Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: sub_units
Constructs: is_artillery_brigade
Source: game
File: common/units/sp_artillery_brigade.txt

Code:
sub_units = {
	light_sp_artillery_brigade = {
		abbreviation = LAR
		sprite = light_armor
		map_icon_category = armored
		priority = 1795
		ai_priority = 100
		active = yes
		is_artillery_brigade = yes
		type = {
			armor artillery
		}
		group = armor_combat_support
		categories = {
			category_all_armor category_army category_self_propelled_artillery
		}
		combat_width = 2
		need = {
			light_tank_artillery_chassis = 40
		}
		manpower = 500
		max_organisation = 0
		default_morale = 0.1
		max_strength = 0.6
		training_time = 180
		weight = 1
		supply_consumption = 0.42
		breakthrough = -0.42
		soft_attack = 0.15
		suppression = 1.25
		forest = {
			attack = -0.2
			movement = -0.4
		}
		mountain = {
			attack = -0.1
		}
		jungle = {
			attack = -0.3
			movement = -0.4
		}
		marsh = {
			attack = -0.1
			movement = -0.1
		}
		urban = {
			attack = -0.4
			defence = -0.1
		}
		river = {
			attack = -0.2
			movement = -0.2
		}
		amphibious = {
			attack = -0.6
		}
	}
	medium_sp_artillery_brigade = {
		abbreviation = MAR
		sprite = medium_armor
		map_icon_category = armored
		priority = 1796
		ai_priority = 100
		active = yes
		is_artillery_brigade = yes
		type = {
			armor artillery
		}
		group = armor_combat_support
		categories = {
			category_all_armor category_army category_self_propelled_artillery
		}
		combat_width = 2
		need = {
			medium_tank_artillery_chassis = 40
		}
		manpower = 500
		max_organisation = 0
		default_morale = 0.1
		max_strength = 0.6
		training_time = 180
		weight = 1.25
		supply_consumption = 0.46
		breakthrough = -0.25
		soft_attack = 0.15
		suppression = 1.5
		forest = {
			attack = -0.3
			movement = -0.4
		}
		hills = {
			attack = -0.1
		}
		mountain = {
			attack = -0.2
		}
		jungle = {
			attack = -0.4
			movement = -0.4
		}
		marsh = {
			attack = -0.1
			movement = -0.1
		}
		urban = {
			attack = -0.4
			defence = -0.1
		}
		river = {
			attack = -0.2
			movement = -0.2
		}
		amphibious = {
			attack = -0.7
		}
	}
	heavy_sp_artillery_brigade = {
		abbreviation = HAR
		sprite = heavy_armor
		map_icon_category = armored
		priority = 1797
		ai_priority = 100
		active = yes
		training_time = 180
		is_artillery_brigade = yes
		type = {
			armor artillery
		}
		group = armor_combat_support
		categories = {
			category_all_armor category_army category_self_propelled_artillery
		}
		combat_width = 2
		need = {
			heavy_tank_artiller
# ... (truncated)
### Entity: National Focus
Tree: hol_focus
Component: HOL_open_second_paranam_bauxite_mine_taog
Constructs: prerequisite, has_war, limit, has_war_with, completion_reward, has_full_control_of_state, is_in_faction_with, has_idea
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_open_second_paranam_bauxite_mine_taog
	available = {
		has_full_control_of_state = 309
		OR = {
			has_war = yes
			GER = {
				is_in_faction_with = ROOT
			}
			AND = {
				USA = {
					has_war = yes
					NOT = {
						has_war_with = ROOT
					}
				}
				ENG = {
					has_war = yes
					NOT = {
						has_war_with = ROOT
					}
				}
			}
		} {
			has_idea = free_trade export_focus
		}
	}
	prerequisite = {
		focus = HOL_the_western_possessions_taog
	}
	icon = GFX_focus_generic_aluminum
	x = 2
	y = 1
	relative_position_id = HOL_the_western_possessions_taog
	cost = 10
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0.5
			INS = {
				is_ai = no
			}
		} {
			factor = 1.1
			INS = {
				is_ai = yes
			}
		} {
			factor = 1.7
			INS = {
				is_ai = yes
			}
			date = > 1938.1.1
		}
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		309 = {
			add_resource = {
				type = aluminium
				amount = 36
			}
			if = {
				limit = {
					309 = {
						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: Event
Component: palestine.69
Constructs: is_triggered_only, add_equipment_to_stockpile
Source: game
File: events/Palestine.txt

