#############################
# Steward events: 7500-7599 #
#                           #
#      Thomas Corriol       #
#############################
# Triggers revised by Byakhiam 6.4.05
#####
# Arbitrary Steward: Upset the population

province_event = {
	id = 7500
	
	picture = "event_intrigue"
	
	trigger = {
		condition = { type = not value = { type = ai } }
		condition = { type = not value = { type = has_province_effect value = { struggling = yes } } }
		condition = { type = not value = { type = has_province_effect value = { revolt = yes } } }
		condition = { type = has_improvement value = { court_of_justice = yes } }
		condition = {
			type = owner
			condition = {
				type = steward_csc
				condition = { type = trait value = arbitrary }
			}
		}
	}

	mean_time_to_happen = {
		months = 480

		# Ruler trait modifiers:

		modifier = {
			condition = {
				type = owner
				condition = { type = trait value = trusting }
			}
			factor = 0.75
		}

		modifier = {
			condition = {
				type = owner
				condition = { type = trait value = suspicious }
			}
			factor = 1.25
		}

	}

	action_a = {#Upset peasant
		effect = { type = peasant_loyalty value = -0.25 }
		effect = { type = burgher_loyalty value = 0.1 }
		effect = { type = prosperity value = -1 }
		effect = {
			type = random
			chance = 20
			effect = { type = add_province_effect value = revolt }
		}
	}

	action_b = {#Upset burgher
		effect = { type = peasant_loyalty value = 0.1 }
		effect = { type = burgher_loyalty value = -0.25 }
		effect = { type = prosperity value = -1 }
		effect = {
			type = random
			chance = 20
			effect = { type = remove_improvement value = court_of_justice }
		}
	}

}

#####
# Just Steward: Appease a Revolt

province_event = {
	id = 7501
	
	picture = "event_intrigue"
	
	trigger = {
		condition = { type = has_province_effect value = { revolt = yes } }
		condition = {
			type = owner
			condition = {
				type = steward_csc
				condition = { type = trait value = just }
			}
		}
	}

	mean_time_to_happen = {
		months = 480

		# Ruler trait modifiers:

		modifier = {
			condition = {
				type = owner
				condition = { type = trait value = trusting }
			}
			factor = 0.8
		}

		modifier = {
			condition = {
				type = owner
				condition = { type = trait value = suspicious }
			}
			factor = 1.25
		}

		modifier = {
			condition = {
				type = owner
				condition = { type = trait value = forgiving }
			}
			factor = 0.8
		}

		modifier = {
			condition = {
				type = owner
				condition = { type = trait value = vengeful }
			}
			factor = 1.5
		}

	}

	action_a = {#Pay to remove the revolt
		ai_chance = 99
		effect = { type = ruler_gold scale = -0.15 }
		effect = { type = remove_province_effect value = revolt }
		effect = { type = peasant_loyalty value = 0.2 }
		effect = { type = burgher_loyalty value = 0.2 }
	}

	action_b = {#Who cares...
		ai_chance = 1
		effect = { type = peasant_loyalty value = -0.1 }
		effect = { type = burgher_loyalty value = -0.1 }
	}
}

#####
# Merciful Steward: Help province recovering

province_event = {
	id = 7502
	
	picture = "event_moneycollection"
	
	trigger = {
		condition = { type = has_province_effect value = { struggling = yes } }
		condition = {
			type = owner
			condition = {
				type = steward_csc
				condition = { type = trait value = merciful }
			}
		}
	}

	mean_time_to_happen = {
		months = 480

		# Ruler trait modifiers:

		modifier = {
			condition = {
				type = owner
				condition = { type = trait value = generous }
			}
			factor = 0.8
		}

		modifier = {
			condition = {
				type = owner
				condition = { type = trait value = selfish }
			}
			factor = 1.4
		}

		modifier = {
			condition = {
				type = owner
				condition = { type = trait value = merciful }
			}
			factor = 0.8
		}

		modifier = {
			condition = {
				type = owner
				condition = { type = trait value = cruel }
			}
			factor = 1.2
		}

