namespace = rebel

################################################
# Main rebel selection event (on_rebel_revolt)
################################################
province_event = {
	id = rebel.1
	
	hide_window = yes
	is_triggered_only = yes
	
	has_dlc = "The Old Gods"
	
	trigger = {
		owner = {
			NOT = { culture = wilderness}
		}
		NOT = { terrain = magic_tower }
	}
	
	immediate = {
		add_province_modifier = { name = province_revolted duration = 1825 }
		# Check for any ongoing revolt
		if = { # Peasant revolt
			limit = {
				owner = {
					top_liege = {
						war = yes
						any_war = {
							defender = { character = PREV }
							using_cb = peasant_revolt
							war_title = ROOT
						}
					}
				}
			}
			set_province_flag = ongoing_peasant_revolt
		}
		if = {# Religious revolt
			limit = {
				owner = {
					top_liege = {
						war = yes
						any_war = {
							defender = { character = PREV }
							using_cb = religious_revolt
							attacker = { religion = ROOT }
						}
					}
				}
			}
			set_province_flag = ongoing_religious_revolt
		}
		if = { # Nationalist revolt
			limit = {
				owner = {
					top_liege = {
						war = yes
						any_war = {
							defender = { character = PREV }
							using_cb = liberation_revolt
							thirdparty_title_scope = {
								ROOT = {
									kingdom = {
										title = PREVPREV
									}
								}
							}
						}
					}
				}
			}
			set_province_flag = ongoing_nationalist_revolt
		}
		if = { # Scoitael revolt
			limit = {
				owner = {
					top_liege = {
						war = yes
						any_war = {
							defender = { character = PREV }
							using_cb = scoiatael_revolt
							war_title = ROOT
						}
					}
				}
			}
			set_province_flag = ongoing_scoiatael_revolt
		}
	}
	
 	# Start a new revolt
	option = { # Start Scoia'tael revolt
		name = OK
		trigger = {
			NOT = {
				has_province_flag = ongoing_peasant_revolt
				has_province_flag = ongoing_religious_revolt
				has_province_flag = ongoing_nationalist_revolt
				has_province_flag = ongoing_scoiatael_revolt
			}
			owner = {
				trait = human_race # Only against human rulers
				top_liege = {
					NOT = {
						trait = dragon_race # Not against Saskia
						trait = tolerant
					}
				}
			}
		}
		log = "**(Revolt)** Scoia'tael revolt started in province [This.GetName]."
		province_event = { id = rebel.10 }
		clr_province_flag = ongoing_peasant_revolt
		clr_province_flag = ongoing_religious_revolt
		clr_province_flag = ongoing_nationalist_revolt
		clr_province_flag = ongoing_scoiatael_revolt
		ai_chance = {
			factor = 100
			modifier = {
				factor = 0.005
				owner = {
					NOR = { # If not non-human religion or culture, then make as a bit less common than normal peasant revolt
						trait = elf_race
						trait = dwarf_race
						trait = gnome_race
						trait = halfling_race
					}
				}
			}
			modifier = {
				factor = 10
				has_province_modifier = scoiatael_presence
			}
		}
	}
	option = { # Start nationalist revolt
		name = OK
		trigger = {
			NOT = {
				has_province_flag = ongoing_peasant_revolt
				has_province_flag = ongoing_religious_revolt
				has_province_flag = ongoing_nationalist_revolt
				has_province_flag = ongoing_scoiatael_revolt
			}
			owner = {
				top_liege = {
					NOT = { culture = ROOT }
				}
			}
			kingdom = {
				culture = ROOT
				has_holder = no
				any_previous_holder = { always = yes } # Must have had a holder in the past
			}
		}
		log = "**(Revolt)** Nationalist revolt started in province [This.GetName]."
		province_event = { id = TOG.1040 }
		clr_province_flag = ongoing_peasant_revolt
		clr_province_flag = ongoing_religious_revolt
		clr_province_flag = ongoing_nationalist_revolt
		clr_province_flag = ongoing_scoiatael_revolt
		ai_chance = {
			factor = 100
		}
	}
	option = { # Start religious revolt
		name = OK
		trigger = {
			NOT = {
				has_province_flag = ongoing_peasant_revolt
				has_province_flag = ongoing_religious_revolt
				has_province_flag = ongoing_nationalist_revolt
				has_province_flag = ongoing_scoiatael_revolt
			}
			owner = {
				top_liege = {
					NOT = { religion_group = ROOT }
				}
			}
			NOT = { # These four religions should rather use Scoiatael revolt
				religion = dana_meadbh
				religion = dwarven_religion
				religion = halfling_religion
				religion = gnomish_religion
			}
		}
		log = "**(Revolt)** Religious revolt started in province [This.GetName]."
