Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: news.118
Constructs: has_war_with, is_controlled_by, is_owned_by, has_global_flag, set_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.118
	title = news.118.t
	desc = news.118.d
	picture = GFX_news_event_soldiers_marching
	major = yes
	trigger = {
		629 = {
			is_controlled_by = JAP
		} {
			is_owned_by = USA
		}
		JAP = {
			has_war_with = USA
		}
		NOT = {
			has_global_flag = fall_of_pearl_harbor
		}
	}
	immediate = {
		set_global_flag = fall_of_pearl_harbor
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = news.145.a
		trigger = {
			NOT = {
				TAG = JAP USA
			}
		}
	} {
		name = news.117.b
		trigger = {
			TAG = JAP
		}
	} {
		name = news.100.c
		trigger = {
			TAG = USA
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_royal_exiles
Constructs: prerequisite, limit, completion_reward, every_unit_leader, random_select_amount, gain_xp, has_dlc, every_country_division
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_royal_exiles
	icon = GFX_focus_generic_monarchy_2
	prerequisite = {
		focus = PHI_revolutionary_regrets
	}
	relative_position_id = PHI_revolutionary_regrets
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		base = 3
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		every_unit_leader = {
			random_select_amount = 2
			gain_xp = 500
		}
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			every_country_division = {
				add_divisional_commander_xp = 80
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		show_unit_leaders_tooltip = PHI_infante_juan_iii
		swap_ideas = {
			add_idea = PHI_reignited_independence_struggle_2
			remove_idea = PHI_reignited_independence_struggle
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_STABILITY
	}
}
### Entity: Shared Focus
Tree: mal_focus
Component: MAL_UNIFIED_united_armed_forces
Constructs: shared_focus, prerequisite, completion_reward, has_idea, allow_branch, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_majapahit_shared.txt

Code:
shared_focus = {
	id = MAL_UNIFIED_united_armed_forces
	icon = GFX_goal_generic_multinational_army
	text = GCO_UNIFIED_united_armed_forces
	cost = 10
	prerequisite = {
		focus = MAL_UNIFIED_defend_the_new_union
	}
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_idea = generic_recent_army_unification
		}
	}
	relative_position_id = MAL_UNIFIED_defend_the_new_union
	x = 0
	y = 1
	ai_will_do = {
		factor = 10
	}
	allow_branch = {

	}
	completion_reward = {
		swap_ideas = {
			remove_idea = idea_r56_defense_of_the_union
			add_idea = idea_r56_united_armed_forces
		}
	}
}
### Entity: Country History
Country: GUA
Component: GUA_politics
Constructs: set_war_support, set_politics, set_popularities
Source: game
File: history/countries/GUA - Guatemla.txt

Code:
# Politics & Parties for GUA
set_war_support = 0.1
set_politics = {
	ruling_party = neutrality
	last_election = 1931.2.8
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 30
	neutrality = 70
}
### Entity: Game Data
Component: argentina_falklands
Constructs: owns_state, has_country_flag, has_any_custom_difficulty_setting
Source: game
File: common/achievements/rt56-achievements.txt

Code:
argentina_falklands = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = ARG
	}
	happened = {
		owns_state = 299 720
		custom_trigger_tooltip = {
			tooltip = argentina_falklands_tt
			has_country_flag = achivement_falklands_renamed
		}
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_implement_a_new_constitution
Constructs: prerequisite, add_ideas, remove_ideas, completion_reward
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_implement_a_new_constitution
	icon = GFX_goal_generic_major_diplo
	cost = 10
	prerequisite = {
		focus = CUB_government_reshuffle
	}
	relative_position_id = CUB_government_reshuffle
	x = -1
	y = 1
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		remove_ideas = CUB_democratic_opposition_2
		add_ideas = CUB_rewritten_constitution
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: Idea
Component: KMT_chongqing_steel
Constructs: has_completed_focus, is_literally_china, has_focus_tree, removal_cost, research_bonus
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_chongqing_steel = {
	picture = generic_industrial_concern_1
	allowed = {
		AND = {
			is_literally_china = yes
			NOT = {
				original_tag = PRC
			}
		}
	}
	available = {
		has_completed_focus = KMT_the_big_rear_plan
	}
	visible = {
		has_focus_tree = china_nationalist_focus
	}
	cost = 150
	removal_cost = 10
	research_bonus = {
		industry = 0.15
	}
	traits = {
		industrial_concern
	}
}
### Entity: Country History
Country: TOS
Component: TOS_characters
Constructs: recruit_character
Source: game
File: history/countries/TOS - Tuscany.txt

