Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Modifier Reference
Component: PHI_asian_trade_connections_dynamic_modifier
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
PHI_asian_trade_connections_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_generic_conference
	custom_modifier_tooltip = PHI_asian_trade_connections_dynamic_modifier_tt
}
### Entity: Event
Component: siam_r56.26
Constructs: is_triggered_only, ai_chance
Source: game
File: events/r56_SIA_events.txt

Code:
country_event = {
	id = siam_r56.26
	title = siam_r56.23.title
	desc = SIA_r56.26.desc
	picture = GFX_report_event_siamese_soldiers_2
	is_triggered_only = yes
	option = {
		name = wuw_GER_mutual_guarantees.1.a
		ai_chance = {
			base = 1
		}
	}
}
### Entity: Country History
Country: FIN
Component: FIN_technology
Constructs: set_technology
Source: game
File: history/countries/FIN - Finland.txt

Code:
# Starting Technologies for FIN
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_trucks = 1
	gw_artillery = 1
	interwar_antiair = 1
	tech_support = 1
	tech_recon = 1
	tech_engineers = 1
	basic_train = 1
}
### Entity: Event
Component: SEA_warlords.63
Constructs: is_triggered_only, add_equipment_to_stockpile, fire_only_once, add_timed_idea
Source: game
File: events/SEA_Warlords.txt

Code:
country_event = {
	id = SEA_warlords.63
	title = SEA_warlords.63.t
	desc = SEA_warlords.63.desc
	picture = GFX_report_event_chinese_officers
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_warlords.63.a
		add_timed_idea = {
			idea = SIK_influx_of_soviet_supplies
			days = 210
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 150
			producer = SOV
		} {
			type = artillery_equipment
			amount = 25
			producer = SOV
		}
	}
}
### Entity: Character
Component: HUN_elemer_gorondy_novak
Source: game
File: common/characters/HUN.txt

Code:
HUN_elemer_gorondy_novak = {
	name = HUN_elemer_gorondy_novak
	portraits = {
		army = {
			large = GFX_portrait_HUN_elemer_gorondy_novak
			small = GFX_portrait_HUN_elemer_gorondy_novak_small
		}
	}
	corps_commander = {
		traits = {
			cavalry_leader
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
		visible = {

		}
	}
}
### Entity: Character
Component: BLZ_ai2
Source: game
File: common/characters/BLZ.txt

Code:
BLZ_ai2 = {
	advisor = {
		slot = high_command
		idea_token = BLZ_ai2
		ledger = army
		allowed = {
			original_tag = BLZ
		}
		traits = {
			army_infantry_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_3
		}
	}
}
### Entity: Military Industrial Organization
Component: VEN_raiding_fleet_designer_organization
Constructs: equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/VEN_organization.txt

Code:
VEN_raiding_fleet_designer_organization = {
	name = Empresa de diseño submarino
	include = generic_submarine_organization
	icon = GFX_idea_generic_naval_manufacturer_2
	allowed = {
		original_tag = VEN
	}
	equipment_type = {
		ship_hull_submarine
	}
	research_categories = {
		mio_cat_tech_all_submarine_and_modules
	}
	initial_trait = {
		name = generic_mio_initial_trait_submarine_designer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		equipment_bonus = {
			sub_visibility = -0.05
		}
	}
}
### Entity: Event
Component: AFG_political_events.172
Constructs: is_triggered_only, ai_chance, has_war, add_stability, fire_only_once, add_political_power, set_country_flag, has_already_recieved_waziristan_event_flag
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_political_events.172
	title = AFG_political_events.172.t
	desc = AFG_political_events.172.desc
	picture = GFX_report_event_spr_anarchist_uprising
	is_triggered_only = yes
	fire_only_once = no
	immediate = {
		hidden_effect = {
			set_country_flag = has_already_recieved_waziristan_event_flag
		}
	}
	option = {
		name = AFG_political_events.172.a
		ai_chance = {
			factor = 75
			modifier = {
				strength_ratio = {
					tag = AFG
					ratio = < 0.8
				}
				factor = 2
			} {
				is_in_faction = no
				AFG = {
					is_in_faction = yes
				}
				factor = 2
			}
		}
		add_political_power = 50
		add_stability = -0.02
	} {
		name = AFG_political_events.172.b
		ai_chance = {
			factor = 15
			modifier = {
				strength_ratio = {
					tag = AFG
					ratio = > 1.5
				}
				factor = 2
			} {
				has_war = yes
				FROM = {
					has_war = no
				}
				factor = 0
			}
		}
		declare_war_on = {
			target = FROM
			type = puppet_wargoal_focus
		}
	}
}
### Entity: State History
Component: 754
Constructs: limit, add_core_of, has_dlc
Source: game
File: history/states/754-Golog.txt

