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

Code:
GER_FIN_industrial_support = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_production_bonus
	modifier = {
		industrial_capacity_factory = 0.05
		production_speed_arms_factory_factor = 0.05
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_AREA_garrison_state_line
Constructs: has_country_flag, is_in_array
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_AREA_garrison_state_line = {
	enable = {
		has_country_flag = EAI_MILITARY_garrison_state_strategies
		NOT = {
			is_in_array = {
				EAI_MILITARY_INVASION_staging_areas = 727
				 = .id
			}
		}
		controls_state = 727
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.25
		order_id = 998
		states = {
			727
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Faction
Component: joining_rule_puppets_only
Constructs: limit, has_government, is_subject_of, has_rule
Source: game
File: common/factions/rules/joining_rules.txt

Code:
joining_rule_puppets_only = {
	type = joining_rules
	can_remove = {
		faction_manifest_fulfillment = > 0.95
	}
	ai_will_do = {
		base = 0
	}
	trigger = {
		ROOT = {
			is_subject_of = FROM
		}
		IF = {
			limit = {
				NOT = {
					has_rule = can_join_opposite_factions
				}
			}
			has_government = FROM
		}
	}
	modifier = {
		subjects_autonomy_gain = -0.05
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AUnited_States.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
United_States.png &#8206;(900 × 600 pixels, file size: 56 KB, MIME type: image/png)
### Entity: Scripted Trigger
Component: suitable_fascist_major_in_europe
Constructs: has_government, has_war_with, is_major, is_on_continent, has_capitulated
Source: game
File: common/scripted_triggers/BALTIC_scripted_triggers.txt

Code:
suitable_fascist_major_in_europe = {
	any_other_country = {
		is_major = yes
		capital_scope = {
			is_on_continent = europe
		}
		exists = yes
		has_capitulated = no
		has_government = fascism
		NOT = {
			has_war_with = ROOT
		}
	}
}
### Entity: Event
Component: ARG_political_events.6
Constructs: is_triggered_only, limit
Source: game
File: events/TOA_Argentina.txt

Code:
country_event = {
	id = ARG_political_events.6
	title = ARG_political_events.6.t
	desc = ARG_political_events.6.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = ARG_political_events.6.a
		IF = {
			limit = {
				FROM = {
					controls_state = 299
				}
			}
			ARG = {
				transfer_state = 299
			}
		} {
			limit = {
				FROM = {
					controls_state = 720
				}
			}
			ARG = {
				transfer_state = 720
			}
		}
	}
}
### Entity: Trigger Reference
Construct: pc_is_forced_government
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## pc_is_forced_government

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Checks if country has had their government force-changed in the peace conference.
Example:
CZE = { pc_is_forced_government = yes }
```
### Entity: National Focus
Tree: swi_focus
Component: SWI_ban_foreign_nazi_propaganda
Constructs: prerequisite, limit, add_ideas, has_government, add_opinion_modifier, completion_reward, is_power_balance_in_range, cancel_if_invalid
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_ban_foreign_nazi_propaganda
	icon = GFX_focus_POL_ban_nazi_party
	x = -9
	y = 1
	relative_position_id = SWI_fortify_border_with_germany
	prerequisite = {
		focus = SWI_fortify_border_with_germany SWI_fortify_border_with_italy
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = > SWI_centralization_bop_very_council
		}
	}
	cancel_if_invalid = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		add_ideas = {
			SWI_banned_foreign_nazi_propaganda_idea
		}
		if = {
			limit = {
				SWI_is_historical_ai = no
			}
			every_other_country = {
				limit = {
					SWI_is_country_to_balance = yes
					has_government = fascism
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = SWI_banned_countrys_ideology
				}
			}
			if = {
				limit = {
					has_start_date = < 1936.01.02
				}
				SWI_update_neighbor_opinion_balance = yes
			}
		} {
			limit = {
				has_start_date = < 1936.01.02
			}
			hidden_effect = {
				SWI_find_best_democratic_ally = yes
			}
		}
	}
}
### Entity: Decision
Component: NOR_land_reintegration
