Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: fin_focus
Component: FIN_industrial_cooperation
Constructs: prerequisite, limit, completion_reward, add_to_variable, random_core_state, is_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_industrial_cooperation
	icon = GFX_focus_generic_modernize_industry
	prerequisite = {
		focus = FIN_join_axis
	}
	x = -1
	y = 1
	relative_position_id = FIN_join_axis
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		custom_effect_tooltip = FIN_modify_fascist_regime_ns_intro
		add_to_variable = {
			FIN_fasicst_regime_consumer_goods_factor = -0.1
			tooltip = consumer_goods_factor_tt
		}
		random_core_state = {
			limit = {
				is_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = FIN_industrial_cooperation
			bonus = 0.5
			uses = 1
			category = cat_production
		} {
			name = FIN_industrial_cooperation
			bonus = 0.5
			uses = 1
			category = construction_tech
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_the_tsars_regime
Constructs: prerequisite, add_stability, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_the_tsars_regime
	prerequisite = {
		focus = BUL_power_to_the_tsar
	}
	icon = GFX_focus_generic_monarchy_1
	relative_position_id = BUL_power_to_the_tsar
	x = -3
	y = 2
	cost = 10
	mutually_exclusive = {
		focus = BUL_appoint_right_wing_ministers
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INTERNAL_AFFAIRS
	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
		add_political_power = 70
		add_stability = -0.05
		BUL_zveno_low_loyalty_decrease_effect = yes
		BUL_bs_low_loyalty_decrease_effect = yes
		BUL_bzns_low_loyalty_decrease_effect = yes
		BUL_nsm_low_loyalty_increase_effect = yes
	}
}
### Entity: Idea
Component: DEN_danish_licensing_ns_no_DOD
Constructs: has_war_with, removal_cost, is_subject
Source: game
File: common/ideas/denmark.txt

Code:
DEN_danish_licensing_ns_no_DOD = {
	name = DEN_danish_licensing_ns
	removal_cost = -1
	picture = generic_license_production
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		NOT = {
			has_war_with = DEN
			DEN = {
				is_subject = yes
				has_war_with = DEN.DEN_guaranteeing_nation
			}
		}
	}
	targeted_modifier = {
		tag = DEN.DEN_guaranteeing_nation
		trade_cost_for_target_factor = -0.2
		trade_opinion_factor = 0.25
	}
}
### Entity: Idea
Component: steel_fab_steel
Constructs: has_tech, modify_building_resources, cancel_if_invalid
Source: game
File: common/ideas/steel_fab.txt

Code:
steel_fab_steel = {
	picture = tsteel_focus
	available = {
		has_tech = excavation2
	}
	modifier = {
		local_resources_factor = 0.02
	}
	on_add = {
		modify_building_resources = {
			building = celik_fab
			resource = steel
			amount = 2
		}
	}
	on_remove = {
		modify_building_resources = {
			building = celik_fab
			resource = steel
			amount = -2
		}
	}
	ai_will_do = {
		factor = 40
	}
	cancel_if_invalid = yes
}
### Entity: Character
Component: HUN_pal_kiraly
Constructs: has_completed_focus
Source: game
File: common/characters/HUN.txt

