Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: give_fascist_tank_licences
Constructs: add_equipment_to_stockpile, limit, give_fascist_tank_licences, has_tech, has_dlc, create_production_license, cost_factor
Source: game
File: common/scripted_effects/BLT_scripted_effects.txt

Code:
give_fascist_tank_licences = {
	if = {
		limit = {
			has_tech = main_battle_tank_chassis
		}
		if = {
			limit = {
				has_dlc = Death or Dishonor
			}
			create_production_license = {
				target = ROOT
				equipment = {
					type = modern_tank_chassis_1
				}
				cost_factor = 0
			}
		}
		ROOT = {
			add_equipment_to_stockpile = {
				type = modern_tank_chassis_1
				amount = 360
				producer = PREV
			}
		}
	}
	else_if = {
		limit = {
			has_tech = advanced_medium_tank_chassis
		}
		if = {
			limit = {
				has_dlc = Death or Dishonor
			}
			create_production_license = {
				target = ROOT
				equipment = {
					type = medium_tank_chassis_3
				}
				cost_factor = 0
			}
		}
		ROOT = {
			add_equipment_to_stockpile = {
				type = medium_tank_chassis_3
				amount = 360
				producer = PREV
			}
		}
	} {
		limit = {
			has_tech = improved_medium_tank_chassis
		}
		if = {
			limit = {
				has_dlc = Death or Dishonor
			}
			create_production_license = {
				target = ROOT
				equipment = {
					type = medium_tank_chassis_2
				}
				cost_factor = 0
			}
		}
		ROOT = {
			add_equipment_to_stockpile = {
				type = medium_tank_chassis_2
				amount = 360
				producer = PREV
			}
		}
	} {
		limit = {
			has_tech = basic_medium_tank_chassis
		}
		if = {
			limit = {
				has_dlc = Death or Dishonor
			}
			create_production_license = {
				target = ROOT
				equipment = {
					type = medium_tank_chassis_1
				}
				cost_factor = 0
			}
		}
		ROOT = {
			add_equipment_to_stockpile = {
				type = medium_tank_chassis_1
				amount = 360
				producer = PREV
			}
		}
	}
	else = {
		if = {
			limit = {
				has_dlc = Death or Dishonor
			}
			create_production_license = {
				target = ROOT
				equipment = {
					type = light_tank_chassis_2
				}
				cost_factor = 0
			}
		}
		ROOT = {
			add_equipment_to_stockpile = {
				type = light_tank_chassis_2
				amount = 360
				producer = PREV
			}
		}
	}
}
### Entity: Character
Component: LIE_franz_ii
Source: game
File: common/characters/LIE.txt

Code:
LIE_franz_ii = {
	name = Franz Joseph II
	portraits = {
		civilian = {
			large = gfx/leaders/LIE/r56_portrait_LIE_Franz_Joseph_II.dds
			small = GFX_idea_LIE_advisor_franz_joseph_ii
		}
	}
	country_leader = {
		ideology = constitutional_monarchy
		traits = {
			party_appeaser
		}
		expire = 1965.1.1
		id = -1
	}
}
### Entity: National Focus
Component: political_correctness
Constructs: prerequisite, limit, add_ideas, remove_ideas, completion_reward, add_political_power, has_idea
Source: game
File: common/national_focus/generic.txt

Code:
focus = {
	id = political_correctness
	icon = GFX_goal_generic_dangerous_deal
	prerequisite = {
		focus = internationalism_focus
	}
	x = 0
	y = 1
	relative_position_id = internationalism_focus
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_idea = neutrality_idea
			}
			remove_ideas = neutrality_idea
		}
		add_political_power = 200
		add_ideas = idea_political_correctness
	}
}
### Entity: Scripted Effect
Component: r56_kill_advisor
Source: game
File: common/scripted_effects/r56_scripted_effects.txt

