Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: State History
Component: 101
Constructs: add_core_of
Source: game
File: history/states/101-Greenland.txt

Code:
state = {
	id = 101
	name = STATE_101
	manpower = 18000
	resources = {
		aluminium = 10.0
		coal = 1
	}
	state_category = wasteland
	history = {
		owner = DEN
		buildings = {
			infrastructure = 1
			12512 = {
				naval_base = 1
			}
		}
		add_core_of = DEN GRN
		victory_points = {
			12512 1
		}
	}
	provinces = {
		10245 10636 12512 13058 13066
	}
	local_supplies = 0.0
}
### Entity: Order of Battle
Component: Su Lian Yuan Bing
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/PRC_sov_antiprc_reinforcement.txt

Code:
division = {
	name = Su Lian Yuan Bing
	location = 4709
	division_template = Su Lian Zhi Yuan Jun
	start_experience_factor = 0.1
	start_equipment_factor = 1
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = SOV
		}
	}
}
### Entity: Name List
Component: SIC
Source: game
File: common/names/tymodern_names.txt

Code:
SIC = {
	male = {
		names = {
			Alessandro Alfonso Ambrogio Amedeo Andrea Angelo Antonio Benito Camillo Carlo Cesare Costanzo Davide Enrico Ettore Fabrizio Faustino Federico Felice Ferdinando Fiorenzo Francesco Gaetano Gennaro Girolamo Giulio Giuseppe Guglielmo Innocenzo Leopoldo Luigi Marco Massimo Matteo Nicola Oreste Paolo Pasquale Pietro Prospero Raffaele Roberto Ruggiero Silvio Simone Tancredi Ugo Umberto Vincenzo Vittorio
		}
	}
	female = {
		names = {
			Maria Anna Sara Laura Sofia Stella Angela Giovanna Guiseppina Gianna Giulia Valentina
		}
	}
	surnames = {
		Acton Albricci Badoglio Baldissera Baratieri Bava-Beccaris Cadorna Cagni Canevaro Capello Caviglia Ceccherini Cialdini Cusani Dezza di Robilant di Savoia Emo Fanti Fara Filomarino Garibaldi Giardino Govone La Màrmora Mambretti Menabrea Orengo Pallavicino Pecori-Giraldi Pelloux Perruchetti Pianelli Porro Presbitero Ramorino Ricotti-Magnani Sacchi Saletta Sanna Solari Vaccari Zupelli
	}
	callsigns = {
		Buzzard Dusty Falcon Hawk Hammer Viper Banshee The Baron Lightning Duce Raven Two Shot Rosso
	}
}
### Entity: Faction
Component: joining_rule_asia_only
Constructs: is_on_continent
Source: game
File: common/factions/rules/joining_rules.txt

Code:
joining_rule_asia_only = {
	type = joining_rules
	ai_will_do = {
		base = 0
	}
	visible = {
		capital_scope = {
			is_on_continent = asia
		}
	}
	trigger = {
		capital_scope = {
			is_on_continent = asia
		}
	}
}
### Entity: Character
Component: SIK_piotr_orlov
Source: game
File: common/characters/SIK.txt

Code:
SIK_piotr_orlov = {
	name = SIK_piotr_orlov
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_3
		}
	}
	advisor = {
		slot = air_chief
		idea_token = SIK_piotr_orlov
		allowed = {
			original_tag = SIK
		}
		traits = {
			air_chief_night_operations_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: est_focus
Component: EST_prepare_covert_resistance
Constructs: prerequisite, limit, completion_reward, has_capitulated, cancel_if_invalid, gain_random_agency_upgrade, add_offsite_building, add_tech_bonus
Source: game
File: common/national_focus/estonia.txt

Code:
focus = {
	id = EST_prepare_covert_resistance
	icon = GFX_goal_generic_position_armies
	prerequisite = {
		focus = EST_prepare_for_the_inevitable
	}
	x = 2
	y = 1
	relative_position_id = EST_prepare_for_the_inevitable
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			AND = {
				has_DLC = Man the Guns
				has_capitulated = yes
			} {
				NOT = {
					has_DLC = Man the Guns
				}
				surrender_progress = > 0.5
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				has_DLC = La Resistance
			}
			gain_random_agency_upgrade = yes
			add_offsite_building = {
				type = industrial_complex
				level = 3
			}
		}
		else = {
			add_tech_bonus = {
				name = underground_bonus
				bonus = 1.0
				uses = 2
				category = electronics
			}
		}
	}
}
### Entity: AI Strategy
Component: SWE_r56_democratic_anti_neutrality_plan
Constructs: has_completed_focus, has_government, has_country_flag, has_game_rule, is_faction_leader, is_historical_focus_on, is_subject
Source: game
File: common/ai_strategy_plans/SWE_r56_alternate_strategy_plan.txt

