Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Order of Battle
Component: Kaigun Yobikantai
Source: game
File: history/units/JAP_1939_naval.txt

Code:
fleet = {
	name = Kaigun Yobikantai
	naval_base = 1092
	task_force = {
		name = Kure Kantai
		location = 1092
		ship = {
			name = Hosho
			definition = carrier
			equipment = {
				ship_hull_carrier_conversion_ca = {
					amount = 1
					owner = JAP
					version_name = Hosho Class
				}
			}
		} {
			name = Sawakaze
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = JAP
					version_name = Mutsuki Class
				}
			}
		} {
			name = Yakaze
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = JAP
					version_name = Minekaze Class
				}
			}
		} {
			name = Nadakaze
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = JAP
					version_name = Minekaze Class
				}
			}
		} {
			name = Shimakaze
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = JAP
					version_name = Minekaze Class
				}
			}
		} {
			name = Wakatake
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = JAP
					version_name = Mutsuki Class
				}
			}
		} {
			name = Kuretake
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = JAP
					version_name = Mutsuki Class
				}
			}
		} {
			name = Sanae
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = JAP
					version_name = Mutsuki Class
				}
			}
		} {
			name = Okinoshima
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = JAP
					version_name = Okinoshima Class
				}
			}
		} {
			name = Katsuriki
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = JAP
					version_name = Sokuten Class
				}
			}
		} {
			name = Ro-26
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = JAP
					version_name = Kaichū IV Class
				}
			}
		} {
			name = Ro-27
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = JAP
					version_name = Kaichū IV Class
				}
			}
		} {
			name = Ro-28
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = JAP
					version_name = Kaichū IV Class
				}
			}
		} {
			name = Ro-51

# ... (truncated)
### Entity: National Focus
Tree: ice_focus
Component: ICE_agricultural_expansion
Constructs: every_owned_state, prerequisite, limit, add_stability, completion_reward, is_controlled_by, random_select_amount, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_agricultural_expansion
	icon = GFX_focus_generic_develop_iceland_silhouette
	prerequisite = {
		focus = ICE_expand_the_fishing_industry
	}
	x = -1
	y = 1
	relative_position_id = ICE_expand_the_fishing_industry
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		add_stability = 0.05
		every_owned_state = {
			limit = {
				is_controlled_by = ROOT
			}
			random_select_amount = 2
			add_extra_state_shared_building_slots = 3
		}
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Modifier Reference
Component: CHI_inefficient_economy
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
CHI_inefficient_economy = {
	icon = GFX_idea_CHI_inefficient_economy
	production_factory_max_efficiency_factor = CHI_inefficient_economy_factory_max_efficiency_factor
	production_factory_efficiency_gain_factor = CHI_inefficient_economy_factory_efficiency_gain_factor
	base_fuel_gain_factor = CHI_inefficient_economy_base_fuel_gain_factor
}
### Entity: Country History
Country: SMI
Component: SMI_misc
Constructs: limit, set_technology, has_dlc, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/SMI - Sami.txt

Code:
# Misc for SMI
capital = 148
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		early_bomber = 1
		naval_bomber1 = 1
	}
}
set_convoys = 20
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort flexible_navy industrial_effort construction_effort production_effort
	set_technology = {
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_elect_of_god
Constructs: prerequisite, limit, add_stability, completion_reward, has_country_leader_with_trait, swap_country_leader_traits
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_elect_of_god
	icon = GFX_focus_ETH_elect_of_god
	prerequisite = {
		focus = ETH_the_king_of_kings
	}
	x = 1
	y = 1
	relative_position_id = ETH_the_king_of_kings
	cost = 10
	available = {

