join_prev_warrior_lodge_society_effect = {
	if = {
		limit = { PREV = { society_member_of = warrior_lodge_norse } }
		join_society = warrior_lodge_norse
	}
	if = {
		limit = { PREV = { society_member_of = warrior_lodge_tengri } }
		join_society = warrior_lodge_tengri
	}
	if = {
		limit = { PREV = { society_member_of = warrior_lodge_baltic } }
		join_society = warrior_lodge_baltic
	}
	if = {
		limit = { PREV = { society_member_of = warrior_lodge_finnish } }
		join_society = warrior_lodge_finnish
	}
	if = {
		limit = { PREV = { society_member_of = warrior_lodge_slavic } }
		join_society = warrior_lodge_slavic
	}
	if = {
		limit = { PREV = { society_member_of = warrior_lodge_west_african } }
		join_society = warrior_lodge_west_african
	}
	if = {
		limit = { PREV = { society_member_of = warrior_lodge_zun } }
		join_society = warrior_lodge_zun
	}
	if = {
		limit = { PREV = { society_member_of = warrior_lodge_bon } }
		join_society = warrior_lodge_bon
	}
	if = {
		limit = { PREV = { society_member_of = warrior_lodge_hellenic } }
		join_society = warrior_lodge_hellenic
	}
	if = {
	    limit = { PREV = { society_member_of = warrior_lodge_dwarven } }
		join_society = warrior_lodge_dwarven
	}
}

add_warrior_lodge_leader_trait_effect = {
	trigger_switch = {
		on_trigger = society_member_of
		warrior_lodge_norse = {
			add_trait = norse_leader
		}
		warrior_lodge_tengri = {
			add_trait = tengri_leader
		}
		warrior_lodge_baltic = {
			add_trait = baltic_leader
		}
		warrior_lodge_finnish = {
			add_trait = finnish_leader
		}
		warrior_lodge_slavic = {
			add_trait = slavic_leader
		}
		warrior_lodge_west_african = {
			add_trait = west_african_leader
		}
		warrior_lodge_zun = {
			add_trait = zun_leader
		}
		warrior_lodge_bon = {
			add_trait = bon_leader
		}
		warrior_lodge_hellenic = {
			add_trait = hellenic_leader
		}
		
		### EaD ###
		warrior_lodge_dwarven = {
			add_trait = dwarven_leader
		}
	}
}

remove_dark_elves_assassins_debt_effect = {
	if = {
		limit = { has_character_modifier = dark_elves_assassins_debt }
		remove_character_modifier = dark_elves_assassins_debt
		hidden_tooltip = {
			set_variable = { which = dark_elves_assassins_debt value = 0 } 
		}
		clr_character_flag = dark_elves_assassins_target_debt
		clear_delayed_event = { id = MNM.6009 }
	}
}

pay_back_dark_elves_assassins_effect = {
	if = {
		limit = { is_variable_equal = { which = dark_elves_assassins_debt value = 50 } }
		wealth = -50
		hidden_tooltip = {
			event_target:grand_master  = {
				if = {
					limit = {
						ai = yes
						primary_title = { title = d_dark_elves_assassins } 
					}
					wealth = 50
				}
			}
		}
	}
	if = {
		limit = { is_variable_equal = { which = dark_elves_assassins_debt value = 250 } }
		wealth = -250	
		hidden_tooltip = {
			event_target:grand_master  = {
				if = {
					limit = {
						ai = yes
						primary_title = { title = d_dark_elves_assassins } 
					}
					wealth = 250
				}
			}
		}
	}
	if = {
		limit = { is_variable_equal = { which = dark_elves_assassins_debt value = 300 } }
		wealth = -300
		hidden_tooltip = {
			event_target:grand_master  = {
				if = {
					limit = {
						ai = yes
						primary_title = { title = d_dark_elves_assassins } 
					}
					wealth = 300
				}
			}
		}
	}
	if = {
		limit = { is_variable_equal = { which = dark_elves_assassins_debt value = 500 } }
		wealth = -500
		hidden_tooltip = {
			event_target:grand_master = {
				if = {
					limit = {
						ai = yes
						primary_title = { title = d_dark_elves_assassins } 
					}
					wealth = 500
				}
			}
		}
	}
}

spawn_good_dwarven_warrior_effect = {
	if = { 
		limit = { has_religion_feature = religion_matriarchal }
		create_random_soldier = {
			random_traits = yes
			religion = dwarven
			culture = dwarven_dawi
			dynasty = random
			female = yes
			attributes = {
				diplomacy = 2
				learning = 2
				stewardship = 2
				intrigue = 2
				martial = 8
			}
		}
	}
	if = { 
		limit = { NOT = { has_religion_feature = religion_matriarchal } }
		create_random_soldier = {
			random_traits = yes
			religion = dwarven
			culture = dwarven_dawi
			dynasty = random
			female = no
			attributes = {
				diplomacy = 2
				learning = 2
				stewardship = 2
				intrigue = 2
				martial = 8
			}
		}
	}
	new_character = {
		remove_trait = weak
		remove_trait = slow
		remove_trait = imbecile
		remove_trait = dull
		
