Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: ROM_equipment_strategy
Source: game
File: common/ai_strategy/r56_ROM.txt

Code:
ROM_equipment_strategy = {
	allowed = {
		original_tag = ROM
	}
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_variant_production_factor
		id = infantry_equipment
		value = 25
	} {
		type = equipment_variant_production_factor
		id = anti_air_equipment
		value = 20
	} {
		type = equipment_variant_production_factor
		id = anti_tank_equipment
		value = 20
	} {
		type = equipment_variant_production_factor
		id = artillery_equipment
		value = 20
	} {
		type = equipment_production_factor
		id = armor
		value = -50
	} {
		type = equipment_variant_production_factor
		id = light_tank_destroyer_chassis
		value = -99
	} {
		type = equipment_variant_production_factor
		id = medium_tank_destroyer_chassis
		value = -99
	}
}
### Entity: Unit Template
Component: SPR_RIVERS
Source: game
File: common/units/names_ships/SPR_ship_names.txt

Code:
SPR_RIVERS = {
	name = NAME_THEME_RIVERS
	for_countries = {
		SPR
	}
	type = ship
	prefix = ARE 
	unique = {
		Tajo Ebro Guadalquivir Guadiana Duero Miño Jarama Segura Nalón Júcar Nervión Llobregat Ulla Ter Esla Ibaizábal Guadalete Bidasoa Jalón Cigüela Pisuerga Aragón Genil Sil Tormes Guadalimar Tiétar Mijares Navia Odiel Vinalopó Guadalhorce Turia Tambre Sella Duratón Aguasvivas Matarraña Deva Fluviá Guadalfeo Serpis Adra Vélez Guadalupe Almanzora Piedras Guadiela Gallo Bembézar Guadalentín Segre Viar Tajuña Gállego Alberche
	}
}
### Entity: National Focus
Tree: gua_focus
Component: GUA_operation_eagles_fall
Constructs: prerequisite, has_war_with, add_war_support, completion_reward, is_subject, has_army_manpower, is_ally_with, is_subject_of
Source: game
File: common/national_focus/guatemala.txt

Code:
focus = {
	id = GUA_operation_eagles_fall
	icon = GFX_goal_cuba_end_american_influence
	prerequisite = {
		focus = GUA_our_russia
	}
	x = 1
	y = 1
	relative_position_id = GUA_our_russia
	cost = 5
	will_lead_to_war_with = USA
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			USA = {
				surrender_progress = > 0.15
			}
		}
	}
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 100000
		}
		USA = {
			NOT = {
				is_ally_with = ROOT
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		USA = {
			OR = {
				exists = no
				has_war_with = ROOT ROOT
				is_subject_of = ROOT
			}
		}
	}
	completion_reward = {
		add_war_support = 0.05
		create_wargoal = {
			type = annex_everything
			target = USA
			expire = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Modifier Reference
Construct: autonomy_gain_trade_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## autonomy_gain_trade_factor

* Number with 2 decimal places
* **Categories**: autonomy
### Entity: Event
Component: belgium.26
Constructs: create_country_leader, has_war, has_government, has_war_with, add_stability, fire_only_once, add_political_power, has_idea
Source: game
File: events/BEL_events.txt

Code:
country_event = {
	id = belgium.26
	title = belgium.26.t
	desc = belgium.26.d
	picture = GFX_report_event_belgium_war
	fire_only_once = yes
	trigger = {
		tag = BEL
		has_war = no
		has_government = democratic
		NOT = {
			has_idea = BEL_national_union
		}
		OR = {
			FRA = {
				has_war_with = GER
			}
			HOL = {
				has_war_with = GER
			}
			LUX = {
				has_war_with = GER
			}
		}
	}
	option = {
		name = belgium.26.a
		add_political_power = 50
		add_stability = 0.05
		swap_ideas = {
			remove_idea = BEL_peacetime_national_union
			add_idea = BEL_national_union
		}
		create_country_leader = {
			name = Hubert Pierlot
			desc = POLITICS_HUBERT_PIERLOT_DESC
			picture = Portrait_Belgium_Hubert_Pierlot.dds
			expire = 1965.1.1
			ideology = conservatism
			traits = {
				tenacious_negotiator devouted_anti_fascist
			}
		}
	}
}
### Entity: Trigger Reference
Construct: is_government_in_exile
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_government_in_exile

