Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: NIR_aa2
Source: game
File: common/characters/NIR.txt

Code:
NIR_aa2 = {
	advisor = {
		slot = high_command
		idea_token = NIR_aa2
		ledger = army
		allowed = {
			original_tag = NIR
		}
		traits = {
			army_armored_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_2
		}
	}
}
### Entity: Event
Component: wuw_GER_realpolitik.25
Constructs: is_triggered_only
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_realpolitik.25
	title = wuw_GER_realpolitik.25.t
	desc = wuw_GER_realpolitik.25.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = wuw_GER_realpolitik.25.a
	}
}
### Entity: AI Strategy
Component: GER_tanks_against_belgium
Constructs: is_historical_focus_on, has_capitulated, force_concentration_front_factor
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_tanks_against_belgium = {
	allowed = {
		original_tag = GER
	}
	enable = {
		is_historical_focus_on = yes
		HOL = {
			has_capitulated = yes
		}
	}
	abort = {
		surrender_progress = > 0.15
	}
	ai_strategy = {
		type = front_armor_score
		id = BEL
		value = 100
	} {
		type = prepare_for_war
		id = BEL
		value = 1000
	} {
		type = force_concentration_front_factor
		tag = BEL
		value = 200
	}
}
### Entity: Order of Battle
Component: Gebirgsbrigade 11
Constructs: division_template
Source: game
File: history/units/SWI_1939_BBA.txt

Code:
division = {
	name = Gebirgsbrigade 11
	location = 11604
	division_template = Gebirgsinfanterie
	start_experience_factor = 0.2
	start_equipment_factor = 0.8
}
### Entity: Technology
Component: rangers
Constructs: limit, is_ai, force_use_small_tech_layout, research_cost
Source: game
File: common/technologies/special_forces_doctrine.txt

Code:
technology = {
	allow = {
		if = {
			limit = {
				is_ai = yes
			}
			NOT = {
				EAI_specops_MNT_doctrine_progress_limit = yes
			}
		}
	}
	xp_research_type = army
	xp_unlock_cost = 60
	force_use_small_tech_layout = yes
	path = {
		leads_to_tech = special_forces_recon
		research_cost_coeff = 1
	}
	xor = {
		ski_troops
	}
	rangers_support = {
		mountain = {
			attack = 0.2
			defence = 0.1
			movement = 0.1
		}
	}
	doctrine = yes
	research_cost = 4.5
	categories = {
		special_forces_doctrine cat_mountaineers_doctrine
	}
	folder = {
		name = special_forces_doctrine_folder
		position = {
			x = 1
			y = 2
		}
	}
	ai_will_do = {
		factor = 10000
		modifier = {
			factor = 0
			EAI_STRATEGY_use_rangers = yes
		}
	}
	ai_research_weights = {

	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_norsk_jernverk
Constructs: prerequisite, completion_reward, is_controlled_by, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_norsk_jernverk
	icon = GFX_goal_generic_production
	prerequisite = {
		focus = NOR_de_norske_statsbaner
	}
	x = 0
	y = 2
	relative_position_id = NOR_de_norske_statsbaner
	cost = 10
	ai_will_do = {
		base = 10
	}
	available = {
		144 = {
			is_controlled_by = ROOT
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				144
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1.0
			uses = 1
			category = industry
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Decision
Component: EAI_config_target_middle_east_DECISIONS
Source: game
File: common/decisions/categories/EAI_decision_categories.txt

Code:
EAI_config_target_middle_east_DECISIONS = {
	priority = 500
	allowed = {
		always = yes
	}
	visible = {
		always = yes
	}
}
### Entity: Scripted Effect
Component: JAP_zaibatsu_faction_goes_up_from_tier_2_to_tier_3
Constructs: swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_zaibatsu_faction_goes_up_from_tier_2_to_tier_3 = {
	JAP_add_influential_imperial_faction = yes
	swap_ideas = {
		remove_idea = JAP_zaibatsu_faction_tier_2
		add_idea = JAP_zaibatsu_faction_tier_3
	}
}
### Entity: Scripted Trigger
Component: EAI_available_AFACILITY
Constructs: limit, has_country_flag
Source: game
File: common/scripted_triggers/EAI_CONSTRUCTION_triggers.txt

Code:
EAI_available_AFACILITY = {
	if = {
		limit = {
			PREV = {
				has_country_flag = EAI_PC_trace_functions
			}
		}
		log = EAI_available_AFACILITY > THIS=[this.getname] PREV=[prev.getname]
	}
	can_construct_building = air_facility
	EAI_facility_available_for_new_project = yes
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_special_forces
Constructs: prerequisite, limit, add_ideas, completion_reward, cancel_if_invalid, has_dlc, add_potential_special_forces_tree
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_special_forces
	icon = GFX_goal_generic_special_forces
	x = 0
	y = 1
	prerequisite = {
		focus = FRA_infantry_tanks
	}
	mutually_exclusive = {

