Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: AAT_finland_continuation_war.05
Constructs: is_triggered_only, fire_only_once, declare_war_on, add_to_war, clr_country_flag
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_continuation_war.05
	title = AAT_finland_continuation_war.05.t
	desc = AAT_finland_continuation_war.05.desc
	picture = GFX_report_event_FIN_continuation_war
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			FIN_pact_for_continuation_war_start = yes
			declare_war_on = {
				target = SOV
				type = topple_government
			}
		}
	}
	option = {
		name = AAT_finland_continuation_war.05.a
		effect_tooltip = {
			FIN_pact_for_continuation_war_start = yes
			add_to_war = {
				targeted_alliance = GER
				enemy = SOV
				hostility_reason = asked_to_join
			}
		}
		hidden_effect = {
			clr_country_flag = FIN_pact_for_continuation_war_flag
		}
	}
}
### Entity: Event
Component: BBA_ethiopia_balance_of_power_events.10
Constructs: is_triggered_only, ai_chance, division_template, every_owned_state, limit, has_war_with, has_country_flag, is_controlled_by
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_balance_of_power_events.10
	title = BBA_ethiopia_balance_of_power_events.10.t
	desc = BBA_ethiopia_balance_of_power_events.10.desc
	is_triggered_only = yes
	picture = GFX_report_event_ETH_ethiopian_warriors
	option = {
		name = BBA_ethiopia_balance_of_power_events.10.a
		ai_chance = {
			base = 10
		}
		every_owned_state = {
			limit = {
				is_controlled_by = ROOT
				is_capital = no
			}
			for_each_scope_loop = {
				array = core_countries
				IF = {
					limit = {
						exists = no
						NOT = {
							original_tag = ETH
						}
						PREV = {
							is_core_of = ETH
						}
					}
					transfer_state = PREV
					set_country_flag = ETH_broken_free_country_flag
					every_other_country = {
						limit = {
							has_war_with = ROOT
							NOT = {
								has_country_flag = ETH_broken_free_country_flag
							}
						}
						declare_war_on = {
							target = PREV
							type = annex_everything
						}
					}
				}
			}
		}
		custom_effect_tooltip = ETH_breakup_tt
	} {
		name = BBA_ethiopia_balance_of_power_events.10.b
		ai_chance = {
			base = 10
		}
		every_owned_state = {
			limit = {
				is_controlled_by = ROOT
				is_capital = no
			}
			for_each_scope_loop = {
				array = core_countries
				IF = {
					limit = {
						exists = no
						NOT = {
							original_tag = ROOT
						}
						PREV = {
							is_core_of = ROOT
						}
					}
					transfer_state = PREV
					declare_war_on = {
						target = ROOT
						type = independence_wargoal
					}
					set_country_flag = ETH_broken_free_country_flag
					every_other_country = {
						limit = {
							has_war_with = ROOT
							NOT = {
								has_country_flag = ETH_broken_free_country_flag
							}
						}
						declare_war_on = {
							target = PREV
							type = annex_everything
						}
					}
					PREV = {
						teleport_armies = {
							limit = {
								original_tag = ROOT
							}
							to_state_array = ROOT.owned_controlled_states
						}
					} {
						create_unit = {
							division = name = "Chitet Sefari" division_template = "Chitet Sefari" start_experience_factor = 0.02 start_equipment_factor = 0.75
							owner = PREV
							count = 4
						}
					}
					IF = {
						limit = {
							NOT = {
								has_template = Chitet Sefari
							}
						}
						division_template = {
							name = Chitet Sefari
							is_locked = yes
							force_allow_recruiting = 
# ... (truncated)
### Entity: Unit Template
Component: ELS_DD_HISTORICAL
Source: game
File: common/units/names_ships/ELS_ship_names.txt

Code:
ELS_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		ELS
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = ARS 
	fallback_name = Destructor %d
	unique = {
		Chalatenango Cojutepeque La Palma Jazubal Sonsonate
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_sukarnos_industrialization2
Constructs: prerequisite, limit, add_ideas, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_sukarnos_industrialization2
	icon = GFX_focus_generic_military_industry
	available = {

	}
	prerequisite = {
		focus = INS_sukarnos_industrialization
	}
	mutually_exclusive = {

	}
	x = -1
	y = 3
	relative_position_id = INS_guided_democracy
	cost = 10
	ai_will_do = {
		base = 2
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = INS_military_above_all_idea
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
				impassable = no
			}
			prioritize = {
				1058 335 1051
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
				impassable = no
			}
			prioritize = {
				1058 335 1051
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: State History
Component: 688
Constructs: add_core_of
Source: game
File: history/states/688-Chaco Boreal.txt

