Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: savvy_politician
Source: game
File: common/country_leader/r56_traits.txt

Code:
savvy_politician = {
	random = yes
	political_power_factor = 0.1
}
### Entity: Military Industrial Organization
Component: RAJ_ishapore_rifle_factory_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/RAJ_organization.txt

Code:
RAJ_ishapore_rifle_factory_organization = {
	name = RAJ_ishapore_rifle_factory_organization
	include = generic_infantry_equipment_organization
	icon = GFX_idea_ishapore_rifle_factory
	allowed = {
		original_TAG = RAJ
		has_dlc = Together for Victory
		NOT = {
			has_dlc = Graveyard of Empires
		}
	}
}
### Entity: Idea
Component: USA_accumulated_wealth_tax_act
Constructs: removal_cost
Source: game
File: common/ideas/usa.txt

Code:
USA_accumulated_wealth_tax_act = {
	picture = generic_foreign_capital
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.15
	}
}
### Entity: Event
Component: wtt_infiltration.3
Constructs: is_triggered_only
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_infiltration.3
	title = wtt_infiltration.3.t
	desc = wtt_infiltration.3.desc
	picture = GFX_report_event_chinese_officers
	is_triggered_only = yes
	option = {
		name = wtt_infiltration.3.a
	}
}
### Entity: Event
Component: r56.news_event.45
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.news_event.45
	title = r56.news_event.45.t
	desc = r56.news_event.45.desc
	picture = GFX_Polish_Infantry_Intervention
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56.news_event.45.a
		trigger = {
			NOT = {
				tag = POL UKR DOU
			}
		}
	} {
		name = r56.news_event.45.b
		trigger = {
			tag = POL
		}
	} {
		name = r56.news_event.45.c
		trigger = {
			OR = {
				tag = UKR DOU
			}
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_defense_against_capitalism
Constructs: prerequisite, limit, has_government, add_war_support, completion_reward, add_timed_idea, set_variable, every_neighbor_country
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_defense_against_capitalism
	icon = GFX_focus_spr_the_anti_fascist_workers_revolution
	prerequisite = {
		focus = ITA_military_cooperation
	}
	x = -1
	y = 1
	relative_position_id = ITA_military_cooperation
	cost = 10
	available = {
		has_government = communism
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		add_timed_idea = {
			idea = ITA_defense_against_capitalism
			days = 730
		}
		custom_effect_tooltip = ITA_defense_against_capitalism_ws_tt
		hidden_effect = {
			set_variable = {
				ITA_democratic_neighbors = 0
			}
			every_neighbor_country = {
				limit = {
					has_government = democratic
				}
				if = {
					limit = {
						check_variable = {
							ITA_democratic_neighbors = < 0.1
						}
					}
				}
				ROOT = {
					add_to_variable = {
						ITA_defense_against_capitalism = 0.02
					}
				}
			}
			add_war_support = ITA_democratic_neighbors
		}
		ITA_bop_low_increase_communism_side_effect = yes
	}
}
### Entity: Event
Component: SEA_japan_popup_events.6
Constructs: is_triggered_only, ai_chance, add_war_support, fire_only_once, add_political_power, set_country_flag
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_popup_events.6
	title = SEA_japan_popup_events.6.t
	desc = SEA_japan_popup_events.6.desc
	picture = GFX_report_event_japanese_army_parade
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_popup_events.6.a
		ai_chance = {
			base = 75
		}
		custom_effect_tooltip = JAP_yasuhito_takes_up_the_throne_tt generic_skip_one_line_tt
		add_political_power = -25
		hidden_effect = {
			set_country_flag = JAP_emperor_hirohito_has_abdicated_flag JAP_yasuhito_is_the_current_regent_or_emperor_flag JAP_yasuhito_is_a_sessho_flag
			mark_focus_tree_layout_dirty = yes
		}
	} {
		name = SEA_japan_popup_events.6.b
		ai_chance = {
			base = 25
		}
		custom_effect_tooltip = JAP_yasuhito_takes_up_the_throne_tt generic_skip_one_line_tt
		add_political_power = -50
		add_war_support = 0.02
		hidden_effect = {
			set_country_flag = JAP_emperor_hirohito_under_house_arrest_flag JAP_yasuhito_is_the_current_regent_or_emperor_flag
			mark_focus_tree_layout_dirty = yes
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_sudirmans_promotion
Constructs: prerequisite, completion_reward, is_army_chief, add_skill_level, remove_advisor_role, add_advisor_role
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_sudirmans_promotion
	icon = GFX_focus_INS_sudirmans_promotion
	available = {
		INS_sudirman = {
			is_army_chief = yes
		}
	}
	prerequisite = {
		focus = INS_commander_sudirman
	}
	mutually_exclusive = {

