Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: BUL_anti_capitalism_spr
Constructs: has_completed_focus, limit, has_government, has_country_flag, removal_cost
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_anti_capitalism_spr = {
	name = BUL_anti_capitalism
	picture = eng_tackle_capitalism
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		tag = BUL
		if = {
			limit = {
				has_completed_focus = BUL_the_anti_capitalist_fight
			}
			has_government = communism
		}
	}
	removal_cost = -1
	targeted_modifier = {
		tag = SPR
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
	cancel = {
		OR = {
			has_country_flag = BUL_anti_capitalism_ns_expired_flag BUL_toppling_giants_ns_expired_flag BUL_the_fight_against_bolshevism_ns_expired_flag
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_expand_magallanes_valparasio
Constructs: prerequisite, has_country_flag, completion_reward, allow_branch, has_tech, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_expand_magallanes_valparasio
	icon = GFX_goal_generic_construct_naval_dockyard
	x = 18
	y = 3
	cost = 10
	prerequisite = {
		focus = CHL_restore_the_navy
	}
	ai_will_do = {
		factor = 1
	}
	allow_branch = {
		NOT = {
			has_country_flag = R56_chile_fascist_scw_given_tag
		}
	}
	available = {
		controls_state = 279 507
		date = > 1938.1.1
		has_tech = construction2
	}
	completion_reward = {
		279 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
		507 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Wiki Documentation
Construct: Examples
Source: wiki
File: wiki/Template%3AExpand.html

Doc:
Examples

```
{{Expand‎}}
```

Will display this:

|
Please help improve this article or section by expanding it. |

```
{{Expand‎|with=an example}}
```

Will display this:

|
Please help improve this article or section by expanding it&#32;with: an example. |

```
{{Expand‎|with=<nowiki />
*calculation formula
*example calculation}}
```

Will display this:

|
Please help improve this article or section by expanding it&#32;with:
calculation formula

example calculation. |

Retrieved from "http://www.hoi4wiki.com/index.php?title=Template:Expand&oldid=1150"
### Entity: Military Industrial Organization
Component: RAJ_vickers_armstrong_organization
Source: game
File: common/military_industrial_organization/organizations/RAJ_GOE_organization .txt

Code:
RAJ_vickers_armstrong_organization = {
	name = CAN_vickers_armstrong_can_organization
	include = generic_medium_tank_organization
	icon = GFX_idea_vickers_armstrong_can
	allowed = {
		OR = {
			ROOT = {
				original_tag = BAN
			} {
				original_tag = PAK
			} {
				original_tag = RAJ
			}
		}
	}
}
### Entity: Event
Component: poland_r56.21
Constructs: is_triggered_only, ai_chance, limit, random_country, has_government, has_idea_with_trait, is_in_faction_with, random_owned_controlled_state
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland_r56.21
	title = poland_r56.21.t
	desc = poland_r56.21.d
	picture = GFX_report_event_polish_summit
	is_triggered_only = yes
	option = {
		name = poland_r56.21.a
		ai_chance = {
			base = 100
			modifier = {
				factor = 1.3
				POL = {
					has_idea_with_trait = smooth_talking_charmer
				}
			} {
				factor = 1.15
				POL = {
					has_idea_with_trait = army_chief_offensive_prankster
				}
			} {
				factor = 0.05
				NOT = {
					ROM = {
						is_in_faction_with = POL
					}
				}
				OR = {
					AND = {
						OR = {
							POL = {
								has_government = fascism
							} {
								has_government = neutrality
							}
						}
						ROM = {
							has_government = communism
						}
					} {
						OR = {
							ROM = {
								has_government = fascism
							} {
								has_government = neutrality
							}
						}
						POL = {
							has_government = communism
						}
					}
				}
			} {
				factor = 2.0
				ROM = {
					is_in_faction_with = POL
				}
			}
		}
		ROM = {
			diplomatic_relation = {
				country = POL
				relation = non_aggression_pact
				active = yes
			}
		}
		random_country = {
			limit = {
				tag = ROM
			}
			random_owned_controlled_state = {
				prioritize = {
					80
				}
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				} {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
		POL = {
			country_event = poland_r56.24
			effect_tooltip = {
				random_owned_controlled_state = {
					prioritize = {
						89
					}
					limit = {
						free_building_slots = {
							building = industrial_complex
							size = > 1
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes
					} {
						type = infrastructure
						level = 1
						instant_build = yes
					}
				}
			}
		}
	} {
		name = poland_r56.21.b
		ai_chance = {
			base = 10
		}
		POL = {
			country_event = poland_r56.25
		}
	}
}
### Entity: Technology
Component: etax_no_qa
Constructs: research_cost
Source: game
File: common/technologies/r56e_etax.txt

