Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Component: r56_RAJ_aviation_effort
Constructs: prerequisite, limit, has_country_flag, completion_reward, complete_tooltip, add_building_construction, add_doctrine_cost_reduction, random_owned_controlled_state
Source: game
File: common/national_focus/r56_india_revolt.txt

Code:
focus = {
	id = r56_RAJ_aviation_effort
	icon = GFX_goal_generic_build_airforce
	prerequisite = {
		focus = r56_RAJ_militarized_hindutva
	}
	relative_position_id = r56_RAJ_militarized_hindutva
	x = 10
	y = 1
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	complete_tooltip = {
		air_experience = 25
		if = {
			limit = {
				has_country_flag = aviation_effort_AB
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
	completion_reward = {
		air_experience = 25
		if = {
			limit = {
				capital_scope = {
					NOT = {
						free_building_slots = {
							building = air_base
							size = > 1
						}
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = air_base
						size = > 1
					}
				}
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
				ROOT = {
					set_country_flag = aviation_effort_AB
				}
			}
		} {
			limit = {
				capital_scope = {
					free_building_slots = {
						building = air_base
						size = > 1
					}
				}
			}
			capital_scope = {
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
				ROOT = {
					set_country_flag = aviation_effort_AB
				}
			}
		}
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_secret_police
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, has_dlc, has_intelligence_agency, create_intelligence_agency
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_secret_police
	icon = GFX_goal_generic_communist_secret_police
	prerequisite = {
		focus = IRQ_soviet_funding
	}
	available = {
		has_government = communism
	}
	relative_position_id = IRQ_workers_revolution
	x = -1
	y = 3
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
				NOT = {
					has_intelligence_agency = yes
				}
			}
			create_intelligence_agency = yes
		}
		add_ideas = IRQ_secret_police
		add_tech_bonus = {
			name = mp_tech_bonus_name
			bonus = 1
			uses = 1
			category = military_police_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: r56_raj.1
Constructs: is_triggered_only, has_government, fire_only_once, is_subject, retire_country_leader, add_country_leader_role
Source: game
File: events/India.txt

Code:
country_event = {
	id = r56_raj.1
	title = r56_raj.1.t
	desc = r56_raj.1.d
	picture = GFX_report_event_picture_RAJ_Westminster
	fire_only_once = yes
	is_triggered_only = yes
	trigger = {
		is_subject = yes
		has_government = neutrality
	}
	option = {
		name = r56_raj.1.a
		retire_country_leader = yes
		add_country_leader_role = {
			character = RAJ_lord_linlithgow
			promote_leader = yes
			country_leader = {
				ideology = colonial_government
				expire = 1965.1.1.1
			}
		}
	}
}
### Entity: Country History
Country: SRL
Component: SRL_technology
Constructs: set_technology
Source: game
File: history/countries/SRL - Sri Lanka.txt

Code:
# Starting Technologies for SRL
set_technology = {
	infantry_weapons = 1
}
### Entity: Scripted Trigger
Component: FIN_is_communist_ai
Constructs: has_country_flag, has_game_rule
Source: game
File: common/scripted_triggers/FIN_scripted_triggers.txt

