Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Modifier Reference
Component: POL_peasant_communities
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
POL_peasant_communities = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_SOV_civilian_labor_in_defense
	state_production_speed_rail_way_factor = 0.1
	state_production_speed_supply_node_factor = 0.05
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_on_the_british_side
Constructs: prerequisite, has_government, has_country_flag, completion_reward, is_in_faction, is_historical_focus_on
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_on_the_british_side
	icon = GFX_focus_generic_commonwealth_build_infantry
	prerequisite = {
		focus = IRQ_british_embassy2
	} {
		focus = IRQ_seek_foreign_industrial_support
	}
	relative_position_id = IRQ_british_embassy2
	available = {
		ENG = {
			exists = yes
			has_government = democratic
		}
		OR = {
			has_government = democratic neutrality
		}
		is_in_faction = no
		has_country_flag = IRQ_golden_square_coup_failed
	}
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		ENG = {
			country_event = {
				id = r56_iraq_faction.10
			}
		}
	}
}
### Entity: National Focus
Tree: lat_focus
Component: LAT_avenge_the_ancestors
Constructs: prerequisite, has_government, is_major, completion_reward, is_subject, cancel_if_invalid, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/latvia.txt

Code:
focus = {
	id = LAT_avenge_the_ancestors
	icon = GFX_goal_generic_territory_or_war
	prerequisite = {
		focus = LAT_united_baltic_empire
	} {
		focus = LAT_state_paganism
	}
	x = 3
	y = 1
	relative_position_id = LAT_ostland
	will_lead_to_war_with = GER SWE DEN FIN
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_major = yes
		has_government = fascism
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = GER
		} {
			type = puppet_wargoal_focus
			target = SWE
		} {
			type = puppet_wargoal_focus
			target = DEN
		} {
			type = puppet_wargoal_focus
			target = FIN
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_peace_through_islam
Constructs: prerequisite, add_ideas, has_government, completion_reward, is_subject, is_in_faction, create_faction_from_template
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_peace_through_islam
	icon = GFX_goal_PAL_panislamism
	x = -4
	y = 1
	ai_will_do = {
		factor = 1
	}
	cost = 8
	prerequisite = {
		focus = AFG_form_the_turkestan_legion_r56
	}
	available = {
		is_subject = no
		is_in_faction = no
		has_government = fascism
	}
	mutually_exclusive = {
		focus = AFG_global_islamic_revolution
	}
	relative_position_id = AFG_tulaia_mutaharrika
	completion_reward = {
		create_faction_from_template = {
			template = faction_template_generic
			name = Ittihad-e Islami
		}
		add_ideas = AFG_peace_through_islam_idea
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Idea
Component: ECU_defense_of_quito
Constructs: war_support_factor, has_war_with, army_attack_factor, removal_cost
Source: game
File: common/ideas/r56_ecuador.txt

Code:
ECU_defense_of_quito = {
	picture = YUG_federal_defense_council
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			has_war_with = PRU
		}
	}
	removal_cost = -1
	modifier = {
		army_core_defence_factor = 0.1
		dig_in_speed_factor = 0.1
		war_support_factor = 0.05
		army_attack_factor = -0.05
	}
}
### Entity: National Focus
Tree: xsm_focus
Component: XSM_recruit_salar_officers
Constructs: prerequisite, add_ideas, completion_reward, has_country_leader, cancel_if_invalid
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = XSM_recruit_salar_officers
	icon = GFX_focus_generic_islamic_propaganda
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = XSM_send_ma_lin_on_hajj
	}
	relative_position_id = XSM_send_ma_lin_on_hajj
	ai_will_do = {
		base = 20
	}
	available = {
		has_country_leader = {
			ruling_only = yes
			character = XSM_ma_bufang
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		add_ideas = XSM_salar_officers_idea
		custom_effect_tooltip = generic_skip_one_line_tt
		show_unit_leaders_tooltip = XSM_han_youwen XSM_han_yimu
	}
}
### Entity: Effect Reference
Construct: random_country_with_original_tag
Constructs: limit, random_country_with_original_tag
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## random_country_with_original_tag

