Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: SAF_event.6
Constructs: has_government, has_character, set_nationality
Source: game
File: events/SAF_events.txt

Code:
country_event = {
	id = SAF_event.6
	title = SAF_event.6.t
	desc = SAF_event.6.desc
	picture = GFX_CZKE_moravec_london_report
	mean_time_to_happen = {
		days = 15
	}
	trigger = {
		OR = {
			has_government = communism fascism
		}
		has_character = SAF_jan_smuts
	}
	option = {
		name = SAF_event.6.a
		SAF_jan_smuts = {
			set_nationality = FAK
		}
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_join_the_comintern
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_subject, is_in_faction, has_capitulated
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_join_the_comintern
	icon = GFX_goal_generic_soviet_assistance
	prerequisite = {
		focus = TIB_cult_of_personality
	}
	relative_position_id = TIB_cult_of_personality
	mutually_exclusive = {
		focus = TIB_join_the_chinese
	}
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {
		is_subject = no
		is_in_faction = no
		AND = {
			SOV = {
				NOT = {
					has_war_with = ROOT
				}
				has_government = communism
				has_capitulated = no
				is_faction_leader = yes
			}
		}
	}
	bypass = {
		OR = {
			is_subject_of = SOV
			is_in_faction_with = SOV
			SOV = {
				OR = {
					NOT = {
						has_government = communism
					}
					has_civil_war = yes
				}
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				SOV = {
					has_government = communism
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			SOV = {
				country_event = {
					id = generic.2
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_take_over_air_bases
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_building_construction, add_doctrine_cost_reduction
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_take_over_air_bases
	icon = GFX_goal_generic_air_doctrine
	prerequisite = {
		focus = KOR_experience_of_the_korean_liberation_army KOR_conventional_warfare KOR_guerilla_experience
	}
	relative_position_id = KOR_experience_of_the_korean_liberation_army
	x = 18
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		air_experience = 10
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = air_base
					size = > 0
				}
			}
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = air_base
					size = > 0
				}
			}
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
		}
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: GRE_phaliron_aircraft
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/greece.txt

Code:
GRE_phaliron_aircraft = {
	picture = gre_phaliron_aircraft
	allowed = {
		original_tag = GRE
		has_dlc = Battle for the Bosporus
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		CAS_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: SPR_government_power_struggle
Constructs: has_government
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_government_power_struggle = {
	picture = generic_disjointed_gov
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		political_power_factor = -0.1
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_promote_reservists
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_doctrine_cost_reduction, add_corps_commander_role
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_promote_reservists
	icon = GFX_goal_generic_army_doctrines
	prerequisite = {
		focus = AST_additional_militia_training
	}
	x = 1
	y = 1
	relative_position_id = AST_additional_militia_training
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		army_experience = 50
		add_doctrine_cost_reduction = {
			name = AST_promote_reservists
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
		custom_effect_tooltip = AST_new_general_tt
		hidden_effect = {
			add_corps_commander_role = {
				character = AST_iven_mackay
				traits = {

				}
				skill = 3
				attack_skill = 2
				defense_skill = 2
				planning_skill = 3
				logistics_skill = 3
			}
		}
	}
}
### Entity: Character
Component: ENG_alan_brooke
Constructs: has_completed_focus
Source: game
File: common/characters/ENG.txt

Code:
ENG_alan_brooke = {
	name = ENG_alan_brooke
	portraits = {
		army = {
			small = GFX_idea_alan_brooke
		} {
			large = GFX_portrait_ENG_alan_brooke
		}
	}
	advisor = {
		slot = army_chief
		idea_token = alan_brooke
		allowed = {
			original_tag = ENG
		}
		available = {
			NOT = {
				has_completed_focus = ENG_eliminate_the_upper_class
			}
		}
		traits = {
			army_chief_maneuver_3
		}
		cost = 200
		ai_will_do = {
			base = 0.5
		}
	}
	field_marshal = {
		traits = {
			career_officer trait_cautious defensive_doctrine
		}
		skill = 5
		attack_skill = 3
		defense_skill = 5
		planning_skill = 5
		logistics_skill = 3
		legacy_id = 997
	}
}
### Entity: Wiki Documentation
Construct: normals
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
normals
|
Unknown what it does.
|
Only for developers.
|
### Entity: Game Data
Component: here_comes_the_money
Constructs: has_country_flag, has_any_custom_difficulty_setting
Source: game
File: common/achievements/rt56-achievements.txt