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

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = {
			special_forces
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_potential_special_forces_tree = yes
		}
	}
}
### Entity: Character
Component: POR_agostinho_lourenco
Constructs: has_dlc, has_intelligence_agency
Source: game
File: common/characters/POR.txt

Code:
POR_agostinho_lourenco = {
	advisor = {
		slot = political_advisor
		idea_token = POR_agostinho_lourenco
		allowed = {
			original_tag = POR
			has_dlc = La Resistance
		}
		available = {
			has_intelligence_agency = yes
		}
		ai_will_do = {
			factor = 1
			modifier = {
				has_intelligence_agency = no
				factor = 0
			}
		}
		traits = {
			head_of_intelligence
		}
	}
	name = POR_agostinho_lourenco
	portraits = {
		army = {
			small = GFX_idea_POR_agostinho_lourenco
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_strengthen_the_waffen_ss
Constructs: division_template, prerequisite, limit, has_country_flag, completion_reward, set_temp_variable, add_doctrine_cost_reduction, swap_ideas
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_strengthen_the_waffen_ss
	icon = GFX_focus_GER_strengthen_the_waffen_ss
	prerequisite = {
		focus = GER_expand_ss_security_duties
	}
	text_icon = GER_inner_circle_focus_style
	x = 0
	y = 1
	relative_position_id = GER_expand_ss_security_duties
	cost = @inner_circle_time_tier_2
	available = {
		if = {
			limit = {
				has_country_flag = GER_strengthen_the_waffen_ss_in_progress_flag
			}
			set_temp_variable = {
				temp_focus_days = @inner_circle_time_tier_2
			}
			multiply_temp_variable = {
				temp_focus_days = 7
			}
			custom_override_tooltip = {
				tooltip = {
					localization_key = GER_inner_circle_focus_in_progress_tt
					CHARACTER = GER_heinrich_himmler
					FLAG_DAYS = [?GER_strengthen_the_waffen_ss_in_progress_flag:days]
				}
				always = no
			}
		}
		else = {
			custom_override_tooltip = {
				tooltip = {
					localization_key = GER_focus_can_only_be_completed_by_advisor_tt
					CHARACTER = GER_heinrich_himmler
					FOCUS = GER_ascension_of_himmler
				}
				always = no
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INNER_CIRCLE FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_ARMY_XP FOCUS_FILTER_MANPOWER FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		custom_effect_tooltip = {
			localization_key = GER_ascended_character_trait_swap_tt
			CHARACTER = GER_heinrich_himmler
		} generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_doctrine_cost_reduction = {
			name = GER_strengthen_the_waffen_ss
			cost_reduction = 0.5
			uses = 2
			category = special_forces_doctrine
		}
		swap_ideas = {
			remove_idea = GER_himmler_director_reich_security
			add_idea = GER_himmler_reichsfuhrer_ss
		}
		show_unit_leaders_tooltip = GER_felix_steiner GER_walter_kruger GER_sepp_dietrich GER_paul_hausser
		if = {
			limit = {
				NOT = {
					has_template = Waffen-SS Division
				}
			}
			division_template = {
				name = Waffen-SS Division
				priority = 2
				division_names_group = GER_SS_01
				template_counter = 101
				is_locked = no
				regiments = {
					militia = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					}
				}
				support = {
					artillery = {
						x = 0
						y = 0
					}
					engineer = {
						x = 0
						y = 1
					}

# ... (truncated)
### Entity: Special Project
Component: sp_land_military_engineering_vehicles
Constructs: limit, has_tech, breakthrough_cost, enable_equipments, enable_subunits, has_dlc
Source: game
File: common/special_projects/projects/land_projects.txt

