Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Faction
Component: faction_goal_control_persian_oil
Constructs: limit, has_war_with, is_in_faction_with, complete_effect, add_faction_power_projection, every_faction_member, add_faction_initiative, every_state
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_control_persian_oil = {
	name = control_persian_oil_goal_name
	description = control_persian_oil_goal_desc
	category = medium_term
	group = resources_to_market_icon
	allowed = {

	}
	visible = {
		FROM = {
			NOT = {
				original_tag = PER
				is_in_faction_with = PER
			}
		}
		any_collection_element = {
			collection = {
				input = game:scope
				operators = {
					faction_members controlled_states
				}
				name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 413
				value = < 2000
			}
		}
	}
	available = {

	}
	completed = {
		411 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		412 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		413 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt TARGET_STATE_CONTROLLERS
		every_faction_member = {
			visible_when_empty = yes
			limit = {
				OR = {
					controls_state = 411 412 413
				}
			}
			add_faction_initiative = 1
		}
		every_state = {
			limit = {
				OR = {
					state = 411 412 413
				}
			}
			if = {
				limit = {
					infrastructure = < 5
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 2
			479 = {
				owner = {
					has_war_with = ROOT
				}
			}
		} {
			add = -1
			fuel_ratio = > 0.9
			all_allied_country = {
				fuel_ratio = > 0.9
			}
		} {
			add = 1
			has_resources_in_collection = {
				collection = {
					input = game:scope
					operators = {
						faction_members
					}
					name = FACTION
				}
				resource = oil
				amount = < 10
				extracted = yes
			}
		} {
			add = 1
			fuel_ratio = < 0.4
		} {
			add = 1
			fuel_ratio = < 0.1
		} {
			add = 5
			fuel_ratio = < 0.1
			479 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
	}
}
### Entity: Event
Component: tfv_south_africa.63
Constructs: is_triggered_only, ai_chance, limit, set_country_flag, set_politics, add_popularity, add_to_faction
Source: game
File: events/TFV_South_Africa.txt

Code:
country_event = {
	id = tfv_south_africa.63
	title = tfv_south_africa.63.t
	desc = tfv_south_africa.63.d
	picture = GFX_report_event_african_soldiers
	is_triggered_only = yes
	option = {
		name = tfv_south_africa.63.a
		ai_chance = {
			base = 100
		}
		ZIM = {
			if = {
				limit = {
					SAF = {
						controls_state = 545
					}
				}
				transfer_state = 545
			}
		}
		SAF = {
			puppet = ZIM
		}
		set_country_flag = SAF_released_ZIM
	} {
		name = tfv_south_africa.63.b
		ai_chance = {
			base = 0
		}
		ZIM = {
			if = {
				limit = {
					SAF = {
						controls_state = 545
					}
				}
				transfer_state = 545
			}
			hidden_effect = {
				set_politics = {
					ruling_party = communism
					elections_allowed = no
				}
				add_popularity = {
					ideology = communism
					popularity = 0.75
				}
			}
		}
		set_country_flag = SAF_released_ZIM
		SAF = {
			add_to_faction = ZIM
		}
	}
}
### Entity: National Focus
Component: chile_focus
Constructs: shared_focus, prerequisite, has_war, limit, add_ideas, remove_ideas, has_government, owns_state
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus_tree = {
	id = chile_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = CHL
		}
	}
	continuous_focus_position = {
		x = 950
		y = 700
	}
	shared_focus = PLA_platine_unification
	default = no
	focus = {
		id = CHL_isi_idea
		icon = GFX_goal_generic_construction2
		x = -5
		y = 0
		cost = 10
		ai_will_do = {
			factor = 500
		}
		completion_reward = {
			add_ideas = CHL_isi
			add_tech_bonus = {
				name = CHL_corfo_tech
				bonus = 1
				uses = 1
				category = industry
			}
		}
		search_filters = {
			FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
		}
	} {
		id = CHL_establish_corfo_r56
		text = CHL_establish_corfo
		icon = GFX_focus_hol_the_foundations_of_defense
		x = -5
		y = 1
		cost = 10
		ai_will_do = {
			factor = 5
		}
		prerequisite = {
			focus = CHL_isi_idea
		}
		completion_reward = {
			add_ideas = CHL_corfo
			add_tech_bonus = {
				name = CHL_corfo_tech
				bonus = 1
				uses = 1
				category = industry
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
				prioritize = {
					954
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
		search_filters = {
			FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
		}
	} {
		id = CHL_public_works_r56
		text = CHL_public_works
		icon = GFX_goal_generic_construction
		x = -5
		y = 3
		cost = 10
		ai_will_do = {
			factor = 10
		}
		available = {
			owns_state = 279 506 507
		}
		prerequisite = {
			focus = CHL_mining_technologies CHL_cap_steel
		}
		completion_reward = {
			swap_ideas = {
				add_idea = CHL_depression2
				remove_idea = CHL_depression1
			}
			279 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
			506 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
			507 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
		search_filters = {
			FOCUS_FILTER_INDUSTRY
		}
	} {
		id = CHL_urbanisation_focus
		icon 
# ... (truncated)
### Entity: Event
Component: BBA_italy_missiolinis.201
Constructs: is_triggered_only, ai_chance, has_completed_focus, has_country_flag, set_country_flag, clr_country_flag, set_variable
Source: game
File: events/BBA_Italy.txt