Code:
FIN_is_communist_ai = {
	OR = {
		has_country_flag = FIN_AI_RANDOM_COMMUNIST_PLAN
		has_game_rule = {
			rule = FIN_ai_behavior
			option = FIN_COMMUNIST_PLAN
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AGermany.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Germany.png &#8206;(900 × 600 pixels, file size: 57 KB, MIME type: image/png)
### Entity: Event
Component: NSB_soviet_foreign_politics_events.284
Constructs: is_triggered_only, ai_chance, has_war, add_opinion_modifier, is_faction_leader, remove_from_faction, create_wargoal, take_state_focus
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_foreign_politics_events.284
	title = NSB_soviet_foreign_politics_events.284.t
	desc = NSB_soviet_foreign_politics_events.284.desc
	picture = GFX_report_event_stalin_meeting
	is_triggered_only = yes
	option = {
		name = NSB_soviet_foreign_politics_events.284.a
		ai_chance = {
			base = 2
			modifier = {
				add = -1
				has_war = yes
			}
		}
		add_opinion_modifier = {
			target = FROM
			modifier = SOV_rejected_our_demands
		}
	} {
		name = NSB_soviet_foreign_politics_events.284.b
		trigger = {
			is_faction_leader = yes
		}
		ai_chance = {
			base = 0
		}
		add_opinion_modifier = {
			target = FROM
			modifier = SOV_rejected_our_demands
		}
		remove_from_faction = FROM
		create_wargoal = {
			type = take_state_focus
			target = FROM
			expire = 0
			generator = {
				618 617 287 619 759 760
			}
		}
		add_named_threat = {
			threat = 2
			name = SOV_claim_on_sinkiang_threat
		}
	}
}
### Entity: Character
Component: AUS_overseer_of_rearmament
Constructs: war_support_factor, democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
AUS_overseer_of_rearmament = {
	sprite = 13
	random = no
	war_support_factor = -0.1
	democratic_drift = 0.05
	ai_will_do = {
		factor = 2
	}
}
### Entity: Idea
Component: CZE_legacy_of_the_czechoslovak_legion_army_spirit
Constructs: has_completed_focus, has_dlc
Source: game
File: common/ideas/army_spirits.txt

Code:
CZE_legacy_of_the_czechoslovak_legion_army_spirit = {
	ledger = army
	picture = tur_sub_zero_survival_training
	allowed = {
		original_tag = CZE
		has_dlc = Peace For Our Time
	}
	visible = {
		NOT = {
			has_completed_focus = CZE_revive_the_czechoslovak_legion_dynamic
		}
	}
	modifier = {
		trait_winter_specialist_xp_gain_factor = 0.1
		acclimatization_cold_climate_gain_factor = 0.05
		army_retreat_speed_factor = 0.05
		winter_attrition_factor = -0.05
		army_experience_from_volunteers = 0.05
	}
	ai_will_do = {
		base = 0
	}
}
### Entity: Idea
Component: surprise_attacks_spirit
Constructs: has_doctrine, has_dlc
Source: game
File: common/ideas/navy_spirits.txt

Code:
surprise_attacks_spirit = {
	ledger = navy
	available = {
		OR = {
			has_doctrine = new_base_strike massed_carrier_fleet
		}
	}
	modifier = {
		naval_retreat_speed_after_initial_combat = 0.1
		naval_retreat_chance_after_initial_combat = 0.1
	}
	ai_will_do = {
		factor = 1.5
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		} {
			factor = 2
			OR = {
				has_doctrine = wolfpacks battlecruiser_supremacy massed_carrier_fleet
			}
		}
	}
}
### Entity: Event
Component: ARG_political_events.1
Constructs: is_triggered_only, ai_chance, limit, remove_ideas, add_stability, fire_only_once, remove_country_leader_role, retire_country_leader
Source: game
File: events/TOA_Argentina.txt

