Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: aus_focus
Component: AUS_architechtual_advancements
Constructs: prerequisite, completion_reward, add_political_power, add_tech_bonus
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_architechtual_advancements
	icon = GFX_goal_generic_construct_civilian
	prerequisite = {
		focus = AUS_regulate_austrian_finance_sector
	}
	mutually_exclusive = {

	}
	x = -2
	y = 1
	relative_position_id = AUS_regulate_austrian_finance_sector
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_POLITICAL_CHARACTER
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 100
		add_tech_bonus = {
			name = AUS_architechtual_advancements
			bonus = 0.5
			uses = 2
			category = construction_tech
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = AUS_adolf_hoch
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_flying_artillery
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_flying_artillery
	icon = GFX_goal_poland_goal
	x = 0
	y = 3
	prerequisite = {
		focus = FRA_air_ground_cooperation
	}
	mutually_exclusive = {

	}
	relative_position_id = FRA_air_dominance
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = {
			FRA_flying_artillery
		}
	}
}
### Entity: Unit Template
Component: INS
Source: game
File: common/units/names/00_names.txt

Code:
INS = {
	submarine = {
		prefix = KRI
		generic = {
			Submarine
		}
		unique = {
			Nagapasa Ardadedali Alugoro Cakra Nanggala
		}
	}
	destroyer = {
		prefix = KRI
		generic = {
			Destroyer
		}
		unique = {
			Mandau Rencong Badik Keris Todak Hiu Layang Lemadang Pandrong Sura Clurit Kujang Beladau Alamang Parang Siwar Surik Terapang Sampari Tombak Halasan Badau Selawaku Ajak Andau Singa Tongkak Kakap Kerapu Tongkol Barakuda Boa Welang
		}
	}
	light_cruiser = {
		prefix = KRI
		generic = {
			Light Cruiser
		}
		unique = {
			Diponegoro Sultan Hasanuddin Sultan Iskandar Muda Frans Kaisiepo Bung Tomo John Lie Usman Harun Fatahillah Malahayati Nala  Kapitan Pattimura Untung Suropati Nuku Lambung Mangkurat Cut Nyak Dien Sultan Thaha Syaifudin Sutanto Sutedi Senoputra Wiratno Tjiptadi Hasan Basri Imam Bonjol Teuku Umar Silas Papare
		}
	}
	heavy_cruiser = {
		prefix = KRI
		generic = {
			Heavy Cruiser
		}
		unique = {
			Raden Edi Martadinata I Gusti Ngurah Rai Diponegoro Ahmad Yani Slamet Riyadi Yos Sudarso Oswald Siahaan Abdul Halim Perdanakusuma Karel Satsuit Tubun
		}
	}
	battle_cruiser = {
		prefix = KRI
		generic = {
			Battle Cruiser
		}
		unique = {
			Jakarta Bandung Semarang Surabaya Malang
		}
	}
	battleship = {
		prefix = KRI
		generic = {
			Battleship
		}
		unique = {
			Palembang Balikpapan Makassar Padang Medan
		}
	}
	carrier = {
		prefix = KRI
		generic = {
			Carrier
		}
		unique = {
			Sumatra Java Kalimantan Sulawesi Nusa Tenggara Papua Maluku Aceh
		}
	}
}
### Entity: Idea
Component: SWE_workers_striking
Constructs: industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_workers_striking = {
	picture = r56i_idea_riots
	allowed = {
		always = no
	}
	modifier = {
		stability_weekly = -0.01
		industrial_capacity_factory = -0.15
		industrial_capacity_dockyard = -0.1
		production_speed_buildings_factor = -0.1
	}
}
### Entity: Wiki Documentation
Construct: Strategies_and_Guides
Source: wiki
File: wiki/Albania.html

Doc:
Strategies and Guides[edit]
Put strategies and guides here to help others play this nation. Please post individual guides under its own subheader.

Example Strategy[edit]
This is an example strategy.

Miscellaneous tips[edit]
Here go miscellaneous tips that don't deserve their own subheader.

