Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: IRQ_trade_unions_allowed
Constructs: has_dlc, communism_drift
Source: game
File: common/ideas/iraq.txt

Code:
IRQ_trade_unions_allowed = {
	picture = generic_improved_industries
	allowed = {
		original_tag = IRQ
		has_dlc = Graveyard of Empires
	}
	visible = {

	}
	modifier = {
		consumer_goods_factor = -0.1
		economy_cost_factor = -0.1
		communism_drift = 0.05
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_emergency_conversions
Constructs: prerequisite, completion_reward, set_country_flag
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_emergency_conversions
	icon = GFX_focus_generic_refit_civilian_ships
	prerequisite = {
		focus = ICE_mine_iceland
	} {
		focus = ICE_modernizing_the_coast_guard
	}
	x = 0
	y = 1
	relative_position_id = ICE_mine_iceland
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = ICE_emergency_conversions_tt
		set_country_flag = refit_convoy_ships_flag
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_NAV_effort
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_NAV_effort
	icon = GFX_goal_generic_air_naval_bomber
	prerequisite = {
		focus = COG_fighter_focus COG_bomber_focus
	} {
		focus = COG_radar_system
	}
	x = 43
	y = 5
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = COG_NAV_effort
				bonus = 1
				ahead_reduction = 1
				uses = 1
				category = medium_air
			}
		}
		else = {
			add_tech_bonus = {
				name = nav_bomber_bonus
				bonus = 1
				ahead_reduction = 1
				uses = 1
				category = naval_bomber
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: AI Strategy
Component: ENG_protect_poland_against_germany_even_more
Constructs: has_completed_focus, has_war_with
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_protect_poland_against_germany_even_more = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		GER = {
			has_completed_focus = GER_fate_of_czechoslovakia
		} {
			NOT = {
				has_war_with = POL
			}
		}
		country_exists = POL
	}
	abort = {
		NOT = {
			country_exists = POL
		}
	}
	ai_strategy = {
		type = protect
		id = POL
		value = 200
	} {
		type = alliance
		id = POL
		value = 200
	}
}
### Entity: AI Strategy
Component: FIN_self_nerf_to_build_planes_and_to_also_force_soviets_to_use_air_resources
Constructs: has_completed_focus
Source: game
File: common/ai_strategy/r56_FIN.txt

Code:
FIN_self_nerf_to_build_planes_and_to_also_force_soviets_to_use_air_resources = {
	allowed = {
		original_tag = FIN
	}
	enable = {
		ROOT = {
			exists = yes
			has_completed_focus = FIN_suomen_ilmavoimat
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories
		id = fighter
		value = 1
	}
}
### Entity: Idea
Component: effective_training_programs_spirit
Constructs: has_air_academy, has_dlc
Source: game
File: common/ideas/air_spirits.txt

Code:
effective_training_programs_spirit = {
	ledger = air
	available = {
		has_air_academy = yes
	}
	modifier = {
		air_training_xp_gain_factor = 0.25
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		}
	}
}
### Entity: Event
Component: SEA_PRC_faction_events.100
Constructs: is_triggered_only, clr_country_flag
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_faction_events.100
	title = SEA_PRC_faction_events.t
	desc = SEA_PRC_faction_events.11.desc
	picture = GFX_report_event_chinese_soldiers
	is_triggered_only = yes
	hidden = yes
	immediate = {
		clr_country_flag = warlord_has_asked_to_join_CUF_but_refused
	}
}
### Entity: Character
Component: VEN_miguel_diaz_fraile
Source: game
File: common/characters/VEN.txt

