#########################################################
#		Gift to the state								#
#########################################################
country_event = {
	id = 5008
	title = "EVTNAME5008"
	desc = "EVTDESC5008"
	picture = ECONOMY_eventPicture

	is_triggered_only = yes

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			adm = 4
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
	}

	option = {
		name = "EVTOPTA5008"		# Put into the treasury
		ai_chance = {
			factor = 55
			modifier = {
				factor = 0
				NOT = { num_of_cities = 5 }
			}
		}
		add_years_of_income = 0.2
	}
	option = {
		name = "EVTOPTB5008"		# Gain prestige
		ai_chance = {
			factor = 45
		}
		add_prestige = 10
	}
	option = {
		name = "personality_options.5008.c" #I'm sure I know some more people who can contribute
		highlight = yes
		trigger = {
			ruler_has_personality = well_connected_personality
		}
		required_personality = well_connected_personality
		ai_chance = {
			factor = 100
		}
		add_years_of_income = 0.2
		add_prestige = 10
	}
	option = {
		name = "personality_options.5008.dd" #We could probably make even more out of this.
		highlight = yes
		trigger = {
			ruler_has_personality = embezzler_personality
		}
		required_personality = embezzler_personality
		ai_chance = {
			factor = 100
		}
		add_years_of_income = 0.35
	}
	option = {
		name = "personality_options.5008.e" #Donate it to the poor
		highlight = yes
		trigger = {
			OR = {
				ruler_has_personality = righteous_personality
				ruler_has_personality = kind_hearted_personality
			}
		}
		required_personality = righteous_personality
		required_personality = kind_hearted_personality
		ai_chance = {
			factor = 100
		}
		add_prestige = 15
	}
}



#########################################################
#		Temporary insanity of Monarch	  				#
#########################################################
country_event = {
	id = 5014
	title = "EVTNAME5014"
	desc = "EVTDESC5014"
	picture = COURT_eventPicture
	
	is_triggered_only = yes

	trigger = {
		government = monarchy
		NOT = { adm = 2 }
		NOT = { luck = yes }
		has_regency = no
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			NOT = { advisor = statesman }
		}
		modifier = {
			factor = 0.66
			statesman = 3
		}
	}
	
	option = {
		name = "EVTOPTA5014"		# Request military guidance.
		ai_chance = { factor = 55 }
		add_prestige = -10
		add_years_of_income = -0.1
		add_army_tradition = 5
		add_navy_tradition = 5
	}
	option = {
		name = "EVTOPTB5014"		# Request administrative guidance.
		ai_chance = { factor = 45 }
		add_prestige = -10
		add_years_of_income = -0.1
		add_adm_power = 25
	}
	option = {
		name = "personality_options.5014.c"		# Luckily we're surrounded by people we can trust.
		highlight = yes
		trigger = {
			ruler_has_personality = well_advised_personality
		}
		required_personality = well_advised_personality
		ai_chance = { factor = 100 }
		add_adm_power = 25
	}
}


#########################################################
#		Excellent minister		  						#
#########################################################
country_event = {
	id = 5015
	title = "EVTNAME5015"
	desc = "EVTDESC5015"
	picture = ADVISOR_eventPicture
	
	is_triggered_only = yes

	trigger = {
		government = monarchy
		prestige = 2
		has_regency = no
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 2.0
			statesman = 3		
		}
		modifier = {
			factor = 0.66
			NOT = { advisor = statesman }
		}
	}

	option = {
		name = "EVTOPTA5015"		# Reap the administrative benefits
		ai_chance = { factor = 55 }
		add_stability_or_adm_power = yes
		add_prestige = 25
		add_adm_power = 40
	}
	option = {
		name = "EVTOPTB5015"		# Reap the military benefits
		ai_chance = { factor = 45 }
		add_army_tradition = 10
		add_navy_tradition = 10
		add_mil_power = 100
	}
	option = {
		name = "personality_options.5015.c" # Let us extend his responsibilities
		highlight = yes
		trigger = {
			ruler_has_personality = well_advised_personality
		}
		required_personality = well_advised_personality
		ai_chance = { factor = 100 }
		add_adm_power = 100
		add_mil_power = 100
		add_prestige = 25
		add_army_tradition = 10
	}
}

#########################################################
#		Scandal at the Court		  					#
#########################################################
country_event = {
	id = 5017
	title = "EVTNAME5017"
	desc = "EVTDESC5017"
	picture = COURT_eventPicture
	
	is_triggered_only = yes

	trigger = {
		num_of_royal_marriages = 2
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 0.5
			ruler_has_personality = careful_personality
		}
		modifier = {
			factor = 1.25
			OR = {
				ruler_has_personality = drunkard_personality
				ruler_has_personality = babbling_buffoon_personality
			}
		}
	}

	option = {
		name = "EVTOPTA5017"		# Take the blame and move on.
		ai_chance = {
			factor = 45
			modifier = {
				factor = 1.5
				stability = 1
			}
			modifier = {
				factor = 0.5
				NOT = { stability = 1 }
			}
		}
		if = {
			limit = { NOT = { stability = -2 } }
			add_adm_power = -100
		}		
		if = {
			limit = { stability = -2 }
			add_stability = -1
		}
	}
	option = {
		name = "EVTOPTB5017"		# Bribe an advisor to take the blame.
		ai_chance = {
			factor = 55
			modifier = {
				factor = 1.5
				NOT = { stability = 1 }
				years_of_income = 0.4
			}
		}
		add_corruption = 0.5
		reduce_meritocracy_effect = yes
		add_years_of_income = -0.2
	}
	option = {
		name = "personality_options.5017.c" #Don't Panic!
		ai_chance = { factor = 100 }
		highlight = yes
		trigger = {
			ruler_has_personality = calm_personality
		}
		required_personality = calm_personality
		add_prestige = -10
	}
	option = {
		name = "personality_options.5017.dd" #Attempt to lessen the impact
		ai_chance = { factor = 100 }
		highlight = yes
		trigger = {
			ruler_has_personality = silver_tongue_personality
		}
		required_personality = silver_tongue_personality
		add_dip_power = -25
	}
	option = {
		name = "personality_options.5017.e" #It was their fault all along.
		ai_chance = { factor = 100 }
		highlight = yes
		trigger = {
			ruler_has_personality = babbling_buffoon_personality
		}
		required_personality = babbling_buffoon_personality
		add_prestige = -5
	}
}

#########################################################
#		Wave of obscurantism						  	#
#########################################################
country_event = {
	id = 5018
	title = "EVTNAME5018"
	desc = "EVTDESC5018"
	picture = COURT_eventPicture
	
	is_triggered_only = yes

	trigger = {
		NOT = { has_country_modifier = obscurantism }
		NOT = { has_institution = enlightenment }
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			NOT = { innovativeness_ideas = 1 }
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 0.66
			advisor = natural_scientist
		}
	}

	option = {
		name = "EVTOPTA5018"		# Knowledge is power
		ai_chance = { factor = 45 }
		add_country_modifier = {
			name = "obscurantism"
			duration = 1825
		}
	}
	option = {
		name = "EVTOPTB5018"		# Ignorance is bliss
		ai_chance = { factor = 55 }
		add_prestige = -10
	}
	option = {
		name = "personality_options.5018.c"		# We must divert state resources to counteract this dark trend
		highlight = yes
		trigger = {
			OR = {
				ruler_has_personality = free_thinker_personality
				ruler_has_personality = scholar_personality
			}
		}
		required_personality = free_thinker_personality
		required_personality = scholar_personality
		add_adm_power = -5
	}
	option = {
		name = "personality_options.5018.dd"	#Let us take advantage of their ignorance.
		highlight = yes
		trigger = {
			ruler_has_personality = greedy_personality
		}
		required_personality = greedy_personality
		add_years_of_income = 0.05
	}
	option = {
		name = "personality_options.5018.f"	#
		highlight = yes
		trigger = {
			ruler_has_personality = secretive_personality
		}
		required_personality = secretive_personality
		add_prestige = 5
	}
}

#########################################################
#		Exceptional year								#
#########################################################
country_event = {
	id = 5019
	title = "EVTNAME5019"
	desc = "EVTDESC5019"
	picture = TRADEGOODS_eventPicture
	
	is_triggered_only = yes

	trigger = {
		OR = {
			advisor = treasurer
			advisor = trader
			advisor = statesman
			advisor = natural_scientist
			ruler_has_personality = midas_touched_personality
			ruler_has_personality = industrious_personality
			ruler_has_personality = entrepreneur_personality
		}
		is_year = 1450
		NOT = { is_year = 1550 }
		NOT = { has_country_modifier = exceptional_year }
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			production_efficiency = 0.5
		}
		modifier = {
			factor = 0.8
			NOT = { stability = 0 }
		}
		modifier = {
			factor = 1.25
			stability = 1
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 0.66
			is_bankrupt = yes
		}
	}

	option = {
		name = "EVTOPTA5019"		# Collect the benefits over time
		ai_chance = {
			factor = 45
			modifier = {
				factor = 2
				NOT = { num_of_cities = 8 }
			}
		}
		add_country_modifier = {
			name = "exceptional_year"
			duration = 365
		}
	}
	option = {
		name = "EVTOPTB5019"		# Take advantage of the benefits at once
		ai_chance = {
			factor = 55
			modifier = {
				factor = 0
				NOT = { num_of_cities = 8 }
			}
		}
		add_years_of_income = 0.1
	}
	option = {
		name = "personality_options.5019.c" #Invest the money in new projects
		highlight = yes
		trigger = {
			OR = {
				ruler_has_personality = entrepreneur_personality
				ruler_has_personality = industrious_personality
				ruler_has_personality = midas_touched_personality
			}
		}
		required_personality = entrepreneur_personality
		required_personality = industrious_personality
		required_personality = midas_touched_personality
		if = { #If you have more than one of these you get more than one reward
			limit = {
				ruler_has_personality = entrepreneur_personality
			}
			random_owned_province = {
				limit = {
					is_in_capital_area = yes
				}
				add_base_production = 2
			}
		}
		if = {
			limit = {
				ruler_has_personality = industrious_personality
			}
			random_owned_province = {
				limit = {
					is_in_capital_area = yes
				}
				add_base_production = 2
			}
		}
		if = {
			limit = {
				ruler_has_personality = midas_touched_personality
			}
			random_owned_province = {
				limit = {
					is_in_capital_area = yes
				}
				add_base_tax = 2
			}
		}
	}
}

# Exceptional Year
country_event = {
	id = 5020
	title = "EVTNAME5019"
	desc = "EVTDESC5019"
	picture = ECONOMY_eventPicture
	
	is_triggered_only = yes

	trigger = {
		OR = {
			advisor = treasurer
			advisor = trader
			advisor = statesman
			advisor = natural_scientist
			ruler_has_personality = midas_touched_personality
			ruler_has_personality = industrious_personality
			ruler_has_personality = entrepreneur_personality
		}
		is_year = 1550
		NOT = { is_year = 1650 }
		NOT = { has_country_modifier = exceptional_year }
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			production_efficiency = 0.5
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 0.66
			is_bankrupt = yes
		}
	}

	option = {
		name = "EVTOPTA5019"		# Collect the benefits over time
		ai_chance = {
			factor = 45
			modifier = {
				factor = 2
				NOT = { num_of_cities = 8 }
			}
		}
		add_country_modifier = {
			name = "exceptional_year"
			duration = 365
		}
	}
	option = {
		name = "personality_options.5019.dd"		# Divert even more funds to the central treasury
		highlight = yes
		trigger = {
			ruler_has_personality = embezzler_personality
		}
		required_personality = embezzler_personality
		add_years_of_income = 0.15
	}
	option = {
		name = "personality_options.5019.c" #Invest the money in new projects
		highlight = yes
		trigger = {
			OR = {
				ruler_has_personality = entrepreneur_personality
				ruler_has_personality = industrious_personality
				ruler_has_personality = midas_touched_personality
			}
		}
		required_personality = entrepreneur_personality
		required_personality = industrious_personality
		required_personality = midas_touched_personality
		if = { #If you have more than one of these you get more than one reward
			limit = {
				ruler_has_personality = entrepreneur_personality
			}
			random_owned_province = {
				limit = {
					is_in_capital_area = yes
				}
				add_base_production = 2
			}
		}
		if = {
			limit = {
				ruler_has_personality = industrious_personality
			}
			random_owned_province = {
				limit = {
					is_in_capital_area = yes
				}
				add_base_production = 2
			}
		}
		if = {
			limit = {
				ruler_has_personality = midas_touched_personality
			}
			random_owned_province = {
				limit = {
					is_in_capital_area = yes
				}
				add_base_tax = 2
			}
		}
	}
}

# Exceptional Year
country_event = {
	id = 5021
	title = "EVTNAME5019"
	desc = "EVTDESC5019"
	picture = ECONOMY_eventPicture
	
	is_triggered_only = yes

	trigger = {
		OR = {
			advisor = treasurer
			advisor = trader
			advisor = statesman
			advisor = natural_scientist
			ruler_has_personality = midas_touched_personality
			ruler_has_personality = industrious_personality
			ruler_has_personality = entrepreneur_personality
		}
		is_year = 1650
		NOT = { has_country_modifier = exceptional_year }
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			production_efficiency = 0.5
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 0.66
			is_bankrupt = yes
		}
	}

	option = {
		name = "EVTOPTA5019"		# Collect the benefits over time
		ai_chance = {
			factor = 45
			modifier = {
				factor = 2
				NOT = { num_of_cities = 8 }
			}
		}
		add_country_modifier = {
			name = "exceptional_year"
			duration = 365
		}
	}
	option = {
		name = "EVTOPTB5019"		# Take advantage of the benefits at once
		ai_chance = {
			factor = 55
			modifier = {
				factor = 0
				NOT = { num_of_cities = 8 }
			}
		}
		add_years_of_income = 0.05
	}
	option = {
		name = "personality_options.5019.dd"		# Divert even more funds to the central treasury
		highlight = yes
		trigger = {
			ruler_has_personality = embezzler_personality
		}
		required_personality = embezzler_personality
		add_years_of_income = 0.10
	}
	option = {
		name = "personality_options.5019.c" #Invest the money in new projects
		highlight = yes
		trigger = {
			OR = {
				ruler_has_personality = entrepreneur_personality
				ruler_has_personality = industrious_personality
				ruler_has_personality = midas_touched_personality
			}
		}
		required_personality = entrepreneur_personality
		required_personality = industrious_personality
		required_personality = midas_touched_personality
		if = { #If you have more than one of these you get more than one reward
			limit = {
				ruler_has_personality = entrepreneur_personality
			}
			random_owned_province = {
				limit = {
					is_in_capital_area = yes
				}
				add_base_production = 2
			}
		}
		if = {
			limit = {
				ruler_has_personality = industrious_personality
			}
			random_owned_province = {
				limit = {
					is_in_capital_area = yes
				}
				add_base_production = 2
			}
		}
		if = {
			limit = {
				ruler_has_personality = midas_touched_personality
			}
			random_owned_province = {
				limit = {
					is_in_capital_area = yes
				}
				add_base_tax = 2
			}
		}
	}
}

#########################################################
#		Rush of colonists								#
#########################################################
country_event = {
	id = 5022
	title = "EVTNAME5022"
	desc = "EVTDESC5022"
	picture = COLONIZATION_eventPicture
	
	is_triggered_only = yes

	trigger = {
		has_idea = quest_for_the_new_world
		num_of_ports = 1
		NOT =  { has_country_modifier = monetary_benefits }
		colony = 1
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			has_idea = colonial_ventures
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 0.66
			offensive_ideas = 5
		}
	}

	option = {
		name = "EVTOPTA5022"		# Gain extra colonists
		ai_chance = { factor = 45 }	
		add_country_modifier = {
			name = "colonial_enthusiasm"
			duration = 1825
		}
	}
	option = {
		name = "EVTOPTB5022"		# Receive monetary benefits
		ai_chance = { factor = 55 }
		add_country_modifier = {
			name = "monetary_benefits"
			duration = 1825
		}
	}
	option = {
		name = "personality_options.5022.c"		# Gain more extra colonists
		highlight = yes
		trigger = {
			ruler_has_personality = expansionist_personality
			NOT = { has_country_modifier = colonial_enthusiasm }
		}
		required_personality = expansionist_personality
		ai_chance = { factor = 100 }
		add_country_modifier = {
			name = "colonial_enthusiasm"
			duration = 3650
		}
	}
}

#########################################################
#		Rush of merchants								#
#########################################################
country_event = {
	id = 5023
	title = "EVTNAME5023"
	desc = "EVTDESC5023"
	picture = MERCHANTS_TALKING_eventPicture
	
	is_triggered_only = yes

	trigger = {
		advisor = trader
		NOT = {
			has_country_modifier = rush_of_merchants
		}
		NOT = {
			has_country_modifier = monetary_benefits
		}
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			trade_efficiency = 0.5
			
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 0.66
			is_bankrupt = yes
		}
	}

	option = {
		name = "EVTOPTA5023" # Gain extra merchants
		ai_chance = { factor = 45 }	
		add_country_modifier = {
			name = rush_of_merchants
			duration = 1825
		}
	}
	option = {
		name = "EVTOPTB5023" # Receive monetary benefits
		ai_chance = { factor = 55 }
		add_country_modifier = {
			name = "monetary_benefits"
			duration = 1825
		}
	}
	option = {
		name = "personality_options.5023.c" # Let us see if we can negotiate good terms for them
		ai_chance = { factor = 100 }
		highlight = yes
		trigger = {
			ruler_has_personality = charismatic_negotiator_personality
		}
		required_personality = charismatic_negotiator_personality
		add_country_modifier = {
			name = "monetary_benefits"
			duration = 3650
		}
	}
	option = {
		name = "personality_options.5023.dd" # We can support them by investing in better ships
		ai_chance = { factor = 100 }
		highlight = yes
		trigger = {
			ruler_has_personality = navigator_personality
		}
		required_personality = navigator_personality
		add_country_modifier = {
			name = rush_of_merchants
			duration = 3650
		}
	}
}

#########################################################
#		Diplomatic event		  						#
#########################################################

# Diplomatic move
country_event = {
	id = 5024
	title = "EVTNAME5024"
	desc = "EVTDESC5024"
	picture = DIPLOMACY_eventPicture
	
	is_triggered_only = yes

	trigger = {
		dip = 4
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			advisor = diplomat
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
	}

	option = {
		name = "EVTOPTA5024" # Appoint new diplomats
		ai_chance = { factor = 60 }
		add_dip_power = 30
	}	
	option = {
		name = "EVTOPTB5024" # Improve relations with neighboring states
		ai_chance = { factor = 40 }
		trigger = {
			any_known_country = {
				is_neighbor_of = ROOT
			}
		}
		add_dip_power = 10
		random_country = {
			limit = { is_neighbor_of = ROOT }
			add_opinion = { who = ROOT modifier = opinion_improved_relations }
		}
	}
	option = {
		name = "personality_options.5024.c" # Nothing is really beyond my control!
		highlight = yes
		trigger = {
			ruler_has_personality = charismatic_negotiator_personality
		}
		required_personality = charismatic_negotiator_personality
		ai_chance = { factor = 100 }
		add_dip_power = 50
	}
	option = {
		name = "personality_options.5024.dd" # We are a diplomatic superpower!
		highlight = yes
		trigger = {
			ruler_has_personality = charismatic_negotiator_personality
			any_known_country = {
				is_neighbor_of = ROOT
			}
		}
		required_personality = charismatic_negotiator_personality
		ai_chance = { factor = 100 }
		add_dip_power = 25
		every_country = {
			limit = { is_neighbor_of = ROOT }
			add_opinion = { who = ROOT modifier = opinion_good_relations }
		}
	}
}

# Excellent Diplomacy
country_event = {
	id = 5025
	title = "EVTNAME5025"
	desc = "EVTDESC5025"
	picture = DIPLOMACY_eventPicture
	
	is_triggered_only = yes

	trigger = {
		diplomat = 2
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			dip = 4
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 0.66
			NOT = { dip = 1 }
		}
	}

	option = {
		name = "EVTOPTA5025"		# Bask in the Glory
		ai_chance = {
			factor = 25
		}
		add_prestige = 10
	}
	option = {
		name = "EVTOPTB5025"		# Improve our Reputation
		ai_chance = {
			factor = 75
		}
		add_dip_power = 25
	}
	option = {
		name = "personality_options.5025.c"		# 
		highlight = yes
		trigger = {
			OR = {
				ruler_has_personality = charismatic_negotiator_personality
				ruler_has_personality = silver_tongue_personality
			}
			NOT = { has_country_modifier = excellent_diplomacy_modifier }
		}
		required_personality = charismatic_negotiator_personality
		required_personality = silver_tongue_personality
		ai_chance = {
			factor = 100
		}
		add_country_modifier = {
			name = "excellent_diplomacy_modifier"
			duration = 3650
		}
	}
}


#########################################################
#		Reformation of the Army 					  	#
#########################################################

country_event = {
	id = 5027
	title = "EVTNAME5027"
	desc = "EVTDESC5027"
	picture = REFORM_eventPicture
	
	is_triggered_only = yes

	trigger = {
		army_reformer = 2
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			mil = 4
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 0.66
			NOT = { mil = 1 }
		}
	}


	option = {
		name = "EVTOPTA5027"		# Invest in army technology
		ai_chance = { factor = 55 }
		add_mil_power = 50
	}
	option = {
		name = "EVTOPTB5027"		# Improve our existing military
		ai_chance = {
			factor = 45
			modifier = {
				factor = 2
				NOT = { army_tradition = 80 }
			}
			modifier = {
				factor = 0
				army_tradition = 90
			}
		}
		add_army_tradition = 20
	}
	option = {
		name = "personality_options.5027.c"		# Let's go with a more ambitious program for our officers.
		ai_chance = { factor = 100 }
		highlight = yes
		trigger = {
			ruler_has_personality = martial_educator_personality
		}
		required_personality = martial_educator_personality
		add_army_tradition = 35
	}
	option = {
		name = "personality_options.5027.dd"		# Technology is the future
		ai_chance = { factor = 100 }
		highlight = yes
		trigger = {
			OR = {
				ruler_has_personality = tactical_genius_personality
				ruler_has_personality = inspiring_leader_personality
			}
		}
		required_personality = tactical_genius_personality
		required_personality = inspiring_leader_personality
		add_mil_power = 75
	}
}

#########################################################
#		Reformation of the Navy 					  	#
#########################################################

country_event = {
	id = 5032
	title = "EVTNAME5032"
	desc = "EVTDESC5032"
	picture = REFORM_eventPicture
	
	is_triggered_only = yes

	trigger = {
		naval_reformer = 2
		num_of_ports = 1
		primitives = no
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			mil = 4
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 0.66
			NOT = { mil = 1 }
		}
	}

	option = {
		name = "EVTOPTA5032"		# Invest in naval technology
		ai_chance = { factor = 55 }
		add_dip_power = 50
	}
	option = {
		name = "EVTOPTB5032"		# Improve our existing navy
		ai_chance = {
			factor = 45
			modifier = {
				factor = 0
				NOT = { num_of_ports = 5 }
			}
		}
		add_navy_tradition = 20
		add_yearly_sailors = 1
	}
	option = {
		name = "personality_options.5027.c"		# Let's go with a more ambitious program for our officers.
		ai_chance = { factor = 100 }
		highlight = yes
		trigger = {
			ruler_has_personality = navigator_personality
		}
		required_personality = navigator_personality
		add_navy_tradition = 30
		add_yearly_sailors = 1.5
	}
	option = {
		name = "personality_options.5027.dd"		# Technology is the future
		ai_chance = { factor = 100 }
		highlight = yes
		trigger = {
			ruler_has_personality = expansionist_personality
		}
		required_personality = expansionist_personality
		add_dip_power = 75
	}
}


#########################################################
#		Good government policies					  	#
#########################################################

country_event = {
	id = 5040
	title = "EVTNAME5040"
	desc = "EVTDESC5040"
	picture = REFORM_eventPicture
	
	is_triggered_only = yes

	trigger = {
		adm = 5
	}
	
	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			advisor = statesman
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
	}
	
	option = {
		name = "EVTOPTA5040"		# Use the money to bring stability to our nation
		ai_chance = {
			factor = 40
			modifier = {
				factor = 2
				NOT = { stability = 0 }
			}
		}
		add_stability_or_adm_power = yes
	}
	option = {
		name = "EVTOPTB5040"		# Invest the money in our government
		ai_chance = { factor = 30 }
		add_adm_power = 25
		add_dip_power = 25
		add_mil_power = 25
	}
	option = {
		name = "EVTOPTC5040"		# Let's fill our treasury while we have their support
		ai_chance = {
			factor = 30
			modifier = {
				factor = 2
				num_of_cities = 30
			}
		}
		add_years_of_income = 0.20
	}
	option = {
		name = "personality_options.5040.a"		# Root out the corruption in our government
		highlight = yes
		trigger = {
			ruler_has_personality = incorruptible_personality
			corruption = 1
		}
		required_personality = incorruptible_personality
		add_corruption = -1
	}
	option = {
		name = "personality_options.5040.b"		# Improve the Officer Curriculum
		highlight = yes
		trigger = {
			ruler_has_personality = martial_educator_personality
		}
		required_personality = martial_educator_personality
		add_army_tradition = 10
		
	}
	option = {
		name = "personality_options.5040.c"		# Allow monarch to hold a grand feast
		highlight = yes
		trigger = {
			ruler_has_personality = drunkard_personality
			any_neighbor_country = {
				NOT = { war_with = ROOT }
			}
		}
		required_personality = drunkard_personality
		random_neighbor_country = {
			limit = { NOT = { war_with = ROOT } }
			add_opinion = {
				who = ROOT
				modifier = indulgent_feast
			}
			random_neighbor_country = {
				limit = {
					NOT = { war_with = ROOT }
					NOT = { tag = ROOT }
				}
				add_opinion = {
					who = ROOT
					modifier = indulgent_feast
				}
			}
		}
	}
	option = {
		name = "personality_options.5040.d"		# Allow Monarch to find more ways to diver funds
		highlight = yes
		trigger = {
			ruler_has_personality = embezzler_personality
		}
		required_personality = embezzler_personality
		add_years_of_income = 0.25
	}
	option = {
		name = "personality_options.5040.e"		# This is perfect for a little project of mine...
		highlight = yes
		trigger = { ruler_has_personality = obsessive_perfectionist_personality }
		required_personality = obsessive_perfectionist_personality
		add_prestige = 10
	}
}


#########################################################
#		Poor government policies	 				 	#
#########################################################

country_event = {
	id = 5045
	title = "EVTNAME5045"
	desc = "EVTDESC5045"
	picture = REFORM_eventPicture

	is_triggered_only = yes

	trigger = {
		NOT = { adm = 5 }
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 0.66
			advisor = statesman
		}
	}

	option = {
		name = "EVTOPTA5045"		# We have chosen the right path
		ai_chance = {
			factor = 5
			modifier = {
				factor = 0.5
				NOT = { stability = 0 }
			}
		}
		if = {
			limit = { NOT = { stability = -2 } }
			add_adm_power = -100
		}		
		if = {
			limit = { stability = -2 }
			add_stability = -1
		}
	}
	option = {
		name = "EVTOPTB5045"		# Attempt to improve the situation
		ai_chance = {
			factor = 5
			modifier = {
				factor = 0.5
				NOT = { years_of_income = 0.3 }
			}
		}
		add_years_of_income = -0.25
	}
	option = {
		name = "personality_options.5045.a"		# The fault lies with others
		highlight = yes
		trigger = { ruler_has_personality = naive_personality }
		required_personality = naive_personality
		add_prestige = -10
	}
}

