namespace = RIP

character_event = {
	id = RIP.11700

	is_triggered_only = yes # on_yearly_pulse
	hide_window = yes

	only_playable = yes
	has_dlc = "Reapers"

	immediate = {
		any_demesne_province = {
			limit = {
				# Empty provinces (including provinces with ONLY a temple) do not prosper
				OR = {
					has_castle = yes
					has_city = yes
					has_tribal = yes
				}

				has_disease = no
				owned_by = PREV

				NOR = {
					has_province_modifier = depopulated_1
					has_province_modifier = depopulated_2
					has_province_modifier = depopulated_3

					any_province_holding = {
						OR = {
							has_siege = yes
							is_occupied = yes
						}
					}
				}

				trigger_if = {
					limit = { owner = { has_law = culture_conversion_2 } }
					culture = owner
				}
			}

			random = {
				chance = 50 # 50/50 base chance to increase

				mult_modifier = {
					factor = 1.5

					owner = {
						any_owned_bloodline = {
							has_bloodline_flag = bloodline_peace_prosperity
							bloodline_is_active_for = PREV
						}
					}
				}

				mult_modifier = {
					factor = 1.25
					owner = { has_character_modifier = african_adulthood_rites_1 }
				}

				mult_modifier = {
					factor = 1.2
					has_province_modifier = africa_heavy_rain
				}

				mult_modifier = {
					factor = 1.1

					has_wonder = yes

					wonder = {
						wonder_stage >= 1
						is_damaged = no
						is_being_looted = no
					}
				}

				mult_modifier = {
					factor = 1.15

					has_wonder = yes

					wonder = {
						wonder_stage >= 2
						is_damaged = no
						is_being_looted = no
					}
				}

				mult_modifier = {
					factor = 1.2

					has_wonder = yes

					wonder = {
						wonder_stage >= 3
						is_damaged = no
						is_being_looted = no
					}
				}

				mult_modifier = {
					factor = 1.25

					has_wonder = yes

					wonder = {
						wonder_stage >= 4
						is_damaged = no
						is_being_looted = no
					}
				}

				mult_modifier = {
					factor = 1.5 # over 16 stewardship you have a 75% chance
					owner = { stewardship >= 16 }
				}

				mult_modifier = {
					factor = 1.5 # over 20 stewardship you increase 100%
					owner = { stewardship >= 20 }
				}

				mult_modifier = {
					factor = 1.2 # having trade posts increases the chance
					has_trade_post = yes
				}

				mult_modifier = {
					factor = 0.9 # having under 10 stewardship slightly reduces the chance
					owner = { stewardship < 10 }
				}

				mult_modifier = {
					factor = 0.8 # having under 4 stewardship significantly reduces the chance
					owner = { stewardship < 4 }
				}

				mult_modifier = {
					factor = 0.9 # not being independent slightly reduces the chance
					owner = { independent = no }
				}

				mult_modifier = {
					factor = 0.6 # tribes prosper slower

					has_tribal = yes
					owner = { is_tribal = yes }
				}

				mult_modifier = {
					factor = 0.5 # bad province modifiers decrease chance

					OR = {
						has_province_modifier = incompetent_rule
						has_province_modifier = thieves_guild
						has_province_modifier = smugglers_ring
						has_province_modifier = highway_robber_band
						has_province_modifier = heretic_stronghold
						has_province_modifier = religious_tension
						has_province_modifier = temple_corruption
						has_province_modifier = local_death_cult
						has_province_modifier = extra_tax
						has_province_modifier = africa_drought_risk
						has_province_modifier = africa_drought
					}
				}

				mult_modifier = {
					factor = 0.7 # slightly lower chance if helping in a war

					owner = {
						war = yes
						is_primary_war_defender = no
						is_primary_war_attacker = no
					}
				}

				mult_modifier = {
					factor = 0.5 # low chance if defending in a war

					owner = {
						is_primary_war_defender = yes
						is_primary_war_attacker = no
					}
				}

				mult_modifier = {
					factor = 0.2 # very low chance if attacking in a war
					owner = { is_primary_war_attacker = yes }
				}

