#Written by Dub
#I am not a great artist myself, so the event pictures are taken directly from the Nobility event pictures. If someone wishes to create some, I'd be grateful, but as it stands it is not my forté.
#Updated to include a LOT more options for personalities if owning RoM
namespace = strategoi_estate_events

country_event = { #1 The [estate_nobles.GetName] think the [estate_generals.GetName] have too much say
	id = strategoi_estate_events.1
	title = strategoi_estate_events.1.t
	desc = strategoi_estate_events.1.d
	picture = NOBLE_ESTATE_DEMANDS_eventPicture
	
	trigger = {
		has_estate = estate_nobles
		has_estate = estate_generals
		#The whole "Has one general that is not a ruler or heir"-trigger!
		if = {
			limit = {
				NOT = {
					is_heir_leader = yes
					is_monarch_leader = yes
				}
			}
			num_of_generals = 1
		}
		if = {
			limit = {
				is_heir_leader = yes
				NOT = { is_monarch_leader = yes }
			}
			num_of_generals = 2
		}
		if = {
			limit = {
				is_monarch_leader = yes
				NOT = { is_heir_leader = yes }
			}
			num_of_generals = 2
		}
		if = {
			limit = {
				is_heir_leader = yes
				is_monarch_leader = yes
			}
			num_of_generals = 3
		}
		NOT = {
			has_estate_influence_modifier = {
				estate = estate_generals
				modifier = EST_VAL_AGREED_TO_DECREASE_STRATEGOI_INFLUENCE
			}
		}
		NOT = {
			has_estate_influence_modifier = {
				estate = estate_generals
				modifier = EST_VAL_DISAGREED_TO_DECREASE_STRATEGOI_INFLUENCE
			}
		}
	}
	
	is_triggered_only = yes
	
	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 2.0
			estate_influence = {
				estate = estate_nobles
				influence = 60
			}
			estate_influence = {
				estate = estate_generals
				influence = 40
			}
		}
		
	}
	
	option = { #Side with the [estate_nobles.GetName]
		name = strategoi_estate_events.1.a
		ai_chance = {
			factor = 50
		}
		
		add_estate_loyalty = {
			estate = estate_nobles
			loyalty = 15
		}
		add_estate_loyalty = {
			estate = estate_generals
			loyalty = -20
		}
		add_estate_influence_modifier = {
			estate = estate_generals
			desc = EST_VAL_AGREED_TO_DECREASE_STRATEGOI_INFLUENCE
			influence = -10
			duration = 5475
		}
	}
	
	option = { #Side with the [estate_generals.GetName]
		name = strategoi_estate_events.1.b
		ai_chance = {
			factor = 50
		}
		
		add_estate_loyalty = {
			estate = estate_generals
			loyalty = 15
		}
		add_estate_loyalty = {
			estate = estate_nobles
			loyalty = -20
		}
		add_estate_influence_modifier = {
			estate = estate_generals
			desc = EST_VAL_DISAGREED_TO_DECREASE_STRATEGOI_INFLUENCE
			influence = 10
			duration = 5475
		}
	}
	
	option = {
		name = strategoi_estate_events.1.c #Surely we can come to an agreement here?
		ai_chance = {
			factor = 75
		}
		highlight = yes
		trigger = {
			ruler_has_personality_ancestor = { key = charismatic_negotiator }
		}
		
		add_estate_loyalty = {
			estate = estate_generals
			loyalty = 5
		}
		add_estate_loyalty = {
			estate = estate_nobles
			loyalty = 5
		}
	}
	option = {
		name = strategoi_estate_events.1.c #Surely we can come to an agreement here?
		ai_chance = {
			factor = 75
		}
		highlight = yes
		trigger = {
			ruler_has_personality_ancestor = { key = fierce_negotiator }
		}
		
		add_estate_loyalty = {
			estate = estate_generals
			loyalty = 5
		}
		add_estate_loyalty = {
			estate = estate_nobles
			loyalty = -5
		}
	}
	option = {
		name = strategoi_estate_events.1.e #Promise the [estate_nobles.GetName] compensation
		ai_chance = {
			factor = 75
		}
		highlight = yes
		trigger = {
			ruler_has_personality_ancestor = { key = silver_tongue }
		}
		
		add_years_of_income = -0.25
		add_estate_loyalty = {
			estate = estate_nobles
			loyalty = 20
		}
		add_estate_influence_modifier = {
			estate = estate_generals
			desc = EST_VAL_DISAGREED_TO_DECREASE_STRATEGOI_INFLUENCE
			influence = 10
			duration = 5475
		}
	}
}

country_event = { #2 The growing influence of the Strategoi
	id = strategoi_estate_events.2
	title = strategoi_estate_events.2.t
	desc = strategoi_estate_events.2.d
	picture = NOBLE_ESTATE_eventPicture
	
