Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: motorised_equipment_producer_offense_2
Constructs: equipment_bonus, maximum_speed
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
motorised_equipment_producer_offense_2 = {
	random = no
	equipment_bonus = {
		motorized_equipment = {
			hardness = 0.15
			maximum_speed = 0.15
			instant = yes
		}
		motorized_rocket_equipment = {
			breakthrough = 0.15
			hard_attack = 0.15
		}
		mechanized_equipment = {
			hardness = 0.15
			maximum_speed = 0.15
		}
		amphibious_mechanized_equipment = {
			hardness = 0.15
			maximum_speed = 0.15
		}
		armored_car_equipment = {
			hardness = 0.15
			maximum_speed = 0.15
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: denmark_political_events.11
Constructs: has_government, has_country_flag, has_idea, add_timed_idea
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_political_events.11
	title = denmark_political_events.11.t
	desc = denmark_political_events.11.desc
	picture = GFX_report_event_DEN_exiled_king
	trigger = {
		tag = DEN
		has_government = communism
		NOT = {
			has_country_flag = DEN_exiled_royal_family
		} {
			has_idea = DEN_monarchist_discontent_ns
		}
	}
	mean_time_to_happen = {
		days = 180
	}
	option = {
		name = denmark_political_events.11.a
		add_timed_idea = {
			idea = DEN_monarchist_discontent_ns
			days = 365
		}
	}
}
### Entity: Scripted Effect
Component: AFG_bop_very_low_increase_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/r56_AFG_scripted_effects.txt

Code:
AFG_bop_very_low_increase_effect = {
	add_power_balance_value = {
		id = AFG_power_balance
		value = 0.05
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_establish_socialist_society
Constructs: prerequisite, limit, add_ideas, remove_ideas, completion_reward, add_political_power, has_idea
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_establish_socialist_society
	icon = GFX_goal_generic_red_freedom
	prerequisite = {
		focus = MON_reject_choibalsan_advances
	}
	x = 2
	y = 1
	relative_position_id = MON_reject_choibalsan_advances
	cost = 8
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_political_power = 150
		if = {
			limit = {
				has_idea = MON_new_course_policy_idea
			}
			remove_ideas = MON_new_course_policy_idea
		}
		add_ideas = MON_active_left_opposition
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: KMT_strengthened_minorities2
Constructs: stability_factor, has_government, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_strengthened_minorities2 = {
	removal_cost = -1
	picture = ARG_social_welfare_fund_ns
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = democratic
		}
	}
	on_remove = {

	}
	modifier = {
		political_power_factor = -0.1
		stability_factor = 0.05
		production_speed_buildings_factor = 0.075
	}
}
### Entity: Event
Component: DOD_romania.114
Constructs: is_triggered_only, ai_chance, has_war, limit, owns_state, is_major, is_in_faction, has_guaranteed
Source: game
File: events/DOD_Romania.txt

Code:
country_event = {
	id = DOD_romania.114
	title = DOD_romania.114.t
	desc = DOD_romania.114.desc
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = DOD_romania.114.a
		ai_chance = {
			factor = 80
			modifier = {
				factor = 0
				OR = {
					is_in_faction = yes
					any_other_country = {
						is_major = yes
						has_guaranteed = ROOT
					}
				}
			} {
				GER = {
					is_in_faction_with = ROM HUN
				}
				factor = 2
			}
		}
		custom_effect_tooltip = GAME_OVER_TT
		GER = {
			set_country_flag = GER_split_CZE_with_ROM_flag
			transfer_state = 9 69 972 75 74
		}
		if = {
			limit = {
				country_exists = HUN
			}
			HUN = {
				transfer_state = 664
			}
			else = {
				SLO = {
					transfer_state = 664
				}
			}
		}
		SLO = {
			transfer_state = 70 71 72 73
			add_state_core = 70 71 72 73
		}
		ROM = {
			puppet = SLO
			annex_country = {
				target = CZE
			}
		}
	} {
		name = DOD_romania.114.b
		ai_chance = {
			factor = 20
			modifier = {
				owns_state = 69 972
				factor = 2
			} {
				strength_ratio = {
					tag = GER
					ratio = > 0.75
				}
				factor = 2
			} {
				GER = {
					has_war = yes
				}
				factor = 5
			}
		}
		GER = {
			create_wargoal = {
				type = take_state_focus
				target = CZE
				generator = {
					9 69 75 74
				}
			}
			country_event = DOD_romania.115
		}
		HUN = {
			create_wargoal = {
				type = take_state_focus
				target = CZE
				generator = {
					664
				}
			}
			country_event = DOD_romania.115
		}
		FROM = {
			create_wargoal = {
				type = take_state_focus
				target = CZE
				generator = {
					70 71 72 73
				}
			}
			country_event = DOD_romania.115
		}
	}
}
### Entity: Character
Component: NEN_vasily_laptander
Source: game
File: common/characters/NEN.txt

