Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: GER_medium_tank_anti_air
Constructs: has_war, has_tech
Source: game
File: common/ai_equipment/GER_tank.txt

Code:
GER_medium_tank_anti_air = {
	category = land
	blocked_for = {

	}
	available_for = {
		GER
	}
	roles = {
		land_medium_tank_anti_air
	}
	priority = {
		factor = 5
		modifier = {
			NOT = {
				has_tech = fighter2
			}
			any_enemy_country = {
				has_tech = fighter2
			}
			factor = 3
		}
	}
	medium_tank_anti_air_1 = {
		priority = {
			factor = 10
		}
		enable = {
			has_tech = interwar_antiair
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = medium_tank_aa_chassis_1
			modules = {
				main_armament_slot = tank_anti_air_cannon
				turret_type_slot = tank_medium_one_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 1
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_anti_air_cannon tank_medium_one_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_gasoline_engine
		}
	}
	medium_tank_anti_air_2 = {
		priority = {
			factor = 20
		}
		enable = {
			has_tech = antiair2
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = medium_tank_aa_chassis_2
			modules = {
				main_armament_slot = tank_anti_air_cannon_2
				turret_type_slot = tank_medium_two_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 2
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_anti_air_cannon_2 tank_medium_two_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_gasoline_engine
		}
	}
	medium_tank_anti_air_3 = {
		priority = {
			factor = 20
		}
		enable = {
			has_tech = antiair5
		}
		history = yes
		target_variant = {
			match_value = 2500
			type = medium_tank_aa_chassis_3
			modules = {
				main_armament_slot = tank_anti_air_cannon_3
				turret_type_slot = tank_medium_two_man_tank_t
# ... (truncated)
### Entity: National Focus
Tree: swe_focus
Component: SWE_launch_red_coup
Constructs: prerequisite, add_ideas, has_government, completion_reward, set_rule, add_popularity, add_ai_strategy
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_launch_red_coup
	icon = GFX_goal_ussr_revolt
	prerequisite = {
		focus = SWE_rally_worker_unions
	}
	relative_position_id = SWE_rally_worker_unions
	x = 0
	y = 1
	cost = 10
	bypass = {
		has_government = communism
	}
	completion_reward = {
		add_ideas = SWE_secure_revolution_home
		set_rule = {
			can_send_volunteers = no
		}
		custom_effect_tooltip = SWE_red_revolution_swap.tt SWE_red_revolution_tip.tt
		hidden_effect = {
			add_popularity = {
				ideology = communism
				popularity = 0.6
			}
			SOV = {
				add_ai_strategy = {
					type = alliance
					id = SWE
					value = -75
				}
			}
		}
		start_civil_war = {
			ruling_party = communism
			ideology = democratic
			size = 0.6
			capital = 138
			states = {
				140 666 968 124
			}
			keep_political_leader = no
			keep_political_party_members = yes
		}
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Mexico.html

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

Mexico

Capital provinceMexico City

Government typeDemocratic Republic

FactionNeutral/Allied (1942-05-22)

|
Please help improve this article or section by expanding it. |

Mexico is a moderately sized nation below the United States in North America.

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: Idea
Component: TUR_kemalist_army_officers_powerful_loyal
Constructs: stability_factor, removal_cost, planning_speed
Source: game
File: common/ideas/turkey.txt