				# Gain depends on terrain type
				trigger_switch = {
					on_trigger	= terrain

					farmlands	= { change_variable = { which = prosperity_value value = 10 } }
					plains		= { change_variable = { which = prosperity_value value = 8 } }
					steppe 		= { change_variable = { which = prosperity_value value = 8 } }
					savanna		= { change_variable = { which = prosperity_value value = 8 } }
					forest 		= { change_variable = { which = prosperity_value value = 6 } }
					hills		= { change_variable = { which = prosperity_value value = 6 } }
					jungle		= { change_variable = { which = prosperity_value value = 4 } }
					desert		= { change_variable = { which = prosperity_value value = 4 } }
					mountain	= { change_variable = { which = prosperity_value value = 2 } }
					arctic		= { change_variable = { which = prosperity_value value = 2 } }
				}

				if = { # Coastal provinces prosper quicker because they get more trade/disease
					limit = {
						is_coastal = yes
						has_city = yes
					}

					change_variable = { which = prosperity_value value = 2 }
				}

				if = { # Coastal Mountains/Arctic, i.e. Aden, prosper quicker than non-coastal terrain of the same type
					limit = {
						is_coastal = yes
						has_city = yes

						OR = {
							terrain = mountain
							terrain = arctic
						}
					}

					change_variable = { which = prosperity_value value = 4 }
				}

				if = { # Coastal Desert/Jungle, i.e. Mecca, prosper quicker than non-coastal terrain of the same type
					limit = {
						is_coastal = yes
						has_city = yes

						OR = {
							terrain = desert
							terrain = jungle
						}
					}

					change_variable = { which = prosperity_value value = 2 }
				}
			}

			# Provinces with crown focus set gain a bonus 1-5 prosperity progress per year regardless of other factors
			if = {
				limit = {
					has_province_flag = crown_focus_province
					has_disease = no

					NOT = {
						any_province_holding = {
							is_occupied = yes
						}
					}
				}

				random_list = {
					20 = { change_variable = { which = prosperity_value value = 5 } }
					20 = { change_variable = { which = prosperity_value value = 4 } }
					20 = { change_variable = { which = prosperity_value value = 3 } }
					20 = { change_variable = { which = prosperity_value value = 2 } }
					20 = { change_variable = { which = prosperity_value value = 1 } }
				}
			}

			trigger_switch = {
				on_trigger = has_province_flag

				recent_depopulation_1 = { change_variable = { which = prosperity_value value = 3 } }
				recent_depopulation_2 = { change_variable = { which = prosperity_value value = 4 } }
				recent_depopulation_3 = { change_variable = { which = prosperity_value value = 5 } }
			}

			# Gain modifiers at 100/250/500 value
			if = {
				limit = {
					check_variable = {
						which = prosperity_value
						value >= 100
					}

					NOR = {
						has_province_modifier = prosperity_modifier_1
						has_province_modifier = prosperity_modifier_2
						has_province_modifier = prosperity_modifier_3
					}
				}

				add_province_modifier = {
					name = prosperity_modifier_1
					duration = -1
				}

				province_event = { id = RIP.11712 }
			}
			else_if = {
				limit = {
					check_variable = {
						which = prosperity_value
						value >= 250
					}

					has_province_modifier = prosperity_modifier_1
				}

				remove_province_modifier = prosperity_modifier_1

				add_province_modifier = {
					name = prosperity_modifier_2
					duration = -1
				}

				province_event = { id = RIP.11712 }
			}
			else_if = {
				limit = {
					check_variable = {
						which = prosperity_value
						value >= 500
					}

					has_province_modifier = prosperity_modifier_2
				}

				remove_province_modifier = prosperity_modifier_2

				add_province_modifier = {
					name = prosperity_modifier_3
					duration = -1
				}

				province_event = { id = RIP.11712 }
			}
		}
	}
}

# When sieged prosperity progress is wiped, with a major chance to drop a level
character_event = {
	id = RIP.11702

	is_triggered_only = yes # on_siege_over_winner
	hide_window = yes

	immediate = {
		FROM = {
			location = {
				set_variable = {
					which = prosperity_value
					value = 0
				}

