Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3ATemplate-info.png.html

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### Entity: Event
Component: lar_portugal_navy_mutiny.2
Constructs: is_triggered_only, check_variable, set_country_flag
Source: game
File: events/LaR_Portugal.txt

Code:
country_event = {
	id = lar_portugal_navy_mutiny.2
	title = lar_portugal_navy_mutiny.2.t
	desc = {
		text = lar_portugal_navy_mutiny.2.desc
		trigger = {
			check_variable = {
				POR_ships_revolted = 1
			}
		}
	} {
		text = lar_portugal_navy_mutiny.2_extra.desc
		trigger = {
			check_variable = {
				POR_ships_revolted = > 1
			}
		}
	}
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = lar_portugal_navy_mutiny.2.a
		hidden_effect = {
			SPD = {
				set_country_flag = POR_got_portuguese_mutineers_flag
			}
		}
		custom_effect_tooltip = lar_portugal_navy_mutiny.2_tt
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_dockyards
Constructs: prerequisite, limit, completion_reward, is_coastal, cancel_if_invalid, complete_tooltip, random_state, has_state_flag
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_dockyards
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = HUN_naval_warfare
	}
	x = 0
	y = 1
	relative_position_id = HUN_naval_warfare
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {
		any_controlled_state = {
			is_coastal = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {
		random_state = {
			limit = {
				has_state_flag = HUN_dockyards_flag
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		navy_experience = 50
		random_owned_controlled_state = {
			prioritize = {
				103
			}
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 2
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			}
			set_state_flag = HUN_dockyards_flag
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_multirole_aircraft
Constructs: prerequisite, limit, completion_reward, add_to_variable, random_core_state, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_multirole_aircraft
	icon = GFX_focus_generic_multi_role_aircraft
	prerequisite = {
		focus = ITA_specialization
	}
	x = 6
	y = 0
	relative_position_id = ITA_long_range_aircraft
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_AIR_XP
	}
	completion_reward = {
		add_to_variable = {
			ITA_military_industry_air_equipment_upgrade_xp_cost = -0.25
		} {
			ITA_ra_air_mission_xp_gain_factor = 0.1
		}
		custom_effect_tooltip = ITA_multirole_aircraft_military_industry_tt ITA_multirole_aircraft_ra_tt
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			ITA_add_multirole_aircraft_templates = yes
		}
	}
}
### Entity: Idea
Component: KMT_extol_veangance
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_extol_veangance = {
	removal_cost = -1
	picture = generic_intel_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {

	}
	modifier = {
		stability_weekly = -0.001
		war_support_weekly = 0.001
		war_support_factor = 0.1
		political_power_factor = -0.1
	}
}
### Entity: Country Definition
Component: FIN_finnish_democratic_republic
Source: game
File: common/countries/cosmetic.txt

Code:
FIN_finnish_democratic_republic = {
	color = {
		rgb = {
			200 122 125
		}
	}
	color_ui = {
		rgb = {
			200 122 125
		}
	}
}
### Entity: Character
Component: defeatist
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
defeatist = {
	random = no
	war_support_factor = -0.1
	surrender_limit = -0.25
}
### Entity: Event
Component: DOD_hungary.102
Constructs: is_triggered_only, ai_chance, is_in_faction, is_in_faction_with
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.102
	title = DOD_hungary.102.t
	desc = DOD_hungary.102.desc
	picture = GFX_report_event_czech_soldiers_01
	is_triggered_only = yes
	option = {
		name = DOD_hungary.102.a
		ai_chance = {
			factor = 10
			modifier = {
				is_in_faction = no
				CZE = {
					is_in_faction = yes
				}
				factor = 10
			}
		}
	} {
		name = DOD_hungary.102.b
		trigger = {
			GER = {
				exists = yes
			}
		}
		ai_chance = {
			factor = 90
			modifier = {
				is_in_faction_with = GER
				factor = 10
			}
		}
		GER = {
			country_event = DOD_hungary.103
		}
	}
}
### Entity: Idea
Component: PHI_ties_with_nationalist_spain_2
Source: game
File: common/ideas/philippines.txt

Code:
PHI_ties_with_nationalist_spain_2 = {
	name = PHI_ties_with_nationalist_spain
	picture = SPA_embrace_the_spanish_destiny
	modifier = {
		production_speed_arms_factory_factor = 0.1
		custom_modifier_tooltip = considered_as_extremist_for_war_economy_tt
	}
}
### Entity: Unit Leader
Component: ground_pounder
Source: game
File: common/unit_leader/00_traits.txt

