Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: den_restructure_army_command
Constructs: removal_cost
Source: game
File: common/ideas/r56_denmark.txt

Code:
den_restructure_army_command = {
	removal_cost = -1
	picture = chi_wargaming_division
	modifier = {
		command_power_gain_mult = 0.2
		army_leader_cost_factor = -0.5
		promote_cost_factor = -0.5
	}
}
### Entity: AI Strategy
Component: EAI_allies_stop_queueing_invasions_vs_SOV
Constructs: is_in_faction_with, has_war_together_with
Source: game
File: common/ai_strategy/ENG_EAI.txt

Code:
EAI_allies_stop_queueing_invasions_vs_SOV = {
	enable = {
		is_in_faction_with = ENG
		has_war_together_with = SOV
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = SOV
		value = -20000
	} {
		type = invasion_unit_request
		value = -2000
		tag = SOV
	}
}
### Entity: Event
Component: INS_industrial_events.35
Constructs: is_triggered_only, ai_chance, limit, clr_country_flag, add_to_variable, has_dynamic_modifier
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_industrial_events.35
	title = INS_industrial_events.28.t
	desc = INS_industrial_events.28.desc
	picture = GFX_report_event_generic_army
	is_triggered_only = yes
	hidden = no
	option = {
		name = INS_industrial_events.28.a
		ai_chance = {
			base = 10
		}
		hidden_effect = {
			clr_country_flag = INS_selling_resource_flag
		}
		effect_tooltip = {
			custom_effect_tooltip = INS_great_depression_tt INS_resources_refunded_in_24_months_tt
			add_to_variable = {
				var = INS_great_depression_country_resource_cost_rubber
				value = 90
				tooltip = country_resource_cost_rubber_tt
			}
			if = {
				limit = {
					has_dynamic_modifier = {
						modifier = INS_royal_netherlands_east_indies_army
					}
				}
				custom_effect_tooltip = INS_knil_tt
				add_to_variable = {
					var = INS_royal_netherlands_east_indies_army_conscription_factor
					value = 0.3
					tooltip = conscription_factor_tt
				}
			}
			else_if = {
				limit = {
					has_dynamic_modifier = {
						modifier = INS_peoples_security_army
					}
				}
				custom_effect_tooltip = INS_tkr_tt
				add_to_variable = {
					var = INS_peoples_security_army_conscription_factor
					value = 0.3
					tooltip = conscription_factor_tt
				}
			}
		}
	}
}
### Entity: Idea
Component: KMT_dead_democracy
Constructs: stability_factor, has_government, industrial_capacity_factory, removal_cost, democratic_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_dead_democracy = {
	picture = generic_deal_with_the_devil2
	cancel = {
		has_government = democratic
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		democratic_drift = -0.08
		political_power_factor = 0.025
		stability_factor = -0.05
		industrial_capacity_factory = -0.025
		drift_defence_factor = 0.5
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_presidential_amendment
Constructs: prerequisite, add_stability, completion_reward, add_country_leader_trait
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_presidential_amendment
	icon = GFX_goal_generic_election_rigged
	x = -2
	y = 1
	relative_position_id = VEN_miraflores_concessions
	cost = 5
	prerequisite = {
		focus = VEN_miraflores_concessions
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_stability = 0.1
		add_country_leader_trait = staunch_constitutionalist
	}
}
### Entity: Character
Component: NOR_pacifist_diplomat
Constructs: political_power_gain, war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
NOR_pacifist_diplomat = {
	random = no
	sprite = 13
	war_support_factor = -0.1
	political_power_gain = 0.15
	opinion_gain_monthly_factor = 0.25
}
### Entity: Wiki Documentation
Construct: Usage
Source: wiki
File: wiki/Template%3APath.html

Doc:
Usage

```
{{path|whatever/path}}
```
generates /Europa Universalis IV/whatever/path

OPTIONAL {{{full|}}}
Prepends full path to EUIV

```
{{path|full=1|whatever/path}}
```
generates C://Steam/SteamApps/common/Europa Universalis IV/whatever/path

OPTIONAL {{{custom|}}}
Prepends nothing.

```
{{path|custom=1|whatever/path}}
```
generates whatever/path

Shortcuts
The following keywords will auto-reference those file/folder locations:

flags (/Europa Universalis IV/gfx/flags)

defines (/Europa Universalis IV/common/defines.lua)

