Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: alg_focus
Component: ALG_our_own_path
Constructs: prerequisite, completion_reward, add_political_power, is_subject, is_in_faction, is_in_faction_with, add_popularity, set_rule
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_our_own_path
	icon = GFX_goal_generic_political_pressure
	mutually_exclusive = {
		focus = ALG_join_axis
	} {
		focus = ALG_comintern_membership
	}
	x = 6
	y = 6
	cost = 10
	prerequisite = {
		focus = ALG_socialist_science ALG_expand_algeirs_university
	}
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		is_in_faction = no
	}
	bypass = {
		is_in_faction = yes
		NOT = {
			is_in_faction_with = GER SOV
		}
	}
	completion_reward = {
		add_political_power = 100
		add_popularity = {
			ideology = ROOT
			popularity = 0.05
		}
		set_rule = {
			can_create_factions = yes
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/User%3AMedibee.html

Doc:
Medibee

Status

Vexillological Hussar
|

Forum account

Link
|

F is for the flag

Which wherever you see
You know that beneath it

You're happy and free

Retrieved from "http://www.hoi4wiki.com/index.php?title=User:Medibee&oldid=299"
### Entity: National Focus
Tree: aus_focus
Component: AUS_disband_the_presidency
Constructs: prerequisite, remove_ideas, completion_reward
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_disband_the_presidency
	icon = GFX_goal_AUS_remove_miklas
	relative_position_id = AUS_better_germany
	x = 0
	y = 2
	cost = 8
	prerequisite = {
		focus = AUS_consolidate_bundesheer
	} {
		focus = AUS_corporate_industrialization
	}
	completion_reward = {
		remove_ideas = AUS_president_miklas
	}
}
### Entity: National Focus
Tree: nru_focus
Component: NRU_futher_phosphate_extracion_two
Constructs: prerequisite, limit, completion_reward, add_political_power, has_idea, random_owned_controlled_state, is_core_of, add_building_construction
Source: game
File: common/national_focus/nauru.txt

Code:
focus = {
	id = NRU_futher_phosphate_extracion_two
	icon = GFX_goal_generic_excavation_equipment
	relative_position_id = NRU_further_phosphate_extraction
	available = {
		has_idea = NRU_commander_ridge_phosphate_2
	}
	prerequisite = {
		focus = NRU_further_phosphate_extraction
	}
	x = -1
	y = 1
	cost = 10
	completion_reward = {
		add_political_power = 25
		NRU_more_phosphate_effect = yes
		random_owned_controlled_state = {
			prioritize = {
				725
			}
			limit = {
				is_core_of = ROOT
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		NRU = {
			add_offsite_building = {
				type = industrial_complex
				level = 1
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: mio_policy_air_perfect_finish
Constructs: has_mio_equipment_type, has_mio_size, equipment_bonus, maximum_speed, build_cost_ic
Source: game
File: common/military_industrial_organization/policies/_air_policies.txt

Code:
mio_policy_air_perfect_finish = {
	icon = GFX_mio_policy_perfect_finish
	allowed = {
		OR = {
			has_mio_equipment_type = small_plane_airframe small_plane_airframe_0 fighter_equipment_0 medium_plane_airframe large_plane_airframe small_plane_cas_airframe small_plane_naval_bomber_airframe medium_plane_fighter_airframe medium_plane_scout_plane_airframe large_plane_maritime_patrol_plane_airframe
		}
	}
	available = {
		has_mio_size = > 5
	}
	equipment_bonus = {
		same_as_mio = {
			maximum_speed = 0.05
			build_cost_ic = 0.05
		}
	}
}
### Entity: AI Strategy
Component: EST_historical
Constructs: has_country_flag, has_dlc, is_historical_focus_on, has_game_rule
Source: game
File: common/ai_strategy_plans/EST_historical_strategy_plan.txt

Code:
EST_historical = {
	name = Estonian historical plan
	desc = 
	allowed = {
		original_tag = EST
	}
	enable = {
		has_dlc = No Step Back
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = EST_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = EST_AI_RANDOM_HISTORICAL
			has_game_rule = {
				rule = EST_ai_behavior
				option = HISTORICAL
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		EST_era_of_silence EST_fight_the_vaps EST_ismaaliit BALTIC_rejoin_the_railways BALTIC_renew_allied_trade EST_establish_the_rahvuskogu EST_national_council EST_chamber_of_deputies EST_modernize_capital BALTIC_attract_workers_to_capital BALTIC_modernize_industry EST_exploit_the_banks EST_support_independent_militaries EST_republican_defence_league BALTIC_ford_motors BALTIC_crossley_motors EST_squash_the_opposition EST_new_economic_policy EST_corporate_chambers EST_womens_defence_league BALTIC_natural_resources EST_prepare_for_the_inevitable BALTIC_rebuild_forts EST_forest_brothers BALTIC_unchain_education BALTIC_arm_the_nation BALTIC_invest_in_baltic_trade
	}
	research = {
		industry = 50.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
	ideas = {