Code:
ground_pounder = {
	type = navy
	modifier = {
		shore_bombardment_bonus = 0.25
	}
	ai_will_do = {
		factor = 0
	}
	trait_type = assignable_trait
	any_parent = {
		ironside
	}
	gui_row = 9
	gui_column = 1
}
### Entity: Scripted Trigger
Component: TUR_is_friendly_kurdish_state
Source: game
File: common/scripted_triggers/TUR_scripted_triggers.txt

Code:
TUR_is_friendly_kurdish_state = {
	custom_trigger_tooltip = {
		tooltip = TUR_is_friendly_kurdish_state_tt
		OR = {
			AND = {
				state = 350
				compliance = > 70
				resistance = < 30
			} {
				state = 353
				compliance = > 70
				resistance = < 30
			} {
				state = 800
				compliance = > 70
				resistance = < 30
			} {
				state = 352
				compliance = > 70
				resistance = < 30
			}
		}
	}
}
### Entity: Unit Template
Component: CHL_BB_HISTORICAL
Source: game
File: common/units/names_ships/CHL_ship_names.txt

Code:
CHL_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		CHL
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	prefix = BACH 
	fallback_name = Acorazado %d
	unique = {
		Almirante Latorre República de Chile Lima Peruana Libertad Trujillana Argentina Pacífico Neptuno Cazador Cochrane Rímac County of Peebles Majestic Betelgeuse
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_maintaining_the_balance_of_power
Constructs: prerequisite, limit, has_government, add_opinion_modifier, completion_reward, is_subject, add_doctrine_cost_reduction, is_in_faction_with
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_maintaining_the_balance_of_power
	prerequisite = {
		focus = ENG_no_further_appeasement
	}
	mutually_exclusive = {
		focus = ENG_maintaining_imperial_integrity
	}
	available = {
		is_subject = no
	}
	continue_if_invalid = yes
	icon = GFX_goal_generic_neutrality_focus
	x = 1
	y = 1
	relative_position_id = ENG_no_further_appeasement
	cost = 10
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = land_doctrine
		}
		GER = {
			if = {
				limit = {
					NOT = {
						is_in_faction_with = ENG
					}
				}
				add_opinion_modifier = {
					target = ENG
					modifier = ENG_maintaining_the_balance_of_power_bad
				}
			}
		}
		SOV = {
			if = {
				limit = {
					NOT = {
						is_in_faction_with = ENG
					}
				}
				add_opinion_modifier = {
					target = ENG
					modifier = ENG_maintaining_the_balance_of_power_bad
				}
			}
		}
		every_other_country = {
			limit = {
				any_owned_state = {
					is_capital = yes
					is_on_continent = europe
				}
				has_government = democratic
			}
			add_opinion_modifier = {
				target = ENG
				modifier = ENG_maintaining_the_balance_of_power_good
			}
		} {
			limit = {
				any_owned_state = {
					is_capital = yes
					is_on_continent = europe
				}
				has_added_tension_amount = > 0.1
				num_of_factories = > 50
			}
			add_opinion_modifier = {
				target = ENG
				modifier = ENG_maintaining_the_balance_of_power_bad
			}
		}
	}
}
### Entity: Idea
Component: CZE_tatra_improved
Constructs: has_completed_focus, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_tatra_improved = {
	name = CZE_tatra
	picture = CZE_tatra
	allowed = {
		original_tag = CZE
	}
	visible = {
		has_completed_focus = CZE_grow_tatras_capabilities
	}
	research_bonus = {
		armor = 0.15
	}
	equipment_bonus = {
		medium_tank_chassis = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
	traits = {
		medium_tank_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: AUS_odilo_globocnik
Source: game
File: common/characters/AUS.txt

Code:
AUS_odilo_globocnik = {
	advisor = {
		slot = army_chief
		idea_token = AUS_odilo_globocnik
		allowed = {
			original_tag = AUS
		}
		traits = {
			army_chief_entrenchment_1
		}
		cost = 100
		ai_will_do = {
			base = 1
		}
	}
	name = AUS_odilo_globocnik
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_1
		}
	}
}
### Entity: Character
Component: JAP_jotaro_watanabe
Constructs: has_country_flag
Source: game
File: common/characters/JAP.txt

Code:
JAP_jotaro_watanabe = {
	name = JAP_jotaro_watanabe
	portraits = {
		army = {
			small = GFX_portrait_JAP_jotaro_watanabe_small
		}
	}
	advisor = {
		slot = high_command
		idea_token = JAP_jotaro_watanabe
		ledger = army
		allowed = {
			original_tag = JAP
		}
		visible = {
			NOT = {
				has_country_flag = JAP_jotaro_watanabe_was_killed
			}
		}
		available = {
			NOT = {
				has_country_flag = JAP_jotaro_watanabe_was_killed
			}
		}
		traits = {
			army_artillery_2
		}
		cost = 100
		ai_will_do = {
			base = 0.5
		}
	}
}
### Entity: Idea
Component: MAN_resource_investments
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_man_ideas.txt

