########################
# War event: 7000-7099 #
#                      #
#    Thomas Corriol    #
########################

# Character killed
# Character wounded
# Recovery / Illness from wound

# Martial attribute increase
# War discoveries
# Bonus troops for pious character (unscaled)

# Pillages
# Famine

# Negociate peace

# Peace of God
# Truce of God

# Bonus troops for prestigious character (scaled)
# Character ransomed (scaled)

# Display of Courage/Skill/etc. on the battlefield
# Display of Cowardice/Ineptness/etc. on the battlefield

# Desertion events for coward character or player

# Law related events

###

#Events already coded by Paradox

#Papal_Events.txt:
#id = 1182 Papal Blessing in conflict

#Lordship_Events.txt:
#id = 1103 A claim-holder of the enemy joins your court
#id = 1104 Enemy mercenaries defect to you (w/ id = 1962 Mercenaries defect!)
#id = 1105 The heathens are splintered - A white peace is possible
#id = 1109 Infiltrate and destroy enemy regiment (w/ id = 1965 Enemy operatives destroy our regiment!)
#id = 1110 Fund traitors in enemy castle

#Templar_Events.txt:
#id = 900 Troops from the Templars
#id = 901 Troops from the Hospitalers
#id = 902 Troops from the Teutonic Order

# a couple more events by CS added March 30/05
# some major revisions done May 2005 by CS

##############################
# Character killed in combat #
##############################

character_event = {
	id = 7000

	picture = "event_death"

	trigger = {
		condition = { type = combat }
	}

	mean_time_to_happen = {
		days = 600

		# Martial value modifiers:

		modifier = {
			condition = { type = not value = { type = martial value =  5 } }
			factor = 0.5
		}

# Base value is for this range, but we don't calculate x 1 multiplier to save CPU
#
#		modifier = {
#			condition = { type = martial value =  5 }
#			condition = { type = not value = { type = martial value = 10 } }
#			factor = 1
#		}

		modifier = {
			condition = { type = martial value =  10 }
			condition = { type = not value = { type = martial value = 15 } }
			factor = 1.5
		}

		modifier = {
			condition = { type = martial value =  15 }
			factor = 2
		}

		# Personal trait modifiers:

		modifier = {
			condition = { type = trait value = wise }
			factor = 1.5
		}

		modifier = {
			condition = { type = trait value = reckless }
			factor = 0.5
		}

		modifier = {
			condition = { type = trait value = valorous }
			factor = 0.7
		}

		modifier = {
			condition = { type = trait value = coward }
			factor = 1.3
		}

		# Background trait modifiers:

		modifier = {
			condition = { type = trait value = martial_cleric }
			factor = 1.2
		}

		modifier = {
			condition = { type = trait value = misguided_warrior }
			factor = 0.8
		}

		modifier = {
			condition = { type = trait value = tough_soldier }
			factor = 1.5
		}

		modifier = {
			condition = { type = trait value = knowledged_tactitian }
			factor = 3
		}

		modifier = {
			condition = { type = trait value = brilliant_strategist }
			factor = 2
		}

		# Allready wounded:

		modifier = {
			condition = { type = trait value = war_invalid }
			factor = 0.3
		}

		# Game modifiers:

		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.9
		}

		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.9
		}

		modifier = {
			condition = { type = aggressiveness value = 3 }
			factor = 0.9
		}

		modifier = {
			condition = { type = aggressiveness value = 4 }
			factor = 0.9
		}

	}

	immidiate = {
		effect = { type = death }
	}

}

###############################
# Character wounded in combat #
###############################

character_event = {
	id = 7001

	picture = "event_battle"

	trigger = {
		condition = { type = combat }
	}

	mean_time_to_happen = {
		days = 150

		# Martial value modifiers:

		modifier = {
			condition = { type = not value = { type = martial value =  5 } }
			factor = 0.5
		}

# Base value is for this range, but we don't calculate x 1 multiplier to save CPU
#
#		modifier = {
#			condition = { type = martial value =  5 }
#			condition = { type = not value = { type = martial value = 10 } }
#			factor = 1
#		}

		modifier = {
			condition = { type = martial value =  10 }
			condition = { type = not value = { type = martial value = 15 } }
			factor = 1.5
		}

		modifier = {
			condition = { type = martial value =  15 }
			factor = 2
		}

		# Personal trait modifiers:

		modifier = {
			condition = { type = trait value = wise }
			factor = 1.5
		}

		modifier = {
			condition = { type = trait value = reckless }
			factor = 0.5
		}

		modifier = {
			condition = { type = trait value = valorous }
			factor = 0.7
		}

		modifier = {
			condition = { type = trait value = coward }
			factor = 1.3
		}

		# Background trait modifiers:

		modifier = {
			condition = { type = trait value = martial_cleric }
			factor = 1.2
		}

		modifier = {
			condition = { type = trait value = misguided_warrior }
			factor = 0.8
		}

		modifier = {
			condition = { type = trait value = tough_soldier }
			factor = 1.5
		}

		modifier = {
			condition = { type = trait value = knowledged_tactitian }
			factor = 3
		}

		modifier = {
			condition = { type = trait value = brilliant_strategist }
			factor = 2
		}

		# Game modifiers:

		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.9
		}

		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.9
		}

		modifier = {
			condition = { type = aggressiveness value = 3 }
			factor = 0.9
		}

		modifier = {
			condition = { type = aggressiveness value = 4 }
			factor = 0.9
		}

	}

	immidiate = {
		effect = { type = add_trait value = war_invalid }
		effect = { type = health value = -2 }
	}

}

################################
# Recovery from a combat wound #
################################

character_event = {
	id = 7002

	picture = "event_recovery"

	trigger = {
		condition = { type = not
				value = { type = command }
			}
		condition = { type = trait value = war_invalid }
	}

	mean_time_to_happen = {
		months = 120

		# Age modifiers:

		modifier = {
			condition = { type = age value =  25 }
			condition = { type = not value = { type = age value = 40 } }
			factor = 1.33
		}
		modifier = {
			condition = { type = age value =  40 }
			condition = { type = not value = { type = age value = 60 } }
			factor = 1.5
		}
		modifier = {
			condition = { type = age value = 60 }
			factor = 2.5
		}

		modifier = {
			condition = {
				type = not
				value = {
					type = health
					value = 5
				}
			}
			factor = 2.0
		}
		modifier = {
			condition = {
				type = not
				value = {
					type = health
					value = 3
				}
			}
			factor = 20.0
		}
	}

	immidiate = {
		effect = { type = remove_trait value = war_invalid }
	}

}

###############################
# Illness from a combat wound #
###############################

character_event = {
	id = 7003

	picture = "event_sickness"

	trigger = {
		condition = { type = trait value = war_invalid }
		condition = { type = not value = { type = trait value = illness } }
		condition = { type = not value = { type = trait value = pneumonia } }
		condition = { type = not value = { type = trait value = plagueinfested } }
	}

	mean_time_to_happen = {
		months = 120

		# Age modifiers:

		modifier = {
			condition = { type = age value =  25 }
			condition = { type = not value = { type = age value = 40 } }
			factor = 0.75
		}
		modifier = {
			condition = { type = age value =  40 }
			condition = { type = not value = { type = age value = 60 } }
			factor = 0.5
		}
		modifier = {
			condition = { type = age value = 60 }
			factor = 0.2
		}

		modifier = {
			condition = {
				type = not
				value = {
					type = health
					value = 5
				}
			}
			factor = 0.5
		}
		modifier = {
			condition = {
				type = not
				value = {
					type = health
					value = 3
				}
			}
			factor = 0.05
		}
		# Still in command:

		modifier = {
			condition = { type = command }
			factor = 0.3
		}
	}

	immidiate = {
		effect = { type = add_trait value = illness }
	}
}


####################
# Various bonuses: #
####################

################################
# Gain Experience in the field #
################################

character_event = {
	id = 7004

	picture = "event_battle"

	trigger = {
		condition = { type = combat }
		condition = { type = not value = { type = martial value = 20 } }
	}

	mean_time_to_happen = {
		days = 600

		# Martial value modifiers:

		modifier = {
			condition = { type = martial value =  5 }
			condition = { type = not value = { type = martial value = 10 } }
			factor = 1.5
		}

		modifier = {
			condition = { type = martial value =  10 }
			condition = { type = not value = { type = martial value = 15 } }
			factor = 2
		}

		modifier = {
			condition = { type = martial value =  15 }
			factor = 5
		}

		# Personal trait modifiers:

		modifier = {
			condition = { type = trait value = valorous }
			factor = 0.5
		}

		modifier = {
			condition = { type = trait value = coward }
			factor = 1.5
		}

	}

	immidiate = {
		effect = { type = martial value = 1 }
	}

}

###################
# War discoveries #
###################

character_event = {
	id = 7005

	picture = "event_techspread"

	trigger = {
		condition = { type = atwar }
	}

	mean_time_to_happen = {
		months = 900

		# Martial value modifiers:

		modifier = {
			condition = { type = martial value =  10 }
			condition = { type = not value = { type = martial value = 15 } }
			factor = 0.7
		}

		modifier = {
			condition = { type = martial value =  15 }
			factor = 0.5
		}
	}

	immidiate = {
		effect = { type = add_next_advance value = shortbow }
	}

}

character_event = {
	id = 7006

	picture = "event_techspread"

	trigger = {
		condition = { type = atwar }
	}

	mean_time_to_happen = {
		months = 900

		# Martial value modifiers:

		modifier = {
			condition = { type = martial value =  10 }
			condition = { type = not value = { type = martial value = 15 } }
			factor = 0.7
		}

		modifier = {
			condition = { type = martial value =  15 }
			factor = 0.5
		}
	}

	immidiate = {
		effect = { type = add_next_advance value = slinged_javelin}
	}

}

character_event = {
	id = 7007

	picture = "event_techspread"

	trigger = {
		condition = { type = atwar }
	}

	mean_time_to_happen = {
		months = 900


		# Martial value modifiers:

		modifier = {
			condition = { type = martial value =  10 }
			condition = { type = not value = { type = martial value = 15 } }
			factor = 0.7
		}

		modifier = {
			condition = { type = martial value =  15 }
			factor = 0.5
		}
	}

	immidiate = {
		effect = { type = add_next_advance value = soft_leather }
	}

}

character_event = {
	id = 7008

	picture = "event_techspread"

	trigger = {
		condition = { type = atwar }
		condition = { type = has_advance value = ironworks }
	}

	mean_time_to_happen = {
		months = 900


		# Martial value modifiers:

		modifier = {
			condition = { type = martial value =  10 }
			condition = { type = not value = { type = martial value = 15 } }
			factor = 0.7
		}

		modifier = {
			condition = { type = martial value =  15 }
			factor = 0.5
		}
	}

	immidiate = {
		effect = { type = add_next_advance value = chained_leather}
	}

}

character_event = {
	id = 7009

	picture = "event_techspread"

	trigger = {
		condition = { type = atwar }
		condition = { type = has_advance value = cast_iron }
		condition = { type = has_advance value = black_coal }
	}

	mean_time_to_happen = {
		months = 900


		# Martial value modifiers:

		modifier = {
			condition = { type = martial value =  10 }
			condition = { type = not value = { type = martial value = 15 } }
			factor = 0.7
		}

		modifier = {
			condition = { type = martial value =  15 }
			factor = 0.5
		}
	}

	immidiate = {
		effect = { type = add_next_advance value = quilted_coat}
	}

}

character_event = {
	id = 7010

	picture = "event_techspread"

	trigger = {
		condition = { type = atwar }
		condition = { type = has_advance value = ironworks }
	}

	mean_time_to_happen = {
		months = 900


		# Martial value modifiers:

		modifier = {
			condition = { type = martial value =  10 }
			condition = { type = not value = { type = martial value = 15 } }
			factor = 0.7
		}

		modifier = {
			condition = { type = martial value =  15 }
			factor = 0.5
		}
	}

	immidiate = {
		effect = { type = add_next_advance value = handaxe }
	}

}

character_event = {
	id = 7011

	picture = "event_techspread"

	trigger = {
		condition = { type = atwar }
		condition = { type = has_advance value = cast_iron }
		condition = { type = has_advance value = black_coal }
	}

	mean_time_to_happen = {
		months = 900


		# Martial value modifiers:

		modifier = {
			condition = { type = martial value =  10 }
			condition = { type = not value = { type = martial value = 15 } }
			factor = 0.7
		}

