########################################
#                                      #
#    LAW EVENT SERIES                  #
#                                      #
#    BY MrT and Secret Master          #
#    Reserved ID Range 6500-6799       #
#                                      #
########################################

#####################################
#####################################
## Succession Law Events 6500-6599 ##
#####################################
#####################################
#
# Relates to the following laws:
#
# salic_primogeniture_law 
# semisalic_primogeniture_law 
# salic_consanguinity_law 
# semisalic_consanguinity_law 
# salic_gavelkind_law 
# semisalic_gavelkind_law 
# elective_law 
#

#ID 6500-6505 "Moslem and Pagan large realm break-up" events moved to realm_disruption_events.txt file since it more properly belongs there
#ID 6506 - 6599 free



#####################################
#####################################
##  Rule of Law Events 6600-6699   ##
#####################################
#####################################
#
# Relates to the following laws:
#
# royal_preorgatory_law 
# feudal_contract_law 
# traditional_custom_law 
# popular_law 
#


#############################################################
#Your liege has a different law than you: Royal Preorgatory #
#############################################################

character_event = { #Your liege’s ruling law is radically different than yours. He is gently encouraging you to conform to his way of doing things. What should we do, my lord?

	id = 6600
	picture = "event_default"

	trigger = {
		condition = { type = ruler }
		condition = { type = is_vassal }
		condition = { type = not value = { type = has_law value = { royal_preorgatory_law = yes } } }
		condition = {
			type = or
			condition = { type = religion value = catholic }
			condition = { type = religion value = orthodox }
		}
		condition = {
			type = liege
			condition = { type = is_independent }
			condition = { type = has_law value = { royal_preorgatory_law = yes } }
		}
	}

	mean_time_to_happen = {
		years = 100

		modifier = {
			condition = { type = has_law value = { feudal_contract_law = yes } }
			factor = 0.5
		}
		modifier = {
			condition = { type = has_law value = { traditional_custom_law = yes } }
			factor = 0.95
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = proud }
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = arbitrary }
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = selfish }
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = modest }
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = generous }
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = wise }
			}
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = prestige value = 300 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = prestige value = 0 } }
			factor = 0.7
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = prestige value = 500 }
			}
			factor = 0.9
		}
	}


	action_a = { #Good idea, lord!
		ai_chance = 50
			modifier = {
				condition = { type = trait value = modest }
				factor = 1.1
			}
			modifier = {
				condition = { type = trait value = generous }
				factor = 1.1
			}
		effect = { type = set_law value = royal_preorgatory_law }
		effect = { type = loyalty value = 0.25 }
		effect = { type = prestige value = -25 }
		effect = { type = trigger for = liege value = 6604 } #A vassal has changed his laws to match ours!
	}

	action_b = { #No, I shall rule this land as I always have
		ai_chance = 50
			modifier = {
				condition = { type = trait value = selfish }
				factor = 1.1
			}
			modifier = {
				condition = { type = trait value = arbitrary }
				factor = 1.1
			}
			modifier = {
				condition = { type = trait value = just }
				factor = 1.1
			}
		effect = { type = prestige value = 25 }
		effect = { type = loyalty value = -0.25 }
		effect = { type = trigger for = liege value = 6605 } #A vassal has refused to modify his laws to match ours!
		effect = { type = random chance = 10
			effect = { type = add_trait value = intestinal_worm } #rebeliousness
		}
	}
}


#######################################################
#Your liege has a different law than you: Popular Law #
#######################################################

character_event = { #Your liege’s ruling law is radically different than yours. He is gently requesting that you change your law to match his. What shall we do, my lord?

	id = 6601
	picture = "event_default"

	trigger = {
		condition = { type = ruler }
		condition = { type = is_vassal }
		condition = { type = not value = { type = has_law value = { popular_law = yes } } }
		condition = {
			type = or
			condition = { type = religion value = catholic }
			condition = { type = religion value = orthodox }
		}
		condition = {
			type = liege
			condition = { type = is_independent }
			condition = { type = has_law value = { popular_law = yes } }
		}
	}

	mean_time_to_happen = {
		years = 100

		modifier = {
			condition = { type = has_law value = { feudal_contract_law = yes } }
			factor = 0.75
		}
		modifier = {
			condition = { type = has_law value = { royal_preorgatory_law = yes } }
			factor = 0.75
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = proud }
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = arbitrary }
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = selfish }
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = modest }
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = generous }
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = wise }
			}
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = prestige value = 300 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = prestige value = 0 } }
			factor = 0.7
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = prestige value = 500 }
			}
			factor = 0.9
		}
	}


	action_a = { #Good idea, lord!
		ai_chance = 50
			modifier = {
				condition = { type = trait value = modest }
				factor = 1.1
			}
			modifier = {
				condition = { type = trait value = generous }
				factor = 1.1
			}
		effect = { type = set_law value = popular_law }
		effect = { type = loyalty value = 0.25 }
		effect = { type = prestige value = -25 }
		effect = { type = trigger for = liege value = 6604 } #A vassal has changed his laws to match ours!
	}

	action_b = { #No, I shall rule this land as I always have
		ai_chance = 50
			modifier = {
				condition = { type = trait value = selfish }
				factor = 1.1
			}
			modifier = {
				condition = { type = trait value = arbitrary }
				factor = 1.1
			}
			modifier = {
				condition = { type = trait value = just }
				factor = 1.1
			}
		effect = { type = prestige value = 25 }
		effect = { type = loyalty value = -0.25 }
		effect = { type = trigger for = liege value = 6605 } #A vassal has refused to modify his laws to match ours!
		effect = { type = random chance = 10
			effect = { type = add_trait value = intestinal_worm }
		}
	}
}

