Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: lie_focus
Component: LIE_join_CZE_industry
Constructs: prerequisite, limit, completion_reward, random_owned_state, is_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_join_CZE_industry
	icon = GFX_goal_generic_state_economy
	prerequisite = {
		focus = LIE_unite_west_slavia
	}
	relative_position_id = LIE_unite_west_slavia
	x = 0
	y = 2
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_state = {
			prioritize = {
				9
			}
			limit = {
				is_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		} {
			prioritize = {
				88
			}
			limit = {
				is_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_offer_military_production_support
Constructs: prerequisite, limit, every_country, completion_reward, is_guaranteed_by, is_in_faction_with, add_timed_idea
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_offer_military_production_support
	icon = GFX_focus_generic_license_production
	prerequisite = {
		focus = GER_safeguard_the_baltic_ww GER_tributes_for_guarantees GER_danzig_for_guarantees_ww GER_safeguard_poland
	}
	x = 5
	y = 1
	relative_position_id = GER_safeguard_poland
	cost = 5
	available = {
		any_country = {
			OR = {
				original_tag = LIT LAT POL EST UBD BLR KSH SIL UKR
			} {
				is_guaranteed_by = ROOT
				is_in_faction_with = ROOT
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_timed_idea = {
			idea = GER_invesments_into_minor_partners_cost
			days = 180
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				NOT = {
					any_country = {
						OR = {
							original_tag = LIT LAT POL EST UBD BLR KSH SIL UKR
						} {
							is_guaranteed_by = ROOT
							is_in_faction_with = ROOT
						}
					}
				}
			}
			custom_effect_tooltip = GER_offer_military_production_support_tt
			show_ideas_tooltip = GER_FIN_industrial_support
		}
		every_country = {
			limit = {
				OR = {
					original_tag = LIT LAT POL EST UBD BLR KSH SIL UKR
				} {
					is_guaranteed_by = ROOT
					is_in_faction_with = ROOT
				}
				exists = yes
			}
			add_timed_idea = {
				idea = GER_FIN_industrial_support
				days = 730
			}
		}
	}
}
### Entity: Idea
Component: PAL_al_aqsa_martyrs_idea
Constructs: removal_cost, send_volunteer_divisions_required, send_volunteer_factor
Source: game
File: common/ideas/palestine.txt

Code:
PAL_al_aqsa_martyrs_idea = {
	picture = FRA_scw_intervention_nationalists_focus
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		send_volunteer_divisions_required = -0.5
		send_volunteer_factor = 0.5
	}
}
### Entity: National Focus
Tree: lat_focus
Component: LAT_redraft_the_constitution
Constructs: prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/r56_latvia.txt

Code:
focus = {
	id = LAT_redraft_the_constitution
	icon = GFX_goal_constitution
	prerequisite = {
		focus = LAT_assemble_a_new_seima
	}
	relative_position_id = LAT_assemble_a_new_seima
	x = -1
	y = 1
	cost = 7.15
	available_if_capitulated = yes
	available = {
		has_government = democratic
	}
	ai_will_do = {
		factor = 3
	}
	bypass = {

	}
	completion_reward = {
		add_ideas = LAT_redraft_the_constitution
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Capital.html

Doc:
A capital is a city or town from which a nation governs. In Hearts of Iron IV, a capital can be considered strategically more important than others
### Entity: Idea
Component: COG_expansionism
Constructs: removal_cost
Source: game
File: common/ideas/congo.txt

Code:
COG_expansionism = {
	picture = MEX_politicised_army
	allowed = {
		original_tag = COG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		justify_war_goal_time = -0.3
		generate_wargoal_tension = -0.4
	}
}
### Entity: Idea
Component: PRC_the_internal_enemy_SIK_upgraded
Constructs: removal_cost
Source: game
File: common/ideas/comchina.txt

