Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: JUNO_el_jefe
Constructs: war_support_factor
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_el_jefe = {
	random = no
	sprite = 13
	conscription = 0.015
	war_support_factor = 0.1
	ai_will_do = {
		factor = 0
	}
}
### Entity: Event
Component: IRQ_political_events.43
Constructs: is_triggered_only, ai_chance, every_owned_state, limit, annex_country, is_core_of
Source: game
File: events/GOE_Iraq.txt

Code:
country_event = {
	id = IRQ_political_events.43
	title = IRQ_political_events.43.t
	desc = IRQ_political_events.43.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = IRQ_political_events.43.a
		ai_chance = {
			base = 10
		}
		FROM = {
			IF = {
				limit = {
					tag = SYR
				}
				ROOT = {
					annex_country = {
						target = SYR
						transfer_troops = yes
					}
				}
				drop_cosmetic_tag = yes
			}
			ELSE = {
				every_owned_state = {
					limit = {
						is_core_of = SYR
					}
					transfer_state_to = ROOT
				}
			}
		}
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_the_western_possessions
Constructs: prerequisite, completion_reward, has_full_control_of_state, add_building_construction
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_the_western_possessions
	available = {
		has_full_control_of_state = 695 309
	}
	prerequisite = {
		focus = HOL_obtain_foreign_colonial_investments
	}
	icon = GFX_goal_generic_construct_infrastructure
	x = -3
	y = 1
	relative_position_id = HOL_obtain_foreign_colonial_investments
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		695 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		309 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Idea
Component: JAP_amakudari_idea
Constructs: removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_amakudari_idea = {
	picture = generic_central_management
	removal_cost = -1
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		production_speed_infrastructure_factor = -0.1
		production_speed_rail_way_factor = -0.1
		party_popularity_stability_factor = 0.05
		political_power_factor = 0.15
	}
}
### Entity: Character
Component: ALG_acd2
Source: game
File: common/characters/ALG.txt

Code:
ALG_acd2 = {
	advisor = {
		slot = army_chief
		idea_token = ALG_acd2
		allowed = {
			original_tag = ALG
		}
		traits = {
			army_chief_defensive_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_arab_1
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/CHI_united_front.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 100
	}
	location = 11913
	division_template = Juntuán
}
### Entity: Order of Battle
Component: 25ya Tankovaya Korpus
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/SOV_1939_nsb.txt

Code:
division = {
	name = 25ya Tankovaya Korpus
	location = 476
	division_template = Tankovaya Korpus
	start_experience_factor = 0.3
	force_equipment_variants = {
		light_tank_chassis_2 = {
			owner = SOV
			creator = SOV
			version_name = BT-7
		}
	}
}
### Entity: National Focus
Tree: kat_focus
Component: KAT_Automobile
Constructs: has_completed_focus, add_equipment_to_stockpile, prerequisite, limit, completion_reward, has_tech, complete_tooltip, random_owned_controlled_state
Source: game
File: common/national_focus/katanga.txt

Code:
focus = {
	id = KAT_Automobile
	icon = GFX_goal_generic_automobile
	prerequisite = {
		focus = KAT_invite_american_investors KAT_invite_german_investors KAT_invite_soviet_planners
	}
	text = GEN_automobile_industry
	x = 1
	y = 1
	relative_position_id = KAT_invite_american_investors
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	bypass = {

	}
	available = {
		num_of_controlled_states = > 0
		has_tech = motorised_infantry
	}
	complete_tooltip = {

	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		if = {
			limit = {
				has_completed_focus = KAT_invite_german_investors
			}
			add_equipment_to_stockpile = {
				type = motorized_equipment_1
				amount = 125
				producer = GER
			}
		} {
			limit = {
				has_completed_focus = KAT_invite_american_investors
			}
			add_equipment_to_stockpile = {
				type = motorized_equipment_1
				amount = 125
				producer = USA
			}
		} {
			limit = {
				has_completed_focus = KAT_invite_soviet_planners
			}
			add_equipment_to_stockpile = {
				type = motorized_equipment_1
				amount = 125
				producer = SOV
			}
		}
		custom_effect_tooltip = GEN_Automobile_tt
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: Scripted Effect
Component: DEN_bop_very_high_decrease_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_bop_very_high_decrease_effect = {
	add_power_balance_value = {
		id = DEN_balance_of_power
		value = -0.25
	}
}
### Entity: Idea
Component: tokyo_automobile_industries
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/japan.txt

Code:
tokyo_automobile_industries = {
	picture = JAP_isuzu_mot_1
	ai_will_do = {
		base = 1
	}
	allowed = {
		original_tag = JAP
		has_dlc = La Resistance
	}
	available = {

