# The choice is made based on a weighted random, but the first factor that evaluates to >= 100 will be automatically chosen
# Two passes are done when choosing properties; first from lowest to highest, then from highest to lowest. Be aware of this if you reference other properties, as the old properties will still be active in the first pass
# hide_layers is interpreted from bottom to top. Hidden layers won't hide other layers, but if a lower layer hides a higher layer, the higher layer won't be rechecked, so it might still be hiding other layers despite being hidden itself

# p0 background
0 = {
	0 = { # castle 1
		factor = 1
		modifier = {
			factor = 0
			NOT = { religion_group = christian }
		}
		modifier = {
			factor = 0
			is_nomadic = yes
		}
	}

	1 = { #throne room
		factor = 50
		modifier = {
			factor = 0
			NOT = { real_tier = king }
			NOT = { real_tier = emperor }
		}
		modifier = {
			factor = 0
			OR = {
				is_nomadic = yes
				is_tribal = yes
			}
		}
	}

	2 = { # dungeon
		factor = 100
		modifier = {
			factor = 0
			prisoner = no
			NOT = { death_reason = death_dungeon }
		}
	}

	3 = { # forest
		factor = 1
		modifier = {
			factor = 0
			religion_group = muslim
		}
		modifier = {
			factor = 0.01
			is_nomadic = yes
		}
		modifier = {
			factor = 10
			is_tribal = yes
		}
	}

	4 = { # bed
		factor = 100
		modifier = {
			factor = 0
			is_alive = yes
			NOT = { trait = incapable }
			NOT = { trait = infirm }
		}
		modifier = {
			factor = 0.001
			OR = {
				death_sacrificed_trigger = yes
				death_reason = death_battle
				death_execution_trigger = yes
				death_reason = death_dungeon
			}
		}
		modifier = {
			factor = 0.02
			trait = infirm
			is_alive = yes
		}
	}
	
	5 = { # tavern
		factor = 100
		modifier = {
			factor = 0
			NOT = { 
				OR = {
					trait = drunkard
					trait = hedonist
					trait = lustful
				}
			}
		}
	}
	
	6 = { # military camp
		factor = 100
		modifier = {
			factor = 0
			OR = {
				AND = {
					is_alive = yes
					in_command = no
					NOT = { has_job_title  = job_marshal }
				}
				AND = {
					is_alive = no
					NOT = { death_reason = death_battle }
				}
			}
		}
		modifier = {
			factor = 0.02
			has_job_title = job_marshal
		}
	}
	
	7 = { # Dolmen
		factor = 5
		modifier = {
			factor = 0
			NOT = { religion_group = pagan_group }
		}
		modifier = {
			factor = 100
			is_alive = no
		}
		modifier = {
			factor = 2
			is_priest = yes
		}
	}
	
	8 = { # Gallows
		factor = 5
		modifier = {
			factor = 0
			NOT = { trait = cruel }
			NOT = { trait = impaler }
			NOT = { death_execution_trigger = yes }
		}
		modifier = {
			factor = 20
			OR = {
				trait = impaler
				death_execution_trigger = yes
			}
		}
	}
	
	9 = { # Church
		factor = 100
		modifier = {
			factor = 0
			NOT = { religion_group = christian }
		}
		modifier = {
			factor = 0
			OR = {
				is_ruler = no
				is_theocracy = no
			}
		}
	}
	
	10 = { # Desert
		factor = 5
		modifier = {
			factor = 0
			NOT = { religion_group = muslim }
			NOT = { religion_group = zoroastrian_group }
			NOT = { religion = zun_pagan }
		}
	}
	
	11 = { # Steppe
		factor = 1
		modifier = {
			factor = 0
			NOT = { culture_group = altaic }
		}
		
		modifier = {
			factor = 10
			culture_group = altaic
			NOT = { culture = turkish }
		}
		modifier = {
			factor = 10
			is_nomadic = yes
		}
	}
	
	12 = { # Ocean w ships
		factor = 10
		modifier = {
			factor = 0
			is_patrician = no
		}
	}
	
	13 = { # Muslim interior
		factor = 2
		modifier = {
			factor = 0
			NOT = { religion_group = muslim }
			NOT = { religion_group = zoroastrian_group }
			NOT = { religion = zun_pagan }
			NOT = { religion_group = indian_group }
		}
	}
	
