Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: SHL_CAV_01
Source: game
File: common/units/names_divisions/SHL_names_divisions.txt

Code:
SHL_CAV_01 = {
	name = Cavalry Divisions
	for_countries = {
		SHL
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %d. Kavallerie-Division
	ordered = {
		1 = {
			%d. Kavallerie-Division
		}
		3 = {
			%d. Kavallerie-Division
		}
		4 = {
			%d. Kavallerie-Division
		}
		5 = {
			%d. Kavallerie-Division
		}
		6 = {
			%d. Kavallerie-Division
		}
		7 = {
			%d. Kavallerie-Division
		}
		8 = {
			%d. Kavallerie-Division
		}
		9 = {
			%d. Kavallerie-Division
		}
		10 = {
			%d. Kavallerie-Division
		}
		11 = {
			%d. Kavallerie-Division
		}
		12 = {
			%d. Kavallerie-Division
		}
		13 = {
			%d. Kavallerie-Division
		}
		14 = {
			%d. Kavallerie-Division
		}
		15 = {
			%d. Kavallerie-Division
		}
		16 = {
			%d. Kavallerie-Division
		}
		17 = {
			%d. Kavallerie-Division
		}
		18 = {
			%d. Kavallerie-Division
		}
		19 = {
			%d. Kavallerie-Division
		}
		20 = {
			%d. Kavallerie-Division
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_take_pacific_islands
Constructs: prerequisite, limit, completion_reward, is_ally_with, add_state_claim, create_wargoal, annex_everything
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_take_pacific_islands
	icon = GFX_focus_PHI_take_pacific_islands
	prerequisite = {
		focus = PHI_assume_the_naval_burden PHI_develop_naval_infrastructure
	}
	relative_position_id = PHI_assume_the_naval_burden
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			OR = {
				is_ally_with = USA
				country_exists = PLU
			}
		}
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_state_claim = 629 630 631 632 633 638 639 641 642 643 646 647 648 684 725 727 737 1070 634 734
		if = {
			limit = {
				country_exists = PLU
				NOT = {
					is_ally_with = PLU
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			create_wargoal = {
				type = annex_everything
				target = PLU
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt PHI_claim_to_core_tt
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_MANPOWER
	}
}
### Entity: Shared Focus
Tree: sca_focus
Component: SCA_norwegian_aluminium_sector
Constructs: shared_focus, has_completed_focus, prerequisite, limit, has_country_flag, completion_reward, set_technology, is_core_of
Source: game
File: common/national_focus/r56_scandinavia_shared.txt

