# Civil war brings our nation to its knees
country_event = {

	id = 6018
	
	trigger = {
		has_country_flag = civil_war
		NOT = { has_country_flag = total_war_series }
		NOT = { stability = 0 }
		num_of_cities = 10
	}
	
	mean_time_to_happen = {
		months = 1800
		
		modifier = {
			factor = 1.5
			luck = yes
		}
		modifier = {
			factor = 0.9
			OR = {
				government = tribal_democracy
				government = tribal_federation
				government = feudal_monarchy
				government = merchant_republic
				government = noble_republic
				government = administrative_republic
				government = constitutional_republic
			}
		}
		modifier = {
			factor = 0.9
			has_country_flag = allies
		}
		modifier = {
			factor = 0.9
			has_country_flag = unscrupulous_inlaws
		}
		modifier = {
			factor = 0.9
			has_country_flag = rebel_control
		}
		modifier = {
			factor = 0.9
			has_country_flag = deserting_troops
		}
		modifier = {
			factor = 0.9
			NOT = { stability = -1 }
		}
		modifier = {
			factor = 0.9
			NOT = { stability = -2 }
		}
	}
	
	title = "EVTNAME6018"
	desc = "EVTDESC6018"
	
	option = {
		name = "EVTOPTA6018"				# There is nothing we can do.
		ai_chance = { factor = 15 }
		aristocracy_plutocracy = 1
		centralization_decentralization = 1
		stability = -2
		random_owned = {
			limit = { is_core = THIS }
			change_controller = REB
		}
		random_owned = {
			limit = { is_core = THIS }
			create_revolt = 1
		}
		clr_country_flag = civil_war
		clr_country_flag = allies
		clr_country_flag = unscrupulous_inlaws
		clr_country_flag = rebel_control
		clr_country_flag = deserting_troops
		set_country_flag = total_war
		set_country_flag = total_war_series
	}
	option = {
		name = "EVTOPTB6018"				# Support one of the factions
		ai_chance = { factor = 15 }
		aristocracy_plutocracy = 2
		stability = -2
		random_owned = {
			limit = { is_core = THIS }
			change_controller = REB
		}
		random_owned = {
			limit = { is_core = THIS }
			create_revolt = 1
		}
		clr_country_flag = civil_war
		clr_country_flag = allies
		clr_country_flag = unscrupulous_inlaws
		clr_country_flag = rebel_control
		clr_country_flag = deserting_troops
		set_country_flag = total_war
		set_country_flag = factional_powers_emerge
		set_country_flag = total_war_series
	}
	option = {
		name = "EVTOPTC6018"				# Start negotiations to minimize the damage
		ai_chance = { factor = 70 }
		centralization_decentralization = 2
		treasury = -50
		prestige = -0.05
		add_country_modifier = {
			name = "rebel_negotiation"
			duration = 150
		}
		add_country_modifier = {
			name = "disorder"
			duration = 200
		}
		clr_country_flag = civil_war
		clr_country_flag = allies
		clr_country_flag = unscrupulous_inlaws
		clr_country_flag = rebel_control
		clr_country_flag = deserting_troops
		set_country_flag = total_war_series
	}
}

# Civil Disorder about to Devolve into Chaos
country_event = {

	id = 6019
	
	trigger = {
		NOT = { has_country_flag = civil_war }
		NOT = { has_country_flag = total_war_series }
		NOT = { stability = 0 }
		num_of_cities = 10
		NOT = { ADM = 7 }
		NOT = { MIL = 7 }
	}
	
	mean_time_to_happen = {
		months = 2100
		
		modifier = {
			factor = 1.5
			luck = yes
		}
		modifier = {
			factor = 0.9
			OR = {
				government = tribal_democracy
				government = tribal_federation
				government = feudal_monarchy
				government = merchant_republic
				government = noble_republic
				government = administrative_republic
				government = constitutional_republic
			}
		}
		modifier = {
			factor = 0.9
			badboy = 0.15
		}
		modifier = {
			factor = 0.9
			badboy = 0.30
		}
		modifier = {
			factor = 0.9
			badboy = 0.45
		}
		modifier = {
			factor = 0.9
			NOT = { stability = -1 }
		}
		modifier = {
			factor = 0.9
			NOT = { stability = -2 }
		}
		modifier = {
			factor = 0.9
			num_of_cities = 20
		}
		modifier = {
			factor = 0.9
			num_of_cities = 30
		}
		modifier = {
			factor = 0.9
			num_of_cities = 40
		}
	}
	
