Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: SOV_ivar_smilga
Constructs: has_completed_focus, limit, has_government, has_character_flag
Source: game
File: common/characters/SOV.txt

Code:
SOV_ivar_smilga = {
	name = SOV_ivar_smilga
	portraits = {
		army = {
			small = GFX_idea_SOV_ivar_smilga_imprisoned
		}
	}
	allowed_civil_war = {
		OR = {
			AND = {
				tag = SOV
				has_government = communism
			} {
				SOV_is_exiles = yes
				has_government = communism
			}
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SOV_ivar_smilga
		allowed = {
			original_tag = SOV
		}
		visible = {
			NOT = {
				has_character_flag = SOV_character_purged_flag
			}
		}
		available = {
			OR = {
				has_completed_focus = SOV_integrate_smirnovs_bloc SOV_return_democracy_to_the_party
			}
			if = {
				limit = {
					has_character_flag = SOV_imprisoned_flag
				}
				NOT = {
					has_character_flag = SOV_imprisoned_flag
				}
			} {
				limit = {
					has_character_flag = SOV_exiled_flag
				}
				NOT = {
					has_character_flag = SOV_exiled_flag
				}
			}
		}
		traits = {
			soviet_economist
		}
		ai_will_do = {
			base = 2
		}
	}
}
### Entity: AI Strategy
Component: EAI_SOV_ignore_fin_2
Constructs: has_government, has_country_flag, is_historical_focus_on, is_owned_by, has_capitulated, is_subject, is_in_faction_with
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_ignore_fin_2 = {
	allowed = {
		tag = SOV
	}
	enable = {
		is_historical_focus_on = yes
		146 = {
			is_owned_by = SOV
		}
		NOT = {
			FIN = {
				has_country_flag = EAI_declare_war_from_SOV
			}
			SWE = {
				has_country_flag = EAI_declare_war_from_SOV
			}
			NOR = {
				has_country_flag = EAI_declare_war_from_SOV
			}
			GER = {
				has_capitulated = yes
			} {
				exists = no
			} {
				is_subject = yes
			}
			is_in_faction_with = GER
		}
		GER = {
			has_government = fascism
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = ignore_claim
		id = FIN
		value = 5000
	}
}
### Entity: Character
Component: air_chief_ground_support_2
Source: game
File: common/country_leader/00_traits.txt

Code:
air_chief_ground_support_2 = {
	sprite = 2
	army_bonus_air_superiority_factor = 0.1
	experience_gain_air = @chief_experience_gain_medium
	command_cap_increase = @tier2_cp_cap_increase
	command_power = @tier2_cp_cost
	ai_will_do = {
		factor = @air_chief_factor_2
		modifier = {
			factor = 0
			command_power = < @tier2_cp_cost
		}
	}
}
### Entity: AI Strategy
Component: ENG_light_tank_artillery
Constructs: has_war, has_template_containing_unit, has_tech
Source: game
File: common/ai_equipment/ENG_tank.txt

Code:
ENG_light_tank_artillery = {
	category = land
	blocked_for = {

	}
	available_for = {
		ENG
	}
	roles = {
		land_light_tank_artillery
	}
	priority = {
		factor = 200
	}
	light_tank_artillery_1 = {
		priority = {
			factor = 100
			modifier = {
				has_template_containing_unit = light_sp_artillery_brigade
				factor = 10
			}
		}
		enable = {
			has_tech = interwar_artillery
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = light_tank_artillery_chassis_1
			modules = {
				main_armament_slot = tank_close_support_gun
				turret_type_slot = tank_light_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 3
				tank_nsb_armor_upgrade = {
					base = 1
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_close_support_gun tank_light_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	light_tank_artillery_2 = {
		priority = {
			factor = 100
		}
		enable = {
			has_tech = interwar_artillery
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = light_tank_artillery_chassis_2
			modules = {
				main_armament_slot = tank_medium_howitzer
				turret_type_slot = tank_light_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 2
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_medium_howitzer tank_light_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_gasoline_engine
		}
	}
	light_tank_artillery_3 = {
		priority = {
			factor = 100
		}
		enable = {
			has_tech = artillery1
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = light_tank_artillery_chassis_3
			modules = {
				main_armament_slot = tank_medium_howitzer_2
				turret_type_
# ... (truncated)
### Entity: Event
Component: BBA_italy_interaction_events.667
Constructs: is_triggered_only, limit, add_opinion_modifier, set_state_category, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_interaction_events.667
	title = BBA_italy_interaction_events.667.t
	desc = BBA_italy_interaction_events.667.desc
	picture = GFX_report_event_fascist_speech
	is_triggered_only = yes
	option = {
		name = BBA_italy_interaction_events.667.a
		transfer_state = 454
		add_opinion_modifier = {
			target = FROM
			modifier = ITA_complied_to_church_demands
		}
		454 = {
			set_state_category = town
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = bunker
				level = 2
				province = 4206
				instant_build = yes
			} {
				type = bunker
				level = 2
				province = 1086
				instant_build = yes
			}
			if = {
				limit = {
					anti_air_building = < 5
				}
				add_building_construction = {
					type = anti_air_building
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Event
Component: lar_portugal_spanish_civil_war.1
Constructs: is_triggered_only, unlock_decision_tooltip
Source: game
File: events/LaR_Portugal.txt