				random = {
					chance = 75 # chance to lower by 1 step

					trigger_switch = {
						on_trigger = has_province_modifier

						prosperity_modifier_1 = {
							remove_province_modifier = prosperity_modifier_1
						}

						prosperity_modifier_2 = {
							remove_province_modifier = prosperity_modifier_2

							add_province_modifier = {
								name = prosperity_modifier_1
								duration = -1
							}
						}

						prosperity_modifier_3 = {
							remove_province_modifier = prosperity_modifier_3

							add_province_modifier = {
								name = prosperity_modifier_2
								duration = -1
							}
						}
					}
				}
			}
		}
	}
}

# When looted prosperity progress is wiped, with a minor chance to drop a level
character_event = {
	id = RIP.11720

	is_triggered_only = yes # on_loot_settlement
	hide_window = yes

	trigger = {
		FROM = { always = yes }
	}

	immediate = {
		FROM = {
			location = {
				set_variable = {
					which = prosperity_value
					value = 0
				}

				random = {
					chance = 15 # chance to lower by 1 step

					trigger_switch = {
						on_trigger = has_province_modifier

						prosperity_modifier_1 = {
							remove_province_modifier = prosperity_modifier_1
						}

						prosperity_modifier_2 = {
							remove_province_modifier = prosperity_modifier_2

							add_province_modifier = {
								name = prosperity_modifier_1
								duration = -1
							}
						}

						prosperity_modifier_3 = {
							remove_province_modifier = prosperity_modifier_3

							add_province_modifier = {
								name = prosperity_modifier_2
								duration = -1
							}
						}
					}
				}
			}
		}
	}
}

# When epidemic appears prosperity progress is reduced based on prosperity level
province_event = {
	id = RIP.11703

	is_triggered_only = yes # common/diseases -> on_province_infection
	hide_window = yes

	immediate = {
		trigger_switch = {
			on_trigger = has_province_modifier

			prosperity_modifier_3 = { set_variable = { which = prosperity_value value = 500 } }
			prosperity_modifier_2 = { set_variable = { which = prosperity_value value = 250 } }
			prosperity_modifier_1 = { set_variable = { which = prosperity_value value = 100 } }
			fallback			  = { set_variable = { which = prosperity_value value =   0 } }
		}
	}
}

# Prosperity notification
province_event = {
	id = RIP.11712
	desc = RIP.11712.d
	picture = GFX_evt_prospering_province
	border = GFX_event_normal_frame_economy

	is_triggered_only = yes

	option = {
		name = RIP.11712.a
	}
}

# Removes flag on new holder
character_event = {
	id = RIP.11715

	is_triggered_only = yes # on_new_holder(_inheritance/usurpation)
	hide_window = yes

	immediate = {
		FROM = {
			if = {
				limit = { real_tier = count }

				location = {
					clr_province_flag = crown_focus_province
				}
			}
		}
	}
}

## Events for Focus provinces

# Province Modifier Tombola
province_event = {
	id = RIP.11719

	hide_window = yes

	has_flag = crown_focus_province

	trigger = {
		has_province_modifier = prosperity_modifier_3
	}

	mean_time_to_happen = {
		years = 45

		mult_modifier = {
			factor = 1.2
			owner = { independent = no }
		}

		mult_modifier = {
			factor = 0.9
			owner = { stewardship >= 12 }
		}

		mult_modifier = {
			factor = 0.9
			owner = { stewardship >= 16 }
		}

		mult_modifier = {
			factor = 0.9
			owner = { stewardship >= 18 }
		}

		mult_modifier = {
			factor = 0.9
			owner = { learning >= 12 }
		}

		mult_modifier = {
			factor = 0.9
			owner = { learning >= 16 }
		}

		mult_modifier = {
			factor = 0.9
			owner = { learning >= 18 }
		}

		mult_modifier = {
			factor = 0.9
			owner = { is_smart_trigger = yes }
		}

		mult_modifier = {
			factor = 0.9

			owner = {
				OR = {
					trait = administrator
					trait = architect
					trait = scholar
					trait = gardener
				}
			}
		}

