namespace = RIP

character_event = {
	id = RIP.11700

	hide_window = yes
	
	is_triggered_only = yes
	
	only_playable = yes
	
	trigger = {
		has_dlc = "Reapers"
	}
	
	immediate = {
		any_realm_province = {
			limit = {
				any_province_holding = { #empty provinces (including provinces with ONLY a temple) do not prosper
					OR = {
						holding_type = city
						#holding_type = temple
						holding_type = castle
						holding_type = tribal
					}
				}
				owner = { character = ROOT }
				NOR = {
					has_province_modifier = depopulated_1
					has_province_modifier = depopulated_2
					has_province_modifier = depopulated_3
				}
				NAND = {
					NOT = { culture = ROOT }
					owner = {
						has_law = culture_conversion_2
					}
				}
			}
			province_event = {
				id = RIP.11701
			}
		}
	}
}

province_event = { #prosperity gain
	id = RIP.11701

	hide_window = yes
	
	is_triggered_only = yes	
	
	option = {
			random = {
			chance = 50 #50/50 base chance to increase
				modifier = {
					factor = 1.5 #over 16 stewardship you have a 75% chance
					owner = {
						stewardship = 16
					}
				}
				modifier = {
					factor = 1.5 #over 20 stewardship you increase 100%
					owner = {
						stewardship = 20
					}
				}
				modifier = {
					factor = 1.2 #having trade posts increases the chance
					has_trade_post = yes
				}
				modifier = {
					factor = 0.9 #having under 10 stewardship slightly reduces the chance
					owner = {
						NOT = { stewardship = 10 }
					}
				}
				modifier = {
					factor = 0.8 #having under 4 stewardship significantly reduces the chance
					owner = {
						NOT = { stewardship = 4 }
					}
				}
				modifier = {
					factor = 0.9 #not being independent slightly reduces the chance
					owner = {
						NOT = { independent = yes }
					}
				}
				modifier = {
					factor = 0.6 #tribes prosper slower
					owner = {
						is_tribal = yes
					}
					any_province_holding = {
						holding_type = tribal
					}
				}
				modifier = {
					factor = 0.5 #bad province modifiers decrease chance
					OR = {
						has_province_modifier = incompetent_rule
						has_province_modifier = thieves_guild
						has_province_modifier = smugglers_ring
						has_province_modifier = highway_robber_band
						has_province_modifier = heretic_stronghold
						has_province_modifier = religious_tension
						has_province_modifier = temple_corruption
						has_province_modifier = local_death_cult
						has_province_modifier = extra_tax
					}
				}
				modifier = {
					factor = 0.7 #slightly lower chance if helping in a war
					owner = {
						NOR = {
							is_primary_war_defender = yes
							is_primary_war_attacker = yes
						}
					}
				}
				modifier = {
					factor = 0.5 #low chance if defending in a war
					owner = {
						is_primary_war_defender = yes
						NOT = {
							is_primary_war_attacker = yes
						}
					}
				}
				modifier = {
					factor = 0.2 #very low chance if attacking in a war
					owner = {
						is_primary_war_attacker = yes
					}
				}
				modifier = {
					factor = 0 #no chance if under siege/occupied/diseased
					OR = {
						any_province_holding = {
							has_siege = yes
						}
						any_province_holding = {
							is_occupied = yes
						}
						has_disease = yes
					}
				}
				
				trigger_switch = {
					on_trigger	= terrain
					farmlands	= { change_variable = { which = prosperity_value value = 10 } } #gain depends on terrain type
					plains		= { change_variable = { which = prosperity_value value = 8 } }
					steppe 		= { change_variable = { which = prosperity_value value = 8 } }
					savanna		= { change_variable = { which = prosperity_value value = 8 } }
					forest 		= { change_variable = { which = prosperity_value value = 6 } }
					hills		= { change_variable = { which = prosperity_value value = 6 } }
					jungle		= { change_variable = { which = prosperity_value value = 4 } }
					desert		= { change_variable = { which = prosperity_value value = 4 } }
					mountain	= { change_variable = { which = prosperity_value value = 2 } }
					arctic		= { change_variable = { which = prosperity_value value = 2 } }
				}
				
