add_namespace = nf_grh

country_event = { # The end of the world
	id = nf_grh.1
	title = nf_grh.1.t
	desc = nf_grh.1.d

	is_triggered_only = yes

	option = {
		name = nf_grh.1.a
		836 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}

	option = {
		name = nf_grh.1.b
		836 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}

	option = {
		name = nf_grh.1.c
		every_owned_state = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
}

country_event = { # the long watch
	id = nf_grh.2
	title = nf_grh.2.t
	desc = nf_grh.2.d

	is_triggered_only = yes

	option = { #Quantity over Quality
		name = nf_grh.2.a
		add_ideas = grh_the_army_of_honduras
	}

	option = { #Quality over Quantity
		name = nf_grh.2.b
		add_ideas = grh_the_might_of_honduras
	}
}

country_event = { # the night of savagery
	id = nf_grh.3
	title = nf_grh.3.t
	desc = nf_grh.3.d

	is_triggered_only = yes

	option = {
		name = nf_grh.3.a
		ai_chance = { factor = 100 }
		add_manpower = -1500
		army_experience = 10
		add_war_support = 0.20
	}

	option = {
		name = nf_grh.3.b
		ai_chance = { factor = 100 }
		add_manpower = -1000
		army_experience = 5
		add_war_support = 0.10
	}

	option = {
		name = nf_grh.3.c
		ai_chance = { factor = 100 }
		add_manpower = -500
		add_stability = 0.05
	}
}

country_event = { # the hardest choices
	id = nf_grh.4
	title = nf_grh.4.t
	desc = nf_grh.4.d

	is_triggered_only = yes

	option = {
		name = nf_grh.4.a
	}

	option = {
		name = nf_grh.4.b
		hidden_effect = { 
			set_global_flag = grh_supported_the_coup
		}
		HRD = {
			country_event = nf_grh.5
		}
	}
}

country_event = { # HRD rebellion
	id = nf_grh.5
	title = nf_grh.5.t
	desc = nf_grh.5.d

	is_triggered_only = yes

	option = {
		name = nf_grh.5.a
		add_stability = -0.4
		add_war_support = -0.4
		add_manpower = -5000
		add_ideas = hrd_civil_war
	}
}

country_event = { # Victory over the horde
	id = nf_grh.6
	title = nf_grh.6.t
	desc = nf_grh.6.d

	is_triggered_only = yes

	option = {
		name = nf_grh.6.a
		add_stability = 0.2
		add_war_support = -0.2
		remove_ideas = grh_bloody_war
		add_dynamic_modifier = { modifier = grh_the_road_to_recovery }
		hidden_effect = { 
			force_update_dynamic_modifier = yes
		}
	}
}

country_event = { # Looking North
	id = nf_grh.7
	title = nf_grh.7.t
	desc = nf_grh.7.d

	is_triggered_only = yes

	option = {
		name = nf_grh.7.a
		add_war_support = 0.1
	}
}

country_event = { # Looking within
	id = nf_grh.8
	title = nf_grh.8.t
	desc = nf_grh.8.d

	is_triggered_only = yes

	option = {
		name = nf_grh.8.a
		add_stability = 0.05
		add_political_power = 50
	}
}

country_event = { # Looking South
	id = nf_grh.9
	title = nf_grh.9.t
	desc = nf_grh.9.d

	is_triggered_only = yes

	option = {
		name = nf_grh.9.a
		add_equipment_to_stockpile = { 
			type = infantry_equipment
			amount = 500
		}
		add_dynamic_modifier = { modifier = grh_consequences_of_the_south }
		hidden_effect = { 
			force_update_dynamic_modifier = yes
		}
		add_ideas = grh_pirate_raids
	}
}

country_event = { # Luis' devotion
	id = nf_grh.10
	title = nf_grh.10.t
	desc = nf_grh.10.d

	is_triggered_only = yes

	option = {
		name = nf_grh.10.a
		add_country_leader_trait = political_workhorse 
		add_country_leader_trait = armaments_organizer
		add_political_power = 50
	}
}

country_event = { # Luis' greed
	id = nf_grh.11
	title = nf_grh.11.t
	desc = nf_grh.11.d

	is_triggered_only = yes

	option = {
		name = nf_grh.11.a
		add_country_leader_trait = military_background 
		add_country_leader_trait = propaganda_team
		army_experience = 10
	}
}

country_event = { # The canal is restored!
	id = nf_grh.12
	title = nf_grh.12.t
	desc = nf_grh.12.d

	is_triggered_only = yes

	option = {
		name = nf_grh.12.a
	}
}





country_event = { # the night of savagery
	id = nf_grh.25
	title = nf_grh.25.t
	desc = nf_grh.25.d

	is_triggered_only = yes

	immediate = {
		hidden_effect = {
			838 = {
				add_core_of = HRD
			}
			
			IF = {
				limit = {
					check_variable = {
						grh_southern_strength > 11
					}
				}
				837 = {
					add_core_of = HRD
				}
			}
			
