Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: tur_focus
Component: TUR_loosen_the_laws_on_secularism
Constructs: prerequisite, limit, remove_ideas, add_stability, completion_reward, set_temp_variable, random_owned_state, has_dynamic_modifier
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_loosen_the_laws_on_secularism
	icon = GFX_focus_TUR_loosen_the_laws_on_secularism
	prerequisite = {
		focus = TUR_reinvigorate_turkish_nationalism
	}
	x = 2
	y = 1
	relative_position_id = TUR_reinvigorate_turkish_nationalism
	cost = 10
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_TUR_TRADITIONALISM FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_stability = -0.05
		set_temp_variable = {
			placate_state_1 = -1
		} {
			placate_state_2 = -1
		}
		random_owned_state = {
			limit = {
				OR = {
					has_dynamic_modifier = {
						modifier = islamist_opposition
					} {
						modifier = islamist_sedition
					} {
						modifier = islamist_insurgency
					}
				}
			}
			PREV = {
				set_temp_variable = {
					placate_state_1 = PREV
				}
			}
			save_event_target_as = TUR_fundamentalist_state
			TUR_placate_fundamentalist_state_effect = yes
		} {
			limit = {
				OR = {
					has_dynamic_modifier = {
						modifier = islamist_opposition
					} {
						modifier = islamist_sedition
					} {
						modifier = islamist_insurgency
					}
				}
				NOT = {
					check_variable = {
						THIS = ROOT.var:placate_state_1
					}
				}
			}
			PREV = {
				set_temp_variable = {
					placate_state_2 = PREV
				}
			}
			save_event_target_as = TUR_fundamentalist_state
			TUR_placate_fundamentalist_state_effect = yes
		} {
			limit = {
				OR = {
					has_dynamic_modifier = {
						modifier = islamist_opposition
					} {
						modifier = islamist_sedition
					} {
						modifier = islamist_insurgency
					}
				}
				NOT = {
					check_variable = {
						THIS = ROOT.var:placate_state_1
					}
				} {
					check_variable = {
						THIS = ROOT.var:placate_state_2
					}
				}
			}
			save_event_target_as = TUR_fundamentalist_state
			TUR_placate_fundamentalist_state_effect = yes
		}
		TUR_kemalist_turn_hostile_effect = yes
		hidden_effect = {
			set_country_flag = TUR_truce_with_government_called_flag
			if = {
				limit = {
					has_idea = TUR_sectarian_woes
				}
				swap_ideas = {
					remove_idea = TUR_sectarian_woes
					add_idea = TUR_sectarian_woes_2
				}
			}
			else_if = {
				limit = {
					has_idea = TUR_sectarian_woes_1
				}
				remove_ideas = TUR_sectarian_woes_1
			}
		}
	}
}
### Entity: Event
Component: belgium.81
Constructs: create_country_leader, has_government, fire_only_once, add_political_power
Source: game
File: events/BEL_events.txt

Code:
country_event = {
	id = belgium.81
	title = belgium.81.t
	desc = belgium.81.d
	picture = GFX_report_event_europe_funeral
	fire_only_once = yes
	trigger = {
		OR = {
			tag = BEL FLA
		}
		date = > 1942.10.12
	}
	mean_time_to_happen = {
		days = 20
	}
	option = {
		name = belgium.81.a
		trigger = {
			TAG = FLA
			has_government = fascism
		}
		FLA = {
			create_country_leader = {
				name = Hendrik Elias
				desc = Hendrik Elias
				picture = gfx/leaders/FLA/Portrait_Belgium_Hendrik_Elias.dds
				expire = 1965.1.1
				ideology = fascism_ideology
				traits = {
					nationalist_academic
				}
			}
			add_political_power = -30
		}
	} {
		name = belgium.81.b
		trigger = {
			NOT = {
				TAG = FLA
				has_government = fascism
			}
		}
		FLA = {
			create_country_leader = {
				name = Hendrik Elias
				desc = Hendrik Elias
				picture = gfx/leaders/FLA/Portrait_Belgium_Hendrik_Elias.dds
				expire = 1965.1.1
				ideology = fascism_ideology
				traits = {
					nationalist_academic
				}
			}
		}
	}
}
### Entity: Character
Component: UAE_ai2
Source: game
File: common/characters/UAE.txt

