Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: phi_focus
Component: PHI_the_pan_malayan_confederation
Constructs: prerequisite, limit, has_government, has_war_with, add_stability, completion_reward, is_subject, is_in_faction
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_the_pan_malayan_confederation
	icon = GFX_goal_generic_alliance
	available = {
		is_subject = no
		is_in_faction = no
		any_other_country = {
			exists = yes
			has_capitulated = no
			NOT = {
				has_war_with = ROOT
			}
			OR = {
				is_subject = yes
				AND = {
					is_subject = no
					is_in_faction = no
				}
			} {
				original_tag = INS MAL PHI
			}
		}
	}
	prerequisite = {
		focus = PHI_move_towards_independence
	}
	relative_position_id = PHI_move_towards_independence
	mutually_exclusive = {
		focus = PHI_join_the_allies
	}
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		IF = {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			create_faction_from_template = {
				template = faction_template_regional
				name = maphilindo
			}
			add_faction_initiative = 1
		}
		ELSE = {
			create_faction = maphilindo
		}
		every_other_country = {
			limit = {
				exists = yes
				is_subject = no
				has_capitulated = no
				is_in_faction = no
				NOT = {
					has_war_with = ROOT
				}
				OR = {
					original_tag = INS MAL PHI
				}
			}
			country_event = {
				id = generic.5
				hours = 12
			}
		} {
			limit = {
				hidden_trigger = {
					NOT = {
						has_subject = ROOT
					}
				}
				NOT = {
					has_war_with = ROOT
				}
				any_subject_country = {
					exists = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
					OR = {
						original_tag = INS MAL PHI
					}
				}
			}
			country_event = {
				id = indonesia.40
				hours = 12
			}
		}
		custom_effect_tooltip = if_they_accept_newline_tt
		effect_tooltip = {
			every_other_country = {
				limit = {
					exists = yes
					is_subject = yes
					has_capitulated = no
					OR = {
						original_tag = INS PHI MAL
					}
				}
				add_stability = 0.15
				if = {
					limit = {
						NOT = {
							has_government = democratic
						}
					}
					add_popularity = {
						ideology = democratic
						popularity = 0.25
					}
					set_politics = {
						ruling_party = democratic
						elections_allowed = yes
						election_frequency = 48
					}
				}
				OVERLORD = {
					end_puppet = INS
				}
				leave_faction = yes
				add_ai_strategy = {
					type = alliance
					id = FROM
					value = 200
				} {
					type = befriend
					id = FROM
					value = 200
				}
				hidden_effect = 
# ... (truncated)
### Entity: Name List
Component: TTS
Source: game
File: common/names/00_names.txt

Code:
TTS = {
	male = {
		names = {
			Alessandro Alfonso Ambrogio Amedeo Andrea Angelo Antonio Benito Camillo Carlo Cesare Costanzo Davide Enrico Ettore Fabrizio Faustino Federico Felice Ferdinando Fiorenzo Francesco Gaetano Gennaro Girolamo Giulio Giuseppe Guglielmo Innocenzo Leopoldo Luigi Marco Massimo Matteo Nicola Oreste Paolo Pasquale Pietro Prospero Raffaele Roberto Ruggiero Silvio Simone Tancredi Ugo Umberto Vincenzo Vittorio
		}
	}
	female = {
		names = {
			Maria Anna Sara Laura Sofia Stella Angela Giovanna Guiseppina Gianna Giulia Valentina
		}
	}
	surnames = {
		Acton Albricci Badoglio Baldissera Baratieri Bava-Beccaris Cadorna Cagni Canevaro Capello Caviglia Ceccherini Cialdini Cusani Dezza di Robilant di Savoia Emo Fanti Fara Filomarino Garibaldi Giardino Govone La Màrmora Mambretti Menabrea Orengo Pallavicino Pecori-Giraldi Pelloux Perruchetti Pianelli Porro Presbitero Ramorino Ricotti-Magnani Sacchi Saletta Sanna Solari Vaccari Zupelli
	}
	callsigns = {
		Buzzard Dusty Falcon Hawk Hammer Viper Banshee The Baron Lightning Duce Raven Two Shot Rosso Robur Gino Giri
	}
}
### Entity: Scripted Trigger
Component: SWI_councilor_is_communist
Constructs: has_trait
Source: game
File: common/scripted_triggers/SWI_scripted_triggers.txt