		mult_modifier = {
			factor = 0.9
			owner = { trait = diligent }
		}

		mult_modifier = {
			factor = 0.9

			owner = {
				OR = {
					trait = scholarly_theologian
					trait = mastermind_theologian
					trait = charismatic_negotiator
					trait = grey_eminence
					trait = fortune_builder
					trait = midas_touched
				}
			}
		}
	}

	immediate = {
		random_list = {
			10 = { # Jewish Settlement
				trigger = {
					owner = {
						OR = {
							religion_group = christian
							religion_group = muslim
							religion_group = zoroastrian_group
							NOT = { has_character_modifier = expelled_jewish }
						}
					}

					NOR = {
						has_province_modifier = jewish_settlement_province
						has_province_modifier = religious_settlement_province
						religion_group = jewish_group
					}
				}

				mult_modifier = {
					factor = 3
					owner = { trait = cynical }
				}

				mult_modifier = {
					factor = 2

					owner = {
						any_owned_bloodline = {
							has_bloodline_flag = jewish_saintly_bloodline
							bloodline_is_active_for = PREV
						}
					}
				}

				province_event = { id = RIP.11704 }
			}

			10 = { # Religious Settlement
				trigger = {
					owner = {
						OR = {
							religion_group = christian
							religion_group = muslim
							religion_group = zoroastrian_group
						}
					}

					NOR = {
						has_province_modifier = jewish_settlement_province
						has_province_modifier = religious_settlement_province
					}
				}

				mult_modifier = {
					factor = 3
					owner = { trait = cynical }
				}

				province_event = { id = RIP.11718 }
			}

			10 = { # Monument to Glory
				trigger = {
					NOT = { has_province_modifier = glorious_monument_province }
				}

				mult_modifier = {
					factor = 5
					owner = { trait = proud }
				}

				province_event = { id = RIP.11707 }
			}

			10 = { # Merchant Harbor
				trigger = {
					is_coastal = yes
					NOT = { has_province_modifier = merchant_harbor_province }
				}

				province_event = { id = RIP.11708 }
			}

			10 = { # Scholar Foundation
				trigger = {
					NOT = { has_province_modifier = scholar_foundation_province }
				}

				mult_modifier = {
					factor = 3

					owner = {
						OR = {
							trait = scholarly_theologian
							trait = mastermind_theologian
							trait = scholar
							trait = theologian
							trait = mystic
						}
					}
				}

				province_event = { id = RIP.11709 }
			}

			10 = { # Great Library
				trigger = {
					NOT = { has_province_modifier = great_library_province }
				}

				mult_modifier = {
					factor = 3

					owner = {
						OR = {
							trait = scholarly_theologian
							trait = mastermind_theologian
							trait = scholar
						}
					}
				}

				province_event = { id = RIP.11710 }
			}

			10 = { # Center of Worship
				trigger = {
					NOT = { has_province_modifier = center_of_worship_province }
				}

				mult_modifier = {
					factor = 3

					owner = {
						OR = {
							trait = scholarly_theologian
							trait = mastermind_theologian
							trait = theologian
							trait = mystic
						}
					}
				}

				province_event = { id = RIP.11711 }
			}

			10 = { # Logging Company
				trigger = {
					OR = {
						terrain = forest
						terrain = jungle
					}

					NOT = { has_province_modifier = logging_company_province }
				}

				mult_modifier = {
					factor = 3

					owner = {
						OR = {
							trait = diligent
							trait = architect
							trait = administrator
							trait = fortune_builder
							trait = midas_touched
						}
					}
				}

				province_event = { id = RIP.11716 }
			}

			10 = { # Ore Mine
				trigger = {
					terrain = mountain
					NOT = { has_province_modifier = ore_mine_province }
				}

				mult_modifier = {
					factor = 3

					owner = {
						OR = {
							trait = diligent
							trait = architect
							trait = administrator
							trait = fortune_builder
							trait = midas_touched
						}
					}
				}

				province_event = { id = RIP.11717 }
			}

			10 = { # Regimental Grounds
				trigger = {
					NOT = { has_province_modifier = regimental_ground_province }
				}

				mult_modifier = {
					factor = 3

					owner = {
						OR = {
							martial >= 14
							trait = skilled_tactician
							trait = brilliant_strategist
						}
					}
				}

				province_event = { id = RIP.11721 }
			}
		}
	}
}

# Reclaim Land
province_event = {
	id = RIP.11705
	title = PROSPERITY_TITLE
	desc = RIP.11705.d
	picture = GFX_evt_culture_change
	border = GFX_event_normal_frame_economy

	has_flag = crown_focus_province

	trigger = {
		has_province_modifier = prosperity_modifier_3
		num_of_max_settlements < 7

