Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Game Rule
Component: COG_AI_BEHAVIOR
Constructs: allow_achievements
Source: game
File: common/game_rules/00_game_rules.txt

Code:
COG_AI_BEHAVIOR = {
	name = COG_AI_BEHAVIOR
	group = RULE_GROUP_AI_BEHAVIOR
	required_dlc = Gotterdammerung
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_AI_DESC
	}
	option = {
		name = HISTORICAL
		text = RULE_OPTION_HISTORICAL
		desc = RULE_OPTION_HISTORICAL_COG_AI_DESC
		allow_achievements = yes
	} {
		name = COG_DEM_INDEPENDENCE
		text = RULE_OPTION_COG_DEM_INDEPENDENCE_AI
		desc = RULE_OPTION_COG_DEM_INDEPENDENCE_AI_DESC
		allow_achievements = no
	} {
		name = COG_COM_INDEPENDENCE
		text = RULE_OPTION_COG_COM_INDEPENDENCE_AI
		desc = RULE_OPTION_COG_COM_INDEPENDENCE_AI_DESC
		allow_achievements = no
	} {
		name = COG_COM_REVOLUTION
		text = RULE_OPTION_COG_COM_REVOLUTION_AI
		desc = RULE_OPTION_COG_COM_REVOLUTION_AI_DESC
		allow_achievements = no
	} {
		name = RANDOM
		text = RULE_OPTION_RANDOM
		desc = RULE_OPTION_RANDOM_AI_DESC
		allow_achievements = no
	}
}
### Entity: Character
Component: MLT_acgs
Source: game
File: common/characters/MLT.txt

Code:
MLT_acgs = {
	advisor = {
		slot = air_chief
		idea_token = MLT_acgs
		allowed = {
			original_tag = MLT
		}
		traits = {
			air_chief_ground_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_3
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_purchase_british_aircraft
Constructs: add_equipment_to_stockpile, prerequisite, limit, has_government, has_war_with, add_opinion_modifier, completion_reward, has_capitulated
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_purchase_british_aircraft
	icon = GFX_focus_generic_air_partners
	prerequisite = {
		focus = IRQ_independent_flight_schools
	}
	mutually_exclusive = {
		focus = IRQ_purchase_alternative_aricraft
	}
	x = -1
	y = 1
	relative_position_id = IRQ_independent_flight_schools
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		country_exists = ENG
		NOT = {
			has_war_with = ENG
		}
		ENG = {
			has_capitulated = no
			OR = {
				has_design_based_on = small_plane_airframe
				has_tech = fighter1
			}
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	} {
		FOCUS_FILTER_POLITICAL
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = IRQ_purchase_british_aircraft_AAT_tt
			IF = {
				limit = {
					has_idea = IRQ_anglo_iraqi_treaty
				}
				add_equipment_subsidy = {
					cic = 1000
					equipment_type = small_plane_airframe
					seller_tags = {
						ENG
					}
				}
			} {
				limit = {
					has_idea = IRQ_anglo_iraqi_treaty
				}
				IF = {
					limit = {
						has_dlc = By Blood Alone
					}
					IF = {
						limit = {
							has_equipment = {
								small_plane_airframe_1 = > 0
							}
						}
						add_equipment_to_stockpile = {
							type = small_plane_airframe_1
							amount = 50
							producer = ENG
						}
					}
					ELSE = {
						add_equipment_to_stockpile = {
							type = small_plane_airframe_0
							amount = 50
							producer = ENG
						}
					}
				}
				ELSE = {
					add_equipment_to_stockpile = {
						type = fighter_equipment_1
						amount = 50
						producer = ENG
					}
				}
			}
			ELSE = {
				add_equipment_subsidy = {
					cic = 500
					equipment_type = small_plane_airframe
					seller_tags = {
						ENG
					}
				}
			} {
				IF = {
					limit = {
						has_dlc = By Blood Alone
					}
					IF = {
						limit = {
							has_equipment = {
								small_plane_airframe_1 = > 0
							}
						}
						add_equipment_to_stockpile = {
							type = small_plane_airframe_1
							amount = 50
							producer = ENG
						}
					}
					ELSE = {
						add_equipment_to_stockpile = {
							type = small_plane_airframe_0
							amount = 50
							producer = ENG
						}
					}
				}
				ELSE = {
					add_equipment_to_stockpile = {
						type = fighter_equipment_1
				