Code:
SWI_councilor_is_communist = {
	OR = {
		has_trait = SWI_trade_unionist SWI_socialist_pacifist SWI_soviet_spy
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_motorized_logistics
Constructs: prerequisite, completion_reward, is_in_faction_with, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_motorized_logistics
	icon = GFX_goal_generic_army_motorized
	prerequisite = {
		focus = YUG_motorize_the_cavalry
	}
	x = -2
	y = 1
	relative_position_id = YUG_motorize_the_cavalry
	cost = 10
	ai_will_do = {
		factor = 40
		modifier = {
			factor = 1.2
			is_in_faction_with = GER
		}
	}
	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 = YUG_motorized_logistics
			bonus = 1.0
			uses = 2
			category = hospital_tech logistics_tech
		}
	}
}
### Entity: Military Industrial Organization
Component: SOV_rubin_design_bureau_organization
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, has_dlc, add_trait, has_full_control_of_state, set_country_flag
Source: game
File: common/military_industrial_organization/organizations/SOV_organization.txt

Code:
SOV_rubin_design_bureau_organization = {
	include = generic_raider_ship_organization
	icon = GFX_idea_SOV_rubin_design_bureau
	allowed = {
		OR = {
			tag = SOV
			AND = {
				tag = ETH
				has_dlc = By Blood Alone
			} {
				tag = ARG
				has_dlc = Trial of Allegiance
			} {
				tag = BRA
				has_dlc = Trial of Allegiance
			}
			NOR_AAT = yes
		}
	}
	visible = {
		IF = {
			limit = {
				FROM = {
					original_tag = ETH
				}
			}
			FROM = {
				has_completed_focus = ETH_soviet-ethiopian_trade_agreement
			}
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = SOV
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = SOV
				}
			}
		} {
			limit = {
				FROM = {
					original_tag = NOR
				}
			}
			FROM = {
				has_completed_focus = NOR_invite_soviet_designers
			}
		} {
			limit = {
				FROM = {
					original_tag = ARG
				}
			}
			FROM = {
				has_completed_focus = ARG_russian_manufacturers
			}
		} {
			limit = {
				FROM = {
					original_tag = BRA
				}
			}
			FROM = {
				has_completed_focus = BRA_soviet_arms_industry
			}
		}
	}
	add_trait = {
		token = SOV_mio_trait_merge_plant_no_370
		name = SOV_merge_ship_plant_4_baltic
		icon = GFX_generic_mio_trait_icon_mines
		special_trait_background = yes
		position = {
			x = @ship_1_X
			y = @ship_1_Y
		}
		visible = {
			FROM = {
				original_tag = SOV
			}
			has_dlc = Man the Guns
		}
		available = {
			FROM = {
				has_full_control_of_state = 195
			} {
				has_completed_focus = SOV_merge_naval_plants
			} {
				NOT = {
					has_country_flag = SOV_merge_plant_no_370_flag
				}
			}
		}
		on_complete = {
			custom_effect_tooltip = generic_trait_will_not_be_available_in_other_organizations
			FROM = {
				set_country_flag = SOV_merge_plant_no_370_flag
				add_tech_bonus = {
					name = SOV_merge_ship_plant_2_baltic
					bonus = 1
					uses = 1
					category = naval_mines
				}
			}
		}
		limit_to_equipment_type = {
			mio_cat_eq_all_cruiser mio_cat_eq_all_destroyer ship_hull_submarine
		}
		production_bonus = {
			production_cost_factor = @ship_production_capacity_factor
		}
		equipment_bonus = {
			mines_planting = @ship_mines_planting
		}
	} {
		token = SOV_mio_trait_merge_plant_no_370_no_mtg
		name = SOV_merge_ship_plant_4_baltic
		icon = GFX_generic_mio_trait_icon_mines
		special_trait_background = yes
		position = {
			x = @ship_1_X
			y = @ship_1_
# ... (truncated)
### Entity: AI Strategy
Component: SOV_escort_fleet_3
Source: game
File: common/ai_navy/fleet/SOV_fleet_templates.txt

