##############################
# STEWARD
#
# Job: action_squeeze_peasants
# 	920: The Steward collects a tithe and sends it to his liege
# 	921: The peasants attempt to kill the Steward (Gets away, is wounded, is maimed, is killed)
#
# Job: action_oversee_construction
# 	923: Good Master Builder
# 	924: Sabotage
#
# Job: action_settle_tribe
# 	925: Local culture changes
# 	926: Steward wounded
# 	927: Steward maimed
# 	928: Steward killed
#
##############################


##############################
# STEWARD
# JOB: action_squeeze_peasants
##############################

# 920: The steward improves a system's economy
character_event = {
	id = 920
	title = "EVTNAMESTEWARD0"
	desc = "EVTDESCSTEWARD0"
	picture = GFX_evt_carriage
	border = GFX_event_normal_frame_economy

	capable_only = yes
	prisoner = no
	
	trigger = {
		has_job_action = action_squeeze_peasants
		location = {
			county = { is_occupied = no }
			NOT = { has_province_modifier = economic_boom }
			owner = {
				job_treasurer = {
					character = ROOT
				}
			}
		}
	}
	
	mean_time_to_happen = {
		months = 1200
		modifier = {
			factor = 0.5
			location = { has_province_modifier = economic_recession }
		}
		modifier = {
			factor = 0.8
			stewardship = 1
		}
		modifier = {
			factor = 0.8
			stewardship = 2
		}
		modifier = {
			factor = 0.8
			stewardship = 3
		}
		modifier = {
			factor = 0.8
			stewardship = 4
		}
		modifier = {
			factor = 0.8
			stewardship = 5
		}
		modifier = {
			factor = 0.8
			stewardship = 6
		}
		modifier = {
			factor = 0.8
			stewardship = 7
		}
		modifier = {
			factor = 0.8
			stewardship = 8
		}
		modifier = {
			factor = 0.8
			stewardship = 9
		}
		modifier = {
			factor = 0.8
			stewardship = 10
		}
		modifier = {
			factor = 0.8
			stewardship = 11
		}
		modifier = {
			factor = 0.8
			stewardship = 12
		}
		modifier = {
			factor = 0.8
			stewardship = 13
		}
		modifier = {
			factor = 0.8
			stewardship = 14
		}
		modifier = {
			factor = 0.8
			stewardship = 15
		}
		modifier = {
			factor = 0.8
			stewardship = 16
		}
		modifier = {
			factor = 0.8
			stewardship = 17
		}
		modifier = {
			factor = 0.8
			stewardship = 18
		}
		modifier = {
			factor = 0.8
			stewardship = 19
		}
		modifier = {
			factor = 0.8
			stewardship = 20
		}
		modifier = {
			factor = 0.8
			stewardship = 21
		}
		modifier = {
			factor = 0.8
			stewardship = 22
		}
		modifier = {
			factor = 0.8
			stewardship = 23
		}
		modifier = {
			factor = 0.8
			stewardship = 24
		}
		modifier = {
			factor = 0.8
			stewardship = 25
		}
		modifier = {
			factor = 0.8
			stewardship = 26
		}
		modifier = {
			factor = 0.8
			stewardship = 27
		}
		modifier = {
			factor = 0.8
			stewardship = 28
		}
		modifier = {
			factor = 0.8
			stewardship = 29
		}
		modifier = {
			factor = 0.8
			stewardship = 30
		}
	}
	
	option = {
		name = "EVTOPTCONFIRM"
		liege = {
			opinion = { who = ROOT modifier = opinion_competent_treasurer }
			letter_event = { id = 20200 tooltip = "EVTTOOLTIP20200" }
		}
	}
}

