namespace = NRBL
province_event = {
	id = NRBL.1000
	desc = NRBL1000
	picture = GFX_evt_siege
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes

	trigger = {
		any_province_holding = {
			NOT = { holding_type = nomad }
		}
		
		owner = {
			NOT = { culture = ROOT }
			NOT = { religion = ROOT }
		}
		
		county = {
			any_claimant = {
				culture = ROOT
				religion = ROOT
				#NOT = {owner = {dynasty = PREV}}
				OR = {
					is_ruler = no
					is_feudal = yes
					is_tribal = yes
				}
			}
		}

		NOT = {
			owner = {
				top_liege = {
					war = yes
					any_war = {
						defender = { character = PREV }
						OR = {
							AND = {
								using_cb = rebel_claim
								thirdparty_title_scope = {
									ROOT = {
										county = {
											title = PREVPREV
										}
									}
								}
							}
							AND = {
								using_cb = heretic_revolt
								attacker = { religion = ROOT }
							}
							AND = {
								using_cb = liberation_revolt
								thirdparty_title_scope = {
									ROOT = {
										kingdom = {
											title = PREVPREV
										}
									}
								}
							}
						}
					}
				}
			}
		}
	}
	
	immediate = {
		random_list = {
			50 = {
				create_character = {
					random_traits = yes
					dynasty = none
					religion = ROOT
					culture = ROOT
					age = 36
					female = no
				}
			}
			50 = {
				create_random_soldier = {
					random_traits = yes
					dynasty = none
					religion = ROOT
					culture = ROOT
					age = 38
					female = no
				}
			}
			50 = {
				create_random_soldier = {
					random_traits = yes
					dynasty = none
					religion = ROOT
					culture = ROOT
					age = 40
					female = no
				}
			}
			50 = {
				create_character = {
					random_traits = yes
					dynasty = none
					religion = ROOT
					culture = ROOT
					age = 41
					female = no
				}
			}
		}
		
		new_character = {
			dynasty = father_bastard
			remove_trait = slothful
			remove_trait = content
			remove_trait = craven
			add_trait = rebel_type1
			set_character_flag = noble_revolt
			add_trait = swordsman3
			add_trait = combat_exp
			set_character_flag = wpn
			create_title = {
				tier = DUKE
				landless = yes
				temporary = yes
				rebel = yes
				culture = ROOT
				name = "ROYALIST_REVOLT"
				holder = THIS
			}
			
			wealth = 100
			spawn_unit = {
				province = ROOT
				home = ROOT
				owner = THIS
				#leader = THIS
				scaled_by_biggest_garrison = 1
				troops = {
					archers = { 3 3 }
					light_infantry = { 8 8 }
					heavy_infantry = { 4 4 }
				}
				attrition = 1.0
			}
			random_list = {
				10 = {
					create_character = {
						random_traits = yes
						dynasty = THIS
						religion = ROOT
						culture = ROOT
						female = no
						age = 19
						attributes = {
							martial = 8
						}
						trait = skilled_tactician
					}
				}
				10 = {
					create_character = {
						random_traits = yes
						dynasty = THIS
						religion = ROOT
						culture = ROOT
						female = no
						age = 16
						attributes = {
							martial = 6
						}
						trait = nimble_fighter
					}
				}
				10 = {
					create_character = {
						random_traits = yes
						dynasty = THIS
						religion = ROOT
						culture = ROOT
						female = no
						age = 16
						attributes = {
							martial = 10
						}
						trait = brilliant_strategist
					}
				}
			}
			new_character = {
				set_father = PREV
				add_trait = swordsman1
				set_character_flag = wpn
				spawn_unit = {
					province = ROOT
					home = ROOT
					owner = PREV
					#leader = THIS
					scaled_by_biggest_garrison = 1
					troops = {
						archers = { 3 3 }
						light_infantry = { 8 8 }
						heavy_infantry = { 4 4 }
					}
				}
			}
			
			random_list = {
				10 = {
					create_character = {
						random_traits = yes
						dynasty = THIS
						religion = ROOT
						culture = ROOT
						female = no
						age = 20
						attributes = {
							martial = 7
						}
						trait = skilled_tactician
					}
				}
				10 = {
					create_character = {
						random_traits = yes
						dynasty = THIS
						religion = ROOT
						culture = ROOT
						female = no
						age = 22
						attributes = {
							martial = 5
						}
						trait = immortal_warlord
					}
				}
				10 = {
					create_character = {
						random_traits = yes
						dynasty = THIS
						religion = ROOT
						culture = ROOT
						female = no
						age = 24
						attributes = {
							martial = 7
						}
						trait = tough_soldier
					}
				}
			}
			