Code:
sp_land_military_engineering_vehicles = {
	specialization = specialization_land
	project_tags = sp_tag_tank
	available = {
		FROM = {
			has_tech = tech_engineers
		}
	}
	prototype_time = sp_time.prototype.short
	complexity = sp_complexity.small
	breakthrough_cost = {
		specialization_land = 1
	}
	project_output = {
		enable_equipments = {
			armored_support_vehicle_1
		}
		enable_subunits = {
			assault_engineer
		}
		country_effects = {
			if = {
				limit = {
					has_dlc = Gotterdammerung
				}
				SP_create_variant_based_on_country_assault_engineer = yes
			}
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_TECH
				TECH = sp_armored_engineer_tech
			} {
				localization_key = SP_UNLOCK_TECH
				TECH = sp_armored_maintenance_tech
			} {
				localization_key = SP_UNLOCK_TECH
				TECH = sp_armored_signal_tech
			} {
				localization_key = SP_UNLOCK_TECH
				TECH = sp_armored_motorized_military_police_tech
			}
		}
	}
	generic_prototype_rewards = {
		sp_land_generic_reward_scientist_xp_1 sp_land_generic_reward_scientist_xp_2 sp_land_generic_reward_scientist_xp_3 sp_land_generic_reward_army_xp_1 sp_land_generic_reward_army_xp_2 sp_land_generic_reward_army_xp_3 sp_land_generic_reward_major_progress_1 sp_land_generic_reward_major_progress_2 sp_land_generic_reward_major_progress_3 sp_land_generic_reward_test_failure_1 sp_land_generic_reward_test_failure_2 sp_land_generic_reward_test_failure_3 sp_land_generic_reward_armor_tech_1 sp_land_generic_reward_armor_tech_2 sp_land_generic_reward_armor_tech_3 sp_land_generic_reward_engine_bonus_1 sp_land_generic_reward_engine_bonus_2 sp_land_generic_reward_engine_bonus_3 sp_land_generic_reward_resource_scarcity
	}
}
### Entity: Scripted Trigger
Component: r56_st_patreon_hotandbothered
Constructs: has_country_flag, is_ironman, is_historical_focus_on, check_variable
Source: game
File: common/scripted_triggers/r56_patreon_scripted_triggers.txt

Code:
r56_st_patreon_hotandbothered = {
	ROOT = {
		hidden_trigger = {
			is_ironman = no
			is_historical_focus_on = no
			has_country_flag = r56_cflg_multiplayer
			NOT = {
				has_country_flag = r56_cflg_patreon_turnedoff
				check_variable = {
					global.r56_var_multiplayer = > 0
				}
			}
		}
	}
}
### Entity: Decision
Component: form_arabia_category
Constructs: has_country_flag, fire_only_once, has_dlc, has_global_flag, complete_effect, set_cosmetic_tag, add_core_of, set_global_flag
Source: game
File: common/decisions/formable_nation_decisions.txt

Code:
form_arabia_category = {
	form_arabia = {
		icon = generic_form_nation
		on_map_mode = decision_view_only
		allowed = {
			has_dlc = Waking the Tiger
		}
		visible = {
			OR = {
				original_tag = IRQ SAU YEM OMA EGY LBA JOR PAL LEB SYR KUW UAE QAT TUN ALG MOR WES MRT SUD BHR FSA IMO RIF
			}
			NOT = {
				has_global_flag = form_arabia_flag
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 293 992 659 906 658 765 294 1014 1013 1015 1016 292 679 678 857 858 854 855 856 859 293
			}
		}
		available = {
			controls_state = 292 679 678 857 858 854 855 856 859 293 1013 1015 1016 294
		}
		complete_effect = {
			set_cosmetic_tag = ARA_UNIFIED
			custom_effect_tooltip = form_country_saudi_coring_states_tt
			hidden_effect = {
				292 = {
					add_core_of = ROOT
				}
				679 = {
					add_core_of = ROOT
				}
				678 = {
					add_core_of = ROOT
				}
				857 = {
					add_core_of = ROOT
				}
				858 = {
					add_core_of = ROOT
				}
				854 = {
					add_core_of = ROOT
				}
				855 = {
					add_core_of = ROOT
				}
				856 = {
					add_core_of = ROOT
				}
				859 = {
					add_core_of = ROOT
				}
			} {
				news_event = {
					id = wtt_news.67
					hours = 6
				}
				set_global_flag = form_arabia_flag
				set_country_flag = is_arabia_flag
			}
			293 = {
				add_core_of = ROOT
			}
			992 = {
				add_core_of = ROOT
			}
			659 = {
				add_core_of = ROOT
			}
			906 = {
				add_core_of = ROOT
			}
			658 = {
				add_core_of = ROOT
			}
			765 = {
				add_core_of = ROOT
			}
			294 = {
				add_core_of = ROOT
			}
			1014 = {
				add_core_of = ROOT
			}
			1013 = {
				add_core_of = ROOT
			}
			1015 = {
				add_core_of = ROOT
			}
			1016 = {
				add_core_of = ROOT
			}
		}
		ai_will_do = {
			base = 200
		}
	}
	integrate_the_fertile_crescent = {
		icon = GFX_decision_generic_nationalism
		fire_only_once = yes
		on_map_mode = decision_view_only
		highlight_states = {
			highlight_state_targets = {
				state = 676 675 291 1011 1010 656 413
			}
		}
		allowed = {
			has_dlc = Waking the Tiger
		}
		visible = {
			has_global_flag = form_arabia_flag
			has_country_flag = is_arabia_flag
		}
		available = {
			controls_state = 676 675 291 1011 1010
		}
		complete_effect = {
			676 = {
				add_core_of = ROOT
			}
			675 = {
				add_core_of = ROOT
			}
			291 = {
				add_core_of = ROOT
			}
			413 = {
				add_core_of = ROOT
			}
			656 = {
				add_
# ... (truncated)
### Entity: Event
Component: tuva.12
Constructs: is_triggered_only, add_core_of
Source: game
File: events/Tuva.txt