# 20200: The liege is informed
letter_event = {
	id = 20200
	desc = "EVTDESCSTEWARD1"
	border = GFX_event_letter_frame_economy
	
	is_triggered_only = yes
	
	option = {
		name = "EVTOPTCONFIRM"
		if = {
			limit = { FROM = { location = { NOT = { has_province_modifier = economic_recession } } } }
			FROM = { location = { province_event = { id = flavor.700 tooltip = "EVTTOOLTIPFLAVOR700" } } }
		}
		if = {
			limit = { FROM = { location = { has_province_modifier = economic_recession } } }
			FROM = { location = { province_event = { id = flavor.650 tooltip = "EVTTOOLTIPFLAVOR650" } } }
		}
	}
}


# # 921: The peasants attempt to kill the Steward (Gets away, is wounded, is killed)
# character_event = {
	# id = 921
	# title = "EVTNAME921"
	# desc = "EVTDESC921"
	# picture = GFX_evt_peasants

	# capable_only = yes
	# prisoner = no
	
	# trigger = {
		# has_job_action = action_squeeze_peasants
		# location = {
			# owner = {
				# job_treasurer = {
					# character = ROOT
				# }
			# }
		# }
	# }
	
	# mean_time_to_happen = {
		# months = 240
	
		# modifier = {
			# factor = 0.75
			# NOT = { stewardship = 2 }
		# }
		# modifier = {
			# factor = 0.75
			# NOT = { stewardship = 3 }
		# }
		# modifier = {
			# factor = 0.75
			# NOT = { stewardship = 4 }
		# }
		# modifier = {
			# factor = 0.75
			# NOT = { stewardship = 5 }
		# }
		# modifier = {
			# factor = 1.25
			# stewardship = 10
		# }
		# modifier = {
			# factor = 1.25
			# stewardship = 11
		# }
		# modifier = {
			# factor = 1.25
			# stewardship = 12
		# }
		# modifier = {
			# factor = 1.25
			# stewardship = 13
		# }
		# modifier = {
			# factor = 0.5
			# location = {
				# revolt_risk = 0.01
			# }
		# }
		# modifier = {
			# factor = 0.5
			# location = {
				# revolt_risk = 0.02
			# }
		# }
		# modifier = {
			# factor = 0.75
			# location = {
				# NOT = { culture = ROOT }
			# }
		# }
	# }
	
	# option = {
		# name = "EVTOPTA921"
		# trigger = {
			# NOT = { stewardship = 5 }
		# }
		# random_list = {
			# 25 = { character_event = { id = 20210 tooltip = "EVTTOOLTIP20210" } }
			# 50 = { character_event = { id = 20211 tooltip = "EVTTOOLTIP20211" } }
			# 25 = {
				# death = {
					# death_reason = death_rabble
				# }
				# hidden_tooltip = {
					# liege = { character_event = { id = 20213 } }
				# }
			# }
		# }
	# }
	# option = {
		# name = "EVTOPTA921"
		# tooltip_info = stewardship
		# trigger = {
			# stewardship = 5
			# NOT = { stewardship = 10 }
		# }
		# random_list = {
			# 35 = { character_event = { id = 20210 tooltip = "EVTTOOLTIP20210" } }
			# 50 = { character_event = { id = 20211 tooltip = "EVTTOOLTIP20211" } }
			# 15 = {
				# death = {
					# death_reason = death_rabble
				# }
				# hidden_tooltip = {
					# liege = { character_event = { id = 20213 } }
				# }
			# }
		# }
	# }
	# option = {
		# name = "EVTOPTA921"
		# tooltip_info = stewardship
		# trigger = {
			# stewardship = 10
		# }
		# random_list = {
			# 50 = { character_event = { id = 20210 tooltip = "EVTTOOLTIP20210" } }
			# 40 = {
				# character_event = { id = 20211 tooltip = "EVTTOOLTIP20211" }
				# hidden_tooltip = {
					# liege = { letter_event = { id = 20212 } }
				# }
			# }
			# 10 = {
				# death = {
					# death_reason = death_rabble
				# }
				# hidden_tooltip = {
					# liege = { character_event = { id = 20213 } }
				# }
			# }
		# }
	# }
# }

