Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: cze_focus
Component: CZE_redouble_tank_development_efforts
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, complete_tooltip, add_to_variable, add_tech_bonus
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_redouble_tank_development_efforts
	icon = {
		GFX_focus_generic_army_tanks2 = {
			ROOT = {
				has_government = fascism
			}
		}
		GFX_goal_generic_army_tanks = yes
	}
	overlay = GFX_focus_overlay_cze_tank_focus
	prerequisite = {
		focus = CZE_national_defense_act
	}
	relative_position_id = CZE_national_defense_act
	x = 0
	y = 2
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		CZE_has_a_skoda_tank_focus = yes
	}
	complete_tooltip = {
		add_ideas = CZE_vtlu_idea
		custom_effect_tooltip = generic_skip_one_line_tt CZE_ceskoslovenska_armada_ns_intro_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_ceskoslovenska_armada_army_armor_attack_factor = 0.025
			tooltip = army_armor_attack_factor_tt
		}
		add_tech_bonus = {
			name = CZE_redouble_tank_development_efforts
			bonus = 0.75
			uses = 1
			category = armor
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:CZE_skoda_armor_organization = {
				add_mio_size = 1
				add_mio_funds_gain_factor = 0.25
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		else = {
			if = {
				limit = {
					has_idea = CZE_skoda_armor
				}
				swap_ideas = {
					remove_idea = CZE_skoda_armor
					add_idea = CZE_skoda_armor_improved
				}
			}
			else = {
				effect_tooltip = {
					swap_ideas = {
						remove_idea = CZE_skoda_armor
						add_idea = CZE_skoda_armor_improved
					}
				}
			}
		}
		add_breakthrough_progress = {
			specialization = specialization_land
			value = 0.25
		}
	}
	completion_reward = {
		CZE_vtlu_idea_go_up = yes
		custom_effect_tooltip = generic_skip_one_line_tt CZE_ceskoslovenska_armada_ns_intro_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_ceskoslovenska_armada_army_armor_attack_factor = 0.025
			tooltip = army_armor_attack_factor_tt
		}
		add_tech_bonus = {
			name = CZE_redouble_tank_development_efforts
			bonus = 0.75
			uses = 1
			category = armor
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:CZE_skoda_armor_organization = {
				add_mio_size = 1
				add_mio_funds_gain_factor = 0.25
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		else = {
			if = {
				limit = {
					has_idea = CZE_skoda_armor
				}
				swap_ideas = {
					remove_idea = CZE_skoda_armor
					add_idea = CZE_skoda_armor_improved
				}
			}
			else = {
				effect_tooltip = {
					swap_ideas = {
						remove_idea =
# ... (truncated)
### Entity: Event
Component: MUN_czech.1037
Constructs: is_triggered_only, ai_chance, set_country_flag
Source: game
File: events/MUN_Czechoslovakia.txt

Code:
country_event = {
	id = MUN_czech.1037
	title = MUN_czech.1037.t
	desc = MUN_czech.1037.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = MUN_czech.1037.a
		custom_effect_tooltip = CZE_cancel_anti_hungary_focus_tt
		set_country_flag = CZE_cancel_anti_hungary_focus
	} {
		name = MUN_czech.1037.b
		ai_chance = {
			base = 0
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PC_supply_hub
Constructs: limit, has_country_flag, set_temp_variable, check_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_misc.txt

