add_namespace = all_technology #ע¼ǰ

country_event = {
	id = all_technology.1  #ǰƼӱ
	title = all_technology.1.t
	desc = all_technology.1.d
	picture = GFX_report_event_radar_01

        fire_only_once = yes

	trigger = {
                is_ai = no
	}
	
	mean_time_to_happen = {
		days = 7
	}
	
	option = {
                 name = all_technology.1.a

set_technology = {

#infantry
	infantry_weapons = 1
	infantry_weapons1 = 1
	infantry_weapons2 = 1
	improved_infantry_weapons = 1
	improved_infantry_weapons_2 = 1
	infantry_at2 = 1
	infantry_at = 1
	advanced_infantry_weapons = 1
	advanced_infantry_weapons2 = 1
	paratroopers = 1
	paratroopers2 = 1
	paratroopers3 = 1
	marines = 1
	marines2 = 1
	marines3 = 1
	tech_mountaineers = 1
	tech_mountaineers2 = 1
	tech_mountaineers3 = 1
	night_vision = 1
	night_vision2 = 1
	support_weapons = 1
	support_weapons2 = 1
	support_weapons3 = 1
	support_weapons4 = 1
	motorised_infantry = 1
	motorized_rocket_unit = 1
	mechanised_infantry = 1
	mechanised_infantry2 = 1
	mechanised_infantry3 = 1
	
#support
	tech_support = 1
	tech_engineers = 1
	tech_engineers2 = 1
	tech_engineers3 = 1
	tech_engineers4 = 1
	tech_recon = 1
	tech_recon2 = 1
	tech_recon3 = 1
	tech_recon4 = 1
	tech_military_police = 1
	tech_military_police2 = 1
	tech_military_police3 = 1
	tech_military_police4 = 1
	tech_maintenance_company = 1
	tech_maintenance_company2 = 1
	tech_maintenance_company3 = 1
	tech_maintenance_company4 = 1
	tech_field_hospital = 1
	tech_field_hospital2 = 1
	tech_field_hospital3 = 1
	tech_field_hospital4 = 1
	tech_logistics_company = 1
	tech_logistics_company2 = 1
	tech_logistics_company3 = 1
	tech_logistics_company4 = 1
	tech_signal_company = 1
	tech_signal_company2 = 1
	tech_signal_company3 = 1
	tech_signal_company4 = 1
	
#air_doctrine
	air_superiority = 1
	infrastructure_destruction = 1
	home_defence = 1
	naval_strike_tactics = 1
	fighter_sweeps = 1
	dogfighting_experience = 1
	multialtitude_flying = 1
	logistical_bombing = 1
	night_bombing = 1
	day_bombing = 1
	massed_bomber_formations = 1
	air_offense = 1
	flying_fortress = 1
	offensive_formations = 1
	mass_destruction = 1
	formation_flying = 1
	dive_bombing = 1
	direct_ground_support = 1
	formation_fighting = 1
	fighter_ace_initiative = 1
	hunt_and_destroy = 1
	combat_unit_destruction = 1
	battlefield_support = 1
	keypoint_bombing = 1
	ground_support_integration = 1
	naval_strike_torpedo_tactics = 1
	strategic_destruction = 1
	forward_interception = 1
	force_rotation = 1
	fighter_baiting = 1
	low_echelon_support = 1
	dispersed_fighting = 1
	operational_destruction = 1
	fighter_veteran_initiative = 1
	naval_strike_torpedo_tactics_oi = 1
	cas_veteran_initiative = 1
	carousel_bombing = 1
	infiltration_bombing = 1
	air_skirmish = 1
	high_level_bombing = 1
	
#air_techs
	early_fighter = 1
	cv_early_fighter = 1
	fighter1 = 1
	cv_fighter1 = 1
	fighter2 = 1
	cv_fighter2 = 1
	fighter3 = 1
	cv_fighter3 = 1
	jet_fighter1 = 1
	jet_fighter2 = 1
	CAS1 = 1
	cv_CAS1 = 1
	CAS2 = 1
	cv_CAS2 = 1
	CAS3 = 1
	cv_CAS3 = 1
	naval_bomber1 = 1
	cv_naval_bomber1 = 1
	naval_bomber2 = 1
	cv_naval_bomber2 = 1
	naval_bomber3 = 1
	cv_naval_bomber3 = 1
	early_bomber = 1
	heavy_fighter1 = 1
	heavy_fighter2 = 1
	heavy_fighter3 = 1
	tactical_bomber1 = 1
	tactical_bomber2 = 1
	tactical_bomber3 = 1
	jet_tactical_bomber1 = 1
	jet_tactical_bomber2 = 1
	strategic_bomber1 = 1
	strategic_bomber2 = 1
	strategic_bomber3 = 1
	jet_strategic_bomber1 = 1
	suicide_craft = 1
	
