Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: MLI_coi
Source: game
File: common/characters/MLI.txt

Code:
MLI_coi = {
	advisor = {
		slot = political_advisor
		idea_token = MLI_coi
		allowed = {
			original_tag = MLI
		}
		traits = {
			captain_of_industry
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_1
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_rely_on_international_trade
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_rely_on_international_trade
	icon = GFX_goal_generic_business_bills
	x = -4
	y = 1
	cost = 5
	prerequisite = {
		focus = PRU_industrial_modernization
	}
	relative_position_id = PRU_industrial_modernization
	mutually_exclusive = {
		focus = PRU_implement_autarky
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_ideas = LAT_invite_foreign_investors
	}
}
### Entity: Event
Component: india.4330
Constructs: is_triggered_only, ai_chance, set_variable, random_list
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.4330
	title = india.4330.t
	desc = india.4330.desc
	picture = GFX_report_event_picture_RAJ_Viceroys_Mansion
	is_triggered_only = yes
	immediate = {
		set_variable = {
			current_state = 437
		}
	} {
		var:current_state = {
			set_variable = {
				temp_calc_chance = 100
			}
			subtract_from_variable = {
				temp_calc_chance = voting_chance
			}
		}
	}
	option = {
		ai_chance = {
			base = 20
		}
		name = india.4330.a
		433 = {
			prince_independence_effect = yes
		}
		var:current_state = {
			random_list = {
				0 = {
					modifier = {
						add = var:temp_calc_chance
						always = yes
					}
					RAJ = {
						country_event = {
							id = india.4370
							hours = 48
						}
					}
				} {
					modifier = {
						add = var:voting_chance
						always = yes
					}
					RAJ = {
						country_event = {
							id = india.4371
							hours = 48
						}
					}
				}
			}
		}
	}
}
### Entity: Unit Leader
Component: fortress_buster
Constructs: gain_xp, has_combat_modifier, enable_ability
Source: game
File: common/unit_leader/00_traits.txt

Code:
fortress_buster = {
	type = corps_commander
	gain_xp = {
		OR = {
			has_combat_modifier = fort_attack
			dig_in = > 10
		}
	}
	cost = 700
	modifier = {
		fort = {
			attack = 0.15
		}
	}
	enable_ability = siege_artillery
	slot = high_command
	specialist_advisor_trait = army_artillery_1
	expert_advisor_trait = army_artillery_2
	genius_advisor_trait = army_artillery_3
	ai_will_do = {
		factor = 1
	}
	gui_row = 4
	trait_type = assignable_trait
	any_parent = {
		trait_engineer
	}
	mutually_exclusive = scavenger
}
### Entity: Decision
Component: SWE_fighting_unemployment_category
Constructs: has_country_flag, industrial_capacity_factory, complete_effect, set_country_flag, remove_effect, clr_country_flag
Source: game
File: common/decisions/r56_SWE.txt

