Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: r56_italy.109
Constructs: is_triggered_only, create_country_leader, remove_ideas, add_popularity
Source: game
File: events/R56_Italy.txt

Code:
country_event = {
	id = r56_italy.109
	title = r56_italy.109.t
	desc = r56_italy.109.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = r56_italy.109.a
		add_popularity = {
			ideology = neutrality
			popularity = 0.1
		}
		remove_ideas = victor_emmanuel
		create_country_leader = {
			name = Umberto II
			picture = r56_portrait_ITA_umberto_ii.dds
			expire = 1983.3.18
			ideology = absolute_monarchism
		}
	}
}
### Entity: Event
Component: GOE_RAJ_eic.1
Constructs: is_triggered_only
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_eic.1
	is_triggered_only = yes
	hidden = yes
	immediate = {
		calc_expected_consumer_goods_for_taxes = yes
		country_event = {
			id = GOE_RAJ_eic.1
			days = 12
		}
	}
}
### Entity: Character
Component: GRE_aris_velouchiotis
Constructs: has_dlc, check_variable
Source: game
File: common/characters/GRE.txt

Code:
GRE_aris_velouchiotis = {
	instance = {
		allowed = {
			has_dlc = Battle for the Bosporus
		}
		name = GRE_aris_velouchiotis
		portraits = {
			army = {
				small = GFX_idea_gre_aris_velouchiotis
				large = GFX_portrait_gre_aris_velouchiotis
			}
		}
		advisor = {
			slot = army_chief
			idea_token = GRE_aris_velouchiotis
			name = GRE_aris_velouchiotis
			allowed = {
				original_tag = GRE
				has_dlc = Battle for the Bosporus
			}
			available = {
				custom_trigger_tooltip = {
					tooltip = GRE_communists_friendly_or_loyal
					check_variable = {
						var = GRE_communist_loyalty
						value = 1.0
						compare = greater_than_or_equals
					}
				}
			}
			traits = {
				army_chief_defensive_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Battle for the Bosporus
			}
		}
		name = GRE_aris_velouchiotis
		portraits = {
			army = {
				small = GFX_idea_generic_army_europe_1
			}
		}
		advisor = {
			slot = high_command
			idea_token = GRE_aris_velouchiotis
			ledger = army
			allowed = {
				original_tag = GRE
				NOT = {
					has_dlc = Battle for the Bosporus
				}
			}
			traits = {
				army_artillery_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
	}
}
### Entity: Modifier Reference
Construct: resistance_damage_to_garrison_on_our_occupied_states
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## resistance_damage_to_garrison_on_our_occupied_states

* Number with 2 decimal places
* **Categories**: country, state
### Entity: National Focus
Tree: den_focus
Component: DEN_luftstotte
Constructs: prerequisite, limit, has_country_flag, completion_reward, is_subject, add_mio_size, add_to_variable, add_tech_bonus
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_luftstotte
	icon = GFX_focus_generic_cas_aircraft
	prerequisite = {
		focus = DEN_flyvertaktisk_kommando DEN_air_force_power_projection
	}
	mutually_exclusive = {
		focus = DEN_jagerfly DEN_bombefly
	}
	relative_position_id = DEN_domestic_designs
	x = 2
	y = 4
	cost = 10
	available = {
		if = {
			limit = {
				is_subject = yes
			}
			hidden_trigger = {
				has_country_flag = DEN_unlock_military_branch_flag
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_AIR_XP FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		air_experience = 25
		mio:DEN_flyvertroppernes_organization = {
			add_mio_size = 1
		}
		DEN_improve_flyvevabnet_NS = yes
		add_to_variable = {
			DEN_flyvevabnet_cas_efficiency = 0.05
			tooltip = air_cas_efficiency_tt
		} {
			DEN_flyvevabnet_air_agility = 0.05
			tooltip = air_agility_factor_tt
		} {
			DEN_flyvevabnet_ground_attack = 0.05
			tooltip = ground_attack_factor_tt
		}
		add_tech_bonus = {
			name = DEN_luftstotte
			bonus = 1.0
			uses = 2
			category = cas_bomber tactical_bomber
		}
	}
}
### Entity: AI Strategy
Component: DOCTRINE_GB_aifc_grand_assault
Constructs: has_doctrine, force_concentration_factor
Source: game
File: common/ai_strategy/doctrines.txt

Code:
DOCTRINE_GB_aifc_grand_assault = {
	enable = {
		has_doctrine = grand_battleplan
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = force_concentration_factor
		value = 5
	}
}
### Entity: AI Strategy
Component: infantry_ENG
Source: game
File: common/ai_templates/templates_ENG.txt

