Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Military Industrial Organization
Component: AUS_phonix_fleugzeugwerke_organization
Constructs: has_dlc, equipment_bonus, maximum_speed, add_trait, production_bonus, remove_trait
Source: game
File: common/military_industrial_organization/organizations/AUS_organization.txt

Code:
AUS_phonix_fleugzeugwerke_organization = {
	name = AUS_phonix_fleugzeugwerke_organization
	include = generic_light_aircraft_organization
	icon = GFX_idea_AUS_phonix_fleugzeugwerke
	allowed = {
		original_TAG = AUS
		has_dlc = Arms Against Tyranny Gotterdammerung
	}
	equipment_type = {
		mio_cat_eq_all_small_plane
	}
	initial_trait = {
		name = AUS_mio_robust_light_aircraft
		equipment_bonus = {
			reliability = 0.05
			maximum_speed = 0.05
			air_attack = 0.05
		}
	}
	override_trait = {
		token = generic_mio_trait_liquid_cooled_engines
		position = {
			x = 2
			y = 0
		}
	} {
		token = generic_mio_trait_advanced_aerodynamics
		position = {
			x = 2
			y = 0
		}
	} {
		token = generic_mio_trait_ongoing_developmental_upgrades
		position = {
			x = 1
			y = 1
		}
	} {
		token = generic_mio_trait_expanded_production_facilities
		position = {
			x = 1
			y = 0
		}
	} {
		token = generic_mio_trait_fixed_tailwheels
		position = {
			x = 0
			y = 1
		}
	} {
		token = generic_mio_trait_gun_pods
		position = {
			x = 3
			y = 1
		}
	} {
		token = generic_mio_trait_maximum_wing_loads
		position = {
			x = 1
			y = 1
		}
	} {
		token = generic_mio_trait_heavier_airframe
		position = {
			x = -1
			y = 1
		}
	} {
		token = generic_mio_trait_removable_wings
		position = {
			x = -1
			y = 2
		}
		relative_position_id = generic_mio_trait_fixed_tailwheels
		mutually_exclusive = {
			AUS_mio_trait_static_wings
		}
	}
	add_trait = {
		token = AUS_mio_trait_static_wings
		name = AUS_mio_trait_static_wings
		icon = GFX_generic_mio_department_icon_plane_fighter_production
		special_trait_background = yes
		position = {
			x = 1
			y = 2
		}
		relative_position_id = generic_mio_trait_fixed_tailwheels
		any_parent = {
			generic_mio_trait_fixed_tailwheels
		}
		mutually_exclusive = {
			generic_mio_trait_removable_wings
		}
		equipment_bonus = {
			air_agility = 0.05
		}
		production_bonus = {
			production_efficiency_gain_factor = 0.05
		}
	} {
		token = AUS_mio_trait_weight_optimization
		name = AUS_mio_trait_weight_optimization
		icon = GFX_generic_mio_trait_icon_air_agility
		special_trait_background = yes
		position = {
			x = 0
			y = 1
		}
		relative_position_id = AUS_mio_trait_static_wings
		any_parent = {
			AUS_mio_trait_static_wings
		}
		equipment_bonus = {
			air_agility = 0.05
			air_attack = 0.05
			maximum_speed = 0.03
		}
	} {
		token = AUS_mio_trait_structural_i
# ... (truncated)
### Entity: Modifier Reference
Construct: military_industrial_organization_research_bonus
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## military_industrial_organization_research_bonus

* Number with 0 decimal places
* **Categories**: war_production
### Entity: Decision
Component: AUS_reform_power_balance_category
Constructs: has_completed_focus, add_stability, complete_effect, add_power_balance_value, add_popularity
Source: game
File: common/decisions/r56_AUS.txt

