###########################
# TAXES AND DUTIES SERIES #
###########################

###################
# Crusade Aid Tax #
###################

character_event = {
	id = 1092
	picture = "event_crusades"

	action_a = { #Take Tax
		effect = { type = gold value = last_year }
	}

	action_b = { #No Tax
		effect = { type = prestige value = 10 }
	}
}
###########################
# Royal Marriage aid duty #
###########################

# NOTE: Triggered by the code directly. Do NOT change the ID.

character_event = {
	id = 1093
	picture = "event_intrigue"

	action_a = {#Take Duty
		effect = { type = gold scale = 0.5 }
	}

	action_b = {#No Duty
		effect = { type = prestige scale = 1 }
	}

}
####################################
# Marriage of eldest daughter duty #
####################################

# NOTE: Triggered by the code directly. Do NOT change the ID.

character_event = {
	id = 1094
	picture = "event_intrigue"

	action_a = {#Take Duty
		effect = { type = gold scale = 0.5 }
	}

	action_b = {#No Duty
		effect = { type = prestige scale = 1 }
	}

}
################################
# Knighting of eldest son duty #
################################

# NOTE: Triggered by the code directly. Do NOT change the ID.

character_event = {
	id = 1095
	picture = "event_intrigue"

	action_a = {#Take Duty
		effect = { type = gold scale = 0.5 }
	}

	action_b = {#No Duty
		effect = { type = prestige scale = 1 }
	}

}
##############################
# Calling the Etates General #
##############################

character_event = {
	id = 1959
	picture = "event_intrigue"

	trigger = {
		condition = { type = is_independent }
		condition = { type = has_vassal }
	}

	mean_time_to_happen = {
		months = 180
		modifier = {
			condition = {
				type = not
				value = {
					type = gold
					value = 1
				}
			}
			factor = 0.1
		}

	}

	action_a = {#Don't Call them
		effect = { type = prestige scale = 5 }
		effect = {
			type = random
			chance = 25
			effect = {
				type = add_trait
				value = just
			}
		}
	}

	action_b = {#Crave small contribution
		effect = { type = gold scale = 0.25 }
		effect = { type = prestige scale = -1 }
		effect = {
			type = random
			chance = 25
			effect = {
				type = add_trait
				value = selfish
			}
		}
	}
	action_c = {#Crave large contribution
		effect = { type = gold scale = 1 }
		effect = { type = prestige scale = -5  }
		effect = {
			type = random
			chance = 25
			effect = {
				type = add_trait
				value = arbitrary
			}
		}
		effect = {
			type = random
			chance = 25
			effect = {
				type = add_trait
				value = reckless
			}
		}
	}
}
#############################
# HOMAGE AND BEQUEST SERIES #
#############################

##############
# Pay Homage #
##############

# NOTE: Triggered by the code directly. Do NOT change the ID.

character_event = {
	id = 1096
	picture = "event_intrigue"

	action_a = { # Acknowledge New Liege
		effect = { type = prestige scale = 1 }
	}
	action_b = { # Refuse to acknowledge
		effect = { type = independence }
		effect = { type = trigger for = liege value = 9999 }
		effect = { type = prestige scale = -1 }
	}
}

# Liege counter-part for independence of vassal:

character_event = {
	id = 9999
	picture = "event_intrigue"

	immidiate = { # Damn
		effect = { type = prestige scale = -0.2 }
	}
}

###################
# INTRIGUE SERIES #
###################

##############################################
# Fake complot make vassals join your cause  #
##############################################

character_event = {
	id = 1098
	picture = "event_intrigue"

	trigger = {
		condition = { type = has_vassal }
	}

	mean_time_to_happen = {
		months = 800

		modifier = {
			condition = { type = intrigue value = 1 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 2
			}
			}
		factor = 3
		}
		modifier = {
			condition = { type = intrigue value = 2 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 3
			}
		}
		factor = 2.5
		}
		modifier = {
			condition = { type = intrigue value = 3 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 4
			}
		}
		factor = 1.5
		}
		modifier = {
			condition = { type = intrigue value = 4 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 5
			}
		}
		factor = 1.2
		}
		modifier = {
			condition = { type = intrigue value = 5 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 6
			}
		}
		factor = 1.0
		}
		modifier = {
			condition = { type = intrigue value = 6 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 7
			}
		}
		factor = 0.8
		}
		modifier = {
			condition = { type = intrigue value = 7 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 8
			}
		}
		factor = 0.6
		}
		modifier = {
			condition = { type = intrigue value = 8 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 9
			}
		}
		factor = 0.4
		}
		modifier = {
			condition = { type = intrigue value = 9 }
			condition = {
				type = not
				value = {
					type = intrigue
					value = 10
				}
			}
			factor = 0.2
		}
		modifier = {
			condition = { type = intrigue value = 10 }
			factor = 0.1
		}
	}

	action_a = {
		effect = { type = loyalty for = random_vassal value = 0.25 }
	}
}
##################################
# Disloyal vassal outmanoeuvred  #
##################################

character_event = {
	id = 1099
	picture = "event_intrigue"

	trigger = {
		condition = { type = has_vassal }
		condition = { 
			type = any_vassal 
			condition = { type = not value = { type = loyalty value = 0.66 } }
		}
	}