			GRH = {
				release = HRD
				complete_national_focus = grh_the_second_night
			}

			838 = {
				teleport_armies = {
					to_state_array = owned_states
				}
			}

			IF = {
				limit = {
					check_variable = {
						grh_southern_strength > 11
					}
				}
				837 = {
					teleport_armies = {
						to_state_array = owned_states
					}
				}
			}

			HRD = {
				create_new_owb_country = yes
				declare_war_on = {
					target = GRH
					type = annex_everything
				}
				country_event = nf_grh.50
				add_ideas = grh_bloody_war2
			}

			GRH = {
				add_ideas = grh_bloody_war
				add_state_core = 838
				add_state_core = 837
			}
		}
	}

	option = {
		name = nf_grh.25.a
		ai_chance = { factor = 100 }
		add_stability = -0.2
		add_war_support = 0.1
	}

	option = {
		name = nf_grh.25.b
		ai_chance = { factor = 100 }
		GRH = {
			add_stability = -0.2
			add_war_support = 0.1
		}
		HRD = { change_tag_from = ROOT }
	}
}

country_event = { # Ask Mexico for help
	id = nf_grh.29
	title = nf_grh.29.t
	desc = nf_grh.29.d

	is_triggered_only = yes

	option = { #request help
		name = nf_grh.29.a

		hidden_effect = {
            ITZ = {
                country_event = {
					id = nf_grh.30
					random_hours = 24
				}
            }
            CAF = {
                country_event = {
					id = nf_grh.30
					random_hours = 24
				}
            }
            TDT = {
                country_event = {
					id = nf_grh.30
					random_hours = 24
				}
            }
            ATE = {
                country_event = {
					id = nf_grh.30
					random_hours = 24
				}
            }
            PET = {
                country_event = {
					id = nf_grh.30
					random_hours = 24
				}
            }
            TLA = {
                country_event = {
					id = nf_grh.30
					random_hours = 24
				}
            }
            TVR = {
                country_event = {
					id = nf_grh.30
					random_hours = 24
				}
            }
            ARM = {
                country_event = {
					id = nf_grh.30
					random_hours = 24
				}
            }
            RRG = {
                country_event = {
					id = nf_grh.30
					random_hours = 24
				}
            }
            BLO = {
                country_event = {
					id = nf_grh.30
					random_hours = 24
				}
            }
            FFI = {
                country_event = {
					id = nf_grh.30
					random_hours = 24
				}
            }
            SIN = {
                country_event = {
					id = nf_grh.30
					random_hours = 24
				}
            }
            GDH = {
                country_event = {
					id = nf_grh.30
					random_hours = 24
				}
            }
            LGS = {
                country_event = {
					id = nf_grh.30
					random_hours = 24
				}
            }
            ZAP = {
                country_event = {
					id = nf_grh.30
					random_hours = 24
				}
            }
            MOC = {
                country_event = {
					id = nf_grh.30
					random_hours = 24
				}
            }
            MAX = {
                country_event = {
					id = nf_grh.30
					random_hours = 24
				}
            }
        }
        custom_effect_tooltip = grh_request_aid_tt
	}
}

country_event = { # Plea for Help
	id = nf_grh.30
	title = nf_grh.30.t
	desc = nf_grh.30.d

	is_triggered_only = yes

	option = { #no help
		name = nf_grh.30.a

		ai_chance = {
			base = 2

			modifier = {
				has_equipment = {
					infantry_equipment < 250
				}
				add = 30
			}

			modifier = {
				has_manpower < 500
				add = 10
			}

			modifier = {
				has_war = yes
				add = 50
			}

			modifier = {
				has_country_flag = is_cartel_nation
				add = 20
			}
		}
	}

	option = { #little help
		name = nf_grh.30.b

		ai_chance = {
			base = 2

			modifier = {
				AND = {
					original_tag = ITZ
					is_sebastian_leader = yes
				}
				add = 10
			}