	trigger = {
		has_estate = estate_generals
		NOT = {
			has_estate_influence_modifier = {
				estate = estate_generals
				modifier = EST_VAL_STRATEGOI_SHRINK
			}
		}
		NOT = {
			has_estate_influence_modifier = {
				estate = estate_generals
				modifier = EST_VAL_STRATEGOI_GROW
			}
		}
	}
	
	is_triggered_only = yes
	
	mean_time_to_happen = {
		days = 1
	}
	

	option = {
		name = strategoi_estate_events.2.a #Ok
		
		add_estate_influence_modifier = {
			estate = estate_generals
			desc = EST_VAL_STRATEGOI_GROW
			influence = 10
			duration = 5475
		}
	}
}

country_event = { #3 The shrinking influence of the Strategoi
	id = strategoi_estate_events.3
	title = strategoi_estate_events.3.t
	desc = strategoi_estate_events.3.d
	picture = NOBLE_ESTATE_eventPicture
	
	trigger = {
		has_estate = estate_generals
		estate_influence = {
			estate = estate_generals
			influence = 15
		}
		NOT = {
			has_estate_influence_modifier = {
				estate = estate_generals
				modifier = EST_VAL_STRATEGOI_SHRINK
			}
		}
		NOT = {
			has_estate_influence_modifier = {
				estate = estate_generals
				modifier = EST_VAL_STRATEGOI_GROW
			}
		}
	}
	
	is_triggered_only = yes
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = strategoi_estate_events.3.a #Ok
		
		add_estate_influence_modifier = {
			estate = estate_generals
			desc = EST_VAL_STRATEGOI_SHRINK
			influence = -10
			duration = 5475
		}
	}
}

country_event = { #4 Promising strategos
	id = strategoi_estate_events.4
	title = strategoi_estate_events.4.t
	desc = strategoi_estate_events.4.d
	picture = BATTLE_eventPicture
	
	immediate = {
		hidden_effect = {
			random_owned_province = {
				limit = {
					NOT = { has_province_modifier = byz_province_fort_commander }
				}
				save_event_target_as = supreme_commander_fort
			}
		}
	}
	trigger = {
		has_estate = estate_generals
		estate_loyalty = {
			estate = estate_generals
			loyalty = 30
		}
		
	}
	
	is_triggered_only = yes
	
	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 2
			estate_influence = {
				estate = estate_generals
				influence = 60
			}
		}
		modifier = {
			factor = 4
			ruler_has_personality = martial_educator_personality
			has_heir = no
			NOT = { has_idea = byz_formalize_succession_laws }
		}
	}
	
	option = {
		name = strategoi_estate_events.4.a #Make him lead our armies
		ai_chance = {
			factor = 50
			modifier = {
				factor = 0
				ruler_has_personality = tactical_genius_personality
			}
			modifier = {
				factor = 0
				ruler_has_personality = martial_educator_personality
				has_heir = no
				NOT = { has_idea = byz_formalize_succession_laws }
			}
			modifier = {
				factor = 0
				ruler_has_personality = strict_personality
				has_heir = no
				NOT = { has_idea = byz_formalize_succession_laws }
			}
		}
		create_general = { tradition = 75 }
		if = {
			limit = { has_dlc = "Cradle of Civilization" }
			add_army_professionalism = 0.025
		}
	}
	option = {
		name = strategoi_estate_events.4.b #Make him commander of the fort in [supreme_commander_fort.GetName]
		ai_chance = {
			factor = 50
		}
		highlight = yes
		trigger = {
			ruler_has_personality_ancestor = { key = tactical_genius }
		}
		
		event_target:supreme_commander_fort = {
			add_province_modifier = {
				name = "byz_province_fort_commander"
				duration = 10950 #30 years
			}
		}
	}
	option = {
		name = strategoi_estate_events.4.c #This person deserves to be my Symbasileus! Martial Educator version
		ai_chance = {
			factor = 50
		}
		highlight = yes
		trigger = {
			ruler_has_personality_ancestor = { key = martial_educator }
			has_heir = no
			NOT = { has_idea = byz_formalize_succession_laws }
		}
		
		define_heir = { #I figure this is so rare to come across that should you do, you deserve it.
			age = 16
			adm = 4
			dip = 4
			mil = 6
			claim = 65
			no_consort_with_heir = yes
		}
	}
	option = {
		name = strategoi_estate_events.4.c #This person deserves to be my Symbasileus! Strict version
		ai_chance = {
			factor = 50
		}
		highlight = yes
		trigger = {
			ruler_has_personality_ancestor = { key = strict }
			has_heir = no
			NOT = { has_idea = byz_formalize_succession_laws }
		}
		
		define_heir = { #I figure this is so rare to come across that should you do, you deserve it.
			age = 16
			adm = 4
			dip = 4
			mil = 6
			claim = 65
			no_consort_with_heir = yes
		}
	}
}

