Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: HUN_istvan_szechenyi
Source: game
File: common/characters/HUN.txt

Code:
HUN_istvan_szechenyi = {
	name = HUN_istvan_szechenyi
	portraits = {
		civilian = {
			large = GFX_Portrait_hungary_istvan_szechenyi
		}
	}
	country_leader = {
		ideology = falangism
		expire = 1948.1.1.12
		id = -1
	}
}
### Entity: Character
Component: VOL_awt
Source: game
File: common/characters/VOL.txt

Code:
VOL_awt = {
	advisor = {
		slot = theorist
		idea_token = VOL_awt
		ledger = air
		allowed = {
			original_tag = VOL
		}
		traits = {
			air_warfare_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.137
Constructs: is_triggered_only, ai_chance, limit, add_stability, fire_only_once, add_political_power, random_hours, annex_country
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.137
	title = SEA_japan_foreign_policy.137.t
	desc = SEA_japan_foreign_policy.137.desc
	picture = GFX_report_event_japanese_officers
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = SEA_japan_foreign_policy.137.a
		ai_chance = {
			base = 100
		}
		MAN = {
			country_event = {
				id = SEA_japan_foreign_policy.138
				hours = 2
				random_hours = 4
			}
		}
		custom_effect_tooltip = GAME_OVER_TT
		effect_tooltip = {
			MAN = {
				annex_country = {
					target = ROOT
					transfer_troops = yes
				}
			}
			every_state = {
				limit = {
					is_core_of = ROOT
				}
				add_core_of = MAN
			}
		}
	} {
		name = SEA_japan_foreign_policy.137.b
		ai_chance = {
			base = 0
		}
		add_political_power = -100
		add_stability = -0.05
		custom_effect_tooltip = generic_skip_one_line_tt
		FROM = {
			country_event = {
				id = SEA_japan_foreign_policy.139
				hours = 2
			}
		}
		MAN = {
			country_event = {
				id = SEA_japan_foreign_policy.139
				hours = 2
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_69
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_69 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 69
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 69
	}
}
### Entity: Order of Battle
Component: air_wing_100
Source: game
File: history/units/ICE_mavur_fighter_1.txt

Code:
air_wings = {
	100 = {
		cv_fighter_equipment_1 = {
			owner = ICE
			amount = 25
		}
	}
}
### Entity: Character
Component: PHI_yuitsu_tsuchihashi
Constructs: has_completed_focus, has_war_with, has_dlc
Source: game
File: common/characters/PHI.txt

Code:
PHI_yuitsu_tsuchihashi = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = PHI_yuitsu_tsuchihashi
		portraits = {
			army = {
				large = GFX_portrait_PHI_yuitsu_tsuchihashi
				small = GFX_portrait_PHI_yuitsu_tsuchihashi_small
			}
		}
		corps_commander = {
			visible = {
				OR = {
					has_completed_focus = PHI_japanese_advisors PHI_japanese_observers
				}
				NOT = {
					has_war_with = JAP
				}
			}
			traits = {
				politically_connected
			}
			skill = 2
			attack_skill = 2
			defense_skill = 1
			planning_skill = 2
			logistics_skill = 2
			legacy_id = -1
		}
	}
}
### Entity: Modifier Reference
Construct: ground_attack
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## ground_attack