# ... (truncated)
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_rewrite_the_constitution
Constructs: prerequisite, completion_reward, cancel_if_invalid, unlock_decision_tooltip
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_rewrite_the_constitution
	icon = GFX_goal_generic_dangerous_deal
	prerequisite = {
		focus = MEX_focus_antidisestablishmentarianism
	}
	x = 0
	y = 1
	relative_position_id = MEX_focus_antidisestablishmentarianism
	cost = 5
	ai_will_do = {
		factor = 100
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		unlock_decision_tooltip = MEX_decision_pardon_cristero_fighter MEX_decision_attend_public_mass
	}
}
### Entity: Event
Component: wuw_GER_monroe_news.1
Constructs: is_triggered_only, limit, remove_ideas, has_country_flag, add_opinion_modifier, has_idea, clr_country_flag
Source: game
File: events/WUW_Germany.txt

Code:
news_event = {
	id = wuw_GER_monroe_news.1
	title = wuw_GER_monroe_news.1.t
	desc = wuw_GER_monroe_news.1.desc
	picture = GFX_news_event_german_speech
	is_triggered_only = yes
	option = {
		name = wuw_GER_monroe_news.1.a
		trigger = {
			NOT = {
				has_idea = USA_monroe_doctrine_idea
				original_tag = GER USA
			}
		}
		add_opinion_modifier = {
			target = GER
			modifier = GER_crushed_the_monroe_doctrine_good
		}
	} {
		name = wuw_GER_monroe_news.1.b
		trigger = {
			has_idea = USA_monroe_doctrine_idea
		}
		remove_ideas = USA_monroe_doctrine_idea
		add_opinion_modifier = {
			target = GER
			modifier = GER_crushed_the_monroe_doctrine_bad
		}
	} {
		name = wuw_GER_monroe_news.1.c
		trigger = {
			original_tag = GER
		}
		IF = {
			limit = {
				has_country_flag = GER_destabilize_monroe_flag
			}
			clr_country_flag = GER_destabilize_monroe_flag
		}
	} {
		name = wuw_GER_monroe_news.1.d
		trigger = {
			original_tag = USA
		}
		IF = {
			limit = {
				has_country_flag = USA_save_monroe_flag
			}
			clr_country_flag = USA_save_monroe_flag
		}
		add_opinion_modifier = {
			target = GER
			modifier = GER_crushed_the_monroe_doctrine_bad
		}
	}
}
### Entity: Character
Component: GER_philipp_holzmann_trait_improved_no_aat
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_philipp_holzmann_trait_improved_no_aat = {
	random = no
	production_speed_infrastructure_factor = 0.1
	production_speed_rail_way_factor = 0.1
	production_speed_industrial_complex_factor = 0.05
	production_speed_bunker_factor = 0.05
	production_speed_coastal_bunker_factor = 0.1
	tank_manufacturer_cost_factor = -0.35
	materiel_manufacturer_cost_factor = -0.35
	aircraft_manufacturer_cost_factor = -0.35
	naval_manufacturer_cost_factor = -0.35
}
### Entity: State History
Component: 50
Constructs: add_core_of
Source: game
File: history/states/50-Baden.txt

