Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: minister_of_aircraft_production
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_traits.txt

Code:
minister_of_aircraft_production = {
	random = no
	sprite = 10
	equipment_bonus = {
		small_plane_airframe = {
			instant = yes
			build_cost_ic = -0.03
		}
		cv_small_plane_airframe = {
			instant = yes
			build_cost_ic = -0.03
		}
		jet_fighter_equipment = {
			instant = yes
			build_cost_ic = -0.03
		}
		cv_small_plane_cas_airframe = {
			instant = yes
			build_cost_ic = -0.03
		}
		small_plane_cas_airframe = {
			instant = yes
			build_cost_ic = -0.03
		}
		small_plane_naval_bomber_airframe = {
			instant = yes
			build_cost_ic = -0.03
		}
		rocket_interceptor_equipment = {
			instant = yes
			build_cost_ic = -0.03
		}
		tac_bomber_equipment = {
			instant = yes
			build_cost_ic = -0.03
		}
		jet_tac_bomber_equipment = {
			instant = yes
			build_cost_ic = -0.03
		}
		jet_strat_bomber_equipment = {
			instant = yes
			build_cost_ic = -0.03
		}
		medium_plane_fighter_airframe = {
			instant = yes
			build_cost_ic = -0.03
		}
		large_plane_airframe = {
			instant = yes
			build_cost_ic = -0.03
		}
		transport_plane_equipment = {
			instant = yes
			build_cost_ic = -0.03
		}
		guided_missile_equipment = {
			instant = yes
			build_cost_ic = -0.03
		}
		fighter_bomber_equipment = {
			instant = yes
			build_cost_ic = -0.03
		}
		hfighter_bomber_equipment = {
			instant = yes
			build_cost_ic = -0.03
		}
		large_plane_maritime_patrol_plane_airframe = {
			instant = yes
			build_cost_ic = -0.03
		}
		med_maritime_equipment = {
			instant = yes
			build_cost_ic = -0.03
		}
		strat_maritime_equipment = {
			instant = yes
			build_cost_ic = -0.03
		}
		medium_plane_scout_plane_airframe = {
			instant = yes
			build_cost_ic = -0.03
		}
	}
}
### Entity: Order of Battle
Component: III Expatriados Alemanes
Constructs: division_template
Source: game
File: history/units/SPR_German_Expatriates_Barcelona.txt

Code:
division = {
	name = III Expatriados Alemanes
	location = 9764
	division_template = German Expatriates
}
### Entity: Shared Focus
Tree: eng_focus
Component: ENG_reclaim_the_british_isles_exile
Constructs: shared_focus, prerequisite, has_government, completion_reward, has_navy_size, has_army_manpower, has_capitulated, create_wargoal
Source: game
File: common/national_focus/r56_british_monarchy_in_exile.txt

Code:
shared_focus = {
	id = ENG_reclaim_the_british_isles_exile
	icon = GFX_focus_attack_britain
	cost = 10
	prerequisite = {
		focus = ENG_landing_exercices
	}
	relative_position_id = ENG_landing_exercices
	x = 0
	y = 1
	ai_will_do = {
		factor = 10
	}
	will_lead_to_war_with = ENG
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_government = communism
		}
		has_navy_size = {
			size = > 15
		}
		has_army_manpower = {
			size = > 119999
		}
		has_capitulated = no
		r56_script_i_am_sane = yes
		ENG = {
			r56_script_target_is_sane = yes
		}
	}
	completion_reward = {
		create_wargoal = {
			type = topple_government
			target = ENG
			expire = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Idea
Component: SWE_svenska_jagare_idea
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_svenska_jagare_idea = {
	picture = generic_volunteer_expedition_bonus
	allowed = {
		always = no
	}
	modifier = {
		army_core_defence_factor = 0.05
		army_core_attack_factor = 0.05
	}
}
### Entity: Character
Component: former_mayor
Constructs: stability_factor, political_power_gain
Source: game
File: common/country_leader/r56_traits.txt