Code:
state = {
	id = 754
	name = STATE_754
	provinces = {
		1882 4536 4888 7270 10490 10817 11448 12732 12815 13380
	}
	manpower = 400000
	buildings_max_level_factor = 1.0
	state_category = rural
	history = {
		owner = XSM
		add_core_of = XSM CHI PRC
		victory_points = {
			12732 10
		} {
			11448 1
		}
		buildings = {
			infrastructure = 1
			industrial_complex = 1
			arms_factory = 1
		}
		1938.10.25 = {
			if = {
				limit = {
					NOT = {
						has_dlc = Waking the Tiger
					}
				}
				CHI = {
					transfer_state = PREV
				}
			}
		}
	}
	local_supplies = 0.0
}
### Entity: Event
Component: lar_fra_reconnect_to_the_balkans.3
Constructs: is_triggered_only, ai_chance
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_fra_reconnect_to_the_balkans.3
	title = generic.7.t
	desc = generic.7.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = generic.7.a
		ai_chance = {
			factor = 100
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_defense_of_stalingrad_old
Constructs: division_template, prerequisite, completion_reward, is_controlled_by, is_owned_and_controlled_by, create_unit, force_equipment_variants, add_building_construction
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_defense_of_stalingrad_old
	text = SOV_defense_of_leningrad
	icon = GFX_goal_generic_construct_military
	prerequisite = {
		focus = SOV_defense_of_moscow
	}
	available = {
		217 = {
			is_controlled_by = ROOT
			OR = {
				SOV = {
					surrender_progress = > 0.15
				}
				any_neighbor_state = {
					NOT = {
						is_controlled_by = ROOT
					}
				}
			}
		}
	}
	bypass = {
		NOT = {
			217 = {
				is_owned_and_controlled_by = ROOT
			}
		}
	}
	x = -1
	y = 1
	relative_position_id = SOV_defense_of_moscow
	cost = 5
	ai_will_do = {
		factor = 4
		modifier = {
			217 = {
				any_neighbor_state = {
					NOT = {
						is_controlled_by = ROOT
					}
				}
			}
			factor = 3
		}
	}
	completion_reward = {
		army_experience = 10
		217 = {
			custom_effect_tooltip = SOV_defense_of_stalingrad_forts SOV_defense_divisions
			hidden_effect = {
				create_unit = {
					division = name = "1ya Vspomogatel'nyye sily oborony Stalingradskaya" division_template = "Vspomogatel'nyye Sily Oborony" start_experience_factor = 0.1 start_equipment_factor = 0.75 force_equipment_variants = { infantry_equipment_1 = { owner = SOV } }
					owner = SOV
				} {
					division = name = "2ya Vspomogatel'nyye sily oborony Stalingradskaya" division_template = "Vspomogatel'nyye Sily Oborony" start_experience_factor = 0.1 start_equipment_factor = 0.75 force_equipment_variants = { infantry_equipment_1 = { owner = SOV } }
					owner = SOV
				} {
					division = name = "3ya Vspomogatel'nyye sily oborony Stalingradskaya" division_template = "Vspomogatel'nyye Sily Oborony" start_experience_factor = 0.1 start_equipment_factor = 0.75 force_equipment_variants = { infantry_equipment_1 = { owner = SOV } }
					owner = SOV
				} {
					division = name = "4ya Vspomogatel'nyye sily oborony Stalingradskaya" division_template = "Vspomogatel'nyye Sily Oborony" start_experience_factor = 0.1 start_equipment_factor = 0.75 force_equipment_variants = { infantry_equipment_1 = { owner = SOV } }
					owner = SOV
				} {
					division = name = "5ya Vspomogatel'nyye sily oborony Stalingradskaya" division_template = "Vspomogatel'nyye Sily Oborony" start_experience_factor = 0.1 start_equipment_factor = 0.75 force_equipment_variants = { infantry_equipment_1 = { owner = SOV } }
					owner = SOV
				} {
					division = name = "6ya Vspomogatel'nyye sily oborony Stalingradskaya" division_template = "Vspomogatel'ny
# ... (truncated)
### Entity: Event
Component: germany.91
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, add_to_faction, add_ai_strategy
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.91
	title = germany.91.t
	desc = germany.91.d
	picture = GFX_report_event_fascist_gathering
	is_triggered_only = yes
	option = {
		name = germany.91.a
		GER = {
			add_to_faction = FRA
		}
		FRA = {
			add_ai_strategy = {
				type = alliance
				id = GER
				value = 200
			}
		}
		hidden_effect = {
			news_event = {
				hours = 6
				id = news.182
			}
		}
	} {
		name = germany.91.b
		ai_chance = {
			factor = 0
		}
		FRA = {
			add_opinion_modifier = {
				target = GER
				modifier = GER_FRA_join_germany_reject
			}
		}
		hidden_effect = {
			news_event = {
				hours = 6
				id = news.183
			}
		}
	}
}
### Entity: Scripted Effect
Component: r56_other_faction_invite_communism
Constructs: limit, has_government, has_war_with, is_major, is_core_of, is_faction_leader, has_capitulated, has_opinion
Source: game
File: common/scripted_effects/r56_scripted_effects.txt