#########################################################
#		Unhappiness among the clergy	 			 	#
#########################################################
country_event = {
	id = 5050
	title = "EVTNAME5050"
	desc = "EVTDESC5050"
	picture = DEBATE_REPUBLICAN_eventPicture
	
	is_triggered_only = yes

	trigger = {
		OR = {
			religion = catholic
			religion = orthodox
			religion_group = muslim
		}
		NOT = { tag = PAP }
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			NOT = { advisor = theologian }
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 0.66
			theologian = 3
		}
	}

	option = {
		name = "EVTOPTA5050"		# Ignore their Demands.
		ai_chance = {
			factor = 55
			modifier = {
				factor = 0.5
				prestige = 90
			}
			modifier = {
				factor = 0
				has_dlc = "The Cossacks"
				has_estate = estate_church
				NOT = {
					estate_loyalty = {
						estate = estate_church
						loyalty = 40
					}
				}
			}
		}
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_church
			}
			add_estate_loyalty = {
				estate = estate_church
				loyalty = -10
			}
		}
		if = {
			limit = {
				religion_group = muslim
			}
			add_piety = -0.1
		}
		if = {
			limit = {
				religion = catholic
			}
			add_papal_influence = -10
		}
		if = {
			limit = {
				religion = orthodox
			}
			add_patriarch_authority = -0.1
		}
		add_prestige = 10
	}
	option = {
		name = "EVTOPTB5050"		# Agree to their Demands.
		ai_chance = {
			factor = 45
			modifier = {
				factor = 0.5
				NOT = { prestige = 0 }
			}
		}
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_church
			}
			add_estate_loyalty = {
				estate = estate_church
				loyalty = 10
			}
		}
		if = {
			limit = {
				religion_group = muslim
			}
			add_piety = 0.2
		}
		if = {
			limit = {
				religion = catholic
			}
			add_papal_influence = 10
		}
		if = {
			limit = {
				religion = orthodox
			}
			add_patriarch_authority = 0.05
		}
		add_prestige = -15
	}
	option = {
		name = "personality_options.5050.a"		# Attempt to lessen the impact
		highlight = yes
		trigger = { ruler_has_personality = zealot_personality }
		required_personality = zealot_personality
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_church
			}
			add_estate_loyalty = {
				estate = estate_church
				loyalty = 5
			}
		}
		if = {
			limit = {
				religion_group = muslim
			}
			add_piety = 0.1
		}
		if = {
			limit = {
				religion = catholic
			}
			add_papal_influence = 5
		}
		if = {
			limit = {
				religion = orthodox
			}
			add_patriarch_authority = 0.025
		}
	}
	option = {
		name = "personality_options.5050.b"		# Attempt to lessen the impact
		highlight = yes
		trigger = { ruler_has_personality = pious_personality }
		required_personality = pious_personality
		add_devotion = -5
	}
}

#########################################################
#		Unhappiness among the artisans				  	#
#########################################################
country_event = {
	id = 5051
	title = "EVTNAME5051"
	desc = "EVTDESC5051"
	picture = ANGRY_MOB_eventPicture

	is_triggered_only = yes

	trigger = {	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			aristocracy_ideas = 7
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 0.66
			stability = 3
		}
	}

	option = {
		name = "EVTOPTA5051"		# Execute the troublemakers.
		ai_chance = {
			factor = 55
			modifier = {
				factor = 0.5
				NOT = { stability = 1 }
			}
			modifier = {
				factor = 0
				has_dlc = "The Cossacks"
				has_estate = estate_burghers
				NOT = {
					estate_loyalty = {
						estate = estate_burghers
						loyalty = 40
					}
				}
			}
		}
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_burghers
			}
			add_estate_loyalty = {
				estate = estate_burghers
				loyalty = -5
			}
		}
		if = {
			limit = { NOT = { stability = -2 } }
			add_adm_power = -100
		}		
		if = {
			limit = { stability = -2 }
			add_stability = -1
		}
	}
	option = {
		name = "EVTOPTB5051"		# Abolish a tax.
		ai_chance = {
			factor = 45
			modifier = {
				factor = 0.5
				NOT = { num_of_cities = 15 }
			}
			modifier = {
				factor = 0.5
				NOT = { years_of_income = 0.5 }
			}
		}
		add_years_of_income = -0.50
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_burghers
			}
			add_estate_loyalty = {
				estate = estate_burghers
				loyalty = 10
			}
		}
	}
	option = {
		name = "personality_options.5051.a"		# Crush Them!
		highlight = yes
		trigger = { ruler_has_personality = cruel_personality }
		required_personality = cruel_personality
		add_years_of_income = 0.1
		random_owned_province = {
			limit = {
				is_core = ROOT
				is_state = yes
				is_in_capital_area = yes
			}
			spawn_rebels = {
				type = anti_tax_rebels
				size = 1
			}
		}
	}
	option = {
		name = "personality_options.5051.b"		# 
		highlight = yes
		trigger = { ruler_has_personality = entrepreneur_personality }
		required_personality = entrepreneur_personality
		add_prestige = -10
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_burghers
			}
			add_estate_loyalty = {
				estate = estate_burghers
				loyalty = -2
			}
		}
	}
	option = {
		name = "personality_options.5051.c"		# They just aren't good enough
		highlight = yes
		trigger = { ruler_has_personality = obsessive_perfectionist_personality }
		required_personality = obsessive_perfectionist_personality
		add_prestige = -5
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_burghers
			}
			add_estate_loyalty = {
				estate = estate_burghers
				loyalty = -2
			}
		}
	}
}

#########################################################
#		Unhappiness among the peasantry	  				#
#########################################################
country_event = {
	id = 5052
	title = "EVTNAME5052"
	desc = "EVTDESC5052"
	picture = ANGRY_MOB_eventPicture

	is_triggered_only = yes

	trigger = {	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			has_wartaxes = yes
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 0.66
			stability = 3
			revolt_percentage = 0
		}
	}

	option = {
		name = "EVTOPTA5052"		# We rule as we see fit.
		ai_chance = {
			factor = 55
			modifier = {
				factor = 0.5
				NOT = { stability = 1 }
			}
		}
		add_prestige = 10
		if = {
			limit = { NOT = { stability = -2 } }
			add_adm_power = -100
		}		
		if = {
			limit = { stability = -2 }
			add_stability = -1
		}
	}
	option = {
		name = "EVTOPTB5052"		# Prevent the discontent from spreading.
		ai_chance = {
			factor = 45
			modifier = {
				factor = 0.5
				NOT = { years_of_income = 0.3 }
			}
		}
		add_years_of_income = -0.25
	}
	option = {
		name = "personality_options.5051.a"		# Crush Them!
		highlight = yes
		trigger = { ruler_has_personality = cruel_personality }
		required_personality = cruel_personality
		random_owned_province = {
			limit = {
				is_core = ROOT
				is_state = yes
				is_in_capital_area = yes
			}
			spawn_rebels = {
				type = anti_tax_rebels
				size = 1
			}
		}
	}
}

#########################################################
#		Unhappiness among the merchants	  				#
#########################################################
country_event = {
	id = 5053
	title = "EVTNAME5053"
	desc = "EVTDESC5053"
	picture = MERCHANTS_TALKING_eventPicture

	is_triggered_only = yes

	trigger = {
		NOT = { mercantilism = 30 }
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			government = merchant_republic
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 0.66
			advisor = trader
		}
	}

	option = {
		name = "EVTOPTA5053"		# Reduce trade investment.
		ai_chance = {
			factor = 55
			modifier = {
				factor = 0
				has_dlc = "The Cossacks"
				has_estate = estate_burghers
				NOT = {
					estate_loyalty = {
						estate = estate_burghers
						loyalty = 40
					}
				}
			}
		}
		add_dip_power = -50
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_burghers
			}
			add_estate_loyalty = {
				estate = estate_burghers
				loyalty = -10
			}
		}
	}
	option = {
		name = "EVTOPTB5053"		# Get rid of the troublemakers.
		ai_chance = { factor = 45 }
		add_mercantilism = -1
	}
	option = {
		name = "personality_options.5053.a"		# Reduce trade investment.
		highlight = yes
		trigger = { ruler_has_personality = entrepreneur_personality }
		required_personality = entrepreneur_personality
		add_dip_power = -25
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_burghers
			}
			add_estate_loyalty = {
				estate = estate_burghers
				loyalty = -5
			}
		}
	}
}

#########################################################
#		Political Crisis							  	#
#########################################################
country_event = {
	id = 5054
	title = "EVTNAME5054"
	desc = "EVTDESC5054"
	picture = LIBERUM_VETO_eventPicture
	
	is_triggered_only = yes

	trigger = {
		or = {
			government = monarchy
			government = republic
			government = dictatorship
		}
		is_lesser_in_union = no
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			revolt_percentage = 0.1
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 0.66
			advisor = statesman
		}
	}

	option = {
		name = "EVTOPTA5054"		# Given time, a solution will present itself.
		ai_chance = {
			factor = 55
			modifier = {
				factor = 0.5
				NOT = { stability = 1 }
			}
		}
		if = {
			limit = { NOT = { stability = -2 } }
			add_adm_power = -100
		}		
		if = {
			limit = { stability = -2 }
			add_stability = -1
		}
	}
	option = {
		name = "EVTOPTB5054"		# Reputation isn't everything.
		ai_chance = {
			factor = 45 
			modifier = {
				factor = 0.5
				government = republic
				NOT = { republican_tradition = 80 }
			}
			modifier = {
				factor = 0.5
				government = monarchy
				NOT = { legitimacy_or_horde_unity = 80 }
			}
		}
		add_republican_tradition = -10
		add_horde_unity = -25
		add_legitimacy = -25
		reduce_mandate_large_effect = yes
	}
	option = {
		name = "personality_options.5054.a"		# 
		highlight = yes
		trigger = { ruler_has_personality = righteous_personality }
		required_personality = righteous_personality
		add_legitimacy = -10
		add_republican_tradition = -5
		add_horde_unity = -10
		reduce_mandate_effect = yes
	}
	option = {
		name = "personality_options.5054.b"		# 
		highlight = yes
		trigger = { ruler_has_personality = just_personality }
		required_personality = just_personality
		random_list = {
			50 = {
				add_prestige = 5
			}
			50 = {
				add_republican_tradition = -10
				add_horde_unity = -25
				add_legitimacy = -25
				reduce_mandate_large_effect = yes
			}
		}
	}
}

#########################################################
#			Corruption								 	#
#########################################################
country_event = {
	id = 5055
	title = "EVTNAME5055"
	desc = "EVTDESC5055"
	picture = ELECTION_REPUBLICAN_eventPicture

	is_triggered_only = yes
	
	trigger = {}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			num_of_loans = 1
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 0.66
			advisor = treasurer
		}
	}

	option = {
		name = "EVTOPTA5055"		# Try to eradicate the problems.
		ai_chance = {
			factor = 55
			modifier = {
				factor = 0.5
				NOT = { stability = 1 }
			}
		}
		if = {
			limit = { NOT = { stability = -2 } }
			add_adm_power = -100
		}		
		if = {
			limit = { stability = -2 }
			add_stability = -1
		}
	}
	option = {
		name = "EVTOPTB5055"		# Ignore them.
		ai_chance = {
			factor = 45
			modifier = {
				factor = 0.5
				corruption = 10
			}
		}
		add_corruption = 1
	}
	option = {
		name = "personality_options.5055.a"		# Deal with any visible signs of this
		highlight = yes
		trigger = {
			ruler_has_personality = embezzler_personality
		}
		required_personality = embezzler_personality
		add_prestige = 5
	}
	option = {
		name = "personality_options.5055.b"		# Replace certain high-ranking officials
		highlight = yes
		trigger = { ruler_has_personality = incorruptible_personality }
		required_personality = incorruptible_personality
		add_adm_power = -25
	}
}


#########################################################
#		Diplomatic insult		 					 	#
#########################################################
country_event = {
	id = 5056
	title = "EVTNAME5056"
	desc = "EVTDESC5056"
	picture = DIPLOMACY_eventPicture

	is_triggered_only = yes

	trigger = {
		any_neighbor_country = {
			is_at_war = no
		}
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 0.66
			dip = 5
		}
	}

	option = {
		name = "EVTOPTA5056" # We won't forget this.
		ai_chance = { factor = 55 }
		random_country = {
			limit = { is_neighbor_of = ROOT  }
			reverse_add_casus_belli = {	
				target = ROOT
				type = cb_insult
				months = 12
			}
		}
	}
	option = {
		name = "EVTOPTB5056" # Try to ease the tension.
		ai_chance = { factor = 45 }
		every_neighbor_country = {
			limit = { is_at_war = no }
			add_opinion = { who = ROOT modifier = opinion_eased_tension }
		}
	}
	option = {
		name = "personality_options.5056.a" # Try to ease the tension.
		highlight = yes
		trigger = { ruler_has_personality = silver_tongue_personality }
		required_personality = silver_tongue_personality
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_burghers
			}
			add_estate_loyalty = {
				estate = estate_burghers
				loyalty = 10
			}
		}
		add_prestige = 5
		every_neighbor_country = {
			limit = { is_at_war = no }
			add_opinion = { who = ROOT modifier = opinion_more_eased_tension }
		}
	}
}

#########################################################
#			Nobles									  	#
#########################################################
country_event = {
	id = 5058
	title = "EVTNAME5058"
	desc = "EVTDESC5058"
	picture = COURT_eventPicture

	is_triggered_only = yes

	trigger = {
		NOT = { has_country_modifier = disorder }
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			adm = 4
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 0.66
			OR = {
				government = merchant_republic
				government = administrative_republic
				government = constitutional_republic
				government = papal_government
				government = tribal_federation 
				government = tribal_democracy
			}
		}
	}

	option = {
		name = "EVTOPTA5058"		# Accept their rightful claims.
		ai_chance = {
			factor = 55
			modifier = {
				factor = 1.5
				prestige = 0.2
			}
		}
		add_prestige = -10
	}
	option = {
		name = "EVTOPTB5058"		# Ignore their demands.
		ai_chance = {
			factor = 45
			modifier = {
				factor = 0.5
				unrest = 5
			}
			modifier = {
				factor = 0
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
				NOT = {
					estate_loyalty = {
						estate = estate_nobles
						loyalty = 40
					}
				}
			}
		}
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
			}
			add_estate_loyalty = {
				estate = estate_nobles
				loyalty = -5
			}
		}
		add_country_modifier = {
			name = "disorder"
			duration = 3650
		}
	}
	option = {
		name = "personality_options.5058.a"		# Crush Them!
		highlight = yes
		trigger = { ruler_has_personality = cruel_personality }
		required_personality = cruel_personality
		add_prestige = 10
		random_owned_province = {
			limit = {
				is_core = ROOT
				is_state = yes
				is_in_capital_area = yes
			}
			spawn_rebels = {
				type = noble_rebels
				size = 1
			}
		}
	}
	option = {
		name = "personality_options.5058.b"		# They never had those rights to begin with.
		highlight = yes
		trigger = { ruler_has_personality = lawgiver_personality }
		required_personality = lawgiver_personality
		add_prestige = -5
		add_legitimacy = 5
	}
}

#########################################################
#		Trading Company Disaster					 	#
#########################################################
country_event = {
	id = 5059
	title = "EVTNAME5059"
	desc = "EVTDESC5059"
	picture = MERCHANTS_TALKING_eventPicture

	is_triggered_only = yes

	trigger = {
		is_year = 1700
		religion_group = christian
		NOT = { has_country_modifier = trade_disaster }
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			NOT = { trade_efficiency = 0.5 }
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 0.66
			trade_efficiency = 0.6
		}
	}

	option = {
		name = "EVTOPTA5059"		# Cut down on our expenses
		ai_chance = {
			factor = 55
			modifier = {
				factor = 0
				has_dlc = "The Cossacks"
				has_estate = estate_burghers
				NOT = {
					estate_loyalty = {
						estate = estate_burghers
						loyalty = 40
					}
				}
			}
		}
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_burghers
			}
			add_estate_loyalty = {
				estate = estate_burghers
				loyalty = -10
			}
		}
		add_country_modifier = {
			name = "trade_disaster"
			duration = 365
		}
	}
	option = {
		name = "EVTOPTB5059"		# This isn't anything we can't handle.
		ai_chance = {
			factor = 45
			modifier = {
				factor = 0.5
				NOT = { years_of_income = 0.15 }
			}
		}
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_burghers
			}
			add_estate_loyalty = {
				estate = estate_burghers
				loyalty = 10
			}
		}
		add_years_of_income = -0.1
	}
	option = {
		name = "personality_options.5059.a"		# You win some, you lose some
		highlight = yes
		trigger = { ruler_has_personality = entrepreneur_personality }
		required_personality = entrepreneur_personality
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_burghers
			}
			add_estate_loyalty = {
				estate = estate_burghers
				loyalty = 10
			}
		}
		add_years_of_income = -0.05
	}
}

#########################################################
#			Meteor sighted							  	#
#########################################################
country_event = {
	id = 5060
	title = "EVTNAME5060"
	desc = "EVTDESC5060"
	picture = COMET_SIGHTED_eventPicture
	
	is_triggered_only = yes

	trigger = {}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 0.1
			OR = {
				has_idea = comets
				ruler_has_personality = scholar_personality
			}
		}
		
		modifier = {
			factor = 0.5
			natural_scientist = 1
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 1.1
			stability = 2
		}
		modifier = {
			factor = 1.1
			stability = 3
		}
	}
	
	option = {
		name = "personality_options.5060.a"		# Fascinating!
		ai_chance = {
			factor = 1
		}
		highlight = yes
		trigger = {
			ruler_has_personality = scholar_personality
		}
		required_personality = scholar_personality
		add_adm_power = 20
	}
	
	option = {
		name = "EVTOPTA5060"		# It's an omen
		if = {
			limit = { NOT = { stability = -2 } }
			add_adm_power = -100
		}		
		if = {
			limit = { stability = -2 }
			add_stability = -1
		}
	}
	option = {
		name = "EVTOPTB5060"		# The end is nigh!
		if = {
			limit = { NOT = { stability = -2 } }
			add_adm_power = -100
		}		
		if = {
			limit = { stability = -2 }
			add_stability = -1
		}
	}
	option = {
		name = "EVTOPTC5060"		# The economy, fools!
		if = {
			limit = { NOT = { stability = -2 } }
			add_adm_power = -100
		}		
		if = {
			limit = { stability = -2 }
			add_stability = -1
		}
	}
	option = {
		name = "EVTOPTE5060"		# I wish I lived in more enlightened times.
		if = {
			limit = { NOT = { stability = -2 } }
			add_adm_power = -100
		}		
		if = {
			limit = { stability = -2 }
			add_stability = -1
		}
	}
	option = {
		name = "EVTOPTF5060"		# Sacrifice a human heart to appease the comet!
		trigger = {
			religion_group = pagan
		}
		if = {
			limit = { NOT = { stability = -2 } }
			add_adm_power = -100
		}		
		if = {
			limit = { stability = -2 }
			add_stability = -1
		}
	}
	option = {
		name = "EVTOPTG5060"		# If only we had comet sense!
		if = {
			limit = { NOT = { stability = -2 } }
			add_adm_power = -100
		}		
		if = {
			limit = { stability = -2 }
			add_stability = -1
		}
	}
	option = {
		name = "EVTOPTH5060"		# Oh comet, devil's kith and kin...
		trigger = {
			NOT = { religion_group = pagan }
		}		
		if = {
			limit = { NOT = { stability = -2 } }
			add_adm_power = -100
		}		
		if = {
			limit = { stability = -2 }
			add_stability = -1
		}
	}		
}

#########################################################
#		Saint performs miracle						  	#
#########################################################
country_event = {
	id = 5061
	title = "EVTNAME5061"
	desc = "EVTDESC5061"
	picture = POPE_PREACHING_eventPicture

	is_triggered_only = yes

	trigger = {
		NOT = { is_year = 1700 }
		religion = catholic
		NOT = { stability = 2 }
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			NOT = { innovativeness_ideas = 2 }
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 0.66
			innovativeness_ideas = 6
		}
	}

	option = {
		name = "EVTOPTA5061"		# We have truly been blessed
		ai_chance = {
			factor = 55
		}
		add_stability_or_adm_power = yes
		add_reform_desire = 0.005
	}
	option = {
		name = "EVTOPTB5061"		# Their actions have shown us the true path
		ai_chance = { factor = 45 }
		trigger = { NOT = { tag = PAP } }
		add_papal_influence = 20
	}
	option = {
		name = "personality_options.5061.a"		# Exploit the Pilgrims
		highlight = yes
		trigger = { ruler_has_personality = sinner_personality }
		required_personality = sinner_personality
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_church
			}
			add_estate_loyalty = {
				estate = estate_church
				loyalty = -5
			}
		}
		add_years_of_income = 0.5
		add_reform_desire = 0.005
	}
}

#########################################################
#		Nobles ally with foreign power				  	#
#########################################################
country_event = {
	id = 5064
	title = "EVTNAME5064"
	desc = "EVTDESC5064"
	picture = DIPLOMACY_eventPicture

	is_triggered_only = yes

	trigger = {
		capital_scope = { continent = europe }
		NOT = { dip = 4 }
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			NOT = { economic_ideas = 2 }
		}
		modifier = {
			factor = 1.25
			NOT = { stability = 0 }
		}
		modifier = {
			factor = 0.8
			stability = 1
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 0.66
			OR = {
				government = merchant_republic
				government = administrative_republic
				government = constitutional_republic
				government = papal_government
				government = tribal_federation 
				government = tribal_democracy
			}
		}
	}

	option = {
		name = "EVTOPTA5064"		# They will pay for their treachery
		ai_chance = {
			factor = 55
			modifier = {
				factor = 0
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
				NOT = {
					estate_loyalty = {
						estate = estate_nobles
						loyalty = 40
					}
				}
			}
		}
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
			}
			add_estate_loyalty = {
				estate = estate_nobles
				loyalty = -10
			}
		}
		random_country = {
			limit = { is_neighbor_of = ROOT }
			reverse_add_casus_belli = {	
				target = ROOT
				type = cb_insult
				months = 12
			}
		}
		add_adm_power = -33
	}
	option = {
		name = "EVTOPTB5064"		# We'll deal with them later
		ai_chance = {
			factor = 45
			modifier = {
				factor = 1.5
				prestige = 35
			}
		}
		add_prestige = -15
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
			}
			add_estate_loyalty = {
				estate = estate_nobles
				loyalty = 10
			}
		}
	}
	option = {
		name = "personality_options.5064.a"		# Attempt to intimidate them into submission
		highlight = yes
		trigger = { ruler_has_personality = malevolent_personality }
		required_personality = malevolent_personality
		add_prestige = -5
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
			}
			add_estate_loyalty = {
				estate = estate_nobles
				loyalty = 5
			}
		}
	}
}

#########################################################
#			Assassination							  	#
#########################################################
country_event = {
	id = 5065
	title = "EVTNAME5065"
	desc = "EVTDESC5065"
	picture = ASSASSINATION_eventPicture

	is_triggered_only = yes

	trigger = {
		government = monarchy
		NOT = { dip = 3 }
		is_free_or_tributary_trigger = yes
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			aristocracy_ideas = 5
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 0.66
			advisor = statesman
		}
	}

	option = {
		name = "EVTOPTA5065"		# Let them solve it among themselves.
		ai_chance = {
			factor = 55
			modifier = {
				factor = 0.5
				NOT = { legitimacy_or_horde_unity = 70 }
			}
		}
		add_legitimacy = -15
		add_horde_unity = -15
		reduce_mandate_effect = yes
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
			}
			add_estate_loyalty = {
				estate = estate_nobles
				loyalty = 10
			}
		}
	}
	option = {
		name = "EVTOPTB5065"		# Take control of the situation
		ai_chance = {
			factor = 45
			modifier = {
				factor = 0
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
				NOT = {
					estate_loyalty = {
						estate = estate_nobles
						loyalty = 40
					}
				}
			}
		}
		add_adm_power = -50
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
			}
			add_estate_loyalty = {
				estate = estate_nobles
				loyalty = -10
			}
		}
	}
	option = {
		name = "personality_options.5065.a"		# Take control of the situation
		highlight = yes
		trigger = { ruler_has_personality = cruel_personality }
		required_personality = cruel_personality
		add_legitimacy = 5
		add_horde_unity = 5
		add_mandate_effect = yes
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
			}
			add_estate_loyalty = {
				estate = estate_nobles
				loyalty = 10
			}
		}
	}
	option = {
		name = "personality_options.5065.b"		# Settle the conflict
		highlight = yes
		trigger = { ruler_has_personality = just_personality }
		required_personality = just_personality
		add_adm_power = -25
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
			}
			add_estate_loyalty = {
				estate = estate_nobles
				loyalty = 10
			}
		}
	}
}

#########################################################
#	Cessation of Church Functions to Nobility			#
#########################################################
country_event = {
	id = 5066
	title = "EVTNAME5066"
	desc = "EVTDESC5066"
	picture = POPE_PREACHING_eventPicture

	is_triggered_only = yes

	trigger = {
		religion = catholic
		NOT = { has_country_modifier = church_functions }
		NOT = { tag = PAP }
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			OR = {
				num_of_loans = 2
				is_bankrupt = yes
			}
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 0.66
			advisor = treasurer
		}
	}

	option = {
		name = "EVTOPTA5066"		# Accept
		ai_chance = {
			factor = 55
			modifier = {
				factor = 0.25
				has_dlc = "The Cossacks"
				has_estate = estate_church
				NOT = {
					estate_loyalty = {
						estate = estate_church
						loyalty = 40
					}
				}
			}
		}
		add_years_of_income = 0.50
		add_country_modifier = {
			name = "church_functions"
			duration = 7300
		}
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_church
			}
			add_estate_loyalty = {
				estate = estate_church
				loyalty = -10
			}
		}
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
			}
			add_estate_loyalty = {
				estate = estate_nobles
				loyalty = 10
			}
		}
		
	}
	option = {
		name = "EVTOPTB5066"		# Decline
		ai_chance = {
			factor = 45
			modifier = {
				factor = 0.25
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
				NOT = {
					estate_loyalty = {
						estate = estate_nobles
						loyalty = 40
					}
				}
			}
		}
		add_stability_or_adm_power = yes
		add_papal_influence = -20
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_church
			}
			add_estate_loyalty = {
				estate = estate_church
				loyalty = 10
			}
		}
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
			}
			add_estate_loyalty = {
				estate = estate_nobles
				loyalty = -10
			}
		}
	}
	option = {
		name = "personality_options.5066.a"		# The only problem here is that our prices are too low.
		highlight = yes
		trigger = { ruler_has_personality = sinner_personality }
		required_personality = sinner_personality
		add_years_of_income = 0.65
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_church
			}
			add_estate_loyalty = {
				estate = estate_church
				loyalty = -10
			}
		}
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
			}
			add_estate_loyalty = {
				estate = estate_nobles
				loyalty = 10
			}
		}
	}
}


#########################################################
#		Sale of offices									#
#########################################################
country_event = {
	id = 5068
	title = "EVTNAME5068"
	desc = "EVTDESC5068"
	picture = ECONOMY_eventPicture

	is_triggered_only = yes

	trigger = {
		OR = {
			num_of_loans = 25
			is_bankrupt = yes
		}
		NOT = { has_country_modifier = reduced_taxes_off }
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			is_at_war = yes
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 0.66
			advisor = treasurer
		}
	}

	option = {
		name = "EVTOPTA5068"		# Accept
		ai_chance = {
			factor = 65
			modifier = {
				factor = 1.5
				NOT = {
					years_of_income = 0.2
				}
			}
		}
		add_years_of_income = 1
		add_country_modifier = {
			name = "reduced_taxes_off"	
			duration = 7300
		}
	}
	option = {
		name = "EVTOPTB5068"		# Decline
		ai_chance = {
			factor = 35
			modifier = {
				factor = 2
				NOT = { stability = 1 }
			}
		}
		add_stability_or_adm_power = yes
		add_prestige = 10
	}
	option = {
		name = "personality_options.5068.a"		# We must be better at hiding our tracks
		highlight = yes
		trigger = {
			ruler_has_personality = embezzler_personality
		}
		required_personality = embezzler_personality
		add_years_of_income = 1
	}
}

