################################
# Bankruptcy events: 7200-7299 #
################################

# Desertion

# Sell of taxation right

# Suppression of funds to costly buildings

# Seizure of Church properties

# Exceptional contribution asked from vassals

# Money lender

###

#Related Events already coded by Paradox  

#Lordship_Events.txt:
#id = 1959 Calling the Etates General
#Religious_Events.txt:
#id = 1958 Moneylenders attracted


#############
# Desertion #
#############

character_event = {
	id = 7200
	
	picture = "event_battle"
	
	trigger = {
		condition = { type = difficulty value = 1 }
		condition = { type = not value = { type = ai } }
		condition = { type = not value = { type = gold value = 0 } }
		condition = { type = atwar }
	}

	mean_time_to_happen = {
		months = 180

		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.8
		}

		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.8
		}

		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.8
		}

	}

	immidiate = {#We cannot sustain our army anymore !
		effect = { type = prestige value = -25 }
		effect = { type = remove_regiment }
		}

}

###########################
# Sell of taxation rights #
###########################

# Suppression of building in exchange of an amount of gold

province_event = {
	id = 7201
	
	picture = "event_moneycollection"
	
	trigger = {
		condition = { type = difficulty value = 1 }
		condition = { type = not value = { type = ai } }
		condition = { type = not value = { type = ruler_gold value = 0 } }
		condition = { type = has_improvement value = { fishing_wharf = yes } }
	}

	mean_time_to_happen = {
		months = 360

		modifier = {
			condition = { type = ruler_gold value = -100 }
			factor = 1.33
		}

		modifier = {
			condition = { type = not value = { type = ruler_gold value = -200 } }
			factor = 0.66
		}

		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.8
		}

		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.8
		}

		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.8
		}

		modifier = {
			condition = { type = has_improvement value = { moneylenders = yes } }
			factor = 1.2
		}

	}

	immidiate = {#We have to sell our taxation right on our fishery
		effect = { type = burgher_loyalty value = -0.1 }
		effect = { type = peasant_loyalty value = -0.2 }
		effect = { type = ruler_prestige value = -10 }
		effect = { type = ruler_gold value = 75 }
		effect = { type = remove_improvement value = fishing_wharf }
		}

}

province_event = {
	id = 7202
	
	picture = "event_moneycollection"
	
	trigger = {
		condition = { type = difficulty value = 1 }
		condition = { type = not value = { type = ai } }
		condition = { type = not value = { type = ruler_gold value = 0 } }
		condition = { type = has_improvement value = { forestry = yes } }
	}

	mean_time_to_happen = {
		months = 360

		modifier = {
			condition = { type = ruler_gold value = -100 }
			factor = 1.33
		}

		modifier = {
			condition = { type = not value = { type = ruler_gold value = -200 } }
			factor = 0.66
		}

		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.8
		}

		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.8
		}

		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.8
		}

		modifier = {
			condition = { type = has_improvement value = { moneylenders = yes } }
			factor = 1.2
		}

	}

	immidiate = {#We have to sell our taxation right on our forestry 
		effect = { type = peasant_loyalty value = -0.2 }
		effect = { type = ruler_prestige value = -10 }
		effect = { type = ruler_gold value = 75 }
		effect = { type = remove_improvement value = forestry }
		}

}

province_event = {
	id = 7203
	
	picture = "event_moneycollection"
	
	trigger = {
		condition = { type = difficulty value = 1 }
		condition = { type = not value = { type = ai } }
		condition = { type = not value = { type = ruler_gold value = -100 } }
		condition = { type = has_improvement value = { sawmill = yes } }
	}

	mean_time_to_happen = {
		months = 360

		modifier = {
			condition = { type = ruler_gold value = -200 }
			factor = 1.33
		}

		modifier = {
			condition = { type = not value = { type = ruler_gold value = -300 } }
			factor = 0.66
		}

		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.8
		}

		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.8
		}

		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.8
		}

		modifier = {
			condition = { type = has_improvement value = { moneylenders = yes } }
			factor = 1.2
		}

	}

	immidiate = {#We have to sell our taxation right on our sawmill
		effect = { type = peasant_loyalty value = -0.3 }
		effect = { type = ruler_prestige value = -25 }
		effect = { type = ruler_gold value = 150 }
		effect = { type = remove_improvement value = sawmill }
		}

}

province_event = {
	id = 7204
	
	picture = "event_moneycollection"
	
	trigger = {
		condition = { type = difficulty value = 1 }
		condition = { type = not value = { type = ai } }
		condition = { type = not value = { type = ruler_gold value = 0 } }
		condition = { type = has_improvement value = { smithy = yes } }
		condition = { type = not value = { type = has_improvement value = { armory = yes } } }
	}

	mean_time_to_happen = {
		months = 360

		modifier = {
			condition = { type = ruler_gold value = -100 }
			factor = 1.33
		}

		modifier = {
			condition = { type = not value = { type = ruler_gold value = -200 } }
			factor = 0.66
		}

		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.8
		}

		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.8
		}

		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.8
		}

		modifier = {
			condition = { type = has_improvement value = { moneylenders = yes } }
			factor = 1.2
		}

	}

	immidiate = {#We have to sell our taxation right on our smithy 
		effect = { type = peasant_loyalty value = -0.2 }
		effect = { type = noble_loyalty value = -0.1 }
		effect = { type = ruler_prestige value = -10 }
		effect = { type = ruler_gold value = 75 }
		effect = { type = remove_improvement value = smithy }
		}

}

province_event = {
	id = 7205
	
	picture = "event_moneycollection"
	
	trigger = {
		condition = { type = difficulty value = 1 }
		condition = { type = not value = { type = ai } }
		condition = { type = not value = { type = ruler_gold value = -200 } }
		condition = { type = has_improvement value = { armory = yes } }
	}

	mean_time_to_happen = {
		months = 360

		modifier = {
			condition = { type = ruler_gold value = -300 }
			factor = 1.33
		}

		modifier = {
			condition = { type = not value = { type = ruler_gold value = -500 } }
			factor = 0.66
		}

