Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: peru.61
Constructs: is_triggered_only, add_stability, add_political_power, set_variable, set_country_flag
Source: game
File: events/r56_peru.txt

Code:
country_event = {
	id = peru.61
	title = peru.61.t
	desc = peru.61.d
	picture = GFX_report_event_PRU_benavides_funeral
	is_triggered_only = yes
	option = {
		name = peru.61.a.1
		custom_effect_tooltip = PRU_oli_loyalty_hostile_status_text PRU_ur_loyalty_our_status_text
		set_variable = {
			PRU_ur_loyalty = -1
		} {
			PRU_oli_loyalty = -2
		}
		PRU = {
			set_country_flag = PRU_oli_exclu PRU_ur_be_friend
		}
		add_political_power = -70
		PRU_partidos_update_update_effect = yes
	} {
		name = peru.61.a.2
		custom_effect_tooltip = PRU_ur_loyalty_hostile_status_text PRU_oli_loyalty_our_status_text
		set_variable = {
			PRU_oli_loyalty = -1
		} {
			PRU_ur_loyalty = -2
		}
		PRU = {
			set_country_flag = PRU_ur_exclu PRU_oli_be_friend
		}
		add_political_power = -70
		PRU_partidos_update_update_effect = yes
	} {
		name = peru.61.a.3
		add_stability = 0.05
		add_political_power = 100
	}
}
### Entity: Idea
Component: EAI_DD_2/anti_air_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_2/anti_air_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		anti_air_equipment = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_owen_gun
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, has_dlc, unlock_mio_trait_tooltip
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_owen_gun
	icon = GFX_focus_AST_owen_gun
	prerequisite = {
		focus = AST_lee_enfield_no1_mark3
	}
	relative_position_id = AST_lee_enfield_no1_mark3
	x = -1
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = AST_owen_gun
			bonus = 0.75
			ahead_reduction = 1
			uses = 1
			category = infantry_weapons
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:AST_lithgow_arms_organization = {
				unlock_mio_trait_tooltip = AST_mio_trait_owen_gun
			}
		}
		ELSE = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = AST_lithgow_arms_organization
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: NZL_eric_prendergast
Source: game
File: common/characters/NZL.txt

Code:
NZL_eric_prendergast = {
	name = NZL_eric_prendergast
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_3
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = NZL_eric_prendergast
		allowed = {
			original_tag = NZL
		}
		traits = {
			navy_chief_decisive_battle_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.93
Constructs: is_triggered_only, add_ideas
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.93
	title = SEA_japan_foreign_policy.93.t
	desc = SEA_japan_foreign_policy.93.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = SEA_japan_foreign_policy.93.a
		add_ideas = JAP_usa_jap_trade_agreement_idea
	}
}
### Entity: Idea
Component: victor_emmanuel
Constructs: has_government, has_country_leader, removal_cost
Source: game
File: common/ideas/r56_italy.txt

Code:
victor_emmanuel = {
	name = victor_emmanuel
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism fascism
		}
	}
	cancel = {
		OR = {
			has_government = communism
			has_country_leader = {
				character = ITA_vittorio_emanuele_iii
				ruling_only = yes
			}
		}
	}
	picture = ITA_victor_emmanuel_iii_spirit
	removal_cost = -1
	traits = {
		the_soldier_king
	}
}
### Entity: Scripted Trigger
Component: is_enemy_ideology
Constructs: has_government, is_enemy_ideology
Source: game
File: common/scripted_triggers/ideology_scripted_triggers.txt

