Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: fin_focus
Component: FIN_support_for_ground_forces
Constructs: prerequisite, limit, add_ideas, completion_reward, has_dlc, has_tech, add_to_variable, add_tech_bonus
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_support_for_ground_forces
	icon = GFX_focus_generic_cas_aircraft
	prerequisite = {
		focus = FIN_national_aircraft_production
	}
	mutually_exclusive = {
		focus = FIN_dominate_the_skies
	}
	x = -1
	y = 1
	relative_position_id = FIN_national_aircraft_production
	cost = 10
	available = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			has_tech = iw_small_airframe
		}
	}
	search_filters = {
		FOCUS_FILTER_AIR_XP FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		custom_effect_tooltip = FIN_modify_finnish_airforce_ns_intro FIN_support_for_ground_forces_ns_tt
		add_to_variable = {
			FIN_finnish_airforce_air_cas_efficiency = 0.1
			tooltip = air_cas_efficiency_tt
		}
		hidden_effect = {
			add_ideas = FIN_hidden_cas_production_ns
		}
		add_tech_bonus = {
			name = FIN_support_for_ground_forces
			bonus = 0.75
			uses = 1
			category = cas_bomber
		}
		air_experience = 15
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			if = {
				limit = {
					has_tech = improved_small_airframe
				}
				if = {
					limit = {
						has_dlc = Arms Against Tyranny
					}
					create_equipment_variant = {
						name = VL Kemi
						type = small_plane_cas_airframe_2
						parent_version = 0
						modules = {
							fixed_main_weapon_slot = bomb_locks
							fixed_auxiliary_weapon_slot_1 = heavy_mg_2x
							engine_type_slot = engine_2_1x
						}
						icon = GFX_FIN_CAS2_medium
						design_team = mio:FIN_valtion_lentokonetehdas_organization
					}
				}
				else = {
					create_equipment_variant = {
						name = VL Kemi
						type = small_plane_cas_airframe_2
						parent_version = 0
						modules = {
							fixed_main_weapon_slot = bomb_locks
							fixed_auxiliary_weapon_slot_1 = heavy_mg_2x
							engine_type_slot = engine_2_1x
						}
						icon = GFX_FIN_CAS2_medium
					}
				}
			}
			else_if = {
				limit = {
					has_tech = basic_small_airframe
				}
				if = {
					limit = {
						has_dlc = Arms Against Tyranny
					}
					create_equipment_variant = {
						name = VL Kemi
						type = small_plane_cas_airframe_1
						parent_version = 0
						modules = {
							fixed_main_weapon_slot = bomb_locks
							fixed_auxiliary_weapon_slot_1 = heavy_mg_2x
							engine_type_slot = engine_1_1x
						}
						icon = GFX_FIN_CAS1_medium
						design_team = mio:FIN_valtion_lentokonetehdas_organization
					}
				}
				else = 
# ... (truncated)
### Entity: Order of Battle
Component: Kongthabaehngsad Lav
Constructs: division_template
Source: game
File: history/units/LAO_nationalist_army.txt

Code:
division = {
	name = Kongthabaehngsad Lav
	location = 7075
	division_template = Kongthab
	start_experience_factor = 0.4
}
### Entity: Modifier Reference
Construct: screening_efficiency
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## screening_efficiency

* Number with 1 decimal places
* **Categories**: naval, unit_leader
### Entity: Decision
Component: ARG_balancing_act_decisions
Constructs: has_completed_focus, limit, add_opinion_modifier, remove_effect, has_dlc, add_equipment_subsidy
Source: game
File: common/decisions/ARG.txt