Code:
country_event = {
	id = ARG_political_events.1
	title = ARG_political_events.1.t
	desc = ARG_political_events.1.desc
	picture = GFX_report_event_ARG_coup_detat
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = ARG_political_events.1.a
		ai_chance = {
			base = 100
		}
		remove_country_leader_role = {
			character = ARG_ramon_castillo
			ideology = moderatism
		}
		hidden_effect = {
			retire_country_leader = yes
		} {
			set_party_name = {
				ideology = neutrality
				long_name = ARG_militarist_party_long
				name = ARG_militarist_party
			}
			IF = {
				limit = {
					has_idea = ARG_pedro_pablo_ramirez
				}
				remove_ideas = ARG_pedro_pablo_ramirez
			}
		}
		custom_effect_tooltip = ARG_march_to_la_casa_rosada_tt
		ARG_pedro_pablo_ramirez = {
			promote_leader = yes
		}
		add_stability = 0.05
	} {
		name = ARG_political_events.1.b
		ai_chance = {
			base = 0
		}
		set_party_name = {
			ideology = fascism
			long_name = ARG_militarist_party_long
			name = ARG_militarist_party
		}
		start_civil_war = {
			ideology = fascism
			size = 0.1
			army_ratio = 0.1
			navy_ratio = 0
			air_ratio = 0.5
			states = all
			states_filter = {
				is_capital = no
				is_controlled_by = ARG
				NOT = {
					state = 960 956 958 511 512 955 954 953
				}
			}
			keep_all_characters = yes
			effect_tooltip = {
				retire_character = ARG_edelmiro_julian_farrell ARG_arturo_rawson ARG_juan_peron
			}
			hidden_effect = {
				PREV = {
					ARG_pedro_pablo_ramirez = {
						set_nationality = PREV.PREV
						add_country_leader_role = {
							country_leader = {
								ideology = fascism_ideology
								expire = 1965.1.1.1
								traits = {

								}
							}
						}
						promote_leader = yes
					}
					PREV = {
						retire_country_leader = yes
					}
					ARG_edelmiro_julian_farrell = {
						set_nationality = PREV.PREV
					}
					ARG_arturo_rawson = {
						set_nationality = PREV.PREV
					}
					ARG_juan_peron = {
						set_nationality = PREV.PREV
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_scientific_grants
Constructs: prerequisite, add_ideas, completion_reward, add_breakthrough_progress
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_scientific_grants
	icon = GFX_focus_generic_university_3
	prerequisite = {
		focus = AUS_universitat_wien
	}
	mutually_exclusive = {

	}
	x = 1
	y = 1
	relative_position_id = AUS_universitat_wien
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_breakthrough_progress = {
			specialization = specialization_nuclear
			value = 0.25
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = AUS_nuclear_effort
	}
}
### Entity: Event
Component: AAT_Sweden_ball_bearing.6
Constructs: is_triggered_only, ai_chance, limit, clr_country_flag, has_idea, has_dynamic_modifier, add_dynamic_modifier, add_to_variable
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_ball_bearing.6
	title = AAT_Sweden_ball_bearing.6.t
	desc = AAT_Sweden_ball_bearing.6.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			clr_country_flag = SWE_waiting_for_ball_bearing_response
		}
	}
	option = {
		name = AAT_Sweden_ball_bearing.6.a
		ai_chance = {
			base = 1
		}
		if = {
			limit = {
				FROM = {
					has_idea = SWE_ball_bearing_idea
				}
			}
			army_experience = 20
			air_experience = 20
			navy_experience = 20
		}
		else_if = {
			if = {
				limit = {
					FROM = {
						has_idea = SWE_ball_bearing_idea_food_partner
					}
				}
				if = {
					limit = {
						NOT = {
							has_dynamic_modifier = {
								modifier = SWE_ball_bearing_food_exchange
							}
						}
					}
					add_dynamic_modifier = {
						modifier = SWE_ball_bearing_food_exchange
					}
				}
				add_to_variable = {
					SWE_ball_bearing_food_exchange_stab_factor = 0.02
					tooltip = stability_factor_tt
				} {
					SWE_ball_bearing_food_exchange_weekly_manpower = 15
					tooltip = weekly_manpower_tt
				}
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_medium_flamethrower_support
Constructs: limit, set_temp_variable
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_armor.txt