Code:
is_enemy_ideology = {
	OR = {
		AND = {
			has_government = communism
			ROOT = {
				OR = {
					has_government = fascism democratic
				}
			}
		} {
			has_government = democratic
			ROOT = {
				OR = {
					has_government = communism fascism
				}
			}
		} {
			has_government = fascism
			ROOT = {
				OR = {
					has_government = democratic communism
				}
			}
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_revive_old_ways
Constructs: has_completed_focus, prerequisite, has_government, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_revive_old_ways
	icon = GFX_focus_PER_revive_old_ways
	prerequisite = {
		focus = PER_clamp_azerbaijani_dissidence PER_clamp_kurdish_dissidence
	}
	x = 3
	y = 1
	relative_position_id = PER_clamp_kurdish_dissidence
	mutually_exclusive = {
		focus = PER_state_atheism PER_venerate_islam
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_government = neutrality
		NOT = {
			has_completed_focus = PER_forced_secularization
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_RESEARCH FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = PER_islamic_traditions_ns
			add_idea = PER_old_ways_idea
		}
		custom_effect_tooltip = CHL_skip_one_line_tt PER_clergy_revolt_tt CHL_skip_one_line_tt
		country_event = {
			id = PER_revolution_events.1
			hours = 1
		}
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_confederated_finno_russian_republics
Constructs: has_completed_focus, prerequisite, limit, completion_reward, is_subject, set_cosmetic_tag, add_dynamic_modifier, every_controlled_state
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_confederated_finno_russian_republics
	icon = GFX_focus_FIN_confederated_finno_russian_republics
	prerequisite = {
		focus = FIN_united_under_the_north_star
	}
	x = 0
	y = 1
	relative_position_id = FIN_united_under_the_north_star
	cost = 10
	available = {
		is_subject = no
	}
	search_filters = {

	}
	completion_reward = {
		set_cosmetic_tag = FIN_confederated_finno_russian_republics
		custom_effect_tooltip = FIN_confederated_finno_russian_republics_state_modifier_tt FIN_confederated_finno_russian_republics_dec_cat_tt
		effect_tooltip = {
			add_dynamic_modifier = {
				modifier = FIN_confederation_of_finno_russian_republics_dm
				scope = ROOT
			}
		}
		hidden_effect = {
			every_controlled_state = {
				limit = {
					is_core_of = SOV
					NOT = {
						is_core_of = ROOT
					}
				}
				add_dynamic_modifier = {
					modifier = FIN_confederation_of_finno_russian_republics_dm
					scope = ROOT
				}
			}
		}
		if = {
			limit = {
				NOT = {
					has_completed_focus = FIN_approach_the_soviets
				}
			}
			show_unit_leaders_tooltip = FIN_emil_vaateri FIN_eyolf_mattsson FIN_toivo_antikainen
			custom_effect_tooltip = available_chief_of_army
			show_ideas_tooltip = FIN_toivo_antikainen
		}
		FIN_bop_high_increase_effect = yes
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_boost_hungarian_aviation_industry
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, random_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_boost_hungarian_aviation_industry
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = HUN_aeronautic_technology_institute
	}
	x = 1
	y = 3
	relative_position_id = HUN_domestic_arms_industry
	cost = 10
	ai_will_do = {
		factor = 60
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {
		random_state = {
			limit = {
				has_state_flag = HUN_boost_hungarian_aviation_industry_AF1
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			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 = HUN_boost_hungarian_aviation_industry_AF1
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_DIFFICULTY_large_plane_airframe_BONUS_TRIGGER
Constructs: set_temp_variable, has_deployed_air_force_size
Source: game
File: common/scripted_triggers/EAI_DIFFICULTY_triggers.txt

Code:
EAI_DIFFICULTY_large_plane_airframe_BONUS_TRIGGER = {
	set_temp_variable = {
		tmp = num_of_military_factories
	}
	multiply_temp_variable = {
		tmp = 5
	}
	clamp_temp_variable = {
		var = tmp
		min = 0
		max = 500
	}
	OR = {
		has_deployed_air_force_size = {
			type = strategic_bomber
			size = < 400
		}
		meta_trigger = {
			text = {
				has_deployed_air_force_size = {
					type = strategic_bomber
					size = < [x]
				}
			}
			x = [?tmp|.0]
		}
	}
}
### Entity: Idea
Component: SOM_ar
Source: game
File: common/ideas/somalia.txt

