Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: eng_focus
Component: ENG_sarawakrangers_focus
Constructs: prerequisite, limit, completion_reward, set_technology, has_subject, is_owned_and_controlled_by, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_sarawakrangers_focus
	prerequisite = {
		focus = peninsular_focus
	}
	icon = GFX_focus_CHI_guerrilla_warfare
	x = -1
	y = 1
	relative_position_id = peninsular_focus
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			has_subject = MAL SAR
			333 = {
				is_owned_and_controlled_by = ROOT
			}
		}
	}
	available_if_capitulated = no
	completion_reward = {
		hidden_effect = {
			set_technology = {
				TOA_jungle_pioneers_support_tech = 1
				popup = no
			}
		}
		custom_effect_tooltip = SMB_jungle_pioneers_tt generic_skip_one_line_tt
		IF = {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			add_tech_bonus = {
				name = ENG_sarawakrangers_focus
				bonus = 0.5
				uses = 1
				category = rangers_tech_cat
			}
			IF = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				add_doctrine_cost_reduction = {
					name = ENG_sarawakrangers_focus
					cost_reduction = 0.5
					uses = 1
					category = special_forces_doctrine
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				has_subject = MAL
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			MAL = {
				hidden_effect = {
					set_technology = {
						TOA_jungle_pioneers_support_tech = 1
						popup = no
					}
				}
				custom_effect_tooltip = SMB_jungle_pioneers_tt
				IF = {
					limit = {
						has_dlc = No Compromise, No Surrender
					}
					custom_effect_tooltip = generic_skip_one_line_tt
					add_tech_bonus = {
						name = ENG_sarawakrangers_focus
						bonus = 0.75
						uses = 1
						category = rangers_tech_cat
					}
					IF = {
						limit = {
							has_dlc = Arms Against Tyranny
						}
						add_doctrine_cost_reduction = {
							name = ENG_sarawakrangers_focus
							cost_reduction = 0.75
							uses = 1
							category = special_forces_doctrine
						}
						custom_effect_tooltip = ranger_subdoctrines_default_add_mastery_bonus_effect_tooltip
						hidden_effect = {
							add_mastery_bonus = {
								name = PHI_philippine_scouts
								bonus = 0.1
								days = 240
								sub_doctrine = rangers_1
							} {
								name = PHI_philippine_scouts
								bonus = 0.1
								days = 240
								sub_doctrine = rangers_2
							}
						}
					}
				}
			}
		} {
			limit = {
				has_subject = SAR
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			SAR = {
				hidden_effect = {
					set_technology =
# ... (truncated)
### Entity: Scripted Trigger
Component: going_war_with_SOV
Constructs: has_war_with, is_justifying_wargoal_against, has_wargoal_against
Source: game
File: common/scripted_triggers/GER_scripted_triggers.txt

Code:
going_war_with_SOV = {
	OR = {
		has_war_with = SOV
		focus_progress = {
			focus = GER_war_with_the_ussr
			progress = > 0.01
		}
		is_justifying_wargoal_against = SOV
		has_wargoal_against = SOV
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_monopolize_the_karakul_trade
Constructs: prerequisite, limit, completion_reward, add_political_power, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_to_variable
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_monopolize_the_karakul_trade
	icon = GFX_focus_CHL_focus_on_cattle_and_wool
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		base = 1
		modifier = {
			factor = 2
			date = > 1937.1.1
		}
	}
	prerequisite = {
		focus = AFG_aquire_foreign_machinery
	}
	relative_position_id = AFG_aquire_foreign_machinery
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				1008
			}
			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
			}
		}
		custom_effect_tooltip = r56_newline AFG_monopolize_karakul_trade_tt
		add_political_power = 35
		add_to_variable = {
			AFG_political_power_factor = 0.05
		} {
			AFG_consumer_goods_factor = -0.1
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_lend_lease_to_L34
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_L34 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_lend_lease_targets^34 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_lend_lease_desire
		id = L34
		value = 5000
	} {
		type = support
		id = L34
		value = 5000
	} {
		type = diplo_action_desire
		id = L34
		target = lend_lease
		value = 2000
	}
}
### Entity: Scripted Trigger
Component: SWI_is_fasc_ger
Constructs: has_government
Source: game
File: common/scripted_triggers/SWI_scripted_triggers.txt

Code:
SWI_is_fasc_ger = {
	original_tag = GER
	has_government = fascism
}
### Entity: Character
Component: SAF_d_f_malan
Source: game
File: common/characters/SAF.txt

Code:
SAF_d_f_malan = {
	name = SAF_d_f_malan
	portraits = {
		civilian = {
			large = GFX_SAF_daniel_malan
		}
		army = {
			small = GFX_portrait_SAF_d_f_malan_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SAF_d_f_malan
		allowed = {
			original_tag = SAF
		}
		traits = {
			backroom_backstabber
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	country_leader = {
		ideology = fascism_ideology
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Character
Component: GER_hermann_duncker
Constructs: has_completed_focus, has_government, has_dlc
Source: game
File: common/characters/GER.txt