Code:
VEN_miguel_diaz_fraile = {
	advisor = {
		slot = air_chief
		idea_token = VEN_miguel_diaz_fraile
		allowed = {
			original_tag = VEN
		}
		traits = {
			air_chief_ground_support_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Miguel Díaz Fraile
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_1
		}
	}
}
### Entity: Event
Component: NSB_soviet_paranoia_system_events.39
Constructs: is_triggered_only, ai_chance, limit, has_country_flag, add_political_power, every_character, has_navy_ledger, has_character_flag
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_paranoia_system_events.39
	title = NSB_soviet_paranoia_system_events.39.t
	desc = NSB_soviet_paranoia_system_events.39.desc
	picture = GFX_report_event_SOV_purge_navy
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			SOV_paranoia_increase_purge_counter_great = yes
		}
	}
	option = {
		name = NSB_soviet_paranoia_system_events.29.a
		ai_chance = {
			base = 10
		}
		hidden_effect = {
			every_character = {
				limit = {
					has_navy_ledger = yes
					has_character_flag = SOV_targeted_for_purge_flag
				}
				SOV_purge_character_effect = yes
			}
			every_navy_leader = {
				limit = {
					has_character_flag = SOV_targeted_for_purge_flag
				}
				SOV_purge_character_effect = yes
			}
		} {
			SOV_paranoia_update_portraits_ui = yes
		}
		custom_effect_tooltip = SOV_characters_will_be_purged_tt
		character_list_tooltip = {
			limit = {
				has_character_flag = SOV_targeted_for_purge_flag
			}
		}
		SOV_paranoia_daunt_admirals_effect = yes
		SOV_paranoia_very_high_decrease_effect = yes
		if = {
			limit = {
				has_country_flag = SOV_purge_event_unavoidable_flag
			}
			custom_effect_tooltip = SOV_purge_event_unavoidable_purge_great_tt
		}
		else_if = {
			limit = {
				has_political_power = < SOV_purge_event_pp_to_avoid_great
			}
			custom_effect_tooltip = SOV_purge_event_not_enough_pp_to_avoid_great_tt
		}
		SOV_clear_unavoidable_purge_flags_effect = yes
		SOV_increase_opposition_navy_support_small = yes
	} {
		name = NSB_soviet_paranoia_system_events.29.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				has_political_power = < SOV_purge_event_pp_to_avoid_great_pay
			} {
				factor = 0
				SOV_is_opposition = yes
			}
		}
		trigger = {
			NOT = {
				has_political_power = < SOV_purge_event_pp_to_avoid_great
			} {
				has_country_flag = SOV_purge_event_unavoidable_flag
			}
		}
		add_political_power = SOV_purge_event_pp_to_avoid_great_pay
		SOV_paranoia_very_high_increase_effect = yes
		SOV_clean_purge_targets_effect = yes
	}
}
### Entity: Idea
Component: BEL_dissolve_political_parties_ns
Constructs: removal_cost, democratic_drift, communism_drift, neutrality_drift
Source: game
File: common/ideas/belgium.txt

