Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Military Industrial Organization
Component: SOV_mytishchy_machine_building_plant_organization
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, has_dlc, add_trait, has_full_control_of_state, set_country_flag
Source: game
File: common/military_industrial_organization/organizations/SOV_organization.txt

Code:
SOV_mytishchy_machine_building_plant_organization = {
	include = generic_tank_refurbishment_plant_organization
	icon = GFX_idea_SOV_mytishchy_machine_building_plant
	allowed = {
		OR = {
			tag = SOV
			AND = {
				tag = ETH
				has_dlc = By Blood Alone
			}
		}
	}
	visible = {
		IF = {
			limit = {
				FROM = {
					original_tag = ETH
				}
			}
			FROM = {
				has_completed_focus = ETH_mytishchi-ababa_plant
			}
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = SOV
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = SOV
				}
			}
		}
	}
	add_trait = {
		token = SOV_mio_trait_merge_plant_no_174
		name = SOV_merge_tank_plant
		icon = GFX_generic_mio_trait_icon_maximum_speed
		special_trait_background = yes
		position = {
			x = @tank_1_X
			y = @tank_1_Y
		}
		visible = {
			FROM = {
				original_tag = SOV
			}
		}
		available = {
			FROM = {
				has_full_control_of_state = 195
			} {
				has_completed_focus = SOV_merge_tank_and_materiel_plants
			} {
				NOT = {
					has_country_flag = SOV_merge_plant_no_174_flag
				}
			}
		}
		on_complete = {
			custom_effect_tooltip = generic_trait_will_not_be_available_in_other_organizations
			FROM = {
				set_country_flag = SOV_merge_plant_no_174_flag
			}
		}
		equipment_bonus = {
			maximum_speed = @tank_max_speed
		}
	} {
		token = SOV_mio_trait_merge_plant_no_112
		name = SOV_merge_tank_plant_2
		icon = GFX_generic_mio_trait_icon_production_capacity
		special_trait_background = yes
		position = {
			x = @tank_2_X
			y = @tank_2_Y
		}
		visible = {
			FROM = {
				original_tag = SOV
			}
		}
		available = {
			FROM = {
				has_full_control_of_state = 252
			} {
				has_completed_focus = SOV_merge_tank_and_materiel_plants
			} {
				NOT = {
					has_country_flag = SOV_merge_plant_no_112_flag
				}
			}
		}
		on_complete = {
			custom_effect_tooltip = generic_trait_will_not_be_available_in_other_organizations
			FROM = {
				set_country_flag = SOV_merge_plant_no_112_flag
			}
		}
		production_bonus = {
			production_capacity_factor = @tank_production_capacity_factor
		}
	} {
		token = SOV_mio_trait_merge_ural_heavy_machine_building_plant
		name = SOV_merge_tank_plant_3
		icon = GFX_generic_mio_trait_icon_soft_attack
		special_trait_background = yes
		position = {
			x = @tank_3_X
			y = @tank_3_Y
		}
		visible = {
			FROM = {
				original_tag = SOV
			}
		}
		avail
# ... (truncated)
### Entity: National Focus
Tree: chl_focus
Component: CHL_domestic_production_of_the_willys_mb
Constructs: prerequisite, has_war, limit, completion_reward, add_mio_size, add_breakthrough_progress, random_state, is_owned_and_controlled_by
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_domestic_production_of_the_willys_mb
	icon = GFX_focus_CHL_domestic_production_of_the_willys_mb
	relative_position_id = CHL_utlilize_famae
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_utlilize_famae
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1.5
		modifier = {
			factor = 2
			has_war = yes
		}
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		mio:CHL_willys_famae_corvo_organization = {
			add_mio_size = 1
		}
		add_breakthrough_progress = {
			specialization = specialization_land
			value = 0.25
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		random_state = {
			limit = {
				is_owned_and_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Idea
Component: idea_SIA_nsb_extensive_conscription
Constructs: production_speed_buildings_factor, has_dlc, removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_nsb_extensive_conscription = {
	name = SIA_national_savings_bond
	allowed = {
		has_dlc = Thunder at Our Gates
		original_tag = SIA
	}
	picture = generic_manpower_bonus
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_buildings_factor = -0.05
	}
}
### Entity: Character
Component: MET_g_e_smith
Source: game
File: common/characters/MET.txt

