Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: hon_focus
Component: HON_take_guatemala
Constructs: prerequisite, has_war, remove_ideas, completion_reward, is_subject, clr_country_flag
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_take_guatemala
	icon = GFX_goal_attack_guatemala
	relative_position_id = HON_take_nicaragua
	prerequisite = {
		focus = HON_take_nicaragua
	}
	x = 0
	y = 1
	will_lead_to_war_with = GUA
	cost = 5
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 2
			strength_ratio = {
				tag = GUA
				ratio = > 1.5
			}
		} {
			factor = 0.1
			has_war = yes
		}
	}
	available = {
		r56_script_i_am_sane = yes
		GUA = {
			r56_script_target_is_sane = yes
		}
		is_subject = no
	}
	bypass = {
		GUA = {
			r56_script_standard_bypass = yes
		}
	}
	completion_reward = {
		GUA = {
			clr_country_flag = monroe_doctrine
			remove_ideas = USA_monroe_doctrine_idea
		} {
			country_event = {
				id = hon.1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: AI Strategy
Component: INS_democratic_strategy_plan
Constructs: has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/INS_r56_alternate_strategy_plan.txt

Code:
INS_democratic_strategy_plan = {
	name = INS: Democratic
	desc = Democratic behavior for Indonesia.
	allowed = {
		original_tag = INS
	}
	enable = {
		OR = {
			has_game_rule = {
				rule = INS_ai_behavior_r56
				option = DEMOCRATIC
			}
			has_country_flag = DEMOCRATIC
		}
	}
	ai_national_focuses = {
		INS_kebangkitan INS_industrial_centralisation INS_continue_the_modernisation INS_empower_the_volksraad INS_gather_the_opposition INS_restore_the_arms_factories INS_colonial_infrastructure INS_connect_the_islands INS_promote_national_independence INS_demand_volksraad_elections INS_limited_autonomy INS_koninklijk_nederlands_indisch_leger INS_the_royal_batavian_society INS_implement_the_sharia INS_nationalize_the_factories INS_earthworks INS_equal_under_god INS_form_the_home_guard INS_modernize_the_military INS_maphilindo INS_unity_in_diversity_r56 INS_ambonese_auxilaries INS_expand_the_officers_corps INS_phillips_radio INS_economic_independence INS_scientific_exceptionalism INS_city_fortifications INS_non_discriminatory_conscription INS_liberate_the_northern_muslims INS_the_test_flight_service
	}
	focus_factors = {
		INS_stay_with_the_netherlands = 0
		INS_kebangkitan = 100
		INS_PNI = 0
		INS_PKI = 0
		INS_empower_the_volksraad = 100
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Modifier Reference
Component: AUS_austromarxism
Constructs: has_completed_focus, stability_factor, has_government, industrial_capacity_factory, communism_drift, democratic_drift, annex_cost_factor, planning_speed
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
AUS_austromarxism = {
	enable = {
		always = yes
	}
	icon = GFX_idea_AUS_austromarxism
	communism_drift = AUS_austromarxism_communism_support
	democratic_drift = AUS_austromarxism_democratic_support
	industrial_capacity_factory = AUS_austromarxism_industrial_capacity_factory
	theorist_cost_factor = AUS_austromarxism_theorist_cost_factor
	high_command_cost_factor = AUS_austromarxism_high_command_cost_factor
	party_popularity_stability_factor = AUS_austromarxism_party_popularity_stability_factor
	production_speed_industrial_complex_factor = AUS_austromarxism_production_speed_industrial_complex_factor
	production_speed_arms_factory_factor = AUS_austromarxism_production_speed_arms_factory_factor
	stability_factor = AUS_austromarxism_stability_factor
	political_power_factor = AUS_austromarxism_political_power_factor
	justify_war_goal_time = AUS_austromarxism_justify_war_goal_time
	annex_cost_factor = AUS_austromarxism_annex_cost_factor
	production_factory_efficiency_gain_factor = AUS_austromarxism_production_factory_efficiency_gain_factor
	command_power_gain_mult = AUS_austromarxism_command_power_gain_mult
	planning_speed = AUS_austromarxism_planning_speed
	max_planning_factor = AUS_austromarxism_max_planning_factor
	remove_trigger = {
		AND = {
			has_completed_focus = AUS_revolution
			NOT = {
				has_government = communism
			}
		}
	}
}
### Entity: Trigger Reference
Construct: Examples
Constructs: Examples, has_equipment, has_tech
Source: vanilla_docs
File: common/ai_templates/_documentation.md

Doc:
## Examples
Below are some examples of AI templates, including the available parameters and what they do.
