Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_rural_reconstruction_movement
Constructs: prerequisite, completion_reward, has_full_control_of_state, cancel_if_invalid, add_building_construction
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_sea_rural_reconstruction_movement
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = CHI_sea_unified_industrial_planning
	}
	x = 0
	y = 1
	relative_position_id = CHI_sea_unified_industrial_planning
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {
		has_full_control_of_state = 607 602 605
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		607 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		602 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		605 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Event
Component: CZE.102
Constructs: is_triggered_only, limit, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus, industrial_bonus
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.102
	title = CZE.102.t
	desc = CZE.102.d
	picture = GFX_CZKE_coal_mining_report
	is_triggered_only = yes
	option = {
		name = CZE.102.a
		random_owned_controlled_state = {
			prioritize = {
				75
			}
			limit = {
				free_building_slots = {
					building = synthetic_refinery
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = synthetic_refinery
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				74
			}
			limit = {
				free_building_slots = {
					building = aluminum_mill
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = aluminum_mill
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 1
			technology = excavation1 excavation2 excavation3
		}
	}
}
### Entity: National Focus
Tree: nzl_focus
Component: NZL_full_employment
Constructs: prerequisite, limit, remove_ideas, completion_reward, cancel_if_invalid, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/new_zealand.txt

Code:
focus = {
	id = NZL_full_employment
	icon = GFX_focus_generic_full_employment
	prerequisite = {
		focus = NZL_rail_standardization NZL_direct_the_coal_industry NZL_new_zealand_steel NZL_domestic_car_industry
	}
	x = 1
	y = 1
	relative_position_id = NZL_rail_standardization
	cost = 10
	ai_will_do = {

	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		remove_ideas = NZL_great_depression
		custom_effect_tooltip = generic_skip_one_line_tt
		random_owned_controlled_state = {
			prioritize = {
				284 723
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
			set_state_flag = NZL_think_big_IC1
		} {
			prioritize = {
				284 723
			}
			limit = {
				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
			}
			set_state_flag = NZL_think_big_AF
		}
	}
}
### Entity: Character
Component: KUW_ncs
Source: game
File: common/characters/KUW.txt

Code:
KUW_ncs = {
	advisor = {
		slot = high_command
		idea_token = KUW_ncs
		ledger = navy
		allowed = {
			original_tag = KUW
		}
		traits = {
			navy_capital_ship_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_arab_2
		}
	}
}
### Entity: National Focus
Component: malaysia_focus
Constructs: shared_focus, has_completed_focus, create_country_leader, add_equipment_to_stockpile, prerequisite, has_war, limit, add_ideas
Source: game
File: common/national_focus/malaysia.txt

Code:
focus_tree = {
	id = malaysia_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = MAL
		}
	}
	default = no
	shared_focus = MAL_UNIFIED_majapahit_unification
	continuous_focus_position = {
		x = 50
		y = 1100
	}
	focus = {
		id = MAL_japanese_puppet
		icon = GFX_focus_jap_pacific_guardian
		ai_will_do = {
			factor = 2
		}
		x = 19
		y = 0
		prerequisite = {

		}
		available = {
			is_subject_of = JAP
		}
		cost = 20
		available_if_capitulated = yes
		completion_reward = {
			if = {
				limit = {
					has_idea = MAL_political_idea
				}
				remove_ideas = MAL_political_idea
			}
			add_ideas = MAL_japanese_puppet_idea
		}
		search_filters = {
			FOCUS_FILTER_INDUSTRY
		}
	} {
		id = MAL_japanese_puppet_1
		icon = GFX_goal_tfv_strengthen_commonwealth_ties
		ai_will_do = {
			factor = 2
		}
		x = 19
		y = 1
		prerequisite = {
			focus = MAL_japanese_puppet
		}
		available = {
			is_subject_of = JAP
		}
		cost = 20
		available_if_capitulated = yes
		completion_reward = {
			swap_ideas = {
				remove_idea = MAL_japanese_puppet_idea
				add_idea = MAL_japanese_puppet_idea_2
			}
			JAP = {
				country_event = {
					id = malaysia.18
				}
			}
		}
		search_filters = {
			FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
		}
	} {
		id = MAL_state_of_malaya
		icon = GFX_goal_MAL_malaya
		ai_will_do = {
			factor = 2
		}
		x = 14
		y = 0
		cost = 5
		available_if_capitulated = yes
		completion_reward = {
			country_event = malaysia.1
		}
	} {
		id = MAL_centralisation
		icon = GFX_goal_generic_construct_civ_factory
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 10
				is_historical_focus_on = yes
			}
		}
		x = 12
		y = 1
		mutually_exclusive = {
			focus = MAL_decentralisation
		}
		prerequisite = {
			focus = MAL_state_of_malaya
		}
		available = {