	}
	x = -2
	y = 1
	relative_position_id = INS_commander_sudirman
	cost = 5
	ai_will_do = {
		base = 2
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		INS_sudirman = {
			add_skill_level = 2
			hidden_effect = {
				remove_advisor_role = {
					slot = army_chief
				}
			}
			add_advisor_role = {
				advisor = {
					slot = army_chief
					cost = 150
					traits = {
						army_chief_reform_3
					}
				}
				activate = yes
			}
		}
	}
}
### Entity: Idea
Component: CZE_skoda_naval_focus_optimization_6_idea
Constructs: is_controlled_by, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/czechoslovakia_skoda.txt

Code:
CZE_skoda_naval_focus_optimization_6_idea = {
	name = CZE_skoda_naval_focus_optimization_idea
	picture = CZE_skoda_works
	allowed = {
		always = no
	}
	do_effect = {
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	allowed_civil_war = {
		always = yes
	}
	research_bonus = {
		naval_equipment = 0.12
	}
	equipment_bonus = {
		ship_hull_light = {
			build_cost_ic = -0.12
			instant = yes
		}
		ship_hull_cruiser = {
			build_cost_ic = -0.12
			instant = yes
		}
		ship_hull_submarine = {
			build_cost_ic = -0.12
			instant = yes
		}
	}
	modifier = {
		naval_manufacturer_cost_factor = -0.12
		production_speed_arms_factory_factor = -0.12
		production_speed_industrial_complex_factor = -0.12
		production_speed_dockyard_factor = 0.12
		industrial_capacity_dockyard = 0.12
		production_lack_of_resource_penalty_factor = 0.12
		factory_energy_consumption = 0.12
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_expand_the_marine_corps_department_r56
Constructs: prerequisite, limit, completion_reward, has_dlc, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_expand_the_marine_corps_department_r56
	icon = GFX_goal_generic_amphibious_assault
	prerequisite = {
		focus = SIA_prepare_a_naval_expansion_r56
	}
	cost = 6
	x = -4
	y = 1
	relative_position_id = SIA_prepare_a_naval_expansion_r56
	available_if_capitulated = yes
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				name = SIA_expand_the_marine_corps_department_r56
				cost_reduction = 0.5
				uses = 2
				category = cat_marines_doctrine
			}
		}
		else = {
			add_tech_bonus = {
				name = SIA_expand_the_marine_corps_department_r56
				bonus = 1
				uses = 1
				category = r56_special_forces_training_tech
			}
		}
		add_tech_bonus = {
			name = SIA_expand_the_marine_corps_department_r56
			bonus = 0.75
			uses = 1
			category = marine_tech
		} {
			name = SIA_expand_the_marine_corps_department_r56
			bonus = 0.75
			uses = 1
			category = tp_tech
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_shiraz_university
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_shiraz_university
	icon = GFX_focus_PER_shiraz_university
	prerequisite = {
		focus = PER_national_museum
	}
	x = 1
	y = 1
	relative_position_id = PER_national_museum
	mutually_exclusive = {
		focus = PER_university_of_isfahan
	}
	cost = 5
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = PER_shiraz_university_bonus
			bonus = 0.5
			uses = 2
			category = electronics
		}
	}
}
### Entity: Idea
Component: EAI_DD_6/cv_small_plane_naval_bomber_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_6/cv_small_plane_naval_bomber_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.06
			instant = yes
		}
	}
}
### Entity: Event
Component: mtg_netherlands.21
Constructs: is_triggered_only, add_timed_idea
Source: game
File: events/MTG_Netherlands.txt

