Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: cze_focus
Component: CZE_increase_funding_from_moscow
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, completion_reward, add_political_power, allow_branch
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_increase_funding_from_moscow
	icon = GFX_focus_focus_fra_revolution_utmost
	prerequisite = {
		focus = CZE_coalition_building
	}
	mutually_exclusive = {
		focus = CZE_placate_benes_faction CZE_negotiations_with_the_autonomous_bloc
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = CZE_appeal_to_the_castle CZE_negotiations_with_the_autonomous_bloc CZE_placate_benes_faction
			}
		}
	}
	cost = 10
	relative_position_id = CZE_coalition_building
	x = 13
	y = 1
	offset = {
		x = 3
		trigger = {
			has_completed_focus = CZE_increase_funding_from_moscow
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
		}
	} {
		x = -16
		trigger = {
			has_completed_focus = CZE_increase_funding_from_moscow
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
		}
	} {
		x = -12
		trigger = {
			OR = {
				has_completed_focus = CZE_negotiations_with_the_autonomous_bloc CZE_placate_benes_faction
			}
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
		}
	}
	bypass = {
		SOV = {
			OR = {
				exists = no
				NOT = {
					has_government = communism
				}
				has_war_with = ROOT
			}
		}
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		mark_focus_tree_layout_dirty = yes
		add_political_power = 50
		custom_effect_tooltip = generic_skip_one_line_tt
		remove_trait = {
			character = CZE_zdenek_fierlinger
			slot = political_advisor
			trait = CZE_benes_lackey
		}
		add_trait = {
			character = CZE_zdenek_fierlinger
			slot = political_advisor
			trait = fellow_traveller
		}
		if = {
			limit = {
				amount_taken_ideas = {
					amount = < 3
					slots = {
						political_advisor
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt CZE_zdenek_fierlinger_tt
			hidden_effect = {
				activate_advisor = CZE_zdenek_fierlinger
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: rt56.rom_bulg_pressure.5
Constructs: is_triggered_only, ai_chance
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_bulg_pressure.5
	title = rt56.rom_bulg_pressure.5.t
	desc = rt56.rom_bulg_pressure.5.d
	is_triggered_only = yes
	option = {
		name = rt56.rom_bulg_pressure.5.a
		ai_chance = {
			base = 1
		}
		custom_effect_tooltip = GAME_OVER_TT
		FROM = {
			country_event = {
				id = rt56.rom_bulg_pressure.51
				days = 1
			}
		}
	} {
		name = rt56.rom_bulg_pressure.5.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = {
				id = rt56.rom_bulg_pressure.52
				days = 1
			}
		}
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_de_vernieuwing
Constructs: prerequisite, completion_reward, add_political_power, set_temp_variable, add_popularity, swap_ruler_traits
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_de_vernieuwing
	prerequisite = {
		focus = HOL_the_only_man_in_the_dutch_government
	}
	icon = GFX_goal_generic_demand_territory
	x = -1
	y = 1
	relative_position_id = HOL_the_only_man_in_the_dutch_government
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 200
		set_temp_variable = {
			var = ban_communism_var
			value = party_popularity@communism
		} {
			var = ban_fascism_var
			value = party_popularity@fascism
		} {
			var = ban_democratic_var
			value = party_popularity@democratic
		}
		multiply_temp_variable = {
			var = ban_communism_var
			value = -1
		} {
			var = ban_fascism_var
			value = -1
		} {
			var = ban_democratic_var
			value = -1
		}
		add_popularity = {
			ideology = communism
			popularity = ban_communism_var
		} {
			ideology = fascism
			popularity = ban_fascism_var
		} {
			ideology = democratic
			popularity = ban_democratic_var
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		swap_ruler_traits = {
			remove = disdain_for_politicians_1
			add = disdain_for_politicians_2
		}
	}
}
### Entity: Order of Battle
Component: air_wing_131
Source: game
File: history/units/ENG_1939_air_bba.txt

Code:
air_wings = {
	131 = {
		small_plane_airframe_2 = {
			owner = ENG
			amount = 96
			version_name = Supermarine Spitfire
		}
		medium_plane_fighter_airframe_1 = {
			owner = ENG
			amount = 24
			version_name = Bristol Blenheim IF
		}
	}
}
### Entity: Character
Component: CZE_emanuel_moravec
Constructs: has_completed_focus, limit, has_dlc, has_power_balance
Source: game
File: common/characters/CZE.txt

