Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: aoi_focus
Component: AOI_camelry_expertise
Constructs: prerequisite, completion_reward, set_technology, allow_branch, has_dlc, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_italian_east_africa.txt

Code:
focus = {
	id = AOI_camelry_expertise
	icon = GFX_goal_camelry
	prerequisite = {
		focus = AOI_expand_ascari_recruitment
	}
	x = 0
	y = 1
	relative_position_id = AOI_expand_ascari_recruitment
	cost = 10
	ai_will_do = {
		factor = 5
	}
	allow_branch = {
		has_dlc = Battle for the Bosporus
	}
	completion_reward = {
		custom_effect_tooltip = ARAB_unlock_camelry_expertise_effect_tt
		hidden_effect = {
			set_technology = {
				camelry_expertise = 1
			}
		}
		army_experience = 5
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.25
			uses = 1
			category = land_doctrine
		}
	}
}
### Entity: Character
Component: JUNO_minister_trade_development
Constructs: production_speed_buildings_factor
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_minister_trade_development = {
	random = no
	sprite = 13
	trade_laws_cost_factor = -0.15
	consumer_goods_factor = -0.05
	production_speed_buildings_factor = 0.05
	ai_will_do = {
		factor = 0
	}
}
### Entity: Idea
Component: r_balanced_budget
Constructs: removal_cost
Source: game
File: common/ideas/t_modern_research.txt

Code:
r_balanced_budget = {
	level = 3
	default = yes
	cost = 0
	removal_cost = -1
	picture = r_budget
}
### Entity: Character
Component: SWE_family_oriented_sociologist
Constructs: war_support_factor, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
SWE_family_oriented_sociologist = {
	sprite = 13
	weekly_manpower = 80
	monthly_population = 0.1
	fascism_drift = -0.03
	war_support_factor = -0.01
}
### Entity: Special Project
Component: sp_naval_nuclear_missile_submarine
Constructs: limit, fire_only_once, resource_cost, has_dlc, breakthrough_cost, enable_equipments, enable_equipment_modules, add_equipment_bonus
Source: game
File: common/special_projects/projects/naval_projects.txt

Code:
sp_naval_nuclear_missile_submarine = {
	specialization = specialization_naval
	project_tags = {
		sp_tag_nuclear_warfare sp_tag_submarine
	}
	ai_will_do = {
		base = 1
	}
	resource_cost = {
		resources = {
			steel = 16
			chromium = 16
		}
	}
	complexity = sp_complexity.large
	prototype_time = sp_time.prototype.very_long
	allowed = {
		has_dlc = Gotterdammerung
	}
	special_project_parent = {
		sp_naval_nuclear_submarine sp_naval_rocket_launching_submarine
	}
	available = {

	}
	breakthrough_cost = {
		specialization_naval = 2
	}
	project_output = {
		country_effects = {

		}
		facility_state_effects = {

		}
		scientist_effects = {

		}
		enable_equipments = {
			limit = {
				NOT = {
					has_dlc = Man the Guns
				}
			}
			 = nuclear_missile_submarine
		}
		enable_equipment_modules = {
			limit = {
				has_dlc = Man the Guns
			}
			 = slbm_launcher
		}
	}
	generic_prototype_rewards = {
		sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_navy_xp_1 sp_naval_generic_reward_navy_xp_2 sp_naval_generic_reward_navy_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 sp_naval_generic_failure_nuclear_accident
	}
	unique_prototype_rewards = {
		sp_naval_nuclear_missile_submarine_unique_reward_a = {
			fire_only_once = yes
			threshold = {
				min = 40
				max = 90
			}
			weight = {
				base = 100
			}
			option = {
				token = sp_naval_nuclear_missile_submarine_preference_a
				iteration_output = {
					country_effects = {
						if = {
							limit = {
								has_dlc = Man the Guns
							}
							add_equipment_bonus = {
								name = sp_nuclear_missile_submarine_eq_bonus_stealth
								bonus = {
									ship_hull_nuclear_submarine = {
										sub_visibility = -0.05
										surface_detection = 0.02
										build_cost_ic = 0.05
									}
								}
							}
						}
						else = {
							add_equipment_bonus = {
								name = sp_nuclear_missile_submarine_eq_bonus_stealth
								bonus = {
									nuclear_missile_submarine = {
										sub_visibility = -0.1
										surface_detection = 0.05
										build_cost_ic = 0.1
									}
								}
							}
						}
					}
				}
			