		}
		cost = 10
		available_if_capitulated = yes
		completion_reward = {
			swap_ideas = {
				remove_idea = MAL_government_idea
				add_idea = MAL_government_idea_1
			}
		}
		search_filters = {
			FOCUS_FILTER_STABILITY FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_POLITICAL
		}
	} {
		id = MAL_seek_investors
		icon = GFX_goal_generic_trade
		ai_will_do = {
			factor = 2
		}
		x = 14
		y = 2
		prerequisite = {
			focus = MAL_centralisation MAL_decentralisation
		}
		available = {
			is_subject = yes
		}
		cost = 10
		available_if_capitulated = yes
		completion_reward = {
			unlock_decision_category_to
# ... (truncated)
### Entity: Decision
Component: POL_sanation_decisions
Constructs: has_completed_focus, political_power_gain, fire_only_once, has_idea, is_good, cancel_trigger, cancel_effect, has_active_mission
Source: game
File: common/decisions/POL.txt

Code:
POL_sanation_decisions = {
	POL_sanation_left_irritation = {
		allowed = {
			tag = POL
		}
		icon = {
			key = GFX_decision_POL_sanation_left_opposition_4
			trigger = {
				has_idea = POL_sanation_left_opposition_4
			}
		} {
			key = GFX_decision_POL_sanation_left_opposition_3
			trigger = {
				has_idea = POL_sanation_left_opposition_3
			}
		} {
			key = GFX_decision_POL_sanation_left_opposition_2
			trigger = {
				has_idea = POL_sanation_left_opposition_2
			}
		} {
			key = GFX_decision_POL_sanation_left_opposition_1
			trigger = {
				has_idea = POL_sanation_left_opposition_1
			}
		}
		available = {
			hidden_trigger = {
				always = no
			}
		}
		days_mission_timeout = 175
		is_good = no
		fire_only_once = yes
		cancel_trigger = {
			NOT = {
				has_idea = POL_sanation_left_opposition_1 POL_sanation_left_opposition_2 POL_sanation_left_opposition_3 POL_sanation_left_opposition_4
			}
		}
		activation = {
			always = no
		}
		visible = {
			OR = {
				has_idea = POL_sanation_left_opposition_1 POL_sanation_left_opposition_2 POL_sanation_left_opposition_3 POL_sanation_left_opposition_4
			}
		}
		cancel_effect = {

		}
		timeout_effect = {
			POL_sanation_left_opposition_up = yes
			activate_mission = POL_sanation_left_irritation
		}
		ai_will_do = {
			factor = 200
		}
	}
	POL_sanation_right_irritation = {
		allowed = {
			tag = POL
		}
		icon = {
			key = GFX_decision_POL_sanation_right_opposition_4
			trigger = {
				has_idea = POL_sanation_right_opposition_4
			}
		} {
			key = GFX_decision_POL_sanation_right_opposition_3
			trigger = {
				has_idea = POL_sanation_right_opposition_3
			}
		} {
			key = GFX_decision_POL_sanation_right_opposition_2
			trigger = {
				has_idea = POL_sanation_right_opposition_2
			}
		} {
			key = GFX_decision_POL_sanation_right_opposition_1
			trigger = {
				has_idea = POL_sanation_right_opposition_1
			}
		}
		available = {
			hidden_trigger = {
				always = no
			}
		}
		days_mission_timeout = 175
		is_good = no
		fire_only_once = yes
		cancel_trigger = {
			NOT = {
				has_idea = POL_sanation_right_opposition_1 POL_sanation_right_opposition_2 POL_sanation_right_opposition_3 POL_sanation_right_opposition_4
			}
		}
		activation = {
			always = no
		}
		visible = {
			OR = {
				has_idea = POL_sanation_right_opposition_1 POL_sanation_right_opposition_2 POL_sanation_right_opposition_3 POL_sanation_right_opposition_4
# ... (truncated)
### Entity: Decision
Component: HUN_the_empire_category
Constructs: has_completed_focus, limit, has_government, has_country_flag, fire_only_once, add_political_power, is_owned_by, is_subject_of
Source: game
File: common/decisions/HUN.txt

