Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Trigger
Component: EAI_reserve_manpower_more_than_15p
Constructs: check_variable, has_manpower
Source: game
File: common/scripted_triggers/EAI_MISC_triggers.txt

Code:
EAI_reserve_manpower_more_than_15p = {
	OR = {
		check_variable = {
			EAI_reserve_mp_ratio = > 0.15
		}
		has_manpower = > 187500
	}
}
### Entity: Character
Component: OCC_communist_guy
Constructs: has_government
Source: game
File: common/characters/OCC.txt

Code:
OCC_communist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = OCC_communist_guy
		allowed = {
			original_tag = OCC
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			not = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_3
		}
	}
}
### Entity: Order of Battle
Component: air_wing_112
Source: game
File: history/units/POR_1939_air_legacy.txt

Code:
air_wings = {
	112 = {
		tac_bomber_equipment_0 = {
			owner = POR
			amount = 20
		}
		fighter_equipment_0 = {
			owner = POR
			amount = 30
		}
	}
}
### Entity: Character
Component: emperor_showa
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
emperor_showa = {
	random = no
	stability_factor = 0.6
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_arm_the_people
Constructs: prerequisite, add_ideas, completion_reward, set_variable, set_country_flag
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_arm_the_people
	prerequisite = {
		focus = PRU_rallying_the_peasants
	}
	icon = GFX_goal_red_army
	x = 0
	y = 1
	relative_position_id = PRU_rallying_the_peasants
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = PRU_arm_people
		PRU_increase_army_10_percent = yes
		custom_effect_tooltip = PRU_ur_loyalty_hostile_status_text
		set_variable = {
			PRU_ur_loyalty = -2
		}
		PRU_partidos_update_update_effect = yes
		PRU = {
			set_country_flag = PRU_ur_exclu
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Wiki Documentation
Construct: Files
Source: wiki
File: wiki/Hearts_of_Iron_4_Wiki%3AWork_needed.html

Doc:
Files[edit]
These are files that are needed, or a higher quality map of it.

Province Map and Political Map in game 1936 and 1939.

Retrieved from "http://www.hoi4wiki.com/index.php?title=Hearts_of_Iron_4_Wiki:Work_needed&oldid=1920"
### Entity: National Focus
Tree: ins_focus
Component: INS_prepare_raiding_bases
Constructs: every_owned_state, prerequisite, limit, add_war_support, completion_reward, is_in_array
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_prepare_raiding_bases
	icon = GFX_focus_PRC_raid_weapon_depots
	available = {

	}
	prerequisite = {
		focus = INS_underground_revolution
	}
	mutually_exclusive = {

	}
	x = -3
	y = 3
	relative_position_id = INS_underground_revolution
	cost = 5
	search_filters = {

	}
	completion_reward = {
		add_war_support = 0.05
		every_owned_state = {
			limit = {
				is_in_array = {
					array = INS.owned_states_at_game_start
					value = THIS
				}
				impassable = no
			}
			construct_building_in_random_province = {
				bunker = 1
			}
		}
	}
}
### Entity: Character
Component: TAOG_foreign_affairs_minister
Source: game
File: common/country_leader/taog_traits.txt

Code:
TAOG_foreign_affairs_minister = {
	sprite = 13
	random = no
	cic_to_overlord_factor = -0.1
	mic_to_overlord_factor = -0.25
	autonomy_gain_trade_factor = 0.3
	ai_will_do = {
		factor = 2
	}
}
### Entity: Event
Component: ww_BEL_event_diplomatic.37
Constructs: is_triggered_only, ai_chance
Source: game
File: events/WUW_Belgium.txt

Code:
country_event = {
	id = ww_BEL_event_diplomatic.37
	title = ww_BEL_event_diplomatic.37.t
	desc = ww_BEL_event_diplomatic.37.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = ww_BEL_event_diplomatic.37.a
		ai_chance = {
			base = 6
		}
	}
}
### Entity: Event
Component: BBA_italy_naval_cooperation_programs.09
Constructs: is_triggered_only, clr_country_flag, add_timed_idea
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_naval_cooperation_programs.09
	title = BBA_italy_naval_cooperation_programs.09.t
	desc = BBA_italy_naval_cooperation_programs.09.desc
	picture = GFX_report_event_sailors_in_working_rig
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			clr_country_flag = ITA_escort_ships_purchase_ongoing_flag
		}
	}
	option = {
		name = BBA_italy_naval_cooperation_programs.09.a
		hidden_effect = {
			transfer_ship = {
				prefer_name = RCT Bettino Ricasoli
				type = destroyer
				target = FROM
				exclude_refitting = yes
			} {
				prefer_name = RCT Giovanni Nicotera
				type = destroyer
				target = FROM
				exclude_refitting = yes
			} {
				prefer_name = RCT Astore
				type = destroyer
				target = FROM
				exclude_refitting = yes
			} {
				prefer_name = RCT Spica
				type = destroyer
				target = FROM
				exclude_refitting = yes
			}
		}
		custom_effect_tooltip = ITA_cooperation_programs_deal_others_tt
		add_timed_idea = {
			idea = ITA_sold_obsolete_escort_ships_ns
			days = 365
		}
	}
}
### Entity: Order of Battle
Component: XIX Brigada Internacionales
Constructs: division_template
Source: game
File: history/units/SPR_Civil_War.txt