Code:
SOV_escort_fleet_3 = {
	required_taskforces = {
		SOV_ConvoyEscort_1 = 2
	}
	optional_taskforces = {
		SOV_ConvoyEscort_1 = 2
	}
}
### Entity: Scripted Effect
Component: SOV_pick_regular_purge_administration_type_effect
Constructs: limit, set_temp_variable, random_list, is_character_slot, has_character_flag, add_to_temp_variable, has_idea, check_variable
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_pick_regular_purge_administration_type_effect = {
	set_temp_variable = {
		SOV_random_purge_test = 0
	}
	random_list = {
		33 = {
			modifier = {
				factor = 0
				NOT = {
					any_character = {
						is_character_slot = political_advisor
						SOV_character_can_be_purged = yes
					}
				}
			} {
				factor = 3
				any_character = {
					is_character_slot = political_advisor
					has_character_flag = SOV_potential_target_flag
				}
			}
			SOV_trigger_regular_purge_advisor_accused_effect = yes
			add_to_temp_variable = {
				SOV_random_purge_test = 1
			}
		} {
			modifier = {
				factor = 0
				has_idea = SOV_understaffed_bureaucracy
			}
			SOV_trigger_regular_purge_civil_servants_purged_effect = yes
			add_to_temp_variable = {
				SOV_random_purge_test = 1
			}
		} {
			modifier = {
				factor = 0
				has_idea = SOV_lavrenty_beriya
			} {
				factor = 3
				has_idea = SOV_genrikh_yagoda
				date = > 1938.1.1
			} {
				factor = 2
				has_idea = SOV_nikolay_yezhov
				date = > 1939.1.1
			}
			SOV_trigger_regular_purge_nkvd_effect = yes
			add_to_temp_variable = {
				SOV_random_purge_test = 1
			}
		}
	}
	if = {
		limit = {
			check_variable = {
				SOV_random_purge_test = 0
			}
		}
	}
}
### Entity: Country History
Country: COS
Component: COS_misc
Constructs: recruit_character, set_technology, add_political_power, set_country_flag, set_convoys, add_command_power, complete_national_focus, set_grand_doctrine
Source: game
File: history/countries/COS - Costa Rica.txt

Code:
# Misc for COS
capital = 316
set_country_flag = monroe_doctrine
set_convoys = 10
1939.1.1 = {
	add_political_power = 1198
	add_command_power = 100
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort flexible_navy industrial_effort construction_effort production_effort
	oob = COS_1939
	set_technology = {
		infantry_weapons1 = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		fuel_silos = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
{
	set_politics = {
		ruling_party = democratic
		last_election = 1936.2.9
		election_frequency = 48
		elections_allowed = yes
	}
	set_popularities = {
		democratic = 95
		communism = 5
	}
	recruit_character = COS_leon_cortes_castro
	promote_character = COS_leon_cortes_castro
	retire_character = COS_ricardo_jiménez_oreamuno
}
### Entity: Shared Focus
Tree: spr_focus
Component: SPR_pursue_autarky_policies
Constructs: shared_focus, prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_political_spain_nationalist_shared.txt

Code:
shared_focus = {
	id = SPR_pursue_autarky_policies
	icon = GFX_goal_generic_production2
	cost = 10.0
	ai_will_do = {
		factor = 45
	}
	prerequisite = {
		focus = SPR_cement_franco_rule
	}
	completion_reward = {
		add_ideas = SPR_pursue_autarky_policies
	}
	relative_position_id = SPR_cement_franco_rule
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = -1
	y = 1
}
### Entity: Wiki Documentation
Construct: Military
Source: wiki
File: wiki/Greece.html

Doc:
Military[edit]
Here you can type some informative bits about this nation's armed forces in-game in 1936 and the following years.