Code:
PRC_the_internal_enemy_SIK_upgraded = {
	allowed = {
		always = no
	}
	removal_cost = -1
	targeted_modifier = {
		tag = SIK
		attack_bonus_against = 0.1
		breakthrough_bonus_against = 0.1
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_doctrines_of_the_present
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_doctrines_of_the_present
	icon = GFX_goal_generic_army_doctrines
	prerequisite = {
		focus = BEL_equipement_modernization
	}
	relative_position_id = BEL_equipement_modernization
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		base = 5
	}
	available_if_capitulated = yes
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_reapproachment_with_the_tribes
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_timed_idea
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_reapproachment_with_the_tribes
	icon = GFX_focus_generic_concessions
	prerequisite = {
		focus = IRQ_encourage_federalism
	}
	x = 0
	y = 1
	relative_position_id = IRQ_encourage_federalism
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_MANPOWER FOCUS_FILTER_MILITARY_CHARACTER
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_timed_idea = {
			idea = IRQ_appeasing_the_local_tribes_idea
			days = 360
		}
		custom_effect_tooltip = generic_skip_one_line_tt IRQ_reapproachment_with_the_tribes_tt
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_new_state_enterprise
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_new_state_enterprise
	icon = GFX_focus_generic_industry_1
	prerequisite = {
		focus = TUR_accomplishing_ataturks_dream
	}
	x = 0
	y = 1
	relative_position_id = TUR_accomplishing_ataturks_dream
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				797
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		} {
			prioritize = {
				49
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_TUR_KEMALISM
	}
}
### Entity: Character
Component: PER_soleiman_eskandari
Source: game
File: common/characters/PER.txt

Code:
PER_soleiman_eskandari = {
	name = PER_soleiman_eskandari
	portraits = {
		civilian = {
			large = GFX_portrait_PER_soleiman_eskandari
		}
	}
	country_leader = {
		ideology = marxism
		expire = 1965.1.1.1
		id = -1
		traits = {
			council_communist
		}
	}
}
### Entity: Decision
Component: MON_greater_mongolia
Source: game
File: common/decisions/categories/MON_decision_categories.txt

Code:
MON_greater_mongolia = {
	priority = 20
	icon = generic_political_discourse
	picture = GFX_decision_cat_picture_macedonian_organizations
	allowed = {
		OR = {
			original_tag = MON MEN TAN BYA KAL
		}
	}
	on_map_area = {
		name = GEN_control_of_these_states_is_required_to_form_the_nation
		target_array = global.r56_formables_states_array
		target_trigger = {
			FROM = {
				OR = {
					state = 330 817 818 819 820 329 618 760 616 746 621 611 612 761 715 946 1119 1122
				}
			}
		}
		zoom = 400
	}
}
### Entity: Character
Component: SRL_junius_richard_jayewardene
Source: game
File: common/characters/SRL.txt

Code:
SRL_junius_richard_jayewardene = {
	name = Junius Richard Jayewardene
	portraits = {
		civilian = {
			large = gfx/leaders/SRL/r56_portrait_SRL_Junius_Richard_Jayewardene.dds
		}
	}
	country_leader = {
		ideology = fascism_ideology
		traits = {
			indomitable_perseverance
		}
		expire = 1965.1.1
		id = -1
	}
}
### Entity: Idea
Component: FIN_national_industry_final
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/finland.txt

Code:
FIN_national_industry_final = {
	name = FIN_national_industry_expand
	picture = SOV_third_five_year_plan_military
	allowed = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		industrial_capacity_factory = 0.03
		production_speed_arms_factory_factor = 0.05
		production_factory_efficiency_gain_factor = 0.1
		production_factory_max_efficiency_factor = 0.05
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_prepare_for_war_on_WP8
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_war_justification_strategies.txt

