Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: ENG_weapons_purchases_category
Constructs: add_equipment_to_stockpile, limit, has_equipment, has_manpower, complete_effect, add_offsite_building, remove_effect, has_tech
Source: game
File: common/decisions/r56_ENG_decisions.txt

Code:
ENG_weapons_purchases_category = {
	ENG_order_weapons_in_USA = {
		icon = generic_prepare_civil_war
		available = {
			num_of_available_civilian_factories = > 2
		}
		visible = {
			USA_can_sell_weapons_trigger = yes
		}
		days_remove = 60
		days_re_enable = 180
		cost = 25
		ai_will_do = {
			factor = 10
			modifier = {
				has_equipment = {
					infantry_equipment = < 1
				}
				factor = 50
			} {
				has_manpower = < 10000
				factor = 0
			}
		}
		modifier = {
			civilian_factory_use = 2
		}
		complete_effect = {
			USA = {
				add_offsite_building = {
					type = industrial_complex
					level = 2
				}
			}
		}
		remove_effect = {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				producer = USA
				amount = 2500
			}
			USA = {
				add_offsite_building = {
					type = industrial_complex
					level = -2
				}
			}
		}
	}
	ENG_order_support_equipment_in_USA = {
		icon = generic_prepare_civil_war
		available = {
			num_of_available_civilian_factories = > 2
		}
		visible = {
			USA_can_sell_weapons_trigger = yes
		}
		days_remove = 60
		days_re_enable = 180
		cost = 25
		ai_will_do = {
			factor = 5
			modifier = {
				has_equipment = {
					support_equipment = < 1
				}
				factor = 50
			} {
				has_manpower = < 10000
				factor = 0
			}
		}
		modifier = {
			civilian_factory_use = 2
		}
		complete_effect = {
			USA = {
				add_offsite_building = {
					type = industrial_complex
					level = 2
				}
			}
		}
		remove_effect = {
			add_equipment_to_stockpile = {
				type = support_equipment
				producer = USA
				amount = 100
			}
			USA = {
				add_offsite_building = {
					type = industrial_complex
					level = -2
				}
			}
		}
	}
	ENG_order_artillery_in_USA = {
		icon = ger_military_buildup
		available = {
			num_of_available_civilian_factories = > 2
		}
		visible = {
			USA_can_sell_weapons_trigger = yes
		}
		days_remove = 60
		days_re_enable = 180
		cost = 25
		ai_will_do = {
			factor = 5
			modifier = {
				has_equipment = {
					artillery_equipment = < 1
				}
				factor = 50
			} {
				has_manpower = < 10000
				factor = 0
			}
		}
		modifier = {
			civilian_factory_use = 2
		}
		complete_effect = {
			USA = {
				add_offsite_building = {
					type = industrial_complex
					level = 2
				}
			}
		}
		remove_effect = {
			add_equipment_to_stockpile = {
				type = artillery_equipment
				producer = USA
				amount = 100
			}
			U
# ... (truncated)
### Entity: National Focus
Tree: hun_focus
Component: HUN_economic_intervention
Constructs: add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_economic_intervention
	icon = GFX_goal_generic_demand_territory
	mutually_exclusive = {
		focus = HUN_balanced_budget
	}
	x = 15
	y = 0
	cost = 10
	ai_will_do = {
		factor = 100
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = HUN_interventionism
	}
}
### Entity: Shared Focus
Tree: cel_focus
Component: CEL_redesign_small_arms
Constructs: shared_focus, prerequisite, limit, completion_reward, has_dlc, add_mio_funds, add_tech_bonus
Source: game
File: common/national_focus/r56_celtic_shared.txt

Code:
shared_focus = {
	id = CEL_redesign_small_arms
	icon = GFX_goal_machine_gun
	prerequisite = {
		focus = CEL_domestic_ammunition_production
	}
	x = -1
	y = 1
	relative_position_id = CEL_domestic_ammunition_production
	cost = 8
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 15
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:generic_infantry_equipment_organization = {
				add_mio_funds = 500
			}
		}
		add_tech_bonus = {
			name = infantry_artillery_bonus
			bonus = 0.5
			uses = 1
			ahead_reduction = 0.5
			category = infantry_weapons
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Modding Documentation
Construct: freefocuses
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## freefocuses
* Aliases: ff