# # 20210: Steward gets away
# character_event = {
	# id = 20210
	# desc = "EVTDESC20210"
	# picture = GFX_evt_peasants
	
	# is_triggered_only = yes
	
	# option = {
		# name = "EVTOPTA20210"
		# prestige = -10
	# }
# }

# # 20211: Steward gets wounded
# character_event = {
	# id = 20211
	# desc = "EVTDESC20211"
	# picture = GFX_evt_peasants
	
	# is_triggered_only = yes
	
	# option = {
		# name = "EVTOPTA20211"
		# add_trait = wounded
		# custom_tooltip = { text = EVTTOOLTIP20212 }
	# }
# }

# # 20212: Inform the Liege about wounding
# letter_event = {
	# id = 20212
	# desc = "EVTDESC20212"
	
	# is_triggered_only = yes
	
	# option = {
		# name = "EVTOPTA20212"
		# prestige = -10
	# }
# }

# # 20213: Inform the Liege about death
# character_event = {
	# id = 20213
	# desc = "EVTDESC20213"
	# picture = GFX_evt_death
	
	# is_triggered_only = yes
	
	# option = {
		# name = "EVTOPTA20213"
		# prestige = -15
	# }
# }

# # 20214: Increased revolt risk
# character_event = {
	# id = 20214
	# desc = "EVTDESC20214"
	# picture = GFX_evt_peasants

	# capable_only = yes
	# prisoner = no
	
	# trigger = {
		# has_job_action = action_squeeze_peasants
		# location = {
			# owner = {
				# job_treasurer = {
					# character = ROOT
				# }
			# }
			# NOT = { has_province_modifier = high_taxes }
		# }
	# }
	
	# mean_time_to_happen = {
		# months = 240
	
		# modifier = {
			# factor = 0.75
			# NOT = { stewardship = 2 }
		# }
		# modifier = {
			# factor = 0.75
			# NOT = { stewardship = 3 }
		# }
		# modifier = {
			# factor = 0.75
			# NOT = { stewardship = 4 }
		# }
		# modifier = {
			# factor = 0.75
			# NOT = { stewardship = 5 }
		# }
		# modifier = {
			# factor = 1.25
			# stewardship = 10
		# }
		# modifier = {
			# factor = 1.25
			# stewardship = 11
		# }
		# modifier = {
			# factor = 1.25
			# stewardship = 12
		# }
		# modifier = {
			# factor = 1.25
			# stewardship = 13
		# }
		# modifier = {
			# factor = 0.75
			# location = {
				# revolt_risk = 0.01
			# }
		# }
		# modifier = {
			# factor = 0.75
			# location = {
				# revolt_risk = 0.02
			# }
		# }
		# modifier = {
			# factor = 0.75
			# location = {
				# NOT = { culture = ROOT }
			# }
		# }
		# modifier = {
			# factor = 0.75
			# location = {
				# NOT = { religion = ROOT }
			# }
		# }
	# }

	# option = {
		# name = "EVTOPTA20214"
		# hidden_tooltip = {
			# location = {
				# # Inform barons about the rebels
				# owner = {
					# if = {
						# limit = {
							# is_liege_of = ROOT
						# }
						# set_character_flag = liege_informed
					# }
				# }
				# any_province_lord = {
					# limit = {
						# NOT = { has_character_flag = liege_informed }
						# ai = no
					# }
					# character_event = { id = 20215 days = 1 }
				# }
				# # Inform liege
				# ROOT = {
					# liege = { letter_event = { id = 20216 days = 1 } }
					# clr_character_flag = liege_informed
				# }
			# }
		# }
	# }
# }

# # 20215: Inform province lords
# character_event = {
	# id = 20215
	# desc = "EVTDESC20215"
	# picture = GFX_evt_peasants
	