Code:
country_event = {
	id = tuva.12
	title = tuva.12.t
	desc = tuva.12.d
	picture = GFX_report_event_MON_welcoming_parade
	is_triggered_only = yes
	option = {
		name = tuva.12.a
		820 = {
			transfer_state_to = TAN
			add_core_of = TAN
		}
	}
}
### Entity: Military Industrial Organization
Component: RAJ_hooghly_dock_limited_organization
Constructs: equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/RAJ_organization_r56.txt

Code:
RAJ_hooghly_dock_limited_organization = {
	include = generic_raider_ship_organization
	icon = GFX_idea_generic_electronics_concern_3
	name = Hooghly Dock & Port Engineers Limited
	allowed = {
		original_tag = RAJ
	}
	available = {
		owner = {

		}
	}
	visible = {

	}
	initial_trait = {
		name = generic_mio_initial_trait_raiding_fleet
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		equipment_bonus = {
			surface_visibility = -0.05
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_daimler_dingo
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus, motorized_bonus
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_daimler_dingo
	icon = GFX_goal_generic_army_motorized
	prerequisite = {
		focus = AST_royal_australian_artillery
	}
	x = -2
	y = 2
	relative_position_id = AST_additional_militia_training
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = motorized_bonus
			bonus = 1.0
			category = motorized_equipment
		}
	}
}
### Entity: Idea
Component: FRA_colonial_recruitment
Constructs: removal_cost
Source: game
File: common/ideas/france.txt

Code:
FRA_colonial_recruitment = {
	picture = generic_manpower_bonus
	allowed = {
		original_tag = FRA
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		non_core_manpower = 0.05
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_establish_the_ve_binh_cong_hoa
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_establish_the_ve_binh_cong_hoa
	icon = GFX_focus_generic_little_entente
	cost = 10
	prerequisite = {
		focus = VIN_dan_toc
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = VIN_dan_toc
			add_idea = VIN_dan_toc2
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
	x = 22
	y = 3
}
### Entity: Character
Component: FAR_kakup_dahl
Constructs: has_government
Source: game
File: common/characters/FAR.txt

Code:
FAR_kakup_dahl = {
	name = Jakup Dahl
	portraits = {
		civilian = {
			small = GFX_idea_generic_fascist_demagogue_commonwealth_2d
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = FAR_kakup_dahl
		allowed = {
			original_tag = FAR
		}
		available = {
			has_government = fascism
		}
		cost = 150
		traits = {
			nationalist_lutheran_priest
		}
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_unite_the_afar
Constructs: prerequisite, limit, random_country, owns_state, has_war_with, completion_reward, is_core_of, is_controlled_by
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_unite_the_afar
	icon = GFX_focus_ETH_unite_the_afar
	prerequisite = {
		focus = ETH_reintegrate_aussa
	}
	x = 0
	y = 1
	relative_position_id = ETH_reintegrate_aussa
	cost = 10
	available = {
		NOT = {
			has_war_with = 268
			 = .owner
		}
		268 = {
			NOT = {
				is_core_of = 268
				 = .owner
			}
			268 = {
				is_controlled_by = 268
				 = .owner
			}
		}
		908 = {
			is_owned_by = ROOT
		}
	}
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		random_country = {
			limit = {
				owns_state = 268
			}
			country_event = {
				id = BBA_ethiopia_imperial_events.1
				hours = 1
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_530
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_530 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 530
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 530
	}
}
### Entity: Military Industrial Organization
Component: FRA_morane_saulnier_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/FRA_organization.txt

Code:
FRA_morane_saulnier_organization = {
	include = generic_light_aircraft_organization
	icon = GFX_idea_morane_saulnier
	allowed = {
		tag = FRA
		has_dlc = Arms Against Tyranny
	}
}
### Entity: Focus Titlebar Style
Component: default_style
Source: game
File: common/national_focus/00_titlebar_styles.txt

