Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sia_focus
Component: SIA_a_race_against_time
Constructs: prerequisite, completion_reward, has_idea, add_timed_idea
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_a_race_against_time
	icon = GFX_goal_generic_construct_naval_dockyard
	x = 1
	y = 1
	relative_position_id = SIA_prepare_for_a_pacific_war
	prerequisite = {
		focus = SIA_prepare_for_a_pacific_war
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		NOT = {
			has_idea = idea_SIA_pacific_war_preparations
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_timed_idea = {
			idea = idea_SIA_a_race_against_time
			days = 365
		}
		custom_effect_tooltip = newline_tt SIA_a_race_against_time_tt
		effect_tooltip = {
			add_timed_idea = {
				idea = idea_SIA_overheated_economy
				days = 280
			}
		}
	}
}
### Entity: AI Strategy
Component: INS_underground_revolution_unaligned_plan
Constructs: has_completed_focus, has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/INS_alternate_strategy_plan.txt

Code:
INS_underground_revolution_unaligned_plan = {
	name = Indonesia Unaligned Revolutionary plan
	desc = Early revolution. Will become unaligned.
	allowed = {
		original_tag = INS
		has_dlc = Thunder at Our Gates
	}
	enable = {
		OR = {
			has_country_flag = INS_AI_RANDOM_REVOLUTION_UNALIGNED
			has_game_rule = {
				rule = INS_ai_behavior
				option = REVOLUTION_UNALIGNED
			}
		}
	}
	abort = {
		HOL = {
			has_completed_focus = HOL_taog_guarantee_colonial_loyalty
		}
	}
	ai_national_focuses = {
		INS_recovering_from_the_great_depression INS_developing_java INS_first_come_first_serve INS_infiltrate_the_army INS_volksraad_rumors INS_instigate_chaos_sulawesi INS_prepare_raiding_bases INS_the_declaration_of_independence INS_laskar_rakjat INS_guided_democracy
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Modding Documentation
Construct: show_xp_gain
Constructs: show_xp_gain, xp_gain
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## show_xp_gain
* Aliases: xp_gain

Show XP gain information.
### Entity: Idea
Component: BAH_awt
Source: game
File: common/ideas/bahamas.txt

Code:
BAH_awt = {
	ledger = air
	picture = generic_air_african_2
	allowed = {
		original_tag = BAH
	}
	traits = {
		air_warfare_theorist
	}
}
### Entity: National Focus
Tree: est_focus
Component: EST_democratization_of_the_army
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_estonia.txt

Code:
focus = {
	id = EST_democratization_of_the_army
	icon = GFX_goal_generic_communist_loyalty
	prerequisite = {
		focus = EST_free_education
	}
	relative_position_id = EST_free_education
	x = 0
	y = 2
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = EST_democratization_of_the_army
	}
}
### Entity: Event
Component: BBA_ethiopia_communist_events.40
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_communist_events.40
	title = BBA_ethiopia_communist_events.40.t
	desc = BBA_ethiopia_communist_events.40.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty2
	option = {
		name = BBA_ethiopia_communist_events.40.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Idea
Component: SIA_department_of_industry_r56
Constructs: has_completed_focus, industrial_capacity_factory, production_speed_buildings_factor, has_global_flag, research_bonus
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_department_of_industry_r56 = {
	cost = 75
	picture = generic_industrial_concern_2
	allowed = {
		original_tag = SIA
	}
	visible = {
		has_global_flag = sia_dlc_focus_tree
		has_completed_focus = SIA_begin_the_national_industrial_plan_r56
	}
	research_bonus = {
		industry = 0.08
	}
	traits = {
		industrial_concern
	}
	modifier = {
		industrial_capacity_factory = 0.08
		industrial_capacity_dockyard = 0.08
		production_speed_buildings_factor = 0.08
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_paraguay_intervention
Constructs: prerequisite, completion_reward, is_in_faction_with, is_subject_of, has_war_with_major
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_paraguay_intervention
	icon = GFX_focus_generic_attack_paraguay
	prerequisite = {
		focus = BRA_guyana_crisis
	}
	bypass = {
		PAR = {
			OR = {
				is_in_faction_with = ROOT
				exists = no
				is_subject_of = ROOT
			}
		}
	}
	x = 1
	y = 1
	relative_position_id = BRA_guyana_crisis
	will_lead_to_war_with = PAR
	cost = 5
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0
			has_war_with_major = yes
		}
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		PAR = {
			country_event = {
				id = JUNO_brazil_events.45
				hours = 1
			}
		}
	}
}
### Entity: Modifier Reference
Construct: disable_strategic_redeployment
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## disable_strategic_redeployment