	# is_triggered_only = yes
	
	# option = {
		# name = "EVTOPTA20215"
	# }
# }

# # 20214: Inform liege
# letter_event = {
	# id = 20216
	# desc = "EVTDESC20216"
	
	# is_triggered_only = yes
	
	# option = {
		# name = "EVTOPTA20216"
		# FROM = {
			# location = {
				# # Increase revolt risk
				# add_province_modifier = {
					# name = high_taxes
					# duration = 365
				# }
				# # Province barons
				# any_province_lord = {
					# limit = {
						# NOT = { character = ROOT }
						# NOT = { character = FROM }
					# }
					# opinion = {
						# who = ROOT
						# modifier = opinion_irritated
						# months = 12
					# }
				# }
			# }
		# }
	# }
# }


# ##############################
# # STEWARD
# # JOB: action_oversee_construction
# ##############################

# # 923: Good Master Builder
# character_event = {
	# id = 923
	# title = "EVTNAME923"
	# desc = "EVTDESC923"
	# picture = GFX_evt_castle_construction
	# border = GFX_event_normal_frame_economy

	# capable_only = yes
	# prisoner = no
	
	# trigger = {
		# has_job_action = action_oversee_construction
		# NOT = { has_character_modifier = master_builder }
		# location = {
			# owner = {
				# job_treasurer = {
					# character = ROOT
				# }
			# }
		# }
	# }
	
	# mean_time_to_happen = {
		# months = 480
		
		# modifier = {
			# factor = 1.25
			# NOT = { stewardship = 2 }
		# }
		# modifier = {
			# factor = 1.25
			# NOT = { stewardship = 3 }
		# }
		# modifier = {
			# factor = 1.25
			# NOT = { stewardship = 4 }
		# }
		# modifier = {
			# factor = 1.25
			# NOT = { stewardship = 5 }
		# }
		# modifier = {
			# factor = 0.75
			# stewardship = 10
		# }
		# modifier = {
			# factor = 0.75
			# stewardship = 11
		# }
		# modifier = {
			# factor = 0.75
			# stewardship = 12
		# }
		# modifier = {
			# factor = 0.75
			# stewardship = 13
		# }
	# }
	
	# option = {
		# name = "EVTOPTA923"
		# add_character_modifier = {
			# name = master_builder
			# duration = -1
		# }
		# liege = { letter_event = { id = 20230 days = 7 tooltip = "EVTTOOLTIP20230" } }
	# }
# }

# # 20230: Liege get a letter
# letter_event = {
	# id = 20230
	# desc = "EVTDESC20230"
	# border = GFX_event_letter_frame_economy
	
	# is_triggered_only = yes
	
	# option = {
		# name = "EVTOPTA20230"
		# hidden_tooltip = {
			# FROM = {
				# remove_character_modifier = master_builder
			# }
		# }
		# FROM = {
			# add_character_modifier = {
				# name = master_builder
				# duration = -1
			# }
		# }
	# }
# }

# # 924: Sabotage
# character_event = {
	# id = 924
	# title = "EVTNAME924"
	# desc = "EVTDESC924"
	# picture = GFX_evt_castle_construction
	# border = GFX_event_normal_frame_economy
	
	# capable_only = yes
	# prisoner = no
	
	# trigger = {
		# has_job_action = action_oversee_construction
		# location = {
			# any_province_lord = {
				# independent = no
				# NOT = { is_liege_of = ROOT }
				# liege = {
					# NOT = { reverse_opinion = { who = ROOT value = -20 } }
				# }
			# }
		# }
	# }
	
	# mean_time_to_happen = {
		# months = 120
		
		# modifier = {
			# factor = 0.75
			# NOT = { stewardship = 2 }
		# }
		# modifier = {
			# factor = 0.75
			# NOT = { stewardship = 3 }
		# }
		# modifier = {
			# factor = 0.75
			# NOT = { stewardship = 4 }
		# }
		# modifier = {
			# factor = 0.75
			# NOT = { stewardship = 5 }
		# }
		# modifier = {
			# factor = 1.25
			# stewardship = 10
		# }
		# modifier = {
			# factor = 1.25
			# stewardship = 11
		# }
		# modifier = {
			# factor = 1.25
			# stewardship = 12
		# }
		# modifier = {
			# factor = 1.25
			# stewardship = 13
		# }
	# }
	
