Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Balance of Power
Component: GER_thalmanns_cult_of_personality_bop
Constructs: stability_factor, war_support_factor, conscription_factor, set_power_balance_gfx
Source: game
File: common/bop/GER.txt

Code:
GER_thalmanns_cult_of_personality_bop = {
	initial_value = 0.3
	left_side = GER_thalmann_is_despised_side
	right_side = GER_thalmann_is_loved_side
	decision_category = GER_thalmann_balance_of_power_category
	range = {
		id = GER_apathy
		min = -0.1
		max = 0.1
		modifier = {
			political_advisor_cost_factor = 0.1
			party_popularity_stability_factor = -0.05
			political_power_factor = -0.025
			war_support_factor = -0.05
			conscription_factor = -0.025
		}
		on_activate = {
			set_power_balance_gfx = {
				id = GER_thalmanns_cult_of_personality_bop
				side = GER_thalmann_is_despised_side
				gfx = GFX_bop_GER_ernst_bad_side
			} {
				id = GER_thalmanns_cult_of_personality_bop
				side = GER_thalmann_is_loved_side
				gfx = GFX_bop_GER_ernst_good_side
			}
		}
		on_deactivate = {

		}
	}
	side = {
		id = GER_thalmann_is_despised_side
		icon = GFX_bop_GER_ernst_bad_side
		range = {
			id = GER_thalmann_is_disapproved_of
			min = -0.3
			max = -0.1
			modifier = {
				political_advisor_cost_factor = 0.25
				party_popularity_stability_factor = -0.1
				political_power_factor = -0.05
				war_support_factor = -0.1
				conscription_factor = -0.05
			}
			on_activate = {
				set_power_balance_gfx = {
					id = GER_thalmanns_cult_of_personality_bop
					side = GER_thalmann_is_despised_side
					gfx = GFX_bop_GER_ernst_bad_improved_side
				} {
					id = GER_thalmanns_cult_of_personality_bop
					side = GER_thalmann_is_loved_side
					gfx = GFX_bop_GER_ernst_good_side
				}
			}
			on_deactivate = {

			}
		} {
			id = GER_thalmann_is_disliked
			min = -0.6
			max = -0.3
			modifier = {
				political_advisor_cost_factor = 0.5
				party_popularity_stability_factor = -0.25
				political_power_factor = -0.075
				war_support_factor = -0.15
				stability_factor = -0.05
				war_stability_factor = -0.05
				conscription_factor = -0.1
			}
			on_activate = {
				set_power_balance_gfx = {
					id = GER_thalmanns_cult_of_personality_bop
					side = GER_thalmann_is_despised_side
					gfx = GFX_bop_GER_ernst_bad_improved_side
				} {
					id = GER_thalmanns_cult_of_personality_bop
					side = GER_thalmann_is_loved_side
					gfx = GFX_bop_GER_ernst_good_side
				}
			}
			on_deactivate = {

			}
		} {
			id = GER_thalmanns_popularity_collapsing
			min = -0.9
			max = -0.6
			modifier = {
				political_advisor_cost_factor = 0.75
				party_popularity_stability_factor = -0.5
				
# ... (truncated)
### Entity: National Focus
Tree: pal_focus
Component: PAL_organize_raids_jordan
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_organize_raids_jordan
	icon = GFX_goal_generic_major_war
	x = -1
	y = 1
	relative_position_id = PAL_fortify_jerusalem
	prerequisite = {
		focus = PAL_fortify_jerusalem
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 1500
		} {
			type = artillery_equipment
			amount = 150
		}
	}
}
### Entity: Character
Component: TUR_ali_orlungat
Constructs: has_dlc
Source: game
File: common/characters/TUR.txt

Code:
TUR_ali_orlungat = {
	name = TUR_ali_orlungat
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_1
		}
	}
	advisor = {
		slot = air_chief
		idea_token = TUR_ali_orlungat
		allowed = {
			original_tag = TUR
			NOT = {
				has_dlc = Battle for the Bosporus
			}
		}
		traits = {
			air_chief_ground_support_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: arm_focus
Component: ARM_irrigate_the_ararat_valley
Constructs: prerequisite, limit, completion_reward, has_tech, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/armenia.txt

