Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: IRE_frank_fahy
Source: game
File: common/characters/IRE.txt

Code:
IRE_frank_fahy = {
	advisor = {
		slot = high_command
		idea_token = IRE_frank_fahy
		ledger = army
		allowed = {
			original_tag = IRE
		}
		traits = {
			army_commando_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Frank Fahy
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_6
		}
	}
}
### Entity: AI Strategy
Component: MAN_handle_bandits
Constructs: has_idea, save_equipment
Source: game
File: common/ai_strategy/MAN_ai_strategies.txt

Code:
MAN_handle_bandits = {
	allowed = {
		original_tag = MAN
	}
	enable = {
		has_idea = MAN_banditry
	}
	abort = {
		NOT = {
			has_idea = MAN_banditry
		}
	}
	ai_strategy = {
		type = save_equipment
		id = infantry_equipment
		value = 501
	}
}
### Entity: Decision
Component: the_return_of_the_old_guard_category
Source: game
File: common/decisions/categories/r56_decision_categories.txt

Code:
the_return_of_the_old_guard_category = {
	priority = 10
	icon = generic_monarchism
}
### Entity: Idea
Component: QUE_organised_red_army
Constructs: army_defence_factor, stability_factor, political_power_gain, army_attack_factor
Source: game
File: common/ideas/quebec.txt

Code:
QUE_organised_red_army = {
	allowed = {
		original_tag = QUE
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = saf_soviet_advisers
	modifier = {
		conscription = 0.005
		political_power_gain = 0.15
		army_attack_factor = 0.1
		army_defence_factor = -0.1
		stability_factor = 0.1
	}
}
### Entity: Character
Component: MAN_figurehead_emperor
Constructs: research_speed_factor, stability_factor, neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
MAN_figurehead_emperor = {
	random = no
	sprite = 13
	political_power_factor = 0.1
	stability_factor = 0.1
	neutrality_drift = 0.1
	research_speed_factor = 0.05
}
### Entity: Character
Component: BSK_yakov_bykin
Source: game
File: common/characters/BSK.txt

Code:
BSK_yakov_bykin = {
	name = Yakov Borisovich Bykin
	portraits = {
		civilian = {
			large = GFX_portrait_Yakov_Borisovich_Bykin
		}
	}
	country_leader = {
		ideology = leninism
		expire = 1950.1.1.1
		id = -1
	}
}
### Entity: Modifier Reference
Construct: power_balance_daily
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## power_balance_daily

* Number with 2 decimal places
* **Categories**: country
### Entity: Idea
Component: AST_mount_isa_mines_improved_ic
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/australia.txt

Code:
AST_mount_isa_mines_improved_ic = {
	picture = AST_mount_isa_mines_ic
	allowed = {
		original_tag = AST
		has_dlc = Thunder at Our Gates
	}
	available = {

	}
	visible = {
		has_completed_focus = AST_planned_extraction
	}
	research_bonus = {
		excavation_tech = 0.25
	}
	traits = {
		AST_mount_isa_upgraded
	}
	modifier = {

	}
}
### Entity: State History
Component: 960
Constructs: add_core_of
Source: game
File: history/states/960 - San Juan.txt

Code:
state = {
	id = 960
	name = STATE_960
	manpower = 881311
	state_category = rural
	history = {
		owner = ARG
		add_core_of = ARG
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			2136 2
		} {
			12978 1
		}
	}
	provinces = {
		2136 8253 12928 12978
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: GER_kurt_zeitzler
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_kurt_zeitzler = {
	picture = generic_air_europe_2
	allowed = {
		original_tag = GER
	}
	traits = {
		army_chief_planning_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Trigger Reference
Construct: has_legitimacy
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### has_legitimacy
* description: Check scope country legitimacy 0-100: Example has_legitimacy < 60
* (Auto generated using the trigger with same name)
### Entity: Idea
Component: CUF_cooperation_with_communists
Constructs: stability_factor, has_government, removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CUF_cooperation_with_communists = {
	picture = chi_chinese_support
	removal_cost = -1
	cancel = {
		has_government = communism
	}
	modifier = {
		stability_factor = 0.05
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = PRC
		attack_bonus_against = -0.05
		defense_bonus_against = -0.05
	}
}
### Entity: Character
Component: HYD_acgs
Source: game
File: common/characters/HYD.txt

