Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Name List
Component: SHX
Source: game
File: common/names/00_names.txt

Code:
SHX = {
	male = {
		names = {
			Wang Li Zhang Liu Chen Huang Liang Luo Kwong Hsia Zhu Mao Hu Liao Tan Deng Cheng Yang Gao Xie Ma Kong Dong Pan Yu
		}
	}
	female = {
		names = {
			Li Bao Mulan Lanfen Mingzhu Qingling Mei Yingtai Feng Zhi Ruo Fei Ru Shi Yuying Yuantong Yanxiang Xiurong Shouying Fuyuan Luzhen Ruirong Suzhen Xiaoying Xiaoyuan Xiaoji Xiaolou
		}
	}
	surnames = {
		Zhao Wu Sun Ma Hu Peng Dong Ye Lü Tian Jiang Wei Ting Shen Fang Jin Qiu
	}
	callsigns = {

	}
}
### Entity: State History
Component: 537
Constructs: add_core_of
Source: game
File: history/states/537-South Sakhalin.txt

Code:
state = {
	id = 537
	name = STATE_537
	manpower = 331943
	resources = {
		coal = 2
	}
	state_category = rural
	history = {
		owner = JAP
		add_core_of = JAP ANU
		buildings = {
			infrastructure = 2
			12446 = {
				naval_base = 1
			}
		}
		victory_points = {
			12446 1
		}
	}
	provinces = {
		1322 1820 12446
	}
	local_supplies = 0.0
}
### Entity: Modifier Reference
Component: PRC_the_yulin_garrison
Constructs: remove_trigger
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
PRC_the_yulin_garrison = {
	icon = GFX_modifiers_BEL_eben_emael_raided
	enable = {
		always = yes
	}
	state_production_speed_buildings_factor = -0.2
	local_manpower = -0.2
	local_supplies = -0.2
	local_resources_factor = -0.2
	remove_trigger = {
		NOT = {
			controller = {
				original_tag = PRC
			}
		}
	}
}
### Entity: Country History
Country: FLA
Component: FLA_misc
Constructs: limit, set_technology, set_convoys, set_research_slots, set_country_flag, set_grand_doctrine, has_dlc
Source: game
File: history/countries/FLA - Flanders.txt

Code:
# Misc for FLA
capital = 6
set_convoys = 80
set_research_slots = 4
set_country_flag = started_out_as_landlocked
set_grand_doctrine = grand_battleplan
if = {
	limit = {
		has_dlc = By Blood Alone
	}
	set_technology = {
		iw_small_airframe = 1
		engines_1 = 1
		aa_lmg = 1
	}
	else = {
		set_technology = {
			early_fighter = 1
		}
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
		basic_light_td = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
	}
}
### Entity: Idea
Component: EAI_DD_17/infantry_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_17/infantry_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.425
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_tsr_pan_asianism
Constructs: prerequisite, completion_reward, is_subject_of, cancel_if_invalid, complete_tooltip, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_tsr_pan_asianism
	icon = GFX_focus_JAP_promote_pan_asianism
	x = -2
	y = 1
	relative_position_id = CHI_tsr_national_construction
	prerequisite = {
		focus = CHI_tsr_national_construction
	} {
		focus = CHI_tsr_anti_communism
	} {
		focus = CHI_tsr_peace
	}
	cost = 5
	ai_will_do = {
		factor = 4
	}
	available = {
		is_subject_of = JAP
	}
	bypass = {

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

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = CHI_tsr_reorganized_government_idea_3
			add_idea = CHI_tsr_reorganized_government_idea_4
		}
	}
}
### Entity: Idea
Component: george_v
Constructs: has_government, removal_cost
Source: game
File: common/ideas/britain.txt

Code:
george_v = {
	allowed = {
		original_tag = ENG
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		} {
			any_other_country = {
				original_tag = ENG
				has_government = democratic
				NOT = {
					tag = ROOT
				}
			}
		}
	}
	removal_cost = -1
	traits = {
		popular_figurehead
	}
}
### Entity: Scripted Effect
Component: EAI_FOCUS_CONFIG/AIR/set_focuses
Constructs: set_focuses
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_config_effects.txt

