Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Order of Battle
Component: Capital Fleet Early
Source: game
File: history/units/MTG_NAVAL_TEST_OOB_CAPITAL_EARLY_BLUE.txt

Code:
fleet = {
	name = Capital Fleet Early
	naval_base = 1550
	task_force = {
		name = Blue Fleet
		location = 1550
		ship = {
			name = Blue BB1
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = CUB
				}
			}
		} {
			name = Blue BB2
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = CUB
				}
			}
		} {
			name = Blue BB3
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = CUB
				}
			}
		} {
			name = Blue BB4
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = CUB
				}
			}
		} {
			name = Blue BB5
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = CUB
				}
			}
		} {
			name = Blue BC1
			definition = battle_cruiser
			equipment = {
				battle_cruiser_1 = {
					amount = 1
					owner = CUB
				}
			}
		} {
			name = Blue BC2
			definition = battle_cruiser
			equipment = {
				battle_cruiser_1 = {
					amount = 1
					owner = CUB
				}
			}
		} {
			name = Blue CA1
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = CUB
				}
			}
		} {
			name = Blue CA2
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = CUB
				}
			}
		} {
			name = Blue CA3
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = CUB
				}
			}
		} {
			name = Blue CA4
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = CUB
				}
			}
		} {
			name = Blue CA5
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = CUB
				}
			}
		}
	}
}
### Entity: Modding Documentation
Construct: AddTaskCapacity
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## AddTaskCapacity
* Aliases: mio.AddTaskCapacity, IndustrialOrganisation.AddTaskCapacity
* Arguments: <Industrial Organisation token> (optional), <capacity amount> (optional)

"Add task capacity to one or all Military Industrial Organisations.
Value can be negative but final task capacity will be capped at 0.
ex:
AddTaskCapacity org_token 2
AddTaskCapacity org_token // adds 1 capacity
AddTaskCapacity 2 // adds input capacity to all the player's MIOs
AddTaskCapacity // adds 1 capacity to all the player's MIOs"
### Entity: National Focus
Tree: cze_focus
Component: CZE_invite_romania
Constructs: prerequisite, completion_reward, is_in_faction, is_subject, is_faction_leader, is_in_faction_with, cancel_if_invalid
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_invite_romania
	icon = GFX_focus_invite_romania
	prerequisite = {
		focus = CZE_an_entente_of_our_own
	}
	x = 1
	y = 1
	relative_position_id = CZE_an_entente_of_our_own
	cost = 10
	ai_will_do = {
		factor = 100
		modifier = {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {
		ROM = {
			is_in_faction = no
		} {
			exists = yes
		} {
			is_subject = no
		}
		CZE = {
			is_faction_leader = yes
		}
	}
	bypass = {
		OR = {
			ROM = {
				is_in_faction = yes
			}
			is_in_faction_with = FRA
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		ROM = {
			country_event = {
				hours = 1
				id = czech.28
			}
		}
	}
}
### Entity: Idea
Component: VIN_the_roaring_dragon_theory
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/vietnam_ideas.txt