			modifier = {
				is_in_faction_with = GRH
				add = 5
			}

			modifier = {
				original_tag = CAF
				add = 10
			}
		}

		effect_tooltip = {
			add_manpower = -250

			send_equipment = {
				equipment = infantry_equipment
				amount = 150
				target = GRH
			}
		}

		add_stability = 0.05
		
		GRH = {
			country_event = {
				id = nf_grh.31
				random_hours = 12
			}
		}
	}

	option = { #lots of help
		name = nf_grh.30.c

		ai_chance = {
			base = 1
			modifier = {
				AND = {
					original_tag = ITZ
					is_clara_leader = yes
				}
				add = 10
			}

			modifier = {
				is_in_faction_with = GRH
				add = 10
			}

			modifier = {
				original_tag = CAF
				add = 5
			}

			modifier = {
				has_equipment = {
					infantry_equipment > 1000
				}
				add = 5
			}

			modifier = {
				has_manpower > 1000
				add = 5
			}
		}

		effect_tooltip = {
			add_manpower = -500

			send_equipment = {
				equipment = infantry_equipment
				amount = 300
				target = GRH
			}
		}
		
		add_stability = 0.1

		GRH = {
			country_event = {
				id = nf_grh.32
				random_hours = 12
			}
		}
	}
}

country_event = { # some help
	id = nf_grh.31
	title = nf_grh.31.t
	desc = nf_grh.31.d

	is_triggered_only = yes

	option = {
		name = nf_grh.31.a
		FROM = {
			add_manpower = -250

			send_equipment = {
				equipment = infantry_equipment
				amount = 150
				target = GRH
			}
		}

		add_manpower = 250
	}
}

country_event = { # lots of help
	id = nf_grh.32
	title = nf_grh.32.t
	desc = nf_grh.32.d

	is_triggered_only = yes

	option = {
		name = nf_grh.32.a
		FROM = {
			add_manpower = -500

			send_equipment = {
				equipment = infantry_equipment
				amount = 300
				target = GRH
			}
		}

		add_manpower = 500
	}
}

country_event = { # Ask the Coffee Barons for help
	id = nf_grh.34
	title = nf_grh.34.t
	desc = nf_grh.34.d

	is_triggered_only = yes

	option = { #request help
		name = nf_grh.34.a

		ai_chance = {
			base = 1
		}

		CAF = {
			country_event = nf_grh.35
		}
	}

	option = { #don't request help
		name = nf_grh.34.b

		ai_chance = {
			base = 0
		}
	}
}

country_event = { # Ask the Coffee Barons for help
	id = nf_grh.35
	title = nf_grh.35.t
	desc = nf_grh.35.d

	is_triggered_only = yes

	option = { #no help
		name = nf_grh.35.a

		ai_chance = {
			base = 1
		}

		GRH = {
			country_event = nf_grh.36
		}
	}

	option = { #send help
		name = nf_grh.35.b

		ai_chance = {
			base = 3
		}

		add_ideas = grh_sending_aid
		GRH = {
			add_ideas = grh_receiving_aid
		}

		GRH = {
			country_event = nf_grh.37
		}
	}

	option = { #join the fight
		name = nf_grh.35.c

		ai_chance = {
			base = 1
		}

		add_manpower = -300

		add_equipment_to_stockpile = { 
            type = infantry_equipment
            amount = -300
        }

		GRH = {
			load_oob = CAF_reinforcements
		}

		GRH = {
			country_event = nf_grh.38
		}
	}
}

country_event = { # No help
	id = nf_grh.36
	title = nf_grh.36.t
	desc = nf_grh.36.d

	is_triggered_only = yes

	option = { #no help
		name = nf_grh.36.a

		ai_chance = {
			base = 1
		}
	}
}

country_event = { # Guns received
	id = nf_grh.37
	title = nf_grh.37.t
	desc = nf_grh.37.d

	is_triggered_only = yes

	option = { #
		name = nf_grh.37.a

		ai_chance = {
			base = 1
		}

		effect_tooltip = {
			add_ideas = grh_receiving_aid
			CAF = {
				add_ideas = grh_sending_aid
			}
		}
	}
}

country_event = { # Joined the war
	id = nf_grh.38
	title = nf_grh.38.t
	desc = nf_grh.38.d