	}

	action_a = {#Pay to help the folks
		ai_chance = 99
		effect = { type = ruler_gold scale = -0.15 }
		effect = { type = ruler_piety value = 20 }
		effect = { type = remove_province_effect value = struggling }
		effect = { type = peasant_loyalty value = 0.3 }
		effect = { type = burgher_loyalty value = 0.3 }
	}

	action_b = {#Who cares...
		ai_chance = 1
		effect = { type = peasant_loyalty value = -0.2 }
		effect = { type = burgher_loyalty value = -0.2 }
	}
}

province_event = {
	id = 7503
	
	picture = "event_moneycollection"
	
	trigger = {
		condition = { type = has_province_effect value = { poor = yes } }
		condition = {
			type = owner
			condition = {
				type = steward_csc
				condition = { type = trait value = merciful }
			}
		}
	}

	mean_time_to_happen = {
		months = 480

		# Ruler trait modifiers:

		modifier = {
			condition = {
				type = owner
				condition = { type = trait value = generous }
			}
			factor = 0.8
		}

		modifier = {
			condition = {
				type = owner
				condition = { type = trait value = selfish }
			}
			factor = 1.4
		}

		modifier = {
			condition = {
				type = owner
				condition = { type = trait value = merciful }
			}
			factor = 0.8
		}

		modifier = {
			condition = {
				type = owner
				condition = { type = trait value = cruel }
			}
			factor = 1.2
		}

	}

	action_a = {#Pay to help the folks
		ai_chance = 99
		effect = { type = ruler_gold scale = -0.1 }
		effect = { type = ruler_piety value = 10 }
		effect = { type = remove_province_effect value = poor }
		effect = { type = peasant_loyalty value = 0.15 }
		effect = { type = burgher_loyalty value = 0.15 }
	}

	action_b = {#Who cares...
		ai_chance = 1
		effect = { type = peasant_loyalty value = -0.1 }
		effect = { type = burgher_loyalty value = -0.1 }
	}
}

#####
# Cruel Steward: Unnecessary violence while collecting the taxes

province_event = {
	id = 7504
	
	picture = "event_moneycollection"
	
	trigger = {
		condition = { type = not value = { type = ai } }
		condition = { type = not value = { type = has_province_effect value = { revolt = yes } } }
		condition = {
			type = owner
			condition = {
				type = steward_csc
				condition = { type = trait value = cruel }
			}
		}
	}

	mean_time_to_happen = {
		months = 480

		# Ruler trait modifiers:

		modifier = {
			condition = {
				type = owner
				condition = { type = trait value = arbitrary }
			}
			factor = 0.8
		}

		modifier = {
			condition = {
				type = owner
				condition = { type = trait value = just }
			}
			factor = 1.5
		}

		modifier = {
			condition = {
				type = owner
				condition = { type = trait value = merciful }
			}
			factor = 1.2
		}

		modifier = {
			condition = {
				type = owner
				condition = { type = trait value = cruel }
			}
			factor = 0.7
		}

	}

	action_a = {#Any way is good as long as money is entering the treasury
		effect = { type = ruler_gold scale = 0.2 }
		effect = { type = peasant_loyalty value = -0.25 }
		effect = { type = burgher_loyalty value = -0.25 }
		effect = {
			type = random
			chance = 50
			effect = { type = add_province_effect value = revolt }
		}
	}

	action_b = {#Prevent him doing any harm, even if I will get less tax
		effect = { type = ruler_gold scale = -0.2 }
		effect = { type = peasant_loyalty value = 0.1 }
		effect = { type = burgher_loyalty value = 0.1 }
		effect = {
			type = random
			chance = 10
			effect = { type = prosperity value = 1 }
		}
	}

}

character_event = {
	id = 7505
	
	picture = "event_intrigue"
	
	trigger = {
		condition = { type = not value = { type = ai } }
		condition = { type = steward }
		condition = { type = trait value = cruel }
		condition = { type = or 
			condition = { type = not value = { type = is_married } }
			condition = { type = gender value = male }
		}
		condition = {
			type = ruler_csc
			condition = {
				type = any_demesne_province
				condition = { type = has_province_effect value = { revolt = yes } }
			}
		}
	}

	mean_time_to_happen = {
		months = 480

		# Ruler trait modifiers:

		modifier = {
			condition = {
				type = ruler_csc
				condition = { type = trait value = arbitrary }
			}
			factor = 1.5
		}

		modifier = {
			condition = {
				type = ruler_csc
				condition = { type = trait value = just }
			}
			factor = 0.75
		}

		modifier = {
			condition = {
				type = ruler_csc
				condition = { type = trait value = trusting }
			}
			factor = 1.25
		}

		modifier = {
			condition = {
				type = ruler_csc
				condition = { type = trait value = suspicious }
			}
			factor = 0.75
		}

