Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: ITA_destroyers
Constructs: has_war, has_war_with, has_tech
Source: game
File: common/ai_equipment/ITA_naval.txt

Code:
ITA_destroyers = {
	category = naval
	blocked_for = {

	}
	available_for = {
		ITA
	}
	roles = {
		naval_screen
	}
	priority = {
		factor = 50
		modifier = {
			factor = 1
		}
	}
	destroyer_early = {
		name = Navigatori Class
		priority = {
			factor = 5
			modifier = {
				has_tech = basic_ship_hull_light
				factor = 0
			}
		}
		role_icon_index = 2
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_light_1
			modules = {
				fixed_ship_battery_slot = ship_light_battery
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = light_ship_engine
				fixed_ship_torpedo_slot = ship_torpedo
				mid_1_custom_slot = empty
				rear_1_custom_slot = ship_depth_charge
			}
		}
		allowed_modules = {
			ship_anti_air ship_depth_charge ship_light_battery ship_torpedo light_ship_engine ship_fire_control_system ship_radar ship_sonar
		}
	}
	destroyer_basic = {
		name = Soldati Class
		priority = {
			factor = 25
			modifier = {
				factor = 10
				has_war = yes
			} {
				has_tech = improved_ship_hull_light
				factor = 0
			}
		}
		role_icon_index = 2
		history = yes
		target_variant = {
			match_value = 2000.0
			type = ship_hull_light_2
			modules = {
				fixed_ship_battery_slot = ship_light_battery
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_radar_slot = ship_sonar
				fixed_ship_engine_slot = light_ship_engine
				fixed_ship_torpedo_slot = ship_torpedo
				mid_1_custom_slot = ship_depth_charge
				rear_1_custom_slot = ship_depth_charge
			}
		}
		allowed_modules = {
			ship_anti_air ship_light_battery ship_torpedo ship_depth_charge light_ship_engine ship_fire_control_system ship_radar ship_sonar
		}
	}
	destroyer_improved = {
		priority = {
			factor = 50
			modifier = {
				has_tech = advanced_ship_hull_light
				factor = 0
			}
		}
		role_icon_index = 2
		history = yes
		target_variant = {
			match_value = 3000.0
			type = ship_hull_light_3
			modules = {
				fixed_ship_battery_slot = ship_light_battery
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_radar_slot = ship_sonar
				fixed_ship_engine_slot = light_ship_engine
				fixed_ship_torpedo_slot = ship_torped
# ... (truncated)
### Entity: Character
Component: ARG_radical_antipersonnel
Constructs: democratic_drift, neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
ARG_radical_antipersonnel = {
	random = no
	sprite = 13
	political_power_factor = 0.05
	democratic_drift = 0.03
	neutrality_drift = 0.01
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Effect
Component: SWI_create_david_frankfurter_operative
Constructs: create_operative_leader
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_create_david_frankfurter_operative = {
	SWI = {
		create_operative_leader = {
			name = SWI_david_frankfurter
			GFX = GFX_portrait_SWI_david_frankfurter
			traits = {
				operative_infiltrator
			}
			bypass_recruitment = yes
			available_to_spy_master = yes
			female = no
			nationalities = {
				CRO YUG GER ISR
			}
		}
	}
}
### Entity: Event
Component: EYE_swiss.8
Constructs: is_triggered_only, ai_chance, has_war, has_government, is_historical_focus_on, is_faction_leader, create_wargoal, take_state_focus
Source: game
File: events/SWI_events.txt