Code:
country_event = {
	id = mtg_netherlands.21
	title = mtg_netherlands.21.t
	desc = mtg_netherlands.21.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = mtg_netherlands.21.a
		effect_tooltip = {
			add_timed_idea = {
				idea = HOL_curtail_colonial_autonomy_subject
				days = 545
			}
		}
	}
}
### Entity: Shared Focus
Tree: spr_focus
Component: SPR_purge_the_liberals
Constructs: shared_focus, prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_political_spain_republican_shared.txt

Code:
shared_focus = {
	id = SPR_purge_the_liberals
	icon = GFX_goal_FRA_front_de_la_liberte
	cost = 10.0
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		add_ideas = SPR_purge_the_liberals
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
	prerequisite = {
		focus = SPR_PCE_leadership
	}
	relative_position_id = SPR_republican_victory
	x = 4
	y = 2
}
### Entity: National Focus
Component: iraq_focus
Constructs: shared_focus, has_completed_focus, division_template, every_owned_state, add_equipment_to_stockpile, prerequisite, has_war, limit
Source: game
File: common/national_focus/iraq.txt

Code:
focus_tree = {
	id = iraq_focus
	country = {
		factor = 0
		modifier = {
			add = 50
			tag = IRQ
			has_dlc = Graveyard of Empires
		}
	}
	default = no
	continuous_focus_position = {
		x = 50
		y = 1750
	}
	shared_focus = SSB_the_saadabad_pact
	initial_show_position = {
		focus = IRQ_ensure_sunni_dominance
	}
	focus = {
		id = IRQ_decouple_from_the_pound
		icon = GFX_focus_IRQ_decouple_from_the_pound
		x = 0
		y = 0
		cost = 10
		ai_will_do = {
			base = 1
		}
		available = {

		}
		bypass = {

		}
		search_filters = {
			FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		completion_reward = {
			IF = {
				limit = {
					ENG = {
						exists = yes
						NOT = {
							has_war_with = ROOT
						}
					}
				}
				ENG = {
					add_opinion_modifier = {
						target = ROOT
						modifier = IRQ_decoupled_from_the_pound
					}
				}
				custom_effect_tooltip = generic_skip_one_line_tt
			} {
				limit = {
					has_idea = export_focus
				}
				swap_ideas = {
					remove_idea = export_focus
					add_idea = free_trade
				}
			}
			random_owned_controlled_state = {
				limit = {
					is_core_of = ROOT
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
				prioritize = {
					291 1011 676
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			ELSE_IF = {
				limit = {
					has_idea = limited_exports
				}
				swap_ideas = {
					remove_idea = limited_exports
					add_idea = export_focus
				}
			}
			add_ideas = IRQ_iraq_currency_board_idea
		}
	} {
		id = IRQ_construct_the_kut_barrage
		icon = GFX_focus_IRQ_construct_the_kut_barrage
		prerequisite = {
			focus = IRQ_decouple_from_the_pound
		}
		x = 0
		y = 1
		relative_position_id = IRQ_decouple_from_the_pound
		cost = 10
		ai_will_do = {
			base = 1
		}
		available = {
			1011 = {
				is_fully_controlled_by = ROOT
			}
		}
		bypass = {

		}
		search_filters = {
			FOCUS_FILTER_STABILITY FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INDUSTRY
		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		completion_reward = {
			add_stability = 0.05
			custom_effect_tooltip = 
# ... (truncated)
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/GRE_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = GRE
		}
		requested_factories = 1
		progress = 0.1
		efficiency = 100
	} {
		equipment = {
			type = support_equipment_1
			creator = GRE
		}
		requested_factories = 1
		progress = 0.56
		efficiency = 100
	}
}
### Entity: Achievement
Component: reconquistadors
Constructs: has_completed_focus, is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
reconquistadors = {
	id = 209
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		OR = {
			tag = CHL ARG
		}
	}
	happened = {
		OR = {
			AND = {
				tag = ARG
				has_completed_focus = ARG_union_nacional_fascista
			} {
				tag = CHL
				has_completed_focus = CHL_restore_the_old_kingdom
			}
		}
		controls_state = 171 790 174 792 791 176 172 788 41 793 166 794 165 167 170 175 168 789 169 173
	}
}
### Entity: Scripted Trigger
Component: SWI_country_about_to_be_angry
Constructs: check_variable
Source: game
File: common/scripted_triggers/SWI_scripted_triggers.txt