Code:
EAI_DIPLO_prepare_for_war_on_WP8 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_prepare_for_war_targets^8 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = conquer
		id = WP8
		value = 200
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_expand_automobile_production
Constructs: prerequisite, limit, add_ideas, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_expand_automobile_production
	icon = GFX_goal_generic_army_motorized
	cost = 10
	prerequisite = {
		focus = VIN_habeco_investments
	}
	completion_reward = {
		add_ideas = VIN_expand_automobile_production
		random_owned_controlled_state = {
			prioritize = {
				671
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = 52
	y = 5
}
### Entity: Character
Component: JUNO_easter_island_socialist
Constructs: communism_drift
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_easter_island_socialist = {
	random = no
	sprite = 13
	communism_drift = 0.1
	resistance_growth = -0.15
	political_power_factor = 0.1
	ai_will_do = {
		factor = 0
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_saurerwerke
Constructs: prerequisite, limit, completion_reward, has_dlc, unlock_military_industrial_organization_tooltip, add_mio_size, add_mio_funds, add_mio_research_bonus
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_saurerwerke
	icon = GFX_focus_AUS_saurerwerke
	prerequisite = {
		focus = AUS_hirtenberger_artillery
	}
	mutually_exclusive = {
		focus = AUS_graf_und_stift_focus
	}
	x = -1
	y = 1
	relative_position_id = AUS_hirtenberger_artillery
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				AND = {
					has_dlc = La Resistance Arms Against Tyranny
				}
			}
			unlock_military_industrial_organization_tooltip = mio:AUS_osterreichische_saurerwerke_organization
			mio:AUS_osterreichische_saurerwerke_organization = {
				add_mio_size = 3
				add_mio_funds = 500
				add_mio_research_bonus = 0.1
			}
		}
		ELSE_IF = {
			limit = {
				has_dlc = Arms Against Tyranny
				NOT = {
					has_dlc = La Resistance
				}
			}
			unlock_military_industrial_organization_tooltip = AUS_osterreichische_saurerwerke_organization_no_lar
			mio:AUS_osterreichische_saurerwerke_organization_no_lar = {
				add_mio_size = 3
				add_mio_funds = 500
				add_mio_research_bonus = 0.1
			}
		}
		ELSE = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = AUS_osterreichische_sauerwerke
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_cooperate_with_ganap
Constructs: prerequisite, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_cooperate_with_ganap
	icon = GFX_goal_generic_dangerous_deal
	cost = 10
	prerequisite = {
		focus = PHI_may_2nd_uprising
	}
	relative_position_id = PHI_may_2nd_uprising
	x = 2
	y = 1
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		add_political_power = 120
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = PHI_benigno_ramos
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_secularization_of_education
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_secularization_of_education
	icon = GFX_goal_FRA_social_reforms
	x = 1
	y = 1
	relative_position_id = MON_form_the_rightist_cabinet
	cost = 5
	prerequisite = {
		focus = MON_form_the_rightist_cabinet
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_ideas = MON_secular_education_idea
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_crack_down_on_extremism
Constructs: has_completed_focus, prerequisite, completion_reward, is_subject, cancel_if_invalid, add_country_leader_role, remove_advisor_role, remove_unit_leader_role
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_crack_down_on_extremism
	icon = GFX_goal_generic_political_pressure
	prerequisite = {
		focus = ROM_institute_royal_dictatorship
	}
	x = 3
	y = 1
	relative_position_id = ROM_institute_royal_dictatorship
	cost = 5
	ai_will_do = {
		factor = 9
	}
	available = {
		is_subject = no
		NOT = {
			OR = {
				has_completed_focus = ROM_iron_guard ROM_national_christian_party
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		ROM_ion_antonescu = {
			add_country_leader_role = {
				country_leader = {
					expire = 1965.1.1
					ideology = fascism_ideology
					traits = {
						ROM_conductor
					}
				}
				promote_leader = yes
			}
			remove_advisor_role = {
				slot = army_chief
			}
			remove_unit_leader_role = yes
		}
		set_party_name = {
			ideology = fascism
			long_name = ROM_fascism_party_long
			name = ROM_fascism_party
		}
		hidden_effect = {
			retire_character = ROM_corneliu_codreanu
		}
	}
}
### Entity: Technology
Component: early_destroyer
Constructs: enable_equipments, research_cost
Source: game
File: common/technologies/naval.txt

Code:
technology = {
	enable_equipments = {
		destroyer_1
	}
	path = {
		leads_to_tech = basic_destroyer
		research_cost_coeff = 1
	}
	research_cost = 1.5
	start_year = 1922
	folder = {
		name = naval_folder
		position = {
			x = 0
			y = 1
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			tag = ENG
		}
	}
	categories = {
		naval_equipment dd_tech mio_cat_tech_all_screen_ship_and_modules mio_cat_tech_all_destroyer_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Event
Component: finland.10
Constructs: is_triggered_only, add_ideas
Source: game
File: events/Finland.txt

