Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: KMT_event.76
Constructs: is_triggered_only, ai_chance, add_political_power, set_country_flag
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.76
	title = KMT_event.76.t
	desc = KMT_event.76.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = KMT_event.76.a
		CHI = {
			set_country_flag = KMT_harpo_accepted
		}
		add_political_power = -25
		custom_effect_tooltip = GER_harpo_tt
		hidden_effect = {
			CHI = {
				country_event = CHI_warlords.20
			}
		}
	} {
		name = KMT_event.76.b
		ai_chance = {
			base = 0
		}
		hidden_effect = {
			CHI = {
				country_event = CHI_warlords.19
			}
		}
	}
}
### Entity: Modifier Reference
Construct: air_invasion_plan_cap
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## air_invasion_plan_cap

* Number with 0 decimal places
* **Categories**: country
### Entity: National Focus
Tree: afg_focus
Component: AFG_appoint_hashim
Constructs: prerequisite, has_government, add_stability, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_appoint_hashim
	icon = GFX_goal_AFG_appoint_hashim
	x = -3
	y = 1
	cost = 5
	available = {
		has_government = neutrality
	}
	prerequisite = {
		focus = AFG_the_regency
	}
	relative_position_id = AFG_the_regency
	mutually_exclusive = {
		focus = AFG_appoint_mahmud
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_stability = 0.05
		swap_ideas = {
			remove_idea = r56_AFG_zahir_shah_idea
			add_idea = r56_AFG_zahir_shah_improved_idea
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Decision
Component: DEN_influence_countries_category
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/DEN_decision_categories.txt

Code:
DEN_influence_countries_category = {
	icon = GFX_decision_category_generic_democracy
	picture = GFX_decision_cat_generic_nordic_league
	allowed = {
		original_tag = DEN
		has_dlc = Arms Against Tyranny
	}
	priority = 40
	visible = {
		has_completed_focus = DEN_sway_the_nordics
	}
}
### Entity: Modifier Reference
Component: NOR_royal_defenses
Constructs: remove_trigger, has_capitulated
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
NOR_royal_defenses = {
	enable = {
		always = yes
	}
	remove_trigger = {
		NOR = {
			has_capitulated = yes
		}
	}
	icon = GFX_modifiers_NOR_monarchism
	state_production_speed_bunker_factor = 0.4
	state_production_speed_coastal_bunker_factor = 0.4
	state_production_speed_infrastructure_factor = -0.2
	state_production_speed_industrial_complex_factor = -0.2
	state_production_speed_arms_factory_factor = -0.2
}
### Entity: Character
Component: PAK_acd2
Source: game
File: common/characters/PAK.txt

Code:
PAK_acd2 = {
	advisor = {
		slot = army_chief
		idea_token = PAK_acd2
		allowed = {
			original_tag = PAK
		}
		traits = {
			army_chief_defensive_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_5
		}
	}
}
### Entity: Event
Component: lar_spain.49
Constructs: is_triggered_only, set_political_party, limit, random_country, has_government, add_to_war, set_rule
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.49
	title = lar_spain.48.t
	desc = lar_spain.49.desc
	picture = GFX_report_event_spr_anarchist_uprising
	is_triggered_only = yes
	option = {
		name = lar_spain.49.a
		random_country = {
			limit = {
				original_tag = POR
				has_government = neutrality
				NOT = {
					tag = FROM
				}
			}
			SPC = {
				add_to_war = {
					targeted_alliance = PREV
					enemy = POR
					hostility_reason = asked_to_join
				}
				puppet = PREV
			}
			set_political_party = {
				ideology = neutrality
				popularity = 100
			}
		}
		POR = {
			set_rule = {
				can_join_factions = no
			}
		}
	}
}
### Entity: Country History
Country: KAT
Component: KAT_technology
Constructs: set_technology
Source: game
File: history/countries/KAT - Katanga.txt

Code:
# Starting Technologies for KAT
set_technology = {
	infantry_weapons = 1
	tech_support = 1
	tech_trucks = 1
	basic_train = 1
}
### Entity: Event
Component: libya.38
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, declare_war_on, annex_everything
Source: game
File: events/tmodernevents.txt