Code:
infantry_ENG = {
	available_for = {
		ENG
	}
	role = infantry
	upgrade_prio = {
		factor = 8
		modifier = {
			factor = 1
		}
	}
	infantry_default_ENG = {
		upgrade_prio = {
			factor = 2
			modifier = {
				factor = 1
			}
		}
		target_template = {
			support = {
				engineer = 1
				recon = 1
			}
			regimental_support = {
				anti_tank_battery = 1
				fire_support = 1
				field_guns = 1
			}
			regiments = {
				infantry = 9
				artillery_brigade = 1
			}
		}
		replace_at_match = 0.9
		replace_with = infantry_improved_ENG
		target_min_match = 0.9
	}
	infantry_improved_ENG = {
		upgrade_prio = {
			factor = 2
			modifier = {
				factor = 1
			}
		}
		target_template = {
			support = {
				engineer = 1
				recon = 1
				field_hospital = 1
			}
			regimental_support = {
				anti_tank_battery = 1
				anti_air_battery = 1
				fire_support = 1
			}
			regiments = {
				infantry = 9
				artillery_brigade = 2
			}
		}
	}
}
### Entity: Event
Component: naw_norway.182
Constructs: is_triggered_only
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.182
	title = naw_norway.182.t
	desc = naw_norway.182.d
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = naw_norway.182.a
	}
}
### Entity: Modding Documentation
Construct: ideology_groups
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### ideology_groups
* description: array of objects in ideology_groups database
### Entity: Idea
Component: EAI_DD_11/large_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_11/large_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		large_plane_airframe = {
			build_cost_ic = -0.11
			instant = yes
		}
	}
}
### Entity: Idea
Component: EAI_VERY_HARD/super_heavy_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_VERY_HARD/super_heavy_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_aa_chassis = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: Character
Component: BOS_julije_makanec
Source: game
File: common/characters/BOS.txt

Code:
BOS_julije_makanec = {
	name = BOS_julije_makanec
	portraits = {
		army = {
			small = GFX_idea_BOS_julije_makanec
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = BOS_julije_makanec
		allowed = {
			original_tag = BOS
		}
		traits = {
			silent_workhorse
		}
		ai_will_do = {
			factor = 4
		}
	}
}
### Entity: National Focus
Component: mechanization_effort
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, add_tech_bonus, motorized_bonus, has_tech
Source: game
File: common/national_focus/generic.txt

Code:
focus = {
	id = mechanization_effort
	icon = GFX_goal_generic_build_tank
	prerequisite = {
		focus = motorization_effort
	}
	x = 0
	y = 2
	relative_position_id = motorization_effort
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = motorized_bonus
			ahead_reduction = 2
			uses = 1
			category = motorized_equipment
		}
		IF = {
			limit = {
				has_tech = motorised_infantry
			}
			add_equipment_to_stockpile = {
				type = motorized_equipment
				amount = 1
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AUndelete/File%3ATemplate-info.png.html

Doc:
The following consists of deleted revisions of File:Template-info.png.

This page has been deleted.
The reason for deletion is shown in the summary below, along with details of the users who had edited this page before deletion.
The actual text of these deleted revisions is only available to administrators.

Deletion log

19:03, 16 December 2014 Meneth (Talk | contribs) deleted page File:Template-info.png (Now pulls from Central Wiki) (view)

Page history
(diff) 12:34, 20 September 2014 . . Lillebror (Talk | contribs) m (33 bytes) (re-categorisation per AWB, replaced: Category:Category → Category)

(diff) 21:17, 23 January 2014 . . Meneth (Talk | contribs) (42 bytes) (Category:Category:Public domain images)

File history
21:17, 23 January 2014 . . Meneth (Talk | contribs) 50 × 26 (2,864 bytes) (Category:Category:Public domain images)

Retrieved from "http://www.hoi4wiki.com/Special:Undelete/File:Template-info.png"
### Entity: National Focus
Tree: por_focus
Component: POR_instituto_superior_tecnico
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_instituto_superior_tecnico
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = POR_continue_the_public_works
	}
	icon = GFX_focus_research
	x = 0
	y = 1
	relative_position_id = POR_continue_the_public_works
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Idea
Component: POR_limited_economic_populism_idea2
Constructs: stability_factor, has_government, production_speed_buildings_factor, removal_cost, neutrality_drift
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_limited_economic_populism_idea2 = {
	name = POR_austerity_measures
	picture = LIT_invested_in_farms
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	cancel = {
		has_government = communism
	}
	removal_cost = -1
	modifier = {
		political_power_factor = 0.1
		stability_factor = 0.05
		neutrality_drift = 0.02
		production_speed_buildings_factor = 0.1
		trade_laws_cost_factor = 0.5
		economy_cost_factor = 0.5
	}
}
### Entity: Shared Focus
Component: ARAB_field_hospitals
Constructs: shared_focus, prerequisite, completion_reward, is_muslim, has_tech, cancel_if_invalid, complete_tooltip, add_tech_bonus
Source: game
File: common/national_focus/r56_arab_minor_military_shared.txt