* Supported Scopes: COUNTRY
* Supported Targets: any

```
Checks if scope country an exiled government. is_government_in_exile = yes
```
### Entity: Unit Template
Component: MAL_INF_06
Source: game
File: common/units/names_divisions/MAL_names_divisions.txt

Code:
MAL_INF_06 = {
	name = People's Military Police Corps
	for_countries = {
		MAL
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d Kor Polis Tentera Rakyat
	ordered = {
		1 = {
			%d Kor Polis Tentera Rakyat
		}
		2 = {
			%d Kor Polis Tentera Rakyat
		}
		3 = {
			%d Kor Polis Tentera Rakyat
		}
		4 = {
			%d Kor Polis Tentera Rakyat
		}
		5 = {
			%d Kor Polis Tentera Rakyat
		}
	}
}
### Entity: Event
Component: wtt_germany.999
Constructs: is_triggered_only, ai_chance
Source: game
File: events/WTT_Germany.txt

Code:
country_event = {
	id = wtt_germany.999
	title = wtt_germany.999.t
	desc = wtt_germany.999.desc
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = wtt_germany.999.a
		ai_chance = {
			factor = 100
		}
		FROM = {
			country_event = {
				id = wtt_germany.1000
				days = 1
			}
		}
	} {
		name = wtt_germany.999.b
		ai_chance = {
			factor = 0
		}
		FROM = {
			country_event = {
				id = wtt_germany.1003
				days = 1
			}
		}
	}
}
### Entity: Idea
Component: ETH_prepare_for_the_inevitable_idea
Constructs: has_government
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_prepare_for_the_inevitable_idea = {
	picture = generic_wall_line
	allowed = {
		original_tag = ETH
		has_government = communism
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		production_speed_bunker_factor = 0.1
		production_speed_coastal_bunker_factor = 0.1
	}
}
### Entity: Wiki Documentation
Construct: Add_to_article
Source: wiki
File: wiki/Talk%3AFeatures.html

Doc:
Add to article[edit]
Sources that have new information not yet added to the main article: --• General Baker (Talk) • 14:00, 29 March 2014 (CET)

On resources, stockpiles etc.

Combat Experience&#160;: points distribute, tweak models [1]

Capturing: 'probably' [2]

http://forum.paradoxplaza.com/forum/showthread.php?783452-Question-(last-for-today-I-promise)-Multiple-Equipment-Types-for-a-Battalion&p=17571149&viewfull=1#post17571149

http://forum.paradoxplaza.com/forum/showthread.php?783452-Question-(last-for-today-I-promise)-Multiple-Equipment-Types-for-a-Battalion&p=17572915&viewfull=1#post17572915
### Entity: Event
Component: news.163
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.163
	title = news.163.t
	desc = news.163.d
	picture = GFX_news_event_019
	major = yes
	is_triggered_only = yes
	option = {
		name = news.163.a
		trigger = {
			NOT = {
				TAG = GER ENG YUG
			}
		}
	} {
		name = news.163.b
		trigger = {
			TAG = GER
		}
	} {
		name = news.163.c
		trigger = {
			TAG = ENG
		}
	} {
		name = news.163.e
		trigger = {
			TAG = YUG
		}
	}
}
### Entity: Character
Component: JUNO_the_lion_of_tarapaca
Constructs: stability_factor
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_the_lion_of_tarapaca = {
	random = no
	sprite = 13
	stability_factor = 0.05
	political_power_factor = 0.1
	drift_defence_factor = 0.05
	ai_will_do = {
		factor = 0
	}
}
### Entity: Decision
Component: FIN_motti_tactics_category
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/FIN_decision_categories.txt

