#########################################################
#Revolt events#
#########################################################

# Number of cities: < 5
province_event = {
	
	id = 5005
	
	trigger = {
		owner = {
			NOT = { num_of_cities = 5 }
			OR = {
				NOT = { religion = THIS }
				AND = {
					NOT = { accepted_culture = THIS }
					NOT = { primary_culture = THIS }
					}
				}
			}
		}
	
	mean_time_to_happen = {
		months = 5000 # Random Province Event
		
		modifier = {
			factor = 0.5
			owner = { NOT = { stability = 0 } }
			}
		modifier = {
			factor = 2.0
			owner = { luck = yes }
			}
		modifier = {
			factor = 1.5
			owner = {
				OR = {
					has_country_flag = rebellion_event
					stability = 1
					}
				}
			}
		}
	
	title = "EVTNAME5005"
	desc = "EVTDESC5005"
	
	option = {
		name = "EVTOPTA5005"# Ignore them
		create_revolt = 1
		owner = {
			set_country_flag = rebellion_event
			}
		}
	option = {
		name = "EVTOPTB5005"# Lower taxes
		add_province_modifier = {
			name = "tax_reduction"
			duration = 300
			}
		owner = {
			set_country_flag = rebellion_event
			}
		}
	}

# Number of cities: 5 - 29
province_event = {
	
	id = 5006
	
	trigger = {
		owner = {
			num_of_cities = 5
			NOT = { num_of_cities = 30 }
			OR = {
				NOT = { religion = THIS }
				AND = {
					NOT = { accepted_culture = THIS }
					NOT = { primary_culture = THIS }
					}
				}
			}
		}
	
	mean_time_to_happen = {
		months = 5000 # Random Province Event
		
		modifier = {
			factor = 0.5
			owner = { NOT = { stability = 0 } }
			}
		modifier = {
			factor = 2.0
			owner = { luck = yes }
			}
		modifier = {
			factor = 1.5
			owner = {
				OR = {
					has_country_flag = rebellion_event
					stability = 1
					}
				}
			}
		}
	
	title = "EVTNAME5005"
	desc = "EVTDESC5005"
	
	option = {
		name = "EVTOPTA5005"# Ignore them
		create_revolt = 2
		owner = {
			set_country_flag = rebellion_event
			}
		}
	option = {
		name = "EVTOPTB5005"# Lower taxes
		add_province_modifier = {
			name = "tax_reduction"
			duration = 730
			}
		owner = {
			set_country_flag = rebellion_event
			prestige = -0.01
			}
		}
	}

# Number of cities: 30-
province_event = {
	
	id = 5007
	
	trigger = {
		owner = {
			num_of_cities = 30
			OR = {
				NOT = { religion = THIS }
				AND = {
					NOT = { accepted_culture = THIS }
					NOT = { primary_culture = THIS }
					}
				}
			}
		}
	
	mean_time_to_happen = {
		months = 5000 # Random Province Event
		
		modifier = {
			factor = 0.5
			owner = { NOT = { stability = 0 } }
			}
		modifier = {
			factor = 1.2
			owner = {
				stability = 1
				}
			}
		modifier = {
			factor = 2.0
			owner = { luck = yes }
			}
		modifier = {
			factor = 1.5
			owner = {
				OR = {
					has_country_flag = rebellion_event
					stability = 1
					}
				}
			}
		}
	
	title = "EVTNAME5005"
	desc = "EVTDESC5005"
	
	option = {
		name = "EVTOPTA5005"# Ignore them
		create_revolt = 3
		owner = {
			set_country_flag = rebellion_event
			}
		}
	option = {
		name = "EVTOPTB5005"# Lower taxes
		add_province_modifier = {
			name = "tax_reduction"
			duration = 1460
			}
		owner = {
			set_country_flag = rebellion_event
			prestige = -0.02
			}
		}
	}


#########################################################
#Gift to the state#
#########################################################

# Number of cities: < 5
country_event = {
	
	id = 5008
	
	trigger = {
		NOT = { num_of_cities = 5 }
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			adm = 7
			}
		modifier = {
			factor = 0.5
			luck = yes
			}
		modifier = {
			factor = 1.5
			badboy = 1
			}
		}
	
	title = "EVTNAME5008"
	desc = "EVTDESC5008"
	
	option = {
		name = "EVTOPTA5008"# Put into the treasury
		ai_chance = { factor = 55 }
		treasury = 50
		}
	option = {
		name = "EVTOPTB5008"# Gain prestige
		ai_chance = { factor = 45 }
		prestige = 0.01
		}
	}

# Number of cities: 5 - 9
country_event = {
	
	id = 5009
	
	trigger = {
		num_of_cities = 5
		NOT = { num_of_cities = 10 }
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			adm = 7
			}
		modifier = {
			factor = 0.5
			luck = yes
			}
		modifier = {
			factor = 1.5
			badboy = 1
			}
		}
	
	title = "EVTNAME5008"
	desc = "EVTDESC5008"
	
	option = {
		name = "EVTOPTA5008"# Put into the treasury
		ai_chance = { factor = 55 }
		treasury = 100
		}
	option = {
		name = "EVTOPTB5008"# Gain prestige
		ai_chance = { factor = 45 }
		prestige = 0.015
		}
	}

# Number of cities: 10 - 29
country_event = {
	
	id = 5010
	
	trigger = {
		num_of_cities = 10
		NOT = { num_of_cities = 30 }
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			adm = 7
			}
		modifier = {
			factor = 0.5
			luck = yes
			}
		modifier = {
			factor = 1.5
			badboy = 1
			}
		}
	
	title = "EVTNAME5008"
	desc = "EVTDESC5008"
	
	option = {
		name = "EVTOPTA5008"# Put into the treasury
		ai_chance = { factor = 55 }
		treasury = 200
		}
	option = {
		name = "EVTOPTB5008"# Gain prestige
		ai_chance = { factor = 45 }
		prestige = 0.02
		}
	}

# Number of cities: 30 - 79
country_event = {
	
	id = 5011
	
	trigger = {
		num_of_cities = 30
		NOT = { num_of_cities = 80 }
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			adm = 7
			}
		modifier = {
			factor = 0.5
			luck = yes
			}
		modifier = {
			factor = 1.5
			badboy = 1
			}
		}
	
	title = "EVTNAME5008"
	desc = "EVTDESC5008"
	
	option = {
		name = "EVTOPTA5008"# Put into the treasury
		ai_chance = { factor = 55 }
		treasury = 300
		}
	option = {
		name = "EVTOPTB5008"# Gain prestige
		ai_chance = { factor = 45 }
		prestige = 0.02
		}
	}

# Number of cities: 80 - 199
country_event = {
	
	id = 5012
	
	trigger = {
		num_of_cities = 80
		NOT = { num_of_cities = 200 }
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			adm = 7
			}
		modifier = {
			factor = 0.5
			luck = yes
			}
		modifier = {
			factor = 1.5
			badboy = 1
			}
		}
	
	title = "EVTNAME5008"
	desc = "EVTDESC5008"
	
	option = {
		name = "EVTOPTA5008"# Put into the treasury
		ai_chance = { factor = 55 }
		treasury = 500
		}
	option = {
		name = "EVTOPTB5008"# Gain prestige
		ai_chance = { factor = 45 }
		prestige = 0.02
		}
	}

# Number of cities: 200 -
country_event = {
	
	id = 5013
	
	trigger = {
		num_of_cities = 200
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			adm = 7
			}
		modifier = {
			factor = 0.5
			luck = yes
			}
		modifier = {
			factor = 1.5
			badboy = 1
			}
		}
	
	title = "EVTNAME5008"
	desc = "EVTDESC5008"
	
	option = {
		name = "EVTOPTA5008"# Put into the treasury
		ai_chance = { factor = 55 }
		treasury = 1000
		}
	option = {
		name = "EVTOPTB5008"# Gain prestige
		ai_chance = { factor = 45 }
		prestige = 0.025
		}
	}


#########################################################
#Temporary insanity of Monarch  #
#########################################################

country_event = {
	
	id = 5014
	
	trigger = {
		OR = {
			government = feudal_monarchy
			government = despotic_monarchy
			government = administrative_monarchy
			government = absolute_monarchy
			government = constitutional_monarchy
			government = enlightened_despotism
			government = bureaucratic_despotism
			}
		NOT = { ADM = 4 }
		badboy = 6
		NOT = { luck = yes }
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			NOT = { advisor = statesman }
			}
		modifier = {
			factor = 1.5
			advisor = statesman
			}
		}
	
	title = "EVTNAME5014"
	desc = "EVTDESC5014"
	
	option = {
		name = "EVTOPTA5014"# Request military guidance.
		ai_chance = { factor = 55 }
		prestige = -0.02
		treasury = -20
		army_tradition = 0.05
		navy_tradition = 0.05
		}
	option = {
		name = "EVTOPTB5014"# Request administrative guidance.
		ai_chance = { factor = 45 }
		prestige = -0.02
		treasury = -20
		stability = 1
		badboy = -1
		}
	}


#########################################################
#Excellent minister  #
#########################################################

country_event = {
	
	id = 5015
	
	trigger = {
		OR = {
			government = feudal_monarchy
			government = despotic_monarchy
			government = administrative_monarchy
			government = absolute_monarchy
			government = constitutional_monarchy
			government = enlightened_despotism
			government = bureaucratic_despotism
			}
		prestige = 0.2
		regency = no
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			luck = yes
			}
		modifier = {
			factor = 0.5
			statesman = 6
			}
		modifier = {
			factor = 1.5
			NOT = { advisor = statesman }
			}
		}
	
	title = "EVTNAME5015"
	desc = "EVTDESC5015"
	
	option = {
		name = "EVTOPTA5015"# Reap the administrative benefits
		ai_chance = { factor = 55 }
		stability = 1
		prestige = 0.025
		}
	option = {
		name = "EVTOPTB5015"# Reap the military benefits
		ai_chance = { factor = 45 }
		army_tradition = 0.1
		navy_tradition = 0.1
		}
	}



#########################################################
#Bad harvest #
#########################################################
province_event = {
	
	id = 5016
	
	trigger = {
		owner = {
			NOT = { production_efficiency = 0.2 }
			NOT = { grain = 3 }
			inflation = 20
			}
		}
	
	mean_time_to_happen = {
		months = 15000 # Random Province Event
		
		modifier = {
			factor = 0.5
			owner = { inflation = 40 }
			}
		modifier = {
			factor = 2.0
			luck = yes
			}
		modifier = {
			factor = 15.0
			owner = { has_country_flag = harvest }
			}
		}
	
	title = "EVTNAME5016"
	desc = "EVTDESC5016"
	
	option = {
		name = "EVTOPTA5016"# Attempt to help the people.
		ai_chance = { factor = 45 }
		owner = {
			treasury = -40
			set_country_flag = harvest
			}
		}
	option = {
		name = "EVTOPTB5016"# Quell the revolt.
		ai_chance = { factor = 55 }
		create_revolt = 1
		owner = {
			set_country_flag = harvest
			}
		}
	}

#########################################################
#Scandal at the Court  #
#########################################################

country_event = {
	
	id = 5017
	
	trigger = {
		num_of_royal_marriages = 2
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			badboy = 1
			}
		modifier = {
			factor = 2.0
			luck = yes
			}
		modifier = {
			factor = 1.5
			NOT = { badboy = 1 }
			}
		}
	
	title = "EVTNAME5017"
	desc = "EVTDESC5017"
	
	option = {
		name = "EVTOPTA5017"# Take the blame and move on.
		ai_chance = { factor = 45 }
		prestige = -0.02
		}
	option = {
		name = "EVTOPTB5017"# Bribe an advisor to take the blame.
		ai_chance = { factor = 55 }
		treasury = -60
		}
	}