Code:
country_event = {
	id = lar_portugal_spanish_civil_war.1
	title = lar_portugal_spanish_civil_war.1.t
	desc = lar_portugal_spanish_civil_war.1.desc
	picture = GFX_report_event_por_salazar_military
	is_triggered_only = yes
	option = {
		name = lar_portugal_spanish_civil_war.1.a
		POR = {
			unlock_decision_tooltip = POR_fight_alongside_the_republic
		}
		custom_effect_tooltip = lar_portugal_spanish_civil_war.1_tt
	}
}
### Entity: Event
Component: lar_concessions_to_italy.5
Constructs: is_triggered_only, ai_chance, set_global_flag
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_concessions_to_italy.5
	title = lar_concessions_to_italy.5.t
	desc = lar_concessions_to_italy.5.desc
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = lar_concessions_to_italy.5.a
		ai_chance = {
			factor = 80
		}
		set_global_flag = ITA_agrees_FRA_concessions
		effect_tooltip = {
			transfer_state = 268
		}
		custom_effect_tooltip = LAR_concessions_stresa_front_tt
		hidden_effect = {
			FROM = {
				country_event = lar_concessions_to_italy.6
			}
		}
	} {
		name = lar_concessions_to_italy.5.b
		ai_chance = {
			factor = 20
		}
		FROM = {
			country_event = lar_concessions_to_italy.7
		}
	}
}
### Entity: Modifier Reference
Component: SIK_three_principles_of_the_nation
Constructs: research_speed_factor, has_government, army_attack_factor, remove_trigger, conscription_factor
Source: game
File: common/dynamic_modifiers/r56_china_and_co_dm.txt

Code:
SIK_three_principles_of_the_nation = {
	remove_trigger = {
		NOT = {
			has_government = fascism
		}
	}
	enable = {
		always = yes
	}
	icon = GFX_idea_EST_vaps_3
	political_power_factor = SIK_tp_pp
	conscription_factor = SIK_tp_rp
	command_power_gain_mult = SIK_tp_cp
	army_attack_factor = SIK_tp_aa
	army_core_attack_factor = SIK_tp_ca
	army_core_defence_factor = SIK_tp_cd
	research_speed_factor = SIK_tp_rs
	local_resources_factor = SIK_tp_re
}
### Entity: Order of Battle
Component: Puerto Rico Department
Constructs: division_template
Source: game
File: history/units/USA_1936_nsb.txt

Code:
division = {
	name = Puerto Rico Department
	location = 1440
	division_template = Army Departments
	start_experience_factor = 0.2
	start_equipment_factor = 0.1
}
### Entity: Event
Component: news.203
Constructs: is_triggered_only, has_government, is_in_faction_with
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.203
	title = news.203.t
	desc = news.203.d
	picture = GFX_news_events_generic_sign_treaty2
	major = yes
	is_triggered_only = yes
	fire_for_sender = no
	option = {
		name = news.203.a
		trigger = {
			has_government = democratic
			NOT = {
				is_in_faction_with = GER
			}
		}
	} {
		name = news.203.b
		trigger = {
			is_in_faction_with = GER
		}
	} {
		name = news.203.c
		trigger = {
			has_government = neutrality
			NOT = {
				is_in_faction_with = GER
			}
		}
	} {
		name = news.203.e
		trigger = {
			has_government = communism
			NOT = {
				is_in_faction_with = GER
			}
		}
	}
}
### Entity: Character
Component: ETH_random_leader_3
Constructs: has_character_flag
Source: game
File: common/characters/ETH.txt