Code:
FIN_motti_tactics_category = {
	icon = GFX_decision_category_FIN_motti_tactics
	picture = GFX_decision_cat_picture_FIN_motti_tactics
	allowed = {
		original_tag = FIN
	}
	priority = 89
	visible = {
		has_completed_focus = FIN_motti_tactics
	}
	on_map_area = {
		target_array = core_states
		target_trigger = {
			FROM = {
				FIN_state_is_valid_for_motti_tactics = yes
			}
		}
		name = FIN_motti_tactics_category
		zoom = 300
		state = 929
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_dominate_the_bay_of_bengal
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_dominate_the_bay_of_bengal
	icon = GFX_goal_generic_navy_submarine
	prerequisite = {
		focus = RAJ_found_scindia_shipyard_dlc
	}
	x = 1
	y = 3
	relative_position_id = RAJ_royal_indian_navy_dlc
	cost = 5
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			bonus = 0.5
			uses = 1
			category = mio_cat_tech_all_destroyer_and_modules
		} {
			bonus = 1.0
			uses = 1
			category = mio_cat_tech_all_submarine_and_modules
		}
	}
}
### Entity: Character
Component: SPR_juan_modesto
Source: game
File: common/characters/SPR.txt

Code:
SPR_juan_modesto = {
	name = SPR_juan_modesto
	portraits = {
		army = {
			large = GFX_portrait_SPR_juan_modesto
			small = GFX_portrait_SPR_juan_modesto_small
		}
	}
	corps_commander = {
		traits = {
			trait_mountaineer
		}
		skill = 2
		attack_skill = 1
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 3
		legacy_id = 1105
	}
}
### Entity: Unit Template
Component: SNG_DD_HISTORICAL
Source: game
File: common/units/names_ships/SNG_ship_names.txt

Code:
SNG_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		SNG
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = RSS 
	fallback_name = Destoryer %d
	unique = {
		Independence Sovereignty Unity Justice Indomitable Fortitude Dauntless Fearless Sentinel Guardian Protector Bastion
	}
}
### Entity: Unit Template
Component: PAR_BB_HISTORICAL
Source: game
File: common/units/names_ships/PAR_ship_names.txt

Code:
PAR_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		PAR
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	prefix = ARP 
	fallback_name = Acorazado %d
	unique = {
		Triunfo Capitán Cabral Presidente Baéz Coronel Martínez
	}
}
### Entity: Idea
Component: EAI_DD_11/medium_tank_flame_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_11/medium_tank_flame_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_flame_chassis = {
			build_cost_ic = -0.275
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_asian_democratic_union
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, is_subject, is_in_faction, is_faction_leader
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_asian_democratic_union
	icon = GFX_focus_generic_democratic_asia
	prerequisite = {
		focus = PRC_dare_to_struggle PRC_dare_to_win PRC_the_party_builds_the_nation PRC_reform_the_republic
	}
	x = 7
	y = 1
	relative_position_id = PRC_dare_to_struggle
	mutually_exclusive = {
		focus = PRC_avenge_the_century_of_humiliation PRC_the_chinese_century
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		has_government = democratic
		OR = {
			is_in_faction = no
			is_faction_leader = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				is_in_faction = yes
				is_faction_leader = no
			}
			leave_faction = yes
			create_faction_from_template = faction_template_PRC_asian_democratic_union
			every_subject_country = {
				add_to_faction = FROM
			}
		} {
			limit = {
				num_faction_members = > 1
			}
			for_each_scope_loop = {
				array = ROOT.allies
				add_to_variable = {
					PRC.PRC_asian_democratic_union_num_of_members = 1
				}
				log = [This.GetName] was added to the RnD Program
			}
			set_temp_variable = {
				temp_targets_index = PRC_asian_democratic_union_num_of_members
			}
			while_loop_effect = {
				limit = {
					check_variable = {
						temp_targets_index = > 0
					}
				}
				if = {
					limit = {
						check_variable = {
							var = PRC_asian_democratic_union_modifier_research_speed_factor
							value = 0.1
							compare = less_than
						}
					}
					add_to_variable = {
						PRC_asian_democratic_union_modifier_research_speed_factor = 0.01
					}
				} {
					limit = {
						check_variable = {
							PRC_asian_democratic_union_modifier_consumer_goods_factor = > -0.2
						}
					}
					subtract_from_variable = {
						PRC_asian_democratic_union_modifier_consumer_goods_factor = 0.02
					}
				}
				subtract_from_temp_variable = {
					temp_targets_index = 1
				}
			}
		}
		else_if = {
			limit = {
				is_in_faction = yes
				is_faction_leader = yes
			}
			set_faction_manifest = faction_manifest_chinese_democratic_union
			set_faction_name = PRC_asian_democratic_union_faction
			set_faction_rule = joining_rule_democratic_non_aligned
		}
		else = {
			create_faction_from_template = faction_template_PRC_asian_democratic_union
	