* Boolean
* **Categories**: state, army
### Entity: AI Strategy
Component: default_build_a_nav_facility
Constructs: build_building
Source: game
File: common/ai_strategy/default.txt

Code:
default_build_a_nav_facility = {
	enable = {
		num_of_naval_factories = > 25
		naval_facility = < 1
		NOT = {
			any_controlled_state = {
				naval_facility = > 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_building
		id = naval_facility
		value = 10
	}
}
### Entity: Idea
Component: KMT_juche3
Constructs: stability_factor, has_government, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_juche3 = {
	picture = chi_chinese_support
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		production_speed_synthetic_refinery_factor = 0.15
		production_speed_rubber_refinery_factor = 0.15
		min_export = -0.15
		production_oil_factor = 0.1
		fuel_gain_factor = 0.15
		political_power_factor = 0.05
		local_resources_factor = 0.075
		stability_factor = -0.1
		production_speed_buildings_factor = 0.05
		weekly_manpower = -1500
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_uplift_the_mountain_brigades
Constructs: prerequisite, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea, add_tech_bonus
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = CHI_sea_uplift_the_mountain_brigades
	icon = GFX_focus_secret_rearmament
	x = 1
	y = 1
	cost = 5
	prerequisite = {
		focus = CHI_sea_strenghten_warlord_authority
	}
	relative_position_id = CHI_sea_strenghten_warlord_authority
	mutually_exclusive = {
		focus = CHI_sea_uplift_the_cavalry_regiments
	}
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

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

	}
	completion_reward = {
		swap_ideas = {
			remove_idea = CHI_warlord_state_idea_2
			add_idea = CHI_warlord_state_idea_mnt
		}
		add_tech_bonus = {
			name = CHI_uplift_the_mountain_brigades
			bonus = 0.75
			uses = 1
			category = mountaineers_tech
		}
	}
}
### Entity: Character
Component: CHI_claire_lee_chennault
Constructs: has_completed_focus, has_war_with, has_dlc, is_literally_china, has_idea
Source: game
File: common/characters/CHI.txt

Code:
CHI_claire_lee_chennault = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = claire_lee_chennault
		portraits = {
			army = {
				small = GFX_idea_CHI_claire_chennault
			}
		}
		advisor = {
			slot = air_chief
			cost = 25
			allowed = {
				OR = {
					is_literally_china = yes
					tag = MAN
				}
			}
			available = {
				OR = {
					has_completed_focus = CHI_scout_for_air_experts CHI_sea_hire_chennault CHI_aeronautical_expertise
				}
				not_already_hired_except_as = air_chief
				NOT = {
					has_war_with = USA
				}
			}
			idea_token = CHI_claire_lee_chennault_ground_support
			traits = {
				air_chief_reform_2
			}
			ai_will_do = {
				factor = 0.5
			}
		} {
			slot = theorist
			ledger = air
			cost = 25
			available = {
				OR = {
					has_completed_focus = CHI_aeronautical_expertise CHI_scout_for_air_experts
				}
				not_already_hired_except_as = theorist
				NOT = {
					has_war_with = USA
				}
			}
			idea_token = CHI_claire_lee_chennault_theorist
			traits = {
				air_warfare_theorist
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		name = claire_lee_chennault
		portraits = {
			army = {
				small = GFX_idea_CHI_claire_chennault
			}
		}
		advisor = {
			slot = air_chief
			cost = 25
			allowed = {
				OR = {
					is_literally_china = yes
					tag = MAN
				}
			}
			available = {
				has_completed_focus = CHI_hire_chennault
				NOT = {
					has_idea = CHI_claire_lee_chennault_theorist
				} {
					has_war_with = USA
				}
			}
			idea_token = CHI_claire_lee_chennault
			traits = {
				air_chief_ground_support_2
			}
			ai_will_do = {
				factor = 1
			}
		} {
			slot = theorist
			ledger = air
			cost = 25
			allowed = {
				OR = {
					is_literally_china = yes
					tag = MAN
				}
			}
			available = {
				has_completed_focus = CHI_hire_chennault
				NOT = {
					has_idea = CHI_claire_lee_chennault_air_chief
				} {
					has_war_with = USA
				}
			}
			idea_token = CHI_claire_lee_chennault_theorist
			traits = {
				air_warfare_theorist
			}
		}
	}
}
### Entity: Idea
Component: QUE_quebecois_collectivism
Constructs: production_speed_buildings_factor
Source: game
File: common/ideas/quebec.txt