Retrieved from "http://www.hoi4wiki.com/index.php?title=Template:Path&oldid=115"
### Entity: Character
Component: RAJ_ram_dass_katari
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_ram_dass_katari = {
	name = RAJ_ram_dass_katari
	portraits = {
		army = {
			small = GFX_idea_RAJ_ram_dass_katari
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = RAJ_ram_dass_katari
		allowed = {
			original_tag = RAJ
		}
		traits = {
			navy_chief_reform_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Modding Documentation
Construct: theatersrebuild
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## theatersrebuild
* Aliases: trebuild
* Not available in release build

Rebuilds all theatres in the world. All orders will be cleaned.
### Entity: State History
Component: 267
Constructs: add_core_of
Source: game
File: history/states/267-Afghanistan.txt

Code:
state = {
	id = 267
	name = STATE_267
	manpower = 1976110
	state_category = town
	resources = {
		tungsten = 3
		chromium = 2
		steel = 2
	}
	history = {
		owner = AFG
		buildings = {
			infrastructure = 1
			arms_factory = 1
			industrial_complex = 1
		}
		victory_points = {
			10737 5
		}
		add_core_of = AFG
	}
	provinces = {
		7916 7984 10737 10852 12769
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: mon_focus
Component: MON_study_motorized_equipment
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward, add_tech_bonus, motorized_bonus
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_study_motorized_equipment
	icon = GFX_goal_generic_modernizing_the_cavalry
	prerequisite = {
		focus = MON_experimental_mobility
	}
	x = -1
	y = 1
	relative_position_id = MON_experimental_mobility
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_equipment_to_stockpile = {
			type = motorized_equipment
			amount = 60
			producer = SOV
		}
		add_tech_bonus = {
			name = motorized_bonus
			bonus = 2
			uses = 1
			technology = motorised_infantry
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: PRC_maybe_theory_is_ok
Constructs: removal_cost
Source: game
File: common/ideas/prc.txt

Code:
PRC_maybe_theory_is_ok = {
	removal_cost = -1
	picture = nkvd
	allowed = {
		always = no
	}
	cancel = {
		surrender_progress = > 0.6
	}
	modifier = {
		army_org_factor = 0.05
		army_morale_factor = 0.05
	}
}
### Entity: Idea
Component: AST_R56_incom_tax_assessment_act_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_australia.txt

Code:
AST_R56_incom_tax_assessment_act_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_political_support
	modifier = {
		consumer_goods_factor = -0.15
	}
}
### Entity: Country History
Country: ZIM
Component: ZIM_technology
Constructs: set_technology
Source: game
File: history/countries/ZIM - Zimbabwe.txt

Code:
# Starting Technologies for ZIM
set_technology = {
	infantry_weapons = 1
	tech_mountaineers = 1
}
### Entity: Military Industrial Organization
Component: USA_army_ordnance_department_organization
Constructs: add_trait, equipment_bonus, production_bonus
Source: game
File: common/military_industrial_organization/organizations/USA_organization.txt

Code:
USA_army_ordnance_department_organization = {
	include = generic_medium_tank_organization
	icon = GFX_idea_army_ordnance_department
	allowed = {
		tag = USA
	}
	add_trait = {
		token = USA_mio_trait_periscope_sights
		name = USA_mio_trait_periscope_sights
		icon = GFX_generic_mio_department_icon_tank_medium_tank_armor
		special_trait_background = yes
		position = {
			x = 1
			y = 1
		}
		relative_position_id = generic_mio_trait_all_round_cupola
		all_parents = {
			generic_mio_trait_all_round_cupola
		}
		equipment_bonus = {
			breakthrough = 0.1
			defense = 0.05
		}
	} {
		token = USA_mio_trait_mass_production_of_armor
		name = USA_mio_trait_mass_production_of_armor
		icon = GFX_generic_mio_department_icon_tank_medium_tank_line_efficiency
		special_trait_background = yes
		position = {
			x = 2
			y = 1
		}
		relative_position_id = generic_mio_trait_simplified_turret_design
		all_parents = {
			generic_mio_trait_simplified_turret_design generic_mio_trait_armor_steel_working
		}
		production_bonus = {
			production_efficiency_cap_factor = 0.05
			production_efficiency_gain_factor = 0.1
		}
	}
}
### Entity: Joint Focus
Component: HABSBURG_the_strength_of_the_common_man
Constructs: prerequisite, joint_focus, completion_reward, is_faction_leader, is_in_faction_with, is_subject, is_subject_of, add_to_variable
Source: game
File: common/national_focus/habsburg_joint.txt