Code:
r56_kill_advisor = {
	custom_effect_tooltip = kill_advisor_tt
	hidden_effect = {
		retire = yes
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_united_states_asiatic_fleet
Constructs: prerequisite, limit, completion_reward, is_ally_with, has_navy_size, set_country_flag
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_united_states_asiatic_fleet
	icon = GFX_focus_PHI_united_states_asiatic_fleet
	prerequisite = {
		focus = PHI_expand_us_bases
	}
	relative_position_id = PHI_expand_us_bases
	x = 0
	y = 2
	cost = 10
	available = {
		is_ally_with = USA
		PHI_usa_focus_done_T3 = yes
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		show_unit_leaders_tooltip = PHI_thomas_hart PHI_john_wilkes
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt {
			localization_key = DIPLO_FORBID_REVOKE_ACCESS
			TYPE = DIPLOMACY_DOCKING_RIGHTS
			TARGET = [USA.GetAdjective]
		}
		USA = {
			if = {
				limit = {
					has_navy_size = {
						size = > 24
					}
				}
				country_event = SEA_PHI_political_events.56
			}
			custom_effect_tooltip = if_they_accept_newline_tt PHI_send_a_share_of_THIS_navy_to_ROOT_tt
		}
		set_country_flag = PHI_permanent_usa_naval_bases
		hidden_effect = {
			USA = {
				diplomatic_relation = {
					country = ROOT
					relation = docking_rights
					active = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER
	}
}
### Entity: AI Strategy
Component: EAI_PROD_ARMY_garrison_70
Constructs: has_country_flag, build_army
Source: game
File: common/ai_strategy/EAI_PRODUCTION_division_strategies.txt

Code:
EAI_PROD_ARMY_garrison_70 = {
	enable = {
		has_country_flag = {
			flag = EAI_garrison_divisions
			value = 70
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_army
		id = area_defense
		value = 70
	}
}
### Entity: Decision
Component: political_actions
Constructs: has_country_flag, complete_effect
Source: game
File: common/decisions/ISR.txt

Code:
political_actions = {
	ISR_request_herzl_body = {
		allowed = {
			original_tag = ISR
		}
		icon = GFX_decision_generic_political_discourse
		available = {
			custom_trigger_tooltip = {
				tooltip = ISR_herzl_body_denied
				4 = {
					controller = {
						NOT = {
							has_country_flag = ISR_herzl_body_denied
						}
					}
				}
			}
		}
		visible = {
			NOT = {
				has_country_flag = ISR_herzl_body_returned
			}
			has_country_flag = ISR_herzl_body_denied
		}
		cost = 10
		complete_effect = {
			4 = {
				controller = {
					country_event = israel.24
				}
			}
		}
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_defense_of_the_pacific
Constructs: prerequisite, has_government, completion_reward, add_building_construction
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_defense_of_the_pacific
	icon = GFX_goal_generic_occupy_states_coastal
	prerequisite = {
		focus = USA_war_plan_yellow
	} {
		focus = USA_war_plan_orange
	}
	available = {
		JAP = {
			exists = yes
			NOT = {
				has_government = ROOT
			}
		}
	}
	will_lead_to_war_with = JAP
	x = 0
	y = 2
	relative_position_id = USA_intervention_in_asia
	cost = 10
	completion_reward = {
		650 = {
			add_building_construction = {
				type = coastal_bunker
				province = 13067
				level = 2
				instant_build = yes
			} {
				type = naval_base
				province = 13067
				level = 2
				instant_build = yes
			}
		}
		631 = {
			add_building_construction = {
				type = coastal_bunker
				province = 13052
				level = 2
				instant_build = yes
			} {
				type = naval_base
				province = 13052
				level = 2
				instant_build = yes
			}
		}
		632 = {
			add_building_construction = {
				type = coastal_bunker
				province = 13047
				level = 2
				instant_build = yes
			} {
				type = naval_base
				province = 13047
				level = 2
				instant_build = yes
			}
		}
		638 = {
			add_building_construction = {
				type = coastal_bunker
				province = 12140
				level = 2
				instant_build = yes
			} {
				type = naval_base
				province = 12140
				level = 2
				instant_build = yes
			}
		}
		642 = {
			add_building_construction = {
				type = coastal_bunker
				province = 13050
				level = 2
				instant_build = yes
			} {
				type = naval_base
				province = 13050
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Scripted Effect
Component: GRE_debt_restructuring_effect
Constructs: limit, add_to_variable, check_variable, set_variable
Source: game
File: common/scripted_effects/GRE_scripted_effects.txt

