Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: swe_focus
Component: SWE_swedes_not_sweden_to_finlands_aid
Constructs: add_equipment_to_stockpile, prerequisite, limit, add_ideas, remove_ideas, has_war_with, is_major, completion_reward
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_swedes_not_sweden_to_finlands_aid
	icon = GFX_focus_SWE_Swedes_not_Sweden_to_finlands_aid
	x = 7
	y = 1
	mutually_exclusive = {
		focus = SWE_finlands_cause_is_ours SWE_the_aland_question
	}
	cost = 5
	prerequisite = {
		focus = SWE_continue_the_second_industrial_revolution SWE_the_old_enemy_stirs
	}
	relative_position_id = SWE_continue_the_second_industrial_revolution
	ai_will_do = {
		factor = 10
	}
	available = {
		NOT = {
			has_war_with = FIN
		}
	}
	bypass = {

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

	}
	completion_reward = {
		if = {
			limit = {
				has_idea = neutrality_idea
			}
			remove_ideas = neutrality_idea
		} {
			limit = {
				FIN = {
					any_enemy_country = {
						is_major = yes
					}
				}
			}
			add_ideas = SWE_volunteers_upgraded
		} {
			limit = {
				NOT = {
					FIN = {
						has_war_with = ROOT
					}
				}
			}
			FIN = {
				add_equipment_to_stockpile = {
					type = infantry_equipment_0
					amount = 2000
					producer = PREV
				} {
					type = anti_air_equipment_1
					amount = 100
					producer = PREV
				} {
					type = anti_tank_equipment_1
					amount = 100
					producer = PREV
				}
			}
		}
		set_rule = {
			can_send_volunteers = yes
		}
		else = {
			add_ideas = SWE_volunteers
			custom_effect_tooltip = SWE_swedes_not_sweden_to_finlands_aid_tt SWE_swedes_not_sweden_to_finlands_aid_tt_2
			show_ideas_tooltip = SWE_volunteers_upgraded
		}
	}
}
### Entity: National Focus
Tree: slo_focus
Component: SLO_seek_trading_partners
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, add_building_construction
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_seek_trading_partners
	icon = GFX_goal_generic_positive_trade_relations
	prerequisite = {
		focus = SLO_establish_pluralism
	}
	relative_position_id = SLO_establish_pluralism
	available = {
		OR = {
			has_government = democratic neutrality
		}
		controls_state = 70
		if = {
			limit = {
				is_subject = yes
			}
			OVERLORD = {
				OR = {
					has_government = democratic neutrality
				}
			}
		}
	}
	x = 0
	y = 1
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		70 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: WW_hungary.38
Constructs: is_triggered_only, ai_chance, fire_only_once, random_days
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.38
	title = WW_hungary.38.t
	desc = WW_hungary.38.desc
	picture = GFX_report_event_hungary_parliament
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = WW_hungary.38.a
		ai_chance = {
			base = 100
		}
		FROM = {
			country_event = {
				id = WW_hungary.39
				days = 2
				random_days = 3
			}
		}
	} {
		name = WW_hungary.38.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = {
				id = WW_hungary.40
				days = 2
				random_days = 3
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_94
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_94 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 94
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 94
	}
}
### Entity: Character
Component: KYR_communist_guy
Constructs: has_government
Source: game
File: common/characters/KYR.txt

Code:
KYR_communist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = KYR_communist_guy
		allowed = {
			original_tag = KYR
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			not = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_3
		}
	}
}
### Entity: Character
Component: JAM_aa2
Source: game
File: common/characters/JAM.txt

Code:
JAM_aa2 = {
	advisor = {
		slot = high_command
		idea_token = JAM_aa2
		ledger = army
		allowed = {
			original_tag = JAM
		}
		traits = {
			army_armored_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_2
		}
	}
}
### Entity: Unit Template
Component: MEN_CAV_01
Source: game
File: common/units/names_divisions/MEN_names_divisions.txt