Code:
state = {
	id = 688
	name = STATE_688
	manpower = 45900
	state_category = pastoral
	resources = {
		tungsten = 3
		steel = 2
	}
	history = {
		owner = PAR
		add_core_of = PAR BOL
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			2195 1
		} {
			5165 1
		}
	}
	provinces = {
		2195 2209 5165 8203 10973
	}
	local_supplies = 0.0
}
### Entity: Character
Component: GER_walter_model
Constructs: has_completed_focus, has_global_flag
Source: game
File: common/characters/GER.txt

Code:
GER_walter_model = {
	name = GER_walter_model
	portraits = {
		army = {
			large = GFX_portrait_GER_walter_model
			small = GFX_portrait_GER_walter_model_small
		}
	}
	corps_commander = {
		traits = {
			harsh_leader politically_connected inflexible_strategist
		}
		skill = 3
		attack_skill = 3
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 2
		legacy_id = 10
		visible = {
			OR = {
				has_completed_focus = GER_bribe_senior_officers
				has_global_flag = GER_civil_war_has_started
			}
		}
	}
}
### Entity: National Focus
Tree: aoi_focus
Component: AOI_warm_climate_training
Constructs: division_template, prerequisite, limit, add_ideas, completion_reward, has_idea, has_dlc, has_tech
Source: game
File: common/national_focus/r56_italian_east_africa.txt

Code:
focus = {
	id = AOI_warm_climate_training
	icon = GFX_focus_generic_camel_corps
	prerequisite = {
		focus = AOI_establish_a_general_staff
	}
	x = -1
	y = 1
	relative_position_id = AOI_establish_a_general_staff
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_idea = SAF_hot_climate_training
				}
			}
			add_ideas = SAF_hot_climate_training
		} {
			limit = {
				has_dlc = Battle for the Bosporus
				has_tech = camelry
				has_template = Camel Corps
			}
			capital_scope = {
				create_unit = {
					division = name = "Camel Corps" division_template = "Camel Corps" start_experience_factor = 0.05 start_equipment_factor = 1 start_manpower_factor = 1
					owner = ROOT
					count = 1
				}
			}
		}
		else = {
			swap_ideas = {
				remove_idea = SAF_hot_climate_training
				add_idea = SAF_hot_climate_training2
			}
		}
		add_tech_bonus = {
			name = land_doc_bonus
			bonus = 1
			uses = 1
			category = summer_clothing_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: BUL_anti_capitalism_pol
Constructs: has_completed_focus, limit, has_government, has_country_flag, removal_cost
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_anti_capitalism_pol = {
	name = BUL_anti_capitalism
	picture = eng_tackle_capitalism
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		tag = BUL
		if = {
			limit = {
				has_completed_focus = BUL_the_anti_capitalist_fight
			}
			has_government = communism
		}
	}
	removal_cost = -1
	targeted_modifier = {
		tag = POL
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
	cancel = {
		OR = {
			has_country_flag = BUL_anti_capitalism_ns_expired_flag BUL_toppling_giants_ns_expired_flag BUL_the_fight_against_bolshevism_ns_expired_flag
		}
	}
}
### Entity: Character
Component: ARG_juan_tonazzi
Source: game
File: common/characters/ARG.txt

Code:
ARG_juan_tonazzi = {
	portraits = {
		army = {
			large = GFX_portrait_ARG_juan_tonazzi
			small = GFX_portrait_ARG_juan_tonazzi_small
		}
	}
	corps_commander = {
		traits = {
			trait_cautious, inflexible_strategist
		}
		skill = 2
		attack_skill = 2
		defense_skill = 3
		planning_skill = 3
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: Character
Component: SOV_kirill_moskalenko
Constructs: has_character_flag
Source: game
File: common/characters/SOV.txt

