User blog:Disturbedfan1100/Map Game 2.0 Events

So here are some events for the Map Game 2.0 that me and MrOwnerandPwner came up with: Please give us more suggestions for events!
 * Border skirmish = Gives a casus belli against one of your neighbours (use the randomiser for deciding that too)
 * New admiral = Gives a new admiral
 * New general = Gives a new general
 * Storm = Player doesn't gain gold from one of their provinces (player can decide that)
 * Happy population = No rebels can revolt in any province for one turn
 * Unhappy population = If the player gets revolts or uprisings, the strenght of the rebel armies is doubled with this event
 * New recruits = You gain 1 infantry/cavalry (use the randomiser for deciding that too)
 * Soldiers deserting = You lose 1 units in one army (player can decide which army but use the randomiser to determine which kind of unit)
 * Certain uprisings (liberalist, revolutionaries, religious, monarchist, etc.) = Rebels appear on provinces (player can decide what provinces, usually near the capital or in the capital province)
 * Ships disappearing = You lose 1 ship in one of your fleets (player can decide which fleet but use the randomiser to determine which kind of ship)
 * New resource deposits = Player gains one resource province (use the randomiser to determine which kind of resource)
 * Resource deposit depleted = Player loses one resource province
 * Good harvest = Double food production
 * Bad harvest = Half the food production
 * Drought (Deserts) = No food production
 * Floods = Double the food production (doesn't stack with Good harvest)
 * Local nationalism (in provinces with different nationalism) = Player gets rebels in a province they have took from another player within 20 turns
 * Gold rush = Player gains +10 gold (increases 10x with every era)
 * Diplomat embarasses himself = Capital doesn't produce any gold or science for 1 turn
 * Province converts (good or bad) = Province converts to another religion (the religion closest to the province)
 * A House Divided (Republics or democratic nations only) = Civil war
 * New ideology = Gives +1 gold and science for one turn but increases revolt risk by 10% (gold and science bonuses increase 10x by every era)
 * Ruler sick = Ruler dies
 * Nobles unsatisfied (Kingdoms only) = Nobles might revolt (use the randomiser to determine if they revolt)
 * Dead servant = 10% increase for revolt risk in capital
 * Government scandal (Republics only) = 10% increase for revolt risk in capital
 * Factory goes bankrupt (From Industrial Era and further) = One factory is removed from one province (player can decide which province)
 * Inefficient training (Must be recruiting a unit) = Recruiting a unit takes 1 turn longer
 * Many immigrants = +50% extra manpower in a province for 5 turns (player can decide which province)
 * Many emmigrants = -50% manpower in a province for 5 turns (player can decide which province)
 * Earthquakes (Only in provinces that are on the edge/on top of the tectonic plates) = Remove 2 buildings from a provinces near a tectonic plate
 * Volcano eruption (Only in provinces that have volcanoes) = Remove 2 buildings from a province that has a volcano on it (player can decide which province)
 * Advances in science = +10% science points to one tech research (to a tech that costs 100 science points, you gain 10 science points with this event)