Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Localization
Component: defined_text
Constructs: has_government
Source: game
File: common/scripted_localisation/AUS_scripted_localisation.txt

Code:
defined_text = {
	name = AUSGetCroatiaDesc
	text = {
		trigger = {
			original_tag = AUS
			YUG = {
				has_government = communism
			}
		}
		localization_key = AUS_infiltrate_croatia_category_desc_AUS_COMMUNIST
	} {
		trigger = {
			original_tag = AUS
			YUG = {
				NOT = {
					has_government = communism
				}
			}
		}
		localization_key = AUS_infiltrate_croatia_category_desc_AUS_KINGDOM
	} {
		trigger = {
			original_tag = YUG
		}
		localization_key = AUS_infiltrate_croatia_category_desc_YUG
	}
}
### Entity: Character
Component: NOR_conservative_businessman
Constructs: stability_factor, production_speed_buildings_factor, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
NOR_conservative_businessman = {
	random = no
	sprite = 10
	production_speed_buildings_factor = 0.08
	stability_factor = 0.05
	fascism_drift = 0.03
}
### Entity: National Focus
Tree: efr_focus
Component: EFR_industrial_advisory_comitee
Constructs: prerequisite, completion_reward, is_puppet, add_research_slot
Source: game
File: common/national_focus/r56_vichy_france.txt

Code:
focus = {
	id = EFR_industrial_advisory_comitee
	icon = GFX_focus_research
	prerequisite = {
		focus = EFR_gazogenes_and_michelin_tires
	}
	relative_position_id = EFR_gazogenes_and_michelin_tires
	x = 0
	y = 1
	cost = 10
	available = {
		num_of_factories = > 50
		is_puppet = no
	}
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: GOE_RAJ_famine.4
Constructs: is_triggered_only, add_stability, fire_only_once, random_days
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_famine.4
	title = GOE_RAJ_famine.4.t
	desc = GOE_RAJ_famine.4.desc
	picture = GFX_report_event_generic_sign_treaty2
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			country_event = {
				id = GOE_RAJ_famine.5
				days = 1
				random_days = 55
			}
		}
	}
	is_triggered_only = yes
	option = {
		name = GOE_RAJ_famine.4.a
		add_stability = -0.02
	}
}
### Entity: National Focus
Tree: par_focus
Component: PAR_request_weapons
Constructs: add_equipment_to_stockpile, prerequisite, has_war_with, completion_reward
Source: game
File: common/national_focus/paraguay.txt

Code:
focus = {
	id = PAR_request_weapons
	available = {
		NOT = {
			has_war_with = USA
		}
	}
	bypass = {

	}
	icon = GFX_goal_generic_amphibious_assault
	x = 0
	y = 1
	relative_position_id = PAR_reach_out_to_european_contacts
	prerequisite = {
		focus = PAR_reach_out_to_european_contacts
	}
	cost = 10
	search_filters = {

	}
	completion_reward = {
		add_equipment_to_stockpile = {
			type = infantry_equipment_0
			amount = 2000
			producer = USA
		} {
			type = artillery_equipment_1
			amount = 650
			producer = USA
		} {
			type = support_equipment_1
			amount = 500
			producer = USA
		}
	}
}
### Entity: Idea
Component: r56_LUX_banned_aid
Constructs: has_war, is_in_faction, send_volunteer_factor
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_banned_aid = {
	picture = generic_volunteer_expedition_bonus
	cancel = {
		OR = {
			has_war = yes
			is_in_faction = yes
		}
	}
	modifier = {
		send_volunteer_factor = -1.0
		lend_lease_tension = 1.0
		improve_relations_maintain_cost_factor = -0.5
	}
}
### Entity: Event
Component: rt56.romania.7
Constructs: is_triggered_only, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.romania.7
	title = rt56.romania.7.t
	desc = rt56.romania.7.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = rt56.romania.7.a
		ROM = {
			random_owned_controlled_state = {
				prioritize = {
					46
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			} {
				prioritize = {
					81
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
			add_tech_bonus = {
				name = ROM_the_german_four_year_plan
				bonus = 0.5
				uses = 1
				category = construction_tech
			} {
				name = ROM_the_german_four_year_plan
				bonus = 0.5
				uses = 1
				category = synth_resources
			}
		}
		effect_tooltip = {
			GER = {
				random_owned_controlled_state = {
					prioritize = {
						60
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = synthetic_refinery
						level = 1
						instant_build = yes
					}
				} {
					prioritize = {
						54
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = synthetic_refinery
						level = 1
						instant_build = yes
					}
				} {
					prioritize = {
						60
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = fuel_silo
						level = 1
						instant_build = yes
					}
				}
			}
		}
	}
}
### Entity: Character
Component: air_strategic_bombing_3
Source: game
File: common/country_leader/00_traits.txt