			new_character = {
				set_father = PREV
				add_trait = swordsman4
				add_trait = combat_exp
				set_character_flag = wpn
				spawn_unit = {
					province = ROOT
					home = ROOT
					owner = PREV
					#leader = THIS
					scaled_by_biggest_garrison = 1
					troops = {
						archers = { 3 3 }
						light_infantry = { 8 8 }
						heavy_infantry = { 4 4 }
					}
				}
			}
			
			
			random_list = {
				30 = {
					create_character = {
						random_traits = yes
						dynasty = THIS
						religion = ROOT
						culture = ROOT
						female = no
						age = 21
					}
				}
				30 = {
					create_character = {
						random_traits = yes
						dynasty = THIS
						religion = ROOT
						culture = ROOT
						female = no
						age = 23
					}
				}
				30 = {
					create_character = {
						random_traits = yes
						dynasty = THIS
						religion = ROOT
						culture = ROOT
						female = no
						age = 25
					}
				}
				40 = {
				}
			}
			new_character = {
				set_father = PREV
			}
			ROOT = {
				county = {
					any_claimant = {
						limit = {
							culture = ROOT
							religion = ROOT
							is_ruler = no
						}
						save_event_target_as = supporting_noble
					}
				}
			}
			# event_target:supporting_noble = {
				# move_character = PREV
			# }
			# DoW on the province top liege
			ROOT = {
				owner = {
					top_liege = {
						reverse_war = {
							target = event_target:supporting_noble
							casus_belli = rebel_claim
							thirdparty = PREVPREVPREV
							thirdparty_title = ROOT # The county...
							tier = COUNT
						}
					}
				}
			}
			clear_event_target = supporting_noble
		}
		
		owner = {
			any_liege = {
				character_event = {
					id = NRBL.1001
				}
			}
		}
	}
	
	option = {
		name = NRBL1000A
	}
}

character_event = {
	id = NRBL.1001
	desc = NRBL1001
	picture = GFX_evt_siege
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	option = {
		name = NRBL1000A
	}
}





province_event = {
	id = NRBL.1100
	desc = NRBL1100
	picture = GFX_evt_siege
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes

	trigger = {
		any_province_holding = {
			NOT = { holding_type = nomad }
		}
		
		owner = {
			NOT = { religion = ROOT }
		}
		
		county = {
			any_claimant = {
				religion = ROOT
				#NOT = {owner = {dynasty = PREV}}
				OR = {
					is_ruler = no
					is_feudal = yes
					is_tribal = yes
				}
			}
		}

		NOT = {
			owner = {
				top_liege = {
					war = yes
					any_war = {
						defender = { character = PREV }
						OR = {
							AND = {
								using_cb = rebel_claim
								thirdparty_title_scope = {
									ROOT = {
										county = {
											title = PREVPREV
										}
									}
								}
							}
							AND = {
								using_cb = religious_rebel_claim
								thirdparty_title_scope = {
									ROOT = {
										county = {
											title = PREVPREV
										}
									}
								}
							}
							AND = {
								using_cb = heretic_revolt
								attacker = { religion = ROOT }
							}
							AND = {
								using_cb = liberation_revolt
								thirdparty_title_scope = {
									ROOT = {
										kingdom = {
											title = PREVPREV
										}
									}
								}
							}
						}
					}
				}
			}
		}
	}
	
	immediate = {
		random_list = {
			50 = {
				create_character = {
					random_traits = yes
					dynasty = none
					religion = ROOT
					culture = ROOT
					age = 35
					female = no
				}
			}
			50 = {
				create_random_soldier = {
					random_traits = yes
					dynasty = none
					religion = ROOT
					culture = ROOT
					age = 37
					female = no
				}
			}
			50 = {
				create_random_priest = {
					random_traits = yes
					dynasty = none
					religion = ROOT
					culture = ROOT
					age = 39
					female = no
				}
			}
			50 = {
				create_random_priest = {
					random_traits = yes
					dynasty = none
					religion = ROOT
					culture = ROOT
					age = 40
					female = no
				}
			}
		}
		