	mean_time_to_happen = {
		months = 800

		modifier = {
			condition = { type = intrigue value = 1 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 2
			}
		}
		factor = 3
		}
		modifier = {
			condition = { type = intrigue value = 2 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 3
			}
		}
		factor = 2.5
		}
		modifier = {
			condition = { type = intrigue value = 3 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 4
			}
		}
		factor = 1.5
		}
		modifier = {
			condition = { type = intrigue value = 4 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 5
			}
		}
		factor = 1.2
		}
		modifier = {
			condition = { type = intrigue value = 5 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 6
			}
		}
		factor = 1.0
		}
		modifier = {
			condition = { type = intrigue value = 6 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 7
			}
		}
		factor = 0.8
		}
		modifier = {
			condition = { type = intrigue value = 7 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 8
			}
		}
		factor = 0.6
		}
		modifier = {
			condition = { type = intrigue value = 8 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 9
			}
		}
		factor = 0.4
		}
		modifier = {
			condition = { type = intrigue value = 9 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 10
			}
		}
		factor = 0.2
		}
		modifier = {
			condition = { type = intrigue value = 10 }
			factor = 0.1
		}
	}

	action_a = {
		effect = { type = add_title_claim value = worst_vassal }
	}
}
######################
# Plot against Liege #
######################

character_event = {
	id = 1100
	picture = "event_intrigue"

	trigger = {
		condition = { type = is_vassal }
		condition = {
			type = not
			value = {
				type = loyalty
				value = 0.5
			}
		}
	}

	mean_time_to_happen = {
		months = 1000

		modifier = {
			condition = { type = intrigue value = 1 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 2
			}
		}
		factor = 3
		}
		modifier = {
			condition = { type = intrigue value = 2 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 3
			}
		}
		factor = 2.5
		}
		modifier = {
			condition = { type = intrigue value = 3 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 4
			}
		}
		factor = 1.5
		}
		modifier = {
			condition = { type = intrigue value = 4 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 5
			}
		}
		factor = 1.2
		}
		modifier = {
			condition = { type = intrigue value = 5 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 6
			}
		}
		factor = 1.0
		}
		modifier = {
			condition = { type = intrigue value = 6 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 7
			}
		}
		factor = 0.8
		}
		modifier = {
			condition = { type = intrigue value = 7 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 8
			}
		}
		factor = 0.6
		}
		modifier = {
			condition = { type = intrigue value = 8 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 9
			}
		}
		factor = 0.4
		}
		modifier = {
			condition = { type = intrigue value = 9 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 10
			}
		}
		factor = 0.2
		}
		modifier = {
			condition = { type = intrigue value = 10 }
			factor = 0.1
		}
	}

	action_a = { # Break with Liege
		ai_chance = 60
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 1.5
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 5
		}
		effect = { type = loyalty value = -0.75 }
	}

	action_b = { # Stay Loyal
		ai_chance = 40
		modifier = {
			condition = { type = not value = { type = difficulty value = 1 } }
			factor = 5
		}
		modifier = {
			condition = { type = not value = { type = difficulty value = 2 } }
			factor = 2
		}
		effect = { type = loyalty value = 0.1 }
	}
}
###################################################
# Slander of enemy is believed - successful plot  #
###################################################

character_event = {
	id = 1101
	picture = "event_intrigue"

	trigger = {
		condition = { type = intrigue value = 9 }
		condition = { type = spymaster }
	}

	mean_time_to_happen = {
		months = 2400
	}

	action_a = {
		effect = { type = trigger for = worst_neighbor value = 1960 } # enemy gets coward trait
	}
}
####################
# Vicious Slander! #
####################

character_event = {
	id = 1960
	picture = "event_intrigue"

	# Triggered by 1101

	action_a = {
		effect = { type = add_trait value = coward }
	}
}

#####################################################
# A son of the enemy is a bastard - successful plot #
#####################################################

character_event = {
	id = 1102
	picture = "event_intrigue"

	trigger = {
		condition = { type = intrigue value = 12 }
		condition = { type = spymaster }
	}

	mean_time_to_happen = {
		months = 2400
	}

	action_a = {
		effect = { type = trigger for = worst_neighbor value = 1961 } # Son of enemy revealed as a bastard
	}
}
#########################################
# Legitimate son Revelead as a Bastard!	#
#########################################

character_event = {
	id = 1961
	picture = "event_intrigue"

	# Triggered by 1102

	action_a = {
		effect = { type = gold scale = -2 }
		effect = { type = prestige scale = -2 }
		effect = {
			type = random
			chance = 5
			effect = {
				type = add_trait
				for = random_son value = bastard
				}
			}
	}
	action_b = {
		effect = { type = piety scale = -2 }
		effect = {
			type = random
			chance = 50
			effect = {
				type = add_trait
				for = random_son value = bastard
				}
			}
	}
	action_c = {
		effect = { type = add_trait for = random_son value = bastard }
	}
}

