Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: AST_edmund_herring
Constructs: has_dlc
Source: game
File: common/characters/AST.txt

Code:
AST_edmund_herring = {
	instance = {
		allowed = {
			has_dlc = Thunder at Our Gates
		}
		name = AST_edmund_herring
		portraits = {
			army = {
				large = GFX_portrait_AST_edmund_herring
				small = GFX_portrait_AST_edmund_herring_small
			}
		}
		corps_commander = {
			traits = {

			}
			skill = 2
			attack_skill = 2
			defense_skill = 2
			planning_skill = 1
			logistics_skill = 2
			legacy_id = -1
		}
		advisor = {
			slot = high_command
			idea_token = AST_edmund_herring
			ledger = army
			allowed = {
				original_tag = AST
			}
			traits = {
				army_artillery_1
			}
			cost = 50
			ai_will_do = {
				factor = 1
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Thunder at Our Gates
			}
		}
		name = AST_edmund_herring
		portraits = {
			army = {
				small = GFX_idea_AST_edmund_herring
			}
		}
		advisor = {
			slot = high_command
			idea_token = AST_edmund_herring
			ledger = army
			allowed = {
				original_tag = AST
			}
			traits = {
				army_artillery_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_land_redistribution
Constructs: completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_communist.txt

Code:
focus = {
	id = PRC_land_redistribution
	icon = GFX_goal_generic_construction
	x = 10
	y = 0
	relative_position_id = PRC_strengthen_the_central_secretariat
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {

	}
	bypass = {
		NOT = {
			PRC_has_low_popular_support = yes
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		PRC_low_popular_support_level_down = yes
	}
}
### Entity: Idea
Component: KMT_a_pure_state
Constructs: removal_cost, has_country_leader
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_a_pure_state = {
	removal_cost = -1
	picture = ARG_anti_soviet
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_country_leader = {
				ruling_only = yes
				character = CHI_chiang_kaishek
			}
		}
	}
	modifier = {
		political_power_factor = 0.05
		consumer_goods_expected_value = -0.05
		drift_defence_factor = 0.1
		civilian_intel_to_others = -10
		army_intel_to_others = -2.5
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_raiding_parties
Constructs: prerequisite, has_war, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_raiding_parties
	icon = GFX_focus_AUS_raid_military_storages
	prerequisite = {
		focus = PRC_secure_the_lands PRC_launch_sabotage_campaigns
	}
	x = 1
	y = 1
	relative_position_id = PRC_secure_the_lands
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_war = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = PRC_raid_weapon_depots_tt
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_rocket_development
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_rocket_development
	icon = GFX_focus_rocketry
	prerequisite = {
		focus = IRQ_air_modernisations_programme
	}
	relative_position_id = IRQ_air_base_expansion
	x = 0
	y = 5
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = IRQ_rocket_development
			bonus = 0.75
			uses = 1
			category = rocketry
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.5
		}
		add_ideas = r56_generic_rocket_idea
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_nasjonal_samling
Constructs: prerequisite, limit, has_government, add_war_support, add_stability, completion_reward, add_popularity, has_civil_war
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_nasjonal_samling
	icon = GFX_focus_NOR_nasjonal_samling
	prerequisite = {
		focus = NOR_approach_the_fatherland_league NOR_cultivate_the_conservative_parties
	}
	x = 1
	y = 1
	relative_position_id = NOR_approach_the_fatherland_league
	cost = 10
	available = {
		fascism = > 0.35
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.025
		}
		add_war_support = 0.1
		add_stability = -0.05
		custom_effect_tooltip = CHL_skip_one_line_tt available_political_advisor CHL_skip_one_line_tt
		show_ideas_tooltip = NOR_birger_meidell
		IF = {
			limit = {
				any_other_country = {
					original_tag = GER
					has_government = fascism
					exists = yes
					has_civil_war = no
				}
			}
			unlock_decision_tooltip = {
				decision = NOR_invite_fascist_to_invade
				show_effect_tooltip = yes
			}
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Norwegian_War_Infrastructure
Constructs: prerequisite, limit, completion_reward, is_subject_of, random_owned_state, add_building_construction, is_core_of
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Norwegian_War_Infrastructure
	icon = GFX_focus_NOR_complete_the_sourthern_railway_network
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			AND = {
				NOR = {
					controls_state = 110
					is_subject_of = DEN
				}
			}
			controls_state = 110
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	prerequisite = {
		focus = DEN_The_Stolen_Kingdom
	}
	x = -2
	y = 4
	relative_position_id = DEN_Form_a_Cabinet
	completion_reward = {
		if = {
			limit = {
				NOR = {
					is_subject_of = DEN
				}
			}
			NOR = {
				random_owned_state = {
					limit = {
						infrastructure = < 4
					}
					add_building_construction = {
						type = infrastructure
						level = 2
						instant_build = yes
					}
				} {
					limit = {
						infrastructure = < 5
					}
					add_building_construction = {
						type = infrastructure
						level = 1
						instant_build = yes
					}
				}
			}
		}
		else = {
			random_owned_state = {
				limit = {
					infrastructure = < 4
					is_core_of = NOR
				}
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			} {
				limit = {
					infrastructure = < 5
					is_core_of = NOR
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
		110 = {
			add_building_construction = {
				type = naval_base
				level = 2
				instant_build = yes
				province = 6115
			}
		}
	}
}
### Entity: Idea
Component: idea_RAJ_armed_peasantry
Constructs: removal_cost, conscription_factor, mobilization_speed
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_armed_peasantry = {
	allowed = {
		original_tag = RAJ
	}
	picture = POL_the_peasants_strike
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		conscription_factor = 0.1
		mobilization_speed = 0.2
		army_org_factor = -0.05
		army_strength_factor = -0.05
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/WAF_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = WAF
		}
		requested_factories = 1
		progress = 0.37
		efficiency = 100
	} {
		equipment = {
			type = support_equipment_1
			creator = WAF
		}
		requested_factories = 1
		progress = 0.76
		efficiency = 100
	}
}
### Entity: Character
Component: CUB_palaez_menendez
Source: game
File: common/characters/CUB.txt

