Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Wiki Documentation
Construct: html
Source: wiki
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### Entity: National Focus
Component: r56_RAJ_bomber_focus
Constructs: prerequisite, completion_reward, add_tech_bonus, bomber_bonus
Source: game
File: common/national_focus/r56_india_revolt.txt

Code:
focus = {
	id = r56_RAJ_bomber_focus
	icon = GFX_goal_generic_air_bomber
	prerequisite = {
		focus = r56_RAJ_aviation_effort
	}
	mutually_exclusive = {
		focus = r56_RAJ_fighter_focus
	}
	x = 1
	y = 1
	relative_position_id = r56_RAJ_aviation_effort
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = bomber_bonus
			bonus = 1.0
			uses = 2
			technology = strategic_bomber1 strategic_bomber2 strategic_bomber3
			category = tactical_bomber
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_guns_for_the_people
Constructs: prerequisite, add_ideas, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_guns_for_the_people
	icon = GFX_goal_generic_armed_protest
	relative_position_id = EGY_islamic_militarism
	x = -1
	y = 1
	cost = 7.2
	prerequisite = {
		focus = EGY_islamic_militarism
	}
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_ideas = EGY_rapid_weapon_production
		random_owned_controlled_state = {
			prioritize = {
				447
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: GRE_neorio_syros_organization
Constructs: equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/r56_GRE_organization.txt

Code:
GRE_neorio_syros_organization = {
	name = Neorio Syros
	include = generic_task_force_ship_organization
	icon = GFX_idea_generic_naval_manufacturer_3
	allowed = {
		original_TAG = GRE
	}
	initial_trait = {
		name = generic_mio_initial_trait_task_force_ship_builders
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		equipment_bonus = {
			max_strength = 0.05
		}
	}
}
### Entity: Event
Component: siam.37
Constructs: is_triggered_only, add_ideas, fire_only_once, remove_dynamic_modifier, add_timed_idea
Source: game
File: events/TAOG_Siam.txt

Code:
country_event = {
	id = siam.37
	title = siam.37.t
	desc = siam.37.desc
	picture = GFX_report_event_generic_handshake
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = siam.37.a
		remove_dynamic_modifier = {
			modifier = idea_SIA_printing_money
		}
		add_ideas = idea_SIA_japan_repaying_debts
		JAP = {
			remove_dynamic_modifier = {
				modifier = idea_SIA_printing_money_JAP
			}
			add_timed_idea = {
				idea = idea_SIA_japan_repaying_debts_JAP
				days = 730
			}
		}
	}
}
### Entity: Event
Component: rt56.rom_bulgaria_situation.1
Constructs: is_triggered_only, ai_chance, has_government, is_in_faction_with, is_faction_leader
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_bulgaria_situation.1
	title = rt56.rom_bulgaria_situation.1.t
	desc = rt56.rom_bulgaria_situation.1.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = rt56.rom_bulgaria_situation.1.a
		ai_chance = {
			base = 2
			modifier = {
				factor = 2
				FROM = {
					has_government = ROOT
				}
			} {
				factor = 3
				FROM = {
					is_in_faction_with = ENG
				}
			} {
				factor = 3
				FROM = {
					is_in_faction_with = ITA
				}
			}
		}
		FROM = {
			country_event = {
				id = rt56.rom_bulgaria_situation.2
				days = 3
			}
		}
	} {
		name = rt56.rom_bulgaria_situation.1.b
		ai_chance = {
			base = 2
			modifier = {
				factor = 4
				ROOT = {
					is_in_faction_with = GER
				}
			} {
				factor = 2
				ROOT = {
					is_faction_leader = yes
				}
			}
		}
		FROM = {
			country_event = {
				id = rt56.rom_bulgaria_situation.3
				days = 3
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_Infantry_Width_10_PRESET
Constructs: limit
Source: game
File: common/scripted_triggers/EAI_ai_presets.txt

Code:
EAI_Infantry_Width_10_PRESET = {
	if = {
		limit = {
			EAI_MODE_normal = yes
		}
		OR = {
			OR = {
				original_tag = CHI SHX GXC YUN PRC XSM
			}
			original_tag = FIN NOR SIK MAN MEN TIB NEP BHU MON INS AOI
		}
	}
	else_if = {
		limit = {
			EAI_MODE_challenging = yes
		}
		OR = {
			OR = {
				original_tag = CHI SHX GXC YUN PRC XSM
			}
			original_tag = FIN NOR SIK MAN MEN TIB NEP BHU MON INS AOI
		}
	}
}
### Entity: Idea
Component: r56_CAN_nrma_idea
Constructs: stability_factor, production_speed_buildings_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_nrma_idea = {
	name = r56_CAN_nrma
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_manpower_bonus
	modifier = {
		production_speed_buildings_factor = 0.1
		conscription_factor = 0.1
		stability_factor = -0.05
	}
}
### Entity: Order of Battle
Component: Yokusaka Tokubetsu Rikusentai
Constructs: division_template
Source: game
File: history/units/JAP_1936.txt

