Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Faction
Component: faction_goal_north_subjugated
Constructs: has_completed_focus, limit, has_country_flag, has_faction_template, is_owned_by, complete_effect, add_faction_power_projection, every_collection_element
Source: game
File: common/factions/goals/faction_goals_short_term.txt

Code:
faction_goal_north_subjugated = {
	name = faction_goal_north_subjugated_name
	description = faction_goal_north_subjugated_desc
	category = short_term
	group = FOCUS_FILTER_ANNEXATION
	visible = {
		FROM = {
			original_tag = CHI
			has_faction_template = faction_template_chinese_united_front
			NOT = {
				has_country_flag = CHI_tour_the_south_flag CHI_tour_the_west_flag
			}
		}
	}
	available = {
		FROM = {
			has_completed_focus = CHI_tour_the_north
		}
	}
	completed = {
		NXM = {
			all_core_state = {
				is_owned_by = ROOT
			}
		}
		SHX = {
			all_core_state = {
				is_owned_by = ROOT
			}
		}
		GSM = {
			all_core_state = {
				is_owned_by = ROOT
			}
		}
		HBC = {
			all_core_state = {
				is_owned_by = ROOT
			}
		}
		XIC = {
			all_core_state = {
				is_owned_by = ROOT
			}
		}
		SND = {
			all_core_state = {
				is_owned_by = ROOT
			}
		}
	}
	complete_effect = {
		add_faction_power_projection = 50
		every_collection_element = {
			input = {
				input = game:scope
				operators = {
					 = faction_members
					limit = {
						is_subject = yes
					}
				}
				name = ALL_FACTION_MEMBERS
			}
			custom_effect_tooltip = ALL_FACTION_MEMBERS
			IF = {
				limit = {
					NOT = {
						has_completed_goal = faction_goal_north_subjugated
					}
				}
				add_timed_idea = {
					idea = idea_CHI_central_government_integration_pressure
					days = 365
				}
			}
		}
	}
	ai_will_do = {
		base = 1
	}
}
### Entity: Character
Component: silver_tongue_no_lar
Source: game
File: common/country_leader/00_traits.txt

Code:
silver_tongue_no_lar = {
	random = no
	opinion_gain_monthly_factor = 0.2
	improve_relations_maintain_cost_factor = -0.2
	justify_war_goal_time = -0.15
}
### Entity: Character
Component: navy_carrier_2
Constructs: sortie_efficiency
Source: game
File: common/country_leader/00_traits.txt

Code:
navy_carrier_2 = {
	sprite = 3
	sortie_efficiency = 0.15
	command_cap_increase = @tier2_cp_cap_increase
	command_power = @tier2_cp_cost
	ai_will_do = {
		factor = @navy_command_factor_2
		modifier = {
			factor = 0
			command_power = < @tier2_cp_cost
		}
	}
}
### Entity: Decision
Component: economy_decisions
Constructs: add_equipment_to_stockpile, limit, has_country_flag, fire_only_once, has_dlc, has_tech, complete_effect, set_country_flag
Source: game
File: common/decisions/NOR.txt

