#########################################
# MONGOL SIMULATION PACKAGE SERIES  	#
#########################################

##############################################
# scaled and new events added by CS 05/07/04 #
# last updated by CS March 05                #
##############################################

#############################
# The Golden Horde	arrives	#
#############################
province_event = {
	id = 1117
	trigger = {
		condition = {
			type = not
			value = { type = difficulty value = 1 }
		}
		condition = { type = or
			condition = { type = province value = 615 }
			condition = { type = province value = 616 }
			condition = { type = province value = 617 }
		}
		condition = { type = year value = 1212 }
		condition = {
			type = not
			value = {
				type = year
				value = 1252
			}
		}
		condition = {
			type = not
			value = {
				type = exists
				value = GOLD
			}
		}

	}

	mean_time_to_happen = {
		months = 240
	}

	action_a = {
		effect = { type = create_tag value = GOLD }
		effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} }
		effect = { type = random chance = 50 effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
		effect = { type = random chance = 25 effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
	}

}
#############################
# The Golden Horde	arrives	#
#############################
province_event = {
	id = 5500
	trigger = {
		condition = { type = difficulty value = 1 }
		condition = {
			type = not
			value = { type = difficulty value = 2 }
		}
		condition = { type = or
			condition = { type = province value = 615 }
			condition = { type = province value = 616 }
			condition = { type = province value = 617 }
		}
		condition = { type = year value = 1212 }
		condition = {
			type = not
			value = {
				type = year
				value = 1252
			}
		}
		condition = {
			type = not
			value = {
				type = exists
				value = GOLD
			}
		}
	}

	mean_time_to_happen = {
		months = 240
	}

	action_a = {
		effect = { type = create_tag value = GOLD }
		effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} }
		effect = { type = random chance = 75 effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
		effect = { type = random chance = 50 effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
		effect = { type = random chance = 25 effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
	}

}
#############################
# The Golden Horde	arrives	#
#############################
province_event = {
	id = 5501
	trigger = {
		condition = { type = difficulty value = 2 }
		condition = {
			type = not
			value = { type = difficulty value = 3 }
		}
		condition = { type = or
			condition = { type = province value = 615 }
			condition = { type = province value = 616 }
			condition = { type = province value = 617 }
		}
		condition = { type = year value = 1212 }
		condition = {
			type = not
			value = {
				type = year
				value = 1252
			}
		}
		condition = {
			type = not
			value = {
				type = exists
				value = GOLD
			}
		}
	}

	mean_time_to_happen = {
		months = 240
	}

	action_a = {
		effect = { type = create_tag value = GOLD }
		effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} }
		effect = { type = random chance = 75 effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
		effect = { type = random chance = 50 effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
		effect = { type = random chance = 25 effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }

	}

}
#############################
# The Golden Horde	arrives	#
#############################
province_event = {
	id = 5502
	trigger = {
		condition = { type = difficulty value = 3 }
		condition = {
			type = not
			value = { type = difficulty value = 4 }
		}
		condition = { type = or
			condition = { type = province value = 615 }
			condition = { type = province value = 616 }
			condition = { type = province value = 617 }
		}
		condition = { type = year value = 1212 }
		condition = {
			type = not
			value = {
				type = year
				value = 1252
			}
		}
		condition = {
			type = not
			value = {
				type = exists
				value = GOLD
			}
		}
	}

	mean_time_to_happen = {
		months = 240
	}

	action_a = {
		effect = { type = create_tag value = GOLD }
		effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = random chance = 75 effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
		effect = { type = random chance = 50 effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
		effect = { type = random chance = 25 effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
	}

}
#############################
# The Golden Horde	arrives	#
#############################
province_event = {
	id = 5503
	trigger = {
		condition = { type = difficulty value = 4 }
		condition = { type = or
			condition = { type = province value = 615 }
			condition = { type = province value = 616 }
			condition = { type = province value = 617 }
		}
		condition = { type = year value = 1212 }
		condition = {
			type = not
			value = {
				type = year
				value = 1252
			}
		}
		condition = {
			type = not
			value = {
				type = exists
				value = GOLD
			}
		}
	}

	mean_time_to_happen = {
		months = 240
	}

	action_a = {
		effect = { type = create_tag value = GOLD }
		effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = random chance = 75 effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
		effect = { type = random chance = 50 effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
		effect = { type = random chance = 25 effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
	}

}
#############################
# The Ilkhanate	arrives		#
#############################
province_event = {
	id = 1118

	trigger = {
		condition = {
			type = not
			value = { type = difficulty value = 1 }
		}
		condition = { type = or
			condition = { type = province value = 626 }
			condition = { type = province value = 627 }
			condition = { type = province value = 628 }
			condition = { type = province value = 629 }
			condition = { type = province value = 631 }
		}
		condition = { type = year value = 1227 }
		condition = {
			type = not
			value = {
				type = year
				value = 1266
			}
		}
		condition = {
			type = not
			value = {
				type = exists
				value = ILKH
			}
		}
	}

	mean_time_to_happen = {
		months = 240
	}

	action_a = {
		effect = { type = create_tag value = ILKH }
		effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = random chance = 50 effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
		effect = { type = random chance = 25 effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
	}

}
#############################
# The Ilkhanate	arrives		#
#############################
province_event = {
	id = 5504

	trigger = {
		condition = { type = difficulty value = 1 }
		condition = {
			type = not
			value = { type = difficulty value = 2 }
		}
		condition = { type = or
			condition = { type = province value = 626 }
			condition = { type = province value = 627 }
			condition = { type = province value = 628 }
			condition = { type = province value = 629 }
			condition = { type = province value = 631 }
		}
		condition = { type = year value = 1227 }
		condition = {
			type = not
			value = {
				type = year
				value = 1266
			}
		}
		condition = {
			type = not
			value = {
				type = exists
				value = ILKH
			}
		}
	}

	mean_time_to_happen = {
		months = 240
	}

	action_a = {
		effect = { type = create_tag value = ILKH }
		effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = random chance = 75 effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
		effect = { type = random chance = 50 effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
		effect = { type = random chance = 25 effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
	}