################################################
# A claim-holder of the enemy joins your court #
################################################

character_event = {
	id = 1103
	picture = "event_intrigue"

	trigger = {
		condition = { type = is_independent }
		condition = { type = atwar }
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = intrigue value = 1 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 2
			}
		}
		factor = 3
		}
		modifier = {
			condition = { type = intrigue value = 2 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 3
			}
		}
		factor = 2.5
		}
		modifier = {
			condition = { type = intrigue value = 3 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 4
			}
		}
		factor = 1.5
		}
		modifier = {
			condition = { type = intrigue value = 4 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 5
			}
		}
		factor = 1.2
		}
		modifier = {
			condition = { type = intrigue value = 5 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 6
			}
		}
		factor = 1.0
		}
		modifier = {
			condition = { type = intrigue value = 6 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 7
			}
		}
		factor = 0.8
		}
		modifier = {
			condition = { type = intrigue value = 7 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 8
			}
		}
		factor = 0.6
		}
		modifier = {
			condition = { type = intrigue value = 8 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 9
			}
		}
		factor = 0.4
		}
		modifier = {
			condition = { type = intrigue value = 9 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 10
			}
		}
		factor = 0.3
		}
		modifier = {
			condition = { type = intrigue value = 10 }
			factor = 0.2
		}
	}

	action_a = {
		effect = { type = create_courtier value = enemy_defector }
	}
	action_b = {
	}
}
###################################
# Enemy mercenaries defect to you #
###################################

character_event = {
	id = 1104
	picture = "event_intrigue"

	trigger = {
		condition = { type = is_independent }
		condition = { type = atwar }
		condition = { type = enemy_has_mercenaries }
		condition = { 
			type = or 
			condition = { type = religion value = orthodox }
			condition = { type = religion value = catholic }
		}
	}

	mean_time_to_happen = {
		months = 1200

		modifier = {
			condition = { type = intrigue value = 1 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 2
			}
		}
		factor = 3
		}
		modifier = {
			condition = { type = intrigue value = 2 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 3
			}
		}
		factor = 2.5
		}
		modifier = {
			condition = { type = intrigue value = 3 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 4
			}
		}
		factor = 1.5
		}
		modifier = {
			condition = { type = intrigue value = 4 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 5
			}
		}
		factor = 1.2
		}
		modifier = {
			condition = { type = intrigue value = 5 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 6
			}
		}
		factor = 1.0
		}
		modifier = {
			condition = { type = intrigue value = 6 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 7
			}
		}
		factor = 0.8
		}
		modifier = {
			condition = { type = intrigue value = 7 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 8
			}
		}
		factor = 0.6
		}
		modifier = {
			condition = { type = intrigue value = 8 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 9
			}
		}
		factor = 0.4
		}
		modifier = {
			condition = { type = intrigue value = 9 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 10
			}
		}
		factor = 0.2
		}
		modifier = {
			condition = { type = intrigue value = 10 }
			factor = 0.1
		}
	}

	action_a = {
		effect = { type = trigger for = random_enemy value = 1962 }
	}
}

#######################
# Mercenaries defect! #
#######################

character_event = {
	id = 1962
	picture = "event_intrigue"

	action_a = {
		effect = { type = mercenaries_defect }
	}
}

###########################################################
# The heathens are splintered - A white peace is possible #
###########################################################

character_event = {
	id = 1105
	picture = "event_intrigue"

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

	mean_time_to_happen = {
		months = 90

		modifier = {
			condition = { type = not value = { type = ai } }
			condition = { type = is_vassal }
			factor = 2
		}
		modifier = {
			condition = { type = intrigue value = 1 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 2
			}
		}
		factor = 3
		}
		modifier = {
			condition = { type = intrigue value = 2 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 3
			}
		}
		factor = 2.5
		}
		modifier = {
			condition = { type = intrigue value = 3 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 4
			}
		}
		factor = 1.5
		}
		modifier = {
			condition = { type = intrigue value = 4 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 5
			}
		}
		factor = 1.2
		}

		modifier = {
			condition = { type = intrigue value = 5 }
			condition = {
				type = not
				value = {
					type = intrigue
					value = 6
				}
			}
			factor = 1.0
		}

		modifier = {
			condition = { type = intrigue value = 6 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 7
			}
		}
		factor = 0.8
		}
		modifier = {
			condition = { type = intrigue value = 7 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 8
			}
		}
		factor = 0.6
		}
		modifier = {
			condition = { type = intrigue value = 8 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 9
			}
		}
		factor = 0.4
		}
		modifier = {
			condition = { type = intrigue value = 9 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 10
			}
		}
		factor = 0.2
		}
		modifier = {
			condition = { type = intrigue value = 10 }
			factor = 0.1
		}
	}

	action_a = {#No thanks!
		effect = {
			type = random
			chance = 25
			effect = {
				type = add_trait
				value = zealous
				}
			}
	}

	action_b = {#Yes thank you!
		effect = { type = peace value = not_same_religion }
	}
}
##############################################
# Successful Propaganda improves your status #
##############################################

character_event = {
	id = 1106
	picture = "event_intrigue"

	trigger = {
		condition = { type = is_independent }
		condition = { type = age value = 15 }
	}