Code:
GRE_debt_restructuring_effect = {
	custom_effect_tooltip = GRE_restructure_debt_tt
	hidden_effect = {
		divide_variable = {
			var = GRE_debt_to_the_ifc_britain_var
			value = 2
		} {
			var = GRE_debt_to_the_ifc_france_var
			value = 2
		} {
			var = GRE_debt_to_the_ifc_italy_var
			value = 2
		}
		add_to_variable = {
			var = GRE_debt_to_the_ifc_paid_var
			value = GRE_debt_to_the_ifc_britain_var
		} {
			var = GRE_debt_to_the_ifc_paid_var
			value = GRE_debt_to_the_ifc_france_var
		} {
			var = GRE_debt_to_the_ifc_paid_var
			value = GRE_debt_to_the_ifc_italy_var
		}
		if = {
			limit = {
				check_variable = {
					var = GRE_debt_to_the_ifc_britain_var
					value = 5
					compare = less_than
				} {
					var = GRE_debt_to_the_ifc_britain_var
					value = 2.5
					compare = greater_than
				}
			}
			set_variable = {
				var = GRE_debt_to_the_ifc_britain_var
				value = 5
			}
		} {
			limit = {
				check_variable = {
					var = GRE_debt_to_the_ifc_france_var
					value = 5
					compare = less_than
				} {
					var = GRE_debt_to_the_ifc_france_var
					value = 2.5
					compare = greater_than
				}
			}
			set_variable = {
				var = GRE_debt_to_the_ifc_france_var
				value = 5
			}
		} {
			limit = {
				check_variable = {
					var = GRE_debt_to_the_ifc_italy_var
					value = 5
					compare = less_than
				} {
					var = GRE_debt_to_the_ifc_italy_var
					value = 2.5
					compare = greater_than
				}
			}
			set_variable = {
				var = GRE_debt_to_the_ifc_italy_var
				value = 5
			}
		}
		else_if = {
			limit = {
				check_variable = {
					var = GRE_debt_to_the_ifc_britain_var
					value = 2.5
					compare = less_than
				} {
					var = GRE_debt_to_the_ifc_britain_var
					value = 0
					compare = greater_than
				}
			}
			set_variable = {
				var = GRE_debt_to_the_ifc_britain_var
				value = 0
			}
		} {
			limit = {
				check_variable = {
					var = GRE_debt_to_the_ifc_france_var
					value = 2.5
					compare = less_than
				} {
					var = GRE_debt_to_the_ifc_france_var
					value = 0
					compare = greater_than
				}
			}
			set_variable = {
				var = GRE_debt_to_the_ifc_france_var
				value = 0
			}
		} {
			limit = {
				check_variable = {
					var = GRE_debt_to_the_ifc_italy_var
					value = 2.5
					compare = less_than
				} {
					var = GRE_debt_to_the_ifc_italy_var
					value = 0
					compare = greater_than
				}
			}
			set_variable = {
				var
# ... (truncated)
### Entity: National Focus
Tree: jor_focus
Component: JOR_utaybah_victory
Constructs: prerequisite, has_country_flag, completion_reward, add_popularity, set_politics, load_focus_tree
Source: game
File: common/national_focus/jordan.txt