	# option = {
		# name = "EVTOPTA924"
		# location = {
			# random_province_lord = {
				# limit = {
					# independent = no
					# NOT = { is_liege_of = ROOT }
					# liege = {
						# NOT = { reverse_opinion = { who = ROOT value = -20 } }
					# }
				# }
				# character_event = { id = 20240 tooltip = "EVTTOOLTIP20240" }
			# }
		# }
	# }
# }

# # 20240: Noble sabotages building
# character_event = {
	# id = 20240
	# desc = "EVTDESC20240"
	# picture = GFX_evt_castle_construction
	# border = GFX_event_normal_frame_economy
	
	# is_triggered_only = yes
	
	# option = {
		# name = "EVTOPTA20240"
		# ai_chance = { factor = 100 }
		# hidden_tooltip = {
			# if = {
				# limit = {
					# FROM = {
						# liege = {
							# job_spymaster = {
								# intrigue = 12
							# }
						# }
					# }
				# }
				# FROM = {
					# liege = {
						# job_spymaster = {
							# character_event = { id = 20243 days = 14 }
						# }
					# }
				# }
			# }
		# }
		# FROM = {
			# character_event = { id = 20241 days = 4 tooltip = "EVTTOOLTIP20241"	}
		# }
	# }
	# option = {
		# name = "EVTOPTB20240"
		# ai_chance = { factor = 0 }
		# prestige = 5
	# }
# }

# # 20241: Sabotage!
# character_event = {
	# id = 20241
	# desc = "EVTDESC20241"
	# picture = GFX_evt_castle_construction
	# border = GFX_event_normal_frame_economy
	
	# is_triggered_only = yes
	
	# option = {
		# name = "EVTOPTA20241"
		# liege = { letter_event = { id = 20242 days = 3 tooltip = "EVTTOOLTIP20242" } }
	# }
# }

# # 20242: The liege is informed
# letter_event = {
	# id = 20242
	# desc = "EVTDESC20242"
	# border = GFX_event_letter_frame_economy
	
	# is_triggered_only = yes
	
	# option = {
		# name = "EVTOPTA20242"
		# FROM = {
			# add_character_modifier = {
				# name = sabotaged_building
				# duration = 365
			# }
		# }
	# }
# }

# # 20243: Spymaster finds out who's behind the sabotage
# character_event = {
	# id = 20243
	# desc = "EVTDESC20243"
	# picture = GFX_evt_castle_construction
	# border = GFX_event_normal_frame_intrigue
	
	# is_triggered_only = yes
	
	# option = {
		# name = "EVTOPTA20243"
		# liege = { letter_event = { id = 20244 days = 7 tooltip = "EVTTOOLTIP20244" } }
	# }
# }

# # 20244: The liege is informed by his spymaster who is behind the sabotage
# letter_event = {
	# id = 20244
	# desc = "EVTDESC20244"
	# border = GFX_event_letter_frame_intrigue
	
	# is_triggered_only = yes
	
	# option = {
		# name = "EVTOPTA20244"
		# ai_chance = { factor = 100 }
		# FROM = {
			# FROM = {
				# reverse_opinion = {
					# modifier = opinion_dishonorable
					# who = ROOT
					# years = 2
				# }
			# }
		# }
	# }
	# option = {
		# name = "EVTOPTB20244"
		# ai_chance = { factor = 0 }
	# }
# }

# ##############################
# # STEWARD
# # JOB: action_settle_tribe
# ##############################

# # 925: The Steward has settled the tribe
# character_event = {
	# id = 925
	# title = EVTNAME925
	# desc = EVTDESC925
	# picture = GFX_evt_stone_church
	# border = GFX_event_normal_frame_economy

	# capable_only = yes
	# prisoner = no
	
	# trigger = {
		# has_job_action = action_settle_tribe
		# location = {
			# county = {
				# is_occupied = no
			# }
			# owner = {
				# job_treasurer = {
					# character = ROOT
				# }
				# NOT = { culture = PREV }
			# }
		# }
	# }
	
