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

Code:
SOV_light_tank_artillery = {
	category = land
	blocked_for = {

	}
	available_for = {
		SOV
	}
	roles = {
		land_light_tank_artillery
	}
	priority = {
		factor = 500
	}
	light_tank_artillery_1 = {
		priority = {
			factor = 100
		}
		enable = {
			has_tech = interwar_artillery
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = light_tank_artillery_chassis_1
			modules = {
				main_armament_slot = tank_close_support_gun
				turret_type_slot = tank_light_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 3
				tank_nsb_armor_upgrade = {
					base = 1
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_close_support_gun tank_light_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	light_tank_artillery_2 = {
		priority = {
			factor = 200
		}
		enable = {
			has_tech = interwar_artillery
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = light_tank_artillery_chassis_2
			modules = {
				main_armament_slot = tank_medium_howitzer
				turret_type_slot = tank_light_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 2
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_medium_howitzer tank_light_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_gasoline_engine
		}
	}
	light_tank_artillery_3 = {
		priority = {
			factor = 200
		}
		enable = {
			has_tech = artillery1
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = light_tank_artillery_chassis_3
			modules = {
				main_armament_slot = tank_medium_howitzer_2
				turret_type_slot = tank_light_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				
# ... (truncated)
### Entity: Scripted Effect
Component: indonesia_volksraad_remove_education_quotas_effect
Constructs: clr_country_flag, set_country_flag, add_to_variable, add_autonomy_score
Source: game
File: common/scripted_effects/INS_scripted_effects.txt

Code:
indonesia_volksraad_remove_education_quotas_effect = {
	clr_country_flag = INS_is_taking_volksraad
	set_country_flag = indonesia_volksraad_passed_3
	add_to_variable = {
		INS_volksraad_counter = 1
	} {
		var = INS_dutch_east_indies_research_speed_factor
		value = 0.025
		tooltip = research_speed_factor_tt
	}
	add_autonomy_score = {
		value = 100
		localization = INS_autonomy_no_education_quotas
	}
	custom_effect_tooltip = INS_volksraad_tt
}
### Entity: Event
Component: bftb_bulgarian_claims.4
Constructs: is_triggered_only, limit, owns_state, add_opinion_modifier, is_controlled_by, is_in_faction_with, is_core_of, every_state
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgarian_claims.4
	title = bftb_bulgarian_claims.4.t
	desc = bftb_bulgarian_claims.4.desc
	picture = GFX_report_event_bul_imro_chieftain
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			GER = {
				country_event = bftb_bulgarian_claims.5
			}
			if = {
				limit = {
					any_state = {
						OR = {
							is_controlled_by = GER
							controller = {
								is_in_faction_with = GER
								NOT = {
									original_tag = BUL
								} {
									owns_state = PREV
								} {
									PREV = {
										is_core_of = controller
									}
								}
							}
						}
					}
				}
				every_state = {
					limit = {
						has_state_flag = BUL_bulgarian_claim_warranted_flag
						OR = {
							is_controlled_by = GER
							controller = {
								is_in_faction_with = GER
								NOT = {
									original_tag = BUL
								} {
									owns_state = PREV
								}
							}
						}
					}
					controller = {
						country_event = bftb_bulgarian_claims.6
					}
					remove_dynamic_modifier = {
						modifier = bulgarian_territorial_expansion_arranged
					}
				}
			}
		}
	}
	option = {
		name = bftb_bulgarian_claims.4.a
		add_opinion_modifier = {
			target = GER
			modifier = BUL_honored_bulgarian_claims
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			every_state = {
				limit = {
					has_state_flag = BUL_bulgarian_claim_warranted_flag
					OR = {
						is_controlled_by = GER
						controller = {
							is_in_faction_with = GER
							NOT = {
								original_tag = BUL
							}
						}
					}
					NOT = {
						is_core_of = controller
					}
				}
				BUL = {
					transfer_state = PREV
					hidden_effect = {
						set_state_controller = PREV
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_fortify_la_linea_de_la_concepcion
Constructs: prerequisite, completion_reward, has_full_control_of_state, add_building_construction
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_fortify_la_linea_de_la_concepcion
	available = {
		has_full_control_of_state = 169 173
	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_fortify_the_pyrenees
	}
	icon = GFX_goal_generic_fortify_city
	x = -1
	y = 1
	relative_position_id = SPR_fortify_the_pyrenees
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = SPR_fortify_la_linea_de_la_concepcion_tt
		hidden_effect = {
			169 = {
				add_building_construction = {
					type = bunker
					province = {
						id = 13228 10094
					}
					level = 3
					instant_build = yes
				}
			}
			173 = {
				add_building_construction = {
					type = bunker
					province = {
						id = 7153
					}
					level = 3
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Event
Component: tfv_south_africa.50
Constructs: is_triggered_only, ai_chance, has_war, limit, add_ideas, has_government, set_rule, set_country_flag
Source: game
File: events/TFV_South_Africa.txt