Code:
focus = {
	id = JOR_utaybah_victory
	icon = GFX_goal_AFG_tulaia_mutaharrika
	x = -1
	y = 1
	available = {
		has_country_flag = JOR_utaybah_won
	}
	mutually_exclusive = {
		focus = JOR_army_victory
	}
	prerequisite = {
		focus = JOR_operation_hashem
	}
	cost = 10
	relative_position_id = JOR_operation_hashem
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.3
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
		}
		load_focus_tree = {
			tree = r56_arab_focus
			keep_completed = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Scripted Effect
Component: HOL_domestic_jet_engine_designs_level_up
Constructs: limit, add_ideas, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/HOL_scripted_effects.txt

Code:
HOL_domestic_jet_engine_designs_level_up = {
	if = {
		limit = {
			has_idea = HOL_domestic_jet_engine_designs_1
		}
		swap_ideas = {
			remove_idea = HOL_domestic_jet_engine_designs_1
			add_idea = HOL_domestic_jet_engine_designs_2
		}
	}
	else_if = {
		limit = {
			NOT = {
				has_idea = HOL_domestic_jet_engine_designs_1
			} {
				has_idea = HOL_domestic_jet_engine_designs_2
			}
		}
		add_ideas = HOL_domestic_jet_engine_designs_1
	}
}
### Entity: Event
Component: siam.41
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/TAOG_Siam.txt

Code:
country_event = {
	id = siam.41
	title = siam.41.t
	desc = siam.41.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = siam.41.a
		add_opinion_modifier = {
			target = FROM
			modifier = SIA_sent_bureaucrats_to_us
		}
	}
}
### Entity: Event
Component: WW_hungary.35
Constructs: is_triggered_only, ai_chance, fire_only_once, random_days
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.35
	title = WW_hungary.35.t
	desc = WW_hungary.35.desc
	picture = GFX_report_event_hungary_parliament
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = WW_hungary.35.a
		ai_chance = {
			base = 100
		}
		FROM = {
			country_event = {
				id = WW_hungary.36
				days = 2
				random_days = 3
			}
		}
	} {
		name = WW_hungary.35.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = {
				id = WW_hungary.37
				days = 2
				random_days = 3
			}
		}
	}
}
### Entity: Event
Component: ARG_political_events.9
Constructs: is_triggered_only, ai_chance, add_stability, set_party_name, has_dynamic_modifier, is_capital, is_controlled_by, set_nationality
Source: game
File: events/TOA_Argentina.txt

Code:
country_event = {
	id = ARG_political_events.9
	title = ARG_political_events.9.t
	desc = ARG_political_events.9.desc
	picture = GFX_report_event_ARG_coup_consolidating
	is_triggered_only = yes
	option = {
		name = ARG_political_events.9.a
		ai_chance = {
			base = 100
		}
		add_stability = -0.2
		set_party_name = {
			ideology = fascism
			long_name = ARG_militarist_party_long
			name = ARG_militarist_party
		}
		start_civil_war = {
			ideology = fascism
			size = 0.1
			army_ratio = 0.1
			navy_ratio = 0
			air_ratio = 0.5
			states = all
			states_filter = {
				has_dynamic_modifier = {
					modifier = ARG_military_owned_state
				}
				is_capital = no
				is_controlled_by = ROOT
			}
			keep_all_characters = yes
			hidden_effect = {
				PREV = {
					ARG_pedro_pablo_ramirez = {
						set_nationality = PREV.PREV
						add_country_leader_role = {
							country_leader = {
								ideology = fascism_ideology
								expire = 1965.1.1.1
								traits = {

