namespace = bpr_event

bpr_event.1 = {
	type = country_event
	placement = ROOT

	title = bpr_event.1.t
	desc = bpr_event.1.d
	flavor = bpr_event.1.f

	gui_window = event_window_1char_tabloid

	left_icon = ruler
	on_created_soundeffect = "event:/SFX/UI/Alerts/event_appear"
	on_opened_soundeffect = "event:/SFX/Events/unspecific/trains"

	icon = "gfx/interface/icons/event_icons/event_newspaper.dds"

	duration = 3

	trigger = {
	}

	immediate = {	
		
	}

	option = {
		name = bpr_event.1.a
	}	
}

bpr_event.2 = {
	type = country_event
	placement = ROOT

	title = bpr_event.2.t
	desc = bpr_event.2.d
	flavor = bpr_event.2.f

	gui_window = event_window_1char_tabloid

	left_icon = ruler
	on_created_soundeffect = "event:/SFX/UI/Alerts/event_appear"
	on_opened_soundeffect = "event:/SFX/Events/unspecific/trains"

	icon = "gfx/interface/icons/event_icons/event_newspaper.dds"

	duration = 3

	trigger = {
		c:SPE = { is_player = no }
	}

	immediate = {	
		set_global_variable = bpr_start
	}

	option = {
		name = bpr_event.2.a
		c:BPR = {
			create_diplomatic_play = {
				name = coq_pur
				#war = yes
				type = dp_conquer_state
				target_state = s:STATE_WEST_PRUSSIA.region_state:PLC
				
				add_war_goal = {
					holder = c:BPR
					type = conquer_state
					target_state = s:STATE_EAST_PRUSSIA.region_state:PLC
				}
				add_war_goal = {
					holder = c:BPR
					type = conquer_state
					target_state = s:STATE_POSEN.region_state:PLC
				}
			}
			add_modifier = { name = victory_pru_effect months = 60 }
		}
		ai_chance = {
			base = 10
		}		
	}	
	option = {
		name = bpr_event.2.b
		ai_chance = {
			base = 1
		}
	}	
}