Code:
country_event = {
	id = tfv_south_africa.50
	title = tfv_south_africa.50.t
	desc = tfv_south_africa.50.d
	picture = GFX_report_event_german_volunteers
	is_triggered_only = yes
	option = {
		name = tfv_south_africa.50.a
		ai_chance = {
			base = 45
		}
		effect_tooltip = {
			set_rule = {
				can_send_volunteers = yes
			}
		}
		hidden_effect = {
			SAF = {
				set_rule = {
					can_send_volunteers = yes
				}
				set_country_flag = SAF_spanish_volunteers
				add_ideas = {
					SAF_support_spain
				}
			}
		}
	} {
		name = tfv_south_africa.50.b
		trigger = {
			has_war = no
			has_manpower = > 5000
		}
		ai_chance = {
			base = 45
		}
		effect_tooltip = {
			add_manpower = -5000
		}
		hidden_effect = {
			SAF = {
				add_manpower = -5000
				set_country_flag = SAF_spanish_volunteers
				if = {
					limit = {
						NOT = {
							has_dlc = La Resistance
						}
					}
					random_other_country = {
						limit = {
							original_tag = SPR
							has_government = communism
						}
						country_event = {
							id = tfv_south_africa.51
							hours = 6
						}
					}
				} {
					limit = {
						has_dlc = La Resistance
					}
					SPD = {
						country_event = {
							id = tfv_south_africa.51
							hours = 6
						}
					}
				}
			}
		}
	} {
		name = tfv_south_africa.50.c
		ai_chance = {
			base = 0
		}
		hidden_effect = {

		}
	}
}
### Entity: Idea
Component: EAI_DD_15/heavy_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_15/heavy_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_artillery_chassis = {
			build_cost_ic = -0.375
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: super_heavy_generic
Constructs: has_government, is_major, has_tech, is_special_project_completed
Source: game
File: common/ai_templates/generic.txt

Code:
super_heavy_generic = {
	role = super_heavy_breakthrough_role
	upgrade_prio = {
		base = 0
		modifier = {
			add = 1
			is_major = yes
			num_of_military_factories = > 150
			date = > 1943.6.1
			NOT = {
				has_tech = main_battle_tank_chassis
			} {
				has_government = democratic
			}
		} {
			factor = 0
			is_special_project_completed = sp:sp_land_land_cruiser
		}
	}
	super_heavy_default = {
		upgrade_prio = {
			base = 1
			modifier = {
				factor = 1
			}
		}
		target_template = {
			support = {
				engineer = 1
				anti_air = 1
				super_heavy_armor = 1
			}
			regiments = {
				medium_armor = 2
				motorized = 6
			}
		}
	}
}
### Entity: State History
Component: 464
Constructs: add_core_of
Source: game
File: history/states/464-Nova Scotia.txt

Code:
state = {
	id = 464
	name = STATE_464
	manpower = 490912
	resources = {
		coal = 7
	}
	state_category = rural
	history = {
		owner = CAN
		victory_points = {
			7361 3
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 1
			air_base = 3
			7361 = {
				naval_base = 4
			}
		}
		add_core_of = CAN
	}
	provinces = {
		1354 4360 4430 4623 7304 7361 7644 10244
	}
	local_supplies = 11.0
}
### Entity: National Focus
Tree: vic_focus
Component: VIC_concessions_to_the_germans
Constructs: prerequisite, completion_reward, is_controlled_by, cancel_if_invalid, unlock_decision_category_tooltip
Source: game
File: common/national_focus/vichy_france.txt

