namespace = government

# You have an illegal legitimacy type and must change it
# Military Monarchy
character_event = {
	id = government.100
	desc = "EVTDESCGOVERNMENT100"
	picture = GFX_evt_government
	
	only_rulers = yes
	
	trigger = {
		independent = no
		is_landed = yes
		is_government_potential = military_monarchy
		OR = {
			government = military_republic
			government = military_directorate
		}
		
		# Some legitimacy law applies to you
		has_crown_law_title = yes
		crownlaw_title = {
			has_law = military_vassal_legitimacy_0
			OR = {
				has_law = centralization_4
				AND = {
					has_law = centralization_3
					holder_scope = { any_vassal = { character = ROOT } }
				}
				AND = {
					has_law = centralization_2
					holder_scope = { any_vassal = { character = ROOT } }
					ROOT = { NOT = { higher_tier_than = duke } }
				}
				AND = {
					holder_scope = {
						tier = emperor
						any_vassal = { character = ROOT }
					}
					ROOT = { NOT = { higher_tier_than = duke } }
				}
				AND = {
					holder_scope = { any_vassal = { character = ROOT } }
					ROOT = { NOT = { higher_tier_than = count } }
				}
			}
		}
	}
	option = {
		name = "EVTOPTCONFIRM"
		set_government_type = military_monarchy
		any_demesne_title = {
			limit = {
				NOT = { has_law = succ_primogeniture }
				NOT = { has_law = succ_ultimogeniture }
				NOT = { has_law = succ_seniority }
				NOT = { has_law = succ_gavelkind }
				NOT = { has_law = succ_tanistry }
				NOT = { has_law = succ_feudal_elective }
			}
			add_law = succ_gavelkind
		}
		any_demesne_title = {
			limit = { NOT = { has_law = true_cognatic_succession } }
			add_law = true_cognatic_succession
		}
	}
}
# Military Republic
character_event = {
	id = government.200
	desc = "EVTDESCGOVERNMENT200"
	picture = GFX_evt_government
	
	only_rulers = yes
	
	trigger = {
		independent = no
		is_landed = yes
		is_government_potential = military_republic
		OR = {
			government = military_monarchy
			government = military_directorate
		}
		
		# Some legitimacy law applies to you
		has_crown_law_title = yes
		crownlaw_title = {
			has_law = military_vassal_legitimacy_1
			OR = {
				has_law = centralization_4
				AND = {
					has_law = centralization_3
					holder_scope = { any_vassal = { character = ROOT } }
				}
				AND = {
					has_law = centralization_2
					holder_scope = { any_vassal = { character = ROOT } }
					ROOT = { NOT = { higher_tier_than = duke } }
				}
				AND = {
					holder_scope = {
						tier = emperor
						any_vassal = { character = ROOT }
					}
					ROOT = { NOT = { higher_tier_than = duke } }
				}
				AND = {
					holder_scope = { any_vassal = { character = ROOT } }
					ROOT = { NOT = { higher_tier_than = count } }
				}
			}
		}
	}
	option = {
		name = "EVTOPTCONFIRM"
		set_government_type = military_republic
		if = {
			limit = { tier = baron }
			any_demesne_title = {
				limit = {
					NOT = { has_law = succ_feudal_elective }
					NOT = { has_law = succ_open_elective }
					NOT = { has_law = succ_patrician_elective }
					NOT = { has_law = succ_tanistry }
				}
				add_law = succ_open_elective
			}
		}
		if = {
			limit = { higher_tier_than = baron }
			any_demesne_title = {
				limit = {
					NOT = { has_law = succ_feudal_elective }
					NOT = { has_law = succ_open_elective }
					NOT = { has_law = succ_patrician_elective }
					NOT = { has_law = succ_tanistry }
				}
				add_law = succ_feudal_elective
			}
		}
		any_demesne_title = {
			limit = { NOT = { has_law = true_cognatic_succession } }
			add_law = true_cognatic_succession
		}
	}
}
# Military Directorate
character_event = {
	id = government.300
	desc = "EVTDESCGOVERNMENT300"
	picture = GFX_evt_government
	
	only_rulers = yes
	
	trigger = {
		independent = no
		is_landed = yes
		is_government_potential = military_directorate
		OR = {
			government = military_monarchy
			government = military_republic
		}
		
		# Some legitimacy law applies to you
		has_crown_law_title = yes
		crownlaw_title = {
			has_law = military_vassal_legitimacy_2
			OR = {
				has_law = centralization_4
				AND = {
					has_law = centralization_3
					holder_scope = { any_vassal = { character = ROOT } }
				}
				AND = {
					has_law = centralization_2
					holder_scope = { any_vassal = { character = ROOT } }
					ROOT = { NOT = { higher_tier_than = duke } }
				}
				AND = {
					holder_scope = {
						tier = emperor
						any_vassal = { character = ROOT }
					}
					ROOT = { NOT = { higher_tier_than = duke } }
				}
				AND = {
					holder_scope = { any_vassal = { character = ROOT } }
					ROOT = { NOT = { higher_tier_than = count } }
				}
			}
		}
	}
	option = {
		name = "EVTOPTCONFIRM"
		set_government_type = military_directorate
		any_demesne_title = {
			limit = { NOT = { has_law = succ_appointment } }
			add_law = succ_appointment
		}
		any_demesne_title = {
			limit = { NOT = { has_law = true_cognatic_succession } }
			add_law = true_cognatic_succession
		}
	}
}
# Corporate Monarchy
character_event = {
	id = government.400
	desc = "EVTDESCGOVERNMENT400"
	picture = GFX_evt_government
	
	only_rulers = yes
	
	trigger = {
		independent = no
		is_landed = yes
		is_government_potential = corporate_monarchy
		OR = {
			government = corporate_republic
			government = corporate_directorate
		}
		
