Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: fra_focus
Component: FRA_reorganize_the_dutch
Constructs: prerequisite, completion_reward, is_subject, is_subject_of, is_core_of, cancel_if_invalid, add_relation_modifier
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_reorganize_the_dutch
	icon = GFX_focus_CZE_german_puppet
	x = 2
	y = 1
	prerequisite = {
		focus = FRA_avenge_waterloo
	}
	relative_position_id = FRA_avenge_waterloo
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		OR = {
			HOL = {
				is_subject_of = ROOT
			}
			any_controlled_state = {
				is_core_of = HOL
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_relation_modifier = {
			target = HOL
			modifier = FRA_reorganized_departments
		}
	}
}
### Entity: Military Industrial Organization
Component: DEBUG_generic_escort_ship_organization
Constructs: has_country_flag, has_dlc, is_debug
Source: game
File: common/military_industrial_organization/organizations/00_DEBUG_organization.txt

Code:
DEBUG_generic_escort_ship_organization = {
	include = generic_escort_ship_organization
	allowed = {
		has_dlc = Arms Against Tyranny
		is_debug = yes
	}
	visible = {
		owner = {
			has_country_flag = mio_show_all_archetypes_flag
		}
	}
}
### Entity: Decision
Component: PRC_28_bolshevik_faction_cat
Constructs: limit, political_power_gain, has_war_with, has_country_flag, fire_only_once, cancel_trigger, is_in_faction_with, is_subject
Source: game
File: common/decisions/PRC.txt

Code:
PRC_28_bolshevik_faction_cat = {
	PRC_28_bolshevik_faction_decision_enlai_diplomatic_feelers = {
		icon = GFX_decision_generic_political_discourse
		cost = PRC_28_bolshevik_decisions_cost
		days_remove = 30
		cancel_trigger = {
			FROM = {
				OR = {
					exists = no
					NOT = {
						is_in_faction_with = ROOT
					}
					is_subject = yes
				}
			}
		}
		available = {
			NOT = {
				has_country_flag = PRC_zhou_enlai_on_diplomatic_mission
			}
		}
		target_array = ROOT.faction_members
		target_trigger = {
			FROM = {
				is_literally_china_not_prc = yes
				is_faction_leader = no
				is_in_faction_with = ROOT
				NOT = {
					has_country_flag = PRC_bolshevik_faction_influence_level_2
				}
			}
		}
		complete_effect = {
			set_country_flag = PRC_zhou_enlai_on_diplomatic_mission
		}
		modifier = {
			political_power_gain = -0.05
		}
		cancel_effect = {
			clr_country_flag = PRC_zhou_enlai_on_diplomatic_mission
		}
		remove_effect = {
			add_faction_influence_ratio = 0.0025
			hidden_effect = {
				FROM = {
					set_country_flag = PRC_bolshevik_faction_influence_level_2
				}
			}
			clr_country_flag = PRC_zhou_enlai_on_diplomatic_mission
		}
	}
	PRC_28_bolshevik_faction_decision_ask_for_support = {
		icon = GFX_decision_generic_speech
		cost = PRC_28_bolshevik_decisions_cost
		available = {
			FROM = {
				is_subject = no
			}
		}
		days_remove = 30
		cancel_trigger = {
			FROM = {
				OR = {
					exists = no
					NOT = {
						is_in_faction_with = ROOT
					}
					is_subject = yes
				}
			}
		}
		target_array = ROOT.faction_members
		target_trigger = {
			FROM = {
				is_literally_china_not_prc = yes
				is_faction_leader = no
				is_in_faction_with = ROOT
				has_country_flag = PRC_bolshevik_faction_influence_level_2
				NOT = {
					has_country_flag = PRC_bolshevik_faction_influence_level_3
				}
			}
		}
		remove_effect = {
			add_faction_influence_ratio = 0.0075
			if = {
				limit = {
					has_dynamic_modifier = {
						modifier = PRC_28_bolshevik_faction_dynamic_modifier
					}
				}
				custom_effect_tooltip = PRC_28_bolshevik_faction_dynamic_modifier_tt
				add_to_variable = {
					PRC_28_bolshevik_faction_dynamic_modifier_faction_influence_contribution_factor = 0.01
					tooltip = faction_influence_contribution_factor_tt
				} {
					PRC_28_bolshevik_faction_dynamic_modifier_faction_influence_war_score_factor = 0.01
					tooltip = faction_influenc
# ... (truncated)
### Entity: Event
Component: prc.25
Constructs: is_triggered_only, add_equipment_to_stockpile, limit, has_war_with, fire_only_once, set_technology, has_tech
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.25
	title = prc.25.t
	desc = prc.25.d
	picture = GFX_report_event_chinese_soldiers_fighting
	is_triggered_only = yes
	fire_only_once = yes
	trigger = {
		has_war_with = JAP
	}
	option = {
		name = prc.25.a
		if = {
			limit = {
				NOT = {
					has_tech = tech_support
				}
			}
			set_technology = {
				tech_support = 1
			}
		} {
			limit = {
				has_tech = tech_field_hospital
				NOT = {
					has_tech = tech_field_hospital2
				}
			}
			set_technology = {
				tech_field_hospital2 = 1
			}
		} {
			limit = {
				NOT = {
					has_tech = tech_field_hospital
				}
			}
			set_technology = {
				tech_field_hospital = 1
			}
		}
		add_equipment_to_stockpile = {
			type = support_equipment_1
			amount = 500
			producer = PRC
		}
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_fair_labour_standards_act
Constructs: prerequisite, has_government, has_country_flag, completion_reward, has_idea, cancel_if_invalid, set_country_flag
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_fair_labour_standards_act
	icon = GFX_focus_eng_concessions_to_the_trade_unions
	x = 0
	y = 2
	prerequisite = {
		focus = USA_agricultural_adjustment_act
	}
	relative_position_id = USA_wpa
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		congress_medium_support_trigger = yes
		has_government = democratic
		not = {
			has_country_flag = USA_great_depression_cooldown
		}
	}
	bypass = {
		not = {
			OR = {
				has_idea = great_depression great_depression_2 great_depression_3
			}
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY FOCUS_FILTER_USA_CONGRESS
	}
	completion_reward = {
		USA_great_depression_level_down = yes
		set_country_flag = {
			flag = USA_great_depression_cooldown
			value = 1
			days = 230
		}
		custom_effect_tooltip = USA_great_depression_cooldown_tt
		USA_congress_medium_opposition = yes
	}
}
### Entity: Military Industrial Organization
Component: CHI_mukden_arsenal_organization
Constructs: has_completed_focus, limit, is_literally_china, has_dlc
Source: game
File: common/military_industrial_organization/organizations/CHI_organization.txt

