Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: india.430
Constructs: is_core_of, has_state_flag, clr_state_flag, add_offsite_building
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.430
	title = india.430.t
	desc = india.430.desc
	picture = GFX_report_event_picture_RAJ_Hyderabad_Palace
	trigger = {
		any_owned_state = {
			is_core_of = SKK
			has_state_flag = princely_state_independence
		}
	}
	mean_time_to_happen = {
		days = 200
	}
	option = {
		name = india.430.a
		1013 = {
			clr_state_flag = princely_state_independence
			princely_state_annexation = yes
		}
		SKK = {
			transfer_state = 1013
		} {
			hidden_effect = {
				add_offsite_building = {
					type = arms_factory
					level = 1
				}
			}
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_torpedofly
Constructs: prerequisite, limit, add_ideas, has_country_flag, completion_reward, is_subject, add_mio_size, add_to_variable
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_torpedofly
	icon = GFX_goal_generic_air_naval_bomber
	prerequisite = {
		focus = DEN_flyvertaktisk_kommando DEN_air_force_power_projection
	} {
		focus = DEN_north_sea_ambitions
	}
	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_RESEARCH
	}
	completion_reward = {
		air_experience = 25
		mio:DEN_flyvemaskinevaerksted_organization = {
			add_mio_size = 1
		}
		add_ideas = DEN_rule_the_north_sea
		DEN_improve_flyvevabnet_NS = yes
		add_to_variable = {
			DEN_flyvevabnet_naval_strike_targetting = 0.1
			tooltip = naval_strike_targetting_factor_tt
		} {
			DEN_flyvevabnet_air_agility = 0.05
			tooltip = air_agility_factor_tt
		}
		add_tech_bonus = {
			name = DEN_torpedofly
			bonus = 1.0
			uses = 2
			category = naval_bomber cv_tech
		}
		add_doctrine_cost_reduction = {
			name = DEN_torpedofly
			cost_reduction = 0.25
			uses = 1
			category = special_forces_doctrine
		}
		custom_effect_tooltip = paratrooper_subdoctrines_default_add_mastery_bonus_effect_tooltip
		hidden_effect = {
			add_mastery_bonus = {
				name = DEN_torpedofly
				bonus = 0.1
				days = 240
				sub_doctrine = paratroopers_1
			} {
				name = DEN_torpedofly
				bonus = 0.1
				days = 240
				sub_doctrine = paratroopers_2
			}
		}
	}
}
### Entity: Idea
Component: vittorio_emanuele_emperor_of_ethiopia
Constructs: stability_factor, has_government, removal_cost
Source: game
File: common/ideas/italy.txt

Code:
vittorio_emanuele_emperor_of_ethiopia = {
	name = vittorio_emanuele
	picture = ETH_victor_emanuel_of_ethiopia
	allowed = {
		original_tag = ITA
	}
	available = {
		NOT = {
			has_government = neutrality
		}
	}
	allowed_civil_war = {
		NOT = {
			has_government = fascism
		}
	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.06
		party_popularity_stability_factor = 0.1
		compliance_growth = 0.1
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ASuper_heavy_tank_artillery.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Super_heavy_tank_artillery.png &#8206;(76 × 42 pixels, file size: 6 KB, MIME type: image/png)
### Entity: Event
Component: wtt_prc.11
Constructs: is_triggered_only
Source: game
File: events/WTT_PRC.txt

Code:
country_event = {
	id = wtt_prc.11
	title = wtt_prc.11.t
	desc = wtt_prc.11.desc
	picture = GFX_report_event_chinese_japanese_handshake
	is_triggered_only = yes
	option = {
		name = excellent
	}
}
### Entity: Idea
Component: TUR_varlik_vergisi_spirit
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_varlik_vergisi_spirit = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = no
	}
	picture = tur_varlik_vergisi
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.2
		political_power_factor = 0.15
		stability_factor = -0.25
		weekly_manpower = -300
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_integrate_the_endecja
Constructs: prerequisite, completion_reward, add_political_power
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_integrate_the_endecja
	icon = GFX_focus_generic_diplomatic_treaty
	prerequisite = {
		focus = POL_nationalist_constitution
	}
	relative_position_id = POL_nationalist_constitution
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		fascism = > 0.15
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 120
		custom_effect_tooltip = available_political_advisor available_political_advisor
		show_ideas_tooltip = POL_joachim_stefan_bartoszewicz POL_tadeusz_bielecki
	}
}
### Entity: Unit Template
Component: PER_DD_HISTORICAL
Source: game
File: common/units/names_ships/PER_ship_names.txt

