Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Leader
Component: camouflage_expert
Constructs: gain_xp
Source: game
File: common/unit_leader/00_traits.txt

Code:
camouflage_expert = {
	type = corps_commander
	gain_xp = {
		always = no
	}
	cost = 500
	modifier = {
		cas_damage_reduction = 0.5
		air_superiority_bonus_in_combat = -0.5
	}
	ai_will_do = {
		factor = 1
	}
	slot = high_command
	specialist_advisor_trait = army_concealment_1
	expert_advisor_trait = army_concealment_2
	genius_advisor_trait = army_concealment_3
	trait_type = assignable_trait
	any_parent = {
		commando
	}
	gui_row = 12
}
### Entity: Scripted Effect
Component: GER_lower_CGFF_small
Constructs: limit, has_dynamic_modifier, add_to_variable
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_lower_CGFF_small = {
	if = {
		limit = {
			OR = {
				has_dynamic_modifier = {
					modifier = GER_mefo_bills_modifier
				} {
					modifier = GER_economy_of_conquest_modifier
				}
			}
		}
		GER_modify_industrial_modifier = yes
		add_to_variable = {
			GER_industrial_consumer_goods_factor = -0.025
			tooltip = consumer_goods_factor_tt
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_naval_air_JAP
Source: game
File: common/ai_focuses/JAP.txt

Code:
ai_focus_naval_air_JAP = {
	research = {
		naval_air = 14.0
		naval_bomber = 3.0
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_demand_french_colonies
Constructs: prerequisite, limit, owns_state, completion_reward, is_subject, add_state_core
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_demand_french_colonies
	icon = GFX_focus_generic_attack_syria
	prerequisite = {
		focus = IRQ_demand_persian_gulf_colonies
	}
	available = {
		is_subject = no
	}
	relative_position_id = IRQ_anti_colonialism_policy
	x = 0
	y = 2
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		add_state_core = 677 680 554 799 553
		554 = {
			controller = {
				country_event = {
					id = r56_iraq.17
					hours = 12
				}
			}
		}
		if = {
			limit = {
				LEB = {
					exists = yes
					owns_state = 553
					NOT = {
						owns_state = 680
					}
				}
			}
			553 = {
				controller = {
					country_event = {
						id = r56_iraq.17
						hours = 12
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_censure_the_opposition
Constructs: prerequisite, limit, add_ideas, completion_reward, has_dlc, has_intelligence_agency, create_intelligence_agency
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_censure_the_opposition
	icon = GFX_focus_RAJ_a_policy_of_silence
	prerequisite = {
		focus = CHI_impair_the_control_yuan
	}
	x = 0
	y = 1
	relative_position_id = CHI_impair_the_control_yuan
	cost = 10
	available = {

	}
	search_filters = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = La Resistance
			}
			IF = {
				limit = {
					has_intelligence_agency = no
				}
				create_intelligence_agency = yes
			}
			upgrade_intelligence_agency = upgrade_passive_defense upgrade_interrogation_techniques
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		add_ideas = idea_CHI_opposition_censured
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_liberalisation_of_politics
Constructs: prerequisite, add_stability, completion_reward, add_political_power, set_variable
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_liberalisation_of_politics
	icon = GFX_goal_generic_democracy
	x = -2
	y = 1
	prerequisite = {
		focus = PAL_nashashbis_take_responsibility
	}
	cost = 5
	relative_position_id = PAL_nashashbis_take_responsibility
	completion_reward = {
		add_political_power = 125
		add_stability = -0.05
		set_variable = {
			PAL_add_religion = 10
		}
		PAL_religion_add = yes
		custom_effect_tooltip = PAL_liberal_up_marginal
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_FACTOR_mechanized_equipment_MAJORS
Constructs: is_major, has_equipment
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_FACTOR_mechanized_equipment_MAJORS = {
	enable = {
		has_equipment = {
			mechanized_equipment = < 1000
		}
		is_major = yes
		NOT = {
			EAI_armor_tech_focus = yes
		}
		EAI_DESIGN_ARMOR_mechanized_production_focus = yes
		OR = {
			EAI_LARM_equipment_production = yes
			EAI_MARM_equipment_production = yes
			EAI_HARM_equipment_production = yes
			EAI_MODARM_equipment_production = yes
		}
	}
	abort = {
		NOT = {
			AND = {
				has_equipment = {
					mechanized_equipment = < 2000
				}
				is_major = yes
				NOT = {
					EAI_armor_tech_focus = yes
				} {
					EAI_DESIGN_ARMOR_mechanized_production_focus = yes
				}
				OR = {
					EAI_LARM_equipment_production = yes
					EAI_MARM_equipment_production = yes
					EAI_HARM_equipment_production = yes
					EAI_MODARM_equipment_production = yes
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_variant_production_factor
		id = mechanized_equipment
		value = 50
	}
}
### Entity: Scripted Trigger
Component: BUL_foreign_agreements_in_faction_with_eng
Constructs: is_in_faction_with, is_subject_of
Source: game
File: common/scripted_triggers/BUL_scripted_triggers.txt