#armor
	gwtank = 1
	basic_light_tank = 1
	basic_light_td = 1
	basic_light_art = 1
	basic_light_spaa = 1
	improved_light_tank = 1
	improved_light_td = 1
	improved_light_art = 1
	improved_light_spaa = 1
	advanced_light_tank = 1
	advanced_light_td = 1
	advanced_light_art = 1
	advanced_light_spaa = 1
	basic_medium_tank = 1
	basic_medium_td = 1
	basic_medium_art = 1
	basic_medium_spaa = 1
	improved_medium_tank = 1
	improved_medium_td = 1
	improved_medium_art = 1
	improved_medium_spaa = 1
	advanced_medium_tank = 1
	advanced_medium_td = 1
	advanced_medium_art = 1
	advanced_medium_spaa = 1
	main_battle_tank = 1
	modern_td = 1
	modern_art = 1
	modern_spaa = 1
	basic_heavy_tank = 1
	basic_heavy_td = 1
	basic_heavy_art = 1
	basic_heavy_spaa = 1
	improved_heavy_tank = 1
	improved_heavy_td = 1
	improved_heavy_art = 1
	improved_heavy_spaa = 1
	advanced_heavy_tank = 1
	advanced_heavy_td = 1
	advanced_heavy_art = 1
	advanced_heavy_spaa = 1
	super_heavy_tank = 1
	super_heavy_td = 1
	super_heavy_art = 1
	super_heavy_spaa = 1
	
#artillery
	gw_artillery = 1
	interwar_artillery = 1
	artillery1 = 1
	artillery2 = 1
	artillery3 = 1
	artillery4 = 1
	artillery5 = 1
	rocket_artillery = 1
	rocket_artillery2 = 1
	rocket_artillery3 = 1
	rocket_artillery4 = 1
	interwar_antiair = 1
	antiair1 = 1
	antiair2 = 1
	antiair3 = 1
	antiair4 = 1
	antiair5 = 1
	interwar_antitank = 1
	antitank1 = 1
	antitank2 = 1
	antitank3 = 1
	antitank4 = 1
	antitank5 = 1
	
	
#ELCTRONIC
	electronic_mechanical_engineering = 1
	radio = 1
	radio_detection = 1
	decimetric_radar = 1
	improved_decimetric_radar = 1
	centimetric_radar = 1
	improved_centimetric_radar = 1
	advanced_centimetric_radar = 1
	mechanical_computing = 1
	computing_machine = 1
	improved_computing_machine = 1
	advanced_computing_machine = 1
	basic_encryption = 1
	improved_encryption = 1
	advanced_encryption = 1
	basic_decryption = 1
	improved_decryption = 1
	advanced_decryption = 1
	experimental_rockets = 1
	rocket_engines = 1
	improved_rocket_engines = 1
	advanced_rocket_engines = 1
	jet_engines = 1
	atomic_research = 1
	nuclear_reactor = 1
	nukes = 1
	
#industry
	basic_machine_tools = 1
	improved_machine_tools = 1
	advanced_machine_tools = 1
	assembly_line_production = 1
	flexible_line = 1
	streamlined_line = 1
	concentrated_industry = 1
	concentrated_industry2 = 1
	concentrated_industry3 = 1
	concentrated_industry4 = 1
	concentrated_industry5 = 1
	dispersed_industry = 1
	dispersed_industry2 = 1
	dispersed_industry3 = 1
	dispersed_industry4 = 1
	dispersed_industry5 = 1
	synth_oil_experiments = 1
	oil_plant = 1
	improved_oil_plant = 1
	advanced_oil_plant = 1
	construction1 = 1
	excavation1 = 1
	construction2 = 1
	excavation2 = 1
	construction3 = 1
	excavation3 = 1
	construction4 = 1
	excavation4 = 1
	construction5 = 1
	excavation5 = 1
	