	}
	research_bonus = {
		armor = 0.1
	}
	traits = {
		armored_car_manufacturer
	}
}
### Entity: Trigger Reference
Construct: has_country_leader_with_trait
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_country_leader_with_trait

* Supported Scopes: COUNTRY
* Supported Targets: none

```
check if current country leader has specified trait.
has_country_leader_with_trait = big_fat_idiot
```
### Entity: Character
Component: CAR_pot
Source: game
File: common/characters/CAR.txt

Code:
CAR_pot = {
	advisor = {
		slot = political_advisor
		idea_token = CAR_pot
		allowed = {
			original_tag = CAR
		}
		traits = {
			prince_of_terror
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_2
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_defend_finland
Constructs: has_completed_focus, prerequisite, has_war, limit, has_government, owns_state, has_war_with, add_war_support
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_defend_finland
	icon = GFX_focus_FIN_suomalainen_sosialismi
	prerequisite = {
		focus = NOR_workers_and_farmers_rise
	} {
		focus = NOR_prosecute_the_nkp
	}
	x = 3
	y = 1
	relative_position_id = NOR_workers_and_farmers_rise
	cost = 5
	available = {
		has_war_support = > 0.6
		is_subject = no
		has_civil_war = no
		FIN = {
			OR = {
				owns_state = 146 147 722
			}
		} {
			NOT = {
				has_war_with = ROOT
			}
			has_capitulated = no
		}
		if = {
			limit = {
				is_historical_focus_on = yes
				SOU = {
					exists = yes
					NOT = {
						has_completed_focus = SOV_beaten_but_not_defeated
					}
				}
			}
			SOU = {
				OR = {
					has_wargoal_against = {
						target = FIN
					}
					has_war_with = FIN
				}
			}
		}
		else = {
			FIN = {
				exists = yes
				NOT = {
					has_government = communism
				}
			}
			any_other_country = {
				is_major = yes
				has_wargoal_against = FIN
			}
		}
	}
	bypass = {
		FIN = {
			NOT = {
				owns_state = 146 147 722
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		if = {
			limit = {
				FIN = {
					has_war = no
				}
			}
			give_guarantee = FIN
		}
		else = {
			add_to_war = {
				targeted_alliance = FIN
				enemy = SOV
				hostility_reason = asked_to_join
			}
		}
		add_war_support = 0.2
		add_political_power = 100
		add_manpower = 15000
		SOV = {
			add_opinion_modifier = {
				target = ROOT
				modifier = NOR_wants_to_defend_finland_bad
			}
		}
		FIN = {
			add_opinion_modifier = {
				target = ROOT
				modifier = NOR_wants_to_defend_finland_good
			}
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/LAO_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 1464
	division_template = Infantry Division
	start_experience_factor = 0.5
}
### Entity: Character
Component: FRI_jules_antoine_buhrer
Source: game
File: common/characters/FRI.txt

Code:
FRI_jules_antoine_buhrer = {
	name = Jules-Antoine Bührer
	portraits = {
		army = {
			large = gfx/leaders/FRI/Portrait_Indochina_Jules_Antoine_Buhrer.dds
			small = gfx/interface/ideas/FRI/idea_minister_indochina_jules_antoine_buhrer.dds
		}
	}
	advisor = {
		slot = army_chief
		idea_token = FRI_jules_antoine_buhrer
		allowed = {
			original_tag = FRI
		}
		cost = 100
		traits = {
			army_chief_offensive_2
		}
		ai_will_do = {
			factor = 1
		}
	}
	corps_commander = {
		traits = {
			old_guard trait_cautious
		}
		skill = 2
		attack_skill = 1
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 1
		legacy_id = 0
	}
}
### Entity: Decision
Component: GUAY_military_coup
Constructs: has_completed_focus, is_good, has_civil_war
Source: game
File: common/decisions/GUAY_decisions.txt

