settlement_decisions = {
	custom_order_creation = {
		ai_check_interval = 12
		filter = owned
		FROM_potential = {
			is_feudal = yes
		}
		allow = {
			FROM = {
				AND = {
					wealth >= 500
					piety >= 1000
					religion_authority >= 0.4
					owns = PREV
					war = no
					independent = yes
				}
			}
			ROOT = {
				location = {
					PREV = {
						is_capital = yes
					}
				}
			}
			NOT = { has_global_flag = d_custom_order_60_busy }
		}
		effect = {
			# The following code is on level of fucking yandere-dev. I deeply apologize but due to the engine limiations I had to commit this crime Against coding.
			if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_1_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_1 status = yes }
					location = {
						d_custom_order_1 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_1
				}
				set_global_flag = d_custom_order_1_busy
			}


			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_2_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_2 status = yes }					
					location = {
						d_custom_order_2 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_2
				}
				set_global_flag = d_custom_order_2_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_3_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_3 status = yes }					
					location = {
						d_custom_order_3 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_3
				}
				set_global_flag = d_custom_order_3_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_4_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_4 status = yes }					
					location = {
						d_custom_order_4 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_4
				}
				set_global_flag = d_custom_order_4_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_5_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_5 status = yes }					
					location = {
						d_custom_order_5 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_5
				}
				set_global_flag = d_custom_order_5_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_6_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_6 status = yes }					
					location = {
						d_custom_order_6 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_6
				}
				set_global_flag = d_custom_order_6_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_7_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_7 status = yes }					
					location = {
						d_custom_order_7 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_7
				}
				set_global_flag = d_custom_order_7_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_8_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_8 status = yes }					
					location = {
						d_custom_order_8 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_8
				}
				set_global_flag = d_custom_order_8_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_9_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_9 status = yes }					
					location = {
						d_custom_order_9 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_9
				}
				set_global_flag = d_custom_order_9_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_10_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_10 status = yes }					
					location = {
						d_custom_order_10 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_10
				}
				set_global_flag = d_custom_order_10_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_11_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_11 status = yes }					
					location = {
						d_custom_order_11 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_11
				}
				set_global_flag = d_custom_order_11_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_12_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_12 status = yes }					
					location = {
						d_custom_order_12 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_12
				}
				set_global_flag = d_custom_order_12_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_13_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_13 status = yes }					
					location = {
						d_custom_order_13 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_13
				}
				set_global_flag = d_custom_order_13_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_14_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_14 status = yes }					
					location = {
						d_custom_order_14 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_14
				}
				set_global_flag = d_custom_order_14_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_15_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_15 status = yes }					
					location = {
						d_custom_order_15 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_15
				}
				set_global_flag = d_custom_order_15_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_16_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_16 status = yes }					
					location = {
						d_custom_order_16 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_16
				}
				set_global_flag = d_custom_order_16_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_17_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_17 status = yes }					
					location = {
						d_custom_order_17 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_17
				}
				set_global_flag = d_custom_order_17_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_18_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_18 status = yes }					
					location = {
						d_custom_order_18 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_18
				}
				set_global_flag = d_custom_order_18_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_19_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_19 status = yes }					
					location = {
						d_custom_order_19 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_19
				}
				set_global_flag = d_custom_order_19_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_20_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_20 status = yes }					
					location = {
						d_custom_order_20 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_20
				}
				set_global_flag = d_custom_order_20_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_21_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_21 status = yes }					
					location = {
						d_custom_order_21 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_21
				}
				set_global_flag = d_custom_order_21_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_22_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_22 status = yes }					
					location = {
						d_custom_order_22 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_22
				}
				set_global_flag = d_custom_order_22_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_23_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_23 status = yes }					
					location = {
						d_custom_order_23 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_23
				}
				set_global_flag = d_custom_order_23_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_24_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_24 status = yes }					
					location = {
						d_custom_order_24 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_24
				}
				set_global_flag = d_custom_order_24_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_25_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_25 status = yes }					
					location = {
						d_custom_order_25 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_25
				}
				set_global_flag = d_custom_order_25_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_26_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_26 status = yes }					
					location = {
						d_custom_order_26 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_26
				}
				set_global_flag = d_custom_order_26_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_27_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_27 status = yes }					
					location = {
						d_custom_order_27 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_27
				}
				set_global_flag = d_custom_order_27_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_28_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_28 status = yes }					
					location = {
						d_custom_order_28 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_28
				}
				set_global_flag = d_custom_order_28_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_29_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_29 status = yes }					
					location = {
						d_custom_order_29 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_29
				}
				set_global_flag = d_custom_order_29_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_30_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_30 status = yes }					
					location = {
						d_custom_order_30 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_30
				}
				set_global_flag = d_custom_order_30_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_31_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_31 status = yes }					
					location = {
						d_custom_order_31 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_31
				}
				set_global_flag = d_custom_order_31_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_32_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_32 status = yes }					
					location = {
						d_custom_order_32 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_32
				}
				set_global_flag = d_custom_order_32_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_33_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_33 status = yes }					
					location = {
						d_custom_order_33 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_33
				}
				set_global_flag = d_custom_order_33_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_34_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_34 status = yes }					
					location = {
						d_custom_order_34 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_34
				}
				set_global_flag = d_custom_order_34_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_35_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_35 status = yes }					
					location = {
						d_custom_order_35 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_35
				}
				set_global_flag = d_custom_order_35_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_36_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_36 status = yes }					
					location = {
						d_custom_order_36 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_36
				}
				set_global_flag = d_custom_order_36_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_37_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_37 status = yes }					
					location = {
						d_custom_order_37 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_37
				}
				set_global_flag = d_custom_order_37_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_38_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_38 status = yes }					
					location = {
						d_custom_order_38 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_38
				}
				set_global_flag = d_custom_order_38_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_39_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_39 status = yes }					
					location = {
						d_custom_order_39 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_39
				}
				set_global_flag = d_custom_order_39_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_40_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_40 status = yes }					
					location = {
						d_custom_order_40 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_40
				}
				set_global_flag = d_custom_order_40_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_41_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_41 status = yes }					
					location = {
						d_custom_order_41 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_41
				}
				set_global_flag = d_custom_order_41_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_42_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_42 status = yes }					
					location = {
						d_custom_order_42 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_42
				}
				set_global_flag = d_custom_order_42_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_43_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_43 status = yes }					
					location = {
						d_custom_order_43 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_43
				}
				set_global_flag = d_custom_order_43_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_44_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_44 status = yes }					
					location = {
						d_custom_order_44 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_44
				}
				set_global_flag = d_custom_order_44_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_45_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_45 status = yes }					
					location = {
						d_custom_order_45 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_45
				}
				set_global_flag = d_custom_order_45_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_46_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_46 status = yes }					
					location = {
						d_custom_order_46 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_46
				}
				set_global_flag = d_custom_order_46_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_47_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_47 status = yes }					
					location = {
						d_custom_order_47 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_47
				}
				set_global_flag = d_custom_order_47_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_48_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_48 status = yes }					
					location = {
						d_custom_order_48 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_48
				}
				set_global_flag = d_custom_order_48_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_49_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_49 status = yes }					
					location = {
						d_custom_order_49 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_49
				}
				set_global_flag = d_custom_order_49_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_50_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_50 status = yes }					
					location = {
						d_custom_order_50 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_50
				}
				set_global_flag = d_custom_order_50_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_51_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_51 status = yes }					
					location = {
						d_custom_order_51 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_51
				}
				set_global_flag = d_custom_order_51_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_52_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_52 status = yes }					
					location = {
						d_custom_order_52 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_52
				}
				set_global_flag = d_custom_order_52_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_53_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_53 status = yes }					
					location = {
						d_custom_order_53 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_53
				}
				set_global_flag = d_custom_order_53_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_54_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_54 status = yes }					
					location = {
						d_custom_order_54 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_54
				}
				set_global_flag = d_custom_order_54_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_55_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_55 status = yes }					
					location = {
						d_custom_order_55 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_55
				}
				set_global_flag = d_custom_order_55_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_56_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_56 status = yes }					
					location = {
						d_custom_order_56 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_56
				}
				set_global_flag = d_custom_order_56_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_57_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_57 status = yes }					
					location = {
						d_custom_order_57 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_57
				}
				set_global_flag = d_custom_order_57_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_58_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_58 status = yes }					
					location = {
						d_custom_order_58 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_58
				}
				set_global_flag = d_custom_order_58_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_59_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_59 status = yes }					
					location = {
						d_custom_order_59 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_59
				}
				set_global_flag = d_custom_order_59_busy
			}