Code:
SWI_country_about_to_be_angry = {
	check_variable = {
		THIS.opinion@SWI = < SWI.SWI_dangerous_opinion
	}
}
### Entity: Wiki Documentation
Construct: b
Source: wiki
File: wiki/Special%3ARecentChangesLinked/Hearts_of_Iron_4_Wiki.html

Doc:
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### Entity: Character
Component: king_of_albania
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
king_of_albania = {
	random = no
	stability_factor = 0.02
	party_popularity_stability_factor = 0.1
	compliance_growth = 0.1
	non_core_manpower = 0.025
}
### Entity: Character
Component: the_government_connection
Constructs: political_power_gain, neutrality_drift
Source: game
File: common/country_leader/goe_traits.txt

Code:
the_government_connection = {
	political_power_gain = 0.1
	party_popularity_stability_factor = 0.1
	neutrality_drift = 0.1
}
### Entity: Character
Component: ARM_sarkis_galajyan
Constructs: has_government
Source: game
File: common/characters/ARM.txt

Code:
ARM_sarkis_galajyan = {
	name = ARM_sarkis_galajyan
	portraits = {
		civilian = {
			small = GFX_idea_generic_army_europe_1
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ARM_sarkis_galajyan
		allowed = {
			original_tag = ARM
		}
		visible = {
			has_government = communism
		}
		available = {
			has_government = communism
		}
		traits = {
			propaganda_expert
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Doctrine
Component: last_stand
Constructs: limit, has_country_flag, xp_cost, has_defensive_war
Source: game
File: common/doctrines/subdoctrines/land/operations_subdoctrines.txt

Code:
last_stand = {
	track = operations
	name = SUBDOCTRINE_LAST_STAND
	description = SUBDOCTRINE_LAST_STAND_DESC
	icon = GFX_doctrine_last_stand_medium
	xp_cost = 100
	xp_type = army
	available = {
		if = {
			limit = {
				NOT = {
					original_tag = INS
				}
			}
			has_defensive_war = yes
		}
		else = {
			OR = {
				has_defensive_war = yes
				has_country_flag = INS_revolution_has_started
			}
		}
	}
	conscription = 0.05
	ai_will_do = {
		base = 0
	}
	rewards = {
		werwolf_groups = {
			resistance_damage_to_garrison_on_our_occupied_states = 0.25
		}
		pocket_consolidation = {
			category_all_infantry = {
				defense = 0.1
			}
		}
		digging_in = {
			out_of_supply_factor = -0.2
			category_all_infantry = {
				entrenchment = 0.1
			}
		}
		stocking_up = {
			no_supply_grace = 72
		}
		breaking_out = {
			category_army = {
				soft_attack = 0.15
			}
			category_regimental_support_artillery = {
				max_organisation = 5
				soft_attack = 0.1
			}
		}
	}
}
### Entity: Character
Component: JAP_nishizo_tsukahara
Source: game
File: common/characters/JAP.txt

Code:
JAP_nishizo_tsukahara = {
	name = JAP_nishizo_tsukahara
	portraits = {
		army = {
			small = GFX_idea_nishizo_tsukahara
		}
	}
	advisor = {
		slot = high_command
		idea_token = nishizo_tsukahara
		ledger = navy
		allowed = {
			original_tag = JAP
		}
		traits = {
			air_naval_strike_1
		}
		cost = 50
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: Idea
Component: artillerie_inrichtingen_ins
Constructs: research_bonus
Source: game
File: common/ideas/indonesia.txt

Code:
artillerie_inrichtingen_ins = {
	allowed = {
		original_tag = INS
	}
	picture = INS_artillerie_inrichtingen
	research_bonus = {
		infantry_weapons = 0.15
	}
	traits = {
		infantry_equipment_manufacturer
	}
}
### Entity: Character
Component: SWE_ebba_palmstierna
Constructs: limit, has_government, has_character_flag, is_hired, unlock_decision_tooltip, set_character_flag, clr_character_flag
Source: game
File: common/characters/SWE.txt