	title = "EVTNAME6019"
	desc = "EVTDESC6019"
	
	option = {
		name = "EVTOPTA6019"			# There is nothing we can do
		ai_chance = { factor = 20 }
		aristocracy_plutocracy = 1
		centralization_decentralization = 1
		stability = -2
		random_owned = {
			limit = { is_core = THIS }
			change_controller = REB
		}
		random_owned = {
			limit = { is_core = THIS }
			create_revolt = 1
		}
		set_country_flag = total_war
		set_country_flag = total_war_series
	}
	option = {
		name = "EVTOPTB6019"			# We will stop this at any cost
		ai_chance = { factor = 80 }		
		centralization_decentralization = 1
		serfdom_freesubjects = -1
		treasury = -60
		prestige = -0.05
		add_country_modifier = {
			name = "disorder"
			duration = 400
		}
		set_country_flag = total_war_series
	}
}

# Factional powers emerge from the chaos
country_event = {

	id = 6020
	
	trigger = {
		has_country_flag = total_war
		NOT = { has_country_flag = factional_powers_emerge }
	}
	
	mean_time_to_happen = {
		months = 36
		
		modifier = {
			factor = 0.9
			NOT = { stability = 0 }
		}
		modifier = {
			factor = 0.9
			NOT = { stability = -1 }
		}
		modifier = {
			factor = 0.9
			NOT = { stability = -2 }
		}
		modifier = {
			factor = 0.9
			num_of_cities = 20
		}
		modifier = {
			factor = 0.9
			num_of_cities = 30
		}
	}
	
	title = "EVTNAME6020"
	desc = "EVTDESC6020"
	
	option = {
		name = "EVTOPTA6020"			# Support one side
		random_owned = {
			limit = { is_core = THIS }
			change_controller = REB
		}
		random_owned = {
			limit = { is_core = THIS }
			create_revolt = 1
		}
		set_country_flag = factional_powers_emerge
		set_country_flag = favoured_faction
	}
	option = {
		name = "EVTOPTB6020"			# Don't support any faction
		stability = -1
		centralization_decentralization = 1
		set_country_flag = factional_powers_emerge
	}
}

# Faction requests financial aid
country_event = {

	id = 6021
	
	trigger = {
		has_country_flag = total_war
		has_country_flag = factional_powers_emerge
		has_country_flag = favoured_faction
		NOT = { has_country_flag = financial_aid }
	}
	
	mean_time_to_happen = {
		months = 36

		modifier = {
			factor = 1.5
			luck = yes
		}		
		modifier = {
			factor = 0.9
			NOT = { stability = 0 }
		}
		modifier = {
			factor = 0.9
			NOT = { stability = -1 }
		}
		modifier = {
			factor = 0.9
			NOT = { stability = -2 }
		}		
	}
	
	title = "EVTNAME6021"
	desc = "EVTDESC6021"
	
	option = {
		name = "EVTOPTA6021"			# Lend support
		treasury = -40
		centralization_decentralization = -1
		set_country_flag = financial_aid
	}
	option = {
		name = "EVTOPTB6021"			# Ignore their pleas
		prestige = -0.05
		centralization_decentralization = 1
		clr_country_flag = favoured_faction
	}
}

# Favoured faction threatens to splinter
province_event = {

	id = 6022
	
	trigger = {
		owner = {
			has_country_flag = total_war
			has_country_flag = factional_powers_emerge
			has_country_flag = favoured_faction
			NOT = { has_country_flag = faction_splinters }
		}
	}
	
	mean_time_to_happen = {
		months = 72
		
		modifier = {
			factor = 1.5
			owner = { luck = yes }
		}
		modifier = {
			factor = 0.9
			owner = { NOT = { religion = THIS } }
		}		
		modifier = {
			factor = 0.9
			owner = {
				NOT = { primary_culture = THIS }
			}
		}
		modifier = {
			factor = 0.9
			owner = { num_of_cities = 10 }
		}
		modifier = {
			factor = 0.9
			owner = { num_of_cities = 20 }
		}
		modifier = {
			factor = 0.9
			owner = { num_of_cities = 30 }
		}
	}
	
	title = "EVTNAME6022"
	desc = "EVTDESC6022"
	
	option = {
		name = "EVTOPTA6022"		# Let them splinter
		owner = {
			stability = -1
			centralization_decentralization = 1
			clr_country_flag = favoured_faction
			set_country_flag = faction_splinters
			random_owned = {
				limit = { is_core = THIS }
				create_revolt = 1
			}
			random_owned = {
				limit = { is_core = THIS }
				change_controller = REB
			}
		}
	}
	option = {
		name = "EVTOPTB6022"		# Side with one of the new factions
		owner = {
			centralization_decentralization = 1
			prestige = -0.05
			random_owned = {
				limit = { is_core = THIS }
				change_controller = REB
			}
			set_country_flag = faction_splinters
		}
	}
	option = {
		name = "EVTOPTC6022"		# Summon the faction leaders to begin negotiations
		owner = {
			treasury = -40
			serfdom_freesubjects = -1
			set_country_flag = faction_splinters
		}
	}
}

