Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: south_american_events.52
Constructs: is_triggered_only, ai_chance, add_war_support, add_opinion_modifier, add_political_power
Source: game
File: events/TOA_Generic_Events.txt

Code:
country_event = {
	id = south_american_events.52
	title = south_american_events.52.t
	desc = south_american_events.52.desc
	picture = GFX_report_event_usa_election_generic
	is_triggered_only = yes
	option = {
		name = south_american_events.52.a
		trigger = {
			tag = USA
		}
		ai_chance = {
			base = 10
		}
		add_war_support = 0.05
		add_political_power = 50
		FROM = {
			add_opinion_modifier = {
				target = USA
				modifier = USA_monroe_interfered_with_us
			}
		}
	} {
		name = south_american_events.52.b
		trigger = {
			NOT = {
				tag = USA
			}
		}
		ai_chance = {
			base = 1
		}
		add_opinion_modifier = {
			target = USA
			modifier = USA_monroe_defended_us
		}
	}
}
### Entity: Character
Component: CAN_kenneth_stuart
Source: game
File: common/characters/CAN.txt

Code:
CAN_kenneth_stuart = {
	name = CAN_kenneth_stuart
	portraits = {
		army = {
			small = GFX_idea_CAN_kenneth_stuart
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = CAN_kenneth_stuart
		ledger = army
		allowed = {
			original_tag = CAN
		}
		traits = {
			military_theorist
		}
	}
}
### Entity: State History
Component: 202
Constructs: add_core_of
Source: game
File: history/states/202-Western Kiev.txt

Code:
state = {
	id = 202
	name = STATE_202
	manpower = 2495352
	resources = {
		oil = 8
		aluminium = 7
	}
	state_category = city
	history = {
		owner = SOV
		victory_points = {
			525 25
		}
		buildings = {
			infrastructure = 4
			arms_factory = 2
			industrial_complex = 3
			fuel_silo = 1
			air_base = 8
		}
		add_core_of = SOV UKR
		1939.1.1 = {
			buildings = {
				arms_factory = 3
				industrial_complex = 3
			}
		}
	}
	provinces = {
		489 504 525 582 3494 3543 6497 9465 9543 9568 11557
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_reinforce_base_area
Constructs: prerequisite, limit, completion_reward, is_fully_controlled_by, cancel_if_invalid, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_reinforce_base_area
	icon = GFX_focus_generic_mountain_fortification
	prerequisite = {
		focus = PRC_long_march_to_recovery
	}
	x = -2
	y = 1
	relative_position_id = PRC_long_march_to_recovery
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		622 = {
			is_fully_controlled_by = ROOT
		}
		1046 = {
			is_fully_controlled_by = ROOT
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		custom_effect_tooltip = PRC_reinforce_base_area_tt generic_skip_one_line_tt
		hidden_effect = {
			622 = {
				add_building_construction = {
					type = bunker
					level = 2
					instant_build = yes
					province = {
						all_provinces = yes
						limit_to_border = yes
						level = < 3
					}
				}
			}
			1046 = {
				add_building_construction = {
					type = bunker
					level = 2
					instant_build = yes
					province = {
						all_provinces = yes
						limit_to_border = yes
						level = < 3
					}
				}
			}
			if = {
				limit = {
					615 = {
						is_fully_controlled_by = ROOT
					}
				}
				615 = {
					add_building_construction = {
						type = bunker
						level = 1
						instant_build = yes
						province = {
							all_provinces = yes
							limit_to_border = yes
							level = < 2
						}
					}
				}
			} {
				limit = {
					1045 = {
						is_fully_controlled_by = ROOT
					}
				}
				1045 = {
					add_building_construction = {
						type = bunker
						level = 1
						instant_build = yes
						province = {
							all_provinces = yes
							limit_to_border = yes
							level = < 2
						}
					}
				}
			}
		}
		add_tech_bonus = {
			name = PRC_reinforce_base_area
			bonus = 0.4
			uses = 1
			category = cat_fortification
		}
	}
}
### Entity: Character
Component: SHX_wang_jingguo
Source: game
File: common/characters/Warlords_China.txt

Code:
SHX_wang_jingguo = {
	name = SHX_wang_jingguo
	portraits = {
		army = {
			large = GFX_portrait_SHX_wang_jingguo
			small = GFX_portrait_SHX_wang_jingguo_small
		}
	}
	corps_commander = {
		traits = {
			politically_connected
		}
		skill = 3
		attack_skill = 2
		defense_skill = 3
		planning_skill = 3
		logistics_skill = 2
		legacy_id = -1
	}
}
### Entity: Country History
Country: ICE
Component: ICE_politics
Constructs: set_stability, set_politics, set_popularities
Source: game
File: history/countries/ICE - Iceland.txt