Code:
r56_other_faction_invite_communism = {
	if = {
		limit = {
			capital_scope = {
				OR = {
					region = 3 4
				}
				is_core_of = ROOT
			}
			any_other_country = {
				has_government = communism
				is_faction_leader = yes
				capital_scope = {
					OR = {
						region = 3 4
					}
					is_core_of = ROOT
				}
				has_capitulated = no
				num_of_factories = > 15
				NOT = {
					has_war_with = ROOT
				}
				has_opinion = {
					target = ROOT
					value = > 0
				}
				surrender_progress = < 0.8
			}
			NOT = {
				any_other_country = {
					is_in_faction_with = PREV
					has_war_with = ROOT
				}
			}
		}
		random_other_country = {
			limit = {
				has_government = communism
				is_faction_leader = yes
				num_of_factories = > 15
				NOT = {
					has_war_with = ROOT
				} {
					any_other_country = {
						is_in_faction_with = PREV
						has_war_with = ROOT
					}
				}
				has_opinion = {
					target = ROOT
					value = > 0
				}
				capital_scope = {
					OR = {
						region = 3 4
					}
					is_core_of = ROOT
				}
				surrender_progress = < 0.8
			}
			country_event = generic.2
		}
	}
	else_if = {
		limit = {
			capital_scope = {
				OR = {
					region = 6 9
				}
				is_core_of = ROOT
			}
			any_other_country = {
				has_government = communism
				is_faction_leader = yes
				capital_scope = {
					OR = {
						region = 6 9
					}
					is_core_of = ROOT
				}
				has_capitulated = no
				num_of_factories = > 15
				NOT = {
					has_war_with = ROOT
				}
				has_opinion = {
					target = ROOT
					value = > 0
				}
				surrender_progress = < 0.8
			}
			NOT = {
				any_other_country = {
					is_in_faction_with = PREV
					has_war_with = ROOT
				}
			}
		}
		random_other_country = {
			limit = {
				has_government = communism
				is_faction_leader = yes
				num_of_factories = > 15
				NOT = {
					has_war_with = ROOT
				} {
					any_other_country = {
						is_in_faction_with = PREV
						has_war_with = ROOT
					}
				}
				has_opinion = {
					target = ROOT
					value = > 0
				}
				capital_scope = {
					OR = {
						region = 6 9
					}
					is_core_of = ROOT
				}
				surrender_progress = < 0.8
			}
			country_event = generic.2
		}
	} {
		limit = {
			any_other_country = {
				has_government = communism
				is_faction_leader = yes
				is_major = yes
				has_capitulated = no
				num_of_factories = > 70
				NOT = {
					has_war_with = ROOT
				}
	