Source: game
File: common/decisions/categories/r56_NOR_decision_categories.txt

Code:
NOR_land_reintegration = {
	icon = generic_propaganda
	priority = 8
	allowed = {
		original_tag = NOR
	}
}
### Entity: Order of Battle
Component: air_wing_64
Source: game
File: history/units/GER_1936_air_legacy.txt

Code:
air_wings = {
	64 = {
		fighter_equipment_0 = {
			owner = GER
			amount = 80
		}
		name = Jagdgeschwader 132 Kampfgeschwader 153
		tac_bomber_equipment_0 = {
			owner = GER
			amount = 80
		} {
			owner = GER
			amount = 40
			version_name = Ju 86
		}
		transport_plane_equipment_1 = {
			owner = GER
			amount = 80
		}
	}
}
### Entity: Event
Component: EST_events.10
Constructs: is_triggered_only, ai_chance, limit, random_country, has_government, add_to_war, add_timed_idea
Source: game
File: events/NSB_Estonia.txt

Code:
country_event = {
	id = EST_events.10
	title = EST_events.10.t
	desc = EST_events.10.d
	picture = GFX_report_event_generic_army
	is_triggered_only = yes
	option = {
		name = EST_events.10.a
		ai_chance = {
			factor = 10
		}
		random_country = {
			limit = {
				original_tag = FIN
				has_government = fascism
			}
			PREV = {
				add_to_war = {
					targeted_alliance = PREV
					enemy = FROM
					hostility_reason = asked_to_join
				}
			}
		}
	} {
		name = EST_events.10.b
		ai_chance = {
			factor = 10
		}
		add_timed_idea = {
			idea = EST_volunteer_corps
			days = 365
		}
	}
}
### Entity: Idea
Component: MAN_buisness_support
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_man_ideas.txt

Code:
MAN_buisness_support = {
	allowed = {
		always = yes
	}
	cancel = {
		has_government = communism
	}
	removal_cost = -1
	picture = NORDIC_industry_communist
	modifier = {
		production_speed_industrial_complex_factor = 0.1
		industrial_factory_donations = 1
		global_building_slots_factor = 0.05
		military_factory_donations = 1
	}
}
### Entity: Military Industrial Organization
Component: BUL_dvf_sopot_organization
Constructs: has_completed_focus, has_dlc, add_trait, production_bonus
Source: game
File: common/military_industrial_organization/organizations/BUL_organization.txt

Code:
BUL_dvf_sopot_organization = {
	include = generic_artillery_organization
	icon = GFX_idea_bul_darzhavna_voenna_fabrika
	allowed = {
		tag = BUL
		has_dlc = Battle for the Bosporus
	}
	available = {
		FROM = {
			has_completed_focus = BUL_found_dvf_sopot
		}
	}
	add_trait = {
		token = BUL_mio_trait_prussia_of_the_balkans
		name = BUL_prussia_of_the_balkans
		icon = GFX_generic_mio_department_icon_facilities
		special_trait_background = yes
		position = {
			x = @prussia_of_the_balkans_position_X
			y = @prussia_of_the_balkans_position_Y
		}
		available = {
			FROM = {
				has_completed_focus = BUL_prussia_of_the_balkans
			}
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = @prussia_of_the_balkans_research_bonus
		}
		production_bonus = {
			production_capacity_factor = @prussia_of_the_balkans_production_capacity_factor
		}
	}
}
### Entity: Modifier Reference
Component: r56_german_minority
Constructs: remove_trigger, is_controlled_by
Source: game
File: common/dynamic_modifiers/DEN.txt

Code:
r56_german_minority = {
	icon = GFX_modifier_german
	remove_trigger = {
		NOT = {
			is_controlled_by = DEN
		}
	}
	local_manpower = -0.25
	state_production_speed_buildings_factor = -0.15
}
### Entity: Idea
Component: BUL_anti_capitalism_eng
Constructs: has_completed_focus, limit, has_government, has_country_flag, removal_cost
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_anti_capitalism_eng = {
	name = BUL_anti_capitalism
	picture = eng_tackle_capitalism
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		tag = BUL
		if = {
			limit = {
				has_completed_focus = BUL_the_anti_capitalist_fight
			}
			has_government = communism
		}
	}
	removal_cost = -1
	targeted_modifier = {
		tag = ENG
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
	cancel = {
		OR = {
			has_country_flag = BUL_anti_capitalism_ns_expired_flag BUL_toppling_giants_ns_expired_flag BUL_the_fight_against_bolshevism_ns_expired_flag
		}
	}
}
### Entity: Character
Component: ECU_andrés_guilarte
Source: game
File: common/characters/ECU.txt

Code:
ECU_andrés_guilarte = {