Code:
CUB_palaez_menendez = {
	advisor = {
		slot = air_chief
		idea_token = CUB_palaez_menendez
		allowed = {
			original_tag = CUB
		}
		traits = {
			air_chief_ground_support_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Palaez Menendez
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_3
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_integrate_into_the_bundesheer
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_integrate_into_the_bundesheer
	icon = GFX_goal_generic_democratic_army
	relative_position_id = AUS_new_austrian_state
	x = 4
	y = 1
	prerequisite = {
		focus = AUS_new_austrian_state
	}
	mutually_exclusive = {
		focus = AUS_reorganize_the_heimwehr
	}
	cost = 10
	completion_reward = {
		swap_ideas = {
			remove_idea = AUS_weakened_federal_army
			add_idea = AUS_integrated_army
		}
	}
}
### Entity: AI Strategy
Component: JAP_heavy_tank_anti_air
Constructs: has_war, has_tech
Source: game
File: common/ai_equipment/JAP_tank.txt

Code:
JAP_heavy_tank_anti_air = {
	category = land
	blocked_for = {

	}
	available_for = {
		JAP
	}
	roles = {
		land_heavy_tank_anti_air
	}
	priority = {
		factor = 5
		modifier = {
			NOT = {
				has_tech = fighter2
			}
			any_enemy_country = {
				has_tech = fighter2
			}
			factor = 3
		}
	}
	heavy_tank_anti_air_1 = {
		priority = {
			factor = 10
		}
		enable = {
			has_tech = interwar_antiair
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = heavy_tank_aa_chassis_1
			modules = {
				main_armament_slot = tank_anti_air_cannon
				turret_type_slot = tank_heavy_two_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 3
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_anti_air_cannon tank_heavy_two_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	heavy_tank_anti_air_2 = {
		priority = {
			factor = 20
		}
		enable = {
			has_tech = antiair2
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = heavy_tank_aa_chassis_2
			modules = {
				main_armament_slot = tank_anti_air_cannon_2
				turret_type_slot = tank_heavy_two_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 2
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_anti_air_cannon_2 tank_heavy_two_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	heavy_tank_anti_air_3 = {
		priority = {
			factor = 20
		}
		enable = {
			has_tech = antiair5
		}
		history = yes
		target_variant = {
			match_value = 2500
			type = heavy_tank_aa_chassis_3
			modules = {
				main_armament_slot = tank_anti_air_cannon_3
				turret_type_slot = tank_heavy_two_man_tank_turret
				suspension_
# ... (truncated)
### Entity: Event
Component: portugal.53
Constructs: is_triggered_only, add_ideas
Source: game
File: events/r56_portugal.txt