	14 = { # Harem
		factor = 1
		modifier = {
			factor = 0
			NOT = { religion_group = muslim }
			NOT = { religion_group = indian_group }
			NOT = { religion_group = zoroastrian_group }
			NOT = { religion = zun_pagan }
		}
		modifier = {
			factor = 100
			OR = {
				trait = lustful
				trait = hedonist
			}
		}
	}
	
	15 = { # Muslim interior 2
		factor = 5
		modifier = {
			factor = 0
			NOT = { religion_group = muslim }
		}
	}

	16 = { # Mongol camp 1
		factor = 1
		modifier = {
			factor = 0
			NOT = { culture = mongol }
		}
	}

	17 = { # Mongol camp 2
		factor = 1
		modifier = {
			factor = 0
			NOT = { culture = mongol }
		}
	}

	18 = { # Papal palace
		factor = 100
		modifier = {
			factor = 0
			NOT = { has_landed_title = k_papal_state }
			NOT = { has_landed_title = d_fraticelli }
			NOT = { has_claim = k_papal_state }
			NOT = { has_claim = d_fraticelli }
		}
	}

	19 = { # Muslim mosque
		factor = 100
		modifier = {
			factor = 0
			NOT = { religion_group = muslim }
		}
		modifier = {
			factor = 0
			OR = {
				is_ruler = no
				is_theocracy = no
			}
		}
	}

	20 = { # Pagan human sacrifice
		factor = 1
		modifier = {
			factor = 0
			NOT = { religion_group = pagan_group }
			NOT = { death_sacrificed_trigger = yes }
		}
		modifier = {
			factor = 1000
			death_sacrificed_trigger = yes
		}
		modifier = {
			factor = 10
			is_priest = yes
		}
	}
}

# p1 hair  --- WARNING! Property 1 MUST be Hair, otherwise the hair hiding helmets wont work ---
1 = {
	0 = { # Completely bald
		factor = 1
		modifier = {
			factor = 0.1
			is_female = no
			NOT = {
				age = 50
			}
		}
		modifier = {
			factor = 0.1
			is_female = yes
		}
		
		# Does not suit African females of a Western Culture
		modifier = {
			factor = 0
			is_female = yes
			graphical_culture = westafricangfx
			NOT = { culture = manden }
			NOT = { culture = ethiopian }
			OR = {
				higher_tier_than = count
				spouse = { higher_tier_than = count }
				has_minor_title = title_prince
			}
		}
	}

	1 = { # Black Adder
		factor = 1
		
		# Does not suit African females of a Western Culture
		modifier = {
			factor = 0
			is_female = yes
			graphical_culture = westafricangfx
			NOT = { culture = manden }
			NOT = { culture = ethiopian }
			OR = {
				higher_tier_than = count
				spouse = { higher_tier_than = count }
				has_minor_title = title_prince
			}
		}
	}
	
	2 = { # Page
		factor = 1
		
		# Does not suit Western females with African style headgear
		modifier = {
			factor = 0
			is_female = yes
			OR = {
				culture = manden
				culture = ethiopian
			}
			NOT = { graphical_culture = westafricangfx }
			NOT = { graphical_culture = muslimgfx }
			OR = {
				higher_tier_than = count
				spouse = { higher_tier_than = count }
				has_minor_title = title_prince
			}
		}
	}

	3 = { # Synth
		factor = 1
		
		# Does not suit Western females with African style headgear
		modifier = {
			factor = 0
			is_female = yes
			OR = {
				culture = manden
				culture = ethiopian
			}
			NOT = { graphical_culture = westafricangfx }
			NOT = { graphical_culture = muslimgfx }
			OR = {
				higher_tier_than = count
				spouse = { higher_tier_than = count }
				has_minor_title = title_prince
			}
		}
	}

	4 = { # Long Straight
		factor = 1
		
		# Does not suit Western females with African style headgear
		modifier = {
			factor = 0
			is_female = yes
			OR = {
				culture = manden
				culture = ethiopian
			}
			NOT = { graphical_culture = westafricangfx }
			NOT = { graphical_culture = muslimgfx }
			OR = {
				higher_tier_than = count
				spouse = { higher_tier_than = count }
				has_minor_title = title_prince
			}
		}
	}

