Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sov_focus
Component: SOV_return_democracy_to_the_party
Constructs: prerequisite, limit, remove_ideas, completion_reward, has_global_flag, add_to_variable, has_idea, has_character_flag
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_return_democracy_to_the_party
	icon = GFX_SOV_return_democracy_to_the_party_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_cooperation_against_stalin
	}
	mutually_exclusive = {
		focus = SOV_left_purges SOV_right_purges
	}
	x = 0
	y = 4
	relative_position_id = SOV_cooperation_against_stalin
	cost = 10
	available = {
		has_global_flag = SOV_soviet_civil_war_over
	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = SOV_return_democracy_to_the_party_factionalism_tt
		add_to_variable = {
			SOV_factionalism_political_power_factor = -0.05
		}
		IF = {
			limit = {
				SOV_is_left_opposition = yes
			}
			custom_effect_tooltip = SOV_return_democracy_to_the_party_unlock_right_tt
		} {
			limit = {
				has_idea = trotskyite_plot_nsb
			}
			remove_ideas = trotskyite_plot_nsb
		}
		ELSE = {
			custom_effect_tooltip = SOV_return_democracy_to_the_party_unlock_left_tt
		}
		if = {
			limit = {
				SOV_ivan_smirnov = {
					NOT = {
						has_character_flag = SOV_character_purged_flag
					}
					has_character_flag = SOV_imprisoned_flag
				}
			}
			SOV_ivan_smirnov = {
				clr_character_flag = SOV_imprisoned_flag
			}
		} {
			limit = {
				SOV_ivar_smilga = {
					NOT = {
						has_character_flag = SOV_character_purged_flag
					}
					has_character_flag = SOV_imprisoned_flag
				}
			}
			SOV_ivar_smilga = {
				clr_character_flag = SOV_imprisoned_flag
			}
		} {
			limit = {
				SOV_aleksandr_shlyapnikov = {
					NOT = {
						has_character_flag = SOV_character_purged_flag
					}
					has_character_flag = SOV_imprisoned_flag
				}
			}
			SOV_aleksandr_shlyapnikov = {
				clr_character_flag = SOV_imprisoned_flag
			}
		}
		hidden_effect = {
			set_portraits = {
				character = SOV_ivan_smirnov
				army = {
					small = GFX_idea_SOV_ivan_smirnov
				}
			} {
				character = SOV_ivar_smilga
				army = {
					small = GFX_idea_SOV_ivar_smilga
				}
			} {
				character = SOV_aleksandr_shlyapnikov
				army = {
					small = GFX_idea_SOV_aleksandr_shlyapnikov
				}
			}
			IF = {
				limit = {
					SOV_is_right_opposition = yes
				}
				every_character = {
					limit = {
						has_character_flag = SOV_exiled_flag SOV_aligned_left_opposition_flag
					}
					clr_character_flag = SOV_exiled_flag
				}
			}
			ELSE_IF = {
				limit = {
					SOV_is_left_opposition = yes
				}
				every_character = {
					limit = {
						has_
# ... (truncated)
### Entity: Character
Component: MAN_ding_chao
Source: game
File: common/characters/MAN.txt

Code:
MAN_ding_chao = {
	name = MAN_ding_chao
	portraits = {
		army = {
			small = GFX_portrait_MAN_ding_chao_small
		}
	}
	advisor = {
		slot = high_command
		idea_token = MAN_ding_chao
		allowed = {
			original_tag = MAN
		}
		available = {