Code:
EAI_PR_STRATEGIES_medium_flamethrower_support = {
	if = {
		limit = {
			EAI_medium_flamethrower_support_tech_focus = yes
		}
		set_temp_variable = {
			prio_cat = @PR_medium_flamethrower_support
		}
		if = {
			limit = {
				set_temp_variable = {
					_prio_tech = token:gwtank_chassis
				} {
					_prio_val = prio_cat
				}
				date = > 1937.6.1
				EAI_light_armor_tank_recon_tech_focus = yes
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:basic_medium_tank_chassis
				} {
					_prio_val = prio_cat
				}
				date = > 1938.6.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:tech_support
				} {
					_prio_val = prio_cat
				}
				OR = {
					date = > 1938.1.1
				}
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:tech_engineers
				} {
					_prio_val = prio_cat
				}
				OR = {
					date = > 1938.1.1
				}
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:tech_engineers2
				} {
					_prio_val = prio_cat
				}
				date = > 1939.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:sp_armored_advanced_flamethrower_tech
				} {
					_prio_val = prio_cat
				}
				date = > 1941.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		}
	}
}
### Entity: Combat Tactic
Component: tactic_masterful_delay
Constructs: is_attacker, has_trait
Source: game
File: common/combat_tactics.txt

Code:
tactic_masterful_delay = {
	only_show_for = CZE
	is_attacker = no
	trigger = {
		is_attacker = no
		phase = no
		OR = {
			skill = > 2
			has_trait = trickster fast_planner ambusher
			NOT = {
				has_trait = unyielding_defender
			}
			skill_advantage = > 1
		}
	}
	active = no
	base = {
		factor = 4
	}
	picture = delay
	countered_by = tactic_shock
	attacker_movement_speed = -0.3
	attacker = -0.3
	defender = -0.2
}
### Entity: Name List
Component: CRT
Source: game
File: common/names/tymodern_names.txt

Code:
CRT = {
	male = {
		names = {
			Adamantios Alexandros Anastasios Andreas Antonios Aristidis Athanasios Augustinos Benizelos Charalambos Charilaos Dimitrios Diomidis Eleftherios Emmanouil Epameinontas Evripidis Gennaios Georgios Ilias Ionnis Kitsos Konstantinos Kyriakos Kyriakoulis Leonidas Makarios Markos Mikhael Militiadis Nikolaos Odysseas Othon Panagiotis Pavlos Petros Sofoklis Sotiris Spyridion Spyros Staikos Stefanos Stylianos Themistoklis Theodoros Tharyvoulos Tzannis Vasos Viktor Zinovios
		}
	}
	female = {
		names = {
			Alexandra Adriane Adriana Agathe Agatha Agne Agnes Aikaterine Alexeia Anastasia Anastasia Anna Anthe Anthousa Antipatra Antonia Apollonia Athanasia Barbara Basillike Chrysogone Damiane Demetra Dionysia Dorothea Dorothy Aigidia Eirene Irene Elaiodora Epiphania Eudokia Eudocia Eudoxia Eugenia Eulalia Eunike Euphemia Euphrasia Euphrosyne Euphrosyne Eupraxia Eusebia Eustathia Evanthia Gabrielia Garyphallia Georgia Gregoria Helene Helen Ioanna Joan Ioulia Julia Iouliana Juliana Ioustina Justina Kale Konstantia Constantia Konstantine Constantina Kyra Kyriake Hypatia Zoe
		}
	}
	surnames = {
		Altanis Charalambis Christakis-Zografos Danglis Dousmanis Foumis Gonatas Hatzianestis Kallergis Kanaris Katsimiros Kolokotronis Kondylis Kountouriotis Kriezis Makriyannis Manos Mavrocordatos Mavrovouniotis Metaxas Mouskos Nider Othonaios Palaskas Pangalos Papadiamantopoulos Papadopoulos Papagos Papoulas Parakevopouolos Plapoutas Plastiras Sapountzakis Sarafis Smolenskis Sofoulis Soutsos Spyromilios Staikopoulos Stanotas Trikoupis Tsakalotos Tsolakoglou Tzavelas Vassos Venizelos Voulgaris Zaimis Zymvrakakis
	}
	callsigns = {
		Zeus Hera Poseidon Ares Athena Aphrodite Hermes Hades Apollo
	}
}
### Entity: Idea
Component: AST_referendum_aviation_idea
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/australia.txt