Code:
technology = {
	path = {
		leads_to_tech = etax_expendable_labor
		research_cost_coeff = 1
	}
	research_cost = 3.0
	start_year = 1940
	production_factory_efficiency_gain_factor = 0.1
	folder = {
		name = etax_folder
		position = {
			x = -4
			y = 6
		}
	}
	categories = {
		r56_special_research_division industry
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 6
			date = > 1940.1.1
		} {
			factor = 7
			date = > 1941.1.1
		} {
			factor = 8
			date = > 1942.1.1
		}
	}
}
### Entity: Decision
Component: CHI_army_reform
Constructs: is_literally_china
Source: game
File: common/decisions/categories/CHI_decision_categories.txt

Code:
CHI_army_reform = {
	icon = army_reform
	allowed = {
		is_literally_china = yes
	}
	visible = {

	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.8
Constructs: is_triggered_only, ai_chance, fire_only_once, set_autonomy, add_ai_strategy
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.8
	title = SEA_japan_foreign_policy.8.t
	desc = SEA_japan_foreign_policy.8.desc
	picture = GFX_report_event_japanese_army_parade
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_foreign_policy.8.a
		ai_chance = {
			base = 100
		}
		set_autonomy = {
			target = FROM
			autonomous_state = autonomy_wtt_imperial_protectorate
			end_wars = no
			end_civil_wars = no
		}
		add_ai_strategy = {
			type = protect
			id = SIA
			value = 100
		}
		JAP_setup_faction_wide_aoe_effects_root = yes
	}
}
### Entity: Idea
Component: bra_bandeirantes_mg_1
Constructs: removal_cost, recon_factor, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_bandeirantes_mg_1 = {
	allowed = {
		original_tag = BRA
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = BRA_bandeirantes_pic
	removal_cost = -1
	modifier = {
		heat_attrition_factor = -0.5
		supply_consumption_factor = -0.1
		recon_factor = 0.05
		special_forces_cap = 0.05
		special_forces_defence_factor = 0.05
		winter_attrition_factor = 1
		max_planning = -0.25
		experience_gain_army_factor = -0.2
	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_military_modernization
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_relation_modifier, is_in_faction_with
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_military_modernization
	icon = GFX_goal_generic_army_artillery
	prerequisite = {
		focus = ROM_demand_a_western_guarantee
	}
	x = 1
	y = 3
	relative_position_id = ROM_renew_the_romanian_polish_alliance
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_relation_modifier = {
			target = ENG
			modifier = ROM_military_modernization
		}
		if = {
			limit = {
				FRA = {
					is_in_faction_with = ENG
				}
			}
			add_relation_modifier = {
				target = FRA
				modifier = ROM_military_modernization
			}
		}
	}
}
### Entity: Order of Battle
Component: 3. Fedrelandsregiment 'Siddisgjengen'
Constructs: division_template
Source: game
File: history/units/NOR_Norwegian_Civil_War_neutrality.txt

Code:
division = {
	name = 3. Fedrelandsregiment 'Siddisgjengen'
	location = 53
	division_template = Fedrelandsregiment
}
### Entity: Modifier Reference
Component: EAI_difficulty_bonus_modifier
Constructs: research_speed_factor, army_defence_factor, stability_factor, war_support_factor, industrial_capacity_factory, army_attack_factor, production_speed_buildings_factor, remove_trigger
Source: game
File: common/dynamic_modifiers/EAI_modifiers.txt