Code:
BEL_dissolve_political_parties_ns = {
	picture = generic_disjointed_gov
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		democratic_drift = -0.05
		communism_drift = -0.03
		neutrality_drift = -0.01
	}
}
### Entity: Event
Component: BBA_italy_anti_colonialism_events.51
Constructs: is_triggered_only, has_completed_focus, limit, set_variable, every_controlled_state, add_to_array, add_to_variable, random_list
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_anti_colonialism_events.51
	is_triggered_only = yes
	hidden = yes
	immediate = {
		set_variable = {
			ITA_abolish_colonies_default_delay = 10
		} {
			ITA_abolish_colonies_event_delay = 2
		}
		if = {
			limit = {
				any_controlled_state = {
					ITA_state_is_in_north_africa = yes
				}
			}
			set_variable = {
				state_count = 0
			} {
				total_compliance = 0
			} {
				average_compliance = 0
			} {
				average_compliance = total_compliance
			} {
				ITA_compliance_in_north_africa = average_compliance
			}
			every_controlled_state = {
				limit = {
					ITA_state_is_in_north_africa = yes
				}
				add_to_array = {
					array = ROOT.ITA_states_to_check
				}
				add_to_variable = {
					ROOT.state_count = 1
				} {
					ROOT.total_compliance = THIS.compliance
				}
				log = Total states: [?ROOT.state_count] Total compliance: [?ROOT.total_compliance]
			}
			divide_variable = {
				average_compliance = state_count
			}
			log = Average Compliance is [?average_compliance]
			random_list = {
				40 = {
					modifier = {
						factor = 2
						check_variable = {
							ITA_compliance_in_north_africa = > 45
						}
					} {
						factor = 2
						check_variable = {
							ITA_compliance_in_north_africa = > 60
						}
					} {
						add = 10
						has_completed_focus = ITA_develop_libya
					} {
						add = 10
						has_completed_focus = ITA_regional_development ITA_develop_libya
					} {
						add = 10
						has_completed_focus = ITA_litoranea_balbo
					} {
						add = 10
						has_completed_focus = ITA_via_della_vittoria
					} {
						add = 10
						has_completed_focus = ITA_prospect_for_oil
					} {
						add = 10
						has_completed_focus = ITA_libyan_refineries
					} {
						add = 10
						has_completed_focus = ITA_libyan_railway
					} {
						add = 5
						has_completed_focus = ITA_improve_overseas_naval_bases
					}
					country_event = {
						id = BBA_italy_anti_colonialism_events.52
						days = ITA_abolish_colonies_event_delay
					}
				}
				60 = {
					country_event = {
						id = BBA_italy_anti_colonialism_events.53
						days = ITA_abolish_colonies_event_delay
					}
				}
			}
			add_to_variable = {
				ITA_abolish_colonies_event_delay = ITA_abolish_colonies_default_delay
			}
		} {
			limit = {
				any_controlled_state = {
					ITA_state_is_in_east_africa = yes
				}
			}
			set_variable = {
				state_
# ... (truncated)
### Entity: Idea
Component: AZR_generic_organization
Source: game
File: common/ideas/azerbaijan.txt

Code:
AZR_generic_organization = {
	picture = generic_air_arab_2
	allowed = {
		original_tag = AZR
	}
	traits = {
		army_chief_organizational_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: EAI_DD_1/medium_tank_amphibious_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_1/medium_tank_amphibious_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_amphibious_chassis = {
			build_cost_ic = -0.025
			instant = yes
		}
	}
}
### Entity: Event
Component: INS_industrial_events.18
Constructs: is_triggered_only, add_to_variable
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_industrial_events.18
	hidden = yes
	is_triggered_only = yes
	option = {
		name = INS_industrial_events.18.a
		custom_effect_tooltip = INS_great_depression_tt
		add_to_variable = {
			var = INS_great_depression_country_resource_cost_rubber
			value = -8
			tooltip = country_resource_cost_rubber_tt
		}
	}
}
### Entity: Scripted Trigger
Component: GER_is_RKK_state
Source: game
File: common/scripted_triggers/GER_scripted_triggers.txt

Code:
GER_is_RKK_state = {
	OR = {
		state = 231 230 229 826 232 821 828 827 233 234 235 237 236 238
	}
}
### Entity: AI Strategy
Component: USA_maritime_patrol
Constructs: has_war_with, any_of
Source: game
File: common/ai_equipment/USA_planes.txt