* Number with 1 decimal places
* **Categories**: air, aggressive
### Entity: Event
Component: AUS_political_events.18
Constructs: is_triggered_only, ai_chance, fire_only_once
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.18
	title = AUS_political_events.18.t
	desc = AUS_political_events.18.desc
	picture = GFX_report_event_fascist_speech
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = AUS_political_events.18.a
		ai_chance = {
			base = 10
		}
		custom_effect_tooltip = AUS_anschluss_ratio_lowered
	}
}
### Entity: Event
Component: kmt.22
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.22
	title = kmt.22.t
	desc = kmt.22.d
	picture = GFX_report_event_china_flying_tigers
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = kmt.22.a
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_legacy_of_legions
Constructs: prerequisite, add_stability, completion_reward, add_political_power, set_rule, add_to_variable, send_volunteer_divisions_required_tt, send_volunteer_size_tt
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_legacy_of_legions
	icon = GFX_focus_CZE_czechoslovak_legion_export
	x = -1
	y = 1
	relative_position_id = CZE_ministry_of_defense
	cost = 7.2
	prerequisite = {
		focus = CZE_ministry_of_defense
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		set_rule = {
			can_send_volunteers = yes
		}
		CZE = {
			country_event = {
				id = CZE.145
				hours = 6
			}
		}
		custom_effect_tooltip = report_reward alternative_diplomatic_reward alternative_diplomatic_reward
		add_stability = 0.05
		add_political_power = 75
		effect_tooltip = {
			custom_effect_tooltip = CZE_modify_bm_tt
			add_to_variable = {
				CZE_bm_send_volunteer_divisions_required = -0.5
				tooltip = send_volunteer_divisions_required_tt
			} {
				CZE_bm_supply_consumption_factor = -0.1
				tooltip = supply_consumption_factor_tt
			}
		} {
			custom_effect_tooltip = CZE_modify_bm_tt
			add_to_variable = {
				CZE_bm_send_volunteer_size = 3
				tooltip = send_volunteer_size_tt
			} {
				CZE_bm_out_of_supply = -0.1
				tooltip = out_of_supply_factor_tt
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Event
Component: wuw_GER_diplomacy.93
Constructs: is_triggered_only, fire_only_once, add_political_power, retire_character, add_country_leader_role
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.93
	title = wuw_GER_diplomacy.93.t
	desc = wuw_GER_diplomacy.93.desc
	picture = GFX_report_event_generic_communist_congress
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = wuw_GER_diplomacy.93.a
		effect_tooltip = {
			FROM = {
				retire_character = GER_ernst_thalmann
				GER_walter_ulbricht = {
					add_country_leader_role = {
						promote_leader = yes
						country_leader = {
							ideology = leninism
							expire = 1965.1.1
							traits = {
								GER_staunch_stalinist_leader
							}
						}
					}
				}
			}
		}
		add_political_power = 50
	}
}
### Entity: State History
Component: 1076
Constructs: add_core_of
Source: game
File: history/states/1076 - Bangkok.txt

Code:
state = {
	id = 1076
	name = STATE_1076
	state_category = metropolis
	local_supplies = 1
	manpower = 2314096
	history = {
		owner = SIA
		add_core_of = SIA
		buildings = {
			infrastructure = 2
			arms_factory = 2
			industrial_complex = 2
			dockyard = 1
			air_base = 1
			7408 = {
				naval_base = 3
			}
		}
		victory_points = {
			7408 20
		}
	}
	provinces = {
		7408 10250 1427
	}
}
### Entity: National Focus
Component: doctrine_effort_2
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/generic.txt

Code:
focus = {
	id = doctrine_effort_2
	icon = GFX_goal_generic_army_doctrines
	prerequisite = {
		focus = doctrine_effort
	}
	x = 0
	y = 2
	relative_position_id = doctrine_effort
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 25
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_subjugate_yugoslavia
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_puppet, is_in_faction_with, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_subjugate_yugoslavia
	icon = GFX_goal_generic_attack_yugoslavia
	prerequisite = {
		focus = GRE_subjugate_albania
	} {
		focus = GRE_subjugate_bulgaria
	}
	x = 2
	y = 2
	relative_position_id = GRE_ally_the_balkans
	cost = 5
	ai_will_do = {
		factor = 80
	}
	available = {
		YUG = {
			NOT = {
				has_war_with = GRE
				has_government = communism
			}
			exists = yes
			is_puppet = no
		}
	}
	bypass = {
		OR = {
			YUG = {
				is_in_faction_with = GRE
				exists = no
			}
		}
	}
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = YUG
			expire = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Country History
Country: GHA
Component: GHA_technology
Constructs: set_technology
Source: game
File: history/countries/GHA - Ghana.txt