country_event = { #5 [estate_generals.GetName] disagree on current military plans
	id = strategoi_estate_events.5
	title = strategoi_estate_events.5.t
	desc = {
	   trigger = { has_country_flag = strategoi_defensive_plan }
	   desc = strategoi_estate_events.5.dd
	}
	desc = {
	   trigger = { has_country_flag = strategoi_offensive_plan }
	   desc = strategoi_estate_events.5.do
	}
	picture = GENERALS_DISCUSSING_eventPicture
	
	immediate = {
		hidden_effect = {
			random_list = {
				50 = { set_country_flag = strategoi_defensive_plan }
				50 = { set_country_flag = strategoi_offensive_plan }
			}
		}
	}
	trigger = {
		has_estate = estate_generals
		NOT = {
			has_estate_influence_modifier = {
				estate = estate_generals
				modifier = EST_VAL_FOLLOWED_TACTICS_RECOMMENDATION
			}
		}
		NOT = {
			has_estate_influence_modifier = {
				estate = estate_generals
				modifier = EST_VAL_REJECTED_TACTICS_RECOMMENDATION
			}
		}
	}
	
	is_triggered_only = yes
	
	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 2
			estate_influence = {
				estate = estate_generals
				influence = 60
			}
		}
	}
	
	option = {
		name = strategoi_estate_events.5.ao #Follow the recommendations on offensive tactics
		ai_chance = {
			factor = 50
		}
		trigger = { has_country_flag = strategoi_offensive_plan }
		
		add_country_modifier = {
			name = offensive_modifier
			duration = 3650
		}
		add_estate_loyalty = {
			estate = estate_generals
			loyalty = 10
		}
		add_estate_influence_modifier = {
			estate = estate_generals
			desc = EST_VAL_FOLLOWED_TACTICS_RECOMMENDATION
			influence = 10
			duration = 3650
		}
		clr_country_flag = strategoi_offensive_plan
	}
	option = {
		name = strategoi_estate_events.5.bo #Reject the recommendations and use defensive tactics
		ai_chance = {
			factor = 50
		}
		trigger = { has_country_flag = strategoi_offensive_plan }
		
		add_country_modifier = {
			name = defensive_modifier
			duration = 3650
		}
		add_estate_loyalty = {
			estate = estate_generals
			loyalty = -10
		}
		add_estate_influence_modifier = {
			estate = estate_generals
			desc = EST_VAL_REJECTED_TACTICS_RECOMMENDATION
			influence = -10
			duration = 3650
		}
		clr_country_flag = strategoi_offensive_plan
	}
	option = {
		name = strategoi_estate_events.5.ad #Follow the recommendations on defensive tactics
		ai_chance = {
			factor = 50
		}
		trigger = { has_country_flag = strategoi_defensive_plan }
		
		add_country_modifier = {
			name = defensive_modifier
			duration = 3650
		}
		add_estate_loyalty = {
			estate = estate_generals
			loyalty = 10
		}
		add_estate_influence_modifier = {
			estate = estate_generals
			desc = EST_VAL_FOLLOWED_TACTICS_RECOMMENDATION
			influence = 10
			duration = 3650
		}
		clr_country_flag = strategoi_defensive_plan
	}
	option = {
		name = strategoi_estate_events.5.bd #Reject the recommendations and use offensive tactics
		ai_chance = {
			factor = 50
		}
		trigger = { has_country_flag = strategoi_defensive_plan }
		
		add_country_modifier = {
			name = offensive_modifier
			duration = 3650
		}
		add_estate_loyalty = {
			estate = estate_generals
			loyalty = -10
		}
		add_estate_influence_modifier = {
			estate = estate_generals
			desc = EST_VAL_REJECTED_TACTICS_RECOMMENDATION
			influence = -10
			duration = 3650
		}
		clr_country_flag = strategoi_defensive_plan
	}
	option = {
		name = strategoi_estate_events.5.c #Show them your clearly superior military plans
		ai_chance = {
			factor = 75
		}
		highlight = yes
		trigger = {
			ruler_has_personality_ancestor = { key = tactical_genius }
		}
		
		random_list = {
			80 = {
				add_country_modifier = {
					name = byz_great_plan
					duration = 3650
				}
				add_estate_loyalty = {
					estate = estate_generals
					loyalty = 20
				}
			}
			20 = {
				add_country_modifier = {
					name = byz_not_so_great_plan
					duration = 3650
				}
				add_estate_loyalty = {
					estate = estate_generals
					loyalty = -10
				}
			}
		}
	}
}

country_event = { #6 [revolting_theme_capital.GetName] revolts!
	id = strategoi_estate_events.6
	title = strategoi_estate_events.6.t
	desc = strategoi_estate_events.6.d
	picture = REVOLUTION_eventPicture
	
	immediate = {
		hidden_effect = {
			random_owned_province = {
				limit = {
					estate_generals_is_theme_capital_trigger = yes
				}
				save_event_target_as = revolting_theme_capital
			}
		}
	}
	trigger = {
		has_estate = estate_generals
		NOT = {
			estate_loyalty = {
				estate = estate_generals
				loyalty = 30
			}
		}
	}
	
	is_triggered_only = yes
	
	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 2
			estate_influence = {
				estate = estate_generals
				influence = 40
			}
		}
	}
	
	option = {
		name = strategoi_estate_events.6.a #Those arrogant fools!
		