Code:
EAI_difficulty_bonus_modifier = {
	icon = GFX_idea_air_war_plans_division_focus
	enable = {
		always = yes
	}
	remove_trigger = {
		always = no
	}
	industrial_capacity_factory = EAI_custom_bonus_1
	industrial_capacity_dockyard = EAI_custom_bonus_2
	production_factory_efficiency_gain_factor = EAI_custom_bonus_3
	production_speed_buildings_factor = EAI_custom_bonus_4
	local_resources_factor = EAI_custom_bonus_5
	production_lack_of_resource_penalty_factor = EAI_custom_bonus_6
	industry_repair_factor = EAI_custom_bonus_7
	conscription = EAI_custom_bonus_8
	political_power_factor = EAI_custom_bonus_9
	research_speed_factor = EAI_custom_bonus_10
	attrition = EAI_custom_bonus_11
	army_morale_factor = EAI_custom_bonus_12
	supply_consumption_factor = EAI_custom_bonus_13
	dig_in_speed_factor = EAI_custom_bonus_14
	planning_speed = EAI_custom_bonus_15
	army_fuel_consumption_factor = EAI_custom_bonus_16
	air_fuel_consumption_factor = EAI_custom_bonus_17
	navy_fuel_consumption_factor = EAI_custom_bonus_18
	army_core_attack_factor = EAI_custom_bonus_19
	army_core_defence_factor = EAI_custom_bonus_20
	stability_factor = EAI_custom_bonus_21
	army_attack_factor = EAI_custom_bonus_22
	war_support_factor = EAI_custom_bonus_23
	army_defence_factor = EAI_custom_bonus_24
	global_building_slots_factor = EAI_custom_bonus_27
	training_time_army_factor = EAI_custom_bonus_28
	resistance_target_on_our_occupied_states = EAI_custom_bonus_29
	autonomy_gain_global_factor = EAI_custom_bonus_30
	resistance_damage_to_garrison = EAI_custom_bonus_31
	surrender_limit = EAI_custom_bonus_32
	army_org_factor = EAI_custom_bonus_33
	invasion_preparation = EAI_custom_bonus_35
	naval_invasion_penalty = EAI_custom_bonus_36
	naval_invasion_division_cap = EAI_custom_bonus_38
}
### Entity: Event
Component: mongol_democratic.5
Constructs: is_triggered_only
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_democratic.5
	title = mongol_democratic.5.t
	desc = mongol_democratic.5.d
	picture = GFX_report_event_tur_military_affair
	is_triggered_only = yes
	option = {
		name = mongol_democratic.5.a
	}
}
### Entity: Event
Component: wtt_china.2
Constructs: is_triggered_only
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_china.2
	title = wtt_china.2.t
	desc = wtt_china.2.desc
	picture = GFX_report_event_chinese_japanese_handshake
	is_triggered_only = yes
	option = {
		name = wtt_china.2.a
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_privatize_our_infrastructure
Constructs: every_owned_state, prerequisite, limit, completion_reward, complete_tooltip, has_state_flag, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_privatize_our_infrastructure
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = TUR_expanding_our_armaments TUR_permit_regional_elections
	}
	x = 1
	y = 1
	relative_position_id = TUR_expanding_our_armaments
	cost = 5
	ai_will_do = {
		base = 10
	}
	complete_tooltip = {
		every_owned_state = {
			limit = {
				has_state_flag = TUR_infrastructure_privatised
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
			set_state_flag = TUR_infrastructure_privatised
		} {
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
			set_state_flag = TUR_infrastructure_privatised
		} {
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
			set_state_flag = TUR_infrastructure_privatised
		}
		add_timed_idea = {
			idea = TUR_infrastructure_privatised_idea
			days = 360
		}
	}
}
### Entity: Character
Component: heavy_aircraft_manufacturer_2
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
heavy_aircraft_manufacturer_2 = {
	random = no
	equipment_bonus = {
		large_plane_airframe = {
			air_range = 0.1
			reliability = 0.05
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_reinforce_monroe_doctrine
Constructs: prerequisite, add_opinion_modifier, completion_reward, unlock_decision_category_tooltip
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_reinforce_monroe_doctrine
	icon = GFX_goal_generic_positive_trade_relations
	x = 0
	y = 2
	prerequisite = {
		focus = USA_intervention_in_the_americas
	}
	relative_position_id = USA_intervention_in_the_americas
	cost = 10
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		custom_effect_tooltip = USA_reinforce_monroe_doctrine_tt
		unlock_decision_category_tooltip = USA_intervention_mandate
		hidden_effect = {
			CUB = {
				add_opinion_modifier = {
					target = USA
					modifier = monroe_doctrine_trade
				}
			}
			HAI = {
				add_opinion_modifier = {
					target = USA
					modifier = monroe_doctrine_trade
				}
			}
			DOM = {
				add_opinion_modifier = {
					target = USA
					modifier = monroe_doctrine_trade
				}
			}
			GUA = {
				add_opinion_modifier = {
					target = USA
					modifier = monroe_doctrine_trade
				}
			}
			ELS = {
				add_opinion_modifier = {
					target = USA
					modifier = monroe_doctrine_trade
				}
			}
			HON = {
				add_opinion_modifier = {
					target = USA
					modifier = monroe_doctrine_trade
				}
			}
			NIC = {
				add_opinion_modifier = {
					target = USA
					modifier = monroe_doctrine_trade
				}
			}
			COS = {
				add_opinion_modifier = {
					target = USA
					modifier = monroe_doctrine_trade
				}
			}
			CAN = {
				add_opinion_modifier = {
					target = USA
					modifier = monroe_doctrine_trade
				}
			}
			MEX = {
				add_opinion_modifier = {
					target = USA
					modifier = monroe_doctrine_trade
				}
			}
			COL = {
				add_opinion_modifier = {
					target = USA
					modifier = monroe_doctrine_trade
				}
			}
			VEN = {
				add_opinion_modifier = {
					target = USA
					modifier = monroe_doctrine_trade
				}
			}
			ECU = {
				add_opinion_modifier = {
					target = USA
					modifier = monroe_doctrine_trade
				}
			}
			PRU = {
				add_opinion_modifier = {
					target = USA
					modifier = monroe_doctrine_trade
				}
			}
			BRA = {
				add_opinion_modifier = {
					target = USA
					modifier = monroe_doctrine_trade
				}
			}
			BOL = {
				add_opinion_modifier = {
					target = USA
					modifier = monroe_doctrine_trade
				}
			}
			PAR = {
				add_opinion_modifier = {
					target = USA
					modifier = monroe_doctrine_trade
				}
			}
			URG = {
				add_opinion_modifier = {
					target = USA
					modifier = monroe_doctrine_trade
				}
			}
			ARG = {
				add_opinion_modifier 
# ... (truncated)
### Entity: Wiki Documentation
Construct: debug_lockcamera
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
debug_lockcamera
|
Toggles Camera locked on/off
|