Code:
MEN_CAV_01 = {
	name = Cavalry Unit
	for_countries = {
		MEN
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	link_numbering_with = {
		MEN_CAV_02
	}
	fallback_name = %d Mengjiang Qibing Jun
	ordered = {
		1 = {
			%d Mengjiang Qibing Jun
		}
		2 = {
			%d Mengjiang Qibing Jun
		}
		3 = {
			%d Mengjiang Qibing Jun
		}
		4 = {
			%d Mengjiang Qibing Jun
		}
		5 = {
			%d Mengjiang Qibing Jun
		}
		6 = {
			%d Mengjiang Qibing Jun
		}
		7 = {
			%d Mengjiang Qibing Jun
		}
		8 = {
			%d Mengjiang Qibing Jun
		}
		9 = {
			%d Mengjiang Qibing Jun
		}
		10 = {
			%d Mengjiang Qibing Jun
		}
		11 = {
			%d Mengjiang Qibing Jun
		}
		12 = {
			%d Mengjiang Qibing Jun
		}
		13 = {
			%d Mengjiang Qibing Jun
		}
		14 = {
			%d Mengjiang Qibing Jun
		}
		15 = {
			%d Mengjiang Qibing Jun
		}
	}
}
### Entity: Character
Component: gallo
Constructs: send_volunteer_size, communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
gallo = {
	random = no
	sprite = 13
	send_volunteer_size = 3
	air_volunteer_cap = 1
	communism_drift = 0.05
	modifier_army_sub_unit_militia_attack_factor = 0.03
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/ALB_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = ALB
		}
		requested_factories = 1
		progress = 0.86
		efficiency = 100
	} {
		equipment = {
			type = support_equipment_1
			creator = ALB
		}
		requested_factories = 1
		progress = 0.4
		efficiency = 100
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_portugal_first
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_government, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_portugal_first
	mutually_exclusive = {
		focus = POR_reenter_international_affairs
	}
	prerequisite = {
		focus = POR_evaluate_the_changing_global_order
	}
	icon = GFX_focus_generic_central_planning
	cost = 5
	x = 2
	y = 1
	relative_position_id = POR_evaluate_the_changing_global_order
	ai_will_do = {
		base = 999
		modifier = {
			factor = 0
			41 = {
				controller = {
					OR = {
						has_government = communism
						has_completed_focus = SPR_regional_defense_council_of_aragon SPA_no_compromise_on_carlist_ideals SPA_establish_the_directory
					}
				}
			}
		}
	}
	available = {
		is_in_faction = no
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_idea = free_trade
				}
			}
			add_stability = 0.05
			add_ideas = free_trade
		} {
			limit = {
				has_idea = POR_pan_iberian_trade_r56
			}
			custom_effect_tooltip = CHL_skip_one_line_tt
			unlock_decision_tooltip = POR_expand_military_cooperation_with_the_spanish_r56
		}
		else = {
			add_political_power = 75
			add_stability = 0.05
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Character
Component: UGA_ai2
Source: game
File: common/characters/UGA.txt

Code:
UGA_ai2 = {
	advisor = {
		slot = high_command
		idea_token = UGA_ai2
		ledger = army
		allowed = {
			original_tag = UGA
		}
		traits = {
			army_infantry_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_3
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_nationalize_banks
Constructs: prerequisite, limit, add_ideas, remove_ideas, has_government, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_nationalize_banks
	icon = GFX_goal_generic_banking_legislation
	x = 1
	y = 1
	cost = 5
	available = {
		has_government = neutrality
	}
	prerequisite = {
		focus = AFG_the_generals_coup AFG_the_exiled_king
	}
	relative_position_id = AFG_the_generals_coup
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		if = {
			limit = {
				has_idea = AFG_bank
			}
			remove_ideas = AFG_bank
			custom_effect_tooltip = r56_newline
		}
		add_ideas = AFG_banks_nationalized
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_flying_fortress
Constructs: shared_focus, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_flying_fortress
	icon = GFX_focus_generic_long_range_aircraft
	relative_position_id = SMB_establish_aircraft_industry
	mutually_exclusive = {
		focus = SMB_tactical_air_force SMB_nimble_air_force
	}
	prerequisite = {
		focus = SMB_establish_aircraft_industry
	}
	x = -2
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = JUNO_heavy_airframe_initiative
			bonus = 0.75
			uses = 2
			category = heavy_air
		}
	}
}
### Entity: Scripted Effect
Component: SP_create_variant_based_on_country_improved_small_airframe_rocket_engine
Constructs: has_completed_focus, limit, create_equipment_variant, allow_without_tech, has_tech
Source: game
File: common/scripted_effects/SP_scripted_effects.txt

