Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ast_focus
Component: AST_expand_northern_presence
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, random_state, has_state_flag, add_building_construction
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_expand_northern_presence
	icon = GFX_goal_generic_air_doctrine
	prerequisite = {
		focus = AST_expand_the_raaf
	}
	x = 0
	y = 2
	relative_position_id = AST_expand_the_raaf
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	complete_tooltip = {
		air_experience = 25
		random_state = {
			limit = {
				has_state_flag = AST_expand_northern_presence_AB
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
		add_doctrine_cost_reduction = {
			name = AST_expand_northern_presence
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
	completion_reward = {
		air_experience = 25
		random_owned_controlled_state = {
			prioritize = {
				521 520 872
			}
			limit = {
				free_building_slots = {
					building = air_base
					size = > 1
				}
				NOT = {
					state = 674
				}
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
			set_state_flag = AST_expand_the_raaf_AB
		}
		add_doctrine_cost_reduction = {
			name = AST_expand_northern_presence
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
}
### Entity: Unit Template
Component: equipments
Constructs: limit, has_dlc, has_idea, is_archetype, is_convertable, is_buildable, allow_mission_type, maximum_speed
Source: game
File: common/units/equipment/mothership.txt

Code:
equipments = {
	mothership_equipment = {
		year = 1942
		can_be_produced = {
			if = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				NOT = {
					has_idea = BUL_army_restrictions_aat
				}
			}
			else = {
				NOT = {
					has_idea = BUL_army_restrictions
				}
			}
		}
		is_archetype = yes
		is_convertable = yes
		picture = archetype_fighter_equipment
		is_buildable = no
		type = {
			fighter
		}
		allowed_types = {
			fighter interceptor
		}
		allow_mission_type = training
		group_by = archetype
		sprite = mothership
		air_map_icon_frame = 1
		interface_category = interface_category_air
		interface_overview_category_index = 1
	}
	mothership_equipment_0 = {
		year = 1942
		archetype = mothership_equipment
		priority = 100
		allow_mission_type = {
			air_superiority interception
		}
		air_range = 3600
		maximum_speed = 650
		air_agility = 44
		air_attack = 190
		air_defence = 60
		upgrades = {
			plane_gun_upgrade plane_range_upgrade plane_engine_upgrade plane_reliability_upgrade
		}
		lend_lease_cost = 20
		air_superiority = 13
		reliability = 0.8
		surface_detection = 40
		resources = {
			aluminium = 8
			rubber = 3
		}
		build_cost_ic = 200
		manpower = 100
		fuel_consumption = 1.32
	}
}
### Entity: AI Strategy
Component: SWE_trade_with_czech
Constructs: has_government
Source: game
File: common/ai_strategy/SWE.txt

Code:
SWE_trade_with_czech = {
	allowed = {
		original_tag = SWE
	}
	enable = {
		has_government = democratic
		CZE = {
			exists = yes
			has_government = democratic
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_market_trade_desire
		id = CZE
		value = 40
	}
}
### Entity: Character
Component: anti_democrat
Constructs: stability_factor, democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
anti_democrat = {
	random = no
	democratic_acceptance = -50
	democratic_drift = -0.02
	stability_factor = 0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: Order of Battle
Component: 503e Rgt. de Chars de Combat
Constructs: division_template
Source: game
File: history/units/FRA_1939.txt

Code:
division = {
	name = 503e Rgt. de Chars de Combat
	location = 454
	division_template = Brigade de Chars de Combat
	start_experience_factor = 0.2
}
### Entity: Idea
Component: ISR_general_motors
Constructs: has_war_with, industrial_capacity_factory, research_bonus
Source: game
File: common/ideas/israel.txt