		province_event = { id = TOG.1060 }
		clr_province_flag = ongoing_peasant_revolt
		clr_province_flag = ongoing_religious_revolt
		clr_province_flag = ongoing_nationalist_revolt
		clr_province_flag = ongoing_scoiatael_revolt
		ai_chance = {
			factor = 100
		}
	}
	option = { # Start peasant revolt
		name = OK
		trigger = {
			NOT = {
				has_province_flag = ongoing_peasant_revolt
				has_province_flag = ongoing_religious_revolt
				has_province_flag = ongoing_nationalist_revolt
				has_province_flag = ongoing_scoiatael_revolt
			}
		}
		log = "**(Revolt)** Peasant revolt started in province [This.GetName]."
		province_event = { id = TOG.1000 }
		clr_province_flag = ongoing_peasant_revolt
		clr_province_flag = ongoing_religious_revolt
		clr_province_flag = ongoing_nationalist_revolt
		clr_province_flag = ongoing_scoiatael_revolt
		ai_chance = {
			factor = 1
		}
	}
	# Reinforce the ongoing revolt
	option = { # Reinforce Scoia'tael revolt
		name = OK
		trigger = {
			has_province_flag = ongoing_scoiatael_revolt
		}
		province_event = { id = rebel.13 }
		clr_province_flag = ongoing_peasant_revolt
		clr_province_flag = ongoing_religious_revolt
		clr_province_flag = ongoing_nationalist_revolt
		clr_province_flag = ongoing_scoiatael_revolt
		ai_chance = {
			factor = 10000
		}
	}
	option = { # Reinforce nationalist revolt
		name = OK
		trigger = {
			has_province_flag = ongoing_nationalist_revolt
		}
		province_event = { id = TOG.1050 }
		clr_province_flag = ongoing_peasant_revolt
		clr_province_flag = ongoing_religious_revolt
		clr_province_flag = ongoing_nationalist_revolt
		clr_province_flag = ongoing_scoiatael_revolt
		ai_chance = {
			factor = 1000
		}
	}
	option = { # Reinforce religious revolt
		name = OK
		trigger = {
			has_province_flag = ongoing_religious_revolt
		}
		province_event = { id = TOG.1070 }
		clr_province_flag = ongoing_peasant_revolt
		clr_province_flag = ongoing_religious_revolt
		clr_province_flag = ongoing_nationalist_revolt
		clr_province_flag = ongoing_scoiatael_revolt
		ai_chance = {
			factor = 100
		}
	}
	option = { # Reinforce peasant revolt
		name = OK
		trigger = {
			has_province_flag = ongoing_peasant_revolt
		}
		province_event = { id = TOG.1010 }
		clr_province_flag = ongoing_peasant_revolt
		clr_province_flag = ongoing_religious_revolt
		clr_province_flag = ongoing_nationalist_revolt
		clr_province_flag = ongoing_scoiatael_revolt
		ai_chance = {
			factor = 10
		}
	}
	# Don't revolt
	option = { # Do nothing
		name = OK
		clr_province_flag = ongoing_peasant_revolt
		clr_province_flag = ongoing_religious_revolt
		clr_province_flag = ongoing_nationalist_revolt
		clr_province_flag = ongoing_scoiatael_revolt
		ai_chance = {
			factor = 10000
			modifier = {
				factor = 0
				NOT = {
					terrain = dryad_forest
					owner = { trait = dryad_race }
				}
			}
		}
	}
}

################################################
# Scoia'tael Rebels
################################################
# Scoia'tael Rebels rise up temporary rebel title created, with a leader and a war (rebel.1)
province_event = {
	id = rebel.10
	desc = EVTDESCrebel10
	picture = GFX_evt_peasants
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	immediate = {
		random_list = {
			75 = {
				create_character = {
					random_traits = yes
					dynasty = none
					religion = dana_meadbh
					culture = aen_seidhe
					female = no
					#age =25
					attributes = {
						martial = 5
					}
					trait = scoiatael_leader
					trait = elf_race
				}
			}
			25 = {
				create_character = {
					random_traits = yes
					dynasty = none
					religion = dwarven_religion
					culture = dwarven
					female = no
					#age =25
					attributes = {
						martial = 5
					}
					trait = scoiatael_leader
					trait = dwarf_race
				}
			}
			15 = {
				create_character = {
					random_traits = yes
					dynasty = none
					religion = halfling_religion
					culture = halfling
					female = no
					#age =25
					attributes = {
						martial = 5
					}
					trait = scoiatael_leader
					trait = halfling_race
				}
			}
			10 = {
				create_character = {
					random_traits = yes
					dynasty = none
					religion = gnomish_religion
					culture = gnomish
					female = no
					#age =25
					attributes = {
						martial = 5
					}
					trait = scoiatael_leader
					trait = gnome_race
				}
			}
		}