Code:
MET_g_e_smith = {
	name = G.E. Smith
	portraits = {
		civilian = {
			large = gfx/leaders/r56_generic/r56_portrait_commonwealth_generic_land_6.dds
		}
	}
	country_leader = {
		expire = 1965.1.1
		id = -1
		ideology = fascism_ideology
		traits = {
			r56_trait_opposed_to_communism
		}
	}
}
### Entity: Character
Component: MLD_acgs
Source: game
File: common/characters/MLD.txt

Code:
MLD_acgs = {
	advisor = {
		slot = air_chief
		idea_token = MLD_acgs
		allowed = {
			original_tag = MLD
		}
		traits = {
			air_chief_ground_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_3
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_constitutional_virtue
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_constitutional_virtue
	icon = GFX_focus_SIA_constitutional_virtue
	x = 0
	y = 1
	relative_position_id = SIA_the_regency_of_rangsit
	prerequisite = {
		focus = SIA_the_regency_of_rangsit
	}
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_ideas = idea_SIA_constitutional_virtue
	}
}
### Entity: Trigger Reference
Construct: pc_is_state_claimed
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## pc_is_state_claimed

* Supported Scopes: STATE
* Supported Targets: none

```
Check if state is claimed (and uncontested) in conferenceExample:
pc_is_state_claimed = yes/no
```
### Entity: Event
Component: WW_hungary.30
Constructs: is_triggered_only, ai_chance, limit, every_country, has_war_with, add_war_support, fire_only_once, add_timed_idea
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.30
	title = WW_hungary.30.t
	desc = WW_hungary.30.desc
	picture = GFX_report_event_HUN_charles_von_habsburg_marching
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = WW_hungary.30.a
		ai_chance = {
			base = 100
		}
		add_timed_idea = {
			idea = HUN_promises_of_peace
			days = 365
		}
	} {
		name = WW_hungary.30.b
		ai_chance = {
			base = 0
		}
		add_war_support = 0.05
		add_named_threat = {
			threat = 2
			name = HUN_habsburg_refused_promises_of_peace
		}
		every_country = {
			limit = {
				exists = yes
				NOT = {
					OR = {
						has_war_with = ROOT
						is_in_faction_with = ROOT
					}
				}
				is_subject = no
				OR = {
					original_tag = ROM YUG CZE SLO TRA SER
				}
			}
			create_wargoal = {
				type = topple_government
				target = ROOT
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: INS_govmarine_organization
Constructs: has_completed_focus, limit, has_country_flag, has_dlc
Source: game
File: common/military_industrial_organization/organizations/INS_r56_organization.txt

Code:
INS_govmarine_organization = {
	include = generic_escort_ship_organization
	icon = GFX_idea_INS_govmarine
	allowed = {
		tag = INS
		has_dlc = Arms Against Tyranny
	}
	available = {
		owner = {
			has_completed_focus = INS_increase_convoy_production
			controls_state = 1126
		}
	}
	equipment_type = {
		screen_ship convoy_1
	}
	visible = {
		owner = {
			if = {
				limit = {
					OR = {
						has_completed_focus = INS_launch_the_revolution INS_the_coup
						AND = {
							has_completed_focus = INS_kebangkitan INS_demand_volksraad_elections
						}
					}
				}
				has_country_flag = INS_nationalize_govmarine_flag
			}
		}
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_take_out_the_regia_marina
Constructs: prerequisite, completion_reward, is_subject, is_in_faction_with, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_take_out_the_regia_marina
	prerequisite = {
		focus = ENG_noninterference_treaty_with_germany ENG_alliance_with_germany
	}
	available = {
		is_subject = no
		country_exists = ITA
		NOT = {
			is_in_faction_with = ITA
		}
	}
	icon = GFX_goal_generic_major_war
	will_lead_to_war_with = ITA
	x = -1
	y = 1
	relative_position_id = ENG_noninterference_treaty_with_germany
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = ITA
			expire = 0
		}
	}
}
### Entity: Military Industrial Organization
Component: USA_ford_motor_company_organization
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, has_dlc, equipment_bonus, build_cost_ic, add_trait
Source: game
File: common/military_industrial_organization/organizations/USA_organization.txt

