Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/ROM_1939_nsb.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = ROM
		}
		requested_factories = 2
		progress = 0.44
		efficiency = 100
		industrial_manufacturer = mio:ROM_cugir_organization
	} {
		equipment = {
			type = support_equipment_1
			creator = ROM
		}
		requested_factories = 1
		progress = 0.47
		efficiency = 100
	} {
		equipment = {
			type = artillery_equipment_1
			creator = ROM
		}
		requested_factories = 1
		progress = 0.47
		efficiency = 100
		industrial_manufacturer = mio:ROM_resita_works_organization
	} {
		equipment = {
			type = motorized_equipment_1
			creator = ROM
		}
		requested_factories = 1
		progress = 0.4
		efficiency = 100
		industrial_manufacturer = mio:ROM_malaxa_organization
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_spy_the_opposition
Constructs: prerequisite, add_ideas, has_government, add_stability, completion_reward, add_political_power, is_subject, add_tech_bonus
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_spy_the_opposition
	icon = GFX_goal_generic_war_of_words
	prerequisite = {
		focus = QUE_consolidate_le_chefs_rule
	}
	relative_position_id = QUE_abandon_electorialism
	x = -1
	y = 2
	cost = 5
	available_if_capitulated = yes
	available = {
		OR = {
			has_government = democratic neutrality
		} {
			is_subject = no
			OVERLORD = {
				OR = {
					has_government = democratic neutrality
				}
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		add_stability = -0.05
		add_political_power = 50
		add_ideas = QUE_spying
		add_tech_bonus = {
			name = QUE_spy_the_opposition
			bonus = 1
			uses = 2
			category = r56_rdf
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Joint Focus
Component: CONGO_regional_specialization
Constructs: prerequisite, limit, joint_focus, has_war_with, completion_reward, is_subject_of, has_global_flag, add_to_variable
Source: game
File: common/national_focus/congo_shared.txt

Code:
joint_focus = {
	id = CONGO_regional_specialization
	dynamic = yes
	icon = GFX_focus_CONGO_regional_specialization
	prerequisite = {
		focus = CONGO_the_heart_of_africa
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_MANPOWER
	}
	relative_position_id = CONGO_the_heart_of_africa
	x = 0
	y = 3
	cost = 12
	text_icon = CONGO_BEL_COG_focus_style
	joint_trigger = {
		CONGO_is_a_congo_viable_nation = yes
	}
	available = {
		OR = {
			AND = {
				original_tag = BEL
				BEL = {
					any_subject_country = {
						original_tag = COG
					}
				}
			} {
				original_tag = COG
				COG = {
					is_subject_of = BEL
				}
			}
		}
		CONGO_at_least_six_focuses_done = yes
		NOT = {
			OR = {
				has_war_with = BEL COG
				has_global_flag = CONGO_independence_war_ongoing
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {

	}
	completion_reward_joint_originator = {
		IF = {
			limit = {
				original_tag = COG
			}
			custom_effect_tooltip = modify_COG_belgian_congo_colonial_dynamic_modifier_tt generic_skip_one_line_tt
			add_to_variable = {
				BEL.COG_belgian_congo_colonial_dynamic_modifier_political_power_factor = 0.05
				tooltip = political_power_factor_tt
			} {
				BEL.COG_belgian_congo_colonial_dynamic_modifier_autonomy_gain_global_factor = 0.1
				tooltip = autonomy_gain_global_factor_tt
			}
			add_autonomy_score = {
				value = -100
				localization = CONGO_regional_specialization
			}
		} {
			limit = {
				original_tag = BEL
			}
			IF = {
				limit = {
					BEL = {
						NOT = {
							has_dynamic_modifier = {
								modifier = BEL_belgian_congo_colonial_returns_dynamic_modifier
							}
						}
					}
				}
				add_dynamic_modifier = {
					modifier = BEL_belgian_congo_colonial_returns_dynamic_modifier
				}
				custom_effect_tooltip = generic_skip_one_line_tt
			}
			custom_effect_tooltip = modify_BEL_belgian_congo_colonial_returns_dynamic_modifier_tt
			add_to_variable = {
				BEL.BEL_belgian_congo_colonial_returns_dynamic_modifier_autonomy_manpower_share = 0.05
				tooltip = autonomy_manpower_share_tt
			}
		}
		hidden_effect = {
			CONGO_one_more_focus_done = yes
		}
	}
	completion_reward_joint_member = {
		IF = {
			limit = {
				original_tag = COG
			}
			custom_effect_tooltip = modify_COG_belgian_congo_colonial_dynamic_modifier_tt generic_skip_one_line_tt
			add_to_variable = {