		new_character = {
				# 2 supporters - better revolt leader
				if = {
					limit = {
						ROOT = {
							owner = {
								top_liege = {
									OR = {
										any_playable_ruler = {
											count = 2
											has_character_flag = supported_scoiatael
										}
										any_realm_province = {
											count = 2
											has_province_modifier = supports_scoiatael
										}
										AND = {
											any_playable_ruler = {
												count = 1
												has_character_flag = supported_scoiatael
											}
											any_realm_province = {
												count = 1
												has_province_modifier = supports_scoiatael
											}
										}
									}
								}
							}
						}
					}
					change_martial = 2
					change_diplomacy = 2
					change_stewardship = 2
					change_learning = 2
					change_intrigue = 2
					remove_trait = weak
					remove_trait = feeble
					remove_trait = inbred
					remove_trait = imbecile
					remove_trait = slow
					remove_trait = dull
					add_trait = veteran
					add_trait = rough_terrain_leader
					random_list = {
						20 = { add_trait = inspiring_leader }
						20 = { add_trait = siege_leader }
						20 = { add_trait = aggressive_leader }
						20 = { add_trait = organizer }
						20 = { add_trait = unyielding_leader }
					}
				}
				create_title = {
					tier = DUKE
					landless = yes
					temporary = yes
					rebel = yes
					culture = ROOT
					name = "SCOIATAEL_REVOLT"
					holder = THIS
				}
				random_list = {
					17 = {
						spawn_unit = {
							province = ROOT
							home = ROOT
							owner = THIS
							leader = THIS
							scaled_by_biggest_garrison = 0.75
							troops = {
								archers = { 6 6 }
								light_cavalry = { 4 4 }
								light_infantry = { 10 10 }
							}
							attrition = 1.0
						}
						create_character = {
							random_traits = yes
							dynasty = none
							religion = THIS
							culture = THIS
							female = no
							#age =30
							trait = scoiatael_leader
						}
						new_character = {
							spawn_unit = {
								province = ROOT
								home = ROOT
								owner = PREV
								scaled_by_biggest_garrison = 0.75
								troops = {
									archers = { 6 6 }
									light_cavalry = { 4 4 }
									light_infantry = { 10 10 }
								}
								attrition = 1.0
								disband_on_peace = yes
							}
						}
						create_character = {
							random_traits = yes
							dynasty = none
							religion = THIS
							culture = THIS
							female = no
							#age =31
							trait = scoiatael_leader
						}
						new_character = {
							spawn_unit = {
								province = ROOT
								home = ROOT
								owner = PREV
								scaled_by_biggest_garrison = 0.75
								troops = {
									archers = { 6 6 }
									light_cavalry = { 4 4 }
									light_infantry = { 10 10 }
								}
								attrition = 1.0
								disband_on_peace = yes
							}
						}
					}
					17 = {
						spawn_unit = {
							province = ROOT
							home = ROOT
							owner = THIS
							leader = THIS
							scaled_by_biggest_garrison = 0.5
							troops = {
								archers = { 6 6 }
								light_cavalry = { 4 4 }
								light_infantry = { 10 10 }
							}
							attrition = 1.0
						}
						create_character = {
							random_traits = yes
							dynasty = none
							religion = THIS
							culture = THIS
							female = no
							#age =30
							trait = scoiatael_leader
						}
						new_character = {
							spawn_unit = {
								province = ROOT
								home = ROOT
								owner = PREV
								scaled_by_biggest_garrison = 0.5
								troops = {
									archers = { 6 6 }
									light_cavalry = { 4 4 }
									light_infantry = { 10 10 }
								}
								attrition = 1.0
								disband_on_peace = yes
							}
						}
						create_character = {
							random_traits = yes
							dynasty = none
							religion = THIS
							culture = THIS
							female = no
							#age =31
							trait = scoiatael_leader
						}
						new_character = {
							spawn_unit = {
								province = ROOT
								home = ROOT
								owner = PREV
								scaled_by_biggest_garrison = 0.5
								troops = {
									archers = { 6 6 }
									light_cavalry = { 4 4 }
									light_infantry = { 10 10 }
								}
								attrition = 1.0
								disband_on_peace = yes
							}
						}
					}
					16 = {
						spawn_unit = {