Code:
economy_decisions = {
	refit_to_destroyer_nor = {
		icon = GFX_decision_generic_merge_plant_ship
		fire_only_once = no
		custom_cost_text = decision_cost_4_convoy
		custom_cost_trigger = {
			NOR_has_4_convoys = yes
		}
		visible = {
			has_country_flag = refit_convoy_ships_flag_nor
		}
		available = {
			NOT = {
				has_country_flag = nor_building_ship
			}
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				has_tech = early_ship_hull_light
			} {
				limit = {
					NOT = {
						has_dlc = Man the Guns
					}
				}
				has_tech = early_destroyer
			}
		}
		days_remove = 14
		complete_effect = {
			add_equipment_to_stockpile = {
				type = convoy_1
				amount = -4
			}
			set_country_flag = {
				flag = nor_building_ship
				days = 14
				value = 1
			}
		}
		remove_effect = {
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				if = {
					limit = {
						NOT = {
							has_country_flag = refit_to_destroyer_flag_nor
						}
					}
					set_country_flag = refit_to_destroyer_flag_nor
					create_equipment_variant = {
						name = Refitted Destroyer Class
						type = ship_hull_light_1
						name_group = NOR_DD_HISTORICAL
						parent_version = 0
						modules = {
							fixed_ship_battery_slot = ship_light_battery_1
							fixed_ship_anti_air_slot = empty
							fixed_ship_fire_control_system_slot = empty
							fixed_ship_radar_slot = empty
							fixed_ship_engine_slot = light_ship_engine_1
							fixed_ship_torpedo_slot = empty
							mid_1_custom_slot = empty
							rear_1_custom_slot = empty
						}
						obsolete = yes
					}
				}
				create_ship = {
					type = ship_hull_light_1
					equipment_variant = Refitted Destroyer Class
					creator = ROOT
					name = Refitted Destroyer
				}
			}
			else_if = {
				limit = {
					NOT = {
						has_dlc = Man the Guns
					}
				}
				if = {
					limit = {
						NOT = {
							has_country_flag = refit_to_destroyer_flag
						}
					}
					set_country_flag = refit_to_destroyer_flag
					create_equipment_variant = {
						name = Refitted Destroyer Class
						type = destroyer_1
						upgrades = {
							ship_torpedo_upgrade = 0
							destroyer_engine_upgrade = 0
							ship_ASW_upgrade = 0
							ship_anti_air_upgrade = 0
						}
						obsolete = yes
					}
				}
				create_ship = {
					type = destroyer_1
					equipment_variant = Refitted Destroyer Class
					creator = ROOT
					name = Refitt
# ... (truncated)
### Entity: Idea
Component: EAI_DD_10/cv_small_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_10/cv_small_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Military Industrial Organization
Component: PRC_harbin_aircraft_industry_group_organization
Constructs: has_dynamic_modifier, has_dlc, add_trait, production_bonus
Source: game
File: common/military_industrial_organization/organizations/PRC_organization.txt

Code:
PRC_harbin_aircraft_industry_group_organization = {
	include = generic_multi_role_aircraft_organization
	name = PRC_harbin_aircraft_industry_group_organization
	icon = GFX_idea_PRC_harbin_aircraft
	available = {
		OR = {
			PRC = {
				controls_state = 328
			}
			328 = {
				has_dynamic_modifier = {
					modifier = PRC_infiltrated_state_3
				}
			}
		}
	}
	equipment_type = {
		mio_cat_eq_all_small_plane mio_cat_eq_all_medium_plane transport_plane_equipment helicopter_equipment
	}
	tree_header_text = {
		text = PRC_harbin_aircraft_industry_group_organization_header
		x = 0
	} {
		text = mio_header_light_aircraft
		x = 3
	} {
		text = mio_header_medium_aircraft
		x = 6
	}
	research_categories = {
		mio_cat_all_light_aircraft_and_modules mio_cat_all_medium_aircraft_and_modules helicopter_tech
	}
	allowed = {
		tag = PRC
		has_dlc = No Compromise, No Surrender Gotterdammerung
	}
	add_trait = {
		token = PRC_harbin_aircraft_industry_group_harbin_aircraft_manufacturing_plant_trait
		name = PRC_harbin_aircraft_industry_group_harbin_aircraft_manufacturing_plant_trait
		icon = GFX_generic_mio_department_icon_helicopter
		special_trait_background = yes
		relative_position_id = generic_mio_trait_armored_cockpit
		all_parents = {
			generic_mio_trait_armored_cockpit
		}
		position = {
			x = -3
			y = 3
		}
		limit_to_equipment_type = {
			helicopter_equipment
		}
		production_bonus = {
			production_capacity_factor = 0.15
		}
	} {
		token = PRC_harbin_aircraft_industry_group_factory_122_trait
		name = PRC_harbin_aircraft_industry_group_factory_122_trait
		icon = GFX_generic_mio_department_icon_plane_general_conversion
		special_trait_background = yes
		relative_position_id = generic_mio_trait_escort_designs
		position = {
			x = 2
			y = 1
		}
		all_parents = {
			generic_mio_trait_escort_designs
		}
		production_bonus = {
			production_conversion_speed_factor = 0.1
		}
	}
}
### Entity: Military Industrial Organization
Component: CHL_famae_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/CHL_organization.txt

