Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: SPR_excavated_gold_reserves
Constructs: has_government
Source: game
File: common/ideas/r56_spain_republic.txt

Code:
SPR_excavated_gold_reserves = {
	picture = SPR_seize_the_gold_reserves
	allowed = {
		original_tag = SOV
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		consumer_goods_factor = -0.15
	}
}
### Entity: AI Strategy
Component: ai_focus_military_advancements_EST
Source: game
File: common/ai_focuses/EST.txt

Code:
ai_focus_military_advancements_EST = {
	research = {
		armor = 10.0
		jet_technology = 5.0
		land_doctrine = 100.0
		rocketry = 7.5
		radar_tech = 3.0
		encryption_tech = 7.5
		decryption_tech = 7.5
		synth_resources = 3.0
		motorized_equipment = 4.0
		nuclear = 5.0
		night_vision = 5.0
		train_tech = 5.0
	}
}
### Entity: Event
Component: rt56.rom_ger_divide_czech.3
Constructs: is_triggered_only
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_ger_divide_czech.3
	title = rt56.rom_ger_divide_czech.3.t
	desc = rt56.rom_ger_divide_czech.3.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = rt56.rom_ger_divide_czech.3.a
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_the_burma_railroad_r56
Constructs: shared_focus, has_completed_focus, prerequisite, limit, add_ideas, has_war_with, is_major, completion_reward
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_the_burma_railroad_r56
	icon = GFX_goal_RAJ_increased_chinese_cooperation
	cost = 8
	ai_will_do = {
		base = 9
	}
	x = -2
	y = 2
	prerequisite = {
		focus = RAJ_prepare_an_autonomous_defense_r56
	}
	relative_position_id = RAJ_prepare_an_autonomous_defense_r56
	bypass = {
		OR = {
			ENG = {
				has_completed_focus = uk_burma_focus
			}
			BRM = {
				NOT = {
					is_ally_with = ROOT
				}
				controls_state = 1019 640
			}
		}
	}
	available = {
		1019 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		640 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		CUG = {
			any_enemy_country = {
				is_major = yes
				NOT = {
					original_tag = BRM RAJ
					is_in_faction_with = RAJ
				}
			}
			exists = yes
			is_subject = no
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
	completion_reward = {
		if = {
			limit = {
				is_subject = yes
			}
			add_autonomy_score = {
				value = 50
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		CUG = {
			add_ideas = RAJ_burmese_supply_route_r56
		}
		YUN = {
			if = {
				limit = {
					is_ally_with = CUG
					NOT = {
						has_war_with = ROOT
					}
					has_war_with_major = yes
				}
				add_ideas = RAJ_burmese_supply_route_r56
			}
		}
	}
}
### Entity: Unit Template
Component: AST_PAR_01
Source: game
File: common/units/names_divisions/AST_names_divisions.txt

Code:
AST_PAR_01 = {
	name = Airborne Divisions
	for_countries = {
		AST
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = %d Airborne Division
	ordered = {
		1 = {
			%dst Airborne Division
		}
		2 = {
			%dnd Airborne Division
		}
		3 = {
			%drd Airborne Division
		}
		4 = {
			%dth Airborne Division
		}
		5 = {
			%dth Airborne Division
		}
		6 = {
			%dth Airborne Division
		}
		7 = {
			%dth Airborne Division
		}
		8 = {
			%dth Airborne Division
		}
		9 = {
			%dth Airborne Division
		}
		10 = {
			%dth Airborne Division
		}
		11 = {
			%dth Airborne Division
		}
		12 = {
			%dth Airborne Division
		}
		13 = {
			%dth Airborne Division
		}
		14 = {
			%dth Airborne Division
		}
		15 = {
			%dth Airborne Division
		}
		16 = {
			%dth Airborne Division
		}
		17 = {
			%dth Airborne Division
		}
		18 = {
			%dth Airborne Division
		}
		19 = {
			%dth Airborne Division
		}
		20 = {
			%dth Airborne Division
		}
		21 = {
			%dst Airborne Division
		}
		22 = {
			%dnd Airborne Division
		}
		23 = {
			%drd Airborne Division
		}
		24 = {
			%dth Airborne Division
		}
		25 = {
			%dth Airborne Division
		}
		26 = {
			%dth Airborne Division
		}
		27 = {
			%dth Airborne Division
		}
		28 = {
			%dth Airborne Division
		}
		29 = {
			%dth Airborne Division
		}
		30 = {
			%dth Airborne Division
		}
	}
}
### Entity: Unit Leader
Component: r56w_trait_army_free_coffee
Source: game
File: common/unit_leader/r56w_traits.txt

