Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: AUS_one_empire_two_systems
Constructs: industrial_capacity_factory, has_subject
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_one_empire_two_systems = {
	picture = HUN_hungarian_monarchy_habsburg
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_subject = HUN
		}
	}
	modifier = {
		conscription = 0.01
		production_factory_efficiency_gain_factor = 0.05
		production_factory_max_efficiency_factor = 0.05
		industrial_capacity_factory = 0.1
		industrial_capacity_dockyard = 0.1
		custom_modifier_tooltip = AUS_removed_if_no_hungary_puppet
	}
}
### Entity: Character
Component: SWE_exiled_revolutionaries
Constructs: stability_factor, army_attack_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
SWE_exiled_revolutionaries = {
	sprite = 3
	command_cap_increase = @tier2_cp_cap_increase
	command_power = @tier2_cp_cost
	army_attack_factor = 0.16
	stability_factor = -0.08
	army_org_factor = -0.06
}
### Entity: State History
Component: 713
Source: game
File: history/states/713-Kerguelen.txt

Code:
state = {
	id = 713
	name = STATE_713
	manpower = 96
	state_category = tiny_island
	history = {
		owner = FRA
		buildings = {
			infrastructure = 1
			2165 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		2165
	}
	local_supplies = 0.0
}
### Entity: AI Strategy
Component: HOL_dont_call_allies_to_indonesia_war_r56
Constructs: has_war_with, is_subject, is_in_faction, is_in_faction_with
Source: game
File: common/ai_strategy/r56_HOL.txt

Code:
HOL_dont_call_allies_to_indonesia_war_r56 = {
	allowed = {
		OR = {
			original_tag = ENG USA FRA BEL LUX MEX POL GRE YUG NOR BRA HON ROM CZE ETH
		}
	}
	enable = {
		INS = {
			exists = yes
			is_subject = no
			has_war_with = HOL
			is_in_faction = no
		}
		is_in_faction_with = HOL
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = dont_join_wars_with
		id = HOL
		value = 100
	} {
		type = diplo_action_acceptance
		id = HOL
		value = -100
		target = join_allies
	} {
		type = ignore
		id = HOL
		value = 10
	}
}
### Entity: Character
Component: RWA_communist_guy
Constructs: has_government
Source: game
File: common/characters/RWA.txt

Code:
RWA_communist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = RWA_communist_guy
		allowed = {
			original_tag = RWA
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			not = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_anti-italian_propaganda
Constructs: every_owned_state, prerequisite, limit, has_war_with, completion_reward, add_political_power, has_country_leader, is_government_in_exile
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_anti-italian_propaganda
	icon = GFX_focus_generic_italy_propaganda
	prerequisite = {
		focus = ETH_addressing_the_league_of_nations
	}
	x = 1
	y = 1
	relative_position_id = ETH_addressing_the_league_of_nations
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		has_country_leader = {
			character = ETH_haile_selassie
			ruling_only = yes
		}
	}
	available_if_capitulated = yes
	bypass = {
		NOT = {
			has_war_with = ITA
		}
	}
	search_filters = {
		FOCUS_FILTER_PROPAGANDA
	}
	completion_reward = {
		custom_effect_tooltip = ETH_unlock_black_lions_tt
		add_political_power = 100
		IF = {
			limit = {
				is_government_in_exile = yes
			}
			add_legitimacy = 10
		}
		hidden_effect = {
			every_owned_state = {
				limit = {
					NOT = {
						is_controlled_by_ROOT_or_ally = yes
					}
					OR = {
						state = 835 836 837 838
					}
				}
				add_resistance_target = {
					amount = 10
					occupied = ETH
					tooltip = ETH_black_lions_resistance_tt
					days = 730
				}
			}
			every_other_country = {
				limit = {
					has_war_with = ROOT
					OR = {
						835 = {
							is_controlled_by = PREV
						}
						836 = {
							is_controlled_by = PREV
						}
						837 = {
							is_controlled_by = PREV
						}
						838 = {
							is_controlled_by = PREV
						}
					}
				}
				country_event = {
					id = BBA_ethiopia_exile_events.03
					hours = 2
					random_hours = 12
				}
			}
		}
	}
}
### Entity: Modifier Reference
Component: CHI_infiltrated_state_1
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
CHI_infiltrated_state_1 = {
	icon = GFX_modifiers_PRC_infiltrated_state_1
	enable = {
		always = yes
	}
	out_of_supply_factor = -0.1
	max_dig_in_factor = 0.1
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_lift_restrictions_on_political_parties
Constructs: prerequisite, add_stability, completion_reward, add_popularity
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_lift_restrictions_on_political_parties
	icon = GFX_goal_generic_national_unity
	relative_position_id = EGY_ministry_of_awqaf
	x = -1
	y = 1
	cost = 5
	prerequisite = {
		focus = EGY_ministry_of_awqaf
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_stability = 0.1
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
	}
}
### Entity: National Focus
Tree: ukr_focus
Component: UKR_we_were_born_in_a_great_hour
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, add_popularity, add_timed_idea
Source: game
File: common/national_focus/ukraine.txt