Code:
EAI_FOCUS_CONFIG/AIR/set_focuses = {
	EAI_FOCUS_CONFIG/AIR/fighter = yes
	EAI_FOCUS_CONFIG/AIR/heavy_fighter = yes
	EAI_FOCUS_CONFIG/AIR/ground_bomber = yes
	EAI_FOCUS_CONFIG/AIR/strategic_bomber = yes
	EAI_FOCUS_CONFIG/AIR/naval_bomber = yes
	EAI_FOCUS_CONFIG/AIR/maritime_patrol = yes
	EAI_FOCUS_CONFIG/AIR/air_doctrine = yes
}
### Entity: Event
Component: japan.11
Constructs: is_triggered_only, ai_chance
Source: game
File: events/Japan.txt

Code:
country_event = {
	id = japan.11
	title = japan.11.t
	desc = japan.11.d
	picture = GFX_report_event_japanese_officers
	is_triggered_only = yes
	option = {
		name = japan.11.a
		SIA = {
			country_event = {
				id = japan.12
			}
		}
	} {
		name = japan.11.b
		ai_chance = {
			factor = 0
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_74
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_74 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 74
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 74
	}
}
### Entity: Military Industrial Organization
Component: GRE_biamax_organization
Constructs: has_completed_focus, has_dlc
Source: game
File: common/military_industrial_organization/organizations/GRE_organization.txt

Code:
GRE_biamax_organization = {
	include = generic_mobile_tank_organization
	icon = GFX_idea_gre_biamax
	allowed = {
		tag = GRE
		has_dlc = Battle for the Bosporus
	}
	available = {
		owner = {
			has_completed_focus = GRE_crack_down_on_foreign_monopolies
		}
	}
}
### Entity: AI Strategy
Component: r56_SWE_dont_declare_war_while_at_war_LIT
Constructs: has_war, has_government, has_wargoal_against, declare_war
Source: game
File: common/ai_strategy/r56_SWE.txt

Code:
r56_SWE_dont_declare_war_while_at_war_LIT = {
	allowed = {
		original_tag = SWE
	}
	enable = {
		SWE = {
			has_war = yes
			has_wargoal_against = DEN
			NOT = {
				has_government = democratic
			}
		}
	}
	abort = {
		has_war = no
	}
	ai_strategy = {
		type = antagonize
		id = LIT
		value = -300
	} {
		type = declare_war
		id = LIT
		value = -300
	}
}
### Entity: AI Strategy
Component: if_we_can_build_nuclear_missiles_we_want_nuclear_missiles
Constructs: is_special_project_completed
Source: game
File: common/ai_strategy/default.txt

Code:
if_we_can_build_nuclear_missiles_we_want_nuclear_missiles = {
	enable = {
		is_special_project_completed = sp:sp_nuclear_warheads
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = nuclear_missile_equipment
		value = 1
	}
}
### Entity: Technology
Component: magnetic_detonator
Constructs: has_war, research_cost
Source: game
File: common/technologies/MTG_naval_Support.txt

Code:
technology = {
	xp_research_type = navy
	xp_boost_cost = 50
	xp_research_bonus = 1.5
	research_cost = 2.5
	start_year = 1936
	path = {
		leads_to_tech = advanced_ship_torpedo_launcher
		research_cost_coeff = 1
	}
	destroyer = {
		torpedo_attack = 0.2
	}
	submarine = {
		torpedo_attack = 0.2
	}
	light_cruiser = {
		torpedo_attack = 0.2
	}
	heavy_cruiser = {
		torpedo_attack = 0.2
	}
	folder = {
		name = mtgnavalsupportfolder
		position = {
			x = 0
			y = 7
		}
	}
	ai_will_do = {
		factor = 2
		modifier = {
			OR = {
				tag = JAP USA GER
			}
			factor = 5
		} {
			has_war = yes
			factor = 3
		} {
			tag = JAP
			factor = 2
		}
	}
	categories = {
		naval_equipment ship_modules_tech cat_torpedoes mio_cat_tech_all_screen_ship_and_modules mio_cat_tech_all_cruiser_and_modules mio_cat_tech_all_destroyer_and_modules mio_cat_tech_all_submarine_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Event
Component: r56_kill_stalin.4
Constructs: is_triggered_only
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56_kill_stalin.4
	title = r56_kill_stalin.4.t
	desc = r56_kill_stalin.4.desc
	picture = GFX_news_event_danish_navy
	major = yes
	is_triggered_only = yes
	option = {
		name = r56_kill_stalin.4.a
	}
}
### Entity: Idea
Component: FIJ_pot
Source: game
File: common/ideas/fiji.txt

