Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: mtg_britain.87
Constructs: is_triggered_only, limit, every_country, add_political_power, set_country_flag, is_subject_of, random_hours
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.87
	title = mtg_britain.87.t
	desc = mtg_britain.87.d
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			set_country_flag = ENG_imperial_trade_flag
		}
	}
	option = {
		name = mtg_britain.83.a
		every_country = {
			limit = {
				OR = {
					AND = {
						is_subject_of = ENG
						tag = CAN
					} {
						is_subject_of = ENG
						tag = SAF
					} {
						is_subject_of = ENG
						tag = RAJ
					} {
						is_subject_of = ENG
						tag = AST
					} {
						is_subject_of = ENG
						tag = NZL
					}
				}
			}
			country_event = {
				id = mtg_britain.88
				hours = 48
				random_hours = 24
			}
		}
		ENG_imperial_conference_set_subject_counter = yes
	} {
		name = mtg_britain.83.b
		add_political_power = -25
		set_country_flag = ENG_diplomatic_pressure_flag
		every_country = {
			limit = {
				OR = {
					AND = {
						is_subject_of = ENG
						tag = CAN
					} {
						is_subject_of = ENG
						tag = SAF
					} {
						is_subject_of = ENG
						tag = RAJ
					} {
						is_subject_of = ENG
						tag = AST
					} {
						is_subject_of = ENG
						tag = NZL
					}
				}
			}
			country_event = {
				id = mtg_britain.88
				hours = 48
				random_hours = 24
			}
		}
		ENG_imperial_conference_set_subject_counter = yes
	} {
		name = mtg_britain.83.c
		add_political_power = -50
		set_country_flag = ENG_extensive_diplomatic_pressure_flag
		every_country = {
			limit = {
				OR = {
					AND = {
						is_subject_of = ENG
						tag = CAN
					} {
						is_subject_of = ENG
						tag = SAF
					} {
						is_subject_of = ENG
						tag = RAJ
					} {
						is_subject_of = ENG
						tag = AST
					} {
						is_subject_of = ENG
						tag = NZL
					}
				}
			}
			country_event = {
				id = mtg_britain.88
				hours = 48
				random_hours = 24
			}
		}
		ENG_imperial_conference_set_subject_counter = yes
	}
}
### Entity: Achievement
Component: play_it_again
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
play_it_again = {
	id = 96
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		network_strength = {
			state = 461
			value = > 50
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_air_is_our_sea
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_air_is_our_sea
	icon = GFX_goal_generic_build_airforce
	prerequisite = {
		focus = CZE_military_aeronautical_institute
	}
	x = 0
	y = 1
	relative_position_id = CZE_military_aeronautical_institute
	cost = 10
	ai_will_do = {
		factor = 80
		modifier = {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = CZE_air_focus
		custom_effect_tooltip = generic_skip_one_line_tt available_chief_of_airforce
		show_ideas_tooltip = CZE_alois_vicherek_advisor_idea_reform
	}
}
### Entity: AI Strategy
Component: AST_alternate_fascist
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/AST_alternate_strategy_plan.txt

Code:
AST_alternate_fascist = {
	name = Australia goes fascist
	desc = 
	allowed = {
		original_tag = AST
		NOT = {
			has_dlc = Thunder at Our Gates
		}
	}
	enable = {
		OR = {
			has_country_flag = AST_AI_RANDOM_FASCIST
			has_game_rule = {
				rule = AST_ai_behavior
				option = FASCIST
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		AST_standard_gauge_railway AST_industries_assistance_corporation AST_western_australian_government_railways AST_south_australian_housing_trust AST_additional_militia_training AST_royal_australian_artillery AST_department_of_supply_and_development AST_expand_lithgow_small_arms_factory AST_expand_the_northern_railway AST_cockatoo_island_shipyards AST_kangaroo_point_shipyards AST_daimler_dingo AST_promote_reservists AST_expand_the_raaf AST_cac_woomera AST_never_another_gallipoli AST_abandon_the_westminster_system AST_support_the_centre_party AST_establish_advisory_war_council AST_national_security_act AST_army_inventions_directorate AST_civil_construction_corps AST_allied_works_council AST_supply_indonesian_nationalists AST_volunteer_defence_corps AST_specialize_equipment AST_support_indonesian_uprising AST_hmas_assault AST_invest_in_victory AST_protect_the_south_west_pacific AST_cac_boomerang AST_rationing_and_recycling AST_a_deal_with_japan AST_squash_the_squanderbugs AST_introduce_unconventional_warfare AST_sentinel_tank_project AST_citizen_military_forces AST_classify_aliens AST_fight_work_or_perish AST_fly_the_jolly_roger AST_expand_northern_presence AST_scrap_iron_flotilla AST_naval_auxiliary_patrol AST_pacific_area_navy AST_cruisers AST_royal_australian_submarine_service AST_airborne_defence AST_australian_army_catering_corps AST_australian_arms_production AST_naval_bombers AST_death_from_down_under AST_dominate_the_skies AST_research_collaboration AST_z_special_unit AST_m_special_unit
	}
	research = {
		industry = 20.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
		dd_tech = 5
	}
	ideas = {