Code:
CHL_famae_organization = {
	include = generic_infantry_equipment_organization
	icon = GFX_idea_CHL_famae
	allowed = {
		has_dlc = Trial of Allegiance
		tag = CHL
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Rebirth_of_the_North_Sea_Empire
Constructs: prerequisite, limit, has_country_flag, completion_reward, is_subject, add_state_core, every_controlled_state, is_core_of
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Rebirth_of_the_North_Sea_Empire
	icon = GFX_focus_ICE_the_viking_spirit
	cost = 5
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL
	}
	available = {
		is_subject = no
		has_country_flag = den_integrated_norway
		count_triggers = {
			amount = 3
			controls_state = 126 125 129 130 131 970 971
		}
		core_compliance = {
			occupied_country_tag = ENG
			value = > 65
		}
	}
	prerequisite = {
		focus = DEN_Return_to_England
	} {
		focus = DEN_Cross_the_Skagerrak
	}
	ai_will_do = {
		factor = 1
	}
	mutually_exclusive = {
		focus = DEN_Reestablish_the_Danelaw_Confederacy
	}
	x = 1
	y = 7
	relative_position_id = DEN_DNSAP_Takeover
	completion_reward = {
		add_state_core = 138
		every_controlled_state = {
			limit = {
				is_core_of = ENG
			}
			DEN = {
				add_state_core = PREV
			}
		}
		hidden_effect = {
			drop_cosmetic_tag = yes
		}
		set_cosmetic_tag = DEN_NORTH_SEA
	}
}
### Entity: Idea
Component: BAH_acr
Source: game
File: common/ideas/bahamas.txt

Code:
BAH_acr = {
	picture = generic_air_african_3
	allowed = {
		original_tag = BAH
	}
	traits = {
		air_chief_reform_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: SWE_landsfader
Source: game
File: common/country_leader/00_traits.txt