							province = ROOT
							home = ROOT
							owner = THIS
							leader = THIS
							scaled_by_biggest_garrison = 0.75
							troops = {
								archers = { 6 6 }
								light_cavalry = { 3 3 }
								light_infantry = { 11 11 }
							}
							attrition = 1.0
						}
						create_character = {
							random_traits = yes
							dynasty = none
							religion = THIS
							culture = THIS
							female = no
							#age =30
							trait = scoiatael_leader
						}
						new_character = {
							spawn_unit = {
								province = ROOT
								home = ROOT
								owner = PREV
								scaled_by_biggest_garrison = 0.75
								troops = {
									archers = { 6 6 }
									light_cavalry = { 3 3 }
									light_infantry = { 11 11 }
								}
								attrition = 1.0
								disband_on_peace = yes
							}
						}
						create_character = {
							random_traits = yes
							dynasty = none
							religion = THIS
							culture = THIS
							female = no
							#age =31
							trait = scoiatael_leader
						}
						new_character = {
							spawn_unit = {
								province = ROOT
								home = ROOT
								owner = PREV
								scaled_by_biggest_garrison = 0.75
								troops = {
									archers = { 6 6 }
									light_cavalry = { 3 3 }
									light_infantry = { 11 11 }
								}
								attrition = 1.0
								disband_on_peace = yes
							}
						}
					}
					17 = {
						spawn_unit = {
							province = ROOT
							home = ROOT
							owner = THIS
							leader = THIS
							scaled_by_biggest_garrison = 0.5
							troops = {
								archers = { 6 6 }
								light_cavalry = { 3 3 }
								light_infantry = { 11 11 }
							}
							attrition = 1.0
						}
						create_character = {
							random_traits = yes
							dynasty = none
							religion = THIS
							culture = THIS
							female = no
							#age =30
							trait = scoiatael_leader
						}
						new_character = {
							spawn_unit = {
								province = ROOT
								home = ROOT
								owner = PREV
								scaled_by_biggest_garrison = 0.5
								troops = {
									archers = { 6 6 }
									light_cavalry = { 3 3 }
									light_infantry = { 11 11 }
								}
								attrition = 1.0
								disband_on_peace = yes
							}
						}
						create_character = {
							random_traits = yes
							dynasty = none
							religion = THIS
							culture = THIS
							female = no
							#age =31
							trait = scoiatael_leader
						}
						new_character = {
							spawn_unit = {
								province = ROOT
								home = ROOT
								owner = PREV
								scaled_by_biggest_garrison = 0.5
								troops = {
									archers = { 6 6 }
									light_cavalry = { 3 3 }
									light_infantry = { 11 11 }
								}
								attrition = 1.0
								disband_on_peace = yes
							}
						}
					}
					16 = {
						spawn_unit = {
							province = ROOT
							home = ROOT
							owner = THIS
							leader = THIS
							scaled_by_biggest_garrison = 0.75
							troops = {
								archers = { 6 6 }
								light_infantry = { 14 14 }
							}
							attrition = 1.0
						}
						create_character = {
							random_traits = yes
							dynasty = none
							religion = THIS
							culture = THIS
							female = no
							#age =30
							trait = scoiatael_leader
						}
						new_character = {
							spawn_unit = {
								province = ROOT
								home = ROOT
								owner = PREV
								scaled_by_biggest_garrison = 0.75
								troops = {
									archers = { 6 6 }
									light_infantry = { 14 14 }
								}
								attrition = 1.0
								disband_on_peace = yes
							}
						}
						create_character = {
							random_traits = yes
							dynasty = none
							religion = THIS
							culture = THIS
							female = no
							#age =31
							trait = scoiatael_leader
						}
						new_character = {
							spawn_unit = {
								province = ROOT
								home = ROOT
								owner = PREV
								scaled_by_biggest_garrison = 0.75
								troops = {
									archers = { 6 6 }
									light_infantry = { 14 14 }
								}
								attrition = 1.0
								disband_on_peace = yes
							}
						}
					}
					17 = {
						spawn_unit = {
							province = ROOT
							home = ROOT
							owner = THIS
							leader = THIS
							scaled_by_biggest_garrison = 0.5
							troops = {
								archers = { 6 6 }
								light_infantry = { 14 14 }
							}