Code:
here_comes_the_money = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = LIE
	}
	happened = {
		any_country = {
			has_country_flag = LIE_gold_trading_partner
			any_other_country = {
				has_country_flag = LIE_gold_trading_partner
			}
		}
	}
}
### Entity: Event
Component: britain.23
Constructs: is_triggered_only, ai_chance, limit, has_government, random_other_country, is_puppet_of, set_cosmetic_tag
Source: game
File: events/Britain.txt

Code:
country_event = {
	id = britain.23
	title = britain.23.t
	desc = britain.23.d
	picture = GFX_report_event_indian_soldiers
	is_triggered_only = yes
	option = {
		ai_chance = {
			factor = 100
			modifier = {
				has_government = fascism
				factor = 0
			}
		}
		name = britain.23.a
		start_civil_war = {
			ideology = fascism
			size = 0.5
		}
	} {
		name = britain.23.b
		start_civil_war = {
			ruling_party = fascism
			ideology = neutrality
			size = 0.5
		}
		random_other_country = {
			limit = {
				original_tag = RAJ
				has_government = neutrality
				is_puppet_of = ENG
			}
			set_cosmetic_tag = RAJ_UK
		}
	}
}
### Entity: Technology
Component: tech_logistics_company3
Constructs: research_cost
Source: game
File: common/technologies/support.txt

Code:
technology = {
	logistics_company = {
		supply_consumption_factor = -0.1
		fuel_consumption_factor = -0.05
	}
	helicopter_transport = {
		supply_consumption_factor = -0.12
	}
	helicopter_brigade = {
		supply_consumption_factor = -0.12
	}
	path = {
		leads_to_tech = tech_logistics_company4
		research_cost_coeff = 1
	}
	research_cost = 2.0
	start_year = 1942
	folder = {
		name = support_folder
		position = {
			x = @logistic_x
			y = @1942
		}
	}
	categories = {
		support_tech logistics_tech motorized_equipment mio_cat_tech_all_motorized_mechanized
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 1.2
			date = > 1943.1.1
		} {
			factor = 2
			date = > 1944.1.1
		} {
			factor = 2
			date = > 1945.1.1
		}
	}
}
### Entity: Character
Component: XSM_ma_bufang
Source: game
File: common/characters/XSM.txt

Code:
XSM_ma_bufang = {
	name = XSM_ma_bufang
	portraits = {
		civilian = {
			large = GFX_portrait_xsm_ma_bufang
		}
		army = {
			large = GFX_portrait_xsm_ma_bufang
			small = GFX_idea_XSM_ma_bufang
		}
	}
	advisor = {
		slot = army_chief
		idea_token = XSM_ma_bufang
		allowed = {
			original_tag = XSM
		}
		traits = {
			army_chief_morale_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	country_leader = {
		ideology = oligarchism
		expire = 1965.1.1
		desc = XSM_ma_bufang_leader_desc
		traits = {
			authoritarian_centralizer
		}
		id = -1
	} {
		ideology = ultranationalism
		expire = 1965.1.1
		desc = XSM_ma_bufang_leader_desc
		traits = {
			authoritarian_centralizer
		}
		id = -1
	} {
		ideology = conservatism
		expire = 1965.1.1
		desc = XSM_ma_bufang_leader_desc
		traits = {
			authoritarian_centralizer
		}
		id = -1
	} {
		ideology = agrarian_socialism
		desc = XSM_ma_bufang_leader_desc
		expire = 1965.1.1
		traits = {
			authoritarian_centralizer
		}
		id = -1
	}
}
### Entity: Scripted Trigger
Component: den_already_befriended
Constructs: has_completed_focus
Source: game
File: common/scripted_triggers/r56_danish_scripted_trigger.txt