Code:
ISR_general_motors = {
	picture = usa_general_motors
	allowed = {
		original_tag = ISR
	}
	available = {
		NOT = {
			has_war_with = USA
		}
	}
	research_bonus = {
		industry = 0.15
	}
	traits = {
		industrial_concern
	}
	modifier = {
		industrial_capacity_factory = 0.05
	}
}
### Entity: Scorer
Component: EAI_SCORER_operation_infiltrate_armed_forces_airforce
Constructs: has_government, has_war_with, has_country_flag, is_major, check_variable, is_running_operation_infiltrate_armed_forces_airforce_, has_token_airforce_, set_temp_variable
Source: game
File: common/scorers/country/EAI_operation_target_scorers.txt

Code:
EAI_SCORER_operation_infiltrate_armed_forces_airforce = {
	targets = {
		target_array = potential_and_current_enemies enemies_of_allies neighbors global.majors
		target_root_trigger = {
			check_variable = {
				EAI_ESP_available_operatives = > 1
			}
		}
		score = {
			base = 100
			modifier = {
				factor = 0.01
				has_country_flag = EAI_operation_timeout_@FROM
			} {
				factor = 0
				FROM = {
					has_country_flag = is_running_operation_infiltrate_armed_forces_airforce_@PREV
				}
			} {
				factor = 0
				FROM = {
					has_country_flag = has_token_airforce_@PREV
				}
			} {
				factor = 0
				tag = FROM
			} {
				factor = 0
				NOT = {
					num_of_controlled_states = > 0
				}
			} {
				set_temp_variable = {
					research_factor = amount_research_slots
				}
				divide_temp_variable = {
					research_factor = 5
				}
				factor = research_factor
			} {
				factor = 1.25
				is_major = yes
			} {
				FROM = {
					set_temp_variable = {
						plane_factor = num_deployed_planes
					}
					divide_temp_variable = {
						plane_factor = 5000
					}
				}
				set_temp_variable = {
					target_plane_factor = num_deployed_planes
				}
				divide_temp_variable = {
					target_plane_factor = 5000
				} {
					plane_factor = 2
				}
				add_to_temp_variable = {
					plane_factor = target_plane_factor
				}
				factor = plane_factor
			} {
				factor = 1.25
				FROM = {
					network_strength = {
						target = PREV
						value = > 10
					}
				}
			} {
				factor = 1.25
				FROM = {
					network_strength = {
						target = PREV
						value = > 25
					}
				}
			} {
				factor = 1.25
				FROM = {
					network_strength = {
						target = PREV
						value = > 50
					}
				}
			} {
				factor = 0.1
				has_war_together_with = FROM
			} {
				set_temp_variable = {
					temp = EAI_espionage_operation_risk_@FROM
				} {
					risk_factor = 1
				}
				divide_temp_variable = {
					temp = 4
				}
				clamp_temp_variable = {
					var = temp
					min = 0
					max = 1
				}
				subtract_from_temp_variable = {
					risk_factor = temp
				}
				factor = risk_factor
			} {
				factor = 0
				OR = {
					exists = no
					has_capitulated = yes
					is_ally_with = FROM
				}
			} {
				factor = 0.25
				has_government = FROM
				NOT = {
					has_war_with = FROM
				}
			}
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_tulaia_mutaharrika
Constructs: division_template, prerequisite, limit, has_government, has_country_flag, completion_reward, add_popularity, random_owned_controlled_state
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_tulaia_mutaharrika
	icon = GFX_focus_generic_horse_studs
	x = 1
	y = 1
	ai_will_do = {
		factor = 1
	}
	cost = 8
	prerequisite = {
		focus = AFG_the_constitution_question
	}
	available = {
		has_government = fascism
		has_country_flag = AFG_rashidun_sharia
	}
	relative_position_id = AFG_the_constitution_question
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		division_template = {
			name = Sivarah Mujahideen
			regiments = {
				cavalry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				}
			}
			support = {
				artillery = {
					x = 0
					y = 0
				}
			}
			priority = 2
		}
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
			}
			custom_effect_tooltip = AFG_create_3_sivrah_unit
			hidden_effect = {
				create_unit = {
					division = name = "Sivarah Mujahideen" division_template = "Sivarah Mujahideen" start_experience_factor = 0.05 start_equipment_factor = 0.85 start_manpower_factor = 1
					owner = ROOT
					count = 3
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Idea
Component: SPR_popular_front_2
Constructs: has_government, communism_drift
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_popular_front_2 = {
	name = SPR_popular_front
	picture = SPR_the_popular_front
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		communism_drift = 0.05
	}
	targeted_modifier = {
		tag = SPA
		defense_bonus_against = 0.1
	}
}
### Entity: Unit Leader
Component: 6
Source: game
File: common/unit_leader/00_maneuvering_skills.txt

