Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ita_focus
Component: ITA_refit_civilian_ships
Constructs: prerequisite, limit, add_ideas, completion_reward, set_technology, has_dlc, has_tech, create_equipment_variant
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_refit_civilian_ships
	icon = GFX_focus_generic_refit_civilian_ships
	prerequisite = {
		focus = ITA_incrociatori_pesanti
	}
	mutually_exclusive = {
		focus = ITA_proper_carriers
	}
	x = 4
	y = 1
	relative_position_id = ITA_incrociatori_pesanti
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_NAVY_XP FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		custom_effect_tooltip = ITA_refit_civilian_ships_rm_tt
		hidden_effect = {
			add_ideas = ITA_hidden_deck_conversion_production_ns
		}
		navy_experience = 15
		if = {
			limit = {
				has_dlc = Man the Guns
			}
			if = {
				limit = {
					NOT = {
						has_tech = early_ship_hull_carrier
					}
				}
				set_technology = {
					early_ship_hull_carrier = 1
				}
			}
			create_equipment_variant = {
				name = Conte di Savoia Class - Converted Liner
				type = ship_hull_carrier_conversion_ca
				name_group = ITA_CV_HISTORICAL
				parent_version = 0
				allow_without_tech = yes
				modules = {
					fixed_ship_deck_slot_1 = ship_deck_space
					fixed_ship_deck_slot_2 = ship_deck_space
					fixed_ship_anti_air_slot = ship_anti_air_2
					fixed_ship_radar_slot = empty
					fixed_ship_engine_slot = carrier_ship_engine_1
					fixed_ship_secondaries_slot = ship_secondaries_1
				}
			}
			add_equipment_production = {
				equipment = {
					type = ship_hull_carrier_conversion_ca
					creator = ITA
					version_name = Conte di Savoia Class - Converted Liner
				}
				name = Conte di Savoia
				requested_factories = 1
				progress = 0.65
				amount = 1
			} {
				equipment = {
					type = ship_hull_carrier_conversion_ca
					creator = ITA
					version_name = Conte di Savoia Class - Converted Liner
				}
				name = Rex
				requested_factories = 1
				progress = 0.65
				amount = 1
			}
		}
		else = {
			if = {
				limit = {
					NOT = {
						has_tech = early_carrier
					}
				}
				set_technology = {
					early_carrier = 1
				}
			}
			create_equipment_variant = {
				name = Conte di Savoia Class - Converted Liner
				type = carrier_1
				allow_without_tech = yes
				upgrades = {
					ship_deckspace_upgrade = 2
					carrier_armor_upgrade = 1
					ship_engine_upgrade = 2
					ship_reliability_upgrade = 2
				}
			}
			add_equipment_production = {
				equipment = {
					type = carrier_1
					creator = ITA
					version_name = Conte di Savoia Class - Converted Liner
			
# ... (truncated)
### Entity: Military Industrial Organization
Component: CAT_fabrica_hidroavions_tarragona_organization
Constructs: has_cosmetic_tag, production_bonus
Source: game
File: common/military_industrial_organization/organizations/CAT_organization.txt

Code:
CAT_fabrica_hidroavions_tarragona_organization = {
	include = generic_naval_aircraft_organization
	name = CAT_fabrica_hidroavions_tarragona
	icon = GFX_idea_generic_naval_manufacturer_2
	allowed = {
		OR = {
			tag = CAT ADR
		}
	}
	available = {
		FROM = {
			OR = {
				original_tag = CAT
				has_cosmetic_tag = CAT
			}
		}
	}
	initial_trait = {
		name = generic_mio_initial_trait_naval_aircraft_designer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_reform_the_currency
Constructs: prerequisite, has_government, add_stability, completion_reward, is_subject, add_to_variable
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_reform_the_currency
	icon = GFX_focus_ETH_reform_the_currency
	prerequisite = {
		focus = ETH_taxing_the_nobility ETH_expand_tax_exemptions
	}
	x = 0
	y = 1
	relative_position_id = ETH_taxing_the_nobility
	cost = 10
	available = {
		is_subject = no
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 1.5
			NOT = {
				has_government = fascism
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		ETH_BOP_centralization_large_effect = yes
		add_stability = 0.03
		custom_effect_tooltip = ETH_communal_agriculture_consumer_tt
		add_to_variable = {
			ETH_industrialization_consumer_goods_factor = -0.15
		}
	}
}
### Entity: Event
Component: INS_loyalist_events.2
Constructs: is_triggered_only, add_political_power, set_nationality
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_loyalist_events.2
	title = INS_loyalist_events.2.t
	desc = INS_loyalist_events.2.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = INS_loyalist_events.2.a
		HOL = {
			HOL_henri_winkelman = {
				set_nationality = INS
			}
		}
		effect_tooltip = {
			HOL = {
				add_political_power = 75
			}
		}
	}
}
### Entity: Character
Component: FIN_juho_heiskanen
Constructs: has_government
Source: game
File: common/characters/FIN.txt