Code:
HUN_pal_kiraly = {
	name = HUN_pal_kiraly
	portraits = {
		civilian = {
			small = GFX_portrait_HUN_pal_kiraly_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = HUN_pal_kiraly
		allowed = {
			original_tag = HUN
		}
		available = {
			has_completed_focus = wuw_HUN_danuvia_submachine_guns
		}
		traits = {
			HUN_innovative_weapons_designer
		}
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: Event
Component: AST_diplomatic_events.80
Constructs: is_triggered_only
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_diplomatic_events.80
	title = AST_diplomatic_events.80.t
	desc = AST_diplomatic_events.80.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = AST_diplomatic_events.80.a
	}
}
### Entity: Idea
Component: KMT_peoples_commune
Constructs: stability_factor, has_government, has_country_flag, industrial_capacity_factory, removal_cost, is_subject, is_puppet, communism_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_peoples_commune = {
	removal_cost = -1
	picture = generic_goods_red_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		OR = {
			has_country_flag = KMT_leap_stop
			AND = {
				OR = {
					is_subject = yes
					is_puppet = yes
				}
				NOT = {
					has_government = communism
				}
			}
		}
	}
	modifier = {
		consumer_goods_factor = 0.2
		industrial_capacity_factory = -0.2
		communism_drift = 0.05
		stability_factor = 0.05
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_legacy_of_piracy
Constructs: prerequisite, completion_reward, add_tech_bonus, dd_bonus, ss_bonus
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_legacy_of_piracy
	icon = GFX_goal_generic_navy_submarine
	relative_position_id = VEN_caribbean_naval_hub
	x = 3
	y = 1
	cost = 10
	available = {
		num_of_controlled_states = > 3
	}
	prerequisite = {
		focus = VEN_caribbean_naval_hub
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = dd_bonus
			bonus = 1
			uses = 1
			category = dd_tech
		} {
			name = ss_bonus
			bonus = 1
			uses = 1
			category = ss_tech
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_reclaim_macedonia
Constructs: prerequisite, completion_reward, is_subject_of, has_capitulated, add_state_claim, create_wargoal, take_state_focus
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_reclaim_macedonia
	icon = GFX_focus_generic_attack_greece
	prerequisite = {
		focus = TUR_return_of_the_sultan
	}
	x = 0
	y = 1
	relative_position_id = TUR_return_of_the_sultan
	cost = 10
	ai_will_do = {
		base = 10
	}
	bypass = {
		OR = {
			GRE = {
				exists = no
				is_subject_of = ROOT
				has_capitulated = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		add_state_claim = 184 731
		create_wargoal = {
			type = take_state_focus
			target = GRE
		}
	}
}
### Entity: Idea
Component: PHI_san_miguel_company_improved_idea
Constructs: has_completed_focus, has_dlc
Source: game
File: common/ideas/philippines.txt

Code:
PHI_san_miguel_company_improved_idea = {
	name = PHI_san_miguel_company
	picture = PHI_san_miguel
	allowed = {
		original_tag = PHI
		has_dlc = No Compromise, No Surrender
	}
	available = {

	}
	visible = {
		has_completed_focus = PHI_san_miguel
	}
	cost = 150
	traits = {
		PHI_san_miguel_trait
	}
	modifier = {
		weekly_casualties_war_support = 0.001
		weekly_convoys_war_support = 0.001
		weekly_bombing_war_support = 0.001
	}
}
### Entity: State History
Component: 456
Constructs: add_core_of
Source: game
File: history/states/456-Luxor.txt

Code:
state = {
	id = 456
	name = STATE_456
	manpower = 4224516
	state_category = rural
	history = {
		owner = ENG
		add_core_of = EGY
		buildings = {
			infrastructure = 2
			11999 = {
				dam = 1
			}
		}
		victory_points = {
			12071 3
		} {
			11974 1
		} {
			11999 1
		}
	}
	provinces = {
		1028 1064 1151 1206 7030 7073 7144 10028 10097 10844 11974 11999 12044 12071 12771
	}
	local_supplies = 0.0
}
### Entity: Character
Component: naval_theorist
Source: game
File: common/country_leader/00_traits.txt

Code:
naval_theorist = {
	sprite = 14
	naval_doctrine_cost_factor = -0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: MOR_mohamed_belhassan_wazzani
Constructs: has_government
Source: game
File: common/characters/MOR.txt