Code:
VIN_the_roaring_dragon_theory = {
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = generic_production_bonus
	modifier = {
		production_speed_buildings_factor = 0.05
	}
}
### Entity: Idea
Component: KMT_drive_them_back_idea
Constructs: war_support_factor, has_war_with, add_war_support, has_country_flag, is_subject_of, is_ally_with, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_drive_them_back_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		IOC = {
			has_country_flag = KMT_foreign_invader
		}
		has_war_with = IOC
		any_core_state = {
			controller = {
				OR = {
					tag = IOC
					is_subject_of = IOC
					is_ally_with = IOC
				}
			}
		}
	}
	on_remove = {
		add_war_support = 0.1
	}
	removal_cost = -1
	picture = CHI_baojia_system
	modifier = {
		war_support_factor = 0.05
		land_reinforce_rate = 0.05
	}
	targeted_modifier = {
		tag = IOC
		attack_bonus_against = 0.1
		breakthrough_bonus_against = 0.1
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_asymmetric_warfare
Constructs: prerequisite, limit, completion_reward, has_doctrine, cancel_if_invalid, add_timed_idea, add_mastery_bonus, add_to_variable
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_asymmetric_warfare
	icon = GFX_focus_PRC_controlled_growth
	prerequisite = {
		focus = PRC_red_army_reborn
	}
	mutually_exclusive = {
		focus = PRC_conventional_warfare PRC_indirect_fire
	}
	x = 3
	y = 1
	relative_position_id = PRC_red_army_reborn
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_doctrine = peoples_war
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_timed_idea = {
			idea = PRC_army_education_efforts
			days = 365
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		if = {
			limit = {
				has_doctrine = peoples_war
			}
			add_mastery_bonus = {
				bonus = 0.25
				days = 365
				name = PRC_asymmetric_warfare
				sub_doctrine = peoples_war
			}
		}
		else_if = {
			limit = {
				has_doctrine = guerilla_war
			}
			add_mastery_bonus = {
				bonus = 0.25
				days = 365
				name = PRC_asymmetric_warfare
				sub_doctrine = guerilla_war
			}
		}
		else = {
			add_mastery_bonus = {
				bonus = 0.1
				days = 365
				name = PRC_asymmetric_warfare
				track = operations
			}
		}
		PRC_check_if_red_army_or_pla = yes
		add_to_variable = {
			PRC_the_chinese_red_army_org_loss_when_moving = -0.1
			tooltip = org_loss_when_moving_tt
		} {
			PRC_the_chinese_red_army_attrition = -0.05
			tooltip = attrition_tt
		}
		every_unit_leader = {
			random_select_amount = 2
			limit = {
				NOT = {
					has_trait = militias_officer
				}
			}
			add_trait = {
				trait = militias_officer
			}
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_incorporate_the_polish_rump_state
Constructs: prerequisite, limit, completion_reward, is_subject, is_subject_of, is_in_faction_with, annex_country, is_ally_with
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_incorporate_the_polish_rump_state
	icon = GFX_focus_generic_attack_poland
	prerequisite = {
		focus = GER_demand_further_polish_concessions
	} {
		focus = GER_establish_eastern_grand_duchies
	}
	x = 1
	y = 2
	relative_position_id = GER_demand_further_polish_concessions
	cost = 10
	available = {
		is_subject = no
		POL = {
			exists = yes
			OR = {
				is_subject_of = ROOT
				NOT = {
					is_in_faction_with = ROOT
				}
			}
		}
	}
	will_lead_to_war_with = POL
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		IF = {
			limit = {
				POL = {
					is_subject_of = ROOT
				}
			}
			POL = {
				country_event = {
					id = wuw_GER_realpolitik.16
					hours = 2
				}
			}
			custom_effect_tooltip = if_they_accept_tt generic_skip_one_line_tt
			ROOT = {
				annex_country = {
					target = POL
					transfer_troops = yes
				}
			}
			GER_lower_CGFF_small = yes
		} {
			limit = {
				any_country = {
					NOT = {
						original_tag = ROOT POL
						is_ally_with = ROOT
					}
					OR = {
						controls_state = 10 90 92 88 97 94 95
					}
				}
			}
			every_other_country = {
				limit = {
					NOT = {
						original_tag = POL
						is_ally_with = ROOT
					}
					OR = {
						controls_state = 10 90 92 88 97 94 95
					}
				}
				ROOT = {
					create_wargoal = {
						type = take_state_focus
						target = PREV
					}
				}
			}
		}
		ELSE = {
			create_wargoal = {
				type = annex_everything
				target = POL
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
	}
}
### Entity: Military Industrial Organization
Component: INS_gm_java_organization
Constructs: has_completed_focus, has_war_with, has_dlc
Source: game
File: common/military_industrial_organization/organizations/INS_r56_organization.txt

