#########################################################
#		Religious conversion events		#
#########################################################

# Pagan to Catholic
province_event = {

	id = 5001

	trigger = {
		OR = {
			religion = animism
			religion = shamanism
		}
		owner = {
			OR = {
				religion = animism
				religion = shamanism
			}
			any_neighbor_country = {
				religion = catholic
				relation = { who = THIS value = 100 }
			}
		}
	}

	mean_time_to_happen = {
		months = 5000 # Random Province Event
		
		modifier = {
			factor = 0.5
			owner = {
				NOT = { culture_group = THIS }
			}
		}
		modifier = {
			factor = 1.5
			owner = {
				advisor = theologian
			}
		}
	}

	title = "EVTNAME5001"
	desc = "EVTDESC5001"
	
	option = {
		name = "EVTOPTA5001"		# Convert to Catholicism
		ai_chance = { factor = 30 }
		religion = catholic
	}
	option = {
		name = "EVTOPTB5001"		# Honor the beliefs of our ancestors
		ai_chance = { factor = 70 }
		owner = {
			stability = 1
		}
	}
}

# Pagan to Protestant
province_event = {

	id = 5002

	trigger = {
		OR = {
			religion = animism
			religion = shamanism
		}
		owner = {
			OR = {
				religion = animism
				religion = shamanism
			}
			any_neighbor_country = {
				religion = protestant
				relation = { who = THIS value = 100 }
			}
		}
	}

	mean_time_to_happen = {
		months = 5000 # Random Province Event

		modifier = {
			factor = 0.5
			owner = {
				NOT = { culture_group = THIS }
			}
		}
		modifier = {
			factor = 1.5
			owner = {
				advisor = theologian
			}
		}
	}

	title = "EVTNAME5001"
	desc = "EVTDESC5001"
	
	option = {
		name = "EVTOPTA5001"		# Convert to Protestantism
		ai_chance = { factor = 30 }
		religion = protestant
	}
	option = {
		name = "EVTOPTB5001"		# Honor the beliefs of our ancestors
		ai_chance = { factor = 70 }
		owner = {
			stability = 1
		}
	}
}

# Pagan to Sunni
province_event = {

	id = 5003

	trigger = {
		OR = {
			religion = animism
			religion = shamanism
		}
		owner = {
			OR = {
				religion = animism
				religion = shamanism
			}
			any_neighbor_country = {
				religion = sunni
				relation = { who = THIS value = 100 }
			}
		}
	}

	mean_time_to_happen = {
		months = 5000 # Random Province Event

		modifier = {
			factor = 0.5
			owner = {
				NOT = { culture_group = THIS }
			}
		}
		modifier = {
			factor = 1.5
			owner = {
				advisor = theologian
			}
		}
	}

	title = "EVTNAME5003"
	desc = "EVTDESC5003"
	
	option = {
		name = "EVTOPTA5003"		# Convert to Sunni
		ai_chance = { factor = 30 }
		religion = sunni
	}
	option = {
		name = "EVTOPTB5003"		# Honor the beliefs of our ancestors
		ai_chance = { factor = 70 }
		owner = {
			stability = 1
		}
	}
}

# Pagan to Shiite
province_event = {

	id = 5004

	trigger = {
		OR = {
			religion = animism
			religion = shamanism
		}
		owner = {
			OR = {
				religion = animism
				religion = shamanism
			}
			any_neighbor_country = {
				religion = shiite
				relation = { who = THIS value = 100 }
			}
		}
	}

	mean_time_to_happen = {
		months = 5000 # Random Province Event

		modifier = {
			factor = 0.5
			owner = {
				NOT = { culture_group = THIS }
			}
		}
		modifier = {
			factor = 1.5
			owner = {
				advisor = theologian
			}
		}
	}

	title = "EVTNAME5003"
	desc = "EVTDESC5003"
	
	option = {
		name = "EVTOPTA5003"		# Convert to Shiite
		ai_chance = { factor = 30 }
		religion = shiite
	}
	option = {
		name = "EVTOPTB5003"		# Honor the beliefs of our ancestors
		ai_chance = { factor = 70 }
		owner = {
			stability = 1
		}
	}
}


#########################################################
#			Revolt events			#
#########################################################

# Number of cities: < 5
province_event = {

	id = 5005

	trigger = {
		owner = {
			NOT = { num_of_cities = 5 }
			OR = {
				NOT = { religion = THIS }
				AND = {	
					NOT = { accepted_culture = THIS }
					NOT = { primary_culture = THIS }			
				}
			}
		}
	}

	mean_time_to_happen = {
		months = 5000 # Random Province Event

		modifier = {
			factor = 0.5
			owner = { NOT = { stability = 0 } }
		}
		modifier = {
			factor = 2.0
			owner = { luck = yes }
		}
		modifier = {
			factor = 1.5
			owner = {
				OR = {
					has_country_flag = rebellion_event
					stability = 1
				}
			}
		}
	}

	title = "EVTNAME5005"
	desc = "EVTDESC5005"
	
	option = {
		name = "EVTOPTA5005"			# Ignore them
		create_revolt = 1
		owner = {
			set_country_flag = rebellion_event
		}
	}
	option = {
		name = "EVTOPTB5005"			# Lower taxes
		add_province_modifier = {
			name = "tax_reduction"
			duration = 300
		}
		owner = {
			set_country_flag = rebellion_event
		}
	}
}

# Number of cities: 5 - 29
province_event = {

	id = 5006

	trigger = {
		owner = {
			num_of_cities = 5
			NOT = { num_of_cities = 30 }
			OR = {
				NOT = { religion = THIS }
				AND = {	
					NOT = { accepted_culture = THIS }
					NOT = { primary_culture = THIS }			
				}
			}
		}
	}

	mean_time_to_happen = {
		months = 5000 # Random Province Event

		modifier = {
			factor = 0.5
			owner = { NOT = { stability = 0 } }
		}
		modifier = {
			factor = 2.0
			owner = { luck = yes }
		}
		modifier = {
			factor = 3.0
			owner = {
				OR = {
					has_country_flag = rebellion_event
					stability = 1
				}
			}
		}
	}

	title = "EVTNAME5005"
	desc = "EVTDESC5005"
	
	option = {
		name = "EVTOPTA5005"			# Ignore them
		create_revolt = 2
		owner = {
			set_country_flag = rebellion_event
		}
	}
	option = {
		name = "EVTOPTB5005"			# Lower taxes
		add_province_modifier = {
			name = "tax_reduction"
			duration = 730
		}
		owner = {
			set_country_flag = rebellion_event
			prestige = -0.01
		}
	}
}

# Number of cities: 30-
province_event = {

	id = 5007

	trigger = {
		owner = {
			num_of_cities = 30
			OR = {
				NOT = { religion = THIS }
				AND = {	
					NOT = { accepted_culture = THIS }
					NOT = { primary_culture = THIS }			
				}
			}
		}
	}

	mean_time_to_happen = {
		months = 5000 # Random Province Event

		modifier = {
			factor = 0.5
			owner = { NOT = { stability = 0 } }
		}
		modifier = {
			factor = 1.2
			owner = {
				stability = 1
			}
		}
		modifier = {
			factor = 2.0
			owner = { luck = yes }
		}
		modifier = {
			factor = 10.0
			owner = {
				OR = {
					has_country_flag = rebellion_event
					stability = 1
				}
			}
		}
	}

	title = "EVTNAME5005"
	desc = "EVTDESC5005"
	
	option = {
		name = "EVTOPTA5005"			# Ignore them
		create_revolt = 3		
		any_neighbor_province = {
			limit = {
				owned_by = THIS
				religion = THIS
				owner = {
					NOT = { accepted_culture = THIS }
					NOT = { primary_culture = THIS }
					NOT = { culture_group = THIS }
				}
			}
			create_revolt = 1
		}
		owner = {
			set_country_flag = rebellion_event
		}
	}
	option = {
		name = "EVTOPTB5005"			# Lower taxes
		add_province_modifier = {
			name = "tax_reduction"
			duration = 1460
		}
		owner = {
			set_country_flag = rebellion_event
			prestige = -0.02
		}
	}
}


#########################################################
#		Gift to the state			#
#########################################################

# Number of cities: < 5
country_event = {

	id = 5008

	trigger = {
		NOT = { num_of_cities = 5 }
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			adm = 7
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 1.5
			badboy = 0.30
		}
	}

	title = "EVTNAME5008"
	desc = "EVTDESC5008"
	
	option = {
		name = "EVTOPTA5008"		# Put into the treasury
		ai_chance = { factor = 55 }
		treasury = 50
	}
	option = {
		name = "EVTOPTB5008"		# Gain prestige
		ai_chance = { factor = 45 }
		prestige = 0.01
	}
}

# Number of cities: 5 - 9
country_event = {

	id = 5009

	trigger = {
		num_of_cities = 5
		NOT = { num_of_cities = 10 }
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			adm = 7
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 1.5
			badboy = 0.30
		}
	}

	title = "EVTNAME5008"
	desc = "EVTDESC5008"
	
	option = {
		name = "EVTOPTA5008"		# Put into the treasury
		ai_chance = { factor = 55 }
		treasury = 100
	}
	option = {
		name = "EVTOPTB5008"		# Gain prestige
		ai_chance = { factor = 45 }
		prestige = 0.015
	}
}

# Number of cities: 10 - 29
country_event = {

	id = 5010

	trigger = {
		num_of_cities = 10
		NOT = { num_of_cities = 30 }
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			adm = 7
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 1.5
			badboy = 0.30
		}
	}

	title = "EVTNAME5008"
	desc = "EVTDESC5008"
	
	option = {
		name = "EVTOPTA5008"		# Put into the treasury
		ai_chance = { factor = 55 }
		treasury = 200
	}
	option = {
		name = "EVTOPTB5008"		# Gain prestige
		ai_chance = { factor = 45 }
		prestige = 0.02
	}
}

# Number of cities: 30 - 79
country_event = {

	id = 5011

	trigger = {
		num_of_cities = 30
		NOT = { num_of_cities = 80 }
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			adm = 7
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 1.5
			badboy = 0.30
		}
	}

	title = "EVTNAME5008"
	desc = "EVTDESC5008"
	
	option = {
		name = "EVTOPTA5008"		# Put into the treasury
		ai_chance = { factor = 55 }
		treasury = 300
	}
	option = {
		name = "EVTOPTB5008"		# Gain prestige
		ai_chance = { factor = 45 }
		prestige = 0.02
	}
}

# Number of cities: 80 - 199
country_event = {

	id = 5012

	trigger = {
		num_of_cities = 80
		NOT = { num_of_cities = 200 }
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			adm = 7
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 1.5
			badboy = 0.3
		}
	}

	title = "EVTNAME5008"
	desc = "EVTDESC5008"
	
	option = {
		name = "EVTOPTA5008"		# Put into the treasury
		ai_chance = { factor = 55 }
		treasury = 500
	}
	option = {
		name = "EVTOPTB5008"		# Gain prestige
		ai_chance = { factor = 45 }
		prestige = 0.02
	}
}

# Number of cities: 200 -
country_event = {

	id = 5013

	trigger = {
		num_of_cities = 200
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			adm = 7
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 1.5
			badboy = 0.30
		}
	}

	title = "EVTNAME5008"
	desc = "EVTDESC5008"
	
	option = {
		name = "EVTOPTA5008"		# Put into the treasury
		ai_chance = { factor = 55 }
		treasury = 1000
	}
	option = {
		name = "EVTOPTB5008"		# Gain prestige
		ai_chance = { factor = 45 }
		prestige = 0.025
	}
}