Code:
MOR_mohamed_belhassan_wazzani = {
	name = Mohamed Belhassan Wazzani
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_arab_2
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = MOR_mohamed_belhassan_wazzani
		traits = {
			editor
		}
		ai_will_do = {
			factor = 1
		}
		available = {
			OR = {
				has_government = democratic neutrality
			}
		}
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_proclaim_a_general_strike
Constructs: prerequisite, has_country_flag, completion_reward, has_global_flag
Source: game
File: common/national_focus/r56_spain.txt

Code:
focus = {
	id = SPR_proclaim_a_general_strike
	icon = GFX_goal_generic_citizens
	prerequisite = {
		focus = SPR_maintain_the_civil_guards_loyality
	}
	x = 0
	y = 2
	relative_position_id = SPR_maintain_the_popular_front
	bypass = {
		OR = {
			has_global_flag = spanish_civil_war
			has_country_flag = r56_i_am_the_spr_start_up_and_bypass r56_SPR_republican_check
		}
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		NOT = {
			has_country_flag = spanish_civil_war_started_flag
		}
	}
	completion_reward = {
		custom_effect_tooltip = SPR_proclaim_a_general_strike_tt
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_prepare_for_a_pacific_war
Constructs: prerequisite, limit, completion_reward, is_coastal, is_owned_by, add_timed_idea, random_core_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_prepare_for_a_pacific_war
	icon = GFX_focus_jap_pacific_guardian
	x = 2
	y = 0
	relative_position_id = SIA_the_end_of_gunboat_diplomacy
	prerequisite = {
		focus = SIA_allies_integration
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		any_controlled_state = {
			is_coastal = yes
			is_owned_by = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_NAVY_XP
	}
	completion_reward = {
		navy_experience = 50
		add_timed_idea = {
			idea = idea_SIA_pacific_war_preparations
			days = 365
		}
		random_core_state = {
			limit = {
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
				is_coastal = yes
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Event
Component: INS_union_events.3
Constructs: is_triggered_only
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_union_events.3
	title = INS_union_events.3.t
	desc = INS_union_events.3.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = INS_union_events.3.a
	}
}
### Entity: Joint Focus
Component: CONGO_force_publique
Constructs: has_completed_focus, prerequisite, limit, joint_focus, has_war_with, completion_reward, allow_branch, is_subject_of
Source: game
File: common/national_focus/congo_shared.txt

Code:
joint_focus = {
	id = CONGO_force_publique
	dynamic = yes
	icon = GFX_focus_CONGO_force_publique
	prerequisite = {
		focus = CONGO_the_heart_of_africa
	}
	relative_position_id = CONGO_the_heart_of_africa
	x = 9
	y = 1
	cost = 10
	allow_branch = {
		OR = {
			original_tag = BEL COG
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_HISTORICAL FOCUS_FILTER_TFV_AUTONOMY
	}
	text_icon = CONGO_BEL_COG_focus_style
	available = {
		OR = {
			AND = {
				original_tag = BEL
				BEL = {
					any_subject_country = {
						original_tag = COG
					}
				}
			} {
				original_tag = COG
				COG = {
					is_subject_of = BEL
				}
			}
		} {
			original_tag = BEL
			AND = {
				original_tag = COG
				has_completed_focus = COG_congo_and_the_war_in_europe
			}
		}
		NOT = {
			OR = {
				has_war_with = BEL COG
				has_global_flag = CONGO_independence_war_ongoing
			}
		}
	}
	available_if_capitulated = yes
	completion_reward_joint_originator = {
		IF = {
			limit = {
				original_tag = COG
			}
			add_autonomy_score = {
				value = -100
				localization = CONGO_force_publique
			}
			custom_effect_tooltip = generic_skip_one_line_tt modify_COG_force_publique_tt
			add_to_variable = {
				BEL.COG_force_publique_conscription_factor = 0.05
				tooltip = conscription_factor_tt
			} {
				BEL.COG_force_publique_army_core_attack_factor = 0.05
				tooltip = army_core_attack_factor_tt
			} {
				BEL.COG_force_publique_autonomy_gain = -0.1
				tooltip = autonomy_gain_tt
			}
		} {
			limit = {
				original_tag = BEL
			}
			custom_effect_tooltip = ITA_ministry_of_italian_africa_occupation_law_tt
			show_ideas_tooltip = ITA_fake_colonial_police_law
		}
		hidden_effect = {
			CONGO_one_more_focus_done = yes
		}
	}
	completion_reward_joint_member = {
		IF = {
			limit = {
				original_tag = COG
			}
			add_autonomy_score = {
				value = -100
				localization = CONGO_force_publique
			}
			custom_effect_tooltip = generic_skip_one_line_tt modify_COG_force_publique_tt
			add_to_variable = {
				BEL.COG_force_publique_conscription_factor = 0.05
				tooltip = conscription_factor_tt
			} {
				BEL.COG_force_publique_army_core_attack_factor = 0.05
				tooltip = army_core_attack_factor_tt
			} {
				BEL.COG_force_publique_autonomy_gain = -0.1
				tooltip = autonomy_gain_tt
			}
		} {
			limit = {
				original_tag = BEL
			}
			custom_effect_tooltip = ITA_ministry_of_italian_africa_occu
# ... (truncated)
### Entity: Character
Component: SLV_milko_vizjak
Constructs: has_government
Source: game
File: common/characters/SLV.txt

