Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: GLC_democratic_guy
Constructs: has_government
Source: game
File: common/ideas/galicia.txt

Code:
GLC_democratic_guy = {
	picture = generic_political_advisor_europe_1
	allowed = {
		original_tag = GLC
	}
	traits = {
		democratic_reformer
	}
	do_effect = {
		NOT = {
			has_government = democratic
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: AI Strategy
Component: ai_focus_defense_BEL
Source: game
File: common/ai_focuses/BEL.txt

Code:
ai_focus_defense_BEL = {
	research = {
		defensive = 5.0
		radar_tech = 1.0
		construction_tech = 2.0
		artillery = 2.0
	}
}
### Entity: Modifier Reference
Component: CHI_ROCN
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
CHI_ROCN = {
	icon = GFX_idea_CHI_republic_of_china_navy
	experience_gain_navy_factor = CHI_ROCN_experience_gain_navy_factor
	mines_planting_by_air_factor = CHI_ROCN_mines_planting_by_air_factor
	Navy_intel_factor = CHI_ROCN_Navy_intel_factor
	Navy_intel_to_others = CHI_ROCN_Navy_intel_to_others
	custom_modifier_tooltip = CHI_ROCN_tt
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_the_eastward_expedition
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward, is_controlled_by, cancel_if_invalid, unlock_decision_tooltip, add_mastery
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_the_eastward_expedition
	icon = GFX_focus_PRC_eastward_expansion
	prerequisite = {
		focus = PRC_know_the_enemy
	}
	x = 2
	y = 1
	relative_position_id = PRC_know_the_enemy
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		615 = {
			is_controlled_by = SHX
		}
	}
	bypass = {
		NOT = {
			615 = {
				is_controlled_by = SHX
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	will_lead_to_war_with = SHX
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		unlock_decision_tooltip = PRC_the_eastward_expedition_decision
		custom_effect_tooltip = generic_skip_one_line_tt PRC_winning_border_war_result_tt PRC_losing_border_war_result_tt generic_skip_one_line_tt
		effect_tooltip = {
			transfer_state = 615
		} {
			army_experience = 15
			add_mastery = {
				amount = 50
				track = infantry
			}
			add_equipment_to_stockpile = {
				type = artillery_equipment_1
				amount = 125
				producer = SHX
			}
		}
		PRC_this_might_anger_china = yes
	}
}
### Entity: State History
Component: 1017
Constructs: add_core_of
Source: game
File: history/states/1017 - North Montenegro.txt

Code:
state = {
	id = 1017
	name = STATE_1017
	resources = {

	}
	history = {
		victory_points = {
			6913 1
		}
		owner = MNT
		add_core_of = MNT
		buildings = {
			infrastructure = 1
		}
	}
	provinces = {
		13381 937 6913
	}
	manpower = 103784
	buildings_max_level_factor = 1.0
	state_category = pastoral
}
### Entity: Modifier Reference
Component: weather_blizzard
Constructs: supply_factor
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
weather_blizzard = {
	air_accidents = 0.3
	air_bombing_targetting = -0.7
	air_detection = -0.3
	air_mission_efficiency = -0.3
	carrier_traffic = -1.0
	local_org_regain = -0.1
	naval_detection = -0.3
	naval_hit_chance = -0.1
	naval_retreat_speed = 0.15
	naval_speed_factor = -0.1
	naval_strike = -0.4
	org_loss_when_moving = 0.25
	positioning = -0.2
	supply_consumption_factor = 0.15
	supply_factor = -0.25
	truck_attrition_factor = 1.0
	army_attack_speed_factor = -0.25
}
### Entity: Event
Component: bftb_bulgaria_soviet_influence.3
Constructs: is_triggered_only, add_opinion_modifier, fire_only_once
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_soviet_influence.3
	title = bftb_bulgaria_soviet_influence.3.t
	desc = bftb_bulgaria_soviet_influence.3.desc
	picture = GFX_report_event_stalin_02
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = bftb_bulgaria_soviet_influence.3.a
		effect_tooltip = {
			add_opinion_modifier = {
				target = FROM
				modifier = BUL_rejected_our_proposal
			}
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_wool_agreement
Constructs: prerequisite, limit, add_ideas, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_wool_agreement
	icon = GFX_focus_AST_wool_agreement
	prerequisite = {
		focus = AST_solidarity_by_the_empire
	}
	relative_position_id = AST_solidarity_by_the_empire
	x = -2
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				has_idea = AST_bradford_cotton_mills_ic
			}
			custom_effect_tooltip = AST_bradford_cotton_mills_ic_tt
			swap_ideas = {
				remove_idea = AST_bradford_cotton_mills_ic
				add_idea = AST_bradford_cotton_mills_improved_ic
			}
		}
		else = {
			effect_tooltip = {
				swap_ideas = {
					remove_idea = AST_bradford_cotton_mills_ic
					add_idea = AST_bradford_cotton_mills_improved_ic
				}
			}
		}
		ENG = {
			add_ideas = {
				AST_wool_agreement_idea
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY FOCUS_FILTER_INTERNATIONAL_TRADE
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Template%3ADelete.html