		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.8
		}

		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.8
		}

		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.8
		}

		modifier = {
			condition = { type = has_improvement value = { moneylenders = yes } }
			factor = 1.2
		}

	}

	immidiate = {#We have to sell our taxation right on our armory
		effect = { type = burgher_loyalty value = -0.05 }
		effect = { type = noble_loyalty value = -0.25 }
		effect = { type = ruler_prestige value = -50 }
		effect = { type = ruler_gold value = 300 }
		effect = { type = remove_improvement value = armory }
		}

}

province_event = {
	id = 7206
	
	picture = "event_moneycollection"
	
	trigger = {
		condition = { type = difficulty value = 1 }
		condition = { type = not value = { type = ai } }
		condition = { type = not value = { type = ruler_gold value = 0 } }
		condition = { type = has_improvement value = { mine = yes } }
		condition = { type = not value = { type = has_improvement value = { improved_mine = yes } } }
	}

	mean_time_to_happen = {
		months = 360

		modifier = {
			condition = { type = ruler_gold value = -100 }
			factor = 1.33
		}

		modifier = {
			condition = { type = not value = { type = ruler_gold value = -200 } }
			factor = 0.66
		}

		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.8
		}

		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.8
		}

		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.8
		}

		modifier = {
			condition = { type = has_improvement value = { moneylenders = yes } }
			factor = 1.2
		}

	}

	immidiate = {#We have to sell our taxation right on our mine 
		effect = { type = peasant_loyalty value = -0.1 }
		effect = { type = ruler_prestige value = -10 }
		effect = { type = ruler_gold value = 75 }
		effect = { type = remove_improvement value = mine }
		}

}

province_event = {
	id = 7207
	
	picture = "event_moneycollection"
	
	trigger = {
		condition = { type = difficulty value = 1 }
		condition = { type = not value = { type = ai } }
		condition = { type = not value = { type = ruler_gold value = -100 } }
		condition = { type = has_improvement value = { improved_mine = yes } }
	}

	mean_time_to_happen = {
		months = 360

		modifier = {
			condition = { type = ruler_gold value = -200 }
			factor = 1.33
		}

		modifier = {
			condition = { type = not value = { type = ruler_gold value = -300 } }
			factor = 0.66
		}

		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.8
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.8
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.8
		}
		modifier = {
			condition = { type = has_improvement value = { moneylenders = yes } }
			factor = 1.2
		}
	}

	immidiate = {#We have to sell our taxation right on our best mine
		effect = { type = peasant_loyalty value = -0.2 }
		effect = { type = ruler_prestige value = -25 }
		effect = { type = ruler_gold value = 150 }
		effect = { type = remove_improvement value = improved_mine }
		}
}

province_event = {
	id = 7208
	
	picture = "event_moneycollection"
	
	trigger = {
		condition = { type = difficulty value = 1 }
		condition = { type = not value = { type = ai } }
		condition = { type = not value = { type = ruler_gold value = 0 } }
		condition = { type = has_improvement value = { watermills = yes } }
	}

	mean_time_to_happen = {
		months = 360

		modifier = {
			condition = { type = ruler_gold value = -100 }
			factor = 1.33
		}

		modifier = {
			condition = { type = not value = { type = ruler_gold value = -200 } }
			factor = 0.66
		}

		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.8
		}

		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.8
		}

		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.8
		}

		modifier = {
			condition = { type = has_improvement value = { moneylenders = yes } }
			factor = 1.2
		}

	}

	immidiate = {#We have to sell our taxation right on our watermills
		effect = { type = peasant_loyalty value = -0.1 }
		effect = { type = burgher_loyalty value = -0.2 }
		effect = { type = clergy_loyalty value = -0.05 }
		effect = { type = ruler_prestige value = -10 }
		effect = { type = ruler_gold value = 75 }
		effect = { type = remove_improvement value = watermills}
		}

}

province_event = {
	id = 7209
	
	picture = "event_moneycollection"
	
	trigger = {
		condition = { type = difficulty value = 1 }
		condition = { type = not value = { type = ai } }
		condition = { type = not value = { type = ruler_gold value = 0 } }
		condition = { type = has_improvement value = { windmills = yes } }
	}

	mean_time_to_happen = {
		months = 360

		modifier = {
			condition = { type = ruler_gold value = -100 }
			factor = 1.33
		}

		modifier = {
			condition = { type = not value = { type = ruler_gold value = -200 } }
			factor = 0.66
		}

		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.8
		}

		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.8
		}

		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.8
		}

		modifier = {
			condition = { type = has_improvement value = { moneylenders = yes } }
			factor = 1.2
		}

	}

	immidiate = {#We have to sell our taxation right on our windmills
		effect = { type = peasant_loyalty value = -0.15 }
		effect = { type = burgher_loyalty value = -0.15 }
		effect = { type = clergy_loyalty value = -0.05 }
		effect = { type = ruler_prestige value = -10 }
		effect = { type = ruler_gold value = 75 }
		effect = { type = remove_improvement value = windmills }
		}

}

province_event = {
	id = 7210
	
	picture = "event_moneycollection"
	
	trigger = {
		condition = { type = difficulty value = 1 }
		condition = { type = not value = { type = ai } }
		condition = { type = not value = { type = ruler_gold value = 0 } }
		condition = { type = has_improvement value = { cheese_dairy = yes } }
	}

	mean_time_to_happen = {
		months = 240

		months = 360

		modifier = {
			condition = { type = ruler_gold value = -100 }
			factor = 1.33
		}

		modifier = {
			condition = { type = not value = { type = ruler_gold value = -200 } }
			factor = 0.66
		}