* Supported Scopes: any
* Supported Targets: none

```
Executes children effects on a random country with original tag. Example:
random_country_with_original_tag = { 
  original_tag_to_check = ENG # the effect will only run on countries that has this original tag 
  limit = { always = yes } # a limit can be defined to limit scopes
  # ... effects to execute 
}
```
### Entity: National Focus
Tree: bel_focus
Component: BEL_tripartite_government
Constructs: prerequisite, remove_ideas, add_war_support, add_stability, completion_reward, has_country_leader
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_tripartite_government
	icon = GFX_goal_tripartite_pact
	prerequisite = {
		focus = BEL_adriaan_martens_crisis
	}
	mutually_exclusive = {
		focus = BEL_benelux_union
	}
	relative_position_id = BEL_adriaan_martens_crisis
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	x = 1
	y = 1
	cost = 10
	available = {
		has_country_leader = {
			character = BEL_hubert_pierlot
			ruling_only = yes
		}
	}
	completion_reward = {
		remove_ideas = BEL_language_barriers_ns
		add_stability = 0.1
		add_war_support = 0.1
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_establish_the_afrikakorps
Constructs: has_completed_focus, prerequisite, limit, completion_reward, is_fully_controlled_by, is_on_continent, has_character, has_trait
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_establish_the_afrikakorps
	icon = GFX_focus_GER_afrikakorps
	prerequisite = {
		focus = GER_instill_auftragstaktik
	}
	x = -2
	y = 1
	relative_position_id = GER_instill_auftragstaktik
	cost = 5
	available = {
		OR = {
			AND = {
				any_controlled_state = {
					is_fully_controlled_by = ROOT
					OR = {
						is_on_continent = africa asia
					}
				}
			} {
				any_subject_country = {
					any_controlled_state = {
						is_fully_controlled_by = PREV
						OR = {
							is_on_continent = africa asia
						}
					}
				}
			} {
				any_allied_country = {
					any_controlled_state = {
						is_fully_controlled_by = PREV
						OR = {
							is_on_continent = africa asia
						}
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_completed_focus = GER_the_prussian_legacy
				}
				has_character = GER_erwin_rommel
				GER_erwin_rommel = {
					NOT = {
						has_trait = desert_fox
					}
				}
			}
			GER_erwin_rommel = {
				add_trait = {
					trait = desert_fox
				}
			}
		} {
			limit = {
				NOT = {
					has_completed_focus = GER_the_prussian_legacy
				}
				has_character = GER_walther_nehring
				GER_walther_nehring = {
					NOT = {
						has_trait = desert_fox
					}
				}
			}
			GER_walther_nehring = {
				add_trait = {
					trait = desert_fox
				}
			}
		}
		GER_modify_army_modifier = yes
		add_to_variable = {
			GER_military_acclimatization_hot_climate_gain_factor = 0.1
			tooltip = acclimatization_hot_climate_gain_factor_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt GER_unlock_operational_planning_in_africa_tt
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_sea_light_cruiser_project
Constructs: shared_focus, prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/china_shared_TSR.txt

Code:
shared_focus = {
	id = CHI_sea_light_cruiser_project
	icon = GFX_goal_generic_navy_cruiser
	prerequisite = {
		focus = CHI_sea_mission_to_the_us
	} {
		focus = CHI_sea_order_destroyers
	}
	x = 0
	y = 3
	relative_position_id = CHI_sea_mission_to_the_us
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		USA_will_support = yes
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = CHI_light_cruiser_project
			bonus = 1.0
			uses = 1
			category = ca_tech
		}
	}
}
### Entity: Military Industrial Organization
Component: FRA_acf_organization
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, has_dlc, has_invited_mio_tt, has_acf_mio_flag
Source: game
File: common/military_industrial_organization/organizations/FRA_organization.txt

Code:
FRA_acf_organization = {
	include = generic_raider_ship_organization
	icon = GFX_idea_FRA_acf
	allowed = {
		has_dlc = Arms Against Tyranny
		OR = {
			tag = FRA
			AND = {
				tag = BRA
				has_dlc = Trial of Allegiance
			}
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = FRA
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = FRA
				}
			}
		} {
			limit = {
				FROM = {
					original_tag = BRA
				}
			}
			custom_trigger_tooltip = {
				tooltip = has_invited_mio_tt
				FROM = {
					has_completed_focus = BRA_invite_foreign_companies
					has_country_flag = has_acf_mio_flag
				}
			}
		}
	}
}
### Entity: Modding Documentation
Construct: launch_nuke
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## launch_nuke
* Aliases: ln
* Arguments: [Nuke Type], <Province ID>, ...