Code:
r56w_trait_army_free_coffee = {
	type = all
	allowed = {
		always = no
	}
	modifier = {
		land_reinforce_rate = 0.75
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: joan_of_arc_of_manchukuo
Source: game
File: common/country_leader/r56_traits.txt

Code:
joan_of_arc_of_manchukuo = {
	sprite = 14
	random = no
	army_org_factor = 0.08
	cavalry_attack_factor = 0.08
	cavalry_defence_factor = 0.12
	command_cap_increase = 20
}
### Entity: National Focus
Tree: hoa_focus
Component: HOA_securing_the_adjective_future
Constructs: prerequisite, limit, is_major, add_opinion_modifier, completion_reward, add_political_power, is_subject, every_other_country
Source: game
File: common/national_focus/horn_of_africa.txt

Code:
focus = {
	id = HOA_securing_the_adjective_future
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = HOA_political_stability
	}
	mutually_exclusive = {
		focus = HOA_countryleader
	}
	x = 2
	y = 1
	relative_position_id = HOA_political_stability
	cost = 10
	available = {
		is_subject = no
	}
	search_filters = {

	}
	completion_reward = {
		add_political_power = 75
		every_other_country = {
			limit = {
				is_major = yes
				any_owned_state = {
					is_on_continent = africa
				}
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = HOA_african_cooperation
			}
			ROOT = {
				add_opinion_modifier = {
					target = PREV
					modifier = HOA_african_cooperation
				}
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_LAW_wants_civilian_economy
Constructs: limit, has_idea
Source: game
File: common/scripted_triggers/EAI_COUNTRY_law_triggers.txt

Code:
EAI_LAW_wants_civilian_economy = {
	NOT = {
		has_idea = civilian_economy
	}
	if = {
		limit = {
			OR = {
				has_idea = low_economic_mobilisation partial_economic_mobilisation war_economy tot_economic_mobilisation
			}
		}
		EAI_stability_event_trigger = yes
	}
	else_if = {
		always = no
	}
	else = {
		always = no
	}
}
### Entity: Character
Component: navy_anti_submarine_3
Source: game
File: common/country_leader/00_traits.txt

Code:
navy_anti_submarine_3 = {
	sprite = 4
	navy_submarine_detection_factor = 0.2
	command_cap_increase = @tier3_cp_cap_increase
	command_power = @tier3_cp_cost
	ai_will_do = {
		factor = @navy_command_factor_3
		modifier = {
			factor = 0
			command_power = < @tier3_cp_cost
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_education_for_women_and_girls
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_education_for_women_and_girls
	icon = GFX_focus_generic_university_1
	prerequisite = {
		focus = AFG_revive_the_1923_constitution
	}
	x = -1
	y = 1
	relative_position_id = AFG_revive_the_1923_constitution
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		custom_effect_tooltip = AFG_modifiy_1923_constitution_modifier_tt generic_skip_one_line_tt available_political_advisor
		add_to_variable = {
			AFG_1923_const_modifier_research_speed_factor = 0.1
			tooltip = research_speed_factor_tt
		} {
			AFG_1923_const_modifier_stability_factor = -0.05
			tooltip = stability_factor_tt
		}
		show_ideas_tooltip = AFG_soraya_tarzi
	}
}
### Entity: National Focus
Component: extra_tech_slot_2
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_research_slot
Source: game
File: common/national_focus/generic.txt

