Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Order of Battle
Component: 2. Ustaška vojnica
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/CRO_ustashe_militia.txt

Code:
division = {
	name = 2. Ustaška vojnica
	location = 11581
	division_template = Ustaška vojnica
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = YUG
		}
	}
	start_experience_factor = 0.3
	start_equipment_factor = 0.8
}
### Entity: Modifier Reference
Construct: license_artillery_eq_production_speed_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## license_artillery_eq_production_speed_factor

* Number with 0 decimal places
* **Categories**: country
### Entity: National Focus
Tree: lit_focus
Component: LIT_vilnius_procession
Constructs: prerequisite, remove_ideas, owns_state, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_vilnius_procession
	icon = GFX_goal_generic_propaganda
	relative_position_id = LIT_kaunas_conference
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_kaunas_conference
	}
	ai_will_do = {
		factor = 1
	}
	available = {
		owns_state = 784
	}
	completion_reward = {
		add_stability = 0.05
		add_political_power = 100
		remove_ideas = LIT_fragile_monarchy
	}
}
### Entity: Modifier Reference
Construct: _xp_gain_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
##  <span id="_xp_gain_factor"></span><Trait>_xp_gain_factor

* **Description**: Xp gain factor (used if the trait has prefix 'trait_').
* Number with 2 decimal places
* **Categories**: naval, country, army

* **Modified types**: trait_BUL_ff_sympathizer, trait_BUL_tsar_loyalist, trait_BUL_zveno_member, trait_GRE_fascist_sympathizer, trait_GRE_marxist_acolyte, trait_GRE_stauch_monarchist, trait_GRE_venezelist_loyalist, trait_HUN_fascist_sympathies, trait_HUN_vitez, trait_JAP_kodoha_sympathizer, trait_SOV_bukharinist, trait_SOV_cowed_by_stalin_army, trait_SOV_cowed_by_stalin_navy, trait_SOV_determined, trait_SOV_foreign_military_advisor, trait_SOV_monarchist_sympathizer, trait_SOV_stalinist, trait_SOV_trotskyist, trait_SPA_carlist_loyalties, trait_SPA_falangist_loyalties, trait_SPA_nationalist_sympathies, trait_SPR_anti_stalinist_loyalties, trait_SPR_republican_loyalties, trait_SPR_stalinist_loyalties, trait_TUR_kemalist_champion, trait_cautious, trait_engineer, trait_mountaineer, trait_reckless
### Entity: Scripted Trigger
Component: EAI_heavy_armor_td_design_focus
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_design_triggers.txt

Code:
EAI_heavy_armor_td_design_focus = {
	always = no
	EAI_HARM_military_focus = yes
}
### Entity: Scripted Effect
Component: EAI_get_airbase_slot_score
Constructs: limit, has_war_with, set_variable, check_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_effects.txt

Code:
EAI_get_airbase_slot_score = {
	set_variable = {
		EAI_PC_AIRBASE_slot_score = 10
	}
	subtract_from_variable = {
		EAI_PC_AIRBASE_slot_score = building_level@air_base
	}
	if = {
		limit = {
			EAI_airbase_priority = yes
		}
		multiply_variable = {
			EAI_PC_AIRBASE_slot_score = 4
		}
	} {
		limit = {
			any_neighbor_state = {
				CONTROLLER = {
					has_war_with = ROOT
				}
			}
		}
		multiply_variable = {
			EAI_PC_AIRBASE_slot_score = 1.5
		}
	} {
		limit = {
			air_base = > 0
		}
		multiply_variable = {
			EAI_PC_AIRBASE_slot_score = 1.25
		}
	} {
		limit = {
			any_of_scopes = {
				array = ROOT.enemies
				any_of_scopes = {
					array = controlled_states
					check_variable = {
						PREV.PREV.distance_to@THIS = < 400
					}
				}
			}
		}
		multiply_variable = {
			EAI_PC_AIRBASE_slot_score = 2
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_strike_japan
Constructs: prerequisite, has_war_with, add_war_support, completion_reward, has_army_manpower, has_war_with_major, is_subject, is_ally_with
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_strike_japan
	icon = GFX_focus_attack_japan
	ai_will_do = {
		base = 0
		modifier = {
			add = 2
			has_army_manpower = {
				size = > 199999
			}
			JAP = {
				has_war_with_major = yes
			}
		}
	}
	relative_position_id = INS_unity_in_diversity_r56
	x = 1
	y = 1
	mutually_exclusive = {
		focus = INS_peacetime_economics
	}
	prerequisite = {
		focus = INS_unity_in_diversity_r56
	}
	available = {
		is_subject = no
		JAP = {
			NOT = {
				is_ally_with = ROOT
				has_war_with = ROOT
			}
		}
	}
	cost = 5
	will_lead_to_war_with = JAP
	completion_reward = {
		add_war_support = 0.1
		create_wargoal = {
			type = topple_government
			target = JAP
			expire = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Unit Template
Component: AST_MOT_01
Source: game
File: common/units/names_divisions/AST_names_divisions.txt