		## CK2Plus
		# Event adds the final slot
		trigger_if = {
			limit = {
				OR = {
					province_id = c_asyut
					province_id = c_esfahan
				}
			}

			num_of_max_settlements < 6
		}

		# Maximum holding upgrades depends on terrain
		trigger_if = {
			limit = {
				OR = {
					terrain = plains
					terrain = farmlands
				}
			}

			NOT = { has_province_flag = reclaimed_land_3 } # up to 3 new holdings
		}
		trigger_else_if = {
			limit = {
				OR = {
					terrain = hills
					terrain = marsh
					terrain = woods
					terrain = forest
				}
			}

			NOT = { has_province_flag = reclaimed_land_2 } # up to 2 new holdings
		}
		trigger_else = {
			OR = {
				terrain = jungle
				terrain = mountain
				terrain = savanna
				terrain = steppe
			}

			NOT = { has_province_flag = reclaimed_land_1 } # up to 1 new holdings
		}
	}

	mean_time_to_happen = {
		years = 65

		mult_modifier = {
			factor = 1.2
			owner = { independent = no }
		}

		mult_modifier = {
			factor = 0.9
			owner = { stewardship >= 12 }
		}

		mult_modifier = {
			factor = 0.9
			owner = { stewardship >= 16 }
		}

		mult_modifier = {
			factor = 0.9
			owner = { stewardship >= 18 }
		}

		mult_modifier = {
			factor = 0.9
			owner = { learning >= 12 }
		}

		mult_modifier = {
			factor = 0.9
			owner = { learning >= 16 }
		}

		mult_modifier = {
			factor = 0.9
			owner = { learning >= 18 }
		}

		mult_modifier = {
			factor = 0.9
			owner = { is_smart_trigger = yes }
		}

		mult_modifier = {
			factor = 0.9

			owner = {
				OR = {
					trait = administrator
					trait = architect
					trait = scholar
					trait = gardener
				}
			}
		}

		mult_modifier = {
			factor = 0.9
			owner = { trait = diligent }
		}

		mult_modifier = {
			factor = 0.9

			owner = {
				OR = {
					trait = scholarly_theologian
					trait = mastermind_theologian
					trait = charismatic_negotiator
					trait = grey_eminence
					trait = fortune_builder
					trait = midas_touched
				}
			}
		}

		# CK2Plus
		mult_modifier = {
			factor = 0.9
			has_building = ca_estate_3
		}
	}

	option = {
		name = RIP.11705.a

		owner = {
			show_scope_change = no

			scaled_wealth = -2.5
		}

		add_holding_slot = 1

		if = {
			limit = { NOT = { has_province_flag = reclaimed_land_1 } }
			set_province_flag = reclaimed_land_1
		}
		else_if  = {
			limit = { NOT = { has_province_flag = reclaimed_land_2 } }
			set_province_flag = reclaimed_land_2
		}
		else_if  = {
			limit = { NOT = { has_province_flag = reclaimed_land_3 } }
			set_province_flag = reclaimed_land_3
		}

		ai_chance = {
			factor = 95

			trigger = {
				owner = {
					NOT = { has_character_modifier = ai_austerity }
				}
			}
		}
	}

	option = {
		name = RIP.11705.b

		ai_chance = { factor = 5 }
	}
}

# Monetary Incentives for culture conversion
province_event = {
	id = RIP.11706
	title = PROSPERITY_TITLE
	desc = RIP.11706.d
	picture = GFX_evt_culture_change
	border = GFX_event_normal_frame_economy

	has_flag = crown_focus_province

	trigger = {
		OR = {
			has_province_modifier = prosperity_modifier_2
			has_province_modifier = prosperity_modifier_3
		}