Code:
country_event = {
	id = EYE_swiss.8
	title = EYE_swiss.8.t
	desc = EYE_swiss.8.desc
	picture = GFX_report_event_hungarian_soldiers
	is_triggered_only = yes
	option = {
		name = EYE_swiss.8.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				OR = {
					is_historical_focus_on = yes
					has_government = fascism
				}
			}
		}
		effect_tooltip = {
			SWI = {
				transfer_state = 848
			}
		}
		SWI = {
			country_event = EYE_swiss.9
		}
	} {
		name = EYE_swiss.8.b
		trigger = {
			has_government = fascism
			is_faction_leader = yes
			NOT = {
				original_tag = AUS
			}
		}
		ai_chance = {
			base = 2
			modifier = {
				factor = 3
				has_war = yes
			}
		}
		SWI = {
			country_event = EYE_swiss.10
		}
	} {
		name = EYE_swiss.8.c
		ai_chance = {
			base = 3
		}
		effect_tooltip = {
			FROM = {
				create_wargoal = {
					type = take_state_focus
					target = ROOT
					generator = {
						848
					}
				}
			}
		}
		SWI = {
			country_event = EYE_swiss.11
		}
	}
}
### Entity: Trigger Reference
Construct: recon_advantage
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## recon_advantage

* Supported Scopes: COMBATANT
* Supported Targets: none

```
checks if side has an advantage in recon level
```
### Entity: Event
Component: cold_war.52
Constructs: is_triggered_only, limit, add_timed_idea, every_other_country
Source: game
File: events/Cold_War.txt

Code:
country_event = {
	id = cold_war.52
	picture = GFX_report_event_ENG_extreme_winter
	title = cold_war.52.t
	desc = cold_war.52.d
	major = yes
	show_major = {
		OR = {
			original_tag = FRA GER HOL BEL LUX IRE DEN WLS
		}
	}
	is_triggered_only = yes
	option = {
		name = cold_war.52.a
		add_timed_idea = {
			idea = extreme_winter
			days = 60
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		effect_tooltip = {
			every_other_country = {
				limit = {
					OR = {
						original_tag = FRA GER HOL BEL LUX IRE DEN WLS
					}
				}
				add_timed_idea = {
					idea = extreme_winter
					days = 60
				}
			}
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_fascist_secularism
Constructs: prerequisite, remove_ideas, has_government, completion_reward, allow_branch, add_research_slot, add_timed_idea
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_fascist_secularism
	icon = GFX_focus_ARG_fascist_researchers
	prerequisite = {
		focus = PER_roll_back_reforms PER_finding_a_shah
	}
	x = 3
	y = 1
	relative_position_id = PER_roll_back_reforms
	cost = 10
	available = {
		has_government = fascism
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
		remove_ideas = PER_islamic_traditions_ns
		custom_effect_tooltip = newline_tt
		add_timed_idea = {
			idea = PER_lingering_islamic_beliefs
			days = 365
		}
	}
}
### Entity: Character
Component: MLT_ncm
Source: game
File: common/characters/MLT.txt

Code:
MLT_ncm = {
	advisor = {
		slot = navy_chief
		idea_token = MLT_ncm
		allowed = {
			original_tag = MLT
		}
		traits = {
			navy_chief_maneuver_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_3
		}
	}
}
### Entity: Character
Component: ANG_acd2
Source: game
File: common/characters/ANG.txt

Code:
ANG_acd2 = {
	advisor = {
		slot = army_chief
		idea_token = ANG_acd2
		allowed = {
			original_tag = ANG
		}
		traits = {
			army_chief_defensive_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_1
		}
	}
}
### Entity: Event
Component: CZE.310
Constructs: is_triggered_only, limit, add_ideas, has_dlc, has_done_agency_upgrade
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.310
	title = CZE.310.t
	desc = CZE.310.d
	picture = GFX_CZKE_karel_palecek_report
	is_triggered_only = yes
	option = {
		name = CZE.310.a
		add_ideas = CZE_vonapo20_idea
		if = {
			limit = {
				has_dlc = La Resistance
				NOT = {
					has_done_agency_upgrade = upgrade_form_department
				}
			}
			upgrade_intelligence_agency = upgrade_form_department
		}
		else_if = {
			limit = {
				has_dlc = La Resistance
				NOT = {
					has_done_agency_upgrade = upgrade_decryption_boost
				}
			}
			upgrade_intelligence_agency = upgrade_decryption_boost
		} {
			limit = {
				has_dlc = La Resistance
				NOT = {
					has_done_agency_upgrade = upgrade_decryption_boost_2
				}
			}
			upgrade_intelligence_agency = upgrade_decryption_boost_2
		}
	}
}
### Entity: Order of Battle
Component: Destacamento de Montaña Cuyo
Constructs: division_template
Source: game
File: history/units/ARG_1936.txt