Code:
former_mayor = {
	random = yes
	sprite = 13
	stability_factor = 0.025
	political_power_gain = 0.05
	political_advisor_cost_factor = -0.15
}
### Entity: Event
Component: denmark_overlord_events.46
Constructs: is_triggered_only, ai_chance, has_government, add_political_power, declare_war_on, annex_everything
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_overlord_events.46
	title = denmark_overlord_events.46.t
	desc = denmark_overlord_events.46.desc
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	option = {
		name = denmark_overlord_events.34.a
		ai_chance = {
			base = 5
		}
		add_political_power = -50
	} {
		name = denmark_overlord_events.46.b
		ai_chance = {
			base = 5
			modifier = {
				factor = 2
				OR = {
					has_government = fascism communism
				}
			}
		}
		ROOT = {
			end_puppet = FROM
		} {
			declare_war_on = {
				target = FROM
				type = annex_everything
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = denmark_occupation_event.7
					hours = 1
				}
			}
		}
	}
}
### Entity: Idea
Component: YUG_idea_axis_capital
Constructs: removal_cost
Source: game
File: common/ideas/yugoslavia.txt

Code:
YUG_idea_axis_capital = {
	picture = generic_foreign_capital
	allowed = {
		original_tag = YUG
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_factory_efficiency_gain_factor = 0.05
		production_factory_max_efficiency_factor = 0.1
	}
}
### Entity: Idea
Component: CZE_czech_state_oil
Constructs: removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_czech_state_oil = {
	picture = ARG_resource_extration_focus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		fuel_gain_factor = 0.1
		out_of_power_impact_factor = 0.1
	}
}
### Entity: Trigger Reference
Construct: ACE
Constructs: ACE, is_female
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## Triggers for scope ACE

* [hidden_trigger](#hidden_trigger)
* [is_female](#is_female)
* [meta_trigger](#meta_trigger)
### Entity: Event
Component: r56.ger.28
Constructs: is_triggered_only, ai_chance, has_war_with, is_major, fire_only_once, add_state_claim, declare_war_on, take_state_focus
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = r56.ger.28
	title = r56.ger.28.t
	desc = r56.ger.28.d
	picture = GFX_news_event_GER_fate_of_yugoslavia
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56.ger.28.a
		ai_chance = {
			base = 80
			modifier = {
				factor = 0
				any_home_area_neighbor_country = {
					has_war_with = ITA
					is_major = yes
				}
			}
		}
		add_state_claim = 102 958 103 105
		declare_war_on = {
			target = YUG
			type = take_state_focus
		}
		FROM = {
			declare_war_on = {
				target = YUG
				type = puppet_wargoal_focus
			}
		}
	} {
		name = r56.ger.28.b
		ai_chance = {
			base = 20
		}
	}
}
### Entity: Balance of Power
Component: _test_balance
Source: game
File: common/bop/_test.txt

Code:
_test_balance = {
	initial_value = 0.25
	left_side = default_left_side
	right_side = default_right_side
	range = {
		id = mid_range
		min = -0.1
		max = 0.1
		modifier = {
			war_support_weekly = 0.5
		}
	}
	side = {
		id = default_left_side
		icon = GFX_idea_generic_agrarian_society
		range = {
			id = left_side_range
			min = -1
			max = -0.1
			modifier = {
				war_support_weekly = 0.1
			}
		}
	} {
		id = default_right_side
		icon = GFX_idea_generic_degauss_ship_hulls
		range = {
			id = right_side_range
			min = 0.1
			max = 1
			modifier = {
				war_support_weekly = 0.9
			}
		}
	}
}
### Entity: Idea
Component: FLSmidth
Constructs: research_bonus
Source: game
File: common/ideas/r56_denmark.txt

Code:
FLSmidth = {
	picture = generic_industrial_concern_2
	allowed = {
		original_tag = DEN
	}
	research_bonus = {
		industry = 0.15
	}
	traits = {
		industrial_concern
	}
	modifier = {
		production_factory_efficiency_gain_factor = 0.02
	}
}
### Entity: Event
Component: nicaragua.5
Constructs: has_completed_focus, add_stability, fire_only_once
Source: game
File: events/r56_nicaragua.txt