Code:
SOM_ar = {
	ledger = army
	picture = generic_army_african_5
	allowed = {
		original_tag = SOM
	}
	traits = {
		army_regrouping_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_secure_finland
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, completion_reward, is_subject, is_ally_with
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_secure_finland
	icon = GFX_focus_FIN_keepers_of_the_north
	prerequisite = {
		focus = GER_operation_weserubung GER_utilize_the_nordliche_gesellschaft
	}
	x = 0
	y = 1
	relative_position_id = GER_utilize_the_nordliche_gesellschaft
	cost = 5
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0
			OR = {
				has_government = democratic communism
			}
		}
	}
	available = {
		is_subject = no
		NOT = {
			has_war_with = FIN
		} {
			is_ally_with = FIN
		} {
			has_guaranteed = FIN
		} {
			has_non_aggression_pact_with = FIN
		}
		country_exists = FIN
		FIN = {
			NOT = {
				is_ally_with = SOV
			} {
				is_guaranteed_by = SOV
			} {
				has_non_aggression_pact_with = SOV
			}
			OR = {
				NOT = {
					has_completed_focus = FIN_the_lone_wolf
				} {
					has_government = neutrality
				}
			}
		}
	}
	will_lead_to_war_with = FIN
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		if = {
			limit = {
				FIN = {
					is_subject = no
					is_in_faction = no
				}
			}
			FIN = {
				country_event = {
					id = wuw_GER_realpolitik.1
					days = 1
				}
			}
			custom_effect_tooltip = if_they_accept_tt if_they_refuse_tt
			effect_tooltip = {
				GER = {
					add_to_faction = FIN
				}
			} {
				GER = {
					create_wargoal = {
						type = annex_everything
						target = FIN
					}
				}
			}
		}
		else = {
			create_wargoal = {
				type = annex_everything
				target = FIN
			}
		}
	}
}
### Entity: Shared Focus
Component: MICRO_the_root_industrial_fund
Constructs: shared_focus, prerequisite, completion_reward, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_microstate_shared.txt

Code:
shared_focus = {
	id = MICRO_the_root_industrial_fund
	text = MNC_the_monaco_industrial_fund
	prerequisite = {
		focus = MICRO_weaponry_modernization
	}
	relative_position_id = MICRO_weaponry_modernization
	icon = {
		GFX_goal_ADR_industry = {
			original_tag = ADR
		}
		GFX_goal_generic_economics_reform = yes
	}
	cost = 10
	x = 1
	y = 1
	completion_reward = {
		capital_scope = {
			r56_state_category_level_up = yes
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Scripted Trigger
Component: DEN_has_war_preparations_dynamic_modifier
Constructs: has_dynamic_modifier
Source: game
File: common/scripted_triggers/DEN_scripted_triggers.txt

Code:
DEN_has_war_preparations_dynamic_modifier = {
	has_dynamic_modifier = {
		modifier = DEN_war_preparations_dynamic_modifier
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_REF_4
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_REF_4 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_REF
			value = 4
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = synthetic_refinery
		value = 4
	}
}
### Entity: Idea
Component: EAI_DD_1/anti_air_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_1/anti_air_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		anti_air_equipment = {
			build_cost_ic = -0.025
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_catholicism_over_class_struggle_r56
Constructs: prerequisite, limit, remove_ideas, completion_reward, add_research_slot, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_catholicism_over_class_struggle_r56
	prerequisite = {
		focus = POR_syndicalize_the_vital_sectors POR_prioritize_economic_stability
	}
	icon = GFX_goal_generic_catholic_education
	cost = 10
	x = 1
	y = 1
	relative_position_id = POR_syndicalize_the_vital_sectors
	ai_will_do = {
		base = 999
	}
	completion_reward = {
		add_research_slot = 1
		if = {
			limit = {
				has_idea = POR_harrowing_illiteracy
			}
			swap_ideas = {
				remove_idea = POR_harrowing_illiteracy
				add_idea = POR_illiteracy
			}
		}
		else = {
			remove_ideas = POR_illiteracy
			custom_effect_tooltip = CHL_skip_one_line_tt
			add_timed_idea = {
				idea = POR_lingering_illiteracy
				days = 720
			}
		}
		unlock_decision_tooltip = POR_maternalistic_welfare
		effect_tooltip = {
			custom_effect_tooltip = unlocks_decision_embrace_pluricontinentalism_which_grants_tt generic_skip_one_line_tt ITA_polizia_dell_africa_italiana_occupation_law_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_modernize_military_hospitals
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, add_to_variable, has_dlc, add_equipment_subsidy, add_tech_bonus
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_modernize_military_hospitals
	icon = GFX_focus_generic_field_hostpital
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = AFG_improve_our_logistics
	} {
		focus = AFG_redesign_military_curriculum
	}
	relative_position_id = AFG_redesign_military_curriculum
	completion_reward = {
		custom_effect_tooltip = AFG_hospitals_tt
		add_to_variable = {
			AFG_morale_factor = 0.05
		} {
			AFG_experience_loss = -0.1
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = r56_newline
			add_equipment_subsidy = {
				cic = 600
				equipment_type = support_equipment
				seller_trigger = r56_AFG_generic_purchase_subsidy
			}
		}
		else = {
			custom_effect_tooltip = r56_newline r56_newline
			add_equipment_to_stockpile = {
				type = support_equipment
				amount = 150
				producer = FRA
			}
		}
		add_tech_bonus = {
			name = hospital_tech
			bonus = 1
			uses = 1
			ahead_reduction = 0.5
			category = hospital_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Character
Component: air_chief_ground_support_1
Source: game
File: common/country_leader/00_traits.txt