Code:
division = {
	name = Destacamento de Montaña Cuyo
	location = 10992
	division_template = Brigada Montaña
	start_experience_factor = 0.1
	start_equipment_factor = 0.5
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_against_fascism
Constructs: prerequisite, limit, has_government, every_country, completion_reward, is_on_continent, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_against_fascism
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_the_red_tide
	}
	icon = GFX_focus_generic_anti_fascist_diplomacy
	x = 0
	y = 2
	relative_position_id = SPR_the_red_tide
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		every_country = {
			limit = {
				capital_scope = {
					is_on_continent = europe
				}
				has_government = fascism
			}
			ROOT = {
				create_wargoal = {
					type = puppet_wargoal_focus
					target = PREV
					expire = 0
				}
			}
		}
	}
}
### Entity: National Focus
Component: shadow_scheme_focus
Constructs: prerequisite, has_war, limit, add_ideas, has_government, completion_reward, has_dlc, has_idea
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = shadow_scheme_focus
	prerequisite = {
		focus = limited_rearmament_focus
	}
	available = {
		if = {
			limit = {
				has_dlc = Man the Guns
			}
			OR = {
				threat = > 0.05
				has_war = yes
				has_idea = ENG_no_further_appeasement_idea
				NOT = {
					has_government = democratic
				}
			}
		} {
			limit = {
				NOT = {
					has_dlc = Man the Guns
				}
			}
			OR = {
				threat = > 0.05
				has_war = yes
				NOT = {
					has_government = democratic
				}
			}
		}
	}
	continue_if_invalid = yes
	available_if_capitulated = yes
	icon = GFX_goal_generic_construct_mil_factory
	x = -2
	y = 1
	relative_position_id = limited_rearmament_focus
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = shadow_scheme_focus_tt
		IF = {
			limit = {
				NOT = {
					has_idea = ENG_prepare_for_the_inevitable_idea
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_ideas = wartime_industry_focus
		}
		ELSE = {
			custom_effect_tooltip = generic_skip_one_line_tt
			swap_ideas = {
				remove_idea = ENG_prepare_for_the_inevitable_idea
				add_idea = ENG_prepare_for_the_inevitable_and_wartime_industry_idea
			}
		}
	}
}
### Entity: Event
Component: mongol_greater_mongolia.28
Constructs: is_triggered_only, add_war_support, add_stability, set_global_flag, complete_national_focus
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_greater_mongolia.28
	title = mongol_greater_mongolia.28.t
	desc = mongol_greater_mongolia.28.d
	picture = GFX_CZKE_little_entente_2
	is_triggered_only = yes
	option = {
		name = mongol_greater_mongolia.28.a
		add_stability = -0.1
		add_war_support = -0.15
		set_global_flag = MON_abandoned_ulaabaatar_conference_flag
		complete_national_focus = MON_a_pragmatic_diplomacy
	}
}
### Entity: Character
Component: MAN_foreign_minister
Source: game
File: common/country_leader/00_traits.txt

Code:
MAN_foreign_minister = {
	random = no
	sprite = 13
	improve_relations_maintain_cost_factor = -0.2
	justify_war_goal_time = -0.25
	political_power_factor = 0.05
}
### Entity: Unit Leader
Component: trait_GRE_stauch_monarchist
Source: game
File: common/unit_leader/00_traits.txt

Code:
trait_GRE_stauch_monarchist = {
	type = all
	trait_type = personality_trait
	allowed = {
		FROM = {
			original_tag = GRE
		}
	}
	new_commander_weight = {
		factor = 0
	}
}
### Entity: Character
Component: GAB_awt
Source: game
File: common/characters/GAB.txt

