###########################################
# province power series	5400-5499 block	  #
# Last updated by Byakhiam Apr 14/05   #
###########################################

###############################################
# Peasants are unhappy with their lot in life #
###############################################

province_event = {
	id = 5408
	
	picture = "event_agriculture"
	
	trigger = { 
		condition = {
			type = not
			value = { type = ai }
		}
		condition = { 
			type = not 
			value = { type = peasant_power value = 0.10 }
		}
		condition = {
			type = peasant_power
			value = 0.05
		}
	}

	mean_time_to_happen = {
		months = 480

		modifier = {
			condition = { type = difficulty value = 1 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.85
		}
		modifier = {
			condition = { type = regiment_mobilized }
			factor = 0.85
		}
		modifier = {
			condition = { 
				type = not
				value = { type = same_religion }
			}
			factor = 0.8
		}
		modifier = {
			condition = { 
				type = not
				value = { type = same_culture }
			}
			factor = 0.8
		}
		modifier = {
			condition = { 
				type = has_law
				value = { royal_preorgatory_law = yes }
			}
			factor = 1.0
		}
		modifier = {
			condition = { 
				type = has_law
				value = { feudal_contract_law = yes }
			}
			factor = 1.1
		}
		modifier = {
			condition = { 
				type = has_law
				value = { traditional_custom_law = yes }
			}
			factor = 0.8
		}
		modifier = {
			condition = { 
				type = has_law
				value = { popular_law = yes }
			}
			factor = 0.6
		}
		modifier = {
			condition = {
				type = not 
				value = { 
					type = ruler_stewardship
					value = 2
				}
			}
			factor = 0.85
		}
		modifier = {
			condition = {
				type = not 
				value = { 
					type = ruler_stewardship
					value = 4
				}
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = not 
				value = { 
					type = ruler_stewardship
					value = 6
				}
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = ruler_stewardship
				value = 8
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = ruler_stewardship
				value = 10
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = not
				value = {
					type = peasant_loyalty
					value = 0.5
				}
			}
			factor = 0.8
		}
		modifier = {
			condition = {
				type = not
				value = {
					type = peasant_loyalty
					value = 0.75
				}
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = neighbor_province_effect
				value = { revolt = yes }
			}
			factor = 0.6
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { looted = yes }
			}
			factor = 0.5
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { struggling = yes }
			}
			factor = 0.7
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { poor = yes }
			}
			factor = 0.85
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { prosperous = yes }
			}
			factor = 1.15
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { rich = yes }
			}
			factor = 1.3
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { church = yes }
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { large_church = yes }
			}
			factor = 1.2
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { domed_church = yes }
			}
			factor = 1.5
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { cathedral = yes }
			}
			factor = 2
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { thieves_guild = yes }
			}
			factor = 0.8
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { smugglers_ring = yes }
			}
			factor = 0.8
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { highway_robber_band = yes }
			}
			factor = 0.7
		}

	}
	
	action_a = { #Perhaps their power should be changed?
		effect = { type = peasant_loyalty value = -0.10 }
		effect = {
			type = random
			chance = 50
			effect = { type = peasant_loyalty value = -0.15 }
		}
	}
}

#############################################
# Peasants are upset with their lot in life #
#############################################

province_event = {
	id = 5400
	
	picture = "event_agriculture"
	
	trigger = { 
		condition = {
			type = not
			value = { type = ai }
		}
		condition = { 
			type = not 
			value = { type = peasant_power value = 0.05 }
		}
		condition = {
			type = peasant_power
			value = 0.01
		}

	}

	mean_time_to_happen = {
		months = 480

		modifier = {
			condition = { type = difficulty value = 1 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.85
		}
		modifier = {
			condition = { type = regiment_mobilized }
			factor = 0.85
		}
		modifier = {
			condition = { 
				type = not
				value = { type = same_religion }
			}
			factor = 0.8
		}
		modifier = {
			condition = { 
				type = not
				value = { type = same_culture }
			}
			factor = 0.8
		}
		modifier = {
			condition = { 
				type = has_law
				value = { royal_preorgatory_law = yes }
			}
			factor = 1.0
		}
		modifier = {
			condition = { 
				type = has_law
				value = { feudal_contract_law = yes }
			}
			factor = 1.1
		}
		modifier = {
			condition = { 
				type = has_law
				value = { traditional_custom_law = yes }
			}
			factor = 0.8
		}
		modifier = {
			condition = { 
				type = has_law
				value = { popular_law = yes }
			}
			factor = 0.6
		}
		modifier = {
			condition = {
				type = not 
				value = { 
					type = ruler_stewardship
					value = 2
				}
			}
			factor = 0.85
		}
		modifier = {
			condition = {
				type = not 
				value = { 
					type = ruler_stewardship
					value = 4
				}
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = not 
				value = { 
					type = ruler_stewardship
					value = 6
				}
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = ruler_stewardship
				value = 8
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = ruler_stewardship
				value = 10
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = not
				value = {
					type = peasant_loyalty
					value = 0.5
				}
			}
			factor = 0.8
		}
		modifier = {
			condition = {
				type = not
				value = {
					type = peasant_loyalty
					value = 0.75
				}
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = neighbor_province_effect
				value = { revolt = yes }
			}
			factor = 0.6
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { looted = yes }
			}
			factor = 0.5
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { struggling = yes }
			}
			factor = 0.7
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { poor = yes }
			}
			factor = 0.85
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { prosperous = yes }
			}
			factor = 1.15
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { rich = yes }
			}
			factor = 1.3
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { church = yes }
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { large_church = yes }
			}
			factor = 1.2
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { domed_church = yes }
			}
			factor = 1.5
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { cathedral = yes }
			}
			factor = 2
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { thieves_guild = yes }
			}
			factor = 0.8
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { smugglers_ring = yes }
			}
			factor = 0.8
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { highway_robber_band = yes }
			}
			factor = 0.7
		}

	}
	
	action_a = { #let us try to buy their temporary happiness
		effect = { type = ruler_gold scale = -0.5 }
		effect = { type = ruler_prestige scale = -1 }
		effect = {
			type = random
			chance = 50
			effect = { type = peasant_loyalty value = -0.20 }
		}
		effect = {
			type = random
			chance = 50
			effect = { type = peasant_loyalty value = 0.20 }
		}
	}
	action_b = { #grant them the power they seek
		effect = { type = ruler_prestige scale = -1 }			
		effect = { type = peasant_power value = 0.05 }
		effect = { type = peasant_loyalty value = 0.05 }
		effect = { type = burgher_loyalty value = -0.15 }
		effect = { type = clergy_loyalty value = -0.15 }
		effect = { type = noble_loyalty value = -0.25 }
	}
	action_c = { #let the offal suffer
		effect = { type = ruler_piety scale = -0.5 }
		effect = { type = ruler_prestige scale = -1 }			
		effect = { type = peasant_loyalty value = -0.25 }
		effect = {
			type = random
			chance = 50
			effect = { type = peasant_loyalty value = -0.5 }
		}
	}
}