Code:
unit_leader_event = {
	id = BBA_italy_missiolinis.201
	title = BBA_italy_missiolinis.201.t
	desc = BBA_italy_missiolinis.201.desc
	picture = GFX_report_event_generic_mussolini
	is_triggered_only = yes
	trigger = {
		ITA_missiolinis_cd_ready = yes
		ITA_missiolinis_system_available = yes
	}
	immediate = {
		hidden_effect = {
			ITA_missiolinis_initialize_new_mission_effect = yes
			set_country_flag = ITA_missiolini_bolster_political_cabinet_triggered_flag
		}
	}
	option = {
		name = BBA_italy_missiolinis.201.a
		ai_chance = {
			base = 10
		}
		activate_mission = ITA_missiolini_bolster_political_cabinet
		ITA_mussolinis_reroll_cleanup_if_necessary = yes
	} {
		name = BBA_italy_missiolinis.council
		ai_chance = {
			base = 0
		}
		trigger = {
			has_completed_focus = ITA_boost_the_grand_council_of_fascism
			NOT = {
				has_country_flag = ITA_missiolinis_rerolling_flag
			}
		}
		ITA_missiolinis_reroll_cost = yes
		hidden_effect = {
			ITA_missiolinis_revert_new_mission_initialization_effect = yes
			clr_country_flag = ITA_missiolini_bolster_political_cabinet_triggered_flag
			set_variable = {
				ITA_missiolini_reroll_from = 6
			}
			country_event = {
				id = BBA_italy_missiolinis.00
				hours = 20
			}
		}
	}
}
### Entity: Idea
Component: idea_SIA_civilian_neutral
Constructs: removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_civilian_neutral = {
	picture = SIA_civillian_neutral
	allowed_civil_war = {
		always = yes
	}
	allowed = {
		original_tag = SIA
	}
	removal_cost = -1
	modifier = {

	}
}
### Entity: Character
Component: trade_specialization
Constructs: equipment_bonus, build_cost_ic, maximum_speed
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
trade_specialization = {
	random = no
	equipment_bonus = {
		convoy = {
			instant = yes
			build_cost_ic = -0.1
			maximum_speed = 0.25
		}
	}
}
### Entity: Country History
Country: SAX
Component: SAX_characters
Constructs: recruit_character
Source: game
File: history/countries/SAX - Saxony.txt

Code:
# Leaders & Characters for SAX
recruit_character = SAX_george_of_saxony
### Entity: Idea
Component: JAP_smash_the_imperialists_idea
Constructs: has_government
Source: game
File: common/ideas/r56_japan.txt

Code:
JAP_smash_the_imperialists_idea = {
	picture = FRA_scw_intervention_republicans_focus
	allowed = {
		original_tag = JAP
		has_government = communism
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = JAI
		attack_bonus_against = 0.1
		defense_bonus_against = 0.05
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_financial_policy
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_sea_financial_policy
	icon = GFX_goal_generic_positive_trade_relations
	prerequisite = {
		focus = CHI_sea_unified_industrial_planning
	}
	x = 2
	y = 1
	relative_position_id = CHI_sea_unified_industrial_planning
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Idea
Component: HOL_enemies_on_all_fronts
Constructs: has_government, removal_cost
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_enemies_on_all_fronts = {
	picture = generic_manpower_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	modifier = {
		conscription = 0.05
	}
}
### Entity: Decision
Component: NORDIC_cooperation_decisions_category
Constructs: has_war, has_country_flag, has_aat, is_subject
Source: game
File: common/decisions/categories/NORDIC_decision_categories.txt