Code:
country_event = {
	id = palestine.69
	picture = GFX_report_event_generic_battle
	title = palestine.69.t
	desc = palestine.69.d
	is_triggered_only = yes
	option = {
		name = palestine.69.a
		army_experience = 25
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 500
			producer = PAL
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_from_the_leopard_corps
Constructs: prerequisite, add_ideas, has_government, completion_reward, add_popularity, set_rule
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_from_the_leopard_corps
	icon = GFX_focus_generic_military_mission
	x = 1
	y = 1
	cost = 8
	available = {
		OR = {
			has_government = neutrality fascism
		}
	}
	prerequisite = {
		focus = AFG_join_the_axis AFG_neutrality_reaffirmed
	}
	relative_position_id = AFG_join_the_axis
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		set_rule = {
			can_send_volunteers = yes
		}
		add_ideas = AFG_leopard_corps
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_request_axis_membership
Constructs: prerequisite, limit, has_government, has_war_with, add_opinion_modifier, completion_reward, is_in_faction, is_subject
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_request_axis_membership
	icon = GFX_goal_molotov_ribbentrop_pact
	x = -1
	y = 1
	relative_position_id = PAL_fascist_coup
	bypass = {
		is_in_faction = yes
		is_subject = yes
	}
	cost = 5
	prerequisite = {
		focus = PAL_fascist_coup
	}
	completion_reward = {
		if = {
			limit = {
				GER = {
					has_government = fascism
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = GER
						has_war_with = ROOT
					}
				}
			}
			add_ai_strategy = {
				type = alliance
				id = GER
				value = 100
			}
			GER = {
				add_opinion_modifier = {
					target = EGY
					modifier = medium_increase
				}
				country_event = {
					id = generic.2
				}
			}
		}
		else = {
			get_best_alliance_match_fascism_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
}
### Entity: Event
Component: CHL_political_events.70
Constructs: is_triggered_only, ai_chance, add_stability, fire_only_once, add_political_power, remove_country_leader_role, add_country_leader_role
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.70
	title = CHL_political_events.70.t
	desc = CHL_political_events.70.desc
	picture = GFX_report_event_fascist_gathering
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = CHL_political_events.70.a
		ai_chance = {
			base = 50
		}
		add_stability = 0.1
		add_political_power = 75
	} {
		name = CHL_political_events.70.b
		ai_chance = {
			base = 25
		}
		remove_country_leader_role = {
			character = CHL_jorge_gonzález_von_marées
			ideology = nazism
		}
		add_country_leader_role = {
			character = CHL_carlos_keller_reuff
			promote_leader = yes
			country_leader = {
				ideology = nazism
				expire = 1965.1.1.1
				traits = {
					JUNO_national_socialist_vanguard
				}
			}
		}
		add_stability = 0.05
		add_political_power = 25
	} {
		name = CHL_political_events.70.c
		ai_chance = {
			base = 25
		}
		remove_country_leader_role = {
			character = CHL_jorge_gonzález_von_marées
			ideology = nazism
		}
		add_country_leader_role = {
			character = CHL_juan_gomez_millas
			promote_leader = yes
			country_leader = {
				ideology = falangism
				expire = 1965.1.1.1
				traits = {
					JUNO_fascist_educator
				}
			}
		}
		add_stability = 0.05
		add_political_power = 25
	}
}
### Entity: Idea
Component: WUR_communist_guy
Constructs: has_government
Source: game
File: common/ideas/wurtemberg.txt

Code:
WUR_communist_guy = {
	picture = generic_political_advisor_europe_3
	allowed = {
		original_tag = WUR
	}
	traits = {
		communist_revolutionary
	}
	do_effect = {
		NOT = {
			has_government = communism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_battaglione_azad_hindoustan
Constructs: division_template, prerequisite, limit, has_government, has_country_flag, completion_reward, set_technology, has_capitulated
Source: game
File: common/national_focus/india.txt

