Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: prc_focus
Component: PRC_promote_womens_suffrage
Constructs: prerequisite, limit, add_stability, completion_reward, add_political_power, cancel_if_invalid, add_to_variable, add_power_balance_value
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_promote_womens_suffrage
	icon = GFX_focus_PRC_rally_the_women
	prerequisite = {
		focus = PRC_mao_zedong_ascends
	}
	x = -1
	y = 1
	relative_position_id = PRC_mao_zedong_ascends
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_STABILITY FOCUS_FILTER_MANPOWER
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_stability = 0.05
		add_political_power = 25
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt PRC_the_chinese_red_army_modify_tt generic_skip_one_line_tt GER_locks_women_in_workforce_decision_tt generic_skip_one_line_tt
		PRC_modify_industrial_modifier = yes
		add_to_variable = {
			PRC_industry_production_factory_start_efficiency_factor = 0.05
			tooltip = production_factory_start_efficiency_factor_tt
		} {
			PRC_industry_production_factory_max_efficiency_factor = 0.05
			tooltip = production_factory_max_efficiency_factor_tt
		} {
			PRC_the_chinese_army_conscription_factor = 0.05
			tooltip = conscription_factor_tt
		}
		if = {
			limit = {
				power_balance_value = {
					id = PRC_communist_power_struggle
					value = > -0.89
				}
			}
			add_power_balance_value = {
				id = PRC_communist_power_struggle
				value = -0.1
			}
		}
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_fortify_the_ports
Constructs: prerequisite, completion_reward, add_building_construction
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_fortify_the_ports
	icon = GFX_goal_generic_naval_base
	x = -5
	y = 3
	prerequisite = {
		focus = QUE_form_national_harbour_board
	} {
		focus = QUE_expand_the_port_of_quebec
	}
	relative_position_id = QUE_marine_industries
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		468 = {
			add_building_construction = {
				type = coastal_bunker
				level = 3
				instant_build = yes
				province = 12149
			} {
				type = coastal_bunker
				level = 2
				instant_build = yes
				province = 4422
			} {
				type = coastal_bunker
				level = 2
				instant_build = yes
				province = 1356
			} {
				type = coastal_bunker
				level = 2
				instant_build = yes
				province = 7433
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: nzl_focus
Component: NZL_domestic_car_industry
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, add_tech_bonus, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/new_zealand.txt

Code:
focus = {
	id = NZL_domestic_car_industry
	icon = GFX_focus_GER_kdf_wagen
	x = -2
	y = 1
	relative_position_id = NZL_national_roads_board
	prerequisite = {
		focus = NZL_national_roads_board
	} {
		focus = NZL_restart_the_onekaka_ironworks
	}
	cost = 10
	ai_will_do = {
		factor = 8
	}
	available = {

	}
	bypass = {

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

	}
	completion_reward = {
		add_tech_bonus = {
			bonus = 0.5
			uses = 1
			category = motorized_equipment
			name = NZL_domestic_car_industry
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		random_owned_controlled_state = {
			prioritize = {
				284 723
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: doubtful_loyalty
Constructs: political_power_gain, autonomy_gain
Source: game
File: common/country_leader/r56_traits.txt

Code:
doubtful_loyalty = {
	random = no
	autonomy_gain = 0.5
	legitimacy_gain_factor = -0.5
	political_power_gain = -0.1
}
### Entity: Joint Focus
Component: MA_unified_training_program
Constructs: prerequisite, limit, joint_focus, has_country_flag, completion_reward, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/ncns_ma_clique_joint_branch.txt

Code:
joint_focus = {
	id = MA_unified_training_program
	icon = GFX_focus_PER_recruit_bakhtiari
	prerequisite = {
		focus = MA_develop_inter_province_ties
	}
	relative_position_id = MA_develop_inter_province_ties
	x = -1
	y = 1
	cost = 10
	text_icon = MA_focus_style
	available = {
		OR = {
			original_tag = XSM NXM GSM KHM
		}
		NOT = {
			has_country_flag = cast_off_ma_ties_or_became_china_flag
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	bypass = {