|
### Entity: Event
Component: denmark_expansion_event.602
Constructs: is_triggered_only
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_expansion_event.602
	title = denmark_expansion_event.602.t
	desc = denmark_expansion_event.602.desc
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = denmark_expansion_event.602.a
	}
}
### Entity: Decision
Component: SIC_xikang_offensive
Constructs: has_completed_focus, has_war_with, fire_only_once, is_in_faction_with, has_non_aggression_pact_with, is_puppet_of, is_controlled_by, has_idea
Source: game
File: common/decisions/CHI_warlord_decisions.txt

Code:
SIC_xikang_offensive = {
	SIC_push_into_xikang = {
		icon = border_war
		allowed = {
			original_tag = SIC
		}
		available = {
			has_completed_focus = SIC_push_back_the_tibetans
			601 = {
				owner = {
					NOT = {
						has_war_with = SIC
						is_in_faction_with = SIC
						has_non_aggression_pact_with = SIC
						is_puppet_of = SIC
					}
				}
			}
		}
		visible = {
			has_completed_focus = SIC_push_back_the_tibetans
			752 = {
				is_controlled_by = SIC
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 752 601
			}
		}
		fire_only_once = yes
		cost = 25
		ai_will_do = {
			base = 1
			modifier = {
				factor = 5
				has_idea = SIC_push_into_xikang_idea
			}
		}
		complete_effect = {
			activate_mission = SIC_push_into_xikang_mission
			custom_effect_tooltip = generic_skip_one_line_tt
			start_border_war = {
				change_state_after_war = no
				combat_width = 180
				minimum_duration_in_days = 40
				attacker = {
					on_win = tsr_sichuan_border_war.1
					on_lose = tsr_sichuan_border_war.2
					on_cancel = tsr_sichuan_border_war.2
					state = 752
					num_provinces = 2
					leader_score = {
						base = 1
						modifier = {
							skill = > 2
							factor = 5
						} {
							skill = > 3
							factor = 10
						}
					}
					dig_in_factor = 0
					terrain_factor = 0
				}
				defender = {
					state = 601
					num_provinces = 2
					on_lose = tsr_sichuan_border_war.1
					on_win = tsr_sichuan_border_war.2
					on_cancel = tsr_sichuan_border_war.2
				}
			}
		}
	}
	SIC_push_into_xikang_mission = {
		icon = border_war
		allowed = {
			always = no
		}
		available = {
			hidden_trigger = {
				always = no
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 752 601
			}
		}
		days_mission_timeout = 240
		cancel_trigger = {
			601 = {
				is_fully_controlled_by = ROOT
			}
		}
		cancel_effect = {
			effect_tooltip = {
				country_event = {
					id = tsr_sichuan_border_war.1
				}
				transfer_state = 601
				601 = {
					add_core_of = SIC
				}
			}
		}
		timeout_effect = {
			cancel_border_war = {
				attacker = 752
				defender = 601
			}
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_hatzohar
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_hatzohar
	icon = GFX_goal_ISR_hatzohar
	relative_position_id = ISR_convene_knesset
	x = 18
	y = 1
	mutually_exclusive = {
		focus = ISR_hashomer ISR_mapai ISR_centre
	}
	prerequisite = {
		focus = ISR_convene_knesset
	}
	cost = 3
	completion_reward = {
		custom_effect_tooltip = ISR_marginally_strengthen_hatzohar
		add_to_variable = {
			ISR_hatzohar_max_seats = 2
		} {
			ISR_hatzohar_min_seats = 2
		} {
			ISR_general_zionists_max_seats = 4
		} {
			ISR_general_zionists_min_seats = 4
		}
	}
}
### Entity: AI Strategy
Component: r56_SWE_norway_war_plans
Constructs: has_war_with
Source: game
File: common/ai_strategy/r56_SWE.txt