#########################################################
#		Monopoly company formed							#
#########################################################
country_event = {
	id = 5070
	title = "EVTNAME5070"
	desc = "EVTDESC5070"
	picture = MERCHANTS_TALKING_eventPicture

	is_triggered_only = yes

	trigger = {
		NOT = {mercantilism = 50 }
		NOT = { has_country_modifier = trade_income_increase }
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			trade_efficiency = 0.6
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 0.66
			NOT = { trade_efficiency = 0.5 }
		}
	}

	option = {
		name = "EVTOPTA5070"		# Make a long-term investment
		ai_chance = { factor = 55 }
		add_country_modifier = {
			name = "trade_income_increase"
			duration = 3650
		}		
		add_dip_power = 50
	}
	option = {
		name = "EVTOPTB5070"		# Demand payment in full
		ai_chance = { factor = 45 }
		add_years_of_income = 1
	}
	option = {
		name = "personality_options.5068.a"		# We must be better at hiding our tracks
		highlight = yes
		trigger = {
			ruler_has_personality = embezzler_personality
		}
		required_personality = embezzler_personality
		add_years_of_income = 1.5
	}
}

#########################################################
#	Nobles demand increased pensions					#
#########################################################
country_event = {
	id = 5071
	title = "EVTNAME5071"
	desc = "EVTDESC5071"
	picture = ECONOMY_eventPicture

	is_triggered_only = yes

	trigger = {
		OR = {
			government = monarchy
			government = noble_republic
		}
		NOT = {
			has_country_modifier = tax_income_loss
		}
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			NOT = { stability = 0 }
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 0.66
			stability = 3
		}
	}

	option = {
		name = "EVTOPTA5071"		# Accept their demands.
		ai_chance = { factor = 55 }
		add_country_modifier = {
			name = "tax_income_loss"
			duration = 7300
		}
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
			}
			add_estate_loyalty = {
				estate = estate_nobles
				loyalty = 10
			}
		}
	}
	option = {
		name = "EVTOPTB5071"		# Refuse their demands.
		ai_chance = {
			factor = 45
			modifier = {
				factor = 1.5
				NOT = { stability = 1 }
			}
			modifier = {
				factor = 0
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
				NOT = {
					estate_loyalty = {
						estate = estate_nobles
						loyalty = 40
					}
				}
			}
		}
		if = {
			limit = { NOT = { stability = -2 } }
			add_adm_power = -100
		}		
		if = {
			limit = { stability = -2 }
			add_stability = -1
		}
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
			}
			add_estate_loyalty = {
				estate = estate_nobles
				loyalty = -10
			}
		}
	}
	option = {
		name = "personality_options.5071.a"		# Negotiate a better deal
		highlight = yes
		trigger = { ruler_has_personality = charismatic_negotiator_personality }
		required_personality = charismatic_negotiator_personality
		add_country_modifier = {
			name = "tax_income_loss"
			duration = 5475
		}
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
			}
			add_estate_loyalty = {
				estate = estate_nobles
				loyalty = 10
			}
		}
	}
}

#########################################################
#		Grant export licences							#
#########################################################
country_event = {
	id = 5072
	title = "EVTNAME5072"
	desc = "EVTDESC5072"
	picture = ECONOMY_eventPicture

	is_triggered_only = yes

	trigger = {
		is_lesser_in_union = no
		NOT = { has_country_modifier = tax_income_boost }
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			trader = 2
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 0.66
			NOT = { advisor = trader }
		}
	}

	option = {
		name = "EVTOPTA5072" # Grant privileges
		ai_chance = {
			factor = 55
			modifier = {
				factor = 1.5
				legitimacy_or_horde_unity = 90
			}
			modifier = {
				factor = 0.5
				government = steppe_horde
				NOT = { legitimacy_or_horde_unity = 50 }
			}
			modifier = {
				factor = 0.5
				government = republic
				NOT = { republican_tradition = 60 }
			}
			modifier = {
				factor = 0.25
				has_dlc = "The Cossacks"
				has_estate = estate_burghers
				NOT = {
					estate_loyalty = {
						estate = estate_burghers
						loyalty = 40
					}
				}
			}
		}
		random_country = {
			limit = { is_neighbor_of = ROOT }
			add_opinion = { who = ROOT modifier = opinion_granted_privileges }
		}
		add_legitimacy = -10
		add_horde_unity = -10
		add_republican_tradition = -5
		add_devotion = -5
		reduce_mandate_effect = yes
		add_country_modifier = {
			name = "tax_income_boost"
			duration = 7300
		}
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
			}
			add_estate_loyalty = {
				estate = estate_nobles
				loyalty = 10
			}
		}
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_burghers
			}
			add_estate_loyalty = {
				estate = estate_burghers
				loyalty = -10
			}
		}
	}
	option = {
		name = "EVTOPTB5072" # Privileges have to be earned
		ai_chance = {
			factor = 45
			modifier = {
				factor = 1.5
				government = monarchy
				NOT = { legitimacy_or_horde_unity = 60 }
			}
			modifier = {
				factor = 0.25
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
				NOT = {
					estate_loyalty = {
						estate = estate_nobles
						loyalty = 40
					}
				}
			}
		}
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
			}
			add_estate_loyalty = {
				estate = estate_nobles
				loyalty = -10
			}
		}
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_burghers
			}
			add_estate_loyalty = {
				estate = estate_burghers
				loyalty = 10
			}
		}
		add_legitimacy = 10
		add_devotion = 5
		add_horde_unity = 5
		add_republican_tradition = 5
		add_mandate_effect = yes
		random_country = {
			limit = { is_neighbor_of = ROOT }
			add_opinion = { who = ROOT modifier = opinion_not_grant_privileges }
		}					
	}
}

#########################################################
#		Establish Cantonments							#
#########################################################
country_event = {
	id = 5074
	title = "EVTNAME5074"
	desc = "EVTDESC5074"
	picture = LAND_MILITARY_eventPicture

	is_triggered_only = yes

	trigger = {
		is_year = 1600
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 0.66
			NOT = { mil = 1 }
		}
	}

	option = {
		name = "EVTOPTA5074"		# Draft citizens
		ai_chance = {
			factor = 50
			modifier = {
				factor = 0.1
				NOT = { treasury = 200 }
			}
		}
		random_owned_province = {
			add_base_manpower = 1
		}
	}
	option = {
		name = "EVTOPTB5074"		# Mass draft with financial incentive
		ai_chance = {
			factor = 50
			modifier = {
				factor = 1.5
				NOT = { treasury = 100 }
			}
		}
		add_treasury = -60
		random_owned_province = {
			add_base_manpower = 2
		}
	}
}

#########################################################
#		Nobles demand old rights						#
#########################################################
country_event = {
	id = 5075
	title = "EVTNAME5075"
	desc = "EVTDESC5075"
	picture = COURT_eventPicture

	is_triggered_only = yes

	trigger = {
		government = monarchy
		num_of_cities = 2
		NOT = { has_country_modifier = old_rights_granted_to_nobility }
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			NOT = { adm = 1 }
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 0.66
			adm = 5
		}
	}

	option = {
		name = "EVTOPTA5075"		# Accept demands.
		ai_chance = {
			factor = 50
		}
		add_country_modifier = {
			name = "old_rights_granted_to_nobility"
			duration = 3650
		}
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
			}
			add_estate_loyalty = {
				estate = estate_nobles
				loyalty = 10
			}
		}
	}
	option = {
		name = "EVTOPTB5075"		# Reject demands.
		ai_chance = {
			factor = 50
			modifier = {
				factor = 0.5
				NOT = { stability = 1 }
			}
			modifier = {
				factor = 0
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
				NOT = {
					estate_loyalty = {
						estate = estate_nobles
						loyalty = 40
					}
				}
			}
		}
		if = {
			limit = { stability = -2 }
			add_stability = -1
		}
		if = {
			limit = { NOT = { stability = -2 } }
			add_adm_power = -100
		}
	}
	option = {
		name = "personality_options.5075.a"		# create a new set of rights
		highlight = yes
		trigger = { ruler_has_personality = lawgiver_personality }
		required_personality = lawgiver_personality
		add_adm_power = -25
	}
}

#########################################################
#		Cities demand old rights						#
#########################################################
country_event = {
	id = 5076
	title = "EVTNAME5076"
	desc = "EVTDESC5076"
	picture = COURT_eventPicture

	is_triggered_only = yes

	trigger = {
		OR = {
			government = monarchy
			government = republic
			government = theocracy
		}
		is_lesser_in_union = no
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			revolt_percentage = 0.1
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 0.66
			stability = 3
		}
	}

	option = {
		name = "EVTOPTA5076"		# Deny old rights
		ai_chance = {
			factor = 55
			modifier = {
				factor = 0.5
				NOT = { stability = 1 }
			}
			modifier = {
				factor = 0
				has_dlc = "The Cossacks"
				has_estate = estate_burghers
				NOT = {
					estate_loyalty = {
						estate = estate_burghers
						loyalty = 40
					}
				}
			}
		}
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_burghers
			}
			add_estate_loyalty = {
				estate = estate_burghers
				loyalty = -10
			}
		}
		if = {
			limit = { NOT = { stability = -2 } }
			add_adm_power = -100
		}		
		if = {
			limit = { stability = -2 }
			add_stability = -1
		}
	}
	option = {
		name = "EVTOPTB5076"		# Accept
		ai_chance = {
			factor = 45
			modifier = {
				factor = 0.5
				government = monarchy
				NOT = { legitimacy_or_horde_unity = 70 }
			}
			modifier = {
				factor = 0.5
				government = republic
				NOT = { republican_tradition = 70 }
			}
			modifier = {
				factor = 0.5
				government = theocracy
				NOT = { prestige = 25 }
			}
		}
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_burghers
			}
			add_estate_loyalty = {
				estate = estate_burghers
				loyalty = 10
			}
		}
		add_legitimacy = -20
		add_horde_unity = -20
		add_republican_tradition = -10
		add_devotion = -10
		reduce_mandate_effect = yes
	}
	option = {
		name = "personality_options.5075.a"		# create a new set of rights
		highlight = yes
		trigger = { ruler_has_personality = lawgiver_personality }
		required_personality = lawgiver_personality
		add_adm_power = -25
	}
}

#########################################################
#		Non-enforcement of ordinances					#
#########################################################
country_event = {
	id = 5077
	title = "EVTNAME5077"
	desc = "EVTDESC5077"
	picture = REFORM_eventPicture
	
	is_triggered_only = yes
	
	trigger = { num_of_cities = 2 }

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 1.25
			NOT = { stability = 0 }
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 0.8
			stability = 1
		}
	}

	option = {
		name = "EVTOPTA5077"		# Let them handle it
		ai_chance = { factor = 25 }
		random_owned_province = {
			limit = {
				is_capital = no
			}
			add_local_autonomy = 15
		}
	}
	option = {
		name = "EVTOPTB5077"		# Increase attempts
		ai_chance = { factor = 100 }
		add_adm_power = -50
	}
	option = {
		name = "personality_options.5077.a"		# 
		highlight = yes
		trigger = { ruler_has_personality = lawgiver_personality }
		required_personality = lawgiver_personality
		add_adm_power = -25
	}
}


#########################################################
#		Bourgeoisie request privileges					#
#########################################################
country_event = {
	id = 5082
	title = "EVTNAME5082"
	desc = "EVTDESC5082"
	picture = DEBATE_REPUBLICAN_eventPicture

	is_triggered_only = yes

	trigger = {	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 1.25
			NOT = { government = merchant_republic }
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 0.66
			stability = 3
		}
	}

	option = {
		name = "EVTOPTA5082"		# Grant them privileges
		ai_chance = {
			factor = 55
			modifier = {
				factor = 0.25
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
				NOT = {
					estate_loyalty = {
						estate = estate_nobles
						loyalty = 40
					}
				}
			}
		}
		add_adm_power = -50
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_burghers
			}
			add_estate_loyalty = {
				estate = estate_burghers
				loyalty = 10
			}
		}
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
			}
			add_estate_loyalty = {
				estate = estate_nobles
				loyalty = -10
			}
		}
	}
	option = {
		name = "EVTOPTB5082"		# Deny them privileges
		ai_chance = {
			factor = 45
			modifier = {
				factor = 0.25
				has_dlc = "The Cossacks"
				has_estate = estate_burghers
				NOT = {
					estate_loyalty = {
						estate = estate_burghers
						loyalty = 40
					}
				}
			}
		}
		add_dip_power = -50
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_burghers
			}
			add_estate_loyalty = {
				estate = estate_burghers
				loyalty = -10
			}
		}
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
			}
			add_estate_loyalty = {
				estate = estate_nobles
				loyalty = 10
			}
		}
	}
	option = {
		name = "personality_options.5082.a"		#
		highlight = yes
		trigger = {
			OR = {
				ruler_has_personality = charismatic_negotiator_personality
				ruler_has_personality = silver_tongue_personality
			}
		}
		required_personality = charismatic_negotiator_personality
		required_personality = silver_tongue_personality
		add_adm_power = -20
		add_dip_power = -20
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_burghers
			}
			add_estate_loyalty = {
				estate = estate_burghers
				loyalty = 5
			}
		}
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
			}
			add_estate_loyalty = {
				estate = estate_nobles
				loyalty = 5
			}
		}
	}
}

#########################################################
#		Italian engineer available						#
#########################################################
country_event = {
	id = 5083
	title = "EVTNAME5083"
	desc = "EVTDESC5083"
	picture = ADVISOR_eventPicture

	is_triggered_only = yes

	trigger = {
		capital_scope = { continent = europe }
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			defensive_ideas = 5
		}
		modifier = {
			factor = 0.66
			offensive_ideas = 5
		}
	}

	option = {
		name = "EVTOPTA5083"		# Hire the engineer
		ai_chance = {
			factor = 55
			modifier = {
				factor = 0.5
				NOT = { years_of_income = 0.2 }
			}
		}
		add_mil_power = 40
		add_years_of_income = -0.15
	}
	option = {
		name = "EVTOPTB5083"		# Decline the offer
		ai_chance = { factor = 45 }
		add_prestige = -10
	}
	option = {
		name = "personality_options.5083.a"		# Renegotiate his price
		highlight = yes
		trigger = {
			ruler_has_personality = fierce_negotiator_personality
		}
		required_personality = fierce_negotiator_personality
		add_mil_power = 40
		add_years_of_income = -0.1
	}
}

#########################################################
#	Foreign drill instructor available					#
#########################################################
country_event = {
	id = 5084
	title = "EVTNAME5084"
	desc = "EVTDESC5084"
	picture = ADVISOR_eventPicture

	is_triggered_only = yes

	trigger = {
		capital_scope = { continent = europe }
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			army_reformer = 3
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 0.66
			NOT = { advisor = army_reformer }
		}
	}

	option = {
		name = "EVTOPTA5084"		# Hire him
		ai_chance = {
			factor = 55
			modifier = {
				factor = 0.5
				NOT = { years_of_income = 0.3 }
			}
			modifier = {
				factor = 0.5
				army_tradition = 90
			}
		}
		add_army_tradition = 20
		add_years_of_income = -0.25
	}
	option = {
		name = "EVTOPTB5084"		# Decline the offer
		ai_chance = { factor = 45 }
		add_prestige = -10
	}
	option = {
		name = "personality_options.5083.a"		# Renegotiate his price
		highlight = yes
		trigger = {
			ruler_has_personality = fierce_negotiator_personality
		}
		required_personality = fierce_negotiator_personality
		add_army_tradition = 20
		add_years_of_income = -0.15
	}
}

#########################################################
#		Build a great palace							#
#########################################################
country_event = {
	id = 5085
	title = "EVTNAME5085"
	desc = "EVTDESC5085"
	picture = FORT_eventPicture
	
	is_triggered_only = yes

	trigger = {
		government = monarchy
		is_lesser_in_union = no
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			artist = 3
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 0.66
			NOT = { advisor = artist }
		}
	}

	option = {
		name = "EVTOPTA5085" # Build the Palace
		ai_chance = {
			factor = 40
			modifier = {
				factor = 0.5
				NOT = { years_of_income = 0.3 }
			}
			modifier = {
				factor = 1.5
				NOT = { legitimacy_or_horde_unity = 60 }
			}
		}
		add_prestige = 10
		add_legitimacy = 20
		add_horde_unity = 20
		add_mandate_effect = yes
		add_years_of_income = -0.25
	}
	option = {
		name = "EVTOPTB5085" # Don't build it
		ai_chance = {
			factor = 60
			modifier = {
				factor = 0.5
				prestige = 90
			}
			modifier = {
				factor = 0.5
				NOT = { legitimacy = 40 }
			}
		}
		add_prestige = -10
	}
	option = {
		name = "personality_options.5085.a"		#It's not ambitious enough
		highlight = yes
		trigger = {
			ruler_has_personality = obsessive_perfectionist_personality
		}
		required_personality = obsessive_perfectionist_personality
		add_prestige = 15
		add_legitimacy = 25
		add_horde_unity = 25
		add_mandate_large_effect = yes
		add_years_of_income = -0.35
	}
	option = {
		name = "personality_options.5085.b"		#Let ruler try out new construction techniques
		highlight = yes
		trigger = {
			ruler_has_personality = architectural_visionary_personality
		}
		required_personality = architectural_visionary_personality
		add_prestige = 10
		add_legitimacy = 20
		add_horde_unity = 20
		add_mandate_large_effect = yes
		add_years_of_income = -0.15
	}
}

#########################################################
#		Uncooperative philosopher						#
#########################################################
country_event = {
	id = 5086
	title = "EVTNAME5086"
	desc = "EVTDESC5086"
	picture = ADVISOR_eventPicture

	is_triggered_only = yes

	trigger = {
		advisor = philosopher
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			NOT = { innovativeness_ideas = 3 }
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 0.66
			innovativeness_ideas = 4
		}
	}

	option = {
		name = "EVTOPTA5086"		# Imprison
		ai_chance = {
			factor = 60
			modifier = {
				factor = 0.5
				NOT = { stability = 1 }
			}
		}
		if = {
			limit = { NOT = { stability = -2 } }
			add_adm_power = -100
		}		
		if = {
			limit = { stability = -2 }
			add_stability = -1
		}
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_church
			}
			add_estate_loyalty = {
				estate = estate_church
				loyalty = 10
			}
		}
	}
	option = {
		name = "EVTOPTB5086"		# Allow him to remain free
		ai_chance = {
			factor = 40
			modifier = {
				factor = 0.5
				NOT = { prestige = 0.5 }
			}
			modifier = {
				factor = 0
				has_dlc = "The Cossacks"
				has_estate = estate_church
				NOT = {
					estate_loyalty = {
						estate = estate_church
						loyalty = 40
					}
				}
			}
		}
		add_prestige = -10
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_church
			}
			add_estate_loyalty = {
				estate = estate_church
				loyalty = -10
			}
		}
	}
	option = {
		name = "personality_options.5086.a"		# 
		highlight = yes
		trigger = { ruler_has_personality = free_thinker_personality }
		required_personality = free_thinker_personality
		add_adm_power = 25
		add_prestige = -10
		add_estate_loyalty = {
			estate = estate_church
			loyalty = -10
		}
	}
}

#########################################################
#		Merchants harrased								#
#########################################################
country_event = {
	id = 5088
	title = "EVTNAME5088"
	desc = "EVTDESC5088"
	picture = MERCHANTS_TALKING_eventPicture

	is_triggered_only = yes

	trigger = {
		num_of_merchants = 2
		overextension_percentage = 0.25
		any_country = {
			is_neighbor_of = ROOT
			NOT = { has_opinion = { who = ROOT value = 50 } }
		}
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			has_idea = merchant_adventures
			government = merchant_republic
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 0.66
			advisor = trader
		}
	}

	option = {
		name = "EVTOPTA5088" # Escalate complaint.
		ai_chance = {
			factor = 55
		}
		random_country = {
			limit = {
				is_neighbor_of = ROOT
				NOT = { has_opinion = { who = ROOT value = 50 } }
			}
			reverse_add_casus_belli = {	
				target = ROOT
				type = cb_insult
				months = 12
			}
		}
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_burghers
			}
			add_estate_loyalty = {
				estate = estate_burghers
				loyalty = 10
			}
		}
	}
	option = {
		name = "EVTOPTB5088" # Seek a diplomatic solution.
		ai_chance = {
			factor = 45
			modifier = {
				factor = 0
				has_dlc = "The Cossacks"
				has_estate = estate_burghers
				NOT = {
					estate_loyalty = {
						estate = estate_burghers
						loyalty = 40
					}
				}
			}
		}
		random_country = {
			limit = {
				is_neighbor_of = ROOT
				NOT = { has_opinion = { who = ROOT value = 50 } }
			}
			add_opinion = { who = ROOT modifier = opinion_diplomatic_solution }
		}
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_burghers
			}
			add_estate_loyalty = {
				estate = estate_burghers
				loyalty = -10
			}
		}
	}
	option = {
		name = "personality_options.5088.a"		# 
		highlight = yes
		trigger = { ruler_has_personality = charismatic_negotiator_personality }
		required_personality = charismatic_negotiator_personality
		every_country = {
			limit = {
				is_neighbor_of = ROOT
				NOT = { has_opinion = { who = ROOT value = 50 } }
			}
			add_opinion = { who = ROOT modifier = opinion_diplomatic_solution }
		}
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_burghers
			}
			add_estate_loyalty = {
				estate = estate_burghers
				loyalty = -10
			}
		}
	}
}

#########################################################
#		Petition for redress							#
#########################################################
country_event = {
	id = 5089
	title = "EVTNAME5089"
	desc = "EVTDESC5089"
	picture = COURT_eventPicture

	is_triggered_only = yes

	trigger = {
		religion_group = christian
	}
	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			NOT = { stability = 0 }
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 0.66
			adm = 5
		}
	}

	option = {
		name = "EVTOPTA5089"		# Accept petition
		ai_chance = {
			factor = 70
			modifier = {
				factor = 0.5
				NOT = { prestige = 30 }
			}
			modifier = {
				factor = 0
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
				NOT = {
					estate_loyalty = {
						estate = estate_nobles
						loyalty = 40
					}
				}
			}
		}
		add_prestige = -10
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
			}
			add_estate_loyalty = {
				estate = estate_nobles
				loyalty = -10
			}
		}
	}
	option = {
		name = "EVTOPTB5089"		# Deny petition
		ai_chance = {
			factor = 30
			modifier = {
				factor = 1.5
				is_at_war = no
			}
		}
		random_owned_province = {
			limit = {
				NOT = { is_colony = yes }
				NOT = { is_overseas = yes }
			}
			anti_tax_rebels = 1
		}
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
			}
			add_estate_loyalty = {
				estate = estate_nobles
				loyalty = 10
			}
		}
	}
}

#########################################################
#		Grant nobles aid								#
#########################################################
country_event = {
	id = 5090
	title = "EVTNAME5090"
	desc = "EVTDESC5090"
	picture = COURT_eventPicture

	is_triggered_only = yes

	trigger = {
		government = monarchy
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			treasury = 300
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
	}

	option = {
		name = "EVTOPTA5090"		# Grant aid
		ai_chance = {
			factor = 55
			modifier = {
				factor = 0.5
				NOT = { years_of_income = 0.7 }
			}
		}
		add_years_of_income = -0.5
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
			}
			add_estate_loyalty = {
				estate = estate_nobles
				loyalty = 10
			}
		}
	}
	option = {
		name = "EVTOPTB5090"		# Deny aid
		ai_chance = {
			factor = 45
			modifier = {
				factor = 0
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
				NOT = {
					estate_loyalty = {
						estate = estate_nobles
						loyalty = 40
					}
				}
			}
		}
		add_adm_power = -50
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
			}
			add_estate_loyalty = {
				estate = estate_nobles
				loyalty = -10
			}
		}
	}
}

#########################################################
#	Support for dissidents abroad						#
#########################################################
country_event = {
	id = 5091
	title = "EVTNAME5091"
	desc = "EVTDESC5091"
	picture = ANGRY_MOB_eventPicture

	is_triggered_only = yes

	trigger = {
		NOT = { adm = 3 }
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			statesman = 2
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 0.66
			NOT = { advisor = statesman }
		}
	}

	option = {
		name = "EVTOPTA5091"		# Support
		ai_chance = { factor = 55 }
		add_years_of_income = -0.1
		random_country = {
			limit = {
				is_neighbor_of = ROOT
				is_free_or_tributary_trigger = yes
			}
			add_opinion = { who = ROOT modifier = opinion_supports_dissidents }
		}
	}
	option = {
		name = "EVTOPTB5091"		# Decline
		ai_chance = { factor = 45 }
		add_prestige = -10
	}
}

#########################################################
#	Foreign trade competition rises						#
#########################################################
country_event = {
	id = 5092
	title = "EVTNAME5092"
	desc = "EVTDESC5092"
	picture = MERCHANTS_TALKING_eventPicture

	is_triggered_only = yes

	trigger = {
		num_of_merchants = 3
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			NOT = { trade_efficiency = 0.5 }
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 0.66
			trade_efficiency = 0.6
		}
	}

	option = {
		name = "EVTOPTA5092"		# Impose new tariff
		ai_chance = { factor = 70 }
		add_mercantilism = 3
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_burghers
			}
			add_estate_loyalty = {
				estate = estate_burghers
				loyalty = 10
			}
		}
	}
	option = {
		name = "EVTOPTB5092"		# Deny new tariff
		ai_chance = {
			factor = 30
			modifier = {
				factor = 0
				has_dlc = "The Cossacks"
				has_estate = estate_burghers
				NOT = {
					estate_loyalty = {
						estate = estate_burghers
						loyalty = 40
					}
				}
			}
		}
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_burghers
			}
			add_estate_loyalty = {
				estate = estate_burghers
				loyalty = -10
			}
		}
		add_dip_power = 33
	}
	option = {
		name = "personality_options.5092.a"		# 
		highlight = yes
		trigger = { ruler_has_personality = entrepreneur_personality }
		required_personality = entrepreneur_personality
		add_mercantilism = 4
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_burghers
			}
			add_estate_loyalty = {
				estate = estate_burghers
				loyalty = 10
			}
		}
	}
}

#########################################################
#		Advisor events									#
#########################################################

# Parliament demands removal of advisor
country_event = {
	id = 5093
	title = "EVTNAME5093"
	desc = "EVTDESC5093"
	picture = ADVISOR_eventPicture

	is_triggered_only = yes

	trigger = {
		has_parliament = yes
		advisor = statesman
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			NOT = { statesman = 2 }
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 0.66
			statesman = 3
		}
	}

	option = {
		name = "EVTOPTA5093"		# Fire him!
		ai_chance = { factor = 40 }
		reduce_meritocracy_effect = yes
		remove_advisor = statesman
	}
	option = {
		name = "EVTOPTB5093"		# We have faith in him
		ai_chance = { factor = 60 }
		add_prestige = -10
	}
}


# Heretic advisor
country_event = {
	id = 5094
	title = "EVTNAME5094"
	desc = "EVTDESC5094"
	picture = ADVISOR_eventPicture

	is_triggered_only = yes

	trigger = {
		government = theocratic_government
		advisor = statesman
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			NOT = { statesman = 1 }
			NOT = { innovativeness_ideas = 2 }
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 0.66
			statesman = 3
		}
	}

	option = {
		name = "EVTOPTA5094"		# Fire him!
		ai_chance = { factor = 40 }
		reduce_meritocracy_effect = yes
		remove_advisor = statesman
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_church
			}
			add_estate_loyalty = {
				estate = estate_church
				loyalty = 10
			}
		}
	}
	option = {
		name = "EVTOPTB5094"		# We have faith in him
		ai_chance = {
			factor = 60
			modifier = {
				factor = 0
				has_dlc = "The Cossacks"
				has_estate = estate_church
				NOT = {
					estate_loyalty = {
						estate = estate_church
						loyalty = 40
					}
				}
			}
		}
		add_prestige = -10
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_church
			}
			add_estate_loyalty = {
				estate = estate_church
				loyalty = -10
			}
		}
	}
}