Code:
country_event = {
	id = libya.38
	title = libya.38.t
	desc = libya.38.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = libya.38.a
		ai_chance = {
			base = 0
		}
		GRE = {
			declare_war_on = {
				target = TUR
				type = annex_everything
			}
		}
	} {
		name = libya.38.b
		ai_chance = {
			base = 100
		}
		add_opinion_modifier = {
			target = TUR
			modifier = large_decrease
		}
	}
}
### Entity: Country History
Country: KIR
Component: KIR_politics
Constructs: set_stability, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/KIR - Kiribati.txt

Code:
# Politics & Parties for KIR
set_stability = 0.7
set_war_support = 0.2
set_politics = {
	ruling_party = neutrality
	last_election = 1933.7.21
	election_frequency = 36
	elections_allowed = yes
}
set_popularities = {
	neutrality = 60
	democratic = 34
	fascism = 5
	communism = 1
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_militarism
Constructs: prerequisite, limit, add_ideas, remove_ideas, has_government, add_war_support, completion_reward, has_idea
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_militarism
	icon = GFX_goal_extensive_conscription_fascism
	prerequisite = {
		focus = KOR_nationalism_focus KOR_restore_imperial_power
	}
	x = 1
	y = 1
	relative_position_id = KOR_nationalism_focus
	cost = 10
	available_if_capitulated = yes
	available = {
		OR = {
			has_government = neutrality fascism
		}
	}
	completion_reward = {
		army_experience = 25
		add_war_support = 0.05
		if = {
			limit = {
				has_idea = neutrality_idea
			}
			remove_ideas = neutrality_idea
		}
		add_ideas = GEN_militarism_I
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Rebalance_the_Military_Budget
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Rebalance_the_Military_Budget
	icon = GFX_focus_generic_army_modernizations
	cost = 10
	prerequisite = {
		focus = PAK_Family_Programs
	}
	x = 4
	y = 4
	relative_position_id = PAK_General_Election
	ai_will_do = {
		factor = 25
	}
	completion_reward = {
		add_timed_idea = {
			idea = PAK_Rebalance_the_Military_Budget
			days = 280
		}
	}
}
### Entity: Idea
Component: BOS_ncm
Source: game
File: common/ideas/bosnia.txt

Code:
BOS_ncm = {
	picture = generic_navy_europe_3
	allowed = {
		original_tag = BOS
	}
	traits = {
		navy_chief_maneuver_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: CZE_national_fascism_idea
Constructs: removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_national_fascism_idea = {
	picture = generic_fascism_drift_bonus
	allowed = {
		original_tag = CZE
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		land_reinforce_rate = 0.02
		army_morale_factor = 0.1
	}
}
### Entity: Modifier Reference
Construct: air_range_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## air_range_factor

* Number with 0 decimal places
* **Categories**: air
### Entity: National Focus
Tree: spr_focus
Component: SPR_enemies_of_our_enemy
Constructs: prerequisite, limit, has_war_with, completion_reward, is_subject_of, every_other_country, has_capitulated, random_hours
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_enemies_of_our_enemy
	available = {
		NOT = {
			has_war_with = GER ITA
		} {
			is_subject_of = SOU
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_war_of_independence
	}
	mutually_exclusive = {
		focus = SPR_those_who_would_not_help_us SPR_join_the_global_fight_against_fascism
	}
	icon = GFX_goal_generic_dangerous_deal
	x = 1
	y = 1
	relative_position_id = SPR_war_of_independence
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		effect_tooltip = {
			every_other_country = {
				limit = {
					OR = {
						tag = GER ITA
					}
					exists = yes
					has_capitulated = no
				}
				diplomatic_relation = {
					country = ROOT
					relation = non_aggression_pact
					active = yes
				}
			}
		}
		custom_effect_tooltip = SPR_those_who_would_not_help_us_tt
		every_other_country = {
			limit = {
				OR = {
					tag = GER ITA
				}
				exists = yes
				has_capitulated = no
			}
			country_event = {
				id = lar_spain.71
				hours = 6
				random_hours = 6
			}
		}
	}
}
### Entity: State History
Component: 237
Constructs: add_core_of
Source: game
File: history/states/237-Elista.txt

