Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: EAI_DD_15/light_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_15/light_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_chassis = {
			build_cost_ic = -0.375
			instant = yes
		}
	}
}
### Entity: Character
Component: GER_fritz_todt
Constructs: has_country_flag
Source: game
File: common/characters/GER.txt

Code:
GER_fritz_todt = {
	name = GER_fritz_todt
	portraits = {
		army = {
			large = GFX_portrait_GER_fritz_todt
			small = GFX_portrait_GER_fritz_todt_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = todt
		allowed = {
			original_tag = GER
		}
		available = {
			has_country_flag = GER_reinstated_nazi_leadership
		}
		visible = {
			has_country_flag = GER_reinstated_nazi_leadership
		}
		traits = {
			GER_reich_engineer
		}
		ai_will_do = {
			factor = 0
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_lifetime_employment
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_lifetime_employment
	icon = GFX_focus_generic_full_employment
	x = -1
	y = 1
	relative_position_id = JAP_split_uo_zaibatsu_monopolies
	prerequisite = {
		focus = JAP_split_uo_zaibatsu_monopolies JAP_democratic_work_with_the_zaibatsus JAP_democratic_nationalize_zaibatsus
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

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

	}
	completion_reward = {
		JAP_add_or_modify_early_industrialization = yes
		add_to_variable = {
			JAP_industry_production_factory_efficiency_gain_factor = 0.1
			tooltip = production_factory_efficiency_gain_factor_tt
		}
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_right_wing_policies
Constructs: has_completed_focus, limit, add_war_support, add_stability, completion_reward, add_political_power, allow_branch, has_dlc
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_right_wing_policies
	icon = GFX_focus_FIN_right_wing_policies
	allow_branch = {
		has_dlc = Arms Against Tyranny
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = FIN_finnish_neutrality
			} {
				has_completed_focus = FIN_suomalainen_sosialismi
			}
		}
	}
	x = 13
	y = 0
	relative_position_id = FIN_finnish_neutrality
	offset = {
		x = -25
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = FIN_right_wing_policies
		}
	}
	mutually_exclusive = {
		focus = FIN_finnish_neutrality FIN_suomalainen_sosialismi
	}
	cost = 5
	available = {
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		FIN_bop_medium_decrease_effect = yes
		add_political_power = 75
		add_war_support = 0.05
		add_stability = -0.05
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = FIN_paavo_susitaival
		hidden_effect = {
			FIN_karl_august_fagerholm = {
				if = {
					limit = {
						has_trait = FIN_democratic_reformer_fagerholm
					}
					add_trait = {
						trait = democratic_reformer
						slot = political_advisor
					}
					remove_trait = {
						trait = FIN_democratic_reformer_fagerholm
						slot = political_advisor
					}
				}
			}
			FIN_vaino_tanner = {
				if = {
					limit = {
						has_trait = FIN_humble_appeaser_tanner
					}
					add_trait = {
						trait = appeaser
						slot = political_advisor
					}
					remove_trait = {
						trait = FIN_humble_appeaser_tanner
						slot = political_advisor
					}
				}
			}
			FIN_miina_sillanpaa = {
				if = {
					limit = {
						has_trait = FIN_champion_of_equality_sillanpaa
					}
					add_trait = {
						trait = champion_of_equality
						slot = political_advisor
					}
					remove_trait = {
						trait = FIN_champion_of_equality_sillanpaa
						slot = political_advisor
					}
				}
			}
			FIN_yrjo_leino = {
				if = {
					limit = {
						has_trait = FIN_communist_revolutionary_leino
					}
					add_trait = {
						trait = communist_revolutionary
						slot = political_advisor
					}
					remove_trait = {
						trait = FIN_communist_revolutionary_leino
						slot = polit
# ... (truncated)
### Entity: Character
Component: GXC_chen_jitang
Constructs: has_dlc
Source: game
File: common/characters/Warlords_China.txt