Code:
focus = {
	id = extra_tech_slot_2
	icon = GFX_focus_research
	prerequisite = {
		focus = extra_tech_slot
	}
	available = {
		num_of_factories = > 50
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	x = 0
	y = 1
	relative_position_id = extra_tech_slot
	cost = 10
	ai_will_do = {
		base = 2
		modifier = {
			factor = 6
			original_tag = SIA
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Centralise_Power
Constructs: prerequisite, completion_reward, add_political_power
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Centralise_Power
	icon = GFX_goal_generic_political
	cost = 10
	prerequisite = {
		focus = PAK_Increase_Police_Budget
	}
	x = 11
	y = 6
	ai_will_do = {
		factor = 60
	}
	completion_reward = {
		add_political_power = 200
	}
}
### Entity: Event
Component: axis_minors_croatia.11
Constructs: fire_only_once
Source: game
File: events/r56_croatia.txt

Code:
country_event = {
	id = axis_minors_croatia.11
	title = axis_minors_croatia.11.t
	desc = axis_minors_croatia.11.desc
	picture = GFX_report_event_hitler_croatia_handshake
	fire_only_once = yes
	mean_time_to_happen = {
		days = 0
	}
	trigger = {
		original_tag = CRO
	}
	option = {
		name = axis_minors_croatia.11.a
		YUG = {
			CRO = {
				inherit_technology = YUG
			}
		}
	}
}
### Entity: Character
Component: GER_hermann_hoth
Constructs: has_completed_focus, has_global_flag
Source: game
File: common/characters/GER.txt

Code:
GER_hermann_hoth = {
	name = GER_hermann_hoth
	portraits = {
		army = {
			large = GFX_portrait_GER_hermann_hoth
			small = GFX_portrait_GER_hermann_hoth_small
		}
	}
	corps_commander = {
		traits = {
			trait_reckless armor_officer
		}
		skill = 3
		attack_skill = 2
		defense_skill = 2
		planning_skill = 3
		logistics_skill = 3
		legacy_id = 18
		visible = {
			OR = {
				has_global_flag = GER_civil_war_has_started
				has_completed_focus = GER_bribe_senior_officers
			}
		}
	}
}
### Entity: Scripted Trigger
Component: is_available_tac_HUN
Constructs: has_war_with, has_tech
Source: game
File: common/scripted_triggers/HUN_scripted_triggers.txt

Code:
is_available_tac_HUN = {
	OR = {
		AND = {
			has_tech = tactical_bomber1
			ROOT = {
				NOT = {
					has_tech = tactical_bomber1
				}
			}
		} {
			has_tech = tactical_bomber2
			ROOT = {
				NOT = {
					has_tech = tactical_bomber2
				}
			}
		} {
			has_tech = tactical_bomber3
			ROOT = {
				NOT = {
					has_tech = tactical_bomber3
				}
			}
		} {
			has_tech = basic_medium_airframe
			ROOT = {
				NOT = {
					has_tech = basic_medium_airframe
				}
			}
		} {
			has_tech = improved_medium_airframe
			ROOT = {
				NOT = {
					has_tech = improved_medium_airframe
				}
			}
		} {
			has_tech = advanced_medium_airframe
			ROOT = {
				NOT = {
					has_tech = advanced_medium_airframe
				}
			}
		}
	}
	NOT = {
		has_war_with = ROOT
	}
}
### Entity: Idea
Component: CHI_output_2
Constructs: industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_output_2 = {
	picture = SOV_fourth_five_year_plan
	removal_cost = -1
	modifier = {
		production_speed_buildings_factor = 0.05
		industrial_capacity_factory = 0.05
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Event
Component: news.43
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.43
	title = news.43.t
	desc = news.43.d
	picture = GFX_news_event_hindenburg_intact
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = hindenburg_survives
	}
	option = {
		name = news.43.a
	}
}
### Entity: Character
Component: RAJ_GOE_costly_reformer
Constructs: stability_factor
Source: game
File: common/country_leader/goe_traits.txt