		modifier = {
			condition = { type = martial value =  15 }
			factor = 0.5
		}
	}

	immidiate = {
		effect = { type = add_next_advance value = shortsword }
	}

}

character_event = {
	id = 7012

	picture = "event_techspread"

	trigger = {
		condition = { type = atwar }
		condition = { type = has_advance value = heraldry }
	}

	mean_time_to_happen = {
		months = 900


		# Martial value modifiers:

		modifier = {
			condition = { type = martial value =  10 }
			condition = { type = not value = { type = martial value = 15 } }
			factor = 0.7
		}

		modifier = {
			condition = { type = martial value =  15 }
			factor = 0.5
		}
	}

	immidiate = {
		effect = { type = add_next_advance value = longspear }
	}

}

character_event = {
	id = 7013

	picture = "event_techspread"

	trigger = {
		condition = { type = atwar }
	}

	mean_time_to_happen = {
		months = 900


		# Martial value modifiers:

		modifier = {
			condition = { type = martial value =  10 }
			condition = { type = not value = { type = martial value = 15 } }
			factor = 0.7
		}

		modifier = {
			condition = { type = martial value =  15 }
			factor = 0.5
		}
	}

	immidiate = {
		effect = { type = add_next_advance value = battering_ram }
	}

}

character_event = {
	id = 7014

	picture = "event_techspread"

	trigger = {
		condition = { type = atwar }
		condition = { type = has_advance value = siege_towers }
	}

	mean_time_to_happen = {
		months = 900

		# Martial value modifiers:

		modifier = {
			condition = { type = martial value =  10 }
			condition = { type = not value = { type = martial value = 15 } }
			factor = 0.7
		}

		modifier = {
			condition = { type = martial value =  15 }
			factor = 0.5
		}
	}

	immidiate = {
		effect = { type = add_next_advance value = hill_fort }
	}

}

character_event = {
	id = 7015

	picture = "event_techspread"

	trigger = {
		condition = { type = atwar }
		condition = { type = has_advance value = longbow }
		condition = { type = has_advance value = light_crossbow }
		condition = { type = has_advance value = pike }
	}

	mean_time_to_happen = {
		months = 900

		# Martial value modifiers:


		# Martial value modifiers:

		modifier = {
			condition = { type = martial value =  10 }
			condition = { type = not value = { type = martial value = 15 } }
			factor = 0.7
		}

		modifier = {
			condition = { type = martial value =  15 }
			factor = 0.5
		}
	}

	immidiate = {
		effect = { type = add_next_advance value = defensive_terrain }
	}

}

character_event = {
	id = 7016

	picture = "event_techspread"

	trigger = {
		condition = { type = atwar }
		condition = { type = has_advance value = longsword }
		condition = { type = has_advance value = lance }
	}

	mean_time_to_happen = {
		months = 900


		# Martial value modifiers:

		modifier = {
			condition = { type = martial value =  10 }
			condition = { type = not value = { type = martial value = 15 } }
			factor = 0.7
		}

		modifier = {
			condition = { type = martial value =  15 }
			factor = 0.5
		}
	}

	immidiate = {
		effect = { type = add_next_advance value = offensive_terrain }
	}

}

#############################
# Show Heroism in the field #
#############################

character_event = {
	id = 7017

	picture = "event_battle"

	trigger = {
		condition = { type = combat }
	}

	mean_time_to_happen = {
		days = 150

		# Martial value modifiers:

		modifier = {
			condition = { type = martial value =  5 }
			condition = { type = not value = { type = martial value = 10 } }
			factor = 1.5
		}

		modifier = {
			condition = { type = martial value =  10 }
			condition = { type = not value = { type = martial value = 15 } }
			factor = 2
		}

		modifier = {
			condition = { type = martial value =  15 }
			factor = 5
		}

		# Personal trait modifiers:

		modifier = {
			condition = { type = trait value = valorous }
			factor = 0.5
		}

		modifier = {
			condition = { type = trait value = coward }
			factor = 1.5
		}

		modifier = {
			condition = { type = trait value = reckless }
			factor = 0.75
		}

		modifier = {
			condition = { type = trait value = wise }
			factor = 2
		}

	}

	immidiate = {
		effect = { type = prestige value = 10 }
	}

}

########################################
# Bonus troop for very pious character #
########################################

# Unscaled: This should provide a good bonus for pious count and a slight bonus for king.

#############################
# Troops from the Templars  #
#############################

character_event = {
	id = 7018

	picture = "event_templars"

	trigger = {
		condition = { type = piety value =  100 }
		condition = { type = atwar }
		condition = { type = exists value = TEMP }
		condition = { type = religion value = catholic }
		condition = {
			type = not
			value = {
				type = has_advance
				value = critical_bible_interpretations
			}
		}
		condition = {
			type = not
			value = {
				type = has_advance
				value = critical_thinking
			}
		}
		condition = {
			type = not
			value = {
				type = trait
				value = heretic
			}
		}
		condition = {
			type = not
			value = {
				type = trait
				value = excommunicated
			}
		}
	}

	mean_time_to_happen = {
		months = 1200

		# Piety value modifiers:

		modifier = {
			condition = { type = piety value =  250 }
			condition = { type = not value = { type = piety value = 500  } }
			factor = 0.5
		}

		modifier = {
			condition = { type = piety value =  500  }
			condition = { type = not value = { type = piety value = 1000  } }
			factor = 0.33
		}

		modifier = {
			condition = { type = piety value =  1000  }
			factor = 0.25
		}

		# Crusader modifiers:

		modifier = {
			condition = { type = region value = middle_east }
			factor = 0.5
		}

		modifier = {
			condition = { type = trait value = crusader }
			factor = 0.5
		}

		# Personal traits modifiers:

		modifier = {
			condition = { type = trait value = energetic }
			factor = 0.9
		}

		modifier = {
			condition = { type = trait value = zealous }
			factor = 0.7
		}

		modifier = {
			condition = { type = trait value = sceptical }
			factor = 3
		}

		modifier = {
			condition = { type = trait value = valorous }
			factor = 0.9
		}

		modifier = {
			condition = { type = trait value = coward }
			factor = 2
		}

		# Other religious modifiers:

		modifier = {
			condition = { type = trait value = martial_cleric }
			factor = 0.6
		}

		modifier = {
			condition = { type = enemy_same_religion }
			factor = 1.5
		}

		modifier = {
			condition = { type = has_law value = { monastic_supremacy = yes } }
			factor = 0.7
		}

	}

	action_a = {#We welcome the fighting Orders !
		effect = { 	type = add_regiment
				culture = templar_knight
				strength = {
					heavy_cav = 100
					light_cav = 300
				}
		 }
		effect = { type = random
				chance = 25
				effect = { type = mercenaries_defect }
		}
	}

	action_b = {#The glory is ours!
		effect = { type = random
				chance = 50
				effect = {
					type = add_trait
					value = proud
				}
			}
	}
}

###############################
# Troops from the Hospitalers #
###############################

character_event = {
	id = 7019

	picture = "event_templars"

	trigger = {
		condition = { type = piety value =  100 }
		condition = { type = atwar }
		condition = { type = exists value = HOSP }
		condition = { type = religion value = catholic }
		condition = {
			type = not
			value = {
				type = has_advance
				value = critical_bible_interpretations
			}
		}
		condition = {
			type = not
			value = {
				type = has_advance
				value = critical_thinking
			}
		}
		condition = {
			type = not
			value = {
				type = trait
				value = heretic
			}
		}
		condition = {
			type = not
			value = {
				type = trait
				value = excommunicated
			}
		}
	}

	mean_time_to_happen = {
		months = 1200

		# Piety value modifiers:

		modifier = {
			condition = { type = piety value =  250 }
			condition = { type = not value = { type = piety value = 500  } }
			factor = 0.5
		}

		modifier = {
			condition = { type = piety value =  500  }
			condition = { type = not value = { type = piety value = 1000  } }
			factor = 0.33
		}

		modifier = {
			condition = { type = piety value =  1000  }
			factor = 0.25
		}

		# Crusader modifiers:

		modifier = {
			condition = { type = region value = middle_east }
			factor = 0.5
		}

		modifier = {
			condition = { type = trait value = crusader }
			factor = 0.5
		}

		# Personal traits modifiers:

		modifier = {
			condition = { type = trait value = energetic }
			factor = 0.9
		}

		modifier = {
			condition = { type = trait value = zealous }
			factor = 0.7
		}

		modifier = {
			condition = { type = trait value = sceptical }
			factor = 3
		}

		modifier = {
			condition = { type = trait value = valorous }
			factor = 0.9
		}

		modifier = {
			condition = { type = trait value = coward }
			factor = 2
		}

		# Other religious modifiers:

		modifier = {
			condition = { type = trait value = martial_cleric }
			factor = 0.6
		}

		modifier = {
			condition = { type = enemy_same_religion }
			factor = 1.5
		}

		modifier = {
			condition = { type = has_law value = { monastic_supremacy = yes } }
			factor = 0.7
		}

	}

	action_a = {#We welcome the fighting Orders !
		effect = { 	type = add_regiment
				culture = hospitaler_knights
				strength = {
					heavy_cav = 50
					light_cav = 100
					heavy_inf = 100
				}
		 }
		effect = { type = random
				chance = 25
				effect = { type = mercenaries_defect }
		}
	}

	action_b = {#The glory is ours!
		effect = { type = random
				chance = 50
				effect = {
					type = add_trait
					value = proud
				}
			}
	}

}

#################################
# Troops from the Teutonic Order#
#################################

character_event = {
	id = 7020

	picture = "event_templars"

	trigger = {
		condition = { type = piety value =  100 }
		condition = { type = atwar }
		condition = { type = exists value = TEUT }
		condition = { type = religion value = catholic }
		condition = {
			type = not
			value = {
				type = has_advance
				value = critical_bible_interpretations
			}
		}
		condition = {
			type = not
			value = {
				type = has_advance
				value = critical_thinking
			}
		}
		condition = {
			type = not
			value = {
				type = trait
				value = heretic
			}
		}
		condition = {
			type = not
			value = {
				type = trait
				value = excommunicated
			}
		}
	}

	mean_time_to_happen = {
		months = 1200

		# Piety value modifiers:

		modifier = {
			condition = { type = piety value =  250 }
			condition = { type = not value = { type = piety value = 500  } }
			factor = 0.5
		}

		modifier = {
			condition = { type = piety value =  500  }
			condition = { type = not value = { type = piety value = 1000  } }
			factor = 0.33
		}

		modifier = {
			condition = { type = piety value =  1000  }
			factor = 0.25
		}

		# Crusader modifiers:

		modifier = {
			condition = { type = region value = eastern_europe }
			factor = 0.5
		}

		modifier = {
			condition = { type = trait value = crusader }
			factor = 0.5
		}

		# Personal traits modifiers:

		modifier = {
			condition = { type = trait value = energetic }
			factor = 0.9
		}

		modifier = {
			condition = { type = trait value = zealous }
			factor = 0.7
		}

		modifier = {
			condition = { type = trait value = sceptical }
			factor = 3
		}

		modifier = {
			condition = { type = trait value = valorous }
			factor = 0.9
		}

		modifier = {
			condition = { type = trait value = coward }
			factor = 2
		}

		# Other religious modifiers:

		modifier = {
			condition = { type = trait value = martial_cleric }
			factor = 0.6
		}

		modifier = {
			condition = { type = enemy_same_religion }
			factor = 1.5
		}

		modifier = {
			condition = { type = has_law value = { monastic_supremacy = yes } }
			factor = 0.7
		}

	}

	action_a = {#We welcome the fighting Orders !
		effect = { 	type = add_regiment
				culture = teutonic_order
				strength = {
					heavy_cav = 100
					heavy_inf = 300
				}
		 }
		effect = { type = random
				chance = 25
				effect = { type = mercenaries_defect }
		}
	}

	action_b = {#The glory is ours!
		effect = { type = random
				chance = 50
				effect = {
					type = add_trait
					value = proud
				}
			}
	}