	mean_time_to_happen = {
		months = 1200

		modifier = {
			condition = { type = intrigue value = 1 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 2
			}
		}
		factor = 3
		}
		modifier = {
			condition = { type = intrigue value = 2 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 3
			}
		}
		factor = 2.5
		}
		modifier = {
			condition = { type = intrigue value = 3 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 4
			}
		}
		factor = 1.5
		}
		modifier = {
			condition = { type = intrigue value = 4 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 5
			}
		}
		factor = 1.2
		}
		modifier = {
			condition = { type = intrigue value = 5 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 6
			}
		}
		factor = 1.0
		}
		modifier = {
			condition = { type = intrigue value = 6 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 7
			}
		}
		factor = 0.8
		}
		modifier = {
			condition = { type = intrigue value = 7 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 8
			}
		}
		factor = 0.6
		}
		modifier = {
			condition = { type = intrigue value = 8 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 9
			}
		}
		factor = 0.4
		}
		modifier = {
			condition = { type = intrigue value = 9 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 10
			}
		}
		factor = 0.2
		}
		modifier = {
			condition = { type = intrigue value = 10 }
			factor = 0.1
		}
	}

	action_a = {
		effect = { type = prestige scale = 1 }
	}
}
###########################
# SPY MASTER EVENT SERIES #
###########################

#############################
# Sabotage Enemy enterprise #
#############################
character_event = {
	id = 1107
	picture = "event_intrigue"

	trigger = {
		condition = { type = is_independent }
		condition = {
			type = or
			condition = {
				type = trait
				value = naive_wirepuller
			}
			condition = {
				type = trait
				value = flamboyant_schemer
			}
			condition = {
				type = trait
				value = intricate_webweaver
			}
			condition = {
				type = trait
				value = illusive_shadow
			}
		}
	}

	mean_time_to_happen = {
		months = 1200

		modifier = {
			condition = { type = intrigue value = 1 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 2
			}
		}
		factor = 3
		}
		modifier = {
			condition = { type = intrigue value = 2 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 3
			}
		}
		factor = 2.5
		}
		modifier = {
			condition = { type = intrigue value = 3 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 4
			}
		}
		factor = 1.5
		}
		modifier = {
			condition = { type = intrigue value = 4 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 5
			}
		}
		factor = 1.2
		}
		modifier = {
			condition = { type = intrigue value = 5 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 6
			}
		}
		factor = 1.0
		}
		modifier = {
			condition = { type = intrigue value = 6 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 7
			}
		}
		factor = 0.8
		}
		modifier = {
			condition = { type = intrigue value = 7 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 8
			}
		}
		factor = 0.6
		}
		modifier = {
			condition = { type = intrigue value = 8 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 9
			}
		}
		factor = 0.4
		}
		modifier = {
			condition = { type = intrigue value = 9 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 10
			}
		}
		factor = 0.2
		}
		modifier = {
			condition = { type = intrigue value = 10 }
			factor = 0.1
		}
	}

	action_a = {#Execute operation
		effect = { type = trigger for = random_enemy value = 1963 }
		effect = { type = gold scale = -0.2 }
		effect = {
			type = random
			chance = 25
			effect = {
				type = add_trait
				value = cruel
			}
		}
	}

	action_b = {#Return operative
		effect = {
			type = random
			chance = 10
			effect = {
				type = add_trait
				value = coward
			}
		}
	}
}

#############
# Sabotage! #
#############

character_event = {
	id = 1963
	picture = "event_intrigue"

	action_a = {
		effect = { type = remove_improvement }
	}
}

####################################
# Fund Criminal Enterprises abroad #
####################################
character_event = {
	id = 1108
	picture = "event_intrigue"

	trigger = {
		condition = { type = is_independent }
		condition = {
			type = or
			condition = {
				type = trait
				value = naive_wirepuller
			}
			condition = {
				type = trait
				value = flamboyant_schemer
			}
			condition = {
				type = trait
				value = intricate_webweaver
			}
			condition = {
				type = trait
				value = illusive_shadow
			}
		}
	}

	mean_time_to_happen = {
		months = 1200

		modifier = {
			condition = { type = intrigue value = 1 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 2
			}
		}
		factor = 3
		}
		modifier = {
			condition = { type = intrigue value = 2 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 3
			}
		}
		factor = 2.5
		}
		modifier = {
			condition = { type = intrigue value = 3 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 4
			}
		}
		factor = 1.5
		}
		modifier = {
			condition = { type = intrigue value = 4 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 5
			}
		}
		factor = 1.2
		}
		modifier = {
			condition = { type = intrigue value = 5 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 6
			}
		}
		factor = 1.0
		}
		modifier = {
			condition = { type = intrigue value = 6 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 7
			}
		}
		factor = 0.8
		}
		modifier = {
			condition = { type = intrigue value = 7 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 8
			}
		}
		factor = 0.6
		}
		modifier = {
			condition = { type = intrigue value = 8 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 9
			}
		}
		factor = 0.4
		}
		modifier = {
			condition = { type = intrigue value = 9 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 10
			}
		}
		factor = 0.2
		}
		modifier = {
			condition = { type = intrigue value = 10 }
			factor = 0.1
		}
	}

	action_a = {#Execute operation
		effect = { type = trigger for = random_enemy value = 1964 }
		effect = { type = gold scale = -0.2 }
		effect = {
				type = random
				chance = 25
				effect = {

						type = add_trait
						value = deceitful
						}
				}
	}

	action_b = {#Return operative
		effect = {
				type = random
				chance = 10
				effect = {