Code:
NORDIC_cooperation_decisions_category = {
	priority = 70
	allowed = {
		NORDIC_is_nordic = yes
		has_aat = yes
	}
	visible = {
		NOT = {
			has_country_flag = im_not_here_to_make_friends
		}
		is_subject = no
		has_war = no
		always = no
	}
	visible_when_empty = yes
}
### Entity: Event
Component: NSB_soviet_fascist_tsarist.11
Constructs: has_completed_focus
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_fascist_tsarist.11
	title = NSB_soviet_fascist_tsarist.11.t
	desc = NSB_soviet_fascist_tsarist.11.desc
	picture = GFX_report_event_usa_heavy_cruiser
	trigger = {
		original_tag = JAP
		NOT = {
			SOV = {
				has_completed_focus = SOV_rebuild_the_far_eastern_fleet
			}
		}
		SOV = {
			focus_progress = {
				focus = SOV_rebuild_the_far_eastern_fleet
				progress = > 0.33
			}
		}
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = NSB_soviet_fascist_tsarist.11.a
	}
}
### Entity: Event
Component: bftb_turkey.21
Constructs: is_triggered_only, ai_chance, limit, add_ideas, remove_ideas, has_country_flag, fire_only_once, has_game_rule
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.21
	title = bftb_turkey.21.t
	desc = bftb_turkey.21.desc
	picture = GFX_report_event_tur_upheaval_celebration
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = bftb_turkey.21.a
		ai_chance = {
			factor = 30
			modifier = {
				OR = {
					has_country_flag = TUR_AI_RANDOM_DEMOCRATIC
					has_game_rule = {
						rule = TUR_ai_behavior
						option = TUR_DEMOCRATIC_KEMALIST
					}
				}
				factor = 100
			} {
				OR = {
					has_country_flag = TUR_AI_RANDOM_OTTOMAN
					has_game_rule = {
						rule = TUR_ai_behavior
						option = OTTOMAN
					}
				}
				factor = 0
			}
		}
		hidden_effect = {
			if = {
				limit = {
					has_country_leader = {
						character = TUR_mustafa_kemal_ataturk
						ruling_only = yes
					}
				}
				add_ideas = TUR_mustafa_kemal_ataturk_figurehead
			} {
				limit = {
					TUR_mustafa_kemal_ataturk = {
						is_unit_leader = yes
					}
				}
				TUR_mustafa_kemal_ataturk = {
					remove_unit_leader_role = yes
				}
			}
		} {
			set_party_name = {
				ideology = democratic
				long_name = TUR_neutrality_party_long
				name = TUR_neutrality_party
			} {
				ideology = neutrality
				long_name = TUR_democratic_party_islamist_long
				name = TUR_democratic_party_islamist
			}
			set_politics = {
				ruling_party = democratic
				elections_allowed = yes
				election_frequency = 60
			}
			add_country_leader_role = {
				character = TUR_adnan_menderes
				country_leader = {
					expire = 1965.1.1
					ideology = centrism
					traits = {
						man_of_the_nation
					}
				}
				promote_leader = yes
			}
			if = {
				limit = {
					has_idea = TUR_celal_bayar
				}
				remove_ideas = TUR_celal_bayar
				add_ideas = TUR_fethi_okyar
			}
			country_event = {
				id = bftb_turkey.135
				days = 120
				random = 80
			}
			set_temp_variable = {
				var = TUR_CHP_support_var
				value = party_popularity@neutrality
			}
			divide_temp_variable = {
				var = TUR_CHP_support_var
				value = 2
			}
			add_popularity = {
				ideology = democratic
				popularity = TUR_CHP_support_var
			}
		}
		TUR_celal_bayar = {
			remove_country_leader_role = {
				ideology = conservatism
			}
			add_country_leader_role = {
				character = TUR_celal_bayar
				country_leader = {
					expire = 1965.1.1
					ideology = liberalism
					traits = {
						liberal_democratic_paragon
					}
				}
				promote_leader =
# ... (truncated)
### Entity: National Focus
Tree: raj_focus
Component: RAJ_education_efforts
Constructs: prerequisite, completion_reward, cancel_if_invalid, complete_tooltip, add_research_slot
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_education_efforts
	icon = GFX_focus_research
	prerequisite = {
		focus = RAJ_fight_malnutrition
	}
	x = 0
	y = 1
	relative_position_id = RAJ_fight_malnutrition
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