								}
							}
						}
						promote_leader = yes
					}
					PREV = {
						retire_country_leader = yes
					}
					ARG_edelmiro_julian_farrell = {
						set_nationality = PREV.PREV
					}
					ARG_arturo_rawson = {
						set_nationality = PREV.PREV
					}
					ARG_juan_peron = {
						set_nationality = PREV.PREV
					}
				}
			}
		}
		hidden_effect = {
			set_global_flag = military_coup_attempt_happened
		}
	}
}
### Entity: Modifier Reference
Component: ARG_corruption_crackdown_modifier
Constructs: stability_factor, war_support_factor, neutrality_drift, fascism_drift
Source: game
File: common/dynamic_modifiers/toa_dynamic_modifiers.txt

Code:
ARG_corruption_crackdown_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_great_depression
	stability_factor = ARG_corruption_crackdown_stability_factor
	production_factory_max_efficiency_factor = ARG_corruption_crackdown_production_factory_max_efficiency_factor
	neutrality_drift = ARG_corruption_crackdown_neutrality_factor
	fascism_drift = ARG_corruption_crackdown_fascism_factor
	war_support_factor = ARG_corruption_crackdown_war_support_factor
}
### Entity: Character
Component: MAN_ma_zhanshan
Constructs: has_government
Source: game
File: common/characters/MAN.txt

Code:
MAN_ma_zhanshan = {
	name = MAN_ma_zhanshan
	portraits = {
		civilian = {
			large = GFX_portrait_MAN_ma_zhanshan
			small = GFX_portrait_MAN_ma_zhanshan_civilian_small
		}
		army = {
			small = GFX_portrait_MAN_ma_zhanshan_military_small
		}
	}
	country_leader = {
		ideology = conservatism
		traits = {
			generallissimo guerilla_warfare_expert
		}
		expire = 1956.1.1.12
		id = -1
	}
	corps_commander = {
		traits = {
			organizer guerilla_fighter cavalry_officer
		}
		skill = 3
		attack_skill = 3
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 3
		legacy_id = -1
		visible = {
			OR = {
				original_tag = XIC
				has_government = democratic communism
			}
		}
	}
}
### Entity: Unit Leader
Component: lancer
Source: game
File: common/unit_leader/00_traits.txt

Code:
lancer = {
	type = navy
	modifier = {
		naval_torpedo_screen_penetration_factor = 0.25
	}
	ai_will_do = {
		factor = 0
	}
	trait_type = assignable_trait
	any_parent = {
		seawolf spotter fleet_protector superior_tactician
	}
	mutually_exclusive = silent_hunter
	gui_row = 3
	gui_column = 1
}
### Entity: Idea
Component: EAI_DD_15/medium_plane_fighter_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_15/medium_plane_fighter_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_fighter_airframe = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_embrace_liberal_leanings
Constructs: has_completed_focus, prerequisite, limit, completion_reward, swap_ideas, remove_idea, add_idea, remove_trait
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_embrace_liberal_leanings
	icon = GFX_focus_generic_workers
	prerequisite = {
		focus = GER_ban_political_uniforms
	}
	mutually_exclusive = {
		focus = GER_strive_for_conservative_values
	}
	x = -1
	y = 1
	relative_position_id = GER_ban_political_uniforms
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = GER_the_shield_of_democracy_idea
			add_idea = GER_the_shield_of_democracy_liberalism_idea
		}
		hidden_effect = {
			remove_trait = {
				character = GER_kurt_schumacher
				slot = political_advisor
				trait = democratic_reformer
			}
		} {
			IF = {
				limit = {
					has_completed_focus = GER_the_monarchy_compromise_ww
				}
				set_cosmetic_tag = GER_german_monarchy_liberal
			}
		}
		add_trait = {
			character = GER_kurt_schumacher
			slot = political_advisor
			trait = GER_staunch_socialist
		}
	}
}
### Entity: Country History
Country: CAR
Component: CAR_characters
Constructs: recruit_character
Source: game
File: history/countries/CAR - Central African Republic.txt