Launch nuke to any specified province(s) without checking any conditions.
### Entity: Idea
Component: EAI_DD_13/support_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_13/support_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		support_equipment = {
			build_cost_ic = -0.325
			instant = yes
		}
	}
}
### Entity: Idea
Component: SAF_abandon_westminster_fascism
Constructs: has_government, removal_cost, autonomy_gain, democratic_drift, fascism_drift
Source: game
File: common/ideas/south_africa.txt

Code:
SAF_abandon_westminster_fascism = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = ast_abandon_the_westminster_system_fascism
	modifier = {
		autonomy_gain = 0.5
		democratic_drift = -0.03
		fascism_drift = 0.03
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_raf_and_saaf_cooperation
Constructs: prerequisite, has_war, completion_reward, has_subject, is_in_faction_with, has_civil_war, add_tech_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_raf_and_saaf_cooperation
	icon = GFX_focus_chi_british_cooperation
	x = -1
	y = 1
	prerequisite = {
		focus = COG_prepare_for_offensive_action COG_make_use_of_the_british_proposal
	}
	relative_position_id = COG_prepare_for_offensive_action
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_AIR_XP FOCUS_FILTER_HISTORICAL
	}
	cost = 10
	bypass = {

	}
	available = {
		any_country_with_original_tag = {
			original_tag_to_check = BEL
			OR = {
				has_subject = ROOT
				is_in_faction_with = ROOT
			}
			has_war = yes
			has_civil_war = no
		}
		AND = {
			is_in_faction_with = SAF ENG
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = COG_raf_and_saaf_cooperation
			bonus = 0.25
			uses = 2
			category = air_equipment
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_doctrine_cost_reduction = {
			name = COG_raf_and_saaf_cooperation
			cost_reduction = 0.3
			uses = 2
			category = air_doctrine
		}
		air_experience = 50
	}
}
### Entity: Character
Component: ZAM_aa2
Source: game
File: common/characters/ZAM.txt

Code:
ZAM_aa2 = {
	advisor = {
		slot = high_command
		idea_token = ZAM_aa2
		ledger = army
		allowed = {
			original_tag = ZAM
		}
		traits = {
			army_armored_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_2
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_modernize_airforce
Constructs: prerequisite, completion_reward, is_power_balance_in_range, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_modernize_airforce
	icon = GFX_goal_generic_air_fighter2
	prerequisite = {
		focus = SWI_purchase_german_planes
	}
	relative_position_id = SWI_purchase_german_planes
	x = 7
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.2
			SWI_someone_is_about_to_be_angry = yes
		}
	}
	available = {
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = < SWI_centralization_bop_fully_cantons
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = SWI_modernize_airforce
			bonus = 0.75
			uses = 4
			category = air_equipment
		}
		air_experience = 60
		SWI_add_suspicious_prep_opinion = yes
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_a_call_to_arms
Constructs: prerequisite, add_ideas, completion_reward, set_rule
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_a_call_to_arms
	icon = GFX_goal_generic_socialism_fist
	prerequisite = {
		focus = HON_soviet_guns
	}
	relative_position_id = HON_soviet_guns
	x = 0
	y = 2
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		set_rule = {
			can_send_volunteers = yes
		}
		add_ideas = {
			HON_worldwide_revolution
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: kal_focus
Component: KAL_signal_companies
Constructs: prerequisite, completion_reward, has_tech, cancel_if_invalid, add_tech_bonus, electronics_bonus
Source: game
File: common/national_focus/kalmykia.txt