Code:
GAB_awt = {
	advisor = {
		slot = theorist
		idea_token = GAB_awt
		ledger = air
		allowed = {
			original_tag = GAB
		}
		traits = {
			air_warfare_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}
### Entity: Idea
Component: BUL_paramilitary_organizations
Constructs: has_government, removal_cost
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_paramilitary_organizations = {
	picture = ast_volunteer_defence_corps
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	removal_cost = -1
	modifier = {
		weekly_manpower = 500
	}
}
### Entity: Effect Reference
Construct: SPECIAL_PROJECT_DEFINITION_####
Constructs: SPECIAL_PROJECT_DEFINITION_####, ai_chance, limit, add_stability, fire_only_once, prototype_cost, equipment_bonus, unit_bonus
Source: vanilla_docs
File: common/special_projects/special_projects_documentation.md

Doc:
#### SPECIAL PROJECT DEFINITION ####

special_project_id = {
	
	# OPTIONAL
	narrative = {
		# OPTIONAL - by default getting it from loc string matching project ID: "special_project_id"
		# Can have TAG_ to make it country-specific automatically (just like with MIOs)
		# The localization key is localized with the following localization scope objects:
		#    * Country: The country that owns the project.
		name = special_project_id


		# (IF APPROPRIATE)
		# OPTIONAL - by default getting it from loc string matching project ID: "special_project_id_desc"
		# Can have TAG_ to make it country-specific automatically (just like with MIOs)
		# The localization key is localized with the following localization scope objects:
		#    * SpecialProjet: The project.
		#    * Country: The country that owns the project
		desc = special_project_id_desc
	}


	# (IF APPROPRIATE)
	# OPTIONAL - By default getting it from GFX matching the project ID: "GFX_special_project_id"
	icon = GFX_special_project_id # Should it be a project icon or the end goal icon?

	# OPTIONAL (if non-existent the project has no other project requirements)
	# Could use a simple system (add parents and project needs ALL of them), or go for a more customizable system like focus tree or MIO traits (parent / any_parent / all_parents)
	special_project_parent = {
		special_project_1
		special_project_2
	}


	# MANDATORY - Type establishes things like in which kind of facility it can be developed, art assets etc.
	special_project_type = nuclear / aircraft (advanced / weapons) / electronics / tank / artillery / rocket / missiles / naval
	
	# OPTIONAL - overrides the one applied by default based on the project type
	blueprint_image = GFX_XXX

	# OPTIONAL - override the one applied by default based on the project type
	facility_model = facility_type_entity



	# OPTIONAL - default "always = yes"
	allowed = {
		# Mainly Country-specific & DLC locks
	}

	# OPTIONAL - default "always = yes"
	visible = {
		# Special Projects progression, unlocked by content, etc.
	}
	
	# OPTIONAL - default "always = yes"
	available = {
		# Extra requirements like resources, tech, focus/dec/event completed, etc.
	}


	# Optional
	prototype_cost = {
		# If resource requirement isn't met then a linear speed penalty will be applied
		resources = {
			steel = INT
			chromium = INT
			...
		}
	}


	# (IF APPROPRIATE)
	# OPTIONAL - Base value f
# ... (truncated)
### Entity: Modding Documentation
Construct: resource_consumed
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### resource_consumed
* description: number of resources consumed by country, resource type is defined in target resource_consumed@steel
### Entity: National Focus
Tree: irq_focus
Component: IRQ_coastal_defense
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_coastal_defense
	icon = GFX_goal_generic_navy_cruiser
	prerequisite = {
		focus = IRQ_the_twin_threats
	}
	mutually_exclusive = {
		focus = IRQ_strike_force
	}
	relative_position_id = IRQ_persian_gulf_supremacy
	x = 1
	y = 3
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = IRQ_coastal_defense
			bonus = 1
			uses = 1
			category = ss_tech
		} {
			name = IRQ_coastal_defense
			bonus = 1
			uses = 1
			category = dd_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Military Industrial Organization
Component: generic_medium_tank_organization
Constructs: production_bonus, equipment_bonus, maximum_speed
Source: game
File: common/military_industrial_organization/organizations/00_generic_organization.txt

