Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sov_focus
Component: SOV_preemptive_invasion_of_iran
Constructs: prerequisite, has_government, has_war_with, is_major, completion_reward, has_civil_war, is_in_faction_with, is_subject
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_preemptive_invasion_of_iran
	icon = GFX_focus_generic_attack_iran
	prerequisite = {
		focus = SOV_support_afghan_ideology
	}
	x = 0
	y = 1
	relative_position_id = SOV_support_afghan_ideology
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_civil_war = yes
		} {
			factor = 0
			PER = {
				has_government = ROOT
			}
		}
	}
	will_lead_to_war_with = PER
	available = {
		country_exists = PER
		NOT = {
			has_war_with = PER
		} {
			is_in_faction_with = PER
		}
		is_subject = no
		any_enemy_country = {
			is_major = yes
		}
	}
	search_filters = {

	}
	completion_reward = {
		PER = {
			set_country_flag = SOV_ultimatum_sent_flag
			country_event = {
				id = NSB_soviet_foreign_politics_events.210
				hours = 16
				random_hours = 8
			}
		}
		effect_tooltip = {
			custom_effect_tooltip = if_they_accept_tt if_they_refuse_tt SOV_preemptive_invasion_of_iran_tt
			ROOT = {
				puppet = PER
			}
			effect_tooltip = {
				activate_mission = SOV_preparations_for_operation_countenance
				custom_effect_tooltip = SOV_preparations_for_operation_countenance_tt
			}
		}
	}
}
### Entity: Scripted Effect
Component: MPL_clamp_support
Source: game
File: common/scripted_effects/MPL_scripted_effects.txt

Code:
MPL_clamp_support = {
	clamp_variable = {
		var = MPL_jewish_support
		min = 0
		max = 100
	} {
		var = MPL_arab_support
		min = 0
		max = 100
	} {
		var = MPL_minority_support
		min = 0
		max = 100
	}
}
### Entity: Character
Component: PNG_pot
Source: game
File: common/characters/PNG.txt

Code:
PNG_pot = {
	advisor = {
		slot = political_advisor
		idea_token = PNG_pot
		allowed = {
			original_tag = PNG
		}
		traits = {
			prince_of_terror
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_2
		}
	}
}
### Entity: Character
Component: political_manipulator
Source: game
File: common/country_leader/00_traits.txt

Code:
political_manipulator = {
	random = no
	political_power_factor = 0.1
	join_faction_tension = -0.25
	fascism_acceptance = 50
	improve_relations_maintain_cost_factor = -0.5
}
### Entity: Military Industrial Organization
Component: FRI_saigon_naval_shipyard_organization
Constructs: equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/r56_FRI_organization.txt

Code:
FRI_saigon_naval_shipyard_organization = {
	name = Saigon Naval Shipyard
	include = generic_task_force_ship_organization
	icon = GFX_idea_generic_naval_manufacturer_3
	allowed = {
		original_TAG = FRI
	}
	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: National Focus
Tree: spr_focus
Component: SPR_Mech
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_spain.txt

Code:
focus = {
	id = SPR_Mech
	icon = GFX_goal_mechanized_offensive
	cost = 10.0
	prerequisite = {
		focus = SPR_Mot
	}
	x = 6
	y = 3
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_tech_bonus = {
			name = mech_army_bonus
			bonus = 1
			uses = 1
			technology = mechanised_infantry
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_army_academy
Constructs: shared_focus, prerequisite, limit, completion_reward, random_army_leader, add_planning, add_to_variable
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_army_academy
	icon = {
		GFX_focus_BRA_agulhas_negras = {
			original_tag = BRA
		}
		GFX_focus_ETH_ecole_militaire_haile_selassie_1er = yes
	}
	relative_position_id = SMB_army
	prerequisite = {
		focus = SMB_army
	}
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 20
	}
	available = {