Code:
UAE_ai2 = {
	advisor = {
		slot = high_command
		idea_token = UAE_ai2
		ledger = army
		allowed = {
			original_tag = UAE
		}
		traits = {
			army_infantry_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_arab_3
		}
	}
}
### Entity: Modding Documentation
Construct: show_all_ribbons
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## show_all_ribbons

Show all ribbons as achieved in the grid without actually earning them.
### Entity: National Focus
Tree: ita_focus
Component: ITA_crush_the_mafia
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, has_equipment, has_manpower, add_manpower, has_dlc
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_crush_the_mafia
	icon = GFX_focus_eng_move_to_secure_the_dominions
	prerequisite = {
		focus = ITA_the_popular_front ITA_italian_socialism
	}
	mutually_exclusive = {
		focus = ITA_cooperate_with_the_mafia
	}
	x = 6
	y = 1
	relative_position_id = ITA_the_popular_front
	cost = 10
	available = {
		has_equipment = {
			infantry_equipment = > 999
		}
		has_manpower = > 999
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = -1000
		}
		add_manpower = -1000
		custom_effect_tooltip = ITA_cooperate_with_the_mafia_dm_tt
		if = {
			limit = {
				has_dlc = La Resistance
			}
			effect_tooltip = {
				remove_dynamic_modifier = {
					modifier = ITA_mafia_on_the_rise
				}
			}
			hidden_effect = {
				every_controlled_state = {
					limit = {
						has_dynamic_modifier = {
							modifier = ITA_mafia_on_the_rise
						}
					}
					remove_dynamic_modifier = {
						modifier = ITA_mafia_on_the_rise
					}
				}
			}
		}
		else = {
			effect_tooltip = {
				remove_dynamic_modifier = {
					modifier = ITA_mafia_on_the_rise_no_lar
				}
			}
			hidden_effect = {
				every_controlled_state = {
					limit = {
						has_dynamic_modifier = {
							modifier = ITA_mafia_on_the_rise_no_lar
						}
					}
					remove_dynamic_modifier = {
						modifier = ITA_mafia_on_the_rise_no_lar
					}
				}
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_BUILDING_reset_flags
Constructs: clr_country_flag
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_effects.txt

Code:
EAI_BUILDING_reset_flags = {
	clr_country_flag = EAI_BUILDING_build_num_CIC EAI_BUILDING_build_num_MIC EAI_BUILDING_build_num_NIC EAI_BUILDING_build_num_REF EAI_BUILDING_build_num_SILO
}
### Entity: Special Project
Component: sp_air_generic_reward_scientist_xp_1
Constructs: limit, fire_only_once, has_project_flag, has_scientist_level, add_scientist_xp, set_project_flag
Source: game
File: common/special_projects/prototype_rewards/generic_air_prototype_rewards.txt

Code:
sp_air_generic_reward_scientist_xp_1 = {
	fire_only_once = yes
	threshold = {
		min = 0
		max = 100
	}
	weight = {
		base = @base_reward_weight
		modifier = {
			factor = @reward_weight_factor_theme
			has_project_flag = sp_air_generic_reward_scientist_xp_flag
		} {
			factor = 0
			var:scientist = {
				has_scientist_level = {
					level = > 4
					specialization = specialization_air
				}
			}
		}
	}
	option = {
		token = sp_air_generic_reward_option_scientist_xp
		iteration_output = {
			scientist_effects = {
				if = {
					limit = {