	}

	action_a = {#Fine Steward
		effect = { type = loyalty value = -0.2 }
		effect = { type = gold value = -100 }
		effect = { type = random
				chance = 10
				effect = { type = remove_trait value = cruel }
		}
		effect = { type = random
				chance = 25
				effect = { type = add_trait value = deceitful }
		}
		effect = { type = random
				chance = 20
				effect = { type = add_trait for = ruler value = just }
		}
		effect = { type = random
				chance = 20
				effect = { type = remove_province_effect for = ruler value = revolt }
		}
	}

	action_b = {#Exile Steward
		effect = { type = random
				chance = 25
				effect = { type = add_trait for = ruler value = just }
		}
		effect = { type = random
				chance = 75
				effect = { type = remove_province_effect for = ruler value = revolt }
		}
		effect = { type = courtier_defect value = random_neighbor }
		effect = { type = loyalty value = 1.0 }
		effect = { type = random
				chance = 10
				effect = { type = remove_trait value = cruel }
		}
	}

	action_c = {#Encourage Steward
		effect = { type = loyalty value = 0.2 }
		effect = { type = trigger for = ruler value = 7506 }
		effect = { type = random
				chance = 25
				effect = { type = add_trait for = ruler value = cruel }
		}
		effect = { type = random
				chance = 50
				effect = { type = add_province_effect for = ruler value = revolt }
		}
	}

	action_d = {#Execute Steward
		effect = { type = death }
		effect = { type = trigger for = ruler value = 7507 }
		effect = { type = remove_province_effect for = ruler value = revolt }
	}

}

# More money...

character_event = { 
	id = 7506
	
	picture = "event_moneycollection"
	
	immidiate = {#Pressure them!
		effect = { type = gold scale = 0.3 }
	}
}

# Upset other courtiers...

character_event = { 
	id = 7507
	
	picture = "event_intrigue"
	
	immidiate = {#They will fear you!
		effect = { type = random
				chance = 25
				effect = { type = add_trait value = arbitrary }
		}
		effect = { type = loyalty for = worst_courtier value = -0.25 }
		effect = { type = loyalty for = random_courtier value = -0.15 }
		effect = { type = loyalty for = random_courtier value = -0.1 }
	}
}

#####
# Wise Steward: Tech advance

character_event = {
	id = 7508
	
	picture = "event_moneycollection"
	
	trigger = {
		condition = { type = steward }
		condition = { type = trait value = wise }
		condition = { type = or 
			condition = { type = trait value = fortune_builder }
			condition = { type = trait value = midas_touched }
			}
	}

	mean_time_to_happen = {
		months = 900

		modifier = { 
			condition = { type = trait value = midas_touched }		
			factor = 0.66
		}

	}

	immidiate = {#Steward uses innovative technics to improve the revenue of the realm
		effect = { type = prestige value = 10 }
		effect = { type = remove_province_effect for = ruler value = struggling }
		effect = { type = remove_province_effect for = ruler value = poor }
		effect = { type = remove_province_effect for = ruler value = prosperous }
		effect = { type = add_province_effect for = ruler value = rich }
		effect = { type = random
			chance = 50
			effect = { type = add_next_advance value = two_field_system }
		}
	}

}

character_event = {
	id = 7509
	
	picture = "event_moneycollection"
	
	trigger = {
		condition = { type = steward }
		condition = { type = trait value = wise }
		condition = { type = or 
			condition = { type = trait value = fortune_builder }
			condition = { type = trait value = midas_touched }
			}
	}

	mean_time_to_happen = {
		months = 900

		modifier = { 
			condition = { type = trait value = midas_touched }		
			factor = 0.66
		}