	5 = { # Long Curly
		factor = 1
		
		# Does not suit African females of a Western Culture
		modifier = {
			factor = 0
			is_female = yes
			graphical_culture = westafricangfx
			NOT = { culture = manden }
			NOT = { culture = ethiopian }
			OR = {
				higher_tier_than = count
				spouse = { higher_tier_than = count }
				has_minor_title = title_prince
			}
		}
	}

	6 = {  # Tonsure
		factor = 1
		modifier = {
			factor = 0
			is_female = no
			is_ruler = yes
		}
		modifier = {
			factor = 0
			is_female = no
			NOT = { religion_group = christian }
		}
		modifier = {
			factor = 0
			is_female = no
			NOT = { trait = detached_priest }
			NOT = { trait = martial_cleric }
			NOT = { trait = scholarly_theologian }
			NOT = { trait = mastermind_theologian }
			NOT = { has_job_title = job_spiritual }
		}

		modifier = {
			factor = 50
			is_female = no
		}
		
		# Does not suit Western females with African style headgear
		modifier = {
			factor = 0
			is_female = yes
			OR = {
				culture = manden
				culture = ethiopian
			}
			NOT = { graphical_culture = westafricangfx }
			NOT = { graphical_culture = muslimgfx }
			OR = {
				higher_tier_than = count
				spouse = { higher_tier_than = count }
				has_minor_title = title_prince
			}
		}
		
		# Does not suit African females of a Western Culture
		modifier = {
			factor = 0
			is_female = yes
			graphical_culture = westafricangfx
			NOT = { culture = manden }
			NOT = { culture = ethiopian }
			OR = {
				higher_tier_than = count
				spouse = { higher_tier_than = count }
				has_minor_title = title_prince
			}
		}
	}
	
	7 = {  # Short
		factor = 1
		
		# Does not suit Western females with African style headgear
		modifier = {
			factor = 0
			is_female = yes
			OR = {
				culture = manden
				culture = ethiopian
			}
			NOT = { graphical_culture = westafricangfx }
			NOT = { graphical_culture = muslimgfx }
			OR = {
				higher_tier_than = count
				spouse = { higher_tier_than = count }
				has_minor_title = title_prince
			}
		}
		
		# Does not suit African females of a Western Culture
		modifier = {
			factor = 0
			is_female = yes
			graphical_culture = westafricangfx
			NOT = { culture = manden }
			NOT = { culture = ethiopian }
			OR = {
				higher_tier_than = count
				spouse = { higher_tier_than = count }
				has_minor_title = title_prince
			}
		}
	}
	
	8 = { # Short Curly
		factor = 1
	}
	
	9 = {  # Short Uncouth
		factor = 1
		modifier = {
			factor = 5
			religion_group = pagan_group
		}
		
		# Does not suit Western females with African style headgear
		modifier = {
			factor = 0
			is_female = yes
			OR = {
				culture = manden
				culture = ethiopian
			}
			NOT = { graphical_culture = westafricangfx }
			NOT = { graphical_culture = muslimgfx }
			OR = {
				higher_tier_than = count
				spouse = { higher_tier_than = count }
				has_minor_title = title_prince
			}
		}
	}
	
	10 = {  # Long Uncouth
		factor = 1
		
		modifier = {
			factor = 5
			religion_group = pagan_group
		}
		
		# Does not suit Western females with African style headgear
		modifier = {
			factor = 0
			is_female = yes
			OR = {
				culture = manden
				culture = ethiopian
			}
			NOT = { graphical_culture = westafricangfx }
			NOT = { graphical_culture = muslimgfx }
			OR = {
				higher_tier_than = count
				spouse = { higher_tier_than = count }
				has_minor_title = title_prince
			}
		}
	}
	
	11 = { # Balding
		factor = 1
		modifier = {
			factor = 0.1
			is_female = no
			NOT = {
				age = 50
			}
		}
	}
	
	12 = { # Marine
		factor = 1
		
		# Does not suit Western females with African style headgear
		modifier = {
			factor = 0
			is_female = yes
			OR = {
				culture = manden
				culture = ethiopian
			}
			NOT = { graphical_culture = westafricangfx }
			NOT = { graphical_culture = muslimgfx }
			OR = {
				higher_tier_than = count
				spouse = { higher_tier_than = count }
				has_minor_title = title_prince
			}
		}
	}
	