Code:
AUS_reform_power_balance_category = {
	AUS_support_from_west = {
		icon = GFX_decision_hol_attract_foreign_investors
		cost = 25
		days_remove = 50
		complete_effect = {
			add_power_balance_value = {
				id = AUS_reform_power_balance
				tooltip_side = AUS_reform_side
				value = -0.1
			}
		}
		ai_will_do = {
			base = 0
			modifier = {
				add = 100
				has_completed_focus = AUS_crush_heimwehr_remnants
			}
		}
	}
	AUS_work_with_sdapo = {
		icon = GFX_decision_generic_political_discourse
		cost = 40
		days_remove = 75
		complete_effect = {
			add_stability = 0.02
			add_power_balance_value = {
				id = AUS_reform_power_balance
				tooltip_side = AUS_reform_side
				value = -0.15
			}
		}
		ai_will_do = {
			base = 0
			modifier = {
				add = 100
				has_completed_focus = AUS_crush_heimwehr_remnants
			}
		}
	}
	AUS_clergy_support = {
		icon = GFX_decision_generic_political_address
		cost = 25
		days_remove = 25
		complete_effect = {
			add_power_balance_value = {
				id = AUS_reform_power_balance
				tooltip_side = AUS_schuschnigg_side
				value = 0.05
			}
		}
		ai_will_do = {
			base = 0
			modifier = {
				add = 100
				has_completed_focus = AUS_work_with_heimwehr
			}
		}
	}
	AUS_influence_local_elections = {
		icon = GFX_decision_generic_political_discourse
		cost = 40
		days_remove = 50
		complete_effect = {
			add_popularity = {
				ideology = neutrality
				popularity = 0.02
			}
			add_power_balance_value = {
				id = AUS_reform_power_balance
				tooltip_side = AUS_schuschnigg_side
				value = 0.1
			}
		}
		ai_will_do = {
			base = 0
			modifier = {
				add = 100
				has_completed_focus = AUS_work_with_heimwehr
			}
		}
	}
}
### Entity: Idea
Component: british_austerity_idea
Constructs: removal_cost
Source: game
File: common/ideas/britain.txt

Code:
british_austerity_idea = {
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	picture = generic_goods_red_bonus
	modifier = {
		consumer_goods_factor = -0.15
	}
}
### Entity: Character
Component: POR_alvaro_cunhal
Constructs: has_completed_focus, limit, has_government, has_dlc, has_autonomy_state
Source: game
File: common/characters/POR.txt

Code:
POR_alvaro_cunhal = {
	advisor = {
		slot = political_advisor
		idea_token = POR_alvaro_cunhal
		name = POR_alvaro_cunhal
		allowed = {
			has_dlc = La Resistance
			original_tag = POR
		}
		available = {
			NOT = {
				has_completed_focus = POR_estado_novo
			}
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				NOT = {
					has_autonomy_state = autonomy_supervised_state
				}
			}
		}
		do_effect = {
			NOT = {
				has_government = communism
			}
		}
		traits = {
			communist_revolutionary
		}
	}
	name = POR_alvaro_cunhal
	portraits = {
		army = {
			small = GFX_idea_POR_alvaro_cunhal
		}
	}
}
### Entity: Military Industrial Organization
Component: CAN_fairchild_aircraft_ltd_organization
Constructs: has_completed_focus, has_dlc
Source: game
File: common/military_industrial_organization/organizations/CAN_organization.txt

Code:
CAN_fairchild_aircraft_ltd_organization = {
	name = CAN_fairchild_aircraft_ltd_organization
	include = generic_naval_aircraft_organization
	icon = GFX_idea_generic_air_manufacturer_2
	allowed = {
		original_TAG = CAN
		has_dlc = Together for Victory
	}
	available = {
		owner = {
			has_completed_focus = CAN_fund_fairchilds_development
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_partial_religious_compromise
Constructs: has_completed_focus, prerequisite, has_war, limit, has_government, add_stability, completion_reward, add_popularity
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_partial_religious_compromise
	icon = GFX_goal_generic_improve_relations
	x = -1
	y = 1
	relative_position_id = MON_learn_from_lkhumbe_affair
	cost = 7.2
	prerequisite = {
		focus = MON_learn_from_lkhumbe_affair
	}
	available = {
		has_war = no
		has_government = communism
		NOT = {
			has_completed_focus = MON_seize_the_power
		}
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_stability = 0.1
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		MON_mongol_bank_funds_decrease = yes
		MON_soviet_medium_influence_decrease_effect = yes
		if = {
			limit = {
				has_active_mission = MON_choibalsan_plot
			}
			add_days_mission_timeout = {
				mission = MON_choibalsan_plot
				days = -50
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INFLUENCE_DECREASE FOCUS_FILTER_STABILITY
	}
}
### Entity: Idea
Component: PAL_scorched_earth_idea
Constructs: army_defence_factor, army_attack_factor, removal_cost
Source: game
File: common/ideas/palestine.txt