					}
					add_scientist_xp = {
						experience = constant:sp_scientist_xp_gain.low
						specialization = specialization_air
					}
				}
				FROM = {
					set_project_flag = sp_air_generic_reward_scientist_xp_flag
				}
			}
		}
	}
}
### Entity: Event
Component: lar_portugal_iberian_summit.7
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/LaR_Portugal.txt

Code:
country_event = {
	id = lar_portugal_iberian_summit.7
	title = lar_portugal_iberian_summit.7.t
	desc = lar_portugal_iberian_summit.7.desc
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = lar_portugal_iberian_summit.7.a
		custom_effect_tooltip = lar_portugal_iberian_summit.5_b_tt
		effect_tooltip = {
			FROM = {
				add_opinion_modifier = {
					target = ROOT
					modifier = POR_iberian_summit_working_together
				}
				activate_decision = POR_iberian_summit_proposal_delayed
			}
			ROOT = {
				add_opinion_modifier = {
					target = FROM
					modifier = POR_iberian_summit_working_together
				}
				activate_decision = POR_iberian_summit_proposal_delayed
			}
		}
	}
}
### Entity: Character
Component: BRA_bandit_revolutionary
Constructs: stability_factor, war_support_factor, conscription_factor
Source: game
File: common/country_leader/toa_traits.txt

Code:
BRA_bandit_revolutionary = {
	sprite = 13
	random = no
	stability_factor = -0.1
	war_support_factor = 0.2
	out_of_supply_factor = -0.1
	conscription_factor = 0.05
}
### Entity: Character
Component: DOM_manuel_de_jesus_troncoso
Source: game
File: common/characters/DOM.txt

Code:
DOM_manuel_de_jesus_troncoso = {
	advisor = {
		slot = political_advisor
		idea_token = DOM_manuel_de_jesus_troncoso
		allowed = {
			original_tag = DOM
		}
		traits = {
			armaments_organizer
		}
	}
	name = Manuel de Jesús Troncoso
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_2
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_paced_industrialization
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_paced_industrialization
	icon = GFX_SOV_paced_industrialization_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_back_to_the_nep
	}
	x = 0
	y = 1
	relative_position_id = SOV_back_to_the_nep
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				252 254
			}
			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
			}
		} {
			prioritize = {
				256 239 260
			}
			limit = {
				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
			}
		}
	}
}
### Entity: Idea
Component: COG_extensive_gold_mines
Constructs: removal_cost
Source: game
File: common/ideas/congo.txt