Code:
INS_gm_java_organization = {
	include = generic_motorized_mechanized_organization
	icon = usa_general_motors
	allowed = {
		tag = INS
		has_dlc = Arms Against Tyranny
	}
	available = {
		owner = {
			controls_state = 335
			has_completed_focus = INS_invite_foreign_investors
			NOT = {
				has_war_with = USA
			}
			USA = {
				controls_state = 393
			}
		}
	}
	visible = {
		owner = {
			has_completed_focus = INS_invite_foreign_investors
		}
	}
}
### Entity: Doctrine
Component: carriers
Source: game
File: common/doctrines/tracks/sea_doctrine_tracks.txt

Code:
carriers = {
	name = DOCTRINE_TRACK_CARRIERS
	background = GFX_base_strike_bg
	icon = GFX_doctrine_milestone_carriers_naval
	icon_frame = GFX_doctrine_decor_naval
	mastery = {
		multiplier = 5.0
		equipment = {
			carrier
		}
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_wartime_rationing
Constructs: prerequisite, has_war, add_ideas, has_government, completion_reward, is_subject
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_wartime_rationing
	icon = GFX_goal_generic_bills
	prerequisite = {
		focus = QUE_seize_opponents_assets
	}
	relative_position_id = QUE_abandon_ultramontanism
	x = 3
	y = 5
	cost = 5
	available_if_capitulated = yes
	available = {
		has_war = yes
		has_government = fascism
		OR = {
			is_subject = no
			OVERLORD = {
				has_government = fascism
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		add_ideas = QUE_rationing
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: SRL_nt
Source: game
File: common/ideas/sri_lanka.txt

Code:
SRL_nt = {
	ledger = navy
	picture = generic_navy_asia_3
	allowed = {
		original_tag = SRL
	}
	traits = {
		naval_theorist
	}
}
### Entity: Event
Component: AAT_Sweden.38
Constructs: is_triggered_only, set_autonomy, set_variable, set_global_flag
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden.38
	title = AAT_Sweden.38.t
	desc = AAT_Sweden.38.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AAT_Sweden.38.a
		FROM = {
			set_autonomy = {
				target = ROOT
				autonomy_state = autonomy_integrated_puppet
				end_wars = no
			}
		}
		set_variable = {
			DEN.DEN_overlord_nation = FROM
		}
		set_global_flag = achievement_den_has_never_been_puppeted
	}
}
### Entity: Wiki Documentation
Construct: debug_dumpevents
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
debug_dumpevents
|
Dump Event data to game log
|

|
### Entity: Event
Component: SCA_iceland.7
Constructs: is_triggered_only
Source: game
File: events/ICE_events.txt

Code:
country_event = {
	id = SCA_iceland.7
	title = SCA_iceland.7.t
	desc = SCA_iceland.7.desc
	picture = GFX_report_event_spain_civil_war_volunteers_02
	is_triggered_only = yes
	option = {
		name = SCA_iceland.7.a
	}
}
### Entity: AI Strategy
Component: SOV_pp_spending
Constructs: has_manpower, has_political_power
Source: game
File: common/ai_strategy/SOV.txt

Code:
SOV_pp_spending = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		has_manpower = < 100000
		has_political_power = < 200
	}
	abort = {
		OR = {
			has_manpower = > 100000
			has_political_power = > 200
			date = > 1944.1.1
		}
	}
	ai_strategy = {
		type = pp_spend_priority
		id = admiral
		value = -100
	}
}
### Entity: Idea
Component: JAP_national_defense_brotherhood_idea
Constructs: stability_factor, has_government, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_national_defense_brotherhood_idea = {
	removal_cost = -1
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		has_government = fascism
	}
	picture = JAP_national_defense_brotherhood
	modifier = {
		consumer_goods_factor = -0.1
		production_speed_buildings_factor = 0.05
		stability_factor = -0.1
		political_power_factor = -0.1
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_visit_foreign_capitals
Constructs: prerequisite, limit, has_war_with, is_major, add_opinion_modifier, completion_reward, add_political_power, is_subject
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_visit_foreign_capitals
	icon = GFX_focus_generic_improve_the_administration
	prerequisite = {
		focus = AFG_expand_the_kings_powerbase AFG_biding_our_time
	}
	x = -4
	y = 1
	relative_position_id = AFG_biding_our_time
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 100
		every_other_country = {
			limit = {
				is_major = yes
				NOT = {
					has_war_with = ROOT
				}
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = large_increase
			}
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
	}
}
### Entity: Wiki Documentation
Construct: b
Source: wiki
File: wiki/Special%3ARecentChangesLinked/Category%3AExpand.html