Code:
focus = {
	id = KAL_signal_companies
	text = ABC_signal_companies
	icon = GFX_goal_generic_position_armies
	prerequisite = {
		focus = KAL_establish_a_armor_corp
	}
	x = -1
	y = 1
	relative_position_id = KAL_establish_a_armor_corp
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_tech = radio motorised_infantry
	}
	cancel_if_invalid = yes
	completion_reward = {
		add_tech_bonus = {
			name = electronics_bonus
			bonus = 3
			uses = 1
			category = signal_company_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: sweden_nap.22
Constructs: is_triggered_only
Source: game
File: events/SWE_sweden.txt

Code:
country_event = {
	id = sweden_nap.22
	title = sweden_nap.22.t
	desc = sweden_nap.22.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = sweden_nap.22.a
	}
}
### Entity: State History
Component: 814
Constructs: add_core_of
Source: game
File: history/states/814-Suduva.txt

Code:
state = {
	id = 814
	name = STATE_814
	history = {
		owner = LIT
		victory_points = {
			11312 1
		}
		buildings = {
			infrastructure = 2
			arms_factory = 1
			industrial_complex = 1
			air_base = 4
		}
		add_core_of = LIT
	}
	provinces = {
		3272 6281 6407 11312
	}
	manpower = 219740
	buildings_max_level_factor = 1.0
	state_category = town
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_legacy_of_the_conference
Constructs: add_war_support, add_stability, completion_reward, add_political_power, allow_branch, has_global_flag, add_popularity
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_legacy_of_the_conference
	icon = GFX_goal_MPL_dissolution
	x = 0
	y = 0
	allow_branch = {
		has_global_flag = MPL_jerusalem_conference
	}
	cost = 5
	completion_reward = {
		add_political_power = 50
		add_stability = 0.2
		add_war_support = -0.1
		add_popularity = {
			ideology = ISR
			popularity = 0.1
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Reestablish_the_Danelaw_Confederacy
Constructs: prerequisite, limit, random_country, completion_reward, is_subject, create_dynamic_country, set_temp_variable, every_controlled_state
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Reestablish_the_Danelaw_Confederacy
	icon = GFX_goal_tripartite_pact
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		any_controlled_state = {
			occupied_country_tag = ENG
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	prerequisite = {
		focus = DEN_Return_to_England
	}
	mutually_exclusive = {
		focus = DEN_Rebirth_of_the_North_Sea_Empire
	}
	x = -1
	y = 7
	relative_position_id = DEN_DNSAP_Takeover
	completion_reward = {
		custom_effect_tooltip = den_danelaw_tt
		hidden_effect = {
			create_dynamic_country = {
				original_tag = ENG
				set_temp_variable = {
					new_country = this
				}
				PREV = {
					every_controlled_state = {
						limit = {
							occupied_country_tag = ENG
						}
						var:new_country = {
							transfer_state = PREV
						}
					}
					puppet = new_country
					set_autonomy = {
						target = new_country
						autonomy_state = autonomy_integrated_puppet
						freedom_level = 0.6
					}
				}
			}
			random_country = {
				limit = {
					is_subject_of = DEN
					original_tag = ENG
				}
				drop_cosmetic_tag = yes
				set_cosmetic_tag = DEN_DANELAW
				set_capital = {
					state = 125
				}
				load_focus_tree = generic_focus
				DEN = {
					set_variable = {
						den_danelaw_target = PREV
					}
				}
				set_party_name = {
					ideology = fascism
					name = den_danelaw_party_name
					long_name = den_danelaw_long_party_name
				}
			}
		}
	}
}
### Entity: Character
Component: ANG_nt
Source: game
File: common/characters/ANG.txt

Code:
ANG_nt = {
	advisor = {
		slot = theorist
		idea_token = ANG_nt
		ledger = navy
		allowed = {
			original_tag = ANG
		}
		traits = {
			naval_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_3
		}
	}
}
### Entity: Event
Component: naw_norway.207
Constructs: is_triggered_only
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.207
	title = naw_norway.207.t
	desc = naw_norway.207.d
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = naw_norway.207.a
	}
}
### Entity: Joint Focus
Component: NORDIC_equipment_conversion_focus
Constructs: prerequisite, joint_focus, completion_reward, add_to_variable
Source: game
File: common/national_focus/nordic_shared.txt