Code:
AST_MOT_01 = {
	name = Motorised Divisions
	for_countries = {
		AST
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		AST_CAV_01
	}
	fallback_name = %d Motor Division
	ordered = {
		1 = {
			%dst Motor Division
		}
		2 = {
			%dnd Motor Division
		}
		3 = {
			%drd Motor Division
		}
		4 = {
			%dth Motor Division
		}
		5 = {
			%dth Motor Division
		}
		6 = {
			%dth Motor Division
		}
		7 = {
			%dth Motor Division
		}
		8 = {
			%dth Motor Division
		}
		9 = {
			%dth Motor Division
		}
		10 = {
			%dth Motor Division
		}
		11 = {
			%dth Motor Division
		}
		12 = {
			%dth Motor Division
		}
		13 = {
			%dth Motor Division
		}
		14 = {
			%dth Motor Division
		}
		15 = {
			%dth Motor Division
		}
		16 = {
			%dth Motor Division
		}
		17 = {
			%dth Motor Division
		}
		18 = {
			%dth Motor Division
		}
		19 = {
			%dth Motor Division
		}
		20 = {
			%dth Motor Division
		}
		21 = {
			%dst Motor Division
		}
		22 = {
			%dnd Motor Division
		}
		23 = {
			%drd Motor Division
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_belgian_gates
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_belgian_gates
	icon = GFX_focus_BEL_belgian_gates
	prerequisite = {
		focus = BEL_defensive_neutrality
	}
	relative_position_id = BEL_defensive_neutrality
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	x = -1
	y = 2
	cost = 5
	available = {

	}
	completion_reward = {
		custom_effect_tooltip = generic_skip_one_line_tt BEL_modify_defensive_neutrality_dynamic_modifier_tt
		add_to_variable = {
			BEL_defensive_neutrality_max_dig_in = 1
			tooltip = max_dig_in_tt
		} {
			BEL_defensive_neutrality_production_speed_bunker_factor = 0.05
			tooltip = production_speed_bunker_factor_tt
		}
	}
}
### Entity: Event
Component: SEA_PRC_misc_events.16
Constructs: is_triggered_only, limit, has_government, add_opinion_modifier, every_core_state, is_fully_controlled_by, is_core_of, is_owned_by
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_misc_events.16
	title = SEA_PRC_misc_events.14.t
	desc = SEA_PRC_misc_events.16.desc
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	option = {
		name = SEA_PRC_misc_events.14.a
		every_core_state = {
			limit = {
				is_fully_controlled_by = FROM
				NOT = {
					is_core_of = FROM
				}
				OR = {
					NOT = {
						is_owned_by = FROM
					}
					FROM = {
						has_government = FROM
					}
				}
			}
			ROOT = {
				transfer_state = PREV
			}
		}
		add_opinion_modifier = {
			target = FROM
			modifier = ENG_returned_our_territory
		}
	}
}
### Entity: Character
Component: TUR_halide_edib_adivar
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/TUR.txt