##################################################################
#Your liege has a different law than you: Traditional Custom Law #
##################################################################

character_event = { #Your liege’s ruling law is different from yours. He is gently requesting that you change your law to match his. What shall we do, my lord?

	id = 6602
	picture = "event_default"

	trigger = {
		condition = { type = ruler }
		condition = { type = is_vassal }
		condition = { type = not value = { type = has_law value = { traditional_custom_law = yes } } }
		condition = {
			type = or
			condition = { type = religion value = catholic }
			condition = { type = religion value = orthodox }
		}
		condition = {
			type = liege
			condition = { type = is_independent }
			condition = { type = has_law value = { traditional_custom_law = yes } }
		}
	}

	mean_time_to_happen = {
		years = 100

		modifier = {
			condition = { type = has_law value = { feudal_contract_law = yes } }
			factor = 0.85
		}
		modifier = {
			condition = { type = has_law value = { royal_preorgatory_law = yes } }
			factor = 0.85
		}
		modifier = {
			condition = { type = has_law value = { popular_law = yes } }
			factor = 0.9
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = proud }
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = arbitrary }
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = selfish }
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = modest }
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = generous }
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = wise }
			}
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = prestige value = 300 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = prestige value = 0 } }
			factor = 0.7
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = prestige value = 500 }
			}
			factor = 0.9
		}
	}


	action_a = { #Good idea, lord!
		ai_chance = 50
			modifier = {
				condition = { type = trait value = modest }
				factor = 1.1
			}
			modifier = {
				condition = { type = trait value = generous }
				factor = 1.1
			}
		effect = { type = set_law value = traditional_custom_law }
		effect = { type = loyalty value = 0.25 }
		effect = { type = prestige value = -25 }
		effect = { type = trigger for = liege value = 6604 } #A vassal has changed his laws to match ours!
	}

	action_b = { #No, I shall rule this land as I always have
		ai_chance = 50
			modifier = {
				condition = { type = trait value = selfish }
				factor = 1.1
			}
			modifier = {
				condition = { type = trait value = arbitrary }
				factor = 1.1
			}
			modifier = {
				condition = { type = trait value = just }
				factor = 1.1
			}
		effect = { type = prestige value = 25 }
		effect = { type = loyalty value = -0.25 }
		effect = { type = trigger for = liege value = 6605 } #A vassal has refused to modify his laws to match ours!
		effect = { type = random chance = 10
			effect = { type = add_trait value = intestinal_worm }
		}
	}
}

###############################################################
#Your liege has a different law than you: Feudal Contract Law #
###############################################################

character_event = { #Your liege’s ruling law is different from yours. He is gently requesting that you change your law to match his. What shall we do, my lord?

	id = 6603
	picture = "event_default"

	trigger = {
		condition = { type = ruler }
		condition = { type = is_vassal }
		condition = { type = not value = { type = has_law value = { feudal_contract_law = yes } } }
		condition = {
			type = or
			condition = { type = religion value = catholic }
			condition = { type = religion value = orthodox }
		}
		condition = {
			type = liege
			condition = { type = is_independent }
			condition = { type = has_law value = { feudal_contract_law = yes } }
		}
	}

	mean_time_to_happen = {
		years = 150

		modifier = {
			condition = { type = has_law value = { royal_preorgatory_law = yes } }
			factor = 0.5
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = proud }
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = arbitrary }
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = selfish }
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = modest }
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = generous }
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = wise }
			}
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = prestige value = 300 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = prestige value = 0 } }
			factor = 0.7
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = prestige value = 500 }
			}
			factor = 0.9
		}
	}


	action_a = { #Good idea, lord!
		ai_chance = 50
			modifier = {
				condition = { type = trait value = modest }
				factor = 1.1
			}
			modifier = {
				condition = { type = trait value = generous }
				factor = 1.1
			}
		effect = { type = set_law value = feudal_contract_law }
		effect = { type = loyalty value = 0.25 }
		effect = { type = prestige value = -25 }
		effect = { type = trigger for = liege value = 6604 } #A vassal has changed his laws to match ours!
	}

	action_b = { #No, I shall rule this land as I always have
		ai_chance = 50
			modifier = {
				condition = { type = trait value = selfish }
				factor = 1.1
			}
			modifier = {
				condition = { type = trait value = arbitrary }
				factor = 1.1
			}
			modifier = {
				condition = { type = trait value = just }
				factor = 1.1
			}
		effect = { type = prestige value = 25 }
		effect = { type = loyalty value = -0.25 }
		effect = { type = trigger for = liege value = 6605 } #A vassal has refused to modify his laws to match ours!
		effect = { type = random chance = 10
			effect = { type = add_trait value = intestinal_worm }
		}
	}
}

################################################
# A vassal has changed his laws to match ours! #
################################################

character_event = { # One of our vassals has changed his ruling law to more closely resemble ours. We now share stronger ties to him.

	id = 6604
	picture = "event_default"

	# triggered by events 6600,6601,6602 or 6603

	immidiate = { #Excellent!
		effect = { type = prestige value = 25 }
	}
}

##########################################################
# A vassal has refused to change his laws to match ours! #
##########################################################

character_event = { # One of our vassals has refused to change his ruling law to more closely resemble ours. Relations have been strained as a result.

	id = 6605
	picture = "event_default"

	# triggered by events 6600,6601,6602 or 6603

	immidiate = { # We are not amused.
		effect = { type = prestige value = -25 }
	}
}