Doc:
[view] [edit] Template documentation
This documentation is transcluded from Template:Delete/doc. (edit | history)
Delete can be used to highlight candidates for deletion. This template calls for discussion. For articles requiring immediate deletion see Template:SpeedDelete. Tagged articles are added to the category: Candidates for deletion.

Contents

1 Parameters

2 Usage

3 Updating this template

4 Examples
### Entity: Event
Component: r56_italy.7
Constructs: has_government, has_war_with, fire_only_once, add_political_power, is_in_faction_with, has_civil_war, add_popularity
Source: game
File: events/R56_Italy.txt

Code:
country_event = {
	id = r56_italy.7
	title = r56_italy.7.t
	desc = r56_italy.7.d
	picture = GFX_report_event_rosseli_brothers
	fire_only_once = yes
	trigger = {
		date = > 1937.06.01
		tag = ITA
		has_government = fascism
		FRA = {
			NOT = {
				has_government = communism fascism
				has_war_with = ITA
				is_in_faction_with = ITA
			}
		}
		SPR = {
			has_civil_war = yes
		}
	}
	option = {
		name = r56_italy.7.a
		add_political_power = 20
		add_popularity = {
			ideology = democratic
			popularity = -0.02
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_reorganization_of_the_state
Constructs: has_completed_focus, create_country_leader, prerequisite, limit, has_government, completion_reward, has_game_rule, is_subject
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_reorganization_of_the_state
	icon = GFX_goal_support_fascism
	cost = 10
	prerequisite = {
		focus = PER_strategic_nationalizations
	}
	x = 0
	y = 1
	offset = {
		x = -1
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PER_appoint_zahedi
		}
	}
	relative_position_id = PER_strategic_nationalizations
	ai_will_do = {
		factor = 45
	}
	available = {
		is_subject = no
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_government = fascism
				}
			}
			set_politics = {
				ruling_party = fascism
				elections_allowed = no
			}
			create_country_leader = {
				name = Fazlollah Zahedi
				picture = gfx/leaders/PER/r56_portrait_PER_Fazlollah_Zahedi.dds
				expire = 1965.1.1
				ideology = fascism_ideology
				traits = {
					anti_communist
				}
			}
		}
		hidden_effect = {
			create_country_leader = {
				name = Reza Shah Pahlavi
				picture = Portrait_Iran_Reza_Shah_Pahlavi.dds
				expire = 1965.1.1
				ideology = despotism
			}
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.35
		}
		swap_ideas = {
			remove_idea = PER_corrupted_bureaucracy
			add_idea = PER_reorganization_of_the_state
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_anti_communist_bulwark
Constructs: prerequisite, has_war, limit, has_government, is_major, add_opinion_modifier, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_anti_communist_bulwark
	icon = GFX_goal_anti_comintern_pact
	prerequisite = {
		focus = JAP_pacific_guardian
	}
	x = -1
	y = 1
	relative_position_id = JAP_pacific_guardian
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			SOV = {
				has_war = yes
			}
		}
	}
	available = {
		NOT = {
			has_government = communism
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		every_other_country = {
			limit = {
				OR = {
					is_major = yes
					original_tag = PRC
				}
				has_government = communism
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = JAP_anti_communist_bulwark
			}
			ROOT = {
				add_opinion_modifier = {
					target = PREV
					modifier = JAP_anti_communist_bulwark
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/CZE_1936_nsb_mun.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = CZE
		}
		requested_factories = 2
		progress = 0.18
		efficiency = 100
		industrial_manufacturer = mio:CZE_zbrojovka_brno_organization
	} {
		equipment = {
			type = support_equipment_1
			creator = CZE
		}
		requested_factories = 1
		progress = 0.48
		efficiency = 100
		industrial_manufacturer = mio:CZE_zbrojovka_vsetin_organization
	} {
		equipment = {
			type = light_tank_chassis_2
			creator = CZE
			version_name = LT vz. 35
		}
		requested_factories = 2
		progress = 0.48
		efficiency = 100
		industrial_manufacturer = mio:CZE_ckd_organization
	} {
		equipment = {
			type = artillery_equipment_1
			creator = CZE
		}
		requested_factories = 1
		progress = 0.3
		efficiency = 50
		industrial_manufacturer = mio:CZE_skoda_artillery_organization
	}
}
### Entity: Trigger Reference
Construct: num_of_civilian_factories_available_for_projects
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## num_of_civilian_factories_available_for_projects