# Statesman gains power
country_event = {
	id = 5095
	title = "EVTNAME5095"
	desc = "EVTDESC5095"
	picture = ADVISOR_eventPicture

	is_triggered_only = yes

	trigger = {
		statesman = 2
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			NOT = { adm = 1 }
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 0.66
			adm = 4
		}
	}

	option = {
		name = "EVTOPTA5095"		# Fire him!
		ai_chance = { factor = 40 }
		reduce_meritocracy_effect = yes
		remove_advisor = statesman
	}
	option = {
		name = "EVTOPTB5095"		# He is doing a great job
		ai_chance = { factor = 60 }
		add_prestige = -10
	}
}


#########################################################
#		Influenced elections							#
#########################################################
country_event = {
	id = 5096
	title = "EVTNAME5096"
	desc = "EVTDESC5096"
	picture = ELECTION_REPUBLICAN_eventPicture

	is_triggered_only = yes

	trigger = {
		is_elector = yes
		is_emperor = no
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			num_of_loans = 1
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
	}

	option = {
		name = "EVTOPTA5096" # How thoughtful
		ai_chance = { factor = 70 }
		add_years_of_income = 0.2
		add_corruption = 0.5
		random_country = {
			limit = { is_elector = yes }
			add_opinion = { who = ROOT modifier = opinion_accepted_bribe }
		}
	}
	option = {
		name = "EVTOPTB5096" # Bribes are beyond me
		ai_chance = { factor = 30 }
		add_prestige = 10
		random_country = {
			limit = { is_elector = yes }
			add_opinion = { who = ROOT modifier = opinion_declined_bribe }
		}
	}
}

#########################################################
#		Peasants getting uppity							#
#########################################################
country_event = {
	id = 5097
	title = "EVTNAME5097"
	desc = "EVTDESC5097"
	picture = ANGRY_MOB_eventPicture

	is_triggered_only = yes

	trigger = {
		government = monarchy
		is_lesser_in_union = no
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			NOT = { stability = 0 }
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 0.66
			stability = 1
		}
	}

	option = {
		name = "EVTOPTA5097"		# Enforce serfdom
		ai_chance = {
			factor = 80
			modifier = {
				factor = 0.25
				has_dlc = "The Cossacks"
				has_estate = estate_burghers
				NOT = {
					estate_loyalty = {
						estate = estate_burghers
						loyalty = 40
					}
				}
			}
		}
		add_adm_power = -35
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
			}
			add_estate_loyalty = {
				estate = estate_burghers
				loyalty = -10
			}
		}
	}
	option = {
		name = "EVTOPTB5097"		# These things happen
		ai_chance = {
			factor = 20
			modifier = {
				factor = 0.25
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
				NOT = {
					estate_loyalty = {
						estate = estate_nobles
						loyalty = 40
					}
				}
			}
		}
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
			}
			add_estate_loyalty = {
				estate = estate_nobles
				loyalty = -10
			}
		}
		add_legitimacy = -10
		add_horde_unity = -10
	}
	option = {
		name = "personality_options.5097.a"		# Attempt to mediate
		highlight = yes
		trigger = { ruler_has_personality = charismatic_negotiator_personality }
		required_personality = charismatic_negotiator_personality
		add_dip_power = -15
	}
}

#########################################################
#		Corruption in the church						#
#########################################################
country_event = {
	id = 5098
	title = "EVTNAME5098"
	desc = "EVTDESC5098"
	picture = RELIGION_eventPicture

	is_triggered_only = yes

	trigger = {
		NOT = { stability = -1 }
		government = theocratic_government
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 0.66
			advisor = treasurer
		}
	}

	option = {
		name = "EVTOPTA5098"		# Cleanse the temple
		ai_chance = {
			factor = 55
			modifier = {
				factor = 0
				has_dlc = "The Cossacks"
				has_estate = estate_church
				NOT = {
					estate_loyalty = {
						estate = estate_church
						loyalty = 40
					}
				}
			}
		}
		add_devotion = 10
		add_stability_or_adm_power = yes
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_church
			}
			add_estate_loyalty = {
				estate = estate_church
				loyalty = -10
			}
		}
	}
	option = {
		name = "EVTOPTB5098"		# Fine the sinners
		ai_chance = { factor = 45 }
		add_devotion = -10
		add_years_of_income = 0.75
		add_corruption = 0.5
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_church
			}
			add_estate_loyalty = {
				estate = estate_church
				loyalty = 10
			}
		}
	}
	option = {
		name = "personality_options.5098.a"		# 
		highlight = yes
		trigger = {
			ruler_has_personality = embezzler_personality
		}
		required_personality = embezzler_personality
		add_devotion = -15
		add_years_of_income = 1
		add_corruption = 1
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_church
			}
			add_estate_loyalty = {
				estate = estate_church
				loyalty = 10
			}
		}
	}
	option = {
		name = "personality_options.5098.b"		# 
		highlight = yes
		trigger = { ruler_has_personality = incorruptible_personality }
		required_personality = incorruptible_personality
		add_devotion = 15
		add_stability_or_adm_power = yes
		add_corruption = -2
	}
}

#########################################################
#		Merchant fractures								#
#########################################################
country_event = {
	id = 5099
	title = "EVTNAME5099"
	desc = "EVTDESC5099"
	picture = MERCHANTS_TALKING_eventPicture

	is_triggered_only = yes

	trigger = {
		num_of_merchants = 3
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			government = merchant_republic
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 0.66
			advisor = trader
		}
	}

	option = {
		name = "EVTOPTA5099"		# Support mercantilist faction
		ai_chance = { factor = 15 }
		add_mercantilism = 3
	}
	option = {
		name = "EVTOPTB5099"		# This isn't a matter for the crown
		ai_chance = { factor = 70 }
		trigger = {
			government = monarchy
			is_lesser_in_union = no
		}
		add_prestige = 10
		add_legitimacy = 10
		add_horde_unity = 10
	}
	option = {
		name = "EVTOPTC5099"		# Propose free trade
		ai_chance = { factor = 0 }
		add_mercantilism = -3
		add_years_of_income = 0.10
	}
}


#########################################################
#		Military traditions scorned						#
#########################################################

# Naval traditions scorned
country_event = {
	id = 6000
	title = "EVTNAME6000"
	desc = "EVTDESC6000"
	picture = NAVAL_MILITARY_eventPicture

	is_triggered_only = yes

	trigger = {
		navy_tradition = 10
		NOT = { navy_tradition = 40 }
		army_tradition = 40
	}

	mean_time_to_happen = {
		days = 1
				
		modifier = {
			factor = 2.0
			offensive_ideas = 6
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 0.66
			maritime_ideas = 3
		}
	}

	option = {
		name = "EVTOPTA6000"		# This is well, land is where its at
		ai_chance = { factor = 60 }
		add_navy_tradition = -20
		add_army_tradition = 10
	}
	option = {
		name = "EVTOPTB6000"		# We must stop this deterioration
		ai_chance = { factor = 40 }
		add_navy_tradition = -5
	}
	option = {
		name = "personality_options.6000.a"		# We must stop this deterioration
		highlight = yes
		trigger = { ruler_has_personality = navigator_personality }
		required_personality = navigator_personality
		add_navy_tradition = 5
	}
}

# Land traditions scorned
country_event = {
	id = 6001
	title = "EVTNAME6001"
	desc = "EVTDESC6001"
	picture = MILITARY_CAMP_eventPicture

	is_triggered_only = yes

	trigger = {
		num_of_ports = 1
		army_tradition = 10
		NOT = { army_tradition = 40 }
		navy_tradition = 40
		primitives = no
	}

	mean_time_to_happen = {
		days = 1
				
		modifier = {
			factor = 5.0
			has_idea_group = maritime_ideas
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 0.66
			has_idea = grand_army
		}
	}

	option = {
		name = "EVTOPTA6001"		# The fleet is our wooden wall!
		ai_chance = { factor = 60 }
		add_army_tradition = -20
		add_navy_tradition = 10
	}
	option = {
		name = "EVTOPTB6001"		# We must stop this deterioration
		ai_chance = { factor = 40 }
		add_army_tradition = -5
	}
	option = {
		name = "personality_options.6001.a"		# We must stop this deterioration
		highlight = yes
		trigger = { ruler_has_personality = strict_personality }
		required_personality = strict_personality
		add_army_tradition = 5
	}
}

#########################################################
#		Opposing military schools						#
#########################################################
#country_event = {
#	id = 6002
#	title = "EVTNAME6002"
#	desc = "EVTDESC6002"
#	picture = MILITARY_CAMP_eventPicture
#
#	is_triggered_only = yes
#
#	trigger = {
#		NOT = { has_country_modifier = offensive_modifier }
#		NOT = { has_country_modifier = defensive_modifier }
#	}
#
#	mean_time_to_happen = {
#		days = 1
#		
#		modifier = {
#			factor = 3.0
#			full_idea_group = offensive_ideas
#			full_idea_group = defensive_ideas
#		}
#	}
#
#	option = {
#		name = "EVTOPTA6002"		# Attack is always the best option
#		ai_chance = { factor = 55 }
#		add_adm_power = -100
#		add_country_modifier = {
#			name = offensive_modifier
#			duration = 3650
#		}
#	}
#	option = {
#		name = "EVTOPTB6002"		# Let them come to us
#		ai_chance = { factor = 45 }
#		add_adm_power = -100
#		add_country_modifier = {
#			name = defensive_modifier
#			duration = 3650
#		}
#	}
#	option = {
#		name = "personality_options.6001.a"		# Attempt to combine the best aspects of both schools.
#		highlight = yes
#		trigger = { ruler_has_personality = martial_educator_personality }
#		required_personality = martial_educator_personality
#		add_adm_power = -50
#		add_country_modifier = {
#			name = defensive_modifier
#			duration = 1825
#		}
#		add_country_modifier = {
#			name = offensive_modifier
#			duration = 1825
#		}
#	}
#}
#
#########################################################
#	Representative national institutions				#
#########################################################
country_event = {
	id = 6003
	title = "EVTNAME6003"
	desc = "EVTDESC6003"
	picture = UNIVERSITY_eventPicture

	is_triggered_only = yes

	trigger = {
		government = monarchy
		has_institution = printing_press
		has_parliament = no
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			NOT = { economic_ideas = 1 }
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 0.66
			NOT = { adm = 1 }
		}
	}

	option = {
		name = "EVTOPTA6003"		# L'etat c'est moi!
		ai_chance = { factor = 30 }
		if = {
			limit = { NOT = { stability = -2 } }
			add_adm_power = -100
		}		
		if = {
			limit = { stability = -2 }
			add_stability = -1
		}
	}
	option = {
		name = "EVTOPTB6003"		# Give them what they want
		ai_chance = { factor = 70 }
		add_adm_power = -35
		add_dip_power = -35
		add_mil_power = -35
	}
}

#########################################################
#		Vatican infiltration							#
#########################################################
country_event = {
	id = 6004
	title = "EVTNAME6004"
	desc = "EVTDESC6004"
	picture = POPE_PREACHING_eventPicture

	is_triggered_only = yes

	trigger = {
		religion = catholic
		NOT = { government = papal_government }
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			has_idea_group = spy_ideas
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 0.66
			prestige = 2
		}
	}

	option = {
		name = "EVTOPTA6004"		# Instruct him to go forward
		ai_chance = { factor = 30 }
		add_papal_influence = 5
	}
	option = {
		name = "EVTOPTB6004"		# Let the matter drop
		ai_chance = { factor = 70 }
		add_prestige = 5
	}
	option = {
		name = "personality_options.6004.a"		# Our [Root.Monarch.GetTitle] will know how to get the most for our money.
		highlight = yes
		trigger = { ruler_has_personality = intricate_web_weaver_personality }
		required_personality = intricate_web_weaver_personality
		add_papal_influence = 10
	}
}


#########################################################
#	City-state wants independence back					#
#########################################################

# Genoa
country_event = {
	id = 6005
	title = "EVTNAME6005"
	desc = "EVTDESC6005"
	picture = ANGRY_MOB_eventPicture

	is_triggered_only = yes

	trigger = {
		NOT = { exists = GEN }
		owns = 101
		is_year = 1700
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			NOT = { stability = 0 }
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 0.66
			stability = 3 
		}
	}

	option = {
		name = "EVTOPTA6005"		# Nah...
		ai_chance = { factor = 60 }
		101 = {
			nationalist_rebels = 1
		}
	}
	option = {
		name = "EVTOPTB6005"		# We'll consider it
		ai_chance = { factor = 40 }
		GEN = {
			add_core = 101
		}
		remove_core = 101
	}
}

# Venice
country_event = {
	id = 6006
	title = "EVTNAME6006"
	desc = "EVTDESC6006"
	picture = ANGRY_MOB_eventPicture

	is_triggered_only = yes

	trigger = {
		NOT = { exists = VEN }
		is_year = 1700
		owns = 112
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			NOT = { stability = 0 }
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 0.66
			stability = 3
		}
	}

	option = {
		name = "EVTOPTA6006"		# Nah...
		ai_chance = { factor = 70 }
		112 = {
			nationalist_rebels = 1
		}
	}
	option = {
		name = "EVTOPTB6006"		# We'll consider it
		ai_chance = { factor = 30 }
		VEN = {
			add_core = 112
		}
		remove_core = 112
	}
}


#########################################################
#		Exceptional Court Painter						#
#########################################################

country_event = {
	id = 6012
	title = "EVTNAME6012"
	desc = "EVTDESC6012"
	picture = PAINTER_ARTIST_eventPicture

	is_triggered_only = yes

	trigger = {
		NOT = { overextension_percentage = 0.01 }
		capital_scope = { continent = europe }
		is_at_war = no
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			prestige = 10
		}
		modifier = {
			factor = 2.0
			ruler_has_personality = well_connected_personality
		}
		modifier = {
			factor = 0.66
			advisor = artist
		}
	}

	option = {
		name = "EVTOPTA6012"		# Hire him
		ai_chance = {
			factor = 65
			modifier = {
				factor = 0
				stability = 3
			}
		}
		add_years_of_income = -0.25
		add_prestige = 10
		add_stability_or_adm_power = yes
	}
	option = {
		name = "EVTOPTB6012"		# Decline his services
		ai_chance = { factor = 35 }
		add_prestige = -5
	}
	option = {
		name = "personality_options.5083.a"		# Hire him
		highlight = yes
		trigger = { ruler_has_personality = fierce_negotiator_personality }
		required_personality = fierce_negotiator_personality
		add_years_of_income = -0.15
		add_prestige = 10
		add_stability_or_adm_power = yes
	}
}

#########################################################
#			Grand Ball									#
#########################################################
country_event = {
	id = 6013
	title = "EVTNAME6013"
	desc = "EVTDESC6013"
	picture = COURT_eventPicture

	is_triggered_only = yes

	trigger = {
		religion_group = christian
		is_at_war = no
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			artist = 3
		}
		modifier = {
			factor = 0.66
			NOT = { advisor = artist }
		}
	}

	option = {
		name = "EVTOPTA6013"		# Arrange a ball
		ai_chance = { factor = 60 }
		add_prestige = 10
		add_years_of_income = -0.10
	}
	option = {
		name = "EVTOPTB6013"		# Don't arrange a ball
		ai_chance = { factor = 40 }
		add_prestige = -5
	}
	option = {
		name = "EVTOPTA6013"		# Arrange a ball
		highlight = yes
		trigger = { ruler_has_personality = well_connected_personality }
		required_personality = well_connected_personality
		add_prestige = 15
		add_years_of_income = -0.10
	}
}

#########################################################
#			Festivities									#
#########################################################
country_event = {
	id = 6015
	title = "EVTNAME6015"
	desc = "EVTDESC6015"
	picture = COURT_eventPicture

	is_triggered_only = yes

	trigger = {
		is_at_war = no
		has_any_disaster = no
		NOT = { overextension_percentage = 0.01 }
		NOT = { num_of_rebel_armies = 1 }
		adm = 3
	}

	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2.0
			adm = 5
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 0.66
			NOT = { production_efficiency = 0.5 }
		}
	}

	option = {
		name = "EVTOPTA6015"		# Arrange festivities
		trigger = { NOT = { stability = 3 } }
		ai_chance = {
			factor = 30
			modifier = {
				factor = 0
				stability = 2
			}
		}
		add_stability_or_adm_power = yes
	}
	option = {
		name = "EVTOPTB6015"		# Such nonsense, wasting money like that!
		ai_chance = { factor = 70 }
		random_owned_province = {
			limit = { controlled_by = owner }
			add_base_tax = 1
		}
	}
	option = {
		name = "personality_options.6015.a"		# Arrange an Opulent Feast
		highlight = yes
		trigger = { ruler_has_personality = drunkard_personality }
		required_personality = drunkard_personality
		add_stability_or_adm_power = yes
		random_neighbor_country = {
			limit = {
				NOT = { war_with = ROOT }
			}
			add_opinion = {
				who = ROOT
				modifier = indulgent_feast
			}
		}
		random_neighbor_country = {
			limit = {
				NOT = { war_with = ROOT }
			}
			add_opinion = {
				who = ROOT
				modifier = indulgent_feast
			}
		}
	}
}

# Complaints about Bailiff
country_event = {
	id = 710
	title = "EVTNAME710"
	desc = "EVTDESC710"
	picture = DEBATE_REPUBLICAN_eventPicture

	is_triggered_only = yes
	
	trigger = {
		stability = 0
	}

	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 0.5
			luck = yes
		}		
	}

	option = {
		name = "EVTOPTA710"
		ai_chance = {
			factor = 55
			modifier = {
				factor = 0.5
				NOT = { prestige = 35 }
			}
		}
		add_prestige = -10
	}
	option = {
		name = "EVTOPTB710"
		ai_chance = {
			factor = 45
			modifier = {
				factor = 0.5
				NOT = { stability = 1 }
			}
			modifier = {
				factor = 1.5
				stability = 2
			}
		}
		if = {
			limit = { NOT = { stability = -2 } }
			add_adm_power = -100
		}		
		if = {
			limit = { stability = -2 }
			add_stability = -1
		}
	}
	option = {
		name = "personality_options.710.a"
		highlight = yes
		trigger = { ruler_has_personality = cruel_personality }
		required_personality = cruel_personality
		random_owned_province = {
			limit = {
				is_state = yes
				is_core = ROOT
				is_in_capital_area = yes
			}
			spawn_rebels = {
				type = anti_tax_rebels
				size = 1
			}
		}
	}
}

# Priests are preaching Heresy!
country_event = {
	id = 711
	title = "EVTNAME711"
	desc = "EVTDESC711"
	picture = POPE_PREACHING_eventPicture

	is_triggered_only = yes
	
	trigger = {
		stability = 0
		religion = catholic
		is_at_war = no
		num_of_cities = 2
	}

	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 0.5
			luck = yes
		}
	}

	option = {
		name = "EVTOPTA711"
		ai_chance = {
			factor = 45
			modifier = {
				factor = 0
				has_dlc = "The Cossacks"
				has_estate = estate_church
				NOT = {
					estate_loyalty = {
						estate = estate_church
						loyalty = 40
					}
				}
			}
		}
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_church
			}
			add_estate_loyalty = {
				estate = estate_church
				loyalty = -10
			}
		}
		add_prestige = -5
		random_owned_province = {
			add_province_modifier = {
				name = "heresy"
				duration = 3650
			}
		}		
	}
	option = {
		name = "EVTOPTB711"
		ai_chance = {
			factor = 65
		}
		add_dip_power = -30
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_church
			}
			add_estate_loyalty = {
				estate = estate_church
				loyalty = 10
			}
		}
	}
	option = {
		name = "personality_options.711.a"
		highlight = yes
		trigger = { ruler_has_personality = tolerant_personality }
		required_personality = tolerant_personality
		add_prestige = 5
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_church
			}
			add_estate_loyalty = {
				estate = estate_church
				loyalty = -10
			}
		}
		random_owned_province = {
			add_province_modifier = {
				name = "heresy"
				duration = 1825
			}
		}
	}
}

# Dramatic Currency Revaluation
country_event = {
	id = 712
	title = "EVTNAME712"
	desc = "EVTDESC712"
	picture = ECONOMY_eventPicture

	is_triggered_only = yes
	
	trigger = {
		stability = 0
		inflation = 5
	}

	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 0.5
			luck = yes
		}		
	}

	option = {
		name = "EVTOPTA712"
		ai_chance = {
			factor = 25
			modifier = {
				factor = 0.5
				war_exhaustion = 4
			}
		}
		add_stability = -1
	}
	option = {
		name = "EVTOPTB712"
		ai_chance = {
			factor = 75
			modifier = {
				factor = 0.5
				inflation = 10
			}
		}
		add_inflation = 3
	}
}

# Decadence
country_event = {
	id = 713
	title = "EVTNAME713"
	desc = "EVTDESC713"
	picture = COURT_eventPicture

	is_triggered_only = yes
	
	trigger = {
		stability = 0
		is_at_war = no
		NOT = { war_exhaustion = 0.1 }
		NOT = { had_recent_war = 10 }
	}

	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 0.5
			luck = yes
		}		
	}

	option = {
		name = "EVTOPTA713"
		add_stability = -1
	}
}

# Military Divided!
country_event = {
	id = 714
	title = "EVTNAME714"
	desc = "EVTDESC714"
	picture = LAND_MILITARY_eventPicture

	is_triggered_only = yes
	
	trigger = {
		NOT = { has_country_modifier = defensive_modifier }
		NOT = { has_country_modifier = offensive_modifier }
	}

	mean_time_to_happen = {
		days = 1
	}

	option = {
		name = "EVTOPTA714"
		add_country_modifier = {
			name = defensive_modifier
			duration = 3650
		}
	}
	option = {
		name = "EVTOPTB714"
		add_country_modifier = {
			name = offensive_modifier
			duration = 3650
		}
	}
	option = {
		name = "personality_options.714.a"
		highlight = yes
		trigger = {
			ruler_has_personality = martial_educator_personality
		}
		required_personality = martial_educator_personality
		add_country_modifier = {
			name = offensive_modifier
			duration = 1825
		}
		add_country_modifier = {
			name = defensive_modifier
			duration = 1825
		}
	}
	option = {
		name = "personality_options.714.b"
		highlight = yes
		trigger = {
			ruler_has_personality = bold_fighter_personality
		}
		required_personality = bold_fighter_personality
		add_country_modifier = {
			name = offensive_modifier
			duration = 5475
		}
	}
	option = {
		name = "personality_options.714.c"
		highlight = yes
		trigger = {
			ruler_has_personality = tactical_genius_personality
		}
		required_personality = tactical_genius_personality
		add_country_modifier = {
			name = defensive_modifier
			duration = 5475
		}
	}
}

# $MONARCH$ embarrasses the court
country_event = {
	id = 715
	title = "EVTNAME715"
	desc = "EVTDESC715"
	picture = COURT_eventPicture
	
	is_triggered_only = yes
	
	trigger = {
		stability = 0
		government = monarchy
		has_regency = no
		is_lesser_in_union = no
		NOT = { DIP = 4 }
	}

	mean_time_to_happen = {
		days = 1
	}

	option = {
		name = "EVTOPTA715"
		add_stability = -1
	}
	option = {
		name = "personality_options.715.a"
		highlight = yes
		trigger = {
			ruler_has_personality = charismatic_negotiator_personality
		}
		required_personality = charismatic_negotiator_personality
		add_prestige = -10
	}
}

# Nobles Demand Recompensation
country_event = {
	id = 716
	title = "EVTNAME716"
	desc = "EVTDESC716"
	picture = COURT_eventPicture

	is_triggered_only = yes
	
	trigger = {
		stability = 1
	}

	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 0.5
			luck = yes
		}	
		modifier = {
			factor = 0.25
			has_active_policy = noble_loyalty_act
		}
	}

	option = {
		name = "EVTOPTA716"
		ai_chance = {
			factor = 35
			modifier = {
				factor = 1.5
				stability = 3
			}
			modifier = {
				factor = 0
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
				NOT = {
					estate_loyalty = {
						estate = estate_nobles
						loyalty = 40
					}
				}
			}
		}
		add_stability = -1
	}
	option = {
		name = "EVTOPTB716"
		ai_chance = {
			factor = 75
			modifier = {
				factor = 0.5
				NOT = { years_of_income = 1 }
			}
		}
		add_years_of_income = -0.75
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
			}
			add_estate_loyalty = {
				estate = estate_nobles
				loyalty = 10
			}
		}
	}
}

# Monetary Reforms
country_event = {
	id = 717
	title = "EVTNAME717"
	desc = "EVTDESC717"
	picture = REFORM_eventPicture
	
	is_triggered_only = yes
	
	trigger = {
		stability = 0
	}

	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 0.5
			luck = yes
		}		
	}

	option = {
		name = "EVTOPTA717"
		ai_chance = {
			factor = 25
		}
		add_stability = -1
		add_inflation = -1
		add_mandate_effect = yes
	}
	option = {
		name = "EVTOPTB717"
		ai_chance = {
			factor = 75
			modifier = {
				factor = 0.5
				inflation = 15
			}
		}
		add_inflation = 3
		reduce_mandate_effect = yes
	}
	option = {
		name = "personality_options.717.a"
		highlight = yes
		trigger = { ruler_has_personality = midas_touched_personality }
		required_personality = midas_touched_personality
		add_inflation = -1
		add_mandate_effect = yes
	}
}

# The Fortunes of War
country_event = {
	id = 718
	title = "EVTNAME718"
	desc = "EVTDESC718"
	picture = REFORM_eventPicture

	is_triggered_only = yes
	
	trigger = {
		war_exhaustion = 5
		is_at_war = no
	}

	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 0.5
			luck = yes
		}		
	}

	option = {
		name = "EVTOPTA718"
		ai_chance = {
			factor = 9
		}
		add_war_exhaustion = -3
		add_inflation = 1
	}
	option = {
		name = "EVTOPTB718"
		ai_chance = {
			factor = 1
		}
		add_war_exhaustion = -1
	}
	option = {
		name = "personality_options.718.a"
		highlight = yes
		trigger = { ruler_has_personality = kind_hearted_personality }
		required_personality = kind_hearted_personality
		ai_chance = {
			factor = 100
		}
		add_war_exhaustion = -2
	}
}

# Strong Military Leadership
country_event = {
	id = 719
	title = "EVTNAME719"
	desc = "EVTDESC719"
	picture = MILITARY_CAMP_eventPicture

	is_triggered_only = yes
	
	trigger = {
		stability = 0
		army_tradition = 50
	}

	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 0.5
			luck = yes
		}		
	}

	option = {
		name = "EVTOPTA719"
		ai_chance = {
			factor = 50
			modifier = {
				factor = 1.5
				stability = 2
			}
			modifier = {
				factor = 0
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
				NOT = {
					estate_loyalty = {
						estate = estate_nobles
						loyalty = 40
					}
				}
			}
		}
		add_stability = -1
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
			}
			add_estate_loyalty = {
				estate = estate_nobles
				loyalty = -10
			}
		}
	}
	option = {
		name = "EVTOPTB719"
		ai_chance = {
			factor = 50
			modifier = {
				factor = 1.5
				army_tradition = 90
			}
		}
		add_army_tradition = -20
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
			}
			add_estate_loyalty = {
				estate = estate_nobles
				loyalty = 10
			}
		}
	}
	option = {
		name = "personality_options.719.a"
		highlight = yes
		trigger = { ruler_has_personality = martial_educator_personality }
		required_personality = martial_educator_personality
		ai_chance = {
			factor = 100
		}
		add_army_tradition = -10
	}
}