#########################################################
#		Temporary insanity of Monarch	  	#
#########################################################

country_event = {

	id = 5014

	trigger = {
		OR = {
			government = feudal_monarchy
			government = despotic_monarchy
			government = administrative_monarchy
			government = absolute_monarchy
			government = constitutional_monarchy
			government = enlightened_despotism
			government = bureaucratic_despotism
		}
		NOT = { ADM = 4 }
		badboy = 0.20
		NOT = { luck = yes }
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			NOT = { advisor = statesman }
		}
		modifier = {
			factor = 1.5
			statesman = 6
		}
	}

	title = "EVTNAME5014"
	desc = "EVTDESC5014"
	
	option = {
		name = "EVTOPTA5014"		# Request military guidance.
		ai_chance = { factor = 55 }
		prestige = -0.02
		treasury = -20
		army_tradition = 0.05
		navy_tradition = 0.05
	}
	option = {
		name = "EVTOPTB5014"		# Request administrative guidance.
		ai_chance = { factor = 45 }
		prestige = -0.02
		treasury = -20
		stability = 1
		badboy = -1
	}
}


#########################################################
#		Excellent minister		  	#
#########################################################

country_event = {

	id = 5015

	trigger = {
		OR = {
			government = feudal_monarchy
			government = despotic_monarchy
			government = administrative_monarchy
			government = absolute_monarchy
			government = constitutional_monarchy
			government = enlightened_despotism
			government = bureaucratic_despotism
		}
		prestige = 0.2
		regency = no
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 0.5
			statesman = 6			
		}
		modifier = {
			factor = 1.5
			NOT = { advisor = statesman }
		}
	}

	title = "EVTNAME5015"
	desc = "EVTDESC5015"
	
	option = {
		name = "EVTOPTA5015"		# Reap the administrative benefits
		ai_chance = { factor = 55 }
		stability = 1
		prestige = 0.025
	}
	option = {
		name = "EVTOPTB5015"		# Reap the military benefits
		ai_chance = { factor = 45 }
		army_tradition = 0.1
		navy_tradition = 0.1
	}
}



#########################################################
#			Bad harvest		 	#
#########################################################
province_event = {

	id = 5016

	trigger = {
		owner = {
			NOT = { grain = 3 }
			inflation = 20
		}
	}

	mean_time_to_happen = {
		months = 15000 # Random Province Event
		
		modifier = {
			factor = 0.5
			owner = { inflation = 40 }
		}
		modifier = {
			factor = 2.0
			owner = { luck = yes }
		}
		modifier = {
			factor = 15.0
			owner = { has_country_flag = harvest }
		}
	}

	title = "EVTNAME5016"
	desc = "EVTDESC5016"
	
	option = {
		name = "EVTOPTA5016"		# Attempt to help the people.
		ai_chance = { factor = 45 }
		owner = {
			treasury = -40
			set_country_flag = harvest
		}
	}
	option = {
		name = "EVTOPTB5016"		# Quell the revolt.
		ai_chance = { factor = 55 }
		create_revolt = 1
		owner = {
			set_country_flag = harvest
		}
	}
}

#########################################################
#		Scandal at the Court		  	#
#########################################################

country_event = {

	id = 5017

	trigger = {
		num_of_royal_marriages = 2
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			badboy = 0.30
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 1.5
			NOT = { badboy = 0.05 }
		}
	}

	title = "EVTNAME5017"
	desc = "EVTDESC5017"
	
	option = {
		name = "EVTOPTA5017"		# Take the blame and move on.
		ai_chance = { factor = 45 }
		prestige = -0.02
	}
	option = {
		name = "EVTOPTB5017"		# Bribe an advisor to take the blame.
		ai_chance = { factor = 55 }
		treasury = -60
	}
}

#########################################################
#		Wave of obscurantism		  	#
#########################################################

country_event = {

	id = 5018

	trigger = {
		NOT = { has_country_modifier = obscurantism }
		innovative_narrowminded = 3
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			innovative_narrowminded = 5
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 1.5
			advisor = natural_scientist
		}
	}

	title = "EVTNAME5018"
	desc = "EVTDESC5018"
	
	option = {
		name = "EVTOPTA5018"		# Knowledge is power
		ai_chance = { factor = 45 }
		add_country_modifier = {
			name = "obscurantism"
			duration = 730
		}
	}
	option = {
		name = "EVTOPTB5018"		# Ignorance is bliss
		ai_chance = { factor = 55 }
		prestige = -0.015	
	}
}

#########################################################
#		Exceptional year			#
#########################################################

country_event = {

	id = 5019

	trigger = {
		advisor = treasurer
		year = 1450
		NOT = { year = 1550 }
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			production_efficiency = 0.5
		}
		modifier = {
			factor = 1.2
			NOT = { stability = 0 }
		}
		modifier = {
			factor = 0.8
			stability = 1
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 1.5
			is_bankrupt = yes
		}
	}

	title = "EVTNAME5019"
	desc = "EVTDESC5019"
	
	option = {
		name = "EVTOPTA5019"		# Collect the benefits over time
		ai_chance = { factor = 45 }
		add_country_modifier = {
			name = "exceptional_year"
			duration = 365
		}
	}
	option = {
		name = "EVTOPTB5019"		# Take advantage of the benefits at once
		ai_chance = { factor = 55 }
		treasury = 100
	}
}

country_event = {

	id = 5020

	trigger = {
		advisor = treasurer
		year = 1550
		NOT = { year = 1650 }
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			production_efficiency = 0.5
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 1.5
			is_bankrupt = yes
		}
	}

	title = "EVTNAME5019"
	desc = "EVTDESC5019"
	
	option = {
		name = "EVTOPTA5019"		# Collect the benefits over time
		ai_chance = { factor = 45 }
		add_country_modifier = {
			name = "exceptional_year"
			duration = 365
		}
	}
	option = {
		name = "EVTOPTB5019"		# Take advantage of the benefits at once
		ai_chance = { factor = 55 }
		treasury = 200
	}
}


country_event = {

	id = 5021

	trigger = {
		advisor = treasurer
		year = 1650
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			production_efficiency = 0.5
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 1.5
			is_bankrupt = yes
		}
	}

	title = "EVTNAME5019"
	desc = "EVTDESC5019"
	
	option = {
		name = "EVTOPTA5019"		# Collect the benefits over time
		ai_chance = { factor = 45 }
		treasury = 100
		add_country_modifier = {
			name = "exceptional_year"
			duration = 365
		}
	}
	option = {
		name = "EVTOPTB5019"		# Take advantage of the benefits at once
		ai_chance = { factor = 55 }
		treasury = 300
	}
}


#########################################################
#		Rush of colonists			#
#########################################################

country_event = {

	id = 5022

	trigger = {
		idea = quest_for_the_new_world
		num_of_ports = 1
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			idea = colonial_ventures
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 1.5
			NOT = { land_naval = -2 }
		}
	}

	title = "EVTNAME5022"
	desc = "EVTDESC5022"
	
	option = {
		name = "EVTOPTA5022"		# Gain extra colonists
		ai_chance = { factor = 45 }	
		colonists = 3
	}
	option = {
		name = "EVTOPTB5022"		# Receive monetary benefits
		ai_chance = { factor = 55 }
		colonists = 1
		add_country_modifier = {
			name = "monetary_benefits"
			duration = 365
		}
	}
}


#########################################################
#		Rush of merchants		  	#
#########################################################

country_event = {

	id = 5023

	trigger = {
		advisor = trader
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			trade_efficiency = 0.5
			
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 1.5
			is_bankrupt = yes
		}
	}

	title = "EVTNAME5023"
	desc = "EVTDESC5023"
	
	option = {
		name = "EVTOPTA5023"		# Gain extra merchants
		ai_chance = { factor = 45 }	
		merchants = 3
	}
	option = {
		name = "EVTOPTB5023"		# Receive monetary benefits
		ai_chance = { factor = 55 }
		merchants = 1
		add_country_modifier = {
			name = "monetary_benefits"
			duration = 365
		}
	}
}


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

# Diplomatic move
country_event = {

	id = 5024

	trigger = {
		DIP = 7
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			advisor = diplomat
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 1.5
			badboy = 0.30
		}
	}

	title = "EVTNAME5024"
	desc = "EVTDESC5024"
	
	option = {
		name = "EVTOPTA5024"		# Appoint new diplomats
		ai_chance = { factor = 60 }
		diplomats = 3
	}	
	option = {
		name = "EVTOPTB5024"		# Improve relations with neighboring states
		ai_chance = { factor = 40 }
		diplomats = 1
		random_country = {
			limit = { neighbour = THIS }
			relation = { who = THIS value = 25 }
		}
	}
}

# Excellent Diplomacy
country_event = {

	id = 5025

	trigger = {
		diplomat = 5
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			DIP = 7
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 1.5
			NOT = { DIP = 4 }
		}
	}

	title = "EVTNAME5025"
	desc = "EVTDESC5025"
	
	option = {
		name = "EVTOPTA5025"		# Bask in the Glory
		ai_chance = { factor = 55 }
		prestige = 0.03
		badboy = -1
	}
	option = {
		name = "EVTOPTB5025"		# Improve our Reputation
		ai_chance = { factor = 45 }
		badboy = -3
		prestige = 0.01
	}
}

#########################################################
#			Plague		 	  	#
#########################################################

province_event = {

	id = 5026

	trigger = {
		NOT = { has_province_flag = plague }
		citysize = 2500
		OR = {
			trade_goods = grain
			trade_goods = fish
		}
	}

	mean_time_to_happen = {
		months = 5000 # Random Province Event

		modifier = {
			factor = 0.75
			any_neighbor_province = {
				has_province_flag = plague
			}
		}
		modifier = {
			factor = 0.75
			port = yes
		}
		modifier = {
			factor = 8.0
			owner = { num_of_cities = 20 }
		}
		modifier = {
			factor = 1.5
			owner = {
				OR = {
					production_efficiency = 0.4
					trade_efficiency = 0.4
				}
			}
		}
		modifier = {
			factor = 2.0
			owner = { luck = yes }
		}
		modifier = {
			factor = 1.25
			owner = { government_tech = 10 }
		}		
		modifier = {
			factor = 1.25
			owner = { trade_tech = 15 }
		}
	}

	title = "EVTNAME5026"
	desc = "EVTDESC5026"

	option = {
		name = "EVTOPTA5026"		# We have to do something!
		ai_chance = { factor = 55 }
		citysize = -500
		set_province_flag = plague
		owner = { treasury = -40 }
	}
	option = {
		name = "EVTOPTB5026"		# There is nothing we can do.
		ai_chance = { factor = 45 }
		citysize = -1500
		set_province_flag = plague
		add_province_modifier = {
			name = "plague"
			duration = 600
		}
	}
}


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

# Number of cities: < 5
country_event = {

	id = 5027

	trigger = {
		NOT = { num_of_cities = 5 }
		army_reformer = 5
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			MIL = 7
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 1.5
			NOT = { MIL = 4 }
		}
	}

	title = "EVTNAME5027"
	desc = "EVTDESC5027"

	option = {
		name = "EVTOPTA5027"		# Invest in army technology
		ai_chance = { factor = 55 }
		land_tech = 250
	}
	option = {
		name = "EVTOPTB5027"		# Improve our existing military
		ai_chance = { factor = 45 }
		army_tradition = 0.1
		land_tech = 50
	}
}

# Number of cities: 5-9
country_event = {

	id = 5028

	trigger = {
		num_of_cities = 5
		NOT = { num_of_cities = 10 }
		army_reformer = 5
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			MIL = 7
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 1.5
			NOT = { MIL = 4 }
		}
	}

	title = "EVTNAME5027"
	desc = "EVTDESC5027"

	option = {
		name = "EVTOPTA5027"		# Invest in army technology
		ai_chance = { factor = 55 }
		land_tech = 500
	}
	option = {
		name = "EVTOPTB5027"		# Improve our existing military
		ai_chance = { factor = 45 }
		army_tradition = 0.12
		land_tech = 50
	}
}

