Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: cog_focus
Component: COG_join_the_comitern
Constructs: prerequisite, has_government, completion_reward, is_in_faction, is_subject, is_faction_leader
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_join_the_comitern
	icon = GFX_focus_por_workers_of_iberia
	x = 0
	y = 1
	prerequisite = {
		focus = COG_foster_a_personality_cult
	}
	relative_position_id = COG_foster_a_personality_cult
	cost = 5
	ai_will_do = {
		base = 10
	}
	bypass = {

	}
	available = {
		has_government = communism
		is_in_faction = no
		is_subject = no
		any_country = {
			original_tag = SOV
			has_government = communism
			is_faction_leader = yes
		}
	}
	completion_reward = {
		SOU = {
			country_event = generic.2
		}
	}
}
### Entity: Character
Component: fuel_efficient_aircraft_manufacturer
Constructs: equipment_bonus
Source: game
File: common/country_leader/00_traits.txt

Code:
fuel_efficient_aircraft_manufacturer = {
	random = no
	equipment_bonus = {
		small_plane_airframe = {
			air_range = 0.1
		}
		medium_plane_fighter_airframe = {
			air_range = 0.1
			reliability = 0.2
		}
		medium_plane_airframe = {
			reliability = 0.2
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: wtt_news.69
Constructs: is_triggered_only, has_war_with
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.69
	title = wtt_news.69.t
	desc = wtt_news.69.desc
	picture = GFX_news_event_generic_parliament
	is_triggered_only = yes
	major = yes
	option = {
		name = wtt_news.69.a
		trigger = {
			OR = {
				original_tag = INS MAL
			}
			NOT = {
				has_war_with = FROM
			}
		}
	} {
		name = wtt_news.69.b
		trigger = {
			NOT = {
				original_tag = INS
			} {
				original_tag = MAL
			} {
				has_war_with = FROM
			}
		}
	} {
		name = wtt_news.53.c
		trigger = {
			has_war_with = FROM
		}
	}
}
### Entity: Modifier Reference
Component: idea_SIA_farmers_moving_to_bangkok_bad
Source: game
File: common/dynamic_modifiers/TAOG_dynamic_modifiers.txt

Code:
idea_SIA_farmers_moving_to_bangkok_bad = {
	icon = GFX_modifiers_ETH_state_decentralization
	local_manpower = -0.15
}
### Entity: Idea
Component: PRE_fascist_guy
Constructs: has_government
Source: game
File: common/ideas/prussia.txt

Code:
PRE_fascist_guy = {
	picture = generic_political_advisor_europe_2
	allowed = {
		original_tag = PRE
	}
	traits = {
		fascist_demagogue
	}
	do_effect = {
		NOT = {
			has_government = fascism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Character
Component: red_army_organizer
Constructs: communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
red_army_organizer = {
	sprite = 12
	army_org_factor = 0.12
	experience_gain_army = @chief_experience_gain_high
	communism_drift = 0.1
	command_cap_increase = @tier3_cp_cap_increase
	command_power = @tier3_cp_cost
	ai_will_do = {
		factor = 2
	}
}
### Entity: Event
Component: lar_spain.15
Constructs: is_triggered_only
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.15
	title = lar_spain.15.t
	desc = lar_spain.15.desc
	picture = GFX_report_event_spr_civil_war_faction_defeated
	is_triggered_only = yes
	option = {
		name = lar_spain.11.a
	}
}
### Entity: Event
Component: BALTIC_entente_events.5
Constructs: is_triggered_only, division_template, limit, swap_ideas, add_idea, remove_idea, random_owned_controlled_state, has_full_control_of_state
Source: game
File: events/NSB_Baltic.txt