Code:
SWE_r56_democratic_anti_neutrality_plan = {
	name = Neutrality is so 1700
	desc = It's time for Sweden to abandon Neutrality and actually pick a side
	allowed = {
		original_tag = SWE
	}
	enable = {
		threat = > 0.4
		has_completed_focus = SWE_conclude_rearmament
		NOT = {
			has_game_rule = {
				rule = R56_SWE_ai_behavior
				option = DEMOCRATIC_HISTORICAL
			} {
				rule = R56_SWE_ai_behavior
				option = DEFAULT
			}
		}
		OR = {
			ENG = {
				is_faction_leader = yes
				has_government = democratic
			}
			FRA = {
				is_faction_leader = yes
				has_government = democratic
			}
			GER = {
				is_faction_leader = yes
				has_government = democratic
			}
			POL = {
				is_faction_leader = yes
				has_government = democratic
			}
		} {
			is_historical_focus_on = no
			has_country_flag = SWE_AI_RANDOM_DEMOCRATIC_AHISTORICAL
			has_game_rule = {
				rule = R56_SWE_ai_behavior
				option = DEMOCRATIC_AHISTORICAL
			}
		}
	}
	abort = {
		OR = {
			NOT = {
				has_government = democratic
			}
			is_subject = yes
		}
	}
	ai_national_focuses = {
		SWE_export_based_economy SWE_the_saltsjobaden_agreement SWE_skanelinjen SWE_prepare_defensive_militias SWE_neutral_no_more SWE_swedish_defence_act SWE_rationing_r56 SWE_recycling SWE_the_swedish_defence_research_agency SWE_denounce_fascist_aggression_europe SWE_baltic_sea_hegemony SWE_defend_the_baltics SWE_gunther_molotov_agreement
	}
}
### Entity: Idea
Component: PRC_SOV_lend_lease_idea_2
Constructs: production_speed_buildings_factor, has_dlc, is_in_faction_with, removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/comchina.txt

Code:
PRC_SOV_lend_lease_idea_2 = {
	name = PRC_SOV_lend_lease_idea_1
	picture = generic_supply_line
	allowed = {
		original_tag = PRC
		has_dlc = No Compromise, No Surrender
	}
	available = {
		any_neighbor_country = {
			OR = {
				original_tag = SOV
				is_in_faction_with = SOV
				AND = {
					is_in_faction_with = ROOT
					any_neighbor_country = {
						OR = {
							original_tag = SOV
							is_in_faction_with = SOV
						}
					}
				}
			}
		}
	}
	removal_cost = -1
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
		support_equipment = {
			instant = yes
			build_cost_ic = -0.1
		}
		artillery_equipment = {
			instant = yes
			build_cost_ic = -0.1
		}
		motorized_equipment = {
			instant = yes
			build_cost_ic = -0.1
		}
	}
	modifier = {
		custom_modifier_tooltip = PRC_SOV_lend_lease_idea_1_tt
		production_speed_buildings_factor = 0.1
	}
}
### Entity: Character
Component: aboriginal_journalist
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
aboriginal_journalist = {
	sprite = 13
	random = no
	political_power_factor = 0.05
	stability_factor = 0.05
}
### Entity: Decision
Component: GER_the_aged_kaiser
Constructs: has_country_flag, fire_only_once, complete_effect, remove_effect, cancel_trigger
Source: game
File: common/decisions/r56_GER_decisions.txt

Code:
GER_the_aged_kaiser = {
	GER_wilhelm_abdicates = {
		priority = 119
		icon = GFX_decision_generic_pickelhaube
		allowed = {
			original_tag = GER
		}
		available = {