Code:
# Leaders & Characters for TOS
recruit_character = TOS_joseph_ferdinand_von_habsburg
### Entity: Event
Component: BBA_italy_interaction_events.666
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, random_hours, is_subject_of, create_wargoal, take_state
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_interaction_events.666
	title = BBA_italy_interaction_events.666.t
	desc = BBA_italy_interaction_events.666.desc
	picture = GFX_report_event_fascist_speech
	is_triggered_only = yes
	option = {
		name = BBA_italy_interaction_events.666.a
		ai_chance = {
			base = 10
		}
		effect_tooltip = {
			FROM = {
				transfer_state = 454
				add_opinion_modifier = {
					target = ROOT
					modifier = ITA_complied_to_church_demands
				}
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = BBA_italy_interaction_events.667
					hours = 6
					random_hours = 2
				}
			}
		}
	} {
		name = BBA_italy_interaction_events.666.b
		trigger = {
			NOT = {
				is_subject_of = FROM
			}
		}
		ai_chance = {
			base = 0
		}
		effect_tooltip = {
			FROM = {
				create_wargoal = {
					type = take_state
					target = ROOT
					generator = {
						454
					}
				}
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = BBA_italy_interaction_events.668
					hours = 6
					random_hours = 2
				}
			}
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_steel_industry_improvements
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_full_control_of_state, complete_tooltip, add_timed_idea, add_resource
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_steel_industry_improvements
	icon = GFX_goal_generic_commie_investments
	prerequisite = {
		focus = SOV_third_five_year_plan_old
	}
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 8
	}
	available = {
		has_full_control_of_state = 582 652 249
	}
	bypass = {

	}
	complete_tooltip = {
		if = {
			limit = {
				has_completed_focus = SOV_Invest_in_Engineering_old
			}
			add_timed_idea = {
				idea = SOV_engineering_push
				days = 30
			}
		}
		add_resource = {
			type = steel
			amount = 10
			state = 582
		} {
			type = steel
			amount = 10
			state = 652
		} {
			type = steel
			amount = 10
			state = 249
		}
		modify_timed_idea = {
			idea = SOV_revolutionized_industry_1
			days = 50
		} {
			idea = SOV_revolutionized_industry_2
			days = 50
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_completed_focus = SOV_Invest_in_Engineering_old
			}
			add_timed_idea = {
				idea = SOV_engineering_push
				days = 30
			}
		} {
			limit = {
				NOT = {
					has_tech = assembly_line_production
				}
			}
			add_tech_bonus = {
				name = industrial_bonus
				bonus = 1
				ahead_reduction = 1
				uses = 1
				technology = assembly_line_production
			}
		} {
			limit = {
				has_tech = assembly_line_production
			}
			add_tech_bonus = {
				name = construction_bonus
				bonus = 0.5
				uses = 1
				category = construction_tech
			}
		}
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 1
			category = steel_tech
		}
		add_resource = {
			type = steel
			amount = 12
			state = 582
		} {
			type = steel
			amount = 12
			state = 652
		} {
			type = steel
			amount = 12
			state = 249
		}
		modify_timed_idea = {
			idea = SOV_revolutionized_industry_1
			days = 50
		} {
			idea = SOV_revolutionized_industry_2
			days = 50
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STEEL
	}
}
### Entity: Idea
Component: MOR_ai2
Source: game
File: common/ideas/morocco.txt

Code:
MOR_ai2 = {
	ledger = army
	picture = generic_army_arab_3
	allowed = {
		original_tag = MOR
	}
	traits = {
		army_infantry_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Decision
Component: SOV_anti_bolshevik_revolt
Constructs: fire_only_once, has_full_control_of_state, is_good, complete_effect, annex_country
Source: game
File: common/decisions/r56_SOV_decisions.txt

Code:
SOV_anti_bolshevik_revolt = {
	SOV_put_down_the_ukrainian_revolt = {
		icon = oppression
		available = {
			has_full_control_of_state = 202
		}
		allowed = {
			original_tag = SOV
		}
		fire_only_once = yes
		days_mission_timeout = 300
		is_good = no
		activation = {
			always = no
		}
		visible = {
			original_tag = SOV
		}
		timeout_effect = {
			country_event = ukraine.2
		}
		complete_effect = {
			annex_country = {
				target = UKR
			}
		}
	}
}
### Entity: Decision
Component: POL_Promethean_Program_category
Constructs: has_completed_focus, limit, has_government, add_political_power, is_subject, has_capitulated, is_owned_by, is_controlled_by
Source: game
File: common/decisions/r56_POL_decisions.txt