# ... (truncated)
### Entity: Order of Battle
Component: 1. Divisioona
Constructs: division_template
Source: game
File: history/units/FIN_White_Guard.txt

Code:
division = {
	name = 1. Divisioona
	location = 9206
	division_template = Jalkaväkidivisioona S.
	start_experience_factor = 0.6
	start_equipment_factor = 0.8
}
### Entity: Decision
Component: COG_freedom_at_gunpoint_category
Constructs: has_war, has_government, has_war_with, add_war_support, has_country_flag, fire_only_once, is_owned_by, is_in_faction_with
Source: game
File: common/decisions/COG.txt

Code:
COG_freedom_at_gunpoint_category = {
	COG_freedom_at_gunpoint_dynamic = {
		icon = GFX_decision_generic_prepare_civil_war
		priority = 2
		target_array = freedom_at_gunpoint_array
		target_root_trigger = {
			original_tag = COG
		}
		fire_only_once = no
		target_non_existing = yes
		allowed = {
			original_tag = COG
		}
		available = {
			NOT = {
				has_country_flag = COG_has_active_liberation_goal
			}
		}
		cost = 50
		visible = {
			FROM = {
				exists = no
				capital_scope = {
					NOT = {
						is_owned_by = ROOT
					}
					OWNER = {
						NOT = {
							OR = {
								is_in_faction_with = ROOT
								is_subject_of = ROOT
							}
						}
					}
				}
				NOT = {
					is_in_array = {
						COG_has_liberation_goal_array = THIS
					}
				}
				ROOT = {
					NOT = {
						has_country_flag = COG_has_active_liberation_goal
					}
				}
			}
		}
		days_remove = 14
		complete_effect = {
			hidden_effect = {
				FROM = {
					capital_scope = {
						OWNER = {
							set_variable = {
								var_COG_wargoal_target = THIS
							}
						}
					}
				}
				set_country_flag = COG_has_active_liberation_goal
			}
			add_war_support = 0.02
		}
		remove_effect = {
			custom_effect_tooltip = ETH_freedom_at_gunpoint_dynamic_tt
			hidden_effect = {
				FROM = {
					add_to_array = {
						COG.COG_has_liberation_goal_array = THIS
					}
					capital_scope = {
						ROOT = {
							create_wargoal = {
								target = PREV.owner
								type = liberate_wargoal
								expire = 0
							}
						}
					}
				}
			}
		}
		ai_will_do = {
			base = 0
			modifier = {
				add = 175
				AND = {
					has_war = no
					has_political_power = > 100
				}
			} {
				factor = 2
				has_government = communism
			}
		}
	}
	COG_freedom_at_gunpoint_offer_peace = {
		cost = 50
		fire_only_once = no
		icon = GFX_decision_generic_form_nation
		allowed = {
			original_tag = COG
		}
		target_array = COG_has_liberation_goal_array
		target_root_trigger = {
			original_tag = COG
		}
		target_non_existing = yes
		visible = {
			FROM = {
				capital_scope = {
					OWNER = {
						has_war_with = ROOT
						is_subject = no
					}
				}
			}
		}
		days_remove = 3
		remove_effect = {
			custom_effect_tooltip = COG_freedom_at_gunpoint_offer_peace_tt
			hidden_effect = {
				set_variable = {
					COG_disputed_colony = FROM
				}
				FROM = {
					capital_scope = {
						OWNER = {
							country_event = 
# ... (truncated)
### Entity: Unit Template
Component: EGY_ARM_01
Source: game
File: common/units/names_divisions/ARBC_names_divisions.txt