Code:
SWE_fighting_unemployment_category = {
	SWE_factory_subsidies = {
		icon = GFX_decision_generic_factory
		cost = 50
		available = {
			NOT = {
				has_country_flag = SWE_subsidising
			}
		}
		ai_will_do = {
			factor = 100
		}
		days_remove = 180
		days_re_enable = 360
		modifier = {
			industrial_capacity_factory = 0.15
			consumer_goods_factor = 0.1
			political_power_factor = -0.1
			production_factory_efficiency_gain_factor = 0.1
			production_factory_max_efficiency_factor = 0.1
		}
		complete_effect = {
			custom_effect_tooltip = GEN_365_days_tt
			set_country_flag = SWE_subsidising
		}
		remove_effect = {
			clr_country_flag = SWE_subsidising
		}
	}
	SWE_dockyard_subsidies = {
		icon = GFX_decision_generic_construction
		cost = 50
		available = {
			NOT = {
				has_country_flag = SWE_subsidising
			}
		}
		ai_will_do = {
			factor = 100
		}
		modifier = {
			industrial_capacity_dockyard = 0.15
			consumer_goods_factor = 0.1
			political_power_factor = -0.1
			production_factory_efficiency_gain_factor = 0.1
			production_factory_max_efficiency_factor = 0.1
		}
		days_remove = 180
		days_re_enable = 360
		complete_effect = {
			custom_effect_tooltip = GEN_365_days_tt
			set_country_flag = SWE_subsidising
		}
		remove_effect = {
			clr_country_flag = SWE_subsidising
		}
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_establish_a_secret_police_communist
Constructs: prerequisite, add_ideas, add_stability, completion_reward
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_establish_a_secret_police_communist
	icon = GFX_goal_generic_communist_secret_police
	prerequisite = {
		focus = HON_peasant_revolution
	}
	relative_position_id = HON_peasant_revolution
	x = 2
	y = 1
	cost = 10
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_ARMY_XP
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_stability = 0.05
		add_ideas = MPL_secret_police
	}
}
### Entity: Event
Component: wuw_GER_monroe.11
Constructs: is_triggered_only, fire_only_once, add_political_power
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_monroe.11
	title = wuw_GER_monroe.11.t
	desc = wuw_GER_monroe.11.desc
	picture = GFX_report_event_fascist_speech
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = wuw_GER_monroe.11.a
		add_political_power = 50
		hidden_effect = {
			news_event = {
				id = wuw_GER_monroe_news.1
				hours = 12
			}
			FROM = {
				news_event = {
					id = wuw_GER_monroe_news.1
					hours = 12
				}
			}
			for_each_scope_loop = {
				array = global.monroe_doctrine_countries_to_destabilize
				news_event = {
					id = wuw_GER_monroe_news.1
					hours = 12
				}
			} {
				array = global.monroe_countries_in_support
				news_event = {
					id = wuw_GER_monroe_news.1
					hours = 12
				}
			} {
				array = global.monroe_countries_not_in_support
				news_event = {
					id = wuw_GER_monroe_news.1
					hours = 12
				}
			}
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_the_new_egyptian_model
Constructs: prerequisite, completion_reward, is_subject, set_rule
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_the_new_egyptian_model
	icon = GFX_goal_generic_befriend_egypt
	relative_position_id = EGY_found_the_new_kingdom
	x = -3
	y = 2
	cost = 5
	available = {
		is_subject = no
	}
	prerequisite = {
		focus = EGY_found_the_new_kingdom
	}
	mutually_exclusive = {
		focus = EGY_radicalize_the_iron_guard EGY_seek_democratic_allies
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
	}
}
### Entity: Character
Component: GER_radically_militaristic_traditionalist
Constructs: war_support_factor, mobilization_speed, conscription_factor, democratic_drift, fascism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_radically_militaristic_traditionalist = {
	random = no
	sprite = 12
	mobilization_laws_cost_factor = -0.25
	mobilization_speed = 0.2
	conscription_factor = 0.1
	war_stability_factor = 0.1
	war_support_factor = 0.05
	political_power_factor = 0.02
	democratic_drift = -0.02
	fascism_drift = -0.02
}
### Entity: Scripted Effect
Component: EGY_pacify_the_sudanese_effect
Constructs: add_equipment_to_stockpile, limit, has_dynamic_modifier, add_manpower
Source: game
File: common/scripted_effects/r56_EGY_scripted_effects.txt