Code:
SP_create_variant_based_on_country_improved_small_airframe_rocket_engine = {
	if = {
		limit = {
			original_tag = GER
		}
		create_equipment_variant = {
			name = Me 163 Komet
			type = small_plane_airframe_2
			allow_without_tech = no
			design_team = mio:GER_messerschmitt_organization
			modules = {
				fixed_main_weapon_slot = aircraft_cannon_1_2x
				fixed_auxiliary_weapon_slot_1 = empty
				engine_type_slot = rocket_engine_1
				special_type_slot_1 = empty
				special_type_slot_2 = empty
			}
			icon = GFX_GER_rocket_plane_1_medium
			model = GER_rocket_plane_1_entity
		}
	}
	else_if = {
		limit = {
			original_tag = JAP
		}
		if = {
			limit = {
				has_tech = aa_cannon_1
				has_completed_focus = JAP_develop_new_fighters
			}
			create_equipment_variant = {
				name = J8M1
				type = small_plane_airframe_2
				allow_without_tech = no
				design_team = mio:JAP_mitsubishi_organization
				modules = {
					fixed_main_weapon_slot = aircraft_cannon_1_2x
					fixed_auxiliary_weapon_slot_1 = empty
					engine_type_slot = rocket_engine_1
					special_type_slot_1 = empty
					special_type_slot_2 = empty
				}
				icon = GFX_GER_rocket_plane_1_medium
				model = GER_rocket_plane_1_entity
			}
		}
		else_if = {
			limit = {
				has_completed_focus = JAP_develop_new_fighters
			}
			create_equipment_variant = {
				name = J8M2
				type = small_plane_airframe_2
				allow_without_tech = no
				design_team = mio:JAP_mitsubishi_organization
				modules = {
					fixed_main_weapon_slot = aircraft_cannon_1_1x
					fixed_auxiliary_weapon_slot_1 = empty
					engine_type_slot = rocket_engine_1
					special_type_slot_1 = empty
					special_type_slot_2 = empty
				}
				icon = GFX_GER_rocket_plane_1_medium
				model = GER_rocket_plane_1_entity
			}
		}
		else = {
			create_equipment_variant = {
				name = MXY8
				type = small_plane_airframe_2
				allow_without_tech = no
				modules = {
					fixed_main_weapon_slot = light_mg_4x
					fixed_auxiliary_weapon_slot_1 = light_mg_4x
					engine_type_slot = rocket_engine_1
					special_type_slot_1 = empty
					special_type_slot_2 = empty
				}
				icon = GFX_GER_rocket_plane_1_medium
				model = GER_rocket_plane_1_entity
			}
		}
	}
	else = {
		if = {
			limit = {
				has_tech = aa_lmg
			}
			create_equipment_variant = {
				name = Rocket Interceptor
				type = small_plane_airframe_2
				allow_without_tech = no
				modules = {
			
# ... (truncated)
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_300
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_300 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 300
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 300
	}
}
### Entity: Doctrine
Component: mass_assault
Constructs: limit, xp_cost, enable_tactic, has_variable, set_variable, add_to_variable
Source: game
File: common/doctrines/grand_doctrines/land_grand_doctrines.txt

Code:
mass_assault = {
	folder = land
	name = GRAND_DOCTRINE_MASS_ASSAULT
	description = GRAND_DOCTRINE_MASS_ASSAULT_DESC
	icon = GFX_doctrine_mass_assault_medium
	available = {
		always = yes
	}
	xp_cost = 100
	xp_type = army
	ai_will_do = {
		base = 1
	}
	tracks = {
		infantry combat_support armor operations
	}
	no_supply_grace = 48
	out_of_supply_factor = -0.1
	enable_tactic = tactic_relentless_assault
	milestones = {
		{
			enable_tactic = tactic_human_wave_tactics
			additional_brigade_column_size = 1
			category_regimental_support_battalions = {
				supply_consumption = -0.02
				default_morale = 0.1
			}
			effect = {
				if = {
					limit = {
						NOT = {
							has_variable = infantry_milestone_var
						}
					}
					set_variable = {
						infantry_milestone_var = 1
					}
				}
				else = {
					add_to_variable = {
						infantry_milestone_var = 1
					}
				}
			}
		} {
			enable_tactic = tactic_elastic_defense
			out_of_supply_factor = -0.05
			minimum_training_level = -0.05
			effect = {
				if = {
					limit = {
						NOT = {
							has_variable = support_milestone_var
						}
					}
					set_variable = {
						support_milestone_var = 1
					}
				}
				else = {
					add_to_variable = {
						support_milestone_var = 1
					}
				}
			}
		} {
			land_reinforce_rate = 0.02
			enable_tactic = tactic_overwhelming_fire
			effect = {
				if = {
					limit = {
						NOT = {
							has_variable = armor_milestone_var
						}
					}
					set_variable = {
						armor_milestone_var = 1
					}
				}
				else = {
					add_to_variable = {
						armor_milestone_var = 1
					}
				}
			}
		} {
			enable_tactic = tactic_backhand_blow
			weekly_casualties_war_support = 0.001
			minimum_training_level = -0.05
			dig_in_speed_factor = 0.05
			effect = {
				if = {
					limit = {
						NOT = {
							has_variable = operations_milestone_var
						}
					}
					set_variable = {
						operations_milestone_var = 1
					}
				}
				else = {
					add_to_variable = {
						operations_milestone_var = 1
					}
				}
			}
		}
	}
}
### Entity: Event
Component: wuw_HUN_news_events.8
Constructs: is_triggered_only, has_government
Source: game
File: events/WUW_Hungary.txt