Code:
USA_ford_motor_company_organization = {
	include = generic_motorized_mechanized_organization
	icon = GFX_idea_ford_motor_company
	allowed = {
		OR = {
			tag = USA MEX
			AND = {
				tag = POL
				OR = {
					has_dlc = Poland: United and Ready No Step Back
				}
			} {
				tag = ROM
				has_dlc = Death or Dishonor
			} {
				tag = GRE
				has_dlc = Battle for the Bosporus
			} {
				OR = {
					original_TAG = LAT LIT EST
				}
				has_dlc = No Step Back
			} {
				original_TAG = BRA
				has_dlc = Arms Against Tyranny
			} {
				original_tag = PHI
				has_dlc = No Compromise, No Surrender
			}
		}
	}
	visible = {
		IF = {
			limit = {
				FROM = {
					tag = POL
				}
			}
			FROM = {
				has_country_flag = POL_ford_motors
			}
		} {
			limit = {
				FROM = {
					tag = BRA
				}
			}
			FROM = {
				has_country_flag = BRA_toa_DLC
			}
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = USA
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = USA
				}
			}
		} {
			limit = {
				FROM = {
					original_tag = ROM
				}
			}
			FROM = {
				has_country_flag = USA_mot_chosen
			}
		} {
			limit = {
				FROM = {
					original_TAG = BRA
				}
			}
			FROM = {
				has_completed_focus = BRA_expand_fordlandia
			}
		}
		if = {
			limit = {
				FROM = {
					OR = {
						original_TAG = LAT LIT EST
					}
				}
			}
			FROM = {
				has_completed_focus = BALTIC_ford_motors
			}
		}
		else_if = {
			limit = {
				FROM = {
					original_tag = PHI
				}
			}
			if = {
				limit = {
					FROM = {
						has_completed_focus = PHI_declare_military_emergency
					}
				}
				FROM = {
					has_completed_focus = PHI_declare_military_emergency
				}
			}
			else = {
				FROM = {
					has_completed_focus = PHI_align_with_the_usa
				}
			}
		}
	}
	initial_trait = {
		equipment_bonus = {
			build_cost_ic = -0.05
		}
	}
	add_trait = {
		token = PHI_mio_trait_ethanol_fuel_adaptations
		name = PHI_mio_trait_ethanol_fuel_adaptations
		icon = GFX_generic_mio_trait_icon_fuel_consumption
		special_trait_background = yes
		position = {
			x = 9
			y = 0
		}
		visible = {
			FROM = {
				original_tag = PHI
			}
		}
		available = {

		}
		on_complete = {

		}
		equipment_bonus = {
			fuel_consumption = -0.05
		}
		ai_will_do = {
			base = 2
		}
	} {
		token = PHI_mio_trait_coconut_fuel_adaptations
		name = PHI_mio_trait_coconut_fuel_adaptations

# ... (truncated)
### Entity: Event
Component: new_ger.174
Constructs: is_triggered_only, ai_chance, add_ideas, add_stability, add_political_power
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.174
	title = new_ger.174.t
	desc = new_ger.174.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = new_ger.174.a
		ai_chance = {
			base = 2
		}
		add_stability = 0.025
		hidden_effect = {
			FROM = {
				country_event = CHI_warlords.19
			}
		}
	} {
		name = new_ger.174.b
		ai_chance = {
			base = 2
		}
		add_political_power = 75
		FROM = {
			diplomatic_relation = {
				country = ROOT
				relation = docking_rights
				active = yes
			} {
				country = ROOT
				relation = air_base_access
				active = yes
			} {
				country = ROOT
				relation = military_access
				active = yes
			}
		}
		add_ideas = GER_military_base
		hidden_effect = {
			FROM = {
				country_event = CHI_warlords.20
			}
		}
	}
}
### Entity: Idea
Component: AST_R56_great_depression_1
Constructs: stability_factor, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_australia.txt