}
#############################
# The Ilkhanate	arrives		#
#############################
province_event = {
	id = 5505

	trigger = {
		condition = { type = difficulty value = 2 }
		condition = {
			type = not
			value = { type = difficulty value = 3 }
		}
		condition = { type = or
			condition = { type = province value = 626 }
			condition = { type = province value = 627 }
			condition = { type = province value = 628 }
			condition = { type = province value = 629 }
			condition = { type = province value = 631 }
		}
		condition = { type = year value = 1227 }
		condition = {
			type = not
			value = {
				type = year
				value = 1266
			}
		}
		condition = {
			type = not
			value = {
				type = exists
				value = ILKH
			}
		}
	}

	mean_time_to_happen = {
		months = 240
	}

	action_a = {
		effect = { type = create_tag value = ILKH }
		effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = random chance = 75 effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
		effect = { type = random chance = 50 effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
		effect = { type = random chance = 25 effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
	}

}
#############################
# The Ilkhanate	arrives		#
#############################
province_event = {
	id = 5506

	trigger = {
		condition = { type = difficulty value = 3 }
		condition = {
			type = not
			value = { type = difficulty value = 4 }
		}
		condition = { type = or
			condition = { type = province value = 626 }
			condition = { type = province value = 627 }
			condition = { type = province value = 628 }
			condition = { type = province value = 629 }
			condition = { type = province value = 631 }
		}
		condition = { type = year value = 1227 }
		condition = {
			type = not
			value = {
				type = year
				value = 1266
			}
		}
		condition = {
			type = not
			value = {
				type = exists
				value = ILKH
			}
		}
	}

	mean_time_to_happen = {
		months = 240
	}

	action_a = {
		effect = { type = create_tag value = ILKH }
		effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = random chance = 75 effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
		effect = { type = random chance = 50 effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
		effect = { type = random chance = 25 effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
	}

}
#############################
# The Ilkhanate	arrives		#
#############################
province_event = {
	id = 5507

	trigger = {
		condition = { type = difficulty value = 4 }
		condition = { type = or
			condition = { type = province value = 626 }
			condition = { type = province value = 627 }
			condition = { type = province value = 628 }
			condition = { type = province value = 629 }
			condition = { type = province value = 631 }
		}
		condition = { type = year value = 1227 }
		condition = {
			type = not
			value = {
				type = year
				value = 1266
			}
		}
		condition = {
			type = not
			value = {
				type = exists
				value = ILKH
			}
		}
	}

	mean_time_to_happen = {
		months = 240
	}

	action_a = {
		effect = { type = create_tag value = ILKH }
		effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = random chance = 75 effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
		effect = { type = random chance = 50 effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
		effect = { type = random chance = 25 effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
	}

}
#############################
# The Return of the Scourge	#
#############################
province_event = {
	id = 1119

	trigger = {
		condition = {
			type = not
			value = { type = difficulty value = 1 }
		}
		condition = { type = or
			condition = { type = province value = 615 }
			condition = { type = province value = 616 }
			condition = { type = province value = 617 }
		}
		condition = { type = year value = 1250 }
		condition = {
			type = not
			value = {
				type = year
				value = 1265
			}
		}
		condition = {
			type = not
			value = {
				type = exists
				value = GOLD
			}
		}
	}

	mean_time_to_happen = {
		months = 180
	}

	action_a = {
		effect = { type = create_tag value = GOLD }
		effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = random chance = 50 effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
		effect = { type = random chance = 25 effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
	}
}

#############################
# The Return of the Scourge	#
#############################
province_event = {
	id = 5508

	trigger = {
		condition = { type = difficulty value = 1 }
		condition = {
			type = not
			value = { type = difficulty value = 2 }
		}
		condition = { type = or
			condition = { type = province value = 615 }
			condition = { type = province value = 616 }
			condition = { type = province value = 617 }
		}
		condition = { type = year value = 1250 }
		condition = {
			type = not
			value = {
				type = year
				value = 1265
			}
		}
		condition = {
			type = not
			value = {
				type = exists
				value = GOLD
			}
		}
	}

	mean_time_to_happen = {
		months = 180
	}

	action_a = {
		effect = { type = create_tag value = GOLD }
		effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = random chance = 75 effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
		effect = { type = random chance = 50 effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
		effect = { type = random chance = 25 effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
	}
}

#############################
# The Return of the Scourge	#
#############################
province_event = {
	id = 5509

	trigger = {
		condition = { type = difficulty value = 2 }
		condition = {
			type = not
			value = { type = difficulty value = 3 }
		}
		condition = { type = or
			condition = { type = province value = 615 }
			condition = { type = province value = 616 }
			condition = { type = province value = 617 }
		}
		condition = { type = year value = 1250 }
		condition = {
			type = not
			value = {
				type = year
				value = 1265
			}
		}
		condition = {
			type = not
			value = {
				type = exists
				value = GOLD
			}
		}
	}

	mean_time_to_happen = {
		months = 180
	}

	action_a = {
		effect = { type = create_tag value = GOLD }
		effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = random chance = 75 effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
		effect = { type = random chance = 50 effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
		effect = { type = random chance = 25 effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
	}
}

#############################
# The Return of the Scourge	#
#############################
province_event = {
	id = 5510

	trigger = {
		condition = { type = difficulty value = 3 }
		condition = {
			type = not
			value = { type = difficulty value = 4 }
		}
		condition = { type = or
			condition = { type = province value = 615 }
			condition = { type = province value = 616 }
			condition = { type = province value = 617 }
		}
		condition = { type = year value = 1250 }
		condition = {
			type = not
			value = {
				type = year
				value = 1265
			}
		}
		condition = {
			type = not
			value = {
				type = exists
				value = GOLD
			}
		}
	}

	mean_time_to_happen = {
		months = 180
	}

	action_a = {
		effect = { type = create_tag value = GOLD }
		effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = random chance = 75 effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
		effect = { type = random chance = 50 effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
		effect = { type = random chance = 25 effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
	}
}