Enable freely activating any focuses
### Entity: National Focus
Tree: tur_focus
Component: TUR_reinstate_the_darulfununu_sahane
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_reinstate_the_darulfununu_sahane
	icon = GFX_goal_generic_scientific_exchange
	prerequisite = {
		focus = TUR_the_pan_national_association_of_ulemas TUR_reclaiming_our_lost_empire
	}
	x = -1
	y = 1
	relative_position_id = TUR_the_pan_national_association_of_ulemas
	cost = 10
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Scripted Effect
Component: d_collaboration
Constructs: limit, add_collaboration
Source: game
File: common/scripted_effects/zz_debug_effects.txt

Code:
d_collaboration = {
	if = {
		limit = {
			tag = FROM
		}
		log = Error:   right click a country to select it for adding collaboration   you can specify collaboration amount to add or just use 'collaboration' to add 10%  
	}
	else = {
		FROM = {
			add_collaboration = {
				target = PREV
				value = args^0?0.1
			}
			log = Added [?args^0?0.1|H%] collaboration for [PREV.GetName]
		}
	}
}
### Entity: Country History
Country: MEX
Component: MEX_technology
Constructs: set_technology
Source: game
File: history/countries/MEX - Mexico.txt

Code:
# Starting Technologies for MEX
set_technology = {
	infantry_weapons = 1
	tech_trucks = 1
	gw_artillery = 1
	interwar_antiair = 1
	fuel_silos = 1
	fuel_refining = 1
}
### Entity: Event
Component: himalaya_tibet.10
Constructs: is_triggered_only, ai_chance, has_government, add_opinion_modifier, fire_only_once, add_political_power, set_country_flag
Source: game
File: events/Tibet.txt

Code:
country_event = {
	id = himalaya_tibet.10
	title = himalaya_tibet.10.t
	desc = himalaya_tibet.10.desc
	picture = GFX_report_event_potala
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = himalaya_tibet.10.a
		ai_chance = {
			base = 90
		}
		add_political_power = 25
		TIB = {
			add_opinion_modifier = {
				target = ROOT
				modifier = medium_increase
			}
			set_country_flag = search_dalai_lama_autorized
		}
	} {
		name = himalaya_tibet.10.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 100
				OR = {
					has_government = communism fascism
				}
			}
		}
		add_political_power = 50
		TIB = {
			add_political_power = -25
			add_opinion_modifier = {
				target = ROOT
				modifier = medium_decrease
			}
		}
	}
}
### Entity: Event
Component: samoa.1
Constructs: limit, remove_ideas, has_government, fire_only_once, is_subject, has_cosmetic_tag, has_country_leader, retire_country_leader
Source: game
File: events/Samoa.txt