Code:
country_event = {
	id = BALTIC_entente_events.5
	title = BALTIC_entente_events.1.t
	desc = BALTIC_entente_events.1.d
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = BALTIC_entente_events.1.a
		effect_tooltip = {
			swap_ideas = {
				add_idea = BALTIC_union_idea_1
				remove_idea = BALTIC_union_idea
			}
			division_template = {
				name = Baltic Entente Division
				priority = 1
				division_names_group = LAT_INF_01
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					} {
						x = 2
						y = 0
					} {
						x = 2
						y = 1
					} {
						x = 2
						y = 2
					}
				}
				support = {
					engineer = {
						x = 0
						y = 0
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					PREV = {
						has_full_control_of_state = PREV
					}
				}
				create_unit = {
					division = name = "1 Baltic Entente Division" division_template = "Baltic Entente Division" start_experience_factor = 0.9
					owner = PREV
				} {
					division = name = "2 Baltic Entente Division" division_template = "Baltic Entente Division" start_experience_factor = 0.9
					owner = PREV
				} {
					division = name = "3 Baltic Entente Division" division_template = "Baltic Entente Division" start_experience_factor = 0.9
					owner = PREV
				} {
					division = name = "4 Baltic Entente Division" division_template = "Baltic Entente Division" start_experience_factor = 0.9
					owner = PREV
				}
			}
		}
	}
}
### Entity: Scripted Effect
Component: GER_modify_navy_modifier
Constructs: limit, has_dynamic_modifier
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_modify_navy_modifier = {
	if = {
		limit = {
			has_dynamic_modifier = {
				modifier = GER_navy_fascist_modifier
			}
		}
		custom_effect_tooltip = GER_modify_navy_fascist_modifier_tt
	}
	else_if = {
		limit = {
			has_dynamic_modifier = {
				modifier = GER_navy_democratic_modifier
			}
		}
		custom_effect_tooltip = GER_modify_navy_democratic_modifier_tt
	} {
		limit = {
			has_dynamic_modifier = {
				modifier = GER_navy_imperial_modifier
			}
		}
		custom_effect_tooltip = GER_modify_navy_imperial_modifier_tt
	} {
		limit = {
			has_dynamic_modifier = {
				modifier = GER_navy_communist_modifier
			}
		}
		custom_effect_tooltip = GER_modify_navy_communist_modifier_tt
	}
}
### Entity: Idea
Component: GER_german_trade_ns
Constructs: limit, has_war_with, has_country_flag, removal_cost, add_offsite_building, clr_country_flag, has_opinion_modifier, remove_opinion_modifier
Source: game
File: common/ideas/GER.txt

Code:
GER_german_trade_ns = {
	allowed = {
		always = no
	}
	picture = GER_german_trade
	removal_cost = -1
	cancel = {
		has_war_with = GER
	}
	on_add = {
		add_offsite_building = {
			type = industrial_complex
			level = 1
		}
	}
	on_remove = {
		if = {
			limit = {
				has_country_flag = GER_getting_offshore_civ_flag
			}
			add_offsite_building = {
				type = industrial_complex
				level = -1
			}
			clr_country_flag = GER_getting_offshore_civ_flag
		} {
			limit = {
				has_opinion_modifier = GER_trading_partners
			}
			remove_opinion_modifier = {
				target = GER
				modifier = GER_trading_partners
			}
		}
	}
	targeted_modifier = {
		tag = GER
		trade_cost_for_target_factor = -0.2
		custom_modifier_tooltip = GER_german_trade_offshore_tt
	}
}
### Entity: Define
Component: NDefines.NAI.MIN_NAVAL_MISSION_PRIO_TO_ASSIGN
Source: game
File: common/defines/EAI_defines.lua