Code:
COG_extensive_gold_mines = {
	picture = SPR_seize_the_gold_reserves
	allowed = {
		original_tag = COG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_factor = -0.1
		consumer_goods_factor = -0.15
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_sabotage_the_kwantung
Constructs: add_equipment_to_stockpile, prerequisite, limit, has_war_with, completion_reward, is_ally_with, is_controlled_by, is_core_of
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_sabotage_the_kwantung
	icon = GFX_goal_generic_seize_stockpiles
	available = {
		is_ally_with = JAP
		JAP = {
			has_war_with = CUG
		}
	}
	prerequisite = {
		focus = MEN_covert_chinese_cooperation
	}
	relative_position_id = MEN_covert_chinese_cooperation
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		if = {
			limit = {
				any_state = {
					OR = {
						is_controlled_by = MAN JAP
					} {
						is_core_of = ROOT MON
					}
				}
			}
			every_state = {
				limit = {
					OR = {
						is_controlled_by = MAN JAP
					} {
						is_core_of = ROOT MON
					}
				}
				add_resistance = 10
				add_compliance = -5
				damage_building = {
					type = infrastructure
					damage = 1
				}
				if = {
					limit = {
						non_damaged_building_level = {
							building = air_base
							level = > 1
						}
					}
					damage_building = {
						type = air_base
						damage = 2
					}
				}
			}
		} {
			limit = {
				has_idea = MEN_kwantungs_invisible_hand_genghis_2
			}
			swap_ideas = {
				remove_idea = MEN_kwantungs_invisible_hand_genghis_2
				add_idea = MEN_kwantungs_invisible_hand_genghis_3
			}
		}
		else = {
			effect_tooltip = {
				custom_effect_tooltip = MEN_every_mongol_state
				every_state = {
					limit = {
						OR = {
							is_core_of = ROOT MON
						}
					}
					add_resistance = 10
					add_compliance = -5
					damage_building = {
						type = infrastructure
						damage = 1
					} {
						type = air_base
						damage = 2
					} {
						type = rail_way
						damage = 2
					}
				}
			}
		} {
			swap_ideas = {
				remove_idea = MEN_kwantungs_invisible_hand_genghis_3
				add_idea = MEN_kwantungs_invisible_hand_genghis_4
			}
		}
		custom_effect_tooltip = r56_newline r56_newline
		JAP = {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -3000
				producer = JAP
			} {
				type = artillery_equipment
				amount = -300
				producer = JAP
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_antidisestablishmentarianism
Constructs: prerequisite, limit, completion_reward, is_historical_focus_on, has_idea, cancel_if_invalid, unlock_decision_tooltip, has_global_flag
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_antidisestablishmentarianism
	icon = GFX_goal_generic_demand_territory
	prerequisite = {
		focus = MEX_focus_control_the_army
	}
	x = 1
	y = 1
	relative_position_id = MEX_focus_control_the_army
	cost = 5
	ai_will_do = {
		factor = 100
		modifier = {
			factor = 0.1
			is_historical_focus_on = yes
		}
	}
	available = {
		OR = {
			has_idea = MEX_church_power_3 MEX_church_power_4 MEX_church_power_5
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		unlock_decision_tooltip = MEX_decision_transfer_lands_to_church
		if = {
			limit = {
				NOT = {
					OR = {
						has_global_flag = trotsky_exile_mexico flag_mexico_invited_trotsky_to_government
					}
				}
			}
			set_global_flag = trotsky_not_welcome_in_mexico
		}
	}
}
### Entity: Idea
Component: JAP_kantai_kessen_1
Constructs: removal_cost, clear_variable
Source: game
File: common/ideas/japan.txt

Code:
JAP_kantai_kessen_1 = {
	picture = generic_navy_cruiser_warfare
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	on_remove = {
		clear_variable = JAP_kantai_kessen_target_1
	}
	targeted_modifier = {
		tag = JAP.JAP_kantai_kessen_target_1
		spotting_chance_against = 0.1
		navy_capital_ship_attack_factor_against = 0.1
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_nuclear_research
Constructs: prerequisite, limit, completion_reward, has_tech, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_nuclear_research
	icon = GFX_goal_generic_nuclear_energy
	prerequisite = {
		focus = QUE_military_industrial_cooperation
	}
	relative_position_id = QUE_quebecois_officer_corps
	x = -1
	y = 2
	cost = 10
	available = {

	}
	available_if_capitulated = yes
	ai_will_do = {
		factor = 25
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_tech = atomic_research
				}
			}
			add_tech_bonus = {
				name = QUE_nuclear_research
				bonus = 1.5
				uses = 1
				category = nuclear
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.75
			}
		}
		ELSE = {
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.95
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: cockatoo_trait
Constructs: equipment_bonus, naval_speed
Source: game
File: common/country_leader/00_traits.txt

Code:
cockatoo_trait = {
	random = no
	equipment_bonus = {
		ship_hull_cruiser = {
			naval_range = 0.3
			sub_detection = 0.1
			naval_speed = 0.1
		}
		ship_hull_light = {
			naval_range = 0.3
			sub_detection = 0.1
			naval_speed = 0.1
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_spread_revisionist_media
Constructs: prerequisite, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_spread_revisionist_media
	icon = GFX_goal_generic_propaganda
	relative_position_id = ISR_subvert_haganah
	x = -1
	y = 1
	cost = 2
	prerequisite = {
		focus = ISR_subvert_haganah
	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.1
		}
		add_political_power = -50
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Scripted Effect
Component: EAI_PC_end_project
Constructs: limit, has_country_flag, check_variable, set_temp_variable, remove_from_array, add_to_variable, force_update_dynamic_modifier, set_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_effects.txt