Code:
focus = {
	id = ARM_irrigate_the_ararat_valley
	icon = GFX_focus_generic_land_reclamation
	prerequisite = {
		focus = ARM_support_chemical_factories
	}
	relative_position_id = ARM_support_chemical_factories
	x = -1
	y = 1
	cost = 8
	available = {
		controls_state = 230
		has_tech = construction3
	}
	ai_will_do = {
		factor = 4
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				230
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				230
			}
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RUBBER
	}
}
### Entity: National Focus
Tree: cos_focus
Component: COS_garantias_sociales
Constructs: prerequisite, has_government, completion_reward, has_country_leader, is_historical_focus_on, add_popularity, swap_ideas, remove_idea
Source: game
File: common/national_focus/costa_rica.txt

Code:
focus = {
	id = COS_garantias_sociales
	icon = GFX_generic_goal_communist_reforms
	prerequisite = {
		focus = COS_legislate_workers_rights
	}
	available = {
		OR = {
			has_government = communism
			has_country_leader = {
				character = COS_octavio_beeche_arguello
				ruling_only = yes
			}
		}
	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	x = 4
	y = 2
	relative_position_id = COS_strengthen_democratic_institutions
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		swap_ideas = {
			remove_idea = COS_codigo_de_trabajo
			add_idea = COS_garantias_sociales_idea
		}
	}
}
### Entity: State History
Component: 916
Constructs: add_core_of
Source: game
File: history/states/916-Dalarna.txt

Code:
state = {
	id = 916
	name = STATE_916
	manpower = 249717
	state_category = rural
	resources = {
		steel = 20
	}
	history = {
		victory_points = {
			156 1
		}
		owner = SWE
		add_core_of = SWE
		buildings = {
			infrastructure = 3
		}
	}
	provinces = {
		77 114 156 202 3005 3070 3191 6093 6123 6147 6207 9068 9148 9173 9182 11053 11197 13099
	}
	local_supplies = 0.0
}
### Entity: Character
Component: TMS_balysh_ovezov
Source: game
File: common/characters/TMS.txt

Code:
TMS_balysh_ovezov = {
	name = TMS_balysh_ovezov
	portraits = {
		civilian = {
			large = gfx/leaders/TMS/r56_portrait_TMS_Balysh_Ovezov.dds
		}
	}
	country_leader = {
		ideology = stalinism
		expire = 1965.1.1
		id = -1
	}
}
### Entity: Shared Focus
Tree: smi_focus
Component: SMI_sideline_the_council
Constructs: shared_focus, prerequisite, limit, has_government, completion_reward, add_political_power, allow_branch, has_country_leader_with_trait
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = SMI_sideline_the_council
	icon = GFX_focus_generic_military_dictatorship
	prerequisite = {
		focus = militarism
	}
	mutually_exclusive = {
		focus = SMI_ideological_consensus
	}
	x = -3
	y = 1
	relative_position_id = militarism
	cost = 10
	available_if_capitulated = yes
	allow_branch = {
		original_tag = SMI
	}
	available = {
		has_government = fascism
		has_country_leader_with_trait = SMI_fascist_anti_parlementarianism
		fascism = > 0.8
		has_army_manpower = {
			size = > 20000
		}
		any_unit_leader = {
			not = {
				has_trait = JAP_communist_sympathizer
			}
		}
	}
	completion_reward = {
		add_political_power = 100
		add_command_power = 50
		IF = {
			limit = {
				any_unit_leader = {
					has_trait = harsh_leader
					not = {
						has_trait = JAP_communist_sympathizer
					}
				}
			}
			ROOT = {
				random_unit_leader = {
					limit = {
						has_trait = harsh_leader
						not = {
							has_trait = JAP_communist_sympathizer
						}
					}
					if = {
						limit = {
							is_field_marshal = no
						}
						promote_leader = yes
					}
					add_country_leader_role = {
						country_leader = {
							ideology = fascism_ideology
							expire = 1965.1.1.1
							traits = {
								army_connections radical_anti_communist
							}
						}
						promote_leader = yes
					}
				}
			}
		}
		else_if = {
			limit = {
				any_unit_leader = {
					has_trait = trait_reckless
					not = {
						has_trait = JAP_communist_sympathizer
					}
				}
			}
			ROOT = {
				random_unit_leader = {
					limit = {
						has_trait = trait_reckless
						not = {
							has_trait = JAP_communist_sympathizer
						}
					}
					add_country_leader_role = {
						country_leader = {
							ideology = fascism_ideology
							expire = 1965.1.1.1
							traits = {
								army_connections radical_anti_communist
							}
						}
						promote_leader = yes
					}
				}
			}
		}
		ELSE = {
			ROOT = {
				random_unit_leader = {
					add_country_leader_role = {
						country_leader = {
							ideology = fascism_ideology
							expire = 1965.1.1.1
							traits = {
								army_connections radical_anti_communist
							}
						}
						promote_leader = yes
					}
				}
			}
		}
		if = {
			limit = {
				NOT = {
					has_government = fascism
				}
			}
			set_politics = {
				ruling_party = fascism
				elections_allowed = no
			}
		}
		random_list = {
			20 = {
				ad
# ... (truncated)
### Entity: Event
Component: BBA_italy_anti_colonialism_events.102
Constructs: is_triggered_only
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_anti_colonialism_events.102
	title = BBA_italy_anti_colonialism_events.102.t
	desc = BBA_italy_anti_colonialism_events.102.desc
	picture = GFX_report_event_generic_peaceful_annexation
	is_triggered_only = yes
	option = {
		name = BBA_italy_anti_colonialism_events.102.a
		puppet = FROM
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.127
Constructs: is_triggered_only, ai_chance, fire_only_once, add_political_power, create_wargoal, puppet_wargoal_focus
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.127
	title = SEA_japan_foreign_policy.127.t
	desc = SEA_japan_foreign_policy.127.desc
	picture = GFX_report_event_japanese_officers
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = SEA_japan_foreign_policy.127.a
		ai_chance = {
			base = 90
		}
		add_political_power = 50
	} {
		name = SEA_japan_foreign_policy.127.b
		ai_chance = {
			base = 10
		}
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FROM
		}
	}
}
### Entity: Idea
Component: FRA_civil_and_military_organization
Constructs: has_government, removal_cost
Source: game
File: common/ideas/france.txt