Code:
division = {
	name = XIX Brigada Internacionales
	location = 13233
	division_template = Brigada Internacionales
}
### Entity: Idea
Component: SPR_oppose_the_communists
Constructs: army_defence_factor, has_government, army_attack_factor, communism_drift
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_oppose_the_communists = {
	picture = generic_democratic_drift_bonus
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		army_defence_factor = -0.05
		army_attack_factor = -0.05
		communism_drift = -0.1
		stability_weekly = -0.002
	}
}
### Entity: Event
Component: AFG_political_events.06
Constructs: is_triggered_only, ai_chance, limit, every_state, add_claim_by
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_political_events.06
	title = AFG_political_events.06.t
	desc = AFG_political_events.06.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AFG_political_events.06.a
		ai_chance = {
			base = 10
		}
		every_state = {
			limit = {
				OR = {
					state = 442 445
				}
			}
			add_claim_by = ROOT
		}
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_expand_the_galati_shipyards
Constructs: limit, completion_reward, cancel_if_invalid, complete_tooltip, random_state, has_state_flag, add_building_construction, random_owned_controlled_state
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_expand_the_galati_shipyards
	icon = GFX_goal_generic_construct_naval_dockyard
	x = 47
	y = 0
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {
		navy_experience = 25
		random_state = {
			limit = {
				has_state_flag = ROM_expand_the_galati_shipyards_AB
			}
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
	completion_reward = {
		navy_experience = 25
		random_owned_controlled_state = {
			prioritize = {
				971
			}
			limit = {
				ROOT = {
					has_full_control_of_state = PREV
				}
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
			set_state_flag = ROM_expand_the_galati_shipyards_AB
		}
	}
}
### Entity: Event
Component: mongol_greater_mongolia.33
Constructs: is_triggered_only, add_war_support, set_rule, create_wargoal, puppet_wargoal_focus
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_greater_mongolia.33
	title = mongol_greater_mongolia.33.t
	desc = mongol_greater_mongolia.33.d
	picture = GFX_report_event_lithuanian_ultimatum
	is_triggered_only = yes
	option = {
		name = mongol_greater_mongolia.33.a
		add_war_support = 0.05
		set_rule = {
			can_join_factions = yes
		}
		ROOT = {
			create_wargoal = {
				target = FROM
				type = puppet_wargoal_focus
				expire = 0
			}
		}
	}
}
### Entity: National Focus
Tree: ukr_focus
Component: UKR_empower_the_head_of_state
Constructs: prerequisite, limit, has_government, add_stability, completion_reward, add_political_power, is_subject, add_popularity
Source: game
File: common/national_focus/ukraine.txt

Code:
focus = {
	id = UKR_empower_the_head_of_state
	icon = GFX_focus_usa_voter_registration_act
	prerequisite = {
		focus = UKR_reborn_through_war UKR_free_and_at_peace
	}
	relative_position_id = UKR_reborn_through_war
	mutually_exclusive = {
		focus = UKR_elect_the_verkhovna_rada UKR_continue_communist_rule
	}
	x = 38
	y = 1
	cost = 5
	ai_will_do = {
		factor = 100
	}
	available = {
		if = {
			limit = {
				is_subject = yes
			}
			OR = {
				has_government = neutrality fascism
				OVERLORD = {
					has_government = neutrality
				} {
					has_government = fascism
				}
			}
		}
	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.15
		} {
			ideology = fascism
			popularity = 0.15
		}
		add_political_power = 100
		add_stability = -0.05
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Decision
Component: BUL_the_fate_of_the_balkans_dec_cat
Constructs: has_completed_focus, has_government, has_dlc, is_faction_leader, is_subject
Source: game
File: common/decisions/categories/BUL_decision_categories.txt