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

	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Event
Component: AFG_political_events.102
Constructs: is_triggered_only, ai_chance, add_opinion_modifier
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_political_events.102
	title = AFG_political_events.102.t
	desc = AFG_political_events.102.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AFG_political_events.102.a
		ai_chance = {
			base = 10
		}
		add_opinion_modifier = {
			target = FROM
			modifier = small_decrease
		}
	}
}
### Entity: Name List
Component: BAN
Source: game
File: common/names/00_names.txt

Code:
BAN = {
	male = {
		names = {
			Khawaja Abdul Huseyn Sheikh Syed Tajuddin Abdus Ataur Mizanur Moudud Kazi
		}
	}
	female = {
		names = {
			Khaleda Indira Gayatri Himadrija Hira Jira Kanchani Mahendrani Malavyadevi Nayanadevi Rani Ratnadevi Suvrata
		}
	}
	surnames = {
		Nazimuddin Suhrawardy Huq Mujib Rahman Nazrul Ahmad Sattar Khan Chowdhury Ahmed Zia
	}
	callsigns = {

	}
}
### Entity: Scripted Trigger
Component: CZE_has_a_skoda_no_focus
Constructs: is_ai, has_idea
Source: game
File: common/scripted_triggers/CZE_scripted_triggers.txt

Code:
CZE_has_a_skoda_no_focus = {
	custom_trigger_tooltip = {
		tooltip = CZE_has_a_skoda_no_focus_tt
		OR = {
			is_ai = yes
			has_idea = CZE_skoda_no_focus_optimization_1_idea CZE_skoda_no_focus_optimization_2_idea CZE_skoda_no_focus_optimization_3_idea CZE_skoda_no_focus_optimization_4_idea CZE_skoda_no_focus_optimization_5_idea CZE_skoda_no_focus_optimization_6_idea CZE_skoda_no_focus_optimization_7_idea
		}
	}
}
### Entity: Trigger Reference
Construct: germany
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
# country has a network strength greater than 50% over germany in state 53
network_strength = { 
 target = GER
 state = 53 value > 50
}
### Entity: Character
Component: RWA_acr
Source: game
File: common/characters/RWA.txt

Code:
RWA_acr = {
	advisor = {
		slot = air_chief
		idea_token = RWA_acr
		allowed = {
			original_tag = RWA
		}
		traits = {
			air_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_strengthen_the_central_party_school
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_power_balance_value, add_to_variable
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_strengthen_the_central_party_school
	icon = GFX_focus_CHI_tongzi_jun
	prerequisite = {
		focus = PRC_raid_weapon_depots PRC_rural_recruitment
	}
	x = 1
	y = 1
	relative_position_id = PRC_raid_weapon_depots
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_STABILITY
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				power_balance_value = {
					id = PRC_communist_power_struggle
					value = > -0.89
				}
			}
			add_power_balance_value = {
				id = PRC_communist_power_struggle
				value = -0.1
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt PRC_modify_central_committee_modifier
		add_to_variable = {
			PRC_central_committee_party_popularity_stability_factor = 0.1
			tooltip = party_popularity_stability_factor_tt
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ARadio_detection.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Radio_detection.png &#8206;(64 × 64 pixels, file size: 10 KB, MIME type: image/png)
### Entity: National Focus
Tree: sia_focus
Component: SIA_siamese_development_cooperative
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_siamese_development_cooperative
	icon = GFX_focus_generic_low_cost_housing
	x = 2
	y = 0
	relative_position_id = SIA_baht_stabilization_act
	prerequisite = {
		focus = SIA_the_bank_of_siam
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		country_event = {
			id = siam.24
		}
		custom_effect_tooltip = SIA_uk_japan_focus_tt SIA_japan_option_tt
		event_option_tooltip = siam.24.a siam.24.b
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_naval_bomber_experiments
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus, create_equipment_variant
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_naval_bomber_experiments
	icon = GFX_goal_generic_air_naval_bomber
	prerequisite = {
		focus = PHI_light_bomber_focus PHI_study_allied_and_axis_naval_tactics
	}
	relative_position_id = PHI_light_bomber_focus
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		air_experience = 10
		navy_experience = 10
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = POL_naval_bomber_experiments
				bonus = 0.5
				uses = 1
				category = cat_torpedoes
			} {
				name = PHI_naval_bomber_experiments
				bonus = 0.5
				uses = 1
				category = medium_air
			}
			create_equipment_variant = {
				name = BM-2
				type = cv_small_plane_naval_bomber_airframe_0
				modules = {
					fixed_main_weapon_slot = torpedo_mounting
					engine_type_slot = engine_1_1x
					special_type_slot_1 = empty
				}
				obsolete = yes
			}
		}
		else = {
			add_tech_bonus = {
				name = POL_naval_bomber_experiments
				bonus = 1
				uses = 1
				category = naval_bomber
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_ARMY_XP FOCUS_FILTER_AIR_XP
	}
}
### Entity: Faction
Component: faction_template_geacps_faction
Constructs: change_leader_rule_industry
Source: game
File: common/factions/templates/japanese_factions.txt