				if = { # Coastal provinces prosper quicker because they get more trade/disease
					limit = {
						port = yes
						any_province_holding = {
							holding_type = city
						}
					}
					change_variable = { which = prosperity_value value = 2 }
				}
				
				if = { # Coastal Mountains/Arctic, i.e. Aden, prosper quicker than non-coastal terrain of the same type
					limit = {
						port = yes
						any_province_holding = {
							holding_type = city
						}
						OR = {
							terrain = mountain
							terrain = arctic
						}
					}
					change_variable = { which = prosperity_value value = 4 }
				}
				
				if = { # Coastal Desert/Jungle, i.e. Mecca, prosper quicker than non-coastal terrain of the same type 
					limit = {
						port = yes
						any_province_holding = {
							holding_type = city
						}
						OR = {
							terrain = desert
							terrain = jungle
						}
					}
					change_variable = { which = prosperity_value value = 2 }
				}
			}
			if = {
				limit = {
					has_province_flag = crown_focus_province #provinces with crown focus set gain a bonus 1-5 prosperity progress per year regardless of other factors
					NOR = {
						any_province_holding = {
							is_occupied = yes
						}
						has_disease = yes
					}
				}
				random_list = {
					10 = {
						change_variable = { which = prosperity_value value = 5 }
					}
					10 = {
						change_variable = { which = prosperity_value value = 4 }
					}
					10 = {
						change_variable = { which = prosperity_value value = 3 }
					}
					10 = {
						change_variable = { which = prosperity_value value = 2 }
					}
					10 = {
						change_variable = { which = prosperity_value value = 1 }
					}
				}
			}
			if = {
				limit = {
					has_province_flag = recent_depopulation_1
				}
				change_variable = { which = prosperity_value value = 3 }
			}
			if = {
				limit = {
					has_province_flag = recent_depopulation_2
				}
				change_variable = { which = prosperity_value value = 4 }
			}
			if = {
				limit = {
					has_province_flag = recent_depopulation_3
				}
				change_variable = { which = prosperity_value value = 5 }
			}
			if = {
				limit = {
					check_variable = { which = prosperity_value value = 100 } #gain modifiers at 100/250/500 value
					NOR = {
						has_province_modifier = prosperity_modifier_1
						has_province_modifier = prosperity_modifier_2
						has_province_modifier = prosperity_modifier_3
					}
				}
				add_province_modifier = { name = prosperity_modifier_1 duration = -1 }
				owner = { character_event = { id = RIP.11712 } }
				break = yes
			}
			if = {
				limit = {
					check_variable = { which = prosperity_value value = 250 }
					NOR = {
						has_province_modifier = prosperity_modifier_2
						has_province_modifier = prosperity_modifier_3
					}
				}
				remove_province_modifier = prosperity_modifier_1
				add_province_modifier = { name = prosperity_modifier_2 duration = -1 }
				owner = { character_event = { id = RIP.11712 } }
				break = yes
			}
			if = {
				limit = {
					check_variable = { which = prosperity_value value = 500 }
					NOT = {
						has_province_modifier = prosperity_modifier_3
					}
				}
				remove_province_modifier = prosperity_modifier_2
				add_province_modifier = { name = prosperity_modifier_3 duration = -1 }
				owner = { character_event = { id = RIP.11712 } }
			}
	}
}

character_event = { #when sieged prosperity progress is wiped, with a major chance to drop a level
	id = RIP.11702

	hide_window = yes
	
	is_triggered_only = yes	
	
	immediate = {
		FROM = {
			location = {
				set_variable = { which = prosperity_value value = 0 }
				random = {
				chance = 75 #chance to lower by 1 step
					if = {
						limit = {
							has_province_modifier = prosperity_modifier_1
						}
						remove_province_modifier = prosperity_modifier_1
						break = yes
					}
					if = {
						limit = {
							has_province_modifier = prosperity_modifier_2
						}
						remove_province_modifier = prosperity_modifier_2
						add_province_modifier = { name = prosperity_modifier_1 duration = -1 }
						break = yes
					}
					if = {
						limit = {
							has_province_modifier = prosperity_modifier_3
						}
						remove_province_modifier = prosperity_modifier_3
						add_province_modifier = { name = prosperity_modifier_2 duration = -1 }
					}
				}
			}
		}
	}
}