		}
		complete_effect = {

		}
		days_remove = 25
		fire_only_once = yes
		modifier = {

		}
		cost = 25
		remove_effect = {
			country_event = new_ger.57
		}
		cancel_trigger = {
			has_country_flag = GER_willy_dead_flag
		}
		ai_will_do = {
			base = 100
		}
	}
}
### Entity: Event
Component: AST_diplomatic_events.3
Constructs: is_triggered_only
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_diplomatic_events.3
	title = AST_diplomatic_events.3.t
	desc = AST_diplomatic_events.3.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AST_diplomatic_events.3.a
		effect_tooltip = {
			diplomatic_relation = {
				country = FROM
				relation = non_aggression_pact
				active = yes
			}
		}
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_land_redistribution
Constructs: prerequisite, limit, completion_reward, complete_tooltip, every_state, has_state_flag, add_extra_state_shared_building_slots, random_owned_controlled_state
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_land_redistribution
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_united_under_socialism
	}
	icon = GFX_goal_generic_construction2
	x = 1
	y = 1
	relative_position_id = SPR_united_under_socialism
	cost = 10
	available_if_capitulated = yes
	complete_tooltip = {
		every_state = {
			limit = {
				has_state_flag = SPR_land_redistribution_1slot
			}
			add_extra_state_shared_building_slots = 1
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 1
			set_state_flag = SPR_land_redistribution_1slot
		} {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
				is_core_of = ROOT
				NOT = {
					has_state_flag = SPR_land_redistribution_1slot
				}
			}
			add_extra_state_shared_building_slots = 1
			set_state_flag = SPR_land_redistribution_1slot
		} {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
				is_core_of = ROOT
				NOT = {
					has_state_flag = SPR_land_redistribution_1slot
				}
			}
			add_extra_state_shared_building_slots = 1
			set_state_flag = SPR_land_redistribution_1slot
		} {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
				is_core_of = ROOT
				NOT = {
					has_state_flag = SPR_land_redistribution_1slot
				}
			}
			add_extra_state_shared_building_slots = 1
			set_state_flag = SPR_land_redistribution_1slot
		} {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
				is_core_of = ROOT
				NOT = {
					has_state_flag = SPR_land_redistribution_1slot
				}
			}
			add_extra_state_shared_building_slots = 1
			set_state_flag = SPR_land_redistribution_1slot
		}
	}
}
### Entity: Order of Battle
Component: Tikhookeanskiy Flot
Source: game
File: history/units/SOV_1936_naval_mtg.txt

Code:
fleet = {
	name = Tikhookeanskiy Flot
	naval_base = 957
	task_force = {
		name = Tikhookeanskiy Flot
		location = 957
		ship = {
			name = Uritskiy
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SOV
					version_name = Orfey Class
				}
			}
		} {
			name = Stalin
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SOV
					version_name = Orfey Class
				}
			}
		}
	} {
		name = Tihookyeanskiy Podvodniy Flot
		location = 957
		ship = {
			name = Shch-101
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = SOV
					version_name = Series V Shchuka
				}
			}
		} {
			name = Shch-102
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = SOV
					version_name = Series V Shchuka
				}
			}
		} {
			name = Shch-103
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = SOV
					version_name = Series V Shchuka
				}
			}
		} {
			name = Shch-104
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = SOV
					version_name = Series V Shchuka
				}
			}
		} {
			name = Shch-105
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = SOV
					version_name = Series V Shchuka
				}
			}
		} {
			name = Shch-106
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = SOV
					version_name = Series V Shchuka
				}
			}
		} {
			name = Shch-107
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = SOV
					version_name = Series V Shchuka
				}
			}
		} {
			name = Shch-108
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = SOV
					version_name = Series V Shchuka
				}
			}
		} {
			name = Shch-109
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = SOV
					version_name = Series V Shchuka
				}
			}
		} {
			name = Shch-110
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = SOV
					version_name = Series V Shchuka
				}
			}
		} {
			name = Shch-111
			definition = submarine
			equipment = {
				ship_hu
# ... (truncated)
### Entity: Character
Component: OMA_ahmad_ibn_jafar
Source: game
File: common/characters/OMA.txt

Code:
OMA_ahmad_ibn_jafar = {
	name = Ahmad ibn Ja'far
	portraits = {
		civilian = {
			large = GFX_portrait_Ahmad_ibn_Jafar
		}
	}
	country_leader = {
		ideology = liberalism
		expire = 1942.1.1.12
		id = -1
	}
}
### Entity: Order of Battle
Component: Heeresgruppenreserve
Constructs: division_template
Source: game
File: history/units/r56_GER_endsieg_units_2.txt

Code:
division = {
	name = Heeresgruppenreserve
	location = 6582
	division_template = Ersatzheer
	start_experience_factor = 0.1
	start_equipment_factor = 1
}
### Entity: Idea
Component: GDL_acas
Source: game
File: common/ideas/guadeloupe.txt