		remove_trait = mystic
		remove_trait = socializer
		remove_trait = gamer
		remove_trait = hedonist
		remove_trait = duelist
		remove_trait = hunter
		remove_trait = strategist
		remove_trait = administrator
		remove_trait = architect
		remove_trait = gardener
		remove_trait = schemer
		remove_trait = impaler
		remove_trait = seducer
		remove_trait = seductress
		remove_trait = theologian
		remove_trait = scholar
		
		random_list = { # Flavor Randomization
			35 = { 
				# Nothing
			}
			15 = {
				change_martial = 2
			}
			10 = {
				add_trait = robust
			}
			10 = {
				add_trait = duelist
			}
			10 = {
				add_trait = hunter
			}
			5 = {
				add_trait = strategist
			}
			5 = {
				change_martial = 4
			}
			5 = {
				if = {
					limit = {
						has_dlc = "Reapers"
					}
					add_trait = one_eyed
				}
			}
			5 = { 
				add_trait = shrewd
			}
			3 = { 
				add_trait = giant
			}
		}
		hidden_tooltip = {
			if = {
				limit = {
					has_dharmic_religion_trigger = yes
				}
				add_trait = kshatriya
				character_event = { id = RoI.30121 }
			}
			if = {
				limit = {
					OR = {
						religion = hellenic_pagan
						religion = hellenic_pagan_reformed
						has_religion_feature = religion_astrology
					}
				}
				hidden_tooltip = { add_western_zodiac_trait_effect = yes }
			}
			if = {
				limit = {
					has_religion_feature = religion_no_leader
					religion_group = pagan_group
				}
				random_list = {  
					5 = {
						add_trait = pagan_branch_1
					}
					25 = {
						add_trait = pagan_branch_2
					}
					25 = {
						add_trait = pagan_branch_3
					}
					25 = {
						add_trait = pagan_branch_4
					}
				}
			}
		}
		set_character_flag = invited_soldier
		save_event_target_as = invited_character
	}
}

spawn_great_dwarven_warrior_effect = {
	if = { 
		limit = { has_religion_feature = religion_matriarchal }
		create_random_soldier = {
			random_traits = yes
			religion = dwarven
			culture = dwarven_dawi
			dynasty = random
			female = yes
			attributes = {
				diplomacy = 3
				learning = 3
				stewardship = 3
				intrigue = 3
				martial = 9
			}
		}
	}
	if = { 
		limit = { NOT = { has_religion_feature = religion_matriarchal } }
		create_random_soldier = {
			random_traits = yes
			religion = dwarven
			culture = dwarven_dawi
			dynasty = random
			female = no
			attributes = {
				diplomacy = 3
				learning = 3
				stewardship = 3
				intrigue = 3
				martial = 9
			}
		}
	}
	new_character = {
		remove_trait = weak
		remove_trait = slow
		remove_trait = imbecile
		remove_trait = dull
		remove_trait = dwarf
		remove_trait = giant
		remove_trait = hunchback
		remove_trait = clubfooted
		remove_trait = craven
		
		remove_trait = mystic
		remove_trait = socializer
		remove_trait = gamer
		remove_trait = hedonist
		remove_trait = duelist
		remove_trait = hunter
		remove_trait = strategist
		remove_trait = administrator
		remove_trait = architect
		remove_trait = gardener
		remove_trait = schemer
		remove_trait = impaler
		remove_trait = seducer
		remove_trait = seductress
		remove_trait = theologian
		remove_trait = scholar
		
		remove_trait = misguided_warrior
		remove_trait = tough_soldier
		remove_trait = skilled_tactician
		remove_trait = brilliant_strategist

		random_list = {
			5 = { add_trait = misguided_warrior }
			10 = { add_trait = tough_soldier }
			20 = { add_trait = skilled_tactician }
			30 = { add_trait = brilliant_strategist }
		}
	