Code:
TUR_kemalist_army_officers_powerful_loyal = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = tur_kemalist_army_officers_powerful_loyal
	removal_cost = -1
	modifier = {
		stability_factor = 0.1
		max_planning = 0.1
		planning_speed = 0.05
		army_morale_factor = 0.1
		experience_gain_army_factor = 0.05
		command_power_gain_mult = 0.25
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_offensive_maritime_strategy
Constructs: prerequisite, limit, has_government, completion_reward, has_dlc, has_tech, remove_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_offensive_maritime_strategy
	icon = GFX_SOV_offensive_maritime_strategy_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_surface_warfare
	}
	x = -1
	y = 1
	relative_position_id = SOV_surface_warfare
	cost = 10
	available = {
		if = {
			limit = {
				has_dlc = Man the Guns
			}
			has_tech = basic_ship_hull_heavy
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_NAVY_XP
	}
	completion_reward = {
		hidden_effect = {
			if = {
				limit = {
					has_government = communism
				}
				remove_dynamic_modifier = {
					modifier = SOV_the_red_fleet_surface_1_dynamic_modifier
				}
				add_dynamic_modifier = {
					modifier = SOV_the_red_fleet_surface_2_dynamic_modifier
				}
			}
			else = {
				remove_dynamic_modifier = {
					modifier = SOV_the_red_fleet_surface_1_dynamic_modifier_alt
				}
				add_dynamic_modifier = {
					modifier = SOV_the_red_fleet_surface_2_dynamic_modifier_alt
				}
			}
			swap_ideas = {
				remove_idea = SOV_red_fleet_surface_bonus_1
				add_idea = SOV_red_fleet_surface_bonus_2
			}
		}
		custom_effect_tooltip = SOV_offensive_maritime_strategy_ns_tt
		navy_experience = 25
		add_tech_bonus = {
			name = SOV_offensive_maritime_strategy
			bonus = 1.0
			uses = 1
			category = ca_tech
		}
		if = {
			limit = {
				NOT = {
					has_dlc = Man the Guns
				}
			}
			add_tech_bonus = {
				name = SOV_offensive_maritime_strategy
				bonus = 2.0
				uses = 1
				category = bc_tech
			}
		}
		else = {
			create_equipment_variant = {
				name = Kronshtadt Class
				type = ship_hull_heavy_2
				name_group = SOV_BC_HISTORICAL
				parent_version = 0
				allow_without_tech = yes
				modules = {
					fixed_ship_battery_slot = ship_heavy_battery_1
					fixed_ship_anti_air_slot = ship_anti_air_1
					fixed_ship_fire_control_system_slot = ship_fire_control_system_0
					fixed_ship_radar_slot = empty
					fixed_ship_engine_slot = heavy_ship_engine_2
					fixed_ship_secondaries_slot = ship_secondaries_1
					fixed_ship_armor_slot = ship_armor_bc_2
					front_1_custom_slot = ship_heavy_battery_1
					mid_1_custom_slot = ship_secondaries_1
					mid_2_custom_slot = ship_anti_air_1
					rear_1_custom_slot = ship_airplane_launcher_1
				}
			}
			add_equipment_production = {
				equipment = {
					type = ship_hull_heavy_2
					creator = SOV
					version_name = Kronshtadt Class
				}
				requested_facto
# ... (truncated)
### Entity: Modding Documentation
Construct: total_equipment_produced_anti_air
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### total_equipment_produced_anti_air
* description: Total produced equipment of typeanti_air
### Entity: Order of Battle
Component: 3rd Royal Guard Division
Constructs: division_template
Source: game
File: history/units/MAN_royal_guards.txt

Code:
division = {
	name = 3rd Royal Guard Division
	location = 4572
	division_template = Royal Guard
	start_experience_factor = 0.4
	start_equipment_factor = 0.9
}
### Entity: Unit Template
Component: ARG_BC_HISTORICAL
Source: game
File: common/units/names_ships/ARG_ship_names.txt

Code:
ARG_BC_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BC
	for_countries = {
		ARG
	}
	type = ship
	ship_types = {
		ship_hull_heavy battle_cruiser
	}
	prefix = ARA 
	fallback_name = Crucero de Batalla %d
	unique = {
		Azopardo Sarandí Espora Rivadavia Moreno
	}
}
### Entity: Country History
Country: CIN
Component: CIN_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/CIN - Chechnya-Ingushetia.txt

Code:
# Politics & Parties for CIN
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 80
	fascism = 10
	communism = 10
}
### Entity: Idea
Component: PRC_the_internal_enemy_SIC_upgraded
Constructs: removal_cost
Source: game
File: common/ideas/comchina.txt