Code:
country_event = {
	id = nicaragua.5
	title = nicaragua.5.t
	desc = nicaragua.5.d
	picture = GFX_report_event_generic_read_write
	trigger = {
		has_completed_focus = NIC_uproot_banditry
	}
	fire_only_once = yes
	option = {
		name = nicaragua.5.a
		add_stability = 0.05
	}
}
### Entity: Idea
Component: HOL_german_defectors_1
Constructs: has_government, removal_cost
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_german_defectors_1 = {
	picture = ger_revive_the_kaiserreich
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
}
### Entity: Idea
Component: KMT_2_nanjing_decade
Constructs: research_speed_factor, stability_factor, production_speed_buildings_factor, removal_cost, has_idea
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_2_nanjing_decade = {
	removal_cost = -1
	picture = generic_economic_recovery
	allowed = {
		always = no
	}
	available = {
		AND = {
			controls_state = 1114
			OR = {
				has_idea = civilian_economy low_economic_mobilisation partial_economic_mobilisation
			}
			surrender_progress = < 0.1
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		production_speed_buildings_factor = 0.1
		stability_factor = 0.1
		industry_free_repair_factor = 0.25
		research_speed_factor = 0.05
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_SEA_DOCTRINE_screen_support_focus
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_FOCUS_SEA_DOCTRINE_screen_support_focus = {
	always = no
	NOT = {
		EAI_naval_doctrine_progress_limit = yes
	}
	EAI_FOCUS_SEA_DOCTRINE_has_correct_grand_doctrine = yes
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_naval_doc
Constructs: has_completed_focus, completion_reward, is_controlled_by, is_coastal, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_naval_doc
	icon = GFX_goal_generic_navy_doctrines_tactics
	cost = 5.0
	ai_will_do = {
		factor = 10
	}
	available = {
		OR = {
			has_completed_focus = SWI_convoys
			any_state = {
				is_controlled_by = ROOT
				is_coastal = yes
			}
		}
	}
	x = 48
	y = 0
	completion_reward = {
		navy_experience = 10
		add_doctrine_cost_reduction = {
			name = SWI_naval_doc
			cost_reduction = 0.5
			uses = 1
			category = naval_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: SEA_china_democratic.18
Constructs: is_triggered_only, limit, has_country_flag, is_pressing_warlord, clr_country_flag, set_autonomy
Source: game
File: events/SEA_Nat_China.txt

Code:
country_event = {
	id = SEA_china_democratic.18
	title = SEA_china_democratic.18.t
	desc = SEA_china_democratic.18.desc
	picture = GFX_report_event_chinese_soldiers_running
	is_triggered_only = yes
	option = {
		name = SEA_china_democratic.18.a
		IF = {
			limit = {
				has_country_flag = is_pressing_warlord
			}
			clr_country_flag = is_pressing_warlord
		}
		set_autonomy = {
			target = FROM
			autonomy_state = autonomy_sea_warlord_subject
			freedom_level = 0.65
			end_wars = no
			end_civil_wars = no
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_modern_battleships
Constructs: prerequisite, completion_reward, add_tech_bonus, cr_bonus
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_modern_battleships
	icon = GFX_goal_generic_navy_battleship
	prerequisite = {
		focus = BUL_build_the_burgas_shipyards
	}
	relative_position_id = BUL_build_the_burgas_shipyards
	x = -1
	y = 2
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		navy_experience = 5
		add_tech_bonus = {
			name = cr_bonus
			bonus = 1
			uses = 1
			category = bb_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_ally_the_kaiserreich
Constructs: prerequisite, limit, random_country, has_government, completion_reward, add_ai_strategy, build_army, set_rule
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_ally_the_kaiserreich
	icon = GFX_focus_ger_revive_kaiserreich
	prerequisite = {
		focus = SWE_demand_danish_referendum SWE_discussions_with_denmark SWE_march_across_the_belts
	}
	mutually_exclusive = {
		focus = SWE_the_northern_lights SWE_swedish_french_ties SWE_nordic_solidarity
	}
	relative_position_id = SWE_aland_for_guarantees
	x = 2
	y = 2
	cost = 5
	available_if_capitulated = yes
	available = {
		has_government = neutrality
		GER = {
			exists = yes
			has_government = neutrality
		}
	}
	completion_reward = {
		add_ai_strategy = {
			type = build_army
			id = infantry
			value = 30
		}
		set_rule = {
			can_create_factions = yes
		}
		if = {
			limit = {
				any_country = {
					NOT = {
						has_government = communism
					}
					is_subject = no
					is_faction_leader = yes
					has_capitulated = no
					original_tag = GER
				}
			}
			random_country = {
				limit = {
					is_subject = no
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_government = communism
					}
					original_tag = GER
				}
				country_event = generic.2
			}
		}
		else_if = {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			create_faction_from_template = {
				template = faction_template_SWE_stockholm_accord
				name = nord_center_europa_pakten
			}
			add_faction_initiative = 1
			custom_effect_tooltip = generic_skip_one_line_tt
			every_other_country = {
				limit = {
					is_in_faction = no
					is_subject = no
					NOT = {
						has_government = fascism communism
					}
					gen_is_nordic_country = yes
				}
				country_event = generic.5
			}
		}
		ELSE = {
			create_faction = nord_center_europa_pakten
			custom_effect_tooltip = generic_skip_one_line_tt
			every_other_country = {
				limit = {
					is_in_faction = no
					is_subject = no
					NOT = {
						has_government = communism
					}
					OR = {
						original_tag = GER PRE
						has_cosmetic_tag = HRE_UNIFIED GER_REUNITED
					}
				}
				country_event = generic.5
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Character
Component: BAR_yeta_iii
Source: game
File: common/characters/BAR.txt

