Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: ITA_italian_confederation_member
Constructs: stability_factor, removal_cost, has_dlc, is_subject_of
Source: game
File: common/ideas/italy.txt

Code:
ITA_italian_confederation_member = {
	picture = generic_flexible_foreign_policy2
	removal_cost = -1
	allowed = {
		has_dlc = By Blood Alone
	}
	cancel = {
		NOT = {
			is_subject_of = ITA
		}
	}
	modifier = {
		global_building_slots_factor = 0.2
		stability_factor = 0.05
		political_power_factor = 0.1
		can_master_build_for_us = 1
	}
}
### Entity: National Focus
Tree: kal_focus
Component: KAL_dominate_the_pontic_caspian_steppe
Constructs: prerequisite, has_war, limit, add_ideas, has_government, add_war_support, is_major, completion_reward
Source: game
File: common/national_focus/kalmykia.txt

Code:
focus = {
	id = KAL_dominate_the_pontic_caspian_steppe
	icon = GFX_goal_generic_more_territorial_claims
	prerequisite = {
		focus = KAL_promote_militarism KAL_promote_nichiren_buddhism
	}
	x = 2
	y = 1
	relative_position_id = KAL_promote_militarism
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			is_historical_focus_on = no
			factor = 3
		} {
			has_global_flag = r56_argo_ai
			factor = 100
		}
	}
	available = {
		OR = {
			has_government = fascism communism
		}
	}
	completion_reward = {
		add_named_threat = {
			threat = 0.1
			name = GEN_seeking_expansive_t
		}
		add_war_support = 0.05
		add_ideas = GEN_Conquer_I
		ROOT = {
			every_neighbor_country = {
				limit = {
					exists = yes
					has_war = no
					has_capitulated = no
					is_major = no
					NOT = {
						is_in_faction_with = ROOT
					}
				}
				news_event = {
					hours = 8
					id = r56.news_event.10
				}
			}
		}
		if = {
			limit = {
				is_historical_focus_on = no
				ROOT = {
					has_government = fascism
					has_war = no
				}
				GER = {
					has_government = fascism
					has_war = yes
					has_capitulated = no
				}
			}
			ROOT = {
				add_ai_strategy = {
					type = alliance
					id = GER
					value = 30
				} {
					type = befriend
					id = GER
					value = 50
				}
			}
		} {
			limit = {
				is_historical_focus_on = no
				ROOT = {
					has_government = communism
					has_war = no
				}
				SOV = {
					has_government = communism
					has_war = yes
					has_capitulated = no
				}
			}
			ROOT = {
				add_ai_strategy = {
					type = alliance
					id = SOV
					value = 25
				} {
					type = befriend
					id = SOV
					value = 50
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_the_khakimov_proposal_old
Constructs: prerequisite, add_ideas, has_war_with, add_opinion_modifier, completion_reward, has_civil_war, is_subject, random_hours
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_the_khakimov_proposal_old
	text = SOV_the_khakimov_proposal
	icon = GFX_focus_generic_befriend_saudi_arabia
	prerequisite = {
		focus = SOV_anti_fascist_policies_old
	} {
		focus = SOV_southern_thrust SOV_preemptive_invasion_of_iran_old
	}
	x = 0
	y = 2
	relative_position_id = SOV_southern_thrust
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_civil_war = yes
		}
	}
	available = {
		is_subject = no
		country_exists = SAU
		NOT = {
			has_war_with = SAU
		}
	}
	search_filters = {