		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.8
		}

		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.8
		}

		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.8
		}

		modifier = {
			condition = { type = has_improvement value = { moneylenders = yes } }
			factor = 1.2
		}

	}

	immidiate = {#We have to sell our taxation right on our cheese_dairy
		effect = { type = peasant_loyalty value = -0.2 }
		effect = { type = burgher_loyalty value = -0.2 }
		effect = { type = clergy_loyalty value = -0.1 }
		effect = { type = ruler_prestige value = -10 }
		effect = { type = ruler_gold value = 75 }
		effect = { type = remove_improvement value = cheese_dairy }
		}

}

province_event = {
	id = 7211
	
	picture = "event_moneycollection"
	
	trigger = {
		condition = { type = difficulty value = 1 }
		condition = { type = not value = { type = ai } }
		condition = { type = not value = { type = ruler_gold value = 0 } }
		condition = { type = has_improvement value = { brewery = yes } }
	}

	mean_time_to_happen = {
		months = 360

		modifier = {
			condition = { type = ruler_gold value = -100 }
			factor = 1.33
		}

		modifier = {
			condition = { type = not value = { type = ruler_gold value = -200 } }
			factor = 0.66
		}

		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.8
		}

		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.8
		}

		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.8
		}

		modifier = {
			condition = { type = has_improvement value = { moneylenders = yes } }
			factor = 1.2
		}

	}

	immidiate = {#We have to sell our taxation right on our brewery
		effect = { type = peasant_loyalty value = -0.2 }
		effect = { type = burgher_loyalty value = -0.3 }
		effect = { type = clergy_loyalty value = 0.05 }
		effect = { type = ruler_prestige value = -10 }
		effect = { type = ruler_gold value = 75 }
		effect = { type = remove_improvement value = brewery }
		}
}


province_event = {
	id = 7212
	
	picture = "event_moneycollection"
	
	trigger = {
		condition = { type = difficulty value = 1 }
		condition = { type = not value = { type = ai } }
		condition = { type = not value = { type = ruler_gold value = 0 } }
		condition = { type = has_improvement value = { dyeworks = yes } }
	}

	mean_time_to_happen = {
		months = 360

		modifier = {
			condition = { type = ruler_gold value = -100 }
			factor = 1.33
		}

		modifier = {
			condition = { type = not value = { type = ruler_gold value = -200 } }
			factor = 0.66
		}

		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.8
		}

		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.8
		}

		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.8
		}

		modifier = {
			condition = { type = has_improvement value = { moneylenders = yes } }
			factor = 1.2
		}

	}

	immidiate = {#We have to sell our taxation right on our dyeworks
		effect = { type = burgher_loyalty value = -0.25 }
		effect = { type = clergy_loyalty value = -0.05 }
		effect = { type = ruler_prestige value = -10 }
		effect = { type = ruler_gold value = 75 }
		effect = { type = remove_improvement value = dyeworks }
		}

}

province_event = {
	id = 7213
	
	picture = "event_moneycollection"
	
	trigger = {
		condition = { type = difficulty value = 1 }
		condition = { type = not value = { type = ai } }
		condition = { type = not value = { type = ruler_gold value = 0 } }
		condition = { type = has_improvement value = { glassworks = yes } }
	}

	mean_time_to_happen = {
		months = 360

		modifier = {
			condition = { type = ruler_gold value = -100 }
			factor = 1.33
		}

		modifier = {
			condition = { type = not value = { type = ruler_gold value = -200 } }
			factor = 0.66
		}

		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.8
		}

		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.8
		}

		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.8
		}

		modifier = {
			condition = { type = has_improvement value = { moneylenders = yes } }
			factor = 1.2
		}

	}

	immidiate = {#We have to sell our taxation right on our glassworks
		effect = { type = burgher_loyalty value = -0.1 }
		effect = { type = clergy_loyalty value = -0.15 }
		effect = { type = noble_loyalty value = -0.05 }
		effect = { type = ruler_prestige value = -10 }
		effect = { type = ruler_gold value = 75 }
		effect = { type = remove_improvement value = glassworks }
		}

}

province_event = {
	id = 7214
	
	picture = "event_moneycollection"
	
	trigger = {
		condition = { type = difficulty value = 1 }
		condition = { type = not value = { type = ai } }
		condition = { type = not value = { type = ruler_gold value = 0 } }
		condition = { type = has_improvement value = { spinningmill = yes } }
	}

	mean_time_to_happen = {
		months = 360

		modifier = {
			condition = { type = ruler_gold value = -100 }
			factor = 1.33
		}

		modifier = {
			condition = { type = not value = { type = ruler_gold value = -200 } }
			factor = 0.66
		}

		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.8
		}

		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.8
		}

		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.8
		}

		modifier = {
			condition = { type = has_improvement value = { moneylenders = yes } }
			factor = 1.2
		}

	}

	immidiate = {#We have to sell our taxation right on our spinningmill
		effect = { type = burgher_loyalty value = -0.2 }
		effect = { type = clergy_loyalty value = -0.05 }
		effect = { type = peasant_loyalty value = -0.1 }
		effect = { type = ruler_prestige value = -10 }
		effect = { type = ruler_gold value = 75 }
		effect = { type = remove_improvement value = spinningmill }
		}

}

province_event = {
	id = 7215
	
	picture = "event_moneycollection"
	
	trigger = {
		condition = { type = difficulty value = 1 }
		condition = { type = not value = { type = ai } }
		condition = { type = not value = { type = ruler_gold value = 0 } }
		condition = { type = has_improvement value = { tilefactory = yes } }
	}

	mean_time_to_happen = {
		months = 360

		modifier = {
			condition = { type = ruler_gold value = -100 }
			factor = 1.33
		}

		modifier = {
			condition = { type = not value = { type = ruler_gold value = -200 } }
			factor = 0.66
		}

