Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: afg_focus
Component: AFG_approach_the_soviets
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, completion_reward, add_timed_idea, set_country_flag
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_approach_the_soviets
	icon = GFX_focus_chi_mission_to_the_soviet_union
	x = 2
	y = 1
	cost = 5
	prerequisite = {
		focus = AFG_form_weekh_zalmian
	}
	relative_position_id = AFG_form_weekh_zalmian
	available = {
		SOV = {
			has_government = communism
			NOT = {
				has_war_with = AFG
			}
		}
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_timed_idea = {
			idea = AFG_soviet_support
			days = 365
		}
		custom_effect_tooltip = r56_newline AFG_appraoch_the_soviets
		set_country_flag = AFG_soviet_support
		if = {
			limit = {
				SOV = {
					OR = {
						has_country_leader = {
							character = SOV_iosif_stalin
							ruling_only = yes
						}
						has_completed_focus = SOV_the_centre
					}
					NOT = {
						has_completed_focus = SOV_the_military_conspiracy
					}
				}
			}
			custom_effect_tooltip = AFG_prevent_nisar_death_tt AFG_once_nisar_completed_tt
			set_country_flag = AFG_prevented_nisar_death
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: slo_focus
Component: SLO_establish_pluralism
Constructs: prerequisite, limit, add_ideas, remove_ideas, has_government, completion_reward, is_subject, has_idea
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_establish_pluralism
	icon = GFX_goal_generic_support_democracy_slovakia
	prerequisite = {
		focus = SLO_purge_fascists
	}
	relative_position_id = SLO_purge_fascists
	available = {
		OR = {
			has_government = democratic neutrality
		}
		if = {
			limit = {
				is_subject = yes
			}
			OVERLORD = {
				OR = {
					has_government = democratic neutrality
				}
			}
		}
	}
	x = 3
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_idea = SLO_pluralism
				}
			}
			add_ideas = SLO_pluralism
		} {
			limit = {
				has_idea = SLO_purge_the_army
			}
			remove_ideas = SLO_purge_the_army
		} {
			limit = {
				has_idea = SLO_communist_army
			}
			remove_ideas = SLO_communist_army
		} {
			limit = {
				has_idea = communist_influence
			}
			remove_ideas = communist_influence
		} {
			limit = {
				has_idea = idea_communist_central_management
			}
			remove_ideas = idea_communist_central_management
		} {
			limit = {
				has_idea = workers_culture
			}
			remove_ideas = workers_culture
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AIndustrial_capacity.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Industrial_capacity.png &#8206;(27 × 27 pixels, file size: 4 KB, MIME type: image/png)
### Entity: Scripted Trigger
Component: EAI_SS_navy_production
Constructs: has_tech
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_SS_navy_production = {
	EAI_SS_tech_focus = yes
	OR = {
		has_tech = basic_ship_hull_submarine basic_submarine
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Conservative_Majority
Constructs: prerequisite, limit, has_country_flag, completion_reward, is_historical_focus_on, has_stability, check_variable, set_party_name
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Conservative_Majority
	icon = GFX_goal_FRA_reynaud_economic_reforms
	cost = 10
	mutually_exclusive = {
		focus = DEN_DKP_Takeover DEN_Social_Democratic_Majority DEN_DNSAP_Takeover DEN_King_Christian_Coup
	}
	ai_will_do = {
		factor = 50
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	available = {
		OR = {
			has_stability = > 0.7
			custom_trigger_tooltip = {
				tooltip = den_dem_maj_tt
				check_variable = {
					political_violence = > 4
				}
			}
		}
		custom_trigger_tooltip = {
			tooltip = conservatives_dominating
			NOT = {
				has_country_flag = socialdemokratiet_dominating
			}
		}
		if = {
			limit = {
				has_country_flag = socialdemokratiet_dominating
			}
			neutrality = > 0.4
		}
		else = {
			democratic = > 0.4
		}
	}
	continue_if_invalid = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	prerequisite = {
		focus = DEN_Increase_Rural_Developement
	}
	x = 0
	y = 3
	relative_position_id = DEN_Initiate_Economic_Reforms
	completion_reward = {
		set_party_name = {
			ideology = democratic
			name = KF
			long_name = Det Konservative Folkeparti
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		set_country_flag = political_violence_resolved
		hidden_effect = {
			remove_mission = den_upcoming_political_violence
		}
		custom_effect_tooltip = den_disable_political_violence_tt
		add_to_variable = {
			den_lower_loyalty = 20
			tooltip = den_lower_loyalty_tooltip
		} {
			den_middle_loyalty = 20
			tooltip = den_middle_loyalty_tooltip
		} {
			den_upper_loyalty = 20
			tooltip = den_upper_loyalty_tooltip
		}
		den_calculate_stratas = yes
		den_remove_social_democrat_ideas = yes
	}
}
### Entity: Modifier Reference
Component: RAJ_a_loyal_government
Constructs: research_speed_factor, industrial_capacity_factory, conscription_factor
Source: game
File: common/dynamic_modifiers/GoE_dynamic_modifiers.txt