Code:
GER_hermann_duncker = {
	name = GER_hermann_duncker
	portraits = {
		civilian = {
			small = GFX_portrait_GER_hermann_duncker_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = GER_hermann_duncker
		allowed = {
			original_tag = GER
			has_dlc = Gotterdammerung
		}
		visible = {
			NOT = {
				AND = {
					has_government = fascism
					has_completed_focus = GER_remilitarize_the_rhineland
				} {
					OR = {
						has_government = neutrality democratic
					}
					has_completed_focus = GER_monarchist_sentiment
				}
			}
		}
		available = {
			has_government = communism
		}
		traits = {
			GER_workers_educator
		}
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: Character
Component: NGR_mt
Source: game
File: common/characters/NGR.txt

Code:
NGR_mt = {
	advisor = {
		slot = theorist
		idea_token = NGR_mt
		ledger = army
		allowed = {
			original_tag = NGR
		}
		traits = {
			military_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_6
		}
	}
}
### Entity: Unit Template
Component: BHU_MEC_01
Source: game
File: common/units/names_divisions/BHU_names_divisions.txt

Code:
BHU_MEC_01 = {
	name = Mechanized Divisions
	for_countries = {
		BHU
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		BHU_INF_01
	}
	fallback_name = %dth Mechanized Division
	ordered = {
		24 = {
			Household Division
		}
		25 = {
			Royal Division
		}
		1 = {
			%dst Mechanized Division
		}
		2 = {
			%dnd Mechanized Division
		}
		3 = {
			%drd Mechanized Division
		}
		4 = {
			%dth Mechanized Division
		}
		5 = {
			%dth Mechanized Division
		}
		6 = {
			%dth Mechanized Division
		}
		7 = {
			%dth Mechanized Division
		}
		8 = {
			%dth Mechanized Division
		}
		9 = {
			%dth Mechanized Division
		}
		10 = {
			%dth Mechanized Division
		}
		11 = {
			%dth Mechanized Division
		}
		12 = {
			%dth Mechanized Division
		}
		13 = {
			%dth Mechanized Division
		}
		14 = {
			%dth Mechanized Division
		}
		15 = {
			%dth Mechanized Division
		}
		16 = {
			%dth Mechanized Division
		}
		17 = {
			%dth Mechanized Division
		}
		18 = {
			%dth Mechanized Division
		}
		19 = {
			%dth Mechanized Division
		}
		20 = {
			%dth Mechanized Division
		}
		21 = {
			%dst Mechanized Division
		}
		22 = {
			%dnd Mechanized Division
		}
		23 = {
			%drd Mechanized Division
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_form_donaubund
Constructs: prerequisite, limit, completion_reward, is_in_faction, is_subject, set_rule, has_dlc, create_faction_from_template
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_form_donaubund
	icon = GFX_focus_generic_balkan_diplomacy
	relative_position_id = AUS_old_friends_not_forgotten
	x = 2
	y = 2
	prerequisite = {
		focus = AUS_old_friends_not_forgotten AUS_destroy_the_compromise
	}
	cost = 5
	available = {
		is_in_faction = no
		is_subject = no
	}
	mutually_exclusive = {
		focus = AUS_formalize_pact_of_rome AUS_old_ties
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		IF = {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			create_faction_from_template = {
				template = faction_template_balkan_pact
				name = donaubund
			}
			add_faction_initiative = 1
		}
		ELSE = {
			create_faction = donaubund
		}
	}
}
### Entity: Character
Component: CHI_teng_chie
Constructs: has_completed_focus
Source: game
File: common/characters/CHI.txt

Code:
CHI_teng_chie = {
	name = CHI_teng_chie
	portraits = {
		army = {
			small = GFX_portrait_CHI_teng_chie_small
		}
	}
	advisor = {
		slot = army_chief
		idea_token = CHI_teng_chie
		allowed = {
			original_tag = CHI
		}
		visible = {
			NOT = {
				has_completed_focus = CHI_dang_guo CHI_end_military_primacy
			}
		}
		available = {
			has_completed_focus = CHI_an_alternative_rooted_in_tradition
		}
		traits = {
			army_chief_organizational_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Event
Component: INS_political_events.3
Constructs: is_triggered_only, set_state_owner_to
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_political_events.3
	title = INS_political_events.3.t
	desc = INS_political_events.3.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = INS_political_events.3.a
		effect_tooltip = {
			721 = {
				set_state_owner_to = ROOT
			}
		}
	}
}
### Entity: Event
Component: wtt_political_warlord_support.1
Constructs: is_triggered_only, ai_chance, save_event_target_as, set_variable, add_to_variable, clear_variable, set_country_flag
Source: game
File: events/WTT_china_political_power_struggle.txt

