Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: raj_focus
Component: RAJ_trade_port
Constructs: has_completed_focus, prerequisite, completion_reward, has_game_rule, is_fully_controlled_by, cancel_if_invalid, add_dynamic_modifier, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_trade_port
	icon = GFX_focus_POL_develop_polish_shipbuilding
	prerequisite = {
		focus = RAJ_great_depression_price_controls RAJ_provincial_autonomy
	}
	x = 19
	y = 1
	relative_position_id = RAJ_great_depression_price_controls
	offset = {
		x = -4
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = RAJ_great_depression_price_controls
		}
	} {
		x = -13
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			OR = {
				has_completed_focus = RAJ_look_to_the_past RAJ_look_to_the_future
			}
		}
	} {
		x = 2
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = RAJ_provincial_autonomy
		}
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		992 = {
			is_fully_controlled_by = ROOT
		}
		NOT = {
			has_completed_focus = RAJ_look_to_the_past
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		992 = {
			add_dynamic_modifier = {
				modifier = idea_RAJ_aden_treaty_port
			}
			add_extra_state_shared_building_slots = 4
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			} {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_privatize_education
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_privatize_education
	icon = GFX_goal_generic_consumer_goods
	prerequisite = {
		focus = POL_force_polish_upper_class
	}
	relative_position_id = POL_force_polish_upper_class
	x = 0
	y = 1
	cost = 5
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = POL_privatized_education
	}
}
### Entity: Character
Component: HUN_magyar_nemzeti_bank_president
Constructs: production_speed_buildings_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
HUN_magyar_nemzeti_bank_president = {
	random = no
	sprite = 13
	production_speed_buildings_factor = 0.05
	consumer_goods_factor = -0.1
}
### Entity: Balance of Power
Component: MPL_power_balance
Constructs: stability_factor, conscription_factor, set_country_flag
Source: game
File: common/bop/MPL.txt

Code:
MPL_power_balance = {
	initial_value = 0
	left_side = MPL_arab_side
	right_side = MPL_jewish_side
	decision_category = MPL_balance_of_power_category
	range = {
		id = MPL_balance_range
		min = -0.2
		max = 0.2
		modifier = {
			political_power_factor = 0.1
		}
	}
	side = {
		id = MPL_jewish_side
		icon = GFX_bop_r56_jewish_side
		range = {
			id = MPL_jews_small
			min = 0.2
			max = 0.5
			modifier = {
				political_power_factor = 0.1
				monthly_population = 0.2
				stability_factor = -0.15
			}
		} {
			id = MPL_jews_high
			min = 0.5
			max = 0.85
			modifier = {
				political_power_factor = 0.3
				monthly_population = 0.5
				conscription_factor = 0.25
				stability_factor = -0.4
			}
		} {
			id = MPL_jews_revolt
			min = 0.85
			max = 1
			on_activate = {
				set_country_flag = MPL_trigger_collapse_ISR
				country_event = mandate_palestine.501
				custom_effect_tooltip = MPL_it_begins
			}
		}
	} {
		id = MPL_arab_side
		icon = GFX_bop_PER_bop_islamism_2
		range = {
			id = MPL_arabs_small
			min = -0.5
			max = -0.2
			modifier = {
				political_power_factor = -0.1
				experience_gain_army_factor = -0.05
				stability_factor = 0.1
			}
		} {
			id = MPL_arabs_high
			min = -0.85
			max = -0.5
			modifier = {
				political_power_factor = -0.3
				conscription_factor = -0.3
				army_org_factor = -0.05
				stability_factor = 0.15
			}
		} {
			id = MPL_arabs_revolt
			min = -1
			max = -0.85
			on_activate = {
				set_country_flag = MPL_trigger_collapse_PAL
				country_event = mandate_palestine.502
				custom_effect_tooltip = MPL_it_begins
			}
		}
	}
}
### Entity: Idea
Component: AFG_SOV_afghan_workers_program_idea
Constructs: has_government, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_SOV_afghan_workers_program_idea = {
	picture = ARG_construction_guilds
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	removal_cost = -1
	modifier = {
		weekly_manpower = 250
		industrial_capacity_factory = 0.05
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_black_lions
Constructs: add_ideas, completion_reward
Source: game
File: common/national_focus/r56_ethiopia.txt