######################################
# Peasants despise their lot in life #
######################################

province_event = {
	id = 5401
	
	picture = "event_crime"
	
	trigger = { 
		condition = {
			type = not
			value = { type = ai }
		}
		condition = {
			 type = difficulty value = 3
		}
		condition = { 
			type = not 
			value = { type = peasant_power value = 0.01 }
		}
	}

	mean_time_to_happen = {
		months = 480

		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.8
		}
		modifier = {
			condition = { type = regiment_mobilized }
			factor = 0.75
		}
		modifier = {
			condition = { 
				type = not
				value = { type = same_religion }
			}
			factor = 0.75
		}
		modifier = {
			condition = { 
				type = not
				value = { type = same_culture }
			}
			factor = 0.75
		}
		modifier = {
			condition = { 
				type = has_law
				value = { royal_preorgatory_law = yes }
			}
			factor = 0.95
		}
		modifier = {
			condition = { 
				type = has_law
				value = { feudal_contract_law = yes }
			}
			factor = 1.1
		}
		modifier = {
			condition = { 
				type = has_law
				value = { traditional_custom_law = yes }
			}
			factor = 0.8
		}
		modifier = {
			condition = { 
				type = has_law
				value = { popular_law = yes }
			}
			factor = 0.5
		}
		modifier = {
			condition = {
				type = not 
				value = { 
					type = ruler_stewardship
					value = 2
				}
			}
			factor = 0.8
		}
		modifier = {
			condition = {
				type = not 
				value = { 
					type = ruler_stewardship
					value = 4
				}
			}
			factor = 0.85
		}
		modifier = {
			condition = {
				type = not 
				value = { 
					type = ruler_stewardship
					value = 6
				}
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = ruler_stewardship
				value = 8
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = ruler_stewardship
				value = 10
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = not
				value = {
					type = peasant_loyalty
					value = 0.5
				}
			}
			factor = 0.8
		}
		modifier = {
			condition = {
				type = not
				value = {
					type = peasant_loyalty
					value = 0.75
				}
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = neighbor_province_effect
				value = { revolt = yes }
			}
			factor = 0.5
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { looted = yes }
			}
			factor = 0.3
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { struggling = yes }
			}
			factor = 0.7
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { poor = yes }
			}
			factor = 0.85
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { prosperous = yes }
			}
			factor = 1.15
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { rich = yes }
			}
			factor = 1.3
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { church = yes }
			}
			factor = 1.05
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { large_church = yes }
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { domed_church = yes }
			}
			factor = 1.2
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { cathedral = yes }
			}
			factor = 1.5
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { thieves_guild = yes }
			}
			factor = 0.75
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { smugglers_ring = yes }
			}
			factor = 0.75
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { highway_robber_band = yes }
			}
			factor = 0.5
		}

	}
	
	action_a = { #we can only hope that gold will help
		effect = { type = ruler_gold scale = -1 }
		effect = { type = ruler_prestige scale = -2.5 }
		effect = {
			type = random
			chance = 75
			effect = { type = peasant_loyalty value = -0.75	}
		}
		effect = {
			type = random
			chance = 33
			effect = { type = peasant_loyalty value = 0.25 }
		}
	}
	action_b = { #grant them the power they demand
		effect = { type = ruler_prestige scale = -2.5 }
		effect = { type = peasant_power value = 0.1 }
		effect = { type = peasant_loyalty value = 0.1 }			
		effect = { type = burgher_loyalty value = -0.5 }
		effect = { type = clergy_loyalty value = -0.5 }
		effect = { type = noble_loyalty value = -0.75 }
	}
	action_c = { #damn them to hell!
		effect = { type = ruler_piety scale = -1 }
		effect = { type = peasant_loyalty value = -0.75 }
		effect = {
			type = random
			chance = 50
			effect = { type = peasant_loyalty value = -0.25 }
		}
	}
}
###############################################
# Burghers are unhappy with their lot in life #
###############################################

province_event = {
	id = 5409
	
	picture = "event_town"
	
	trigger = { 
		condition = {
			type = not
			value = { type = ai }
		}
		condition = { 
			type = not 
			value = { type = burgher_power value = 0.10 }
		}
		condition = {
			type = burgher_power
			value = 0.05
		}
	}

	mean_time_to_happen = {
		months = 480

		modifier = {
			condition = { type = difficulty value = 1 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.85
		}
		modifier = {
			condition = { type = regiment_mobilized }
			factor = 0.85
		}
		modifier = {
			condition = { 
				type = not
				value = { type = same_religion }
			}
			factor = 0.8
		}
		modifier = {
			condition = { 
				type = not
				value = { type = same_culture }
			}
			factor = 0.8
		}
		modifier = {
			condition = { 
				type = has_law
				value = { royal_preorgatory_law = yes }
			}
			factor = 1.0
		}
		modifier = {
			condition = { 
				type = has_law
				value = { feudal_contract_law = yes }
			}
			factor = 1.1
		}
		modifier = {
			condition = { 
				type = has_law
				value = { traditional_custom_law = yes }
			}
			factor = 0.85
		}
		modifier = {
			condition = { 
				type = has_law
				value = { popular_law = yes }
			}
			factor = 0.7
		}
		modifier = {
			condition = {
				type = not 
				value = { 
					type = ruler_stewardship
					value = 2
				}
			}
			factor = 0.85
		}
		modifier = {
			condition = {
				type = not 
				value = { 
					type = ruler_stewardship
					value = 4
				}
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = not 
				value = { 
					type = ruler_stewardship
					value = 6
				}
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = ruler_stewardship
				value = 8
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = ruler_stewardship
				value = 10
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = not
				value = {
					type = burgher_loyalty
					value = 0.5
				}
			}
			factor = 0.8
		}
		modifier = {
			condition = {
				type = not
				value = {
					type = burgher_loyalty
					value = 0.75
				}
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = not
				value = {
					type = ruler_gold
					value = 0
				}
			}
			factor = 0.5
		}
		modifier = {
			condition = {
				type = neighbor_province_effect
				value = { revolt = yes }
			}
			factor = 0.7
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { looted = yes }
			}
			factor = 0.5
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { struggling = yes }
			}
			factor = 0.7
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { poor = yes }
			}
			factor = 0.85
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { prosperous = yes }
			}
			factor = 1.15
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { rich = yes }
			}
			factor = 1.3
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { civilian_harbour = yes }
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { naval_harbour = yes }
			}
			factor = 1.2
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { grand_shipyard = yes }
			}
			factor = 1.5
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { moneylenders = yes }
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { theater = yes }
			}
			factor = 1.3
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { court_of_justice = yes }
			}
			factor = 1.25
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { thieves_guild = yes }
			}
			factor = 0.8
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { smugglers_ring = yes }
			}
			factor = 0.85
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { highway_robber_band = yes }
			}
			factor = 0.5
		}

	}
	
	action_a = { #Perhaps their power should be changed?
		effect = { type = burgher_loyalty value = -0.10 }
		effect = {
			type = random
			chance = 50
			effect = { type = burgher_loyalty value = -0.15 }
		}
	}
}