Code:
QUE_quebecois_collectivism = {
	allowed = {
		original_tag = QUE
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = communist_industry
	modifier = {
		consumer_goods_factor = -0.1
		production_speed_buildings_factor = 0.05
	}
}
### Entity: Misc Config
Component: countries_my_continent
Constructs: limit, is_on_same_continent_as
Source: game
File: common/collections/collections.txt

Code:
countries_my_continent = {
	input = game:all_countries
	name = COLLECTION_ALL_SAME_CONTINENT_COUNTRIES
	operators = {
		limit = {
			is_on_same_continent_as = ROOT
		}
	}
}
### Entity: Event
Component: lar_news.26
Constructs: is_triggered_only, has_war_with
Source: game
File: events/LAR_NewsEvents.txt

Code:
news_event = {
	id = lar_news.26
	title = lar_news.26.t
	desc = lar_news.26.desc
	picture = GFX_news_event_por_return_of_monarchy
	major = yes
	is_triggered_only = yes
	option = {
		name = lar_news.26.a
		trigger = {
			tag = POR
		}
	} {
		name = lar_news.26.b
		trigger = {
			has_war_with = POR
		}
	} {
		name = lar_news.26.c
		trigger = {
			NOT = {
				has_war_with = POR
				tag = POR
			}
		}
	}
}
### Entity: Idea
Component: CZE_department_2_idea_no_lar_air_first
Constructs: removal_cost, encryption_factor, research_bonus
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_department_2_idea_no_lar_air_first = {
	picture = generic_spy_intel
	name = CZE_department_2_idea_lar
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		civilian_intel_to_others = -5.0
		airforce_intel_to_others = -5.0
		foreign_subversive_activites = -0.1
		encryption_factor = 0.1
	}
	research_bonus = {
		decryption_tech = 0.1
	}
}
### Entity: Event
Component: recruit_generals.35
Constructs: is_triggered_only, ai_chance, fire_only_once, random_list, random_unit_leader, set_nationality
Source: game
File: events/recruit_generals_events.txt

Code:
country_event = {
	id = recruit_generals.35
	title = recruit_generals.35.t
	desc = recruit_generals.35.desc
	picture = GFX_report_event_force_publique
	is_triggered_only = yes
	fire_only_once = yes
	hidden = yes
	option = {
		name = recruit_generals.34.a
		ai_chance = {
			factor = 100
		}
		random_list = {
			30 = {