		random_list = { # Flavor Randomization
			35 = { 
				# Nothing
			}
			15 = {
				change_martial = 2
			}
			10 = {
				add_trait = robust
			}
			10 = {
				add_trait = duelist
			}
			10 = {
				add_trait = hunter
			}
			5 = {
				add_trait = strategist
			}
			5 = {
				change_martial = 4
			}
			5 = {
				if = {
					limit = {
						has_dlc = "Reapers"
					}
					add_trait = one_eyed
				}
			}
			5 = { 
				add_trait = shrewd
			}
			1 = { 
				add_trait = giant
			}
		}
		random_list = {
			50 = {
				#Nothing
			}
			10 = {
				add_trait = narrow_flank_leader
			}
			10 = {
				add_trait = defensive_leader
			}
			10 = {
				add_trait = experimenter
			}
			10 = {
				add_trait = flanker
			}
			10 = {
				add_trait = heavy_infantry_leader
			}
			10 = {
				add_trait = inspiring_leader
			}
			10 = {
				add_trait = organizer
			}
			10 = {
				add_trait = siege_leader
			}
			10 = {
				add_trait = trickster
			}
			10 = {
				add_trait = aggressive_leader
			}
		}
		hidden_tooltip = {
			if = {
				limit = {
					has_dharmic_religion_trigger = yes
				}
				add_trait = kshatriya
				character_event = { id = RoI.30121 }
			}
			if = {
				limit = {
					OR = {
						religion = hellenic_pagan
						religion = hellenic_pagan_reformed
						has_religion_feature = religion_astrology
					}
				}
				hidden_tooltip = { add_western_zodiac_trait_effect = yes }
			}
			if = {
				limit = {
					has_religion_feature = religion_no_leader
					religion_group = pagan_group
				}
				random_list = {  
					5 = {
						add_trait = pagan_branch_1
					}
					25 = {
						add_trait = pagan_branch_2
					}
					25 = {
						add_trait = pagan_branch_3
					}
					25 = {
						add_trait = pagan_branch_4
					}
				}
			}
		}
		set_character_flag = invited_soldier
		save_event_target_as = invited_character
	}
}

spawn_fantastic_dwarven_warrior_effect = {

	if = { 
		limit = { has_religion_feature = religion_matriarchal }
		create_random_soldier = {
			random_traits = yes
			religion = dwarven
			culture = dwarven_dawi
			dynasty = actually_culture
			female = yes
			attributes = {
				diplomacy = 4
				learning = 4
				stewardship = 4
				intrigue = 4
				martial = 12
			}
		}
	}
	if = { 
		limit = { NOT = { has_religion_feature = religion_matriarchal } }
		create_random_soldier = {
			random_traits = yes
            religion = dwarven
			culture = dwarven_dawi
			dynasty = actually_culture
			female = no
			attributes = {
				diplomacy = 4
				learning = 4
				stewardship = 4
				intrigue = 4
				martial = 12
			}
		}
	}
	new_character = {
		remove_trait = weak
		remove_trait = slow
		remove_trait = imbecile
		remove_trait = dull
		remove_trait = dwarf
		remove_trait = giant
		remove_trait = hunchback
		remove_trait = clubfooted
		remove_trait = craven
		remove_trait = paranoid
		
		remove_trait = mystic
		remove_trait = socializer
		remove_trait = gamer
		remove_trait = hedonist
		remove_trait = duelist
		remove_trait = hunter
		remove_trait = strategist
		remove_trait = administrator
		remove_trait = architect
		remove_trait = gardener
		remove_trait = schemer
		remove_trait = impaler
		remove_trait = seducer
		remove_trait = seductress
		remove_trait = theologian
		remove_trait = scholar
		
		remove_trait = misguided_warrior
		remove_trait = tough_soldier
		remove_trait = skilled_tactician
		
		add_trait = brilliant_strategist
		
		random_list = {
			20 = {
				add_trait = robust
			}
			10 = {
				add_trait = strong
			}
			5 = {
				health = 1
			}
		}
		
		random_list = {
			10 = {
				add_trait = narrow_flank_leader
			}
			10 = {
				add_trait = defensive_leader
			}
			10 = {
				add_trait = experimenter
			}
			10 = {
				add_trait = flanker
			}
			10 = {
				add_trait = heavy_infantry_leader
			}
			10 = {
				add_trait = inspiring_leader
			}
			10 = {
				add_trait = organizer
			}
			10 = {
				add_trait = siege_leader
			}
			10 = {
				add_trait = trickster
			}
			10 = {
				add_trait = aggressive_leader
			}
		}
		