#########################################################
# A vassal tires of his ruler's laws: Royal Preorgatory #
#########################################################

character_event = { #You are growing weary of your liege’s heavy handed rule under Royal Preorgatory.

	id = 6606
	picture = "event_claim"

	trigger = {
		condition = { type = ruler }
		condition = { type = is_vassal }
		condition = { type = not value = { type = has_law value = { royal_preorgatory_law = yes } } }
		condition = {
			type = or
			condition = { type = religion value = catholic }
			condition = { type = religion value = orthodox }
		}
		condition = {
			type = liege
			condition = { type = is_independent }
			condition = { type = has_law value = { royal_preorgatory_law = yes } }
		}
	}

	mean_time_to_happen = {
		years = 25

		modifier = {
			condition = { type = has_law value = { feudal_contract_law = yes } }
			factor = 0.5
		}
		modifier = {
			condition = { type = has_law value = { traditional_custom_law = yes } }
			factor = 0.95
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = arbitrary }
			}
			factor = 0.8
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = selfish }
			}
			factor = 0.8
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = indulgent }
			}
			factor = 0.8
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = proud }
			}
			factor = 0.8
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = lustful }
			}
			factor = 0.8
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = wise }
			}
			factor = 1.25
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = just }
			}
			factor = 1.25
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = generous }
			}
			factor = 1.25
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = modest }
			}
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = proud }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = deceitful }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = prestige value = 0 } }
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = prestige value = 25 } }
			factor = 1.1
		}
		modifier = {
			condition = { type = prestige value = 200 }
			factor = 0.9
		}
		modifier = {
			condition = { type = prestige value = 300 }
			factor = 0.9
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = not value = { type = prestige value = 0 } }
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = not value = { type = prestige value = 50 } }
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = not value = { type = prestige value = 100 } }
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = prestige value = 350 }
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = prestige value = 500 }
			}
			factor = 1.1
		}
	}

	action_a = { # Maybe my liege is not fit to rule
		ai_chance = 95
		effect = { type = add_title_claim value = liege }
		effect = { type = loyalty value = -0.33 }
		effect = { type = add_trait value = intestinal_worm }
		effect = { type = trigger for = liege value = 6609 }
	}

	action_b = { # I will reluctantly bend to his will
		ai_chance = 5
		effect = { type = set_law value = royal_preorgatory_law }
		effect = { type = prestige value = -50 }
		effect = { type = loyalty value = -0.15 }
		effect = { type = trigger for = liege value = 6610 }
	}
}


###################################################
# A vassal tires of his ruler's laws: Popular Law #
###################################################

character_event = { #You are growing weary of your liege’s heavy handed rule under Popular Law.

	id = 6607
	picture = "event_claim"

	trigger = {
		condition = { type = ruler }
		condition = { type = is_vassal }
		condition = { type = not value = { type = has_law value = { popular_law = yes } } }
		condition = {
			type = or
			condition = { type = religion value = catholic }
			condition = { type = religion value = orthodox }
		}
		condition = {
			type = liege
			condition = { type = is_independent }
			condition = { type = has_law value = { popular_law = yes } }
		}
	}

	mean_time_to_happen = {
		years = 50

		modifier = {
			condition = { type = has_law value = { feudal_contract_law = yes } }
			factor = 0.75
		}
		modifier = {
			condition = { type = has_law value = { royal_preorgatory_law = yes } }
			factor = 0.75
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = arbitrary }
			}
			factor = 0.8
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = selfish }
			}
			factor = 0.8
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = indulgent }
			}
			factor = 0.8
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = proud }
			}
			factor = 0.8
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = lustful }
			}
			factor = 0.8
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = wise }
			}
			factor = 1.25
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = just }
			}
			factor = 1.25
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = generous }
			}
			factor = 1.25
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = modest }
			}
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = proud }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = deceitful }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = prestige value = 0 } }
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = prestige value = 25 } }
			factor = 1.1
		}
		modifier = {
			condition = { type = prestige value = 200 }
			factor = 0.9
		}
		modifier = {
			condition = { type = prestige value = 300 }
			factor = 0.9
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = not value = { type = prestige value = 0 } }
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = not value = { type = prestige value = 50 } }
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = not value = { type = prestige value = 100 } }
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = prestige value = 350 }
			}
			factor = 1.1
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = prestige value = 500 }
			}
			factor = 1.1
		}
	}

	action_a = { # Maybe my liege is not fit to rule
		ai_chance = 95
		effect = { type = add_title_claim value = liege }
		effect = { type = loyalty value = -0.33 }
		effect = { type = add_trait value = intestinal_worm }
		effect = { type = trigger for = liege value = 6609 }
	}

	action_b = { # I will reluctantly bend to his will
		ai_chance = 5
		effect = { type = set_law value = popular_law }
		effect = { type = prestige value = -50 }
		effect = { type = loyalty value = -0.15 }
		effect = { type = trigger for = liege value = 6610 }
	}
}


#################################################################
#You are pleased with your liege’s ruling laws: Feudal Contract #
#################################################################

character_event = { #Your liege’s hands-off method of rule under feudal contract makes your rule easier.