Code:
PRC_the_internal_enemy_SIC_upgraded = {
	allowed = {
		always = no
	}
	removal_cost = -1
	targeted_modifier = {
		tag = SIC
		attack_bonus_against = 0.1
		breakthrough_bonus_against = 0.1
	}
}
### Entity: Name List
Component: JOR
Source: game
File: common/names/00_names.txt

Code:
JOR = {
	male = {
		names = {
			Abd Allah Abd al-Karim Abd al-Malik Abd al-Qadir Abd al-Rahman Abu Bakr Ahmad Ali Fawzi Fuad Halil Hasan Hisham Ibrahim Ishaq Iskandar Ja'far Jamal Kamil Khalid Muhammad Mustafa Nur al-Din Sa'd al-Din Salim Sa'ud Shukri Tawfiq Umar Uthman Yahya Yusuf Zafir
		}
		surnames = {
			ibn Abd Allah ibn Abd al-Qadir ibn Abu Bakr ibn Ahmad ibn Ali ibn Fuad ibn Halil ibn Hasan ibn Hisham ibn Ishaq ibn Ja'far ibn Kamil ibn Khalid ibn Muhammad ibn Mustafa ibn Salim ibn Umar ibn Uthman ibn Yusuf al-Najdi al-Hijazi
		}
	}
	female = {
		names = {
			Ihsan Marwa Aisha Aziza Duha Farida Golbahar Gulnar Gulnaz Gulpari Hafsa Hasti Huma Ibtisam Jalila Kamala Karima Khandan Khaterah Khatira Kinah Lala Madiha Mahdokht Nazy Neelab Negar Niki Nikoo Noushin Rabiya Mahsa Mahwash Marwa Mastana Mehri Mina Minoo Munawwar Muzhdah Nahal Najela Nasiba Nastaran Nazaneen Rajiya Sadiya Salma Sitara Thana Zahra Zahra Zuhayra
		}
		surnames = {
			bint Abd Allah bint Abd al-Qadir bint Abu Bakr bint Ahmad bint Ali bint Fuad bint Halil bint Hasan bint Hisham bint Ishaq bint Ja'far bint Kamil bint Khalid bint Muhammad bint Mustafa bint Salim bint Umar bint Uthman bint Yusuf al-Najdi al-Hijazi
		}
	}
	callsigns = {

	}
}
### Entity: Modifier Reference
Component: FRA_host_the_german_exiles
Constructs: has_government, compliance_gain
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
FRA_host_the_german_exiles = {
	valid_relation_trigger = {
		ROOT = {
			has_government = communism
		}
	}
	compliance_gain = 0.25
}
### Entity: Military Industrial Organization
Component: RAJ_jamalpur_locomotive_workshop
Constructs: production_bonus
Source: game
File: common/military_industrial_organization/organizations/RAJ_organization_r56.txt

Code:
RAJ_jamalpur_locomotive_workshop = {
	name = Jamalpur Locomotive Workshop
	include = generic_train_organization_r56_NSB
	icon = GFX_idea_generic_railroads
	allowed = {
		original_tag = RAJ
	}
	initial_trait = {
		name = generic_train_organization_r56_NSB_initial_trait
		limit_to_equipment_type = {
			train_equipment railway_gun_equipment
		}
		production_bonus = {
			production_cost_factor = -0.05
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
	}
}
### Entity: Idea
Component: r56_CAN_royal_twenty_centers_angered
Constructs: stability_factor, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_royal_twenty_centers_angered = {
	name = r56_CAN_royal_twenty_centers_angered
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = r56_can_royal_twenty_centers
	modifier = {
		production_speed_buildings_factor = -0.15
		stability_factor = -0.1
	}
}
### Entity: Scripted Effect
Component: EAI_queue_CFORT_BASES
Constructs: limit, has_country_flag, random_scope_in_array, is_controlled_by, is_coastal, is_in_home_area, check_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_effects.txt