Code:
PAL_scorched_earth_idea = {
	picture = tur_kemalist_army_officers_minimal_power_disloyal
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_attack_factor = -0.05
		army_defence_factor = -0.05
		supply_consumption_factor = 0.15
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_ally_tech
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_research_slot, remove_from_tech_sharing_group, add_to_tech_sharing_group
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_ally_tech
	icon = GFX_focus_research2
	cost = 10
	ai_will_do = {
		factor = 10
	}
	prerequisite = {
		focus = ICE_join_allies
	} {
		focus = ICE_usa_airport ICE_eng_defences
	}
	x = 12
	y = 6
	completion_reward = {
		if = {
			limit = {
				NOT = {
					AND = {
						has_completed_focus = ICE_discoveries
					}
				}
			}
			add_research_slot = 1
		} {
			limit = {
				has_completed_focus = ICE_discoveries
			}
			remove_from_tech_sharing_group = DEN_ICE_research_group
			DEN = {
				remove_from_tech_sharing_group = DEN_ICE_research_group
			} {
				add_to_tech_sharing_group = DEN_ICE_research_group2
			}
			add_to_tech_sharing_group = DEN_ICE_research_group2
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_dissolve_the_bbwr
Constructs: prerequisite, has_government, completion_reward, set_cosmetic_tag, add_country_leader_role
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_dissolve_the_bbwr
	icon = GFX_goal_support_democracy
	prerequisite = {
		focus = POL_common_organization_of_society
	}
	mutually_exclusive = {
		focus = POL_ozon POL_camp_of_national_unity
	}
	x = 0
	y = 1
	relative_position_id = POL_common_organization_of_society
	cost = 5
	available = {
		has_government = neutrality
	}
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		POL_sanation_right_opposition_remove = yes
		effect_tooltip = {
			set_cosmetic_tag = POL_SANATION
			add_country_leader_role = {
				character = POL_walery_slawek
				country_leader = {
					ideology = oligarchism
					traits = {
						left_sanationist_minister
					}
					expire = 1965.1.1.1
				}
				promote_leader = yes
			}
		}
		hidden_effect = {
			country_event = poland.17
		}
		custom_effect_tooltip = available_political_advisor no_more_san_left_tt
		show_ideas_tooltip = POL_ignacy_moscicki
	}
}
### Entity: Character
Component: POL_mieczyslaw_michalowicz
Constructs: has_completed_focus, limit, has_dlc, has_autonomy_state
Source: game
File: common/characters/POL.txt

Code:
POL_mieczyslaw_michalowicz = {
	instance = {
		allowed = {
			has_dlc = No Step Back
		}
		name = POL_mieczyslaw_michalowicz
		portraits = {
			army = {
				small = GFX_idea_POL_mieczyslaw_michalowicz
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = POL_mieczyslaw_michalowicz
			allowed = {
				original_tag = POL
				has_dlc = No Step Back
			}
			available = {
				has_completed_focus = POL_reassemble_the_sejm
			}
			traits = {
				socdem_reformist
			}
			ai_will_do = {
				factor = 0.0
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = No Step Back
			}
		}
		name = POL_mieczyslaw_michalowicz
		portraits = {
			army = {
				small = GFX_idea_POL_mieczyslaw_michalowicz
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = POL_mieczyslaw_michalowicz
			allowed = {
				original_tag = POL
				NOT = {
					has_dlc = No Step Back
				}
			}
			available = {
				if = {
					limit = {
						has_dlc = Man the Guns
					}
					NOT = {
						has_autonomy_state = autonomy_supervised_state
					}
				} {
					limit = {
						has_dlc = Poland: United and Ready
						NOT = {
							has_dlc = No Step Back
						}
					}
					has_completed_focus = POL_restore_the_sejm
				}
			}
			traits = {
				democratic_reformer
			}
			ai_will_do = {
				factor = 0.0
			}
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_socialist_realism
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_socialist_realism
	icon = GFX_SOV_socialist_realism_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_socialist_emulation
	}
	x = 0
	y = 1
	relative_position_id = SOV_socialist_emulation
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = SOV_socialist_emulation_1_ns
			add_idea = SOV_socialist_emulation_2_ns
		}
	}
}
### Entity: Order of Battle
Component: 3. Coastal Guards
Constructs: division_template
Source: game
File: history/units/CSA_fascist_uprising.txt

Code:
division = {
	name = 3. Coastal Guards
	location = 4464
	division_template = Volunteer Brigade
}
### Entity: Idea
Component: CZE_csd
Constructs: has_completed_focus, limit, has_dlc, research_bonus
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_csd = {
	picture = CZE_csd
	allowed = {
		OR = {
			original_tag = CZE SLO POL
			tag = RKH
		}
	}
	available = {
		if = {
			limit = {
				original_tag = CZE
			}
			if = {
				limit = {
					NOT = {
						has_dlc = Peace For Our Time
					}
				}
				has_completed_focus = CZE_industrial_legacy
			}
			else = {
				has_completed_focus = CZE_the_slovak_arrow
			}
		} {
			limit = {
				original_tag = POL
			}
			has_completed_focus = POL_join_CZE_rails
		}
	}
	visible = {
		if = {
			limit = {
				original_tag = POL
			}
			has_completed_focus = POL_join_CZE_rails
		}
	}
	cost = 75
	research_bonus = {