Countries

Europe
|

Albania Austria Belgium Bulgaria Czechoslovakia Denmark Estonia Finland France Germany Greece Hungary Ireland Italy Latvia Lithuania Luxembourg Malta Nationalist Spain Netherlands Norway Poland Portugal Republican Spain Romania Slovakia Soviet Union Sweden Switzerland Turkey United Kingdom Vichy France Yugoslavia

|

North America
|

Canada Costa Rica Cuba Dominican Rep. El Salvador Guatemala Haiti Honduras Mexico Nicaragua United States Panama

|

South America
|

Argentina Bolivia Brazil Chile Colombia Ecuador Guyana Paraguay Peru Uruguay Venezuela

|

Asia
|

Bhutan British Raj Communist China Guanxi Clique India Indochina Indonesia Iraq Israel Japan Jordan Lebanon Manchukuo Mongolia Nationalist China Nepal North Korea Oman Pakistan Palestine Persia Philippines Saudi Arabia Shanxi Siam Sinkiang South Korea Syria Tannu Tuva Tibet Xibei San Ma Yemen Yunnan

|

Africa
|

Egypt Ethiopia Liberia South Africa Morocco

|

Oceania
|

Australia New Zealand

|
### Entity: National Focus
Tree: ger_focus
Component: GER_liberate_oppressed_people
Constructs: prerequisite, limit, completion_reward, add_political_power, is_subject, is_core_of, add_state_core
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_liberate_oppressed_people
	icon = GFX_focus_SWE_refuge_from_war
	prerequisite = {
		focus = GER_safeguard_the_baltic_ww GER_tributes_for_guarantees GER_danzig_for_guarantees_ww GER_safeguard_poland
	}
	dynamic = yes
	x = 3
	y = 1
	relative_position_id = GER_safeguard_poland
	cost = 5
	available = {
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 50
		custom_effect_tooltip = generic_skip_one_line_tt GER_liberate_oppressed_people_tt generic_skip_one_line_tt
		IF = {
			limit = {
				AND = {
					218 = {
						NOT = {
							is_core_of = DON
						}
					}
					245 = {
						NOT = {
							is_core_of = DON
						}
					}
					238 = {
						NOT = {
							is_core_of = DON
						}
					}
				}
			}
			custom_effect_tooltip = GER_liberate_oppressed_people_cossacks_tt
			DON = {
				add_state_core = 218 245 238
			}
		} {
			limit = {
				AND = {
					234 = {
						NOT = {
							is_core_of = KUB
						}
					}
					233 = {
						NOT = {
							is_core_of = KUB
						}
					}
					235 = {
						NOT = {
							is_core_of = KUB
						}
					}
				}
			}
			KUB = {
				add_state_core = 234 233 235
			}
		}
	}
}
### Entity: Country History
Country: VEN
Component: VEN_army
Source: game
File: history/countries/VEN - Venezula.txt

Code:
# OOB & Army Setup for VEN
oob = VEN_1936
### Entity: Idea
Component: COG_colonial_maritime_company
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/congo.txt

Code:
COG_colonial_maritime_company = {
	picture = COG_colonial_maritime_company
	allowed = {
		original_tag = COG
		has_dlc = Gotterdammerung
	}
	available = {
		has_completed_focus = CONGO_compagnie_belge_maritime_du_congo
	}
	visible = {

	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		merchant_marine_manufacturer
	}
	modifier = {

	}
}
### Entity: Event
Component: mutiny_event.4
Constructs: is_triggered_only, remove_ideas, clr_country_flag, set_country_flag
Source: game
File: events/stability_events.txt

Code:
country_event = {
	id = mutiny_event.4
	title = mutiny_event.4.t
	desc = mutiny_event.4.desc
	picture = GFX_report_event_czech_soldier_01
	is_triggered_only = yes
	option = {
		name = mutiny_event.4.a
		remove_ideas = {
			mutiny_1 mutiny_2 mutiny_3
		}
		clr_country_flag = crisis_in_progress crisis_solution_in_progress
		set_country_flag = {
			flag = mutiny_resolved
			days = 90
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_reform_the_administration
Constructs: prerequisite, remove_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_warlord.txt