Code:
GDL_acas = {
	ledger = air
	picture = generic_air_african_2
	allowed = {
		original_tag = GDL
	}
	traits = {
		air_close_air_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: PRC_red_army_focus
Constructs: army_defence_factor, stability_factor, removal_cost
Source: game
File: common/ideas/prc.txt

Code:
PRC_red_army_focus = {
	removal_cost = -1
	picture = generic_morale_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		conscription = 0.02
		resistance_damage_to_garrison_on_our_occupied_states = 0.5
		army_defence_factor = 0.1
		stability_factor = 0.1
		political_power_factor = 0.05
	}
}
### Entity: Modifier Reference
Construct: experience_gain_army
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## experience_gain_army

* Number with 2 decimal places
* **Categories**: army, military_advancements
### Entity: National Focus
Tree: sia_focus
Component: SIA_acquire_submarines
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_acquire_submarines
	icon = GFX_focus_PRC_submarines
	x = -2
	y = 0
	relative_position_id = SIA_thonburi_class_coastal_defense_ship
	prerequisite = {
		focus = SIA_royal_thai_navy
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		country_event = {
			id = siam.31
		}
		custom_effect_tooltip = generic_choice_tt generic_or_tt
		event_option_tooltip = siam.31.a siam.31.b
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_kingmaker
Constructs: prerequisite, has_war, limit, add_ideas, every_country, has_war_with, completion_reward, is_in_faction
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_kingmaker
	icon = GFX_focus_RAJ_kingmaker
	prerequisite = {
		focus = RAJ_sideline_the_conflict
	}
	x = -1
	y = 1
	relative_position_id = RAJ_sideline_the_conflict
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		is_in_faction = no
		has_war = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {

	}
	completion_reward = {
		unlock_decision_tooltip = {
			decision = anti_democratic_raids
			show_effect_tooltip = no
			show_modifiers = no
		} {
			decision = anti_neutrality_raids
			show_effect_tooltip = no
			show_modifiers = no
		}
		set_rule = {
			can_join_factions = yes
		} {
			can_guarantee_other_ideologies = yes
		} {
			CAN_DECLARE_WAR_ON_SAME_IDEOLOGY = yes
		} {
			can_only_justify_war_on_threat_country = no
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = idea_RAJ_kingmaker
		hidden_effect = {
			every_country = {
				limit = {
					NOT = {
						has_war_with = ROOT
					}
				}
				add_ai_strategy = {
					type = alliance
					id = ROOT
					value = 1800
				} {
					type = befriend
					id = ROOT
					value = 1800
				}
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_14/small_plane_naval_bomber_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_14/small_plane_naval_bomber_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.14
			instant = yes
		}
	}
}
### Entity: Event
Component: war_justification.206
Constructs: is_triggered_only
Source: game
File: events/WarJustification.txt

Code:
country_event = {
	id = war_justification.206
	title = war_justification.206.t
	desc = war_justification.206.d
	picture = GFX_report_event_pla_in_beijing
	is_triggered_only = yes
	option = {
		name = war_justification.206.a
	}
}
### Entity: Decision
Component: FRA_civil_unrest_category
Source: game
File: common/decisions/categories/FRA_decision_categories.txt

Code:
FRA_civil_unrest_category = {
	icon = power_struggle
	allowed = {
		original_tag = FRA
	}
}
### Entity: Idea
Component: idea_GUAY_developing_new_territories
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/paraguay_uruguay_shared_ideas.txt

Code:
idea_GUAY_developing_new_territories = {
	picture = generic_agrarian_reform
	removal_cost = -1
	modifier = {
		compliance_growth = 0.1
		production_speed_buildings_factor = 0.07
	}
}
### Entity: Character
Component: DMN_phyllis_shand_allfrey
Source: game
File: common/characters/DMN.txt

Code:
DMN_phyllis_shand_allfrey = {
	name = Phyllis Shand Allfrey
	gender = female
	portraits = {
		civilian = {
			large = gfx/leaders/DMN/Portrait_DMN_Phyllis_Shand_Allfrey.dds
		}
	}
	country_leader = {
		ideology = socialism
		traits = {
			editor
		}
		expire = 1965.1.1
		id = -1
	}
}
### Entity: Decision
Component: CUB_guantanamo_operations_category
Constructs: has_completed_focus, is_subject
Source: game
File: common/decisions/categories/CUB_decision_categories.txt

