Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: HUN_PAR_01
Constructs: has_cosmetic_tag
Source: game
File: common/units/names_divisions/HUN_names_divisions.txt

Code:
HUN_PAR_01 = {
	name = Paratrooper Divisions
	for_countries = {
		AUS HUN CZE
	}
	can_use = {
		OR = {
			tag = HUN
			has_cosmetic_tag = HUN_EMPIRE
		}
	}
	division_types = {
		paratrooper
	}
	fallback_name = %d. Ejtöernyös hadosztály
	ordered = {
		1 = {
			'Szent László' Hadosztály
		}
		2 = {
			%d. Ejtöernyös hadosztály
		}
		3 = {
			%d. Ejtöernyös hadosztály
		}
		4 = {
			%d. Ejtöernyös hadosztály
		}
		5 = {
			%d. Ejtöernyös hadosztály
		}
		6 = {
			%d. Ejtöernyös hadosztály
		}
		7 = {
			%d. Ejtöernyös hadosztály
		}
		8 = {
			%d. Ejtöernyös hadosztály
		}
		9 = {
			%d. Ejtöernyös hadosztály
		}
		10 = {
			%d. Ejtöernyös hadosztály
		}
		11 = {
			%d. Ejtöernyös hadosztály
		}
		12 = {
			%d. Ejtöernyös hadosztály
		}
		13 = {
			%d. Ejtöernyös hadosztály
		}
		14 = {
			%d. Ejtöernyös hadosztály
		}
		15 = {
			%d. Ejtöernyös hadosztály
		}
		16 = {
			%d. Ejtöernyös hadosztály
		}
		17 = {
			%d. Ejtöernyös hadosztály
		}
		18 = {
			%d. Ejtöernyös hadosztály
		}
		19 = {
			%d. Ejtöernyös hadosztály
		}
		20 = {
			%d. Ejtöernyös hadosztály
		}
		21 = {
			%d. Ejtöernyös hadosztály
		}
		22 = {
			%d. Ejtöernyös hadosztály
		}
		23 = {
			%d. Ejtöernyös hadosztály
		}
		24 = {
			%d. Ejtöernyös hadosztály
		}
		25 = {
			%d. Ejtöernyös hadosztály
		}
		26 = {
			%d. Ejtöernyös hadosztály
		}
		27 = {
			%d. Ejtöernyös hadosztály
		}
		28 = {
			%d. Ejtöernyös hadosztály
		}
		29 = {
			%d. Ejtöernyös hadosztály
		}
		30 = {
			%d. Ejtöernyös hadosztály
		}
	}
}
### Entity: Shared Focus
Tree: trk_focus
Component: TRK_semipalatinsk_nuclear_site
Constructs: shared_focus, prerequisite, limit, add_ideas, completion_reward, has_global_flag, is_subject
Source: game
File: common/national_focus/r56_turkestan_shared.txt

Code:
shared_focus = {
	id = TRK_semipalatinsk_nuclear_site
	icon = GFX_focus_wonderweapons
	x = 0
	y = 1
	relative_position_id = TRK_nuclear
	cost = 10
	prerequisite = {
		focus = TRK_nuclear
	}
	available = {
		controls_state = 588
		OR = {
			num_of_factories = > 50
			has_global_flag = SOV_TRK_weapon_cooperation
		}
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_ideas = TRK_semipalatinsk_test_site
		if = {
			limit = {
				is_subject = yes
			}
			overlord = {
				add_ideas = TRK_semipalatinsk_test_site
			}
		}
		else_if = {
			limit = {
				has_global_flag = SOV_TRK_weapon_cooperation
			}
			SOV = {
				add_ideas = TRK_semipalatinsk_test_site
			}
		}
	}
}
### Entity: Idea
Component: CZE_beacon_of_freedom_2_idea
Constructs: research_speed_factor, has_government, is_subject, removal_cost
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_beacon_of_freedom_2_idea = {
	allowed = {
		original_tag = CZE
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	picture = generic_democratic_drift_bonus
	cancel = {
		is_subject = yes
		NOT = {
			has_government = democratic
		}
	}
	removal_cost = -1
	modifier = {
		production_factory_efficiency_gain_factor = 0.1
		drift_defence_factor = 0.15
		consumer_goods_factor = 0.05
		research_speed_factor = 0.1
	}
}
### Entity: Wiki Documentation
Construct: talksection
Source: wiki
File: wiki/Template%3AExpand.html