# Number of cities: 10-29
country_event = {

	id = 5029

	trigger = {
		num_of_cities = 10
		NOT = { num_of_cities = 30 }
		army_reformer = 5
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			MIL = 7
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 1.5
			NOT = { MIL = 4 }
		}
	}

	title = "EVTNAME5027"
	desc = "EVTDESC5027"

	option = {
		name = "EVTOPTA5027"		# Invest in army technology
		ai_chance = { factor = 55 }
		land_tech = 750
	}
	option = {
		name = "EVTOPTB5027"		# Improve our existing military
		ai_chance = { factor = 45 }
		army_tradition = 0.15
		land_tech = 100
	}
}

# Number of cities: 30-79
country_event = {

	id = 5030

	trigger = {
		num_of_cities = 30
		NOT = { num_of_cities = 80 }
		army_reformer = 5
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			MIL = 7
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 1.5
			NOT = { MIL = 4 }
		}
	}

	title = "EVTNAME5027"
	desc = "EVTDESC5027"

	option = {
		name = "EVTOPTA5027"		# Invest in army technology
		ai_chance = { factor = 55 }
		land_tech = 1000
	}
	option = {
		name = "EVTOPTB5027"		# Improve our existing military
		ai_chance = { factor = 45 }
		army_tradition = 0.2
		land_tech = 200
	}
}

# Number of cities: 80-
country_event = {

	id = 5031

	trigger = {
		num_of_cities = 80
		army_reformer = 5
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			MIL = 7
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 1.5
			NOT = { MIL = 4 }
		}
	}

	title = "EVTNAME5027"
	desc = "EVTDESC5027"

	option = {
		name = "EVTOPTA5027"		# Invest in army technology
		ai_chance = { factor = 55 }
		land_tech = 2500
	}
	option = {
		name = "EVTOPTB5027"		# Improve our existing military
		ai_chance = { factor = 45 }
		army_tradition = 0.25
		land_tech = 600
	}
}

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

# Number of cities: < 5
country_event = {

	id = 5032

	trigger = {
		NOT = { num_of_cities = 5 }
		naval_reformer = 5
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			MIL = 7
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 1.5
			NOT = { MIL = 4 }
		}
	}

	title = "EVTNAME5032"
	desc = "EVTDESC5032"

	option = {
		name = "EVTOPTA5032"		# Invest in naval technology
		ai_chance = { factor = 55 }
		naval_tech = 250
	}
	option = {
		name = "EVTOPTB5032"		# Improve our existing navy
		ai_chance = { factor = 45 }
		navy_tradition = 0.1
		naval_tech = 50
	}
}

# Number of cities: 5-9
country_event = {

	id = 5033

	trigger = {
		num_of_cities = 5
		NOT = { num_of_cities = 10 }
		naval_reformer = 5
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			MIL = 7
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 1.5
			NOT = { MIL = 4 }
		}
	}

	title = "EVTNAME5032"
	desc = "EVTDESC5032"

	option = {
		name = "EVTOPTA5032"		# Invest in naval technology
		ai_chance = { factor = 55 }
		naval_tech = 500
	}
	option = {
		name = "EVTOPTB5032"		# Improve our existing navy
		ai_chance = { factor = 45 }
		navy_tradition = 0.12
		naval_tech = 50
	}
}

# Number of cities: 10-29
country_event = {

	id = 5034

	trigger = {
		num_of_cities = 10
		NOT = { num_of_cities = 30 }
		naval_reformer = 5
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			MIL = 7
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 1.5
			NOT = { MIL = 4 }
		}
	}

	title = "EVTNAME5032"
	desc = "EVTDESC5032"

	option = {
		name = "EVTOPTA5032"		# Invest in naval technology
		ai_chance = { factor = 55 }
		naval_tech = 750
	}
	option = {
		name = "EVTOPTB5032"		# Improve our existing navy
		ai_chance = { factor = 45 }
		navy_tradition = 0.15
		naval_tech = 100
	}
}

# Number of cities: 30-79
country_event = {

	id = 5035

	trigger = {
		num_of_cities = 30
		NOT = { num_of_cities = 80 }
		naval_reformer = 5
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			MIL = 7
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 1.5
			NOT = { MIL = 4 }
		}
	}

	title = "EVTNAME5032"
	desc = "EVTDESC5032"

	option = {
		name = "EVTOPTA5032"		# Invest in naval technology
		ai_chance = { factor = 55 }
		naval_tech = 1000
	}
	option = {
		name = "EVTOPTB5032"		# Improve our existing navy
		ai_chance = { factor = 45 }
		navy_tradition = 0.2
		naval_tech = 200
	}
}

# Number of cities: 80-
country_event = {

	id = 5036

	trigger = {
		num_of_cities = 80
		naval_reformer = 5
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			MIL = 7
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 1.5
			NOT = { MIL = 4 }
		}
	}

	title = "EVTNAME5032"
	desc = "EVTDESC5032"

	option = {
		name = "EVTOPTA5032"		# Invest in naval technology
		ai_chance = { factor = 55 }
		naval_tech = 2500
	}
	option = {
		name = "EVTOPTB5032"		# Improve our existing navy
		ai_chance = { factor = 45 }
		navy_tradition = 0.25
		naval_tech = 600
	}
}

#########################################################
#		Agricultural revolution		  	#
#########################################################

# Number of cities: < 30
province_event = {

	id = 5037

	trigger = {
		trade_goods = grain
		owner = { NOT = { num_of_cities = 30 } }
	}

	mean_time_to_happen = {
		months = 5000 # Random Province Event
		
		modifier = {
			factor = 0.5
			owner = { NOT = { innovative_narrowminded = 0 } }
		}
		modifier = {
			factor = 1.5
			owner = { innovative_narrowminded = 1 }
		}
	}

	title = "EVTNAME5037"
	desc = "EVTDESC5037"

	option = {
		name = "EVTOPTA5037"		# Invest in a bigger army
		ai_chance = { factor = 55 }
		change_manpower = 1
	}
	option = {
		name = "EVTOPTB5037"		#  Raise taxes
		ai_chance = { factor = 45 }
		base_tax = 1
	}
}

# Number of cities: 30-79
province_event = {

	id = 5038

	trigger = {
		trade_goods = grain
		owner = {
			num_of_cities = 30
			NOT = { num_of_cities = 80 }
		}
	}

	mean_time_to_happen = {
		months = 5000 # Random Province Event
		
		modifier = {
			factor = 0.5
			owner = { NOT = { innovative_narrowminded = 0 } }
		}
		modifier = {
			factor = 1.5
			owner = { innovative_narrowminded = 1 }
		}
	}

	title = "EVTNAME5037"
	desc = "EVTDESC5037"

	option = {
		name = "EVTOPTA5037"		# Invest in a bigger army
		ai_chance = { factor = 55 }
		change_manpower = 1
		owner = {
			add_country_modifier = {
				name = "military_funding"
				duration = 100
			}
		}
	}
	option = {
		name = "EVTOPTB5037"		#  Raise taxes
		ai_chance = { factor = 45 }
		base_tax = 2
		owner = { treasury = 50 }
	}
}

# Number of cities: 80 -
province_event = {

	id = 5039

	trigger = {
		trade_goods = grain
		owner = {
			num_of_cities = 80
		}
	}

	mean_time_to_happen = {
		months = 5000 # Random Province Event
		
		modifier = {
			factor = 0.5
			owner = {
				NOT = { innovative_narrowminded = 0 }
			}
		}
		modifier = {
			factor = 1.5
			owner = {
				innovative_narrowminded = 1
			}
		}
	}

	title = "EVTNAME5037"
	desc = "EVTDESC5037"

	option = {
		name = "EVTOPTA5037"		# Invest in a bigger army
		ai_chance = { factor = 55 }
		change_manpower = 2
		owner = {
			add_country_modifier = {
				name = "military_funding"
				duration = 150
			}
		}
	}
	option = {
		name = "EVTOPTB5037"		#  Raise taxes
		ai_chance = { factor = 45 }
		base_tax = 2
		owner = { treasury = 100 }
	}
}

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

# Number of cities: < 5
country_event = {

	id = 5040

	trigger = {
		NOT = { num_of_cities = 5 }
		ADM = 8
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			advisor = statesman
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 1.5
			badboy = 0.05
		}
	}

	title = "EVTNAME5040"
	desc = "EVTDESC5040"

	option = {
		name = "EVTOPTA5040"		# Use the money to bring stability to our nation
		ai_chance = { factor = 40 }
		stability = 1
	}
	option = {
		name = "EVTOPTB5040"		# Invest the money in our government
		ai_chance = { factor = 30 }
		government_tech = 100
		
	}
	option = {
		name = "EVTOPTC5040"		# Let's fill our treasury while we have their support
		ai_chance = { factor = 30 }
		treasury = 50
	}
}

# Number of cities: 5-10
country_event = {

	id = 5041

	trigger = {
		num_of_cities = 5
		NOT = { num_of_cities = 10 }
		ADM = 8
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			advisor = statesman
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 1.5
			badboy = 0.05
		}
	}

	title = "EVTNAME5040"
	desc = "EVTDESC5040"

	option = {
		name = "EVTOPTA5040"		# Use the money to bring stability to our nation
		ai_chance = { factor = 40 }
		stability = 1
	}
	option = {
		name = "EVTOPTB5040"		# Invest the money in our government
		ai_chance = { factor = 30 }
		government_tech = 200
		
	}
	option = {
		name = "EVTOPTC5040"		# Let's fill our treasury while we have their support
		ai_chance = { factor = 30 }
		treasury = 100
	}
}

# Number of cities: 10-29
country_event = {

	id = 5042

	trigger = {
		num_of_cities = 10
		NOT = { num_of_cities = 30 }
		ADM = 8
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			advisor = statesman
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 1.5
			badboy = 0.05
		}
	}

	title = "EVTNAME5040"
	desc = "EVTDESC5040"

	option = {
		name = "EVTOPTA5040"		# Use the money to bring stability to our nation
		ai_chance = { factor = 40 }
		stability = 1
	}
	option = {
		name = "EVTOPTB5040"		# Invest the money in our government
		ai_chance = { factor = 30 }
		government_tech = 400
		
	}
	option = {
		name = "EVTOPTC5040"		# Let's fill our treasury while we have their support
		ai_chance = { factor = 30 }
		treasury = 200
	}
}

# Number of cities: 30-79
country_event = {

	id = 5043

	trigger = {
		num_of_cities = 30
		NOT = { num_of_cities = 79 }
		ADM = 8
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			advisor = statesman
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 1.5
			badboy = 0.05
		}
	}

	title = "EVTNAME5040"
	desc = "EVTDESC5040"

	option = {
		name = "EVTOPTA5040"		# Use the money to bring stability to our nation
		ai_chance = { factor = 40 }
		stability = 2
	}
	option = {
		name = "EVTOPTB5040"		# Invest the money in our government
		ai_chance = { factor = 30 }
		government_tech = 1000
		
	}
	option = {
		name = "EVTOPTC5040"		# Let's fill our treasury while we have their support
		ai_chance = { factor = 30 }
		treasury = 500
	}
}