Code:
BUL_the_fate_of_the_balkans_dec_cat = {
	icon = GFX_decision_category_eng_move_to_secure_the_dominions
	picture = GFX_decision_cat_picture_balkan_faction
	allowed = {
		original_tag = BUL
		has_dlc = Battle for the Bosporus
	}
	visible = {
		has_completed_focus = BUL_the_fate_of_the_balkans
		NOT = {
			has_government = communism
		} {
			has_government = democratic
		}
		is_faction_leader = yes
		is_subject = no
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_first_five_year_plan_focus
Constructs: prerequisite, limit, remove_ideas, has_government, completion_reward, is_subject_of, is_subject, is_in_faction_with
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_first_five_year_plan_focus
	icon = GFX_5year_plan_complete
	prerequisite = {
		focus = MON_example_of_communist_paradise MON_true_hero_for_the_people MON_stay_on_guard
	}
	x = -2
	y = 1
	relative_position_id = MON_true_hero_for_the_people
	cost = 8
	ai_will_do = {
		factor = 30
	}
	available = {
		has_government = communism
		OR = {
			is_subject_of = SOV
			AND = {
				is_subject = no
				is_in_faction_with = SOV
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = MON_new_course_policy_idea
			}
			remove_ideas = MON_new_course_policy_idea
		}
		add_timed_idea = {
			idea = MON_first_five_year_plan
			days = 1826
		}
		random_owned_controlled_state = {
			prioritize = {
				330
			}
			limit = {
				is_core_of = 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
			}
		} {
			prioritize = {
				820
			}
			limit = {
				is_core_of = 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
			}
		}
	}
}
### Entity: Idea
Component: CHI_tsr_low_legitimacy_3
Constructs: stability_factor, war_support_factor, has_dlc, removal_cost
Source: game
File: common/ideas/china_shared.txt

Code:
CHI_tsr_low_legitimacy_3 = {
	picture = man_low_legitimacy4
	name = CHI_tsr_low_legitimacy
	allowed = {
		has_dlc = No Compromise, No Surrender
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		stability_factor = -0.1
		war_support_factor = -0.1
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_soldier_king
Constructs: prerequisite, completion_reward, has_country_leader, add_country_leader_trait, add_field_marshal_role
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_soldier_king
	icon = GFX_focus_ger_return_of_the_kaiser
	prerequisite = {
		focus = POL_habsburg
	}
	relative_position_id = POL_habsburg
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available = {
		has_country_leader = {
			ruling_only = yes
			character = POL_karl_albrecht
		}
	}
	bypass = {

	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		POL_karl_albrecht = {
			add_country_leader_trait = POL_soldier_king
		}
		add_field_marshal_role = {
			character = POL_karl_albrecht
			traits = {
				infantry_officer war_hero
			}
			skill = 3
			attack_skill = 4
			defense_skill = 3
			planning_skill = 2
			logistics_skill = 2
			legacy_id = -1
		}
	}
}
### Entity: Unit Template
Component: ROM_PAR_01
Source: game
File: common/units/names_divisions/ROM_names_divisions.txt