Code:
AST_R56_great_depression_1 = {
	name = AST_R56_great_depression
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = great_depression
	modifier = {
		consumer_goods_factor = 0.45
		industrial_capacity_factory = -0.15
		industrial_capacity_dockyard = -0.15
		stability_factor = -0.15
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_danganressha
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward, cancel_if_invalid, add_timed_idea
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_danganressha
	icon = GFX_focus_JAP_danganressha
	prerequisite = {
		focus = JAP_establish_housing_corporation
	}
	relative_position_id = JAP_establish_housing_corporation
	x = 2
	y = 1
	cost = 5
	ai_will_do = {
		factor = 3
	}
	available = {
		industrial_complex = > 49
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		add_equipment_to_stockpile = {
			type = train_equipment
			amount = 25
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt available_political_advisor
		add_timed_idea = {
			idea = JAP_danganressha_idea
			days = 545
		}
		show_ideas_tooltip = JAP_shinji_sogo
	}
}
### Entity: Character
Component: GER_reichstafelaufsatz
Constructs: neutrality_drift, conscription_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_reichstafelaufsatz = {
	random = no
	sprite = 14
	infantry_track_mastery_gain_factor = 0.1
	neutrality_drift = 0.02
	army_chief_cost_factor = -0.1
	high_command_cost_factor = -0.1
	army_org_factor = 0.05
	political_power_factor = 0.05
	max_command_power = 25
	army_morale_factor = 0.05
	conscription_factor = 0.05
}
### Entity: Character
Component: NOR_queen_of_norway
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
NOR_queen_of_norway = {
	random = no
	stability_factor = 0.2
	political_power_cost = -0.05
	consumer_goods_factor = 0.1
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_repair_pola_naval_base
Constructs: has_war_with, completion_reward, is_coastal, add_building_construction, add_victory_points
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_repair_pola_naval_base
	icon = GFX_goal_generic_construct_naval_dockyard
	x = -85
	y = 0
	cost = 5
	available = {
		controls_state = 852
	}
	bypass = {
		any_controlled_state = {
			is_coastal = yes
		}
		NOT = {
			controls_state = 852
		} {
			has_war_with = 852
			 = .controller
		}
	}
	completion_reward = {
		852 = {
			add_building_construction = {
				type = naval_base
				level = 3
				province = 11735
				instant_build = yes
			} {
				type = bunker
				level = 2
				province = 11735
				instant_build = yes
			}
		}
		add_victory_points = {
			province = 11735
			value = 2
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: stability.35
Constructs: is_triggered_only, remove_ideas, clr_country_flag, set_country_flag
Source: game
File: events/stability_events.txt

Code:
country_event = {
	id = stability.35
	title = stability.35.t
	desc = stability.35.desc
	picture = GFX_report_event_generic_army
	is_triggered_only = yes
	option = {
		name = stability.35.a
		remove_ideas = {
			draft_dodging draft_dodging_2 draft_dodging_3
		}
		clr_country_flag = crisis_in_progress crisis_solution_in_progress
		set_country_flag = {
			flag = draft_dodging_resolved
			days = 90
		}
	}
}
### Entity: Scripted Effect
Component: SOV_decrease_all_opposition_air
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_decrease_all_opposition_air = {
	custom_effect_tooltip = SOV_decrease_all_opposition_air_tt
	subtract_from_variable = {
		SOV.SOV_left_opposition_air_support = 0.02
	} {
		SOV.SOV_right_opposition_air_support = 0.02
	} {
		SOV.SOV_exiles_air_support = 0.02
	}
	clamp_variable = {
		var = SOV.SOV_left_opposition_air_support
		max = 0.9
		min = 0.1
	} {
		var = SOV.SOV_right_opposition_air_support
		max = 0.9
		min = 0.1
	} {
		var = SOV.SOV_exiles_air_support
		max = 0.9
		min = 0.1
	}
	SOV_get_centre_military_support = yes
}
### Entity: Character
Component: KHM_ma_donghai
Source: game
File: common/characters/KHM.txt

Code:
KHM_ma_donghai = {
	name = Ma Donghai
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_2
		}
	}
	advisor = {
		slot = high_command
		idea_token = KHM_ma_donghai
		ledger = air
		allowed = {
			original_tag = KHM
		}
		traits = {
			air_close_air_support_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_destroyer_catchup_1
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_destroyer_catchup_1
	icon = GFX_goal_generic_navy_anti_submarine
	prerequisite = {
		focus = CZE_shipbuilding_legacy
	}
	x = -2
	y = 2
	relative_position_id = CZE_access_to_the_sea
	cost = 10
	ai_will_do = {
		factor = 20
		modifier = {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			bonus = 1.0
			uses = 2
			category = dd_tech
		}
	}
}
### Entity: Faction
Component: faction_goal_control_iwo_jima
Constructs: limit, has_war_with, is_in_faction_with, complete_effect, add_faction_power_projection, every_faction_member, add_faction_initiative, add_building_construction
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_control_iwo_jima = {
	name = control_iwo_jima_goal_name
	description = control_iwo_jima_goal_desc
	category = medium_term
	group = FOCUS_FILTER_NAVY_XP
	allowed = {