Code:
FRA_civil_and_military_organization = {
	picture = FRA_scw_intervention_nationalists_focus
	allowed = {
		original_tag = FRA
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	modifier = {
		compliance_growth_on_our_occupied_states = -0.15
		resistance_growth_on_our_occupied_states = 0.05
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_spread_the_revolution
Constructs: prerequisite, add_ideas, add_war_support, completion_reward
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_spread_the_revolution
	icon = GFX_focus_SWE_refuge_for_revolutionaries
	cost = 10
	prerequisite = {
		focus = PHI_carving_our_own_destiny PHI_join_the_comintern
	}
	relative_position_id = PHI_carving_our_own_destiny
	x = -1
	y = 1
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		add_war_support = 0.1
		add_ideas = PHI_spread_the_revolution_idea
	}
}
### Entity: Shared Focus
Tree: cel_focus
Component: CEL_signal_companies
Constructs: shared_focus, prerequisite, completion_reward, has_tech, add_tech_bonus, electronics_bonus
Source: game
File: common/national_focus/r56_celtic_shared.txt

Code:
shared_focus = {
	id = CEL_signal_companies
	icon = GFX_goal_generic_position_armies
	prerequisite = {
		focus = CEL_motorization_plan
	} {
		focus = CEL_new_tactics
	}
	x = 2
	y = 1
	relative_position_id = CEL_motorization_plan
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_tech = radio motorised_infantry
	}
	completion_reward = {
		add_tech_bonus = {
			name = electronics_bonus
			bonus = 1
			uses = 1
			category = signal_company_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_form_the_independent_mechanized_brigade
Constructs: division_template, add_equipment_to_stockpile, prerequisite, limit, completion_reward, has_tech, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_form_the_independent_mechanized_brigade
	icon = GFX_focus_generic_mechanized
	prerequisite = {
		focus = IRQ_purchase_mechanized_equipment IRQ_purchase_armored_equipment
	}
	x = 1
	y = 1
	relative_position_id = IRQ_purchase_mechanized_equipment
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		has_tech = mechanised_infantry
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = IRQ_form_the_independent_mechanized_brigade
			ahead_reduction = 1
			bonus = 1
			uses = 1
			category = cat_mechanized_equipment
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt IRQ_form_the_independent_mechanized_brigade_tt
		IRQ_modify_army_modifier_version = yes
		add_to_variable = {
			IRQ_mechanized_attack_factor = 0.05
			tooltip = mechanized_attack_factor_tt
		}
		division_template = {
			name = Al-Mechanikiyah
			is_locked = no
			support = {
				engineer = {
					x = 0
					y = 0
				}
				artillery = {
					x = 0
					y = 1
				}
				mot_recon = {
					x = 0
					y = 2
				}
			}
			regiments = {
				mechanized = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 2
					y = 0
				} {
					x = 2
					y = 1
				}
			}
		}
		random_owned_controlled_state = {
			create_unit = {
				division = division_template = "Al-Mechanikiyah" start_experience_factor = 0.05 start_equipment_factor = 1
				owner = IRQ
				count = 1
			}
		}
		if = {
			limit = {
				NOT = {
					has_tech = mechanised_infantry
				}
			}
			add_equipment_to_stockpile = {
				type = mechanized_equipment_1
				amount = 280
			}
		}
	}
}
### Entity: National Focus
Tree: col_focus
Component: COL_extra_tech_slot
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/colombia.txt

Code:
focus = {
	id = COL_extra_tech_slot
	icon = GFX_focus_generic_university_2
	prerequisite = {
		focus = COL_infrastructure_caribe
	}
	relative_position_id = COL_infrastructure_caribe
	x = 1
	y = 1
	cost = 10
	available = {
		num_of_factories = > 25
	}
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 20
	}
}
### Entity: Military Industrial Organization
Component: BEL_CBDCDL_organization
Constructs: production_bonus
Source: game
File: common/military_industrial_organization/organizations/r56_BEL_organization.txt