						type = add_trait
						value = coward
						}
				}
	}
}

######################################
# Our enemies are funding criminals! #
######################################

character_event = {
	id = 1964
	picture = "event_intrigue"

	action_a = {
		effect = { type = add_improvement value = thieves_guild }
	}
}

#########################################
# Infiltrate and destroy enemy regiment	#
#########################################
character_event = {
	id = 1109
	picture = "event_intrigue"

	trigger = {
		condition = { type = is_independent }
		condition = { type = atwar }
		condition = {
			type = or
			condition = {
				type = trait
				value = naive_wirepuller
			}
			condition = {
				type = trait
				value = flamboyant_schemer
			}
			condition = {
				type = trait
				value = intricate_webweaver
			}
			condition = {
				type = trait
				value = illusive_shadow
			}
		}
	}

	mean_time_to_happen = {
		months = 600

		modifier = {
			condition = { type = intrigue value = 1 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 2
			}
		}
		factor = 3
		}
		modifier = {
			condition = { type = intrigue value = 2 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 3
			}
		}
		factor = 2.5
		}
		modifier = {
			condition = { type = intrigue value = 3 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 4
			}
		}
		factor = 1.5
		}
		modifier = {
			condition = { type = intrigue value = 4 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 5
			}
		}
		factor = 1.2
		}
		modifier = {
			condition = { type = intrigue value = 5 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 6
			}
		}
		factor = 1.0
		}
		modifier = {
			condition = { type = intrigue value = 6 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 7
			}
		}
		factor = 0.8
		}
		modifier = {
			condition = { type = intrigue value = 7 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 8
			}
		}
		factor = 0.6
		}
		modifier = {
			condition = { type = intrigue value = 8 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 9
			}
		}
		factor = 0.4
		}
		modifier = {
			condition = { type = intrigue value = 9 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 10
			}
		}
		factor = 0.2
		}
		modifier = {
			condition = { type = intrigue value = 10 }
			factor = 0.1
		}
	}

	action_a = {#Execute operation
		effect = { type = trigger for = random_enemy value = 1965 }
		effect = { type = gold scale = -0.5 }
		effect = {
				type = random
				chance = 25
				effect = {

						type = add_trait
						value = energetic
						}
				}
	}

	action_b = {#Return operative
		effect = {
				type = random
				chance = 10
				effect = {

						type = add_trait
						value = lazy
						}
				}
	}
}

##########################################
# Enemy operatives destroy our regiment! #
##########################################

character_event = {
	id = 1965
	picture = "event_intrigue"

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



#################################
# Fund traitors in enemy castle #
#################################
character_event = {
	id = 1110
	picture = "event_intrigue"

	trigger = {
		condition = { type = is_independent }
		condition = { type = atwar }
		condition = {
			type = or
			condition = {
				type = trait
				value = naive_wirepuller
			}
			condition = {
				type = trait
				value = flamboyant_schemer
			}
			condition = {
				type = trait
				value = intricate_webweaver
			}
			condition = {
				type = trait
				value = illusive_shadow
			}
		}
	}

	mean_time_to_happen = {
		months = 800

		modifier = {
			condition = { type = intrigue value = 1 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 2
			}
		}
		factor = 3
		}
		modifier = {
			condition = { type = intrigue value = 2 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 3
			}
		}
		factor = 2.5
		}
		modifier = {
			condition = { type = intrigue value = 3 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 4
			}
		}
		factor = 1.5
		}
		modifier = {
			condition = { type = intrigue value = 4 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 5
			}
		}
		factor = 1.2
		}
		modifier = {
			condition = { type = intrigue value = 5 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 6
			}
		}
		factor = 1.0
		}
		modifier = {
			condition = { type = intrigue value = 6 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 7
			}
		}
		factor = 0.8
		}
		modifier = {
			condition = { type = intrigue value = 7 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 8
			}
		}
		factor = 0.6
		}
		modifier = {
			condition = { type = intrigue value = 8 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 9
			}
		}
		factor = 0.4
		}
		modifier = {
			condition = { type = intrigue value = 9 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 10
			}
		}
		factor = 0.2
		}
		modifier = {
			condition = { type = intrigue value = 10 }
			factor = 0.1
		}
	}

	action_a = {#Execute operation
		effect = { type = win_siege }
		effect = { type = gold scale = -0.50 }
		effect = {
				type = random
				chance = 25
				effect = {

						type = add_trait
						value = energetic
						}
				}
	}

	action_b = {#Return operative
		effect = {
				type = random
				chance = 10
				effect = {

						type = add_trait
						value = lazy
						}
				}
	}

}
#################################
# Fund revolt in enemy province #
#################################
character_event = {
	id = 1111
	picture = "event_intrigue"

	trigger = {
		condition = { type = is_independent }
		condition = {
			type = or
			condition = {
				type = trait
				value = naive_wirepuller
			}
			condition = {
				type = trait
				value = flamboyant_schemer
			}
			condition = {
				type = trait
				value = intricate_webweaver
			}
			condition = {
				type = trait
				value = illusive_shadow
			}
		}
	}