#############################################
# Burghers are upset with their lot in life #
#############################################

province_event = {
	id = 5402
	
	picture = "event_town"
	
	trigger = { 
		condition = {
			type = not
			value = { type = ai }
		}
		condition = { 
			type = not 
			value = { type = burgher_power value = 0.05 }
		}
		condition = {
			type = burgher_power
			value = 0.01
		}
	}

	mean_time_to_happen = {
		months = 480

		modifier = {
			condition = { type = difficulty value = 1 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.85
		}
		modifier = {
			condition = { type = regiment_mobilized }
			factor = 0.85
		}
		modifier = {
			condition = { 
				type = not
				value = { type = same_religion }
			}
			factor = 0.8
		}
		modifier = {
			condition = { 
				type = not
				value = { type = same_culture }
			}
			factor = 0.8
		}
		modifier = {
			condition = { 
				type = has_law
				value = { royal_preorgatory_law = yes }
			}
			factor = 1.0
		}
		modifier = {
			condition = { 
				type = has_law
				value = { feudal_contract_law = yes }
			}
			factor = 1.1
		}
		modifier = {
			condition = { 
				type = has_law
				value = { traditional_custom_law = yes }
			}
			factor = 0.85
		}
		modifier = {
			condition = { 
				type = has_law
				value = { popular_law = yes }
			}
			factor = 0.7
		}
		modifier = {
			condition = {
				type = not 
				value = { 
					type = ruler_stewardship
					value = 2
				}
			}
			factor = 0.85
		}
		modifier = {
			condition = {
				type = not 
				value = { 
					type = ruler_stewardship
					value = 4
				}
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = not 
				value = { 
					type = ruler_stewardship
					value = 6
				}
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = ruler_stewardship
				value = 8
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = ruler_stewardship
				value = 10
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = not
				value = {
					type = burgher_loyalty
					value = 0.5
				}
			}
			factor = 0.8
		}
		modifier = {
			condition = {
				type = not
				value = {
					type = burgher_loyalty
					value = 0.75
				}
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = not
				value = {
					type = ruler_gold
					value = 0
				}
			}
			factor = 0.5
		}
		modifier = {
			condition = {
				type = neighbor_province_effect
				value = { revolt = yes }
			}
			factor = 0.7
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { looted = yes }
			}
			factor = 0.5
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { struggling = yes }
			}
			factor = 0.7
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { poor = yes }
			}
			factor = 0.85
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { prosperous = yes }
			}
			factor = 1.15
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { rich = yes }
			}
			factor = 1.3
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { civilian_harbour = yes }
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { naval_harbour = yes }
			}
			factor = 1.2
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { grand_shipyard = yes }
			}
			factor = 1.5
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { moneylenders = yes }
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { theater = yes }
			}
			factor = 1.3
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { court_of_justice = yes }
			}
			factor = 1.25
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { thieves_guild = yes }
			}
			factor = 0.8
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { smugglers_ring = yes }
			}
			factor = 0.85
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { highway_robber_band = yes }
			}
			factor = 0.5
		}

	}
	
	action_a = { #let us try to buy their temporary happiness
		effect = { type = ruler_gold scale = -0.5 }
		effect = { type = ruler_prestige scale = -1 }
		effect = {
			type = random
			chance = 50
			effect = { type = burgher_loyalty value = -0.2 }
		}
		effect = {
			type = random
			chance = 50
			effect = { type = burgher_loyalty value = 0.2 }
		}
	}
	action_b = { #grant them the power they seek
		effect = { type = ruler_prestige scale = -1 }			
		effect = { type = burgher_power value = 0.05 }
		effect = { type = burgher_loyalty value = 0.05 }
		effect = { type = peasant_loyalty value = -0.15 }
		effect = { type = clergy_loyalty value = -0.25 }
		effect = { type = noble_loyalty value = -0.15 }
	}
	action_c = { #let them fend for themselves
		effect = { type = ruler_prestige scale = -1 }
		effect = { type = ruler_piety scale = -1 }
		effect = { type = burgher_loyalty value = -0.25 }
		effect = {
			type = random
			chance = 50
			effect = { type = burgher_loyalty value = -0.5 }
		}
	}
}
######################################
# Burghers despise their lot in life #
######################################

province_event = {
	id = 5403
	
	picture = "event_town"
	
	trigger = { 
		condition = {
			type = not
			value = { type = ai }
		}
		condition = {
			type = difficulty value = 3
		}
		condition = { 
			type = not 
			value = { type = burgher_power value = 0.01 }
		}
	}

	mean_time_to_happen = {
		months = 480

		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.8
		}
		modifier = {
			condition = { type = regiment_mobilized }
			factor = 0.75
		}
		modifier = {
			condition = { 
				type = not
				value = { type = same_religion }
			}
			factor = 0.75
		}
		modifier = {
			condition = { 
				type = not
				value = { type = same_culture }
			}
			factor = 0.75
		}
		modifier = {
			condition = { 
				type = has_law
				value = { royal_preorgatory_law = yes }
			}
			factor = 0.95
		}
		modifier = {
			condition = { 
				type = has_law
				value = { feudal_contract_law = yes }
			}
			factor = 1.1
		}
		modifier = {
			condition = { 
				type = has_law
				value = { traditional_custom_law = yes }
			}
			factor = 0.8
		}
		modifier = {
			condition = { 
				type = has_law
				value = { popular_law = yes }
			}
			factor = 0.5
		}
		modifier = {
			condition = {
				type = not 
				value = { 
					type = ruler_stewardship
					value = 2
				}
			}
			factor = 0.8
		}
		modifier = {
			condition = {
				type = not 
				value = { 
					type = ruler_stewardship
					value = 4
				}
			}
			factor = 0.85
		}
		modifier = {
			condition = {
				type = not 
				value = { 
					type = ruler_stewardship
					value = 6
				}
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = ruler_stewardship
				value = 8
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = ruler_stewardship
				value = 10
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = not
				value = {
					type = burgher_loyalty
					value = 0.5
				}
			}
			factor = 0.8
		}
		modifier = {
			condition = {
				type = not
				value = {
					type = burgher_loyalty
					value = 0.75
				}
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = not
				value = {
					type = ruler_gold
					value = 0
				}
			}
			factor = 0.3
		}
		modifier = {
			condition = {
				type = neighbor_province_effect
				value = { revolt = yes }
			}
			factor = 0.5
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { looted = yes }
			}
			factor = 0.3
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { struggling = yes }
			}
			factor = 0.7
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { poor = yes }
			}
			factor = 0.85
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { prosperous = yes }
			}
			factor = 1.15
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { rich = yes }
			}
			factor = 1.3
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { civilian_harbour = yes }
			}
			factor = 1.05
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { naval_harbour = yes }
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { grand_shipyard = yes }
			}
			factor = 1.2
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { moneylenders = yes }
			}
			factor = 1.05
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { theater = yes }
			}
			factor = 1.25
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { court_of_justice = yes }
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { thieves_guild = yes }
			}
			factor = 0.7
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { smugglers_ring = yes }
			}
			factor = 0.7
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { highway_robber_band = yes }
			}
			factor = 0.3
		}

	}
	
	action_a = { #we can only hope that gold will help
		effect = { type = ruler_gold scale = -1 }
		effect = { type = ruler_prestige scale = -2.5 }
		effect = {
			type = random
			chance = 75
			effect = { type = clergy_loyalty value = -0.75 }
		}
		effect = {
			type = random
			chance = 33
			effect = { type = burgher_loyalty value = 0.1 }
		}
	}
	action_b = { #grant them the power they demand
		effect = { type = ruler_prestige scale = -2.5 }			
		effect = { type = burgher_power value = 0.1 }
		effect = { type = burgher_loyalty value = 0.1 }
		effect = { type = peasant_loyalty value = -0.5 }
		effect = { type = clergy_loyalty value = -0.75 }
		effect = { type = clergy_loyalty value = -0.5 }
	}
	action_c = { #damn them to hell!
		effect = { type = ruler_piety scale = -1 }
		effect = { type = burgher_loyalty value = -0.75 }
		effect = {
			type = random
			chance = 50
			effect = { type = burgher_loyalty value = -0.25 }
		}
	}
}
##################################################
# Clergy feel they are somewhat neglected	 #
##################################################

province_event = {
	id = 5410
	
	picture = "event_religion"
	