Note that some of these examples don't make sense from a gameplay perspective. The intention is just to demonstrate what the parameters do.


**A "role-level" template entry.** This in turn contains 1 or more actual target templates:
```
infantry_generic = {

	# Determines which countries will use this role-level template entry. Both 'blocked_for' and 'available_for' are possible to use. Use one or the other, if you use neither or both, the resulting behavior is undefined. (These two may be replaced by 'allowed' or something similar in the future.)
	# Generally you want to make sure that each country has max one role-level template entry targeting a role. So if you add custom AI templates for e.g. Germany you should make sure that only Germany is allowed for it, and you should also block Germany from using the generic AI templates for the same role.
	blocked_for = {
		GER
		JAP
	}

	# The role token that this role-level template entry targets. These tokens are defined by script and are targeted by the 'role_ratio' AI strategy.
	role = infantry

	# The role-level upgrade prio is used for weighted-random selection when the AI chooses which role to upgrade templates for. Set it to zero to prevent the AI from spending XP on upgrading templates for this role.
	# Example: If three role-level templates [A, B, C] have upgrade prio [1, 2, 1] respectively, then the probabilities for upgrading each template is [25%, 50%, 25%] respectively.
	upgrade_prio = {
		factor = 1

		modifier = {
			factor = 5
		}
	}

	## Below are the actual target templates belonging to this role ##
	# In this example, the AI will first try to reach a 6-inf (+support) template, before upgrading it to a 9-inf 2-arty (+support) template.
	# Since the 'upgrade_prio' is higher for the first template, that one will be targeted. And when the match score is good enough it will use the 'replace_with' to switch over to the larger template.
	# If two target templates have the same 'upgrade_prio', the first one will be preferred (so order matters in those cases).

	# Target template 1 (the smaller infantry template)
	infantry_1 = {

		# Optional: Determines the reinforcement prio of the resulting template. For example, garrison templates should use 0 (low prio) while elite templates should use 2 (high
# ... (truncated)
### Entity: National Focus
Tree: arg_focus
Component: ARG_study_foreign_equipment
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_study_foreign_equipment
	icon = GFX_goal_generic_small_arms
	prerequisite = {
		focus = ARG_external_advisors ARG_military_academy
	}
	x = 5
	y = 2
	cost = 10
	completion_reward = {
		army_experience = 5
		add_tech_bonus = {
			name = ARG_study_foreign_equipment
			bonus = 1
			uses = 1
			category = infantry_weapons
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_constitutional_crisis
Constructs: has_completed_focus, prerequisite, limit, completion_reward, allow_branch, has_game_rule, set_politics, add_country_leader_role
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_constitutional_crisis
	icon = GFX_focus_BEL_consitutional_crisis
	prerequisite = {
		focus = BEL_degrelle
	}
	relative_position_id = BEL_degrelle
	mutually_exclusive = {
		focus = BEL_support_the_vnv
	} {
		focus = BEL_support_the_rexists
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	x = 13
	y = 1
	cost = 5
	allow_branch = {
		IF = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = BEL_support_the_vnv BEL_support_the_rexists BEL_vandervelde_minority BEL_paul_emile_janson
			}
		}
	}
	offset = {
		x = -13
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = BEL_constitutional_crisis
		}
	}
	available = {

	}
	completion_reward = {
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
			name = BEL_republic_party
			long_name = BEL_republic_party_long
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_country_leader_role = {
			character = BEL_hubert_pierlot
			promote_leader = yes
			country_leader = {
				ideology = conservatism
				expire = 1965.1.1.1
				traits = {
					BEL_determined_prime_minister
				}
			}
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		hidden_effect = {
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
			set_cosmetic_tag = BEL_republican
		}
	}
}
### Entity: Character
Component: stalin_heart_of_steel_opposition
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
stalin_heart_of_steel_opposition = {