# ... (truncated)
### Entity: National Focus
Tree: fin_focus
Component: FIN_deep_sea_raiders
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus, complete_mio_trait, add_mio_size, has_tech
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_deep_sea_raiders
	icon = GFX_goal_generic_navy_submarine
	prerequisite = {
		focus = FIN_coastal_defense
	}
	mutually_exclusive = {
		focus = FIN_rapid_raiders
	}
	x = 1
	y = 2
	relative_position_id = FIN_coastal_defense
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_NAVY_XP FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		navy_experience = 35
		if = {
			limit = {
				has_dlc = Man the Guns
			}
			add_tech_bonus = {
				name = FIN_deep_sea_raiders
				bonus = 0.5
				uses = 2
				category = ss_tech cat_torpedoes
			}
		} {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:FIN_crichton_vulcan_organization = {
				complete_mio_trait = FIN_mio_trait_deep_sea_raiders
				add_mio_size = 1
			}
		} {
			limit = {
				has_dlc = Man the Guns
			}
			if = {
				limit = {
					has_tech = improved_ship_hull_submarine
				}
				if = {
					limit = {
						has_tech = basic_submarine_snorkel
					}
					if = {
						limit = {
							has_dlc = Arms Against Tyranny
						}
						create_equipment_variant = {
							name = Oulu Class
							type = ship_hull_submarine_3
							name_group = FIN_SS_HISTORICAL
							parent_version = 0
							allow_without_tech = yes
							modules = {
								fixed_ship_torpedo_slot = ship_torpedo_sub_2
								fixed_ship_engine_slot = sub_ship_engine_2
								front_1_custom_slot = ship_torpedo_sub_2
								mid_1_custom_slot = ship_sub_snorkel_1
								rear_1_custom_slot = ship_torpedo_sub_2
							}
							design_team = mio:FIN_crichton_vulcan_organization
						}
					}
					else = {
						create_equipment_variant = {
							name = Oulu Class
							type = ship_hull_submarine_3
							name_group = FIN_SS_HISTORICAL
							parent_version = 0
							allow_without_tech = yes
							modules = {
								fixed_ship_torpedo_slot = ship_torpedo_sub_2
								fixed_ship_engine_slot = sub_ship_engine_2
								front_1_custom_slot = ship_torpedo_sub_2
								mid_1_custom_slot = ship_sub_snorkel_1
								rear_1_custom_slot = ship_torpedo_sub_2
							}
						}
					}
				} {
					limit = {
						has_dlc = Arms Against Tyranny
					}
					add_equipment_production = {
						equipment = {
							type = ship_hull_submarine_3
							creator = FIN
							version_name = Oulu Class
						}
						name = Oulu
						requested_factories = 1
						progress = 0.65
						amount = 3
						indust
# ... (truncated)
### Entity: National Focus
Tree: irq_focus
Component: IRQ_kurdish_women_in_military
Constructs: prerequisite, add_ideas, add_stability, completion_reward, cancel_if_invalid, set_rule
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_kurdish_women_in_military
	icon = GFX_focus_SOV_women_in_aviation
	prerequisite = {
		focus = IRQ_kurdish_form_the_peshmerga
	}
	x = 0
	y = 1
	relative_position_id = IRQ_kurdish_form_the_peshmerga
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	} {
		FOCUS_FILTER_WAR_SUPPORT
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_stability = -0.1
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_ideas = COG_women_in_the_military_idea
		set_rule = {
			can_generate_female_aces = yes
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AAPP-6_Armored.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
APP-6_Armored.png &#8206;(120 × 75 pixels, file size: 2 KB, MIME type: image/png)
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_rescind_the_mexican_cession
Constructs: prerequisite, limit, completion_reward, is_historical_focus_on, is_in_faction_with, has_non_aggression_pact_with, cancel_if_invalid, add_named_threat