	trigger = { 
		condition = {
			type = not
			value = { type = ai }
		}
		condition = { 
			type = not 
			value = { type = clergy_power value = 0.10 }
		}
		condition = {
			type = clergy_power
			value = 0.05
		}
		condition = {
			type = not 
			value = { type = has_province_effect value = { heretic = yes } }
		}
	}

	mean_time_to_happen = {
		months = 480

		modifier = {
			condition = { type = difficulty value = 1 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.85
		}
		modifier = {
			condition = { type = regiment_mobilized }
			factor = 0.85
		}
		modifier = {
			condition = { type = same_religion }
			factor = 0.5
		}
		modifier = {
			condition = { 
				type = not
				value = { type = same_culture }
			}
			factor = 0.85
		}
		modifier = {
			condition = { 
				type = has_law
				value = { regal_supremacy = yes }
			}
			factor = 1.1
		}
		modifier = {
			condition = { 
				type = has_law
				value = { monastic_supremacy = yes }
			}
			factor = 1.0
		}
		modifier = {
			condition = { 
				type = has_law
				value = { ecclesical_balance = yes }
			}
			factor = 0.85
		}
		modifier = {
			condition = { 
				type = has_law
				value = { church_supremacy = yes }
			}
			factor = 0.7
		}
		modifier = {
			condition = {
				type = not 
				value = { 
					type = ruler_stewardship
					value = 2
				}
			}
			factor = 0.85
		}
		modifier = {
			condition = {
				type = not 
				value = { 
					type = ruler_stewardship
					value = 4
				}
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = not 
				value = { 
					type = ruler_stewardship
					value = 6
				}
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = ruler_stewardship
				value = 8
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = ruler_stewardship
				value = 10
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = not
				value = {
					type = clergy_loyalty
					value = 0.5
				}
			}
			factor = 0.8
		}
		modifier = {
			condition = {
				type = not
				value = {
					type = clergy_loyalty
					value = 0.75
				}
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = not
				value = {
					type = ruler_piety
					value = 0
				}
			}
			factor = 0.5
		}
		modifier = {
			condition = {
				type = neighbor_province_effect
				value = { revolt = yes }
			}
			factor = 0.7
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { looted = yes }
			}
			factor = 0.75
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { struggling = yes }
			}
			factor = 0.85
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { poor = yes }
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { prosperous = yes }
			}
			factor = 1.05
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { rich = yes }
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { church = yes }
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { large_church = yes }
			}
			factor = 1.2
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { domed_church = yes }
			}
			factor = 1.5
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { cathedral = yes }
			}
			factor = 2
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { moneylenders = yes }
			}
			factor = 0.75
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { theater = yes }
			}
			factor = 0.8
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { thieves_guild = yes }
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { smugglers_ring = yes }
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { highway_robber_band = yes }
			}
			factor = 0.9
		}

	}
	
	action_a = { #Perhaps their power should be changed?

		effect = { type = clergy_loyalty value = -0.10 }
		effect = { 
			type = random
			chance = 50
			effect = { type = clergy_loyalty value = -0.15 }
		}
	}
}
##################################################
# Clergy upset with your support of the church #
##################################################

province_event = {
	id = 5404
	
	picture = "event_religion"
	
	trigger = { 
		condition = {
			type = not
			value = { type = ai }
		}
		condition = { 
			type = not 
			value = { type = clergy_power value = 0.05 }
		}
		condition = {
			type = clergy_power
			value = 0.01
		}
		condition = {
			type = not 
			value = { type = has_province_effect value = { heretic = yes } }
		}
	}

	mean_time_to_happen = {
		months = 480

		modifier = {
			condition = { type = difficulty value = 1 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.85
		}
		modifier = {
			condition = { type = regiment_mobilized }
			factor = 0.85
		}
		modifier = {
			condition = { type = same_religion }
			factor = 0.5
		}
		modifier = {
			condition = { 
				type = not
				value = { type = same_culture }
			}
			factor = 0.85
		}
		modifier = {
			condition = { 
				type = has_law
				value = { regal_supremacy = yes }
			}
			factor = 1.1
		}
		modifier = {
			condition = { 
				type = has_law
				value = { monastic_supremacy = yes }
			}
			factor = 1.0
		}
		modifier = {
			condition = { 
				type = has_law
				value = { ecclesical_balance = yes }
			}
			factor = 0.85
		}
		modifier = {
			condition = { 
				type = has_law
				value = { church_supremacy = yes }
			}
			factor = 0.7
		}
		modifier = {
			condition = {
				type = not 
				value = { 
					type = ruler_stewardship
					value = 2
				}
			}
			factor = 0.85
		}
		modifier = {
			condition = {
				type = not 
				value = { 
					type = ruler_stewardship
					value = 4
				}
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = not 
				value = { 
					type = ruler_stewardship
					value = 6
				}
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = ruler_stewardship
				value = 8
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = ruler_stewardship
				value = 10
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = not
				value = {
					type = clergy_loyalty
					value = 0.5
				}
			}
			factor = 0.8
		}
		modifier = {
			condition = {
				type = not
				value = {
					type = clergy_loyalty
					value = 0.75
				}
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = not
				value = {
					type = ruler_piety
					value = 0
				}
			}
			factor = 0.5
		}
		modifier = {
			condition = {
				type = neighbor_province_effect
				value = { revolt = yes }
			}
			factor = 0.7
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { looted = yes }
			}
			factor = 0.75
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { struggling = yes }
			}
			factor = 0.85
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { poor = yes }
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { prosperous = yes }
			}
			factor = 1.05
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { rich = yes }
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { church = yes }
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { large_church = yes }
			}
			factor = 1.2
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { domed_church = yes }
			}
			factor = 1.5
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { cathedral = yes }
			}
			factor = 2
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { moneylenders = yes }
			}
			factor = 0.75
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { theater = yes }
			}
			factor = 0.8
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { thieves_guild = yes }
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { smugglers_ring = yes }
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { highway_robber_band = yes }
			}
			factor = 0.9
		}

	}
	
	action_a = { #perhaps paying indulgences would help?
		effect = { type = ruler_gold scale = -0.5 }
		effect = { type = ruler_prestige scale = -1 }
		effect = { type = ruler_piety scale = 0.5 }
		effect = {
			type = random
			chance = 50
			effect = { type = clergy_loyalty value = -0.2 }
		}
		effect = {
			type = random
			chance = 50
			effect = { type = clergy_loyalty value = 0.2 }
		}
	}
	action_b = { #grant the clergy their due power
		effect = { type = ruler_prestige scale = -1 }
		effect = { type = ruler_piety scale = 1 }			
		effect = { type = clergy_power value = 0.05 }
		effect = { type = clergy_loyalty value = 0.05 }
		effect = { type = peasant_loyalty value = -0.15 }
		effect = { type = burgher_loyalty value = -0.25 }
		effect = { type = noble_loyalty value = -0.15 }
	}
	action_c = { #let God feed his flock
		effect = { type = ruler_prestige scale = -1 }
		effect = { type = ruler_piety scale = -2 }
		effect = { type = clergy_loyalty value = -0.25 }
		effect = {
			type = random
			chance = 50
			effect = { type = clergy_loyalty value = -0.5 }
			effect = { type = ruler_piety scale = -1 }
		}
	}
}
########################################
# Clergy question your devotion	to God #
########################################

province_event = {
	id = 5405
	
	picture = "event_heretic"
	
	trigger = { 
		condition = {
			type = not
			value = { type = ai }
		}
		condition = {
			type = difficulty value = 3
		}
		condition = { 
			type = not 
			value = { type = clergy_power value = 0.01 }
		}
		condition = {
			type = not 
			value = { type = has_province_effect value = { heretic = yes } }
		}
	}