		NOT = { culture = owner }

		owner = {
			NOT = { has_law = culture_conversion_0 }
		}

		trigger_if = {
			limit = {
				has_game_rule = {
					name = culture_conversion
					value = restricted
				}
			}

			any_neighbor_province = {
				OR = {
					is_coastal = yes

					ROOT = {
						owner = {
							culture = PREVPREV
						}
					}
				}
			}
		}
	}

	mean_time_to_happen = {
		years = 40

		mult_modifier = {
			factor = 2
			owner = { independent = no }
		}

		mult_modifier = {
			factor = 0.9
			owner = { stewardship >= 12 }
		}

		mult_modifier = {
			factor = 0.9
			owner = { stewardship >= 16 }
		}

		mult_modifier = {
			factor = 0.9
			owner = { stewardship >= 18 }
		}

		mult_modifier = {
			factor = 0.9
			owner = { learning >= 12 }
		}

		mult_modifier = {
			factor = 0.9
			owner = { learning >= 16 }
		}

		mult_modifier = {
			factor = 0.9
			owner = { learning >= 18 }
		}

		mult_modifier = {
			factor = 0.8

			owner = { culture = roman }
			has_global_flag = flag_started_roman_renaissance
			culture_group = latin
		}

		mult_modifier = {
			factor = 0.75

			owner = {
				culture = roman

				any_owned_bloodline = {
					has_bloodline_flag = bloodline_faster_roman
					bloodline_is_active_for = PREV
				}
			}
		}

		mult_modifier = {
			factor = 0.9
			owner = { is_smart_trigger = yes }
		}

		mult_modifier = {
			factor = 0.9

			owner = {
				OR = {
					trait = administrator
					trait = architect
					trait = scholar
					trait = gardener
				}
			}
		}

		mult_modifier = {
			factor = 0.9
			owner = { trait = diligent }
		}

		mult_modifier = {
			factor = 0.9

			owner = {
				OR = {
					trait = scholarly_theologian
					trait = mastermind_theologian
					trait = charismatic_negotiator
					trait = grey_eminence
					trait = fortune_builder
					trait = midas_touched
				}
			}
		}
	}

	option = {
		name = RIP.11706.a

		owner = {
			show_scope_change = no

			scaled_wealth = -1

			hidden_effect = {
				if = {
					limit = { has_ambition = obj_strengthen_religion }

					change_variable = {
						which = strengthen_religion
						value = 1
					}
				}
			}
		}

		culture = owner

		if = {
			limit = {
				NOT = { religion = owner }
			}

			religion = owner
		}

		if = {
			limit = { has_province_modifier = nomad_agitation }
			remove_province_modifier = nomad_agitation
		}

		ai_chance = {
			factor = 50

			trigger = {
				owner = {
					NOT = { has_character_modifier = ai_austerity }
				}
			}
		}
	}

	option = {
		name = RIP.11706.b

		ai_chance = { factor = 50 }
	}
}

# Jewish settlement
province_event = {
	id = RIP.11704
	title = PROSPERITY_TITLE
	desc = RIP.11704.d
	picture = GFX_evt_prospering_province
	border = GFX_event_normal_frame_economy

	is_triggered_only = yes

	option = {
		name = RIP.11704.a

		owner = {
			show_scope_change = no

			scaled_wealth = -1
			piety = -200
		}

		add_province_modifier = {
			name = jewish_settlement_province
			duration = -1
		}

		ai_chance = {
			factor = 95

			trigger = {
				owner = {
					NOT = { has_character_modifier = ai_austerity }
				}
			}

			mult_modifier = {
				factor = 0.1
				owner = { trait = zealous }
			}
		}
	}

	option = {
		name = RIP.11704.b

		owner = {
			show_scope_change = no

			piety = 200
		}

		ai_chance = { factor = 5 }
	}
}

# Monument to Glory
province_event = {
	id = RIP.11707
	title = PROSPERITY_TITLE
	desc = RIP.11707.d
	picture = GFX_evt_prospering_province
	border = GFX_event_normal_frame_economy