		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.8
		}

		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.8
		}

		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.8
		}

		modifier = {
			condition = { type = has_improvement value = { moneylenders = yes } }
			factor = 1.2
		}

	}

	immidiate = {#We have to sell our taxation right on our tilefactory
		effect = { type = burgher_loyalty value = -0.2 }
		effect = { type = clergy_loyalty value = -0.1 }
		effect = { type = peasant_loyalty value = -0.2 }
		effect = { type = ruler_prestige value = -10 }
		effect = { type = ruler_gold value = 75 }
		effect = { type = remove_improvement value = tilefactory }
		}

}

province_event = {
	id = 7216
	
	picture = "event_moneycollection"
	
	trigger = {
		condition = { type = difficulty value = 1 }
		condition = { type = not value = { type = ai } }
		condition = { type = not value = { type = ruler_gold value = 0 } }
		condition = { type = has_improvement value = { library = yes } }
	}

	mean_time_to_happen = {
		months = 360

		modifier = {
			condition = { type = ruler_gold value = -100 }
			factor = 1.33
		}

		modifier = {
			condition = { type = not value = { type = ruler_gold value = -200 } }
			factor = 0.66
		}

		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.8
		}

		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.8
		}

		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.8
		}

		modifier = {
			condition = { type = has_improvement value = { moneylenders = yes } }
			factor = 1.2
		}

	}

	immidiate = {#We have to sell valuable books from our library
		effect = { type = burgher_loyalty value = -0.05 }
		effect = { type = clergy_loyalty value = -0.2 }
		effect = { type = noble_loyalty value = -0.1 }
		effect = { type = ruler_prestige value = -35 }
		effect = { type = ruler_gold value = 75 }
		effect = { type = remove_improvement value = library }
		}

}

###########################################
# Suppression of funds to costly building #
###########################################

# Suppression of buildings which are costing gold every month
# (not all of them are considered)

province_event = {
	id = 7217
	
	picture = "event_default"
	
	trigger = {
		condition = { type = difficulty value = 1 }
		condition = { type = not value = { type = ai } }
		condition = { type = not value = { type = ruler_gold value = 0 } }
		condition = { type = has_improvement value = { school = yes } }
	}

	mean_time_to_happen = {
		months = 360

		modifier = {
			condition = { type = ruler_gold value = -100 }
			factor = 1.33
		}

		modifier = {
			condition = { type = not value = { type = ruler_gold value = -200 } }
			factor = 0.66
		}

		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.8
		}

		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.8
		}

		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.8
		}

		modifier = {
			condition = { type = has_improvement value = { moneylenders = yes } }
			factor = 1.2
		}

	}

	immidiate = {#We cannot afford to sustain the schools anymore
		effect = { type = ruler_gold value = 50 } #sale of assets
		effect = { type = burgher_loyalty value = -0.05 }
		effect = { type = clergy_loyalty value = -0.2 }
		effect = { type = noble_loyalty value = -0.1 }
		effect = { type = ruler_prestige value = -35 }
		effect = { type = remove_improvement value = school }
		}

}

province_event = {
	id = 7218
	
	picture = "event_default"
	
	trigger = {
		condition = { type = difficulty value = 1 }
		condition = { type = not value = { type = ai } }
		condition = { type = not value = { type = ruler_gold value = -100 } }
		condition = { type = has_improvement value = { university = yes } }
	}

	mean_time_to_happen = {
		months = 360

		modifier = {
			condition = { type = ruler_gold value = -200 }
			factor = 1.33
		}

		modifier = {
			condition = { type = not value = { type = ruler_gold value = -400 } }
			factor = 0.66
		}

		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.8
		}

		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.8
		}

		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.8
		}

		modifier = {
			condition = { type = has_improvement value = { moneylenders = yes } }
			factor = 1.2
		}

	}

	immidiate = {#We cannot afford to sustain the universities anymore
		effect = { type = ruler_gold value = 300 } #sale of assets
		effect = { type = clergy_loyalty value = -0.2 }
		effect = { type = noble_loyalty value = -0.05 }
		effect = { type = ruler_prestige value = -75 }
		effect = { type = remove_improvement value = university }
		}
}

province_event = {
	id = 7219
	
	picture = "event_default"
	
	trigger = {
		condition = { type = difficulty value = 1 }
		condition = { type = not value = { type = ai } }
		condition = { type = not value = { type = ruler_gold value = -200 } }
		condition = { type = has_improvement value = { hill_fort = yes } }
		condition = { type = not value = { type = has_improvement value = { small_castle = yes } } }
		condition = { type = not value = { type = has_improvement value = { medium_castle = yes } } }
		condition = { type = not value = { type = has_improvement value = { large_castle = yes } } }
		condition = { type = not value = { type = has_improvement value = { huge_castle = yes } } }
	}

	mean_time_to_happen = {
		months = 360

		modifier = {
			condition = { type = ruler_gold value = -400 }
			factor = 1.33
		}

		modifier = {
			condition = { type = not value = { type = ruler_gold value = -600 } }
			factor = 0.66
		}

		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.8
		}

		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.8
		}

		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.8
		}

		modifier = {
			condition = { type = has_improvement value = { moneylenders = yes } }
			factor = 1.2
		}

	}

	immidiate = {#We cannot maintain our fortifications anymore
		effect = { type = ruler_gold value = 75 } #sale of assets
		effect = { type = noble_loyalty value = -0.05 }
		effect = { type = ruler_prestige value = -10 }
		effect = { type = remove_improvement value = hill_fort }
		}