Code:
HYD_acgs = {
	name = HYD_douglas_douglas_hamilton
	advisor = {
		slot = air_chief
		idea_token = HYD_douglas_douglas_hamilton
		allowed = {
			original_tag = HYD
		}
		traits = {
			air_chief_ground_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {

		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_SILO_35
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_SILO_35 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_SILO
			value = 35
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = fuel_silo
		value = 35
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: limit, has_dlc, add_equipment_production
Source: game
File: history/units/PHI_1939.txt

Code:
instant_effect = {
	if = {
		limit = {
			has_dlc = No Compromise, No Surrender
		}
		add_equipment_production = {
			equipment = {
				type = infantry_equipment_1
				creator = PHI
			}
			requested_factories = 1
			progress = 0.4
			efficiency = 100
			industrial_manufacturer = mio:USA_springfield_armory_organization
		} {
			equipment = {
				type = convoy_1
				creator = PHI
				version_name = Casco Convoy
			}
			requested_factories = 1
			progress = 0.55
			amount = 50
			industrial_manufacturer = mio:PHI_compania_maritima_de_cebu_organization
		}
		else = {
			add_equipment_production = {
				equipment = {
					type = infantry_equipment_1
					creator = PHI
				}
				requested_factories = 1
				progress = 0.4
				efficiency = 100
			}
		}
	}
}
### Entity: State History
Component: 919
Constructs: add_core_of, add_to_array
Source: game
File: history/states/919-Jeolla.txt

Code:
state = {
	id = 919
	name = STATE_919
	history = {
		owner = JAP
		buildings = {
			infrastructure = 3
			industrial_complex = 1
			11948 = {
				naval_base = 4
			}
		}
		victory_points = {
			11948 3
		} {
			4126 1
		} {
			11992 1
		}
		add_core_of = KOR
		add_to_array = {
			state_victory_points = 11948
		} {
			state_victory_points = 4126
		} {
			state_victory_points = 11992
		}
	}
	provinces = {
		1054 1177 4126 7175 7204 10085 10110 11948 11977 11992 12085
	}
	manpower = 4012574
	buildings_max_level_factor = 1.0
	state_category = town
	local_supplies = 0.0
}
### Entity: Event
Component: MTG_naval_treaty.3
Constructs: is_triggered_only
Source: game
File: events/MTG_naval_treaty_events.txt

Code:
country_event = {
	id = MTG_naval_treaty.3
	title = MTG_naval_treaty.3.t
	desc = MTG_naval_treaty.3.desc
	picture = GFX_report_event_usa_heavy_cruiser
	is_triggered_only = yes
	option = {
		name = MTG_naval_treaty.3.a
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_placate_benes_faction
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, add_political_power, allow_branch, has_game_rule
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_placate_benes_faction
	icon = GFX_focus_generic_befriend_czechoslovakia
	prerequisite = {
		focus = CZE_coalition_building
	}
	mutually_exclusive = {
		focus = CZE_negotiations_with_the_autonomous_bloc CZE_increase_funding_from_moscow
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				OR = {
					has_completed_focus = CZE_appeal_to_the_castle CZE_increase_funding_from_moscow CZE_negotiations_with_the_autonomous_bloc
				}
			}
		}
	}
	relative_position_id = CZE_coalition_building
	x = -10
	y = 1
	offset = {
		x = 10
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CZE_placate_benes_faction
		}
	}
	ai_will_do = {
		factor = 10
	}
	cost = 5
	available = {
		has_government = democratic
	}
	completion_reward = {
		mark_focus_tree_layout_dirty = yes
		add_political_power = 75
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor generic_skip_one_line_tt generic_skip_one_line_tt
		show_ideas_tooltip = CZE_frantisek_machnik
		if = {
			limit = {
				CZE_milan_hodza = {
					has_trait = CZE_disoriented_minister_of_foreign_affairs
				}
			}
			remove_country_leader_trait = CZE_disoriented_minister_of_foreign_affairs
		} {
			limit = {
				has_power_balance = {
					id = CZE_bop_army_readiness
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			CZE_bop_very_low_increase_effect = yes
		}
		CZE_the_broad_coalition_idea_up = yes
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_BALANCE_OF_POWER
	}
}
### Entity: Idea
Component: EAI_DD_13/cv_small_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_13/cv_small_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_airframe = {
			build_cost_ic = -0.13
			instant = yes
		}
	}
}
### Entity: Military Industrial Organization
Component: RAJ_avro_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/RAJ_GOE_organization .txt