}

##########################
# Various pillage events #
##########################

##################
# In your domain #
##################

province_event = {
	id = 7021

	picture = "event_battle"

	trigger = {
		condition = { type = is_besieged }
	}

	mean_time_to_happen = {
		months = 60

		modifier = {
			condition = { type = not value = { type = ruler_stewardship value = 5 } }
			factor = 0.5
		}

		modifier = {
			condition = { type = ruler_stewardship value =  10 }
			condition = { type = not value = { type = ruler_stewardship value = 15 } }
			factor = 1.5
		}

		modifier = {
			condition = { type = ruler_stewardship value =  15 }
			factor = 2
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = enemy_same_religion } }
			}
			factor = 0.5
		}
		modifier = {
			condition = { type = owner
				condition = { type = any_enemy
					condition = { type = not value = { type = ai } }
				}
			}
			factor = 3 #gives player a chance to decide...although his troops may still occasionally take it upon themselves to do so anyway
		}
	}

	immidiate = {
		effect = { type = add_province_effect value = looted }
	}

}

province_event = {
	id = 7022

	picture = "event_battle"

	trigger = {
		condition = { type = is_besieged }
	}

	mean_time_to_happen = {
		months = 60

		modifier = {
			condition = { type = not value = { type = ruler_stewardship value = 5 } }
			factor = 0.5
		}

		modifier = {
			condition = { type = ruler_stewardship value =  10 }
			condition = { type = not value = { type = ruler_stewardship value = 15 } }
			factor = 1.5
		}

		modifier = {
			condition = { type = ruler_stewardship value =  15 }
			factor = 2
		}
	}

	immidiate = {
		effect = { type = add_province_effect value = revolt }
	}

}

character_event = {
	id = 7023

	picture = "event_battle"

	#triggered by 7024 or 7025

	immidiate = {
		effect = { type = remove_improvement }
	}

}


########################
# In the ennemy domain #
########################

#################
# Same religion #
#################

character_event = {
	id = 7024

	picture = "event_battle"

	trigger = {
		condition = { type = siege }
		condition = { type = enemy_same_religion }
	}

	mean_time_to_happen = {
		months = 120

		# Personal traits modifiers:

		modifier = {
			condition = { type = trait value = merciful }
			factor = 5
		}

		modifier = {
			condition = { type = trait value = cruel }
			factor = 0.5
		}

		modifier = {
			condition = { type = trait value = forgiving }
			factor = 3
		}

		modifier = {
			condition = { type = trait value = vengeful }
			factor = 0.7
		}

		# Other modifiers:

		modifier = {
			condition = { type = enemy_has_mercenaries }
			factor = 0.7
		}

	}

	action_a = {#Let's burn his province !
		effect = { type = trigger for = random_enemy value = 7023 }
		effect = { type = prestige value = -10 }
		effect = { type = piety value = -25 }
		effect = { type = random
				chance = 25
				effect = {
					type = add_trait
					value = cruel
				}
		}
		effect = { type = random
				chance = 25
				effect = {
					type = add_trait
					value = vengeful
				}
		}
	}

	action_b = {#We are no vickings !
		effect = { type = random
				chance = 25
				effect = {
					type = add_trait
					value = merciful
				}
		}
		effect = { type = random
				chance = 25
				effect = {
					type = add_trait
					value = forgiving
				}
		}
	}

}

######################
# Different religion #
######################

character_event = {
	id = 7025

	picture = "event_battle"

	trigger = {
		condition = { type = siege }
		condition = {
			type = not
			value = {
				type = enemy_same_religion
			}
		}
	}

	mean_time_to_happen = {
		months = 900

		# Personal traits modifiers:

		modifier = {
			condition = { type = trait value = zealous }
			factor = 0.3
		}

		modifier = {
			condition = { type = trait value = merciful }
			factor = 5
		}

		modifier = {
			condition = { type = trait value = cruel }
			factor = 0.5
		}

		# Other modifiers:

		modifier = {
			condition = { type = enemy_has_mercenaries }
			factor = 0.7
		}

	}

	action_a = {#Let's burn his province !
		effect = { type = trigger for = random_enemy value = 7023 }
		effect = { type = random
				chance = 25
				effect = {
					type = add_trait
					value = cruel
				}
		}
		effect = { type = random
				chance = 25
				effect = {
					type = add_trait
					value = zealous
				}
		}
	}

	action_b = {#We are no vickings !
		effect = { type = random
				chance = 50
				effect = {
					type = add_trait
					value = merciful
				}
		}
	}
}

#####################################################
# Economy is struggling while Regiment is mobilized #
#####################################################

province_event = {
	id = 7026

	picture = "event_agriculture"

	trigger = {
		condition = {
		    type = regiment_mobilized
		}
	}

	mean_time_to_happen = {
		months = 600

		modifier = {
			condition = { type = not value = { type = ruler_stewardship value = 2 } }
			factor = 0.5
		}

# Base value is for this range, but we don't calculate x 1 multiplier to save CPU
#
#		modifier = {
#			condition = { type = ruler_stewardship value =  2 }
#			condition = { type = not value = { type = ruler_stewardship value = 5 } }
#			factor = 1
#		}

		modifier = {
			condition = { type = ruler_stewardship value =  5 }
			condition = { type = not value = { type = ruler_stewardship value = 8 } }
			factor = 1.5
		}

		modifier = {
			condition = { type = ruler_stewardship value =  8 }
			factor = 2
		}

		modifier = {
			condition = { type = has_improvement value = { hill_fort = yes } }
			factor = 2
		}

		modifier = {
			condition = { type = has_improvement value = { small_castle = yes } }
			factor = 1.5
		}

		modifier = {
			condition = { type = has_improvement value = { medium_castle = yes } }
			factor = 1.33
		}

		modifier = {
			condition = { type = has_improvement value = { large_castle = yes } }
			factor = 1.25
		}

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

		modifier = {
			condition = { type = has_advance value = { chickens = yes } }
			factor = 1.1
		}

		modifier = {
			condition = { type = has_advance value = { goats = yes } }
			factor = 1.15
		}

		modifier = {
			condition = { type = has_advance value = { pigs = yes } }
			factor = 1.05
		}

		modifier = {
			condition = { type = has_advance value = { sheep = yes } }
			factor = 1.15
		}

		modifier = {
			condition = { type = has_advance value = { cows = yes } }
			factor = 1.3
		}
	}

	action_a = {#Times are harsh !
		effect = { type = prosperity value = -2 }
		effect = { type = ruler_prestige value = -10 }
		effect = { type = ruler_piety value = -25 }
		effect = { type = peasant_loyalty value = -0.10 }
	}

	action_b = {#Try to alleviate the famine !
		effect = { type = ruler_gold scale = -0.1 }
		effect = { type = ruler_piety value = 10 }
		effect = {
			type = random
			chance = 33
			effect = { type = prosperity value = -1 }
		}
	}

}

province_event = {
	id = 7027

	picture = "event_agriculture"

	trigger = {
		condition = {
		    type = regiment_mobilized
		}
	}

	mean_time_to_happen = {
		months = 900

		modifier = {
			condition = { type = not value = { type = ruler_stewardship value = 2 } }
			factor = 0.5
		}

# Base value is for this range, but we don't calculate x 1 multiplier to save CPU
#
#		modifier = {
#			condition = { type = ruler_stewardship value =  2 }
#			condition = { type = not value = { type = ruler_stewardship value = 5 } }
#			factor = 1
#		}

		modifier = {
			condition = { type = ruler_stewardship value =  5 }
			condition = { type = not value = { type = ruler_stewardship value = 8 } }
			factor = 1.5
		}

		modifier = {
			condition = { type = ruler_stewardship value =  8 }
			factor = 2
		}

		modifier = {
			condition = { type = has_improvement value = { hill_fort = yes } }
			factor = 2
		}

		modifier = {
			condition = { type = has_improvement value = { small_castle = yes } }
			factor = 1.5
		}

		modifier = {
			condition = { type = has_improvement value = { medium_castle = yes } }
			factor = 1.33
		}

		modifier = {
			condition = { type = has_improvement value = { large_castle = yes } }
			factor = 1.25
		}

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

		modifier = {
			condition = { type = has_advance value = { chickens = yes } }
			factor = 1.1
		}

		modifier = {
			condition = { type = has_advance value = { goats = yes } }
			factor = 1.15
		}

		modifier = {
			condition = { type = has_advance value = { pigs = yes } }
			factor = 1.05
		}

		modifier = {
			condition = { type = has_advance value = { sheep = yes } }
			factor = 1.15
		}

		modifier = {
			condition = { type = has_advance value = { cows = yes } }
			factor = 1.3
		}
	}

	action_a = {#Times are harsh !
		effect = { type = prosperity value = -4 }
		effect = { type = remove_advance value = cows }
		effect = { type = ruler_prestige value = -20 }
		effect = { type = ruler_piety value = -40 }
		effect = { type = peasant_loyalty value = -0.25 }
		effect = { type = burgher_loyalty value = -0.10 }
	}

	action_b = {#Try to alleviate the famine !
		effect = { type = prosperity value = -1 }
		effect = { type = ruler_gold scale = -0.25 }
		effect = { type = ruler_piety value = 15 }
	}
}

province_event = {
	id = 7028

	picture = "event_plague"

	trigger = {
		condition = {
		    type = regiment_mobilized
		}
	}

	mean_time_to_happen = {
		months = 1200

		modifier = {
			condition = { type = not value = { type = ruler_stewardship value = 2 } }
			factor = 0.5
		}

# Base value is for this range, but we don't calculate x 1 multiplier to save CPU
#
#		modifier = {
#			condition = { type = ruler_stewardship value =  2 }
#			condition = { type = not value = { type = ruler_stewardship value = 5 } }
#			factor = 1
#		}

		modifier = {
			condition = { type = ruler_stewardship value =  5 }
			condition = { type = not value = { type = ruler_stewardship value = 8 } }
			factor = 1.5
		}

		modifier = {
			condition = { type = ruler_stewardship value =  8 }
			factor = 2
		}

		modifier = {
			condition = { type = has_improvement value = { hill_fort = yes } }
			factor = 2
		}

		modifier = {
			condition = { type = has_improvement value = { small_castle = yes } }
			factor = 1.5
		}

		modifier = {
			condition = { type = has_improvement value = { medium_castle = yes } }
			factor = 1.33
		}

		modifier = {
			condition = { type = has_improvement value = { large_castle = yes } }
			factor = 1.25
		}

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

		modifier = {
			condition = { type = has_advance value = { chickens = yes } }
			factor = 1.1
		}

		modifier = {
			condition = { type = has_advance value = { goats = yes } }
			factor = 1.15
		}

		modifier = {
			condition = { type = has_advance value = { pigs = yes } }
			factor = 1.05
		}

		modifier = {
			condition = { type = has_advance value = { sheep = yes } }
			factor = 1.15
		}

		modifier = {
			condition = { type = has_advance value = { cows = yes } }
			factor = 1.3
		}
	}

	action_a = {#Times are harsh !
		effect = { type = prosperity value = -1 }
		effect = { type = remove_advance value = cows }
		effect = { type = remove_advance value = sheep }
		effect = { type = ruler_prestige value = -30 }
		effect = { type = ruler_piety value = -60 }
		effect = { type = peasant_loyalty value = -0.33 }
		effect = { type = burgher_loyalty value = -0.25 }
		effect = { type = clergy_loyalty value = -0.10 }
	}

	action_b = {#Try to alleviate the famine !
		effect = { type = ruler_gold scale = -0.33 }
		effect = { type = ruler_piety value = 20 }
	}
}

province_event = {
	id = 7029

	picture = "event_plague"

	trigger = {
		condition = {
		    type = regiment_mobilized
		}
	}

	mean_time_to_happen = {
		months = 1500

		modifier = {
			condition = { type = not value = { type = ruler_stewardship value = 2 } }
			factor = 0.5
		}

# Base value is for this range, but we don't calculate x 1 multiplier to save CPU
#
#		modifier = {
#			condition = { type = ruler_stewardship value =  2 }
#			condition = { type = not value = { type = ruler_stewardship value = 5 } }
#			factor = 1
#		}

		modifier = {
			condition = { type = ruler_stewardship value =  5 }
			condition = { type = not value = { type = ruler_stewardship value = 8 } }
			factor = 1.5
		}

		modifier = {
			condition = { type = ruler_stewardship value =  8 }
			factor = 2
		}

		modifier = {
			condition = { type = has_improvement value = { hill_fort = yes } }
			factor = 2
		}

		modifier = {
			condition = { type = has_improvement value = { small_castle = yes } }
			factor = 1.5
		}

		modifier = {
			condition = { type = has_improvement value = { medium_castle = yes } }
			factor = 1.33
		}

		modifier = {
			condition = { type = has_improvement value = { large_castle = yes } }
			factor = 1.25
		}