Code:
EGY_ARM_01 = {
	name = Armoured Divisions
	for_countries = {
		ALG EGY ERI JOR KUW LBA LEB MOR MRT PAL QAT SOM SUD SYR TUN UAE WES
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	link_numbering_with = {
		EGY_CAV_01
	}
	fallback_name = Sipahis al-%dr
	ordered = {
		1 = {
			Sipahis al-%di
		}
		2 = {
			Sipahis al-%di
		}
		3 = {
			Sipahis al-%di
		}
		4 = {
			Sipahis al-%di
		}
		5 = {
			Sipahis al-%di
		}
		6 = {
			Sipahis al-%di
		}
		7 = {
			Sipahis al-%di
		}
		8 = {
			Sipahis al-%di
		}
		9 = {
			Sipahis al-%di
		}
		10 = {
			Sipahis al-%di
		}
		11 = {
			Sipahis al-%dr
		}
		12 = {
			Sipahis al-%dr
		}
		13 = {
			Sipahis al-%dr
		}
		14 = {
			Sipahis al-%dr
		}
		15 = {
			Sipahis al-%dr
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/CZE_1936_air_legacy.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = fighter_equipment_0
			creator = CZE
		}
		requested_factories = 1
		progress = 0.25
		efficiency = 75
		industrial_manufacturer = mio:CZE_avia_organization
	}
}
### Entity: Event
Component: naw_norway.210
Constructs: is_triggered_only, ai_chance, limit, owns_state, random_days
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.210
	title = naw_norway.210.t
	desc = naw_norway.210.d
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = naw_norway.210.a
		ai_chance = {
			base = 100
		}
		if = {
			limit = {
				DEN = {
					exists = yes
					OR = {
						owns_state = 101 100 337
					}
				}
			}
			DEN = {
				country_event = {
					id = naw_norway.213
				}
			}
		}
		FROM = {
			country_event = {
				id = naw_norway.211
				days = 1
				random_days = 3
			}
		}
	} {
		name = naw_norway.210.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = {
				id = naw_norway.212
				days = 1
				random_days = 3
			}
		}
	}
}
### Entity: Effect Reference
Construct: add_resistance
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_resistance

* Supported Scopes: STATE
* Supported Targets: any

```
add resistance to a state. Example: add_resistance = 30
```
### Entity: Character
Component: NEN_as
Source: game
File: common/characters/NEN.txt

Code:
NEN_as = {
	advisor = {
		slot = high_command
		idea_token = NEN_as
		cost = 100
		allowed = {
			original_tag = NEN
		}
		traits = {
			navy_anti_submarine_2
		}
	}
	portraits = {
		army = {
			small = GFX_portrait_generic_sami_navy_1_small
		}
	}
}
### Entity: Modifier Reference
Construct: OPTIONAL_BELOW_HERE_##
Constructs: OPTIONAL_BELOW_HERE_##, set_popularities, create_wargoal, annex_everything, random_list
Source: vanilla_docs
File: common/operations/_documentation.md

Doc:
## OPTIONAL BELOW HERE ##
#########################

	#
	# Behaves like any other ai_will_do
	# IF the total weight factor falls below OPERATION_AI_MINIMUM_SCORE
	# THEN the AI will cancel the operation if it was currently planning it
	#
	
	ai_will_do = {
		factor = 11
	}

	#
	# Determines whether the operation is visible to the player
	# Default = { always = yes }
	# SCOPE_COUNTRY [ ROOT ]
	#
	
	allowed = { 
		original_tag = GER
	}

	#
	# Determines whether the operation can be launched by the player
	# Default = { always = yes }
	# SCOPE_COUNTRY [ ROOT, FROM ]
	#
	