		}
		cost = 150
		traits = {
			PRC_guerilla_fighter
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Scripted Trigger
Component: frloc_strategic_area_audessusdel
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_strategic_area_audessusdel = {
	OR = {
		region = 3 4 8 17 23 24 26 33 34 38 39 60 66 71 99 112 116 121 122 126 128 129 130 139 140 141 142 144 145 146 148 161 162 163 164 168 173 182 183 184 185 194 195 196
	}
}
### Entity: Event
Component: CHL_political_events.36
Constructs: is_triggered_only, ai_chance, fire_only_once, add_to_faction
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.36
	title = CHL_political_events.36.t
	desc = CHL_political_events.36.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = CHL_political_events.36.a
		ai_chance = {
			base = 100
		}
		ROOT = {
			add_to_faction = FROM
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/GER_1936_naval.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = submarine_2
			creator = GER
		}
		requested_factories = 1
		progress = 0.75
		amount = 2
		industrial_manufacturer = mio:GER_blohm_und_voss_organization
	} {
		equipment = {
			type = submarine_2
			creator = GER
		}
		requested_factories = 1
		progress = 0.65
		amount = 2
		industrial_manufacturer = mio:GER_blohm_und_voss_organization
	} {
		equipment = {
			type = submarine_2
			creator = GER
		}
		requested_factories = 1
		progress = 0.55
		amount = 2
		industrial_manufacturer = mio:GER_blohm_und_voss_organization
	} {
		equipment = {
			type = submarine_2
			creator = GER
		}
		requested_factories = 1
		progress = 0.45
		amount = 2
		industrial_manufacturer = mio:GER_blohm_und_voss_organization
	} {
		equipment = {
			type = destroyer_2
			creator = GER
		}
		requested_factories = 1
		progress = 0.75
		amount = 2
		industrial_manufacturer = mio:GER_blohm_und_voss_organization
	} {
		equipment = {
			type = destroyer_2
			creator = GER
		}
		requested_factories = 1
		progress = 0.65
		amount = 2
		industrial_manufacturer = mio:GER_blohm_und_voss_organization
	} {
		equipment = {
			type = heavy_cruiser_1
			creator = GER
			version_name = Deutschland
		}
		requested_factories = 1
		progress = 0.95
		amount = 1
		industrial_manufacturer = mio:GER_germaniawerft_organization
	} {
		equipment = {
			type = battleship_2
			creator = GER
		}
		requested_factories = 1
		progress = 0.25
		amount = 1
		industrial_manufacturer = mio:GER_germaniawerft_organization
	} {
		equipment = {
			type = battleship_2
			creator = GER
		}
		requested_factories = 1
		progress = 0.1
		amount = 1
		industrial_manufacturer = mio:GER_germaniawerft_organization
	}
}
### Entity: Unit Template
Component: CRO_MAR_01
Source: game
File: common/units/names_divisions/CRO_names_divisions.txt

Code:
CRO_MAR_01 = {
	name = Marine Divisions
	for_countries = {
		CRO
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %d. Mornaricka Divizija
	ordered = {
		1 = {
			%d. Mornaricka Divizija
		}
		2 = {
			%d. Mornaricka Divizija
		}
		3 = {
			%d. Mornaricka Divizija
		}
		4 = {
			%d. Mornaricka Divizija
		}
		5 = {
			%d. Mornaricka Divizija
		}
		6 = {
			%d. Mornaricka Divizija
		}
		7 = {
			%d. Mornaricka Divizija
		}
		8 = {
			%d. Mornaricka Divizija
		}
		9 = {
			%d. Mornaricka Divizija
		}
		10 = {
			%d. Mornaricka Divizija
		}
	}
}
### Entity: Idea
Component: TUR_disorganised_armed_forces_2
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_disorganised_armed_forces_2 = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = tur_disorganised_armed_forces
	removal_cost = -1
	modifier = {
		war_support_factor = -0.15
		army_org_factor = -0.08
		training_time_factor = 0.25
		naval_coordination = -0.15
		air_accidents_factor = 0.15
		minimum_training_level = -0.1
	}
}
### Entity: Modding Documentation
Construct: lock_air_det
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## lock_air_det
* Arguments: <CountryTag>, <Detection> (0.0-1.0) OPTIONAL

Locks Air Detection for a country, omit detection value to reset
### Entity: Character
Component: DJI_democratic_guy
Constructs: has_government
Source: game
File: common/characters/DJI.txt

Code:
DJI_democratic_guy = {
	advisor = {
		slot = political_advisor
		idea_token = DJI_democratic_guy
		allowed = {
			original_tag = DJI
		}
		traits = {
			democratic_reformer
		}
		do_effect = {
			not = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_1
		}
	}
}
### Entity: Event
Component: news.102
Constructs: has_war_with, is_controlled_by, is_owned_by, has_global_flag, set_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.102
	title = news.102.t
	desc = news.102.d
	picture = GFX_news_event_soldiers_marching
	major = yes
	trigger = {
		126 = {
			is_controlled_by = GER
		} {
			is_owned_by = ENG
		}
		GER = {
			has_war_with = ENG
		}
		NOT = {
			has_global_flag = fall_of_london_ger
		}
	}
	immediate = {
		set_global_flag = fall_of_london_ger
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = news.145.a
		trigger = {
			NOT = {
				TAG = GER ENG
			}
		}
	} {
		name = news.100.b
		trigger = {
			TAG = GER
		}
	} {
		name = news.100.c
		trigger = {
			TAG = ENG
		}
	}
}
### Entity: Idea
Component: AUS_president_seitz
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_president_seitz = {
	picture = AUS_president_seitz
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = democratic communism
		}
	}
	removal_cost = -1
	traits = {
		AUS_socialist_old_guard
	}
}
### Entity: Character
Component: BRA_getulio_vargas
Source: game
File: common/characters/BRA.txt