Code:
PER_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		PER
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = IIS 
	fallback_name = Destroyer %d
	unique = {
		Artemiz Damavand Palang Babr Sahand Saam Zaal Rostam Alvand Alborz Sabalan Jamaran
	}
}
### Entity: Event
Component: austria.47
Constructs: is_triggered_only, limit, has_country_flag, complete_national_focus, add_popularity, set_politics, random_hours, set_country_flag
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.47
	title = austria.47.t
	desc = austria.47.d
	is_triggered_only = yes
	picture = GFX_report_event_election_vote
	option = {
		name = austria.47.a
		trigger = {
			NOT = {
				has_country_flag = AUS_rigged_elections
			}
		}
		if = {
			limit = {
				has_country_flag = AUS_chose_bauer
			}
			complete_national_focus = AUS_sdapo_victory AUS_bauer_government
			effect_tooltip = {
				add_popularity = {
					ideology = communism
					popularity = 0.3
				}
				set_politics = {
					ruling_party = communism
					elections_allowed = yes
				}
			}
			news_event = {
				id = austria.68
				days = 1
				random_hours = 12
			}
		}
		else = {
			complete_national_focus = AUS_sdapo_victory AUS_renner_government
			effect_tooltip = {
				add_popularity = {
					ideology = democratic
					popularity = 0.2
				}
				set_politics = {
					ruling_party = democratic
					elections_allowed = yes
				}
			}
			news_event = {
				id = austria.67
				days = 1
				random_hours = 12
			}
		}
		set_country_flag = AUS_sdapo_won
	} {
		name = austria.47.b
		trigger = {
			has_country_flag = AUS_rigged_elections
		}
		complete_national_focus = AUS_cs_victory
		effect_tooltip = {
			add_popularity = {
				ideology = neutrality
				popularity = 0.1
			}
			set_politics = {
				ruling_party = neutrality
				elections_allowed = yes
			}
			set_power_balance = {
				id = AUS_reform_power_balance
				set_value = 0.2
			}
		}
		news_event = {
			id = austria.66
			days = 1
			random_hours = 12
		}
		set_country_flag = AUS_cs_won
	}
}
### Entity: AI Strategy
Component: generic_light_tank_anti_air
Constructs: has_war, has_tech
Source: game
File: common/ai_equipment/generic_tank.txt

Code:
generic_light_tank_anti_air = {
	category = land
	blocked_for = {
		GER SOV ENG USA FRA JAP ITA HUN
	}
	available_for = {

	}
	roles = {
		land_light_tank_anti_air
	}
	priority = {
		factor = 50
		modifier = {
			NOT = {
				has_tech = fighter2
			}
			any_enemy_country = {
				has_tech = fighter2
			}
			factor = 3
		}
	}
	light_tank_anti_air_1 = {
		priority = {
			factor = 10
		}
		enable = {
			has_tech = interwar_antiair
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = light_tank_aa_chassis_1
			modules = {
				main_armament_slot = tank_anti_air_cannon
				turret_type_slot = tank_light_one_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 3
				tank_nsb_armor_upgrade = {
					base = 1
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_anti_air_cannon tank_light_one_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	light_tank_anti_air_2 = {
		priority = {
			factor = 20
		}
		enable = {
			has_tech = antiair2
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = light_tank_aa_chassis_2
			modules = {
				main_armament_slot = tank_anti_air_cannon_2
				turret_type_slot = tank_light_two_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 2
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_anti_air_cannon_2 tank_light_two_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	light_tank_anti_air_3 = {
		priority = {
			factor = 20
		}
		enable = {
			has_tech = antiair5
		}
		history = yes
		target_variant = {
			match_value = 2500
			type = light_tank_aa_chassis_3
			modules = {
				main_armament_slot = tank_anti_air_cannon_2
				turret_type_slot = tank_light_tw
# ... (truncated)
### Entity: Unit Template
Component: TAN_MOT_01
Source: game
File: common/units/names_divisions/TAN_names_divisions.txt