# Total war emerges internally
province_event = {

	id = 6023
	
	trigger = {
		owner = {
			has_country_flag = total_war
			has_country_flag = factional_powers_emerge
			NOT = { has_country_flag = total_war_peak }
			NOT = { stability = 0 }
			NOT = { has_country_flag = internal_total_war }
		}
	}
	
	mean_time_to_happen = {
		months = 72
		
		modifier = {
			factor = 1.5
			owner = { luck = yes }
		}
		modifier = {
			factor = 1.5
			NOT = { stability = -1 }
		}
		modifier = {
			factor = 1.5
			NOT = { stability = -2 }
		}
		modifier = {
			factor = 0.9
			owner = { NOT = { religion = THIS } }
		}		
		modifier = {
			factor = 0.9
			owner = {
				NOT = { primary_culture = THIS }
			}
		}
	}
	
	title = "EVTNAME6023"
	desc = "EVTDESC6023"
	
	option = {
		name = "EVTOPTA6023"			# We can't do anything about it
		owner = {
			set_country_flag = total_war_peak
			centralization_decentralization = 2
			stability = -2
			random_owned = {
				limit = { is_core = THIS }
				change_controller = REB
			}
			set_country_flag = internal_total_war
		}
	}
	option = {
		name = "EVTOPTB6023"			# Try to suppress the worst spots
		owner = {
			set_country_flag = total_war_peak
			centralization_decentralization = 2
			treasury = -45
			stability = -1
			random_owned = {
				limit = { is_core = THIS }
				change_controller = REB
			}
			set_country_flag = internal_total_war
		}
	}
}

# Chaos in neighbouring country
country_event = {

	id = 6024
	
	trigger = {
		NOT = { has_country_flag = total_war }
		any_neighbor_country = {
			has_country_flag = total_war_peak
		}
		NOT = { has_country_flag = neighbouring_war }
	}
	
	mean_time_to_happen = {
		months = 36
		
		modifier = {
			factor = 1.5
			luck = yes
		}
		modifier = {
			factor = 0.9
			NOT = { stability = 0 }
		}
		modifier = {
			factor = 0.9
			NOT = { stability = -1 }
		}
		modifier = {
			factor = 0.9
			NOT = { stability = -2 }
		}	
	}
	
	title = "EVTNAME6024"
	desc = "EVTDESC6024"
	
	option = {
		name = "EVTOPTA6024"			# We can't afford to help them
		stability = -1
		set_country_flag = neighbouring_war
	}
	option = {
		name = "EVTOPTB6024"			# Secure our own borders
		treasury = -30
		war_exhaustion = 2
		set_country_flag = neighbouring_war	
	}
	option = {
		name = "EVTOPTC6024"			# Secure our own borders and send aid
		treasury = -30
		war_exhaustion = 2
		random_country = {
			limit = { neighbour = THIS }
			treasury = 30
			relation = { who = THIS value = 40 }
		}
		set_country_flag = neighbouring_war
		prestige = 0.03
	}
}


# Our country has splintered apart
country_event = {

	id = 6025
	
	trigger = {
		has_country_flag = total_war
		NOT = { num_of_cities = 10 }
	}
	
	mean_time_to_happen = {
		months = 36
		
		modifier = {
			factor = 0.8
			luck = yes
		}
		modifier = {
			factor = 0.9
			NOT = { num_of_cities = 8 }
		}
		modifier = {
			factor = 0.9
			NOT = { num_of_cities = 6 }
		}
		modifier = {
			factor = 1.0
			NOT = { stability = 0 }
		}
		modifier = {
			factor = 1.0
			NOT = { stability = -1 }
		}
		modifier = {
			factor = 1.0
			NOT = { stability = -2 }
		}	
		modifier = {
			factor = 0.9
			stability = 1
		}
		modifier = {
			factor = 0.9
			stability = 2
		}
		modifier = {
			factor = 0.9
			stability = 3
		}
	}
	