Code:
ETH_random_leader_3 = {
	advisor = {
		slot = political_advisor
		idea_token = ETH_random_leader_3
		allowed = {
			original_tag = ETH
		}
		visible = {
			has_character_flag = ETH_visible_advisor_flag
		}
		traits = {
			anti_bolshevik_leftist
		}
	}
	portraits = {
		army = {
			small = GFX_portrait_ETH_generic_female_5_small
		}
	}
	gender = female
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/PRE_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = PRE
		}
		requested_factories = 1
		progress = 0.1
		efficiency = 50
	} {
		equipment = {
			type = light_tank_equipment_2
			creator = PRE
		}
		requested_factories = 1
		progress = 0.4
		efficiency = 50
	} {
		equipment = {
			type = motorized_equipment_1
			creator = PRE
		}
		requested_factories = 1
		progress = 0.4
		efficiency = 50
	}
}
### Entity: Event
Component: mongol_greater_mongolia.24
Constructs: has_completed_focus, limit, every_country, has_war_with, has_country_flag, add_stability, fire_only_once, has_civil_war
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_greater_mongolia.24
	title = mongol_greater_mongolia.24.t
	desc = mongol_greater_mongolia.24.d
	picture = GFX_report_event_tur_upheaval_celebration
	fire_only_once = yes
	trigger = {
		has_country_flag = MON_prepairing_ulaabaatar_conference_flag
		MON = {
			NOT = {
				has_completed_focus = MON_gather_ulaanbaatar_conference
			}
			focus_progress = {
				focus = MON_gather_ulaanbaatar_conference
				progress = > 0.9
			}
		}
		any_country = {
			OR = {
				original_tag = SOV CHI PRC JAP
			}
			has_civil_war = no
			has_country_flag = MON_attending_ulaanbaatar_conference
			any_other_country = {
				OR = {
					original_tag = SOV CHI PRC JAP
				}
				has_war_with = PREV
				has_country_flag = MON_attending_ulaanbaatar_conference
			}
		}
	}
	mean_time_to_happen = {
		days = 3
	}
	option = {
		name = mongol_greater_mongolia.24.a
		add_manpower = -75
		add_stability = -0.05
		every_country = {
			limit = {
				has_country_flag = MON_attending_ulaanbaatar_conference
			}
			add_manpower = -25
		}
		set_global_flag = MON_abandoned_ulaabaatar_conference_flag
		complete_national_focus = MON_a_pragmatic_diplomacy
	}
}
### Entity: Idea
Component: JAP_danganressha_idea
Constructs: removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_danganressha_idea = {
	name = JAP_danganressha
	picture = BEL_engine_of_the_economy
	removal_cost = -1
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		production_speed_supply_node_factor = 0.15
		production_speed_rail_way_factor = 0.15
	}
}
### Entity: Scripted Effect
Component: GER_add_or_modify_politburo
Constructs: limit, has_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_add_or_modify_politburo = {
	if = {
		limit = {
			NOT = {
				has_dynamic_modifier = {
					modifier = GER_politburo_modifier
				}
			}
		}
		custom_effect_tooltip = GER_add_politburo_modifier_tt
		hidden_effect = {
			add_dynamic_modifier = {
				modifier = GER_politburo_modifier
			}
		}
	}
	else = {
		custom_effect_tooltip = GER_modify_politburo_modifier_tt
	}
}
### Entity: Idea
Component: idea_SIA_the_yellow_dossier
Constructs: stability_factor, has_dlc, removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_the_yellow_dossier = {
	allowed = {
		has_dlc = Thunder at Our Gates
		original_tag = SIA
	}
	picture = generic_spy_political
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.05
		production_factory_start_efficiency_factor = 0.1
		production_factory_max_efficiency_factor = 0.05
		line_change_production_efficiency_factor = 0.1
		stability_factor = -0.05
	}
}
### Entity: Idea
Component: SWE_finadvisors
Constructs: removal_cost
Source: game
File: common/ideas/r56_finland.txt