Code:
generic_medium_tank_organization = {
	icon = GFX_idea_generic_tank_manufacturer_2
	allowed = {
		always = no
	}
	equipment_type = {
		mio_cat_eq_all_medium_tank
	}
	research_categories = {
		mio_cat_tech_medium_armor_and_modules
	}
	tree_header_text = {
		text = mio_header_design
		x = 1
	} {
		text = mio_header_armor
		x = 5
	} {
		text = mio_header_engines
		x = 8
	}
	initial_trait = {
		name = generic_mio_initial_trait_medium_tank_designer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
	}
	trait = {
		token = generic_mio_trait_power_traverse
		name = generic_mio_trait_power_traverse
		icon = GFX_generic_mio_trait_icon_breakthrough
		position = {
			x = 1
			y = 0
		}
		equipment_bonus = {
			breakthrough = 0.05
		}
	} {
		token = generic_mio_trait_all_round_cupola
		name = generic_mio_trait_all_round_cupola
		icon = GFX_generic_mio_trait_icon_breakthrough
		position = {
			x = 0
			y = 1
		}
		relative_position_id = generic_mio_trait_power_traverse
		all_parents = {
			generic_mio_trait_power_traverse
		}
		equipment_bonus = {
			breakthrough = 0.05
		}
	} {
		token = generic_mio_trait_simplified_turret_design
		name = generic_mio_trait_simplified_turret_design
		icon = GFX_generic_mio_trait_icon_production_capacity
		position = {
			x = 0
			y = 1
		}
		relative_position_id = generic_mio_trait_all_round_cupola
		all_parents = {
			generic_mio_trait_all_round_cupola
		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
	} {
		token = generic_mio_trait_specialist_shells
		name = generic_mio_trait_specialist_shells
		icon = GFX_generic_mio_trait_icon_hard_attack
		position = {
			x = -1
			y = 1
		}
		relative_position_id = generic_mio_trait_simplified_turret_design
		all_parents = {
			generic_mio_trait_simplified_turret_design
		}
		equipment_bonus = {
			hard_attack = 0.05
		}
	} {
		token = generic_mio_trait_improved_gun_metallurgy
		name = generic_mio_trait_improved_gun_metallurgy
		icon = GFX_generic_mio_trait_icon_ap_attack
		position = {
			x = 1
			y = 1
		}
		relative_position_id = generic_mio_trait_simplified_turret_design
		all_parents = {
			generic_mio_trait_simplified_turret_design
		}
		equipment_bonus = {
			ap_attack = 0.05
		}
	} {
		token = generic_mio_trait_advanced_shells
		name = generic_mio_trait_advanced_shells
		
# ... (truncated)
### Entity: Event
Component: stability.32
Constructs: is_triggered_only, add_war_support, add_stability, clr_country_flag
Source: game
File: events/stability_events.txt

Code:
country_event = {
	id = stability.32
	title = stability.32.t
	desc = stability.32.desc
	picture = GFX_report_event_generic_riot
	is_triggered_only = yes
	option = {
		name = stability.32.a
		add_stability = -0.05
		add_war_support = -0.05
		clr_country_flag = crisis_solution_in_progress
	}
}
### Entity: Shared Focus
Tree: mal_focus
Component: MAL_UNIFIED_majapahit_unification
Constructs: shared_focus, prerequisite, add_stability, completion_reward, add_political_power, allow_branch, has_focus_tree, is_majapahit_tt
Source: game
File: common/national_focus/r56_majapahit_shared.txt

Code:
shared_focus = {
	id = MAL_UNIFIED_majapahit_unification
	icon = GFX_goal_morale_bonus
	cost = 5
	prerequisite = {