Code:
focus = {
	id = UKR_we_were_born_in_a_great_hour
	icon = GFX_goal_Ukraine_oun
	prerequisite = {
		focus = UKR_empower_the_head_of_state
	}
	relative_position_id = UKR_empower_the_head_of_state
	mutually_exclusive = {
		focus = UKR_restore_the_hetmanate
	}
	x = 5
	y = 1
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {
		if = {
			limit = {
				is_subject = yes
			}
			OR = {
				has_government = fascism
				OVERLORD = {
					has_government = fascism
				}
			}
		}
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		add_timed_idea = {
			idea = nationalism
			days = 1395
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Special Project
Component: sp_air_r56_helicopter
Constructs: set_technology, has_dlc, breakthrough_cost, resource_cost
Source: game
File: common/special_projects/projects/r56_air_projects.txt

Code:
sp_air_r56_helicopter = {
	specialization = specialization_air
	icon = GFX_sp_air_helicopter
	project_tags = {
		sp_tag_aircraft sp_tag_helicopter
	}
	allowed = {
		NOT = {
			has_dlc = Gotterdammerung
		}
	}
	prototype_time = sp_time.prototype.long
	complexity = sp_complexity.medium
	breakthrough_cost = {
		specialization_air = 1
	}
	resource_cost = {
		resources = {
			steel = 12
			aluminium = 12
		}
	}
	project_output = {
		country_effects = {
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_TECH
				TECH = r56_sp_helicopter_tech
			}
			custom_override_tooltip = {
				tooltip = tech_effect|r56_sp_helicopter_tech
				set_technology = {
					r56_sp_helicopter_tech = 1
					popup = no
				}
			}
		}
	}
	generic_prototype_rewards = {
		sp_air_scientist_xp_generic_reward sp_air_political_interference_generic_reward sp_air_generic_major_breakthrough_reward sp_air_generic_aerodynamics_advancements_reward sp_air_generic_reward_scientist_xp_1 sp_air_generic_reward_scientist_xp_2 sp_air_generic_reward_scientist_xp_3 sp_air_generic_reward_air_xp_1 sp_air_generic_reward_air_xp_2 sp_air_generic_reward_air_xp_3
	}
	unique_prototype_rewards = {