	name = Andrés Guilarte
	portraits = {
		civilian = {
			large = GFX_portrait_Andres_Guilarte
		}
	}
	country_leader = {
		ideology = nazism
		traits = {
			eager_collaborator war_industrialist
		}
		expire = 1955.1.1.12
		id = -1
	}
}
### Entity: Character
Component: RAJ_bhaskar_soman
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_bhaskar_soman = {
	name = RAJ_bhaskar_soman
	portraits = {
		army = {
			small = GFX_idea_RAJ_bhaskar_soman
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = RAJ_bhaskar_soman
		allowed = {
			original_tag = RAJ
		}
		traits = {
			navy_chief_decisive_battle_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_new_indu
Constructs: prerequisite, completion_reward, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_new_indu
	icon = GFX_goal_generic_construct_civ_factory
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = ICE_recycling_programs
	} {
		focus = ICE_infr_2
	}
	available = {
		100 = {
			CONTROLLER = {
				tag = ICE
			}
		}
	}
	bypass = {

	}
	x = 4
	y = 4
	completion_reward = {
		100 = {
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: AST_sydney_rowell
Source: game
File: common/characters/AST.txt

Code:
AST_sydney_rowell = {
	name = AST_sydney_rowell
	portraits = {
		army = {
			small = GFX_portrait_AST_sydney_rowell_small
		}
	}
	advisor = {
		slot = army_chief
		idea_token = AST_sydney_rowell
		allowed = {
			original_tag = AST
		}
		traits = {
			army_chief_planning_1
		}
		cost = 50
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Idea
Component: PAL_irredentism
Constructs: removal_cost, breakthrough_factor
Source: game
File: common/ideas/palestine.txt

Code:
PAL_irredentism = {
	picture = FRA_scw_intervention_nationalists_focus
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_speed_factor = 0.05
		breakthrough_factor = 0.05
		army_org_factor = 0.05
	}
}
### Entity: Character
Component: CHI_gui_yongqing
Source: game
File: common/characters/CHI.txt

Code:
CHI_gui_yongqing = {
	name = CHI_gui_yongqing
	portraits = {
		army = {
			small = GFX_portrait_CHI_gui_yongqing_small
		}
	}
	advisor = {
		slot = high_command
		idea_token = CHI_gui_yongqing
		ledger = navy
		allowed = {
			original_tag = CHI
		}
		traits = {
			navy_screen_1
		}
		cost = 150
		ai_will_do = {
			base = 0.1
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_revolution_realized
Constructs: prerequisite, limit, completion_reward, is_controlled_by, has_country_leader, add_country_leader_trait
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_revolution_realized
	icon = GFX_goal_PAL_revolution_realized
	prerequisite = {
		focus = PAL_with_the_desert
	} {
		focus = PAL_into_the_atlantic
	} {
		focus = PAL_from_the_nile
	}
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		PAL = {
			all_core_state = {
				is_controlled_by = PAL
			}
		}
		EGY = {
			all_core_state = {
				is_controlled_by = PAL
			}
		}
		JOR = {
			all_core_state = {
				is_controlled_by = PAL
			}
		}
		LEB = {
			all_core_state = {
				is_controlled_by = PAL
			}
		}
		SYR = {
			all_core_state = {
				is_controlled_by = PAL
			}
		}
		IRQ = {
			all_core_state = {
				is_controlled_by = PAL
			}
		}
		SAU = {
			all_core_state = {
				is_controlled_by = PAL
			}
		}
		YEM = {
			all_core_state = {
				is_controlled_by = PAL
			}
		}
		OMA = {
			all_core_state = {
				is_controlled_by = PAL
			}
		}
		QAT = {
			all_core_state = {
				is_controlled_by = PAL
			}
		}
		UAE = {
			all_core_state = {
				is_controlled_by = PAL
			}
		}
		SUD = {
			all_core_state = {
				is_controlled_by = PAL
			}
		}
		LBA = {
			all_core_state = {
				is_controlled_by = PAL
			}
		}
		TUN = {
			all_core_state = {
				is_controlled_by = PAL
			}
		}
		ALG = {
			all_core_state = {
				is_controlled_by = PAL
			}
		}
		MOR = {
			all_core_state = {
				is_controlled_by = PAL
			}
		}
	}
	relative_position_id = PAL_into_the_atlantic
	completion_reward = {
		if = {
			limit = {
				has_country_leader = {
					character = PAL_radwan_hilu
					ruling_only = yes
				}
			}
			add_country_leader_trait = PAL_the_father_of_all_arabs
		} {
			limit = {
				has_country_leader = {
					character = PAL_fuad_nassar
					ruling_only = yes
				}