	}
	ai_will_do = {
		base = 2
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		ETH_BOP_centralization_small_effect = yes
		add_stability = 0.15
		IF = {
			limit = {
				has_country_leader_with_trait = king_of_kings_3a
			}
			ETH_haile_selassie = {
				swap_country_leader_traits = {
					remove = king_of_kings_3a
					add = king_of_kings_4
				}
			}
		}
		ELSE = {
			ETH_haile_selassie = {
				swap_country_leader_traits = {
					remove = king_of_kings_2
					add = king_of_kings_3b
				}
			}
		}
	}
}
### Entity: Idea
Component: KMT_cement_control_on_the_economy
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_cement_control_on_the_economy = {
	removal_cost = -1
	picture = man_five_year_plan_industry
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		production_factory_efficiency_gain_factor = 0.05
		industrial_capacity_factory = 0.05
	}
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_arab_revolt
Constructs: prerequisite, add_ideas, completion_reward, is_subject, random_hours, set_power_balance, set_value, set_variable
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_arab_revolt
	icon = GFX_goal_PAL_declare_jihad
	x = 0
	y = 1
	available = {
		custom_trigger_tooltip = {
			tooltip = MPL_arab_revolt_trigger
			always = no
		}
	}
	bypass = {
		is_subject = no
	}
	prerequisite = {
		focus = MPL_start
	}
	cost = 1
	completion_reward = {
		news_event = {
			id = mandate_palestine.203
			days = 1
			random_hours = 12
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt MPL_bop_warning
		add_ideas = MPL_arab_revolt_1
		set_power_balance = {
			id = MPL_power_balance
			left_side = MPL_arab_side
			right_side = MPL_jewish_side
			set_value = 0
		}
		set_variable = {
			MPL_raid_chance = 60
		} {
			MPL_no_raid_chance = 40
		}
		set_global_flag = the_1936_PAL_revolt_has_happened
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_the_triple_entente
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, completion_reward, is_subject, is_in_faction
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_the_triple_entente
	icon = GFX_SOV_the_triple_entente_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_westward_bound
	} {
		focus = SOV_romanov_reconstruction
	}
	x = -4
	y = 1
	relative_position_id = SOV_westward_bound
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = no
	search_filters = {

	}
	available = {
		is_subject = no
		is_in_faction = no
		ENG = {
			NOT = {
				has_government = communism
			} {
				has_completed_focus = ENG_alliance_with_germany
			}
		}
		FRA = {
			NOT = {
				has_government = communism
			} {
				has_completed_focus = FRA_establish_spheres_of_influence
			}
		}
	}
	bypass = {
		ENG = {
			OR = {
				AND = {
					is_in_faction = yes
					is_faction_leader = no
				}
				has_war_with = ROOT
				is_in_faction_with = ROOT
			}
		}
		FRA = {
			OR = {
				AND = {
					is_in_faction = yes
					is_faction_leader = no
				}
				has_war_with = ROOT
				is_in_faction_with = ROOT
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				ENG = {
					is_faction_leader = yes
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			ENG = {
				country_event = {
					id = NSB_soviet_fascist_tsarist.16
					hours = 6
				}
			}
		}
		else_if = {
			limit = {
				FRA = {
					is_faction_leader = yes
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			FRA = {
				country_event = {
					id = NSB_soviet_fascist_tsarist.16
					hours = 6
				}
			}
		} {
			limit = {
				ENG = {
					is_faction_leader = no
				}
				FRA = {
					is_faction_leader = no
				}
				OR = {
					ENG = {
						is_in_faction = no
						NOT = {
							has_war_with = ROOT
						}
					}
					FRA = {
						is_in_faction = no
						NOT = {
							has_war_with = ROOT
						}
					}
				}
			}
			create_faction_from_template = {
				template = faction_template_allies
				name = TRIPLE_ENTENTE
			}
			ENG = {
				country_event = {
					id = NSB_soviet_fascist_tsarist.16
					hours = 6
				}
			}
			FRA = {
				country_event = {
					id = NSB_soviet_fascist_tsarist.16
					hours = 6
				}
			}
		}
		else = {
			create_faction_from_template = {
				template = faction_template_allies
				name = TRIPLE_ENTENTE
			}
		}
	}
}
### Entity: Idea
Component: SPA_national_recovery_2
Source: game
File: common/ideas/spain_nationalist.txt