Code:
BUL_foreign_agreements_in_faction_with_eng = {
	custom_trigger_tooltip = {
		tooltip = BUL_foreign_agreements_factions_eng_tt
		NOT = {
			AND = {
				is_in_faction_with = ENG
				NOT = {
					ENG = {
						is_subject_of = ROOT
					}
				}
			}
		}
	}
}
### Entity: Shared Focus
Tree: kmt_focus
Component: KMT_nanjing_academy_of_the_sciences
Constructs: shared_focus, has_completed_focus, prerequisite, has_government, completion_reward, add_research_slot
Source: game
File: common/national_focus/the_national_catastrophe_shared.txt

Code:
shared_focus = {
	id = KMT_nanjing_academy_of_the_sciences
	icon = GFX_focus_generic_socialist_science
	prerequisite = {
		focus = KMT_chinese_five_year_plan
	}
	available = {
		has_completed_focus = KMT_purge_of_the_academies
		has_government = communism
	}
	x = -2
	y = 1
	cost = 8.6
	ai_will_do = {
		factor = 2.1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	relative_position_id = KMT_chinese_five_year_plan
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Modifier Reference
Construct: industrial_capacity_factory_powered
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## industrial_capacity_factory_powered

* Number with 2 decimal places
* **Categories**: country, war_production
### Entity: Event
Component: new_ger.93
Constructs: is_triggered_only, ai_chance, has_completed_focus, has_country_flag, add_stability, add_political_power, is_in_faction_with, has_global_flag
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.93
	title = new_ger.93.t
	desc = new_ger.93.d
	picture = GFX_report_event_germany_politician_handshake
	is_triggered_only = yes
	option = {
		name = new_ger.93.a
		ai_chance = {
			base = 50
			modifier = {
				factor = 0
				strength_ratio = {
					tag = GER
					ratio = > 0.75
				}
			} {
				factor = 0.2
				strength_ratio = {
					tag = GER
					ratio = > 0.5
				}
			} {
				add = 20
				is_in_faction_with = GER
			} {
				factor = 0.05
				has_global_flag = CZE_anschluss_sabotage_flag
			} {
				factor = 2
				has_idea = AUS_july_agreement
			} {
				factor = 0
				AUS = {
					has_country_flag = protected_by_the_stresa_front_flag
				}
			} {
				factor = 0
				OR = {
					has_country_flag = AUS_west_allied AUS_italy_allied
					is_in_faction_with = ITA
				}
			}
		}
		FROM = {
			add_to_faction = ROOT
			clr_country_flag = GER_austria_active
		}
		add_political_power = 75
		add_stability = 0.05
		hidden_effect = {
			FROM = {
				country_event = CHI_warlords.20
			}
		}
	} {
		name = new_ger.93.b
		ai_chance = {
			base = 15
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			} {
				add = -10
				is_in_faction = no
			} {
				add = 80
				ITA = {
					OR = {
						has_completed_focus = ITA_guarantee_austrian_independence
						is_in_faction_with = AUS
					}
				}
			}
		}
		FROM = {
			clr_country_flag = GER_austria_active
		}
		hidden_effect = {
			FROM = {
				country_event = CHI_warlords.19
			}
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_strengthen_military_industrial
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_strengthen_military_industrial
	icon = GFX_goal_generic_munitions_factories
	relative_position_id = ISR_judea_fell
	x = -1
	y = 1
	prerequisite = {
		focus = ISR_judea_fell
	}
	cost = 5
	completion_reward = {
		add_ideas = ISR_push_military_industries
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_sea_establish_the_northern_resource_area
Constructs: prerequisite, limit, completion_reward, has_tech, cancel_if_invalid, add_building_construction, add_resource, unlock_decision_category_tooltip
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_sea_establish_the_northern_resource_area
	icon = GFX_focus_generic_mining_industry
	x = 1
	y = 1
	relative_position_id = JAP_a_green_persimmon
	prerequisite = {
		focus = JAP_a_green_persimmon JAP_the_persimmon_has_ripened
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_tech = excavation1
		564 = {
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
		OR = {
			657 = {
				state_is_fully_controlled_by_ROOT_or_subject = yes
			}
			408 = {
				state_is_fully_controlled_by_ROOT_or_subject = yes
			}
			560 = {
				state_is_fully_controlled_by_ROOT_or_subject = yes
			}
			409 = {
				state_is_fully_controlled_by_ROOT_or_subject = yes
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		657 = {
			IF = {
				limit = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
					infrastructure = < 5
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
		408 = {
			IF = {
				limit = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
					infrastructure = < 5
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
		560 = {
			IF = {
				limit = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
					infrastructure = < 5
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
		409 = {
			IF = {
				limit = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
					infrastructure = < 5
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
		564 = {
			add_resource = {
				type = aluminium
				amount = 8
			}
			IF = {
				limit = {
					infrastructure = < 5
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
		unlock_decision_category_tooltip = prospect_for_resources
	}
}
### Entity: Character
Component: DOM_jacinto_peynado
Source: game
File: common/characters/DOM.txt