Code:
shared_focus = {
	id = ARAB_field_hospitals
	icon = {
		GFX_goal_generic_medicine_crescent = {
			is_muslim = yes
		}
		GFX_focus_generic_field_hostpital = yes
	}
	text = ABC_field_hospitals
	prerequisite = {
		focus = ARAB_motorization_effort
	}
	x = 1
	y = 1
	relative_position_id = ARAB_motorization_effort
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_tech = motorised_infantry
	}
	cancel_if_invalid = yes
	complete_tooltip = {
		add_tech_bonus = {
			name = motorized_bonus
			bonus = 3
			uses = 1
			category = hospital_tech
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = motorized_bonus
			bonus = 3
			uses = 1
			category = hospital_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_expand_foreign_trade
Constructs: has_completed_focus, prerequisite, limit, add_ideas, add_stability, completion_reward, add_political_power, has_idea
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_expand_foreign_trade
	icon = GFX_goal_free_trade
	prerequisite = {
		focus = TUR_liberalize_the_national_economy
	}
	x = -1
	y = 1
	relative_position_id = TUR_liberalize_the_national_economy
	cost = 5
	ai_will_do = {
		factor = 7
	}
	available = {
		NOT = {
			has_completed_focus = TUR_wartime_rationing
			threat = > 0.5
		}
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_idea = free_trade
				}
			}
			add_political_power = 50
			add_stability = 0.02
			add_ideas = free_trade
		}
		else = {
			add_political_power = 50
			add_stability = 0.02
			add_offsite_building = {
				type = industrial_complex
				level = 1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_TUR_TRADITIONALISM
	}
}
### Entity: Scripted Effect
Component: EAI_FOCUS_UPDATE/AIR/heavy_fighter
Constructs: limit, has_country_flag, check_variable, set_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_update.txt

Code:
EAI_FOCUS_UPDATE/AIR/heavy_fighter = {
	if = {
		limit = {
			NOT = {
				has_country_flag = EAI_FOCUS/AIR/heavy_fighter_OVERRIDE
			}
		}
		if = {
			limit = {
				NOT = {
					check_variable = {
						EAI_FOCUS/AIR/heavy_fighter = global.EAI_HFTR_A
					}
				}
				always = no
			}
			if = {
				limit = {
					has_country_flag = EAI_FOCUS_UPDATE_update_logging
				}
				log = [GetDate] | AI | [Root.GetName] | FOCUS UPDATE: EAI_FOCUS/AIR/heavy_fighter = FROM: [?EAI_FOCUS/AIR/heavy_fighter] TO global.EAI_HFTR_A
			}
			set_variable = {
				EAI_FOCUS/AIR/heavy_fighter = global.EAI_HFTR_A
			}
		} {
			limit = {
				NOT = {
					check_variable = {
						EAI_FOCUS/AIR/heavy_fighter = global.EAI_HFTR_B
					}
				}
				always = no
			}
			if = {
				limit = {
					has_country_flag = EAI_FOCUS_UPDATE_update_logging
				}
				log = [GetDate] | AI | [Root.GetName] | FOCUS UPDATE: EAI_FOCUS/AIR/heavy_fighter = FROM: [?EAI_FOCUS/AIR/heavy_fighter] TO global.EAI_HFTR_B
			}
			set_variable = {
				EAI_FOCUS/AIR/heavy_fighter = global.EAI_HFTR_B
			}
		} {
			limit = {
				NOT = {
					check_variable = {
						EAI_FOCUS/AIR/heavy_fighter = global.EAI_OFF
					}
				}
				always = no
			}
			if = {
				limit = {
					has_country_flag = EAI_FOCUS_UPDATE_update_logging
				}
				log = [GetDate] | AI | [Root.GetName] | FOCUS UPDATE: EAI_FOCUS/AIR/heavy_fighter = FROM: [?EAI_FOCUS/AIR/heavy_fighter] TO global.EAI_OFF
			}
			set_variable = {
				EAI_FOCUS/AIR/heavy_fighter = global.EAI_OFF
			}
		}
	}
}
### Entity: Modifier Reference
Construct: naval_doctrine_cost_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## naval_doctrine_cost_factor