	title = "EVTNAME6025"
	desc = "EVTDESC6025"
	
	option = {
		name = "EVTOPTA6025"			# Let them go
		clr_country_flag = total_war
		clr_country_flag = factional_powers_emerge
		clr_country_flag = favoured_faction
		clr_country_flag = total_war_peak
		clr_country_flag = faction_negotiations
		clr_country_flag = major_factions
		clr_country_flag = emergency_talks
		stability = 1
		centralization_decentralization = -2
	}
	option = {
		name = "EVTOPTB6025"			# We'll have our revenge someday
		clr_country_flag = total_war
		clr_country_flag = factional_powers_emerge
		clr_country_flag = favoured_faction
		clr_country_flag = total_war_peak
		clr_country_flag = faction_negotiations
		clr_country_flag = major_factions
		clr_country_flag = emergency_talks
		centralization_decentralization = -1
		stability = 1
		offensive_defensive = -1	
	}
	option = {
		name = "EVTOPTC6025"			# Consolidate our forces about them
		clr_country_flag = total_war
		clr_country_flag = factional_powers_emerge
		clr_country_flag = favoured_faction
		clr_country_flag = total_war_peak
		clr_country_flag = faction_negotiations
		clr_country_flag = major_factions
		clr_country_flag = emergency_talks
		centralization_decentralization = -1
		stability = 1
		offensive_defensive = 1
	}
}



# A Dominant factions emerge
country_event = {

	id = 6026
	
	trigger = {
		has_country_flag = total_war
		has_country_flag = factional_powers_emerge
		has_country_flag = total_war_peak
		stability = -2
		NOT = { stability = 2 }
		NOT = { has_country_flag = dominant_faction }
	}
	
	mean_time_to_happen = {
		months = 36
		
		modifier = {
			factor = 0.8
			has_country_flag = favoured_faction
		}
		modifier = {
			factor = 1.1
			num_of_cities = 10
		}
		modifier = {
			factor = 1.1
			num_of_cities = 20
		}
		modifier = {
			factor = 1.1
			num_of_cities = 30
		}
	}
	
	title = "EVTNAME6026"
	desc = "EVTDESC6026"
	
	option = {
		name = "EVTOPTA6026"			# Fight it out
		stability = -1
		set_country_flag = major_factions
		set_country_flag = dominant_faction
		add_country_modifier = {
			name = "battle_preparations"
			duration = 300
		}
		random_owned = {
			limit = { is_core = THIS }
			create_revolt = 1
		}
		random_owned = {
			limit = { is_core = THIS }
			create_revolt = 1
		}		
	}
	option = {
		name = "EVTOPTB6026"			# Negotiate a settlement between all major factions
		treasury = -30
		prestige = 0.03
		stability = 1
		set_country_flag = faction_negotiations
		set_country_flag = major_factions
		set_country_flag = dominant_faction
	}
}


# Negotiations break down
province_event = {

	id = 6027
	
	trigger = {
		owner = {
			has_country_flag = total_war
			has_country_flag = factional_powers_emerge
			has_country_flag = total_war_peak
			has_country_flag = faction_negotiations
			NOT = { has_country_flag = negotiate }
			NOT = { stability = 1 }
		}
	}
	
	mean_time_to_happen = {
		months = 72
	
		modifier = {
			factor = 0.9
			owner = { 
				NOT = { prestige = 0.1 }
			}
		}
		modifier = {
			factor = 1.1
			owner = { 
				prestige = 0.2
			}
		}
		modifier = {
			factor = 1.5
			owner = { luck = yes }
		}
		modifier = {
			factor = 0.9
			owner = {
				NOT = { religion = THIS }
			}
		}
		modifier = {
			factor = 0.9
			owner = {
				NOT = { primary_culture = THIS }
			}
		}
		modifier = {
			factor = 1.1
			owner = { dip = 6 }
		}
		modifier = {
			factor = 1.1
			owner = { dip = 8 }
		}
		modifier = {
			factor = 0.9
			owner = { NOT = { stability = -1 } }
		}
		modifier = {
			factor = 0.9
			owner = { NOT = { stability = -2 } }
		}
	}
	
	title = "EVTNAME6027"
	desc = "EVTDESC6027"
	
	option = {
		name = "EVTOPTA6027"			# We must intervene
		owner = { 
			treasury = -30
			stability = -1
			set_country_flag = emergency_talks
			set_country_flag = negotiate
		}
	}
	option = {
		name = "EVTOPTB6027"			# Let them fight it out
		owner = { 
			stability = -2
			clr_country_flag = faction_negotiations
			set_country_flag = negotiate
			random_owned = {
				limit = { is_core = THIS }
				create_revolt = 1
			}
			random_owned = {
				limit = { is_core = THIS }
				create_revolt = 1
			}
		}
	}
}