Code:
joint_focus = {
	id = HABSBURG_the_strength_of_the_common_man
	dynamic = yes
	icon = GFX_focus_generic_manpower
	prerequisite = {
		focus = HABSBURG_reform_gemeinsame_armee
	}
	relative_position_id = HABSBURG_reform_gemeinsame_armee
	x = 0
	y = 1
	cost = 10
	text_icon = NORDIC_focus_style
	available = {
		custom_trigger_tooltip = {
			tooltip = HABSBURG_is_subject_puppeteer_faction_leader_or_member_trigger_tt
			OR = {
				AND = {
					is_faction_leader = yes
					any_allied_country = {
						HABSBURG_is_a_habsburg_viable_nation = yes
					}
				} {
					is_faction_leader = no
					OR = {
						AND = {
							is_in_faction_with = HUN
							HUN = {
								is_faction_leader = yes
							}
						} {
							is_in_faction_with = AUS
							AUS = {
								is_faction_leader = yes
							}
						}
					}
				} {
					OR = {
						original_tag = HUN AUS
					}
					any_subject_country = {
						HABSBURG_is_a_habsburg_viable_nation = yes
					}
					is_subject = no
				} {
					is_subject = yes
					OR = {
						is_subject_of = HUN AUS
					}
				}
			}
			HABSBURG_is_a_habsburg_viable_nation = yes
		}
	}
	joint_trigger = {
		HABSBURG_joint_trigger = yes
	}
	ai_will_do = {
		base = 8
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		effect_tooltip = {
			custom_effect_tooltip = HABSBURG_modify_joint_army_ns_intro
			add_to_variable = {
				global.HABSBURG_army_conscription_factor = 0.1
				tooltip = conscription_factor_tt
			}
		}
	}
	completion_reward_joint_originator = {
		hidden_effect = {
			custom_effect_tooltip = HABSBURG_modify_joint_army_ns_intro
			add_to_variable = {
				global.HABSBURG_army_conscription_factor = 0.1
				tooltip = conscription_factor_tt
			}
		}
	}
}
### Entity: Event
Component: egypt.22
Constructs: is_triggered_only, change_tag_from
Source: game
File: events/egypt.txt

Code:
country_event = {
	id = egypt.22
	picture = GFX_report_event_ETH_ethiopian_warriors
	title = egypt.22.t
	desc = egypt.22.d
	is_triggered_only = yes
	option = {
		name = egypt.22.a
	} {
		name = egypt.22.b
		SUD = {
			change_tag_from = ROOT
		}
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_mukden_military_academy
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/manchukuo.txt

Code:
focus = {
	id = MAN_mukden_military_academy
	icon = GFX_goal_generic_position_armies
	prerequisite = {
		focus = MAN_army_modernization
	}
	x = 0
	y = 1
	relative_position_id = MAN_army_modernization
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = MAN_mukden_military_academy
	}
}
### Entity: Event
Component: BBA_african_union_events.23
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_AfricanUnion_events.txt

Code:
country_event = {
	id = BBA_african_union_events.23
	title = BBA_african_union_events.23.t
	desc = BBA_african_union_events.23.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_african_unity
	option = {
		name = BBA_african_union_events.23.a
		ai_chance = {
			base = 1
		}
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_industrial_revitalization
Constructs: completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_industrial_revitalization
	icon = GFX_goal_generic_construction
	x = 22
	y = 0
	cost = 10
	ai_will_do = {
		factor = 90
	}
	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 = HUN_industrial_revitalization
			bonus = 1.0
			uses = 1
			category = industry
		}
	}
}
### Entity: Order of Battle
Component: air_wing_110
Source: game
File: history/units/NOR_1939_air_legacy.txt