Code:
HUN_the_empire_category = {
	HUN_seize_control_of_burgenland_dec = {
		priority = 40
		icon = GFX_decision_generic_nationalism
		ai_will_do = {
			base = 100
		}
		highlight_states = {
			highlight_state_targets = {
				state = 975
			}
		}
		allowed = {
			original_tag = HUN
		}
		visible = {
			original_tag = HUN
			has_completed_focus = wuw_HUN_demand_austrian_restoration
			NOT = {
				has_country_flag = HUN_reannexed_burgenland_flag
			}
			975 = {
				NOT = {
					is_owned_by = ROOT
				}
			}
		}
		available = {
			has_completed_focus = wuw_HUN_demand_austrian_restoration
			OR = {
				controls_state = 975
				any_country = {
					is_subject_of = ROOT
					controls_state = 975
				}
			}
		}
		days_remove = 35
		cost = 50
		complete_effect = {

		}
		modifier = {
			political_power_factor = -0.2
		}
		remove_effect = {
			975 = {
				transfer_state_to = ROOT
			}
			IF = {
				limit = {
					975 = {
						is_claimed_by = ROOT
					}
				}
				975 = {
					remove_claim_by = ROOT
				}
			} {
				limit = {
					975 = {
						NOT = {
							is_core_of = ROOT
						}
					}
				}
				975 = {
					add_core_of = ROOT
				}
			}
			hidden_effect = {
				set_country_flag = HUN_reannexed_burgenland_flag
			}
		}
	}
	HUN_place_a_habsburg_on_the_austrian_throne = {
		priority = 40
		icon = GFX_decision_eng_trade_unions_support
		ai_will_do = {
			base = 100
		}
		allowed = {
			original_tag = HUN
		}
		visible = {
			original_tag = HUN
			has_completed_focus = wuw_HUN_demand_austrian_restoration
			NOT = {
				has_country_flag = HUN_created_austrian_monarchy
			}
		}
		available = {
			has_completed_focus = wuw_HUN_demand_austrian_restoration
			is_subject = no
			OR = {
				AUS = {
					is_subject_of = ROOT
				}
				AND = {
					AUS = {
						exists = no
					}
					4 = {
						is_owned_by = ROOT
					}
					152 = {
						is_owned_by = ROOT
					}
					153 = {
						is_owned_by = ROOT
					}
					848 = {
						is_owned_by = ROOT
					}
					976 = {
						is_owned_by = ROOT
					}
				}
			}
		}
		cost = 10
		complete_effect = {
			every_state = {
				limit = {
					is_controlled_by = ROOT
					NOT = {
						is_core_of = ROOT
					}
					is_core_of = AUS
				}
				transfer_state_to = AUS
			}
			ROOT = {
				HUN_joseph_august_von_habsburg = {
					set_nationality = AUS
				}
			}
			puppet = AUS
			AUS = {
				add_political_power = 75
				drop_cosmetic_tag = ye
# ... (truncated)
### Entity: Scripted Trigger
Component: EAI_CA_tech_focus
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_CA_tech_focus = {
	num_of_naval_factories = > 5
	check_variable = {
		EAI_FOCUS/NAVY/heavy_cruiser = global.EAI_ON
	}
}
### Entity: Idea
Component: EAI_INSANE/motorized_rocket_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_INSANE/motorized_rocket_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		motorized_rocket_equipment = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: Country History
Country: YEM
Component: YEM_politics
Constructs: set_stability, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/YEM - Yeman.txt

Code:
# Politics & Parties for YEM
set_war_support = 0.1
set_stability = 0.8
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	neutrality = 100
}
### Entity: Modifier Reference
Component: non_core_controller
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
non_core_controller = {
	local_factories = -0.75
	local_resources = -0.65
}
### Entity: Scripted Effect
Component: MPL_border_war_states
Constructs: change_state_after_war, terrain_factor
Source: game
File: common/scripted_effects/MPL_scripted_effects.txt

Code:
MPL_border_war_states = {
	start_border_war = {
		change_state_after_war = no
		attacker = {
			state = event_target:MPL_borderwar_attacker
			num_provinces = 4
			modifier = 0.1
			dig_in_factor = 0
			terrain_factor = 0
			on_win = mandate_palestine.110
			on_lose = mandate_palestine.111
		}
		defender = {
			state = event_target:MPL_borderwar_defender
			num_provinces = 4
			on_win = mandate_palestine.113
			on_lose = mandate_palestine.112
		}
	}
}
### Entity: Idea
Component: AFG_subvert_soviet_influence
Constructs: has_government, communism_drift
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_subvert_soviet_influence = {
	picture = NOR_anti_communist_sentiment
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			has_government = neutrality
		}
	}
	modifier = {
		communism_drift = -0.05
		drift_defence_factor = 0.15
	}
}
### Entity: Decision
Component: MEN_mongol_banner_category
Constructs: has_country_flag
Source: game
File: common/decisions/categories/MEN_decision_categories.txt