Code:
GUAY_military_coup = {
	GUAY_military_coup_mission = {
		icon = GFX_decision_revolt
		allowed = {
			OR = {
				original_tag = URG PAR
			}
		}
		visible = {
			always = yes
		}
		is_good = no
		available = {
			has_completed_focus = GUAY_appease_the_generals
		}
		activation = {
			has_civil_war = no
			has_completed_focus = GUAY_coup_detat
			NOT = {
				has_completed_focus = GUAY_appease_the_generals
			}
		}
		days_mission_timeout = 750
		timeout_effect = {
			start_civil_war = {
				ideology = neutrality
				size = 0.6
			}
		}
	}
}
### Entity: AI Strategy
Component: POL_monarchy_bermondtian_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_bermondtian_plan = {
	name = POL bermondtian plan
	desc = 
	allowed = {
		original_tag = POL
	}
	enable = {
		OR = {
			has_country_flag = POL_AI_RANDOM_BERMONDT
			has_game_rule = {
				rule = POL_ai_behavior
				option = BERMONDT
			}
		}
		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_cossack_king POL_restore_bermontians POL_develop_polish_ship_building POL_attract_poles_to_gdynia POL_study_foreign_built_ships POL_expand_gdynia_seaport POL_additional_research_slot1 POL_demand_LIT_pavel POL_prepare_for_the_next_war POL_demand_slovakia_pavel POL_governorate_livonia POL_seek_german_alignment POL_invest_in_the_old_polish_region POL_modernize_congressional_factories POL_warsaw_main_railway_station POL_assert_eastern_claims_pavel POL_new_military_academy POL_develop_gdansk_ship_building POL_expand_northern_rail POL_complete_the_bermontian_mission
	}
	research = {

	}
	ideas = {

	}
	traits = {
		captain_of_industry = 10
		popular_figurehead = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Modding Documentation
Construct: coordination_level
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### coordination_level
* description: coordination level of the leader
### Entity: AI Strategy
Component: EAI_armor_role
Constructs: has_country_flag, check_variable
Source: game
File: common/ai_templates/EAI_armor_role.txt

Code:
EAI_armor_role = {
	role = armor
	upgrade_prio = {
		base = 1000
	}
	GENERIC_LIGHT_ARMOR_TEMPLATE_18_A1 = {
		enable = {
			has_country_flag = {
				flag = EAI_LIGHT_ARMOR_TEMPLATE
				value = 11
			}
			NOT = {
				EAI_DESIGN_ARMOR_armored_engineer_upgrade_focus = yes
			}
		}
		upgrade_prio = {
			base = 1
		}
		reinforce_prio = 2
		can_upgrade_in_field = {
			always = yes
		}
		target_template = {
			regiments = {
				light_armor = 5
				motorized = 4
			}
			support = {
				logistics_company = 1
				anti_air = 1
				field_hospital = 1
			}
		}
	}
	GENERIC_LIGHT_ARMOR_TEMPLATE_18_A2 = {
		enable = {
			has_country_flag = {
				flag = EAI_LIGHT_ARMOR_TEMPLATE
				value = 11
			}
			EAI_DESIGN_ARMOR_armored_engineer_upgrade_focus = yes
		}
		upgrade_prio = {
			base = 1
		}
		reinforce_prio = 2
		can_upgrade_in_field = {
			always = yes
		}
		target_template = {
			regiments = {
				light_armor = 5
				motorized = 4
			}
			support = {
				light_flame_tank = 1
				logistics_company = 1
				anti_air = 1
				field_hospital = 1
				armored_engineer = 1
			}
		}
	}
	GENERIC_LIGHT_ARMOR_TEMPLATE_25_A1 = {
		enable = {
			has_country_flag = {
				flag = EAI_LIGHT_ARMOR_TEMPLATE
				value = 21
			}
			NOT = {
				EAI_DESIGN_ARMOR_armored_engineer_upgrade_focus = yes
			}
		}
		upgrade_prio = {
			base = 1
		}
		reinforce_prio = 2
		can_upgrade_in_field = {
			always = yes
		}
		target_template = {
			regiments = {
				light_armor = 7
				motorized = 5
			}
			support = {
				logistics_company = 1
				anti_air = 1
				field_hospital = 1
			}
		}
	}
	GENERIC_LIGHT_ARMOR_TEMPLATE_25_A2 = {
		enable = {
			has_country_flag = {
				flag = EAI_LIGHT_ARMOR_TEMPLATE
				value = 21
			}
			EAI_DESIGN_ARMOR_armored_engineer_upgrade_focus = yes
		}
		upgrade_prio = {
			base = 1
		}
		reinforce_prio = 2
		can_upgrade_in_field = {
			always = yes
		}
		target_template = {
			regiments = {
				light_armor = 7
				motorized = 5
			}
			support = {
				light_flame_tank = 1
				logistics_company = 1
				anti_air = 1
				field_hospital = 1
				armored_engineer = 1
			}
		}
	}
	GENERIC_LIGHT_ARMOR_TEMPLATE_35_A1 = {
		enable = {
			has_country_flag = {
				flag = EAI_LIGHT_ARMOR_TEMPLATE
				value = 31
			}
			NOT = {
				EAI_DESIGN_ARMOR_armored_engineer_upgrade_focus = yes
			}
		}
		upgrade_prio = {
			base = 1
		}
		reinforce_prio = 2
		can_upgrade_in_field = {
			always = yes