Code:
RAJ_a_loyal_government = {
	enable = {
		always = yes
	}
	icon = GFX_idea_RAJ_loyal_government
	political_power_factor = RAJ_a_loyal_government_political_power_factor
	master_ideology_drift = RAJ_a_loyal_government_master_ideology_drift
	consumer_goods_factor = RAJ_a_loyal_government_consumer_goods_factor
	political_advisor_cost_factor = RAJ_a_loyal_government_political_advisor_cost_factor
	party_popularity_stability_factor = RAJ_a_loyal_government_party_popularity_stability_factor
	resistance_target = RAJ_a_loyal_government_resistance_target
	resistance_damage_to_garrison = RAJ_a_loyal_government_resistance_damage_to_garrison
	extra_trade_to_overlord_factor = RAJ_a_loyal_government_extra_trade_to_overlord_factor
	conscription_factor = RAJ_a_loyal_government_conscription_factor
	research_speed_factor = RAJ_a_loyal_government_research_speed_factor
	industrial_capacity_dockyard = RAJ_a_loyal_government_industrial_capacity_dockyard
	industrial_capacity_factory = RAJ_a_loyal_government_industrial_capacity_factory
}
### Entity: Character
Component: FRA_victor_denain
Source: game
File: common/characters/FRA.txt

Code:
FRA_victor_denain = {
	name = FRA_victor_denain
	portraits = {
		army = {
			small = GFX_idea_victor_denain
		}
	}
	advisor = {
		cost = 150
		slot = theorist
		idea_token = victor_denain
		ledger = air
		allowed = {
			original_tag = FRA
		}
		traits = {
			assault_avaition
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_anti_soviet_pact
Constructs: prerequisite, limit, add_ideas, has_government, has_war_with, add_opinion_modifier, completion_reward, is_subject
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_anti_soviet_pact
	icon = GFX_focus_ger_bulwark_against_bolshevism
	prerequisite = {
		focus = GER_anti_comintern_pact
	}
	mutually_exclusive = {
		focus = GER_molotov_ribbentrop_pact
	}
	x = -1
	y = 1
	relative_position_id = GER_anti_comintern_pact
	cost = 10
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 849999
		}
		SOU = {
			has_government = communism
		}
	}
	ai_will_do = {
		factor = 2.5
		modifier = {
			factor = 0.1
			has_idea = SOV_soviet_german_trade_agreement
		} {
			factor = 0
			OR = {
				has_government = democratic communism
			}
		}
	}
	search_filters = {