	13 = { # Mohawk
		factor = 1
	}
	
	14 = { # Mohawk
		factor = 1
	}
	
	15 = { # Mohawk
		factor = 1
	}
}

# p2 base
2 = {
}

# p3 clothes
3 = {
	
	0 = { # Royal clothes 1
		factor = 1
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
			}
		}
		modifier = {
			factor = 0
			NOT = { real_tier = king }
			NOT = { real_tier = emperor }
			NOT = { spouse = { real_tier = king } }
			NOT = { spouse = { real_tier = emperor } }
			NOT = { has_minor_title = title_prince }
		}
	}
	
	1 = { # Royal clothes 2
		factor = 1
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
			}
		}
		modifier = {
			factor = 0
			NOT = { real_tier = king }
			NOT = { real_tier = emperor }
			NOT = { spouse = { real_tier = king } }
			NOT = { spouse = { real_tier = emperor } }
			NOT = { has_minor_title = title_prince }
		}
	}
	
	2 = { # Royal clothes 3
		factor = 1
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
			}
		}
		modifier = {
			factor = 0
			NOT = { real_tier = king }
			NOT = { real_tier = emperor }
			NOT = { spouse = { real_tier = king } }
			NOT = { spouse = { real_tier = emperor } }
			NOT = { has_minor_title = title_prince }
		}
	}
	
	3 = { # Noble clothes 1
		factor = 1
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
			}
		}
		modifier = {
			factor = 0
			NOT = { real_tier = duke }
			NOT = { real_tier = count }
			NOT = { real_tier = baron }
			NOT = { spouse = { real_tier = duke } }
			NOT = { spouse = { real_tier = count } }
			NOT = { spouse = { real_tier = baron } }
			NOT = { has_minor_title = title_prince }
		}
	}
	
	4 = { # Noble clothes 2
		factor = 1
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
			}
		}
		modifier = {
			factor = 0
			NOT = { real_tier = duke }
			NOT = { real_tier = count }
			NOT = { real_tier = baron }
			NOT = { spouse = { real_tier = duke } }
			NOT = { spouse = { real_tier = count } }
			NOT = { spouse = { real_tier = baron } }
			NOT = { has_minor_title = title_prince }
		}
	}
	
	5 = { # Noble clothes 3
		factor = 1
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
			}
		}
		modifier = {
			factor = 0
			NOT = { real_tier = duke }
			NOT = { real_tier = count }
			NOT = { real_tier = baron }
			NOT = { spouse = { real_tier = duke } }
			NOT = { spouse = { real_tier = count } }
			NOT = { spouse = { real_tier = baron } }
			NOT = { has_minor_title = title_prince }
		}
	}
	
	6 = { # Modest clothes 1
		factor = 1
		modifier = {
			factor = 0
			NOT = { trait = peasant_leader }
			NOT = { trait = heresiarch }
			OR = {
				is_ruler = yes
				has_minor_title = title_prince
				spouse = { real_tier = emperor }
				spouse = { real_tier = king }
				spouse = { real_tier = duke }
			}
		}
		modifier = {
			factor = 10
			is_ruler = yes
			is_theocracy = yes
			religion_group = pagan_group
		}
	}
	7 = { # Modest clothes 2
		factor = 1
		modifier = {
			factor = 0
			NOT = { trait = peasant_leader }
			NOT = { trait = heresiarch }
			OR = {
				is_ruler = yes
				has_minor_title = title_prince
				spouse = { real_tier = emperor }
				spouse = { real_tier = king }
				spouse = { real_tier = duke }
			}
		}
	}
	
	8 = { # Modest clothes 3
		factor = 1
		modifier = {
			factor = 0
			NOT = { trait = peasant_leader }
			NOT = { trait = heresiarch }
			OR = {
				is_ruler = yes
				has_minor_title = title_prince
				spouse = { real_tier = emperor }
				spouse = { real_tier = king }
				spouse = { real_tier = duke }
			}
		}
	}
	9 = { # Shady clothes
		factor = 3
		modifier = {
			factor = 0
			OR = {
				real_tier = king
				real_tier = emperor
				AND = {
					real_tier = duke
					any_demesne_title = {
						real_tier = baron
					}
				}
				spouse = { real_tier = king }
				spouse = { real_tier = emperor }
			}
		}
		modifier = {
			factor = 0
			NOT = { has_job_title = job_spymaster }
			OR = {
				real_tier = duke
				NOT = { intrigue = 10 }
			}
		}
	}
	