Code:
focus = {
	id = ETH_black_lions
	icon = GFX_ITA_learn_from_the_ethiopian_war
	x = 4
	y = 0
	cost = 1
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_ideas = ETH_black_lion_corps
	}
}
### Entity: Event
Component: r56_afghanistan.88
Constructs: is_triggered_only, add_stability, fire_only_once, add_manpower
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.88
	title = r56_afghanistan.88.t
	desc = r56_afghanistan.88.d
	picture = GFX_report_event_AFG_tribes_give_support
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56_afghanistan.88.a
		add_manpower = -24
		add_stability = -0.05
		hidden_effect = {
			country_event = {
				id = r56_afghanistan.89
				days = 27
			}
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_sell_oil_to_the_allies
Constructs: prerequisite, remove_ideas, has_war_with, completion_reward, remove_resource_rights, add_tech_bonus, industrial_bonus, add_resource
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_sell_oil_to_the_allies
	icon = GFX_focus_PER_increase_oil_sales
	prerequisite = {
		focus = IRQ_british_embassy
	}
	available = {
		controls_state = 1048 1045
		country_exists = ENG
		NOT = {
			has_war_with = ENG
		}
	}
	relative_position_id = IRQ_the_secular_movement
	x = 1
	y = 2
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		ENG = {
			remove_resource_rights = 1048 1045
		}
		remove_ideas = IRQ_oil_concessions
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1.0
			uses = 1
			category = excavation_tech
		}
		add_resource = {
			type = oil
			amount = 6
			state = 1045
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_OIL
	}
}
### Entity: Character
Component: CHI_xu_tingyao
Source: game
File: common/characters/CHI.txt

Code:
CHI_xu_tingyao = {
	name = CHI_xu_tingyao
	portraits = {
		army = {
			large = GFX_portrait_CHI_xu_tingyao
		}
	}
	scientist = {
		traits = {
			scientist_trait_armored_specialist
		}
		skills = {
			specialization_land = 2
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Regional_Economic_Development
Constructs: prerequisite, limit, completion_reward, is_core_of, every_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Regional_Economic_Development
	icon = GFX_goal_FRA_industrial_decentralization
	cost = 10
	available = {
		any_controlled_state = {
			OR = {
				state = 141 110 111
			} {
				compliance = > 30
				is_core_of = DEN
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = DEN_Scandinavian_Plan
	}
	x = -4
	y = 6
	relative_position_id = DEN_DKP_Takeover
	completion_reward = {
		every_controlled_state = {
			limit = {
				OR = {
					state = 37 141 110 111
				} {
					compliance = > 30
					is_core_of = DEN
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_federal_defense_council
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_federal_defense_council
	icon = GFX_goal_demand_sudetenland
	prerequisite = {
		focus = YUG_form_the_federal_republic
	}
	x = 0
	y = 2
	relative_position_id = YUG_yugoslavian_path_to_communism
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = YUG_idea_serbian_general_staff
			}
			swap_ideas = {
				remove_idea = YUG_idea_serbian_general_staff
				add_idea = YUG_idea_federal_defense_council
			}
		} {
			limit = {
				has_idea = YUG_idea_yugoslavian_general_staff
			}
			swap_ideas = {
				remove_idea = YUG_idea_yugoslavian_general_staff
				add_idea = YUG_idea_federal_defense_council
			}
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_assist_our_eastern_comrades
Constructs: prerequisite, completion_reward, has_idea, is_subject, has_volunteers_amount_from, add_timed_idea, add_ai_strategy
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_assist_our_eastern_comrades
	icon = GFX_focus_chi_cooperation_with_the_communists
	prerequisite = {
		focus = GER_legacy_of_the_spartacus_league GER_proletarian_dictatorship
	}
	x = 6
	y = 1
	relative_position_id = GER_legacy_of_the_spartacus_league
	cost = 5
	available = {
		NOT = {
			has_idea = GER_legion_condor_ns
		}
		PRC = {
			exists = yes
			is_subject = no
			has_volunteers_amount_from = {
				tag = ROOT
				count = > 1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_AIR_XP
	}
	completion_reward = {
		add_timed_idea = {
			idea = GER_fernostliche_legion_prc_ns
			days = 545
		}
		add_ai_strategy = {
			type = befriend
			id = PRC
			value = 100
		}
	}
}
### Entity: Unit Template
Component: ENG_COUNTIES
Constructs: has_government
Source: game
File: common/units/names_ships/ENG_ship_names.txt