Code:
MEN_mongol_banner_category = {
	icon = GFX_decision_category_NOR_fascist_deploy_prep
	priority = 10
	picture = GFX_decision_cat_picture_generic_border_conflicts
	visible_when_empty = no
	allowed = {
		original_tag = MEN
	}
	visible = {
		has_country_flag = MEN_banner_system_is_active
	}
}
### Entity: Event
Component: mtg_netherlands.35
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, has_government, has_war_with, add_political_power, is_in_faction_with
Source: game
File: events/MTG_Netherlands.txt

Code:
country_event = {
	id = mtg_netherlands.35
	title = mtg_netherlands.35.t
	desc = mtg_netherlands.35.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = mtg_netherlands.35.a
		ai_chance = {
			factor = 50
			modifier = {
				factor = 0
				is_in_faction_with = SOV
			} {
				factor = 0
				original_tag = GER
				has_government = fascism
				OR = {
					NOT = {
						HOL = {
							has_completed_focus = HOL_cave_to_the_germans
						}
					}
					HOL = {
						has_completed_focus = HOL_the_netherlands_first
					}
				}
			} {
				factor = 0
				original_tag = GER
				has_government = neutrality
				NOT = {
					HOL = {
						has_completed_focus = HOL_oranje_boven
					}
				}
			} {
				factor = 0
				original_tag = ENG
				NOT = {
					has_government = neutrality
				}
				HOL = {
					has_completed_focus = HOL_cave_to_the_germans
				}
			} {
				factor = 0
				original_tag = ENG
				has_government = neutrality
				NOT = {
					AND = {
						GER = {
							has_government = fascism
						}
						HOL = {
							is_in_faction_with = GER
						}
					}
				}
			} {
				factor = 0
				original_tag = FRA
				has_government = democratic
				HOL = {
					has_completed_focus = HOL_cave_to_the_germans
				}
			} {
				factor = 0
				original_tag = FRA
				HOL = {
					has_completed_focus = HOL_the_netherlands_first
				}
			} {
				factor = 0.1
				has_opinion = {
					target = ENG
					value = < -49
				}
			} {
				factor = 0
				has_opinion = {
					target = ENG
					value = < -99
				}
			}
		}
		add_political_power = -25
		FROM = {
			country_event = {
				id = mtg_netherlands.36
				hours = 6
			}
		}
		custom_effect_tooltip = mtg_netherlands.35_tt
		if = {
			limit = {
				has_war_with = GER
			}
			add_timed_idea = {
				idea = HOL_shared_intelligence_hol_ger
				days = 180
			}
		} {
			limit = {
				has_war_with = FRA
			}
			add_timed_idea = {
				idea = HOL_shared_intelligence_hol_fra
				days = 180
			}
		} {
			limit = {
				has_war_with = ENG
			}
			add_timed_idea = {
				idea = HOL_shared_intelligence_hol_eng
				days = 180
			}
		} {
			limit = {
				NOT = {
					has_war_with = GER
				} {
					has_war_with = FRA
				} {
					has_war_with = ENG
				}
			}
			custom_effect_tooltip = mtg_netherlands.35_tt_2
			set_country_flag = secret_staff_talks_dutch_intelligence
		}
	} {
		name = mtg_netherlands.35.b
		ai
# ... (truncated)
### Entity: Idea
Component: EAI_DD_17/medium_tank_amphibious_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_17/medium_tank_amphibious_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_amphibious_chassis = {
			build_cost_ic = -0.425
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_naval_equipment
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_naval_equipment
	prerequisite = {
		focus = NOR_capital_ships NOR_carriers
	}
	icon = GFX_goal_generic_occupy_start_war
	x = 1
	y = 4
	relative_position_id = NOR_navy
	cost = 10
	ai_will_do = {
		base = 20
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = NOR_asw_equipment_bonus
			bonus = 1
			uses = 1
			technology = basic_depth_charges improved_depth_charges advanced_depth_charges modern_depth_charges sonar improved_sonar
		} {
			name = NOR_torpedo_equipment_bonus
			bonus = 1
			uses = 1
			category = torpedo_equipment
			technology = improved_ship_torpedo_launcher advanced_ship_torpedo_launcher modern_ship_torpedo_launcher
		} {
			name = NOR_naval_gunnery_equipment_bonus
			bonus = 1
			uses = 2
			technology = basic_battery basic_light_battery improved_light_battery advanced_light_battery basic_light_shell improved_light_shell basic_medium_battery improved_medium_battery advanced_medium_battery basic_medium_shell improved_medium_shell basic_heavy_battery improved_heavy_battery advanced_heavy_battery basic_heavy_shell improved_heavy_shell basic_dp_light_battery
		}
		navy_experience = 10
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_NAVY_XP
	}
}
### Entity: Idea
Component: JAP_prioritize_army_aircraft_construction
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/japan.txt