Code:
air_strategic_bombing_3 = {
	sprite = 2
	air_strategic_bomber_defence_factor = 0.03
	air_strategic_bomber_bombing_factor = 0.09
	command_cap_increase = @tier3_cp_cap_increase
	command_power = @tier3_cp_cost
	ai_will_do = {
		factor = @army_command_factor_3
		modifier = {
			factor = 0
			command_power = < @tier3_cp_cost
		}
	}
}
### Entity: Trigger Reference
Construct: is_in_peace_conference
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_in_peace_conference

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Checks if the country is currently in a peaceconference
```
### Entity: Modifier Reference
Component: HOL_east_indies_investments_mod
Constructs: research_speed_factor, stability_factor, war_support_factor, has_dlc
Source: game
File: common/dynamic_modifiers/TAOG_dynamic_modifiers.txt

Code:
HOL_east_indies_investments_mod = {
	icon = GFX_idea_east_indies_investments
	enable = {
		has_dlc = Thunder at Our Gates
		tag = HOL
	}
	stability_factor = HOL_east_indies_investments_mod_stability_factor
	war_support_factor = HOL_east_indies_investments_mod_war_support_factor
	research_speed_factor = HOL_east_indies_investments_mod_research_speed_factor
	fuel_gain_factor = HOL_east_indies_investments_mod_fuel_gain_factor
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_crack_down_on_extremist_groups
Constructs: prerequisite, remove_ideas, completion_reward, add_popularity, add_timed_idea
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_crack_down_on_extremist_groups
	icon = GFX_focus_generic_anti_fascist_diplomacy
	x = 22
	y = 4
	cost = 10
	prerequisite = {
		focus = ALG_depoliticize_the_army
	}
	ai_will_do = {
		factor = 95
	}
	completion_reward = {
		remove_ideas = ALG_pieds_noir
		add_popularity = {
			ideology = fascism
			popularity = -0.05
		}
		add_timed_idea = {
			idea = ALG_crackdown_on_extremist_groups
			days = 365
		}
	}
}
### Entity: AI Strategy
Component: ENG_USA_onto_the_beaches
Constructs: is_historical_focus_on
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_USA_onto_the_beaches = {
	allowed = {
		OR = {
			original_tag = USA ENG
		}
		is_historical_focus_on = yes
	}
	enable = {
		date = > 1942.6.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = naval_invasion_focus
		value = 10
	} {
		type = invasion_unit_request
		area = normandy_landing_zone
		value = 10
	}
}
### Entity: Idea
Component: ICE_wolf_hunter
Constructs: equipment_bonus
Source: game
File: common/ideas/r56_iceland.txt

Code:
ICE_wolf_hunter = {
	picture = generic_navy_bonus
	allowed_civil_war = {
		always = yes
	}
	equipment_bonus = {
		carrier = {
			sub_detection = 0.1
		}
		capital_ship = {
			sub_detection = 0.1
		}
		screen_ship = {
			sub_detection = 0.25
		}
		submarine = {
			sub_visibility = -0.1
			surface_visibility = -0.1
		}
	}
}
### Entity: National Focus
Tree: col_focus
Component: COL_fortify_caribe
Constructs: division_template, prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, create_unit, allow_spawning_on_enemy_provs
Source: game
File: common/national_focus/colombia.txt

Code:
focus = {
	id = COL_fortify_caribe
	icon = GFX_focus_generic_coastal_fort
	prerequisite = {
		focus = COL_infrastructure_caribe
	}
	relative_position_id = COL_infrastructure_caribe
	x = 0
	y = 2
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		controls_state = 493
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				493
			}
			custom_effect_tooltip = COL_create_garisson
		} {
			prioritize = {
				493
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			} {
				type = coastal_bunker
				level = 2
				province = 12790
				instant_build = yes
			} {
				type = coastal_bunker
				level = 1
				province = 8056
				instant_build = yes
			} {
				type = naval_base
				level = 2
				province = 12790
				instant_build = yes
			} {
				type = naval_base
				level = 1
				province = 8056
				instant_build = yes
			}
		}
		hidden_effect = {
			division_template = {
				name = Guarnición de la Costa
				division_names_group = SPAN_INFB_02
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					}
				}
				support = {
					engineer = {
						x = 0
						y = 0
					}
					artillery = {
						x = 0
						y = 1
					}
				}
			}
			random_owned_controlled_state = {
				prioritize = {
					493
				}
				create_unit = {
					division = name = "1a Guarnición de la Costa" division_template = "Guarnición de la Costa" start_experience_factor = 0.1 start_equipment_factor = 0.85
					owner = ROOT
					count = 1
					prioritize_location = 12790
					allow_spawning_on_enemy_provs = yes
				} {
					division = name = "2a Guarnición de la Costa" division_template = "Guarnición de la Costa" start_experience_factor = 0.1 start_equipment_factor = 0.85
					owner = ROOT
					count = 1
					prioritize_location = 8056
					allow_spawning_on_enemy_provs = yes
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
}
### Entity: Idea
Component: FIN_national_industry_modernize
Constructs: removal_cost
Source: game
File: common/ideas/finland.txt

Code:
FIN_national_industry_modernize = {
	name = FIN_national_industry_expand
	picture = SOV_third_five_year_plan_military
	allowed = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_factory_efficiency_gain_factor = 0.1
		production_factory_max_efficiency_factor = 0.05
	}
}
### Entity: Idea
Component: EAI_DD_18/heavy_tank_amphibious_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_18/heavy_tank_amphibious_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_amphibious_chassis = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: Shared Focus
Tree: spr_focus
Component: SPR_establish_traditional_cortes
Constructs: shared_focus, prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_political_spain_nationalist_shared.txt

Code:
shared_focus = {
	id = SPR_establish_traditional_cortes
	icon = GFX_goal_SPR_establish_traditional_cortes
	cost = 10.0
	ai_will_do = {
		factor = 20
	}
	prerequisite = {
		focus = SPR_ministry_of_religous_affairs
	}
	completion_reward = {
		add_ideas = SPR_establish_traditional_cortes
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
	relative_position_id = SPR_ministry_of_religous_affairs
	x = 0
	y = 1
}
### Entity: Character
Component: COL_jorge_lopez_suyo
Source: game
File: common/characters/COL.txt

Code:
COL_jorge_lopez_suyo = {
	advisor = {
		slot = political_advisor
		idea_token = COL_jorge_lopez_suyo
		allowed = {
			original_tag = COL
		}
		traits = {
			prince_of_terror
		}
	}
	name = Jorge Lopez Suyo
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_3
		}
	}
}
### Entity: Character
Component: VGE_heinrich_luft
Source: game
File: common/characters/VGE.txt

Code:
VGE_heinrich_luft = {
	name = Heinrich Lüft
	portraits = {
		civilian = {
			large = GFX_portrait_Heinrich_Luft
		}
	}
	country_leader = {
		ideology = marxism
		expire = 1938.1.1.1
		id = -1
	}
}
### Entity: Trigger Reference
Construct: is_owned_and_controlled_by
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_owned_and_controlled_by

* Supported Scopes: STATE
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
check if state is owned by
```
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3ABasic_decryption.png.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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### Entity: AI Strategy
Component: GER_wants_civ
Constructs: has_war, has_government
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_wants_civ = {
	allowed = {
		original_tag = GER
	}
	enable = {
		has_government = fascism
		date = < 1937.9.15
		has_war = no
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 59
	}
}
### Entity: Idea
Component: EAI_DD_5/cv_small_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_5/cv_small_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: Idea
Component: DEN_Disarmed_Military_dockyard
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_denmark.txt