Code:
FIN_juho_heiskanen = {
	name = FIN_juho_heiskanen
	portraits = {
		army = {
			large = GFX_portrait_FIN_juho_heiskanen
			small = GFX_portrait_FIN_juho_heiskanen_small
		}
	}
	corps_commander = {
		traits = {
			inflexible_strategist ranger jaeger
		}
		skill = 2
		attack_skill = 1
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
		visible = {
			NOT = {
				has_government = communism
			}
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_oust_the_asian_colonizers
Constructs: prerequisite, limit, completion_reward, is_subject, is_on_continent, every_other_country, create_wargoal
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_oust_the_asian_colonizers
	icon = GFX_focus_eng_decolonization
	prerequisite = {
		focus = PHI_align_with_the_japanese PHI_spread_the_revolution
	}
	relative_position_id = PHI_align_with_the_japanese
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		base = 0
	}
	available = {
		is_subject = no
		any_other_country = {
			OR = {
				capital_scope = {
					is_on_continent = europe
				} {
					is_on_continent = north_america
				}
			} {
				any_owned_state = {
					custom_trigger_tooltip = {
						tooltip = state_in_indochina_malaysia_indonesia_raj_tt
						OR = {
							region = 190 153 31 141 189 142 188 187 158 159 93 167 160
							state = 323 1091
						}
					}
				}
				any_subject_country = {
					any_owned_state = {
						custom_trigger_tooltip = {
							tooltip = state_in_indochina_malaysia_indonesia_raj_tt
							OR = {
								region = 190 153 31 141 189 142 188 187 158 159 93 167 160
								state = 323 1091
							}
						}
					}
				}
			}
		}
	}
	will_lead_to_war_with = INS RAJ MAL FRI
	completion_reward = {
		every_other_country = {
			limit = {
				capital_scope = {
					NOT = {
						is_on_continent = asia
					}
				}
				OR = {
					any_owned_state = {
						custom_trigger_tooltip = {
							tooltip = state_in_indochina_malaysia_indonesia_raj_tt
							OR = {
								region = 190 153 31 141 189 142 188 187 158 159 93 167 160
								state = 323 1091
							}
						}
					}
					any_subject_country = {
						any_owned_state = {
							custom_trigger_tooltip = {
								tooltip = state_in_indochina_malaysia_indonesia_raj_tt
								OR = {
									region = 190 153 31 141 189 142 188 187 158 159 93 167 160
									state = 323 1091
								}
							}
						}
					}
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = topple_government
					expire = 0
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: wuw_GER_realpolitik.20
Constructs: is_triggered_only, ai_chance, limit, is_major, has_war_with_major, is_in_faction, every_controlled_state, add_state_core
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_realpolitik.20
	title = wuw_GER_realpolitik.20.t
	desc = wuw_GER_realpolitik.20.desc
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = wuw_GER_realpolitik.20.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0.5
				FROM = {
					has_war_with_major = yes
				}
			} {
				factor = 1.5
				has_war_with_major = yes
				is_in_faction = no
			} {
				factor = 0
				any_allied_country = {
					is_major = yes
				}
			}
		}
		FROM = {
			country_event = {
				id = wuw_GER_realpolitik.21
				days = 1
			}
		}
		effect_tooltip = {
			ROOT = {
				every_controlled_state = {
					limit = {
						OR = {
							state = 87 98 97
						}
					}
					display_individual_scopes = yes
					FROM = {
						transfer_state = PREV
						add_state_core = PREV
					}
				}
			}
		}
	} {
		name = wuw_GER_realpolitik.20.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 3
				strength_ratio = {
					tag = FROM
					ratio = > 0.7
				}
			} {
				factor = 2
				any_other_country = {
					is_major = yes
					has_guaranteed = ROOT
				}
			} {
				factor = 2
				is_in_faction = yes
			}
		}
		FROM = {
			country_event = {
				id = wuw_GER_realpolitik.22
				days = 1
			}
			IF = {
				limit = {
					is_in_faction_with = ROOT
					is_faction_leader = yes
				}
				remove_from_faction = ROOT
			} {
				limit = {
					is_in_faction_with = ROOT
					is_faction_leader = no
				}
				random_other_country = {
					limit = {
						is_in_faction_with = FROM
						is_faction_leader = yes
					}
					remove_from_faction = FROM
				}
			}
		}
		IF = {
			limit = {
				has_guaranteed = LIT
				is_guaranteed_by = LIT
			}
			diplomatic_relation = {
				country = LIT
				relation = guarantee
				active = no
			}
			LIT = {
				diplomatic_relation = {
					country = POL
					relation = guarantee
					active = no
				}
			}
		}
		effect_tooltip = {
			every_state = {
				limit = {
					OR = {
						state = 87 98 97
					}
					is_fully_controlled_by = ROOT
				}
				display_individual_scopes = yes
				FROM = {
					add_state_core = PREV
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt probably_lead_to_war_with_ger_tt
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/TUR_1939_air_legacy.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = fighter_equipment_0
			creator = TUR
		}
		requested_factories = 1
		progress = 0.58
		efficiency = 100
	}
}
### Entity: Idea
Component: GER_volkskommissariat_economic_integration
Constructs: has_government, removal_cost, is_subject_of
Source: game
File: common/ideas/GER.txt