Code:
state = {
	id = 50
	name = STATE_50
	manpower = 3076854
	resources = {
		aluminium = 6
	}
	state_category = large_city
	history = {
		owner = GER
		add_core_of = GER WUR
		victory_points = {
			9517 20
		} {
			11499 3
		}
		buildings = {
			infrastructure = 3
			arms_factory = 3
			industrial_complex = 1
			air_base = 2
		}
		1939.1.1 = {
			buildings = {
				arms_factory = 8
				industrial_complex = 2
			}
		}
	}
	provinces = {
		519 694 3690 6555 6581 6934 9517 9545 9655 11486 11499 13126
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Modifier Reference
Component: ROM_license_german_equipment
Constructs: has_war_with
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
ROM_license_german_equipment = {
	valid_relation_trigger = {
		FROM = {
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	license_purchase_cost = 0
	ai_license_acceptance = 20
	license_production_speed = 0.25
	license_tech_difference_speed = 0.25
}
### Entity: Shared Focus
Tree: lat_focus
Component: LAT_VEF_larger_planes
Constructs: shared_focus, prerequisite, limit, completion_reward, add_tech_bonus, fighter_bonus, bomber_bonus, has_dlc
Source: game
File: common/national_focus/r56_latvia_shared.txt

Code:
shared_focus = {
	id = LAT_VEF_larger_planes
	icon = GFX_goal_generic_air_bomber
	relative_position_id = LAT_VEF_electronics_sideprojects
	prerequisite = {
		focus = LAT_VEF_electronics_sideprojects
	}
	mutually_exclusive = {
		focus = LAT_VEF_light_bombers
	}
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		air_experience = 5
		add_tech_bonus = {
			name = fighter_bonus
			bonus = 1.0
			ahead_reduction = 0.5
			uses = 1
			category = cat_heavy_fighter
		} {
			name = bomber_bonus
			bonus = 1.0
			ahead_reduction = 0.5
			uses = 1
			technology = early_bomber
			category = tactical_bomber
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = CHL_skip_one_line_tt available_mio_tt
			show_mio_tooltip = BALTIC_RAF_organization
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/POR_1939.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 5
	}
	location = 11805
	division_template = Força de Caçadores
	start_experience_factor = 0.3
}
### Entity: Name List
Component: CRI
Source: game
File: common/names/00_names.txt

Code:
CRI = {
	male = {
		names = {
			Andrij Anton Artem Borys Denys Dmytro Fedir Havrylo Henadij Heorhij Hryhorij Ivan Josyp Kazymyr Kostyantyn Kuzma Leontij Maksym Musa Mykola Mykyta Oleh Oleksandr Sava Serhij Stanislav Svyatoslav Trokhym Volodymyr Yaroslav Vitalij Yehor Yukhym Aleksander Alexei Andrei Anton Boris Dmitry Fyodor Gennady Giorgi Grigoriy Igor Ilya Lev Maxim Mikhail Nikita Nikolai Oleg Pavel Pyotr Roman Semyon Sergei Valery Vasily Viktor Vladimir Vladislav Yegor Yevgeny Yuri Ablâziz Ahtem Amet Asan Bekir Fikret İbraim İlmi Memet Redvan Refat Refiyîk Remzi Seit Seitnebi Seitümer Server Sîdîyîk Sinaver Ümer Üsein Üzeir Vait
		}
	}
	female = {
		names = {
			Anastasiya Ayshe Lyudmyla Nina Olha Olena Oleksandra Kseniya Rayisa Ruslana Tetyana Vladyslava Yevheniya Yuliya Zoya Adilye Alie Alime Anife Dzhemile Ediye Fatime Feruze Maiye Medine Melvade Pakize Rushena Şefiqa Sultanie Uriye Vaspie Zekie Zore
		}
	}
	surnames = {
		Antonenko Bilyk Blyznyuk Bondarchuk Borysenko Demchuk Dmytruk Dorosh Hajduk Havrylenko Havrylyuk Hlushko Holub Ishchuk Kolisnyk Kostyuchenko Lyashenko Makarenko Mykytyuk Nahornyj Novak Osadchuk Ostapchuk Pavlov Petruk Protsenko Prykhodko Prysyazhnyuk Pylypenko Ruban Shevchuk Stadnyk Taranenko Tkachuk Velychko Yakovenko Zaporozhets Zayets Alexseyev Antonov Azarov Badanov Brusilov Budyonny Chibisov Denikin Dragomirov Frolov Golivin Grishin Gurko Ivanov Ivannikov Konev Konstantinov Kuropatkin Lazarev Makarov Menshikov Nakhimov Nebogatov Ostrovsky Pavlov Putyatin Romanov Rozhestvensky Skobelev Shuvalov Surkov Tukhachevsky Yegorov Yudenich Vorontsov Zavoyko Abdullaev Abdurakhmanov Akhtemov Aliev Ametov Azizov Bahşış Bakhshish Bekirov Devletov Emirov Ibragimov Ibraimov Ilyasov Isaev Kadyrov Kamilov Khaybulaev Kyrbanov Mamutov Memetov Muratov Osmanov Rakhimov Ramazanov Refatov Serverov Sharipov Useinov Usmanov Vaitov Yosopov Yunusov Yusupov
	}
	callsigns = {