# ... (truncated)
### Entity: AI Strategy
Component: JAP_stock_up_on_trains_before_china
Constructs: has_war
Source: game
File: common/ai_strategy/JAP.txt

Code:
JAP_stock_up_on_trains_before_china = {
	allowed = {
		original_tag = JAP
	}
	enable = {
		has_war = no
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = min_wanted_supply_trains
		value = 100
	}
}
### Entity: Combat Tactic
Component: tactic_infantry_charge
Constructs: is_attacker
Source: game
File: common/combat_tactics.txt

Code:
tactic_infantry_charge = {
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = no
	}
	active = no
	base = {
		factor = 4
	}
	picture = tactic_infantry_charge
	attacker = 0.1
	defender = -0.05
}
### Entity: Country History
Country: URG
Component: URG_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/URG - Uruguay.txt

Code:
# Politics & Parties for URG
set_politics = {
	ruling_party = neutrality
	last_election = 1934.4.19
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 44
	neutrality = 53
	communism = 3
	fascism = 0
}
### Entity: National Focus
Tree: cro_focus
Component: CRO_CAS_effort
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_CAS_effort
	icon = GFX_goal_generic_CAS
	prerequisite = {
		focus = CRO_aviation_effort_2
	}
	relative_position_id = CRO_aviation_effort
	x = -1
	y = 3
	cost = 10
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = CRO_CAS_effort
				bonus = 0.75
				uses = 1
				technology = aa_cannon_2
			} {
				name = CRO_CAS_effort
				bonus = 1
				ahead_reduction = 1
				uses = 1
				category = medium_air
			}
		}
		else = {
			add_tech_bonus = {
				name = CAS_bonus
				bonus = 1
				ahead_reduction = 1
				uses = 1
				category = cas_bomber
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Decision
Component: JAP_the_co_prosperity_sphere_decisions
Constructs: has_completed_focus, division_template, every_owned_state, has_war, limit, has_government, every_country, has_war_with
Source: game
File: common/decisions/JAP.txt

Code:
JAP_the_co_prosperity_sphere_decisions = {
	JAP_hand_mongol_states_to_mengkukuo_decision = {
		priority = 5
		icon = GFX_decision_SWI_support_humanitarian_efforts
		target_root_trigger = {
			original_tag = JAP
		}
		target_trigger = {
			FROM = {
				tag = MEN
				is_subject_of = ROOT
			}
		}
		ai_will_do = {
			base = 100
		}
		allowed = {
			original_tag = JAP
		}
		visible = {
			has_completed_focus = JAP_mongol_autonomous_state
			OR = {
				has_government = neutrality fascism
			}
			any_controlled_state = {
				OR = {
					state = 818 817 330 820 819 564 329 654 760 756 621 746 612 611 761 563 566 616
				}
			}
		}
		available = {
			any_controlled_state = {
				OR = {
					state = 818 817 330 820 819 564 329 654 760 756 621 746 612 611 761 563 566 616
				}
			}
			has_completed_focus = JAP_mongol_autonomous_state
		}
		days_re_enable = 70
		cost = 15
		cancel_trigger = {