Code:
TUR_halide_edib_adivar = {
	name = TUR_halide_edib_adivar
	portraits = {
		army = {
			small = GFX_idea_tur_halide_edib_adivar
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = TUR_halide_edib_adivar
		allowed = {
			original_tag = TUR
			has_dlc = Battle for the Bosporus
		}
		available = {
			has_completed_focus = TUR_the_sun_language_theory
		}
		traits = {
			feminist_ultranationalist
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_secret_wunderwaffe
Constructs: prerequisite, limit, add_ideas, completion_reward, has_tech, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_secret_wunderwaffe
	icon = GFX_focus_wonderweapons
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = SWI_chemical
	} {
		focus = SWI_mines
	}
	x = 43
	y = 7
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_tech = atomic_research
				}
			}
			add_tech_bonus = {
				name = SWI_secret_wunderwaffe
				bonus = 1.25
				uses = 1
				category = nuclear
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.75
			}
		}
		ELSE = {
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.95
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = generic_secret_weapons_ns
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_take_over_administrative_rights
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_take_over_administrative_rights
	icon = GFX_focus_RAJ_british_investors
	prerequisite = {
		focus = RAJ_appoint_a_c_suite
	}
	x = 0
	y = 1
	relative_position_id = RAJ_appoint_a_c_suite
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = {
			idea_RAJ_taking_over_administraive_rights
		}
	}
}
### Entity: Unit Template
Component: SAF_BB_HISTORICAL
Source: game
File: common/units/names_ships/SAF_ship_names.txt

Code:
SAF_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		SAF
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	prefix = HMSAS 
	fallback_name = Battleship %s
	unique = {
		South Africa Good Hope Natal Transvaal Orange Free State Cape Town Johannesburg Port Elizabeth East London Bloemfontein Durban Pretoria
	}
}
### Entity: Idea
Component: KMT_stable_democracy_2
Constructs: stability_factor, has_government, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_stable_democracy_2 = {
	picture = generic_democratic_drift_bonus
	cancel = {
		OR = {
			has_government = communism fascism
		}
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		political_power_factor = 0.025
		stability_factor = -0.125
		industrial_capacity_factory = 0.01
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_central_military_commission
Constructs: prerequisite, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/china_communist.txt

Code:
focus = {
	id = PRC_central_military_commission
	icon = GFX_goal_generic_defence
	prerequisite = {
		focus = PRC_revolutionary_military_commission
	}
	x = 0
	y = 1
	relative_position_id = PRC_revolutionary_military_commission
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		swap_ideas = {
			remove_idea = PRC_revolutionary_military_commission
			add_idea = PRC_central_military_commission
		}
	}
}
### Entity: Joint Focus
Component: NORDIC_machine_tools_research
Constructs: prerequisite, joint_focus, add_tech_bonus
Source: game
File: common/national_focus/nordic_shared.txt

Code:
joint_focus = {
	id = NORDIC_machine_tools_research
	icon = GFX_focus_generic_modernize_industry
	prerequisite = {
		focus = NORDIC_military_industry_hub NORDIC_ad_hoc_military_industry
	}
	mutually_exclusive = {
		focus = NORDIC_jet_engines NORDIC_equipment_conversion_focus
	}
	x = 1
	y = 1
	relative_position_id = NORDIC_military_industry_hub
	cost = 10
	text_icon = NORDIC_focus_style
	available = {
		NORDIC_basic_available_trigger = yes
		num_of_military_factories = > 20
		num_researched_technologies = > 45
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	joint_trigger = {
		NORDIC_basic_joint_trigger = yes
	}
	completion_reward_joint_originator = {
		add_tech_bonus = {
			name = NORDIC_machine_tools_research
			bonus = 0.3
			uses = 2
			category = cat_production
		}
	}
	completion_reward_joint_member = {
		add_tech_bonus = {
			name = NORDIC_machine_tools_research
			bonus = 0.25
			uses = 1
			category = cat_production
		}
	}
}
### Entity: Idea
Component: EAI_DD_5/heavy_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_5/heavy_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_chassis = {
			build_cost_ic = -0.125
			instant = yes
		}
	}
}
### Entity: Order of Battle
Component: Jerusalem & Lydda Area
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/ENG_1936.txt

Code:
division = {
	name = Jerusalem & Lydda Area
	location = 4206
	division_template = Colonial Garrison
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = ENG
		}
	}
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: National Focus
Tree: khi_focus
Component: KHI_expand_farm_lands
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/khiva.txt

Code:
focus = {
	id = KHI_expand_farm_lands
	icon = GFX_focus_SOV_bukharan_republic
	prerequisite = {
		focus = KHI_local_development KHI_import_german_industry
	}
	x = -5
	y = 3
	relative_position_id = KHI_war_of_the_turan
	cost = 5
	ai_will_do = {
		factor = 400
	}
	completion_reward = {
		army_experience = 10
	}
}
### Entity: Military Industrial Organization
Component: BLR_minsk_railway_car_repair_plant_organization
Constructs: production_bonus
Source: game
File: common/military_industrial_organization/organizations/r56_BLR_organization.txt