	# Martial
	10 = {
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = shieldmaiden }
			NOT = { has_job_title  = job_marshal }
			NOT = { martial = 12 }
			NOT = {
				primary_title = {
					OR = {
						title = d_knights_hospitaler
						title = d_knights_templar
						title = d_teutonic_order
					}
				}
			}
		}
		modifier = {
			factor = 0
			OR = {
				AND = {
					is_female = yes
					NOT = { trait = shieldmaiden }
				}
				real_tier = king
				real_tier = emperor
				AND = {
					real_tier = duke
					any_demesne_title = {
						real_tier = baron
					}
					NOT = {
						primary_title = {
							OR = {
								title = d_knights_hospitaler
								title = d_knights_templar
								title = d_teutonic_order
							}
						}
					}
				}
				AND = {
					religion_group = christian
					OR = {
						AND = {
							is_ruler = yes
							is_theocracy = yes
						}
						has_job_title = job_spiritual
					}
				}
			}
		}
	}
	
	# Ragged prison clothes
	11 = {
		factor = 100
		modifier = {
			factor = 0
			prisoner = no
		}
	}
}

# p4 beard
4 = {
	0 = {
		factor = 1
		modifier = {
			factor = 0
			religion_group = muslim
			NOT = { graphical_culture = muslimgfx }
		}
		modifier = {
			factor = 30
			religion_group = christian
			OR = {
				culture = greek
				culture = italian
			}
			OR = {
				graphical_culture = southerngfx
				graphical_culture = byzantinegfx
			}
		}
		modifier = {
			factor = 15
			religion_group = christian
			culture_group = iberian
			OR = {
				graphical_culture = southerngfx
				graphical_culture = byzantinegfx
			}
		}
	}
	1 = {
		factor = 1
	}
	2 = {
		factor = 1
	}
	3 = {
		factor = 1
	}
	4 = {
		factor = 1
	}
	5 = {
		factor = 1
	}
	6 = {
		factor = 1
	}
	7 = {
		factor = 1
	}
	8 = {
		factor = 1
	}
	9 = {
		factor = 1
		modifier = {
			factor = 5
			religion_group = christian
			culture_group = iberian
			OR = {
				graphical_culture = southerngfx
				graphical_culture = byzantinegfx
			}
		}
	}
	10 = {
		factor = 1
		modifier = {
			factor = 0
			religion_group = muslim
			NOT = { graphical_culture = muslimgfx }
		}
		modifier = {
			factor = 20
			religion_group = christian
			culture_group = iberian
			OR = {
				graphical_culture = southerngfx
				graphical_culture = byzantinegfx
			}
		}
		modifier = {
			factor = 60
			religion_group = christian
			OR = {
				culture = greek
				culture = italian
			}
			OR = {
				graphical_culture = southerngfx
				graphical_culture = byzantinegfx
			}
		}
	}
}

# p5 headgear
5 = {
	# Imperial crown/Chaliph turban
	0 = {
		factor = 0
	}
	
	# Royal crown/turban 1
	1 = {
		factor = 0
	}

	# Royal crown/turban 2
	2 = {
		factor = 0
	}

	# Royal crown/turban 3
	3 = {
		factor = 0
	}

	# Simple golden band/turban
	4 = {
		factor = 0
	}

	# Common headgear 1 - hood
	5 = {
		factor = 0
	}
	
	# Common headgear 2 - hood
	6 = {
		factor = 0
	}

	# Common headgear 3 - Red hat
	7 = {
		factor = 0
	}
	
	# Common headgear 4 - hood
	8 = {
		factor = 0
	}

	# Shady headgear
	9 = {
		factor = 0
	}

	# Martial headgear
	10 = {
		factor = 0
	}

	# Blank
	11 = {
		factor = 999999
	}
}

# p6 imprisoned
6 = {
	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			prisoner = yes
		}
	}

	1 = { # prisoner
		factor = 100
		modifier = {
			factor = 0
			prisoner = no
		}
	}
}

# p7 scars
7 = {
	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			OR = {
				trait = maimed
				trait = wounded
				trait = scarred
				#trait = disfigured
				#trait = one_eyed
			}
		}
   	}

	1 = { # scar 1
		factor = 1
		modifier = {
			factor = 0
			NOT = { 
				OR = {
					trait = maimed
					trait = wounded
					trait = scarred
					#trait = disfigured
					#trait = one_eyed
				}
			}
		}
   	}