Code:
den_already_befriended = {
	OR = {
		has_completed_focus = DEN_Approach_Germany DEN_Approach_the_British DEN_Approach_the_Soviets DEN_The_Stockholm_Communique
	}
}
### Entity: Character
Component: the_dutch_nobleman
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
the_dutch_nobleman = {
	random = no
	sprite = 13
	stability_factor = -0.05
	consumer_goods_factor = -0.1
}
### Entity: Event
Component: r56_afghanistan.37
Constructs: is_triggered_only, ai_chance, fire_only_once, add_to_variable, has_country_leader, set_country_flag
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.37
	picture = GFX_report_event_gre_megali_conference_signing
	title = r56_afghanistan.37.t
	desc = r56_afghanistan.37.d
	fire_only_once = yes
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			country_event = {
				id = r56_afghanistan.38
				days = 14
			}
		}
	}
	option = {
		name = r56_afghanistan.37.a
		add_to_variable = {
			AFG_afghan_constitution_political_power_factor = 0.05
		} {
			AFG_afghan_constitution_stability_factor = 0.05
		}
		custom_effect_tooltip = AFG_political_ulema_tt
		ai_chance = {
			base = 1
			modifier = {
				add = 5
				has_country_leader = {
					character = AFG_abul_ala_maududi
					ruling_only = yes
				}
			}
		}
	} {
		name = r56_afghanistan.37.b
		add_to_variable = {
			AFG_afghan_constitution_army_org_factor = 0.1
		} {
			AFG_afghan_constitution_max_dig_in_factor = 0.05
		}
		custom_effect_tooltip = AFG_army_ulema_tt
		ai_chance = {
			base = 1
			modifier = {
				add = 3
				has_country_leader = {
					character = AFG_haji_mirzali_khan
					ruling_only = yes
				}
			}
		}
	} {
		name = r56_afghanistan.37.c
		add_to_variable = {
			AFG_afghan_constitution_research_speed_factor = 0.1
		}
		set_country_flag = AFG_ulema_education
		custom_effect_tooltip = AFG_ulema_civilian_ulema_tt AFG_ulema_no_focus
		ai_chance = {
			base = 1
			modifier = {
				add = 1
				has_country_leader = {
					character = AFG_haji_mirzali_khan
					ruling_only = yes
				}
			}
		}
	}
}
### Entity: Idea
Component: EAI_VERY_HARD/heavy_tank_amphibious_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_VERY_HARD/heavy_tank_amphibious_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_amphibious_chassis = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: Joint Focus
Component: INSHOL_reasserting_control
Constructs: has_completed_focus, prerequisite, limit, joint_focus, add_war_support, has_country_flag, completion_reward, allow_branch
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_reasserting_control
	icon = GFX_focus_INS_reasserting_control
	text_icon = INSHOL_HOL_focus_style
	available = {
		tag = HOL
		custom_trigger_tooltip = {
			tooltip = INSHOL_revolution_ongoing_tt
			INS = {
				has_country_flag = {
					flag = INS_revolution_has_started
				}
			}
		}
	}
	allow_branch = {
		has_dlc = Thunder at Our Gates
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			INS = {
				OR = {
					has_completed_focus = INS_seize_oppurtunity
					NOT = {
						has_completed_focus = INS_the_jewel_in_the_crown
					}
				}
			}
		}
	}
	prerequisite = {

	}
	mutually_exclusive = {

	}
	x = 14
	y = 0
	relative_position_id = INSHOL_dutch_east_indies
	offset = {
		x = 43
		y = -1
		trigger = {
			tag = INS
		}
	} {
		x = -4
		y = 0
		trigger = {
			tag = INS
			has_completed_focus = INS_seize_oppurtunity
		}
	} {
		x = 57
		y = 0
		trigger = {
			tag = HOL
		}
	}
	cost = 5
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {

	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			add_war_support = 0.05
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
			INS = {
				country_event = {
					id = INS_revolution_events.1
					days = 7
				}
			}
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				original_tag = INS
			}
			add_war_support = 0.05
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
			INS = {
				country_event = {
					id = INS_revolution_events.1
					days = 7
				}
			}
		}
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_enforce_local_ressource_exploitation
Constructs: prerequisite, has_government, completion_reward, is_subject, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_enforce_local_ressource_exploitation
	icon = GFX_goal_generic_communist_industries
	prerequisite = {
		focus = QUE_collectivize_the_means_of_production
	}
	relative_position_id = QUE_collectivize_the_means_of_production
	x = -1
	y = 1
	cost = 5
	available_if_capitulated = yes
	available = {
		has_government = communism
		OR = {
			is_subject = no
			OVERLORD = {
				has_government = communism
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 2
			category = excavation_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Joint Focus
Component: CONGO_republic_of_congo
Constructs: has_completed_focus, prerequisite, limit, joint_focus, remove_ideas, has_war_with, completion_reward, is_in_faction_with
Source: game
File: common/national_focus/congo_shared.txt

