Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: TAN_MEC_01
Source: game
File: common/units/names_divisions/TAN_names_divisions.txt

Code:
TAN_MEC_01 = {
	name = Mechanized Divisions
	for_countries = {
		TAN
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		TAN_INF_01
	}
	fallback_name = %dya Tuvanska Motostrelkovaya Div.
	ordered = {
		1 = {
			%dya Tuvanska Motostrelkovaya Div.
		}
		2 = {
			%dya Tuvanska Motostrelkovaya Div.
		}
		3 = {
			%dya Tuvanska Motostrelkovaya Div.
		}
		4 = {
			%dya Tuvanska Motostrelkovaya Div.
		}
		5 = {
			%dya Tuvanska Motostrelkovaya Div.
		}
		6 = {
			%dya Tuvanska Motostrelkovaya Div.
		}
		8 = {
			%dya Tuvanska Motostrelkovaya Div.
		}
		10 = {
			%dya Tuvanska Motostrelkovaya Div.
		}
		11 = {
			%dya Tuvanska Motostrelkovaya Div.
		}
		12 = {
			%dya Tuvanska Motostrelkovaya Div.
		}
		13 = {
			%dya Tuvanska Motostrelkovaya Div.
		}
		14 = {
			%dya Tuvanska Motostrelkovaya Div.
		}
		16 = {
			%dya Tuvanska Motostrelkovaya Div.
		}
		17 = {
			%dya Tuvanska Motostrelkovaya Div.
		}
		19 = {
			%dya Tuvanska Motostrelkovaya Div.
		}
		21 = {
			%dya Tuvanska Motostrelkovaya Div.
		}
		22 = {
			%dya Tuvanska Motostrelkovaya Div.
		}
		23 = {
			%dya Tuvanska Motostrelkovaya Div.
		}
		24 = {
			%dya Tuvanska Motostrelkovaya Div.
		}
		25 = {
			%dya Tuvanska Motostrelkovaya Div.
		}
	}
}
### Entity: Unit Template
Component: YEM_ARM_01
Source: game
File: common/units/names_divisions/YEM_names_divisions.txt

Code:
YEM_ARM_01 = {
	name = Armoured Divisions
	for_countries = {
		YEM
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	link_numbering_with = {
		YEM_CAV_01
	}
	fallback_name = Yemeni Sipahis al-%dr
	ordered = {
		1 = {
			Alfurqat Almasha Almalika
		}
		2 = {
			Yemeni Sipahis al-%di
		}
		3 = {
			Yemeni Sipahis al-%di
		}
		4 = {
			Yemeni Sipahis al-%di
		}
		5 = {
			Yemeni Sipahis al-%di
		}
		6 = {
			Yemeni Sipahis al-%di
		}
		7 = {
			Yemeni Sipahis al-%di
		}
		8 = {
			Yemeni Sipahis al-%di
		}
		9 = {
			Yemeni Sipahis al-%di
		}
		10 = {
			Yemeni Sipahis al-%di
		}
		11 = {
			Yemeni Sipahis al-%dr
		}
		12 = {
			Yemeni Sipahis al-%dr
		}
		13 = {
			Yemeni Sipahis al-%dr
		}
		14 = {
			Yemeni Sipahis al-%dr
		}
		15 = {
			Yemeni Sipahis al-%dr
		}
	}
}
### Entity: Character
Component: converted_train_manufacturer
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
converted_train_manufacturer = {
	random = no
	equipment_bonus = {
		armor = {
			reliability = 0.05
		}
		train_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
	equipment_conversion_speed = 0.1
}
### Entity: National Focus
Tree: per_focus
Component: PER_bolster_infantry
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_bolster_infantry
	icon = GFX_goal_generic_allies_build_infantry
	prerequisite = {
		focus = PER_foreign_retraining
	}
	x = -1
	y = 1
	relative_position_id = PER_foreign_retraining
	mutually_exclusive = {
		focus = PER_swedish_artillery
	}
	cost = 10
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = PER_infantry_equipment_bonus
			bonus = 0.5
			uses = 1
			category = infantry_weapons
		} {
			name = PER_support_technology_bonus
			bonus = 0.5
			uses = 2
			category = support_tech
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_prepare_italian_coup_ww
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_subject, cancel_if_invalid, add_timed_idea
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_prepare_italian_coup_ww
	icon = GFX_goal_generic_military_deal
	prerequisite = {
		focus = GER_the_second_berlin_award
	}
	mutually_exclusive = {
		focus = GER_conquer_italy GER_align_italy
	}
	dynamic = yes
	available = {
		is_subject = no
		NOT = {
			has_war_with = ITA
		}
		ITA = {
			has_government = fascism
		}
	}
	cancel_if_invalid = yes
	x = -2
	y = 1
	relative_position_id = GER_the_second_berlin_award
	cost = 5
	ai_will_do = {
		factor = 10
	}
	select_effect = {
		ITA = {
			country_event = {
				id = wtt_germany.1006
				days = 1
				random = 2
			}
		}
	}
	completion_reward = {
		ITA = {
			country_event = {
				id = wtt_germany.8
				hours = 4
			}
		}
		custom_effect_tooltip = GER_prepare_italian_coup_tt
		effect_tooltip = {
			ITA = {
				add_timed_idea = {
					idea = GER_preparing_ITA_coup
					days = 1095
				}
			}
		}
	}
}
### Entity: Unit Template
Component: AST_GAR_01
Source: game
File: common/units/names_divisions/AST_names_divisions.txt