	}
	traits = {
		captain_of_industry = 5
		war_industrialist = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {
		EST_formalize_baltic_entente = 0
		EST_join_the_allies = 0.01
	}
}
### Entity: Scripted Effect
Component: indonesia_volksraad_reject_25_effect
Constructs: add_political_power, clr_country_flag
Source: game
File: common/scripted_effects/INS_scripted_effects.txt

Code:
indonesia_volksraad_reject_25_effect = {
	HOL = {
		add_political_power = -25
	}
	INS = {
		add_political_power = 12
		clr_country_flag = INS_is_taking_volksraad
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Category%3ATo_be_moved.html

Doc:
Articles tagged with
```
{{move}}
```
are automatically added to this category.

This category currently contains no pages or media.

Retrieved from "http://www.hoi4wiki.com/index.php?title=Category:To_be_moved&oldid=761"
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_9
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_9 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 9
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 9
	}
}
### Entity: National Focus
Tree: cro_focus
Component: CRO_expand_the_university_of_zagreb
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_research_slot, set_global_flag
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_expand_the_university_of_zagreb
	icon = GFX_focus_research
	prerequisite = {
		focus = CRO_infrastructure_effort
	} {
		focus = CRO_production_effort
	}
	relative_position_id = CRO_production_effort
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 20
	}
	available = {
		NOT = {
			YUG = {
				focus_progress = {
					focus = YUG_expand_the_university_of_zagreb
					progress = > 0
				}
			}
		}
	}
	bypass = {
		YUG = {
			has_completed_focus = YUG_expand_the_university_of_zagreb
		}
	}
	completion_reward = {
		add_research_slot = 1
		if = {
			limit = {
				country_exists = YUG
			}
			YUG = {
				add_research_slot = 1
			}
		} {
			limit = {
				NOT = {
					country_exists = YUG
				}
			}
			set_global_flag = YUG_zagreb_university_flag
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_reject_foreign_dominance
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_reject_foreign_dominance
	icon = GFX_focus_ETH_callout_to_the_world
	prerequisite = {
		focus = PER_communist_industrialization
	} {
		focus = PER_iranian_industrialization
	}
	y = 1
	x = -1
	relative_position_id = PER_iranian_industrialization
	cost = 10
	available = {

	}
	bypass = {

	}
	search_filters = {

	}
	completion_reward = {
		add_ideas = PER_idea_reject_foreign_dominance
	}
}
### Entity: Idea
Component: ROM_resita
Constructs: research_bonus
Source: game
File: common/ideas/romania.txt

Code:
ROM_resita = {
	picture = generic_artillery_manufacturer_1
	allowed = {
		original_TAG = ROM
	}
	research_bonus = {
		artillery = 0.15
	}
	traits = {
		artillery_manufacturer
	}
}
### Entity: Country History
Country: TIG
Component: TIG_technology
Constructs: set_technology
Source: game
File: history/countries/TIG - Tigray.txt

Code:
# Starting Technologies for TIG
set_technology = {
	infantry_weapons = 1
}
### Entity: Combat Tactic
Component: tactic_cc_defend
Constructs: is_attacker
Source: game
File: common/combat_tactics.txt