Code:
NEN_vasily_laptander = {
	name = Vasily Laptander
	portraits = {
		army = {
			large = gfx/leaders/kr_generic/kr_portrait_asia_generic_land_7.dds
			small = gfx/interface/ideas/generic/kr_advisors/kr_advisor_asia_generic_land_7.dds
		}
	}
	field_marshal = {
		traits = {

		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 2
	}
	advisor = {
		slot = army_chief
		idea_token = NEN_vasily_laptander
		ledger = army
		traits = {
			army_chief_offensive_1
		}
	}
}
### Entity: Shared Focus
Component: GUAY_cult_of_personality
Constructs: shared_focus, prerequisite, completion_reward, add_country_leader_trait
Source: game
File: common/national_focus/paraguay_uruguay_shared_branch.txt

Code:
shared_focus = {
	id = GUAY_cult_of_personality
	icon = GFX_focus_spa_fuse_the_parties
	x = -1
	y = 1
	relative_position_id = GUAY_coup_detat
	prerequisite = {
		focus = GUAY_coup_detat
	}
	cost = 10
	ai_will_do = {
		factor = 30
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_country_leader_trait = JUNO_cult_of_personality
	}
}
### Entity: Idea
Component: EAI_DD_11/large_plane_maritime_patrol_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_11/large_plane_maritime_patrol_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		large_plane_maritime_patrol_plane_airframe = {
			build_cost_ic = -0.11
			instant = yes
		}
	}
}
### Entity: Event
Component: LIT_events.902
Constructs: is_triggered_only, ai_chance
Source: game
File: events/NSB_Lithuania.txt

Code:
country_event = {
	id = LIT_events.902
	title = LIT_events.902.t
	desc = LIT_events.902.d
	picture = GFX_report_event_generic_rally
	is_triggered_only = yes
	option = {
		name = LIT_events.902.a
		ai_chance = {
			base = 30
		}
	}
}
### Entity: Order of Battle
Component: Marinha do Brasil
Source: game
File: history/units/BRA_1936_naval_legacy.txt

Code:
fleet = {
	name = Marinha do Brasil
	naval_base = 10980
	task_force = {
		name = Marinha do Brasil
		location = 10980
		ship = {
			name = NRB Minas Gerais
			pride_of_the_fleet = yes
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = BRA
				}
			}
		} {
			name = NRB São Paulo
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = BRA
				}
			}
		} {
			name = NRB Bahia
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = BRA
				}
			}
		} {
			name = NRB Rio Grande do Sul
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = BRA
				}
			}
		} {
			name = NRB Piaui
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = BRA
				}
			}
		} {
			name = NRB Rio Grande do Norte
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = BRA
				}
			}
		} {
			name = NRB Paraíba
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = BRA
				}
			}
		} {
			name = NRB Alagoas
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = BRA
				}
			}
		} {
			name = NRB Marnhão
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = BRA
				}
			}
		} {
			name = NRB Sergipe
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = BRA
				}
			}
		} {
			name = NRB Santa Catharina
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = BRA
				}
			}
		} {
			name = NRB Mato Grosso
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = BRA
				}
			}
		}
	} {
		name = Flotilha de Submarinos
		location = 10980
		ship = {
			name = NRB Humaytá
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = BRA
				}
			}
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_work
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_work
	icon = GFX_goal_generic_construction2
	x = -2
	y = 1
	prerequisite = {
		focus = FRA_integralism
	}
	mutually_exclusive = {
		focus = FRA_family FRA_fatherland
	}
	relative_position_id = FRA_integralism
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = {
			FRA_travail
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_the_afghan_new_deal
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_the_afghan_new_deal
	icon = GFX_focus_generic_american_investments
	x = 1
	y = 1
	cost = 8
	available = {
		OR = {
			has_government = neutrality democratic
		}
		USA = {
			has_completed_focus = USA_continue_the_new_deal
		}
	}
	prerequisite = {
		focus = AFG_liberal_constitution
	}
	relative_position_id = AFG_liberal_constitution
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		add_timed_idea = {
			idea = AFG_afghan_new_deal
			days = 365
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Unit Leader
Component: ranger
Constructs: gain_xp, is_fighting_in_terrain
Source: game
File: common/unit_leader/00_traits.txt