Code:
EGY_pacify_the_sudanese_effect = {
	if = {
		limit = {
			THIS = {
				has_dynamic_modifier = {
					modifier = EGY_mild_sudanese_separatism
				}
			}
		}
		controller = {
			add_manpower = -2500
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -250
				producer = EGY
			}
		}
	}
	else_if = {
		limit = {
			THIS = {
				has_dynamic_modifier = {
					modifier = EGY_moderate_sudanese_separatism
				}
			}
		}
		controller = {
			add_manpower = -5000
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -500
				producer = EGY
			}
		}
	} {
		limit = {
			THIS = {
				has_dynamic_modifier = {
					modifier = EGY_fierce_sudanese_separatism
				}
			}
		}
		controller = {
			add_manpower = -10000
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -1000
				producer = EGY
			}
		}
	}
	custom_effect_tooltip = EGY_pacification_cost_change
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_the_east_bank
Constructs: prerequisite, limit, completion_reward, is_subject, is_ally_with, add_state_claim, is_controlled_by, create_wargoal
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_the_east_bank
	icon = GFX_goal_ISR_irgun
	relative_position_id = ISR_stern_cult
	x = 1
	y = 1
	prerequisite = {
		focus = ISR_stern_cult ISR_kill_stern
	}
	available = {
		is_subject = no
	}
	bypass = {
		OR = {
			controls_state = 455
			455 = {
				controller = {
					is_ally_with = ISR
				}
			}
		}
	}
	cost = 5
	will_lead_to_war_with = JOR
	completion_reward = {
		add_state_claim = 455 1021 1022
		if = {
			limit = {
				455 = {
					is_controlled_by = JOR
				}
			}
			create_wargoal = {
				target = JOR
				type = annex_everything
			}
		}
		else = {
			455 = {
				controller = {
					country_event = {
						id = israel.8
						days = 1
						random_hours = 12
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_invite_NKVD_officers
Constructs: prerequisite, add_ideas, has_government, has_war_with, completion_reward
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_invite_NKVD_officers
	icon = GFX_goal_soviet_military_advisors
	relative_position_id = EGY_join_the_comintern
	x = 1
	y = 1
	cost = 10
	available = {
		SOV = {
			has_government = communism
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	prerequisite = {
		focus = EGY_join_the_comintern
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = EGY_soviet_NKVD_officers
	}
}
### Entity: Modifier Reference
Component: DEN_economic_crisis_dynamic_modifier
Constructs: remove_trigger, check_variable, neutrality_drift, democratic_drift
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
DEN_economic_crisis_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_generic_economic_crisis
	remove_trigger = {
		check_variable = {
			DEN.DEN_economic_crisis_monthly_population = 0
		} {
			DEN.DEN_economic_crisis_stability_weekly = 0
		} {
			DEN.DEN_economic_crisis_neutrality_drift = 0
		} {
			DEN.DEN_economic_crisis_democratic_drift = 0
		}
	}
	monthly_population = DEN_economic_crisis_monthly_population
	stability_weekly = DEN_economic_crisis_stability_weekly
	neutrality_drift = DEN_economic_crisis_neutrality_drift
	democratic_drift = DEN_economic_crisis_democratic_drift
}
### Entity: Military Industrial Organization
Component: CSA_north_carolina_shipbuilding_company_organization
Constructs: production_bonus
Source: game
File: common/military_industrial_organization/organizations/CSA_organization.txt

Code:
CSA_north_carolina_shipbuilding_company_organization = {
	name = North Carolina Shipbuilding Company
	include = generic_battle_line_ship_organization
	icon = GFX_idea_generic_naval_manufacturer_2
	allowed = {
		original_tag = CSA
	}
	initial_trait = {
		name = generic_mio_initial_trait_battle_line_ship_builders
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_the_memory_of_benavides
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_the_memory_of_benavides
	prerequisite = {
		focus = PRU_benavides_is_dead
	}
	icon = GFX_goal_centralize_power
	x = -1
	y = 1
	relative_position_id = PRU_benavides_is_dead
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = PRU_memory_of_benavides
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: lithuania.92
Constructs: is_triggered_only, limit, add_war_support, create_wargoal, take_state_focus, has_global_flag, annex_everything
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania.92
	title = lithuania.92.t
	desc = lithuania.92.d
	picture = GFX_report_event_soldiers_marching
	is_triggered_only = yes
	option = {
		name = lithuania.92.a
		add_war_support = 0.05
		784 = {
			owner = {
				ROOT = {
					create_wargoal = {
						type = take_state_focus
						target = PREV
						generator = {
							784
						}
					}
				}
				if = {
					limit = {
						has_global_flag = LIT_GER_help_for_wilno
					}
					GER = {
						create_wargoal = {
							type = annex_everything
							target = PREV
						}
					}
				}
			}
		}
	}
}
### Entity: Character
Component: POL_tank_theorist
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_traits.txt

Code:
POL_tank_theorist = {
	sprite = 8
	equipment_bonus = {
		light_tank_chassis = {
			build_cost_ic = -0.1
			instant = yes
		}
		medium_tank_chassis = {
			build_cost_ic = -0.05
			instant = yes
		}
		heavy_tank_chassis = {
			build_cost_ic = -0.025
			instant = yes
		}
	}
}
### Entity: Character
Component: PER_assadollah_hosseinpoor
Source: game
File: common/characters/PER.txt

Code:
PER_assadollah_hosseinpoor = {
	name = PER_assadollah_hosseinpoor
	portraits = {
		army = {
			large = GFX_portrait_PER_assadollah_hosseinpoor
			small = GFX_portrait_PER_assadollah_hosseinpoor_small
		}
	}
	corps_commander = {
		skill = 2
		attack_skill = 1
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
		visible = {