character_event = { #when looted prosperity progress is wiped, with a minor chance to drop a level
	id = RIP.11720

	hide_window = yes
	
	is_triggered_only = yes	
	
	immediate = {
		FROM = {
			location = {
				set_variable = { which = prosperity_value value = 0 }
				random = {
				chance = 15 #chance to lower by 1 step
					if = {
						limit = {
							has_province_modifier = prosperity_modifier_1
						}
						remove_province_modifier = prosperity_modifier_1
						break = yes
					}
					if = {
						limit = {
							has_province_modifier = prosperity_modifier_2
						}
						remove_province_modifier = prosperity_modifier_2
						add_province_modifier = { name = prosperity_modifier_1 duration = -1 }
						break = yes
					}
					if = {
						limit = {
							has_province_modifier = prosperity_modifier_3
						}
						remove_province_modifier = prosperity_modifier_3
						add_province_modifier = { name = prosperity_modifier_2 duration = -1 }
					}
				}
			}
		}
	}
}

province_event = { #when epidemic appears prosperity progress is reduced based on prosperity level
	id = RIP.11703

	hide_window = yes
	
	is_triggered_only = yes	
	
	immediate = {
		if = {
			limit = {
				has_province_modifier = prosperity_modifier_3
			}
			set_variable = { which = prosperity_value value = 500 }
		}
		if = {
			limit = {
				has_province_modifier = prosperity_modifier_2
			}
			set_variable = { which = prosperity_value value = 250 }
		}
		if = {
			limit = {
				has_province_modifier = prosperity_modifier_1
			}
			set_variable = { which = prosperity_value value = 100 }
		}
		if = {
			limit = {
				NOR = {
					has_province_modifier = prosperity_modifier_1
					has_province_modifier = prosperity_modifier_2
					has_province_modifier = prosperity_modifier_3
				}
			}
			set_variable = { which = prosperity_value value = 0 }
		}
	}
}

character_event = { #prosperity notification
	id = RIP.11712
	desc = RIP.11712.d
	picture = "GFX_evt_prospering_province"
	border = GFX_event_normal_frame_economy
	
	is_triggered_only = yes	
	
	option = {
		name = RIP.11712.a
		#
	}
}

character_event = { #removes flag on new holder
	id = RIP.11715

	hide_window = yes
	
	is_triggered_only = yes	
	
	option = {
		FROM = {
			if = {
				limit = {
					tier = count
				}
				location = {
					clr_province_flag = crown_focus_province
				}
			}
		}
	}
}

##Events for Focus provinces

province_event = { # Province Modifier Tombola
	id = RIP.11719
	hide_window = yes
	
	has_flag = crown_focus_province
	
	trigger = {
		has_province_modifier = prosperity_modifier_3
	}	
	
	mean_time_to_happen = {
		years = 45
		modifier = {
			factor = 1.2
			owner = {
				independent = no
			}
		}
		modifier = {
			factor = 0.9
			owner = {
				stewardship = 12
			}
		}
		modifier = {
			factor = 0.9
			owner = {
				stewardship = 16
			}
		}
		modifier = {
			factor = 0.9
			owner = {
				stewardship = 18
			}
		}
		modifier = {
			factor = 0.9
			owner = {
				learning = 12
			}
		}
		modifier = {
			factor = 0.9
			owner = {
				learning = 16
			}
		}
		modifier = {
			factor = 0.9
			owner = {
				learning = 18
			}
		}
		modifier = {
			factor = 0.9
			owner = {
				is_smart_trigger = yes
			}
		}
		modifier = {
			factor = 0.9
			owner = {
				OR = {
					trait = administrator
					trait = architect
					trait = scholar
					trait = gardener
				}
			}
		}
		modifier = {
			factor = 0.9
			owner = {
				trait = diligent
			}
		}
		modifier = {
			factor = 0.9
			owner = {
				OR = {
					trait = scholarly_theologian
					trait = mastermind_theologian
					trait = charismatic_negotiator
					trait = grey_eminence
					trait = fortune_builder
					trait = midas_touched
				}
			}
		}
	}
	