Code:
AST_GAR_01 = {
	name = Garrison Divisions
	for_countries = {
		AST
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	link_numbering_with = {
		AST_INF_01
	}
	fallback_name = %d Infantry Division
	ordered = {
		1 = {
			%dst Infantry Division
		}
		2 = {
			%dnd Infantry Division
		}
		3 = {
			%drd Infantry Division
		}
		4 = {
			%dth Infantry Division
		}
		5 = {
			%dth Infantry Division
		}
		10 = {
			%dth Infantry Division
		}
		11 = {
			%dth Infantry Division
		}
		12 = {
			%dth Infantry Division
		}
		13 = {
			%dth Infantry Division
		}
		14 = {
			%dth Infantry Division
		}
		15 = {
			%dth Infantry Division
		}
		16 = {
			%dth Infantry Division
		}
		17 = {
			%dth Infantry Division
		}
		18 = {
			%dth Infantry Division
		}
		19 = {
			%dth Infantry Division
		}
		20 = {
			%dth Infantry Division
		}
		21 = {
			%dst Infantry Division
		}
		22 = {
			%dnd Infantry Division
		}
		23 = {
			%drd Infantry Division
		}
		24 = {
			%dth Infantry Division
		}
		25 = {
			%dth Infantry Division
		}
		26 = {
			%dth Infantry Division
		}
		27 = {
			%dth Infantry Division
		}
		28 = {
			%dth Infantry Division
		}
		29 = {
			%dth Infantry Division
		}
		30 = {
			%dth Infantry Division
		}
		31 = {
			%dst Infantry Division
		}
		32 = {
			%dnd Infantry Division
		}
		33 = {
			%drd Infantry Division
		}
		34 = {
			%dth Infantry Division
		}
		35 = {
			%dth Infantry Division
		}
		36 = {
			%dth Infantry Division
		}
		37 = {
			%dth Infantry Division
		}
		38 = {
			%dth Infantry Division
		}
		39 = {
			%dth Infantry Division
		}
		40 = {
			%dth Infantry Division
		}
		41 = {
			%dst Infantry Division
		}
		42 = {
			%dnd Infantry Division
		}
		43 = {
			%drd Infantry Division
		}
		44 = {
			%dth Infantry Division
		}
		45 = {
			%dth Infantry Division
		}
		46 = {
			%dth Infantry Division
		}
		47 = {
			%dth Infantry Division
		}
		48 = {
			%dth Infantry Division
		}
		49 = {
			%dth Infantry Division
		}
		50 = {
			%dth Infantry Division
		}
		51 = {
			%dst Infantry Division
		}
		52 = {
			%dnd Infantry Division
		}
		53 = {
			%drd Infantry Division
		}
	}
}
### Entity: Idea
Component: EAI_DD_19/super_heavy_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_19/super_heavy_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_chassis = {
			build_cost_ic = -0.475
			instant = yes
		}
	}
}
### Entity: Idea
Component: ISR_arab_voting
Constructs: stability_factor, removal_cost, democratic_drift
Source: game
File: common/ideas/israel.txt