Code:
air_wings = {
	110 = {
		fighter_equipment_0 = {
			owner = NOR
			amount = 15
		}
		tac_bomber_equipment_0 = {
			owner = NOR
			amount = 15
		}
	}
}
### Entity: Idea
Component: SOV_transpolar_flights_idea
Constructs: has_war, removal_cost, research_bonus
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_transpolar_flights_idea = {
	name = SOV_transpolar_flights_idea
	removal_cost = -1
	available = {
		has_war = no
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = generic_air_bonus
	modifier = {
		air_ace_generation_chance_factor = 0.1
		experience_gain_air = 0.1
	}
	research_bonus = {
		air_doctrine = 0.1
		air_equipment = 0.1
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_request_soviet_industrial_aid
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, add_political_power, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_request_soviet_industrial_aid
	icon = GFX_goal_generic_soviet_construction
	prerequisite = {
		focus = MEN_invite_ulanhu_from_mongolia
	}
	x = -1
	y = 1
	bypass = {
		OR = {
			NOT = {
				country_exists = SOV
			}
			SOV = {
				NOT = {
					has_government = communism
				}
			}
		}
	}
	available = {
		country_exists = SOV
		SOV = {
			has_government = communism
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	relative_position_id = MEN_invite_ulanhu_from_mongolia
	cost = 8
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_political_power = -15
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		add_tech_bonus = {
			name = MEN_request_soviet_industrial_aid
			bonus = 0.5
			uses = 1
			ahead_reduction = 0.5
			category = industry electronics
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INTERNAL_AFFAIRS FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: AI Strategy
Component: CHI_prioritize_coast_garrisons
Constructs: has_completed_focus, has_war_with, is_literally_china, is_coastal, is_fully_controlled_by
Source: game
File: common/ai_strategy/CHI.txt

Code:
CHI_prioritize_coast_garrisons = {
	allowed = {
		is_literally_china = yes
	}
	enable = {
		date = < 1941.1.1
		any_core_state = {
			is_coastal = yes
			is_fully_controlled_by = ROOT
		}
		OR = {
			has_war_with = JAP USA ENG FRA
		}
		CHI = {
			NOT = {
				has_completed_focus = CHI_strengthening_our_resolve
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = garrison_reinforcement_priority
		value = 100
	}
}
### Entity: Idea
Component: SWE_anti_prc_cold_war
Constructs: removal_cost
Source: game
File: common/ideas/sweden.txt

Code:
SWE_anti_prc_cold_war = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_war_preparation
	targeted_modifier = {
		tag = PRC
		defense_bonus_against = 0.15
	}
}
### Entity: Faction
Component: faction_goal_control_gibraltar
Constructs: limit, has_war_with, is_in_faction_with, complete_effect, add_faction_power_projection, every_faction_member, add_faction_initiative, add_building_construction
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_control_gibraltar = {
	name = control_gibraltar_goal_name
	description = control_gibraltar_goal_desc
	category = medium_term
	group = FOCUS_FILTER_NAVY_XP
	allowed = {

	}
	visible = {
		FROM = {
			NOT = {
				original_tag = ENG
				is_in_faction_with = ENG
			}
		}
		any_collection_element = {
			collection = {
				input = game:scope
				operators = {
					faction_members controlled_states
				}
				name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 118
				value = < 2000
			}
		}
	}
	available = {

	}
	completed = {
		118 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt TARGET_STATE_CONTROLLERS
		every_faction_member = {
			visible_when_empty = yes
			limit = {
				controls_state = 118
			}
			add_faction_initiative = 1
		}
		118 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			} {
				type = air_base
				level = 1
				instant_build = yes
			} {
				type = naval_base
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			} {
				type = coastal_bunker
				level = 1
				province = 4135
				instant_build = yes
			} {
				type = bunker
				level = 1
				province = 4135
				instant_build = yes
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			factor = 2
			118 = {
				controller = {
					has_war_with = ROOT
				}
			}
		} {
			add = 1
			has_navy_size = {
				size = > 5
				type = capital_ship
			}
		} {
			add = 1
			is_historical_focus_on = yes
			OR = {
				original_tag = ITA GER
			}
		}
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_coastal_defense
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_country_flag, completion_reward, add_to_variable, is_fully_controlled_by
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_coastal_defense
	icon = GFX_focus_FIN_coastal_defense
	prerequisite = {
		focus = FIN_suomen_merivoimat
	}
	x = 0
	y = 1
	relative_position_id = FIN_suomen_merivoimat
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		custom_effect_tooltip = FIN_modify_finnish_navy_ns_intro
		add_to_variable = {
			FIN_finnish_navy_spotting_chance = 0.05
			tooltip = spotting_chance_tt
		}
		if = {
			limit = {
				any_core_state = {
					is_fully_controlled_by = ROOT
					is_coastal = yes
					dockyard = > 0
					free_building_slots = {
						building = dockyard
						size = > 0
					}
				}
			}
			random_core_state = {
				limit = {
					is_fully_controlled_by = ROOT
					is_coastal = yes
					dockyard = > 0
					free_building_slots = {
						building = dockyard
						size = > 0
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				has_dlc = No Step Back
			}
			add_ideas = FIN_coastal_batteries_effort
			if = {
				limit = {
					NOT = {
						has_tech = railway_gun
					}
				}
				add_tech_bonus = {
					name = FIN_coastal_defense
					bonus = 0.5
					uses = 1
					technology = railway_gun
				}
			}
		} {
			limit = {
				NOT = {
					has_country_flag = FIN_coastal_garrisons_deployed_flag
				}
			}
			custom_effect_tooltip = FIN_coastal_defense_coastal_garrisons_dec_tt
		} {
			limit = {
				has_completed_focus = FIN_defensive_preparations
			}
			divide_variable = {
				FIN_coastal_garrisons_pp_xp_cost = 2
			} {
				FIN_coastal_garrisons_cp_cost = 2
			} {
				FIN_coastal_garrisons_time = 2
			}
			set_variable = {
				FIN_coastal_garrisons_pp_xp_cost_trigger = FIN_coastal_garrisons_pp_xp_cost
			} {
				FIN_coastal_garrisons_cp_cost_trigger = FIN_coastal_garrisons_cp_cost
			}
			add_to_variable = {
				FIN_coastal_garrisons_pp_xp_cost_trigger = -1
			} {
				FIN_coastal_garrisons_cp_cost_trigger = -1
			}
		}
		else = {
			random_core_state = {
				limit = {
					is_fully_controlled_by = ROOT
					is_coastal = yes
					free_building_slots = {
						building = dockyard
						size = > 0
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					typ
# ... (truncated)
### Entity: Modifier Reference
Construct: unit_medal_effectiveness
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## unit_medal_effectiveness