	random = no
	stability_factor = -0.1
	war_support_factor = 0.05
	opinion_gain_monthly_factor = -0.05
	subjects_autonomy_gain = -0.1
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_unify_the_london_bureau
Constructs: prerequisite, limit, has_government, completion_reward, create_faction_from_template, every_other_country, is_in_faction, is_subject
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_unify_the_london_bureau
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_lessons_from_the_civil_war
	} {
		focus = SPR_beacon_of_socialism
	}
	icon = GFX_focus_spr_unify_the_london_bureau
	x = 1
	y = 1
	relative_position_id = SPR_lessons_from_the_civil_war
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		create_faction_from_template = {
			template = faction_template_POR_popular_front_bloc
			name = SPC_international_bureau_of_revolutionary_socialist_unity
			icon = GFX_faction_logo_generic_9
		}
		hidden_effect = {
			news_event = {
				id = lar_news.21
				hours = 6
			}
		}
		every_other_country = {
			limit = {
				has_government = communism
				is_in_faction = no
				is_subject = no
				NOT = {
					capital_scope = {
						OR = {
							is_on_continent = asia australia
						}
					}
				}
			}
			country_event = {
				id = generic.5
				hours = 6
				random_hours = 6
			}
		}
	}
}
### Entity: Idea
Component: CZE_directorate_of_fortification_works_gd_idea
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_directorate_of_fortification_works_gd_idea = {
	name = CZE_directorate_of_fortification_works_no_gd_idea
	picture = ast_naval_auxiliary_patrol
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_bunker_factor = 0.05
		sp_land_stronghold_network_speed_factor = 0.25
		bunker_max_level_terrain_limit = 1
	}
	research_bonus = {
		cat_fortification = 0.1
	}
}
### Entity: Character
Component: SCO_acas
Source: game
File: common/characters/SCO.txt

Code:
SCO_acas = {
	advisor = {
		slot = high_command
		idea_token = SCO_acas
		ledger = air
		allowed = {
			original_tag = SCO
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_2
		}
	}
}
### Entity: Event
Component: mtg_netherlands.22
Constructs: is_triggered_only
Source: game
File: events/MTG_Netherlands.txt

Code:
country_event = {
	id = mtg_netherlands.22
	title = mtg_netherlands.22.t
	desc = mtg_netherlands.22.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = mtg_netherlands.22.a
		custom_effect_tooltip = GAME_OVER_TT
	}
}
### Entity: Shared Focus
Tree: spr_focus
Component: SPR_nationalist_victory
Constructs: shared_focus, limit, has_government, has_country_flag, completion_reward, add_political_power, has_civil_war, allow_branch
Source: game
File: common/national_focus/r56_political_spain_nationalist_shared.txt

Code:
shared_focus = {
	id = SPR_nationalist_victory
	icon = GFX_focus_spa_unify_the_nationalist_front
	cost = 3.0
	available = {
		has_country_flag = spanish_civil_war_started_flag sided_with_the_nationalists_spanish_civil_war_flag
		has_civil_war = no
	}
	ai_will_do = {
		factor = 100
	}
	allow_branch = {
		AND = {
			has_country_flag = spanish_civil_war_started_flag
			NOT = {
				has_country_flag = sided_with_the_republicans_spanish_civil_war_flag
			}
		}
	}
	completion_reward = {
		add_political_power = 75
		if = {
			limit = {
				has_government = fascism
			}
			set_cosmetic_tag = SPR_spanish_state_cosmetic
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	mutually_exclusive = {
		focus = SPR_republican_victory
	}
	x = 37
	y = 0
}
### Entity: Idea
Component: AUS_graf_und_stift
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/austria.txt

Code:
AUS_graf_und_stift = {
	picture = AUS_graf_and_stift
	allowed = {
		original_tag = AUS
		has_dlc = Gotterdammerung
	}
	available = {
		has_completed_focus = AUS_graf_und_stift_focus
	}
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 2
			OR = {
				has_completed_focus = AUS_bring_hungary_back_into_the_fold AUS_demand_hungarian_submission
			}
		}
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_secure_the_guardia_civil
Constructs: has_completed_focus, prerequisite, limit, add_stability, completion_reward, has_global_flag, has_game_rule, is_ai
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_secure_the_guardia_civil
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_the_popular_front
	}
	mutually_exclusive = {
		focus = SPR_secure_the_guardia_de_asalto
	}