	mean_time_to_happen = {
		months = 480

		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.8
		}
		modifier = {
			condition = { type = regiment_mobilized }
			factor = 0.8
		}
		modifier = {
			condition = { type = same_religion }
			factor = 0.3
		}
		modifier = {
			condition = { 
				type = not
				value = { type = same_culture }
			}
			factor = 0.85
		}
		modifier = {
			condition = { 
				type = has_law
				value = { regal_supremacy = yes }
			}
			factor = 1.1
		}
		modifier = {
			condition = { 
				type = has_law
				value = { monastic_supremacy = yes }
			}
			factor = 1.0
		}
		modifier = {
			condition = { 
				type = has_law
				value = { ecclesical_balance = yes }
			}
			factor = 0.8
		}
		modifier = {
			condition = { 
				type = has_law
				value = { church_supremacy = yes }
			}
			factor = 0.5
		}
		modifier = {
			condition = {
				type = not 
				value = { 
					type = ruler_stewardship
					value = 2
				}
			}
			factor = 0.8
		}
		modifier = {
			condition = {
				type = not 
				value = { 
					type = ruler_stewardship
					value = 4
				}
			}
			factor = 0.85
		}
		modifier = {
			condition = {
				type = not 
				value = { 
					type = ruler_stewardship
					value = 6
				}
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = ruler_stewardship
				value = 8
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = ruler_stewardship
				value = 10
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = not
				value = {
					type = clergy_loyalty
					value = 0.5
				}
			}
			factor = 0.8
		}
		modifier = {
			condition = {
				type = not
				value = {
					type = clergy_loyalty
					value = 0.75
				}
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = not
				value = {
					type = ruler_piety
					value = 0
				}
			}
			factor = 0.2
		}
		modifier = {
			condition = {
				type = neighbor_province_effect
				value = { revolt = yes }
			}
			factor = 0.6
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { looted = yes }
			}
			factor = 0.4
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { struggling = yes }
			}
			factor = 0.7
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { poor = yes }
			}
			factor = 0.85
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { prosperous = yes }
			}
			factor = 1.15
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { rich = yes }
			}
			factor = 1.3
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { church = yes }
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { large_church = yes }
			}
			factor = 1.2
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { domed_church = yes }
			}
			factor = 1.3
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { cathedral = yes }
			}
			factor = 1.5
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { moneylenders = yes }
			}
			factor = 0.5
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { theater = yes }
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { thieves_guild = yes }
			}
			factor = 0.8
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { smugglers_ring = yes }
			}
			factor = 0.8
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { highway_robber_band = yes }
			}
			factor = 0.8
		}

	}
	
	action_a = { # We will fill the church's coffers!
		effect = { type = ruler_gold scale = -1 }
		effect = { type = ruler_prestige scale = -2.5 }
		effect = { type = ruler_piety scale = 2 }
		effect = { #viewed as false contrition
			type = random
			chance = 75
			effect = { type = clergy_loyalty value = -0.75 }
		}
		effect = { 
			type = random
			chance = 33
			effect = { type = clergy_loyalty value = 0.25 }
		}
	}
	action_b = { #grant clergy the power they demand
		effect = { type = ruler_prestige scale = -2.5 }
		effect = { type = ruler_piety scale = 2 }
		effect = { type = clergy_power value = 0.1 }
		effect = { type = clergy_loyalty value = 0.1 }
		effect = { type = peasant_loyalty value = 0.5 }
		effect = { type = burgher_loyalty value = 0.75 }
		effect = { type = noble_loyalty value = 0.5 }
	}
	action_c = { #damn them to hell!
		effect = { type = ruler_piety scale = -5 }
		effect = { type = clergy_loyalty value = -0.75 }
		effect = {
			type = random
			chance = 50
			effect = { type = clergy_loyalty value = -0.25 }
			effect = { type = ruler_piety scale = -2.5		 }
		}
	}
}
#################################
# Nobles feel slighted of power #
#################################

province_event = {
	id = 5411
	
	picture = "event_appearance"
	
	trigger = { 
		condition = {
			type = not
			value = { type = ai }
		}
		condition = { 
			type = not 
			value = { type = noble_power value = 0.10 }
		}
		condition = {
			type = noble_power
			value = 0.05
		}
	}

	mean_time_to_happen = {
		months = 480

		modifier = {
			condition = { type = difficulty value = 1 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.85
		}
		modifier = {
			condition = { type = regiment_mobilized }
			factor = 0.8
		}
		modifier = {
			condition = { 
				type = not
				value = { type = same_religion }
			}
			factor = 0.8
		}
		modifier = {
			condition = { 
				type = not
				value = { type = same_culture }
			}
			factor = 0.8
		}
		modifier = {
			condition = { 
				type = has_law
				value = { royal_preorgatory_law = yes }
			}
			factor = 1.2
		}
		modifier = {
			condition = { 
				type = has_law
				value = { feudal_contract_law = yes }
			}
			factor = 0.7
		}
		modifier = {
			condition = { 
				type = has_law
				value = { traditional_custom_law = yes }
			}
			factor = 0.8
		}
		modifier = {
			condition = { 
				type = has_law
				value = { popular_law = yes }
			}
			factor = 1.15
		}
		modifier = {
			condition = {
				type = not 
				value = { 
					type = ruler_stewardship
					value = 2
				}
			}
			factor = 0.85
		}
		modifier = {
			condition = {
				type = not 
				value = { 
					type = ruler_stewardship
					value = 4
				}
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = not 
				value = { 
					type = ruler_stewardship
					value = 6
				}
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = ruler_stewardship
				value = 8
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = ruler_stewardship
				value = 10
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = not
				value = {
					type = noble_loyalty
					value = 0.5
				}
			}
			factor = 0.8
		}
		modifier = {
			condition = {
				type = not
				value = {
					type = noble_loyalty
					value = 0.75
				}
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = not
				value = {
					type = ruler_prestige
					value = 0
				}
			}
			factor = 0.5
		}
		modifier = {
			condition = {
				type = neighbor_province_effect
				value = { revolt = yes }
			}
			factor = 0.85
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { looted = yes }
			}
			factor = 0.7
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { struggling = yes }
			}
			factor = 0.8
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { poor = yes }
			}
			factor = 0.85
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { prosperous = yes }
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { rich = yes }
			}
			factor = 1.2
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { small_castle = yes }
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { medium_castle = yes }
			}
			factor = 1.2
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { large_castle = yes }
			}
			factor = 1.5
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { huge_castle = yes }
			}
			factor = 2
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { grand_palace = yes }
			}
			factor = 2
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { waracademy = yes }
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { thieves_guild = yes }
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { smugglers_ring = yes }
			}
			factor = 0.8
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { highway_robber_band = yes }
			}
			factor = 0.6
		}