Code:
focus = {
	id = VIC_concessions_to_the_germans
	icon = GFX_focus_chi_mission_to_germany
	x = 0
	y = 2
	offset = {
		x = 0
		y = 0
	}
	prerequisite = {
		focus = VIC_prosecute_the_losers
	}
	relative_position_id = VIC_prosecute_the_losers
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		16 = {
			is_controlled_by = GER
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_FRA_OCCUPATION_COST
	}
	completion_reward = {
		unlock_decision_category_tooltip = VIC_concessions_to_the_germans
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_lord_of_lords
Constructs: prerequisite, limit, add_war_support, completion_reward, has_country_leader_with_trait, swap_country_leader_traits
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_lord_of_lords
	icon = GFX_focus_ETH_lord_of_lords
	prerequisite = {
		focus = ETH_the_king_of_kings
	}
	x = -1
	y = 1
	relative_position_id = ETH_the_king_of_kings
	cost = 10
	available = {

	}
	ai_will_do = {
		base = 2
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		ETH_BOP_centralization_small_effect = yes
		add_war_support = 0.15
		IF = {
			limit = {
				has_country_leader_with_trait = king_of_kings_3b
			}
			ETH_haile_selassie = {
				swap_country_leader_traits = {
					remove = king_of_kings_3b
					add = king_of_kings_4
				}
			}
		}
		ELSE = {
			ETH_haile_selassie = {
				swap_country_leader_traits = {
					remove = king_of_kings_2
					add = king_of_kings_3a
				}
			}
		}
	}
}
### Entity: Character
Component: DEN_johan_von_stemann
Constructs: has_dlc
Source: game
File: common/characters/DEN.txt

Code:
DEN_johan_von_stemann = {
	name = DEN_johan_von_stemann
	portraits = {
		army = {
			small = GFX_portrait_DEN_johan_von_stemann_small
		}
	}
	advisor = {
		slot = theorist
		idea_token = DEN_johan_von_stemann
		ledger = army
		allowed = {
			original_tag = DEN
			has_dlc = Arms Against Tyranny
		}
		traits = {
			military_theorist
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Character
Component: BOS_vjekoslav_luburic
Source: game
File: common/characters/BOS.txt

Code:
BOS_vjekoslav_luburic = {
	name = BOS_vjekoslav_luburic
	portraits = {
		army = {
			small = GFX_idea_BOS_vjekoslav_luburic
		}
	}
	advisor = {
		slot = high_command
		idea_token = BOS_vjekoslav_luburic
		ledger = army
		cost = 100
		allowed = {
			original_tag = BOS
		}
		traits = {
			army_artillery_2
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_reserve_manpower_more_than_10p
Constructs: check_variable, has_manpower
Source: game
File: common/scripted_triggers/EAI_MISC_triggers.txt

Code:
EAI_reserve_manpower_more_than_10p = {
	OR = {
		check_variable = {
			EAI_reserve_mp_ratio = > 0.1
		}
		has_manpower = > 125000
	}
}
### Entity: Modifier Reference
Construct: _cost_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
##  <span id="_cost_factor"></span><IdeaGroup>_cost_factor

* **Description**: Idea group cost factor.
* Number with 0 decimal places
* **Categories**: country

* **Modified types**: academy_spirit, air_chief, air_force_academy_spirit, air_force_command_spirit, air_force_spirit, aircraft_manufacturer, army_chief, army_spirit, country, division_command_spirit, economy, hidden_ideas, high_command, industrial_concern, materiel_manufacturer, mobilization_laws, naval_academy_spirit, naval_command_spirit, naval_manufacturer, navy_chief, navy_spirit, political_advisor, tank_manufacturer, theorist, trade_laws
### Entity: National Focus
Tree: pol_focus
Component: POL_anti_blitz_tactics
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, allow_branch, has_dlc, has_game_rule
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_anti_blitz_tactics
	icon = GFX_goal_generic_army_artillery2
	prerequisite = {
		focus = POL_prepare_german_line POL_declare_independence
	}
	relative_position_id = POL_declare_independence
	x = 1
	y = 1
	cost = 10
	allow_branch = {
		has_dlc = No Step Back
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				OR = {
					has_completed_focus = POL_complete_april_constitution POL_organize_the_peasants_strike POL_restore_the_sejm
				}
			}
		}
	}
	offset = {
		x = -2
		y = 0
		trigger = {
			has_completed_focus = POL_assemble_the_regency_council
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
		}
	}
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_ideas = POL_anti_blitz_tactics
		add_tech_bonus = {
			name = POL_anti_tank_guns
			bonus = 1
			uses = 2
			category = cat_anti_tank
		}
	}
}
### Entity: Country History
Country: SCI
Component: SCI_misc
Constructs: limit, set_technology, set_research_slots, set_grand_doctrine, has_dlc, is_ai
Source: game
File: history/countries/SCI - Sicily.txt