			}
			70 = {
				MOR = {
					random_unit_leader = {
						set_nationality = ROOT
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_restack_the_officer_corps
Constructs: prerequisite, limit, has_government, completion_reward, check_variable, set_variable, has_stability
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_restack_the_officer_corps
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = TUR_purify_the_diyanet TUR_integrate_the_fascist_council
	}
	x = 0
	y = 1
	relative_position_id = TUR_purify_the_diyanet
	cost = 10
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_TUR_KEMALISM
	}
	completion_reward = {
		custom_effect_tooltip = TUR_restack_the_officer_corps_tt
		hidden_effect = {
			if = {
				limit = {
					check_variable = {
						var = TUR_kemalist_officers_loyalty
						value = 3
						compare = less_than
					}
				}
				set_variable = {
					var = TUR_kemalist_officers_loyalty
					value = 3
				}
			} {
				limit = {
					has_stability = < 0.45
					check_variable = {
						var = TUR_kemalist_power_variable
						value = 5
						compare = greater_than_or_equals
					}
					has_government = neutrality
				}
				start_civil_war = {
					ruling_party = neutrality
					ideology = democratic
					size = 0.45
					capital = 797
					states = {
						797 341 354 339 340
					}
				}
			} {
				limit = {
					has_stability = < 0.45
					check_variable = {
						var = TUR_kemalist_power_variable
						value = 5
						compare = greater_than_or_equals
					}
					has_government = fascism
				}
				start_civil_war = {
					ruling_party = fascism
					ideology = neutrality
					size = 0.5
					capital = 797
					states = {
						797 341 354 339 340
					}
				}
			}
			subtract_from_variable = {
				var = TUR_kemalist_power_variable
				value = 2
			}
			TUR_kemalist_loyalty_and_power_update_effect = yes
		}
	}
}
### Entity: National Focus
Tree: slo_focus
Component: SLO_purge_the_army
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, is_subject
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_purge_the_army
	icon = GFX_focus_SOV_military_purge
	prerequisite = {
		focus = SLO_state_security_ministry
	}
	relative_position_id = SLO_state_security_ministry
	available = {
		has_government = communism
		if = {
			limit = {
				is_subject = yes
			}
			OVERLORD = {
				has_government = communism
			}
		}
	}
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = SLO_purge_the_army
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: State History
Component: 455
Constructs: add_core_of
Source: game
File: history/states/455-Jordan.txt

Code:
state = {
	id = 455
	name = STATE_455
	manpower = 932000
	state_category = rural
	history = {
		owner = JOR
		add_core_of = JOR
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			4115 = {
				naval_base = 1
			}
		}
		victory_points = {
			7151 2
		} {
			11976 1
		}
	}
	provinces = {
		1544 4017 4115 4440 4562 4574 4591 4603 7001 7151 7170 10089 11976
	}
	local_supplies = 0.0
}
### Entity: Character
Component: propaganda_bungler
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
propaganda_bungler = {
	random = no
	sprite = 13
	war_support_factor = 0.05
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_china_medical_university
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_research_slot
Source: game
File: common/national_focus/china_communist.txt

Code:
focus = {
	id = PRC_china_medical_university
	icon = GFX_focus_research
	prerequisite = {
		focus = PRC_literacy_programs
	}
	x = 0
	y = 1
	relative_position_id = PRC_literacy_programs
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		num_of_factories = > 34
		amount_research_slots = < 5
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Event
Component: AAT_Sweden.32
Constructs: is_triggered_only, set_state_owner_to
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden.32
	title = AAT_Sweden.32.t
	desc = AAT_Sweden.32.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AAT_Sweden.32.a
		effect_tooltip = {
			910 = {
				set_state_owner_to = ROOT
			}
		}
	}
}
### Entity: Idea
Component: CZE_fifth_column
Constructs: stability_factor, has_government, owns_state, removal_cost, is_subject, conscription_factor, fascism_drift
Source: game
File: common/ideas/czechoslovakia_old.txt

Code:
CZE_fifth_column = {
	removal_cost = -1
	allowed = {
		original_tag = CZE
		owns_state = 69
	}
	cancel = {
		is_subject = yes
		NOT = {
			has_government = fascism
		} {
			controls_state = 69 1078 74
		}
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		conscription_factor = -0.2
		political_power_cost = 0.75
		join_faction_tension = 0.8
		guarantee_tension = 0.3
		fascism_drift = 0.01
		stability_factor = -0.1
	}
}
### Entity: Character
Component: CZE_karel_vaclav_petrik
Constructs: limit, has_power_balance
Source: game
File: common/characters/CZE.txt