Code:
style = {
	name = default_style
	default = yes
	unavailable = GFX_focus_unavailable
	completed = GFX_focus_completed
	available = GFX_focus_can_start
	current = GFX_focus_current
}
### Entity: Idea
Component: CHI_a_just_people
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_a_just_people = {
	picture = GER_wirtschaftswunder
	removal_cost = -1
	modifier = {
		political_power_factor = 0.1
		stability_factor = 0.1
		line_change_production_efficiency_factor = 0.1
		production_factory_max_efficiency_factor = 0.075
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Idea
Component: PER_embrace_persian_identity
Constructs: removal_cost
Source: game
File: common/ideas/r56_persia.txt

Code:
PER_embrace_persian_identity = {
	picture = FRA_scw_intervention_nationalists_focus
	removal_cost = -1
	modifier = {
		army_core_attack_factor = 0.1
		army_core_defence_factor = 0.1
		army_morale_factor = 0.05
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_halk_ve_devlet
Constructs: prerequisite, has_government, add_stability, completion_reward, is_subject, set_politics, add_popularity
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_halk_ve_devlet
	icon = GFX_goal_support_communism
	prerequisite = {
		focus = TUR_create_the_turkish_workers_militia
	}
	available = {
		is_subject = no
		communism = > 0.3
	}
	bypass = {
		has_government = communism
	}
	x = 0
	y = 1
	relative_position_id = TUR_create_the_turkish_workers_militia
	cost = 5
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_TUR_KURDISTAN FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_stability = 0.1
		set_politics = {
			ruling_party = communism
		}
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
	}
}
### Entity: Military Industrial Organization
Component: JAP_kawasaki_dockyards_organization
Constructs: has_completed_focus, has_country_flag, has_dlc, equipment_bonus, naval_speed, add_trait, production_bonus, set_country_flag
Source: game
File: common/military_industrial_organization/organizations/JAP_organization.txt

Code:
JAP_kawasaki_dockyards_organization = {
	include = generic_raider_ship_organization
	icon = GFX_idea_JAP_kawasaki_dockyards
	allowed = {
		original_tag = JAP
		has_dlc = Arms Against Tyranny
	}
	equipment_type = {
		carrier screen_ship submarine
	}
	research_categories = {
		mio_cat_tech_all_carrier_and_modules mio_cat_tech_all_screen_ship_and_modules mio_cat_tech_all_submarine_and_modules
	}
	initial_trait = {
		name = JAP_kawasaki_dockyards_org_name
	}
	override_trait = {
		token = generic_mio_trait_spotting_tops
		limit_to_equipment_type = {
			carrier screen_ship
		}
	} {
		token = generic_mio_trait_raiding_capital_ships
		limit_to_equipment_type = {
			carrier
		}
		icon = GFX_generic_mio_trait_icon_surface_visibility
		equipment_bonus = {
			surface_visibility = -0.05
			naval_speed = 0.05
		}
	} {
		token = generic_mio_trait_long_range_engagement_ethos
		limit_to_equipment_type = {
			carrier
		}
		icon = GFX_generic_mio_department_icon_ship_carrier_offense
		equipment_bonus = {
			naval_range = 0.05
			anti_air_attack = 0.05
		}
	} {
		token = generic_mio_trait_unescorted_raider_requirements
		limit_to_equipment_type = {
			carrier
		}
		icon = GFX_generic_mio_trait_icon_max_strength
		equipment_bonus = {
			max_strength = 0.1
			naval_speed = 0.05
		}
	}
	add_trait = {
		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_high_speed_raiding
		position = {
			x = 1
			y = 0
		}
		visible = {
			FROM = {
				original_tag = JAP
			}
		}
		available = {
			FROM = {
				JAP_zaibatsu_faction_is_at_least_influential = yes
			}
		}
		on_complete = {

		}
		production_bonus = {
			production_cost_factor = -0.05
		} {
			production_capacity_factor = 0.05
		}
		ai_will_do = {
			base = 2
		}
	} {
		token = JAP_mio_trait_strength_in_numbers
		name = JAP_mio_trait_strength_in_numbers
		icon = GFX_generic_mio_department_icon_facilities
		special_trait_background = yes
		relative_position_id = generic_mio_trait_high_speed_raiding
		position = {
			x = 2
			y = 0
		}
		visible = {
			FROM = {
				original_tag = JAP
			}
		}
		available = {
			FROM = {
				has_completed_focus = JAP_seek_strength_in_numbers
				NOT = {
					has_country_flag = JAP_mio_trait_strength_in_num
# ... (truncated)