Code:
GER_volkskommissariat_economic_integration = {
	name = GER_volkskommissariat_economic_integration
	picture = new_economic_policy
	removal_cost = -1
	cancel = {
		NOT = {
			is_subject_of = GER
		} {
			has_government = communism
		}
	}
	modifier = {
		consumer_goods_factor = -0.1
		cic_to_overlord_factor = 0.25
		mic_to_overlord_factor = 0.25
	}
}
### Entity: Scripted Effect
Component: DEN_puppet_on_action_effects
Constructs: limit, has_country_flag, has_cosmetic_tag, clr_country_flag, set_rule, has_country_leader_with_trait, retire_country_leader, is_subject
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_puppet_on_action_effects = {
	if = {
		limit = {
			DEN = {
				has_cosmetic_tag = DEN_occupied_denmark
			}
		}
		DEN = {
			drop_cosmetic_tag = yes
		}
	} {
		limit = {
			DEN = {
				has_country_flag = DEN_is_protectorate_flag
			}
		}
		DEN = {
			clr_country_flag = DEN_is_protectorate_flag
		}
	} {
		limit = {
			DEN = {
				has_country_flag = DEN_cannot_join_factions_flag
			}
		}
		DEN = {
			set_rule = {
				can_join_factions = yes
			} {
				can_decline_call_to_war = no
			}
			clr_country_flag = DEN_cannot_join_factions_flag
		}
	} {
		limit = {
			DEN = {
				has_country_leader_with_trait = DEN_plenipotentiary
			}
		}
		DEN = {
			retire_country_leader = yes
			restore_ruling_party = yes
		}
	} {
		limit = {
			DEN = {
				is_subject = no
			}
		}
		DEN = {
			set_power_balance = {
				id = DEN_balance_of_power
				left_side = DEN_welfare_side
				right_side = DEN_warfare_side
				set_value = 0
			}
		}
	}
}
### Entity: Technology
Component: special_forces_marines
Constructs: limit, has_country_flag, has_dlc, is_ai, check_variable, has_tech, force_use_small_tech_layout, remove_potential_special_forces_tree
Source: game
File: common/technologies/special_forces_doctrine.txt

