism_ideology
		expire = 1965.1.1
		id = -1
	}
}