Code:
RAJ_GOE_costly_reformer = {
	consumer_goods_factor = 0.12
	stability_factor = 0.05
	political_power_factor = -0.05
	sprite = 10
}
### Entity: Character
Component: political_manipulator_regency_council
Source: game
File: common/country_leader/00_traits.txt

Code:
political_manipulator_regency_council = {
	random = no
	political_power_factor = 0.1
	join_faction_tension = -0.25
	fascism_acceptance = 50
	improve_relations_maintain_cost_factor = -0.5
}
### Entity: Wiki Documentation
Construct: Economy
Source: wiki
File: wiki/Empire_of_Japan.html

Doc:
Economy[edit]
Here you can type some informative bits about this nation's economy in-game in 1936 and following years.

Industrial Production[edit]
In the 1936 start, Japan has a fairly robust, if militaristic economy. As of the latest patch, the 1936 start Japan player will have 22 military factories, 25 civilian factories, and 15 naval dockyards.

Resources[edit]
Resource-wise, Japan finds itself in much the same place as Germany. While Japan has access to a satisfactory amount of chromium, tungsten, and steel, it suffers from a shortage of aluminium, and an extreme shortage of oil, and rubber. Japan's shortage of oil and rubber at games beginning mostly shoehorns the Japanese player into the historical bog of an infantry army. As well, a complete annexation of China will not solve Japan's problems, as China has much the same resource pool as Japan. While the Japanese player can trade with the United States early-game for oil, this ties up civilian factories, and the United States has an early focus to embargo Japan (which they will be likely to pursue with historical focus turned on). Japan is in luck however, as all the rubber and oil are a short boat ride and a war with the allies away. Specifically, the largest supplies of rubber and oil in the game can be found in British Malaysia, French Indochina, and the Dutch East-Indies. While Japan won't have complete control of these resources until they reach a peace screen with the Netherlands, France, or Britain, the available resources are more than abundant enough to fuel the construction of planes, ships, tanks, as well as any motorized designs Japan might have for the duration of the war. If the Japanese player does not desire war with the allies, they will have access to the first technology allowing synthetic oil refineries in 1936, which opens up options for medium-scale production of aforementioned planes, ships, and tanks, without conquest. One thing to keep in mind when taking this route, synthetic oil refineries are extremely expensive and time-consuming to construct, eating away time that could be used to build up other military and civilian factories with which to build up a force to take all the resources Japan could ever require to fulfill its dreams of pacific domination.
### Entity: Decision
Component: MPL_mandate_collapse_PAL_category
Constructs: limit, has_war_with, cancel_trigger, is_subject, is_good, white_peace, annex_country, random_hours
Source: game
File: common/decisions/MPL.txt

Code:
MPL_mandate_collapse_PAL_category = {
	PAL_mandate_collapse_mission = {
		icon = GFX_decision_revolt
		days_mission_timeout = 250
		available = {
			OR = {
				NOT = {
					has_war_with = ISR
				} {
					country_exists = ISR
				}
			}
		}
		allowed = {
			always = no
		}
		cancel_trigger = {
			OR = {
				is_subject = yes
				exists = no
			}
		}
		is_good = no
		timeout_effect = {
			if = {
				limit = {
					controls_state = 454
				}
				hidden_effect = {
					ISR = {
						white_peace = PAL
					}
				}
				annex_country = {
					target = ISR
				}
				country_event = {
					id = palestine.61
					days = 1
					random_hours = 12
				}
			}
			else = {
				custom_effect_tooltip = PAL_arabs_will_annex
			}
		}
		complete_effect = {
			country_event = {
				id = palestine.61
				days = 1
				random_hours = 12
			}
		}
	}
	PAL_take_haifa_mission = {
		icon = GFX_decision_generic_nationalism
		days_mission_timeout = 250
		available = {
			controls_province = 1065
		}
		allowed = {
			always = no
		}
		cancel_trigger = {
			NOT = {
				has_active_mission = PAL_mandate_collapse_mission
			}
		}
		complete_effect = {
			add_days_mission_timeout = {
				mission = PAL_mandate_collapse_mission
				days = 25
			}
		}
		is_good = no
	}
	PAL_take_jerusalem_mission = {
		icon = GFX_decision_generic_nationalism
		days_mission_timeout = 250
		available = {
			controls_state = 1016
		}
		allowed = {
			always = no
		}
		cancel_trigger = {
			NOT = {
				has_active_mission = PAL_mandate_collapse_mission
			}
		}
		is_good = no
		complete_effect = {
			add_days_mission_timeout = {
				mission = PAL_mandate_collapse_mission
				days = 40
			}
		}
	}
	PAL_hold_rashrash_mission = {
		icon = GFX_decision_generic_mountain_fortification
		days_mission_timeout = 250
		available = {
			NOT = {
				controls_province = 1015
			}
		}
		allowed = {
			always = no
		}
		cancel_trigger = {
			NOT = {
				has_active_mission = PAL_mandate_collapse_mission
			}
		}
		complete_effect = {
			add_days_mission_timeout = {
				mission = PAL_mandate_collapse_mission
				days = -30
			}
		}
	}
}
### Entity: Effect Reference
Construct: white_peace
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## white_peace