	}
	ai_will_do = {
		base = 5
	}
	search_filters = {

	}
	completion_reward = {
		IF = {
			limit = {
				OR = {
					original_tag = XSM NXM GSM KHM
				}
				NOT = {
					has_country_flag = cast_off_ma_ties_or_became_china_flag
				}
			}
			army_experience = 25
		}
		custom_effect_tooltip = generic_skip_one_line_tt CHI_modify_ma_clique_collective_modifier_tt
		add_to_variable = {
			CHI_ma_clique_collective_conscription_factor = 0.05
			tooltip = conscription_factor_tt
		} {
			CHI_ma_clique_collective_cavalry_defence_factor = 0.05
			tooltip = cavalry_defence_factor_tt
		} {
			CHI_ma_clique_collective_army_core_defence_factor = 0.05
			tooltip = army_core_defence_factor_tt
		}
	}
}
### Entity: Shared Focus
Tree: ply_focus
Component: PLY_british_investment
Constructs: shared_focus, prerequisite, limit, has_government, has_war_with, completion_reward, has_capitulated, has_opinion
Source: game
File: common/national_focus/r56_polynesian.txt

Code:
shared_focus = {
	id = PLY_british_investment
	icon = GFX_focus_chi_british_cooperation
	prerequisite = {
		focus = PLY_agriculture_based_economy PLY_tourism_based_industry
	}
	mutually_exclusive = {
		focus = PLY_japanese_investment
	}
	relative_position_id = PLY_agriculture_based_economy
	x = -5
	y = 1
	cost = 5
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 6
			has_government = democratic
		}
	}
	bypass = {

	}
	available = {
		num_of_controlled_states = > 0
		ENG = {
			exists = yes
			has_capitulated = no
			has_opinion = {
				target = ROOT
				value = > 49
			}
			OR = {
				has_government = ROOT democratic
			}
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	completion_reward = {
		ENG = {
			add_ai_strategy = {
				type = support
				id = ROOT
				value = 25
			} {
				type = send_volunteers_desire
				id = ROOT
				value = 100
			}
		}
		if = {
			limit = {
				is_historical_focus_on = no
			}
			ROOT = {
				add_ai_strategy = {
					type = befriend
					id = ENG
					value = 25
				}
			}
		} {
			limit = {
				ENG = {
					has_government = ROOT
					NOT = {
						original_tag = JAP
					}
				}
			}
		}
		add_offsite_building = {
			type = industrial_complex
			level = 1
		}
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 1
			category = industry
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: CHI_war_of_anti_imperialism
Constructs: removal_cost
Source: game
File: common/ideas/china.txt

Code:
CHI_war_of_anti_imperialism = {
	picture = FRA_scw_intervention_nationalists_focus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	targeted_modifier = {
		tag = JAP
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	} {
		tag = MAN
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
}
### Entity: Trigger Reference
Construct: has_faction_template
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_faction_template

* Supported Scopes: COUNTRY
* Supported Targets: any

Checks if the current country is in a faction with a template
### Entity: Character
Component: PRC_ulanhu
Constructs: has_completed_focus
Source: game
File: common/characters/PRC.txt

Code:
PRC_ulanhu = {
	name = PRC_ulanhu
	portraits = {
		army = {
			large = GFX_portrait_MEN_ulanhu
			small = GFX_portrait_MEN_ulanhu_small
		}
	}
	corps_commander = {
		traits = {
			cavalry_leader
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 3
		legacy_id = -1
		visible = {
			has_completed_focus = PRC_cooperate_ulanhu
		}
	}
}
### Entity: Military Industrial Organization
Component: TUR_koc_ticaret_as_shipyard_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/TUR_organization.txt

Code:
TUR_koc_ticaret_as_shipyard_organization = {
	include = generic_escort_ship_organization
	icon = GFX_idea_tur_koc_ticaret_as
	allowed = {
		original_tag = TUR
		has_dlc = Battle for the Bosporus
	}
}
### Entity: Decision
Component: BUL_the_balkan_federation_dream
Constructs: has_completed_focus, has_government, has_dlc
Source: game
File: common/decisions/categories/BUL_decision_categories.txt

Code:
BUL_the_balkan_federation_dream = {
	icon = generic_political_actions
	picture = GFX_decision_cat_picture_balkan_federation
	allowed = {
		original_tag = BUL
		has_dlc = Battle for the Bosporus
	}
	visible = {
		has_completed_focus = BUL_treaty_of_perpetual_friendship
		has_government = communism
	}
}
### Entity: Idea
Component: CZE_state_sponsored_recruitment_idea_2
Constructs: send_volunteers_tension, send_volunteer_divisions_required, send_volunteer_size
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_state_sponsored_recruitment_idea_2 = {
	name = CZE_state_sponsored_recruitment_idea
	picture = generic_volunteer_expedition_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		send_volunteers_tension = -0.5
		send_volunteer_divisions_required = -0.3
		send_volunteer_size = 1
		army_experience_from_volunteers = 0.3
	}
}
### Entity: Achievement
Component: sapmi_united_by_the_fire
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, is_owned_and_controlled_by
Source: game
File: common/achievements.txt