	id = 6608
	picture = "event_default"

	trigger = {
		condition = { type = ruler }
		condition = { type = is_vassal }
		condition = {
			type = or
			condition = { type = religion value = catholic }
			condition = { type = religion value = orthodox }
		}
		condition = {
			type = liege
			condition = { type = is_independent }
			condition = { type = has_law value = { feudal_contract_law = yes } }
		}
	}

	mean_time_to_happen = {
		years = 25

		modifier = {
			condition = { type = has_law value = { royal_preorgatory_law = yes } }
			factor = 0.75 #even though oposite type of law, this makes your life very easy!
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = arbitrary }
			}
			factor = 1.25
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = selfish }
			}
			factor = 1.25
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = indulgent }
			}
			factor = 1.25
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = proud }
			}
			factor = 1.25
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = lustful }
			}
			factor = 1.25
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = wise }
			}
			factor = 0.8
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = just }
			}
			factor = 0.8
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = generous }
			}
			factor = 0.8
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = trait value = modest }
			}
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = proud }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = deceitful }
			factor = 0.85
		}
		modifier = {
			condition = { type = not value = { type = prestige value = 0 } }
			factor = 0.95
		}
		modifier = {
			condition = { type = not value = { type = prestige value = 25 } }
			factor = 0.95
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = prestige value = 350 }
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = liege
				condition = { type = prestige value = 500 }
			}
			factor = 0.9
		}
	}

	action_a = { # God bless my liege!
		effect = { type = loyalty value = 0.25 }
		effect = { type = trigger for = liege value = 6611 }
	}
}

###############################################
# A vassal is not happy with your ruling laws #
###############################################

character_event = { #A vassal is not happy with your ruling law, claiming that you are too heavy handed. Relations have become strained as a result.
	id = 6609
	picture = "event_claim"

	#triggered by 6606 or 6607

	action_a = { #That is not my concern.
		ai_chance = 95
		effect = { type = prestige scale = -2 }
		effect = { #possibility that vassals feel you are too full of yourself
			type = random
			chance = 15
			effect = { type = add_trait value = proud }
			effect = { type = loyalty for = worst_vassal value = -0.5 }
			effect = { type = trigger for = worst_vassal value = 6451 }
		}
	}
	action_b = { #Then we shall enter into a new system of feudal contracts
		ai_chance = 5
		effect = { type = prestige scale = -5 }
		effect = { type = add_trait value = modest }
		effect = { type = set_law value = feudal_contract_law }
		effect = {
			type = random
			chance = 15 #possibility that your vassals are overjoyed
			effect = { type = add_trait value = just }
			effect = { type = add_trait value = merciful }
			effect = { type = loyalty for = worst_vassal value = 0.5 }
		}
		effect = {
			type = random
			chance = 5 #also a chance that they view you as weak and indecisive
			effect = { type = add_trait value = arbitrary }
			effect = { type = add_trait value = coward }
			effect = { type = loyalty for = worst_vassal value = -0.5 }
		}
	}
}

###############################################
# A vassal reluctantly bends your ruling laws #
###############################################

character_event = { # A vassal has reluctantly bent to your will and has accepted your harsh ruling laws.
	id = 6610
	picture = "event_default"

	#triggered by 6606 or 6607

	action_a = { # That is as it should be!
		effect = { type = prestige value = 50 }
		effect = {
			type = random
			chance = 10 #possibility that your vassals feel that you are excessively very heavy-handed
			effect = { type = loyalty for = worst_vassal value = -0.25 }
			effect = { type = trigger for = worst_vassal value = 6451 }
		}
	}
}


############################################
# A vassal is pleased with our ruling laws #
############################################

character_event = { # A vassal is pleased with your wise and fair rule under feudal contract law.

	id = 6611
	picture = "event_default"

	#triggered by 6608

	action_a = { # Good
		effect = { type = prestige value = 25 }
		effect = {
			type = random
			chance = 10 # possibility that your vassals feel that you are very just
			effect = { type = add_trait value = just }
			effect = { type = loyalty for = worst_vassal value = 0.25 }
		}
	}
}


#############################################
# Your nobles despise your Popular Law rule #
#############################################

province_event = { #Nobles in your demesne despise your Popular Law rule. They demand a change.

	id = 6612
	picture = "event_intrigue"

	trigger = {
		condition = { type = not value = { type = difficulty value = 2 } }
		condition = { type = has_law value = { popular_law = yes } }
		condition = { type = not value = { type = has_law value = { elective_law = yes } } }
		condition = {
			type = or
			condition = { type = religion value = catholic }
			condition = { type = religion value = orthodox }
		}
	}

	mean_time_to_happen = {
		years = 60

		#balancing a bit for game difficulty level
		modifier = {
			condition = { type = ai }
			factor = 2 # to give the ai rulers a bit of a break from these
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.9
		}

		#the following are intentionally cumulative
		modifier = {
			condition = { type = not value = { type = noble_power value = 0.25 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = noble_power value = 0.20 } }
			factor = 0.6
		}
		modifier = {
			condition = { type = not value = { type = noble_power value = 0.15 } }
			factor = 0.5
		}
		modifier = {
			condition = { type = noble_power value = 0.30 }
			factor = 1.25
		}
		modifier = {
			condition = { type = noble_power value = 0.35 }
			factor = 1.5
		}
		modifier = {
			condition = { type = noble_power value = 0.40 }
			factor = 2
		}
		modifier = {
			condition = { type = noble_power value = 0.45 }
			factor = 3
		}

		modifier = {
			condition = { type = trait value = arbitrary }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = proud }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = indulgent }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = just }
			factor = 1.1
		}
		modifier = {
			condition = { type = trait value = moderate }
			factor = 1.1
		}
		modifier = {
			condition = { type = trait value = temperate }
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = ruler_prestige value = 0 } }
			factor = 0.5
		}
		modifier = {
			condition = { type = not value = { type = ruler_prestige value = 100 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = ruler_prestige value = 200 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = ruler_prestige value = 400 } 
			factor = 1.1
		}
		modifier = {
			condition = { type = ruler_prestige value = 500 }
			factor = 1.1
		}
		modifier = {
			condition = { type = ruler_prestige value = 1000 }
			factor = 1.1
		}
	}