Code:
technology = {
	doctrine_name = MARINES_DOCTRINE
	allow = {
		has_dlc = Arms Against Tyranny
		if = {
			limit = {
				is_ai = yes
			}
			OR = {
				has_country_flag = EAI_TEMPLATE_marine_template_upgrade EAI_TEMPLATE_amphibious_template_upgrade
			}
		} {
			limit = {
				is_ai = yes
			}
			check_variable = {
				EAI_FOCUS/LAND/spec_ops = global.EAI_MAR_SPEC_OPS
			}
		}
	} {
		AND = {
			has_tech = marines
			can_unlock_new_special_forces_tree = yes
		}
	}
	xp_research_type = navy
	xp_unlock_cost = 60
	force_use_small_tech_layout = yes
	on_research_complete = {
		remove_potential_special_forces_tree = yes
	}
	path = {
		leads_to_tech = marines_jungle_troops
		research_cost_coeff = 1
	} {
		leads_to_tech = marines_shore_parties
		research_cost_coeff = 1
	}
	marines_special_forces_contribution_factor = -0.25
	naval_invasion_division_cap = 2
	category_special_forces = {
		max_organisation = 5
		soft_attack = 0.05
	}
	enable_subunits = {
		pioneer_support
	}
	doctrine = yes
	research_cost = 2.25
	categories = {
		special_forces_doctrine cat_marines_doctrine
	}
	folder = {
		name = special_forces_doctrine_folder
		position = {
			x = 0
			y = 0
		}
	}
	ai_will_do = {
		factor = 10000
		modifier = {
			factor = 0
			NOT = {
				check_variable = {
					EAI_FOCUS/LAND/spec_ops = global.EAI_MAR_SPEC_OPS
				}
			}
		}
	}
	ai_research_weights = {

	}
}
### Entity: Order of Battle
Component: 29th Vodka Division
Constructs: division_template
Source: game
File: history/units/r56w_WHY.txt

Code:
division = {
	name = 29th Vodka Division
	location = 3513
	division_template = Vodka and Crumpets
	start_experience_factor = 0.75
}
### Entity: Unit Template
Component: FRA_GAR_01
Source: game
File: common/units/names_divisions/FRA_names_divisions.txt

Code:
FRA_GAR_01 = {
	name = Garrison Division
	for_countries = {
		FRA
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	link_numbering_with = {
		FRA_INF_01
	}
	fallback_name = %dème Division de Forteresse
	ordered = {
		101 = {
			%dème Div. d'Inf. de Forteresse
		}
		102 = {
			%dème Div. d'Inf. de Forteresse
		}
		103 = {
			%dème Div. d'Inf. de Forteresse
		}
		104 = {
			%dème Div. d'Inf. de Forteresse
		}
		105 = {
			%dème Div. d'Inf. de Forteresse
		}
		106 = {
			%dème Div. d'Inf. de Forteresse
		}
		107 = {
			%dème Div. d'Inf. de Forteresse
		}
		108 = {
			%dème Div. d'Inf. de Forteresse
		}
		109 = {
			%dème Div. d'Inf. de Forteresse
		}
		110 = {
			%dème Div. d'Inf. de Forteresse
		}
		111 = {
			%dème Div. d'Inf. de Forteresse
		}
		112 = {
			%dème Div. d'Inf. de Forteresse
		}
		113 = {
			%dème Div. d'Inf. de Forteresse
		}
		114 = {
			%dème Div. d'Inf. de Forteresse
		}
		115 = {
			%dème Div. d'Inf. de Forteresse
		}
		116 = {
			%dème Div. d'Inf. de Forteresse
		}
		117 = {
			%dème Div. d'Inf. de Forteresse
		}
		118 = {
			%dème Div. d'Inf. de Forteresse
		}
		119 = {
			%dème Div. d'Inf. de Forteresse
		}
		120 = {
			%dème Div. d'Inf. de Forteresse
		}
		141 = {
			%dème Div. d'Inf. de Forteresse
		}
		142 = {
			%dème Div. d'Inf. de Forteresse
		}
		143 = {
			%dème Div. d'Inf. de Forteresse
		}
		144 = {
			%dème Div. d'Inf. de Forteresse
		}
		145 = {
			%dème Div. d'Inf. de Forteresse
		}
		146 = {
			%dème Div. d'Inf. de Forteresse
		}
		147 = {
			%dème Div. d'Inf. de Forteresse
		}
		148 = {
			%dème Div. d'Inf. de Forteresse
		}
		149 = {
			%dème Div. d'Inf. de Forteresse
		}
		150 = {
			%dème Div. d'Inf. de Forteresse
		}
		201 = {
			%dème Div. d'Inf. de Forteresse
		}
		202 = {
			%dème Div. d'Inf. de Forteresse
		}
		203 = {
			%dème Div. d'Inf. de Forteresse
		}
		204 = {
			%dème Div. d'Inf. de Forteresse
		}
		205 = {
			%dème Div. d'Inf. de Forteresse
		}
		206 = {
			%dème Div. d'Inf. de Forteresse
		}
		207 = {
			%dème Div. d'Inf. de Forteresse
		}
		208 = {
			%dème Div. d'Inf. de Forteresse
		}
		209 = {
			%dème Div. d'Inf. de Forteresse
		}
		210 = {
			%dème Div. d'Inf. de Forteresse
		}
		211 = {
			%dème Div. d'Inf. de Forteresse
		}
		212 = {
			%dème Div. d'Inf. de Forteresse
		}
		213 = {
			%dème Div. d'Inf. de Forteresse
		}
		214 = {
			%dème Div. d'Inf. de Forteresse
		}
		215 = {