# The Naval Tradition
country_event = {
	id = 720
	title = "EVTNAME720"
	desc = "EVTDESC720"
	picture = NAVAL_MILITARY_eventPicture

	is_triggered_only = yes
	
	trigger = {
		stability = 0
		navy_tradition = 50
	}

	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 0.5
			luck = yes
		}		
	}

	option = {
		name = "EVTOPTA720"
		ai_chance = {
			factor = 50
			modifier = {
				factor = 1.5
				stability = 2
			}
			modifier = {
				factor = 0
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
				NOT = {
					estate_loyalty = {
						estate = estate_nobles
						loyalty = 40
					}
				}
			}
		}
		add_stability = -1
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
			}
			add_estate_loyalty = {
				estate = estate_nobles
				loyalty = -10
			}
		}
	}
	option = {
		name = "EVTOPTB720"
		ai_chance = {
			factor = 50
		}
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
			}
			add_estate_loyalty = {
				estate = estate_nobles
				loyalty = 10
			}
		}
		add_navy_tradition = -20
	}
	option = {
		name = "personality_options.720.a"
		highlight = yes
		trigger = { ruler_has_personality = navigator_personality }
		required_personality = navigator_personality
		ai_chance = {
			factor = 50
		}
		add_dip_power = -25
	}	
}

# Sickness of $MONARCHTITLE$
country_event = {
	id = 722
	title = "EVTNAME722"
	desc = "EVTDESC722"
	picture = COURT_eventPicture

	is_triggered_only = yes
	
	trigger = {
		stability = 0
		has_regency = no
		government = monarchy
		NOT = {	has_ruler_modifier = power_to_nobles	}
		NOT = {	has_ruler_modifier = power_to_provinces	}
	}

	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 0.5
			luck = yes
		}		
	}

	option = {
		name = "EVTOPTA722"
		ai_chance = {
			factor = 50
			modifier = {
				factor = 2
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
				NOT = {
					estate_loyalty = {
						estate = estate_nobles
						loyalty = 40
					}
				}
			}
		}
		add_ruler_modifier = {
			name = "power_to_nobles"
			duration = 3650
		}
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
			}
			add_estate_loyalty = {
				estate = estate_nobles
				loyalty = 10
			}
		}
	}
	option = {
		name = "EVTOPTB722"
		ai_chance = {
			factor = 50
			modifier = {
				factor = 2
				has_dlc = "The Cossacks"
				has_estate = estate_burghers
				NOT = {
					estate_loyalty = {
						estate = estate_burghers
						loyalty = 40
					}
				}
			}
		}
		add_ruler_modifier = {
			name = "power_to_provinces"
			duration = 3650
		}
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_burghers
			}
			add_estate_loyalty = {
				estate = estate_burghers
				loyalty = 10
			}
		}
	}
	option = {
		name = "personality_options.722.a"
		highlight = yes
		trigger = {
			ruler_has_personality = well_advised_personality
		}
		required_personality = well_advised_personality
		ai_chance = {
			factor = 100
		}
		add_ruler_modifier = {
			name = "power_to_advisors"
			duration = 3650
		}
	}
}

# Regional Nobles challenge $COUNTRY$
country_event = {
	id = 723
	title = "EVTNAME723"
	desc = "EVTDESC723"
	picture = ANGRY_MOB_eventPicture

	is_triggered_only = yes
	
	trigger = {
		num_of_cities = 30
		any_owned_province = {
			has_owner_culture = no
			NOT = { local_autonomy = 0.5 }
		}
	}

	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 0.5
			luck = yes
		}		
	}

	option = {
		name = "EVTOPTA723"
		ai_chance = {
			factor = 33
			modifier = {
				factor = 0.5
				unrest = 5
			}
			modifier = {
				factor = 0
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
				NOT = {
					estate_loyalty = {
						estate = estate_nobles
						loyalty = 40
					}
				}
			}
		}
		random_owned_province = {
			limit = {
				has_owner_culture = no
				NOT = { local_autonomy = 0.5 }
			}
			noble_rebels = 2
		}
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
			}
			add_estate_loyalty = {
				estate = estate_nobles
				loyalty = -10
			}
		}
	}
	option = {
		name = "EVTOPTB723"
		ai_chance = {
			factor = 33
		}
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
			}
			add_estate_loyalty = {
				estate = estate_nobles
				loyalty = 10
			}
		}
		random_owned_province = {
			limit = { 
				has_owner_culture = no
				NOT = { local_autonomy = 0.5 }
			}
			add_province_modifier = {
				name = "powerful_noble"
				duration = 7300
			}
			add_local_autonomy = 20
		}		
	}	
	option = {
		name = "EVTOPTC723"
		ai_chance = {
			factor = 33
			modifier = {
				factor = 0.5
				NOT = { stability = 1 }
			}
		}
		if = {
			limit = { NOT = { stability = -2 } }
			add_adm_power = -100
		}		
		if = {
			limit = { stability = -2 }
			add_stability = -1
		}
	}
}

# Clergy condemns philosopher as heretic!
country_event = {
	id = 724
	title = "EVTNAME724"
	desc = "EVTDESC724"
	picture = POPE_PREACHING_eventPicture

	is_triggered_only = yes
	
	trigger = {
		religion = catholic
		NOT = { has_country_modifier = narrowminded_modifier }
		NOT = { has_country_modifier = innovative_modifier }
	}

	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 0.5
			luck = yes
		}		
	}

	option = {
		name = "EVTOPTA724"
		ai_chance = {
			factor = 50
			modifier = {
				factor = 1.5
				NOT = { religious_unity = 0.8 }
			}
		}
		add_stability = -1
		add_country_modifier = {
			name = narrowminded_modifier
			duration = 3650
		}
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_church
			}
			add_estate_loyalty = {
				estate = estate_church
				loyalty = 10
			}
		}
	}
	option = {
		name = "EVTOPTB724"
		ai_chance = {
			factor = 50
			modifier = {
				factor = 1.5
				religious_unity = 1
			}
			modifier = {
				factor = 0
				has_dlc = "The Cossacks"
				has_estate = estate_church
				NOT = {
					estate_loyalty = {
						estate = estate_church
						loyalty = 40
					}
				}
			}
		}
		add_stability = -1
		add_country_modifier = {
			name = innovative_modifier
			duration = 3650
		}
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_church
			}
			add_estate_loyalty = {
				estate = estate_church
				loyalty = -10
			}
		}
	}
	option = {
		name = "personality_options.724.a"
		highlight = yes
		trigger = { ruler_has_personality = tolerant_personality }
		required_personality = tolerant_personality
		ai_chance = {
			factor = 50
			modifier = {
				factor = 1.5
				religious_unity = 1
			}
		}
		
		add_country_modifier = {
			name = innovative_modifier
			duration = 3650
		}
	}
}

# Growth of Cities attracts Serfs
country_event = {
	id = 725
	title = "EVTNAME725"
	desc = "EVTDESC725"
	picture = CITY_DEVELOPMENT_eventPicture

	is_triggered_only = yes
	
	trigger = {
		num_of_cities = 5
		NOT = { has_country_modifier = serfdom_modifier }
		any_owned_province = {
			NOT = { base_tax = 5 }
			base_tax = 2
			is_capital = no
			is_overseas = no
		}
		NOT = { is_year = 1650 }
	}

	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 0.5
			luck = yes
		}		
	}

	option = {
		name = "EVTOPTA725"
		ai_chance = {
			factor = 50
			modifier = {
				factor = 0
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
				NOT = {
					estate_loyalty = {
						estate = estate_nobles
						loyalty = 40
					}
				}
			}
		}
		random_owned_province = {
			limit = {
				NOT = { base_tax = 5 }
				base_tax = 2
				is_capital = no
				is_overseas = no
			}
			add_base_tax = -1
			add_local_autonomy = 25
		}
		capital_scope = {
			add_base_tax = 1
		}
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
			}
			add_estate_loyalty = {
				estate = estate_nobles
				loyalty = -10
			}
		}
	}
	option = {
		name = "EVTOPTB725"
		ai_chance = {
			factor = 50
		}
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
			}
			add_estate_loyalty = {
				estate = estate_nobles
				loyalty = 10
			}
		}
		add_country_modifier = {
			name = serfdom_modifier
			duration = 7300
		}
	}
	option = {
		name = "personality_options.725.a"
		highlight = yes
		trigger = { ruler_has_personality = calm_personality }
		required_personality = calm_personality
		ai_chance = {
			factor = 100
		}
		random_owned_province = {
			limit = {
				NOT = { base_tax = 5 }
				base_tax = 2
				is_capital = no
				is_overseas = no
			}
			add_local_autonomy = 25
		}
		capital_scope = {
			add_base_tax = 1
		}
	}
}

# $MONARCHTITLE$'s reputation tarnished!
country_event = {
	id = 726
	title = "EVTNAME726"
	desc = "EVTDESC726"
	picture = COURT_eventPicture

	is_triggered_only = yes
	
	trigger = {
		NOT = { dip = 5 }
		has_regency = no
		is_lesser_in_union = no
		stability = -1
	}

	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 0.5
			luck = yes
		}		
	}

	option = {
		name = "EVTOPTA726"
		ai_chance = {
			factor = 50
		}
		add_dip_power = -100
	}
	option = {
		name = "EVTOPTB726"
		ai_chance = {
			factor = 50
			modifier = {
				factor = 0.5
				NOT = { stability = 1 }
			}
		}
		if = {
			limit = { NOT = { stability = -2 } }
			add_adm_power = -100
		}		
		if = {
			limit = { stability = -2 }
			add_stability = -1
		}
	}
	option = {
		name = "personality_options.726.a" #Ruthles? Me?
		highlight = yes
		trigger = { ruler_has_personality = naive_personality }
		required_personality = naive_personality
		ai_chance = {
			factor = 100
		}
		add_prestige = -5
	}
	option = {
		name = "personality_options.726.b"
		highlight = yes
		trigger = { ruler_has_personality = charismatic_negotiator_personality }
		required_personality = charismatic_negotiator_personality
		ai_chance = {
			factor = 100
		}
		add_dip_power = -25
	}
}

# Fight the Good Fight!
country_event = {
	id = 727
	title = "EVTNAME727"
	desc = "EVTDESC727"
	picture = BATTLE_eventPicture

	is_triggered_only = yes
	
	trigger = {
		any_enemy_country = {
			war_with = ROOT
		}
		war_exhaustion = 5
	}

	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 2.0
			luck = yes
		}	
		modifier = {
			factor = 2.0
			war_exhaustion = 10
		}
	}

	option = {
		name = "EVTOPTA727"
		add_war_exhaustion = -1
	}
}

# Claims on Our Rivals!
country_event = {
	id = 728
	title = "EVTNAME728"
	desc = "EVTDESC728"
	picture = DIPLOMACY_eventPicture

	is_triggered_only = yes
	
	trigger = {
		dip = 3
		is_free_or_tributary_trigger = yes
		any_rival_country = {
			any_owned_province = {
				NOT = { is_claim = ROOT }
				NOT = { is_core = ROOT }
				OR = {
					is_capital = no
					owner = {
						NOT = { num_of_cities = 2 }
					}
				}
				any_neighbor_province = {
					owned_by = ROOT
				}
			}
		}
	}

	mean_time_to_happen =  {
		days = 1
		modifier = {
			factor = 1.15
			adm = 4
		}
		modifier = {
			factor = 1.15
			adm = 5
		}
		modifier = {
			factor = 1.15
			adm = 6
		}
		modifier = {
			factor = 1.15
			mil = 4
		}
		modifier = {
			factor = 1.15
			mil = 5
		}
		modifier = {
			factor = 1.15
			mil = 6
		}
		modifier = {
			factor = 1.15
			dip = 4
		}
		modifier = {
			factor = 1.15
			dip = 5
		}
		modifier = {
			factor = 1.15
			dip = 6
		}
		modifier = {
			factor = 1.15
			ruler_has_personality = conqueror_personality
		}
	}

	option = {
		name = "EVTOPTA728"
		random_rival_country = {
			limit = {
				any_owned_province = {
					NOT = { is_claim = ROOT }
					NOT = { is_core = ROOT }
					OR = {
						is_capital = no
						owner = {
							NOT = { num_of_cities = 2 }
						}
					}
					any_neighbor_province = {
						owned_by = ROOT
					}
				}			
			}
			random_owned_province = {
				limit = {
					NOT = { is_claim = ROOT }
					NOT = { is_core = ROOT }
					OR = {
						is_capital = no
						owner = {
							NOT = { num_of_cities = 2 }
						}
					}
					any_neighbor_province = {
						owned_by = ROOT
					}
				}
				add_claim = ROOT
			}
		}	
		add_prestige = 10	
	}
}

# Improve the Capital
country_event = {
	id = 729
	title = "EVTNAME729"
	desc = "EVTDESC729"
	picture = CITY_DEVELOPMENT_eventPicture

	is_triggered_only = yes
	
	trigger = {
		is_at_war = no
	}

	mean_time_to_happen = {
		days = 1
	}

	option = {
		name = "EVTOPTA729"
		ai_chance = {
			factor = 50
		}
		capital_scope = { add_base_tax = 1 }
		add_yearly_manpower = -0.5
	}
	option = {
		name = "EVTOPTB729"
		ai_chance = {
			factor = 50
			modifier = {
				factor = 0.5
				NOT = { years_of_income = 0.2 }
			}
		}
		capital_scope = { add_base_tax = 1 }
		add_years_of_income = -0.25
	}
	option = {
		name = "personality_options.729.a"
		highlight = yes
		trigger = { ruler_has_personality = architectural_visionary_personality }
		required_personality = architectural_visionary_personality
		ai_chance = {
			factor = 100
		}
		capital_scope = { add_base_tax = 1 }
		add_years_of_income = -0.15
	}
	option = {
		name = "personality_options.729.b"
		highlight = yes
		trigger = { ruler_has_personality = obsessive_perfectionist_personality }
		required_personality = obsessive_perfectionist_personality
		ai_chance = {
			factor = 100
		}
		capital_scope = { add_base_tax = 2 }
		add_years_of_income = -0.35
	}
}

# Land Technology Research Useless
country_event = {
	id = 730
	title = "EVTNAME730"
	desc = "EVTDESC730"
	picture = DEBATE_REPUBLICAN_eventPicture

	is_triggered_only = yes
	
	trigger = {
		stability = 0
	}

	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 0.5
			luck = yes
		}		
	}

	option = {
		name = "EVTOPTA730"
		ai_chance = {
			factor = 40
		}
		add_mil_power = -50
	}
	option = {
		name = "EVTOPTB730"
		ai_chance = {
			factor = 60
			modifier = {
				factor = 0.5
				NOT = { prestige = 0 }
			}
		}
		add_prestige = -10
	}
	option = {
		name = "personality_options.730.a"
		highlight = yes
		trigger = { ruler_has_personality = scholar_personality }
		required_personality = scholar_personality
		ai_chance = {
			factor = 100
		}
		add_prestige = -5
		reduce_meritocracy_effect = yes
		kill_advisor = random
	}
}

# Naval Research Wrong!
country_event = {
	id = 731
	title = "EVTNAME731"
	desc = "EVTDESC731"
	picture = SHIP_SAILING_eventPicture

	is_triggered_only = yes
	
	trigger = {
		stability = 0
		num_of_ports = 1
		primitives = no
	}

	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 0.5
			luck = yes
		}		
	}

	option = {
		name = "EVTOPTA731"
		ai_chance = {
			factor = 40
		}
		add_dip_power = -50
	}
	option = {
		name = "EVTOPTB731"
		ai_chance = {
			factor = 60
			modifier = {
				factor = 0.5
				NOT = { prestige = 0 }
			}
		}
		add_prestige = -10
	}
	option = {
		name = "personality_options.730.a"
		highlight = yes
		trigger = { ruler_has_personality = scholar_personality }
		required_personality = scholar_personality
		ai_chance = {
			factor = 100
		}
		add_prestige = -5
		reduce_meritocracy_effect = yes
		kill_advisor = random
	}
}

# New Trade Research is Heretical
country_event = {
	id = 732
	title = "EVTNAME732"
	desc = "EVTDESC732"
	picture = MERCHANTS_TALKING_eventPicture

	is_triggered_only = yes
	
	trigger = {
		stability = 0
	}

	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 0.5
			luck = yes
		}		
	}

	option = {
		name = "EVTOPTA732"
		ai_chance = {
			factor = 60
		}
		add_dip_power = -50
	}
	option = {
		name = "EVTOPTB732"
		ai_chance = {
			factor = 40
			modifier = {
				factor = 0.5
				NOT = { prestige = 0 }
			}
		}
		add_prestige = -10
	}
	option = {
		name = "personality_options.730.a"
		highlight = yes
		trigger = { ruler_has_personality = scholar_personality }
		required_personality = scholar_personality
		ai_chance = {
			factor = 100
		}
		add_prestige = -5
		reduce_meritocracy_effect = yes
		kill_advisor = random
	}
}

# Production Research Flawed
country_event = {
	id = 733
	title = "EVTNAME733"
	desc = "EVTDESC733"
	picture = DEBATE_REPUBLICAN_eventPicture

	is_triggered_only = yes
	
	trigger = {
		stability = 0
	}

	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 0.5
			luck = yes
		}		
	}

	option = {
		name = "EVTOPTA733"
		ai_chance = {
			factor = 40
		}
		add_adm_power = -50
	}
	option = {
		name = "EVTOPTB733"
		ai_chance = {
			factor = 60
			modifier = {
				factor = 0.5
				NOT = { prestige = 0 }
			}
		}
		add_prestige = -10
	}
	option = {
		name = "personality_options.730.a"
		highlight = yes
		trigger = { ruler_has_personality = scholar_personality }
		required_personality = scholar_personality
		ai_chance = {
			factor = 100
		}
		add_prestige = -5
		reduce_meritocracy_effect = yes
		kill_advisor = random
	}
}

# There should be a Stable Government
country_event = {
	id = 734
	title = "EVTNAME734"
	desc = "EVTDESC734"
	picture = LIBERUM_VETO_eventPicture

	is_triggered_only = yes
	
	trigger = {
		stability = 0
	}

	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 0.5
			luck = yes
		}		
	}

	option = {
		name = "EVTOPTA734" #Accept Demands
		ai_chance = {
			factor = 40
		}
		add_adm_power = -50
	}
	option = {
		name = "EVTOPTB734" #Ignore them
		ai_chance = {
			factor = 60
			modifier = {
				factor = 0.5
				NOT = { prestige = 0 }
			}
		}
		add_prestige = -10
	}
	option = {
		name = "personality_options.734.a" #Convince them in the need for our policies
		highlight = yes
		trigger = {
			OR = {
				ruler_has_personality = lawgiver_personality
				ruler_has_personality = charismatic_negotiator_personality
				ruler_has_personality = silver_tongue_personality
			}
		}
		required_personality = lawgiver_personality
		required_personality = charismatic_negotiator_personality
		required_personality = silver_tongue_personality
		add_dip_power = -5
	}
	option = {
		name = "personality_options.734.b" #Buy them off
		highlight = yes
		trigger = {
			OR = {
				ruler_has_personality = embezzler_personality
				ruler_has_personality = fierce_negotiator_personality
			}
		}
		required_personality = embezzler_personality
		required_personality = fierce_negotiator_personality
		add_years_of_income = -0.1
	}
	option = {
		name = "personality_options.734.c" #Blackmail
		highlight = yes
		trigger = {
			ruler_has_personality = intricate_web_weaver_personality
		}
		required_personality = intricate_web_weaver_personality
		add_prestige = -5
	}
}

# A Generation of Cowards
country_event = {
	id = 735
	title = "EVTNAME735"
	desc = "EVTDESC735"
	picture = LAND_MILITARY_eventPicture

	is_triggered_only = yes
	
	trigger = {
		stability = 0
		is_at_war = no
		has_truce = no
		NOT = { war_exhaustion = 1 }
		NOT = { num_of_rebel_controlled_provinces = 1 }
		NOT = { has_country_modifier = bad_discipline }
	}

	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 0.5
			luck = yes
		}		
	}

	option = {
		name = "EVTOPTA735"
		add_yearly_manpower = -2.5
	}
	option = {
		name = "EVTOPTB735"
		add_country_modifier = {
			name = "bad_discipline"
			duration = 3650
		}
	}
	option = {
		name = "personality_options.735.a" #A life in the army will harden them quickly again!
		ai_chance = {
			factor = 100
		}
		highlight = yes
		required_personality = bold_fighter_personality
		required_personality = martial_educator_personality
		required_personality = strict_personality
		trigger = { 
			OR = {
				ruler_has_personality = bold_fighter_personality
				ruler_has_personality = martial_educator_personality
				ruler_has_personality = strict_personality
			}
		}
		add_mil_power = -5
	}
}

# Death of a Merchant
country_event = {
	id = 736
	title = "EVTNAME736"
	desc = "EVTDESC736"
	picture = MERCHANTS_TALKING_eventPicture

	is_triggered_only = yes
	
	trigger = {
		religion_group = christian
	}

	mean_time_to_happen = {
		days = 1
	}

	option = {
		name = "EVTOPTA736"
		ai_chance = {
			factor = 50
		}
		add_years_of_income = 0.25
	}
	option = {
		name = "EVTOPTB736"
		ai_chance = {
			factor = 50
		}
		add_meritocracy_effect = yes
		random_list = {
			10 = { create_advisor = theologian }
			10 = { create_advisor = artist }
			10 = { create_advisor = philosopher }
		}
		add_prestige = 15
	}
	option = {
		name = "personality_options.736.a" #I know just who should recieve our patronage.
		ai_chance = {
			factor = 100
		}
		highlight = yes
		trigger = {
			OR = {
				ruler_has_personality = zealot_personality
				ruler_has_personality = humanist_personality
			}
		}
		required_personality = zealot_personality
		required_personality = humanist_personality
		add_prestige = 15
		add_meritocracy_effect = yes
		if = {
			limit = { monthly_income = 25 }			
			define_advisor = {
				type = theologian
				skill = 3
				discount = yes
			}
		}
		if = {
			limit = {
				NOT = {
					monthly_income = 25
				}
			}
			define_advisor = {
				type = theologian
				skill = 2
				discount = yes
			}
		}
	}
	option = {
		name = "personality_options.736.b" #I know just who should recieve our patronage.
		ai_chance = {
			factor = 100
		}
		highlight = yes
		trigger = {
			OR = {
				ruler_has_personality = free_thinker_personality
				ruler_has_personality = well_advised_personality
			}
		}
		required_personality = free_thinker_personality
		required_personality = well_advised_personality
		add_prestige = 15
		add_meritocracy_effect = yes
		if = {
			limit = { monthly_income = 25 }			
			define_advisor = {
				type = philosopher
				skill = 3
				discount = yes
			}
		}
		if = {
			limit = {
				NOT = {
					monthly_income = 25
				}
			}
			define_advisor = {
				type = philosopher
				skill = 2
				discount = yes
			}
		}
	}
}

# Local fortification expert discovered
country_event = {
	id = 737
	title = "EVTNAME737"
	desc = "EVTDESC737"
	picture = FORT_eventPicture

	is_triggered_only = yes
	
	trigger = {
		num_of_cities = 2
		any_owned_province = {
			is_overseas = no
			is_capital = no
			fort_level = 1
			NOT = { has_province_modifier = "local_fortress" }
		}
	}

	mean_time_to_happen = {
		days = 1
	}

	option = {
		name = "EVTOPTA737"
		ai_chance = {
			factor = 35
			modifier = {
				factor = 0.5
				advisor = fortification_expert
			}
		}
		add_meritocracy_effect = yes
		create_advisor = fortification_expert
	}
	option = {
		name = "EVTOPTB737"
		ai_chance = {
			factor = 65
		}
		random_owned_province = {
			limit = {
				is_overseas = no
				is_capital = no
				fort_level = 1
				NOT = { has_province_modifier = local_fortress }
			}
			add_province_modifier = {
				name = "local_fortress"
				duration = -1
			}
		}
	}
	option = {
		name = "personality_options.737.b"
		highlight = yes
		trigger = { ruler_has_personality = well_connected_personality }
		required_personality = well_connected_personality
		ai_chance = {
			factor = 100
		}
		add_meritocracy_effect = yes
		define_advisor = {
			type = fortification_expert
			discount = yes
			skill = 2
		}
	}
}

# Naive Relative
country_event = {
	id = 738
	title = "EVTNAME738"
	desc = "EVTDESC738"
	picture = COURT_eventPicture

	is_triggered_only = yes
	
	trigger = {
		stability = 0
		has_regency = no
		government = monarchy
		NOT = { has_country_modifier = compromised_spy_defence }
	}

	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 0.5
			luck = yes
		}		
	}

	option = {
		name = "EVTOPTA738"
		add_prestige = -10
	}
	option = {
		name = "EVTOPTB738"
		add_country_modifier = {
			name = "compromised_spy_defence"
			duration = 7300
		}
	}
	option = {
		name = "personality_options.738.a"
		highlight = yes
		trigger = { ruler_has_personality = secretive_personality }
		required_personality = secretive_personality
		add_prestige = -5
	}
}

# Saint Proclaimed
country_event = {
	id = 739
	title = "EVTNAME739"
	desc = "EVTDESC739"
	picture = POPE_PREACHING_eventPicture

	is_triggered_only = yes
	
	trigger = {
		religion = catholic
		NOT = {
			stability = 3
		}
	}

	mean_time_to_happen = {
		days = 1
	}

	option = {
		name = "EVTOPTA739"
		add_stability_or_adm_power = yes
	}
}

# Smugglers running rampant
country_event = {
	id = 740
	title = "EVTNAME740"
	desc = "EVTDESC740"
	picture = SHIP_SAILING_eventPicture

	is_triggered_only = yes
	
	trigger = {
		stability = 0
		NOT = { has_country_modifier = smugglers_dominating }
	}

	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 0.5
			luck = yes
		}		
	}

	option = {
		name = "EVTOPTA740"
		ai_chance = {
			factor = 35
			modifier = {
				factor = 0.5
				NOT = { years_of_income = 0.5 }
			}
		}
		add_years_of_income = -0.35
	}
	option = {
		name = "EVTOPTB740"
		ai_chance = {
			factor = 65
		}
		add_country_modifier = {
			name = "smugglers_dominating"
			duration = 3650
		}
	}
	option = {
		name = "personality_options.740.a"
		highlight = yes
		trigger = { ruler_has_personality = entrepreneur_personality }
		required_personality = entrepreneur_personality
		ai_chance = {
			factor = 100
			modifier = {
				factor = 0.5
				NOT = { years_of_income = 0.5 }
			}
		}
		add_years_of_income = -0.2
	}
	option = {
		name = "personality_options.740.b"
		highlight = yes
		trigger = {
			ruler_has_personality = embezzler_personality
		}
		required_personality = embezzler_personality
		ai_chance = {
			factor = 100
		}
		add_country_modifier = {
			name = "smugglers_dominating"
			duration = 1825
		}
	}
}

# Printing Press gives Benefits
country_event = {
	id = 741
	title = "EVTNAME741"
	desc = "EVTDESC741"
	picture = INVENTION_eventPicture

	is_triggered_only = yes
	
	trigger = {
		has_institution = printing_press
	}

	mean_time_to_happen = {
		days = 1
	}

	option = {
		name = "EVTOPTA741"
		add_mil_power = 20
		add_dip_power = 20
		add_adm_power = 20
	}
	option = {
		name = "personality_options.741.a"
		highlight = yes
		trigger = {
			OR = {
				ruler_has_personality = scholar_personality
				ruler_has_personality = free_thinker_personality
			}
		}
		required_personality = scholar_personality
		required_personality = free_thinker_personality
		ai_chance = {
			factor = 100
		}
		add_mil_power = 30
		add_dip_power = 30
		add_adm_power = 30
	}
}