Code:
SWE_landsfader = {
	sprite = 10
	random = no
	army_core_defence_factor = 0.06
	army_core_attack_factor = 0.06
	supply_combat_penalties_on_core_factor = -0.08
}
### Entity: Event
Component: mongol_democratic.3
Constructs: is_triggered_only, ai_chance, has_government, is_historical_focus_on, is_in_faction_with, has_opinion, is_guaranteed_by
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_democratic.3
	title = mongol_democratic.3.t
	desc = mongol_democratic.3.d
	picture = GFX_report_event_MON_soviet_ties
	is_triggered_only = yes
	option = {
		name = mongol_democratic.3.a
		ai_chance = {
			base = 100
			modifier = {
				is_historical_focus_on = yes
				NOT = {
					is_in_faction_with = FROM
				}
				factor = 0.1
			} {
				has_government = democratic
				FROM = {
					has_government = communism
				}
				has_opinion = {
					target = FROM
					value = < 40
				}
				factor = 0.5
			} {
				FROM = {
					has_government = ROOT
				}
				factor = 10
			} {
				has_opinion = {
					target = FROM
					value = < -35
				}
				factor = 0.25
			} {
				OR = {
					is_guaranteed_by = ENG FRA
				}
				factor = 0.5
			}
		}
		diplomatic_relation = {
			country = FROM
			relation = guarantee
			active = yes
		}
		FROM = {
			country_event = {
				id = mongol_democratic.4
			}
		}
	} {
		name = mongol_democratic.3.b
		ai_chance = {
			base = 80
			modifier = {
				is_in_faction_with = FROM
				factor = 0
			}
		}
		FROM = {
			country_event = {
				id = mongol_democratic.5
			}
		}
	}
}
### Entity: Character
Component: AUS_fascist_prince_of_starhemberg
Constructs: war_support_factor, neutrality_drift, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
AUS_fascist_prince_of_starhemberg = {
	random = no
	neutrality_drift = 0.03
	fascism_drift = 0.05
	war_support_factor = 0.1
	modifier_army_sub_unit_militia_attack_factor = 0.05
	conscription = 0.005
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_centralize_power
Constructs: prerequisite, add_stability, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_centralize_power
	icon = GFX_goal_PAL_banner_of_frontsmen
	prerequisite = {
		focus = PAL_nasr_ahmar
	}
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	relative_position_id = PAL_nasr_ahmar
	completion_reward = {
		add_political_power = 150
		add_stability = -0.05
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
	}
}
### Entity: Event
Component: PER_foreign_policy_events.1
Constructs: is_triggered_only, ai_chance, has_government, add_opinion_modifier, has_opinion, is_in_faction_with, is_in_faction, is_subject
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_foreign_policy_events.1
	title = PER_foreign_policy_events.1.t
	desc = PER_foreign_policy_events.1.desc
	picture = GFX_report_event_SOV_demands
	is_triggered_only = yes
	option = {
		name = PER_foreign_policy_events.1.a
		ai_chance = {
			base = 1
			modifier = {
				add = 0.5
				has_opinion = {
					target = FROM
					value = > 75
				}
			} {
				add = 0.5
				OR = {
					FROM = {
						has_government = communism
						communism = > 0.5
					} {
						has_government = democratic
						democratic = > 0.5
					} {
						has_government = fascism
						fascism = > 0.5
					} {
						has_government = neutrality
						neutrality = > 0.5
					}
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = < 0.8
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = < 0.5
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = < 0.2
				}
			} {
				factor = 100
				is_in_faction_with = FROM
			} {
				factor = 0
				OR = {
					AND = {
						is_in_faction = yes
						NOT = {
							is_in_faction_with = FROM
						}
					} {
						is_subject = yes
						NOT = {
							is_subject_of = FROM
						}
					}
				}
			}
		}
		set_politics = {
			ruling_party = FROM
		}
		FROM = {
			puppet = ROOT
			add_to_faction = ROOT
			hidden_effect = {
				country_event = {
					id = NSB_soviet_foreign_politics_events.150
					hours = 1
				}
			}
		}
	} {
		name = PER_foreign_policy_events.1.b
		ai_chance = {
			base = 50
			modifier = {
				factor = 2
				is_historical_focus_on = yes
			}
		}
		FROM = {
			hidden_effect = {
				country_event = {
					id = PER_foreign_policy_events.2
					hours = 1
				}
			}
		}
		hidden_effect = {
			add_opinion_modifier = {
				target = FROM
				modifier = SOV_pressured_our_government
			}
		}
		custom_effect_tooltip = germany.126.warning
	}
}
### Entity: Modifier Reference
Construct: cas_damage_reduction
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## cas_damage_reduction

* Number with 1 decimal places
* **Categories**: army
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_anti_air_equipment_3
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_anti_air_equipment_3 = {
	enable = {
		has_country_flag = EAI_PROD_EQUIP_MIN_anti_air_equipment_3
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = anti_air_equipment
		value = 1
	}
}
### Entity: Event
Component: poland.7
Constructs: is_triggered_only, create_wargoal, take_state_focus
Source: game
File: events/Poland.txt