	action_a = { #I may consider changing the law in the future.
		effect = { type = ruler_prestige value = -50 }
		effect = { type = noble_loyalty value = -0.25 }
		effect = {
			type = random
			chance = 33 #the nobles believe you
			effect = { type = noble_loyalty value = 0.25 }
		}
		effect = {
			type = random
			chance = 15 #the nobles don't believe you
			effect = { type = noble_loyalty value = -0.25 }
		}
		effect = {
			type = random
			chance = 10 #the nobles utterly disbelieve you
			effect = { type = noble_loyalty value = -1.0 }
			effect = { type = add_province_effect value = revolt }
		}
	}
	action_b = { #They dare? I will crush them!
		effect = { type = ruler_prestige value = 100 } #ruler is making an impression by not caving in
		effect = { type = ruler_gold scale = 0.5 } #confiscation of noble fiefs and redistribution of the land
		effect = { type = peasant_power value = 0.1 }
		effect = { type = burgher_power value = 0.1 }
		effect = { type = noble_power value = -0.2 }
		effect = { type = peasant_loyalty value = 0.25 }
		effect = { type = burgher_loyalty value = 0.25 }
		effect = { type = noble_loyalty value = -0.5 }
		effect = {
			type = random
			chance = 75
			effect = { type = add_province_effect value = revolt }
		}
	}
}

###################################################
# Your burghers resent your Feudal Contract rule #
###################################################

province_event = { #The burghers resent your heavy-handed and tradition-bound rule under feudal contract. They demand a change.

	id = 6613
	picture = "event_town"

	trigger = {
		condition = { type = difficulty value = 2 }
		condition = { type = has_law value = { feudal_contract_law = yes } }
		condition = { type = not value = { type = has_law value = { elective_law = yes } } }
		condition = {
			type = or
			condition = { type = religion value = catholic }
			condition = { type = religion value = orthodox }
		}
	}

	mean_time_to_happen = {
		years = 60

		#balancing a bit for game difficulty level
		modifier = {
			condition = { type = ai }
			factor = 2 # to give the ai rulers a bit of a break from these
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.9
		}

		#the following are intentionally cumulative
		modifier = {
			condition = { type = not value = { type = burgher_power value = 0.25 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = burgher_power value = 0.20 } }
			factor = 0.6
		}
		modifier = {
			condition = { type = not value = { type = burgher_power value = 0.15 } }
			factor = 0.5
		}
		modifier = {
			condition = { type = burgher_power value = 0.30 }
			factor = 1.25
		}
		modifier = {
			condition = { type = burgher_power value = 0.35 }
			factor = 1.5
		}
		modifier = {
			condition = { type = burgher_power value = 0.40 }
			factor = 2
		}
		modifier = {
			condition = { type = burgher_power value = 0.45 }
			factor = 3
		}

		modifier = {
			condition = { type = trait value = arbitrary }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = proud }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = indulgent }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = just }
			factor = 1.1
		}
		modifier = {
			condition = { type = trait value = moderate }
			factor = 1.1
		}
		modifier = {
			condition = { type = trait value = temperate }
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = ruler_prestige value = 0 } }
			factor = 0.5
		}
		modifier = {
			condition = { type = not value = { type = ruler_prestige value = 100 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = ruler_prestige value = 200 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = ruler_prestige value = 400 }
			factor = 1.1
		}
		modifier = {
			condition = { type = ruler_prestige value = 500 }
			factor = 1.1
		}
		modifier = {
			condition = { type = ruler_prestige value = 1000 }
			factor = 1.1
		}
	}

	action_a = { #I may consider changing the law in the future.
		effect = { type = ruler_prestige value = -50 }
		effect = { type = burgher_loyalty value = -0.25 }
		effect = {
			type = random
			chance = 33 #the bughers believe you
			effect = { type = burgher_loyalty value = 0.25 }
		}
		effect = {
			type = random
			chance = 15 #the bughers don't believe you
			effect = { type = burgher_loyalty value = -0.25 }
		}
		effect = {
			type = random
			chance = 10 #the bughers utterly disbelieve you
			effect = { type = burgher_loyalty value = -1.0 }
			effect = { type = add_province_effect value = revolt }
		}
	}
	action_b = { #They dare? I will crush them!
		effect = { type = ruler_prestige value = 100 } #ruler is making an impression by not caving in
		effect = { type = ruler_gold scale = 0.5 } #confiscation of property
		effect = { type = noble_power value = 0.2 } # they are pleased at the enforcement of feudal rights
		effect = { type = peasant_power value = -0.05 } #they are caught in the crossfire
		effect = { type = burgher_power value = -0.15 }
		effect = { type = noble_loyalty value = 0.5 }
		effect = { type = peasant_loyalty value = -0.10 }
		effect = { type = burgher_loyalty value = -0.5 }
		effect = {
			type = random
			chance = 75
			effect = { type = add_province_effect value = revolt }
		}
	}
}

####################################################
# Your vassals request a change to succession laws #
####################################################

character_event = { #Over time, your nobility has come to view your Feudal Contract rule as a pact among equals rather than a firm hierarchy with you as the ruler. Thus, they have become bolder in their actions, and they even have begun to “advise” you on how to rule. Today, they advise you to open up your laws of succession.

