namespace = sin_resources_events
character_event = {
	id = sin_resources_events.0
	desc = EVTDESCsin_resources_events.0
	picture = GFX_evt_courtiers_talking
	is_triggered_only = yes

	immediate = {
		FROM = {
			location = {
				remove_province_modifier = sin_prospecting
				random_list = {
					2 = {
						modifier = {
							factor = 0.1
							terrain = arctic
						}
						modifier = {
							factor = 0.1
							terrain = desert
						}
						modifier = {
							factor = 0.1
							terrain = steppe
						}
						modifier = {
							factor = 0.5
							terrain = farmlands
						}
						modifier = {
							factor = 0.5
							terrain = plains
						}
						modifier = {
							factor = 0.5
							terrain = forest
						}
						modifier = {
							factor = 0.5
							terrain = jungle
						}
						modifier = {
							factor = 5
							terrain = hills
						}
						modifier = {
							factor = 5
							terrain = mountain
						}
						modifier = {
							factor = 10
							any_neighbor_province = {
								has_province_modifier = sin_gold
							}
						}
						modifier = {
							factor = 5
							any_neighbor_province = {
								has_province_modifier = sin_silver
							}
						}
						modifier = {
							factor = 2
							any_neighbor_province = {
								has_province_modifier = sin_iron
							}
						}
						modifier = {
							factor = 2
							any_neighbor_province = {
								has_province_modifier = sin_stone
							}
						}
						modifier = {
							factor = 2
							any_neighbor_province = {
								has_province_modifier = sin_timber
							}
						}
						modifier = {
							factor = 5
							region = world_westerlands
						}
						add_province_modifier = {
							modifier = sin_gold
							duration = -1
						}
					}
					5 = {
						modifier = {
							factor = 0.1
							terrain = arctic
						}
						modifier = {
							factor = 0.1
							terrain = desert
						}
						modifier = {
							factor = 0.1
							terrain = steppe
						}
						modifier = {
							factor = 0.5
							terrain = farmlands
						}
						modifier = {
							factor = 0.5
							terrain = plains
						}
						modifier = {
							factor = 0.5
							terrain = forest
						}
						modifier = {
							factor = 0.5
							terrain = jungle
						}
						modifier = {
							factor = 5
							terrain = hills
						}
						modifier = {
							factor = 5
							terrain = mountain
						}
						modifier = {
							factor = 5
							any_neighbor_province = {
								has_province_modifier = sin_gold
							}
						}
						modifier = {
							factor = 10
							any_neighbor_province = {
								has_province_modifier = sin_silver
							}
						}
						modifier = {
							factor = 2
							any_neighbor_province = {
								has_province_modifier = sin_iron
							}
						}
						modifier = {
							factor = 2
							any_neighbor_province = {
								has_province_modifier = sin_stone
							}
						}
						modifier = {
							factor = 2
							any_neighbor_province = {
								has_province_modifier = sin_timber
							}
						}
						modifier = {
							factor = 10
							region = world_westerlands
						}
						add_province_modifier = {
							modifier = sin_silver
							duration = -1
						}
					}
					5 = {
						modifier = {
							factor = 0.1
							terrain = arctic
						}
						modifier = {
							factor = 0.1
							terrain = desert
						}
						modifier = {
							factor = 0.1
							terrain = steppe
						}
						modifier = {
							factor = 0.5
							terrain = farmlands
						}
						modifier = {
							factor = 0.5
							terrain = plains
						}
						modifier = {
							factor = 0.5
							terrain = forest
						}
						modifier = {
							factor = 0.5
							terrain = jungle
						}
						modifier = {
							factor = 5
							terrain = hills
						}
						modifier = {
							factor = 5
							terrain = mountain
						}
						modifier = {
							factor = 2
							any_neighbor_province = {
								has_province_modifier = sin_gold
							}
						}
						modifier = {
							factor = 5
							any_neighbor_province = {
								has_province_modifier = sin_silver
							}
						}
						modifier = {
							factor = 10
							any_neighbor_province = {
								has_province_modifier = sin_iron
							}
						}
						modifier = {
							factor = 2
							any_neighbor_province = {
								has_province_modifier = sin_stone
							}
						}
						modifier = {
							factor = 2
							any_neighbor_province = {
								has_province_modifier = sin_timber
							}
						}
						add_province_modifier = {
							modifier = sin_iron
							duration = -1
						}
					}
					5 = {
						modifier = {
							factor = 0.1
							terrain = arctic
						}
						modifier = {
							factor = 0.1
							terrain = desert
						}
						modifier = {
							factor = 0.1
							terrain = steppe
						}
						modifier = {
							factor = 0.5
							terrain = farmlands
						}
						modifier = {
							factor = 0.5
							terrain = plains
						}
						modifier = {
							factor = 0.5
							terrain = forest
						}
						modifier = {
							factor = 0.5
							terrain = jungle
						}
						modifier = {
							factor = 5
							terrain = hills
						}
						modifier = {
							factor = 5
							terrain = mountain
						}
						modifier = {
							factor = 2
							any_neighbor_province = {
								has_province_modifier = sin_gold
							}
						}
						modifier = {
							factor = 2
							any_neighbor_province = {
								has_province_modifier = sin_silver
							}
						}
						modifier = {
							factor = 5
							any_neighbor_province = {
								has_province_modifier = sin_iron
							}
						}
						modifier = {
							factor = 10
							any_neighbor_province = {
								has_province_modifier = sin_stone
							}
						}
						modifier = {
							factor = 2
							any_neighbor_province = {
								has_province_modifier = sin_timber
							}
						}
						add_province_modifier = {
							modifier = sin_stone
							duration = -1
						}
					}
					5 = {
						modifier = {
							factor = 0.1
							terrain = arctic
						}
						modifier = {
							factor = 0.1
							terrain = desert
						}
						modifier = {
							factor = 0.1
							terrain = steppe
						}
						modifier = {
							factor = 2
							terrain = farmlands
						}
						modifier = {
							factor = 2
							terrain = plains
						}
						modifier = {
							factor = 10
							terrain = forest
						}
						modifier = {
							factor = 10
							terrain = jungle
						}
						modifier = {
							factor = 0.5
							terrain = hills
						}
						modifier = {
							factor = 0.2
							terrain = mountain
						}
						modifier = {
							factor = 0.5
							any_neighbor_province = {
								has_province_modifier = sin_gold
							}
						}
						modifier = {
							factor = 0.5
							any_neighbor_province = {
								has_province_modifier = sin_silver
							}
						}
						modifier = {
							factor = 0.5
							any_neighbor_province = {
								has_province_modifier = sin_iron
							}
						}
						modifier = {
							factor = 0.5
							any_neighbor_province = {
								has_province_modifier = sin_stone
							}
						}
						modifier = {
							factor = 10
							any_neighbor_province = {
								has_province_modifier = sin_timber
							}
						}
						add_province_modifier = {
							modifier = sin_timber
							duration = -1
						}
					}
					93 = {
						add_province_modifier = {
							modifier = sin_nothing
							duration = -1
						}
					}
				}
			}
		}
	}