	}
	completion_reward = {
		hidden_effect = {
			SOV = {
				remove_opinion_modifier = {
					target = ROOT
					modifier = pact_against_us
				}
			}
			add_ideas = anti_soviet_pact
		} {
			news_event = {
				hours = 12
				id = news.215
			}
		}
		SOU = {
			add_opinion_modifier = {
				target = ROOT
				modifier = worse_pact_against_us
			}
		}
		custom_effect_tooltip = GER_anti_soviet_pact_tt_3 generic_skip_one_line_tt GER_anti_soviet_pact_tt GER_anti_soviet_pact_tt_2
		every_other_country = {
			limit = {
				has_opinion_modifier = anti_comintern_pact_opinion
				OR = {
					NOT = {
						is_in_faction = yes
					}
					is_in_faction_with = GER
				}
				NOT = {
					tag = GER
				} {
					has_war_with = GER
				}
			}
			country_event = germany.83
		}
	}
}
### Entity: Event
Component: tfv_south_africa.52
Constructs: add_ideas, has_country_flag, fire_only_once, has_global_flag, clr_country_flag
Source: game
File: events/TFV_South_Africa.txt

Code:
country_event = {
	id = tfv_south_africa.52
	title = tfv_south_africa.52.t
	desc = tfv_south_africa.52.d
	picture = GFX_report_event_saf_soldiers_2
	fire_only_once = yes
	trigger = {
		tag = SAF
		has_global_flag = scw_over
		has_country_flag = SAF_spanish_volunteers
	}
	mean_time_to_happen = {
		days = 30
	}
	option = {
		name = tfv_south_africa.52.a
		add_ideas = {
			SAF_scw_veterans
		}
		clr_country_flag = SAF_spanish_volunteers
	}
}
### Entity: AI Strategy
Component: ISR_dont_ally_GER
Constructs: has_government
Source: game
File: common/ai_strategy/r56_ISR.txt

Code:
ISR_dont_ally_GER = {
	allowed = {
		original_tag = ISR
	}
	enable = {
		GER = {
			has_government = fascism
		}
	}
	abort = {
		GER = {
			NOT = {
				has_government = fascism
			}
		}
	}
	ai_strategy = {
		type = alliance
		id = GER
		value = -1000
	} {
		type = antagonize
		id = GER
		value = 1000
	}
}
### Entity: Idea
Component: POL_Polbryt
Constructs: has_completed_focus, has_war_with, is_in_faction_with, is_subject, has_capitulated, research_bonus
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_Polbryt = {
	picture = Polbryt
	allowed = {
		original_tag = POL
	}
	available = {
		OR = {
			has_completed_focus = POL_The_Leviathan_Group
			is_in_faction_with = ENG
		}
		is_subject = no
		NOT = {
			has_war_with = ENG
		}
		has_capitulated = no
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	cost = 150
	traits = {
		POL_polish_british_shipbuilding
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_the_ultimate_weapon
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_the_ultimate_weapon
	icon = GFX_goal_generic_combined_arms_artillery_antiair_antitank
	prerequisite = {
		focus = MON_feature_compact_mortar_designs
	} {
		focus = MON_combined_arms_operations
	}
	x = 1
	y = 1
	relative_position_id = MON_feature_compact_mortar_designs
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = MON_the_ultimate_weapon_idea
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Event
Component: himalaya_tibet.1
Constructs: is_triggered_only, ai_chance, give_guarantee
Source: game
File: events/Tibet.txt

Code:
country_event = {
	id = himalaya_tibet.1
	title = himalaya_tibet.1.t
	desc = himalaya_tibet.1.desc
	picture = GFX_report_event_TIB_british_mission
	is_triggered_only = yes
	option = {
		name = himalaya_tibet.1.a
		ai_chance = {
			base = 75
		}
		ENG = {
			diplomatic_relation = {
				country = TIB
				relation = non_aggression_pact
			}
			give_guarantee = TIB
		}
		hidden_effect = {
			news_event = {
				id = himalaya_tibet.2
				hours = 48
			}
		}
	} {
		name = himalaya_tibet.1.b
		ai_chance = {
			base = 25
		}
		TIB = {
			country_event = {
				id = himalaya_tibet.3
				hours = 24
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_volunteers_to_V00
Constructs: check_variable, send_volunteers_desire
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_volunteer_strategies.txt

Code:
EAI_DIPLO_volunteers_to_V00 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_volunteer_targets^0 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_volunteers_desire
		id = V00
		value = 10000
	}
}
### Entity: Scripted Trigger
Component: BUL_state_is_in_the_black_sea
Source: game
File: common/scripted_triggers/BUL_scripted_triggers.txt