Code:
USA_maritime_patrol = {
	category = air
	blocked_for = {

	}
	available_for = {
		USA
	}
	roles = {
		air_maritime_patrol
	}
	priority = {
		factor = 200
		modifier = {
			has_war_with = JAP
			factor = 2
		}
	}
	maritime_patrol_1_default = {
		priority = {
			factor = 10
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = large_plane_maritime_patrol_plane_airframe_1
			modules = {
				fixed_main_weapon_slot = torpedo_mounting
				fixed_auxiliary_weapon_slot_1 = empty
				fixed_auxiliary_weapon_slot_2 = empty
				engine_type_slot = engine_1_4x
				special_type_slot_1 = lmg_defense_turret_2x
				special_type_slot_2 = fuel_tanks_large
				special_type_slot_3 = flying_boat_large
			}
		}
		allowed_modules = {
			torpedo_mounting engine_1_4x fuel_tanks_large flying_boat_large lmg_defense_turret
		}
	}
	maritime_patrol_2_default = {
		priority = {
			factor = 10
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = large_plane_maritime_patrol_plane_airframe_2
			modules = {
				fixed_main_weapon_slot = torpedo_mounting
				fixed_auxiliary_weapon_slot_1 = torpedo_mounting
				fixed_auxiliary_weapon_slot_2 = empty
				engine_type_slot = engine_2_4x
				special_type_slot_1 = hmg_defense_turret_2x
				special_type_slot_2 = fuel_tanks_large
				special_type_slot_3 = fuel_tanks_large
				special_type_slot_4 = flying_boat_large
			}
		}
		allowed_modules = {
			torpedo_mounting engine_2_4x hmg_defense_turret_2x lmg_defense_turret_2x fuel_tanks_large flying_boat_large
		}
	}
	maritime_patrol_3_default = {
		priority = {
			factor = 10
		}
		history = yes
		target_variant = {
			match_value = 4000
			type = large_plane_maritime_patrol_plane_airframe_3
			modules = {
				fixed_main_weapon_slot = torpedo_mounting
				fixed_auxiliary_weapon_slot_1 = torpedo_mounting
				fixed_auxiliary_weapon_slot_2 = torpedo_mounting
				engine_type_slot = engine_4_4x
				special_type_slot_1 = cannon_defense_turret_2x
				special_type_slot_2 = {
					any_of = {
						air_ground_radar_2 air_ground_radar_1 recon_camera hmg_defense_turret_2x
					}
				}
				special_type_slot_3 = fuel_tanks_large
				special_type_slot_4 = fuel_tanks_large
				special_type_slot_5 = flying_boat_large
			}
		}
		allowed_modules = {
			torpedo_mounting engine_4_4x cannon_defense_turret_2x hmg_defense_turret_2x air_ground_radar_2 air_ground_radar_1 recon_camera fuel_tanks_lar
# ... (truncated)
### Entity: Idea
Component: GER_mefo_bills_9
Constructs: has_government, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_mefo_bills_9 = {
	name = GER_mefo_bills
	allowed = {
		original_tag = GER
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = ger_mefo_bills
	modifier = {
		consumer_goods_factor = -0.33
		production_speed_arms_factory_factor = 0.25
		production_speed_dockyard_factor = 0.25
		production_speed_naval_base_factor = 0.25
		production_speed_coastal_bunker_factor = 0.25
		production_speed_bunker_factor = 0.25
		production_speed_air_base_factor = 0.25
		production_speed_anti_air_building_factor = 0.25
		production_speed_radar_station_factor = 0.25
		production_speed_fuel_silo_factor = 0.25
		production_speed_synthetic_refinery_factor = 0.15
		political_power_cost = 1.4
	}
}
### Entity: Unit Leader
Component: trait_reckless
Constructs: planning_speed, has_trait, has_idea
Source: game
File: common/unit_leader/00_traits.txt