	}
	bypass = {

	}
	completion_reward = {
		custom_effect_tooltip = JUNO_army_academy_random_generals_tt
		hidden_effect = {
			random_army_leader = {
				add_planning = 1
			} {
				add_planning = 1
			} {
				add_planning = 1
			}
		}
		IF = {
			limit = {
				original_tag = CHL
			}
			custom_effect_tooltip = CHL_modify_chilean_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_experience_gain_army_factor = 0.05
				tooltip = experience_gain_army_factor_tt
			} {
				JUNO_army_modifier_army_org_factor = 0.03
				tooltip = army_org_factor_tt
			}
		}
		ELSE_IF = {
			limit = {
				original_tag = BRA
			}
			custom_effect_tooltip = BRA_modify_brazilian_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_experience_gain_army_factor = 0.05
				tooltip = experience_gain_army_factor_tt
			} {
				JUNO_army_modifier_army_org_factor = 0.03
				tooltip = army_org_factor_tt
			}
		} {
			limit = {
				original_tag = ARG
			}
			custom_effect_tooltip = ARG_modify_argentine_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_experience_gain_army_factor = 0.05
				tooltip = experience_gain_army_factor_tt
			} {
				JUNO_army_modifier_army_org_factor = 0.03
				tooltip = army_org_factor_tt
			}
		} {
			limit = {
				original_tag = PAR
			}
			custom_effect_tooltip = PAR_modify_paraguayan_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_experience_gain_army_factor = 0.05
				tooltip = experience_gain_army_factor_tt
			} {
				JUNO_army_modifier_army_org_factor = 0.03
				tooltip = army_org_factor_tt
			}
		} {
			limit = {
				original_tag = URG
			}
			custom_effect_tooltip = URG_modify_uruguayan_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_experience_gain_army_factor = 0.05
				tooltip = experience_gain_army_factor_tt
			} {
				JUNO_army_modifier_army_org_factor = 0.03
				tooltip = army_org_factor_tt
			}
		}
		ELSE = {
			custom_effect_tooltip = JUNO_modify_south_american_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_experience_gain_army_factor = 0.05
				tooltip = experience_gain_army_fa
# ... (truncated)
### Entity: AI Strategy
Component: HON_historical_plan
Constructs: has_country_flag, is_historical_focus_on, has_game_rule
Source: game
File: common/ai_strategy_plans/HON_historical_strategy_plan.txt

Code:
HON_historical_plan = {
	name = Honduras historical plan
	desc = Historical behaviour for Honduras
	allowed = {
		original_tag = HON
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = HOL_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = HON_AI_RANDOM_DEMOCRATIC_HISTORICAL
			has_game_rule = {
				rule = HOL_ai_behavior
				option = DEMOCRATIC_HISTORICAL
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		HON_politics HON_status_quo
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Modifier Reference
Construct: boost_resistance_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## boost_resistance_factor

* Number with 0 decimal places
* **Categories**: intelligence_agency
### Entity: National Focus
Tree: irq_focus
Component: IRQ_demand_greater_stake_in_the_company
Constructs: prerequisite, limit, add_ideas, has_country_flag, completion_reward, cancel_if_invalid, remove_resource_rights, add_offsite_building
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_demand_greater_stake_in_the_company
	icon = GFX_focus_eng_concessions_to_the_trade_unions
	prerequisite = {
		focus = IRQ_anglo_iraqi_oil_expansion
	}
	x = 1
	y = 1
	relative_position_id = IRQ_anglo_iraqi_oil_expansion
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		NOT = {
			has_country_flag = IRQ_is_kurdistan
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				ENG = {
					exists = yes
				}
			}
			ENG = {
				remove_resource_rights = 676 291 1010
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		add_ideas = IRQ_anglo_iraqi_oil_company
		custom_effect_tooltip = generic_skip_one_line_tt available_industrial_concern
		show_ideas_tooltip = IRQ_iraq_petrolium_company
		add_offsite_building = {
			type = industrial_complex
			level = 2
		}
	}
}
### Entity: Character
Component: BUL_theodosi_daskalov
Constructs: has_completed_focus, has_government, has_dlc
Source: game
File: common/characters/BUL.txt