Code:
country_event = {
	id = samoa.1
	title = samoa.1.t
	desc = samoa.1.desc
	picture = GFX_report_event_MPL_british_departure
	trigger = {
		tag = SAM
		SAM = {
			exists = yes
			is_subject = no
			has_government = neutrality
			has_cosmetic_tag = SAM_TWS
			OR = {
				has_country_leader = {
					character = SAM_council
					ruling_only = yes
				} {
					character = SAM_alfred_turnbull
					ruling_only = yes
				}
			}
		}
	}
	fire_only_once = yes
	option = {
		name = samoa.1.a
		retire_country_leader = yes
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
			last_election = 1936.1.1
			election_frequency = 48
		}
		set_party_name = {
			ideology = neutrality
			name = SAM_neutrality_party
		}
		remove_ideas = SAM_goodwill_mission
		drop_cosmetic_tag = yes
	} {
		name = samoa.1.b
		retire_country_leader = yes
		set_party_name = {
			ideology = neutrality
			name = SAM_neutrality_party
		}
		if = {
			limit = {
				date = < 1939.7.5
			}
			promote_character = {
				character = SAM_tanumafili_i
				ideology = constitutional_monarchy
			}
		} {
			limit = {
				date = > 1939.7.5
			}
			promote_character = {
				character = SAM_tanumafili_ii
				ideology = constitutional_monarchy
			}
		}
		remove_ideas = SAM_goodwill_mission
		drop_cosmetic_tag = yes
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_state_of_selective_neutrality
Constructs: prerequisite, add_ideas, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_state_of_selective_neutrality
	icon = GFX_goal_swedenfication
	prerequisite = {
		focus = SWE_the_saltsjobaden_agreement
	}
	mutually_exclusive = {
		focus = SWE_neutral_no_more SWE_the_northern_lights
	}
	relative_position_id = SWE_the_saltsjobaden_agreement
	x = -1
	y = 1
	cost = 10
	completion_reward = {
		add_political_power = 50
		add_ideas = SWE_armed_neutrality
		GER = {
			country_event = sweden_nap.3
		}
		ENG = {
			country_event = sweden_nap.3
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Decision
Component: EAI_diplomacy_DECISIONS
Source: game
File: common/decisions/categories/EAI_decision_categories.txt

Code:
EAI_diplomacy_DECISIONS = {
	priority = 0
	allowed = {
		always = yes
	}
	visible = {
		always = yes
	}
}
### Entity: Scripted Trigger
Component: frloc_parties_pl_masc_05a_fasc
Constructs: has_cosmetic_tag
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_parties_pl_masc_05a_fasc = {
	OR = {
		tag = MAL MNT
		original_tag = MAL MNT
		AND = {
			OR = {
				tag = MEX
				original_tag = MEX
			}
			has_cosmetic_tag = MEX_cristero
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_Medium_Armor_Attachment_PRESET
Constructs: limit
Source: game
File: common/scripted_triggers/EAI_ai_presets.txt

Code:
EAI_Medium_Armor_Attachment_PRESET = {
	if = {
		limit = {
			EAI_MODE_normal = yes
		}
		OR = {
			original_tag = ENG JAP
			NOT = {
				EAI_major_country = yes
				original_tag = CZE SPR CHI
			}
		}
	}
	else_if = {
		limit = {
			EAI_MODE_challenging = yes
		}
		OR = {
			always = no
		}
	}
}
### Entity: Unit Leader
Component: dive_bomber
Source: game
File: common/unit_leader/00_traits.txt

Code:
dive_bomber = {
	type = navy
	sub_unit_modifiers = {
		cv_cas = {
			ground_attack_factor = 0.1
			air_cas_efficiency = 0.1
		}
	}
	ai_will_do = {
		factor = 0
	}
	slot = navy_chief
	specialist_advisor_trait = navy_chief_naval_aviation_1
	expert_advisor_trait = navy_chief_naval_aviation_2
	genius_advisor_trait = navy_chief_naval_aviation_3
	trait_type = assignable_trait
	mutually_exclusive = fighter_director torpedo_bomber
	any_parent = {
		flight_deck_manager
	}
	gui_row = 8
	gui_column = 2
}
### Entity: Idea
Component: GRE_venerate_the_ancient_hellenes_5
Constructs: research_speed_factor, stability_factor, removal_cost
Source: game
File: common/ideas/greece.txt