	}
	visible = {
		FROM = {
			NOT = {
				original_tag = JAP
				is_in_faction_with = JAP
			}
		}
		any_collection_element = {
			collection = {
				input = game:scope
				operators = {
					faction_members controlled_states
				}
				name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 645
				value = < 2000
			}
		}
	}
	available = {

	}
	completed = {
		645 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt TARGET_STATE_CONTROLLERS
		every_faction_member = {
			visible_when_empty = yes
			limit = {
				controls_state = 645
			}
			add_faction_initiative = 1
		}
		645 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			} {
				type = air_base
				level = 1
				instant_build = yes
			} {
				type = naval_base
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			factor = 2
			645 = {
				owner = {
					has_war_with = ROOT
				}
			}
		} {
			add = 1
			has_navy_size = {
				size = > 5
				type = capital_ship
			}
		} {
			add = 1
			any_enemy_country = {
				original_tag = JAP
			}
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_german_military_mission
Constructs: prerequisite, has_government, has_war_with, completion_reward
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_german_military_mission
	icon = GFX_goal_generic_officers
	relative_position_id = EGY_formalise_the_german_alliance
	x = -1
	y = 1
	cost = 10
	available = {
		country_exists = GER
		NOT = {
			has_war_with = GER
		}
		GER = {
			OR = {
				has_government = fascism neutrality
			}
		}
	}
	prerequisite = {
		focus = EGY_formalise_the_german_alliance
	}
	bypass = {
		NOT = {
			country_exists = GER
		}
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		GER = {
			country_event = {
				id = egypt.64
				hours = 6
			}
		}
	}
}
### Entity: Event
Component: britain.15
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/Britain.txt

Code:
country_event = {
	id = britain.15
	title = britain.15.t
	desc = britain.15.d
	picture = GFX_report_event_french_british_officers
	is_triggered_only = yes
	option = {
		name = britain.15.a
		FRA = {
			add_opinion_modifier = {
				target = ENG
				modifier = abandoned_yugoslavia
			}
		}
	}
}
### Entity: Character
Component: CHI_h_h_kung
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/CHI.txt

Code:
CHI_h_h_kung = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = CHI_h_h_kung
		portraits = {
			civilian = {
				small = GFX_idea_CHI_h_h_kung
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = CHI_h_h_kung
			allowed = {
				original_tag = CHI
			}
			traits = {
				captain_of_industry
			}
			visible = {
				NOT = {
					has_completed_focus = CHI_strengthening_our_resolve CHI_end_military_primacy
				}
			}
			available = {
				has_completed_focus = CHI_draw_support_from_the_big_families
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		name = CHI_h_h_kung
		portraits = {
			civilian = {
				small = GFX_idea_CHI_h_h_kung
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = CHI_h_h_kung
			allowed = {
				original_tag = CHI
			}
			traits = {
				captain_of_industry
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_62
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_62 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 62
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 62
	}
}
### Entity: Decision
Component: POL_sanation_decisions
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/POL_decision_categories.txt

Code:
POL_sanation_decisions = {
	icon = GFX_decision_category_generic_crisis
	allowed = {
		original_tag = POL
	}
	visible = {
		has_completed_focus = POL_complete_april_constitution
	}
	priority = 10
}
### Entity: AI Strategy
Component: EAI_CHI_no_coastal_garrison
Constructs: has_war_with, is_literally_china, is_ai, check_variable
Source: game
File: common/ai_strategy/CHI_EAI.txt

Code:
EAI_CHI_no_coastal_garrison = {
	allowed = {
		is_literally_china = yes
	}
	enable = {
		JAP = {
			is_ai = yes
		}
		has_war_with = JAP
		NOT = {
			check_variable = {
				global.EAI_sino_japanese_war = 1
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = garrison
		value = -2000
	}
}