	immediate = {
		random_list = {
			
			10 = { # Jewish Settlement
				modifier = {
					factor = 0
					NOR = {
						owner = { religion_group = christian }
						owner = { religion_group = muslim }
						owner = { religion_group = zoroastrian_group }
					}
				}
				modifier = {
					factor = 0
					owner = {
						has_character_modifier = expelled_jewish
					}
				}
				modifier = {
					factor = 0
					OR = {
						has_province_modifier = jewish_settlement_province
						has_province_modifier = religious_settlement_province
						religion_group = jewish_group 
					}
				}
				modifier = {
					factor = 3
					owner = { trait = cynical }
				}
				province_event = { id = RIP.11704 }
			}
			10 = { # Religious Settlement
				modifier = {
					factor = 0
					OR = {
						owner = { religion_group = christian }
						owner = { religion_group = muslim }
						owner = { religion_group = zoroastrian_group }
					}
				}
				modifier = {
					factor = 0
					OR = {
						has_province_modifier = jewish_settlement_province
						has_province_modifier = religious_settlement_province
					}
				}
				modifier = {
					factor = 3
					owner = { trait = cynical }
				}
				province_event = { id = RIP.11718 }
			}
			10 = { # Monument to Glory
				modifier = {
					factor = 0
					has_province_modifier = glorious_monument_province
				}
				modifier = {
					factor = 5
					owner = {
						trait = proud
					}
				}
				province_event = { id = RIP.11707 }
			}
			10 = { # Merchant Harbor
				modifier = {
					factor = 0
					has_province_modifier = merchant_harbor_province
				}
				modifier = {
					factor = 0
					NOT = {
						port = yes
					}
				}
				province_event = { id = RIP.11708 }
			}
			10 = { # Scholar Foundation
				modifier = {
					factor = 0
					has_province_modifier = scholar_foundation_province
				}
				modifier = {
					factor = 3
					owner = {
						OR = {
							trait = scholarly_theologian
							trait = mastermind_theologian
							trait = scholar
							trait = theologian
							trait = mystic
						}
					}
				}
				province_event = { id = RIP.11709 }
			}
			10 = { # Great Library
				modifier = {
					factor = 0
					has_province_modifier = great_library_province
				}
				modifier = {
					factor = 3
					owner = {
						OR = {
							trait = scholarly_theologian
							trait = mastermind_theologian
							trait = scholar
						}
					}
				}
				province_event = { id = RIP.11710 }
			}
			10 = { # Center of Worship
				modifier = {
					factor = 0
					has_province_modifier = center_of_worship_province
				}
				modifier = {
					factor = 3
					owner = {
						OR = {
							trait = scholarly_theologian
							trait = mastermind_theologian
							trait = theologian
							trait = mystic
						}
					}
				}
				province_event = { id = RIP.11711 }
			}
			10 = { # Logging Company
				modifier = {
					factor = 0
					has_province_modifier = logging_company_province
				}
				modifier = {
					factor = 0
					NOR = {
						terrain = forest
						terrain = jungle
					}
				}
				modifier = {
					factor = 3
					owner = {
						OR = {
							trait = diligent
							trait = architect
							trait = administrator
							trait = fortune_builder
							trait = midas_touched
						}
					}
				}
				province_event = { id = RIP.11716 }
			}
			10 = { # Ore Mine
				modifier = {
					factor = 0
					has_province_modifier = ore_mine_province
				}
				modifier = {
					factor = 0
					NOT = {
						terrain = mountain
					}
				}
				modifier = {
					factor = 3
					owner = {
						OR = {
							trait = diligent
							trait = architect
							trait = administrator
							trait = fortune_builder
							trait = midas_touched
						}
					}
				}
				province_event = { id = RIP.11717 }
			}
			10 = { # Regimental Grounds
				modifier = {
					factor = 0
					has_province_modifier = regimental_ground_province
				}
				modifier = {
					factor = 3
					owner = {
						OR = {
							trait = skilled_tactician
							trait = brilliant_strategist
							martial = 14
						}
					}
				}
				province_event = { id = RIP.11721 }
			}
		