	is_triggered_only = yes

	option = { #
		name = nf_grh.38.a

		ai_chance = {
			base = 1
		}

		effect_tooltip = {
			
			load_oob = CAF_reinforcements
		}
	}
}

country_event = { #The expedition begins!
	id = nf_grh.40
	title = nf_grh.40.t
	desc = nf_grh.40.d

	is_triggered_only = yes

	option = { #on foot
		name = nf_grh.40.a

		hidden_effect = {
				set_country_flag = grh_travelling_on_foot
				set_variable = {
					grh_expedition_progress = 0
				}
			}
		custom_effect_tooltip = grh_travelling_by_foot
	}

	option = { #in vehicles
		name = nf_grh.40.b

		hidden_effect = {
			set_country_flag = grh_travelling_by_vehicle
			set_variable = {
					grh_expedition_progress = 0
			}
		}
		custom_effect_tooltip = grh_travelling_by_vehicle
	}

	option = { #by boat
		name = nf_grh.40.c

		hidden_effect = {
			set_country_flag = grh_travelling_by_boat
			set_variable = {
				grh_expedition_progress = 0
			}
		}
		custom_effect_tooltip = grh_travelling_by_boat
	}
}

country_event = { #Mosquito Coast pirates
	id = nf_grh.44
	title = nf_grh.44.t
	desc = nf_grh.44.d

	is_triggered_only = yes

	option = { #Punitive expedition
		name = nf_grh.44.a

		add_manpower = -350
        
		add_equipment_to_stockpile = { 
            type = infantry_equipment
            amount = -350
        }

        add_equipment_to_stockpile = { 
            type = convoy
            amount = -15
        }

		hidden_effect = {
			country_event = {
				id = nf_grh.45
				days = 45
			}
		}
	}
}

country_event = { #Expedition returns
	id = nf_grh.45
	title = nf_grh.45.t
	desc = nf_grh.45.d

	is_triggered_only = yes

	option = { #Failure...
		name = nf_grh.45.a

		add_manpower = 67
        
		add_equipment_to_stockpile = { 
            type = infantry_equipment
            amount = 49
        }

        add_equipment_to_stockpile = { 
            type = convoy
            amount = 3
        }
		hidden_effect = {
			set_country_flag = grh_failed_pirate_expedition
		}
	}
}

country_event = { #Second Expedition
	id = nf_grh.46
	title = nf_grh.46.t
	desc = nf_grh.46.d

	is_triggered_only = yes

	option = { #Good luck
		name = nf_grh.46.a

		add_manpower = -600
        add_equipment_to_stockpile = { 
            type = infantry_equipment
            amount = -600
        }

        add_equipment_to_stockpile = { 
            type = convoy
            amount = -25
        }
		hidden_effect = {
			country_event = {
				id = nf_grh.47
				days = 45
			}
		}
	}
}

country_event = { #Expedition returns
	id = nf_grh.47
	title = nf_grh.47.t
	desc = nf_grh.47.d

	is_triggered_only = yes

	option = { #Great success!
		name = nf_grh.47.a

		add_manpower = 458
        add_equipment_to_stockpile = { 
            type = infantry_equipment
            amount = 395
        }

        add_equipment_to_stockpile = { 
            type = convoy
            amount = 21
        }
        remove_ideas = grh_pirate_raids
        navy_experience = 30
        army_experience = 30

		hidden_effect = {
            mark_focus_tree_layout_dirty = yes #Show Panama focuses
        }
	}
}



country_event = {
	id = nf_grh.50
	title = nf_grh.50.t
	desc = nf_grh.50.d

	is_triggered_only = yes

	option = {
		name = nf_grh.50.a
		ai_chance = { factor = 100 }
		if = {
			limit = {
				check_variable = { grh_southern_strength = 20 }
			}
			load_oob = "HRDstronk"
			add_manpower = 15000
		}
		if = {
			limit = {
				check_variable = { grh_southern_strength < 20 }
				check_variable = { grh_southern_strength > 15 }
			}
			load_oob = "HRDpowerful"
			add_manpower = 12000
		}
		if = {
			limit = {
				check_variable = { grh_southern_strength < 16 }
				check_variable = { grh_southern_strength > 11 }
			}
			load_oob = "HRDmighty"
			add_manpower = 10000
		}
		if = {
			limit = {
				check_variable = { grh_southern_strength < 12 }
				check_variable = { grh_southern_strength > 8 }
			}
			load_oob = "HRDinvincible"
			add_manpower = 8000
		}
		if = {
			limit = {
				check_variable = { grh_southern_strength < 9 }
			}
			load_oob = "HRDunbeatable"
			add_manpower = 5000
		}