Code:
# Politics & Parties for ICE
set_stability = 0.65
set_politics = {
	ruling_party = democratic
	last_election = 1933.10.16
	election_frequency = 36
	elections_allowed = yes
}
set_popularities = {
	democratic = 96
	fascism = 2
	communism = 2
}
### Entity: Operation
Component: token_navy
Constructs: intel_gain
Source: game
File: common/operation_tokens/00_OperationTokens.txt

Code:
token_navy = {
	name = OPERATION_TOKEN_INFILTRATED_NAVY
	desc = OPERATION_TOKEN_INFILTRATED_NAVY_DESC
	icon = GFX_infiltrate_navy_bg
	text_icon = GFX_text_infiltrate_navy_token
	intel_source = navy
	intel_gain = 10
}
### Entity: Event
Component: ireland.4
Constructs: create_country_leader, has_government, has_country_flag
Source: game
File: events/r56_ireland.txt

Code:
country_event = {
	id = ireland.4
	title = ireland.4.t
	desc = ireland.4.d
	picture = GFX_report_event_generic_read_write
	trigger = {
		date = > 1944.1.15 < 1946.1.16
		has_government = democratic
		has_country_flag = IRE_fine_gael_flag
		original_tag = IRE
	}
	mean_time_to_happen = {
		days = 120
	}
	option = {
		name = ireland.4.a
		create_country_leader = {
			name = Richard Mulcahy
			picture = gfx/leaders/IRE/r56_portrait_IRE_Richard_Mulcahy.dds
			expire = 1965.1.1
			ideology = conservatism
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_expand_central_industrial_region
Constructs: prerequisite, limit, completion_reward, complete_tooltip, add_to_variable, random_state, has_state_flag, add_building_construction
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_expand_central_industrial_region
	icon = GFX_goal_generic_build_tank
	prerequisite = {
		focus = POL_start_central_industrial_region
	}
	x = 0
	y = 1
	relative_position_id = POL_start_central_industrial_region
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {
		add_to_variable = {
			var = POL_investments_var
			value = 1
		}
		random_state = {
			limit = {
				has_state_flag = POL_start_central_industrial_region_1
			}
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = POL_start_central_industrial_region_1
			}
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	completion_reward = {
		add_to_variable = {
			var = POL_investments_var
			value = 1
		}
		random_owned_controlled_state = {
			prioritize = {
				89
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
			set_state_flag = POL_start_central_industrial_region_1
		} {
			prioritize = {
				91
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
			set_state_flag = POL_start_central_industrial_region_1
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_civilian_shipbuilders
Constructs: prerequisite, add_ideas, remove_ideas, completion_reward
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_civilian_shipbuilders
	icon = GFX_focus_generic_shipbuilding
	text = GRE_civilian_shipbuilders
	prerequisite = {
		focus = GRE_end_the_depression
	}
	x = 4
	y = 2
	cost = 10
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		remove_ideas = GRE_naval_industry_rivalary
		add_ideas = GRE_civilian_shipbuilders
		custom_effect_tooltip = available_materiel_manufacturer
		show_ideas_tooltip = Neorion
	}
}
### Entity: Unit Template
Component: MON_CL_HISTORICAL
Source: game
File: common/units/names_ships/MON_ship_names.txt

Code:
MON_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		MON
	}
	type = ship
	ship_types = {
		ship_hull_light light_cruiser
	}
	prefix = MTK 
	fallback_name = Khöngön Kryeisyer %d
	unique = {
		Ulaanbaataar Mörön Erdenet
	}
}
### Entity: Idea
Component: JAP_naval_faction_tier_1_lesser_1
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/japan.txt

Code:
JAP_naval_faction_tier_1_lesser_1 = {
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = PLACEHOLDER_idea_icon
	modifier = {
		navy_fuel_consumption_factor = 0.05
	}
	equipment_bonus = {
		mio_cat_eq_all_cv_aircraft = {
			build_cost_ic = 0.05
			instant = yes
		}
		mio_cat_eq_all_ships_no_convoys = {
			build_cost_ic = 0.05
			instant = yes
		}
	}
}
### Entity: Character
Component: USA_edward_brooks
Source: game
File: common/characters/USA.txt

Code:
USA_edward_brooks = {
	name = USA_edward_brooks
	portraits = {
		army = {
			large = GFX_portrait_USA_edward_brooks
			small = GFX_portrait_USA_edward_brooks_small
		}
	}
	corps_commander = {
		traits = {
			trait_reckless armor_officer
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 2
		legacy_id = 0
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AContributions/Chemonaut.html