Code:
BUL_theodosi_daskalov = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = BUL_theodosi_daskalov
		ledger = army
		allowed = {
			has_dlc = Battle for the Bosporus
			original_tag = BUL
		}
		available = {
			NOT = {
				has_completed_focus = BUL_oppose_the_royal_dictatorship
			} {
				has_government = communism
			}
		}
		traits = {
			military_theorist
		}
	}
	name = BUL_theodosi_daskalov
	portraits = {
		army = {
			small = GFX_idea_bul_theodosi_daskalov
		}
	}
}
### Entity: Decision
Component: SWE_host_fascist_exiles_europe_category
Constructs: has_completed_focus, has_government
Source: game
File: common/decisions/categories/r56_SWE_decision_categories.txt

Code:
SWE_host_fascist_exiles_europe_category = {
	icon = generic_political_actions
	allowed = {
		original_tag = SWE
	}
	visible = {
		has_completed_focus = SWE_host_fascist_exiles
		has_government = fascism
	}
	priority = {
		base = 10
	}
}
### Entity: National Focus
Tree: alb_focus
Component: ALB_fascist_diplomacy
Constructs: prerequisite, limit, has_government, has_war_with, add_opinion_modifier, completion_reward, is_subject, set_rule
Source: game
File: common/national_focus/albania.txt

Code:
focus = {
	id = ALB_fascist_diplomacy
	icon = GFX_goal_italy_albanian_protectorate
	prerequisite = {
		focus = ALB_cancel_the_constitution_of_1928
	}
	x = 0
	y = 4
	cost = 10
	available = {
		any_other_country = {
			has_government = fascism
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		OR = {
			is_subject = yes
			NOT = {
				any_other_country = {
					has_government = fascism
					NOT = {
						has_war_with = ROOT
					}
				}
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		every_other_country = {
			limit = {
				has_government = fascism
				NOT = {
					has_war_with = ROOT
				}
			}
			add_opinion_modifier = {
				target = ALB
				modifier = fascism_leanings_good
			}
		}
	}
}
### Entity: National Focus
Tree: fla_focus
Component: FLA_Antwerp_Oil_Industry
Constructs: has_completed_focus, prerequisite, owns_state, completion_reward, has_tech, allow_branch, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/flanders.txt

Code:
focus = {
	id = FLA_Antwerp_Oil_Industry
	icon = GFX_goal_generic_oil_refinery
	prerequisite = {
		focus = GEN_focus_on_synthetic_processing
	}
	x = 33
	y = 6
	available = {
		controls_state = 6
		owns_state = 6
		has_tech = synth_oil_experiments
	}
	cost = 10
	allow_branch = {
		original_tag = FLA
	}
	bypass = {
		BEL = {
			has_completed_focus = BEL_Antwerp_Oil_Industry
		}
	}
	completion_reward = {
		6 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = synthetic_refinery
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_OIL
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_german_minor_ally
Constructs: has_completed_focus, prerequisite, has_government, completion_reward, is_in_faction, is_subject, has_army_manpower, cancel_if_invalid
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_german_minor_ally
	icon = GFX_goal_generic_dangerous_deal
	mutually_exclusive = {
		focus = CZE_german_ally CZE_german_puppet
	}
	prerequisite = {
		focus = CZE_exclude_the_slovaks CZE_national_fascism
	}
	x = 4
	y = 3
	relative_position_id = CZE_go_right
	cost = 5
	ai_will_do = {
		factor = 40
		modifier = {
			factor = 2
			has_completed_focus = CZE_german_leanings
		} {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {
		is_in_faction = no
		GER = {
			has_government = fascism
		} {
			exists = yes
		} {
			is_subject = no
		}
		has_army_manpower = {
			size = > 249999
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = CZE_german_minor_ally_tt
		hidden_effect = {
			GER = {
				set_autonomy = {
					target = CZE
					autonomy_state = autonomy_satellite
				}
			}
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_closer_economic_ties_to_netherlands
Constructs: prerequisite, completion_reward, has_country_leader, add_to_variable, add_autonomy_score
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_closer_economic_ties_to_netherlands
	icon = GFX_focus_INS_closer_economic_ties_to_netherlands
	available = {
		has_country_leader = {
			ruling_only = yes
			character = INS_bonifacius_cornelis_de_jonge
		}
	}
	prerequisite = {
		focus = INS_detangle_supply_chains
	}
	mutually_exclusive = {
		focus = INS_prioritize_industrial_growth
	}
	x = -1
	y = 3
	relative_position_id = INS_governor_general_de_jonge
	cost = 10
	search_filters = {
		FOCUS_FILTER_INTERNATIONAL_TRADE
	}
	completion_reward = {
		custom_effect_tooltip = INS_great_depression_tt
		add_to_variable = {
			var = INS_great_depression_min_export
			value = 0.1
			tooltip = min_export_tt
		}
		add_autonomy_score = {
			value = -150
			localization = INS_closer_economic_ties_to_netherlands
		}
	}
}
### Entity: Effect Reference
Construct: every_country_division
Constructs: limit, every_country_division, random_select_amount
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## every_country_division