Code:
SOV_kirill_moskalenko = {
	name = SOV_kirill_moskalenko
	portraits = {
		army = {
			large = GFX_portrait_SOV_kirill_moskalenko
			small = GFX_portrait_SOV_kirill_moskalenko_small
		}
	}
	corps_commander = {
		skill = 3
		attack_skill = 2
		defense_skill = 2
		planning_skill = 3
		logistics_skill = 3
		legacy_id = 0
		visible = {
			NOT = {
				has_character_flag = SOV_exiled_flag
			}
		}
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_italian_general_staff
Constructs: has_completed_focus, prerequisite, has_government, completion_reward, is_subject_of, has_civil_war
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_italian_general_staff
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = ETH_amedeos_feast_of_maskal
	}
	x = -1
	y = 1
	relative_position_id = ETH_amedeos_feast_of_maskal
	cost = 10
	available = {
		is_subject_of = ITA
		ITA = {
			has_civil_war = no
			OR = {
				has_government = fascism
				has_completed_focus = ITA_monarchia_d_italia
				hidden_trigger = {
					has_government = neutrality
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		ETH_BOP_centralization_large_effect = yes
		custom_effect_tooltip = ETH_italian_general_staff_tt
		ITA = {
			country_event = {
				id = BBA_ethiopia_fascist_events.69
				hours = 12
			}
		}
	}
}
### Entity: Event
Component: AAT_finland_misc_events.04
Constructs: is_triggered_only, ai_chance, fire_only_once, add_resource, set_variable, give_resource_rights
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_misc_events.04
	title = AAT_finland_misc_events.04.t
	desc = AAT_finland_misc_events.04.desc
	picture = GFX_report_event_FIN_petsamo_mine
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AAT_finland_misc_events.04.a
		ai_chance = {
			base = 10
		}
		929 = {
			add_resource = {
				type = steel
				amount = 6
				show_state_in_tooltip = no
			} {
				type = chromium
				amount = 6
				show_state_in_tooltip = no
			}
			set_variable = {
				ROOT.FIN_state_given_for_resource_rights = THIS
			}
		}
		faction_leader = {
			ROOT = {
				give_resource_rights = {
					receiver = PREV
					state = 929
					resources = {
						steel chromium
					}
				}
			}
			hidden_effect = {
				country_event = {
					id = AAT_finland_misc_events.05
					hours = 1
				}
			}
		}
	} {
		name = AAT_finland_misc_events.04.b
		ai_chance = {
			base = 80
		}
		722 = {
			add_resource = {
				type = steel
				amount = 6
				show_state_in_tooltip = no
			} {
				type = chromium
				amount = 6
				show_state_in_tooltip = no
			}
			set_variable = {
				ROOT.FIN_state_given_for_resource_rights = THIS
			}
		}
		faction_leader = {
			ROOT = {
				give_resource_rights = {
					receiver = ENG
					state = 722
					resources = {
						steel chromium
					}
				}
			}
			hidden_effect = {
				country_event = {
					id = AAT_finland_misc_events.05
					hours = 1
				}
			}
		}
	} {
		name = AAT_finland_misc_events.04.c
		ai_chance = {
			base = 5
		}
		926 = {
			add_resource = {
				type = steel
				amount = 6
				show_state_in_tooltip = no
			} {
				type = chromium
				amount = 6
				show_state_in_tooltip = no
			}
			set_variable = {
				ROOT.FIN_state_given_for_resource_rights = THIS
			}
		}
		faction_leader = {
			ROOT = {
				give_resource_rights = {
					receiver = PREV
					state = 926
					resources = {
						steel chromium
					}
				}
			}
			hidden_effect = {
				country_event = {
					id = AAT_finland_misc_events.05
					hours = 1
				}
			}
		}
	} {
		name = AAT_finland_misc_events.04.d
		ai_chance = {
			base = 5
		}
		148 = {
			add_resource = {
				type = steel
				amount = 6
				show_state_in_tooltip = no
			} {
				type = chromium
				amount = 6
				show_state_in_tooltip = no
			}
			set_variable = {
				ROOT.FIN_state_given_for_resource_rights = THIS
			}
		}
		faction_leader = {
			ROOT = {
				give_resource_rights =
# ... (truncated)
### Entity: Event
Component: cityfall.70
Constructs: is_triggered_only, set_state_flag, save_event_target_as
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.70
	title = cityfall.70.t
	desc = cityfall.70.desc
	picture = GFX_news_event_soldiers_marching
	major = yes
	is_triggered_only = yes
	immediate = {
		276 = {
			set_state_flag = state_has_fallen
		}
		FROM.FROM = {
			save_event_target_as = old_controller
		}
		ROOT = {
			save_event_target_as = new_controller
		}
	}
	option = {
		name = cityfall.70.a
		trigger = {
			tag = event_target:old_controller
		}
	} {
		name = cityfall.70.b
		trigger = {
			tag = event_target:new_controller
		}
	} {
		name = cityfall.70.c
		trigger = {
			NOT = {
				tag = event_target:old_controller event_target:new_controller
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_23
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_23 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 23
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 23
	}
}
### Entity: Character
Component: CHI_zhang_fakui
Source: game
File: common/characters/CHI.txt