		# Some legitimacy law applies to you
		has_crown_law_title = yes
		crownlaw_title = {
			has_law = republic_vassal_legitimacy_0
			OR = {
				has_law = centralization_4
				AND = {
					has_law = centralization_3
					holder_scope = { any_vassal = { character = ROOT } }
				}
				AND = {
					has_law = centralization_2
					holder_scope = { any_vassal = { character = ROOT } }
					ROOT = { NOT = { higher_tier_than = duke } }
				}
				AND = {
					holder_scope = {
						tier = emperor
						any_vassal = { character = ROOT }
					}
					ROOT = { NOT = { higher_tier_than = duke } }
				}
				AND = {
					holder_scope = { any_vassal = { character = ROOT } }
					ROOT = { NOT = { higher_tier_than = count } }
				}
			}
		}
	}
	option = {
		name = "EVTOPTCONFIRM"
		set_government_type = corporate_monarchy
		any_demesne_title = {
			limit = {
				NOT = { has_law = succ_primogeniture }
				NOT = { has_law = succ_ultimogeniture }
				NOT = { has_law = succ_seniority }
				NOT = { has_law = succ_gavelkind }
				NOT = { has_law = succ_tanistry }
				NOT = { has_law = succ_feudal_elective }
			}
			add_law = succ_gavelkind
		}
		any_demesne_title = {
			limit = { NOT = { has_law = true_cognatic_succession } }
			add_law = true_cognatic_succession
		}
	}
}
# Corporate Republic
character_event = {
	id = government.500
	desc = "EVTDESCGOVERNMENT500"
	picture = GFX_evt_government
	
	only_rulers = yes
	
	trigger = {
		independent = no
		is_landed = yes
		is_government_potential = corporate_republic
		OR = {
			government = corporate_monarchy
			government = corporate_directorate
		}
		
		# Some legitimacy law applies to you
		has_crown_law_title = yes
		crownlaw_title = {
			has_law = republic_vassal_legitimacy_1
			OR = {
				has_law = centralization_4
				AND = {
					has_law = centralization_3
					holder_scope = { any_vassal = { character = ROOT } }
				}
				AND = {
					has_law = centralization_2
					holder_scope = { any_vassal = { character = ROOT } }
					ROOT = { NOT = { higher_tier_than = duke } }
				}
				AND = {
					holder_scope = {
						tier = emperor
						any_vassal = { character = ROOT }
					}
					ROOT = { NOT = { higher_tier_than = duke } }
				}
				AND = {
					holder_scope = { any_vassal = { character = ROOT } }
					ROOT = { NOT = { higher_tier_than = count } }
				}
			}
		}
	}
	option = {
		name = "EVTOPTCONFIRM"
		set_government_type = corporate_republic
		if = {
			limit = { tier = baron }
			any_demesne_title = {
				limit = {
					NOT = { has_law = succ_feudal_elective }
					NOT = { has_law = succ_open_elective }
					NOT = { has_law = succ_patrician_elective }
					NOT = { has_law = succ_tanistry }
				}
				add_law = succ_open_elective
			}
		}
		if = {
			limit = { higher_tier_than = baron }
			any_demesne_title = {
				limit = {
					NOT = { has_law = succ_feudal_elective }
					NOT = { has_law = succ_open_elective }
					NOT = { has_law = succ_patrician_elective }
					NOT = { has_law = succ_tanistry }
				}
				add_law = succ_feudal_elective
			}
		}
		any_demesne_title = {
			limit = { NOT = { has_law = true_cognatic_succession } }
			add_law = true_cognatic_succession
		}
	}
}
# Merchant Republic
character_event = {
	id = government.550
	desc = "EVTDESCGOVERNMENT500"
	picture = GFX_evt_government
	
	only_rulers = yes
	
	trigger = {
		independent = no
		is_landed = yes
		is_government_potential = merchant_republic_government
		OR = {
			government = corporate_monarchy
			government = corporate_directorate
		}
		
		# Some legitimacy law applies to you
		has_crown_law_title = yes
		crownlaw_title = {
			has_law = republic_vassal_legitimacy_1
			OR = {
				has_law = centralization_4
				AND = {
					has_law = centralization_3
					holder_scope = { any_vassal = { character = ROOT } }
				}
				AND = {
					has_law = centralization_2
					holder_scope = { any_vassal = { character = ROOT } }
					ROOT = { NOT = { higher_tier_than = duke } }
				}
				AND = {
					holder_scope = {
						tier = emperor
						any_vassal = { character = ROOT }
					}
					ROOT = { NOT = { higher_tier_than = duke } }
				}
				AND = {
					holder_scope = { any_vassal = { character = ROOT } }
					ROOT = { NOT = { higher_tier_than = count } }
				}
			}
		}
	}
	option = {
		name = "EVTOPTCONFIRM"
		set_government_type = merchant_republic_government
		primary_title = { add_law = succ_patrician_elective }
		any_demesne_title = { add_law = true_cognatic_succession }
	}
}
# Corporate Directorate
character_event = {
	id = government.600
	desc = "EVTDESCGOVERNMENT600"
	picture = GFX_evt_government
	
	only_rulers = yes
	
	trigger = {
		independent = no
		is_landed = yes
		is_government_potential = corporate_directorate
		OR = {
			government = corporate_monarchy
			government = corporate_republic
		}
		
		# Some legitimacy law applies to you
		has_crown_law_title = yes
		crownlaw_title = {
			has_law = republic_vassal_legitimacy_2
			OR = {
				has_law = centralization_4
				AND = {
					has_law = centralization_3
					holder_scope = { any_vassal = { character = ROOT } }
				}
				AND = {
					has_law = centralization_2
					holder_scope = { any_vassal = { character = ROOT } }
					ROOT = { NOT = { higher_tier_than = duke } }
				}
				AND = {
					holder_scope = {
						tier = emperor
						any_vassal = { character = ROOT }
					}
					ROOT = { NOT = { higher_tier_than = duke } }
				}
				AND = {
					holder_scope = { any_vassal = { character = ROOT } }
					ROOT = { NOT = { higher_tier_than = count } }
				}
			}
		}
	}
	option = {
		name = "EVTOPTCONFIRM"
		set_government_type = corporate_directorate
		any_demesne_title = {
			limit = { NOT = { has_law = succ_appointment } }
			add_law = succ_appointment
		}
		any_demesne_title = {
			limit = { NOT = { has_law = true_cognatic_succession } }
			add_law = true_cognatic_succession
		}
	}
}
# Administrative Monarchy
character_event = {
	id = government.700
	desc = "EVTDESCGOVERNMENT700"
	picture = GFX_evt_government
	
	only_rulers = yes
	
	trigger = {
		independent = no
		is_landed = yes
		is_government_potential = administrative_monarchy
		OR = {
			government = administrative_republic
			government = administrative_directorate
		}
		