Doc:
Search for contributions

&#160;Show contributions of new accounts only
&#160;IP address or username: |

Namespace:
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
&#160;&#160;Invert selection&#160;&#160;Associated namespace&#160; |

Tag filter: |

&#160;Deleted only&#160;Only show edits that are latest revisions&#160;Only show edits that are page creations |

From year (and earlier): From month (and earlier): all
January
February
March
April
May
June
July
August
September
October
November
December |

18:23, 24 January 2016 (diff | hist) . . (+190)‎ . . Ideas ‎ (→‎Economy laws)

14:26, 24 January 2016 (diff | hist) . . (+19)‎ . . Ideas ‎ (→‎Economy laws)

13:53, 24 January 2016 (diff | hist) . . (+156)‎ . . United Kingdom ‎ (→‎Government)

13:20, 23 January 2016 (diff | hist) . . (-31)‎ . . User talk:Chemonaut ‎

13:19, 23 January 2016 (diff | hist) . . (+37)‎ . . User talk:Chemonaut ‎

13:18, 23 January 2016 (diff | hist) . . (+302)‎ . . User talk:Chemonaut ‎

22:47, 22 January 2016 (diff | hist) . . (+1,176)‎ . . United Kingdom ‎

14:41, 22 January 2016 (diff | hist) . . (-55)‎ . . User talk:Simen113 ‎ (Blanked the page) (current)

14:40, 22 January 2016 (diff | hist) . . (+55)‎ . . N User talk:Simen113 ‎ (Created page with "Hey are there any parts of the wiki you want help with?")

03:01, 15 January 2016 (diff | hist) . . (+1,668)‎ . . United Kingdom ‎

04:39, 26 December 2015 (diff | hist) . . (+1,384)‎ . . United Kingdom ‎ (→‎Home Defense)

04:21, 26 December 2015 (diff | hist) . . (+1,718)‎ . . United Kingdom ‎ (→‎Reinforce the Empire)

03:51, 26 December 2015 (diff | hist) . . (+1,946)‎ . . United Kingdom ‎ (→‎Reinforce the Empire)

03:25, 26 December 2015 (diff | hist) . . (+1,447)‎ . . United Kingdom ‎ (→‎Reinforce the Empire)

02:56, 26 December 2015 (diff | hist) . . (+932)‎ . . United Kingdom ‎ (→‎Limited Rearmament)

02:36, 26 December 2015 (diff | hist) . . (-31)‎ . . United Kingdom ‎ (→‎Limited Rearmament)

01:39, 23 December 2015 (diff | hist) . . (+61)‎ . . N Template talk:Country navbox ‎ (Created page with "Can someone with permission add the group &#039;majors&#039; to navbox?")

01:29, 23 December 2015 (diff | hist) . . (+193)‎ . . Countries ‎ (current)

00:35, 23 December 2015 (diff | hist) 
# ... (truncated)
### Entity: Character
Component: SWI_rene_von_graffenried
Constructs: has_dlc
Source: game
File: common/characters/SWI.txt

Code:
SWI_rene_von_graffenried = {
	instance = {
		allowed = {
			has_dlc = By Blood Alone
		}
		advisor = {
			slot = navy_chief
			idea_token = SWI_rene_von_graffenried
			allowed = {
				original_tag = SWI
			}
			visible = {

			}
			available = {

			}
			traits = {
				navy_naval_air_defense_2
			}
			cost = 100
			ai_will_do = {
				base = 200
			}
		}
		name = SWI_rene_von_graffenried
		portraits = {
			army = {
				small = GFX_idea_generic_navy_europe_2
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = By Blood Alone
			}
		}
		advisor = {
			slot = navy_chief
			idea_token = SWI_rene_von_graffenried
			allowed = {
				original_tag = SWI
			}
			traits = {
				navy_naval_air_defense_2
			}
			cost = 100
			ai_will_do = {
				base = 200
			}
		}
		name = SWI_rene_von_graffenried
		portraits = {
			army = {
				small = GFX_idea_generic_navy_europe_2
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: profilelog
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
profilelog
|
Prints out the profiling informations into time.log
|

|
### Entity: Idea
Component: SAM_fascist_guy
Constructs: has_government
Source: game
File: common/ideas/samoa.txt