Code:
shared_focus = {
	id = SCA_norwegian_aluminium_sector
	icon = GFX_focus_generic_aluminum
	prerequisite = {
		focus = SCA_scandinavian_unification
	}
	relative_position_id = SCA_scandinavian_unification
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	available = {
		142 = {
			is_core_of = ROOT
		}
		controls_state = 142
		NOT = {
			any_other_country = {
				has_completed_focus = NOR_expanded_aluminium_production
			}
		}
		has_tech = aluminum_production_1
	}
	bypass = {
		OR = {
			any_other_country = {
				has_completed_focus = NOR_expanded_aluminium_production
			}
			tag = NOR
		}
	}
	allow_branch = {
		NOT = {
			original_tag = NOR
		}
		OR = {
			NOT = {
				tag = DEN
			}
			has_cosmetic_tag = SCA SCA_UNIFIED DEN_SCA
			has_country_flag = DEN_SCA_formed
		}
	}
	cancel_if_invalid = yes
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_tech = aluminum_production_1
				}
			}
			set_technology = {
				aluminum_production_1 = 1
			}
			else = {
				add_tech_bonus = {
					name = industrial_bonus
					ahead_reduction = 2
					bonus = 1
					uses = 1
					category = aluminium_tech
				}
			}
		}
		random_owned_controlled_state = {
			prioritize = {
				110
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = aluminum_mill
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				142
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = aluminum_mill
				level = 3
				instant_build = yes
			}
		} {
			prioritize = {
				144
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = aluminum_mill
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_ALUMINIUM
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_rare_minerals_exploitation
Constructs: has_completed_focus, prerequisite, limit, completion_reward, is_core_of, is_fully_controlled_by, cancel_if_invalid, is_subject_of
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_rare_minerals_exploitation
	icon = GFX_goal_generic_construction2
	prerequisite = {
		focus = YUG_expand_the_mining_industry
	}
	x = -3
	y = 1
	relative_position_id = YUG_expand_the_mining_industry
	cost = 10
	ai_will_do = {
		factor = 60
		modifier = {
			factor = 1.2
			OR = {
				has_completed_focus = YUG_join_comintern YUG_yugoslavian_path_to_communism
			}
		}
	}
	available = {
		any_controlled_state = {
			is_core_of = ROOT
			is_fully_controlled_by = ROOT
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				105 = {
					OR = {
						is_fully_controlled_by = ROOT
						controller = {
							is_subject_of = ROOT
							has_full_control_of_state = PREV
						} {
							tag = MNT
							is_in_faction_with = ROOT
							has_full_control_of_state = PREV
						}
					}
				}
			}
			105 = {
				add_resource = {
					type = tungsten
					amount = 8
				}
			}
		} {
			limit = {
				109 = {
					OR = {
						is_fully_controlled_by = ROOT
						controller = {
							is_subject_of = ROOT
							has_full_control_of_state = PREV
						} {
							tag = MNT
							is_in_faction_with = ROOT
							has_full_control_of_state = PREV
						}
					}
				}
			}
			109 = {
				add_resource = {
					type = chromium
					amount = 8
				}
			}
		}
		else = {
			random_owned_controlled_state = {
				prioritize = {
					105 802
				}
				add_resource = {
					type = tungsten
					amount = 8
				}
			}
		} {
			random_owned_controlled_state = {
				prioritize = {
					109 103
				}
				add_resource = {
					type = chromium
					amount = 8
				}
			}
		}
	}
}
### Entity: Scripted Effect
Component: GER_amerika_bomber_junkers_completion_SP_effects
Constructs: add_equipment_bonus
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_amerika_bomber_junkers_completion_SP_effects = {
	add_equipment_bonus = {
		name = GER_amerikabomber_junkers_name
		bonus = {
			strat_bomber_intercontinental_equipment_1 = {
				reliability = -0.1
				air_defence = 0.1
				instant = yes
			}
		}
	}
}
### Entity: Idea
Component: KMT_china_alone_and_strong
Constructs: has_government, removal_cost, is_ally_with
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_china_alone_and_strong = {
	picture = chi_chinese_unity
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		OR = {
			NOT = {
				has_government = communism
			}
			is_ally_with = SOV
		}
	}
	modifier = {
		political_power_factor = 0.1
		justify_war_goal_time = 0.15
		drift_defence_factor = 0.1
		intelligence_agency_defense = 3
		subversive_activites_upkeep = -0.1
	}
}
### Entity: Idea
Component: BRA_tax_haven
Constructs: stability_factor, industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/ideas/brazil.txt

Code:
BRA_tax_haven = {
	picture = tur_balkan_central_bank_wealthy_greece
	allowed = {
		original_tag = BRA
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_factor = -0.05
		consumer_goods_factor = 0.1
		production_speed_buildings_factor = 0.15
		industrial_capacity_factory = 0.1
	}
}
### Entity: Character
Component: GER_ernst_udet
Constructs: has_completed_focus
Source: game
File: common/characters/GER.txt