	}
	traits = {
		railway_company
	}
	modifier = {

	}
}
### Entity: Wiki Documentation
Construct: reloadtechnologies
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
reloadtechnologies
|
Reloads the technology database
|

|
### Entity: National Focus
Tree: fra_focus
Component: FRA_france_undividable
Constructs: every_owned_state, prerequisite, limit, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_france_undividable
	icon = GFX_focus_chi_reach_out_to_france
	x = -1
	y = 1
	prerequisite = {
		focus = FRA_expand_the_citizenship
	}
	mutually_exclusive = {
		focus = FRA_encourage_immigration
	}
	relative_position_id = FRA_expand_the_citizenship
	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_MANPOWER
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = FRA_expanded_citizenship
			add_idea = FRA_france_undividable
		}
		every_owned_state = {
			limit = {
				is_controlled_by = ROOT
				NOT = {
					is_core_of = ROOT
				} {
					is_on_continent = europe
				}
			}
			add_compliance = 10
		}
	}
}
### Entity: Character
Component: royal_legitimist
Constructs: stability_factor, compliance_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
royal_legitimist = {
	random = no
	sprite = 13
	political_power_factor = 0.1
	compliance_gain = 0.05
	stability_factor = 0.05
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_soviet_intelligence
Constructs: prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_soviet_intelligence
	icon = GFX_goal_HON_nkvd_assistance
	prerequisite = {
		focus = CZE_intelligence_service_defense
	}
	mutually_exclusive = {
		focus = CZE_military_coup
	}
	available = {
		NOT = {
			has_government = fascism neutrality
		}
	}
	x = 26
	y = 5
	cost = 10
	ai_will_do = {
		factor = 0.2
	}
	completion_reward = {
		country_event = {
			id = CZE.310
			days = 1
		}
		custom_effect_tooltip = report_reward
		effect_tooltip = {
			add_ideas = CZE_vonapo20_idea
		}
	}
	search_filters = {
		FOCUS_FILTER_ESPIONAGE
	}
}
### Entity: Event
Component: GOE_RAJ_loyalist.05
Constructs: is_triggered_only
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_loyalist.05
	title = GOE_RAJ_loyalist.05.t
	desc = GOE_RAJ_loyalist.05.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = GOE_RAJ_loyalist.05.a
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_growing_threat_of_fascism
Constructs: prerequisite, limit, completion_reward, has_dynamic_modifier, remove_dynamic_modifier, add_to_variable
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_growing_threat_of_fascism
	icon = GFX_focus_focus_fra_fascist_threat
	prerequisite = {
		focus = BEL_the_grand_place
	}
	relative_position_id = BEL_the_grand_place
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_INDUSTRY
	}
	x = 0
	y = 2
	cost = 10
	available = {

	}
	available_if_capitulated = yes
	completion_reward = {
		IF = {
			limit = {
				has_dynamic_modifier = {
					modifier = BEL_neutrality_dynamic_modifier
				}
			}
			remove_dynamic_modifier = {
				modifier = BEL_neutrality_dynamic_modifier
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		ELSE = {
			effect_tooltip = {
				remove_dynamic_modifier = {
					modifier = BEL_neutrality_dynamic_modifier
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		custom_effect_tooltip = BEL_modify_socialism_on_the_rise_dynamic_modifier
		add_to_variable = {
			BEL_socialism_on_the_rise_war_support_factor = 0.1
			tooltip = war_support_factor_tt
		} {
			BEL_socialism_on_the_rise_production_speed_arms_factory_factor = 0.2
			tooltip = production_speed_arms_factory_factor_tt
		}
	}
}
### Entity: Idea
Component: CHI_neglected_army4
Constructs: limit, has_country_flag, removal_cost, add_timed_idea
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_neglected_army4 = {
	picture = generic_neglected_military
	removal_cost = -1
	on_remove = {
		IF = {
			limit = {
				has_country_flag = CHI_ongoing_reforms
			}
			add_timed_idea = {
				idea = CHI_neglected_army3
				days = 35
			}
		}
	}
	modifier = {
		army_morale_factor = -0.3
		army_org_factor = -0.3
		max_dig_in_factor = -0.3
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Decision
Component: LUX_fascist_balance_decision_category
Constructs: has_power_balance
Source: game
File: common/decisions/categories/r56_LUX_decision_categories.txt