	mean_time_to_happen = {
		months = 1200

		modifier = {
			condition = { type = intrigue value = 1 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 2
			}
		}
		factor = 3
		}
		modifier = {
			condition = { type = intrigue value = 2 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 3
			}
		}
		factor = 2.5
		}
		modifier = {
			condition = { type = intrigue value = 3 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 4
			}
		}
		factor = 1.5
		}
		modifier = {
			condition = { type = intrigue value = 4 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 5
			}
		}
		factor = 1.2
		}
		modifier = {
			condition = { type = intrigue value = 5 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 6
			}
		}
		factor = 1.0
		}
		modifier = {
			condition = { type = intrigue value = 6 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 7
			}
		}
		factor = 0.8
		}
		modifier = {
			condition = { type = intrigue value = 7 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 8
			}
		}
		factor = 0.6
		}
		modifier = {
			condition = { type = intrigue value = 8 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 9
			}
		}
		factor = 0.4
		}
		modifier = {
			condition = { type = intrigue value = 9 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 10
			}
		}
		factor = 0.2
		}
		modifier = {
			condition = { type = intrigue value = 10 }
			factor = 0.1
		}
	}

	action_a = {#Execute operation
		effect = { type = add_province_effect for = random_enemy value = revolt }
		effect = { type = gold scale = -0.50 }
		effect = {
				type = random
				chance = 25
				effect = {

						type = add_trait
						value = deceitful
						}
				}
	}

	action_b = {#Return operative
		effect = {
				type = random
				chance = 10
				effect = {

						type = add_trait
						value = coward
						}
				}
	}

}
###########################
# Steal enemy holy relics #
###########################
character_event = {
	id = 1112
	picture = "event_intrigue"

	trigger = {
		condition = { type = is_independent }
		condition = {
			type = or
			condition = {
				type = trait
				value = naive_wirepuller
			}
			condition = {
				type = trait
				value = flamboyant_schemer
			}
			condition = {
				type = trait
				value = intricate_webweaver
			}
			condition = {
				type = trait
				value = illusive_shadow
			}
		}
	}

	mean_time_to_happen = {
		months = 1200

		modifier = {
			condition = { type = intrigue value = 1 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 2
			}
		}
		factor = 3
		}
		modifier = {
			condition = { type = intrigue value = 2 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 3
			}
		}
		factor = 2.5
		}
		modifier = {
			condition = { type = intrigue value = 3 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 4
			}
		}
		factor = 1.5
		}
		modifier = {
			condition = { type = intrigue value = 4 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 5
			}
		}
		factor = 1.2
		}
		modifier = {
			condition = { type = intrigue value = 5 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 6
			}
		}
		factor = 1.0
		}
		modifier = {
			condition = { type = intrigue value = 6 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 7
			}
		}
		factor = 0.8
		}
		modifier = {
			condition = { type = intrigue value = 7 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 8
			}
		}
		factor = 0.6
		}
		modifier = {
			condition = { type = intrigue value = 8 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 9
			}
		}
		factor = 0.4
		}
		modifier = {
			condition = { type = intrigue value = 9 }
			condition = {
			type = not
			value = {
				type = intrigue
				value = 10
			}
		}
		factor = 0.2
		}
		modifier = {
			condition = { type = intrigue value = 10 }
			factor = 0.1
		}
	}

	action_a = {#Execute operation
		effect = { type = gold scale = 0.75 }
		effect = {
				type = random
				chance = 25
				effect = {

						type = add_trait
						value = arbitrary
						}
				}
	}

	action_b = {#Return operative
		effect = {
				type = random
				chance = 10
				effect = {

						type = add_trait
						value = just
						}
				}
	}

}
########################
# TOURNEY EVENT SERIES #
########################

##################################
# Monarch holds Great Tournament #
##################################

character_event = {
	id = 1113
	picture = "event_joust"

	trigger = {
		condition = { type = gender value = male }
		condition = { type = is_independent }
		condition = { type = age value = 15 }
		condition = { type = religion value = catholic }
		condition = { type = gold value = 25 }
		condition = {
			type = or
			condition = {
				type = has_law
				value = { royal_preorgatory_law = yes }
			}
			condition = {
				type = has_law
				value = { feudal_contract_law = yes }
			}
		}
	}

	mean_time_to_happen = {
		months = 960
	}

	action_a = { # Our Champion wins
		effect = { type = gold scale = -0.25 }
		effect = { type = prestige scale = 3 }
		effect = { type = martial for = marshal value = 1 }
		effect = { type = add_trait for = marshal value = valorous }
	}
}
##################################
# Monarch holds Great Tournament #
##################################

character_event = {
	id = 1114
	picture = "event_joust"

	trigger = {
		condition = { type = gender value = male }
		condition = { type = is_independent }
		condition = { type = age value = 15 }
		condition = { type = religion value = catholic }
		condition = { type = gold value = 25 }
		condition = {
			type = or
			condition = {
				type = has_law
				value = { royal_preorgatory_law = yes }
			}
			condition = {
				type = has_law
				value = { feudal_contract_law = yes }
			}
		}
	}

	mean_time_to_happen = {
		months = 960
	}

	action_a = { # Friendly Champion win
		effect = { type = gold scale = -0.25 }
		effect = { type = prestige scale = 2 }
		effect = { type = random chance = 25
			effect = { type = add_trait for = marshal value = war_invalid }
		}
	}
}
##################################
# Monarch holds Great Tournament #
##################################