Code:
TAN_MOT_01 = {
	name = Motorised Divisions
	for_countries = {
		TAN
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		TAN_INF_01
	}
	fallback_name = %dya Tuvanska Motorizovannaya Div.
	ordered = {
		2 = {
			%dya Tuvanska Motorizovannaya Div.
		}
		1 = {
			%dya Tuvanska Motorizovannaya Div.
		}
		3 = {
			%dya Tuvanska Motorizovannaya Div.
		}
		4 = {
			%dya Tuvanska Motorizovannaya Div.
		}
		5 = {
			%dya Tuvanska Motorizovannaya Div.
		}
		6 = {
			%dya Tuvanska Motorizovannaya Div.
		}
		8 = {
			%dya Tuvanska Motorizovannaya Div.
		}
		10 = {
			%dya Tuvanska Motorizovannaya Div.
		}
		11 = {
			%dya Tuvanska Motorizovannaya Div.
		}
		12 = {
			%dya Tuvanska Motorizovannaya Div.
		}
		13 = {
			%dya Tuvanska Motorizovannaya Div.
		}
		14 = {
			%dya Tuvanska Motorizovannaya Div.
		}
		16 = {
			%dya Tuvanska Motorizovannaya Div.
		}
		17 = {
			%dya Tuvanska Motorizovannaya Div.
		}
		19 = {
			%dya Tuvanska Motorizovannaya Div.
		}
		21 = {
			%dya Tuvanska Motorizovannaya Div.
		}
		22 = {
			%dya Tuvanska Motorizovannaya Div.
		}
		23 = {
			%dya Tuvanska Motorizovannaya Div.
		}
		24 = {
			%dya Tuvanska Motorizovannaya Div.
		}
		25 = {
			%dya Tuvanska Motorizovannaya Div.
		}
	}
}
### Entity: Decision
Component: SWI_military_readiness_decisions_category
Constructs: has_completed_focus, add_equipment_to_stockpile, has_war, limit, has_country_flag, fire_only_once, add_political_power, production_speed_buildings_factor
Source: game
File: common/decisions/SWI.txt

Code:
SWI_military_readiness_decisions_category = {
	SWI_activate_militia = {
		priority = 100
		icon = GFX_decision_generic_civil_support
		allowed = {
			original_tag = SWI
		}
		visible = {
			NOT = {
				has_country_flag = SWI_militia_active SWI_militias_turned_into_regulars
			}
		}
		available = {
			check_variable = {
				var = SWI_military_readiness
				value = SWI_min_mil_readiness
				compare = greater_than_or_equals
			}
			NOT = {
				has_country_flag = SWI_militia_active
			} {
				has_country_flag = SWI_militias_turned_into_regulars
			}
			has_template_majority_unit = militia
		}
		days_remove = SWI_militia_activation_time
		custom_cost_text = SWI_decision_cost_total_MR
		custom_cost_trigger = {
			check_variable = {
				var = SWI_military_readiness
				value = SWI_min_mil_readiness
				compare = greater_than_or_equals
			}
		}
		complete_effect = {
			SWI_mr_total_reduction = yes
		}
		cancel_trigger = {
			has_country_flag = SWI_militias_turned_into_regulars
		}
		remove_effect = {
			set_country_flag = SWI_militia_active
			effect_tooltip = {
				remove_dynamic_modifier = {
					modifier = SWI_dormant_citizen_militia
				}
				add_dynamic_modifier = {
					modifier = SWI_fake_active_citizen_militia_for_the_tooltip
				}
			}
			hidden_effect = {
				remove_dynamic_modifier = {
					modifier = SWI_dormant_citizen_militia
				}
				add_dynamic_modifier = {
					modifier = SWI_active_citizen_militia
				}
			}
		}
		ai_will_do = {
			base = 0
			modifier = {
				add = 100000
				has_war = yes
			}
		}
	}
	SWI_deactivate_militia = {
		icon = GFX_decision_POL_looming_peasants_strike
		priority = 8999
		allowed = {
			original_tag = SWI
		}
		visible = {
			has_country_flag = SWI_militia_active
		}
		available = {
			has_country_flag = SWI_militia_active
		}
		complete_effect = {
			clr_country_flag = SWI_militia_active
			custom_effect_tooltip = SWI_remove_citizen_militia_active_tooltip
			hidden_effect = {
				remove_dynamic_modifier = {
					modifier = SWI_active_citizen_militia
				}
			}
			SWI_reset_citizen_militia_active_modifier = yes
			add_dynamic_modifier = {
				modifier = SWI_dormant_citizen_militia
			}
		}
		ai_will_do = {
			base = 0
			modifier = {
				add = 200
				check_variable = {
					SWI_citizen_militia_active_level = > 4
				}
			} {
				add = 5
				all_enemy_country = {
					surrender_progress = > 0.5
				}
			} {
				factor = 
# ... (truncated)
### Entity: Country History
Country: ETH
Component: ETH_misc
Constructs: recruit_character, limit, add_ideas, set_technology, has_dlc, set_war_support, set_oob, set_variable
Source: game
File: history/countries/ETH - Ethiopia.txt