#########################################################
#Wave of obscurantism  #
#########################################################

country_event = {
	
	id = 5018
	
	trigger = {
		NOT = { has_country_modifier = obscurantism }
		innovative_narrowminded = 3
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			innovative_narrowminded = 5
			}
		modifier = {
			factor = 2.0
			luck = yes
			}
		modifier = {
			factor = 1.5
			advisor = natural_scientist
			}
		}
	
	title = "EVTNAME5018"
	desc = "EVTDESC5018"
	
	option = {
		name = "EVTOPTA5018"# Knowledge is power
		ai_chance = { factor = 45 }
		add_country_modifier = {
			name = "obscurantism"
			duration = 730
			}
		}
	option = {
		name = "EVTOPTB5018"# Ignorance is bliss
		ai_chance = { factor = 55 }
		prestige = -0.015
		}
	}

#########################################################
#Exceptional year#
#########################################################

country_event = {
	
	id = 5019
	
	trigger = {
		advisor = treasurer
		year = 1450
		NOT = { year = 1550 }
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			production_efficiency = 0.5
			}
		modifier = {
			factor = 0.8
			NOT = { stability = 0 }
			}
		modifier = {
			factor = 1.2
			stability = 1
			}
		modifier = {
			factor = 0.5
			luck = yes
			}
		modifier = {
			factor = 1.5
			is_bankrupt = yes
			}
		}
	
	title = "EVTNAME5019"
	desc = "EVTDESC5019"
	
	option = {
		name = "EVTOPTA5019"# Collect the benefits over time
		ai_chance = { factor = 45 }
		add_country_modifier = {
			name = "exceptional_year"
			duration = 365
			}
		}
	option = {
		name = "EVTOPTB5019"# Take advantage of the benefits at once
		ai_chance = { factor = 55 }
		treasury = 100
		}
	}

country_event = {
	
	id = 5020
	
	trigger = {
		advisor = treasurer
		year = 1550
		NOT = { year = 1650 }
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			production_efficiency = 0.5
			}
		modifier = {
			factor = 0.5
			luck = yes
			}
		modifier = {
			factor = 1.5
			is_bankrupt = yes
			}
		}
	
	title = "EVTNAME5019"
	desc = "EVTDESC5019"
	
	option = {
		name = "EVTOPTA5019"# Collect the benefits over time
		ai_chance = { factor = 45 }
		add_country_modifier = {
			name = "exceptional_year"
			duration = 365
			}
		}
	option = {
		name = "EVTOPTB5019"# Take advantage of the benefits at once
		ai_chance = { factor = 55 }
		treasury = 200
		}
	}


country_event = {
	
	id = 5021
	
	trigger = {
		advisor = treasurer
		year = 1650
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			production_efficiency = 0.5
			}
		modifier = {
			factor = 0.5
			luck = yes
			}
		modifier = {
			factor = 1.5
			is_bankrupt = yes
			}
		}
	
	title = "EVTNAME5019"
	desc = "EVTDESC5019"
	
	option = {
		name = "EVTOPTA5019"# Collect the benefits over time
		ai_chance = { factor = 45 }
		treasury = 100
		add_country_modifier = {
			name = "exceptional_year"
			duration = 365
			}
		}
	option = {
		name = "EVTOPTB5019"# Take advantage of the benefits at once
		ai_chance = { factor = 55 }
		treasury = 300
		}
	}


#########################################################
#Rush of colonists#
#########################################################

country_event = {
	
	id = 5022
	
	trigger = {
		idea = quest_for_the_new_world
		num_of_ports = 1
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			idea = colonial_ventures
			}
		modifier = {
			factor = 0.5
			luck = yes
			}
		modifier = {
			factor = 1.5
			NOT = { land_naval = -2 }
			}
		}
	
	title = "EVTNAME5022"
	desc = "EVTDESC5022"
	
	option = {
		name = "EVTOPTA5022"# Gain extra colonists
		ai_chance = { factor = 45 }
		colonists = 3
		}
	option = {
		name = "EVTOPTB5022"# Receive monetary benefits
		ai_chance = { factor = 55 }
		colonists = 1
		add_country_modifier = {
			name = "monetary_benefits"
			duration = 365
			}
		}
	}


#########################################################
#Rush of merchants  #
#########################################################

country_event = {
	
	id = 5023
	
	trigger = {
		advisor = trader
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			trade_efficiency = 0.5
			
			}
		modifier = {
			factor = 0.5
			luck = yes
			}
		modifier = {
			factor = 1.5
			is_bankrupt = yes
			}
		}
	
	title = "EVTNAME5023"
	desc = "EVTDESC5023"
	
	option = {
		name = "EVTOPTA5023"# Gain extra merchants
		ai_chance = { factor = 45 }
		merchants = 3
		}
	option = {
		name = "EVTOPTB5023"# Receive monetary benefits
		ai_chance = { factor = 55 }
		merchants = 1
		add_country_modifier = {
			name = "monetary_benefits"
			duration = 365
			}
		}
	}


#########################################################
#Diplomatic event  #
#########################################################

# Diplomatic move
country_event = {
	
	id = 5024
	
	trigger = {
		DIP = 7
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			advisor = diplomat
			}
		modifier = {
			factor = 0.5
			luck = yes
			}
		modifier = {
			factor = 1.5
			badboy = 1
			}
		}
	
	title = "EVTNAME5024"
	desc = "EVTDESC5024"
	
	option = {
		name = "EVTOPTA5024"# Appoint new diplomats
		ai_chance = { factor = 60 }
		diplomats = 3
		}
	option = {
		name = "EVTOPTB5024"# Improve relations with neighboring states
		ai_chance = { factor = 40 }
		diplomats = 1
		random_country = {
			limit = { neighbour = THIS }
			relation = { who = THIS value = 25 }
			}
		}
	}

# Excellent Diplomacy
country_event = {
	
	id = 5025
	
	trigger = {
		diplomat = 5
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			DIP = 7
			}
		modifier = {
			factor = 0.5
			luck = yes
			}
		modifier = {
			factor = 1.5
			NOT = { DIP = 4 }
			}
		}
	
	title = "EVTNAME5025"
	desc = "EVTDESC5025"
	
	option = {
		name = "EVTOPTA5025"# Bask in the Glory
		ai_chance = { factor = 55 }
		prestige = 0.03
		badboy = -1
		}
	option = {
		name = "EVTOPTB5025"# Improve our Reputation
		ai_chance = { factor = 45 }
		badboy = -3
		prestige = 0.01
		}
	}

#########################################################
#Plague   #
#########################################################

province_event = {
	
	id = 5026
	
	trigger = {
		NOT = { has_province_flag = plague }
		owner = {
			NOT = { production_efficiency = 0.25 }
			NOT = { trade_efficiency = 0.25 }
			}
		citysize = 2500
		OR = {
			trade_goods = grain
			trade_goods = fish
			}
		}
	
	mean_time_to_happen = {
		months = 5000 # Random Province Event
		
		modifier = {
			factor = 0.75
			any_neighbor_province = {
				has_province_flag = plague
				}
			}
		modifier = {
			factor = 0.75
			port = yes
			}
		modifier = {
			factor = 8.0
			owner = { num_of_cities = 20 }
			}
		modifier = {
			factor = 2.0
			owner = { luck = yes }
			}
		modifier = {
			factor = 1.25
			owner = { ADM = 6 }
			}
		modifier = {
			factor = 1.25
			owner = { government_tech = 10 }
			}
		modifier = {
			factor = 1.25
			owner = { trade_tech = 15 }
			}
		}
	
	title = "EVTNAME5026"
	desc = "EVTDESC5026"
	
	option = {
		name = "EVTOPTA5026"# We have to do something!
		ai_chance = { factor = 55 }
		citysize = -500
		set_province_flag = plague
		owner = { treasury = -40 }
		}
	option = {
		name = "EVTOPTB5026"# There is nothing we can do.
		ai_chance = { factor = 45 }
		citysize = -1500
		set_province_flag = plague
		add_province_modifier = {
			name = "plague"
			duration = 600
			}
		}
	}


#########################################################
#Reformation of the Army   #
#########################################################

# Number of cities: < 5
country_event = {
	
	id = 5027
	
	trigger = {
		NOT = { num_of_cities = 5 }
		army_reformer = 5
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			MIL = 7
			}
		modifier = {
			factor = 0.5
			luck = yes
			}
		modifier = {
			factor = 1.5
			NOT = { MIL = 4 }
			}
		}
	
	title = "EVTNAME5027"
	desc = "EVTDESC5027"
	
	option = {
		name = "EVTOPTA5027"# Invest in army technology
		ai_chance = { factor = 55 }
		land_tech = 250
		}
	option = {
		name = "EVTOPTB5027"# Improve our existing military
		ai_chance = { factor = 45 }
		army_tradition = 0.1
		land_tech = 50
		}
	}

# Number of cities: 5-9
country_event = {
	
	id = 5028
	
	trigger = {
		num_of_cities = 5
		NOT = { num_of_cities = 10 }
		army_reformer = 5
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			MIL = 7
			}
		modifier = {
			factor = 0.5
			luck = yes
			}
		modifier = {
			factor = 1.5
			NOT = { MIL = 4 }
			}
		}
	
	title = "EVTNAME5027"
	desc = "EVTDESC5027"
	
	option = {
		name = "EVTOPTA5027"# Invest in army technology
		ai_chance = { factor = 55 }
		land_tech = 500
		}
	option = {
		name = "EVTOPTB5027"# Improve our existing military
		ai_chance = { factor = 45 }
		army_tradition = 0.12
		land_tech = 50
		}
	}

# Number of cities: 10-29
country_event = {
	
	id = 5029
	
	trigger = {
		num_of_cities = 10
		NOT = { num_of_cities = 30 }
		army_reformer = 5
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			MIL = 7
			}
		modifier = {
			factor = 0.5
			luck = yes
			}
		modifier = {
			factor = 1.5
			NOT = { MIL = 4 }
			}
		}
	
	title = "EVTNAME5027"
	desc = "EVTDESC5027"
	
	option = {
		name = "EVTOPTA5027"# Invest in army technology
		ai_chance = { factor = 55 }
		land_tech = 750
		}
	option = {
		name = "EVTOPTB5027"# Improve our existing military
		ai_chance = { factor = 45 }
		army_tradition = 0.15
		land_tech = 100
		}
	}

# Number of cities: 30-79
country_event = {
	
	id = 5030
	
	trigger = {
		num_of_cities = 30
		NOT = { num_of_cities = 80 }
		army_reformer = 5
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			MIL = 7
			}
		modifier = {
			factor = 0.5
			luck = yes
			}
		modifier = {
			factor = 1.5
			NOT = { MIL = 4 }
			}
		}
	
	title = "EVTNAME5027"
	desc = "EVTDESC5027"
	
	option = {
		name = "EVTOPTA5027"# Invest in army technology
		ai_chance = { factor = 55 }
		land_tech = 1000
		}
	option = {
		name = "EVTOPTB5027"# Improve our existing military
		ai_chance = { factor = 45 }
		army_tradition = 0.2
		land_tech = 200
		}
	}

# Number of cities: 80-
country_event = {
	
	id = 5031
	
	trigger = {
		num_of_cities = 80
		army_reformer = 5
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			MIL = 7
			}
		modifier = {
			factor = 0.5
			luck = yes
			}
		modifier = {
			factor = 1.5
			NOT = { MIL = 4 }
			}
		}
	
	title = "EVTNAME5027"
	desc = "EVTDESC5027"
	
	option = {
		name = "EVTOPTA5027"# Invest in army technology
		ai_chance = { factor = 55 }
		land_tech = 2500
		}
	option = {
		name = "EVTOPTB5027"# Improve our existing military
		ai_chance = { factor = 45 }
		army_tradition = 0.25
		land_tech = 600
		}
	}

#########################################################
#Reformation of the Navy   #
#########################################################