							attrition = 1.0
						}
						create_character = {
							random_traits = yes
							dynasty = none
							religion = THIS
							culture = THIS
							female = no
							#age =30
							trait = scoiatael_leader
						}
						new_character = {
							spawn_unit = {
								province = ROOT
								home = ROOT
								owner = PREV
								scaled_by_biggest_garrison = 0.5
								troops = {
									archers = { 6 6 }
									light_infantry = { 14 14 }
								}
								attrition = 1.0
								disband_on_peace = yes
							}
						}
						create_character = {
							random_traits = yes
							dynasty = none
							religion = THIS
							culture = THIS
							female = no
							#age =31
							trait = scoiatael_leader
						}
						new_character = {
							spawn_unit = {
								province = ROOT
								home = ROOT
								owner = PREV
								scaled_by_biggest_garrison = 0.5
								troops = {
									archers = { 6 6 }
									light_infantry = { 14 14 }
								}
								attrition = 1.0
								disband_on_peace = yes
							}
						}
					}
				}
				# 1 supporter - additional troops
				if = {
					limit = {
						ROOT = {
							owner = {
								top_liege = {
									OR = {
										any_playable_ruler = {
											count = 1
											has_character_flag = supported_scoiatael
										}
										any_realm_province = {
											count = 1
											has_province_modifier = supports_scoiatael
										}
									}
								}
							}
						}
					}
					create_character = {
						random_traits = yes
						dynasty = none
						religion = THIS
						culture = THIS
						female = no
						#age =30
						trait = scoiatael_leader
					}
					new_character = {
						spawn_unit = {
							province = ROOT
							home = ROOT
							owner = PREV
							scaled_by_biggest_garrison = 0.75
							troops = {
								archers = { 6 6 }
								light_cavalry = { 4 4 }
								light_infantry = { 10 10 }
							}
							attrition = 1.0
							disband_on_peace = yes
						}
					}
					create_character = {
						random_traits = yes
						dynasty = none
						religion = THIS
						culture = THIS
						female = no
						#age =31
						trait = scoiatael_leader
					}
					new_character = {
						spawn_unit = {
							province = ROOT
							home = ROOT
							owner = PREV
							scaled_by_biggest_garrison = 0.75
							troops = {
								archers = { 6 6 }
								light_cavalry = { 4 4 }
								light_infantry = { 10 10 }
							}
							attrition = 1.0
							disband_on_peace = yes
						}
					}
				}
				# 3 supporters - even more additional troops
				if = {
					limit = {
						ROOT = {
							owner = {
								top_liege = {
									OR = {
										any_playable_ruler = {
											count = 3
											has_character_flag = supported_scoiatael
										}
										any_realm_province = {
											count = 3
											has_province_modifier = supports_scoiatael
										}
										AND = {
											any_playable_ruler = {
												count = 2
												has_character_flag = supported_scoiatael
											}
											any_realm_province = {
												count = 1
												has_province_modifier = supports_scoiatael
											}
										}
										AND = {
											any_playable_ruler = {
												count = 1
												has_character_flag = supported_scoiatael
											}
											any_realm_province = {
												count = 2
												has_province_modifier = supports_scoiatael
											}
										}
									}
								}
							}
						}
					}
					create_character = {
						random_traits = yes
						dynasty = none
						religion = THIS
						culture = THIS
						female = no
						#age =30
						trait = scoiatael_leader
					}
					new_character = {
						spawn_unit = {
							province = ROOT
							home = ROOT
							owner = PREV
							scaled_by_biggest_garrison = 0.5
							troops = {
								archers = { 6 6 }
								light_cavalry = { 4 4 }
								light_infantry = { 10 10 }
							}
							attrition = 1.0
							disband_on_peace = yes
						}
					}
					create_character = {
						random_traits = yes
						dynasty = none
						religion = THIS
						culture = THIS
						female = no
						#age =31
						trait = scoiatael_leader
					}
					new_character = {
						spawn_unit = {
							province = ROOT
							home = ROOT
							owner = PREV