Code:
division = {
	name = Yokusaka Tokubetsu Rikusentai
	location = 9998
	division_template = Rikusentai
	start_experience_factor = 0.3
}
### Entity: National Focus
Tree: hon_focus
Component: HON_liberate_central
Constructs: prerequisite, remove_ideas, add_war_support, completion_reward, clr_country_flag
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_liberate_central
	icon = GFX_goal_MEX_march_southwards
	prerequisite = {
		focus = HON_peoples_army
	}
	relative_position_id = HON_peoples_army
	x = 0
	y = 1
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_war_support = 0.1
		clr_country_flag = monroe_doctrine
		remove_ideas = USA_monroe_doctrine_idea
	}
}
### Entity: Idea
Component: JAP_revolutionary_fervour
Constructs: has_government, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_japan.txt

Code:
JAP_revolutionary_fervour = {
	name = JAP_revolutionary_fervour
	allowed = {
		original_tag = JAP
		has_government = communism
	}
	picture = FRA_scw_intervention_republicans_focus
	removal_cost = -1
	modifier = {
		army_org_factor = 0.05
		industrial_capacity_factory = 0.1
	}
}
### Entity: Character
Component: polish_peasant_champion
Constructs: stability_factor, conscription_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
polish_peasant_champion = {
	random = no
	sprite = 13
	stability_factor = 0.1
	conscription_factor = 0.05
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_national_research_grants
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_national_research_grants
	icon = GFX_focus_research
	x = 1
	y = 2
	cost = 5
	prerequisite = {
		focus = PRU_finance_construction_programs
	}
	relative_position_id = PRU_finance_construction_programs
	ai_will_do = {
		factor = 5
	}
	available = {
		amount_research_slots = < 6
	}
	bypass = {
		amount_research_slots = > 5
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Decision
Component: TUR_bolstering_our_armed_forces
Constructs: has_completed_focus, every_owned_state, add_war_support, add_stability, fire_only_once, complete_effect, set_rule, is_fully_controlled_by
Source: game
File: common/decisions/r56_TUR_decisions.txt

Code:
TUR_bolstering_our_armed_forces = {
	TUR_allow_women_in_the_airforce = {
		icon = GFX_decision_eng_trade_unions_support
		fire_only_once = yes
		cost = 20
		complete_effect = {
			add_stability = 0.01
			add_war_support = 0.02
			set_rule = {
				can_generate_female_aces = yes
			}
		}
	}
	cakmak_line = {
		icon = generic_construction
		fire_only_once = yes
		cost = 30
		highlight_states = {
			highlight_states_trigger = {
				state = 341
			}
		}
		visible = {
			OR = {
				has_completed_focus = TUR_the_montreux_convention_r56 TUR_defending_our_borders
			}
		}
		available = {
			341 = {
				is_fully_controlled_by = ROOT
			}
			797 = {
				is_fully_controlled_by = ROOT
			}
			has_completed_focus = TUR_defending_our_borders
		}
		days_remove = 70
		modifier = {
			civilian_factory_use = 1
		}
		remove_effect = {
			custom_effect_tooltip = fortifies_all_provinces_edirne_tt
			hidden_effect = {
				341 = {
					add_building_construction = {
						type = anti_air_building
						level = 1
						instant_build = yes
					} {
						type = bunker
						province = 849
						level = 2
						instant_build = yes
					} {
						type = bunker
						province = 11842
						level = 2
						instant_build = yes
					} {
						type = bunker
						province = 922
						level = 2
						instant_build = yes
					} {
						type = bunker
						province = 3893
						level = 2
						instant_build = yes
					}
				}
				797 = {
					add_building_construction = {
						type = anti_air_building
						level = 1
						instant_build = yes
					}
				}
			}
		}
	}
	expand_the_soviet_turkish_borderdefenses = {
		icon = generic_construction
		fire_only_once = yes
		cost = 40
		highlight_states = {
			highlight_states_trigger = {
				state = 354
			}
		}
		available = {
			354 = {
				is_fully_controlled_by = ROOT
			}
			800 = {
				is_fully_controlled_by = ROOT
			}
			has_completed_focus = TUR_defending_our_borders
		}
		days_remove = 80
		modifier = {
			civilian_factory_use = 1
		}
		remove_effect = {
			custom_effect_tooltip = fortifies_all_provinces_against_SOV_tt
			hidden_effect = {
				every_owned_state = {
					add_building_construction = {
						type = bunker
						level = 2
						instant_build = yes
						province = {
							all_provinces = yes
							limit_to_border_country = SOV
						}
					}
				}
				354 = {
					add_building_construction = {
						type = anti_air_building
			