		}
		cancel_effect = {

		}
		modifier = {

		}
		complete_effect = {
			FROM = {
				country_event = {
					id = SEA_japan_foreign_policy.28
					hours = 5
				}
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				every_controlled_state = {
					limit = {
						OR = {
							state = 818 817 330 820 819 564 329 654 760 756 621 746 612 611 761 563 566 616
						}
					}
					transfer_state_to = FROM
				}
			}
		}
		fire_only_once = no
		remove_effect = {

		}
	}
	JAP_GEACPS_economic_integration_decision = {
		priority = 3
		icon = GFX_decision_eng_trade_unions_support
		ai_will_do = {
			base = 5
			modifier = {
				factor = 2
				any_enemy_country = {
					has_war_with = FROM
				}
			} {
				factor = 0.5
				FROM = {
					is_enemy_ideology = yes
				}
			} {
				factor = 2
				FROM = {
					has_government = ROOT
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = < 0.75
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = < 0.5
				}
			}
		}
		target_array = ROOT.allies
		target_trigger = {
			FROM = {
				NOT = {
					original_tag = JAP
				} {
					has_country_flag = JAP_has_sent_invitation_for_integration_once_already_flag JAP_country_that_rejected_economic_integration_flag
				}
				capital_scope = {
					OR = {
						is_on_continent = asia australia
					}
				}
				is_subject = no
				has_idea = JAP_yen_bloc_idea
			}
		}
		available = {
			fighting_army_strength_ratio = {
				tag = FROM
				
# ... (truncated)
### Entity: Unit Template
Component: ICE_MTN_01
Source: game
File: common/units/names_divisions/ICE_names_divisions.txt

Code:
ICE_MTN_01 = {
	name = Mountain Divisions
	for_countries = {
		ICE
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	fallback_name = %d. Bergdivisjon
	ordered = {
		1 = {
			%d. Bergdivisjon
		}
		2 = {
			%d. Bergdivisjon
		}
		3 = {
			%d. Bergdivisjon
		}
		4 = {
			%d. Bergdivisjon
		}
		5 = {
			%d. Bergdivisjon
		}
		6 = {
			%d. Bergdivisjon
		}
		7 = {
			%d. Bergdivisjon
		}
		8 = {
			%d. Bergdivisjon
		}
		9 = {
			%d. Bergdivisjon
		}
		10 = {
			%d. Bergdivisjon
		}
	}
}
### Entity: Character
Component: GHA_mt
Source: game
File: common/characters/GHA.txt

Code:
GHA_mt = {
	advisor = {
		slot = theorist
		idea_token = GHA_mt
		ledger = army
		allowed = {
			original_tag = GHA
		}
		traits = {
			military_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_6
		}
	}
}
### Entity: Idea
Component: KMT_national_radicalism
Constructs: research_speed_factor, stability_factor, war_support_factor, has_government, industrial_capacity_factory, removal_cost, is_subject
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_national_radicalism = {
	removal_cost = -1
	picture = chi_war_of_resistance
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		OR = {
			is_subject = yes
			NOT = {
				has_government = fascism
			}
		}
	}
	on_remove = {