# Number of cities: 80 -
country_event = {

	id = 5044

	trigger = {
		num_of_cities = 80
		ADM = 8
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			advisor = statesman
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 1.5
			badboy = 0.05
		}
	}

	title = "EVTNAME5040"
	desc = "EVTDESC5040"

	option = {
		name = "EVTOPTA5040"		# Use the money to bring stability to our nation
		ai_chance = { factor = 40 }
		stability = 2
	}
	option = {
		name = "EVTOPTB5040"		# Invest the money in our government
		ai_chance = { factor = 30 }
		government_tech = 2500
		
	}
	option = {
		name = "EVTOPTC5040"		# Let's fill our treasury while we have their support
		ai_chance = { factor = 30 }
		treasury = 1250
	}
}

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

# Number of cities: < 5
country_event = {

	id = 5045

	trigger = {
		NOT = { num_of_cities = 5 }
		NOT = { ADM = 4 }
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			badboy = 0.1
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 1.5
			advisor = statesman
		}
	}

	title = "EVTNAME5045"
	desc = "EVTDESC5045"

	option = {
		name = "EVTOPTA5045"		# We have chosen the right path
		ai_chance = { factor = 55 }
		stability = -1
	}
	option = {
		name = "EVTOPTB5045"		# Attempt to improve the situation
		ai_chance = { factor = 45 }
		treasury = -50
		
	}
}

# Number of cities: 5-10
country_event = {

	id = 5046

	trigger = {
		num_of_cities = 5
		NOT = { num_of_cities = 10 }
		NOT = { ADM = 4 }
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			badboy = 0.1
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 1.5
			advisor = statesman			
		}
	}

	title = "EVTNAME5045"
	desc = "EVTDESC5045"

	option = {
		name = "EVTOPTA5045"		# We have chosen the right path.
		ai_chance = { factor = 55 }
		stability = -1
	}
	option = {
		name = "EVTOPTB5045"		# Attempt to improve the situation
		ai_chance = { factor = 45 }
		treasury = -200
		
	}
}

# Number of cities: 10-29
country_event = {

	id = 5047

	trigger = {
		num_of_cities = 10
		NOT = { num_of_cities = 30 }
		NOT = { ADM = 4 }
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			badboy = 0.1
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 1.5
			advisor = statesman
		}
	}

	title = "EVTNAME5045"
	desc = "EVTDESC5045"

	option = {
		name = "EVTOPTA5045"		# We have chosen the right path.
		ai_chance = { factor = 55 }
		stability = -1
	}
	option = {
		name = "EVTOPTB5045"		# Attempt to improve the situation
		ai_chance = { factor = 45 }
		treasury = -200
	}
}

# Number of cities: 30-79
country_event = {

	id = 5048

	trigger = {
		num_of_cities = 30
		NOT = { num_of_cities = 79 }
		NOT = { ADM = 4 }
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			badboy = 0.1
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 1.5
			advisor = statesman
		}
	}

	title = "EVTNAME5045"
	desc = "EVTDESC5045"

	option = {
		name = "EVTOPTA5045"		# We have chosen the right path.
		ai_chance = { factor = 55 }
		stability = -2
	}
	option = {
		name = "EVTOPTB5045"		# Attempt to improve the situation
		ai_chance = { factor = 45 }
		treasury = -500
		
	}
}

# Number of cities: 80 -
country_event = {

	id = 5049

	trigger = {
		num_of_cities = 80
		NOT = { ADM = 4 }
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			badboy = 0.1
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 1.5
			advisor = statesman
		}
	}

	title = "EVTNAME5045"
	desc = "EVTDESC5045"

	option = {
		name = "EVTOPTA5045"		# We have chosen the right path.
		ai_chance = { factor = 55 }
		stability = -2
	}
	option = {
		name = "EVTOPTB5045"		# Attempt to improve the situation
		ai_chance = { factor = 45 }
		treasury = -1250
	}
}

#########################################################
#		Unhappiness among the clergy	  	#
#########################################################

country_event = {

	id = 5050

	trigger = {
		NOT = { innovative_narrowminded = -2 }
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			NOT = { advisor = theologian }
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 1.5
			theologian = 5
		}
	}

	title = "EVTNAME5050"
	desc = "EVTDESC5050"

	option = {
		name = "EVTOPTA5050"		# Ignore their Demands.
		ai_chance = { factor = 55 }
		stability = -1
	}
	option = {
		name = "EVTOPTB5050"		# Agree to their Demands.
		ai_chance = { factor = 45 }
		innovative_narrowminded = 1
	}
}

#########################################################
#		Unhappiness among the artisans	  	#
#########################################################

country_event = {

	id = 5051

	trigger = {
		NOT = { serfdom_freesubjects = -1 }
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			NOT = { serfdom_freesubjects = -4 }
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 1.5
			stability = 3
		}
	}

	title = "EVTNAME5051"
	desc = "EVTDESC5051"

	option = {
		name = "EVTOPTA5051"		# Execute the troublemakers.
		ai_chance = { factor = 55 }
		stability = -1
	}
	option = {
		name = "EVTOPTB5051"		# Abolish a tax.
		ai_chance = { factor = 45 }
		serfdom_freesubjects = 1
	}
}

#########################################################
#		Unhappiness among the peasantry	  	#
#########################################################

country_event = {

	id = 5052

	trigger = {
		NOT = { serfdom_freesubjects = -3 }
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			wartax = yes
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 1.5
			AND = {
				stability = 3
				revolt_percentage = 0
			}
		}
	}

	title = "EVTNAME5052"
	desc = "EVTDESC5052"

	option = {
		name = "EVTOPTA5052"		# We rule as we see fit.
		ai_chance = { factor = 55 }
		prestige = -0.01
		stability = -1
	}
	option = {
		name = "EVTOPTB5052"		# Prevent the discontent from spreading.
		ai_chance = { factor = 45 }
		treasury = -40
	}
}

#########################################################
#		Unhappiness among the merchants	  	#
#########################################################

country_event = {

	id = 5053

	trigger = {
		NOT = { mercantilism_freetrade = -2 }
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			government = merchant_republic
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 1.5
			advisor = trader
		}
	}

	title = "EVTNAME5053"
	desc = "EVTDESC5053"

	option = {
		name = "EVTOPTA5053"		# Reduce trade investment.
		ai_chance = { factor = 55 }
		trade_tech = -500
	}
	option = {
		name = "EVTOPTB5053"		# Get rid of the troublemakers.
		ai_chance = { factor = 45 }
		stability = -1
		merchants = -1
	}
}

#########################################################
#		Political Crisis		  	#
#########################################################

country_event = {

	id = 5054

	trigger = {
		NOT = { stability = 3 }
		NOT = { ADM = 4 }
		badboy = 0.15
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			revolt_percentage = 0.1
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 1.5
			advisor = statesman
		}
	}

	title = "EVTNAME5054"
	desc = "EVTDESC5054"

	option = {
		name = "EVTOPTA5054"		# Given time, a solution will present itself.
		ai_chance = { factor = 55 }
		stability = -1
	}
	option = {
		name = "EVTOPTB5054"		# Reputation isn't everything.
		ai_chance = { factor = 45 }
		badboy = 3
	}
}

#########################################################
#			Corruption		 	#
#########################################################

country_event = {

	id = 5055

	trigger = {
		inflation = 20
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			number_of_loans = 1
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 1.5
			advisor = treasurer
		}
	}

	title = "EVTNAME5055"
	desc = "EVTDESC5055"

	option = {
		name = "EVTOPTA5055"		# Try to eradicate the problems.
		ai_chance = { factor = 55 }
		stability = -1
	}
	option = {
		name = "EVTOPTB5055"		# Ignore them.
		ai_chance = { factor = 45 }
		inflation = 3
	}
}


#########################################################
#		Diplomatic insult		  	#
#########################################################

country_event = {

	id = 5056

	trigger = {
		OR = {
			num_of_royal_marriages = 1
			num_of_vassals = 1
			num_of_unions = 1
		}
		any_neighbor_country = {
			war = no
		}
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			badboy = 0.05
		}
		modifier = {
			factor = 1.5
			DIP = 8
		}
	}

	title = "EVTNAME5056"
	desc = "EVTDESC5056"

	option = {
		name = "EVTOPTA5056"		# We won't forget this.
		ai_chance = { factor = 55 }
		random_country = {
			limit = { neighbour = THIS  }
			add_casus_belli = THIS		
		}
	}
	option = {
		name = "EVTOPTB5056"		# Try to ease the tension.
		ai_chance = { factor = 45 }
		any_neighbor_country = {
			limit = { war = no }
			relation = { who = THIS value = 60 }
		}
	}
}

#########################################################
#		Fortification efforts		  	#
#########################################################

province_event = {

	id = 5057

	trigger = {
		owner = { MIL = 7 }
		has_building = fort1
		NOT = { has_building = fort2 }
	}

	mean_time_to_happen = {
		months = 5000 # Random Province Event
		
		modifier = {
			factor = 0.5
			owner = {
				army_reformer = 5
			}
		}
		modifier = {
			factor = 1.5
			owner = {
				NOT = { advisor = army_reformer }
			}
		}
	}

	title = "EVTNAME5057"
	desc = "EVTDESC5057"

	option = {
		name = "EVTOPTA5057"		# It's of the utmost importance
		ai_chance = { factor = 55 }
		add_building = fort2
		change_manpower = 1
		owner = { treasury = -30 }
	}
	option = {
		name = "EVTOPTB5057"		# It's too expensive
		ai_chance = { factor = 45 }
		owner = { treasury = 40 }
	}
}

#########################################################
#			Nobles			  	#
#########################################################

country_event = {

	id = 5058

	trigger = {
		NOT = { aristocracy_plutocracy = -1 }
		aristocracy_plutocracy = -3
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			ADM = 7
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 1.5
			OR = {
				government = merchant_republic
				government = administrative_republic
				government = constitutional_republic
				government = papacy
				government = tribal_federation 
				government = tribal_democracy
			}
		}
	}

	title = "EVTNAME5058"
	desc = "EVTDESC5058"

	option = {
		name = "EVTOPTA5058"		# Accept their rightful claims.
		ai_chance = { factor = 55 }
		aristocracy_plutocracy = -1
	}
	option = {
		name = "EVTOPTB5058"		# Ignore their demands.
		ai_chance = { factor = 45 }
		add_country_modifier = {
			name = "disorder"
			duration = 365
		}
	}
}

#########################################################
#		Trading Company Disaster	 	#
#########################################################

country_event = {

	id = 5059

	trigger = {
		year = 1700
		advisor = trader
		OR = {
			idea = shrewd_commerce_practise
			idea = national_trade_policy
		}
		religion_group = christian
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			NOT = { trade_efficiency = 0.5 }
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 1.5
			trade_efficiency = 0.6
		}
	}

	title = "EVTNAME5059"
	desc = "EVTDESC5059"

	option = {
		name = "EVTOPTA5059"		# Cut down on our expenses
		ai_chance = { factor = 55 }
		add_country_modifier = {
			name = "trade_disaster"
			duration = 365
		}
	}
	option = {
		name = "EVTOPTB5059"		# This isn't anything we can't handle.
		ai_chance = { factor = 45 }
		treasury = -70
	}
}

#########################################################
#			Meteor sighted		  	#
#########################################################

country_event = {

	id = 5060

	trigger = {
		NOT = { adm = 4 }
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			NOT = { natural_scientist = 3 }
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 1.5
			natural_scientist = 6
		}
	}

	title = "EVTNAME5060"
	desc = "EVTDESC5060"

	option = {
		name = "EVTOPTA5060"		# It's an omen
		ai_chance = { factor = 55 }
		stability = -1
	}
	option = {
		name = "EVTOPTB5060"		# Ignore the peasant rabble
		ai_chance = { factor = 45 }
		stability = -1
	}
}