Code:
focus = {
	id = RAJ_battaglione_azad_hindoustan
	icon = GFX_goal_generic_build_airforce
	prerequisite = {
		focus = RAJ_seek_help_from_germany
	}
	x = 2
	y = 1
	relative_position_id = RAJ_seek_help_from_germany
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {
		ITA = {
			has_capitulated = no
			is_in_faction_with = GER
			has_government = fascism
		}
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_tech = paratroopers
				}
			}
			set_technology = {
				paratroopers = 1
			}
			else = {
				add_tech_bonus = {
					name = RAJ_battaglione_azad_hindoustan
					bonus = 1.0
					uses = 1
					technology = paratroopers2 paratroopers3
				}
			}
		} {
			limit = {
				is_ai = no
			}
			division_template = {
				name = Battaglione Azad Hindoustan
				division_names_group = RAJ_PAR_01
				regiments = {
					paratrooper = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					}
				}
			}
			ITA = {
				random_owned_controlled_state = {
					prioritize = {
						2
					}
					custom_effect_tooltip = tfv_raj_focus_paratrooper_tt
					hidden_effect = {
						create_unit = {
							division = name = "Battaglione Azad Hindoustan" division_template = "Battaglione Azad Hindoustan" start_experience_factor = 1.0
							owner = RAJ
						}
					}
				}
			}
		}
		ITA = {
			country_event = {
				id = tfv_raj.201
			}
		}
	}
}
### Entity: Idea
Component: BAH_ncs
Source: game
File: common/ideas/bahamas.txt

Code:
BAH_ncs = {
	ledger = navy
	picture = generic_navy_african_2
	allowed = {
		original_tag = BAH
	}
	traits = {
		navy_capital_ship_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: AUS_liechtenstein_properties
Constructs: has_government, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_liechtenstein_properties = {
	picture = SPR_relocate_the_gold_reserves
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism fascism
		}
	}
	removal_cost = -1
	modifier = {
		production_speed_buildings_factor = 0.1
	}
}
### Entity: Event
Component: usa.43
Constructs: is_triggered_only, has_completed_focus, random_days
Source: game
File: events/USA.txt

Code:
country_event = {
	id = usa.43
	title = usa.43.t
	desc = usa.43.desc
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	trigger = {
		tag = USA
		NOT = {
			OR = {
				has_completed_focus = USA_voter_registration_act USA_union_representation_act
			}
		}
	}
	option = {
		name = usa.43.a
		USA_house_small_opposition = yes
		hidden_effect = {
			country_event = {
				id = usa.51
				days = 70
				random_days = 10
			}
		}
	}
}
### Entity: Event
Component: panay_incident.6
Constructs: is_triggered_only, add_political_power
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = panay_incident.6
	title = panay_incident.6.t
	desc = panay_incident.6.d
	picture = GFX_report_event_oahu_withdraws
	is_triggered_only = yes
	option = {
		name = panay_incident.6.a
		add_political_power = 100
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_sign_pact_with_soviets
Constructs: prerequisite, has_government, has_war_with, completion_reward, add_tech_bonus, armor_bonus
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_sign_pact_with_soviets
	icon = GFX_focus_generic_join_comintern
	prerequisite = {
		focus = BEL_communist_army BEL_support_pcf BEL_support_pcf2
	}
	mutually_exclusive = {
		focus = BEL_independent_revolution
	}
	relative_position_id = BEL_support_pcf2
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		base = 7
	}
	available = {
		has_government = communism
		SOV = {
			has_government = communism
		}
		NOT = {
			has_war_with = SOV
		}
	}
	completion_reward = {
		SOV = {
			country_event = {
				id = belgium.4
				days = 1
			}
			custom_effect_tooltip = needs_approval
		}
		effect_tooltip = {
			add_tech_bonus = {
				name = armor_bonus
				bonus = 1
				uses = 1
				category = armor
			} {
				name = motorized_rockets_tech_bonus_name
				bonus = 0.25
				uses = 1
				category = mot_rockets
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Country History
Country: ARG
Component: ARG_technology
Constructs: set_technology
Source: game
File: history/countries/ARG - Argentina.txt

Code:
# Starting Technologies for ARG
set_technology = {
	infantry_weapons = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	gw_artillery = 1
	interwar_antiair = 1
	basic_train = 1
}
### Entity: Scripted Effect
Component: EAI_PC_set_max_factory_limit
Constructs: limit, has_country_flag, check_variable, set_temp_variable, set_variable, set_country_flag, add_to_temp_variable, clr_country_flag
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_effects.txt