# Extraordinary Recruiting Policies
country_event = {
	id = 742
	title = "EVTNAME742"
	desc = "EVTDESC742"
	picture = MILITARY_CAMP_eventPicture

	is_triggered_only = yes
	
	trigger = {
		mil = 4
		is_monarch_leader = yes
		NOT = { manpower_percentage = 0.6 }
		is_at_war = yes
		NOT = { war_exhaustion = 10 }
		stability = -1
	}

	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 1.25
			luck = yes
		}		
	}

	option = {
		name = "EVTOPTA742"
		ai_chance = {
			factor = 8
			modifier = {
				factor = 0.1
				war_exhaustion = 5
			}
		}
		add_yearly_manpower = 1.5
		add_war_exhaustion = 1
	}
	option = {
		name = "EVTOPTB742"
		ai_chance = {
			factor = 2
		}
		add_yearly_manpower = 0.5
	}
	option = {
		name = "personality_options.742.a"
		highlight = yes
		trigger = {
			ruler_has_personality = strict_personality
		}
		required_personality = strict_personality
		ai_chance = {
			factor = 100
		}
		add_army_tradition = 10
	}
	option = {
		name = "personality_options.742.b"
		highlight = yes
		trigger = {
			ruler_has_personality = inspiring_leader_personality
		}
		required_personality = inspiring_leader_personality
		ai_chance = {
			factor = 100
		}
		add_yearly_manpower = 1.2
	}
}

# Legitimacy gain or Prestige gain
country_event = {
	id = 850
	title = "EVTNAME850"
	desc = "EVTDESC850"
	picture = COURT_eventPicture

	is_triggered_only = yes
	
	trigger = {
		government = monarchy
		NOT = { government = steppe_horde }
		has_regency = no
		is_lesser_in_union = no
		NOT = { legitimacy = 90 }
		capital_scope = { continent = europe }
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "EVTOPTA850"
		ai_chance = {
			factor = 55
			modifier = {
				factor = 0.5
				legitimacy = 90
			}
			modifier = {
				factor = 1.5
				NOT = { legitimacy = 70 }
			}
		}
		add_legitimacy = 5
	}	
	option = {
		name = "EVTOPTB850"
		ai_chance = {
			factor = 45
			modifier = {
				factor = 1.5
				NOT = { prestige = 0 }
			}
			modifier = {
				factor = 0.5
				NOT = { prestige = 91 }
			}
		}
		add_prestige = 10
	}
	option = {
		name = "EVTOPTB850"
		highlight = yes
		trigger = { ruler_has_personality = well_connected_personality }
		required_personality = well_connected_personality
		ai_chance = {
			factor = 100
		}
		add_prestige = 10
		add_legitimacy = 5
	}
}

# Legitimacy loss or Prestige loss
country_event = {
	id = 851
	title = "EVTNAME851"
	desc = "EVTDESC851"
	picture = COURT_eventPicture

	is_triggered_only = yes
	
	trigger = {
		government = monarchy
		NOT = { government = celestial_empire }
		legitimacy_or_horde_unity = 20
		has_regency = no
		is_lesser_in_union = no
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "EVTOPTA851"
		ai_chance = {
			factor = 45
			modifier = {
				factor = 0.5
				NOT = { legitimacy_or_horde_unity = 80 }
			}
		}
		add_legitimacy = -5
		add_horde_unity = -5
	}
	option = {
		name = "EVTOPTB851"
		ai_chance = {
			factor = 55
			modifier = {
				factor = 0.5
				NOT = { prestige = 0 }
			}
		}
		add_prestige = -5
	}
	option = {
		name = "personality_options.851.a"
		highlight = yes
		trigger = { ruler_has_personality = righteous_personality }
		required_personality = righteous_personality
		custom_tooltip = personality_options.851.a.tt
		ai_chance = {
			factor = 100
		}
	}
}

# Treasury vs Prestige gain for Republic
country_event = {
	id = 852
	title = "EVTNAME852"
	desc = "EVTDESC852"
	picture = DEBATE_REPUBLICAN_eventPicture

	is_triggered_only = yes
	
	trigger = {
		government = republic
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "EVTOPTA852"
		ai_chance = {
			factor = 65
			modifier = {
				factor = 1.5
				NOT = { years_of_income = 0.1 }
			}
		}
		add_years_of_income = 0.10
	}
	option = {
		name = "EVTOPTB852"
		ai_chance = {
			factor = 35
			modifier = {
				factor = 1.5
				NOT = { prestige = 0 }
			}
		}
		add_prestige = 10
	}
	option = {
		name = "personality_options.852.a"
		highlight = yes
		trigger = { ruler_has_personality = midas_touched_personality }
		required_personality = midas_touched_personality
		ai_chance = {
			factor = 100
		}
		add_years_of_income = 0.15
	}
	option = {
		name = "personality_options.852.b"
		highlight = yes
		trigger = { ruler_has_personality = righteous_personality }
		required_personality = righteous_personality
		ai_chance = {
			factor = 100
		}
		add_republican_tradition = 5
	}
}

# Inflation loss if ADM 8
country_event = {
	id = 853
	title = "EVTNAME853"
	desc = "EVTDESC853"
	picture = ECONOMY_eventPicture

	is_triggered_only = yes
	
	trigger = {
		adm = 5
		inflation = 3
	}
	
	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 1.25
			luck = yes
		}		
		modifier = {
			factor = 1.25
			advisor = master_of_mint
		}		
	}
	
	option = {
		name = "EVTOPTA853"
		add_inflation = -1
	}	
	option = {
		name = "personality_options.853.a"
		highlight = yes
		trigger = { ruler_has_personality = midas_touched_personality }
		required_personality = midas_touched_personality
		add_inflation = -2
	}	
}

# Prestige (formerly cultural tradition) gain
country_event = {
	id = 854
	title = "EVTNAME854"
	desc = "EVTDESC854"
	picture = IMPORTANT_STATUE_eventPicture

	is_triggered_only = yes
	
	trigger = {
		stability = 1
		prestige = 50
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "EVTOPTA854"
		add_meritocracy_effect = yes
		define_advisor = {
			type = artist
			skill = 2
			discount = yes
		}
	}
	option = {
		name = "personality_options.854.a"
		highlight = yes
		trigger = { ruler_has_personality = well_connected_personality }
		required_personality = well_connected_personality
		add_prestige = 10
		add_meritocracy_effect = yes
		define_advisor = {
			type = artist
			skill = 3
			discount = yes
		}
	}
}

# Stability (formerly cultural tradition) loss
country_event = {
	id = 855
	title = "EVTNAME855"
	desc = "EVTDESC855"
	picture = IMPORTANT_STATUE_eventPicture

	is_triggered_only = yes
	
	trigger = {
		is_at_war = yes
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "EVTOPTA855"
		add_stability = -1
	}
	option = {
		name = "personality_options.855.a"
		highlight = yes
		trigger = { ruler_has_personality = strict_personality }
		required_personality = strict_personality
		add_prestige = -5
	}
}

# Infamy loss
country_event = {
	id = 857
	title = "EVTNAME857"
	desc = "EVTDESC857"
	picture = DIPLOMACY_eventPicture

	is_triggered_only = yes
	
	trigger = {
		is_at_war = no
		dip = 4
		overextension_percentage = 0.25
		has_regency = no
		NOT = { has_country_modifier = competent_diplomacy }
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "EVTOPTA857"
		add_country_modifier = {
			name = "competent_diplomacy"
			duration = 1825
		}	
	}
	option = {
		name = "personality_options.857.a"
		highlight = yes
		trigger = {
			ruler_has_personality = silver_tongue_personality
		}
		required_personality = silver_tongue_personality
		add_country_modifier = {
			name = "competent_diplomacy"
			duration = 3650
		}
	}
}

# Infamy gain
country_event = {
	id = 858
	title = "EVTNAME858"
	desc = "EVTDESC858"
	picture = DIPLOMACY_eventPicture

	is_triggered_only = yes
	
	trigger = {
		OR = {
			NOT = { dip = 4 }
			ruler_has_personality = babbling_buffoon_personality
			ruler_has_personality = naive_personality
		}
		overextension_percentage = 0.25
		has_regency = no
		NOT = { has_country_modifier = incompetent_diplomacy }
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "EVTOPTA858"
		add_country_modifier = {
			name = "incompetent_diplomacy"
			duration = 1825
		}
	}	
}

# War Exhaustion gain or Army/Navy Tradition loss
country_event = {
	id = 859
	title = "EVTNAME859"
	desc = "EVTDESC859"
	picture = ANGRY_MOB_eventPicture

	is_triggered_only = yes
	
	trigger = {
		is_at_war = yes
		war_exhaustion = 2
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "EVTOPTA859"
		ai_chance = {
			factor = 5
			modifier = {
				factor = 0.5
				war_exhaustion = 5
			}
		}
		add_war_exhaustion = 2
	}
	option = {
		name = "EVTOPTB859"
		ai_chance = {
			factor = 5
		}
		add_army_tradition = -5
		add_navy_tradition = -5
	}
	option = {
		name = "personality_options.859.a"
		highlight = yes
		trigger = { ruler_has_personality = strict_personality }
		required_personality = strict_personality
		ai_chance = {
			factor = 100
		}
		add_war_exhaustion = 1
	}
}

# War Exhaustion loss or Army/Navy Tradition gain
country_event = {
	id = 860
	title = "EVTNAME860"
	desc = "EVTDESC860"
	picture = MILITARY_CAMP_eventPicture

	is_triggered_only = yes
	
	trigger = {
		is_at_war = yes
		war_exhaustion = 5
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "EVTOPTA860"
		ai_chance = {
			factor = 65
			modifier = {
				factor = 1.5
				war_exhaustion = 10
			}
		}
		add_war_exhaustion = -2
	}
	option = {
		name = "EVTOPTB860"
		ai_chance = {
			factor = 35
		}
		add_army_tradition = 5
		add_navy_tradition = 5
	}
	option = {
		name = "personality_options.860.a"
		highlight = yes
		trigger = { ruler_has_personality = inspiring_leader_personality }
		required_personality = inspiring_leader_personality
		ai_chance = {
			factor = 100
		}
		add_war_exhaustion = -1
		add_army_tradition = 5
		add_navy_tradition = 5
	}
}

# Gain spies or prestige
country_event = {
	id = 861
	title = "EVTNAME861"
	desc = "EVTDESC861"
	picture = SPY_eventPicture

	is_triggered_only = yes
	
	trigger = {
		NOT = { has_country_modifier = shady_people }
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "EVTOPTA861"
		add_country_modifier = {
			name = shady_people
			duration = 1825
		}
	}
	option = {
		name = "EVTOPTB861"
		add_prestige = 5
	}
	option = {
		name = "personality_options.861.a"
		highlight = yes
		trigger = { ruler_has_personality = intricate_web_weaver_personality }
		required_personality = intricate_web_weaver_personality
		ai_chance = {
			factor = 100
		}
		add_country_modifier = {
			name = shady_people
			duration = 3650
		}
	}
}

# Colonists boost or Conquistador
country_event = {
	id = 862
	title = "EVTNAME862"
	desc = "EVTDESC862"
	picture = COLONIZATION_eventPicture

	is_triggered_only = yes
	
	trigger = {
		has_idea = quest_for_the_new_world
		capital_scope = { continent = europe }
		any_owned_province = {
			is_colony = yes
			OR = {
				continent = north_america
				continent = south_america
			}
		}
		NOT = { has_country_modifier = colonial_enthusiasm }
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "EVTOPTA862"
		add_country_modifier = {
			name = "colonial_enthusiasm"
			duration = 1825
		}
	}
	option = {
		name = "EVTOPTB862"
		create_conquistador = 25
	}
	option = {
		name = "personality_options.862.a"
		highlight = yes
		trigger = { ruler_has_personality = expansionist_personality }
		required_personality = expansionist_personality
		ai_chance = {
			factor = 100
		}
		create_conquistador = 25
		add_country_modifier = {
			name = "colonial_enthusiasm"
			duration = 1825
		}
	}
}

# Loss of merchants 
country_event = {
	id = 863
	title = "EVTNAME863"
	desc = "EVTDESC863"
	picture = MERCHANTS_TALKING_eventPicture

	is_triggered_only = yes
	
	trigger = {
		num_of_merchants = 2
		capital_scope = { continent = europe }
		any_active_trade_node = {
			continent = asia
			has_merchant = PREV
			NOT = { 
				has_trade_modifier = {
					who = ROOT
					name = merchant_recalled
				}
			}			
		}
		any_active_trade_node = {
			continent = europe
			has_merchant = PREV
			NOT = { 
				has_trade_modifier = {
					who = ROOT
					name = merchant_recalled
				}
			}			
		}
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "EVTOPTA863"
		ai_chance = {
			factor = 33
		}
		trigger = {
			any_active_trade_node = {
				continent = asia
				has_merchant = PREV
				NOT = { 
					has_trade_modifier = {
						who = ROOT
						name = merchant_recalled
					}
				}								
			}
		}
		random_active_trade_node = {
			limit = {
				continent = asia
				has_merchant = PREV
				NOT = { 
					has_trade_modifier = {
						who = ROOT
						name = merchant_recalled
					}
				}				
			}
			add_trade_modifier = {
				who = root
				duration = 3650
				power = -10
				key = merchant_recalled
			}	
		}
	}
	option = {
		name = "EVTOPTB863"
		ai_chance = {
			factor = 33
		}
		trigger = {
			any_active_trade_node = {
				continent = europe
				has_merchant = PREV
				NOT = { 
					has_trade_modifier = {
						who = ROOT
						name = merchant_recalled
					}
				}				
			}
		}		
		random_active_trade_node = {
			limit = {
				continent = europe
				has_merchant = PREV
				NOT = { 
					has_trade_modifier = {
						who = ROOT
						name = merchant_recalled
					}
				}			
			}
			add_trade_modifier = {
				who = root
				duration = 3650
				power = -10
				key = merchant_recalled
			}	
		}
	}
	option = {
		name = "EVTOPTC863"
		ai_chance = {
			factor = 33
			modifier = {
				factor = 1.5
				has_dlc = "The Cossacks"
				has_estate = estate_burghers
				NOT = {
					estate_loyalty = {
						estate = estate_burghers
						loyalty = 40
					}
				}
			}
		}
		add_dip_power = -20
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_burghers
			}
			add_estate_loyalty = {
				estate = estate_burghers
				loyalty = 10
			}
		}
	}
}

# Relation boost with a random neighbour country
country_event = {
	id = 864
	title = "EVTNAME864"
	desc = "EVTDESC864"
	picture = COURT_eventPicture
	
	is_triggered_only = yes
	
	trigger = {
		any_neighbor_country = {
			religion = ROOT
			NOT = { war_with = ROOT }
			NOT = { truce_with = ROOT }
		}
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "EVTOPTA864"
		random_neighbor_country = {
			limit = {
				religion = ROOT
				NOT = { war_with = ROOT }
				NOT = { truce_with = ROOT }
			}
			add_opinion = { who = ROOT modifier = opinion_improved_relations }
		}		
	}
	
	option = {
		name = "personality_options.864.a"
		highlight = yes
		trigger = { ruler_has_personality = charismatic_negotiator_personality }
		required_personality = charismatic_negotiator_personality
		random_neighbor_country = {
			limit = {
				religion = ROOT
				NOT = { war_with = ROOT }
				NOT = { truce_with = ROOT }
			}
			add_opinion = { who = ROOT modifier = opinion_improved_relations }
		}
		random_neighbor_country = {
			limit = {
				NOT = { war_with = ROOT }
			}
			add_opinion = { who = ROOT modifier = opinion_improved_relations }
		}
		random_known_country = {
			limit = {
				NOT = { war_with = ROOT }
			}
			add_opinion = { who = ROOT modifier = opinion_improved_relations }
		}
	}
}

# Gain papal influence OR prestige
country_event = {
	id = 865
	title = "EVTNAME865"
	desc = "EVTDESC865"
	picture = POPE_PREACHING_eventPicture

	is_triggered_only = yes
	
	trigger = {
		religion = catholic
		NOT = { tag = PAP }
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "EVTOPTA865"
		add_papal_influence = 10
	}
	option = {
		name = "EVTOPTB865"
		add_prestige = 5
	}
	option = {
		name = "personality_options.865.a"
		highlight = yes
		trigger = { ruler_has_personality = pious_personality }
		required_personality = pious_personality
		ai_chance = {
			factor = 100
		}
		add_papal_influence = 15
	}
}

# Add land tech (big for inflation)
country_event = {
	id = 866
	title = "EVTNAME866"
	desc = "EVTDESC866"
	picture = LAND_MILITARY_eventPicture

	is_triggered_only = yes
	
	trigger = {
		mil_tech = 51
		NOT = { mil_tech = 60 }
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "EVTOPTA866"
		ai_chance = {
			factor = 7
			modifier = {
				factor = 0.5
				inflation = 15
			}
		}
		add_inflation = 0.5
		add_mil_power = 50
	}
	option = {
		name = "EVTOPTB866"
		ai_chance = {
			factor = 3
		}
		add_mil_power = 10
	}
	option = {
		name = "personality_options.866.a"
		highlight = yes
		trigger = { ruler_has_personality = scholar_personality }
		required_personality = scholar_personality
		ai_chance = {
			factor = 100
		}
		add_inflation = 0.75
		add_mil_power = 75
	}
}

# Add naval tech (big for inflation)
country_event = {
	id = 867
	title = "EVTNAME867"
	desc = "EVTDESC867"
	picture = NAVAL_MILITARY_eventPicture

	is_triggered_only = yes
	
	trigger = {
		num_of_ports = 1
		primitives = no
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "EVTOPTA867"
		ai_chance = {
			factor = 7
			modifier = {
				factor = 0.5
				inflation = 15
			}
		}
		add_inflation = 0.5
		add_dip_power = 50
	}
	option = {
		name = "EVTOPTB867"
		ai_chance = {
			factor = 3
		}
		add_dip_power = 10
	}
	option = {
		name = "personality_options.867.a"
		highlight = yes
		trigger = { ruler_has_personality = scholar_personality }
		required_personality = scholar_personality
		ai_chance = {
			factor = 100
		}
		add_inflation = 0.75
		add_dip_power = 75
	}
}

# Add trade tech (big for inflation)
country_event = {
	id = 868
	title = "EVTNAME868"
	desc = "EVTDESC868"
	picture = MERCHANTS_TALKING_eventPicture

	is_triggered_only = yes
	
	trigger = {
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "EVTOPTA868"
		ai_chance = {
			factor = 7
			modifier = {
				factor = 0.5
				inflation = 15
			}
		}
		add_inflation = 0.5
		add_dip_power = 50
	}
	option = {
		name = "EVTOPTB868"
		ai_chance = {
			factor = 3
		}
		add_dip_power = 10
	}
	option = {
		name = "personality_options.867.a"
		highlight = yes
		trigger = { ruler_has_personality = scholar_personality }
		required_personality = scholar_personality
		ai_chance = {
			factor = 100
		}
		add_inflation = 0.75
		add_dip_power = 75
	}
}

# Add gov tech (big for inflation)
country_event = {
	id = 869
	title = "EVTNAME869"
	desc = "EVTDESC869"
	picture = LIBERUM_VETO_eventPicture

	is_triggered_only = yes
	
	trigger = {	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "EVTOPTA869"
		ai_chance = {
			factor = 7
			modifier = {
				factor = 0.5
				inflation = 15
			}
		}
		add_inflation = 0.5
		add_adm_power = 50
	}
	option = {
		name = "EVTOPTB869"
		ai_chance = {
			factor = 3
		}
		add_adm_power = 10
	}
	option = {
		name = "personality_options.867.a"
		highlight = yes
		trigger = { ruler_has_personality = scholar_personality }
		required_personality = scholar_personality
		ai_chance = {
			factor = 100
		}
		add_inflation = 0.75
		add_adm_power = 75
	}
}

# Add prod tech (big for inflation)
country_event = {
	id = 870
	title = "EVTNAME870"
	desc = "EVTDESC870"
	picture = CITY_DEVELOPMENT_eventPicture

	is_triggered_only = yes
	
	trigger = {	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "EVTOPTA870"
		ai_chance = {
			factor = 7
			modifier = {
				factor = 0.5
				inflation = 15
			}
		}
		add_inflation = 0.5
		add_adm_power = 50
	}
	option = {
		name = "EVTOPTB870"
		ai_chance = {
			factor = 3
		}
		add_adm_power = 10
	}
	option = {
		name = "personality_options.867.a"
		highlight = yes
		trigger = { ruler_has_personality = scholar_personality }
		required_personality = scholar_personality
		ai_chance = {
			factor = 100
		}
		add_inflation = 0.75
		add_adm_power = 75
	}
}

#Sale of Titles
country_event = {
	id = 871
	title = "EVTNAME871"
	desc = "EVTDESC871"
	picture = COURT_eventPicture

	is_triggered_only = yes
	
	trigger = {	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "EVTOPTA871"
		ai_chance = {
			factor = 50
			modifier = {
				factor = 1.5
				NOT = { years_of_income = 0.3 }
			}
			modifier = {
				factor = 0.5
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
				NOT = {
					estate_loyalty = {
						estate = estate_nobles
						loyalty = 40
					}
				}
			}
		}
		add_years_of_income = 0.25
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
			}
			add_estate_loyalty = {
				estate = estate_nobles
				loyalty = -10
			}
		}
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_burghers
			}
			add_estate_loyalty = {
				estate = estate_burghers
				loyalty = 10
			}
		}
	}
	option = {
		name = "EVTOPTB871"
		ai_chance = {
			factor = 5
			modifier = {
				factor = 1.5
				NOT = { stability = 1 }
			}
			modifier = {
				factor = 0.5
				stability = 3
			}
			modifier = {
				factor = 0.5
				has_dlc = "The Cossacks"
				has_estate = estate_burghers
				NOT = {
					estate_loyalty = {
						estate = estate_burghers
						loyalty = 40
					}
				}
			}
		}
		add_stability_or_adm_power = yes
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
			}
			add_estate_loyalty = {
				estate = estate_nobles
				loyalty = 10
			}
		}
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_burghers
			}
			add_estate_loyalty = {
				estate = estate_burghers
				loyalty = -10
			}
		}
	}
}

# A traveling minstrel
country_event = {
	id = 872
	title = "EVTNAME872"
	desc = "EVTDESC872"
	picture = ADVISOR_eventPicture

	is_triggered_only = yes
	
	trigger = {
		any_known_country = {
			exists = yes
		}
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "EVTOPTA872"
		add_stability_or_adm_power = yes
	}
	option = {
		name = "EVTOPTB872"
		add_prestige = 10
		add_meritocracy_effect = yes
		define_advisor = {
			type = artist
			skill = 2
		}
	}
	option = {
		name = "personality_options.872.a"
		highlight = yes
		trigger = { ruler_has_personality = well_connected_personality }
		required_personality = well_connected_personality
		add_prestige = 10
		add_meritocracy_effect = yes
		define_advisor = {
			type = artist
			skill = 2
			discount = yes
		}
	}
}

# A bountiful harvest
country_event = {
	id = 873
	title = "EVTNAME873"
	desc = "EVTDESC873"
	picture = FEAST_eventPicture

	is_triggered_only = yes
	
	trigger = {
		is_month = 7
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "EVTOPTA873"
		add_years_of_income = 0.25
	}
}

# Tensions between nobles and clergy
country_event = {
	id = 874
	title = "EVTNAME874"
	desc = "EVTDESC874"
	picture = RELIGION_eventPicture
	
	is_triggered_only = yes
	
	trigger = {
		religion = catholic
		government = feudal_monarchy	
		exists = PAP
		capital_scope = {
			continent = europe
		}
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "EVTOPTA874"
		ai_chance = { 
			factor = 20
			modifier = {
				factor = 2
				NOT = { num_of_cities = 5 }
			}				
			modifier = {
				factor = 2
				NOT = { num_of_cities = 10 }
			}
			modifier = {
				factor = 2
				NOT = { num_of_cities = 15 }
			}				
			modifier = {
				factor = 2
				NOT = { num_of_cities = 20 }
			}
			modifier = {
				factor = 0.25
				has_dlc = "The Cossacks"
				has_estate = estate_church
				NOT = {
					estate_loyalty = {
						estate = estate_church
						loyalty = 40
					}
				}
			}
		}
		reverse_add_opinion = { who = PAP modifier = opinion_upset_pope }
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_church
			}
			add_estate_loyalty = {
				estate = estate_church
				loyalty = -10
			}
		}
	}
	option = {
		name = "EVTOPTB874"
		ai_chance = {
			factor = 80
			modifier = {
				factor = 0.25
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
				NOT = {
					estate_loyalty = {
						estate = estate_nobles
						loyalty = 40
					}
				}
			}
		}
		random_owned_province = {
			limit = {
				continent = europe
			}
			noble_rebels = 2
		}
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
			}
			add_estate_loyalty = {
				estate = estate_nobles
				loyalty = -10
			}
		}
	}
}

# The Maid of $PROVINCE
country_event = {
	id = 875
	title = "EVTNAME875"
	desc = "EVTDESC875"
	picture = COURT_eventPicture

	is_triggered_only = yes
	
	trigger = {
		religion = catholic
		NOT = {
			has_country_flag = maid_of_province
		}
		is_at_war = yes
		war_exhaustion = 5
		government = monarchy
		NOT = { government = celestial_empire }
		is_lesser_in_union = no
		NOT = { legitimacy_or_horde_unity = 80 }
		any_owned_province = {
			NOT = { controlled_by = owner }
		}
		NOT = { has_country_modifier = narrowminded_modifier }
	}
	
	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 2.5
			tag = FRA
		}
	}
	
	immediate = {
		hidden_effect = {
			set_country_flag = maid_of_province
		}
	}
	
	option = {
		name = "EVTOPTA875"
		ai_chance = { factor = 100 }
		add_prestige = -5
		add_legitimacy = -5
		add_horde_unity = -5
		create_general = -50
	}
	option = {
		name = "EVTOPTB875"
		ai_chance = { factor = 0 }
		trigger = { is_lesser_in_union = no }
		add_legitimacy = 10
		add_horde_unity = 10
	}
	option = {
		name = "EVTOPTC875"
		ai_chance = { factor = 0 }
		add_country_modifier = {
			name = narrowminded_modifier
			duration = 3650
		}
		add_stability_or_adm_power = yes
	}
}

# Bible printed!
country_event = {
	id = 876
	title = "EVTNAME876"
	desc = "EVTDESC876"
	picture = POPE_PREACHING_eventPicture

	is_triggered_only = yes
	
	trigger = {
		religion = catholic
		is_institution_enabled = printing_press
		NOT = { has_global_flag = bible_printed }
		advisor = theologian
	}
	
	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 5.0
			culture_group = germanic
		}
	}
	
	option = {
		name = "EVTOPTA876"
		set_global_flag = bible_printed
		add_prestige = 25
		random_owned_province = {
			limit = {
				NOT = { printing_press = 50 }
			}
			add_institution_embracement = {
				value = 50
				which = printing_press
			}
		}
	}
}

# Sweating Sickness
country_event = {
	id = 877
	title = "EVTNAME877"
	desc = "EVTDESC877"
	picture = PLAGUE_eventPicture

	is_triggered_only = yes
	
	trigger = {
		is_year = 1480
		capital_scope = {
			continent = europe
		}
		NOT = { adm_tech = 65 }
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "EVTOPTA877"
		ai_chance = {
			factor = 33
			modifier = {
				factor = 0.5
				NOT = { stability = 1 }
			}
		}
		if = {
			limit = { NOT = { stability = -2 } }
			add_adm_power = -100
		}		
		if = {
			limit = { stability = -2 }
			add_stability = -1
		}
	}
	option = {
		name = "EVTOPTB877"
		ai_chance = {
			factor = 33
			modifier = {
				factor = 0.5
				NOT = { years_of_income = 0.6 }
			}
		}
		add_years_of_income = -0.50
	}	
	option = {
		name = "EVTOPTC877"
		ai_chance = {
			factor = 33
		}
		add_dip_power = -100
	}	
}