* Number with 2 decimal places
* **Categories**: country
### Entity: Character
Component: mussolini_minister_of_education
Constructs: research_speed_factor, stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
mussolini_minister_of_education = {
	random = no
	sprite = 13
	research_speed_factor = 0.01
	stability_factor = 0.02
}
### Entity: Scripted Effect
Component: SWI_min_mr_low_reduction
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_min_mr_low_reduction = {
	custom_effect_tooltip = SWI_decision_subtract_small_MR_min
	subtract_from_variable = {
		var = SWI_min_mil_readiness
		value = SWI_mr_low_amount
	}
	SWI_clamp_mr = yes
}
### Entity: Country History
Country: DNZ
Component: DNZ_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/DNZ - Danzig.txt

Code:
# Politics & Parties for DNZ
set_politics = {
	ruling_party = fascism
	last_election = 1935.4.7
	election_frequency = 36
	elections_allowed = yes
}
set_popularities = {
	democratic = 22
	fascism = 62
	communism = 6
	neutrality = 10
}
### Entity: State History
Component: 459
Constructs: add_core_of
Source: game
File: history/states/459-Western Algeria.txt

Code:
state = {
	id = 459
	name = STATE_459
	manpower = 3089944
	state_category = town
	resources = {
		steel = 65
		coal = 2
	}
	history = {
		owner = FRA
		add_core_of = ALG
		victory_points = {
			1145 5
		} {
			7132 5
		}
		buildings = {
			infrastructure = 2
			air_base = 5
			1145 = {
				naval_base = 2
			}
			7132 = {
				naval_base = 6
			}
		}
	}
	provinces = {
		1013 1145 4116 4131 4146 7132 9964 11923 11939 12760
	}
	local_supplies = 0.0
}
### Entity: Military Industrial Organization
Component: generic_heavy_tank_organization
Constructs: equipment_bonus, production_bonus, maximum_speed
Source: game
File: common/military_industrial_organization/organizations/00_generic_organization.txt

Code:
generic_heavy_tank_organization = {
	icon = GFX_idea_generic_tank_manufacturer_3
	allowed = {
		always = no
	}
	equipment_type = {
		mio_cat_eq_all_heavy_tank
	}
	research_categories = {
		mio_cat_tech_heavy_armor_and_modules
	}
	tree_header_text = {
		text = mio_header_engine_and_drive_system
		x = 1
	} {
		text = mio_header_chassis
		x = 5
	} {
		text = mio_header_guns_and_turret
		x = 8
	}
	initial_trait = {
		name = generic_mio_initial_trait_heavy_tank_designer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		equipment_bonus = {
			armor_value = 0.05
			reliability = -0.1
		}
	}
	trait = {
		token = generic_mio_trait_wide_tracks
		name = generic_mio_trait_wide_tracks
		icon = GFX_generic_mio_trait_icon_reliability
		position = {
			x = 1
			y = 0
		}
		equipment_bonus = {
			reliability = 0.05
		}
	} {
		token = generic_mio_trait_fire_extinguishers
		name = generic_mio_trait_fire_extinguishers
		icon = GFX_generic_mio_department_icon_tank_heavy_tank_quality
		position = {
			x = 0
			y = 4
		}
		relative_position_id = generic_mio_trait_wide_tracks
		all_parents = {
			generic_mio_trait_wide_tracks
		}
		equipment_bonus = {
			reliability = 0.05
			breakthrough = 0.02
		}
	} {
		token = generic_mio_trait_one_piece_hull_side_coverings
		name = generic_mio_trait_one_piece_hull_side_coverings
		icon = GFX_generic_mio_department_icon_tank_heavy_tank_technology
		position = {
			x = 4
			y = 0
		}
		relative_position_id = generic_mio_trait_wide_tracks
		production_bonus = {
			production_efficiency_cap_factor = 0.05
		}
	} {
		token = generic_mio_trait_simplified_transmission_system
		name = generic_mio_trait_simplified_transmission_system
		icon = GFX_generic_mio_department_icon_tank_heavy_tank_line_efficiency
		position = {
			x = 2
			y = 2
		}
		relative_position_id = generic_mio_trait_wide_tracks
		all_parents = {
			generic_mio_trait_wide_tracks generic_mio_trait_one_piece_hull_side_coverings
		}
		production_bonus = {
			production_efficiency_cap_factor = 0.05
			production_efficiency_gain_factor = 0.05
		}
	} {
		token = generic_mio_trait_improved_engine_output
		name = generic_mio_trait_improved_engine_output
		icon = GFX_generic_mio_trait_icon_maximum_speed
		position = {
			x = 0
			y = 2
		}
		relative_position_id = generic_mio_trait_simplified_transmission_system
		all_parents = {
			generic_mio_trait_sim
# ... (truncated)
### Entity: Idea
Component: MEX_cedillo_tension_3
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/mexico_mtg_placeholder.txt