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_rescind_the_mexican_cession
	icon = GFX_focus_generic_strike_at_democracy3
	prerequisite = {
		focus = MEX_focus_seize_the_panama_canal
	}
	x = -1
	y = 1
	relative_position_id = MEX_focus_seize_the_panama_canal
	cost = 10
	ai_will_do = {
		factor = 100
		modifier = {
			factor = 0.1
			is_historical_focus_on = yes
		}
	}
	available = {
		threat = > 0.5
		NOT = {
			is_in_faction_with = USA
		} {
			has_non_aggression_pact_with = USA
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		add_named_threat = {
			threat = 5
			name = threat_mexico_rescind_cession
		}
		if = {
			limit = {
				country_exists = USA
			}
			create_wargoal = {
				type = take_state_focus
				target = USA
				expire = 0
				generator = {
					375 376 377 378 379 380 382
				}
			}
		}
		every_other_country = {
			limit = {
				NOT = {
					tag = USA
				}
				original_tag = USA
			}
			ROOT = {
				create_wargoal = {
					type = take_state_focus
					target = PREV
					expire = 0
					generator = {
						375 376 377 378 379 380 382
					}
				}
			}
		}
		every_state = {
			limit = {
				OR = {
					state = 375 376 377 378 379 380 382
				}
				NOT = {
					is_core_of = ROOT
				} {
					is_claimed_by = ROOT
				}
			}
			add_claim_by = ROOT
		}
	}
	will_lead_to_war_with = USA
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ABritish_Raj.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
British_Raj.png &#8206;(900 × 600 pixels, file size: 158 KB, MIME type: image/png)
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/CUB_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 7622
	division_template = Brigada de Infanteria
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: National Focus
Tree: cog_focus
Component: COG_empower_congolese
Constructs: has_completed_focus, prerequisite, limit, remove_ideas, has_government, completion_reward, is_subject, add_timed_idea
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_empower_congolese
	icon = GFX_focus_propaganda_soviet
	cost = 10
	x = -1
	y = 1
	relative_position_id = COG_colonial_autonomy
	prerequisite = {
		focus = COG_colonial_autonomy COG_colonial_loyalty
	}
	mutually_exclusive = {
		focus = COG_affinity_fascism
	}
	available = {
		OR = {
			has_completed_focus = COG_colonial_autonomy
			AND = {
				is_subject = yes
				has_completed_focus = COG_colonial_loyalty
				OVERLORD = {
					has_government = communism
				}
			}
		}
	}
	available_if_capitulated = yes
	bypass = {
		is_subject = no
		has_government = communism
	}
	ai_will_do = {
		factor = 0.1
		modifier = {
			factor = 50
			OVERLORD = {
				has_government = communism
			}
		}
	}
	completion_reward = {
		add_timed_idea = {
			idea = internationalism
			days = 1095
		}
		if = {
			limit = {
				is_subject = yes
			}
			add_autonomy_ratio = {
				value = 0.2
			}
		} {
			limit = {
				has_idea = liberty_ethos_focus
			}
			remove_ideas = liberty_ethos_focus
		} {
			limit = {
				has_idea = AST_invest_in_victory
			}
			remove_ideas = AST_invest_in_victory
		} {
			limit = {
				has_idea = paramilitarism_focus
			}
			remove_ideas = paramilitarism_focus
		}
	}
	search_filters = {
		FOCUS_FILTER_TFV_AUTONOMY
	}
}
### Entity: Character
Component: AUS_monarchist_ally
Constructs: stability_factor, neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
AUS_monarchist_ally = {
	sprite = 13
	random = no
	neutrality_drift = 0.1
	political_power_factor = 0.05
	stability_factor = 0.05
}
### Entity: Modifier Reference
Component: INS_state_militia_sabotage_1
Constructs: army_attack_factor, has_dlc, remove_trigger, breakthrough_factor
Source: game
File: common/dynamic_modifiers/TAOG_dynamic_modifiers.txt