		event_target:revolting_theme_capital = {
			spawn_rebels = {
				type = pretender_rebels
				size = 5
			}
		}
		if = {
			limit = { has_dlc = "Cradle of Civilization" }
			add_army_professionalism = -0.025
		}
		kill_leader = { type = general }
	}
}

country_event = { #7 [estate_generals.GetName] wish to use the local Basilica
	id = strategoi_estate_events.7
	title = strategoi_estate_events.7.t
	desc = { #Apparently this event can pick Constantinople. Thanks to guto8797 for finding this out. Let's hope this easter egg will be a fun one!
		trigger = {
			event_target:theme_capital_no_army_camp = {
				province_id = 151
			}
		}
		desc = strategoi_estate_events.7.d_extra
	}
	desc = {
		trigger = {
			event_target:theme_capital_no_army_camp = {
				NOT = { province_id = 151 }
			}
		}
		desc = strategoi_estate_events.7.d
	}
	picture = ST_PETERS_CHURCH_eventPicture
	
	immediate = {
		hidden_effect = {
			random_owned_province = {
				limit = {
					OR = {
						has_building = fort_15th
						has_building = fort_16th
						has_building = fort_17th
						has_building = fort_18th
					}
					NOT = { has_building = regimental_camp }
					NOT = { has_building = conscription_center }
				}
				save_event_target_as = theme_capital_no_army_camp
			}
		}
	}
	
	trigger = {
		has_estate = estate_generals
		has_estate = estate_church
		any_owned_province = {
			OR = {
				has_building = fort_15th
				has_building = fort_16th
				has_building = fort_17th
				has_building = fort_18th
			}
			NOT = { has_building = regimental_camp }
			NOT = { has_building = conscription_center }
		}
		NOT = {
			has_estate_influence_modifier = {
				estate = estate_generals
				modifier = EST_VAL_ALLOWED_TO_USE_BASILICA
			}
		}
		NOT = {
			has_estate_influence_modifier = {
				estate = estate_generals
				modifier = EST_VAL_DISALLOWED_TO_USE_BASILICA
			}
		}
	}
	
	is_triggered_only = yes
	
	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 2
			estate_influence = {
				estate = estate_generals
				influence = 40
			}
		}
	}
	
	option = {
		name = strategoi_estate_events.7.a #Disregard the act of sacrilege
		ai_chance = {
			factor = 50
		}
		trigger = {
			event_target:theme_capital_no_army_camp = {
				NOT = { province_id = 151 }
			}
		}
		
		add_patriarch_authority = -0.1
		add_estate_loyalty = {
			estate = estate_generals
			loyalty = 10
		}
		add_estate_loyalty = {
			estate = estate_church
			loyalty = -20
		}
		add_estate_influence_modifier = {
			estate = estate_generals
			desc = EST_VAL_ALLOWED_TO_USE_BASILICA
			influence = 10
			duration = 3650
		}
	}
	option = {
		name = strategoi_estate_events.7.b #Lecture them for attempting such an act of desecration!
		ai_chance = {
			factor = 50
		}
		trigger = {
			event_target:theme_capital_no_army_camp = {
				NOT = { province_id = 151 }
			}
		}
		
		add_patriarch_authority = 0.05
		add_estate_loyalty = {
			estate = estate_generals
			loyalty = -10
		}
		add_estate_loyalty = {
			estate = estate_church
			loyalty = 10
		}
		add_estate_influence_modifier = {
			estate = estate_generals
			desc = EST_VAL_DISALLOWED_TO_USE_BASILICA
			influence = -10
			duration = 3650
		}
	}
	option = { #Option specifically for if Constantinople was picked.
		name = strategoi_estate_events.7.c #Reprimand? They deserve to be replaced and then banished from this country for committing such an act!
		ai_chance = {
			factor = 50
		}
		trigger = {
			event_target:theme_capital_no_army_camp = {
				province_id = 151
			}
		}
		