	}
	completion_reward = {
		SAU = {
			add_ideas = SOV_ambassador_karim_khakimov
			add_opinion_modifier = {
				target = SOV
				modifier = SOV_cordial_relations_developed_by_soviet_diplomat
			}
			hidden_effect = {
				country_event = {
					id = NSB_soviet_foreign_politics_events.211
					hours = 8
					random_hours = 4
				}
			}
		}
		activate_targeted_decision = {
			target = SAU
			decision = SOV_pressure_country_government_middle_east
		} {
			target = SAU
			decision = SOV_promote_ideology_rallies_middle_east
		}
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_support_a_synarchist_baja
Constructs: prerequisite, has_country_flag, completion_reward, cancel_if_invalid, swap_ideas, add_idea, remove_idea, add_timed_idea
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_support_a_synarchist_baja
	icon = GFX_goal_generic_dangerous_deal
	prerequisite = {
		focus = CAN_support_the_blue_shirts
	}
	mutually_exclusive = {
		focus = CAN_join_germany
	}
	x = 1
	y = 2
	relative_position_id = CAN_swastika_clubs
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		swap_ideas = {
			add_idea = CAN_swastika_clubs_skewer
			remove_idea = CAN_swastika_clubs_2
		}
		MEX = {
			add_timed_idea = {
				idea = synarchist_support_surge
				days = 720
			}
		}
	}
}
### Entity: Event
Component: JUNO_brazil_events.153
Constructs: is_triggered_only, ai_chance
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.153
	title = JUNO_brazil_events.153.t
	desc = JUNO_brazil_events.153.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.153.a
		ai_chance = {
			base = 1
		}
		custom_effect_tooltip = JUNO_brazil_events_153_tt
	}
}
### Entity: Event
Component: bftb_bulgaria_equipment_purchases.6
Constructs: is_triggered_only, ai_chance, has_dlc, has_tech, set_country_flag
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_equipment_purchases.6
	title = lar_portugal_purchase_ships.2.t
	desc = lar_portugal_purchase_ships.2.desc
	picture = GFX_report_event_sailors_in_working_rig
	is_triggered_only = yes
	option = {
		name = lar_portugal_purchase_ships.2.a
		ai_chance = {
			base = 15
		}
		trigger = {
			OR = {
				AND = {
					has_dlc = Man the Guns
					FROM = {
						has_tech = early_ship_hull_submarine
					}
				} {
					NOT = {
						has_dlc = Man the Guns
					}
					FROM = {
						has_tech = early_submarine
					}
				}
			}
		}
		FROM = {
			set_country_flag = BUL_building_submarines_flag
		}
		custom_effect_tooltip = bftb_bulgaria_equipment_purchases.6.a_tt
	} {
		name = lar_portugal_purchase_ships.2.b
		ai_chance = {
			base = 10
		}
		trigger = {
			OR = {
				AND = {
					has_dlc = Man the Guns
					FROM = {
						has_tech = early_ship_hull_light
					}
				} {
					NOT = {
						has_dlc = Man the Guns
					}
					FROM = {
						has_tech = early_destroyer
					}
				}
			}
		}
		FROM = {
			set_country_flag = BUL_building_destroyers_flag
		}
		custom_effect_tooltip = bftb_bulgaria_equipment_purchases.6.b_tt
	} {
		name = lar_portugal_purchase_ships.2.c
		ai_chance = {
			base = 5
		}
		trigger = {
			OR = {
				AND = {
					has_dlc = Man the Guns
					FROM = {
						has_tech = early_ship_hull_cruiser
					}
				} {
					NOT = {
						has_dlc = Man the Guns
					}
					FROM = {
						has_tech = early_light_cruiser
					}
				}
			}
		}
		FROM = {
			set_country_flag = BUL_building_light_cruiser_flag
		}
		custom_effect_tooltip = bftb_bulgaria_equipment_purchases.6.c_tt
	}
}
### Entity: Unit Template
Component: SPD_INF_06
Source: game
File: common/units/names_divisions/SPR_names_divisions.txt

Code:
SPD_INF_06 = {
	name = Anarchist Militia
	for_countries = {
		SPR
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %da Milicia Anarquista
	ordered = {

	}
}
### Entity: Unit Template
Component: HAI_CA_HISTORICAL
Source: game
File: common/units/names_ships/HAI_ship_names.txt

Code:
HAI_CA_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CA
	for_countries = {
		HAI
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser
	}
	fallback_name = Croiseur Lourd %d
	unique = {
		Jérémie Port Sali Cap Haitien Port de Paix Jean Rabel
	}
}
### Entity: Unit Template
Component: PAK_CV_HISTORICAL
Source: game
File: common/units/names_ships/PAK_ship_names.txt

Code:
PAK_CV_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CARRIERS
	for_countries = {
		PAK
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	prefix = PNS 
	fallback_name = Carrier %d
	unique = {
		Punjab Mughal Kashmir Afghania Sindh Baluchistan
	}
}
### Entity: Character
Component: medium_tank_producer_defense_0
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
medium_tank_producer_defense_0 = {
	random = no
	equipment_bonus = {
		medium_tank_chassis = {
			breakthrough = 0.05
			reliability = 0.05
		}
		medium_tank_artillery_chassis = {
			breakthrough = 0.05
			reliability = 0.05
		}
		medium_tank_destroyer_chassis = {
			breakthrough = 0.05
			reliability = 0.05
		}
		medium_tank_aa_chassis = {
			breakthrough = 0.05
			reliability = 0.05
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: State History
Component: 622
Constructs: add_core_of
Source: game
File: history/states/622-China 19.txt