# ... (truncated)
### Entity: Country History
Country: YUN
Component: YUN_technology
Constructs: set_technology
Source: game
File: history/countries/YUN - Yunnan.txt

Code:
# Starting Technologies for YUN
set_technology = {
	infantry_weapons = 1
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_proclaim_united_arab_republic
Constructs: prerequisite, has_government, completion_reward, is_subject, cancel_if_invalid, set_cosmetic_tag
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_proclaim_united_arab_republic
	icon = GFX_focus_IRQ_proclaim_united_arab_republic
	prerequisite = {
		focus = IRQ_regime_change_in_arabia
	}
	x = 0
	y = 2
	relative_position_id = IRQ_regime_change_in_arabia
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		is_subject = no
		has_government = fascism
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		hidden_effect = {
			drop_cosmetic_tag = yes
		}
		set_cosmetic_tag = IRQ_united_arab_republic
		custom_effect_tooltip = IRQ_arab_republic_core_tt
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_peace_with_the_salazaristas
Constructs: prerequisite, add_stability, completion_reward, add_popularity, swap_ideas, remove_idea, add_idea, every_army_leader
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_peace_with_the_salazaristas
	mutually_exclusive = {
		focus = POR_crush_moderate_defiance
	}
	prerequisite = {
		focus = POR_all_against_the_bolshevik_threat
	}
	icon = GFX_focus_POL_beck_ribbentrop
	cost = 8
	x = 1
	y = 1
	relative_position_id = POR_all_against_the_bolshevik_threat
	completion_reward = {
		add_stability = 0.03
		add_popularity = {
			ideology = fascism
			popularity = -0.12
		}
		custom_effect_tooltip = CHL_skip_one_line_tt available_political_advisor CHL_skip_one_line_tt
		swap_ideas = {
			remove_idea = POR_all_against_the_bolshevik_threat_idea
			add_idea = POR_peace_with_the_salazaristas_idea
		}
		show_ideas_tooltip = POR_luis_maria_lopes_da_fenseca
		every_army_leader = {
			add_logistics = 1
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: WW_hungary.36
Constructs: is_triggered_only, ai_chance, fire_only_once, add_to_faction
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.36
	title = WW_hungary.36.t
	desc = WW_hungary.36.desc
	picture = GFX_report_event_hungary_parliament
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = WW_hungary.36.a
		ai_chance = {
			base = 100
		}
		FROM = {
			add_to_faction = ROOT
		}
	}
}
### Entity: Order of Battle
Component: air_wing_500
Source: game
File: history/units/BRA_1936_air_legacy.txt

Code:
air_wings = {
	500 = {
		fighter_equipment_0 = {
			owner = BRA
			amount = 24
		}
	}
}
### Entity: Joint Focus
Component: NORDIC_nordic_industry
Constructs: every_owned_state, prerequisite, limit, joint_focus, completion_reward, is_controlled_by, add_extra_state_shared_building_slots, random_select_amount
Source: game
File: common/national_focus/nordic_shared.txt

Code:
joint_focus = {
	id = NORDIC_nordic_industry
	icon = {
		GFX_focus_NORDIC_dem_civilian = {
			NORDIC_democratic_alliance_viable = yes
		} yes
		GFX_focus_NORDIC_com_civilian = {
			NORDIC_communist_alliance_viable = yes
		}
		GFX_focus_NORDIC_mon_civilian = {
			NORDIC_monarchist_alliance_viable = yes
		}
	}
	dynamic = yes
	prerequisite = {
		focus = NORDIC_nordic_construction_developments
	}
	x = -2
	y = 1
	relative_position_id = NORDIC_nordic_construction_developments
	cost = 10
	text_icon = NORDIC_focus_style
	available = {
		num_of_civilian_factories = > 15
		NORDIC_basic_available_trigger = yes
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	joint_trigger = {
		NORDIC_basic_joint_trigger = yes
	}
	completion_reward = {

	}
	completion_reward_joint_originator = {
		every_owned_state = {
			limit = {
				is_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				NOT = {
					state = 914
				}
			}
			add_extra_state_shared_building_slots = 1
			random_select_amount = 3
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	completion_reward_joint_member = {
		every_owned_state = {
			limit = {
				is_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				NOT = {
					state = 914
				}
			}
			random_select_amount = 2
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Idea
Component: COG_cooperating_with_the_congolese_churches
Constructs: research_speed_factor, stability_factor, removal_cost
Source: game
File: common/ideas/congo.txt