		random_list = { # Flavor Randomization
			20 = {
				add_trait = giant
				add_trait = robust
				add_trait = hunter
				change_martial = 2
				give_nickname = nick_the_giant
			}
			20 = {
				modifier = {
					factor = 0
					NOT = {
						has_dlc = "Reapers"
					}
				}
				add_trait = giant
				add_trait = robust
				add_trait = strategist
				add_trait = one_eyed
				change_martial = 1
				give_nickname = nick_the_cyclops
			}
			20 = {
				add_trait = holy_warrior
				add_trait = scarred
				change_martial = 3
				give_nickname = nick_the_hammer
			}
			20 = {
				add_trait = brave
				add_trait = poet
				change_martial = 2
				give_nickname = nick_the_fearless
			}
			20 = {
				add_trait = robust
				remove_trait = temperate
				add_trait = wroth
				add_trait = falconer
				change_martial = 1
				give_nickname = nick_the_ill_tempered
			}
			20 = {
				add_trait = unyielding_leader
				remove_trait = wroth
				add_trait = patient
				change_martial = 2
				give_nickname = nick_the_defender
			}
			20 = {
				add_trait = aggressive_leader
				remove_trait = patient
				add_trait = wroth
				change_martial = 3
				give_nickname = nick_the_destroyer
			}
			20 = {
				add_trait = shrewd
				add_trait = brave
				change_martial = 2
				give_nickname = nick_the_brave
			}
			20 = {
				add_trait = robust
				add_trait = strategist
				change_martial = 1
				give_nickname = nick_the_strong
			}
			20 = {
				add_trait = genius
				add_trait = socializer
				add_trait = poet
				change_martial = 4
				give_nickname = nick_the_noble
			}
			20 = {
				add_trait = blinded
				add_trait = strategist
				add_trait = genius
				change_martial = 4
				give_nickname = nick_the_blind
			}
			20 = {
				remove_trait = humble
				add_trait = proud
				add_trait = duelist
				change_martial = 2
				give_nickname = nick_the_proud
			}
			20 = {
				add_trait = hunter
				add_trait = shrewd
				change_martial = 3
				give_nickname = nick_the_hunter
			}
			20 = {
				modifier = {
					factor = 0
					NOT = {
						has_dlc = "Reapers"
					}
				}
				add_trait = disfigured
				add_trait = scarred
				add_trait = genius
				change_martial = 2
				change_intrigue = 12
				give_nickname = nick_of_a_thousand_faces
			}
			20 = {
				add_trait = genius
				add_trait = clubfooted
				change_martial = 1
				give_nickname = nick_the_bear
			}
			20 = {
				add_trait = trusting
				add_trait = quick
				change_martial = 4
				give_nickname = nick_the_loyal
			}
			20 = {
				add_trait = ugly
				add_trait = strong
				add_trait = duelist
				change_martial = 1
				give_nickname = nick_the_boar
			}
			20 = {
				add_trait = fair
				add_trait = strategist
				change_martial = 4
				give_nickname = nick_the_lion
			}
			20 = {
				add_trait = brave
				add_trait = duelist
				change_martial = 3
				give_nickname = nick_the_bold
			}
			20 = {
				add_trait = shrewd
				add_trait = hedonist
				change_martial = 4
				give_nickname = nick_the_quarreller
			}
			20 = {
				add_trait = shrewd
				add_trait = cavalry_leader
				change_martial = 2
				give_nickname = nick_the_wolf
			}
		}
		hidden_tooltip = {
			if = {
				limit = {
					has_dharmic_religion_trigger = yes
				}
				add_trait = kshatriya
				character_event = { id = RoI.30121 }
			}
			if = {
				limit = {
					has_religion_feature = religion_no_leader
					religion_group = pagan_group
				}
				random_list = {  
					5 = {
						add_trait = pagan_branch_1
					}
					25 = {
						add_trait = pagan_branch_2
					}
					25 = {
						add_trait = pagan_branch_3
					}
					25 = {
						add_trait = pagan_branch_4
					}
				}
			}
		}
		set_character_flag = invited_soldier
		save_event_target_as = invited_character
	}
}

spawn_elven_noble_effect = {

	if = { 
		limit = { has_religion_feature = religion_matriarchal }
		create_random_diplomat = {
			random_traits = yes
			religion = elven
			culture = high_elven
			dynasty = random
			female = yes
			attributes = {
				diplomacy = 8
				learning = 2
				stewardship = 2
				intrigue = 2
				martial = 2
			}
		}
	}
	if = { 
		limit = { NOT = { has_religion_feature = religion_matriarchal } }
		create_random_diplomat = {
			random_traits = yes
			religion = elven
			culture = high_elven
			dynasty = random
			female = no
			attributes = {
				diplomacy = 8
				learning = 2
				stewardship = 2
				intrigue = 2
				martial = 2
			}
		}
	}
	new_character = {
		remove_trait = weak
		remove_trait = slow
		remove_trait = imbecile
		remove_trait = dull
		remove_trait = dwarf
		remove_trait = giant
		remove_trait = hunchback
		remove_trait = clubfooted
		remove_trait = craven
		remove_trait = paranoid
		
		remove_trait = mystic
		remove_trait = socializer
		remove_trait = gamer
		remove_trait = hedonist
		remove_trait = duelist
		remove_trait = hunter
		remove_trait = strategist
		remove_trait = administrator
		remove_trait = architect
		remove_trait = gardener
		remove_trait = schemer
		remove_trait = impaler
		remove_trait = seducer
		remove_trait = seductress
		remove_trait = theologian
		remove_trait = scholar

		random_list = {
			27 = {
				add_trait = shrewd
			}
			3 = {
				add_trait = quick
			}
			15 = {
			    add_trait = poet
			}
			15 = {
			    add_trait = falconer
			}
			10 = {
			    add_trait = socializer
			}
			10 = {
			    add_trait = gamer
			}
			20 = {
				health = 1
			}
		}
		
