Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: per_focus
Component: PER_halt_religious_persecutions
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_halt_religious_persecutions
	icon = GFX_focus_TUR_loosen_the_laws_on_secularism
	cost = 10
	prerequisite = {
		focus = PER_appoint_zahedi
	}
	mutually_exclusive = {
		focus = PER_embrace_persian_identity
	}
	x = 1
	y = 1
	relative_position_id = PER_appoint_zahedi
	ai_will_do = {
		factor = 45
	}
	completion_reward = {
		add_ideas = PER_halt_religious_persecutions
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_MANPOWER
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3AKey_press.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects

The following pages link to Template:Key press:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Template:Key press (transclusion) ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Template:Key_press"
### Entity: Modifier Reference
Component: r56_military_exercises
Source: game
File: common/dynamic_modifiers/r56_dynamic_modifiers.txt

Code:
r56_military_exercises = {
	icon = GFX_modifiers_SOV_invaders_must_die
	attrition_for_controller = 0.08
	local_org_regain = -0.15
	local_supplies_for_controller = -0.2
}
### Entity: Event
Component: bftb_news.8
Constructs: is_triggered_only, has_government, has_war_with
Source: game
File: events/BFTB_NewsEvents.txt

Code:
news_event = {
	id = bftb_news.8
	title = bftb_news.8.t
	desc = bftb_news.8.desc
	picture = GFX_news_event_bulgarian_partisans
	major = yes
	is_triggered_only = yes
	option = {
		name = bftb_news.8.a
		trigger = {
			has_government = communism
			NOT = {
				has_war_with = BUL
			}
		}
	} {
		name = bftb_news.8.b
		trigger = {
			OR = {
				NOT = {
					has_government = communism
				}
				has_war_with = BUL
			}
		}
	}
}
### Entity: Event
Component: turkey.114
Constructs: is_triggered_only, ai_chance
Source: game
File: events/r56_turkey.txt

Code:
country_event = {
	id = turkey.114
	title = turkey.114.t
	desc = turkey.114.d
	picture = GFX_report_event_german_turkish_pact
	is_triggered_only = yes
	option = {
		name = turkey.114.a
		ai_chance = {
			base = 100
		}
		TUR = {
			country_event = {
				id = turkey.115
				days = 1
			}
		}
	} {
		name = turkey.114.b
		ai_chance = {
			base = 0
		}
		TUR = {
			country_event = {
				id = turkey.116
				days = 1
			}
		}
	}
}
### Entity: Country History
Country: MPL
Component: MPL_politics
Constructs: set_stability, add_ideas, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/MPL - Mandate of Palestine.txt

Code:
# Politics & Parties for MPL
set_war_support = 0.1
set_stability = 0.4
add_ideas = MPL_mandate MPL_aliyah_start
set_politics = {
	ruling_party = neutrality
	last_election = 1931.1.5
	election_frequency = 66
	elections_allowed = no
}
set_popularities = {
	democratic = 26
	fascism = 18
	communism = 19
	neutrality = 37
}
### Entity: Idea
Component: CZE_sokol_movement_1
Constructs: stability_factor, has_government, removal_cost
Source: game
File: common/ideas/czechoslovakia_old.txt

Code:
CZE_sokol_movement_1 = {
	picture = generic_manpower_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = democratic neutrality
		}
	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.05
		political_power_cost = -0.1
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_expeditionaries_to_E06
Constructs: check_variable, send_expeditionary_force
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_volunteer_strategies.txt

Code:
EAI_DIPLO_expeditionaries_to_E06 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_expeditionary_targets^6 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = diplo_action_desire
		id = E06
		target = send_expeditionary_force
		value = 10000
	}
}
### Entity: Joint Focus
Component: HABSBURG_meeting_the_logistical_challenge
Constructs: prerequisite, joint_focus, completion_reward, is_faction_leader, is_in_faction_with, is_subject, is_subject_of, add_to_variable
Source: game
File: common/national_focus/habsburg_joint.txt