# Number of cities: < 5
country_event = {
	
	id = 5032
	
	trigger = {
		NOT = { num_of_cities = 5 }
		naval_reformer = 5
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			MIL = 7
			}
		modifier = {
			factor = 0.5
			luck = yes
			}
		modifier = {
			factor = 1.5
			NOT = { MIL = 4 }
			}
		}
	
	title = "EVTNAME5032"
	desc = "EVTDESC5032"
	
	option = {
		name = "EVTOPTA5032"# Invest in naval technology
		ai_chance = { factor = 55 }
		naval_tech = 250
		}
	option = {
		name = "EVTOPTB5032"# Improve our existing navy
		ai_chance = { factor = 45 }
		navy_tradition = 0.1
		naval_tech = 50
		}
	}

# Number of cities: 5-9
country_event = {
	
	id = 5033
	
	trigger = {
		num_of_cities = 5
		NOT = { num_of_cities = 10 }
		naval_reformer = 5
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			MIL = 7
			}
		modifier = {
			factor = 0.5
			luck = yes
			}
		modifier = {
			factor = 1.5
			NOT = { MIL = 4 }
			}
		}
	
	title = "EVTNAME5032"
	desc = "EVTDESC5032"
	
	option = {
		name = "EVTOPTA5032"# Invest in naval technology
		ai_chance = { factor = 55 }
		naval_tech = 500
		}
	option = {
		name = "EVTOPTB5032"# Improve our existing navy
		ai_chance = { factor = 45 }
		navy_tradition = 0.12
		naval_tech = 50
		}
	}

# Number of cities: 10-29
country_event = {
	
	id = 5034
	
	trigger = {
		num_of_cities = 10
		NOT = { num_of_cities = 30 }
		naval_reformer = 5
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			MIL = 7
			}
		modifier = {
			factor = 0.5
			luck = yes
			}
		modifier = {
			factor = 1.5
			NOT = { MIL = 4 }
			}
		}
	
	title = "EVTNAME5032"
	desc = "EVTDESC5032"
	
	option = {
		name = "EVTOPTA5032"# Invest in naval technology
		ai_chance = { factor = 55 }
		naval_tech = 750
		}
	option = {
		name = "EVTOPTB5032"# Improve our existing navy
		ai_chance = { factor = 45 }
		navy_tradition = 0.15
		naval_tech = 100
		}
	}

# Number of cities: 30-79
country_event = {
	
	id = 5035
	
	trigger = {
		num_of_cities = 30
		NOT = { num_of_cities = 80 }
		naval_reformer = 5
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			MIL = 7
			}
		modifier = {
			factor = 0.5
			luck = yes
			}
		modifier = {
			factor = 1.5
			NOT = { MIL = 4 }
			}
		}
	
	title = "EVTNAME5032"
	desc = "EVTDESC5032"
	
	option = {
		name = "EVTOPTA5032"# Invest in naval technology
		ai_chance = { factor = 55 }
		naval_tech = 1000
		}
	option = {
		name = "EVTOPTB5032"# Improve our existing navy
		ai_chance = { factor = 45 }
		navy_tradition = 0.2
		naval_tech = 200
		}
	}

# Number of cities: 80-
country_event = {
	
	id = 5036
	
	trigger = {
		num_of_cities = 80
		naval_reformer = 5
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			MIL = 7
			}
		modifier = {
			factor = 0.5
			luck = yes
			}
		modifier = {
			factor = 1.5
			NOT = { MIL = 4 }
			}
		}
	
	title = "EVTNAME5032"
	desc = "EVTDESC5032"
	
	option = {
		name = "EVTOPTA5032"# Invest in naval technology
		ai_chance = { factor = 55 }
		naval_tech = 2500
		}
	option = {
		name = "EVTOPTB5032"# Improve our existing navy
		ai_chance = { factor = 45 }
		navy_tradition = 0.25
		naval_tech = 600
		}
	}

#########################################################
#Agricultural revolution  #
#########################################################

# Number of cities: < 30
province_event = {
	
	id = 5037
	
	trigger = {
		trade_goods = grain
		owner = {
			NOT = { num_of_cities = 30 }
			}
		}
	
	mean_time_to_happen = {
		months = 5000 # Random Province Event
		
		modifier = {
			factor = 0.5
			owner = { NOT = { innovative_narrowminded = 0 } }
			}
		modifier = {
			factor = 1.5
			owner = { innovative_narrowminded = 1 }
			}
		}
	
	title = "EVTNAME5037"
	desc = "EVTDESC5037"
	
	option = {
		name = "EVTOPTA5037"# Invest in a bigger army
		ai_chance = { factor = 55 }
		change_manpower = 1
		}
	option = {
		name = "EVTOPTB5037"#  Raise taxes
		ai_chance = { factor = 45 }
		base_tax = 1
		}
	}

# Number of cities: 30-79
province_event = {
	
	id = 5038
	
	trigger = {
		trade_goods = grain
		owner = {
			num_of_cities = 30
			NOT = { num_of_cities = 80 }
			}
		}
	
	mean_time_to_happen = {
		months = 5000 # Random Province Event
		
		modifier = {
			factor = 0.5
			owner = { NOT = { innovative_narrowminded = 0 } }
			}
		modifier = {
			factor = 0.5
			owner = { luck = yes }
			}
		modifier = {
			factor = 1.5
			owner = { innovative_narrowminded = 1 }
			}
		}
	
	title = "EVTNAME5037"
	desc = "EVTDESC5037"
	
	option = {
		name = "EVTOPTA5037"# Invest in a bigger army
		ai_chance = { factor = 55 }
		change_manpower = 1
		owner = {
			add_country_modifier = {
				name = "military_funding"
				duration = 100
				}
			}
		}
	option = {
		name = "EVTOPTB5037"#  Raise taxes
		ai_chance = { factor = 45 }
		base_tax = 2
		owner = { treasury = 50 }
		}
	}

# Number of cities: 80 -
province_event = {
	
	id = 5039
	
	trigger = {
		trade_goods = grain
		owner = {
			num_of_cities = 80
			}
		}
	
	mean_time_to_happen = {
		months = 5000 # Random Province Event
		
		modifier = {
			factor = 0.5
			owner = {
				NOT = { innovative_narrowminded = 0 }
				}
			}
		modifier = {
			factor = 1.5
			owner = {
				innovative_narrowminded = 1
				}
			}
		}
	
	title = "EVTNAME5037"
	desc = "EVTDESC5037"
	
	option = {
		name = "EVTOPTA5037"# Invest in a bigger army
		ai_chance = { factor = 55 }
		change_manpower = 2
		owner = {
			add_country_modifier = {
				name = "military_funding"
				duration = 150
				}
			}
		}
	option = {
		name = "EVTOPTB5037"#  Raise taxes
		ai_chance = { factor = 45 }
		base_tax = 2
		owner = { treasury = 100 }
		}
	}

#########################################################
#Good government policies  #
#########################################################

# Number of cities: < 5
country_event = {
	
	id = 5040
	
	trigger = {
		NOT = { num_of_cities = 5 }
		ADM = 8
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			advisor = statesman
			}
		modifier = {
			factor = 0.5
			luck = yes
			}
		modifier = {
			factor = 1.5
			badboy = 1
			}
		}
	
	title = "EVTNAME5040"
	desc = "EVTDESC5040"
	
	option = {
		name = "EVTOPTA5040"# Use the money to bring stability to our nation
		ai_chance = { factor = 40 }
		stability = 1
		}
	option = {
		name = "EVTOPTB5040"# Invest the money in our government
		ai_chance = { factor = 30 }
		government_tech = 100
		
		}
	option = {
		name = "EVTOPTC5040"# Let's fill our treasury while we have their support
		ai_chance = { factor = 30 }
		treasury = 50
		}
	}

# Number of cities: 5-10
country_event = {
	
	id = 5041
	
	trigger = {
		num_of_cities = 5
		NOT = { num_of_cities = 10 }
		ADM = 8
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			advisor = statesman
			}
		modifier = {
			factor = 0.5
			luck = yes
			}
		modifier = {
			factor = 1.5
			badboy = 1
			}
		}
	
	title = "EVTNAME5040"
	desc = "EVTDESC5040"
	
	option = {
		name = "EVTOPTA5040"# Use the money to bring stability to our nation
		ai_chance = { factor = 40 }
		stability = 1
		}
	option = {
		name = "EVTOPTB5040"# Invest the money in our government
		ai_chance = { factor = 30 }
		government_tech = 200
		
		}
	option = {
		name = "EVTOPTC5040"# Let's fill our treasury while we have their support
		ai_chance = { factor = 30 }
		treasury = 100
		}
	}

# Number of cities: 10-29
country_event = {
	
	id = 5042
	
	trigger = {
		num_of_cities = 10
		NOT = { num_of_cities = 30 }
		ADM = 8
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			advisor = statesman
			}
		modifier = {
			factor = 0.5
			luck = yes
			}
		modifier = {
			factor = 1.5
			badboy = 1
			}
		}
	
	title = "EVTNAME5040"
	desc = "EVTDESC5040"
	
	option = {
		name = "EVTOPTA5040"# Use the money to bring stability to our nation
		ai_chance = { factor = 40 }
		stability = 1
		}
	option = {
		name = "EVTOPTB5040"# Invest the money in our government
		ai_chance = { factor = 30 }
		government_tech = 400
		
		}
	option = {
		name = "EVTOPTC5040"# Let's fill our treasury while we have their support
		ai_chance = { factor = 30 }
		treasury = 200
		}
	}

# Number of cities: 30-79
country_event = {
	
	id = 5043
	
	trigger = {
		num_of_cities = 30
		NOT = { num_of_cities = 79 }
		ADM = 8
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			badboy = 0.1
			}
		modifier = {
			factor = 0.5
			luck = yes
			}
		modifier = {
			factor = 1.5
			advisor = statesman
			}
		}
	
	title = "EVTNAME5040"
	desc = "EVTDESC5040"
	
	option = {
		name = "EVTOPTA5040"# Use the money to bring stability to our nation
		ai_chance = { factor = 40 }
		stability = 2
		}
	option = {
		name = "EVTOPTB5040"# Invest the money in our government
		ai_chance = { factor = 30 }
		government_tech = 1000
		
		}
	option = {
		name = "EVTOPTC5040"# Let's fill our treasury while we have their support
		ai_chance = { factor = 30 }
		treasury = 500
		}
	}

# Number of cities: 80 -
country_event = {
	
	id = 5044
	
	trigger = {
		num_of_cities = 80
		ADM = 8
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			badboy = 0.1
			}
		modifier = {
			factor = 0.5
			luck = yes
			}
		modifier = {
			factor = 1.5
			advisor = statesman
			}
		}
	
	title = "EVTNAME5040"
	desc = "EVTDESC5040"
	
	option = {
		name = "EVTOPTA5040"# Use the money to bring stability to our nation
		ai_chance = { factor = 40 }
		stability = 2
		}
	option = {
		name = "EVTOPTB5040"# Invest the money in our government
		ai_chance = { factor = 30 }
		government_tech = 2500
		
		}
	option = {
		name = "EVTOPTC5040"# Let's fill our treasury while we have their support
		ai_chance = { factor = 30 }
		treasury = 1250
		}
	}

#########################################################
#Poor government policies  #
#########################################################

# Number of cities: < 5
country_event = {
	
	id = 5045
	
	trigger = {
		NOT = { num_of_cities = 5 }
		NOT = { ADM = 4 }
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			badboy = 0.1
			}
		modifier = {
			factor = 2.0
			luck = yes
			}
		modifier = {
			factor = 1.5
			advisor = statesman
			}
		}
	
	title = "EVTNAME5045"
	desc = "EVTDESC5045"
	
	option = {
		name = "EVTOPTA5045"# We have chosen the right path
		ai_chance = { factor = 55 }
		stability = -1
		}
	option = {
		name = "EVTOPTB5045"# Attempt to improve the situation
		ai_chance = { factor = 45 }
		treasury = -50
		