	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_advatageous_foreign_trade_deal
Constructs: has_completed_focus, prerequisite, has_government, owns_state, add_stability, completion_reward, is_subject, random_owned_controlled_state
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_advatageous_foreign_trade_deal
	icon = GFX_goal_generic_business_bills
	prerequisite = {
		focus = QUE_the_padlock_law
	}
	relative_position_id = QUE_the_union_nationale_wins
	x = 0
	y = 3
	cost = 10
	available_if_capitulated = yes
	available = {
		owns_state = 860
		country_exists = USA
		has_completed_focus = QUE_the_union_nationale_wins
		has_government = democratic
		OR = {
			is_subject = no
			OVERLORD = {
				OR = {
					has_government = democratic neutrality
				}
			}
		}
	}
	bypass = {
		NOT = {
			country_exists = USA
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		custom_effect_tooltip = QUE_steeltrade
		random_owned_controlled_state = {
			prioritize = {
				860
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			} {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		add_stability = -0.05
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Decision
Component: ISR_lehi_uprising_category
Constructs: has_completed_focus, has_country_flag
Source: game
File: common/decisions/categories/ISR_decision_categories.txt

Code:
ISR_lehi_uprising_category = {
	icon = GFX_decision_category_generic_propaganda
	priority = 100
	picture = GFX_decision_cat_irgun
	allowed = {
		original_tag = ISR
	}
	visible = {
		has_completed_focus = ISR_empower_stern_gang
		NOT = {
			has_country_flag = ISR_lehi_succeeded
		}
	}
}
### Entity: Misc Config
Component: communist_countries_asia
Constructs: has_government, limit, is_on_continent
Source: game
File: common/collections/collections.txt

Code:
communist_countries_asia = {
	input = game:all_countries
	name = COLLECTION_COUNTRIES_ASIA_COMMUNIST
	operators = {
		limit = {
			capital_scope = {
				is_on_continent = asia
			}
			has_government = communism
		}
	}
}
### Entity: Idea
Component: SWI_business_incentives
Constructs: has_government
Source: game
File: common/ideas/r56_switzerland.txt

Code:
SWI_business_incentives = {
	allowed_civil_war = {
		has_government = neutrality
	}
	picture = generic_local_self_management
	modifier = {
		consumer_goods_factor = -0.15
		global_building_slots_factor = 0.1
	}
}
### Entity: State History
Component: 938
Constructs: add_core_of, add_to_array
Source: game
File: history/states/938-Basutoland.txt

Code:
state = {
	id = 938
	name = STATE_938
	provinces = {
		4556
	}
	history = {
		owner = ENG
		add_core_of = LES
		add_to_array = {
			state_victory_points = 4556
		}
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			4556 1
		}
	}
	manpower = 734000
	buildings_max_level_factor = 1.0
	state_category = pastoral
	local_supplies = 0.0
}
### Entity: Scripted Trigger
Component: EAI_MW_doctrine
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_MW_doctrine = {
	OR = {
		check_variable = {
			EAI_FOCUS/LAND/land_doctrine = global.EAI_MW_DOCTRINE
		} {
			EAI_FOCUS/LAND/land_doctrine_OVERRIDE = global.EAI_MW_DOCTRINE
		}
		AND = {
			OR = {
				EAI_Mobile_Warfare_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/LAND/land_doctrine EAI_FOCUS/LAND/land_doctrine_OVERRIDE
			}
		}
	}
}
### Entity: Event
Component: EAI_monthly_update.0
Constructs: is_triggered_only
Source: game
File: events/EAI_misc.txt

Code:
country_event = {
	id = EAI_monthly_update.0
	hidden = yes
	is_triggered_only = yes
	immediate = {
		EAI_monthly_update = yes
	}
	option = {