Code:
CHI_mukden_arsenal_organization = {
	include = generic_infantry_equipment_organization
	icon = GFX_idea_CHI_mukden
	allowed = {
		OR = {
			is_literally_china = yes
			tag = MAN MEN
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					OR = {
						NOT = {
							original_tag = CHI
						}
						AND = {
							original_tag = CHI
							NOT = {
								has_dlc = No Compromise, No Surrender
							}
						}
					}
				}
			}
			owner = {
				controls_state = CHI.mio_locations^5
			}
		} {
			limit = {
				FROM = {
					original_tag = CHI
				}
				hidden_trigger = {
					has_dlc = No Compromise, No Surrender
				}
			}
			OR = {
				owner = {
					has_completed_focus = CHI_relocate_factories_from_the_coast
				} {
					controls_state = CHI.mio_locations^5
				}
			}
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_improve_coastal_defenses
Constructs: prerequisite, limit, completion_reward, is_owned_by, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_improve_coastal_defenses
	prerequisite = {
		focus = BUL_a_black_sea_fleet
	}
	icon = GFX_focus_generic_coastal_fort
	relative_position_id = BUL_a_black_sea_fleet
	x = -3
	y = 1
	cost = 10
	available = {
		211 = {
			is_owned_by = BUL
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		211 = {
			add_building_construction = {
				type = bunker
				level = 2
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_coastal = yes
				}
			} {
				type = coastal_bunker
				level = 2
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_coastal = yes
				}
			}
		}
		if = {
			limit = {
				77 = {
					is_owned_by = BUL
				}
			}
			77 = {
				add_building_construction = {
					type = bunker
					level = 2
					instant_build = yes
					province = {
						all_provinces = yes
						limit_to_coastal = yes
					}
				} {
					type = coastal_bunker
					level = 2
					instant_build = yes
					province = {
						all_provinces = yes
						limit_to_coastal = yes
					}
				}
			}
		}
		add_tech_bonus = {
			name = BUL_improve_coastal_defenses
			bonus = 1.0
			uses = 1
			category = artillery
		}
	}
}
### Entity: Modifier Reference
Component: GER_rnd_programs_modifier
Constructs: research_speed_factor
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
GER_rnd_programs_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_generic_research_bonus
	research_speed_factor = GER_rnd_programs_modifier_research_speed_factor
}
### Entity: Event
Component: AAT_nordic_cooperation.1
Constructs: is_triggered_only, ai_chance, add_stability, add_political_power, add_to_war
Source: game
File: events/AAT_nordic.txt