		kill_leader = {
			type = general
		}
		add_estate_loyalty = {
			estate = estate_generals
			loyalty = -20
		}
		add_estate_loyalty = {
			estate = estate_church
			loyalty = 10
		}
		add_estate_influence_modifier = {
			estate = estate_generals
			desc = EST_VAL_DISALLOWED_TO_USE_BASILICA
			influence = -10
			duration = 3650
		}
	}
	option = {
		name = strategoi_estate_events.7.c #Reprimand? They deserve to be replaced and then banished from this country for committing such an act!
		ai_chance = {
			factor = 50
		}
		highlight = yes
		trigger = {
			ruler_has_personality_ancestor = { key = zealot }
			event_target:theme_capital_no_army_camp = {
				NOT = { province_id = 151 }
			}
		}
		
		add_patriarch_authority = 0.1
		add_estate_loyalty = {
			estate = estate_generals
			loyalty = -15
		}
		add_estate_loyalty = {
			estate = estate_church
			loyalty = 30
		}
		add_estate_influence_modifier = {
			estate = estate_generals
			desc = EST_VAL_DISALLOWED_TO_USE_BASILICA
			influence = -20
			duration = 3650
		}
	}
}

country_event = { #8 The [estate_generals.GetName] suggest building a cannon factory
	id = strategoi_estate_events.8
	title = strategoi_estate_events.8.t
	desc = strategoi_estate_events.8.d
	picture = CITY_VIEW_eventPicture
	
	immediate = {
		hidden_effect = {
			random_owned_province = {
				limit = {
					estate_generals_is_theme_capital_trigger = yes
					NOT = { has_province_modifier = byz_cannon_factory }
				}
				save_event_target_as = cannon_factory_province
			}
		}
	}
	
	trigger = {
		has_estate = estate_generals
		any_owned_province = {
			estate_generals_is_theme_capital_trigger = yes
			NOT = { has_province_modifier = byz_cannon_factory }
		}
		mil_tech = 7
		NOT = {
			has_estate_influence_modifier = {
				estate = estate_generals
				modifier = EST_VAL_AGREED_TO_BUILD_CANNON_FACTORY
			}
		}
		NOT = {
			has_estate_influence_modifier = {
				estate = estate_generals
				modifier = EST_VAL_DISAGREED_TO_BUILD_CANNON_FACTORY
			}
		}
	}
	
	is_triggered_only = yes
	
	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 2
			estate_influence = {
				estate = estate_generals
				influence = 40
			}
		}
	}
	
	option = {
		name = strategoi_estate_events.8.a #Build the cannon factory
		ai_chance = {
			factor = 50
		}
		
		add_years_of_income = -0.5
		event_target:cannon_factory_province = {
			add_province_modifier = {
				name = byz_cannon_factory
				duration = 3650
			}
		}
		add_estate_loyalty = {
			estate = estate_generals
			loyalty = 10
		}
		add_estate_influence_modifier = {
			estate = estate_generals
			desc = EST_VAL_AGREED_TO_BUILD_CANNON_FACTORY
			influence = 10
			duration = 3650
		}
	}
	option = {
		name = strategoi_estate_events.8.b #Do not
		ai_chance = {
			factor = 50
		}
		
		add_estate_loyalty = {
			estate = estate_generals
			loyalty = -10
		}
		add_estate_influence_modifier = {
			estate = estate_generals
			desc = EST_VAL_DISAGREED_TO_BUILD_CANNON_FACTORY
			influence = -5
			duration = 3650
		}
	}
}

country_event = { #9 The Themata don't want to fight
	id = strategoi_estate_events.9
	title = strategoi_estate_events.9.t
	desc = strategoi_estate_events.9.d
	picture = BATTLE_eventPicture
	
	trigger = {
		has_estate = estate_generals
		NOT = {
			estate_loyalty = {
				estate = estate_generals
				loyalty = 30
			}
		}
		NOT = { has_country_modifier = byz_disloyal_themata }
		is_at_war = yes
	}
	
	is_triggered_only = yes
	
	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 2
			estate_influence = {
				estate = estate_generals
				influence = 40
			}
		}
	}
	
	option = {
		name = strategoi_estate_events.9.a #Bastards!
		add_country_modifier = {
			name = "byz_disloyal_themata"
			duration = 3650
		}
		if = {
			limit = { has_dlc = "Cradle of Civilization" }
			add_army_professionalism = -0.05
		}
	}
}

country_event = { #10 No taxes to be collected in [failed_taxing_province.GetName]
	id = strategoi_estate_events.10
	title = strategoi_estate_events.10.t
	desc = strategoi_estate_events.10.d
	picture = FEUDALISM_eventPicture
	
	immediate = {
		hidden_effect = {
			random_owned_province = {
				limit = {
					estate_generals_is_theme_capital_trigger = yes
				}
				save_event_target_as = failed_taxing_province
			}
		}
	}
	
	trigger = {
		has_estate = estate_generals
		estate_loyalty = {
			estate = estate_generals
			loyalty = 30
		}
	}
	