Code:
POL_Promethean_Program_category = {
	POL_Authorize_Sabotage_Mission = {
		icon = generic_operation
		allowed = {
			original_tag = POL
		}
		available = {
			SOV = {
				any_owned_state = {
					industrial_complex = > 0
				}
			}
		}
		cost = 60
		days_remove = 90
		days_re_enable = 0
		visible = {
			has_completed_focus = POL_Fund_The_Promethean_Program
			has_government = neutrality
			is_subject = no
			has_capitulated = no
			10 = {
				is_owned_by = POL
			} {
				is_controlled_by = POL
			}
			NOT = {
				is_in_faction_with = SOV
			} {
				is_subject_of = SOV
			} {
				has_non_aggression_pact_with = SOV
			}
			SOV = {
				is_subject = no
			}
		}
		complete_effect = {
			if = {
				limit = {
					has_idea_with_trait = promethean_program
				}
				add_political_power = 18
			}
			SOV = {
				random_owned_state = {
					limit = {
						industrial_complex = > 0
					}
					damage_building = {
						type = industrial_complex
						damage = 0.6
					} {
						type = infrastructure
						damage = 0.3
					}
				} {
					limit = {
						arms_factory = > 0
					}
					damage_building = {
						type = arms_factory
						damage = 0.6
					} {
						type = infrastructure
						damage = 0.3
					}
				}
			}
		}
		ai_will_do = {
			factor = 125
		}
	}
}
### Entity: Idea
Component: SOV_promote_the_asno_detachment
Constructs: removal_cost
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_promote_the_asno_detachment = {
	name = SOV_promote_the_asno_detachment
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_pp_unity_bonus
	modifier = {
		special_forces_attack_factor = 0.15
		special_forces_training_time_factor = -0.1
		special_forces_cap = 0.1
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_white_russian_advisers
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_white_russian_advisers
	icon = GFX_focus_SOV_approach_semyonov
	prerequisite = {
		focus = MAN_tsr_five_equal_peoples
	}
	x = 3
	y = 1
	relative_position_id = MAN_tsr_five_equal_peoples
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = MAN_white_russian_advisers
	}
}
### Entity: Decision
Component: BUL_internal_factions
Constructs: has_country_flag, has_dlc
Source: game
File: common/decisions/categories/BUL_decision_categories.txt

Code:
BUL_internal_factions = {
	priority = 10
	icon = power_struggle
	picture = GFX_decision_cat_picture_faction_management_bulgaria
	scripted_gui = bul_internal_factions_decision_ui
	visible = {
		has_country_flag = BUL_factions_unlocked_flag
	}
	allowed = {
		original_tag = BUL
		has_dlc = Battle for the Bosporus
	}
}
### Entity: Order of Battle
Component: air_wing_168
Source: game
File: history/units/SPR_1936_air_legacy.txt

Code:
air_wings = {
	168 = {
		nav_bomber_equipment_1 = {
			owner = SPR
			amount = 27
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_joint_military_exercises
Constructs: prerequisite, limit, completion_reward, every_other_country, is_in_faction_with, add_timed_idea
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_joint_military_exercises
	icon = GFX_goal_generic_democratic_army
	x = -1
	y = 1
	prerequisite = {
		focus = PAL_the_jerusalem_pact
	}
	cost = 5
	relative_position_id = PAL_the_jerusalem_pact
	completion_reward = {
		every_other_country = {
			limit = {
				is_in_faction_with = ROOT
				OR = {
					original_tag = JOR SYR LEB EGY SAU YEM OMA IRQ PER TUR
				}
			}
			add_timed_idea = {
				idea = PAL_joint_military_exercises
				days = 200
			}
		}
		add_timed_idea = {
			idea = PAL_joint_military_exercises
			days = 200
		}
	}
}
### Entity: National Focus
Tree: nic_focus
Component: NIC_expanded_national_guard_powers
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/Nicaragua.txt