		}
		traits = {
			cavalry_leader
		}
	}
}
### Entity: Event
Component: peru.22
Constructs: is_triggered_only
Source: game
File: events/r56_peru.txt

Code:
country_event = {
	id = peru.22
	title = peru.22.t
	desc = peru.22.d
	picture = GFX_r56i_generic_event_02
	is_triggered_only = yes
	option = {
		name = peru.22.a
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_Bastions_of_Stablity
Constructs: shared_focus, prerequisite, limit, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_Bastions_of_Stablity
	icon = GFX_goal_generic_neutrality_focus
	cost = 10
	prerequisite = {
		focus = RAJ_Development_funds_for_the_States
	}
	ai_will_do = {
		factor = 3
	}
	x = 4
	y = 4
	relative_position_id = RAJ_Reform_the_Colonial_Economy
	completion_reward = {
		if = {
			limit = {
				has_idea = RAJ_Princely_Cooperation_0
			}
			swap_ideas = {
				remove_idea = RAJ_Princely_Cooperation_0
				add_idea = RAJ_Princely_Cooperation_s
			}
		}
		else = {
			swap_ideas = {
				remove_idea = RAJ_Princely_Cooperation_w
				add_idea = RAJ_Princely_Cooperation_sw
			}
		}
		unlock_decision_category_tooltip = RAJ_population_decisions
	}
}
### Entity: Event
Component: MUN_czech.4
Constructs: is_triggered_only, add_political_power, add_command_power, add_country_leader_role, set_country_flag
Source: game
File: events/MUN_Czechoslovakia.txt

Code:
unit_leader_event = {
	id = MUN_czech.4
	title = MUN_czech.4.t
	desc = MUN_czech.4.d
	picture = GFX_report_event_german_polish_border
	is_triggered_only = yes
	option = {
		name = MUN_czech.4.a
		add_command_power = 25
		custom_effect_tooltip = generic_skip_one_line_tt
		add_country_leader_role = {
			character = CZE_jan_syrovy
			promote_leader = yes
			country_leader = {
				ideology = conservatism
				expire = 1965.1.1.1
				traits = {
					CZE_reluctant_prime_minister CZE_spirit_of_zizka
				}
			}
		}
		CZE_bop_low_increase_effect = yes
		set_country_flag = {
			flag = CZE_jan_syrovy_was_recently_made_leader_flag
			days = 90
			value = 1
		}
	} {
		name = MUN_czech.4.b
		add_political_power = 25
		custom_effect_tooltip = generic_skip_one_line_tt
		ROOT = {
			CZE_bop_low_decrease_effect = yes
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Category%3ACandidates_for_deletion.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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### Entity: Character
Component: KOR_highness_yi_of_changdeokgung
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
KOR_highness_yi_of_changdeokgung = {
	random = no
	sprite = 13
	war_support_factor = 0.1
	conscription = 0.02
}
### Entity: Event
Component: bftb_bulgaria_nationalization.3
Constructs: is_triggered_only, limit, has_country_flag, add_stability
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_nationalization.3
	title = bftb_bulgaria_nationalization.3.t
	desc = bftb_bulgaria_nationalization.3.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_nationalization.3.a
		if = {
			limit = {
				NOT = {
					has_country_flag = BUL_stability_hit_by_embargo_flag
				}
			}
			add_stability = -0.05
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_bangkok_centered_industrial_development_r56
Constructs: has_completed_focus, prerequisite, limit, completion_reward, allow_branch, has_focus_autohide_rule_trigger_r56, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_bangkok_centered_industrial_development_r56
	icon = GFX_focus_CHL_enlarge_the_textile_industries
	cost = 8
	x = 1
	y = 1
	prerequisite = {
		focus = SIA_dept_independent_state_commerce_r56
	} {
		focus = SIA_national_road_development_plan_r56
	}
	mutually_exclusive = {
		focus = SIA_mechanize_the_agrarian_provinces_r56
	}
	allow_branch = {
		if = {
			limit = {
				has_focus_autohide_rule_trigger_r56 = yes
			}
			NOT = {
				has_completed_focus = SIA_mechanize_the_agrarian_provinces_r56
			}
		}
	}
	relative_position_id = SIA_dept_independent_state_commerce_r56
	ai_will_do = {
		base = 2
	}
	available = {
		1134 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		mark_focus_tree_layout_dirty_r56 = yes
		1134 = {
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		SIA_expand_economic_intervention_r56 = yes
	}
}
### Entity: National Focus
Component: wuw_HUN_restore_the_hungarian_red_army
Constructs: has_completed_focus, prerequisite, add_ideas, has_government, completion_reward, has_game_rule, cancel_if_invalid
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_restore_the_hungarian_red_army
	icon = GFX_focus_SOV_builder_of_the_red_army
	prerequisite = {
		focus = wuw_HUN_join_the_comintern wuw_HUN_restore_the_socialist_federative_republic
	}
	x = 3
	y = 1
	relative_position_id = wuw_HUN_join_the_comintern
	cost = 10
	ai_will_do = {
		factor = 15
	}
	offset = {
		x = -5
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_restore_the_socialist_federative_republic
		}
	}
	available = {
		wuw_HUN_does_not_have_trianon = yes
		has_government = communism
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = wuw_HUN_the_hungarian_red_army
	}
}
### Entity: Event
Component: germany.62
Constructs: is_triggered_only, has_completed_focus, add_war_support, add_opinion_modifier
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.62
	title = germany.60.t
	desc = germany.62.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = germany.62.a
		trigger = {
			NOT = {
				has_completed_focus = ENG_a_change_in_course
			}
		}
		hidden_effect = {
			news_event = {
				hours = 6
				id = news.25
			}
		}
		add_opinion_modifier = {
			target = GER
			modifier = protest_action
		}
		GER = {
			add_war_support = 0.1
		}
	} {
		name = germany.62.b
		trigger = {
			has_completed_focus = ENG_a_change_in_course
		}
		hidden_effect = {
			news_event = {
				hours = 6
				id = news.25
			}
		}
	}
}
### Entity: National Focus
Tree: nru_focus
Component: NRU_researchers_abroad
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/nauru.txt