		# Some legitimacy law applies to you
		has_crown_law_title = yes
		crownlaw_title = {
			has_law = theocracy_vassal_legitimacy_0
			OR = {
				has_law = centralization_4
				AND = {
					has_law = centralization_3
					holder_scope = { any_vassal = { character = ROOT } }
				}
				AND = {
					has_law = centralization_2
					holder_scope = { any_vassal = { character = ROOT } }
					ROOT = { NOT = { higher_tier_than = duke } }
				}
				AND = {
					holder_scope = {
						tier = emperor
						any_vassal = { character = ROOT }
					}
					ROOT = { NOT = { higher_tier_than = duke } }
				}
				AND = {
					holder_scope = { any_vassal = { character = ROOT } }
					ROOT = { NOT = { higher_tier_than = count } }
				}
			}
		}
	}
	option = {
		name = "EVTOPTCONFIRM"
		set_government_type = administrative_monarchy
		any_demesne_title = {
			limit = {
				NOT = { has_law = succ_primogeniture }
				NOT = { has_law = succ_ultimogeniture }
				NOT = { has_law = succ_seniority }
				NOT = { has_law = succ_gavelkind }
				NOT = { has_law = succ_tanistry }
				NOT = { has_law = succ_feudal_elective }
			}
			add_law = succ_gavelkind
		}
		any_demesne_title = {
			limit = { NOT = { has_law = true_cognatic_succession } }
			add_law = true_cognatic_succession
		}
	}
}
# Administrative Republic
character_event = {
	id = government.800
	desc = "EVTDESCGOVERNMENT800"
	picture = GFX_evt_government
	
	only_rulers = yes
	
	trigger = {
		independent = no
		is_landed = yes
		is_government_potential = administrative_republic
		OR = {
			government = administrative_monarchy
			government = administrative_directorate
		}
		
		# Some legitimacy law applies to you
		has_crown_law_title = yes
		crownlaw_title = {
			has_law = theocracy_vassal_legitimacy_1
			OR = {
				has_law = centralization_4
				AND = {
					has_law = centralization_3
					holder_scope = { any_vassal = { character = ROOT } }
				}
				AND = {
					has_law = centralization_2
					holder_scope = { any_vassal = { character = ROOT } }
					ROOT = { NOT = { higher_tier_than = duke } }
				}
				AND = {
					holder_scope = {
						tier = emperor
						any_vassal = { character = ROOT }
					}
					ROOT = { NOT = { higher_tier_than = duke } }
				}
				AND = {
					holder_scope = { any_vassal = { character = ROOT } }
					ROOT = { NOT = { higher_tier_than = count } }
				}
			}
		}
	}
	option = {
		name = "EVTOPTCONFIRM"
		set_government_type = administrative_republic
		if = {
			limit = { tier = baron }
			any_demesne_title = {
				limit = {
					NOT = { has_law = succ_feudal_elective }
					NOT = { has_law = succ_open_elective }
					NOT = { has_law = succ_patrician_elective }
					NOT = { has_law = succ_tanistry }
				}
				add_law = succ_open_elective
			}
		}
		if = {
			limit = { higher_tier_than = baron }
			any_demesne_title = {
				limit = {
					NOT = { has_law = succ_feudal_elective }
					NOT = { has_law = succ_open_elective }
					NOT = { has_law = succ_patrician_elective }
					NOT = { has_law = succ_tanistry }
				}
				add_law = succ_feudal_elective
			}
		}
		any_demesne_title = {
			limit = { NOT = { has_law = true_cognatic_succession } }
			add_law = true_cognatic_succession
		}
	}
}
# Administrative Directorate
character_event = {
	id = government.900
	desc = "EVTDESCGOVERNMENT900"
	picture = GFX_evt_government
	
	only_rulers = yes
	
	trigger = {
		independent = no
		is_landed = yes
		is_government_potential = administrative_directorate
		OR = {
			government = administrative_monarchy
			government = administrative_republic
		}
		
		# Some legitimacy law applies to you
		has_crown_law_title = yes
		crownlaw_title = {
			has_law = theocracy_vassal_legitimacy_2
			OR = {
				has_law = centralization_4
				AND = {
					has_law = centralization_3
					holder_scope = { any_vassal = { character = ROOT } }
				}
				AND = {
					has_law = centralization_2
					holder_scope = { any_vassal = { character = ROOT } }
					ROOT = { NOT = { higher_tier_than = duke } }
				}
				AND = {
					holder_scope = {
						tier = emperor
						any_vassal = { character = ROOT }
					}
					ROOT = { NOT = { higher_tier_than = duke } }
				}
				AND = {
					holder_scope = { any_vassal = { character = ROOT } }
					ROOT = { NOT = { higher_tier_than = count } }
				}
			}
		}
	}
	option = {
		name = "EVTOPTCONFIRM"
		set_government_type = administrative_directorate
		any_demesne_title = {
			limit = { NOT = { has_law = succ_appointment } }
			add_law = succ_appointment
		}
		any_demesne_title = {
			limit = { NOT = { has_law = true_cognatic_succession } }
			add_law = true_cognatic_succession
		}
	}
}

# You are military, but you own no castles
character_event = {
	id = government.1000
	desc = "EVTDESCGOVERNMENT1000"
	picture = GFX_evt_government
	
	only_rulers = yes
	
	trigger = {
		OR = {
			government = military_monarchy
			government = military_republic
			government = military_directorate
		}
		NOT = {
			any_demesne_title = {
				tier = baron
				holding_type = castle
			}
		}
		any_demesne_title = {
			tier = baron
			OR = {
				type = city
				holding_type = temple
			}
		}
	}
	