	is_triggered_only = yes
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = strategoi_estate_events.10.a #Reimburse them from the state treasury
		ai_chance = {
			factor = 50
		}
		
		add_years_of_income = -0.5
		add_estate_loyalty = {
			estate = estate_generals
			loyalty = 10
		}
	}
	option = {
		name = strategoi_estate_events.10.b #Refrain from helping them
		ai_chance = {
			factor = 50
		}
		
		add_estate_loyalty = {
			estate = estate_generals
			loyalty = -10
		}
	}
	option = {
		name = strategoi_estate_events.10.c #How about... a little more?
		ai_chance = {
			factor = 75
		}
		highlight = yes
		trigger = {
			ruler_has_personality = embezzler_personality #'Cause PDX never added ancestor_embezzler_personality apparently
		}
		
		add_years_of_income = -1
		add_estate_loyalty = {
			estate = estate_generals
			loyalty = 20
		}
	}
}

country_event = { #11 The [estate_generals.GetName] renounce the [Root.Monarch.GetTitle]!
	id = strategoi_estate_events.11
	title = strategoi_estate_events.11.t
	desc = strategoi_estate_events.11.d
	picture = BATTLE_eventPicture
	
	trigger = {
		has_estate = estate_generals
		NOT = {
			estate_loyalty = {
				estate = estate_generals
				loyalty = 30
			}
		}
		has_estate_privilege = estate_generals_dynastic_support
	}
	
	is_triggered_only = yes
	
	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 2
			estate_influence = {
				estate = estate_generals
				influence = 40
			}
		}
	}
	
	option = {
		name = strategoi_estate_events.11.a #The [Root.Dynasty.GetName] dynasty will stand strong no matter what!
		ai_chance = {
			factor = 25
		}
		add_legitimacy = -35
		add_heir_claim = -50
	}
	option = {
		name = strategoi_estate_events.11.b #Keep calm, no one's going to notice
		ai_chance = {
			factor = 75
		}
		highlight = yes
		trigger = {
			ruler_has_personality_ancestor = { key = calm }
		}
		
		add_legitimacy = -15
		add_heir_claim = -25
	}
	option = {
		name = strategoi_estate_events.11.c #Put this up for trial in legislative court
		ai_chance = {
			factor = 75
		}
		highlight = yes
		trigger = {
			ruler_has_personality_ancestor = { key = just }
		}
		
		random_list = {
			75 = {
				add_legitimacy = 5
				add_heir_claim = 10
			}
			25 = {
				add_legitimacy = -15
				add_heir_claim = -25
			}
		}
	}
	option = {
		name = strategoi_estate_events.11.c #Put this up for trial in legislative court
		ai_chance = {
			factor = 75
		}
		highlight = yes
		trigger = {
			ruler_has_personality_ancestor = { key = lawgiver }
		}
		
		random_list = {
			75 = {
				add_legitimacy = 5
				add_heir_claim = 10
			}
			25 = {
				add_legitimacy = -15
				add_heir_claim = -25
			}
		}
	}
}

country_event = { #12 The [estate_generals.GetName] demand higher status
	id = strategoi_estate_events.12
	title = strategoi_estate_events.12.t
	desc = strategoi_estate_events.12.d
	picture = NOBLE_ESTATE_DEMANDS_eventPicture
	
	trigger = {
		has_estate = estate_nobles
		has_estate = estate_generals
		NOT = {
			has_estate_influence_modifier = {
				estate = estate_generals
				modifier = EST_VAL_AGREED_TO_INCREASE_STRATEGOI_STATUS
			}
		}
		NOT = {
			has_estate_influence_modifier = {
				estate = estate_generals
				modifier = EST_VAL_DISAGREED_TO_INCREASE_STRATEGOI_STATUS
			}
		}
		estate_influence = {
			estate = estate_generals
			influence = 60
		}
	}
	
	is_triggered_only = yes
	
	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 2
			estate_influence = {
				estate = estate_nobles
				influence = 50
			}
			estate_influence = {
				estate = estate_generals
				influence = 70
			}
		}
	}
	
	option = { #Increase privileges
		name = strategoi_estate_events.12.a
		ai_chance = {
			factor = 50
		}
		
		add_estate_loyalty = {
			estate = estate_nobles
			loyalty = -10
		}
		add_estate_influence_modifier = {
			estate = estate_generals
			desc = EST_VAL_AGREED_TO_INCREASE_STRATEGOI_STATUS
			influence = 10
			duration = 5475
		}
	}
	
	option = { #Keep the status quo
		name = strategoi_estate_events.12.b
		ai_chance = {
			factor = 50
		}
		
		add_estate_loyalty = {
			estate = estate_generals
			loyalty = -20
		}
		add_estate_influence_modifier = {
			estate = estate_generals
			desc = EST_VAL_DISAGREED_TO_INCREASE_STRATEGOI_STATUS
			influence = -10
			duration = 5475
		}
	}
	