Code:
MAN_resource_investments = {
	allowed = {
		always = yes
	}
	cancel = {
		has_government = communism
	}
	removal_cost = -1
	picture = raj_metal_and_steel_factory_ishapore
	modifier = {
		local_resources_factor = 0.15
	}
}
### Entity: Scripted Trigger
Component: PRC_all_nationalist_area_infiltration_discovered
Constructs: has_state_flag
Source: game
File: common/scripted_triggers/PRC_scripted_triggers.txt

Code:
PRC_all_nationalist_area_infiltration_discovered = {
	283 = {
		has_state_flag = discovered_infiltration
		PRC_is_infiltrated_by_PREV = yes
	}
	597 = {
		has_state_flag = discovered_infiltration
		PRC_is_infiltrated_by_PREV = yes
	}
	598 = {
		has_state_flag = discovered_infiltration
		PRC_is_infiltrated_by_PREV = yes
	}
	607 = {
		has_state_flag = discovered_infiltration
		PRC_is_infiltrated_by_PREV = yes
	}
	608 = {
		has_state_flag = discovered_infiltration
		PRC_is_infiltrated_by_PREV = yes
	}
	614 = {
		has_state_flag = discovered_infiltration
		PRC_is_infiltrated_by_PREV = yes
	}
	615 = {
		has_state_flag = discovered_infiltration
		PRC_is_infiltrated_by_PREV = yes
	}
	621 = {
		has_state_flag = discovered_infiltration
		PRC_is_infiltrated_by_PREV = yes
	}
}
### Entity: Idea
Component: CHI_beacon_of_socialism
Constructs: has_government, removal_cost, communism_drift, democratic_drift
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_beacon_of_socialism = {
	picture = GER_limited_democratic_principles
	cancel = {
		NOT = {
			has_government = communism
		} {
			has_government = democratic
		}
	}
	removal_cost = -1
	modifier = {
		communism_drift = 0.05
		democratic_drift = 0.05
		production_factory_start_efficiency_factor = 0.075
		production_factory_max_efficiency_factor = 0.05
		production_factory_efficiency_gain_factor = 0.075
		political_power_cost = 0.3
		consumer_goods_factor = -0.05
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Event
Component: NSB_soviet_foreign_politics_events.155
Constructs: is_triggered_only, limit, has_dlc, set_country_flag, give_resource_rights
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_foreign_politics_events.155
	title = NSB_soviet_foreign_politics_events.155.t
	desc = NSB_soviet_foreign_politics_events.155.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = NSB_soviet_foreign_politics_events.155.a
		activate_mission = SOV_preparations_for_operation_countenance
		custom_effect_tooltip = SOV_preparations_for_operation_countenance_tt
		IF = {
			limit = {
				has_dlc = Graveyard of Empires
			}
			set_country_flag = PER_operation_countenance_flag
		}
		effect_tooltip = {
			custom_effect_tooltip = SOV_operation_countenance_successful_tt
			puppet = PER
			transfer_state = 419 420 416 1000 1004
			PER = {
				give_resource_rights = {
					receiver = SOV
					state = 411
				} {
					receiver = SOV
					state = 412
				} {
					receiver = SOV
					state = 413
				}
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3A!!.html

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Hearts of Iron 4 Wiki talk
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File talk
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MediaWiki talk
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Template talk
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Help talk
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Category talk
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Beta talk
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### Entity: Character
Component: HRZ_acas
Source: game
File: common/characters/HRZ.txt

Code:
HRZ_acas = {
	advisor = {
		slot = high_command
		idea_token = HRZ_acas
		ledger = air
		allowed = {
			original_tag = HRZ
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_2
		}
	}
}
### Entity: National Focus
Tree: slo_focus
Component: SLO_small_arms_manufacturing
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_to_variable
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_small_arms_manufacturing
	icon = GFX_goal_generic_military_factories
	relative_position_id = SLO_industrial_effort
	x = -2
	y = 2
	prerequisite = {
		focus = SLO_transslovak_railways
	}
	cost = 10
	ai_will_do = {
		factor = 15
	}
	available = {

	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				70
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt SLO_modify_industry_tt
		add_to_variable = {
			SLO_i_industrial_capacity_factory = 0.15
			tooltip = industrial_capacity_factory_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3ACountry_navbox/country.html

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The following pages link to Template:Country navbox/country:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Countries (transclusion) ‎ (← links | edit)

Norway (transclusion) ‎ (← links | edit)

Germany (transclusion) ‎ (← links | edit)