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Makes a white peace between the two countries if at war. ROOT is considered the winner while the target tag is considered the loser (which affects things like name of the PC as well as PC related on-actions).
Example:
SOV = {
  white_peace = {
    tag = FIN
    message = FIN_agree_peace
  }
}
```
### Entity: State History
Component: 934
Constructs: add_core_of, add_to_array
Source: game
File: history/states/934-Suwalki.txt

Code:
state = {
	id = 934
	name = STATE_934
	history = {
		owner = POL
		victory_points = {
			3254 1
		}
		buildings = {
			infrastructure = 3
		}
		add_core_of = POL
		add_to_array = {
			state_victory_points = 3254
		}
	}
	provinces = {
		400 3254
	}
	manpower = 41683
	buildings_max_level_factor = 1.0
	state_category = pastoral
	local_supplies = 0.0
}
### Entity: Idea
Component: FIN_imprisoned_right_wing_leaders
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/finland.txt

Code:
FIN_imprisoned_right_wing_leaders = {
	picture = generic_prisoner
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		political_power_factor = -0.15
		war_support_factor = -0.1
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_minquan_focus
Constructs: prerequisite, limit, add_ideas, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_minquan_focus
	icon = GFX_goal_generic_neutrality_focus
	prerequisite = {
		focus = CHI_continue_the_ding_xian_experiment
	}
	x = 2
	y = 1
	relative_position_id = CHI_continue_the_ding_xian_experiment
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_idea = CHI_three_princpals_w_n_idea CHI_three_princpals_w_idea CHI_three_princpals_n_idea
				}
			}
			add_ideas = CHI_three_princpals_d_idea
		}
		ELSE_IF = {
			limit = {
				has_idea = CHI_three_princpals_n_idea
			}
			swap_ideas = {
				remove_idea = CHI_three_princpals_n_idea
				add_idea = CHI_three_princpals_n_d_idea
			}
		} {
			limit = {
				has_idea = CHI_three_princpals_w_idea
			}
			swap_ideas = {
				remove_idea = CHI_three_princpals_w_idea
				add_idea = CHI_three_princpals_w_d_idea
			}
		}
		ELSE = {
			swap_ideas = {
				remove_idea = CHI_three_princpals_w_n_idea
				add_idea = CHI_three_princpals_w_n_d_idea
			}
		}
	}
}
### Entity: Modding Documentation
Construct: num_deployed_planes
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_deployed_planes
* description: number of deployed planes
### Entity: Idea
Component: ICE_viking_spirit_odin
Constructs: research_speed_factor, stability_factor, political_power_gain, war_support_factor, removal_cost
Source: game
File: common/ideas/iceland.txt

Code:
ICE_viking_spirit_odin = {
	name = ICE_viking_spirit
	picture = ICE_the_viking_spirit
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		justify_war_goal_time = -0.1
		war_support_factor = 0.05
		stability_factor = 0.1
		research_speed_factor = 0.05
		political_power_gain = 0.15
	}
}
### Entity: Event
Component: news.700
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/r56_portugal.txt

Code:
news_event = {
	id = news.700
	title = news.700.t
	desc = news.700.d
	picture = GFX_news_event_012
	major = yes
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = news.700.o
	}
}
### Entity: Decision
Component: CHL_mapuche_nationalism_decisions