Code:
NDefines.NAI.MIN_NAVAL_MISSION_PRIO_TO_ASSIGN = {
0 200 200 200 100 200 100 0 0 100
}
### Entity: Event
Component: PER_foreign_policy_events.2
Constructs: is_triggered_only, ai_chance, limit, has_war_with, is_subject, has_dlc, set_country_flag, set_global_flag
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_foreign_policy_events.2
	title = PER_foreign_policy_events.2.t
	desc = PER_foreign_policy_events.2.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = PER_foreign_policy_events.2.a
		ai_chance = {
			base = 0
			modifier = {
				add = 1
				FROM = {
					original_tag = PER
				}
				original_tag = ENG
			}
		}
	} {
		name = PER_foreign_policy_events.2.b
		trigger = {
			FROM = {
				original_tag = PER
			}
			original_tag = ENG
			is_subject = no
		}
		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					strength_ratio = {
						tag = FROM
						ratio = < 0.6
					}
					surrender_progress = > 0.25
				}
			}
		}
		IF = {
			limit = {
				has_dlc = Graveyard of Empires
			}
			set_country_flag = PER_operation_countenance_flag
		}
		set_global_flag = PER_british_invasion_of_iran_flag
		activate_mission = SOV_preparations_for_operation_countenance
		custom_effect_tooltip = SOV_preparations_for_operation_countenance_tt SOV_operation_countenance_successful_tt
		effect_tooltip = {
			puppet = PER
			transfer_state = 419 420 416 1000 1004
			PER = {
				give_resource_rights = {
					receiver = ENG
					state = 411
				} {
					receiver = ENG
					state = 412
				} {
					receiver = ENG
					state = 413
				}
			}
		}
	} {
		name = PER_foreign_policy_events.2.c
		trigger = {
			FROM = {
				original_tag = PER
			}
			original_tag = ENG
			is_subject = no
			country_exists = SOU
			NOT = {
				has_war_with = SOU
			} {
				is_justifying_wargoal_against = SOU
			}
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 100
				is_in_faction_with = SOU
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > -25
				}
			} {
				factor = 5
				has_opinion = {
					target = FROM
					value = > 50
				}
			} {
				factor = 0
				OR = {
					strength_ratio = {
						tag = FROM
						ratio = < 0.6
					}
					surrender_progress = > 0.25
				}
			}
		}
		SOU = {
			country_event = {
				id = PER_foreign_policy_events.3
				hours = 6
				random_hours = 3
			}
		}
		effect_tooltip = {
			custom_effect_tooltip = if_they_accept_tt SOV_preparations_for_operation_countenance_tt SOV_operation_countenance_successful_tt if_they_refuse_tt SOV_operation_countenance_successful_tt
			activate_mission = SOV_preparations_for_operation_countenance SOV_preparations_for
# ... (truncated)
### Entity: Character
Component: HUN_christian_academic
Constructs: research_speed_factor, stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
HUN_christian_academic = {
	random = no
	sprite = 13
	research_speed_factor = 0.05
	stability_factor = 0.1
}
### Entity: Event
Component: BBA_ethiopia_communist_events.06
Constructs: is_triggered_only, ai_chance, is_subject_of, set_party_name
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_communist_events.06
	title = BBA_ethiopia_communist_events.06.t
	desc = {
		text = BBA_ethiopia_communist_events.06.desc
		trigger = {
			is_subject_of = SOV
		}
	} {
		text = BBA_ethiopia_communist_events.06.indy_desc
		trigger = {
			NOT = {
				is_subject_of = SOV
			}
		}
	}
	picture = GFX_report_event_generic_military_parade
	is_triggered_only = yes
	option = {
		name = BBA_ethiopia_communist_events.06.a
		ai_chance = {
			base = 10
		}
		set_party_name = {
			ideology = communism
			long_name = ETH_provisonal_military_admin_long
			name = ETH_provisonal_military_admin
		}
		ETH = {
			promote_character = ETH_prov_mil_admin
		}
	}
}
### Entity: Character
Component: authoritarian_centralizer
Constructs: war_support_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
authoritarian_centralizer = {
	random = no
	sprite = 13
	political_power_factor = 0.1
	war_support_factor = 0.1
}
### Entity: National Focus
Tree: ser_focus
Component: SER_research_collaboration
Constructs: prerequisite, completion_reward, is_subject_of, add_to_tech_sharing_group
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_research_collaboration
	icon = GFX_goal_tfv_generic_tech_sharing
	prerequisite = {
		focus = SER_build_the_nation
	}
	relative_position_id = SER_build_the_nation
	x = -3
	y = 1
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		is_subject_of = YUG
	}
	completion_reward = {
		YUG = {
			add_to_tech_sharing_group = yugoslav_research
		}
		add_to_tech_sharing_group = yugoslav_research
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Trigger
Component: has_war_escalation_level_1
Constructs: has_war_escalation_level_1, has_war_escalation_level_1_tt, check_variable
Source: game
File: common/scripted_triggers/ETH_scripted_triggers.txt

Code:
has_war_escalation_level_1 = {
	custom_trigger_tooltip = {
		tooltip = has_war_escalation_level_1_tt
		check_variable = {
			ETH.ETH_war_escalation_level = > 0
		}
	}
}
### Entity: Event
Component: r56_usa_deaths.1
Constructs: is_triggered_only, ai_chance, retire_character
Source: game
File: events/r56_usa.txt