Doc:
b
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Namespace: |
### Entity: Character
Component: EGY_ahmed_hussayn
Constructs: has_government
Source: game
File: common/characters/EGY.txt

Code:
EGY_ahmed_hussayn = {
	name = Ahmed Hussayn
	portraits = {
		civilian = {
			large = gfx/leaders/EGY/r56_portrait_EGY_Ahmed_Hussein.dds
			small = GFX_idea_EGY_ahmed_hussayn
		}
		army = {
			large = gfx/leaders/EGY/r56_portrait_EGY_Ahmed_Hussein.dds
			small = GFX_idea_EGY_ahmed_hussyan_army
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = EGY_ahmed_hussayn
		allowed = {
			original_tag = EGY
		}
		available = {
			has_government = fascism
		}
		traits = {
			sharp_tongued_lawyer
		}
		cost = 150
		ai_will_do = {
			factor = 1.0
		}
	}
	field_marshal = {
		traits = {
			politically_connected infantry_officer harsh_leader
		}
		skill = 3
		attack_skill = 3
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 2
		legacy_id = 6988
		visible = {
			has_government = fascism
		}
	}
}
### Entity: State History
Component: 630
Constructs: add_core_of
Source: game
File: history/states/630-Johnston Atoll.txt

Code:
state = {
	id = 630
	name = STATE_630
	manpower = 100
	state_category = tiny_island
	history = {
		owner = USA
		add_core_of = HAW
		buildings = {
			infrastructure = 1
			13051 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		13051
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: KOS_acas
Source: game
File: common/ideas/kosovo.txt

Code:
KOS_acas = {
	ledger = air
	picture = generic_air_europe_2
	allowed = {
		original_tag = KOS
	}
	traits = {
		air_close_air_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Raid
Component: facility_strike
Constructs: has_war_with, is_major, is_in_array, has_dlc, is_in_faction_with
Source: game
File: common/raids/air_raids.txt

Code:
facility_strike = {
	days_to_prepare = 90
	ai_will_do = {
		base = 2
		modifier = {
			factor = 0
			is_major = no
		} {
			factor = 0
			date = < 1939.5.1
		} {
			factor = 0
			NOT = {
				is_in_array = {
					array = potential_and_current_enemies
					value = FROM
				}
			}
		}
	}
	category = air_raids
	command_power = 25
	allowed = {
		has_dlc = Gotterdammerung
	}
	visible = {