Code:
ARG_balancing_act_decisions = {
	ARG_appease_the_allies = {
		icon = GFX_decision_SWI_swiss_democratic_tradition_campaign
		ai_will_do = {
			base = 20
		}
		allowed = {
			original_tag = ARG
		}
		available = {
			has_completed_focus = ARG_balancing_act
		}
		visible = {
			has_completed_focus = ARG_balancing_act
		}
		cost = 100
		days_remove = 70
		modifier = {
			political_power_factor = -0.2
		}
		remove_effect = {
			USA = {
				add_opinion_modifier = {
					target = ROOT
					modifier = large_increase
				}
			}
			ENG = {
				add_opinion_modifier = {
					target = ROOT
					modifier = large_increase
				}
			}
			GER = {
				add_opinion_modifier = {
					target = ROOT
					modifier = medium_decrease
				}
			}
			ITA = {
				add_opinion_modifier = {
					target = ROOT
					modifier = medium_decrease
				}
			}
			IF = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				add_equipment_subsidy = {
					cic = 1500
					equipment_type = small_plane_airframe
					seller_tags = {
						USA ENG
					}
				} {
					cic = 1500
					equipment_type = motorized_equipment
					seller_tags = {
						USA ENG
					}
				} {
					cic = 1500
					equipment_type = artillery_equipment
					seller_tags = {
						USA ENG
					}
				}
			}
		}
	}
	ARG_appease_the_axis = {
		icon = GFX_decision_ger_reichskommissariats
		ai_will_do = {
			base = 20
		}
		allowed = {
			original_tag = ARG
		}
		available = {
			has_completed_focus = ARG_balancing_act
		}
		visible = {
			has_completed_focus = ARG_balancing_act
		}
		cost = 100
		days_remove = 70
		modifier = {
			political_power_factor = -0.2
		}
		remove_effect = {
			GER = {
				add_opinion_modifier = {
					target = ROOT
					modifier = large_increase
				}
			}
			ITA = {
				add_opinion_modifier = {
					target = ROOT
					modifier = large_increase
				}
			}
			USA = {
				add_opinion_modifier = {
					target = ROOT
					modifier = medium_decrease
				}
			}
			ENG = {
				add_opinion_modifier = {
					target = ROOT
					modifier = medium_decrease
				}
			}
			IF = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				add_equipment_subsidy = {
					cic = 1500
					equipment_type = light_tank_chassis
					seller_tags = {
						ITA GER
					}
				} {
					cic = 1500
					equipment_type = medium_tank_chassis
					seller_tags = {
						ITA GER
					}
				} {
					cic = 1500
					equipment_type = infantry_e
# ... (truncated)
### Entity: Country History
Country: LIB
Component: LIB_misc
Constructs: set_technology, add_political_power, set_convoys, add_command_power, complete_national_focus, set_grand_doctrine, complete_special_project, set_politics
Source: game
File: history/countries/LIB - Liberia.txt

Code:
# Misc for LIB
capital = 298
set_convoys = 10
1939.1.1 = {
	add_political_power = 1198
	add_command_power = 100
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort flexible_navy industrial_effort construction_effort production_effort
	oob = LIB_1939
	set_technology = {
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		fuel_silos = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
{
	set_politics = {
		ruling_party = democratic
		last_election = 1939.1.1
		election_frequency = 48
		elections_allowed = yes
	}
}
### Entity: Scripted Trigger
Component: PRC_state_is_infiltrated
Constructs: has_dynamic_modifier
Source: game
File: common/scripted_triggers/PRC_scripted_triggers.txt

Code:
PRC_state_is_infiltrated = {
	custom_trigger_tooltip = {
		tooltip = PRC_has_been_infiltrated_tt
		OR = {
			has_dynamic_modifier = {
				modifier = PRC_infiltrated_state_1
				scope = PRC
			} {
				modifier = PRC_infiltrated_state_2
				scope = PRC
			} {
				modifier = PRC_infiltrated_state_3
				scope = PRC
			}
		}
	}
}
### Entity: Order of Battle
Component: Mediterranean Command
Source: game
File: history/units/ENG_1936_Naval.txt