Code:
focus = {
	id = NRU_researchers_abroad
	icon = GFX_goal_research_silver_cooperation
	relative_position_id = NRU_continue_phosphate_mining
	available = {

	}
	prerequisite = {
		focus = NRU_further_phosphate_extraction
	} {
		focus = NRU_start_exporting_phosphate
	}
	x = 0
	y = 2
	cost = 10
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_tax_reforms
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_tax_reforms
	icon = GFX_focus_generic_treaty
	x = 1
	y = 1
	relative_position_id = VEN_labour_reforms
	cost = 5
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	prerequisite = {
		focus = VEN_labour_reforms
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = VEN_tax_reform
	}
}
### Entity: Event
Component: AFG_political_events.132
Constructs: is_triggered_only, ai_chance
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_political_events.132
	title = AFG_political_events.132.t
	desc = AFG_political_events.132.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AFG_political_events.132.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_heavy_armor_division_limit
Constructs: limit, check_variable, set_temp_variable
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_division_limit_triggers.txt

Code:
EAI_heavy_armor_division_limit = {
	if = {
		limit = {
			check_variable = {
				num_equipment@heavy_tank_chassis = < 1000
			} {
				num_target_equipment_in_armies_k@heavy_tank_chassis = > 0
			}
		}
		set_temp_variable = {
			t1 = num_equipment_in_armies_k@heavy_tank_chassis
		}
		divide_temp_variable = {
			t1 = num_target_equipment_in_armies_k@heavy_tank_chassis
		}
		check_variable = {
			t1 = < 0.5
		}
	}
	else = {
		always = no
	}
}
### Entity: Idea
Component: USA_army_of_the_united_states
Constructs: removal_cost, mobilization_speed
Source: game
File: common/ideas/usa.txt

Code:
USA_army_of_the_united_states = {
	picture = HUN_secret_rearmament
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		mobilization_speed = 0.2
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_foreign_expeditions
Constructs: prerequisite, add_ideas, add_war_support, completion_reward, set_rule
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_foreign_expeditions
	icon = GFX_goal_generic_into_fire
	x = 24
	y = 9
	cost = 7.2
	available_if_capitulated = yes
	prerequisite = {
		focus = VEN_british_air_bases
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_war_support = 0.05
		set_rule = {
			can_send_volunteers = yes
		}
		add_ideas = GEN_Brigades_I
	}
}