	id = 6614
	picture = "event_claim"

	trigger = {
		condition = { type = ruler }
		condition = { type = has_vassal }
		condition = { type = has_law value = { feudal_contract_law = yes } }
		condition = { type = not value = { type = has_law value = { elective_law = yes } } }
		condition = { type = not value = { type = has_law value = { salic_gavelkind_law = yes } } }
		condition = { type = not value = { type = has_law value = { semisalic_gavelkind_law = yes } } }
	}

	mean_time_to_happen = {
		years = 200

		#balancing for difficulty level and ai
		modifier = {
			condition = { type = ai }
			factor = 2
		}
		modifier = {
			condition = { type = not value = { type = difficulty value = 4 } }
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = difficulty value = 3 } }
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = difficulty value = 2 } }
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = difficulty value = 1 } }
			factor = 1.2
		}

		modifier = {
			condition = { type = not value = { type = prestige value = 0 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = prestige value = -100 } }
			factor = 0.5
		}
		modifier = {
			condition = { type = prestige value = 500 }
			factor = 1.05
		}
		modifier = {
			condition = { type = prestige value = 1000 }
			factor = 1.05
		}
		modifier = {
			condition = { type = prestige value = 5000 }
			factor = 1.05
		}
		modifier = {
			condition = { type = prestige value = 10000 }
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = piety value = 0 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = piety value = -100 } }
			factor = 0.5
		}
		modifier = {
			condition = { type = piety value = 500 }
			factor = 1.05
		}
		modifier = {
			condition = { type = piety value = 1000 }
			factor = 1.05
		}
		modifier = {
			condition = { type = piety value = 5000 }
			factor = 1.05
		}
		modifier = {
			condition = { type = piety value = 10000 }
			factor = 1.1
		}
		modifier = {
			condition = { type = trait value = illness }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = stress_symptom }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = maniac }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = schizophrenia }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = depression }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = war_invalid }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = pneumonia }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = plagueinfested }
			factor = 0.25
		}
		modifier = {
			condition = { type = trait value = clubfooted }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = hunchback }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = harelip }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = lisp }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = inbred }
			factor = 0.25
		}
		modifier = {
			condition = { type = trait value = coward }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = modest }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = generous }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = valorous }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = proud }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = selfish }
			factor = 1.25
		}
		modifier = {
			condition = { type = not value = { type = martial value = 2 } }
			factor = 0.5
		}
		modifier = {
			condition = { type = not value = { type = martial value = 5 } }
			factor = 0.75
		}
		modifier = {
			condition = { type = martial value = 11 }
			factor = 1.15
		}
		modifier = {
			condition = { type = martial value = 15 }
			factor = 1.15
		}
		modifier = {
			condition = { type = not value = { type = diplomacy value = 2 } }
			factor = 0.5
		}
		modifier = {
			condition = { type = not value = { type = diplomacy value = 5 } }
			factor = 0.75
		}
		modifier = {
			condition = { type = diplomacy value = 11 }
			factor = 1.15
		}
		modifier = {
			condition = { type = diplomacy value = 15 }
			factor = 1.15
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 2 } }
			factor = 0.5
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 5 } }
			factor = 0.75
		}
		modifier = {
			condition = { type = intrigue value = 11 }
			factor = 1.15
		}
		modifier = {
			condition = { type = intrigue value = 15 }
			factor = 1.15
		}
		modifier = {
			condition = { type = not value = { type = stewardship value = 2 } }
			factor = 0.5
		}
		modifier = {
			condition = { type = not value = { type = stewardship value = 5 } }
			factor = 0.75
		}
		modifier = {
			condition = { type = stewardship value = 11 }
			factor = 1.15
		}
		modifier = {
			condition = { type = stewardship value = 15 }
			factor = 1.15
		}
	}

	action_a = { # My nobles are right. Let us open the succession.
		ai_chance = 33
			modifier = {
				condition = { type = not value = { type = prestige value = 100 } }
				factor = 0.33
			}
		effect = { type = set_law value = elective_law }
		effect = { type = prestige value = -100 }
		effect = { type = loyalty for = best_son value = -0.25 }
		effect = { type = loyalty for = worst_son value = -0.25 }
		effect = { type = loyalty for = random_son value = -0.25 }
		effect = { type = loyalty for = worst_vassal value = 0.25 }
		effect = { type = loyalty for = best_vassal value = 0.25 }
		effect = { type = loyalty for = random_vassal value = 0.25 }
		effect = { type = loyalty for = knight value = 0.25 }
	}
	action_b = { # My nobles are too strong to oppose so let's give them concessions.
		ai_chance = 33
			modifier = {
				condition = { type = not value = { type = prestige value = 100 } }
				factor = 0.33
			}
		effect = { type = set_law value = salic_gavelkind_law }
		effect = { type = prestige value = -50 }
		effect = { type = loyalty for = best_son value = -0.5 }
		effect = { type = loyalty for = worst_son value = 0.5 }
		effect = { type = loyalty for = random_son value = 0.25 }
		effect = { type = loyalty for = worst_vassal value = 0.5 }
		effect = { type = loyalty for = best_vassal value = 0.1 }
		effect = { type = loyalty for = random_vassal value = 0.15 }
	}
	action_c = { # No, I am the ruler, and they are the vassals. That is final!
		ai_chance = 34
		effect = { type = prestige value = 100 }
		effect = { type = loyalty for = best_son value = 0.5 }
		effect = { type = loyalty for = worst_son value = 0.25 }
		effect = { type = loyalty for = random_son value = 0.25 }
		effect = { type = loyalty for = worst_vassal value = -0.75 }
		effect = { type = loyalty for = best_vassal value = -0.5 }
		effect = { type = loyalty for = random_vassal value = -0.33 }
		effect = { type = random chance = 20
			effect = { type = trigger for = worst_vassal value = 6451 }
			effect = { type = trigger for = random_vassal value = 6451 }
		}
	}
}