Code:
ROM_PAR_01 = {
	name = Paratrooper Divisions
	for_countries = {
		ROM
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = Divizie %d Parasutisti
	ordered = {
		1 = {
			Divizie %d Parasutisti
		}
		2 = {
			Divizie %d Parasutisti
		}
		3 = {
			Divizie %d Parasutisti
		}
		4 = {
			Divizie %d Parasutisti
		}
		5 = {
			Divizie %d Parasutisti
		}
		6 = {
			Divizie %d Parasutisti
		}
		7 = {
			Divizie %d Parasutisti
		}
		8 = {
			Divizie %d Parasutisti
		}
		9 = {
			Divizie %d Parasutisti
		}
		10 = {
			Divizie %d Parasutisti
		}
		11 = {
			Divizie %d Parasutisti
		}
		12 = {
			Divizie %d Parasutisti
		}
		13 = {
			Divizie %d Parasutisti
		}
		14 = {
			Divizie %d Parasutisti
		}
		15 = {
			Divizie %d Parasutisti
		}
		16 = {
			Divizie %d Parasutisti
		}
		17 = {
			Divizie %d Parasutisti
		}
		18 = {
			Divizie %d Parasutisti
		}
		19 = {
			Divizie %d Parasutisti
		}
		20 = {
			Divizie %d Parasutisti
		}
		21 = {
			Divizie %d Parasutisti
		}
		22 = {
			Divizie %d Parasutisti
		}
		23 = {
			Divizie %d Parasutisti
		}
		24 = {
			Divizie %d Parasutisti
		}
		25 = {
			Divizie %d Parasutisti
		}
		26 = {
			Divizie %d Parasutisti
		}
		27 = {
			Divizie %d Parasutisti
		}
		28 = {
			Divizie %d Parasutisti
		}
		29 = {
			Divizie %d Parasutisti
		}
		30 = {
			Divizie %d Parasutisti
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_capital_focus
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_mastery_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_capital_focus
	icon = GFX_focus_generic_navy_battleship2
	prerequisite = {
		focus = CZE_cruiser__catchup_1
	} {
		focus = CZE_battleship_catchup_1
	}
	mutually_exclusive = {
		focus = CZE_raiding_focus
	}
	x = 1
	y = 3
	relative_position_id = CZE_access_to_the_sea
	cost = 10
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_mastery_bonus = {
			name = CZE_capital_focus
			bonus = 0.1
			days = 240
			track = carriers
		} {
			name = CZE_capital_focus
			bonus = 0.1
			days = 240
			track = capital_ships
		}
		add_doctrine_cost_reduction = {
			name = CZE_capital_focus
			cost_reduction = 0.25
			uses = 2
			category = naval_doctrine
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_fund_armscor
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, has_dlc, add_mio_funds
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_fund_armscor
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = PHI_urbanize_the_islands
	}
	relative_position_id = PHI_urbanize_the_islands
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		controls_state = 327
	}
	bypass_if_unavailable = yes
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				327
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		if = {
			limit = {
				has_dlc = Trial of Allegiance
			}
			mio:PHI_manila_arsenal_organization = {
				add_mio_funds = 500
				add_mio_size = 1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: MAC_democratic_politician
Constructs: has_government
Source: game
File: common/characters/MAC.txt

Code:
MAC_democratic_politician = {
	name = Damjan Velkoski
	portraits = {
		civilian = {
			large = GFX_idea_generic_political_advisor_europe_2
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = MAC_democratic_politician
		allowed = {
			original_tag = MAC
		}
		traits = {
			democratic_reformer
		}
		do_effect = {
			NOT = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_Mass_Immunizations_old
Constructs: has_completed_focus, prerequisite, limit, remove_ideas, has_country_flag, completion_reward, set_country_flag, has_idea
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_Mass_Immunizations_old
	text = SOV_Mass_Immunizations
	icon = GFX_goal_medicine
	prerequisite = {
		focus = SOV_Social_Welfare_old
	}
	x = 6
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	bypass = {
		has_country_flag = SOV_mass_immunizations_happened_1
	}
	available = {

	}
	available_if_capitulated = yes
	select_effect = {
		set_country_flag = SOV_mass_immunizations_happened
	}
	completion_reward = {
		set_country_flag = SOV_mass_immunizations_happened_1
		if = {
			limit = {
				has_idea = SOV_risk_of_disease
			}
			remove_ideas = SOV_risk_of_disease
		} {
			limit = {
				has_idea = SOV_proliferation_of_disease
			}
			remove_ideas = SOV_proliferation_of_disease
		} {
			limit = {
				has_idea = SOV_widespread_outbreaks
			}
			remove_ideas = SOV_widespread_outbreaks
		} {
			limit = {
				has_completed_focus = SOV_Invest_in_Engineering_old
			}
			add_timed_idea = {
				idea = SOV_engineering_push
				days = 30
			}
		}
		add_tech_bonus = {
			name = hospital_bonus
			bonus = 1
			uses = 1
			category = hospital_tech
		}
		modify_timed_idea = {
			idea = SOV_revolutionized_industry_1
			days = 10
		} {
			idea = SOV_revolutionized_industry_2
			days = 10
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: democratic_reformer
Constructs: democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
democratic_reformer = {
	random = no
	sprite = 13
	democratic_drift = 0.1
	ai_will_do = {
		factor = 0
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_grieve_stalin_old
Constructs: has_completed_focus, has_government, add_stability, completion_reward, add_political_power, has_global_flag, allow_branch
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_grieve_stalin_old
	text = SOV_grieve_stalin
	icon = GFX_focus_fra_loyalty_stalin
	available = {
		has_global_flag = stalin_dead
		has_government = communism
	}
	allow_branch = {
		has_completed_focus = SOV_great_purge
	}
	x = 0
	y = 4
	relative_position_id = SOV_tank_programs
	cost = 10
	ai_will_do = {
		factor = 1000
	}
	completion_reward = {
		add_political_power = -50
		add_stability = 0.01
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: COR_acr
Source: game
File: common/ideas/corsica.txt