Code:
CUB_guantanamo_operations_category = {
	icon = GFX_decision_category_border_conflicts
	priority = 100
	on_map_area = {
		targets = {
			1050
		}
		name = STATE_1050
		zoom = 200
	}
	allowed = {
		original_tag = CUB
	}
	visible = {
		is_subject = no
		has_completed_focus = CUB_rectify_the_injustice
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_military_excellency
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_military_excellency
	icon = GFX_focus_generic_full_social_mobilization
	prerequisite = {
		focus = PER_desert_training PER_train_tank_commanders
	}
	x = 1
	y = 1
	relative_position_id = PER_train_tank_commanders
	mutually_exclusive = {
		focus = PER_every_man_serves
	}
	cost = 10
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		army_experience = 50
		custom_effect_tooltip = CHL_skip_one_line_tt
		add_ideas = PER_military_excellency_idea
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_a_new_dawn_over_manchuria
Constructs: has_completed_focus, prerequisite, limit, remove_ideas, every_country, has_war_with, has_country_flag, completion_reward
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_a_new_dawn_over_manchuria
	icon = GFX_focus_jap_cast_the_die
	prerequisite = {
		focus = MAN_tsr_bandit_recruitment
	}
	x = 6
	y = 1
	relative_position_id = MAN_tsr_bandit_recruitment
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_politics = {
			ruling_party = democratic
			elections_allowed = no
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.2
		}
		remove_ideas = MAN_kwantung_veto
		IF = {
			limit = {
				KOR = {
					exists = yes
					is_ally_with = JAP
				}
			}
			add_timed_idea = {
				idea = MAN_korean_liberation_army
				days = 365
			}
		} {
			limit = {
				has_war_with = event_target:WTT_current_china_leader
			}
			every_country = {
				limit = {
					has_war_with = MAN
					is_in_faction_with = event_target:WTT_current_china_leader
				}
				white_peace = {
					tag = MAN
				}
			}
		} {
			limit = {
				has_completed_focus = MAN_tsr_persuade_the_IMPRP
			}
			MEN = {
				country_event = {
					id = tsr_manchukuo.5
					hours = 2
				}
			}
		}
		ELSE = {
			add_timed_idea = {
				idea = MAN_korean_liberation_army_no_korea
				days = 365
			}
		}
		hidden_effect = {
			set_variable = {
				MAN_independence_target = OVERLORD
			}
		} {
			if = {
				limit = {
					is_in_faction_with = var:MAN_independence_target
				}
				leave_faction = yes
			}
			declare_war_on = {
				target = var:MAN_independence_target
				type = puppet_wargoal_focus
			}
		} {
			news_event = {
				id = tsr_manchukuo_news.1
				days = 2
			}
			IF = {
				limit = {
					has_country_flag = MAN_xingan_government
				}
				retire_character = MAN_urzhin_garmaev MAN_jonjurjab
			}
		}
		OVERLORD = {
			set_autonomy = {
				target = ROOT
				autonomy_state = autonomy_free
			}
		}
		effect_tooltip = {
			if = {
				limit = {
					is_in_faction_with = OVERLORD
				}
				leave_faction = yes
			}
			declare_war_on = {
				target = OVERLORD
				type = puppet_wargoal_focus
			}
		}
	}
}
### Entity: Character
Component: TOG_communist_guy
Constructs: has_government
Source: game
File: common/characters/TOG.txt

Code:
TOG_communist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = TOG_communist_guy
		allowed = {
			original_tag = TOG
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			not = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: Wiki Documentation
Construct: debug_smooth
Constructs: debug_smooth, set_var
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
debug_smooth
|
Toggle framesmoothing
|
Can increase game speed significantly, depending on system typically between 10 and 35 percent
|

Modding-useful commands[edit | edit source]
Several other commands previously mentioned, such as event, are useful in modding too.

Command

Effect

Example/Comment

guibounds(gui)
|
Toggles the GUI bounds debug, allowing to test for different window sizes easier.
|
Also grants the name of the sprite and the interface element the player is hovering on, allowing to find the location of the image by searching every /Hearts of Iron IV/interface/*.gfx file at the same time.
|

set_var [<variable>] [<value>]
|
Changes the value of a variable to the specified value.
|

|

get_var [<variable>]
|
Shows the value of a variable in the console
|

|
### Entity: Idea
Component: SIA_nationalist_education_policies_r56
Constructs: removal_cost, conscription_factor, fascism_drift
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_nationalist_education_policies_r56 = {
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = generic_army_war_college
	modifier = {
		political_power_factor = 0.05
		conscription_factor = 0.08
		fascism_drift = 0.02
	}
}