# ... (truncated)
### Entity: National Focus
Tree: tur_focus
Component: TUR_united_against_imperialism
Constructs: prerequisite, limit, has_government, add_stability, completion_reward, is_faction_leader, is_in_faction_with, add_popularity
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_united_against_imperialism
	icon = GFX_goal_generic_demand_territory
	prerequisite = {
		focus = TUR_balkan_defense_council
	}
	available = {
		OR = {
			is_faction_leader = yes
			AND = {
				is_in_faction_with = GRE
				GRE = {
					is_faction_leader = yes
				}
			} {
				is_in_faction_with = ROM
				ROM = {
					is_faction_leader = yes
				}
			} {
				is_in_faction_with = YUG
				YUG = {
					is_faction_leader = yes
				}
			}
		}
	}
	x = -1
	y = 1
	relative_position_id = TUR_balkan_defense_council
	cost = 10
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.05
		hidden_effect = {
			if = {
				limit = {
					has_government = neutrality
				}
				add_popularity = {
					ideology = neutrality
					popularity = 0.1
				}
			}
			else_if = {
				limit = {
					has_government = democratic
				}
				add_popularity = {
					ideology = democratic
					popularity = 0.1
				}
			}
		}
		for_each_scope_loop = {
			array = faction_members
			if = {
				limit = {
					NOT = {
						tag = ROOT
					}
					OR = {
						original_tag = GRE YUG ROM
					}
				}
				add_stability = 0.05
				hidden_effect = {
					if = {
						limit = {
							has_government = neutrality
						}
						add_popularity = {
							ideology = neutrality
							popularity = 0.1
						}
					}
					else_if = {
						limit = {
							has_government = democratic
						}
						add_popularity = {
							ideology = democratic
							popularity = 0.1
						}
					}
				}
			}
		}
		custom_effect_tooltip = TUR_united_against_imperialism_tt
	}
}
### Entity: Character
Component: coi_mook
Constructs: autonomy_gain
Source: game
File: common/country_leader/r56_traits.txt

Code:
coi_mook = {
	sprite = 10
	random = no
	autonomy_gain = 0.4
	political_power_factor = -0.05
	production_speed_industrial_complex_factor = 0.1
	production_speed_infrastructure_factor = 0.1
	production_speed_rail_way_factor = 0.1
}
### Entity: Character
Component: IRQ_taha_al_hashemi
Constructs: has_government, has_dlc
Source: game
File: common/characters/IRQ.txt

Code:
IRQ_taha_al_hashemi = {
	name = IRQ_taha_al_hashemi
	portraits = {
		army = {
			large = GFX_portrait_IRQ_taha_al_hashemi
			small = GFX_portrait_IRQ_taha_al_hashem_military_small
		}
		civilian = {
			small = GFX_portrait_IRQ_taha_al_hashem_civilian_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = IRQ_taha_al_hashemi
		traits = {
			IRQ_minister_of_defense
		}
		allowed = {
			has_dlc = Graveyard of Empires
			original_tag = IRQ
		}
		available = {
			NOT = {
				has_government = fascism
			}
		}
		cost = 150
		ai_will_do = {
			base = 1.0
		}
	} {
		slot = high_command
		idea_token = IRQ_taha_al_hashemi_ahc
		ledger = army
		traits = {
			army_regrouping_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
	corps_commander = {
		traits = {
			trickster desert_fox
		}
		skill = 3
		attack_skill = 3
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 3
		legacy_id = -1
		visible = {
			NOT = {
				has_government = fascism
			}
		}
	}
}
### Entity: Modifier Reference
Construct: pocket_penalty
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## pocket_penalty