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
check amount of civilian factories available for a new project to use
```
### Entity: Scripted Trigger
Component: EAI_armor_design_A
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_armor_design_A = {
	OR = {
		check_variable = {
			EAI_FOCUS/LAND/armor_design = global.EAI_A_ARM_DESIGN
		} {
			EAI_FOCUS/LAND/armor_design_OVERRIDE = global.EAI_A_ARM_DESIGN
		}
		AND = {
			OR = {
				EAI_Armor_Design_A_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/LAND/armor_design EAI_FOCUS/LAND/armor_design_OVERRIDE
			}
		}
	}
}
### Entity: Idea
Component: AFG_heavy_taxation
Constructs: has_government
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_heavy_taxation = {
	picture = ETH_taxed_nobility
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			has_government = neutrality
		}
	}
	modifier = {
		political_power_factor = -0.05
		consumer_goods_factor = -0.25
		stability_weekly = -0.002
	}
}
### Entity: Modifier Reference
Component: AUS_airforce
Constructs: industrial_capacity_factory
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
AUS_airforce = {
	enable = {
		always = yes
	}
	icon = GFX_idea_AUS_airforce
	experience_gain_air = AUS_airforce_xp_gain_air
	airforce_intel_factor = AUS_airforce_airforce_intel_factor
	ground_attack_factor = AUS_airforce_ground_attack_factor
	air_superiority_efficiency = AUS_airforce_air_superiority_efficiency
	air_doctrine_cost_factor = AUS_airforce_air_doctrine_cost_factor
	industrial_capacity_factory = AUS_airforce_industrial_capacity_factory
	production_speed_air_base_factor = AUS_airforce_production_speed_air_base_factor
	production_speed_anti_air_building_factor = AUS_airforce_production_speed_anti_air_building_factor
	production_speed_radar_station_factor = AUS_production_speed_radar_station_factor
	air_ace_generation_chance_factor = AUS_airforce_air_ace_generation_chance_factor
	air_untrained_pilots_penalty_factor = AUS_airforce_air_untrained_pilots_penalty_factor
}
### Entity: Music Config
Component: base_music/iran_military_between_two_rivers
Constructs: has_war_with, has_war
Source: game
File: music/goe_songs.txt

Code:
music = {
	song = iran_military_between_two_rivers
	chance = {
		base = 1
		modifier = {
			factor = 0.05
			NOT = {
				original_tag = IRQ
			}
		} {
			factor = 5
			original_tag = IRQ
			has_war = yes
		} {
			factor = 10
			has_war_with = IRQ
		}
	}
}
### Entity: Idea
Component: MPL_professional_army
Constructs: army_defence_factor, army_attack_factor, removal_cost
Source: game
File: common/ideas/mandate_of_palestine.txt

Code:
MPL_professional_army = {
	allowed = {
		always = no
	}
	picture = generic_soldiers_good
	removal_cost = -1
	modifier = {
		army_org_factor = 0.075
		army_attack_factor = 0.075
		army_defence_factor = 0.075
		training_time_army_factor = 0.5
	}
}
### Entity: National Focus
Component: wuw_HUN_the_toldi
Constructs: prerequisite, limit, add_ideas, completion_reward, cancel_if_invalid, add_tech_bonus, has_dlc, has_tech
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_the_toldi
	icon = GFX_focus_generic_tankette
	prerequisite = {
		focus = wuw_HUN_quantity_over_quality
	}
	x = 0
	y = 2
	relative_position_id = wuw_HUN_quantity_over_quality
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = wuw_HUN_the_toldi
			ahead_reduction = 1
			bonus = 1
			uses = 1
			category = cat_light_armor
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_ideas = HUN_rapid_army_groups_idea
		IF = {
			limit = {
				has_dlc = No Step Back
			}
			IF = {
				limit = {