	option = {
		name = EVTOPTAsin_resources_events.0
		trigger = {
			FROM = {
				location = { has_province_modifier = sin_gold }
			}
		}
		hidden_tooltip = {
			ROOT = {
				IF = {
					limit = {
						independent = no
						top_liege = {
							NOT ={ has_character_flag = leave_me_alone_damn }
						}
					}
					top_liege = {
						character_event = { id = sin_resources_events.1 }
					}
				}
			}
		}
	}

	option = {
		name = EVTOPTBsin_resources_events.0
		trigger = {
			FROM = {
				location = { has_province_modifier = sin_silver }
			}
		}
		hidden_tooltip = {
			ROOT = {
				IF = {
					limit = {
						independent = no
						top_liege = {
							NOT ={ has_character_flag = leave_me_alone_damn }
						}
					}
					top_liege = {
						character_event = { id = sin_resources_events.1 }
					}
				}
			}
		}
	}

	option = {
		name = EVTOPTCsin_resources_events.0
		trigger = {
			FROM = {
				location = { has_province_modifier = sin_iron }
			}
		}
		hidden_tooltip = {
			ROOT = {
				IF = {
					limit = {
						independent = no
						top_liege = {
							NOT ={ has_character_flag = leave_me_alone_damn }
						}
					}
					top_liege = {
						character_event = { id = sin_resources_events.1 }
					}
				}
			}
		}
	}