	# Grab one from the capital
	option = {
		trigger = {
			capital_scope = {
				any_province_holding = {
					holding_type = castle
					holder_scope = { any_liege = { character = ROOT } }
				}
			}
		}
		name = "EVTOPTAGOVERNMENT1000"
		capital_scope = {
			random_province_holding = {
				limit = {
					holding_type = castle
					holder_scope = { any_liege = { character = ROOT } }
				}
				usurp_title = ROOT
				hidden_tooltip = { holder_scope = { letter_event = { id = government.1001 } } }
			}
		}
		ai_chance = {
			factor = 100
			modifier = {
				factor = 0.5
				trait = pragmatic
			}
			modifier = {
				factor = 2
				trait = radical
			}
		}
	}
	option = {
		trigger = {
			NOT = {
				capital_scope = {
					any_province_holding = {
						holding_type = castle
						holder_scope = { any_liege = { character = ROOT } }
					}
				}
			}
			any_vassal = {
				any_demesne_title = {
					tier = baron
					holding_type = castle
				}
			}
		}
		name = "EVTOPTAGOVERNMENT1000"
		random_vassal = {
			limit = {
				any_demesne_title = {
					tier = baron
					holding_type = castle
				}
			}
			random_demesne_title = {
				limit = { holding_type = castle }
				usurp_title = ROOT
			}
			hidden_tooltip = { holder_scope = { letter_event = { id = government.1001 } } }
		}
		ai_chance = {
			factor = 100
			modifier = {
				factor = 0.5
				trait = pragmatic
			}
			modifier = {
				factor = 2
				trait = radical
			}
		}
	}
	option = {
		trigger = {
			any_demesne_title = {
				tier = baron
				holding_type = city
			}
		}
		name = "EVTBECOMECORPORATE"
		if = {
			limit = { government = military_monarchy }
			set_government_type = corporate_monarchy
		}
		if = {
			limit = {
				government = military_republic
				is_government_potential = merchant_republic_government
			}
			set_government_type = merchant_republic_government			
			create_family_palace = yes
			hidden_tooltip = {
				any_demesne_title = {
					limit = { has_law = agnatic_succession }
					add_law = true_cognatic_succession
				}
			}
		}
		if = {
			limit = {
				government = military_republic
				NOT = { is_government_potential = merchant_republic_government }
			}
			set_government_type = corporate_republic
		}
		if = {
			limit = { government = military_directorate }
			set_government_type = corporate_directorate
		}
		ai_chance = {
			factor = 25
			modifier = {
				factor = 0.5
				is_autocratic_trigger = yes
			}
			modifier = {
				factor = 0.5
				is_theocratic_trigger = yes
			}
			modifier = {
				factor = 2
				is_democratic_trigger = yes
			}
		}
	}
	option = {
		trigger = {
			any_demesne_title = {
				tier = baron
				holding_type = temple
			}
		}
		name = "EVTBECOMEADMINISTRATIVE"
		if = {
			limit = { government = military_monarchy }
			set_government_type = administrative_monarchy
		}
		if = {
			limit = { government = military_republic }
			set_government_type = administrative_republic
		}
		if = {
			limit = { government = military_directorate }
			set_government_type = administrative_directorate
		}
		ai_chance = {
			factor = 25
			modifier = {
				factor = 0.5
				is_autocratic_trigger = yes
			}
			modifier = {
				factor = 0.5
				is_democratic_trigger = yes
			}
			modifier = {
				factor = 2
				is_thecratic_trigger = yes
			}
		}
	}
}
letter_event = {
	id = government.1001
	desc = "EVTDESCGOVERNMENT1001"
	is_triggered_only = yes
	
	option = { name = "EVTOPTCONFIRM" }
}
# You are corporate, but you own no cities
character_event = {
	id = government.1100
	desc = "EVTDESCGOVERNMENT1100"
	picture = GFX_evt_government
	
	only_rulers = yes
	
	trigger = {
		OR = {
			government = corporate_monarchy
			government = corporate_republic
			government = corporate_directorate
			government = merchant_republic_government
		}
		NOT = {
			any_demesne_title = {
				tier = baron
				holding_type = city
			}
		}
		any_demesne_title = {
			tier = baron
			OR = {
				holding_type = castle
				holding_type = temple
			}
		}
	}
	