Code:
ISR_arab_voting = {
	picture = generic_democratic_drift_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_factor = 0.1
		stability_factor = 0.05
		democratic_drift = 0.01
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_invite_foreign_arms_corporations
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid, add_offsite_building
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_invite_foreign_arms_corporations
	icon = GFX_focus_generic_american_investments
	prerequisite = {
		focus = IRQ_heavy_industry_investments
	}
	mutually_exclusive = {
		focus = IRQ_local_arms_industry
	}
	x = 1
	y = 1
	relative_position_id = IRQ_heavy_industry_investments
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_offsite_building = {
			type = arms_factory
			level = 3
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = IRQ_foreign_industrial_monopolies
	}
}
### Entity: Idea
Component: PRC_the_internal_enemy_SHX
Constructs: removal_cost
Source: game
File: common/ideas/comchina.txt

Code:
PRC_the_internal_enemy_SHX = {
	allowed = {
		always = no
	}
	removal_cost = -1
	targeted_modifier = {
		tag = SHX
		attack_bonus_against = 0.05
		breakthrough_bonus_against = 0.05
	}
}
### Entity: Idea
Component: CZE_reduced_economic_inequality_idea
Constructs: stability_factor, war_support_factor, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_reduced_economic_inequality_idea = {
	picture = CZE_economic_inequality
	allowed = {
		tag = CZE
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		stability_factor = -0.025
		war_support_factor = -0.05
		political_power_cost = 0.1
		industrial_capacity_factory = -0.1
		power_balance_weekly = -0.002
	}
}
### Entity: Order of Battle
Component: 1. Landsturmregiment
Constructs: division_template
Source: game
File: history/units/GER_German_Civil_War_neutrality.txt

Code:
division = {
	name = 1. Landsturmregiment
	location = 9655
	division_template = Landsturmregiment
}
### Entity: Idea
Component: AST_cabinet_trust_state_3_idea
Constructs: stability_factor, war_support_factor, removal_cost
Source: game
File: common/ideas/australia.txt

Code:
AST_cabinet_trust_state_3_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = AST_cabinet_trust3_idea
	modifier = {
		stability_factor = -0.2
		political_power_factor = -0.15
		war_support_factor = -0.1
	}
}
### Entity: National Focus
Tree: slo_focus
Component: SLO_supress_the_church
Constructs: prerequisite, limit, remove_ideas, has_government, add_stability, completion_reward, is_subject, has_idea
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_supress_the_church
	icon = GFX_focus_mex_triumph_over_the_cristeros
	prerequisite = {
		focus = SLO_communist_influence
	}
	relative_position_id = SLO_communist_influence
	available = {
		has_government = communism
		if = {
			limit = {
				is_subject = yes
			}
			OVERLORD = {
				has_government = communism
			}
		}
	}
	x = 3
	y = 1
	cost = 10
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = r56_SLO_strong_catholic_influence
			}
			remove_ideas = r56_SLO_strong_catholic_influence
			else = {
				add_popularity = {
					ideology = communism
					popularity = 0.15
				}
			}
		}
		add_stability = -0.05
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: AI Strategy
Component: EAI_PROD_DIV_LIMIT_antitank_infantry_division_limit
Constructs: has_country_flag, build_army
Source: game
File: common/ai_strategy/EAI_PRODUCTION_division_limits_strategies.txt

Code:
EAI_PROD_DIV_LIMIT_antitank_infantry_division_limit = {
	enable = {
		has_country_flag = EAI_anti_tank_division_limit
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_army
		id = anti_tank
		value = -1
	}
}
### Entity: Modifier Reference
Component: SOV_soviet_chinese_relations
Constructs: has_war_with
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
SOV_soviet_chinese_relations = {
	valid_relation_trigger = {
		FROM = {
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	license_purchase_cost = 0
	ai_license_acceptance = 20
	license_production_speed = 0.25
	license_tech_difference_speed = 0.25
}
### Entity: Character
Component: third_position_economist
Constructs: industrial_capacity_factory
Source: game
File: common/country_leader/r56_traits.txt

Code:
third_position_economist = {
	random = no
	sprite = 13
	min_export = -0.15
	industrial_capacity_factory = 0.05
}
### Entity: Idea
Component: GLC_communist_guy
Constructs: has_government
Source: game
File: common/ideas/galicia.txt