Code:
air_chief_ground_support_1 = {
	sprite = 2
	army_bonus_air_superiority_factor = 0.05
	experience_gain_air = @chief_experience_gain_low
	command_cap_increase = @tier1_cp_cap_increase
	command_power = @tier1_cp_cost
	ai_will_do = {
		factor = @air_chief_factor_1
		modifier = {
			factor = 0
			command_power = < @tier1_cp_cost
		}
	}
}
### Entity: Event
Component: rt56.rom_trial.2
Constructs: is_triggered_only, ai_chance, limit, add_stability, add_political_power, has_country_leader, retire_character
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_trial.2
	title = rt56.rom_trial.2.t
	desc = rt56.rom_trial.2.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = rt56.rom_trial.2.a
		ai_chance = {
			base = 2
		}
		add_stability = 0.05
		add_political_power = -50
	} {
		name = rt56.rom_trial.2.b
		ai_chance = {
			base = 2
		}
		if = {
			limit = {
				NOT = {
					has_country_leader = {
						character = ROM_ana_pauker
						ruling_only = yes
					}
				}
			}
			retire_character = ROM_ana_pauker
		} {
			limit = {
				NOT = {
					has_country_leader = {
						character = ROM_boris_stefanov
						ruling_only = yes
					}
				}
			}
			retire_character = ROM_boris_stefanov
		} {
			limit = {
				NOT = {
					has_country_leader = {
						character = ROM_gheorghe_gheorghiu_dej
						ruling_only = yes
					}
				}
			}
			retire_character = ROM_gheorghe_gheorghiu_dej
		}
		add_stability = -0.05
		add_political_power = 50
	}
}
### Entity: Decision
Component: political_actions
Constructs: has_completed_focus, army_defence_factor, limit, has_war_with, fire_only_once, army_attack_factor, add_political_power, is_in_faction
Source: game
File: common/decisions/PRC.txt

Code:
political_actions = {
	PRC_second_thoughts_factions = {
		priority = 1000
		fire_only_once = yes
		cost = 25
		allowed = {
			original_tag = PRC
		}
		visible = {
			PRC = {
				is_in_faction = yes
				is_faction_leader = yes
				has_war_with_major = yes
				NOT = {
					has_completed_focus = PRC_the_unwilling_diarchy_focus
				}
			}
			NOT = {
				PRC = {
					is_in_faction_with = event_target:WTT_current_china_leader
				}
			}
			event_target:WTT_current_china_leader = {
				is_in_faction = yes
				has_war_with_major = yes
				is_faction_leader = yes
			}
		}
		complete_effect = {
			event_target:WTT_current_china_leader = {
				country_event = {
					id = SEA_PRC_faction_events.90
					hours = 1
				}
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				if = {
					limit = {
						PRC = {
							has_war_with = event_target:WTT_current_china_leader
						}
					}
					every_faction_member = {
						display_individual_scopes = yes
						white_peace = {
							tag = event_target:WTT_current_china_leader
						}
					}
				}
				PRC = {
					every_faction_member = {
						display_individual_scopes = yes
						leave_faction = yes
						event_target:WTT_current_china_leader = {
							add_to_faction = PREV
						}
					}
				}
			}
		}
	}
	PRC_remove_yulin_garrison = {
		icon = GFX_decision_generic_prepare_civil_war
		priority = 1000
		days_remove = 90
		fire_only_once = yes
		allowed = {
			original_tag = PRC
		}
		visible = {
			1046 = {
				has_dynamic_modifier = {
					modifier = PRC_the_yulin_garrison
				}
			}
		}
		available = {
			controls_state = 1046
			1046 = {
				has_dynamic_modifier = {
					modifier = PRC_the_yulin_garrison
				}
			}
		}
		cancel_trigger = {
			NOT = {
				controls_state = 1046
			}
		}
		ai_hint_pp_cost = 50
		custom_cost_trigger = {
			command_power = > 49
			has_political_power = > 49
		}
		custom_cost_text = decision_cost_CP_50_pp_50
		complete_effect = {
			hidden_effect = {
				add_command_power = -50
				add_political_power = -50
			}
		}
		modifier = {
			command_power_gain = -0.1
			experience_gain_army = -0.1
			army_defence_factor = -0.025
			army_attack_factor = -0.025
		}
		remove_effect = {
			1046 = {
				remove_dynamic_modifier = {
					modifier = PRC_the_yulin_garrison
				}
			}
		}
		cancel_effect = {