Army[edit]
Greece's army was very poor in quality. It was divided in light infantry and some fresh-trained cavalry. They had not many tanks, because they couldn't manufacture them.But they got some later,from a British expenditionary force and from Greco-Italian battles. They had very little artillery again, only stolen from Greco-Italian battles. The only good about Greece's army was that the soldiers were full of morale, giving them the ability to reconquer Epirus from Italy.

Navy[edit]
Greece's navy was better than her army. It was some-kind technologically advanced,because one of its part was manufactured in Italy and the other in some well-built shipyards in Greece.
Some naval units are:
Battleship: G. Averof.
Destroyers: King George, Queen Olga, Kountouriotis, Hydra, Spetsai, Psara, Leon, Ierax, Aetos, Panthir, Aspis, Niki, Thyela and Sfedoni.
Torpedo boats: Pergamos, Prousa, Kios, Kydonai, Kyzikos, Doris, Egli, Alkioni and Arethousa.
Submarines: Katsonis, Papanikolis, Proteus, Nireus, Triton and Glaukos.
Fast attack crafts: T1 and T2
Minesweepers: Aliakmon, Axios, Nestos, Strimon.
Training sailing-boat: Ares.
Minelayers: Korialenios, Kihli and Paralos.
Sonar-ship: Y/G Pleias.
Salvage tug: N/G Tenedos.
Lightvessel: F/P Orion.
Oil Tankers: Argo and Prometheus.
Water trasporter: Y/F Aura.
Supporters: Palaskas, A1, A3, A4, A5, A6 and A32.
Tugboats: Atlas, Hercules, Cyclops Titan and Centaur.

Air Force[edit]
Greece never had any kind of air-force. Her technology was never developed enough for her people to manufacture and use an aircraft.
### Entity: Character
Component: SWE_sveriges_kung
Source: game
File: common/country_leader/r56_traits.txt

Code:
SWE_sveriges_kung = {
	random = no
	political_power_factor = 0.1
	democratic_acceptance = 50
	communism_acceptance = -100
}
### Entity: Event
Component: CHL_political_events.1
Constructs: is_triggered_only, ai_chance, limit, random_country, has_government, add_war_support, is_major, fire_only_once
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.1
	title = CHL_political_events.1.t
	desc = CHL_political_events.1.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = CHL_political_events.1.a
		ai_chance = {
			base = 70
		}
		add_war_support = 0.05
		random_country = {
			limit = {
				has_government = democratic
				is_major = yes
				is_faction_leader = yes
			}
			country_event = {
				id = CHL_political_events.2
				days = 2
				random = 3
			}
		}
	} {
		name = CHL_political_events.1.b
		ai_chance = {
			base = 30
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		add_political_power = 50
		CHL = {
			country_event = {
				id = CHL_political_events.3
				days = 2
				random = 3
			}
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_state_defense_law
Constructs: prerequisite, has_war, limit, add_ideas, has_government, is_major, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_state_defense_law
	icon = GFX_goal_CZE_defense
	prerequisite = {
		focus = CZE_sokol_movement
	}
	mutually_exclusive = {
		focus = CZE_democratic_reforms
	}
	x = 30
	y = 2
	cost = 5
	ai_will_do = {
		factor = 0.6
		modifier = {
			factor = 0
			has_war = yes
			NOT = {
				has_government = fascism
			}
			any_country = {
				is_major = yes
				has_government = fascism
			}
		}
	}
	completion_reward = {
		custom_effect_tooltip = new_idea report_reward alternative_diplomatic_reward alternative_diplomatic_reward
		add_timed_idea = {
			idea = CZE_state_defense_law_idea
			days = 1200
		}
		country_event = {
			id = CZE.405
			days = 1
		}
		effect_tooltip = {
			add_political_power = 75
		} {
			add_political_power = -75
			if = {
				limit = {
					has_idea = limited_exports
				}
				add_political_power = 75
			} {
				limit = {
					has_idea = export_focus
				}
				add_ideas = limited_exports
			} {
				limit = {
					has_idea = tot_economic_mobilisation
				}
				add_political_power = 75
			} {
				limit = {
					has_idea = war_economy
				}
				add_political_power = 75
			} {
				limit = {
					has_idea = partial_economic_mobilisation
				}
				add_ideas = war_economy
			} {
				limit = {
					has_idea = low_economic_mobilisation
				}
				add_ideas = partial_economic_mobilisation
			} {
				limit = {
					has_idea = civilian_economy
				}
				add_ideas = low_economic_mobilisation
			}
		} {
			add_political_power = -150
			69 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
			74 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_the_czechoslovakian_lands
Constructs: prerequisite, has_war_with, completion_reward, is_subject, has_idea, is_fully_controlled_by, is_in_faction_with, is_subject_of
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_the_czechoslovakian_lands
	icon = GFX_focus_generic_attack_czechoslovakia
	prerequisite = {
		focus = AUS_bring_hungary_back_into_the_fold
	}
	mutually_exclusive = {