Code:
sapmi_united_by_the_fire = {
	id = 173
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		tag = SMI
		SMI = {
			all_core_state = {
				is_owned_and_controlled_by = SMI
			}
		}
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_the_plan_imperial
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_the_plan_imperial
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_expand_the_slipways
	}
	icon = GFX_goal_generic_navy_battleship
	x = 0
	y = 2
	relative_position_id = SPA_expand_the_slipways
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		navy_experience = 50
		add_ideas = SPA_the_plan_imperial
		add_tech_bonus = {
			name = SPA_glory_and_wealth_on_the_sea_lanes
			bonus = 1
			uses = 1
			category = bb_tech
		} {
			name = SPA_glory_and_wealth_on_the_sea_lanes
			bonus = 1
			uses = 1
			category = cv_tech
		}
	}
}
### Entity: Order of Battle
Component: 4th Independent Brigade
Constructs: division_template
Source: game
File: history/units/GDC_1936_sea.txt

Code:
division = {
	name = 4th Independent Brigade
	location = 12077
	division_template = Juntuán
	start_equipment_factor = 0.2
	officer = {
		name = GDC_li_jiezhi
	}
}
### Entity: Idea
Component: EAI_DD_8/amphibious_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_8/amphibious_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		amphibious_tank_chassis = {
			build_cost_ic = -0.2
			instant = yes
		}
	}
}
### Entity: State History
Component: 1036
Constructs: add_core_of
Source: game
File: history/states/1036-Gwalior.txt

Code:
state = {
	id = 1036
	name = STATE_991
	provinces = {
		1949 2036 10807
	}
	state_category = rural
	manpower = 3523000
	history = {
		owner = RAJ
		add_core_of = CIP
		buildings = {
			infrastructure = 1
		}
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Unit Template
Component: ENG_CVL_COMMUNISM
Constructs: has_government
Source: game
File: common/units/names_ships/ENG_ship_names.txt

Code:
ENG_CVL_COMMUNISM = {
	name = NAME_THEME_HISTORICAL_CVL
	for_countries = {
		ENG
	}
	can_use = {
		has_government = communism
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	prefix = WLNS 
	fallback_name = Carrier %s
	unique = {
		Unicorn Colossus Venerable Vengeance Glory Pioneer Ocean Perseus Theseus Triumph Warrior Magnificent Powerful Terrible Hercules Leviathan Argus Hermes Centaur Albion Bulwark Elephant Arrogant Monmouth Polyphemus Europa Andromeda
	}
}
### Entity: State History
Component: 731
Constructs: add_core_of, add_claim_by
Source: game
File: history/states/731-Central Macedonia.txt

Code:
state = {
	id = 731
	name = STATE_731
	history = {
		owner = GRE
		victory_points = {
			11818 5
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 3
			air_base = 2
			11818 = {
				naval_base = 3
			}
		}
		add_core_of = GRE
		add_claim_by = BUL
	}
	provinces = {
		895 936 966 3526 3844 3936 6990 10163 11818
	}
	manpower = 1155700
	resources = {
		coal = 1
	}
	buildings_max_level_factor = 1.0
	state_category = town
	local_supplies = 0.0
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_invite_the_dixie_mission
Constructs: prerequisite, limit, has_government, has_war_with, add_opinion_modifier, completion_reward, is_subject, is_in_faction
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_invite_the_dixie_mission
	icon = GFX_focus_generic_befriend_usa
	prerequisite = {
		focus = PRC_enforce_maoism
	}
	x = -1
	y = 1
	relative_position_id = PRC_enforce_maoism
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		if = {
			limit = {
				is_in_faction = yes
			}
			all_allied_country = {
				NOT = {
					has_war_with = USA
				}
			}
		}
		USA = {
			is_subject = no
			NOT = {
				has_war_with = ROOT
				has_government = fascism neutrality
			}
			has_opinion = {
				target = ROOT
				value = > 24
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_opinion_modifier = {
			target = SOV
			modifier = PRC_approached_the_west_opinion
		} {
			target = USA
			modifier = PRC_dixie_mission_opinion
		}
		USA = {
			add_opinion_modifier = {
				target = ROOT
				modifier = PRC_dixie_mission_opinion
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		PRC_USA_lend_lease_strategy = yes
	}
}
### Entity: Event
Component: NSB_soviet_foreign_politics_events.264
Constructs: is_triggered_only, limit, has_country_flag, white_peace, add_core_of, clr_country_flag
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_foreign_politics_events.264
	title = NSB_soviet_foreign_politics_events.264.t
	desc = NSB_soviet_foreign_politics_events.264.desc
	picture = GFX_report_event_soviet_japanese_pact
	is_triggered_only = yes
	option = {
		name = NSB_soviet_foreign_politics_events.264.a
		effect_tooltip = {
			white_peace = {
				tag = ROOT
			}
			537 = {
				add_core_of = ROOT
			}
			555 = {
				add_core_of = ROOT
			}
			transfer_state = 537 555
			if = {
				limit = {
					has_country_flag = SOV_hokkaido_included_in_peace_deal_flag
				}
				transfer_state = 536
				clr_country_flag = SOV_hokkaido_included_in_peace_deal_flag
			}
		}
	}
}
### Entity: AI Strategy
Component: CHI_stop_helping_HBC
Constructs: has_dlc, is_subject_of
Source: game
File: common/ai_strategy/CHI.txt