Code:
BEL_CBDCDL_organization = {
	name = BEL_CBDCDL
	include = generic_train_organization_r56_NSB
	icon = GFX_idea_BEL_CBDCDL
	allowed = {
		OR = {
			original_tag = BEL
		}
	}
	initial_trait = {
		name = generic_train_organization_r56_NSB_initial_trait
		limit_to_equipment_type = {
			train_equipment railway_gun_equipment
		}
		production_bonus = {
			production_cost_factor = -0.05
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
	}
}
### Entity: Order of Battle
Component: II Flotta Navale
Source: game
File: history/units/ITA_1939_naval_legacy.txt

Code:
fleet = {
	name = II Flotta Navale
	naval_base = 6973
	task_force = {
		name = II Squadra Navale
		location = 6973
		ship = {
			name = RI Giovanni dalle Bande Nere
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = ITA
					version_name = Giussano Class
				}
			}
		} {
			name = RI Bartolomeo Colleoni
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = ITA
					version_name = Giussano Class
				}
			}
		} {
			name = RCT Maestrale
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
					version_name = Maestrale Class
				}
			}
		} {
			name = RCT Grecale
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
					version_name = Maestrale Class
				}
			}
		} {
			name = RCT Libeccio
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
					version_name = Maestrale Class
				}
			}
		} {
			name = RCT Scirocco
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
					version_name = Maestrale Class
				}
			}
		}
	} {
		name = III Squadra Navale
		location = 6973
		ship = {
			name = RI Bolzano
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = ITA
					version_name = Zara Class
				}
			}
		} {
			name = RI Trento
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RI Trieste
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Artigliere
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Camicia Nera
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Aviere
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Geniere
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = ITA
				}
			}
		}
	} {
		name = VI Squadra Navale
		location = 6973
		ship = {
			name = RI Pola
			definition = heavy_cruiser
			equipment = {
				heavy_cruis
# ... (truncated)
### Entity: Idea
Component: SWE_swedish_state_railways_idea
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_swedish_state_railways_idea = {
	picture = ARG_invest_in_railways
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	equipment_bonus = {
		train_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_air_modernisations_programme
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_air_modernisations_programme
	icon = GFX_goal_generic_air_doctrine
	prerequisite = {
		focus = POL_light_bomber_focus POL_medium_bomber_focus
	}
	x = -1
	y = 1
	relative_position_id = POL_light_bomber_focus
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = POL_air_modernisations_programme
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
}
### Entity: Event
Component: austria.8
Constructs: is_triggered_only, add_opinion_modifier, random_hours, save_global_event_target_as, set_country_flag
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.8
	title = austria.8.t
	desc = austria.8.d
	is_triggered_only = yes
	picture = GFX_report_event_AUS_schuschnigg
	option = {
		name = austria.8.a
		diplomatic_relation = {
			country = AUS
			relation = guarantee
		}
		effect_tooltip = {
			AUS = {
				add_opinion_modifier = {
					target = ROOT
					modifier = medium_increase
				}
			}
		}
		GER = {
			country_event = {
				id = austria.18
				days = 1
				random_hours = 12
			}
		}
		custom_effect_tooltip = AUS_protect_austria
		save_global_event_target_as = AUS_west_protector
		set_country_flag = AUS_west_accepted_austria
	}
}
### Entity: Effect Reference
Construct: unlock_military_industrial_organization_tooltip
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## unlock_military_industrial_organization_tooltip