Code:
DOM_jacinto_peynado = {
	name = Jacinto Peynado
	portraits = {
		civilian = {
			large = GFX_portrait_Jacinto_Peynado
		}
	}
	country_leader = {
		ideology = fascism_ideology
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Idea
Component: renard
Constructs: has_completed_focus, research_bonus, equipment_bonus
Source: game
File: common/ideas/r56_belgium.txt

Code:
renard = {
	allowed = {
		OR = {
			original_tag = BEL FLA
		}
	}
	available = {
		OR = {
			AND = {
				original_tag = BEL
				OR = {
					has_completed_focus = BEL_Renard_fighters BEL_renard_constructions_aeronautiques BEL_stampe_et_vertrongen
				}
			}
			original_tag = FLA
		}
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		experimental_light_aircraft_manufacturer
	}
	equipment_bonus = {

	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_infantry_is_our_backbone
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_infantry_is_our_backbone
	icon = GFX_focus_chi_army_reform
	prerequisite = {
		focus = TUR_infantry_advancements
	}
	x = 0
	y = 1
	relative_position_id = TUR_infantry_advancements
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = infantry_weapons_bonus
			ahead_reduction = 1.5
			uses = 2
			category = infantry_weapons artillery
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: State History
Component: 621
Constructs: add_core_of, remove_building
Source: game
File: history/states/621-China 18.txt

Code:
state = {
	id = 621
	name = STATE_621
	manpower = 1582100
	state_category = pastoral
	resources = {
		coal = 7
	}
	history = {
		owner = SHX
		add_core_of = SHX CHI PRC MEN
		victory_points = {
			7158 1
		} {
			7631 1
		}
		buildings = {
			infrastructure = 1
			industrial_complex = 1
		}
		1939.1.1 = {
			remove_building = {
				type = industrial_complex
				level = 1
			}
			owner = PRC
			controller = MEN
		}
	}
	provinces = {
		2087 4525 7158 7631 10424 10629 12403 12609 12880
	}
	buildings_max_level_factor = 1.0
	local_supplies = 4.0
}
### Entity: Order of Battle
Component: 35th Vodka Division
Constructs: division_template
Source: game
File: history/units/r56w_WHY.txt