Code:
focus = {
	id = CHI_reform_the_administration
	icon = GFX_focus_generic_improve_the_administration
	prerequisite = {
		focus = CHI_root_out_corruption CHI_embrace_the_opium_trade
	}
	x = 0
	y = 2
	relative_position_id = CHI_new_model_province
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		remove_ideas = CHI_ineffective_bureaucracy_warlord
	}
}
### Entity: Event
Component: turkey.148
Constructs: is_triggered_only, add_offsite_building
Source: game
File: events/r56_turkey.txt

Code:
country_event = {
	id = turkey.148
	title = turkey.148.t
	desc = turkey.148.d
	picture = GFX_report_event_tur_inonu_diplomacy
	is_triggered_only = yes
	option = {
		name = turkey.148.a
		add_offsite_building = {
			type = industrial_complex
			level = 4
		}
	}
}
### Entity: Event
Component: bba_news.106
Constructs: limit, has_country_flag, fire_only_once, has_character, has_country_leader, has_idea, swap_ideas, remove_idea
Source: game
File: events/BBA_NewsEvents.txt

Code:
news_event = {
	id = bba_news.106
	title = bba_news.106.t
	desc = bba_news.106.desc
	picture = GFX_news_event_ITA_vittorio_emanuele_III
	major = no
	fire_only_once = yes
	trigger = {
		original_tag = ITA
		has_character = ITA_prince_umberto ITA_vittorio_emanuele_iii
		date = > 1947.12.27
		NOT = {
			has_country_flag = ITA_deposed_the_king
		}
	}
	mean_time_to_happen = {
		days = 30
		modifier = {
			factor = 2
			date = > 1948.02.01
		}
	}
	option = {
		name = bba_news.106.a
		IF = {
			limit = {
				has_country_leader = {
					character = ITA_vittorio_emanuele_iii
					ruling_only = yes
				}
			}
			ITA_promote_umberto_to_country_leader = yes
		}
		ELSE_IF = {
			limit = {
				OR = {
					has_idea = vittorio_emanuele vittorio_emanuele_king_of_albania vittorio_emanuele_emperor_of_ethiopia vittorio_emanuele_albania_ethiopia
				}
			}
			if = {
				limit = {
					has_idea = vittorio_emanuele
				}
				swap_ideas = {
					remove_idea = vittorio_emanuele
					add_idea = umberto_idea
				}
			}
			else_if = {
				limit = {
					has_idea = vittorio_emanuele_king_of_albania
				}
				swap_ideas = {
					remove_idea = vittorio_emanuele_king_of_albania
					add_idea = umberto_idea
				}
			} {
				limit = {
					has_idea = vittorio_emanuele_emperor_of_ethiopia
				}
				swap_ideas = {
					remove_idea = vittorio_emanuele_emperor_of_ethiopia
					add_idea = umberto_idea
				}
			} {
				limit = {
					has_idea = vittorio_emanuele_albania_ethiopia
				}
				swap_ideas = {
					remove_idea = vittorio_emanuele_albania_ethiopia
					add_idea = umberto_idea
				}
			}
		}
		hidden_effect = {
			set_country_flag = ITA_vittorio_emmanuele_dead_flag
		}
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_COMBINED_target_country_C0X
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_COMBINED_target_country_C0X = {
	enable = {
		check_variable = {
			EAI_MILITARY_COMBINED_target_countries^num = > 0
		}
		NOT = {
			check_variable = {
				EAI_MILITARY_COMBINED_target_countries^33 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = C0X
		value = 15000
	} {
		type = invade
		id = C0X
		value = 200
	}
}
### Entity: Unit Template
Component: HAN_PAR_01
Source: game
File: common/units/names_divisions/HAN_names_divisions.txt