Code:
EAI_PC_set_max_factory_limit = {
	if = {
		limit = {
			has_country_flag = EAI_PC_trace_functions
		}
		log = EAI_PC_set_max_factory_limit > THIS=[this.getname] PREV=[prev.getname] _assign_fraction=[?_assign_fraction]
	} {
		limit = {
			check_variable = {
				available_factories = > 1
			}
		}
		set_temp_variable = {
			max_factories = available_factories
		}
		multiply_temp_variable = {
			max_factories = _assign_fraction
		}
		round_temp_variable = max_factories
		set_variable = {
			EAI_PC_factories_limit = max_factories
		}
		clamp_variable = {
			var = EAI_PC_factories_limit
			min = 1
		}
	} {
		limit = {
			check_variable = {
				_assign_max = > 0
			}
		}
		clamp_variable = {
			var = EAI_PC_factories_limit
			max = _assign_max
		}
	} {
		limit = {
			NOT = {
				check_variable = {
					_assign_fraction = < 1
				}
			} {
				check_variable = {
					_assign_max = > 0
				}
			}
		}
		set_country_flag = EAI_PC_assign_all_available_factories
	} {
		limit = {
			has_country_flag = EAI_PC_override_max_factories
		}
		set_variable = {
			EAI_PC_factories_limit = EAI_PC_override_max_factories
		}
	} {
		limit = {
			has_country_flag = EAI_PC_override_max_factories_factor
		}
		set_temp_variable = {
			max_factories = available_factories
		}
		multiply_temp_variable = {
			max_factories = EAI_PC_override_max_factories_factor
		}
		set_variable = {
			EAI_PC_factories_limit = max_factories
		}
	} {
		limit = {
			all_of_scopes = {
				array = controlled_states
				NOT = {
					EAI_has_free_shared_slot = yes
				}
			}
		}
		set_variable = {
			EAI_PC_factories_limit = available_factories
		}
		multiply_variable = {
			EAI_PC_factories_limit = 0.5
		}
	}
	set_temp_variable = {
		available_factories = num_of_civilian_factories_available_for_projects
	} {
		_assign_fraction = 0
	} {
		_assign_max = 0
	}
	add_to_temp_variable = {
		available_factories = EAI_PC_assigned_factories_total
	}
	else = {
		set_variable = {
			EAI_PC_factories_limit = 0
		}
	} {
		clr_country_flag = EAI_PC_assign_all_available_factories
	}
}
### Entity: Order of Battle
Component: Far East Command
Source: game
File: history/units/ENG_1936_Naval.txt

Code:
fleet = {
	name = Far East Command
	naval_base = 12299
	task_force = {
		name = East Indies Fleet
		location = 10201
		ship = {
			name = HMS Hermes
			definition = carrier
			equipment = {
				ship_hull_carrier_conversion_ca = {
					amount = 1
					owner = ENG
					version_name = Hermes Class
				}
			}
		} {
			name = HMS Danae
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = Danae Class
				}
			}
		} {
			name = HMS Durban
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = Danae Class
				}
			}
		} {
			name = HMS Despatch
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = Danae Class
				}
			}
		}
	} {
		name = China Fleet
		location = 10062
		ship = {
			name = HMS Eagle
			definition = carrier
			equipment = {
				ship_hull_carrier_conversion_bb = {
					amount = 1
					owner = ENG
					version_name = Eagle Class
				}
			}
		} {
			name = HMS Kent
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = County Class
				}
			}
		} {
			name = HMS Cornwall
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = County Class
				}
			}
		} {
			name = HMS Dorsetshire
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = County Class
				}
			}
		} {
			name = HMS Caledon
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = C-Class
				}
			}
		} {
			name = HMS Calypso
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = C-Class
				}
			}
		} {
			name = HMS Scout
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ENG
					version_name = S Class
				}
			}
		} {
			name = HMS Tenedos
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ENG
					version_name = S Class
		
# ... (truncated)
### Entity: Event
Component: AUS_news_events.6
Constructs: is_triggered_only
Source: game
File: events/WUW_Austria.txt