Code:
division = {
	name = 35th Vodka Division
	location = 3513
	division_template = Vodka and Crumpets
	start_experience_factor = 0.75
}
### Entity: National Focus
Tree: dnz_focus
Component: DNZ_fighter_focus
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus, fighter_bonus
Source: game
File: common/national_focus/Danzig.txt

Code:
focus = {
	id = DNZ_fighter_focus
	icon = GFX_goal_generic_air_fighter
	prerequisite = {
		focus = DNZ_aviation_effort
	}
	mutually_exclusive = {
		focus = DNZ_bomber_focus
	}
	relative_position_id = DNZ_aviation_effort
	x = 1
	y = 1
	cost = 10
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = DNZ_fighter_focus
				bonus = 1
				uses = 2
				category = light_air
			}
		}
		else = {
			add_tech_bonus = {
				name = fighter_bonus
				bonus = 1
				uses = 2
				category = light_fighter cat_heavy_fighter
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: INS_political_events.4
Constructs: is_triggered_only, create_wargoal, take_state_focus
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_political_events.4
	title = INS_political_events.4.t
	desc = INS_political_events.4.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = INS_political_events.4.a
		effect_tooltip = {
			create_wargoal = {
				type = take_state_focus
				target = 721
				 = .OWNER
				generator = {
					721
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: USA_mine_sweeping
Source: game
File: common/ai_navy/goals/goals_USA.txt

Code:
USA_mine_sweeping = {
	objective_type = mines_sweeping
	available_for = {
		USA
	}
	min_priority = 3
	max_priority = 8
}
### Entity: State History
Component: 239
Constructs: add_core_of
Source: game
File: history/states/239-Saratov.txt

Code:
state = {
	id = 239
	name = STATE_239
	manpower = 1226088
	state_category = town
	history = {
		owner = SOV
		buildings = {
			infrastructure = 3
			industrial_complex = 1
		}
		victory_points = {
			3578 5
		}
		add_core_of = SOV
	}
	provinces = {
		326 353 433 483 578 3304 3316 3343 3426 3465 3477 3578 6328 6366 6450 6492 9326 9352 9460 9564 11308 11408 11449 11551
	}
	local_supplies = 0.0
}
### Entity: Event
Component: mtg_usa_civil_war_democrats.16
Constructs: is_triggered_only, limit, random_owned_state, is_csa_state, is_controlled_by, remove_building, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_civil_war_democrats.16
	title = mtg_usa_civil_war_democrats.16.t
	desc = mtg_usa_civil_war_democrats.16.desc
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	option = {
		name = mtg_usa_civil_war_democrats.16.a
		random_owned_state = {
			limit = {
				not = {
					is_csa_state = yes
				}
				is_controlled_by = ROOT
				industrial_complex = > 0
			}
			remove_building = {
				type = industrial_complex
				level = 1
			}
		} {
			limit = {
				is_csa_state = yes
				is_controlled_by = ROOT
				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
			}
		}
		hidden_effect = {
			country_event = {
				id = mtg_usa_civil_war_democrats.4
				days = 15
				random_days = 3
			}
		}
	}
}
### Entity: Scripted Effect
Component: DEN_restore_manpower
Constructs: limit, add_ideas, has_country_flag, clr_country_flag
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_restore_manpower = {
	if = {
		limit = {
			has_country_flag = DEN_had_volunteer_only_flag
		}
		add_ideas = volunteer_only
		clr_country_flag = DEN_had_volunteer_only_flag
	} {
		limit = {
			has_country_flag = DEN_had_limited_conscription_flag
		}
		add_ideas = limited_conscription
		clr_country_flag = DEN_had_limited_conscription_flag
	}
	else_if = {
		limit = {
			has_country_flag = DEN_had_extensive_conscription_flag
		}
		add_ideas = extensive_conscription
		clr_country_flag = DEN_had_extensive_conscription_flag
	} {
		limit = {
			has_country_flag = DEN_had_service_by_requirement_flag
		}
		add_ideas = service_by_requirement
		clr_country_flag = DEN_had_service_by_requirement_flag
	} {
		limit = {
			has_country_flag = DEN_had_all_adults_serve_flag
		}
		add_ideas = all_adults_serve
		clr_country_flag = DEN_had_all_adults_serve_flag
	} {
		limit = {
			has_country_flag = DEN_had_scraping_the_barrel_flag
		}
		add_ideas = scraping_the_barrel
		clr_country_flag = DEN_had_scraping_the_barrel_flag
	}
	clr_country_flag = DEN_cannot_increase_conscription_law
}
### Entity: Unit Template
Component: EST_ARM_01
Source: game
File: common/units/names_divisions/EST_names_divisions.txt