Code:
BRA_getulio_vargas = {
	name = BRA_getulio_vargas
	portraits = {
		civilian = {
			large = GFX_portrait_BRA_getulio_vargas
		}
	}
	country_leader = {
		ideology = populism
		expire = 1965.1.1
		id = -1
		traits = {
			BRA_authoritarian_populist
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_the_midnight_meeting
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, allow_branch, has_game_rule, set_party_name
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_the_midnight_meeting
	icon = GFX_focus_SIA_the_midnight_meeting
	x = 0
	y = 3
	relative_position_id = SIA_support_songsuradets_military_clique
	prerequisite = {
		focus = SIA_support_songsuradets_military_clique
	}
	mutually_exclusive = {
		focus = SIA_to_lay_the_bait SIA_phibuns_premiership
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = SIA_to_lay_the_bait
			} {
				has_completed_focus = SIA_phibuns_premiership
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = idea_SIA_an_unceasy_alliance
		set_party_name = {
			ideology = fascism
			long_name = SIA_neutrality_party_long
			name = SIA_neutrality_party
		} {
			ideology = neutrality
			long_name = SIA_neutrality_party_royalist_long
			name = SIA_neutrality_party_royalist
		}
		custom_effect_tooltip = newline_tt SIA_the_midnight_meeting_tt
		add_popularity = {
			ideology = fascism
			popularity = 0.75
		}
		set_politics = {
			ruling_party = fascism
			elections_allowed = yes
		}
		set_variable = {
			additional_support_monarchist_cw = 0
		}
		unlock_decision_category_tooltip = SIA_appeal_for_support_cat
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			mark_focus_tree_layout_dirty = yes
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_hungarian_autarky
Constructs: prerequisite, add_ideas, completion_reward, has_capitulated, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_hungarian_autarky
	icon = GFX_focus_generic_stockpile_fuel
	prerequisite = {
		focus = wuw_HUN_hungarian_tradition wuw_HUN_tap_newfound_oil_deposits
	}
	x = -1
	y = 1
	relative_position_id = wuw_HUN_tap_newfound_oil_deposits
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_RESEARCH
	}
	cost = 10
	ai_will_do = {
		factor = 2
	}
	available = {
		has_capitulated = no
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_ideas = HUN_hungarian_autarky_idea
		add_tech_bonus = {
			name = HUN_synthetic_industry
			bonus = 0.25
			uses = 2
			category = synth_resources
		}
	}
}
### Entity: Event
Component: mtg_usa_strategic_interests.1
Constructs: is_triggered_only, ai_chance, has_war, limit, is_in_faction, has_global_flag, random_days, has_full_control_of_state
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_strategic_interests.1
	title = mtg_usa_strategic_interests.1.t
	desc = mtg_usa_strategic_interests.1.desc
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = mtg_usa_strategic_interests.1.a
		ai_chance = {
			factor = 30
			modifier = {
				is_in_faction = no
				not = {
					has_global_flag = mtg_usa_north_american_dominion_refused_faction
				}
				factor = 3
			} {
				has_war = yes
				factor = 2
			}
		}
		FROM = {
			country_event = {
				id = mtg_usa_strategic_interests.2
				days = 3
				random_days = 1
			}
		}
		effect_tooltip = {
			FROM = {
				if = {
					limit = {
						has_full_control_of_state = 118
					}
					transfer_state = 118
				} {
					limit = {
						has_full_control_of_state = 1021
					}
					transfer_state = 1021
				} {
					limit = {
						has_full_control_of_state = 1065
					}
					transfer_state = 1065
				}
			}
			if = {
				limit = {
					336 = {
						OWNER = {
							is_subject_of = ROOT
						}
					}
				}
				336 = {
					OWNER = {
						USA = {
							puppet = PREV
						}
					}
				}
			}
			else_if = {
				limit = {
					has_full_control_of_state = 336
				}
				USA = {
					transfer_state = 336
				}
			}
		}
	} {
		name = mtg_usa_strategic_interests.1.b
		ai_chance = {
			factor = 70
		}
		FROM = {
			country_event = mtg_usa_strategic_interests.3
		}
		set_country_flag = north_american_dominion_refused
		if = {
			limit = {
				not = {
					has_global_flag = mtg_usa_north_american_dominion_refused_faction
				}
				is_in_faction = no
			}
			unlock_decision_tooltip = {
				decision = USA_form_defensive_alliance_north_american_dominion
				show_effect_tooltip = yes
			}
		}
		else_if = {
			limit = {
				is_in_faction = no
			}
			unlock_decision_tooltip = {
				decision = USA_join_defensive_alliance_north_american_dominion
				show_effect_tooltip = yes
			}
		}
		effect_tooltip = {
			FROM = {
				create_wargoal = {
					type = puppet_wargoal_focus
					target = ROOT
				}
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_MILITARY_defensive_front_strategy
Constructs: has_war, limit, has_country_flag, check_variable, set_country_flag, clr_country_flag, every_enemy_country, is_in_array
Source: game
File: common/scripted_effects/EAI_MILITARY_strategy_effects.txt