	option = {
		name = EVTOPTDsin_resources_events.0
		trigger = {
			FROM = {
				location = { has_province_modifier = sin_timber }
			}
		}
		hidden_tooltip = {
			ROOT = {
				IF = {
					limit = {
						independent = no
						top_liege = {
							NOT ={ has_character_flag = leave_me_alone_damn }
						}
					}
					top_liege = {
						character_event = { id = sin_resources_events.1 }
					}
				}
			}
		}
	}

	option = {
		name = EVTOPTEsin_resources_events.0
		trigger = {
			FROM = {
				location = { has_province_modifier = sin_stone }
			}
		}
		hidden_tooltip = {
			ROOT = {
				IF = {
					limit = {
						independent = no
						top_liege = {
							NOT ={ has_character_flag = leave_me_alone_damn }
						}
					}
					top_liege = {
						character_event = { id = sin_resources_events.1 }
					}
				}
			}
		}
	}

	option = {
		name = EVTOPTFsin_resources_events.0
		trigger = {
			FROM = {
				location = { has_province_modifier = sin_nothing }
			}
		}
	}
}
character_event = {
	id = sin_resources_events.1
	desc = EVTDESCsin_resources_events.1
	picture = GFX_evt_courtiers_talking
	is_triggered_only = yes

	option = {
		name = EVTOPTAsin_resources_events.1
		trigger = {
			FROMFROM = {
				location = { has_province_modifier = sin_gold }
			}
		}
	}

	option = {
		name = EVTOPTBsin_resources_events.1
		trigger = {
			FROMFROM = {
				location = { has_province_modifier = sin_silver }
			}
		}
	}

	option = {
		name = EVTOPTCsin_resources_events.1
		trigger = {
			FROMFROM = {
				location = { has_province_modifier = sin_iron }
			}
		}
	}

	option = {
		name = EVTOPTDsin_resources_events.1
		trigger = {
			FROMFROM = {
				location = { has_province_modifier = sin_timber }
			}
		}
	}

	option = {
		name = EVTOPTEsin_resources_events.1
		trigger = {
			FROMFROM = {
				location = { has_province_modifier = sin_stone }
			}
		}
	}

	option = {
		name = EVTOPTFsin_resources_events.1
		trigger = {
			FROMFROM = {
				location = { has_province_modifier = sin_nothing }
			}
		}
	}

	option = {
		name = EVTOPTGsin_resources_events.1
		set_character_flag = leave_me_alone_damn
	}
}
character_event = {
	id = sin_resources_events.2
	is_triggered_only = yes
	hide_window = yes

	trigger = {
		any_realm_province = {
			OR = {
				has_province_modifier = sin_gold
				has_province_modifier = sin_silver
				has_province_modifier = sin_iron
				has_province_modifier = sin_timber
				has_province_modifier = sin_stone
			}
		}
		NOR = {
			ROOT = {
				lower_real_tier_than = KING
				capital_scope = {
					has_province_modifier = sin_traders_mod
				}
			}
			capital_scope = {
				any_neighbor_province = {
					capital_holding = { has_building = ca_sin_traders }
				}
			}
			capital_scope = {
				any_neighbor_province = {
					any_neighbor_province = {
						capital_holding = { has_building = ca_sin_traders }
					}
				}
			}
			capital_scope = {
				any_neighbor_province = {
					any_neighbor_province = {
						any_neighbor_province = {
							capital_holding = { has_building = ca_sin_traders }
						}
					}
				}
			}
		}
	}

	immediate = {
		capital_scope = {
			add_province_modifier = {
				modifier = sin_traders_mod
				duration = -1
			}
		}
	}
}
character_event = {
	id = sin_resources_events.3
	is_triggered_only = yes
	hide_window = yes

	trigger = {
		NOT = {
			any_realm_province = {
				OR = {
					has_province_modifier = sin_gold
					has_province_modifier = sin_silver
					has_province_modifier = sin_iron
					has_province_modifier = sin_timber
					has_province_modifier = sin_stone
				}
			}
		}
		capital_scope = {
			has_province_modifier = sin_traders_mod
		}
	}

	immediate = {
		capital_scope = {
			remove_province_modifier = sin_traders_mod
			capital_holding = {
				remove_building = ca_sin_traders
			}
		}
	}
}