Code:
GER_ernst_udet = {
	name = GER_ernst_udet
	portraits = {
		army = {
			small = GFX_idea_ernst_udet
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = ernst_udet
		ledger = air
		allowed = {
			original_tag = GER
		}
		available = {
			has_completed_focus = GER_dive_bombers
		}
		traits = {
			dive_bomber
		}
	}
}
### Entity: Idea
Component: ICE_viking_spirit_odin_thor_freja
Constructs: research_speed_factor, stability_factor, political_power_gain, war_support_factor, army_attack_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/iceland.txt

Code:
ICE_viking_spirit_odin_thor_freja = {
	name = ICE_viking_spirit
	picture = ICE_the_viking_spirit
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		justify_war_goal_time = -0.1
		war_support_factor = 0.1
		stability_factor = 0.15
		research_speed_factor = 0.05
		political_power_gain = 0.15
		army_attack_factor = 0.15
		army_attack_speed_factor = 0.05
		conscription = 0.01
		conscription_factor = 0.05
	}
}
### Entity: Idea
Component: POR_prioritizing_economic_stability
Constructs: political_power_gain, has_government, removal_cost
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_prioritizing_economic_stability = {
	picture = generic_neutrality_drift_bonus
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		political_power_gain = 0.05
		production_factory_max_efficiency_factor = 0.08
	}
}
### Entity: Character
Component: SIA_iron_chancellor_of_the_east_r56
Source: game
File: common/country_leader/r56_traits.txt

Code:
SIA_iron_chancellor_of_the_east_r56 = {
	random = no
	sprite = 13
	resistance_growth_on_our_occupied_states = 0.1
	surrender_limit = 0.1
	resistance_target = -0.25
	war_support_weekly = 0.002
}
### Entity: Military Industrial Organization
Component: JAP_maizuru_naval_arsenal_organization
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, has_dlc, has_invited_mio_tt, add_trait, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/JAP_organization.txt

Code:
JAP_maizuru_naval_arsenal_organization = {
	include = generic_escort_ship_organization
	icon = GFX_idea_maizuru_naval_arsenal
	allowed = {
		OR = {
			original_tag = JAP
			AND = {
				original_tag = ETH
				has_dlc = By Blood Alone
			}
		}
	}
	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_maizuru_naval_arsenal_organization_flag
				}
			}
		}
	}
	add_trait = {
		token = JAP_mio_trait_high_pressure_boilers
		name = JAP_mio_trait_high_pressure_boilers
		icon = GFX_generic_mio_trait_icon_maximum_speed
		special_trait_background = yes
		relative_position_id = generic_mio_trait_high_speed_mine_hunting_equipment
		all_parents = {
			generic_mio_trait_high_speed_mine_hunting_equipment
		}
		position = {
			x = -1
			y = 1
		}
		equipment_bonus = {
			naval_speed = 0.1
		}
		ai_will_do = {
			base = 2
		}
	} {
		token = JAP_mio_trait_torpedo_reloads
		name = JAP_mio_trait_torpedo_reloads
		icon = GFX_generic_mio_trait_icon_torpedo_attack
		special_trait_background = yes
		relative_position_id = generic_mio_trait_fleet_escorts
		all_parents = {
			generic_mio_trait_fleet_escorts
		}
		position = {
			x = 0
			y = 1
		}
		limit_to_equipment_type = {
			screen_ship
		}
		equipment_bonus = {
			torpedo_attack = 0.1
		}
		ai_will_do = {
			base = 2
		}
	} {
		token = JAP_mio_trait_type_94_fire_control
		name = JAP_mio_trait_type_94_fire_control
		icon = GFX_generic_mio_trait_icon_anti_air_attack
		special_trait_background = yes
		relative_position_id = generic_mio_trait_high_speed_mine_hunting_equipment
		all_parents = {
			generic_mio_trait_high_speed_mine_hunting_equipment
		}
		position = {
			x = 1
			y = 1
		}
		limit_to_equipment_type = {
			mio_cat_eq_all_cruiser carrier
		}
		equipment_bonus = {
			anti_air_attack = 0.1
			naval_light_gun_hit_chance_factor = 0.025
		}
		ai_will_do = {
			base = 2
		}
	} {
		token = JAP_mio_trait_naval_arsenal_trait
		name = JAP_mio_trait_naval_arsenal_trait
		icon = GF
# ... (truncated)
### Entity: Character
Component: BHU_mang_pos_bhur_bai
Source: game
File: common/characters/BHU.txt