Code:
country_event = {
	id = AAT_nordic_cooperation.1
	title = AAT_nordic_cooperation.1.t
	desc = AAT_nordic_cooperation.1.desc
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = AAT_nordic_cooperation.1.a
		ai_chance = {
			base = 5
			modifier = {
				add = 20
				strength_ratio = {
					tag = FROM
					ratio = < 1
				}
			} {
				factor = 0
				strength_ratio = {
					tag = FROM
					ratio = > 4
				}
			}
		}
		trigger = {

		}
		add_stability = -0.25
		add_political_power = -250
	} {
		name = AAT_nordic_cooperation.1.b
		ai_chance = {
			base = 5
		}
		trigger = {

		}
		FROM = {
			var:NORDIC_country_to_defend = {
				PREV = {
					add_to_war = {
						targeted_alliance = PREV
						enemy = ROOT
					}
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: air_wing_41
Source: game
File: history/units/SPR_1936_air_bba.txt

Code:
air_wings = {
	41 = {
		small_plane_airframe_0 = {
			owner = SPR
			amount = 36
			creator = FRA
			version_name = NiD 62
		}
	}
}
### Entity: Event
Component: AST_diplomatic_events.44
Constructs: is_triggered_only
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_diplomatic_events.44
	title = AST_diplomatic_events.44.t
	desc = AST_diplomatic_events.44.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			AST_hand_in_glove_effect = yes
		}
	}
	option = {
		name = AST_diplomatic_events.44.a
		effect_tooltip = {
			AST_hand_in_glove_effect = yes
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_economic_nationalism
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_economic_nationalism
	icon = GFX_focus_PHI_economic_nationalism
	prerequisite = {
		focus = PHI_revision_of_taxation_laws
	} {
		focus = PHI_bill_of_rights_for_veterans
	} {
		focus = PHI_rehabilitation_finance_corporation
	} {
		focus = PHI_department_of_foreign_affairs
	}
	relative_position_id = PHI_revision_of_taxation_laws
	x = 1
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = PHI
				is_fully_controlled_by = PHI
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = PHI
				is_fully_controlled_by = PHI
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt PHI_modify_economic_recovery_dynamic_modifier_tt
		add_to_variable = {
			PHI_the_great_depression_resource_trade_cost_bonus_per_factory = -1
			tooltip = resource_trade_cost_bonus_per_factory_tt
		} {
			PHI_the_great_depression_resource_gain = 0.1
			tooltip = local_resources_factor_tt
		} {
			PHI_the_great_depression_consumer_goods_factor = -0.05
			tooltip = consumer_goods_factor_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_INTERNATIONAL_TRADE
	}
}
### Entity: Character
Component: KYR_pot
Source: game
File: common/characters/KYR.txt

Code:
KYR_pot = {
	advisor = {
		slot = political_advisor
		idea_token = KYR_pot
		allowed = {
			original_tag = KYR
		}
		traits = {
			prince_of_terror
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_2
		}
	}
}
### Entity: State History
Component: 926
Constructs: add_core_of
Source: game
File: history/states/926-Turku.txt

Code:
state = {
	id = 926
	name = STATE_926
	manpower = 529300
	state_category = town
	history = {
		owner = FIN
		add_core_of = FIN
		victory_points = {
			3083 3
		} {
			3117 2
		} {
			169 1
		}
		buildings = {
			infrastructure = 2
			arms_factory = 1
			industrial_complex = 1
			dockyard = 1
			air_base = 2
			3083 = {
				naval_base = 3
				coastal_bunker = 1
			}
		}
	}
	provinces = {
		32 169 3009 3083 3117 6066 9094 9194 13101
	}
	local_supplies = 0.0
}
### Entity: Joint Focus
Component: INSHOL_divert_civilian_to_navy
Constructs: prerequisite, limit, joint_focus, add_ideas, is_subject_of
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_divert_civilian_to_navy
	icon = GFX_focus_generic_refit_civilian_ships
	text_icon = INSHOL_INS_focus_style
	available = {
		original_tag = INS
		is_subject_of = HOL
	}
	prerequisite = {
		focus = INSHOL_destroyers INSHOL_cruisers INSHOL_submarines
	}
	mutually_exclusive = {
		focus = INSHOL_outsourced_navy
	}
	x = 1
	y = 1
	relative_position_id = INSHOL_cruisers
	cost = 10
	search_filters = {