Code:
# Leaders & Characters for CAR
recruit_character = CAR_awt CAR_acd2 CAR_nt CAR_aco2 CAR_acas CAR_acr CAR_mt CAR_stc CAR_aa2 CAR_ncm CAR_communist_guy CAR_ncs CAR_pot CAR_nccr CAR_fascist_guy CAR_coi CAR_ai2 CAR_democratic_guy CAR_ar CAR_acgs
### Entity: National Focus
Tree: cze_focus
Component: CZE_full_faith_in_hacha
Constructs: prerequisite, has_government, add_stability, completion_reward, is_subject_of, cancel_if_invalid, add_country_leader_role
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_full_faith_in_hacha
	icon = GFX_focus_CZE_full_faith_in_hacha
	prerequisite = {
		focus = CZE_stabilize_the_protectorate
	}
	mutually_exclusive = {
		focus = CZE_moravecs_bohemia
	}
	relative_position_id = CZE_stabilize_the_protectorate
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 4
	}
	available = {
		is_subject_of = GER
		has_government = fascism
	}
	bypass = {
		NOT = {
			has_government = fascism
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_stability = 0.05
		add_country_leader_role = {
			character = CZE_emil_hacha
			promote_leader = yes
			country_leader = {
				ideology = nazism
				expire = 1965.1.1.1
				traits = {
					CZE_3rd_prezident
				}
			}
		}
	}
}
### Entity: Country History
Country: BOS
Component: BOS_technology
Constructs: set_technology
Source: game
File: history/countries/BOS - Bosnia.txt

Code:
# Starting Technologies for BOS
set_technology = {
	tech_support = 1
	tech_engineers = 1
	tech_mountaineers = 1
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_trucks = 1
	basic_train = 1
}
### Entity: Modifier Reference
Construct: modifier_army_sub_unit_infantry_speed_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## modifier_army_sub_unit_infantry_speed_factor

* Number with 2 decimal places
* **Categories**: army
### Entity: AI Strategy
Component: SIA_stay_independent
Constructs: is_historical_focus_on, has_truce_with
Source: game
File: common/ai_strategy/SIA.txt

Code:
SIA_stay_independent = {
	allowed = {
		original_tag = SIA
	}
	enable = {
		is_historical_focus_on = yes
		NOT = {
			has_truce_with = JAP
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = alliance
		id = JAP
		value = -80
	}
}
### Entity: Character
Component: PRC_multi_talented_diplomat_lar
Constructs: political_power_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
PRC_multi_talented_diplomat_lar = {
	random = no
	sprite = 15
	civilian_intel_factor = 0.1
	intel_network_gain_factor = 0.1
	political_power_gain = 0.1
}
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_concentrated_industry
Constructs: limit, set_temp_variable
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_industry.txt

Code:
EAI_PR_STRATEGIES_concentrated_industry = {
	if = {
		limit = {
			EAI_concentrated_industry_tech_focus = yes
		}
		set_temp_variable = {
			prio_cat = @PR_concentrated_industry
		}
		if = {
			limit = {
				set_temp_variable = {
					_prio_tech = token:concentrated_industry
				} {
					_prio_val = prio_cat
				}
				date = > 1936.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:concentrated_industry2
				} {
					_prio_val = prio_cat
				}
				date = > 1936.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:concentrated_industry3
				} {
					_prio_val = prio_cat
				}
				date = > 1938.10.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:concentrated_industry4
				} {
					_prio_val = prio_cat
				}
				date = > 1940.10.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:concentrated_industry5
				} {
					_prio_val = prio_cat
				}
				date = > 1942.10.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		}
	}
}
### Entity: Country History
Country: WIS
Component: WIS_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/WIS - Western Indian States.txt

Code:
# Politics & Parties for WIS
set_politics = {
	ruling_party = neutrality
	last_election = 1934.2.11
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 30
	communism = 5
	neutrality = 60
	fascism = 5
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/NGA_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = NGA
		}
		requested_factories = 2
		progress = 0.1
		efficiency = 50
	}
}