Code:
EAI_PC_supply_hub = {
	set_temp_variable = {
		_project_building_type = global.EAI_PC_HUB
	} {
		_project_type_id = @EAI_PC_supply_hub_TYPE_ID
	} {
		_project_priority = @EAI_PC_supply_hub_PRIO
	} {
		_project_queue_max = 1
	}
	EAI_PC_supply_hub_STRATEGIES = yes
	if = {
		limit = {
			check_variable = {
				EAI_PC_supply_hub_STRATEGIES = 1
			}
		}
		if = {
			limit = {
				ROOT = {
					has_country_flag = EAI_construction_logging
				}
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | CONSTRUCTION: EAI_PC_supply_hub
		}
		EAI_PC_save_project_inputs = yes
		for_each_loop = {
			array = supply_hub_provinces_
			EAI_PC_get_project_inputs_provincial = yes
			var:global.EAI_MAP_province_state_id^v = {
				EAI_PC_start_project = yes
			}
		}
	}
	EAI_PC_clear_project_inputs = yes
}
### Entity: Idea
Component: KMT_the_dragon_swallowed_the_sun
Constructs: research_speed_factor, stability_factor, war_support_factor, production_speed_buildings_factor, removal_cost, is_subject
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_the_dragon_swallowed_the_sun = {
	removal_cost = -1
	picture = man_low_legitimacy5
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		is_subject = yes
	}
	on_remove = {

	}
	modifier = {
		political_power_factor = 0.05
		research_speed_factor = 0.1
		stability_factor = 0.05
		war_support_factor = 0.05
		production_speed_buildings_factor = 0.1
	}
	targeted_modifier = {
		tag = JAP
		attack_bonus_against = 0.05
	}
}
### Entity: Event
Component: axis_minors_vichy_france.12
Constructs: has_country_flag, fire_only_once, has_cosmetic_tag, has_global_flag, add_corps_commander_role, set_country_flag
Source: game
File: events/r56_vichy_france.txt

Code:
country_event = {
	id = axis_minors_vichy_france.12
	title = axis_minors_vichy_france.12.t
	desc = axis_minors_vichy_france.12.desc
	picture = GFX_report_event_french_liberation
	trigger = {
		OR = {
			tag = FRA
			has_cosmetic_tag = FRA_UK
		} {
			has_global_flag = germany_refused_second_armistice
			AND = {
				date = > 1942.1.1
				OR = {
					controls_state = 14 15 29 30 24 27 18 17 28 33 23 25 26 20 19 31 22 21 32 735
				}
			}
		}
		NOT = {
			has_country_flag = de_lattre_commander
		}
	}
	mean_time_to_happen = {
		days = 212
	}
	fire_only_once = yes
	option = {
		name = axis_minors_vichy_france.12.a
		add_corps_commander_role = {
			character = FRA_jean_de_lattre_de_tassigny
			traits = {
				trickster armor_officer brilliant_strategist cavalry_officer war_hero
			}
			skill = 5
			attack_skill = 5
			defense_skill = 3
			planning_skill = 5
			logistics_skill = 5
		}
		set_country_flag = de_lattre_commander
	}
}
### Entity: Decision
Component: category_exile_forces
Constructs: add_equipment_to_stockpile, has_war, fire_only_once, set_temp_variable, has_equipment, has_legitimacy, is_exiled_in, is_controlled_by
Source: game
File: common/decisions/_exiled_governments_decisions.txt