Code:
SLV_milko_vizjak = {
	name = SLV_milko_vizjak
	portraits = {
		army = {
			small = GFX_idea_SLV_milko_vizjak
		}
	}
	advisor = {
		slot = high_command
		idea_token = SLV_milko_vizjak
		ledger = army
		allowed = {
			original_tag = SLV
		}
		available = {
			has_government = communism
		}
		traits = {
			army_commando_2
		}
		cost = 100
		ai_will_do = {
			factor = 5.0
		}
	}
}
### Entity: AI Strategy
Component: default_support_equipment
Constructs: has_template_containing_unit
Source: game
File: common/ai_strategy/r56_default.txt

Code:
default_support_equipment = {
	enable = {
		num_of_military_factories = > 2
		OR = {
			has_template_containing_unit = engineer recon
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = support_equipment
		value = 1
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_the_heir_of_solomon
Constructs: prerequisite, owns_state, completion_reward, has_legitimacy, is_government_in_exile, has_opinion, is_subject_of
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_the_heir_of_solomon
	icon = GFX_focus_ETH_the_heir_of_solomon
	prerequisite = {
		focus = ETH_unification_of_the_habesha
	}
	mutually_exclusive = {
		focus = ETH_protector_of_the_somalis
	}
	x = -1
	y = 1
	relative_position_id = ETH_unification_of_the_habesha
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		has_legitimacy = > 99
		is_government_in_exile = yes
		ENG = {
			has_opinion = {
				target = ROOT
				value = > 99
			}
			OR = {
				owns_state = 454
				any_country = {
					is_subject_of = PREV
					owns_state = 454
				}
			}
		}
	}
	available_if_capitulated = yes
	search_filters = {

	}
	completion_reward = {
		ENG = {
			country_event = {
				id = BBA_ethiopia_exile_events.14
				hours = 1
			}
		}
	}
}
### Entity: Joint Focus
Tree: ssb_focus
Component: SSB_expand_afghanistans_military_infrastructure
Constructs: prerequisite, joint_focus, cancel_if_invalid, has_dynamic_modifier, add_to_variable
Source: game
File: common/national_focus/goe_shared_saadabad_branch.txt

Code:
joint_focus = {
	id = SSB_expand_afghanistans_military_infrastructure
	icon = GFX_focus_PER_desert_training
	prerequisite = {
		focus = SSB_joint_military_exercises SSB_integration_of_our_infrastructure
	}
	relative_position_id = SSB_joint_military_exercises
	x = 0
	y = 2
	cost = 5
	text_icon = SSB_AFG_focus_style
	available = {
		tag = AFG
		SSB_basic_available_trigger = yes
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	bypass = {
		AFG = {
			NOT = {
				has_dynamic_modifier = {
					modifier = SSB_saadabad_pact
				}
			}
		}
	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {

	}
	completion_reward_joint_originator = {
		AFG = {
			custom_effect_tooltip = SSB_spirit_tooltip
			add_to_variable = {
				var = SSB_acclimatization_hot_climate_gain_factor
				value = 0.25
				tooltip = acclimatization_hot_climate_gain_factor_tt
			} {
				var = SSB_terrain_penalty_reduction
				value = -0.25
				tooltip = heat_attrition_factor_tt
			}
		}
	}
	completion_reward_joint_member = {
		custom_effect_tooltip = SSB_spirit_tooltip
		add_to_variable = {
			var = SSB_acclimatization_hot_climate_gain_factor
			value = 0.2
			tooltip = acclimatization_hot_climate_gain_factor_tt
		} {
			var = SSB_terrain_penalty_reduction
			value = -0.2
			tooltip = heat_attrition_factor_tt
		}
	}
}
### Entity: Character
Component: TOG_democratic_guy
Constructs: has_government
Source: game
File: common/characters/TOG.txt

Code:
TOG_democratic_guy = {
	advisor = {
		slot = political_advisor
		idea_token = TOG_democratic_guy
		allowed = {
			original_tag = TOG
		}
		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: National Focus
Tree: afg_focus
Component: AFG_annul_the_hasht_nafari
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, add_popularity, has_power_balance, add_power_balance_value
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_annul_the_hasht_nafari
	icon = GFX_focus_ITA_topple_amhara_rulers
	x = 1
	y = 1
	cost = 5
	available = {
		has_government = neutrality
	}
	prerequisite = {
		focus = AFG_backtrack_on_reforms
	}
	relative_position_id = AFG_backtrack_on_reforms
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		add_ideas = AFG_anulled_hasht_nafari
		if = {
			limit = {
				has_power_balance = {
					id = AFG_power_balance
				}
			}
			custom_effect_tooltip = r56_newline
			add_power_balance_value = {
				id = AFG_power_balance
				value = -0.1
				tooltip_side = AFG_government_side
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: Event
Component: lar_appeal_to_overseas_territories.10
Constructs: is_triggered_only, ai_chance
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_appeal_to_overseas_territories.10
	title = lar_appeal_to_overseas_territories.10.t
	desc = lar_appeal_to_overseas_territories.10.desc
	picture = GFX_report_event_france_parade
	is_triggered_only = yes
	option = {
		name = lar_appeal_to_overseas_territories.2.a
		ai_chance = {
			factor = 100
		}
	}
}
### Entity: Event
Component: AUS_political_events.103
Constructs: ai_chance, has_completed_focus, limit, has_government, has_war_with, has_country_flag, add_stability, fire_only_once
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.103
	title = AUS_political_events.103.t
	desc = AUS_political_events.103.desc
	picture = GFX_report_event_journalists_speech
	trigger = {
		has_dlc = Gotterdammerung
		original_tag = AUS
		GER = {
			has_government = fascism
			has_country_leader = {
				ruling_only = yes
				character = GER_adolf_hitler
			}
			has_completed_focus = GER_remilitarize_the_rhineland
		}
		AUS = {
			exists = yes
			is_subject = no
			NOT = {
				has_war_with = GER
			}
			has_country_flag = AUS_antischluss_active_flag
		}
		date = > 1937.11.5
	}
	fire_only_once = yes
	option = {
		name = AUS_political_events.103.a
		ai_chance = {
			base = 10
		}
		IF = {
			limit = {
				ROOT = {
					OR = {
						has_government = neutrality
						has_completed_focus = AUS_reinstate_the_imperial_council
					}
					AND = {
						NOT = {
							has_completed_focus = AUS_ban_dnsap
						} {
							has_completed_focus = AUS_rebuild_democratic_systems
						} {
							has_completed_focus = AUS_clamp_down_on_dnsap
						}
					}
				}
			}
			custom_effect_tooltip = AUS_anschluss_ratio_ticking_down_monarchist
			add_popularity = {
				ideology = fascism
				popularity = 0.1
			}
		}
		ELSE = {
			custom_effect_tooltip = AUS_anschluss_ratio_ticking_down
			add_popularity = {
				ideology = neutrality
				popularity = 0.1
			}
		}
		add_stability = -0.1
	}
}
### Entity: Technology
Component: mechanised_infantry
Constructs: has_war_with, is_major, enable_equipments, enable_equipment_modules, research_cost, has_capitulated
Source: game
File: common/technologies/r56_vechicles.txt