		}
	}
}

province_event = { #Reclaim Land
	id = RIP.11705
	title = PROSPERITY_TITLE
	desc = RIP.11705.d
	picture = "GFX_evt_culture_change"
	border = GFX_event_normal_frame_economy
	
	has_flag = crown_focus_province
	
	trigger = {
		has_province_modifier = prosperity_modifier_3
		NOR = {
			num_of_max_settlements = 7
			AND = { # Event adds the final slot
				province_id = 795
				num_of_max_settlements = 6
			}
			AND = { # Event adds the final slot
				province_id = 646
				num_of_max_settlements = 6
			}
		}
	}	
	
	mean_time_to_happen = {
		years = 65
		modifier = {
			factor = 1.2
			owner = {
				independent = no
			}
		}
		modifier = {
			factor = 0.9
			owner = {
				stewardship = 12
			}
		}
		modifier = {
			factor = 0.9
			owner = {
				stewardship = 16
			}
		}
		modifier = {
			factor = 0.9
			owner = {
				stewardship = 18
			}
		}
		modifier = {
			factor = 0.9
			owner = {
				learning = 12
			}
		}
		modifier = {
			factor = 0.9
			owner = {
				learning = 16
			}
		}
		modifier = {
			factor = 0.9
			owner = {
				learning = 18
			}
		}
		modifier = {
			factor = 0.9
			owner = {
				is_smart_trigger = yes
			}
		}
		modifier = {
			factor = 0.9
			owner = {
				OR = {
					trait = administrator
					trait = architect
					trait = scholar
					trait = gardener
				}
			}
		}
		modifier = {
			factor = 0.9
			owner = {
				trait = diligent
			}
		}
		modifier = {
			factor = 0.9
			owner = {
				OR = {
					trait = scholarly_theologian
					trait = mastermind_theologian
					trait = charismatic_negotiator
					trait = grey_eminence
					trait = fortune_builder
					trait = midas_touched
				}
			}
		}
	}
	
	
	option = {
		name = RIP.11705.a
		
		ai_chance = { 
			factor = 95
		}
		
		owner = {
			scaled_wealth = -2.5
		}
		add_holding_slot = 1
	}
	option = {
		name = RIP.11705.b
		
		ai_chance = { 
			factor = 5
		}
		
	}
}

province_event = { #Monetary Incentives for culture conversion
	id = RIP.11706
	title = PROSPERITY_TITLE
	desc = RIP.11706.d
	picture = "GFX_evt_culture_change"
	border = GFX_event_normal_frame_economy
	
	has_flag = crown_focus_province
	
	trigger = {
		OR = {
			has_province_modifier = prosperity_modifier_2
			has_province_modifier = prosperity_modifier_3	
		}
		owner = {
			NOT = { culture = ROOT }
		}
		NOT = { has_law = culture_conversion_0 }
	}	
	
	mean_time_to_happen = {
		years = 40
		modifier = {
			factor = 2
			owner = {
				independent = no
			}
		}
		modifier = {
			factor = 0.9
			owner = {
				stewardship = 12
			}
		}
		modifier = {
			factor = 0.9
			owner = {
				stewardship = 16
			}
		}
		modifier = {
			factor = 0.9
			owner = {
				stewardship = 18
			}
		}
		modifier = {
			factor = 0.9
			owner = {
				learning = 12
			}
		}
		modifier = {
			factor = 0.9
			owner = {
				learning = 16
			}
		}
		modifier = {
			factor = 0.9
			owner = {
				learning = 18
			}
		}
		modifier = {
			factor = 0.9
			owner = {
				is_smart_trigger = yes
			}
		}
		modifier = {
			factor = 0.9
			owner = {
				OR = {
					trait = administrator
					trait = architect
					trait = scholar
					trait = gardener
				}
			}
		}
		modifier = {
			factor = 0.9
			owner = {
				trait = diligent
			}
		}
		modifier = {
			factor = 0.9
			owner = {
				OR = {
					trait = scholarly_theologian
					trait = mastermind_theologian
					trait = charismatic_negotiator
					trait = grey_eminence
					trait = fortune_builder
					trait = midas_touched
				}
			}
		}
	}
	
	option = {
		name = RIP.11706.a

		ai_chance = { 
			factor = 50
		}
		
		owner = {
			scaled_wealth = -1
			ROOT = {
				culture = PREV
				if = {
					limit = {
						NOT = {
							religion = PREV
						}
					}
					religion = PREV
				}
				if = {
					limit = {
						has_province_modifier = nomad_agitation
					}
					remove_province_modifier = nomad_agitation
				}
			}
		}
	}
	option = {
		name = RIP.11706.b
		