#########################################################
#		Saint performs miracle		  	#
#########################################################

country_event = {

	id = 5061

	trigger = {
		NOT = { year = 1700 }
		religion = catholic
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			innovative_narrowminded = 3
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 1.5
			NOT = { innovative_narrowminded = -2 }
		}
	}

	title = "EVTNAME5061"
	desc = "EVTDESC5061"

	option = {
		name = "EVTOPTA5061"		# We have truly been blessed
		ai_chance = { factor = 55 }
		stability = 1
	}
	option = {
		name = "EVTOPTB5061"		# Their actions have shown us the true path
		ai_chance = { factor = 45 }
		innovative_narrowminded = 1	
	}
}

#########################################################
#			Medical			  	#
#########################################################

province_event = {

	id = 5062

	trigger = {
		owner = {
			NOT = { innovative_narrowminded = -2 }
			adm = 6
		}
	}

	mean_time_to_happen = {
		months = 5000 # Random Province Event
		
		modifier = {
			factor = 0.5
			owner = { university = 1 }
		}
		modifier = {
			factor = 0.5
			owner = { luck = yes }
		}
		modifier = {
			factor = 1.5
			owner = { num_of_cities = 10 }
		}
		modifier = {
			factor = 1.5
			owner = { num_of_cities = 20 }
		}
	}

	title = "EVTNAME5062"
	desc = "EVTDESC5062"

	option = {
		name = "EVTOPTA5062"		# Our research will benefit population growth
		ai_chance = { factor = 55 }
		add_province_modifier = {
			name = "medical_evolution"
			duration = 500
		}
	}
	option = {
		name = "EVTOPTB5062"		# There is still room for improvement
		ai_chance = { factor = 45 }
		owner = { production_tech = 50 }
	}
}

#########################################################
#			Noble feud			#
#########################################################

province_event = {

	id = 5063

	trigger = {
		owner = {
			NOT = { aristocracy_plutocracy = 0 }
			NOT = { advisor = statesman }
			badboy = 0.3
			NOT = { prestige = 0.1 }
		}
	}

	mean_time_to_happen = {
		months = 5000 # Random Province Event
		
		modifier = {
			factor = 0.5
			owner = {
				NOT = { ADM = 4 }
			}
		}
		modifier = {
			factor = 2.0
			owner = { luck = yes }
		}
		modifier = {
			factor = 1.5
			owner = {
				ADM = 8
			}
		}
	}

	title = "EVTNAME5063"
	desc = "EVTDESC5063"

	option = {
		name = "EVTOPTA5063"		# Side with one family
		ai_chance = { factor = 50 }
		create_revolt = 1
	}
	option = {
		name = "EVTOPTB5063"		# Let them fight it out.
		ai_chance = { factor = 25 }
		base_tax = -1
	}
	option = {
		name = "EVTOPTC5063"		# Try to settle the issue.
		ai_chance = { factor = 25 }
		owner = { treasury = -100 }	
	}
}

#########################################################
#		Nobles ally with foreign power	  	#
#########################################################

country_event = {

	id = 5064

	trigger = {
		NOT = { aristocracy_plutocracy = 2 }
		centralization_decentralization = 1
		NOT = { DIP = 5 }
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			centralization_decentralization = 3
		}
		modifier = {
			factor = 0.8
			NOT = { stability = 0 }
		}
		modifier = {
			factor = 1.2
			stability = 1
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 1.5
			OR = {
				government = merchant_republic
				government = administrative_republic
				government = constitutional_republic
				government = papacy
				government = tribal_federation 
				government = tribal_democracy
			}
		}
	}

	title = "EVTNAME5064"
	desc = "EVTDESC5064"

	option = {
		name = "EVTOPTA5064"		# They will pay for their treachery
		ai_chance = { factor = 55 }
		random_country = {
			limit = { neighbour = THIS }
			add_casus_belli = THIS		
		}
		stability = -1
	}
	option = {
		name = "EVTOPTB5064"		# We'll deal with them later
		ai_chance = { factor = 45 }
		prestige = -0.02
	}
}

#########################################################
#			Assassination		  	#
#########################################################

country_event = {

	id = 5065

	trigger = {
		NOT = { aristocracy_plutocracy = 0 }
		NOT = { DIP = 5 }
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			NOT = { aristocracy_plutocracy = -2 }
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 1.5
			advisor = statesman
		}
	}

	title = "EVTNAME5065"
	desc = "EVTDESC5065"

	option = {
		name = "EVTOPTA5065"		# Let them solve it among themselves.
		ai_chance = { factor = 55 }
		stability = -1
	}
	option = {
		name = "EVTOPTB5065"		# Take control of the situation
		ai_chance = { factor = 45 }
		aristocracy_plutocracy = 1
	}
}

#########################################################
#	Cessation of Church Functions to Nobility	#
#########################################################

# Number of cities: < 5
country_event = {

	id = 5066

	trigger = {
		religion = catholic
		NOT = { num_of_cities = 5 }
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			OR = {
				number_of_loans = 2
				is_bankrupt = yes
			}
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 1.5
			advisor = treasurer
		}
	}

	title = "EVTNAME5066"
	desc = "EVTDESC5066"

	option = {
		name = "EVTOPTA5066"		# Accept
		ai_chance = { factor = 55 }
		add_country_modifier = {
			name = "reduced_taxes"
			duration = 7300
		}
		treasury = 150
	}
	option = {
		name = "EVTOPTB5066"		# Decline
		ai_chance = { factor = 45 }
		stability = -1
	}
}


# Number of cities: 5-
country_event = {

	id = 5067

	trigger = {
		religion = catholic
		num_of_cities = 5
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			OR = {
				number_of_loans = 2
				is_bankrupt = yes
			}
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 1.5
			advisor = treasurer
		}
	}

	title = "EVTNAME5066"
	desc = "EVTDESC5066"

	option = {
		name = "EVTOPTA5066"		# Accept
		ai_chance = { factor = 55 }
		add_country_modifier = {
			name = "reduced_taxes"
			duration = 7300
		}
		treasury = 250
	}
	option = {
		name = "EVTOPTB5066"		# Decline
		ai_chance = { factor = 45 }
		stability = -1
	}
}

#########################################################
#		Sale of offices				#
#########################################################

# Number of cities: < 5
country_event = {

	id = 5068

	trigger = {
		NOT = { num_of_cities = 5 }
		OR = {
			number_of_loans = 1
			is_bankrupt = yes
		}
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			war = yes
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 1.5
			advisor = treasurer
		}
	}

	title = "EVTNAME5068"
	desc = "EVTDESC5068"

	option = {
		name = "EVTOPTA5068"		# Accept
		ai_chance = { factor = 55 }
		treasury = 100
		add_country_modifier = {
			name = "reduced_taxes"
			duration = 7300
		}
	}
	option = {
		name = "EVTOPTB5068"		# Decline
		ai_chance = { factor = 45 }
		treasury = -30
		prestige = 0.01
	}
}

# Number of cities: 5-
country_event = {

	id = 5069

	trigger = {
		NOT = { num_of_cities = 5 }
		OR = {
			number_of_loans = 1
			is_bankrupt = yes
		}
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			war = yes
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 1.5
			advisor = treasurer
		}
	}

	title = "EVTNAME5068"
	desc = "EVTDESC5068"

	option = {
		name = "EVTOPTA5068"		# Accept
		ai_chance = { factor = 55 }
		treasury = 200
		add_country_modifier = {
			name = "reduced_taxes"
			duration = 7300
		}
	}
	option = {
		name = "EVTOPTB5068"		# Decline
		ai_chance = { factor = 45 }
		treasury = -30
		prestige = 0.01
	}
}

#########################################################
#		Monopoly company formed			#
#########################################################

country_event = {

	id = 5070

	trigger = {
		NOT = { mercantilism_freetrade = 0 }
		idea = shrewd_commerce_practise
		idea = national_trade_policy
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			trade_efficiency = 0.6
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 1.5
			NOT = { trade_efficiency = 0.5 }
		}
	}

	title = "EVTNAME5070"
	desc = "EVTDESC5070"

	option = {
		name = "EVTOPTA5070"		# Make a long-term investment
		ai_chance = { factor = 55 }
		add_country_modifier = {
			name = "trade_income_increase"
			duration = 1825
		}		
	}
	option = {
		name = "EVTOPTB5070"		# Demand payment in full
		ai_chance = { factor = 45 }
		treasury = 300
	}
}


#########################################################
#	Nobles demand increased pensions		#
#########################################################

country_event = {

	id = 5071

	trigger = {
		NOT = { aristocracy_plutocracy = -1 }
		NOT = { ADM = 4 }
		OR = {
			government = feudal_monarchy
			government = despotic_monarchy
			government = noble_republic
			government = administrative_monarchy
			government = absolute_monarchy
			government = constitutional_monarchy
			government = enlightened_despotism
		}
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			NOT = { stability = 0 }
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 1.5
			stability = 3
		}
	}

	title = "EVTNAME5071"
	desc = "EVTDESC5071"

	option = {
		name = "EVTOPTA5071"		# Accept their demands.
		ai_chance = { factor = 55 }
		add_country_modifier = {
			name = "tax_income_loss"
			duration = 7300
		}		
	}
	option = {
		name = "EVTOPTB5071"		# Refuse their demands.
		ai_chance = { factor = 45 }
		stability = -1
	}
}

#########################################################
#		Grant export licences			#
#########################################################

country_event = {

	id = 5072

	trigger = {
		NOT = { mercantilism_freetrade = 0 }
		idea = shrewd_commerce_practise
		idea = national_trade_policy
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			trader = 5
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 1.5
			NOT = { advisor = trader }
		}
	}

	title = "EVTNAME5072"
	desc = "EVTDESC5072"

	option = {
		name = "EVTOPTA5072"		# Grant privileges
		ai_chance = { factor = 55 }
		random_country = {
			limit = { neighbour = THIS }
			relation = { who = THIS value = 20 }
		}
		add_country_modifier = {
			name = "tax_income_boost"
			duration = 1825
		}	
	}
	option = {
		name = "EVTOPTB5072"		# Privileges have to be earned
		ai_chance = { factor = 45 }
		aristocracy_plutocracy = -1
		random_country = {
			limit = { neighbour = THIS }
			relation = { who = THIS value = -20 }
		}					
	}
}

#########################################################
#		New land claimed			#
#########################################################

province_event = {

	id = 5073

	trigger = {
		NOT = { has_province_flag = new_land }
		owner = {
			OR = {
				conquistador = 1
				explorer = 1
			}
			MIL = 6
		}
	}

	mean_time_to_happen = {
		months = 10000 # Random Province Event
		
		modifier = {
			factor = 0.8
			owner = { MIL = 8 }
		}
		modifier = {
			factor = 0.5
			owner = { luck = yes }
		}
		modifier = {
			factor = 10.0
			owner = { num_of_cities = 15 }
		}
	}

	title = "EVTNAME5073"
	desc = "EVTDESC5073"

	option = {
		name = "EVTOPTA5073"		# Increase tax income.
		ai_chance = { factor = 60 }
		base_tax = 1
		set_province_flag = new_land
	}
	option = {
		name = "EVTOPTB5073"		# Increase manpower.
		ai_chance = { factor = 30 }
		change_manpower = 1
		set_province_flag = new_land		
	}
	option = {
		name = "EVTOPTC5073"		# Increase both for a small additional cost.
		ai_chance = { factor = 10 }				
		base_tax = 1
		change_manpower = 1
		owner = { treasury = -30 }
		set_province_flag = new_land
	}
}