# ... (truncated)
### Entity: National Focus
Tree: ger_focus
Component: GER_lower_taxes
Constructs: prerequisite, limit, add_stability, completion_reward, has_idea, add_popularity, random_core_state, is_fully_controlled_by
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_lower_taxes
	icon = GFX_focus_mex_privatisation
	prerequisite = {
		focus = GER_currency_reforms
	}
	x = -1
	y = 1
	relative_position_id = GER_currency_reforms
	cost = 5
	available = {
		NOT = {
			has_idea = GER_mefo_bills_ended
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.05
		add_popularity = {
			ideology = ROOT
			popularity = 0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		GER_modify_industrial_modifier = yes
		add_to_variable = {
			GER_industrial_consumer_goods_factor = -0.15
			tooltip = consumer_goods_factor_tt
		}
	}
}
### Entity: Scripted Trigger
Component: ISR_egypt_blockaded_tiran
Constructs: has_country_flag, is_ally_with
Source: game
File: common/scripted_triggers/ISR_scripted_triggers.txt

Code:
ISR_egypt_blockaded_tiran = {
	custom_trigger_tooltip = {
		tooltip = ISR_egypt_blockaded_tiran
		TAG = ISR
		EGY = {
			OR = {
				controls_province = 10099 12101
			}
			NOT = {
				has_country_flag = ISR_egypt_tiran_lifted
			} {
				is_ally_with = ISR
			}
		}
	}
}
### Entity: Modding Documentation
Construct: num_of_operatives
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_of_operatives
* description: Checks the number of operatives the country controls
* (Auto generated using the trigger with same name)
### Entity: Idea
Component: SWE_swedish_soviet_research_cooperation
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_swedish_soviet_research_cooperation = {
	allowed = {
		always = no
	}
	modifier = {
		research_speed_factor = 0.02
	}
	removal_cost = -1
	picture = generic_research_bonus
}
### Entity: National Focus
Component: ah_CAS_effort
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/austro_hungarian_releasable_shared.txt

Code:
focus = {
	id = ah_CAS_effort
	icon = GFX_goal_generic_CAS
	prerequisite = {
		focus = ah_aviation_effort_2
	} {
		focus = ah_motorization_effort
	}
	x = -1
	y = 1
	relative_position_id = ah_aviation_effort_2
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = CAS_bonus
			bonus = 1.0
			ahead_reduction = 2
			uses = 1
			category = cas_bomber
		}
	}
}
### Entity: Idea
Component: GER_combine_SS_gestapo_idea
Constructs: stability_factor, political_power_gain, has_government, removal_cost
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_combine_SS_gestapo_idea = {
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = democratic
		}
	}
	picture = generic_intel_bonus
	modifier = {
		political_power_gain = 0.1
		resistance_damage_to_garrison = -0.1
		stability_factor = -0.1
		drift_defence_factor = 0.1
	}
}
### Entity: Trigger Reference
Construct: compare_ideology_with_faction
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## compare_ideology_with_faction

* Supported Scopes: COUNTRY
* Supported Targets: any

Compares the ideology support of the country's ruling party for the ideology of the faction it wants to join
### Entity: National Focus
Tree: ins_focus
Component: INS_modernize_the_military
Constructs: prerequisite, completion_reward, add_tech_bonus, add_corps_commander_role
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_modernize_the_military
	icon = GFX_goal_iron_people
	ai_will_do = {
		factor = 3
	}
	relative_position_id = INS_koninklijk_nederlands_indisch_leger
	x = -1
	y = 1
	prerequisite = {
		focus = INS_koninklijk_nederlands_indisch_leger
	}
	available = {

	}
	cost = 10
	completion_reward = {
		army_experience = 10
		add_tech_bonus = {
			name = infantry_equipment
			bonus = 1
			uses = 2
			category = infantry_tech
		} {
			name = infantry_artillery_bonus
			bonus = 1
			uses = 1
			category = artillery
		}
		add_corps_commander_role = {
			character = INS_gustave_statius_muller
			skill = 1
			attack_skill = 1
			defense_skill = 2
			planning_skill = 1
			logistics_skill = 1
			legacy_id = -1
		} {
			character = INS_pierre_antoine_cox
			traits = {
				infantry_leader
			}
			skill = 1
			attack_skill = 2
			defense_skill = 1
			planning_skill = 1
			logistics_skill = 1
			legacy_id = -1
		}
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_MANPOWER
	}
}
### Entity: Modding Documentation
Construct: days_since_last_strategic_bombing
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### days_since_last_strategic_bombing
* description: Checks the days since last strategic bombing.
days_since_last_strategic_bombing < 10