Code:
6 = {
	cost = 3200
	type = navy
	modifier = {
		positioning = 0.15
		naval_retreat_speed = 0.06
	}
	building_module_modifier = {
		convoy_retreat_speed = 0.06
		naval_retreat_chance = 0.09
	}
}
### Entity: Event
Component: venezuela.6
Constructs: is_triggered_only, annex_country, add_named_threat, add_state_core
Source: game
File: events/venezuela.txt

Code:
country_event = {
	id = venezuela.6
	title = venezuela.6.t
	desc = venezuela.6.d
	picture = GFX_report_event_generic_peaceful_annexation
	is_triggered_only = yes
	option = {
		name = venezuela.6.a
		annex_country = {
			target = COL
			transfer_troops = yes
		}
		add_named_threat = {
			threat = 1
			name = colombia.3.t
		}
		hidden_effect = {
			add_state_core = 306 493 486 1051
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_SILO_16
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_SILO_16 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_SILO
			value = 16
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = fuel_silo
		value = 16
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_indian_legion
Constructs: prerequisite, limit, add_ideas, completion_reward, cancel_if_invalid, random_army_leader, has_trait, add_unit_leader_trait
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_indian_legion
	icon = GFX_focus_RAJ_seek_help_from_germany
	prerequisite = {
		focus = RAJ_protest_against_the_howell_monument
	}
	x = -5
	y = 1
	relative_position_id = RAJ_protest_against_the_howell_monument
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		add_ideas = idea_RAJ_indian_legion
		custom_effect_tooltip = generic_skip_one_line_tt
		random_army_leader = {
			limit = {
				NOT = {
					has_trait = desert_fox
				}
			}
			add_unit_leader_trait = desert_fox
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ANATO_mechanized.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
NATO_mechanized.png &#8206;(53 × 31 pixels, file size: 5 KB, MIME type: image/png)
### Entity: AI Strategy
Component: AFG_kings_path_plan
Constructs: has_country_flag, has_global_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/AFG_r56_strategy_plan.txt