Code:
BAR_yeta_iii = {
	name = BAR_yeta_iii
	portraits = {
		civilian = {
			large = GFX_portrait_BAR_yeta_iii
		}
	}
	country_leader = {
		ideology = despotism
		traits = {
			litunga_of_the_barotse
		}
		expire = 1945.1.1.1
		id = -1
	}
}
### Entity: Country History
Country: SAN
Component: SAN_politics
Constructs: set_stability, add_ideas, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/SAN - San Marino.txt

Code:
# Politics & Parties for SAN
set_stability = 0.8
set_war_support = 0.15
set_politics = {
	ruling_party = fascism
	last_election = 1932.8.28
	election_frequency = 6
	elections_allowed = no
}
set_popularities = {
	fascism = 72
	communism = 16
	democratic = 12
}
add_ideas = {
	disarmed_nation limited_exports SAN_the_eternal_republic POL_Neutral_Foreign_Policy
}
### Entity: Decision
Component: AST_ireland_weapon_smuggling_cat
Constructs: has_dlc
Source: game
File: common/decisions/categories/AST_decision_categories.txt

Code:
AST_ireland_weapon_smuggling_cat = {
	priority = 80
	icon = GFX_decision_category_gre_paying_ifc_debt
	visible_when_empty = no
	allowed = {
		original_tag = AST
		has_dlc = Thunder at Our Gates
	}
}
### Entity: Idea
Component: AUS_militia_support
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/austria.txt

Code:
AUS_militia_support = {
	allowed = {
		always = no
		tag = AUS
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = citizen_militia_1
	modifier = {
		modifier_army_sub_unit_militia_attack_factor = 0.15
		modifier_army_sub_unit_militia_defence_factor = 0.15
		modifier_army_sub_unit_militia_speed_factor = 0.1
		stability_factor = -0.1
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_train_swiss_women
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_train_swiss_women
	icon = GFX_focus_generic_women_in_military
	prerequisite = {
		focus = SWI_adopt_romansh SWI_patriotic_shooting_clubs
	}
	x = 0
	y = 3
	relative_position_id = SWI_pro_helvetia
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.2
			SWI_someone_is_about_to_be_angry = yes
		}
	}
	available = {
		power_balance_value = {
			id = SWI_centralization_bop
			value = > 0
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = {
			SWI_swiss_women_in_the_military
		}
		SWI_add_suspicious_prep_opinion = yes
	}
}
### Entity: Event
Component: lar_portugal_naval_blockade.2
Constructs: is_triggered_only, add_equipment_to_stockpile, add_war_support, add_offsite_building
Source: game
File: events/LaR_Portugal.txt

Code:
country_event = {
	id = lar_portugal_naval_blockade.2
	title = lar_portugal_naval_blockade.2.t
	desc = lar_portugal_naval_blockade.2.desc
	picture = GFX_report_event_merchant_ship_01
	is_triggered_only = yes
	option = {
		name = lar_portugal_naval_blockade.2.a
		add_equipment_to_stockpile = {
			type = convoy_1
			amount = -50
		}
		add_offsite_building = {
			type = industrial_complex
			level = 1
		}
		FROM = {
			effect_tooltip = {
				add_war_support = 0.1
			}
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_islamic_solidarity
Constructs: prerequisite, limit, completion_reward, is_subject, is_in_faction, allow_branch, has_dlc, set_rule
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_islamic_solidarity
	icon = GFX_focus_PER_islamic_solidarity
	prerequisite = {
		focus = PER_nationalize_oil_fields
	}
	x = 0
	y = 1
	relative_position_id = PER_nationalize_oil_fields
	cost = 10
	available = {
		is_subject = no
		is_in_faction = no
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			set_rule = {
				can_create_factions = yes
			}
			create_faction_from_template = faction_template_PER_islamic_faction
			add_faction_initiative = 1
		}
		ELSE = {
			set_rule = {
				can_create_factions = yes
			}
			create_faction = PER_islamic_faction
		}
	}
}
### Entity: Trigger Reference
Construct: night
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## night