Code:
GLC_communist_guy = {
	picture = generic_political_advisor_europe_3
	allowed = {
		original_tag = GLC
	}
	traits = {
		communist_revolutionary
	}
	do_effect = {
		NOT = {
			has_government = communism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Idea
Component: r56_LUX_fair_economy_2
Constructs: has_government
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_fair_economy_2 = {
	name = r56_LUX_fair_economy
	picture = ARG_social_welfare_fund_ns
	cancel = {
		has_government = fascism
	}
	modifier = {
		consumer_goods_factor = 0.05
		line_change_production_efficiency_factor = 0.1
		production_factory_efficiency_gain_factor = 0.05
		production_factory_max_efficiency_factor = 0.05
	}
}
### Entity: Character
Component: NEN_s_nele
Source: game
File: common/characters/NEN.txt

Code:
NEN_s_nele = {
	name = S. Nele
	portraits = {
		army = {
			large = gfx/leaders/Europe/portrait_europe_generic_land_19.dds
			small = gfx/interface/ideas/idea_europe_generic_land_19.dds
		}
	}
	corps_commander = {
		traits = {

		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
	}
	advisor = {
		slot = high_command
		cost = 100
		idea_token = NEN_s_nele
		ledger = army
		traits = {
			army_logistics_2
		}
	}
}
### Entity: Decision
Component: PER_memphis_initiative_category
Constructs: has_completed_focus, fire_only_once, is_on_continent, is_core_of, is_fully_controlled_by, remove_effect, add_core_of
Source: game
File: common/decisions/PER.txt

Code:
PER_memphis_initiative_category = {
	PER_core_egypt_state = {
		icon = GFX_decision_generic_form_nation
		ai_will_do = {
			base = 50
		}
		allowed = {
			original_tag = PER
		}
		available = {
			has_completed_focus = PER_the_memphis_initiative
		}
		visible = {
			has_completed_focus = PER_the_memphis_initiative
		}
		state_target = any_controlled_state
		target_trigger = {
			FROM = {
				impassable = no
				AND = {
					OR = {
						is_on_continent = middle_east
						is_core_of = EGY
						state = 444
					}
					NOT = {
						is_core_of = ROOT TUR
					}
					is_fully_controlled_by = ROOT
				}
			}
		}
		on_map_mode = map_and_decisions_view
		cost = 75
		fire_only_once = yes
		days_remove = 35
		modifier = {
			political_power_factor = -0.15
		}
		remove_effect = {
			FROM = {
				add_core_of = ROOT
			}
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_integrate_the_government_general
Constructs: prerequisite, limit, completion_reward, is_subject_of, is_owned_by, cancel_if_invalid, is_ally_with, random_hours
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_integrate_the_government_general
	icon = GFX_focus_JAP_integrate_the_government_general
	x = 1
	y = 1
	relative_position_id = JAP_subdue_the_kwantung_army
	prerequisite = {
		focus = JAP_subdue_the_kwantung_army
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			KOR = {
				exists = yes
				is_subject_of = ROOT
			} {
				all_core_state = {
					is_owned_by = ROOT
				}
			}
		}
	}
	bypass = {
		KOR = {
			exists = yes
			NOT = {
				is_subject_of = ROOT
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		IF = {
			limit = {
				KOR = {
					exists = yes
					is_ally_with = ROOT
				}
			}
			KOR = {
				country_event = {
					id = SEA_japan_foreign_policy.76
					hours = 12
					random_hours = 24
				}
			}
		}
		ELSE_IF = {
			limit = {
				KOR = {
					all_core_state = {
						is_owned_by = ROOT
					}
				}
			}
			every_controlled_state = {
				limit = {
					is_core_of = KOR
				}
				add_compliance = 25
				add_extra_state_shared_building_slots = 1
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt JAP_integrate_the_government_general_tt
	}
}
### Entity: Country History
Country: RHI
Component: RHI_technology
Constructs: set_technology
Source: game
File: history/countries/RHI - Rhineland.txt

Code:
# Starting Technologies for RHI
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	gw_artillery = 1
	interwar_antiair = 1
	fuel_silos = 1
	synth_oil_experiments = 1
	oil_processing = 1
	fuel_refining = 1
}
### Entity: National Focus
Tree: kat_focus
Component: KAT_American_Air
Constructs: prerequisite, limit, has_government, completion_reward, has_capitulated, has_opinion, has_tech, random_owned_controlled_state
Source: game
File: common/national_focus/katanga.txt

Code:
focus = {
	id = KAT_American_Air
	icon = GFX_focus_generic_aircraft_production
	prerequisite = {
		focus = KAT_invite_american_investors
	}
	text = GEN_american_air_industry_expansion
	x = 0
	y = 2
	relative_position_id = KAT_invite_american_investors
	cost = 8
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	bypass = {