# ... (truncated)
### Entity: Technology
Component: engines_2
Constructs: is_major, enable_equipment_modules, research_cost
Source: game
File: common/technologies/bba_air_techs.txt

Code:
technology = {
	enable_equipment_modules = {
		engine_2_1x engine_2_2x engine_2_3x engine_2_4x engine_2_6x
	}
	on_research_complete = {
		custom_effect_tooltip = {
			localization_key = SP_UNLOCK_PROJECT
			PROJECT = sp_air_jet_engine
		}
	}
	research_cost = 1
	start_year = 1936
	folder = {
		name = bba_air_techs_folder
		position = {
			x = 0
			y = 4
		}
	}
	path = {
		leads_to_tech = engines_3
		research_cost_coeff = 1
	}
	categories = {
		air_equipment plane_modules_tech cat_air_engine mio_cat_all_light_fighter_and_modules mio_cat_all_cas_and_modules mio_cat_all_naval_bomber_and_modules mio_cat_all_medium_aircraft_and_modules mio_cat_all_heavy_aircraft_and_modules mio_cat_all_light_aircraft_and_modules
	}
	special_project_specialization = {
		specialization_air
	}
	ai_will_do = {
		factor = 5
		modifier = {
			is_major = yes
			factor = 2
		} {
			num_of_military_factories = < 10
			factor = 0
		} {
			date = > 1937.1.1
			factor = 1.5
		} {
			date = > 1938.1.1
			factor = 1.5
		} {
			date = > 1939.1.1
			factor = 3
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PRODUCTION_ASW_DD_navy_production_strategies
Constructs: limit, has_country_flag, set_country_flag, has_navy_size, clr_country_flag
Source: game
File: common/scripted_effects/EAI_PRODUCTION_strategy_effects.txt

Code:
EAI_PRODUCTION_ASW_DD_navy_production_strategies = {
	if = {
		limit = {
			NOT = {
				has_country_flag = EAI_ASW_DD_navy_production_1
			}
		}
		set_country_flag = EAI_ASW_DD_navy_production_1
	} {
		limit = {
			any_enemy_country = {
				has_navy_size = {
					size = > 40
					unit = submarine
				}
			}
		}
		if = {
			limit = {
				NOT = {
					has_country_flag = EAI_ASW_DD_navy_production_2
				}
			}
			set_country_flag = EAI_ASW_DD_navy_production_2
		}
	} {
		limit = {
			any_enemy_country = {
				has_navy_size = {
					size = > 60
					unit = submarine
				}
			}
		}
		if = {
			limit = {
				NOT = {
					has_country_flag = EAI_ASW_DD_navy_production_3
				}
			}
			set_country_flag = EAI_ASW_DD_navy_production_3
		}
	} {
		limit = {
			any_enemy_country = {
				has_navy_size = {
					size = > 80
					unit = submarine
				}
			}
		}
		if = {
			limit = {
				NOT = {
					has_country_flag = EAI_ASW_DD_navy_production_4
				}
			}
			set_country_flag = EAI_ASW_DD_navy_production_4
		}
	} {
		limit = {
			any_enemy_country = {
				has_navy_size = {
					size = > 100
					unit = submarine
				}
			}
		}
		if = {
			limit = {
				NOT = {
					has_country_flag = EAI_ASW_DD_navy_production_5
				}
			}
			set_country_flag = EAI_ASW_DD_navy_production_5
		}
	}
	else = {
		clr_country_flag = EAI_ASW_DD_navy_production_2
	} {
		clr_country_flag = EAI_ASW_DD_navy_production_3
	} {
		clr_country_flag = EAI_ASW_DD_navy_production_4
	} {
		clr_country_flag = EAI_ASW_DD_navy_production_5
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Template%3AAnchor.html