# Vassal demands establishing elective law

character_event = {
	id = 5250

	picture = "event_claim"

	trigger = {
		condition = { type = is_vassal }
		condition = { type = gender value = male }
		condition = { type = age value = 16 }
		condition = { type = not value = { type = trait value = modest } }
		condition = { type = not value = { type = atwar } }
		condition = { type = not value = { type = primary_heir } }
		condition = { type = liege condition = { type = and
			condition = { type = not value = { type = atwar } }
			condition = { type = not value = { type = has_law value = { elective_law = yes } } }
			condition = { type = or
				condition = { type = not value = { type = age value = 16 } }
				condition = { type = trait value = pneumonia }
				condition = { type = trait value = plagueinfested }
				condition = { type = trait value = maniac }
				condition = { type = trait value = schizofrenia }
				condition = { type = and
					condition = { type = not value = { type = diplomacy value = 9 } }
					condition = { type = not value = { type = prestige value = 500 } }
				}
			}
		} }
	}

	mean_time_to_happen = {
		months = 600

		modifier = {
			condition = { type = duchy }
			factor = 0.66
		}
		modifier = {
			condition = { type = has_vassal }
			factor = 0.8
		}
		modifier = {
			condition = { type = loyalty value = 0.8 }
			factor = 1.25
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.6 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.4 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.1 } }
			factor = 10.0
		}
		modifier = {
			condition = { type = trait value = proud }
			factor = 0.66
		}
		modifier = {
			condition = { type = trait value = selfish }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = reckless }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = deceitful }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = arbitrary }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = lazy }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = coward }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = just }
			factor = 1.25
		}
		modifier = {
			condition = { type = martial value = 10 }
			factor = 0.8
		}
		modifier = {
			condition = { type = martial value = 14 }
			factor = 0.8
		}
		modifier = {
			condition = { type = prestige value = 50 }
			factor = 0.8
		}
		modifier = {
			condition = { type = prestige value = 100 }
			factor = 0.8
		}
		modifier = {
			condition = { type = prestige value = 250 }
			factor = 0.8
		}
		modifier = {
			condition = { type = prestige value = 500 }
			factor = 0.8
		}
		modifier = {
			condition = { type = liege condition = { type = chancellor_csc condition = { type = diplomacy value = 12 } } }
			factor = 1.5
		}
		modifier = {
			condition = { type = liege condition = { type = ai } }
			factor = 2.0
		}
	}

	immidiate = {
		effect = { type = trigger for = liege value = 5287 }
		effect = { type = loyalty value = -0.2 }
		effect = { type = prestige value = 50 }
		effect = { type = random chance = 50
			effect = { type = add_trait value = proud }
		}
	}
}

character_event = {
	id = 5287

	picture = "event_claim"

	action_a = {
		effect = { type = set_law value = elective_law }
		effect = { type = add_trait value = trusting }
	}
	action_b = {
		effect = { type = add_trait value = suspicious }
		effect = { type = add_trait for = random_vassal value = intestinal_worm }
		effect = { type = add_trait for = worst_vassal value = intestinal_worm }
	}
}


###########################
# Magna Carta-style event #
###########################

character_event = { #Your vassals have collectively grown weary of your continuously heavy handed rule. They are demanding an immediate change, or they will revolt!

	id = 6615
	picture = "event_claim"

	trigger = {
		condition = { type = ruler }
		condition = { type = has_vassal }
		condition = { type = has_law value = { royal_preorgatory_law = yes } }
		condition = { type = not value = { type = has_law value = { elective_law = yes } } }
	}

	mean_time_to_happen = {
		years = 200

		#balancing for difficulty level and ai
		modifier = {
			condition = { type = ai }
			factor = 2
		}
		modifier = {
			condition = { type = not value = { type = difficulty value = 4 } }
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = difficulty value = 3 } }
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = difficulty value = 2 } }
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = difficulty value = 1 } }
			factor = 1.2
		}