		}
	}

# Number of cities: 5-10
country_event = {
	
	id = 5046
	
	trigger = {
		num_of_cities = 5
		NOT = { num_of_cities = 10 }
		NOT = { ADM = 4 }
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			badboy = 0.1
			}
		modifier = {
			factor = 2.0
			luck = yes
			}
		modifier = {
			factor = 1.5
			advisor = statesman
			}
		}
	
	title = "EVTNAME5045"
	desc = "EVTDESC5045"
	
	option = {
		name = "EVTOPTA5045"# We have chosen the right path.
		ai_chance = { factor = 55 }
		stability = -1
		}
	option = {
		name = "EVTOPTB5045"# Attempt to improve the situation
		ai_chance = { factor = 45 }
		treasury = -200
		
		}
	}

# Number of cities: 10-29
country_event = {
	
	id = 5047
	
	trigger = {
		num_of_cities = 10
		NOT = { num_of_cities = 30 }
		NOT = { ADM = 4 }
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			badboy = 0.1
			}
		modifier = {
			factor = 2.0
			luck = yes
			}
		modifier = {
			factor = 1.5
			advisor = statesman
			}
		}
	
	title = "EVTNAME5045"
	desc = "EVTDESC5045"
	
	option = {
		name = "EVTOPTA5045"# We have chosen the right path.
		ai_chance = { factor = 55 }
		stability = -1
		}
	option = {
		name = "EVTOPTB5045"# Attempt to improve the situation
		ai_chance = { factor = 45 }
		treasury = -200
		}
	}

# Number of cities: 30-79
country_event = {
	
	id = 5048
	
	trigger = {
		num_of_cities = 30
		NOT = { num_of_cities = 79 }
		NOT = { ADM = 4 }
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			badboy = 0.1
			}
		modifier = {
			factor = 2.0
			luck = yes
			}
		modifier = {
			factor = 1.5
			advisor = statesman
			}
		}
	
	title = "EVTNAME5045"
	desc = "EVTDESC5045"
	
	option = {
		name = "EVTOPTA5045"# We have chosen the right path.
		ai_chance = { factor = 55 }
		stability = -2
		}
	option = {
		name = "EVTOPTB5045"# Attempt to improve the situation
		ai_chance = { factor = 45 }
		treasury = -500
		
		}
	}

# Number of cities: 80 -
country_event = {
	
	id = 5049
	
	trigger = {
		num_of_cities = 80
		NOT = { ADM = 4 }
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			badboy = 0.1
			}
		modifier = {
			factor = 2.0
			luck = yes
			}
		modifier = {
			factor = 1.5
			advisor = statesman
			}
		}
	
	title = "EVTNAME5045"
	desc = "EVTDESC5045"
	
	option = {
		name = "EVTOPTA5045"# We have chosen the right path.
		ai_chance = { factor = 55 }
		stability = -2
		}
	option = {
		name = "EVTOPTB5045"# Attempt to improve the situation
		ai_chance = { factor = 45 }
		treasury = -1250
		}
	}

#########################################################
#Unhappiness among the clergy  #
#########################################################

country_event = {
	
	id = 5050
	
	trigger = {
		NOT = { innovative_narrowminded = -2 }
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			NOT = { advisor = theologian }
			}
		modifier = {
			factor = 2.0
			luck = yes
			}
		modifier = {
			factor = 1.5
			advisor = theologian
			}
		}
	
	title = "EVTNAME5050"
	desc = "EVTDESC5050"
	
	option = {
		name = "EVTOPTA5050"# Ignore their Demands.
		ai_chance = { factor = 55 }
		stability = -1
		}
	option = {
		name = "EVTOPTB5050"# Agree to their Demands.
		ai_chance = { factor = 45 }
		innovative_narrowminded = 1
		}
	}

#########################################################
#Unhappiness among the artisans  #
#########################################################

country_event = {
	
	id = 5051
	
	trigger = {
		NOT = { serfdom_freesubjects = -1 }
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			NOT = { serfdom_freesubjects = -4 }
			}
		modifier = {
			factor = 2.0
			luck = yes
			}
		modifier = {
			factor = 1.5
			stability = 3
			}
		}
	
	title = "EVTNAME5051"
	desc = "EVTDESC5051"
	
	option = {
		name = "EVTOPTA5051"# Execute the troublemakers.
		ai_chance = { factor = 55 }
		stability = -1
		}
	option = {
		name = "EVTOPTB5051"# Abolish a tax.
		ai_chance = { factor = 45 }
		serfdom_freesubjects = 1
		}
	}

#########################################################
#Unhappiness among the peasantry  #
#########################################################

country_event = {
	
	id = 5052
	
	trigger = {
		NOT = { serfdom_freesubjects = -3 }
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			wartax = yes
			}
		modifier = {
			factor = 2.0
			luck = yes
			}
		modifier = {
			factor = 1.5
			AND = {
				stability = 3
				revolt_percentage = 0
				}
			}
		}
	
	title = "EVTNAME5052"
	desc = "EVTDESC5052"
	
	option = {
		name = "EVTOPTA5052"# We rule as we see fit.
		ai_chance = { factor = 55 }
		prestige = -0.01
		stability = -1
		}
	option = {
		name = "EVTOPTB5052"# Prevent the discontent from spreading.
		ai_chance = { factor = 45 }
		treasury = -40
		}
	}

#########################################################
#Unhappiness among the merchants  #
#########################################################

country_event = {
	
	id = 5053
	
	trigger = {
		NOT = { mercantilism_freetrade = -2 }
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			government = merchant_republic
			}
		modifier = {
			factor = 2.0
			luck = yes
			}
		modifier = {
			factor = 1.5
			advisor = trader
			}
		}
	
	title = "EVTNAME5053"
	desc = "EVTDESC5053"
	
	option = {
		name = "EVTOPTA5053"# Reduce trade investment.
		ai_chance = { factor = 55 }
		trade_tech = -500
		}
	option = {
		name = "EVTOPTB5053"# Get rid of the troublemakers.
		ai_chance = { factor = 45 }
		stability = -1
		merchants = -1
		}
	}

#########################################################
#Political Crisis  #
#########################################################

country_event = {
	
	id = 5054
	
	trigger = {
		NOT = { stability = 3 }
		NOT = { ADM = 4 }
		badboy = 5
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			revolt_percentage = 0.1
			}
		modifier = {
			factor = 2.0
			luck = yes
			}
		modifier = {
			factor = 1.5
			advisor = statesman
			}
		}
	
	title = "EVTNAME5054"
	desc = "EVTDESC5054"
	
	option = {
		name = "EVTOPTA5054"# Given time, a solution will present itself.
		ai_chance = { factor = 55 }
		stability = -1
		}
	option = {
		name = "EVTOPTB5054"# Reputation isn't everything.
		ai_chance = { factor = 45 }
		badboy = 3
		}
	}

#########################################################
#Corruption #
#########################################################

country_event = {
	
	id = 5055
	
	trigger = {
		inflation = 0.2
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			number_of_loans = 1
			}
		modifier = {
			factor = 2.0
			luck = yes
			}
		modifier = {
			factor = 1.5
			advisor = treasurer
			}
		}
	
	title = "EVTNAME5055"
	desc = "EVTDESC5055"
	
	option = {
		name = "EVTOPTA5055"# Try to eradicate the problems.
		ai_chance = { factor = 55 }
		stability = -1
		}
	option = {
		name = "EVTOPTB5055"# Ignore them.
		ai_chance = { factor = 45 }
		inflation = 3
		}
	}


#########################################################
#Diplomatic insult  #
#########################################################

country_event = {
	
	id = 5056
	
	trigger = {
		OR = {
			num_of_royal_marriages = 1
			num_of_vassals = 1
			num_of_unions = 1
			}
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			badboy = 1
			}
		modifier = {
			factor = 1.5
			DIP = 8
			}
		}
	
	title = "EVTNAME5056"
	desc = "EVTDESC5056"
	
	option = {
		name = "EVTOPTA5056"# We won't forget this.
		ai_chance = { factor = 55 }
		random_country = {
			limit = { neighbour = THIS  }
			add_casus_belli = THIS
			}
		}
	option = {
		name = "EVTOPTB5056"# Try to ease the tension.
		ai_chance = { factor = 45 }
		random_country = {
			limit = { neighbour = THIS  }
			relation = { who = THIS value = 60 }
			}
		}
	}

#########################################################
#Fortification efforts  #
#########################################################

province_event = {
	
	id = 5057
	
	trigger = {
		owner = { MIL = 7 }
		fort1 = yes
		NOT = { fort2 = yes }
		}
	
	mean_time_to_happen = {
		months = 5000 # Random Province Event
		
		modifier = {
			factor = 0.5
			owner = {
				advisor = army_reformer
				}
			}
		modifier = {
			factor = 1.5
			owner = {
				NOT = { advisor = army_reformer }
				}
			}
		}
	
	title = "EVTNAME5057"
	desc = "EVTDESC5057"
	
	option = {
		name = "EVTOPTA5057"# It's of the utmost importance
		ai_chance = { factor = 55 }
		add_building = fort2
		change_manpower = 1
		owner = { treasury = -30 }
		}
	option = {
		name = "EVTOPTB5057"# It's too expensive
		ai_chance = { factor = 45 }
		owner = { treasury = 40 }
		}
	}

#########################################################
#Nobles  #
#########################################################

country_event = {
	
	id = 5058
	
	trigger = {
		NOT = { aristocracy_plutocracy = -1 }
		aristocracy_plutocracy = -3
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			ADM = 7
			}
		modifier = {
			factor = 2.0
			luck = yes
			}
		modifier = {
			factor = 1.5
			OR = {
				government = merchant_republic
				government = administrative_republic
				government = constitutional_republic
				government = papacy
				government = tribal_federation 
				government = tribal_democracy
				}
			}
		}
	
	title = "EVTNAME5058"
	desc = "EVTDESC5058"
	
	option = {
		name = "EVTOPTA5058"# Accept their rightful claims.
		ai_chance = { factor = 55 }
		aristocracy_plutocracy = -1
		}
	option = {
		name = "EVTOPTB5058"# Ignore their demands.
		ai_chance = { factor = 45 }
		add_country_modifier = {
			name = "disorder"
			duration = 365
			}
		}
	}

#########################################################
#Trading Company Disaster #
#########################################################

country_event = {
	
	id = 5059
	
	trigger = {
		year = 1700
		advisor = trader
		OR = {
			idea = shrewd_commerce_practise
			idea = national_trade_policy
			}
		religion_group = western_rite_christian
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			NOT = { trade_efficiency = 0.2 }
			}
		modifier = {
			factor = 2.0
			luck = yes
			}
		modifier = {
			factor = 1.5
			trade_efficiency = 0.5
			}
		}
	
	title = "EVTNAME5059"
	desc = "EVTDESC5059"
	
	option = {
		name = "EVTOPTA5059"# Cut down on our expenses
		ai_chance = { factor = 55 }
		add_country_modifier = {
			name = "trade_disaster"
			duration = 365
			}
		}
	option = {
		name = "EVTOPTB5059"# This isn't anything we can't handle.
		ai_chance = { factor = 45 }
		treasury = -70
		}
	}

#########################################################
#Meteor sighted  #
#########################################################

country_event = {
	
	id = 5060
	
	trigger = {
		advisor = natural_scientist
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			natural_scientist = 6
			}
		modifier = {
			factor = 2.0
			luck = yes
			}
		modifier = {
			factor = 1.5
			NOT = { natural_scientist = 3 }
			}
		}
	
	title = "EVTNAME5060"
	desc = "EVTDESC5060"
	
	option = {
		name = "EVTOPTA5060"# It's an omen
		ai_chance = { factor = 55 }
		stability = -1
		}
	option = {
		name = "EVTOPTB5060"# Ignore the peasant rabble
		ai_chance = { factor = 45 }
		stability = -1
		}
	}

#########################################################
#Saint performs miracle  #
#########################################################

country_event = {
	
	id = 5061
	
	trigger = {
		NOT = { year = 1700 }
		religion = catholic
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			innovative_narrowminded = 3
			}
		modifier = {
			factor = 0.5
			luck = yes
			}
		modifier = {
			factor = 1.5
			NOT = { innovative_narrowminded = -2 }
			}
		}
	
	title = "EVTNAME5061"
	desc = "EVTDESC5061"
	
	option = {
		name = "EVTOPTA5061"# We have truly been blessed
		ai_chance = { factor = 55 }
		stability = 1
		}
	option = {
		name = "EVTOPTB5061"# Their actions have shown us the true path
		ai_chance = { factor = 45 }
		innovative_narrowminded = 1
		}
	}