Code:
BHU_mang_pos_bhur_bai = {
	advisor = {
		slot = political_advisor
		idea_token = BHU_mang_pos_bhur_bai
		allowed = {
			original_tag = BHU
		}
		traits = {
			popular_figurehead
		}
	}
	name = BHU_mang_pos_bhur_bai
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_1
		}
	}
}
### Entity: Character
Component: GXC_xu_qiming
Source: game
File: common/characters/GXC.txt

Code:
GXC_xu_qiming = {
	name = Xu Qiming
	portraits = {
		army = {
			large = GFX_kr_portrait_asia_generic_land_6
			small = GFX_kr_portrait_asia_generic_land_6_small
		}
	}
	advisor = {
		slot = army_chief
		idea_token = GXC_xu_qiming
		allowed = {
			original_tag = GXC
		}
		traits = {
			army_chief_organizational_2
		}
	}
	corps_commander = {
		traits = {
			veteran_officer infantry_leader promising
		}
		skill = 2
		attack_skill = 3
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: Idea
Component: POL_ideological_fanaticism
Constructs: war_support_factor, has_government, removal_cost
Source: game
File: common/ideas/poland.txt

Code:
POL_ideological_fanaticism = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	picture = FRA_scw_intervention_nationalists_focus
	modifier = {
		war_support_factor = 0.05
		army_core_attack_factor = 0.05
		army_core_defence_factor = 0.05
	}
}
### Entity: Achievement
Component: the_new_home_of_the_revolution
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, has_country_leader, is_subject_of
Source: game
File: common/achievements.txt

Code:
the_new_home_of_the_revolution = {
	id = 88
	possible = {
		tag = MEX
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		has_country_leader = {
			character = MEX_leon_trotsky
		}
		SOV = {
			is_subject_of = MEX
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_the_guardians_of_kemalism
Constructs: prerequisite, limit, add_war_support, completion_reward, random_owned_state, has_state_flag, has_dynamic_modifier, set_state_flag
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_the_guardians_of_kemalism
	icon = GFX_goal_generic_political_pressure
	prerequisite = {
		focus = TUR_turkish_state_railways
	} {
		focus = TUR_the_second_five_year_plan
	}
	x = 0
	y = 2
	relative_position_id = TUR_turkish_state_railways
	cost = 5
	ai_will_do = {
		base = 10
	}
	select_effect = {
		random_owned_state = {
			limit = {
				has_state_flag = TUR_ideological_battleground_state
				NOT = {
					has_dynamic_modifier = {
						modifier = kemalist_loyalties
					}
				}
			}
			set_state_flag = TUR_kemalist_state_to_target_1
		} {
			limit = {
				NOT = {
					has_state_flag = TUR_kemalist_state_to_target_1
				} {
					has_dynamic_modifier = {
						modifier = kemalist_loyalties
					}
				}
				has_state_flag = TUR_ideological_battleground_state
			}
			set_state_flag = TUR_kemalist_state_to_target_2
		}
	}
	search_filters = {
		FOCUS_FILTER_TUR_KEMALISM FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.05
		unlock_decision_tooltip = TUR_entrench_kemalism_in_state
		custom_effect_tooltip = TUR_kemalist_state_targets_tt
		random_owned_state = {
			limit = {
				has_state_flag = TUR_kemalist_state_to_target_1
			}
			add_dynamic_modifier = {
				modifier = kemalist_loyalties
			}
			clr_state_flag = TUR_ideological_battleground_state
		} {
			limit = {
				has_state_flag = TUR_kemalist_state_to_target_2
			}
			add_dynamic_modifier = {
				modifier = kemalist_loyalties
			}
			clr_state_flag = TUR_ideological_battleground_state
		}
		hidden_effect = {
			set_variable = {
				var = TUR_kemalist_officers_loyalty
				value = 3
			}
			add_to_variable = {
				var = TUR_kemalist_power_variable
				value = 2
			}
			TUR_kemalist_loyalty_and_power_update_effect = yes
		}
	}
}
### Entity: Idea
Component: EAI_DD_2/light_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_2/light_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_destroyer_chassis = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: Decision
Component: ITA_balance_of_power_category
Source: game
File: common/decisions/categories/ITA_decision_categories.txt