character_event = {
	id = 1115
	picture = "event_joust"

	trigger = {
		condition = { type = gender value = male }
		condition = { type = is_independent }
		condition = { type = age value = 15 }
		condition = { type = religion value = catholic }
		condition = { type = gold value = 25 }
		condition = {
			type = or
			condition = {
				type = has_law
				value = { royal_preorgatory_law = yes }
			}
			condition = {
				type = has_law
				value = { feudal_contract_law = yes }
			}
		}
	}

	mean_time_to_happen = {
		months = 960
	}

	action_a = {#Neutral Champion win
		effect = { type = gold scale = -0.25 }
		effect = { type = prestige scale = 1 }
		effect = { type = random chance = 50
			effect = { type = add_trait for = marshal value = war_invalid }
		}
	}
}
##################################
# Monarch holds Great Tournament #
##################################

character_event = {
	id = 1116
	picture = "event_joust"

	trigger = {
		condition = { type = gender value = male }
		condition = { type = is_independent }
		condition = { type = age value = 15 }
		condition = { type = religion value = catholic }
		condition = { type = gold value = 25 }
		condition = {
			type = or
			condition = {
				type = has_law
				value = { royal_preorgatory_law = yes }
			}
			condition = {
				type = has_law
				value = { feudal_contract_law = yes }
			}
		}
	}

	mean_time_to_happen = {
		months = 960
	}

	action_a = {#Enemy Champion win
		effect = { type = gold scale = -0.25 }
		effect = { type = prestige scale = 0.5 }
		effect = { type = add_trait for = marshal value = war_invalid }
	}
}
########################
# SOCIAL GROUPS SERIES #
########################

###############################################################
# The Clergy demands a stop to commerce in all church squares #
###############################################################

province_event = {
	id = 1226

	mean_time_to_happen = {
		months = 3600
	}

	action_a = {#Forbid it!
		effect = { type = clergy_power value = 0.1 }
		effect = { type = burgher_power value = -0.1 }
		effect = { type = ruler_piety value = 25 }
		effect = { type = ruler_gold scale = -0.25 }
	}

	action_b = {#Allow it!
		effect = { type = clergy_power value = -0.1 }
		effect = { type = burgher_power value = 0.1 }
		effect = { type = ruler_piety value = -25 }
		effect = { type = ruler_gold scale = 0.25 }
	}
}
####################################################################
# Burghers demands that city laws is set higher than canonical law #
####################################################################

province_event = {
	id = 1227

	mean_time_to_happen = {
		months = 3600
	}

	action_a = {#Accept!
		effect = { type = clergy_power value = -0.1 }
		effect = { type = burgher_power value = 0.1 }
		effect = { type = ruler_piety value = -25 }
		effect = { type = ruler_gold scale = 0.25 }
	}

	action_b = {#Refuse!
		effect = { type = clergy_power value = 0.1 }
		effect = { type = burgher_power value = -0.1 }
		effect = { type = ruler_piety value = 25 }
		effect = { type = ruler_gold scale = -0.25 }
	}
}
############################################
# The Nobility demands Prima Noctae rights #
############################################

province_event = {
	id = 1228

	mean_time_to_happen = {
		months = 3600
	}

	action_a = {#Grant the right!
		effect = { type = noble_power value = 0.2 }
		effect = { type = peasant_power value = -0.2 }
	}

	action_b = {#Deny the right!
		effect = { type = noble_power value = -0.1 }
		effect = { type = peasant_power value = 0.1 }
	}
}
#########################################################
# The Peasants demands that no one is born into serfdom #
#########################################################

province_event = {
	id = 1229

	mean_time_to_happen = {
		months = 3600
	}

	action_a = {#Grant the right!
		effect = { type = noble_power value = -0.2 }
		effect = { type = peasant_power value = 0.2 }
	}

	action_b = {#Deny the right!
		effect = { type = noble_power value = 0.1 }
		effect = { type = peasant_power value = -0.1 }
	}
}
######################################################################################
# The Burgers demands that peasants be forbidden to sell goods within the city walls #
######################################################################################

province_event = {
	id = 1230

	mean_time_to_happen = {
		months = 3600
	}

	action_a = {#Accept demands
		effect = { type = burgher_power value = 0.1 }
		effect = { type = peasant_power value = -0.1 }
	}

	action_b = {#Don't accept demands
		effect = { type = burgher_power value = -0.1 }
		effect = { type = peasant_power value = 0.1 }
	}
}
########################################################################
# The Burgers demands right to be able to be appointed to your council #
########################################################################

province_event = {
	id = 1231

	mean_time_to_happen = {
		months = 3600
	}

	action_a = {#Accept demands
		effect = { type = burgher_power value = 0.1 }
		effect = { type = noble_power value = -0.1 }
	}

	action_b = {#Don't accept demands
		effect = { type = burgher_power value = -0.1 }
		effect = { type = noble_power value = 0.1 }
	}
}
#####################################################
# The Nobles demands hunting rights on church lands #
#####################################################

province_event = {
	id = 1232

	mean_time_to_happen = {
		months = 3600
	}

	action_a = {#Accept demands
		effect = { type = noble_power value = 0.1 }
		effect = { type = clergy_power value = -0.1 }
		effect = { type = ruler_piety value = -15 }
	}