Code:
GXC_chen_jitang = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		name = GXC_chen_jitang
		portraits = {
			army = {
				large = GFX_portrait_GXC_chen_jitang
				small = GFX_portrait_GXC_chen_jitang_small
			}
		}
		advisor = {
			slot = army_chief
			idea_token = GXC_chen_jitang
			allowed = {
				original_tag = GXC
			}
			traits = {
				army_chief_defensive_2
			}
			cost = 100
			ai_will_do = {
				base = 1.0
			}
		}
	} {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = GXC_chen_jitang
		portraits = {
			army = {
				large = GFX_portrait_GDC_chen_jitang
				small = GFX_portrait_GDC_chen_jitang_small
			}
		}
		field_marshal = {
			skill = 3
			attack_skill = 2
			defense_skill = 3
			planning_skill = 3
			logistics_skill = 2
			legacy_id = -1
			visible = {

			}
		}
		country_leader = {
			ideology = despotism
			traits = {
				GDC_king_of_the_southern_skies
			}
			expire = 1965.1.1.1
			id = -1
		}
	}
}
### Entity: Name List
Component: MEX
Source: game
File: common/names/00_names.txt

Code:
MEX = {
	male = {
		names = {
			David Adrián Agustín Álvaro Anastasio Andrés Ángel Antonio Bernardo Emiliano Emilio Enrique Ernesto Felipe Félix Francisco Francisco Javier Gabriel Gaspar Gregorio Ignacio Jerónimo Joaquín José José Manuel José María Juan Juan Bautista Justo Lázaro Manuel Mariano Martín Melchor Miguel Nicolás Pablo Pascual Pedro Porfirio Ramón Anselmo Cecilio Ricardo Rómulo Salvador Sebastián Tomás Valentín Valeriano Venustiano Vicente Victoriano
		}
	}
	female = {
		names = {
			Adelita Araceli Belén Camila Candelaria Chavela Consuelo Cristina Delfina Esperanza Fidelia Graciela Isadora Isabella Jimena Ximena Luciana Lucrecia María Marisol Noemí Nohemi Valentina Valeria Rocío Socorro Sofía Teófila Amaranta Úrsula Rebeca Remedios
		}
	}
	surnames = {
		Martínez Almonte Álvarez Arista Barragán Bocanegra Bravo Bustamante Canalizo Carranza Caserta Cervantes Corona Corra de Ampudia de Cos de Itúrbide Díaz Echeverría Escandón Escobedo Fagoaga Fernández del Valle Flores Gómez González Guerrero Huerta Kosterlitzky López de Santa Ana Lozada Martínez del Río Mejía Miramón Múzquiz Obregón Pedraza Pimentel Reyes Rincón Gallardo Robles Ruíz Salas Sánchez Sarmaniego del Castillo Vázquez de la Cadena Villa Woll Zapata Zaragoza Zuloaga
	}
	callsigns = {

	}
}
### Entity: Unit Template
Component: COG_CA_HISTORICAL
Source: game
File: common/units/names_ships/COG_ship_names.txt

Code:
COG_CA_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CA
	for_countries = {
		COG
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser
	}
	prefix = BNS 
	fallback_name = Croiseur Lourd %d
	unique = {
		Boma Matadi Moba Albertville Elisabethville Nkamba Bakwanga Kabinda Cabinda Baoudinville Goma Stanleyville
	}
}
### Entity: Idea
Component: r56_LUX_peace_in_our_times
Constructs: stability_factor, has_war, war_support_factor
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_peace_in_our_times = {
	picture = SWI_spirit_of_helvetia_passive_peace
	cancel = {
		has_war = yes
	}
	modifier = {
		power_balance_weekly = 0.01
		war_support_factor = -0.1
		stability_factor = 0.15
	}
}
### Entity: Event
Component: mtg_britain.25
Constructs: is_triggered_only, add_ai_strategy, send_volunteers_desire
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.25
	title = mtg_britain.25.t
	desc = mtg_britain.25.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = mtg_britain.25.a
		hidden_effect = {
			add_ai_strategy = {
				type = befriend
				id = GER
				value = -200
			} {
				type = protect
				id = GER
				value = -200
			} {
				type = send_volunteers_desire
				id = GER
				value = -200
			} {
				type = support
				id = GER
				value = -200
			} {
				type = alliance
				id = GER
				value = -200
			} {
				type = antagonize
				id = GER
				value = 200
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_FOCUS_UPDATE/NAVY/update_focuses
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_update.txt