Code:
# Misc for ETH
capital = 271
IF = {
	limit = {
		has_dlc = By Blood Alone
	}
	ETH_set_up_lon_arms_resolution_effect = yes
	set_war_support = 0.3
	set_oob = ETH_1936_bba
	set_variable = {
		var_ETH_chitet_cooldown = 180
	} {
		ETH.ETH_medal_xp_gain = 100
	} {
		ETH_war_escalation_level = 0
	} {
		ETH_war_escalation_length = 123
	} {
		temp_power_struggle_meter = -25
	} {
		ETH_hold_the_capital_time = 180
	} {
		ETH_treasury = 100
	} {
		ETH_recruit_mercenaries_cost = 15
	} {
		ETH_buy_arms_from_host_cost = 20
	} {
		ETH_re_enable_time_international_actions = 30
	} {
		ETH_army_max_dig_in_factor = -3
	} {
		ETH_army_dig_in_speed_factor = -0.5
	} {
		ETH_army_experience_gain_army_factor = -0.2
	} {
		ETH_army_experience_loss_factor = 0.1
	} {
		ETH_army_army_defence_factor = -0.15
	} {
		ETH_army_army_org_factor = -0.05
	} {
		ETH_army_modifier_army_sub_unit_infantry_attack_factor = 0.05
	} {
		ETH_army_modifier_army_sub_unit_irregular_infantry_attack_factor = 0.1
	} {
		ETH_army_supply_consumption_factor = -0.1
	} {
		ETH_navy_naval_coordination = -0.1
	} {
		ETH_navy_screening_efficiency = -0.1
	} {
		ETH_navy_repair_speed_factor = -0.1
	} {
		ETH_navy_naval_doctrine_cost_factor = 0.5
	} {
		ETH_navy_refit_ic_cost = 0.25
	} {
		ETH_airforce_air_doctrine_cost_factor = 0.5
	} {
		ETH_airforce_enemy_army_bonus_air_superiority_factor = 0.25
	} {
		ETH_airforce_air_accidents_factor = 0.15
	} {
		ETH_airforce_air_attack_factor = -0.15
	} {
		ETH_bureaucracy_research_speed_factor = -0.25
	} {
		ETH_bureaucracy_production_speed_buildings_factor = -0.25
	} {
		ETH_bureaucracy_production_factory_max_efficiency_factor = -0.1
	} {
		ETH_industrialization_industrial_capacity_dockyard = -0.1
	} {
		ETH_industrialization_industrial_capacity_factory = -0.1
	} {
		ETH_industrialization_line_change_production_efficiency_factor = -0.1
	} {
		ETH_industrialization_consumer_goods_factor = 0.05
	} {
		ETH_industrialization_industry_air_damage_factor = 0
	} {
		ETH_industrialization_industry_repair_factor = 0
	} {
		ETH_irc_morale_factor = 0.1
	} {
		ETH_irc_enemy_army_bonus_air_superiority_factor = -0.05
	} {
		ETH_communist_factory_repair_factor = 0
	} {
		ETH_state_decentralization_building_slots = -0.1
	} {
		ETH_state_decentralization_infrastructure = -0.1
	} {
		ETH_state_decentralization_resources = -0.1
	} {
		ETH_state_decentralization_defence = 0.05
	} {
		ETH_state_decen
# ... (truncated)
### Entity: Idea
Component: KMT_state_within_a_state
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_state_within_a_state = {
	picture = SWE_wargames
	cancel = {
		has_government = communism
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		encryption = 0.1
		decryption = 0.1
		civilian_intel_to_others = -5
		army_intel_to_others = -5
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_civilian_war_duty
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_civilian_war_duty
	icon = GFX_focus_SWE_lottakoren
	prerequisite = {
		focus = ICE_enact_conscription
	}
	x = 1
	y = 1
	relative_position_id = ICE_enact_conscription
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = ICE_civil_defence_organization
	}
}
### Entity: Order of Battle
Component: 47a Brigada Legionario
Constructs: division_template
Source: game
File: history/units/SPA_Civil_War.txt