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Executes children effects on every Division of the country in scope (or \"random_select_amount\" of random divisions if specified) that fulfills the \"limit\" trigger.
tooltip=key can be added to override tooltip title.
By default the effects are only displayed once, you may display them for each matching division with display_individual_scopes.
ex:
SOV = {
	every_country_division = {
		tooltip = my_loc_key # Optional
		random_select_amount = 3 # Optional
		display_individual_scopes = yes # Optional - default = no
		... division scope effects ...
	}
}
```
### Entity: Event
Component: CHI_warlords.9
Constructs: is_triggered_only, limit, every_state, is_core_of, is_owned_by, is_subject_of, declare_war_on, annex_everything
Source: game
File: events/r56_warlord_events.txt

Code:
country_event = {
	id = CHI_warlords.9
	title = CHI_warlords.9.t
	desc = CHI_warlords.9.desc
	picture = GFX_report_event_chinese_officers
	is_triggered_only = yes
	option = {
		name = It is not worth the effort to counter this attack.
		every_state = {
			limit = {
				is_core_of = FROM
				OR = {
					is_owned_by = ROOT
					owner = {
						is_subject_of = ROOT
					}
				}
			}
			transfer_state_to = FROM
		}
	} {
		name = This land is our land and it will not be infringed upon!
		every_state = {
			limit = {
				is_core_of = FROM
				OR = {
					is_owned_by = ROOT
					owner = {
						is_subject_of = ROOT
					}
				}
			}
			owner = {
				FROM = {
					declare_war_on = {
						target = PREV
						type = annex_everything
					}
				}
			}
		}
	}
}
### Entity: Country History
Country: MPL
Component: MPL_misc
Constructs: add_equipment_to_stockpile, limit, set_technology, set_convoys, set_research_slots, random_days, add_core_of, add_claim_by
Source: game
File: history/countries/MPL - Mandate of Palestine.txt

Code:
# Misc for MPL
capital = 1016
set_convoys = 50 10
set_research_slots = 3
country_event = {
	id = mandate_palestine.72
	days = 1675
	random_days = 5
}
{
	id = mandate_palestine.73
	days = 2235
	random_days = 10
}
454 = {
	add_core_of = PAL
	add_claim_by = MPL
	set_compliance = 100
	add_dynamic_modifier = {
		modifier = r56_MPL_mandate_area
	}
}
1017 = {
	add_core_of = PAL
	add_claim_by = MPL
	set_compliance = 100
	add_dynamic_modifier = {
		modifier = r56_MPL_mandate_area
	} {
		modifier = r56_ISR_negev_modifier
	}
}
1016 = {
	add_claim_by = MPL
	set_compliance = 100
	add_dynamic_modifier = {
		modifier = r56_MPL_mandate_area
	}
}
949 = {
	add_claim_by = MPL
	set_compliance = 100
	add_dynamic_modifier = {
		modifier = r56_MPL_mandate_area
	}
}
966 = {
	add_claim_by = MPL
	set_compliance = 100
	add_dynamic_modifier = {
		modifier = r56_MPL_mandate_area
	}
}
add_equipment_to_stockpile = {
	type = infantry_equipment_1
	amount = 1500
}
if = {
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
	}
}
{
	limit = {
		has_dlc = By Blood Alone
	}
	set_technology = {
		aa_lmg = 1
		engines_1 = 1
		early_bombs = 1