Code:
EAI_FOCUS_UPDATE/NAVY/update_focuses = {
	EAI_FOCUS_UPDATE/NAVY/destroyer = yes
	EAI_FOCUS_UPDATE/NAVY/ASW_destroyer = yes
	EAI_FOCUS_UPDATE/NAVY/light_cruiser = yes
	EAI_FOCUS_UPDATE/NAVY/ASW_light_cruiser = yes
	EAI_FOCUS_UPDATE/NAVY/heavy_cruiser = yes
	EAI_FOCUS_UPDATE/NAVY/battlecruiser = yes
	EAI_FOCUS_UPDATE/NAVY/battleship = yes
	EAI_FOCUS_UPDATE/NAVY/carrier = yes
	EAI_FOCUS_UPDATE/NAVY/submarine = yes
	EAI_FOCUS_UPDATE/NAVY/mine_layer = yes
	EAI_FOCUS_UPDATE/NAVY/mine_sweeper = yes
	EAI_FOCUS_UPDATE/NAVY/naval_doctrine = yes
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_legacy_of_sachez_cerro
Constructs: prerequisite, has_country_flag, completion_reward, add_timed_idea
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_legacy_of_sachez_cerro
	prerequisite = {
		focus = PRU_organize_future_elections
	}
	icon = GFX_goal_PRU_sanchez_cerro
	x = 19
	y = 1
	relative_position_id = PRU_organize_future_elections
	cost = 7.2
	available = {
		has_country_flag = PRU_chose_legacy
	}
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = PRU_Riva_aguero
		add_timed_idea = {
			idea = nationalism
			days = 1395
		}
		country_event = {
			hours = 5
			id = peru.17
		}
		PRU_increase_army_10_percent = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: EAI_DD_6/light_tank_amphibious_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_6/light_tank_amphibious_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_amphibious_chassis = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: r56_tank_nations_research_anti_tank_2
Constructs: has_tech
Source: game
File: common/ai_strategy/r56_AI_research.txt

Code:
r56_tank_nations_research_anti_tank_2 = {
	allowed = {
		country_is_major_nation = yes
		country_is_major_minor_nation = yes
	}
	enable = {
		NOT = {
			has_tech = antitank2
		}
		date = > 1939.3.7
	}
	abort = {
		has_tech = antitank2
	}
	ai_strategy = {
		type = research_tech
		id = antitank2
		value = 50
	}
}
### Entity: Country History
Country: MRT
Component: MRT_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/MRT - Mauritania.txt

Code:
# Misc for MRT
capital = 557
set_convoys = 20
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort large_navy industrial_effort construction_effort production_effort
	set_technology = {
		tech_support = 1
		tech_recon = 1
		support_weapons = 1
		gw_artillery = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Unit Template
Component: BEL_INF_01
Source: game
File: common/units/names_divisions/BEL_names_divisions.txt