Code:
country_event = {
	id = wtt_political_warlord_support.1
	title = wtt_political_warlord_support.1.t
	desc = wtt_political_warlord_support.1.desc
	picture = GFX_report_event_china_politicians_captured
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			save_event_target_as = warlord_asked_for_support
			FROM = {
				save_event_target_as = asking_for_support
			}
			set_variable = {
				accept_chance = 0
			} {
				reject_chance = 1
			}
			add_to_variable = {
				accept_chance = support_chance_@FROM
			}
			subtract_from_variable = {
				reject_chance = support_chance_@FROM
			}
			clear_variable = support_chance_@FROM
		}
	}
	option = {
		name = wtt_political_warlord_support.1.a
		ai_chance = {
			base = accept_chance
		}
		set_country_flag = warlord_supports_@FROM
		FROM = {
			country_event = {
				id = wtt_political_warlord_support.2
			}
		}
		WTT_political_struggle_recalculate_support = yes
		clear_variable = accept_chance reject_chance
	} {
		name = wtt_political_warlord_support.1.b
		ai_chance = {
			base = reject_chance
		}
		FROM = {
			country_event = {
				id = wtt_political_warlord_support.3
			}
		}
		clear_variable = accept_chance reject_chance
	}
}
### Entity: Country History
Country: SEN
Component: SEN_characters
Constructs: recruit_character
Source: game
File: history/countries/SEN - Senegal.txt

Code:
# Leaders & Characters for SEN
recruit_character = SEN_awt SEN_acd2 SEN_nt SEN_aco2 SEN_acas SEN_acr SEN_mt SEN_stc SEN_aa2 SEN_ncm SEN_communist_guy SEN_ncs SEN_pot SEN_nccr SEN_fascist_guy SEN_coi SEN_ai2 SEN_democratic_guy SEN_ar SEN_acgs
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AClosed_economy.png.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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### Entity: National Focus
Tree: fin_focus
Component: FIN_modernize_the_industry
Constructs: prerequisite, limit, add_ideas, completion_reward, has_tech, add_tech_bonus, random_core_state, is_fully_controlled_by
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_modernize_the_industry
	icon = GFX_focus_generic_modernize_industry
	prerequisite = {
		focus = FIN_joint_scientific_program
	}
	mutually_exclusive = {
		focus = FIN_modernize_the_army
	}
	x = -1
	y = 1
	relative_position_id = FIN_joint_scientific_program
	cost = 10
	available = {
		has_tech = advanced_machine_tools
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = FIN_modernize_the_industry
			bonus = 0.5
			uses = 2
			category = industry electronics
		}
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				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
			}
		}
		if = {
			limit = {
				has_idea = FIN_national_industry_expand
			}
			swap_ideas = {
				remove_idea = FIN_national_industry_expand
				add_idea = FIN_national_industry_final
			}
		} {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = FIN_every_finnish_mio_tt
			every_military_industrial_organization = {
				limit = {
					OR = {
						is_military_industrial_organization = FIN_crichton_vulcan_organization FIN_valtion_panssaritehdas_organization FIN_valtion_lentokonetehdas_organization FIN_valtion_kivaaritehdas_organization FIN_valtion_tykkitehdas_organization FIN_sisu_auto_organization
					}
				}
				complete_mio_trait = FIN_mio_trait_modernization_program
			}
		}
		else_if = {
			limit = {
				NOT = {
					has_idea = FIN_national_industry_modernize
				}
			}
			add_ideas = FIN_national_industry_modernize
		}
	}
}
### Entity: Event
Component: denmark_expansion_event.231
Constructs: is_triggered_only, limit, add_political_power, every_state, is_controlled_by, is_core_of
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_expansion_event.231
	title = denmark_expansion_event.231.t
	desc = denmark_expansion_event.231.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = denmark_expansion_event.231.a
		add_political_power = 25
		every_state = {
			limit = {
				is_controlled_by = FROM
				is_core_of = FIN
			}
			transfer_state_to = ROOT
		}
	}
}
### Entity: National Focus
Tree: lat_focus
Component: LAT_wrath_of_the_old_gods
Constructs: prerequisite, completion_reward, has_idea, cancel_if_invalid, swap_ideas, add_idea, remove_idea
Source: game
File: common/national_focus/latvia.txt

Code:
focus = {
	id = LAT_wrath_of_the_old_gods
	icon = GFX_goal_generic_attack_allies
	prerequisite = {
		focus = LAT_state_paganism
	}
	x = 0
	y = 1
	relative_position_id = LAT_state_paganism
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_idea = LAT_state_romuva_idea_2
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		swap_ideas = {
			add_idea = LAT_state_romuva_idea_3
			remove_idea = LAT_state_romuva_idea_2
		}
	}
}
### Entity: State
Component: state_categories
Source: game
File: common/state_category/large_town.txt