Code:
state = {
	id = 622
	name = STATE_622
	resources = {
		steel = 3.0
		tungsten = 3.0
		coal = 12
	}
	history = {
		owner = PRC
		add_core_of = PRC CHI
		buildings = {
			infrastructure = 1
			arms_factory = 1
			industrial_complex = 1
		}
		victory_points = {
			12356 1
		}
	}
	provinces = {
		4939 10880 12356
	}
	manpower = 1278000
	buildings_max_level_factor = 1.0
	state_category = town
	local_supplies = 0.0
}
### Entity: Idea
Component: GER_fan_prussian_militarism_idea_4
Constructs: has_government, removal_cost, mobilization_speed
Source: game
File: common/ideas/GER.txt

Code:
GER_fan_prussian_militarism_idea_4 = {
	name = GER_fan_prussian_militarism_idea
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	picture = GER_fan_prussian_militarism
	modifier = {
		conscription = 0.01
		army_org_factor = 0.1
		training_time_factor = -0.1
		mobilization_speed = 0.1
		army_morale_factor = 0.05
		max_command_power = 15
		experience_gain_army = 0.1
	}
}
### Entity: Modifier Reference
Construct: fuel_cost
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## fuel_cost

* Number with 0 decimal places
* **Categories**: country
### Entity: Idea
Component: jeune_ecole_spirit
Constructs: has_doctrine, research_bonus, has_dlc
Source: game
File: common/ideas/navy_spirits.txt

Code:
jeune_ecole_spirit = {
	ledger = navy
	available = {
		OR = {
			has_doctrine = new_convoy_raiding jeune_ecole
		}
	}
	research_bonus = {
		dd_tech = 0.2
	}
	modifier = {
		ship_hull_light_design_cost_factor = -0.6
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		} {
			factor = 2
			OR = {
				has_doctrine = jeune_ecole patrol_boats
			}
		}
	}
}
### Entity: Event
Component: NSB_soviet_fascist_tsarist.18
Constructs: is_triggered_only
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_fascist_tsarist.18
	title = NSB_soviet_fascist_tsarist.18.t
	desc = NSB_soviet_fascist_tsarist.18.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = NSB_soviet_fascist_tsarist.18.a
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_import_foreign_bombers
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_import_foreign_bombers
	icon = GFX_goal_generic_air_bomber
	prerequisite = {
		focus = CZE_military_aeronautical_institute
	}
	x = 2
	y = 1
	relative_position_id = CZE_military_aeronautical_institute
	cost = 10
	ai_will_do = {
		factor = 70
		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 = {
			name = CZE_import_foreign_bombers
			bonus = 1.0
			uses = 1
			category = cas_bomber tactical_bomber
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_communist_destabilize_iraq
Constructs: prerequisite, remove_ideas, has_government, completion_reward, is_subject, is_in_faction_with, is_owned_by, allow_branch
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_communist_destabilize_iraq
	icon = GFX_focus_generic_befriend_kurdistan
	prerequisite = {
		focus = PER_international_solidarity
	}
	x = 1
	y = 1
	relative_position_id = PER_international_solidarity
	cost = 5
	available = {
		is_subject = no
	}
	bypass = {
		OR = {
			KUR = {
				exists = yes
				OR = {
					has_government = communism
					is_in_faction_with = ROOT
				}
			}
			676 = {
				is_owned_by = ROOT
			}
			291 = {
				is_owned_by = ROOT
			}
		}
	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		custom_effect_tooltip = PER_communist_destabilize_iraq_tt
		remove_ideas = PER_kurdistan_resistance_idea
	}
}
### Entity: Idea
Component: EAI_attache_received
Constructs: planning_speed
Source: game
File: common/ideas/EAI_ideas.txt

Code:
EAI_attache_received = {
	allowed = {
		always = no
	}
	modifier = {
		army_org_factor = 0.02
		planning_speed = 0.1
	}
	picture = received_attache
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_influence_our_brothers
Constructs: prerequisite, has_war_with, completion_reward, add_timed_idea
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_influence_our_brothers
	icon = GFX_goal_continuous_boost_freedom
	cost = 10
	prerequisite = {
		focus = VIN_help_the_kuomintang
	}
	available = {
		NOT = {
			has_war_with = CAM LAO
		}
	}
	completion_reward = {
		LAO = {
			add_timed_idea = {
				idea = democratic_influence
				days = 720
			}
		}
		CAM = {
			add_timed_idea = {
				idea = democratic_influence
				days = 720
			}
		}
	}
	x = 29
	y = 3
}
### Entity: Name List
Component: MRT
Source: game
File: common/names/00_names.txt