Code:
CHI_stop_helping_HBC = {
	allowed = {
		has_dlc = No Compromise, No Surrender
		original_tag = CHI
	}
	enable = {
		NOT = {
			HBC = {
				is_subject_of = CHI
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = support
		id = HBC
		value = -100
	}
}
### Entity: Unit Template
Component: GUA_BC_HISTORICAL
Source: game
File: common/units/names_ships/GUA_ship_names.txt

Code:
GUA_BC_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BC
	for_countries = {
		GUA
	}
	type = ship
	ship_types = {
		ship_hull_heavy battle_cruiser
	}
	prefix = ARG 
	fallback_name = Crucero de Batalla %d
	unique = {
		Ciudad de Guatemala Quezaltenango
	}
}
### Entity: Idea
Component: BALTIC_anti_german_plans
Constructs: removal_cost
Source: game
File: common/ideas/baltic_shared.txt

Code:
BALTIC_anti_german_plans = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = air_war_plans_division_focus
	modifier = {
		army_core_attack_factor = 0.1
		army_core_defence_factor = 0.1
	}
	targeted_modifier = {
		tag = GER
		defense_bonus_against = 0.1
	}
}
### Entity: Event
Component: denmark.58
Constructs: has_completed_focus, limit, has_government, fire_only_once, add_political_power, has_global_flag, has_stability, set_country_flag
Source: game
File: events/DanishEvents.txt

Code:
country_event = {
	id = denmark.58
	title = denmark.58.t
	desc = denmark.58.d
	picture = GFX_report_event_danish_strike
	mean_time_to_happen = {
		days = 100
	}
	fire_only_once = yes
	trigger = {
		tag = DEN
		NOT = {
			has_global_flag = DEN_use_DLC_tree
		} {
			has_completed_focus = DEN_DKP_Takeover DEN_Social_Democratic_Majority DEN_Conservative_Majority DEN_King_Christian_Coup DEN_An_Appeal_to_the_Proletariat
		}
		date = > 1938.6.1
		has_stability = < 0.5
		communism = > 0.4
		if = {
			limit = {
				has_completed_focus = DEN_Galvanise_the_German_Minority
			}
			fascism = < 0.2
		}
		has_government = democratic
	}
	option = {
		name = denmark.58.a
		set_country_flag = den_forceful_resignation
		retire_country_leader = yes
		add_political_power = -200
		complete_national_focus = DEN_DKP_Takeover
		unlock_national_focus = DEN_Comintern_Support
		effect_tooltip = {
			set_politics = {
				ruling_party = communism
			}
		}
	}
}
### Entity: Modifier Reference
Component: GER_wehrwirtschaft_modifier
Constructs: production_speed_buildings_factor
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
GER_wehrwirtschaft_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_GER_autarky
	local_resources_factor = GER_wehrwirtschaft_local_resources_factor
	production_speed_buildings_factor = GER_wehrwirtschaft_production_speed_buildings_factor
	production_oil_factor = GER_wehrwirtschaft_production_oil_factor
	production_speed_fuel_silo_factor = GER_wehrwirtschaft_production_speed_fuel_silo_factor
	production_speed_synthetic_refinery_factor = GER_wehrwirtschaft_production_speed_synthetic_refinery_factor
}
### Entity: Idea
Component: FRA_air_dominance
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/france.txt