#land_doctrine
	mobile_warfare = 1
	delay = 1
	elastic_defence = 1
	mobile_infantry = 1
	mass_motorization = 1
	mechanised_offensive = 1
	armored_spearhead = 1
	schwerpunk = 1
	blitzkrieg = 1
	kampfgruppe = 1
	firebrigades = 1
	backhand_blow = 1
	modern_blitzkrieg = 1
	volkssturm = 1
	nd_conscription = 1
	werwolf_guerillas = 1
	superior_firepower = 1
	sup_delay = 1
	mobile_defence = 1
	intergrated_support = 1
	regimental_combat_teams = 1
	dispersed_support = 1
	overwhelming_firepower = 1
	sup_mechanized_offensive = 1
	concentrated_fire_plans = 1
	combined_arms = 1
	tactical_control = 1
	air_land_battle = 1
	centralized_fire_control = 1
	forward_observers = 1
	advanced_firebases = 1
	shock_and_awe = 1
	trench_warfare = 1
	grand_battle_plan = 1
	prepared_defense = 1
	grand_assault = 1
	grand_mechanized_offensive = 1
	assault_concentration = 1
	branch_interoperation = 1
	assault_breakthrough = 1
	central_planning = 1
	c3i_theory = 1
	infantry_offensive = 1
	armored_operations = 1
	infiltration_assault = 1
	night_assault_tactics = 1
	attritional_containment = 1
	infiltration_in_depth = 1
	mass_assault = 1
	pocket_defence = 1
	defence_in_depth = 1
	large_front_operations = 1
	deep_operations = 1
	operational_concentration = 1
	vast_offensives = 1
	breakthrough_priority = 1
	mechanized_wave = 1
	continuous_offensive = 1
	peoples_army = 1
	human_infantry_offensive = 1
	large_front_offensive = 1
	human_wave_offensive = 1
	guerilla_warfare = 1
	
#naval
	early_destroyer = 1
	basic_destroyer = 1
	improved_destroyer = 1
	advanced_destroyer = 1
	early_light_cruiser = 1
	basic_light_cruiser = 1
	improved_light_cruiser = 1
	advanced_light_cruiser = 1
	early_heavy_cruiser = 1
	basic_heavy_cruiser = 1
	improved_heavy_cruiser = 1
	advanced_heavy_cruiser = 1
	early_battlecruiser = 1
	basic_battlecruiser = 1
	early_battleship = 1
	basic_battleship = 1
	improved_battleship = 1
	advanced_battleship = 1
	heavy_battleship = 1
	heavy_battleship2 = 1
	transport = 1
	landing_craft = 1
	tank_landing_craft = 1
	early_carrier = 1
	basic_carrier = 1
	improved_carrier = 1
	advanced_carrier = 1
	early_submarine = 1
	basic_submarine = 1
	improved_submarine = 1
	advanced_submarine = 1
	
#naval_doctrine
	fleet_in_being = 1
	battlefleet_concentration = 1
	subsidiary_carrier_role = 1
	hunter_killer_groups = 1
	floating_fortress = 1
	floating_airfield = 1
	grand_battlefleet = 1
	convoy_sailing = 1
	convoy_escorts = 1
	escort_carriers = 1
	integrated_convoy_defence = 1
	submarine_operations = 1
	undersea_blockade = 1
	convoy_interdiction = 1
	submarine_offensive = 1
	trade_interdiction = 1
	convoy_interdiction_ti = 1
	unrestricted_submarine_warfare = 1
	wolfpacks = 1
	advanced_submarine_warfare = 1
	combined_operations_raiding = 1
	raider_patrols = 1
	capital_ship_raiders = 1
	battlefleet_concentration_ti = 1
	floating_fortress_ti = 1
	floating_airfield_ti = 1
	carrier_operations = 1
	convoy_sailing_ti = 1
	subsidiary_carrier_role_ti = 1
	naval_air_operations = 1
	base_strike = 1
	carrier_primacy = 1
	carrier_task_forces = 1
	floating_airfield_bs = 1
	massed_strikes = 1
	floating_fortress_bs = 1
	carrier_battlegroups = 1
	submarine_operations_bs = 1
	undersea_blockade_bs = 1
	convoy_interdiction_bs = 1
	submarine_offensive_bs = 1
	convoy_escorts_bs = 1
	escort_patrols = 1
	convoy_sailing_bs = 1
	integrated_convoy_defence_bs = 1
	