		new_character = {
			remove_trait = slothful
			remove_trait = content
			remove_trait = craven
			dynasty = father_bastard
			add_trait = rebel_type1
			add_trait = zealous
			set_character_flag = religious_noble_revolt
			add_trait = swordsman3
			add_trait = combat_exp
			set_character_flag = wpn
			create_title = {
				tier = DUKE
				landless = yes
				temporary = yes
				rebel = yes
				culture = ROOT
				name = "ROYALIST_REVOLT"
				holder = THIS
			}
			
			wealth = 100
			spawn_unit = {
				province = ROOT
				home = ROOT
				owner = THIS
				#leader = THIS
				scaled_by_biggest_garrison = 1
				troops = {
					archers = { 3 3 }
					light_infantry = { 8 8 }
					heavy_infantry = { 4 4 }
				}
				attrition = 1.0
			}
			random_list = {
				10 = {
					create_character = {
						random_traits = yes
						dynasty = THIS
						religion = ROOT
						culture = ROOT
						female = no
						age = 20
						attributes = {
							martial = 8
						}
						trait = skilled_tactician
					}
				}
				10 = {
					create_character = {
						random_traits = yes
						dynasty = THIS
						religion = ROOT
						culture = ROOT
						female = no
						age = 17
						attributes = {
							martial = 6
						}
						trait = nimble_fighter
					}
				}
				10 = {
					create_character = {
						random_traits = yes
						dynasty = THIS
						religion = ROOT
						culture = ROOT
						female = no
						age = 18
						attributes = {
							martial = 10
						}
						trait = brilliant_strategist
					}
				}
			}
			new_character = {
				set_father = PREV
				add_trait = swordsman1
				add_trait = zealous
				set_character_flag = wpn
				spawn_unit = {
					province = ROOT
					home = ROOT
					owner = PREV
					#leader = THIS
					scaled_by_biggest_garrison = 1
					troops = {
						archers = { 3 3 }
						light_infantry = { 8 8 }
						heavy_infantry = { 4 4 }
					}
				}
			}
			
			random_list = {
				10 = {
					create_random_priest = {
						random_traits = yes
						dynasty = THIS
						religion = ROOT
						culture = ROOT
						female = no
						age = 21
						attributes = {
							martial = 7
						}
					}
				}
				10 = {
					create_character = {
						random_traits = yes
						dynasty = THIS
						religion = ROOT
						culture = ROOT
						female = no
						age = 23
						attributes = {
							martial = 5
						}
						trait = immortal_warlord
					}
				}
				10 = {
					create_character = {
						random_traits = yes
						dynasty = THIS
						religion = ROOT
						culture = ROOT
						female = no
						age = 16
						attributes = {
							martial = 7
						}
						trait = tough_soldier
					}
				}
			}
			
			new_character = {
				set_father = PREV
				add_trait = swordsman3
				add_trait = zealous
				add_trait = combat_exp
				set_character_flag = wpn
				spawn_unit = {
					province = ROOT
					home = ROOT
					owner = PREV
					#leader = THIS
					scaled_by_biggest_garrison = 1
					troops = {
						archers = { 3 3 }
						light_infantry = { 8 8 }
						heavy_infantry = { 4 4 }
					}
				}
			}
			
			
			random_list = {
				30 = {
					create_character = {
						random_traits = yes
						dynasty = THIS
						religion = ROOT
						culture = ROOT
						female = no
						age = 22
					}
				}
				30 = {
					create_character = {
						random_traits = yes
						dynasty = THIS
						religion = ROOT
						culture = ROOT
						female = no
						age = 24
					}
				}
				30 = {
					create_character = {
						random_traits = yes
						dynasty = THIS
						religion = ROOT
						culture = ROOT
						female = no
						age = 25
					}
				}
				40 = {
				}
			}
			new_character = {
				set_father = PREV
				add_trait = zealous
			}
			ROOT = {
				county = {
					any_claimant = {
						limit = {
							religion = ROOT
							is_ruler = no
						}
						save_event_target_as = supporting_noble
					}
				}
			}
			# event_target:supporting_noble = {
				# move_character = PREV
			# }
			# DoW on the province top liege
			ROOT = {
				owner = {
					top_liege = {
						reverse_war = {
							target = event_target:supporting_noble
							casus_belli = rebel_claim
							thirdparty = PREVPREVPREV
							thirdparty_title = ROOT # The county...
							tier = COUNT
						}
					}
				}
			}
			clear_event_target = supporting_noble
		}
		