		hidden_tooltip = {
			if = {
				limit = {
					has_dharmic_religion_trigger = yes
				}
				add_trait = kshatriya
				character_event = { id = RoI.30121 }
			}
			if = {
				limit = {
					has_religion_feature = religion_no_leader
					religion_group = pagan_group
				}
				random_list = {  
					5 = {
						add_trait = pagan_branch_1
					}
					25 = {
						add_trait = pagan_branch_2
					}
					25 = {
						add_trait = pagan_branch_3
					}
					25 = {
						add_trait = pagan_branch_4
					}
				}
			}
		}
		set_character_flag = invited_soldier
		save_event_target_as = invited_character
	}
}

spawn_dark_elven_assassin_effect = {

	if = { 
		limit = { has_religion_feature = religion_matriarchal }
		create_random_intriguer = {
			random_traits = yes
			religion = elven_tribunal
			culture = dark_elven
			dynasty = random
			female = yes
			attributes = {
				diplomacy = 2
				learning = 2
				stewardship = 2
				intrigue = 8
				martial = 2
			}
		}
	}
	if = { 
		limit = { NOT = { has_religion_feature = religion_matriarchal } }
		create_random_intriguer = {
			random_traits = yes
			religion = elven_tribunal
			culture = dark_elven
			dynasty = random
			female = no
			attributes = {
				diplomacy = 2
				learning = 2
				stewardship = 2
				intrigue = 8
				martial = 2
			}
		}
	}
	new_character = {
		remove_trait = weak
		remove_trait = slow
		remove_trait = imbecile
		remove_trait = dull
		remove_trait = dwarf
		remove_trait = giant
		remove_trait = hunchback
		remove_trait = clubfooted
		remove_trait = craven
		remove_trait = paranoid
		
		remove_trait = mystic
		remove_trait = socializer
		remove_trait = gamer
		remove_trait = hedonist
		remove_trait = duelist
		remove_trait = hunter
		remove_trait = strategist
		remove_trait = administrator
		remove_trait = architect
		remove_trait = gardener
		remove_trait = schemer
		remove_trait = impaler
		remove_trait = seducer
		remove_trait = seductress
		remove_trait = theologian
		remove_trait = scholar

		random_list = {
			27 = {
				add_trait = shrewd
			}
			3 = {
				add_trait = quick
			}
			15 = {
			    add_trait = poet
			}
			15 = {
			    if = { 
				    limit = { is_female = yes } 
				    add_trait = seductress
				}
				else_if = {
				    limit = { is_female = no }
					add_trait = seducer
				}
			}
			10 = {
			    add_trait = schemer
			}
			10 = {
			    add_trait = impaler
			}
			20 = {
				health = 1
			}
		}
		
		hidden_tooltip = {
			if = {
				limit = {
					has_dharmic_religion_trigger = yes
				}
				add_trait = kshatriya
				character_event = { id = RoI.30121 }
			}
			if = {
				limit = {
					has_religion_feature = religion_no_leader
					religion_group = pagan_group
				}
				random_list = {  
					5 = {
						add_trait = pagan_branch_1
					}
					25 = {
						add_trait = pagan_branch_2
					}
					25 = {
						add_trait = pagan_branch_3
					}
					25 = {
						add_trait = pagan_branch_4
					}
				}
			}
		}
		save_event_target_as = invited_character
	}
}

spawn_dark_dwarven_scholar_effect = {

	if = { 
		limit = { has_religion_feature = religion_matriarchal }
		create_random_intriguer = {
			random_traits = yes
			religion = dwarven_dwemer
			culture = dark_dwarven
			dynasty = random
			female = yes
			attributes = {
				diplomacy = 2
				learning = 8
				stewardship = 2
				intrigue = 2
				martial = 2
			}
		}
	}
	if = { 
		limit = { NOT = { has_religion_feature = religion_matriarchal } }
		create_random_intriguer = {
			random_traits = yes
			religion = dwarven_dwemer
			culture = dark_dwarven
			dynasty = random
			female = no
			attributes = {
				diplomacy = 2
				learning = 8
				stewardship = 2
				intrigue = 2
				martial = 2
			}
		}
	}
	new_character = {
		remove_trait = weak
		remove_trait = slow
		remove_trait = imbecile
		remove_trait = dull
		remove_trait = dwarf
		remove_trait = giant
		remove_trait = hunchback
		remove_trait = clubfooted
		remove_trait = craven
		remove_trait = paranoid
		
		remove_trait = mystic
		remove_trait = socializer
		remove_trait = gamer
		remove_trait = hedonist
		remove_trait = duelist
		remove_trait = hunter
		remove_trait = strategist
		remove_trait = administrator
		remove_trait = architect
		remove_trait = gardener
		remove_trait = schemer
		remove_trait = impaler
		remove_trait = seducer
		remove_trait = seductress
		remove_trait = theologian
		remove_trait = scholar

		random_list = {
			27 = {
				add_trait = shrewd
			}
			3 = {
				add_trait = quick
			}
			20 = {
			    add_trait = scholar
			}
			20 = {
			    add_trait = mystic
			}
			10 = {
      			add_trait = physician
			}	
			20 = {
				health = 1
			}
		}
		