	}

	immidiate = {#Steward uses innovative technics to improve the revenue of the realm
		effect = { type = prestige value = 10 }
		effect = { type = remove_province_effect for = ruler value = struggling }
		effect = { type = remove_province_effect for = ruler value = poor }
		effect = { type = remove_province_effect for = ruler value = prosperous }
		effect = { type = add_province_effect for = ruler value = rich }
		effect = { type = random
			chance = 50
			effect = { type = add_next_advance value = business_contracts }
		}
	}

}

character_event = {
	id = 7510
	
	picture = "event_moneycollection"
	
	trigger = {
		condition = { type = steward }
		condition = { type = trait value = wise }
		condition = { type = or 
			condition = { type = trait value = fortune_builder }
			condition = { type = trait value = midas_touched }
			}
	}

	mean_time_to_happen = {
		months = 900

		modifier = { 
			condition = { type = trait value = midas_touched }		
			factor = 0.66
		}

	}

	immidiate = {#Steward uses innovative technics to improve the revenue of the realm
		effect = { type = prestige value = 10 }
		effect = { type = remove_province_effect for = ruler value = struggling }
		effect = { type = remove_province_effect for = ruler value = poor }
		effect = { type = remove_province_effect for = ruler value = prosperous }
		effect = { type = add_province_effect for = ruler value = rich }
		effect = { type = random
			chance = 50
			effect = { type = add_next_advance value = minor_merchant_houses }
		}
	}

}

character_event = {
	id = 7511
	
	picture = "event_moneycollection"
	
	trigger = {
		condition = { type = steward }
		condition = { type = trait value = wise }
		condition = {
			type = or 
			condition = { type = trait value = fortune_builder }
			condition = { type = trait value = midas_touched }
			}
	}

	mean_time_to_happen = {
		months = 900

		modifier = { 
			condition = { type = trait value = midas_touched }		
			factor = 0.66
		}

	}

	immidiate = {#Steward uses innovative technics to improve the revenue of the realm
		effect = { type = prestige value = 10 }
		effect = { type = remove_province_effect for = ruler value = struggling }
		effect = { type = remove_province_effect for = ruler value = poor }
		effect = { type = remove_province_effect for = ruler value = prosperous }
		effect = { type = add_province_effect for = ruler value = rich }
		effect = { type = random
			chance = 50
			effect = { type = add_next_advance value = annual_sailing }
		}
	}

}

#####
# Forgiving Steward:

province_event = {
	id = 7512
	
	picture = "event_crime"
	
	trigger = {
		condition = {
			type = or
			condition = { type = has_improvement value = { thieves_guild = yes } }
			condition = { type = has_improvement value = { smugglers_ring = yes } }
			condition = { type = has_improvement value = { highway_robber_band = yes } }
		}
		condition = {
			type = owner
			condition = {
				type = steward_csc
				condition = { type = and
					condition = { type = trait value = forgiving }
					condition = { type = not value = { type = trait value = deceitful } }
				}
			}
		}
	}

	mean_time_to_happen = {
		months = 600

		# Ruler trait modifiers:

		modifier = {
			condition = {
				type = owner
				condition = { type = trait value = forgiving }
			}
			factor = 0.75
		}

		modifier = {
			condition = {
				type = owner
				condition = { type = trait value = vengeful }
			}
			factor = 1.5
		}

		modifier = {
			condition = {
				type = owner
				condition = { type = trait value = arbitrary }
			}
			factor = 0.9
		}

		modifier = {
			condition = {
				type = owner
				condition = { type = trait value = just }
			}
			factor = 1.25
		}

		modifier = {
			condition = {
				type = owner
				condition = { type = trait value = trusting }
			}
			factor = 0.8
		}

		modifier = {
			condition = {
				type = owner
				condition = { type = trait value = suspicious }
			}
			factor = 1.25
		}