Code:
joint_focus = {
	id = HABSBURG_meeting_the_logistical_challenge
	dynamic = yes
	icon = GFX_focus_generic_supply_line
	prerequisite = {
		focus = HABSBURG_joint_training_initiative
	}
	relative_position_id = HABSBURG_joint_training_initiative
	mutually_exclusive = {
		focus = HABSBURG_organizational_exercises
	}
	x = 1
	y = 1
	cost = 10
	text_icon = NORDIC_focus_style
	available = {
		custom_trigger_tooltip = {
			tooltip = HABSBURG_is_subject_puppeteer_faction_leader_or_member_trigger_tt
			OR = {
				AND = {
					is_faction_leader = yes
					any_allied_country = {
						HABSBURG_is_a_habsburg_viable_nation = yes
					}
				} {
					is_faction_leader = no
					OR = {
						AND = {
							is_in_faction_with = HUN
							HUN = {
								is_faction_leader = yes
							}
						} {
							is_in_faction_with = AUS
							AUS = {
								is_faction_leader = yes
							}
						}
					}
				} {
					OR = {
						original_tag = HUN AUS
					}
					any_subject_country = {
						HABSBURG_is_a_habsburg_viable_nation = yes
					}
					is_subject = no
				} {
					is_subject = yes
					OR = {
						is_subject_of = HUN AUS
					}
				}
			}
			HABSBURG_is_a_habsburg_viable_nation = yes
		}
	}
	joint_trigger = {
		HABSBURG_joint_trigger = yes
	}
	ai_will_do = {
		base = 10
	}
	search_filters = {

	}
	completion_reward = {
		effect_tooltip = {
			custom_effect_tooltip = HABSBURG_modify_joint_army_ns_intro
			add_to_variable = {
				global.HABSBURG_army_supply_consumption_factor = -0.05
				tooltip = supply_consumption_factor_tt
			} {
				global.HABSBURG_army_supply_node_range = 0.1
				tooltip = supply_node_range_tt
			}
		}
	}
	completion_reward_joint_originator = {
		hidden_effect = {
			custom_effect_tooltip = HABSBURG_modify_joint_army_ns_intro
			add_to_variable = {
				global.HABSBURG_army_supply_consumption_factor = -0.05
				tooltip = supply_consumption_factor_tt
			} {
				global.HABSBURG_army_supply_node_range = 0.1
				tooltip = supply_node_range_tt
			}
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_prospect_for_oil
Constructs: prerequisite, limit, completion_reward, has_state_flag, add_resource, set_state_flag, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_prospect_for_oil
	icon = GFX_goal_generic_oil_refinery
	prerequisite = {
		focus = ITA_regional_development
	}
	x = -1
	y = 1
	relative_position_id = ITA_regional_development
	cost = 5
	bypass = {
		662 = {
			has_state_flag = sirte_oil_developed
		}
	}
	available = {
		662 = {
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_resource = {
			type = oil
			amount = 8
			state = 662
		}
		662 = {
			ITA_check_for_cooperatives_and_add_dm = yes
			set_state_flag = sirte_oil_developed
		}
		if = {
			limit = {
				449 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
			}
			449 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = fuel_silo
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Event
Component: congo_independence_struggle.10
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, add_political_power
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = congo_independence_struggle.10
	title = congo_independence_struggle.10.t
	desc = congo_independence_struggle.10.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = congo_independence_struggle.10.a
		ai_chance = {
			base = 50
		}
		add_political_power = 50
		add_stability = 0.01
		add_war_support = 0.01
		FROM = {
			country_event = {
				id = congo_independence_struggle.11
				days = 7
			}
		}
	} {
		name = congo_independence_struggle.10.b
		ai_chance = {
			base = 50
		}
		add_political_power = -75
		FROM = {
			country_event = {
				id = congo_independence_struggle.12
				days = 7
			}
		}
	}
}
### Entity: Name List
Component: IVO
Source: game
File: common/names/00_names.txt