	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_anti_partisan_measures
Constructs: prerequisite, add_stability, completion_reward, add_timed_idea, add_to_variable
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_anti_partisan_measures
	icon = GFX_focus_spr_crush_the_revolution
	prerequisite = {
		focus = ITA_integrate_polizia_dell_africa_italiana
	}
	x = -1
	y = 1
	relative_position_id = ITA_integrate_polizia_dell_africa_italiana
	cost = 5
	bypass = {
		ITA_is_antifascist_civil_war_over = yes
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.05
		add_timed_idea = {
			idea = ITA_anti_partisan_measures_ns
			days = 365
		}
		add_to_variable = {
			 = 2
			.ITA_fronte_militare_clandestino_resistance_damage_to_garrison_on_our_occupied_states = 0.1
		} {
			 = 2
			.ITA_fronte_militare_clandestino_resistance_target_on_our_occupied_states = 0.1
		}
		custom_effect_tooltip = ITA_anti_partisan_measures_state_modifier_rsi_tt
		hidden_effect = {
			RDS = {
				country_event = {
					id = BBA_italy_civil_war.4
					hours = 1
				}
			}
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_approach_the_west
Constructs: prerequisite, has_government, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_approach_the_west
	icon = GFX_focus_generic_diplomatic_treaty
	prerequisite = {
		focus = BUL_denounce_fascist_nations
	}
	relative_position_id = BUL_denounce_fascist_nations
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {
		has_government = democratic
	}
	completion_reward = {
		ENG = {
			add_opinion_modifier = {
				target = ROOT
				modifier = large_increase
			}
		}
		ROOT = {
			add_opinion_modifier = {
				target = ENG
				modifier = large_increase
			}
		} {
			add_opinion_modifier = {
				target = FRA
				modifier = large_increase
			}
		}
		FRA = {
			add_opinion_modifier = {
				target = ROOT
				modifier = large_increase
			}
		}
	}
}
### Entity: Event
Component: south_american_events.63
Constructs: is_triggered_only, ai_chance, add_stability, add_political_power, add_timed_idea, set_country_flag
Source: game
File: events/TOA_Generic_Events.txt

Code:
country_event = {
	id = south_american_events.63
	title = south_american_events.63.t
	desc = south_american_events.63.desc
	picture = GFX_report_event_eng_blackshirt_march
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 100
		}
		name = south_american_events.63.a
		add_timed_idea = {
			idea = MEX_synarchist_influence
			days = 720
		}
		set_country_flag = received_MEX_bolivarian_agitation
	} {
		ai_chance = {
			base = 0
		}
		name = south_american_events.63.b
		add_political_power = -20
		add_stability = 0.1
	}
}
### Entity: Event
Component: luxembourg.412
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/r56_luxembourg.txt

Code:
country_event = {
	id = luxembourg.412
	title = luxembourg.412.t
	desc = luxembourg.412.d
	is_triggered_only = yes
	option = {
		name = luxembourg.412.a
		add_opinion_modifier = {
			target = FROM
			modifier = small_decrease
		}
	}
}
### Entity: Character
Component: capital_ship_producer_offense_2
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
capital_ship_producer_offense_2 = {
	random = no
	equipment_bonus = {
		ship_hull_carrier = {
			carrier_size = 1
			naval_range = 0.15
		}
		ship_hull_heavy = {
			lg_attack = 0.15
			hg_attack = 0.15
			naval_range = 0.15
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_trade_with_the_reorganised_government
Constructs: prerequisite, limit, add_ideas, completion_reward, is_subject_of
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_trade_with_the_reorganised_government
	icon = GFX_goal_vietnam_trade_with_puppet_china
	cost = 10
	prerequisite = {
		focus = VIN_cooperation_with_japan
	}
	available = {
		OR = {
			CHI = {
				exists = yes
				is_subject_of = JAP
			}
			PGR = {
				exists = yes
				is_subject_of = JAP
			}
			RGR = {
				exists = yes
				is_subject_of = JAP
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				CHI = {
					exists = yes
					is_subject_of = JAP
				}
			}
			CHI = {
				add_ideas = VIN_trade_deal_with_vietnam
			}
			VIN = {
				add_ideas = VIN_trade_deal_with_china
			}
			else_if = {
				limit = {
					PGR = {
						exists = yes
						is_subject_of = JAP
					}
				}
				PGR = {
					add_ideas = VIN_trade_deal_with_vietnam
				}
				VIN = {
					add_ideas = VIN_trade_deal_with_china
				}
				else = {
					RGR = {
						add_ideas = VIN_trade_deal_with_vietnam
					}
					VIN = {
						add_ideas = VIN_trade_deal_with_china
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = 40
	y = 2
}
### Entity: Country History
Country: DIP
Component: DIP_misc
Constructs: limit, set_technology, set_research_slots, has_dlc
Source: game
File: history/countries/DIP - Partisans.txt