Code:
r56_SWE_norway_war_plans = {
	allowed = {
		original_tag = SWE
	}
	enable = {
		SWE = {
			has_war_with = NOR
		}
	}
	abort = {
		SWE = {
			NOT = {
				has_war_with = NOR
			}
		}
	}
	ai_strategy = {
		type = garrison
		value = -50
	} {
		type = front_unit_request
		value = 100
		tag = NOR
	}
}
### Entity: Idea
Component: JAP_double_leaf_society_idea
Constructs: has_government, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_double_leaf_society_idea = {
	picture = generic_army_war_college
	removal_cost = -1
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		OR = {
			has_government = fascism neutrality
		}
	}
	modifier = {
		experience_gain_army = 0.1
		promote_cost_factor = -0.1
	}
}
### Entity: Decision
Component: CHI_avoid_another_crisis_cat
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, fire_only_once, is_subject, is_good, cancel_if_not_visible
Source: game
File: common/decisions/CHI_decisions.txt

Code:
CHI_avoid_another_crisis_cat = {
	CHI_kwantung_army_impatience_dummy = {
		activation = {
			always = no
		}
		available = {
			hidden_trigger = {
				always = no
			}
		}
		visible = {
			original_tag = CHI
			is_subject = no
			NOT = {
				has_war_with = JAP
			}
			JAP = {
				NOT = {
					has_completed_focus = JAP_subdue_the_kwantung_army
				}
			}
		}
		is_good = no
		days_mission_timeout = JAP.kwantung_army_timeout_dummy_time_var
		cancel_if_not_visible = yes
		timeout_effect = {
			effect_tooltip = {
				IF = {
					limit = {
						CHI = {
							OR = {
								controls_state = 608 597 614
							}
						}
					}
					CHI = {
						country_event = {
							id = china.1
							days = 1
							random_days = 3
						}
					}
				}
				ELSE_IF = {
					limit = {
						PRC = {
							AND = {
								controls_state = 608 597 614
							}
						}
					}
					PRC = {
						country_event = {
							id = china.1
							days = 1
							random_days = 3
						}
					}
				} {
					limit = {
						SHX = {
							AND = {
								controls_state = 608 597 614
							}
						}
					}
					SHX = {
						country_event = {
							id = china.1
							days = 1
							random_days = 3
						}
					}
				} {
					limit = {
						SND = {
							AND = {
								controls_state = 608 597 614
							}
						}
					}
					SND = {
						country_event = {
							id = china.1
							days = 1
							random_days = 3
						}
					}
				}
				add_named_threat = {
					threat = 2
					name = JAP_intervene_in_china
				}
			}
		}
	}
	CHI_concessions_docking_rights = {
		visible = {
			NOT = {
				has_war_with = JAP
			}
		}
		available = {
			has_completed_focus = CHI_avoid_another_crisis
			hidden_trigger = {
				NOT = {
					has_country_flag = CHI_concessions_docking_rights_taken
				}
			}
		}
		cost = 25
		fire_only_once = yes
		ai_will_do = {
			base = 10
		}
		complete_effect = {
			diplomatic_relation = {
				country = JAP
				relation = OFFER_docking_rights
				active = yes
			}
			CHI_concessions_add_small_amount_of_days = yes
			set_country_flag = CHI_concessions_docking_rights_taken
		}
	}
	CHI_concessions_airbase_rights = {
		visible = {
			NOT = {
				has_war_with = JAP
			}
		}
		available = {
			has_completed_focus = CHI_avoid_another_crisis
			hidden_trigger = {
				NOT = {
					has_country_flag = CHI_concessions_airbase_rights_taken
				}
			}
		}
		ai_will_do = {
			base =
# ... (truncated)
### Entity: Character
Component: womens_figurehead
Constructs: stability_factor, conscription_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
womens_figurehead = {
	random = no
	stability_factor = 0.07
	conscription_factor = 0.15
	sprite = 13
}