Code:
news_event = {
	id = wuw_HUN_news_events.8
	title = wuw_HUN_news_events.8.t
	desc = wuw_HUN_news_events.8.desc
	picture = GFX_news_event_HUN_leninist_gathering
	major = yes
	is_triggered_only = yes
	option = {
		name = wuw_HUN_news_events.8.a
		trigger = {
			TAG = HUN
		}
	} {
		name = wuw_HUN_news_events.8.b
		trigger = {
			NOT = {
				TAG = HUN
			}
			OR = {
				has_government = democratic neutrality fascism
			}
		}
	} {
		name = wuw_HUN_news_events.8.c
		trigger = {
			NOT = {
				TAG = HUN
			}
			has_government = communism
		}
	}
}
### Entity: Decision
Component: communist_revolution
Constructs: every_owned_state, limit, has_country_flag, add_stability, fire_only_once, complete_effect, set_country_flag, has_state_flag
Source: game
File: common/decisions/PAK_decisions.txt

Code:
communist_revolution = {
	choose_communism = {
		icon = generic_nationalism
		ai_will_do = {
			factor = 20
		}
		complete_effect = {
			set_country_flag = communism_choosen
		}
		fire_only_once = yes
	}
	communist_power_base = {
		ai_will_do = {
			factor = 500
		}
		icon = generic_nationalism
		available = {

		}
		state_target = yes
		visible = {
			FROM = {
				NOT = {
					has_state_flag = pak_influence
				}
				is_owned_by = PAK
			}
			has_country_flag = communism_choosen
		}
		target_trigger = {
			FROM = {
				AND = {
					is_owned_by = PAK
					is_core_of = PAK
				}
			}
		}
		days_remove = 50
		fire_only_once = no
		cost = 50
		targets = {
			445 443 1093 442 440 430 787 444 441
		}
		modifier = {

		}
		complete_effect = {

		}
		remove_effect = {
			FROM = {
				set_state_flag = pak_influence
				custom_effect_tooltip = pak_support
				if = {
					limit = {
						state = 430
					}
					add_to_variable = {
						var = bangladesh_freedom
						value = -5
					}
					custom_effect_tooltip = substract5ban
				}
			}
			ROOT = {
				add_popularity = {
					ideology = communism
					popularity = 0.075
				}
			}
		}
	}
	PAK_Storm_Karachi = {
		ai_will_do = {
			factor = 0
			modifier = {
				add = 750
				AND = {
					1093 = {
						has_state_flag = pak_influence
					}
					443 = {
						has_state_flag = pak_influence
					}
					444 = {
						has_state_flag = pak_influence
					}
				}
			}
		}
		allowed = {

		}
		icon = generic_nationalism
		available = {
			any_owned_state = {
				has_state_flag = pak_influence
			}
		}
		cost = 100
		fire_only_once = yes
		visible = {
			tag = PAK
		}
		highlight_states = {
			highlight_state_targets = {
				state = 1093
			}
		}
		complete_effect = {
			add_stability = -0.4
			every_owned_state = {
				limit = {
					has_state_flag = pak_influence
				}
				ROOT = {
					add_stability = 0.05
				}
			} {
				limit = {
					NOT = {
						has_state_flag = pak_influence
					}
					is_core_of = PAK
				}
				remove_core_of = PAK
				custom_effect_tooltip = This state can be recored later
				set_state_flag = PAK_uncored
			}
			set_politics = {
				ruling_party = communism
				last_election = 1936.1.1
				election_frequency = 48
				elections_allowed = no
			}
			if = {
				limit = {
					is_subject = yes
				}
				set_autonomy = {
					target = PAK
					autonomy_state = autonomy_free
				}
			}
		}
	}
}
### Entity: Event
Component: SEA_PHI_political_events.4
Constructs: is_triggered_only, limit, add_ideas, has_dynamic_modifier, add_dynamic_modifier
Source: game
File: events/SEA_Philippines.txt