	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			add_ideas = INS_diverted_navy_funds_idea
		}
		else_if = {
			limit = {
				original_tag = HOL
				INS = {
					is_subject_of = HOL
				}
			}
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				original_tag = INS
			}
			add_ideas = INS_diverted_navy_funds_idea
		}
		else_if = {
			limit = {
				original_tag = HOL
				INS = {
					is_subject_of = HOL
				}
			}
		}
	}
}
### Entity: Idea
Component: russo_mexican_tanks
Constructs: is_in_faction_with, research_bonus
Source: game
File: common/ideas/mexico_mtg_placeholder.txt

Code:
russo_mexican_tanks = {
	picture = morozov_design_bureau
	allowed = {
		original_tag = MEX
	}
	available = {
		is_in_faction_with = SOV
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		fast_tank_manufacturer
	}
	ai_will_do = {
		base = 1
	}
}
### Entity: AI Strategy
Component: R56_ENG_no_ROM_naval_invasion_yet
Constructs: has_war, has_war_with
Source: game
File: common/ai_strategy/r56_ENG.txt

Code:
R56_ENG_no_ROM_naval_invasion_yet = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		ROOT = {
			exists = yes
			has_war = yes
		}
		ROM = {
			exists = yes
			has_war_with = ROOT SOV
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = ROM
		value = -750
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_controlled_education
Constructs: prerequisite, has_government, add_stability, completion_reward, add_popularity, add_research_slot
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_controlled_education
	icon = GFX_focus_generic_university_2
	relative_position_id = CHL_enter_patagonia
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_enter_patagonia
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 2
	}
	available = {
		has_government = fascism
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.1
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		add_research_slot = 1
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_amphibious_warfare
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_amphibious_warfare
	icon = GFX_goal_generic_amphibious_assault
	prerequisite = {
		focus = TUR_doctrinal_advancement
	}
	x = 0
	y = 1
	relative_position_id = TUR_doctrinal_advancement
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = GER_plan_sealion
			bonus = 0.75
			uses = 1
			category = marine_tech
		} {
			name = GER_landing_craft
			bonus = 0.75
			uses = 1
			category = tp_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: Country History
Country: VLA
Component: VLA_misc
Constructs: limit, set_technology, set_research_slots, set_grand_doctrine, has_dlc
Source: game
File: history/countries/VLA - Vladivostok.txt

Code:
# Misc for VLA
capital = 408
set_research_slots = 3
set_grand_doctrine = mass_assault new_fleet_in_being
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		fighter1 = 1
		early_bomber = 1
		strategic_bomber1 = 1
		naval_bomber1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		basic_submarine = 1
		early_destroyer = 1
		early_light_cruiser = 1
		early_heavy_cruiser = 1
		early_battleship = 1
		early_battlecruiser = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		early_ship_hull_light = 1
		early_ship_hull_cruiser = 1
		early_ship_hull_heavy = 1
		mtg_transport = 1
		basic_battery = 1
		basic_torpedo = 1
	}
}
### Entity: Modifier Reference
Construct: enemy_operative_detection_chance
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## enemy_operative_detection_chance