	}
	traits = {
		captain_of_industry = 5
		war_industrialist = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {

	}
}
### Entity: Operation
Component: resistance_support_organize_training
Source: game
File: common/operation_phases/lar_resistance_support.txt

Code:
resistance_support_organize_training = {
	name = resistance_support_organize_training
	desc = resistance_support_organize_training_desc
	outcome = resistance_support_organize_training_outcome
	picture = GFX_phase_resistance_support_organize_training
	icon = GFX_phase_resistance_support_organize_training_small
	equipment = {
		civilian_factories = {
			amount = 2
			days = 45
		}
	}
}
### Entity: Country History
Country: MLK
Component: MLK_misc
Constructs: set_research_slots, set_convoys
Source: game
File: history/countries/MLK - Maluku.txt

Code:
# Misc for MLK
capital = 668
set_research_slots = 2
set_convoys = 30
### Entity: Scripted Trigger
Component: should_initiate_resistance
Constructs: check_variable, has_state_flag, has_global_flag, is_core_of
Source: game
File: common/scripted_triggers/00_resistance_initiate_triggers.txt

Code:
should_initiate_resistance = {
	impassable = no
	OR = {
		check_variable = {
			core_countries^num = > 0
		}
		AND = {
			has_state_flag = SPR_original_core
			FROM = {
				original_tag = SPR
			}
			has_global_flag = scw_over
		}
	}
	NOT = {
		is_core_of = FROM
	}
}
### Entity: Idea
Component: r56_USA_defense_contractors
Constructs: removal_cost
Source: game
File: common/ideas/r56_usa.txt

Code:
r56_USA_defense_contractors = {
	name = USA_defense_contractors
	picture = HOL_motors_production
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		political_power_cost = 0.1
		production_speed_arms_factory_factor = 0.05
		production_speed_dockyard_factor = 0.05
		global_building_slots_factor = 0.15
	}
}
### Entity: Event
Component: mtg_britain.105
Constructs: is_triggered_only
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.105
	title = mtg_britain.105.t
	desc = mtg_britain.105.d
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = mtg_britain.105.a
	}
}
### Entity: Event
Component: GER_operation_panzerfaust_events.09
Constructs: is_triggered_only, add_stability
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = GER_operation_panzerfaust_events.09
	title = GER_operation_panzerfaust_events.09.t
	desc = GER_operation_panzerfaust_events.09.desc
	picture = GFX_report_event_DEN_german_tanks
	is_triggered_only = yes
	option = {
		name = GER_operation_panzerfaust_events.09.a
		add_stability = 0.05
	}
}
### Entity: Scripted Effect
Component: EAI_INVASION_support_leader_invasion
Constructs: limit, has_country_flag, is_major, is_faction_leader, has_variable, has_capitulated, set_temp_variable, check_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_naval_invasion_effects.txt