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

		modifier = {
			condition = { type = has_advance value = { chickens = yes } }
			factor = 1.1
		}

		modifier = {
			condition = { type = has_advance value = { goats = yes } }
			factor = 1.15
		}

		modifier = {
			condition = { type = has_advance value = { pigs = yes } }
			factor = 1.05
		}

		modifier = {
			condition = { type = has_advance value = { sheep = yes } }
			factor = 1.15
		}

		modifier = {
			condition = { type = has_advance value = { cows = yes } }
			factor = 1.3
		}
	}

	action_a = {#Times are harsh !
		effect = { type = prosperity value = -2 }
		effect = { type = remove_advance value = cows }
		effect = { type = remove_advance value = sheep }
		effect = { type = remove_advance value = pigs }
		effect = { type = ruler_prestige value = -40 }
		effect = { type = ruler_piety value = -80 }
		effect = { type = peasant_loyalty value = -0.50 }
		effect = { type = burgher_loyalty value = -0.33 }
		effect = { type = clergy_loyalty value = -0.25 }
		effect = { type = noble_loyalty value = -0.10 }
	}

	action_b = {#Try to alleviate the famine !
		effect = { type = ruler_gold scale = -0.5 }
		effect = { type = ruler_piety value = 25 }
	}
}

province_event = {
	id = 7030

	picture = "event_plague"

	trigger = {
		condition = {
		    type = regiment_mobilized
		}
	}

	mean_time_to_happen = {
		months = 1800

		modifier = {
			condition = { type = not value = { type = ruler_stewardship value = 2 } }
			factor = 0.5
		}

# Base value is for this range, but we don't calculate x 1 multiplier to save CPU
#
#		modifier = {
#			condition = { type = ruler_stewardship value =  2 }
#			condition = { type = not value = { type = ruler_stewardship value = 5 } }
#			factor = 1
#		}

		modifier = {
			condition = { type = ruler_stewardship value =  5 }
			condition = { type = not value = { type = ruler_stewardship value = 8 } }
			factor = 1.5
		}

		modifier = {
			condition = { type = ruler_stewardship value =  8 }
			factor = 2
		}

		modifier = {
			condition = { type = has_improvement value = { hill_fort = yes } }
			factor = 2
		}

		modifier = {
			condition = { type = has_improvement value = { small_castle = yes } }
			factor = 1.5
		}

		modifier = {
			condition = { type = has_improvement value = { medium_castle = yes } }
			factor = 1.33
		}

		modifier = {
			condition = { type = has_improvement value = { large_castle = yes } }
			factor = 1.25
		}

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

		modifier = {
			condition = { type = has_advance value = { chickens = yes } }
			factor = 1.1
		}

		modifier = {
			condition = { type = has_advance value = { goats = yes } }
			factor = 1.15
		}

		modifier = {
			condition = { type = has_advance value = { pigs = yes } }
			factor = 1.05
		}

		modifier = {
			condition = { type = has_advance value = { sheep = yes } }
			factor = 1.15
		}

		modifier = {
			condition = { type = has_advance value = { cows = yes } }
			factor = 1.3
		}
	}

	action_a = {#Times are harsh !
		effect = { type = prosperity value = -3 }
		effect = { type = remove_advance value = cows }
		effect = { type = remove_advance value = sheep }
		effect = { type = remove_advance value = pigs }
		effect = { type = remove_advance value = goats }
		effect = { type = ruler_prestige value = -50 }
		effect = { type = ruler_piety value = -100 }
		effect = { type = peasant_loyalty value = -0.75 }
		effect = { type = burgher_loyalty value = -0.50 }
		effect = { type = clergy_loyalty value = -0.33 }
		effect = { type = noble_loyalty value = -0.25 }
	}

	action_b = {#Try to alleviate the famine !
		effect = { type = ruler_gold scale = -0.66 }
		effect = { type = ruler_piety value = 30 }
	}
}

province_event = {
	id = 7031

	picture = "event_plague"

	trigger = {
		condition = {
		    type = regiment_mobilized
		}
	}

	mean_time_to_happen = {
		months = 2100

		modifier = {
			condition = { type = not value = { type = ruler_stewardship value = 2 } }
			factor = 0.5
		}

# Base value is for this range, but we don't calculate x 1 multiplier to save CPU
#
#		modifier = {
#			condition = { type = ruler_stewardship value =  2 }
#			condition = { type = not value = { type = ruler_stewardship value = 5 } }
#			factor = 1
#		}

		modifier = {
			condition = { type = ruler_stewardship value =  5 }
			condition = { type = not value = { type = ruler_stewardship value = 8 } }
			factor = 1.5
		}

		modifier = {
			condition = { type = ruler_stewardship value =  8 }
			factor = 2
		}

		modifier = {
			condition = { type = has_improvement value = { hill_fort = yes } }
			factor = 2
		}

		modifier = {
			condition = { type = has_improvement value = { small_castle = yes } }
			factor = 1.5
		}

		modifier = {
			condition = { type = has_improvement value = { medium_castle = yes } }
			factor = 1.33
		}

		modifier = {
			condition = { type = has_improvement value = { large_castle = yes } }
			factor = 1.25
		}

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

		modifier = {
			condition = { type = has_advance value = { chickens = yes } }
			factor = 1.1
		}

		modifier = {
			condition = { type = has_advance value = { goats = yes } }
			factor = 1.15
		}

		modifier = {
			condition = { type = has_advance value = { pigs = yes } }
			factor = 1.05
		}

		modifier = {
			condition = { type = has_advance value = { sheep = yes } }
			factor = 1.15
		}

		modifier = {
			condition = { type = has_advance value = { cows = yes } }
			factor = 1.3
		}
	}

	action_a = {#Times are harsh !
		effect = { type = prosperity value = -4 }
		effect = { type = remove_advance value = cows }
		effect = { type = remove_advance value = sheep }
		effect = { type = remove_advance value = pigs }
		effect = { type = remove_advance value = goats }
		effect = { type = remove_advance value = chickens }
		effect = { type = ruler_prestige value = -75 }
		effect = { type = ruler_piety value = -150 }
		effect = { type = peasant_loyalty value = -1.00 }
		effect = { type = burgher_loyalty value = -0.75 }
		effect = { type = clergy_loyalty value = -0.50 }
		effect = { type = noble_loyalty value = -0.33 }
		effect = { type = add_province_effect value = revolt }
	}

	action_b = {#Try to alleviate the famine !
		effect = { type = ruler_gold scale = -0.75 }
		effect = { type = ruler_piety value = 50 }
	}

}

##################################################
# Diplomatic success: A white peace is possible  #
##################################################

character_event = {
	id = 7032
	picture = "event_default"

	trigger = {
		condition = { type = atwar }
		condition = { type = not value = { type = ai } }
		condition = { type = enemy_same_religion }
	}

	mean_time_to_happen = {
		months = 900

		modifier = {
			condition = { type = not value = { type = diplomacy value = 5 } }
			factor = 1.5
		}

# Base value is for this range, but we don't calculate x 1 multiplier to save CPU
#		modifier = {
#			condition = { type = diplomacy value =  5 }
#			condition = { type = not value = { type = diplomacy value = 10 } }
#			factor = 0.7
#		}

		modifier = {
			condition = { type = diplomacy value =  10 }
			condition = { type = not value = { type = diplomacy value = 15 } }
			factor = 0.75
		}

		modifier = {
			condition = { type = diplomacy value =  15 }
			factor = 0.5
		}

		# Personal traits modifiers:

		modifier = {
			condition = { type = trait value = energetic }
			factor = 0.9
		}

		modifier = {
			condition = { type = trait value = lazy }
			factor = 1.5
		}

		modifier = {
			condition = { type = trait value = naive_wirepuller }
			factor = 2
		}

		modifier = {
			condition = { type = trait value = flamboyant_schemer }
			factor = 0.9
		}

		modifier = {
			condition = { type = trait value = intricate_webweaver }
			factor = 0.75
		}

		modifier = {
			condition = { type = trait value = illusive_shadow }
			factor = 0.5
		}

		modifier = {
			condition = { type = trait value = amateurish_pettifogger }
			factor = 3
		}

		modifier = {
			condition = { type = trait value = proven_dealbreaker }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = charismatic_negociator }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = grey_eminence }
			factor = 0.33
		}

	}

	action_a = {#No thanks!
	}

	action_b = {#Yes thank you!
		effect = { type = peace }
		effect = {
			type = random
			chance = 25
			effect = {
				type = add_trait
				value = energetic
				}
			}
		effect = {
			type = random
			chance = 10
			effect = {
				type = add_trait
				value = wise
				}
			}
	}
}

#################
# Peace of God  #
#################

character_event = {
	id = 7033
	picture = "event_religion"

	trigger = {
		condition = { type = atwar }
		condition = { type = religion value = catholic }
		condition = { type = enemy_same_religion }
	}

	mean_time_to_happen = {
		months = 1200

		modifier = {
			condition = { type = crusade }
			factor = 0.1
		}
		modifier = {
			condition = { type = trait value = crusader }
			factor = 0.5
		}
	}

	action_a = {#Enforce it!
		ai_chance = 50
			modifier = {
				condition = { type = or
					condition = { type = title value = PAPA }
					condition = { type = title value = TEMP }
					condition = { type = title value = HOSP }
					condition = { type = title value = TEUT }
				}
				factor = 100
			}
		effect = { type = trigger value = 7034 }
		effect = { type = trigger for = random_enemy value = 7034 }
	}

	action_b = {#Ignore it !
		ai_chance = 50
			modifier = {
				condition = { type = or
					condition = { type = title value = PAPA }
					condition = { type = title value = TEMP }
					condition = { type = title value = HOSP }
					condition = { type = title value = TEUT }
				}
				factor = 0.00001
			}
		effect = { type = piety value = -50 }
		effect = {
			type = random
			chance = 25
			effect = {
				type = add_trait
				value = excommunicated
				}
			}
	}
}

character_event = {
	id = 7034
	picture = "event_religion"

	action_a = {
		effect = { type = remove_regiment }
	}
}

#################
# Truce of God  #
#################

character_event = {
	id = 7035
	picture = "event_religion"

	trigger = {
		condition = { type = not value = { type = ai } }
		condition = { type = atwar }
		condition = { type = religion value = catholic }
		condition = { type = enemy_same_religion }
	}

	mean_time_to_happen = {
		months = 1800

		modifier = {
			condition = { type = crusade }
			factor = 0.1
		}
		modifier = {
			condition = { type = trait value = crusader }
			factor = 0.5
		}
	}

	action_a = {#Enforce it!
		ai_chance = 50
			modifier = {
				condition = { type = or
					condition = { type = title value = PAPA }
					condition = { type = title value = TEMP }
					condition = { type = title value = HOSP }
					condition = { type = title value = TEUT }
				}
				factor = 100
			}
		effect = { type = peace value = same_religion }
	}

	action_b = {#Ignore it !
		ai_chance = 50
			modifier = {
				condition = { type = or
					condition = { type = title value = PAPA }
					condition = { type = title value = TEMP }
					condition = { type = title value = HOSP }
					condition = { type = title value = TEUT }
				}
				factor = 0.00001
			}
		effect = { type = piety value = -100 }
		effect = {
			type = random
			chance = 50
			effect = {
				type = add_trait
				value = excommunicated
				}
			}
	}
}

######################
# id = 7036 reserved #
######################

# Should find a way to warn the enemy about the truce of god in MP.

#########################################
# Bonus troop for prestigious character #
#########################################

# Scaled: The higher the title the higher the prestige needed, the more troops, and the higher the maintenance cost

# Count:

character_event = {
	id = 7037

	picture = "event_appearance"

	trigger = {
		condition = { type = atwar }
		condition = { type = county }
		condition = { type = not value = { type = duchy } }
		condition = { type = not value = { type = kingdom } }
		condition = { type = prestige value =  500 }
	}

	mean_time_to_happen = {
		months = 1200

		# Prestige value modifiers:

		modifier = {
			condition = { type = prestige value =  750 }
			condition = { type = not value = { type = prestige value = 1000  } }
			factor = 0.5
		}

		modifier = {
			condition = { type = prestige value =  1000  }
			condition = { type = not value = { type = prestige value = 2500  } }
			factor = 0.33
		}

		modifier = {
			condition = { type = prestige value =  2500  }
			factor = 0.1
		}
	}

	action_a = {#They are welcome!
		effect = { type = add_regiment
				tech_prov = 31
				strength = {
				heavy_cav = 20
				}
				culture = english
			}
		}

	action_b = {#No we don't need them!
		effect = { type = random
				chance = 25
				effect = {
					type = add_trait
					value = proud
				}
			}
		}
}