	2 = { # scar 2
		factor = 1
		modifier = {
			factor = 0
			NOT = { 
				OR = {
					trait = maimed
					trait = wounded
					trait = scarred
					#trait = disfigured
					#trait = one_eyed
				}
			}
		}
   	}

	3 = { # scar 3
		factor = 1
		modifier = {
			factor = 0
			NOT = { 
				OR = {
					trait = maimed
					trait = wounded
					trait = scarred
					#trait = disfigured
					#trait = one_eyed
				}
			}
		}
   	}

	4 = { # scar 4
		factor = 1
		modifier = {
			factor = 0
			NOT = { 
				OR = {
					trait = maimed
					trait = wounded
					trait = scarred
					#trait = disfigured
					#trait = one_eyed
				}
			}
		}
   	}
}

# p8 red dots
8 = {
	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			OR = {
				trait = has_measles
				trait = has_small_pox
			}
		}
 	}

	1 = { # red dots
		factor = 100
		modifier = {
			factor = 0
			OR = {
				NOT = {
					trait = has_measles
					trait = has_small_pox
				}
			}
		}
  	}
}

# p9 boils
9 = {

	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			OR = {
				trait = has_bubonic_plague
			}
		}
 	}

	1 = { # boils
		factor = 100
		modifier = {
			factor = 0
			OR = {
				NOT = {
					trait = has_bubonic_plague
				}
			}
		}
 	}
 	
}

# p10 blinded
10 = {
	0 = {
		factor = 100
		modifier = {
			factor = 0
			trait = blinded
		}
	}
	
	1 =  {
		factor = 100
		modifier = {
			factor = 0
			NOT = {
				trait = blinded
			}
		}
	}
}

# p11 player
11 = {
	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			AND = {
				ai = no
				multiplayer = yes
			}
		}
	}

	1 = { # player
		factor = 100
		modifier = {
			factor = 0
			OR = {
				ai = yes
				multiplayer = no
			}
		}
	}
}

# p12 mask for the disfigured
12 = {
	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			OR = { 
				trait = disfigured 
				has_character_modifier = attending_masquerade
				has_character_modifier = forced_mask
			}
		}
	}

	1 = { # mask 1 bone
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOR = { 
					trait = disfigured 
					has_character_modifier = attending_masquerade
					has_character_modifier = forced_mask
				}
				AND = {
					OR = { 
						trait = disfigured 
						has_character_modifier = attending_masquerade
						has_character_modifier = forced_mask
					}
					NOR = {
						is_tribal = yes
						is_nomadic = yes
						religion_group = pagan_group
					}
				}
				has_character_modifier = golden_mask
			}
		}
	}

	2 = { # mask 2 silver
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOR = { 
					trait = disfigured 
					has_character_modifier = attending_masquerade
					has_character_modifier = forced_mask
				}
				AND = {
					is_landed = no
					is_married = no
				}
				AND = {
					is_landed = yes
					NOT = { higher_tier_than = DUKE }
				}
				AND = {
					is_landed = no
					is_married = yes
					spouse = { NOT = { higher_tier_than = DUKE } }
				}
				is_tribal = yes
				is_nomadic = yes
				religion_group = pagan_group
				has_character_modifier = golden_mask
			}
		}
		modifier = {
			factor = 0
			OR = {
				culture = manden
				culture = maghreb_arabic
			}
		}
	}

	3 = { # mask 3 iron
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOR = { 
					trait = disfigured 
					has_character_modifier = attending_masquerade
					has_character_modifier = forced_mask
				}
				AND = {
					is_landed = yes
					higher_tier_than = DUKE
				}
				AND = {
					is_landed = no
					is_married = yes
					spouse = { higher_tier_than = DUKE }
				}
				is_tribal = yes
				is_nomadic = yes
				religion_group = pagan_group
				has_character_modifier = golden_mask
			}
		}
	}
	
	4 = { # mask 4 bone - blue stripes
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOR = { 
					trait = disfigured 
					has_character_modifier = attending_masquerade
					has_character_modifier = forced_mask
				}
				AND = {
					trait = disfigured
					NOR = {
						is_tribal = yes
						is_nomadic = yes
						religion_group = pagan_group
					}
				}
				has_character_modifier = golden_mask
			}
		}
	}
	