Code:
state_categories = {
	large_town = {
		local_building_slots = 5
		color = {
			240 240 0
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_militarized_schools_old
Constructs: prerequisite, has_war, add_ideas, completion_reward, has_idea, every_army_leader, add_planning, add_tech_bonus
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_militarized_schools_old
	text = SOV_militarized_schools
	icon = GFX_goal_generic_army_doctrines
	prerequisite = {
		focus = SOV_peoples_commissariat
	}
	x = 0
	y = 1
	relative_position_id = SOV_peoples_commissariat
	cost = 10
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 15
			has_war = yes
		}
	}
	available = {
		NOT = {
			has_idea = SOV_widespread_outbreaks
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 5
		every_army_leader = {
			add_planning = 1
		}
		add_ideas = militarized_schools
		add_tech_bonus = {
			name = land_doc_bonus
			bonus = 1
			uses = 1
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MANPOWER
	}
}
### Entity: Event
Component: news.12
Constructs: is_triggered_only, is_in_faction_with
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.12
	title = news.12.t
	desc = news.12.d
	picture = GFX_news_event_011
	major = yes
	is_triggered_only = yes
	option = {
		name = news.12.a
		trigger = {
			NOT = {
				TAG = SOV FIN GER
				is_in_faction_with = SOV
			}
		}
	} {
		name = news.12.b
		trigger = {
			TAG = SOV
		}
	} {
		name = news.12.c
		trigger = {
			TAG = FIN
		}
	} {
		name = news.12.e
		trigger = {
			TAG = GER
		}
	} {
		name = news.12.f
		trigger = {
			NOT = {
				TAG = SOV FIN GER
			}
			is_in_faction_with = SOV
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_nationalize_key_industry
Constructs: prerequisite, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_nationalize_key_industry
	icon = GFX_goal_generic_construct_civ_factory
	x = 0
	y = 1
	prerequisite = {
		focus = FRA_reform_the_labour_laws
	}
	relative_position_id = FRA_reform_the_labour_laws
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {
		NOT = {
			FRA_has_inefficient_economy = yes
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = FRA_inefficient_economy_2
			add_idea = FRA_inefficient_economy_1
		}
	}
}
### Entity: Idea
Component: EAI_DD_3/small_plane_suicide_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_3/small_plane_suicide_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_suicide_airframe = {
			build_cost_ic = -0.03
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: alb_focus
Component: ALB_promote_brilliant_officers
Constructs: prerequisite, add_ideas, completion_reward, every_army_leader, add_planning
Source: game
File: common/national_focus/albania.txt

Code:
focus = {
	id = ALB_promote_brilliant_officers
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = ALB_the_will_to_fight
	}
	x = 17
	y = 4
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 25
		add_ideas = ABC_establish_a_military_academy_idea
		custom_effect_tooltip = generic_skip_one_line_tt
		every_army_leader = {
			add_planning = 1
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Modifier Reference
Construct: temporary_state_
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
##  <span id="temporary_state_resource_"></span>temporary_state_resource_<Resource>

* **Description**: Temporary state resource.
* Number with 0 decimal places
* **Categories**: state

* **Modified types**: aluminium, chromium, coal, oil, rubber, steel, tungsten
### Entity: Country History
Country: ADO
Component: ADO_characters
Constructs: create_country_leader
Source: game
File: history/countries/ADO - Andorra.txt

Code:
# Leaders & Characters for ADO
create_country_leader = {
	name = Justí Guitart i Vilardebó
	desc = POLITICS_JOHN_XXIII_DESC
	picture = GFX_Portrait_Europe_Generic_land_3
	ideology = despotism
}
### Entity: Event
Component: SEA_PRC_political_events.24
Constructs: is_triggered_only, ai_chance, set_nationality
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_political_events.24
	title = SEA_PRC_political_events.24.t
	desc = SEA_PRC_political_events.24.desc
	picture = GFX_report_event_PRC_chuikov
	is_triggered_only = yes
	option = {
		name = SEA_PRC_political_events.24.a
		ai_chance = {
			base = 50
		}
		SOV_vasily_chuykov = {
			set_nationality = FROM
		}
		SOV_aleksandr_cherepanov = {
			set_nationality = FROM
		}
		CHI = {
			country_event = {
				id = SEA_PRC_political_events.25
				hours = 3
			}
		}
		FROM = {
			country_event = {
				id = SEA_PRC_political_events.26
				hours = 3
			}
		}
	} {
		name = SEA_PRC_political_events.24.b
		ai_chance = {
			base = 5
		}
		CHI = {
			country_event = {
				id = SEA_PRC_political_events.27
				hours = 3
			}
		}
	}
}