Code:
ENG_COUNTIES = {
	name = NAME_THEME_COUNTIES
	for_countries = {
		ENG
	}
	can_use = {
		not = {
			has_government = communism
		}
	}
	type = ship
	prefix = HMS 
	unique = {
		Yorkshire Lincolnshire Devon Norfolk Northumberland Lancashire Somerset Hampshire Kent Essex Cumberland Suffolk Sussex Wiltshire Cornwall Shropshire Gloucestershire Staffordshire Derbyshire Cheshire Durham Northamptonshire Dorset Warwickshire Cambridgeshire Nottinghamshire Herefordshire Leicestershire Westmorland Surrey Oxfordshire Worcestershire Buckinghamshire Berkshire Hertfordshire Bedfordshire Huntingdonshire Middlesex Rutland Caithness Sutherland Nairnshire Moray Banffshire Aberdeenshire Kincardineshire Angus Perthshire Argyll Bute Ayrshire Renfrewshire Dunbartonshire Stirlingshire Clackmannanshire Kinross Ross-shire Inverness-shire Fife East Lothian Midlothian West Lothian Lanarkshire Peeblesshire Selkirkshire Berwickshire Roxburghshire Dumfriesshire Kirkcudbrightshire Wigtownshire Shetland Orkney Antrim Down Londonderry Tyrone Armagh Fermanagh Monmouthshire Glamorganshire Carmarthenshire Pembrokeshire Cardiganshire Brecknockshire Radnorshire Montgomeryshire Denbighshire Flintshire Merionethshire Caernarfonshire Anglesey
	}
}
### Entity: Idea
Component: KMT_triumph_over_democracy
Constructs: war_support_factor, has_government, army_attack_factor, removal_cost, democratic_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_triumph_over_democracy = {
	picture = generic_deal_with_the_devil2
	cancel = {
		has_government = democratic
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		democratic_drift = -0.1
		political_power_factor = 0.05
		war_support_factor = 0.05
		army_attack_factor = 0.05
		drift_defence_factor = 0.5
	}
}
### Entity: Trigger Reference
Construct: INDUSTRIAL_ORG
Constructs: INDUSTRIAL_ORG, has_mio_equipment_type, has_mio_flag, has_mio_number_of_completed_traits, has_mio_policy, has_mio_policy_active, has_mio_research_category, has_mio_size
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## Triggers for scope INDUSTRIAL_ORG

* [has_mio_equipment_type](#has_mio_equipment_type)
* [has_mio_flag](#has_mio_flag)
* [has_mio_number_of_completed_traits](#has_mio_number_of_completed_traits)
* [has_mio_policy](#has_mio_policy)
* [has_mio_policy_active](#has_mio_policy_active)
* [has_mio_research_category](#has_mio_research_category)
* [has_mio_size](#has_mio_size)
* [has_mio_trait](#has_mio_trait)
* [hidden_trigger](#hidden_trigger)
* [is_military_industrial_organization](#is_military_industrial_organization)
* [is_mio_assigned_to_task](#is_mio_assigned_to_task)
* [is_mio_available](#is_mio_available)
* [is_mio_trait_available](#is_mio_trait_available)
* [is_mio_trait_completed](#is_mio_trait_completed)
* [is_mio_visible](#is_mio_visible)
* [meta_trigger](#meta_trigger)
### Entity: Military Industrial Organization
Component: INS_acf_organization
Constructs: has_completed_focus, has_war_with, has_opinion
Source: game
File: common/military_industrial_organization/organizations/INS_r56_organization.txt