Code:
ITA_balance_of_power_category = {
	icon = GFX_decision_category_power_struggle
	allowed = {
		original_tag = ITA
	}
	priority = 90
	visible = {

	}
}
### Entity: Unit Template
Component: GRE_PAR_01
Source: game
File: common/units/names_divisions/GRE_names_divisions.txt

Code:
GRE_PAR_01 = {
	name = Paratrooper Division
	for_countries = {
		GRE
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = %s Merarchía Alexiptotiston
	ordered = {
		1 = {
			%s Merarchía Alexiptotiston
		}
		2 = {
			%s Merarchía Alexiptotiston
		}
		3 = {
			%s Merarchía Alexiptotiston
		}
		4 = {
			%s Merarchía Alexiptotiston
		}
		5 = {
			%s Merarchía Alexiptotiston
		}
		6 = {
			%s Merarchía Alexiptotiston
		}
		7 = {
			%s Merarchía Alexiptotiston
		}
		8 = {
			%s Merarchía Alexiptotiston
		}
		9 = {
			%s Merarchía Alexiptotiston
		}
		10 = {
			%s Merarchía Alexiptotiston
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/BEL_1936_air_legacy.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = fighter_equipment_0
			creator = BEL
		}
		requested_factories = 1
		progress = 0.85
		efficiency = 100
	}
}
### Entity: Event
Component: rt56.rom_embargo.1
Constructs: is_triggered_only, ai_chance, limit, has_government, every_other_country, is_core_of, is_on_continent, send_embargo
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_embargo.1
	title = rt56.rom_embargo.1.t
	desc = rt56.rom_embargo.1.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = rt56.rom_embargo.1.a
		ai_chance = {
			base = 2
		}
		ROOT = {
			every_other_country = {
				limit = {
					has_government = fascism
					capital_scope = {
						is_core_of = PREV
						is_on_continent = Europe
					}
				}
				PREV = {
					send_embargo = PREV
				}
			}
		}
	} {
		name = rt56.rom_embargo.1.b
		ai_chance = {
			base = 2
		}
	}
}
### Entity: National Focus
Tree: bhu_focus
Component: BHU_contact_the_soviets
Constructs: prerequisite, add_ideas, has_government, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/bhutan.txt

Code:
focus = {
	id = BHU_contact_the_soviets
	icon = GFX_focus_chi_mission_to_the_soviet_union
	mutually_exclusive = {
		focus = BHU_contact_chinese_communists
	}
	prerequisite = {
		focus = BHU_mobilization_of_the_masses
	}
	relative_position_id = BHU_mobilization_of_the_masses
	x = 1
	y = 1
	cost = 8
	available = {
		has_government = communism
		SOV = {
			has_government = communism
		}
	}
	bypass = {
		NOT = {
			SOV = {
				has_government = communism
			}
		}
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		army_experience = 25
		add_opinion_modifier = {
			target = SOV
			modifier = small_increase
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = TIB_soviet_advisors
	}
}
### Entity: Idea
Component: AST_broken_hill_proprietary_company_ic
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/australia.txt

Code:
AST_broken_hill_proprietary_company_ic = {
	picture = AST_broken_hill_proprietary_company
	allowed = {
		original_tag = AST
		has_dlc = Thunder at Our Gates
	}
	available = {