		owner = {
			any_liege = {
				character_event = {
					id = NRBL.1101
				}
			}
		}
	}
	
	option = {
		name = NRBL1000A
	}
}

character_event = {
	id = NRBL.1101
	desc = NRBL1101
	picture = GFX_evt_siege
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	option = {
		name = NRBL1000A
	}
}



character_event = {
	id = NRBL.1500
	hide_window = yes
	is_triggered_only = yes
	immediate = {
		capital_scope = {
			ROOT = {
				spawn_unit = {
					province = PREV
					home = PREV
					owner = ROOT
					#leader = THIS
					scaled_by_biggest_garrison = 1.25
					troops = {
						archers = { 4 4 }
						light_infantry = { 7 7 }
						heavy_infantry = { 5 5 }
					}
					attrition = 1.0
				}
				spawn_unit = {
					province = PREV
					home = PREV
					owner = ROOT
					#leader = THIS
					scaled_by_biggest_garrison = 1.25
					troops = {
						archers = { 3 3 }
						light_infantry = { 6 6 }
						heavy_infantry = { 2 2 }
					}
					attrition = 1.0
				}
				spawn_unit = {
					province = PREV
					home = PREV
					owner = ROOT
					#leader = THIS
					scaled_by_biggest_garrison = 1.25
					troops = {
						archers = { 4 4 }
						light_infantry = { 9 9 }
						heavy_infantry = { 6 6 }
					}
					attrition = 1.0
				}
			}
		}
	}
	

}



province_event = {
	id = NRBL.1300
	desc = NRBL1000
	picture = GFX_evt_siege
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes

	trigger = {
		any_province_holding = {
			NOT = { holding_type = nomad }
		}
		
		OR = {
			owner = {
				OR = {
					NOT = { culture = ROOT }
					NOT = { religion = ROOT }
				}
			}
			NOT = { 
				has_dlc = "The Old Gods"
			}
		}
		NOT = {
			owner = {
				top_liege = {
					war = yes
					any_war = {
						defender = { character = PREV }
						OR = {
							AND = {
								using_cb = rebel_claim
								thirdparty_title_scope = {
									ROOT = {
										county = {
											title = PREVPREV
										}
									}
								}
							}
							AND = {
								using_cb = religious_rebel_claim
								thirdparty_title_scope = {
									ROOT = {
										county = {
											title = PREVPREV
										}
									}
								}
							}
							AND = {
								using_cb = heretic_revolt
								attacker = { religion = ROOT }
							}
							AND = {
								using_cb = religious_revolt
								attacker = { religion = ROOT }
							}
							AND = {
								using_cb = liberation_revolt
								thirdparty_title_scope = {
									ROOT = {
										kingdom = {
											title = PREVPREV
										}
									}
								}
							}
						}
					}
				}
			}
		}
	}
	
	immediate = {
		random_list = {
			50 = {
				create_character = {
					random_traits = yes
					dynasty = none
					religion = ROOT
					culture = ROOT
					age = 40
					female = no
				}
			}
			50 = {
				create_character = {
					random_traits = yes
					dynasty = none
					religion = ROOT
					culture = ROOT
					age = 42
					female = no
				}
			}
			50 = {
				create_random_soldier = {
					random_traits = yes
					dynasty = none
					religion = ROOT
					culture = ROOT
					age = 43
					female = no
				}
			}
			50 = {
				create_random_soldier = {
					random_traits = yes
					dynasty = none
					religion = ROOT
					culture = ROOT
					age = 57
					female = no
				}
			}
		}
		
		new_character = {
			dynasty = father_bastard
			add_trait = rebel_type1
			remove_trait = slothful
			remove_trait = content
			remove_trait = craven
			set_character_flag = noble_revolt
			add_trait = swordsman3
			add_trait = combat_exp
			set_character_flag = wpn
			create_title = {
				tier = DUKE
				landless = yes
				temporary = yes
				rebel = yes
				culture = ROOT
				name = "ROYALIST_REVOLT"
				holder = THIS
			}
			
			wealth = 100
			spawn_unit = {
				province = ROOT
				home = ROOT
				owner = THIS
				#leader = THIS
				scaled_by_biggest_garrison = 1
				troops = {
					archers = { 3 3 }
					light_infantry = { 8 8 }
					heavy_infantry = { 4 4 }
				}
				attrition = 1.0
			}
			