	}
	modifier = {
		research_speed_factor = -0.075
		consumer_goods_factor = 0.1
		army_core_defence_factor = 0.05
		stability_factor = -0.15
		war_support_factor = 0.05
		army_core_attack_factor = 0.05
		industrial_capacity_factory = -0.05
	}
}
### Entity: Event
Component: AST_diplomatic_events.54
Constructs: is_triggered_only
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_diplomatic_events.54
	title = AST_diplomatic_events.54.t
	desc = AST_diplomatic_events.54.desc
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	option = {
		name = AST_diplomatic_events.54.a
		effect_tooltip = {
			AST_vichy_out_of_africa_effect = yes
		}
	}
}
### Entity: Event
Component: venezuela.4
Constructs: is_triggered_only, ai_chance, fire_only_once, is_historical_focus_on, has_game_rule, set_politics, set_country_flag, add_country_leader_role
Source: game
File: events/venezuela.txt

Code:
country_event = {
	id = venezuela.4
	picture = GFX_report_event_election_vote
	title = venezuela.4.t
	desc = venezuela.4.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = venezuela.4.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 100
				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
					}
				}
			}
		}
		promote_character = {
			character = VEN_eleazar_lopez_contreras
			ideology = despotism
		}
		set_politics = {
			ruling_party = neutrality
			elections_allowed = yes
			last_election = 1935.12.17
			election_frequency = 60
		}
		hidden_effect = {
			set_country_flag = VEN_contreras
		}
	} {
		name = venezuela.4.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 100
				has_game_rule = {
					rule = VEN_ai_behavior
					option = NEUTRALITY_VEN_ALTERNATE
				}
			}
		}
		add_country_leader_role = {
			character = VEN_isaias_medina_angarita
			promote_leader = yes
			country_leader = {
				ideology = moderatism
				expire = 1965.01.01
				traits = {
					party_appeaser
				}
			}
		}
		set_party_name = {
			ideology = neutrality
			long_name = Partido Democrático Venezolano
			name = PDV
		}
		set_politics = {
			ruling_party = neutrality
			elections_allowed = yes
			last_election = 1935.12.17
			election_frequency = 60
		}
		hidden_effect = {
			set_country_flag = VEN_angarita
		}
	} {
		name = venezuela.4.c
		ai_chance = {
			base = 1
			modifier = {
				factor = 100
				has_game_rule = {
					rule = VEN_ai_behavior
					option = DEMOCRATIC
				}
			}
		}
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
			last_election = 1935.12.17
			election_frequency = 60
		}
		hidden_effect = {
			set_country_flag = VEN_gallegos
			add_popularity = {
				ideology = democratic
				popularity = 0.35
			}
		}
	} {
		name = venezuela.4.e
		ai_chance = {
			base = 1
			modifier = {
				factor = 100
				has_game_rule = {
					rule = VEN_ai_behavior
					option = FASCIST
				}
			}
		}
		add_country_leader_role = {
			character = VEN_marcos_perez_jimenez
			promote_leader = yes
			country_leader = {
				ideology = fascism_ideology
				expire = 1965.1.1
				traits = {
					headstrong
				}
			}
		}
		set_party_name = 
# ... (truncated)
### Entity: Effect Reference
Construct: set_garrison_strength
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_garrison_strength

* Supported Scopes: STATE
* Supported Targets: any

```
set initial garrison strength. Example: set_garrison_strength = 0.5
```
### Entity: National Focus
Tree: irq_focus
Component: IRQ_the_basis_of_the_economy
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_the_basis_of_the_economy
	icon = GFX_goal_refining
	x = 0
	y = 1
	relative_position_id = IRQ_arab_industrial_revolution
	prerequisite = {
		focus = IRQ_arab_industrial_revolution
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = IRQ_arab_industrial_revolution
			bonus = 1
			uses = 2
			category = refining_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_OIL
	}
}
### Entity: Character
Component: GER_revolutionary_nationalist_advisor
Constructs: war_support_factor, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_revolutionary_nationalist_advisor = {
	random = no
	sprite = 13
	fascism_drift = 0.12
	war_support_factor = 0.05
}