Code:
EAI_queue_CFORT_BASES = {
	if = {
		limit = {
			ROOT = {
				has_country_flag = EAI_construction_logging
			}
		}
		log = [GetYear] [GetMonth] | AI | [Root.GetName] | CONSTRUCTION: EAI_queue_CFORT_BASES
	}
	random_scope_in_array = {
		array = controlled_states
		limit = {
			is_controlled_by = ROOT
			is_coastal = yes
			is_in_home_area = yes
			EAI_has_naval_base = yes
			check_variable = {
				EAI_forts_constructed_on_bases_@ROOT = < 3
			}
		}
		EAI_add_CFORT_BASE = yes
	}
}
### Entity: Decision
Component: generic_refit_civilian_ships_category
Constructs: has_country_flag, has_dlc
Source: game
File: common/decisions/categories/00_decision_categories.txt

Code:
generic_refit_civilian_ships_category = {
	icon = GFX_decision_category_MTG_naval_treaties
	picture = GFX_decision_cat_picture_generic_shipbuilding
	allowed = {
		OR = {
			AND = {
				OR = {
					original_tag = DEN FIN ICE
				}
				has_dlc = Arms Against Tyranny
			} {
				original_tag = RAJ
				has_dlc = Graveyard of Empires
			}
		}
	}
	visible = {
		has_country_flag = refit_convoy_ships_flag
	}
	priority = {
		base = 8
	}
	visible_when_empty = no
}
### Entity: Idea
Component: RCG_stc
Source: game
File: common/ideas/republic_of_congo.txt

Code:
RCG_stc = {
	picture = generic_political_advisor_african_3
	allowed = {
		original_tag = RCG
	}
	traits = {
		smooth_talking_charmer
	}
}
### Entity: Decision
Component: form_turan_category
Source: game
File: common/decisions/categories/00_formable_categories.txt

Code:
form_turan_category = {
	icon = generic_formable_nations
	picture = GFX_decision_cat_picture_form_turan
	allowed = {

	}
}
### Entity: Faction
Component: faction_goal_the_arteries_of_trade
Constructs: has_war, limit, add_stability, has_naval_control, complete_effect, add_faction_power_projection, every_faction_member, has_completed_goal
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_the_arteries_of_trade = {
	name = the_arteries_of_trade_goal_name
	description = the_arteries_of_trade_goal_desc
	category = medium_term
	group = FOCUS_FILTER_CONSOLIDATION
	allowed = {

	}
	visible = {
		FROM = {
			has_war = yes
			OR = {
				tag = ENG CAN RAJ MAL USA
			}
		}
	}
	completed = {
		count_triggers = {
			amount = 10
			has_naval_control = 43 49 51 56 57 68 29 69 72 100 104 71 60 48 61 62
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		every_faction_member = {
			IF = {
				limit = {
					NOT = {
						has_completed_goal = faction_goal_the_arteries_of_trade
					}
				}
				add_stability = 0.05
			}
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			add = 1
			OR = {
				original_tag = ENG USA
			}
		} {
			factor = 2
			is_historical_focus_on = yes
		}
	}
}
### Entity: Wargoal
Component: wargoal_types
Constructs: take_state, take_states, take_states_limit, take_states_cost, take_state_focus, puppet_wargoal_focus, puppet_cost, take_claimed_state
Source: game
File: common/wargoals/00_invasion.txt

Code:
wargoal_types = {
	take_state = {
		allowed = {

		}
		available = {

		}
		take_states = {

		}
		generate_base_cost = 200
		generate_per_state_cost = 50
		take_states_limit = 5
		take_states_cost = -20
		expire = 60
		threat = 2
	}
	take_state_focus = {
		allowed = {
			always = no
		}
		available = {