Code:
trait_reckless = {
	type = land
	trait_type = personality_trait
	leader_default_proximity_offset = -1
	modifier = {
		planning_speed = 0.2
		wounded_chance_factor = 0.5
	}
	new_commander_weight = {
		factor = 1
		modifier = {
			has_trait = trait_cautious
			factor = 0
		} {
			FROM = {
				has_idea = best_of_the_best_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = academy_scholarships_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = SOV_purged_junior_army_officers_3
			}
			factor = 0
		}
	}
	attack_skill_factor = 1
	defense_skill_factor = -1
	planning_skill_factor = 1
}
### Entity: National Focus
Tree: usa_focus
Component: USA_intervention_in_asia
Constructs: prerequisite, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_intervention_in_asia
	icon = GFX_goal_generic_major_war
	x = 6
	y = 1
	prerequisite = {
		focus = USA_war_plans_division
	}
	relative_position_id = USA_war_plans_division
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		show_unit_leaders_tooltip = USA_alexander_vandegrift
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_integrate_iceland
Constructs: prerequisite, completion_reward, is_subject, is_in_faction_with, is_subject_of, is_faction_leader
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_integrate_iceland
	icon = GFX_goal_NOR_iceland
	prerequisite = {
		focus = SWE_the_scandinavian_council
	}
	relative_position_id = SWE_the_scandinavian_council
	x = -1
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {
		ICE = {
			OR = {
				AND = {
					is_subject = no
					is_in_faction_with = SWE
				}
				is_subject_of = SWE
			}
		}
		is_faction_leader = yes
		is_subject = no
	}
	bypass = {
		NOT = {
			country_exists = ICE
		}
	}
	completion_reward = {
		ICE = {
			country_event = {
				id = sweden_sca_unite.4
				days = 2
			}
		}
	}
}
### Entity: Event
Component: SEA_imperial_influence_events.300
Constructs: is_triggered_only, limit, add_stability, add_political_power, check_variable, set_variable
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_imperial_influence_events.300
	title = SEA_imperial_influence_events.300.t
	desc = SEA_imperial_influence_events.300.desc
	picture = GFX_report_event_JAP_imperial_influence
	is_triggered_only = yes
	option = {
		name = SEA_imperial_influence_events.00.b
		JAP_small_zaibatsu_faction_loss = yes
		hidden_effect = {
			JAP_faction_demand_finalize_mission_effect = yes
			JAP_faction_demand_add_to_failed_missions = yes
		}
		IF = {
			limit = {
				check_variable = {
					JAP_zaibatsu_faction_demand_failure = 1
				}
			}
			add_political_power = -10
		}
		ELSE_IF = {
			limit = {
				check_variable = {
					JAP_zaibatsu_faction_demand_failure = 2
				}
			}
			add_political_power = -15
		} {
			limit = {
				check_variable = {
					JAP_zaibatsu_faction_demand_failure = 3
				}
			}
			add_political_power = -20
		} {
			limit = {
				check_variable = {
					JAP_zaibatsu_faction_demand_failure = 4
				}
			}
			add_political_power = -25
		} {
			limit = {
				check_variable = {
					JAP_zaibatsu_faction_demand_failure = 5
				}
			}
			add_political_power = -25
			add_stability = -0.02
		} {
			limit = {
				check_variable = {
					JAP_zaibatsu_faction_demand_failure = 6
				}
			}
			add_political_power = -25
			add_stability = -0.03
		} {
			limit = {
				check_variable = {
					JAP_zaibatsu_faction_demand_failure = 7
				}
			}
			add_political_power = -25
			add_stability = -0.05
		}
		set_variable = {
			JAP_zaibatsu_faction_demand_failure = 0
		}
	}
}
### Entity: State History
Component: 587
Constructs: add_core_of
Source: game
File: history/states/587-Western Kazakstan.txt

Code:
state = {
	id = 587
	name = STATE_587
	history = {
		owner = SOV
		add_core_of = KAZ SOV
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			1517 1
		}
	}
	provinces = {
		475 642 1517 3593 4523 4620 7641 10262 11701 12163 12383 13008
	}
	manpower = 245133
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 0.0
}
### Entity: Scripted Trigger
Component: EAI_reserve_manpower_more_than_5p
Constructs: check_variable, has_manpower
Source: game
File: common/scripted_triggers/EAI_MISC_triggers.txt

Code:
EAI_reserve_manpower_more_than_5p = {
	OR = {
		check_variable = {
			EAI_reserve_mp_ratio = > 0.05
		}
		has_manpower = > 62500
	}
}
### Entity: Character
Component: ISR_nathan_yellin_mor_trait
Source: game
File: common/country_leader/r56_traits.txt