Code:
INS_acf_organization = {
	include = generic_medium_tank_organization
	icon = GFX_idea_INS_acf
	allowed = {
		tag = INS
	}
	available = {
		owner = {
			has_completed_focus = INS_invite_foreign_investors
			USA = {
				NOT = {
					has_war_with = INS
					has_opinion = {
						target = INS
						value = < -10
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: BAH_mt
Source: game
File: common/ideas/bahamas.txt

Code:
BAH_mt = {
	ledger = army
	picture = generic_army_african_6
	allowed = {
		original_tag = BAH
	}
	traits = {
		military_theorist
	}
}
### Entity: Event
Component: GOE_RAJ_famine.1
Constructs: has_war_with, add_stability, fire_only_once, random_days, has_dlc, has_idea, is_in_array, is_subject_of
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_famine.1
	title = GOE_RAJ_famine.1.t
	desc = GOE_RAJ_famine.1.desc
	picture = GFX_report_event_generic_sign_treaty2
	immediate = {
		hidden_effect = {
			country_event = {
				id = GOE_RAJ_famine.2
				days = 20
				random_days = 55
			}
		}
	}
	trigger = {
		has_dlc = Graveyard of Empires
		has_idea = RAJ_risk_of_famine
		original_tag = RAJ
		any_of_scopes = {
			array = RAJ.owned_states_at_game_start
			controller = {
				has_war_with = RAJ
				NOT = {
					original_tag = RAJ
				} {
					is_in_array = {
						array = RAJ.raj_releasables
						value = THIS
					}
				} {
					is_subject_of = RAJ
				}
			}
			NOT = {
				has_state_flag = RAJ_time_to_retake_state_famine
			} {
				state = 992
			}
		}
	}
	fire_only_once = yes
	mean_time_to_happen = {
		months = 1
		days = 10
	}
	option = {
		name = GOE_RAJ_famine.1.a
		add_stability = -0.01
	}
}
### Entity: Character
Component: SIK_xie_peng
Source: game
File: common/characters/Warlords_China.txt

Code:
SIK_xie_peng = {
	name = SIK_xie_peng
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_2
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = SIK_xie_peng
		ledger = air
		allowed = {
			original_tag = SIK
		}
		traits = {
			air_warfare_theorist
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PC_factory_limit_defensive_modifier
Constructs: limit, has_country_flag, check_variable, set_temp_variable, add_to_temp_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_effects.txt

Code:
EAI_PC_factory_limit_defensive_modifier = {
	if = {
		limit = {
			has_country_flag = EAI_PC_trace_functions
		}
		log = EAI_PC_factory_limit_defensive_modifier > THIS=[this.getname] PREV=[prev.getname]
	} {
		limit = {
			has_country_flag = {
				flag = EAI_MILITARY_trend_losing_war
				value = 1
				days = > 14
			}
			check_variable = {
				EAI_MILITARY_trend_value = > 0.02
			}
		}
		set_temp_variable = {
			_val_ = EAI_MILITARY_trend_value
		} {
			_min = 0
		} {
			_max = 0.04
		} {
			_scale = 0.35
		} {
			_assign_fraction = _val_
		} {
			_assign_max = 30
		} {
			assign_fraction_mult = EAI_MILITARY_trend_value
		}
		EAI_MATH_normalize = yes
		EAI_MATH_scale = yes
		multiply_temp_variable = {
			assign_fraction_mult = 10
		} {
			_assign_fraction = assign_fraction_mult
		}
		add_to_temp_variable = {
			assign_fraction_mult = 1
		}
	}
}
### Entity: AI Strategy
Component: CHI_dont_join_fascist_JAP_faction
Constructs: has_completed_focus, has_government, is_faction_leader, has_non_aggression_pact_with, is_subject_of
Source: game
File: common/ai_strategy/r56_CHI.txt

Code:
CHI_dont_join_fascist_JAP_faction = {
	allowed = {
		original_tag = CHI
	}
	enable = {
		ROOT = {
			exists = yes
		}
		JAP = {
			has_government = fascism
			is_faction_leader = yes
		}
		OR = {
			NOT = {
				has_non_aggression_pact_with = JAP
				has_completed_focus = KMT_wang_jingweis_rise
			}
		}
	}
	abort = {
		OR = {
			JAP = {
				NOT = {
					has_government = fascism
				}
			}
			AND = {
				OR = {
					has_completed_focus = KMT_wang_jingweis_rise
					has_non_aggression_pact_with = JAP
				}
			}
			is_subject_of = JAP
		}
	}
	ai_strategy = {
		type = alliance
		id = JAP
		value = -10000
	}
}
### Entity: Idea
Component: BRA_aid_brazilian_communists
Constructs: send_volunteer_size, send_volunteer_divisions_required
Source: game
File: common/ideas/brazil.txt