Code:
DEN_Disarmed_Military_dockyard = {
	name = r56_army_disorginization
	allowed = {
		original_tag = DEN
	}
	removal_cost = -1
	picture = BUL_army_restrictions
	modifier = {
		production_speed_arms_factory_factor = -0.2
		production_speed_industrial_complex_factor = 0.2
		industrial_capacity_factory = -0.2
		industrial_capacity_dockyard = 0.1
		refit_ic_cost = -0.3
		production_speed_bunker_factor = -0.5
		production_speed_coastal_bunker_factor = -0.5
		mobilization_laws_cost_factor = 0.5
		economy_cost_factor = 0.5
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_demand_volksraad_elections
Constructs: prerequisite, limit, has_government, has_country_flag, completion_reward, add_popularity, set_cosmetic_tag, set_politics
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_demand_volksraad_elections
	icon = GFX_goal_generic_election
	available = {
		democratic = > 0.35
		NOT = {
			has_government = democratic
		}
	}
	ai_will_do = {
		factor = 15
	}
	relative_position_id = INS_gather_the_opposition
	x = 1
	y = 1
	prerequisite = {
		focus = INS_gather_the_opposition
	} {
		focus = INS_promote_national_independence
	}
	cost = 10
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		set_cosmetic_tag = INS_secular
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
			election_frequency = 48
			last_election = 1936.1.1
			long_name = INS_democratic_volksraad_party_long
			name = INS_democratic_volksraad_party
		}
		if = {
			limit = {
				has_country_flag = INS_sutomo_passed
			}
			INS_husni_thamrin = {
				add_country_leader_role = {
					country_leader = {
						expire = 1965.1.1
						ideology = conservatism
						traits = {
							devoted_corporatist
						}
					}
					promote_leader = yes
				}
			}
			else = {
				INS_sutomo = {
					add_country_leader_role = {
						country_leader = {
							expire = 1965.1.1
							ideology = conservatism
							traits = {
								conservative_amongst_radicals
							}
						}
						promote_leader = yes
					}
				}
			}
		}
		hidden_effect = {
			hold_election = ROOT
			set_party_name = {
				ideology = fascism
				long_name = INS_democratic_party_long
				name = INS_democratic_party
			}
			INS_abikusno_cokrosuyoso = {
				add_country_leader_role = {
					country_leader = {
						expire = 1965.1.1
						ideology = islamism
						traits = {
							shadow_of_cokroaminoto
						}
					}
					promote_leader = yes
				}
			}
			INS_husni_thamrin = {
				add_trait = {
					slot = political_advisor
					trait = devoted_corporatist
				}
				remove_trait = {
					slot = political_advisor
					trait = indies_rep_thamrin
				}
			}
		}
		swap_ideas = {
			remove_idea = INS_political_idea_2
			add_idea = INS_political_idea_3
		}
	}
	search_filters = {
		FOCUS_FILTER_TFV_AUTONOMY
	}
}
### Entity: Shared Focus
Tree: spr_focus
Component: SPR_king_juan_iii
Constructs: shared_focus, has_completed_focus, create_country_leader, prerequisite, has_government, completion_reward, is_puppet, set_cosmetic_tag
Source: game
File: common/national_focus/r56_political_spain_nationalist_shared.txt