Code:
CZE_emanuel_moravec = {
	name = CZE_emanuel_moravec
	portraits = {
		army = {
			large = GFX_portrait_CZE_emanuel_moravec
			small = GFX_portrait_CZE_emanuel_moravec_small
		}
	}
	corps_commander = {
		traits = {
			career_officer organizer harsh_leader
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 3
		logistics_skill = 1
		legacy_id = -1
		visible = {
			has_completed_focus = CZE_revert_1926_anti_military_laws
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = CZE_emanuel_moravec
		ledger = army
		allowed = {
			original_tag = CZE
		}
		available = {
			has_completed_focus = CZE_promote_moravec_writings
		}
		visible = {
			has_dlc = Peace For Our Time
		}
		traits = {
			well_renowned_military_theorist
		}
		on_add = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = CZE_bop_army_readiness
						}
					}
					CZE_bop_very_low_increase_effect = yes
					custom_effect_tooltip = generic_skip_one_line_tt
				}
			}
		}
		on_remove = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = CZE_bop_army_readiness
						}
					}
					CZE_bop_very_low_decrease_effect = yes
				}
			}
		}
	}
}
### Entity: Character
Component: ARM_misak_torlakian
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/ARM.txt

Code:
ARM_misak_torlakian = {
	name = ARM_misak_torlakian
	portraits = {
		army = {
			small = gfx/interface/ideas/idea_europe_generic_land_11.dds
		}
	}
	advisor = {
		cost = 50
		slot = high_command
		idea_token = ARM_misak_torlakian
		ledger = army
		allowed = {
			original_tag = ARM
		}
		available = {
			NOT = {
				has_government = communism
			}
			has_completed_focus = ARM_transfer_officers_of_armenian_descent
		}
		traits = {
			army_commando_1
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_prolonged_service
Constructs: prerequisite, has_country_flag, completion_reward, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_prolonged_service
	icon = GFX_focus_SOV_mobilization_plan
	prerequisite = {
		focus = SWI_the_army_position
	}
	x = -1
	y = 1
	relative_position_id = SWI_the_army_position
	mutually_exclusive = {
		focus = SWI_integrate_refugees_into_the_army
	}
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.2
			SWI_someone_is_about_to_be_angry = yes
		}
	}
	available = {
		power_balance_value = {
			id = SWI_centralization_bop
			value = > 0
		}
		NOT = {
			has_country_flag = SWI_militias_turned_into_regulars
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_SWI_MILITARY_READINESS
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_to_variable = {
			var = SWI_citizen_militia_initial_activation_timeout
			value = 20
			tooltip = SWI_increase_timeout_TT
		}
		SWI_add_suspicious_prep_opinion = yes
	}
}
### Entity: Game Rule
Component: germany_fragmentation_status
Source: game
File: common/game_rules/00_game_rules.txt

Code:
germany_fragmentation_status = {
	name = GERMANY_FRAGMENTATION_STATUS
	required_dlc = Man the Guns
	group = RULE_GROUP_GAME_SETUP
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_GER_FRAGEMNTATION_DESC
	}
	option = {
		name = GERMANY_FRAGMENTED
		text = RULE_OPTION_GERMANY_FRAGMENTED
		desc = RULE_OPTION_GERMANY_FRAGMENTED_DESC
	}
}
### Entity: AI Strategy
Component: ai_focus_military_equipment_JAP
Source: game
File: common/ai_focuses/JAP.txt

Code:
ai_focus_military_equipment_JAP = {
	research = {
		infantry_weapons = 50.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
}
### Entity: AI Strategy
Component: HOL_prioritize_INS_during_revolution
Constructs: has_war_with, has_country_flag
Source: game
File: common/ai_strategy/HOL.txt

Code:
HOL_prioritize_INS_during_revolution = {
	allowed = {
		OR = {
			original_tag = HOL
			tag = event_target:INS_dutch_indonesia
		}
	}
	enable = {
		NOT = {
			has_war_with = INS
		}
		INS = {
			has_country_flag = INS_revolution_has_started
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = prepare_for_war
		id = INS
		value = 100
	} {
		type = antagonize
		id = INS
		value = 100
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_the_principle_of_democracy
Constructs: prerequisite, add_ideas, has_war_with, completion_reward, add_popularity, set_autonomy
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_the_principle_of_democracy
	mutually_exclusive = {
		focus = MEN_the_principle_of_nationalism
	}
	icon = GFX_focus_attack_japan
	available = {
		NOT = {
			has_war_with = CHI
		}
		country_exists = CHI
	}
	prerequisite = {
		focus = MEN_tear_up_the_qin_doihara_agreement MEN_reinvite_the_chinese_military
	}
	x = -2
	y = 1
	relative_position_id = MEN_tear_up_the_qin_doihara_agreement
	cost = 8
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		add_ideas = MEN_the_three_principles
		CHI = {
			set_autonomy = {
				target = ROOT
				autonomous_state = autonomy_protectorate
				end_wars = no
				end_civil_wars = no
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INTERNAL_AFFAIRS FOCUS_FILTER_TFV_AUTONOMY
	}
}
### Entity: Character
Component: HYD_aa2
Source: game
File: common/characters/HYD.txt