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Display a tooltip saying the MIO is made available (aka unlocked).
Accepts MIO token, variables or keywords
ex:
FIN = {
	unlock_military_industrial_organization_tooltip = mio:my_mio_token
	unlock_military_industrial_organization_tooltip = var:my_mio_var
}

```
### Entity: National Focus
Tree: bel_focus
Component: BEL_flanders_ascendant
Constructs: prerequisite, limit, completion_reward, has_dynamic_modifier, create_wargoal, annex_everything
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_flanders_ascendant
	icon = GFX_focus_BEL_flanders_ascendant
	prerequisite = {
		focus = BEL_revitalize_nederlands
	}
	will_lead_to_war_with = LUX HOL
	relative_position_id = BEL_revitalize_nederlands
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	x = 0
	y = 1
	cost = 10
	available = {
		NOT = {
			has_dynamic_modifier = {
				modifier = BEL_neutrality_dynamic_modifier
			}
		}
	}
	bypass = {
		LUX = {
			exists = no
		}
		HOL = {
			exists = no
		}
	}
	completion_reward = {
		IF = {
			limit = {
				LUX = {
					exists = yes
				}
			}
			create_wargoal = {
				type = annex_everything
				target = LUX
				expire = 0
			}
		} {
			limit = {
				HOL = {
					exists = yes
				}
			}
			create_wargoal = {
				type = annex_everything
				target = HOL
				expire = 0
			}
		}
	}
}
### Entity: Modding Documentation
Construct: trigger_docs
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## trigger_docs
* Aliases: effect_docs, scripting_docs, docs

Print docs for triggers, effects and variables
### Entity: Character
Component: KMT_commander_in_chief
Constructs: war_support_factor, army_attack_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
KMT_commander_in_chief = {
	random = no
	sprite = 13
	army_attack_factor = 0.05
	war_support_factor = 0.05
	command_power_gain = 0.1
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_found_the_boeitai
Constructs: division_template, prerequisite, has_war, add_ideas, completion_reward, is_fully_controlled_by, cancel_if_invalid, is_locked
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_found_the_boeitai
	icon = GFX_focus_generic_manpower
	x = 0
	y = 2
	relative_position_id = JAP_tojos_premiership
	prerequisite = {
		focus = JAP_tojos_premiership JAP_yamamotos_premiership JAP_the_crysanthemum_throne JAP_solidify_tohokai_rule
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_war = yes
		any_core_state = {
			JAP_is_home_islands_state = yes
			NOT = {
				is_fully_controlled_by = ROOT
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = JAP_boeitai_idea
		custom_effect_tooltip = generic_skip_one_line_tt JAP_found_the_boeitai_tt
		hidden_effect = {
			delete_unit_template_and_units = {
				division_template = Kokumin Giyū Sentōtai
				disband = yes
			}
			division_template = {
				name = Kokumin Giyū Sentōtai
				division_names_group = JAP_MIL_01
				override_model = JAP_militia_entity
				role = garrison
				template_counter = 113
				is_locked = yes
				regiments = {
					militia = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					}
				}
				support = {

				}
			}
		}
	}
}