#############################
# The Return of the Scourge	#
#############################
province_event = {
	id = 5511

	trigger = {
		condition = { type = difficulty value = 4 }
		condition = { type = or
			condition = { type = province value = 615 }
			condition = { type = province value = 616 }
			condition = { type = province value = 617 }
		}
		condition = { type = year value = 1250 }
		condition = {
			type = not
			value = {
				type = year
				value = 1265
			}
		}
		condition = {
			type = not
			value = {
				type = exists
				value = GOLD
			}
		}
	}

	mean_time_to_happen = {
		months = 180
	}

	action_a = {
		effect = { type = create_tag value = GOLD }
		effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = random chance = 75 effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
		effect = { type = random chance = 50 effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
		effect = { type = random chance = 25 effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
	}
}

##############################
# Reinforcements from Bolgar #
##############################
province_event = {
	id = 1120

	trigger = {
		condition = {
			type = not
			value = { type = difficulty value = 1 }
		}
		condition = { type = or
			condition = { type = province value = 615 }
			condition = { type = province value = 616 }
			condition = { type = province value = 617 }
		}
		condition = { type = year value = 1255 }
		condition = { type = exists value = GOLD }
		condition = {
			type = demesne
			value = GOLD
		}
		condition = {
			type = not
			value = {
				type = realm_regiments
				value = 4
			}
		}
	}

	mean_time_to_happen = {
		months = 1

		modifier = {
			condition = { type = year value = 1280 }
			factor = 12
		}
		modifier = {
			condition = { type = year value = 1300 }
			factor = 10
		}
		modifier = {
			condition = { type = year value = 1340 }
			factor = 10
		}
	}

	action_a = {
		effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = random chance = 50 effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
		effect = { type = random chance = 25 effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
	}
}

##############################
# Reinforcements from Bolgar #
##############################
province_event = {
	id = 5512

	trigger = {
		condition = { type = difficulty value = 1 }
		condition = {
			type = not
			value = { type = difficulty value = 2 }
		}
		condition = { type = or
			condition = { type = province value = 615 }
			condition = { type = province value = 616 }
			condition = { type = province value = 617 }
		}
		condition = { type = year value = 1255 }
		condition = { type = exists value = GOLD }
		condition = {
			type = demesne
			value = GOLD
		}
		condition = {
			type = not
			value = {
				type = realm_regiments
				value = 5
			}
		}
	}

	mean_time_to_happen = {
		months = 1

		modifier = {
			condition = { type = year value = 1280 }
			factor = 12
		}
		modifier = {
			condition = { type = year value = 1300 }
			factor = 10
		}
		modifier = {
			condition = { type = year value = 1340 }
			factor = 10
		}
	}

	action_a = {
		effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} }
		effect = { type = random chance = 75 effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
		effect = { type = random chance = 50 effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
		effect = { type = random chance = 25 effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
	}
}

##############################
# Reinforcements from Bolgar #
##############################
province_event = {
	id = 5513

	trigger = {
		condition = { type = difficulty value = 2 }
		condition = {
			type = not
			value = { type = difficulty value = 3 }
		}
		condition = { type = or
			condition = { type = province value = 615 }
			condition = { type = province value = 616 }
			condition = { type = province value = 617 }
		}
		condition = { type = year value = 1255 }
		condition = { type = exists value = GOLD }
		condition = {
			type = demesne
			value = GOLD
		}
		condition = {
			type = not
			value = {
				type = realm_regiments
				value = 6
			}
		}
	}

	mean_time_to_happen = {
		months = 1

		modifier = {
			condition = { type = year value = 1280 }
			factor = 12
		}
		modifier = {
			condition = { type = year value = 1300 }
			factor = 10
		}
		modifier = {
			condition = { type = year value = 1340 }
			factor = 10
		}
	}

	action_a = {
		effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} }
		effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = random chance = 75 effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
		effect = { type = random chance = 50 effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
		effect = { type = random chance = 25 effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
	}
}

##############################
# Reinforcements from Bolgar #
##############################
province_event = {
	id = 5514

	trigger = {
		condition = { type = difficulty value = 3 }
		condition = {
			type = not
			value = { type = difficulty value = 4 }
		}
		condition = { type = or
			condition = { type = province value = 615 }
			condition = { type = province value = 616 }
			condition = { type = province value = 617 }
		}
		condition = { type = year value = 1255 }
		condition = { type = exists value = GOLD }
		condition = {
			type = demesne
			value = GOLD
		}
		condition = {
			type = not
			value = {
				type = realm_regiments
				value = 7
			}
		}
	}

	mean_time_to_happen = {
		months = 1

		modifier = {
			condition = { type = year value = 1280 }
			factor = 12
		}
		modifier = {
			condition = { type = year value = 1300 }
			factor = 10
		}
		modifier = {
			condition = { type = year value = 1340 }
			factor = 10
		}
	}

	action_a = {
		effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} }
		effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} }
		effect = { type = random chance = 75 effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
		effect = { type = random chance = 50 effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
		effect = { type = random chance = 25 effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
	}
}