Code:
country_event = {
	id = poland.7
	title = poland.7.t
	desc = poland.7.d
	picture = GFX_report_event_polish_tanks_01
	is_triggered_only = yes
	option = {
		name = poland.7.a
		create_wargoal = {
			type = take_state_focus
			target = POL
			generator = {
				96 95 94 93 91 89
			}
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_swiss_airplane_designs
Constructs: prerequisite, completion_reward, is_power_balance_in_range, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_swiss_airplane_designs
	icon = GFX_focus_generic_aircraft_production
	prerequisite = {
		focus = SWI_modernize_airforce
	}
	mutually_exclusive = {
		focus = SWI_license_axis_plane_designs
	}
	relative_position_id = SWI_modernize_airforce
	x = -2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.2
			SWI_someone_is_about_to_be_angry = yes
		}
	}
	available = {
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = < SWI_centralization_bop_fully_cantons
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = SWI_modernize_airforce
			bonus = 2
			uses = 2
			category = air_equipment
		}
		show_ideas_tooltip = SWI_eidgenossische_FW
		SWI_add_suspicious_prep_opinion = yes
	}
}
### Entity: Modding Documentation
Construct: show_ribbon
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## show_ribbon
* Arguments: <ribbon_token>

Show the popup for earning a ribbon without actually earning it.
### Entity: Idea
Component: bra_naval_manu_1
Constructs: has_completed_focus, limit, has_allowed_idea_with_traits, removal_cost, research_bonus
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_naval_manu_1 = {
	picture = amn
	allowed = {
		tag = BRA
		NOT = {
			has_allowed_idea_with_traits = {
				idea = atlantic_fleet_naval_manufacturer
				limit = 1
			}
		}
	}
	available = {
		has_completed_focus = BRA_R56_florianismo
	}
	cost = 150
	removal_cost = 10
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		atlantic_fleet_naval_manufacturer
	}
}
### Entity: Modifier Reference
Component: KHM_warlord_army
Constructs: army_defence_factor, army_attack_factor, conscription_factor
Source: game
File: common/dynamic_modifiers/r56_china_and_co_dm.txt

Code:
KHM_warlord_army = {
	enable = {
		always = yes
	}
	icon = GFX_idea_chi_whampoa_military_academy
	experience_gain_army_factor = KHM_warlord_army_xp_factor
	surrender_limit = KHM_warlord_army_surrender_limit
	conscription_factor = KHM_warlord_army_rec_pop
	attrition = KHM_warlord_army_attrition
	max_planning_factor = KHM_warlord_army_max_planning
	land_doctrine_cost_factor = KHM_warlord_army_doc_cost
	army_attack_factor = KHM_warlord_army_attack
	army_defence_factor = KHM_warlord_army_defence
	army_core_attack_factor = KHM_warlord_army_core_attack
	army_core_defence_factor = KHM_warlord_army_core_defence
	out_of_supply_factor = KHM_warlord_army_supply_factor
	supply_consumption_factor = KHM_warlord_army_supply_cons
	training_time_factor = KHM_warlord_army_training_time_factor
	special_forces_cap = KHM_warlord_army_spec_cap
	special_forces_attack_factor = KHM_warlord_army_spec_attack
	army_armor_attack_factor = KHM_warlord_army_armor_attack
	production_speed_bunker_factor = KHM_warlord_army_fort
	army_artillery_attack_factor = KHM_warlord_army_arty
	terrain_penalty_reduction = KHM_warlord_army_terrain
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_establish_the_ministry_of_war
Constructs: prerequisite, remove_ideas, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_establish_the_ministry_of_war
	icon = GFX_goal_generic_army_doctrines
	prerequisite = {
		focus = TAN_army_reform
	} {
		focus = TAN_winter_training
	} {
		focus = TAN_cavalry_tradition
	}
	x = 0
	y = 1
	relative_position_id = TAN_army_reform
	cost = 10
	available_if_capitulated = yes
	available = {