Code:
SAM_fascist_guy = {
	picture = generic_political_advisor_asia_2
	allowed = {
		original_tag = SAM
	}
	traits = {
		fascist_demagogue
	}
	do_effect = {
		NOT = {
			has_government = fascism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Trigger Reference
Construct: Content
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## Table of Content

* [ACE](#triggers-for-scope-ace)
* [CHARACTER](#triggers-for-scope-character)
* [COMBATANT](#triggers-for-scope-combatant)
* [COUNTRY](#triggers-for-scope-country)
* [FACTION](#triggers-for-scope-faction)
* [INDUSTRIAL_ORG](#triggers-for-scope-industrial_org)
* [OPERATION](#triggers-for-scope-operation)
* [PURCHASE_CONTRACT](#triggers-for-scope-purchase_contract)
* [RAID_INSTANCE](#triggers-for-scope-raid_instance)
* [SPECIAL_PROJECT](#triggers-for-scope-special_project)
* [STATE](#triggers-for-scope-state)
* [STRATEGIC_REGION](#triggers-for-scope-strategic_region)
* [any](#triggers-for-scope-any)
### Entity: National Focus
Tree: cze_focus
Component: CZE_diversify_refinery_processes
Constructs: prerequisite, completion_reward, is_controlled_by, cancel_if_invalid, add_to_variable, add_tech_bonus
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_diversify_refinery_processes
	icon = GFX_focus_generic_rubber
	prerequisite = {
		focus = CZE_bolster_domestic_construction
	}
	relative_position_id = CZE_bolster_domestic_construction
	x = -6
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = CZE_modify_skoda_works_ns_intro_tt generic_skip_one_line_tt generic_skip_one_line_tt available_industrial_concern
		add_to_variable = {
			CZE_skoda_works_dynamic_modifier_production_speed_synthetic_refinery_factor = 0.1
			tooltip = production_speed_synthetic_refinery_factor_tt
		}
		add_tech_bonus = {
			name = CZE_diversify_refinery_processes
			bonus = 1
			uses = 2
			category = synth_resources
		}
		show_ideas_tooltip = CZE_apollo
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Modifier Reference
Component: GER_army_modifier
Constructs: planning_speed, initiative_factor, coordination_bonus, mobilization_speed
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
GER_army_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_GER_army
	army_infantry_attack_factor = GER_military_army_infantry_attack_factor
	army_artillery_attack_factor = GER_military_army_artillery_attack_factor
	army_armor_attack_factor = GER_military_army_armor_attack_factor
	army_armor_speed_factor = GER_military_army_armor_speed_factor
	org_loss_when_moving = GER_military_org_loss_when_moving
	motorized_attack_factor = GER_military_motorized_attack_factor
	mechanized_attack_factor = GER_military_mechanized_attack_factor
	army_org_factor = GER_military_army_org_factor
	planning_speed = GER_military_planning_speed
	supply_consumption_factor = GER_military_supply_consumption_factor
	equipment_capture = GER_military_equipment_capture
	initiative_factor = GER_military_initiative_factor
	army_fuel_consumption_factor = GER_military_army_fuel_consumption_factor
	coordination_bonus = GER_military_coordination_bonus
	army_bonus_air_superiority_factor = GER_military_air_superiority_bonus_in_combat
	max_dig_in_factor = GER_military_max_dig_in_factor
	army_artillery_defence_factor = GER_military_army_artillery_defence_factor
	special_forces_cap = GER_military_special_forces_cap
	acclimatization_hot_climate_gain_factor = GER_military_acclimatization_hot_climate_gain_factor
	acclimatization_cold_climate_gain_factor = GER_military_acclimatization_cold_climate_gain_factor
	land_doctrine_cost_factor = GER_military_land_doctrine_cost_factor
	modifier_army_sub_unit_militia_attack_factor = GER_military_modifier_army_sub_unit_militia_attack_factor
	modifier_army_sub_unit_militia_defence_factor = GER_military_modifier_army_sub_unit_militia_defence_factor
	modifier_army_sub_unit_militia_max_org_factor = GER_military_modifier_army_sub_unit_militia_max_org_factor
	experience_gain_army_factor = GER_military_experience_gain_army_factor
	army_morale_factor = GER_military_army_morale_factor
	mobilization_speed = GER_military_mobilization_speed
	minimum_training_level = GER_military_minimum_training_level
	unit_leader_as_advisor_cp_cost_factor = GER_military_unit_leader_as_advisor_cp_cost_factor
	command_power_gain_mult = GER_military_command_power_gain_mult
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_unite_dietsland
Constructs: prerequisite, limit, has_government, has_country_flag, completion_reward, is_in_faction_with, add_state_core, add_state_claim
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_unite_dietsland
	icon = GFX_goal_Verdinaso
	prerequisite = {
		focus = BEL_belgian_militarism
	}
	mutually_exclusive = {
		focus = BEL_claim_the_benelux
	}
	relative_position_id = BEL_claim_the_benelux
	x = 2
	y = 0
	cost = 10
	ai_will_do = {
		base = 10
		modifier = {
			factor = 20
			is_in_faction_with = GER
		}
	}
	available = {
		has_government = fascism
		has_country_flag = Chose_Verdinaso
	}
	will_lead_to_war_with = FRA LUX HOL
	completion_reward = {
		add_state_core = 7 35 36
		add_state_claim = 8 29
		every_other_country = {
			limit = {
				NOT = {
					is_in_faction_with = ROOT
				}
				is_subject = no
				OR = {
					controls_state = 7 35 36 8 29
				}
			}
			ROOT = {
				create_wargoal = {
					type = take_state_focus
					target = PREV
					expire = 0
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Scorer
Component: EAI_SCORER_operation_infiltrate_civilian
Constructs: has_government, has_war_with, has_country_flag, is_major, check_variable, is_running_operation_infiltrate_civilian_, has_token_civilian_, set_temp_variable
Source: game
File: common/scorers/country/EAI_operation_target_scorers.txt