Code:
CHI_zhang_fakui = {
	name = CHI_zhang_fakui
	portraits = {
		army = {
			large = GFX_portrait_CHI_zhang_fakui
			small = GFX_portrait_CHI_zhang_fakui_small
		}
	}
	corps_commander = {
		skill = 3
		attack_skill = 3
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_bofors_fly_swatter
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus, add_mio_funds, unlock_mio_trait_tooltip
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_bofors_fly_swatter
	icon = GFX_focus_SWE_bofors_fly_swatter
	x = -4
	y = 1
	cost = 5
	prerequisite = {
		focus = SWE_government_weapons_contract
	}
	relative_position_id = SWE_government_weapons_contract
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = SWE_bofors_fly_swatter
			bonus = 1
			uses = 2
			category = cat_anti_air
		}
		mio:SWE_bofors_organization = {
			add_mio_funds = 1000
			unlock_mio_trait_tooltip = {
				trait = SWE_bofors_fly_swatter
			}
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_the_iberian_socialist_union
Constructs: prerequisite, limit, has_government, every_country, has_war_with, completion_reward, has_global_flag, every_state
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_the_iberian_socialist_union
	available = {
		has_government = communism
		has_global_flag = scw_over
	}
	bypass = {

	}
	prerequisite = {
		focus = POR_workers_of_iberia_unite
	}
	icon = GFX_focus_generic_befriend_portugal
	x = 0
	y = 1
	relative_position_id = POR_workers_of_iberia_unite
	cost = 10
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_global_flag = spanish_civil_war
				}
			}
			effect_tooltip = {
				custom_effect_tooltip = POR_the_iberian_socialist_union_cosmetic_name_tt POR_the_iberian_socialist_union_cores_tt POR_the_iberian_socialist_union_annex_puppets_tt POR_the_iberian_socialist_union_tt
				hidden_effect = {
					every_state = {
						limit = {
							OR = {
								state = 118
								has_state_flag = SPR_core_of_spain_flag
							}
						}
						add_core_of = ROOT
					}
				}
				every_country = {
					limit = {
						OR = {
							tag = GLC NAV CAT ADU
						}
						NOT = {
							has_war_with = ROOT
						} {
							is_puppet_of = ROOT
						}
					}
					country_event = {
						id = lar_portugal_iberian_workers_united.2
						hours = 6
					}
				}
			}
		}
		else = {
			hidden_effect = {
				set_cosmetic_tag = ESU_POR_unified
			} {
				every_state = {
					limit = {
						OR = {
							state = 118
							has_state_flag = SPR_core_of_spain_flag
						}
					}
					add_core_of = ROOT
				}
			}
			custom_effect_tooltip = POR_the_iberian_socialist_union_cosmetic_name_tt POR_the_iberian_socialist_union_cores_tt POR_the_iberian_socialist_union_annex_puppets_tt
			if = {
				limit = {
					any_country = {
						OR = {
							original_tag = SPR
							tag = GLC NAV CAT ADU
						}
						is_puppet_of = ROOT
					}
				}
				hidden_effect = {
					every_country = {
						limit = {
							OR = {
								original_tag = SPR
								tag = GLC NAV CAT ADU
							}
							is_puppet_of = ROOT
						}
						ROOT = {
							annex_country = {
								target = PREV
								transfer_troops = yes
							}
						}
					}
				}
			}
			every_country = {
				limit = {
					OR = {
						tag = SPD GLC NAV CAT ADU
					}
					NOT = {
						has_war_with = ROOT
					} {
						is_puppet_of = ROOT
					}
				}
				country_event = {
					id = lar_portugal_iberian_workers_united.2
					hours = 6
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: us_west_coast
Constructs: has_war, has_war_with
Source: game
File: common/ai_faction_theaters/ai_faction_theaters.txt

Code:
us_west_coast = {
	name = theater_us_west_coast
	regions = {
		89 115 114 171 218 118 33 105 176 88 235
	}
	cancel = {
		AND = {
			original_tag = USA
			controls_state = 629
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 5
			original_tag = USA
			any_enemy_country = {
				controls_state = 629
			}
		} {
			add = 2
			has_war_with = USA
			controls_state = 629
		} {
			factor = 0
			has_war = no
		}
	}
}
### Entity: Character
Component: FIN_vilho_petter_nenonen
Source: game
File: common/characters/FIN.txt