Code:
fleet = {
	name = Mediterranean Command
	naval_base = 4076
	task_force = {
		name = Mediterranean Fleet
		location = 4076
		ship = {
			name = HMS Glorious
			definition = carrier
			start_experience_factor = 0.25
			equipment = {
				ship_hull_carrier_conversion_bb = {
					amount = 1
					owner = ENG
					version_name = Courageous Class
				}
			}
		} {
			name = HMS Warspite
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = ENG
					version_name = Queen Elizabeth Class
				}
			}
		} {
			name = HMS Barham
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = ENG
					version_name = Queen Elizabeth Class
				}
			}
		} {
			name = HMS Malaya
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = ENG
					version_name = Queen Elizabeth Class
				}
			}
		} {
			name = HMS Devonshire
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = County Class
				}
			}
		} {
			name = HMS Shropshire
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = County Class
				}
			}
		} {
			name = HMS Sussex
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = County Class
				}
			}
		} {
			name = HMS Arethusa
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = ENG
					version_name = Leander Class
				}
			}
		} {
			name = HMS Galatea
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = ENG
					version_name = Leander Class
				}
			}
		} {
			name = HMS Coventry
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = C-Class
				}
			}
		} {
			name = HMS Wolsey
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ENG
					version_name = V/W Class
				}
			}
		} {
# ... (truncated)
### Entity: National Focus
Tree: slo_focus
Component: SLO_militarize_the_hlinka_guard
Constructs: prerequisite, limit, add_ideas, remove_ideas, has_government, is_major, completion_reward, is_subject
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_militarize_the_hlinka_guard
	icon = GFX_goal_SLO_slovak_hlinka_guard
	prerequisite = {
		focus = SLO_reinforce_hlinka_guard
	}
	relative_position_id = SLO_reinforce_hlinka_guard
	available = {
		has_government = fascism
		if = {
			limit = {
				is_subject = yes
			}
			OVERLORD = {
				has_government = fascism
			}
		}
	}
	x = -1
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 2
			any_neighbor_country = {
				is_major = yes
				has_government = fascism
			}
		} {
			factor = 0
			AND = {
				is_historical_focus_on = yes
				NOT = {
					has_government = fascism
				}
			}
		}
	}
	completion_reward = {
		army_experience = 10
		set_rule = {
			can_send_volunteers = yes
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		if = {
			limit = {
				has_idea = neutrality_idea
			}
			remove_ideas = neutrality_idea
		}
		add_ideas = SLO_militarism_focus
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Order of Battle
Component: Home Command
Source: game
File: history/units/ENG_1936_Naval_Legacy.txt

Code:
fleet = {
	name = Home Command
	naval_base = 11064
	task_force = {
		name = Home Fleet
		location = 11064
		ship = {
			name = HMS Furious
			definition = carrier
			equipment = {
				carrier_1 = {
					amount = 1
					owner = ENG
				}
			}
		} {
			name = HMS Nelson
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = ENG
					version_name = Nelson Class
				}
			}
		} {
			name = HMS Rodney
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = ENG
					version_name = Nelson Class
				}
			}
		} {
			name = HMS Royal Oak
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = ENG
				}
			}
		} {
			name = HMS Royal Sovereign
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = ENG
				}
			}
		} {
			name = HMS Ramillies
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = ENG
				}
			}
		} {
			name = HMS Hood
			pride_of_the_fleet = yes
			definition = battle_cruiser
			equipment = {
				battle_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = Admiral Class
				}
			}
		} {
			name = HMS Repulse
			definition = battle_cruiser
			equipment = {
				battle_cruiser_1 = {
					amount = 1
					owner = ENG
				}
			}
		} {
			name = HMS Renown
			definition = battle_cruiser
			equipment = {
				battle_cruiser_1 = {
					amount = 1
					owner = ENG
				}
			}
		} {
			name = HMS Norfolk
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = County Class
				}
			}
		} {
			name = HMS Calcutta
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = ENG
				}
			}
		} {
			name = HMS Emerald
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = Emerald Class
				}
			}
		} {
			name = HMS Enterprise
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = Emerald Class
				}
			}
		} {
			name = HMS Sabre
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ENG
				}
			}
		} {
			name = HMS Shikari
			definition = destroyer
			equipment = {
				destroyer_1 = {
			
# ... (truncated)
### Entity: Character
Component: karelian_irredentist_writer
Constructs: stability_factor, communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
karelian_irredentist_writer = {
	random = no
	sprite = 13
	stability_factor = 0.05
	political_power_factor = 0.05
	justify_war_goal_time = -0.1
	communism_drift = -0.1
}
### Entity: National Focus
Tree: ger_focus
Component: GER_combined_arms
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_combined_arms
	icon = GFX_focus_generic_tank_air_support
	alternate_icon = GFX_focus_GER_combined_arms_historical
	prerequisite = {
		focus = GER_advanced_panzer_research
	} {
		focus = GER_dive_bombers
	}
	x = 1
	y = 1
	relative_position_id = GER_advanced_panzer_research
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		GER_modify_army_modifier = yes
		add_to_variable = {
			GER_military_air_superiority_bonus_in_combat = 0.1
			tooltip = air_superiority_bonus_in_combat_tt
		} {
			GER_military_coordination_bonus = 0.05
			tooltip = coordination_bonus_tt
		}
	}
}
### Entity: Event
Component: wuw_GER_weltpolitik.15
Constructs: is_triggered_only, limit, add_political_power, every_state, is_owned_and_controlled_by, add_timed_idea
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_weltpolitik.15
	title = wuw_GER_weltpolitik.15.t
	desc = wuw_GER_weltpolitik.15.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = wuw_GER_weltpolitik.15.a
		every_state = {
			every_state = {
				limit = {
					is_owned_and_controlled_by = ROOT
					OR = {
						state = 773 777 546 768 769 895 894 541 893 743 647 979 737 684 633 1070 646 726 725
					}
				}
				transfer_state_to = GER
			}
		}
		add_political_power = 120
		add_timed_idea = {
			idea = GER_compensation_for_transferred_colonies
			days = 365
		}
	}
}
### Entity: Event
Component: mtg_netherlands.15
Constructs: is_triggered_only, ai_chance, random_days
Source: game
File: events/MTG_Netherlands.txt