* (Auto generated using the trigger with same name)
### Entity: Idea
Component: EAI_DD_1/mechanized_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_1/mechanized_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		mechanized_equipment = {
			build_cost_ic = -0.025
			instant = yes
		}
	}
}
### Entity: Idea
Component: EAI_DD_6/cv_small_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_6/cv_small_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_airframe = {
			build_cost_ic = -0.06
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_department_of_publicity
Constructs: prerequisite, add_war_support, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_department_of_publicity
	icon = GFX_focus_ARG_keep_it_in_the_party
	x = 3
	y = 1
	relative_position_id = SIA_look_to_european_fascism
	prerequisite = {
		focus = SIA_look_to_european_fascism
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		add_political_power = 50
		add_war_support = 0.03
	}
}
### Entity: Military Industrial Organization
Component: KOR_sungri_organization
Source: game
File: common/military_industrial_organization/organizations/KOR_organization.txt

Code:
KOR_sungri_organization = {
	name = KOR_sungri
	include = generic_motorized_mechanized_organization
	icon = GFX_idea_generic_motorized_equipment_manufacturer_3
	allowed = {
		owner = {
			or = {
				original_tag = KOR NKR
			}
		}
	}
	available = {
		owner = {
			controls_state = 527
		}
	}
	initial_trait = {
		name = generic_mio_initial_trait_motorized_mechanized_manufacturer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
	}
}
### Entity: Event
Component: MAN_56_event.8
Constructs: is_triggered_only, add_command_power, set_country_flag
Source: game
File: events/r56_MAN_events.txt

Code:
country_event = {
	id = MAN_56_event.8
	title = MAN_56_event.8.t
	desc = MAN_56_event.8.desc
	picture = GFX_report_event_generic_military_parade
	is_triggered_only = yes
	option = {
		name = MAN_56_event.8.a
		custom_effect_tooltip = MAN_send_xueliang_tt
		add_command_power = -100
		MAN = {
			set_country_flag = MAN_xueliang_sent
			country_event = CHI_warlords.20
		}
	} {
		name = MAN_56_event.8.b
		MAN = {
			country_event = CHI_warlords.19
		}
	}
}
### Entity: Idea
Component: EAI_DD_9/heavy_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_9/heavy_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_aa_chassis = {
			build_cost_ic = -0.225
			instant = yes
		}
	}
}
### Entity: Decision
Component: BRA_jaguar_diplomacy_cat
Constructs: has_completed_focus, has_government, has_war_with, has_country_flag, is_major, fire_only_once, has_opinion, is_in_faction
Source: game
File: common/decisions/BRA.txt

Code:
BRA_jaguar_diplomacy_cat = {
	BRA_jaguar_diplomacy_decision = {
		icon = GFX_decision_eng_trade_unions_support
		allowed = {
			original_tag = BRA
		}
		visible = {
			has_completed_focus = BRA_jaguar_diplomacy
		}
		available = {
			has_completed_focus = BRA_jaguar_diplomacy
			NOT = {
				has_country_flag = BRA_jaguar_diplomacy_in_progress
			} {
				has_war_with = FROM
			}
			FROM = {
				has_opinion = {
					target = ROOT
					value = > 25
				}
			}
		}
		on_map_mode = map_and_decisions_view
		target_trigger = {
			FROM = {
				is_major = yes
				NOT = {
					has_country_flag = BRA_jaguar_diplomacy_enacted
					has_government = ROOT
				}
			}
		}
		cost = 25
		ai_will_do = {
			base = 10
			modifier = {
				factor = 5
				is_in_faction = no
			}
		}
		fire_only_once = no
		days_remove = 30
		complete_effect = {
			set_country_flag = BRA_jaguar_diplomacy_in_progress
		}
		remove_effect = {
			FROM = {
				country_event = {
					id = JUNO_brazil_events.140
					hours = 1
				}
			}
			custom_effect_tooltip = BRA_invite_to_organization_of_american_states_tt
		}
	}
}
### Entity: Order of Battle
Component: air_wing_99
Source: game
File: history/units/DEN_1939_air_bba.txt

Code:
air_wings = {
	99 = {
		small_plane_airframe_1 = {
			owner = DEN
			amount = 24
			creator = HOL
			version_name = Fokker D.XXI
		}
		cv_small_plane_airframe_0 = {
			owner = DEN
			amount = 10
			creator = ENG
			version_name = Hawker Nimrod
		}
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_sea_french_drill
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, cancel_if_invalid, every_army_leader, add_defense
Source: game
File: common/national_focus/china_shared_TSR.txt