Code:
ISR_nathan_yellin_mor_trait = {
	random = no
	political_power_factor = 0.05
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_invite_pavel_mif
Constructs: prerequisite, limit, has_country_flag, completion_reward, cancel_if_invalid, add_power_balance_value
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_invite_pavel_mif
	icon = GFX_focus_PRC_pavel_mif
	prerequisite = {
		focus = PRC_invite_otto_braun
	}
	x = 0
	y = 1
	relative_position_id = PRC_invite_otto_braun
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_country_flag = PRC_pavel_mif_alive
	}
	bypass = {
		NOT = {
			has_country_flag = PRC_pavel_mif_alive
		}
	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_POLITICAL_CHARACTER
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = available_political_advisor generic_skip_one_line_tt
		show_ideas_tooltip = PRC_pavel_mif
		if = {
			limit = {
				power_balance_value = {
					id = PRC_communist_power_struggle
					value = < 0.99
				}
			}
			add_power_balance_value = {
				id = PRC_communist_power_struggle
				value = 0.05
			}
		}
	}
}
### Entity: Idea
Component: TUR_three_year_plan_balkans
Constructs: removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_three_year_plan_balkans = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_local_self_management
	removal_cost = -1
	modifier = {
		conversion_cost_civ_to_mil_factor = -0.5
		production_speed_arms_factory_factor = 0.07
		production_speed_industrial_complex_factor = 0.05
	}
}
### Entity: Character
Component: capital_ship_producer_mass_0
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
capital_ship_producer_mass_0 = {
	random = no
	equipment_bonus = {
		ship_hull_carrier = {
			build_cost_ic = -0.1
		}
		ship_hull_heavy = {
			build_cost_ic = -0.1
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: bftb_greece.207
Constructs: ai_chance, remove_ideas, add_war_support, has_country_flag, add_stability, fire_only_once, has_game_rule, set_politics
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.207
	title = bftb_greece.207.t
	desc = bftb_greece.207.desc
	picture = GFX_report_event_gre_political_upheaval
	fire_only_once = yes
	trigger = {
		original_tag = GRE
		has_country_flag = GRE_megali_convention_a_failure
	}
	mean_time_to_happen = {
		days = 14
	}
	option = {
		name = bftb_greece.207.a
		ai_chance = {
			factor = 5
			modifier = {
				OR = {
					has_country_flag = GRE_AI_RANDOM_FASCISM_ALTERNATE
					has_game_rule = {
						rule = GRE_ai_behavior
						option = FASCISM_ALTERNATE
					}
				}
				factor = 100
			}
		}
		custom_effect_tooltip = byzantinist_coup_tt
		add_war_support = 0.1
		add_stability = -0.15
		set_politics = {
			ruling_party = fascism
		}
		hidden_effect = {
			set_variable = {
				var = GRE_fascist_loyalty
				value = 2
			} {
				var = GRE_republican_loyalty
				value = -2
			}
			GRE_political_instability_update_effect = yes
			remove_ideas = GRE_eee_in_government
			set_cosmetic_tag = GRE_byz_republic
			add_corps_commander_role = {
				character = GRE_panagiotis_demestichas
				traits = {
					trait_GRE_fascist_sympathizer trait_reckless infantry_officer hill_fighter
				}
				skill = 3
				id = 303
				attack_skill = 4
				defense_skill = 3
				planning_skill = 2
				logistics_skill = 1
			}
		}
	} {
		name = bftb_greece.207.b
		ai_chance = {
			factor = 45
			modifier = {
				OR = {
					has_country_flag = GRE_AI_RANDOM_DEMOCRATIC
					has_game_rule = {
						rule = GRE_ai_behavior
						option = DEMOCRATIC
					}
				}
				factor = 100
			}
		}
		custom_effect_tooltip = byzantinist_civil_war_inevitable_tt
		add_stability = -0.25
		remove_ideas = GRE_eee_in_government
		hidden_effect = {
			set_variable = {
				var = GRE_fascist_loyalty
				value = -1
			}
			GRE_political_instability_update_effect = yes
			country_event = {
				id = bftb_greece.218
				days = 80
			}
		}
	}
}
### Entity: Decision
Component: stalinism_on_the_rise
Constructs: has_country_flag
Source: game
File: common/decisions/categories/POL_mod_decision_categories.txt

Code:
stalinism_on_the_rise = {
	icon = generic_communism
	priority = 85
	allowed = {
		always = yes
		original_tag = POL
	}
	visible = {
		NOT = {
			has_country_flag = PPS_Revolutionary_Path
		}
	}
}