	}
	completion_reward = {
		army_experience = 5
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		remove_ideas = TAN_disorganized_military_2
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Event
Component: new_ger.159
Constructs: is_triggered_only, has_completed_focus, limit, add_ideas, remove_ideas, add_stability, set_country_flag, unlock_national_focus
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.159
	title = new_ger.159.t
	desc = new_ger.159.d
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	immediate = {
		set_country_flag = GER_r56_cw_flag
		hidden_effect = {
			unlock_national_focus = GER_prioritize_economic_growth
		}
	}
	trigger = {
		NOT = {
			has_completed_focus = GER_prioritize_economic_growth
		}
	}
	option = {
		name = new_ger.159.a
		effect_tooltip = {
			unlock_national_focus = GER_prioritize_economic_growth
		}
		add_ideas = civilian_economy
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_stability = -0.1
		every_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			random_select_amount = 2
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		GER_stop_rearmament = yes
		remove_ideas = r56_GER_economic_uncertainty
	}
}
### Entity: AI Strategy
Component: EAI_PROD_ARMY_MA_armor_army_production_strategy
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_division_strategies.txt

Code:
EAI_PROD_ARMY_MA_armor_army_production_strategy = {
	enable = {
		has_country_flag = EAI_MA_armor_army_production_strategy
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = armor
		value = 20
	}
}
### Entity: Military Industrial Organization
Component: JAP_mitsubishi_kobe_shipyard_organization
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, has_dlc, add_trait, has_mio_size, set_country_flag
Source: game
File: common/military_industrial_organization/organizations/JAP_organization.txt

Code:
JAP_mitsubishi_kobe_shipyard_organization = {
	include = generic_submarine_organization
	icon = GFX_idea_JAP_kobe_shipyard
	allowed = {
		OR = {
			AND = {
				original_tag = JAP
				has_dlc = Arms Against Tyranny
			}
			PHI_SEA = yes
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = JAP
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = JAP
				}
			}
		} {
			limit = {
				FROM = {
					original_tag = PHI
				}
			}
			FROM = {
				has_completed_focus = PHI_align_with_japan
				if = {
					limit = {
						has_completed_focus = PHI_declare_military_emergency
					}
					NOT = {
						has_completed_focus = PHI_declare_military_emergency
					}
				}
			}
		}
	}
	add_trait = {
		token = JAP_mio_trait_special_government_contracts_mitsubishi_trait
		name = JAP_mio_trait_special_government_contracts_mitsubishi_trait
		icon = GFX_generic_mio_trait_icon_efficiency_cap
		special_trait_background = yes
		relative_position_id = generic_mio_trait_decalin_fueled_torpedo
		position = {
			x = 2
			y = 0
		}
		visible = {
			FROM = {
				original_tag = JAP
			}
		}
		available = {
			has_mio_size = > 5
			FROM = {
				NOT = {
					has_country_flag = JAP_mio_trait_special_government_contracts_taken_flag
				}
			}
		}
		on_complete = {
			custom_effect_tooltip = mitsubishi_trait_will_not_be_available_in_other_organizations generic_skip_one_line_tt
			FROM = {
				set_country_flag = JAP_mio_trait_special_government_contracts_taken_flag
			} {
				remove_trait = {
					character = JAP_koyata_iwasaki
					slot = political_advisor
					trait = JAP_mitsubishi_president
				}
				custom_effect_tooltip = generic_skip_one_line_tt
				add_trait = {
					character = JAP_koyata_iwasaki
					slot = political_advisor
					trait = JAP_mitsubishi_president_2
				}
			}
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.02
		}
		production_bonus = {

		}
		ai_will_do = {
			base = 2
		}
	} {
		token = JAP_mio_trait_zaibatsu_production_capabilities_trait
		name = JAP_mio_trait_zaibatsu_production_capabilities_trait
		icon = GFX_generic_mio_trait_icon_efficiency_gain
		special_trait_background = yes
		relative_position_id = generic_mio_trait_decalin_fueled_torpedo
		position = {
			x = 3
			y = 0
		}
		visible = {
			FROM = {
				original_tag = JAP
			}
		}
		available = {
			FROM = {
				JAP_zaibatsu_
# ... (truncated)
### Entity: Character
Component: peoples_commissar_for_posts_and_telegraphs
Source: game
File: common/country_leader/00_traits.txt

Code:
peoples_commissar_for_posts_and_telegraphs = {
	random = no
	sprite = 13
	political_power_factor = 0.05
	land_reinforce_rate = 0.02
}