* Number with 2 decimal places
* **Categories**: unit_leader, country
### Entity: Event
Component: r56_afghanistan.96
Constructs: is_triggered_only, limit, has_government, every_country, add_opinion_modifier, fire_only_once, every_state, add_claim_by
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.96
	title = r56_afghanistan.96.t
	desc = r56_afghanistan.96.d
	picture = GFX_report_event_AFG_army_ceremony
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56_afghanistan.96.a
		activate_mission = AFG_capturing_persia_sites
		every_state = {
			limit = {
				OR = {
					state = 442 445 444 1093 443 787 441 440 410 982 416 980 414 411 418 983 412 981 417 266 984 986 413 421 420 987 419 988 676 675 291 1045 1046 1047 1048 1049 292 679 678 858 856 859 857 855 854 656 658 659 293 294 1102 1103 979 765 1007 344 350 352 353 354 800 292 231 229 230 1044 1022 1021 455 1017 453 949 1016 454 966 553 677 680 554 995 911 907 447 452 457 456 552 273 663 451 450 662 449 661 448
				}
			}
			add_claim_by = ROOT
		}
		hidden_effect = {
			every_country = {
				limit = {
					NOT = {
						original_tag = PAK PER ALG SAU IRQ TUN JOR LBA YEM SOM SUD UZB TAJ EGY OMA TMS KYR KAZ PAL QAT BHR UAE SYR KUR TUR ALB MOR HAZ LEB INS MAL BRN SAR SNG BAN KHI BUK KKP AZR KUW SMA DJI AFA CHA NGR MLI GNA SIE GNB SEN GAM MRT WES KOS
					}
					any_owned_state = {
						OR = {
							state = 267 1009 1010 415 1008 1011 442 445 444 1093 443 787 441 440 410 982 416 980 414 411 418 983 412 981 417 266 984 986 413 421 420 987 419 988 676 675 291 1045 1046 1047 1048 1049 292 679 678 858 856 859 857 855 854 656 658 659 293 294 1102 1103 979 765 1007 344 350 352 353 354 800 292 231 229 230 1044 799 1022 1021 455 1017 453 949 1016 454 966 553 677 680 554 995 911 907 447 452 457 456 552 273 663 451 450 662 449 661 448
						}
					}
				}
				add_ai_strategy = {
					type = antagonize
					id = ROOT
					value = 50
				}
			} {
				limit = {
					NOT = {
						has_government = communism
					}
					OR = {
						original_tag = PAK PER ALG SAU IRQ TUN JOR LBA YEM SOM SUD UZB TAJ EGY OMA TMS KYR KAZ PAL QAT BHR UAE SYR KUR TUR ALB MOR HAZ LEB INS MAL BRN SAR SNG BAN KHI BUK KKP AZR KUW SMA DJI AFA CHA NGR MLI GNA SIE GNB SEN GAM MRT WES KOS
					}
					any_owned_state = {
						OR = {
							state = 267 1009 1010 415 1008 1011 442 445 444 1093 443 787 441 440 410 982 416 980 414 411 418 983 412 981 417 266 984 986 413 421 420 987 419 988 676 675 291 1045 1046 1047 1048 1049 292 679 678 858 856 859 857 855 854 656 658 659 293 294 1102 1103 979 765 1007 344 350 352 353 354 800 292 231 229 230 1044 799 1022 1021 455 1017 453 949 1016 454 966 553
# ... (truncated)
### Entity: Character
Component: HYD_nt
Source: game
File: common/characters/HYD.txt

Code:
HYD_nt = {
	advisor = {
		slot = theorist
		idea_token = HYD_nt
		ledger = navy
		allowed = {
			original_tag = HYD
		}
		traits = {
			naval_theorist
		}
	}
	portraits = {
		army = {

		}
	}
}
### Entity: Character
Component: IRQ_mohamed_hadid
Constructs: has_government, has_dlc
Source: game
File: common/characters/IRQ.txt

Code:
IRQ_mohamed_hadid = {
	name = IRQ_mohamed_hadid
	portraits = {
		army = {
			small = GFX_portrait_IRQ_mohamed_hadid_small
		}
	}
	advisor = {
		allowed = {
			has_dlc = Graveyard of Empires
		}
		slot = political_advisor
		idea_token = IRQ_mohamed_hadid
		traits = {
			socialist_economist
		}
		available = {
			NOT = {
				has_government = fascism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_escorts_for_the_new_fleet
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_escorts_for_the_new_fleet
	prerequisite = {
		focus = HOL_the_battlecruiser_plan
	}
	icon = GFX_focus_generic_destroyer
	x = 1
	y = 1
	relative_position_id = HOL_the_battlecruiser_plan
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = HOL_escorts_for_the_new_fleet
			bonus = 0.75
			ahead_reduction = 2
			uses = 2
			category = dd_tech
		}
	}
}
### Entity: Idea
Component: HOL_shared_intelligence_eng_ger
Constructs: removal_cost
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_shared_intelligence_eng_ger = {
	name = HOL_shared_intelligence_eng
	picture = SOV_scientist_defect
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	targeted_modifier = {
		tag = GER
		attack_bonus_against = 0.05
		defense_bonus_against = 0.1
	}
}
### Entity: Effect Reference
Construct: remove_unit_leader
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## remove_unit_leader

* Supported Scopes: COUNTRY, CHARACTER
* Supported Targets: none

```
remove a unit leader ( remove_unit_leader=ID )
```