Code:
FRA_air_dominance = {
	picture = generic_air_bonus
	allowed = {
		original_tag = FRA
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
		small_plane_cas_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
	modifier = {

	}
}
### Entity: Decision
Component: MPL_independence_preparations
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/MPL_decision_categories.txt

Code:
MPL_independence_preparations = {
	icon = GFX_decision_category_generic_political_actions
	picture = GFX_decision_cat_picture_SWI_federal_council
	priority = 200
	allowed = {
		original_tag = MPL
	}
	visible_when_empty = yes
	visible = {
		original_tag = MPL
		has_completed_focus = MPL_a_forgone_conclusion
		NOT = {
			has_completed_focus = MPL_two_people_union
		}
	}
}
### Entity: Idea
Component: infantry_gen
Constructs: removal_cost
Source: game
File: common/ideas/tmodern_exercises.txt

Code:
infantry_gen = {
	cost = 75
	removal_cost = -1
	picture = generic_army_europe_2
	modifier = {
		experience_gain_army = 0.15
		army_artillery_attack_factor = 0.2
		army_artillery_defence_factor = 0.25
		army_infantry_attack_factor = 0.25
		army_infantry_defence_factor = 0.2
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_black_swan_sloops
Constructs: prerequisite, limit, completion_reward, has_dlc, has_tech, cancel_if_invalid, add_tech_bonus, create_equipment_variant
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_black_swan_sloops
	icon = GFX_focus_generic_destroyer
	prerequisite = {
		focus = RAJ_royal_indian_navy_dlc
	}
	x = 0
	y = 1
	relative_position_id = RAJ_royal_indian_navy_dlc
	cost = 5
	ai_will_do = {
		factor = 20
	}
	available = {
		if = {
			limit = {
				has_dlc = Man the Guns
			}
			has_tech = basic_ship_hull_light
		}
		else = {
			has_tech = basic_destroyer
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INTERNATIONAL_TRADE
	}
	completion_reward = {
		add_tech_bonus = {
			bonus = 0.5
			uses = 2
			category = cat_anti_air
		}
		if = {
			limit = {
				has_dlc = Man the Guns
			}
			create_equipment_variant = {
				name = Black Swan Class
				type = ship_hull_light_2
				modules = {
					fixed_ship_anti_air_slot = ship_anti_air_2
					fixed_ship_radar_slot = ship_sonar_1
					fixed_ship_engine_slot = light_ship_engine_2
					mid_1_custom_slot = ship_anti_air_1
					rear_1_custom_slot = ship_depth_charge_1
					fixed_ship_battery_slot = ship_light_battery_1
				}
			}
			create_ship = {
				type = ship_hull_light_2
				equipment_variant = Black Swan Class
				creator = RAJ
				exclude_refitting = no
			}
		}
		else = {
			create_equipment_variant = {
				name = Black Swan Class
				type = destroyer_2
				upgrades = {
					ship_reliability_upgrade = 0
					ship_engine_upgrade = 0
					ship_gun_upgrade = 0
					ship_anti_air_upgrade = 2
				}
				obsolete = yes
			}
			create_ship = {
				type = destroyer_2
				creator = RAJ
				equipment_variant = Black Swan Class
				exclude_refitting = no
			}
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_the_internal_enemy
Constructs: has_completed_focus, prerequisite, limit, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_the_internal_enemy
	icon = GFX_focus_CHI_protracted_warfare
	prerequisite = {
		focus = PRC_the_westward_expedition PRC_the_eastward_expedition
	}
	x = 3
	y = 1
	relative_position_id = PRC_the_westward_expedition
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_completed_focus = PRC_prepare_for_the_inevitable PRC_the_march_to_victory
				}
			}
			PRC_add_the_internal_enemy_idea = yes
		}
		else = {
			PRC_add_the_internal_enemy_idea_upgrade = yes
		}
	}
}
### Entity: Trigger Reference
Construct: state_population
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## state_population

* Supported Scopes: STATE
* Supported Targets: none

```
check the population in the state
```
### Entity: Decision
Component: RAJ_military_matters
Constructs: has_completed_focus, is_raj_or_raj_inheritor, has_dlc
Source: game
File: common/decisions/categories/RAJ_GOE_decision_categories.txt

Code:
RAJ_military_matters = {
	icon = GFX_decision_category_army_reform
	priority = 50
	allowed = {
		is_raj_or_raj_inheritor = yes
		has_dlc = Graveyard of Empires
	}
	visible = {
		has_completed_focus = RAJ_local_recruitment_offices
	}
}