Code:
focus = {
	id = NIC_expanded_national_guard_powers
	icon = GFX_goal_generic_army_mobilization
	prerequisite = {
		focus = NIC_reinstate_national_guard_control
	}
	x = -1
	y = 2
	relative_position_id = NIC_president_Somoza_Garcia
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = NIC_volunteer_corps
	}
}
### Entity: Idea
Component: common/ideas/persia.txt
Constructs: has_completed_focus, research_speed_factor, army_defence_factor, stability_factor, political_power_gain, war_support_factor, has_government, industrial_capacity_factory
Source: game
File: common/ideas/persia.txt

Code:
ideas = {

###################################	
#### STARTING NATIONAL SPIRITS ####
###################################

	country = {
		PER_anglo_iranian_oil_ns = {
			allowed = {
				original_tag = PER
			}

			allowed_civil_war = {
				always = yes
			}

			picture = PER_anglo_iranian_oil_ns
			
			removal_cost = -1
			
			modifier = {
				local_resources_factor = -0.15
				industrial_capacity_factory = -0.1
				min_export = 0.2			
			}
		}

		PER_rural_feudalism_ns = {
			allowed = {
				original_tag = PER
			}

			allowed_civil_war = {
				always = yes
			}

			picture = POL_looming_peasants_strike
			
			removal_cost = -1
			
			modifier = {
				production_speed_buildings_factor = -0.02
				political_power_factor = 0.05
				research_speed_factor = -0.05
				conscription_factor = -0.05			
			}
		}

		PER_modernizing_iran_idea = {
			allowed = {
				original_tag = PER
			}

			allowed_civil_war = {
				always = yes
			}

			picture = ARG_economic_reactivation
			
			removal_cost = -1
			
			modifier = {
				production_speed_infrastructure_factor = 0.1
				production_speed_buildings_factor = 0.1
				industrial_capacity_factory = 0.05
				production_factory_max_efficiency_factor = 0.05		
			}
		}

		PER_a_modern_iran_idea = {
			allowed = {
				original_tag = PER
			}

			allowed_civil_war = {
				always = yes
			}

			picture = ARG_economic_reactivation
			
			removal_cost = -1
			
			modifier = {
				production_speed_infrastructure_factor = 0.15
				production_speed_buildings_factor = 0.15
				industrial_capacity_factory = 0.15
				production_factory_max_efficiency_factor = 0.1		
			}
		}

		SSB_saadabad_trade_agreement = {
			allowed = {
				has_dynamic_modifier = { modifier = SSB_saadabad_pact }
			}
			allowed_civil_war = {
				always = yes
			}
			removal_cost = -1
			picture = can_wartime_prices_and_trade_board

			targeted_modifier = {
				tag = PER
				trade_cost_for_target_factor = -0.3
			}
			targeted_modifier = {
				tag = IRQ
				trade_cost_for_target_factor = -0.3
			}
			targeted_modifier = {
				tag = AFG
				trade_cost_for_target_factor = -0.3
			}
			targeted_modifier = {
				tag = TUR
				trade_cost_for_target_factor = -0.3
			}

		}

		PER_adult_literacy_idea = {
			allowed = {
				original_tag = PER
			}

			allowed_civil_war = {
				always = yes
			}

			picture = PER_adult_literacy_idea
			
			removal_cost = -1
			
			modifier = {
		
# ... (truncated)
### Entity: National Focus
Tree: cze_focus
Component: CZE_a_strong_poland
Constructs: prerequisite, completion_reward, is_ally_with, has_guaranteed, is_guaranteed_by, has_non_aggression_pact_with, declare_war_on, annex_everything
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_a_strong_poland
	icon = GFX_focus_generic_polish_deal
	prerequisite = {
		focus = CZE_poland_alliance_monarchist
	}
	cost = 5
	relative_position_id = CZE_poland_alliance_monarchist
	y = 1
	will_lead_to_war_with = LIT
	available = {
		OR = {
			is_ally_with = POL
			AND = {
				has_guaranteed = POL
				is_guaranteed_by = POL
			}
		}
		LIT = {
			exists = yes
			NOT = {
				has_non_aggression_pact_with = POL ROOT
				is_ally_with = POL ROOT
			}
		}
	}
	completion_reward = {
		POL = {
			country_event = MUN_czech.1054
		}
		effect_tooltip = {
			custom_effect_tooltip = if_they_accept_tt
			POL = {
				declare_war_on = {
					target = LIT
					type = annex_everything
				}
				activate_decision = form_commonwealth
			}
			add_to_war = {
				targeted_alliance = POL
				enemy = LIT
			}
		}
	}
}
### Entity: Event
Component: AAT_Sweden.29
Constructs: is_triggered_only
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden.29
	title = AAT_Sweden.29.t
	desc = AAT_Sweden.29.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	timeout_days = 6
	option = {
		name = AAT_Sweden.29.a
	}
}
### Entity: Joint Focus
Component: NORDIC_naval_construction
Constructs: every_owned_state, prerequisite, limit, joint_focus, is_controlled_by, is_coastal, random_select_amount, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/nordic_shared.txt