Code:
CZE_karel_vaclav_petrik = {
	name = Karel Václav Petrík
	portraits = {
		army = {
			small = GFX_idea_CZE_karel_vaclav_petrik
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = CZE_karel_vaclav_petrik
		ledger = army
		allowed = {
			original_tag = CZE
		}
		traits = {
			military_theorist
		}
		on_add = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = CZE_bop_army_readiness
						}
					}
					CZE_bop_very_low_increase_effect = yes
					custom_effect_tooltip = generic_skip_one_line_tt
				}
			}
		}
		on_remove = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = CZE_bop_army_readiness
						}
					}
					CZE_bop_very_low_decrease_effect = yes
				}
			}
		}
	}
}
### Entity: Event
Component: lar_ratify_the_stresa_front.3
Constructs: is_triggered_only, ai_chance
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_ratify_the_stresa_front.3
	title = lar_ratify_the_stresa_front.3.t
	desc = lar_ratify_the_stresa_front.3.desc
	picture = GFX_report_event_worried_french
	is_triggered_only = yes
	option = {
		name = lar_ratify_the_stresa_front.3.a
		ai_chance = {
			factor = 80
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_civil_war_follow_corportism
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_soviet_civil_war.txt

Code:
focus = {
	id = SOV_civil_war_follow_corportism
	icon = GFX_goal_generic_fascist_bills
	prerequisite = {
		focus = SOV_civil_war_promote_the_asno_detachment SOV_civil_war_form_the_white_emigres
	}
	x = -1
	y = 1
	relative_position_id = SOV_civil_war_promote_the_asno_detachment
	cost = 5
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_ideas = SOV_follow_corportism
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: ARG_argentine_nationalist
Constructs: war_support_factor, conscription_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
ARG_argentine_nationalist = {
	random = no
	sprite = 13
	justify_war_goal_time = -0.1
	war_support_factor = 0.1
	conscription_factor = 0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: USA_fighter_export
Constructs: has_dlc
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_fighter_export = {
	allowed = {
		original_tag = USA
	}
	enable = {
		has_dlc = Arms Against Tyranny
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_factor
		id = fighter
		value = 15
	} {
		type = equipment_production_min_factories
		id = fighter
		value = 1
	} {
		type = equipment_market_for_sale_factor
		id = fighter
		value = 300
	} {
		type = equipment_market_for_sale_threshold
		id = fighter
		value = -60
	}
}
### Entity: Idea
Component: GER_dismantle_czechoslovakian_forts
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_dismantle_czechoslovakian_forts = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = generic_wall_line
	modifier = {
		production_speed_coastal_bunker_factor = 0.2
		production_speed_bunker_factor = 0.2
	}
}
### Entity: AI Strategy
Component: ARG_avoid_china
Constructs: has_dlc, is_historical_focus_on
Source: game
File: common/ai_strategy/ARG.txt

Code:
ARG_avoid_china = {
	allowed = {
		original_tag = CHI
		has_dlc = Trial of Allegiance
	}
	enable = {
		is_historical_focus_on = yes
	}
	abort = {
		date = > 1945.1.1
	}
	ai_strategy = {
		type = alliance
		id = ARG
		value = -1000
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_lend_lease_to_L21
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_L21 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_lend_lease_targets^21 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_lend_lease_desire
		id = L21
		value = 5000
	} {
		type = support
		id = L21
		value = 5000
	} {
		type = diplo_action_desire
		id = L21
		target = lend_lease
		value = 2000
	}
}
### Entity: Character
Component: CHI_gu_zhutong
Source: game
File: common/characters/CHI.txt

Code:
CHI_gu_zhutong = {
	name = CHI_gu_zhutong
	portraits = {
		army = {
			large = GFX_portrait_chi_gu_zhutong
			small = GFX_idea_CHI_gu_zhutong
		}
	}
	corps_commander = {
		traits = {
			career_officer
		}
		skill = 3
		attack_skill = 3
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
	}
}