Code:
EAI_SCORER_operation_infiltrate_civilian = {
	targets = {
		target_array = potential_and_current_enemies enemies_of_allies neighbors global.majors
		target_root_trigger = {
			check_variable = {
				EAI_ESP_available_operatives = > 1
			}
		}
		score = {
			base = 100
			modifier = {
				factor = 0.01
				has_country_flag = EAI_operation_timeout_@FROM
			} {
				factor = 0
				FROM = {
					has_country_flag = is_running_operation_infiltrate_civilian_@PREV
				}
			} {
				factor = 0
				FROM = {
					has_country_flag = has_token_civilian_@PREV
				}
			} {
				factor = 0
				tag = FROM
			} {
				factor = 0
				NOT = {
					num_of_controlled_states = > 0
				}
			} {
				set_temp_variable = {
					research_factor = amount_research_slots
				}
				divide_temp_variable = {
					research_factor = 5
				}
				factor = research_factor
			} {
				factor = 1.25
				is_major = yes
			} {
				set_temp_variable = {
					industry_factor = num_of_factories
				}
				divide_temp_variable = {
					industry_factor = 500
				}
				clamp_temp_variable = {
					var = industry_factor
					max = 1
				}
				factor = industry_factor
			} {
				factor = 1.25
				FROM = {
					network_strength = {
						target = PREV
						value = > 10
					}
				}
			} {
				factor = 1.25
				FROM = {
					network_strength = {
						target = PREV
						value = > 25
					}
				}
			} {
				factor = 1.25
				FROM = {
					network_strength = {
						target = PREV
						value = > 50
					}
				}
			} {
				set_temp_variable = {
					temp = EAI_espionage_operation_risk_@FROM
				} {
					risk_factor = 1
				}
				divide_temp_variable = {
					temp = 4
				}
				clamp_temp_variable = {
					var = temp
					min = 0
					max = 1
				}
				subtract_from_temp_variable = {
					risk_factor = temp
				}
				factor = risk_factor
			} {
				factor = 0.1
				has_war_together_with = FROM
			} {
				factor = 0
				OR = {
					exists = no
					has_capitulated = yes
					is_ally_with = FROM
				}
			} {
				factor = 0.25
				has_government = FROM
				NOT = {
					has_war_with = FROM
				}
			}
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_plan_for_a_short_war
Constructs: prerequisite, completion_reward, add_offsite_building, add_timed_idea
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_plan_for_a_short_war
	icon = GFX_focus_SIA_prepare_for_a_short_war
	x = -2
	y = 1
	relative_position_id = SIA_the_army_of_siam
	prerequisite = {
		focus = SIA_the_army_of_siam
	}
	mutually_exclusive = {
		focus = SIA_intermediate_war_preparation SIA_prepare_for_a_long_war
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_offsite_building = {
			type = arms_factory
			level = 3
		}
		add_timed_idea = {
			idea = idea_SIA_short_war
			days = 180
		}
	}
}
### Entity: Character
Component: MLT_ncs
Source: game
File: common/characters/MLT.txt

Code:
MLT_ncs = {
	advisor = {
		slot = high_command
		idea_token = MLT_ncs
		ledger = navy
		allowed = {
			original_tag = MLT
		}
		traits = {
			navy_capital_ship_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_2
		}
	}
}