Code:
# Starting Technologies for GHA
set_technology = {
	infantry_weapons = 1
}
### Entity: Event
Component: BBA_italy_interaction_events.3
Constructs: is_triggered_only, add_claim_by, create_wargoal, take_state_focus
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_interaction_events.3
	title = BBA_italy_interaction_events.3.t
	desc = BBA_italy_interaction_events.3.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = BBA_italy_interaction_events.3.a
		846 = {
			add_claim_by = ITA
		}
		ITA = {
			create_wargoal = {
				type = take_state_focus
				target = SWI
				generator = {
					846
				}
			}
		}
	}
}
### Entity: Idea
Component: idea_RAJ_remaining_paramilitary_organizations
Constructs: stability_factor
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_remaining_paramilitary_organizations = {
	picture = citizen_militia_1
	allowed = {
		original_tag = RAJ
	}
	modifier = {
		stability_factor = -0.15
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_crush_the_communists
Constructs: prerequisite, limit, has_war_with, completion_reward, has_capitulated, has_war_with_major, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_crush_the_communists
	icon = GFX_focus_GER_end_european_communism
	prerequisite = {
		focus = CHI_victory_over_the_invaders
	}
	x = 0
	y = 1
	relative_position_id = CHI_victory_over_the_invaders
	cost = 10
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 1
	}
	historical_ai = {
		OR = {
			NOT = {
				any_neighbor_country = {
					has_war_with = ROOT
					has_capitulated = no
				}
			}
			has_war_with_major = no
		}
	}
	will_lead_to_war_with = PRC
	available = {
		is_subject = no
		PRC = {
			exists = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		PRC = {
			OR = {
				exists = no
				has_war_with = ROOT
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				is_in_faction_with = PRC
			}
			remove_from_faction = PRC
		}
		create_wargoal = {
			type = annex_everything
			target = PRC
			expire = 0
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_natal_naval_dockyard
Constructs: prerequisite, completion_reward, is_coastal, is_controlled_by, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_natal_naval_dockyard
	icon = GFX_focus_generic_cruiser2
	prerequisite = {
		focus = BRA_R56_encouracados BRA_R56_submarines
	}
	relative_position_id = BRA_R56_submarines
	x = -1
	y = 1
	cost = 10
	available = {
		any_state = {
			is_coastal = yes
			is_controlled_by = ROOT
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				498
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			} {
				type = naval_base
				level = 3
				instant_build = yes
				province = 10933
			}
		}
	}
}
### Entity: Character
Component: LAT_fricis_menders
Constructs: has_completed_focus, limit, has_government, has_country_flag, has_dlc, has_game_rule
Source: game
File: common/characters/LAT.txt

Code:
LAT_fricis_menders = {
	name = LAT_fricis_menders
	portraits = {
		civilian = {
			large = GFX_portrait_lat_fricis_menders
		}
		army = {
			small = GFX_idea_LAT_fricis_menders
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = LAT_fricis_menders
		allowed = {
			original_tag = LAT
		}
		available = {
			IF = {
				limit = {
					has_dlc = No Step Back
				}
				has_completed_focus = LAT_renew_kviesis_term
			}
		}
		traits = {
			democratic_reformer
		}
		ai_will_do = {
			factor = 0
			modifier = {
				add = 100
				OR = {
					has_government = democratic
					has_country_flag = LAT_AI_RANDOM_DEMOCRATIC
					has_game_rule = {
						rule = LAT_ai_behavior
						option = DEMOCRATIC
					}
				}
			}
		}
	}
	country_leader = {
		ideology = socialism
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_reunite_the_kingdom
Constructs: every_owned_state, prerequisite, limit, completion_reward, cancel_if_invalid, every_other_country, is_subject_of, is_core_of
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_reunite_the_kingdom
	icon = GFX_focus_generic_home_defense
	prerequisite = {
		focus = YUG_guarantee_religious_liberties
	}
	mutually_exclusive = {

	}
	x = 0
	y = 1
	relative_position_id = YUG_guarantee_religious_liberties
	cost = 10
	ai_will_do = {
		factor = 40
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		drop_cosmetic_tag = yes
		every_other_country = {
			limit = {
				OR = {
					original_tag = SER SLV CRO MNT KOS BOS HRZ MAC TRA HUN BUL
				}
				is_subject_of = ROOT
			}
			every_owned_state = {
				limit = {
					is_core_of = PREV
				}
				add_core_of = PREV.PREV
			}
			PREV = {
				annex_country = {
					target = PREV
					transfer_troops = yes
				}
			}
		}
	}
}
### Entity: Trigger Reference
Construct: has_mio_flag
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_mio_flag

* Supported Scopes: INDUSTRIAL_ORG
* Supported Targets: any

```
Check if flag has been set within the military industrial organization in scope.
May checks on the value or date/days since last modified date.
Examples:
has_mio_flag = my_flag
has_mio_flag = {
	flag = my_flag (mandatory)
	value < 12 (optional)
	date > 1936.3.25 (optional, compare with the date where the flag was last modified )
	days > 365 (optional, compare with the number of days since the flag was last modified )
}
```
### Entity: Event
Component: CHL_political_events.34
Constructs: is_triggered_only, ai_chance, add_war_support, fire_only_once, add_political_power
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.34
	title = CHL_political_events.34.t
	desc = CHL_political_events.34.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = CHL_political_events.34.a
		ai_chance = {
			base = 100
		}
		add_war_support = 0.05
		add_political_power = 50
	}
}
### Entity: Military Industrial Organization
Component: SOV_tula_arms_plant_organization
Constructs: has_completed_focus, has_country_flag, add_trait, has_full_control_of_state, production_bonus, set_country_flag
Source: game
File: common/military_industrial_organization/organizations/SOV_organization.txt