		}
		take_states = {

		}
		generate_base_cost = 200
		generate_per_state_cost = 50
		take_states_limit = 5
		take_states_cost = -20
		expire = 730
		threat = 2
	}
	puppet_wargoal_focus = {
		allowed = {
			always = no
		}
		puppet = {
			always = yes
		}
		generate_base_cost = 200
		generate_per_state_cost = 50
		puppet_cost = -50
		expire = 730
		threat = 2
	}
	take_claimed_state = {
		war_name = WAR_TAKE_CLAIM_NAME
		take_states = {
			is_claimed_by = ROOT
			is_owned_by = PREV
			is_controlled_by = PREV
		}
		generate_base_cost = 125
		generate_per_state_cost = 10
		take_states_limit = 5
		take_states_cost = -50
		threat = 0.15
	}
	take_core_state = {
		war_name = WAR_TAKE_CORE_NAME
		allowed = {

		}
		take_states = {
			is_core_of = ROOT
			is_owned_by = PREV
			is_controlled_by = PREV
		}
		generate_base_cost = 125
		generate_per_state_cost = 0
		take_states_limit = 5
		take_states_cost = -80
		threat = 0.1
	}
	annex_everything = {
		war_name = WAR_NAME
		allowed = {
			always = no
		}
		available = {

		}
		take_states = {

		}
		threat = 0.5
	}
	civil_war = {
		war_name = CIVIL_WAR_NAME
		allowed = {
			always = no
		}
		available = {

		}
		take_states = {

		}
		threat = 1
		take_states_threat_factor = 0.1
		take_states_cost = -75
	}
	topple_government = {
		allowed = {
			always = no
		}
		available = {

		}
		take_states = {

		}
		force_government_cost = -50
		threat = 0.5
	}
	liberate_wargoal = {
		allowed = {
			always = no
		}
		liberate = {
			always = yes
		}
		generate_base_cost = 200
		generate_per_state_cost = 50
		puppet_cost = -50
		expire = 730
		threat = 2
	}
	independence_wargoal = {
		war_name = INDEPENDENCE_WAR_NAME
		allowed = {
			always = no
		}
		available = {

		}
		take_states = {

		}
		threat = 0
	}
}
### Entity: AI Strategy
Component: ai_historical_focus_list_SWI
Source: game
File: common/ai_focuses/SWI.txt

Code:
ai_historical_focus_list_SWI = {
	ai_national_focuses = {
		SWI_geistige SWI_burger SWI_international SWI_banks SWI_red_cross SWI_trade SWI_railroads SWI_fortifications SWI_pro_company SWI_continue_neutral SWI_first_line SWI_go_ger SWI_go_fra SWI_saty_neutral SWI_stay_neutral SWI_army SWI_extended_army SWI_update_army SWI_planning SWI_modern_arty SWI_choose_cons SWI_prepare SWI_stock SWI_shadow SWI_redoubt SWI_fortress SWI_modern_mil_facs SWI_improve_con
	}
}
### Entity: Effect Reference
Construct: random_neighbor_state
Constructs: limit, random_neighbor_state
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## random_neighbor_state

* Supported Scopes: STATE
* Supported Targets: none

```
Executes children effects on random neighbor state that fulfills the "limit" trigger.
```
### Entity: Character
Component: XSM_zi_shen
Source: game
File: common/characters/XSM.txt

Code:
XSM_zi_shen = {
	name = XSM_zi_shen
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_2
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = XSM_zi_shen
		allowed = {
			original_tag = XSM
		}
		traits = {
			backroom_backstabber
		}
		ai_will_do = {
			factor = 0.0
		}
	}
}
### Entity: Idea
Component: ICE_christian_x
Constructs: stability_factor, has_government, removal_cost, neutrality_drift
Source: game
File: common/ideas/iceland.txt

Code:
ICE_christian_x = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		NOT = {
			has_government = communism
		} {
			has_government = fascism
		}
	}
	removal_cost = -1
	modifier = {
		neutrality_drift = 0.01
		stability_factor = -0.1
		army_core_defence_factor = 0.05
	}
}
### Entity: Unit Template
Component: SPAN_GAR_02
Source: game
File: common/units/names_divisions/SPAN_names_divisions.txt