Code:
INS_state_militia_sabotage_1 = {
	icon = GFX_modifiers_BEL_eben_emael_raided
	enable = {
		has_dlc = Thunder at Our Gates
	}
	remove_trigger = {
		OR = {
			ROOT = {
				controller = {
					tag = INS
				}
			}
			INS = {
				exists = no
			}
		}
	}
	breakthrough_factor = 0.05
	army_attack_factor = 0.05
}
### Entity: Modifier Reference
Construct: motorized_attack_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## motorized_attack_factor

* Number with 1 decimal places
* **Categories**: army, aggressive
### Entity: Unit Template
Component: BUL_GAR_01
Source: game
File: common/units/names_divisions/BUL_names_divisions.txt

Code:
BUL_GAR_01 = {
	name = Garrison Divisions
	for_countries = {
		BUL
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d-ta Zapasna Divizija
	ordered = {
		1 = {
			%d-va Zapasna Divizija
		}
		2 = {
			%d-ra Zapasna Divizija
		}
		3 = {
			%d-ta Zapasna Divizija
		}
		4 = {
			%d-ta Zapasna Divizija
		}
		5 = {
			%d-ta Zapasna Divizija
		}
		6 = {
			%d-ta Zapasna Divizija
		}
		7 = {
			%d-ma Zapasna Divizija
		}
		8 = {
			%d-a Zapasna Divizija
		}
		9 = {
			%d-ta Zapasna Divizija
		}
		10 = {
			%d-ta Zapasna Divizija
		}
		11 = {
			%d-va Zapasna Divizija
		}
		12 = {
			%d-ra Zapasna Divizija
		}
		14 = {
			%d-ta Zapasna Divizija
		}
		15 = {
			%d-ta Zapasna Divizija
		}
		16 = {
			%d-ta Zapasna Divizija
		}
		17 = {
			%d-ma Zapasna Divizija
		}
		18 = {
			%d-a Zapasna Divizija
		}
		19 = {
			%d-ta Zapasna Divizija
		}
		20 = {
			%d-ta Zapasna Divizija
		}
		21 = {
			%d-va Zapasna Divizija
		}
		22 = {
			%d-ra Zapasna Divizija
		}
		23 = {
			%d-ta Zapasna Divizija
		}
		24 = {
			%d-ta Zapasna Divizija
		}
		25 = {
			%d-ta Zapasna Divizija
		}
		26 = {
			%d-ta Zapasna Divizija
		}
		27 = {
			%d-ma Zapasna Divizija
		}
		28 = {
			%d-a Zapasna Divizija
		}
		29 = {
			%d-ta Zapasna Divizija
		}
		30 = {
			%d-va Zapasna Divizija
		}
		31 = {
			%d-ra Zapasna Divizija
		}
		32 = {
			%d-ta Zapasna Divizija
		}
		33 = {
			%d-ta Zapasna Divizija
		}
		34 = {
			%d-ta Zapasna Divizija
		}
		35 = {
			%d-ta Zapasna Divizija
		}
		36 = {
			%d-ma Zapasna Divizija
		}
		37 = {
			%d-a Zapasna Divizija
		}
		38 = {
			%d-ta Zapasna Divizija
		}
		39 = {
			%d-ta Zapasna Divizija
		}
		40 = {
			%d-va Zapasna Divizija
		}
		41 = {
			%d-ra Zapasna Divizija
		}
		42 = {
			%d-ta Zapasna Divizija
		}
		43 = {
			%d-ta Zapasna Divizija
		}
		44 = {
			%d-ta Zapasna Divizija
		}
		45 = {
			%d-ta Zapasna Divizija
		}
		46 = {
			%d-ma Zapasna Divizija
		}
		47 = {
			%d-a Zapasna Divizija
		}
		48 = {
			%d-ta Zapasna Divizija
		}
		49 = {
			%d-ta Zapasna Divizija
		}
		50 = {
			%d-ta Zapasna Divizija
		}
		51 = {
			%d-va Zapasna Divizija
		}
		52 = {
			%d-ra Zapasna Divizija
		}
		13 = {
			%d-ta Zapasna Divizija
		}
	}
}
### Entity: Event
Component: new_ger.88
Constructs: is_triggered_only, ai_chance, add_war_support, add_political_power, clr_country_flag
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.88
	title = new_ger.88.t
	desc = new_ger.88.d
	picture = GFX_report_event_germany_politician_handshake
	is_triggered_only = yes
	option = {
		name = new_ger.88.a
		FROM = {
			country_event = new_ger.85
		}
		add_political_power = -25
		add_war_support = -0.05
	} {
		name = new_ger.88.b
		ai_chance = {
			base = 0
		}
		clr_country_flag = GER_poland_active
	}
}
### Entity: AI Strategy
Component: ENG_abandon_RUT_because_its_RUT
Constructs: has_government, is_ai, send_lend_lease_desire
Source: game
File: common/ai_strategy/r56_ENG.txt