# Duke:

character_event = {
	id = 7038

	picture = "event_appearance"

	trigger = {
		condition = { type = atwar }
		condition = { type = duchy }
		condition = { type = not value = { type = kingdom } }
		condition = { type = prestige value =  500 }
	}

	mean_time_to_happen = {
		months = 1200

		# Prestige value modifiers:

		modifier = {
			condition = { type = prestige value =  1000 }
			condition = { type = not value = { type = prestige value = 2000  } }
			factor = 0.5
		}

		modifier = {
			condition = { type = prestige value =  2000  }
			condition = { type = not value = { type = prestige value = 4000  } }
			factor = 0.33
		}

		modifier = {
			condition = { type = prestige value =  4000  }
			factor = 0.1
		}
	}

	action_a = {#They are welcome!
		effect = { type = add_regiment
				tech_prov = 260
				strength = {
				heavy_cav = 40
				}
				culture = german
			}
		}

	action_b = {#No we don't need them!
		effect = { type = random
				chance = 25
				effect = {
					type = add_trait
					value = proud
				}
			}
		}
}

# King:

character_event = {
	id = 7039

	picture = "event_appearance"

	trigger = {
		condition = { type = atwar }
		condition = { type = kingdom }
		condition = { type = prestige value =  500 }
	}

	mean_time_to_happen = {
		months = 1200

		# Prestige value modifiers:

		modifier = {
			condition = { type = prestige value =  1000 }
			condition = { type = not value = { type = prestige value = 2500  } }
			factor = 0.5
		}

		modifier = {
			condition = { type = prestige value =  2500  }
			condition = { type = not value = { type = prestige value = 5000  } }
			factor = 0.33
		}

		modifier = {
			condition = { type = prestige value =  5000  }
			factor = 0.1
		}
	}

	action_a = {#They are welcome!
		effect = { type = add_regiment
				tech_prov = 112
				strength = {
				heavy_cav = 75
				}
				culture = frankish
			}
		}

	action_b = {#No we don't need them!
		effect = { type = random
				chance = 25
				effect = {
					type = add_trait
					value = proud
				}
			}
		}
}

################################
# Character captured in combat #
################################

# Scaled events:

# Simple courtier:

character_event = {
	id = 7040

	picture = "event_moneycollection"

	trigger = {
		condition = { type = combat }
		condition = { type = not value = { type = county } }
		condition = { type = not value = { type = duchy } }
		condition = { type = not value = { type = kingdom } }
	}

	mean_time_to_happen = {
		days = 360

		# Martial value modifiers:

		modifier = {
			condition = { type = not value = { type = martial value =  5 } }
			factor = 0.5
		}

# Base value is for this range, but we don't calculate x 1 multiplier to save CPU
#
#		modifier = {
#			condition = { type = martial value =  5 }
#			condition = { type = not value = { type = martial value = 10 } }
#			factor = 1
#		}

		modifier = {
			condition = { type = martial value =  10 }
			condition = { type = not value = { type = martial value = 15 } }
			factor = 2
		}

		modifier = {
			condition = { type = martial value =  15 }
			factor = 3
		}

		# Personal trait modifiers:

		modifier = {
			condition = { type = trait value = wise }
			factor = 1.5
		}

		modifier = {
			condition = { type = trait value = reckless }
			factor = 0.5
		}

		modifier = {
			condition = { type = trait value = valorous }
			factor = 1.3
		}

		modifier = {
			condition = { type = trait value = coward }
			factor = 0.7
		}

		# Note: Coward have more chance to get captured, valorous to get wounded

		# Background trait modifiers:

		modifier = {
			condition = { type = trait value = martial_cleric }
			factor = 1.2
		}

		modifier = {
			condition = { type = trait value = misguided_warrior }
			factor = 0.8
		}

		modifier = {
			condition = { type = trait value = tough_soldier }
			factor = 1.5
		}

		modifier = {
			condition = { type = trait value = knowledged_tactitian }
			factor = 3
		}

		modifier = {
			condition = { type = trait value = brilliant_strategist }
			factor = 2
		}

		# Game modifiers:

		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.9
		}

		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.9
		}

		modifier = {
			condition = { type = aggressiveness value = 3 }
			factor = 0.9
		}

		modifier = {
			condition = { type = aggressiveness value = 4 }
			factor = 0.9
		}

	}

	action_a = {#Pay the ransom
		effect = { type = gold scale = -0.2 }
		effect = { type = prestige value = -25 }
		effect = { type = random
				chance = 25
				effect = { type = death }
			}
	}

	action_b = {#Try to escape !
		effect = { type = random
				chance = 75
				effect = { type = death }
			}
	}
}

# Count :

character_event = {
	id = 7041

	picture = "event_moneycollection"

	trigger = {
		condition = { type = combat }
		condition = { type = county }
		condition = { type = not value = { type = duchy } }
		condition = { type = not value = { type = kingdom } }
	}

	mean_time_to_happen = {
		days = 900

		# Martial value modifiers:

		modifier = {
			condition = { type = not value = { type = martial value =  5 } }
			factor = 0.5
		}

# Base value is for this range, but we don't calculate x 1 multiplier to save CPU
#
#		modifier = {
#			condition = { type = martial value =  5 }
#			condition = { type = not value = { type = martial value = 10 } }
#			factor = 1
#		}

		modifier = {
			condition = { type = martial value =  10 }
			condition = { type = not value = { type = martial value = 15 } }
			factor = 2
		}

		modifier = {
			condition = { type = martial value =  15 }
			factor = 3
		}

		# Personal trait modifiers:

		modifier = {
			condition = { type = trait value = wise }
			factor = 1.5
		}

		modifier = {
			condition = { type = trait value = reckless }
			factor = 0.5
		}

		modifier = {
			condition = { type = trait value = valorous }
			factor = 1.3
		}

		modifier = {
			condition = { type = trait value = coward }
			factor = 0.7
		}

		# Note: Coward have more chance to get captured, valorous to get wounded

		# Background trait modifiers:

		modifier = {
			condition = { type = trait value = martial_cleric }
			factor = 1.2
		}

		modifier = {
			condition = { type = trait value = misguided_warrior }
			factor = 0.8
		}

		modifier = {
			condition = { type = trait value = tough_soldier }
			factor = 1.5
		}

		modifier = {
			condition = { type = trait value = knowledged_tactitian }
			factor = 3
		}

		modifier = {
			condition = { type = trait value = brilliant_strategist }
			factor = 2
		}

		# Game modifiers:

		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.9
		}

		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.9
		}

		modifier = {
			condition = { type = aggressiveness value = 3 }
			factor = 0.9
		}

		modifier = {
			condition = { type = aggressiveness value = 4 }
			factor = 0.9
		}

	}

	action_a = {#Pay the ransom
		effect = { type = gold scale = -0.5 }
		effect = { type = prestige scale = -1.5 }
		effect = { type = random
				chance = 20
				effect = { type = death }
				effect = { type = trigger for = liege value = 7044 }
			}
	}

	action_b = {#Try to escape !
		effect = { type = random
				chance = 75
				effect = { type = death }
				effect = { type = trigger for = liege value = 7044 }
			}
	}
}

# Duke:

character_event = {
	id = 7042

	picture = "event_moneycollection"

	trigger = {
		condition = { type = combat }
		condition = { type = duchy }
		condition = { type = not value = { type = kingdom } }
	}

	mean_time_to_happen = {
		days = 900

		# Martial value modifiers:

		modifier = {
			condition = { type = not value = { type = martial value =  5 } }
			factor = 0.5
		}

# Base value is for this range, but we don't calculate x 1 multiplier to save CPU
#
#		modifier = {
#			condition = { type = martial value =  5 }
#			condition = { type = not value = { type = martial value = 10 } }
#			factor = 1
#		}

		modifier = {
			condition = { type = martial value =  10 }
			condition = { type = not value = { type = martial value = 15 } }
			factor = 2
		}

		modifier = {
			condition = { type = martial value =  15 }
			factor = 3
		}

		# Personal trait modifiers:

		modifier = {
			condition = { type = trait value = wise }
			factor = 1.5
		}

		modifier = {
			condition = { type = trait value = reckless }
			factor = 0.5
		}

		modifier = {
			condition = { type = trait value = valorous }
			factor = 1.3
		}

		modifier = {
			condition = { type = trait value = coward }
			factor = 0.7
		}

		# Note: Coward have more chance to get captured, valorous to get wounded

		# Background trait modifiers:

		modifier = {
			condition = { type = trait value = martial_cleric }
			factor = 1.2
		}

		modifier = {
			condition = { type = trait value = misguided_warrior }
			factor = 0.8
		}

		modifier = {
			condition = { type = trait value = tough_soldier }
			factor = 1.5
		}

		modifier = {
			condition = { type = trait value = knowledged_tactitian }
			factor = 3
		}

		modifier = {
			condition = { type = trait value = brilliant_strategist }
			factor = 2
		}

		# Game modifiers:

		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.9
		}

		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.9
		}

		modifier = {
			condition = { type = aggressiveness value = 3 }
			factor = 0.9
		}

		modifier = {
			condition = { type = aggressiveness value = 4 }
			factor = 0.9
		}

	}

	action_a = {#Pay the ransom
		effect = { type = gold scale = -1 }
		effect = { type = prestige scale = -2.5 }
		effect = { type = random
				chance = 15
				effect = { type = death }
				effect = { type = trigger for = liege value = 7044 }
			}
	}

	action_b = {#Try to escape !
		effect = { type = random
				chance = 75
				effect = { type = death }
				effect = { type = trigger for = liege value = 7044 }
			}
	}
}

# King:

character_event = {
	id = 7043

	picture = "event_moneycollection"

	trigger = {
		condition = { type = combat }
		condition = { type = kingdom }
	}

	mean_time_to_happen = {
		days = 1800

		# Martial value modifiers:

		modifier = {
			condition = { type = not value = { type = martial value =  5 } }
			factor = 0.5
		}

# Base value is for this range, but we don't calculate x 1 multiplier to save CPU
#
#		modifier = {
#			condition = { type = martial value =  5 }
#			condition = { type = not value = { type = martial value = 10 } }
#			factor = 1
#		}

		modifier = {
			condition = { type = martial value =  10 }
			condition = { type = not value = { type = martial value = 15 } }
			factor = 2
		}

		modifier = {
			condition = { type = martial value =  15 }
			factor = 3
		}

		# Personal trait modifiers:

		modifier = {
			condition = { type = trait value = wise }
			factor = 1.5
		}

		modifier = {
			condition = { type = trait value = reckless }
			factor = 0.5
		}

		modifier = {
			condition = { type = trait value = valorous }
			factor = 1.3
		}

		modifier = {
			condition = { type = trait value = coward }
			factor = 0.7
		}

		# Note: Coward have more chance to get captured, valorous to get wounded

		# Background trait modifiers:

		modifier = {
			condition = { type = trait value = martial_cleric }
			factor = 1.2
		}

		modifier = {
			condition = { type = trait value = misguided_warrior }
			factor = 0.8
		}

		modifier = {
			condition = { type = trait value = tough_soldier }
			factor = 1.5
		}

		modifier = {
			condition = { type = trait value = knowledged_tactitian }
			factor = 3
		}

		modifier = {
			condition = { type = trait value = brilliant_strategist }
			factor = 2
		}

		# Game modifiers:

		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.9
		}

		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.9
		}

		modifier = {
			condition = { type = aggressiveness value = 3 }
			factor = 0.9
		}

		modifier = {
			condition = { type = aggressiveness value = 4 }
			factor = 0.9
		}

	}

	action_a = {#Pay for him
		effect = { type = gold scale = -1.5 }
		effect = { type = prestige scale = -4 }
		effect = { type = random
				chance = 10
				effect = { type = death }
			}
	}

	action_b = {#Try to escape !
		effect = { type = random
				chance = 75
				effect = { type = death }
			}
	}
}

# Hostage's liege:

character_event = {
	id = 7044

	picture = "event_plague"

	action_a = {#One of our vassal died in prison !
		effect = { type = piety value = -25 }
		effect = { type = prestige value = -10 }
		effect = { type = loyalty for = worst_vassal value = -0.25 }
		effect = { type = loyalty for = random_vassal value = -0.15 }
		effect = { type = loyalty for = random_vassal value = -0.1 }
		effect = { type = random
				chance = 10
				effect = {
					type = add_trait
					value = selfish
				}
			}
		effect = { type = random
				chance = 10
				effect = {
					type = add_trait
					value = cruel
				}
			}
	}
}