Code:
IVO = {
	male = {
		names = {
			Aboubakar Abraham Adogon Ahmadou Ahmed Alain Alcide Alfred Alpha Amadou Amara Amon Ananias Athanase Bamba Barthelemy Ben-Youssef Bernard Brice Brou Charles Christian Constance Daniel Denis Edgar Emmanuel Emile Ernest Ernesto Etienne Felix Francois Francois-Joseph Franck Frederic Gaoussou Georges Gernard Gilbert Gnagno Guy Henri Ibraham Innocent Isaach Ismael Jacques Jean Jeannot Jean-Baptiste Jean-Louis Jean-Marie Jems Jerome Kinapeya Kinidinnin Koffi Kouassi Koutoua Laurent Leon Loubo Mamadou Marcel Marcelin Martial Mathieu Max Michel Miezan Noel Noumandiez Ouattara Patrick Paul Pierre Rene Robert Salomon Sebastien Sekou Seydou Sidiki Simeon Soum Tiken Vetcho Victor Vincent Wadja Youssouf Youssoufou
		}
	}
	female = {
		names = {
			Adjoua Alimata Amandine Amenan Angele Annabelle Awa Badjo Christine Dobet Fatou Fatoumata Habiba Henriette Louise Manou Marguerite Mariam Marie-Therese Mathilde Melagne Murielle Nayanka Ndri N'Cho Paula Rachelle Ruth Simone Tanella Tanoh Tina Werewere Won Yohou
		}
	}
	surnames = {
		Abehi Abia Abouet Achi Adiaffi Adjobi Adogon Affoue Agre Ahipeaud Ahoure Ahoussou-Kouadio Aka-Ahizi Aka-Akesse Ake Akoun Amichia Amiot d'Aby Amondji Anaky Andji Angoua Assemon Assie Ayetotche Babou Bah Bakaba Bakary Bakayoko Bamba de Bankole Banny Bassole-Ouedraogo Baugre Bedie Bell Benie Bi Bill Billon Blondy Ble-Goude Boda Bohiri Boni Brito Brou Bouabre Camara Cisse Coulibaly Courcelles Dadie Dago Dali Dally Dan-Moussa Dembele Diabate Diarra Djaument Diawara Djabla Djedje Djessou Dosso Doudou Doue Douhou Duncan Edi Edoukou Egnankou Ehui Essy Fagnidi Fakoly Gallo Gaye Gbagbi Gbagbo Gnahore Gondo-Bredou Groud Guede Guie Guei Houphouet-Boigny Isaac Kalou Kangah Karamoko Keita Koffi Konan Konate Kone Kouame Kouassi Koulibaly Kourouma Kouyo Kragbe Kwahule Lagazane Lath Lattier Liking Loba Lobouet Lolas Mamadou Mambo M'Boule M'Broh Meite Meledje Mockey Momboye Monnet Moraeau N'Da N'Douba N'Dri N'Drin Neruda N'Gama N'Goran N'Guessan Niako Nidal Nikiema Norgy Nwakanma Okou Ouattara Oulouma Sanganoko Sanon Savane Sedji Sery Sika Siriki Soman Soro Sylla Tagro Tanoh Tiacoh Tian Toualy Toure Traoure Traore Waota Watts Wodie Yace Yago Yankou Yan-N'Dre Zaourou Ziga Zirignon
	}
	callsigns = {

	}
}
### Entity: Order of Battle
Component: 38a Brigada Legionario
Constructs: division_template
Source: game
File: history/units/SPA_Civil_War.txt

Code:
division = {
	name = 38a Brigada Legionario
	location = 11852
	division_template = Brigada Legionario
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_invite_terboven
Constructs: has_completed_focus, prerequisite, add_ideas, has_government, has_war_with, completion_reward, is_historical_focus_on, has_civil_war
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_invite_terboven
	icon = GFX_goal_molotov_ribbentrop_pact
	prerequisite = {
		focus = NOR_norway_first NOR_join_axis NOR_german_puppet
	}
	x = -2
	y = 2
	relative_position_id = NOR_support_radical_nationalism
	cost = 10
	ai_will_do = {
		base = 25
		modifier = {
			factor = 1.2
			is_historical_focus_on = yes
		}
	}
	available = {
		NOT = {
			has_government = democratic
		} {
			has_war_with = GER
		}
		GER = {
			has_civil_war = no
			OR = {
				has_government = fascism
				AND = {
					has_government = neutrality
					has_completed_focus = GER_revive_the_kaiserreich
				}
			}
		}
	}
	completion_reward = {
		add_ideas = NOR_german_advisors
		custom_effect_tooltip = available_political_advisor NOR_invite_terboven_tt
		show_ideas_tooltip = NOR_josef_terboven
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_lead_the_minor_democracies
Constructs: prerequisite, has_war, limit, remove_ideas, has_government, is_major, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_lead_the_minor_democracies
	available = {
		has_war = no
		is_in_faction = no
		is_subject = no
	}
	prerequisite = {
		focus = HOL_unity_through_democracy
	}
	mutually_exclusive = {
		focus = HOL_go_with_britain
	}
	icon = GFX_goal_generic_demand_territory
	x = 2
	y = 1
	relative_position_id = HOL_unity_through_democracy
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 100
			HOL_check_plan_lead_the_minor_democracies = yes
		}
	}
	completion_reward = {
		add_political_power = 120
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		remove_ideas = HOL_aloof_neutrality
		every_other_country = {
			limit = {
				capital_scope = {
					is_on_continent = europe
				}
				is_major = no
				has_government = democratic
			}
			add_opinion_modifier = {
				target = HOL
				modifier = HOL_lead_the_minor_democracies
			}
			add_timed_idea = {
				idea = HOL_lead_the_minor_democracies
				days = 1095
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_8/infantry_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_8/infantry_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.2
			instant = yes
		}
	}
}
### Entity: Wiki Documentation
Construct: overview
Constructs: overview, limit
Source: wiki
File: wiki/Allies.html