Code:
shared_focus = {
	id = SPR_king_juan_iii
	icon = GFX_goal_spr_king_juan_iii
	cost = 5.0
	ai_will_do = {
		factor = 50
	}
	available = {
		is_puppet = no
		NOT = {
			HON = {
				has_completed_focus = HON_suggest_monarchy
			}
		}
		OR = {
			has_government = fascism neutrality
		}
	}
	prerequisite = {
		focus = SPR_restore_the_monarchy
	}
	mutually_exclusive = {
		focus = SPR_king_javier_I
	}
	completion_reward = {
		hidden_effect = {
			set_cosmetic_tag = SPR_Juan
		}
		set_politics = {
			ruling_party = neutrality
			elections_allowed = yes
		}
		set_party_name = {
			ideology = neutrality
			long_name = SPR_neutrality_party_house_of_bourbon_long
			name = SPR_neutrality_party_house_of_bourbon_long
		}
		create_country_leader = {
			name = Juan III
			picture = gfx/leaders/SPR/r56_portrait_SPR_Juan_III.dds
			expire = 1965.1.1
			ideology = absolute_monarchism
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	relative_position_id = SPR_restore_the_monarchy
	x = -3
	y = 1
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_raskovas_aviation_group
Constructs: prerequisite, limit, has_government, completion_reward, has_full_control_of_state, add_to_variable, set_variable, has_dlc
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_raskovas_aviation_group
	icon = GFX_SOV_raskovas_aviation_group_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_women_in_aviation
	}
	x = 1
	y = 1
	relative_position_id = SOV_women_in_aviation
	cost = 10
	available = {
		any_enemy_country = {
			SOV_is_major_not_original_sov = yes
		}
		has_full_control_of_state = 219
	}
	search_filters = {
		FOCUS_FILTER_AIR_XP
	}
	completion_reward = {
		add_to_variable = {
			SOV_soviet_airforce_air_night_penalty = -0.2
		} {
			SOV_soviet_airforce_air_wing_xp_loss_when_killed_factor = -0.1
		}
		set_variable = {
			SOV_soviet_airforce_air_strategic_bomber_night_penalty = -0.1
		}
		custom_effect_tooltip = SOV_raskovas_aviation_group_ns_tt SOV_night_witches_nsb_tt
		hidden_effect = {
			if = {
				limit = {
					has_dlc = By Blood Alone
				}
				create_equipment_variant = {
					name = U-2
					type = small_plane_cas_airframe_0
					modules = {
						fixed_main_weapon_slot = bomb_locks
						fixed_auxiliary_weapon_slot_1 = empty
						engine_type_slot = engine_1_1x
						special_type_slot_1 = non_strategic_materials_small
					}
				} {
					name = Pe-2
					type = small_plane_cas_airframe_2
					allow_without_tech = yes
					modules = {
						fixed_main_weapon_slot = small_bomb_bay
						fixed_auxiliary_weapon_slot_1 = light_mg_2x
						engine_type_slot = engine_2_2x
						special_type_slot_1 = lmg_defense_turret
						special_type_slot_2 = dive_brakes_small
					}
				} {
					name = Yak-1
					type = small_plane_airframe_1
					modules = {
						fixed_main_weapon_slot = aircraft_cannon_1_1x
						fixed_auxiliary_weapon_slot_1 = heavy_mg_2x
						engine_type_slot = engine_2_1x
						special_type_slot_1 = non_strategic_materials_small
					}
				}
				if = {
					limit = {
						NOT = {
							has_government = communism
						}
					}
					load_oob = SOV_night_witches_nsb_alt_bba
					else = {
						load_oob = SOV_night_witches_nsb_bba
					}
				}
			}
			else_if = {
				limit = {
					NOT = {
						has_government = communism
					}
				}
				load_oob = SOV_night_witches_nsb_alt
			}
			else = {
				load_oob = SOV_night_witches_nsb
			}
		}
	}
}
### Entity: Country History
Country: INS
Component: INS_misc
Constructs: recruit_character, every_owned_state, limit, add_ideas, set_technology, add_political_power, has_dlc, add_dynamic_modifier
Source: game
File: history/countries/INS - Indonesia.txt