					has_tech = improved_light_tank_chassis
				}
				create_equipment_variant = {
					name = 38M Toldi
					type = light_tank_chassis_2
					parent_version = 0
					modules = {
						main_armament_slot = tank_small_cannon_2
						turret_type_slot = tank_light_fixed_superstructure_turret
						suspension_type_slot = tank_torsion_bar_suspension
						armor_type_slot = tank_riveted_armor
						engine_type_slot = tank_gasoline_engine
						special_type_slot_2 = tank_radio_1
					}
					upgrades = {
						tank_nsb_engine_upgrade = 3
						tank_nsb_armor_upgrade = 2
					}
				}
			}
			ELSE = {
				custom_effect_tooltip = wuw_HUN_the_toldi_tt
				effect_tooltip = {
					create_equipment_variant = {
						name = 38M Toldi
						type = light_tank_chassis_2
						parent_version = 0
						modules = {
							main_armament_slot = tank_small_cannon_2
							turret_type_slot = tank_light_fixed_superstructure_turret
							suspension_type_slot = tank_torsion_bar_suspension
							armor_type_slot = tank_riveted_armor
							engine_type_slot = tank_gasoline_engine
							special_type_slot_2 = tank_radio_1
						}
						upgrades = {
							tank_nsb_engine_upgrade = 3
							tank_nsb_armor_upgrade = 2
						}
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_modern_artillery
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_modern_artillery
	icon = GFX_goal_generic_army_artillery2
	prerequisite = {
		focus = RUT_support_bonus RUT_offensive_weapons_focus
	}
	relative_position_id = RUT_carpathian_sich
	x = -4
	y = 3
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = infantry_artillery_bonus
			ahead_reduction = 1
			bonus = 1
			uses = 1
			category = artillery
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: QUE_paul_bouchard
Constructs: has_government, is_country_leader
Source: game
File: common/characters/QUE.txt

Code:
QUE_paul_bouchard = {
	name = Paul Bouchard
	portraits = {
		civilian = {
			large = gfx/leaders/QUE/QUE_Paul_Bouchard.dds
			small = GFX_idea_generic_political_advisor_europe_1
		}
	}
	country_leader = {
		ideology = fascism_ideology
		expire = 1965.1.1
		id = -1
		traits = {
			r56_trait_opposed_to_democracy r56_trait_opposed_to_communism fascist_writer
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = QUE_paul_bouchard
		cost = 100.0
		allowed = {
			original_tag = QUE
		}
		available = {
			has_government = fascism
			is_country_leader = no
		}
		visible = {

		}
		traits = {
			r56_trait_opposed_to_democracy r56_trait_opposed_to_communism secular_nationalist
		}
		ai_will_do = {
			factor = 4
		}
	}
}
### Entity: Character
Component: GER_alexander_von_falkenhausen
Constructs: has_global_flag
Source: game
File: common/characters/GER.txt

Code:
GER_alexander_von_falkenhausen = {
	name = CHI_alexander_von_falkenhausen
	portraits = {
		army = {
			large = GFX_portrait_chi_alexander_von_falkenhausen
			small = GFX_idea_CHI_alexander_von_falkenhausen
		}
	}
	corps_commander = {
		skill = 3
		attack_skill = 2
		defense_skill = 2
		planning_skill = 3
		logistics_skill = 3
		legacy_id = 603
		traits = {
			infantry_officer
		}
		visible = {
			has_global_flag = falkenhausen_recalled
		}
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_amedeos_feast_of_maskal
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, add_political_power, is_subject_of, has_civil_war
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_amedeos_feast_of_maskal
	icon = GFX_focus_ETH_amedeos_feast_of_maskal
	prerequisite = {
		focus = ETH_invite_italian_settlers ETH_replace_the_abuna
	}
	mutually_exclusive = {
		focus = ETH_assertiveness