							scaled_by_biggest_garrison = 0.5
							troops = {
								archers = { 6 6 }
								light_cavalry = { 4 4 }
								light_infantry = { 10 10 }
							}
							attrition = 1.0
							disband_on_peace = yes
						}
					}
				}
				ROOT = {
					owner = {
						top_liege = {
							# DoW on the province top liege
							reverse_war = {
								target = PREVPREVPREV
								casus_belli = scoiatael_revolt
								thirdparty_title = ROOT # The county
							}
							reverse_opinion = {
								who = PREVPREVPREV
								modifier = opinion_evil_tyrant
							}
							# Opinion modifier against supporters
							any_realm_character = {
								limit = { has_character_flag = supported_scoiatael }
								reverse_opinion = { modifier = opinion_supported_revolt who = PREVPREVPREV }
								clr_character_flag = supported_scoiatael
							}
							any_realm_province = {
								remove_province_modifier = supports_scoiatael
							}
						}
					}
				}
			}
		owner = {
			any_liege = { # Inform the lieges
				character_event = {
					id = rebel.11
				}
			}
		}
	}
	
	option = {
		name = EVTOPTArebel10
	}
}
# Liege notification
character_event = {
	id = rebel.11
	desc = EVTDESCrebel11
	picture = GFX_evt_peasants
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTArebel11
	}
}
# Scoia'tael Rebels seize a holding (on_siege_won_leader)
character_event = {
	id = rebel.12
	
	hide_window = yes
	is_triggered_only = yes
	
	trigger = {
		trait = scoiatael_leader
		rebel = yes
		FROM = { 
			is_capital = yes # The capital holding
		}
	}
	
	immediate = {
		FROM = {
			location = {
				if = {
					limit = {
						NOT = { has_province_modifier = peasant_unrest }
					}
					add_province_modifier = {
						name = peasant_unrest
						duration = 730
					}
				}
			}
		}
	}
	
	option = {
		name = OK
	}
}
# Scoia'tael Rebels rise up to reinforce an ongoing provincial Scoia'tael revolt (rebel.1)
province_event = {
	id = rebel.13
	desc = EVTDESCrebel13
	picture = GFX_evt_peasants
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	immediate = {
		owner = {
			top_liege = {
				any_war = {
					limit = {
						defender = { character = PREV }
						using_cb = scoiatael_revolt
						war_title = ROOT # The county
					}
					attacker = {
						random_list = {
							17 = {
								create_character = {
									random_traits = yes
									dynasty = none
									religion = THIS
									culture = THIS
									female = no
									#age =25
									trait = scoiatael_leader
								}
								new_character = {
									spawn_unit = {
										province = ROOT
										home = ROOT
										owner = PREV
										scaled_by_biggest_garrison = 0.75
										troops = {
											archers = { 6 6 }
											light_cavalry = { 4 4 }
											light_infantry = { 10 10 }
										}
										attrition = 1.0
									}
								}
								create_character = {
									random_traits = yes
									dynasty = none
									religion = THIS
									culture = THIS
									female = no
									#age =30
									trait = scoiatael_leader
								}
								new_character = {
									spawn_unit = {
										province = ROOT
										home = ROOT
										owner = PREV
										scaled_by_biggest_garrison = 0.75
										troops = {
											archers = { 6 6 }
											light_cavalry = { 4 4 }
											light_infantry = { 10 10 }
										}
										attrition = 1.0
										disband_on_peace = yes
									}
								}
								create_character = {
									random_traits = yes
									dynasty = none
									religion = THIS
									culture = THIS
									female = no
									#age =31
									trait = scoiatael_leader
								}
								new_character = {
									spawn_unit = {
										province = ROOT
										home = ROOT
										owner = PREV
										scaled_by_biggest_garrison = 0.75
										troops = {
											archers = { 6 6 }
											light_cavalry = { 4 4 }
											light_infantry = { 10 10 }
										}
										attrition = 1.0
										disband_on_peace = yes
									}
								}
							}
							17 = {
								create_character = {
									random_traits = yes
									dynasty = none
									religion = THIS
									culture = THIS
									female = no
									#age =25
									trait = scoiatael_leader
								}
								new_character = {
									spawn_unit = {
										province = ROOT