Code:
division = {
	name = 47a Brigada Legionario
	location = 729
	division_template = Brigada Legionario
}
### Entity: Character
Component: PAR_Eusebio_Ayala
Source: game
File: common/characters/PAR.txt

Code:
PAR_Eusebio_Ayala = {
	portraits = {
		civilian = {
			large = GFX_portrait_PAR_eusebio_ayala
		}
	}
	country_leader = {
		ideology = liberalism
		traits = {
			JUNO_president_of_victory JUNO_unpopular
		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Idea
Component: JAP_crumbling_military_cabinet_idea_3
Constructs: war_support_factor, has_government, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_crumbling_military_cabinet_idea_3 = {
	name = JAP_crumbling_military_cabinet_idea_2
	picture = JAP_collapsing_government
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = fascism
		}
	}
	removal_cost = -1
	modifier = {
		war_support_factor = -0.15
	}
}
### Entity: Military Industrial Organization
Component: GRE_pyrkal_organization
Constructs: has_completed_focus, has_dlc
Source: game
File: common/military_industrial_organization/organizations/GRE_organization.txt

Code:
GRE_pyrkal_organization = {
	include = generic_infantry_equipment_organization
	icon = GFX_idea_gre_pyrkal
	allowed = {
		tag = GRE
		has_dlc = Battle for the Bosporus
	}
	available = {
		owner = {
			has_completed_focus = GRE_crack_down_on_foreign_monopolies
		}
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_Initiate_Land_Reform
Constructs: shared_focus, prerequisite, limit, has_government, completion_reward, add_popularity, random_owned_controlled_state, is_core_of
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_Initiate_Land_Reform
	icon = GFX_focus_generic_land_reclamation
	cost = 5
	prerequisite = {
		focus = RAJ_Establish_the_Planning_Commission
	}
	x = 0
	y = 1
	ai_will_do = {
		factor = 1
	}
	relative_position_id = RAJ_Establish_the_Planning_Commission
	completion_reward = {
		if = {
			limit = {
				has_government = communism
			}
			add_popularity = {
				ideology = communism
				popularity = 0.05
			}
		}
		else_if = {
			limit = {
				has_government = fascism
			}
			add_popularity = {
				ideology = fascism
				popularity = 0.05
			}
		}
		else = {
			add_popularity = {
				ideology = democratic
				popularity = 0.05
			}
		}
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				state_population_k = > 1000
			}
			add_extra_state_shared_building_slots = 2
		} {
			limit = {
				is_core_of = ROOT
				state_population_k = > 1000
			}
			add_extra_state_shared_building_slots = 2
		}
	}
}
### Entity: AI Strategy
Component: EAI_SOV_CHL_focus_on_infantry_equipment_over_armor
Constructs: check_variable, build_army
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_CHL_focus_on_infantry_equipment_over_armor = {
	allowed = {
		tag = SOV
	}
	enable = {
		EAI_MODE_challenging = yes
		check_variable = {
			deployed_army_manpower_k = < 3950
		}
	}
	abort = {
		NOT = {
			AND = {
				EAI_MODE_challenging = yes
				check_variable = {
					deployed_army_manpower_k = < 4000
				}
			}
		}
	}
	ai_strategy = {
		type = build_army
		id = infantry
		value = 500
	} {
		type = equipment_production_factor
		id = armor
		value = -10
	} {
		type = role_ratio
		id = armor
		value = -20
	} {
		type = equipment_production_min_factories_archetype
		id = infantry_equipment
		value = 10
	}
}
### Entity: Character
Component: motorised_equipment_producer_defense_1
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
motorised_equipment_producer_defense_1 = {
	random = no
	equipment_bonus = {
		motorized_equipment = {
			reliability = 0.1
			instant = yes
		}
		motorized_rocket_equipment = {
			reliability = 0.1
			defense = 0.1
		}
		mechanized_equipment = {
			reliability = 0.1
			defense = 0.1
		}
		amphibious_mechanized_equipment = {
			reliability = 0.1
			defense = 0.1
		}
		armored_car_equipment = {
			reliability = 0.1
			defense = 0.1
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: PRE_wi
Source: game
File: common/ideas/prussia.txt