		}
	}
}
### Entity: Event
Component: lithuania.57
Constructs: is_triggered_only
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania.57
	title = lithuania.57.t
	desc = lithuania.57.desc
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = lithuania.57.a
		hidden_effect = {
			country_event = {
				id = lithuania.34
				days = 1
			}
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_combat_ideological_enemies_in_foreign_soil
Constructs: prerequisite, add_ideas, has_government, add_war_support, completion_reward
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_combat_ideological_enemies_in_foreign_soil
	prerequisite = {
		focus = BUL_brannik_youth_organization
	}
	relative_position_id = BUL_brannik_youth_organization
	icon = GFX_focus_eng_expose_the_belly_of_the_bear
	x = 0
	y = 1
	cost = 5
	ai_will_do = {
		factor = 40
	}
	available = {
		has_government = fascism
	}
	completion_reward = {
		add_ideas = BUL_fascist_volunteers
		add_war_support = 0.05
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Event
Component: kmt.2
Constructs: is_triggered_only, annex_country, every_unit_leader, set_nationality
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.2
	title = kmt.2.t
	desc = kmt.2.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = kmt.2.a
		annex_country = {
			target = FROM
			transfer_troops = yes
		}
		FROM = {
			every_unit_leader = {
				set_nationality = ROOT
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: ARM_yerevan_automobile_plant_organization
Source: game
File: common/military_industrial_organization/organizations/ARM_organization.txt

Code:
ARM_yerevan_automobile_plant_organization = {
	name = ARM_yerevan_automobile_plant
	include = generic_motorized_mechanized_organization
	icon = GFX_idea_generic_motorized_equipment_manufacturer_2
	allowed = {
		tag = ARM
	}
	visible = {

	}
	initial_trait = {
		name = generic_mio_initial_trait_motorized_mechanized_manufacturer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
	}
}
### Entity: Character
Component: NGA_acd2
Source: game
File: common/characters/NGA.txt

Code:
NGA_acd2 = {
	advisor = {
		slot = army_chief
		idea_token = NGA_acd2
		allowed = {
			original_tag = NGA
		}
		traits = {
			army_chief_defensive_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_1
		}
	}
}
### Entity: National Focus
Tree: sik_focus
Component: SIK_reaffirm_soviet_connections
Constructs: prerequisite, limit, has_government, has_war_with, add_opinion_modifier, completion_reward, is_in_faction_with, is_in_faction
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = SIK_reaffirm_soviet_connections
	icon = GFX_focus_PRC_embrace_stalinism
	x = 2
	y = 1
	cost = 5
	prerequisite = {
		focus = SIK_king_of_sinkiang
	}
	relative_position_id = SIK_king_of_sinkiang
	mutually_exclusive = {
		focus = SIK_rejoin_the_central_government SIK_reestablish_the_guominjun
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 25
			has_war_with = JAP
			is_in_faction_with = CHI
			CHI = {
				surrender_progress = > 0.85
			}
		} {
			factor = 0
			SOV = {
				surrender_progress = > 0.6
			}
		} {
			factor = 0
			date = < 1938.1.1
		} {
			add = 5
			is_in_faction = no
			date = > 1943.1.1
		}
	}
	available = {
		is_subject = no
		has_government = SOV
		SOV = {
			exists = yes
			is_faction_leader = yes
		}
		NOT = {
			is_in_faction_with = SOV
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		IF = {
			limit = {
				SOV = {
					has_opinion_modifier = SIK_detracting_from_party_line
				}
			}
			SOV = {
				remove_opinion_modifier = {
					target = SIK
					modifier = SIK_detracting_from_party_line
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		SOV = {
			country_event = {
				id = generic.2
				hours = 4
			}
		}
		hidden_effect = {
			SOV = {
				add_opinion_modifier = {
					target = ROOT
					modifier = large_increase
				}
			}
		}
	}
}