#support
	tech_support = 1
	tech_engineers = 1
	tech_engineers2 = 1
	tech_engineers3 = 1
	tech_engineers4 = 1
	tech_recon = 1
	tech_recon2 = 1
	tech_recon3 = 1
	tech_recon4 = 1
	tech_military_police = 1
	tech_military_police2 = 1
	tech_military_police3 = 1
	tech_military_police4 = 1
	tech_maintenance_company = 1
	tech_maintenance_company2 = 1
	tech_maintenance_company3 = 1
	tech_maintenance_company4 = 1
	tech_field_hospital = 1
	tech_field_hospital2 = 1
	tech_field_hospital3 = 1
	tech_field_hospital4 = 1
	tech_logistics_company = 1
	tech_logistics_company2 = 1
	tech_logistics_company3 = 1
	tech_logistics_company4 = 1
	tech_signal_company = 1
	tech_signal_company2 = 1
	tech_signal_company3 = 1
	tech_signal_company4 = 1
	}
		}
	option = { name =  all_technology.1.b}
}

#ѡ¼
country_event = {
	id = all_technology.2  #ǰƼӱ
	title = all_technology.2.t
	desc = all_technology.2.d
	picture = GFX_report_event_radar_01

	fire_only_once = yes

	trigger = {
		is_ai = no #Ҵ
	}


	mean_time_to_happen = {
		days = 7
	}
	
	option = {
                 name = all_technology.2.a
		 hidden_effect = {
				news_event = { hours = 6 id = news.239 } 
				every_country = { 
				limt = { is_ai = yes }
				country_event = {  hours = 6 id = all_technology.5 } 
				 }
        	#every_state = { remove_core_of = Root }
                #set_country_flag = core_lost
		  }
		  }
	option = { 
		name =  all_technology.2.b
		hidden_effect = {
		  JAP= {
			news_event = { hours = 6 id = news.239 }  
			country_event = {  hours = 5 id = all_technology.5 } 
		      }						
        	#every_state = { remove_core_of = Root }
                #set_country_flag = core_lost
		news_event = { hours = 6 id = news.239 }
		}
		}
	option = { 
		name =  all_technology.2.c
		}
}


#Ϊҵĺ
country_event = {
	id = all_technology.3  #ǰƼӱ
	title = all_technology.3.t
	desc = all_technology.3.d
	picture = GFX_report_event_radar_01

	trigger = {
                date > 1914.1.1
		is_ai = no
	}
	
        fire_only_once = yes 

	mean_time_to_happen = {
		days = 7
	}
	
	option = {
                name = all_technology.3.a
        	every_state = { add_core_of = Root }
		  }
	option = { 
		name =  all_technology.3.b
		}
}

#Ϊػʩ
country_event = {
	id = all_technology.4  #ǰƼӱ
	title = all_technology.4.t
	desc = all_technology.4.d
	picture = GFX_report_event_radar_01

	trigger = {
		is_ai = no
		NOT = { has_country_flag = Player_infrastructure }
		any_owned_state = {
				NOT = { has_state_flag = Player_infrastructures }
				 }
		OR={ 
				any_owned_state = {
				    free_building_slots = {
				    building = infrastructure
				    size > 0
				    }
				    }

				any_owned_state = {
				    free_building_slots = {
				    building = anti_air_building
				    size > 0
				    }
				    }

				any_owned_state = {
				    free_building_slots = {
				    building = radar_station
				    size > 0
				    }
				    }

	         }
	         }
		
	option = {
                 name = all_technology.4.a
			every_owned_state = {
				limt = { 
				NOT = { has_state_flag = Player_infrastructures }
				       }
				set_state_flag = Player_infrastructures
				add_building_construction = {
								type = infrastructure
								level = 10
								instant_build = yes
					  		     }
					   }
								add_popularity = {
										ideology = fascism
										popularity = 0.8
										}
		  }

	option = { 
		name = all_technology.4.b
			every_owned_state = {
					limt = { 
				NOT = { has_state_flag = Player_infrastructures }
				       }
				set_state_flag = Player_infrastructures
				add_building_construction = {
								type = infrastructure
								level = 10
								instant_build = yes
					  		     }
					   }

			every_owned_state = {
								limt = { 
				NOT = { has_state_flag = Player_infrastructures }
				       }
				add_building_construction = {
								type =  anti_air_building
								level = 5
								instant_build = yes
					  		     }
					   }

			every_owned_state = {
								limt = { 
				NOT = { has_state_flag = Player_infrastructures }
				       }
				add_building_construction = {
								type =  radar_station
								level = 6
								instant_build = yes
					  		     }
					   }
		}
	option = { 
		name =  all_technology.4.c
		set_country_flag = Player_infrastructure
		}
}

country_event = {
	id = all_technology.5  
	title = all_technology.5.t
	desc = all_technology.5.d
	picture = GFX_report_event_radar_01

	is_triggered_only = yes

	option = {
                name = all_technology.5.a
        	every_state = { remove_core_of = Root }
		  }
		  }