Code:
EAI_INVASION_support_leader_invasion = {
	if = {
		limit = {
			NOT = {
				is_faction_leader = yes
			}
			OR = {
				var:faction_leader = {
					has_variable = EAI_naval_invasion_target
					NOT = {
						tag = ROOT
					}
					has_capitulated = no
					var:EAI_naval_invasion_target = {
						is_major = yes
					}
					set_temp_variable = {
						leader_invasion_target = EAI_naval_invasion_target
					}
				}
				var:overlord = {
					has_variable = EAI_naval_invasion_target
					NOT = {
						tag = ROOT
					}
					has_capitulated = no
					var:EAI_naval_invasion_target = {
						is_major = yes
					}
					set_temp_variable = {
						leader_invasion_target = EAI_naval_invasion_target
					}
				}
			}
		}
		var:leader_invasion_target = {
			if = {
				limit = {
					NOT = {
						has_country_flag = EAI_naval_invasion_from_@ROOT
					}
				}
				ROOT = {
					EAI_INVASION_cancel_target = yes
					EAI_INVASION_set_target = yes
				}
				if = {
					limit = {
						ROOT = {
							has_country_flag = EAI_naval_invasion_logging
							check_variable = {
								log_started_invasion = 1
							}
						}
					}
					log = [GetYear] [GetMonth] | AI | [Root.GetName] | INVASION: reason: EAI_INVASION_support_leader_invasion
				}
				set_temp_variable = {
					log_started_invasion = 0
				}
			}
		}
		set_temp_variable = {
			selected_invasion_target = 1
		}
	}
}
### Entity: Event
Component: CZE.418
Constructs: is_triggered_only, ai_chance, add_popularity
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.418
	title = CZE.418.t
	desc = CZE.418.d
	picture = GFX_CZKE_radola_gajda_report
	is_triggered_only = yes
	option = {
		name = CZE.418.a
		ai_chance = {
			factor = 0.3
		}
		custom_effect_tooltip = political_change
		add_popularity = {
			ideology = communism
			popularity = -0.05
		} {
			ideology = democratic
			popularity = -0.05
		}
	} {
		name = CZE.418.b
		ai_chance = {
			factor = 0.7
		}
		custom_effect_tooltip = political_change
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		} {
			ideology = democratic
			popularity = -0.05
		}
	}
}
### Entity: Modifier Reference
Component: kemalist_schemers
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
kemalist_schemers = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_tur_kemalist_unrest
	recruitable_population_factor = -0.33
	state_production_speed_buildings_factor = -0.25
	army_speed_factor_for_controller = -0.5
}
### Entity: Character
Component: SOV_grigory_zinovyev
Constructs: has_completed_focus, limit, has_government, has_character_flag, has_global_flag
Source: game
File: common/characters/SOV.txt

Code:
SOV_grigory_zinovyev = {
	name = SOV_grigory_zinovyev
	portraits = {
		civilian = {
			large = GFX_portrait_SOV_grigory_zinovyev
		}
		army = {
			small = GFX_idea_SOV_grigory_zinovyev_imprisoned
		}
	}
	allowed_civil_war = {
		OR = {
			AND = {
				tag = SOV
				has_government = communism
			} {
				SOV_is_exiles = yes
				has_government = communism
			}
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SOV_grigory_zinovyev
		allowed = {
			original_tag = SOV
		}
		visible = {
			NOT = {
				has_character_flag = SOV_character_purged_flag
			}
		}
		available = {
			has_completed_focus = SOV_align_the_zinovyevites
			OR = {
				has_global_flag = SOV_soviet_civil_war SOV_soviet_civil_war_over
				AND = {
					has_completed_focus = SOV_the_plan_for_the_coup SOV_coup_detat
				}
			}
			if = {
				limit = {
					has_character_flag = SOV_imprisoned_flag
				}
				NOT = {
					has_character_flag = SOV_imprisoned_flag
				}
			} {
				limit = {
					has_character_flag = SOV_exiled_flag
				}
				NOT = {
					has_character_flag = SOV_exiled_flag
				}
			}
		}
		traits = {
			communist_theorist
		}
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: Idea
Component: MOR_aco2
Source: game
File: common/ideas/morocco.txt

Code:
MOR_aco2 = {
	picture = generic_army_arab_2
	allowed = {
		original_tag = MOR
	}
	traits = {
		army_chief_organizational_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: PRC_multi_talented_diplomat_no_lar
Constructs: political_power_gain, encryption_factor, decryption_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
PRC_multi_talented_diplomat_no_lar = {
	random = no
	sprite = 15
	encryption_factor = 0.05
	decryption_factor = 0.1
	political_power_gain = 0.1
}
### Entity: Scripted Effect
Component: eic_high_investments
Constructs: every_owned_state, limit, random_select_amount, check_variable, remove_building, set_variable
Source: game
File: common/scripted_effects/RAJ_GOE_scripted_effects.txt

Code:
eic_high_investments = {
	hidden_effect = {
		every_owned_state = {
			random_select_amount = 4
			limit = {
				check_variable = {
					industrial_complex_level = > 0
				}
			}
			remove_building = {
				type = industrial_complex
				level = 1
			}
		}
	}
	custom_effect_tooltip = eic_high_investments_cost RAJ_GOE_modify_dividends RAJ_GOE_modify_dividends_2
	set_variable = {
		RAJ_eic_dividends_investment_efficiency_max = 0.16
		tooltip = production_factory_efficiency_gain_factor_tt
	} {
		RAJ_eic_dividends_investment_building_speed = 0.35
		tooltip = production_speed_buildings_factor_tt
	}
}
### Entity: AI Strategy
Component: generic_escorts
Constructs: has_tech
Source: game
File: common/ai_equipment/generic_naval.txt