#########################################################
#Medical  #
#########################################################

province_event = {
	
	id = 5062
	
	trigger = {
		owner = {
			NOT = { innovative_narrowminded = -2 }
			adm = 6
			}
		}
	
	mean_time_to_happen = {
		months = 5000 # Random Province Event
		
		modifier = {
			factor = 0.5
			owner = { university = 1 }
			}
		modifier = {
			factor = 0.5
			owner = { luck = yes }
			}
		modifier = {
			factor = 1.5
			owner = { NOT = { has_building = university } }
			}
		modifier = {
			factor = 1.5
			owner = { num_of_cities = 10 }
			}
		modifier = {
			factor = 1.5
			owner = { num_of_cities = 20 }
			}
		}
	
	title = "EVTNAME5062"
	desc = "EVTDESC5062"
	
	option = {
		name = "EVTOPTA5062"# Our research will benefit population growth
		ai_chance = { factor = 55 }
		add_province_modifier = {
			name = "medical_evolution"
			duration = 500
			}
		}
	option = {
		name = "EVTOPTB5062"# There is still room for improvement
		ai_chance = { factor = 45 }
		owner = { production_tech = 50 }
		}
	}

#########################################################
#Noble feud#
#########################################################

province_event = {
	
	id = 5063
	
	trigger = {
		owner = {
			NOT = { aristocracy_plutocracy = 0 }
			NOT = { advisor = statesman }
			badboy = 0.3
			NOT = { prestige = 0.1 }
			}
		}
	
	mean_time_to_happen = {
		months = 5000 # Random Province Event
		
		modifier = {
			factor = 0.5
			owner = {
				NOT = { ADM = 4 }
				}
			}
		modifier = {
			factor = 2.0
			owner = { luck = yes }
			}
		modifier = {
			factor = 1.5
			owner = {
				ADM = 8
				}
			}
		}
	
	title = "EVTNAME5063"
	desc = "EVTDESC5063"
	
	option = {
		name = "EVTOPTA5063"# Side with one family
		ai_chance = { factor = 50 }
		create_revolt = 1
		}
	option = {
		name = "EVTOPTB5063"# Let them fight it out.
		ai_chance = { factor = 25 }
		base_tax = -1
		}
	option = {
		name = "EVTOPTC5063"# Try to settle the issue.
		ai_chance = { factor = 25 }
		owner = { treasury = -100 }
		}
	}

#########################################################
#Nobles ally with foreign power  #
#########################################################

country_event = {
	
	id = 5064
	
	trigger = {
		NOT = { aristocracy_plutocracy = 2 }
		centralization_decentralization = 1
		NOT = { DIP = 5 }
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			centralization_decentralization = 3
			}
		modifier = {
			factor = 0.8
			NOT = { stability = 0 }
			}
		modifier = {
			factor = 1.2
			stability = 1
			}
		modifier = {
			factor = 2.0
			luck = yes
			}
		modifier = {
			factor = 1.5
			OR = {
				government = merchant_republic
				government = administrative_republic
				government = constitutional_republic
				government = papacy
				government = tribal_federation 
				government = tribal_democracy
				}
			}
		}
	
	title = "EVTNAME5064"
	desc = "EVTDESC5064"
	
	option = {
		name = "EVTOPTA5064"# They will pay for their treachery
		ai_chance = { factor = 55 }
		random_country = {
			limit = { neighbour = THIS }
			add_casus_belli = THIS
			}
		stability = -1
		}
	option = {
		name = "EVTOPTB5064"# We'll deal with them later
		ai_chance = { factor = 45 }
		prestige = -0.02
		}
	}

#########################################################
#Assassination  #
#########################################################

country_event = {
	
	id = 5065
	
	trigger = {
		NOT = { aristocracy_plutocracy = 0 }
		NOT = { DIP = 5 }
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			NOT = { aristocracy_plutocracy = -2 }
			}
		modifier = {
			factor = 2.0
			luck = yes
			}
		modifier = {
			factor = 1.5
			advisor = statesman
			}
		}
	
	title = "EVTNAME5065"
	desc = "EVTDESC5065"
	
	option = {
		name = "EVTOPTA5065"# Let them solve it among themselves.
		ai_chance = { factor = 55 }
		stability = -1
		}
	option = {
		name = "EVTOPTB5065"# Take control of the situation
		ai_chance = { factor = 45 }
		aristocracy_plutocracy = 1
		}
	}

#########################################################
#Cessation of Church Functions to Nobility#
#########################################################

# Number of cities: < 5
country_event = {
	
	id = 5066
	
	trigger = {
		religion = catholic
		NOT = { num_of_cities = 5 }
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			OR = {
				number_of_loans = 2
				is_bankrupt = yes
				}
			}
		modifier = {
			factor = 2.0
			luck = yes
			}
		modifier = {
			factor = 1.5
			advisor = treasurer
			}
		}
	
	title = "EVTNAME5066"
	desc = "EVTDESC5066"
	
	option = {
		name = "EVTOPTA5066"# Accept
		ai_chance = { factor = 55 }
		add_country_modifier = {
			name = "reduced_taxes"
			duration = 7300
			}
		treasury = 150
		}
	option = {
		name = "EVTOPTB5066"# Decline
		ai_chance = { factor = 45 }
		stability = -1
		}
	}


# Number of cities: 5-
country_event = {
	
	id = 5067
	
	trigger = {
		religion = catholic
		num_of_cities = 5
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			OR = {
				number_of_loans = 2
				is_bankrupt = yes
				}
			}
		modifier = {
			factor = 2.0
			luck = yes
			}
		modifier = {
			factor = 1.5
			advisor = treasurer
			}
		}
	
	title = "EVTNAME5066"
	desc = "EVTDESC5066"
	
	option = {
		name = "EVTOPTA5066"# Accept
		ai_chance = { factor = 55 }
		add_country_modifier = {
			name = "reduced_taxes"
			duration = 7300
			}
		treasury = 250
		}
	option = {
		name = "EVTOPTB5066"# Decline
		ai_chance = { factor = 45 }
		stability = -1
		}
	}

#########################################################
#Sale of offices#
#########################################################

# Number of cities: < 5
country_event = {
	
	id = 5068
	
	trigger = {
		NOT = { num_of_cities = 5 }
		OR = {
			number_of_loans = 1
			is_bankrupt = yes
			}
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			war = yes
			}
		modifier = {
			factor = 2.0
			luck = yes
			}
		modifier = {
			factor = 1.5
			advisor = treasurer
			}
		}
	
	title = "EVTNAME5068"
	desc = "EVTDESC5068"
	
	option = {
		name = "EVTOPTA5068"# Accept
		ai_chance = { factor = 55 }
		add_country_modifier = {
			name = "tax_reduction"
			duration = 7300
			}
		treasury = 100
		}
	option = {
		name = "EVTOPTB5068"# Decline
		ai_chance = { factor = 45 }
		treasury = -30
		prestige = 0.01
		}
	}

# Number of cities: 5-
country_event = {
	
	id = 5069
	
	trigger = {
		NOT = { num_of_cities = 5 }
		OR = {
			number_of_loans = 1
			is_bankrupt = yes
			}
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			war = yes
			}
		modifier = {
			factor = 2.0
			luck = yes
			}
		modifier = {
			factor = 1.5
			advisor = treasurer
			}
		}
	
	title = "EVTNAME5068"
	desc = "EVTDESC5068"
	
	option = {
		name = "EVTOPTA5068"# Accept
		ai_chance = { factor = 55 }
		add_country_modifier = {
			name = "tax_reduction"
			duration = 7300
			}
		treasury = 200
		}
	option = {
		name = "EVTOPTB5068"# Decline
		ai_chance = { factor = 45 }
		treasury = -30
		prestige = 0.01
		}
	}

#########################################################
#Monopoly company formed#
#########################################################

country_event = {
	
	id = 5070
	
	trigger = {
		NOT = { mercantilism_freetrade = 0 }
		idea = shrewd_commerce_practise
		idea = national_trade_policy
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			trade_efficiency = 0.5
			}
		modifier = {
			factor = 0.5
			luck = yes
			}
		modifier = {
			factor = 1.5
			NOT = { trade_efficiency = 0.2 }
			}
		}
	
	title = "EVTNAME5070"
	desc = "EVTDESC5070"
	
	option = {
		name = "EVTOPTA5070"# Make a long-term investment
		ai_chance = { factor = 55 }
		add_country_modifier = {
			name = "trade_income_increase"
			duration = 1825
			}
		}
	option = {
		name = "EVTOPTB5070"# Demand payment in full
		ai_chance = { factor = 45 }
		treasury = 300
		}
	}


#########################################################
#Nobles demand increased pensions#
#########################################################

country_event = {
	
	id = 5071
	
	trigger = {
		NOT = { aristocracy_plutocracy = -1 }
		NOT = { ADM = 4 }
		OR = {
			government = feudal_monarchy
			government = despotic_monarchy
			government = noble_republic
			government = administrative_monarchy
			government = absolute_monarchy
			government = constitutional_monarchy
			government = enlightened_despotism
			}
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			NOT = { stability = 0 }
			}
		modifier = {
			factor = 2.0
			luck = yes
			}
		modifier = {
			factor = 1.5
			stability = 3
			}
		}
	
	title = "EVTNAME5071"
	desc = "EVTDESC5071"
	
	option = {
		name = "EVTOPTA5071"# Accept their demands.
		ai_chance = { factor = 55 }
		stability = -1
		}
	option = {
		name = "EVTOPTB5071"# Refuse their demands.
		ai_chance = { factor = 45 }
		add_country_modifier = {
			name = "tax_income_loss"
			duration = 7300
			}
		}
	}

#########################################################
#Grant export licences#
#########################################################

country_event = {
	
	id = 5072
	
	trigger = {
		NOT = { mercantilism_freetrade = 0 }
		idea = shrewd_commerce_practise
		idea = national_trade_policy
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			trader = 5
			}
		modifier = {
			factor = 0.5
			luck = yes
			}
		modifier = {
			factor = 1.5
			NOT = { advisor = trader }
			}
		}
	
	title = "EVTNAME5072"
	desc = "EVTDESC5072"
	
	option = {
		name = "EVTOPTA5072"# Grant privileges
		ai_chance = { factor = 55 }
		random_country = {
			limit = { neighbour = THIS }
			relation = { who = THIS value = 20 }
			}
		add_country_modifier = {
			name = "tax_income_boost"
			duration = 1825
			}
		}
	option = {
		name = "EVTOPTB5072"# Privileges have to be earned
		ai_chance = { factor = 45 }
		aristocracy_plutocracy = -1
		random_country = {
			limit = { neighbour = THIS }
			relation = { who = THIS value = -20 }
			}
		}
	}

#########################################################
#New land claimed#
#########################################################

province_event = {
	
	id = 5073
	
	trigger = {
		owner = { production_efficiency = 0.5 }
		}
	
	mean_time_to_happen = {
		months = 5000 # Random Province Event
		
		modifier = {
			factor = 0.5
			owner = {
				NOT = { innovative_narrowminded = 0 }
				}
			}
		modifier = {
			factor = 0.5
			owner = { luck = yes }
			}
		modifier = {
			factor = 1.5
			owner = {
				innovative_narrowminded = 1
				}
			}
		}
	
	title = "EVTNAME5073"
	desc = "EVTDESC5073"
	
	option = {
		name = "EVTOPTA5073"# Increase tax income.
		ai_chance = { factor = 60 }
		base_tax = 1
		}
	option = {
		name = "EVTOPTB5073"# Increase manpower.
		ai_chance = { factor = 30 }
		change_manpower = 1
		}
	option = {
		name = "EVTOPTC5073"# Increase both for a small additional cost.
		ai_chance = { factor = 10 }
		base_tax = 1
		change_manpower = 1
		owner = { treasury = -30 }
		}
	}