Code:
SWE_finadvisors = {
	allowed = {
		original_tag = SWE
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_intel_bonus
	removal_cost = -1
	modifier = {
		land_doctrine_cost_factor = -0.1
	}
}
### Entity: Idea
Component: GER_recover_from_the_civil_war_ns
Constructs: has_government, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_recover_from_the_civil_war_ns = {
	name = GER_rebuild_the_nation_ww
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = democratic neutrality
		}
	}
	removal_cost = -1
	picture = ger_rebuild_the_nation
	modifier = {
		industry_repair_factor = 0.25
		consumer_goods_factor = -0.1
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_stabilize_siams_political_woes_r56
Constructs: prerequisite, has_war, limit, completion_reward, has_stability, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_stabilize_siams_political_woes_r56
	prerequisite = {
		focus = SIA_hold_national_elections_r56
	}
	icon = GFX_goal_generic_neutrality_focus
	cost = 5
	ai_will_do = {
		base = 9
	}
	x = -2
	y = 2
	relative_position_id = SIA_hold_national_elections_r56
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	available = {
		if = {
			limit = {
				has_war = yes
			}
			has_stability = > 0.6
		}
		else = {
			has_stability = > 0.8
		}
		SIA_pridis_premiership_r56_branch_trigger = yes
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = SIA_hold_national_elections_r56_idea
			add_idea = SIA_stabilize_siams_political_woes_r56_idea
		}
	}
}
### Entity: Event
Component: CZE.317
Constructs: is_triggered_only, ai_chance, add_tech_bonus
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.317
	title = CZE.317.t
	desc = CZE.317.d
	picture = GFX_CZKE_skodaguns_russia
	is_triggered_only = yes
	option = {
		name = CZE.317.a
		ai_chance = {
			factor = 0.9
		}
		SOV = {
			add_tech_bonus = {
				name = infantry_artillery_bonus
				bonus = 1
				ahead_reduction = 1
				uses = 1
				category = artillery
			}
		}
		CZE = {
			country_event = CZE.318
		}
	} {
		name = CZE.317.b
		ai_chance = {
			factor = 0.1
		}
		CZE = {
			country_event = CZE.319
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_expand_the_intelligence_service
Constructs: prerequisite, limit, add_ideas, completion_reward, allow_branch, has_dlc, has_intelligence_agency, create_intelligence_agency
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_expand_the_intelligence_service
	icon = GFX_focus_generic_secret_service_agency
	relative_position_id = NOR_secret_departments
	x = 0
	y = 1
	cost = 5
	available_if_capitulated = yes
	prerequisite = {
		focus = NOR_secret_departments
	}
	ai_will_do = {
		factor = 50
	}
	allow_branch = {
		has_dlc = La Resistance
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			if = {
				limit = {
					NOT = {
						has_intelligence_agency = yes
					}
				}
				create_intelligence_agency = yes
			}
			add_ideas = GER_abwehr_contacts
		}
		add_tech_bonus = {
			name = NOR_expand_the_intelligence_service
			bonus = 1
			uses = 1
			category = military_police_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_ESPIONAGE
	}
}
### Entity: AI Strategy
Component: r56_commies_aint_a_big_happy_family
Constructs: has_government, is_major, is_neighbor_of, is_faction_leader, is_ai, send_volunteers_desire
Source: game
File: common/ai_strategy/r56_default.txt

Code:
r56_commies_aint_a_big_happy_family = {
	allowed = {
		ROOT = {
			exists = yes
		}
	}
	enable = {
		ROOT = {
			is_major = no
			has_government = communism
			NOT = {
				original_tag = SOV SPR
				is_neighbor_of = SOV
			}
		}
		SOV = {
			AND = {
				has_government = communism
				is_faction_leader = yes
				is_ai = yes
				is_major = yes
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = befriend
		id = SOV
		value = -25
	} {
		type = alliance
		id = SOV
		value = -25
	} {
		type = send_volunteers_desire
		id = SOV
		value = -10
	}
}
### Entity: Idea
Component: NOR_norwegian_destroyer_order
Constructs: removal_cost
Source: game
File: common/ideas/r56_norway.txt

Code:
NOR_norwegian_destroyer_order = {
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_coastal_defense_ships
	modifier = {
		civilian_factory_use = -2
		industrial_capacity_dockyard = -0.3
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_independence_rds
Constructs: prerequisite, has_war, limit, add_opinion_modifier, completion_reward, is_subject, random_hours
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_independence_rds
	icon = GFX_goal_generic_demand_territory
	prerequisite = {
		focus = ITA_liberation_or_death
	}
	x = 0
	y = 1
	relative_position_id = ITA_liberation_or_death
	cost = 5
	available = {
		has_war = no
		is_subject = yes
	}
	search_filters = {

