﻿rouse_rabble_scheme = {
	icon = {
		reference = "gfx/interface/icons/event_types/type_rouse_rabble.dds"
	}
	header_background = {
		reference = "gfx/interface/window_event/event_header_purple.dds"
	}
	sound = {
		reference = "event:/SFX/Events/Themes/sfx_event_theme_type_intrigue"
	}
	background = { # Landless Adventurer
		trigger = { government_has_flag = government_is_landless_adventurer }
		reference = bp1_bonfire
	}
	background = {
		reference = tavern
	}
}

rouse_rabble_reveler = {
	icon = {
		reference = "gfx/interface/icons/event_types/type_rouse_rabble.dds"
	}
	header_background = {
		reference = "gfx/interface/window_event/event_header_blue.dds"
	}
	sound = {
		reference = "event:/DLC/EP2/SFX/Events/Grand_Activities/Feasts/ep2_event_grand_feast"
	}
	background = {
		reference = tavern
	}
}

provoke_vassals_scheme = {
	icon = {
		reference = "gfx/interface/icons/event_types/type_rouse_rabble.dds"
	}
	header_background = {
		reference = "gfx/interface/window_event/event_header_purple.dds"
	}
	sound = {
		reference = "event:/SFX/Events/Themes/sfx_event_theme_type_intrigue"
	}
	background = { # Landless Adventurer
		trigger = { government_has_flag = government_is_landless_adventurer }
		reference = bp1_bonfire
	}
	background = {
		reference = courtyard
	}
}

spread_plague_scheme = {
	icon = {
		reference = "gfx/interface/icons/event_types/type_health.dds"
	}
	header_background = {
		reference = "gfx/interface/window_event/event_header_purple.dds"
	}
	sound = {
		reference = "event:/SFX/Events/Themes/sfx_event_theme_type_intrigue"
	}
	background = { # Landless Adventurer
		trigger = { government_has_flag = government_is_landless_adventurer }
		reference = bp1_bonfire
	}
	background = {
		reference = alley_night
	}
}

break_out_of_prison_scheme = {
	icon = {
		reference = "gfx/interface/icons/event_types/type_intrigue.dds"
	}
	header_background= {
		reference = "gfx/interface/window_event/event_header_purple.dds"
	}
	sound = {
		reference = "event:/SFX/Events/Themes/sfx_event_theme_type_intrigue"
	}
	background = { # Landless Adventurer
		trigger = { government_has_flag = government_is_landless_adventurer }
		reference = bp1_bonfire
	}
	background = {
		reference = alley_night
	}
}

poison_opinion_scheme = {
	icon = {
		reference = "gfx/interface/icons/event_types/type_diplomacy.dds"
	}
	header_background = {
		reference = "gfx/interface/window_event/event_header_blue.dds"
	}
	sound = {
		reference = "event:/SFX/Events/Themes/sfx_event_theme_type_diplomacy"
	}
	background = {
		reference = throne_room
	}
}