	action_b = {#Don't accept demands
		effect = { type = noble_power value = -0.1 }
		effect = { type = clergy_power value = 0.1 }
		effect = { type = ruler_piety value = 15 }
	}
}
####################################################################
# The Clergy demands right to collect extra tithe on free peasants #
####################################################################

province_event = {
	id = 1233

	mean_time_to_happen = {
		months = 3600
	}

	action_a = {#Accept demands
		effect = { type = peasant_power value = -0.2 }
		effect = { type = clergy_power value = 0.2 }
		effect = { type = ruler_piety value = 15 }
	}

	action_b = {#Don't accept demands
		effect = { type = peasant_power value = 0.2 }
		effect = { type = clergy_power value = -0.2 }
		effect = { type = ruler_piety value = -15 }
	}
}
##############
# Starvation #
##############

province_event = {
	id = 1234

	trigger = {
		condition = {
			type = has_province_effect value = { struggling = yes }
		}
	}

	mean_time_to_happen = {
		months = 1200
	}

	action_a = {#Show compassion with the suffering
		effect = { type = peasant_loyalty value = 0.1 }
		effect = { type = clergy_loyalty value = 0.1 }
		effect = { type = ruler_gold scale = -0.35 }
	}

	action_b = {#I have nothing to spare
		effect = { type = peasant_power value = -0.1 }
		effect = { type = clergy_power value = -0.1 }
	}
}
###############################
# Confiscation of Noble Fiefs #
###############################

province_event = {
	id = 1235

	mean_time_to_happen = {
		months = 3600
	}

	action_a = {#Confiscate!
		effect = { type = noble_loyalty value = -0.3 }
		effect = { type = ruler_gold scale = 0.5 }
		effect = { type = ruler_prestige scale = -1 }
	}

	action_b = {#Let them keep it!
		effect = { type = noble_power value = 0.1 }
		effect = { type = ruler_prestige scale = 1 }
	}
}
#################################
# Sell titles to rich merchants #
#################################

province_event = {
	id = 1236

	trigger = {
		condition = {
			type = has_advance value = { reknown_merchant_houses = yes }
		}
	}

	mean_time_to_happen = {
		months = 3600
	}

	action_a = {#Sell!
		effect = { type = noble_loyalty value = -0.1 }
		effect = { type = burgher_loyalty value = 0.3 }
		effect = { type = ruler_gold scale = 0.75 }
		effect = { type = ruler_prestige scale = -1.5 }
	}

	action_b = {#Don't sell!
		effect = { type = noble_power value = 0.1 }
		effect = { type = ruler_prestige scale = 1.5 }
	}
}
#######################################
# Evil omen have been seen at the sky #
#######################################

province_event = {
	id = 1237

	mean_time_to_happen = {
		months = 3600
	}

	action_a = {#This sign has a positive meaning to us
		ai_chance = 34
		effect = { type = ruler_gold scale = -0.75 }
		effect = { type = ruler_prestige scale = 1 }
	}

	action_b = {#Promise to help the people if a catastrophe should happen
		ai_chance = 33
		effect = { type = peasant_power value = 0.1 }
		effect = { type = ruler_gold scale = -0.5 }
	}
	action_c = {#Turn to the Clergy for an explanation
		ai_chance = 33
		effect = { type = clergy_power value = 0.1 }
		effect = { type = ruler_piety value = 15 }
		effect = { type = ruler_gold scale = -0.25 }
	}
}
####################################
# Rights to spoils from shipwrecks #
####################################

province_event = {
	id = 1238

# New trigger to insure it is a coastal province:

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

	mean_time_to_happen = {
		months = 3600
	}

	action_a = {#Let the spoils go to the one that finds it
		ai_chance = 34
		effect = { type = peasant_loyalty value = 0.1 }
	}

	action_b = {#Let the Church get the spoils
		ai_chance = 33
		effect = { type = clergy_loyalty value = 0.1 }
		effect = { type = peasant_loyalty value = -0.1 }
		effect = { type = ruler_piety value = 10 }
	}
	action_c = {#The spoils belong to the Crown
		ai_chance = 33
		effect = { type = peasant_loyalty value = -0.25 }
		effect = { type = clergy_loyalty value = -0.25 }
		effect = { type = ruler_gold scale = 0.33 }
	}
}
#####################
# Great royal feast #
#####################

province_event = {
	id = 1239

	mean_time_to_happen = {
		months = 3600
	}

	action_a = {#I will finance it myself for the glory
		ai_chance = 34
		effect = { type = noble_loyalty value = 0.2 }
		effect = { type = ruler_gold scale = -0.75 }
		effect = { type = ruler_prestige scale = 1 }
	}

	action_b = {#Let the Peasantry pay at least half
		ai_chance = 33
		effect = { type = peasant_loyalty value = -0.2 }
		effect = { type = noble_loyalty value = 0.1 }
		effect = { type = ruler_gold scale = -0.37 }
		effect = { type = ruler_prestige scale = 0.25 }
	}
	action_c = {#Nah we cannot afford it
		ai_chance = 33
		effect = { type = noble_loyalty value = -0.25 }
	}
}

#######################################
# DIPLOMATIC/PERSONAL BLUNDERS SERIES #
#######################################