Code:
EAI_MILITARY_defensive_front_strategy = {
	if = {
		limit = {
			has_war = yes
		}
		if = {
			limit = {
				NOT = {
					has_country_flag = EAI_MILITARY_defensive_front_strategy_equipment
				}
				check_variable = {
					EAI_fielded_eq_ratio = < 0.6
				}
			}
			if = {
				limit = {
					NOT = {
						has_country_flag = EAI_MILITARY_defensive_front_strategy
					}
				}
				if = {
					limit = {
						has_country_flag = EAI_front_logging
					}
					log = [GetYear] [GetMonth] | AI | [Root.GetName] | FRONT: stopping attacks due to low equipment
				}
			}
			set_country_flag = EAI_MILITARY_defensive_front_strategy EAI_MILITARY_defensive_front_strategy_equipment
		} {
			limit = {
				NOT = {
					has_country_flag = EAI_MILITARY_defensive_front_strategy_manpower
				}
				EAI_reserve_manpower_less_than_5p = yes
				OR = {
					EAI_LAW_upgrade_manpower_law = yes
					conscription_ratio = < 1
				}
			}
			if = {
				limit = {
					NOT = {
						has_country_flag = EAI_MILITARY_defensive_front_strategy
					}
				}
				if = {
					limit = {
						has_country_flag = EAI_front_logging
					}
					log = [GetYear] [GetMonth] | AI | [Root.GetName] | FRONT: stopping attacks due to low manpower
				}
			}
			set_country_flag = EAI_MILITARY_defensive_front_strategy EAI_MILITARY_defensive_front_strategy_manpower
		}
		else_if = {
			limit = {
				has_country_flag = EAI_MILITARY_defensive_front_strategy_equipment
				check_variable = {
					EAI_fielded_eq_ratio = > 0.9
				}
			}
			if = {
				limit = {
					has_country_flag = EAI_front_logging
				}
				log = [GetYear] [GetMonth] | AI | [Root.GetName] | FRONT: CANCEL stopping attacks due to low equipment
			}
			clr_country_flag = EAI_MILITARY_defensive_front_strategy EAI_MILITARY_defensive_front_strategy_equipment
		} {
			limit = {
				has_country_flag = EAI_MILITARY_defensive_front_strategy_manpower
				OR = {
					EAI_reserve_manpower_more_than_10p = yes
					NOT = {
						EAI_LAW_upgrade_manpower_law = yes
						conscription_ratio = < 1
					}
				}
			}
			if = {
				limit = {
					has_country_flag = EAI_front_logging
				}
				log = [GetYear] [GetMonth] | AI | [Root.GetName] | FRONT: CANCEL stopping attacks due to low manpower
			}
			clr_country_flag = EAI_MILITARY_defensive_front_strategy EAI_MILITARY_defensive_front_strategy_manpower
		}
		every_enemy_country = {
			if = {
				limit = {
					ROOT = {
						NO
# ... (truncated)
### Entity: Idea
Component: BAS_acgs
Source: game
File: common/ideas/british_antilles.txt