		hidden_tooltip = {
			if = {
				limit = {
					has_dharmic_religion_trigger = yes
				}
				add_trait = kshatriya
				character_event = { id = RoI.30121 }
			}
			if = {
				limit = {
					has_religion_feature = religion_no_leader
					religion_group = pagan_group
				}
				random_list = {  
					5 = {
						add_trait = pagan_branch_1
					}
					25 = {
						add_trait = pagan_branch_2
					}
					25 = {
						add_trait = pagan_branch_3
					}
					25 = {
						add_trait = pagan_branch_4
					}
				}
			}
		}
		save_event_target_as = invited_character
	}
}

spawn_cathrian_merchant_effect = {

	if = { 
		limit = { has_religion_feature = religion_matriarchal }
		create_random_intriguer = {
			random_traits = yes
			religion = cat_folk_religion
			culture = cat_folk
			dynasty = random
			female = yes
			attributes = {
				diplomacy = 2
				learning = 2
				stewardship = 8
				intrigue = 2
				martial = 2
			}
		}
	}
	if = { 
		limit = { NOT = { has_religion_feature = religion_matriarchal } }
		create_random_intriguer = {
			random_traits = yes
			religion = cat_folk_religion
			culture = cat_folk
			dynasty = random
			female = no
			attributes = {
				diplomacy = 2
				learning = 2
				stewardship = 8
				intrigue = 2
				martial = 2
			}
		}
	}
	new_character = {
		remove_trait = weak
		remove_trait = slow
		remove_trait = imbecile
		remove_trait = dull
		remove_trait = dwarf
		remove_trait = giant
		remove_trait = hunchback
		remove_trait = clubfooted
		remove_trait = craven
		remove_trait = paranoid
		
		remove_trait = mystic
		remove_trait = socializer
		remove_trait = gamer
		remove_trait = hedonist
		remove_trait = duelist
		remove_trait = hunter
		remove_trait = strategist
		remove_trait = administrator
		remove_trait = architect
		remove_trait = gardener
		remove_trait = schemer
		remove_trait = impaler
		remove_trait = seducer
		remove_trait = seductress
		remove_trait = theologian
		remove_trait = scholar

		random_list = {
			27 = {
				add_trait = shrewd
			}
			3 = {
				add_trait = quick
			}
			15 = {
			    add_trait = greedy
			}
			15 = {
                add_trait = administrator
			}
			10 = {
			    add_trait = architect
			}
			10 = {
			    add_trait = gardener
			}
			20 = {
				health = 1
			}
		}
		
		hidden_tooltip = {
			if = {
				limit = {
					has_dharmic_religion_trigger = yes
				}
				add_trait = kshatriya
				character_event = { id = RoI.30121 }
			}
			if = {
				limit = {
					has_religion_feature = religion_no_leader
					religion_group = pagan_group
				}
				random_list = {  
					5 = {
						add_trait = pagan_branch_1
					}
					25 = {
						add_trait = pagan_branch_2
					}
					25 = {
						add_trait = pagan_branch_3
					}
					25 = {
						add_trait = pagan_branch_4
					}
				}
			}
		}
		save_event_target_as = invited_character
	}
}

add_sympathy_for_prevs_true_religion_effect = {
	if = {
		limit = { 
			PREV = { true_religion_group_christian_trigger = yes } 
			NOT = { religion_group = christian }
		}
		add_trait = sympathy_christendom
	}
	if = {
		limit = { 
			PREV = { true_religion_group_muslim_trigger = yes } 
			NOT = { religion_group = muslim }
		}
		add_trait = sympathy_islam
	}
	if = {
		limit = { 
			PREV = { true_religion_group_pagan_group_trigger = yes } 
			NOT = { religion_group = pagan_group }
		}
		add_trait = sympathy_pagans
	}
	if = {
		limit = { 
			PREV = { true_religion_group_zoroastrian_group_trigger = yes } 
			NOT = { religion_group = zoroastrian_group }
		}
		add_trait = sympathy_zoroastrianism
	}
	if = {
		limit = { 
			PREV = { true_religion_group_jewish_group_trigger = yes } 
			NOT = { religion_group = jewish_group }
		}
		add_trait = sympathy_judaism
	}
	if = {
		limit = { 
			PREV = { true_religion_group_indian_group_trigger = yes } 
			NOT = { religion_group = indian_group }
		}
		add_trait = sympathy_indian
	}
	if = {
		limit = { 
			PREV = { true_religion_group_otherworlden_trigger = yes } 
			NOT = { religion_group = otherworlden }
		}
		add_trait = sympathy_otherworlden
	}
}