}

province_event = {
	id = 7220
	
	picture = "event_default"
	
	trigger = {
		condition = { type = difficulty value = 1 }
		condition = { type = not value = { type = ai } }
		condition = { type = not value = { type = ruler_gold value = -400 } }
		condition = { type = has_improvement value = { small_castle = yes } }
		condition = { type = not value = { type = has_improvement value = { medium_castle = yes } } }
		condition = { type = not value = { type = has_improvement value = { large_castle = yes } } }
		condition = { type = not value = { type = has_improvement value = { huge_castle = yes } } }
	}

	mean_time_to_happen = {
		months = 360

		modifier = {
			condition = { type = ruler_gold value = -500 }
			factor = 1.33
		}

		modifier = {
			condition = { type = not value = { type = ruler_gold value = -750 } }
			factor = 0.66
		}

		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.8
		}

		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.8
		}

		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.8
		}

		modifier = {
			condition = { type = has_improvement value = { moneylenders = yes } }
			factor = 1.2
		}

	}

	immidiate = {#We cannot maintain our fortifications anymore
		effect = { type = ruler_gold value = 100 } #sale of assets
		effect = { type = noble_loyalty value = -0.1 }
		effect = { type = ruler_prestige value = -50 }
		effect = { type = remove_improvement value = small_castle }
		effect = { type = add_improvement value = hill_fort }
		}

}

province_event = {
	id = 7221
	
	picture = "event_default"
	
	trigger = {
		condition = { type = difficulty value = 1 }
		condition = { type = not value = { type = ai } }
		condition = { type = not value = { type = ruler_gold value = -600 } }
		condition = { type = has_improvement value = { medium_castle = yes } }
		condition = { type = not value = { type = has_improvement value = { large_castle = yes } } }
		condition = { type = not value = { type = has_improvement value = { huge_castle = yes } } }
	}

	mean_time_to_happen = {
		months = 360

		modifier = {
			condition = { type = ruler_gold value = -750 }
			factor = 1.33
		}

		modifier = {
			condition = { type = not value = { type = ruler_gold value = -1000 } }
			factor = 0.66
		}

		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.8
		}

		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.8
		}

		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.8
		}

		modifier = {
			condition = { type = has_improvement value = { moneylenders = yes } }
			factor = 1.2
		}

	}

	immidiate = {#We cannot maintain our fortifications anymore
		effect = { type = ruler_gold value = 300 } #sale of assets
		effect = { type = noble_loyalty value = -0.15 }
		effect = { type = ruler_prestige value = -100 }
		effect = { type = remove_improvement value = medium_castle }
		effect = { type = add_improvement value = small_castle }
		}

}

province_event = {
	id = 7222
	
	picture = "event_default"
	
	trigger = {
		condition = { type = difficulty value = 1 }
		condition = { type = not value = { type = ai } }
		condition = { type = not value = { type = ruler_gold value = -800 } }
		condition = { type = has_improvement value = { large_castle = yes } }
		condition = { type = not value = { type = has_improvement value = { huge_castle = yes } } }
	}

	mean_time_to_happen = {
		months = 360

		modifier = {
			condition = { type = ruler_gold value = -1000 }
			factor = 1.33
		}

		modifier = {
			condition = { type = not value = { type = ruler_gold value = -1500 } }
			factor = 0.66
		}

		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.8
		}

		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.8
		}

		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.8
		}

		modifier = {
			condition = { type = has_improvement value = { moneylenders = yes } }
			factor = 1.2
		}

	}

	immidiate = {#We cannot maintain our fortifications anymore
		effect = { type = ruler_gold value = 500 } #sale of assets
		effect = { type = noble_loyalty value = -0.2 }
		effect = { type = ruler_prestige value = -150 }
		effect = { type = remove_improvement value = large_castle }
		effect = { type = add_improvement value = medium_castle }
		}

}

province_event = {
	id = 7223
	
	picture = "event_default"
	
	trigger = {
		condition = { type = difficulty value = 1 }
		condition = { type = not value = { type = ai } }
		condition = { type = not value = { type = ruler_gold value = -1000 } }
		condition = { type = has_improvement value = { huge_castle = yes } }
	}

	mean_time_to_happen = {
		months = 360

		modifier = {
			condition = { type = ruler_gold value = -1500 }
			factor = 1.33
		}

		modifier = {
			condition = { type = not value = { type = ruler_gold value = -2000 } }
			factor = 0.66
		}

		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.8
		}

		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.8
		}

		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.8
		}

		modifier = {
			condition = { type = has_improvement value = { moneylenders = yes } }
			factor = 1.2
		}

	}

	immidiate = {#We cannot maintain our fortifications anymore
		effect = { type = ruler_gold value = 750 } #sale of assets
		effect = { type = noble_loyalty value = -0.25 }
		effect = { type = ruler_prestige value = -250 }
		effect = { type = remove_improvement value = huge_castle }
		effect = { type = add_improvement value = large_castle }
		}

}

province_event = {
	id = 7231
	
	picture = "event_default"
	
	trigger = {
		condition = { type = difficulty value = 1 }
		condition = { type = not value = { type = ai } }
		condition = { type = not value = { type = ruler_gold value = 0 } }
		condition = { type = has_improvement value = { theater = yes } }
	}

	mean_time_to_happen = {
		months = 360

		modifier = {
			condition = { type = ruler_gold value = -200 }
			factor = 1.33
		}

		modifier = {
			condition = { type = not value = { type = ruler_gold value = -400 } }
			factor = 0.66
		}

		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.8
		}

		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.8
		}

		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.8
		}

		modifier = {
			condition = { type = has_improvement value = { moneylenders = yes } }
			factor = 1.2
		}

	}

	immidiate = {#We cannot afford to sustain the theatre anymore
		effect = { type = ruler_gold value = 150 } #sale of assets
		effect = { type = burgher_loyalty value = -0.25 }
		effect = { type = clergy_loyalty value = 0.1 }
		effect = { type = noble_loyalty value = -0.15 }
		effect = { type = ruler_prestige value = -75 }
		effect = { type = ruler_piety value = 10 }
		effect = { type = remove_improvement value = theater }
		}