France (transclusion) ‎ (← links | edit)

Italy (transclusion) ‎ (← links | edit)

Soviet Union (transclusion) ‎ (← links | edit)

United States (transclusion) ‎ (← links | edit)

United Kingdom (transclusion) ‎ (← links | edit)

Sweden (transclusion) ‎ (← links | edit)

Japan (transclusion) ‎ (← links | edit)

Netherlands (transclusion) ‎ (← links | edit)

Belgium (transclusion) ‎ (← links | edit)

Luxembourg (transclusion) ‎ (← links | edit)

Denmark (transclusion) ‎ (← links | edit)

Yugoslavia (transclusion) ‎ (← links | edit)

Czechoslovakia (transclusion) ‎ (← links | edit)

Poland (transclusion) ‎ (← links | edit)

Colombia (transclusion) ‎ (← links | edit)

Turkey (transclusion) ‎ (← links | edit)

Ethiopia (transclusion) ‎ (← links | edit)

Argentina (transclusion) ‎ (← links | edit)

Brazil (transclusion) ‎ (← links | edit)

Canada (transclusion) ‎ (← links | edit)

Switzerland (transclusion) ‎ (← links | edit)

Albania (transclusion) ‎ (← links | edit)

Austria (transclusion) ‎ (← links | edit)

Ecuador (transclusion) ‎ (← links | edit)

Venezuela (transclusion) ‎ (← links | edit)

Panama (transclusion) ‎ (← links | edit)

Romania (transclusion) ‎ (← links | edit)

Latvia (transclusion) ‎ (← links | edit)

Estonia (transclusion) ‎ (← links | edit)

Lithuania (transclusion) ‎ (← links | edit)

Bulgaria (transclusion) ‎ (← links | edit)

Finland (transclusion) ‎ (← links | edit)

Greece (transclusion) ‎ (← links | edit)

Portugal (transclusion) ‎ (← links | edit)

Ireland (transclusion) ‎ (← links | edit)

Template:Country navbox/country (transclusion) ‎ (← links | edit)

User:SaintDaveUK/sandbox (transclusion) ‎ (← links | edit)

Template:Country navbox (transclusion) ‎ (← links | edit)

British Raj (transclusion) ‎ (← links | edit)

Cuba (transclusion) ‎ (← links | edit)

Hungary (
# ... (truncated)
### Entity: Order of Battle
Component: air_wing_115
Source: game
File: history/units/CAT_ARAGON_1936.txt

Code:
air_wings = {
	115 = {
		fighter_equipment_0 = {
			owner = CAT
			amount = 36
		}
	}
}
### Entity: Character
Component: AFG_director_of_public_health
Constructs: stability_factor, conscription_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
AFG_director_of_public_health = {
	random = no
	sprite = 13
	stability_factor = 0.05
	political_power_factor = 0.05
	conscription_factor = 0.05
}
### Entity: Scripted Effect
Component: DEN_bop_occupation_high_increase_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_bop_occupation_high_increase_effect = {
	add_power_balance_value = {
		id = DEN_occupation_balance
		value = 0.2
	}
}
### Entity: Idea
Component: SUR_communist_guy
Constructs: has_government
Source: game
File: common/ideas/suriname.txt

Code:
SUR_communist_guy = {
	picture = generic_political_advisor_african_3
	allowed = {
		original_tag = SUR
	}
	traits = {
		communist_revolutionary
	}
	do_effect = {
		NOT = {
			has_government = communism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Event
Component: bftb_turkey.2
Constructs: is_triggered_only, add_war_support
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.2
	title = bftb_turkey.2.t
	desc = bftb_turkey.2.desc
	picture = GFX_report_event_tur_britain
	is_triggered_only = yes
	option = {
		name = bftb_turkey.2.a
		add_war_support = 0.05
	}
}
### Entity: Modifier Reference
Construct: modifier_army_sub_unit_cavalry_attack_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## modifier_army_sub_unit_cavalry_attack_factor

* Number with 2 decimal places
* **Categories**: army
### Entity: Idea
Component: SWE_marinverkstaderna
Constructs: research_bonus
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_marinverkstaderna = {
	allowed = {
		original_tag = SWE
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		atlantic_fleet_naval_manufacturer
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_marine_industries
Constructs: limit, completion_reward, is_controlled_by, is_coastal, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_marine_industries
	icon = GFX_goal_generic_construct_naval_dockyard
	x = 30
	y = 0
	cost = 10
	available_if_capitulated = yes
	available = {
		any_state = {
			is_controlled_by = ROOT
			is_coastal = yes
		}
	}
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_controlled_by = ROOT
				is_coastal = yes
			}
			prioritize = {
				468
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}