Code:
HYD_aa2 = {
	advisor = {
		slot = high_command
		idea_token = HYD_aa2
		ledger = army
		allowed = {
			original_tag = HYD
		}
		traits = {
			army_armored_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {

		}
	}
}
### Entity: Modifier Reference
Component: ITA_ricostruzione_industriale_dynamic_modifier
Source: game
File: common/dynamic_modifiers/bba_dynamic_modifiers.txt

Code:
ITA_ricostruzione_industriale_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_SOV_third_five_year_plan_civilian
	production_speed_industrial_complex_factor = ITA_iri_production_speed_industrial_complex_factor
	industrial_concern_cost_factor = ITA_iri_industrial_concern_cost_factor
	tank_manufacturer_cost_factor = ITA_iri_tank_manufacturer_cost_factor
	materiel_manufacturer_cost_factor = ITA_iri_materiel_manufacturer_cost_factor
	aircraft_manufacturer_cost_factor = ITA_iri_aircraft_manufacturer_cost_factor
	naval_manufacturer_cost_factor = ITA_iri_naval_manufacturer_cost_factor
	production_speed_arms_factory_factor = ITA_iri_production_speed_arms_factory_factor
	consumer_goods_factor = ITA_iri_consumer_goods_factor
	local_resources_factor = ITA_iri_local_resources_factor
	production_speed_infrastructure_factor = ITA_iri_production_speed_infrastructure_factor
	production_speed_dockyard_factor = ITA_iri_production_speed_dockyard_factor
	conversion_cost_civ_to_mil_factor = ITA_iri_conversion_cost_civ_to_mil_factor
}
### Entity: AI Strategy
Component: EAI_DIPLO_lend_lease_to_L11
Constructs: check_variable, send_lend_lease_desire
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_lend_lease_strategies.txt

Code:
EAI_DIPLO_lend_lease_to_L11 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_lend_lease_targets^11 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_lend_lease_desire
		id = L11
		value = 5000
	} {
		type = support
		id = L11
		value = 5000
	} {
		type = diplo_action_desire
		id = L11
		target = lend_lease
		value = 2000
	}
}
### Entity: Order of Battle
Component: air_wing_276
Source: game
File: history/units/CAN_1936_air_legacy.txt

Code:
air_wings = {
	276 = {
		nav_bomber_equipment_1 = {
			owner = CAN
			amount = 24
		}
	}
}
### Entity: Unit Leader
Component: crisis_magician
Source: game
File: common/unit_leader/00_traits.txt

Code:
crisis_magician = {
	type = navy
	modifier = {
		naval_critical_effect_factor = -0.5
	}
	ai_will_do = {
		factor = 0
	}
	trait_type = assignable_trait
	mutually_exclusive = marksman
	any_parent = {
		safety_first
	}
	gui_row = 11
	gui_column = 2
}
### Entity: Idea
Component: MAD_ncm
Source: game
File: common/ideas/madagascar.txt

Code:
MAD_ncm = {
	picture = generic_navy_african_3
	allowed = {
		original_tag = MAD
	}
	traits = {
		navy_chief_maneuver_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_guisans_coup
Constructs: prerequisite, has_war, completion_reward, cancel_if_invalid, add_country_leader_role, set_politics
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_guisans_coup
	icon = GFX_focus_SWI_guisans_coup
	prerequisite = {
		focus = SWI_the_alpine_protectorate SWI_president_for_life
	}
	relative_position_id = SWI_president_for_life
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		democratic = > 0.5
		fascism = < 0.05
		has_war = yes
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		SWI_henri_guisan = {
			add_country_leader_role = {
				promote_leader = yes
				country_leader = {
					ideology = despotism
					expire = 1965.1.1.1
					traits = {
						SWI_guisan_leader_trait
					}
					id = -1
				}
			}
		}
		set_politics = {
			ruling_party = neutrality
			elections_allowed = no
		}
	}
}
### Entity: Modifier Reference
Construct: naval_torpedo_cooldown_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## naval_torpedo_cooldown_factor