}


###############
# Moneylender #
###############

character_event = {
	id = 7230
	
	picture = "event_moneycollection"
	
	trigger = {
		condition = { type = difficulty value = 1 }
		condition = { type = not value = { type = ai } }
		condition = { type = not value = { type = gold value = 0 } }
		condition = { type = any_demesne_province
			condition = { type = has_improvement value = { moneylenders = yes } }
		}
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = trait value = zealous }
			factor = 10
		}
		modifier = {
			condition = { type = trait value = sceptical }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = heretic }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = excommunicated }
			factor = 0.5
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.8
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.8
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.8
		}
		modifier = {
			condition = { type = ruler }
			condition = { type = not value = { type = gold value = -50 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = ruler }
			condition = { type = not value = { type = gold value = -100 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = ruler }
			condition = { type = not value = { type = gold value = -250 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = ruler }
			condition = { type = not value = { type = gold value = -500 } }
			factor = 0.85
		}
		modifier = {
			condition = { type = ruler }
			condition = { type = not value = { type = gold value = -750 } }
			factor = 0.85
		}
		modifier = {
			condition = { type = ruler }
			condition = { type = not value = { type = gold value = -1000 } }
			factor = 0.85
		}
		modifier = {
			condition = { type = ruler }
			condition = { type = not value = { type = gold value = -1500 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = ruler }
			condition = { type = not value = { type = gold value = -2000 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = ruler }
			condition = { type = not value = { type = gold value = -5000 } }
			factor = 0.5
		}
		modifier = {
			condition = { type = ruler }
			condition = { type = capital
				condition = { type = has_improvement value = { moneylenders = yes } }
			}
			factor = 0.75
		}

	}
	
	action_a = {#Borrow a large sum
		effect = { type = gold scale = 1.5 }
		effect = { type = piety value = -100 }
		effect = { type = random chance = 30
			effect = { type = add_trait value = heretic } #the church frowns on usary
		}
		effect = { type = random chance = 5
			effect = { type = add_trait value = excommunicated }
		}
	}
	action_b = {#Borrow a smaller sum
		effect = { type = gold scale = 0.75 }
		effect = { type = piety value = -50 }
		effect = { type = random chance = 15
			effect = { type = add_trait value = heretic } #the church frowns on usary
		}
		effect = { type = random chance = 2
			effect = { type = add_trait value = excommunicated }
		}
	}
	action_c = {#I'd rather starve! The church prohibits usary!
		effect = { type = piety value = 25 }
		effect = { type = random chance = 33
			effect = { type = add_trait value = zealous }
		}
		effect = { type = random chance = 15
			effect = { type = health value = -1 }
		}
	}
}

################################
# Seizure of Church properties #
################################

character_event = {
	id = 7224
	
	picture = "event_religion"
	
	trigger = {
		condition = { type = difficulty value = 1 }
		condition = { type = not value = { type = ai } }
		condition = { type = not value = { type = gold value = 0 } }
		condition = { 
			type = or 
			condition = { type = county }
			condition = { type = duchy }
 			condition = { type = kingdom }
		}
		condition = { type = has_law value = { church_supremacy = yes } }
		condition = { type = any_demesne_province
			condition = { type = has_improvement value = { monastery = yes } }
		}
	}

	mean_time_to_happen = {
		months = 360

		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.8
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.8
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.8
		}
	}
	
	action_a = {#There are fat bishop, seize them !
		effect = { type = gold value = 500 }
		effect = { type = piety value = -50 }
		effect = { type = prestige value = 25 }
		effect = { type = set_law value = regal_supremacy }
		effect = { type = add_trait value = cruel }
		effect = { type = remove_improvement value = monastery }
		effect = { type = random
				chance = 25
				effect = {
					type = add_trait
					value = excommunicated
				}
			}
	}

	action_b = {#Time are harsh, force them to share the costs !
		effect = { type = gold value = 250 }
		effect = { type = piety value = -25 }
		effect = { type = prestige value = 25 }
		effect = { type = set_law value = ecclesical_balance }
		effect = { type = add_trait value = proud }
		effect = { type = random
				chance = 10
				effect = {
					type = add_trait
					value = excommunicated
				}
			}
		effect = { type = random
				chance = 50
				effect = {
					type = remove_improvement 
					value = monastery
				}
			}
	}

	action_c = {#Compromise with them to find money !
		effect = { type = gold value = 100 }
		effect = { type = piety value = 10 }
		effect = { type = prestige value = -10 }
		effect = { type = set_law value = monastic_supremacy }
		effect = { type = add_trait value = modest }
	}
	
	action_d = {#Never ! I will save my Christian soul !
		effect = { type = piety value = 50 }
		effect = { type = prestige value = -50 }
		effect = { type = stewardship value = -2 }
		effect = { type = add_trait value = zealous }
	}
	
}

# Seize the property of the Templars !

character_event = {
	id = 7225
	
	picture = "event_templars"
	
	trigger = { 
		condition = { type = difficulty value = 1 }
		condition = { type = not value = { type = ai } }
		condition = { type = not value = { type = gold value = 0 } }
		condition = { 
			type = or 
			condition = { type = county }
			condition = { type = duchy }
 			condition = { type = kingdom }
		}
		condition = { type = has_law value = { monastic_supremacy = yes } }
		condition = { type = exists value = TEMP }
		condition = { type = religion value = catholic }
		condition = { type = any_demesne_province
			condition = { type = has_improvement value = { templar_house = yes } }
		}
	}

	mean_time_to_happen = {
		months = 360

		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.8
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.8
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.8
		}	}