# War ends with negotiated peace
province_event = {

	id = 6028
	
	trigger = {
		owner = {
			has_country_flag = total_war
			has_country_flag = factional_powers_emerge
			has_country_flag = total_war_peak
			has_country_flag = faction_negotiations
			stability = 0
		}
	}
	
	mean_time_to_happen = {
		months = 96
		
		modifier = {
			factor = 1.5
			owner = { luck = yes }
		}
		modifier = {
			factor = 0.9
			owner = {
				NOT = { religion = THIS }
			}
		}
		modifier = {
			factor = 0.9
			owner = {
				NOT = { primary_culture = THIS }
			}
		}
		modifier = {
			factor = 1.1
			owner = { stability = 2 }
		}
		modifier = {
			factor = 1.1
			owner = { stability = 3 }
		}
		modifier = {
			factor = 0.9
			owner = { num_of_cities = 10 }
		}
		modifier = {
			factor = 0.9
			owner = { num_of_cities = 20 }
		}
		modifier = {
			factor = 0.9
			owner = { num_of_cities = 30 }
		}
	}
	
	title = "EVTNAME6028"
	desc = "EVTDESC6028"
	
	option = {
		name = "EVTOPTA6028"			# Agree to their proposal 
		owner = { 
			clr_country_flag = total_war
			clr_country_flag = factional_powers_emerge
			clr_country_flag = favoured_faction
			clr_country_flag = total_war_peak
			clr_country_flag = faction_negotiations
			clr_country_flag = major_factions
			clr_country_flag = emergency_talks
			prestige = 0.02
			serfdom_freesubjects = 1
			stability = 1
			centralization_decentralization = -1
		}
	}
	option = {
		name = "EVTOPTB6028"			# Make changes to the fine print
		owner = { 
			clr_country_flag = total_war
			clr_country_flag = factional_powers_emerge
			clr_country_flag = favoured_faction
			clr_country_flag = total_war_peak
			clr_country_flag = faction_negotiations
			clr_country_flag = major_factions
			clr_country_flag = emergency_talks
			prestige = -0.05
			serfdom_freesubjects = -1
			centralization_decentralization = -1
			stability = -1
		}
	}
}

# War ends with negotiated peace
province_event = {

	id = 6029
	
	trigger = {
		owner = {
			has_country_flag = total_war
			has_country_flag = factional_powers_emerge
			has_country_flag = total_war_peak
			NOT = { has_country_flag = faction_negotiations }
			stability = -2
		}
	}
	
	mean_time_to_happen = {
		months = 96
		
		modifier = {
			factor = 1.5
			owner = { luck = yes }
		}
		modifier = {
			factor = 0.9
			owner = {
				NOT = { religion = THIS }
			}
		}
		modifier = {
			factor = 0.9
			owner = {
				NOT = { primary_culture = THIS }
			}
		}
		modifier = {
			factor = 1.1
			owner = { stability = 2 }
		}
		modifier = {
			factor = 1.1
			owner = { stability = 3 }
		}
		modifier = {
			factor = 0.9
			owner = { num_of_cities = 10 }
		}
		modifier = {
			factor = 0.9
			owner = { num_of_cities = 20 }
		}
		modifier = {
			factor = 0.9
			owner = { num_of_cities = 30 }
		}
	}
	
	title = "EVTNAME6028"
	desc = "EVTDESC6028"
	
	option = {
		name = "EVTOPTA6028"			# Agree to their proposal 
		owner = { 
			clr_country_flag = total_war
			clr_country_flag = factional_powers_emerge
			clr_country_flag = favoured_faction
			clr_country_flag = total_war_peak
			clr_country_flag = faction_negotiations
			clr_country_flag = major_factions
			clr_country_flag = emergency_talks
			prestige = 0.02
			stability = 1
			aristocracy_plutocracy = -2
			centralization_decentralization = -1
		}
	}
	option = {
		name = "EVTOPTB6028"			# Make changes to the fine print
		owner = { 
			clr_country_flag = total_war
			clr_country_flag = factional_powers_emerge
			clr_country_flag = favoured_faction
			clr_country_flag = total_war_peak
			clr_country_flag = faction_negotiations
			clr_country_flag = major_factions
			clr_country_flag = emergency_talks
			prestige = -0.05
			centralization_decentralization = -1
			stability = -1
		}
	}
}