	option = {
		name = strategoi_estate_events.13.c #Talk some sense into them
		ai_chance = {
			factor = 75
		}
		highlight = yes
		trigger = {
			ruler_has_personality = naive_personality
		}
		
		add_estate_loyalty = {
			estate = estate_generals
			loyalty = -5
		}
	}
}

country_event = { #13 Conflicts between the [estate_nobles.GetName] & the [estate_generals.GetName]
	id = strategoi_estate_events.13
	title = strategoi_estate_events.13.t
	desc = strategoi_estate_events.13.d
	picture = DIPLOMAT_INTERROGATION_eventPicture
	
	trigger = {
		has_estate = estate_nobles
		has_estate = estate_generals
		NOT = {
			has_estate_influence_modifier = {
				estate = estate_generals
				modifier = EST_VAL_SIDED_WITH_THE_STRATEGOI
			}
		}
		NOT = {
			has_estate_influence_modifier = {
				estate = estate_generals
				modifier = EST_VAL_SIDED_WITH_THE_NOBLES
			}
		}
		has_estate_privilege = estate_generals_promote_to_katepano
	}
	
	is_triggered_only = yes
	
	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 2
			estate_influence = {
				estate = estate_nobles
				influence = 40
			}
			estate_influence = {
				estate = estate_generals
				influence = 60
			}
		}
	}
	
	option = { #Side with the [estate_generals,GetName]
		name = strategoi_estate_events.13.a
		ai_chance = {
			factor = 50
		}
		
		add_estate_loyalty = {
			estate = estate_nobles
			loyalty = -10
		}
		add_estate_loyalty = {
			estate = estate_generals
			loyalty = 10
		}
		add_estate_influence_modifier = {
			estate = estate_nobles
			desc = EST_VAL_SIDED_WITH_THE_STRATEGOI
			influence = -10
			duration = 3650
		}
		add_estate_influence_modifier = {
			estate = estate_generals
			desc = EST_VAL_SIDED_WITH_THE_STRATEGOI
			influence = 10
			duration = 3650
		}
	}
	
	option = { #Side with the [estate_nobles,GetName]
		name = strategoi_estate_events.13.b
		ai_chance = {
			factor = 50
		}
		
		add_estate_loyalty = {
			estate = estate_generals
			loyalty = -10
		}
		add_estate_loyalty = {
			estate = estate_nobles
			loyalty = 10
		}
		add_estate_influence_modifier = {
			estate = estate_generals
			desc = EST_VAL_SIDED_WITH_THE_NOBLES
			influence = -10
			duration = 3650
		}
		add_estate_influence_modifier = {
			estate = estate_nobles
			desc = EST_VAL_SIDED_WITH_THE_NOBLES
			influence = 10
			duration = 3650
		}
	}
	
	option = {
		name = strategoi_estate_events.1.c #Surely we can come to an agreement here?
		ai_chance = {
			factor = 75
		}
		highlight = yes
		trigger = {
			ruler_has_personality_ancestor = { key = charismatic_negotiator }
		}
		
		add_estate_loyalty = {
			estate = estate_generals
			loyalty = -5
		}
	}
	option = {
		name = strategoi_estate_events.1.c #Surely we can come to an agreement here?
		ai_chance = {
			factor = 75
		}
		highlight = yes
		trigger = {
			ruler_has_personality_ancestor = { key = fierce_negotiator }
		}
		
		add_estate_loyalty = {
			estate = estate_nobles
			loyalty = -5
		}
	}
	option = {
		name = strategoi_estate_events.1.e #Promise the [estate_nobles.GetName] compensation
		ai_chance = {
			factor = 75
		}
		highlight = yes
		trigger = {
			ruler_has_personality_ancestor = { key = silver_tongue }
		}
		
		add_years_of_income = -0.25
		add_estate_loyalty = {
			estate = estate_nobles
			loyalty = 10
		}
		add_estate_influence_modifier = {
			estate = estate_generals
			desc = EST_VAL_SIDED_WITH_THE_STRATEGOI
			influence = 10
			duration = 3650
		}
	}
}

country_event = { #14 The inclusion of the [estate_burghers.GetName] in the Themata
	id = strategoi_estate_events.14
	title = strategoi_estate_events.14.t
	desc = strategoi_estate_events.14.d
	picture = BURGHER_ESTATE_UPSET_eventPicture
	
	
	trigger = {
		has_estate = estate_generals
		has_estate = estate_burghers
		NOT = {
			has_estate_influence_modifier = {
				estate = estate_generals
				modifier = EST_VAL_ALLOWED_INCLUSION_OF_BURGHERS_IN_ARMY
			}
		}
		NOT = {
			has_estate_influence_modifier = {
				estate = estate_generals
				modifier = EST_VAL_DISALLOWED_INCLUSION_OF_BURGHERS_IN_ARMY
			}
		}
	}
	
	is_triggered_only = yes
	
	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 2
			estate_influence = {
				estate = estate_generals
				influence = 50
			}
		}
		