##############################
# Reinforcements from Bolgar #
##############################
province_event = {
	id = 5515

	trigger = {
		condition = { type = difficulty value = 4 }
		condition = { type = or
			condition = { type = province value = 615 }
			condition = { type = province value = 616 }
			condition = { type = province value = 617 }
		}
		condition = { type = year value = 1255 }
		condition = { type = exists value = GOLD }
		condition = {
			type = demesne
			value = GOLD
		}
		condition = {
			type = not
			value = {
				type = realm_regiments
				value = 8
			}
		}
	}

	mean_time_to_happen = {
		months = 1

		modifier = {
			condition = { type = year value = 1280 }
			factor = 12
		}
		modifier = {
			condition = { type = year value = 1300 }
			factor = 10
		}
		modifier = {
			condition = { type = year value = 1340 }
			factor = 10
		}
	}

	action_a = {
		effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} }
		effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} }
		effect = { type = random chance = 75 effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
		effect = { type = random chance = 50 effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
		effect = { type = random chance = 25 effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
	}
}

##################################
# Reinforcements from Samarkhand #
##################################
province_event = {
	id = 1121

	trigger = {
		condition = {
			type = not
			value = { type = difficulty value = 1 }
		}
		condition = { type = or
			condition = { type = province value = 626 }
			condition = { type = province value = 627 }
			condition = { type = province value = 628 }
			condition = { type = province value = 629 }
			condition = { type = province value = 631 }
		}
		condition = { type = year value = 1260 }
		condition = { type = exists value = ILKH }
		condition = {
			type = demesne
			value = ILKH
		}
		condition = {
			type = not
			value = {
				type = realm_regiments
				value = 4
			}
		}
	}

	mean_time_to_happen = {
		months = 1

		modifier = {
			condition = { type = year value = 1280 }
			factor = 12
		}
		modifier = {
			condition = { type = year value = 1300 }
			factor = 10
		}
		modifier = {
			condition = { type = year value = 1340 }
			factor = 10
		}
	}

	action_a = {
		effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = random chance = 50 effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
		effect = { type = random chance = 25 effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
	}
}

##################################
# Reinforcements from Samarkhand #
##################################
province_event = {
	id = 5516

	trigger = {
		condition = { type = difficulty value = 1 }
		condition = {
			type = not
			value = { type = difficulty value = 2 }
		}
		condition = { type = or
			condition = { type = province value = 626 }
			condition = { type = province value = 627 }
			condition = { type = province value = 628 }
			condition = { type = province value = 629 }
			condition = { type = province value = 631 }
		}
		condition = { type = year value = 1260 }
		condition = { type = exists value = ILKH }
		condition = {
			type = demesne
			value = ILKH
		}
		condition = {
			type = not
			value = {
				type = realm_regiments
				value = 5
			}
		}
	}

	mean_time_to_happen = {
		months = 1

		modifier = {
			condition = { type = year value = 1280 }
			factor = 12
		}
		modifier = {
			condition = { type = year value = 1300 }
			factor = 10
		}
		modifier = {
			condition = { type = year value = 1340 }
			factor = 10
		}
	}

	action_a = {
		effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = random chance = 75 effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
		effect = { type = random chance = 50 effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
		effect = { type = random chance = 25 effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
	}
}

##################################
# Reinforcements from Samarkhand #
##################################
province_event = {
	id = 5517

	trigger = {
		condition = { type = difficulty value = 2 }
		condition = {
			type = not
			value = { type = difficulty value = 3 }
		}
		condition = { type = or
			condition = { type = province value = 626 }
			condition = { type = province value = 627 }
			condition = { type = province value = 628 }
			condition = { type = province value = 629 }
			condition = { type = province value = 631 }
		}
		condition = { type = year value = 1260 }
		condition = { type = exists value = ILKH }
		condition = {
			type = demesne
			value = ILKH
		}
		condition = {
			type = not
			value = {
				type = realm_regiments
				value = 6
			}
		}
	}

	mean_time_to_happen = {
		months = 1

		modifier = {
			condition = { type = year value = 1280 }
			factor = 12
		}
		modifier = {
			condition = { type = year value = 1300 }
			factor = 10
		}
		modifier = {
			condition = { type = year value = 1340 }
			factor = 10
		}
	}

	action_a = {
		effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = random chance = 75 effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
		effect = { type = random chance = 50 effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
		effect = { type = random chance = 25 effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
	}
}

##################################
# Reinforcements from Samarkhand #
##################################
province_event = {
	id = 5518

	trigger = {
		condition = { type = difficulty value = 3 }
		condition = {
			type = not
			value = { type = difficulty value = 4 }
		}
		condition = { type = or
			condition = { type = province value = 626 }
			condition = { type = province value = 627 }
			condition = { type = province value = 628 }
			condition = { type = province value = 629 }
			condition = { type = province value = 631 }
		}
		condition = { type = year value = 1260 }
		condition = { type = exists value = ILKH }
		condition = {
			type = demesne
			value = ILKH
		}
		condition = {
			type = not
			value = {
				type = realm_regiments
				value = 7
			}
		}
	}

	mean_time_to_happen = {
		months = 1

		modifier = {
			condition = { type = year value = 1280 }
			factor = 12
		}
		modifier = {
			condition = { type = year value = 1300 }
			factor = 10
		}
		modifier = {
			condition = { type = year value = 1340 }
			factor = 10
		}
	}

	action_a = {
		effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = random chance = 75 effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
		effect = { type = random chance = 50 effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
		effect = { type = random chance = 25 effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
	}
}

##################################
# Reinforcements from Samarkhand #
##################################
province_event = {
	id = 5519

	trigger = {
		condition = { type = difficulty value = 4 }
		condition = { type = or
			condition = { type = province value = 626 }
			condition = { type = province value = 627 }
			condition = { type = province value = 628 }
			condition = { type = province value = 629 }
			condition = { type = province value = 631 }
		}
		condition = { type = year value = 1260 }
		condition = { type = exists value = ILKH }
		condition = {
			type = demesne
			value = ILKH
		}
		condition = {
			type = not
			value = {
				type = realm_regiments
				value = 8
			}
		}
	}

	mean_time_to_happen = {
		months = 1

		modifier = {
			condition = { type = year value = 1280 }
			factor = 12
		}
		modifier = {
			condition = { type = year value = 1300 }
			factor = 10
		}
		modifier = {
			condition = { type = year value = 1340 }
			factor = 10
		}
	}

	action_a = {
		effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = random chance = 75 effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
		effect = { type = random chance = 50 effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
		effect = { type = random chance = 25 effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000} } }
	}
}