Code:
RAJ_avro_organization = {
	include = generic_heavy_aircraft_organization
	icon = GFX_idea_avro
	allowed = {
		has_dlc = Graveyard of Empires
		original_tag = RAJ
	}
}
### Entity: Scripted Trigger
Component: has_anarchist_government
Constructs: has_anarchist_government, has_anarchist_government_tt, has_country_leader_ideology
Source: game
File: common/scripted_triggers/ETH_scripted_triggers.txt

Code:
has_anarchist_government = {
	custom_trigger_tooltip = {
		tooltip = has_anarchist_government_tt
		OR = {
			has_country_leader_ideology = anarchist_communism anarchism
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_secure_rajahsthan
Constructs: prerequisite, has_war_with, completion_reward, is_subject_of, cancel_if_invalid, unlock_decision_tooltip
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_secure_rajahsthan
	icon = GFX_goal_generic_position_armies
	prerequisite = {
		focus = RAJ_the_red_curtain_falls_over_asia
	}
	x = 2
	y = 0
	relative_position_id = RAJ_red_punjab_operation
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_war_with = PAK
		}
		controls_state = 437 991
	}
	bypass = {
		OR = {
			PAK = {
				OR = {
					exists = no
					is_subject_of = ROOT
				}
			}
			has_war_with = PAK
			controls_state = 433
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		unlock_decision_tooltip = {
			decision = RAJ_secure_rajahsthan_decision
			show_effect_tooltip = yes
			show_modifiers = yes
		}
	}
}
### Entity: Idea
Component: EAI_DD_17/heavy_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_17/heavy_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_chassis = {
			build_cost_ic = -0.425
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: col_focus
Component: COL_axis_leanings_focus
Constructs: prerequisite, has_government, has_war_with, add_opinion_modifier, completion_reward, is_subject, has_capitulated, is_in_faction_with
Source: game
File: common/national_focus/colombia.txt

Code:
focus = {
	id = COL_axis_leanings_focus
	prerequisite = {
		focus = COL_nationalism_focus
	}
	relative_position_id = COL_nationalism_focus
	available = {
		GER = {
			is_subject = no
			has_capitulated = no
			has_government = fascism
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		OR = {
			is_in_faction_with = GER
			GER = {
				exists = no
			}
		}
	}
	x = -3
	y = 1
	cost = 5
	icon = GFX_focus_chi_mission_to_germany
	ai_will_do = {
		factor = 1
		modifier = {
			add = 19
			date = > 1940.1.1
			GER = {
				surrender_progress = < 0.05
			}
		}
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		GER = {
			add_opinion_modifier = {
				target = ROOT
				modifier = large_increase
			}
		}
		add_opinion_modifier = {
			target = GER
			modifier = large_increase
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Name List
Component: LAO
Source: game
File: common/names/r56_names.txt

Code:
LAO = {
	male = {
		names = {
			Manthaturath Anurutha Unkeo Sukha Chantha Unkham Sakkarin Sisavang Setthathirath Nanthasen Ong Phraya
		}
	}
	female = {
		names = {

		}
	}
	surnames = {
		Vong Kuman Söm Bun Supho Long Intharavong Anuvong
	}
	callsigns = {
		Goose Iceman Maverick Apollo Animal Boom-Boom Badger Brick Cajun Challenger Chip Eagle Ghost Hawk Jaws Moses Mad Dog
	}
}
### Entity: Unit Leader
Component: panzer_expert
Constructs: gain_xp
Source: game
File: common/unit_leader/00_traits.txt

Code:
panzer_expert = {
	type = corps_commander
	gain_xp = {
		always = no
	}
	cost = 1000
	modifier = {
		army_armor_defence_factor = 0.1
	}
	custom_effect_tooltip = INCREASED_BLITZ_AND_ENCIRCLEMENT_CHANCE
	ai_will_do = {
		factor = 1
	}
	trait_type = assignable_trait
	any_parent = {
		panzer_leader
	}
	mutually_exclusive = combined_arms_expert cavalry_expert
	gui_row = 1
}
### Entity: Unit Template
Component: IRQ_PAR_01
Source: game
File: common/units/names_divisions/IRQ_names_divisions.txt