Code:
SWE_ebba_palmstierna = {
	advisor = {
		available = {
			OR = {
				has_government = democratic communism
			}
		}
		slot = political_advisor
		cost = 75
		idea_token = SWE_ebba_palmstierna
		allowed = {
			original_tag = SWE
		}
		traits = {
			SWE_suffragette
		}
		on_add = {
			SWE = {
				if = {
					limit = {
						SWE_ebba_palmstierna = {
							NOT = {
								has_character_flag = is_hired
							}
						}
					}
					unlock_decision_tooltip = {
						decision = SWE_ebba_add_research
						show_effect_tooltip = yes
						show_modifiers = yes
					} {
						decision = SWE_ebba_add_production
						show_effect_tooltip = yes
						show_modifiers = yes
					} {
						decision = SWE_ebba_political_clout
						show_effect_tooltip = yes
						show_modifiers = yes
					}
				}
				else = {
					unlock_decision_tooltip = {
						decision = SWE_ebba_add_research
					} {
						decision = SWE_ebba_add_production
					} {
						decision = SWE_ebba_political_clout
					}
				}
			}
			set_character_flag = is_hired
		}
		on_remove = {
			clr_character_flag = is_hired
		}
	}
	name = SWE_ebba_palmstierna
	portraits = {
		civilian = {
			small = GFX_portrait_SWE_ebba_palmstierna_small
		}
	}
}
### Entity: Idea
Component: ICE_idea_shieldmaidens
Constructs: conscription_factor
Source: game
File: common/ideas/r56_iceland.txt

Code:
ICE_idea_shieldmaidens = {
	picture = air_war_plans_division_focus
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		conscription_factor = 0.5
		conscription = 0.05
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_improve_army_logistics
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_improve_army_logistics
	icon = GFX_goal_generic_modernizing_the_cavalry2
	prerequisite = {
		focus = IRQ_study_foreign_tanks IRQ_motorized_army
	}
	relative_position_id = IRQ_motorized_army
	x = 2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = logistics_company_tech_bonus_name
			bonus = 1
			uses = 2
			category = logistics_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Shared Focus
Tree: lat_focus
Component: LAT_save_ford_vairogs
Constructs: shared_focus, prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, has_dlc
Source: game
File: common/national_focus/r56_latvia_shared.txt

Code:
shared_focus = {
	id = LAT_save_ford_vairogs
	icon = GFX_focus_generic_industry_3
	prerequisite = {
		focus = LAT_devaluate_the_lats
	}
	relative_position_id = LAT_devaluate_the_lats
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available_if_capitulated = yes
	available = {
		controls_state = 12 190
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				12
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = LAT_ford_vairogs_organization
			mio:LAT_ford_vairogs_organization = {
				add_mio_funds = 500
			}
		}
		ELSE = {
			custom_effect_tooltip = available_materiel_manufacturer
			show_ideas_tooltip = LAT_ford_vairogs
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Wiki Documentation
Construct: Provinces
Source: wiki
File: wiki/Map.html

Doc:
Provinces[edit]
The Map is divided into provinces as in Hearts of Iron III, each with a Terrain type. Rivers can form borders between provinces, and does not cut through and divide any.
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_field_hospital
Constructs: has_war, limit, set_temp_variable, check_variable
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_support.txt

Code:
EAI_PR_STRATEGIES_field_hospital = {
	if = {
		limit = {
			EAI_hospital_tech_focus = yes
		}
		set_temp_variable = {
			prio_cat = @PR_field_hospital
		}
		if = {
			limit = {
				EAI_MODE_challenging = yes
				EAI_STRATEGY_mass_infantry = yes
				date = > 1940.1.1
				check_variable = {
					EAI_FOCUS/LAND/infantry_width = global.EAI_40W_INF_WIDTH
				}
			}
			multiply_temp_variable = {
				prio_cat = 1000
			}
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:tech_support
				} {
					_prio_val = prio_cat
				}
				OR = {
					date = > 1938.1.1
					has_war = yes
				}
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:tech_field_hospital
				} {
					_prio_val = prio_cat
				}
				OR = {
					date = > 1938.1.1
					has_war = yes
				}
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:tech_field_hospital2
				} {
					_prio_val = prio_cat
				}
				date = > 1939.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:tech_field_hospital3
				} {
					_prio_val = prio_cat
				}
				date = > 1942.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:tech_field_hospital4
				} {
					_prio_val = prio_cat
				}
				date = > 1945.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		}
	}
}