			else_if = {
				limit = { 
					NOT = {
						has_global_flag = d_custom_order_60_busy
					}
				}
				create_character = {
					random_traits = yes
					culture = ROOT
					religion = FROM
				}				
				new_character = {
					gain_title = ROOT
					activate_title = { title = d_custom_order_60 status = yes }					
					location = {
						d_custom_order_60 = {
							set_coa = PREV
							religion = FROM
							random_list = {
								10 = {
									set_name = "Champions of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "Knights of [From.Religion.GetRandomGodName]"
								}
								10 = {
									set_name = "Defenders of [From.Religion.GetScriptureName]"
								}
								10 = {
									set_name = "[From.Religion.GetRandomEvilGodName]'s Foemen"
								}
								10 = {
									set_name = "[From.Religion.GetName] Brotherhood"
								}
								10 = {
									set_name = "Order of [From.Religion.GetHighGodName]"
								}
								10 = {
									set_name = "[From.Religion.GetCrusadeName] Against [From.Religion.GetRandomEvilGodName]"
								}
								10 = {
									set_name = "Brave [From.Religion.GetName]s"
								}
								10 = {
									set_name = "True [From.Religion.GetGroupName] Soldiers"
								}
								10 = {
									set_name = "[Root.Culture.GetAdjective] Knights"
								}
							}
						}
					}
					gain_title = d_custom_order_60
				}
				set_global_flag = d_custom_order_60_busy
			}

		# Phew! Glad we are done with this one!
			FROM = {
				wealth = -500
				piety = -1000
			}
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 0
		}
	}
}