			random_list = {
				10 = {
					create_character = {
						random_traits = yes
						dynasty = THIS
						religion = ROOT
						culture = ROOT
						female = no
						age = 17
						attributes = {
							martial = 8
						}
						trait = skilled_tactician
					}
				}
				10 = {
					create_character = {
						random_traits = yes
						dynasty = THIS
						religion = ROOT
						culture = ROOT
						female = no
						age = 19
						attributes = {
							martial = 6
						}
						trait = skilled_tactician
					}
				}
				10 = {
					create_character = {
						random_traits = yes
						dynasty = THIS
						religion = ROOT
						culture = ROOT
						female = no
						age = 19
						attributes = {
							martial = 10
						}
						trait = brilliant_strategist
					}
				}
			}
			new_character = {
				set_father = PREV
				add_trait = swordsman2
				set_character_flag = wpn
				spawn_unit = {
					province = ROOT
					home = ROOT
					owner = PREV
					#leader = THIS
					scaled_by_biggest_garrison = 1
					troops = {
						archers = { 3 3 }
						light_infantry = { 8 8 }
						heavy_infantry = { 4 4 }
					}
				}
				
				save_event_target_as = supporting_noble
			}
			ROOT = {
				county = {
					event_target:supporting_noble = {
						add_claim = PREV
					}
				}
			}
			
			random_list = {
				70 = {
				}
				10 = {
					create_random_soldier = {
						random_traits = yes
						dynasty = THIS
						religion = ROOT
						culture = ROOT
						female = no
						age = 21
						attributes = {
							martial = 6
						}
					}
				}
				10 = {
					create_random_soldier = {
						random_traits = yes
						dynasty = THIS
						religion = ROOT
						culture = ROOT
						female = no
						age = 23
						attributes = {
							martial = 5
						}
					}
				}
				10 = {
					create_character = {
						random_traits = yes
						dynasty = THIS
						religion = ROOT
						culture = ROOT
						female = no
						age = 16
						attributes = {
							martial = 7
						}
						trait = tough_soldier
					}
				}
			}
			
			new_character = {
				set_father = PREV
				spawn_unit = {
					province = ROOT
					home = ROOT
					owner = PREV
					#leader = THIS
					scaled_by_biggest_garrison = 1
					troops = {
						archers = { 3 3 }
						light_infantry = { 8 8 }
						heavy_infantry = { 4 4 }
					}
				}
			}
			

			ROOT = {
				owner = {
					top_liege = {
						reverse_war = {
							target = event_target:supporting_noble
							casus_belli = rebel_claim
							thirdparty = PREVPREVPREV
							thirdparty_title = ROOT # The county...
							tier = COUNT
						}
					}
				}
			}
			clear_event_target = supporting_noble
		}
		
		owner = {
			any_liege = {
				character_event = {
					id = NRBL.1301
				}
			}
		}
	}
	
	option = {
		name = NRBL1000A
	}
}

character_event = {
	id = NRBL.1301
	desc = NRBL1101
	picture = GFX_evt_siege
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	option = {
		name = NRBL1000A
	}
}






# province_event = {
	# id = NRBL.1200
	# hide_window = yes
	# is_triggered_only = yes

	# immediate = {
		# if = {
			# limit = {has_province_modifier = revolution_9}
			# remove_province_modifier = revolution_9
			REVOLT
			# break = yes
		# }
		# if = {
			# limit = {has_province_modifier = revolution_8}
			# remove_province_modifier = revolution_8
			# add_province_modifier = {
				# name = revolution_9
				# duration = -1
			# }
			# break = yes
		# }
		# if = {
			# limit = {has_province_modifier = revolution_7}
			# remove_province_modifier = revolution_7
			# add_province_modifier = {
				# name = revolution_8
				# duration = -1
			# }
			# break = yes
		# }
		# if = {
			# limit = {has_province_modifier = revolution_6}
			# remove_province_modifier = revolution_6
			# add_province_modifier = {
				# name = revolution_7
				# duration = -1
			# }
			# break = yes
		# }
		# if = {
			# limit = {has_province_modifier = revolution_5}
			# remove_province_modifier = revolution_5
			# add_province_modifier = {
				# name = revolution_6
				# duration = -1
			# }
			# break = yes
		# }
		# if = {
			# limit = {has_province_modifier = revolution_4}
			# remove_province_modifier = revolution_4
			# add_province_modifier = {
				# name = revolution_5
				# duration = -1
			# }
			# break = yes
		# }
		# if = {
			# limit = {has_province_modifier = revolution_3}
			# remove_province_modifier = revolution_3
			# add_province_modifier = {
				# name = revolution_4
				# duration = -1
			# }
			# break = yes
		# }
		# if = {
			# limit = {has_province_modifier = revolution_2}
			# remove_province_modifier = revolution_2
			# add_province_modifier = {
				# name = revolution_3
				# duration = -1
			# }
			# break = yes
		# }
		# if = {
			# limit = {has_province_modifier = revolution_1}
			# remove_province_modifier = revolution_1
			# add_province_modifier = {
				# name = revolution_2
				# duration = -1
			# }
			# break = yes
		# }
		# if = {
			# limit = {NOT = {has_province_modifier = revolution_1}}
			# add_province_modifier = {
				# name = revolution_1
				# duration = -1
			# }
		# }
	# }
# }