#########################################################
#		Establish Cantonments			#
#########################################################

country_event = {

	id = 5074

	trigger = {
		idea = national_conscripts
		NOT = { offensive_defensive = 0 }
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			idea = grand_army
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 1.5
			NOT = { MIL = 4 }
		}
	}

	title = "EVTNAME5074"
	desc = "EVTDESC5074"

	option = {
		name = "EVTOPTA5074"		# Draft citizens
		ai_chance = { factor = 90 }
		random_owned = {
			change_manpower = 1
		}
	}
	option = {
		name = "EVTOPTB5074"		# Mass draft with financial incentive
		ai_chance = { factor = 10 }
		treasury = -60
		random_owned = {
			change_manpower = 2
		}
	}
}

#########################################################
#		Nobles demand old rights		#
#########################################################

country_event = {

	id = 5075

	trigger = {
		NOT = { centralization_decentralization = 0 }
		NOT = { aristocracy_plutocracy = 0 }
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			NOT = { ADM = 4 }
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 1.5
			ADM = 8
		}
	}

	title = "EVTNAME5075"
	desc = "EVTDESC5075"

	option = {
		name = "EVTOPTA5075"		# Accept demands.
		ai_chance = { factor = 55 }
		centralization_decentralization = 1
	}
	option = {
		name = "EVTOPTB5075"		# Reject demands.
		ai_chance = { factor = 45 }
		stability = -1
	}
}

#########################################################
#		Cities demand old rights		#
#########################################################

country_event = {

	id = 5076

	trigger = {
		centralization_decentralization = 1	
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			revolt_percentage = 0.1
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 1.5
			stability = 3
		}
	}

	title = "EVTNAME5076"
	desc = "EVTDESC5076"

	option = {
		name = "EVTOPTA5076"		# Deny old rights
		ai_chance = { factor = 55 }
		stability = -1
	}
	option = {
		name = "EVTOPTB5076"		# Accept
		ai_chance = { factor = 45 }
		centralization_decentralization = 1
	}
}

#########################################################
#		Non-enforcement of ordinances		#
#########################################################

# Number of cities: < 5
country_event = {

	id = 5077

	trigger = {
		centralization_decentralization = 2
		NOT = { num_of_cities = 5 }	
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			OR = {
				NOT = { constable = 1 }
				NOT = { courthouse = 1 }
			}
		}
		modifier = {
			factor = 0.8
			NOT = { stability = 0 }
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 1.2
			stability = 1
		}
		modifier = {
			factor = 1.5
			OR = {
				constable = 2
				courthouse = 2
			}
		}
	}

	title = "EVTNAME5077"
	desc = "EVTDESC5077"

	option = {
		name = "EVTOPTA5077"		# Let them handle it
		ai_chance = { factor = 55 }
		centralization_decentralization = 1
	}
	option = {
		name = "EVTOPTB5077"		# Increase attempts
		ai_chance = { factor = 45 }
		treasury = -20
	}
}

# Number of cities: 5-9
country_event = {

	id = 5078

	trigger = {
		centralization_decentralization = 2
		num_of_cities = 5
		NOT = { num_of_cities = 10 }
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			OR = {
				NOT = { constable = 1 }
				NOT = { courthouse = 1 }
			}
		}
		modifier = {
			factor = 0.8
			NOT = { stability = 0 }
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 1.2
			stability = 1
		}
		modifier = {
			factor = 1.5
			OR = {
				constable =  2
				courthouse = 2
			}
		}
	}

	title = "EVTNAME5077"
	desc = "EVTDESC5077"

	option = {
		name = "EVTOPTA5077"		# Let them handle it
		ai_chance = { factor = 55 }
		centralization_decentralization = 1
	}
	option = {
		name = "EVTOPTB5077"		# Increase attempts
		ai_chance = { factor = 45 }
		treasury = -40
	}
}

# Number of cities: 10-29
country_event = {

	id = 5079

	trigger = {
		centralization_decentralization = 2
		num_of_cities = 10
		NOT = { num_of_cities = 30 }
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			OR = {
				NOT = { constable = 1 }
				NOT = { courthouse = 1 }
			}
		}
		modifier = {
			factor = 0.8
			NOT = { stability = 0 }
		}
		modifier = {
			factor = 1.2
			stability = 1
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 1.5
			OR = {
				constable = 2
				courthouse = 2
			}
		}
	}

	title = "EVTNAME5077"
	desc = "EVTDESC5077"

	option = {
		name = "EVTOPTA5077"		# Let them handle it
		ai_chance = { factor = 55 }
		centralization_decentralization = 1
	}
	option = {
		name = "EVTOPTB5077"		# Increase attempts
		ai_chance = { factor = 45 }
		treasury = -60
	}
}

# Number of cities: 30-79
country_event = {

	id = 5080

	trigger = {
		centralization_decentralization = 2
		num_of_cities = 30
		NOT = { num_of_cities = 80 }
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			OR = {
				NOT = { constable = 1 }
				NOT = { courthouse = 1 }
			}
		}
		modifier = {
			factor = 0.8
			NOT = { stability = 0 }
		}
		modifier = {
			factor = 1.2
			stability = 1
		}		
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 1.5
			OR = {
				constable = 2
				courthouse = 2
			}
		}
	}

	title = "EVTNAME5077"
	desc = "EVTDESC5077"

	option = {
		name = "EVTOPTA5077"		# Let them handle it
		ai_chance = { factor = 55 }
		centralization_decentralization = 1
	}
	option = {
		name = "EVTOPTB5077"		# Increase attempts
		ai_chance = { factor = 45 }
		treasury = -100
	}
}

# Number of cities: 80-
country_event = {

	id = 5081

	trigger = {
		centralization_decentralization = 2
		num_of_cities = 80
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			OR = {
				NOT = { constable = 1 }
				NOT = { courthouse = 1 }
			}
		}
		modifier = {
			factor = 0.8
			NOT = { stability = 0 }
		}
		modifier = {
			factor = 1.2
			stability = 1
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 1.5
			OR = {
				constable = 2
				courthouse = 2
			}
		}
	}

	title = "EVTNAME5077"
	desc = "EVTDESC5077"

	option = {
		name = "EVTOPTA5077"		# Let them handle it
		ai_chance = { factor = 55 }
		centralization_decentralization = 1
	}
	option = {
		name = "EVTOPTB5077"		# Increase attempts
		ai_chance = { factor = 45 }
		treasury = -250
	}
}

#########################################################
#		Bourgeoisie request privileges		#
#########################################################

country_event = {

	id = 5082

	trigger = {
		NOT = { aristocracy_plutocracy = -2 }
		centralization_decentralization = 1
		aristocracy_plutocracy = -4
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			AND = {
				NOT = { aristocracy_plutocracy = -3 }
				NOT = { government = merchant_republic }
			}
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 1.5
			stability = 3
		}
	}

	title = "EVTNAME5082"
	desc = "EVTDESC5082"

	option = {
		name = "EVTOPTA5082"		# Grant them privileges
		ai_chance = { factor = 55 }
		aristocracy_plutocracy = 1
	}
	option = {
		name = "EVTOPTB5082"		# Deny them privileges
		ai_chance = { factor = 45 }
		aristocracy_plutocracy = -1
	}
}

#########################################################
#		Italian engineer available		#
#########################################################

country_event = {

	id = 5083

	trigger = {
		idea = engineer_corps
		prestige = 0.15
		treasury = 50
		NOT = { offensive_defensive = 5 }
		quality_quantity = -4
		capital_scope = {
			continent = europe
		}
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			offensive_defensive = 3
		}
		modifier = {
			factor = 1.5
			NOT = { offensive_defensive = -2 }
		}
	}

	title = "EVTNAME5083"
	desc = "EVTDESC5083"

	option = {
		name = "EVTOPTA5083"		# Hire the engineer
		ai_chance = { factor = 55 }
		offensive_defensive = 1
		quality_quantity = -1
		land_tech = 200
		treasury = -50	
	}
	option = {
		name = "EVTOPTB5083"		# Decline the offer
		ai_chance = { factor = 45 }
		prestige = -0.01
	}
}

#########################################################
#	Foreign drill instructor available		#
#########################################################

country_event = {

	id = 5084

	trigger = {
		NOT = { offensive_defensive = -2 }
		MIL = 8
		prestige = 0.15
		treasury = 50
		quality_quantity = -4
		capital_scope = {
			continent = europe
		}
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			army_reformer = 5
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 1.5
			NOT = { advisor = army_reformer }
		}
	}

	title = "EVTNAME5084"
	desc = "EVTDESC5084"

	option = {
		name = "EVTOPTA5084"		# Hire him
		ai_chance = { factor = 55 }
		quality_quantity = -1
		land_tech = 200
		treasury = -50
	}
	option = {
		name = "EVTOPTB5084"		# Decline the offer
		ai_chance = { factor = 45 }
		prestige = -0.01
	}
}

#########################################################
#		Build a great palace			#
#########################################################

country_event = {

	id = 5085

	trigger = {
		NOT = { aristocracy_plutocracy = -4 }
		idea = patron_of_art
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			artist = 5
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 1.5
			NOT = { advisor = artist }
		}
	}

	title = "EVTNAME5085"
	desc = "EVTDESC5085"

	option = {
		name = "EVTOPTA5085"		# Build the Palace
		ai_chance = { factor = 40 }
		prestige = 0.05
		treasury = -100
	}
	option = {
		name = "EVTOPTB5085"		# Don't build it
		ai_chance = { factor = 60 }
		prestige = -0.01
	}
}

#########################################################
#		Uncooperative philosopher		#
#########################################################

country_event = {

	id = 5086

	trigger = {
		advisor = philosopher
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			innovative_narrowminded = 2
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 1.5
			NOT = { innovative_narrowminded = 0 }
		}
	}

	title = "EVTNAME5086"
	desc = "EVTDESC5086"

	option = {
		name = "EVTOPTA5086"		# Imprison
		ai_chance = { factor = 60 }
		innovative_narrowminded = 1		
	}
	option = {
		name = "EVTOPTB5086"		# Allow him to remain free
		ai_chance = { factor = 40 }
		innovative_narrowminded = -1
	}
}

#########################################################
#		Boundary dispute			#
#########################################################

province_event = {

	id = 5087

	trigger = {
		any_neighbor_province = {
			NOT = { owned_by = THIS }
			NOT = { is_core = THIS }
		}


	}

	mean_time_to_happen = {
		months = 15000 # Random Province Event
		
		modifier = {
			factor = 1.5
			owner = { NOT = { DIP = 4 } }
		}
		modifier = {
			factor = 1.5
			owner = { NOT = { DIP = 6 } }
		}
		modifier = {
			factor = 2.0
			owner = { luck = yes }
		}
		modifier = {
			factor = 1.2
			owner = { badboy = 0.3 }
		}
		modifier = {
			factor = 1.2
			owner = { badboy = 0.6 }
		}
		modifier = {
			factor = 0.5
			owner = {
				DIP = 8
			}
		}
	}

	title = "EVTNAME5087"
	desc = "EVTDESC5087"

	option = {
		name = "EVTOPTA5087"		# Press issue
		ai_chance = { factor = 55 }
		random_neighbor_province = {
			limit = {
				NOT = { owned_by = THIS }
				NOT = { is_core = THIS }
			}
			add_core = THIS
			owner = {
				casus_belli = THIS
				relation = { who = THIS value = -30 }
			}
		}
	}
	option = {
		name = "EVTOPTB5087"		# Settle issue
		ai_chance = { factor = 45 }
		owner = { prestige = -0.01 }
	}
}