Code:
BUL_state_is_in_the_black_sea = {
	custom_trigger_tooltip = {
		tooltip = BUL_state_is_in_the_black_sea_tt
		OR = {
			state = 341 797 211 77 971 766 192 197 196 137 200 227 218 233 234 231 354 355 356 347 826
		}
	}
}
### Entity: Idea
Component: EAI_DD_12/mechanized_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_12/mechanized_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		mechanized_equipment = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: Doctrine
Component: air_subdoctrine_dogfighting_mastery
Constructs: xp_cost, force_rotation
Source: game
File: common/doctrines/subdoctrines/air/air_fighter_aircraft_subdoctrines.txt

Code:
air_subdoctrine_dogfighting_mastery = {
	track = fighter_aircraft
	name = SUBDOCTRINE_DOGFIGHTING_MASTERY
	description = SUBDOCTRINE_DOGFIGHTING_MASTERY_DESC
	icon = GFX_doctrine_air_skirmish_medium
	xp_cost = 100
	xp_type = air
	available = {
		always = yes
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 95
			OR = {
				original_tag = ENG FRA SOV ITA
			}
		}
	}
	air_ace_generation_chance_factor = 0.1
	rewards = {
		pilot_quality_focus = {
			air_mission_xp_gain_factor = 0.1
			air_training_xp_gain_factor = 0.1
		}
		force_rotation = {
			air_interception_detect_factor = 0.15
		}
		fighter_command_system = {
			category_fighter = {
				air_agility = 0.1
			}
		}
		combat_routines = {
			air_superiority_efficiency = 0.15
		}
		improved_support_integration = {
			air_accidents_factor = -0.1
			air_manpower_requirement_factor = -0.1
		}
	}
}
### Entity: Event
Component: new_zealand.2
Constructs: create_country_leader, limit, has_country_flag, fire_only_once, set_country_flag
Source: game
File: events/r56_new_zealand.txt

Code:
country_event = {
	id = new_zealand.2
	title = new_zealand.2.t
	desc = new_zealand.2.d
	picture = GFX_report_event_europe_funeral
	fire_only_once = yes
	trigger = {
		date = > 1940.03.27 < 1940.04.27
		tag = NZL
		has_country_flag = NZL_labour_flag
	}
	option = {
		name = new_zealand.2.a
		set_country_flag = NZL_savage_dead
		if = {
			limit = {
				has_country_flag = NZL_peter_fraser_flag
			}
			promote_character = NZL_peter_fraser
		} {
			limit = {
				has_country_flag = NZL_gervan_macmillan_flag
			}
			create_country_leader = {
				name = Gervan McMillan
				picture = gfx/leaders/NZL/r56_portrait_NZL_Gervan_McMillan.dds
				expire = 1965.1.1
				ideology = socialism
			}
		}
	}
}
### Entity: Idea
Component: VIN_national_defense_academy_of_vietnam
Constructs: removal_cost
Source: game
File: common/ideas/vietnam_ideas.txt

Code:
VIN_national_defense_academy_of_vietnam = {
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = generic_army_war_college
	modifier = {
		experience_gain_army_factor = 0.15
		army_leader_start_level = 1
		minimum_training_level = -0.1
	}
}
### Entity: Idea
Component: DEN_stagnant_economy
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_denmark.txt

Code:
DEN_stagnant_economy = {
	allowed = {
		original_tag = DEN
	}
	removal_cost = -1
	picture = great_depression
	modifier = {
		consumer_goods_factor = 0.2
		production_speed_buildings_factor = -0.1
	}
}
### Entity: Event
Component: mtg_news.27
Constructs: is_triggered_only, has_civil_war
Source: game
File: events/MTG_NewsEvents.txt