############################################
# The barbarians settle in Conquered lands #
############################################

character_event = {
	id = 5590
	
	picture = "event_mercenaries"
	
	trigger = { 
		condition = { 
			type = or 
			condition = { type = title value = GOLD }
			condition = { type = title value = ILKH }
		}
	}

	mean_time_to_happen = {
		months = 360
		modifier = {
			condition = { type = year value = 1340 }
			factor = 10
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			condition = { type = not value = { type = difficulty value = 4 } }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			condition = { type = not value = { type = difficulty value = 3 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 1 }
			condition = { type = not value = { type = difficulty value = 2 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = difficulty value = 1 } }
			factor = 0.7
		}
	}
	
	action_a = {#Some barbarians have chosen to settle
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = random chance = 33
			effect = { type = remove_regiment }
		}
		effect = { type = random chance = 33
			effect = { type = remove_regiment }
		}
		effect = { type = random chance = 33
			effect = { type = remove_regiment }
		}
	}

}
############################################
# Trouble is brewing in the homeland #
############################################

character_event = {
	id = 5591
	
	picture = "event_battle"
	
	trigger = { 
		condition = { 
			type = or 
			condition = { type = title value = GOLD }
			condition = { type = title value = ILKH }
		}
	}

	mean_time_to_happen = {
		months = 360

		modifier = {
			condition = { type = year value = 1300 }
			factor = 10
		}
		modifier = {
			condition = { type = year value = 1340 }
			factor = 10
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			condition = { type = not value = { type = difficulty value = 4 } }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			condition = { type = not value = { type = difficulty value = 3 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 1 }
			condition = { type = not value = { type = difficulty value = 2 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = difficulty value = 1 } }
			factor = 0.7
		}
	}
	
	action_a = {#We must send part of the army home!
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = random chance = 33
			effect = { type = remove_regiment }
		}
		effect = { type = random chance = 33
			effect = { type = remove_regiment }
		}
		effect = { type = random chance = 33
			effect = { type = remove_regiment }
		}
		effect = { type = random chance = 33
			effect = { type = remove_regiment }
		}
		effect = { type = random chance = 33
			effect = { type = remove_regiment }
		}
	}

}
############################################
# Serious Trouble is brewing in the homeland #
############################################

character_event = {
	id = 5592
	
	picture = "event_battle"
	
	trigger = { 
		condition = { 
			type = or 
			condition = { type = title value = GOLD }
			condition = { type = title value = ILKH }
		}
	}

	mean_time_to_happen = {
		months = 720
		modifier = {
			condition = { type = year value = 1300 }
			factor = 10
		}
		modifier = {
			condition = { type = year value = 1340 }
			factor = 10
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			condition = { type = not value = { type = difficulty value = 4 } }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			condition = { type = not value = { type = difficulty value = 3 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 1 }
			condition = { type = not value = { type = difficulty value = 2 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = difficulty value = 1 } }
			factor = 0.7
		}
	}
	
	action_a = {#We must send much of the army home!
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = random chance = 33
			effect = { type = remove_regiment }
		}
		effect = { type = random chance = 33
			effect = { type = remove_regiment }
		}
		effect = { type = random chance = 33
			effect = { type = remove_regiment }
		}
		effect = { type = random chance = 33
			effect = { type = remove_regiment }
		}
		effect = { type = random chance = 33
			effect = { type = remove_regiment }
		}
		effect = { type = random chance = 33
			effect = { type = remove_regiment }
		}
		effect = { type = random chance = 33
			effect = { type = remove_regiment }
		}
		effect = { type = random chance = 33
			effect = { type = remove_regiment }
		}
		effect = { type = random chance = 33
			effect = { type = remove_regiment }
		}
	}

}
############################################
# Dynastic Succession in the Horde - part 1 #
############################################

character_event = {
	id = 5593
	
	picture = "event_death"
	
	trigger = { 
		condition = { type = ruler }
		condition = { type = ai }
		condition = { type = or
			condition = { type = age value = 35 }
			condition = { type = and
				condition = { type = not value = { type = martial value = 9 } }
				condition = { type = not value = { type = intrigue value = 7 } }
			}
		}
		condition = { type = not value = { type = has_law value = { salic_gavelkind_law = yes } } }
		condition = { 
			type = or 
			condition = { type = title value = GOLD }
			condition = { type = title value = ILKH }
		}
		condition = { type = primary_heir
			condition  = { type = is_alive }
			condition = { type = age value = 5 }
			condition = { type = not value = { type = trait value = bastard } }
			condition = { type = not value = { type = trait value = excommunicated } }
		}
		condition = { type = any_child
			condition  = { type = is_alive }
			condition = { type = gender value = male }
			condition = { type = not value = { type = primary_heir } }
			condition = { type = age value = 5 }
			condition = { type = not value = { type = trait value = bastard } }
			condition = { type = not value = { type = trait value = excommunicated } }
		}
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = year value = 1300 }
			factor = 10
		}
		modifier = {
			condition = { type = year value = 1340 }
			factor = 10
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			condition = { type = not value = { type = difficulty value = 4 } }
			factor = 0.95
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			condition = { type = not value = { type = difficulty value = 3 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 1 }
			condition = { type = not value = { type = difficulty value = 2 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = difficulty value = 1 } }
			factor = 0.7
		}
		modifier = {
			condition = { type = not value = { type = health value = 9 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = health value = 7 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = health value = 5 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = health value = 3 } }
			factor = 0.9
		}
	}
	
	action_a = {#There will be a struggle for the throne!
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = set_law value = salic_gavelkind_law }
		effect = { type = trigger for = best_vassal value = 5596 }
		effect = { type = trigger for = worst_vassal value = 5596 }
		effect = { type = trigger for = random_vassal value = 5596 }
		effect = { type = death }
	}