Code:
EST_ARM_01 = {
	name = Tank Division
	for_countries = {
		EST
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	link_numbering_with = {
		EST_INF_01
	}
	fallback_name = %s Tankidiviisi
	ordered = {
		1 = {
			%s Tankidiviisi
		}
		2 = {
			%s Tankidiviisi
		}
		3 = {
			%s Tankidiviisi
		}
		4 = {
			%s Tankidiviisi
		}
		5 = {
			%s Tankidiviisi
		}
		6 = {
			%s Tankidiviisi
		}
		7 = {
			%s Tankidiviisi
		}
		8 = {
			%s Tankidiviisi
		}
		9 = {
			%s Tankidiviisi
		}
		10 = {
			%s Tankidiviisi
		}
	}
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_peel_commision
Constructs: prerequisite, limit, has_country_flag, completion_reward, is_subject, random_hours
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_peel_commision
	icon = GFX_goal_generic_foreign_diplomacy2
	relative_position_id = MPL_a_forgone_conclusion
	x = 0
	y = 1
	prerequisite = {
		focus = MPL_a_forgone_conclusion
	}
	bypass = {
		is_subject = no
	}
	available = {
		if = {
			limit = {
				OR = {
					has_country_flag = MPL_trigger_collapse_PAL
				}
			}
			NOT = {
				has_country_flag = MPL_trigger_collapse_PAL
			}
		}
		else_if = {
			limit = {
				OR = {
					has_country_flag = MPL_trigger_collapse_ISR
				}
			}
			NOT = {
				has_country_flag = MPL_trigger_collapse_ISR
			}
		}
	}
	cost = 4
	completion_reward = {
		country_event = {
			id = mandate_palestine.3
			days = 1
			random_hours = 12
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_finish_the_trans_iranian_railway
Constructs: prerequisite, limit, completion_reward, build_railway, add_building_construction
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_finish_the_trans_iranian_railway
	icon = GFX_goal_generic_construct_infrastructure
	cost = 10
	prerequisite = {
		focus = PER_foreign_exchange_controls PER_increase_machines_import
	}
	x = 3
	y = 1
	ai_will_do = {
		factor = 25
	}
	completion_reward = {
		if = {
			limit = {
				controls_state = 266
			}
			build_railway = {
				path = {
					10837 10768 10385 7602
				}
			}
			266 = {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				controls_state = 417
			}
			build_railway = {
				path = {
					2065 1982 10922
				}
			}
		} {
			limit = {
				controls_state = 413
			}
			build_railway = {
				path = {
					5005 7953 1922
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: GER_tragergruppen_ns
Constructs: removal_cost, sortie_efficiency
Source: game
File: common/ideas/GER.txt

Code:
GER_tragergruppen_ns = {
	picture = generic_navy_carrier_bonus
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		fighter_sortie_efficiency = 0.05
		sortie_efficiency = 0.05
		navy_carrier_air_agility_factor = 0.05
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/CZE_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = CZE
		}
		requested_factories = 2
		progress = 0.18
		efficiency = 100
		industrial_manufacturer = mio:CZE_zbrojovka_brno_organization
	} {
		equipment = {
			type = support_equipment_1
			creator = CZE
		}
		requested_factories = 1
		progress = 0.48
		efficiency = 100
	} {
		equipment = {
			type = light_tank_equipment_2
			creator = CZE
		}
		requested_factories = 2
		progress = 0.48
		efficiency = 100
		industrial_manufacturer = mio:CZE_ckd_organization
	} {
		equipment = {
			type = artillery_equipment_1
			creator = CZE
		}
		requested_factories = 1
		progress = 0.3
		efficiency = 50
		industrial_manufacturer = mio:CZE_skoda_artillery_organization
	}
}