	}
}
### Entity: Event
Component: axis_minors_bulgaria.68
Constructs: is_triggered_only
Source: game
File: events/Bulgaria_events.txt

Code:
country_event = {
	id = axis_minors_bulgaria.68
	title = axis_minors_bulgaria.68.t
	desc = axis_minors_bulgaria.68.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = axis_minors_bulgaria.68.a
		diplomatic_relation = {
			country = YUG
			relation = non_aggression_pact
			active = yes
		}
	}
}
### Entity: Special Project
Component: sp_land_generic_reward_armor_bonus_2
Constructs: fire_only_once, has_project_flag, equipment_bonus, set_project_flag
Source: game
File: common/special_projects/prototype_rewards/generic_land_prototype_rewards.txt

Code:
sp_land_generic_reward_armor_bonus_2 = {
	fire_only_once = yes
	threshold = {
		min = 50
		max = 100
	}
	weight = {
		base = @base_reward_weight
		modifier = {
			factor = @reward_weight_factor_theme
			has_project_flag = sp_land_generic_reward_armor_bonus_flag
		}
	}
	option = {
		token = sp_land_generic_reward_option_armor_bonus
		iteration_output = {
			equipment_bonus = {
				armor = {
					hardness = 0.02
				}
			}
			country_effects = {
				FROM = {
					set_project_flag = sp_land_generic_reward_armor_bonus_flag
				}
			}
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_naval_capstone
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_to_variable, has_dlc, unlock_mio_trait_tooltip
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_naval_capstone
	icon = GFX_focus_PRC_naval_capstone
	prerequisite = {
		focus = PRC_naval_ocean_navy
	}
	x = 0
	y = 1
	relative_position_id = PRC_naval_ocean_navy
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = PRC_pla_navy_modify_tt
		add_to_variable = {
			PRC_pla_navy_industrial_capacity_dockyard = 0.1
			tooltip = industrial_capacity_dockyard_tt
		} {
			PRC_pla_navy_naval_accidents_chance = -0.05
			tooltip = naval_accidents_chance_tt
		} {
			PRC_pla_navy_naval_coordination = 0.025
			tooltip = naval_coordination_tt
		} {
			PRC_pla_navy_navy_org_factor = 0.025
			tooltip = navy_org_factor_tt
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			mio:PRC_dalian_shipbuilding_company_organization = {
				unlock_mio_trait_tooltip = {
					trait = PRC_dalian_shipbuilding_company_mass_production_carriers_trait
				}
			}
		}
	}
}
### Entity: Character
Component: BRM_aco2
Source: game
File: common/characters/BRM.txt