	# mean_time_to_happen = {
		# months = 600
		
		# modifier = {
			# factor = 3.0
			# liege = {
				# tier = count
			# }
		# }
		
		# modifier = {
			# factor = 1.25
			# NOT = { stewardship = 2 }
		# }
		# modifier = {
			# factor = 1.25
			# NOT = { stewardship = 3 }
		# }
		# modifier = {
			# factor = 1.25
			# NOT = { stewardship = 4 }
		# }
		# modifier = {
			# factor = 1.25
			# NOT = { stewardship = 5 }
		# }
		# modifier = {
			# factor = 0.75
			# stewardship = 9
		# }
		# modifier = {
			# factor = 0.75
			# stewardship = 10
		# }
		# modifier = {
			# factor = 0.75
			# stewardship = 11
		# }
		# modifier = {
			# factor = 0.75
			# stewardship = 12
		# }
		# modifier = {
			# factor = 0.75
			# stewardship = 13
		# }
	# }
	
	# option = {
		# name = EVTOPTA925
		
		# prestige = 50
		# hidden_tooltip  = {
			# liege = { character_event = { id = 20205 } }
		# }
	# }
# }

# # 20205: The liege is informed
# character_event = {
	# id = 20205
	# desc = EVTDESC20205
	# picture = GFX_evt_stone_church
	# border = GFX_event_normal_frame_economy
	
	# is_triggered_only = yes
	
	# option = {
		# name = EVTOPTA20205
		# FROM = {
			# location = {
				# culture = ROOT
			# }
		# }
		# opinion = {
			# who = FROM
			# modifier = opinion_grateful
			# months = 60
		# }
	# }
# }

# # 20206: The Steward is attacked and wounded
# character_event = {
	# id = 20206
	# title = EVTNAME20206
	# desc = EVTDESC20206
	# picture = GFX_evt_peasants
	# border = GFX_event_normal_frame_economy

	# capable_only = yes
	# prisoner = no
	
	# trigger = {
		# has_job_action = action_settle_tribe
		# location = {
			# owner = {
				# job_treasurer = {
					# character = ROOT
				# }
				# NOT = { culture = PREV }
			# }
		# }
	# }
	
	# mean_time_to_happen = {
		# months = 500
		
		# modifier = {
			# factor = 0.75
			# NOT = { stewardship = 2 }
		# }
		# modifier = {
			# factor = 0.75
			# NOT = { stewardship = 3 }
		# }
		# modifier = {
			# factor = 0.75
			# NOT = { stewardship = 4 }
		# }
		# modifier = {
			# factor = 0.75
			# NOT = { stewardship = 5 }
		# }
		# modifier = {
			# factor = 1.25
			# stewardship = 9
		# }
		# modifier = {
			# factor = 1.25
			# stewardship = 10
		# }
		# modifier = {
			# factor = 1.25
			# stewardship = 11
		# }
		# modifier = {
			# factor = 1.25
			# stewardship = 12
		# }
		# modifier = {
			# factor = 1.25
			# stewardship = 13
		# }
	# }
	
	# option = {
		# name = EVTOPTA20206
		# add_trait = wounded
		# hidden_tooltip  = {
			# liege = { character_event = { id = 20207 } }
		# }
	# }
# }

# # 20207: The liege is informed
# character_event = {
	# id = 20207
	# desc = EVTDESC20207
	# picture = GFX_evt_peasants
	# border = GFX_event_normal_frame_economy
	
	# is_triggered_only = yes
	
	# option = {
		# name = EVTOPTA20207
		# opinion = {
			# who = FROM
			# modifier = opinion_grateful
			# months = 60
		# }
	# }
# }

# ##############################
# # STEWARD
# # JOB: action_build_legend
# ##############################

# # 20208: The Steward has managed to raise an eager force of warriors
# character_event = {
	# id = 20208
	# title = EVTNAME20208
	# desc = EVTDESC20208
	# picture = GFX_evt_viking_battle_oldgods
	# border = GFX_event_normal_frame_war