Code:
AFG_kings_path_plan = {
	name = AFG: Afghan Monarchist AI Plan
	desc = Semi-Historical monarchist behavior for Afghanistan.
	allowed = {
		original_tag = AFG
	}
	enable = {
		NOT = {
			has_global_flag = afg_dlc_focus_tree
		}
		OR = {
			has_country_flag = AFG_AI_RANDOM_KINGS_PATH
			has_game_rule = {
				rule = AFG_ai_behavior
				option = AFG_KINGS_PATH
			}
		}
	}
	ai_national_focuses = {
		AFG_first_loya_jirga AFG_begin_westernization AFG_rural_schools AFG_aquire_foreign_machinery AFG_power_to_the_king AFG_abolish_the_regency AFG_continute_nadir_shahs_reforms AFG_construct_the_great_north_road AFG_improve_national_infra AFG_push_army_reforms AFG_expand_university AFG_bolster_the_textile_industry AFG_monopolize_the_karakul_trade AFG_afghan_royal_army AFG_army_modernization AFG_foreign_economic_aid AFG_adopt_constitutional_monarchy AFG_treaty_of_saadabad AFG_purhcase_czech_weaponry AFG_victory_through_firepower AFG_start_the_second_seven_year_plan AFG_turkish_subsidized_factories AFG_royal_air_force AFG_invite_foreign_instructors AFG_establish_radio_kabul AFG_the_hazara_question AFG_afghanistan_bank AFG_develop_hydroelectric_power AFG_expand_the_directorate_of_mines AFG_rejuvenate_the_gold_mines AFG_import_planes AFG_import_british_fighters AFG_university_in_herat AFG_redesign_military_curriculum AFG_improve_our_logistics AFG_intensify_copper_mining AFG_modernize_military_hospitals AFG_introduce_new_uniforms AFG_begin_rearmament AFG_prussians_orient AFG_kabul_arsenal AFG_establish_ammunition_factories AFG_continue_railway_development AFG_self_determination_for_pakistan AFG_the_nomad_population AFG_afghan_miracle AFG_womens_education AFG_form_the_afghan_red_crescent AFG_reclaim_our_land AFG_the_non_aligned_movement
	}
	focus_factors = {
		AFG_the_kabul_pact = 75
		AFG_maintain_neutrality_r56 = 25
	}
	ideas = {
		AFG_humaira_begum = 100
		r56_AFG_abdul_majid_zabuli = 100
		AFG_hashim_khan = 100
		r56_AFG_mohammed_daoud_khan = 0
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Character
Component: GER_vincenz_muller
Constructs: has_completed_focus
Source: game
File: common/characters/GER.txt

Code:
GER_vincenz_muller = {
	name = GER_vincenz_muller
	portraits = {
		army = {
			large = GFX_portrait_GER_vincenz_muller
			small = GFX_portrait_GER_vincenz_muller_small
		}
	}
	field_marshal = {
		traits = {
			infantry_officer trait_reckless politically_connected
		}
		skill = 3
		attack_skill = 3
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 2
		visible = {
			has_completed_focus = GER_reorganize_nationale_volksarmee
		}
	}
}
### Entity: National Focus
Tree: urg_focus
Component: URG_pay_of_all_external_debts
Constructs: prerequisite, limit, remove_ideas, completion_reward, has_idea
Source: game
File: common/national_focus/uruguay.txt

Code:
focus = {
	id = URG_pay_of_all_external_debts
	available = {

	}
	prerequisite = {
		focus = URG_brou
	}
	mutually_exclusive = {

	}
	icon = GFX_focus_generic_american_investments
	x = 0
	y = 1
	cost = 5
	relative_position_id = URG_brou
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = idea_URG_low_amounts_of_external_debts
			}
			remove_ideas = {
				idea_URG_low_amounts_of_external_debts
			}
		} {
			limit = {
				has_idea = idea_URG_expired_debts
			}
			remove_ideas = {
				idea_URG_expired_debts
			}
		}
	}
}
### Entity: Decision
Component: BOL_bolivian_irredentism
Constructs: limit, political_power_gain, add_war_support, has_country_flag, is_core_of, has_dlc, complete_effect, is_claimed_by
Source: game
File: common/decisions/BOL.txt

Code:
BOL_bolivian_irredentism = {
	BOL_reintegrate_litoral_department = {
		priority = 100
		icon = GFX_decision_BOL_reintegrate_litoral_department
		ai_will_do = {
			base = 500
		}
		allowed = {
			original_tag = BOL
		}
		available = {
			controls_state = 506
			506 = {
				NOT = {
					is_core_of = ROOT
				}
			}
		}
		state_target = yes
		targets = {
			506
		}
		target_trigger = {
			always = yes
		}
		on_map_mode = map_and_decisions_view
		visible = {
			NOT = {
				506 = {
					is_core_of = ROOT
				}
			} {
				has_country_flag = BOL_restored_the_litoral_department_flag
			}
			has_dlc = Trial of Allegiance
		}
		cost = 100
		days_remove = 70
		modifier = {
			weekly_manpower = -25
			political_power_gain = -0.15
		}
		complete_effect = {
			IF = {
				limit = {
					506 = {
						is_claimed_by = ROOT
					}
				}
				506 = {
					remove_claim_by = ROOT
				}
			}
			506 = {
				add_core_of = ROOT
			}
			ROOT = {
				transfer_state = 506
			}
			add_war_support = 0.05
			hidden_effect = {
				set_country_flag = BOL_restored_the_litoral_department_flag
			}
		}
		remove_effect = {