	available = { 
		always = no
	}

	#
	# Determines the potentially awarded token(s) - this is for display purposes only in tooltips
	#

	awarded_tokens = {
		token_airforce
		token_army
	}

	#
	# List of traits that affect the cost of an operation
	#
	
	cost_modifiers = { trait_grease_machine traits_smooth_operator }

	#
	# If no operation_target is defined it will be allowed for all countries
	# SCOPE_COUNTRY [ ROOT ]
	#
	
	operation_target = {
		targets = { ENG }
	}

	#
	# Determines the valid countries for province selection. If set this will enable the UI to select a target province
	# SCOPE_COUNTRY [ ROOT, FROM, FROM.FROM : SCOPE_STATE ]
	#
	
	selection_target = {
		targets = { ROOT }
	}

	#
	# Determines the selector type. Currently supported are: [ province, strategic_region ]
	# Default: province
	#
	
	target_type = strategic_region

	#
	# Equipment base cost for the operation
	# Note: Exceptionally supports `civilian_factories` as an equipment type. It works like the agency creation cost, where it allocates a number of factories over time
	#
	
	equipment = {
		medium_tank_equipment = 20
		infantry_equipment = 5000
	}

	#
	# Determines required token(s) - against target country - to launch the operation
	#

	required_tokens = {
		token_airforce
		token_army
	}

	#
	# Determines requirements other than equipment to launch the operation. If the requirements are not met anymore while the operation is running, it is cancelled.
	# SCOPE_COUNTRY [ ROOT, FROM ]
	#

	requirements = {
	
	}

	#
	# Default: no - will refund all equipment cost for this operation at the end of the operation [ operation phases costs have their own specifier in the operation database ]
	#
	
	return_on_complete = yes

	#
	# Executed when an operation starts
	# SCOPE_OPERATION [ ROOT, FROM ]
	#
	
	on_start = {
		
	}
	
	#
# ... (truncated)
### Entity: Character
Component: KMT_an_oath_of_loyalty
Constructs: stability_factor, industrial_capacity_factory
Source: game
File: common/country_leader/r56_traits.txt

Code:
KMT_an_oath_of_loyalty = {
	random = no
	sprite = 13
	stability_factor = 0.1
	political_power_factor = 0.05
	army_core_defence_factor = 0.025
	industrial_capacity_factory = 0.05
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_increase_spending_on_public_works
Constructs: has_completed_focus, prerequisite, limit, has_government, add_war_support, has_country_flag, completion_reward, add_to_variable
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_increase_spending_on_public_works
	icon = GFX_goal_generic_construct_infrastructure
	relative_position_id = CHL_rule_by_decree
	x = -2
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_rule_by_decree
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1.5
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	available = {
		has_government = neutrality
		NOT = {
			OR = {
				has_completed_focus = CHL_crown_antoine_as_sovereign_king
				has_country_flag = CHL_fascist_and_communist_joint_civil_war_started
			}
		}
	}
	completion_reward = {
		custom_effect_tooltip = CHL_modify_chilean_economy_ns_intro CHL_skip_one_line_tt CHL_skip_one_line_tt
		add_to_variable = {
			CHL_economy_production_speed_buildings_factor = 0.05
			tooltip = production_speed_buildings_factor_tt
		} {
			CHL_economy_industrial_capacity_factory = 0.05
			tooltip = industrial_capacity_factory_tt
		}
		random_state = {
			limit = {
				is_owned_and_controlled_by = ROOT
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		add_war_support = -0.05
	}
}
### Entity: Scripted Trigger
Component: EAI_Infantry_Design_B_PRESET
Constructs: limit
Source: game
File: common/scripted_triggers/EAI_ai_presets.txt

Code:
EAI_Infantry_Design_B_PRESET = {
	if = {
		limit = {
			EAI_MODE_normal = yes
		}
		OR = {
			original_tag = USA ENG FRA GER ITA JAP
		}
	}
	else_if = {
		limit = {
			EAI_MODE_challenging = yes
		}
		OR = {
			original_tag = JAP
		}
	}
}
### Entity: Idea
Component: PHI_recognize_unions_timed_idea
Constructs: industrial_capacity_factory
Source: game
File: common/ideas/philippines.txt

Code:
PHI_recognize_unions_timed_idea = {
	picture = chi_war_of_resistance2
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		industrial_capacity_factory = 0.2
	}
}