Code:
BRM_aco2 = {
	advisor = {
		slot = army_chief
		cost = 100
		idea_token = BRM_aco2
		allowed = {
			original_tag = BRM
		}
		traits = {
			army_chief_organizational_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_4
		}
	}
}
### Entity: Idea
Component: r56_CAN_workers_rights_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_workers_rights_idea = {
	name = r56_CAN_workers_rights_idea
	allowed = {
		always = no
	}
	picture = BEL_union_agreements
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.1
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_the_tuz_golu_training_facility
Constructs: prerequisite, add_ideas, completion_reward, set_technology
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_the_tuz_golu_training_facility
	icon = GFX_goal_generic_small_arms
	mutually_exclusive = {
		focus = TUR_pack_for_a_long_winter
	}
	prerequisite = {
		focus = TUR_join_the_axis
	}
	x = 0
	y = 2
	relative_position_id = TUR_join_the_axis
	cost = 10
	ai_will_do = {
		base = 10
	}
	completion_reward = {
		add_ideas = TUR_tuz_golu_training_facility
		custom_effect_tooltip = TUR_unlock_camelry_effect_tt
		hidden_effect = {
			set_technology = {
				camelry = 1
				popup = no
			}
		}
	}
}
### Entity: Idea
Component: PHI_greater_philipines
Constructs: removal_cost
Source: game
File: common/ideas/philipines.txt

Code:
PHI_greater_philipines = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = generic_manpower_bonus
	modifier = {
		conscription = 0.01
		army_core_defence_factor = 0.1
		army_core_attack_factor = 0.05
	}
}
### Entity: Idea
Component: TUR_kemalist_army_officers_extended_power_neutral
Constructs: removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_kemalist_army_officers_extended_power_neutral = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = tur_kemalist_officers
	removal_cost = -1
	modifier = {
		max_planning = 0.1
		command_power_gain_mult = 0.05
	}
}
### Entity: Scripted Effect
Component: INS_re_add_to_old_faction
Constructs: limit, has_war_with, has_variable, is_subject, has_capitulated, is_faction_leader, set_rule, add_to_faction
Source: game
File: common/scripted_effects/INS_scripted_effects.txt

Code:
INS_re_add_to_old_faction = {
	if = {
		limit = {
			has_variable = pre_limited_war_faction_leader
			NOT = {
				has_war_with = var:pre_limited_war_faction_leader
			}
			var:pre_limited_war_faction_leader = {
				exists = yes
				is_subject = no
				has_capitulated = no
				is_faction_leader = yes
			}
		}
		set_rule = {
			can_join_factions = yes
		}
		var:pre_limited_war_faction_leader = {
			add_to_faction = ROOT
		}
	}
}
### Entity: Scripted Effect
Component: DEN_bop_low_increase_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_bop_low_increase_effect = {
	add_power_balance_value = {
		id = DEN_balance_of_power
		value = 0.1
	}
}
### Entity: Modding Documentation
Construct: avoid_starting_wars
Source: vanilla_docs
File: common/ai_strategy/_documentation.md