		}
	}
	BOL_reintegrate_acre_state = {
		priority = 90
		icon = GFX_decision_BOL_reintegrate_acre_state
		ai_will_do = {
			base = 500
		}
		allowed = {
			original_tag = BOL
		}
		available = {
			controls_state = 940
			940 = {
				NOT = {
					is_core_of = ROOT
				}
			}
		}
		state_target = yes
		targets = {
			940
		}
		target_trigger = {
			always = yes
		}
		on_map_mode = map_and_decisions_view
		visible = {
			NOT = {
				940 = {
					is_core_of = ROOT
				}
			} {
				has_country_flag = BOL_restored_the_acre_state_flag
			}
			has_dlc = Trial of Allegiance
		}
		cost = 100
		days_remove = 70
		modifier = {
			weekly_manpower = -25
			political_power_gain = -0.15
		}
		complete_effect = {
			IF = {
				limit = {
					940 = {
						is_claimed_by = ROOT
					}
				}
				940 = {
					remove_claim_by = ROOT
				}
			}
			940 = {
				add_core_of = ROOT
			}
			ROOT = {
				transfer_state = 940
			}
			add_war_support = 0.05
			hidden_effect = {
				set_country_flag = BOL_restored_the_acre_state_flag
			}
		}
		remove_effect = {

		}
	}
	BOL_establish_arica_department = {
		priority = 50
		icon = GFX_decision_BOL_establish_arica_department
		ai_will_do = {
			base = 300
		}
		allowed = {
			original_tag = BOL
		}
		available = {
			controls_state = 951
			951 = {
				NOT =
# ... (truncated)
### Entity: Event
Component: KMT_event.48
Constructs: is_triggered_only, retire_character, add_popularity, set_country_flag, add_to_variable, add_country_leader_role
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.48
	title = KMT_event.48.t
	desc = KMT_event.48.desc
	picture = GFX_report_event_french_resistance_01
	is_triggered_only = yes
	option = {
		name = KMT_event.48.a
		retire_character = CHI_chiang_kaishek
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		set_country_flag = KMT_taiwan_perm
		add_to_variable = {
			KMT_wt_stab = -0.1
		}
		custom_effect_tooltip = KMT_wt_stab-10_tt
		add_country_leader_role = {
			character = KMT_chiang_ching_kuo
			country_leader = {
				expire = 1965.1.1
				ideology = the_peoples_tutelage
				traits = {
					KMT_son_of_chiang
				}
			}
			promote_leader = yes
		}
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_subvert_soviet_control
Constructs: prerequisite, remove_ideas, add_opinion_modifier, completion_reward, has_global_flag, add_timed_idea
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_subvert_soviet_control
	available = {
		has_global_flag = scw_over
	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_soviet_recovery_aid
	} {
		focus = SPR_secure_democratic_principles
	}
	icon = GFX_goal_generic_demand_territory
	x = 1
	y = 1
	relative_position_id = SPR_secure_democratic_principles
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		SOV = {
			add_opinion_modifier = {
				target = ROOT
				modifier = SPR_subvert_soviet_control
			}
		}
		remove_ideas = SPR_soviet_military_advisors SPR_soviet_industrial_aid SPR_soviet_recovery_aid SPR_provide_for_the_people SPR_the_five_year_plan
		add_timed_idea = {
			idea = SPR_subvert_soviet_control
			days = 1095
		}
		custom_effect_tooltip = SPR_subvert_soviet_control_tt
	}
}
### Entity: Modding Documentation
Construct: num_subjects
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_subjects
* description: check the number of subjects of nation
* (Auto generated using the trigger with same name)
### Entity: Scripted Trigger
Component: EAI_DD_navy_focus_2
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_DD_navy_focus_2 = {
	OR = {
		check_variable = {
			EAI_FOCUS/NAVY/destroyer = global.EAI_B_DD_DESIGN
		} {
			EAI_FOCUS/NAVY/destroyer_OVERRIDE = global.EAI_B_DD_DESIGN
		}
		AND = {
			OR = {
				EAI_Destroyer_Focus_2_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/NAVY/destroyer EAI_FOCUS/NAVY/destroyer_OVERRIDE
			}
		}
	}
}
### Entity: Idea
Component: BUL_british_tank_designer
Constructs: has_completed_focus, limit, has_country_flag, has_dlc, has_opinion, has_capitulated, is_subject, is_subject_of
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_british_tank_designer = {
	name = vickers_armstrong_eng
	picture = vickers_armstrong_eng
	cost = 100
	allowed = {
		original_tag = BUL
		has_dlc = Battle for the Bosporus
	}
	available = {
		has_country_flag = BUL_british_military_agreements_flag
		if = {
			limit = {
				NOT = {
					has_country_flag = BUL_contract_with_british_tank_designer_flag
				}
			}
			ENG = {
				has_opinion = {
					target = ROOT
					value = > 49
				}
				has_capitulated = no
				BUL_is_valid_subject = yes
			}
		}
		OR = {
			is_subject = no
			is_subject_of = ENG
		}
		is_in_faction_with = ENG
		NOT = {
			has_completed_focus = BUL_nationalization
		}
	}
	on_add = {
		if = {
			limit = {
				NOT = {
					has_country_flag = BUL_contract_with_british_tank_designer_flag
				}
			}
			random_owned_state = {
				limit = {
					is_fully_controlled_by = ROOT
					free_building_slots = {
						building = arms_factory
						size = > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
			set_country_flag = BUL_contract_with_british_tank_designer_flag
		}
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		medium_tank_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Component: ah_deterrence
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/austro_hungarian_releasable_shared.txt