	5 = { # mask 5 bone - orange stripes
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOR = { 
					trait = disfigured 
					has_character_modifier = attending_masquerade
					has_character_modifier = forced_mask
				}
				AND = {
					trait = disfigured
					NOR = {
						is_tribal = yes
						is_nomadic = yes
						religion_group = pagan_group
					}
				}
				has_character_modifier = golden_mask
			}
		}
	}
	
	6 = { # mask 6 bone - red dots
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOR = { 
					trait = disfigured 
					has_character_modifier = attending_masquerade
					has_character_modifier = forced_mask
				}
				AND = {
					trait = disfigured
					NOR = {
						is_tribal = yes
						is_nomadic = yes
					}
				}
				has_character_modifier = golden_mask
			}
		}
		modifier = {
			factor = 0
			NOR = {
				is_tribal = yes
				is_nomadic = yes
			}
		}
		modifier = {
			factor = 0
			NOR = {
				religion = west_african_pagan
				religion = west_african_pagan_reformed
				culture = manden
				culture_group = east_african
			}
		}
	}
	
	7 = { # mask 7 bone - black stripes
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOR = { 
					trait = disfigured 
					has_character_modifier = attending_masquerade
					has_character_modifier = forced_mask
				}
				AND = {
					trait = disfigured
					NOR = {
						is_tribal = yes
						is_nomadic = yes
					}
				}
				has_character_modifier = golden_mask
			}
		}
		modifier = {
			factor = 0
			NOR = {
				is_tribal = yes
				is_nomadic = yes
			}
		}
		modifier = {
			factor = 0
			NOR = {
				religion = west_african_pagan
				religion = west_african_pagan_reformed
				culture = manden
				culture_group = east_african
			}
		}
	}
	
	8 = { # mask 8 bone - red stripes/eyes
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOR = { 
					trait = disfigured 
					has_character_modifier = attending_masquerade
					has_character_modifier = forced_mask
				}
				AND = {
					trait = disfigured
					NOR = {
						is_tribal = yes
						is_nomadic = yes
						religion_group = pagan_group
					}
				}
				has_character_modifier = golden_mask
			}
		}
	}
	
	9 = { # mask 9 bone - black eyes/lightning
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOR = { 
					trait = disfigured 
					has_character_modifier = attending_masquerade
					has_character_modifier = forced_mask
				}
				AND = {
					trait = disfigured
					NOR = {
						is_tribal = yes
						is_nomadic = yes
						religion_group = pagan_group
					}
				}
				has_character_modifier = golden_mask
			}
		}
	}
	
	10 = { # mask 10 - decorated silver
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOR = { 
					trait = disfigured 
					has_character_modifier = attending_masquerade
					has_character_modifier = forced_mask
				}
				AND = {
					is_landed = no
					is_married = no
				}
				AND = {
					is_landed = yes
					NOT = { higher_tier_than = DUKE }
				}
				AND = {
					is_landed = no
					is_married = yes
					spouse = { NOT = { higher_tier_than = DUKE } }
				}
				is_tribal = yes
				is_nomadic = yes
				religion_group = pagan_group
				has_character_modifier = golden_mask
			}
		}
		modifier = {
			factor = 0
			OR = {
				culture = manden
				culture = maghreb_arabic
			}
		}
	}
	
	11 = { # mask 11 - decorated gold
		factor = 2
		modifier = {
			factor = 0
			OR = {
				NOR = { 
					trait = disfigured 
					has_character_modifier = attending_masquerade
					has_character_modifier = forced_mask
				}
				AND = {
					is_landed = no
					is_married = no
				}
				AND = {
					is_landed = yes
					NOT = { higher_tier_than = DUKE }
				}
				AND = {
					is_landed = no
					is_married = yes
					spouse = { NOT = { higher_tier_than = DUKE } }
				}
				is_tribal = yes
				is_nomadic = yes
				religion_group = pagan_group
			}
			NOT = { has_character_modifier = golden_mask }
		}
		modifier = {
			factor = 0
			NOR = {
				trait = greedy
				trait = proud
				trait = ambitious
				trait = envious
				culture = manden
				culture = maghreb_arabic
			}
			NOT = { has_character_modifier = golden_mask }
		}
		modifier = {
			factor = 5
			has_landed_title = k_papal_state
		}
		modifier = {
			factor = 1000
			has_character_modifier = golden_mask
		}
	}
	