Code:
joint_focus = {
	id = CONGO_republic_of_congo
	dynamic = yes
	icon = GFX_focus_CONGO_republic_of_congo
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
	mutually_exclusive = {
		focus = CONGO_dominion_of_congo CONGO_overseas_department_of_belgium CONGO_congo_free_state
	}
	prerequisite = {
		focus = CONGO_whispers_of_independence
	}
	relative_position_id = CONGO_congos_place_in_the_world
	x = 3
	y = 2
	cost = 10
	text_icon = CONGO_COG_focus_style
	available = {
		original_tag = COG
		OR = {
			is_in_faction_with = BEL
			is_subject_of = BEL
		}
		NOT = {
			has_completed_focus = COG_national_committee_for_liberation
		} {
			OR = {
				has_global_flag = CONGO_independence_war_ongoing COG_BEL_negotiations_ongoing_flag
			}
		}
		COG = {
			OR = {
				has_autonomy_state = autonomy_dominion autonomy_satellite
			}
		}
	}
	bypass = {
		COG = {
			is_subject = no
			NOT = {
				any_country = {
					original_tag = COG
					has_war_with = PREV
				}
			}
		}
	}
	available_if_capitulated = yes
	completion_reward_joint_originator = {
		IF = {
			limit = {
				original_tag = COG
			}
			IF = {
				limit = {
					COG = {
						is_subject_of = BEL
					}
				}
				BEL = {
					set_autonomy = {
						target = COG
						autonomy_state = autonomy_free
						freedom_level = 1
						end_wars = no
						end_civil_wars = no
					}
				}
				IF = {
					limit = {
						NOT = {
							has_global_flag = COG_stays_in_bel_faction_flag
						}
					}
					COG = {
						leave_faction = yes
					}
				}
			} {
				limit = {
					COG = {
						has_cosmetic_tag = COG_belgian_congo
					}
				}
				COG = {
					drop_cosmetic_tag = yes
					set_politics = {
						ruling_party = democratic
						elections_allowed = yes
					}
					add_popularity = {
						ideology = democratic
						popularity = 0.25
					} {
						ideology = communism
						popularity = 0.1
					}
				}
			}
			hidden_effect = {
				IF = {
					limit = {
						COG = {
							has_idea = BEL_albert_de_vleeschauwer
						}
					}
					remove_ideas = BEL_albert_de_vleeschauwer
				}
				set_party_name = {
					ideology = neutrality
					long_name = house_of_agua_rosada_long
					name = house_of_agua_rosada
				}
				add_country_leader_role = {
					character = COG_pedro_vii_alfonso
					promote_leader = yes
					country_leader = {
						ideology = despotism
						expire = 1969.1.1.1
						traits = {
			
# ... (truncated)
### Entity: National Focus
Tree: arg_focus
Component: ARG_uk_coop
Constructs: prerequisite, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_uk_coop
	icon = GFX_focus_chi_british_cooperation
	prerequisite = {
		focus = ARG_external_help_focus
	}
	mutually_exclusive = {
		focus = ARG_usa_coop
	}
	relative_position_id = ARG_external_help_focus
	x = 2
	y = 1
	cost = 7.2
	completion_reward = {
		add_opinion_modifier = {
			target = ENG
			modifier = arg_coop
		}
		ENG = {
			add_opinion_modifier = {
				target = ARG
				modifier = arg_coop
			}
		}
	}
}
### Entity: Scripted Trigger
Component: frloc_state_sg_masc_vow_art_l_del_x_04
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_state_sg_masc_vow_art_l_del_x_04 = {
	OR = {
		state = 136 154 380 385 387 395 396 494 495 504 561 581 587 606 630 682
	}
}
### Entity: Shared Focus
Tree: kmt_focus
Component: KMT_rise_of_the_blueshirts
Constructs: shared_focus, has_completed_focus, prerequisite, has_government, has_country_flag, completion_reward, is_subject, has_autonomy_state
Source: game
File: common/national_focus/the_national_catastrophe_shared.txt