* Number with 0 decimal places
* **Categories**: country
### Entity: State History
Component: 828
Constructs: add_core_of
Source: game
File: history/states/828-Ovorhangay.txt

Code:
state = {
	id = 828
	name = Ovorhangay
	history = {
		owner = MON
		buildings = {
			infrastructure = 2
		}
		add_core_of = MON
	}
	provinces = {
		1725 1728 4858 7881 10634 10695 10704 12544 12614 12675
	}
	manpower = 134000
	buildings_max_level_factor = 1.0
	state_category = pastoral
	local_supplies = 0.0
}
### Entity: State History
Component: 268
Constructs: add_core_of
Source: game
File: history/states/268-French Somaliland.txt

Code:
state = {
	id = 268
	name = STATE_268
	manpower = 85232
	state_category = enclave
	history = {
		owner = FRA
		add_core_of = DJI AFA SOM
		victory_points = {
			8124 1
		}
		buildings = {
			infrastructure = 2
			air_base = 2
			8124 = {
				naval_base = 2
			}
		}
	}
	provinces = {
		4985 8124
	}
	local_supplies = 0.0
}
### Entity: Order of Battle
Component: air_wing_130
Source: game
File: history/units/ENG_1936_air_bba.txt

Code:
air_wings = {
	130 = {
		medium_plane_airframe_0 = {
			owner = ENG
			amount = 80
			version_name = Handley Page Heyford
		}
	}
}
### Entity: Military Industrial Organization
Component: GER_hanomag_organization
Constructs: has_completed_focus, limit, has_war_with, has_dlc, has_opinion, production_bonus, add_trait
Source: game
File: common/military_industrial_organization/organizations/r56_GER_organization.txt

Code:
GER_hanomag_organization = {
	name = GER_hanomag
	include = generic_motorized_mechanized_organization
	icon = GFX_idea_GER_hanomag
	allowed = {
		OR = {
			tag = GER
			AND = {
				original_tag = INS
				has_dlc = Arms Against Tyranny
			}
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = GER
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = GER
				}
			}
		}
		if = {
			limit = {
				FROM = {
					original_tag = INS
				}
			}
			FROM = {
				GER = {
					has_opinion = {
						target = INS
						value = > 9
					}
				}
			}
		}
	}
	equipment_type = {
		mechanized_equipment train_equipment
	}
	research_categories = {
		train_equipment
	}
	initial_trait = {
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_capacity_factor = 0.1
		}
		limit_to_equipment_type = {
			mechanized_equipment train_equipment
		}
	}
	add_trait = {
		token = GER_mio_trait_mechanized_simplification
		name = GER_mio_trait_mechanized_simplification
		icon = GFX_generic_mio_department_icon_mechanized_production
		special_trait_background = yes
		position = {
			x = -1
			y = 0
		}
		relative_position_id = generic_mio_trait_open_chassi
		available = {
			owner = {
				OR = {
					has_completed_focus = GER_improve_motorized_troops GER_panzergrenadier
				}
			}
		}
		limit_to_equipment_type = {
			mechanized_equipment
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_cost_factor = -0.07
		}
	}
}