Code:
generic_escorts = {
	category = naval
	blocked_for = {
		GER USA JAP ENG FRA ITA
	}
	available_for = {

	}
	roles = {
		naval_escort
	}
	priority = {
		factor = 1000
		modifier = {
			factor = 5
			anti_submarine_strategy_required_trigger = yes
		}
	}
	escort_default = {
		priority = {
			factor = 100
			modifier = {
				factor = 20
				anti_submarine_strategy_required_trigger = yes
			}
		}
		role_icon_index = 2
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_light_1
			modules = {
				fixed_ship_battery_slot = ship_light_battery
				fixed_ship_anti_air_slot = empty
				fixed_ship_fire_control_system_slot = empty
				fixed_ship_radar_slot = ship_sonar
				fixed_ship_engine_slot = light_ship_engine
				fixed_ship_torpedo_slot = empty
				mid_1_custom_slot = empty
				rear_1_custom_slot = ship_depth_charge
			}
		}
		allowed_modules = {
			ship_depth_charge ship_anti_air ship_light_battery ship_sonar ship_fire_control_system ship_radar
		}
	}
	escort_upgrade = {
		priority = {
			factor = 120
			modifier = {
				factor = 20
				anti_submarine_strategy_required_trigger = yes
			}
		}
		enable = {
			AND = {
				has_tech = improved_depth_charges cavity_magnatron
			}
		}
		role_icon_index = 2
		history = yes
		target_variant = {
			match_value = 2000.0
			type = ship_hull_light_1
			modules = {
				fixed_ship_battery_slot = ship_light_battery
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_radar
				fixed_ship_radar_slot = ship_sonar
				fixed_ship_engine_slot = light_ship_engine
				fixed_ship_torpedo_slot = empty
				mid_1_custom_slot = ship_depth_charge
				rear_1_custom_slot = ship_depth_charge
			}
		}
		allowed_modules = {
			ship_anti_air ship_depth_charge ship_light_battery ship_sonar ship_fire_control_system ship_radar
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_AIR_DOCTRINE_air_subdoctrine_fighter_central_field
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_FOCUS_AIR_DOCTRINE_air_subdoctrine_fighter_central_field = {
	always = no
	NOT = {
		EAI_air_doctrine_progress_limit = yes
	}
	EAI_FOCUS_AIR_DOCTRINE_has_correct_grand_doctrine = yes
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_elevate_hirden
Constructs: division_template, prerequisite, limit, completion_reward, add_command_power, is_locked, random_owned_controlled_state, create_unit
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_elevate_hirden
	icon = GFX_focus_generic_manpower
	prerequisite = {
		focus = NOR_quislings_regime
	}
	x = 3
	y = 1
	relative_position_id = NOR_quislings_regime
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_command_power = 75
		army_experience = 60
		division_template = {
			name = Hirden
			is_locked = no
			template_counter = 79
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				}
				artillery_brigade = {
					x = 2
					y = 0
				} {
					x = 2
					y = 1
				}
			}
			support = {
				engineer = {
					x = 0
					y = 0
				}
			}
			override_model = NOR_militia_alt_1_entity
		}
		random_owned_controlled_state = {
			limit = {
				NOT = {
					state = 914
				}
			}
			create_unit = {
				division = name = "1. Hirden" division_template = "Hirden" start_experience_factor = 0.8
				owner = ROOT
			} {
				division = name = "2. Hirden" division_template = "Hirden" start_experience_factor = 0.8
				owner = ROOT
			} {
				division = name = "3. Hirden" division_template = "Hirden" start_experience_factor = 0.8
				owner = ROOT
			}
		}
		hidden_effect = {
			set_country_flag = NOR_included_in_generic_political
		}
	}
}
### Entity: Idea
Component: AFG_banned_political_parties
Constructs: stability_factor, has_government, fascism_drift, democratic_drift, communism_drift, neutrality_drift
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_banned_political_parties = {
	picture = generic_democracy_banned
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			has_government = neutrality
		}
	}
	modifier = {
		stability_factor = 0.05
		fascism_drift = -0.01
		democratic_drift = -0.01
		communism_drift = -0.01
		neutrality_drift = 0.03
	}
}
### Entity: Idea
Component: ROM_constitutional_guarantees
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/romania.txt