}

############################################
# Dynastic Succession in the Horde - part 2 #
############################################

character_event = { #a new ruler emerges
	id = 5594
	
	picture = "event_claim"
	
	trigger = { 
		condition = { type = ruler }
		condition = { type = ai }
		condition = { type = or
			condition = { type = martial value = 9 }
			condition = { type = intrigue value = 7 }
		}
		condition = { type = age value = 16 }
		condition = { type = has_law value = { salic_gavelkind_law = yes } }
		condition = { 
			type = or 
			condition = { type = title value = GOLD }
			condition = { type = title value = ILKH }
		}
	}

	mean_time_to_happen = {
		months = 48


		modifier = {
			condition = { type = not value = { type = health value = 9 } }
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = health value = 7 } }
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = health value = 5 } }
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = health value = 3 } }
			factor = 1.1
		}
	}
	
	action_a = {#A new Khan has risen to claim the throne!

		effect = { type = set_law value = salic_consanguinity_law }
		effect = { type = add_regiment culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = add_regiment culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = add_regiment culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = add_regiment culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = add_regiment culture = mongol strength = { archer_cav = 5000 light_cav = 5000 } }
	}
}

############################################
# Dynastic Succession in the Horde - part 3 #
############################################

character_event = { #this one is no good
	id = 5595
	
	picture = "event_claim"
	
	trigger = { 
		condition = { type = ruler }
		condition = { type = ai }
		condition = { type = not value = { type = martial value = 7 } }
		condition = { type = not value = { type = intrigue value = 5 } }
		condition = { type = has_law value = { salic_gavelkind_law = yes } }
		condition = { 
			type = or 
			condition = { type = title value = GOLD }
			condition = { type = title value = ILKH }
		}
	}

	mean_time_to_happen = {
		months = 12
	}

	action_a = {
		effect = { type = trigger for = best_vassal value = 5596 }
		effect = { type = trigger for = worst_vassal value = 5596 }
		effect = { type = trigger for = random_vassal value = 5596 }
		effect = { type = death }
	}
}

#############################################
# Dynastic succession in the Horde - part 4 #
#############################################

character_event = { #Now might be a good time to break free from my weak liege!
	id = 5596
	picture = "event_default"

	#triggered by one of the earlier succession events or can happen on its own.
	trigger = {
		condition = { type = is_vassal }
		condition = { type = not value = { type = atwar } }
		condition = { type = realm_ruler
			condition = { type = or
				condition = { type = has_law value = { salic_gavelkind_law = yes } }
				condition = { type = year value = 1350 }
			}
			condition = { type = or
				condition = { type = title value = GOLD }
				condition = { type = title value = ILKH }
			}
		}
	}

	mean_time_to_happen = {
		months = 36

		modifier = {
			condition = { type = realm_ruler
				condition = { type = martial value = 9 }
			}
			factor = 5
		}
		modifier = {
			condition = { type = realm_ruler
				condition = { type = martial value = 12 }
			}
			factor = 10
		}
		modifier = {
			condition = { type = realm_ruler
				condition = { type = intrigue value = 7 }
			}
			factor = 5
		}
		modifier = {
			condition = { type = realm_ruler
				condition = { type = intrigue value = 10 }
			}
			factor = 10
		}
		modifier = {
			condition = { type = not value = { type = year value = 1375 } }
			factor = 10
		}
		modifier = {
			condition = { type = not value = { type = year value = 1405 } }
			factor = 5
		}
	}

	action_a = { #I shall raise my personal guard and try it!
		ai_chance = 75
		effect = { type = add_title_claim value = liege }
		effect = { type = loyalty value = 1.0 }
		effect = { type = declare_war value = liege }
		effect = { type = set_law value = salic_consanguinity_law }
		effect = { type = add_regiment culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		effect = { type = add_regiment culture = mongol strength = { archer_cav = 5000 light_cav = 5000 } }
		effect = { type = random chance = 50
			effect = { type = add_regiment culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
			effect = { type = add_regiment culture = mongol strength = { archer_cav = 5000 light_cav = 5000 } }
		}
	}
	action_b = { #No, I will remain loyal and lend him some support for now
		ai_chance = 25
		effect = { type = loyalty value = 1.0 }
		effect = { type = add_regiment culture = mongol strength = { archer_cav = 5000 light_cav = 5000 } }
		effect = { type = random chance = 33
			effect = { type = add_regiment culture = mongol strength = { archer_cav = 10000 light_cav = 10000 } }
		}
	}
}

#############################################
# Dynastic succession in the Horde - part 5 #
#############################################

character_event = {
	id = 5597
	
	picture = "event_death"
	
	trigger = { 
		condition = { type = ruler }
		condition = { type = ai }
		condition = { 
			type = or 
			condition = { type = title value = GOLD }
			condition = { type = title value = ILKH }
		}
		condition = { type = AND
			condition = { type = not value = { type = primary_heir
				condition  = { type = is_alive }
				condition = { type = age value = 5 }
				condition = { type = not value = { type = trait value = bastard } }
			} }
			condition = { type = not value = { type = any_child
				condition  = { type = is_alive }
				condition = { type = gender value = male }
				condition = { type = not value = { type = primary_heir } }
				condition = { type = age value = 5 }
				condition = { type = not value = { type = trait value = bastard } }
			} }
		}
	}

	mean_time_to_happen = {
		months = 12

	}
	
	action_a = {#Pretenders to the throne
		effect = { type = create_courtier value = bastard }
		effect = { type = create_courtier value = bastard }
	}