Code:
# Misc for SCI
capital = 115
set_research_slots = 4
set_grand_doctrine = grand_battleplan new_fleet_in_being
if = {
	limit = {
		has_dlc = By Blood Alone
	}
	set_technology = {
		iw_small_airframe = 1
		iw_medium_airframe = 1
		aa_lmg = 1
		engines_1 = 1
		early_bombs = 1
	}
	else = {
		set_technology = {
			early_fighter = 1
			early_bomber = 1
			naval_bomber1 = 1
			CAS1 = 1
			flying_boat = 1
		}
	}
}
{
	limit = {
		has_dlc = La Resistance
		SCI = {
			is_ai = no
		}
	}
	set_technology = {
		armored_car1 = 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
	}
}
### Entity: AI Strategy
Component: BUL_fascist_axis_plan
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/BUL_alternate_strategy_plan.txt

Code:
BUL_fascist_axis_plan = {
	name = Bulgarian Fascist Plan
	desc = As fascism rises in the country, right-wing leader Hristo Lukov will attempt to join the Axis, eventually overthrowing the Tsar and imposing a military dictatorship.
	allowed = {
		original_tag = BUL
		has_dlc = Battle for the Bosporus
	}
	enable = {
		OR = {
			has_country_flag = BUL_AI_RANDOM_FASCIST
			has_game_rule = {
				rule = BUL_ai_behavior
				option = FASCIST
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		BUL_power_to_the_tsar BUL_appoint_right_wing_ministers BUL_cooperate_with_the_zveno BUL_support_macedonian_organizations BUL_acquire_modern_tools BUL_negotiate_bulgarian_rearmament BUL_improve_the_road_system BUL_economic_protectionism BUL_allow_far_right_organizations BUL_support_the_spanish_coup BUL_invigorate_national_industry BUL_promote_bulgarian_nationalism BUL_expand_sofia_university BUL_reorganize_the_military_industry BUL_bulgarian_irredentism BUL_the_path_towards_a_greater_bulgaria BUL_depose_the_tsar BUL_military_dictatorship BUL_approach_germany BUL_crush_the_communists BUL_darzhavna_voenna_fabrika BUL_cooperation_with_italy BUL_industrial_autarky BUL_rebuild_the_army BUL_vasil_levsky_national_military_university BUL_contract_foreign_companies BUL_national_military_academy BUL_kaproni_bulgarski BUL_war_logistics BUL_integrate_the_ratniks BUL_join_the_tripartite_pact BUL_military_secrets_sharing BUL_defensive_lines BUL_total_war BUL_increase_industry_investments BUL_found_dvf_sopot BUL_corporatism BUL_national_railway_lines BUL_light_metal_exploitation BUL_improve_coastal_defenses BUL_prussia_of_the_balkans BUL_the_eastern_front BUL_expand_varna_naval_base BUL_a_black_sea_fleet BUL_steel_plant_in_pernik BUL_utmost_optimization BUL_mineral_extraction_in_the_rhodopes BUL_uranium_prospecting
	}
	focus_factors = {
		BUL_plot_against_boris = 0
		BUL_the_tsars_regime = 0
		BUL_dissolve_the_military_union = 0
		BUL_condemn_macedonian_organizations = 0
		BUL_found_the_brannik = 0
		BUL_peaceful_development = 0
		BUL_attract_foreign_capitals = 0
		BUL_dominance_in_the_black_sea = 0
		BUL_the_return_of_ferdinand_i = 0
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Shared Focus
Tree: lat_focus
Component: LAT_export_technical_experience
Constructs: shared_focus, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_latvia_shared.txt