	}
	
	action_a = { #Perhaps their power should be changed?
		effect = { type = noble_loyalty value = -0.10 }
		effect = {
			type = random
			chance = 50
			effect = { type = noble_loyalty value = -0.15 }
		}
	}
}
####################################
# Nobles feel they lack real power #
####################################

province_event = {
	id = 5406
	
	picture = "event_appearance"
	
	trigger = { 
		condition = {
			type = not
			value = { type = ai }
		}
		condition = { 
			type = not 
			value = { type = noble_power value = 0.05 }
		}
		condition = {
			type = noble_power
			value = 0.01
		}
	}

	mean_time_to_happen = {
		months = 480

		modifier = {
			condition = { type = difficulty value = 1 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.85
		}
		modifier = {
			condition = { type = regiment_mobilized }
			factor = 0.8
		}
		modifier = {
			condition = { 
				type = not
				value = { type = same_religion }
			}
			factor = 0.8
		}
		modifier = {
			condition = { 
				type = not
				value = { type = same_culture }
			}
			factor = 0.8
		}
		modifier = {
			condition = { 
				type = has_law
				value = { royal_preorgatory_law = yes }
			}
			factor = 1.2
		}
		modifier = {
			condition = { 
				type = has_law
				value = { feudal_contract_law = yes }
			}
			factor = 0.7
		}
		modifier = {
			condition = { 
				type = has_law
				value = { traditional_custom_law = yes }
			}
			factor = 0.8
		}
		modifier = {
			condition = { 
				type = has_law
				value = { popular_law = yes }
			}
			factor = 1.15
		}
		modifier = {
			condition = {
				type = not 
				value = { 
					type = ruler_stewardship
					value = 2
				}
			}
			factor = 0.85
		}
		modifier = {
			condition = {
				type = not 
				value = { 
					type = ruler_stewardship
					value = 4
				}
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = not 
				value = { 
					type = ruler_stewardship
					value = 6
				}
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = ruler_stewardship
				value = 8
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = ruler_stewardship
				value = 10
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = not
				value = {
					type = noble_loyalty
					value = 0.5
				}
			}
			factor = 0.8
		}
		modifier = {
			condition = {
				type = not
				value = {
					type = noble_loyalty
					value = 0.75
				}
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = not
				value = {
					type = ruler_prestige
					value = 0
				}
			}
			factor = 0.5
		}
		modifier = {
			condition = {
				type = neighbor_province_effect
				value = { revolt = yes }
			}
			factor = 0.85
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { looted = yes }
			}
			factor = 0.7
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { struggling = yes }
			}
			factor = 0.8
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { poor = yes }
			}
			factor = 0.85
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { prosperous = yes }
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { rich = yes }
			}
			factor = 1.2
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { small_castle = yes }
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { medium_castle = yes }
			}
			factor = 1.2
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { large_castle = yes }
			}
			factor = 1.5
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { huge_castle = yes }
			}
			factor = 2
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { grand_palace = yes }
			}
			factor = 2
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { waracademy = yes }
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { thieves_guild = yes }
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { smugglers_ring = yes }
			}
			factor = 0.8
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { highway_robber_band = yes }
			}
			factor = 0.6
		}

	}
	
	action_a = { #Perhaps gold will appease them?
		effect = { type = ruler_gold scale = -0.75 }
		effect = { type = ruler_prestige scale = -1.5 }
		effect = {
			type = random
			chance = 50
			effect = { type = noble_loyalty value = -0.2 }
		}
		effect = {
			type = random
			chance = 50
			effect = { type = noble_loyalty value = 0.2 }
		}
	}
	action_b = { #grant them the power they seek
		effect = { type = ruler_prestige scale = -3 }			
		effect = { type = noble_power value = 0.05 }
		effect = { type = noble_loyalty value = 0.05 }
		effect = { type = peasant_loyalty value = -0.25 }
		effect = { type = burgher_loyalty value = -0.15 }
		effect = { type = clergy_loyalty value = -0.15 }
	}
	action_c = { #keep them in their place
		effect = { type = ruler_prestige scale = -2.5 }
		effect = { type = noble_loyalty value = -0.35 }
		effect = {
			type = random
			chance = 67
			effect = { type = noble_loyalty value = -0.45 }
		}
	}
}
#######################################
# Nobles challenge your right to rule #
#######################################

province_event = {
	id = 5407
	
	picture = "event_battle"
	
	trigger = { 
		condition = {
			type = not
			value = { type = ai }
		}
		condition = {
			type = difficulty value = 3
		}
		condition = { 
			type = not 
			value = { type = noble_power value = 0.01 }
		}
	}

	mean_time_to_happen = {
		months = 480

		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.8
		}
		modifier = {
			condition = { type = regiment_mobilized }
			factor = 0.5
		}
		modifier = {
			condition = { 
				type = not
				value = { type = same_religion }
			}
			factor = 0.8
		}
		modifier = {
			condition = { 
				type = not
				value = { type = same_culture }
			}
			factor = 0.75
		}
		modifier = {
			condition = { 
				type = has_law
				value = { royal_preorgatory_law = yes }
			}
			factor = 1.05
		}
		modifier = {
			condition = { 
				type = has_law
				value = { feudal_contract_law = yes }
			}
			factor = 0.3
		}
		modifier = {
			condition = { 
				type = has_law
				value = { traditional_custom_law = yes }
			}
			factor = 0.6
		}
		modifier = {
			condition = { 
				type = has_law
				value = { popular_law = yes }
			}
			factor = 0.99
		}
		modifier = {
			condition = {
				type = not 
				value = { 
					type = ruler_stewardship
					value = 2
				}
			}
			factor = 0.75
		}
		modifier = {
			condition = {
				type = not 
				value = { 
					type = ruler_stewardship
					value = 4
				}
			}
			factor = 0.8
		}
		modifier = {
			condition = {
				type = not 
				value = { 
					type = ruler_stewardship
					value = 6
				}
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = ruler_stewardship
				value = 8
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = ruler_stewardship
				value = 10
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = not
				value = {
					type = noble_loyalty
					value = 0.5
				}
			}
			factor = 0.6
		}
		modifier = {
			condition = {
				type = not
				value = {
					type = noble_loyalty
					value = 0.75
				}
			}
			factor = 0.85
		}
		modifier = {
			condition = {
				type = not
				value = {
					type = ruler_prestige
					value = 0
				}
			}
			factor = 0.2
		}
		modifier = {
			condition = {
				type = neighbor_province_effect
				value = { revolt = yes }
			}
			factor = 0.75
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { looted = yes }
			}
			factor = 0.5
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { struggling = yes }
			}
			factor = 0.75
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { poor = yes }
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { prosperous = yes }
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = has_province_effect
				value = { rich = yes }
			}
			factor = 1.25
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { medium_castle = yes }
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { large_castle = yes }
			}
			factor = 1.2
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { huge_castle = yes }
			}
			factor = 1.5
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { grand_palace = yes }
			}
			factor = 2
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { waracademy = yes }
			}
			factor = 1.05
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { thieves_guild = yes }
			}
			factor = 0.8
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { smugglers_ring = yes }
			}
			factor = 0.8
		}
		modifier = {
			condition = {
				type = has_improvement
				value = { highway_robber_band = yes }
			}
			factor = 0.3
		}

	}
	
	action_a = { #Let us buy their loyalty
		effect = { type = ruler_gold scale = -1.5 }
		effect = { type = ruler_prestige scale = -3 }
		effect = {
			type = random
			chance = 75
			effect = { type = noble_loyalty value = -0.75	}
		}
		effect = {
			type = random
			chance = 33
			effect = { type = noble_loyalty value = 0.25 }
		}
	}
	action_b = { #grant them the power they demand
		effect = { type = ruler_prestige scale = -5 }			
		effect = { type = noble_power value = 0.1 }
		effect = { type = noble_loyalty value = 0.1 }
		effect = { type = peasant_loyalty value = -0.75 }
		effect = { type = burgher_loyalty value = -0.5 }
		effect = { type = clergy_loyalty value = -0.5 }
	}
	action_c = { #They dare? They will die!
		effect = { type = ruler_piety scale = -1 }
		effect = { type = ruler_prestige scale = -7.5 }
		effect = { type = noble_loyalty value = -0.75 }
		effect = {
			type = random
			chance = 67
			effect = { type = noble_loyalty value = -0.25 }
		}
	}
}