Doc:
This article is considered accurate for the current version of the game.

A faction is an alliance of nations that can call on each other when fighting a war.

Germany, the United Kingdom and the Soviet Union start off leading their own factions.

The other nations gain the capability to form their own factions through their national focus trees. There is no limit on the amount of factions there can be. Neutral factions can exist, but don't really get any perks like the rest. The rules of each faction are taken from whoever creates them.

There are special mechanics that come into play with two factions at war with a mutual enemy.Two fascist factions, or Allies and Comintern can cooperate in wars. When at peace, only being in the same faction guarantees stable relationships.

If a nation is overrun while in a faction, they are not eliminated entirely until the faction leader is forced to a peace conference.

Contents

1 Allies

1.1 Members

2 Axis Powers

2.1 Members

3 Comintern

3.1 Members
### Entity: Trigger Reference
Construct: has_subject
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_subject

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Checks if the country has for subject the given country
```
### Entity: Scripted Trigger
Component: EAI_armor_equipment_production
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_armor_equipment_production = {
	OR = {
		EAI_LARM_equipment_production = yes
		EAI_MARM_equipment_production = yes
		EAI_HARM_equipment_production = yes
		EAI_MODARM_equipment_production = yes
	}
}
### Entity: Character
Component: AUS_vocal_german_unionist_fascism
Constructs: stability_factor, industrial_capacity_factory, fascism_drift, conscription_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
AUS_vocal_german_unionist_fascism = {
	random = no
	sprite = 13
	fascism_drift = 0.05
	stability_factor = -0.1
	political_power_factor = -0.15
	conscription_factor = 0.1
	industrial_capacity_factory = 0.05
}
### Entity: Modifier Reference
Construct: supply_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## supply_factor

* Number with 0 decimal places
* **Categories**: country, state
### Entity: Idea
Component: horten_naval_yard
Constructs: research_bonus, equipment_bonus
Source: game
File: common/ideas/norway.txt

Code:
horten_naval_yard = {
	picture = generic_naval_manufacturer_1
	allowed = {
		original_tag = NOR
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	equipment_bonus = {

	}
	traits = {
		naval_manufacturer
	}
	modifier = {

	}
}
### Entity: Character
Component: fellow_traveller
Constructs: communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
fellow_traveller = {
	random = no
	communism_drift = 0.05
	ai_will_do = {
		factor = 1
	}
}
### Entity: Order of Battle
Component: Comando Navale Basso Tirreno
Source: game
File: history/units/ITA_1936_naval_legacy.txt

Code:
fleet = {
	name = Comando Navale Basso Tirreno
	naval_base = 819
	task_force = {
		name = Squadra di Napoli
		location = 819
		ship = {
			name = RCT Generale Marcello Prestinari
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Generale Antonio Cantore
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Giuseppe La Masa
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Giacinto Carini
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Calatafimi
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Castelfidardo
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Curtatone
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Monzambano
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		}
	} {
		name = II Gruppo Sommergibili
		location = 819
		ship = {
			name = RSmg Jalea
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = ITA
					version_name = Sirena Class
				}
			}
		} {
			name = RSmg Jantina
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = ITA
					version_name = Sirena Class
				}
			}
		} {
			name = RSmg Ametista
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = ITA
					version_name = Sirena Class
				}
			}
		} {
			name = RSmg Zaffiro
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = ITA
					version_name = Sirena Class
				}
			}
		} {
			name = RSmg Diamante
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = ITA