Code:
SPA_national_recovery_2 = {
	name = SPA_national_recovery
	picture = SPA_national_recovery
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_weekly = 0.002
		consumer_goods_factor = -0.15
		production_speed_infrastructure_factor = 0.1
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_the_phayap_army
Constructs: division_template, prerequisite, completion_reward, add_tech_bonus, random_owned_controlled_state, create_unit, declare_war_on, puppet_wargoal_focus
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_the_phayap_army
	icon = GFX_focus_generic_army_attack
	x = 5
	y = 0
	relative_position_id = SIA_seri_thai
	prerequisite = {
		focus = SIA_reluctant_submission
	}
	mutually_exclusive = {
		focus = SIA_seri_thai
	}
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			bonus = 0.25
			uses = 1
			category = artillery
			name = SIA_the_phayap_army
		} {
			bonus = 0.5
			uses = 1
			category = support_tech
			name = SIA_the_phayap_army
		}
		random_owned_controlled_state = {
			create_unit = {
				division = name = "Royal Thai Division" division_template = "Royal Thai Division" start_experience_factor = 1.0
				owner = PREV
			} {
				division = name = "Royal Thai Division" division_template = "Royal Thai Division" start_experience_factor = 1.0
				owner = PREV
			} {
				division = name = "Royal Thai Division" division_template = "Royal Thai Division" start_experience_factor = 1.0
				owner = PREV
			}
		}
		declare_war_on = {
			target = CHI
			type = puppet_wargoal_focus
		}
	}
}
### Entity: Country History
Country: ALG
Component: ALG_technology
Constructs: set_technology
Source: game
File: history/countries/ALG - Algeria.txt

Code:
# Starting Technologies for ALG
set_technology = {
	infantry_weapons = 1
}
### Entity: Decision
Component: KUR_syrian_border_skrimish_cat
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/IRQ_decision_categories.txt

Code:
KUR_syrian_border_skrimish_cat = {
	icon = GFX_decision_category_infiltration
	priority = 100
	allowed = {
		original_tag = IRQ
	}
	visible = {
		has_completed_focus = IRQ_kurdish_reject_ankara_treaty
	}
}
### Entity: Idea
Component: SWI_best_trade
Source: game
File: common/ideas/r56_switzerland.txt

Code:
SWI_best_trade = {
	allowed_civil_war = {
		always = yes
	}
	picture = can_wartime_prices_and_trade_board
	modifier = {
		trade_opinion_factor = 0.45
		trade_laws_cost_factor = -0.5
		foreign_subversive_activites = -0.5
		enemy_justify_war_goal_time = 0.2
	}
}
### Entity: National Focus
Tree: hoa_focus
Component: HOA_improved_irrigation_systems
Constructs: every_owned_state, prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/horn_of_africa.txt

Code:
focus = {
	id = HOA_improved_irrigation_systems
	icon = GFX_goal_generic_construction2
	prerequisite = {
		focus = HOA_use_the_natural_harbors HOA_the_capital_city_airport
	}
	x = 1
	y = 1
	relative_position_id = HOA_use_the_natural_harbors
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		every_owned_state = {
			custom_effect_tooltip = HOA_improved_irrigation_systems_tt
			add_to_variable = {
				ETH_state_development_production_speed = 0.15
			} {
				ETH_state_development_local_building_slots_factor = 0.15
			}
		}
	}
}
### Entity: Idea
Component: MNT_legacy_of_the_christmas_uprising
Source: game
File: common/ideas/tykn_generic.txt

Code:
MNT_legacy_of_the_christmas_uprising = {
	available = {
		original_tag = MNT
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_volunteer_expedition_bonus
	modifier = {
		army_org_factor = 0.05
	}
	targeted_modifier = {
		tag = YUG
		attack_bonus_against = 0.1
		defense_bonus_against = 0.2
	}
}
### Entity: Trigger Reference
Construct: any_claim
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## any_claim

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

```
check if there is a claim between a country and all others
```
### Entity: Event
Component: SEA_warlords.3
Constructs: is_triggered_only, ai_chance, fire_only_once, add_political_power
Source: game
File: events/SEA_Warlords.txt

Code:
country_event = {
	id = SEA_warlords.3
	title = SEA_warlords.3.t
	desc = SEA_warlords.3.desc
	picture = GFX_report_event_chinese_officers
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_warlords.3.a
		ai_chance = {
			base = 100
		}
		add_political_power = 25
	}
}
### Entity: Country History
Country: BUK
Component: BUK_characters
Constructs: recruit_character
Source: game
File: history/countries/BUK - Bukharan Republic.txt

Code:
# Leaders & Characters for BUK
recruit_character = BUK_mohammed_alim_khan BUK_polat_usmon
### Entity: Scripted Effect
Component: SIA_increase_civilian_approval
Constructs: limit, has_country_flag, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/SIA_scripted_effects.txt