Code:
HAN_PAR_01 = {
	name = Paratrooper Divisions
	for_countries = {
		HAN
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = %d. Fallschirmjäger Division
	ordered = {
		1 = {
			%d. Fallschirmjäger Division
		}
		2 = {
			%d. Fallschirmjäger Division
		}
		3 = {
			%d. Fallschirmjäger Division
		}
		4 = {
			%d. Fallschirmjäger Division
		}
		5 = {
			%d. Fallschirmjäger Division
		}
		6 = {
			%d. Fallschirmjäger Division
		}
		7 = {
			%d. Fallschirmjäger Division
		}
		9 = {
			%d. Fallschirmjäger Division
		}
		8 = {
			%d. Fallschirmjäger Division
		}
		10 = {
			%d. Fallschirmjäger Division
		}
	}
}
### Entity: Event
Component: belgium.23
Constructs: create_country_leader, has_war, has_government, has_country_flag, fire_only_once, add_political_power, has_country_leader, add_popularity
Source: game
File: events/BEL_events.txt

Code:
country_event = {
	id = belgium.23
	title = belgium.23.t
	desc = belgium.23.d
	picture = GFX_report_event_Van_Zeeland_government
	fire_only_once = yes
	trigger = {
		tag = BEL
		has_government = democratic
		has_country_leader = {
			ruling_only = yes
			character = BEL_paul_van_zeeland
		}
		NOT = {
			has_country_flag = Spaak_PM
		}
		AND = {
			date = > 1937.11.20 < 1940.06.01
			has_country_flag = rexist_electoral_victory_1937
		}
		has_war = no
	}
	mean_time_to_happen = {
		days = 20
	}
	option = {
		name = belgium.23.a
		add_political_power = -30
		add_popularity = {
			ideology = fascism
			popularity = 0.01
		}
		create_country_leader = {
			name = Paul-Emile Janson
			desc = Paul-Emile Janson
			picture = Portrait_Belgium_Paul-Emile_Janson.dds
			expire = 1939.1.1
			ideology = liberalism
			traits = {
				liberal_grandee
			}
		}
	}
}
### Entity: Misc Config
Component: faction_controlled_between_the_seas_states
Constructs: limit
Source: game
File: common/collections/collections.txt

Code:
faction_controlled_between_the_seas_states = {
	input = collection:POL_between_the_seas_states
	name = COLLECTION_FACTION_BETWEEN_THE_SEAS_STATES
	operators = {
		limit = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
}
### Entity: Event
Component: WW_hungary.105
Constructs: is_triggered_only, ai_chance, limit, add_war_support, add_stability, fire_only_once, every_state, is_owned_and_controlled_by
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.105
	title = WW_hungary.105.t
	desc = WW_hungary.105.desc
	picture = GFX_report_event_HUN_hungary_occupies_area
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = WW_hungary.105.a
		ai_chance = {
			factor = 100
		}
		add_war_support = 0.01
		add_stability = 0.01
		every_state = {
			limit = {
				OR = {
					state = 109 103
				}
				is_owned_and_controlled_by = FROM
			}
			transfer_state_to = ROOT
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				OR = {
					FROM = {
						original_tag = CRO
					}
					CRO = {
						exists = no
					}
				}
			}
			every_possible_country = {
				limit = {
					has_character = CRO_duro_jakcin
				}
				set_nationality = {
					target_country = ROOT
					character = CRO_duro_jakcin
				}
			}
		}
	}
}
### Entity: Event
Component: ww_BEL_event_diplomatic.1
Constructs: is_triggered_only, limit, has_guaranteed
Source: game
File: events/WUW_Belgium.txt