Code:
ROM_constitutional_guarantees = {
	picture = generic_constitutional_guarantees
	removal_cost = -1
	allowed = {
		original_tag = ROM
	}
	allowed_civil_war = {

	}
	modifier = {
		industrial_capacity_factory = 0.05
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_the_location_of_power
Constructs: prerequisite, has_government, completion_reward, has_civil_war
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_the_location_of_power
	icon = GFX_focus_rom_royal_dictatorship
	prerequisite = {
		focus = NOR_matters_of_presentation
	}
	x = -2
	y = 5
	relative_position_id = NOR_traditions_and_monarchy
	cost = 5
	ai_will_do = {
		base = 10
	}
	available = {
		has_civil_war = no
		has_government = neutrality
		neutrality = > 0.3
	}
	completion_reward = {
		country_event = {
			hours = 6
			id = naw_norway.71
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: KMT_puppet_of_the_party
Source: game
File: common/country_leader/r56_traits.txt

Code:
KMT_puppet_of_the_party = {
	random = no
	sprite = 13
	political_power_factor = -0.05
}
### Entity: Character
Component: OCC_mt
Source: game
File: common/characters/OCC.txt

Code:
OCC_mt = {
	advisor = {
		slot = theorist
		idea_token = OCC_mt
		ledger = army
		allowed = {
			original_tag = OCC
		}
		traits = {
			military_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_6
		}
	}
}
### Entity: Military Industrial Organization
Component: CHI_shanghai_arsenal
Constructs: has_completed_focus, limit, is_literally_china_not_prc, has_dlc, equipment_bonus, build_cost_ic, maximum_speed, production_bonus
Source: game
File: common/military_industrial_organization/organizations/CHI_organization.txt

Code:
CHI_shanghai_arsenal = {
	icon = GFX_idea_CHI_shanghai_arsenal
	allowed = {
		OR = {
			is_literally_china_not_prc = yes
			tag = MAN MEN
		}
		has_dlc = No Compromise, No Surrender
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = CHI
					}
				}
			}
			owner = {
				controls_state = CHI.mio_locations^7
			}
		} {
			limit = {
				FROM = {
					original_tag = CHI
				}
			}
			OR = {
				owner = {
					has_completed_focus = CHI_relocate_factories_from_the_coast
				} {
					controls_state = CHI.mio_locations^7
				}
			}
		}
	}
	equipment_type = {
		armored_car_equipment mio_cat_eq_all_light_tank
	}
	research_categories = {
		cat_armored_cars mio_cat_tech_light_armor_and_modules
	}
	tree_header_text = {
		text = mio_header_design_and_production
		x = 3
	} {
		text = mio_header_equipment_and_specialization
		x = 7
	}
	initial_trait = {
		name = generic_mio_initial_trait_light_armored_manufacturer
		equipment_bonus = {
			armor_value = 0.05
			defense = 0.05
			build_cost_ic = -0.05
		}
	}
	trait = {
		token = generic_mio_trait_simplified_suspension
		name = generic_mio_trait_simplified_suspension
		icon = GFX_generic_mio_trait_icon_reliability
		equipment_bonus = {
			reliability = 0.05
		}
		position = {
			x = 1
			y = 0
		}
	} {
		token = generic_mio_trait_crew_ergonomics
		name = generic_mio_trait_crew_ergonomics
		icon = GFX_generic_mio_trait_icon_defense
		equipment_bonus = {
			maximum_speed = 0.02
			defense = 0.02
		}
		position = {
			x = 4
			y = 0
		}
		relative_position_id = generic_mio_trait_simplified_suspension
	} {
		token = generic_mio_trait_reinforced_wheels
		name = generic_mio_trait_reinforced_wheels
		icon = GFX_generic_mio_department_icon_armored_car_engine
		any_parent = {
			generic_mio_trait_simplified_suspension
		}
		equipment_bonus = {
			reliability = 0.05
			maximum_speed = 0.05
		}
		position = {
			x = 0
			y = 2
		}
		relative_position_id = generic_mio_trait_simplified_suspension
	} {
		token = generic_mio_trait_command_upgrades
		name = generic_mio_trait_command_upgrades
		icon = GFX_generic_mio_trait_icon_breakthrough
		any_parent = {
			generic_mio_trait_crew_ergonomics
		}
		equipment_bonus = {
			breakthrough = 0.05
		}
		position = {
			x = 0
			y = 2
		}
		relative_position_id = generic_mio_trait_crew_ergonomics
	} {
		token = generic_mio_trait_standardized_components
		name = ge
# ... (truncated)