add_sympathy_for_prevs_open_religion_effect = {
	if = {
		limit = { 
			PREV = { religion_group = christian } 
			NOT = { religion_group = christian }
		}
		add_trait = sympathy_christendom
	}
	if = {
		limit = { 
			PREV = { religion_group = muslim } 
			NOT = { religion_group = muslim }
		}
		add_trait = sympathy_islam
	}
	if = {
		limit = { 
			PREV = { religion_group = pagan_group } 
			NOT = { religion_group = pagan_group }
		}
		add_trait = sympathy_pagans
	}
	if = {
		limit = { 
			PREV = { religion_group = zoroastrian_group } 
			NOT = { religion_group = zoroastrian_group }
		}
		add_trait = sympathy_zoroastrianism
	}
	if = {
		limit = { 
			PREV = { religion_group = jewish_group } 
			NOT = { religion_group = jewish_group }
		}
		add_trait = sympathy_judaism
	}
	if = {
		limit = { 
			PREV = { religion_group = indian_group } 
			NOT = { religion_group = indian_group }
		}
		add_trait = sympathy_indian
	}
	if = {
		limit = { 
			PREV = { religion_group = otherworlden }
			NOT = { religion_group = otherworlden }
		}
		add_trait = sympathy_otherworlden
	}
}

spawn_fantasy_migrators_army_effect = {
    new_character = {
					#This is now done after victory in war
					#reverse_culture = FROM
					#reverse_religion = FROM

		create_title = {
			tier = DUKE
			landless = yes
			temporary = yes
			rebel = yes
			culture = FROM
			name = "PEASANT_REVOLT"
			holder = THIS
		}
		random_list = {
			17 = {
				spawn_unit = {
					province = FROM
					home = FROM
					owner = THIS
					leader = THIS
					scaled_by_biggest_garrison = 0.75
					troops = {
						archers = { 6 6 }
						light_cavalry = { 4 4 }
						light_infantry = { 10 10 }
			    	}
			    attrition = 1.0
				}
				create_character = {
				    random_traits = yes
					dynasty = none
					religion = THIS
					culture = THIS
					female = no
					age = 30
					trait = peasant_leader
					trait = tough_soldier
				}
				new_character = {
					spawn_unit = {
					province = FROM
					home = FROM
					owner = PREV
					scaled_by_biggest_garrison = 0.75
					troops = {
						archers = { 6 6 }
						light_cavalry = { 4 4 }
						light_infantry = { 10 10 }
					    }
					attrition = 1.0
					disband_on_peace = yes
				    }
				}
				create_character = {
				    random_traits = yes
					dynasty = none
					religion = THIS
					culture = THIS
					female = no
					age = 30
					trait = peasant_leader
					trait = tough_soldier
				}
				new_character = {
					spawn_unit = {
					province = FROM
					home = FROM
					owner = PREV
					scaled_by_biggest_garrison = 0.75
					troops = {
						archers = { 6 6 }
						light_cavalry = { 4 4 }
						light_infantry = { 10 10 }
					    }
					attrition = 1.0
					disband_on_peace = yes
				    }
				}
			}
			17 = {
				spawn_unit = {
					province = FROM
					home = FROM
					owner = THIS
					leader = THIS
					scaled_by_biggest_garrison = 0.5
					troops = {
						archers = { 6 6 }
						light_cavalry = { 4 4 }
						light_infantry = { 10 10 }
			    	}
			    attrition = 1.0
				}
				create_character = {
				    random_traits = yes
					dynasty = none
					religion = THIS
					culture = THIS
					female = no
					age = 30
					trait = peasant_leader
					trait = tough_soldier
				}
				new_character = {
					spawn_unit = {
					province = FROM
					home = FROM
					owner = PREV
					scaled_by_biggest_garrison = 0.5
					troops = {
						archers = { 6 6 }
						light_cavalry = { 4 4 }
						light_infantry = { 10 10 }
					    }
					attrition = 1.0
					disband_on_peace = yes
				    }
				}
				create_character = {
				    random_traits = yes
					dynasty = none
					religion = THIS
					culture = THIS
					female = no
					age = 30
					trait = peasant_leader
					trait = tough_soldier
				}
				new_character = {
					spawn_unit = {
					province = FROM
					home = FROM
					owner = PREV
					scaled_by_biggest_garrison = 0.5
					troops = {
						archers = { 6 6 }
						light_cavalry = { 4 4 }
						light_infantry = { 10 10 }
					    }
					attrition = 1.0
					disband_on_peace = yes
				    }
				}
			}
			16 = {
				spawn_unit = {
					province = FROM
					home = FROM
					owner = THIS
					leader = THIS
					scaled_by_biggest_garrison = 0.75
					troops = {
						archers = { 6 6 }
						light_cavalry = { 3 3 }
						light_infantry = { 11 11 }
			    	}
			    attrition = 1.0
				}
				create_character = {
				    random_traits = yes
					dynasty = none
					religion = THIS
					culture = THIS
					female = no
					age = 30
					trait = peasant_leader
					trait = tough_soldier
				}
				new_character = {
					spawn_unit = {
					province = FROM
					home = FROM
					owner = PREV
					scaled_by_biggest_garrison = 0.75
					troops = {
						archers = { 6 6 }
						light_cavalry = { 3 3 }
						light_infantry = { 11 11 }
					    }
					attrition = 1.0
					disband_on_peace = yes
				    }
				}
				create_character = {
				    random_traits = yes
					dynasty = none
					religion = THIS
					culture = THIS
					female = no
					age = 30
					trait = peasant_leader
					trait = tough_soldier
				}
				new_character = {
					spawn_unit = {
					province = FROM
					home = FROM
					owner = PREV
					scaled_by_biggest_garrison = 0.75
					troops = {
						archers = { 6 6 }
						light_cavalry = { 3 3 }
						light_infantry = { 11 11 }
					    }
					attrition = 1.0
					disband_on_peace = yes
				    }
				}
			}
			17 = {
				spawn_unit = {
					province = FROM
					home = FROM
					owner = THIS
					leader = THIS
					scaled_by_biggest_garrison = 0.5
					troops = {
						archers = { 6 6 }
						light_cavalry = { 3 3 }
						light_infantry = { 11 11 }
			    	}
			    attrition = 1.0
				}
				create_character = {
				    random_traits = yes
					dynasty = none
					religion = THIS
					culture = THIS
					female = no
					age = 30
					trait = peasant_leader
					trait = tough_soldier
				}
				new_character = {
					spawn_unit = {
					province = FROM
					home = FROM
					owner = PREV
					scaled_by_biggest_garrison = 0.5
					troops = {
						archers = { 6 6 }
						light_cavalry = { 3 3 }
						light_infantry = { 11 11 }
					    }
					attrition = 1.0
					disband_on_peace = yes
				    }
				}
				create_character = {
				    random_traits = yes
					dynasty = none
					religion = THIS
					culture = THIS
					female = no
					age = 30
					trait = peasant_leader
					trait = tough_soldier
				}
				new_character = {
					spawn_unit = {
					province = FROM
					home = FROM
					owner = PREV
					scaled_by_biggest_garrison = 0.5
					troops = {
						archers = { 6 6 }
						light_cavalry = { 3 3 }
						light_infantry = { 11 11 }
					    }
					attrition = 1.0
					disband_on_peace = yes
				    }
				}
			}
		}	
		# DoW on the
		FROM = {
			owner = {
				top_liege = {
	#				set_defacto_vassal = PREVPREVPREV
					reverse_war = {
						target = PREVPREVPREV
						casus_belli = peasant_revolt
						thirdparty_title = FROM # The county
					}
					reverse_opinion = {
						who = PREVPREVPREV
						modifier = opinion_evil_tyrant
    				}
				}
			}
		}
	}	
}