Code:
MEX_cedillo_tension_3 = {
	name = MEX_cedillo_tension_3
	picture = chi_war_of_resistance2
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		always = no
	}
	modifier = {
		stability_factor = -0.07
	}
}
### Entity: Character
Component: personal_agenda_leino
Source: game
File: common/country_leader/00_traits.txt

Code:
personal_agenda_leino = {
	random = no
	custom_modifier_tooltip = FIN_personal_agenda_leino_tt
}
### Entity: Character
Component: GER_ernsteberhard_hell
Constructs: has_completed_focus
Source: game
File: common/characters/GER.txt

Code:
GER_ernsteberhard_hell = {
	name = GER_ernsteberhard_hell
	portraits = {
		army = {
			large = GFX_portrait_GER_ernsteberhard_hell
			small = GFX_portrait_GER_ernsteberhard_hell_small
		}
	}
	corps_commander = {
		traits = {
			infantry_officer inflexible_strategist
		}
		skill = 3
		attack_skill = 2
		defense_skill = 3
		planning_skill = 3
		logistics_skill = 2
		legacy_id = 34
		visible = {
			has_completed_focus = GER_lessons_of_the_great_war
		}
	}
}
### Entity: Military Industrial Organization
Component: SWE_bofors_organization
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, has_dlc, has_invited_mio_tt, equipment_bonus, production_bonus
Source: game
File: common/military_industrial_organization/organizations/SWE_organization.txt

Code:
SWE_bofors_organization = {
	include = generic_artillery_organization
	icon = GFX_idea_SWE_bofors
	allowed = {
		OR = {
			tag = SWE
			AND = {
				tag = ETH
				has_dlc = By Blood Alone
			} {
				tag = PER
				has_dlc = Graveyard of Empires Arms Against Tyranny
			}
		}
	}
	visible = {
		IF = {
			limit = {
				FROM = {
					original_tag = ETH
				}
			}
			FROM = {
				has_completed_focus = ETH_invite_foreign_industrialists
			}
		} {
			limit = {
				FROM = {
					original_tag = PER
				}
			}
			FROM = {
				has_completed_focus = PER_swedish_artillery
			}
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = SWE
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = SWE
				}
			}
		} {
			limit = {
				FROM = {
					original_tag = ETH
				}
			}
			custom_trigger_tooltip = {
				tooltip = has_invited_mio_tt
				FROM = {
					has_country_flag = has_invited_SWE_bofors_organization_flag
				}
			}
		} {
			limit = {
				FROM = {
					original_tag = PER
				}
			}
			FROM = {
				has_completed_focus = PER_swedish_artillery
			}
		}
	}
	initial_trait = {
		name = generic_mio_initial_trait_artillery_manufacturer
		equipment_bonus = {
			air_attack = 0.03
		}
	}
	trait = {
		token = SWE_bofors_fly_swatter
		name = SWE_bofors_fly_swatter
		icon = GFX_generic_mio_department_icon_anti_air
		special_trait_background = yes
		position = {
			x = 1
			y = 0
		}
		relative_position_id = generic_mio_trait_improved_hydraulic_recoil_system
		all_parents = {
			generic_mio_trait_improved_hydraulic_recoil_system
		}
		available = {
			SWE = {
				has_completed_focus = SWE_bofors_fly_swatter
			}
		}
		limit_to_equipment_type = {
			anti_air_equipment
		}
		equipment_bonus = {
			air_attack = 0.1
			ap_attack = 0.05
		}
	} {
		token = SWE_bofors_anti_tank_gun
		name = SWE_bofors_anti_tank_gun
		icon = GFX_generic_mio_department_icon_anti_tank
		special_trait_background = yes
		position = {
			x = -1
			y = 0
		}
		relative_position_id = generic_mio_trait_improved_hydraulic_recoil_system
		all_parents = {
			generic_mio_trait_improved_hydraulic_recoil_system
		}
		available = {
			SWE = {
				has_completed_focus = SWE_bofors_anti_tank_gun
			}
		}
		limit_to_equipment_type = {
			anti_tank_equipment
		}
		equipment_bonus = {
			ap_attack = 0.05
			hard_attack = 0.05
		}
		production_bonus = {
			production_capacity_factor = 0.05

# ... (truncated)