	is_triggered_only = yes

	option = {
		name = RIP.11707.a

		owner = {
			show_scope_change = no

			scaled_wealth = -1.5
		}

		add_province_modifier = {
			name = glorious_monument_province
			duration = -1
		}

		ai_chance = {
			factor = 95

			trigger = {
				owner = {
					NOT = { has_character_modifier = ai_austerity }
				}
			}
		}
	}

	option = {
		name = RIP.11707.b

		ai_chance = { factor = 5 }
	}
}

character_event = { # Monument to Glory teardown
	id = RIP.11713
	desc = RIP.11713.d
	picture = GFX_evt_siege
	border = GFX_event_normal_frame_economy

	is_triggered_only = yes # on_siege_over_winner

	trigger = {
		FROM = {
			location = {
				has_province_modifier = glorious_monument_province
				NOT = { owned_by = ROOT }
			}
		}
	}

	option = {
		name = GREAT

		wealth = 50

		FROM = {
			show_scope_change = no

			location = {
				show_scope_change = no

				remove_province_modifier = glorious_monument_province
			}
		}
	}
}

# Merchant Harbor
province_event = {
	id = RIP.11708
	title = PROSPERITY_TITLE
	desc = RIP.11708.d
	picture = GFX_evt_prospering_province
	border = GFX_event_normal_frame_economy

	is_triggered_only = yes

	option = {
		name = RIP.11708.a

		owner = {
			show_scope_change = no

			scaled_wealth = -0.5
		}

		add_province_modifier = {
			name = merchant_harbor_province
			duration = -1
		}

		ai_chance = {
			factor = 95

			trigger = {
				owner = {
					NOT = { has_character_modifier = ai_austerity }
				}
			}
		}
	}

	option = {
		name = RIP.11708.b

		ai_chance = { factor = 5 }
	}
}

# Scholar Foundation
province_event = {
	id = RIP.11709
	title = PROSPERITY_TITLE
	desc = RIP.11709.d
	picture = GFX_evt_prospering_province
	border = GFX_event_normal_frame_economy

	is_triggered_only = yes

	option = {
		name = RIP.11709.a

		owner = {
			show_scope_change = no

			scaled_wealth = -1
		}

		add_province_modifier = {
			name = scholar_foundation_province
			duration = -1
		}

		ai_chance = {
			factor = 95

			trigger = {
				owner = {
					NOT = { has_character_modifier = ai_austerity }
				}
			}
		}
	}

	option = {
		name = RIP.11709.b

		ai_chance = { factor = 5 }
	}
}

# Great library
province_event = {
	id = RIP.11710
	title = PROSPERITY_TITLE
	desc = RIP.11710.d
	picture = GFX_evt_prospering_province
	border = GFX_event_normal_frame_economy

	is_triggered_only = yes

	option = {
		name = RIP.11709.a

		owner = {
			show_scope_change = no

			scaled_wealth = -0.5
		}

		add_province_modifier = {
			name = great_library_province
			duration = -1
		}

		ai_chance = {
			factor = 95

			trigger = {
				owner = {
					NOT = { has_character_modifier = ai_austerity }
				}
			}
		}
	}

	option = {
		name = RIP.11709.b

		ai_chance = { factor = 5 }
	}
}

# Center of Worship
province_event = {
	id = RIP.11711
	title = PROSPERITY_TITLE
	desc = RIP.11711.d
	picture = GFX_evt_prospering_province
	border = GFX_event_normal_frame_economy

	is_triggered_only = yes

	option = {
		name = RIP.11711.a

		owner = {
			show_scope_change = no

			scaled_wealth = -1
		}

		add_province_modifier = {
			name = center_of_worship_province
			duration = -1
		}

		ai_chance = {
			factor = 95

			trigger = {
				owner = {
					NOT = { has_character_modifier = ai_austerity }
				}
			}
		}
	}

	option = {
		name = RIP.11711.b

		ai_chance = { factor = 5 }
	}
}

# Logging Company
province_event = {
	id = RIP.11716
	title = PROSPERITY_TITLE
	desc = RIP.11716.d
	picture = GFX_evt_prospering_province
	border = GFX_event_normal_frame_economy