	}
	
	option = {
		name = strategoi_estate_events.14.a #Don't exempt the [estate_burghers.GetName] from military service
		ai_chance = {
			factor = 50
		}
		
		add_estate_loyalty = {
			estate = estate_generals
			loyalty = 10
		}
		add_estate_loyalty = {
			estate = estate_burghers
			loyalty = -20
		}
		add_estate_influence_modifier = {
			estate = estate_generals
			desc = EST_VAL_ALLOWED_INCLUSION_OF_BURGHERS_IN_ARMY
			influence = 10
			duration = 3650
		}
	}
	option = {
		name = strategoi_estate_events.14.b #Make an exception for the [estate_burghers.GetName]
		ai_chance = {
			factor = 50
		}
		
		add_estate_loyalty = {
			estate = estate_generals
			loyalty = -10
		}
		add_estate_loyalty = {
			estate = estate_burghers
			loyalty = 10
		}
		add_estate_influence_modifier = {
			estate = estate_generals
			desc = EST_VAL_DISALLOWED_INCLUSION_OF_BURGHERS_IN_ARMY
			influence = -10
			duration = 3650
		}
	}
}

country_event = { #21 The [Root.GetGeneralsName] are rebelling against the [Root.Monarch.GetTitle]!
	id = strategoi_estate_events.21
	title = strategoi_estate_events.21.t
	desc = strategoi_estate_events.21.d
	picture = CIVIL_WAR_eventPicture
	
	is_triggered_only = yes
	
	trigger = {
	}
	
	immediate = {
		add_stability = -3
		every_owned_province = {
			limit = {
				estate_generals_is_theme_capital_trigger = yes
			}
			spawn_rebels = {
				type = pretender_rebels
				size = 3
			}
		}
		kill_leader = { type = general }
		set_country_flag = byz_current_ruler_is_not_deposed
	}
	
	option = {
		name = strategoi_estate_events.21.a #Dark times are ahead of us...
		ai_chance = {
			factor = 1
		}
		if = {
			limit = { has_dlc = "Cradle of Civilization" }
			add_army_professionalism = -0.2
		}
	}
}

country_event = { #22 The [Root.GetGeneralsName] have been pacified
	id = strategoi_estate_events.22
	title = strategoi_estate_events.22.t
	desc = {
		trigger = { has_country_flag = byz_current_ruler_is_not_deposed }
		desc = strategoi_estate_events.22.da
	}
	desc = {
		trigger = { NOT = { has_country_flag = byz_current_ruler_is_not_deposed } }
		desc = strategoi_estate_events.22.db
	}
	
	picture = GOOD_WITH_MONARCH_eventPicture
	
	is_triggered_only = yes
	
	option = {
		name = strategoi_estate_events.22.a #Finally we may get this country back on its legs!
		trigger = {
			has_country_flag = byz_current_ruler_is_not_deposed
		}
		
		add_stability = 3
		add_estate_influence_modifier = {
			estate = estate_generals
			desc = EST_VAL_REPLACED_STRATEGOI
			influence = -20
			duration = 7300
		}
		clr_country_flag = byz_current_ruler_is_not_deposed
	}
	
	option = {
		name = strategoi_estate_events.22.b #Disband the Themes so that this never happens again!
		trigger = {
			has_country_flag = byz_current_ruler_is_not_deposed
		}
		
		add_stability = 3
		remove_government_reform = exarch_system_reform #Will remove the revoke thing as well.
		clr_country_flag = byz_current_ruler_is_not_deposed
	}
	
	option = {
		name = strategoi_estate_events.22.c #[Root.Monarch.GetName] [Root.Monarch.Dynasty.GetName], the new [Root.GetAutokratorHimHer] of the Romans!
		trigger = {
			NOT = { has_country_flag = byz_current_ruler_is_not_deposed }
		}
		
	}
}

country_event = { #31 The War is won!
	id = strategoi_estate_events.31
	title = strategoi_estate_events.31.t
	desc = strategoi_estate_events.31.d
	picture = BATTLE_eventPicture
	
	is_triggered_only = yes
	
	trigger = {
		has_country_flag = br_military_parades_mechanic_active
		estate_generals_country_has_num_of_theme_capitals_trigger = { value = 1 }
		capital_scope = { #Every 5 years limit
			NOT = { has_province_modifier = generals_parade_province_privilege_mod }
		}
	}
	
	option = {
		name = strategoi_estate_events.31.a #Victory!
		add_army_tradition = 5
		capital_scope = {
			add_province_modifier = {
				name = "generals_parade_province_privilege_mod"
				duration = 1825
			}
		}
		
	}
}