Code:
LUX_fascist_balance_decision_category = {
	allowed = {
		original_tag = LUX
	}
	visible = {
		has_power_balance = {
			id = LUX_fascist_balance
		}
	}
}
### Entity: Order of Battle
Component: 11. Divisioona
Constructs: division_template
Source: game
File: history/units/FIN_White_Guard.txt

Code:
division = {
	name = 11. Divisioona
	location = 3061
	division_template = Jalkaväkidivisioona S.
	start_experience_factor = 0.6
	start_equipment_factor = 0.8
}
### Entity: Event
Component: bftb_greece.202
Constructs: limit, add_war_support, has_country_flag, add_opinion_modifier, fire_only_once, add_political_power, add_state_claim, add_state_core
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.202
	title = bftb_greece.202.t
	desc = bftb_greece.202.desc
	picture = GFX_report_event_gre_megali_conference_signing
	fire_only_once = no
	trigger = {
		has_country_flag = GRE_megali_idea_approved
		ENG = {
			has_country_flag = GRE_british_armenia
		}
		FRA = {
			has_country_flag = GRE_no_french_kurdistan
		}
		if = {
			limit = {
				ITA = {
					has_country_flag = GRE_italy_attending_convention
				}
			}
			ITA = {
				has_country_flag = GRE_italian_antalya
			}
		}
		NOT = {
			ROOT = {
				has_country_flag = GRE_heraklion_convention_finished
			}
		}
	}
	mean_time_to_happen = {
		days = 7
	}
	option = {
		name = bftb_greece.202.a
		trigger = {
			NOT = {
				original_tag = FRA
			}
		}
		add_war_support = 0.05
		hidden_effect = {
			GRE = {
				add_state_claim = 341 797 347 340 339
			}
			ENG = {
				add_state_claim = 354
			}
			ARM = {
				add_state_core = 354
			}
			if = {
				limit = {
					ITA = {
						has_country_flag = GRE_italy_attending_convention
					}
				}
				ITA = {
					add_state_claim = 342 345
				}
			}
			clear_variable = global.convention_ayes global.convention_nays
			set_country_flag = GRE_heraklion_convention_finished
		}
	} {
		name = bftb_greece.202.b
		trigger = {
			original_tag = FRA
			FRA = {
				has_country_flag = GRE_no_french_kurdistan
			}
		}
		add_political_power = -75
		if = {
			limit = {
				FRA = {
					is_in_faction = yes
					is_faction_leader = yes
				}
			}
			FRA = {
				give_guarantee = TUR
			}
		}
		every_other_country = {
			limit = {
				has_country_flag = GRE_no_french_kurdistan
			}
			reverse_add_opinion_modifier = {
				target = FRA
				modifier = GRE_denied_our_ambitions
			}
		}
		hidden_effect = {
			add_opinion_modifier = {
				target = TUR
				modifier = GRE_strategic_partners
			}
			clear_variable = global.convention_ayes global.convention_nays
			set_country_flag = GRE_heraklion_convention_finished
		}
	}
}
### Entity: Military Industrial Organization
Component: BRA_santos_organization
Constructs: has_completed_focus, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/r56_BRA_organization.txt

Code:
BRA_santos_organization = {
	name = bra_naval_manu_2
	include = generic_raider_ship_organization
	icon = GFX_idea_santos
	allowed = {
		original_TAG = BRA
	}
	available = {
		OWNER = {
			OR = {
				has_completed_focus = SMB_construct_naval_bases BRA_R56_submarines
			}
		}
	}
	initial_trait = {
		name = generic_mio_initial_trait_raiding_fleet
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		equipment_bonus = {
			surface_visibility = -0.05
		}
	}
}
### Entity: Scripted Effect
Component: EAI_add_SILO
Constructs: limit, has_country_flag, add_building_construction
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_effects.txt

Code:
EAI_add_SILO = {
	if = {
		limit = {
			ROOT = {
				has_country_flag = EAI_construction_logging
			}
		}
		log = [GetYear] [GetMonth] | AI | [Root.GetName] | CONSTRUCTION: EAI_add_SILO in [?This.id] [This.GetName]
	}
	add_building_construction = {
		type = fuel_silo
		level = 1
		instant_build = no
	}
}