#########################################################
#Establish Cantonments#
#########################################################

country_event = {
	
	id = 5074
	
	trigger = {
		idea = national_conscripts
		NOT = { offensive_defensive = 0 }
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			idea = grand_army
			}
		modifier = {
			factor = 0.5
			luck = yes
			}
		modifier = {
			factor = 1.5
			NOT = { MIL = 4 }
			}
		}
	
	title = "EVTNAME5074"
	desc = "EVTDESC5074"
	
	option = {
		name = "EVTOPTA5074"# Draft citizens
		ai_chance = { factor = 90 }
		random_owned = {
			change_manpower = 1
			}
		}
	option = {
		name = "EVTOPTB5074"# Mass draft with financial incentive
		ai_chance = { factor = 10 }
		treasury = -60
		random_owned = {
			change_manpower = 2
			}
		}
	}

#########################################################
#Nobles demand old rights#
#########################################################

country_event = {
	
	id = 5075
	
	trigger = {
		NOT = { centralization_decentralization = 0 }
		NOT = { aristocracy_plutocracy = 0 }
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			NOT = { ADM = 4 }
			}
		modifier = {
			factor = 2.0
			luck = yes
			}
		modifier = {
			factor = 1.5
			ADM = 8
			}
		}
	
	title = "EVTNAME5075"
	desc = "EVTDESC5075"
	
	option = {
		name = "EVTOPTA5075"# Accept demands.
		ai_chance = { factor = 55 }
		centralization_decentralization = 1
		}
	option = {
		name = "EVTOPTB5075"# Reject demands.
		ai_chance = { factor = 45 }
		stability = -1
		}
	}

#########################################################
#Cities demand old rights#
#########################################################

country_event = {
	
	id = 5076
	
	trigger = {
		centralization_decentralization = 1
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			revolt_percentage = 0.1
			}
		modifier = {
			factor = 2.0
			luck = yes
			}
		modifier = {
			factor = 1.5
			stability = 3
			}
		}
	
	title = "EVTNAME5076"
	desc = "EVTDESC5076"
	
	option = {
		name = "EVTOPTA5076"# Deny old rights
		ai_chance = { factor = 55 }
		stability = -1
		}
	option = {
		name = "EVTOPTB5076"# Accept
		ai_chance = { factor = 45 }
		centralization_decentralization = 1
		}
	}

#########################################################
#Non-enforcement of ordinances#
#########################################################

# Number of cities: < 5
country_event = {
	
	id = 5077
	
	trigger = {
		centralization_decentralization = 2
		NOT = { num_of_cities = 5 }
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			OR = {
				NOT = { constable = 1 }
				NOT = { courthouse = 1 }
				}
			}
		modifier = {
			factor = 0.8
			NOT = { stability = 0 }
			}
		modifier = {
			factor = 2.0
			luck = yes
			}
		modifier = {
			factor = 1.2
			stability = 1
			}
		modifier = {
			factor = 1.5
			OR = {
				constable = 2
				courthouse = 2
				}
			}
		}
	
	title = "EVTNAME5077"
	desc = "EVTDESC5077"
	
	option = {
		name = "EVTOPTA5077"# Let them handle it
		ai_chance = { factor = 55 }
		centralization_decentralization = 1
		}
	option = {
		name = "EVTOPTB5077"# Increase attempts
		ai_chance = { factor = 45 }
		treasury = -20
		}
	}

# Number of cities: 5-9
country_event = {
	
	id = 5078
	
	trigger = {
		centralization_decentralization = 2
		num_of_cities = 5
		NOT = { num_of_cities = 10 }
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			OR = {
				NOT = { constable = 1 }
				NOT = { courthouse = 1 }
				}
			}
		modifier = {
			factor = 0.8
			NOT = { stability = 0 }
			}
		modifier = {
			factor = 2.0
			luck = yes
			}
		modifier = {
			factor = 1.2
			stability = 1
			}
		modifier = {
			factor = 1.5
			OR = {
				constable = 2
				courthouse = 2
				}
			}
		}
	
	title = "EVTNAME5077"
	desc = "EVTDESC5077"
	
	option = {
		name = "EVTOPTA5077"# Let them handle it
		ai_chance = { factor = 55 }
		centralization_decentralization = 1
		}
	option = {
		name = "EVTOPTB5077"# Increase attempts
		ai_chance = { factor = 45 }
		treasury = -40
		}
	}

# Number of cities: 10-29
country_event = {
	
	id = 5079
	
	trigger = {
		centralization_decentralization = 2
		num_of_cities = 10
		NOT = { num_of_cities = 30 }
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			OR = {
				NOT = { constable = 1 }
				NOT = { courthouse = 1 }
				}
			}
		modifier = {
			factor = 0.8
			NOT = { stability = 0 }
			}
		modifier = {
			factor = 1.2
			stability = 1
			}
		modifier = {
			factor = 2.0
			luck = yes
			}
		modifier = {
			factor = 1.5
			OR = {
				constable = 2
				courthouse = 2
				}
			}
		}
	
	title = "EVTNAME5077"
	desc = "EVTDESC5077"
	
	option = {
		name = "EVTOPTA5077"# Let them handle it
		ai_chance = { factor = 55 }
		centralization_decentralization = 1
		}
	option = {
		name = "EVTOPTB5077"# Increase attempts
		ai_chance = { factor = 45 }
		treasury = -60
		}
	}

# Number of cities: 30-79
country_event = {
	
	id = 5080
	
	trigger = {
		centralization_decentralization = 2
		num_of_cities = 30
		NOT = { num_of_cities = 80 }
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			OR = {
				NOT = { constable = 1 }
				NOT = { courthouse = 1 }
				}
			}
		modifier = {
			factor = 0.8
			NOT = { stability = 0 }
			}
		modifier = {
			factor = 1.2
			stability = 1
			}
		modifier = {
			factor = 2.0
			luck = yes
			}
		modifier = {
			factor = 1.5
			OR = {
				constable = 2
				courthouse = 2
				}
			}
		}
	
	title = "EVTNAME5077"
	desc = "EVTDESC5077"
	
	option = {
		name = "EVTOPTA5077"# Let them handle it
		ai_chance = { factor = 55 }
		centralization_decentralization = 1
		}
	option = {
		name = "EVTOPTB5077"# Increase attempts
		ai_chance = { factor = 45 }
		treasury = -100
		}
	}

# Number of cities: 80-
country_event = {
	
	id = 5081
	
	trigger = {
		centralization_decentralization = 2
		num_of_cities = 80
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			OR = {
				NOT = { constable = 1 }
				NOT = { courthouse = 1 }
				}
			}
		modifier = {
			factor = 0.8
			NOT = { stability = 0 }
			}
		modifier = {
			factor = 1.2
			stability = 1
			}
		modifier = {
			factor = 2.0
			luck = yes
			}
		modifier = {
			factor = 1.5
			OR = {
				constable = 2
				courthouse = 2
				}
			}
		}
	
	title = "EVTNAME5077"
	desc = "EVTDESC5077"
	
	option = {
		name = "EVTOPTA5077"# Let them handle it
		ai_chance = { factor = 55 }
		centralization_decentralization = 1
		}
	option = {
		name = "EVTOPTB5077"# Increase attempts
		ai_chance = { factor = 45 }
		treasury = -250
		}
	}

#########################################################
#Bourgeoisie request privileges#
#########################################################

country_event = {
	
	id = 5082
	
	trigger = {
		NOT = { aristocracy_plutocracy = -2 }
		centralization_decentralization = 1
		aristocracy_plutocracy = -4
		NOT = { aristocracy_plutocracy = 5 }
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			AND = {
				NOT = { aristocracy_plutocracy = -3 }
				NOT = { government = merchant_republic }
				}
			}
		modifier = {
			factor = 2.0
			luck = yes
			}
		modifier = {
			factor = 1.5
			stability = 3
			}
		}
	
	title = "EVTNAME5082"
	desc = "EVTDESC5082"
	
	option = {
		name = "EVTOPTA5082"# Grant them privileges
		ai_chance = { factor = 55 }
		aristocracy_plutocracy = 1
		}
	option = {
		name = "EVTOPTB5082"# Deny them privileges
		ai_chance = { factor = 45 }
		aristocracy_plutocracy = -1
		}
	}

#########################################################
#Italian engineer available#
#########################################################

province_event = {
	
	id = 5083
	
	trigger = {
		owner = {
			idea = engineer_corps
			prestige = 0.15
			treasury = 50
			NOT = { offensive_defensive = 5 }
			quality_quantity = -4
			}
		continent = europe
		}
	
	mean_time_to_happen = {
		months = 5000 # Random Province Event
		
		modifier = {
			factor = 0.5
			owner = {
				offensive_defensive = 3
				}
			}
		modifier = {
			factor = 1.5
			owner = {
				NOT = { offensive_defensive = -2 }
				}
			}
		}
	
	title = "EVTNAME5083"
	desc = "EVTDESC5083"
	
	option = {
		name = "EVTOPTA5083"# Hire the engineer
		ai_chance = { factor = 55 }
		owner = {
			offensive_defensive = 1
			quality_quantity = -1
			land_tech = 200
			treasury = -50
			}
		}
	option = {
		name = "EVTOPTB5083"# Decline the offer
		ai_chance = { factor = 45 }
		owner = {
			prestige = -0.01
			}
		}
	}

#########################################################
#Foreign drill instructor available#
#########################################################

province_event = {
	
	id = 5084
	
	trigger = {
		continent = europe
		owner = {
			NOT = { offensive_defensive = -2 }
			MIL = 8
			prestige = 0.15
			treasury = 50
			quality_quantity = -4
			}
		}
	
	mean_time_to_happen = {
		months = 5000 # Random Province Event
		
		modifier = {
			factor = 0.5
			owner = {
				advisor = army_reformer
				}
			}
		modifier = {
			factor = 2.0
			owner = { luck = yes }
			}
		modifier = {
			factor = 1.5
			owner = {
				NOT = { advisor = army_reformer }
				}
			}
		}
	
	title = "EVTNAME5084"
	desc = "EVTDESC5084"
	
	option = {
		name = "EVTOPTA5084"# Hire him
		ai_chance = { factor = 55 }
		owner = {
			quality_quantity = -1
			land_tech = 200
			treasury = -50
			}
		}
	option = {
		name = "EVTOPTB5084"# Decline the offer
		ai_chance = { factor = 45 }
		owner = {
			prestige = -0.01
			}
		}
	}

#########################################################
#Build a great palace#
#########################################################

country_event = {
	
	id = 5085
	
	trigger = {
		NOT = { aristocracy_plutocracy = -4 }
		idea = patron_of_art
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			advisor = artist
			}
		modifier = {
			factor = 2.0
			luck = yes
			}
		modifier = {
			factor = 1.5
			NOT = { advisor = artist }
			}
		}
	
	title = "EVTNAME5085"
	desc = "EVTDESC5085"
	
	option = {
		name = "EVTOPTA5085"# Build the Palace
		ai_chance = { factor = 40 }
		prestige = 0.05
		treasury = -100
		}
	option = {
		name = "EVTOPTB5085"# Don't build it
		ai_chance = { factor = 60 }
		prestige = -0.01
		}
	}

#########################################################
#Uncooperative philosopher#
#########################################################

country_event = {
	
	id = 5086
	
	trigger = {
		advisor = philosopher
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			innovative_narrowminded = 2
			}
		modifier = {
			factor = 2.0
			luck = yes
			}
		modifier = {
			factor = 1.5
			NOT = { innovative_narrowminded = 0 }
			}
		}
	
	title = "EVTNAME5086"
	desc = "EVTDESC5086"
	
	option = {
		name = "EVTOPTA5086"# Imprison
		ai_chance = { factor = 60 }
		innovative_narrowminded = 1
		}
	option = {
		name = "EVTOPTB5086"# Allow him to remain free
		ai_chance = { factor = 40 }
		innovative_narrowminded = -1
		}
	}