Code:
ENG_abandon_RUT_because_its_RUT = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		ENG = {
			has_government = democratic
		}
		country_exists = RUT
		RUT = {
			is_ai = yes
		}
	}
	abort = {
		NOT = {
			country_exists = RUT
		}
	}
	ai_strategy = {
		type = befriend
		id = RUT
		value = -750
	} {
		type = alliance
		id = RUT
		value = -750
	} {
		type = send_lend_lease_desire
		id = RUT
		value = -375
	}
}
### Entity: Modding Documentation
Construct: Terrain
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## Draw.Terrain
* Type: Boolean
* Not available in release build
### Entity: Idea
Component: EAI_DD_12/infantry_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_12/infantry_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: Effect Reference
Construct: remove_resistance_target
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## remove_resistance_target

* Supported Scopes: STATE
* Supported Targets: any

```
removes a previously added resistance target using its id. No tooltips are generated.:
remove_resistance_target = 42

```
### Entity: Idea
Component: POR_divided_revolution
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_divided_revolution = {
	picture = ARG_no_gods_no_masters
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		OR = {
			has_government = communism democratic
		}
	}
	removal_cost = -1
	modifier = {
		stability_weekly = -0.002
		weekly_casualties_war_support = 0.001
		defensive_war_stability_factor = 0.1
		justify_war_goal_time = 1
	}
}
### Entity: National Focus
Tree: slo_focus
Component: SLO_reinforce_hlinka_guard
Constructs: prerequisite, limit, add_ideas, remove_ideas, has_government, add_war_support, is_major, completion_reward
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_reinforce_hlinka_guard
	icon = GFX_goal_SLO_slovak_blackshirts
	prerequisite = {
		focus = SLO_found_the_nation
	}
	relative_position_id = SLO_found_the_nation
	available = {
		has_government = fascism
		if = {
			limit = {
				is_subject = yes
			}
			OVERLORD = {
				has_government = fascism
			}
		}
	}
	x = 6
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 2
			any_neighbor_country = {
				is_major = yes
				has_government = fascism
			}
		} {
			factor = 0
			AND = {
				is_historical_focus_on = yes
				NOT = {
					has_government = fascism
				}
			}
		}
	}
	completion_reward = {
		add_war_support = 0.1
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		if = {
			limit = {
				has_idea = neutrality_idea
			}
			remove_ideas = neutrality_idea
		} {
			limit = {
				NOT = {
					has_idea = SLO_fascist_repression
				}
			}
			add_ideas = SLO_fascist_repression
		} {
			limit = {
				NOT = {
					has_idea = SLO_nationalism
				}
			}
			add_ideas = SLO_nationalism
		} {
			limit = {
				has_idea = SLO_purge_the_army
			}
			remove_ideas = SLO_purge_the_army
		} {
			limit = {
				has_idea = SLO_communist_army
			}
			remove_ideas = SLO_communist_army
		} {
			limit = {
				has_idea = idea_communist_central_management
			}
			remove_ideas = idea_communist_central_management
		} {
			limit = {
				has_idea = workers_culture
			}
			remove_ideas = workers_culture
		} {