Code:
PRE_wi = {
	picture = generic_political_advisor_europe_3
	allowed = {
		original_tag = PRE
	}
	traits = {
		war_industrialist
	}
}
### Entity: Military Industrial Organization
Component: PHI_clark_air_base_repair_workshops_organization
Constructs: production_bonus
Source: game
File: common/military_industrial_organization/organizations/r56_PHI_organization.txt

Code:
PHI_clark_air_base_repair_workshops_organization = {
	name = Clark Air Base Repair Workshops
	include = generic_general_aircraft_organization
	icon = GFX_idea_generic_air_manufacturer_3
	allowed = {
		original_TAG = PHI
	}
	initial_trait = {
		name = generic_mio_initial_trait_general_aircraft_designer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_capacity_factor = 0.03
		}
	}
}
### Entity: Event
Component: poland_border_conflict.1
Constructs: is_triggered_only
Source: game
File: events/WTT_Poland.txt

Code:
country_event = {
	id = poland_border_conflict.1
	title = poland_border_conflict.1.t
	desc = poland_border_conflict.1.desc
	picture = GFX_report_event_polish_intervention
	is_triggered_only = yes
	option = {
		name = poland_border_conflict.1.a
	}
}
### Entity: Modifier Reference
Component: idea_SIA_the_army_of_siam
Constructs: research_speed_factor, industrial_capacity_factory
Source: game
File: common/dynamic_modifiers/TAOG_dynamic_modifiers.txt

Code:
idea_SIA_the_army_of_siam = {
	icon = GFX_idea_SIA_army_of_siam
	supply_node_range = SIA_army_of_siam_supply_node_range
	production_speed_arms_factory_factor = SIA_army_of_siam_production_speed_arms_factory_factor
	supply_consumption_factor = SIA_army_of_siam_supply_consumption_factor
	industrial_capacity_factory = SIA_army_of_siam_industrial_capacity_factory
	production_speed_industrial_complex_factor = SIA_army_of_siam_production_speed_industrial_complex_factor
	line_change_production_efficiency_factor = SIA_army_of_siam_line_change_production_efficiency_factor
	production_factory_max_efficiency_factor = SIA_army_of_siam_production_factory_max_efficiency_factor
	research_speed_factor = SIA_army_of_siam_research_speed_factor
	land_mastery_gain_factor = SIA_army_of_siam_land_mastery_gain_factor
	production_speed_infrastructure_factor = SIA_army_of_siam_production_speed_infrastructure_factor
	production_speed_supply_node_factor = SIA_production_speed_supply_node_factor
	no_supply_grace = SIA_army_of_siam_no_supply_grace
	land_night_attack = SIA_army_of_siam_land_night_attack
	air_range_factor = SIA_army_of_siam_air_range_factor
	air_agility_factor = SIA_army_of_siam_air_agility_factor
}