Code:
IRQ_PAR_01 = {
	name = Paratrooper Divisions
	for_countries = {
		IRQ
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	link_numbering_with = {
		IRQ_INF_01
	}
	fallback_name = Iraqi al-Mushati al-%dr
	ordered = {
		1 = {
			Allah Akbar
		}
		2 = {
			Mecca al-Mukarama
		}
		3 = {
			Al-Masjid al-Aqsaa
		}
		20 = {
			Iraqi al-Mushati al-%dr
		}
		21 = {
			Iraqi al-Mushati al-%dr
		}
		22 = {
			Iraqi al-Mushati al-%dr
		}
		23 = {
			Iraqi al-Mushati al-%dr
		}
		24 = {
			Iraqi al-Mushati al-%dr
		}
		25 = {
			Iraqi al-Mushati al-%dr
		}
		26 = {
			Iraqi al-Mushati al-%dr
		}
		27 = {
			Iraqi al-Mushati al-%dr
		}
		28 = {
			Iraqi al-Mushati al-%dr
		}
		29 = {
			Iraqi al-Mushati al-%dr
		}
		30 = {
			Iraqi al-Mushati al-%dr
		}
	}
}
### Entity: Unit Template
Component: BLR_MTN_01
Source: game
File: common/units/names_divisions/BLR_names_divisions.txt

Code:
BLR_MTN_01 = {
	name = Mountain Divisions
	for_countries = {
		BLR
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	fallback_name = %dya Belaruskaya Gornastralkovaya Div.
	ordered = {
		1 = {
			%dya Belaruskaya Gornastralkovaya Div.
		}
		2 = {
			%dya Belaruskaya Gornastralkovaya Div.
		}
		3 = {
			%dya Belaruskaya Gornastralkovaya Div.
		}
		4 = {
			%dya Belaruskaya Gornastralkovaya Div.
		}
		5 = {
			%dya Belaruskaya Gornastralkovaya Div.
		}
		6 = {
			%dya Belaruskaya Gornastralkovaya Div.
		}
		7 = {
			%dya Belaruskaya Gornastralkovaya Div.
		}
		8 = {
			%dya Belaruskaya Gornastralkovaya Div.
		}
		9 = {
			%dya Belaruskaya Gornastralkovaya Div.
		}
		10 = {
			%dya Belaruskaya Gornastralkovaya Div.
		}
	}
}
### Entity: Decision
Component: GER_middle_eastern_trade_cat
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/GER_decision_categories.txt

Code:
GER_middle_eastern_trade_cat = {
	icon = GFX_decision_category_generic_trade
	allowed = {
		original_tag = GER
	}
	priority = 7
	visible = {
		has_completed_focus = GER_influence_the_middle_east
	}
}
### Entity: National Focus
Tree: gua_focus
Component: GUA_improve_national_infrastructure
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus, mot_bonus
Source: game
File: common/national_focus/guatemala.txt

Code:
focus = {
	id = GUA_improve_national_infrastructure
	icon = GFX_goal_generic_road
	prerequisite = {
		focus = GUA_ubiquistas GUA_hegemonize_civil_service
	}
	x = 1
	y = 1
	relative_position_id = GUA_ubiquistas
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				313
			}
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = mot_bonus
			bonus = 0.5
			uses = 1
			ahead_reduction = 0.5
			category = motorized_equipment train_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: ss_recruitment_event.15
Constructs: is_triggered_only, ai_chance, limit, add_stability, has_stability, every_unit_leader, has_unit_leader_flag
Source: game
File: events/ss_recruitment_event.txt

Code:
country_event = {
	id = ss_recruitment_event.15
	title = ss_recruitment_event.15.t
	desc = ss_recruitment_event.15.desc
	picture = GFX_report_event_europe_funeral
	is_triggered_only = yes
	option = {
		name = ss_recruitment_event.15.a
		ai_chance = {
			base = 75
			modifier = {
				factor = 0
				has_stability = < 0.4
			}
		}
		every_unit_leader = {
			limit = {
				has_unit_leader_flag = GER_SS_conspirator
			}
			retire = yes
		}
	} {
		name = ss_recruitment_event.15.b
		ai_chance = {
			base = 25
		}
		add_stability = -0.1
	}
}
### Entity: AI Strategy
Component: ETH_befriend_sweden
Constructs: has_completed_focus, is_government_in_exile, check_variable, has_opinion
Source: game
File: common/ai_strategy/ETH.txt