Code:
BLR_minsk_railway_car_repair_plant_organization = {
	name = BLR_minsk_railway_car_repair_plant_organization
	include = generic_train_organization_r56_NSB
	icon = GFX_idea_generic_railroads
	allowed = {
		original_tag = BLR
	}
	initial_trait = {
		name = generic_train_organization_r56_NSB_initial_trait
		limit_to_equipment_type = {
			train_equipment railway_gun_equipment
		}
		production_bonus = {
			production_cost_factor = -0.05
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
	}
}
### Entity: National Focus
Tree: nzl_focus
Component: NZL_direct_the_coal_industry
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_resource
Source: game
File: common/national_focus/new_zealand.txt

Code:
focus = {
	id = NZL_direct_the_coal_industry
	icon = GFX_focus_generic_coal_mining
	prerequisite = {
		focus = NZL_ministry_of_public_works
	}
	x = 2
	y = 1
	relative_position_id = NZL_ministry_of_public_works
	cost = 10
	ai_will_do = {

	}
	available = {
		controls_state = 723 284 1080
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		723 = {
			add_resource = {
				type = coal
				amount = 3
			}
		}
		284 = {
			add_resource = {
				type = coal
				amount = 3
			}
		}
		1080 = {
			add_resource = {
				type = coal
				amount = 3
			}
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Overthrow_the_Faux_Revolution
Constructs: prerequisite, completion_reward, is_subject, is_in_faction_with, has_non_aggression_pact_with, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Overthrow_the_Faux_Revolution
	icon = GFX_focus_attack_soviet
	cost = 10
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		SOV = {
			exists = yes
			NOT = {
				is_in_faction_with = DEN
				has_non_aggression_pact_with = DEN
			}
		}
	}
	prerequisite = {
		focus = DEN_International_Theorists
	} {
		focus = DEN_Puncture_the_Heart_of_Fascism
	}
	will_lead_to_war_with = SOV
	x = -6
	y = 6
	relative_position_id = DEN_DKP_Takeover
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = SOV
		}
	}
}
### Entity: Joint Focus
Component: CONGO_expand_force_publique_recruitment
Constructs: prerequisite, limit, joint_focus, has_war_with, completion_reward, has_subject, has_global_flag, add_autonomy_score
Source: game
File: common/national_focus/congo_shared.txt

Code:
joint_focus = {
	id = CONGO_expand_force_publique_recruitment
	dynamic = yes
	icon = GFX_focus_SOV_mobilization_plan
	prerequisite = {
		focus = CONGO_congo_army
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_HISTORICAL FOCUS_FILTER_TFV_AUTONOMY
	}
	relative_position_id = CONGO_force_publique
	x = 0
	y = 3
	cost = 10
	text_icon = CONGO_BEL_focus_style
	available = {
		original_tag = BEL
		has_subject = COG
		NOT = {
			OR = {
				has_war_with = BEL COG
				has_global_flag = CONGO_independence_war_ongoing
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {

	}
	completion_reward_joint_originator = {
		IF = {
			limit = {
				original_tag = COG
			}
			add_autonomy_score = {
				value = 100
				localization = CONGO_expand_force_publique_recruitment
			}
			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
			}
		} {
			limit = {
				original_tag = BEL
			}
			custom_effect_tooltip = modify_BEL_belgian_congo_colonial_returns_dynamic_modifier_tt
			add_to_variable = {
				BEL.BEL_belgian_congo_colonial_returns_dynamic_modifier_autonomy_manpower_share = 0.1
				tooltip = autonomy_manpower_share_tt
			}
		}
		hidden_effect = {
			CONGO_one_more_focus_done = yes
		}
	}
	completion_reward_joint_member = {
		IF = {
			limit = {
				original_tag = COG
			}
			add_autonomy_score = {
				value = 100
				localization = CONGO_expand_force_publique_recruitment
			}
			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
			}
		} {
			limit = {
				original_tag = BEL
			}
			custom_effect_tooltip = modify_BEL_belgian_congo_colonial_returns_dynamic_modifier_tt
			add_to_variable = {
				BEL.BEL_belgian_congo_colonial_returns_dynamic_modifier_autonomy_manpower_share = 0.1
				tooltip = autonomy_manpower_share_tt
			}
		}
	}
}
### Entity: National Focus
Tree: cyp_focus
Component: CYP_support_equipment
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_cyprus.txt