Code:
country_event = {
	id = r56_usa_deaths.1
	title = r56_usa_deaths.1.t
	desc = r56_usa_deaths.1.desc
	picture = GFX_report_event_canadian_tank
	is_triggered_only = yes
	option = {
		name = r56_usa_deaths.1.a
		ai_chance = {
			base = 100
		}
		retire_character = USA_adna_romanza_chaffee_jr
	}
}
### Entity: Event
Component: CZE.429
Constructs: is_triggered_only, add_ideas, remove_ideas
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.429
	title = CZE.429.t
	desc = CZE.429.d
	picture = GFX_CZKE_fascist_czech_state_report
	is_triggered_only = yes
	option = {
		name = CZE.429.a
		hidden_effect = {
			remove_ideas = CZE_unruly_minorities CZE_unruly_minorities_2 CZE_fifth_column
		}
		add_ideas = CZE_oppressed_minorities
	} {
		name = CZE.429.b
		add_ideas = CZE_military_youth_idea
	} {
		name = CZE.429.c
		add_ideas = CZE_anti_communism
	}
}
### Entity: Event
Component: bftb_greece.12
Constructs: has_country_flag, fire_only_once
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.12
	title = bftb_greece.12.t
	desc = bftb_greece.12.desc
	picture = GFX_report_event_gre_allied_diplomacy_military
	fire_only_once = yes
	trigger = {
		original_tag = GRE
		has_country_flag = GRE_britain_attending_convention GRE_france_attending_convention
		NOT = {
			has_country_flag = GRE_italy_attending_convention
		}
	}
	mean_time_to_happen = {
		days = 7
	}
	option = {
		name = bftb_greece.12.a
		hidden_effect = {
			country_event = {
				id = bftb_greece.15
				days = 7
			}
			ENG = {
				country_event = {
					id = bftb_greece.15
					days = 7
				}
			}
			FRA = {
				country_event = {
					id = bftb_greece.15
					days = 7
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: armor_generic
Constructs: has_tech, has_equipment
Source: game
File: common/ai_templates/generic.txt