Code:
COR_acr = {
	picture = generic_air_asia_3
	allowed = {
		original_tag = COR
	}
	traits = {
		air_chief_reform_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Modifier Reference
Component: SWE_folkhemmet
Constructs: stability_factor, war_support_factor
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
SWE_folkhemmet = {
	enable = {
		always = yes
	}
	icon = GFX_idea_SWE_folkhemmet
	stability_factor = folkhemmet_stability
	production_speed_industrial_complex_factor = folkhemmet_civ
	production_speed_infrastructure_factor = folkhemmet_infra
	war_support_factor = folkhemmet_war_support
	production_speed_arms_factory_factor = folkhemmet_mil
	production_speed_dockyard_factor = folkhemmet_dockyard
}
### Entity: Idea
Component: idea_PAR_leaderless
Constructs: army_defence_factor, removal_cost
Source: game
File: common/ideas/paraguay_uruguay_shared_ideas.txt

Code:
idea_PAR_leaderless = {
	name = SWE_fallen_riksdag_trait
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = tur_kemalist_officers_disloyalty_effect
	modifier = {
		surrender_limit = -0.75
		army_defence_factor = -0.15
	}
}
### Entity: Military Industrial Organization
Component: FIN_sisu_auto_organization
Constructs: has_completed_focus, has_dlc, add_trait, production_bonus, has_tech
Source: game
File: common/military_industrial_organization/organizations/FIN_organization.txt

Code:
FIN_sisu_auto_organization = {
	include = generic_motorized_mechanized_organization
	icon = GFX_idea_FIN_sisu_auto
	allowed = {
		original_tag = FIN
		has_dlc = Arms Against Tyranny
	}
	tree_header_text = {
		text = mio_header_motorized
		x = 1
	} {
		text = mio_header_mechanized
		x = 6
	} {
		text = mio_header_production
		x = 8.5
	}
	override_trait = {
		token = generic_mio_trait_steel_cargo_bed
		position = {
			x = 1
			y = 0
		}
		relative_position_id = generic_mio_trait_composite_cargo_bed
	} {
		token = generic_mio_trait_high_powered_engine
		position = {
			x = 1
			y = 0
		}
		relative_position_id = generic_mio_trait_attached_wood_gas_generator
	} {
		token = generic_mio_trait_medium_machinegun_mounts
		position = {
			x = 1
			y = 0
		}
		relative_position_id = generic_mio_trait_steel_cargo_bed
	} {
		token = generic_mio_trait_advanced_artillery_racks
		position = {
			x = 0
			y = 2
		}
		relative_position_id = generic_mio_trait_armored_pulpit_mount
	} {
		token = generic_mio_trait_heavy_machinegun_mount
		position = {
			x = 1
			y = 0
		}
		relative_position_id = generic_mio_trait_advanced_artillery_racks
	} {
		token = generic_mio_trait_open_chassi
		position = {
			x = 3
			y = 0
		}
		relative_position_id = generic_mio_trait_medium_machinegun_mounts
	} {
		token = generic_mio_trait_land_mine_racks
		mutually_exclusive = {
			FIN_mio_trait_repurposed_equipment
		}
	}
	add_trait = {
		token = FIN_mio_trait_wartsila_engine_production
		name = FIN_mio_trait_wartsila_engine_production
		icon = GFX_generic_mio_department_icon_motorized_mechanized_line_efficiency
		special_trait_background = yes
		position = {
			x = 0
			y = 1
		}
		relative_position_id = generic_mio_trait_composite_cargo_bed
		any_parent = {
			generic_mio_trait_composite_cargo_bed generic_mio_trait_steel_cargo_bed
		}
		available = {
			owner = {
				has_completed_focus = FIN_wartsila_engine_production
			}
		}
		production_bonus = {
			production_capacity_factor = 0.05
			production_efficiency_gain_factor = 0.05
		}
	} {
		token = FIN_mio_trait_recycled_materials
		name = FIN_mio_trait_recycled_materials
		icon = GFX_generic_mio_department_icon_motorized_materials
		special_trait_background = yes
		position = {
			x = 1
			y = 0
		}
		relative_position_id = generic_mio_trait_medium_machinegun_mounts
		available = {
			owner = {
				has_completed_focus = FIN_tire_factory_at_noki
# ... (truncated)