	}
	show_target = {
		NOT = {
			is_in_faction_with = FROM
		}
	}
	available = {

	}
	launchable = {
		has_war_with = FROM
	}
	target_type = {
		building = {
			tags = facility
		}
	}
	target_icon = GFX_facility_icon
	launch_sound = raid_launch_air
	custom_map_icon = GFX_raid_type_icon_facility_raid
	arrow = {
		type = air
	}
	unit_requirements = {
		equipment = {
			type = {
				tactical_bomber
			}
			amount = {
				min = 70
			}
		}
	} {
		equipment = {
			type = {
				strategic_bomber
			}
			amount = {
				min = 70
			}
		}
	}
	starting_point = {
		types = {
			air_base
		}
	}
	success_factors = {
		success = {
			base = 0.65
			experience = {
				weight = 0.2
				start_weight = -0.2
				reference = 1.0
			}
			air_agility = {
				reference = 100.0
				weight = 0.1
				start_weight = -0.1
			}
			reliability = {
				reference = 1
				weight = 0.05
				start_weight = -0.1
			}
			air_defence = {
				reference = 100
				weight = 0.05
				start_weight = -0.05
			}
			air_superiority = {
				reference = 1
				weight = 0.1
				start_weight = -0.1
			}
			anti_air = {
				reference = 5
				weight = -0.25
			}
			interception = {
				reference = 500
				weight = -0.2
			}
			intel = {
				weight = 0.3
				reference = 100
			}
		}
		critical = {
			base = 0.15
		}
	}
	success_levels = {
		failure = {
			victim_effects = {
				var:target_state = {
					custom_effect_tooltip = {
						localization_key = raid_facility_damage_tt
						DAMAGE = 5
					}
					hidden_effect = {
						damage_building = {
							tags = facility
							damage = 0.05
							province = var:ROOT.target_province
						}
					}
				}
			}
			actor_effects = {
				raid_damage_units = {
					plane_loss = 70
					ratio = no
				}
				raid_add_unit_experience = 0.05
			}
			visual_effect = {
				entity = raid_failed_entity
				animation = attack
			}
		}
		limited_success = {
			victim_effects = {
				var:target_state = {
					custom_effect_tooltip = {
						localization_key = raid_facility_damage_tt
						DAMAGE = 15
# ... (truncated)
### Entity: Scripted Effect
Component: JAP_army_faction_goes_up_from_tier_1_to_tier_2
Constructs: has_completed_focus, limit, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_army_faction_goes_up_from_tier_1_to_tier_2 = {
	IF = {
		limit = {
			NOT = {
				has_completed_focus = JAP_end_the_interservice_rivalry
			}
		}
		if = {
			limit = {
				has_idea = JAP_army_faction_tier_1_equal_navy
			}
			swap_ideas = {
				remove_idea = JAP_army_faction_tier_1_equal_navy
				add_idea = JAP_army_faction_tier_2_greater_1
			} {
				remove_idea = JAP_naval_faction_tier_1_equal_army
				add_idea = JAP_naval_faction_tier_1_lesser_1
			}
			custom_effect_tooltip = JAP_interservice_rivalry_effects
		}
		else_if = {
			limit = {
				has_idea = JAP_army_faction_tier_1_lesser_1
			}
			swap_ideas = {
				remove_idea = JAP_army_faction_tier_1_lesser_1
				add_idea = JAP_army_faction_tier_2_equal_navy
			} {
				remove_idea = JAP_naval_faction_tier_2_greater_1
				add_idea = JAP_naval_faction_tier_2_equal_army
			}
			custom_effect_tooltip = JAP_interservice_rivalry_effects
		} {
			limit = {
				has_idea = JAP_army_faction_tier_1_lesser_2
			}
			swap_ideas = {
				remove_idea = JAP_army_faction_tier_1_lesser_2
				add_idea = JAP_army_faction_tier_2_lesser_1
			} {
				remove_idea = JAP_naval_faction_tier_3_greater_2
				add_idea = JAP_naval_faction_tier_3_greater_1
			}
			custom_effect_tooltip = JAP_interservice_rivalry_effects
		} {
			limit = {
				has_idea = JAP_army_faction_tier_1_lesser_3
			}
			swap_ideas = {
				remove_idea = JAP_army_faction_tier_1_lesser_3
				add_idea = JAP_army_faction_tier_2_lesser_2
			} {
				remove_idea = JAP_naval_faction_tier_4_greater_3
				add_idea = JAP_naval_faction_tier_3_greater_2
			}
			custom_effect_tooltip = JAP_interservice_rivalry_effects
		}
	}
	ELSE = {
		swap_ideas = {
			remove_idea = JAP_army_faction_tier_1
			add_idea = JAP_army_faction_tier_2
		}
	}
}
### Entity: Event
Component: wuw_GER_legions.4
Constructs: is_triggered_only, limit, set_nationality, every_state, is_controlled_by, is_subject_of, add_dynamic_modifier
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_legions.4
	title = wuw_GER_legions.4.t
	desc = wuw_GER_legions.4.desc
	picture = GFX_report_event_soviet_soldiers
	is_triggered_only = yes
	option = {
		name = wuw_GER_legions.4.a
		effect_tooltip = {
			SOV_bronislav_kaminski = {
				set_nationality = GER
			}
			SOV_konstantin_voskoboinik = {
				set_nationality = GER
			}
			every_state = {
				limit = {
					OR = {
						is_controlled_by = GER
						any_country = {
							is_subject_of = GER
							controls_state = PREV
						}
					} {
						state = 224 220 222
					}
				}
				add_dynamic_modifier = {
					modifier = GER_lokot_autonomy_modifier
					scope = GER
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt SOV_recapture_lokot_to_destroy_the_autonomy_tt
		}
	}
}
### Entity: Idea
Component: KMT_purged_academies
Constructs: research_speed_factor, has_government, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_purged_academies = {
	picture = SOV_conspiracy_in_the_academy_army
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		research_speed_factor = -0.1
	}
}
### Entity: Military Industrial Organization
Component: comesa_organization
Source: game
File: common/military_industrial_organization/organizations/MEX_organization.txt