Code:
armor_generic = {
	blocked_for = {
		GER JAP ENG USA ITA SOV HUN SIA
	}
	role = armor
	upgrade_prio = {
		base = 2
		modifier = {
			factor = 3
			OR = {
				has_tech = basic_medium_tank basic_medium_tank_chassis
			}
		} {
			factor = 2
			OR = {
				has_tech = main_battle_tank main_battle_tank_chassis
			}
		}
	}
	light_armor_early = {
		upgrade_prio = {
			base = 1
			modifier = {
				factor = 2
			}
		}
		can_upgrade_in_field = {
			has_equipment = {
				light_tank_chassis = < 500
			}
		}
		target_template = {
			support = {
				engineer = 1
				mot_recon = 1
				artillery = 1
			}
			regimental_support = {
				anti_tank_battery = 1
			}
			regiments = {
				light_armor = 3
				motorized = 6
			}
		}
		replace_at_match = 1.5
		replace_with = medium_armor_early
		target_min_match = 0.5
	}
	medium_armor_early = {
		upgrade_prio = {
			base = 1
			modifier = {
				factor = 3
				OR = {
					has_tech = basic_medium_tank basic_medium_tank_chassis
				}
			}
		}
		target_template = {
			support = {
				engineer = 1
				mot_recon = 1
				artillery = 1
				maintenance_company = 1
				logistics_company = 1
			}
			regimental_support = {
				anti_air_battery = 1
				anti_tank_battery = 1
			}
			regiments = {
				medium_armor = 2
				light_armor = 1
				motorized = 6
			}
		}
		replace_at_match = 1.5
		replace_with = medium_armor_mid
		target_min_match = 0.5
	}
	medium_armor_mid = {
		upgrade_prio = {
			base = 1
			modifier = {
				factor = 4
				OR = {
					has_tech = improved_medium_tank improved_medium_tank_chassis
				}
			} {
				factor = 0
				NOT = {
					has_tech = armored_car1
				}
			}
		}
		target_template = {
			support = {
				engineer = 1
				mot_recon = 1
				artillery = 1
				maintenance_company = 1
				logistics_company = 1
			}
			regimental_support = {
				anti_air_battery = 1
				anti_tank_battery = 1
			}
			regiments = {
				medium_armor = 3
				motorized = 7
			}
		}
		replace_at_match = 1.5
		replace_with = modern_armor_default
		target_min_match = 0.5
	}
	modern_armor_default = {
		upgrade_prio = {
			base = 1
			modifier = {
				factor = 5
				OR = {
					has_tech = main_battle_tank main_battle_tank_chassis
				}
			}
		}
		target_template = {
			support = {
				engineer = 1
				mot_recon = 1
				maintenance_company = 1
				logistics_company = 1
				signal_company = 1
			}
			regimental_support = {
				anti_air_battery = 1
				anti_tan
# ... (truncated)
### Entity: National Focus
Tree: ast_focus
Component: AST_a_democratic_bulwark
Constructs: prerequisite, completion_reward, add_political_power, add_tech_bonus
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_a_democratic_bulwark
	icon = GFX_focus_AST_a_democratic_bulwark
	prerequisite = {
		focus = AST_war_is_coming
	}
	relative_position_id = AST_war_is_coming
	x = 3
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 75
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor generic_skip_one_line_tt
		show_ideas_tooltip = AST_maurice_blackburn
		add_tech_bonus = {
			name = AST_a_democratic_bulwark
			bonus = 1
			uses = 2
			category = industry
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Trigger
Component: EAI_NAV_air_focus_1
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_NAV_air_focus_1 = {
	OR = {
		check_variable = {
			EAI_FOCUS/AIR/naval_bomber = global.EAI_ON
		} {
			EAI_FOCUS/AIR/naval_bomber_OVERRIDE = global.EAI_ON
		}
		AND = {
			OR = {
				EAI_Naval_Bomber_Focus_1_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/AIR/naval_bomber EAI_FOCUS/AIR/naval_bomber_OVERRIDE
			}
		}
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.17
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, fire_only_once, create_wargoal, take_state_focus, remove_state_claim
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.17
	title = SEA_japan_foreign_policy.17.t
	desc = SEA_japan_foreign_policy.17.desc
	picture = GFX_report_event_japanese_army_parade
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_foreign_policy.17.a
		ai_chance = {
			base = 100
		}
		create_wargoal = {
			type = take_state_focus
			target = FROM
			generator = {
				729
			}
			expire = 0
		}
	} {
		name = SEA_japan_foreign_policy.17.b
		ai_chance = {
			base = 0
		}
		add_stability = -0.05
		add_war_support = -0.05
		remove_state_claim = 729
	}
}
### Entity: Idea
Component: EAI_DD_2/medium_tank_amphibious_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_2/medium_tank_amphibious_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_amphibious_chassis = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_seize_foreign_assets
Constructs: prerequisite, limit, add_opinion_modifier, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_seize_foreign_assets
	icon = GFX_goal_PAL_seize_british_assets
	relative_position_id = ISR_strengthen_military_industrial
	x = 0
	y = 1
	prerequisite = {
		focus = ISR_strengthen_military_industrial
	}
	cost = 7
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = PAL
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_timed_idea = {
			idea = ISR_foreign_assets_seized
			days = 180
		}
		ENG = {
			add_opinion_modifier = {
				target = ISR
				modifier = medium_decrease
			}
		}
	}
}
### Entity: Character
Component: MZB_acgs
Source: game
File: common/characters/MZB.txt

Code:
MZB_acgs = {
	advisor = {
		slot = air_chief
		idea_token = MZB_acgs
		allowed = {
			original_tag = MZB
		}
		traits = {
			air_chief_ground_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_rural_reconstruction_movement_sea
Constructs: every_owned_state, prerequisite, limit, completion_reward, add_popularity, add_to_variable, is_controlled_by, is_core_of
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_rural_reconstruction_movement_sea
	icon = GFX_focus_PRC_rural_region_development
	prerequisite = {
		focus = CHI_accelerate_the_tutelage
	}
	x = 6
	y = 1
	relative_position_id = CHI_accelerate_the_tutelage
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt CHI_rural_reconstruction_movement_sea_tt generic_skip_one_line_tt CHI_rural_reconstruction_movement_sea_2_tt generic_skip_one_line_tt available_political_advisor available_political_advisor
		hidden_effect = {
			add_to_variable = {
				var = CHI_accelerate_urban_tutelage_decision_removal_time
				value = -10
			} {
				var = CHI_accelerate_rural_tutelage_decision_removal_time
				value = -10
			}
		}
		every_owned_state = {
			limit = {
				is_controlled_by = ROOT
				is_core_of = ROOT
				has_state_flag = CHI_rural_political_tutelage_has_been_epedited_here_state_flag
			}
			add_dynamic_modifier = {
				modifier = CHI_local_rural_reconstruction_modifier
				scope = CHI
			}
		}
		show_ideas_tooltip = CHI_y_c_james_yen CHI_liang_shuming
	}
}