			limit = {
				has_idea = SLO_pluralism
			}
			remove_ideas = SLO_pluralism
		} {
			limit = {
				has_idea = SLO_efficient_economy
			}
			remove_ideas = SLO_efficient_economy
		} {
			limit = {
				has_idea = deterrence
			}
			remove_ideas = deterrence
		} {
			limit = {
				has_idea = why_we_fight_focus
			}
			remove_ideas = why_we_fight_focus
		} {
			limit = {
				has_idea = LAT_invite_foreign_investors
			}
			remove_ideas = LAT_invite_foreign_investors
		}
		add_tech_bonus = {
			name = mp_tech_bonus_name
			bonus = 1
			uses = 1
			category = military_police_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Order of Battle
Component: 19. Kuva-yi Milliye Tugayi
Constructs: division_template
Source: game
File: history/units/TUR_Civil_War_neutrality.txt

Code:
division = {
	name = 19. Kuva-yi Milliye Tugayi
	location = 9844
	division_template = Kuva-yi Milliye Tugayi
}
### Entity: Military Industrial Organization
Component: USA_newport_news_shipbuilding_organization
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, has_dlc, has_invited_mio_tt, has_newport_news_shipbuilding_mio_flag, production_bonus
Source: game
File: common/military_industrial_organization/organizations/USA_organization.txt

Code:
USA_newport_news_shipbuilding_organization = {
	include = generic_task_force_ship_organization
	icon = GFX_idea_newport_news_shipbuilding
	allowed = {
		OR = {
			tag = USA
			AND = {
				tag = BRA
				has_dlc = Trial of Allegiance
			}
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = USA
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = USA
				}
			}
		} {
			limit = {
				FROM = {
					original_tag = BRA
				}
			}
			custom_trigger_tooltip = {
				tooltip = has_invited_mio_tt
				FROM = {
					has_completed_focus = BRA_invite_foreign_companies
					has_country_flag = has_newport_news_shipbuilding_mio_flag
				}
			}
		}
	}
	initial_trait = {
		name = USA_mio_trait_carrier_specialists
		limit_to_equipment_type = {
			carrier
		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
	}
	add_trait = {
		token = USA_mio_trait_north_carolina_shipbuilding_company
		name = USA_mio_trait_north_carolina_shipbuilding_company
		icon = GFX_generic_mio_department_icon_ship_screen_ship_production
		special_trait_background = yes
		limit_to_equipment_type = {
			screen_ship
		}
		all_parents = {

		}
		position = {
			x = 3
			y = 0
		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
	}
}
### Entity: Character
Component: JAP_isamu_cho
Constructs: has_completed_focus
Source: game
File: common/characters/JAP.txt

Code:
JAP_isamu_cho = {
	name = JAP_isamu_cho
	portraits = {
		army = {
			large = GFX_portrait_JAP_isamu_cho
			small = GFX_portrait_JAP_isamu_cho_military_small
		}
		civilian = {
			small = GFX_portrait_JAP_isamu_cho_civilian_small
		}
	}
	corps_commander = {
		traits = {
			cavalry_leader
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
		visible = {
			has_completed_focus = JAP_contact_former_sakurakai_members
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AHoI4_DD_2_tech_tree.jpg.html

Doc:
File

File history

File usage

Metadata
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