	}
	x = 2
	y = 1
	relative_position_id = AUS_bring_hungary_back_into_the_fold
	will_lead_to_war_with = CZE
	cost = 10
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		NOT = {
			has_idea = AUS_treaty_of_saint_germain_en_laye
			has_war_with = CZE
		}
		CZE = {
			exists = yes
			is_subject = no
		}
	}
	bypass = {
		OR = {
			AND = {
				69 = {
					OR = {
						is_fully_controlled_by = ROOT
						any_country = {
							is_in_faction_with = ROOT
							controls_state = 69
						}
						OWNER = {
							has_war_with = ROOT
						}
					}
				}
				972 = {
					OR = {
						is_fully_controlled_by = ROOT
						any_country = {
							is_in_faction_with = ROOT
							controls_state = 972
						}
						OWNER = {
							has_war_with = ROOT
						}
					}
				}
				9 = {
					OR = {
						is_fully_controlled_by = ROOT
						any_country = {
							is_in_faction_with = ROOT
							controls_state = 9
						}
						OWNER = {
							has_war_with = ROOT
						}
					}
				}
				75 = {
					OR = {
						is_fully_controlled_by = ROOT
						any_country = {
							is_in_faction_with = ROOT
							controls_state = 75
						}
						OWNER = {
							has_war_with = ROOT
						}
					}
				}
				74 = {
					OR = {
						is_fully_controlled_by = ROOT
						any_country = {
							is_in_faction_with = ROOT
							controls_state = 74
						}
						OWNER = {
							has_war_with = ROOT
						}
					}
				}
				72 = {
					OR = {
						is_fully_controlled_by = ROOT
						any_country = {
							is_in_faction_with = ROOT
							controls_state = 72
						}
						OWNER = {
							has_war_with = ROOT
						}
					}
				}
			}
			CZE = {
				OR = {
					is_subject_of = AUS
					exists = no
					is_in_faction_with = ROOT
				}
			}
		}
	}
	available_if_capitulated = no
	completion_reward = {
		CZE = {
			capital_scope = {
				add_to_array = {
					array = AUS.expansion_targets
					value = THIS
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt AUS_bring_hungary_back_into_the_fold_tt target_cze_tt
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_let_fly_all_guns
Constructs: prerequisite, completion_reward, has_idea, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_let_fly_all_guns
	icon = GFX_focus_SWE_let_fly_all_guns
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = SWE_tank_development
	}
	relative_position_id = SWE_tank_development
	ai_will_do = {
		factor = 10
	}
	available = {
		NOT = {
			has_idea = SWE_severe_lack_of_ammunition
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		swap_ideas = {
			remove_idea = SWE_land_air_warfare_2
			add_idea = SWE_let_fly_all_guns_idea
		}
	}
}
### Entity: Trigger Reference
Construct: has_id
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_id