Code:
# Misc for DIP
capital = 430
set_research_slots = 2
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		early_bomber = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		early_destroyer = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		early_ship_hull_submarine = 1
		early_ship_hull_light = 1
		early_ship_hull_cruiser = 1
	}
}
### Entity: Event
Component: wtt_news.9
Constructs: is_triggered_only, has_idea
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.9
	title = wtt_news.9.t
	desc = wtt_news.9.desc
	picture = GFX_news_event_soviet_tanks
	major = yes
	is_triggered_only = yes
	option = {
		name = wtt_news.9.a
		trigger = {
			original_tag = GER
		}
	} {
		name = wtt_news.9.b
		trigger = {
			original_tag = SOV
		}
	} {
		name = wtt_news.9.c
		trigger = {
			has_idea = GER_the_great_red_menace
		}
	} {
		name = wtt_news.9.d
		trigger = {
			NOT = {
				original_tag = GER SOV
				has_idea = GER_the_great_red_menace
			}
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_optimize_infantry_formations
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, set_technology, swap_ideas, remove_idea
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_optimize_infantry_formations
	icon = GFX_goal_small_infantry
	prerequisite = {
		focus = MON_support_tactical_decision_freedom
	}
	x = 0
	y = 1
	relative_position_id = MON_support_tactical_decision_freedom
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_completed_focus = MON_favour_stronghold_defenses
				}
			}
			add_ideas = MON_grand_stratagem_tac_freedom_and_strongholds
		} {
			limit = {
				has_completed_focus = MON_favour_stronghold_defenses
				NOT = {
					has_completed_focus = MON_advanced_fortification_studies
				}
			}
			swap_ideas = {
				remove_idea = MON_grand_stratagem_tac_freedom_and_strongholds
				add_idea = MON_grand_stratagem_tac_freedom_infantry_and_strongholds
			}
		} {
			limit = {
				has_completed_focus = MON_favour_stronghold_defenses MON_advanced_fortification_studies
			}
			swap_ideas = {
				remove_idea = MON_grand_stratagem_tac_freedom_and_strongholds_and_forts
				add_idea = MON_grand_stratagem_all_4_modifiers
			}
		}
		custom_effect_tooltip = MON_optimized_infantry_formations_tt
		hidden_effect = {
			set_technology = {
				optimized_infantry_formations = 1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Event
Component: mexico.40
Constructs: is_triggered_only, add_war_support
Source: game
File: events/Mexico.txt

Code:
country_event = {
	id = mexico.40
	title = mexico.40.title
	desc = mexico.40.desc
	picture = GFX_report_event_soviet_soldiers_tank
	is_triggered_only = yes
	option = {
		name = mexico.40.a
		transfer_state = 685
		add_war_support = 0.05
		army_experience = 25
	}
}
### Entity: AI Strategy
Component: ITA_modern_tank_destroyer
Constructs: has_war, is_major, any_of
Source: game
File: common/ai_equipment/ITA_tank.txt