Code:
MRT = {
	male = {
		names = {
			Abdallahi Abderrahmane Abdoulaye Adama Ahmad Ahmed Ahmedou Ba Birama Boulah Cheikh Dah Dahmed Diallo Doudou Drissa Ely Hmeida Ibrahima Jidou Khalid Maaouya Mahfoud Messaoud Mohamed Moktar Moulaye Moussa Moustapha Mustafa Saleh Sghair Sid Sidi Souleyman Tene Thiam Tijani Yahya Zeidane Zeine
		}
	}
	female = {
		names = {
			Aicha Dimi Malouma Mintata
		}
	}
	surnames = {
		Abba Abdallahi Abdi Al-Shinqiti Abdel Aziz Ba Bneijara Ould Bneijara Ould Boubacar Ould Bouceif Ould Boulkheir Ould Daddah Diagana Diallo Diombar Ebnou Fall Gaye Gueye Guidileye Guig Ould Haidalla Ould Hanenna Ould Harouna Hedeid Ben Hmeida Ould Hmeida Hondo Ould Kerim Ould Mohamed Khouna Ould Mohamed Laghdaf Ould Mohamed Lemine Ould Lemrabott Ould Louly Ould Maaouya dit Mbare Ould M'Bareck Miske El Moctar Moctar Ould Mogueye Ould Sidi Mohammed Ould Mohamedou Ould-Abdallah Razqa Ould Salek Sall Sarr Ould Sid'Ahmed Sissako Ould Ahmed Taleb Ould Sid'Ahmed Taya Ould Teguedi Timbo Ould Tolba Toure Ould Mohammed Vall Ould Ahmed El Waghef Ould Zeidane
	}
	callsigns = {

	}
}
### Entity: Event
Component: SEA_warlords.29
Constructs: is_triggered_only, ai_chance, add_political_power, white_peace, add_to_faction
Source: game
File: events/SEA_Warlords.txt

Code:
country_event = {
	id = SEA_warlords.29
	title = SEA_warlords.29.t
	desc = SEA_warlords.29.desc
	picture = GFX_report_event_chinese_soldiers_02
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 97
			modifier = {
				factor = 0
				FROM = {
					surrender_progress = > 0.6
				}
			}
		}
		name = SEA_warlords.29.a
		white_peace = {
			tag = FROM
		}
		leave_faction = yes
		FROM = {
			add_to_faction = ROOT
		}
	} {
		ai_chance = {
			base = 3
		}
		name = SEA_warlords.29.b
		add_political_power = 50
		FROM = {
			country_event = {
				id = SEA_warlords.30
				hours = 3
			}
		}
	}
}
### Entity: Event
Component: AAT_norway_fascist.6
Constructs: is_triggered_only, ai_chance
Source: game
File: events/AAT_Norway.txt

Code:
country_event = {
	id = AAT_norway_fascist.6
	title = AAT_norway_fascist.6.t
	desc = AAT_norway_fascist.6.desc
	picture = GFX_report_event_NOR_Nasjonal_samling_rally
	trigger = {
		hidden_trigger = {

		}
	}
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = AAT_norway_fascist.6.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
	}
}
### Entity: Event
Component: turkey.101
Constructs: is_triggered_only, add_opinion_modifier, add_offsite_building
Source: game
File: events/r56_turkey.txt

Code:
country_event = {
	id = turkey.101
	title = turkey.101.t
	desc = turkey.101.d
	is_triggered_only = yes
	picture = GFX_report_event_tur_britain
	option = {
		name = turkey.101.a
		add_offsite_building = {
			type = industrial_complex
			level = 3
		}
		add_opinion_modifier = {
			target = ENG
			modifier = TUR_english_industral_aid
		}
	}
}
### Entity: Event
Component: AAT_finland_diplomacy.15
Constructs: is_triggered_only, limit, has_dlc, every_unit_leader, is_field_marshal, set_nationality, every_core_state, add_core_of
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_diplomacy.15
	title = AAT_finland_diplomacy.15.t
	desc = AAT_finland_diplomacy.15.desc
	picture = GFX_report_event_generic_peaceful_annexation
	is_triggered_only = yes
	option = {
		name = AAT_finland_diplomacy.15.a
		if = {
			limit = {
				has_dlc = No Step Back
			}
			FROM = {
				every_unit_leader = {
					hidden_effect = {
						if = {
							limit = {
								is_field_marshal = yes
							}
							demote_leader = yes
						}
					}
					set_nationality = ROOT
				}
				every_core_state = {
					add_core_of = ROOT
				}
			}
		}
		annex_country = {
			target = FROM
			transfer_troops = yes
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_shadow
Constructs: prerequisite, limit, add_ideas, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_shadow
	icon = GFX_focus_SWI_issue_war_bonds
	cost = 10
	ai_will_do = {
		factor = 13
	}
	prerequisite = {
		focus = SWI_prepare
	}
	available = {
		threat = > 0.3
	}
	x = 42
	y = 3
	completion_reward = {
		if = {
			limit = {
				has_idea = SWI_stockpiles
			}
			swap_ideas = {
				remove_idea = SWI_stockpiles
				add_idea = SWI_shadow_org_5
			}
			else = {
				add_ideas = SWI_shadow_org
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: EAI_DD_7/large_plane_maritime_patrol_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_7/large_plane_maritime_patrol_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		large_plane_maritime_patrol_plane_airframe = {
			build_cost_ic = -0.07
			instant = yes
		}
	}
}
### Entity: Idea
Component: ISR_push_military_industries
Constructs: removal_cost
Source: game
File: common/ideas/israel.txt