		add_offsite_building = { 
			type = arms_factory level = 7 
		}
	}
}
#annexes 838, maybe 837 if strong enough


country_event = {
	id = nf_grh.55
	title = nf_grh.55.t
	desc = nf_grh.55.d

	is_triggered_only = yes

	option = {
		name = nf_grh.55.a
		ai_chance = { factor = 100 }
		load_oob = "HRDoutforblood"
		add_manpower = 15000
	}
}


country_event = { #Envoys to Itza
	id = nf_grh.69
	title = nf_grh.69.t
	desc = nf_grh.69.d

	is_triggered_only = yes

	option = { #an alliance would be beneficial
		name = nf_grh.69.a
		ai_chance = { factor = 50 }
		
		ITZ = {
			country_event = nf_grh.70
		}
	}
}

country_event = { #Envoys to Itza
	id = nf_grh.70
	title = nf_grh.70.t
	desc = nf_grh.70.d

	is_triggered_only = yes

	option = { #an alliance would be beneficial
		name = nf_grh.70.a
		ai_chance = { factor = 50 }
		
		unlock_national_focus = itz_worthy_allies 

		ITZ = {
			if = {
				limit = { is_in_faction = no }
				create_or_join_jungle_pact = yes
			}
			GRH = { join_prev_faction = yes }
		}
		GRH = {
			country_event = nf_grh.71
		}
	}

	option = { #we'll consider it
		name = nf_grh.70.b
		ai_chance = { factor = 10 }

		trigger = {
			NOT = {
				has_completed_focus = itz_worthy_allies
			}
		}

		GRH = {
			country_event = nf_grh.72
		}
	}

	option = { #only on our terms
		name = nf_grh.70.c
		ai_chance = { factor = 5 }

		GRH = {
			country_event = nf_grh.73
		}

		unlock_national_focus = itz_humble_servants
	}
}

country_event = { #Itza accepted an alliance!
	id = nf_grh.71
	title = nf_grh.71.t
	desc = nf_grh.71.d

	is_triggered_only = yes

	option = { #Hooray!
		name = nf_grh.71.a
		ai_chance = { factor = 100 }
	}
}

country_event = { #Itza refused an alliance
	id = nf_grh.72
	title = nf_grh.72.t
	desc = nf_grh.72.d

	is_triggered_only = yes

	option = { #Damn
		name = nf_grh.72.a
		ai_chance = { factor = 100 }
	}
}

country_event = { #Itza made their own demands
	id = nf_grh.73
	title = nf_grh.73.t
	desc = nf_grh.73.d

	is_triggered_only = yes

	option = { #Okay...
		name = nf_grh.73.a
		if = {
			limit = {
				GRH = { is_puppet = yes }
			}
			every_country = {
				limit = { GRH = { is_subject_of = PREV } }
				country_event = nf_itz.47
				effect_tooltip = {
					create_wargoal = {
						target = GRH
						type = puppet_wargoal_focus
					}
				}
				end_puppet = GRH
			}
		}
		ITZ = {
			country_event = nf_itz.45
			ITZ = { GRH = { become_puppet_of_prev = yes } }
		}
		custom_effect_tooltip = grh_chained_tt
	}

	option = { #Never!
		name = nf_grh.73.b
		ai_chance = {
			base = 2
			modifier = {
				factor = 0.5
				strength_ratio = {
					tag = ITZ
					ratio < 0.6
				}
			}
			modifier = {
				factor = 0
				strength_ratio = {
					tag = ITZ
					ratio < 0.1
				}
			}
		}
		ITZ = {
			country_event = nf_itz.46
			effect_tooltip = {
				create_wargoal = {
					target = GRH
					type = puppet_wargoal_focus
				}
			}
		}
	}
}

country_event = { #Guerreros offers an alliance
	id = nf_grh.74
	title = nf_grh.74.t
	desc = nf_grh.74.d

	is_triggered_only = yes

	option = { #Sure
		name = nf_grh.74.a
		ai_chance = { base = 75 }

		if = {
			limit = {
				CAF = {
					is_subject_of = ITZ
				}
			}
			CAF = {
				country_event = nf_grh.75
			}
		}
		
        if = {
			limit = {
				TDT = {
					is_subject_of = ITZ
				}
			}
			TDT = {
				country_event = nf_grh.75
			}
		}
	}
}