	# Grab one from the capital
	option = {
		trigger = {
			capital_scope = {
				any_province_holding = {
					holding_type = city
					holder_scope = { any_liege = { character = ROOT } }
				}
			}
		}
		name = "EVTOPTAGOVERNMENT1000"
		capital_scope = {
			random_province_holding = {
				limit = {
					holding_type = city
					holder_scope = { any_liege = { character = ROOT } }
				}
				usurp_title = ROOT
				hidden_tooltip = { holder_scope = { letter_event = { id = government.1001 } } }
			}
		}
		ai_chance = {
			factor = 100
			modifier = {
				factor = 0.5
				trait = pragmatic
			}
			modifier = {
				factor = 2
				trait = radical
			}
			modifier = {
				factor = 2
				is_merchant_republic = yes
			}
		}
	}
	option = {
		trigger = {
			NOT = {
				capital_scope = {
					any_province_holding = {
						holding_type = city
						holder_scope = { any_liege = { character = ROOT } }
					}
				}
			}
			any_vassal = {
				any_demesne_title = {
					tier = baron
					holding_type = city
				}
			}
		}
		name = "EVTOPTAGOVERNMENT1000"
		random_vassal = {
			limit = {
				any_demesne_title = {
					tier = baron
					holding_type = city
				}
			}
			random_demesne_title = {
				limit = {
					tier = baron
					holding_type = city
				}
				usurp_title = ROOT
			}
			hidden_tooltip = { holder_scope = { letter_event = { id = government.1001 } } }
		}
		ai_chance = {
			factor = 100
			modifier = {
				factor = 0.5
				trait = pragmatic
			}
			modifier = {
				factor = 2
				trait = radical
			}
			modifier = {
				factor = 2
				is_merchant_republic = yes
			}
		}
	}
	option = {
		trigger = {
			any_demesne_title = {
				tier = baron
				holding_type = castle
			}
		}
		name = "EVTBECOMEMILITARY"
		if = {
			limit = { government = corporate_monarchy }
			set_government_type = military_monarchy
		}
		if = {
			limit = {
				OR = {
					government = corporate_republic
					government = merchant_republic_government
				}
			}
			set_government_type = military_republic
		}
		if = {
			limit = { government = corporate_directorate }
			set_government_type = military_directorate
		}
		ai_chance = {
			factor = 25
			modifier = {
				factor = 0.5
				is_democratic_trigger = yes
			}
			modifier = {
				factor = 0.5
				is_theocratic_trigger = yes
			}
			modifier = {
				factor = 2
				is_autocratic_trigger = yes
			}
		}
	}
	option = {
		trigger = {
			any_demesne_title = {
				tier = baron
				holding_type = temple
			}
		}
		name = "EVTBECOMEADMINISTRATIVE"
		if = {
			limit = { government = corporate_monarchy }
			set_government_type = administrative_monarchy
		}
		if = {
			limit = {
				OR = {
					government = corporate_republic
					government = merchant_republic_government
				}
			}
			set_government_type = administrative_republic
		}
		if = {
			limit = { government = corporate_directorate }
			set_government_type = administrative_directorate
		}
		ai_chance = {
			factor = 25
			modifier = {
				factor = 0.5
				is_autocratic_trigger = yes
			}
			modifier = {
				factor = 0.5
				is_demcratic_trigger = yes
			}
			modifier = {
				factor = 2
				is_thecratic_trigger = yes
			}
		}
	}
}
# You are administrative, but you own no temples
character_event = {
	id = government.1200
	desc = "EVTDESCGOVERNMENT1200"
	picture = GFX_evt_government
	
	only_rulers = yes
	
	trigger = {
		OR = {
			government = administrative_monarchy
			government = administrative_republic
			government = administrative_directorate
		}
		NOT = {
			any_demesne_title = {
				tier = baron
				holding_type = temple
			}
		}
		any_demesne_title = {
			tier = baron
			OR = {
				holding_type = castle
				holding_type = city
			}
		}
	}
	
	# Grab one from the capital
	option = {
		trigger = {
			capital_scope = {
				any_province_holding = {
					holding_type = temple
					holder_scope = { any_liege = { character = ROOT } }
				}
			}
		}
		name = "EVTOPTAGOVERNMENT1000"
		capital_scope = {
			random_province_holding = {
				limit = {
					holding_type = temple
					holder_scope = { any_liege = { character = ROOT } }
				}
				usurp_title = ROOT
				hidden_tooltip = { holder_scope = { letter_event = { id = government.1001 } } }
			}
		}
		ai_chance = {
			factor = 100
			modifier = {
				factor = 0.5
				trait = pragmatic
			}
			modifier = {
				factor = 2
				trait = radical
			}
		}
	}
	option = {
		trigger = {
			NOT = {
				capital_scope = {
					any_province_holding = {
						holding_type = temple
						holder_scope = { any_liege = { character = ROOT } }
					}
				}
			}
			any_vassal = {
				any_demesne_title = {
					tier = baron
					holding_type = temple
				}
			}
		}
		name = "EVTOPTAGOVERNMENT1000"
		random_vassal = {
			limit = {
				any_demesne_title = {
					tier = baron
					holding_type = temple
				}
			}
			random_demesne_title = {
				limit = {
					tier = baron
					holding_type = temple
				}
				usurp_title = ROOT
			}
			hidden_tooltip = { holder_scope = { letter_event = { id = government.1001 } } }
		}
		ai_chance = {
			factor = 100
			modifier = {
				factor = 0.5
				trait = pragmatic
			}
			modifier = {
				factor = 2
				trait = radical
			}
		}
	}
	option = {
		trigger = {
			any_demesne_title = {
				tier = baron
				holding_type = castle
			}
		}
		name = "EVTBECOMEMILITARY"
		if = {
			limit = { government = administrative_monarchy }
			set_government_type = military_monarchy
		}
		if = {
			limit = { government = administrative_republic }
			set_government_type = military_republic
		}
		if = {
			limit = { government = administrative_directorate }
			set_government_type = military_directorate
		}
		ai_chance = {
			factor = 25
			modifier = {
				factor = 0.5
				is_democratic_trigger = yes
			}
			modifier = {
				factor = 0.5
				is_theocratic_trigger = yes
			}
			modifier = {
				factor = 2
				is_autocratic_trigger = yes
			}
		}
	}
	option = {
		trigger = {
			any_demesne_title = {
				tier = baron
				holding_type = city
			}
		}
		name = "EVTBECOMECORPORATE"
		if = {
			limit = { government = administrative_monarchy }
			set_government_type = corporate_monarchy
		}
		if = {
			limit = {
				government = administrative_republic
				is_government_potential = merchant_republic_government
			}
			set_government_type = merchant_republic_government
			create_family_palace = yes
			hidden_tooltip = {
				any_demesne_title = {
					limit = { has_law = agnatic_succession }
					add_law = true_cognatic_succession
				}
			}
		}
		if = {
			limit = {
				government = administrative_republic
				NOT = { is_government_potential = merchant_republic_government }
			}
			set_government_type = corporate_republic
		}
		if = {
			limit = { government = administrative_directorate }
			set_government_type = corporate_directorate
		}
		ai_chance = {
			factor = 25
			modifier = {
				factor = 0.5
				is_autocratic_trigger = yes
			}
			modifier = {
				factor = 0.5
				is_theocratic_trigger = yes
			}
			modifier = {
				factor = 2
				is_democratic_trigger = yes
			}
		}
	}
}