Code:
GRE_venerate_the_ancient_hellenes_5 = {
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		always = yes
	}
	picture = gre_venerate_the_ancient_hellenes_hoplite_plato
	removal_cost = -1
	modifier = {
		stability_factor = 0.05
		army_core_defence_factor = 0.05
		research_speed_factor = 0.05
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_supremacy_on_the_bosporus
Constructs: prerequisite, limit, random_country, completion_reward, has_dlc, has_idea, has_full_control_of_state, is_faction_leader
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_supremacy_on_the_bosporus
	prerequisite = {
		focus = BUL_defensive_lines BUL_reinforce_naval_bases
	}
	icon = GFX_focus_BUL_supremacy_on_the_bosporus
	relative_position_id = BUL_defensive_lines
	x = 1
	y = 2
	cost = 10
	available = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			NOT = {
				has_idea = BUL_army_restrictions_aat
			}
		}
		else = {
			NOT = {
				has_idea = BUL_army_restrictions
			}
		}
		OR = {
			AND = {
				BUL = {
					has_full_control_of_state = 341 797
				}
			} {
				is_faction_leader = yes
				any_country = {
					is_in_faction_with = ROOT
					has_full_control_of_state = 341 797
				}
			}
			any_country = {
				is_subject_of = ROOT
				has_full_control_of_state = 341 797
			}
		}
	}
	completion_reward = {
		797 = {
			add_building_construction = {
				type = bunker
				level = 2
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			} {
				type = coastal_bunker
				level = 2
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			} {
				type = air_base
				level = 2
				instant_build = yes
			} {
				type = anti_air_building
				level = 2
				instant_build = yes
			}
			if = {
				limit = {
					BUL = {
						has_tech = radio_detection
					}
				}
				add_building_construction = {
					type = radar_station
					level = 1
					instant_build = yes
				}
			}
		}
		341 = {
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			} {
				type = anti_air_building
				level = 2
				instant_build = yes
			} {
				type = bunker
				level = 2
				instant_build = yes
				province = 11842
			} {
				type = bunker
				level = 2
				instant_build = yes
				province = 849
			} {
				type = coastal_bunker
				level = 2
				instant_build = yes
				province = 849
			}
		}
		add_timed_idea = {
			idea = BUL_supremacy_on_the_bosporus
			days = 365
		}
		if = {
			limit = {
				any_country = {
					OR = {
						is_in_faction_with = ROOT
						is_subject_of = ROOT
					}
					has_full_control_of_state = 341 797
				}
			}
			random_country = {
				limit = {
					OR = {
						is_in_faction_with = ROOT
						is_subject_of = ROOT
					}
					has_full_control_of_state = 341 797
				}
				add_timed_idea = {
					idea = BUL_supremacy_on_the_bosporus
					days = 365
				}
			}
		}

# ... (truncated)
### Entity: National Focus
Tree: nor_focus
Component: NOR_rinnanbanden
Constructs: prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_rinnanbanden
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = NOR_hirden_paramilitary
	}
	x = -6
	y = 2
	relative_position_id = NOR_support_radical_nationalism
	cost = 10
	ai_will_do = {
		base = 25
	}
	available = {
		has_government = fascism
	}
	completion_reward = {
		add_ideas = NOR_rinnanbanden_idea
		custom_effect_tooltip = available_political_advisor NOR_rinnanbanden_tt
		show_ideas_tooltip = NOR_henry_oliver_rinnan
	}
}
### Entity: Character
Component: armament_zaibatsu
Constructs: industrial_capacity_factory
Source: game
File: common/country_leader/00_traits.txt