Code:
tactic_cc_defend = {
	is_attacker = no
	trigger = {
		is_attacker = no
		phase = close_combat
	}
	active = yes
	base = {
		factor = 4
	}
	picture = cc_defend
	display_phase = close_combat
	attacker = 0.05
	defender = 0.1
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_conclude_rearmament
Constructs: prerequisite, has_war, limit, has_government, has_country_flag, completion_reward, has_war_support, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_conclude_rearmament
	icon = GFX_goal_swe_rearmament
	prerequisite = {
		focus = SWE_swedish_army_staff
	}
	relative_position_id = SWE_swedish_army_staff
	x = 0
	y = 1
	cost = 10
	available = {
		OR = {
			NOT = {
				has_government = democratic
			}
			has_war_support = > 0.15
			threat = > 0.15
			has_war = yes
		}
		has_country_flag = {
			flag = SWE_begin_initial_rearmament_flag
			days = > 210
		}
	}
	completion_reward = {
		SWE_disarmament_level_down = yes
		army_experience = 10
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = no
				}
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/USA_1936_nsb.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 29
	}
	location = 6984
	division_template = National Guard Division
	start_experience_factor = 0.2
	start_equipment_factor = 0.3
}
### Entity: Event
Component: r56_afghanistan.92
Constructs: has_completed_focus, has_government, has_war_with, fire_only_once, is_subject, is_faction_leader, is_in_faction, has_global_flag
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.92
	title = r56_afghanistan.92.t
	desc = r56_afghanistan.92.d
	picture = GFX_report_event_generic_read_write
	fire_only_once = yes
	trigger = {
		is_subject = no
		is_faction_leader = yes
		has_completed_focus = AFG_approach_pakistani_resistance
		has_government = fascism
		PAK = {
			exists = yes
			has_war_with = RAJ
			NOT = {
				is_subject = yes
				is_in_faction = yes
				has_war_with = AFG
			}
		}
		NOT = {
			has_global_flag = afg_dlc_focus_tree
		}
	}
	mean_time_to_happen = {
		days = 30
	}
	option = {
		name = r56_afghanistan.92.a
		AFG = {
			add_to_faction = PAK
			add_to_war = {
				targeted_alliance = PAK
				enemy = RAJ
				hostility_reason = asked_to_join
			}
		}
	} {
		name = r56_afghanistan.92.b
	}
}
### Entity: Idea
Component: LUX_chamberofdeputies_PRL_info_small_decrease_i
Constructs: production_speed_buildings_factor
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
LUX_chamberofdeputies_PRL_info_small_decrease_i = {
	name = LUX_chamberofdeputies_PRL_info_small_decrease_tt
	modifier = {
		consumer_goods_factor = -0.05
		production_speed_buildings_factor = 0.1
	}
}
### Entity: Idea
Component: CHI_professional_army
Constructs: removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_professional_army = {
	picture = chi_warlord_integration5
	removal_cost = -1
	modifier = {
		army_org_factor = 0.05
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Character
Component: ZIM_communist_guy
Constructs: has_government
Source: game
File: common/characters/ZIM.txt

Code:
ZIM_communist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = ZIM_communist_guy
		allowed = {
			original_tag = ZIM
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			not = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_fascist_nation
Constructs: has_government, check_variable
Source: game
File: common/scripted_triggers/EAI_DIPLOMACY_triggers.txt

Code:
EAI_fascist_nation = {
	OR = {
		has_government = fascism
		AND = {
			has_government = neutrality
			check_variable = {
				party_popularity@fascism = > party_popularity@neutrality
			} {
				party_popularity@fascism = > party_popularity@communism
			} {
				party_popularity@fascism = > party_popularity@democratic
			}
		}
	}
}
### Entity: National Focus
Tree: xsm_focus
Component: XSM_the_civilian_governor_remains
Constructs: prerequisite, add_ideas, completion_reward, is_historical_focus_on, cancel_if_invalid, remove_dynamic_modifier
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = XSM_the_civilian_governor_remains
	icon = GFX_focus_CHI_lay_the_foundation_for_a_united_china
	x = 1
	y = 1
	cost = 10
	prerequisite = {
		focus = XSM_sweep_out_communists
	}
	relative_position_id = XSM_sweep_out_communists
	mutually_exclusive = {
		focus = XSM_send_ma_lin_on_hajj
	}
	ai_will_do = {
		base = 5
		modifier = {
			factor = 4
			is_historical_focus_on = yes
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		remove_dynamic_modifier = {
			modifier = XSM_the_military_governor_dynamic_modifier
		}
		add_ideas = XSM_tsr_diarchy
	}
}
### Entity: Event
Component: generic.8
Constructs: is_triggered_only, limit, remove_ideas, add_war_support, has_country_flag, clr_country_flag, every_other_country, is_in_faction_with
Source: game
File: events/Generic.txt