# You have become a monarchy
character_event = {
	id = government.1300
	desc = "EVTDESCGOVERNMENT1300"
	picture = GFX_evt_government
	border = GFX_evt_normal_frame_diplomacy
	is_triggered_only = yes
	
	option = {
		name = "EVOPTCONFIRM"
		hidden_tooltip = {
			any_realm_character = {
				limit = { NOT = { character = ROOT } }
				character_event = { id = government.1301 }
			}
		}
	}
}
character_event = {
	id = government.1301
	desc = "EVTDESCGOVERNMENT1301"
	picture = GFX_evt_government
	border = GFX_evt_normal_frame_diplomacy
	is_triggered_only = yes
	
	min_age = 12
	only_capable = yes
	
	option = {
		trigger = { NOT = { trait = radical } }
		name = "EVTOPTAGOVERNMENT1301" # Meh
		ai_chance = {
			factor = 50
			modifier = {
				factor = 2
				trait = carefree
			}
			modifier = {
				factor = 0.5
				trait = disciplined
			}
			modifier = {
				factor = 2
				trait = content
			}
			modifier = {
				factor = 0.5
				trait = ambitious
			}
		}
	}
	
	option = {
		name = "EVTOPTBGOVERNMENT1301" # How dare he/she?!
		opinion = { who = FROM modifier = opinion_hates_reform }
		ai_chance = {
			factor = 25
			modifier = {
				factor = 2
				OR = {
					religion = terran_republican
					religion = terran_federalist
					religion = colonial_separatist
					religion = neo_socialist
					religion = astrist
				}
			}
			modifier = {
				factor = 2
				OR = {
					religion = terran_republican
					religion = terran_federalist
					religion = colonial_separatist
					religion = neo_socialist
					religion = astrist
				}
				NOT = { trait = pragmatic }
			}
			modifier = {
				factor = 2
				OR = {
					religion = terran_republican
					religion = terran_federalist
					religion = colonial_separatist
					religion = neo_socialist
					religion = astrist
				}
				trait = radical
			}
			modifier = {
				factor = 0.5
				dynasty = FROM
				NOT = { trait = content }
			}
			modifier = {
				factor = 0.5
				dynasty = FROM
				trait = ambitious
			}
		}
	}
	option = {
		name = "EVTOPTCGOVERNMENT1301" # Long live the king!
		opinion = { who = FROM modifier = opinion_loves_reform }
		ai_chance = {
			factor = 25
			modifier = {
				factor = 2
				OR = {
					religion = terran_imperial
					religion = neo_feudal
					religion = bio_directionist
					religion = imperial_cult
				}
			}
			modifier = {
				factor = 2
				OR = {
					religion = terran_imperial
					religion = neo_feudal
					religion = bio_directionist
					religion = imperial_cult
				}
				NOT = { trait = pragmatic }
			}
			modifier = {
				factor = 2
				OR = {
					religion = terran_imperial
					religion = neo_feudal
					religion = bio_directionist
					religion = imperial_cult
				}
				trait = radical
			}
			modifier = {
				factor = 2
				dynasty = FROM
				NOT = { trait = content }
			}
			modifier = {
				factor = 2
				dynasty = FROM
				trait = ambitious
			}
		}
	}
}
# You have become a republic
character_event = {
	id = government.1400
	desc = "EVTDESCGOVERNMENT1400"
	picture = GFX_evt_government
	border = GFX_evt_normal_frame_diplomacy
	is_triggered_only = yes
	
	option = {
		name = "EVOPTCONFIRM"
		hidden_tooltip = {
			any_realm_character = {
				limit = { NOT = { character = ROOT } }
				character_event = { id = government.1401 }
			}
		}
	}
}
character_event = {
	id = government.1401
	desc = "EVTDESCGOVERNMENT1301"
	picture = GFX_evt_government
	border = GFX_evt_normal_frame_diplomacy
	is_triggered_only = yes
	
	min_age = 12
	only_capable = yes
	
	option = {
		trigger = { NOT = { trait = radical } }
		name = "EVTOPTAGOVERNMENT1301" # Meh
		ai_chance = {
			factor = 50
			modifier = {
				factor = 2
				trait = carefree
			}
			modifier = {
				factor = 0.5
				trait = disciplined
			}
			modifier = {
				factor = 2
				trait = content
			}
			modifier = {
				factor = 0.5
				trait = ambitious
			}
		}
	}
	
	option = {
		name = "EVTOPTBGOVERNMENT1301" # How dare he/she?!
		opinion = { who = FROM modifier = opinion_hates_reform }
		ai_chance = {
			factor = 25
			modifier = {
				factor = 2
				OR = {
					religion = terran_imperial
					religion = neo_feudal
					religion = bio_directionist
					religion = imperial_cult
				}
			}
			modifier = {
				factor = 2
				OR = {
					religion = terran_imperial
					religion = neo_feudal
					religion = bio_directionist
					religion = imperial_cult
				}
				NOT = { trait = pragmatic }
			}
			modifier = {
				factor = 2
				OR = {
					religion = terran_imperial
					religion = neo_feudal
					religion = bio_directionist
					religion = imperial_cult
				}
				trait = radical
			}
		}
	}
	option = {
		name = "EVTOPTCGOVERNMENT1301" # Long live the king!
		opinion = { who = FROM modifier = opinion_loves_reform }
		ai_chance = {
			factor = 25
			modifier = {
				factor = 2
				OR = {
					religion = terran_republican
					religion = terran_federalist
					religion = colonial_separatist
				}
			}
			modifier = {
				factor = 2
				OR = {
					religion = terran_republican
					religion = terran_federalist
					religion = colonial_separatist
				}
				NOT = { trait = pragmatic }
			}
			modifier = {
				factor = 2
				OR = {
					religion = terran_republican
					religion = terran_federalist
					religion = colonial_separatist
				}
				trait = radical
			}
		}
	}
}
# You have become a directorate
character_event = {
	id = government.1500
	desc = "EVTDESCGOVERNMENT1500"
	picture = GFX_evt_government
	border = GFX_evt_normal_frame_diplomacy
	is_triggered_only = yes
	