Code:
state = {
	id = 237
	name = STATE_237
	manpower = 169620
	state_category = rural
	history = {
		owner = SOV
		buildings = {
			infrastructure = 1
		}
		add_core_of = SOV KAL
		victory_points = {
			11724 1
		}
	}
	provinces = {
		481 742 745 759 3413 3439 3475 3597 3726 3746 3774 6463 6758 6760 6791 6794 9426 9442 9594 9720 9722 9735 9739 11416 11566 11706 11724 11727
	}
	local_supplies = 0.0
}
### Entity: Character
Component: PHI_resistance_engineer
Constructs: production_speed_buildings_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
PHI_resistance_engineer = {
	random = no
	sprite = 13
	production_speed_buildings_factor = 0.05
	production_speed_bunker_factor = 0.1
	production_speed_coastal_bunker_factor = 0.1
	production_speed_anti_air_building_factor = 0.1
	resistance_growth_on_our_occupied_states = 0.05
}
### Entity: Idea
Component: EAI_DD_17/large_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_17/large_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		large_plane_airframe = {
			build_cost_ic = -0.17
			instant = yes
		}
	}
}
### Entity: Idea
Component: nsm_amsterdam_ins
Constructs: research_bonus
Source: game
File: common/ideas/indonesia.txt

Code:
nsm_amsterdam_ins = {
	allowed = {
		original_tag = INS
	}
	picture = nsm_amsterdam
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		battlefleet_designer
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_expand_into_america
Constructs: prerequisite, has_government, completion_reward, is_subject, is_subject_of, create_wargoal, take_state_focus, add_state_claim
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_expand_into_america
	icon = GFX_goal_generic_attack_united_states
	prerequisite = {
		focus = QUE_invade_canada
	}
	relative_position_id = QUE_our_own_way
	x = -2
	y = 2
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 8
	}
	available = {
		NOT = {
			is_subject = yes
		}
		has_government = fascism
	}
	bypass = {
		USA = {
			OR = {
				exists = no
				is_subject_of = QUE
			}
		}
	}
	completion_reward = {
		create_wargoal = {
			type = take_state_focus
			target = USA
			generator = {
				357 921 990 358 991 992 993 393 394 391 390 389 388 381 387 385 386 463
			}
		}
		add_state_claim = 357 358 921 990 991 992 993 393 394 391 390 389 388 381 387 385 386 463 384 392
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: EAI_DM_borders.6
Constructs: limit, has_war_with, has_country_flag, is_major, is_faction_leader, is_ai, is_historical_focus_on, is_controlled_by
Source: game
File: events/EAI_diplomacy.txt

Code:
country_event = {
	id = EAI_DM_borders.6
	hidden = yes
	mean_time_to_happen = {
		days = 20
	}
	trigger = {
		original_tag = GER
		is_faction_leader = yes
		is_major = yes
		is_ai = yes
		is_historical_focus_on = yes
		has_war_with = SOV
		any_of_scopes = {
			array = SOV.owned_states
			any_neighbor_state = {
				is_controlled_by = GER
			}
			CONTROLLER = {
				NOT = {
					tag = ROOT
				}
				has_full_control_of_state = PREV
				PREV = {
					NOT = {
						is_core_of = PREV
						is_claimed_by = PREV
					}
				}
				is_ai = yes
				is_in_faction_with = GER
			}
		}
	}
	immediate = {
		for_each_scope_loop = {
			array = SOV.owned_states
			if = {
				limit = {
					any_neighbor_state = {
						is_controlled_by = GER
					}
					CONTROLLER = {
						NOT = {
							tag = ROOT
						}
						has_full_control_of_state = PREV
						PREV = {
							NOT = {
								is_core_of = PREV
								is_claimed_by = PREV
							}
						}
						is_ai = yes
						is_in_faction_with = GER
					}
				}
				GER = {
					set_state_controller = PREV
				}
			}
		}
		if = {
			limit = {
				has_country_flag = EAI_diplomacy_event_logging
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | DIPLO-AI-EVENT: east front state priority
		}
	}
	option = {
		name = OK
	}
}
### Entity: Modifier Reference
Construct: targeted_legitimacy_daily
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## targeted_legitimacy_daily

* Number with 2 decimal places
* **Categories**: government_in_exile
### Entity: Character
Component: JAM_mt
Source: game
File: common/characters/JAM.txt