	}
	x = 1
	y = 1
	relative_position_id = ETH_invite_italian_settlers
	cost = 10
	available = {
		is_subject_of = ITA
		ITA = {
			has_civil_war = no
			OR = {
				has_government = fascism
				has_completed_focus = ITA_monarchia_d_italia
				hidden_trigger = {
					has_government = neutrality
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_autonomy_score = {
			value = 500
			localization = ETH_amedeos_feast_of_maskal
		}
		effect_tooltip = {
			swap_ideas = {
				remove_idea = ETH_victor_emanuel_of_ethiopia_idea
				add_idea = ETH_victor_emanuel_of_ethiopia_idea_2
			}
		}
		hidden_effect = {
			IF = {
				limit = {
					has_idea = ETH_victor_emanuel_of_ethiopia_idea
				}
				swap_ideas = {
					remove_idea = ETH_victor_emanuel_of_ethiopia_idea
					add_idea = ETH_victor_emanuel_of_ethiopia_idea_2
				}
			}
		}
		add_political_power = 100
		custom_effect_tooltip = ETH_amedeos_feast_of_maskal_tt
		IF = {
			limit = {
				has_completed_focus = ETH_sway_the_warlords
			}
			ETH_seyoum_mengesha = {
				clr_character_flag = ETH_imprisoned_flag
			}
			ETH_ayalew_birru = {
				clr_character_flag = ETH_imprisoned_flag
			}
			ETH_ras_kassa = {
				clr_character_flag = ETH_imprisoned_flag
			}
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_work_with_foreigners
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction, add_tech_bonus, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_work_with_foreigners
	icon = GFX_goal_generic_navy_doctrines_tactics
	prerequisite = {
		focus = PRU_a_reborn_navy
	}
	mutually_exclusive = {
		focus = PRU_expand_the_naval_factory_of_bellavista
	}
	relative_position_id = PRU_a_reborn_navy
	x = 1
	y = 1
	cost = 5
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = PRU_work_with_foreigners
			cost_reduction = 0.5
			uses = 1
			category = cat_fleet_in_being
		}
		add_tech_bonus = {
			name = PRU_work_with_foreigners
			bonus = 1
			uses = 1
			category = dd_tech
		} {
			name = PRU_work_with_foreigners
			bonus = 1
			uses = 1
			category = asw_tech
		}
		303 = {
			add_extra_state_shared_building_slots = 4
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: BEL_familleureux_organization
Constructs: has_completed_focus, limit, has_focus_tree, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/r56_BEL_organization.txt

Code:
BEL_familleureux_organization = {
	name = BEL_familleureux
	include = generic_mobile_tank_organization
	icon = GFX_idea_BEL_familleureux
	allowed = {
		OR = {
			original_TAG = BEL
		}
	}
	available = {
		owner = {
			if = {
				limit = {
					has_focus_tree = belgium_focus_r56
				}
				has_completed_focus = BEL_light_tank_destroyers
			}
		}
	}
	initial_trait = {
		name = ROM_mio_trait_mobile_tank_destroyers
		limit_to_equipment_type = {
			mio_cat_eq_all_tank_destroyers
		}
		equipment_bonus = {
			reliability = 0.05
			hard_attack = 0.05
			ap_attack = 0.05
		}
	}
}
### Entity: Idea
Component: QUE_independance_economical_shock1
Constructs: stability_factor, industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/ideas/quebec.txt

Code:
QUE_independance_economical_shock1 = {
	allowed = {
		original_tag = QUE
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = HOL_motors_production
	modifier = {
		consumer_goods_factor = 0.35
		production_speed_buildings_factor = -0.1
		stability_factor = -0.1
		industrial_capacity_factory = -0.15
	}
}
### Entity: Character
Component: LIT_king_of_lithuania
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
LIT_king_of_lithuania = {
	random = no
	sprite = 13
	stability_factor = 0.1
	war_support_factor = 0.05
}