bloodthirsty_fantasy_tiered_traits_effect = {
	hidden_effect = {
		change_variable = { which = burned_hearts_points value = 1 }
		if = { #Tier 1
			limit = {
				check_variable = { which = burned_hearts_points value = 10 }
				NOR = { 
					trait = bloodthirsty_gods_1
					trait = bloodthirsty_gods_2
					trait = bloodthirsty_gods_3
					has_character_modifier = bloodthirsty_gods_exp_cooldown
				}
			}
			character_event = { id = EADRE.23431 days = 6 } #Notify and assign trait.
			add_character_modifier = { name = bloodthirsty_gods_exp_cooldown days = 12 hidden = yes } #Prevent event cascade.
		}
		if = { #Tier 2
			limit = {
				check_variable = { which = burned_hearts_points value = 50 }
				trait = bloodthirsty_gods_1
				NOR = { 
					trait = bloodthirsty_gods_2
					trait = bloodthirsty_gods_3
					has_character_modifier = bloodthirsty_gods_exp_cooldown
				}
			}
			character_event = { id = EADRE.23432 days = 6 } #Notify and assign trait.
			add_character_modifier = { name = bloodthirsty_gods_exp_cooldown days = 12 hidden = yes } #Prevent event cascade.
		}
		if = { #Tier 3
			limit = {
				check_variable = { which = burned_hearts_points value = 100 }
				trait = bloodthirsty_gods_2
				NOR = { 
					trait = bloodthirsty_gods_3
					has_character_modifier = bloodthirsty_gods_exp_cooldown
				}
			}
			character_event = { id = EADRE.23433 days = 6 } #Notify and assign trait.
			add_character_modifier = { name = bloodthirsty_gods_exp_cooldown days = 12 hidden = yes } #Prevent event cascade.
		}
		if = { #Bloodline.
			limit = {
				check_variable = { which = burned_hearts_points value = 200 }
				trait = bloodthirsty_gods_3
				is_ruler = yes
				is_playable = yes
				NOR = { 
					trait = kind 
					has_character_modifier = bloodthirsty_gods_exp_cooldown
					any_owned_bloodline = { # Not already has a Bloodthirsty bloodline.
						has_bloodline_flag = bloodline_created_bloodthirsty
					}
				}
			}
			character_event = { id = EADRE.23434 days = 6 } #Notify and assign trait.
			add_character_modifier = { name = bloodthirsty_gods_exp_cooldown days = 12 hidden = yes } #Prevent event cascade.
		}
	}
}