	option = {
		name = "EVOPTCONFIRM"
		hidden_tooltip = {
			any_realm_character = {
				limit = { NOT = { character = ROOT } }
				character_event = { id = government.1501 }
			}
		}
	}
}
character_event = {
	id = government.1501
	desc = "EVTDESCGOVERNMENT1301"
	picture = GFX_evt_government
	border = GFX_evt_normal_frame_diplomacy
	is_triggered_only = yes
	
	option = {
		trigger = { NOT = { trait = radical } }
		name = "EVTOPTAGOVERNMENT1301" # Meh
		ai_chance = {
			factor = 50
			modifier = {
				factor = 2
				trait = carefree
			}
			modifier = {
				factor = 0.5
				trait = disciplined
			}
			modifier = {
				factor = 2
				trait = content
			}
			modifier = {
				factor = 0.5
				trait = ambitious
			}
		}
	}
	
	option = {
		name = "EVTOPTBGOVERNMENT1301" # How dare he/she?!
		opinion = { who = FROM modifier = opinion_hates_reform }
		ai_chance = {
			factor = 25
			modifier = {
				factor = 2
				OR = {
					religion = terran_imperial
					religion = neo_feudal
					religion = bio_directionist
					religion = imperial_cult
					religion = terran_republican
					religion = terran_federalist
					religion = colonial_separatist
				}
			}
			modifier = {
				factor = 2
				OR = {
					religion = terran_imperial
					religion = neo_feudal
					religion = bio_directionist
					religion = imperial_cult
					religion = terran_republican
					religion = terran_federalist
					religion = colonial_separatist
				}
				NOT = { trait = pragmatic }
			}
			modifier = {
				factor = 2
				OR = {
					religion = terran_imperial
					religion = neo_feudal
					religion = bio_directionist
					religion = imperial_cult
					religion = terran_republican
					religion = terran_federalist
					religion = colonial_separatist
				}
				trait = radical
			}
		}
	}
	option = {
		name = "EVTOPTCGOVERNMENT1301" # Long live the king!
		opinion = { who = FROM modifier = opinion_loves_reform }
		ai_chance = {
			factor = 25
			modifier = {
				factor = 2
				opinion = { who = FROM value = 25 }
			}
			modifier = {
				factor = 2
				opinion = { who = FROM value = 50 }
			}
			modifier = {
				factor = 2
				opinion = { who = FROM value = 75 }
			}
		}
	}
}

# You have acquired a new title, merge government types!
# Feudal Monarchy
character_event = {
	id = government.2000
	desc = "EVTDESCGOVERNMENT2000"
	picture = GFX_evt_government
	is_triggered_only = yes
	
	trigger = {
		FROM = { is_primary_holder_title = yes } # Only apply when increasing in rank
		FROMFROM = {
			OR = {
				government = military_monarchy
				government = corporate_monarchy
				government = administrative_monarchy
			}
		}
		OR = {
			government = military_republic
			government = military_directorate
			government = military_command
		}
		is_government_potential = military_monarchy
	}
	option = {
		name = "EVTOPTCONFIRM"
		set_government_type = military_monarchy
	}
}
# Military Republic
character_event = {
	id = government.2100
	desc = "EVTDESCGOVERNMENT2100"
	picture = GFX_evt_government
	is_triggered_only = yes
	
	trigger = {
		FROM = { is_primary_holder_title = yes } # Only apply when increasing in rank
		FROMFROM = {
			OR = {
				government = military_republic
				government = corporate_republic
				government = merchant_republic_government
				government = administrative_republic
			}
		}
		OR = {
			government = military_monarchy
			government = military_directorate
			government = military_command
		}
		is_government_potential = military_republic
	}
	option = {
		name = "EVTOPTCONFIRM"
		set_government_type = military_republic
	}
}
# Military Directorate
character_event = {
	id = government.2200
	desc = "EVTDESCGOVERNMENT2200"
	picture = GFX_evt_government
	is_triggered_only = yes
	
	trigger = {
		FROM = { is_primary_holder_title = yes } # Only apply when increasing in rank
		FROMFROM = {
			OR = {
				government = military_directorate
				government = corporate_directorate
				government = administrative_directorate
			}
		}
		OR = {
			government = military_republic
			government = military_monarchy
			government = military_command
		}
		is_government_potential = military_directorate
	}
	option = {
		name = "EVTOPTCONFIRM"
		set_government_type = military_directorate
	}
}
# Corporate Monarchy
character_event = {
	id = government.2300
	desc = "EVTDESCGOVERNMENT2300"
	picture = GFX_evt_government
	is_triggered_only = yes
	
	trigger = {
		FROM = { is_primary_holder_title = yes } # Only apply when increasing in rank
		FROMFROM = {
			OR = {
				government = military_monarchy
				government = corporate_monarchy
				government = administrative_monarchy
			}
		}
		OR = {
			government = corporate_republic
			government = corporate_directorate
		}
		is_government_potential = corporate_monarchy
	}
	option = {
		name = "EVTOPTCONFIRM"
		set_government_type = corporate_monarchy
	}
}
# Merchant Republic
character_event = {
	id = government.2400
	desc = "EVTDESCGOVERNMENT2400"
	picture = GFX_evt_government
	is_triggered_only = yes
	
	trigger = {
		FROM = { is_primary_holder_title = yes } # Only apply when increasing in rank
		FROMFROM = {
			OR = {
				government = military_republic
				government = corporate_republic
				government = merchant_republic_government
				government = administrative_republic
			}
		}
		OR = {
			government = corporate_monarchy
			government = corporate_republic
			government = corporate_directorate
		}
		is_government_potential = merchant_republic_government
	}
	option = {
		name = "EVTOPTCONFIRM"
		set_government_type = merchant_republic_government
		if = {
			limit = { is_patrician = no }
			create_family_palace = yes
			hidden_tooltip = {
				any_demesne_title = {
					limit = { has_law = agnatic_succession }
					add_law = true_cognatic_succession
				}
			}
		}
	}
}
# Corporate Republic
character_event = {
	id = government.2500
	desc = "EVTDESCGOVERNMENT2400"
	picture = GFX_evt_government
	is_triggered_only = yes
	