Code:
news_event = {
	id = mtg_news.27
	title = mtg_news.27.t
	desc = mtg_news.27.desc
	picture = GFX_news_event_generic_sign_treaty1
	major = yes
	is_triggered_only = yes
	option = {
		name = mtg_news.27.a
		trigger = {
			original_tag = ENG
		}
	} {
		name = mtg_news.27.b
		trigger = {
			original_tag = FROM
		}
	} {
		name = mtg_news.27.c
		trigger = {
			OR = {
				tag = CAN SAF AST NZL
			}
			has_civil_war = yes
			NOT = {
				original_tag = FROM
			}
		}
	} {
		name = mtg_news.27.d
		trigger = {
			NOT = {
				original_tag = ENG
			} {
				AND = {
					OR = {
						original_tag = CAN SAF AST NZL
					}
					has_civil_war = yes
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: POL_monarchy_habsburg_plan
Constructs: has_country_flag, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/POL_alternate_strategy_plan.txt

Code:
POL_monarchy_habsburg_plan = {
	name = POL habsburg plan
	desc = 
	allowed = {
		original_tag = POL
	}
	enable = {
		OR = {
			has_country_flag = POL_AI_RANDOM_HABSBURG
			has_game_rule = {
				rule = POL_ai_behavior
				option = HABSBURG
			}
		}
		has_DLC = No Step Back
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		POL_assemble_the_regency_council POL_fulfil_fifth_of_november POL_the_four_year_plan POL_central_region_strategy POL_expansion_of_new_towns POL_fill_the_railways_gaps POL_agrarian_reform POL_habsburg POL_restore_the_diet_of_galicia POL_support_monarchy_in_CZE POL_habsburg_monarchist_militants POL_develop_polish_ship_building POL_attract_poles_to_gdynia POL_study_foreign_built_ships POL_expand_gdynia_seaport POL_king_of_bohemia POL_additional_research_slot1 POL_prepare_for_the_next_war POL_demand_slovakia_pavel POL_governorate_livonia POL_soldier_king POL_kings_guard POL_trust_in_the_west POL_invest_in_the_old_polish_region POL_royal_hussars POL_modernize_congressional_factories POL_warsaw_main_railway_station POL_new_military_academy POL_develop_gdansk_ship_building POL_expand_northern_rail POL_royal_officer_corps
	}
	research = {

	}
	ideas = {

	}
	traits = {
		captain_of_industry = 10
		popular_figurehead = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Character
Component: MPL_yigael_yadin
Constructs: has_completed_focus, limit, has_power_balance, add_power_balance_value
Source: game
File: common/characters/MPL.txt

Code:
MPL_yigael_yadin = {
	name = Yigaël Yadin
	portraits = {
		army = {
			large = gfx/leaders/MPL/r56_portrait_MPL_Yigael_Yadin.dds
			small = GFX_idea_ISR_yigal_yadin
		}
	}
	advisor = {
		cost = 100
		available = {
			has_completed_focus = MPL_jews_ministers
		}
		slot = theorist
		idea_token = MPL_yigael_yadin_theorist
		ledger = army
		allowed = {
			original_tag = MPL
		}
		on_add = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = MPL_power_balance
						}
					}
					add_power_balance_value = {
						id = MPL_power_balance
						value = 0.2
						tooltip_side = MPL_jewish_side
					}
				}
			}
		}
		traits = {
			military_theorist
		}
	} {
		available = {
			has_completed_focus = MPL_jews_ministers
		}
		cost = 100
		slot = army_chief
		idea_token = MPL_yigael_yadin_high_command
		allowed = {
			original_tag = MPL
		}
		traits = {
			army_chief_defensive_2
		}
		on_add = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = MPL_power_balance
						}
					}
					add_power_balance_value = {
						id = MPL_power_balance
						value = 0.2
						tooltip_side = MPL_jewish_side
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_request_soviet_support
Constructs: prerequisite, has_government, completion_reward, has_civil_war
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_request_soviet_support
	icon = GFX_focus_generic_concessions
	prerequisite = {
		focus = AFG_socialist_coup
	}
	x = -3
	y = 1
	relative_position_id = AFG_socialist_coup
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		has_civil_war = yes
		has_government = communism
		SOU = {
			exists = yes
			has_government = communism
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		SOU = {
			country_event = {
				id = AFG_political_events.120
				hours = 1
			}
		} {
			event_option_tooltip = AFG_political_events.120.a
		}
		custom_effect_tooltip = if_they_accept_tt
		event_option_tooltip = AFG_political_events.121.a
	}
}
### Entity: Character
Component: rocket_scientist
Source: game
File: common/country_leader/00_traits.txt