Code:
shared_focus = {
	id = KMT_rise_of_the_blueshirts
	icon = GFX_goal_support_fascism
	prerequisite = {
		focus = KMT_a_beacon_of_ideology_in_the_middle_kingdom
	}
	mutually_exclusive = {
		focus = KMT_declare_the_peoples_republic
	}
	available = {
		OR = {
			is_subject = no
			has_autonomy_state = autonomy_dominion
		}
		has_completed_focus = KMT_align_the_blueshirts_puppet
		has_government = fascism
	}
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 2.1
	}
	allow_branch = {
		original_tag = CHI
		NOT = {
			has_completed_focus = KMT_the_tianmen_square_coup
		} {
			has_completed_focus = CHI_seek_japanese_support
		} {
			has_country_flag = KMT_taiwan
		} {
			has_completed_focus = MAN_bolster_nationalism
		} {
			has_completed_focus = MAN_depose_the_weak_monarch_2
		} {
			has_completed_focus = MAN_the_kwantung_connection_2
		} {
			has_completed_focus = MAN_embrace_the_status_quo
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	relative_position_id = KMT_a_beacon_of_ideology_in_the_middle_kingdom
	completion_reward = {
		set_country_flag = KMT_fascism
		mark_focus_tree_layout_dirty = yes
		unlock_national_focus = KMT_the_tianmen_square_coup
	}
}
### Entity: Character
Component: CZE_corporatist_lackey
Constructs: industrial_capacity_factory
Source: game
File: common/country_leader/00_traits.txt

Code:
CZE_corporatist_lackey = {
	sprite = 10
	random = no
	political_power_factor = -0.03
	industrial_capacity_factory = 0.03
	production_speed_arms_factory_factor = 0.1
	political_advisor_cost_factor = 0.1
}
### Entity: Idea
Component: CAN_defence_of_canada_regulations_communism
Constructs: has_government, removal_cost, democratic_drift, fascism_drift
Source: game
File: common/ideas/canada.txt

Code:
CAN_defence_of_canada_regulations_communism = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = can_defence_of_canada_regulations_communism
	modifier = {
		democratic_drift = -0.01
		fascism_drift = -0.01
		foreign_subversive_activites = -0.5
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_agricultural_collectivization
Constructs: prerequisite, limit, add_ideas, add_stability, completion_reward, cancel_if_invalid, set_temp_variable, add_to_temp_variable
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_agricultural_collectivization
	icon = GFX_focus_prc_agrarian_socialism
	x = 0
	y = 3
	prerequisite = {
		focus = FRA_industrial_collectivization
	}
	mutually_exclusive = {

	}
	relative_position_id = FRA_invite_communist_ministers
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = {
			FRA_agricultural_collectivization
		}
		if = {
			limit = {
				set_temp_variable = {
					FRA_rw_support = party_popularity@neutrality
				}
				add_to_temp_variable = {
					FRA_rw_support = party_popularity@fascism
				}
				check_variable = {
					FRA_rw_support = > 0.4
				}
			}
			add_stability = -0.05
		}
	}
}
### Entity: Event
Component: CHI_warlords.32
Constructs: is_triggered_only, limit, set_country_flag, every_state, is_core_of, is_owned_by, remove_core_of, set_cosmetic_tag
Source: game
File: events/r56_warlord_events.txt

Code:
country_event = {
	id = CHI_warlords.32
	title = CHI_warlords.32.t
	desc = CHI_warlords.32.desc
	picture = GFX_report_event_generic_china
	is_triggered_only = yes
	option = {
		name = CHI_warlords.32.a
		hidden_effect = {
			FROM = {
				country_event = CHI_warlords.19
			}
		}
		FROM = {
			set_country_flag = CHI_no_two_systems
		} {
			uncomplete_national_focus = {
				focus = CHI_one_china_two_systems
			}
		}
	} {
		name = CHI_warlords.32.b
		hidden_effect = {
			FROM = {
				country_event = CHI_warlords.20
			}
		}
		diplomatic_relation = {
			country = FROM
			relation = non_aggression_pact
			active = yes
		}
		every_state = {
			limit = {
				is_core_of = FROM
				is_owned_by = FROM
			}
			remove_core_of = ROOT
		} {
			limit = {
				is_owned_by = ROOT
				is_core_of = ROOT
			}
			remove_core_of = FROM
		}
		FROM = {
			set_cosmetic_tag = CHI
		}
	}
}
### Entity: Modifier Reference
Construct: Resources
Source: vanilla_docs
File: common/resources/_documentation.md

Doc:
# Resources

When adding new resources or changing the order, remember to update this define: NAI::MIN_FACTORIES_TO_WANT_TO_IMPORT
This define prevents the AI from considering importing certain resources if it has less than N factories available for trade.
### Entity: National Focus
Tree: tib_focus
Component: TIB_nationalize_the_industry
Constructs: prerequisite, limit, add_stability, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_nationalize_the_industry
	icon = GFX_goal_generic_communist_industries
	prerequisite = {
		focus = TIB_land_redistribution
	}
	relative_position_id = TIB_land_redistribution
	x = -1
	y = 1
	cost = 8
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		add_stability = -0.05
	}
}