	}
	visible = {
		NOT = {
			OR = {
				has_completed_focus = AST_broken_hill_propietary_company AST_planned_extraction
			}
		}
	}
	research_bonus = {
		excavation_tech = 0.1
	}
	traits = {
		AST_the_big_australian
	}
	modifier = {

	}
}
### Entity: Military Industrial Organization
Component: SIA_central_motors_siam_ltd_organiztion
Constructs: equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/r56_SIA_organization.txt

Code:
SIA_central_motors_siam_ltd_organiztion = {
	name = Central Motors Siam Ltd
	include = generic_motorized_mechanized_organization
	icon = GFX_idea_generic_industrial_concern_2
	allowed = {
		original_tag = SIA
	}
	visible = {

	}
	available = {

	}
	initial_trait = {
		name = generic_mio_initial_trait_motorized_mechanized_manufacturer
		limit_to_equipment_type = {
			motorized_equipment mechanized_equipment motorized_rocket_equipment
		}
		equipment_bonus = {
			reliability = 0.05
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
	}
}
### Entity: Idea
Component: HUN_henschel
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/hungary.txt

Code:
HUN_henschel = {
	picture = henschel
	available = {
		has_completed_focus = wuw_HUN_seek_german_contracts
	}
	ai_will_do = {
		base = 1
	}
	allowed = {
		original_tag = HUN
		has_dlc = Gotterdammerung
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		heavy_tank_manufacturer
	}
}
### Entity: Idea
Component: PRC_the_internal_enemy_GXC
Constructs: removal_cost
Source: game
File: common/ideas/comchina.txt

Code:
PRC_the_internal_enemy_GXC = {
	allowed = {
		always = no
	}
	removal_cost = -1
	targeted_modifier = {
		tag = GXC
		attack_bonus_against = 0.05
		breakthrough_bonus_against = 0.05
	}
}
### Entity: State History
Component: 470
Constructs: add_core_of
Source: game
File: history/states/470-Alberta.txt

Code:
state = {
	id = 470
	name = STATE_470
	history = {
		owner = CAN
		buildings = {
			infrastructure = 3
			industrial_complex = 1
		}
		victory_points = {
			3010 3
		}
		add_core_of = CAN
	}
	provinces = {
		515 1262 1347 1763 1804 3010 3706 4765 6726 6754 7348 7718 7766 7787 10684 12166 12534
	}
	manpower = 690800
	resources = {
		coal = 5
	}
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 0.0
}
### Entity: Modifier Reference
Component: NOR_prep_his_dmod_2
Constructs: has_government, remove_trigger
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
NOR_prep_his_dmod_2 = {
	enable = {
		NOR = {
			has_government = democratic
		}
	}
	remove_trigger = {
		NOR_prep_his_mod_remove_trigger = yes
	}
	icon = GFX_modifiers_generic_construction
	local_manpower = 0.1
	state_production_speed_industrial_complex_factor = 0.25
	state_production_speed_rail_way_factor = 0.15
	state_resources_factor = 0.1
	max_dig_in_factor = -0.2
	state_production_speed_bunker_factor = -0.1
	state_production_speed_coastal_bunker_factor = -0.1
	state_production_speed_arms_factory_factor = -0.15
}
### Entity: Idea
Component: AUS_united_front
Constructs: has_government, has_country_leader, removal_cost
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_united_front = {
	picture = AUS_united_front
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			NOT = {
				has_government = fascism
			}
			AND = {
				has_government = fascism
				OR = {
					has_country_leader = {
						character = AUS_kurt_schuschnigg
						ruling_only = yes
					} {
						character = AUS_ernst_rudiger_starhemberg
						ruling_only = yes
					}
				}
			}
		}
	}
	removal_cost = -1
	modifier = {
		forced_surrender_limit = 0.9
		army_core_defence_factor = 0.1
		army_core_attack_factor = 0.05
	}
}