Code:
FIJ_pot = {
	picture = generic_political_advisor_asia_2
	allowed = {
		original_tag = FIJ
	}
	traits = {
		prince_of_terror
	}
}
### Entity: Event
Component: BBA_ethiopia_exile_events.54
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_exile_events.54
	title = BBA_ethiopia_exile_events.54.t
	desc = BBA_ethiopia_exile_events.54.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty1
	option = {
		name = BBA_ethiopia_exile_events.54.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Character
Component: SOV_pyotr_krasnov
Constructs: has_completed_focus, has_character_flag
Source: game
File: common/characters/SOV.txt

Code:
SOV_pyotr_krasnov = {
	name = SOV_pyotr_krasnov
	portraits = {
		army = {
			large = GFX_portrait_SOV_pyotr_krasnov
			small = GFX_idea_SOV_pyotr_krasnov
		}
	}
	corps_commander = {
		traits = {
			cavalry_leader
		}
		skill = 2
		attack_skill = 3
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 2
		visible = {
			NOT = {
				has_character_flag = SOV_exiled_flag
			}
			ROOT = {
				OR = {
					has_completed_focus = SOV_beaten_but_not_defeated GER_ally_white_russian_forces GER_war_with_the_ussr
				}
			}
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_ocean_going_navy
Constructs: completion_reward, add_tech_bonus, modify_timed_idea
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_ocean_going_navy
	icon = GFX_goal_generic_navy_battleship
	relative_position_id = SOV_transpolar_flights_old
	x = 4
	y = 0
	cost = 5
	ai_will_do = {
		factor = 8
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = bb_focus
			bonus = 1
			uses = 2
			category = bb_tech bc_tech
		}
		modify_timed_idea = {
			idea = SOV_revolutionized_industry_1
			days = 10
		} {
			idea = SOV_revolutionized_industry_2
			days = 10
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Wiki Documentation
Construct: fronts
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
fronts
|
Toggle visibility of the foreign fronts
|

|

ai_front_dump (aifrontdump)
|
Dump AI front data to log file, needs to have a unit selected
|

|
### Entity: Event
Component: ARG_political_events.11
Constructs: is_triggered_only, ai_chance, add_stability, set_party_name, has_dynamic_modifier, is_capital, is_controlled_by, set_nationality
Source: game
File: events/TOA_Argentina.txt

Code:
country_event = {
	id = ARG_political_events.11
	title = ARG_political_events.11.t
	desc = ARG_political_events.11.desc
	picture = GFX_report_event_ARG_coup_consolidating
	is_triggered_only = yes
	option = {
		name = ARG_political_events.11.a
		ai_chance = {
			base = 100
		}
		add_stability = -0.2
		set_party_name = {
			ideology = fascism
			long_name = ARG_militarist_party_long
			name = ARG_militarist_party
		}
		start_civil_war = {
			ideology = fascism
			size = 0.1
			army_ratio = 0.1
			navy_ratio = 0
			air_ratio = 0.5
			states = all
			states_filter = {
				has_dynamic_modifier = {
					modifier = ARG_military_owned_state
				}
				is_capital = no
				is_controlled_by = ROOT
			}
			keep_all_characters = yes
			hidden_effect = {
				PREV = {
					ARG_pedro_pablo_ramirez = {
						set_nationality = PREV.PREV
						add_country_leader_role = {
							country_leader = {
								ideology = fascism_ideology
								expire = 1965.1.1.1
								traits = {

								}
							}
						}
						promote_leader = yes
					}
					PREV = {
						retire_country_leader = yes
					}
					ARG_edelmiro_julian_farrell = {
						set_nationality = PREV.PREV
					}
					ARG_arturo_rawson = {
						set_nationality = PREV.PREV
					}
					ARG_juan_peron = {
						set_nationality = PREV.PREV
					}
				}
			}
		}
		hidden_effect = {
			set_global_flag = military_coup_attempt_happened
		}
	}
}
### Entity: Military Industrial Organization
Component: PRC_huangyadong_arsenal_organization
Constructs: has_dlc, has_dynamic_modifier, add_trait, production_bonus, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/PRC_organization.txt