	}
	available = {
		num_of_controlled_states = > 0
		USA = {
			exists = yes
			has_capitulated = no
			has_opinion = {
				target = ROOT
				value = > 49
			}
		}
		OR = {
			has_government = democratic neutrality
			USA = {
				has_government = ROOT
			}
		} {
			has_tech = concentrated_industry2 dispersed_industry2
		}
		not = {
			has_War_with = USA
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: army_cavalry_3
Source: game
File: common/country_leader/00_traits.txt

Code:
army_cavalry_3 = {
	sprite = 17
	cavalry_attack_factor = 0.15
	cavalry_defence_factor = 0.15
	command_cap_increase = @tier3_cp_cap_increase
	command_power = @tier3_cp_cost
	ai_will_do = {
		factor = @army_command_factor_3
		modifier = {
			factor = 0
			command_power = < @tier3_cp_cost
		}
	}
}
### Entity: Order of Battle
Component: air_wing_219
Constructs: is_female
Source: game
File: history/units/SOV_night_witches_nsb.txt

Code:
air_wings = {
	219 = {
		tac_bomber_equipment_0 = {
			owner = SOV
			amount = 40
		}
		name = 588. Night Bomber Regiment 587. Bomber Regiment 586. Air Defense Fighter Regiment
		ace = {
			modifier = support_unique
			name = Yevdokiya
			surname = Bershanskaya
			callsign = Witch
			is_female = yes
		} {
			modifier = bomber_unique
			name = Marina
			surname = Raskova
			callsign = The Founder
			is_female = yes
		} {
			modifier = fighter_unique
			name = Lidiya
			surname = Litvyak
			callsign = White Rose of Stalingrad
			is_female = yes
		}
		strat_bomber_equipment_1 = {
			owner = SOV
			amount = 40
		}
		fighter_equipment_1 = {
			owner = SOV
			amount = 40
		}
	}
}
### Entity: Modifier Reference
Component: separatist_fatigue
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
separatist_fatigue = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_tur_kurdish_fatigue
	compliance_growth = 0.05
	resistance_decay = 0.15
	state_resources_factor = -0.33
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered, force_equipment_variants
Source: game
File: history/units/LAT_1936_nsb.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 3
	}
	location = 310
	division_template = Kajnieku Divizija
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = LAT
		}
	}
	start_experience_factor = 0.1
	start_equipment_factor = 0.2
}
### Entity: Military Industrial Organization
Component: COG_fn_hershal_organization
Constructs: has_completed_focus, equipment_bonus, add_trait, production_bonus
Source: game
File: common/military_industrial_organization/organizations/COG_organization.txt

Code:
COG_fn_hershal_organization = {
	name = COG_fn_hershal_organization
	include = generic_infantry_equipment_organization
	icon = GFX_idea_BEL_fn_herstal_organization
	allowed = {
		original_tag = COG
	}
	initial_trait = {
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.1
		}
		equipment_bonus = {
			soft_attack = 0.05
		}
	}
	add_trait = {
		token = BEL_mio_trait_outsourced_production
		name = BEL_mio_trait_outsourced_production
		icon = GFX_generic_mio_trait_icon_production_capacity
		special_trait_background = yes
		available = {
			owner = {
				OR = {
					has_completed_focus = CONGO_modernize_force_publique COG_standardize_military_production
				}
			}
		}
		position = {
			x = 0
			y = 0
		}
		production_bonus = {
			production_cost_factor = -0.05
		}
	} {
		token = BEL_mio_trait_browning_automatic_rifles
		name = BEL_mio_trait_browning_automatic_rifles
		icon = GFX_generic_mio_trait_icon_soft_attack
		special_trait_background = yes
		position = {
			x = 0
			y = 1
		}
		any_parent = {
			BEL_mio_trait_outsourced_production
		}
		equipment_bonus = {
			soft_attack = 0.05
		}
	} {
		token = BEL_mio_trait_assault_rifles
		name = BEL_mio_trait_assault_rifles
		icon = GFX_generic_mio_department_icon_infantry_quality
		special_trait_background = yes
		position = {
			x = 0
			y = 2
		}
		any_parent = {
			BEL_mio_trait_browning_automatic_rifles
		}
		equipment_bonus = {
			soft_attack = 0.1
		}
		production_bonus = {
			production_cost_factor = 0.05
		}
	}
}