Code:
country_event = {
	id = portugal.53
	title = portugal.53.t
	desc = portugal.53.d
	is_triggered_only = yes
	picture = GFX_report_event_generic_communist_congress
	option = {
		name = portugal.56.a
		add_ideas = POR_pan_iberian_trade_r56
	}
}
### Entity: Idea
Component: EAI_INSANE/heavy_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_INSANE/heavy_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_destroyer_chassis = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_join_germany
Constructs: prerequisite, has_government, has_war_with, has_country_flag, completion_reward, is_subject, is_justifying_wargoal_against, has_wargoal_against
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_join_germany
	icon = GFX_goal_generic_major_alliance
	prerequisite = {
		focus = CAN_support_the_blue_shirts
	}
	mutually_exclusive = {
		focus = CAN_support_a_synarchist_baja
	}
	x = -1
	y = 2
	relative_position_id = CAN_swastika_clubs
	cost = 10
	ai_will_do = {
		factor = 25
		modifier = {
			GER = {
				surrender_progress = > 0.5
			}
			factor = 0
		}
	}
	available = {
		has_government = fascism
		GER = {
			has_government = fascism
			is_subject = no
		}
		NOT = {
			has_war_with = GER
			is_justifying_wargoal_against = GER
			has_wargoal_against = GER
		} {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {
		is_in_faction_with = GER
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		GER = {
			country_event = {
				id = tfv_canada.20
			}
		}
	}
}
### Entity: Event
Component: france.28
Constructs: is_triggered_only
Source: game
File: events/France.txt

Code:
country_event = {
	id = france.28
	title = france.28.t
	desc = france.28.d
	picture = GFX_report_event_worried_french
	is_triggered_only = yes
	option = {
		name = france.28.a
	}
}
### Entity: Modifier Reference
Component: CZE_a_divided_nation_dynamic_modifier
Constructs: stability_factor, remove_trigger, check_variable
Source: game
File: common/dynamic_modifiers/mun_dynamic_modifiers.txt

Code:
CZE_a_divided_nation_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_CZE_divided_nation
	stability_factor = CZE_a_divided_nation_stability_factor
	drift_defence_factor = CZE_a_divided_nation_drift_defence_factor
	political_power_cost = CZE_a_divided_nation_political_power_cost
	remove_trigger = {
		check_variable = {
			CZE_a_divided_nation_stability_factor = > 0.01
		}
	}
}
### Entity: Idea
Component: ISR_religious_parties_idea_2
Constructs: stability_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/israel.txt