# Disagreeing Advisor
country_event = {
	id = 878
	title = "EVTNAME878"
	desc = "EVTDESC878"
	picture = ADVISOR_eventPicture

	is_triggered_only = yes
	
	trigger = {
		has_advisor = yes
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "EVTOPTA878"
		add_prestige = -10
		random_list = {
			33 = { add_adm_power = 25 }
			33 = { add_dip_power = 25 }
			33 = { add_mil_power = 25 }
		}
	}
	option = {
		name = "EVTOPTB878"
		reduce_meritocracy_effect = yes
		kill_advisor = random
	}
}

# Privateers bring profits
country_event = {
	id = 879
	title = "EVTNAME879"
	desc = "EVTDESC879"
	picture = NAVAL_MILITARY_eventPicture

	is_triggered_only = yes
	
	trigger = {
		has_country_modifier = hire_privateers
		num_of_ports = 3
		any_rival_country = {
			gold = 1
		}
		NOT = {
			gold = 1
		}
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "EVTOPTA879"
		add_years_of_income = 0.10
		every_rival_country = {
			limit = { gold = 1 }
			add_opinion = { who = ROOT modifier = opinion_gold_privateers }
		}
	}
}

# Privateers captured
country_event = {
	id = 880
	title = "EVTNAME880"
	desc = "EVTDESC880"
	picture = ADVISOR_eventPicture

	is_triggered_only = yes
	
	trigger = {
		num_of_ports = 5
		num_of_heavy_ship = 1
		colony = 1
		any_rival_country = {
			has_country_modifier = hire_privateers
		}
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "EVTOPTA880"
		ai_chance = {
			factor = 5
		}
		create_admiral = 50
	}
	option = {
		name = "EVTOPTB880"
		ai_chance = {
			factor = 5
			modifier = {
				factor = 0.5
				num_of_cities = 20
			}
		}
		add_meritocracy_effect = yes
		define_advisor = { 
			type = naval_reformer
			skill = 2
		}
	}
}

# Merchant Expedition
country_event = {
	id = 881
	title = "EVTNAME881"
	desc = "EVTDESC881"
	picture = EXPLORERS_eventPicture

	is_triggered_only = yes
	
	trigger = {
		has_idea = quest_for_the_new_world
		num_of_ports = 1
		num_of_merchants = 2
		any_active_trade_node = {
			is_sea = yes
		}
		capital_scope = { continent = europe }
		carribeans_region = {
			NOT = { has_discovered = ROOT }
		}
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "EVTOPTA881"
		random_owned_province = {
			limit = { has_port = yes }
			heavy_ship = ROOT
		}
		create_explorer = 20
	}
	option = {
		name = "personality_options.881.a"
		highlight = yes
		trigger = { ruler_has_personality = navigator_personality }
		required_personality = navigator_personality
		random_owned_province = {
			limit = { has_port = yes }
			heavy_ship = ROOT
		}
		create_explorer = 50
	}
}

#Renaissance Prince
country_event = {
	id = 883
	title = "EVTNAME883"
	desc = "EVTDESC883"
	picture = COURT_eventPicture

	is_triggered_only = yes
	
	trigger = {
		religion_group = christian
		capital_scope = {
			continent = europe
		}
		is_institution_enabled = renaissance
		NOT = { has_institution = renaissance }
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "EVTOPTA883"
		ai_chance = {
			factor = 5
			modifier = {
				factor = 0.5
				NOT = { years_of_income = 0.2 }
			}
		}
		add_years_of_income = -0.10
		add_prestige = 10
		random_owned_province = {
			limit = {
				NOT = { renaissance = 100 }
			}
			add_institution_embracement = {
				which = renaissance
				value = 25
			}
		}
	}
	option = {
		name = "EVTOPTB883"
		ai_chance = {
			factor = 5
		}
		add_prestige = -5
	}
	option = {
		name = "personality_options.883.a"
		highlight = yes
		trigger = { ruler_has_personality = free_thinker_personality }
		required_personality = free_thinker_personality
		ai_chance = {
			factor = 100
		}
		add_years_of_income = -0.10
		add_prestige = 10
		random_owned_province = {
			limit = {
				NOT = { renaissance = 100 }
			}
			add_institution_embracement = {
				which = renaissance
				value = 50
			}
		}
	}
}

# Expanding influence
country_event = {
	id = 882
	title = "EVTNAME882"
	desc = "EVTDESC882"
	picture = SHIP_SAILING_eventPicture

	is_triggered_only = yes
	
	trigger = {
		OR = {
			has_country_modifier = dutch_india_trade_co 
			has_country_flag = trade_company 
		}
		OR = {
			bengal_region = {
				owned_by = ROOT
			}
			coromandel_region = {
				owned_by = ROOT
			}
			west_india_region = {
				owned_by = ROOT
			}
		}
		OR = {
			bengal_region = {
				NOT = {
					is_core = ROOT
					owned_by = ROOT
					owner = {
						has_country_modifier = dutch_india_trade_co 
						has_country_flag = trade_company 
					} 
				}
				any_neighbor_province = {
					owned_by = ROOT
					is_core = ROOT
				}
			}
			coromandel_region = {
				NOT = {
					is_core = ROOT
					owned_by = ROOT
					owner = {
						has_country_modifier = dutch_india_trade_co 
						has_country_flag = trade_company 
					} 
				}
				any_neighbor_province = {
					owned_by = ROOT
					is_core = ROOT
				}
			}
			west_india_region = {
				NOT = {
					is_core = ROOT
					owned_by = ROOT
					owner = {
						has_country_modifier = dutch_india_trade_co 
						has_country_flag = trade_company 
					} 
				}
				any_neighbor_province = {
					owned_by = ROOT
					is_core = ROOT
				}
			}
		}
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "EVTOPTA882"
		add_dip_power = -20
	}
	option = {
		name = "EVTOPTB882"
		random_province = {
			limit = {
				OR = {
					region = bengal_region
					region = west_india_region
					region = coromandel_region
				}
				NOT ={
					is_core = ROOT
					owned_by = ROOT
					owner = {
						has_country_modifier = dutch_india_trade_co 
						has_country_flag = trade_company 
					} 
				}
				any_neighbor_province = {
					owned_by = ROOT
					is_core = ROOT
				}
			}
			add_claim = ROOT
		}
	}
}

# Local Noble's Power Grows
country_event = {
	id = 884
	title = "EVTNAME884"
	desc = "EVTDESC884"
	picture = DEBATE_REPUBLICAN_eventPicture

	is_triggered_only = yes
	
	trigger = {
		capital_scope = { continent = europe }
		NOT = { adm = 3 }
		num_of_cities = 2
		any_owned_province = {
			NOT = { has_province_modifier = powerful_noble }
			NOT = { local_autonomy = 0.5 }
		}
		OR = {
			government = feudal_monarchy
			government = despotic_monarchy
		}
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "EVTOPTA884"
		ai_chance = {
			factor = 33
		}
		add_prestige = -10
		random_owned_province = {
			limit = { 
				is_capital = no
				continent = europe 
				NOT = { has_province_modifier = "powerful_noble" }
				NOT = { local_autonomy = 0.5 }
			}
			add_province_modifier = {
				name = "powerful_noble"
				duration = 240
			}
			add_local_autonomy = 20

		}
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
			}
			add_estate_loyalty = {
				estate = estate_nobles
				loyalty = 10
			}
		}
	}
	option = {
		name = "EVTOPTB884"
		ai_chance = {
			factor = 33
			modifier = {
				factor = 0.5
				NOT = { stability = 1 }
			}
			modifier = {
				factor = 0.25 #Should prefer A
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
				NOT = {
					estate_loyalty = {
						estate = estate_nobles
						loyalty = 40
					}
				}
			}
		}
		add_prestige = 5
		if = {
			limit = { NOT = { stability = -2 } }
			add_adm_power = -100
		}		
		if = {
			limit = { stability = -2 }
			add_stability = -1
		}
	}
	option = {
		name = "EVTOPTC884"
		ai_chance = {
			factor = 33
			modifier = {
				factor = 0 #Never if below 40
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
				NOT = {
					estate_loyalty = {
						estate = estate_nobles
						loyalty = 40
					}
				}
			}
		}
		add_prestige = 5
		random_owned_province = {
			limit = { 
				continent = europe 
				NOT = { has_province_modifier = "powerful_noble" }
				NOT = { local_autonomy = 0.5 }
			}
			noble_rebels = 2
		}
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_nobles
			}
			add_estate_loyalty = {
				estate = estate_nobles
				loyalty = -10
			}
		}
	}
	option = {
		name = "personality_options.884.a"
		highlight = yes
		trigger = { ruler_has_personality = lawgiver_personality }
		required_personality = lawgiver_personality
		ai_chance = {
			factor = 100
		}
		add_prestige = 5
	}
	option = {
		name = "personality_options.884.b"
		highlight = yes
		trigger = { ruler_has_personality = charismatic_negotiator_personality }
		required_personality = charismatic_negotiator_personality
		ai_chance = {
			factor = 100
		}
		add_prestige = 5
		add_dip_power = -50
	}
	option = {
		name = "personality_options.884.c"
		highlight = yes
		trigger = {
			OR = {
				ruler_has_personality = cruel_personality
				ruler_has_personality = malevolent_personality
			}
		}
		required_personality = cruel_personality
		required_personality = malevolent_personality
		ai_chance = {
			factor = 100
		}
		add_prestige = 5
		add_mil_power = -50
	}
}

# Colonial Discovery!
country_event = {
	id = 885
	title = "EVTNAME885"
	desc = "EVTDESC885"
	picture = COLONIZATION_eventPicture

	is_triggered_only = yes
	
	trigger = {
		capital_scope = {
			continent = europe
		}
		num_of_colonies = 1
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "EVTOPTA885"
		add_dip_power = 15
	}
	option = {
		name = "EVTOPTB885"
		add_adm_power = 15
	}
	option = {
		name = "personality_options.885.a"
		highlight = yes
		trigger = {
			ruler_has_personality = entrepreneur_personality
		}
		required_personality = entrepreneur_personality
		add_years_of_income = 0.2
	}
}

# Country Destabilized
country_event = {
	id = 806
	title = "EVTNAME806"
	desc = "EVTDESC806"
	picture = DEBATE_REPUBLICAN_eventPicture
	
	is_triggered_only = yes
	
	trigger = {
		war_exhaustion = 10
		stability = -2
	}

	option = {
		name = "EVTOPTB806A"
		add_stability = -1
	}
	option = {
		name = "personality_options.806.a" #
		highlight = yes
		trigger = { ruler_has_personality = careful_personality } 
		required_personality = careful_personality
		ai_chance = {
			factor = 100
		}
		random_owned_province = {
			limit = {
				is_capital = no
				NOT = { local_autonomy = 90 } 
			}
			area = {
				limit = {
					owned_by = ROOT
					is_capital = no
				}
				add_local_autonomy = 25
			}
		}
	}
}

# Naval thought suffering
country_event = {
	id = 836
	title = "EVTNAME836"
	desc = "EVTDESC836"
	picture = NAVAL_MILITARY_eventPicture

	is_triggered_only = yes
	
	trigger = {
		num_of_ports = 1
		primitives = no
		NOT = { has_idea_group = maritime_ideas }
		OR = { 
			has_idea_group = offensive_ideas
			has_idea_group = defensive_ideas
		}
	}
	
	option = {
		name = "EVTOPTB836A"
		add_dip_power = -50
	}
	option = {
		name = "personality_options.836.a"
		highlight = yes
		trigger = {
			ruler_has_personality = navigator_personality
		}
		required_personality = navigator_personality
		add_dip_power = -25
	}
}

# Naval Officers are retiring
country_event = {
	id = 837
	title = "EVTNAME837"
	desc = "EVTDESC837"
	picture = NAVAL_MILITARY_eventPicture
	
	is_triggered_only = yes

	trigger = {
		num_of_ports = 1
		primitives = no
		NOT = { has_idea_group = maritime_ideas }
		OR = { 
			has_idea_group = offensive_ideas
			has_idea_group = defensive_ideas
		}
	}	
	
	option = {
		name = "EVTOPTB837A"
		add_navy_tradition = -10
	}
	option = {
		name = "EVTOPTB837A"
		highlight = yes
		trigger = { ruler_has_personality = navigator_personality }
		required_personality = navigator_personality
		add_navy_tradition = -5
	}
}

# An example to us all
country_event = {
	id = 838
	title = "EVTNAME838"
	desc = "EVTDESC838"
	picture = LAND_MILITARY_eventPicture
	
	is_triggered_only = yes
	
	trigger = {
		NOT = { has_idea_group = maritime_ideas }
		OR = { 
			has_idea_group = offensive_ideas
			has_idea_group = defensive_ideas
		}
	}	
	
	option = {
		name = "EVTOPTB838A"
		create_advisor = grand_captain
		add_meritocracy_effect = yes
	}
}

### Scripted by Sara Wendel-Örtqvist ###

namespace = random_event

# Support for revolution overseas
country_event = {
	id = random_event.1
	title = "random_event.EVTNAME1"
	desc = "random_event.EVTDESC1"
	picture = LAND_MILITARY_eventPicture
	
	is_triggered_only = yes
	
	trigger = {
		is_at_war = no
		treasury = 100
		any_known_country = {
			OR = {
				capital_scope = { continent = north_america }
				capital_scope = { continent = south_america }
			}
			is_free_or_tributary_trigger = yes
			any_known_country = {
				war_with = PREV
				is_enemy = ROOT
			}
		}
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "random_event.EVTOPTA1"
		add_treasury = -100
		random_known_country = {
			limit = {
				OR = {
					capital_scope = { continent = north_america }
					capital_scope = { continent = south_america }
				}
				any_known_country = {
					war_with = PREV
					is_enemy = ROOT
				}
			}
			add_treasury = 100
			add_opinion = {
				who = ROOT
				modifier = opinion_sent_help
				years = 20
			}
		}
		random_rival_country = {
			limit = {
				capital_scope = { continent = europe }
				any_known_country = {
					OR = {
						capital_scope = { continent = north_america }
						capital_scope = { continent = south_america }
					}
					war_with = PREV
				}
			}
			add_opinion = {
				who = ROOT
				modifier = opinion_interfered_in_war
				years = 20
			}
		}
	}
	option = {
		name = "random_event.EVTOPTB1"
		add_prestige = -10
		random_known_country = {
			limit = {
				OR = {
					capital_scope = { continent = north_america }
					capital_scope = { continent = south_america }
				}
				any_known_country = {
					war_with = PREV
					is_enemy = ROOT
				}
			}
			add_opinion = {
				who = ROOT
				modifier = opinion_refused_send_help
				years = 20
			}
		}
		random_rival_country = {
			limit = {
				capital_scope = { continent = europe }
				any_known_country = {
					OR = {
						capital_scope = { continent = north_america }
						capital_scope = { continent = south_america }
					}
					war_with = PREV
				}
			}
			add_opinion = {
				who = ROOT
				modifier = opinion_pleased
				years = 20
			}
		}
	}
}

# Culture ties weakened
country_event = {
	id = random_event.2
	title = "random_event.EVTNAME2"
	desc = "random_event.EVTDESC2"
	picture = COLONIZATION_eventPicture
	
	is_triggered_only = yes
	
	trigger = {
		is_colonial_nation = yes
		OR = {
			primary_culture = scottish
			primary_culture = english
		}
		any_owned_province = {
			continent = north_america
			OR = {
				culture = scottish
				culture = english
			}
		}
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "random_event.EVTOPTA2"
		random_owned_province = {
			limit = {
				continent = north_america
				OR = {
					culture = scottish
					culture = english
				}
			}
			area = {
				limit = {
					owned_by = ROOT
					NOT = { culture = american }
				}
				change_culture = american
			}
		}
	}
}

# Traitor in Parliament
country_event = {
	id = random_event.3
	title = "random_event.EVTNAME3"
	desc = "random_event.EVTDESC3"
	picture = COURT_eventPicture
	
	is_triggered_only = yes
	
	trigger = {
		has_parliament = yes
		is_at_war = yes
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "random_event.EVTOPTA3"
		trigger = { 
			stability = -2 
		}
		ai_chance = {
			factor = 5
			modifier = {
				factor = 0.5
				NOT = { stability = 1 }
			}
		}
		add_stability = -1
	}
	option = {
		name = "random_event.EVTOPTB3"
		ai_chance = {
			factor = 5
			modifier = {
				factor = 0.5
				war_exhaustion = 8
			}
		}
		add_war_exhaustion = 2
	}
	option = {
		name = "personality_options.random.3.a"
		highlight = yes
		trigger = { ruler_has_personality = secretive_personality }
		required_personality = secretive_personality
		ai_chance = {
			factor = 100
		}
		add_dip_power = -25
	}
}

# A new religion spreads?
country_event = {
	id = random_event.4
	title = "random_event.EVTNAME4"
	desc = "random_event.EVTDESC4"
	picture = ELECTION_REPUBLICAN_eventPicture
	
	is_triggered_only = yes
	
	trigger = {
		has_institution = enlightenment
		has_advisor = yes
		government = monarchy
		NOT = {
			any_owned_province = {
				has_province_modifier = football_modifier
			}
		}
	}
	
	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2
			any_owned_province = {
				culture = english
			}
		}
	}
	
	option = {
		name = "random_event.EVTOPTA4"
		if = {
			limit = {
				religion = catholic
			}
			add_papal_influence = 10
		}
		if = {
			limit = {
				NOT = { religion = catholic }
				is_lesser_in_union = no
			}
			add_legitimacy = 10
		}
		if = {
			limit = {
				NOT = { religion = catholic }
				is_lesser_in_union = no
			}
			add_horde_unity = 10
		}
		every_owned_province = {
			limit = {
				culture = english
			}
			add_province_modifier = {
				name = football_modifier
				duration = 18250
			}			
		}
	}
	option = {
		name = "random_event.EVTOPTB4"
		remove_advisor = random
		reduce_meritocracy_effect = yes
	}
}

# Our ancestors are watching
country_event = {
	id = random_event.5
	title = "random_event.EVTNAME5"
	desc = "random_event.EVTDESC5"
	picture = COURT_eventPicture
	
	is_triggered_only = yes
	
	trigger = {
		government = monarchy
		is_lesser_in_union = no
		NOT = { legitimacy_or_horde_unity = 40 }
		NOT = {
			any_owned_province = {
				has_province_modifier = watching_ancestors
			}
		}
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "random_event.EVTOPTA5"
		ai_chance = {
			factor = 33
			modifier = {
				factor = 0.5
				NOT = { years_of_income = 0.3 }
			}
		}
		add_years_of_income = -0.20
		add_prestige = 20
		add_legitimacy = 20
		add_horde_unity = 20
		add_mandate_effect = yes
	}
	option = {
		name = "random_event.EVTOPTB5"
		trigger = { NOT = { government = celestial_empire } }
		ai_chance = {
			factor = 33
			modifier = {
				factor = 0.5
				NOT = { years_of_income = 0.2 }
			}
		}
		add_years_of_income = -0.10
		add_prestige = 5
		add_legitimacy = 5
		add_horde_unity = 5
	}
	option = {
		name = "random_event.EVTOPTC5"
		ai_chance = {
			factor = 33
		}
		every_owned_province = {
			limit = {
				is_core = ROOT
			}
			add_province_modifier = {
				name = watching_ancestors
				duration = 18250
			}			
		}
	}
}

# A new champion of the joust
country_event = {
	id = random_event.6
	title = "random_event.EVTNAME6"
	desc = "random_event.EVTDESC6"
	picture = THEATRE_eventPicture
	
	is_triggered_only = yes
	
	trigger = {
		NOT = {
			is_year = 1500
		}
		OR = {
			government = despotic_monarchy
			government = feudal_monarchy
			government = administrative_monarchy
			government = constitutional_monarchy
			government = enlightened_despotism
			government = revolutionary_empire
		}
		is_lesser_in_union = no
		religion_group = christian
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "random_event.EVTOPTA6"
		ai_chance = {
			factor = 5
			modifier = {
				factor = 0.5
				NOT = { legitimacy = 70 }
			}
		}
		create_general = 100
		add_prestige = -25
		add_legitimacy = -25
	}
	option = {
		name = "random_event.EVTOPTB6"
		ai_chance = {
			factor = 5
			modifier = {
				factor = 1.5
				NOT = { legitimacy = 70 }
			}
		}
		add_legitimacy = 25
	}
}

# A new flagship!
country_event = {
	id = random_event.7
	title = "random_event.EVTNAME7"
	desc = "random_event.EVTDESC7"
	picture = SHIP_SAILING_eventPicture
	
	is_triggered_only = yes
	
	trigger = {
		naval_forcelimit = 90
		num_of_ports = 1
		any_owned_province = {
			has_port = yes
			is_core = ROOT
			controlled_by = ROOT
		}
		primitives = no
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "random_event.EVTOPTA7"
		ai_chance = {
			factor = 33
			modifier = {
				factor = 0.5
				NOT = { treasury = 100 }
			}
		}
		add_treasury = -50
		add_prestige = 5
		random_owned_province = {
			limit = {
				has_port = yes
				is_core = ROOT
				controlled_by = ROOT
			}
			heavy_ship = ROOT
		}
	}
	option = {
		name = "random_event.EVTOPTB7"
		ai_chance = {
			factor = 33
			modifier = {
				factor = 0.5
				NOT = { treasury = 50 }
			}
		}
		add_treasury = -20
		add_prestige = 2
		random_owned_province = {
			limit = {
				has_port = yes
				is_core = ROOT
				controlled_by = ROOT
			}
			light_ship = ROOT
		}
	}
	option = {
		name = "random_event.EVTOPTC7"
		ai_chance = {
			factor = 33
		}
		add_treasury = -10
		add_prestige = 1
		random_owned_province = {
			limit = {
				has_port = yes
				is_core = ROOT
				controlled_by = ROOT
			}
			galley = ROOT
		}
	}
}

# Heresy!
country_event = {
	id = random_event.8
	title = "random_event.EVTNAME8"
	desc = "random_event.EVTDESC8"
	picture = POPE_PREACHING_eventPicture
	
	is_triggered_only = yes
	
	trigger = {
		religion = catholic
		NOT = { tag = PAP }
		OR = {
			advisor = natural_scientist
			advisor = philosopher
			advisor = artist
			advisor = theologian
		}
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "random_event.EVTOPTA8"
		ai_chance = {
			factor = 50
		}
		create_advisor = inquisitor
		add_papal_influence = 10
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_church
			}
			add_estate_loyalty = {
				estate = estate_church
				loyalty = 10
			}
		}
		reduce_meritocracy_effect = yes
		if = {
			limit = {
				advisor = natural_scientist
			}
			kill_advisor = natural_scientist
		}
		if = {
			limit = {
				advisor = philosopher
			}
			kill_advisor = philosopher
		}
		if = {
			limit = {
				advisor = artist
			}
			kill_advisor = artist
		}
		if = {
			limit = {
				advisor = theologian
			}
			kill_advisor = theologian
		}
	}
	option = {
		name = "random_event.EVTOPTB8"
		ai_chance = {
			factor = 50
			modifier = {
				factor = 0
				has_dlc = "The Cossacks"
				has_estate = estate_church
				NOT = {
					estate_loyalty = {
						estate = estate_church
						loyalty = 40
					}
				}
			}
		}
		add_adm_power = 50
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_church
			}
			add_estate_loyalty = {
				estate = estate_church
				loyalty = -10
			}
		}
		add_papal_influence = -20
	}
	option = {
		name = "personality_options.random.8.a"
		highlight = yes
		trigger = { ruler_has_personality = pious_personality }
		required_personality = pious_personality
		ai_chance = {
			factor = 100
		}
		add_adm_power = 50
		add_papal_influence = -5
	}
}

# We have a man inside!
country_event = {
	id = random_event.9
	title = "random_event.EVTNAME9"
	desc = "random_event.EVTDESC9"
	picture = LAND_MILITARY_eventPicture
	
	is_triggered_only = yes
	
	trigger = {
		any_rival_country = {
			advisor = fortification_expert
			war_with = ROOT
		}
		has_regency = no
		NOT = {
			has_ruler_modifier = inside_man
		}
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "random_event.EVTOPTB9"
		add_ruler_modifier = {
			name = inside_man
		}
	}
}

# A greedy corsair
country_event = {
	id = random_event.10
	title = "random_event.EVTNAME10"
	desc = "random_event.EVTDESC10"
	picture = NAVAL_MILITARY_eventPicture
	
	is_triggered_only = yes
	
	trigger = {
		naval_forcelimit = 50
		num_of_ports = 1
		OR = {
			advisor = navigator
			advisor = naval_reformer
		}
		primitives = no
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "random_event.EVTOPTA10"
		reduce_meritocracy_effect = yes
		if = {
			limit = {
				advisor = navigator
			}
			kill_advisor = navigator
		}
		if = {
			limit = {
				advisor = naval_reformer
			}
			kill_advisor = naval_reformer
		}
		add_dip_power = 75
	}
	option = {
		name = "random_event.EVTOPTB10"
		add_years_of_income = 0.2
		add_mercantilism = -2
	}
}

# Foreign Military Expert
country_event = {
	id = random_event.11
	title = "random_event.EVTNAME11"
	desc = "random_event.EVTDESC11"
	picture = BATTLE_eventPicture
	
	is_triggered_only = yes
	
	trigger = {
		is_at_war = yes
		NOT = { army_tradition = 20 } 
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "random_event.EVTOPTA11"
		ai_chance = {
			factor = 33
			modifier = {
				factor = 0.5
				NOT = { years_of_income = 0.5 }
			}
		}
		add_years_of_income = -0.25
		create_general = 100
	}
	option = {
		name = "random_event.EVTOPTB11"
		ai_chance = {
			factor = 33
			modifier = {
				factor = 0.5
				NOT = { years_of_income = 0.25 }
			}
		}
		add_years_of_income = -0.10
		create_general = 50
	}
	option = {
		name = "random_event.EVTOPTC11"
		ai_chance = {
			factor = 33
		}
		add_legitimacy = 5
	}
}

# The White Elephant
country_event = {
	id = random_event.12
	title = "random_event.EVTNAME12"
	desc = "random_event.EVTDESC12"
	picture = COURT_eventPicture
	
	is_triggered_only = yes
	
	trigger = {
		OR = {
			culture_group = thai
			culture_group = burman
			culture_group = eastern_aryan
			culture_group = hindusthani
			culture_group = western_aryan
			culture_group = dravidian
			culture_group = central_indic
		}
		NOT = { primary_culture = tibetan }
		NOT = {
			stability = 3
		}
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "random_event.EVTOPTA12"
		add_stability_or_adm_power = yes
	}
}