#########################################################
#Boundary dispute#
#########################################################

province_event = {
	
	id = 5087
	
	trigger = {
		is_core = THIS
		any_neighbor_province = {
			NOT = { owned_by = THIS }
			NOT = { is_core = THIS }
			}
		}
	
	mean_time_to_happen = {
		months = 5000 # Random Province Event
		
		modifier = {
			factor = 1.5
			owner = { NOT = { DIP = 4 } }
			}
		modifier = {
			factor = 2.0
			owner = { luck = yes }
			}
		modifier = {
			factor = 0.5
			owner = {
				OR = {
					advisor = diplomat
					DIP = 8
					}
				}
			}
		}
	
	title = "EVTNAME5087"
	desc = "EVTDESC5087"
	
	option = {
		name = "EVTOPTA5087"# Press issue
		ai_chance = { factor = 55 }
		any_neighbor_province = {
			limit = {
				NOT = { owned_by = THIS }
				NOT = { is_core = THIS }
				}
			add_core = THIS
			owner = {
				casus_belli = THIS
				relation = { who = THIS value = -30 }
				}
			}
		}
	option = {
		name = "EVTOPTB5087"# Settle issue
		ai_chance = { factor = 45 }
		owner = { prestige = -0.01 }
		}
	}

#########################################################
#Merchants harrased#
#########################################################

country_event = {
	
	id = 5088
	
	trigger = {
		NOT = { trade_efficiency = 0.2 }
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			AND = {
				idea = merchant_adventures
				government = merchant_republic
				}
			}
		modifier = {
			factor = 2.0
			luck = yes
			}
		modifier = {
			factor = 1.5
			advisor = trader
			}
		}
	
	title = "EVTNAME5088"
	desc = "EVTDESC5088"
	
	option = {
		name = "EVTOPTA5088"# Escalate complaint.
		ai_chance = { factor = 55 }
		random_country = {
			limit = {
				neighbour = THIS
				NOT = { relation = { who = THIS value = 50 } }
				}
			add_casus_belli = THIS
			}
		}
	option = {
		name = "EVTOPTB5088"# Seek a diplomatic solution.
		ai_chance = { factor = 45 }
		random_country = {
			limit = {
				neighbour = THIS
				NOT = { relation = { who = THIS value = 50 } }
				}
			relation = { who = THIS value = 50 }
			}
		}
	}

#########################################################
#Petition for redress#
#########################################################

province_event = {
	
	id = 5089
	
	trigger = {
		owner = {
			NOT = { serfdom_freesubjects = -2 }
			centralization_decentralization = 2
			}
		}
	
	mean_time_to_happen = {
		months = 5000 # Random Province Event
		
		modifier = {
			factor = 0.5
			owner = { NOT = { stability = 0 } }
			}
		modifier = {
			factor = 2.0
			owner = { luck = yes }
			}
		modifier = {
			factor = 1.5
			owner = { ADM = 8 }
			}
		}
	
	title = "EVTNAME5089"
	desc = "EVTDESC5089"
	
	option = {
		name = "EVTOPTA5089"# Accept petition
		ai_chance = { factor = 70 }
		owner = {
			prestige = -0.01
			centralization_decentralization = -1
			}
		}
	option = {
		name = "EVTOPTB5089"# Deny petition
		ai_chance = { factor = 30 }
		create_revolt = 1
		base_tax = -1
		}
	}

#########################################################
#Grant nobles aid#
#########################################################

province_event = {
	
	id = 5090
	
	trigger = {
		owner = {
			NOT = { centralization_decentralization = 0 }
			NOT = { aristocracy_plutocracy = 0 }
			number_of_loans = 1
			}
		}
	
	mean_time_to_happen = {
		months = 5000 # Random Province Event
		
		modifier = {
			factor = 0.5
			owner = { treasury = 300 }
			}
		modifier = {
			factor = 2.0
			owner = { luck = yes }
			}
		modifier = {
			factor = 1.5
			OR = {
				government = merchant_republic
				government = administrative_republic
				government = constitutional_republic
				government = papacy
				government = tribal_federation 
				government = tribal_democracy
				}
			}
		}
	
	title = "EVTNAME5090"
	desc = "EVTDESC5090"
	
	option = {
		name = "EVTOPTA5090"# Grant aid
		ai_chance = { factor = 55 }
		owner = { treasury = -200 }
		}
	option = {
		name = "EVTOPTB5090"# Deny aid
		ai_chance = { factor = 45 }
		owner = { stability = -2 }
		}
	}

#########################################################
#Support for dissidents abroad#
#########################################################

country_event = {
	
	id = 5091
	
	trigger = {
		NOT = { ADM = 4 }
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			owner = { advisor = statesman }
			}
		modifier = {
			factor = 2.0
			luck = yes
			}
		modifier = {
			factor = 1.5
			owner = { NOT = { advisor = statesman } }
			}
		}
	
	title = "EVTNAME5091"
	desc = "EVTDESC5091"
	
	option = {
		name = "EVTOPTA5091"# Support
		ai_chance = { factor = 55 }
		treasury = -50
		random_country = {
			limit = { neighbour = THIS }
			relation = { who = THIS value = -60 }
			}
		}
	option = {
		name = "EVTOPTB5091"# Decline
		ai_chance = { factor = 45 }
		stability = -2
		}
	}

#########################################################
#Foreign trade competition rises#
#########################################################

province_event = {
	
	id = 5092
	
	trigger = {
		owner = { mercantilism_freetrade = 3 }
		}
	
	mean_time_to_happen = {
		months = 5000 # Random Province Event
		
		modifier = {
			factor = 0.5
			owner = {
				NOT = { trade_efficiency = 0.25 }
				}
			}
		modifier = {
			factor = 2.0
			owner = { luck = yes }
			}
		modifier = {
			factor = 1.5
			owner = {
				trade_efficiency = 0.55
				}
			}
		}
	
	title = "EVTNAME5092"
	desc = "EVTDESC5092"
	
	option = {
		name = "EVTOPTA5092"# Impose new tariff
		ai_chance = { factor = 70 }
		owner = { mercantilism_freetrade = -2 }
		}
	option = {
		name = "EVTOPTB5092"# Deny new tariff
		ai_chance = { factor = 30 }
		add_country_modifier = {
			name = "trade_income_loss"
			duration = 1095
			}
		}
	}

#########################################################
#Advisor events#
#########################################################

# Parliament demands removal of advisor
country_event = {
	
	id = 5093
	
	trigger = {
		OR = {
			government = constitutional_monarchy
			government = constitutional_republic
			}
		advisor = statesman
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			NOT = { statesman = 4 }
			}
		modifier = {
			factor = 2.0
			luck = yes
			}
		modifier = {
			factor = 1.5
			statesman = 6
			}
		}
	
	title = "EVTNAME5093"
	desc = "EVTDESC5093"
	
	option = {
		name = "EVTOPTA5093"# Fire him!
		ai_chance = { factor = 40 }
		remove_advisor = statesman
		}
	option = {
		name = "EVTOPTB5093"# We have faith in him
		ai_chance = { factor = 60 }
		stability = -1
		}
	}


# Heretic advisor
country_event = {
	
	id = 5094
	
	trigger = {
		government = theocracy
		advisor = statesman
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			NOT = { statesman  = 4 }
			innovative_narrowminded = 3
			}
		modifier = {
			factor = 2.0
			luck = yes
			}
		modifier = {
			factor = 1.5
			statesman  = 6
			}
		}
	
	title = "EVTNAME5094"
	desc = "EVTDESC5094"
	
	option = {
		name = "EVTOPTA5094"# Fire him!
		ai_chance = { factor = 40 }
		remove_advisor = statesman
		}
	option = {
		name = "EVTOPTB5094"# We have faith in him
		ai_chance = { factor = 60 }
		stability = -1
		}
	}


# Statesman gains power
country_event = {
	
	id = 5095
	
	trigger = {
		statesman = 4
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			NOT = { ADM = 4 }
			}
		modifier = {
			factor = 2.0
			luck = yes
			}
		modifier = {
			factor = 1.5
			ADM = 7
			}
		}
	
	title = "EVTNAME5095"
	desc = "EVTDESC5095"
	
	option = {
		name = "EVTOPTA5095"# Fire him!
		ai_chance = { factor = 40 }
		remove_advisor = statesman
		}
	option = {
		name = "EVTOPTB5095"# He is doing a great job
		ai_chance = { factor = 60 }
		centralization_decentralization = 1
		prestige = -0.02
		}
	}


#########################################################
#Influenced elections#
#########################################################

country_event = {
	
	id = 5096
	
	trigger = {
		elector = yes
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			number_of_loans = 1
			}
		modifier = {
			factor = 0.5
			luck = yes
			}
		modifier = {
			factor = 1.5
			NOT = { badboy = 1 }
			}
		}
	
	title = "EVTNAME5096"
	desc = "EVTDESC5096"
	
	option = {
		name = "EVTOPTA5096"# How thoughtful
		ai_chance = { factor = 70 }
		treasury = 80
		random_country = {
			limit = { neighbour = THIS }
			relation = { who = THIS value = 40 }
			}
		}
	option = {
		name = "EVTOPTB5096"# Bribes are beyond me
		ai_chance = { factor = 30 }
		prestige = 0.015
		random_country = {
			limit = { neighbour = THIS }
			relation = { who = THIS value = -40 }
			}
		}
	}

#########################################################
#Peasants getting uppity#
#########################################################

country_event = {
	
	id = 5097
	
	trigger = {
		NOT = { serfdom_freesubjects = 0 }
		serfdom_freesubjects = -3
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			NOT = { stability = 0 }
			}
		modifier = {
			factor = 0.5
			luck = yes
			}
		modifier = {
			factor = 1.5
			stability = 0
			}
		}
	
	title = "EVTNAME5097"
	desc = "EVTDESC5097"
	
	option = {
		name = "EVTOPTA5097"# Enforce serfdom
		ai_chance = { factor = 80 }
		serfdom_freesubjects = -1
		}
	option = {
		name = "EVTOPTB5097"# These things happen
		ai_chance = { factor = 20 }
		serfdom_freesubjects = 1
		}
	}

#########################################################
#Corruption in the church#
#########################################################

country_event = {
	
	id = 5098
	
	trigger = {
		NOT = { stability = -1 }
		government = theocracy
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			has_building = tax_assessor
			}
		modifier = {
			factor = 0.5
			luck = yes
			}
		modifier = {
			factor = 1.5
			advisor = treasurer
			}
		}
	
	title = "EVTNAME5098"
	desc = "EVTDESC5098"
	
	option = {
		name = "EVTOPTA5098"# Cleanse the temple
		ai_chance = { factor = 55 }
		stability = 1
		}
	option = {
		name = "EVTOPTB5098"# Fine the sinners
		ai_chance = { factor = 45 }
		treasury = 40
		}
	}

#########################################################
#Merchant fractures#
#########################################################

country_event = {
	
	id = 5099
	
	trigger = {
		NOT = { mercantilism_freetrade = 0 }
		merchants = 4
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			government = merchant_republic
			}
		modifier = {
			factor = 0.5
			luck = yes
			}
		modifier = {
			factor = 1.5
			advisor = trader
			}
		}
	
	title = "EVTNAME5099"
	desc = "EVTDESC5099"
	
	option = {
		name = "EVTOPTA5099"# Support mercantilist faction
		ai_chance = { factor = 15 }
		mercantilism_freetrade = -1
		}
	option = {
		name = "EVTOPTB5099"# This isn't a matter for the crown
		ai_chance = { factor = 70 }
		prestige = 0.01
		}
	option = {
		name = "EVTOPTC5099"# Propose free trade
		ai_chance = { factor = 15 }
		mercantilism_freetrade = 1
		}
	}


#########################################################
#Military traditions scorned#
#########################################################