	icon = GFX_focus_generic_support_the_left_right
	x = 15
	y = 1
	offset = {
		x = -14
		y = 0
		trigger = {
			has_completed_focus = SPR_the_popular_front
			has_global_flag = spanish_civil_war
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
		}
	}
	relative_position_id = SPR_the_popular_front
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_SPA_CIVIL_WAR
	}
	completion_reward = {
		add_stability = 0.05
		if = {
			limit = {
				difficulty = > 1
				is_ai = no
			}
			custom_effect_tooltip = SPR_secure_the_guardia_civil_tt_2
			add_to_variable = {
				var = spa_civil_war_divisions_counter_var
				value = -5
			} {
				var = spr_civil_war_divisions_counter_var
				value = 10
			}
		}
		else = {
			custom_effect_tooltip = SPR_secure_the_guardia_civil_tt
			add_to_variable = {
				var = spa_civil_war_divisions_counter_var
				value = -3
			} {
				var = spr_civil_war_divisions_counter_var
				value = 6
			}
		}
		set_country_flag = SPR_secure_the_guardia_civil_flag
		custom_effect_tooltip = SPR_secure_the_guardia_get_both_types_tt SPR_remove_after_civil_war_tt
	}
}
### Entity: Military Industrial Organization
Component: ISR_railways_organization
Source: game
File: common/military_industrial_organization/organizations/ISR_organization.txt

Code:
ISR_railways_organization = {
	include = generic_train_organization_r56_NSB
	icon = GFX_idea_generic_train_manufacturer_r56
	allowed = {
		original_tag = ISR
	}
}
### Entity: Event
Component: new_ger.38
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, add_political_power, send_embargo, declare_war_on, puppet_wargoal_focus
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.38
	title = new_ger.38.t
	desc = new_ger.38.d
	picture = GFX_report_event_german_volunteers
	is_triggered_only = yes
	option = {
		name = new_ger.38.a
		add_political_power = -50
		send_embargo = FROM
		ai_chance = {
			base = 10
		}
	} {
		name = new_ger.38.b
		add_stability = -0.075
		add_war_support = -0.05
		declare_war_on = {
			target = FROM
			type = puppet_wargoal_focus
		}
		ai_chance = {
			base = 1
		}
	}
}
### Entity: Idea
Component: CRC_mt
Source: game
File: common/ideas/curacao.txt

Code:
CRC_mt = {
	ledger = army
	picture = generic_army_african_6
	allowed = {
		original_tag = CRC
	}
	traits = {
		military_theorist
	}
}
### Entity: Scripted Effect
Component: EAI_MILITARY_COMBINED_clear
Constructs: limit, has_country_flag, clear_array, clr_country_flag, clear_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_strategy_COMBINED_effects.txt

Code:
EAI_MILITARY_COMBINED_clear = {
	if = {
		limit = {
			has_country_flag = EAI_combined_operations_logging
		}
		log = [GetYear] [GetMonth] | AI | [This.GetName] | EAI_MILITARY_COMBINED_clear
	}
	EAI_MILITARY_clear_this_strategy = yes
	clear_array = EAI_MILITARY_COMBINED_objectives EAI_MILITARY_COMBINED_regions EAI_MILITARY_COMBINED_target_countries
	clr_country_flag = EAI_MILITARY_COMBINED_min_duration EAI_MILITARY_COMBINED_preparation
	clear_variable = EAI_MILITARY_COMBINED_failed_progress_weeks EAI_MILITARY_COMBINED_prev_total_our_side
}
### Entity: State History
Component: 965
Constructs: add_core_of
Source: game
File: history/states/965-Akrotiri and Dhekelia.txt

Code:
state = {
	id = 965
	name = Akrotiri
	provinces = {
		13252
	}
	history = {
		owner = ENG
		add_core_of = CYP GRE
		victory_points = {
			13252 1
		}
		buildings = {
			infrastructure = 2
			air_base = 1
			13252 = {
				naval_base = 2
			}
		}
	}
	manpower = 7761
	state_category = pastoral
	buildings_max_level_factor = 1.0
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_france_alliance
Constructs: prerequisite, has_government, completion_reward, add_research_slot
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_france_alliance
	icon = GFX_goal_generic_scientific_exchange
	prerequisite = {

	}
	available = {
		NOT = {
			has_government = fascism
		}
	}
	relative_position_id = CZE_ministry_of_defense
	x = 13
	y = 0
	cost = 10
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_a_revolta_da_armada
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_a_revolta_da_armada
	icon = GFX_focus_generic_navy_battleship2
	prerequisite = {
		focus = BRA_R56_construct_the_belem_naval_dockyard
	}
	relative_position_id = BRA_R56_construct_the_belem_naval_dockyard
	x = 1
	y = 1
	cost = 5
	completion_reward = {
		navy_experience = 10
		show_unit_leaders_tooltip = BRA_jose_isaias_de_noronha