	trigger = {
		FROM = { is_primary_holder_title = yes } # Only apply when increasing in rank
		FROMFROM = {
			OR = {
				government = militar_republic
				government = corporate_republic
				government = merchant_republic_government
				government = administrative_republic
			}
		}
		OR = {
			government = corporate_monarchy
			government = merchant_republic_government
			government = corporate_directorate
		}
		NOT = { is_government_potential = merchant_republic_government }
	}
	option = {
		name = "EVTOPTCONFIRM"
		set_government_type = corporate_republic
	}
}
# Corporate Directorate
character_event = {
	id = government.2600
	desc = "EVTDESCGOVERNMENT2600"
	picture = GFX_evt_government
	is_triggered_only = yes
	
	trigger = {
		FROM = { is_primary_holder_title = yes } # Only apply when increasing in rank
		FROMFROM = {
			OR = {
				government = military_directorate
				government = corporate_directorate
				government = administrative_directorate
			}
		}
		OR = {
			government = corporate_republic
			government = corporate_monarchy
		}
		is_government_potential = corporate_directorate
	}
	option = {
		name = "EVTOPTCONFIRM"
		set_government_type = corporate_directorate
	}
}
# Administrative Monarchy
character_event = {
	id = government.2700
	desc = "EVTDESCGOVERNMENT2700"
	picture = GFX_evt_government
	is_triggered_only = yes
	
	trigger = {
		FROM = { is_primary_holder_title = yes } # Only apply when increasing in rank
		FROMFROM = {
			OR = {
				government = military_monarchy
				government = corporate_monarchy
				government = administrative_monarchy
			}
		}
		OR = {
			government = administrative_republic
			government = administrative_directorate
		}
		is_government_potential = administrative_monarchy
	}
	option = {
		name = "EVTOPTCONFIRM"
		set_government_type = administrative_monarchy
	}
}
# Administrative Republic
character_event = {
	id = government.2800
	desc = "EVTDESCGOVERNMENT2800"
	picture = GFX_evt_government
	is_triggered_only = yes
	
	trigger = {
		FROM = { is_primary_holder_title = yes } # Only apply when increasing in rank
		FROMFROM = {
			OR = {
				government = military_republic
				government = corporate_republic
				government = merchant_republic_government
				government = administrative_republic
			}
		}
		OR = {
			government = administrative_monarchy
			government = administrative_directorate
		}
		is_government_potential = administrative_republic
	}
	option = {
		name = "EVTOPTCONFIRM"
		set_government_type = administrative_republic
	}
}
# Administrative Directorate
character_event = {
	id = government.2900
	desc = "EVTDESCGOVERNMENT2900"
	picture = GFX_evt_government
	is_triggered_only = yes
	
	trigger = {
		FROM = { is_primary_holder_title = yes } # Only apply when increasing in rank
		FROMFROM = {
			OR = {
				government = military_directorate
				government = corporate_directorate
				government = administrative_directorate
			}
		}
		OR = {
			government = administrative_republic
			government = administrative_monarchy
		}
		is_government_potential = administrative_directorate
	}
	option = {
		name = "EVTOPTCONFIRM"
		set_government_type = administrative_directorate
	}
}

# Deconverting space pirates should adopt an appropriate government
character_event = {
	id = government.3000
	desc = "EVTDESCGOVERNMENT3000"
	hide_window = yes
	is_triggered_only = yes
	
	trigger = {
		is_ruler = yes
		OR = {
			is_patrician = no
			is_merchant_republic = yes
		}
		OR = {
			governemnt = pirate_kingdom
			government = pirate_republic
		}
	}
	
	immediate = {
		if = {
			limit = { governemnt = pirate_republic }
			set_government_type = merchant_republic_government
		}
		if = {
			limit = {
				government = pirate_kingdom
				capital_holding = { holding_type = castle }
			}
			set_government_type = military_monarchy
			any_demesne_title = { add_law = succ_gavelkind }
		}
		if = {
			limit = {
				government = pirate_kingdom
				capital_holding = { holding_type = city }
			}
			set_government_type = corporate_monarchy
			any_demesne_title = { add_law = succ_gavelkind }
		}
		if = {
			limit = {
				government = pirate_kingdom
				capital_holding = { holding_type = temple }
			}
			set_government_type = administrative_monarchy
			any_demesne_title = { add_law = succ_gavelkind }
		}
	}
}

# Some generic maintenance events for switching merchant vs non-merchant corporate republics
character_event = {
	id = government.3100
	hide_window = yes
	
	only_rulers = yes
	
	trigger = {
		government = merchant_republic_government
		NOT = { is_government_potential = merchant_republic_government }
	}
	immediate = { set_government_type = corporate_republic }
}
character_event = {
	id = government.3150
	hide_window = yes
	
	only_rulers = yes
	
	trigger = {
		government = corporate_republic
		is_government_potential = merchant_republic_government
	}
	immediate = {
		set_government_type = merchant_republic_government
		create_family_palace = yes
		hidden_tooltip = {
			any_demesne_title = {
				limit = { has_law = agnatic_succession }
				add_law = true_cognatic_succession
			}
		}
	}
}

# Bookkeeping - set pirate kingdoms and republics to appropriate holding type
character_event = {
	id = government.3200
	hide_window = yes
	
	only_rulers = yes
	
	trigger = {
		government = pirate_kingdom
		is_government_potential = pirate_republic
		capital_holding = { holding_type = city }
	}
	
	immediate = {
		set_government_type = pirate_republic
		create_family_palace = yes
		hidden_tooltip = {
			any_demesne_title = {
				limit = { has_law = agnatic_succession }
				add_law = true_cognatic_succession
			}
		}
	}
}
character_event = {
	id = government.3250
	hide_window = yes
	
	only_rulers = yes
	
	trigger = {
		government = pirate_republic
		is_government_potential = pirate_kingdom
		capital_holding = { holding_type = castle }
	}
	
	immediate = {
		set_government_type = pirate_kingdom
		hidden_tooltip = { any_demesne_title = { add_law = succ_elective_gavelkind } }
	}
}