Code:
comesa_organization = {
	include = generic_artillery_organization
	icon = GFX_idea_generic_artillery_manufacturer_1
	allowed = {
		tag = MEX
	}
}
### Entity: State History
Component: 531
Constructs: add_core_of
Source: game
File: history/states/531-Osaka.txt

Code:
state = {
	id = 531
	name = STATE_531
	manpower = 12015000
	state_category = metropolis
	resources = {
		aluminium = 3
	}
	history = {
		owner = JAP
		add_core_of = JAP
		buildings = {
			infrastructure = 4
			arms_factory = 2
			industrial_complex = 4
			dockyard = 2
			1136 = {
				naval_base = 6
			}
			7072 = {
				naval_base = 3
			}
		}
		victory_points = {
			7072 40
		} {
			11960 20
		} {
			1136 1
		}
		1939.1.1 = {
			buildings = {
				arms_factory = 3
				industrial_complex = 5
			}
		}
	}
	provinces = {
		1051 1067 1133 1136 4054 4142 7072 7113 9985 11960 12031
	}
	local_supplies = 9.0
}
### Entity: Scripted Effect
Component: PRC_transfer_negative_spirits
Constructs: limit, add_ideas, has_idea
Source: game
File: common/scripted_effects/PRC_scripted_effects.txt

Code:
PRC_transfer_negative_spirits = {
	if = {
		limit = {
			event_target:WTT_communist_china = {
				has_idea = PRC_the_long_march_1
			}
		}
		add_ideas = PRC_the_long_march_1
	} {
		limit = {
			event_target:WTT_communist_china = {
				has_idea = PRC_low_popular_support_5
			}
		}
		add_ideas = PRC_low_popular_support_5
	} {
		limit = {
			event_target:WTT_communist_china = {
				has_idea = PRC_power_struggles
			}
		}
		add_ideas = PRC_power_struggles
	} {
		limit = {
			event_target:WTT_communist_china = {
				has_idea = PRC_red_army_weakened
			}
		}
		add_ideas = PRC_red_army_weakened
	}
	else_if = {
		limit = {
			event_target:WTT_communist_china = {
				has_idea = PRC_the_long_march_2
			}
		}
		add_ideas = PRC_the_long_march_2
	} {
		limit = {
			event_target:WTT_communist_china = {
				has_idea = PRC_low_popular_support_4
			}
		}
		add_ideas = PRC_low_popular_support_4
	} {
		limit = {
			event_target:WTT_communist_china = {
				has_idea = PRC_low_popular_support_3
			}
		}
		add_ideas = PRC_low_popular_support_3
	} {
		limit = {
			event_target:WTT_communist_china = {
				has_idea = PRC_low_popular_support_2
			}
		}
		add_ideas = PRC_low_popular_support_2
	} {
		limit = {
			event_target:WTT_communist_china = {
				has_idea = PRC_low_popular_support_1
			}
		}
		add_ideas = PRC_low_popular_support_1
	}
}