Code:
country_event = {
	id = generic.8
	title = generic.8.t
	desc = generic.8.d
	picture = GFX_report_event_physics_lab_01
	is_triggered_only = yes
	option = {
		name = generic.8.a
		clr_country_flag = racing_for_the_bomb
		remove_ideas = race_for_the_bomb
		add_war_support = 0.1
		every_other_country = {
			limit = {
				has_country_flag = racing_for_the_bomb
				NOT = {
					is_in_faction_with = ROOT
				}
			}
			country_event = {
				id = generic.9
			}
		} {
			limit = {
				has_country_flag = racing_for_the_bomb
				is_in_faction_with = ROOT
			}
			country_event = {
				id = generic.10
			}
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_solidify_the_khedivate
Constructs: has_completed_focus, prerequisite, limit, remove_ideas, add_war_support, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_solidify_the_khedivate
	icon = GFX_goal_EGY_khedive
	prerequisite = {
		focus = TUR_cross_the_suez
	}
	mutually_exclusive = {
		focus = TUR_reincorporate_the_egyptian_lands
	}
	x = 1
	y = 1
	cost = 5
	relative_position_id = TUR_cross_the_suez
	ai_will_do = {
		factor = 5
	}
	available = {
		EGY = {
			OR = {
				has_completed_focus = EGY_reestablish_the_ottoman_alliance
				AND = {
					is_subject_of = TUR
					NOT = {
						has_capitulated = yes
					}
				}
			}
		}
	}
	completion_reward = {
		add_political_power = 100
		add_stability = 0.05
		add_war_support = 0.1
		if = {
			limit = {
				has_idea = TUR_traumatized_nation
			}
			swap_ideas = {
				remove_idea = TUR_traumatized_nation
				add_idea = TUR_traumatized_nation_2
			}
		}
		else_if = {
			limit = {
				has_idea = TUR_traumatized_nation_2
			}
			swap_ideas = {
				remove_idea = TUR_traumatized_nation_2
				add_idea = TUR_traumatized_nation_3
			}
		}
		else = {
			remove_ideas = TUR_traumatized_nation_3
		}
		EGY = {
			add_stability = 0.05
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Idea
Component: EAI_DD_18/large_plane_maritime_patrol_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_18/large_plane_maritime_patrol_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		large_plane_maritime_patrol_plane_airframe = {
			build_cost_ic = -0.18
			instant = yes
		}
	}
}
### Entity: Name List
Component: AZR
Source: game
File: common/names/tymodern_names.txt

Code:
AZR = {
	male = {
		names = {
			Ali Anar Arif Aslan Azad Elchin Elcin Eldar Elnur Farid Günay Hüseyn Ilkin Islam Mahammad Murad Rasad Rasim Ruslan Rüstam Samil Samir Shamil Tural Vugar Vüqar Vüsal Yusif Zaur
		}
	}
	female = {
		names = {
			Aygul Aygün Aylin Aynur Aysel Fatma Fidan Firuza Gülnar Günay Günel Konul Leyla Parvana Parvin Sevda Sevinc Sevinj Tarana Vüsala Zemfira Zeynab
		}
	}
	surnames = {
		Abullayev Afandiyev Aliyev Alizade Balayev Gadzhiev Garayev Güliyev Hasimov Hüseynov Ibragimov Imanov Jalilov Karimov Kazimov Mammadov Masimov Musaev Mustafayev Mütallibov Nabiyev Omarov Qarayev Qasimov Ramazanoy Salimov Sharifov Süleymanov Sultanov Valiyev Vazirov
	}
}
### Entity: Decision
Component: NOR_monarchist_preparation_decisions_category
Constructs: has_completed_focus, has_war, has_country_flag, add_political_power, has_variable, check_variable, is_core_of, has_state_flag
Source: game
File: common/decisions/NOR.txt