Code:
ITA_modern_tank_destroyer = {
	category = land
	blocked_for = {

	}
	available_for = {
		ITA
	}
	roles = {
		land_modern_tank_destroyer
	}
	priority = {
		factor = 200
		modifier = {
			num_of_factories = < 100
			factor = 0
		}
	}
	basic_modern_tank_destroyer_default = {
		priority = {
			factor = 10
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = modern_tank_destroyer_chassis
			modules = {
				main_armament_slot = {
					any_of = {
						tank_high_velocity_cannon_3 tank_heavy_cannon_3 tank_heavy_cannon_2 tank_high_velocity_cannon_2 tank_heavy_cannon
					}
				}
				turret_type_slot = tank_modern_tank_turret
				suspension_type_slot = tank_torsion_bar_suspension
				armor_type_slot = tank_cast_armor
				engine_type_slot = tank_gas_turbine_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = smoke_launchers
				special_type_slot_3 = stabilizer
				special_type_slot_4 = sloped_armor
			}
			upgrades = {
				tank_nsb_engine_upgrade = 10
				tank_nsb_armor_upgrade = {
					base = 3
					modifier = {
						add = 3
						has_war = yes
					} {
						any_enemy_country = {
							is_major = yes
						}
						add = 2
					}
				}
			}
		}
		allowed_modules = {
			tank_high_velocity_cannon_2 tank_high_velocity_cannon_3 tank_heavy_cannon tank_heavy_cannon_2 tank_heavy_cannon_3 tank_modern_tank_turret tank_torsion_bar_suspension tank_cast_armor tank_gas_turbine_engine sloped_armor smoke_launchers stabilizer tank_radio_3 tank_radio_2 tank_radio_1
		}
	}
}
### Entity: Modifier Reference
Construct: local_resources_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## local_resources_factor

* Number with 2 decimal places
* **Categories**: state, war_production
### Entity: Scripted Effect
Component: DEN_improve_haeren_NS
Constructs: limit, add_to_variable, add_dynamic_modifier, check_variable, has_dynamic_modifier, remove_dynamic_modifier
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_improve_haeren_NS = {
	add_to_variable = {
		DEN_haeren_improvement_tracker_var = 1
	}
	effect_tooltip = {
		if = {
			limit = {
				DEN_has_haeren_dynamic_modifier = no
			}
			add_dynamic_modifier = {
				modifier = DEN_haeren_dynamic_modifier
			}
		}
		else = {
			custom_effect_tooltip = DEN_modify_haeren_dynamic_modifier
		}
	}
	hidden_effect = {
		if = {
			limit = {
				check_variable = {
					DEN.DEN_haeren_improvement_tracker_var = < 2
				}
				NOT = {
					has_dynamic_modifier = {
						modifier = DEN_haeren_dynamic_modifier
					} {
						modifier = DEN_haeren_dynamic_modifier_improved
					} {
						modifier = DEN_haeren_dynamic_modifier_max_improved
					}
				}
			}
			add_dynamic_modifier = {
				modifier = DEN_haeren_dynamic_modifier
			}
		}
		else_if = {
			limit = {
				check_variable = {
					DEN.DEN_haeren_improvement_tracker_var = > 4
				}
				has_dynamic_modifier = {
					modifier = DEN_haeren_dynamic_modifier_improved
				}
				NOT = {
					has_dynamic_modifier = {
						modifier = DEN_haeren_dynamic_modifier_max_improved
					}
				}
			}
			remove_dynamic_modifier = {
				modifier = DEN_haeren_dynamic_modifier_improved
			}
			add_dynamic_modifier = {
				modifier = DEN_haeren_dynamic_modifier_max_improved
			}
		} {
			limit = {
				check_variable = {
					DEN.DEN_haeren_improvement_tracker_var = > 2
				}
				has_dynamic_modifier = {
					modifier = DEN_haeren_dynamic_modifier
				}
				NOT = {
					has_dynamic_modifier = {
						modifier = DEN_haeren_dynamic_modifier_improved
					}
				}
			}
			remove_dynamic_modifier = {
				modifier = DEN_haeren_dynamic_modifier
			}
			add_dynamic_modifier = {
				modifier = DEN_haeren_dynamic_modifier_improved
			}
		}
	}
}
### Entity: Country History
Country: MLT
Component: MLT_technology
Constructs: set_technology
Source: game
File: history/countries/MLT - Malta.txt

Code:
# Starting Technologies for MLT
set_technology = {
	infantry_weapons = 1
}