Code:
AST_referendum_aviation_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_air_research
	research_bonus = {
		air_equipment = 0.15
	}
	modifier = {
		production_speed_air_base_factor = 0.05
	}
}
### Entity: Unit Template
Component: ROM_DD_HISTORICAL
Source: game
File: common/units/names_ships/ROM_ship_names.txt

Code:
ROM_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		ROM
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = NMS 
	fallback_name = Distrugator %d
	unique = {
		Marasti Marasesti Regele Ferdinand Regina Maria Vifor Viscul Vice-Amiral Rosca Amiral Barbuneanu Contraamiral Sebastian Contraamiral Macellariu Zborul Pescarusul Lastunul
	}
}
### Entity: Event
Component: indonesia.47
Constructs: is_triggered_only, has_war, limit, has_country_flag, fire_only_once, add_political_power, has_character, add_command_power
Source: game
File: events/indonesia.txt

Code:
country_event = {
	id = indonesia.47
	title = indonesia.47.t
	desc = indonesia.47.d
	is_triggered_only = no
	fire_only_once = yes
	trigger = {
		original_tag = INS
		date = > 1936.06.01
		has_character = INS_maarten_van_dulm
	}
	mean_time_to_happen = {
		days = 1
	}
	option = {
		name = indonesia.47.a
		trigger = {
			NOT = {
				has_country_flag = INS_van_dulm_extended_flag
			}
			has_war = yes
		}
		add_political_power = -5
		add_command_power = -10
		navy_experience = -5
		hidden_effect = {
			set_country_flag = INS_van_dulm_extended_flag
			country_event = {
				id = indonesia.47
				days = 1096
			}
		}
	} {
		name = indonesia.47.b
		retire_character = INS_maarten_van_dulm
		if = {
			limit = {
				NOT = {
					has_country_flag = INS_van_dulm_extended_flag
				}
			}
			add_command_power = 5
			navy_experience = 10
		}
	}
}
### Entity: National Focus
Tree: xic_focus
Component: XIC_send_a_representative_to_sheng_shicai
Constructs: prerequisite, has_war_with, add_opinion_modifier, completion_reward, add_political_power, has_country_leader, has_border_war_with, cancel_if_invalid
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = XIC_send_a_representative_to_sheng_shicai
	icon = GFX_focus_generic_befriend_sinkiang
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		base = 20
	}
	prerequisite = {
		focus = XIC_discussions_in_luochuan
	}
	relative_position_id = XIC_discussions_in_luochuan
	available = {
		SIK = {
			exists = yes
			has_country_leader = {
				ruling_only = yes
				character = SIK_sheng_shicai
			}
			NOT = {
				has_war_with = ROOT
				has_border_war_with = ROOT
			}
		}
	}
	bypass = {
		SIK = {
			OR = {
				exists = no
				has_war_with = ROOT
				NOT = {
					has_country_leader = {
						ruling_only = yes
						character = SIK_sheng_shicai
					}
				}
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 50
		add_opinion_modifier = {
			target = SIK
			modifier = tsr_pro_soviet_stance_opm
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		SIK = {
			country_event = {
				id = SEA_warlords.50
				hours = 4
			}
			effect_tooltip = {
				add_political_power = 50
				add_opinion_modifier = {
					target = ROOT
					modifier = tsr_pro_soviet_stance_opm
				}
			}
		}
	}
}
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_Com_Generals
Constructs: shared_focus, prerequisite, add_ideas, has_government, completion_reward, create_corps_commander
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_Com_Generals
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = internationalism_focus
	}
	x = 1
	y = 1
	relative_position_id = internationalism_focus
	cost = 10
	available_if_capitulated = yes
	available = {
		has_government = communism
	}
	completion_reward = {
		custom_effect_tooltip = JAP_approach_the_young_officers_tt
		add_ideas = political_commissars_focus
		hidden_effect = {
			create_corps_commander = {
				traits = {
					JAP_communist_sympathizer infantry_officer
				}
				skill = 3
				attack_skill = 2
				defense_skill = 4
				planning_skill = 3
				logistics_skill = 1
			} {
				traits = {
					JAP_communist_sympathizer infantry_officer
				}
				skill = 2
				attack_skill = 2
				defense_skill = 2
				planning_skill = 1
				logistics_skill = 2
			} {
				traits = {
					JAP_communist_sympathizer trait_reckless cavalry_officer
				}
				skill = 2
				attack_skill = 3
				defense_skill = 1
				planning_skill = 2
				logistics_skill = 1
			}
		}
	}
}
### Entity: Event
Component: new_ger.43
Constructs: is_triggered_only
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.43
	title = new_ger.43.t
	desc = new_ger.43.d
	picture = GFX_report_event_communist_leader
	is_triggered_only = yes
	option = {
		name = new_ger.43.a
		promote_character = {
			character = GER_ruth_fischer
			ideology = marxism
		}
	} {
		name = new_ger.43.b
		promote_character = {
			character = GER_arkadi_maslow
			ideology = marxism
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_forced_loans
Constructs: prerequisite, completion_reward, has_hyper_inflation, cancel_if_invalid, unlock_decision_tooltip
Source: game
File: common/national_focus/china_nationalist.txt