Code:
PRC_huangyadong_arsenal_organization = {
	include = generic_support_equipment_organization
	name = PRC_huangyadong_arsenal_organization
	icon = GFX_idea_PRC_huangyadong_arsenal
	allowed = {
		tag = PRC
		has_dlc = No Compromise, No Surrender
	}
	available = {
		OR = {
			PRC = {
				controls_state = 615
			}
			615 = {
				has_dynamic_modifier = {
					modifier = PRC_infiltrated_state_3
				}
			}
		}
	}
	tree_header_text = {
		text = mio_header_support
		x = 1
	} {
		text = PRC_huangyadong_arsenal_organization_header
		x = 3
	} {
		text = mio_header_weapons
		x = 6.5
	}
	add_trait = {
		token = PRC_huangyadong_arsenal_cave_industry_trait
		name = PRC_huangyadong_arsenal_cave_industry_trait
		icon = GFX_generic_mio_department_icon_tank_general_spg
		special_trait_background = yes
		relative_position_id = generic_mio_trait_private_scientists_program
		position = {
			x = -2
			y = 0
		}
		production_bonus = {
			production_cost_factor = -0.05
		}
		organization_modifier = {
			military_industrial_organization_design_team_assign_cost = -0.25
		}
	} {
		token = PRC_huangyadong_arsenal_jewell_in_the_crown_trait
		name = PRC_huangyadong_arsenal_jewell_in_the_crown_trait
		icon = GFX_generic_mio_trait_icon_unique
		special_trait_background = yes
		relative_position_id = PRC_huangyadong_arsenal_cave_industry_trait
		all_parents = {
			PRC_huangyadong_arsenal_cave_industry_trait
		}
		position = {
			x = 0
			y = 1
		}
		equipment_bonus = {
			soft_attack = 0.05
		}
		organization_modifier = {
			military_industrial_organization_funds_gain = 0.1
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_strategic_offensives
Constructs: prerequisite, has_war, limit, owns_state, add_war_support, completion_reward, is_literally_china, has_idea
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_strategic_offensives
	icon = GFX_goal_generic_position_armies
	x = -1
	y = 1
	relative_position_id = JAP_reinforce_the_beijing_garrison
	prerequisite = {
		focus = JAP_reinforce_the_beijing_garrison
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		any_enemy_country = {
			is_literally_china = yes
		}
		NOT = {
			has_idea = JAP_surprise_invasion_idea
		}
	}
	bypass = {
		OR = {
			owns_state = 613
			CHI = {
				is_subject_of = ROOT
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		custom_effect_tooltip = JAP_strategic_offensives_tt
		IF = {
			limit = {
				USA = {
					has_war = no
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			USA = {
				add_war_support = 0.05
			}
		}
	}
}
### Entity: Idea
Component: CZE_sokolov_raid_pfot_success_ns
Constructs: removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_sokolov_raid_pfot_success_ns = {
	picture = generic_aircraft_support
	allowed = {
		always = no
	}
	removal_cost = -1
	targeted_modifier = {
		breakthrough_bonus_against = 0.05
		tag = CZE
	}
}
### Entity: Name List
Component: ITA
Source: game
File: common/names/00_names.txt

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

Doc:
## has_template_ai_majority_unit

* Supported Scopes: COUNTRY
* Supported Targets: none

```
check if country has a division template that is majority of specific unit using AI's priorities rather than visual
```
### Entity: Idea
Component: COG_cockerill_shipyards
Constructs: research_bonus
Source: game
File: common/ideas/congo.txt