Code:
country_event = {
	id = SEA_PHI_political_events.4
	title = SEA_PHI_political_events.4.t
	desc = SEA_PHI_political_events.4.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = SEA_PHI_political_events.4.a
		if = {
			limit = {
				NOT = {
					has_dynamic_modifier = {
						modifier = PHI_asian_trade_connections_dynamic_modifier
					}
				}
			}
			add_dynamic_modifier = {
				modifier = PHI_asian_trade_connections_dynamic_modifier
			}
			if = {
				limit = {
					FROM = {
						original_tag = SIA
					}
				}
				custom_effect_tooltip = idea_desc|PHI_asian_trade_connections_siam
			}
			else_if = {
				limit = {
					FROM = {
						original_tag = MAL
					}
				}
				custom_effect_tooltip = idea_desc|PHI_asian_trade_connections_malaya
			}
			else = {
				custom_effect_tooltip = idea_desc|PHI_asian_trade_connections_dutch_east_india
			}
		} {
			limit = {
				FROM = {
					TAG = SIA
				}
			}
			hidden_effect = {
				add_ideas = PHI_asian_trade_connections_siam
			}
		}
		else_if = {
			limit = {
				FROM = {
					TAG = INS
				}
			}
			hidden_effect = {
				add_ideas = PHI_asian_trade_connections_dutch_east_india
			}
		} {
			limit = {
				FROM = {
					TAG = MAL
				}
			}
			hidden_effect = {
				add_ideas = PHI_asian_trade_connections_malaya
			}
		}
		FROM = {
			hidden_effect = {
				add_ideas = PHI_asian_trade_connections_philippines
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_radar_location_2
Source: game
File: common/scripted_triggers/EAI_CONSTRUCTION_triggers.txt

Code:
EAI_radar_location_2 = {
	OR = {
		state = 282 645 648 684 646 629 632 336 631 630 327 422 219 217 137 195 116 118 126 446 361 378 386 366 685 60 5 2 41 16 341 331 696 100 698 801 701
	}
}
### Entity: Decision
Component: form_united_netherlands_category
Constructs: has_dlc, is_subject, has_global_flag, complete_effect, set_cosmetic_tag, add_core_of, set_global_flag, is_historical_focus_on
Source: game
File: common/decisions/formable_nation_decisions.txt

Code:
form_united_netherlands_category = {
	form_united_netherlands = {
		icon = generic_form_nation
		allowed = {
			OR = {
				original_tag = HOL LUX
			}
			has_dlc = Waking the Tiger
		}
		available = {
			is_subject = no
			controls_state = 8
			custom_trigger_tooltip = {
				tooltip = form_eu_netherlands_required_states_tt
				controls_state = 7 35 36
			} {
				tooltip = form_eu_belgium_required_states_tt
				controls_state = 6 34 977 980
			}
		}
		visible = {
			OR = {
				original_tag = HOL BEL LUX
			}
			NOT = {
				has_global_flag = form_united_netherlands_flag
			} {
				has_global_flag = HOL_benelux_formed
			}
		}
		complete_effect = {
			set_cosmetic_tag = UNL_UNIFIED
			8 = {
				add_core_of = ROOT
			}
			custom_effect_tooltip = form_eu_netherlands_coring_states_tt form_eu_belgium_coring_states_tt
			hidden_effect = {
				7 = {
					add_core_of = ROOT
				}
				35 = {
					add_core_of = ROOT
				}
				36 = {
					add_core_of = ROOT
				}
			} {
				6 = {
					add_core_of = ROOT
				}
				34 = {
					add_core_of = ROOT
				}
				977 = {
					add_core_of = ROOT
				}
				980 = {
					add_core_of = ROOT
				}
			} {
				news_event = {
					id = wtt_news.58
					hours = 6
				}
				set_global_flag = form_united_netherlands_flag
			}
		}
		ai_will_do = {
			factor = 200
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
	}
}
### Entity: Character
Component: CMR_acgs
Source: game
File: common/characters/CMR.txt

Code:
CMR_acgs = {
	advisor = {
		slot = air_chief
		idea_token = CMR_acgs
		allowed = {
			original_tag = CMR
		}
		traits = {
			air_chief_ground_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}