Constructs: has_completed_focus, division_template, limit, has_government, add_war_support, has_country_flag, add_stability, fire_only_once
Source: game
File: common/decisions/CHL.txt

Code:
CHL_mapuche_nationalism_decisions = {
	CHL_ibanez_ruling_by_decree_mission = {
		priority = 100
		icon = GFX_decision_eng_trade_unions_support
		available = {
			hidden_trigger = {
				always = no
			}
		}
		days_mission_timeout = 70
		fire_only_once = yes
		activation = {
			always = no
		}
		visible = {
			tag = CHL
			has_government = neutrality
			NOT = {
				has_completed_focus = CHL_avenge_the_pacification_of_araucania
			}
		}
		cancel_if_not_visible = yes
		is_good = no
		timeout_effect = {
			add_country_leader_trait = dictator
			add_political_power = -50
			add_popularity = {
				ideology = democratic
				popularity = 0.1
			}
			hidden_effect = {
				activate_mission = CHL_ibanez_seeking_foreign_investments_mission
			}
		}
	}
	CHL_ibanez_seeking_foreign_investments_mission = {
		priority = 99
		icon = GFX_decision_gre_investment_decisions
		available = {
			hidden_trigger = {
				always = no
			}
		}
		days_mission_timeout = 70
		fire_only_once = yes
		activation = {
			always = no
		}
		visible = {
			tag = CHL
			has_government = neutrality
			NOT = {
				has_completed_focus = CHL_avenge_the_pacification_of_araucania
			}
		}
		cancel_if_not_visible = yes
		is_good = no
		timeout_effect = {
			custom_effect_tooltip = CHL_ibanez_seeking_foreign_investments_tt
			hidden_effect = {
				activate_mission = CHL_ibanez_alianza_popular_libertadora_mission
			} {
				set_country_flag = CHL_ibanez_secured_foreign_support_flag
			}
		}
	}
	CHL_ibanez_alianza_popular_libertadora_mission = {
		priority = 99
		icon = GFX_decision_generic_political_discourse
		available = {
			hidden_trigger = {
				always = no
			}
		}
		days_mission_timeout = 35
		fire_only_once = yes
		activation = {
			always = no
		}
		visible = {
			tag = CHL
			has_government = neutrality
			NOT = {
				has_completed_focus = CHL_avenge_the_pacification_of_araucania
			}
		}
		cancel_if_not_visible = yes
		is_good = no
		timeout_effect = {
			add_popularity = {
				ideology = democratic
				popularity = 0.1
			} {
				ideology = neutrality
				popularity = 0.1
			}
			add_manpower = -1000
			hidden_effect = {
				activate_mission = CHL_ibanez_outlaw_socialism_mission
			}
		}
	}
	CHL_ibanez_outlaw_socialism_mission = {
		priority = 99
		icon = GFX_decision_generic_civil_support
		available = {
			hidden_trigger = {
				always = no
			}
		}
		days_mission_timeout = 35
		fire_only_once =
# ... (truncated)
### Entity: Event
Component: r56.lootbox.event.6
Constructs: is_triggered_only, limit, random_unit_leader, has_trait, add_timed_unit_leader_trait
Source: game
File: events/r56_lootbox_events.txt

Code:
country_event = {
	id = r56.lootbox.event.6
	title = r56.lootbox.event.title
	desc = r56.lootbox.event.6.description
	is_triggered_only = yes
	option = {
		name = r56.lootbox.event.option.common
		random_unit_leader = {
			limit = {
				NOT = {
					has_trait = sick
				} {
					has_trait = winter_expert
				}
			}
			add_timed_unit_leader_trait = {
				trait = sick
				days = 14
			} {
				trait = winter_expert
				days = 60
			}
		}
	}
}