					version_name = Sirena Class
				}
			}
		} {
			name = RSmg Topazio
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = ITA
					version_name = Sirena Class
				}
			}
		} {
			name = RSmg Galatea
			definition =
# ... (truncated)
### Entity: Character
Component: RCG_jean_felix_tchicaya
Source: game
File: common/characters/RCG.txt

Code:
RCG_jean_felix_tchicaya = {
	name = Jean Félix-Tchicaya
	portraits = {
		civilian = {
			large = GFX_kr_portrait_africa_generic_2
		}
	}
	country_leader = {
		ideology = socialism
		traits = {
			captain_of_industry
		}
		expire = 1965.1.1
		id = -1
	}
}
### Entity: Idea
Component: SPR_Communism_Idea
Constructs: has_government
Source: game
File: common/ideas/r56_spain_republic.txt

Code:
SPR_Communism_Idea = {
	picture = trotskyite_plot_purged
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		conscription = 0.03
		foreign_subversive_activites = -0.5
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_autobahn_south
Constructs: prerequisite, limit, has_war_with, add_opinion_modifier, completion_reward, is_owned_and_controlled_by, add_building_construction
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_autobahn_south
	icon = GFX_goal_generic_construction2
	prerequisite = {
		focus = AUS_architechtual_advancements
	}
	x = 0
	y = 1
	relative_position_id = AUS_architechtual_advancements
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		AND = {
			152 = {
				is_owned_and_controlled_by = ROOT
			}
			976 = {
				is_owned_and_controlled_by = ROOT
			}
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				152 = {
					free_building_slots = {
						building = infrastructure
						size = > 1
					}
				}
			}
			152 = {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
			ELSE_IF = {
				limit = {
					152 = {
						NOT = {
							free_building_slots = {
								building = infrastructure
								size = > 1
							}
						}
						free_building_slots = {
							building = infrastructure
							size = > 0
						}
					}
				}
				152 = {
					add_building_construction = {
						type = infrastructure
						level = 1
						instant_build = yes
					}
				}
			}
		} {
			limit = {
				976 = {
					free_building_slots = {
						building = infrastructure
						size = > 0
					}
				}
			}
			976 = {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				ITA = {
					exists = yes
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			ITA = {
				add_opinion_modifier = {
					target = ROOT
					modifier = wuw_connected_autobahn
				}
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: CZE_zbrojovka_vsetin_organization
Constructs: has_completed_focus, limit, has_country_flag, has_dlc, add_trait, set_country_flag, production_bonus
Source: game
File: common/military_industrial_organization/organizations/CZE_organization.txt

Code:
CZE_zbrojovka_vsetin_organization = {
	include = generic_support_equipment_organization
	icon = GFX_idea_CZE_zbrojovka_vsetin
	allowed = {
		has_dlc = Peace For Our Time
		OR = {
			tag = CZE POL RKH
		}
	}
	available = {
		FROM = {
			if = {
				limit = {
					original_tag = POL
				}
				has_completed_focus = POL_join_CZE_industry
				OR = {
					controls_state = 9
					any_subject_country = {
						controls_state = 9
					}
				}
			}
		}
	}
	visible = {
		FROM = {
			if = {
				limit = {
					original_tag = POL
				}
				has_completed_focus = POL_join_CZE_industry
			}
		}
	}
	add_trait = {
		token = CZE_mio_trait_bata_corporation
		name = CZE_bata_corporation_name
		icon = GFX_generic_mio_department_icon_facilities
		special_trait_background = yes
		position = {
			x = 9
			y = 0
		}
		visible = {
			FROM = {
				original_tag = CZE
				has_dlc = Peace For Our Time
			}
		}
		available = {
			FROM = {
				has_completed_focus = CZE_diversify_bata
				NOT = {
					has_country_flag = CZE_mio_trait_bata_corporation_taken_flag
				}
			}
		}
		on_complete = {
			custom_effect_tooltip = generic_trait_will_not_be_available_in_other_organizations
			FROM = {
				set_country_flag = CZE_mio_trait_bata_corporation_taken_flag
			}
		}
		production_bonus = {
			production_resource_penalty_factor = -0.1
			production_resource_need_factor = -0.1
		}
		ai_will_do = {
			base = 2
		}
	}
}