* Number with 2 decimal places
* **Categories**: naval, unit_leader, aggressive
### Entity: National Focus
Tree: lit_focus
Component: LIT_merge_the_arms_industries
Constructs: prerequisite, limit, completion_reward, random_owned_state, is_controlled_by, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_merge_the_arms_industries
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = LIT_lithuanian_rail
	}
	relative_position_id = LIT_lithuanian_rail
	x = -1
	y = 2
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_state = {
			limit = {
				is_controlled_by = ROOT
				is_core_of = LIT
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				is_controlled_by = ROOT
				is_core_of = LIT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_german_aeronautic_cooperation
Constructs: prerequisite, add_ideas, has_war_with, completion_reward, add_tech_bonus, air_bonus, swap_ideas, remove_idea
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_german_aeronautic_cooperation
	icon = GFX_goal_GER_luftwaffe
	prerequisite = {
		focus = PRU_join_axis
	}
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 8
	}
	relative_position_id = PRU_join_axis
	available = {
		NOT = {
			has_war_with = GER
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = air_bonus
			bonus = 1
			uses = 1
			category = light_air
		} {
			name = air_bonus
			bonus = 1
			uses = 1
			category = medium_air
		}
		add_ideas = AUS_german_aero_tech
		swap_ideas = {
			remove_idea = PRU_german_military
			add_idea = PRU_german_military_1
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: SWI_shadow_org_2
Source: game
File: common/ideas/r56_switzerland.txt

Code:
SWI_shadow_org_2 = {
	name = SWI_shadow_org
	allowed_civil_war = {
		always = yes
	}
	picture = generic_spy_intel
	modifier = {
		conversion_cost_civ_to_mil_factor = -0.5
		global_building_slots_factor = 0.15
		local_resources_factor = 0.1
		production_factory_start_efficiency_factor = 0.05
	}
}
### Entity: Decision
Component: SOV_infiltrate_foreign_atomic_programs_dec_cat
Constructs: has_completed_focus, has_war_with, has_country_flag, is_major, is_special_project_completed, is_special_project_being_researched, has_tech, complete_effect
Source: game
File: common/decisions/SOV.txt

Code:
SOV_infiltrate_foreign_atomic_programs_dec_cat = {
	SOV_infiltrate_atomic_program = {
		priority = 1
		icon = GFX_decision_generic_political_discourse
		ai_will_do = {
			base = 0.2
			modifier = {
				factor = 20
				FROM = {
					original_tag = USA
				}
			} {
				factor = 0.5
				OR = {
					is_special_project_completed = sp:sp_nuclear_bomb
					is_special_project_being_researched = sp:sp_nuclear_bomb
				}
			}
		}
		target_trigger = {
			FROM = {
				is_major = yes
			}
		}
		allowed = {
			original_tag = SOV
		}
		available = {
			NOT = {
				has_country_flag = SOV_nuclear_espionage_ongoing_flag
			}
			FROM = {
				has_tech = atomic_research
			}
		}
		visible = {
			has_completed_focus = SOV_soviet_atomic_bomb_project
			FROM = {
				NOT = {
					has_country_flag = SOV_nuclear_espionage_flag
				} {
					has_war_with = ROOT
				}
			}
		}
		cost = 100
		days_remove = 90
		modifier = {
			political_power_factor = -0.1
		}
		complete_effect = {
			set_country_flag = SOV_nuclear_espionage_ongoing_flag
		}
		remove_effect = {
			hidden_effect = {
				clr_country_flag = SOV_nuclear_espionage_ongoing_flag
				FROM = {
					set_country_flag = SOV_nuclear_espionage_flag
				}
				random_list = {
					50 = {
						modifier = {
							factor = 1.5
							FROM = {
								communism = > 0.15
							}
						} {
							factor = 1.5
							FROM = {
								communism = > 0.25
							}
						} {
							factor = 2
							FROM = {
								communism = > 0.5
							}
						}
						ROOT = {
							country_event = NSB_soviet_atomic_bomb_project.1
						}
					} {
						ROOT = {
							country_event = NSB_soviet_atomic_bomb_project.2
							set_variable = {
								SOV_aggrieved_country_atomic_spies = FROM
							}
						}
						FROM = {
							country_event = NSB_soviet_atomic_bomb_project.3
						}
					}
				}
			}
			custom_effect_tooltip = SOV_infiltrate_atomic_program_tt
		}
	}
}
### Entity: Technology
Component: mtg_landing_craft
Constructs: has_war, enable_equipments, force_use_small_tech_layout, research_cost
Source: game
File: common/technologies/MTG_naval_Support.txt