Code:
technology = {
	enable_equipments = {
		mechanized_equipment_1
	}
	enable_equipment_modules = {
		tank_half_track_suspension
	}
	path = {
		leads_to_tech = mechanised_infantry2
		research_cost_coeff = 1
	} {
		leads_to_tech = amphibious_mechanized_infantry
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1939
	folder = {
		name = r56_vechicles_folder
		position = {
			x = -7
			y = 8
		}
	}
	categories = {
		motorized_equipment infantry_tech cat_mechanized_equipment cat_light_armor
	}
	special_project_specialization = {
		specialization_land
	}
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 2
			is_major = yes
			not = {
				tag = JAP
				num_of_military_factories = < 50
			}
			date = > 1938.9.1
		} {
			tag = USA
			factor = 3
		} {
			tag = GER
			factor = 5
			date = > 1938.6.1
		} {
			tag = CAN
			NOT = {
				OR = {
					has_war_with = USA
					USA = {
						has_capitulated = yes
					}
				}
			}
			factor = 3
		}
	}
}
### Entity: Event
Component: AAT_norway_communist.5
Constructs: is_triggered_only, ai_chance, every_owned_state, limit, add_opinion_modifier, random_select_amount, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: events/AAT_Norway.txt

Code:
country_event = {
	id = AAT_norway_communist.5
	title = AAT_norway_communist.5.t
	desc = AAT_norway_communist.5.desc
	picture = GFX_report_event_por_salazar_military
	is_triggered_only = yes
	option = {
		name = AAT_norway_communist.5.a
		ai_chance = {
			base = 10
		}
		every_owned_state = {
			limit = {
				NOT = {
					state = 914
				}
				free_building_slots = {
					building = arms_factory
					size = > 2
					include_locked = yes
				}
			}
			random_select_amount = 3
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = arms_factory
				level = 3
				instant_build = yes
			}
		}
		add_opinion_modifier = {
			target = FROM
			modifier = NOR_industrial_collaboration
		}
		reverse_add_opinion_modifier = {
			target = FROM
			modifier = NOR_industrial_collaboration
		}
	}
}
### Entity: Idea
Component: JAP_socialist_pioneers_idea
Constructs: war_support_factor, has_government, removal_cost, communism_drift, conscription_factor
Source: game
File: common/ideas/japan.txt

Code:
JAP_socialist_pioneers_idea = {
	picture = JAP_socialist_pioneers
	removal_cost = -1
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		has_government = communism
	}
	modifier = {
		communism_drift = 0.1
		conscription_factor = 0.05
		war_support_factor = 0.05
		custom_modifier_tooltip = FIN_lotta_svard_support_battalions_bonus_tt
	}
}
### Entity: Idea
Component: EAI_DD_1/light_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_1/light_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_artillery_chassis = {
			build_cost_ic = -0.025
			instant = yes
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/ITA_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 6
	}
	location = 11891
	division_template = Divisione di Fanteria
	start_experience_factor = 0.3
}
### Entity: Modifier Reference
Construct: out_of_supply_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## out_of_supply_factor

* Number with 1 decimal places
* **Categories**: army, aggressive