}

#############################################
# Dynastic succession in the Horde - part 6 #
#############################################

character_event = { #Getting ready to challenge
	id = 5598
	
	picture = "event_death"
	
	trigger = { 
		condition = { type = not value = { type = ruler } }
		condition = { type = ai }
		condition = { type = father
			condition = { type = ruler }
			condition = { type = or 
				condition = { type = title value = GOLD }
				condition = { type = title value = ILKH }
			}
		}
		condition = { type = trait value = bastard }
	}

	mean_time_to_happen = {
		months = 12

	}
	
	action_a = {#The throne could be mine!
		effect = { type = remove_trait value = bastard }
		effect = { type = martial value = 5 }
		effect = { type = stewardship value = 3 }
		effect = { type = intrigue value = 3 }
		effect = { type = diplomacy value = 3 }
		effect = { type = health value = 3 }
		effect = { type = fertility value = 3 }
		effect = { type = random chance = 33
			effect = { type = martial value = 3 }
		}
		effect = { type = random chance = 33
			effect = { type = stewardship value = 3 }
		}
		effect = { type = random chance = 33
			effect = { type = intrigue value = 3 }
		}
		effect = { type = random chance = 33
			effect = { type = diplomacy value = 3 }
		}
		effect = { type = random chance = 33
			effect = { type = health value = 3 }
		}
		effect = { type = random chance = 33
			effect = { type = fertility value = 1 }
		}
	}

}


###################################
# Horde raids into adjacent lands #
###################################

province_x_province_event = { #The Golden Horde has raided one of our border provinces!

	id = 5520
	picture = "event_battle"

	trigger = {
		condition = { type = exists value = GOLD }
		condition = { type = to
			condition = { type = not value = { type = has_province_effect value = { looted = yes } } }
		}
		condition = { type = from
			condition = { type = owner
				condition = { type = realm_ruler
					condition = { type = title value = GOLD }
				}
			}
		}
		condition = { type = to
			condition = { type = owner
				condition = { type = realm_ruler
					condition = { type = not value = { type = title value = GOLD }}
				}
			}
		}
	}

	mean_time_to_happen = {
		months = 900

		modifier = {
			condition = { type = year value = 1300 }
			factor = 10
		}
		modifier = {
			condition = { type = year value = 1340 }
			factor = 10
		}
		modifier = {
			condition = { type = to
				condition = { type = regiment_mobilized }
			}
			factor = 2
		}
		modifier = {
			condition = { type = from
				condition = { type = regiment_mobilized }
			}
			factor = 5
		}
		modifier = {
			condition = { type = to
				condition = { type = not value = { type = ruler_martial value = 3 } }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = to
				condition = { type = not value = { type = ruler_martial value = 5 } }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = to
				condition = { type = ruler_martial value = 8 }
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = to
				condition = { type = ruler_martial value = 11 }
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = to
				condition = { type = ruler_martial value = 14 }
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = from
				condition = { type = not value = { type = ruler_martial value = 3 } }
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = from
				condition = { type = not value = { type = ruler_martial value = 5 } }
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = from
				condition = { type = ruler_martial value = 8 }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = from
				condition = { type = ruler_martial value = 11 }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = from
				condition = { type = ruler_martial value = 14 }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = from
				condition = { type = owner
					condition = { type = atwar }
				}
			}
			factor = 0.66
		}
		modifier = {
			condition = { type = to
				condition = { type = owner
					condition = { type = atwar }
				}
			}
			factor = 2
		}
		modifier = {
			condition = { type = difficulty value = 1 }
			factor = 0.8
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.8
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.8
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.8
		}
	}

	action_a = { #Curses!
		effect = { type = to effect = { type = prosperity value = -1 }}
		effect = { type = to effect = { type = ruler_gold scale = -0.25 }}
		effect = { type = to
			effect = { type = random chance = 25
				effect = { type = add_province_effect value = looted }
			}
		}
	}
}

province_x_province_event = { #The Ilkhanate has raided one of our border provinces!

	id = 5521
	picture = "event_battle"

	trigger = {
		condition = { type = exists value = ILKH }
		condition = { type = to
			condition = { type = not value = { type = has_province_effect value = { looted = yes } } }
		}
		condition = { type = from
			condition = { type = owner
				condition = { type = realm_ruler
					condition = { type = title value = ILKH }
				}
			}
		}
		condition = { type = to
			condition = { type = owner
				condition = { type = realm_ruler
					condition = { type = not value = { type = title value = ILKH }}
				}
			}
		}
	}

	mean_time_to_happen = {
		months = 900

		modifier = {
			condition = { type = year value = 1300 }
			factor = 10
		}
		modifier = {
			condition = { type = year value = 1340 }
			factor = 10
		}
		modifier = {
			condition = { type = to
				condition = { type = regiment_mobilized }
			}
			factor = 2
		}
		modifier = {
			condition = { type = from
				condition = { type = regiment_mobilized }
			}
			factor = 5
		}
		modifier = {
			condition = { type = to
				condition = { type = not value = { type = ruler_martial value = 3 } }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = to
				condition = { type = not value = { type = ruler_martial value = 5 } }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = to
				condition = { type = ruler_martial value = 8 }
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = to
				condition = { type = ruler_martial value = 11 }
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = to
				condition = { type = ruler_martial value = 14 }
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = from
				condition = { type = not value = { type = ruler_martial value = 3 } }
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = from
				condition = { type = not value = { type = ruler_martial value = 5 } }
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = from
				condition = { type = ruler_martial value = 8 }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = from
				condition = { type = ruler_martial value = 11 }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = from
				condition = { type = ruler_martial value = 14 }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = from
				condition = { type = owner
					condition = { type = atwar }
				}
			}
			factor = 0.66
		}
		modifier = {
			condition = { type = to
				condition = { type = owner
					condition = { type = atwar }
				}
			}
			factor = 2
		}
		modifier = {
			condition = { type = difficulty value = 1 }
			factor = 0.8
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.8
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.8
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.8
		}
	}

	action_a = { #Curses!
		effect = { type = to effect = { type = prosperity value = -1 }}
		effect = { type = to effect = { type = ruler_gold scale = -0.5 }}
		effect = { type = to
			effect = { type = random chance = 25
				effect = { type = add_province_effect value = looted }
			}
		}
	}
}

province_x_province_event = { #Mongols have raided one of our border provinces!