* Number with 1 decimal places
* **Categories**: army, aggressive
### Entity: AI Strategy
Component: VEN_alternate_plan_2
Constructs: has_game_rule, is_subject, has_civil_war
Source: game
File: common/ai_strategy_plans/VEN_alternate_strategy_plan.txt

Code:
VEN_alternate_plan_2 = {
	name = VEN: Democratic
	desc = Rómulo Gallegos will be elected as president of Venezuela and seek membership with the Allies.
	allowed = {
		original_tag = VEN
	}
	enable = {
		has_game_rule = {
			rule = VEN_ai_behavior
			option = DEMOCRATIC
		}
	}
	abort = {
		is_subject = yes
		has_civil_war = yes
	}
	ai_national_focuses = {
		VEN_congress VEN_1935_elections VEN_new_republic VEN_labour_reforms VEN_depoliticize_the_army 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_tax_reforms VEN_abolish_death_penalty VEN_allow_new_elections VEN_fund_independent_arms_industries VEN_adopt_rearmament_policies VEN_explosive_factories VEN_production_quotas VEN_liberalize_oil_trade VEN_expand_the_navy VEN_expand_zulia_shipping VEN_join_allies VEN_trade_fleets VEN_assisted_oil_development VEN_food_importation
	}
	traits = {
		silent_workhorse = 5
		democratic_reformer = 50
	}
	focus_factors = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Decision
Component: democratic_on_the_rise
Constructs: add_equipment_to_stockpile, limit, political_power_gain, has_government, has_country_flag, add_stability, fire_only_once, industrial_capacity_factory
Source: game
File: common/decisions/political_decisions.txt

Code:
democratic_on_the_rise = {
	prepare_for_democratic_civil_war = {
		icon = generic_prepare_civil_war
		available = {
			democratic = > 0.1
			num_of_controlled_states = > 1
		}
		visible = {
			NOT = {
				has_country_flag = preparation_for_democratic_civil_war
			} {
				has_government = democratic
			}
			OR = {
				has_idea_with_trait = democratic_reformer social_reformer
			}
			check_has_focus_tree_to_switch_to_democratic = yes
		}
		fire_only_once = yes
		cost = 50
		complete_effect = {
			set_country_flag = preparation_for_democratic_civil_war
		}
		ai_will_do = {
			factor = 0
		}
	}
	expand_civil_democratic_support = {
		icon = generic_civil_support
		visible = {
			OR = {
				has_country_flag = preparation_for_democratic_civil_war open_up_political_discourse_democratic
			} {
				has_idea_with_trait = democratic_reformer social_reformer
			}
			NOT = {
				has_government = democratic
			}
			check_has_focus_tree_to_switch_to_democratic = yes
		}
		cancel_trigger = {
			hidden_trigger = {
				has_civil_war = yes
			}
		}
		fire_only_once = no
		cost = 25
		days_remove = 30
		modifier = {
			democratic_drift = 0.05
			stability_weekly = -0.003
			political_power_gain = -0.2
		}
		ai_will_do = {
			factor = 1
		}
	}
	army_support_for_democratic_civil_war = {
		icon = generic_army_support
		visible = {
			has_country_flag = preparation_for_democratic_civil_war
			OR = {
				has_idea_with_trait = democratic_reformer social_reformer
			}
			NOT = {
				has_government = democratic
			}
			check_has_focus_tree_to_switch_to_democratic = yes
		}
		cancel_trigger = {
			hidden_trigger = {
				has_civil_war = yes
			}
		}
		fire_only_once = no
		cost = 50
		days_remove = 30
		modifier = {
			command_power_gain = -0.2
		}
		remove_effect = {
			if = {
				limit = {
					check_variable = {
						var = army_support_var
						value = 0.1
						compare = less_than
					}
				}
				set_variable = {
					var = army_support_var
					value = 0.1
				}
			} {
				limit = {
					check_variable = {
						var = army_support_var
						value = 0.1
						compare = greater_than_or_equals
					}
				}
				add_to_variable = {
					var = army_support_var
					value = 0.1
				}
			}
			set_country_flag = military_support_for_democratic_civil_war
		}
		complete_effect = {

		}
		ai_will_do = {
			factor = 0
		}
	}
	ensure_general_loyalty_for_democratic_civil_war = {
		icon = generic
# ... (truncated)