#########################################################
#		Merchants harrased			#
#########################################################

country_event = {

	id = 5088

	trigger = {
		NOT = { num_of_monopolys = 1 }
		badboy = 0.30
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			AND = {
				idea = merchant_adventures
				government = merchant_republic
			}
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 1.5
			advisor = trader
		}
	}

	title = "EVTNAME5088"
	desc = "EVTDESC5088"

	option = {
		name = "EVTOPTA5088"		# Escalate complaint.
		ai_chance = { factor = 55 }
		random_country = {
			limit = {
				neighbour = THIS
				NOT = { relation = { who = THIS value = 50 } }
			}
			add_casus_belli = THIS
		}
	}
	option = {
		name = "EVTOPTB5088"		# Seek a diplomatic solution.
		ai_chance = { factor = 45 }
		random_country = {
			limit = {
				neighbour = THIS
				NOT = { relation = { who = THIS value = 50 } }
			}
			relation = { who = THIS value = 50 }
		}
	}
}

#########################################################
#		Petition for redress			#
#########################################################

province_event = {

	id = 5089

	trigger = {
		owner = {
			NOT = { serfdom_freesubjects = -2 }
			centralization_decentralization = 2		
		}
	}

	mean_time_to_happen = {
		months = 5000 # Random Province Event
		
		modifier = {
			factor = 0.5
			owner = { NOT = { stability = 0 } }
		}
		modifier = {
			factor = 2.0
			owner = { luck = yes }
		}
		modifier = {
			factor = 1.5
			owner = { ADM = 8 }
		}
	}

	title = "EVTNAME5089"
	desc = "EVTDESC5089"

	option = {
		name = "EVTOPTA5089"		# Accept petition
		ai_chance = { factor = 70 }
		owner = {
			prestige = -0.01
			centralization_decentralization = -1
		}
	}
	option = {
		name = "EVTOPTB5089"		# Deny petition
		ai_chance = { factor = 30 }
		create_revolt = 1
		base_tax = -1
	}
}

#########################################################
#		Grant nobles aid			#
#########################################################

country_event = {

	id = 5090

	trigger = {
		NOT = { centralization_decentralization = 0 }
		NOT = { aristocracy_plutocracy = 0 }
		number_of_loans = 1		
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			treasury = 300
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 1.5
			OR = {
				government = merchant_republic
				government = administrative_republic
				government = constitutional_republic
				government = papacy
				government = tribal_federation 
				government = tribal_democracy
			}
		}
	}

	title = "EVTNAME5090"
	desc = "EVTDESC5090"

	option = {
		name = "EVTOPTA5090"		# Grant aid
		ai_chance = { factor = 55 }
		treasury = -200
	}
	option = {
		name = "EVTOPTB5090"		# Deny aid
		ai_chance = { factor = 45 }
		stability = -2
	}
}

#########################################################
#	Support for dissidents abroad			#
#########################################################

country_event = {

	id = 5091

	trigger = {
		NOT = { ADM = 4 }
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			owner = { statesman = 4 }
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 1.5
			owner = { NOT = { advisor = statesman } }
		}
	}

	title = "EVTNAME5091"
	desc = "EVTDESC5091"

	option = {
		name = "EVTOPTA5091"		# Support
		ai_chance = { factor = 55 }
		treasury = -50
		random_country = {
			limit = { neighbour = THIS }
			relation = { who = THIS value = -60 }
		}
	}
	option = {
		name = "EVTOPTB5091"		# Decline
		ai_chance = { factor = 45 }
		stability = -2
	}
}

#########################################################
#	Foreign trade competition rises			#
#########################################################

country_event = {

	id = 5092

	trigger = {
		mercantilism_freetrade = 3
		NOT = { advisor = trader }
		num_of_monopolys = 1
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			NOT = { trade_efficiency = 0.5 }
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 1.5
			trade_efficiency = 0.6
		}
	}

	title = "EVTNAME5092"
	desc = "EVTDESC5092"

	option = {
		name = "EVTOPTA5092"		# Impose new tariff
		ai_chance = { factor = 70 }
		mercantilism_freetrade = -2
	}
	option = {
		name = "EVTOPTB5092"		# Deny new tariff
		ai_chance = { factor = 30 }
		add_country_modifier = {
			name = "trade_income_loss"
			duration = 1095	
		}
	}
}

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

# Parliament demands removal of advisor
country_event = {

	id = 5093

	trigger = {
		OR = {
			government = constitutional_monarchy
			government = constitutional_republic
		}
		advisor = statesman
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			NOT = { statesman = 4 }
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 1.5
			statesman = 6
		}
	}

	title = "EVTNAME5093"
	desc = "EVTDESC5093"

	option = {
		name = "EVTOPTA5093"		# Fire him!
		ai_chance = { factor = 40 }
		remove_advisor = statesman
	}
	option = {
		name = "EVTOPTB5093"		# We have faith in him
		ai_chance = { factor = 60 }
		stability = -1
	}
}


# Heretic advisor
country_event = {

	id = 5094

	trigger = {
		government = theocracy
		advisor = statesman
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			NOT = { statesman  = 4 }
			innovative_narrowminded = 3
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 1.5
			statesman  = 6
		}
	}

	title = "EVTNAME5094"
	desc = "EVTDESC5094"

	option = {
		name = "EVTOPTA5094"		# Fire him!
		ai_chance = { factor = 40 }
		remove_advisor = statesman
	}
	option = {
		name = "EVTOPTB5094"		# We have faith in him
		ai_chance = { factor = 60 }
		stability = -1
	}
}


# Statesman gains power
country_event = {

	id = 5095

	trigger = {
		statesman = 4
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			NOT = { ADM = 4 }
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 1.5
			ADM = 7
		}
	}

	title = "EVTNAME5095"
	desc = "EVTDESC5095"

	option = {
		name = "EVTOPTA5095"		# Fire him!
		ai_chance = { factor = 40 }
		remove_advisor = statesman
	}
	option = {
		name = "EVTOPTB5095"		# He is doing a great job
		ai_chance = { factor = 60 }
		centralization_decentralization = 1
		prestige = -0.02
	}
}


#########################################################
#		Influenced elections			#
#########################################################

country_event = {

	id = 5096

	trigger = {
		elector = yes
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			number_of_loans = 1
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 1.5
			NOT = { badboy = 0.05 }
		}
	}

	title = "EVTNAME5096"
	desc = "EVTDESC5096"

	option = {
		name = "EVTOPTA5096"		# How thoughtful
		ai_chance = { factor = 70 }
		treasury = 80
		random_country = {
			limit = { neighbour = THIS }
			relation = { who = THIS value = 40 }
		}
	}
	option = {
		name = "EVTOPTB5096"		# Bribes are beyond me
		ai_chance = { factor = 30 }
		prestige = 0.015
		random_country = {
			limit = { neighbour = THIS }
			relation = { who = THIS value = -40 }
		}
	}
}

#########################################################
#		Peasants getting uppity			#
#########################################################

country_event = {

	id = 5097

	trigger = {
		NOT = { serfdom_freesubjects = 0 }
		serfdom_freesubjects = -3
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			NOT = { stability = 0 }
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 1.5
			stability = 1
		}
	}

	title = "EVTNAME5097"
	desc = "EVTDESC5097"

	option = {
		name = "EVTOPTA5097"		# Enforce serfdom
		ai_chance = { factor = 80 }
		serfdom_freesubjects = -1	
	}
	option = {
		name = "EVTOPTB5097"		# These things happen
		ai_chance = { factor = 20 }
		serfdom_freesubjects = 1
	}
}

#########################################################
#		Corruption in the church		#
#########################################################

country_event = {

	id = 5098

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

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			has_building = tax_assessor
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 1.5
			advisor = treasurer
		}
	}

	title = "EVTNAME5098"
	desc = "EVTDESC5098"

	option = {
		name = "EVTOPTA5098"		# Cleanse the temple
		ai_chance = { factor = 55 }
		stability = 1
	}
	option = {
		name = "EVTOPTB5098"		# Fine the sinners
		ai_chance = { factor = 45 }
		treasury = 40
	}
}

#########################################################
#		Merchant fractures			#
#########################################################

country_event = {

	id = 5099

	trigger = {
		NOT = { mercantilism_freetrade = 0 }
		merchants = 4
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			government = merchant_republic
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 1.5
			advisor = trader
		}
	}

	title = "EVTNAME5099"
	desc = "EVTDESC5099"

	option = {
		name = "EVTOPTA5099"		# Support mercantilist faction
		ai_chance = { factor = 15 }
		mercantilism_freetrade = -1
	}
	option = {
		name = "EVTOPTB5099"		# This isn't a matter for the crown
		ai_chance = { factor = 70 }
		prestige = 0.01
	}
	option = {
		name = "EVTOPTC5099"		# Propose free trade
		ai_chance = { factor = 15 }
		mercantilism_freetrade = 1	
	}
}


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

# Naval traditions scorned
country_event = {

	id = 6000

	trigger = {
		NOT = { land_naval = -1 }
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
				
		modifier = {
			factor = 0.5
			NOT = { land_naval = -3 }
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 1.5
			idea = grand_navy
		}
	}

	title = "EVTNAME6000"
	desc = "EVTDESC6000"

	option = {
		name = "EVTOPTA6000"		# This is well, land is where its at
		ai_chance = { factor = 60 }
		navy_tradition = -0.2
		army_tradition = 0.1
	}
	option = {
		name = "EVTOPTB6000"		# We must stop this deterioration
		ai_chance = { factor = 40 }
		navy_tradition = -0.05
	}
}

# Land traditions scorned
country_event = {

	id = 6001

	trigger = {
		land_naval = 1
		num_of_ports = 1
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
				
		modifier = {
			factor = 0.5
			OR = {
				idea = grand_navy
				num_of_ports = 2
			}
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 1.5
			idea = grand_army
		}
	}

	title = "EVTNAME6001"
	desc = "EVTDESC6001"

	option = {
		name = "EVTOPTA6001"		# The fleet is our wooden wall!
		ai_chance = { factor = 60 }
		army_tradition = -0.2
		navy_tradition = 0.1
	}
	option = {
		name = "EVTOPTB6001"		# We must stop this deterioration
		ai_chance = { factor = 40 }
		army_tradition = -0.05
	}
}

#########################################################
#		Opposing military schools		#
#########################################################

country_event = {

	id = 6002

	trigger = {
		MIL = 7
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			NOT = { stability = 0 }
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 1.5
			stability = 3
		}
	}

	title = "EVTNAME6002"
	desc = "EVTDESC6002"

	option = {
		name = "EVTOPTA6002"		# Attack is always the best option
		ai_chance = { factor = 55 }
		offensive_defensive = -1
	}
	option = {
		name = "EVTOPTB6002"		# Let them come to us
		ai_chance = { factor = 45 }
		offensive_defensive = 1
	}
}


#########################################################
#	Representative national institutions		#
#########################################################

country_event = {

	id = 6003

	trigger = {
		centralization_decentralization = 1
		OR = {
			government = feudal_monarchy
			government = despotic_monarchy
			government = administrative_monarchy
			government = constitutional_monarchy
		}
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			centralization_decentralization = 4
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 1.5
			NOT = { ADM = 4 }
		}
	}

	title = "EVTNAME6003"
	desc = "EVTDESC6003"

	option = {
		name = "EVTOPTA6003"		# L'etat c'est moi!
		ai_chance = { factor = 30 }
		centralization_decentralization = -1
		stability = -1
	}
	option = {
		name = "EVTOPTB6003"		# Give them what they want
		ai_chance = { factor = 70 }
		centralization_decentralization = 1
		stability = 1
	}
}