Code:
FIN_vilho_petter_nenonen = {
	name = FIN_vilho_petter_nenonen
	portraits = {
		army = {
			large = GFX_portrait_FIN_vilho_petter_nenonen
			small = GFX_portrait_FIN_vilho_petter_nenonen_small
		}
	}
	corps_commander = {
		traits = {
			winter_specialist trait_engineer fortress_buster
		}
		skill = 3
		attack_skill = 3
		defense_skill = 1
		planning_skill = 4
		logistics_skill = 2
		legacy_id = -1
	}
	advisor = {
		slot = high_command
		idea_token = FIN_vilho_petter_nenonen
		ledger = army
		allowed = {
			original_tag = FIN
		}
		traits = {
			army_artillery_3
		}
		cost = 200
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Idea
Component: AFG_leopard_corps
Constructs: has_government, send_volunteers_tension, send_volunteer_divisions_required
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_leopard_corps = {
	picture = hol_expand_the_colonial_army
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		OR = {
			has_government = communism fascism
		}
	}
	modifier = {
		send_volunteers_tension = -0.5
		send_volunteer_divisions_required = -0.3
		army_speed_factor = 0.1
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: sau_focus
Component: SAU_artillery
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/saudi_arabia.txt

Code:
focus = {
	id = SAU_artillery
	icon = GFX_goal_generic_army_artillery2
	cost = 5
	prerequisite = {
		focus = SAU_army_infantry_desert
	}
	ai_will_do = {
		factor = 2
	}
	relative_position_id = SAU_army_infantry_desert
	x = -1
	y = 1
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = SAU_artillery
			uses = 1
			bonus = 1.5
			ahead_reduction = 0.5
			category = artillery
		}
	}
}
### Entity: Idea
Component: r56w_idea_minister_pompelmo
Source: game
File: common/ideas/r56w_empire.txt

Code:
r56w_idea_minister_pompelmo = {
	allowed = {
		original_tag = WHY
	}
	traits = {
		r56w_trait_minister_pompelmo
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Technology
Component: etax_glory
Constructs: has_war, research_cost
Source: game
File: common/technologies/r56e_etax.txt

Code:
technology = {
	xor = {
		etax_unity
	}
	path = {
		leads_to_tech = etax_purity
		research_cost_coeff = 1
	}
	doctrine = no
	research_cost = 3.0
	start_year = 1938
	category_army = {
		breakthrough = 0.05
	}
	folder = {
		name = etax_folder
		position = {
			x = 8
			y = 4
		}
	}
	categories = {
		r56_special_research_division infantry_tech
	}
	special_project_specialization = {
		specialization_land
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 6
			date = > 1938.1.1
		} {
			factor = 7
			date = > 1939.1.1
		} {
			factor = 8
			date = > 1940.1.1
		} {
			add = 1
			has_war = yes
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_thai_cultural_mandates
Constructs: prerequisite, completion_reward, unlock_decision_tooltip
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_thai_cultural_mandates
	icon = GFX_focus_SIA_thai_cultural_mandates
	x = -1
	y = 1
	relative_position_id = SIA_department_of_publicity
	prerequisite = {
		focus = SIA_department_of_publicity
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = SIA_thai_cultural_mandates_tt newline_tt
		unlock_decision_tooltip = {
			decision = SIA_mandate_1
			show_effect_tooltip = yes
			show_modifiers = yes
		}
	}
}
### Entity: Idea
Component: PHI_reignited_independence_struggle_2
Constructs: stability_factor, neutrality_drift
Source: game
File: common/ideas/philippines.txt

Code:
PHI_reignited_independence_struggle_2 = {
	name = PHI_reignited_independence_struggle
	picture = RAJ_independence_movement
	modifier = {
		stability_factor = 0.1
		political_power_factor = 0.1
		army_org_regain = 0.1
		acclimatization_hot_climate_gain_factor = 0.25
		dig_in_speed_factor = 0.25
		master_ideology_drift = -0.03
		neutrality_drift = 0.1
	}
}
### Entity: Event
Component: SEA_PRC_misc_events.17
Constructs: is_triggered_only, limit, add_political_power, every_controlled_state, is_core_of, add_to_temp_array, create_wargoal, take_state_focus
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_misc_events.17
	title = SEA_PRC_misc_events.17.t
	desc = SEA_PRC_misc_events.17.desc
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	option = {
		name = SEA_PRC_misc_events.17.a
		add_political_power = -25
	} {
		name = SEA_PRC_misc_events.17.b
		FROM = {
			every_controlled_state = {
				limit = {
					is_core_of = ROOT
				}
				add_to_temp_array = {
					array = PREV.PRC_chinese_target_states_array
					value = THIS
				}
			}
			ROOT = {
				create_wargoal = {
					type = take_state_focus
					target = PREV
					generator = PREV.PRC_chinese_target_states_array
				}
			}
		}
	}
}