Code:
joint_focus = {
	id = NORDIC_equipment_conversion_focus
	icon = GFX_focus_generic_license_production
	prerequisite = {
		focus = NORDIC_military_industry_hub NORDIC_ad_hoc_military_industry
	}
	mutually_exclusive = {
		focus = NORDIC_jet_engines NORDIC_machine_tools_research
	}
	x = 1
	y = 1
	relative_position_id = NORDIC_ad_hoc_military_industry
	cost = 10
	text_icon = NORDIC_focus_style
	available = {
		NORDIC_basic_available_trigger = yes
		num_of_military_factories = > 25
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	joint_trigger = {
		NORDIC_basic_joint_trigger = yes
	}
	completion_reward = {
		hidden_effect = {
			add_to_variable = {
				var = NORDIC_mil_industry_originator_dmod_equipment_conversion_speed
				value = 0.15
			} {
				var = NORDIC_mil_industry_member_dmod_equipment_conversion_speed
				value = 0.15
			}
		}
	}
	completion_reward_joint_originator = {
		NORDIC_mil_industry_member_to_originator = yes
		custom_effect_tooltip = NORDIC_modify_nordic_military_industry_dmod
		effect_tooltip = {
			add_to_variable = {
				var = NORDIC_mil_industry_originator_dmod_equipment_conversion_speed
				value = 0.15
				tooltip = equipment_conversion_speed_tt
			}
		}
	}
	completion_reward_joint_member = {
		NORDIC_mil_industry_originator_to_member = yes
		custom_effect_tooltip = NORDIC_modify_nordic_military_industry_dmod
		effect_tooltip = {
			add_to_variable = {
				var = NORDIC_mil_industry_member_dmod_equipment_conversion_speed
				value = 0.15
				tooltip = equipment_conversion_speed_tt
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_NAVY_BS_SS_navy_production_strategy
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_navy_strategies.txt

Code:
EAI_PROD_NAVY_BS_SS_navy_production_strategy = {
	enable = {
		has_country_flag = EAI_BS_SS_navy_production_strategy
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = naval_submarine
		value = 10
	}
}
### Entity: Technology
Component: infantry_weapons1
Constructs: is_major, enable_equipments, research_cost, is_ai
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	enable_equipments = {
		infantry_equipment_1
	}
	path = {
		leads_to_tech = infantry_weapons2
		research_cost_coeff = 1
	}
	research_cost = 1.5
	start_year = 1936
	folder = {
		name = infantry_folder
		position = {
			x = 0
			y = @1936
		}
	}
	categories = {
		infantry_weapons
	}
	ai_will_do = {
		base = 2
		modifier = {
			factor = 2
			is_major = yes
		} {
			factor = 10
			original_tag = CHI
			OR = {
				date = > 1937.1.1
				JAP = {
					is_ai = no
				}
			}
		} {
			factor = 10
			date = > 1936.1.3
		} {
			factor = 0.5
			date = < 1939.1.1
			original_tag = PRC
		}
	}
}
### Entity: Military Industrial Organization
Component: POL_stocznia_gdansk_organization
Constructs: owns_state, is_subject_of, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/POL_organization_r56.txt

Code:
POL_stocznia_gdansk_organization = {
	name = POL_stocznia_gdansk
	include = generic_submarine_organization
	icon = GFX_idea_stocznia_gdanska
	allowed = {
		tag = POL
	}
	available = {
		owner = {
			OR = {
				owns_state = 85
				DNZ = {
					is_subject_of = PREV
					owns_state = 85
				}
			}
		}
	}
	equipment_type = {
		ship_hull_submarine
	}
	research_categories = {
		mio_cat_tech_all_submarine_and_modules
	}
	initial_trait = {
		name = generic_mio_initial_trait_submarine_designer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		equipment_bonus = {
			sub_visibility = -0.05
		}
	}
}