Code:
rocket_scientist = {
	random = no
	sprite = 14
	ai_will_do = {
		factor = 1
	}
}
### Entity: Technology
Component: improved_medium_tank
Constructs: is_major, enable_equipments, research_cost
Source: game
File: common/technologies/armor.txt

Code:
technology = {
	enable_equipments = {
		medium_tank_equipment_2
	}
	path = {
		leads_to_tech = advanced_medium_tank
		research_cost_coeff = 1
	} {
		leads_to_tech = improved_heavy_tank
		research_cost_coeff = 0.9
	}
	research_cost = 2
	start_year = 1941
	folder = {
		name = armour_folder
		position = {
			x = 0
			y = 8
		}
	}
	sub_technologies = {
		improved_medium_td improved_medium_art improved_medium_spaa
	}
	ai_will_do = {
		base = 3
		modifier = {
			factor = 2
			is_major = yes
			not = {
				tag = JAP
				num_of_military_factories = < 50
			}
		} {
			date = < 1941.1.1
			factor = 0.3
		} {
			factor = 2
			tag = GER
		} {
			factor = 2
			tag = SOV
		} {
			factor = 1.1
			date = > 1942.1.1
		} {
			factor = 1.1
			date = > 1943.1.1
		} {
			factor = 1.1
			date = > 1944.1.1
		}
	}
	categories = {
		armor mio_cat_tech_all_armor_and_modules cat_medium_armor mio_cat_tech_medium_armor_and_modules
	}
	special_project_specialization = {
		specialization_land
	}
}
### Entity: Idea
Component: MPL_liberalized
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/mandate_of_palestine.txt

Code:
MPL_liberalized = {
	allowed = {
		always = yes
	}
	removal_cost = -1
	picture = generic_liberty_money
	modifier = {
		consumer_goods_factor = -0.15
		production_speed_buildings_factor = 0.04
	}
}
### Entity: Effect Reference
Construct: add_country_leader_trait
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_country_leader_trait

* Supported Scopes: COUNTRY, CHARACTER
* Supported Targets: none

```
Add country leader trait to the scoped character or scoped country's leader.
In scoped character, will need to give the ideology if the character has several country leader roles.
Example 1: SOV_joseph_stalin = { add_country_leader_trait = underage_monarch }
Example 2: HUN_miklos_horthy = { add_country_leader_trait = { ideology = oligarchism trait = anti_communist } }
Example 3: SOV = { add_country_leader_trait = underage_monarch }
```
### Entity: Character
Component: PRC_chen_yun
Constructs: has_dlc
Source: game
File: common/characters/PRC.txt

Code:
PRC_chen_yun = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender Arms Against Tyranny
		}
		name = PRC_chen_yun
		portraits = {
			civilian = {
				small = GFX_portrait_PRC_chen_yun
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = PRC_chen_yun
			allowed = {
				original_tag = PRC
			}
			traits = {
				PRC_organizier_aat
			}
			ai_will_do = {
				base = 1.0
			}
		}
	} {
		allowed = {
			has_dlc = No Compromise, No Surrender
			NOT = {
				has_dlc = Arms Against Tyranny
			}
		}
		name = PRC_chen_yun
		portraits = {
			civilian = {
				small = GFX_portrait_PRC_chen_yun
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = PRC_chen_yun
			allowed = {
				original_tag = PRC
			}
			traits = {
				rearmer
			}
			ai_will_do = {
				base = 1.0
			}
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/XSM_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 2
	}
	location = 531
	division_template = Qibing Jun
	start_experience_factor = 0.1
	start_equipment_factor = 0.6
}