#################################
# Behaviour on the battlefield: #
#################################

# Display of courage:

character_event = {
	id = 7045

	picture = "event_battle"

	trigger = {
		condition = { type = combat }
		condition = { type = not value = { type = trait value = valorous } }
		condition = { type = not value = { type = trait value = coward } }
		condition = { type = not value = { type = martial value = 20 } }
	}

	mean_time_to_happen = {
		days = 720
	}

	immidiate = {
		effect = { type = prestige value = 10 }
		effect = { type = random
				chance = 20
				effect = {
					type = add_trait
					value = valorous
				}
			}
		effect = { type = random
				chance = 20
				effect = {
					type = martial
					value = 1
				}
			}
	}

}

# Display of cowardice:

character_event = {
	id = 7046

	picture = "event_battle"

	trigger = {
		condition = { type = combat }
		condition = { type = not value = { type = trait value = valorous } }
		condition = { type = not value = { type = trait value = coward } }
		condition = { type = martial value = 2 }
	}

	mean_time_to_happen = {
		days = 720
	}

	immidiate = {
		effect = { type = prestige value = -10 }
		effect = { type = random
				chance = 20
				effect = {
					type = add_trait
					value = coward
				}
			}
		effect = { type = random
				chance = 20
				effect = {
					type = martial
					value = -1
				}
			}
	}

}

# Display of Skill:

character_event = {
	id = 7047

	picture = "event_battle"

	trigger = {
		condition = { type = combat }
		condition = { type = not value = { type = trait value = wise } }
		condition = { type = not value = { type = trait value = reckless } }
		condition = { type = not value = { type = martial value = 20 } }
	}

	mean_time_to_happen = {
		days = 720
	}

	immidiate = {
		effect = { type = prestige value = 15 }
		effect = { type = random
				chance = 10
				effect = {
					type = add_trait
					value = wise
				}
			}
		effect = { type = random
				chance = 10
				effect = {
					type = martial
					value = 1
				}
			}
	}

}

# Display of Ineptness:

character_event = {
	id = 7048

	picture = "event_battle"

	trigger = {
		condition = { type = combat }
		condition = { type = not value = { type = trait value = wise } }
		condition = { type = not value = { type = trait value = reckless } }
		condition = { type = martial value = 2 }
	}

	mean_time_to_happen = {
		days = 720
	}

	immidiate = {
		effect = { type = prestige value = -15 }
		effect = { type = random
				chance = 10
				effect = {
					type = add_trait
					value = reckless
				}
			}
		effect = { type = random
				chance = 10
				effect = {
					type = martial
					value = -1
				}
			}
	}

}


###############
# Desertions: #
###############

# Character is a coward:

character_event = {
	id = 7049

	picture = "event_battle"

	trigger = {
		condition = { type = command }
		condition = { type = trait value = coward }
	}

	mean_time_to_happen = {
		months = 480
	}

	immidiate = {
		effect = { type = remove_regiment }
	}

}


# Character is not heading the troops (scaled):

# Count:

character_event = {
	id = 7050

	picture = "event_battle"

	trigger = {
		condition = { type = atwar }
		condition = { type = not value = { type = command } }
		condition = { type = not value = { type = trait value = war_invalid } }
		condition = { type = county }
		condition = { type = not value = { type = duchy } }
		condition = { type = not value = { type = kingdom } }
		condition = { type = age value = 16 }
		condition = { type = capital
			condition = { type = realm_regiments value = 1 }
		}
	}

	mean_time_to_happen = {
		months = 360
	}

	immidiate = {
		effect = { type = remove_regiment }
		effect = { type = prestige value = -25 }
		effect = { type = random
				chance = 25
				effect = {
					type = add_trait
					value = coward
				}
			}
	}

}

# Duke:

character_event = {
	id = 7051

	picture = "event_battle"

	trigger = {
		condition = { type = atwar }
		condition = { type = not value = { type = command } }
		condition = { type = not value = { type = trait value = war_invalid } }
		condition = { type = duchy }
		condition = { type = not value = { type = kingdom } }
		condition = { type = age value = 16 }
		condition = { type = capital
			condition = { type = realm_regiments value = 1 }
		}
	}

	mean_time_to_happen = {
		months = 360
	}

	immidiate = {
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = prestige value = -50 }
		effect = { type = loyalty for = worst_vassal value = -0.25 }
		effect = { type = loyalty for = random_vassal value = -0.15 }
		effect = { type = loyalty for = random_vassal value = -0.1 }
		effect = { type = random
				chance = 25
				effect = {
					type = add_trait
					value = coward
				}
			}
	}

}

# King:

character_event = {
	id = 7052

	picture = "event_battle"

	trigger = {
		condition = { type = atwar }
		condition = { type = not value = { type = command } }
		condition = { type = not value = { type = trait value = war_invalid } }
		condition = { type = kingdom }
		condition = { type = age value = 16 }
		condition = { type = capital
			condition = { type = realm_regiments value = 1 }
		}
	}

	mean_time_to_happen = {
		months = 360
	}

	immidiate = {
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = prestige value = -75 }
		effect = { type = loyalty for = worst_vassal value = -0.25 }
		effect = { type = loyalty for = random_vassal value = -0.25 }
		effect = { type = loyalty for = random_vassal value = -0.15 }
		effect = { type = loyalty for = random_vassal value = -0.1 }
		effect = { type = random
				chance = 25
				effect = {
					type = add_trait
					value = coward
				}
			}
	}

}

#######################
# Law related events: #
#######################

character_event = {
	id = 7053

	picture = "event_battle"

	trigger = {
		condition = { type = atwar }
		condition = { type = has_law value = { feudal_contract_law = yes } }
		condition = { type = has_vassal }
	}

	mean_time_to_happen = {
		months = 360
	}

	action_a = {#Release host of one of our vassals
		effect = { type = trigger for = random_vassal value = 7054 }
		effect = { type = random
				chance = 10
				effect = {
					type = add_trait
					value = just
				}
			}
	}

	action_b = {#Keep him under arms !
		effect = { type = trigger for = random_vassal value = 7055 }
		effect = { type = random
				chance = 25
				effect = {
					type = add_trait
					value = arbitrary
				}
			}
	}

}

character_event = {
	id = 7054

	picture = "event_battle"

	action_a = {#Let's go home
		effect = { type = remove_regiment }
	}

	action_b = {#Continue to fighting !
		effect = { type = prestige value = 10 }
		effect = { type = random
				chance = 25
				effect = {
					type = add_province_effect
					value = revolt
				}
			}
		effect = { type = random
				chance = 10
				effect = {
					type = add_trait
					value = proud
				}
			}
		effect = { type = random
				chance = 10
				effect = {
					type = add_trait
					value = valorous
				}
			}
	}

}

character_event = {
	id = 7055

	picture = "event_battle"

	action_a = {#Let's express our discontentment
		effect = { type = loyalty value = -0.5 }
		effect = { type = random
				chance = 10
				effect = {
					type = add_province_effect
					value = revolt
				}
			}
	}

	action_b = {#Never mind !
		effect = { type = prestige value = 10 }
		effect = { type = random
				chance = 25
				effect = {
					type = add_province_effect
					value = revolt
				}
			}
		effect = { type = random
				chance = 10
				effect = {
					type = add_trait
					value = proud
				}
			}
		effect = { type = random
				chance = 10
				effect = {
					type = add_trait
					value = valorous
				}
			}
	}

}

character_event = {
	id = 7056

	picture = "event_battle"

	trigger = {
		condition = { type = atwar }
		condition = { type = has_law value = { traditional_custom_law = yes } }
	}

	mean_time_to_happen = {
		months = 360
	}

	action_a = {#Release host
		effect = { type = remove_regiment }
		effect = { type = random
				chance = 10
				effect = {
					type = add_trait
					value = just
				}
			}
	}

	action_b = {#Keep it under arms !
		effect = { type = gold value = -250 }
		effect = { type = random
				chance = 25
				effect = {
					type = add_trait
					value = arbitrary
				}
			}
	}

}

character_event = {
	id = 7057

	picture = "event_battle"

	trigger = {
		condition = { type = atwar }
		condition = { type = has_law value = { popular_law = yes } }
	}

	mean_time_to_happen = {
		months = 360
	}

	action_a = {#Release host
		effect = { type = remove_regiment }
		effect = { type = random
				chance = 10
				effect = {
					type = add_trait
					value = just
				}
			}
	}

	action_b = {#Keep it under arms !
		effect = { type = add_province_effect value = revolt }
		effect = { type = random
				chance = 25
				effect = {
					type = add_trait
					value = arbitrary
				}
			}
	}

}

################################################
# A Nobleman Distinguishes himself in Battle   #
################################################

character_event = {
	id = 7059
	picture = "event_battle"

	trigger = {
		condition = { type = combat }
	}

	mean_time_to_happen = {
		days = 300
	}

	action_a = {
		effect = { type = create_courtier value = marshal }
	}
}


########################
########################
##   Henry V Events   ##
########################
########################

##############################
# Once more into the breach! #
##############################

character_event = { #Regimental leader may have found a great opportunity to storm the enemy castle
	id = 7060
	picture = "event_battle"

	trigger = {
		condition = { type = ruler }
		condition = { type = siege }
		condition = { type = not value = { type = trait value = coward } }
	}

	mean_time_to_happen = {

		months = 36

		modifier = {
			condition = { type = not value = { type = martial value = 4 } }
			factor = 2
		}
		modifier = {
			condition = { type = martial value = 7 }
			condition = { type = not value = { type = martial value = 10 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = martial value = 10 }
			condition = { type = not value = { type = martial value = 13 } }
			factor = 0.75
		}
		modifier = {
			condition = { type = martial value = 13 }
			factor = 0.5
		}
		modifier = {
			condition = {
				type = location
				condition = { type = has_improvement value = { hill_fort = yes } }
			}
			factor = 0.6
		}
		modifier = {
			condition = {
				type = location
				condition = { type = has_improvement value = { small_castle = yes } }
			}
			factor = 0.8
		}
		#medium castle treated as base
		modifier = {
			condition = {
				type = location
				condition = { type = has_improvement value = { large_castle = yes } }
			}
			factor = 1.25
		}
		modifier = {
			condition = {
				type = location
				condition = { type = has_improvement value = { huge_castle = yes } }
			}
			factor = 1.5
		}
		modifier = {
			condition = {
				type = location
				condition = { type = has_improvement value = { thieves_guild = yes } }
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = location
				condition = { type = has_improvement value = { smugglers_ring = yes } }
			}
			factor = 0.85
		}
		modifier = {
			condition = {
				type = location
				condition = { type = has_improvement value = { court_of_justice = yes } }
			}
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = brilliant_strategist }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = knowledged_tactician }
			factor = 0.9
		}
		modifier = {
			condition = {
				type = location
				condition = {
					type = owner
					condition = { type = not value = { type = ai } }
				}
			}
			factor = 5
		}
		modifier = {
			condition = { type = not value = { type = ai } }
			factor = 5
		}
	}

	action_a = { #Once more into the breach, dear friends!
		effect = { type = prestige value = 5 }
		effect = { type = add_trait value = reckless }
		effect = { type = random chance = 75
			effect = { type = win_siege }
		}
		effect = { type = random chance = 75
			effect = { type = add_trait value = war_invalid }
		}
		effect = { type = random chance = 50
			effect = { type = remove_regiment }
			effect = { type = death }
		}
	}
	action_b = { #Discression is the better part of valour!
		effect = { type = random chance = 50
			effect = { type = win_siege }
		}
		effect = { type = random chance = 50
			effect = { type = add_trait value = war_invalid }
		}
		effect = { type = random chance = 33
			effect = { type = remove_regiment }
			effect = { type = death }
		}
	}
	action_c = { #Slow and steady wins the race!
		effect = { type = random chance = 50
			effect = { type = add_trait value = wise }
		}
		effect = { type = random chance = 15
			effect = { type = add_trait value = coward }
		}
	}
}