	id = 5522
	picture = "event_battle"

	trigger = {
		condition = { type = to
			condition = { type = not value = { type = has_province_effect value = { looted = yes } } }
		}
		condition = { type = from
			condition = { type = ruler_culture value = mongol }
		}
		condition = { type = not value = { type = same_realm } }
	}

	mean_time_to_happen = {
		months = 1500

		modifier = {
			condition = { type = to
				condition = { type = regiment_mobilized }
			}
			factor = 2
		}
		modifier = {
			condition = { type = from
				condition = { type = regiment_mobilized }
			}
			factor = 5
		}
		modifier = {
			condition = { type = to
				condition = { type = not value = { type = ruler_martial value = 3 } }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = to
				condition = { type = not value = { type = ruler_martial value = 5 } }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = to
				condition = { type = ruler_martial value = 8 }
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = to
				condition = { type = ruler_martial value = 11 }
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = to
				condition = { type = ruler_martial value = 14 }
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = from
				condition = { type = not value = { type = ruler_martial value = 3 } }
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = from
				condition = { type = not value = { type = ruler_martial value = 5 } }
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = from
				condition = { type = ruler_martial value = 8 }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = from
				condition = { type = ruler_martial value = 11 }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = from
				condition = { type = ruler_martial value = 14 }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = from
				condition = { type = owner
					condition = { type = atwar }
				}
			}
			factor = 0.66
		}
		modifier = {
			condition = { type = to
				condition = { type = owner
					condition = { type = atwar }
				}
			}
			factor = 2
		}
		modifier = {
			condition = { type = difficulty value = 1 }
			factor = 0.8
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.8
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.8
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.8
		}
	}

	action_a = { #Curses!
		effect = { type = to effect = { type = prosperity value = -1 }}
		effect = { type = to effect = { type = ruler_gold scale = -0.25 }}
		effect = { type = to
			effect = { type = random chance = 15
				effect = { type = add_province_effect value = looted }
			}
		}
	}
}


#############################
# More early reinforcements #
#############################
province_event = { #Hey, we mongols could use a little extra help!
	id = 5523

	trigger = {
		condition = { type = difficulty value = 2 }
		condition = { type = exists value = GOLD }
		condition = { type = demesne value = GOLD }
		condition = { type = not value = { type = has_law value = { salic_gavelkind_law = yes } } }
		condition = { type = ai } #just in case some nasty player manages to get their title somehow
	}

	mean_time_to_happen = {
		months = 120
		modifier = {
			condition = { type = capital value = yes }
			factor = 0.75
		}
		modifier = {
			condition = { type = owner
				condition = { type = atwar }
				condition = { type = not value = { type = enemy_same_religion } }
			}
			factor = 0.5
		}
		modifier = {
			condition = { type = owner
				condition = { type = atwar }
			}
			condition = { type = realm_regiments value = 10 }
			factor = 2
		}
		modifier = {
			condition = { type = owner
				condition = { type = atwar }
			}
			condition = { type = realm_regiments value = 15 }
			factor = 2
		}
		modifier = {
			condition = { type = owner
				condition = { type = atwar }
			}
			condition = { type = realm_regiments value = 20 }
			factor = 5
		}
		modifier = {
			condition = { type = owner
				condition = { type = atwar }
			}
			condition = { type = realm_regiments value = 30 }
			factor = 5
		}
		modifier = {
			condition = { type = year value = 1280 }
			factor = 3
		}
		modifier = {
			condition = { type = year value = 1300 }
			factor = 3
		}
		modifier = {
			condition = { type = year value = 1340 }
			factor = 5
		}
		modifier = {
			condition = { type = year value = 1400 }
			factor = 10
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.85
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.85
		}

	}

	action_a = { #This should be fun!
		effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 10000 light_cav = 10000} }
		effect = { type = random chance = 33
			effect = { type = add_regiment country = GOLD culture = mongol strength = { archer_cav = 5000 light_cav = 5000} }
		}
	}
}

province_event = { #Hey, we mongols could use a little extra help!
	id = 5524

	trigger = {
		condition = { type = difficulty value = 2 }
		condition = { type = exists value = ILKH }
		condition = { type = demesne value = ILKH }
		condition = { type = not value = { type = has_law value = { salic_gavelkind_law = yes } } }
		condition = { type = ai } #just in case some nasty player manages to get their title somehow
	}

	mean_time_to_happen = {
		months = 120
		modifier = {
			condition = { type = capital value = yes }
			factor = 0.75
		}
		modifier = {
			condition = { type = owner
				condition = { type = atwar }
				condition = { type = not value = { type = enemy_same_religion } }
			}
			factor = 0.5
		}
		modifier = {
			condition = { type = owner
				condition = { type = atwar }
			}
			condition = { type = realm_regiments value = 10 }
			factor = 2
		}
		modifier = {
			condition = { type = owner
				condition = { type = atwar }
			}
			condition = { type = realm_regiments value = 15 }
			factor = 2
		}
		modifier = {
			condition = { type = owner
				condition = { type = atwar }
			}
			condition = { type = realm_regiments value = 20 }
			factor = 5
		}
		modifier = {
			condition = { type = owner
				condition = { type = atwar }
			}
			condition = { type = realm_regiments value = 30 }
			factor = 5
		}
		modifier = {
			condition = { type = year value = 1280 }
			factor = 3
		}
		modifier = {
			condition = { type = year value = 1300 }
			factor = 3
		}
		modifier = {
			condition = { type = year value = 1340 }
			factor = 5
		}
		modifier = {
			condition = { type = year value = 1400 }
			factor = 10
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.85
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.85
		}

	}

	action_a = { #This should be fun!
		effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 10000 light_cav = 10000} }
		effect = { type = random chance = 33
			effect = { type = add_regiment country = ILKH culture = mongol strength = { archer_cav = 5000 light_cav = 5000} }
		}
	}
}