Doc:
[view] [edit] Template documentation
This documentation is transcluded from Template:Anchor/doc. (edit | history)
The
```
{{anchor}}
```
template can be used to manually create an anchor on a page out of any given text. For example, using
```
{{anchor|AAR}}
```
on the glossary page will allow other pages to link to
```
[[glossary#AAR|AAR]]
```
; the link will immediately jump to the definition of "AAR".
### Entity: Idea
Component: KMT_army_of_a_bygone_era_2
Constructs: has_completed_focus, army_defence_factor, limit, has_country_flag, army_attack_factor, removal_cost, add_timed_idea, conscription_factor
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_army_of_a_bygone_era_2 = {
	name = KMT_army_of_a_bygone_era
	removal_cost = -1
	picture = chi_army_corruption
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	on_remove = {
		IF = {
			limit = {
				has_country_flag = KMT_depol_nra
				has_completed_focus = KMT_modernize_the_army_new
			}
			add_timed_idea = {
				idea = KMT_army_of_a_bygone_era_3
				days = 30
			}
		}
		else_if = {
			limit = {
				has_completed_focus = KMT_modernize_the_army_new
			}
			add_timed_idea = {
				idea = KMT_army_of_a_bygone_era_3
				days = 40
			}
		} {
			limit = {
				has_country_flag = KMT_depol_nra
			}
			add_timed_idea = {
				idea = KMT_army_of_a_bygone_era_3
				days = 45
			}
		}
		else = {
			add_timed_idea = {
				idea = KMT_army_of_a_bygone_era_3
				days = 55
			}
		}
	}
	modifier = {
		army_attack_factor = -0.12
		army_defence_factor = -0.24
		conscription_factor = -0.24
		army_morale_factor = -0.24
		army_org_factor = -0.24
	}
}
### Entity: Character
Component: SWE_minor_opposition_party_in_power
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
SWE_minor_opposition_party_in_power = {
	random = no
	stability_factor = -0.05
}
### Entity: Order of Battle
Component: The Cavalry Brigade (Egypt)
Constructs: division_template
Source: game
File: history/units/ENG_1936.txt

Code:
division = {
	name = The Cavalry Brigade (Egypt)
	location = 4076
	division_template = Cavalry Brigade
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: National Focus
Tree: ukr_focus
Component: UKR_radar_network
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/ukraine.txt

Code:
focus = {
	id = UKR_radar_network
	icon = GFX_goal_generic_radar
	prerequisite = {
		focus = UKR_refine_air_doctrine
	}
	relative_position_id = UKR_refine_air_doctrine
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = radar_focus
			bonus = 1
			uses = 2
			category = radar_tech
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.5
		}
		add_ideas = r56_generic_radar_idea
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Technology
Component: etax_navy_focus
Constructs: is_major, allow_branch, has_global_flag, disable_r56_techs, research_cost
Source: game
File: common/technologies/r56e_etax.txt

Code:
technology = {
	allow_branch = {
		NOT = {
			has_global_flag = disable_r56_techs
		}
	}
	path = {
		leads_to_tech = etax_navy_firepower
		research_cost_coeff = 1
	} {
		leads_to_tech = etax_navy_defense
		research_cost_coeff = 1
	}
	doctrine = no
	research_cost = 3.0
	start_year = 1936
	production_speed_naval_facility_factor = 0.05
	battleship = {
		max_organisation = 5
	}
	battle_cruiser = {
		max_organisation = 5
	}
	heavy_cruiser = {
		max_organisation = 5
	}
	light_cruiser = {
		max_organisation = 5
	}
	carrier = {
		max_organisation = 5
	}
	destroyer = {
		max_organisation = 5
	}
	submarine = {
		max_organisation = 5
	}
	special_project_specialization = {
		specialization_naval
	}
	folder = {
		name = etax_folder
		position = {
			x = 12
			y = 2
		}
	}
	categories = {
		r56_special_research_division naval_doctrine naval_equipment cat_fleet_in_being cat_trade_interdiction cat_base_strike
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			is_major = yes
			date = < 1940.1.1
		} {
			factor = 2
			is_major = yes
			date = > 1940.1.2
		} {
			OR = {
				original_tag = SOV GER
			}
			factor = 0
		}
	}
}
### Entity: State History
Component: 401
Constructs: add_core_of
Source: game
File: history/states/401-Engels.txt

Code:
state = {
	id = 401
	name = STATE_401
	manpower = 309530
	state_category = rural
	resources = {
		steel = 10
		tungsten = 10
	}
	history = {
		owner = SOV
		buildings = {
			infrastructure = 2
		}
		add_core_of = SOV
		victory_points = {
			6502 1
		}
	}
	provinces = {
		410 452 499 3490 3551 6339 6430 6473 6502 6574 9337 9447 9473 9577 11321 11421 11458
	}
	local_supplies = 7.0
}
### Entity: Character
Component: grand_duchess_of_luxembourg
Constructs: war_support_factor, neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
grand_duchess_of_luxembourg = {
	random = no
	neutrality_drift = 0.03
	war_support_factor = 0.1
}
### Entity: Modifier Reference
Construct: dig_in_speed
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## dig_in_speed

* Number with 0 decimal places
* **Categories**: army, defensive