Code:
ISR_religious_parties_idea_2 = {
	picture = generic_deal_with_the_devil
	name = ISR_religious_parties_idea_1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_factor = 0.2
		stability_factor = 0.05
		conscription_factor = -0.1
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_field_piece_research
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_field_piece_research
	icon = GFX_goal_generic_army_artillery2
	relative_position_id = VEN_modernize_our_weaponry
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = VEN_modernize_our_weaponry
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = VEN_field_piece_research
			bonus = 1
			uses = 2
			category = artillery
		}
	}
}
### Entity: Event
Component: naw_norway.42
Constructs: is_triggered_only, ai_chance, add_political_power, has_opinion, add_timed_idea
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.42
	title = naw_norway.42.t
	desc = naw_norway.42.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = naw_norway.42.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				has_opinion = {
					target = FIN
					value = > 90
				}
			}
		}
		add_timed_idea = {
			idea = NOR_large_state_investments
			days = 120
		}
		FIN = {
			country_event = naw_norway.43
		}
	} {
		name = naw_norway.42.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				has_opinion = {
					target = FIN
					value = < 5
				}
			}
		}
		add_political_power = -125
		FIN = {
			country_event = naw_norway.44
		}
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_legacy_of_the_regional_armies_r56
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, add_doctrine_cost_reduction, add_command_power, every_army_leader, add_logistics
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_legacy_of_the_regional_armies_r56
	icon = GFX_focus_RAJ_indian_gurkhas
	cost = 6
	ai_will_do = {
		base = 1
	}
	x = -1
	y = 1
	relative_position_id = RAJ_accelerate_military_indianization_r56
	mutually_exclusive = {
		focus = RAJ_push_for_standardized_training_r56
	}
	prerequisite = {
		focus = RAJ_accelerate_military_indianization_r56
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = RAJ_legacy_of_the_regional_armies_r56
			cost_reduction = 0.25
			uses = 2
			category = land_doctrine
		}
		add_command_power = 15
		effect_tooltip = {
			custom_effect_tooltip = generic_skip_one_line_tt upon_the_completion_of_focus_expand_the_indian_military_academy_we_will_receive_r56_tt generic_skip_one_line_tt
			every_army_leader = {
				add_logistics = 1
			}
			add_ideas = RAJ_decentralized_armed_forces_r56
		}
	}
}
### Entity: Idea
Component: EAI_DD_2/light_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_2/light_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_aa_chassis = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_move_capital_to_sverdlovsk_old
Constructs: division_template, prerequisite, has_war_with, completion_reward, is_owned_and_controlled_by, add_victory_points, set_capital, add_building_construction
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_move_capital_to_sverdlovsk_old
	text = SOV_move_capital_to_sverdlovsk
	icon = GFX_goal_plan
	prerequisite = {
		focus = SOV_defense_of_stalingrad_old
	} {
		focus = SOV_defense_of_leningrad_old
	}
	x = 0
	y = 2
	relative_position_id = SOV_defense_of_moscow
	cost = 5
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 0
			NOT = {
				has_war_with = GER
			}
		}
	}
	available = {
		SOV = {
			surrender_progress = > 0.4
		}
		219 = {
			NOT = {
				is_owned_and_controlled_by = ROOT
			}
		}
		653 = {
			is_owned_and_controlled_by = SOV
		}
	}
	completion_reward = {
		army_experience = 10
		custom_effect_tooltip = SOV_move_capital_to_sverdlovsk_effect SOV_defense_divisions_4
		add_victory_points = {
			province = 1821
			value = 15
		}
		hidden_effect = {
			set_capital = {
				state = 653
			}
			653 = {
				add_building_construction = {
					type = infrastructure
					level = 5
					instant_build = yes
				} {
					type = bunker
					level = 4
					province = 1821
					instant_build = yes
				} {
					type = bunker
					level = 3
					province = 10133
					instant_build = yes
				} {
					type = bunker
					level = 3
					province = 12567
					instant_build = yes
				} {
					type = bunker
					level = 1
					province = 9553
					instant_build = yes
				} {
					type = bunker
					level = 1
					province = 307
					instant_build = yes
				}
				create_unit = {
					division = name = "1ya Vspomogatel'nyye sily oborony Sverdlovsk" division_template = "Vspomogatel'nyye Sily Oborony" start_experience_factor = 0.1 start_equipment_factor = 0.75 force_equipment_variants = { infantry_equipment_1 = { owner = SOV } }
					owner = SOV
				} {
					division = name = "2ya Vspomogatel'nyye sily oborony Sverdlovsk" division_template = "Vspomogatel'nyye Sily Oborony" start_experience_factor = 0.1 start_equipment_factor = 0.75 force_equipment_variants = { infantry_equipment_1 = { owner = SOV } }
					owner = SOV
				} {
					division = name = "3ya Vspomogatel'nyye sily oborony Sverdlovsk" division_template = "Vspomogatel'nyye Sily Oborony" start_experience_factor = 0.1 start_equipment_factor = 0.75 force_equipment_variants = { infantry_equipment_1 = { owner = SOV } }
					owner = SOV
				} {
					division = name = "1ya Sverdlovsk Vspomogatel'naya bronetankovaya sila" division_template = "Vspomogatel'naya Bronetankovaya Sila" start_experience_factor = 0
# ... (truncated)
### Entity: Idea
Component: PER_anglo_iranian_oil_company_2
Constructs: has_government, has_war_with, removal_cost, is_subject, is_puppet
Source: game
File: common/ideas/r56_persia.txt

Code:
PER_anglo_iranian_oil_company_2 = {
	name = PER_anglo_iranian_oil_company
	picture = PER_anglo_iranian_oil_company
	removal_cost = -1
	allowed = {
		always = no
	}
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
			has_war_with = ENG
		}
		NOT = {
			has_government = democratic
		}
	}
	modifier = {
		min_export = 0.1
		local_resources_factor = -0.05
		custom_modifier_tooltip = MEX_oil_concessions_tt
	}
}
### Entity: Military Industrial Organization
Component: mio_policy_air_wind_tunnel_pioneers
Constructs: has_mio_equipment_type, has_mio_size, equipment_bonus
Source: game
File: common/military_industrial_organization/policies/_air_policies.txt

Code:
mio_policy_air_wind_tunnel_pioneers = {
	icon = GFX_mio_policy_wind_tunnel_pioneers
	allowed = {
		OR = {
			has_mio_equipment_type = small_plane_airframe small_plane_airframe_0 fighter_equipment_0 medium_plane_airframe large_plane_airframe small_plane_cas_airframe small_plane_naval_bomber_airframe medium_plane_fighter_airframe medium_plane_scout_plane_airframe large_plane_maritime_patrol_plane_airframe
		}
	}
	available = {
		has_mio_size = > 5
	}
	equipment_bonus = {
		same_as_mio = {
			air_agility = 0.05
		}
	}
}
### Entity: Order of Battle
Component: VIII Brigada Internacionales
Constructs: division_template
Source: game
File: history/units/SPR_Civil_War.txt

Code:
division = {
	name = VIII Brigada Internacionales
	location = 9764
	division_template = Brigada Internacionales
}
### Entity: Modding Documentation
Construct: amount_research_slots
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### amount_research_slots
* description: check number of research current research slots 
 amount_research_slots > 2
* (Auto generated using the trigger with same name)