Code:
BRA_aid_brazilian_communists = {
	picture = generic_manpower_bonus
	allowed = {
		original_tag = SOV
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		send_volunteer_size = 3
		send_volunteer_divisions_required = -1
		lend_lease_tension = -0.3
	}
}
### Entity: Idea
Component: CHI_national_regeneration2
Constructs: has_government, industrial_capacity_factory, army_attack_factor, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_national_regeneration2 = {
	picture = generic_fascism_drift_bonus
	removal_cost = -1
	cancel = {
		NOT = {
			has_government = fascism
		}
	}
	modifier = {
		industrial_capacity_factory = 0.05
		fascism_drift = 0.05
		army_attack_factor = 0.1
		political_power_factor = 0.15
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Joint Focus
Component: INSHOL_license_dutch_weapon_blueprints
Constructs: prerequisite, limit, joint_focus, is_subject_of, add_tech_bonus
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_license_dutch_weapon_blueprints
	icon = GFX_focus_INS_license_dutch_weapon_blueprints
	text_icon = INSHOL_INS_focus_style
	available = {
		original_tag = INS
		is_subject_of = HOL
	}
	prerequisite = {
		focus = INSHOL_reform_knil
	}
	mutually_exclusive = {
		focus = INSHOL_produce_own_goods
	}
	x = 2
	y = 0
	relative_position_id = INSHOL_produce_own_goods
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
		} {
			limit = {
				OR = {
					INS = {
						is_subject_of = HOL
					}
					original_tag = INS
				}
			}
			add_tech_bonus = {
				bonus = 1.0
				uses = 1
				category = infantry_weapons
				ahead_reduction = 1
				name = INSHOL_license_dutch_weapon_blueprints
			} {
				bonus = 1.0
				uses = 1
				category = motorized_equipment
				ahead_reduction = 1
				name = INSHOL_license_dutch_weapon_blueprints
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
				INS = {
					is_subject_of = HOL
				}
			}
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				original_tag = INS
			}
		} {
			limit = {
				OR = {
					INS = {
						is_subject_of = HOL
					}
					original_tag = INS
				}
			}
			add_tech_bonus = {
				bonus = 0.5
				uses = 1
				category = infantry_weapons
				ahead_reduction = 1
				name = INSHOL_license_dutch_weapon_blueprints
			} {
				bonus = 0.5
				uses = 1
				category = motorized_equipment
				ahead_reduction = 1
				name = INSHOL_license_dutch_weapon_blueprints
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
				INS = {
					is_subject_of = HOL
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_FACTOR_motorized_equipment_MAJORS
Constructs: is_major, has_equipment
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_FACTOR_motorized_equipment_MAJORS = {
	enable = {
		has_equipment = {
			motorized_equipment = < 1000
		}
		is_major = yes
		NOT = {
			EAI_armor_tech_focus = yes
		} {
			EAI_DESIGN_ARMOR_mechanized_production_focus = yes
		}
		OR = {
			EAI_LARM_equipment_production = yes
			EAI_MARM_equipment_production = yes
			EAI_HARM_equipment_production = yes
			EAI_MODARM_equipment_production = yes
		}
	}
	abort = {
		NOT = {
			AND = {
				has_equipment = {
					motorized_equipment = < 2000
				}
				is_major = yes
				NOT = {
					EAI_armor_tech_focus = yes
				}
				EAI_DESIGN_ARMOR_mechanized_production_focus = yes
				OR = {
					EAI_LARM_equipment_production = yes
					EAI_MARM_equipment_production = yes
					EAI_HARM_equipment_production = yes
					EAI_MODARM_equipment_production = yes
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_variant_production_factor
		id = motorized_equipment
		value = 50
	}
}