Code:
SOV_tula_arms_plant_organization = {
	include = generic_infantry_equipment_organization
	icon = GFX_idea_tula_arms_plant
	allowed = {
		original_tag = SOV
	}
	tree_header_text = {
		text = mio_header_design_and_production
		x = 2.5
	} {
		text = mio_header_anti_tank
		x = 7
	}
	override_trait = {
		token = generic_mio_trait_armor_piercing_rounds
		position = {
			x = 0
			y = 2
		}
		relative_position_id = generic_mio_trait_quality_materials
	} {
		token = generic_mio_trait_advanced_barrel_forging
		position = {
			x = 1
			y = 2
		}
		relative_position_id = generic_mio_trait_drum_pattern_sights
	} {
		token = generic_mio_trait_reinforced_stocks
		position = {
			x = 3
			y = 0
		}
		relative_position_id = generic_mio_trait_drum_pattern_sights
	}
	add_trait = {
		token = SOV_mio_trait_merge_plant_no_622
		name = SOV_merge_materiel_plant_1_infantry
		icon = GFX_generic_mio_department_icon_infantry_production
		special_trait_background = yes
		position = {
			x = @materiel_1_X
			y = @materiel_1_Y
		}
		visible = {
			FROM = {
				original_tag = SOV
			}
		}
		available = {
			FROM = {
				has_full_control_of_state = 399
			} {
				has_completed_focus = SOV_merge_tank_and_materiel_plants
			}
		}
		production_bonus = {
			production_cost_factor = @infantry_equipment_production_cost_factor
		}
	} {
		token = SOV_mio_trait_merge_nkmz_plant
		name = SOV_merge_materiel_plant_2
		icon = GFX_generic_mio_trait_icon_efficiency_cap
		special_trait_background = yes
		position = {
			x = @materiel_2_X
			y = @materiel_2_Y
		}
		visible = {
			FROM = {
				original_tag = SOV
			}
		}
		available = {
			FROM = {
				has_full_control_of_state = 227
			} {
				has_completed_focus = SOV_merge_tank_and_materiel_plants
			} {
				NOT = {
					has_country_flag = SOV_merge_nkmz_plant_flag
				}
			}
		}
		on_complete = {
			custom_effect_tooltip = generic_trait_will_not_be_available_in_other_organizations
			FROM = {
				set_country_flag = SOV_merge_nkmz_plant_flag
			}
		}
		production_bonus = {
			production_efficiency_cap_factor = @materiel_production_efficiency_cap_factor
		}
	} {
		token = SOV_mio_trait_merge_magnitogorsk_metallurgical_plant
		name = SOV_merge_materiel_plant_3
		icon = GFX_generic_mio_trait_icon_production_capacity
		special_trait_background = yes
		position = {
			x = @materiel_3_X
			y = @materiel_3_Y
		}
		visible = {
			FROM = {
				original_tag = SOV
		
# ... (truncated)
### Entity: Character
Component: JUNO_conservative_businessman
Constructs: neutrality_drift
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_conservative_businessman = {
	random = no
	sprite = 13
	production_factory_max_efficiency_factor = 0.05
	neutrality_drift = 0.03
	production_speed_industrial_complex_factor = 0.1
	ai_will_do = {
		factor = 0
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_coup_against_voloshyn
Constructs: create_country_leader, prerequisite, add_ideas, has_government, completion_reward, is_subject, add_popularity, set_politics
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_coup_against_voloshyn
	icon = GFX_goal_generic_demand_territory
	prerequisite = {
		focus = RUT_a_free_rusyn_state
	} {
		focus = RUT_carpathian_sich
	}
	mutually_exclusive = {
		focus = RUT_claim_no_territories
	}
	relative_position_id = RUT_a_free_rusyn_state
	available = {
		OR = {
			has_government = democratic neutrality fascism
		}
		RUT = {
			is_subject = no
		}
	}
	x = 14
	y = 1
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.4
		}
		RUT = {
			set_politics = {
				ruling_party = neutrality
				elections_allowed = no
			}
		}
		add_ideas = RUT_ukrainian_revanchism_focus
		create_country_leader = {
			name = Dmitry Klympush
			desc = 
			picture = gfx/leaders/RUT/r56_portrait_RUT_Dmitry_Klympush.dds
			expire = 1965.1.1
			ideology = moderatism
			traits = {
				army_connections
			}
		}
		73 = {
			add_building_construction = {
				type = supply_node
				level = 1
				province = 3548
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL
	}
}
### Entity: Country History
Country: TUN
Component: TUN_characters
Constructs: recruit_character, create_country_leader
Source: game
File: history/countries/TUN - Tunisia.txt