Code:
EAI_PC_end_project = {
	if = {
		limit = {
			has_country_flag = EAI_PC_trace_functions
		}
		log = EAI_PC_end_project > THIS=[this.getname] PREV=[prev.getname] _project_id=[?_project_id]
	} {
		limit = {
			check_variable = {
				EAI_PC_target_state^_project_id = < 0
			}
		}
		if = {
			limit = {
				OR = {
					has_country_flag = EAI_priority_construction_logging
					AND = {
						has_country_flag = EAI_PC_AA_logging
						check_variable = {
							EAI_PC_building_type^_project_id = global.EAI_PC_AA
						}
					} {
						has_country_flag = EAI_PC_AIRBASE_logging
						check_variable = {
							EAI_PC_building_type^_project_id = global.EAI_PC_AIR
						}
					} {
						has_country_flag = EAI_PC_FORT_logging
						check_variable = {
							EAI_PC_building_type^_project_id = global.EAI_PC_BUNKER
						}
					} {
						has_country_flag = EAI_PC_FORT_logging
						check_variable = {
							EAI_PC_building_type^_project_id = global.EAI_PC_CBUNKER
						}
					} {
						has_country_flag = EAI_PC_INFRA_logging
						check_variable = {
							EAI_PC_building_type^_project_id = global.EAI_PC_INF
						}
					} {
						has_country_flag = EAI_PC_RAIL_logging
						check_variable = {
							EAI_PC_building_type^_project_id = global.EAI_PC_RAIL
						}
					} {
						has_country_flag = EAI_PC_FACILITY_logging
						OR = {
							check_variable = {
								EAI_PC_building_type^_project_id = global.EAI_PC_LFACILITY
							} {
								EAI_PC_building_type^_project_id = global.EAI_PC_NFACILITY
							} {
								EAI_PC_building_type^_project_id = global.EAI_PC_AFACILITY
							} {
								EAI_PC_building_type^_project_id = global.EAI_PC_BFACILITY
							}
						}
					}
				}
			}
			set_temp_variable = {
				v0 = i
			} {
				v1 = _project_id
			} {
				v2 = EAI_PC_building_type^_project_id
			} {
				v3 = EAI_PC_assigned_factories^_project_id
			} {
				v4 = EAI_PC_progress^_project_id
			} {
				v5 = EAI_PC_priority^_project_id
			} {
				v6 = EAI_PC_build_time^_project_id
			} {
				v7 = EAI_PC_target_state^_project_id
			} {
				v8 = EAI_PC_target_province^_project_id
			} {
				v9 = EAI_PC_type_id^_project_id
			} {
				EAI_PC_end_project_source = 0
			}
			log = [GetYear] [GetMonth] | AI | [THIS.GetName] | PC ENDED: ID=[?v1] | TP=[?v2] | C=[?v4] | L=[?v7.GetName] | PRV=[?v8] | TID=[?v9]
			if = {
				limit = {
					check_variable = {
						EAI_PC_end_project_sourc
# ... (truncated)
### Entity: Scripted Trigger
Component: BUL_is_monarchist_ferdinand_ai
Constructs: has_country_flag, has_game_rule
Source: game
File: common/scripted_triggers/BUL_scripted_triggers.txt