* Supported Scopes: COMBATANT
* Supported Targets: none

```
check if combat is at night
```
### Entity: Order of Battle
Component: Koninklijke Marine
Source: game
File: history/units/HOL_1936_naval_mtg.txt

Code:
fleet = {
	name = Koninklijke Marine
	naval_base = 3314
	task_force = {
		name = Koninklijke Vloot
		location = 3314
		ship = {
			name = HrMs Hertog Hendrik
			definition = heavy_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = HOL
					version_name = Hertog Hendrik Class
				}
			}
		} {
			name = HrMs Jacob van Heemskerck
			definition = heavy_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = HOL
					version_name = Soerabaja Class
				}
			}
		} {
			name = HrMs Van Galen
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = HOL
					version_name = Van Galen Class
				}
			}
		}
	} {
		name = Koninklijke Onderzeeboot Smaldeel
		location = 3314
		ship = {
			name = HrMs O-8
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = HOL
					version_name = K-III Class
				}
			}
		} {
			ordered_name = 9
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = HOL
					version_name = O9 Class
				}
			}
		} {
			ordered_name = 10
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = HOL
					version_name = O9 Class
				}
			}
		} {
			ordered_name = 11
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = HOL
					version_name = O9 Class
				}
			}
		} {
			ordered_name = 12
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = HOL
					version_name = O9 Class
				}
			}
		} {
			ordered_name = 13
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = HOL
					version_name = O9 Class
				}
			}
		} {
			ordered_name = 14
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = HOL
					version_name = O9 Class
				}
			}
		} {
			ordered_name = 15
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = HOL
					version_name = O9 Class
				}
			}
		}
	}
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_bolivarian_alliance
Constructs: prerequisite, limit, has_government, every_country, add_opinion_modifier, completion_reward, is_historical_focus_on, is_in_faction
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_bolivarian_alliance
	icon = GFX_goal_anschluss
	prerequisite = {
		focus = MEX_focus_support_spains_loyalists
	}
	mutually_exclusive = {
		focus = MEX_focus_realpolitik
	}
	x = 2
	y = 2
	relative_position_id = MEX_focus_spanish_civil_war_refugees
	cost = 10
	ai_will_do = {
		factor = 100
		modifier = {
			factor = 0.1
			is_historical_focus_on = yes
		}
	}
	available = {
		is_in_faction = no
		is_subject = no
		OR = {
			has_government = communism neutrality
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = {
			template = faction_template_pan_american
			name = faction_mexico_bolivarian_alliance
			icon = GFX_faction_logo_generic_14
		}
		hidden_effect = {
			news_event = {
				id = mexico.47
			}
		}
		unlock_decision_category_tooltip = MEX_category_hispanic_solidarity
		MEX_decrease_church_power = yes
		if = {
			limit = {
				has_government = communism
			}
			every_country = {
				limit = {
					capital_scope = {
						is_on_continent = south_america
					}
					NOT = {
						OR = {
							original_tag = BRA MEX
						}
					}
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = mexico_hispanic_diplomacy
				}
				country_event = {
					id = south_american_events.60
					hours = 1
				}
			}
		}
		else_if = {
			limit = {
				NOT = {
					has_government = communism
				}
			}
			every_country = {
				limit = {
					capital_scope = {
						is_on_continent = south_america
					}
					NOT = {
						OR = {
							original_tag = BRA MEX
						}
					}
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = mexico_hispanic_diplomacy
				}
			}
		}
	}
}
### Entity: Effect Reference
Construct: set_entity_movement
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_entity_movement

* Supported Scopes: any
* Supported Targets: any

```
sets the position & rotation of an existing entity using two coordinates
set_entity_movement = {
  id = 123 # id of entity 
  start = { 
    # position can be set using following 
    x = 42 
    y = 21 
    province = 123 
    state = 42 
    z = 3 #if wanted you can specify a z to shift height of the entity
  } 
  target = { 
    # position can be set using following 
    x = 42 
    y = 21 
    province = 123 
    state = 42 
    z = 3 #if wanted you can specify a z to shift height of the entity
  } 
  ratio = 0.5 # a ratio in between 0 - 1. the entity is positioned in between start & target position using this ratio 
  rotation = 1.2 # angle in radio, entity is rotated using the direction and this angle is added after that 
}
```