# Naval traditions scorned
country_event = {
	
	id = 6000
	
	trigger = {
		NOT = { land_naval = -1 }
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			idea = grand_army
			}
		modifier = {
			factor = 2.0
			luck = yes
			}
		modifier = {
			factor = 1.5
			idea = grand_navy
			}
		}
	
	title = "EVTNAME6000"
	desc = "EVTDESC6000"
	
	option = {
		name = "EVTOPTA6000"# This is well, land is where its at
		ai_chance = { factor = 60 }
		navy_tradition = -0.2
		army_tradition = 0.1
		}
	option = {
		name = "EVTOPTB6000"# We must stop this deterioration
		ai_chance = { factor = 40 }
		navy_tradition = -0.05
		}
	}

# Land traditions scorned
country_event = {
	
	id = 6001
	
	trigger = {
		land_naval = 1
		num_of_ports = 1
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			OR = {
				idea = grand_navy
				num_of_ports = 2
				}
			}
		modifier = {
			factor = 2.0
			luck = yes
			}
		modifier = {
			factor = 1.5
			NOT = { idea = grand_navy }
			}
		}
	
	title = "EVTNAME6001"
	desc = "EVTDESC6001"
	
	option = {
		name = "EVTOPTA6001"# The fleet is our wooden wall!
		ai_chance = { factor = 60 }
		army_tradition = -0.2
		navy_tradition = 0.1
		}
	option = {
		name = "EVTOPTB6001"# We must stop this deterioration
		ai_chance = { factor = 40 }
		army_tradition = -0.05
		}
	}

#########################################################
#Opposing military schools#
#########################################################

country_event = {
	
	id = 6002
	
	trigger = {
		MIL = 7
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			NOT = { stability = 0 }
			}
		modifier = {
			factor = 2.0
			luck = yes
			}
		modifier = {
			factor = 1.5
			stability = 3
			}
		}
	
	title = "EVTNAME6002"
	desc = "EVTDESC6002"
	
	option = {
		name = "EVTOPTA6002"# Attack is always the best option
		ai_chance = { factor = 55 }
		offensive_defensive = -1
		}
	option = {
		name = "EVTOPTB6002"# Let them come to us
		ai_chance = { factor = 45 }
		offensive_defensive = 1
		}
	}


#########################################################
#Representative national institutions#
#########################################################

country_event = {
	
	id = 6003
	
	trigger = {
		centralization_decentralization = 1
		OR = {
			government = feudal_monarchy
			government = despotic_monarchy
			government = administrative_monarchy
			government = administrative_monarchy
			government = constitutional_monarchy
			}
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			centralization_decentralization = 4
			}
		modifier = {
			factor = 2.0
			luck = yes
			}
		modifier = {
			factor = 1.5
			NOT = { ADM = 4 }
			}
		}
	
	title = "EVTNAME6003"
	desc = "EVTDESC6003"
	
	option = {
		name = "EVTOPTA6003"# L'etat c'est moi!
		ai_chance = { factor = 40 }
		centralization_decentralization = -1
		stability = -1
		}
	option = {
		name = "EVTOPTB6003"# Give them what they want
		ai_chance = { factor = 50 }
		centralization_decentralization = 1
		stability = 1
		}
	}


#########################################################
#Vatican infiltration#
#########################################################

country_event = {
	
	id = 6004
	
	trigger = {
		#cardinal = yes
		advisor = spymaster
		religion = catholic
		NOT = { government = papacy }
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			idea = espionage
			}
		modifier = {
			factor = 0.5
			luck = yes
			}
		modifier = {
			factor = 1.5
			prestige = 0.2
			}
		}
	
	title = "EVTNAME6004"
	desc = "EVTDESC6004"
	
	option = {
		name = "EVTOPTA6004"# Instruct him to go forward
		ai_chance = { factor = 30 }
		spies = 2
		}
	option = {
		name = "EVTOPTB6004"# Let the matter drop
		ai_chance = { factor = 70 }
		badboy = -5
		}
	}


#########################################################
#City-state wants independence back#
#########################################################

# Genoa
country_event = {
	
	id = 6005
	
	trigger = {
		NOT = { exists = GEN }
		owns = 101
		NOT = { centralization_decentralization = -1 }
		year = 1700
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			NOT = { stability = 0 }
			}
		modifier = {
			factor = 2.0
			luck = yes
			}
		modifier = {
			factor = 1.5
			stability = 3 
			}
		}
	
	title = "EVTNAME6005"
	desc = "EVTDESC6005"
	
	option = {
		name = "EVTOPTA6005"# Nah...
		ai_chance = { factor = 60 }
		101 = {
			create_revolt = 1
			}
		}
	option = {
		name = "EVTOPTB6005"# We'll consider it
		ai_chance = { factor = 40 }
		GEN = {
			add_core = 101
			}
		remove_core = 101
		badboy = -1
		}
	}

# Venice
country_event = {
	
	id = 6006
	
	trigger = {
		NOT = { exists = VEN }
		year = 1700
		owns = 112
		NOT = { centralization_decentralization = -1 }
		}
	
	mean_time_to_happen = {
		months = 5000 # Random Province Event
		
		modifier = {
			factor = 0.5
			NOT = { stability = 0 }
			}
		modifier = {
			factor = 2.0
			luck = yes
			}
		modifier = {
			factor = 1.5
			stability = 3
			}
		}
	
	title = "EVTNAME6006"
	desc = "EVTDESC6006"
	
	option = {
		name = "EVTOPTA6006"# Nah...
		ai_chance = { factor = 70 }
		112 = {
			create_revolt = 1
			}
		}
	option = {
		name = "EVTOPTB6006"# We'll consider it
		ai_chance = { factor = 30 }
		VEN = {
			add_core = 112
			}
		remove_core = 112
		badboy = -1
		}
	}

#########################################################
#A formal request#
#########################################################

province_event = {
	
	id = 6007
	
	trigger = {
		hre = yes
		is_core = no
		owner = {
			is_emperor = no
			}
		}
	
	mean_time_to_happen = {
		months = 5000 # Random Province Event
		
		modifier = {
			factor = 0.5
			owner = { centralization_decentralization = 0 }
			}
		modifier = {
			factor = 0.5
			owner = { badboy = 5 }
			}
		modifier = {
			factor = 2.0
			owner = { luck = yes }
			}
		modifier = {
			factor = 1.5
			owner = { NOT = { centralization_decentralization = -1 } }
			}
		}
	
	title = "EVTNAME6007"
	desc = "EVTDESC6007"
	
	option = {
		name = "EVTOPTA6007"# Clearly the Emperor underestimates us
		ai_chance = { factor = 20 }
		emperor = {
			casus_belli = THIS
			}
		}
	option = {
		name = "EVTOPTB6007"# That land means nothing to us
		ai_chance = { factor = 80 }
		secede_province = emperor
		}
	}


#########################################################
#Road construction#
#########################################################

province_event = {
	
	id = 6009
	
	trigger = {
		owner = { 
			NOT = { has_country_flag = road_construction }
			treasury = 60
			}
		has_building = constable
		has_building = fort1
		}
	
	mean_time_to_happen = {
		months = 5000 # Random Province Event
		
		modifier = {
			factor = 0.5
			owner = { advisor = statesman }
			}
		modifier = {
			factor = 1.5
			owner = { NOT = { advisor = statesman } }
			}
		}
	
	title = "EVTNAME6009"
	desc = "EVTDESC6009"
	
	option = {
		name = "EVTOPTA6009"# Higher tax income
		ai_chance = { factor = 70 }
		base_tax = 1
		owner = {
			treasury = -50
			set_country_flag = road_construction
			}
		}
	option = {
		name = "EVTOPTB6009"# Increased manpower
		ai_chance = { factor = 30 }
		owner = {
			treasury = -50
			set_country_flag = road_construction
			}
		change_manpower = 1
		}
	}


#########################################################
#Stock Exchange#
#########################################################

country_event = {
	
	id = 6011
	
	trigger = {
		year = 1750
		OR = {
			idea = shrewd_commerce_practise
			idea = national_trade_policy
			}
		religion_group = western_rite_christian
		NOT = { innovative_narrowminded = 0 }
		idea = national_bank 
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			advisor = treasurer
			}
		modifier = {
			factor = 1.5
			NOT = { advisor = treasurer }
			}
		}
	
	title = "EVTNAME6011"
	desc = "EVTDESC6011"
	
	option = {
		name = "EVTOPTA6011"# Create
		ai_chance = { factor = 55 }
		treasury = -50
		inflation = -4
		government_tech = 100
		}
	option = {
		name = "EVTOPTB6011"# Don't
		ai_chance = { factor = 45 }
		inflation = 3
		}
	}


#########################################################
#Exceptional Court Painter#
#########################################################

province_event = {
	
	id = 6012
	
	trigger = {
		continent = europe
		owner = {
			NOT = { innovative_narrowminded = -3 }
			idea = patron_of_art
			NOT = { badboy = 1 }
			}
		}
	
	mean_time_to_happen = {
		months = 5000 # Random Province Event
		
		modifier = {
			factor = 0.5
			prestige = 0.1
			}
		modifier = {
			factor = 1.5
			advisor = artist
			}
		}
	
	title = "EVTNAME6012"
	desc = "EVTDESC6012"
	
	option = {
		name = "EVTOPTA6012"# Hire him
		ai_chance = { factor = 65 }
		treasury = -30
		owner = {
			prestige = 0.02
			stability = 1
			}
		}
	option = {
		name = "EVTOPTB6012"# Decline his services
		ai_chance = { factor = 35 }
		owner = {
			prestige = -0.01
			}
		}
	}


#########################################################
#Grand Ball#
#########################################################

country_event = {
	
	id = 6013
	
	trigger = {
		OR {
			religion_group = western_rite_christian
			religion_group = eastern_rite_christian
			}
		idea = patron_of_art
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			advisor = artist
			}
		modifier = {
			factor = 1.5
			NOT = { advisor = artist }
			}
		}
	
	title = "EVTNAME6013"
	desc = "EVTDESC6013"
	
	option = {
		name = "EVTOPTA6013"# Arrange a ball
		ai_chance = { factor = 60 }
		prestige = 0.02
		treasury = -30
		}
	option = {
		name = "EVTOPTB6013"# Don't arrange a ball
		ai_chance = { factor = 40 }
		prestige = -0.01
		}
	}



#########################################################
#Good harvest#
#########################################################

province_event = {
	
	id = 6014
	
	trigger = {
		trade_goods = grain
		owner = {
			production_efficiency = 0.5
			}
		}
	
	mean_time_to_happen = {
		months = 5000 # Random Province Event
		
		modifier = {
			factor = 0.5
			has_building = tax_assessor
			}
		modifier = {
			factor = 0.5
			owner = { luck = yes }
			}
		modifier = {
			factor = 1.5
			owner = { num_of_cities = 20 }
			}
		}
	
	title = "EVTNAME6014"
	desc = "EVTDESC6014"
	
	option = {
		name = "EVTOPTA6014"# Put into the treasury
		ai_chance = { factor = 55 }
		owner = { treasury = 100 }
		}
	option = {
		name = "EVTOPTB6014"# Invest the money
		ai_chance = { factor = 45 }
		owner = { government_tech = 100 }
		}
	}


#########################################################
#Festivities#
#########################################################

country_event = {
	
	id = 6015
	
	trigger = {
		war = no
		NOT = { badboy = 1 }
		ADM = 6
		}
	
	mean_time_to_happen = {
		months = 2000 # Random Country Event
		
		modifier = {
			factor = 0.5
			ADM = 8
			}
		modifier = {
			factor = 0.5
			luck = yes
			}
		modifier = {
			factor = 1.5
			NOT = { production_efficiency = 0.35 }
			}
		}
	
	title = "EVTNAME6015"
	desc = "EVTDESC6015"
	
	option = {
		name = "EVTOPTA6015"# Arrange festivities
		ai_chance = { factor = 30 }
		stability = 1
		}
	option = {
		name = "EVTOPTB6015"# Such nonsense, wasting money like that!
		ai_chance = { factor = 70 }
		random_owned = {
			base_tax = 1
			}
		}
	}