			}
			add_country_leader_trait = PAL_socialist_mehdi
		}
		else = {
			PAL_radwan_hilu = {
				add_country_leader_trait = PAL_the_father_of_all_arabs
			}
		}
	}
}
### Entity: Country History
Country: GRE
Component: GRE_army
Source: game
File: history/countries/GRE - Greece.txt

Code:
# OOB & Army Setup for GRE
oob = GRE_1936
### Entity: Modding Documentation
Construct: cryptology_defense_level
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### cryptology_defense_level
* description: cryptology defense level of a country
### Entity: National Focus
Tree: chi_focus
Component: CHI_judicial_yuan
Constructs: prerequisite, add_stability, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_nationalist.txt

Code:
focus = {
	id = CHI_judicial_yuan
	icon = GFX_goal_generic_defence
	prerequisite = {
		focus = CHI_republicanism
	} {
		focus = CHI_inter_party_coordination_council
	}
	x = 1
	y = 1
	relative_position_id = CHI_republicanism
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.1
	}
}
### Entity: State History
Component: 715
Constructs: add_core_of
Source: game
File: history/states/715-Liaoning.txt

Code:
state = {
	id = 715
	name = STATE_715
	manpower = 3643373
	state_category = town
	history = {
		owner = MAN
		add_core_of = CHI MAN PRC
		victory_points = {
			11836 1
		}
		buildings = {
			infrastructure = 2
			arms_factory = 1
			industrial_complex = 1
		}
	}
	provinces = {
		916 930 1499 1508 1558 1627 1638 3877 3978 4561 4633 4642 6893 7812 9831 10429 11836 11903 12337 12469 12478
	}
	local_supplies = 0.0
}
### Entity: Unit Template
Component: PRE_PAR_01
Source: game
File: common/units/names_divisions/PRE_names_divisions.txt

Code:
PRE_PAR_01 = {
	name = Paratrooper Divisions
	for_countries = {
		PRE
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = %d. Fallschirmjäger Division
	ordered = {
		1 = {
			%d. Fallschirmjäger Division
		}
		2 = {
			%d. Fallschirmjäger Division
		}
		3 = {
			%d. Fallschirmjäger Division
		}
		4 = {
			%d. Fallschirmjäger Division
		}
		5 = {
			%d. Fallschirmjäger Division
		}
		6 = {
			%d. Fallschirmjäger Division
		}
		7 = {
			%d. Fallschirmjäger Division
		}
		9 = {
			%d. Fallschirmjäger Division
		}
		8 = {
			%d. Fallschirmjäger Division
		}
		10 = {
			%d. Fallschirmjäger Division
		}
	}
}
### Entity: Idea
Component: EAI_DD_19/super_heavy_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_19/super_heavy_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_aa_chassis = {
			build_cost_ic = -0.475
			instant = yes
		}
	}
}
### Entity: Idea
Component: POR_restoring_the_portuguese_armed_forces2
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_restoring_the_portuguese_armed_forces2 = {
	name = POR_restoring_the_portuguese_armed_forces
	picture = generic_infantry_bonus
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		original_tag = POR
	}
	modifier = {
		political_power_factor = -0.05
		command_power_gain = 0.15
		army_leader_start_level = 1
	}
}
### Entity: Character
Component: SMI_effective_political_decision_making
Constructs: war_support_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
SMI_effective_political_decision_making = {
	random = no
	sprite = 13
	political_power_factor = 0.15
	war_support_factor = 0.05
}
### Entity: Event
Component: GOE_RAJ_generals.7
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile, add_political_power, add_cic
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_generals.7
	picture = GFX_report_event_generic_truck
	title = GOE_RAJ_generals.7.t
	desc = GOE_RAJ_generals.7.desc
	is_triggered_only = yes
	option = {
		name = GOE_RAJ_generals.7.a
		ai_chance = {
			base = 0.9
		}
		ENG = {
			add_political_power = 150
			add_cic = 5000
		}
		RAJ = {
			country_event = {
				id = GOE_RAJ_generals.8
				days = 1
			}
			add_equipment_to_stockpile = {
				type = motorized_equipment
				amount = 600
				producer = ENG
			} {
				type = train_equipment
				amount = 10
				producer = ENG
			} {
				type = support_equipment
				amount = 500
				producer = ENG
			}
		}
	} {
		name = GOE_RAJ_generals.7.b
		ai_chance = {
			base = 0.1
		}
		RAJ = {
			country_event = {
				id = GOE_RAJ_generals.9
				days = 1
			}
		}
	}
}