# Profits in Mecca!
country_event = {
	id = random_event.13
	title = "random_event.EVTNAME13"
	desc = "random_event.EVTDESC13"
	picture = MERCHANTS_TALKING_eventPicture
	
	is_triggered_only = yes
	
	trigger = {
		owns = 385 # Mecca
		NOT = {
			has_country_modifier = mecca_timer
		}
		NOT = {
			has_ruler_modifier = pious_ruler
		}
		has_regency = no
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	immediate = {
		hidden_effect = {
			add_country_modifier = {
				name = mecca_timer
				duration = 1825
				hidden = yes
			}
		}
	}
	
	option = {
		name = "random_event.EVTOPTA13"
		ai_chance = {
			factor = 33
		}
		add_treasury = 100
		add_mercantilism = 2
	}
	option = {
		name = "random_event.EVTOPTB13"
		ai_chance = {
			factor = 33
			modifier = {
				factor = 2
				has_dlc = "The Cossacks"
				has_estate = estate_burghers
				NOT = {
					estate_loyalty = {
						estate = estate_burghers
						loyalty = 40
					}
				}
			}
		}
		add_mercantilism = 5
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_burghers
			}
			add_estate_loyalty = {
				estate = estate_burghers
				loyalty = 10
			}
		}
	}
	option = {
		name = "random_event.EVTOPTC13"
		ai_chance = {
			factor = 33
			modifier = {
				factor = 2
				has_dlc = "The Cossacks"
				has_estate = estate_church
				NOT = {
					estate_loyalty = {
						estate = estate_church
						loyalty = 40
					}
				}
			}
		}
		add_ruler_modifier = {
			name = pious_ruler
		}
		if = {
			limit = {
				has_dlc = "The Cossacks"
				has_estate = estate_church
			}
			add_estate_loyalty = {
				estate = estate_church
				loyalty = 10
			}
		}
	}
}

# An astonishing performance
country_event = {
	id = random_event.14
	title = "random_event.EVTNAME14"
	desc = "random_event.EVTDESC14"
	picture = THEATRE_eventPicture
	
	is_triggered_only = yes
	
	trigger = {
		capital_scope = { continent = europe }
		religion_group = christian
		has_idea_group = innovativeness_ideas
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "random_event.EVTOPTA14"
		ai_chance = {
			factor = 5
		}
		add_adm_power = 20
	}
	option = {
		name = "random_event.EVTOPTB14"
		ai_chance = {
			factor = 5
			modifier = {
				factor = 0
				advisor = theologian
			}
		}
		add_prestige = 5
		add_meritocracy_effect = yes
		create_advisor = theologian
	}
	option = {
		name = "personality_options.random.14.a"
		highlight = yes
		trigger = { ruler_has_personality = free_thinker_personality }
		required_personality = free_thinker_personality
		add_dip_power = 50
	}
}

# Musket or Bow?
country_event = {
	id = random_event.15
	title = "random_event.EVTNAME15"
	desc = "random_event.EVTDESC15"
	picture = MILITARY_CAMP_eventPicture
	
	is_triggered_only = yes
	
	trigger = {
		mil_tech = 53
		NOT = {
			mil_tech = 59
		}
		has_regency = no
		NOT = {
			has_ruler_modifier = archery_muskets
		}
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "random_event.EVTOPTA15"
		add_ruler_modifier = {
			name = archery_muskets
		}
	}
	option = {
		name = "random_event.EVTOPTB15"
		add_army_tradition = -15
	}
	option = {
		name = "personality_options.random.15.a"
		highlight = yes
		trigger = { ruler_has_personality = bold_fighter_personality }
		required_personality = bold_fighter_personality
		add_mil_power = -10
	}
}

# Gaps in the Blockade
country_event = {
	id = random_event.16
	title = "random_event.EVTNAME16"
	desc = "random_event.EVTDESC16"
	picture = SHIP_SAILING_eventPicture
	
	is_triggered_only = yes
	
	trigger = {
		is_at_war = yes
		blockade = 75
		NOT = {
			has_country_modifier = gaps_blockade
		}
		NOT = {
			has_country_modifier = merchants_gaps_blockade
		}
	}
	
	mean_time_to_happen = {
		days = 1
		
		modifier = {
			factor = 2
			has_country_modifier = hire_privateers
		}
		modifier = {
			factor = 2
			has_idea = naval_fighting_instruction
		}
	}
	
	option = {
		name = "random_event.EVTOPTA16"
		add_country_modifier = {
			name = gaps_blockade
			duration = 365
		}
	}
	option = {
		name = "random_event.EVTOPTB16"
		add_country_modifier = {
			name = merchants_gaps_blockade
			duration = 365
		}
	}
	#option = {
	#	name = "random_event.EVTOPTC16"
	#	add_prestige = 3
	#}
}

# The Four Kings
country_event = {
	id = random_event.20
	title = "random_event.EVTNAME20"
	desc = "random_event.EVTDESC20"
	picture = COURT_eventPicture
	
	trigger = {
		NOT = { has_country_flag = ENG_had_event_XXX }
		is_year = 1600
		NOT = { is_year = 1800 }
		OR = {
			AND = {
				tag = ENG
				NOT = { exists = GBR }
			}
			tag = GBR
		}
		is_free_or_tributary_trigger = yes
		government = monarchy
		any_known_country = {
			tag = IRO
			ai = yes
			is_free_or_tributary_trigger = yes
			num_of_cities = 4
			NOT = {
				alliance_with = ROOT
				war_with = ROOT
			}
		}
	}
	
	mean_time_to_happen = {
		months = 120
	}
	
	immediate = {
		set_country_flag = ENG_had_event_XXX
	}

	option = {
		name = "random_event.EVTOPTA20" # Give them a chain of steel representing our unbreakable bond
		ai_chance = { factor = 90 }
		add_opinion = { who = IRO modifier = visit_of_the_four_kings }
		IRO = {
			add_opinion = { who = ROOT modifier = visit_of_the_four_kings }
		}
		create_alliance = IRO
	}
	option = {
		name = "random_event.EVTOPTB20" # Give them gifts but make no promises
		ai_chance = { factor = 10 }
		add_treasury = -250
		IRO = {
			add_opinion = { who = ROOT modifier = opinion_grateful }
		}		
	}
	option = {
		name = "random_event.EVTOPTC20" # Give them nothing, these men are savages, not royalty
		ai_chance = { factor = 0 }
		IRO = {
			add_opinion = { who = ROOT modifier = opinion_angry }
		}
	}
}

# Bible Translated
province_event = {
	id = random_event.21
	title = "random_event.EVTNAME21"
	desc = "random_event.EVTDESC21"
	picture = BIG_BOOK_eventPicture
	
	trigger = {
		owner = {
			NOT = { has_country_flag = bible_translated }
			OR = {
				religion = catholic
				religion = protestant
				religion = reformed
			}
		}
		is_religion_enabled = protestant
		is_reformation_center = no
		religion_group = christian
	}

	mean_time_to_happen = {
		months = 5000 # Random Province Event
		modifier = {
			factor = 0.75
			province_id = 59 # Wittenberg	
		}
	}
	
	immediate = {
		owner = {
			set_country_flag = bible_translated
		}
	}
	
	option = {
		name = "random_event.EVTOPTA21" # Heresy! Burn the priest and his books!
		owner = {
			add_reform_desire = -0.01
			PAP = {
				add_opinion = { who = ROOT modifier = opinion_grateful }
			}
			every_neighbor_country = {
				limit = {
					religion = catholic
				}
				add_opinion = { who = ROOT modifier = opinion_grateful }
			}
			every_neighbor_country = {
				limit = {
					OR = {
						religion = protestant
						religion = reformed
					}
				}
				add_opinion = { who = ROOT modifier = opinion_angry }
			}
		}
	}
	option = {
		name = "random_event.EVTOPTB21" # Great news! Spread these bibles far and wide
		if = {
			limit = {
				owner = {
					OR = {
						religion = catholic
						religion = protestant
					}
				}
			}
			change_religion = protestant
		}
		if = {
			limit = {
				owner = {
					religion = reformed
				}
			}
			change_religion = reformed
		}
		owner = {
			add_reform_desire = 0.03
			PAP = {
				add_opinion = { who = ROOT modifier = opinion_angry }
			}
			every_neighbor_country = {
				limit = {
					religion = catholic
				}
				add_opinion = { who = ROOT modifier = opinion_irritated }
			}
			every_neighbor_country = {
				limit = {
					OR = {
						religion = protestant
						religion = reformed
					}
				}
				add_opinion = { who = ROOT modifier = opinion_grateful }
			}
		}
	}
}

# Establish Penal Colony in COLONYNAME
province_event = {
	id = random_event.22
	title = "random_event.EVTNAME22"
	desc = "random_event.EVTDESC22"
	picture = COLONIZATION_eventPicture
	
	trigger = {
		owner = {
			NOT = { has_country_flag = has_penal_colony }
		}
		is_colony = yes
		NOT = { colonysize = 500 }
	}
	
	mean_time_to_happen = {
		months = 2000
		modifier = {
			factor = 0.9
			region = australia_region
		}
	}
	
	immediate = {
		owner = {
			set_country_flag = has_penal_colony
		}
	}

	option = {
		name = "random_event.EVTOPTA22" # Sounds good, set it up
		add_province_modifier = {
			name = "penal_colony"
			duration = 9125
		}
	}
	option = {
		name = "random_event.EVTOPTB22" # We can't trust these people! Keep them in prison over here
		owner = {
			add_adm_power = -10
		}
	}
}

# Influenza!
province_event = {
	id = random_event.23
	title = "random_event.EVTNAME23"
	desc = "random_event.EVTDESC23"
	picture = PLAGUE_eventPicture
	
	trigger = {
		has_port = yes
		owner = {
			NOT = { has_country_flag = had_influenza }
			primitives = no
			any_known_country = {
				NOT = {
					OR = { 
						capital_scope = { continent = north_america }
						capital_scope = { continent = south_america } 
					}
				}
			}
		}	
	}
	
	mean_time_to_happen = {
		months = 2000
	}
	
	immediate = {
		owner = {
			set_country_flag = had_influenza
		}
	}

	option = {
		name = "random_event.EVTOPTA23" # Quarantine the port and let them die!
		ai_chance = {
			factor = 9
		}
		add_province_modifier = {
			name = "quarantined_influenza"
			duration = 365
		}
	}
	option = {
		name = "random_event.EVTOPTB23" # This is not the first flu in our country, I don't care!
		ai_chance = {
			factor = 1
		}
		owner = { add_adm_power = -5 }
		add_province_modifier = {
			name = "influenza"
			duration = 365
		}
		if = {
			limit = {
				any_neighbor_province = {
					owned_by = ROOT
					NOT = { has_province_modifier = quarantined_influenza }
					NOT = { has_province_modifier = influenza }
				}
			}
			random = {
				chance = 75
				random_neighbor_province = {
					limit = {
						owned_by = ROOT
						NOT = { has_province_modifier = quarantined_influenza }
						NOT = { has_province_modifier = influenza }
					}
					province_event = { id = random_event.24 days = 90 tooltip = "influenza_spreads" }
				}
			}
		}
	}
}

# Influenza Spreads
province_event = {
	id = random_event.24
	title = "random_event.EVTNAME24"
	desc = "random_event.EVTDESC24"
	picture = PLAGUE_eventPicture
	
	is_triggered_only = yes
	
	option = {
		name = "random_event.EVTOPTA24" # Quarantine the province!
		ai_chance = {
			factor = 9
		}
		add_province_modifier = {
			name = "quarantined_influenza"
			duration = 365
		}
	}
	option = {
		name = "random_event.EVTOPTB24" # It will soon go away
		owner = { add_adm_power = -5 }
		ai_chance = {
			factor = 1
		}
		add_province_modifier = {
			name = "influenza"
			duration = 365
		}
		if = {
			limit = {
				any_neighbor_province = {
					owned_by = ROOT
					NOT = { has_province_modifier = quarantined_influenza }
					NOT = { has_province_modifier = influenza }
				}
			}
			random = {
				chance = 75
				random_neighbor_province = {
					limit = {
						owned_by = ROOT
						NOT = { has_province_modifier = quarantined_influenza }
						NOT = { has_province_modifier = influenza }
					}
					province_event = { id = random_event.24 days = 90 tooltip = "influenza_spreads" }
				}
			}
		}
	}
}

# Iconoclastic Fury
country_event = {
	id = random_event.25
	title = "random_event.EVTNAME25"
	desc = "random_event.EVTDESC25"
	picture = RELIGIOUS_TURMOIL_eventPicture
	
	trigger = {
		is_year = 1500
		NOT = { is_year = 1600 }
		NOT = { has_country_flag = iconoclastic_fury }
		religion_group = christian
		is_religion_enabled = protestant
		capital_scope = {
			continent = europe
		}
		any_owned_province = {
			continent = europe
			religion = catholic
		}
		any_owned_province = {
			continent = europe
			is_reformation_center = no
			OR = {
				religion = protestant
				religion = reformed
			}
		}
	}

	mean_time_to_happen = {
		months = 2000
		modifier = {
			factor = 0.9
			OR = {
				primary_culture = dutch
				culture_group = french
			}
		}
	}
	
	immediate = {
		set_country_flag = iconoclastic_fury
	}
	
	option = {
		name = "random_event.EVTOPTA25" # Send guards to stop these vandals!
		ai_chance = { factor = 30 }
		add_prestige = 10
		PAP = {
			add_opinion = { who = ROOT modifier = "stopped_iconoclastic_fury" }
		}
		add_mil_power = -50
		every_owned_province = {
			limit = {
				continent = europe
				OR = {
					religion = protestant
					religion = reformed
				}
			}
			add_unrest = 10
		}
	}
	option = {
		name = "random_event.EVTOPTB25" # We can't do anything except weather the storm!
		ai_chance = { factor = 20 }
		add_prestige = -25
		add_country_modifier = {
			name = "iconoclastic_fury"
			duration = 3650
		}
	}
	option = {
		name = "random_event.EVTOPTC25" # Time to take the lead and break Papal stranglehold!
		trigger = { NOT = { tag = PAP } }
		ai_chance = {
			factor = 50
			modifier = {
				factor = 0
				religion = catholic
			}
		}
		add_stability = -1
		PAP = {
			add_opinion = { who = ROOT modifier = "allowed_iconoclastic_fury" }
		}
		random_owned_province = {
			limit = {
				continent = europe
				religion = catholic
			}
			if = {
				limit = {
					owner = {
						OR = {
							religion = protestant
							religion = catholic
						}
					}
					is_reformation_center = no
				}
				change_religion = protestant
			}
			if = {
				limit = {
					owner = {
						religion = reformed
					}
					is_reformation_center = no
				}
				change_religion = reformed
			}
		}
	}
}


# Debased Currency
country_event = {
	id = random_event.26
	title = "EVTNAME9478"
	desc = "EVTDESC9478"
	picture = ECONOMY_eventPicture
	
	is_triggered_only = yes
	
	trigger = {
		gold_income_percentage = 0.1
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "EVTOPTA9478"
		add_inflation = 1
		add_prestige = -5
	}
}



######### Product Events #######

# Excellent Year
country_event = {
	id = 6418
	title = "EVTNAME6418"
	desc = "EVTDESC6418"
	picture = TRADEGOODS_eventPicture

	is_triggered_only = yes

	trigger = {
		grain = 1
	}

	mean_time_to_happen = {
		days = 1
	}

	option = {
		name = "EVTOPTA6418"
		add_yearly_manpower = 0.25
	}
}


# Excellent Vintage
country_event = {
	id = 6419
	title = "EVTNAME6419"
	desc = "EVTDESC6419"
	picture = TRADEGOODS_eventPicture

	

	trigger = {
		wine = 1
		NOT = { has_country_modifier = excellent_vintage }
	}
	
	is_triggered_only = yes

	mean_time_to_happen = {
		days = 1
	}

	option = {
		name = "EVTOPTA6419"
		add_country_modifier = {
			name = "excellent_vintage"
			duration = 730
		}
		add_piety = -0.10
	}
}

# Poor Vintage
country_event = {
	id = 6420 
	title = "EVTNAME6420"
	desc = "EVTDESC6420"
	picture = TRADEGOODS_eventPicture

	trigger = {
		wine  = 1
	}

	is_triggered_only = yes

	mean_time_to_happen = {
		days = 1
	}

	option = {
		name = "EVTOPTA6420"
		add_prestige = -5
		add_piety = 0.10
	}
}


# Quality wool
country_event = {
	id = 6421 
	title = "EVTNAME6421"
	desc = "EVTDESC6421"
	picture = TRADEGOODS_eventPicture

	trigger = {
		wool = 1
	}

	is_triggered_only = yes

	mean_time_to_happen = {
		days = 1
	}

	option = {
		name = "EVTOPTA6421"
		add_years_of_income = 0.1
	}
}

# Poor Uniforms
country_event = {
	id = 6422
	title = "EVTNAME6422"
	desc = "EVTDESC6422"
	picture = TRADEGOODS_eventPicture

	trigger = {
		cloth = 1 
		NOT = { has_country_modifier = poor_uniforms }
	}

	is_triggered_only = yes

	mean_time_to_happen = {
		days = 1
	}

	option = {
		name = "EVTOPTA6422"
		add_country_modifier = {
			name = "poor_uniforms"
			duration = 730
		}
	}
}


# Hardy Seamen
country_event = {
	id = 6423
	title = "EVTNAME6423"
	desc = "EVTDESC6423"
	picture = TRADEGOODS_eventPicture

	trigger = {
		fish =  1
		num_of_ports = 1
		primitives = no
	}

	is_triggered_only = yes

	mean_time_to_happen = {
		days = 1
	}


	option = {
		name = "EVTOPTA6423"
		add_navy_tradition = 10
	}
}

# Natives not assisting
country_event = {
	id = 6424
	title = "EVTNAME6424"
	desc = "EVTDESC6424"
	picture = TRADEGOODS_eventPicture

	trigger = {
		fur =  1
	}

	is_triggered_only = yes

	mean_time_to_happen = {
		days = 1
	}

	
	option = {
		name = "EVTOPTA6424"
		add_years_of_income = -0.1
	}
}


# Salt Crisis
country_event = {
	id = 6425
	title = "EVTNAME6425"
	desc = "EVTDESC6425"
	picture = TRADEGOODS_eventPicture

	trigger = {
		salt = 1
		NOT = { has_country_modifier = salt_crisis }
	}


	is_triggered_only = yes

	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "EVTOPTA6425"
		add_country_modifier = {
			name = "salt_crisis"
			duration = 730
		}
	}
}

# Excellent supplies
country_event = {
	id = 6426
	title = "EVTNAME6426"
	desc = "EVTDESC6426"
	picture = TRADEGOODS_eventPicture

	trigger = {
		naval_supplies = 1
		num_of_ports = 1
		primitives = no
		NOT = { has_country_modifier = good_supplies }
	}


	is_triggered_only = yes

	mean_time_to_happen = {
		days = 1
	}
	option = {
		name = "EVTOPTA6426"
		add_country_modifier = {
			name = "good_supplies"
			duration = 730
		}
	}
}

# Poor Quality Copper
country_event = {
	id = 6427
	title = "EVTNAME6427"
	desc = "EVTDESC6427"
	picture = TRADEGOODS_eventPicture

	trigger = {
		copper = 1
		mil_tech = 52
		NOT = { has_country_modifier = poor_copper }
	}

	is_triggered_only = yes

	mean_time_to_happen = {
		days = 1
	}

	option = {
		name = "EVTOPTA6427"
		add_country_modifier = {
			name = "poor_copper"
			duration = 730
		}
	}
}

# GOLD RUSH!
country_event = {
	id = 6428
	title = "EVTNAME6428"
	desc = "EVTDESC6428"
	picture = TRADEGOODS_eventPicture

	trigger = {
		gold = 1
		NOT = { religion_group = pagan }
	}

	is_triggered_only = yes

	mean_time_to_happen = {
		days = 1
	}

	option = {
		name = "EVTOPTA6428"
		add_years_of_income = 1.0
		add_inflation = 1
	}
}

# Iron ore quality problems
country_event = {
	id = 6429
	title = "EVTNAME6429"
	desc = "EVTDESC6429"
	picture = TRADEGOODS_eventPicture

	trigger = {
		iron = 1
		NOT = { has_country_modifier = poor_iron }
	}

	is_triggered_only = yes

	mean_time_to_happen = {
		days = 1
	}

	option = {
		name = "EVTOPTA6429"
		add_country_modifier = {
			name = "poor_iron"
			duration = 730
		}
	}
}



# Quality Ivory
country_event = {
	id = 6431
	title = "EVTNAME6431"
	desc = "EVTDESC6431"
	picture = TRADEGOODS_eventPicture

	trigger = {
		ivory = 1
	}

	is_triggered_only = yes

	mean_time_to_happen = {
		days = 1
	}

	option = {
		name = "EVTOPTA6431"
		add_prestige = 20
	}
}

# Tea Party
country_event = {
	id = 6432
	title = "EVTNAME6432"
	desc = "EVTDESC6432"
	picture = HARBOUR_eventPicture

	trigger = {
		any_owned_province = {
			trade_goods = tea 
			is_overseas = yes
			is_city = yes
		}
	}
	is_triggered_only = yes

	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "EVTOPTA6432"
		random_owned_province = {
			limit = {
				trade_goods = tea 
				is_overseas = yes
				is_city = yes
			}
			add_unrest = 10
		}
		
	}
}

# Storms
country_event = {
	id = 6433
	title = "EVTNAME6433N"
	desc = "EVTDESC6433N"
	picture = TRADEGOODS_eventPicture

	trigger = {
		chinaware = 1
	}

	is_triggered_only = yes

	mean_time_to_happen = {
		days = 1
	}

	option = {
		name = "EVTOPTA6433N"
		random_owned_province = {
			limit = {
				trade_goods = chinaware
			}
			add_province_modifier = {
				name = "storms"
				duration = 730
			}			
		}
	}
}


# Harvest failure
country_event = {
	id = 6434
	title = "EVTNAME6434"
	desc = "EVTDESC6434"
	picture = FARMING_eventPicture

	trigger = {
		spices = 1
		any_owned_province = {
			trade_goods = spices
			NOT = { has_province_modifier = harvest_fails }
		}
	}

	is_triggered_only = yes

	mean_time_to_happen = {
		days = 1
	}

	option = {
		name = "EVTOPTA6434"
		
		random_owned_province = {
			limit = {
				trade_goods = spices
			}
			add_province_modifier = {
				name = "harvest_fails"
				duration = 7300
			}			
		}		
	}
}






# Benign Neglect
country_event = {
	id = 9472
	title = "EVTNAME9472"
	desc = "EVTDESC9472"
	picture = MERCHANTS_TALKING_eventPicture
	
	trigger = {
		num_of_cities = 20
	}
	
	is_triggered_only = yes

	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = "EVTOPTA9472"
		random_owned_province = {
			limit = {
				is_capital = no
			}
			add_province_modifier = {
				name = "benign_neglect_trade"
				duration = 1825
			}
		
		}
	}
	option = {
		name = "EVTOPTB9472"
		random_owned_province = {
			limit = {
				is_capital = no
			}
			add_province_modifier = {
				name = "benign_neglect_tax"
				duration = 1825
			}
		
		}		
	}
	option = {
		name = "EVTOPTC9472"
		random_owned_province = {
			limit = {
				is_capital = no
			}
			add_province_modifier = {
				name = "benign_neglect_manpower"
				duration = 1825
			}
		
		}			

	}
}



country_event = {
	id = 3097
	title = "EVTNAME3097"
	desc = "EVTDESC3097"
	picture = ANGRY_MOB_eventPicture
	
	trigger = {
		num_of_rebel_armies = 1
		NOT = { religious_unity = 1.0 }
		any_owned_province = {
			has_owner_culture = no
			has_owner_religion = no
		}
	}
	
	is_triggered_only = yes

	mean_time_to_happen = {
		days = 1
	}	
	
	option = {
		name = "EVTOPTA3097" # Jackals! Vultures!
		
		random_owned_province = {
			limit = {
				has_owner_culture = no
				has_owner_religion = no
			}
		
			add_unrest = 15
		}
	}
}

# Revolt!
country_event = {
	id = 5005
	title = "EVTNAME5005"
	desc = "EVTDESC5005"
	picture = ANGRY_MOB_eventPicture

	is_triggered_only = yes
	
	trigger = {
		num_of_cities = 2
		any_owned_province = {
			is_capital = no
			unrest = 1
		}
	}
	
	immediate = {
		hidden_effect = {
			random_owned_province = {
				limit = {
					is_capital = no
					unrest = 1
				}
				save_event_target_as = revolt_5005_province
			}
		}
	}

	mean_time_to_happen = {
		days = 1
	}	
	
	option = {
		name = "EVTOPTA5005" # Ignore them
		event_target:revolt_5005_province = {
			add_province_modifier = {
				name = ignored_unrest
				duration = 1825
			}
		}

	}
	option = {
		name = "EVTOPTB5005" # Lower taxes
		event_target:revolt_5005_province = {
			add_province_modifier = {
				name = lower_taxes_unrest
				duration = 1825
			}
			add_local_autonomy = 20
		}			
	}
}



country_event = {
	id = 5026
	title = "EVTNAME5026"
	desc = "EVTDESC5026"
	picture = PLAGUE_eventPicture

	trigger = {
		grain = 1
		num_of_cities = 2
		any_owned_province = {
			trade_goods = grain
			is_capital = no
		}
	}


	is_triggered_only = yes

	mean_time_to_happen = {
		days = 1
	}

	option = {
		name = "EVTOPTA5026"		# We have to do something!
		ai_chance = {
			factor = 55
			modifier = {
				factor = 0.5
				NOT = { years_of_income = 0.2 }
			}
		}
		add_years_of_income = -0.10
	}
	option = {
		name = "EVTOPTB5026"		# There is nothing we can do.
		ai_chance = {
			factor = 45
		}
		random_owned_province = {
			limit = {
				trade_goods = grain
				is_capital = no
			}
			add_local_autonomy = 25
			add_province_modifier = {
				name = "plague"
				duration = 1095
			}
		}				
	}
}

country_event = {
	id = 5037
	title = "EVTNAME5037"
	desc = "EVTDESC5037"
	picture = FARMING_eventPicture

	trigger = {
		grain = 1
	}
	
	
	is_triggered_only = yes

	mean_time_to_happen = {
		days = 1
	}

	option = {
		name = "EVTOPTA5037"		# Invest in a bigger army
		ai_chance = { factor = 55 }
		random_owned_province = {
			limit = {
				trade_goods = grain
			}		
			add_base_manpower = 1
		}
	}
	option = {
		name = "EVTOPTB5037"		#  Raise taxes
		ai_chance = { factor = 45 }
		random_owned_province = {
			limit = {
				trade_goods = grain
			}		
			add_base_tax = 1
		}
	}
	option = {
		name = "EVTOPTC5037"		#  Invest in Infrastructure
		ai_chance = { factor = 45 }
		random_owned_province = {
			limit = {
				trade_goods = grain
			}		
			add_base_production = 1
		}
	}
}


country_event = {
	id = 5063
	title = "EVTNAME5063"
	desc = "EVTDESC5063"
	picture = COURT_eventPicture

	trigger = {
		government = monarchy
	}

	is_triggered_only = yes

	mean_time_to_happen = {
		days = 1
	}

	option = {
		name = "EVTOPTA5063"		# Side with one family
		random_owned_province = {
			noble_rebels = 1
		}
	}
	option = {
		name = "EVTOPTB5063"		# Let them fight it out.
		trigger = { num_of_cities = 2 }
		ai_chance = { factor = 25 }
		random_owned_province = {
			limit = { is_capital = no }
			add_local_autonomy = 25
		}
	}
	option = {
		name = "EVTOPTC5063"		# Try to settle the issue.
		ai_chance = { factor = 25 }
		add_dip_power = -33
	}
}


country_event = {
	id = 6014
	title = "EVTNAME6014"
	desc = "EVTDESC6014"
	picture = FEAST_eventPicture

	trigger = {
	}

	is_triggered_only = yes

	mean_time_to_happen = {
		days = 1
	}

	option = {
		name = "EVTOPTA6014"		# Put into the treasury
		ai_chance = {
			factor = 55
			modifier = {
				factor = 0.5
				NOT = { num_of_cities = 10 }
			}
			modifier = {
				factor = 1.5
				num_of_cities = 20
			}
		}
		add_years_of_income = 0.50
	}
	option = {
		name = "EVTOPTB6014"		# Invest the money
		add_adm_power = 50
		ai_chance = {
			factor = 45
		}
	}
}