Code:
country_event = {
	id = ww_BEL_event_diplomatic.1
	title = ww_BEL_event_diplomatic.1.t
	desc = ww_BEL_event_diplomatic.1.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = ww_BEL_event_diplomatic.1.a
		effect_tooltip = {
			ROOT = {
				diplomatic_relation = {
					country = FROM
					relation = guarantee
					active = no
				}
			}
			if = {
				limit = {
					FROM = {
						has_guaranteed = ROOT
					}
				}
				FROM = {
					diplomatic_relation = {
						country = ROOT
						relation = guarantee
						active = no
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_empower_the_economic_council
Constructs: prerequisite, completion_reward, add_political_power, add_power_balance_value
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_empower_the_economic_council
	icon = GFX_goal_generic_church_economy
	relative_position_id = AUS_crush_heimwehr_remnants
	x = -1
	y = 1
	prerequisite = {
		focus = AUS_crush_heimwehr_remnants
	}
	cost = 8
	completion_reward = {
		add_political_power = 75
		add_power_balance_value = {
			id = AUS_reform_power_balance
			value = -0.15
			tooltip_side = AUS_reform_side
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/PRC_1939_TSR.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = PRC
		}
		requested_factories = 2
		progress = 0.1
		efficiency = 100
		industrial_manufacturer = mio:PRC_cmc_military_industry_bureau_organization
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_REDUCE_infantry_equipment
Constructs: limit, check_variable, set_temp_variable
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_REDUCE_infantry_equipment = {
	enable = {
		if = {
			limit = {
				check_variable = {
					num_target_equipment_in_armies_k@infantry_equipment = > 0
				}
			}
			set_temp_variable = {
				tmp = num_equipment@infantry_equipment
			}
			divide_temp_variable = {
				tmp = 1000
			} {
				tmp = num_target_equipment_in_armies_k@infantry_equipment
			}
			check_variable = {
				tmp = > 0.5
			}
		}
		else = {
			always = no
		}
	}
	abort = {
		NOT = {
			AND = {
				if = {
					limit = {
						check_variable = {
							num_target_equipment_in_armies_k@infantry_equipment = > 0
						}
					}
					set_temp_variable = {
						tmp = num_equipment@infantry_equipment
					}
					divide_temp_variable = {
						tmp = 1000
					} {
						tmp = num_target_equipment_in_armies_k@infantry_equipment
					}
					check_variable = {
						tmp = > 0.25
					}
				}
				else = {
					always = no
				}
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = infantry_equipment
		value = -30
	} {
		type = equipment_variant_production_factor
		id = infantry_equipment
		value = -50
	}
}
### Entity: Modifier Reference
Component: r56_GER_front_line_cities_modifier
Constructs: remove_trigger
Source: game
File: common/dynamic_modifiers/r56_GER.txt

Code:
r56_GER_front_line_cities_modifier = {
	icon = GFX_modifiers_SOV_civilian_labor_in_defense
	remove_trigger = {
		controller = {
			NOT = {
				original_tag = GER
			}
		}
	}
	state_production_speed_bunker_factor = 0.05
	state_repair_speed_bunker_factor = 0.05
	army_core_defence_factor = 0.05
}
### Entity: Event
Component: bftb_bulgaria_democratic_international_policies.7
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_democratic_international_policies.7
	title = bftb_bulgaria_democratic_international_policies.7.t
	desc = bftb_bulgaria_democratic_international_policies.7.desc
	picture = GFX_report_event_bul_troops_dobrudja
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_democratic_international_policies.7.a
		add_opinion_modifier = {
			target = ENG
			modifier = BUL_territorial_arbitration_negative
		}
	}
}
### Entity: Character
Component: NMB_communist_guy
Constructs: has_government
Source: game
File: common/characters/NMB.txt

Code:
NMB_communist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = NMB_communist_guy
		allowed = {
			original_tag = NMB
		}
		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: Event
Component: news.219
Constructs: is_triggered_only, has_government
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.219
	title = news.219.t
	desc = news.219.d
	picture = GFX_news_event_journalists_speech
	major = yes
	is_triggered_only = yes
	fire_for_sender = no
	option = {
		name = news.219.a
		trigger = {
			has_government = communism
		}
	} {
		name = news.219.b
		trigger = {
			has_government = fascism
		}
	} {
		name = news.219.c
		trigger = {
			NOT = {
				OR = {
					has_government = fascism communism
				}
			}
		}
	}
}
### Entity: Shared Focus
Tree: spr_focus
Component: SPR_cement_franco_rule
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, add_country_leader_trait
Source: game
File: common/national_focus/r56_political_spain_nationalist_shared.txt