Code:
focus = {
	id = ah_deterrence
	icon = GFX_goal_generic_defence
	prerequisite = {
		focus = ah_neutrality_focus
	}
	x = 0
	y = 1
	relative_position_id = ah_neutrality_focus
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = deterrence
	}
}
### Entity: Event
Component: belgium.131
Constructs: is_triggered_only, ai_chance, add_ideas, has_government, has_war_with, fire_only_once, add_political_power, add_popularity
Source: game
File: events/BEL_additional_events.txt

Code:
country_event = {
	id = belgium.131
	title = belgium.131.t
	desc = belgium.131.desc
	picture = GFX_report_event_dietsche_militie
	trigger = {
		tag = BEL
		GER = {
			has_government = fascism
		}
		has_government = democratic
		fascism = < 0.5
		has_war_with = GER
	}
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		ai_chance = {
			base = 10
		}
		add_political_power = -20
		name = belgium.131.a
		add_popularity = {
			ideology = fascism
			popularity = -0.15
		}
		add_ideas = BEL_fascism_banned
	} {
		ai_chance = {
			base = 0.5
		}
		add_political_power = -50
		name = belgium.131.b
		add_popularity = {
			ideology = fascism
			popularity = 0.15
		}
		add_ideas = BEL_dinaso_shocktroops_in_the_army
		set_country_flag = dinaso_shocktroops_in_the_army
	} {
		ai_chance = {
			factor = 0
		}
		name = belgium.131.c
		add_political_power = 20
	}
}
### Entity: Character
Component: HUN_asboth_oszkar
Source: game
File: common/characters/HUN.txt

Code:
HUN_asboth_oszkar = {
	name = HUN_asboth_oszkar
	portraits = {
		army = {
			large = GFX_portrait_HUN_asboth_oszkar
		}
	}
	scientist = {
		traits = {
			scientist_trait_helicopter_expert
		}
		skills = {
			specialization_air = 1
		}
	}
}