	action_a = {#There are fat knights, seize them !
		effect = { type = gold value = 500 }
		effect = { type = piety value = -40 }
		effect = { type = prestige value = 40 }
		effect = { type = set_law value = regal_supremacy }
		effect = { type = remove_improvement value = templar_house }
		effect = { type = random
				chance = 50
				effect = {
					type = add_trait
					value = cruel 
				}
			}
		effect = { type = random
				chance = 25
				effect = {
					type = add_trait
					value = heretic
				}
			}
		effect = { type = random
				chance = 10
				effect = {
					type = add_trait
					value = excommunicated
				}
			}
	}

	action_b = {#Time are harsh, force them to share the costs !
		effect = { type = gold value = 250 }
		effect = { type = piety value = -25 }
		effect = { type = prestige value = 25 }
		effect = { type = set_law value = ecclesical_balance }
		effect = { type = random
				chance = 75
				effect = {
					type = remove_improvement 
					value = templar_house 
				}
			}
		effect = { type = random
				chance = 50
				effect = {
					type = add_trait
					value = proud 
				}
			}
		effect = { type = random
				chance = 15
				effect = {
					type = add_trait
					value = heretic
				}
			}
		effect = { type = random
				chance = 5
				effect = {
					type = add_trait
					value = excommunicated
				}
			}
	}

	action_c = {#Fighting orders are vital to the church !
		effect = { type = piety value = 10 }
		effect = { type = prestige value = -10 }
		effect = { type = stewardship value = -1 }
		effect = { type = random
				chance = 50
				effect = {
					type = add_trait
					value = zealous 
				}
			}
	}
}

# Seize the property of the Hospitaliers!

character_event = {
	id = 7226
	
	picture = "event_templars"
	
	trigger = { 
		condition = { type = difficulty value = 1 }
		condition = { type = not value = { type = ai } }
		condition = { type = not value = { type = gold value = 0 } }
		condition = { 
			type = or 
			condition = { type = county }
			condition = { type = duchy }
 			condition = { type = kingdom }
		}
		condition = { type = has_law value = { monastic_supremacy = yes } }
		condition = { type = exists value = HOSP }
		condition = { type = religion value = catholic }
		condition = { type = any_demesne_province
			condition = { type = has_improvement value = { templar_house = yes } }
		}
	}

	mean_time_to_happen = {
		months = 360

		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.8
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.8
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.8
		}
	}

	action_a = {#There are fat knights, seize them !
		effect = { type = gold value = 500 }
		effect = { type = piety value = -40 }
		effect = { type = prestige value = 40 }
		effect = { type = set_law value = regal_supremacy }
		effect = { type = remove_improvement value = templar_house }
		effect = { type = random
				chance = 50
				effect = {
					type = add_trait
					value = cruel 
				}
			}
		effect = { type = random
				chance = 25
				effect = {
					type = add_trait
					value = heretic
				}
			}
		effect = { type = random
				chance = 10
				effect = {
					type = add_trait
					value = excommunicated
				}
			}
	}

	action_b = {#Time are harsh, force them to share the costs !
		effect = { type = gold value = 250 }
		effect = { type = piety value = -25 }
		effect = { type = prestige value = 25 }
		effect = { type = set_law value = ecclesical_balance }
		effect = { type = random
				chance = 75
				effect = {
					type = remove_improvement 
					value = templar_house 
				}
			}
		effect = { type = random
				chance = 50
				effect = {
					type = add_trait
					value = proud 
				}
			}
		effect = { type = random
				chance = 15
				effect = {
					type = add_trait
					value = heretic
				}
			}
		effect = { type = random
				chance = 5
				effect = {
					type = add_trait
					value = excommunicated
				}
			}
	}

	action_c = {#Fighting orders are vital to the church !
		effect = { type = piety value = 10 }
		effect = { type = prestige value = -10 }
		effect = { type = stewardship value = -1 }
		effect = { type = random
				chance = 50
				effect = {
					type = add_trait
					value = zealous 
				}
			}
	}
}


# Seize the property of the Teutonic Order !

character_event = {
	id = 7227
	
	picture = "event_templars"
	
	trigger = { 
		condition = { type = difficulty value = 1 }
		condition = { type = not value = { type = ai } }
		condition = { type = not value = { type = gold value = 0 } }
		condition = { 
			type = or 
			condition = { type = county }
			condition = { type = duchy }
 			condition = { type = kingdom }
		}
		condition = { type = has_law value = { monastic_supremacy = yes } }
		condition = { type = exists value = TEUT }
		condition = { type = religion value = catholic }
		condition = { type = any_demesne_province
			condition = { type = has_improvement value = { templar_house = yes } }
		}
	}

	mean_time_to_happen = {
		months = 360

		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.8
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.8
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.8
		}
	}

	action_a = {#There are fat knights, seize them !
		effect = { type = gold value = 500 }
		effect = { type = piety value = -40 }
		effect = { type = prestige value = 40 }
		effect = { type = set_law value = regal_supremacy }
		effect = { type = remove_improvement value = templar_house }
		effect = { type = random
				chance = 50
				effect = {
					type = add_trait
					value = cruel 
				}
			}
		effect = { type = random
				chance = 25
				effect = {
					type = add_trait
					value = heretic
				}
			}
		effect = { type = random
				chance = 10
				effect = {
					type = add_trait
					value = excommunicated
				}
			}
	}

	action_b = {#Time are harsh, force them to share the costs !
		effect = { type = gold value = 250 }
		effect = { type = piety value = -25 }
		effect = { type = prestige value = 25 }
		effect = { type = set_law value = ecclesical_balance }
		effect = { type = random
				chance = 75
				effect = {
					type = remove_improvement 
					value = templar_house 
				}
			}
		effect = { type = random
				chance = 50
				effect = {
					type = add_trait
					value = proud 
				}
			}
		effect = { type = random
				chance = 15
				effect = {
					type = add_trait
					value = heretic
				}
			}
		effect = { type = random
				chance = 5
				effect = {
					type = add_trait
					value = excommunicated
				}
			}
	}

	action_c = {#Fighting orders are vital to the church !
		effect = { type = piety value = 10 }
		effect = { type = prestige value = -10 }
		effect = { type = stewardship value = -1 }
		effect = { type = random
				chance = 50
				effect = {
					type = add_trait
					value = zealous 
				}
			}
	}
}