Code:
category_exile_forces = {
	weapons_for_the_resistance = {
		icon = generic_ignite_civil_war
		cost = 50
		available = {
			hidden_trigger = {
				FROM = {
					set_temp_variable = {
						resistance_equipment_needed = num_owned_states
					}
					subtract_from_temp_variable = {
						resistance_equipment_needed = num_owned_controlled_states
					}
				}
				multiply_temp_variable = {
					resistance_equipment_needed = 75
				}
			}
			has_equipment = {
				infantry_equipment = > resistance_equipment_needed
			}
			FROM = {
				has_legitimacy = > 25
			}
		}
		visible = {
			FROM = {
				has_legitimacy = > 15
				is_exiled_in = ROOT
			}
			any_enemy_country = {
				FROM = {
					any_owned_state = {
						is_controlled_by = PREV.PREV
					}
				}
			}
		}
		target_array = exiles
		target_trigger = {
			FROM = {
				is_exiled_in = ROOT
			}
		}
		days_remove = 120
		complete_effect = {
			hidden_effect = {
				FROM = {
					set_temp_variable = {
						resistance_equipment_needed = num_owned_states
					}
					subtract_from_temp_variable = {
						resistance_equipment_needed = num_owned_controlled_states
					}
				}
				multiply_temp_variable = {
					resistance_equipment_needed = -75
				}
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = resistance_equipment_needed
			}
			FROM = {
				add_timed_idea = {
					idea = idea_weapons_for_the_resistance
					days = 120
				}
			}
		}
		ai_will_do = {
			base = 0.01
		}
	}
	unity_parade = {
		icon = generic_nationalism
		cost = 50
		available = {
			FROM = {
				has_legitimacy = > 50
				any_war_score = > 2
			}
			has_war_support = < 0.8
		}
		visible = {
			has_war = yes
			FROM = {
				is_exiled_in = ROOT
				has_legitimacy = > 40
			}
		}
		fire_only_once = yes
		target_array = exiles
		target_trigger = {
			FROM = {
				is_exiled_in = ROOT
			}
		}
		targeted_modifier = {
			tag = FROM
			targeted_legitimacy_daily = -0.5
		}
		modifier = {
			war_support_weekly = 0.01
			political_power_cost = 0.15
		}
		days_remove = 45
		ai_will_do = {
			base = 0.01
			modifier = {
				factor = 0
				has_war_support = > 0.7
			} {
				has_political_power = < 150
				political_power_daily = < 0.85
				factor = 0
			} {
				has_war_support = < 0.5
				factor = 2
			} {
				has_war_support = < 0.3
				factor = 10
			}
		}
	}
	joint_training_exercise = {
		icon = eng_blackshirt_march
		cost = 0
	
# ... (truncated)
### Entity: Idea
Component: GER_german_swedish_trade_agreement
Constructs: production_speed_buildings_factor
Source: game
File: common/ideas/GER.txt

Code:
GER_german_swedish_trade_agreement = {
	picture = generic_foreign_capital
	allowed = {
		original_tag = SWE
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		production_speed_buildings_factor = 0.08
	}
}
### Entity: AI Strategy
Component: FRA_abandon_LIT_against_ussr_if_at_war_with_major
Constructs: has_government, has_war_with, is_major
Source: game
File: common/ai_strategy/r56_FRA.txt

Code:
FRA_abandon_LIT_against_ussr_if_at_war_with_major = {
	allowed = {
		original_tag = FRA
	}
	enable = {
		FRA = {
			has_government = democratic
			NOT = {
				has_war_with = SOV
			} {
				has_war_with = LIT
			}
		}
		any_country = {
			is_major = yes
			NOT = {
				tag = SOV
			}
			has_war_with = FRA
		}
		country_exists = SOV LIT
	}
	abort = {
		NOT = {
			country_exists = LIT
		}
	}
	ai_strategy = {
		type = befriend
		id = LIT
		value = -1500
	} {
		type = alliance
		id = LIT
		value = -150
	} {
		type = diplo_action_desire
		id = LIT
		target = guarantee
		value = -20
	}
}
### Entity: Military Industrial Organization
Component: GER_heinkel_organization
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, has_dlc, has_invited_mio_tt, has_invited_heinkel_mio_flag, is_subject
Source: game
File: common/military_industrial_organization/organizations/GER_organization.txt