	}

	action_a = {#Pay to stop the criminals
		effect = { type = ruler_gold scale = -0.3 }
		effect = { type = clergy_loyalty value = -0.2 }
		effect = { type = noble_loyalty value = -0.2 }
		effect = { type = random
				chance = 33
				effect = { type = remove_improvement value = thieves_guild }
		}
		effect = { type = random
				chance = 33
				effect = { type = remove_improvement value = smugglers_ring }
		}
		effect = { type = random
				chance = 33
				effect = { type = remove_improvement value = highway_robber_band }
		}
	}

	action_b = {#Never!
		effect = { type = clergy_loyalty value = 0.1 }
		effect = { type = noble_loyalty value = 0.1 }
	}

}

#####
# Deceitful Steward: Earning money from dishonest enterprise

province_event = {
	id = 7513
	
	picture = "event_crime"
	
	trigger = {
		condition = { type = not value = { type = ai } }
		condition = {
			type = not
			value =	{
				type = or
				condition = { type = has_improvement value = { thieves_guild = yes } }
				condition = { type = has_improvement value = { smugglers_ring = yes } }
				condition = { type = has_improvement value = { highway_robber_band = yes } }
			}
		}
		condition = {
			type = owner
			condition = {
				type = steward_csc
				condition = { type = trait value = deceitful }
			}
		}
	}

	mean_time_to_happen = {
		months = 600

		# Ruler trait modifiers:

		modifier = {
			condition = {
				type = owner
				condition = { type = trait value = trusting }
			}
			factor = 0.8
		}

		modifier = {
			condition = {
				type = owner
				condition = { type = trait value = suspicious }
			}
			factor = 1.25
		}

	}

	immidiate = {#curses
		effect = { type = random
				chance = 33
				effect = { type = add_improvement value = thieves_guild }
		}
		effect = { type = random
				chance = 33
				effect = { type = add_improvement value = smugglers_ring }
		}
		effect = { type = random
				chance = 33
				effect = { type = add_improvement value = highway_robber_band }
		}
	}

}

character_event = {
	id = 7514
	
	picture = "event_crime"
	
	trigger = {
		condition = { type = not value = { type = ai } }
		condition = { type = steward }
		condition = { type = trait value = deceitful }
		condition = {
			type = ruler_csc
			condition = {
				type = any_demesne_province
				condition = {
					type = or
					condition = { type = has_improvement value = { thieves_guild = yes } }
					condition = { type = has_improvement value = { smugglers_ring = yes } }
					condition = { type = has_improvement value = { highway_robber_band = yes } }
				}
			}
		}
	}

	mean_time_to_happen = {
		months = 480

		# Ruler trait modifiers:

		modifier = {
			condition = {
				type = ruler_csc
				condition = { type = trait value = trusting }
			}
			factor = 0.8
		}

		modifier = {
			condition = {
				type = ruler_csc
				condition = { type = trait value = suspicious }
			}
			factor = 1.25
		}

	}

	immidiate = {#Dirty money
		effect = { type = gold scale = 0.25 }
		effect = { type = piety value = -10 }
	}

}

character_event = {
	id = 7515
	
	picture = "event_crime"
	
	trigger = {
		condition = { type = not value = { type = ai } }
		condition = { type = steward }
		condition = { type = trait value = deceitful }
		condition = { type = or 
			condition = { type = not value = { type = is_married } }
			condition = { type = gender value = male }
		}
		condition = {
			type = ruler_csc
			condition = {
				type = any_demesne_province
				condition = {
					type = or
					condition = { type = has_improvement value = { thieves_guild = yes } }
					condition = { type = has_improvement value = { smugglers_ring = yes } }
					condition = { type = has_improvement value = { highway_robber_band = yes } }
				}
			}
		}
	}

	mean_time_to_happen = {
		months = 600

		# Ruler trait modifiers:

		modifier = {
			condition = {
				type = ruler_csc
				condition = { type = trait value = arbitrary }
			}
			factor = 1.1
		}

		modifier = {
			condition = {
				type = ruler_csc
				condition = { type = trait value = just }
			}
			factor = 0.75
		}

		modifier = {
			condition = {
				type = ruler_csc
				condition = { type = trait value = trusting }
			}
			factor = 0.8
		}

		modifier = {
			condition = {
				type = ruler_csc
				condition = { type = trait value = suspicious }
			}
			factor = 1.25
		}