Code:
SIA_increase_civilian_approval = {
	if = {
		limit = {
			NOT = {
				has_country_flag = SIA_turn_off_the_khana_ratsadon
			}
		}
		if = {
			limit = {
				has_idea = idea_SIA_civilian_rebellious
			}
			swap_ideas = {
				remove_idea = idea_SIA_civilian_rebellious
				add_idea = idea_SIA_civilian_opposition
			}
		}
		else_if = {
			limit = {
				has_idea = idea_SIA_civilian_opposition
			}
			swap_ideas = {
				remove_idea = idea_SIA_civilian_opposition
				add_idea = idea_SIA_civilian_neutral
			}
		} {
			limit = {
				has_idea = idea_SIA_civilian_neutral
			}
			swap_ideas = {
				remove_idea = idea_SIA_civilian_neutral
				add_idea = idea_SIA_civilian_slight_support
			}
		} {
			limit = {
				has_idea = idea_SIA_civilian_slight_support
			}
			swap_ideas = {
				remove_idea = idea_SIA_civilian_slight_support
				add_idea = idea_SIA_civilian_full_support
			}
		} {
			limit = {
				has_idea = idea_SIA_civilian_full_support
			}
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_research_collaboration
Constructs: prerequisite, has_war, completion_reward, is_subject, is_in_faction, is_in_faction_with, cancel_if_invalid, add_research_slot
Source: game
File: common/national_focus/india.txt

Code:
focus = {
	id = RAJ_research_collaboration
	icon = GFX_goal_generic_scientific_exchange
	prerequisite = {
		focus = RAJ_institute_of_fundamental_research
	}
	x = 0
	y = 4
	relative_position_id = RAJ_industrial_expansion
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {
		is_subject = no
		has_war = yes
		is_in_faction = yes
		OR = {
			num_of_factories = > 50
			any_other_country = {
				is_in_faction_with = ROOT
				num_of_factories = > 50
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_diplomatic_effort
Constructs: prerequisite, limit, every_country, add_opinion_modifier, completion_reward, is_faction_leader, is_in_faction_with
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_diplomatic_effort
	icon = GFX_focus_AUS_diplomatic_effort
	prerequisite = {
		focus = AUS_unexpected_alliances AUS_inviting_the_observers
	}
	mutually_exclusive = {

	}
	x = 1
	y = 2
	relative_position_id = AUS_unexpected_alliances
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		is_faction_leader = yes
		any_country = {
			is_in_faction_with = ROOT
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				any_country = {
					is_in_faction_with = ROOT
					NOT = {
						tag = ROOT
					}
				}
			}
			every_country = {
				limit = {
					is_in_faction_with = ROOT
					NOT = {
						tag = ROOT
					}
				}
				PREV = {
					add_opinion_modifier = {
						target = ROOT
						modifier = AUS_danubian_leader
					}
				}
			}
		}
		ELSE = {
			custom_effect_tooltip = AUS_diplomatic_effort_tt
		}
	}
}
### Entity: Country History
Country: RNG
Component: RNG_misc
Constructs: limit, set_technology, set_variable, set_grand_doctrine, has_dlc, set_convoys
Source: game
File: history/countries/RNG - Reorganized National Government.txt

Code:
# Misc for RNG
capital = 613
set_variable = {
	RNG_state_shintoism_surrender_limit = 0
}
{
	RNG_state_shintoism_war_support_factor = 0
}
{
	RNG_state_shintoism_pocket_penalty = 0
}
{
	RNG_state_shintoism_stability_factor = 0
}
{
	RNG_state_shintoism_army_core_defence_factor = 0
}
{
	RNG_state_shintoism_research_speed_factor = 0
}
{
	RNG_state_shintoism_recruitable_population_factor = 0
}
{
	RNG_state_shintoism_political_power_gain = 0
}
set_grand_doctrine = mass_assault new_fleet_in_being
IF = {
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
	}
	ELSE = {
		set_technology = {
			gwtank = 1
		}
	}
}
{
	limit = {
		NOT = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_destroyer = 1
		early_light_cruiser = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		basic_naval_mines = 1
		early_ship_hull_light = 1
		early_ship_hull_cruiser = 1
		basic_battery = 1
		basic_torpedo = 1
		coastal_defense_ships = 1
	}
}
set_convoys = 10
### Entity: Combat Tactic
Component: tactic_sf_armor_supported_assault
Constructs: is_attacker, has_flame_tank_units, has_unit_type
Source: game
File: common/combat_tactics.txt