Code:
BEL_INF_01 = {
	name = Infantry Division
	for_countries = {
		BEL
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %dème Division d'Infanterie
	ordered = {
		1 = {
			%dère Division d'Infanterie
		}
		2 = {
			%dème Division d'Infanterie
		}
		3 = {
			%dème Division d'Infanterie
		}
		4 = {
			%dème Division d'Infanterie
		}
		5 = {
			%dème Division d'Infanterie
		}
		6 = {
			%dème Division d'Infanterie
		}
		7 = {
			%dème Division d'Infanterie
		}
		8 = {
			%dème Division d'Infanterie
		}
		9 = {
			%dème Division d'Infanterie
		}
		10 = {
			%dème Division d'Infanterie
		}
		11 = {
			%dème Division d'Infanterie
		}
		12 = {
			%dème Division d'Infanterie
		}
		13 = {
			%dème Division d'Infanterie
		}
		14 = {
			%dème Division d'Infanterie
		}
		15 = {
			%dème Division d'Infanterie
		}
		16 = {
			%dème Division d'Infanterie
		}
		17 = {
			%dème Division d'Infanterie
		}
		18 = {
			%dème Division d'Infanterie
		}
		19 = {
			%dème Division d'Infanterie
		}
		20 = {
			%dème Division d'Infanterie
		}
		21 = {
			%dème Division d'Infanterie
		}
		22 = {
			%dème Division d'Infanterie
		}
		23 = {
			%dème Division d'Infanterie
		}
		24 = {
			%dème Division d'Infanterie
		}
		25 = {
			%dème Division d'Infanterie
		}
		26 = {
			%dème Division d'Infanterie
		}
		27 = {
			%dème Division d'Infanterie
		}
		28 = {
			%dème Division d'Infanterie
		}
		29 = {
			%dème Division d'Infanterie
		}
		30 = {
			%dème Division d'Infanterie
		}
		31 = {
			%dème Division d'Infanterie
		}
		32 = {
			%dème Division d'Infanterie
		}
		33 = {
			%dème Division d'Infanterie
		}
		34 = {
			%dème Division d'Infanterie
		}
		35 = {
			%dème Division d'Infanterie
		}
		36 = {
			%dème Division d'Infanterie
		}
		37 = {
			%dème Division d'Infanterie
		}
		38 = {
			%dème Division d'Infanterie
		}
		39 = {
			%dème Division d'Infanterie
		}
		40 = {
			%dème Division d'Infanterie
		}
	}
}
### Entity: Idea
Component: trotskyite_plot_purged
Constructs: stability_factor, has_government, removal_cost
Source: game
File: common/ideas/r56_soviet.txt

Code:
trotskyite_plot_purged = {
	name = trotskyite_plot_purged
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	modifier = {
		stability_factor = -0.05
		max_command_power = -5
	}
}
### Entity: Order of Battle
Component: 2nd Independent Brigade
Constructs: division_template
Source: game
File: history/units/SHX_1936_sea.txt

Code:
division = {
	name = 2nd Independent Brigade
	location = 7158
	division_template = Juntuán
	start_equipment_factor = 0.2
	officer = {
		name = SHX_zhou_yuanjian
	}
}
### Entity: Event
Component: hon.12
Constructs: is_triggered_only, add_core_of, declare_war_on, take_state
Source: game
File: events/honduras.txt

Code:
country_event = {
	id = hon.12
	title = hon.12.t
	desc = hon.12.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = hon.12.a
		316 = {
			add_core_of = ROOT
		}
		declare_war_on = {
			target = COS
			type = take_state
			generator = {
				316
			}
		}
	} {
		name = hon.12.b
		316 = {
			add_core_of = ROOT
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_expand_the_universities
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea, add_tech_bonus, electronics_bonus
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_expand_the_universities
	icon = GFX_focus_research2
	prerequisite = {
		focus = BRA_R56_establish_the_commerce_ministry
	}
	relative_position_id = BRA_R56_establish_the_commerce_ministry
	x = 0
	y = 1
	cost = 5
	completion_reward = {
		swap_ideas = {
			remove_idea = bra_federal_universities_idea
			add_idea = bra_federal_universities_idea_2
		}
		add_tech_bonus = {
			name = electronics_bonus
			bonus = 0.5
			uses = 1
			category = electronics
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: AI Strategy
Component: we_dont_believe_in_mountain_tanks
Constructs: is_historical_focus_on
Source: game
File: common/ai_strategy/default.txt

Code:
we_dont_believe_in_mountain_tanks = {
	enable = {
		is_historical_focus_on = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_armor_score
		id = GRE
		value = -100
	} {
		type = front_armor_score
		id = YUG
		value = -100
	}
}
### Entity: AI Strategy
Component: FRA_respect_monroe_doctine_even_if_evil_people_are_eating_latin_america_ECU
Constructs: has_government, is_ai
Source: game
File: common/ai_strategy/r56_FRA.txt