Code:
BAS_acgs = {
	picture = generic_air_african_3
	allowed = {
		original_tag = BAS
	}
	traits = {
		air_chief_ground_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: INS_revolution_events.39
Constructs: is_triggered_only
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_revolution_events.39
	title = INS_revolution_events.39.t
	desc = INS_revolution_events.39.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = INS_revolution_events.39.a
		effect_tooltip = {
			indonesia_renville_war_effect = yes
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_support_for_the_international_revolution
Constructs: prerequisite, add_ideas, has_government, completion_reward, every_neighbor_country, add_popularity, set_rule
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_support_for_the_international_revolution
	icon = GFX_focus_ger_great_red_menace
	relative_position_id = CHL_the_future_of_Chile
	x = -2
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_the_future_of_Chile
	}
	mutually_exclusive = {
		focus = CHL_align_with_the_russian_soviet
	}
	ai_will_do = {
		base = 2.5
	}
	available = {
		has_government = communism
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ARMY_XP FOCUS_FILTER_AIR_XP
	}
	completion_reward = {
		add_ideas = CHL_the_international_revolution
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_skip_one_line_tt
		every_neighbor_country = {
			add_popularity = {
				ideology = communism
				popularity = 0.03
			}
		}
		set_rule = {
			can_send_volunteers = yes
		} {
			can_create_factions = yes
		}
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_develop_civilian_industry
Constructs: has_completed_focus, prerequisite, limit, completion_reward, is_core_of, is_fully_controlled_by, cancel_if_invalid, random_owned_controlled_state
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_develop_civilian_industry
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = YUG_expand_the_mining_industry
	}
	mutually_exclusive = {
		focus = YUG_develop_military_industry
	}
	x = -1
	y = 1
	relative_position_id = YUG_expand_the_mining_industry
	cost = 10
	ai_will_do = {
		factor = 60
		modifier = {
			factor = 1.2
			OR = {
				has_completed_focus = YUG_join_comintern YUG_yugoslavian_path_to_communism
			}
		}
	}
	available = {
		any_controlled_state = {
			is_core_of = ROOT
			is_fully_controlled_by = ROOT
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				853 102
			}
			limit = {
				ROOT = {
					has_full_control_of_state = PREV
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				107
			}
			limit = {
				ROOT = {
					has_full_control_of_state = PREV
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				109
			}
			limit = {
				ROOT = {
					has_full_control_of_state = PREV
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Order of Battle
Component: NOR_procured_destroyers_1940_mtg.txt
Source: game
File: history/units/NOR_procured_destroyers_1940_mtg.txt

Code:
units = {
	navy = {
		name = Destroyer Procurement
		base = 53
		location = 53
		ship = {
			name = HNoMS Balder
			definition = destroyer
			equipment = {
				ship_hull_light_3 = {
					amount = 1
					owner = NOR
					version_name = Ålesund Class
				}
			}
		} {
			name = HNoMS Tor
			definition = destroyer
			equipment = {
				ship_hull_light_3 = {
					amount = 1
					owner = NOR
					version_name = Ålesund Class
				}
			}
		}
	}
}
### Entity: Idea
Component: KMT_military_first_idea
Constructs: removal_cost, is_puppet
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_military_first_idea = {
	picture = FRA_factory_strikes
	removal_cost = -1
	cancel = {
		is_puppet = yes
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		conscription = 0.01
		consumer_goods_factor = -0.08
		production_factory_efficiency_gain_factor = 0.05
	}
}
### Entity: Idea
Component: MEN_japanese_advisors_idea
Constructs: has_war_with, removal_cost, is_faction_leader, is_in_faction_with
Source: game
File: common/ideas/r56_mengkukuo.txt

Code:
MEN_japanese_advisors_idea = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	cancel = {
		OR = {
			has_war_with = JAP
			JAP = {
				is_faction_leader = yes
				NOT = {
					is_in_faction_with = MEN
				}
			}
		}
	}
	picture = jap_militarism_showa
	modifier = {
		political_power_factor = -0.05
		political_advisor_cost_factor = -0.25
		grand_battleplan_mastery_gain_factor = 0.15
	}
}