Code:
country_event = {
	id = mtg_netherlands.15
	title = mtg_netherlands.15.t
	desc = mtg_netherlands.15.d
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = mtg_netherlands.15.a
		BEL = {
			country_event = {
				id = mtg_netherlands.18
			}
		}
		LUX = {
			country_event = {
				id = mtg_netherlands.18
			}
		}
		FROM = {
			country_event = {
				id = mtg_netherlands.16
				days = 1
				random_days = 3
			}
		}
	} {
		name = mtg_netherlands.15.b
		ai_chance = {
			factor = 0
		}
		FROM = {
			country_event = {
				id = mtg_netherlands.17
				days = 1
				random_days = 3
			}
		}
	}
}
### Entity: Operation
Component: exfiltration_submarine_pickup
Constructs: is_coastal, has_navy_size, is_controlled_by
Source: game
File: common/operation_phases/lar_exfiltration.txt

Code:
exfiltration_submarine_pickup = {
	name = exfiltration_submarine_pickup
	desc = exfiltration_submarine_pickup_desc
	outcome = exfiltration_submarine_pickup_outcome
	risk_extra = exfiltration_submarine_pickup_outcome_fail
	picture = GFX_phase_exfiltration_submarine_pickup
	icon = GFX_phase_exfiltration_submarine_pickup_small
	equipment = {

	}
	requirements = {
		any_owned_state = {
			is_coastal = yes
		}
		has_navy_size = {
			size = > 0
			type = submarine
		}
		FROM = {
			any_owned_state = {
				is_controlled_by = PREV
				is_coastal = yes
			}
		}
	}
}
### Entity: Idea
Component: AFG_electrical_company_idea
Constructs: has_completed_focus, has_dlc, removal_cost, research_bonus
Source: game
File: common/ideas/afghanistan.txt

Code:
AFG_electrical_company_idea = {
	name = AFG_electrical_company_idea
	picture = AFG_electrification
	allowed = {
		has_dlc = Graveyard of Empires
		original_tag = AFG
	}
	available = {
		has_completed_focus = AFG_electrification
	}
	visible = {

	}
	cost = 75
	removal_cost = 10
	research_bonus = {
		electronics = 0.15
	}
	traits = {
		electronics_concern
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_reinforce_4th_of_august_regime
Constructs: prerequisite, remove_ideas, has_country_flag, add_stability, completion_reward, set_country_flag
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_reinforce_4th_of_august_regime
	icon = GFX_focus_GRE_4th_august
	text = GRE_reinforce_4th_of_august_regime
	prerequisite = {
		focus = GRE_crush_kke
	} {
		focus = GRE_agrarian_protests
	}
	x = 13
	y = 3
	relative_position_id = GRE_divided_nation
	cost = 7.15
	ai_will_do = {
		factor = 15
	}
	available = {
		has_country_flag = GRE_metaxas_in_power
	}
	completion_reward = {
		add_stability = 0.1
		remove_ideas = GRE_divided_nation
		set_country_flag = GRE_4th_aug_red_reinforced
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_national_aircraft_production
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, random_core_state, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_national_aircraft_production
	icon = GFX_focus_generic_aircraft_production
	prerequisite = {
		focus = FIN_expand_air_bases
	} {
		focus = FIN_pilot_training
	}
	x = 1
	y = 2
	relative_position_id = FIN_expand_air_bases
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_tech_bonus = {
			name = FIN_national_aircraft_production
			bonus = 0.5
			uses = 2
			category = air_equipment
		}
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				air_base = > 0
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:FIN_valtion_lentokonetehdas_organization = {
				add_mio_size = 1
				add_mio_funds_gain_factor = 0.35
				add_mio_research_bonus = 0.1
				add_mio_design_team_assign_cost = -0.5
			}
		}
		else = {
			if = {
				limit = {
					has_idea = FIN_valtion_lentokonetehdas
				}
				swap_ideas = {
					remove_idea = FIN_valtion_lentokonetehdas
					add_idea = FIN_valtion_lentokonetehdas_improved
				}
			}
			else = {
				effect_tooltip = {
					swap_ideas = {
						remove_idea = FIN_valtion_lentokonetehdas
						add_idea = FIN_valtion_lentokonetehdas_improved
					}
				}
			}
		}
	}
}
### Entity: Character
Component: united_front_leader
Source: game
File: common/country_leader/r56_traits.txt