country_event = { #Guerreros offers an alliance
	id = nf_grh.75
	title = nf_grh.75.t
	desc = nf_grh.75.d

	is_triggered_only = yes

	option = { #Sure
		name = nf_grh.75.a
		ai_chance = { base = 75 }

		hidden_effect = {
			set_country_flag = grh_freedom_from_itza
		}

		GRH = {
			country_event = nf_grh.76
		}
	}

	option = { #Nah
		name = nf_grh.75.b
		ai_chance = { base = 25 }

		GRH = {
			country_event = nf_grh.77
		}
	}
}

country_event = { #Alliance accepted
	id = nf_grh.76
	title = nf_grh.76.t
	desc = nf_grh.76.d

	is_triggered_only = yes

	option = { #Sure
		name = nf_grh.76.a
		ai_chance = { factor = 100 }
	}
}

country_event = { #Alliance refused
	id = nf_grh.77
	title = nf_grh.77.t
	desc = nf_grh.77.d

	is_triggered_only = yes

	option = { #Sure
		name = nf_grh.77.a
		ai_chance = { factor = 100 }
	}
}





country_event = { #Expedition finishes
	id = nf_grh.197
	title = nf_grh.197.t
	desc = nf_grh.197.d

	is_triggered_only = yes

	option = { #Amazing!
		name = nf_grh.197.a
		ai_chance = { factor = 100 }
		
		hidden_effect = {
			set_country_flag = grh_discovered_panama_canal
            mark_focus_tree_layout_dirty = yes #Show Panama focuses
		}
		custom_effect_tooltip = grh_panama_focuses_unlocked_tt
	}
}

country_event = { #Expedition falters
	id = nf_grh.198
	title = nf_grh.198.t
	desc = nf_grh.198.d

	is_triggered_only = yes

	option = { #Damn
		name = nf_grh.198.a
		ai_chance = { factor = 100 }
		
		unlock_decision_tooltip = grh_expedition_foot_resupply
	}
}

country_event = { #Expedition finishes
	id = nf_grh.199
	title = nf_grh.199.t
	desc = nf_grh.199.d

	is_triggered_only = yes

	option = { #Amazing!
		name = nf_grh.199.a
		ai_chance = { factor = 100 }

		country_event = {
			id = nf_grh.197
			days = 10
			random_days = 3
		}
	}
}

country_event = { #First expedition discovery - Cathedral of the Assumption of Mary (Nicaragua)
	id = nf_grh.200
	title = nf_grh.200.t
	desc = nf_grh.200.d

	is_triggered_only = yes

	option = { #Amazing!
		name = nf_grh.200.a
		ai_chance = { factor = 100 }
		
		add_ideas = grh_religious_fervour
	}
}


country_event = { #Second expedition discovery - Universidad Nacional Autónoma de Nicaragua
	id = nf_grh.201
	title = nf_grh.201.t
	desc = nf_grh.201.d

	is_triggered_only = yes

	option = { #Amazing!
		name = nf_grh.201.a
		ai_chance = { factor = 100 }
		
		add_ideas = grh_university_knowledge

		add_equipment_to_stockpile = { 
            type = support_equipment
            amount = 100
        }
	}
}

country_event = { #Third expedition discovery - Mutated Armadillos
	id = nf_grh.202
	title = nf_grh.202.t
	desc = nf_grh.202.d

	is_triggered_only = yes

	option = { #Amazing!
		name = nf_grh.202.a
		ai_chance = { factor = 100 }
		
		add_ideas = grh_armoured_soldiers
	}
}

country_event = { #Fourth expedition discovery - San José (Costa Rica)
	id = nf_grh.203
	title = nf_grh.203.t
	desc = nf_grh.203.d

	is_triggered_only = yes

	option = { #Amazing!
		name = nf_grh.203.a
		ai_chance = { factor = 100 }
		
		random_owned_state = {
			add_manpower = 2500
			add_building_construction = {
			    type = industrial_complex
			    level = 1
			    instant_build = yes
			}
		}
	}
}

country_event = { #Fifth expedition discovery - Tribal ruins (Indiana Jones reference?)
	id = nf_grh.204
	title = nf_grh.204.t
	desc = nf_grh.204.d

	is_triggered_only = yes

	option = { #Amazing!
		name = nf_grh.204.a
		ai_chance = { factor = 100 }
		
		add_ideas = grh_tomb_raiding
	}
}