Code:
country_event = {
	id = finland.10
	title = finland.10.t
	desc = finland.10.d
	picture = GFX_report_event_finnish_soldiers_snow
	is_triggered_only = yes
	option = {
		name = finland.10.a
		add_ideas = winter_war_ns
		custom_effect_tooltip = FIN_winter_war_push_back_tt
	}
}
### Entity: Scripted Trigger
Component: has_not_initiated_border_incident_with_FROM
Constructs: check_variable
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
has_not_initiated_border_incident_with_FROM = {
	custom_trigger_tooltip = {
		tooltip = not_initiated_border_incident_with_FROM
		NOT = {
			any_state = {
				check_variable = {
					FROM.defender_state_vs_@PREV = id
				}
			}
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_establish_eastern_grand_duchies
Constructs: prerequisite, limit, completion_reward, is_subject, unlock_decision_tooltip
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_establish_eastern_grand_duchies
	icon = GFX_focus_GER_eastern_grand_duchies
	prerequisite = {
		focus = GER_demand_further_polish_concessions GER_demand_lithuanian_integration
	}
	x = 1
	y = 1
	relative_position_id = GER_demand_lithuanian_integration
	cost = 5
	available = {
		is_subject = no
	}
	dynamic = yes
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		IF = {
			limit = {
				GEO = {
					exists = no
				}
			}
			country_event = {
				id = wuw_GER_legions.1
				hours = 0
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		unlock_decision_tooltip = GER_found_a_baltic_german_state_decision GER_restore_the_ukrainian_state_decision GER_establish_a_belarusian_state_decision GER_found_a_transcacuasian_satellite_state_decision
	}
}
### Entity: Wiki Documentation
Construct: h_Europe[edit]
Source: wiki
File: wiki/Countries.html

Doc:
Europe[edit]

&#160;Albania

&#160;Austria

&#160;Belgium

&#160;Bulgaria

24px&#160;Cyprus

&#160;Czechoslovakia

&#160;Denmark

&#160;Estonia

&#160;Finland

&#160;France

&#160;Germany

&#160;Greece

&#160;Hungary

&#160;Ireland

&#160;Italy

&#160;Latvia

&#160;Lithuania

&#160;Luxembourg

&#160;Malta

&#160;Netherlands

&#160;Norway

&#160;Poland

&#160;Portugal

&#160;Romania

&#160;Slovakia

&#160;Soviet Union

&#160;Nationalist Spain

&#160;Republican Spain

&#160;Sweden

&#160;Switzerland

&#160;Turkey

&#160;United Kingdom

&#160;Vichy France

&#160;Yugoslavia
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3ACountry_navbox.1.html

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Tannu Tuva (transclu
# ... (truncated)
### Entity: Wiki Documentation
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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Category:Timeless"
### Entity: National Focus
Tree: egy_focus
Component: EGY_end_the_regency
Constructs: prerequisite, has_government, has_country_flag, completion_reward, has_country_leader
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_end_the_regency
	icon = GFX_goal_EGY_farouk
	relative_position_id = EGY_sever_the_ties
	x = -8
	y = 1
	cost = 5
	available = {
		has_government = neutrality
		OR = {
			has_country_flag = EGY_fuad_bit_the_dust EGY_in_regency
		}
		NOT = {
			has_country_leader = {
				character = EGY_farouk_i
				ruling_only = yes
			}
		}
	}
	bypass = {
		has_country_leader = {
			character = EGY_farouk_i
			ruling_only = yes
		}
	}
	prerequisite = {
		focus = EGY_sever_the_ties
	}
	mutually_exclusive = {
		focus = EGY_restore_the_khedive EGY_emphasise_the_need_for_reform
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		country_event = {
			id = egypt.26
			hours = 12
		}
	}
}
### Entity: Technology
Component: early_heavy_cruiser
Constructs: enable_equipments, research_cost
Source: game
File: common/technologies/naval.txt

Code:
technology = {
	enable_equipments = {
		heavy_cruiser_1
	}
	path = {
		leads_to_tech = basic_heavy_cruiser
		research_cost_coeff = 1
	}
	research_cost = 1.5
	start_year = 1922
	folder = {
		name = naval_folder
		position = {
			x = 1
			y = 1
		}
	}
	ai_will_do = {
		factor = 1
	}
	categories = {
		naval_artillery naval_equipment ca_tech mio_cat_tech_all_capital_ship_and_modules mio_cat_tech_all_cruiser_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}