Code:
ISR_push_military_industries = {
	picture = generic_production_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_industrial_complex_factor = -0.1
		production_speed_arms_factory_factor = 0.1
	}
}
### Entity: Scripted Effect
Component: EAI_construction_build_forts
Constructs: has_war, limit, has_war_with, has_country_flag, is_in_home_area, has_defensive_war, has_state_flag, is_capital
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_strategies_deprecated.txt

Code:
EAI_construction_build_forts = {
	if = {
		limit = {
			original_tag = ITA
			date = > 1940.6.1
			surrender_progress = < 0.1
		}
		if = {
			limit = {
				has_country_flag = EAI_construction_logging
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | CONSTRUCTION: fort construction
		}
		for_each_scope_loop = {
			array = controlled_states
			if = {
				limit = {
					is_in_home_area = yes
				}
				EAI_add_CFORT_BASE = yes
			}
		}
	} {
		limit = {
			original_tag = SWI
			NOT = {
				any_of_scopes = {
					array = controlled_states
					EAI_available_SHARED = yes
				}
			}
		}
		if = {
			limit = {
				has_country_flag = EAI_construction_logging
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | CONSTRUCTION: fort construction
		}
		EAI_queue_FORT_BORDER = yes yes
		capital_scope = {
			EAI_add_FORT_CITY = yes yes
		}
	} {
		limit = {
			original_tag = SPR
			has_war = no
			date = > 1938.1.1
		}
		if = {
			limit = {
				has_country_flag = EAI_construction_logging
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | CONSTRUCTION: fort construction
		}
		for_each_scope_loop = {
			array = controlled_states
			if = {
				limit = {
					OR = {
						state = 165 166 172
					}
				}
				EAI_add_FORT_BORDER = yes yes
			}
		}
	} {
		limit = {
			original_tag = TUR
			date = > 1938.1.1
		}
		if = {
			limit = {
				has_country_flag = EAI_construction_logging
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | CONSTRUCTION: fort construction
		}
		for_each_scope_loop = {
			array = controlled_states
			if = {
				limit = {
					OR = {
						state = 341
					}
				}
				EAI_add_FORT_BORDER = yes yes
			}
		}
	} {
		limit = {
			num_of_civilian_factories_available_for_projects = > 10
			enemies_strength_ratio = > 0.75
			OR = {
				surrender_progress = > 0.05
				has_defensive_war = yes
			}
			any_neighbor_country = {
				has_war_with = ROOT
			}
			any_of_scopes = {
				array = controlled_states
				OR = {
					AND = {
						is_in_home_area = yes
						any_neighbor_state = {
							OR = {
								CONTROLLER = {
									has_war_with = ROOT
								}
								any_neighbor_state = {
									CONTROLLER = {
										has_war_with = ROOT
									}
								}
							}
						}
						NOT = {
							has_state_flag = EAI_generic_fort_construction_state_triggered_@ROOT
						}
					} {
						is_capital = yes
						NOT = {
							has_state_flag
# ... (truncated)
### Entity: Idea
Component: MAN_mangyo
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/manchukou.txt

Code:
MAN_mangyo = {
	name = MAN_mangyo
	picture = MAN_south_manchuria_railway_company
	allowed = {
		has_dlc = No Compromise, No Surrender
		original_tag = MAN
	}
	visible = {
		has_completed_focus = MAN_tsr_mangyo
	}
	available = {
		has_completed_focus = MAN_tsr_mangyo
	}
	ai_will_do = {
		base = 1
	}
	research_bonus = {
		industry = 0.15
	}
	traits = {
		construction_company
	}
	modifier = {
		country_resource_steel = 10
		consumer_goods_factor = -0.1
	}
}