Code:
shared_focus = {
	id = CHI_sea_french_drill
	icon = GFX_goal_generic_build_tank
	prerequisite = {
		focus = CHI_sea_heavy_weapons
	} {
		focus = CHI_sea_french_military_mission
	}
	x = 0
	y = 5
	relative_position_id = CHI_sea_reach_out_to_france
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		FRA_will_support = yes
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		every_army_leader = {
			add_defense = 1
		}
		add_ideas = CHI_french_drill
	}
}
### Entity: Wiki Documentation
Construct: Example
Source: wiki
File: wiki/Template%3ARewrite/doc.html

Doc:
Example

```
{{Rewrite}}
```

Will display this:

|
This article or section does not follow the wiki's style guidelines and may need to be rewritten in part or entirely.
Please help us improve this article. |

Retrieved from "http://www.hoi4wiki.com/index.php?title=Template:Rewrite/doc&oldid=195"
### Entity: Character
Component: r56_promised_democracy
Constructs: democratic_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
r56_promised_democracy = {
	random = no
	democratic_acceptance = 10
	democratic_drift = 0.01
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_graf_und_stift_focus
Constructs: prerequisite, limit, completion_reward, has_dlc, unlock_military_industrial_organization_tooltip, add_mio_size, add_mio_funds, add_mio_research_bonus
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_graf_und_stift_focus
	icon = GFX_focus_AUS_graf_und_stift_focus
	prerequisite = {
		focus = AUS_hirtenberger_artillery
	}
	mutually_exclusive = {
		focus = AUS_saurerwerke
	}
	x = 1
	y = 1
	relative_position_id = AUS_hirtenberger_artillery
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			unlock_military_industrial_organization_tooltip = mio:AUS_graf_and_stift_organization
			mio:AUS_graf_and_stift_organization = {
				add_mio_size = 3
				add_mio_funds = 500
				add_mio_research_bonus = 0.1
			}
		}
		ELSE = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = AUS_graf_und_stift
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_protect_northern_minorities
Constructs: prerequisite, add_ideas, add_war_support, completion_reward
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_protect_northern_minorities
	icon = GFX_goal_generic_multinational_army
	prerequisite = {
		focus = GRE_fate_of_the_royal_family
	}
	relative_position_id = GRE_fate_of_the_royal_family
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 60
	}
	completion_reward = {
		add_ideas = GRE_protected_northern_minorities
		add_war_support = 0.1
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Event
Component: mandate_palestine.505
Constructs: is_triggered_only, add_stability, add_manpower, random_hours
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.505
	title = mandate_palestine.505.t
	desc = mandate_palestine.505.d
	is_triggered_only = yes
	picture = GFX_report_event_MPL_haifa_oil
	option = {
		name = mandate_palestine.505.a
		454 = {
			add_manpower = -39
		}
		add_stability = -0.15
		hidden_effect = {
			country_event = {
				id = mandate_palestine.506
				hours = 6
				random_hours = 6
			}
		}
	}
}
### Entity: Decision
Component: form_persian_empire_category
Constructs: has_dlc
Source: game
File: common/decisions/categories/00_formable_categories.txt

Code:
form_persian_empire_category = {
	icon = generic_formable_nations
	picture = GFX_decision_cat_generic_persian_empire
	allowed = {
		has_dlc = Waking the Tiger
	}
}
### Entity: Character
Component: SND_zhao_jingshi
Source: game
File: common/characters/SND.txt

Code:
SND_zhao_jingshi = {
	name = Zhao Jingshi
	portraits = {
		army = {
			large = GFX_Portrait_Asia_Generic_2
			small = GFX_Portrait_Asia_Generic_2_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SND_zhao_jingshi
		allowed = {
			original_tag = SND
		}
		visible = {

		}
		available = {

		}
		traits = {
			former_mayor
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_war_production_USA
Source: game
File: common/ai_focuses/USA.txt

Code:
ai_focus_war_production_USA = {
	research = {
		industry = 10.0
		construction_tech = 2.0
		electronics = 2.0
		computing_tech = 2.0
	}
}
### Entity: Military Industrial Organization
Component: JAP_mitsubishi_organization
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, has_dlc, has_invited_mio_tt, add_trait, production_bonus
Source: game
File: common/military_industrial_organization/organizations/JAP_organization.txt