# War ends with negotiated peace
province_event = {

	id = 6030
	
	trigger = {
		owner = {
			has_country_flag = total_war
			has_country_flag = factional_powers_emerge
			has_country_flag = total_war_peak
			has_country_flag = faction_negotiations
			stability = 0
		}
	}
	
	mean_time_to_happen = {
		months = 96
		
		modifier = {
			factor = 1.5
			owner = { luck = yes }
		}
		modifier = {
			factor = 0.9
			owner = {
				NOT = { religion = THIS }
			}
		}
		modifier = {
			factor = 0.9
			owner = {
				NOT = { primary_culture = THIS }
			}
		}
		modifier = {
			factor = 1.1
			owner = { stability = 2 }
		}
		modifier = {
			factor = 1.1
			owner = { stability = 3 }
		}
		modifier = {
			factor = 0.9
			owner = { num_of_cities = 10 }
		}
		modifier = {
			factor = 0.9
			owner = { num_of_cities = 20 }
		}
		modifier = {
			factor = 0.9
			owner = { num_of_cities = 30 }
		}
	}
	
	title = "EVTNAME6028"
	desc = "EVTDESC6028"
	
	option = {
		name = "EVTOPTA6028"			# Agree to their proposal 
		owner = { 
			clr_country_flag = total_war
			clr_country_flag = factional_powers_emerge
			clr_country_flag = favoured_faction
			clr_country_flag = total_war_peak
			clr_country_flag = faction_negotiations
			clr_country_flag = major_factions
			clr_country_flag = emergency_talks
			prestige = 0.02
			land_naval = -1
			offensive_defensive = -1
			stability = 1
			centralization_decentralization = -1
		}
	}
	option = {
		name = "EVTOPTB6028"			# Make changes to the fine print
		owner = { 
			clr_country_flag = total_war
			clr_country_flag = factional_powers_emerge
			clr_country_flag = favoured_faction
			clr_country_flag = total_war_peak
			clr_country_flag = faction_negotiations
			clr_country_flag = major_factions
			clr_country_flag = emergency_talks
			prestige = -0.05
			centralization_decentralization = -1
			stability = -1
		}
	}
}

# War ends with negotiated peace
province_event = {

	id = 6031
	
	trigger = {
		owner = {
			has_country_flag = total_war
			has_country_flag = factional_powers_emerge
			has_country_flag = total_war_peak
			NOT = { has_country_flag = faction_negotiations }
		}
	}
	
	mean_time_to_happen = {
		months = 108
		
		modifier = {
			factor = 1.5
			owner = { luck = yes }
		}
		modifier = {
			factor = 0.9
			owner = {
				NOT = { religion = THIS }
			}
		}
		modifier = {
			factor = 0.9
			owner = {
				NOT = { primary_culture = THIS }
			}
		}
		modifier = {
			factor = 1.1
			owner = { stability = 2 }
		}
		modifier = {
			factor = 1.1
			owner = { stability = 3 }
		}
		modifier = {
			factor = 0.9
			owner = { num_of_cities = 10 }
		}
		modifier = {
			factor = 0.9
			owner = { num_of_cities = 20 }
		}
		modifier = {
			factor = 0.9
			owner = { num_of_cities = 30 }
		}
	}
	
	title = "EVTNAME6028"
	desc = "EVTDESC6028"
	
	option = {
		name = "EVTOPTA6028"			# Agree to their proposal 
		owner = { 
			clr_country_flag = total_war
			clr_country_flag = factional_powers_emerge
			clr_country_flag = favoured_faction
			clr_country_flag = total_war_peak
			clr_country_flag = faction_negotiations
			clr_country_flag = major_factions
			clr_country_flag = emergency_talks
			prestige = 0.02
			stability = 1
			innovative_narrowminded = 2
			centralization_decentralization = -1
		}
	}
	option = {
		name = "EVTOPTB6028"			# Make changes to the fine print
		owner = { 
			clr_country_flag = total_war
			clr_country_flag = factional_powers_emerge
			clr_country_flag = favoured_faction
			clr_country_flag = total_war_peak
			clr_country_flag = faction_negotiations
			clr_country_flag = major_factions
			clr_country_flag = emergency_talks
			prestige = -0.05
			innovative_narrowminded = 1
			centralization_decentralization = -1
			stability = -1
		}
	}
}