Code:
united_front_leader = {
	sprite = 13
	random = no
	party_popularity_stability_factor = 0.5
}
### Entity: Idea
Component: AFG_abwehr_idea_no_lar
Constructs: has_government, has_war_with, encryption_factor
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_abwehr_idea_no_lar = {
	picture = generic_spy_intel
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		GER = {
			OR = {
				has_war_with = ROOT
				exists = no
			}
		}
		OR = {
			has_government = communism fascism
		}
	}
	modifier = {
		encryption_factor = 0.15
		drift_defence_factor = 0.15
		civilian_intel_to_others = -0.2
		army_intel_to_others = -0.2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: mexico.30
Constructs: is_triggered_only, has_completed_focus, division_template, limit, has_government, has_war_with, fire_only_once, set_nationality
Source: game
File: events/Mexico.txt

Code:
country_event = {
	id = mexico.30
	title = mexico.30.title
	desc = {
		text = mexico.30.desc1
		trigger = {
			NOT = {
				has_completed_focus = MEX_focus_jefe_maximo
			}
		}
	} {
		text = mexico.30.desc2
		trigger = {
			has_completed_focus = MEX_focus_jefe_maximo
		}
	}
	picture = GFX_report_event_mex_civil_war
	fire_only_once = yes
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					has_government = democratic
					NOT = {
						has_completed_focus = MEX_focus_jefe_maximo
					}
				}
				start_civil_war = {
					ideology = neutrality
					size = 0.35
					keep_all_characters = yes
					PREV = {
						MEX_abelardo_rodriguez = {
							set_nationality = PREV.PREV
						}
						MEX_manuel_avila_camacho = {
							set_nationality = PREV.PREV
						}
						MEX_heriberto_corona = {
							set_nationality = PREV.PREV
						}
						MEX_adolfo_de_la_huerta = {
							set_nationality = PREV.PREV
							add_corps_commander_role = {
								character = MEX_adolfo_de_la_huerta
								traits = {

								}
								skill = 3
								attack_skill = 3
								defense_skill = 3
								planning_skill = 2
								logistics_skill = 2
							}
							add_country_leader_role = {
								character = MEX_adolfo_de_la_huerta
								country_leader = {
									expire = 1965.1.1
									ideology = conservatism
									traits = {

									}
								}
								promote_leader = yes
							}
						}
						MEX_vicente_lombardo = {
							set_nationality = PREV.PREV
							add_country_leader_role = {
								character = MEX_vicente_lombardo
								country_leader = {
									expire = 1965.1.1
									ideology = marxism
									traits = {
										the_dean_of_mexican_marxism
									}
								}
								promote_leader = yes
							}
							add_corps_commander_role = {
								traits = {
									politically_connected
								}
								skill = 1
								attack_skill = 1
								defense_skill = 1
								planning_skill = 1
								logistics_skill = 1
							}
						}
						if = {
							limit = {
								NOT = {
									has_global_flag = flag_mexico_cedillo_has_revolted
								}
							}
							MEX_saturnino_cedillo = {
								set_nationality = PREV.PREV
							}
							add_country_leader_role = {
								character = MEX_saturnino_cedillo
								country_leader = {
									expire = 1965.1.1
									ideology = fascism_ideology
									trai
# ... (truncated)
### Entity: Idea
Component: GER_boosting_fascism_in_country_ns
Constructs: removal_cost, fascism_drift
Source: game
File: common/ideas/GER.txt

Code:
GER_boosting_fascism_in_country_ns = {
	name = GER_boosting_fascism_in_country
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = generic_fascism_drift_2
	modifier = {
		fascism_drift = 0.05
	}
}