Code:
ranger = {
	type = corps_commander
	gain_xp = {
		is_fighting_in_terrain = forest
	}
	cost = 700
	modifier = {
		forest = {
			movement = 0.05
			attack = 0.1
			defence = 0.1
		}
	}
	ai_will_do = {
		factor = 1
	}
	trait_type = basic_terrain_trait
	gui_row = 5
}
### Entity: Event
Component: new_ger.21
Constructs: is_triggered_only, limit, is_subject_of, is_in_faction_with, is_faction_leader, create_wargoal, take_claimed_state
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.21
	title = new_ger.21.t
	desc = new_ger.21.d
	picture = GFX_report_event_german_volunteers
	is_triggered_only = yes
	option = {
		name = new_ger.21.a
		IF = {
			limit = {
				FROM = {
					is_subject_of = ROOT
				}
			}
			end_puppet = FROM
		} {
			limit = {
				is_in_faction_with = FROM
				is_faction_leader = yes
			}
			FROM = {
				leave_faction = yes
			}
		}
		create_wargoal = {
			type = take_claimed_state
			target = FROM
		}
	}
}
### Entity: Name List
Component: BRN
Source: game
File: common/names/00_names.txt

Code:
BRN = {
	male = {
		names = {
			Najib Muhammad Tengku Kadir Tengku Kadir Embok Eunos Ibrahim Pak Pandir Rashid Ahmad Nordin Abdul Amin Lokman Yaacob Elyas Mazlan
		}
	}
	female = {
		names = {
			Azura Merenui Metetini Miri Moea Moeata Moerani Mohea Nanihi Nu’utea Orama Poe Pear Poehina Poenui Poerava Puaiti Puatea Puaura Ranitea Rarahu Raunui Raurii Tahiata Taiana Taina Tania Taurua Tautiare Tehani Tehea Teora Tera Tevai Titaina Titaua Tuianu Tumata Unutea Urarii Vaea Vaiana Vaianu Vaiata Vaihere Vaimiti Vairea Vaite Vaitiare
		}
	}
	surnames = {
		Razak Yusof Ali Suloh Abdullah Yaacob Sako Maidin Boestamam Aziz Latiff Omar
	}
	callsigns = {

	}
}
### Entity: Character
Component: STK_joseph_matthew_sebastian
Source: game
File: common/characters/STK.txt

Code:
STK_joseph_matthew_sebastian = {
	name = Joseph Matthew Sebastian
	portraits = {
		civilian = {
			large = gfx/leaders/kr_generic/kr_portrait_africa_generic_5.dds
		}
	}
	country_leader = {
		ideology = socialism
		traits = {

		}
		expire = 1965.1.1
		id = -1
	}
}
### Entity: Event
Component: AFG_political_events.151
Constructs: is_triggered_only, limit, add_opinion_modifier, give_guarantee, random_core_state, is_owned_and_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_political_events.151
	title = AFG_political_events.151.t
	desc = AFG_political_events.151.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AFG_political_events.151.a
		give_guarantee = FROM
		FROM = {
			give_guarantee = ROOT
		}
		random_core_state = {
			limit = {
				is_owned_and_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		add_opinion_modifier = {
			target = FROM
			modifier = large_increase
		}
		add_ai_strategy = {
			type = befriend
			id = FROM
			value = 40
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_crush_the_greeks
Constructs: prerequisite, has_government, completion_reward, is_subject, create_wargoal, take_state_focus
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_crush_the_greeks
	prerequisite = {
		focus = BUL_reassert_the_extended_land_claims
	}
	relative_position_id = BUL_reassert_the_extended_land_claims
	icon = GFX_goal_generic_attack_greece
	x = -3
	y = 1
	cost = 7.15
	ai_will_do = {
		factor = 40
	}
	available = {
		is_subject = no
		has_government = fascism
	}
	completion_reward = {
		create_wargoal = {
			target = GRE
			expire = 0
			type = take_state_focus
			generator = {
				184 731
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Country History
Country: MOL
Component: MOL_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/MOL - Moldova.txt