Code:
technology = {
	amphibious_invasion_defence = 0.15
	naval_invasion_prep_days = -10
	naval_invasion_division_cap = 4
	naval_invasion_plan_cap = 3
	path = {
		leads_to_tech = mtg_tank_landing_craft
		research_cost_coeff = 1
	} {
		leads_to_tech = sp_improved_support_ship
		research_cost_coeff = 1
	}
	enable_equipments = {
		floating_harbor_equipment_1
	}
	force_use_small_tech_layout = yes
	show_equipment_icon = yes
	research_cost = 2
	start_year = 1940
	folder = {
		name = mtgnavalsupportfolder
		position = {
			x = 0
			y = 13
		}
	}
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 0.1
			has_war = no
		} {
			factor = 15
			tag = USA
			date = > 1942.1.1
		} {
			factor = 15
			tag = ENG
			date = > 1941.6.1
		} {
			factor = 15
			tag = JAP
		}
	}
	categories = {
		naval_equipment tp_tech
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Event
Component: SEA_china_warlords.1
Constructs: is_triggered_only, ai_chance, has_completed_focus, has_war_with, set_country_flag, random_hours, is_subject, has_opinion
Source: game
File: events/SEA_Nat_China.txt

Code:
country_event = {
	id = SEA_china_warlords.1
	title = SEA_china_warlords.1.t
	desc = SEA_china_warlords.1.desc
	picture = GFX_report_event_chinese_soldiers_running
	is_triggered_only = yes
	option = {
		name = SEA_china_warlords.1.a
		set_country_flag = CHI_puppet_reject
		FROM = {
			country_event = {
				id = SEA_china_warlords.3
				hours = 2
				random_hours = 5
			}
		}
		ai_chance = {
			base = 1
			modifier = {
				has_completed_focus = CHI_opposition
				add = 2
			} {
				has_completed_focus = CHI_proclaim_rival_government
				add = 4
			} {
				has_completed_focus = CHI_cooperation_with_the_communists
				add = 1
			} {
				has_completed_focus = CHI_join_the_chinese_soviet
				add = 2.5
			}
		}
	} {
		name = SEA_china_warlords.1.b
		ai_chance = {
			base = 2
			modifier = {
				OR = {
					has_war_with = FROM
					is_subject = yes
				}
				factor = 0
			} {
				has_completed_focus = CHI_cooperation_with_the_nationalists
				add = 2
			} {
				has_completed_focus = CHI_join_the_republican_government
				add = 2
			} {
				has_opinion = {
					target = FROM
					value = > 79
				}
				add = 0.5
			} {
				FROM = {
					faction_influence_ratio = > 0.2
				}
				add = 0.5
			} {
				FROM = {
					faction_influence_ratio = > 0.3
				}
				add = 1
			} {
				FROM = {
					faction_influence_ratio = > 0.45
				}
				add = 2
			} {
				FROM = {
					faction_influence_ratio = > 0.6
				}
				add = 6
			} {
				check_variable = {
					FROM.warlord_subjects^num = < 1
				}
				add = 2.5
			} {
				check_variable = {
					FROM.warlord_subjects^num = < 2
				}
				add = 1.5
			} {
				check_variable = {
					FROM.warlord_subjects^num = < 3
				}
				add = 1
			} {
				check_variable = {
					FROM.warlord_subjects^num = < 4
				}
				add = 0.25
			} {
				check_variable = {
					FROM.warlord_subjects^num = > 4
				}
				factor = 0.85
			}
		}
		FROM = {
			set_autonomy = {
				target = PREV
				autonomy_state = autonomy_sea_warlord_subject
				freedom_level = 0.65
				end_wars = no
				end_civil_wars = no
			}
			add_to_array = {
				warlord_subjects = PREV
			}
			country_event = {
				id = SEA_china_warlords.2
				hours = 2
				random_hours = 5
			}
		}
		custom_effect_tooltip = SEA_china_warlords.1.tt
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_the_national_youth_organisation
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_the_national_youth_organisation
	icon = GFX_goal_generic_secret_weapon
	prerequisite = {
		focus = GRE_the_hellenic_spirit
	}
	x = 0
	y = 1
	relative_position_id = GRE_the_hellenic_spirit
	cost = 10
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_ideas = GRE_eon
	}
}
### Entity: Technology
Component: CAN_frogmen_tech
Constructs: research_cost
Source: game
File: common/technologies/r56_country_techs.txt

Code:
technology = {
	research_cost = 1
	allow = {
		always = no
	}
	marine = {
		max_organisation = 0.07
		breakthrough = 0.1
		defense = 0.1
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_REF_49
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_REF_49 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_REF
			value = 49
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = synthetic_refinery
		value = 49
	}
}