	# capable_only = yes
	# prisoner = no
	
	# trigger = {
		# liege = {
			# is_adult = yes
			# prisoner = no
			# prestige = 10
			# NOT = { trait = incapable }
			# OR = {
				# NOT = { has_character_flag = tribal_build_legend_troops }
				# had_character_flag = { flag = tribal_build_legend_troops days = 1825 }
			# }
		# }
		# has_job_action = action_build_legend
		# location = {
			# county = {
				# is_occupied = no
			# }
			# ROOT = {
				# liege = {
					# is_capital = PREVPREV
				# }
			# }
		# }
	# }
	
	# mean_time_to_happen = {
		# months = 120
		
		# modifier = {
			# factor = 3.0
			# liege = {
				# tier = count
			# }
		# }
		
		# modifier = {
			# factor = 1.25
			# NOT = { stewardship = 2 }
		# }
		# modifier = {
			# factor = 1.25
			# NOT = { stewardship = 3 }
		# }
		# modifier = {
			# factor = 1.25
			# NOT = { stewardship = 4 }
		# }
		# modifier = {
			# factor = 1.25
			# NOT = { stewardship = 5 }
		# }
		# modifier = {
			# factor = 0.75
			# stewardship = 9
		# }
		# modifier = {
			# factor = 0.75
			# stewardship = 10
		# }
		# modifier = {
			# factor = 0.75
			# stewardship = 11
		# }
		# modifier = {
			# factor = 0.75
			# stewardship = 12
		# }
		# modifier = {
			# factor = 0.75
			# stewardship = 13
		# }
	# }
	
	# option = {
		# name = EVTOPTA20208
		
		# prestige = 50
		# hidden_tooltip  = {
			# liege = { character_event = { id = 20209 } }
		# }
	# }
# }

# # 20209: The liege is informed
# character_event = {
	# id = 20209
	# desc = EVTDESC20209
	# picture = GFX_evt_viking_battle_oldgods
	# border = GFX_event_normal_frame_war
	
	# is_triggered_only = yes
	
	# immediate = {
		# capital_scope = {
			# ROOT = {
				# spawn_unit = {
					# province = PREV
					# home = PREV
					# owner = THIS
					# match_character = THIS
					# match_mult = 0.075
					# match_min = 100
					# match_max = 3000
					# attrition = 1.0
					# earmark = tribal_build_legend
					# disband_on_peace = yes
				# }
				# spawn_unit = {
					# province = PREV
					# home = PREV
					# owner = THIS
					# match_character = THIS
					# match_mult = 0.075
					# match_min = 100
					# match_max = 3000
					# attrition = 1.0
					# earmark = tribal_build_legend
					# disband_on_peace = yes
				# }
				# spawn_unit = {
					# province = PREV
					# home = PREV
					# owner = THIS
					# match_character = THIS
					# match_mult = 0.075
					# match_min = 100
					# match_max = 3000
					# attrition = 1.0
					# earmark = tribal_build_legend
					# disband_on_peace = yes
				# }
			# }
		# }
		
		# clr_character_flag = tribal_build_legend_troops
		# set_character_flag = tribal_build_legend_troops
		
		# character_event = { id = 20217 days = 365 random = 90 }
	# }
	
	# option = {
		# name = EVTOPTA20209
		# opinion = {
			# who = FROM
			# modifier = opinion_grateful
			# months = 60
		# }
	# }
# }

# # 20217: The men are displeased and disband
# character_event = {
	# id = 20217
	# desc = EVTDESC20217
	# picture = GFX_evt_viking_battle_oldgods
	# border = GFX_event_normal_frame_war
	
	# is_triggered_only = yes
	
	# trigger = {
		# has_earmarked_regiments = tribal_build_legend
		# war = no
	# }
	
	# option = {
		# name = EVTOPTA20217
		# prestige = -50
		# clr_character_flag = tribal_build_legend_troops
		# disband_event_forces = tribal_build_legend
	# }
# }