	}

	action_a = {#Fine Steward
		effect = { type = loyalty value = -0.2 }
		effect = { type = gold value = -100 }
		effect = { type = random
				chance = 10
				effect = { type = remove_trait value = deceitful }
		}
		effect = { type = random
				chance = 20
				effect = { type = add_trait for = ruler value = just }
		}
	}

	action_b = {#Exile Steward
		effect = { type = random
				chance = 25
				effect = { type = add_trait for = ruler value = just }
		}
		effect = { type = random
				chance = 50
				effect = { type = add_trait for = ruler value = forgiving }
		}
		effect = { type = random
				chance = 33
				effect = { type = remove_improvement for = ruler value = thieves_guild }
		}
		effect = { type = random
				chance = 33
				effect = { type = remove_improvement for = ruler value = smugglers_ring }
		}
		effect = { type = random
				chance = 33
				effect = { type = remove_improvement for = ruler value = highway_robber_band }
		}
		effect = { type = courtier_defect value = random_neighbor }
		effect = { type = loyalty value = 1.0 }
		effect = { type = random
				chance = 33
				effect = { type = remove_trait value = deceitful }
		}
	}

	action_c = {#I don't care as long as I get my part of the share
		effect = { type = loyalty value = 0.2 }
		effect = { type = trigger for = ruler value = 7516 }
		effect = { type = remove_trait for = ruler value = just }
		effect = { type = remove_trait for = ruler value = honest }
		effect = { type = random
				chance = 75
				effect = { type = add_trait for = ruler value = deceitful }
		}
	}

	action_d = {#Execute Steward
		effect = { type = death }
		effect = { type = random
				chance = 33
				effect = { type = add_trait for = ruler value = just }
		}
		effect = { type = random
				chance = 25
				effect = { type = add_trait for = ruler value = vengeful }
		}
		effect = { type = random
				chance = 75
				effect = { type = remove_improvement for = ruler value = thieves_guild }
		}
		effect = { type = random
				chance = 75
				effect = { type = remove_improvement for = ruler value = smugglers_ring }
		}
		effect = { type = random
				chance = 75
				effect = { type = remove_improvement for = ruler value = highway_robber_band }
		}
	}

}

# More money...

character_event = { 
	id = 7516
	
	picture = "event_moneycollection"
	
	immidiate = {#Dirty Money!
		effect = { type = gold scale = 0.25 }
		effect = { type = prestige value = -10 }
		effect = { type = piety value = -25 }
		effect = { type = random
				chance = 50
				effect = { type = add_trait for = ruler value = deceitful }
		}
	}
}


#####
# Selfish Steward: Some of the money is going in his pocket

character_event = {
	id = 7517
	
	picture = "event_moneycollection"
	
	trigger = {
		condition = { type = not value = { type = ai } }
		condition = { type = steward }
		condition = { type = trait value = selfish }
	}

	mean_time_to_happen = {
		months = 600

		# Ruler trait modifiers:

		modifier = {
			condition = {
				type = ruler_csc
				condition = { type = trait value = trusting }
			}
			factor = 0.75
		}

		modifier = {
			condition = {
				type = ruler_csc
				condition = { type = trait value = suspicious }
			}
			factor = 1.25
		}

	}

	immidiate = {#The money is not lost for everyone...
		effect = { type = gold scale = 0.15 }
		effect = { type = random
				chance = 33
				effect = { type = remove_province_effect for = ruler value = rich }
				effect = { type = remove_province_effect for = ruler value = poor }
				effect = { type = remove_province_effect for = ruler value = prosperous }
				effect = { type = add_province_effect for = ruler value = struggling }
		}
	}

}

#####
# Temperate vs. Indulgent:

character_event = {
	id = 7518
	
	picture = "event_intrigue"
	
	trigger = {
		condition = { type = not value = { type = ai } }
		condition = { type = ruler }
		condition = { type = trait value = indulgent }
		condition = {
			type = steward_csc
			condition = { type = trait value = temperate }
			condition = {
				type = or 
				condition = { type = not value = { type = is_married } }
				condition = { type = gender value = male }
			}
		}
	}

	mean_time_to_happen = {
		months = 480
	}

	action_a = {#See if I care
		effect = { type = loyalty for = steward value = -0.3 }
	}