Code:
armament_zaibatsu = {
	random = no
	political_power_factor = -0.1
	production_speed_dockyard_factor = 0.05
	production_speed_arms_factory_factor = 0.05
	industrial_capacity_factory = 0.05
	industrial_capacity_dockyard = 0.05
	ai_will_do = {
		factor = 1
	}
}
### Entity: Modding Documentation
Construct: average_stats
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### average_stats
* description: average stats of unit leader
### Entity: National Focus
Tree: ita_focus
Component: ITA_german_military_cooperation
Constructs: prerequisite, add_ideas, has_war_with, has_country_flag, completion_reward
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_german_military_cooperation
	icon = GFX_focus_ger_oppose_hitler
	prerequisite = {
		focus = ITA_pact_of_steel
	}
	x = -3
	y = 1
	relative_position_id = ITA_pact_of_steel
	cost = 5
	available = {
		NOT = {
			has_war_with = GER
		} {
			has_country_flag = ENG_ditched_by_the_germans_flag
		}
	}
	search_filters = {
		FOCUS_FILTER_AIR_XP FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		add_ideas = ITA_german_millitary_cooperation_focus
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_operation_magic_carpet
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, add_political_power, add_manpower, random_owned_controlled_state, is_core_of
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_operation_magic_carpet
	icon = GFX_goal_multiple_bombers
	relative_position_id = ISR_lessen_austerity
	x = 1
	y = 1
	prerequisite = {
		focus = ISR_lessen_austerity
	}
	cost = 5
	completion_reward = {
		293 = {
			add_manpower = -40000
		}
		550 = {
			add_manpower = -5000
		}
		random_owned_controlled_state = {
			limit = {
				is_core_of = ISR
			}
			add_manpower = 45000
		}
		add_equipment_to_stockpile = {
			type = transport_plane_equipment_1
			amount = 50
		}
		add_political_power = 75
		add_popularity = {
			ideology = ISR
			popularity = 0.05
		}
	}
}
### Entity: Event
Component: cityfall.4
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.4
	title = cityfall.4.t
	desc = cityfall.4.d
	picture = GFX_news_event_050
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_london_jap
	}
	option = {
		name = cityfall.4.a
		trigger = {
			NOT = {
				TAG = JAP ENG
			}
		}
	} {
		name = cityfall.4.b
		trigger = {
			TAG = JAP
		}
	} {
		name = cityfall.4.c
		trigger = {
			TAG = ENG
		}
	}
}
### Entity: Character
Component: army_commando_3
Source: game
File: common/country_leader/00_traits.txt

Code:
army_commando_3 = {
	sprite = 5
	special_forces_attack_factor = 0.15
	special_forces_cap_flat = 10
	command_cap_increase = @tier3_cp_cap_increase
	command_power = @tier3_cp_cost
	ai_will_do = {
		factor = @army_command_factor_3
		modifier = {
			factor = 0
			command_power = < @tier3_cp_cost
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_infantry_focus
Constructs: prerequisite, completion_reward, add_tech_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_infantry_focus
	icon = GFX_goal_class_a_reservists
	x = 9
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_reform_the_army
	}
	mutually_exclusive = {
		focus = CHL_mobility_focus
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = infantry_artillery_bonus
			bonus = 1
			uses = 1
			category = infantry_weapons artillery
		}
		add_doctrine_cost_reduction = {
			name = CHL_mobile_doctrine
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: cyp_focus
Component: CYP_prepare_coastal_defenses
Constructs: prerequisite, limit, completion_reward, every_controlled_state, is_coastal, add_building_construction, add_dynamic_modifier, random_controlled_state
Source: game
File: common/national_focus/r56_cyprus.txt

Code:
focus = {
	id = CYP_prepare_coastal_defenses
	icon = GFX_focus_FIN_coastal_defense
	cost = 5
	x = 1
	y = 1
	relative_position_id = CYP_war_mobilisation
	prerequisite = {
		focus = CYP_war_mobilisation
	}
	completion_reward = {
		if = {
			limit = {
				num_of_controlled_states = > 1
			}
			every_controlled_state = {
				limit = {
					is_coastal = yes
				}
				add_building_construction = {
					type = coastal_bunker
					level = 1
					instant_build = yes
				}
				add_dynamic_modifier = {
					modifier = r56_CYP_dyn_mod_coastal_defense_preparations
					days = 365
				}
			}
		}
		else = {
			random_controlled_state = {
				prioritize = {
					183
				}
				add_building_construction = {
					type = coastal_bunker
					level = 2
					instant_build = yes
				}
				add_dynamic_modifier = {
					modifier = r56_CYP_dyn_mod_coastal_defense_preparations
					days = 365
				}
			}
		}
	}
	search_filters = {

	}
}
### Entity: National Focus
Component: r56_RAJ_crush_hyderabad
Constructs: prerequisite, has_war_with, completion_reward, is_in_faction_with, create_wargoal, annex_everything, add_ai_strategy
Source: game
File: common/national_focus/r56_india_revolt.txt