Code:
faction_template_geacps_faction = {
	name = JAP_greater_east_asian_co_prosperity_sphere
	manifest = faction_manifest_strategic_resource_control
	goals = {
		faction_goal_secure_the_oil_supply faction_goal_align_china faction_goal_war_on_communism_in_asia
	}
	default_rules = {
		joining_rule_non_communist joining_rule_asia_pacific_ocenania_only faction_peace_rule_puppeting_focus change_leader_rule_industry dismissal_rule_offensive_war
	}
	icon = GFX_faction_logo_japanese_co_prosperity_sphere
}
### Entity: AI Strategy
Component: ai_focus_military_equipment_EST
Source: game
File: common/ai_focuses/EST.txt

Code:
ai_focus_military_equipment_EST = {
	research = {
		infantry_weapons = 50.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
}
### Entity: Country History
Country: BRM
Component: BRM_technology
Constructs: set_technology
Source: game
File: history/countries/BRM - Burma.txt

Code:
# Starting Technologies for BRM
set_technology = {
	infantry_weapons = 1
	tech_support = 1
	tech_engineers = 1
}
### Entity: Event
Component: poland.149
Constructs: is_triggered_only, ai_chance, declare_war_on, annex_everything, has_idea_with_trait
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.149
	title = poland.149.t
	desc = poland.149.d
	picture = GFX_report_event_polish_partisans2
	is_triggered_only = yes
	option = {
		name = poland.149.a
		declare_war_on = {
			target = POL
			type = annex_everything
		}
		ai_chance = {
			base = 95
			modifier = {
				factor = 0
				surrender_progress = > 0.7
			}
		}
	} {
		name = poland.149.b
		ai_chance = {
			base = 5
			modifier = {
				factor = 0
				surrender_progress = < 0.6
			} {
				factor = 1.5
				POL = {
					has_idea_with_trait = smooth_talking_charmer
				}
			} {
				factor = 1.25
				POL = {
					has_idea_with_trait = army_chief_offensive_prankster
				}
			}
		}
	}
}
### Entity: Idea
Component: GRE_farmer_managed_communes
Constructs: stability_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/greece.txt

Code:
GRE_farmer_managed_communes = {
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		always = yes
	}
	picture = gre_agricultural_communes
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.15
		stability_factor = 0.1
		political_power_factor = 0.05
		conscription_factor = -0.15
	}
}
### Entity: Idea
Component: CZE_skoda_armor
Constructs: has_completed_focus, research_bonus, equipment_bonus
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_skoda_armor = {
	picture = CZE_skoda_armor
	allowed = {
		OR = {
			original_tag = CZE SLO
		}
	}
	visible = {
		NOT = {
			has_completed_focus = CZE_redouble_tank_development_efforts
		}
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		infantry_tank_manufacturer
	}
	equipment_bonus = {

	}
}
### Entity: Idea
Component: CZE_hidden_industrial_ns
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_hidden_industrial_ns = {
	name = CZE_czechoslovak_industry_dynamic_modifier
	removal_cost = -1
	picture = SOV_third_five_year_plan_civilian
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	research_bonus = {
		industry = 0.05
	}
}