		ai_chance = { 
			factor = 50
		}
		
	}
}

province_event = { #Jewish settlement 
	id = RIP.11704
	title = PROSPERITY_TITLE
	desc = RIP.11704.d
	picture = "GFX_evt_prospering_province"
	border = GFX_event_normal_frame_economy
	
	is_triggered_only = yes
	
	option = {
		name = RIP.11704.a
		
		ai_chance = { 
			factor = 95 
		
			modifier = {
				factor = 0.1
				owner = { trait = zealous }
			}
		}
		
		owner = {
			scaled_wealth = -1
			piety = -200
		}
		add_province_modifier = {
			name = jewish_settlement_province
			duration = -1
		}
	}
	option = {
		name = RIP.11704.b
		
		ai_chance = { 
			factor = 5 
		}
		
		owner = {
			piety = 200
		}
	}
}

province_event = { #Monument to Glory
	id = RIP.11707
	title = PROSPERITY_TITLE
	desc = RIP.11707.d
	picture = "GFX_evt_prospering_province"
	border = GFX_event_normal_frame_economy
	
	is_triggered_only = yes
	
	option = {
		name = RIP.11707.a
		
		ai_chance = { 
			factor = 95
		}
		
		owner = {
			scaled_wealth = -1.5
		}
		add_province_modifier = {
			name = glorious_monument_province
			duration = -1
		}
	}
	option = {
		name = RIP.11707.b
		
		ai_chance = { 
			factor = 5
		}
		
	}
}

character_event = { #Monument to Glory teardown
	id = RIP.11713
	desc = RIP.11713.d
	picture = "GFX_evt_siege"
	border = GFX_event_normal_frame_economy
	
	is_triggered_only = yes	
	
	trigger = {
		FROM = {
			location = {
				has_province_modifier = glorious_monument_province
			}
			NOT = {
				owner = { character = ROOT }
			}
		}
	}
	
	option = {
		name = GREAT
		wealth = 50
		FROM = {
			location = {
				remove_province_modifier = glorious_monument_province
			}
		}
	}
}

province_event = { #Merchant Harbor
	id = RIP.11708
	title = PROSPERITY_TITLE
	desc = RIP.11708.d
	picture = "GFX_evt_prospering_province"
	border = GFX_event_normal_frame_economy
	
	is_triggered_only = yes
	
	option = {
		name = RIP.11708.a
		
		ai_chance = { 
			factor = 95
		}
		
		owner = {
			scaled_wealth = -0.5
		}
		add_province_modifier = {
			name = merchant_harbor_province
			duration = -1
		}
	}
	option = {
		name = RIP.11708.b
		
		ai_chance = { 
			factor = 5
		}
		
	}
}

province_event = { #Scholar Foundation
	id = RIP.11709
	title = PROSPERITY_TITLE
	desc = RIP.11709.d
	picture = "GFX_evt_prospering_province"
	border = GFX_event_normal_frame_economy
	
	is_triggered_only = yes
	
	option = {
		name = RIP.11709.a
		
		ai_chance = { 
			factor = 95
		}
		
		owner = {
			scaled_wealth = -1
		}
		add_province_modifier = {
			name = scholar_foundation_province
			duration = -1
		}
	}
	option = {
		name = RIP.11709.b
		
		ai_chance = { 
			factor = 5
		}
		
	}
}

province_event = { #Great library
	id = RIP.11710
	title = PROSPERITY_TITLE
	desc = RIP.11710.d
	picture = "GFX_evt_prospering_province"
	border = GFX_event_normal_frame_economy
	
	is_triggered_only = yes
	
	option = {
		name = RIP.11709.a
		
		ai_chance = { 
			factor = 95
		}
		
		owner = {
			scaled_wealth = -0.5
		}
		add_province_modifier = {
			name = great_library_province
			duration = -1
		}
	}
	option = {
		name = RIP.11709.b
		
		ai_chance = { 
			factor = 5
		}
		
	}
}

province_event = { #Center of Worship
	id = RIP.11711
	title = PROSPERITY_TITLE
	desc = RIP.11711.d
	picture = "GFX_evt_prospering_province"
	border = GFX_event_normal_frame_economy
	