	}
	allow_branch = {
		OR = {
			original_tag = INS MAL PHI
		}
	}
	x = 48
	y = 0
	offset = {
		x = -7
		y = 0
		trigger = {
			has_focus_tree = indonesian_focus
		}
	} {
		x = -6
		y = 0
		trigger = {
			has_focus_tree = r56_philippines_focus
		}
	} {
		x = -1
		y = 0
		trigger = {
			has_focus_tree = malaysia_focus
		}
	}
	ai_will_do = {
		factor = 5
	}
	text_icon = NORDIC_focus_style
	available = {
		custom_trigger_tooltip = {
			tooltip = is_majapahit_tt
			has_cosmetic_tag = MAL_UNIFIED
		}
		NOT = {
			has_idea = generic_recent_political_unification
		}
	}
	completion_reward = {
		add_stability = 0.05
		add_political_power = 75
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: r56w.event.39
Constructs: is_triggered_only, fire_only_once, set_country_leader_portrait, set_country_leader_name, add_country_leader_trait, set_country_flag
Source: game
File: events/r56w_events.txt

Code:
country_event = {
	id = r56w.event.39
	hidden = yes
	fire_only_once = yes
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			GER = {
				set_country_leader_portrait = {
					portrait = gfx/leaders/WHY/r56w_portrait_WHY_sad_hitler.dds
				}
				set_country_leader_name = {
					name = Sad Hitler
				}
				add_country_leader_trait = r56w_trait_leader_shaved
			}
			set_country_flag = r56w_flag_got_shaved
			news_event = {
				id = r56w.event.40
				days = 7
			}
		}
	}
	option = {

	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_british_agents
Constructs: has_completed_focus, prerequisite, limit, completion_reward, allow_branch, has_dlc, has_game_rule, is_subject_of
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_british_agents
	text = ENG_british_agents
	icon = GFX_goal_generic_secret_documents
	cost = 5
	prerequisite = {
		focus = EGY_recruit_volunteers
	}
	relative_position_id = EGY_recruit_volunteers
	x = 0
	y = 1
	ai_will_do = {
		factor = 0.01
	}
	allow_branch = {
		has_dlc = La Resistance
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = EGY_revolt_against_the_opressors EGY_sever_the_ties
			}
		}
	}
	available = {
		is_subject_of = ENG
		ENG = {
			has_capitulated = yes
		}
		has_intelligence_agency = yes
	}
	completion_reward = {
		create_operative_leader = {
			bypass_recruitment = yes
			nationalities = {
				ENG
			}
			portrait_tag_override = ENG
		} {
			bypass_recruitment = yes
			nationalities = {
				ENG WLS
			}
			portrait_tag_override = ENG
		} {
			bypass_recruitment = yes
			nationalities = {
				ENG
			}
			portrait_tag_override = ENG
		}
	}
	search_filters = {
		FOCUS_FILTER_ESPIONAGE
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_form_the_benelux
Constructs: prerequisite, limit, remove_ideas, completion_reward, is_in_faction, is_subject, set_rule, create_faction_from_template
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_form_the_benelux
	available = {
		is_in_faction = no
		is_subject = no
		BEL = {
			is_in_faction = no
		}
		LUX = {
			is_in_faction = no
		}
	}
	bypass = {
		BEL = {
			exists = no
		}
		LUX = {
			exists = no
		}
	}
	prerequisite = {
		focus = HOL_lead_the_minor_democracies
	}
	icon = GFX_goal_generic_position_armies
	x = -1
	y = 1
	relative_position_id = HOL_lead_the_minor_democracies
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = {
			template = faction_template_defensive_democratic
			name = HOL_benelux
			icon = GFX_faction_logo_generic_13
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		BEL = {
			custom_effect_tooltip = HOL_form_the_benelux_bel_tt
		}
		LUX = {
			custom_effect_tooltip = HOL_form_the_benelux_lux_tt
		}
		hidden_effect = {
			BEL = {
				country_event = {
					id = generic.5
					hours = 6
				}
			}
			LUX = {
				country_event = {
					id = generic.5
					hours = 6
				}
			}
		} {
			news_event = {
				id = mtg_news.53
				days = 1
			}
		}
		if = {
			limit = {
				has_idea = HOL_weak_government
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			remove_ideas = HOL_weak_government
		}
		unlock_decision_tooltip = HOL_propose_benelux_unification
	}
}