Code:
COG_cooperating_with_the_congolese_churches = {
	picture = ARG_liberation_theology
	allowed = {
		original_tag = COG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		research_speed_factor = -0.05
		stability_factor = 0.15
		political_power_factor = 0.1
	}
}
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_Military_Build
Constructs: shared_focus, prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_Military_Build
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = neutrality_focus interventionism_focus
	}
	mutually_exclusive = {
		focus = GEN_Anti_Invasion
	}
	x = -1
	y = 1
	relative_position_id = neutrality_focus
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = GEN_Military_Build_I
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_merge_army_complexes
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_capitulated, random_core_state, is_fully_controlled_by, remove_building
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_merge_army_complexes
	icon = GFX_focus_generic_annex_country
	x = 0
	y = 1
	cost = 5
	prerequisite = {
		focus = SWE_centralized_military_aid
	}
	relative_position_id = SWE_centralized_military_aid
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = SWE_merge_army_complexes_tt
		for_each_scope_loop = {
			array = SWE_nordic_defense_council_members
			if = {
				limit = {
					has_capitulated = no
				}
				random_core_state = {
					limit = {
						is_fully_controlled_by = PREV
						arms_factory = > 0
					}
					remove_building = {
						type = arms_factory
						level = 1
					}
				}
				ROOT = {
					random_core_state = {
						limit = {
							is_fully_controlled_by = THIS
							free_building_slots = {
								building = arms_factory
								size = > 0
								include_locked = yes
							}
						}
						add_building_construction = {
							type = arms_factory
							level = 1
							instant_build = yes
						}
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: PHI_slippery_slope_timed_idea
Constructs: fascism_drift
Source: game
File: common/ideas/philippines.txt

Code:
PHI_slippery_slope_timed_idea = {
	picture = generic_neutrality_drift_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		fascism_drift = 0.1
	}
}
### Entity: Event
Component: palestine.8
Constructs: is_triggered_only, add_stability
Source: game
File: events/Palestine.txt

Code:
country_event = {
	id = palestine.8
	picture = GFX_report_event_french_resistance_02
	title = palestine.8.t
	desc = palestine.8.d
	is_triggered_only = yes
	option = {
		name = palestine.8.a
		add_stability = -0.1
	}
}
### Entity: Event
Component: AAT_norway.20
Constructs: is_triggered_only, ai_chance, add_stability, set_global_flag
Source: game
File: events/AAT_Norway.txt

Code:
country_event = {
	id = AAT_norway.20
	title = AAT_norway.20.t
	desc = AAT_norway.20.desc
	picture = GFX_report_event_NOR_queen_maud_funeral
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			set_global_flag = NOR_the_norwegian_queen_is_dead
		}
	}
	option = {
		name = AAT_norway_monarchist.2.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		add_stability = -0.05
	}
}
### Entity: Idea
Component: EAI_HARD/medium_tank_flame_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_HARD/medium_tank_flame_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_flame_chassis = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: Event
Component: liechtenstein.8
Constructs: is_triggered_only, fire_only_once, add_ai_strategy
Source: game
File: events/Liechtenstein.txt

Code:
country_event = {
	id = liechtenstein.8
	picture = GFX_report_event_SWI_soldier_gathering
	title = liechtenstein.8.t
	desc = liechtenstein.8.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = liechtenstein.8.a
		add_ai_strategy = {
			type = prepare_for_war
			id = LIE
			value = 20
		}
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_expand_the_technical_university_of_budapest
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_research_slot
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_expand_the_technical_university_of_budapest
	icon = GFX_focus_research
	prerequisite = {
		focus = HUN_expand_the_manfred_weiss_steel_works
	} {
		focus = HUN_expand_the_aluminum_industry
	}
	x = -2
	y = 3
	relative_position_id = HUN_civilian_industry
	cost = 10
	ai_will_do = {
		factor = 100
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_REF_16
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_REF_16 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_REF
			value = 16
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = synthetic_refinery
		value = 16
	}
}
### Entity: Unit Template
Component: POL_THEME_KINGS
Constructs: has_government
Source: game
File: common/units/names_ships/POL_ship_names.txt

Code:
POL_THEME_KINGS = {
	name = NAME_THEME_KINGS
	for_countries = {
		POL
	}
	can_use = {
		not = {
			has_government = communism
		}
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship battle_cruiser ship_hull_carrier carrier
	}
	prefix = ORP 
	unique = {
		Stefan Batory Jan III Sobieski Kazimierz Wielki Bolesław Chrobry Zygmunt III Waza Władysław IV Waza Władysław Jagiełło Zygmunt I Stary Władysław Łokietek Kazimierz Jagielończyk Zygmunt II August Bolesław Śmiały
	}
}