	}
	completion_reward = {
		if = {
			limit = {
				is_subject = yes
			}
			OVERLORD = {
				country_event = {
					id = BBA_italy_civil_war.5
					hours = 12
					random_hours = 6
				}
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				OVERLORD = {
					end_puppet = ROOT
					ROOT = {
						add_opinion_modifier = {
							target = PREV
							modifier = ITA_granted_us_independence
						}
					}
				}
			}
		}
		else = {
			custom_effect_tooltip = ITA_independence_overlord_fallback_tt if_they_accept_tt ITA_independence_overlord_fallback_accept_tt
			effect_tooltip = {
				country_event = {
					id = BBA_italy_civil_war.5
					hours = 12
					random_hours = 6
				}
			}
		}
	}
}
### Entity: Idea
Component: NOR_printing_money_ns
Constructs: has_government, removal_cost
Source: game
File: common/ideas/norway.txt

Code:
NOR_printing_money_ns = {
	picture = NOR_printing_money
	allowed = {
		NOR_AAT = yes
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.2
		production_speed_industrial_complex_factor = 0.2
	}
}
### Entity: Idea
Component: SWE_foreign_artillery_idea
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_foreign_artillery_idea = {
	picture = generic_artillery_regiments
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	equipment_bonus = {
		artillery_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: ukr_focus
Component: UKR_arsenal_factory
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, has_full_control_of_state, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/ukraine.txt

Code:
focus = {
	id = UKR_arsenal_factory
	icon = GFX_goal_generic_army_artillery2
	prerequisite = {
		focus = UKR_organize_the_army
	}
	x = 4
	y = 1
	relative_position_id = UKR_organize_the_army
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				202
			}
			limit = {
				ROOT = {
					has_full_control_of_state = PREV
				}
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = ROM_artillery_modernization
			bonus = 1.0
			uses = 1
			category = artillery
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: r56_CZE_current_weapon_exporter
Constructs: has_war, has_government, is_subject, is_puppet, has_idea
Source: game
File: common/ideas/czechoslovakia_old.txt

Code:
r56_CZE_current_weapon_exporter = {
	picture = can_wartime_prices_and_trade_board
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
			has_war = yes
			NOT = {
				OR = {
					has_idea = export_focus free_trade
				}
			}
		}
		NOT = {
			has_government = democratic
		}
	}
	modifier = {
		production_factory_efficiency_gain_factor = 0.05
		training_time_army_factor = 0.05
		ai_license_acceptance = 25
		hidden_modifier = {
			ai_desired_divisions_factor = -0.15
			ai_focus_military_advancements_factor = 0.5
		}
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_push_north
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_push_north
	icon = GFX_goal_VEN_focus_on_caribbean
	x = 52
	y = 7
	cost = 5
	prerequisite = {
		focus = VEN_join_axis VEN_viva_venezuela
	}
	mutually_exclusive = {
		focus = VEN_gran_colombia
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = VEN_amphibious_invasion_prepations
	}
}
### Entity: National Focus
Tree: waf_focus
Component: WAF_religious_political_justifications
Constructs: prerequisite, remove_ideas, has_government, add_stability, completion_reward, has_idea
Source: game
File: common/national_focus/r56_west_african_shared.txt

Code:
focus = {
	id = WAF_religious_political_justifications
	icon = GFX_focus_YUG_guarantee_religious_liberties
	prerequisite = {
		focus = WAF_gather_close_advisors
	} {
		focus = WAF_control_extremists
	}
	x = 1
	y = 1
	relative_position_id = WAF_gather_close_advisors
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {
		has_government = neutrality
		has_idea = WAF_religious_divide
	}
	bypass = {
		NOT = {
			has_idea = WAF_religious_divide
		}
	}
	completion_reward = {
		add_stability = 0.05
		remove_ideas = WAF_religious_divide
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Modifier Reference
Construct: stability_weekly
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## stability_weekly

* Number with 2 decimal places
* **Categories**: country
### Entity: Modifier Reference
Construct: navy_weather_penalty
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## navy_weather_penalty

* Number with 2 decimal places
* **Categories**: air
### Entity: Idea
Component: ISR_ARAB_army_nepotism_3
Constructs: army_defence_factor, army_attack_factor, removal_cost, planning_speed
Source: game
File: common/ideas/israel.txt

Code:
ISR_ARAB_army_nepotism_3 = {
	picture = chi_incompetent_officers
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_factor = 0.2
		army_attack_factor = -0.05
		army_defence_factor = -0.025
		planning_speed = -0.1
	}
}