Code:
ETH_befriend_sweden = {
	allowed = {
		original_tag = ETH
	}
	enable = {
		OR = {
			AND = {
				is_government_in_exile = yes
				check_variable = {
					ETH.host_nation = SWE
				}
			}
			ETH = {
				has_completed_focus = ETH_the_emperor_stays
			}
		}
		SWE = {
			has_opinion = {
				target = ROOT
				value = < 90
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = befriend
		id = SWE
		value = 400
	} {
		type = alliance
		id = SWE
		value = 400
	} {
		type = diplo_action_desire
		id = SWE
		target = improve_relation
		value = 400
	}
}
### Entity: Scripted Effect
Component: NOR_remove_100_convoys
Constructs: add_equipment_to_stockpile
Source: game
File: common/scripted_effects/NOR_scripted_effects.txt

Code:
NOR_remove_100_convoys = {
	hidden_effect = {
		add_equipment_to_stockpile = {
			type = convoy_1
			amount = -100
			producer = NOR
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_ML_DD_navy_focus_0
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_ML_DD_navy_focus_0 = {
	OR = {
		check_variable = {
			EAI_FOCUS/NAVY/mine_layer = global.EAI_OFF
		} {
			EAI_FOCUS/NAVY/mine_layer_OVERRIDE = global.EAI_OFF
		}
		AND = {
			OR = {
				EAI_Mine_Layer_Focus_0_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/NAVY/mine_layer EAI_FOCUS/NAVY/mine_layer_OVERRIDE
			}
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_prepare_for_policy_shift
Constructs: prerequisite, completion_reward, has_political_power, add_timed_idea
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_prepare_for_policy_shift
	icon = GFX_focus_generic_industrial_experts
	available = {

	}
	prerequisite = {
		focus = INS_the_jewel_in_the_crown
	}
	mutually_exclusive = {

	}
	x = -2
	y = 0
	relative_position_id = INS_subsidize_local_business
	cost = 10
	ai_will_do = {
		base = 0.2
		modifier = {
			add = 1
			has_political_power = > 75
		} {
			add = 1
			has_political_power = > 100
		} {
			add = 2
			has_political_power = > 150
		} {
			add = 2
			has_political_power = > 200
		} {
			add = 0.8
			date = > 1938.1.1
		}
	}
	search_filters = {
		FOCUS_FILTER_INTERNAL_AFFAIRS
	}
	completion_reward = {
		add_timed_idea = {
			idea = idea_INS_policy_shift
			days = 240
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3ASpoiler.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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Filters
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The following pages link to Template:Spoiler:

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Template:Spoiler"
### Entity: AI Strategy
Component: GRE_befriend_balkan_countries_CZE
Constructs: has_completed_focus, has_war_with, has_dlc, has_opinion, has_capitulated, is_subject
Source: game
File: common/ai_strategy/GRE.txt

Code:
GRE_befriend_balkan_countries_CZE = {
	allowed = {
		original_tag = GRE
		has_dlc = Battle for the Bosporus
	}
	enable = {
		focus_progress = {
			focus = GRE_bedrock_of_balkan_financial_stability
			progress = > 0.01
		}
		CZE = {
			has_opinion = {
				target = ROOT
				value = < 85
			}
			has_capitulated = no
			is_subject = no
		}
		OR = {
			NOT = {
				country_exists = HUN
			}
			has_war_with = HUN
			HUN = {
				OR = {
					has_opinion = {
						target = ROOT
						value = > 60
					}
					has_capitulated = yes
					is_subject = yes
				}
			}
		}
	}
	abort = {
		OR = {
			NOT = {
				country_exists = CZE
			}
			has_war_with = CZE
			CZE = {
				OR = {
					has_opinion = {
						target = ROOT
						value = > 90
					}
					has_capitulated = yes
					is_subject = yes
				}
			}
			has_completed_focus = GRE_bedrock_of_balkan_financial_stability
		}
	}
	ai_strategy = {
		type = diplo_action_desire
		id = CZE
		target = improve_relation
		value = 200
	}
}