###############################################
# Exceptional contribution asked from vassals #
###############################################

character_event = {
	id = 7228
	
	picture = "event_moneycollection"
	
	trigger = {
		condition = { type = difficulty value = 1 }
		condition = { type = not value = { type = ai } }
		condition = { type = not value = { type = gold value = 0 } }
		condition = { type = has_vassal }
	}

	mean_time_to_happen = {
		months = 720

		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.8
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.8
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.8
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { moneylenders = yes } }
			}
			factor = 1.2
		}
		modifier = {
			condition = { type = has_law value = { royal_preorgatory_law = yes } }
			factor = 0.33
		}
		modifier = {
			condition = { type = has_law value = { feudal_contract_law = yes } }
			factor = 0.66
		}
		# traditional law treated as base
		modifier = {
			condition = { type = has_law value = { popular_law = yes } }
			factor = 2
		}
	}
	
	action_a = {#There are fat vassals, seize them !
		effect = { type = gold scale = 0.75 }
		effect = { type = prestige value = -25 }
		effect = { type = set_law value = royal_preorgatory_law }
		effect = { type = add_trait value = arbitrary }
		effect = { type = trigger for = worst_vassal value = 7232 }
		effect = { type = trigger for = random_vassal value = 7232 }
		effect = { type = trigger for = best_vassal value = 7229 }
	}

	action_b = {#Time are harsh, force them to share the costs !
		effect = { type = gold scale = 0.25 }
		effect = { type = prestige value = -10 }
		effect = { type = trigger for = worst_vassal value = 7229 }
		effect = { type = trigger for = best_vassal value = 7229 }
	}

	action_c = {#I must spare my vassals !
		effect = { type = stewardship value = -2 }
		effect = { type = add_trait value = modest }
	}
}

# Our Liege forces an exceptional contribution on us!

character_event = {
	id = 7229
	
	picture = "event_moneycollection"
	
	action_a = {#Outrageous !
		ai_chance = 50
			modifier = {
				condition = { type = gold value = 100 }
				factor = 0.8
			}
			modifier = {
				condition = { type = gold value = 250 }
				factor = 0.8
			}
			modifier = {
				condition = { type = gold value = 500 }
				factor = 0.8
			}
			modifier = {
				condition = { type = gold value = 1000 }
				factor = 0.8
			}
			modifier = {
				condition = { type = not value = { type = loyalty value = 0.8 } }
				factor = 1.2
			}
			modifier = {
				condition = { type = not value = { type = loyalty value = 0.6 } }
				factor = 1.2
			}
			modifier = {
				condition = { type = not value = { type = loyalty value = 0.4 } }
				factor = 1.2
			}
			modifier = {
				condition = { type = not value = { type = loyalty value = 0.2 } }
				factor = 1.2
			}
			modifier = {
				condition = { type = trait value = vengeful }
				factor = 1.25
			}
			modifier = {
				condition = { type = trait value = selfish}
				factor = 1.25
			}
		effect = { type = loyalty value = -0.5 }
		effect = { type = gold scale = -0.5 }
		effect = { 
				type = random 
				chance = 25
				effect = {
						type = add_trait
						value = vengeful 
						}
				}
		effect = { 
				type = random 
				chance = 10
				effect = {
						type = add_trait
						value = selfish
						}
				}
	}

	action_b = {#I am rich, I don't care
		ai_chance = 50
		effect = { type = loyalty value = -0.15 }
		effect = { type = gold scale = -0.5 }
		effect = { 
				type = random 
				chance = 25
				effect = {
						type = add_trait
						value = generous
						}
				}
		effect = { 
				type = random 
				chance = 10
				effect = {
						type = add_trait
						value = forgiving
						}
				}		
	}
}

character_event = {
	id = 7232
	
	picture = "event_moneycollection"
	
	action_a = {#Outrageous!
		ai_chance = 50
			modifier = {
				condition = { type = gold value = 100 }
				factor = 0.8
			}
			modifier = {
				condition = { type = gold value = 250 }
				factor = 0.8
			}
			modifier = {
				condition = { type = gold value = 500 }
				factor = 0.8
			}
			modifier = {
				condition = { type = gold value = 1000 }
				factor = 0.8
			}
			modifier = {
				condition = { type = not value = { type = loyalty value = 0.8 } }
				factor = 1.2
			}
			modifier = {
				condition = { type = not value = { type = loyalty value = 0.6 } }
				factor = 1.2
			}
			modifier = {
				condition = { type = not value = { type = loyalty value = 0.4 } }
				factor = 1.2
			}
			modifier = {
				condition = { type = not value = { type = loyalty value = 0.2 } }
				factor = 1.2
			}
			modifier = {
				condition = { type = trait value = vengeful }
				factor = 1.25
			}
			modifier = {
				condition = { type = trait value = selfish}
				factor = 1.25
			}
		effect = { type = add_title_claim value = liege }
		effect = { type = independence }
		effect = { type = loyalty value = 1.0 }
	}

	action_b = {#I am rich, I don't care
		ai_chance = 50
		effect = { type = loyalty value = -0.5 }
		effect = { type = gold scale = -0.5 }
		effect = { 
				type = random 
				chance = 25
				effect = {
						type = add_trait
						value = vengeful 
						}
				}
		effect = { 
				type = random 
				chance = 10
				effect = {
						type = add_trait
						value = selfish
						}
				}
	}
}

# A few events moved around in this file
#Free ID 7233 - 7299