##################################################
# Group powers increase with investment in them, idea by WanV
##################################################
# Burghers

province_event = {
	id = 5412

	picture = "event_town"

	trigger = {
		condition = { type = burgher_power value = 0.1 }
		condition = { type = not value = { type = burgher_power value = 0.8 } }
		condition = { type = has_improvement value = { court_of_justice = yes } }
		condition = { type = burgher_loyalty value = 0.5 }
		condition = { type = not value = { type = has_province_effect value = { looted = yes } } }
		condition = { type = not value = { type = has_province_effect value = { bubonic_plague = yes } } }
		condition = { type = not value = { type = has_province_effect value = { pneumonic_plague = yes } } }
		condition = { type = not value = { type = has_province_effect value = { malaria = yes } } }
		condition = { type = not value = { type = has_province_effect value = { dysentery = yes } } }
		condition = { type = not value = { type = has_province_effect value = { small_pox = yes } } }
		condition = { type = not value = { type = has_province_effect value = { typhoid_fever = yes } } }
		condition = { type = not value = { type = has_province_effect value = { revolt = yes } } }
	}

	mean_time_to_happen = {
		months = 900

		modifier = {
			condition = { type = ai }
			factor = 2.0
		}
		modifier = {
			condition = { type = not value = { type = ai } }
			condition = { type = owner condition = { type = duchy } }
			factor = 2.0
		}
		modifier = {
			condition = { type = not value = { type = ai } }
			condition = { type = owner condition = { type = kingdom } }
			factor = 4.0
		}
		modifier = {
			condition = { type = has_improvement value = { brewery = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_improvement value = { moneylenders = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_improvement value = { smithy = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_improvement value = { Dyeworks = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_improvement value = { Armory = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_improvement value = { Glassworks = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_improvement value = { Spinningmill = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_improvement value = { Theater = yes } }
			factor = 0.8
		}
		modifier = {
			condition = { type = has_improvement value = { Monastery = yes } }
			factor = 1.2
		}
		modifier = {
			condition = { type = has_improvement value = { Church = yes } }
			factor = 1.2
		}
		modifier = {
			condition = { type = has_improvement value = { Large_Church = yes } }
			factor = 1.2
		}
		modifier = {
			condition = { type = has_improvement value = { Domed_Church = yes } }
			factor = 1.2
		}
		modifier = {
			condition = { type = has_improvement value = { Cathedral = yes } }
			factor = 1.2
		}
		modifier = {
			condition = { type = has_advance value = { Sugerrefinery = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_advance value = { Papermaking = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_advance value = { Mint = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_advance value = { Guilds = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_advance value = { Reknown_merchant_houses = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_advance value = { Local_fairs = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_advance value = { International_fairs = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_advance value = { Sculptures = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_advance value = { Musical_instruments = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_advance value = { Ballads = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_advance value = { Fashion_clothes = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_advance value = { Vernacular_literature = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_advance value = { Relics = yes } }
			factor = 1.2
		}
		modifier = {
			condition = { type = has_advance value = { Music_notation_system = yes } }
			factor = 1.2
		}
		modifier = {
			condition = { type = has_advance value = { Choir_song = yes } }
			factor = 1.2
		}
		modifier = {
			condition = { type = has_advance value = { Tapestries = yes } }
			factor = 1.2
		}
		modifier = {
			condition = { type = has_advance value = { Extravagant_decoration = yes } }
			factor = 1.2
		}
	}

	action_a = {
		effect = { type = burgher_power value = 0.075 }
		effect = { type = burgher_loyalty value = 0.1 }
	}
}

# Clergy

province_event = {
	id = 5413

	picture = "event_religion"

	trigger = {
		condition = { type = clergy_power value = 0.1 }
		condition = { type = not value = { type = clergy_power value = 0.8 } }
		condition = { type = has_improvement value = { church = yes } }
		condition = { type = clergy_loyalty value = 0.5 }
		condition = { type = not value = { type = has_province_effect value = { looted = yes } } }
		condition = { type = not value = { type = has_province_effect value = { bubonic_plague = yes } } }
		condition = { type = not value = { type = has_province_effect value = { pneumonic_plague = yes } } }
		condition = { type = not value = { type = has_province_effect value = { malaria = yes } } }
		condition = { type = not value = { type = has_province_effect value = { dysentery = yes } } }
		condition = { type = not value = { type = has_province_effect value = { small_pox = yes } } }
		condition = { type = not value = { type = has_province_effect value = { typhoid_fever = yes } } }
		condition = { type = not value = { type = has_province_effect value = { revolt = yes } } }
	}

	mean_time_to_happen = {
		months = 900

		modifier = {
			condition = { type = ai }
			factor = 2.0
		}
		modifier = {
			condition = { type = not value = { type = ai } }
			condition = { type = owner condition = { type = duchy } }
			factor = 2.0
		}
		modifier = {
			condition = { type = not value = { type = ai } }
			condition = { type = owner condition = { type = kingdom } }
			factor = 4.0
		}
		modifier = {
			condition = { type = has_improvement value = { brewery = yes } }
			factor = 1.1
		}
		modifier = {
			condition = { type = has_improvement value = { moneylenders = yes } }
			factor = 1.1
		}
		modifier = {
			condition = { type = has_improvement value = { smithy = yes } }
			factor = 1.1
		}
		modifier = {
			condition = { type = has_improvement value = { Dyeworks = yes } }
			factor = 1.1
		}
		modifier = {
			condition = { type = has_improvement value = { Armory = yes } }
			factor = 1.1
		}
		modifier = {
			condition = { type = has_improvement value = { Glassworks = yes } }
			factor = 1.1
		}
		modifier = {
			condition = { type = has_improvement value = { Spinningmill = yes } }
			factor = 1.1
		}
		modifier = {
			condition = { type = has_improvement value = { Theater = yes } }
			factor = 1.2
		}
		modifier = {
			condition = { type = has_improvement value = { Monastery = yes } }
			factor = 0.8
		}
		modifier = {
			condition = { type = has_improvement value = { Church = yes } }
			factor = 0.8
		}
		modifier = {
			condition = { type = has_improvement value = { Large_Church = yes } }
			factor = 0.8
		}
		modifier = {
			condition = { type = has_improvement value = { Domed_Church = yes } }
			factor = 0.8
		}
		modifier = {
			condition = { type = has_improvement value = { Cathedral = yes } }
			factor = 0.8
		}
		modifier = {
			condition = { type = has_advance value = { Sugerrefinery = yes } }
			factor = 1.1
		}
		modifier = {
			condition = { type = has_advance value = { Papermaking = yes } }
			factor = 1.1
		}
		modifier = {
			condition = { type = has_advance value = { Mint = yes } }
			factor = 1.1
		}
		modifier = {
			condition = { type = has_advance value = { Guilds = yes } }
			factor = 1.1
		}
		modifier = {
			condition = { type = has_advance value = { Reknown_merchant_houses = yes } }
			factor = 1.1
		}
		modifier = {
			condition = { type = has_advance value = { Local_fairs = yes } }
			factor = 1.1
		}
		modifier = {
			condition = { type = has_advance value = { International_fairs = yes } }
			factor = 1.1
		}
		modifier = {
			condition = { type = has_advance value = { Sculptures = yes } }
			factor = 1.1
		}
		modifier = {
			condition = { type = has_advance value = { Musical_instruments = yes } }
			factor = 1.1
		}
		modifier = {
			condition = { type = has_advance value = { Ballads = yes } }
			factor = 1.1
		}
		modifier = {
			condition = { type = has_advance value = { Fashion_clothes = yes } }
			factor = 1.1
		}
		modifier = {
			condition = { type = has_advance value = { Vernacular_literature = yes } }
			factor = 1.1
		}
		modifier = {
			condition = { type = has_advance value = { Relics = yes } }
			factor = 0.8
		}
		modifier = {
			condition = { type = has_advance value = { Music_notation_system = yes } }
			factor = 0.8
		}
		modifier = {
			condition = { type = has_advance value = { Choir_song = yes } }
			factor = 0.8
		}
		modifier = {
			condition = { type = has_advance value = { Tapestries = yes } }
			factor = 0.8
		}
		modifier = {
			condition = { type = has_advance value = { Extravagant_decoration = yes } }
			factor = 0.8
		}
	}

	action_a = {
		effect = { type = clergy_power value = 0.075 }
		effect = { type = clergy_loyalty value = 0.1 }
	}
}