# character_event = {
	# id = 940
	# title = NRBL940T
	# desc = NRBL940
	# picture = GFX_evt_siege
	
	# min_age = 16
	# capable_only = yes
	# prisoner = no
	
	# trigger = {
		# has_job_action = action_assist_arrest
		# location = {
			# has_revolution = yes
			# OR = {
				# owner = {
					# job_marshal = {
						# character = ROOT
					# }
				# }
				# owner = {
					# independent = no
					# any_liege = {
						# job_marshal = {
							# character = ROOT
						# }
					# }
				# }
			# }
		# }
	# }
	
	# mean_time_to_happen = {
		# months = 240
		
		# modifier = {
			# factor = 1.25
			# NOT = { martial = 5 }
		# }
		# modifier = {
			# factor = 0.8
			# martial = 8
		# }
		# modifier = {
			# factor = 0.8
			# martial = 10
		# }
		# modifier = {
			# factor = 0.8
			# martial = 11
		# }
		# modifier = {
			# factor = 0.8
			# martial = 12
		# }
		# modifier = {
			# factor = 0.8
			# martial = 13
		# }
		# modifier = {
			# factor = 0.8
			# martial = 14
		# }
		# modifier = {
			# factor = 0.8
			# martial = 15
		# }
		# modifier = {
			# factor = 0.8
			# martial = 17
		# }
		# modifier = {
			# factor = 0.8
			# martial = 19
		# }
		# modifier = {
			# factor = 0.8
			# martial = 21
		# }
		# modifier = {
			# factor = 0.8
			# martial = 24
		# }
	# }
	
	# option = {
		# name = NRBL940A
		# if = {
			# limit = {has_province_modifier = revolution_9}
			# remove_province_modifier = revolution_9
			# add_province_modifier = {
				# name = revolution_8
				# duration = -1
			# }
			# break = yes
		# }
		# if = {
			# limit = {has_province_modifier = revolution_8}
			# remove_province_modifier = revolution_8
			# add_province_modifier = {
				# name = revolution_7
				# duration = -1
			# }
			# break = yes
		# }
		# if = {
			# limit = {has_province_modifier = revolution_7}
			# remove_province_modifier = revolution_7
			# add_province_modifier = {
				# name = revolution_6
				# duration = -1
			# }
			# break = yes
		# }
		# if = {
			# limit = {has_province_modifier = revolution_6}
			# remove_province_modifier = revolution_6
			# add_province_modifier = {
				# name = revolution_5
				# duration = -1
			# }
			# break = yes
		# }
		# if = {
			# limit = {has_province_modifier = revolution_5}
			# remove_province_modifier = revolution_5
			# add_province_modifier = {
				# name = revolution_4
				# duration = -1
			# }
			# break = yes
		# }
		# if = {
			# limit = {has_province_modifier = revolution_4}
			# remove_province_modifier = revolution_4
			# add_province_modifier = {
				# name = revolution_3
				# duration = -1
			# }
			# break = yes
		# }
		# if = {
			# limit = {has_province_modifier = revolution_3}
			# remove_province_modifier = revolution_3
			# add_province_modifier = {
				# name = revolution_2
				# duration = -1
			# }
			# break = yes
		# }
		# if = {
			# limit = {has_province_modifier = revolution_2}
			# remove_province_modifier = revolution_2
			# add_province_modifier = {
				# name = revolution_1
				# duration = -1
			# }
			# break = yes
		# }
		# if = {
			# limit = {has_province_modifier = revolution_1}
			# remove_province_modifier = revolution_1
			# break = yes
		# }
	# }

# }