										home = ROOT
										owner = PREV
										scaled_by_biggest_garrison = 0.5
										troops = {
											archers = { 6 6 }
											light_cavalry = { 4 4 }
											light_infantry = { 10 10 }
										}
										attrition = 1.0
									}
								}
								create_character = {
									random_traits = yes
									dynasty = none
									religion = THIS
									culture = THIS
									female = no
									#age =30
									trait = scoiatael_leader
								}
								new_character = {
									spawn_unit = {
										province = ROOT
										home = ROOT
										owner = PREV
										scaled_by_biggest_garrison = 0.5
										troops = {
											archers = { 6 6 }
											light_cavalry = { 4 4 }
											light_infantry = { 10 10 }
										}
										attrition = 1.0
										disband_on_peace = yes
									}
								}
								create_character = {
									random_traits = yes
									dynasty = none
									religion = THIS
									culture = THIS
									female = no
									#age =31
									trait = scoiatael_leader
								}
								new_character = {
									spawn_unit = {
										province = ROOT
										home = ROOT
										owner = PREV
										scaled_by_biggest_garrison = 0.5
										troops = {
											archers = { 6 6 }
											light_cavalry = { 4 4 }
											light_infantry = { 10 10 }
										}
										attrition = 1.0
										disband_on_peace = yes
									}
								}
							}
							16 = {
								create_character = {
									random_traits = yes
									dynasty = none
									religion = THIS
									culture = THIS
									female = no
									#age =25
									trait = scoiatael_leader
								}
								new_character = {
									spawn_unit = {
										province = ROOT
										home = ROOT
										owner = PREV
										scaled_by_biggest_garrison = 0.75
										troops = {
											archers = { 6 6 }
											light_cavalry = { 3 3 }
											light_infantry = { 11 11 }
										}
										attrition = 1.0
									}
								}
								create_character = {
									random_traits = yes
									dynasty = none
									religion = THIS
									culture = THIS
									female = no
									#age =30
									trait = scoiatael_leader
								}
								new_character = {
									spawn_unit = {
										province = ROOT
										home = ROOT
										owner = PREV
										scaled_by_biggest_garrison = 0.75
										troops = {
											archers = { 6 6 }
											light_cavalry = { 3 3 }
											light_infantry = { 11 11 }
										}
										attrition = 1.0
										disband_on_peace = yes
									}
								}
								create_character = {
									random_traits = yes
									dynasty = none
									religion = THIS
									culture = THIS
									female = no
									#age =31
									trait = scoiatael_leader
								}
								new_character = {
									spawn_unit = {
										province = ROOT
										home = ROOT
										owner = PREV
										scaled_by_biggest_garrison = 0.75
										troops = {
											archers = { 6 6 }
											light_cavalry = { 3 3 }
											light_infantry = { 11 11 }
										}
										attrition = 1.0
										disband_on_peace = yes
									}
								}
							}
							17 = {
								create_character = {
									random_traits = yes
									dynasty = none
									religion = THIS
									culture = THIS
									female = no
									#age =25
									trait = scoiatael_leader
								}
								new_character = {
									spawn_unit = {
										province = ROOT
										home = ROOT
										owner = PREV
										scaled_by_biggest_garrison = 0.5
										troops = {
											archers = { 6 6 }
											light_cavalry = { 3 3 }
											light_infantry = { 11 11 }
										}
										attrition = 1.0
									}
								}
								create_character = {
									random_traits = yes
									dynasty = none
									religion = THIS
									culture = THIS
									female = no
									#age =30
									trait = scoiatael_leader
								}
								new_character = {
									spawn_unit = {
										province = ROOT
										home = ROOT
										owner = PREV
										scaled_by_biggest_garrison = 0.5
										troops = {
											archers = { 6 6 }
											light_cavalry = { 3 3 }
											light_infantry = { 11 11 }
										}
										attrition = 1.0