Code:
JAP_mitsubishi_organization = {
	include = generic_high_agility_fighter_aircraft_organization
	icon = GFX_idea_JAP_mitsubishi_airplanes
	allowed = {
		OR = {
			original_tag = JAP
			AND = {
				original_tag = ETH
				has_dlc = By Blood Alone
			}
			PHI_SEA = yes
		}
		has_dlc = Arms Against Tyranny
	}
	visible = {
		IF = {
			limit = {
				FROM = {
					original_tag = ETH
				}
			}
			FROM = {
				has_completed_focus = ETH_invite_foreign_industrialists
			}
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = JAP
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = JAP
				}
			}
		} {
			limit = {
				FROM = {
					original_tag = ETH
				}
			}
			custom_trigger_tooltip = {
				tooltip = has_invited_mio_tt
				FROM = {
					has_country_flag = has_invited_JAP_mitsubishi_organization_flag
				}
			}
		} {
			limit = {
				FROM = {
					original_tag = PHI
				}
			}
			FROM = {
				has_completed_focus = PHI_align_with_japan
				if = {
					limit = {
						has_completed_focus = PHI_declare_military_emergency
					}
					NOT = {
						has_completed_focus = PHI_declare_military_emergency
					}
				}
			}
		}
	}
	add_trait = {
		token = JAP_mio_trait_zaibatsu_production_capabilities_trait
		name = JAP_mio_trait_zaibatsu_production_capabilities_trait
		icon = GFX_generic_mio_trait_icon_efficiency_gain
		special_trait_background = yes
		relative_position_id = generic_mio_trait_minimum_weapon_requirements
		position = {
			x = 1
			y = 0
		}
		visible = {
			FROM = {
				original_tag = JAP
			}
		}
		available = {
			FROM = {
				JAP_zaibatsu_faction_is_at_least_influential = yes
			}
		}
		on_complete = {

		}
		production_bonus = {
			production_cost_factor = -0.05
		} {
			production_capacity_factor = 0.05
		}
		ai_will_do = {
			base = 2
		}
	} {
		token = JAP_mio_trait_special_government_contracts_mitsubishi_trait
		name = JAP_mio_trait_special_government_contracts_mitsubishi_trait
		icon = GFX_generic_mio_trait_icon_efficiency_cap
		special_trait_background = yes
		relative_position_id = generic_mio_trait_minimum_weapon_requirements
		position = {
			x = 2
			y = 1
		}
		visible = {
			FROM = {
				original_tag = JAP
			}
		}
		available = {
			has_mio_size = > 5
			FROM = {
				NOT = {
					has_country_flag = JAP_mio_trait_special_government_contracts_taken_flag
				}
			}
		}
		on_complete = {
			custom_effec
# ... (truncated)
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_350
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_350 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 350
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 350
	}
}
### Entity: Modifier Reference
Component: CZE_rut_comprise_agreement_modifier
Constructs: remove_trigger, has_capitulated, is_controlled_by, mobilization_speed
Source: game
File: common/dynamic_modifiers/mun_dynamic_modifiers.txt

Code:
CZE_rut_comprise_agreement_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_MODIFIER_MAX_PLANNING
	remove_trigger = {
		CZE_RUT_is_not_its_own_thing = yes
		CZE = {
			OR = {
				has_capitulated = yes
				exists = no
				NOT = {
					any_core_state = {
						is_controlled_by = PREV
					}
				}
			}
		}
	}
	local_manpower = 0.5
	state_production_speed_buildings_factor = -0.25
	mobilization_speed = 0.25
}
### Entity: Character
Component: PHI_resistance_connections
Source: game
File: common/country_leader/00_traits.txt

Code:
PHI_resistance_connections = {
	political_power_factor = 0.1
	resistance_damage_to_garrison_on_our_occupied_states = 0.1
	resistance_decay_on_our_occupied_states = -0.1
	high_command_cost_factor = -0.33
}
### Entity: Event
Component: bftb_greece.184
Constructs: is_triggered_only, limit, add_stability, check_variable
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.184
	title = bftb_greece.184.t
	desc = bftb_greece.184.desc
	picture = GFX_report_event_gre_cabinet_meeting
	is_triggered_only = yes
	option = {
		name = bftb_greece.184.a
		add_stability = -0.1
		hidden_effect = {
			if = {
				limit = {
					check_variable = {
						var = GRE_debt_to_the_ifc_france_var
						value = 2.5
						compare = greater_than_or_equals
					}
				}
				GRE_default_on_french_debt_effect = yes
			}
		}
	}
}