Code:
joint_focus = {
	id = NORDIC_naval_construction
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = NORDIC_fill_the_infrastructure_gaps NORDIC_develop_resources
	}
	mutually_exclusive = {
		focus = NORDIC_railway_expansion NORDIC_nuclear_production
	}
	x = 1
	y = 1
	relative_position_id = NORDIC_fill_the_infrastructure_gaps
	cost = 10
	text_icon = NORDIC_focus_style
	available = {
		NORDIC_basic_available_trigger = yes
		num_of_naval_factories = > 15
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	joint_trigger = {
		NORDIC_basic_joint_trigger = yes
	}
	completion_reward_joint_originator = {
		every_owned_state = {
			limit = {
				is_controlled_by = ROOT
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			random_select_amount = 3
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
	}
	completion_reward_joint_member = {
		every_owned_state = {
			limit = {
				is_controlled_by = ROOT
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = yes
				}
			}
			random_select_amount = 2
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_0
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_0 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 0
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = -100
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_a_priestly_prime_minister
Constructs: prerequisite, completion_reward, add_political_power
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_a_priestly_prime_minister
	icon = GFX_focus_mex_restore_the_army_of_christ
	prerequisite = {
		focus = LIT_lithuanian_preservationism
	} {
		focus = LIT_exile_voldemares
	}
	x = 3
	y = 1
	relative_position_id = LIT_lithuanian_preservationism
	mutually_exclusive = {
		focus = LIT_a_martial_prime_minister LIT_a_king_for_our_people
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = LIT_vladas_mironas
		add_political_power = 100
	}
}
### Entity: Event
Component: election.15
Constructs: is_triggered_only, ai_chance, has_war, has_government, add_stability, add_political_power, add_popularity
Source: game
File: events/ElectionEvents.txt

Code:
country_event = {
	id = election.15
	title = election.15.t
	desc = election.15.d
	picture = GFX_report_event_gathering_protest
	is_triggered_only = yes
	trigger = {
		NOT = {
			AND = {
				tag = USA
				date = < 1949.1.1
			}
		}
		AST_taog = no
		OR = {
			NOT = {
				original_tag = SPR
			} {
				date = < 1937.1.1
			}
		}
		has_government = democratic
		has_war = yes
		any_war_score = < 20
	}
	option = {
		ai_chance = {
			base = 0
			modifier = {
				add = 3
				can_lose_democracy_support = no
			}
		}
		name = election.15.a
		add_political_power = -50
		add_stability = -0.05
	} {
		name = election.15.b
		ai_chance = {
			base = 0
			modifier = {
				add = 10
				can_lose_democracy_support = yes
			} {
				add = 1
				can_lose_unity = no
			}
		}
		add_political_power = 25
		add_stability = 0.05
		add_popularity = {
			ideology = communism
			popularity = 0.07
		} {
			ideology = fascism
			popularity = 0.07
		}
	}
}
### Entity: State History
Component: 1032
Constructs: limit, add_core_of, has_dlc, add_victory_points
Source: game
File: history/states/1032 - Yanan.txt

Code:
state = {
	id = 1032
	name = STATE_1032
	manpower = 4670800
	buildings_max_level_factor = 1
	state_category = town
	history = {
		owner = PRC
		add_core_of = PRC CHI
		1936.1.1 = {
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				transfer_state_to = XIC
				add_core_of = XIC
			}
		}
		victory_points = {
			8049 3
		}
		buildings = {
			infrastructure = 1
			arms_factory = 2
			industrial_complex = 2
			10733 = {
				bunker = 2
			}
			12156 = {
				bunker = 2
			}
			5007 = {
				bunker = 2
			}
		}
		1938.10.25 = {
			owner = PRC
			controller = PRC
			add_victory_points = {
				province = 8049
				value = 2
			}
		}
	}
	provinces = {
		517 5007 7208 8049 10733 12156
	}
	local_supplies = 0
}