Code:
shared_focus = {
	id = LAT_export_technical_experience
	icon = GFX_goal_generic_production
	relative_position_id = LAT_trained_air_mechanics
	prerequisite = {
		focus = LAT_trained_air_mechanics
	}
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = maintenance_company_tech_name
			bonus = 1.5
			uses = 1
			category = maintenance_company_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: cro_focus
Component: CRO_construction_effort
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, industrial_bonus, random_owned_controlled_state, is_in_home_area, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_construction_effort
	icon = GFX_focus_generic_industry_3
	prerequisite = {
		focus = CRO_build_the_nation
	}
	relative_position_id = CRO_build_the_nation
	x = 2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 6
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = construction_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = industrial_complex
					size = < 1
					include_locked = yes
				}
			}
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 1
			category = industry
		}
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = industrial_complex
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
}
### Entity: AI Strategy
Component: HOL_alternate_monarchist_plan
Constructs: has_completed_focus, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/HOL_alternate_strategy_plan.txt

Code:
HOL_alternate_monarchist_plan = {
	name = Netherlands Monarchist plan
	desc = Netherlands will become monarchist and join the allies, but not move the government to Batavia.
	allowed = {
		original_tag = HOL
		NOT = {
			has_dlc = Thunder at Our Gates
		}
	}
	enable = {
		OR = {
			has_completed_focus = HOL_oranje_boven
			has_game_rule = {
				rule = HOL_AI_BEHAVIOR
				option = NEUTRALITY
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		HOL_obtain_foreign_colonial_investments HOL_the_crown_jewel_colony HOL_the_western_possessions HOL_abandon_the_gold_standard HOL_continue_the_public_works HOL_finish_the_noordoostpolder HOL_the_maastunnel HOL_expand_the_artillerieinrichtingen HOL_philips_focus HOL_expand_RD_facilities HOL_overturn_military_budget_cuts HOL_prepare_naval_expansion HOL_cornerstone_of_colonial_defense HOL_modernize_the_cruiser_fleet HOL_expand_curacao_oil_refineries HOL_prepare_the_inundation_lines HOL_germany_is_the_greater_threat HOL_antilles_defenses HOL_form_new_government HOL_gateway_to_europe HOL_maintain_trade_neutrality HOL_appoint_new_supreme_commander HOL_modernize_our_infantry_equipment HOL_secret_staff_talks HOL_oranje_boven HOL_replace_the_defeatist_government HOL_go_with_britain HOL_symbol_of_resistance HOL_de_vaarplicht HOL_expand_the_mld HOL_protect_the_colonies HOL_java HOL_reinforce_java HOL_modernize_the_air_fleet HOL_the_only_man_in_the_dutch_government HOL_ship_a_day_sinking_quotas HOL_de_vernieuwing HOL_depillarization HOL_a_new_dutch_unity HOL_revive_the_buffer_state_proposal HOL_request_allied_favors HOL_the_foundations_of_defense
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Order of Battle
Component: 20th Light Army Tank Brigade
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/ENG_1939_nsb.txt

Code:
division = {
	name = 20th Light Army Tank Brigade
	location = 9239
	division_template = Tank Brigade
	start_experience_factor = 0.2
	force_equipment_variants = {
		light_tank_chassis_1 = {
			owner = ENG
			version_name = Light Tank Mk. VI
		}
	}
}
### Entity: Character
Component: EGY_hassan_ibrahim
Source: game
File: common/characters/EGY.txt

Code:
EGY_hassan_ibrahim = {
	name = Hassan Ibrahim
	portraits = {
		army = {
			small = GFX_idea_generic_air_chief_all_weather_middle_eastern_2d
		}
	}
	advisor = {
		cost = 50
		slot = high_command
		idea_token = EGY_hassan_ibrahim
		allowed = {
			original_tag = EGY
		}
		traits = {
			air_close_air_support_1
		}
	}
}
### Entity: Order of Battle
Component: Kyivska Division
Constructs: division_template
Source: game
File: history/units/UKR_revolt.txt

Code:
division = {
	name = Kyivska Division
	location = 3470
	division_template = Riflemen Divisions
	start_experience_factor = 0.1
	start_equipment_factor = 1.0
}
### Entity: Trigger Reference
Construct: is_leader_visible
Constructs: is_leader_visible, is_visible
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_leader_visible

* Supported Scopes: COUNTRY
* Supported Targets: any

```
Checks if the leader is visible to its owner (is_visible trigger in the leader's script)
```