* Supported Scopes: CHARACTER
* Supported Targets: none

```
check unit leader has specified ID. Don't localize this. Tooltip only for debug.
```
### Entity: Idea
Component: SMB_dreadnought_debt_ita
Constructs: removal_cost
Source: game
File: common/ideas/TOA_shared_ideas.txt

Code:
SMB_dreadnought_debt_ita = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = ger_mefo_bills_payment
	modifier = {
		consumer_goods_factor = 0.05
	}
}
### Entity: Idea
Component: DNZ_maintain_infrastructure_idea
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/danzig.txt

Code:
DNZ_maintain_infrastructure_idea = {
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = ARG_invest_in_roads
	modifier = {
		production_speed_buildings_factor = 0.05
		production_speed_infrastructure_factor = 0.1
	}
}
### Entity: Idea
Component: CHI_obsolete_fortifications
Constructs: has_dlc, removal_cost
Source: game
File: common/ideas/china.txt

Code:
CHI_obsolete_fortifications = {
	picture = generic_wall_line
	allowed = {
		has_dlc = No Compromise, No Surrender
		original_tag = CHI
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		land_bunker_effectiveness_factor = -0.5
		coastal_bunker_effectiveness_factor = -0.5
	}
}
### Entity: Character
Component: heavy_tank_producer_mass_2
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
heavy_tank_producer_mass_2 = {
	random = no
	equipment_bonus = {
		heavy_tank_chassis = {
			build_cost_ic = -0.15
		}
		heavy_tank_artillery_chassis = {
			build_cost_ic = -0.15
		}
		heavy_tank_destroyer_chassis = {
			build_cost_ic = -0.15
		}
		heavy_tank_aa_chassis = {
			build_cost_ic = -0.15
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Order of Battle
Component: Garde d'Haiti
Constructs: division_template
Source: game
File: history/units/HAI_1936.txt

Code:
division = {
	name = Garde d'Haiti
	location = 4641
	division_template = Brigade de Infanterie
	start_equipment_factor = 0.3
}
### Entity: Effect Reference
Construct: random_seed
Constructs: random_seed, create_faction, add_to_faction, remove_from_faction, set_faction_name
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
random_seed
|
Randomises the current seed the game is using
|
The AI uses this seed to decide all their focuses and decisions.
You can use this to generate a more favourable outcome to any ai action you dislike (e.g. you want to ally with country)

|

eval_effect [<country tag>] = { create_faction = "[faction name]" }
|
Creates a faction with a specified name
|
The leader of the faction will be the inserted country tag
|

eval_effect [<country tag>] = { dismantle_faction = yes }
|
Deletes the faction of specified country
|

|

eval_effect [<country tag>] = { add_to_faction = [<country tag>] }
|
Adds a country to a faction
|
The second tag is the country which will join the first tag's faction
|

eval_effect [<country tag>] = { remove_from_faction = [<country tag>] }
|
Removes a country from a faction
|
The second tag is the country which will join the first tag's faction
|

eval_effect [<country tag>] = { set_faction_name = "[faction name]" }
|
Renames the faction of the specified country
|

|
### Entity: Military Industrial Organization
Component: SCO_william_beardmore_organization
Constructs: production_bonus
Source: game
File: common/military_industrial_organization/organizations/SCO_organization.txt

Code:
SCO_william_beardmore_organization = {
	name = William Beardmore and Company
	include = generic_naval_aircraft_organization
	icon = GFX_idea_generic_naval_manufacturer_3
	allowed = {
		tag = SCO
	}
	initial_trait = {
		name = generic_mio_initial_trait_naval_aircraft_designer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
	}
}