Code:
# Misc for INS
capital = 1058
if = {
	limit = {
		has_dlc = Man the Guns
	}
	else = {

	}
}
{
	limit = {
		has_dlc = By Blood Alone
	}
	set_technology = {
		aa_lmg = 1
		engines_1 = 1
		aircraft_construction = 1
		iw_small_airframe = 1
		iw_medium_airframe = 1
		early_bombs = 1
		bba_early_transport_plane = 1
		air_torpedoe_1 = 1
	}
	else = {
		set_technology = {
			early_fighter = 1
			early_bomber = 1
			early_transport_plane = 1
		}
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		bicycle_infantry = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		basic_destroyer = 1
		early_destroyer = 1
		early_light_cruiser = 1
		basic_light_cruiser = 1
		early_heavy_cruiser = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		basic_naval_mines = 1
		submarine_mine_laying = 1
		early_ship_hull_light = 1
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		early_ship_hull_cruiser = 1
		basic_ship_hull_cruiser = 1
		basic_battery = 1
		basic_torpedo = 1
		basic_depth_charges = 1
		basic_cruiser_armor_scheme = 1
		coastal_defense_ships = 1
		mtg_transport = 1
	}
}
{
	limit = {
		has_dlc = Thunder at Our Gates
	}
	recruit_character = INS_bonifacius_cornelis_de_jonge INS_tan_malaka INS_andries_cornelis_dirk_de_graeff INS_mohammad_hatta INS_national_committee INS_charles_welter INS_christian_willhelm_bodenhausen INS_harry_kuneman INS_adipati_soejono INS_mohammad_hunsi_tharmin INS_oto_iskandar_di_nata INS_i_j_k_hendrowahyono INS_dick_de_hoog INS_soetardjo_kartohadikusomo INS_hok_hoei_kan INS_sam_ratulangi INS_achmad_soebardjo INS_wirantakusumah_v INS_surachman_tjokoadisurjo INS_supomo INS_dr_samsi_sastrawidagda INS_ki_hajar_dewantara INS_iwa_kusuma_sumantri INS_dr_boentaran_martooatmodjo INS_mohammad_natsir INS_mohammad_roem INS_sjafruddin_prawiranegara INS_njono INS_setyadjit_soegondo INS_musso INS_gerardus_johannes_berenschot INS_tjalling_bakker INS_gustav_adolf_ilgen INS_jacob_jan_pesman INS_pierre_antoine_cox INS_dirk_reinhard_adelbert_van_langen INS_gustave_statius_muller HOL_conrad_helfrich INS_sudirman INS_soengkono INS_moestopo INS_sutomo INS_djatikoesoemo INS_soerjadi_soerjadarma INS_mas_pardi INS_mohammad_nazir_isa INS_t_b_simatupang INS_oerip_soemohardjo INS_gatot_soebroto INS_kartosoewirjo
}
{
	limit = {
		has_dlc = Thunder at Our Gates
	}
	
# ... (truncated)