# Nobles

province_event = {
	id = 5414

	picture = "event_joust"

	trigger = {
		condition = { type = noble_power value = 0.1 }
		condition = { type = not value = { type = noble_power value = 0.8 } }
		condition = { type = has_improvement value = { traininggrounds = yes } }
		condition = { type = noble_loyalty value = 0.5 }
		condition = { type = not value = { type = has_province_effect value = { looted = yes } } }
		condition = { type = not value = { type = has_province_effect value = { bubonic_plague = yes } } }
		condition = { type = not value = { type = has_province_effect value = { pneumonic_plague = yes } } }
		condition = { type = not value = { type = has_province_effect value = { malaria = yes } } }
		condition = { type = not value = { type = has_province_effect value = { dysentery = yes } } }
		condition = { type = not value = { type = has_province_effect value = { small_pox = yes } } }
		condition = { type = not value = { type = has_province_effect value = { typhoid_fever = yes } } }
		condition = { type = not value = { type = has_province_effect value = { revolt = yes } } }
	}

	mean_time_to_happen = {
		months = 900

		modifier = {
			condition = { type = ai }
			factor = 2.0
		}
		modifier = {
			condition = { type = not value = { type = ai } }
			condition = { type = owner condition = { type = duchy } }
			factor = 2.0
		}
		modifier = {
			condition = { type = not value = { type = ai } }
			condition = { type = owner condition = { type = kingdom } }
			factor = 4.0
		}
		modifier = {
			condition = { type = has_improvement value = { waracademy = yes } }
			factor = 0.8
		}
		modifier = {
			condition = { type = has_improvement value = { Small_Castle = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_improvement value = { Medium_Castle = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_improvement value = { Large_Castle = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_improvement value = { Huge_Castle = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_improvement value = { Theater = yes } }
			factor = 0.8
		}
		modifier = {
			condition = { type = has_improvement value = { Grand_palace = yes } }
			factor = 0.8
		}
		modifier = {
			condition = { type = has_improvement value = { Templar_house = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_improvement value = { Cheese_dairy = yes } }
			factor = 1.2
		}
		modifier = {
			condition = { type = has_advance value = { Stripe_ploughing = yes } }
			factor = 1.1
		}
		modifier = {
			condition = { type = has_advance value = { Rooting_out = yes } }
			factor = 1.2
		}
		modifier = {
			condition = { type = has_advance value = { Ironplows = yes } }
			factor = 1.1
		}
		modifier = {
			condition = { type = has_advance value = { Padded_horsecollars = yes } }
			factor = 1.2
		}
		modifier = {
			condition = { type = has_advance value = { Pigs = yes } }
			factor = 1.1
		}
		modifier = {
			condition = { type = has_province_effect value = { Rich  = yes } }
			factor = 0.8
		}
		modifier = {
			condition = { type = has_province_effect value = { Prosperous = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_province_effect value = { Poor = yes } }
			factor = 1.1
		}
		modifier = {
			condition = { type = has_province_effect value = { Struggling = yes } }
			factor = 1.2
		}
	}

	action_a = {
		effect = { type = noble_power value = 0.075 }
		effect = { type = noble_loyalty value = 0.1 }
	}
}

# Peasants

province_event = {
	id = 5415

	picture = "event_agriculture2"

	trigger = {
		condition = { type = peasant_power value = 0.1 }
		condition = { type = not value = { type = peasant_power value = 0.8 } }
		condition = { type = has_advance value = { two_field_system = yes } }
		condition = { type = peasant_loyalty value = 0.5 }
		condition = { type = not value = { type = has_province_effect value = { looted = yes } } }
		condition = { type = not value = { type = has_province_effect value = { bubonic_plague = yes } } }
		condition = { type = not value = { type = has_province_effect value = { pneumonic_plague = yes } } }
		condition = { type = not value = { type = has_province_effect value = { malaria = yes } } }
		condition = { type = not value = { type = has_province_effect value = { dysentery = yes } } }
		condition = { type = not value = { type = has_province_effect value = { small_pox = yes } } }
		condition = { type = not value = { type = has_province_effect value = { typhoid_fever = yes } } }
		condition = { type = not value = { type = has_province_effect value = { revolt = yes } } }
	}

	mean_time_to_happen = {
		months = 900

		modifier = {
			condition = { type = ai }
			factor = 2.0
		}
		modifier = {
			condition = { type = not value = { type = ai } }
			condition = { type = owner condition = { type = duchy } }
			factor = 2.0
		}
		modifier = {
			condition = { type = not value = { type = ai } }
			condition = { type = owner condition = { type = kingdom } }
			factor = 4.0
		}
		modifier = {
			condition = { type = has_improvement value = { waracademy = yes } }
			factor = 1.2
		}
		modifier = {
			condition = { type = has_improvement value = { Small_Castle = yes } }
			factor = 1.1
		}
		modifier = {
			condition = { type = has_improvement value = { Medium_Castle = yes } }
			factor = 1.1
		}
		modifier = {
			condition = { type = has_improvement value = { Large_Castle = yes } }
			factor = 1.1
		}
		modifier = {
			condition = { type = has_improvement value = { Huge_Castle = yes } }
			factor = 1.1
		}
		modifier = {
			condition = { type = has_improvement value = { Theater = yes } }
			factor = 1.2
		}
		modifier = {
			condition = { type = has_improvement value = { Grand_palace = yes } }
			factor = 1.2
		}
		modifier = {
			condition = { type = has_improvement value = { Templar_house = yes } }
			factor = 1.1
		}
		modifier = {
			condition = { type = has_improvement value = { Cheese_dairy = yes } }
			factor = 0.8
		}
		modifier = {
			condition = { type = has_advance value = { Stripe_ploughing = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_advance value = { Rooting_out = yes } }
			factor = 0.8
		}
		modifier = {
			condition = { type = has_advance value = { Ironplows = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_advance value = { Padded_horsecollars = yes } }
			factor = 0.8
		}
		modifier = {
			condition = { type = has_advance value = { Pigs = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_province_effect value = { Rich  = yes } }
			factor = 1.2
		}
		modifier = {
			condition = { type = has_province_effect value = { Prosperous = yes } }
			factor = 1.1
		}
		modifier = {
			condition = { type = has_province_effect value = { Poor = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_province_effect value = { Struggling = yes } }
			factor = 0.8
		}
	}

	action_a = {
		effect = { type = peasant_power value = 0.075 }
		effect = { type = peasant_loyalty value = 0.1 }
	}
}

# ID 5416-5418 "Wide-spread demesne events" have been moved to realm_disruption_events.txt file

# ID 5419 -5499 free