### Entity: Idea
Component: CZE_czechoslovak_industry_fake_ns
Constructs: industrial_capacity_factory, removal_cost, research_bonus
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_czechoslovak_industry_fake_ns = {
	name = CZE_czechoslovak_industry_dynamic_modifier
	removal_cost = -1
	picture = SOV_third_five_year_plan_civilian
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		repair_speed_arms_factory_factor = 0.1
		line_change_production_efficiency_factor = 0.15
		production_factory_efficiency_gain_factor = 0.15
		industrial_capacity_factory = 0.1
		consumer_goods_factor = -0.1
		civilian_intel_to_others = 15
	}
	research_bonus = {
		industry = 0.05
	}
}
### Entity: Order of Battle
Component: Iron Guard Brigade I
Constructs: division_template
Source: game
File: history/units/ROM_civil_war_iron_guard.txt

Code:
division = {
	name = Iron Guard Brigade I
	location = 9617
	division_template = Iron Guard Brigade
}
### Entity: National Focus
Tree: ast_focus
Component: AST_taking_the_helm
Constructs: prerequisite, limit, completion_reward, is_coastal, is_controlled_by, add_to_variable, random_owned_controlled_state, add_building_construction
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_taking_the_helm
	icon = GFX_focus_generic_large_navy
	prerequisite = {
		focus = AST_under_the_rule_of_canberra
	}
	relative_position_id = AST_under_the_rule_of_canberra
	x = 0
	y = 1
	cost = 10
	available = {
		any_core_state = {
			is_coastal = yes
			is_controlled_by = ROOT
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_or_modify_AST_pacific_fleet_hub_spirit = yes
		add_to_variable = {
			AST_pacific_fleet_hub_repair_speed_factor = 0.1
			tooltip = repair_speed_factor_tt
		} {
			AST_pacific_fleet_hub_industrial_capacity_dockyard = 0.1
			tooltip = industrial_capacity_dockyard_tt
		} {
			AST_pacific_fleet_hub_production_speed_dockyard_factor = 0.15
			tooltip = production_speed_dockyard_factor_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				NOT = {
					any_core_state = {
						naval_headquarters = > 0
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					impassable = no
					is_controlled_by = ROOT
					is_coastal = yes
				}
				prioritize = {
					523 4329
				}
				add_building_construction = {
					type = naval_headquarters
					level = 1
					instant_build = yes
					province = {
						all_provinces = yes
						limit_to_naval_base = yes
					}
				}
			}
		}
		ELSE = {
			random_owned_controlled_state = {
				limit = {
					impassable = no
					is_controlled_by = ROOT
					is_coastal = yes
				}
				prioritize = {
					285 12406
				}
				add_building_construction = {
					type = naval_base
					level = 2
					instant_build = yes
					province = {
						all_provinces = yes
						limit_to_naval_base = yes
					}
				}
			} {
				limit = {
					impassable = no
					is_controlled_by = ROOT
					is_coastal = yes
				}
				prioritize = {
					737 7339
				}
				add_building_construction = {
					type = naval_base
					level = 2
					instant_build = yes
					province = {
						all_provinces = yes
						limit_to_naval_base = yes
					}
				}
			} {
				limit = {
					impassable = no
					is_controlled_by = ROOT
					is_coastal = yes
				}
				prioritize = {
					523 4329
				}
				add_building_construction = {
					type = naval_base
					level = 2
					instant_build = yes
					province = {
						all_provinces = yes
						limit_to_naval_base = yes
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: motorised_equipment_producer_defense_2
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
motorised_equipment_producer_defense_2 = {
	random = no
	equipment_bonus = {
		motorized_equipment = {
			reliability = 0.15
			instant = yes
		}
		motorized_rocket_equipment = {
			reliability = 0.15
			defense = 0.15
		}
		mechanized_equipment = {
			reliability = 0.15
			defense = 0.15
		}
		amphibious_mechanized_equipment = {
			reliability = 0.15
			defense = 0.15
		}
		armored_car_equipment = {
			reliability = 0.15
			defense = 0.15
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Country History
Country: PAK
Component: PAK_army
Source: game
File: history/countries/PAK - Pakistan.txt

Code:
# OOB & Army Setup for PAK
oob = PAK_1936