Doc:
### `avoid_starting_wars`
```
ai_strategy = {
	type = avoid_starting_wars
	# no need of id for this one
	value = -200  # this value is additive with the 'conquer' strategy, and is targetless. It is meant for very specific situations, and should not be used widely.
}

ai_strategy = {
	type = conquer
	id = GER
	value = 200  # This would therefore stack with the above value to reach a conquer weight of 0 for targeting Germany, and -200 for everyone else.
}
```
### Entity: National Focus
Tree: sov_focus
Component: SOV_covert_support_for_spanish_poum
Constructs: has_completed_focus, prerequisite, limit, has_war_with, completion_reward, has_global_flag, allow_branch, has_dlc
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_covert_support_for_spanish_poum
	icon = GFX_focus_SOV_support_spanish_poum
	prerequisite = {
		focus = SOV_reverse_the_collectivization_process
	}
	mutually_exclusive = {
		focus = SOV_concessions_to_foreign_powers
	}
	x = 1
	y = 2
	relative_position_id = SOV_reverse_the_collectivization_process
	cost = 5
	available = {
		SOV_soviet_civil_war_not_started = yes
		NOT = {
			has_global_flag = scw_over
		}
		OR = {
			NOT = {
				has_global_flag = SPR_anarchist_uprising_flag
			}
			AND = {
				country_exists = SPC
				NOT = {
					has_war_with = SPC
				}
				SPC = {
					has_completed_focus = SPR_the_anti_fascist_workers_revolution
				}
			}
		}
	}
	allow_branch = {
		has_dlc = La Resistance No Step Back
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = SOV_the_centre
			} {
				has_completed_focus = SOV_beaten_but_not_defeated
			}
		}
	}
	bypass = {
		SPR = {
			OR = {
				has_global_flag = scw_over
				AND = {
					has_global_flag = SPR_anarchist_uprising_flag
					OR = {
						NOT = {
							SPC = {
								has_completed_focus = SPR_the_anti_fascist_workers_revolution
							}
						} {
							country_exists = SPC
						}
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_SOV_POLITICAL_PARANOIA
	}
	completion_reward = {
		SOV_paranoia_low_increase_effect = yes
		set_global_flag = SOV_covert_support_for_poum_flag
		custom_effect_tooltip = SOV_covert_support_for_spanish_poum_tt SOV_if_poum_wins_tt
		unlock_decision_category_tooltip = SOV_soviet_aid_to_poum_decision_category
	}
}
### Entity: Country History
Country: VEN
Component: VEN_characters
Constructs: recruit_character
Source: game
File: history/countries/VEN - Venezula.txt

Code:
# Leaders & Characters for VEN
recruit_character = VEN_eleazar_lópez_contreras VEN_juan_bautista_fuenmayor VEN_luis_figueroa VEN_patricio_franco VEN_isaias_medina_angarita VEN_humberto_santabria_villa VEN_carlos_molina_talavayo VEN_roberto_de_luca_varesano VEN_carlos_garcia_mendoza VEN_miguel_diaz_fraile VEN_victor_sanchez_croes VEN_antonio_casas_gonzalez VEN_carlos_ramos_diaz VEN_david_lopez_henriques VEN_jose_polares_pavon VEN_tomas_contreras_villalobos VEN_carlos_delgado_chalbaud VEN_manuel_diaz_rodriguez VEN_romulo_gallegos_freire VEN_isidoro_ruiz_tuerro
### Entity: Idea
Component: GUM_ai2
Source: game
File: common/ideas/guam.txt

Code:
GUM_ai2 = {
	ledger = army
	picture = generic_army_asia_3
	allowed = {
		original_tag = GUM
	}
	traits = {
		army_infantry_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_venezuelan_fortress
Constructs: prerequisite, add_ideas, completion_reward, add_country_leader_trait
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_venezuelan_fortress
	icon = GFX_goal_VEN_fortress
	relative_position_id = VEN_by_any_means
	x = -2
	y = 2
	cost = 10
	prerequisite = {
		focus = VEN_creole_indivisible
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = VEN_fortress
		add_country_leader_trait = fierce_patriot
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_large_scale_exercises
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_large_scale_exercises
	icon = GFX_goal_generic_army_elite
	prerequisite = {
		focus = COG_special_forces
	}
	x = 38
	y = 5
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 5
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Country History
Country: VCW
Component: VCW_misc
Constructs: limit, set_technology, set_convoys, set_country_flag, has_dlc, set_naval_oob, set_party_name
Source: game
File: history/countries/VCW - Venezuela Civil War.txt

Code:
# Misc for VCW
capital = 489
set_convoys = 10
set_country_flag = monroe_doctrine hispanic
if = {
	limit = {
		has_dlc = By Blood Alone
	}
	set_technology = {
		iw_small_airframe = 1
		engines_1 = 1
		aa_lmg = 1
	}
	else = {
		set_technology = {
			early_fighter = 1
		}
	}
}
set_naval_oob = VEN_1936_naval_mtg
set_party_name = {
	ideology = neutrality
	long_name = Consejo de Ministros
	name = Consejo de Ministros
}
{
	ideology = fascism
	long_name = Grupo Regional de Venezuela del Partido Nazi
	name = GRVPN
}