Code:
news_event = {
	id = AUS_news_events.6
	title = AUS_news_events.6.t
	desc = AUS_news_events.6.desc
	picture = GFX_news_event_generic_sign_treaty1
	is_triggered_only = yes
	major = yes
	option = {
		name = AUS_news_events.6.a
		trigger = {
			NOT = {
				original_tag = AUS
			}
		}
	} {
		name = AUS_news_events.6.b
		trigger = {
			original_tag = AUS
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_1938_chilean_presidential_election
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_1938_chilean_presidential_election
	icon = GFX_focus_CHL_1938_chilean_presidential_election
	relative_position_id = CHL_inflation_control_by_the_central_bank
	x = 0
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_inflation_control_by_the_central_bank
	}
	mutually_exclusive = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_HISTORICAL FOCUS_FILTER_COMPLETED_BY_EVENT
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = CHL_1938_chilean_presidential_election_tt
			always = no
		}
	}
	completion_reward = {
		CHL_anarchic_society_level_down = yes
	}
}
### Entity: Event
Component: himalaya_tibet.18
Constructs: is_triggered_only, add_ideas, add_stability, fire_only_once, add_popularity
Source: game
File: events/Tibet.txt

Code:
country_event = {
	id = himalaya_tibet.18
	title = himalaya_tibet.18.t
	desc = himalaya_tibet.18.desc
	picture = GFX_report_event_dalai_lama_four_years_old
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = himalaya_tibet.18.a
		add_stability = 0.05
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
		add_ideas = TIB_dalai_lama
	}
}
### Entity: Scripted Effect
Component: SOV_paranoia_modifier_increase_effect
Constructs: set_temp_variable, add_to_variable
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_paranoia_modifier_increase_effect = {
	custom_effect_tooltip = SOV_paranoia_modifier_increase_effect_tt
	set_temp_variable = {
		SOV_paranoia_total_weekly_modifier_increase = SOV_paranoia_modifier_increase
	}
	multiply_temp_variable = {
		SOV_paranoia_total_weekly_modifier_increase = SOV_paranoia_weekly_modifiers_amount
	}
	add_to_variable = {
		SOV_paranoia = SOV_paranoia_total_weekly_modifier_increase
	}
	SOV_paranoia_clamp_and_update_ui_effect = yes
}
### Entity: Character
Component: hierarch_minister_of_education
Constructs: research_speed_factor, stability_factor, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
hierarch_minister_of_education = {
	random = no
	sprite = 13
	political_power_factor = 0.05
	fascism_drift = 0.05
	research_speed_factor = 0.02
	stability_factor = 0.05
	custom_modifier_tooltip = ITA_hierarch_bop_tt
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_LAND_DOCTRINE_mobile_infantry
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_FOCUS_LAND_DOCTRINE_mobile_infantry = {
	NOT = {
		EAI_land_doctrine_progress_limit = yes
	}
	EAI_FOCUS_LAND_DOCTRINE_has_correct_grand_doctrine = yes
	check_variable = {
		EAI_FOCUS/LAND/land_doctrine_path = global.EAI_LEFT_PATH
	}
}
### Entity: Military Industrial Organization
Component: PRC_first_automative_works_organization_non_lar
Constructs: has_dlc, add_trait, production_bonus
Source: game
File: common/military_industrial_organization/organizations/PRC_organization.txt

Code:
PRC_first_automative_works_organization_non_lar = {
	include = generic_motorized_mechanized_organization
	name = PRC_first_automative_works_organization
	icon = GFX_idea_PRC_first_automative_works
	allowed = {
		tag = PRC
		has_dlc = No Compromise, No Surrender
		NOT = {
			has_dlc = La Resistance
		}
	}
	add_trait = {
		token = PRC_first_automative_works_soviet_advisors_trait
		name = PRC_first_automative_works_soviet_advisors_trait
		icon = GFX_generic_mio_trait_icon_surface_detection
		special_trait_background = yes
		relative_position_id = generic_mio_trait_closed_chassi
		position = {
			x = 1
			y = 0
		}
		production_bonus = {
			production_conversion_speed_factor = 0.15
		}
		organization_modifier = {
			military_industrial_organization_funds_gain = 0.05
			military_industrial_organization_design_team_assign_cost = -0.1
			military_industrial_organization_design_team_change_cost = -0.15
		}
	}
}
### Entity: Character
Component: USB_georges_vereecken
Source: game
File: common/characters/USB.txt

Code:
USB_georges_vereecken = {
	advisor = {
		slot = navy_chief
		idea_token = USB_georges_vereecken
		allowed = {
			original_tag = USB
		}
		traits = {
			navy_chief_maneuver_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_1
		}
	}
}