Code:
JAP_prioritize_army_aircraft_construction = {
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_air_research
	equipment_bonus = {
		small_plane_cas_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
		medium_plane_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Idea
Component: CAN_send_in_the_zombies
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/canada.txt

Code:
CAN_send_in_the_zombies = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = can_send_in_the_zombies
	modifier = {
		conscription_factor = 0.15
		conscription = 0.01
	}
}
### Entity: Idea
Component: BALTIC_ford
Constructs: has_completed_focus, has_dlc, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/baltic_shared.txt

Code:
BALTIC_ford = {
	picture = ford_motor_company
	cost = 75
	allowed = {
		OR = {
			original_TAG = LAT LIT EST
		}
		has_dlc = No Step Back
	}
	available = {
		has_completed_focus = BALTIC_ford_motors
	}
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
	equipment_bonus = {
		motorized_equipment = {
			build_cost_ic = -0.15
			instant = yes
		}
		mechanized_equipment = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
	modifier = {
		consumer_goods_factor = 0.05
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered, force_equipment_variants
Source: game
File: history/units/r56_MAN_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 2
	}
	location = 973
	division_template = Ch'i Ping Lu
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = JAP
		}
	}
	start_equipment_factor = 0.8
}
### Entity: State History
Component: 518
Constructs: add_core_of
Source: game
File: history/states/518-Tasmania.txt

Code:
state = {
	id = 518
	name = STATE_518
	manpower = 230000
	resources = {
		tungsten = 14
	}
	state_category = large_island
	history = {
		owner = AST
		add_core_of = AST
		victory_points = {
			5187 1
		}
		buildings = {
			infrastructure = 3
			5187 = {
				naval_base = 2
				dam = 1
			}
		}
	}
	provinces = {
		2183 2189 5181 5187 10665 12645
	}
	local_supplies = 0.0
}
### Entity: AI Strategy
Component: RNG_NCNS_historical_plan
Constructs: has_completed_focus, has_dlc, is_subject_of, is_subject
Source: game
File: common/ai_strategy_plans/RNG_historical_strategy_plan.txt

Code:
RNG_NCNS_historical_plan = {
	name = Reorganized historical plan
	desc = Historical behavior for Reorganized China
	allowed = {
		original_tag = RNG
		has_dlc = No Compromise, No Surrender
	}
	enable = {
		always = yes
	}
	abort = {
		NOT = {
			is_subject_of = JAP
		}
		JAP = {
			OR = {
				has_completed_focus = JAP_strengthen_civilian_government JAP_the_unthinkable_option JAP_okadas_military_purge_speech
				is_subject = yes
			}
		}
	}
	ai_national_focuses = {
		CHI_tsr_the_reorganied_government CHI_tsr_industrial_expansion_cooperation CHI_tsr_military_industrial_collaboration CHI_tsr_expand_the_nanjing_army CHI_tsr_promote_tridemism CHI_sea_military_affairs_commission CHI_sea_army_reform CHI_sea_unified_industrial_planning CHI_sea_expand_the_academica_sinica CHI_sea_financial_policy CHI_tsr_anti_communism CHI_tsr_peace CHI_tsr_national_construction CHI_tsr_pan_asianism CHI_tsr_establish_the_tewu CHI_sea_bureau_of_investigation_and_statistics CHI_sea_whampoa_military_academy CHI_sea_price_controls CHI_sea_grain_tax CHI_sea_invite_foreign_investors CHI_tsr_embrace_japanese_cultural_institutions CHI_tsr_deepen_our_collaboration
	}
	focus_factors = {
		CHI_legislative_yuan = 0
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: INS_reforming_the_army
Constructs: removal_cost
Source: game
File: common/ideas/r56_indonesia.txt

Code:
INS_reforming_the_army = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = chi_army_corruption3
	modifier = {
		army_speed_factor = -0.05
		army_org_factor = -0.1
		experience_gain_army_factor = -0.25
		army_org_regain = -0.15
	}
}