Doc:
talksection
|
section heading in the talk page where the issue is discussed
|
–
|
### Entity: Idea
Component: HAW_fascist_guy
Constructs: has_government
Source: game
File: common/ideas/hawaii.txt

Code:
HAW_fascist_guy = {
	picture = generic_political_advisor_asia_2
	allowed = {
		original_tag = HAW
	}
	traits = {
		fascist_demagogue
	}
	do_effect = {
		NOT = {
			has_government = fascism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Doctrine
Component: air_subdoctrine_deep_air_raids
Constructs: is_major, xp_cost
Source: game
File: common/doctrines/subdoctrines/air/air_heavy_aircraft_subdoctrines.txt

Code:
air_subdoctrine_deep_air_raids = {
	track = heavy_aircraft
	name = SUBDOCTRINE_DEEP_AIR_RAIDS
	description = SUBDOCTRINE_DEEP_AIR_RAIDS_DESC
	icon = GFX_doctrine_offensive_formations_medium
	xp_cost = 100
	xp_type = air
	available = {
		always = yes
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 25
			OR = {
				original_tag = SOV GER
			}
		} {
			factor = 0.5
			is_major = no
		}
	}
	category_strat_bomber = {
		air_range = 0.1
	}
	rewards = {
		bad_weather_operations = {
			air_weather_penalty = -0.15
		}
		effective_targetting = {
			air_strategic_bomber_bombing_factor = 0.2
		}
		improved_mission_control = {
			air_mission_xp_gain_factor = 0.1
		}
		escort_cooperation = {
			air_escort_efficiency = 0.1
			air_superiority_detect_factor = 0.1
		}
		long_range_missions = {
			air_range_factor = 0.05
		}
	}
}
### Entity: Idea
Component: r56_LUX_professional_army
Constructs: army_defence_factor, army_attack_factor
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_professional_army = {
	picture = generic_army_war_college
	modifier = {
		army_attack_factor = 0.025
		army_defence_factor = 0.05
		army_morale_factor = 0.08
		army_org_factor = 0.12
	}
}
### Entity: Modding Documentation
Construct: location
Source: game
File: common/strategic_locations/documentation.md

Doc:
# Strategic location
Create a strategic location that contains province buildings extra max level value
### Entity: Character
Component: gran_carabinero
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
gran_carabinero = {
	random = no
	sprite = 13
	consumer_goods_factor = -0.1
	stability_factor = 0.05
	conscription = 0.005
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: AST_diplomatic_events.73
Constructs: is_triggered_only, limit, every_controlled_state, add_claim_by
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_diplomatic_events.73
	title = AST_diplomatic_events.73.t
	desc = AST_diplomatic_events.73.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = AST_diplomatic_events.73.a
		USA = {
			every_controlled_state = {
				limit = {
					OR = {
						state = 1072 629 630 631 632 638 642 727
					}
				}
				add_claim_by = AST
			}
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_into_pakistan
Constructs: prerequisite, owns_state, has_war_with, completion_reward, is_subject, is_ally_with, unlock_decision_category_tooltip, set_country_flag
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_into_pakistan
	icon = GFX_focus_PER_foothold_in_indus
	x = 1
	y = 1
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		any_other_country = {
			any_owned_state = {
				OR = {
					state = 445 444 442
				}
			}
			NOT = {
				has_war_with = ROOT
				is_ally_with = ROOT
			}
		}
	}
	bypass = {
		OR = {
			AND = {
				owns_state = 445 444 442
			}
			any_country = {
				owns_state = 445 444 442
				OR = {
					has_war_with = ROOT
					is_ally_with = ROOT
				}
			}
		}
	}
	prerequisite = {
		focus = AFG_loyalty_to_moscow AFG_revolution_through_force
	}
	relative_position_id = AFG_revolution_through_force
	cost = 8
	completion_reward = {
		unlock_decision_category_tooltip = AFG_inflitrate_pakistan_category
		activate_mission = AFG_declare_war
		set_country_flag = AFG_india_war_flag
		custom_effect_tooltip = r56_newline AFG_will_lead_to_war_PAK
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}