										disband_on_peace = yes
									}
								}
								create_character = {
									random_traits = yes
									dynasty = none
									religion = THIS
									culture = THIS
									female = no
									#age =31
									trait = scoiatael_leader
								}
								new_character = {
									spawn_unit = {
										province = ROOT
										home = ROOT
										owner = PREV
										scaled_by_biggest_garrison = 0.5
										troops = {
											archers = { 6 6 }
											light_cavalry = { 3 3 }
											light_infantry = { 11 11 }
										}
										attrition = 1.0
										disband_on_peace = yes
									}
								}
							}
							16 = {
								create_character = {
									random_traits = yes
									dynasty = none
									religion = THIS
									culture = THIS
									female = no
									#age =25
									trait = scoiatael_leader
								}
								new_character = {
									spawn_unit = {
										province = ROOT
										home = ROOT
										owner = PREV
										scaled_by_biggest_garrison = 0.75
										troops = {
											archers = { 6 6 }
											light_infantry = { 14 14 }
										}
										attrition = 1.0
									}
								}
								create_character = {
									random_traits = yes
									dynasty = none
									religion = THIS
									culture = THIS
									female = no
									#age =30
									trait = scoiatael_leader
								}
								new_character = {
									spawn_unit = {
										province = ROOT
										home = ROOT
										owner = PREV
										scaled_by_biggest_garrison = 0.75
										troops = {
											archers = { 6 6 }
											light_infantry = { 14 14 }
										}
										attrition = 1.0
										disband_on_peace = yes
									}
								}
								create_character = {
									random_traits = yes
									dynasty = none
									religion = THIS
									culture = THIS
									female = no
									#age =31
									trait = scoiatael_leader
								}
								new_character = {
									spawn_unit = {
										province = ROOT
										home = ROOT
										owner = PREV
										scaled_by_biggest_garrison = 0.75
										troops = {
											archers = { 6 6 }
											light_infantry = { 14 14 }
										}
										attrition = 1.0
										disband_on_peace = yes
									}
								}
							}
							17 = {
								create_character = {
									random_traits = yes
									dynasty = none
									religion = THIS
									culture = THIS
									female = no
									#age =25
									trait = scoiatael_leader
								}
								new_character = {
									spawn_unit = {
										province = ROOT
										home = ROOT
										owner = PREV
										scaled_by_biggest_garrison = 0.5
										troops = {
											archers = { 6 6 }
											light_infantry = { 14 14 }
										}
										attrition = 1.0
									}
								}
								create_character = {
									random_traits = yes
									dynasty = none
									religion = THIS
									culture = THIS
									female = no
									#age =30
									trait = scoiatael_leader
								}
								new_character = {
									spawn_unit = {
										province = ROOT
										home = ROOT
										owner = PREV
										scaled_by_biggest_garrison = 0.5
										troops = {
											archers = { 6 6 }
											light_infantry = { 14 14 }
										}
										attrition = 1.0
										disband_on_peace = yes
									}
								}
								create_character = {
									random_traits = yes
									dynasty = none
									religion = THIS
									culture = THIS
									female = no
									#age =31
									trait = scoiatael_leader
								}
								new_character = {
									spawn_unit = {
										province = ROOT
										home = ROOT
										owner = PREV
										scaled_by_biggest_garrison = 0.5
										troops = {
											archers = { 6 6 }
											light_infantry = { 14 14 }
										}
										attrition = 1.0
										disband_on_peace = yes
									}
								}
							}
						}
					}
				}
			}
		}
		
		owner = {
			any_liege = { # Inform the lieges
				character_event = {
					id = rebel.14
				}
			}
		}
	}
	
	option = {
		name = EVTOPTAebels.13
	}
}
character_event = {
	id = rebel.14
	desc = EVTDESCrebel14
	picture = GFX_evt_peasants
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTArebel13
	}
}