Code:
COG_cockerill_shipyards = {
	picture = BEL_cockerill_shipyards_organization
	allowed = {
		original_tag = COG
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		naval_manufacturer
	}
}
### Entity: Event
Component: wtt_news.25
Constructs: is_triggered_only, has_government
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.25
	title = wtt_news.25.t
	desc = wtt_news.25.desc
	picture = GFX_news_event_generic_read_write
	is_triggered_only = yes
	major = yes
	option = {
		name = wtt_news.25.a
		trigger = {
			original_tag = JAP
		}
	} {
		name = wtt_news.25.b
		trigger = {
			OR = {
				original_tag = HOL ENG
				AND = {
					original_tag = FRA
					has_government = democratic
				}
			}
		}
	} {
		name = wtt_news.25.c
		trigger = {
			NOT = {
				original_tag = JAP HOL ENG
				AND = {
					original_tag = FRA
					has_government = democratic
				}
			}
		}
	}
}
### Entity: Idea
Component: AST_lysaght_organization_idea
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/australia.txt

Code:
AST_lysaght_organization_idea = {
	name = AST_lysaght_organization
	picture = lysaghts_works
	allowed = {
		original_tag = AST
		has_dlc = Thunder at Our Gates
	}
	available = {

	}
	visible = {

	}
	cost = 150
	research_bonus = {
		support_tech = 0.1
	}
	traits = {
		motorized_equipment_manufacturer
	}
	modifier = {

	}
}
### Entity: Order of Battle
Component: 3. Pješadijska divizija
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/MCD_home_guard.txt

Code:
division = {
	name = 3. Pješadijska divizija
	location = 907
	division_template = Pjesadijska divizija
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = YUG
		}
	}
	start_experience_factor = 0.3
	start_equipment_factor = 1
}
### Entity: Event
Component: bftb_greece.218
Constructs: is_triggered_only, limit, random_country, has_government, fire_only_once, has_trait, clr_country_flag, set_variable
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.218
	title = bftb_greece.218.t
	desc = bftb_greece.218.desc
	picture = GFX_report_event_gre_italian_troops
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = bftb_greece.218.a
		if = {
			limit = {
				fascism = > 0.5
			}
			start_civil_war = {
				ruling_party = democratic
				ideology = fascism
				size = 0.5
				capital = 731
				states = {
					187 731 184 185
				}
				keep_unit_leaders = {
					301 307 302
				}
				keep_unit_leaders_trigger = {
					NOT = {
						has_trait = trait_GRE_fascist_sympathizer
					}
				}
			}
		}
		else_if = {
			limit = {
				fascism = < 0.5 > 0.25
			}
			start_civil_war = {
				ruling_party = democratic
				ideology = fascism
				size = 0.3
				capital = 731
				states = {
					731 185 186
				}
				keep_unit_leaders = {
					301 307 302
				}
				keep_unit_leaders_trigger = {
					NOT = {
						has_trait = trait_GRE_fascist_sympathizer
					}
				}
			}
		}
		else = {
			start_civil_war = {
				ruling_party = democratic
				ideology = fascism
				size = 0.15
				capital = 47
				states = {
					731 185
				}
				keep_unit_leaders = {
					301 307 302
				}
				keep_unit_leaders_trigger = {
					NOT = {
						has_trait = trait_GRE_fascist_sympathizer
					}
				}
			}
		}
		hidden_effect = {
			clr_country_flag = GRE_fascist_civil_war_plot
			set_variable = {
				var = GRE_fascist_loyalty
				value = -2
			}
			random_country = {
				limit = {
					original_tag = GRE
					has_government = fascism
				}
				set_cosmetic_tag = GRE_byz_republic
			}
		}
	} {
		name = bftb_greece.218.b
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
		}
		set_capital = {
			state = 797
		}
		add_manpower = 20000
		if = {
			limit = {
				fascism = > 0.5
			}
			start_civil_war = {
				ruling_party = fascism
				ideology = democratic
				size = 0.25
				capital = 47
				states = {
					47
				}
				keep_unit_leaders = {
					303 309 302
				}
				keep_unit_leaders_trigger = {
					has_trait = trait_GRE_fascist_sympathizer
				}
			}
		}
		else_if = {
			limit = {
				fascism = < 0.5 > 0.25
			}
			start_civil_war = {
				ruling_party = fascism
				ideology = democratic
				size = 0.5
				capital = 47
				states = {
					47 186
				}
				keep_unit_leaders = {
					303 309 302
				}
				keep_unit_leaders_trigger = {
					has_trait = trait_GRE_fascist_sympathizer
				
# ... (truncated)