Code:
FRA_respect_monroe_doctine_even_if_evil_people_are_eating_latin_america_ECU = {
	allowed = {
		original_tag = FRA
	}
	enable = {
		threat = < 0.95
		FRA = {
			has_government = democratic
		}
		country_exists = ECU
		ECU = {
			AND = {
				is_ai = yes
				has_government = democratic
			}
		}
	}
	abort = {
		NOT = {
			country_exists = ECU
		}
	}
	ai_strategy = {
		type = befriend
		id = ECU
		value = -1500
	} {
		type = alliance
		id = ECU
		value = -175
	} {
		type = diplo_action_desire
		id = ECU
		target = guarantee
		value = -20
	}
}
### Entity: Idea
Component: IVO_aa2
Source: game
File: common/ideas/ivory coast.txt

Code:
IVO_aa2 = {
	ledger = army
	picture = generic_army_african_2
	allowed = {
		original_tag = IVO
	}
	traits = {
		army_armored_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Country History
Country: SNM
Component: SNM_technology
Constructs: set_technology
Source: game
File: history/countries/SNM - San Marino.txt

Code:
# Starting Technologies for SNM
set_technology = {
	infantry_weapons = 1
	tech_support = 1
	tech_recon = 1
	tech_engineers = 1
	gw_artillery = 1
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_strengthen_the_left_wing_of_the_kmt
Constructs: prerequisite, add_stability, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_communist.txt

Code:
focus = {
	id = PRC_strengthen_the_left_wing_of_the_kmt
	icon = GFX_goal_generic_propaganda
	prerequisite = {
		focus = PRC_coalition_government
	}
	x = 2
	y = 2
	relative_position_id = PRC_social_democracy_focus
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {
		WTT_CHI_is_not_leader = yes
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		CHI = {
			add_stability = -0.05
		}
	}
}
### Entity: Event
Component: r56_afghanistan.91
Constructs: is_triggered_only, add_war_support, fire_only_once, remove_trait, set_country_flag
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.91
	title = r56_afghanistan.91.t
	desc = r56_afghanistan.91.d
	picture = GFX_report_event_AFG_1943_military_parade
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56_afghanistan.91.a
		add_war_support = -0.05
		custom_effect_tooltip = AFG_unlock_daoud_focus
		remove_trait = {
			character = r56_AFG_mohammed_daoud_khan
			trait = AFG_barakzai_royalist
		}
		set_country_flag = AFG_unlock_daoud
	}
}
### Entity: Order of Battle
Component: air_wing_563
Source: game
File: history/units/SOV_1939_air_bba.txt

Code:
air_wings = {
	563 = {
		small_plane_airframe_0 = {
			owner = SOV
			amount = 60
			version_name = I-15
		}
		small_plane_airframe_1 = {
			owner = SOV
			amount = 45
			version_name = I-16 Type 10
		}
		medium_plane_airframe_1 = {
			owner = SOV
			amount = 60
			version_name = ANT-40
		}
		medium_plane_airframe_0 = {
			owner = SOV
			amount = 60
			version_name = DB-3
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_oppose_soviet_colonialism
Constructs: prerequisite, limit, add_ideas, has_government, every_country, is_major, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_oppose_soviet_colonialism
	icon = GFX_focus_attack_soviet
	x = 3
	y = 1
	relative_position_id = MON_central_asia_defensive_pact
	cost = 10
	prerequisite = {
		focus = MON_central_asia_defensive_pact MON_open_up_the_country
	}
	available = {
		OR = {
			is_faction_leader = yes
			AND = {
				is_in_faction = yes
				any_other_country = {
					is_in_faction_with = ROOT
					is_major = yes
					has_government = democratic
				}
			}
		}
		is_subject = no
		any_state = {
			custom_trigger_tooltip = {
				tooltip = MON_state_behind_the_urals_steppe_causasus_tt
				OR = {
					region = 148 149 147 151 14 136
				}
			}
			is_controlled_by = SOV
		}
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		SOV = {
			add_ai_strategy = {
				type = antagonize
				id = ROOT
				value = 200
			}
		} {
			add_opinion_modifier = {
				target = ROOT
				modifier = hostile_status
			}
		}
		ROOT = {
			add_ai_strategy = {
				type = antagonize
				id = SOV
				value = 200
			}
		}
		add_ideas = MON_anti_soviet_stance_mon
		every_country = {
			limit = {
				is_in_faction_with = ROOT
				NOT = {
					original_tag = SOV ROOT
				} {
					is_in_faction_with = SOV
				}
			}
			add_ideas = MON_anti_soviet_stance
		}
		custom_effect_tooltip = MON_promote_anti_soviet_sentiment_tt
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Decision
Component: CHI_warlord_in_opposition
Constructs: is_literally_china
Source: game
File: common/decisions/categories/CHI_decision_categories.txt