Code:
SPAN_GAR_02 = {
	name = Garrison Division
	for_countries = {
		ARG BOL CHL COL CUB ELS
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	link_numbering_with = {
		SPAN_INF_02
	}
	fallback_name = %da División del Ejército
	ordered = {
		1 = {
			%da División del Ejército
		}
		2 = {
			%da División del Ejército
		}
		3 = {
			%da División del Ejército
		}
		4 = {
			%da División del Ejército
		}
		5 = {
			%da División del Ejército
		}
		6 = {
			%da División del Ejército
		}
		7 = {
			%da División del Ejército
		}
		8 = {
			%da División del Ejército
		}
		9 = {
			%da División del Ejército
		}
		10 = {
			%da División del Ejército
		}
		11 = {
			%da División del Ejército
		}
		12 = {
			%da División del Ejército
		}
		13 = {
			%da División del Ejército
		}
		14 = {
			%da División del Ejército
		}
		15 = {
			%da División del Ejército
		}
		16 = {
			%da División del Ejército
		}
		17 = {
			%da División del Ejército
		}
		18 = {
			%da División del Ejército
		}
		19 = {
			%da División del Ejército
		}
		20 = {
			%da División del Ejército
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_sea_supremacy_of_will
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_sea_supremacy_of_will
	icon = GFX_focus_JAP_supremacy_of_will
	x = -2
	y = 1
	relative_position_id = JAP_indoctrination_in_the_military_academy
	prerequisite = {
		focus = JAP_indoctrination_in_the_military_academy
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		JAP_army_faction_is_at_least_influential = yes
	}
	bypass = {

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

	}
	completion_reward = {
		add_ideas = JAP_superior_will
	}
}
### Entity: Character
Component: VEN_romulo_gallegos_freire
Source: game
File: common/characters/VEN.txt

Code:
VEN_romulo_gallegos_freire = {
	advisor = {
		slot = political_advisor
		idea_token = VEN_romulo_gallegos_freire
		allowed = {
			original_tag = VEN
		}
		traits = {
			popular_figurehead
		}
	}
	name = Romulo Gallegos Freire
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_3
		}
	}
}
### Entity: Define
Component: NDefines.NAITheatre
Source: game
File: common/defines/00_defines.lua

Code:
NDefines.NAITheatre = {
AI_THEATRE_GENERATION_HOME_THEATRE_DEPTH_RESTRICTION = 2
AI_THEATRE_GENERATION_BORDER_SIZE_RESTRICTION = 7
AI_THEATRE_GENERATION_DEPTH_TO_START_CONSIDERING_BORDERSTATES = 2
AI_THEATRE_GENERATION_MINIMUM_STATE_COUNT = 3
AI_THEATRE_GENERATION_MAX_DISTANCE_TO_MERGE = 200
AI_THEATRE_GENERATION_MAX_DISTANCE_TO_FILL = 350
AI_THEATRE_DISTRIBUTION_SAME_THEATRE_SCORE_MODIFIER = 0.25
AI_THEATRE_DISTRIBUTION_MAX_SCORE = 250000
AI_THEATRE_DISTRIBUTION_PERCENTAGE_OF_MINIMUM_UNITS_TO_KEEP = 1.0
AI_THEATRE_DISTRIBUTION_MAX_PERCENT_UNMET_DEMAND_PER_FRONT = 0.5
AI_THEATRE_STATE_UPDATE_MAX_STATE_COUNT_TO_EXPAND = 25
AI_THEATRE_BREAKDOWN_MIN_STATE_COUNT = 3
AI_THEATRE_BREAKDOWN_MAX_DISTANCE_TO_MERGE = 200
AI_THEATRE_SEARCH_SUPPLY_NODE_MAX_DEPTH = 5
AI_THEATRE_SUPPLY_CRISIS_LIMIT = 0.1
AI_THEATRE_AI_FRONT_MIN_DESIRED_RATIO = 0.18
}