Code:
focus = {
	id = r56_RAJ_crush_hyderabad
	icon = GFX_goal_RAJ_operation_polo
	x = 2
	y = 1
	prerequisite = {
		focus = r56_RAJ_hindu_nationalism
	}
	relative_position_id = r56_RAJ_hindu_nationalism
	cost = 5
	ai_will_do = {
		factor = 50
	}
	available = {
		HYD = {
			exists = yes
			NOT = {
				is_in_faction_with = RAJ
			}
		}
	}
	bypass = {
		has_war_with = HYD
	}
	completion_reward = {
		create_wargoal = {
			type = annex_everything
			target = HYD
			expire = 0
		}
		add_ai_strategy = {
			type = conquer
			id = HYD
			value = 200
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Scripted Effect
Component: BUL_bzns_high_popularity_increase_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/BUL_scripted_effects.txt

Code:
BUL_bzns_high_popularity_increase_effect = {
	custom_effect_tooltip = BUL_bzns_tt BUL_high_popularity_increase_tt
	add_to_variable = {
		BUL_bzns_popularity = BUL_faction_high_increase
	}
	clamp_variable = {
		var = BUL_bzns_popularity
		min = 0
		max = 100
	}
}
### Entity: Unit Template
Component: sub_units
Constructs: affects_speed
Source: game
File: common/units/field_hospital.txt

Code:
sub_units = {
	field_hospital = {
		abbreviation = HOS
		sprite = infantry
		map_icon_category = infantry
		priority = 0
		ai_priority = 0
		active = no
		affects_speed = no
		type = {
			infantry support
		}
		group = support
		categories = {
			category_support_battalions category_divisional_support_battalions category_army
		}
		regimental = no
		combat_width = 0
		max_strength = 2
		max_organisation = 20
		default_morale = 0.3
		manpower = 500
		training_time = 120
		weight = 0.1
		supply_consumption = 0.05
		can_be_parachuted = yes
		casualty_trickleback = 0.2
		experience_loss_factor = -0.15
		own_equipment_fuel_consumption_mult = 0.0
		battalion_mult = {
			category = category_all_infantry
			max_strength = 0.1
		}
		essential = {
			support_equipment motorized_equipment
		}
		need = {
			support_equipment = 30
			motorized_equipment = 20
		}
		same_support_type = field_hospital
	}
	helicopter_field_hospital = {
		abbreviation = HELF
		sprite = helicopter_brigade
		map_icon_category = infantry
		priority = 0
		ai_priority = 0
		active = no
		affects_speed = no
		type = {
			infantry support
		}
		group = support
		categories = {
			category_support_battalions category_divisional_support_battalions category_army category_helicopter_support_companies
		}
		regimental = no
		combat_width = 0
		max_strength = 2
		max_organisation = 20
		default_morale = 0.3
		manpower = 500
		training_time = 120
		weight = 0.1
		supply_consumption = 0.07
		can_be_parachuted = yes
		casualty_trickleback = 0.25
		experience_loss_factor = -0.1
		battalion_mult = {
			category = category_all_infantry
			max_strength = 0.05
			default_morale = 0.1
		}
		essential = {
			support_equipment helicopter_equipment
		}
		need = {
			support_equipment = 30
			helicopter_equipment = 15
			motorized_equipment = 15
		}
		same_support_type = field_hospital helicopter_field_hospital
	}
}
### Entity: Modding Documentation
Construct: oos_dump
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## oos_dump
* Aliases: oosdump
* Not available in release build

Generates an oos dump on demand for local client.
### Entity: Idea
Component: lkod
Constructs: research_bonus, equipment_bonus
Source: game
File: common/ideas/latvia.txt

Code:
lkod = {
	picture = generic_naval_manufacturer_2
	allowed = {
		original_tag = LAT
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	equipment_bonus = {

	}
	traits = {
		naval_manufacturer
	}
	modifier = {

	}
}