Code:
CHI_warlord_in_opposition = {
	allowed = {
		is_literally_china = yes
	}
}
### Entity: Event
Component: siam_r56.12
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, has_government, has_country_flag, has_country_leader, set_country_flag
Source: game
File: events/r56_SIA_events.txt

Code:
country_event = {
	id = siam_r56.12
	title = SIA_r56.12.title
	desc = SIA_r56.12.desc
	picture = GFX_report_event_japanese_siam_politicians
	is_triggered_only = yes
	option = {
		name = siam_r56.8.a
		ai_chance = {
			base = 20
			modifier = {
				add = 8
				SIA = {
					has_country_leader = {
						character = SIA_pridi_banomyong
						ruling_only = yes
					}
				}
			} {
				add = 12
				OR = {
					has_completed_focus = JAP_sea_purge_the_kodoha_faction
					has_government = fascism
				}
				SIA = {
					has_government = fascism
				}
			} {
				add = 12
				has_government = neutrality
				SIA = {
					has_completed_focus = SIA_songsuradets_ascendency_r56
				}
			} {
				add = 12
				has_government = democratic
				SIA = {
					has_government = democratic
				}
			} {
				add = 12
				has_government = communism
				SIA = {
					OR = {
						has_government = communism
						has_completed_focus = SIA_prioritize_socioeconomic_progress_r56
					}
				}
			}
		}
		set_country_flag = JAP_is_supporting_siams_territorial_aspirations_r56
		926 = {
			if = {
				limit = {
					is_controlled_by_ROOT_or_subject = yes
				}
				transfer_state_to = SIA
			}
		}
		924 = {
			if = {
				limit = {
					is_controlled_by_ROOT_or_subject = yes
				}
				transfer_state_to = SIA
			}
		}
		925 = {
			if = {
				limit = {
					is_controlled_by_ROOT_or_subject = yes
				}
				transfer_state_to = SIA
			}
		}
		if = {
			limit = {
				SIA = {
					OR = {
						has_country_flag = SIA_is_claiming_small_border_states_and_laos SIA_is_claiming_all_of_laos_and_cambodia
					}
				}
			}
			670 = {
				if = {
					limit = {
						is_controlled_by_ROOT_or_subject = yes
					}
					transfer_state_to = SIA
				}
			}
		} {
			limit = {
				SIA = {
					has_country_flag = SIA_is_claiming_all_of_laos_and_cambodia
				}
			}
			741 = {
				if = {
					limit = {
						is_controlled_by_ROOT_or_subject = yes
					}
					transfer_state_to = SIA
				}
			}
		}
	} {
		name = siam_r56.12.b
		ai_chance = {
			base = 20
			modifier = {
				add = 4
				SIA = {
					has_country_flag = SIA_is_claiming_small_border_states_and_laos
				}
			} {
				add = 8
				SIA = {
					has_country_flag = SIA_is_claiming_all_of_laos_and_cambodia
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_aviation_USA
Source: game
File: common/ai_focuses/USA.txt

Code:
ai_focus_aviation_USA = {
	research = {
		air_doctrine = 75.0
		light_air = 20.0
		light_fighter = 20.0
		jet_technology = 1.0
		cas_bomber = 2.0
		medium_air = 4.0
		tactical_bomber = 5.0
		heavy_air = 1.5
		air_equipment = 5.0
		para_tech = 20.0
	}
}