###############################################
# Provinces bearing the brunt of enemy sieges #
###############################################

province_event = { #My lord, the enemy's siege troops are rampaging through the countryside!
	id = 7061
	picture = "event_battle"

	trigger = {
		condition = { type = is_besieged }
		condition = { type = not value = { type = has_province_effect value = { struggling = yes } } } #spam prevention
	}

	mean_time_to_happen = {
		months = 90

		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = atwar } } #means it's probably rebels
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = enemy_same_religion } }
			}
			factor = 0.5
		}
	}

	action_a = { #Damn them!
		effect = { type = prosperity value = -1 }
		effect = { type = random chance = 10
			effect = { type = add_province_effect value = looted }
		}
	}
}

province_event = { #My lord, the troops besieging our province have destroyed our fishing_wharf!
	id = 7062
	picture = "event_battle"

	trigger = {
		condition = { type = is_besieged }
		condition = { type = has_improvement value = { fishing_wharf = yes } }
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = atwar } } #means it's probably rebels
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = enemy_same_religion } }
			}
			factor = 0.5
		}
	}

	action_a = { #Damn their zeal!
		effect = { type = remove_improvement value = fishing_wharf }
		effect = { type = random chance = 20
			effect = { type = prosperity value = -1 }
		}
		effect = { type = random chance = 10
			effect = { type = add_province_effect value = looted }
		}
	}
}

province_event = { #My lord, the troops besieging our province have destroyed our civilian_harbour!
	id = 7063
	picture = "event_battle"

	trigger = {
		condition = { type = is_besieged }
		condition = { type = has_improvement value = { civilian_harbour = yes } }
		condition = { type = not value = { type = has_improvement value = { naval_harbour = yes } } }
		condition = { type = not value = { type = has_improvement value = { grand_shipyard = yes } } }
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = atwar } } #means it's probably rebels
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = enemy_same_religion } }
			}
			factor = 0.5
		}
	}

	action_a = { #Damn their zeal!
		effect = { type = remove_improvement value = civilian_harbour }
		effect = { type = random chance = 20
			effect = { type = prosperity value = -1 }
		}
		effect = { type = random chance = 10
			effect = { type = add_province_effect value = looted }
		}
	}
}

province_event = { #My lord, the troops besieging our province have destroyed our naval_harbour 
	id = 7064
	picture = "event_battle"

	trigger = {
		condition = { type = is_besieged }
		condition = { type = has_improvement value = { naval_harbour = yes } }
		condition = { type = not value = { type = has_improvement value = { grand_shipyard = yes } } }
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = atwar } } #means it's probably rebels
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = enemy_same_religion } }
			}
			factor = 0.5
		}
	}

	action_a = { #Damn their zeal!
		effect = { type = remove_improvement value = naval_harbour }
		effect = { type = random chance = 50
			effect = { type = remove_improvement value = civilian_harbour }
		}
		effect = { type = random chance = 20
			effect = { type = prosperity value = -1 }
		}
		effect = { type = random chance = 10
			effect = { type = add_province_effect value = looted }
		}
	}
}

province_event = { #My lord, the troops besieging our province have destroyed our grand_shipyard 
	id = 7065
	picture = "event_battle"

	trigger = {
		condition = { type = is_besieged }
		condition = { type = has_improvement value = { grand_shipyard = yes } }
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = atwar } } #means it's probably rebels
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = enemy_same_religion } }
			}
			factor = 0.5
		}
	}

	action_a = { #Damn their zeal!
		effect = { type = remove_improvement value = grand_shipyard }
		effect = { type = random chance = 50
			effect = { type = remove_improvement value = naval_harbour }
			effect = { type = remove_improvement value = civilian_harbour }
		}
		effect = { type = random chance = 20
			effect = { type = prosperity value = -1 }
		}
		effect = { type = random chance = 10
			effect = { type = add_province_effect value = looted }
		}
	}
}

province_event = { #My lord, the troops besieging our province have destroyed our sawmill 
	id = 7066
	picture = "event_battle"

	trigger = {
		condition = { type = is_besieged }
		condition = { type = has_improvement value = { sawmill = yes } }
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = atwar } } #means it's probably rebels
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = enemy_same_religion } }
			}
			factor = 0.5
		}
	}

	action_a = { #Damn their zeal!
		effect = { type = remove_improvement value = sawmill }
		effect = { type = random chance = 20
			effect = { type = prosperity value = -1 }
		}
		effect = { type = random chance = 10
			effect = { type = add_province_effect value = looted }
		}
	}
}

province_event = { #My lord, the troops besieging our province have destroyed our forestry 
	id = 7067
	picture = "event_battle"

	trigger = {
		condition = { type = is_besieged }
		condition = { type = has_improvement value = { forestry = yes } }
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = atwar } } #means it's probably rebels
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = enemy_same_religion } }
			}
			factor = 0.5
		}
	}

	action_a = { #Damn their zeal!
		effect = { type = remove_improvement value = forestry }
		effect = { type = random chance = 20
			effect = { type = prosperity value = -1 }
		}
		effect = { type = random chance = 10
			effect = { type = add_province_effect value = looted }
		}
	}
}

province_event = { #My lord, the troops besieging our province have destroyed our smithy 
	id = 7068
	picture = "event_battle"

	trigger = {
		condition = { type = is_besieged }
		condition = { type = has_improvement value = { smithy = yes } }
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = atwar } } #means it's probably rebels
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = enemy_same_religion } }
			}
			factor = 0.5
		}
	}

	action_a = { #Damn their zeal!
		effect = { type = remove_improvement value = smithy }
		effect = { type = random chance = 20
			effect = { type = prosperity value = -1 }
		}
		effect = { type = random chance = 10
			effect = { type = add_province_effect value = looted }
		}
	}
}

province_event = { #My lord, the troops besieging our province have destroyed our armory 
	id = 7069
	picture = "event_battle"

	trigger = {
		condition = { type = is_besieged }
		condition = { type = has_improvement value = { armory = yes } }
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = atwar } } #means it's probably rebels
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = enemy_same_religion } }
			}
			factor = 0.5
		}
	}

	action_a = { #Damn their zeal!
		effect = { type = remove_improvement value = armory }
		effect = { type = random chance = 20
			effect = { type = prosperity value = -1 }
		}
		effect = { type = random chance = 10
			effect = { type = add_province_effect value = looted }
		}
	}
}

province_event = { #My lord, the troops besieging our province have destroyed our mine 
	id = 7070
	picture = "event_battle"

	trigger = {
		condition = { type = is_besieged }
		condition = { type = has_improvement value = { mine = yes } }
		condition = { type = not value = { type = has_improvement value = { improved_mine = yes } } }
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = atwar } } #means it's probably rebels
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = enemy_same_religion } }
			}
			factor = 0.5
		}
	}

	action_a = { #Damn their zeal!
		effect = { type = remove_improvement value = mine }
		effect = { type = random chance = 20
			effect = { type = prosperity value = -1 }
		}
		effect = { type = random chance = 10
			effect = { type = add_province_effect value = looted }
		}
	}
}

province_event = { #My lord, the troops besieging our province have destroyed our improved_mine 
	id = 7071
	picture = "event_battle"

	trigger = {
		condition = { type = is_besieged }
		condition = { type = has_improvement value = { improved_mine = yes } }
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = atwar } } #means it's probably rebels
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = enemy_same_religion } }
			}
			factor = 0.5
		}
	}

	action_a = { #Damn their zeal!
		effect = { type = remove_improvement value = improved_mine }
		effect = { type = random chance = 66
			effect = { type = remove_improvement value = mine }
		}
		effect = { type = random chance = 20
			effect = { type = prosperity value = -1 }
		}
		effect = { type = random chance = 10
			effect = { type = add_province_effect value = looted }
		}
	}
}

province_event = { #My lord, the troops besieging our province have destroyed our watermills 
	id = 7072
	picture = "event_battle"

	trigger = {
		condition = { type = is_besieged }
		condition = { type = has_improvement value = { watermills = yes } }
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = atwar } } #means it's probably rebels
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = enemy_same_religion } }
			}
			factor = 0.5
		}
	}

	action_a = { #Damn their zeal!
		effect = { type = remove_improvement value = watermills }
		effect = { type = random chance = 20
			effect = { type = prosperity value = -1 }
		}
		effect = { type = random chance = 10
			effect = { type = add_province_effect value = looted }
		}
	}
}

province_event = { #My lord, the troops besieging our province have destroyed our windmills 
	id = 7073
	picture = "event_battle"

	trigger = {
		condition = { type = is_besieged }
		condition = { type = has_improvement value = { windmills = yes } }
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = atwar } } #means it's probably rebels
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = enemy_same_religion } }
			}
			factor = 0.5
		}
	}

	action_a = { #Damn their zeal!
		effect = { type = remove_improvement value = windmills }
		effect = { type = random chance = 20
			effect = { type = prosperity value = -1 }
		}
		effect = { type = random chance = 10
			effect = { type = add_province_effect value = looted }
		}
	}
}

province_event = { #My lord, the troops besieging our province have destroyed our cheese_dairy 
	id = 7074
	picture = "event_battle"

	trigger = {
		condition = { type = is_besieged }
		condition = { type = has_improvement value = { cheese_dairy = yes } }
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = atwar } } #means it's probably rebels
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = enemy_same_religion } }
			}
			factor = 0.5
		}
	}

	action_a = { #Damn their zeal!
		effect = { type = remove_improvement value = cheese_dairy }
		effect = { type = random chance = 20
			effect = { type = prosperity value = -1 }
		}
		effect = { type = random chance = 10
			effect = { type = add_province_effect value = looted }
		}
	}
}

province_event = { #My lord, the troops besieging our province have destroyed our brewery 
	id = 7075
	picture = "event_battle"

	trigger = {
		condition = { type = is_besieged }
		condition = { type = has_improvement value = { brewery = yes } }
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = atwar } } #means it's probably rebels
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = enemy_same_religion } }
			}
			factor = 0.5
		}
	}

	action_a = { #Damn their zeal!
		effect = { type = remove_improvement value = brewery }
		effect = { type = random chance = 20
			effect = { type = prosperity value = -1 }
		}
		effect = { type = random chance = 10
			effect = { type = add_province_effect value = looted }
		}
	}
}

province_event = { #My lord, the troops besieging our province have destroyed our dyeworks 
	id = 7076
	picture = "event_battle"

	trigger = {
		condition = { type = is_besieged }
		condition = { type = has_improvement value = { dyeworks = yes } }
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = atwar } } #means it's probably rebels
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = enemy_same_religion } }
			}
			factor = 0.5
		}
	}

	action_a = { #Damn their zeal!
		effect = { type = remove_improvement value = dyeworks }
		effect = { type = random chance = 20
			effect = { type = prosperity value = -1 }
		}
		effect = { type = random chance = 10
			effect = { type = add_province_effect value = looted }
		}
	}
}

province_event = { #My lord, the troops besieging our province have destroyed our glassworks 
	id = 7077
	picture = "event_battle"

	trigger = {
		condition = { type = is_besieged }
		condition = { type = has_improvement value = { glassworks = yes } }
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = atwar } } #means it's probably rebels
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = enemy_same_religion } }
			}
			factor = 0.5
		}
	}

	action_a = { #Damn their zeal!
		effect = { type = remove_improvement value = glassworks }
		effect = { type = random chance = 20
			effect = { type = prosperity value = -1 }
		}
		effect = { type = random chance = 10
			effect = { type = add_province_effect value = looted }
		}
	}
}

province_event = { #My lord, the troops besieging our province have destroyed our spinningmill 
	id = 7078
	picture = "event_battle"

	trigger = {
		condition = { type = is_besieged }
		condition = { type = has_improvement value = { spinningmill = yes } }
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = atwar } } #means it's probably rebels
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = enemy_same_religion } }
			}
			factor = 0.5
		}
	}

	action_a = { #Damn their zeal!
		effect = { type = remove_improvement value = spinningmill }
		effect = { type = random chance = 20
			effect = { type = prosperity value = -1 }
		}
		effect = { type = random chance = 10
			effect = { type = add_province_effect value = looted }
		}
	}
}

province_event = { #My lord, the troops besieging our province have destroyed our tilefactory 
	id = 7079
	picture = "event_battle"

	trigger = {
		condition = { type = is_besieged }
		condition = { type = has_improvement value = { tilefactory = yes } }
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = atwar } } #means it's probably rebels
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = enemy_same_religion } }
			}
			factor = 0.5
		}
	}

	action_a = { #Damn their zeal!
		effect = { type = remove_improvement value = tilefactory }
		effect = { type = random chance = 20
			effect = { type = prosperity value = -1 }
		}
		effect = { type = random chance = 10
			effect = { type = add_province_effect value = looted }
		}
	}
}

province_event = { #My lord, the troops besieging our province have destroyed our library 
	id = 7080
	picture = "event_battle"