		add_doctrine_cost_reduction = {
			name = naval_doctrine_tech_bonus_name
			cost_reduction = 0.5
			uses = 1
			category = naval_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_experiences_from_the_civil_war
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_experiences_from_the_civil_war
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_reprofessionalize_the_military
	}
	icon = GFX_goal_generic_army_doctrines
	x = 0
	y = 1
	relative_position_id = SPR_reprofessionalize_the_military
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		army_experience = 15
		add_doctrine_cost_reduction = {
			name = SPR_engineering_advances
			cost_reduction = 0.5
			uses = 2
			category = land_doctrine
		}
	}
}
### Entity: Character
Component: PAL_father_of_nation
Source: game
File: common/country_leader/r56_traits.txt

Code:
PAL_father_of_nation = {
	random = no
	army_core_defence_factor = 0.1
	surrender_limit = 0.1
	defensive_war_stability_factor = 0.15
}
### Entity: Modifier Reference
Construct: army_artillery_defence_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## army_artillery_defence_factor

* Number with 1 decimal places
* **Categories**: army, defensive
### Entity: Idea
Component: IRQ_strenghtened_the_dinar
Constructs: stability_factor, war_support_factor, removal_cost
Source: game
File: common/ideas/iraq.txt

Code:
IRQ_strenghtened_the_dinar = {
	allowed = {
		original_tag = IRQ
	}
	allowed_civil_war = {
		always = yes
	}
	picture = FRA_market_dynamism
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.1
		stability_factor = 0.05
		war_support_factor = -0.05
	}
}
### Entity: AI Strategy
Component: VEN_historical_plan
Constructs: has_government, is_historical_focus_on, has_game_rule, has_civil_war
Source: game
File: common/ai_strategy_plans/VEN_historical_strategy_plan.txt

Code:
VEN_historical_plan = {
	name = VEN: Venezuela Historical AI Plan
	desc = Eleazar López Contreras will be inaugurated as president of Venezuela and will pursue a policy of neutrality.
	allowed = {
		original_tag = VEN
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = VEN_ai_behavior
					option = DEFAULT
				}
			}
			has_game_rule = {
				rule = VEN_ai_behavior
				option = NEUTRALITY_VEN_HISTORICAL
			}
		}
	}
	abort = {
		NOT = {
			has_government = neutrality
		}
		has_civil_war = yes
	}
	ai_national_focuses = {
		VEN_congress VEN_1935_elections VEN_eleazar_contreras VEN_miraflores_concessions VEN_venezuelan_military_academy VEN_form_the_GNB VEN_national_development VEN_expand_oil_industry VEN_engineering_schools VEN_open_rubber_plantations VEN_promote_foreign_investment VEN_presidential_amendment VEN_DSN VEN_reshuffle_of_general_staff VEN_institute_1936_constitution VEN_neutrality_focus VEN_fund_independent_arms_industries VEN_adopt_rearmament_policies VEN_explosive_factories VEN_production_quotas VEN_oil_protection VEN_non_agression_colombia VEN_german_relations
	}
	traits = {
		silent_workhorse = 5
	}
	focus_factors = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Character
Component: raj_social_reformer
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
raj_social_reformer = {
	random = no
	sprite = 13
	monthly_population = 0.1
	stability_factor = 0.075
}
### Entity: Event
Component: DOD_hungary.111
Constructs: is_triggered_only, ai_chance, has_completed_focus, set_country_flag
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.111
	title = DOD_hungary.111.t
	desc = DOD_hungary.111.desc
	picture = GFX_report_event_soviet_soldiers_tank
	is_triggered_only = yes
	option = {
		name = DOD_hungary.111.a
		ai_chance = {
			base = 25
		}
		SOV = {
			country_event = {
				days = 1
				id = soviet.4
			}
		}
		set_country_flag = bessarabia_ceded
		HUN = {
			country_event = DOD_hungary.51
		}
	} {
		name = DOD_hungary.111.b
		ai_chance = {
			base = 50
		}
		SOV = {
			country_event = DOD_hungary.113
		}
	} {
		name = DOD_hungary.111.c
		ai_chance = {
			base = 75
		}
		trigger = {
			NOT = {
				has_completed_focus = ROM_appoint_soviet_friendly_government
			}
		}
		SOV = {
			country_event = DOD_hungary.114
		}
	} {
		name = DOD_hungary.111.d
		ai_chance = {
			base = 5
		}
		SOV = {
			country_event = DOD_hungary.115
		}
	}
}
### Entity: Modifier Reference
Construct: autonomy_manpower_share
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## autonomy_manpower_share

* Number with 2 decimal places
* **Categories**: autonomy