	is_triggered_only = yes
		
	option = {
		name = RIP.11711.a
		
		ai_chance = { 
			factor = 95
		}
		
		owner = { scaled_wealth = -1 }
		add_province_modifier = {
			name = center_of_worship_province
			duration = -1
		}
	}
	option = {
		name = RIP.11711.b
		
		ai_chance = { 
			factor = 5
		}
		
	}
}

province_event = { #Logging Company
	id = RIP.11716
	title = PROSPERITY_TITLE
	desc = RIP.11716.d
	picture = "GFX_evt_prospering_province"
	border = GFX_event_normal_frame_economy
	
	is_triggered_only = yes
		
	option = {
		name = RIP.11716.a
		
		ai_chance = { 
			factor = 95
		}
		
		owner = { scaled_wealth = -0.5 }
		add_province_modifier = {
			name = logging_company_province
			duration = -1
		}
	}
	option = {
		name = RIP.11716.b
		
		ai_chance = { 
			factor = 5
		}
		
		owner = { scaled_wealth = 0.3 }
	}
}

province_event = { #Ore Mine
	id = RIP.11717
	title = PROSPERITY_TITLE
	desc = RIP.11717.d
	picture = "GFX_evt_prospering_province"
	border = GFX_event_normal_frame_economy
	
	is_triggered_only = yes
		
	option = {
		name = RIP.11717.a
		
		ai_chance = { 
			factor = 95
		}
		
		owner = { scaled_wealth = -0.5 }
		add_province_modifier = {
			name = ore_mine_province
			duration = -1
		}
	}
	option = {
		name = RIP.11717.b
		
		ai_chance = { 
			factor = 5
		}
		
		owner = { scaled_wealth = 0.3 }
	}
}

province_event = { #Religious settlement 
	id = RIP.11718
	title = PROSPERITY_TITLE
	desc = RIP.11718.d
	picture = "GFX_evt_prospering_province"
	border = GFX_event_normal_frame_economy
	
	is_triggered_only = yes
	
	option = {
		name = RIP.11718.a
		
		ai_chance = { 
			factor = 95 
		
			modifier = {
				factor = 0.1
				owner = { trait = zealous }
			}
		}
		
		owner = {
			scaled_wealth = -1
			piety = -200
		}
		add_province_modifier = {
			name = religious_settlement_province
			duration = -1
		}
	}
	option = {
		name = RIP.11718.b
		
		ai_chance = { 
			factor = 5 
		}
		
		owner = {
			piety = 200
		}
	}
}

province_event = { #Regimental Grounds
	id = RIP.11721
	title = PROSPERITY_TITLE
	desc = RIP.11721.d
	picture = "GFX_evt_prospering_province"
	border = GFX_event_normal_frame_economy
	
	is_triggered_only = yes
	
	option = {
		name = RIP.11721.a
		
		ai_chance = { 
			factor = 95 
		}
		
		owner = {
			scaled_wealth = -1.5
		}
		add_province_modifier = {
			name = regimental_ground_province
			duration = -1
		}
	}
	option = {
		name = RIP.11721.b
		
		ai_chance = { 
			factor = 5 
		}
		
	}
}

province_event = { #flag cleanup 1
	id = RIP.11722

	hide_window = yes
	
	has_flag = recent_depopulation_1
	
	trigger = {
		had_province_flag = { flag = recent_depopulation_1 days = 7300 }
	}
	
	mean_time_to_happen = {
		years = 1
	}
	
	option = {
		clr_province_flag = recent_depopulation_1
	}

}

province_event = { #flag cleanup 2
	id = RIP.11723

	hide_window = yes
	
	has_flag = recent_depopulation_2
	
	trigger = {
		had_province_flag = { flag = recent_depopulation_2 days = 9125 }
	}
	
	mean_time_to_happen = {
		years = 1
	}
	
	option = {
		clr_province_flag = recent_depopulation_2
	}

}

province_event = { #flag cleanup 3
	id = RIP.11724

	hide_window = yes
	
	has_flag = recent_depopulation_3
	
	trigger = {
		had_province_flag = { flag = recent_depopulation_3 days = 10950 }
	}
	
	mean_time_to_happen = {
		years = 1
	}
	
	option = {
		clr_province_flag = recent_depopulation_3
	}

}