Code:
JAM_mt = {
	advisor = {
		slot = theorist
		idea_token = JAM_mt
		ledger = army
		allowed = {
			original_tag = JAM
		}
		traits = {
			military_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_6
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_demand_a_compromise
Constructs: prerequisite, limit, owns_state, has_war_with, add_war_support, add_stability, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_demand_a_compromise
	icon = GFX_goal_generic_territory_or_war
	x = 1
	y = 1
	cost = 5
	prerequisite = {
		focus = AFG_two_peoples_one_heritage
	}
	relative_position_id = AFG_two_peoples_one_heritage
	mutually_exclusive = {
		focus = AFG_ratify_the_durand_line
	}
	available = {
		is_subject = no
		PAK = {
			owns_state = 442
			is_neighbor_of = AFG
			NOT = {
				has_war_with = AFG
			}
		}
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_war_support = 0.05
		PAK = {
			country_event = {
				id = r56_afghanistan.110
				days = 1
				hours = 12
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = medium_decrease
			}
		}
		custom_effect_tooltip = if_they_accept_newline_tt
		effect_tooltip = {
			PAK = {
				add_stability = 0.05
				add_opinion_modifier = {
					target = ROOT
					modifier = huge_increase
				}
			}
			custom_effect_tooltip = AFG_compromise_durand
		}
		if = {
			limit = {
				has_power_balance = {
					id = AFG_power_balance
				}
			}
			custom_effect_tooltip = r56_newline
			add_power_balance_value = {
				id = AFG_power_balance
				value = 0.1
				tooltip_side = AFG_tribal_side
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Scripted Effect
Component: ITA_create_padre_ildefonso_operative
Constructs: create_operative_leader
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_create_padre_ildefonso_operative = {
	create_operative_leader = {
		name = Padre Ildefonso
		GFX = GFX_portrait_ITA_epaminonda_troya
		traits = {
			operative_master_interrogator operative_natural_orator
		}
		bypass_recruitment = no
		available_to_spy_master = yes
		nationalities = {
			ITA
		}
	}
}
### Entity: Technology
Component: SWE_sami_support_tech
Constructs: research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	allow = {
		always = no
	}
	research_cost = 1
	start_year = 1936
	category_recon = {
		recon = 1
		snow = {
			movement = 0.1
		}
		forest = {
			movement = 0.1
		}
		hills = {
			movement = 0.05
		}
		mountain = {
			movement = 0.05
		}
	}
}
### Entity: Character
Component: autarkic_capitalist
Source: game
File: common/country_leader/r56_traits.txt

Code:
autarkic_capitalist = {
	random = no
	sprite = 10
	consumer_goods_factor = -0.15
	production_speed_industrial_complex_factor = 0.04
	production_lack_of_resource_penalty_factor = -0.2
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_45
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_45 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 45
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 45
	}
}
### Entity: Country History
Country: SND
Component: SND_technology
Constructs: set_technology
Source: game
File: history/countries/SND - Shandong.txt

Code:
# Starting Technologies for SND
set_technology = {
	infantry_weapons = 1
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Tannu_Tuva.html

Doc:
This article is considered accurate for the current version of the game.

Tannu Tuva

Capital provinceKyzyl

Government typePuppet Government

FactionComintern

Contents

1 Technology

2 Diplomacy

2.1 Alliances

2.2 Decisions

2.3 Events

3 Politics

3.1 Laws

3.2 Ministers

4 Intelligence

5 Economy

5.1 Industrial Production

6 Military

6.1 Army

6.2 Navy

6.3 Air Force

7 Strategies and Guides

7.1 Example Strategy

7.2 Miscellaneous tips
### Entity: Order of Battle
Component: Västra Militärområde
Constructs: division_template
Source: game
File: history/units/SWE_1939.txt

Code:
division = {
	name = Västra Militärområde
	location = 3375
	division_template = Militärområde
	start_experience_factor = 0.2
	start_equipment_factor = 0.3
}
### Entity: National Focus
Tree: bhu_focus
Component: BHU_land_redistribution
Constructs: prerequisite, limit, add_stability, completion_reward, add_political_power, add_popularity, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/bhutan.txt