Code:
BUL_is_monarchist_ferdinand_ai = {
	OR = {
		has_country_flag = BUL_AI_RANDOM_THE_RETURN_OF_FERDINAND
		has_game_rule = {
			rule = BUL_ai_behavior
			option = THE_RETURN_OF_FERDINAND
		}
	}
}
### Entity: Event
Component: mongol.55
Constructs: is_triggered_only, ai_chance, fire_only_once, add_country_leader_role, set_country_flag
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol.55
	title = mongol.55.t
	desc = mongol.55.d
	picture = GFX_report_event_MON_party_successor_newspaper
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = mongol.55.a
		ai_chance = {
			base = 80
		}
		add_country_leader_role = {
			character = MON_yumjaagiin_tsedenbal
			country_leader = {
				ideology = stalinism
				traits = {
					captain_of_industry
				}
				expire = 1965.1.1
			}
			promote_leader = yes
		}
		set_country_flag = MON_applointed_tsedenbal
	} {
		name = mongol.55.b
		ai_chance = {
			base = 20
		}
		add_country_leader_role = {
			character = MON_suekhbaataryn_yanjmaa
			country_leader = {
				ideology = leninism
				traits = {
					education_reformer chairwoman
				}
				expire = 1965.1.1
			}
			promote_leader = yes
		}
		set_country_flag = MON_applointed_yanjmaa
	}
}
### Entity: AI Strategy
Component: AUS_bauer_plan
Constructs: has_completed_focus, has_country_flag, has_game_rule, has_country_leader
Source: game
File: common/ai_strategy_plans/AUS_R56_alternate_strategy_plan.txt

Code:
AUS_bauer_plan = {
	name = AUS: Otto Bauer AI Plan
	desc = In a desperate move to save Austria from the imminent Anschluss, Kurt Schuschnigg will look towards the western allies for protection, and holding an election to appease them. However, his plot to rig the elections is uncovered, causing the SDAPÖ to win the elections by a landslide, with Otto Bauer's left faction promoting a pan German unification, proclaiming a rival government with the eventual goal of unifying Germany under a socialist government.
	allowed = {
		original_tag = AUS
	}
	enable = {
		OR = {
			has_country_flag = AUS_AI_RANDOM_BAUER
			has_game_rule = {
				rule = AUS_ai_behavior_r56
				option = AUS_BAUER
			}
		}
	}
	abort = {
		OR = {
			has_country_leader = {
				character = AUS_josef_leopold
				ruling_only = yes
			} {
				character = AUS_arthur_seyss_inquart
				ruling_only = yes
			}
			has_completed_focus = AUS_go_it_alone
			has_country_flag = AUS_bauer_died
		}
	}
	ai_national_focuses = {
		AUS_end_the_depression AUS_clock_ticks_down AUS_austria_awaken AUS_look_west AUS_disband_paramilitaries AUS_repeal_party_ban AUS_strabag_construction AUS_mixed_economy AUS_rearm_the_bundesheer AUS_crack_down_nazis AUS_reorganize_the_right AUS_begin_election_campaigns AUS_urban_industry_expansion AUS_graz_industry_expansion AUS_fund_public_infrastructure AUS_sdapo_victory AUS_bauer_government AUS_subsidize_kapsch AUS_expand_vienna_university AUS_restart_linz_program AUS_revive_the_schutzbund AUS_remember_red_vienna AUS_public_housing_programs AUS_democracy_of_the_proletariat AUS_reverse_brain_drain AUS_healthcare_subsidization AUS_democracy_worth_defending AUS_subsidies_for_farmers AUS_join_the_west AUS_cement_the_jansa_plan AUS_defence_focus AUS_the_three_arrows AUS_industry_nationalizations AUS_invite_scientists AUS_realize_unity AUS_negotiate_reunification AUS_equal_rights_women AUS_remove_miklas AUS_fortify_river_traun AUS_alpine_warfare AUS_fund_the_gebirgsjaeger_programme AUS_continue_choke_fortifications AUS_dismantle_corporatism AUS_artillery_modernization AUS_arm_german_resistance AUS_for_a_free_germany
	}
	focus_factors = {
		AUS_ally_italy = 0
		AUS_go_it_alone = 0
		AUS_accept_inevitable = 0
		AUS_moderate_restoration = 0
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Modding Documentation
Construct: state_population
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### state_population
* description: check the population in the state
* (Auto generated using the trigger with same name)