	trigger = {
		condition = { type = is_besieged }
		condition = { type = has_improvement value = { library = yes } }
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = atwar } } #means it's probably rebels
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = enemy_same_religion } }
			}
			factor = 0.5
		}
	}

	action_a = { #Damn their zeal!
		effect = { type = remove_improvement value = library }
		effect = { type = random chance = 20
			effect = { type = prosperity value = -1 }
		}
		effect = { type = random chance = 10
			effect = { type = add_province_effect value = looted }
		}
	}
}

province_event = { #My lord, the troops besieging our province have destroyed our school 
	id = 7081
	picture = "event_battle"

	trigger = {
		condition = { type = is_besieged }
		condition = { type = has_improvement value = { school = yes } }
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = atwar } } #means it's probably rebels
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = enemy_same_religion } }
			}
			factor = 0.5
		}
	}

	action_a = { #Damn their zeal!
		effect = { type = remove_improvement value = school }
		effect = { type = random chance = 20
			effect = { type = prosperity value = -1 }
		}
		effect = { type = random chance = 10
			effect = { type = add_province_effect value = looted }
		}
	}
}

province_event = { #My lord, the troops besieging our province have destroyed our traininggrounds 
	id = 7082
	picture = "event_battle"

	trigger = {
		condition = { type = is_besieged }
		condition = { type = has_improvement value = { traininggrounds = yes } }
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = atwar } } #means it's probably rebels
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = enemy_same_religion } }
			}
			factor = 0.5
		}
	}

	action_a = { #Damn their zeal!
		effect = { type = remove_improvement value = traininggrounds }
		effect = { type = random chance = 20
			effect = { type = prosperity value = -1 }
		}
		effect = { type = random chance = 10
			effect = { type = add_province_effect value = looted }
		}
	}
}

province_event = { #My lord, the troops besieging our province have destroyed our templar_house 
	id = 7083
	picture = "event_battle"

	trigger = {
		condition = { type = is_besieged }
		condition = { type = has_improvement value = { templar_house = yes } }
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = atwar } } #means it's probably rebels
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = enemy_same_religion } }
			}
			factor = 0.5
		}
	}

	action_a = { #Damn their zeal!
		effect = { type = remove_improvement value = templar_house }
		effect = { type = random chance = 20
			effect = { type = prosperity value = -1 }
		}
		effect = { type = random chance = 10
			effect = { type = add_province_effect value = looted }
		}
	}
}

province_event = { #My lord, the troops besieging our province have destroyed our university 
	id = 7084
	picture = "event_battle"

	trigger = {
		condition = { type = is_besieged }
		condition = { type = has_improvement value = { university = yes } }
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = atwar } } #means it's probably rebels
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = enemy_same_religion } }
			}
			factor = 0.5
		}
	}

	action_a = { #Damn their zeal!
		effect = { type = remove_improvement value = university }
		effect = { type = random chance = 20
			effect = { type = prosperity value = -1 }
		}
		effect = { type = random chance = 10
			effect = { type = add_province_effect value = looted }
		}
	}
}

province_event = { #My lord, the troops besieging our province have destroyed our waracademy 
	id = 7085
	picture = "event_battle"

	trigger = {
		condition = { type = is_besieged }
		condition = { type = has_improvement value = { waracademy = yes } }
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = atwar } } #means it's probably rebels
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = enemy_same_religion } }
			}
			factor = 0.5
		}
	}

	action_a = { #Damn their zeal!
		effect = { type = remove_improvement value = waracademy }
		effect = { type = random chance = 20
			effect = { type = prosperity value = -1 }
		}
		effect = { type = random chance = 10
			effect = { type = add_province_effect value = looted }
		}
	}
}

province_event = { #My lord, the troops besieging our province have destroyed our moneylenders 
	id = 7086
	picture = "event_battle"

	trigger = {
		condition = { type = is_besieged }
		condition = { type = has_improvement value = { moneylenders = yes } }
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = atwar } } #means it's probably rebels
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = enemy_same_religion } }
			}
			factor = 0.5
		}
	}

	action_a = { #Damn their zeal!
		effect = { type = remove_improvement value = moneylenders }
		effect = { type = random chance = 50
			effect = { type = prosperity value = -1 }
		}
		effect = { type = random chance = 25
			effect = { type = add_province_effect value = looted }
		}
	}
}

province_event = { #My lord, the troops besieging our province have destroyed our monastery 
	id = 7087
	picture = "event_battle"

	trigger = {
		condition = { type = is_besieged }
		condition = { type = has_improvement value = { monastery = yes } }
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = atwar } } #means it's probably rebels
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = enemy_same_religion } }
			}
			factor = 0.33
		}
	}

	action_a = { #Damn their zeal!
		effect = { type = remove_improvement value = monastery }
		effect = { type = random chance = 20
			effect = { type = prosperity value = -1 }
		}
		effect = { type = random chance = 10
			effect = { type = add_province_effect value = looted }
		}
	}
}

province_event = { #My lord, the troops besieging our province have destroyed our church 
	id = 7088
	picture = "event_battle"

	trigger = {
		condition = { type = is_besieged }
		condition = { type = has_improvement value = { church = yes } }
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = atwar } } #means it's probably rebels
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = enemy_same_religion } }
			}
			factor = 0.5
		}
	}

	action_a = { #Damn their zeal!
		effect = { type = remove_improvement value = church }
		effect = { type = random chance = 20
			effect = { type = prosperity value = -1 }
		}
		effect = { type = random chance = 10
			effect = { type = add_province_effect value = looted }
		}
	}
}

province_event = { #My lord, the troops besieging our province have destroyed our large_church 
	id = 7089
	picture = "event_battle"

	trigger = {
		condition = { type = is_besieged }
		condition = { type = has_improvement value = { large_church = yes } }
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = atwar } } #means it's probably rebels
			}
			factor = 2
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = enemy_same_religion } }
			}
			factor = 0.4
		}
	}

	action_a = { #Damn their zeal!
		effect = { type = remove_improvement value = large_church }
		effect = { type = random chance = 20
			effect = { type = prosperity value = -1 }
		}
		effect = { type = random chance = 10
			effect = { type = add_province_effect value = looted }
		}
	}
}

province_event = { #My lord, the troops besieging our province have destroyed our domed_church 
	id = 7090
	picture = "event_battle"

	trigger = {
		condition = { type = is_besieged }
		condition = { type = has_improvement value = { domed_church = yes } }
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = atwar } } #means it's probably rebels
			}
			factor = 3
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = enemy_same_religion } }
			}
			factor = 0.3
		}
	}

	action_a = { #Damn their zeal!
		effect = { type = remove_improvement value = domed_church }
		effect = { type = random chance = 20
			effect = { type = prosperity value = -1 }
		}
		effect = { type = random chance = 10
			effect = { type = add_province_effect value = looted }
		}
	}
}

province_event = { #My lord, the troops besieging our province have destroyed our cathedral 
	id = 7091
	picture = "event_battle"

	trigger = {
		condition = { type = is_besieged }
		condition = { type = has_improvement value = { cathedral = yes } }
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = atwar } } #means it's probably rebels
			}
			factor = 5
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = enemy_same_religion } }
			}
			factor = 0.2
		}
	}

	action_a = { #Damn their zeal!
		effect = { type = remove_improvement value = cathedral }
		effect = { type = random chance = 20
			effect = { type = prosperity value = -1 }
		}
		effect = { type = random chance = 10
			effect = { type = add_province_effect value = looted }
		}
	}
}

province_event = { #My lord, the troops besieging our province have destroyed our theater 
	id = 7092
	picture = "event_battle"

	trigger = {
		condition = { type = is_besieged }
		condition = { type = has_improvement value = { theater = yes } }
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = atwar } } #means it's probably rebels
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = enemy_same_religion } }
			}
			factor = 0.5
		}
	}

	action_a = { #Damn their zeal!
		effect = { type = remove_improvement value = theater }
		effect = { type = random chance = 20
			effect = { type = prosperity value = -1 }
		}
		effect = { type = random chance = 10
			effect = { type = add_province_effect value = looted }
		}
	}
}

province_event = { #My lord, the troops besieging our province have destroyed our grand_palace 
	id = 7093
	picture = "event_battle"

	trigger = {
		condition = { type = is_besieged }
		condition = { type = has_improvement value = { grand_palace = yes } }
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = atwar } } #means it's probably rebels
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = enemy_same_religion } }
			}
			factor = 0.5
		}
	}

	action_a = { #Damn their zeal!
		effect = { type = remove_improvement value = grand_palace }
		effect = { type = random chance = 20
			effect = { type = prosperity value = -1 }
		}
		effect = { type = random chance = 10
			effect = { type = add_province_effect value = looted }
		}
	}
}

province_event = { #My lord, the troops besieging our province have destroyed our royal_post 
	id = 7094
	picture = "event_battle"

	trigger = {
		condition = { type = is_besieged }
		condition = { type = has_improvement value = { royal_post = yes } }
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = atwar } } #means it's probably rebels
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = enemy_same_religion } }
			}
			factor = 0.5
		}
	}

	action_a = { #Damn their zeal!
		effect = { type = remove_improvement value = royal_post }
		effect = { type = random chance = 20
			effect = { type = prosperity value = -1 }
		}
		effect = { type = random chance = 10
			effect = { type = add_province_effect value = looted }
		}
	}
}

province_event = { #My lord, the troops besieging our province have destroyed our court_of_justice 
	id = 7095
	picture = "event_battle"

	trigger = {
		condition = { type = is_besieged }
		condition = { type = has_improvement value = { court_of_justice = yes } }
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = atwar } } #means it's probably rebels
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = enemy_same_religion } }
			}
			factor = 0.5
		}
	}

	action_a = { #Damn their zeal!
		effect = { type = remove_improvement value = court_of_justice }
		effect = { type = random chance = 20
			effect = { type = prosperity value = -1 }
		}
		effect = { type = random chance = 10
			effect = { type = add_province_effect value = looted }
		}
	}
}

province_event = { #My lord, the troops besieging our province have destroyed our thieves_guild 
	id = 7096
	picture = "event_battle"

	trigger = {
		condition = { type = is_besieged }
		condition = { type = has_improvement value = { thieves_guild = yes } }
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = atwar } } #means it's probably rebels
			}
			factor = 0.5
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = enemy_same_religion } }
			}
			factor = 1.5
		}
	}

	action_a = { #Great!
		effect = { type = remove_improvement value = thieves_guild }
		effect = { type = random chance = 33
			effect = { type = prosperity value = 1 }
		}
	}
}

province_event = { #My lord, the troops besieging our province have destroyed our smugglers_ring 
	id = 7097
	picture = "event_battle"

	trigger = {
		condition = { type = is_besieged }
		condition = { type = has_improvement value = { smugglers_ring = yes } }
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = atwar } } #means it's probably rebels
			}
			factor = 0.5
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = enemy_same_religion } }
			}
			factor = 1.5
		}
	}

	action_a = { #Great!
		effect = { type = remove_improvement value = smugglers_ring }
		effect = { type = random chance = 33
			effect = { type = prosperity value = 1 }
		}
	}
}

province_event = { #My lord, the troops besieging our province have destroyed our highway_robber_band 
	id = 7098
	picture = "event_battle"

	trigger = {
		condition = { type = is_besieged }
		condition = { type = has_improvement value = { highway_robber_band = yes } }
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = atwar } } #means it's probably rebels
			}
			factor = 0.5
		}
		modifier = {
			condition = { type = owner
				condition = { type = not value = { type = enemy_same_religion } }
			}
			factor = 1.5
		}
	}

	action_a = { #Great!
		effect = { type = remove_improvement value = highway_robber_band }
		effect = { type = random chance = 33
			effect = { type = prosperity value = 1 }
		}
	}
}

province_event = { #Although there are still some militants around, the population seems to have begun to settle down once more in our province.
	id = 7099
	picture = "event_town"

	trigger = {
		condition = { type = is_besieged }
		condition = { type = has_province_effect value = { revolt = yes } }
		condition = { type = owner
			condition = { type = not value = { type = atwar } } #which probably means that it is rebels besieging
		}
	}
	mean_time_to_happen = {
		months = 36
	}

	action_a = { #That's good news!
		effect = { type = remove_province_effect value = revolt }
		effect = { type = peasant_loyalty value = 0.65 }
		effect = { type = burgher_loyalty value = 0.65 }
		effect = { type = clergy_loyalty value = 0.65 }
		effect = { type = noble_loyalty value = 0.65 }
	}
}