Code:
# Leaders & Characters for TUN
recruit_character = TUN_acgs TUN_acr TUN_stc TUN_ncm TUN_democratic_guy TUN_communist_guy TUN_coi TUN_pot TUN_aa2 TUN_awt TUN_acas TUN_mt TUN_nccr TUN_ai2 TUN_ncs TUN_aco2 TUN_acd2 TUN_nt TUN_ar TUN_fascist_guy
create_country_leader = {
	name = Habib Bourguiba
	desc = 
	picture = GFX_portrait_Habib_Bourguiba
	ideology = centrism
	traits = {

	}
}
### Entity: Character
Component: CHI_chiang_kaishek
Constructs: has_dlc
Source: game
File: common/characters/CHI.txt

Code:
CHI_chiang_kaishek = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = CHI_chiang_kaishek
		portraits = {
			civilian = {
				large = GFX_portrait_CHI_chiang_kai_shek
			}
		}
		country_leader = {
			ideology = despotism
			traits = {
				CHI_generallissimo_sea blue_shirt_connections_0
			}
			expire = 1965.1.1.1
			id = -1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		name = CHI_chiang_kaishek
		portraits = {
			civilian = {
				large = GFX_portrait_CHI_chiang_kaishek
			}
		}
		country_leader = {
			ideology = despotism
			traits = {
				generallissimo
			}
			expire = 1965.1.1.1
			id = -1
		}
	}
}
### Entity: Event
Component: SEA_warlords.50
Constructs: is_triggered_only, add_opinion_modifier, add_political_power
Source: game
File: events/SEA_Warlords.txt

Code:
country_event = {
	id = SEA_warlords.50
	title = SEA_warlords.50.t
	desc = SEA_warlords.50.desc
	picture = GFX_report_event_chinese_officers
	is_triggered_only = yes
	option = {
		name = SEA_warlords.50.a
		add_political_power = 50
		add_opinion_modifier = {
			target = FROM
			modifier = tsr_pro_soviet_stance_opm
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_expatriate_the_communists
Constructs: prerequisite, limit, has_government, has_war_with, add_war_support, completion_reward, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_expatriate_the_communists
	icon = GFX_goal_anti_comintern_pact
	prerequisite = {
		focus = GER_return_of_the_kaiser
	}
	mutually_exclusive = {
		focus = GER_focus_on_the_true_enemy
	}
	available = {
		is_subject = no
		NOT = {
			has_war_with = FRA
		}
	}
	cancel_if_invalid = yes
	x = -2
	y = 1
	relative_position_id = GER_return_of_the_kaiser
	cost = 10
	ai_will_do = {
		factor = 0.5
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.05
		add_timed_idea = {
			idea = GER_expatriate_the_communists
			days = 720
		}
		add_named_threat = {
			threat = 5
			name = GER_expatriate_the_communists
		}
		FRA = {
			add_timed_idea = {
				idea = GER_communist_refugees
				days = 720
			}
			country_event = {
				id = wtt_germany.17
			}
		}
		hidden_effect = {
			if = {
				limit = {
					NOT = {
						has_dlc = La Resistance
					}
					AND = {
						has_global_flag = spanish_civil_war
						NOT = {
							has_global_flag = scw_over
						}
					}
				}
				random_other_country = {
					limit = {
						original_tag = SPR
						has_government = communism
					}
					country_event = {
						id = wtt_germany.2
						days = 1
					}
				}
			} {
				limit = {
					has_dlc = La Resistance
					AND = {
						has_global_flag = spanish_civil_war
						NOT = {
							has_global_flag = scw_over
						}
					}
				}
				SPD = {
					country_event = {
						id = wtt_germany.2
						days = 1
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_the_common_soldier
Constructs: prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_the_common_soldier
	icon = GFX_focus_generic_manpower
	prerequisite = {
		focus = ETH_old_reliable ETH_new_weapons_and_tactics
	}
	mutually_exclusive = {
		focus = ETH_promote_the_war_heroes ETH_expand_the_officer_corps
	}
	x = 1
	y = 1
	relative_position_id = ETH_old_reliable
	cost = 10
	available = {
		NOT = {
			has_government = fascism
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 2
			has_government = communism
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = ETH_the_common_soldier_idea
	}
}