	action_b = {#He is right, let's follow his advice...
		effect = { type = prestige value = -10 }
		effect = { type = loyalty for = steward value = 0.1 }
		effect = { type = random
				chance = 33
				effect = { type = remove_trait value = indulgent }
		}
		effect = { type = loyalty for = worst_courtier value = -0.25 }
		effect = { type = loyalty for = random_courtier value = -0.15 }
		effect = { type = loyalty for = knight value = -0.1 }
	}

	action_c = {#Exile Steward 
		effect = { type = trigger for = steward value = 7519 }
		effect = { type = loyalty for = worst_courtier value = 0.15 }
		effect = { type = loyalty for = random_courtier value = 0.1 }
		effect = { type = random
				chance = 50
				effect = { type = add_trait value = arbitrary }
		}
	}
}

character_event = {
	id = 7519
	
	picture = "event_intrigue"

	action_a = {#Banned !
		effect = { type = courtier_defect value = random_neighbor }
		effect = { type = loyalty value = 1.0 }
	}

}

#####
# Dispendious Steward:

character_event = {
	id = 7520
	
	picture = "event_intrigue"
	
	trigger = {
		condition = { type = not value = { type = ai } }
		condition = { type = ruler }
		condition = {
			type = steward_csc
			condition = { type = or
				condition = { type = and 
					condition = { type = trait value = indulgent }
					condition = { type = trait value = proven_accountant }
					condition = { type = or 
						condition = { type = trait value = lustful }
						condition = { type = trait value = lazy }
						condition = { type = trait value = generous }
						condition = { type = trait value = trusting }
					}
				}
				condition = { type = and 
					condition = { type = trait value = hole_in_the_pocket }
					condition = { type = or 
						condition = { type = trait value = lustful }
						condition = { type = trait value = lazy }
						condition = { type = trait value = generous }
						condition = { type = trait value = trusting }
						condition = { type = trait value = indulgent }
					}

				}
			}
		}
	}

	mean_time_to_happen = {
		months = 360
	}

	immidiate = {#Money disappeared from treasury
		effect = { type = gold scale = -0.15 }
	}

}

#####
# Merchant proposing his services as a Steward at the court:
# Thanks to Solmyr for the idea on the Public forum

character_event = {
	id = 7521
	
	picture = "event_intrigue"
	
	trigger = {
		condition = { type = ruler }
		condition = {
			type = or 
			condition = { type = has_advance value = local_merchant_houses }
			condition = { type = has_advance value = guilds }
			condition = { type = has_advance value = reknown_merchant_houses }
		}
		condition = {
			type = not
			value = {
				type = steward_csc
				condition = { type = steward }
			}
		}
		condition = {
			type = not
			value = {
				type = any_courtier
				condition = {
					type = or 
					condition = { type = trait value = hole_in_the_pocket }
					condition = { type = trait value = proven_accountant }
					condition = { type = trait value = fortune_builder }
					condition = { type = trait value = midas_touched }
				}
			}
		}
	}

	mean_time_to_happen = {
		months = 900

		# Realm infrastructure:

		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { civilian_harbour = yes } }
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { naval_harbour = yes } }
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { grand_shipyard = yes } }
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { moneylenders = yes } }
			}
			factor = 0.8
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { thieves_guild = yes } }
			}
			factor = 1.2
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { smugglers_ring = yes } }
			}
			factor = 1.3
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { highway_robber_band = yes } }
			}
			factor = 1.4
		}

		# Realm advance

		modifier = {
			condition = { type = has_advance value = guilds }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_advance value = reknown_merchant_houses }
			factor = 0.9
		}

		# Ruler trait:

		modifier = {
			condition = { type = trait value = generous }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = selfish }
			factor = 1.5
		}
	}

	action_a = {#Hire the merchant
		ai_chance = 50
			#start AI modifier block
			modifier = { 
				condition = {
					type = not
					value = { type = gold value = 0 }
				}
				factor = 0.05
			}
			#end AI modifier block
		effect = { type = create_courtier value = steward }
		effect = { type = gold scale = -0.3 }
	}

	action_b = {#I can't afford such an heavy price...
		ai_chance = 50
		effect = { type = prestige value = -5 }
	}

}