Code:
focus = {
	id = BHU_land_redistribution
	icon = GFX_focus_SMB_a_land_of_mountains
	prerequisite = {
		focus = BHU_overthrow_the_feudals
	}
	relative_position_id = BHU_overthrow_the_feudals
	x = 0
	y = 1
	cost = 8
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 120
		add_stability = -0.05
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Scripted Effect
Component: EAI_MAP_barbarossa_theatre
Constructs: limit, clear_array, every_state, add_to_array, set_variable, check_variable
Source: game
File: common/scripted_effects/EAI_MAP_effects.txt

Code:
EAI_MAP_barbarossa_theatre = {
	clear_array = global.EAI_MAP_barbarossa_theatre global.EAI_MAP_barbarossa_SECTOR_avoid_states global.EAI_MAP_barbarossa_sectors
	every_state = {
		limit = {
			OR = {
				region = 132 133 137 37 39 26 131 130 135 26 8
			}
		}
		add_to_array = {
			global.EAI_MAP_barbarossa_theatre = THIS.id
		}
	} {
		limit = {
			OR = {
				state = 194 94 93 241
			}
		}
		add_to_array = {
			global.EAI_MAP_barbarossa_SECTOR_avoid_states = THIS.id
		}
	}
	resize_temp_array = {
		sectors = 3
	}
	for_each_loop = {
		array = sectors
		index = _sector_id
		value = v
		set_variable = {
			global.EAI_MAP_barbarossa_sector_data_start^_sector_id = global.EAI_MAP_barbarossa_sectors^num
		} {
			global.EAI_MAP_barbarossa_sector_data_end^_sector_id = global.EAI_MAP_barbarossa_sectors^num
		}
		if = {
			limit = {
				check_variable = {
					_sector_id = 0
				}
			}
			EAI_MAP_barbarossa_sector_north = yes
		} {
			limit = {
				check_variable = {
					_sector_id = 1
				}
			}
			EAI_MAP_barbarossa_sector_center = yes
		} {
			limit = {
				check_variable = {
					_sector_id = 2
				}
			}
			EAI_MAP_barbarossa_sector_south = yes
		}
	}
}
### Entity: Modding Documentation
Construct: neighbors_owned
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### neighbors_owned
* description: array of neighbors to owned states
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_mountain_guns
Constructs: shared_focus, prerequisite, limit, completion_reward, set_technology, has_tech, allow_branch
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_mountain_guns
	icon = GFX_focus_SMB_mountain_guns
	relative_position_id = SMB_special_forces_option_1
	prerequisite = {
		focus = SMB_special_forces_option_1
	}
	mutually_exclusive = {

	}
	x = -2
	y = 1
	cost = 5
	available = {
		NOT = {
			has_tech = mountain_gun
		}
	}
	bypass = {

	}
	allow_branch = {
		original_tag = CHL
	}
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_tech = mountain_gun
				}
			}
			custom_effect_tooltip = mountain_guns_tt
			hidden_effect = {
				set_technology = {
					mountain_gun = 1
				}
			}
		}
	}
}
### Entity: Country History
Country: AST
Component: AST_technology
Constructs: set_technology
Source: game
File: history/countries/AST - Australia.txt

Code:
# Starting Technologies for AST
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_support = 1
	tech_engineers = 1
	tech_recon = 1
	tech_trucks = 1
	motorised_infantry = 1
	gw_artillery = 1
	interwar_antiair = 1
	basic_train = 1
	fuel_silos = 1
}
### Entity: Idea
Component: SPR_anarchist_society_16
Constructs: has_government, industrial_capacity_factory
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_anarchist_society_16 = {
	name = SPR_anarchist_society
	picture = SPR_anarchist_society
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_weekly = -0.01
		production_speed_industrial_complex_factor = 0.1
		production_speed_arms_factory_factor = 0.1
		consumer_goods_factor = -0.15
		industrial_capacity_factory = 0.1
		conscription = 0.03
	}
}
### Entity: Event
Component: CZE.211
Constructs: is_triggered_only, limit, add_ideas, has_idea
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.211
	title = CZE.211.t
	desc = CZE.211.d
	picture = GFX_CZKE_jan_netik_report
	is_triggered_only = yes
	option = {
		name = CZE.211.a
		if = {
			limit = {
				has_idea = civilian_economy
			}
			add_ideas = low_economic_mobilisation
		}
	}
}