Code:
NOR_monarchist_preparation_decisions_category = {
	NOR_prepare_state_monarchist = {
		icon = {
			key = GFX_decision_NOR_prepare_state_mon_0
			trigger = {
				has_country_flag = NOR_going_monarchist
				FROM = {
					NOT = {
						has_variable = NOR_state_preparation
					}
				}
			}
		} {
			key = GFX_decision_NOR_prepare_state_mon_1
			trigger = {
				has_country_flag = NOR_going_monarchist
				FROM = {
					check_variable = {
						NOR_state_preparation = 1
					}
				}
			}
		} {
			key = GFX_decision_NOR_prepare_state_mon_2
			trigger = {
				has_country_flag = NOR_going_monarchist
				FROM = {
					check_variable = {
						NOR_state_preparation = 2
					}
				}
			}
		} {
			key = GFX_decision_NOR_prepare_state_mon_3
			trigger = {
				has_country_flag = NOR_going_monarchist
				FROM = {
					check_variable = {
						NOR_state_preparation = 3
					}
				}
			}
		}
		visible = {
			has_war = no
			has_completed_focus = NOR_the_chamberlains_overture
			NOT = {
				has_completed_focus = NOR_the_kingdom_of_norway
			}
		}
		available = {
			NOT = {
				has_country_flag = NOR_mon_stabilizing_effects
			}
		}
		on_map_mode = map_and_decisions_view
		state_target = yes
		targets = {
			state = 110 921 922 142 920 143 923 144 924 925
		}
		target_trigger = {
			FROM = {
				is_core_of = NOR
				NOT = {
					state = 914
				}
				OR = {
					check_variable = {
						NOR_state_preparation = < 3
					}
					has_state_flag = NOR_preparing_state
				}
			}
		}
		custom_cost_text = decision_cost_MP_300_PP_15
		custom_cost_trigger = {
			ROOT = {
				has_manpower = > 299
				has_political_power = > 14
			}
		}
		days_remove = 30
		complete_effect = {
			hidden_effect = {
				add_manpower = -300
				add_political_power = -15
			}
			FROM = {
				NOR_start_state_preparation = yes
			}
		}
		remove_effect = {
			FROM = {
				NOR_end_state_preparation = yes
			}
		}
		ai_will_do = {
			base = 1
			modifier = {
				check_variable = {
					NOR_country_preparedness = < 6
				}
				factor = 300
			} {
				factor = 0
				OR = {
					has_manpower = < 10000
					check_variable = {
						NOR_country_preparedness = > 12
					}
				}
			}
		}
	}
	NOR_prop_up_the_economy = {
		icon = GFX_decision_generic_consumer_goods
		visible = {
			has_completed_focus = NOR_assure_the_population
			OR = {
				has_idea = NOR_the_hard_thirties_ns NOR_the_hard_thirties_ns_2 NOR_the_hard_thirties
# ... (truncated)
### Entity: National Focus
Tree: den_focus
Component: DEN_Increase_Attacks_on_the_Communists
Constructs: has_completed_focus, prerequisite, add_stability, completion_reward, add_popularity, add_timed_idea, set_country_flag
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Increase_Attacks_on_the_Communists
	icon = GFX_goal_attack_communists
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		den_cancel_intro_trigger = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	prerequisite = {
		focus = DEN_Secure_Industrialists_Support
	} {
		focus = DEN_Bolster_the_SA
	}
	cancel = {
		has_completed_focus = DEN_King_Christian_Coup
	}
	x = 2
	y = 2
	relative_position_id = DEN_Galvanise_the_German_Minority
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = -0.05
		}
		add_timed_idea = {
			idea = den_anti_communist_attacks
			days = 250
		}
		add_stability = -0.05
		custom_effect_tooltip = den_permanent_decrease_communist_tt
		set_country_flag = den_increased_attacks
	}
}
### Entity: National Focus
Component: ah_ideological_fanaticism
Constructs: prerequisite, add_ideas, completion_reward, set_rule
Source: game
File: common/national_focus/austro_hungarian_releasable_shared.txt

Code:
focus = {
	id = ah_ideological_fanaticism
	icon = GFX_goal_generic_demand_territory
	prerequisite = {
		focus = ah_paramilitarism ah_political_commissars
	}
	x = 1
	y = 1
	relative_position_id = ah_paramilitarism
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = ideological_fanaticism_focus
		set_rule = {
			can_create_factions = yes
		}
		hidden_effect = {
			set_rule = {
				can_use_kamikaze_pilots = yes
			}
		}
		custom_effect_tooltip = kamikaze_focus_tooltip
	}
}
### Entity: Idea
Component: fascism_banned
Constructs: has_government, fascism_drift
Source: game
File: common/ideas/zzz_generic.txt

Code:
fascism_banned = {
	picture = generic_fascism_banned
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = fascism
		}
	}
	modifier = {
		fascism_drift = -0.05
	}
}
### Entity: Scripted Trigger
Component: NORDIC_is_fascist
Constructs: has_government
Source: game
File: common/scripted_triggers/NORDIC_scripted_triggers.txt

Code:
NORDIC_is_fascist = {
	OR = {
		original_tag = SWE NOR FIN DEN ICE
	}
	has_government = fascism
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_fund_independent_arms_industries
Constructs: prerequisite, limit, add_ideas, completion_reward, add_political_power, has_dlc, add_mio_funds, add_mio_research_bonus
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_fund_independent_arms_industries
	icon = GFX_goal_generic_gun_purchase
	relative_position_id = VEN_national_development
	x = -2
	y = 1
	cost = 10
	prerequisite = {
		focus = VEN_national_development
	}
	mutually_exclusive = {
		focus = VEN_acquire_czech_weaponry
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MILITARY_EQUIPMENT
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = VEN_CAVIM_organization
			mio:VEN_CAVIM_organization = {
				add_mio_funds = 1000
				add_mio_research_bonus = 0.1
				add_mio_design_team_assign_cost = -0.5
				add_mio_size = 1
			}
		}
		else = {
			add_political_power = 100
		}
		add_ideas = VEN_independent_arms_industries_idea
	}
}