Code:
focus = {
	id = CHI_forced_loans
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = CHI_reform_the_national_bank
	}
	x = 0
	y = 1
	relative_position_id = CHI_reform_the_national_bank
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_hyper_inflation = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_CHI_INFLATION
	}
	completion_reward = {
		unlock_decision_tooltip = CHI_forced_loans
	}
}
### Entity: Unit Leader
Component: obsessed_by_artillery
Constructs: planning_speed
Source: game
File: common/unit_leader/r56_traits.txt

Code:
obsessed_by_artillery = {
	type = land
	trait_type = personality_trait
	new_commander_weight = {
		factor = 0
	}
	trait_xp_factor = {
		trait_engineer = 1
	}
	non_shared_modifier = {
		experience_gain_factor = -0.1
	}
	modifier = {
		planning_speed = -0.05
		army_speed_factor = -0.05
		wounded_chance_factor = -0.25
	}
	planning_skill_factor = -1
}
### Entity: Idea
Component: EAI_DD_13/small_plane_naval_bomber_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_13/small_plane_naval_bomber_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.13
			instant = yes
		}
	}
}
### Entity: Idea
Component: COG_the_arme_populaire_de_liberation_idea
Constructs: removal_cost, mobilization_speed
Source: game
File: common/ideas/congo.txt

Code:
COG_the_arme_populaire_de_liberation_idea = {
	picture = generic_communist_army
	allowed = {
		original_tag = COG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_core_defence_factor = 0.05
		army_core_attack_factor = 0.05
		mobilization_speed = 0.1
		conscription = 0.015
	}
}
### Entity: Idea
Component: CHI_three_princpals_n_d_idea
Constructs: war_support_factor, has_government, removal_cost
Source: game
File: common/ideas/china.txt

Code:
CHI_three_princpals_n_d_idea = {
	name = CHI_three_princpals_idea
	picture = CHI_three_principles_of_the_people
	removal_cost = -1
	allowed = {
		original_tag = CHI
	}
	allowed_civil_war = {
		has_government = democratic
	}
	modifier = {
		war_support_factor = 0.05
		subjects_autonomy_gain = -0.1
		political_power_factor = 0.1
	}
}
### Entity: Character
Component: TIB_chaghoe_namgyal_dorje
Source: game
File: common/characters/TIB.txt

Code:
TIB_chaghoe_namgyal_dorje = {
	advisor = {
		slot = high_command
		idea_token = TIB_chaghoe_namgyal_dorje
		ledger = army
		allowed = {
			original_tag = TIB
		}
		traits = {
			army_infantry_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = TIB_chaghoe_namgyal_dorje
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_1
		}
	}
}