		modifier = {
			condition = { type = not value = { type = prestige value = 0 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = prestige value = -100 } }
			factor = 0.5
		}
		modifier = {
			condition = { type = prestige value = 500 }
			factor = 1.05
		}
		modifier = {
			condition = { type = prestige value = 1000 }
			factor = 1.05
		}
		modifier = {
			condition = { type = prestige value = 5000 }
			factor = 1.05
		}
		modifier = {
			condition = { type = prestige value = 10000 }
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = piety value = 0 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = piety value = -100 } }
			factor = 0.5
		}
		modifier = {
			condition = { type = piety value = 500 }
			factor = 1.05
		}
		modifier = {
			condition = { type = piety value = 1000 }
			factor = 1.05
		}
		modifier = {
			condition = { type = piety value = 5000 }
			factor = 1.05
		}
		modifier = {
			condition = { type = piety value = 10000 }
			factor = 1.1
		}
		modifier = {
			condition = { type = trait value = illness }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = stress_symptom }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = maniac }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = schizophrenia }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = depression }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = war_invalid }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = pneumonia }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = plagueinfested }
			factor = 0.25
		}
		modifier = {
			condition = { type = trait value = clubfooted }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = hunchback }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = harelip }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = lisp }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = inbred }
			factor = 0.25
		}
		modifier = {
			condition = { type = trait value = coward }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = modest }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = generous }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = valorous }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = proud }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = selfish }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = heretic }
			factor = 0.25
		}
		modifier = {
			condition = { type = trait value = excommunicated }
			factor = 0.1
		}
		modifier = {
			condition = { type = crusade }
			factor = 0.95
		}
		modifier = {
			condition = { type = not value = { type = ai } } #this modifier not for ai
			condition = { type = difficulty value = 2 } #or for easy or very easy games
			condition = { type = on_crusade }
			factor = 0.75 #while the ruler's attention is forcussed elsewhere...
		}
		modifier = {
			condition = { type = kingdom }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = martial value = 2 } }
			factor = 0.5
		}
		modifier = {
			condition = { type = not value = { type = martial value = 5 } }
			factor = 0.75
		}
		modifier = {
			condition = { type = martial value = 11 }
			factor = 1.15
		}
		modifier = {
			condition = { type = martial value = 15 }
			factor = 1.15
		}
		modifier = {
			condition = { type = not value = { type = diplomacy value = 2 } }
			factor = 0.5
		}
		modifier = {
			condition = { type = not value = { type = diplomacy value = 5 } }
			factor = 0.75
		}
		modifier = {
			condition = { type = diplomacy value = 11 }
			factor = 1.15
		}
		modifier = {
			condition = { type = diplomacy value = 15 }
			factor = 1.15
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 2 } }
			factor = 0.5
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 5 } }
			factor = 0.75
		}
		modifier = {
			condition = { type = intrigue value = 11 }
			factor = 1.15
		}
		modifier = {
			condition = { type = intrigue value = 15 }
			factor = 1.15
		}
		modifier = {
			condition = { type = not value = { type = stewardship value = 2 } }
			factor = 0.5
		}
		modifier = {
			condition = { type = not value = { type = stewardship value = 5 } }
			factor = 0.75
		}
		modifier = {
			condition = { type = stewardship value = 11 }
			factor = 1.15
		}
		modifier = {
			condition = { type = stewardship value = 15 }
			factor = 1.15
		}
		modifier = {
			condition = { type = age value = 80 }
			factor = 0.9
		}
		modifier = {
			condition = { type = age value = 70 }
			factor = 0.9
		}
		modifier = {
			condition = { type = age value = 60 }
			factor = 0.9
		}
		modifier = {
			condition = { type = age value = 50 }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = age value = 16 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = age value = 13 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = age value = 10 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = age value = 7 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = age value = 4 } }
			factor = 0.9
		}
	}

	action_a = { # My vassals are too strong to oppose. I shall sign a Magna Carta.
		ai_chance = 50
		effect = { type = set_law value = traditional_custom_law }
		effect = { type = prestige value = -250 }
		effect = { type = add_trait value = modest }
		effect = { type = add_trait value = wise }
		effect = { type = loyalty for = worst_vassal value = 0.25 }
		effect = { type = loyalty for = best_vassal value = 0.25 }
		effect = { type = loyalty for = random_vassal value = 0.25 }
	}
	action_b = { # Maybe concessions will satisfy them?
		ai_chance = 35
		effect = { type = prestige value = -75 }
		effect = { type = gold scale = -1 }
		effect = { type = loyalty for = best_vassal value = -0.25 }
		effect = { type = loyalty for = worst_vassal value = 0.25 }
		effect = {
			type = random
			chance = 50
			effect = { type = loyalty for = random_vassal value = -0.5 }
		}
		effect = {
			type = random
			chance = 25
			effect = { type = loyalty for = random_vassal value = -0.25 }
		}
	}
	action_c = { # No, I am the ruler, and they are the vassals. That is final!
		ai_chance = 15
		effect = { type = prestige value = 250 }
		effect = { type = add_trait value = proud }
		effect = { type = add_trait value = reckless }
		effect = { type = loyalty for = worst_vassal value = -1.0 }
		effect = { type = loyalty for = best_vassal value = -0.75 }
		effect = { type = loyalty for = random_vassal value = -1.0 }
		effect = { type = random chance = 50
			effect = { type = trigger for = worst_vassal value = 6451 }
			effect = { type = trigger for = best_vassal value = 6451 }
			effect = { type = trigger for = random_vassal value = 6451 }
		}
	}
}

# ID 6616-6699 Free

#####################################
#####################################
## Ecclesiast Law Events 6700-6799 ##
#####################################
#####################################
#
# Relates to the following laws:
#
# regal_supremacy 
# monastic_supremacy 
# ecclesical_balance 
# church_supremacy 
#

#ID 6700-6799 Free

character_event = { #Set vassal to ruler religion -- temporary fix to some problems with bishops

	id = 6700
	picture = "event_religion"

	trigger = {
		condition = { type = ai }
		condition = { type = ruler }
		condition = { type = is_vassal }
		condition = { type = has_law value = { elective_law = yes } }
		condition = { type = or
			condition = { type = trait value = ecclesiastical_education }
			condition = { type = trait value = detached_priest }
			condition = { type = trait value = martial_cleric }
			condition = { type = trait value = scholarly_theologian }
			condition = { type = trait value = mastermind_theologian }
		}
		condition = { type = or
			condition = { type = and
				condition = { type = religion value = catholic }
				condition = { type = not
					value = { type = liege
						condition = { type = religion value = catholic }
					}
				}
			}
			condition = { type = and
				condition = { type = religion value = orthodox }
				condition = { type = not
					value = { type = liege
						condition = { type = religion value = orthodox }
					}
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 15
	}

	immidiate = { #convert
		effect = { type = set_to_realm_religion }
		effect = { type = random chance = 80
			effect = { type = add_trait value = intestinal_worm }
		}
	}
}