		aircraft_construction = 1
		iw_small_airframe = 1
	}
	else = {
		set_technology = {
			early_fighter = 1
		}
	}
}
ENG = {
	set_autonomy = {
		target = MPL
		autonomous_state = autonomy_colony
	}
	add_to_tech_sharing_group = commonwealth_research
}
promote_character = MPL_arthur_grenfell_wauchope
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3ACategories.html

Doc:
The following categories contain pages or media.
Unused categories are not shown here.
Also see wanted categories.

Categories
Display categories starting at:&#160;

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### Entity: Character
Component: POL_party_chairman
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
POL_party_chairman = {
	random = no
	sprite = 12
	stability_factor = 0.02
	trade_opinion_factor = 0.1
	materiel_manufacturer_cost_factor = -0.25
	political_advisor_cost_factor = -0.25
	theorist_cost_factor = -0.25
}
### Entity: Character
Component: ENG_kenneth_anderson
Source: game
File: common/characters/ENG.txt

Code:
ENG_kenneth_anderson = {
	name = ENG_kenneth_anderson
	portraits = {
		army = {
			small = GFX_idea_kenneth_anderson
		}
	}
	advisor = {
		slot = high_command
		idea_token = kenneth_anderson
		ledger = army
		allowed = {
			original_tag = ENG
		}
		traits = {
			army_infantry_2
		}
		cost = 100
		ai_will_do = {
			base = 2
		}
	}
}
### Entity: Idea
Component: EAI_DD_9/mechanized_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_9/mechanized_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		mechanized_equipment = {
			build_cost_ic = -0.225
			instant = yes
		}
	}
}
### Entity: Character
Component: ITA_dino_grandi
Constructs: has_completed_focus, limit, has_country_leader_with_trait, has_dlc
Source: game
File: common/characters/ITA.txt

Code:
ITA_dino_grandi = {
	name = ITA_dino_grandi
	portraits = {
		army = {
			small = GFX_portrait_ITA_dino_grandi_small
		}
		civilian = {
			large = GFX_portrait_ITA_dino_grandi
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ITA_dino_grandi
		allowed = {
			ITA_is_italian_tag = yes
		}
		available = {
			has_completed_focus = ITA_believe_obey_fight
			NOT = {
				has_country_leader_with_trait = mussolini_minister_of_justice
			}
			ITA_government_is_somewhat_fascist = yes
			if = {
				limit = {
					has_dlc = By Blood Alone
				}
				ITA_is_advisor_available = yes
			}
		}
		cost = 75
		traits = {
			hierarch_minister_of_justice
		}
		on_add = {
			owner = {
				hidden_effect = {
					ITA_bop_medium_decrease_effect = yes
				}
			}
		}
		on_remove = {
			owner = {
				hidden_effect = {
					ITA_bop_medium_increase_effect = yes
				}
			}
		}
		ai_will_do = {
			base = 0.3
			modifier = {
				factor = 0
				OR = {
					ITA_is_communist_ai = yes
					ITA_is_socialist_ai = yes
				}
			}
		}
	}
}
### Entity: Modding Documentation
Construct: deleteallairwings
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## deleteallairwings
* Aliases: delallair

Delete all airwings.