#########################################################
#		Vatican infiltration			#
#########################################################

country_event = {

	id = 6004

	trigger = {
#		cardinal = yes
		advisor = spymaster
		religion = catholic
		NOT = { government = papacy }
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			idea = espionage
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 1.5
			prestige = 0.2
		}
	}

	title = "EVTNAME6004"
	desc = "EVTDESC6004"

	option = {
		name = "EVTOPTA6004"		# Instruct him to go forward
		ai_chance = { factor = 30 }
		spies = 2
	}
	option = {
		name = "EVTOPTB6004"		# Let the matter drop
		ai_chance = { factor = 70 }
		badboy = -5
	}
}


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

# Genoa
country_event = {

	id = 6005

	trigger = {
		NOT = { exists = GEN }
		owns = 101
		NOT = { centralization_decentralization = -1 }
		year = 1700
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			NOT = { stability = 0 }
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 1.5
			stability = 3 
		}
	}

	title = "EVTNAME6005"
	desc = "EVTDESC6005"

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

# Venice
country_event = {

	id = 6006

	trigger = {
		NOT = { exists = VEN }
		year = 1700
		owns = 112
		NOT = { centralization_decentralization = -1 }
	}

	mean_time_to_happen = {
		months = 5000 # Random Province Event
		
		modifier = {
			factor = 0.5
			NOT = { stability = 0 }
		}
		modifier = {
			factor = 2.0
			luck = yes
		}
		modifier = {
			factor = 1.5
			stability = 3
		}
	}

	title = "EVTNAME6006"
	desc = "EVTDESC6006"

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

#########################################################
#		A formal request			#
#########################################################

province_event = {

	id = 6007

	trigger = {
		hre = yes
		is_core = no
		owner = {
			is_emperor = no
		}
	}

	mean_time_to_happen = {
		months = 5000 # Random Province Event
		
		modifier = {
			factor = 0.5
			owner = { centralization_decentralization = 0 }
		}
		modifier = {
			factor = 0.5
			owner = { badboy = 0.15 }
		}
		modifier = {
			factor = 2.0
			owner = { luck = yes }
		}
		modifier = {
			factor = 1.5
			owner = { NOT = { centralization_decentralization = -1 } }
		}
	}

	title = "EVTNAME6007"
	desc = "EVTDESC6007"

	option = {
		name = "EVTOPTA6007"		# Clearly the Emperor underestimates us
		ai_chance = { factor = 20 }
		emperor = {
			casus_belli = THIS
		}
	}
	option = {
		name = "EVTOPTB6007"		# That land means nothing to us
		ai_chance = { factor = 80 }
		secede_province = emperor
	}
}


#########################################################
#		Road construction			#
#########################################################

province_event = {

	id = 6009

	trigger = {
		owner = { 
			treasury = 60
		}
		NOT = { has_province_flag = road_construction }
		has_building = constable
		has_building = fort1
	}

	mean_time_to_happen = {
		months = 5000 # Random Province Event
		
		modifier = {
			factor = 0.5
			owner = { statesman = 6 }
		}
		modifier = {
			factor = 1.5
			owner = { NOT = { advisor = statesman } }
		}
		modifier = {
			factor = 5.0
			owner = { num_of_cities = 20 }
		}
	}

	title = "EVTNAME6009"
	desc = "EVTDESC6009"

	option = {
		name = "EVTOPTA6009"		# Higher tax income
		ai_chance = { factor = 70 }
		base_tax = 1
		set_province_flag = road_construction
		owner = {
			treasury = -50
		}
	}
	option = {
		name = "EVTOPTB6009"		# Increased manpower
		ai_chance = { factor = 30 }
		owner = {
			treasury = -50
		}
		change_manpower = 1
		set_province_flag = road_construction
	}
}


#########################################################
#			Stock Exchange			#
#########################################################

country_event = {

	id = 6011

	trigger = {
		year = 1750
		OR = {
			idea = shrewd_commerce_practise
			idea = national_trade_policy
		}
		religion_group = christian
		NOT = { innovative_narrowminded = 0 }
		idea = national_bank 		
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			treasurer = 4
		}
		modifier = {
			factor = 1.5
			NOT = { advisor = treasurer }
		}
	}

	title = "EVTNAME6011"
	desc = "EVTDESC6011"

	option = {
		name = "EVTOPTA6011"		# Create
		ai_chance = { factor = 55 }
		treasury = -50
		inflation = -4
		government_tech = 100
	}
	option = {
		name = "EVTOPTB6011"		# Don't
		ai_chance = { factor = 45 }
		inflation = 3
	}
}


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

country_event = {

	id = 6012

	trigger = {
		NOT = { innovative_narrowminded = -3 }
		idea = patron_of_art
		NOT = { badboy = 0.05 }
		capital_scope = {
			continent = europe
		}
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			prestige = 0.1
		}
		modifier = {
			factor = 1.5
			advisor = artist
		}
	}

	title = "EVTNAME6012"
	desc = "EVTDESC6012"

	option = {
		name = "EVTOPTA6012"		# Hire him
		ai_chance = { factor = 65 }
		treasury = -30
		prestige = 0.02
		stability = 1
	}
	option = {
		name = "EVTOPTB6012"		# Decline his services
		ai_chance = { factor = 35 }
		prestige = -0.01
	}
}


#########################################################
#			Grand Ball			#
#########################################################

country_event = {

	id = 6013

	trigger = {
		religion_group = christian
		idea = patron_of_art
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			artist = 4
		}
		modifier = {
			factor = 1.5
			NOT = { advisor = artist }
		}
	}

	title = "EVTNAME6013"
	desc = "EVTDESC6013"

	option = {
		name = "EVTOPTA6013"		# Arrange a ball
		ai_chance = { factor = 60 }
		prestige = 0.02
		treasury = -30
	}
	option = {
		name = "EVTOPTB6013"		# Don't arrange a ball
		ai_chance = { factor = 40 }
		prestige = -0.01
	}
}



#########################################################
#			Good harvest			#
#########################################################

province_event = {

	id = 6014

	trigger = {
		trade_goods = grain
		owner = {
			production_efficiency = 0.5
			grain = 2
		}
	}

	mean_time_to_happen = {
		months = 5000 # Random Province Event
		
		modifier = {
			factor = 0.5
			has_building = tax_assessor
		}
		modifier = {
			factor = 0.5
			owner = { luck = yes }
		}
		modifier = {
			factor = 1.5
			owner = { num_of_cities = 20 }
		}
	}

	title = "EVTNAME6014"
	desc = "EVTDESC6014"

	option = {
		name = "EVTOPTA6014"		# Put into the treasury
		ai_chance = { factor = 55 }
		owner = { treasury = 25 }
	}
	option = {
		name = "EVTOPTB6014"		# Invest the money
		ai_chance = { factor = 45 }
		owner = { production_tech = 50 }
	}
}


#########################################################
#			Festivities			#
#########################################################

country_event = {

	id = 6015

	trigger = {
		war = no
		NOT = { badboy = 0.05 }
		ADM = 6
	}

	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			ADM = 8
		}
		modifier = {
			factor = 0.5
			luck = yes
		}
		modifier = {
			factor = 1.5
			NOT = { production_efficiency = 0.5 }
		}
	}

	title = "EVTNAME6015"
	desc = "EVTDESC6015"

	option = {
		name = "EVTOPTA6015"		# Arrange festivities
		ai_chance = { factor = 30 }
		stability = 1
	}
	option = {
		name = "EVTOPTB6015"		# Such nonsense, wasting money like that!
		ai_chance = { factor = 70 }
		random_owned = {
			base_tax = 1
		}
	}
}

#########################################################
#	Religious conversion - Pagan to Buddhism	#
#########################################################
province_event = {

	id = 6016

	trigger = {
		OR = {
			religion = animism
			religion = shamanism
		}
		owner = {
			OR = {
				religion = animism
				religion = shamanism
			}
			any_neighbor_country = {
				religion = buddhism
				relation = { who = THIS value = 100 }
			}
		}
	}

	mean_time_to_happen = {
		months = 5000 # Random Province Event

		modifier = {
			factor = 0.5
			owner = {
				NOT = { culture_group = THIS }
			}
		}
		modifier = {
			factor = 1.5
			owner = {
				advisor = theologian
			}
		}
	}

	title = "EVTNAME6016"
	desc = "EVTDESC6016"
	
	option = {
		name = "EVTOPTA6016"		# Convert to Buddhism
		ai_chance = { factor = 30 }
		religion = buddhism
	}
	option = {
		name = "EVTOPTB6016"		# Honor the beliefs of our ancestors
		ai_chance = { factor = 70 }
		owner = {
			stability = 1
		}
	}
}


#########################################################
#			Protect our Faith		#
#########################################################
province_event = {

	id = 6032

	trigger = {
		owner = { religion = THIS }
		any_neighbor_province = {
			NOT = { owned_by = THIS }
			NOT = { is_core = THIS }
			religion = THIS
			owner = {
				religion_group = THIS
				NOT = { religion = THIS }
			}
		}
	}

	mean_time_to_happen = {
		months = 10000 # Random Province Event
		
		modifier = {
			factor = 1.2
			owner = { NOT = { DIP = 4 } }
		}
		modifier = {
			factor = 2.0
			owner = { luck = yes }
		}
		modifier = {
			factor = 0.8
			owner = { defender_of_faith = yes }
		}
		modifier = {
			factor = 0.8
			owner = {
				DIP = 8
			}
		}
	}

	title = "EVTNAME6032"
	desc = "EVTDESC6032"

	option = {
		name = "EVTOPTA6032"		# Press issue
		ai_chance = { factor = 55 }
		random_neighbor_province = {
			limit = {
				NOT = { owned_by = THIS }
				NOT = { is_core = THIS }
				religion = THIS
				owner = {
					religion_group = THIS
					NOT = { religion = THIS }
				}
			}
			add_core = THIS
			owner = {
				casus_belli = THIS
				relation = { who = THIS value = -50 }
			}
		}
	}
	option = {
		name = "EVTOPTB6032"		# Settle issue
		ai_chance = { factor = 45 }
		owner = { prestige = -0.01 }
	}
}

#########################################################
#		Cultural Dispute			#
#########################################################
province_event = {

	id = 6033

	trigger = {
		owner = { culture_group = THIS }
		any_neighbor_province = {
			NOT = { owned_by = THIS }
			NOT = { is_core = THIS }
			culture_group = THIS
			owner = {
				NOT = { primary_culture = THIS }
				NOT = { accepted_culture = THIS }
				NOT = { culture_group = THIS }
				OR = {
					NOT = { ADM = 5 }
					NOT = { MIL = 5	}
				}
			}
		}
	}

	mean_time_to_happen = {
		months = 10000 # Random Province Event
		
		modifier = {
			factor = 1.2
			owner = { NOT = { DIP = 4 } }
		}
		modifier = {
			factor = 1.2
			owner = { idea = humanist_tolerance }
		}		
		modifier = {
			factor = 2.0
			owner = { luck = yes }
		}
		modifier = {
			factor = 0.8
			owner = {
				DIP = 8
			}
		}
	}

	title = "EVTNAME6033"
	desc = "EVTDESC6033"

	option = {
		name = "EVTOPTA6033"		# Press issue
		ai_chance = { factor = 55 }
		random_neighbor_province = {
			limit = {
				NOT = { owned_by = THIS }
				NOT = { is_core = THIS }
				culture_group = THIS
				owner = {
					NOT = { primary_culture = THIS }
					NOT = { accepted_culture = THIS }
					NOT = { culture_group = THIS }
					OR = {
						NOT = { ADM = 5 }
						NOT = { MIL = 5	}
					}
				}
			}
			add_core = THIS
			owner = {
				casus_belli = THIS
				relation = { who = THIS value = -50 }
			}
		}
	}
	option = {
		name = "EVTOPTB6033"		# Settle issue
		ai_chance = { factor = 45 }
		owner = { prestige = -0.01 }
	}
}