	is_triggered_only = yes

	option = {
		name = RIP.11716.a

		owner = {
			show_scope_change = no

			scaled_wealth = -0.5
		}

		add_province_modifier = {
			name = logging_company_province
			duration = -1
		}

		ai_chance = {
			factor = 95

			trigger = {
				owner = {
					NOT = { has_character_modifier = ai_austerity }
				}
			}
		}
	}

	option = {
		name = RIP.11716.b

		owner = {
			show_scope_change = no

			scaled_wealth = 0.3
		}

		ai_chance = { factor = 5 }
	}
}

# Ore Mine
province_event = {
	id = RIP.11717
	title = PROSPERITY_TITLE
	desc = RIP.11717.d
	picture = GFX_evt_prospering_province
	border = GFX_event_normal_frame_economy

	is_triggered_only = yes

	option = {
		name = RIP.11717.a

		owner = {
			show_scope_change = no

			scaled_wealth = -0.5
		}

		add_province_modifier = {
			name = ore_mine_province
			duration = -1
		}

		ai_chance = {
			factor = 95

			trigger = {
				owner = {
					NOT = { has_character_modifier = ai_austerity }
				}
			}
		}
	}

	option = {
		name = RIP.11717.b

		owner = {
			show_scope_change = no

			scaled_wealth = 0.3
		}

		ai_chance = { factor = 5 }
	}
}

# Religious settlement
province_event = {
	id = RIP.11718
	title = PROSPERITY_TITLE
	desc = RIP.11718.d
	picture = GFX_evt_prospering_province
	border = GFX_event_normal_frame_economy

	is_triggered_only = yes

	option = {
		name = RIP.11718.a

		owner = {
			show_scope_change = no

			scaled_wealth = -1
			piety = -200
		}

		add_province_modifier = {
			name = religious_settlement_province
			duration = -1
		}

		ai_chance = {
			factor = 95

			trigger = {
				owner = {
					NOT = { has_character_modifier = ai_austerity }
				}
			}

			mult_modifier = {
				factor = 0.1
				owner = { trait = zealous }
			}
		}
	}

	option = {
		name = RIP.11718.b

		owner = {
			show_scope_change = no

			piety = 200
		}

		ai_chance = { factor = 5 }
	}
}

# Regimental Grounds
province_event = {
	id = RIP.11721
	title = PROSPERITY_TITLE
	desc = RIP.11721.d
	picture = GFX_evt_prospering_province
	border = GFX_event_normal_frame_economy

	is_triggered_only = yes

	option = {
		name = RIP.11721.a

		owner = {
			show_scope_change = no

			scaled_wealth = -1.5
		}

		add_province_modifier = {
			name = regimental_ground_province
			duration = -1
		}

		ai_chance = { factor = 95 }
	}

	option = {
		name = RIP.11721.b

		ai_chance = { factor = 5 }
	}
}

# Flag cleanup 1
province_event = {
	id = RIP.11722

	hide_window = yes

	has_flag = recent_depopulation_1

	trigger = {
		had_province_flag = {
			flag = recent_depopulation_1
			years >= 20
		}
	}

	mean_time_to_happen = {
		years = 1
	}

	immediate = {
		clr_province_flag = recent_depopulation_1
	}
}

# Flag cleanup 2
province_event = {
	id = RIP.11723

	hide_window = yes

	has_flag = recent_depopulation_2

	trigger = {
		had_province_flag = {
			flag = recent_depopulation_2
			years >= 25
		}
	}

	mean_time_to_happen = {
		years = 1
	}

	immediate = {
		clr_province_flag = recent_depopulation_2
	}
}

province_event = { #flag cleanup 3
	id = RIP.11724

	hide_window = yes

	has_flag = recent_depopulation_3

	trigger = {
		had_province_flag = {
			flag = recent_depopulation_3
			years >= 30
		}
	}

	mean_time_to_happen = {
		years = 1
	}

	immediate = {
		clr_province_flag = recent_depopulation_3
	}
}