Code:
tactic_sf_armor_supported_assault = {
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = street_fighting
		custom_trigger_tooltip = {
			tooltip = has_flame_tank_units
			OR = {
				has_unit_type = light_flame_tank medium_flame_tank heavy_flame_tank
			}
		}
	}
	active = yes
	display_phase = street_fighting
	base = {
		factor = 2
	}
	picture = tactic_sf_armor_supported_assault
	attacker = 0.15
	combat_width = -0.1
	defender_org_damage_modifier = -0.1
}
### Entity: Character
Component: FIN_jarl_lundqvist
Source: game
File: common/characters/FIN.txt

Code:
FIN_jarl_lundqvist = {
	name = FIN_jarl_lundqvist
	portraits = {
		army = {
			small = GFX_portrait_FIN_jarl_lundqvist_small
		}
	}
	advisor = {
		slot = air_chief
		idea_token = FIN_jarl_lundqvist
		allowed = {
			original_tag = FIN
		}
		traits = {
			air_chief_all_weather_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Military Industrial Organization
Component: generic_naval_aircraft_organization
Constructs: production_bonus, equipment_bonus, maximum_speed
Source: game
File: common/military_industrial_organization/organizations/00_generic_organization.txt

Code:
generic_naval_aircraft_organization = {
	icon = GFX_idea_generic_air_manufacturer_1
	allowed = {
		always = no
	}
	equipment_type = {
		small_plane_naval_bomber_airframe cv_small_plane_airframe cv_small_plane_cas_airframe cv_small_plane_naval_bomber_airframe
	}
	research_categories = {
		mio_cat_all_naval_bomber_and_modules
	}
	tree_header_text = {
		text = mio_header_operational_department
		x = 1
	} {
		text = mio_header_design_department
		x = 4
	} {
		text = mio_header_engines_department
		x = 7
	}
	initial_trait = {
		name = generic_mio_initial_trait_naval_aircraft_designer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
		equipment_bonus = {
			naval_strike_attack = 0.05
		}
	}
	trait = {
		token = generic_mio_trait_navigation_equipment
		name = generic_mio_trait_navigation_equipment
		icon = GFX_generic_mio_trait_icon_reliability
		position = {
			x = 4
			y = 0
		}
		equipment_bonus = {
			reliability = 0.05
			surface_detection = 0.05
			sub_detection = 0.05
		}
	} {
		token = generic_mio_trait_patrol_fuel_tanks
		name = generic_mio_trait_patrol_fuel_tanks
		icon = GFX_generic_mio_trait_icon_naval_range
		position = {
			x = -4
			y = 1
		}
		relative_position_id = generic_mio_trait_navigation_equipment
		all_parents = {
			generic_mio_trait_navigation_equipment
		}
		mutually_exclusive = {
			generic_mio_trait_internal_torpedo_mountings
		}
		limit_to_equipment_type = {
			small_plane_naval_bomber_airframe cv_small_plane_naval_bomber_airframe
		}
		equipment_bonus = {
			air_range = 0.05
		}
	} {
		token = generic_mio_trait_internal_torpedo_mountings
		name = generic_mio_trait_internal_torpedo_mountings
		icon = GFX_generic_mio_trait_icon_maximum_speed
		position = {
			x = 2
			y = 0
		}
		relative_position_id = generic_mio_trait_patrol_fuel_tanks
		all_parents = {
			generic_mio_trait_navigation_equipment
		}
		mutually_exclusive = {
			generic_mio_trait_patrol_fuel_tanks
		}
		limit_to_equipment_type = {
			small_plane_naval_bomber_airframe cv_small_plane_naval_bomber_airframe
		}
		equipment_bonus = {
			maximum_speed = 0.05
			naval_strike_attack = 0.05
		}
	} {
		token = generic_mio_trait_high_speed_torpedo_release
		name = generic_mio_trait_high_speed_torpedo_release
		icon = GFX_generic_mio_trait_icon_surface_detection
		position = {
		
# ... (truncated)