	12 = { # mask 12 - full mask 1 leather
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOR = { 
					trait = disfigured 
					has_character_modifier = attending_masquerade
					has_character_modifier = forced_mask
				}
				AND = {
					is_landed = no
					is_married = no
				}
				AND = {
					is_landed = yes
					NOT = { higher_tier_than = DUKE }
				}
				AND = {
					is_landed = no
					is_married = yes
					spouse = { NOT = { higher_tier_than = DUKE } }
				}
				religion_group = pagan_group
				has_character_modifier = golden_mask
			}
		}
	}
	
	13 = { # mask 13 - full mask 2 bone
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOR = { 
					trait = disfigured 
					has_character_modifier = attending_masquerade
					has_character_modifier = forced_mask
				}
				AND = {
					is_landed = no
					is_married = no
				}
				AND = {
					is_landed = yes
					NOT = { higher_tier_than = DUKE }
				}
				AND = {
					is_landed = no
					is_married = yes
					spouse = { NOT = { higher_tier_than = DUKE } }
				}
				religion_group = pagan_group
				has_character_modifier = golden_mask
			}
		}
	}
}

# p13 eyepatch for one_eyed
13 = {
	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			trait = one_eyed
			NOT = { has_character_modifier = glass_eye }
		}
	}

	1 = { # eyepatch 1
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOT = { trait = one_eyed }
				has_character_modifier = glass_eye
			}
		}
	}
	
	2 = { # eyepatch 2 - red leather
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOT = { trait = one_eyed }
				has_character_modifier = glass_eye
			}
		}
	}
	
	3 = { # eyepatch 3 - painted eye
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NAND = {
					trait = one_eyed
					OR = {
						trait = paranoid
						trait = possessed
					}
				}
				has_character_modifier = glass_eye
			}
		}
		modifier = {
			factor = 2
			OR = {
				trait = paranoid
				trait = possessed
			}
		}
	}
	
	4 = { # eyepatch 4 - red
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOT = { trait = one_eyed }
				has_character_modifier = glass_eye
			}
		}
	}
	
	5 = { # eyepatch 5 - white rag
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOT = { trait = one_eyed }
				has_character_modifier = glass_eye
			}
		}
		modifier = {
			factor = 3
			AND = {
				religion = catholic
				is_theocracy = yes
			}
		}
	}
	
	6 = { # eyepatch 6 - blue rag
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOT = { trait = one_eyed }
				has_character_modifier = glass_eye
			}
		}
		modifier = {
			factor = 2
			OR = {
				religion = tengri_pagan
				religion = tengri_pagan_reformed
			}
		}
	}
	
	7 = { # eyepatch 7 - green rag
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOT = { trait = one_eyed }
				has_character_modifier = glass_eye
			}
		}
		modifier = {
			factor = 2
			religion_group = muslim
		}
	}
	
	8 = { # eyepatch 8 - red rag
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOT = { trait = one_eyed }
				has_character_modifier = glass_eye
			}
		}
	}
	
	9 = { # eyepatch 9 - bloodied rag
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NAND = {
					trait = one_eyed
					OR = {
						trait = wroth
						trait = cruel
						has_minor_title = title_commander
					}
				}
				has_character_modifier = glass_eye
			}
		}
		modifier = {
			factor = 2
			OR = {
				trait = wroth
				trait = cruel
				has_minor_title = title_commander
			}
		}
		modifier = {
			factor = 2
			martial = 12
		}
	}
	
	10 = { # eyepatch 10 - tartan rag
		factor = 3
		modifier = {
			factor = 0
			OR = {
				NAND = {
					trait = one_eyed
					culture_group = celtic
				}
				has_character_modifier = glass_eye
			}
		}
	}
	
	11 = { # eyepatch 11 - scarred eye 1
		factor = 1
		modifier = {
			factor = 0
			NOT = { trait = one_eyed }
		}
		modifier = {
			factor = 0
			trait = shy
		}
		modifier = {
			factor = 4
			OR = {
				is_tribal = yes
				is_nomadic = yes
				trait = stubborn
			}
		}
	}
	
	12 = { # eyepatch 12 - scarred eye 2
		factor = 1
		modifier = {
			factor = 0
			NOT = { trait = one_eyed }
		}
		modifier = {
			factor = 0
			trait = shy
		}
		modifier = {
			factor = 4
			OR = {
				is_tribal = yes
				is_nomadic = yes
				trait = stubborn
			}
		}
	}
}