Code:
GER_heinkel_organization = {
	include = generic_heavy_aircraft_organization
	icon = GFX_idea_heinkel
	allowed = {
		OR = {
			original_tag = GER
			AND = {
				original_tag = BUL
				has_dlc = Battle for the Bosporus
			}
			NOR_AAT = yes
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = GER
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = GER
				}
			}
		} {
			limit = {
				FROM = {
					original_tag = BUL
				}
			}
			custom_trigger_tooltip = {
				tooltip = has_invited_mio_tt
				FROM = {
					has_country_flag = has_invited_heinkel_mio_flag
				}
			}
			FROM = {
				OR = {
					is_subject = no
					is_subject_of = GER
				}
				NOT = {
					has_completed_focus = BUL_nationalization
				}
			}
		}
		ELSE_IF = {
			limit = {
				FROM = {
					original_tag = NOR
				}
			}
			FROM = {
				has_completed_focus = NOR_invite_german_engineers
			}
		}
	}
	tree_header_text = {
		text = mio_header_design_department
		x = 2
	} {
		text = mio_header_operational_department
		x = 7
	}
	override_trait = {
		token = generic_mio_trait_advanced_turbochargers
		position = {
			x = 0
			y = 1
		}
	} {
		token = generic_mio_trait_extended_rear_fuselage
		position = {
			x = 5
			y = 0
		}
	} {
		token = generic_mio_trait_pressurized_cockpit
		position = {
			x = 2
			y = 1
		}
	}
	add_trait = {
		token = GER_mio_trait_doppel_blitz
		name = GER_mio_trait_doppel_blitz
		icon = GFX_generic_mio_department_icon_plane_heavy_engine
		special_trait_background = yes
		position = {
			x = 3
			y = 0
		}
		relative_position_id = generic_mio_trait_reinforced_frames
		equipment_bonus = {
			maximum_speed = 0.05
		}
	} {
		token = GER_mio_trait_advanced_night_equipment
		name = GER_mio_trait_advanced_night_equipment
		icon = GFX_generic_mio_trait_icon_detection
		special_trait_background = yes
		position = {
			x = -1
			y = 1
		}
		relative_position_id = generic_mio_trait_pressurized_cockpit
		all_parents = {
			generic_mio_trait_pressurized_cockpit
		}
		equipment_bonus = {
			night_penalty = -0.05
		}
	} {
		token = GER_mio_trait_stepless_cockpit
		name = GER_mio_trait_stepless_cockpit
		icon = GFX_generic_mio_trait_icon_strategic_attack
		special_trait_background = yes
		position = {
			x = 1
			y = 1
		}
		relative_position_id = generic_mio_trait_pressurized_cockpit
		all_parents = {
			generic_mio_trait_pressurized_cockpit
		}
# ... (truncated)
### Entity: National Focus
Tree: bul_focus
Component: BUL_recover_italian_territories
Constructs: prerequisite, limit, has_war_with, completion_reward, is_subject, random_hours, is_in_faction_with
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_recover_italian_territories
	prerequisite = {
		focus = BUL_bury_the_grudges_of_the_past
	}
	icon = GFX_focus_attack_italy
	relative_position_id = BUL_bury_the_grudges_of_the_past
	x = 2
	y = 1
	cost = 10
	available = {
		country_exists = ITA
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		ITA = {
			country_event = {
				id = bftb_bulgaria_balkan_federation.12
				hours = 6
				random_hours = 4
			}
		}
		if = {
			limit = {
				ITA = {
					OR = {
						has_war_with = ROOT
						any_allied_country = {
							is_in_faction_with = ITA
							has_war_with = ROOT
						}
					}
				}
			}
			custom_effect_tooltip = BUL_recover_italian_territories_ita_will_refuse_tt
		}
	}
}
### Entity: Event
Component: bftb_turkey.49
Constructs: is_triggered_only, add_stability
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.49
	title = bftb_turkey.49.t
	desc = bftb_turkey.49.desc
	picture = GFX_report_event_tur_the_montreux_convention
	is_triggered_only = yes
	option = {
		name = bftb_turkey.49.a
		add_stability = -0.05
	}
}
### Entity: Trigger Reference
Construct: pc_is_forced_government_to
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## pc_is_forced_government_to

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Checks if country has had their government force-changed to a certain ideology in the peace conference.
Example:
CZE = { pc_is_forced_government_to = communism }
```