Code:
# Politics & Parties for MOL
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 55
	fascism = 1
	communism = 30
	neutrality = 14
}
### Entity: National Focus
Tree: fla_focus
Component: FLA_coal_mines
Constructs: prerequisite, owns_state, completion_reward, allow_branch, add_resource
Source: game
File: common/national_focus/flanders.txt

Code:
focus = {
	id = FLA_coal_mines
	text = ROM_coal_mining
	icon = GFX_focus_generic_steel
	prerequisite = {
		focus = GEN_focus_on_synthetic_processing
	}
	x = 31
	y = 6
	available = {
		controls_state = 6
		owns_state = 6
	}
	cost = 10
	available_if_capitulated = yes
	allow_branch = {
		original_tag = FLA
	}
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_resource = {
			type = steel
			amount = 6
			state = 6
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STEEL
	}
}
### Entity: Event
Component: indochina.1
Constructs: is_triggered_only, ai_chance, add_stability, add_political_power, add_autonomy_ratio
Source: game
File: events/FrenchIndochinaEvents.txt

Code:
country_event = {
	id = indochina.1
	title = indochina.1.t
	desc = indochina.1.d
	picture = GFX_report_event_chinese_soldiers_01
	is_triggered_only = yes
	option = {
		name = indochina.1.a
		ai_chance = {
			base = 10
		}
		add_stability = 0.1
		add_political_power = -50
		add_autonomy_ratio = {
			value = 0.3
		}
		JAP = {
			country_event = {
				days = 5
				id = japan.7
			}
		}
	} {
		name = indochina.1.b
		ai_chance = {
			base = 90
		}
		JAP = {
			country_event = {
				days = 5
				id = japan.6
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_ITA_garrison_home_AI
Constructs: is_major, has_capitulated, is_ai
Source: game
File: common/ai_strategy/ITA_EAI.txt

Code:
EAI_ITA_garrison_home_AI = {
	allowed = {
		tag = ITA
	}
	enable = {
		has_capitulated = no
		any_enemy_country = {
			is_major = yes
			naval_strength_ratio = {
				tag = ITA
				ratio = > 1.0
			}
		}
		NOT = {
			any_enemy_country = {
				is_major = yes
				is_ai = no
				naval_strength_ratio = {
					tag = ITA
					ratio = > 1.0
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = strategic_air_importance
		id = 23
		value = 25000
	} {
		type = strategic_air_importance
		id = 31
		value = 25000
	} {
		type = strategic_air_importance
		id = 169
		value = 25000
	} {
		type = strategic_air_importance
		id = 168
		value = 25000
	} {
		type = strategic_air_importance
		id = 29
		value = 25000
	} {
		type = put_unit_buffers
		ratio = 0.1
		states = {
			115 156 117 157 162 161 158 160
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	} {
		type = put_unit_buffers
		ratio = 0.05
		order_id = 9
		states = {
			2
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_institute_of_american_sciences
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_research_slot
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_institute_of_american_sciences
	icon = GFX_focus_research
	x = 0
	y = 6
	prerequisite = {
		focus = USA_income_tax_reform
	}
	relative_position_id = USA_adjusted_compensation_act
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Idea
Component: PRC_the_internal_enemy_KHM_upgraded
Constructs: removal_cost
Source: game
File: common/ideas/comchina.txt