Code:
shared_focus = {
	id = SPR_cement_franco_rule
	icon = GFX_goal_spr_cement_franco_rule
	cost = 5.0
	relative_position_id = SPR_nationalist_victory
	prerequisite = {
		focus = SPR_nationalist_victory
	}
	ai_will_do = {
		factor = 50
	}
	mutually_exclusive = {
		focus = SPR_restore_the_monarchy
	}
	completion_reward = {
		add_country_leader_trait = caudillo_trait
		add_ideas = SPR_cement_franco_rule
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	x = -3
	y = 1
}
### Entity: Event
Component: austria.2
Constructs: is_triggered_only, ai_chance, limit, has_government, has_country_flag, random_hours, is_subject, has_global_flag
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.2
	title = austria.2.t
	desc = austria.2.desc
	is_triggered_only = yes
	picture = GFX_report_event_AUS_schuschnigg
	option = {
		name = austria.2.a
		trigger = {
			NOT = {
				has_country_flag = AUS_did_south_tyrol_borderwar
			} {
				has_country_flag = AUS_italy_rejected
			}
		}
		ITA = {
			country_event = {
				id = austria.3
				days = 1
				random_hours = 12
			}
		}
		ai_chance = {
			base = 0
			modifier = {
				add = 1
				has_country_flag = AUS_ally_italy_ai
			}
		}
	} {
		name = austria.2.b
		trigger = {
			NOT = {
				has_country_flag = AUS_west_rejected
			}
		}
		if = {
			limit = {
				FRA = {
					is_subject = no
					has_government = democratic
				}
			}
			FRA = {
				country_event = {
					id = austria.6
					days = 1
					random_hours = 12
				}
			}
			custom_effect_tooltip = AUS_if_france_decline
		}
		else = {
			ENG = {
				country_event = {
					id = austria.6
					days = 1
					random_hours = 12
				}
			}
		}
		ai_chance = {
			base = 0
			modifier = {
				add = 1
				has_country_flag = AUS_ally_west_ai
			}
		}
	} {
		name = austria.2.c
		trigger = {
			NOT = {
				has_country_flag = AUS_germany_rejected
				has_global_flag = AUS_civil_war_triggered
			}
		}
		GER = {
			country_event = {
				id = austria.13
				days = 1
				random_hours = 12
			}
		}
		ai_chance = {
			base = 0
			modifier = {
				add = 1
				has_country_flag = AUS_ally_germany_ai
			}
		}
	} {
		name = austria.2.d
		set_country_flag = AUS_going_alone
		complete_national_focus = AUS_go_it_alone
		trigger = {
			NOT = {
				has_country_flag = AUS_west_rejected AUS_italy_rejected AUS_germany_rejected
			}
		}
		custom_effect_tooltip = AUS_go_alone_tt
		ai_chance = {
			base = 0
			modifier = {
				add = 1
				has_country_flag = AUS_go_alone_ai
			}
		}
	} {
		name = austria.2.e
		trigger = {
			has_country_flag = AUS_west_rejected AUS_italy_rejected AUS_germany_rejected
		}
		set_country_flag = AUS_going_alone
		complete_national_focus = AUS_go_it_alone
	}
}
### Entity: Trigger Reference
Construct: is_leading_army
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_leading_army

* Supported Scopes: CHARACTER
* Supported Targets: none

```
is_leading_army = yes/no - Checks if the current unit leader is leading a single army (not army group)
```
### Entity: National Focus
Tree: bul_focus
Component: BUL_military_rearmament_plans
Constructs: completion_reward, add_doctrine_cost_reduction, add_command_power
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_military_rearmament_plans
	icon = GFX_focus_generic_military_mission
	relative_position_id = BUL_industrial_modernization
	x = 18
	y = 0
	cost = 10
	ai_will_do = {
		factor = 40
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = BUL_military_rearmament_plans
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine naval_doctrine air_doctrine
		}
		army_experience = 10
		navy_experience = 10
		air_experience = 10
		add_command_power = 30
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}