Code:
focus = {
	id = CYP_support_equipment
	icon = GFX_focus_generic_radio_communication
	cost = 5
	x = -1
	y = 1
	relative_position_id = CYP_adopt_british_guns
	prerequisite = {
		focus = CYP_adopt_british_guns
	}
	completion_reward = {
		add_equipment_to_stockpile = {
			type = support_equipment
			amount = 500
		}
		add_tech_bonus = {
			name = CYP_support_equipment
			category = support_tech
			bonus = 0.5
			uses = 2
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: Military Industrial Organization
Component: GER_porsche_organization
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, has_dlc, is_in_faction_with, add_trait, set_country_flag
Source: game
File: common/military_industrial_organization/organizations/GER_organization.txt

Code:
GER_porsche_organization = {
	include = generic_heavy_tank_organization
	icon = GFX_idea_porsche
	allowed = {
		OR = {
			original_tag = GER
			AND = {
				original_tag = MEX
				has_dlc = Man the Guns
			} {
				original_tag = IRQ
				has_dlc = Graveyard of Empires
			}
			NOR_AAT = yes
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = GER
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = GER
				}
			}
		} {
			limit = {
				FROM = {
					original_tag = MEX
				}
			}
			FROM = {
				is_in_faction_with = GER
			}
		} {
			limit = {
				FROM = {
					original_tag = NOR
				}
			}
			FROM = {
				has_completed_focus = NOR_invite_german_engineers
			}
		}
	}
	tree_header_text = {
		text = mio_header_engine_and_drive_system
		x = 0.5
	} {
		text = mio_header_chassis
		x = 4
	} {
		text = mio_header_guns_and_turret
		x = 7
	}
	override_trait = {
		token = generic_mio_trait_wide_tracks
		position = {
			x = 0
			y = 0
		}
	} {
		token = generic_mio_trait_one_piece_hull_side_coverings
		position = {
			x = 3
			y = 0
		}
	} {
		token = generic_mio_trait_improved_crew_ergonomics
		position = {
			x = 0
			y = 2
		}
	} {
		token = generic_mio_trait_fully_cast_turret
		position = {
			x = 4
			y = 0
		}
	}
	add_trait = {
		token = GER_mio_trait_hoesch_facilities
		name = GER_mio_trait_hoesch_facilities
		icon = GFX_generic_mio_trait_icon_production_capacity
		special_trait_background = yes
		position = {
			x = @tank_hoesch_X
			y = @tank_hoesch_Y
		}
		visible = {
			FROM = {
				original_tag = GER
			}
		}
		available = {
			FROM = {
				NOT = {
					has_country_flag = GER_hoesch_facilities_trait_taken_flag
				}
			}
		}
		on_complete = {
			custom_effect_tooltip = generic_trait_will_not_be_available_in_other_organizations
			FROM = {
				set_country_flag = GER_hoesch_facilities_trait_taken_flag
			}
		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
		ai_will_do = {
			base = 2
		}
	} {
		token = GER_mio_trait_involve_porsche_in_special_projects
		name = GER_mio_trait_involve_porsche_in_special_projects
		icon = GFX_generic_mio_department_icon_facilities
		special_trait_background = yes
		position = {
			x = 0
			y = 1
		}
		relative_position_id = GER_mio_trait_hoesch_facilities
		visible = {
			FROM = {
				original_tag = GER
			}
		}
		available = {
			has_mio_size = > 4
		}
		on_complete = 
# ... (truncated)
### Entity: Event
Component: denmark_trade_deal.6
Constructs: is_triggered_only
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_trade_deal.6
	title = denmark_trade_deal.3.t
	desc = denmark_trade_deal.6.desc
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = denmark_trade_deal.6.a
	}
}
### Entity: Scripted Effect
Component: indonesia_industrial_4_effect
Constructs: add_resource
Source: game
File: common/scripted_effects/INS_scripted_effects.txt

Code:
indonesia_industrial_4_effect = {
	add_resource = {
		type = coal
		amount = 4
	}
}
### Entity: Modifier Reference
Construct: command_power_gain
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## command_power_gain

* Number with 2 decimal places
* **Categories**: country, army