Code:
PRC_the_internal_enemy_KHM_upgraded = {
	allowed = {
		always = no
	}
	removal_cost = -1
	targeted_modifier = {
		tag = KHM
		attack_bonus_against = 0.1
		breakthrough_bonus_against = 0.1
	}
}
### Entity: Event
Component: r56.ger.26
Constructs: is_triggered_only
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = r56.ger.26
	title = news.36.t
	desc = r56.ger.26.d
	picture = GFX_report_event_german_troops
	major = yes
	is_triggered_only = yes
	option = {
		name = news.36.a
		trigger = {
			NOT = {
				TAG = GER ITA FRA ENG
			}
		}
	} {
		name = r56.ger.26.b
		trigger = {
			TAG = GER
		}
	} {
		name = news.36.c
		trigger = {
			TAG = ITA
		}
	} {
		name = news.36.e
		trigger = {
			OR = {
				TAG = FRA ENG
			}
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_ban_special_goods_trade
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_timed_idea
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_ban_special_goods_trade
	icon = GFX_focus_PRC_ban_special_goods_trade
	mutually_exclusive = {
		focus = PRC_allow_special_goods_trade
	}
	prerequisite = {
		focus = PRC_CSCEC_mils PRC_CSCEC_civs
	}
	x = 4
	y = 1
	relative_position_id = PRC_CSCEC_mils
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_timed_idea = {
			idea = PRC_trade_of_special_goods_banned_uprising
			days = 365
		}
		custom_effect_tooltip = generic_skip_one_line_tt PRC_ban_special_goods_trade_tt
		show_ideas_tooltip = PRC_trade_of_special_goods_banned_stabilised
	}
}
### Entity: Idea
Component: DEN_Disarmed_Military
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_denmark.txt

Code:
DEN_Disarmed_Military = {
	name = r56_army_disorginization
	allowed = {
		original_tag = DEN
	}
	removal_cost = -1
	picture = ita_bloated_military_bureaucracy
	modifier = {
		production_speed_arms_factory_factor = -0.2
		production_speed_industrial_complex_factor = 0.2
		industrial_capacity_factory = -0.2
		industrial_capacity_dockyard = -0.2
		production_speed_bunker_factor = -0.5
		production_speed_coastal_bunker_factor = -0.5
		mobilization_laws_cost_factor = 0.5
		economy_cost_factor = 0.5
	}
}
### Entity: Military Industrial Organization
Component: PHI_cavite_naval_base_organization
Constructs: has_dlc, add_trait, equipment_bonus, is_hired_as_advisor
Source: game
File: common/military_industrial_organization/organizations/PHI_organization.txt

Code:
PHI_cavite_naval_base_organization = {
	name = PHI_cavite_naval_base
	include = generic_refurbishment_repair_organization
	icon = GFX_idea_PHI_cavite_naval_base
	allowed = {
		has_dlc = No Compromise, No Surrender
		original_tag = PHI
	}
	available = {

	}
	equipment_type = {

	}
	add_trait = {
		token = PHI_mio_trait_ethanol_fuel_adaptations
		name = PHI_mio_trait_ethanol_fuel_adaptations
		icon = GFX_generic_mio_trait_icon_fuel_consumption
		special_trait_background = yes
		position = {
			x = 9
			y = 0
		}
		visible = {
			FROM = {
				original_tag = PHI
			}
		}
		available = {

		}
		on_complete = {

		}
		equipment_bonus = {
			fuel_consumption = -0.05
		}
		ai_will_do = {
			base = 2
		}
	} {
		token = PHI_mio_trait_coconut_fuel_adaptations
		name = PHI_mio_trait_coconut_fuel_adaptations
		icon = GFX_generic_mio_trait_icon_fuel_consumption
		special_trait_background = yes
		position = {
			x = 0
			y = 1
		}
		visible = {
			FROM = {
				original_tag = PHI
			}
		}
		available = {
			FROM = {
				PHI_vicente_lava = {
					is_hired_as_advisor = yes
				}
			}
		}
		relative_position_id = PHI_mio_trait_ethanol_fuel_adaptations
		any_parent = {
			PHI_mio_trait_ethanol_fuel_adaptations
		}
		on_complete = {

		}
		equipment_bonus = {
			fuel_consumption = -0.1
			reliability = -0.05
		}
		ai_will_do = {
			base = 2
		}
	} {
		token = PHI_mio_trait_coastal_specialization
		name = PHI_mio_trait_coastal_specialization
		icon = GFX_generic_mio_trait_icon_surface_detection
		special_trait_background = yes
		position = {
			x = 8
			y = 0
		}
		visible = {
			FROM = {
				original_tag = PHI
			}
		}
		available = {

		}
		on_complete = {

		}
		equipment_bonus = {
			surface_visibility = -0.05
			surface_detection = 0.05
		}
		ai_will_do = {
			base = 2
		}
	}
}